mirror of
https://github.com/KolibriOS/kolibrios.git
synced 2024-11-28 11:43:09 +03:00
e15c3449f3
git-svn-id: svn://kolibrios.org@298 a494cfbc-eb01-0410-851d-a64ba20cac60
358 lines
6.5 KiB
C
358 lines
6.5 KiB
C
// Emacs style mode select -*- C++ -*-
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// $Id:$
|
|
//
|
|
// Copyright (C) 1993-1996 by id Software, Inc.
|
|
//
|
|
// This source is available for distribution and/or modification
|
|
// only under the terms of the DOOM Source Code License as
|
|
// published by id Software. All rights reserved.
|
|
//
|
|
// The source is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
|
|
// for more details.
|
|
//
|
|
// $Log:$
|
|
//
|
|
// DESCRIPTION:
|
|
// Handle Sector base lighting effects.
|
|
// Muzzle flash?
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
static const char
|
|
rcsid[] = "$Id: p_lights.c,v 1.5 1997/02/03 22:45:11 b1 Exp $";
|
|
|
|
|
|
#include "z_zone.h"
|
|
#include "m_random.h"
|
|
|
|
#include "doomdef.h"
|
|
#include "p_local.h"
|
|
|
|
|
|
// State.
|
|
#include "r_state.h"
|
|
|
|
//
|
|
// FIRELIGHT FLICKER
|
|
//
|
|
|
|
//
|
|
// T_FireFlicker
|
|
//
|
|
void T_FireFlicker (fireflicker_t* flick)
|
|
{
|
|
int amount;
|
|
|
|
if (--flick->count)
|
|
return;
|
|
|
|
amount = (P_Random()&3)*16;
|
|
|
|
if (flick->sector->lightlevel - amount < flick->minlight)
|
|
flick->sector->lightlevel = flick->minlight;
|
|
else
|
|
flick->sector->lightlevel = flick->maxlight - amount;
|
|
|
|
flick->count = 4;
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// P_SpawnFireFlicker
|
|
//
|
|
void P_SpawnFireFlicker (sector_t* sector)
|
|
{
|
|
fireflicker_t* flick;
|
|
|
|
// Note that we are resetting sector attributes.
|
|
// Nothing special about it during gameplay.
|
|
sector->special = 0;
|
|
|
|
flick = Z_Malloc ( sizeof(*flick), PU_LEVSPEC, 0);
|
|
|
|
P_AddThinker (&flick->thinker);
|
|
|
|
flick->thinker.function.acp1 = (actionf_p1) T_FireFlicker;
|
|
flick->sector = sector;
|
|
flick->maxlight = sector->lightlevel;
|
|
flick->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel)+16;
|
|
flick->count = 4;
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// BROKEN LIGHT FLASHING
|
|
//
|
|
|
|
|
|
//
|
|
// T_LightFlash
|
|
// Do flashing lights.
|
|
//
|
|
void T_LightFlash (lightflash_t* flash)
|
|
{
|
|
if (--flash->count)
|
|
return;
|
|
|
|
if (flash->sector->lightlevel == flash->maxlight)
|
|
{
|
|
flash-> sector->lightlevel = flash->minlight;
|
|
flash->count = (P_Random()&flash->mintime)+1;
|
|
}
|
|
else
|
|
{
|
|
flash-> sector->lightlevel = flash->maxlight;
|
|
flash->count = (P_Random()&flash->maxtime)+1;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//
|
|
// P_SpawnLightFlash
|
|
// After the map has been loaded, scan each sector
|
|
// for specials that spawn thinkers
|
|
//
|
|
void P_SpawnLightFlash (sector_t* sector)
|
|
{
|
|
lightflash_t* flash;
|
|
|
|
// nothing special about it during gameplay
|
|
sector->special = 0;
|
|
|
|
flash = Z_Malloc ( sizeof(*flash), PU_LEVSPEC, 0);
|
|
|
|
P_AddThinker (&flash->thinker);
|
|
|
|
flash->thinker.function.acp1 = (actionf_p1) T_LightFlash;
|
|
flash->sector = sector;
|
|
flash->maxlight = sector->lightlevel;
|
|
|
|
flash->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel);
|
|
flash->maxtime = 64;
|
|
flash->mintime = 7;
|
|
flash->count = (P_Random()&flash->maxtime)+1;
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// STROBE LIGHT FLASHING
|
|
//
|
|
|
|
|
|
//
|
|
// T_StrobeFlash
|
|
//
|
|
void T_StrobeFlash (strobe_t* flash)
|
|
{
|
|
if (--flash->count)
|
|
return;
|
|
|
|
if (flash->sector->lightlevel == flash->minlight)
|
|
{
|
|
flash-> sector->lightlevel = flash->maxlight;
|
|
flash->count = flash->brighttime;
|
|
}
|
|
else
|
|
{
|
|
flash-> sector->lightlevel = flash->minlight;
|
|
flash->count =flash->darktime;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// P_SpawnStrobeFlash
|
|
// After the map has been loaded, scan each sector
|
|
// for specials that spawn thinkers
|
|
//
|
|
void
|
|
P_SpawnStrobeFlash
|
|
( sector_t* sector,
|
|
int fastOrSlow,
|
|
int inSync )
|
|
{
|
|
strobe_t* flash;
|
|
|
|
flash = Z_Malloc ( sizeof(*flash), PU_LEVSPEC, 0);
|
|
|
|
P_AddThinker (&flash->thinker);
|
|
|
|
flash->sector = sector;
|
|
flash->darktime = fastOrSlow;
|
|
flash->brighttime = STROBEBRIGHT;
|
|
flash->thinker.function.acp1 = (actionf_p1) T_StrobeFlash;
|
|
flash->maxlight = sector->lightlevel;
|
|
flash->minlight = P_FindMinSurroundingLight(sector, sector->lightlevel);
|
|
|
|
if (flash->minlight == flash->maxlight)
|
|
flash->minlight = 0;
|
|
|
|
// nothing special about it during gameplay
|
|
sector->special = 0;
|
|
|
|
if (!inSync)
|
|
flash->count = (P_Random()&7)+1;
|
|
else
|
|
flash->count = 1;
|
|
}
|
|
|
|
|
|
//
|
|
// Start strobing lights (usually from a trigger)
|
|
//
|
|
void EV_StartLightStrobing(line_t* line)
|
|
{
|
|
int secnum;
|
|
sector_t* sec;
|
|
|
|
secnum = -1;
|
|
while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
|
|
{
|
|
sec = §ors[secnum];
|
|
if (sec->specialdata)
|
|
continue;
|
|
|
|
P_SpawnStrobeFlash (sec,SLOWDARK, 0);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// TURN LINE'S TAG LIGHTS OFF
|
|
//
|
|
void EV_TurnTagLightsOff(line_t* line)
|
|
{
|
|
int i;
|
|
int j;
|
|
int min;
|
|
sector_t* sector;
|
|
sector_t* tsec;
|
|
line_t* templine;
|
|
|
|
sector = sectors;
|
|
|
|
for (j = 0;j < numsectors; j++, sector++)
|
|
{
|
|
if (sector->tag == line->tag)
|
|
{
|
|
min = sector->lightlevel;
|
|
for (i = 0;i < sector->linecount; i++)
|
|
{
|
|
templine = sector->lines[i];
|
|
tsec = getNextSector(templine,sector);
|
|
if (!tsec)
|
|
continue;
|
|
if (tsec->lightlevel < min)
|
|
min = tsec->lightlevel;
|
|
}
|
|
sector->lightlevel = min;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// TURN LINE'S TAG LIGHTS ON
|
|
//
|
|
void
|
|
EV_LightTurnOn
|
|
( line_t* line,
|
|
int bright )
|
|
{
|
|
int i;
|
|
int j;
|
|
sector_t* sector;
|
|
sector_t* temp;
|
|
line_t* templine;
|
|
|
|
sector = sectors;
|
|
|
|
for (i=0;i<numsectors;i++, sector++)
|
|
{
|
|
if (sector->tag == line->tag)
|
|
{
|
|
// bright = 0 means to search
|
|
// for highest light level
|
|
// surrounding sector
|
|
if (!bright)
|
|
{
|
|
for (j = 0;j < sector->linecount; j++)
|
|
{
|
|
templine = sector->lines[j];
|
|
temp = getNextSector(templine,sector);
|
|
|
|
if (!temp)
|
|
continue;
|
|
|
|
if (temp->lightlevel > bright)
|
|
bright = temp->lightlevel;
|
|
}
|
|
}
|
|
sector-> lightlevel = bright;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// Spawn glowing light
|
|
//
|
|
|
|
void T_Glow(glow_t* g)
|
|
{
|
|
switch(g->direction)
|
|
{
|
|
case -1:
|
|
// DOWN
|
|
g->sector->lightlevel -= GLOWSPEED;
|
|
if (g->sector->lightlevel <= g->minlight)
|
|
{
|
|
g->sector->lightlevel += GLOWSPEED;
|
|
g->direction = 1;
|
|
}
|
|
break;
|
|
|
|
case 1:
|
|
// UP
|
|
g->sector->lightlevel += GLOWSPEED;
|
|
if (g->sector->lightlevel >= g->maxlight)
|
|
{
|
|
g->sector->lightlevel -= GLOWSPEED;
|
|
g->direction = -1;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
void P_SpawnGlowingLight(sector_t* sector)
|
|
{
|
|
glow_t* g;
|
|
|
|
g = Z_Malloc( sizeof(*g), PU_LEVSPEC, 0);
|
|
|
|
P_AddThinker(&g->thinker);
|
|
|
|
g->sector = sector;
|
|
g->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel);
|
|
g->maxlight = sector->lightlevel;
|
|
g->thinker.function.acp1 = (actionf_p1) T_Glow;
|
|
g->direction = -1;
|
|
|
|
sector->special = 0;
|
|
}
|
|
|