123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363 |
- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #include "Precompiled.h"
- #include "globaldata.h"
- #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 = (fireflicker_t*)DoomLib::Z_Malloc( sizeof(*flick), PU_LEVEL, 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 = (lightflash_t*)DoomLib::Z_Malloc( sizeof(*flash), PU_LEVEL, 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 = (strobe_t*)DoomLib::Z_Malloc( sizeof(*flash), PU_LEVEL, 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 = &::g->sectors[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 = ::g->sectors;
-
- for (j = 0;j < ::g->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 = ::g->sectors;
-
- for (i = 0; i < ::g->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 = (glow_t*)DoomLib::Z_Malloc( sizeof(*g), PU_LEVEL, 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;
- }
|