📄 p_lights.c
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// Emacs style mode select -*- C++ -*- //-----------------------------------------------------------------------------//// $Id: p_lights.c,v 1.2 2003/09/08 22:34:29 jasonk Exp $//// 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: p_lights.c,v $// Revision 1.2 2003/09/08 22:34:29 jasonk// Updated files because this fucker won't build for no fucking good reason.//// Revision 1.1.1.1 2003/09/04 21:08:13 jasonk// Initial import//// Revision 1.1 2000/12/08 21:07:53 jeffw// nxdoom initial entry -- No nxdoom/Makefile so it won't build automatically////// DESCRIPTION:// Handle Sector base lighting effects.// Muzzle flash?////-----------------------------------------------------------------------------static const charrcsid[] = "$Id: p_lights.c,v 1.2 2003/09/08 22:34:29 jasonk 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//voidP_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//voidEV_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;}
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