📄 p_lights.c
字号:
// Emacs style mode select -*- C++ -*- //-----------------------------------------------------------------------------//// $Id: p_lights.c,v 1.5 2000/11/02 17:50:07 stroggonmeth Exp $//// Copyright (C) 1993-1996 by id Software, Inc.// Portions Copyright (C) 1998-2000 by DooM Legacy Team.//// This program 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 2// of the License, or (at your option) any later version.//// This program 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.////// $Log: p_lights.c,v $// Revision 1.5 2000/11/02 17:50:07 stroggonmeth// Big 3Dfloors & FraggleScript commit!!//// Revision 1.4 2000/04/11 19:07:24 stroggonmeth// Finished my logs, fixed a crashing bug.//// Revision 1.3 2000/04/04 00:32:46 stroggonmeth// Initial Boom compatability plus few misc changes all around.//// Revision 1.2 2000/02/27 00:42:10 hurdler// fix CR+LF problem//// Revision 1.1.1.1 2000/02/22 20:32:32 hurdler// Initial import into CVS (v1.29 pr3)////// DESCRIPTION:// Handle Sector base lighting effects.// Muzzle flash?////-----------------------------------------------------------------------------#include "doomdef.h"#include "p_local.h"#include "r_state.h"#include "z_zone.h"#include "m_random.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 &= ~31; //SoM: Clear non-generalized sector type 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 &= ~31; //SoM: 3/7/2000: Clear non-generalized type 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 &= ~31; //SoM: 3/7/2000: Clear non-generalized sector type if (!inSync) flash->count = (P_Random()&7)+1; else flash->count = 1;}//// Start strobing lights (usually from a trigger)//int EV_StartLightStrobing(line_t* line){ int secnum; sector_t* sec; secnum = -1; while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0) { sec = §ors[secnum]; if (P_SectorActive(lighting_special,sec)) //SoM: 3/7/2000: New way to check thinker continue; P_SpawnStrobeFlash (sec,SLOWDARK, 0); } return 1;}//// TURN LINE'S TAG LIGHTS OFF//int 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; } } return 1;}//// TURN LINE'S TAG LIGHTS ON//intEV_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++) { int tbright = bright; //SoM: 3/7/2000: Search for maximum per 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 > tbright) //SoM: 3/7/2000 tbright = temp->lightlevel; } } sector-> lightlevel = tbright; if(!boomsupport) bright = tbright; } } return 1;}//// 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 &= ~31; //SoM: 3/7/2000: Reset only non-generic types.}// P_FadeLight()//// Fade all the lights in sectors with a particular tag to a new value//void P_FadeLight(int tag, int destvalue, int speed){ int i; lightlevel_t *ll; // search all sectors for ones with tag for (i = -1; (i = P_FindSectorFromTag(tag,i)) >= 0;) { sector_t *sector = §ors[i]; sector->lightingdata = sector; // just set it to something ll = Z_Malloc(sizeof(*ll), PU_LEVSPEC, 0); ll->thinker.function.acp1 = (actionf_p1)T_LightFade; P_AddThinker(&ll->thinker); // add thinker ll->sector = sector; ll->destlevel = destvalue; ll->speed = speed; }}// T_LightFade()//// Just fade the light level in a sector to a new level//void T_LightFade(lightlevel_t *ll){ if(ll->sector->lightlevel < ll->destlevel) { // increase the lightlevel if(ll->sector->lightlevel + ll->speed >= ll->destlevel) { // stop changing light level ll->sector->lightlevel = ll->destlevel; // set to dest lightlevel ll->sector->lightingdata = NULL; // clear lightingdata P_RemoveThinker(&ll->thinker); // remove thinker } else { ll->sector->lightlevel += ll->speed; // move lightlevel } } else { // decrease lightlevel if(ll->sector->lightlevel - ll->speed <= ll->destlevel) { // stop changing light level ll->sector->lightlevel = ll->destlevel; // set to dest lightlevel ll->sector->lightingdata = NULL; // clear lightingdata P_RemoveThinker(&ll->thinker); // remove thinker } else { ll->sector->lightlevel -= ll->speed; // move lightlevel } }}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -