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doom3-bfg/doomclassic/doom/p_lights.cpp
2022-09-05 22:25:33 +02:00

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/*
===========================================================================
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;
}