mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-16 15:41:16 +00:00
388 lines
7.4 KiB
C++
388 lines
7.4 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "Precompiled.h"
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#include "globaldata.h"
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#include "z_zone.h"
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#include "m_random.h"
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#include "doomdef.h"
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#include "p_local.h"
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// State.
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#include "r_state.h"
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//
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// FIRELIGHT FLICKER
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//
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//
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// T_FireFlicker
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//
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void T_FireFlicker( fireflicker_t* flick )
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{
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int amount;
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if( --flick->count )
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{
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return;
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}
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amount = ( P_Random() & 3 ) * 16;
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if( flick->sector->lightlevel - amount < flick->minlight )
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{
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flick->sector->lightlevel = flick->minlight;
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}
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else
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{
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flick->sector->lightlevel = flick->maxlight - amount;
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}
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flick->count = 4;
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}
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//
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// P_SpawnFireFlicker
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//
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void P_SpawnFireFlicker( sector_t* sector )
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{
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fireflicker_t* flick;
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// Note that we are resetting sector attributes.
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// Nothing special about it during gameplay.
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sector->special = 0;
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flick = ( fireflicker_t* )DoomLib::Z_Malloc( sizeof( *flick ), PU_LEVEL, 0 );
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P_AddThinker( &flick->thinker );
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flick->thinker.function.acp1 = ( actionf_p1 ) T_FireFlicker;
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flick->sector = sector;
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flick->maxlight = sector->lightlevel;
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flick->minlight = P_FindMinSurroundingLight( sector, sector->lightlevel ) + 16;
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flick->count = 4;
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}
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//
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// BROKEN LIGHT FLASHING
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//
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//
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// T_LightFlash
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// Do flashing lights.
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//
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void T_LightFlash( lightflash_t* flash )
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{
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if( --flash->count )
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{
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return;
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}
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if( flash->sector->lightlevel == flash->maxlight )
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{
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flash-> sector->lightlevel = flash->minlight;
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flash->count = ( P_Random()&flash->mintime ) + 1;
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}
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else
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{
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flash-> sector->lightlevel = flash->maxlight;
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flash->count = ( P_Random()&flash->maxtime ) + 1;
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}
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}
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//
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// P_SpawnLightFlash
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// After the map has been loaded, scan each sector
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// for specials that spawn thinkers
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//
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void P_SpawnLightFlash( sector_t* sector )
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{
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lightflash_t* flash;
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// nothing special about it during gameplay
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sector->special = 0;
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flash = ( lightflash_t* )DoomLib::Z_Malloc( sizeof( *flash ), PU_LEVEL, 0 );
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P_AddThinker( &flash->thinker );
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flash->thinker.function.acp1 = ( actionf_p1 ) T_LightFlash;
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flash->sector = sector;
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flash->maxlight = sector->lightlevel;
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flash->minlight = P_FindMinSurroundingLight( sector, sector->lightlevel );
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flash->maxtime = 64;
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flash->mintime = 7;
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flash->count = ( P_Random()&flash->maxtime ) + 1;
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}
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//
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// STROBE LIGHT FLASHING
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//
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//
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// T_StrobeFlash
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//
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void T_StrobeFlash( strobe_t* flash )
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{
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if( --flash->count )
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{
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return;
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}
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if( flash->sector->lightlevel == flash->minlight )
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{
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flash-> sector->lightlevel = flash->maxlight;
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flash->count = flash->brighttime;
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}
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else
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{
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flash-> sector->lightlevel = flash->minlight;
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flash->count = flash->darktime;
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}
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}
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//
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// P_SpawnStrobeFlash
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// After the map has been loaded, scan each sector
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// for specials that spawn thinkers
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//
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void
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P_SpawnStrobeFlash
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( sector_t* sector,
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int fastOrSlow,
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int inSync )
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{
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strobe_t* flash;
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flash = ( strobe_t* )DoomLib::Z_Malloc( sizeof( *flash ), PU_LEVEL, 0 );
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P_AddThinker( &flash->thinker );
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flash->sector = sector;
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flash->darktime = fastOrSlow;
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flash->brighttime = STROBEBRIGHT;
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flash->thinker.function.acp1 = ( actionf_p1 ) T_StrobeFlash;
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flash->maxlight = sector->lightlevel;
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flash->minlight = P_FindMinSurroundingLight( sector, sector->lightlevel );
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if( flash->minlight == flash->maxlight )
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{
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flash->minlight = 0;
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}
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// nothing special about it during gameplay
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sector->special = 0;
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if( !inSync )
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{
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flash->count = ( P_Random() & 7 ) + 1;
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}
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else
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{
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flash->count = 1;
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}
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}
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//
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// Start strobing lights (usually from a trigger)
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//
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void EV_StartLightStrobing( line_t* line )
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{
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int secnum;
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sector_t* sec;
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secnum = -1;
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while( ( secnum = P_FindSectorFromLineTag( line, secnum ) ) >= 0 )
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{
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sec = &::g->sectors[secnum];
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if( sec->specialdata )
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{
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continue;
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}
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P_SpawnStrobeFlash( sec, SLOWDARK, 0 );
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}
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}
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//
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// TURN LINE'S TAG LIGHTS OFF
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//
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void EV_TurnTagLightsOff( line_t* line )
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{
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int i;
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int j;
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int min;
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sector_t* sector;
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sector_t* tsec;
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line_t* templine;
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sector = ::g->sectors;
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for( j = 0; j < ::g->numsectors; j++, sector++ )
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{
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if( sector->tag == line->tag )
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{
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min = sector->lightlevel;
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for( i = 0; i < sector->linecount; i++ )
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{
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templine = sector->lines[i];
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tsec = getNextSector( templine, sector );
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if( !tsec )
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{
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continue;
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}
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if( tsec->lightlevel < min )
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{
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min = tsec->lightlevel;
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}
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}
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sector->lightlevel = min;
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}
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}
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}
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//
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// TURN LINE'S TAG LIGHTS ON
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//
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void
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EV_LightTurnOn
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( line_t* line,
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int bright )
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{
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int i;
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int j;
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sector_t* sector;
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sector_t* temp;
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line_t* templine;
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sector = ::g->sectors;
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for( i = 0; i < ::g->numsectors; i++, sector++ )
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{
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if( sector->tag == line->tag )
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{
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// bright = 0 means to search
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// for highest light level
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// surrounding sector
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if( !bright )
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{
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for( j = 0; j < sector->linecount; j++ )
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{
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templine = sector->lines[j];
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temp = getNextSector( templine, sector );
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if( !temp )
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{
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continue;
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}
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if( temp->lightlevel > bright )
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{
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bright = temp->lightlevel;
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}
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}
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}
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sector-> lightlevel = bright;
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}
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}
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}
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//
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// Spawn glowing light
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//
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void T_Glow( glow_t* g )
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{
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switch( g->direction )
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{
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case -1:
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// DOWN
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g->sector->lightlevel -= GLOWSPEED;
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if( g->sector->lightlevel <= g->minlight )
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{
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g->sector->lightlevel += GLOWSPEED;
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g->direction = 1;
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}
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break;
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case 1:
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// UP
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g->sector->lightlevel += GLOWSPEED;
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if( g->sector->lightlevel >= g->maxlight )
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{
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g->sector->lightlevel -= GLOWSPEED;
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g->direction = -1;
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}
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break;
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}
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}
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void P_SpawnGlowingLight( sector_t* sector )
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{
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glow_t* g;
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g = ( glow_t* )DoomLib::Z_Malloc( sizeof( *g ), PU_LEVEL, 0 );
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P_AddThinker( &g->thinker );
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g->sector = sector;
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g->minlight = P_FindMinSurroundingLight( sector, sector->lightlevel );
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g->maxlight = sector->lightlevel;
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g->thinker.function.acp1 = ( actionf_p1 ) T_Glow;
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g->direction = -1;
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sector->special = 0;
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}
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