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39ba20be6b
Set up a main thinker list and a polyobject mover list to test things up. Works so far, networking as well. Signed-off-by: Nev3r <apophycens@gmail.com>
408 lines
11 KiB
C
408 lines
11 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2018 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file p_lights.c
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/// \brief Sector lighting effects
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/// Fire flicker, light flash, strobe flash, lightning flash, glow, and fade.
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#include "doomdef.h"
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#include "p_local.h"
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#include "r_state.h"
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#include "z_zone.h"
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#include "m_random.h"
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#include "d_netcmd.h"
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/** Removes any active lighting effects in a sector.
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*
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* \param sector The sector to remove effects from.
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*/
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void P_RemoveLighting(sector_t *sector)
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{
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if (sector->lightingdata)
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{
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// The thinker is the first member in all the lighting action structs,
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// so just let the thinker get freed, and that will free the whole
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// structure.
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P_RemoveThinker(&((elevator_t *)sector->lightingdata)->thinker);
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sector->lightingdata = NULL;
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}
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}
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// =========================================================================
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// FIRELIGHT FLICKER
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// =========================================================================
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/** Thinker function for fire flicker.
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*
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* \param flick Action structure for this effect.
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* \sa P_SpawnAdjustableFireFlicker
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*/
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void T_FireFlicker(fireflicker_t *flick)
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{
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INT16 amount;
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if (--flick->count)
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return;
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amount = (INT16)((UINT8)(P_RandomByte() & 3) * 16);
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if (flick->sector->lightlevel - amount < flick->minlight)
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flick->sector->lightlevel = (INT16)flick->minlight;
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else
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flick->sector->lightlevel = (INT16)((INT16)flick->maxlight - amount);
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flick->count = flick->resetcount;
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}
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/** Spawns an adjustable fire flicker effect in a sector.
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*
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* \param minsector Sector whose light level is used as the darkest.
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* \param maxsector Sector whose light level is used as the brightest,
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* and also the target sector for the effect.
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* \param length Four times the number of tics between flickers.
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* \sa T_FireFlicker
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*/
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fireflicker_t *P_SpawnAdjustableFireFlicker(sector_t *minsector, sector_t *maxsector, INT32 length)
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{
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fireflicker_t *flick;
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P_RemoveLighting(maxsector); // out with the old, in with the new
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flick = Z_Calloc(sizeof (*flick), PU_LEVSPEC, NULL);
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P_AddThinker(THINK_MAIN, &flick->thinker);
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flick->thinker.function.acp1 = (actionf_p1)T_FireFlicker;
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flick->sector = maxsector;
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flick->maxlight = maxsector->lightlevel;
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flick->minlight = minsector->lightlevel;
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if (flick->minlight > flick->maxlight)
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{
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// You mixed them up, you dummy.
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INT32 oops = flick->minlight;
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flick->minlight = flick->maxlight;
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flick->maxlight = oops;
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}
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flick->count = flick->resetcount = length/4;
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maxsector->lightingdata = flick;
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// input bounds checking and stuff
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if (!flick->resetcount)
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flick->resetcount = 1;
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if (flick->minlight == flick->maxlight)
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{
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if (flick->minlight > 0)
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flick->minlight--;
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if (flick->maxlight < 255)
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flick->maxlight++;
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}
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return flick;
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}
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//
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// LIGHTNING FLASH EFFECT
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//
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/** Thinker function for a lightning flash storm effect.
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*
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* \param flash The effect being considered.
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* \sa P_SpawnLightningFlash
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*/
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void T_LightningFlash(lightflash_t *flash)
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{
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flash->sector->lightlevel -= 4;
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if (flash->sector->lightlevel <= flash->minlight)
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{
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flash->sector->lightlevel = (INT16)flash->minlight;
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P_RemoveLighting(flash->sector);
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}
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}
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/** Spawns a one-time lightning flash.
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*
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* \param sector Sector to light up.
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* \sa T_LightningFlash
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*/
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void P_SpawnLightningFlash(sector_t *sector)
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{
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INT32 minlight;
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lightflash_t *flash;
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minlight = sector->lightlevel;
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if (sector->lightingdata)
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{
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if (((lightflash_t *)sector->lightingdata)->thinker.function.acp1
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== (actionf_p1)T_LightningFlash)
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{
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// lightning was already flashing in this sector
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// save the original light level value
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minlight = ((lightflash_t *)sector->lightingdata)->minlight;
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}
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P_RemoveThinker(&((elevator_t *)sector->lightingdata)->thinker);
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}
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sector->lightingdata = NULL;
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flash = Z_Calloc(sizeof (*flash), PU_LEVSPEC, NULL);
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P_AddThinker(THINK_MAIN, &flash->thinker);
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flash->thinker.function.acp1 = (actionf_p1)T_LightningFlash;
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flash->sector = sector;
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flash->maxlight = 255;
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flash->minlight = minlight;
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sector->lightlevel = (INT16)flash->maxlight;
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sector->lightingdata = flash;
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}
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//
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// STROBE LIGHT FLASHING
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//
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/** Thinker function for strobe light flashing.
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*
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* \param flash The effect under consideration.
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* \sa P_SpawnAdjustableStrobeFlash
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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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return;
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if (flash->sector->lightlevel == flash->minlight)
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{
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flash->sector->lightlevel = (INT16)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 = (INT16)flash->minlight;
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flash->count = flash->darktime;
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}
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}
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/** Spawns an adjustable strobe light effect in a sector.
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*
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* \param minsector Sector whose light level is used as the darkest.
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* \param maxsector Sector whose light level is used as the brightest,
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* and also the target sector for the effect.
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* \param darktime Time in tics for the light to be dark.
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* \param brighttime Time in tics for the light to be bright.
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* \param inSync If true, the effect will be kept in sync
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* with other effects of this type, provided
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* they use the same time values, and
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* provided this function is called at level
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* load. Otherwise, the starting state of
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* the strobe flash is random.
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* \sa T_StrobeFlash
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*/
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strobe_t *P_SpawnAdjustableStrobeFlash(sector_t *minsector, sector_t *maxsector, INT32 darktime, INT32 brighttime, boolean inSync)
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{
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strobe_t *flash;
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P_RemoveLighting(maxsector); // out with the old, in with the new
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flash = Z_Calloc(sizeof (*flash), PU_LEVSPEC, NULL);
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P_AddThinker(THINK_MAIN, &flash->thinker);
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flash->sector = maxsector;
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flash->darktime = darktime;
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flash->brighttime = brighttime;
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flash->thinker.function.acp1 = (actionf_p1)T_StrobeFlash;
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flash->maxlight = maxsector->lightlevel;
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flash->minlight = minsector->lightlevel;
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if (flash->minlight > flash->maxlight)
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{
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// You mixed them up, you dummy.
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INT32 oops = flash->minlight;
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flash->minlight = flash->maxlight;
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flash->maxlight = oops;
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}
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if (flash->minlight == flash->maxlight)
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flash->minlight = 0;
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if (!inSync)
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flash->count = (P_RandomByte() & 7) + 1;
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else
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flash->count = 1;
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maxsector->lightingdata = flash;
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return flash;
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}
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/** Thinker function for glowing light.
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*
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* \param g Action structure for this effect.
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* \sa P_SpawnAdjustableGlowingLight
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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 = (INT16)(g->sector->lightlevel - (INT16)g->speed);
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if (g->sector->lightlevel <= g->minlight)
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{
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g->sector->lightlevel = (INT16)(g->sector->lightlevel + (INT16)g->speed);
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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 = (INT16)(g->sector->lightlevel + (INT16)g->speed);
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if (g->sector->lightlevel >= g->maxlight)
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{
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g->sector->lightlevel = (INT16)(g->sector->lightlevel - (INT16)g->speed);
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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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/** Spawns an adjustable glowing light effect in a sector.
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*
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* \param minsector Sector whose light level is used as the darkest.
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* \param maxsector Sector whose light level is used as the brightest,
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* and also the target sector for the effect.
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* \param length The speed of the effect.
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* \sa T_Glow
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*/
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glow_t *P_SpawnAdjustableGlowingLight(sector_t *minsector, sector_t *maxsector, INT32 length)
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{
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glow_t *g;
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P_RemoveLighting(maxsector); // out with the old, in with the new
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g = Z_Calloc(sizeof (*g), PU_LEVSPEC, NULL);
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P_AddThinker(THINK_MAIN, &g->thinker);
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g->sector = maxsector;
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g->minlight = minsector->lightlevel;
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g->maxlight = maxsector->lightlevel;
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if (g->minlight > g->maxlight)
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{
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// You mixed them up, you dummy.
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INT32 oops = g->minlight;
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g->minlight = g->maxlight;
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g->maxlight = oops;
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}
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g->thinker.function.acp1 = (actionf_p1)T_Glow;
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g->direction = 1;
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g->speed = length/4;
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if (g->speed > (g->maxlight - g->minlight)/2) // don't make it ridiculous speed
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g->speed = (g->maxlight - g->minlight)/2;
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while (g->speed < 1)
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{
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if (g->minlight > 0)
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g->minlight--;
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if (g->maxlight < 255)
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g->maxlight++;
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g->speed = (g->maxlight - g->minlight)/2;
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}
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maxsector->lightingdata = g;
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return g;
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}
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/** Fades all the lights in specified sector to a new
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* value.
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*
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* \param sector Target sector
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* \param destvalue The final light value in these sectors.
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* \param speed If tic-based: total duration of effect.
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* If speed-based: Speed of the fade; the change to the ligh
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* level in each sector per tic.
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* \param ticbased Use a specific duration for the fade, defined by speed
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* \sa T_LightFade
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*/
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void P_FadeLightBySector(sector_t *sector, INT32 destvalue, INT32 speed, boolean ticbased)
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{
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lightlevel_t *ll;
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P_RemoveLighting(sector); // remove the old lighting effect first
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if ((ticbased && !speed) || sector->lightlevel == destvalue) // set immediately
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{
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sector->lightlevel = destvalue;
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return;
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}
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ll = Z_Calloc(sizeof (*ll), PU_LEVSPEC, NULL);
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ll->thinker.function.acp1 = (actionf_p1)T_LightFade;
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sector->lightingdata = ll; // set it to the lightlevel_t
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P_AddThinker(THINK_MAIN, &ll->thinker); // add thinker
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ll->sector = sector;
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ll->sourcelevel = sector->lightlevel;
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ll->destlevel = destvalue;
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ll->fixedcurlevel = sector->lightlevel<<FRACBITS;
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if (ticbased)
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{
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// Speed means duration.
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ll->timer = abs(speed);
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ll->fixedpertic = FixedDiv((destvalue<<FRACBITS) - ll->fixedcurlevel, speed<<FRACBITS);
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}
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else
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{
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// Speed means increment per tic (literally speed).
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ll->timer = FixedDiv((destvalue<<FRACBITS) - ll->fixedcurlevel, speed<<FRACBITS)>>FRACBITS;
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ll->fixedpertic = speed<<FRACBITS;
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}
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}
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void P_FadeLight(INT16 tag, INT32 destvalue, INT32 speed, boolean ticbased, boolean force)
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{
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INT32 i;
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// search all sectors for ones with tag
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for (i = -1; (i = P_FindSectorFromTag(tag, i)) >= 0 ;)
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{
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if (!force && ticbased // always let speed fader execute
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&& sectors[i].lightingdata
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&& ((lightlevel_t*)sectors[i].lightingdata)->thinker.function.acp1 == (actionf_p1)T_LightFade)
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// && ((lightlevel_t*)sectors[i].lightingdata)->timer > 2)
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{
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CONS_Debug(DBG_GAMELOGIC, "Line type 420 Executor: Fade light thinker already exists, timer: %d\n", ((lightlevel_t*)sectors[i].lightingdata)->timer);
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continue;
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}
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P_FadeLightBySector(§ors[i], destvalue, speed, ticbased);
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}
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}
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/** Fades the light level in a sector to a new value.
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*
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* \param ll The fade effect under consideration.
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* \sa P_FadeLight
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*/
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void T_LightFade(lightlevel_t *ll)
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{
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if (--ll->timer <= 0)
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{
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ll->sector->lightlevel = ll->destlevel; // set to dest lightlevel
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P_RemoveLighting(ll->sector); // clear lightingdata, remove thinker
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return;
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}
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ll->fixedcurlevel = ll->fixedcurlevel + ll->fixedpertic;
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ll->sector->lightlevel = (ll->fixedcurlevel)>>FRACBITS;
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}
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