dvr/app/jni/prboom/p_lights.c
2016-03-03 22:28:59 +00:00

443 lines
11 KiB
C

/* Emacs style mode select -*- C++ -*-
*-----------------------------------------------------------------------------
*
*
* PrBoom: a Doom port merged with LxDoom and LSDLDoom
* based on BOOM, a modified and improved DOOM engine
* Copyright (C) 1999 by
* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
* Copyright (C) 1999-2000 by
* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
* Copyright 2005, 2006 by
* Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
*
* 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.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* DESCRIPTION:
* Action routines for lighting thinkers
* Spawn sector based lighting effects.
* Handle lighting linedef types
*
*-----------------------------------------------------------------------------*/
#include "doomstat.h" //jff 5/18/98
#include "doomdef.h"
#include "m_random.h"
#include "r_main.h"
#include "p_spec.h"
#include "p_tick.h"
//////////////////////////////////////////////////////////
//
// Lighting action routines, called once per tick
//
//////////////////////////////////////////////////////////
//
// T_FireFlicker()
//
// Firelight flicker action routine, called once per tick
//
// Passed a fireflicker_t structure containing light levels and timing
// Returns nothing
//
void T_FireFlicker (fireflicker_t* flick)
{
int amount;
if (--flick->count)
return;
amount = (P_Random(pr_lights)&3)*16;
if (flick->sector->lightlevel - amount < flick->minlight)
flick->sector->lightlevel = flick->minlight;
else
flick->sector->lightlevel = flick->maxlight - amount;
flick->count = 4;
}
//
// T_LightFlash()
//
// Broken light flashing action routine, called once per tick
//
// Passed a lightflash_t structure containing light levels and timing
// Returns nothing
//
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(pr_lights)&flash->mintime)+1;
}
else
{
flash-> sector->lightlevel = flash->maxlight;
flash->count = (P_Random(pr_lights)&flash->maxtime)+1;
}
}
//
// T_StrobeFlash()
//
// Strobe light flashing action routine, called once per tick
//
// Passed a strobe_t structure containing light levels and timing
// Returns nothing
//
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;
}
}
//
// T_Glow()
//
// Glowing light action routine, called once per tick
//
// Passed a glow_t structure containing light levels and timing
// Returns nothing
//
void T_Glow(glow_t* g)
{
switch(g->direction)
{
case -1:
// light dims
g->sector->lightlevel -= GLOWSPEED;
if (g->sector->lightlevel <= g->minlight)
{
g->sector->lightlevel += GLOWSPEED;
g->direction = 1;
}
break;
case 1:
// light brightens
g->sector->lightlevel += GLOWSPEED;
if (g->sector->lightlevel >= g->maxlight)
{
g->sector->lightlevel -= GLOWSPEED;
g->direction = -1;
}
break;
}
}
//////////////////////////////////////////////////////////
//
// Sector lighting type spawners
//
// After the map has been loaded, each sector is scanned
// for specials that spawn thinkers
//
//////////////////////////////////////////////////////////
//
// P_SpawnFireFlicker()
//
// Spawns a fire flicker lighting thinker
//
// Passed the sector that spawned the thinker
// Returns nothing
//
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; //jff 3/14/98 clear non-generalized sector type
flick = Z_Malloc ( sizeof(*flick), PU_LEVSPEC, 0);
memset(flick, 0, sizeof(*flick));
P_AddThinker (&flick->thinker);
flick->thinker.function = T_FireFlicker;
flick->sector = sector;
flick->maxlight = sector->lightlevel;
flick->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel)+16;
flick->count = 4;
}
//
// P_SpawnLightFlash()
//
// Spawns a broken light flash lighting thinker
//
// Passed the sector that spawned the thinker
// Returns nothing
//
void P_SpawnLightFlash (sector_t* sector)
{
lightflash_t* flash;
// nothing special about it during gameplay
sector->special &= ~31; //jff 3/14/98 clear non-generalized sector type
flash = Z_Malloc ( sizeof(*flash), PU_LEVSPEC, 0);
memset(flash, 0, sizeof(*flash));
P_AddThinker (&flash->thinker);
flash->thinker.function = 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(pr_lights)&flash->maxtime)+1;
}
//
// P_SpawnStrobeFlash
//
// Spawns a blinking light thinker
//
// Passed the sector that spawned the thinker, speed of blinking
// and whether blinking is to by syncrhonous with other sectors
//
// Returns nothing
//
void P_SpawnStrobeFlash
( sector_t* sector,
int fastOrSlow,
int inSync )
{
strobe_t* flash;
flash = Z_Malloc ( sizeof(*flash), PU_LEVSPEC, 0);
memset(flash, 0, sizeof(*flash));
P_AddThinker (&flash->thinker);
flash->sector = sector;
flash->darktime = fastOrSlow;
flash->brighttime = STROBEBRIGHT;
flash->thinker.function = 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; //jff 3/14/98 clear non-generalized sector type
if (!inSync)
flash->count = (P_Random(pr_lights)&7)+1;
else
flash->count = 1;
}
//
// P_SpawnGlowingLight()
//
// Spawns a glowing light (smooth oscillation from min to max) thinker
//
// Passed the sector that spawned the thinker
// Returns nothing
//
void P_SpawnGlowingLight(sector_t* sector)
{
glow_t* g;
g = Z_Malloc( sizeof(*g), PU_LEVSPEC, 0);
memset(g, 0, sizeof(*g));
P_AddThinker(&g->thinker);
g->sector = sector;
g->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel);
g->maxlight = sector->lightlevel;
g->thinker.function = T_Glow;
g->direction = -1;
sector->special &= ~31; //jff 3/14/98 clear non-generalized sector type
}
//////////////////////////////////////////////////////////
//
// Linedef lighting function handlers
//
//////////////////////////////////////////////////////////
//
// EV_StartLightStrobing()
//
// Start strobing lights (usually from a trigger)
//
// Passed the line that activated the strobing
// Returns true
//
// jff 2/12/98 added int return value, fixed return
//
int EV_StartLightStrobing(line_t* line)
{
int secnum;
sector_t* sec;
secnum = -1;
// start lights strobing in all sectors tagged same as line
while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
{
sec = &sectors[secnum];
// if already doing a lighting function, don't start a second
if (P_SectorActive(lighting_special,sec)) //jff 2/22/98
continue;
P_SpawnStrobeFlash (sec,SLOWDARK, 0);
}
return 1;
}
//
// EV_TurnTagLightsOff()
//
// Turn line's tagged sector's lights to min adjacent neighbor level
//
// Passed the line that activated the lights being turned off
// Returns true
//
// jff 2/12/98 added int return value, fixed return
//
int EV_TurnTagLightsOff(line_t* line)
{
int j;
// search sectors for those with same tag as activating line
// killough 10/98: replaced inefficient search with fast search
for (j = -1; (j = P_FindSectorFromLineTag(line,j)) >= 0;)
{
sector_t *sector = sectors + j, *tsec;
int i, min = sector->lightlevel;
// find min neighbor light level
for (i = 0;i < sector->linecount; i++)
if ((tsec = getNextSector(sector->lines[i], sector)) &&
tsec->lightlevel < min)
min = tsec->lightlevel;
sector->lightlevel = min;
}
return 1;
}
//
// EV_LightTurnOn()
//
// Turn sectors tagged to line lights on to specified or max neighbor level
//
// Passed the activating line, and a level to set the light to
// If level passed is 0, the maximum neighbor lighting is used
// Returns true
//
// jff 2/12/98 added int return value, fixed return
//
int EV_LightTurnOn(line_t *line, int bright)
{
int i;
// search all sectors for ones with same tag as activating line
// killough 10/98: replace inefficient search with fast search
for (i = -1; (i = P_FindSectorFromLineTag(line,i)) >= 0;)
{
sector_t *temp, *sector = sectors+i;
int j, tbright = bright; //jff 5/17/98 search for maximum PER sector
// bright = 0 means to search for highest light level surrounding sector
if (!bright)
for (j = 0;j < sector->linecount; j++)
if ((temp = getNextSector(sector->lines[j],sector)) &&
temp->lightlevel > tbright)
tbright = temp->lightlevel;
sector->lightlevel = tbright;
//jff 5/17/98 unless compatibility optioned
//then maximum near ANY tagged sector
if (comp[comp_model])
bright = tbright;
}
return 1;
}
/* killough 10/98:
*
* EV_LightTurnOnPartway()
*
* Turn sectors tagged to line lights on to specified or max neighbor level
*
* Passed the activating line, and a light level fraction between 0 and 1.
* Sets the light to min on 0, max on 1, and interpolates in-between.
* Used for doors with gradual lighting effects.
*
* Returns true
*/
int EV_LightTurnOnPartway(line_t *line, fixed_t level)
{
int i;
if (level < 0) // clip at extremes
level = 0;
if (level > FRACUNIT)
level = FRACUNIT;
// search all sectors for ones with same tag as activating line
for (i = -1; (i = P_FindSectorFromLineTag(line,i)) >= 0;)
{
sector_t *temp, *sector = sectors+i;
int j, bright = 0, min = sector->lightlevel;
for (j = 0; j < sector->linecount; j++)
if ((temp = getNextSector(sector->lines[j],sector)))
{
if (temp->lightlevel > bright)
bright = temp->lightlevel;
if (temp->lightlevel < min)
min = temp->lightlevel;
}
sector->lightlevel = // Set level in-between extremes
(level * bright + (FRACUNIT-level) * min) >> FRACBITS;
}
return 1;
}