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https://github.com/ZDoom/qzdoom.git
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847 lines
18 KiB
C++
847 lines
18 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source 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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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Handle Sector base lighting effects.
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//
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//-----------------------------------------------------------------------------
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#include "templates.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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#include "p_spec.h"
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#include "p_lnspec.h"
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#include "doomstat.h"
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// State.
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#include "r_state.h"
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#include "statnums.h"
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#include "farchive.h"
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static FRandom pr_flicker ("Flicker");
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static FRandom pr_lightflash ("LightFlash");
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static FRandom pr_strobeflash ("StrobeFlash");
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static FRandom pr_fireflicker ("FireFlicker");
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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IMPLEMENT_CLASS (DLighting)
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DLighting::DLighting ()
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{
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}
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DLighting::DLighting (sector_t *sector)
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: DSectorEffect (sector)
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{
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ChangeStatNum (STAT_LIGHT);
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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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//-----------------------------------------------------------------------------
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IMPLEMENT_CLASS (DFireFlicker)
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DFireFlicker::DFireFlicker ()
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{
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}
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void DFireFlicker::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << m_Count << m_MaxLight << m_MinLight;
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}
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//-----------------------------------------------------------------------------
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//
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// T_FireFlicker
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//
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//-----------------------------------------------------------------------------
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void DFireFlicker::Tick ()
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{
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int amount;
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if (--m_Count == 0)
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{
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amount = (pr_fireflicker() & 3) << 4;
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// [RH] Shouldn't this be (m_MaxLight - amount < m_MinLight)?
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if (m_Sector->lightlevel - amount < m_MinLight)
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m_Sector->SetLightLevel(m_MinLight);
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else
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m_Sector->SetLightLevel(m_MaxLight - amount);
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m_Count = 4;
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}
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}
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//-----------------------------------------------------------------------------
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//
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// P_SpawnFireFlicker
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//
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//-----------------------------------------------------------------------------
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DFireFlicker::DFireFlicker (sector_t *sector)
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: DLighting (sector)
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{
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m_MaxLight = sector->lightlevel;
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m_MinLight = sector_t::ClampLight(sector->FindMinSurroundingLight(sector->lightlevel) + 16);
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m_Count = 4;
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}
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DFireFlicker::DFireFlicker (sector_t *sector, int upper, int lower)
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: DLighting (sector)
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{
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m_MaxLight = sector_t::ClampLight(upper);
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m_MinLight = sector_t::ClampLight(lower);
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m_Count = 4;
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}
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//-----------------------------------------------------------------------------
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//
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// [RH] flickering light like Hexen's
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//
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//-----------------------------------------------------------------------------
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IMPLEMENT_CLASS (DFlicker)
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DFlicker::DFlicker ()
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{
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}
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void DFlicker::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << m_Count << m_MaxLight << m_MinLight;
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void DFlicker::Tick ()
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{
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if (m_Count)
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{
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m_Count--;
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}
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else if (m_Sector->lightlevel == m_MaxLight)
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{
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m_Sector->SetLightLevel(m_MinLight);
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m_Count = (pr_flicker()&7)+1;
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}
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else
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{
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m_Sector->SetLightLevel(m_MaxLight);
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m_Count = (pr_flicker()&31)+1;
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}
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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DFlicker::DFlicker (sector_t *sector, int upper, int lower)
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: DLighting (sector)
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{
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m_MaxLight = upper;
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m_MinLight = lower;
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sector->lightlevel = upper;
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m_Count = (pr_flicker()&64)+1;
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void EV_StartLightFlickering (int tag, int upper, int lower)
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{
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int secnum;
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FSectorTagIterator it(tag);
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while ((secnum = it.Next()) >= 0)
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{
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new DFlicker (§ors[secnum], upper, lower);
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}
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}
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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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IMPLEMENT_CLASS (DLightFlash)
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DLightFlash::DLightFlash ()
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{
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}
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void DLightFlash::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << m_Count << m_MaxLight << m_MaxTime << m_MinLight << m_MinTime;
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}
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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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//-----------------------------------------------------------------------------
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void DLightFlash::Tick ()
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{
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if (--m_Count == 0)
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{
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if (m_Sector->lightlevel == m_MaxLight)
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{
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m_Sector->SetLightLevel(m_MinLight);
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m_Count = (pr_lightflash() & m_MinTime) + 1;
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}
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else
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{
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m_Sector->SetLightLevel(m_MaxLight);
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m_Count = (pr_lightflash() & m_MaxTime) + 1;
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}
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}
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}
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//-----------------------------------------------------------------------------
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//
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// P_SpawnLightFlash
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//
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//-----------------------------------------------------------------------------
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DLightFlash::DLightFlash (sector_t *sector)
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: DLighting (sector)
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{
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// Find light levels like Doom.
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m_MaxLight = sector->lightlevel;
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m_MinLight = sector->FindMinSurroundingLight (sector->lightlevel);
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m_MaxTime = 64;
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m_MinTime = 7;
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m_Count = (pr_lightflash() & m_MaxTime) + 1;
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}
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DLightFlash::DLightFlash (sector_t *sector, int min, int max)
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: DLighting (sector)
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{
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// Use specified light levels.
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m_MaxLight = sector_t::ClampLight(max);
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m_MinLight = sector_t::ClampLight(min);
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m_MaxTime = 64;
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m_MinTime = 7;
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m_Count = (pr_lightflash() & m_MaxTime) + 1;
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}
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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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IMPLEMENT_CLASS (DStrobe)
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DStrobe::DStrobe ()
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{
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}
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void DStrobe::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << m_Count << m_MaxLight << m_MinLight << m_DarkTime << m_BrightTime;
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}
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//-----------------------------------------------------------------------------
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//
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// T_StrobeFlash
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//
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//-----------------------------------------------------------------------------
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void DStrobe::Tick ()
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{
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if (--m_Count == 0)
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{
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if (m_Sector->lightlevel == m_MinLight)
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{
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m_Sector->SetLightLevel(m_MaxLight);
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m_Count = m_BrightTime;
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}
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else
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{
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m_Sector->SetLightLevel(m_MinLight);
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m_Count = m_DarkTime;
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}
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}
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}
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//-----------------------------------------------------------------------------
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//
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// Hexen-style constructor
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//
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//-----------------------------------------------------------------------------
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DStrobe::DStrobe (sector_t *sector, int upper, int lower, int utics, int ltics)
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: DLighting (sector)
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{
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m_DarkTime = ltics;
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m_BrightTime = utics;
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m_MaxLight = sector_t::ClampLight(upper);
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m_MinLight = sector_t::ClampLight(lower);
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m_Count = 1; // Hexen-style is always in sync
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}
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//-----------------------------------------------------------------------------
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//
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// Doom-style constructor
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//
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//-----------------------------------------------------------------------------
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DStrobe::DStrobe (sector_t *sector, int utics, int ltics, bool inSync)
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: DLighting (sector)
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{
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m_DarkTime = ltics;
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m_BrightTime = utics;
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m_MaxLight = sector->lightlevel;
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m_MinLight = sector->FindMinSurroundingLight (sector->lightlevel);
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if (m_MinLight == m_MaxLight)
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m_MinLight = 0;
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m_Count = inSync ? 1 : (pr_strobeflash() & 7) + 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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// [RH] Made it more configurable.
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//
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//-----------------------------------------------------------------------------
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void EV_StartLightStrobing (int tag, int upper, int lower, int utics, int ltics)
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{
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int secnum;
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FSectorTagIterator it(tag);
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while ((secnum = it.Next()) >= 0)
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{
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sector_t *sec = §ors[secnum];
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if (sec->lightingdata)
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continue;
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new DStrobe (sec, upper, lower, utics, ltics);
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}
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}
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void EV_StartLightStrobing (int tag, int utics, int ltics)
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{
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int secnum;
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FSectorTagIterator it(tag);
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while ((secnum = it.Next()) >= 0)
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{
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sector_t *sec = §ors[secnum];
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if (sec->lightingdata)
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continue;
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new DStrobe (sec, utics, ltics, false);
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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 OFF
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// [RH] Takes a tag instead of a line
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//
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//-----------------------------------------------------------------------------
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void EV_TurnTagLightsOff (int tag)
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{
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int secnum;
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FSectorTagIterator it(tag);
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while ((secnum = it.Next()) >= 0)
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{
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sector_t *sector = sectors + secnum;
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int min = sector->lightlevel;
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for (int i = 0; i < sector->linecount; i++)
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{
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sector_t *tsec = getNextSector (sector->lines[i],sector);
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if (!tsec)
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continue;
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if (tsec->lightlevel < min)
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min = tsec->lightlevel;
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}
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sector->SetLightLevel(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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// [RH] Takes a tag instead of a line
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//
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//-----------------------------------------------------------------------------
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void EV_LightTurnOn (int tag, int bright)
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{
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int secnum;
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FSectorTagIterator it(tag);
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while ((secnum = it.Next()) >= 0)
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{
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sector_t *sector = sectors + secnum;
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int tbright = bright; //jff 5/17/98 search for maximum PER sector
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// bright = -1 means to search ([RH] Not 0)
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// for highest light level
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// surrounding sector
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if (bright < 0)
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{
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int j;
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for (j = 0; j < sector->linecount; j++)
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{
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sector_t *temp = getNextSector (sector->lines[j], sector);
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if (!temp)
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continue;
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if (temp->lightlevel > tbright)
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tbright = temp->lightlevel;
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}
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}
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sector->SetLightLevel(tbright);
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//jff 5/17/98 unless compatibility optioned
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//then maximum near ANY tagged sector
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if (i_compatflags & COMPATF_LIGHT)
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{
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bright = tbright;
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}
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}
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}
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//-----------------------------------------------------------------------------
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//
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// killough 10/98
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//
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// EV_LightTurnOnPartway
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//
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// Turn sectors tagged to line lights on to specified or max neighbor level
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//
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// Passed the tag of sector(s) to light and a light level fraction between 0 and 1.
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// Sets the light to min on 0, max on 1, and interpolates in-between.
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// Used for doors with gradual lighting effects.
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//
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//-----------------------------------------------------------------------------
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void EV_LightTurnOnPartway (int tag, double frac)
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{
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frac = clamp(frac, 0., 1.);
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// Search all sectors for ones with same tag as activating line
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int secnum;
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FSectorTagIterator it(tag);
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while ((secnum = it.Next()) >= 0)
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{
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sector_t *temp, *sector = §ors[secnum];
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int j, bright = 0, min = sector->lightlevel;
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for (j = 0; j < sector->linecount; ++j)
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{
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if ((temp = getNextSector (sector->lines[j], sector)) != NULL)
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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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if (temp->lightlevel < min)
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{
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min = temp->lightlevel;
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}
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}
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}
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sector->SetLightLevel(int(frac * bright + (1 - frac) * min));
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}
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}
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//-----------------------------------------------------------------------------
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//
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// [RH] New function to adjust tagged sectors' light levels
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// by a relative amount. Light levels are clipped to
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// be within range for sector_t::lightlevel.
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//
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//-----------------------------------------------------------------------------
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void EV_LightChange (int tag, int value)
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{
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int secnum;
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FSectorTagIterator it(tag);
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while ((secnum = it.Next()) >= 0)
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{
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sectors[secnum].SetLightLevel(sectors[secnum].lightlevel + value);
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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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//-----------------------------------------------------------------------------
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IMPLEMENT_CLASS (DGlow)
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DGlow::DGlow ()
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{
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}
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void DGlow::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << m_Direction << m_MaxLight << m_MinLight;
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void DGlow::Tick ()
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{
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int newlight = m_Sector->lightlevel;
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switch (m_Direction)
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{
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case -1:
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// DOWN
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newlight -= GLOWSPEED;
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if (newlight <= m_MinLight)
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{
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newlight += GLOWSPEED;
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m_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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newlight += GLOWSPEED;
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if (newlight >= m_MaxLight)
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{
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newlight -= GLOWSPEED;
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m_Direction = -1;
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}
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break;
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}
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m_Sector->SetLightLevel(newlight);
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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DGlow::DGlow (sector_t *sector)
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: DLighting (sector)
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{
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m_MinLight = sector->FindMinSurroundingLight (sector->lightlevel);
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m_MaxLight = sector->lightlevel;
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m_Direction = -1;
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}
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//-----------------------------------------------------------------------------
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//
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// [RH] More glowing light, this time appropriate for Hexen-ish uses.
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//
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//-----------------------------------------------------------------------------
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IMPLEMENT_CLASS (DGlow2)
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DGlow2::DGlow2 ()
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{
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}
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void DGlow2::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << m_End << m_MaxTics << m_OneShot << m_Start << m_Tics;
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void DGlow2::Tick ()
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{
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if (m_Tics++ >= m_MaxTics)
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{
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if (m_OneShot)
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{
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m_Sector->SetLightLevel(m_End);
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Destroy ();
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return;
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}
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else
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{
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int temp = m_Start;
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m_Start = m_End;
|
|
m_End = temp;
|
|
m_Tics -= m_MaxTics;
|
|
}
|
|
}
|
|
|
|
m_Sector->SetLightLevel(((m_End - m_Start) * m_Tics) / m_MaxTics + m_Start);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DGlow2::DGlow2 (sector_t *sector, int start, int end, int tics, bool oneshot)
|
|
: DLighting (sector)
|
|
{
|
|
m_Start = sector_t::ClampLight(start);
|
|
m_End = sector_t::ClampLight(end);
|
|
m_MaxTics = tics;
|
|
m_Tics = -1;
|
|
m_OneShot = oneshot;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void EV_StartLightGlowing (int tag, int upper, int lower, int tics)
|
|
{
|
|
int secnum;
|
|
|
|
// If tics is non-positive, then we can't really do anything.
|
|
if (tics <= 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (upper < lower)
|
|
{
|
|
int temp = upper;
|
|
upper = lower;
|
|
lower = temp;
|
|
}
|
|
|
|
FSectorTagIterator it(tag);
|
|
while ((secnum = it.Next()) >= 0)
|
|
{
|
|
sector_t *sec = §ors[secnum];
|
|
if (sec->lightingdata)
|
|
continue;
|
|
|
|
new DGlow2 (sec, upper, lower, tics, false);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void EV_StartLightFading (int tag, int value, int tics)
|
|
{
|
|
int secnum;
|
|
FSectorTagIterator it(tag);
|
|
while ((secnum = it.Next()) >= 0)
|
|
{
|
|
sector_t *sec = §ors[secnum];
|
|
if (sec->lightingdata)
|
|
continue;
|
|
|
|
if (tics <= 0)
|
|
{
|
|
sec->SetLightLevel(value);
|
|
}
|
|
else
|
|
{
|
|
// No need to fade if lightlevel is already at desired value.
|
|
if (sec->lightlevel == value)
|
|
continue;
|
|
|
|
new DGlow2 (sec, sec->lightlevel, value, tics, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// [RH] Phased lighting ala Hexen, but implemented without the help of the Hexen source
|
|
// The effect is a little different, but close enough, I feel.
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
IMPLEMENT_CLASS (DPhased)
|
|
|
|
DPhased::DPhased ()
|
|
{
|
|
}
|
|
|
|
void DPhased::Serialize (FArchive &arc)
|
|
{
|
|
Super::Serialize (arc);
|
|
arc << m_BaseLevel << m_Phase;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void DPhased::Tick ()
|
|
{
|
|
const int steps = 12;
|
|
|
|
if (m_Phase < steps)
|
|
m_Sector->SetLightLevel( ((255 - m_BaseLevel) * m_Phase) / steps + m_BaseLevel);
|
|
else if (m_Phase < 2*steps)
|
|
m_Sector->SetLightLevel( ((255 - m_BaseLevel) * (2*steps - m_Phase - 1) / steps
|
|
+ m_BaseLevel));
|
|
else
|
|
m_Sector->SetLightLevel(m_BaseLevel);
|
|
|
|
if (m_Phase == 0)
|
|
m_Phase = 63;
|
|
else
|
|
m_Phase--;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
int DPhased::PhaseHelper (sector_t *sector, int index, int light, sector_t *prev)
|
|
{
|
|
if (!sector)
|
|
{
|
|
return index;
|
|
}
|
|
else
|
|
{
|
|
DPhased *l;
|
|
int baselevel = sector->lightlevel ? sector->lightlevel : light;
|
|
|
|
if (index == 0)
|
|
{
|
|
l = this;
|
|
m_BaseLevel = baselevel;
|
|
}
|
|
else
|
|
l = new DPhased (sector, baselevel);
|
|
|
|
int numsteps = PhaseHelper (sector->NextSpecialSector (
|
|
sector->special == LightSequenceSpecial1 ?
|
|
LightSequenceSpecial2 : LightSequenceSpecial1, prev),
|
|
index + 1, l->m_BaseLevel, sector);
|
|
l->m_Phase = ((numsteps - index - 1) * 64) / numsteps;
|
|
|
|
sector->special = 0;
|
|
|
|
return numsteps;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DPhased::DPhased (sector_t *sector, int baselevel)
|
|
: DLighting (sector)
|
|
{
|
|
m_BaseLevel = baselevel;
|
|
}
|
|
|
|
DPhased::DPhased (sector_t *sector)
|
|
: DLighting (sector)
|
|
{
|
|
PhaseHelper (sector, 0, 0, NULL);
|
|
}
|
|
|
|
DPhased::DPhased (sector_t *sector, int baselevel, int phase)
|
|
: DLighting (sector)
|
|
{
|
|
m_BaseLevel = baselevel;
|
|
m_Phase = phase;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// EV_StopLightEffect
|
|
//
|
|
// Stops a lighting effect that is currently running in a sector.
|
|
//
|
|
//============================================================================
|
|
|
|
void EV_StopLightEffect (int tag)
|
|
{
|
|
TThinkerIterator<DLighting> iterator;
|
|
DLighting *effect;
|
|
|
|
while ((effect = iterator.Next()) != NULL)
|
|
{
|
|
if (tagManager.SectorHasTag(effect->GetSector(), tag))
|
|
{
|
|
effect->Destroy();
|
|
}
|
|
}
|
|
}
|