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- #include "DoomDef.h"
- #include "P_local.h"
- //==================================================================
- //==================================================================
- //
- // BROKEN LIGHT FLASHING
- //
- //==================================================================
- //==================================================================
- //==================================================================
- //
- // T_LightFlash
- //
- // After the map has been loaded, scan each sector for specials
- // that spawn thinkers
- //
- //==================================================================
- void T_LightFlash (lightflash_t *flash)
- {
- if (--flash->count)
- return;
-
- if (flash->sector->lightlevel == flash->maxlight)
- {
- flash-> sector->lightlevel = flash->minlight;
- flash->count = (P_Random()&flash->mintime)+1;
- }
- else
- {
- flash-> sector->lightlevel = flash->maxlight;
- flash->count = (P_Random()&flash->maxtime)+1;
- }
- }
- //==================================================================
- //
- // P_SpawnLightFlash
- //
- // After the map has been loaded, scan each sector for specials that spawn thinkers
- //
- //==================================================================
- void P_SpawnLightFlash (sector_t *sector)
- {
- lightflash_t *flash;
-
- sector->special = 0; // nothing special about it during gameplay
-
- flash = Z_Malloc ( sizeof(*flash), PU_LEVSPEC, 0);
- 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()&flash->maxtime)+1;
- }
- //==================================================================
- //
- // STROBE LIGHT FLASHING
- //
- //==================================================================
- //==================================================================
- //
- // T_StrobeFlash
- //
- // After the map has been loaded, scan each sector for specials that spawn thinkers
- //
- //==================================================================
- void T_StrobeFlash (strobe_t *flash)
- {
- if (--flash->count)
- return;
-
- if (flash->sector->lightlevel == flash->minlight)
- {
- flash-> sector->lightlevel = flash->maxlight;
- flash->count = flash->brighttime;
- }
- else
- {
- flash-> sector->lightlevel = flash->minlight;
- flash->count =flash->darktime;
- }
- }
- //==================================================================
- //
- // P_SpawnLightFlash
- //
- // After the map has been loaded, scan each sector for specials that spawn thinkers
- //
- //==================================================================
- void P_SpawnStrobeFlash (sector_t *sector,int fastOrSlow, int inSync)
- {
- strobe_t *flash;
-
- flash = Z_Malloc ( sizeof(*flash), PU_LEVSPEC, 0);
- 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;
- sector->special = 0; // nothing special about it during gameplay
- if (!inSync)
- flash->count = (P_Random()&7)+1;
- else
- flash->count = 1;
- }
- //==================================================================
- //
- // Start strobing lights (usually from a trigger)
- //
- //==================================================================
- void EV_StartLightStrobing(line_t *line)
- {
- int secnum;
- sector_t *sec;
-
- secnum = -1;
- while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
- {
- sec = §ors[secnum];
- if (sec->specialdata)
- continue;
-
- P_SpawnStrobeFlash (sec,SLOWDARK, 0);
- }
- }
- //==================================================================
- //
- // TURN LINE'S TAG LIGHTS OFF
- //
- //==================================================================
- void EV_TurnTagLightsOff(line_t *line)
- {
- int i;
- int j;
- int min;
- sector_t *sector;
- sector_t *tsec;
- line_t *templine;
-
- sector = sectors;
- for (j = 0;j < numsectors; j++, sector++)
- if (sector->tag == line->tag)
- {
- min = sector->lightlevel;
- for (i = 0;i < sector->linecount; i++)
- {
- templine = sector->lines[i];
- tsec = getNextSector(templine,sector);
- if (!tsec)
- continue;
- if (tsec->lightlevel < min)
- min = tsec->lightlevel;
- }
- sector->lightlevel = min;
- }
- }
- //==================================================================
- //
- // TURN LINE'S TAG LIGHTS ON
- //
- //==================================================================
- void EV_LightTurnOn(line_t *line, int bright)
- {
- int i;
- int j;
- sector_t *sector;
- sector_t *temp;
- line_t *templine;
-
- sector = sectors;
-
- for (i=0;i<numsectors;i++, sector++)
- if (sector->tag == line->tag)
- {
- //
- // bright = 0 means to search for highest
- // light level surrounding sector
- //
- if (!bright)
- {
- for (j = 0;j < sector->linecount; j++)
- {
- templine = sector->lines[j];
- temp = getNextSector(templine,sector);
- if (!temp)
- continue;
- if (temp->lightlevel > bright)
- bright = temp->lightlevel;
- }
- }
- sector-> lightlevel = bright;
- }
- }
- //==================================================================
- //
- // Spawn glowing light
- //
- //==================================================================
- void T_Glow(glow_t *g)
- {
- switch(g->direction)
- {
- case -1: // DOWN
- g->sector->lightlevel -= GLOWSPEED;
- if (g->sector->lightlevel <= g->minlight)
- {
- g->sector->lightlevel += GLOWSPEED;
- g->direction = 1;
- }
- break;
- case 1: // UP
- g->sector->lightlevel += GLOWSPEED;
- if (g->sector->lightlevel >= g->maxlight)
- {
- g->sector->lightlevel -= GLOWSPEED;
- g->direction = -1;
- }
- break;
- }
- }
- void P_SpawnGlowingLight(sector_t *sector)
- {
- glow_t *g;
-
- g = Z_Malloc( sizeof(*g), PU_LEVSPEC, 0);
- 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 = 0;
- }
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