p_lights.c
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上传日期:2021-05-12
资源大小:455k
文件大小:7k
源码类别:
射击游戏
开发平台:
Visual C++
- // Emacs style mode select -*- C++ -*-
- //-----------------------------------------------------------------------------
- //
- // $Id:$
- //
- // Copyright (C) 1993-1996 by id Software, Inc.
- //
- // This source is available for distribution and/or modification
- // only under the terms of the DOOM Source Code License as
- // published by id Software. All rights reserved.
- //
- // The source is distributed in the hope that it will be useful,
- // but WITHOUT ANY WARRANTY; without even the implied warranty of
- // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
- // for more details.
- //
- // $Log:$
- //
- // DESCRIPTION:
- // Handle Sector base lighting effects.
- // Muzzle flash?
- //
- //-----------------------------------------------------------------------------
- static const char
- rcsid[] = "$Id: p_lights.c,v 1.5 1997/02/03 22:45:11 b1 Exp $";
- #include "z_zone.h"
- #include "m_random.h"
- #include "doomdef.h"
- #include "p_local.h"
- // State.
- #include "r_state.h"
- //
- // FIRELIGHT FLICKER
- //
- //
- // T_FireFlicker
- //
- void T_FireFlicker (fireflicker_t* flick)
- {
- int amount;
- if (--flick->count)
- return;
- amount = (P_Random()&3)*16;
- if (flick->sector->lightlevel - amount < flick->minlight)
- flick->sector->lightlevel = flick->minlight;
- else
- flick->sector->lightlevel = flick->maxlight - amount;
- flick->count = 4;
- }
- //
- // P_SpawnFireFlicker
- //
- void P_SpawnFireFlicker (sector_t* sector)
- {
- fireflicker_t* flick;
- // Note that we are resetting sector attributes.
- // Nothing special about it during gameplay.
- sector->special = 0;
- flick = Z_Malloc ( sizeof(*flick), PU_LEVSPEC, 0);
- P_AddThinker (&flick->thinker);
- flick->thinker.function.acp1 = (actionf_p1) T_FireFlicker;
- flick->sector = sector;
- flick->maxlight = sector->lightlevel;
- flick->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel)+16;
- flick->count = 4;
- }
- //
- // BROKEN LIGHT FLASHING
- //
- //
- // T_LightFlash
- // Do flashing lights.
- //
- 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;
- // nothing special about it during gameplay
- sector->special = 0;
- flash = Z_Malloc ( sizeof(*flash), PU_LEVSPEC, 0);
- P_AddThinker (&flash->thinker);
- flash->thinker.function.acp1 = (actionf_p1) 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
- //
- 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_SpawnStrobeFlash
- // 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.acp1 = (actionf_p1) 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 = 0;
- 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.acp1 = (actionf_p1) T_Glow;
- g->direction = -1;
- sector->special = 0;
- }