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-rw-r--r--demos/3rdparty/doom/p_lights.c357
1 files changed, 0 insertions, 357 deletions
diff --git a/demos/3rdparty/doom/p_lights.c b/demos/3rdparty/doom/p_lights.c
deleted file mode 100644
index 2a0555ef..00000000
--- a/demos/3rdparty/doom/p_lights.c
+++ /dev/null
@@ -1,357 +0,0 @@
-// 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 = &sectors[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;
-}
-