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p_lights.pas
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//------------------------------------------------------------------------------
//
// FPCDoom - Port of Doom to Free Pascal Compiler
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 2004-2007 by Jim Valavanis
// Copyright (C) 2017-2022 by Jim Valavanis
//
// 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.
//
//------------------------------------------------------------------------------
// E-Mail: [email protected]
// Site : https://sourceforge.net/projects/fpcdoom/
//------------------------------------------------------------------------------
{$I FPCDoom.inc}
unit p_lights;
interface
uses
m_rnd,
p_spec,
r_defs,
z_memory;
//==============================================================================
//
// T_FireFlicker
//
//==============================================================================
procedure T_FireFlicker(flick: Pfireflicker_t);
//==============================================================================
//
// P_SpawnFireFlicker
//
//==============================================================================
procedure P_SpawnFireFlicker(sector: Psector_t);
//==============================================================================
//
// P_SpawnLightFlash
//
//==============================================================================
procedure P_SpawnLightFlash(sector: Psector_t);
//==============================================================================
//
// T_StrobeFlash
//
//==============================================================================
procedure T_StrobeFlash(flash: Pstrobe_t);
//==============================================================================
//
// P_SpawnStrobeFlash
//
//==============================================================================
procedure P_SpawnStrobeFlash(sector: Psector_t; fastOrSlow, inSync: integer);
//==============================================================================
//
// EV_StartLightStrobing
//
//==============================================================================
procedure EV_StartLightStrobing(line: Pline_t);
//==============================================================================
//
// EV_TurnTagLightsOff
//
//==============================================================================
procedure EV_TurnTagLightsOff(line: Pline_t);
//==============================================================================
//
// EV_LightTurnOn
//
//==============================================================================
procedure EV_LightTurnOn(line: Pline_t; bright: integer);
//==============================================================================
//
// T_Glow
//
//==============================================================================
procedure T_Glow(g: Pglow_t);
//==============================================================================
//
// P_SpawnGlowingLight
//
//==============================================================================
procedure P_SpawnGlowingLight(sector: Psector_t);
//==============================================================================
//
// T_LightFlash
//
//==============================================================================
procedure T_LightFlash(flash: Plightflash_t);
implementation
uses
p_tick,
p_setup;
//==============================================================================
//
// FIRELIGHT FLICKER
//
// T_FireFlicker
//
//==============================================================================
procedure T_FireFlicker(flick: Pfireflicker_t);
var
amount: integer;
begin
flick.count := flick.count - 1;
if flick.count > 0 then
exit;
amount := (P_Random and 3) * 16;
if flick.sector.lightlevel - amount < flick.minlight then
flick.sector.lightlevel := flick.minlight
else
flick.sector.lightlevel := flick.maxlight - amount;
flick.count := 4;
end;
//==============================================================================
//
// P_SpawnFireFlicker
//
//==============================================================================
procedure P_SpawnFireFlicker(sector: Psector_t);
var
flick: Pfireflicker_t;
begin
// Note that we are resetting sector attributes.
// Nothing special about it during gameplay.
sector.special := 0;
flick := Z_Malloc(SizeOf(fireflicker_t), PU_LEVSPEC, nil);
P_AddThinker(@flick.thinker);
flick.thinker._function.acp1 := @T_FireFlicker;
flick.sector := sector;
flick.maxlight := sector.lightlevel;
flick.minlight := P_FindMinSurroundingLight(sector, sector.lightlevel) + 16;
flick.count := 4;
end;
//==============================================================================
//
// BROKEN LIGHT FLASHING
//
// T_LightFlash
// Do flashing lights.
//
//==============================================================================
procedure T_LightFlash(flash: Plightflash_t);
begin
flash.count := flash.count - 1;
if flash.count > 0 then
exit;
if flash.sector.lightlevel = flash.maxlight then
begin
flash.sector.lightlevel := flash.minlight;
flash.count := (P_Random and flash.mintime) + 1;
end
else
begin
flash.sector.lightlevel := flash.maxlight;
flash.count := (P_Random and flash.maxtime) + 1;
end;
end;
//==============================================================================
//
// P_SpawnLightFlash
// After the map has been loaded, scan each sector
// for specials that spawn thinkers
//
//==============================================================================
procedure P_SpawnLightFlash(sector: Psector_t);
var
flash: Plightflash_t;
begin
// nothing special about it during gameplay
sector.special := 0;
flash := Z_Malloc(SizeOf(lightflash_t), PU_LEVSPEC, nil);
P_AddThinker(@flash.thinker);
flash.thinker._function.acp1 := @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 and flash.maxtime) + 1;
end;
//==============================================================================
//
// STROBE LIGHT FLASHING
//
// T_StrobeFlash
//
//==============================================================================
procedure T_StrobeFlash(flash: Pstrobe_t);
begin
flash.count := flash.count - 1;
if flash.count > 0 then
exit;
if flash.sector.lightlevel = flash.minlight then
begin
flash.sector.lightlevel := flash.maxlight;
flash.count := flash.brighttime;
end
else
begin
flash.sector.lightlevel := flash.minlight;
flash.count := flash.darktime;
end;
end;
//==============================================================================
//
// P_SpawnStrobeFlash
// After the map has been loaded, scan each sector
// for specials that spawn thinkers
//
//==============================================================================
procedure P_SpawnStrobeFlash(sector: Psector_t; fastOrSlow, inSync: integer);
var
flash: Pstrobe_t;
begin
flash := Z_Malloc(SizeOf(strobe_t), PU_LEVSPEC, nil);
P_AddThinker(@flash.thinker);
flash.sector := sector;
flash.darktime := fastOrSlow;
flash.brighttime := STROBEBRIGHT;
flash.thinker._function.acp1 := @T_StrobeFlash;
flash.maxlight := sector.lightlevel;
flash.minlight := P_FindMinSurroundingLight(sector, sector.lightlevel);
if flash.minlight = flash.maxlight then
flash.minlight := 0;
// nothing special about it during gameplay
sector.special := 0;
if inSync = 0 then
flash.count := (P_Random and 7) + 1
else
flash.count := 1;
end;
//==============================================================================
// EV_StartLightStrobing
//
// Start strobing lights (usually from a trigger)
//
//==============================================================================
procedure EV_StartLightStrobing(line: Pline_t);
var
secnum: integer;
sec: Psector_t;
begin
secnum := -1;
repeat
secnum := P_FindSectorFromLineTag(line, secnum);
if secnum >= 0 then
begin
sec := @sectors[secnum];
if sec.specialdata = nil then
P_SpawnStrobeFlash(sec, SLOWDARK, 0);
end;
until secnum < 0;
end;
//==============================================================================
// EV_TurnTagLightsOff
//
// TURN LINE'S TAG LIGHTS OFF
//
//==============================================================================
procedure EV_TurnTagLightsOff(line: Pline_t);
var
i: integer;
j: integer;
min: integer;
sector: Psector_t;
tsec: Psector_t;
templine: Pline_t;
begin
for i := 0 to numsectors - 1 do
begin
sector := @sectors[i];
if sector.tag = line.tag then
begin
min := sector.lightlevel;
for j := 0 to sector.linecount - 1 do
begin
templine := sector.lines[j];
tsec := getNextSector(templine, sector);
if tsec <> nil then
begin
if tsec.lightlevel < min then
min := tsec.lightlevel;
end;
end;
sector.lightlevel := min;
end;
end;
end;
//==============================================================================
// EV_LightTurnOn
//
// TURN LINE'S TAG LIGHTS ON
//
//==============================================================================
procedure EV_LightTurnOn(line: Pline_t; bright: integer);
var
i: integer;
j: integer;
sector: Psector_t;
temp: Psector_t;
templine: Pline_t;
begin
for i := 0 to numsectors - 1 do
begin
sector := @sectors[i];
if sector.tag = line.tag then
begin
// bright = 0 means to search
// for highest light level
// surrounding sector
if bright = 0 then
begin
for j := 0 to sector.linecount - 1 do
begin
templine := sector.lines[j];
temp := getNextSector(templine, sector);
if temp <> nil then
begin
if temp.lightlevel > bright then
bright := temp.lightlevel;
end;
end;
end;
sector.lightlevel := bright;
end;
end;
end;
//==============================================================================
// T_Glow
//
// Spawn glowing light
//
//==============================================================================
procedure T_Glow(g: Pglow_t);
begin
case g.direction of
-1:
begin
// DOWN
g.sector.lightlevel := g.sector.lightlevel - GLOWSPEED;
if g.sector.lightlevel <= g.minlight then
begin
g.sector.lightlevel := g.sector.lightlevel + GLOWSPEED;
g.direction := 1;
end;
end;
1:
begin
// UP
g.sector.lightlevel := g.sector.lightlevel + GLOWSPEED;
if g.sector.lightlevel >= g.maxlight then
begin
g.sector.lightlevel := g.sector.lightlevel - GLOWSPEED;
g.direction := -1;
end;
end;
end;
end;
//==============================================================================
//
// P_SpawnGlowingLight
//
//==============================================================================
procedure P_SpawnGlowingLight(sector: Psector_t);
var
g: Pglow_t;
begin
g := Z_Malloc(SizeOf(glow_t), PU_LEVSPEC, nil);
P_AddThinker(@g.thinker);
g.sector := sector;
g.minlight := P_FindMinSurroundingLight(sector, sector.lightlevel);
g.maxlight := sector.lightlevel;
g.thinker._function.acp1 := @T_Glow;
g.direction := -1;
sector.special := 0;
end;
end.