forked from len0rd/rockbox
Patch #2969 - Doom! Currently only working on the H300.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@9312 a1c6a512-1295-4272-9138-f99709370657
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130 changed files with 65584 additions and 1 deletions
437
apps/plugins/doom/p_lights.c
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437
apps/plugins/doom/p_lights.c
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/* Emacs style mode select -*- C++ -*-
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*-----------------------------------------------------------------------------
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*
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*
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* PrBoom a Doom port merged with LxDoom and LSDLDoom
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* based on BOOM, a modified and improved DOOM engine
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* Copyright (C) 1999 by
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* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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* Copyright (C) 1999-2000 by
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* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program 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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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* DESCRIPTION:
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* Action routines for lighting thinkers
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* Spawn sector based lighting effects.
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* Handle lighting linedef types
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*
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*-----------------------------------------------------------------------------*/
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#include "doomstat.h" //jff 5/18/98
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#include "doomdef.h"
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#include "m_random.h"
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#include "r_main.h"
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#include "p_spec.h"
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#include "p_tick.h"
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//////////////////////////////////////////////////////////
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//
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// Lighting action routines, called once per tick
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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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// Firelight flicker action routine, called once per tick
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//
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// Passed a fireflicker_t structure containing light levels and timing
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// Returns nothing
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//
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void T_FireFlicker (fireflicker_t* flick)
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{
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int amount;
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if (--flick->count)
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return;
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amount = (P_Random(pr_lights)&3)*16;
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if (flick->sector->lightlevel - amount < flick->minlight)
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flick->sector->lightlevel = flick->minlight;
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else
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flick->sector->lightlevel = flick->maxlight - amount;
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flick->count = 4;
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}
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//
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// T_LightFlash()
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//
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// Broken light flashing action routine, called once per tick
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//
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// Passed a lightflash_t structure containing light levels and timing
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// Returns nothing
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//
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void T_LightFlash (lightflash_t* flash)
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{
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if (--flash->count)
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return;
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if (flash->sector->lightlevel == flash->maxlight)
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{
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flash-> sector->lightlevel = flash->minlight;
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flash->count = (P_Random(pr_lights)&flash->mintime)+1;
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}
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else
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{
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flash-> sector->lightlevel = flash->maxlight;
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flash->count = (P_Random(pr_lights)&flash->maxtime)+1;
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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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// Strobe light flashing action routine, called once per tick
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//
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// Passed a strobe_t structure containing light levels and timing
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// Returns nothing
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//
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void T_StrobeFlash (strobe_t* flash)
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{
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if (--flash->count)
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return;
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if (flash->sector->lightlevel == flash->minlight)
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{
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flash-> sector->lightlevel = flash->maxlight;
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flash->count = flash->brighttime;
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}
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else
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{
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flash-> sector->lightlevel = flash->minlight;
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flash->count =flash->darktime;
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}
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}
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//
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// T_Glow()
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//
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// Glowing light action routine, called once per tick
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//
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// Passed a glow_t structure containing light levels and timing
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// Returns nothing
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//
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void T_Glow(glow_t* g)
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{
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switch(g->direction)
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{
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case -1:
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// light dims
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g->sector->lightlevel -= GLOWSPEED;
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if (g->sector->lightlevel <= g->minlight)
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{
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g->sector->lightlevel += GLOWSPEED;
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g->direction = 1;
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}
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break;
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case 1:
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// light brightens
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g->sector->lightlevel += GLOWSPEED;
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if (g->sector->lightlevel >= g->maxlight)
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{
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g->sector->lightlevel -= GLOWSPEED;
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g->direction = -1;
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}
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break;
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}
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}
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//////////////////////////////////////////////////////////
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//
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// Sector lighting type spawners
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//
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// After the map has been loaded, each sector is scanned
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// for specials that spawn thinkers
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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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// Spawns a fire flicker lighting thinker
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//
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// Passed the sector that spawned the thinker
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// Returns nothing
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//
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void P_SpawnFireFlicker (sector_t* sector)
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{
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fireflicker_t* flick;
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// Note that we are resetting sector attributes.
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// Nothing special about it during gameplay.
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sector->special &= ~31; //jff 3/14/98 clear non-generalized sector type
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flick = Z_Malloc ( sizeof(*flick), PU_LEVSPEC, 0);
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P_AddThinker (&flick->thinker);
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flick->thinker.function = T_FireFlicker;
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flick->sector = sector;
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flick->maxlight = sector->lightlevel;
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flick->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel)+16;
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flick->count = 4;
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}
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//
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// P_SpawnLightFlash()
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//
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// Spawns a broken light flash lighting thinker
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//
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// Passed the sector that spawned the thinker
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// Returns nothing
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//
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void P_SpawnLightFlash (sector_t* sector)
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{
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lightflash_t* flash;
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// nothing special about it during gameplay
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sector->special &= ~31; //jff 3/14/98 clear non-generalized sector type
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flash = Z_Malloc ( sizeof(*flash), PU_LEVSPEC, 0);
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P_AddThinker (&flash->thinker);
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flash->thinker.function = T_LightFlash;
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flash->sector = sector;
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flash->maxlight = sector->lightlevel;
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flash->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel);
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flash->maxtime = 64;
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flash->mintime = 7;
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flash->count = (P_Random(pr_lights)&flash->maxtime)+1;
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}
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//
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// P_SpawnStrobeFlash
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//
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// Spawns a blinking light thinker
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//
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// Passed the sector that spawned the thinker, speed of blinking
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// and whether blinking is to by syncrhonous with other sectors
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//
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// Returns nothing
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//
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void P_SpawnStrobeFlash
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( sector_t* sector,
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int fastOrSlow,
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int inSync )
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{
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strobe_t* flash;
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flash = Z_Malloc ( sizeof(*flash), PU_LEVSPEC, 0);
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P_AddThinker (&flash->thinker);
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flash->sector = sector;
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flash->darktime = fastOrSlow;
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flash->brighttime = STROBEBRIGHT;
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flash->thinker.function = T_StrobeFlash;
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flash->maxlight = sector->lightlevel;
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flash->minlight = P_FindMinSurroundingLight(sector, sector->lightlevel);
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if (flash->minlight == flash->maxlight)
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flash->minlight = 0;
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// nothing special about it during gameplay
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sector->special &= ~31; //jff 3/14/98 clear non-generalized sector type
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if (!inSync)
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flash->count = (P_Random(pr_lights)&7)+1;
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else
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flash->count = 1;
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}
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//
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// P_SpawnGlowingLight()
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//
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// Spawns a glowing light (smooth oscillation from min to max) thinker
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//
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// Passed the sector that spawned the thinker
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// Returns nothing
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//
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void P_SpawnGlowingLight(sector_t* sector)
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{
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glow_t* g;
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g = Z_Malloc( sizeof(*g), PU_LEVSPEC, 0);
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P_AddThinker(&g->thinker);
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g->sector = sector;
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g->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel);
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g->maxlight = sector->lightlevel;
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g->thinker.function = T_Glow;
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g->direction = -1;
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sector->special &= ~31; //jff 3/14/98 clear non-generalized sector type
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}
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//////////////////////////////////////////////////////////
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//
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// Linedef lighting function handlers
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//
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//////////////////////////////////////////////////////////
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//
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// EV_StartLightStrobing()
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//
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// Start strobing lights (usually from a trigger)
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//
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// Passed the line that activated the strobing
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// Returns true
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//
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// jff 2/12/98 added int return value, fixed return
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//
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int EV_StartLightStrobing(line_t* line)
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{
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int secnum;
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sector_t* sec;
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secnum = -1;
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// start lights strobing in all sectors tagged same as line
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while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
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{
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sec = §ors[secnum];
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// if already doing a lighting function, don't start a second
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if (P_SectorActive(lighting_special,sec)) //jff 2/22/98
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continue;
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P_SpawnStrobeFlash (sec,SLOWDARK, 0);
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}
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return 1;
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}
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//
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// EV_TurnTagLightsOff()
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//
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// Turn line's tagged sector's lights to min adjacent neighbor level
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//
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// Passed the line that activated the lights being turned off
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// Returns true
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//
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// jff 2/12/98 added int return value, fixed return
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//
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int EV_TurnTagLightsOff(line_t* line)
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{
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int j;
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// search sectors for those with same tag as activating line
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// killough 10/98: replaced inefficient search with fast search
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for (j = -1; (j = P_FindSectorFromLineTag(line,j)) >= 0;)
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{
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sector_t *sector = sectors + j, *tsec;
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int i, min = sector->lightlevel;
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// find min neighbor light level
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for (i = 0;i < sector->linecount; i++)
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if ((tsec = getNextSector(sector->lines[i], sector)) &&
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tsec->lightlevel < min)
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min = tsec->lightlevel;
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sector->lightlevel = min;
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}
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return 1;
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}
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//
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// EV_LightTurnOn()
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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 activating line, and a level to set the light to
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// If level passed is 0, the maximum neighbor lighting is used
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// Returns true
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//
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// jff 2/12/98 added int return value, fixed return
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//
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int EV_LightTurnOn(line_t *line, int bright)
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{
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int i;
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// search all sectors for ones with same tag as activating line
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// killough 10/98: replace inefficient search with fast search
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for (i = -1; (i = P_FindSectorFromLineTag(line,i)) >= 0;)
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{
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sector_t *temp, *sector = sectors+i;
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int j, tbright = bright; //jff 5/17/98 search for maximum PER sector
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// bright = 0 means to search for highest light level surrounding sector
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if (!bright)
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for (j = 0;j < sector->linecount; j++)
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if ((temp = getNextSector(sector->lines[j],sector)) &&
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temp->lightlevel > tbright)
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tbright = temp->lightlevel;
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sector->lightlevel = 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 (comp[comp_model])
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bright = tbright;
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}
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return 1;
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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 activating line, 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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* Returns true
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*/
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int EV_LightTurnOnPartway(line_t *line, fixed_t level)
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{
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int i;
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if (level < 0) // clip at extremes
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level = 0;
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if (level > FRACUNIT)
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level = FRACUNIT;
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// search all sectors for ones with same tag as activating line
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for (i = -1; (i = P_FindSectorFromLineTag(line,i)) >= 0;)
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{
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sector_t *temp, *sector = sectors+i;
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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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if ((temp = getNextSector(sector->lines[j],sector)))
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{
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if (temp->lightlevel > bright)
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bright = temp->lightlevel;
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if (temp->lightlevel < min)
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min = temp->lightlevel;
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}
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sector->lightlevel = // Set level in-between extremes
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(level * bright + (FRACUNIT-level) * min) >> FRACBITS;
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}
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return 1;
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}
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