/* 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 "doomstat.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)*/

int EV_StartLightStrobing(const line_t*	line)
{
    int		secnum;
    sector_t*	sec;

    secnum = -1;
    while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
    {
	sec = &sectors[secnum];
#ifdef DIYBOOM
	if (P_SectorActive(lighting_special, sec))
	    continue;
#else
	if (sec->specialdata)
	    continue;
#endif
	P_SpawnStrobeFlash (sec,SLOWDARK, 0);
    }
    return 1;
}




/* TURN LINE'S TAG LIGHTS OFF*/

int EV_TurnTagLightsOff(const 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;
	}
    }
    return 1;
}



/* TURN LINE'S TAG LIGHTS ON*/

int
EV_LightTurnOn
( const 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++)
    {
        int tbright = bright;
	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 = tbright;
            BOOMSTATEMENT(if (compatibility))
	    bright = tbright;
	}
    }
    return 1;
}



/* 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;
}

