/* Emacs style mode select   -*- C++ -*- */
/*----------------------------------------------------------------------------- */
/* */
/* $Id:$ */
/* */
/* Copyright (C) 1993-1996 by id Software, Inc. */
/* */
/* 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. */
/* */
/* $Log:$ */
/* */
/* 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;
}

