mirror of
https://github.com/id-Software/quake-rerelease-qc.git
synced 2024-11-21 20:10:55 +00:00
408 lines
9.7 KiB
C++
408 lines
9.7 KiB
C++
/* Copyright (C) 1996-2022 id Software LLC
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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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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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 02111-1307 USA
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See file, 'COPYING', for details.
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*/
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const string LightStyles[] = {"a", "b", "c", "d", "e", "f", "g", "h", "i", "j", "k", "l", "m", "n", "o", "p", "q", "r", "s", "t", "u", "v", "w", "x", "y", "z"};
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const float LightStyles_MAX = LightStyles.length - 1;
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const string LightStylesHalf[] = {"a", "b", "c", "d", "e", "f", "g", "h", "i", "j", "k", "l", "m"};
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const float LightStylesHalf_MAX = LightStylesHalf.length - 1;
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//============================================================================
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// No special functionality, just to hold dynamic shadowcasting lights for KEX
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const float DYNAMICLIGHT_NOT_IN_COOP = 1;
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void dynamiclight()
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{
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if(coop && self.spawnflags & DYNAMICLIGHT_NOT_IN_COOP)
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{
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remove(self);
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}
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}
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//============================================================================
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void InitLightStyles()
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{
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//
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// Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
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//
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// 0 normal
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lightstyle(0, "m");
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// 1 FLICKER (first variety)
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lightstyle(1, "mmnmmommommnonmmonqnmmo");
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// 2 SLOW STRONG PULSE
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lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
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// 3 CANDLE (first variety)
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lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
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// 4 FAST STROBE
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lightstyle(4, "ma");
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// 5 GENTLE PULSE 1
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lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
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// 6 FLICKER (second variety)
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lightstyle(6, "nmonqnmomnmomomno");
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// 7 CANDLE (second variety)
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lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");
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// 8 CANDLE (third variety)
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lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
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// 9 SLOW STROBE (fourth variety)
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lightstyle(9, "aaaaaaaazzzzzzzz");
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// 10 FLUORESCENT FLICKER
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lightstyle(10, "mmamammmmammamamaaamammma");
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// 11 SLOW PULSE NOT FADE TO BLACK
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lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
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// New styles under here if needed:
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// styles 32-62 are assigned by the light program for switchable lights
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// 63 testing
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lightstyle(63, "a");
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}
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//============================================================================
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string LightFractionToStyle(float frac)
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{
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if(frac <= 0) return LightStyles[0];
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if(frac >= 1) return LightStyles[LightStyles_MAX];
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frac*= LightStyles.length;
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frac = floor(frac);
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return LightStyles[frac];
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}
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string LightFractionToStyleHalf(float frac)
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{
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if(frac <= 0) return LightStylesHalf[0];
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if(frac >= 1) return LightStylesHalf[LightStylesHalf_MAX];
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frac*= LightStylesHalf.length;
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frac = floor(frac);
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return LightStylesHalf[frac];
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}
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enum : int
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{
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LightRampStateOff,
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LightRampStateFadeUp,
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LightRampStateOn,
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LightRampStateFadeDown
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};
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float LIGHTRAMP_FULLRANGE = 1;
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void target_lightramp_setlight(float style, float frac)
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{
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if(self.spawnflags & LIGHTRAMP_FULLRANGE)
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lightstyle(style, LightFractionToStyle(frac));
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else
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lightstyle(style, LightFractionToStyleHalf(frac));
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}
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void target_lightramp_tick(float dt)
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{
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float diff = dt * self.delay;
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switch(self.state)
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{
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case LightRampStateFadeDown:
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self.cnt-= diff;
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break;
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case LightRampStateFadeUp:
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self.cnt+= diff;
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break;
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}
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target_lightramp_setlight(self.owner.style, self.cnt);
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if(self.cnt >= 1)
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{
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self.cnt = 1;
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self.state = LightRampStateOn;
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RemoveFrameTickEntity(self);
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}
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if(self.cnt <= 0)
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{
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self.cnt = 0;
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self.state = LightRampStateOff;
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RemoveFrameTickEntity(self);
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}
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}
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void target_lightramp_use()
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{
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switch(self.state)
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{
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case LightRampStateFadeDown:
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self.state = LightRampStateFadeUp;
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return;
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case LightRampStateOff:
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self.state = LightRampStateFadeUp;
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RegisterFrameTickEntity(self);
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return;
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case LightRampStateOn:
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self.state = LightRampStateFadeDown;
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RegisterFrameTickEntity(self);
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return;
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case LightRampStateFadeUp:
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self.state = LightRampStateFadeDown;
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return;
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}
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}
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void target_lightramp_init()
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{
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self.think = SUB_Null;
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if(!self.target) objerror("\n\ntarget_lightramp with no target.\n\n");
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if(!self.targetname) objerror("\n\ntarget_lightramp with no targetname.\n\n");
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self.owner = find(world, targetname, self.target);
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if(!self.owner) objerror("\n\ntarget_lightramp with unmatched target.\n\n");
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if(self.owner.spawnflags & START_OFF)
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{
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self.state = LightRampStateOff;
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self.cnt = 0;
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}
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else
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{
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self.state = LightRampStateOn;
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self.cnt = 1;
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}
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self.use = target_lightramp_use;
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self.tick = target_lightramp_tick;
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}
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void target_lightramp()
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{
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if(!self.delay) self.delay = 1;
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self.delay = 1 / self.delay;
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self.think = target_lightramp_init;
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self.nextthink = time + 0.1;
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}
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//============================================================================
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const float LIGHT_TARGETNAME_IS_STYLE = 2;
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void() light_use =
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{
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if (self.spawnflags & START_OFF)
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{
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lightstyle(self.style, "m");
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self.spawnflags = self.spawnflags - START_OFF;
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}
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else
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{
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lightstyle(self.style, "a");
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self.spawnflags = self.spawnflags + START_OFF;
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}
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};
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/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
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Non-displayed light.
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Default light value is 300
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Default style is 0
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If targeted, it will toggle between on or off.
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*/
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void() light =
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{
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if (!self.targetname)
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{ // inert light
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remove(self);
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return;
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}
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if (self.style >= 32)
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{
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if(self.spawnflags & LIGHT_TARGETNAME_IS_STYLE)
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{
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lightstyle(self.style, self.targetname);
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remove(self);
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return;
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}
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self.use = light_use;
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if (self.spawnflags & START_OFF)
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lightstyle(self.style, "a");
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else
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lightstyle(self.style, "m");
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}
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};
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/*QUAKED light_fluoro (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
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Non-displayed light.
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Default light value is 300
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Default style is 0
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If targeted, it will toggle between on or off.
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Makes steady fluorescent humming sound
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*/
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void() light_fluoro =
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{
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if (self.style >= 32)
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{
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self.use = light_use;
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if (self.spawnflags & START_OFF)
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lightstyle(self.style, "a");
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else
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lightstyle(self.style, "m");
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}
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precache_sound ("ambience/fl_hum1.wav");
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ambientsound (self.origin, "ambience/fl_hum1.wav", 0.5, ATTN_STATIC);
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};
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/*QUAKED light_fluorospark (0 1 0) (-8 -8 -8) (8 8 8)
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Non-displayed light.
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Default light value is 300
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Default style is 10
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Makes sparking, broken fluorescent sound
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*/
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void() light_fluorospark =
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{
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if (!self.style)
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self.style = 10;
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precache_sound ("ambience/buzz1.wav");
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ambientsound (self.origin, "ambience/buzz1.wav", 0.5, ATTN_STATIC);
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};
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/*QUAKED light_globe (0 1 0) (-8 -8 -8) (8 8 8)
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Sphere globe light.
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Default light value is 300
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Default style is 0
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*/
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void() light_globe =
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{
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precache_model ("progs/s_light.spr");
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setmodel (self, "progs/s_light.spr");
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makestatic (self);
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};
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void() FireAmbient =
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{
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precache_sound ("ambience/fire1.wav");
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// attenuate fast
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ambientsound (self.origin, "ambience/fire1.wav", 0.5, ATTN_STATIC);
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};
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const float UPSIDEDOWN = 4;
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/*QUAKED light_torch_small_walltorch (0 .5 0) (-10 -10 -20) (10 10 20)
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Short wall torch
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Default light value is 200
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Default style is 0
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*/
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void() light_torch_small_walltorch =
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{
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precache_model ("progs/flame.mdl");
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setmodel (self, "progs/flame.mdl");
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if (self.spawnflags & UPSIDEDOWN)
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self.angles = '180 0 0';
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FireAmbient ();
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makestatic (self);
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};
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/*QUAKED light_flame_large_yellow (0 1 0) (-10 -10 -12) (12 12 18)
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Large yellow flame ball
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*/
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void() light_flame_large_yellow =
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{
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precache_model ("progs/flame2.mdl");
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setmodel (self, "progs/flame2.mdl");
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self.frame = 1;
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if (self.spawnflags & UPSIDEDOWN)
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self.angles = '180 0 0';
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FireAmbient ();
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makestatic (self);
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};
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/*QUAKED light_flame_small_yellow (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
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Small yellow flame ball
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*/
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void() light_flame_small_yellow =
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{
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precache_model ("progs/flame2.mdl");
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setmodel (self, "progs/flame2.mdl");
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if (self.spawnflags & UPSIDEDOWN)
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self.angles = '180 0 0';
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FireAmbient ();
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makestatic (self);
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};
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/*QUAKED light_flame_small_white (0 1 0) (-10 -10 -40) (10 10 40) START_OFF
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Small white flame ball
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*/
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void() light_flame_small_white =
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{
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precache_model ("progs/flame2.mdl");
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setmodel (self, "progs/flame2.mdl");
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if (self.spawnflags & UPSIDEDOWN)
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self.angles = '180 0 0';
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FireAmbient ();
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makestatic (self);
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};
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/*QUAKED light_flame_gas (0 1 0) (-10 -10 -40) (10 10 40) START_OFF
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Gas flare (spawns two entites)
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*/
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void() light_flame_gas =
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{
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precache_model ("progs/flame3.mdl");
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setmodel (self, "progs/flame3.mdl");
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self.alpha = 0.6;
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entity s = spawn();
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setorigin(s, self.origin);
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setmodel (s, "progs/flame3.mdl");
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s.alpha = 0.4;
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s.frame = 1;
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};
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/*QUAKED light_candle (0 .5 0) (-4 -4 -10) (4 4 10)
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Candle
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Default light value is 200
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Default style is 0
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*/
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void() light_candle =
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{
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precache_model ("progs/candle.mdl");
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setmodel (self, "progs/candle.mdl");
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makestatic (self);
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};
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