/* server/entities/lights.qc Spawns and handles Quake's lights and torches Copyright (C) 2021-2022 NZ:P Team 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: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ #define LIGHT_SPAWNFLAG_STARTOFF 1 // Light starts turned off but can be triggered // On via Power Switch. #define LIGHT_SPAWNFLAG_STARTON 2 // Opposite of STARTOFF, light turns Off when // Power is On. // // LS_Setup() // Defines all of the LightStyles in the Game. // void() LS_Setup = { // Lightstyles take alphebetical strings of input, from a-z. // a = complete darkness. // z = maximum brightness. lightstyle(0, "m"); // 0 : Normal lightstyle(1, "mmnmmommommnonmmonqnmmo"); // 1 : Flicker lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba"); // 2 : Slow Strong Pulse lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg"); // 3 : Candle lightstyle(4, "mamamamamama"); // 4 : Fast Strobe lightstyle(5, "jklmnopqrstuvwxyzyxwvutsrqponmlkj"); // 5 : Gentle Pulse lightstyle(6, "nmonqnmomnmomomno"); // 6 : Flicker 2 lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm"); // 7 : Candle 2 lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa"); // 8 : Candle 3 lightstyle(9, "aaaaaaaazzzzzzzz"); // 9 : Slow Strobe lightstyle(10, "mmamammmmammamamaaamammma"); // 10: Fluro lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba"); // 11: Slow Pulse (no black) // 64: Off. } // // L_Setup() // Initialization for Lights. // void() L_Setup = { // If it's not vanilla ZHLT, cut it off. if (self.style > 12) return; // Set the Light to be Off if the spawnflag is set. /*if ((self.spawnflags & LIGHT_SPAWNFLAG_STARTOFF)) { // Store the other value for later. //self.score = self.style; lightstyle(self.style, "a"); }*/ } // // -------------------- // Generic Light Entities // -------------------- // void() light = // Basic Light { L_Setup(); } void() light_fluoro = // Light with hum ambient { L_Setup(); } void() light_environment = // Sun cast from Sky { makestatic(self); } void() light_fluorospark = // Light with buzz ambient { L_Setup(); } void() light_globe = // Light with visible globe { L_Setup(); makestatic(self); } void() light_torch_small_walltorch = // Light with visible wall torch { L_Setup(); makestatic(self); } void() light_flame_large_yellow = { L_Setup(); makestatic(self); } void() light_torch_small_yellow = // Light with small flame & fire sound { L_Setup(); makestatic(self); } void() light_torch_large_yellow = // Light with larger flame & fire sound { L_Setup(); self.frame = 1; makestatic(self); } void() light_flame_small_white = // Light with small flame & fire sound { L_Setup(); makestatic(self); } void() light_spot = // Spotlight { L_Setup(); } // // -------------------- // Spawnable Dynamic Lights // -------------------- // // // Light_Red(e) // RGB: 255, 56, 56 // void(entity e, optional float fullbright) Light_Red = { if (fullbright) e.effects = EF_FULLBRIGHT; #ifndef FTE e.effects = e.effects | EF_REDLIGHT; #else { e.pflags = PFLAGS_FULLDYNAMIC; e.light_lev = 100; e.color_x = 2; e.color_y = 0.25; e.color_z = 0.25; } #endif // FTE } // // Light_Green(e) // RGB: 56, 255, 56 // void(entity e, optional float fullbright) Light_Green = { if (fullbright) e.effects = EF_FULLBRIGHT; #ifndef FTE e.effects = e.effects | EF_GREENLIGHT; #else { e.pflags = PFLAGS_FULLDYNAMIC; e.light_lev = 100; e.color_x = 0.25; e.color_y = 2; e.color_z = 0.25; } #endif // FTE } // // Light_Blue(e) // RGB: 56, 56, 255 // void(entity e, optional float fullbright) Light_Blue = { if (fullbright) e.effects = EF_FULLBRIGHT; #ifndef FTE e.effects = e.effects | EF_BLUELIGHT; #else { e.pflags = PFLAGS_FULLDYNAMIC; e.light_lev = 100; e.color_x = 0.25; e.color_y = 0.25; e.color_z = 2; } #endif // FTE } // // Light_Orange(e) // RGB: 255, 128, 0 // void(entity e, optional float fullbright) Light_Orange = { if (fullbright) e.effects = EF_FULLBRIGHT; #ifndef FTE e.effects = e.effects | EF_ORANGELIGHT; #else { e.pflags = PFLAGS_FULLDYNAMIC; e.light_lev = 100; e.color_x = 2; e.color_y = 1; e.color_z = 0; } #endif // FTE } // // Light_Purple(e) // RGB: 255, 28, 255 // void(entity e, optional float fullbright) Light_Purple = { if (fullbright) e.effects = EF_FULLBRIGHT; #ifndef FTE e.effects = e.effects | EF_PURPLELIGHT; #else { e.pflags = PFLAGS_FULLDYNAMIC; e.light_lev = 100; e.color_x = 2; e.color_y = 0.25; e.color_z = 2; } #endif // FTE } // // Light_Cyan(e) // RGB: 97, 178, 248 // void(entity e, optional float fullbright) Light_Cyan = { if (fullbright) e.effects = EF_FULLBRIGHT; #ifndef FTE e.effects = e.effects | EF_CYANLIGHT; #else { e.pflags = PFLAGS_FULLDYNAMIC; e.light_lev = 100; e.color_x = 0.765; e.color_y = 1.4; e.color_z = 1.95; } #endif // FTE } // // Light_Pink(e) // RGB: 255, 180, 180 // void(entity e, optional float fullbright) Light_Pink = { if (fullbright) e.effects = EF_FULLBRIGHT; #ifndef FTE e.effects = e.effects | EF_PINKLIGHT; #else { e.pflags = PFLAGS_FULLDYNAMIC; e.light_lev = 100; e.color_x = 2.37; e.color_y = 1.35; e.color_z = 1.35; } #endif // FTE } // // Light_Lime(e) // RGB: 128, 255, 128 // void(entity e, optional float fullbright) Light_Lime = { if (fullbright) e.effects = EF_FULLBRIGHT; #ifndef FTE e.effects = e.effects | EF_LIMELIGHT; #else { e.pflags = PFLAGS_FULLDYNAMIC; e.light_lev = 100; e.color_x = 1; e.color_y = 2; e.color_z = 1; } #endif // FTE } // // Light_Yellow(e) // RGB: 255, 255, 128 // void(entity e, optional float fullbright) Light_Yellow = { if (fullbright) e.effects = EF_FULLBRIGHT; #ifndef FTE e.effects = e.effects | EF_YELLOWLIGHT; #else { e.pflags = PFLAGS_FULLDYNAMIC; e.light_lev = 100; e.color_x = 2; e.color_y = 2; e.color_z = 1; } #endif // FTE } // // Light_None(e) // Resets all Perk Light Effects. // void(entity e) Light_None = { e.effects = 0; #ifdef FTE { e.pflags = 0; e.light_lev = 0; e.color_x = 0; e.color_y = 0; e.color_z = 0; } #endif // FTE } #ifdef FTE void(entity what, float fullbright, float light_level, float red, float green, float blue) Light_Custom = { if (fullbright) what.effects = what.effects | EF_FULLBRIGHT; { what.pflags = PFLAGS_FULLDYNAMIC; what.light_lev = light_level; what.color_x = red; what.color_y = green; what.color_z = blue; } } #endif // FTE