mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-26 22:02:20 +00:00
392 lines
8.6 KiB
C++
392 lines
8.6 KiB
C++
/*
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server/entities/lights.qc
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Spawns and handles Quake's lights and torches
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Copyright (C) 2021-2022 NZ:P Team
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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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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.
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See the 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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#define LIGHT_SPAWNFLAG_STARTOFF 1 // Light starts turned off but can be triggered
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// On via Power Switch.
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#define LIGHT_SPAWNFLAG_STARTON 2 // Opposite of STARTOFF, light turns Off when
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// Power is On.
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//
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// LS_Setup()
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// Defines all of the LightStyles in the Game.
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//
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void() LS_Setup =
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{
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// Lightstyles take alphebetical strings of input, from a-z.
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// a = complete darkness.
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// z = maximum brightness.
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lightstyle(0, "m"); // 0 : Normal
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lightstyle(1, "mmnmmommommnonmmonqnmmo"); // 1 : Flicker
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lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba"); // 2 : Slow Strong Pulse
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lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg"); // 3 : Candle
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lightstyle(4, "mamamamamama"); // 4 : Fast Strobe
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lightstyle(5, "jklmnopqrstuvwxyzyxwvutsrqponmlkj"); // 5 : Gentle Pulse
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lightstyle(6, "nmonqnmomnmomomno"); // 6 : Flicker 2
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lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm"); // 7 : Candle 2
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lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa"); // 8 : Candle 3
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lightstyle(9, "aaaaaaaazzzzzzzz"); // 9 : Slow Strobe
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lightstyle(10, "mmamammmmammamamaaamammma"); // 10: Fluro
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lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba"); // 11: Slow Pulse (no black) // 64: Off.
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}
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//
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// L_Setup()
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// Initialization for Lights.
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//
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void() L_Setup =
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{
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// If it's not vanilla ZHLT, cut it off.
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if (self.style > 12)
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return;
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// Set the Light to be Off if the spawnflag is set.
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/*if ((self.spawnflags & LIGHT_SPAWNFLAG_STARTOFF)) {
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// Store the other value for later.
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//self.score = self.style;
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lightstyle(self.style, "a");
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}*/
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}
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//
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// --------------------
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// Generic Light Entities
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// --------------------
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//
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void() light = // Basic Light
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{ L_Setup(); }
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void() light_fluoro = // Light with hum ambient
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{ L_Setup(); }
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void() light_environment = // Sun cast from Sky
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{ makestatic(self); }
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void() light_fluorospark = // Light with buzz ambient
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{ L_Setup(); }
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void() light_globe = // Light with visible globe
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{ L_Setup(); makestatic(self); }
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void() light_torch_small_walltorch = // Light with visible wall torch
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{ L_Setup(); makestatic(self); }
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void() light_flame_large_yellow =
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{ L_Setup(); makestatic(self); }
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void() light_torch_small_yellow = // Light with small flame & fire sound
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{ L_Setup(); makestatic(self); }
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void() light_torch_large_yellow = // Light with larger flame & fire sound
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{ L_Setup(); self.frame = 1; makestatic(self); }
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void() light_flame_small_white = // Light with small flame & fire sound
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{ L_Setup(); makestatic(self); }
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void() light_spot = // Spotlight
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{ L_Setup(); }
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//
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// --------------------
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// Spawnable Dynamic Lights
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// --------------------
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//
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//
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// Light_Red(e)
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// RGB: 255, 56, 56
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//
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void(entity e, optional float fullbright) Light_Red =
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{
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if (fullbright)
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e.effects = EF_FULLBRIGHT;
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#ifndef FTE
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e.effects = e.effects | EF_REDLIGHT;
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#else
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{
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e.pflags = PFLAGS_FULLDYNAMIC;
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e.light_lev = 100;
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e.color_x = 2;
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e.color_y = 0.25;
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e.color_z = 0.25;
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}
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#endif // FTE
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}
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//
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// Light_Green(e)
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// RGB: 56, 255, 56
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//
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void(entity e, optional float fullbright) Light_Green =
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{
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if (fullbright)
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e.effects = EF_FULLBRIGHT;
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#ifndef FTE
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e.effects = e.effects | EF_GREENLIGHT;
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#else
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{
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e.pflags = PFLAGS_FULLDYNAMIC;
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e.light_lev = 100;
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e.color_x = 0.25;
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e.color_y = 2;
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e.color_z = 0.25;
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}
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#endif // FTE
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}
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//
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// Light_Blue(e)
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// RGB: 56, 56, 255
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//
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void(entity e, optional float fullbright) Light_Blue =
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{
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if (fullbright)
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e.effects = EF_FULLBRIGHT;
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#ifndef FTE
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e.effects = e.effects | EF_BLUELIGHT;
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#else
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{
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e.pflags = PFLAGS_FULLDYNAMIC;
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e.light_lev = 100;
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e.color_x = 0.25;
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e.color_y = 0.25;
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e.color_z = 2;
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}
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#endif // FTE
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}
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//
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// Light_Orange(e)
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// RGB: 255, 128, 0
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//
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void(entity e, optional float fullbright) Light_Orange =
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{
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if (fullbright)
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e.effects = EF_FULLBRIGHT;
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#ifndef FTE
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e.effects = e.effects | EF_ORANGELIGHT;
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#else
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{
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e.pflags = PFLAGS_FULLDYNAMIC;
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e.light_lev = 100;
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e.color_x = 2;
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e.color_y = 1;
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e.color_z = 0;
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}
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#endif // FTE
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}
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//
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// Light_Purple(e)
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// RGB: 255, 28, 255
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//
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void(entity e, optional float fullbright) Light_Purple =
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{
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if (fullbright)
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e.effects = EF_FULLBRIGHT;
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#ifndef FTE
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e.effects = e.effects | EF_PURPLELIGHT;
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#else
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{
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e.pflags = PFLAGS_FULLDYNAMIC;
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e.light_lev = 100;
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e.color_x = 2;
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e.color_y = 0.25;
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e.color_z = 2;
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}
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#endif // FTE
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}
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//
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// Light_Cyan(e)
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// RGB: 97, 178, 248
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//
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void(entity e, optional float fullbright) Light_Cyan =
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{
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if (fullbright)
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e.effects = EF_FULLBRIGHT;
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#ifndef FTE
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e.effects = e.effects | EF_CYANLIGHT;
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#else
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{
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e.pflags = PFLAGS_FULLDYNAMIC;
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e.light_lev = 100;
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e.color_x = 0.765;
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e.color_y = 1.4;
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e.color_z = 1.95;
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}
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#endif // FTE
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}
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//
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// Light_Pink(e)
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// RGB: 255, 180, 180
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//
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void(entity e, optional float fullbright) Light_Pink =
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{
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if (fullbright)
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e.effects = EF_FULLBRIGHT;
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#ifndef FTE
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e.effects = e.effects | EF_PINKLIGHT;
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#else
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{
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e.pflags = PFLAGS_FULLDYNAMIC;
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e.light_lev = 100;
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e.color_x = 2.37;
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e.color_y = 1.35;
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e.color_z = 1.35;
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}
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#endif // FTE
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}
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//
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// Light_Lime(e)
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// RGB: 128, 255, 128
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//
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void(entity e, optional float fullbright) Light_Lime =
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{
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if (fullbright)
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e.effects = EF_FULLBRIGHT;
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#ifndef FTE
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e.effects = e.effects | EF_LIMELIGHT;
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#else
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{
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e.pflags = PFLAGS_FULLDYNAMIC;
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e.light_lev = 100;
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e.color_x = 1;
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e.color_y = 2;
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e.color_z = 1;
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}
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#endif // FTE
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}
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//
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// Light_Yellow(e)
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// RGB: 255, 255, 128
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//
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void(entity e, optional float fullbright) Light_Yellow =
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{
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if (fullbright)
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e.effects = EF_FULLBRIGHT;
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#ifndef FTE
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e.effects = e.effects | EF_YELLOWLIGHT;
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#else
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{
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e.pflags = PFLAGS_FULLDYNAMIC;
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e.light_lev = 100;
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e.color_x = 2;
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e.color_y = 2;
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e.color_z = 1;
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}
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#endif // FTE
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}
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//
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// Light_None(e)
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// Resets all Perk Light Effects.
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//
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void(entity e) Light_None =
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{
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e.effects = 0;
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#ifdef FTE
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{
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e.pflags = 0;
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e.light_lev = 0;
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e.color_x = 0;
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e.color_y = 0;
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e.color_z = 0;
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}
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#endif // FTE
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}
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#ifdef FTE
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void(entity what, float fullbright, float light_level,
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float red, float green, float blue) Light_Custom =
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{
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if (fullbright)
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what.effects = what.effects | EF_FULLBRIGHT;
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{
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what.pflags = PFLAGS_FULLDYNAMIC;
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what.light_lev = light_level;
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what.color_x = red;
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what.color_y = green;
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what.color_z = blue;
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}
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}
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#endif // FTE
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