hexen2-data1-hc/fx.hc
1997-11-11 00:00:00 +00:00

474 lines
10 KiB
C++

/*
* $Header: /H3/game/hcode/fx.hc 57 9/29/97 4:36p Rlove $
*/
float WHITE_PUFF = 0;
float RED_PUFF = 1;
float GREEN_PUFF = 2;
float GREY_PUFF = 3;
void CreateTeleporterBodyEffect (vector org,vector vel,float framelength)
{
starteffect(CE_TELEPORTERBODY, org,vel,framelength);
}
void CreateTeleporterSmokeEffect (vector org,vector vel,float framelength)
{
starteffect(CE_TELEPORTERPUFFS, org,vel,framelength);
}
// ============= SMOKE ================================
void CreateWhiteSmoke (vector org,vector vel,float framelength)
{
starteffect(CE_WHITE_SMOKE, org,vel,framelength);
}
void CreateRedSmoke (vector org,vector vel,float framelength)
{
starteffect(CE_RED_SMOKE, org,vel, framelength);
}
void CreateGreySmoke (vector org,vector vel,float framelength)
{
starteffect(CE_GREY_SMOKE, org,vel, framelength);
}
void CreateGreenSmoke (vector org,vector vel,float framelength)
{
starteffect(CE_GREEN_SMOKE, org,vel, framelength);
}
void CreateRedCloud (vector org,vector vel,float framelength)
{
starteffect(CE_REDCLOUD, org,vel, framelength);
}
// ============= FLASHES ================================
void CreateLittleWhiteFlash (vector spot)
{
starteffect(CE_SM_WHITE_FLASH,spot);
}
void CreateLittleBlueFlash (vector spot)
{
starteffect(CE_SM_BLUE_FLASH,spot);
}
void CreateBlueFlash (vector spot)
{
starteffect(CE_BLUE_FLASH,spot);
}
void CreateWhiteFlash (vector spot)
{
starteffect(CE_WHITE_FLASH, spot);
}
void CreateYRFlash (vector spot)
{
starteffect(CE_YELLOWRED_FLASH,spot);
}
// ============= EXPLOSIONS =============================
void CreateBlueExplosion (vector spot)
{
starteffect(CE_BLUE_EXPLOSION,spot);
}
void CreateExplosion29 (vector spot)
{
starteffect(CE_BG_CIRCLE_EXP,spot);
}
void CreateFireCircle (vector spot)
{
starteffect(CE_SM_CIRCLE_EXP,spot);
}
// ============= SPARKS =============================
void CreateRedSpark (vector spot)
{
starteffect(CE_REDSPARK,spot);
}
void CreateGreenSpark (vector spot)
{
starteffect(CE_GREENSPARK,spot);
}
void CreateBSpark (vector spot)
{
starteffect(CE_BLUESPARK,spot);
}
void CreateSpark (vector spot)
{
starteffect(CE_YELLOWSPARK,spot);
}
//FIXME:This should be a temp entity
void splash_run (void)
{
float result;
result = AdvanceFrame(0,5);
self.nextthink = time + HX_FRAME_TIME;
self.think = splash_run;
if (result == AF_END)
{
self.nextthink = time + HX_FRAME_TIME;
self.think = SUB_Remove;
}
}
void CreateWaterSplash (vector spot)
{
entity newent;
newent = spawn();
setmodel (newent, "models/wsplash.spr");
setorigin (newent, spot);
newent.movetype = MOVETYPE_NOCLIP;
newent.solid = SOLID_NOT;
newent.velocity = '0 0 0';
newent.nextthink = time + 0.05;
newent.think = splash_run;
}
/*
================
SpawnPuff
================
*/
void SpawnPuff (vector org, vector vel, float damage,entity victim)
{
float part_color;
float rad;
if (victim.thingtype==THINGTYPE_FLESH && victim.classname!="mummy" && victim.netname != "spider")
part_color = 256 + 8 * 16 + random(9); //Blood red
else if ((victim.thingtype==THINGTYPE_GREYSTONE) || (victim.thingtype==THINGTYPE_BROWNSTONE))
part_color = 256 + 20 + random(8); // Gray
else if (victim.thingtype==THINGTYPE_METAL)
part_color = 256 + (8 * 15); // Sparks
else if (victim.thingtype==THINGTYPE_WOOD)
part_color = 256 + (5 * 16) + random(8); // Wood chunks
else if (victim.thingtype==THINGTYPE_ICE)
part_color = 406+random(8); // Ice particles
else if (victim.netname == "spider")
part_color = 256 + 183 + random(8); // Spider's have green blood
else
part_color = 256 + (3 * 16) + 4; // Dust Brown
rad=vlen(vel);
if(!rad)
rad=random(10,20);
particle4(org,rad,part_color,PARTICLETYPE_FASTGRAV,2 * damage);
}
/*-----------------------------------------
redblast - the red flash sprite
-----------------------------------------*/
void(vector spot) CreateRedFlash =
{
starteffect(CE_RED_FLASH,spot);
};
void() DeathBubblesSpawn;
void () flash_remove =
{
remove(self);
};
void GenerateTeleportSound (entity center)
{
string telesnd;
float r;
r=rint(random(4))+1;
if(r==1)
telesnd="misc/teleprt1.wav";
else if(r==2)
telesnd="misc/teleprt2.wav";
else if(r==3)
telesnd="misc/teleprt3.wav";
else if(r==4)
telesnd="misc/teleprt4.wav";
else
telesnd="misc/teleprt5.wav";
sound(center,CHAN_AUTO,telesnd,1,ATTN_NORM);
}
void GenerateTeleportEffect(vector spot1,float teleskin)
{
entity sound_ent;
if (self.attack_finished > time)
return;
sound_ent = spawn();
setorigin(sound_ent,spot1);
GenerateTeleportSound(sound_ent);
sound_ent.think = SUB_Remove;
thinktime sound_ent : 2;
CreateTeleporterBodyEffect (spot1,'0 0 0',teleskin); // 3rd parameter is the skin
CreateTeleporterSmokeEffect (spot1,'0 0 0',HX_FRAME_TIME);
CreateTeleporterSmokeEffect (spot1 + '0 0 64','0 0 0',HX_FRAME_TIME);
// GenerateTeleportSound(newent);
// if (self.scale < 0.11)
// {
// particle4(self.origin + '0 0 40',random(5,10),20,PARTICLETYPE_FASTGRAV,random(20,30));
// particle4(self.origin + '0 0 40',random(5,10),250,PARTICLETYPE_FASTGRAV,random(20,30));
// remove(self);
// }
}
void smoke_generator_use(void)
{
self.use = smoke_generator_use;
self.nextthink = time + HX_FRAME_TIME;
if (!self.wait)
self.wait = 2;
self.owner = other;
if (self.lifespan)
self.lifetime = time + self.lifespan;
}
void smoke_generator_run(void)
{
if (self.thingtype == WHITE_PUFF)
CreateWhiteSmoke(self.origin, '0 0 8', HX_FRAME_TIME *3);
else if (self.thingtype == RED_PUFF)
CreateRedSmoke(self.origin, '0 0 8', HX_FRAME_TIME *3);
else if (self.thingtype == GREEN_PUFF)
CreateRedSmoke(self.origin, '0 0 8', HX_FRAME_TIME *3);
else if (self.thingtype == GREY_PUFF)
CreateGreySmoke(self.origin, '0 0 8', HX_FRAME_TIME *3);
self.nextthink = time + random(self.wait);
self.think = smoke_generator_run;
if ((self.lifespan) && (self.lifetime < time))
remove(self);
}
/*QUAKED fx_smoke_generator (0 1 1) (-8 -8 -8) (8 8 8)
Generates smoke puffs
-------------------------FIELDS-------------------------
wait - how often it should generate smoke (default 2)
thingtype - type of smoke to generate
0 - white puff (fire place)
1 - red (lava)
2 - green (slime)
3 - grey (oil)
lifespan - fill this in and it will only puff for this long
--------------------------------------------------------
*/
void() fx_smoke_generator =
{
setmodel(self, "models/null.spr");
self.solid = SOLID_NOT;
self.movetype = MOVETYPE_NONE;
setsize (self,'0 0 0' , '0 0 0');
self.th_die = SUB_Remove;
if (!self.targetname) // Not targeted by anything so puff away
self.nextthink = time + HX_FRAME_TIME;
self.use = smoke_generator_use;
if (!self.wait)
self.wait = 2;
self.think = smoke_generator_run;
};
void (vector org) fx_flash =
{
local entity newent;
newent = spawn();
setmodel (newent, "models/s_bubble.spr");
// setmodel (newent, newent.model);
// newent.modelindex = 0;
// newent.model = "";
setorigin (newent, org + '0 0 24');
newent.movetype = MOVETYPE_NOCLIP;
newent.solid = SOLID_NOT;
newent.velocity = '0 0 0';
newent.nextthink = time + 0.5;
newent.think = flash_remove;
newent.classname = "bubble";
newent.effects = EF_BRIGHTLIGHT;
setsize (newent, '-8 -8 -8', '8 8 8');
};
/*
void () friction_change_touch =
{
if (other == self.owner)
return;
if (other.classname == "player")
other.friction=self.friction;
};
*/
/*QUAK-ED fx_friction_change (0 1 1) ?
Set the friction within this area.
-------------------------FIELDS-------------------------
'friction' : this is how quickly the player will slow down after he ceases indicating movement (lets go of arrow keys).
1 : normal friction
>0 & <1 : slippery
>1 : high friction
--------------------------------------------------------
*/
/*
void() fx_friction_change =
{
self.movetype = MOVETYPE_NONE;
self.owner = self;
self.solid = SOLID_TRIGGER;
setorigin (self, self.origin);
setmodel (self, self.model);
self.modelindex = 0;
self.model = "";
setsize (self, self.mins , self.maxs);
self.touch = friction_change_touch;
};
*/
void() explosion_done =
{
self.effects=EF_DIMLIGHT;
};
void() explosion_use =
{
/*
if (self.spawnflags & FLASH)
{
self.effects=EF_BRIGHTLIGHT;
self.think=p_explosion_done;
self.nextthink= time + 1;
}
*/
sound (self, CHAN_BODY, self.noise1, 1, ATTN_NORM);
particleexplosion(self.origin,self.color,self.exploderadius,self.counter);
};
/*QUAK-ED fx_particle_explosion (0 1 1) ( -5 -5 -5) (5 5 5) FLASH
Gives off a spray of particles like an explosion.
-------------------------FIELDS-------------------------
FLASH will cause a brief flash of light.
"color" is the color of the explosion. Particle colors dim as they move away from the center point.
color values :
31 - white
47 - light blue
63 - purple
79 - light green
85 - light brown
101 - red (default)
117 - light blue
133 - yellow
149 - green
238 - red to orange
242 - purple to red
246 - green to purple
250 - blue - green
254 - yellow to blue
"exploderadius" is the distance the particles travel before disappearing. 1 - 10 (default 5)
"soundtype" the type of sound made during explosion
0 - no sound
1 - rocket explosion (default)
2 - grenade shoot
"counter" the number of particles to create
1 - 1024
512 (default)
--------------------------------------------------------
*/
/*
void() fx_particle_explosion =
{
self.effects=0;
self.use=explosion_use;
self.movetype = MOVETYPE_NOCLIP;
self.owner = self;
self.solid = SOLID_NOT;
setorigin (self, self.origin);
setmodel (self, self.model);
setsize (self, self.mins , self.maxs);
// Explosion color
if ((!self.color) || (self.color>254))
self.color=101;
// Explosion sound is what type????
if (self.soundtype>2)
self.soundtype=0;
else if (!self.soundtype)
self.soundtype=1;
if (self.soundtype==0)
self.noise1 = ("misc/null.wav");
else if (self.soundtype==1)
self.noise1 = ("weapons/explode.wav");
else if (self.soundtype==2)
self.noise1 = ("weapons/grenade.wav");
self.exploderadius = 10 - self.exploderadius; // This is backwards in builtin function
// Explosion radius
if ((self.exploderadius<1) || (self.exploderadius>10))
self.exploderadius=5;
// Particle count
if ((self.counter<1) || (self.counter>1024))
self.counter=512;
};
*/