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