450 lines
11 KiB
C++
450 lines
11 KiB
C++
/*
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* $Header: /H3/game/hcode/weather.hc 47 9/16/97 4:17p Rjohnson $
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*/
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/*
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void () dust_touch =
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{
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local float numPuffs, thisPuff;
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local vector dustpos, dustvect;
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numPuffs = random(5, 10) + 2;
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thisPuff = 1;
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while (thisPuff < numPuffs)
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{
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dustpos_x = random(self.maxs_x, self.mins_x);
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dustpos_y = random(self.maxs_y, self.mins_y);
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dustpos_z = self.maxs_z;
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dustvect_x = random(10, 20);
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dustvect_y = random(10, 20);
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dustvect_z = random(-10, -1);
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SpawnPuff (dustpos, dustvect, 414, world);
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thisPuff += 1;
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}
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};
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*/
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/*QUAKED weather_dust (0 1 1) ?
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Dust falls, or is stirred up within this entity.
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-------------------------FIELDS-------------------------
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color - palette number of the dust's color
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default - 101
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*/
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/*
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void() weather_dust =
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{
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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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setsize (self, self.mins , self.maxs);
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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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self.touch = dust_touch;
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self.use = dust_touch;
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if (!self.color) self.color=101;
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};
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*/
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void () rain_use =
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{
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dprint(" rain ");
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rain_go(self.mins,self.maxs,self.size,'125 100 0',self.color+random(8),self.counter);
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self.nextthink = time + self.wait;
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};
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float RAIN_STRAIGHT = 1;
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/*QUAKED weather_rain (0 1 1) ? STRAIGHT NO_SPLAT
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MG&RL
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Rain falls within this entity.
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STRAIGHT = Rain will fall straight down rather than at an angle
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NO_SPLAT = Rain will not make "splats" on the ground
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-------------------------FIELDS-------------------------
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color - palette number of the rain's color - will range between this color and this color + 8 unless monochrome is checked
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default - 414 (translucent blue)
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counter - number of rain particles to generate every 10th of a second.
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default - 300
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wait - how often to generate rain particles
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default - .1 of a second
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soundtype - 0 = rain (default)
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1 = drip (cave-type- wetness)
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--------------------------------------------------------
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*/
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void rain_splatter ()
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{//MG
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vector spot1,spot2;
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spot1=self.mins;
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spot1_x+=random(self.size_x);
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spot1_y+=random(self.size_y);
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spot1_z=self.maxs_z;
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spot2=spot1;
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spot2_z=self.mins_z - 10;
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traceline(spot1,spot2,FALSE,self);
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if(trace_fraction<1)
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{
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// particle4(trace_endpos,10,random(408,412),PARTICLETYPE_FASTGRAV,random(5,10));
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particle4(trace_endpos,10,random(408,412),PARTICLETYPE_GRAV,random(5,10));
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thinktime self : random(0.01,0.2);
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}
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else
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thinktime self : 0;
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}
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void make_splatter ()
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{
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newmis=spawn();
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setorigin(newmis,self.origin);
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setsize(newmis,self.mins,self.maxs);
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newmis.think=rain_splatter;
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thinktime newmis : 0;
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}
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void() weather_rain =
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{//MG&BL
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vector dir;
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float splat_count;
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if (!self.soundtype)
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{
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precache_sound2("ambience/rain.wav");
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self.noise1="ambience/rain.wav";
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}
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else
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{
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precache_sound2("ambience/drip1.wav");
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self.noise1 = ("ambience/drip1.wav");
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self.think = sound_again;
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self.nextthink = time + random(5,30);
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}
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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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setsize (self, self.mins , self.maxs);
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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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if (!self.wait)
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self.wait=0.10;
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if (!self.color)
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self.color=414;
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if (!self.counter)
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self.counter=300;
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if (self.spawnflags & RAIN_STRAIGHT)
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dir = '0 0 0';
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else
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dir = '125 100 0';
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self.color=414;
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starteffect(CE_RAIN, self.mins, self.maxs, self.size, dir, self.color, self.counter, self.wait);
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if(!self.soundtype)
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ambientsound (self.origin, "ambience/rain.wav",1 , ATTN_NONE);
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else
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sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
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if(!self.spawnflags&2)
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splat_count=10;
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while(splat_count)
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{
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make_splatter();
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splat_count-=1;
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}
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if(!self.soundtype)
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remove(self);
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};
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void () weather_lightning_use =
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{
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local vector p1,p2;
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local entity targ;
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if (self.classname == "weather_sunbeam_start")
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sound(self,CHAN_WEAPON,"crusader/sunhum.wav",1,ATTN_NORM);
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if (!self.target)
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{
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dprint("No target for lightning\n");
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return;
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}
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targ = find (world, targetname, self.target); // Get ending point
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if (!targ)
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{
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dprint("No target for beam effect\n");
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return;
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}
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/* if(!self.aflag&&self.spawnflags&2)
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{
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self.aflag=TRUE;
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if(random()<0.5)
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sound (self,CHAN_AUTO,"crusader/lghtn1.wav",1,ATTN_NORM);
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else
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sound (self,CHAN_AUTO,"crusader/lghtn1.wav",1,ATTN_NORM);
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}*/
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p1 = self.origin;
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p2 = targ.origin;
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p1+=normalize(p2-p1)*15; //So beam is drawn at startpoint
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if(self.classname=="weather_lightning_start")
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do_lightning (self,1,0,4,p1,p2,10);
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else if(self.classname=="weather_sunbeam_start")
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{
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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte (MSG_BROADCAST, TE_STREAM_SUNSTAFF1);
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WriteEntity (MSG_BROADCAST, self);
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WriteByte (MSG_BROADCAST, 0);
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WriteByte (MSG_BROADCAST, 4);
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WriteCoord (MSG_BROADCAST, p1_x);
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WriteCoord (MSG_BROADCAST, p1_y);
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WriteCoord (MSG_BROADCAST, p1_z);
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WriteCoord (MSG_BROADCAST, p2_x);
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WriteCoord (MSG_BROADCAST, p2_y);
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WriteCoord (MSG_BROADCAST, p2_z);
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LightningDamage (p1, p2, self, 10,"sunbeam");
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}
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else if(self.classname=="fx_colorbeam_start")
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{
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//FIXME: make a temp ent colored beam where you can pass the color
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// Uses 1 model, but several diff. color skins
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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte (MSG_BROADCAST, TE_STREAM_COLORBEAM); //beam type
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WriteEntity (MSG_BROADCAST, self); //owner
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WriteByte (MSG_BROADCAST, 0); //tag + flags
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WriteByte (MSG_BROADCAST, 4); //time
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WriteByte (MSG_BROADCAST, self.color); //color
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WriteCoord (MSG_BROADCAST, p1_x);
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WriteCoord (MSG_BROADCAST, p1_y);
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WriteCoord (MSG_BROADCAST, p1_z);
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WriteCoord (MSG_BROADCAST, p2_x);
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WriteCoord (MSG_BROADCAST, p2_y);
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WriteCoord (MSG_BROADCAST, p2_z);
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}
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else
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return;
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if (self.lifetime > time ) // Not done living
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thinktime self : 0.2;
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else if (self.wait>-1) // constantly running lightning needs to be reset
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{
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thinktime self : self.wait;
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self.think = weather_lightning_use;
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self.lifetime = self.lifespan + self.nextthink;
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self.aflag=FALSE;
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}
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else
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self.nextthink=-1;
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};
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void () lightning_init =
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{
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if (self.lifetime > time ) // Being triggered right now
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return;
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self.think = weather_lightning_use;
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self.lifetime = self.lifespan + time;
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if(self.spawnflags&2)
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{
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if(random()<0.5)
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sound (self,CHAN_AUTO,"crusader/lghtn1.wav",1,ATTN_NORM);
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else
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sound (self,CHAN_AUTO,"crusader/lghtn1.wav",1,ATTN_NORM);
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self.aflag=TRUE;
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}
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weather_lightning_use (); // Make it run
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};
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/*QUAKED weather_lightning_start (0 1 1) (-8 -8 -8) (8 8 8) STARTOFF thunder_sound
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Generates a bolt of lightning which ends at the weather_lightning_end that is the target
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STARTOFF - if clicked the lightning becomes triggerable, will run constantly once triggered. Wait will still tell how long to wait between strikes
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thunder_sound - will randomly play lightning strike sounds when it fires
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-------------------------FIELDS-------------------------
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noise - sound generated when lightning appears
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1 - no sound
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2 - lightning (default)
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target - be sure to give this a target fx_lightning_end to hit
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wait - amount of time between strikes
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-1 lightning is triggerable.
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> -1 lightning is constantly running.
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default -1
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lifespan - amount of time lightning bolt will exist.
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--------------------------------------------------------
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*/
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void () weather_lightning_start =
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{
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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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if(self.classname=="weather_lightning_start")
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{
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precache_model3("models/stlghtng.mdl");
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if (!self.noise)
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{
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self.noise = "raven/lightng1.wav";
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precache_sound3("raven/lightng1.wav");
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}
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if(self.spawnflags&2)
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{
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self.noise="";
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precache_sound2("crusader/lghtn1.wav");
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}
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}
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else if (self.classname == "weather_sunbeam_start" && self.noise == "2")
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{
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dprint("Shazzaam!\n");
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self.noise = "crusader/lghtn1.wav";
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precache_sound3("crusader/lghtn1.wav");
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}
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self.use = lightning_init; // For triggered lightning
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self.think = weather_lightning_use;
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if (!self.wait) // Set wait to default
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self.wait = 5;
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if ((self.wait>-1) && (!self.spawnflags & 1)) // Constantly running lightning
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{
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thinktime self : self.wait;
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self.lifetime = time + self.lifespan + self.wait;
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}
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};
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/*QUAKED weather_lightning_end (0 1 1) (-8 -8 -8) (8 8 8)
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Where lightning from weather_lightning_start will hit.
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-------------------------FIELDS-------------------------
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none
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--------------------------------------------------------
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*/
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void () weather_lightning_end =
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{
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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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setsize (self,self.mins, self.maxs);
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setorigin (self,self.origin);
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};
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/*QUAKED weather_sunbeam_start (0 1 1) (-8 -8 -8) (8 8 8) STARTOFF
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Generates a ray of sunlight which ends at the weather_sunbeam_end that is the target
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STARTOFF - if clicked the sunbeam becomes triggerable, will run constantly once triggered. Wait will still tell how long to wait between strikes
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-------------------------FIELDS-------------------------
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noise - sound generated when lightning appears
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1 - no sound (default)
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2 - lightning
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target - be sure to give this a target fx_lightning_end to hit
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wait - amount of time between strikes
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-1 sunbeam is triggerable.
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> -1 sunbeam is constantly running.
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default -1
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lifespan - amount of time sunbeam will exist.
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--------------------------------------------------------
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*/
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void () weather_sunbeam_start =
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{
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precache_model3("models/stsunsf1.mdl");
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precache_model3("models/stsunsf2.mdl");
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precache_model3("models/stsunsf3.mdl");
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precache_model3("models/stsunsf4.mdl");
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self.noise = "crusader/lghtn1.wav";
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weather_lightning_start();
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};
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/*QUAKED weather_sunbeam_end (0 1 1) (-8 -8 -8) (8 8 8)
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Where sunbeam from weather_sunbeam_start will hit.
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-------------------------FIELDS-------------------------
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none
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--------------------------------------------------------
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*/
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void () weather_sunbeam_end =
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{
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weather_lightning_end();
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};
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/*QUAKED fx_colorbeam_start (0 1 1) (-8 -8 -8) (8 8 8) STARTOFF
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Generates a ray of colored light which ends at the fx_colorbeam_end that is the target
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STARTOFF - if clicked the colorbeam becomes triggerable, will run constantly once triggered. Wait will still tell how long to wait between strikes
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-------------------------FIELDS-------------------------
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noise - sound generated when lightning appears
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1 - no sound (default)
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2 - lightning
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target - be sure to give this a target fx_lightning_end to hit
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wait - amount of time between strikes
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-1 beam is triggerable.
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> -1 beam is constantly running.
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default -1
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color - color of the beam
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0 = red (default)
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1 = blue
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2 = green
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3 = white
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4 = yellow
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lifespan - amount of time beam will exist.
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--------------------------------------------------------
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*/
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/*
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void () fx_colorbeam_start =
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{
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precache_model2("models/stclrbm.mdl");
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weather_lightning_start();
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};
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*/
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/*QUAKED fx_colorbeam_end (0 1 1) (-8 -8 -8) (8 8 8)
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Where colorbeam from weather_colorbeam_start will hit.
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-------------------------FIELDS-------------------------
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none
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--------------------------------------------------------
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*/
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/*
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void () fx_colorbeam_end =
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{
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weather_lightning_end();
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};
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*/
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