/* ============================================================================== $Header: /HexenWorld/HCode/lightwp.hc 20 4/10/98 5:47p Mgummelt $ ============================================================================== */ // For building the model $cd Q:\art\models\weapons\spllbook $origin 0 0 0 $base BASE skin $skin skin $flags 0 // $frame fidle1 fidle2 fidle3 fidle4 fidle5 $frame fidle6 fidle7 fidle8 fidle9 fidle10 $frame fidle11 fidle12 fidle13 fidle14 fidle15 $frame fidle16 // $frame nidle1 nidle2 nidle3 nidle4 nidle5 $frame nidle6 nidle7 nidle8 nidle9 nidle10 $frame nidle11 nidle12 nidle13 nidle14 nidle15 $frame nidle16 // $frame normal1 normal2 normal3 normal4 normal5 $frame normal6 normal7 normal8 normal9 normal10 $frame normal11 normal12 normal13 normal14 normal15 $frame normal16 // $frame pidle1 pidle2 pidle3 pidle4 pidle5 $frame pidle6 pidle7 pidle8 pidle9 pidle10 $frame pidle11 pidle12 pidle13 pidle14 pidle15 $frame pidle16 // $frame power1 power2 power3 power4 power5 $frame power6 power7 power8 power9 power10 $frame power11 power12 power13 power14 power15 $frame power16 // $frame select1 select2 select3 select4 select5 $frame select6 select7 select8 select9 select10 $frame select11 select12 /* ====================== Lightning Bolts Test Unpowered: Ball Lightning Powered: Chain lightning- arcs between monsters ====================== */ void lball_remove () { stopSound(self,0); remove(self); } void LightningBallTouch () { float zap_other; if(other.classname==self.classname&&other.owner==self.owner) return; self.level=FALSE; if(other.takedamage) { T_Damage(other,self,self.owner,self.dmg); if(other.flags&FL_MONSTER) zap_other=TRUE; } self.dmg = random(70, 100); T_RadiusDamage(self,self.owner,self.dmg,other); // stopSound(self,0); // sound(self,CHAN_AUTO,"crusader/lghtn2.wav",1,ATTN_NORM); // starteffect(CE_LBALL_EXPL,self.origin-self.movedir*8,0.05); /* if(zap_other) { org=self.origin; tospot=normalize((other.absmin+other.absmax)*0.5-org); tospot=org+tospot*(random(75)+75); //do_lightning (self.owner,zap_cnt,0,4,org,tospot,100,TE_STREAM_LIGHTNING); damage_dir=normalize(tospot-org); LightningDamage (org-damage_dir*15, tospot+damage_dir*15, self.owner, 100,"lightning"); } while(zap_cnt<3)//8) { self.angles=randomv('0 0 0','360 360 360'); makevectors(self.angles); org=self.origin; tospot=org+v_forward*(random(75)+75); //do_lightning (self.owner,zap_cnt,0,4,org,tospot,50,TE_STREAM_LIGHTNING); damage_dir=normalize(tospot-org); LightningDamage (org-damage_dir*15, tospot+damage_dir*15, self.owner, 100,"lightning"); zap_cnt+=1; }*/ WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); WriteByte (MSG_MULTICAST, TE_LIGHTNINGEXPLODE); WriteEntity (MSG_MULTICAST, self.owner); WriteCoord (MSG_MULTICAST, self.origin_x); WriteCoord (MSG_MULTICAST, self.origin_y); WriteCoord (MSG_MULTICAST, self.origin_z); multicast(self.origin,MULTICAST_PHS_R); remove(self); } void lightningHomeThink() { vector moveAng; HomeThink(); moveAng = vectoangles(self.velocity); traceline(self.origin, self.origin + self.velocity*.2, FALSE, self); WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); WriteByte (MSG_MULTICAST, TE_LIGHTNINGBALL); WriteCoord (MSG_MULTICAST, self.origin_x); WriteCoord (MSG_MULTICAST, self.origin_y); WriteCoord (MSG_MULTICAST, self.origin_z); WriteByte (MSG_MULTICAST, moveAng_y*256.0/360.0); WriteByte (MSG_MULTICAST, moveAng_x*256.0/360.0); WriteShort(MSG_MULTICAST, vlen(self.velocity)); WriteByte (MSG_MULTICAST, trace_fraction * 100); multicast(self.origin,MULTICAST_PVS); thinktime self : 0.2; if (self.lifetime < time) SUB_Remove(); } void FireLightningBall () { entity lball; makevectors(self.v_angle); self.effects(+)EF_MUZZLEFLASH; stuffcmd (self, "bf\n"); lball=spawn(); lball.classname="lightning ball"; lball.owner=self; lball.drawflags(+)SCALE_ORIGIN_CENTER; lball.movetype=MOVETYPE_FLYMISSILE; lball.solid=SOLID_BBOX; lball.level=TRUE; lball.touch=LightningBallTouch; lball.dmg=random(60,100); lball.speed=1000; lball.velocity=normalize(v_forward)*lball.speed; lball.angles=randomv('-600 -600 -600','600 600 600'); setmodel(lball,"models/lball.mdl"); setsize(lball,'0 0 0','0 0 0'); lball.scale=0.75; setorigin(lball,self.origin+self.proj_ofs+v_forward*10); // sound(self,CHAN_AUTO,"succubus/firelbal.wav",1,ATTN_NORM); lball.turn_time=2; // lball.dmg=random(45,55); lball.effects=EF_DIMLIGHT|EF_UPDATESOUND; lball.frags=TRUE; lball.veer=100; lball.homerate=0.1; lball.lifetime=time+2.5; lball.th_die=lball_remove; //lball.think=HomeThink; lball.hoverz=TRUE; //thinktime lball : 0.2; lball.t_width=time+random(0.02,0.5); // sound(lball,CHAN_UPDATE+PHS_OVERRIDE_R,"succubus/buzz2.wav",1,ATTN_LOOP); lball.effects(+)EF_NODRAW; entity oldself; oldself = self; self = lball; lball.think = lightningHomeThink; lball.think(); self = oldself; } void LilLightningThink() { T_Damage(self.enemy, self.owner, self.owner, self.dmg); remove(self); } void AttachLilLightning(float damage, entity nTarg, entity from) { entity newGuy; newGuy = spawn(); newGuy.effects (+) EF_NODRAW; newGuy.dmg = damage; newGuy.owner = from; newGuy.enemy = nTarg; newGuy.think = LilLightningThink; thinktime newGuy : 0.0; } void(vector p1, vector p2, entity from, float damage) LightningDamage2 = { entity e1, e2;// swap; vector f; float inertia;//absorb; f = p2 - p1; normalize (f); f_x = 0 - f_y; f_y = f_x; f_z = 0; f = f*16; e1 = e2 = world; traceline (p1, p2, FALSE, self); if (trace_ent.takedamage) { if (trace_ent.mass<=10) { inertia=1; } else { inertia = trace_ent.mass/10; } WriteCoord(MSG_MULTICAST, trace_ent.origin_x); WriteCoord(MSG_MULTICAST, trace_ent.origin_y); WriteCoord(MSG_MULTICAST, trace_ent.origin_z + 32); AttachLilLightning(damage, trace_ent, from); } e1 = trace_ent; traceline (p1 + f, p2 + f, FALSE, self); if(trace_ent != e1 && trace_ent.takedamage) { WriteCoord(MSG_MULTICAST, trace_ent.origin_x); WriteCoord(MSG_MULTICAST, trace_ent.origin_y); WriteCoord(MSG_MULTICAST, trace_ent.origin_z + 32); AttachLilLightning(damage, trace_ent, from); } e2 = trace_ent; traceline (p1 - f, p2 - f, FALSE, self); if (trace_ent != e1 && trace_ent != e2 && trace_ent.takedamage) { WriteCoord(MSG_MULTICAST, trace_ent.origin_x); WriteCoord(MSG_MULTICAST, trace_ent.origin_y); WriteCoord(MSG_MULTICAST, trace_ent.origin_z + 32); AttachLilLightning(damage, trace_ent, from); } }; void do_lightning2 (entity lowner,float tag, float lflags, float duration, vector spot1, vector spot2, float ldamg) { vector damage_dir; // lowner=self.owner; damage_dir=normalize(spot2-spot1); LightningDamage2 (spot1-damage_dir*15, spot2+damage_dir*15, lowner, ldamg); } void branch_fire (vector org) { vector tospot, lightn_dir; float num_branches; tospot=org+v_forward*1000; traceline(org,tospot,TRUE,self); tospot=trace_endpos; num_branches = 3; self.count=0; while(num_branches) { self.count+=1; if(self.count>=8) self.count=0; do_lightning2 (self,self.count,STREAM_ATTACHED,4,org,tospot,30); lightn_dir=normalize(tospot-org); org=org + lightn_dir*random(num_branches+20,num_branches+45);//Include trace_fraction? tospot=org+v_forward*1000; traceline(trace_endpos,tospot,TRUE,self); tospot=trace_endpos; if(random()<0.5) tospot+=v_right*random(150,400); else tospot-=v_right*random(150,400); if(random()<0.5) tospot+=v_up*random(150,400); else tospot-=v_up*random(150,400); num_branches-=1; } } void shebitch_chain_lightning_strike () { vector org, tospot; float damg,damg_thresh, zap_count,fov_check; entity loser, lastloser,firstloser; float numTargs; numTargs = 0; if(self.attack_finished>time) return; self.greenmana-=4; self.bluemana-=4; self.attack_finished=time+0.2; self.effects(+)EF_MUZZLEFLASH; makevectors(self.v_angle); org=self.origin+self.proj_ofs+v_forward*36; loser=findradius(org,1000); firstloser=lastloser=loser; WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); WriteByte (MSG_MULTICAST, TE_CHAINLIGHTNING); WriteEntity(MSG_MULTICAST, self); WriteCoord(MSG_MULTICAST, org_x); WriteCoord(MSG_MULTICAST, org_y); WriteCoord(MSG_MULTICAST, org_z); while((loser!=world)&&(numTargs < 5)) { if(loser.health&&loser.flags2&FL_ALIVE&&loser!=self) { tospot=(loser.absmin+loser.absmax)*0.5; traceline(org,tospot,TRUE,self); if(infront(loser)) { if(lastloser==firstloser) { fov_check=vlen(loser.origin-self.origin); fov_check=(50/fov_check); if(fov_check>1) fov_check=1; fov_check*=10;//at further distances, cone is smaller if(!fov(loser,self,fov_check)) trace_fraction=0; } } else trace_fraction=0; if(trace_fraction==1) { if(loser.flags&FL_MONSTER) damg_thresh=40; else damg_thresh=random(15,25); if(loser.health>damg_thresh) damg=damg_thresh; else damg=1000; self.count+=1; if(self.count>=8) self.count=0; tospot=(loser.absmin+loser.absmax)*0.5; zap_count+=1; do_lightning2 (self,self.count,STREAM_ATTACHED,4,org,tospot,damg); numTargs += 1; // ensure that there are fewer than 5 targets hit... org=tospot; if(lastloser==self) firstloser=loser; lastloser=loser; } } loser=loser.chain; } if(!zap_count) { branch_fire(org); traceline(org, org + v_forward * 128, TRUE, self); WriteCoord(MSG_MULTICAST, org_x + v_forward_x * 128 * trace_fraction); WriteCoord(MSG_MULTICAST, org_y + v_forward_y * 128 * trace_fraction); WriteCoord(MSG_MULTICAST, org_z + v_forward_z * 128 * trace_fraction); } WriteCoord(MSG_MULTICAST, 0); WriteCoord(MSG_MULTICAST, 0); WriteCoord(MSG_MULTICAST, 0); multicast(self.origin,MULTICAST_PVS); } void()lightning_ready_power; void()lightning_ready_normal; void lightning_fire_normal (void) { if(self.weaponframe_cnt) self.wfs = advanceweaponframe($fidle1,$fidle16); else { self.wfs = advanceweaponframe($normal1,$normal16); if(self.weaponframe==$normal2) { if(self.effects&EF_DIMLIGHT) self.lefty=TRUE; else self.effects(+)EF_DIMLIGHT; } else if(self.weaponframe==$normal16) { if(!self.lefty) self.effects(-)EF_DIMLIGHT; else self.lefty=FALSE; } } self.th_weapon=lightning_fire_normal; self.last_attack=time; if(self.artifact_active&ART_TOMEOFPOWER) { if(self.effects&EF_DIMLIGHT) { if(!self.lefty) self.effects(-)EF_DIMLIGHT; else self.lefty=FALSE; } lightning_ready_power(); } else if(self.greenmana<6|| self.bluemana<6|| (!self.button0&&self.weaponframe==$normal16) ) { if(self.effects&EF_DIMLIGHT) { if(!self.lefty) self.effects(-)EF_DIMLIGHT; else self.lefty=FALSE; } lightning_ready_normal(); } else if(self.weaponframe==$normal12 ||(self.weaponframe>=$fidle1 &&self.weaponframe<=$fidle16)) { if(self.attack_finished