hexen2-siege-hc/light.hc

576 lines
15 KiB
C++
Raw Permalink Normal View History

1998-06-24 00:00:00 +00:00
/*
* $Header: /HexenWorld/Siege/light.hc 7 5/25/98 1:39p Mgummelt $
*/
/*
==========================================================
LIGHT.HC
MG
Lights can be toggled/faded, shot out, etc.
==========================================================
*/
float START_LOW = 1;
void initialize_lightstyle (void)
{
if(self.spawnflags&START_LOW)
if(self.lightvalue1<self.lightvalue2)
lightstylestatic(self.style, self.lightvalue1);
else
lightstylestatic(self.style, self.lightvalue2);
else
if(self.lightvalue1<self.lightvalue2)
lightstylestatic(self.style, self.lightvalue2);
else
lightstylestatic(self.style, self.lightvalue1);
}
void fadelight()
{
self.frags+=self.cnt;
self.light_lev+=self.frags;
lightstylestatic(self.style, self.light_lev);
self.count+=1;
//dprint(ftos(self.light_lev));
//dprint("\n");
if(self.count/20>=self.fadespeed)
{
//dprint("light timed out\n");
remove(self);
}
else if((self.cnt<0&&self.light_lev<=self.level)||(self.cnt>0&&self.light_lev>=self.level))
{
//dprint("light fade done\n");
lightstylestatic(self.style, self.level);
remove(self);
}
else
{
self.nextthink=time+0.05;
self.think=fadelight;
}
}
void lightstyle_change_think()
{
//dprint("initializing light change\n");
self.speed=self.lightvalue2 - self.lightvalue1;
self.light_lev=lightstylevalue(self.style);
if(self.light_lev==self.lightvalue1)
self.level = self.lightvalue2;
else if(self.light_lev==self.lightvalue2)
self.level = self.lightvalue1;
else if(self.speed>0)
if(self.light_lev<self.lightvalue1+self.speed*0.5)
self.level=self.lightvalue2;
else
self.level=self.lightvalue1;
else if(self.speed<0)
if(self.light_lev<self.lightvalue2-self.speed*0.5)
self.level=self.lightvalue1;
else
self.level=self.lightvalue2;
self.cnt=(self.level-self.light_lev)/self.fadespeed/20;
self.think = fadelight;
self.nextthink = time;
/*dprint("light style # ");
dprint(ftos(self.style));
dprint(":\n");
dprint("value1: ");
dprint(ftos(self.lightvalue1));
dprint("\n");
dprint("value2: ");
dprint(ftos(self.lightvalue2));
dprint("\n");
dprint("difference: ");
dprint(ftos(self.speed));
dprint("\n");
dprint("fadespeed: ");
dprint(ftos(self.fadespeed));
dprint("\n");
dprint("current light level: ");
dprint(ftos(self.light_lev));
dprint("\n");
dprint("target light level: ");
dprint(ftos(self.level));
dprint("\n");
dprint("luminosity interval: ");
dprint(ftos(self.cnt));
dprint("\n");*/
}
void lightstyle_change (entity light_targ)
{
//dprint("spawning light changer\n");
newmis=spawn();
newmis.lightvalue1=light_targ.lightvalue1;
newmis.lightvalue2=light_targ.lightvalue2;
newmis.fadespeed=light_targ.fadespeed;
newmis.style=self.style;
newmis.think=lightstyle_change_think;
newmis.nextthink=time;
}
void torch_death ()
{
lightstylestatic(self.style,0);
chunk_death();
}
void torch_think (void)
{
float lightstate;
lightstate=lightstylevalue(self.style);
if(!lightstate) //Use "off" frames
{
if(self.mdl)
setmodel(self,self.mdl);
self.drawflags(-)MLS_ABSLIGHT;
}
else
{
if(self.weaponmodel)
setmodel(self,self.weaponmodel);
self.drawflags(+)MLS_ABSLIGHT;
}
if(time>self.fadespeed)
self.nextthink=-1;
else
self.nextthink=time+0.05;
self.think=torch_think;
}
void torch_use (void)
{
self.fadespeed=time+other.fadespeed+1;
torch_think();
}
/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_LOW NO_REMOVE
Non-displayed fading light.
Default light value is 300
Default style is 0
----------------------------------
If triggered, will toggle between lightvalue1 and lightvalue2
.lightvalue1 (default 0)
.lightvalue2 (default 11, equivalent to 300 brightness)
Two values the light will fade-toggle between, 0 is black, 25 is brightest, 11 is equivalent to a value of 300.
.fadespeed (default 1) = How many seconds it will take to complete the desired lighting change
The light will start on at a default of the higher light value unless you turn on the startlow flag.
START_LOW = will make the light start at the lower of the lightvalues you specify (default uses brighter)
NO_REMOVE = Light entity will not be removed on spawn (for banks of triggered lights,one should stick around for reference)
NOTE: IF YOU DON'T PLAN ON USING THE DEFAULTS, ALL LIGHTS IN THE BANK OF LIGHTS NEED THIS INFO
*/
void light()
{
if (self.targetname == "")
{
remove(self);
}
else
{
if(!self.lightvalue2)
self.lightvalue2=11;
if(!self.fadespeed)
self.fadespeed = 1;
// dprintf("Targeted Light with style of %s, value of ",self.style);
// dprintf("%s\n",self.lightvalue2);
initialize_lightstyle();
// dprintf("My lightstyle was set to: %s\n",lightstylevalue(self.style));
remove(self);
// self.think=SUB_Remove;
// thinktime self : 1;
}
}
/*QUAK-ED light_globe (0 1 0) (-8 -8 -8) (8 8 8) START_LOW
Sphere globe light.
Default light value is 300
Default style is 0
----------------------------------
If triggered, will toggle between lightvalue1 and lightvalue2
.lightvalue1 (default 0)
.lightvalue2 (default 11, equivalent to 300 brightness)
Two values the light will fade-toggle between, 0 is black, 25 is brightest, 11 is equivalent to a value of 300.
.fadespeed (default 1) = How many seconds it will take to complete the desired lighting change
The light will start on at a default of the higher light value unless you turn on the startlow flag.
START_LOW = will make the light start at the lower of the lightvalues you specify (default uses brighter)
NOTE: IF YOU DON'T PLAN ON USING THE DEFAULTS, ALL LIGHTS IN THE BANK OF LIGHTS NEED THIS INFO
*/
/*
void() light_globe =
{
precache_model ("models/s_light.spr");
setmodel (self, "models/s_light.spr");
if(self.targetname)
self.use=torch_use;
self.mdl = "models/null.spr";
self.weaponmodel = "models/s_light.spr";
if(self.style>=32)
{
if(!self.lightvalue2)
self.lightvalue2=11;
if(!self.fadespeed)
self.fadespeed = 1;
initialize_lightstyle();
self.think = torch_think;
self.nextthink = time+1;
}
else
{
setmodel(self,self.weaponmodel);
makestatic (self);
}
};
*/
void() FireAmbient =
{
//FIXME: remove ambient sound if light is off, start it again if turned back on
precache_sound ("raven/flame1.wav");
// attenuate fast
ambientsound (self.origin, "raven/flame1.wav", 0.5, ATTN_STATIC);
};
/*QUAK-ED light_torch_small_walltorch (0 .5 0) (-10 -10 -20) (10 10 20) START_LOW
Short wall torch
Default light value is 200
Default style is 0
----------------------------------
If triggered, will toggle between lightvalue1 and lightvalue2
.lightvalue1 (default 0)
.lightvalue2 (default 11, equivalent to 300 brightness)
Two values the light will fade-toggle between, 0 is black, 25 is brightest, 11 is equivalent to a value of 300.
.fadespeed (default 1) = How many seconds it will take to complete the desired lighting change
The light will start on at a default of the higher light value unless you turn on the startlow flag.
START_LOW = will make the light start at the lower of the lightvalues you specify (default uses brighter)
NOTE: IF YOU DON'T PLAN ON USING THE DEFAULTS, ALL LIGHTS IN THE BANK OF LIGHTS NEED THIS INFO
*/
void() light_torch_small_walltorch =
{
precache_model ("models/flame.mdl");
FireAmbient ();
if(self.targetname)
self.use=torch_use;
self.mdl = "models/null.spr";
self.weaponmodel = "models/flame.mdl";
self.abslight = .75;
if(self.style>=32)
{
if(!self.lightvalue2)
self.lightvalue2=11;
if(!self.fadespeed)
self.fadespeed = 1;
initialize_lightstyle();
self.think = torch_think;
self.nextthink = time+1;
}
else
{
self.drawflags(+)MLS_ABSLIGHT;
setmodel(self,self.weaponmodel);
makestatic (self);
}
};
/*QUAKED light_flame_large_yellow (0 1 0) (-10 -10 -12) (12 12 18) START_LOW
Large yellow flame
----------------------------------
If triggered, will toggle between lightvalue1 and lightvalue2
.lightvalue1 (default 0)
.lightvalue2 (default 11, equivalent to 300 brightness)
Two values the light will fade-toggle between, 0 is black, 25 is brightest, 11 is equivalent to a value of 300.
.fadespeed (default 1) = How many seconds it will take to complete the desired lighting change
The light will start on at a default of the higher light value unless you turn on the startlow flag.
START_LOW = will make the light start at the lower of the lightvalues you specify (default uses brighter)
NOTE: IF YOU DON'T PLAN ON USING THE DEFAULTS, ALL LIGHTS IN THE BANK OF LIGHTS NEED THIS INFO
*/
void() light_flame_large_yellow =
{
precache_model ("models/flame1.mdl");
FireAmbient ();
if(self.targetname)
self.use=torch_use;
self.abslight = .75;
self.mdl = "models/null.spr";
self.weaponmodel = "models/flame1.mdl";
if(self.style>=32)
{
if(!self.lightvalue2)
self.lightvalue2=11;
if(!self.fadespeed)
self.fadespeed = 1;
initialize_lightstyle();
self.think = torch_think;
self.nextthink = time+1;
}
else
{
self.drawflags(+)MLS_ABSLIGHT;
setmodel(self,self.weaponmodel);
makestatic (self);
}
};
/*QUAKED light_flame_small_yellow (0 1 0) (-8 -8 -8) (8 8 8) START_LOW
Small yellow flame ball
----------------------------------
If triggered, will toggle between lightvalue1 and lightvalue2
.lightvalue1 (default 0)
.lightvalue2 (default 11, equivalent to 300 brightness)
Two values the light will fade-toggle between, 0 is black, 25 is brightest, 11 is equivalent to a value of 300.
.fadespeed (default 1) = How many seconds it will take to complete the desired lighting change
The light will start on at a default of the higher light value unless you turn on the startlow flag.
START_LOW = will make the light start at the lower of the lightvalues you specify (default uses brighter)
NOTE: IF YOU DON'T PLAN ON USING THE DEFAULTS, ALL LIGHTS IN THE BANK OF LIGHTS NEED THIS INFO
*/
void() light_flame_small_yellow =
{
precache_model ("models/flame2.mdl");
FireAmbient ();
if(self.targetname)
self.use=torch_use;
self.abslight = .75;
self.mdl = "models/null.spr";
self.weaponmodel = "models/flame2.mdl";
if(self.style>=32)
{
if(!self.lightvalue2)
self.lightvalue2=11;
if(!self.fadespeed)
self.fadespeed = 1;
initialize_lightstyle();
self.think = torch_think;
self.nextthink = time+1;
}
else
{
self.drawflags(+)MLS_ABSLIGHT;
setmodel(self,self.weaponmodel);
makestatic (self);
}
};
/*QUAK-ED light_flame_small_white (0 1 0) (-10 -10 -40) (10 10 40) START_LOW
Small white flame ball
----------------------------------
If triggered, will toggle between lightvalue1 and lightvalue2
.lightvalue1 (default 0)
.lightvalue2 (default 11, equivalent to 300 brightness)
Two values the light will fade-toggle between, 0 is black, 25 is brightest, 11 is equivalent to a value of 300.
.fadespeed (default 1) = How many seconds it will take to complete the desired lighting change
The light will start on at a default of the higher light value unless you turn on the startlow flag.
START_LOW = will make the light start at the lower of the lightvalues you specify (default uses brighter)
NOTE: IF YOU DON'T PLAN ON USING THE DEFAULTS, ALL LIGHTS IN THE BANK OF LIGHTS NEED THIS INFO
*/
/*
void() light_flame_small_white =
{
precache_model ("models/flame2.mdl");
FireAmbient ();
if(self.targetname)
self.use=torch_use;
self.abslight = .75;
self.mdl = "models/null.spr";
self.weaponmodel = "models/flame2.mdl";
if(self.style>=32)
{
if(!self.lightvalue2)
self.lightvalue2=11;
if(!self.fadespeed)
self.fadespeed = 1;
initialize_lightstyle();
self.think = torch_think;
self.nextthink = time+1;
}
else
{
self.drawflags(+)MLS_ABSLIGHT;
setmodel(self,self.weaponmodel);
makestatic (self);
}
};
*/
/*QUAKED light_gem (0 1 0) (-8 -8 -8) (8 8 8) START_LOW
A gem that displays light.
Default light value is 300
Default style is 0
----------------------------------
If triggered, will toggle between lightvalue1 and lightvalue2
.lightvalue1 (default 0)
.lightvalue2 (default 11, equivalent to 300 brightness)
Two values the light will fade-toggle between, 0 is black, 25 is brightest, 11 is equivalent to a value of 300.
.fadespeed (default 1) = How many seconds it will take to complete the desired lighting change
The light will start on at a default of the higher light value unless you turn on the startlow flag.
START_LOW = will make the light start at the lower of the lightvalues you specify (default uses brighter)
NOTE: IF YOU DON'T PLAN ON USING THE DEFAULTS, ALL LIGHTS IN THE BANK OF LIGHTS NEED THIS INFO
*/
void() light_gem =
{
precache_model ("models/gemlight.mdl");
if(self.targetname)
self.use=torch_use;
self.mdl = "models/null.spr";
self.weaponmodel = "models/gemlight.mdl";
self.abslight = .75;
if(self.style>=32)
{
if(!self.lightvalue2)
self.lightvalue2=11;
if(!self.fadespeed)
self.fadespeed = 1;
initialize_lightstyle();
self.think = torch_think;
self.nextthink = time+1;
}
else
{
self.drawflags(+)MLS_ABSLIGHT;
setmodel(self,self.weaponmodel);
makestatic (self);
}
};
void fade_down ();
void fade_up ();
void wait_fade_down ()
{
self.aflag*=-1;
self.think=fade_down;
thinktime self : self.delay;
}
void wait_fade_up ()
{
self.aflag*=-1;
self.think=fade_up;
thinktime self : self.delay;
}
void fade_down ()
{
self.light_lev=lightstylevalue(self.style);
if(self.light_lev==self.level)
{
if(self.spawnflags&1)
wait_fade_up();
else
{
self.think=SUB_Null;
self.nextthink=-1;
}
return;
}
self.think=fade_down;
thinktime self : self.wait;
self.light_lev+=self.aflag;
if(self.light_lev<0)
self.light_lev=0;
else if(self.light_lev<self.level)
self.light_lev=self.level;
lightstylestatic(self.style, self.light_lev);
}
void fade_up ()
{
self.light_lev=lightstylevalue(self.style);
if(self.light_lev==self.lightvalue1)
{
if(self.spawnflags&1)
wait_fade_down();
else
{
self.think=SUB_Null;
self.nextthink=-1;
}
return;
}
self.think=fade_up;
thinktime self : self.wait;
self.light_lev+=self.aflag;
if(self.light_lev>25)
self.light_lev=25;
else if(self.light_lev>self.lightvalue1)
self.light_lev=self.lightvalue1;
lightstylestatic(self.style, self.light_lev);
}
/*QUAKED ambient_lightfader (.5 .5 .5) (-4 -4 -4) (4 4 4) TOGGLE
"wait" - how long to wait between fade steps (only 25 light values)
default 60 (1 minute)
"level" - what light value to stop at (from 1 - 25)
default 0
"aflag" - direction and increment to fade at (1 is one step brighter, -1 is default-fade down 1 step)
default -1
TOGGLE - Will reach end of it's fade, then start fading back in/out the other way
"delay" - If toggled, how long to wait before changing fade direction and starting again.
default 300 (5 minutes)
*/
void al_delayed_init ()
{
float savelevel;
self.use=SUB_Null;
self.lightvalue1 = lightstylevalue(self.style);
if(self.aflag>0)
{
if(self.level<self.lightvalue1)
{
savelevel = self.level;
self.level = self.lightvalue1;
self.lightvalue1=self.level;
}
self.think = fade_up;
}
else
{
if(self.level>self.lightvalue1)
{
savelevel = self.level;
self.level = self.lightvalue1;
self.lightvalue1=self.level;
}
self.think = fade_down;
}
thinktime self : self.wait;
}
void ambient_lightfader ()
{
// if(!self.wait)
self.wait = 180;
if(!self.aflag)
self.aflag=-1;
if(!self.delay)
self.delay = 180;
self.use=al_delayed_init;
self.think=al_delayed_init;
thinktime self : 180;//start fading after 3 minutes if not used first
}