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