hexen2/H2MP/hcode/fx.hc

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2000-11-10 00:00:00 +00:00
/*
* $Header: /H2 Mission Pack/HCode/fx.hc 7 3/13/98 1:51p Mgummelt $
*/
float WHITE_PUFF = 0;
float RED_PUFF = 1;
float GREEN_PUFF = 2;
float GREY_PUFF = 3;
void CreateTeleporterBodyEffect (vector org,vector vel,float framelength)
{
starteffect(CE_TELEPORTERBODY, org,vel,framelength);
}
void CreateTeleporterSmokeEffect (vector org,vector vel,float framelength)
{
starteffect(CE_TELEPORTERPUFFS, org,vel,framelength);
}
// ============= SMOKE ================================
void CreateWhiteSmoke (vector org,vector vel,float framelength)
{
starteffect(CE_WHITE_SMOKE, org,vel,framelength);
}
void CreateRedSmoke (vector org,vector vel,float framelength)
{
starteffect(CE_RED_SMOKE, org,vel, framelength);
}
void CreateGreySmoke (vector org,vector vel,float framelength)
{
starteffect(CE_GREY_SMOKE, org,vel, framelength);
}
void CreateGreenSmoke (vector org,vector vel,float framelength)
{
starteffect(CE_GREEN_SMOKE, org,vel, framelength);
}
void CreateRedCloud (vector org,vector vel,float framelength)
{
starteffect(CE_REDCLOUD, org,vel, framelength);
}
/*
void CreateFlameStream (vector org,vector vel,float framenumber)
{
starteffect(CE_FLAMESTREAM, org,vel, framenumber);
}
*/
// ============= FLASHES ================================
void CreateLittleWhiteFlash (vector spot)
{
starteffect(CE_SM_WHITE_FLASH,spot);
}
void CreateLittleBlueFlash (vector spot)
{
starteffect(CE_SM_BLUE_FLASH,spot);
}
void CreateBlueFlash (vector spot)
{
starteffect(CE_BLUE_FLASH,spot);
}
void CreateWhiteFlash (vector spot)
{
starteffect(CE_WHITE_FLASH, spot);
}
void CreateYRFlash (vector spot)
{
starteffect(CE_YELLOWRED_FLASH,spot);
}
// ============= EXPLOSIONS =============================
void CreateBlueExplosion (vector spot)
{
starteffect(CE_BLUE_EXPLOSION,spot);
}
void CreateExplosion29 (vector spot)
{
starteffect(CE_BG_CIRCLE_EXP,spot);
}
void CreateFireCircle (vector spot)
{
starteffect(CE_SM_CIRCLE_EXP,spot);
}
// ============= SPARKS =============================
void CreateRedSpark (vector spot)
{
starteffect(CE_REDSPARK,spot);
}
void CreateGreenSpark (vector spot)
{
starteffect(CE_GREENSPARK,spot);
}
void CreateBSpark (vector spot)
{
starteffect(CE_BLUESPARK,spot);
}
void CreateSpark (vector spot)
{
starteffect(CE_YELLOWSPARK,spot);
}
//FIXME:This should be a temp entity
void splash_run (void)
{
float result;
result = AdvanceFrame(0,5);
self.nextthink = time + HX_FRAME_TIME;
self.think = splash_run;
if (result == AF_END)
{
self.nextthink = time + HX_FRAME_TIME;
self.think = SUB_Remove;
}
}
/*
void CreateWaterSplash (vector spot)
{
entity newent;
newent = spawn();
setmodel (newent, "models/wsplash.spr");
setorigin (newent, spot);
newent.movetype = MOVETYPE_NOCLIP;
newent.solid = SOLID_NOT;
newent.velocity = '0 0 0';
newent.nextthink = time + 0.05;
newent.think = splash_run;
}
*/
/*
================
SpawnPuff
================
*/
void SpawnPuff (vector org, vector vel, float damage,entity victim)
{
float part_color;
float rad;
if(victim.frozen>0)
part_color = 406+random(8); // Ice particles
else if (victim.thingtype==THINGTYPE_FLESH && victim.classname!="mummy" && victim.netname != "spider")
part_color = 256 + 8 * 16 + random(9); //Blood red
else if ((victim.thingtype==THINGTYPE_GREYSTONE) || (victim.thingtype==THINGTYPE_BROWNSTONE))
part_color = 256 + 20 + random(8); // Gray
else if (victim.thingtype==THINGTYPE_METAL)
part_color = 256 + (8 * 15); // Sparks
else if (victim.thingtype==THINGTYPE_WOOD)
part_color = 256 + (5 * 16) + random(8); // Wood chunks
else if (victim.thingtype==THINGTYPE_ICE)
part_color = 406+random(8); // Ice particles
else if (victim.netname == "spider")
part_color = 256 + 183 + random(8); // Spider's have green blood
else
part_color = 256 + (3 * 16) + 4; // Dust Brown
rad=vlen(vel);
if(!rad)
rad=random(10,20);
particle4(org,rad,part_color,PARTICLETYPE_FASTGRAV,2 * damage);
}
/*-----------------------------------------
redblast - the red flash sprite
-----------------------------------------*/
void(vector spot) CreateRedFlash =
{
starteffect(CE_RED_FLASH,spot);
};
void() DeathBubblesSpawn;
void () flash_remove =
{
remove(self);
};
void GenerateTeleportSound (entity center)
{
string telesnd;
float r;
r=rint(random(4))+1;
if(r==1)
telesnd="misc/teleprt1.wav";
else if(r==2)
telesnd="misc/teleprt2.wav";
else if(r==3)
telesnd="misc/teleprt3.wav";
else if(r==4)
telesnd="misc/teleprt4.wav";
else
telesnd="misc/teleprt5.wav";
sound(center,CHAN_AUTO,telesnd,1,ATTN_NORM);
}
void GenerateTeleportEffect(vector spot1,float teleskin)
{
entity sound_ent;
if (self.attack_finished > time)
return;
sound_ent = spawn();
setorigin(sound_ent,spot1);
GenerateTeleportSound(sound_ent);
sound_ent.think = SUB_Remove;
thinktime sound_ent : 2;
CreateTeleporterBodyEffect (spot1,'0 0 0',teleskin); // 3rd parameter is the skin
CreateTeleporterSmokeEffect (spot1,'0 0 0',HX_FRAME_TIME);
CreateTeleporterSmokeEffect (spot1 + '0 0 64','0 0 0',HX_FRAME_TIME);
// GenerateTeleportSound(newent);
// if (self.scale < 0.11)
// {
// particle4(self.origin + '0 0 40',random(5,10),20,PARTICLETYPE_FASTGRAV,random(20,30));
// particle4(self.origin + '0 0 40',random(5,10),250,PARTICLETYPE_FASTGRAV,random(20,30));
// remove(self);
// }
}
void smoke_generator_use(void)
{
self.use = smoke_generator_use;
self.nextthink = time + HX_FRAME_TIME;
if (!self.wait)
self.wait = 2;
self.owner = other;
if (self.lifespan)
self.lifetime = time + self.lifespan;
}
void smoke_generator_run(void)
{
if (self.thingtype == WHITE_PUFF)
CreateWhiteSmoke(self.origin, '0 0 8', HX_FRAME_TIME *3);
else if (self.thingtype == RED_PUFF)
CreateRedSmoke(self.origin, '0 0 8', HX_FRAME_TIME *3);
else if (self.thingtype == GREEN_PUFF)
CreateRedSmoke(self.origin, '0 0 8', HX_FRAME_TIME *3);
else if (self.thingtype == GREY_PUFF)
CreateGreySmoke(self.origin, '0 0 8', HX_FRAME_TIME *3);
self.nextthink = time + random(self.wait);
self.think = smoke_generator_run;
if ((self.lifespan) && (self.lifetime < time))
remove(self);
}
/*QUAKED fx_smoke_generator (0 1 1) (-8 -8 -8) (8 8 8)
Generates smoke puffs
-------------------------FIELDS-------------------------
wait - how often it should generate smoke (default 2)
thingtype - type of smoke to generate
0 - white puff (fire place)
1 - red (lava)
2 - green (slime)
3 - grey (oil)
lifespan - fill this in and it will only puff for this long
--------------------------------------------------------
*/
void() fx_smoke_generator =
{
setmodel(self, "models/null.spr");
self.solid = SOLID_NOT;
self.movetype = MOVETYPE_NONE;
setsize (self,'0 0 0' , '0 0 0');
self.th_die = SUB_Remove;
if (!self.targetname) // Not targeted by anything so puff away
self.nextthink = time + HX_FRAME_TIME;
self.use = smoke_generator_use;
if (!self.wait)
self.wait = 2;
self.think = smoke_generator_run;
};
void (vector org) fx_flash =
{
local entity newent;
newent = spawn();
setmodel (newent, "models/s_bubble.spr");
// setmodel (newent, newent.model);
// newent.modelindex = 0;
// newent.model = "";
setorigin (newent, org + '0 0 24');
newent.movetype = MOVETYPE_NOCLIP;
newent.solid = SOLID_NOT;
newent.velocity = '0 0 0';
newent.nextthink = time + 0.5;
newent.think = flash_remove;
newent.classname = "bubble";
newent.effects = EF_BRIGHTLIGHT;
setsize (newent, '-8 -8 -8', '8 8 8');
};
void () friction_change_touch =
{
if (other == self.owner)
return;
if (other.classname == "player")
other.friction=self.friction;
};
/*QUAKED fx_friction_change (0 1 1) ?
ONLY WORKS ON PLAYERS
Set the friction within this area.
-------------------------FIELDS-------------------------
'friction' : this is how quickly the player will slow down after he ceases indicating movement (lets go of arrow keys).
1 : normal friction
>0 & <1 : slippery
>1 : high friction
default = 0
Player's Friction will be reset when they leave the brush's bounds
--------------------------------------------------------
*/
void() fx_friction_change =
{
self.movetype = MOVETYPE_NONE;
self.owner = self;
self.solid = SOLID_TRIGGER;
setorigin (self, self.origin);
setmodel (self, self.model);
self.modelindex = 0;
self.model = "";
setsize (self, self.mins , self.maxs);
self.touch = friction_change_touch;
};
void () gravity_change_touch =
{
if (other == self.owner||other.gravity==self.gravity)
return;
dprintf("Changing gravity to %s\n",self.gravity);
// if (other.classname == "player")
other.gravity=other.standard_grav=self.gravity;
};
/*QUAKED fx_gravity_change (0 1 1) ?
Set the gravity within this area.
-------------------------FIELDS-------------------------
'gravity' : this is how quickly the player will fall
100 : 1 G
>0 & <100 : low grav
>100 : high grav
--------------------------------------------------------
*/
void() fx_gravity_change =
{
self.gravity/=100;
self.movetype = MOVETYPE_NONE;
self.owner = self;
self.solid = SOLID_TRIGGER;
setorigin (self, self.origin);
setmodel (self, self.model);
self.modelindex = 0;
self.model = "";
setsize (self, self.mins , self.maxs);
self.touch = gravity_change_touch;
};
/*
void() explosion_done =
{
self.effects=EF_DIMLIGHT;
};
*/
/*
void() explosion_use =
{
if (self.spawnflags & FLASH)
{
self.effects=EF_BRIGHTLIGHT;
self.think=p_explosion_done;
self.nextthink= time + 1;
}
sound (self, CHAN_BODY, self.noise1, 1, ATTN_NORM);
particleexplosion(self.origin,self.color,self.exploderadius,self.counter);
};
*/
/*QUAK-ED fx_particle_explosion (0 1 1) ( -5 -5 -5) (5 5 5) FLASH
Gives off a spray of particles like an explosion.
-------------------------FIELDS-------------------------
FLASH will cause a brief flash of light.
"color" is the color of the explosion. Particle colors dim as they move away from the center point.
color values :
31 - white
47 - light blue
63 - purple
79 - light green
85 - light brown
101 - red (default)
117 - light blue
133 - yellow
149 - green
238 - red to orange
242 - purple to red
246 - green to purple
250 - blue - green
254 - yellow to blue
"exploderadius" is the distance the particles travel before disappearing. 1 - 10 (default 5)
"soundtype" the type of sound made during explosion
0 - no sound
1 - rocket explosion (default)
2 - grenade shoot
"counter" the number of particles to create
1 - 1024
512 (default)
--------------------------------------------------------
*/
/*
void() fx_particle_explosion =
{
self.effects=0;
self.use=explosion_use;
self.movetype = MOVETYPE_NOCLIP;
self.owner = self;
self.solid = SOLID_NOT;
setorigin (self, self.origin);
setmodel (self, self.model);
setsize (self, self.mins , self.maxs);
// Explosion color
if ((!self.color) || (self.color>254))
self.color=101;
// Explosion sound is what type????
if (self.soundtype>2)
self.soundtype=0;
else if (!self.soundtype)
self.soundtype=1;
if (self.soundtype==0)
self.noise1 = ("misc/null.wav");
else if (self.soundtype==1)
self.noise1 = ("weapons/explode.wav");
else if (self.soundtype==2)
self.noise1 = ("weapons/grenade.wav");
self.exploderadius = 10 - self.exploderadius; // This is backwards in builtin function
// Explosion radius
if ((self.exploderadius<1) || (self.exploderadius>10))
self.exploderadius=5;
// Particle count
if ((self.counter<1) || (self.counter>1024))
self.counter=512;
};
*/
/*
* $Log: /H2 Mission Pack/HCode/fx.hc $
*
* 7 3/13/98 1:51p Mgummelt
* Fixed friction_change entity to work, made checkbottom use the hull
* mins/maxs for it's checks, not the bounding box's.
*
* 6 2/12/98 5:55p Jmonroe
* remove unreferenced funcs
*
* 5 1/26/98 6:18p Mgummelt
*
* 59 10/28/97 1:01p Mgummelt
* Massive replacement, rewrote entire code... just kidding. Added
* support for 5th class.
*
* 57 9/29/97 4:36p Rlove
*
* 56 9/29/97 3:00p Rlove
*
* 55 9/25/97 2:31p Rlove
*
* 54 9/01/97 12:48a Jweier
*
* 53 8/31/97 8:52a Mgummelt
*
* 52 8/23/97 7:15p Rlove
*
* 51 8/22/97 4:28p Rlove
*
* 50 8/22/97 11:10a Rlove
* Added red cloud
*
* 49 8/19/97 2:28p Rlove
*
* 48 8/19/97 2:20p Rlove
*
* 47 8/17/97 3:06p Mgummelt
*
* 46 8/05/97 12:04p Rlove
*
* 45 7/30/97 3:33p Mgummelt
*
* 44 7/28/97 7:50p Mgummelt
*
* 43 7/28/97 1:51p Mgummelt
*
* 42 7/26/97 1:11p Rlove
* New snake stuff
*
* 41 7/25/97 6:34p Rlove
*
* 40 7/25/97 3:32p Mgummelt
*
* 39 7/24/97 4:06p Rlove
*
* 38 7/24/97 3:53p Rlove
*
* 37 7/22/97 8:10a Rlove
* Gave smoke puffs a life span
*
* 36 7/21/97 4:03p Mgummelt
*
* 35 7/21/97 4:02p Mgummelt
*
* 34 7/21/97 3:03p Rlove
*
* 33 7/21/97 11:45a Mgummelt
*
* 32 7/17/97 4:54p Rlove
*
* 31 7/17/97 1:53p Rlove
*
* 30 7/15/97 12:28p Mgummelt
*
* 29 7/07/97 5:54p Rlove
* Spiders bleed green now
*
* 28 6/18/97 6:32p Mgummelt
*
* 27 6/12/97 12:14p Rlove
* Added red and green sparks
*
* 25 6/03/97 10:26a Rlove
*
* 24 6/03/97 9:02a Rlove
*
* 23 6/03/97 9:00a Rlove
* Added fx_smoke_generator entity
*
* 22 5/30/97 12:01p Rlove
* New blue explosion
*
* 21 5/30/97 11:41a Rjohnson
* Removed the message field of the starteffect
*
* 20 5/28/97 10:45a Rlove
* Moved sprite effects to client side - smoke, explosions, and flashes.
*
* 19 5/27/97 4:50p Rjohnson
* Added white smoke puff as a client effect
*
* 18 5/27/97 7:58a Rlove
* New thingtypes of GreyStone,BrownStone, and Cloth.
*
* 17 5/23/97 4:17p Rlove
* Getting rid of Quake sounds
*
* 16 5/22/97 10:28a Rlove
* Added fire circle fx
*
* 15 5/19/97 12:01p Rlove
* New sprites for axe
*
* 14 5/19/97 11:29a Rlove
*
* 13 5/19/97 8:58a Rlove
* Adding sprites and such to the axe.
*
* 12 5/16/97 1:52p Rlove
*
* 11 5/15/97 6:34p Rjohnson
* Code cleanup
*
* 10 5/15/97 1:33p Rlove
*
* 9 5/13/97 2:26p Rlove
*
* 8 5/12/97 11:06a Rlove
*
* 6 5/12/97 10:31a Rlove
*
* 5 4/24/97 2:21p Mgummelt
*
* 4 11/19/96 11:40a Rlove
* Particle explosion entity
*
* 3 11/18/96 3:30p Rlove
* added fx_flash entity
*
* 2 11/11/96 1:19p Rlove
* Added Source Safe stuff
*/