424 lines
11 KiB
C++
424 lines
11 KiB
C++
/*
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===============================================================================
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LIGHTNING.HC
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MG
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Lightning and Sunbeam effects, and thunderstorm
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===============================================================================
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*/
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void smolder_think ()
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{
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vector ofs;
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ofs_x=random(-10,10);
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ofs_y=random(-10,10);
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particle(self.origin+ofs, '0 0 100', random(272,288), random(1,10));
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if(random()<0.1&&random()<0.5)
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CreateWhiteSmoke(self.origin,'0 0 8',HX_FRAME_TIME * 2);
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thinktime self : 0.1;
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if(time>self.lifetime)
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remove(self);
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}
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void smolder (vector org)
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{
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newmis=spawn();
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setorigin(newmis,org);
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newmis.effects=EF_NODRAW;
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newmis.lifetime=time+7;
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newmis.think=smolder_think;
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thinktime newmis : 0;
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}
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void shock_think()
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{
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if (self.skin ==0)
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self.skin = 1;
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else
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self.skin = 0;
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self.scale-=0.1;
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thinktime self : 0.05;
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if(time>self.lifetime||self.scale<=0.1)
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remove(self);
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}
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void spawnshockball (vector org)
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{
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newmis=spawn();
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newmis.drawflags(+)MLS_TORCH;
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setmodel (newmis, "models/vorpshok.mdl");
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setorigin(newmis, org);
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newmis.lifetime=time+1;
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newmis.angles_z=90;
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newmis.think=shock_think;
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thinktime newmis : 0;
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newmis.scale=2.5;
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}
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/*
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=================
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LightningDamage
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=================
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*/
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void (vector endpos) ThroughWaterZap =
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{
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entity waterloser, attacker;
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float damg;
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waterloser = spawn();
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setorigin (waterloser, endpos);
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if(self.classname=="mjolnir")
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damg=128;
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else
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damg=666*2;
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attacker=self;
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if(self.classname!="player")
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if(self.owner.classname=="player")
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attacker=self.owner;
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else if(self.controller.classname=="player")
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attacker=self.controller;
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T_RadiusDamageWater (waterloser, self, damg,self);
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remove (waterloser);
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};
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void (vector startpos) ThroughWater =
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{
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vector endpos;
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float mover;
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mover = 600;
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while (mover)
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{
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mover = mover - 10;
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endpos = startpos + v_forward * mover;
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if (pointcontents(endpos) == CONTENT_WATER || pointcontents(endpos) == CONTENT_SLIME)
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ThroughWaterZap(endpos);
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else if (pointcontents(endpos) == CONTENT_SOLID)
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return;
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}
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};
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void do_lightning_dam (entity from, float damage, string type)
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{
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vector loser_org;
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if((trace_ent.classname=="monster_eidolon"||trace_ent.classname=="obj_chaos_orb")&&type=="lightning")
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return;
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if (type != "cubebeam")
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particle (trace_endpos, '0 0 100', 225, damage*4);
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if(type=="lightning")
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spawnshockball((trace_ent.absmax+trace_ent.absmin)*0.5);
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loser_org=trace_ent.origin;
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T_Damage (trace_ent, from, from, damage);
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if(trace_ent.health<=0)
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smolder(loser_org);
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if(type=="lightning")
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sound(trace_ent,CHAN_AUTO,"misc/lighthit.wav",1,ATTN_NORM);
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else if (type != "cubebeam")
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sound(trace_ent,CHAN_AUTO,"crusader/sunhit.wav",1,ATTN_NORM);
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}
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void(vector p1, vector p2, entity from, float damage,string type) LightningDamage =
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{
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entity e1, e2;// swap;
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vector f;
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float inertia;//absorb;
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f = p2 - p1;
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normalize (f);
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f_x = 0 - f_y;
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f_y = f_x;
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f_z = 0;
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f = f*16;
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e1 = e2 = world;
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traceline (p1, p2, FALSE, self);
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if(type=="lightning"&&(pointcontents(trace_endpos) == CONTENT_WATER || pointcontents(trace_endpos) == CONTENT_SLIME))
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ThroughWaterZap(trace_endpos);
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else if(type=="lightning"&&(trace_ent.watertype == CONTENT_WATER || trace_ent.watertype == CONTENT_SLIME))
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T_RadiusDamageWater (self, self, 666*2,self);
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else if(self.classname=="mjolnir"&&trace_ent==self.controller)
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bprint(PRINT_MEDIUM, "");
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else if (trace_ent.takedamage)
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{
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if (trace_ent.mass<=10)
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inertia=1;
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else
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inertia = trace_ent.mass/10;
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do_lightning_dam(from,damage,type);
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if (self.classname=="mjolnir"&&(trace_ent.flags&FL_ONGROUND)&&type=="lightning")
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{
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trace_ent.velocity_z = trace_ent.velocity_z + 400/inertia;
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trace_ent.flags(-)FL_ONGROUND;
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}
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}
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else if(type=="lightning")
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ThroughWater(p1);
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e1 = trace_ent;
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traceline (p1 + f, p2 + f, FALSE, self);
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if(self.classname=="mjolnir"&&trace_ent==self.controller)
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bprint(PRINT_MEDIUM, "");
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else if(trace_ent != e1 && trace_ent.takedamage)
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do_lightning_dam(from,damage,type);
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e2 = trace_ent;
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traceline (p1 - f, p2 - f, FALSE, self);
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if(self.classname=="mjolnir"&&trace_ent==self.controller)
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bprint(PRINT_MEDIUM, "");
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else if (trace_ent != e1 && trace_ent != e2 && trace_ent.takedamage)
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do_lightning_dam(from,damage,type);
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};
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void do_lightning (entity lowner,float tag, float lflags, float duration, vector spot1, vector spot2, float ldamg,float te_type)
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{
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vector damage_dir;
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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte (MSG_BROADCAST, te_type);
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WriteEntity (MSG_BROADCAST, lowner);
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WriteByte (MSG_BROADCAST, tag+lflags);
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WriteByte (MSG_BROADCAST, duration);
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WriteCoord (MSG_BROADCAST, spot1_x);
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WriteCoord (MSG_BROADCAST, spot1_y);
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WriteCoord (MSG_BROADCAST, spot1_z);
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WriteCoord (MSG_BROADCAST, spot2_x);
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WriteCoord (MSG_BROADCAST, spot2_y);
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WriteCoord (MSG_BROADCAST, spot2_z);
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if(ldamg)
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{
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if(self.owner.classname=="player")
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lowner=self.owner;
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else if(self.controller.classname=="player")
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lowner=self.controller;
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damage_dir=normalize(spot2-spot1);
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LightningDamage (spot1-damage_dir*15, spot2+damage_dir*15, lowner, ldamg,"lightning");
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}
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}
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void(float max_strikes, float damg) CastLightning =
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{
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//Not working, I want 3 seperate beams, when get that, drop damage to 10
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vector org, dir,tospot;
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float number_strikes;
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self.effects(+)EF_MUZZLEFLASH;
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if(max_strikes==0)
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max_strikes=1;
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while(max_strikes>number_strikes)
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{
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if(random()<0.7)
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sound(self.enemy,CHAN_AUTO,"crusader/lghtn1.wav",1,ATTN_NORM);
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else
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sound(self.enemy,CHAN_AUTO,"crusader/lghtn2.wav",1,ATTN_NORM);
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if(self.enemy.solid==SOLID_BSP&&self.enemy.origin=='0 0 0')
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org=(self.enemy.absmin+self.enemy.absmax)*0.5;
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else
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{
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org=self.enemy.origin;
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org_z += 0.5*self.enemy.maxs_z;
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}
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dir=org;
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dir_x+= random(-300,300);
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dir_y+= random(-300,300);
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dir_z+= 500;
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traceline(org,dir,TRUE,self);
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tospot=org;
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org=trace_endpos;
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do_lightning (self,number_strikes,0,4,org,tospot,damg,TE_STREAM_LIGHTNING);
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number_strikes+=1;
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}
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};
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void()rolling_thunder;
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void thunder_clear ()
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{
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self.owner.aflag-=1;
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remove(self);
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}
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void thunder_sound ()
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{
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float sound_vol;
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sound_vol=self.lightvalue2/25;
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if(sound_vol>1)
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sound_vol=1;
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else if(sound_vol<0)
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sound_vol=0.1;
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sound (self, CHAN_VOICE, "ambience/thunder1.wav", sound_vol, ATTN_NORM);
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thinktime self : 5;
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self.think=thunder_clear;
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}
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void spawn_thunder ()
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{
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self.aflag+=1;
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newmis=spawn();
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self.angles_y=random(360);
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makevectors(self.angles);
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setorigin(newmis,self.origin+v_forward*self.lightvalue2*10);
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newmis.owner=self;
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newmis.lightvalue2=self.lightvalue2;
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newmis.think=thunder_sound;
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thinktime newmis : 2.5 - self.lightvalue2/10;
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}
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void flash_wait ()
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{
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lightstylestatic(self.style,self.lightvalue1);
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self.think=rolling_thunder;
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thinktime self : 0;
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}
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void lightning_strike (void)
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{
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vector org,tospot, lightn_dir;
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float dist, num_branches;
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dist=random(self.frags);
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self.angles_y=random(360);
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makevectors(self.angles);
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traceline(self.origin,self.origin+v_forward*dist,TRUE,self);
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org=trace_endpos;
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tospot=org-'0 0 1000';
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traceline(org,tospot,TRUE,self);
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tospot=trace_endpos;
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tospot_x+=random(-100,100);
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tospot_y+=random(-100,100);
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dist=vlen(tospot-org);
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newmis=spawn();
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setorigin(newmis,org);
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if(random()<0.5)
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sound(newmis,CHAN_AUTO,"crusader/lghtn1.wav",1,ATTN_NORM);
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else
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sound(newmis,CHAN_AUTO,"crusader/lghtn2.wav",1,ATTN_NORM);
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newmis.think=SUB_Remove;
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thinktime newmis : 3;
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num_branches = rint(random(3,7));
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while(num_branches)
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{
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self.level+=1;
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if(self.level>=8)
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self.level=0;
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if (self.lockentity.classname == "monster_buddha")
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do_lightning (self.lockentity,self.level,STREAM_ATTACHED,4,org,tospot,50,TE_STREAM_LIGHTNING);
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else
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do_lightning (self,self.level,STREAM_ATTACHED,4,org,tospot,10000,TE_STREAM_LIGHTNING);
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lightn_dir=normalize(tospot-org);
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org=org + lightn_dir*random(num_branches+dist/10,num_branches+dist/5);//Include trace_fraction?
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tospot=org-'0 0 1000';
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traceline(trace_endpos,tospot,TRUE,self);
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tospot=trace_endpos;
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if(random()<0.5)
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tospot_x+=random(125,375);
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else
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tospot_x-=random(125,375);
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if(random()<0.5)
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tospot_y+=random(125,375);
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else
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tospot_y-=random(125,375);
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/*if(trace_fraction<0.01)
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{
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dprint("not into ground\n");
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num_branches=0;
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}
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else*/
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num_branches-=1;
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}
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}
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void rolling_thunder (void)
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{
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if(random(100)>=self.wait)
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{
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if(self.spawnflags&1&&random(100)<self.dmg)
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{
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self.lightvalue2=25;
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lightning_strike();
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}
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else
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{
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float lightburst;
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lightburst=random(0.1,1.1)*(25 - self.lightvalue1);
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self.lightvalue2=self.lightvalue1+lightburst;
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if(self.aflag<=3)
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spawn_thunder();
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}
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lightstylestatic(self.style,self.lightvalue2);
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self.think=flash_wait;
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thinktime self : random(0.3);
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}
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else
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{
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self.think=rolling_thunder;
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thinktime self : random(0.1,1.1);
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}
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}
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void thunder_use (void)
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{
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if(self.spawnflags&1)
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{
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self.lightvalue2=25;
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lightning_strike();
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}
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else
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{
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float lightburst;
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lightburst=random(0.1,1.1)*(25 - self.lightvalue1);
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self.lightvalue2=self.lightvalue1+lightburst;
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spawn_thunder();
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}
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lightstylestatic(self.style,self.lightvalue2);
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self.think=flash_wait;
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thinktime self : random(0.3);
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}
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/*QUAKED light_thunderstorm (0 1 0) (-8 -8 -8) (8 8 8) LIGHTNING
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Default light value is 300
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This will create a light source that will occaisionally flash with light followed shortly by an ambient thunder sound
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.wait = the shorter the wait, the more active the thunderstorm. Valid values for this are 1 - 100. 100 is a stupid value because it will never thunder! Default is 33
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.dmg = how often lighting strikes, 0 will be the equvalent of never, 100 will be very frequent. default is 10
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.lightvalue1 = the light value the storm should always return to. Valid range is 0 - 25, 25 being the brightest. Default is 11 (about 300 brightness)
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.frags = The radius in which lightning can stike from this entity. (default=1000)
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The LIGHTNING spawnflag will make it cast random lightning strikes
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NOTE: These MUST be targeted. They will never actually be used by the trigger, but targeting is required to give them a distince lightstyle
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Targeting can be used to link several thunderstorms together so they all use the same lightstyle (they'll all flash at the same time)
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*/
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void light_thunderstorm()
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{
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if(self.targetname)
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self.use=thunder_use;
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else
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{
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remove(self);
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return;
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}
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precache_sound("ambience/thunder1.wav");
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precache_sound("crusader/lghtn1.wav");
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precache_sound("crusader/lghtn2.wav");
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if(!self.frags)
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self.frags=1000;
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if(!self.wait)
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self.wait=33;
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if(!self.lightvalue1)
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self.lightvalue1=11;
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if(!self.dmg&&self.spawnflags&1)
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self.dmg=10;
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// self.dmg=100;
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lightstylestatic(self.style,self.lightvalue1);
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self.think=rolling_thunder;
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thinktime self : 0;
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}
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