hexen2/H2W/HCode/window.hc
2000-11-10 00:00:00 +00:00

216 lines
4.9 KiB
C++

/*
* $Header: /HexenWorld/HCode/window.hc 1 2/04/98 1:59p Rjohnson $
*/
/*
==============================================================================
WINDOWS
==============================================================================
*/
float () crandom;
//============================================================================
//============================================================================
vector() ChunkVelocity =
{
local vector v;
v_x = 300 * crandom();
v_y = 300 * crandom();
v_z = 300 + 100 * random();
v = v * 0.7;
return v;
};
void(vector space) CreateSpriteChunks =
{
local entity sprite;
sprite = spawn();
space_x = space_x * random();
space_y = space_y * random();
space_z = space_z * random();
setorigin (sprite, self.absmin + space);
if (self.thingtype==THINGTYPE_GLASS)
setmodel (sprite, "gfx/glass.spr");
else
setmodel (sprite, "gfx/stone.spr");
setsize (sprite, '0 0 0', '0 0 0');
sprite.movetype = MOVETYPE_BOUNCE;
sprite.solid = SOLID_NOT;
sprite.velocity = ChunkVelocity();
sprite.think = SUB_Remove;
sprite.ltime = time;
sprite.nextthink = time + 1 + random()*1;
};
void(vector space) CreateModelChunks =
{
local entity chunk;
local float final;
chunk = spawn();
space_x = space_x * random();
space_y = space_y * random();
space_z = space_z * random();
setorigin (chunk, self.absmin + space);
if (self.thingtype==THINGTYPE_GLASS)
{
final = random();
if (final<0.20)
setmodel (chunk, "models/shard1.mdl");
else if (final<0.40)
setmodel (chunk, "models/shard2.mdl");
else if (final<0.60)
setmodel (chunk, "models/shard3.mdl");
else if (final<0.80)
setmodel (chunk, "models/shard4.mdl");
else
setmodel (chunk, "models/shard5.mdl");
}
else if (self.thingtype==THINGTYPE_WOOD)
{
final = random();
if (final < 0.25)
setmodel (chunk, "models/splnter1.mdl");
else if (final < 0.50)
setmodel (chunk, "models/splnter2.mdl");
else if (final < 0.75)
setmodel (chunk, "models/splnter3.mdl");
else
setmodel (chunk, "models/splnter4.mdl");
}
else
setmodel (chunk, "progs/gib1.mdl");
setsize (chunk, '0 0 0', '0 0 0');
chunk.movetype = MOVETYPE_BOUNCE;
chunk.solid = SOLID_NOT;
chunk.velocity = ChunkVelocity();
chunk.think = SUB_Remove;
chunk.avelocity_x = random()*1200;
chunk.avelocity_y = random()*1200;
chunk.avelocity_z = random()*1200;
chunk.ltime = time;
chunk.nextthink = time + 1 + random();
};
void () brush_die =
{
local vector space;
local float holdcount,spritecount,chunkcount;
space = self.absmax - self.absmin;
holdcount = space_x + space_y + space_z;
spritecount = holdcount/8;
chunkcount = holdcount/16;
if (self.thingtype==THINGTYPE_GLASS)
sound (self, CHAN_VOICE, "raven/glassbrk.wav", 1, ATTN_NORM);
else if (self.thingtype==THINGTYPE_WOOD)
sound (self, CHAN_VOICE, "raven/woodbrk.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "raven/wallbrk.wav", 1, ATTN_NORM);
while (spritecount>0)
{
// CreateSpriteChunks(space);
spritecount = spritecount - 1;
}
while (chunkcount>0)
{
CreateModelChunks(space);
chunkcount = chunkcount - 1;
}
remove(self);
};
/*QUAKED breakable_brush (0 0 1) ?
Breakable window or wall
-------------------------FIELDS-------------------------
thingtype - type of chunks and sprites it will generate
0 - glass
1 - stone
2 - wood
health - amount of damage item can take. Default is based on thingtype
glass - 25
stone - 75
wood - 50
--------------------------------------------------------
*/
void() breakable_brush =
{
self.max_health = self.health;
self.solid = SOLID_BSP;
self.movetype = MOVETYPE_PUSH;
setorigin (self, self.origin);
setmodel (self, self.model);
self.th_die = brush_die;
if (!self.health)
{
if (self.thingtype == THINGTYPE_GLASS)
self.health = 25;
else if (self.thingtype == THINGTYPE_STONE)
self.health = 75;
else if (self.thingtype == THINGTYPE_WOOD)
self.health = 50;
else
self.health = 25;
}
self.use = brush_die;
self.takedamage = DAMAGE_NO_GRENADE;
};
/*
* $Log: /HexenWorld/HCode/window.hc $
*
* 1 2/04/98 1:59p Rjohnson
*
* 8 3/13/97 9:57a Rlove
* Changed constant DAMAGE_AIM to DAMAGE_YES and the old DAMAGE_YES to
* DAMAGE_NO_GRENADE
*
* 7 3/04/97 3:06p Rlove
* Breakable brushes can now be triggered
*
* 6 2/28/97 3:33p Rlove
* New crossbow and sickle weapon models
*
* 5 2/28/97 12:05p Rlove
* Now have default health for breakable brushes.
*
* 4 2/24/97 10:41a Rlove
* Added a wood breakable brush
*
* 3 2/12/97 10:17a Rlove
*
* 2 1/27/97 11:44a Rlove
* Added new models to window and object explosions. Added snake model.
*
* 1 1/17/97 12:46p Rlove
*/