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/*
* llevels.wl: generates a corridor with every possible doom light level. each segment has a custom texture with a number on it corresponding to the light level
*
* part of WadC
*
* Copyright © 2015-2017 Jonathan Dowland <jon@dow.land>
*
* Distributed under the terms of the GNU GPL Version 2
* See file LICENSE.txt
*/
#"standard.h"
-- units/tens/hundreds: given a number (light level), calculate patch
-- name and offset for each decimal number column
units(num) {
addpatch(cat("WINUM", num), 24, 0)
}
tens(num) {
addpatch(cat("WINUM", div(num, 10)), 12, 0)
units(sub(num, mul(10, div(num, 10))))
}
hundreds(num) {
addpatch(cat("WINUM", div(num, 100)), 0, 0)
tens(sub(num, mul(100, div(num, 100))))
}
maketex(num) {
texture(cat("LLEVL", num), 64, 128)
addpatch("RW24_2", 0, 0)
hundreds(num)
mid(cat("LLEVL", num))
}
-- a basic box segment
mybox(floor,ceil,light,x,y) {
maketex(get("llevel"))
straight(x)
mid("BRICK7")
right(y)
right(x)
right(y)
rightsector(floor,ceil,light)
rotright
}
main {
rotleft
pushpop(
movestep(32,32)
thing
)
-- 32 possible light levels, 0-255, 0-7 = 1, etc.
set("llevel", 0)
for(1, 32,
mybox(0, 128, get("llevel"), 64, 256)
move(64)
set ("llevel", add(get("llevel") , 8))
)
}
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