quakec/source/server/entities/teleporter.qc

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2022-12-29 19:53:20 +00:00
/*
server/entities/teleporter.qc
all logic for teleporters of every form.
2024-01-07 23:24:48 +00:00
Copyright (C) 2021-2024 NZ:P Team
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This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
/*
============
Teleporter
============
Teleporters have 3 different modes
0: Default Patch 1.0.4 Mode
- Interact with teleporter and go to pad (credit: Naievil and PerikiyoXD)
1: Linked Mode
- One-Time-Link teleporter with pad, teleport to pad
2: Timed Mode
- Link teleporter with pad, teleport to other destination
for a set amount of time, then return to pad. Link every time.
TODO:
- Sounds
- Keep track of whether player is touching instead of locking movement
*/
void(vector where, float time_alive) SpawnSpark;
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void() teleporter_cooldown =
{
self.activated = false;
if (self.mode == 2) {
self.isLinked = false;
}
self.cooldown = false;
}
void() start_cooldown =
{
self.cooldown = true;
self.think = teleporter_cooldown;
self.nextthink = time + 5;
}
void() teleport_entities_back =
{
entity en, player;
en = find(world, targetname, self.target2);
SUB_UseTargets();
self.iszomb = 0;
sound(self.entities[0], CHAN_WEAPON, "sounds/machines/elec_shock.wav", 1, ATTN_NORM);
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for(float i = 0; i < 4; i++) {
if (self.entities[i].classname == "player") {
player = self.entities[i];
setorigin(player, en.origin);
if (self.isTimed || en.classname == "func_teleporter_pad") {
setorigin(player, player.origin + '0 0 40');
}
switch(self.iszomb) {
case 0:
player.origin += '20 0 0';
break;
case 1:
player.origin -= '20 0 0';
break;
case 2:
player.origin += '0 20 0';
break;
case 3:
player.origin -= '0 20 0';
break;
default:
break;
}
player.fire_delay = player.fire_delay2 =
player.reload_delay = player.reload_delay2 =
2.0 + time;
player.speed_penalty = 0.75;
player.speed_penalty_time = time + 2;
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player.zoom = 0;
player.movetype = MOVETYPE_WALK;
player.oldz = player.origin_z;
player.flags = player.flags & FL_ONGROUND;
player.velocity = '0 0 0';
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if (self.mode == 0)
self.activated = false;
self.iszomb++;
}
}
SpawnSpark(en.origin + '0 0 32', 1);
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self.iszomb = 0;
start_cooldown();
self.isTimed = false;
}
void(entity who) teleport_entity =
{
entity en;
en = find(world, targetname, self.target2);
SUB_UseTargets ();
setorigin (who, who.tele_target.origin);
if (self.isTimed || en.classname == "func_teleporter_pad") {
setorigin(who, who.origin + '0 0 40');
}
// Prohibit taking fall damage
who.oldz = who.origin_z;
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switch(self.iszomb) {
case 0:
who.origin += '20 0 0';
break;
case 1:
who.origin -= '20 0 0';
break;
case 2:
who.origin += '0 20 0';
break;
case 3:
who.origin -= '0 20 0';
break;
default:
bprint(PRINT_HIGH, "cheater!!\n");
break;
}
who.fire_delay = who.fire_delay2 = who.reload_delay = who.reload_delay2 = 2.0 + time;
who.speed_penalty = 0.75;
who.speed_penalty_time = time + 2;
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who.zoom = 0;
who.movetype = MOVETYPE_WALK;
who.flags = who.flags & FL_ONGROUND;
who.velocity = '0 0 0';
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}
void() teleport_entities =
{
// Store all of the players
entity people = findradius(self.origin, self.stance);
float i = 0;
self.entities[0] = world;
self.entities[1] = world;
self.entities[2] = world;
self.entities[3] = world;
while(people != world) {
if (people.classname == "player") {
self.entities[i] = people;
i++;
teleport_entity(people);
self.iszomb++;
}
people = people.chain;
}
self.iszomb = 0;
if (self.mode == 0) {
self.activated = false;
} else if (self.mode == 2 && !self.isTimed) {
self.nextthink = time + self.tpTimer;
self.think = teleport_entities_back;
self.isTimed = true;
} else {
start_cooldown();
self.isTimed = false;
}
}
void() teleport_pad_touch =
{
if (other.classname != "player" || self.host.isLinked)
return;
if (!isPowerOn) {
useprint(other, 8, 0, 0);
return;
}
if (self.host.waitLink) {
useprint(other, 19, 0, 0);
if (other.button7) {
self.host.isLinked = true;
self.host.waitLink = false;
sound(self, CHAN_WEAPON, "sounds/weapons/tesla/switchon.wav", 1, ATTN_NORM);
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}
} else {
if (self.host.mode == 2) {
useprint(other, 18, 0, 0);
}
}
}
void() teleporter_link_touch =
{
if (!self.waitLink)
useprint(other, 17, 0, 0);
if (other.button7) {
local entity en;
en = find(world, targetname, self.target2);
sound(self, CHAN_WEAPON, "sounds/weapons/tesla/switchoff.wav", 1, ATTN_NORM);
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self.waitLink = true;
en.host = self;
}
}
void() teleport_touch =
{
entity tempe;
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if (self.cooldown) {
useprint(other, 16, 0, 0);
return;
}
if (other.classname != "player" || self.activated)
return;
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if (!isPowerOn) {
useprint(other, 8, 0, 0);
return;
}
if (self.mode != 0 && !self.isLinked) {
teleporter_link_touch();
return;
}
if (!self.cost)
useprint(other, 14, 0, 0);
else
useprint(other, 15, self.cost, 0);
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if (other.button7 && !(other.semi_actions & SEMIACTION_USE)) {
other.semi_actions |= SEMIACTION_USE;
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if (other.points < self.cost) {
centerprint(other, STR_NOTENOUGHPOINTS);
sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
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return;
}
Player_RemoveScore(other, self.cost);
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SUB_UseTargets();
self.activated = true;
entity people = findradius(self.origin, self.stance);
while (people != world) {
if (people.classname == "player") {
people.tele_target = find(world, targetname, self.target);
people.movetype = MOVETYPE_NONE;
}
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else if (people.classname == "ai_dog" && !people.electro_targeted) {
sound(self, CHAN_WEAPON, "sounds/machines/elec_shock.wav", 1, ATTN_NORM);
tempe = self;
self = people;
self.electro_targeted = true;
self.th_die();
self = tempe;
}
else if (people.aistatus == "1" && !people.electro_targeted)
{
tempe = self;
self = people;
Z_ElectroShock();
self = tempe;
}
people = people.chain;
}
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if (!other.tele_target)
objerror("Couldn't find target!");
self.think = teleport_entities;
self.nextthink = time + 1;
SpawnSpark(self.origin + '0 0 32', 1.5);
sound(self, CHAN_WEAPON, "sounds/machines/elec_shock.wav", 1, ATTN_NORM);
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}
if (other.button1) {
if (self.targetname) {
if (self.nextthink < time)
return; // not fired yet
}
}
}
void() teleport_use =
{
self.nextthink = time + 2;
force_retouch = 2; // make sure even still objects get hit
self.think = SUB_Null;
}
//
// func_teleporter_entrance()
// Spawn function for the main teleporter.
//
void() func_teleporter_entrance =
{
//
// Set Default Stats for Compatibility
//
// Model
if (!self.model) {
self.model = "models/props/teleporter.mdl";
}
// Radius
if (!self.stance) {
self.stance = 75;
}
precache_model(self.model);
precache_model("models/sprites/lightning.spr");
precache_sound("sounds/machines/elec_shock.wav");
precache_sound("sounds/weapons/tesla/switchoff.wav");
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self.movetype = MOVETYPE_NONE;
self.solid = SOLID_TRIGGER;
self.classname = "func_teleporter_entrance";
setmodel(self, self.model);
setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.touch = teleport_touch;
// Verify the User has teleporter targets set.
if (!self.target)
objerror("No target!");
if (self.mode != 0) {
if (!self.target2)
objerror("No mainframe!");
if (self.mode == 2) {
entity tempe;
tempe = find(world, targetname, self.target2);
tempe.host = self;
}
}
self.use = teleport_use;
}
//
// func_teleporter_destination()
// Empty Entity to use as a destination for standard
// teleporter modes.
//
void() func_teleporter_destination =
{
// this does nothing, just serves as a target spot
self.origin = self.origin + '0 0 40';
self.classname = "func_teleporter_destination";
}
//
// func_teleporter_timed()
// Empty Entity to use as a destination for time-based
// teleporter modes.
//
void() func_teleporter_timed =
{
self.origin = self.origin + '0 0 40';
self.classname = "func_teleporter_timed";
}
//
// func_teleporter_pad()
// Teleporter Pad that's often used as a Link Point
// or Return Point.
//
void() func_teleporter_pad =
{
precache_model ("models/props/mainframe_pad.mdl");
precache_sound("sounds/weapons/tesla/switchon.wav");
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self.movetype = MOVETYPE_NONE;
self.solid = SOLID_TRIGGER;
self.classname = "func_teleporter_pad";
setmodel(self, "models/props/mainframe_pad.mdl");
setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.touch = teleport_pad_touch;
}