quakec/source/server/entities/map_entities.qc

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/*
server/entities/map_entities.qc
misc map entity spawn and logic
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Copyright (C) 2021-2022 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
*/
string(float wep, float gorvmodel) GetWeaponModel;
void() ReturnWeaponModel;
void() flame_update = {
#ifndef FTE
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particle (self.origin, v_up, 111, 0);
#else
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te_flamejet(self.origin, v_up, 10);
#endif // FTE
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self.think = flame_update;
self.nextthink = time + random()+0.1;
}
void() place_fire =
{
#ifndef FTE
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particle (self.origin, v_up*8, self.frame, 0);
#else
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te_flamejet(self.origin, v_up*8, 10);
#endif // FTE
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self.think = flame_update;
self.nextthink = time + random()+0.1;
};
.float radioState;
.float length;
.string tune;
void() radioPlay =
{
self.health = 1;
if (self.radioState == 1) {
sound (self, CHAN_ITEM, self.tune, 1, ATTN_NORM);
self.nextthink = time + self.length;
self.think = radioPlay;
} else if (self.radioState == 0) {
sound (self, CHAN_ITEM, "sounds/null.wav", 1, ATTN_NONE);
self.nextthink = 0;
self.think = SUB_Null;
}
}
void() radio_hit =
{
self.health = 1;
sound (self, CHAN_ITEM, "sounds/misc/radio.wav", 1, ATTN_NORM);
self.nextthink = time + 1;//getSoundLen("sounds/music/tune1.wav");
self.think = radioPlay;
if (self.radioState == 0)
self.radioState = 1;
else if (self.radioState == 1)
self.radioState = 0;
}
void() item_radio =
{
precache_model ("models/props/radio.mdl");
precache_sound ("sounds/misc/radio.wav");
if(self.tune) {
precache_sound (self.tune);
}
self.movetype = MOVETYPE_NONE; // so it doesn't get pushed by anything
self.solid=SOLID_BBOX;
self.classname = "item_radio";
setmodel (self, "models/props/radio.mdl");
setsize (self, '-8 -8 -4', '8 8 4');
self.takedamage = DAMAGE_YES;
self.health = 1;
self.radioState = 0;
self.th_die = radio_hit;
self.th_diewunder = SUB_Null;
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};
/* ================
Custom Teddy Code
================*/
void() teddy_spawn =
{
precache_model ("models/props/teddy.mdl");
self.movetype = MOVETYPE_NONE; // so it doesn't get pushed by anything
self.solid=SOLID_BBOX;
self.classname = "teddy_spawn";
setmodel (self, "models/props/teddy.mdl");
setsize (self, '-8 -8 -4', '8 8 4');
self.takedamage = DAMAGE_YES;
self.health = 0;
self.th_die = teddy_react;
if (self.noise)
precache_sound (self.noise);
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};
/* ==================
Custom Song Code
================== */
void() game_songtriggered =
{
songegg(self.aistatus);
music_override = time + self.cost;
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}
void() game_songplay =
{
self.use = game_songtriggered;
};
// Old gross ent..
void() trigger_song = { remove(self); }
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//
// ============================================================
// misc_model()
// Entity for prop/other model placement, derived from
// progs_dump. Deprecates place_model.
// ============================================================
// Modifications from stock:
// - Added new spawnflag 64 for fullbright.
// - 'model' is now the preffered model field instead of 'mdl'.
//
// Spawnflags
#define MISC_MODEL_GRAVITY 1
#define MISC_MODEL_SOLID 2
#define MISC_MODEL_BACK_AND_FORTH 4
#define MISC_MODEL_ONLY_ONCE 8
#define MISC_MODEL_PLAY_COUNT 16
#define MISC_MODEL_STARTOFF 32
#define MISC_MODEL_FULLBRIGHT 64
// States
#define STATE_ACTIVE 0
#define STATE_INACTIVE 1
#define STATE_INVISIBLE 8
// Entity fields
.float first_frame; // The starting frame of the animation
.float last_frame; // The ending frame of the animation
.string mdl;
.vector mdlsz;
.vector centeroffset;
.float count; // for counting triggers
.float cnt; // misc flag
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void() misc_model_use =
{
// Make invisible
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if (self.state == STATE_ACTIVE) {
if (self.spawnflags & MISC_MODEL_SOLID) self.solid = SOLID_NOT;
self.oldmodel = self.model;
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self.model = "";
self.state = STATE_INVISIBLE;
setorigin(self, self.origin);
}
// Have it appear again
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else {
if (self.spawnflags & MISC_MODEL_SOLID) self.solid = SOLID_BBOX;
self.model = self.oldmodel;
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self.state = STATE_ACTIVE;
setorigin(self, self.origin);
}
};
void() misc_model_think =
{
self.nextthink = time + fabs(self.speed);
if (self.state != STATE_ACTIVE)
return;
self.frame = self.frame + sign(self.speed);
if (self.spawnflags & MISC_MODEL_BACK_AND_FORTH && self.frame < self.first_frame) {
self.speed = -1 * self.speed;
self.frame += 2;
} else if (self.spawnflags & MISC_MODEL_BACK_AND_FORTH && self.frame > self.last_frame) {
self.speed = -1 * self.speed;
self.frame-=2;
}
else
self.frame = wrap(self.frame, self.first_frame, self.last_frame);
if (self.spawnflags & MISC_MODEL_ONLY_ONCE && self.frame == self.last_frame && self.last_frame != self.first_frame)
self.nextthink = -1;
if (self.spawnflags & MISC_MODEL_PLAY_COUNT && self.frame == self.last_frame && self.last_frame != self.first_frame)
{
if (!self.count)
objerror ("Error: set count to the number of animation cycles!");
self.cnt = self.cnt +1;
dprint (ftos(self.cnt));
dprint ("\n");
if (self.cnt != self.count)
return FALSE;
else
self.nextthink = -1;
}
};
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void() misc_model =
{
if (!self.mdl || self.mdl == "") {
// NZP: Check for .model instead
if (!self.model || self.model == "")
objerror("Model not defined");
} else {
// Convert to .model instead of .mdl
self.model = self.mdl;
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}
//
// Set default stats.
//
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// Center offset.
if(!self.centeroffset)
self.centeroffset = '0 0 0';
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// Custom Bounding Box.
if(!self.mdlsz)
self.mdlsz = '32 32 32';
// Generate Proper Bounding Box size.
vector vmin, vmax;
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vmin_x = self.centeroffset_x - (self.mdlsz_x / 2);
vmin_y = self.centeroffset_y - (self.mdlsz_y / 2);
vmin_z = self.centeroffset_z - (self.mdlsz_z / 2);
vmax_x = self.centeroffset_x + (self.mdlsz_x / 2);
vmax_y = self.centeroffset_y + (self.mdlsz_y / 2);
vmax_z = self.centeroffset_z + (self.mdlsz_z / 2);
setsize (self, vmin, vmax);
// Set our model
precache_model(self.model);
setmodel(self, self.model);
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// Model has collision box
if (self.spawnflags & MISC_MODEL_SOLID)
self.solid = SOLID_BBOX;
else
self.solid = SOLID_NOT;
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// Model has gravity
if (self.spawnflags & MISC_MODEL_GRAVITY)
self.movetype = MOVETYPE_TOSS;
else
self.movetype = MOVETYPE_NONE;
// Model is fullbright
if (self.spawnflags & MISC_MODEL_FULLBRIGHT)
self.effects = self.effects | EF_FULLBRIGHT;
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self.use = misc_model_use;
if (!self.frame)
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self.frame = self.first_frame;
// Make static (not animate) if not given a frame range, and not affected by gravity
// also remains active if it has a targetname (so it can be killtargeted/toggled)
if (!self.last_frame && !(self.spawnflags & 1) && !(self.spawnflags & MISC_MODEL_SOLID) && !self.targetname)
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makestatic(self);
// if it as a custom animation range
if (self.last_frame) {
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// Default animation speed to 10 fps
if (!self.speed) {
self.speed = 0.1;
}
self.nextthink = time + self.speed;
self.think = misc_model_think;
}
// Start hidden
if (self.spawnflags & MISC_MODEL_STARTOFF)
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self.state = STATE_ACTIVE;
else
self.state = STATE_INVISIBLE;
misc_model_use();
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};
//
// place_model()
// Converts old place_model entities to use misc_model instead.
//
void() place_model =
{
// Grab an updated model path.
self.model = convert_old_asset_path(self.model);
// Convert the VEC_HULL bounds to match mdlsz.
self.mdlsz = '64 64 88';
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// misc_model just uses frame plainly.
self.frame = self.sequence;
// Move fullbright spawnflag to the new param.
if (self.spawnflags & 1)
self.spawnflags = 64;
else
self.spawnflags = 0;
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// Now just execute the misc_model spawn function.
misc_model();
};
//
// game_counter()
// Quick and dirty game_counter implementation, referenced
// from TWHL docs (https://twhl.info/index.php/wiki/page/game_counter)
//
#define SPAWNFLAG_COUNTER_REMOVEONFIRE 1
#define SPAWNFLAG_COUNTER_RESETONFIRE 2
void() game_counter_increment =
{
self.frags++;
if (self.frags == self.health) {
SUB_UseTargets();
if (self.spawnflags & SPAWNFLAG_COUNTER_REMOVEONFIRE) {
remove(self);
} else if (self.spawnflags & SPAWNFLAG_COUNTER_RESETONFIRE) {
self.frags = self.cost;
}
}
}
void() game_counter =
{
// TODO: master checking..
// Store the initial value in case RESET ON FIRE is set.
self.cost = self.frags;
// Every time its triggered, increment.
self.use = game_counter_increment;
}