quakec/source/server/entities/mystery_box.qc

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/*
server/entities/mystery_box.qc
Mystery Box Entity Logic
Copyright (C) 2021-2023 NZ:P Team
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
*/
void(vector where, float time_alive) SpawnSpark;
void() MBOX_Touch;
#define MBOX_SPAWNFLAG_NOTHERE 1
#define MBOX_SPAWNFLAG_NOLIGHT 2
//
// MBOX_UpdateGlowFrame()
// Updates the Glow model frame to match
// the box if it exists.
//
void() MBOX_UpdateGlowFrame =
{
if (self.goaldummy) self.goaldummy.frame = self.frame;
};
//
// MBOX_PlayOpenAnimation()
// Plays the open animation for the Mystery Box,
// frames 1-8.
//
void() MBOX_PlayOpenAnimation = [1, MBOX_OpenAnimation2 ] { self.frame = 1; MBOX_UpdateGlowFrame(); Light_Yellow(self); };
void() MBOX_OpenAnimation2 = [2, MBOX_OpenAnimation3 ] { self.frame = 2; MBOX_UpdateGlowFrame(); };
void() MBOX_OpenAnimation3 = [3, MBOX_OpenAnimation4 ] { self.frame = 3; MBOX_UpdateGlowFrame(); };
void() MBOX_OpenAnimation4 = [4, MBOX_OpenAnimation5 ] { self.frame = 4; MBOX_UpdateGlowFrame(); };
void() MBOX_OpenAnimation5 = [5, MBOX_OpenAnimation6 ] { self.frame = 5; MBOX_UpdateGlowFrame(); };
void() MBOX_OpenAnimation6 = [6, MBOX_OpenAnimation7 ] { self.frame = 6; MBOX_UpdateGlowFrame(); };
void() MBOX_OpenAnimation7 = [7, MBOX_OpenAnimation8 ] { self.frame = 7; MBOX_UpdateGlowFrame(); };
void() MBOX_OpenAnimation8 = [8, SUB_Null ] { self.frame = 8; MBOX_UpdateGlowFrame(); };
//
// MBOX_WaitEnd()
// Ends the per-use delay for the Mystery Box.
//
void() MBOX_WaitEnd =
{
self.boxstatus = 0;
self.think = SUB_Null;
}
//
// MBOX_Reset()
// Resets the Mystery Box to be ready for
// another use.
//
inline void() MBOX_Reset =
{
self.frame = 0;
self.boxstatus = -1;
// Add a 3 second delay before the Mystery Box
// can be interact with again.
self.think = MBOX_WaitEnd;
self.nextthink = time + 3;
};
//
// MBOX_PlayCloseAnimation()
// Plays the open animation for the Mystery Box,
// frames 9-12.
//
void() MBOX_PlayCloseAnimation = [9, MBOX_CloseAnimation2 ] { self.frame = 9; MBOX_UpdateGlowFrame(); sound (self, CHAN_ITEM, mystery_box_close_sound, 1, ATTN_NORM); Light_None(self); };
void() MBOX_CloseAnimation2 = [10, MBOX_CloseAnimation3 ] { self.frame = 10; MBOX_UpdateGlowFrame(); };
void() MBOX_CloseAnimation3 = [10, MBOX_CloseAnimation4 ] { self.frame = 11; MBOX_UpdateGlowFrame(); };
void() MBOX_CloseAnimation4 = [10, MBOX_Reset ] { self.frame = 12; MBOX_UpdateGlowFrame(); };
//
// MBOX_FreeEnt(ent)
// Marks an MBOX entity as able to be used.
//
void(entity ent) MBOX_FreeEnt =
{
setmodel(ent, "");
ent.classname = "freeMboxEntity";
ent.touch = SUB_Null;
ent.think = SUB_Null;
ent.effects = 0;
ent.frame = 0;
#ifdef FTE
ent.alpha = 1;
#endif // FTE
};
//
// MBOX_GetFreeEnt()
// Returns an MBOX entity to use.
//
entity() MBOX_GetFreeEnt =
{
entity ent;
ent = find(world, classname, "freeMboxEntity");
if (ent == world)
error("MBOX_GetFreeEnt: No free MBOX Entity. (Hacks?)\n");
return ent;
};
//
// MBOX_GetRandomBoxWeapon(user)
// Returns a weapon from the Mystery Box allow-list
// that the user is not holding.
//
float(entity user) MBOX_GetRandomBoxWeapon =
{
float weapon_index = rint((random() * (MAX_BOX_WEAPONS - 1)));
float weapon_id = mystery_box_weapons[weapon_index].weapon_id;
float weapon_allowed = mystery_box_weapons[weapon_index].allowed &&
!mystery_box_weapons[weapon_index].already_obtained;
if (weapon_allowed == true && !Weapon_PlayerHasWeapon(user, weapon_id, true))
return weapon_id;
else
return MBOX_GetRandomBoxWeapon(user);
};
//
// Reset_MBox()
// Resets the Mystery Box to it's inital State.
//
void() Reset_MBox =
{
entity tempe;
self.velocity = '0 0 0';
tempe = self;
self = self.owner;
MBOX_PlayCloseAnimation();
self = tempe;
self.owner.owner = world;
self.owner.boxstatus = 0;
MBOX_FreeEnt(self);
}
//
// Float_Decreate()
// Make the Gun in the Box slowly descend, eventually
// resetting the Box.
//
void() Float_Decrease =
{
makevectors(self.angles);
self.velocity = v_up*-5;
self.nextthink = time + 7;
self.think = Reset_MBox;
}
//
// findboxspot()
// Locate a new MBox spot and turn this spot into
// a tp_spot.
//
void() findboxspot =
{
local entity newspot;
local float box = rint(random(mystery_box_count));
newspot = mystery_boxes[box];
// Ensure the spot we choose is valid.
while(newspot == world || newspot == self.owner) {
box = rint(random(mystery_box_count));
newspot = mystery_boxes[box];
}
// Make our current spot a tp_spot
self.owner.model = "models/props/teddy.mdl";
self.owner.frame = 2;
setmodel(self.owner, self.owner.model);
self.owner.classname = "mystery_box_tp_spot";
self.owner.touch = SUB_Null;
self.owner.angles_y -= 90;
Light_None(self.owner);
newspot.angles_y += 90;
// Spawn the Box Glow if permitted
if (!(self.owner.spawnflags & MBOX_SPAWNFLAG_NOLIGHT))
{
entity g;
g = MBOX_GetFreeEnt();
g.classname = "mystery_glow";
newspot.goaldummy = g;
setmodel(g, mystery_box_glow_model);
setorigin(g,newspot.origin);
g.angles = newspot.angles;
g.effects = EF_FULLBRIGHT;
#ifdef FTE
g.alpha = 0.5;
#endif // FTE
}
// Remove teddy
MBOX_FreeEnt(self);
// Set some values and change the found Spot to an MBox
newspot.spins = 0;
newspot.boxstatus = 0;
newspot.touch = MBOX_Touch;
newspot.solid=SOLID_TRIGGER;
newspot.classname = "mystery";
newspot.spawnflags = self.owner.spawnflags;
setorigin(newspot, newspot.origin);
setmodel (newspot, mystery_box_model);
newspot.frame = 0;
setsize (newspot, VEC_HULL2_MIN, VEC_HULL2_MAX);
}
//
// MBOX_MakeActive()
// Sets the Mystery Box touch to MBOX_Touch (delay)
//
void() MBOX_MakeActive =
{
self.touch = MBOX_Touch;
}
//
// MBOX_FindNewSpot()
// Locate a new location for the Mystery Box.
//
void() MBOX_FindNewSpot =
{
entity new_box = world;
// Find a new Mystery Box location
while(new_box == world || new_box == self) {
float box_index = rint(random(mystery_box_count));
new_box = mystery_boxes[box_index];
}
// Stupid Teddy Bear being rotated!!
new_box.angles_y += 90;
// Convert the spawn to a Mystery Box
new_box.spawnflags = self.spawnflags;
new_box.spins = new_box.boxstatus = 0;
new_box.think = MBOX_MakeActive;
new_box.nextthink = time + 2;
new_box.solid = SOLID_TRIGGER;
new_box.classname = "mystery";
new_box.frame = 0;
setmodel(new_box, mystery_box_model);
setsize(new_box, VEC_HULL2_MIN, VEC_HULL2_MAX);
// Spawn the Box Glow if permitted
if (!(new_box.spawnflags & MBOX_SPAWNFLAG_NOLIGHT))
{
entity light;
light = MBOX_GetFreeEnt();
light.classname = "mystery_glow";
new_box.goaldummy = light;
setmodel(light, mystery_box_glow_model);
setorigin(light, new_box.origin);
light.angles = new_box.angles;
light.effects = EF_FULLBRIGHT;
#ifdef FTE
light.alpha = 0.5;
#endif // FTE
}
// Spawn some sparkles so it doesn't just "appear"
SpawnSpark(new_box.origin, 0.75);
// "Woosh" Effect
sound(new_box, CHAN_AUTO, "sounds/pu/drop.wav", 1, ATTN_NORM);
}
//
// MBOX_StopFlying()
// We've done our dance, go away and
// delay respawning.
//
void() MBOX_StopFlying =
{
// Spark Effect
SpawnSpark(self.origin, 0.75);
// "Woosh" Effect
sound(self, CHAN_AUTO, "sounds/pu/drop.wav", 1, ATTN_NORM);
// Disappear!
self.model = "models/props/teddy.mdl";
setmodel(self, self.model);
self.frame = 2;
// Clean up
self.origin = self.oldvelocity;
self.angles = self.movement;
self.velocity = 0;
self.angles_y -= 90;
self.classname = "mystery_box_tp_spot";
self.touch = SUB_Null;
// 12 Second delay to finding a new spot
self.think = MBOX_FindNewSpot;
self.nextthink = time + 12;
}
//
// MBOX_AnimateFly()
// Rotate the Mystery Box as it flies away.
//
void() MBOX_AnimateFly =
{
if (self.score == 0)
self.angles_x += 6;
else
self.angles_x -= 6;
if (self.angles_x - self.movement_x >= 20)
self.score = 1;
else if (self.angles_x - self.movement_x <= -20)
self.score = 0;
if(self.ltime < time) {
MBOX_StopFlying();
} else {
self.nextthink = time + 0.05;
}
}
//
// MBOX_FlyAway()
// The actual leave animation.
//
void() MBOX_FlyAway =
{
// Begin rising
makevectors(self.angles);
self.movetype = MOVETYPE_NOCLIP;
self.velocity = v_up * 7;
// Animation lasts 4 seconds
self.ltime = time + 4;
// Animation Update
self.think = MBOX_AnimateFly;
self.nextthink = time + 0.05;
}
//
// MBOX_Leave()
// Starts Mystery Box Leave animation.
//
void() MBOX_Leave =
{
// Broadcast the laughter
sound(self, CHAN_ITEM, "sounds/pu/byebye.wav", 1, ATTN_NONE);
// "Woosh" Effect
sound(self, CHAN_AUTO, "sounds/pu/drop.wav", 1, ATTN_NORM);
// Spark Effect
SpawnSpark(self.origin, 0.75);
// Turn off Light & Glow
Light_None(self);
if (!(self.spawnflags & MBOX_SPAWNFLAG_NOLIGHT))
if (self.goaldummy != world)
MBOX_FreeEnt(self.goaldummy);
// Save old position and angle
self.oldvelocity = self.origin;
self.movement = self.angles;
// Start flying
self.think = MBOX_FlyAway;
self.nextthink = time + 0.05;
}
//
// MBOX_TeddyDespawn()
// Frees the Teddy Bear entity.
//
void() MBOX_TeddyDespawn =
{
self.velocity = 0;
MBOX_FreeEnt(self);
}
//
// MBOX_TeddyLeave()
// Make the Teddy Bear float away and start the
// timer for the Mystery Box to follow.
//
void() MBOX_TeddyLeave =
{
// Fly slowly
self.velocity = v_up*75;
self.think = MBOX_TeddyDespawn;
self.nextthink = time + 5;
// Linger for 3 seconds, and then the Box follows.
self.owner.think = MBOX_Leave;
self.owner.nextthink = time + 3;
}
//
// MBOX_PresentTeddy()
// Lets the Teddy Bear idle for a few seconds,
// return player points, kick-off leave.
//
void() MBOX_PresentTeddy =
{
// Return the Player's points.
addmoney(self.owner.owner, mystery_box_cost, 0);
// Broadcast the bad luck.
sound(self, CHAN_ITEM, "sounds/misc/buy.wav", 1, ATTN_NONE);
sound(self, 2, "sounds/misc/giggle.wav", 1, ATTN_NONE);
// Linger for 2 seconds, and then fly away.
self.think = MBOX_TeddyLeave;
self.nextthink = time + 2;
}
//
// MBOX_GetLeaveChancePercentage()
// Generates a percentage chance for the Mystery Box
// to leave.
//
float(float uses) MBOX_GetLeaveChancePercentage =
{
// If there's only one Mystery Box, never try to leave.
// Additionally, you're always given 4 free uses.
if (mystery_box_count == 1 || uses <= 4)
return 0;
float chance_to_leave = 0;
// There is a hardcoded 100% chance to leave after 8 uses
// if the box hasn't moved yet in a game.
if (mystery_box_leave_count == 0 && uses >= 8)
chance_to_leave = 100;
// There's a 15% chance for leaving if this is between the uses
// of 4 and 8.
if (uses >= 4 && uses < 8)
chance_to_leave = 15;
// Mystery Box behavior changes after it leaves for the first time
if (mystery_box_leave_count > 0) {
// 30% chance of leaving between uses 8 and 12.
if (uses >= 8 && uses < 12)
chance_to_leave = 30;
// 50% chance after the 12th use.
else if (uses >= 12)
chance_to_leave = 50;
}
return chance_to_leave/100;
}
void() Float_Change =
{
float tempf;
string temps;
float leave_chance;
tempf = MBOX_GetRandomBoxWeapon(self.owner.owner);
temps = GetWeaponModel(tempf, 1);
setmodel (self, temps);
self.boxstatus = self.boxstatus + 0.01;
if (self.wait <= time)
{
leave_chance = MBOX_GetLeaveChancePercentage(self.owner.spins);
self.velocity = '0 0 0';
if (random() > leave_chance) { //teddy gen threshold, high means less chance
self.owner.boxstatus = 2;
self.weapon = tempf;
self.nextthink = time + 5;
self.think = Float_Decrease;
//bprint(PRINT_HIGH, "spot not found, or teddygun is > 0.7\n");
return;
}
else {
addmoney(self.owner.owner, mystery_box_cost, 0);
self.model = "models/props/teddy.mdl";
setmodel(self, self.model);
self.angles_y = self.angles_y - 90;
self.nextthink = time + 1;
self.think = MBOX_PresentTeddy;
mystery_box_leave_count++;
if (mystery_box_leave_count >= 10)
GiveAchievement(11);
return;
}
}
if (self.ltime <= time)
{
self.velocity_z = self.velocity_z*0.5;
self.ltime = 0.5;
}
self.nextthink = time + self.boxstatus;
self.think = Float_Change;
}
void() finish_mbox_setup =
{
// Temporary hack for random box spawns until rewrite - Mikey (27/03/2023, DD/MM/YYYY)
if(self.spawnflags & MBOX_SPAWNFLAG_NOTHERE) {
entity temp = MBOX_GetFreeEnt();
temp.classname = "mystery_helper";
temp.owner = self;
temp.think = findboxspot;
temp.nextthink = time + 0.1;
} else if(!(self.spawnflags & MBOX_SPAWNFLAG_NOLIGHT)) {
entity g = MBOX_GetFreeEnt();
g.classname = "mystery_glow";
self.goaldummy = g;
setmodel(g, mystery_box_glow_model);
setorigin(g,self.origin);
g.angles = self.angles;
g.effects = EF_FULLBRIGHT;
#ifdef FTE
g.alpha = 0.5;
#endif // FTE
}
}
//
// MBOX_AllocateTempEntities()
// Spawns in all of the temp entities that are
// used for the floating weapons, teddy bear,
// and glow.
//
void() MBOX_AllocateTempEntities =
{
self.think = SUB_Null;
for (float i = 0; i < mystery_box_count * 3; i++) {
entity tempe = spawn();
tempe.classname = "freeMboxEntity";
}
finish_mbox_setup();
};
void() Create_Floating_Weapon =
{
entity gun;
float tempf;
string temps;
tempf = MBOX_GetRandomBoxWeapon(self.owner.owner);
temps = GetWeaponModel(tempf, 1);
gun = MBOX_GetFreeEnt();
gun.classname = "mystery_weapon";
setorigin (gun, self.origin);
setmodel (gun, temps);
setsize (gun, '0 0 0', '0 0 0');
gun.angles = self.angles;
gun.movetype = MOVETYPE_NOCLIP;
gun.solid = SOLID_NOT;
makevectors(self.angles);
gun.velocity = v_up*15;
gun.owner = self;
self.boxweapon = gun;
gun.ltime = time+2;
gun.boxstatus = 0.01;
gun.wait = time + 5;
gun.nextthink = time + 0.01;
gun.think = Float_Change;
}
void() mystery_box_tp_spot =
{
precache_model ("models/props/teddy.mdl");
precache_sound ("sounds/pu/byebye.wav");
precache_sound ("sounds/misc/giggle.wav");
self.solid=SOLID_TRIGGER;
self.classname = "mystery_box_tp_spot";
setorigin(self, self.origin);
setmodel (self, "models/props/teddy.mdl");
setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
if (self.model == "models/props/teddy.mdl") {
self.frame = 2;
self.angles_y -= 90;
}
mystery_boxes[mystery_box_count] = self;
mystery_box_count++;
};
void() MBOX_UpdatePosessionStatus =
{
// Set all weapon statuses as unobtained.
for(float i = 0; i < MAX_BOX_WEAPONS; i++) {
mystery_box_weapons[i].already_obtained = false;
}
entity player = find(world, classname, "player");
while(player != world) {
for(float i = 0; i < MAX_BOX_WEAPONS; i++) {
float weapon_id = mystery_box_weapons[i].weapon_id;
if (Weapon_PlayerHasWeapon(player, weapon_id, true) && WepDef_OnlyOneAllowed(weapon_id)) {
mystery_box_weapons[i].already_obtained = true;
}
}
player = find(player, classname, "player");
}
}
void() MBOX_Touch =
{
entity tempe;
if (other.classname != "player" || other.downed)
return;
if (!self.boxstatus) {
useprint (other, 6, mystery_box_cost, 0);
}
if (self.boxstatus == 2 && self.owner == other) {
#ifndef FTE
other.Weapon_Name_Touch = GetWeaponName(self.boxweapon.weapon);
#endif // FTE
useprint (other, 7, 0, self.boxweapon.weapon);
}
if (other.button7 && !other.semiuse)
{
other.semiuse = true;
if (!self.boxstatus)
{
if (other.points >= mystery_box_cost)
{
sound (self, CHAN_ITEM, mystery_box_open_sound, 1, ATTN_NORM);
addmoney(other, -mystery_box_cost, FALSE);
self.boxstatus = 1;
self.owner = other;
MBOX_PlayOpenAnimation();
Create_Floating_Weapon();
MBOX_UpdatePosessionStatus();
self.spins++;
}
else {
centerprint (other, STR_NOTENOUGHPOINTS);
sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
}
}
if (self.boxstatus == 2)
{
if (self.owner == other)
{
other.reload_delay = 0;
self.owner = world;
sound(self, 0,"sounds/misc/ching.wav", 1, 1);
tempe = self;
self = other;
2023-10-15 15:30:01 +00:00
Weapon_GiveWeapon(tempe.boxweapon.weapon, 0, 0);
self = tempe;
MBOX_FreeEnt(self.boxweapon);
MBOX_PlayCloseAnimation();
}
}
}
}
//
// MBOX_GetWeaponIDFromMB1(mbox_id)
// .mbox weapon IDs did not 100% correlate
// to internal weapon IDs, so this converts
// them appropriately.
//
float MBOX_GetWeaponIDFromMB1(float mbox_id) =
{
switch(mbox_id) {
case 0: return W_COLT;
case 1: return W_KAR;
case 2: return W_DB;
case 3: return W_MG;
case 4: return W_RAY;
case 5: return W_THOMPSON;
case 6: return W_M2;
case 7: return W_PPSH;
case 8: return W_SAWNOFF;
case 9: return W_TESLA;
case 10: return W_M1A1;
case 11: return W_GEWEHR;
case 12: return W_FG;
case 13: return W_BROWNING;
case 14: return W_KAR_SCOPE;
case 15: return W_357;
case 16: return W_STG;
case 17: return W_PANZER;
case 18: return W_BK;
case 19: return W_PTRS;
case 20: return W_MP40;
case 21: return W_TRENCH;
case 22: return W_BAR;
case 23: return W_M1;
case 24: return W_TYPE;
case 25: return W_MP5K;
case 26: return W_SPRING;
default: return W_COLT;
}
return W_COLT;
}
//
// MBOX_PrecacheWeaponData()
// Iterates through the weapon array and
// allocates necessary content for each
// allowed weapon.
//
void() MBOX_PrecacheWeaponContent =
{
for (float i = 0; i < MAX_BOX_WEAPONS; i++) {
if (mystery_box_weapons[i].allowed == true) {
precache_model(GetWeaponModel(mystery_box_weapons[i].weapon_id, 0));
precache_model(GetWeaponModel(mystery_box_weapons[i].weapon_id, 1));
precache_extra(mystery_box_weapons[i].weapon_id);
}
}
}
//
// MBOX_ParseMB1File(mbox_file)
// Parses the old (2014) .mbox file and loads
// it into the necessary structure.
//
void(float mbox_file) MBOX_ParseMB1File =
{
string file_line;
// Parse the .mbox line-by-line and fill the data structure.
for (float i = 0; i < MAX_BOX_WEAPONS; i++) {
file_line = strtrim((fgets(mbox_file)));
mystery_box_weapons[i].weapon_id = MBOX_GetWeaponIDFromMB1(i);
mystery_box_weapons[i].allowed = stof(file_line);
mystery_box_weapons[i].rarity = -1;
}
// Precache the allowed weapons
MBOX_PrecacheWeaponContent();
}
//
// MBOX_GetUnusedWeaponID()
// Returns a weapon ID for a potential
// box weapon that is not currently
// in the list.
//
float() MBOX_GetUnusedWeaponID =
{
// Iterate over every potential Box Weapon
for (float i = 0; i < MAX_BOX_WEAPONS; i++) {
float weapon_in_use = false;
float weapon_id = MBOX_GetWeaponIDFromMB1(i);
// Now over every weapon in the list
for (float j = 0; j < MAX_BOX_WEAPONS; j++) {
if (mystery_box_weapons[j].weapon_id == weapon_id)
weapon_in_use = true;
}
if (weapon_in_use == false) {
return weapon_id;
}
}
error("MBOX_GetunusedWeaponID: Could not find a free weapon slot!\n");
return 0;
}
//
// MBOX_ParseMB2File(mbox_file)
// Parses the current .mb2 file and loads it
// into the necessary structure.
//
void(float mbox_file) MBOX_ParseMB2File =
{
string file_line;
// Read the first line: It's our "header", should be
// "nzp_mbox2".
file_line = strtrim((fgets(mbox_file)));
if (file_line != "nzp_mbox2")
error(strcat("MBOX_ParseMB2File: Expected \"nzp_mbox2\" but got ", file_line));
// Read each line of the file in a loop
float finished_parsing = false;
float parsing_state = 0;
float is_allow_not_deny = false;
float weapons_parsed = 0;
float weapon_id = 0;
while(!finished_parsing) {
// Grab a new line
file_line = fgets(mbox_file);
// End of file.
if not (file_line) {
finished_parsing = true;
break;
}
file_line = strzone(strtrim(file_line));
// Check for comments, they always start with '#'.
// Also ignore whitespace.
string first_char = strzone(substring(file_line, 0, 1));
if (first_char == "#" || file_line == "") {
continue;
}
strunzone(first_char);
//
// Actual Content Parsing
//
// Retrieving if its an allow or deny list.
if (parsing_state == 0) {
if (file_line == "allow:")
is_allow_not_deny = true;
else if (file_line == "deny:")
is_allow_not_deny = false;
else
error(strcat("MBOX_ParseMB2File: Not an allow/deny specifier - ", file_line));
// Now that we know the list, we can begin
// parsing the weapons inside of it.
parsing_state++;
} else if (parsing_state == 1) {
// Get the weapon ID from it's name.
weapon_id = WepDef_GetWeaponIDFromName(file_line);
if (weapon_id == W_NOWEP)
error(strcat("MBOX_ParseMB2File: Not a weapon - ", file_line));
// Fill the list with it.
mystery_box_weapons[weapons_parsed].weapon_id = weapon_id;
mystery_box_weapons[weapons_parsed].allowed = is_allow_not_deny;
weapons_parsed++;
}
strunzone(file_line);
}
// At this point, the file has been parsed with all of the
// allowed/denied weapons, now we have to automatically
// fill in the rest for the opposite list.
for (float i = weapons_parsed; i < MAX_BOX_WEAPONS; i++) {
// We need to pick an ID to assign that hasn't already
// been used.
weapon_id = MBOX_GetUnusedWeaponID();
mystery_box_weapons[i].weapon_id = weapon_id;
mystery_box_weapons[i].allowed = !is_allow_not_deny;
}
// Precache the allowed weapons
MBOX_PrecacheWeaponContent();
}
//
// MBOX_LoadData()
// Seeks for either an .mb2 or .mbox file,
// and adds the contents into the Mystery Box
// weapon list.
//
void() MBOX_LoadData =
{
float mbox_file;
string file_path;
// Attempt 1: Seek for maps/mapname.mb2 (mbox-2)
file_path = strcat(mapname, ".mb2");
file_path = strcat("maps/", file_path);
mbox_file = fopen(file_path, FILE_READ);
if (mbox_file != -1) {
MBOX_ParseMB2File(mbox_file);
fclose(mbox_file);
return;
}
// Attempt 2: Seek for maps/mapname.mbox (mbox-1)
file_path = strcat(mapname, ".mbox");
file_path = strcat("maps/", file_path);
mbox_file = fopen(file_path, FILE_READ);
if (mbox_file != -1) {
MBOX_ParseMB1File(mbox_file);
fclose(mbox_file);
return;
}
// Attempt 3: Include All Weapons
for (float i = 0; i < MAX_BOX_WEAPONS; i++) {
mystery_box_weapons[i].weapon_id = MBOX_GetWeaponIDFromMB1(i);
mystery_box_weapons[i].allowed = true;
mystery_box_weapons[i].rarity = -1;
}
// Precache it all.
MBOX_PrecacheWeaponContent();
// Close the file pointer just in case.
fclose(mbox_file);
}
void() mystery_box =
{
// Load and cache all of the allowed weapons into the hunk.
MBOX_LoadData();
//
// Set Default Stats for Compatibility
//
// Model
if (!self.model) {
self.model = "models/machines/mystery.mdl";
}
// Light Model
if (!self.weapon2model) {
self.weapon2model = "models/machines/mglow$.mdl";
}
// Cost
if (!self.cost) {
self.cost = 950;
}
// Open Sound
if (!self.oldmodel) {
self.oldmodel = "sounds/machines/mbox_open.wav";
}
// Close Sound
if (!self.powerup_vo) {
self.powerup_vo = "sounds/machines/mbox_close.wav";
}
// Store the custom presentation as globals
mystery_box_model = self.model;
mystery_box_glow_model = self.weapon2model;
mystery_box_open_sound = self.oldmodel;
mystery_box_close_sound = self.powerup_vo;
mystery_box_cost = self.cost;
precache_model(mystery_box_model);
if (!(self.spawnflags & MBOX_SPAWNFLAG_NOLIGHT))
precache_model (mystery_box_glow_model);
precache_sound(mystery_box_open_sound);
precache_sound(mystery_box_close_sound);
self.solid = SOLID_TRIGGER;
self.classname = "mystery";
setorigin(self, self.origin);
setmodel (self, mystery_box_model);
setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.touch = MBOX_Touch;
mystery_box_start_origin = self.origin;
mystery_boxes[mystery_box_count] = self;
mystery_box_count++;
self.think = MBOX_AllocateTempEntities;
self.nextthink = time + 0.2;
};