SERVER: Add func_train; func_rotating

This commit is contained in:
Steam Deck User 2023-03-04 23:54:37 -05:00
parent 8fc831684b
commit 5da6fcf87e
4 changed files with 450 additions and 223 deletions

View file

@ -22,6 +22,7 @@
../source/server/entities/explosive_barrel.qc
../source/server/entities/teleporter.qc
../source/server/entities/map_entities.qc
../source/server/entities/func.qc
../source/server/entities/traps.qc
../source/server/entities/lights.qc
../source/server/entities/doors.qc

View file

@ -26,6 +26,7 @@
../source/server/entities/explosive_barrel.qc
../source/server/entities/teleporter.qc
../source/server/entities/map_entities.qc
../source/server/entities/func.qc
../source/server/entities/traps.qc
../source/server/entities/lights.qc
../source/server/entities/doors.qc

View file

@ -0,0 +1,448 @@
/*
server/entities/func.qc
Source file for func_* map entities.
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
*/
// =================================
// func_illusionary
// =================================
void() func_illusionary =
{
self.angles = '0 0 0';
self.movetype = MOVETYPE_NONE;
self.solid = SOLID_NOT;
setmodel (self, self.model);
#ifdef FTE
HalfLife_DoRender();
#endif // FTE
};
// =================================
// func_detail
// =================================
void() func_detail =
{
self.angles = '0 0 0';
self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
self.solid = SOLID_BSP;
setmodel (self, self.model);
#ifdef FTE
HalfLife_DoRender();
#endif // FTE
};
void() func_wall = { func_detail(); }
// =================================
// func_rotating
// =================================
.vector spawnorigin;
void () hl_rotating =
{
float mvspd, realmvspd;
mvspd = 180;
if (!self.speed)
realmvspd = 300;
else
realmvspd = self.speed;
if (self.spawnflags & 2)
mvspd *= -1;
if (self.spawnflags & 4)
self.pos1_z += mvspd;
else if (self.spawnflags & 8)
self.pos1_x += mvspd;
else {
self.pos1_y += mvspd;
}
SUB_CalcAngleMove (self.pos1, realmvspd, hl_rotating);
};
void () func_rotating_use =
{
if (self.electro_targeted == 0) {
hl_rotating();
self.electro_targeted = 1;
} else {
self.avelocity = '0 0 0';
self.think = SUB_Null;
self.electro_targeted = 0;
}
};
void() rot_crush =
{
DamageHandler(self, other, 1, S_ZOMBIE);
}
void () func_rotating =
{
self.angles = '0 0 0';
self.movetype = MOVETYPE_PUSH;
#ifdef FTE
HalfLife_DoRender();
#endif // FTE
self.blocked = rot_crush;
if (self.spawnflags & 64)
self.solid = 0;
else
self.solid = 4;
setmodel(self, self.model);
if (self.spawnflags & 1) { // start on
func_rotating_use();
}
self.use = func_rotating_use;
if (self.spawnorigin != '0 0 0')
setorigin(self, self.spawnorigin);
};
// =================================
// func_train
// =================================
.float dmg;
void() train_next;
void() func_train_find;
void() train_blocked =
{
if (time < self.death_timer)
return;
self.death_timer = time + 0.5;
DamageHandler(self, other, self.dmg, S_ZOMBIE);
};
void() train_use =
{
if (self.think != func_train_find)
return; // already activated
train_next();
};
void() train_wait =
{
if (self.wait) {
self.nextthink = self.ltime + self.wait;
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
} else {
self.nextthink = self.ltime + 0.1;
}
self.think = train_next;
};
void() train_next =
{
entity targ;
// motolegacy -- looks like id liked reusing ent fields too!
if (self.electro_targeted == 1) {
train_wait();
return;
}
targ = find (world, targetname, self.target);
self.target = targ.target;
if (!self.target) {
objerror ("train_next: no next target");
}
if (targ.wait)
self.wait = targ.wait;
else
self.wait = 0;
sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
SUB_CalcMove (targ.origin - self.mins, self.speed, train_wait);
};
void() func_train_find =
{
entity targ;
targ = find (world, targetname, self.target);
self.target = targ.target;
setorigin (self, targ.origin - self.mins);
if (!self.targetname) {
// not triggered, so start immediately
self.nextthink = self.ltime + 0.1;
self.think = train_next;
}
};
void() func_train =
{
if (!self.speed)
self.speed = 100;
if (!self.target) {
objerror ("func_train without a target");
}
if (!self.dmg)
self.dmg = 2;
if (self.sounds == 0) {
self.noise = ("sounds/null.wav");
precache_sound ("sounds/null.wav");
self.noise1 = ("sounds/null.wav");
precache_sound ("sounds/null.wav");
}
if (self.sounds == 1) {
self.noise = ("sounds/misc/debris.wav");
precache_sound ("sounds/misc/debris.wav");
self.noise1 = ("sounds/misc/debris.wav");
precache_sound ("sounds/misc/debris.wav");
}
self.cnt = 1;
self.solid = SOLID_BSP;
self.movetype = MOVETYPE_PUSH;
self.blocked = train_blocked;
self.use = train_use;
self.classname = "train";
setmodel (self, self.model);
setsize (self, self.mins , self.maxs);
setorigin (self, self.origin);
#ifdef FTE
HalfLife_DoRender();
#endif // FTE
// start trains on the second frame, to make sure their targets have had
// a chance to spawn
self.nextthink = self.ltime + 0.1;
self.think = func_train_find;
};
// =================================
// func_button
// =================================
void() button_wait;
void() button_return;
void() button_wait =
{
self.state = STATE_TOP;
self.nextthink = self.ltime + self.wait;
self.think = button_return;
activator = self.enemy;
SUB_UseTargets();
self.frame = 1; // use alternate textures
};
void() button_done =
{
self.state = STATE_BOTTOM;
};
void() button_return =
{
self.state = STATE_DOWN;
SUB_CalcMove (self.pos1, self.speed, button_done);
self.frame = 0; // use normal textures
if (self.health)
self.takedamage = DAMAGE_YES; // can be shot again
};
void() button_blocked =
{ // do nothing, just don't ome all the way back out
};
void() button_fire =
{
if (self.state == STATE_UP || self.state == STATE_TOP)
return;
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
self.state = STATE_UP;
SUB_CalcMove (self.pos2, self.speed, button_wait);
};
void() button_use =
{
self.enemy = activator;
button_fire ();
};
void() button_touch =
{
if (other.classname != "player")
return;
if(self.cost) {
if(self.state == STATE_BOTTOM||self.state == STATE_DOWN) {
centerprint(other,"Press use to buy [cost:");
centerprint(other,ftos(self.cost));
centerprint(other,"]\n");
if (other.button7) {
if(other.points >= self.cost) {
self.enemy = other;
addmoney(other, 0 - self.cost, FALSE);
button_fire();
return;
} else {
centerprint(other, STR_NOTENOUGHPOINTS);
}
}
}
} else {
self.enemy = other;
button_fire ();
}
};
void() button_killed =
{
self.health = self.max_health;
self.takedamage = DAMAGE_NO; // wil be reset upon return
button_fire ();
};
void() func_button =
{
SetMovedir ();
self.movetype = MOVETYPE_PUSH;
self.solid = SOLID_BSP;
setmodel (self, self.model);
self.blocked = button_blocked;
self.use = button_use;
if (self.health) {
self.max_health = self.health;
self.th_die = button_killed;
self.takedamage = DAMAGE_YES;
} else {
self.touch = button_touch;
}
if (!self.speed)
self.speed = 40;
if (!self.wait)
self.wait = 1;
if (!self.lip)
self.lip = 4;
self.state = STATE_BOTTOM;
self.pos1 = self.origin;
self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip);
#ifdef FTE
HalfLife_DoRender();
#endif // FTE
};
// =================================
// func_ending
// =================================
void() touch_ending =
{
if (other.classname != "player" || self.activated)
return;
useprint(other, 20, self.cost, 0);
if (other.button7) {
if (other.points < self.cost)
return;
addmoney(other, -self.cost, 0);
local entity tempe;
tempe = self;
self = other;
EndGameSetup();
self = tempe;
self.activated = true;
}
}
void() func_ending =
{
precache_model (self.model);
self.movetype = MOVETYPE_NONE; // so it doesn't get pushed by anything
self.solid = SOLID_TRIGGER;
self.classname = "func_ending";
setmodel(self, self.model);
setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.touch = touch_ending;
};

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@ -28,189 +28,6 @@
string(float wep, float gorvmodel) GetWeaponModel;
void() ReturnWeaponModel;
void() func_wall =
{
self.angles = '0 0 0';
self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
self.solid = SOLID_BSP;
setmodel (self, self.model);
#ifdef FTE
HalfLife_DoRender();
#endif // FTE
};
void() func_illusionary =
{
self.angles = '0 0 0';
self.movetype = MOVETYPE_NONE;
self.solid = SOLID_NOT;
setmodel (self, self.model);
#ifdef FTE
HalfLife_DoRender();
#endif // FTE
};
// button and multiple button
void() button_wait;
void() button_return;
void() button_wait =
{
self.state = STATE_TOP;
self.nextthink = self.ltime + self.wait;
self.think = button_return;
activator = self.enemy;
SUB_UseTargets();
self.frame = 1; // use alternate textures
};
void() button_done =
{
self.state = STATE_BOTTOM;
};
void() button_return =
{
self.state = STATE_DOWN;
SUB_CalcMove (self.pos1, self.speed, button_done);
self.frame = 0; // use normal textures
if (self.health)
self.takedamage = DAMAGE_YES; // can be shot again
};
void() button_blocked =
{ // do nothing, just don't ome all the way back out
};
void() button_fire =
{
if (self.state == STATE_UP || self.state == STATE_TOP)
return;
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
self.state = STATE_UP;
SUB_CalcMove (self.pos2, self.speed, button_wait);
};
void() button_use =
{
self.enemy = activator;
button_fire ();
};
void() button_touch =
{
if (other.classname != "player")
return;
if(self.cost)
{
if(self.state == STATE_BOTTOM||self.state == STATE_DOWN)
{
centerprint(other,"Press use to buy [cost:");
centerprint(other,ftos(self.cost));
centerprint(other,"]\n");
if (other.button7)
{
if(other.points >= self.cost)
{
self.enemy = other;
addmoney(other, 0 - self.cost, FALSE);
button_fire();
return;
}
else
{
centerprint(other, STR_NOTENOUGHPOINTS);
}
}
}
}
else
{
self.enemy = other;
button_fire ();
}
};
void() button_killed =
{
self.health = self.max_health;
self.takedamage = DAMAGE_NO; // wil be reset upon return
button_fire ();
};
/*QUAKED func_button (0 .5 .8) ?
When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again.
"angle" determines the opening direction
"target" all entities with a matching targetname will be used
"speed" override the default 40 speed
"wait" override the default 1 second wait (-1 = never return)
"lip" override the default 4 pixel lip remaining at end of move
"health" if set, the button must be killed instead of touched
"sounds"
0) steam metal
1) wooden clunk
2) metallic click
3) in-out
*/
void() func_button =
{
SetMovedir ();
self.movetype = MOVETYPE_PUSH;
self.solid = SOLID_BSP;
setmodel (self, self.model);
self.blocked = button_blocked;
self.use = button_use;
if (self.health)
{
self.max_health = self.health;
self.th_die = button_killed;
self.takedamage = DAMAGE_YES;
}
else
self.touch = button_touch;
if (!self.speed)
self.speed = 40;
if (!self.wait)
self.wait = 1;
if (!self.lip)
self.lip = 4;
self.state = STATE_BOTTOM;
self.pos1 = self.origin;
self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip);
#ifdef FTE
HalfLife_DoRender();
#endif // FTE
};
void() flame_update = {
#ifndef FTE
@ -692,46 +509,6 @@ void() trigger_song = {
remove(self);
}
/* ================
Buyable Ending
================ */
void() touch_ending =
{
if (other.classname != "player" || self.activated)
return;
useprint(other, 20, self.cost, 0);
if (other.button7) {
if (other.points < self.cost)
return;
addmoney(other, -self.cost, 0);
local entity tempe;
tempe = self;
self = other;
EndGameSetup();
self = tempe;
self.activated = true;
}
}
void() func_ending =
{
precache_model (self.model);
self.movetype = MOVETYPE_NONE; // so it doesn't get pushed by anything
self.solid = SOLID_TRIGGER;
self.classname = "func_ending";
setmodel(self, self.model);
setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.touch = touch_ending;
};
//
// ============================================================
// misc_model()