mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-25 13:21:32 +00:00
SERVER: Add func_train; func_rotating
This commit is contained in:
parent
8fc831684b
commit
5da6fcf87e
4 changed files with 450 additions and 223 deletions
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
448
source/server/entities/func.qc
Normal file
448
source/server/entities/func.qc
Normal 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;
|
||||
};
|
|
@ -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()
|
||||
|
|
Loading…
Reference in a new issue