/* server/entities/pack_a_punch.qc Pack-A-Punch 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 */ #define PAP_SPAWNFLAG_USEROLLER 1 #define PAP_SPAWNFLAG_USEFLAG 2 #define PAP_SPAWNFLAG_NOSPARK 4 void() W_PutOutHack; void(vector where, float time_alive) SpawnSpark; // // PAP_FlagStopMoving() // Resets flag's angular velocity. // void() PAP_FlagStopMoving = { self.avelocity = '0 0 0'; if (self.ltime) self.angles_z = 180; else self.angles_z = 0; self.think = SUB_Null; } // // PAP_FlagMoveDown() // Moves the Flag Downwards // void() PAP_FlagMoveDown = { // Make a note that we're moving "down" self.ltime = 1; self.avelocity = '0 0 500'; self.think = PAP_FlagStopMoving; self.nextthink = time + 0.35; } // // PAP_FlagMoveUp() // Moves the Flag upwards // void() PAP_FlagMoveUp = { // Make a note that we're moving "up" self.ltime = 0; self.avelocity = '0 0 -500'; self.think = PAP_FlagStopMoving; self.nextthink = time + 0.35; } // // PAP_WeaponFallIntoMachine() // Slowy reel the Upgraded Weapon back into // the Pack-A-Punch. // void() PAP_WeaponFallIntoMachine = { makevectors(self.usedent.angles); self.velocity = '0 0 0'; setorigin(self, self.usedent.oldorigin + v_forward*self.usedent.oldz); self.velocity = v_forward*-1.5; }; // // PAP_WeaponStopMoving() // Stop all velocity on the floating Weapon // and let it sit in the machine. // void() PAP_WeaponStopMoving = { self.velocity = [0,0,0]; setorigin(self, self.usedent.oldorigin); }; // // PAP_Reset() // Allow the Pack-A-Punch to Upgrade another Weapon. // void() PAP_Reset = { self.weapon = 0; self.usedent = 0; if (self.goaldummy) { remove(self.goaldummy); self.goaldummy = 0; } self.papState = 0; }; // // PAP_Tick() // Weapon is slowly going back to machine, tick for // anxiety. // void() PAP_Tick = { // Time is up, Weapon is gone. if (self.ltime < time) PAP_Reset(); else { sound(self, CHAN_BODY, "sounds/machines/packapunch/tick.wav", 1, 1); self.nextthink = time + 0.87; } }; // // PAP_SendWeaponOut() // Spits out the floating Weapon for pick-up. // void() PAP_SendWeaponOut = { makevectors(self.angles); self.goaldummy.origin = self.oldorigin; setorigin(self.goaldummy, self.goaldummy.origin); self.goaldummy.velocity = v_forward*self.oldz; // Reel the Weapon in self.goaldummy.think = PAP_WeaponFallIntoMachine; self.goaldummy.nextthink = time + 1; self.papState = 2; self.nextthink = time + 0.05; self.ltime = time + 15; self.think = PAP_Tick; Light_None(self); if ((self.spawnflags & PAP_SPAWNFLAG_USEFLAG)) { self.boxweapon.think = PAP_FlagMoveDown; self.boxweapon.nextthink = time + 0.05; } }; // // PAP_UpgradeWeapon(pap, buyer) // Prepares a weapon for Upgrade and initiates Player // animation. // void(entity pap, entity buyer) PAP_UpgradeWeapon = { entity tempe; tempe = self; self = buyer; addmoney (self, -pap.cost, 0); // Spawn Upgrade Spark if permitted if (!(pap.spawnflags & PAP_SPAWNFLAG_NOSPARK)) SpawnSpark(pap.box2, 3.5); // Machine is using the flag, so spawn it in. if ((pap.spawnflags & PAP_SPAWNFLAG_USEFLAG)) { pap.boxweapon.think = PAP_FlagMoveUp; pap.boxweapon.nextthink = time + 0.05; } // Give a nice blue glow and play upgrade sound Light_Cyan(pap, false); sound(pap, CHAN_ITEM, pap.oldmodel, 0.8, 1); // Mapper-provided musical sting. if (pap.powerup_vo) sound(pap, CHAN_AUTO, pap.powerup_vo, 1, ATTN_IDLE); // // Spawn and prepare the floating Weapon // entity floating_weapon = spawn(); string floating_weapon_model = GetWeaponModel(self.weapon, 1); setmodel(floating_weapon, floating_weapon_model); setsize(floating_weapon, '0 0 0', '0 0 0'); floating_weapon.movetype = MOVETYPE_NOCLIP; floating_weapon.solid = SOLID_NOT; // Send the model into the Machine makevectors(pap.angles); floating_weapon.origin = pap.oldorigin; setorigin(floating_weapon, floating_weapon.origin + v_forward * pap.oldz); floating_weapon.angles = pap.angles; floating_weapon.angles_y = 90 + pap.angles_y; floating_weapon.velocity = v_forward*-pap.oldz; floating_weapon.think = PAP_WeaponStopMoving; floating_weapon.nextthink = time + 1; // Link the Weapon with the Machine floating_weapon.usedent = pap; pap.usedent = self; pap.goaldummy = floating_weapon; // Upgrade Timer pap.think = PAP_SendWeaponOut; pap.nextthink = time + 3.5; // Play Player's view model animation and sound. self.fire_delay = self.reload_delay = 2.0 + time; sound(self,CHAN_WEAPON,"sounds/machines/papsound.wav",1,ATTN_NORM); pap.weapon = self.weapon; Weapon_RemoveWeapon(0); W_HideCrosshair(self); Set_W_Frame (0, 39, 2.0, 0, 0, W_PutOutHack, "models/machines/v_pap.mdl", true, S_BOTH); self.weapon2model = ""; UpdateV2model(self.weapon2model, 0); #ifndef FTE self.Weapon_Name = ""; #endif // FTE self = tempe; // Notify that the Machine is currently Upgrading. self.papState = 1; }; // // PAP_Touch() // Touch/Interaction function for Clients + Pack-A-Punch. // void() PAP_Touch = { if (other.classname != "player" || other.downed || !PlayerIsLooking(other, self)) { return; } if (other.reload_delay > time || other.reload_delay2 > time || other.fire_delay > time || other.fire_delay2 > time) return; // Power is not turned on. if (self.requirespower == true && !isPowerOn) { useprint (other, 8, 0, 0); return; } // Purchasing Machine + putting Weapon in if (!self.papState) { if (IsPapWeapon(other.weapon) == 1) { return; } useprint (other, 12, self.cost, 5); // Player has enough points, begin Upgrade process if (other.points >= self.cost && other.button7 && other.weapon) { PAP_UpgradeWeapon(self, other); } // They're broke! Notify. else if (other.button7 && other.weapon && !other.semiuse) { other.semiuse = true; centerprint (other, STR_NOTENOUGHPOINTS); sound(other, 0, "sounds/misc/denybuy.wav", 1, 1); } } // Claiming upgraded Weapon else if (self.papState == 2) { #ifndef FTE other.Weapon_Name_Touch = GetWeaponName(EqualPapWeapon(self.weapon)); #endif // FTE useprint (other, 7, 0, EqualPapWeapon(self.weapon)); if (other.button7) { entity tempe = self; self = other; Weapon_GiveWeapon(EqualPapWeapon(tempe.weapon), 0, 0); self = tempe; // Prep Pack-A-Punch to Upgrade again self.think = PAP_Reset; self.nextthink = time + 0.1; } } }; // // PAP_RotateRoller() // Think function for the Rollers - rotate indefinitely. // void() PAP_Click = { if (!self.active_door.papState) sound(self, CHAN_ITEM, "sounds/machines/packapunch/gear_shift.wav", 1, 1); self.nextthink = time + 0.75; }; // // PAP_TurnOn() // Turns on the Pack-A-Punch machine. // void() PAP_TurnOn = { if (self.active_door != world) { self.active_door.movetype = MOVETYPE_NOCLIP; self.active_door.avelocity = '-200 0 0'; self.active_door.think = PAP_Click; self.active_door.nextthink = time + 0.75; } }; // // PAP_Initialize() // Turns the Pack-A-Punch On if the Power is on. // void() PAP_Initalize = { // Start on if there's no Power Switch entity tempe = find (world, classname, "power_switch"); if (tempe) self.requirespower = true; else PAP_TurnOn(); }; // // perk_pap() // QuakeC Spawn Function for Pack-A-Punch Machine // void() perk_pap = { // // Set Default Stats for Compatibility // // Model if (!self.model || self.model == "models/machines/pap/pap.mdl") { self.model = "models/machines/quake_scale/pap.mdl"; } // Floating Weapon Offset if (!self.oldorigin) { self.oldorigin = '0 0 -1'; } // Floating model forward velocity if (!self.oldz) { self.oldz = 20; } // Roller Model if (!self.weapon2model) { self.weapon2model = "models/machines/hl_scale/pap/p_roller.mdl"; } // Roller Offset if (!self.box1) { self.box1 = '7.5 0.1 6.0'; } // Flag Model if (!self.door_model_name) { self.door_model_name = "models/machines/hl_scale/pap/p_flag.mdl"; } // Flag Offset if (!self.box3) { self.box3 = '-18 -31.7 18'; } // Spark Offset if (!self.box2) { self.box2 = '8 0 2'; } // Cost if (!self.cost) { self.cost = 5000; } // Upgrade Sound if (!self.oldmodel) { self.oldmodel = "sounds/machines/packapunch/upgrade.wav"; } self.model = convert_old_asset_path(self.model); self.weapon2model = convert_old_asset_path(self.weapon2model); self.door_model_name = convert_old_asset_path(self.door_model_name); // Precaches // FIXME: Don't hardcode weapon precaches here. precache_extra(W_BIATCH); precache_extra(W_SNUFF); precache_model (self.model); precache_model ("models/machines/v_pap.mdl"); if (!(self.spawnflags & PAP_SPAWNFLAG_NOSPARK)) precache_model("models/sprites/lightning.spr"); precache_sound(self.oldmodel); if (self.powerup_vo) precache_sound(self.powerup_vo); precache_sound ("sounds/machines/papsound.wav"); precache_sound("sounds/weapons/papfire.wav"); precache_sound("sounds/machines/packapunch/gear_shift.wav"); precache_sound("sounds/machines/packapunch/tick.wav"); // Lock its Pitch and Roll (sorry!) self.angles_x = 0; self.angles_z = 0; // Spawn the Roller if (self.spawnflags & PAP_SPAWNFLAG_USEROLLER) { precache_model(self.weapon2model); entity roller = spawn(); setmodel(roller, self.weapon2model); makevectors(self.angles); roller.origin = self.origin; roller.origin += v_right * self.box1_y; roller.origin += v_forward * self.box1_x; roller.origin += v_up * self.box1_z; roller.angles = self.angles; setorigin(roller, roller.origin); self.active_door = roller; roller.active_door = self; } // Spawn the Flag if (self.spawnflags & PAP_SPAWNFLAG_USEFLAG) { precache_model(self.door_model_name); entity flag = spawn(); setmodel(flag, self.door_model_name); makevectors(self.angles); flag.origin = self.origin; flag.origin += v_right * self.box3_y; flag.origin += v_forward * self.box3_x; flag.origin += v_up * self.box3_z; flag.angles = self.angles; setorigin(flag, flag.origin); flag.movetype = MOVETYPE_NOCLIP; self.boxweapon = flag; // Start down flag.angles_z = 180; } vector tempv; // Calculate the Spark offset if permitted if (!(self.spawnflags & PAP_SPAWNFLAG_NOSPARK)) { tempv = self.origin; makevectors(self.angles); tempv += v_right * self.box2_y; tempv += v_forward * self.box2_x; tempv += v_up * self.box2_z; self.box2 = tempv; } // Calculate the floating weapon offset tempv = self.origin; makevectors(self.angles); tempv += v_right * self.oldorigin_y; tempv += v_forward * self.oldorigin_x; tempv += v_up * self.oldorigin_z; self.oldorigin = tempv; self.classname = "perk_pap"; self.touch = PAP_Touch; self.solid = SOLID_TRIGGER; setorigin(self, self.origin); setmodel(self, self.model); setsize(self, '-44 -44 -24', '44 44 64'); self.think = PAP_Initalize; self.nextthink = time + 0.2; };