/* server/entities/map_entities.qc misc map entity spawn and logic Copyright (C) 2021-2022 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 */ 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); }; void() func_illusionary = { self.angles = '0 0 0'; self.movetype = MOVETYPE_NONE; self.solid = SOLID_NOT; setmodel (self, self.model); #ifdef PC HalfLife_DoRender(); #endif // makestatic (self); // dr_mabuse1981: dont use makestatic, it doesnt show the HL rendermodes then. }; // 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); }; void() flame_update = { #ifndef PC particle (self.origin, v_up, 111, 0); #else te_flamejet(self.origin, v_up, 10); #endif self.think = flame_update; self.nextthink = time + random()+0.1; } void() place_fire = { #ifndef PC particle (self.origin, v_up*8, self.frame, 0); #else te_flamejet(self.origin, v_up*8, 10); #endif self.think = flame_update; self.nextthink = time + random()+0.1; }; void() place_model = { #ifdef PSP if (self.spawnflags & 2) remove(self); #endif self.model = convert_old_asset_path(self.model); precache_model (self.model); setmodel (self, self.model); setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX); self.angles = self.angles; self.solid = SOLID_NOT; self.frame = self.sequence; if (self.spawnflags & 1) self.effects = self.effects | EF_FULLBRIGHT; }; void () buy_weapon_touch = { entity oldent; float tempf, tempf1, tempf2, tempf3; float startframe,endframe; string modelname; if (other.classname != "player" || other.downed || other.isBuying/* || !isFacing(other, self)*/) { return; } #ifndef PC other.Weapon_Name_Touch = GetWeaponName(self.weapon); #endif if (self.weapon == other.weapon || self.weapon == other.secondaryweapon || self.weapon == EqualNonPapWeapon(other.weapon) || self.weapon == EqualNonPapWeapon(other.secondaryweapon)) { if (self.weapon == EqualNonPapWeapon(other.secondaryweapon) || self.weapon == EqualNonPapWeapon(other.weapon)) useprint (other, 3, 4500, other.weapon); else useprint (other, 3, self.cost2, self.weapon); if (!other.button7 || other.semiuse || other.isBuying) { return; } if ((self.weapon == other.weapon && other.currentammo >= getWeaponAmmo(self.weapon)) ||(self.weapon == other.secondaryweapon && other.secondaryammo >= getWeaponAmmo(self.weapon))) { return; } other.semiuse = true; if ((other.points < self.cost2 && !IsPapWeapon(other.weapon)) || (other.points < 4500 && IsPapWeapon(other.weapon))) { centerprint(other, STR_NOTENOUGHPOINTS); return; } other.ach_tracker_coll++; if (self.weapon == other.weapon || (self.weapon == EqualNonPapWeapon(other.weapon))) { other.currentammo = getWeaponAmmo(self.weapon); } else if (self.weapon == other.secondaryweapon || (self.weapon == EqualNonPapWeapon(other.secondaryweapon)) ) { other.secondaryammo = getWeaponAmmo(self.weapon); } sound(other, 0,"sounds/misc/ching.wav", 1, 1); other.reload_delay = 0; if (!IsPapWeapon(other.weapon)) addmoney(other, -1*self.cost2, 0); else addmoney(other, -1*4500, 0); if (self.enemy) { oldent = self; self = self.enemy; self.use(); self = oldent; } } if (self.weapon == W_BETTY) { if (other.secondary_grenades < 2) useprint (other, 3, self.cost2, self.weapon); else return; if (!other.button7 || other.semiuse) return; if (other.points < self.cost2) { centerprint(other, STR_NOTENOUGHPOINTS); sound(other, 0,"sounds/misc/denybuy.wav", 1, 1); return; } else { other.ach_tracker_coll++; other.reload_delay = 0; sound(other, 0,"sounds/misc/ching.wav", 1, 1); //other.boughtweapon = true; addmoney(other, 0 - self.cost2, FALSE); other.grenades = other.grenades | 2; other.secondary_grenades = 2; if (self.enemy) { oldent = self; self = self.enemy; self.use(); self = oldent; } } other.semiuse = true; return; } else if (self.weapon == W_GRENADE) { if (other.primary_grenades < 4) useprint (other, 3, self.cost2, self.weapon); else return; if (!other.button7 || other.semiuse) return; if (other.points < self.cost) { centerprint(other, STR_NOTENOUGHPOINTS); sound(other, 0,"sounds/misc/denybuy.wav", 1, 1); return; } else { other.ach_tracker_coll++; other.reload_delay = 0; sound(other, 0,"sounds/misc/ching.wav", 1, 1); //other.boughtweapon = true; addmoney(other, 0 - self.cost, FALSE); other.primary_grenades = 4; if (self.enemy) { oldent = self; self = self.enemy; self.use(); self = oldent; } } other.semiuse = true; return; } else if (self.weapon == W_BOWIE) { if (!other.bowie) { useprint(other, 3, self.cost2, self.weapon); if (other.button7) { if (other.points < self.cost2) { centerprint(other, STR_NOTENOUGHPOINTS); return; } else { addmoney(other, -self.cost2, FALSE); other.ach_tracker_coll++; entity tempz; tempz = self; self = other; Set_W_Frame(15, 30, 0, 0, 0, ReturnWeaponModel, "models/weapons/knife/v_bowie.mdl", false, S_BOTH); self.bowie = 1; } } } } else { entity tempe; //centerprint(other, self.message); useprint (other, 4, self.cost, self.weapon); if (!other.button7 || other.semiuse) { return; } other.semiuse = 1; if (other.points < self.cost) { centerprint (other, STR_NOTENOUGHPOINTS); return; } other.ach_tracker_coll++; if (other.weapon && !other.secondaryweapon) { tempf = other.currentammo; other.currentammo = other.secondaryammo; other.secondaryammo = tempf; tempf1 = other.currentmag; other.currentmag = other.secondarymag; other.secondarymag = tempf1; tempf2 = other.weapon; other.weapon = other.secondaryweapon; other.secondaryweapon = tempf2; tempf3 = other.currentmag2; other.currentmag2 = other.secondarymag2; other.secondarymag2 = tempf3; } else if (other.weapon && other.secondaryweapon) { if ((other.perks & P_MULE) && !other.thirdweapon) { // store secondary weapon tempf = other.secondaryweapon; tempf1 = other.secondarymag; tempf2 = other.secondaryammo; tempf3 = other.secondarymag2; // move primary to secondary other.secondaryweapon = other.weapon; other.secondarymag = other.currentmag; other.secondarymag2 = other.currentmag2; other.secondaryammo = other.currentammo; // move secondary to tertiary other.thirdweapon = tempf; other.thirdmag = tempf1; other.thirdammo = tempf2; other.thirdmag2 = tempf3; } // free current slot other.currentammo = 0; other.currentmag = 0; other.weapon = 0; } sound(other, 0,"sounds/misc/ching.wav", 1, 1); other.reload_delay = 0; addmoney(other, -1*self.cost, 0); if (self.enemy) { oldent = self; self = self.enemy; self.use(); self = oldent; } other.weapon = self.weapon; other.currentammo = getWeaponAmmo(self.weapon); other.currentmag = getWeaponMag(self.weapon); tempe = self; self = other; startframe = GetFrame(self.weapon,TAKE_OUT_START); endframe = GetFrame(self.weapon,TAKE_OUT_END); modelname = GetWeaponModel(self.weapon, 0); if (self.weapon != W_KAR_SCOPE && self.weapon != W_HEADCRACKER && !IsDualWeapon(self.weapon)) { self.weapon2model = ""; } SwitchWeapon(self.weapon); Set_W_Frame (startframe, endframe, 0, 0, 0, SUB_Null, modelname, false, S_BOTH);//FIXME #ifndef PC self.Flash_Offset = GetWeaponFlash_Offset(self.weapon); self.Flash_Size = GetWeaponFlash_Size(self.weapon); self.Weapon_Name = GetWeaponName(self.weapon); #endif self = tempe; } if (other.ach_tracker_coll == ach_tracker_col2) { GiveAchievement(12, other); } }; void() buy_weapon_link_target = { entity ent; ent = find (world, targetname, self.target); if (ent.classname == "weapon_wall") self.enemy = ent; } void() buy_weapon = { local string weaponname; InitTrigger (); weaponname = GetWeaponModel (self.weapon, 0); if (weaponname != "") precache_model (weaponname); weaponname = GetWeaponModel(self.weapon, 1); if (weaponname != "") precache_model (weaponname); precache_extra (self.weapon); self.touch = buy_weapon_touch; self.think = buy_weapon_link_target; self.nextthink = time + 0.2; ach_tracker_col2++; precache_sound("sounds/misc/ching.wav"); }; .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; }; /* ================ 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; }; /* ================== Custom Song Code ================== */ void() touch_songtrigger = { if (other.classname != "player" || self.activated) return; if (other.button7) { sound(self, CHAN_VOICE, self.tune, 1, ATTN_NORM); self.activated = true; sndActivCnt++; if (sndTriggerCnt == sndActivCnt) playSoundAtPlayers(world.song); } } void() trigger_song = { #ifndef PC remove(self); #endif precache_model(self.model); precache_sound(self.tune); self.movetype = MOVETYPE_NONE; self.solid = SOLID_TRIGGER; self.classname = "trigger_song"; setmodel(self, self.model); setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX); self.touch = touch_songtrigger; sndTriggerCnt++; } /* ============ Teleporter ============ Teleporters have 3 different modes 0: Default Patch 1.0.4 Mode - Interact with teleporter and go to pad (credit: Naievil and PerikiyoXD) 1: Linked Mode - One-Time-Link teleporter with pad, teleport to pad 2: Timed Mode - Link teleporter with pad, teleport to other destination for a set amount of time, then return to pad. Link every time. TODO: - Sounds - Keep track of whether player is touching instead of locking movement */ void() teleporter_cooldown = { self.activated = false; if (self.mode == 2) { self.isLinked = false; } self.cooldown = false; } void() start_cooldown = { self.cooldown = true; self.think = teleporter_cooldown; self.nextthink = time + 5; } void() teleport_entity = { local entity who, en; who = find(world, classname ,"player"); en = find(world, targetname, self.target2); SUB_UseTargets (); setorigin (who, who.tele_target.origin); if (self.isTimed || en.classname == "func_teleporter_pad") { setorigin(who, who.origin + '0 0 40'); } who.fire_delay = who.reload_delay = 3.0 + time; who.zoom = 0; who.weaponmodel = ""; who.weapon2model = ""; who.movetype = MOVETYPE_WALK; if (who.classname == "player") { if (who.flags & FL_ONGROUND) who.flags = who.flags - FL_ONGROUND; who.velocity = v_forward * 0; } who.flags = who.flags - who.flags & FL_ONGROUND; if (self.mode == 0) { self.activated = false; } else if (self.mode == 2 && !self.isTimed) { who.tele_target = find(world, targetname, self.target2); self.nextthink = time + self.tpTimer; self.think = teleport_entity; self.isTimed = true; } else { start_cooldown(); self.isTimed = false; } } void() teleport_pad_touch = { if (other.classname != "player" || self.host.isLinked) return; if (!isPowerOn) { useprint(other, 8, 0, 0); return; } if (self.host.waitLink) { useprint(other, 19, 0, 0); if (other.button7) { self.host.isLinked = true; self.host.waitLink = false; } } else { if (self.host.mode == 2) { useprint(other, 18, 0, 0); } } } void() teleporter_link_touch = { if (!self.waitLink) useprint(other, 17, 0, 0); if (other.button7) { local entity en; en = find(world, targetname, self.target2); self.waitLink = true; en.host = self; } } void() teleport_touch = { if (self.cooldown) { useprint(other, 16, 0, 0); return; } if (other.classname != "player" || self.activated) return; if (!isPowerOn) { useprint(other, 8, 0, 0); return; } if (self.mode != 0 && !self.isLinked) { teleporter_link_touch(); return; } if (!self.cost) useprint(other, 14, 0, 0); else useprint(other, 15, self.cost, 0); if (other.button7) { if (other.points < self.cost) { centerprint(other, STR_NOTENOUGHPOINTS); return; } addmoney(other, -self.cost, 0); SUB_UseTargets(); other.tele_target = find(world, targetname, self.target); if (!other.tele_target) objerror("Couldn't find target!"); self.activated = true; other.movetype = MOVETYPE_NONE; self.think = teleport_entity; self.nextthink = time + 3; } if (other.button1) { if (self.targetname) { if (self.nextthink < time) return; // not fired yet } } } void() teleport_use = { self.nextthink = time + 2; force_retouch = 2; // make sure even still objects get hit self.think = SUB_Null; } void() func_teleporter_entrance = { precache_model ("models/props/teleporter.mdl"); self.movetype = MOVETYPE_NONE; // so it doesn't get pushed by anything self.solid = SOLID_TRIGGER; self.classname = "func_teleporter_entrance"; setmodel(self, "models/props/teleporter.mdl"); setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX); self.touch = teleport_touch; // find the destination if (!self.target) objerror("No target!"); if (self.mode != 0) { if (!self.target2) objerror("No mainframe!"); if (self.mode == 2) { local entity tempe; tempe = find(world, targetname, self.target2); tempe.host = self; } } self.use = teleport_use; } void() func_teleporter_destination = { // this does nothing, just serves as a target spot self.origin = self.origin + '0 0 40'; self.classname = "func_teleporter_destination"; } void() func_teleporter_timed = { // this does nothing, just serves as a target spot self.origin = self.origin + '0 0 40'; self.classname = "func_teleporter_timed"; } void() func_teleporter_pad = { precache_model ("models/props/mainframe_pad.mdl"); self.movetype = MOVETYPE_NONE; // so it doesn't get pushed by anything self.solid = SOLID_TRIGGER; self.classname = "func_teleporter_pad"; setmodel(self, "models/props/mainframe_pad.mdl"); setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX); self.touch = teleport_pad_touch; } /* ================ 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; };