/* server/entities/powerups.qc Power-Up Spawn and Use 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 */ #define MAX_POWERUPS 8 #define POWERUPS_PER_ROUND 4 #define PU_NUKE 0 #define PU_INSTAKILL 1 #define PU_DOUBLEPTS 2 #define PU_CARPENTER 3 #define PU_MAXAMMO 4 var struct powerup_struct { float id; float occupied; float flash_screen; string model_path; string voiceover_path; void() function; float() requirement_function; } powerup_array[MAX_POWERUPS] = {}; float powerup_count; float powerup_index; .float zombie_drop_id; // // PU_FreeEnt(ent) // Marks a Power-Up entity as able to be used. // inline void(entity ent) PU_FreeEnt = { setmodel(ent, ""); ent.classname = "freePowerUpEntity"; ent.hitcount = 0; ent.touch = SUB_Null; ent.think = SUB_Null; ent.frame = 0; ent.effects = 0; }; // // PU_GetFreeEnt() // Returns a Power-Up entity to use. // entity() PU_GetFreeEnt = { entity ent; ent = find(world, classname, "freePowerUpEntity"); if (ent == world) error("PU_GetFreeEnt: No free Power-Up Entity. (Hacks?)\n"); return ent; }; // // PU_AddToStruct(id, model_path, voiceover_path) // Adds the Power-Up and info to the powerup struct // void(float id, float flash_screen, string model_path, string voiceover_path, void() function, float() requirement_function) PU_AddToStruct = { if (id > MAX_POWERUPS - 1) return; // Precache Model and VO precache_model(model_path); precache_sound(voiceover_path); // Populate the Struct at Index powerup_array[powerup_count].id = id; powerup_array[powerup_count].occupied = true; powerup_array[powerup_count].flash_screen = flash_screen; powerup_array[powerup_count].model_path = model_path; powerup_array[powerup_count].voiceover_path = voiceover_path; powerup_array[powerup_count].function = function; powerup_array[powerup_count].requirement_function = requirement_function; // Increment Index powerup_count++; }; // // PU_CopyStruct(to, from) // Copies a powerup_struct from to. // #define PU_CopyStruct(to, from) \ to.id = from.id; \ to.occupied = from.occupied; \ to.model_path = from.model_path; \ to.voiceover_path = from.voiceover_path; \ to.function = from.function; \ to.requirement_function = from.requirement_function; \ // // PU_PopulateArray() // Generates a Power-Up array with the Fisher-Yates shuffle // void() PU_PopulateArray = { float amount = powerup_count; float i; powerup_struct t; while(amount) { i = floor(random() * amount--); // macro'd these to avoid hell with __inout :) PU_CopyStruct(t, powerup_array[amount]) PU_CopyStruct(powerup_array[amount], powerup_array[i]) PU_CopyStruct(powerup_array[i], t) } }; // // PU_GetNextPowerUp() // Returns the next valid Power-Up, and refreshes array if needbe. // float() PU_GetNextPowerUp = { float id; float found; id = -1; found = false; while(found == false) { // Refresh the Array if we're at the end if (powerup_index >= MAX_POWERUPS - 1) { PU_PopulateArray(); powerup_index = 0; } // Grab a Power-Up powerup_struct pu = powerup_array[powerup_index]; powerup_index++; // Found a valid Power-Up if (pu.occupied == true) { // Check if we meet the requirements if (pu.requirement_function() == true) { id = pu.id; found = true; } } } return id; }; // // PU_ShouldFlashScreen(id) // Returns flash_screen from Power-Up struct. // float(float id) PU_ShouldFlashScreen = { if (id == -1) return false; for(float i = 0; i < MAX_POWERUPS - 1; i++) { if (powerup_array[i].id == id) return powerup_array[i].flash_screen; } return false; }; // // PU_ModelPath(id) // Returns model_path from Power-Up struct. // string(float id) PU_ModelPath = { if (id == -1) return ""; for(float i = 0; i < MAX_POWERUPS - 1; i++) { if (powerup_array[i].id == id) return powerup_array[i].model_path; } return ""; }; // // PU_VoiceoverPath(id) // Returns model_path from Power-Up struct. // string(float id) PU_VoiceoverPath = { if (id == -1) return ""; for(float i = 0; i < MAX_POWERUPS - 1; i++) { if (powerup_array[i].id == id) return powerup_array[i].voiceover_path; } return ""; }; // // PU_LogicFunction(id) // Returns function() from Power-Up struct. // void(float id) PU_LogicFunction = { if (id == -1) return; for(float i = 0; i < MAX_POWERUPS - 1; i++) { if (powerup_array[i].id == id) powerup_array[i].function(); } }; // // PU_NukeFinalize // Wrap Nuke stuff up. // void() PU_NukeFinalize = { entity players; // give 'The F Bomb' if (self.kills == 1) { GiveAchievement(4); } // award points players = find(world,classname,"player"); while(players) { addmoney(players, 400*nuke_powerups_activated, 1); players = find(players,classname,"player"); } nuke_powerup_active = false; }; // // PU_NukeExplosionThink() // Think function for Nuke explosions. // void() PU_NukeExplosionThink = { self.frame++; if (self.frame >= 5) PU_FreeEnt(self); self.nextthink = time + 0.10; } // // PU_NukeExplode() // Spawns an explosion sprite. // void(vector org) PU_NukeExplode = { entity explosion = PU_GetFreeEnt(); explosion.classname = "pu_nuke_explosion"; setmodel(explosion, "models/sprites/explosion.spr"); setorigin(explosion, org); explosion.think = PU_NukeExplosionThink; explosion.nextthink = time + 0.10; } // // PU_NukeKill() // Kills Targets when Nuke is active. // void() PU_NukeKill = { // back up ourselves entity oldself; oldself = self; // switch to goaldummy, is goaldummy world? if (self.goaldummy == world) { PU_NukeFinalize(); PU_FreeEnt(self); return; } else { self = self.goaldummy; } // play explosion effects PU_NukeExplode(self.origin + '0 0 13'); // set them on fire self.onfire = true; // kill a target self.th_die(); // override their death sound sound(self, CHAN_BODY, "sounds/pu/nuke.wav", 1, ATTN_NORM); // restore self self = oldself; // increment kills self.kills++; // find new target self.goaldummy = findfloat(self.goaldummy, iszomb, 1); self.nextthink = (rint((random() * 6) + 1)/10) + time; // random number from 0.1 to 0.7 }; // // PU_Nuke() // Nuke Power-Up Function // void() PU_Nuke = { // if there's already one active, just increment the point multiplier if (nuke_powerup_active == true) { nuke_powerups_activated++; return; } // mark nuke as being active, to prevent zombie damage and spawning. nuke_powerup_active = true; nuke_powerup_spawndelay = time + 3; nuke_powerups_activated = 1; // create our watcher entity entity nuke_watcher; nuke_watcher = PU_GetFreeEnt(); nuke_watcher.classname = "pu_nukewatcher"; nuke_watcher.goaldummy = findfloat(world, iszomb, 1); nuke_watcher.think = PU_NukeKill; nuke_watcher.nextthink = (rint((random() * 6) + 1)/10) + time; // random number from 0.1 to 0.7 }; // // PU_InstaKill() // Insta-Kill Power-Up Fuction // void() PU_InstaKill = { instakill_finished = time + 30; other.insta_icon = true; }; // // PU_DoublePoints() // Double Points Power-Up Function // void() PU_DoublePoints = { x2_finished = time + 30; other.x2_icon = true; }; // // PU_CarpenterFinalize // Remove the Carpenter Watcher and // rewards Players with Score. // void() PU_CarpenterFinalize = { entity players = find(world, classname, "player"); // Reward Players with Points while(players) { addmoney(players, 200, 1); players = find(players, classname, "player"); } entity windows = find(world, classname, "window"); // Reset all windows while(windows) { windows.isspec = 0; windows.box1owner = world; windows.usedent = world; windows.owner = world; windows.ads_release = 0; windows = find(windows, classname, "window"); } carp_powerup_active = false; // Free ourselves PU_FreeEnt(self); }; // // PU_CarpenterFindWindow // Finds a Barricade elligible for Repair // entity() PU_CarpenterFindWindow = { entity windows = find(world, classname, "window"); while(windows != world) { // Window needs repaired and is repairable if (windows.health < 6 && windows.health != -10 && !windows.isspec && !windows.ads_release) return windows; windows = find(windows, classname, "window"); } // No Windows are elligible, return world. return world; }; // // PU_CarpenterRepair() // Attempts to Repair a Barricade // void() PU_CarpenterRepair = { // Find a new Barricade to Repair if (self.goaldummy == world || self.goaldummy.isspec == 0) { if (self.goaldummy != world) self.goaldummy.owner = world; self.goaldummy = PU_CarpenterFindWindow(); self.kills = false; // Didn't find one, so end the Carpenter sequence. if (self.goaldummy == world) { self.think = PU_CarpenterFinalize; self.nextthink = time + 0.1; return; } // Mark the window as being Repaired self.goaldummy.isspec = 1; self.goaldummy.ads_release = 1; self.goaldummy.owner = self; } // Repair our current Barricade else if (!self.kills) { // Trigger the animation entity tempe = self; self = self.goaldummy; switch(self.health) { case 5: window_carpenter_11(); break; case 4: window_carpenter_9(); break; case 3: window_carpenter_7(); break; case 2: window_carpenter_5(); break; case 1: window_carpenter_3(); break; default: window_carpenter_1(); break; } self.health = 6; self = tempe; // We're actively building self.kills = true; self.ltime = time + 2.1; } else { if (self.ltime < time) { self.goaldummy.frame = 88; self.goaldummy.isspec = 0; self.goaldummy.health = 6; } } self.nextthink = time + 0.05; }; // // PU_Carpenter() // Carpenter Power-Up Function // void() PU_Carpenter = { // create our watcher entity entity carp_watcher; carp_watcher = PU_GetFreeEnt(); carp_watcher.classname = "pu_carpwatcher"; carp_watcher.think = PU_CarpenterRepair; carp_watcher.nextthink = time + 0.05; carp_powerup_active = true; }; // // PU_CarpenterRequirement() // Requirements for Carpenter Power-Up. // float() PU_CarpenterRequirement = { if (total_windows_down >= 5) return true; return false; } // // PU_MaxAmmo() // Max Ammo Power-Up Function // void() PU_MaxAmmo = { entity players; entity tempe; players = find(world, classname, "player"); while(players) { if (!players.downed) { // Fill all weapons for (float i = 0; i < MAX_PLAYER_WEAPONS; i++) { players.weapons[i].weapon_reserve = getWeaponAmmo(players.weapons[i].weapon_id); } // Give Grenades players.primary_grenades = 4; // Give Betties if (players.grenades & 2) players.secondary_grenades = 2; } else { // Reset shots fired, fill 2 mags into reserve. players.teslacount = 0; players.weapons[0].weapon_reserve = getWeaponMag(players.weapon) * 2; } // Force the player to reload if their mag is empty if (players.weapons[0].weapon_magazine == 0 || (IsDualWeapon(players.weapon) && players.weapons[0].weapon_magazine_left == 0)) { tempe = self; self = players; W_Reload(S_BOTH); self = tempe; } // MAX AMMO! text #ifdef FTE ScrollText("MAX AMMO!", players); #else nzp_maxammo(); #endif // FTE players = find(players, classname, "player"); } }; // // PU_NullRequirement() // Power-Up has no requirements. Always return true. // float() PU_NullRequirement = { return true; }; // // PU_Init() // Fill the Power-Up array for the first time and // define used Power-Ups // void() PU_Init = { // Start with 0 Power-Ups accessible powerup_count = 0; // Set the Power-Up array IDs to empty for (float i = 0; i < MAX_POWERUPS; i++) { powerup_array[i].id = -1; } // Just add all of them for now PU_AddToStruct(PU_NUKE, true, "models/pu/nuke!.mdl", "sounds/pu/kaboom.wav", PU_Nuke, PU_NullRequirement ); PU_AddToStruct(PU_INSTAKILL, false, "models/pu/instakill!.mdl", "sounds/pu/insta_kill.wav", PU_InstaKill, PU_NullRequirement ); PU_AddToStruct(PU_DOUBLEPTS, false, "models/pu/x2!.mdl", "sounds/pu/double_points.wav", PU_DoublePoints, PU_NullRequirement ); PU_AddToStruct(PU_CARPENTER, false, "models/pu/carpenter!.mdl", "sounds/pu/carpenter.wav", PU_Carpenter, PU_CarpenterRequirement ); PU_AddToStruct(PU_MAXAMMO, false, "models/pu/maxammo!.mdl", "sounds/pu/maxammo.wav", PU_MaxAmmo, PU_NullRequirement ); // Nuke requires an extra Precache precache_sound("sounds/pu/nuke.wav"); // Fill the array PU_PopulateArray(); // Spawn all of our Power-Up spawn entities // We multiply by 4 to account for Power-Up operations like the Nuke. for (float i = 0; i < (POWERUPS_PER_ROUND * 4); i++) { entity tempe = spawn(); tempe.classname = "freePowerUpEntity"; } }; // // PU_Flash() // Flash Power-Up model in and out // void() PU_Flash = { // Toggle the Power-Up model on and off if (self.hitcount % 2) { // Disappear setmodel(self, ""); } else { // Reappear setmodel(self, self.oldmodel); } if (self.hitcount < 15) self.nextthink = time + 0.5; else if (self.hitcount < 25) self.nextthink = time + 0.25; else self.nextthink = time + 0.1; self.hitcount++; // Too late, free the Power-Up if (self.hitcount >= 40) { Light_None(self); PU_FreeEnt(self); PU_FreeEnt(self.owner); } }; // // PU_PlayVO() // Play the assigned Voiceover clip before freeing ourself. // void() PU_PlayVO = { sound(self, CHAN_VOICE, self.powerup_vo, 1, ATTN_NONE); PU_FreeEnt(self); }; // // PU_Touch() // Run assigned functions and prep for Deletion // void() PU_Touch = { if (other.classname == "player") { // Acquire sound sound(self.owner, CHAN_VOICE, "sounds/pu/pickup.wav", 1, ATTN_NONE); // Prepare for VO and destruction self.think = PU_PlayVO; self.nextthink = time + 1; // Free the Power-Up sparkle, slight cleanup PU_FreeEnt(self.owner); setmodel(self, ""); Light_None(self); self.touch = SUB_Null; // Flash the Screen if permitted if (PU_ShouldFlashScreen(self.walktype) == true) stuffcmd(other, "bf\n"); // Run Power-Up function PU_LogicFunction(self.walktype); } }; // // PU_SparkleThink() // Increment Frames for the Power-Up Sparkle. // void() PU_SparkleThink = { float f; f = self.frame; while(f == self.frame) { // Pick a random frame from [0,4] f = floor(5 * random()); } self.frame = f; self.think = PU_SparkleThink; self.nextthink = time + 0.1; if(self.calc_time <= time) { sound(self, CHAN_VOICE, "sounds/pu/powerup.wav", 0.6, ATTN_NORM); self.calc_time = time + 2.998; } }; // // Spawn_Powerup(where, type) // Power-Up spawning function. Use type to force what spawns. // void(vector where, float type) Spawn_Powerup = { entity powerup; entity sparkle; // Set Up Power-Up powerup = PU_GetFreeEnt(); powerup.origin = where; setorigin(powerup, powerup.origin); powerup.solid = SOLID_TRIGGER; powerup.classname = "item_powerup"; setsize(powerup, VEC_HULL_MIN, VEC_HULL_MAX); powerup.movetype = MOVETYPE_NONE; Light_Green(powerup); // Set Up Sparkle Effect sparkle = PU_GetFreeEnt(); sparkle.classname = "item_powerup_sparkle"; powerup.owner = sparkle; sparkle.origin = where; setorigin(sparkle, sparkle.origin); setmodel(sparkle,"models/sprites/sprkle.spr"); sparkle.think = PU_SparkleThink; sparkle.nextthink = time + 0.1; // Drop Sounds sound(sparkle, CHAN_VOICE, "sounds/pu/powerup.wav", 0.6, ATTN_NORM); sound(powerup, CHAN_AUTO, "sounds/pu/drop.wav", 1, ATTN_NONE); // Check if we were forcefully assigned an ID if (type != -1) { powerup.walktype = type; } // No, so let's grab one from the array. else { powerup.walktype = PU_GetNextPowerUp(); } // Assign the Power-Up model and sound powerup.effects = EF_FULLBRIGHT; powerup.model = powerup.oldmodel = PU_ModelPath(powerup.walktype); setmodel(powerup, powerup.model); powerup.powerup_vo = PU_VoiceoverPath(powerup.walktype); // Time out powerup.think = PU_Flash; powerup.nextthink = time + 15; // Finally assign collision function powerup.touch = PU_Touch; totalpowerups++; };