quakec/source/server/entities/mystery_box.qc

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20 KiB
C++

/*
server/entities/mystery_box.qc
Mystery Box 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
*/
void(vector where, float time_alive) SpawnSpark;
#define MBOX_SPAWNFLAG_NOTHERE 1
#define MBOX_SPAWNFLAG_NOLIGHT 2
//
// MBOX_FreeEnt(ent)
// Marks an MBOX entity as able to be used.
//
void(entity ent) MBOX_FreeEnt =
{
setmodel(ent, "");
ent.classname = "freeMboxEntity";
ent.touch = SUB_Null;
ent.think = SUB_Null;
ent.effects = 0;
#ifdef FTE
ent.alpha = 1;
#endif // FTE
};
//
// MBOX_GetFreeEnt()
// Returns an MBOX entity to use.
//
entity() MBOX_GetFreeEnt =
{
entity ent;
ent = find(world, classname, "freeMboxEntity");
if (ent == world)
error("MBOX_GetFreeEnt: No free MBOX Entity. (Hacks?)\n");
return ent;
};
void() updateBoxGlow
{
if(self.goaldummy)
{
self.goaldummy.frame = self.frame;
}
};
void() box_open1 =[ 1, box_open2 ] { self.frame = 1;updateBoxGlow(); Light_Yellow(self);};
void() box_open2 =[ 2, box_open3 ] { self.frame = 2;updateBoxGlow();};
void() box_open3 =[ 3, box_open4 ] { self.frame = 3;updateBoxGlow();};
void() box_open4 =[ 4, box_open5 ] { self.frame = 4;updateBoxGlow();};
void() box_open5 =[ 5, box_open6 ] { self.frame = 5;updateBoxGlow();};
void() box_open6 =[ 6, box_open7 ] { self.frame = 6;updateBoxGlow();};
void() box_open7 =[ 7, box_open8 ] { self.frame = 7;updateBoxGlow();};
void() box_open8 =[ 8, SUB_Null ] { self.frame = 8;updateBoxGlow();};
void() resetbox =
{
self.frame = 0;
self.boxstatus = 0;
};
void() box_close1 =[ 9, box_close2 ] { self.frame = 9;updateBoxGlow();sound (self, CHAN_ITEM, "sounds/machines/mbox_close.wav", 1, ATTN_NORM); Light_None(self);};
void() box_close2 =[ 10, box_close3 ] { self.frame = 10;updateBoxGlow();};
void() box_close3 =[ 11, box_close4 ] { self.frame = 11;updateBoxGlow();};
void() box_close4 =[ 12, resetbox ] { self.frame = 12;updateBoxGlow();};
//
// Getweaponid()
// Returns weapon ID from Mbox ID, as they are slightly different
// because.. reasons..
//
float(float r) Getweaponid =
{
switch(r) {
case 0:
return W_COLT;
case 1:
return W_KAR;
case 2:
return W_DB;
case 3:
return W_MG;
case 4:
return W_RAY;
case 5:
return W_THOMPSON;
case 6:
return W_M2;
case 7:
return W_PPSH;
case 8:
return W_SAWNOFF;
case 9:
return W_TESLA;
case 10:
return W_M1A1;
case 11:
return W_GEWEHR;
case 12:
return W_FG;
case 13:
return W_BROWNING;
case 14:
return W_KAR_SCOPE;
case 15:
return W_357;
case 16:
return W_STG;
case 17:
return W_PANZER;
case 18:
return W_BK;
case 19:
return W_PTRS;
case 20:
return W_MP40;
case 21:
return W_TRENCH;
case 22:
return W_BAR;
case 23:
return W_M1;
case 24:
return W_TYPE;
case 25:
return W_MP5K;
case 26:
return W_SPRING;
}
return r;
}
//
// randomweapon()
// Returns a Weapon if permitted by the map's MBOX data file.
//
float() randomweapon =
{
float r;
r = rint((random() * 26));
// If this weapon is in our Box Array, we can return it.
if (BoxWeapons[r] == 1) {
return r;
} else { // It's not in the Array, try again until we find one.
return randomweapon();
}
};
//
// CheckWeapon(w, user)
// Checks all 3 weapon slots to see if the Player is holding specified
// Weapon, ensures we do not give Duplicates.
//
float CheckWeapon (float w, entity user) =
{
// Non-PaP Weapons
if (user.weapon == w || user.secondaryweapon == w || user.thirdweapon == w)
return 0;
// PaP Weapons
if (EqualNonPapWeapon(user.weapon) == w || EqualNonPapWeapon(user.secondaryweapon) == w || EqualNonPapWeapon(user.thirdweapon) == w)
return 0;
// We passed both, this weapon is okay
return 1;
};
//
// Reset_MBox()
// Resets the Mystery Box to it's inital State.
//
void() Reset_MBox =
{
entity tempe;
self.velocity = '0 0 0';
tempe = self;
self = self.owner;
box_close1();
self = tempe;
self.owner.owner = world;
self.owner.boxstatus = 0;
MBOX_FreeEnt(self);
}
//
// Float_Decreate()
// Make the Gun in the Box slowly descend, eventually
// resetting the Box.
//
void() Float_Decrease =
{
makevectors(self.angles);
self.velocity = v_up*-5;
self.nextthink = time + 7;
self.think = Reset_MBox;
}
//
// findboxspot()
// Locate a new MBox spot and turn this spot into
// a tp_spot.
//
void() findboxspot =
{
local entity newspot;
local float box = rint(random(mystery_box_count));
newspot = mystery_boxes[box];
// Ensure the spot we choose is valid.
while(newspot == world || newspot == self.owner) {
box = rint(random(mystery_box_count));
newspot = mystery_boxes[box];
}
// Make our current spot a tp_spot
self.owner.model = "models/props/teddy.mdl";
self.owner.frame = 2;
setmodel(self.owner, self.owner.model);
self.owner.classname = "mystery_box_tp_spot";
self.owner.touch = SUB_Null;
self.owner.angles_y -= 90;
Light_None(self.owner);
newspot.angles_y += 90;
// Spawn the Box Glow if permitted
if (!(self.owner.spawnflags & MBOX_SPAWNFLAG_NOLIGHT))
{
entity g;
g = MBOX_GetFreeEnt();
g.classname = "mystery_glow";
newspot.goaldummy = g;
setmodel(g,"models/machines/mglow$.mdl");
setorigin(g,newspot.origin);
g.angles = newspot.angles;
#ifdef FTE
g.alpha = 0.5;
#endif // FTE
}
// Remove teddy
MBOX_FreeEnt(self);
// Set some values and change the found Spot to an MBox
newspot.spins = 0;
newspot.boxstatus = 0;
newspot.touch = mystery_touch;
newspot.solid=SOLID_TRIGGER;
newspot.classname = "mystery";
newspot.spawnflags = self.owner.spawnflags;
setorigin(newspot, newspot.origin);
setmodel (newspot, "models/machines/mystery.mdl");
newspot.frame = 0;
setsize (newspot, VEC_HULL2_MIN, VEC_HULL2_MAX);
}
//
// MBOX_MakeActive()
// Sets the Mystery Box touch to mystery_touch (delay)
//
void() MBOX_MakeActive =
{
self.touch = mystery_touch;
}
//
// MBOX_FindNewSpot()
// Locate a new location for the Mystery Box.
//
void() MBOX_FindNewSpot =
{
entity new_box = world;
// Find a new Mystery Box location
while(new_box == world || new_box == self) {
float box_index = rint(random(mystery_box_count));
new_box = mystery_boxes[box_index];
}
// Stupid Teddy Bear being rotated!!
new_box.angles_y += 90;
// Convert the spawn to a Mystery Box
new_box.spawnflags = self.spawnflags;
new_box.spins = new_box.boxstatus = 0;
new_box.think = MBOX_MakeActive;
new_box.nextthink = time + 2;
new_box.solid = SOLID_TRIGGER;
new_box.classname = "mystery";
new_box.frame = 0;
setmodel(new_box, "models/machines/mystery.mdl");
setsize(new_box, VEC_HULL2_MIN, VEC_HULL2_MAX);
// Spawn the Box Glow if permitted
if (!(new_box.spawnflags & MBOX_SPAWNFLAG_NOLIGHT))
{
entity light;
light = MBOX_GetFreeEnt();
light.classname = "mystery_glow";
new_box.goaldummy = light;
setmodel(light,"models/machines/mglow$.mdl");
setorigin(light, new_box.origin);
light.angles = new_box.angles;
light.effects = EF_FULLBRIGHT;
#ifdef FTE
light.alpha = 0.5;
#endif // FTE
}
// Spawn some sparkles so it doesn't just "appear"
SpawnSpark(new_box.origin, 0.75);
// "Woosh" Effect
sound(new_box, CHAN_AUTO, "sounds/pu/drop.wav", 1, ATTN_NORM);
}
//
// MBOX_StopFlying()
// We've done our dance, go away and
// delay respawning.
//
void() MBOX_StopFlying =
{
// Spark Effect
SpawnSpark(self.origin, 0.75);
// "Woosh" Effect
sound(self, CHAN_AUTO, "sounds/pu/drop.wav", 1, ATTN_NORM);
// Disappear!
self.model = "models/props/teddy.mdl";
setmodel(self, self.model);
self.frame = 2;
// Clean up
self.origin = self.oldvelocity;
self.angles = self.movement;
self.velocity = 0;
self.angles_y -= 90;
self.classname = "mystery_box_tp_spot";
self.touch = SUB_Null;
// 12 Second delay to finding a new spot
self.think = MBOX_FindNewSpot;
self.nextthink = time + 12;
}
//
// MBOX_AnimateFly()
// Rotate the Mystery Box as it flies away.
//
void() MBOX_AnimateFly =
{
if (self.score == 0)
self.angles_x += 6;
else
self.angles_x -= 6;
if (self.angles_x - self.movement_x >= 20)
self.score = 1;
else if (self.angles_x - self.movement_x <= -20)
self.score = 0;
if(self.ltime < time) {
MBOX_StopFlying();
} else {
self.nextthink = time + 0.05;
}
}
//
// MBOX_FlyAway()
// The actual leave animation.
//
void() MBOX_FlyAway =
{
// Begin rising
makevectors(self.angles);
self.movetype = MOVETYPE_NOCLIP;
self.velocity = v_up * 7;
// Animation lasts 4 seconds
self.ltime = time + 4;
// Animation Update
self.think = MBOX_AnimateFly;
self.nextthink = time + 0.05;
}
//
// MBOX_Leave()
// Starts Mystery Box Leave animation.
//
void() MBOX_Leave =
{
// Broadcast the laughter
sound(self, CHAN_ITEM, "sounds/pu/byebye.wav", 1, ATTN_NONE);
// "Woosh" Effect
sound(self, CHAN_AUTO, "sounds/pu/drop.wav", 1, ATTN_NORM);
// Spark Effect
SpawnSpark(self.origin, 0.75);
// Turn off Light & Glow
Light_None(self);
if (!(self.spawnflags & MBOX_SPAWNFLAG_NOLIGHT))
if (self.goaldummy != world)
MBOX_FreeEnt(self.goaldummy);
// Save old position and angle
self.oldvelocity = self.origin;
self.movement = self.angles;
// Start flying
self.think = MBOX_FlyAway;
self.nextthink = time + 0.05;
}
//
// MBOX_TeddyDespawn()
// Frees the Teddy Bear entity.
//
void() MBOX_TeddyDespawn =
{
self.velocity = 0;
MBOX_FreeEnt(self);
}
//
// MBOX_TeddyLeave()
// Make the Teddy Bear float away and start the
// timer for the Mystery Box to follow.
//
void() MBOX_TeddyLeave =
{
// Fly slowly
self.velocity = v_up*75;
self.think = MBOX_TeddyDespawn;
self.nextthink = time + 5;
// Linger for 3 seconds, and then the Box follows.
self.owner.think = MBOX_Leave;
self.owner.nextthink = time + 3;
}
//
// MBOX_PresentTeddy()
// Lets the Teddy Bear idle for a few seconds,
// return player points, kick-off leave.
//
void() MBOX_PresentTeddy =
{
// Return the Player's points.
addmoney(self.owner.owner, 950, 0);
// Broadcast the bad luck.
sound(self, CHAN_ITEM, "sounds/misc/buy.wav", 1, ATTN_NONE);
sound(self, 2, "sounds/misc/giggle.wav", 1, ATTN_NONE);
// Linger for 2 seconds, and then fly away.
self.think = MBOX_TeddyLeave;
self.nextthink = time + 2;
}
void() Float_Change =
{
entity tpspot;
float r, tempf, teddygen;
string temps;
tempf = randomweapon();
r = Getweaponid(tempf);
while (!CheckWeapon (r, self.owner.owner))
{
tempf = randomweapon();
r = Getweaponid(tempf);
}
temps = GetWeaponModel(r, 1);
setmodel (self, temps);
self.boxstatus = self.boxstatus + 0.01;
if (self.wait <= time)
{
tpspot = find(world, classname, "mystery_box_tp_spot");
if (tpspot != world && self.owner.spins > 3) {
teddygen = random();
//bprint(PRINT_HIGH, "found tp spot\n");
} else {
teddygen = 0;
//bprint(PRINT_HIGH, "no tp spot or spins < 3\n");
}
self.velocity = '0 0 0';
if (!teddygen || teddygen < 0.7) { //teddy gen threshold, high means less chance
self.owner.boxstatus = 2;
self.weapon = r;
self.nextthink = time + 5;
self.think = Float_Decrease;
//bprint(PRINT_HIGH, "spot not found, or teddygun is > 0.7\n");
return;
}
else {
addmoney(self.owner.owner, 950, 0);
self.model = "models/props/teddy.mdl";
setmodel(self, self.model);
self.angles_y = self.angles_y - 90;
self.nextthink = time + 1;
self.think = MBOX_PresentTeddy;
ach_tracker_luck++;
if (ach_tracker_luck >= 10)
GiveAchievement(11);
return;
}
}
if (self.ltime <= time)
{
self.velocity_z = self.velocity_z*0.5;
self.ltime = 0.5;
}
self.nextthink = time + self.boxstatus;
self.think = Float_Change;
}
void() finish_mbox_setup =
{
// Temporary hack for random box spawns until rewrite - Mikey (27/03/2023, DD/MM/YYYY)
if(self.spawnflags & MBOX_SPAWNFLAG_NOTHERE) {
entity temp = MBOX_GetFreeEnt();
temp.classname = "mystery_helper";
temp.owner = self;
temp.think = findboxspot;
temp.nextthink = time + 0.1;
} else if(!(self.spawnflags & MBOX_SPAWNFLAG_NOLIGHT)) {
entity g = MBOX_GetFreeEnt();
g.classname = "mystery_glow";
self.goaldummy = g;
setmodel(g,"models/machines/mglow$.mdl");
setorigin(g,self.origin);
g.angles = self.angles;
#ifdef FTE
g.alpha = 0.5;
#endif // FTE
}
}
void() allocate_floating_weapons =
{
self.think = SUB_Null;
// Spawn all of our floating weapon entities
// Multiply by 2 to account for the glow.
for (float i = 0; i < mystery_box_count * 3; i++) {
entity tempe = spawn();
tempe.classname = "freeMboxEntity";
}
finish_mbox_setup();
}
void() Create_Floating_Weapon =
{
entity gun;
float r, tempf;
string temps;
tempf = randomweapon();
r = Getweaponid(tempf);
while (!CheckWeapon (r, self.owner.owner))
{
tempf = randomweapon();
r = Getweaponid(tempf);
}
temps = GetWeaponModel(r, 1);
gun = MBOX_GetFreeEnt();
gun.classname = "mystery_weapon";
setorigin (gun, self.origin);
setmodel (gun, temps);
setsize (gun, '0 0 0', '0 0 0');
gun.angles = self.angles;
gun.effects = EF_FULLBRIGHT;
gun.movetype = MOVETYPE_NOCLIP;
gun.solid = SOLID_NOT;
makevectors(self.angles);
gun.velocity = v_up*15;
gun.owner = self;
self.boxweapon = gun;
gun.ltime = time+2;
gun.boxstatus = 0.01;
gun.wait = time + 5;
gun.nextthink = time + 0.01;
gun.think = Float_Change;
}
void() mystery_box_tp_spot =
{
precache_model ("models/props/teddy.mdl");
precache_sound ("sounds/pu/byebye.wav");
precache_sound ("sounds/misc/giggle.wav");
self.solid=SOLID_TRIGGER;
self.classname = "mystery_box_tp_spot";
setorigin(self, self.origin);
setmodel (self, "models/props/teddy.mdl");
setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
if (self.model == "models/props/teddy.mdl") {
self.frame = 2;
self.angles_y -= 90;
}
mystery_boxes[mystery_box_count] = self;
mystery_box_count++;
};
void() mystery_touch =
{
entity tempe;
if (other.classname != "player" || other.downed)
return;
if (!self.boxstatus) {
useprint (other, 6, 950, 0);
}
if (self.boxstatus == 2 && self.owner == other) {
useprint (other, 7, 0, 0);
}
if (other.button7 && !other.semiuse)
{
other.semiuse = true;
if (!self.boxstatus)
{
if (other.points >= 950)
{
sound (self, CHAN_ITEM, "sounds/machines/mbox_open.wav", 1, ATTN_NORM);
addmoney(other, -950, FALSE);
self.boxstatus = 1;
self.owner = other;
box_open1 ();
Create_Floating_Weapon();
self.spins++;
}
else {
centerprint (other, STR_NOTENOUGHPOINTS);
sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
}
}
if (self.boxstatus == 2)
{
if (self.owner == other)
{
other.reload_delay = 0;
self.boxstatus = 0;
self.owner = world;
if (other.weapon != self.boxweapon.weapon && other.secondaryweapon != self.boxweapon.weapon && other.secondaryweapon && other.thirdweapon != self.boxweapon.weapon)
{
if ((other.perks & P_MULE) && !other.thirdweapon) {
// store secondary weapon
local float tempf = other.secondaryweapon;
local float tempf1 = other.secondarymag;
local float tempf2 = other.secondaryammo;
local float 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;
}
// give boxweapon
other.weapon = self.boxweapon.weapon;
other.currentammo = getWeaponAmmo(self.boxweapon.weapon);
other.currentmag = getWeaponMag(self.boxweapon.weapon);
other.weaponskin = 0;
if (other.weapon != W_KAR_SCOPE && other.weapon != W_HEADCRACKER && !IsDualWeapon(other.weapon)) {
other.weapon2model = "";
}
#ifndef FTE
other.Flash_Offset = GetWeaponFlash_Offset(self.boxweapon.weapon);
other.Flash_Size = GetWeaponFlash_Size(self.boxweapon.weapon);
other.Weapon_Name = GetWeaponName(self.boxweapon.weapon);
#endif // FTE
}
else if (other.weapon == self.boxweapon.weapon)
{
other.currentammo = getWeaponAmmo(self.boxweapon.weapon);
other.currentmag = getWeaponMag(self.boxweapon.weapon);
}
else if (other.secondaryweapon == self.boxweapon.weapon)
{
other.secondaryammo = getWeaponAmmo(self.boxweapon.weapon);
other.secondarymag = getWeaponMag(self.boxweapon.weapon);
}
else if (other.thirdweapon == self.boxweapon.weapon)
{
other.thirdammo = getWeaponAmmo(self.boxweapon.weapon);
other.thirdmag = getWeaponMag(self.boxweapon.weapon);
}
else if (!other.secondaryweapon)
{
WeaponSwitch(other);
other.weapon = self.boxweapon.weapon;
other.currentammo = getWeaponAmmo(self.boxweapon.weapon);
other.currentmag = getWeaponMag(self.boxweapon.weapon);
other.weaponskin = GetWepSkin(self.boxweapon.weapon);
#ifndef FTE
other.Flash_Offset = GetWeaponFlash_Offset(self.boxweapon.weapon);
other.Flash_Size = GetWeaponFlash_Size(self.boxweapon.weapon);
other.Weapon_Name = GetWeaponName(self.boxweapon.weapon);
#endif // FTE
}
else if (!other.thirdweapon && (other.perks & P_MULE))
{
}
sound(self, 0,"sounds/misc/ching.wav", 1, 1);
tempe = self;
self = other;
if (GetFrame(self.weapon, FIRST_TAKE_START) != 0)
Weapon_PlayViewModelAnimation(ANIM_FIRST_TAKE, SUB_Null, 0);
else
Weapon_PlayViewModelAnimation(ANIM_TAKE_OUT, SUB_Null, 0);
SwitchWeapon(self.weapon);
self = tempe;
MBOX_FreeEnt(self.boxweapon);
box_close1();
}
}
}
}
//
// Load_Mbox_Data()
// Opens the map's MBOX Data File and adds parsed data
// into the Box's weapon Array.
// ----------
// TODO: Possibly investigate making this a little better and more modular
// so adding MBOX Weapons can be easier?
//
void() Load_Mbox_Data =
{
float file;
string h;
int weapons_all_disabled = 1;
// Attempt to Open the File
h = strcat(mapname, ".mbox");
h = strcat("maps/", h);
file = fopen (h, FILE_READ);
// There was no MBOX Data, enable all Weapons!
// R.I.P. PSP Memory 90% of the time in this case..
if (file == -1) {
for (float i = 0; i < 27; i++) {
BoxWeapons[i] = 1;
}
fclose(file);
} else {
// Parse each Line and write the Data into our Array.
for (float i = 0; i < 27; i++) {
h = strtrim((fgets(file)));
BoxWeapons[i] = stof(h);
if (stof(h) == 1)
weapons_all_disabled = 0;
}
}
if (weapons_all_disabled) {
for (float i = 0; i < 27; i++) {
BoxWeapons[i] = 1;
}
}
for(float i = 0; i < 27; i++) {
// Precache Weapon Data if enabled
if (BoxWeapons[i]) {
precache_model(GetWeaponModel(Getweaponid(i), 0));
precache_model(GetWeaponModel(Getweaponid(i), 1));
precache_extra(Getweaponid(i));
}
}
fclose(file);
}
void() mystery_box =
{
Load_Mbox_Data();
precache_model ("models/machines/mystery.mdl");
precache_sound ("sounds/machines/mbox_open.wav");
precache_sound ("sounds/machines/mbox_close.wav");
if (!(self.spawnflags & MBOX_SPAWNFLAG_NOLIGHT))
precache_model ("models/machines/mglow$.mdl");
self.solid = SOLID_TRIGGER;
self.classname = "mystery";
setorigin(self, self.origin);
setmodel (self, "models/machines/mystery.mdl");
setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.touch = mystery_touch;
boxOrigin = self.origin;
mystery_boxes[mystery_box_count] = self;
mystery_box_count++;
self.think = allocate_floating_weapons;
self.nextthink = time + 0.2;
}