quakec/source/server/entities/map_entities.qc

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No EOL
20 KiB
C++

/*
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);
#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
particle (self.origin, v_up, 111, 0);
#else
te_flamejet(self.origin, v_up, 10);
#endif // FTE
self.think = flame_update;
self.nextthink = time + random()+0.1;
}
void() place_fire =
{
#ifndef FTE
particle (self.origin, v_up*8, self.frame, 0);
#else
te_flamejet(self.origin, v_up*8, 10);
#endif // FTE
self.think = flame_update;
self.nextthink = time + random()+0.1;
};
void () buy_weapon_touch =
{
entity oldent;
float tempf, tempf1, tempf2, tempf3;
float startframe,endframe;
string modelname;
float wcost;
if (other.classname != "player" || other.downed || other.isBuying) {
return;
}
if (self.weapon != 99) {
#ifndef FTE
other.Weapon_Name_Touch = GetWeaponName(self.weapon);
#endif // FTE
float slot;
// Player has this weapon in any of their slots, PaP'd or not.
if ((slot = Util_PlayerHasWeapon(other, self.weapon, true)) != 0) {
float is_pap = true;
// But the utility function returns the same value if we are NOT PaP'd
if (Util_PlayerHasWeapon(other, self.weapon, false) == slot)
is_pap = false;
// Set the cost and weapon value (for useprint).
wcost = (is_pap) ? 4500 : self.cost2;
float wep = (is_pap) ? EqualPapWeapon(self.weapon) : self.weapon;
useprint(other, 3, wcost, wep);
if (!other.button7 || other.semiuse || other.isBuying) {
return;
}
// Store current Ammo value.
float ammo = Util_GetPlayerAmmoInSlot(other, slot);
// Max carrying capacity of the wall weapon
float wall_ammo = (is_pap) ? getWeaponAmmo(EqualPapWeapon(self.weapon)) : getWeaponAmmo(self.weapon);
// Weapon is already full. Abort.
if (ammo >= wall_ammo)
return;
other.semiuse = true;
// Player doesn't have enough points. Abort.
if (other.points < wcost) {
centerprint(other, STR_NOTENOUGHPOINTS);
return;
}
other.ach_tracker_coll++;
// Set the weapon's ammo to the max capacity.
Util_SetPlayerAmmoInSlot(other, slot, wall_ammo);
sound(other, 0, "sounds/misc/ching.wav", 1, 1);
other.reload_delay = 0;
// Subtract the cost from player points.
addmoney(other, wcost*-1, 0);
if (self.enemy) {
oldent = self;
self = self.enemy;
self.use();
self = oldent;
}
}
} else
// Universal Ammo buy
{
#ifndef FTE
other.Weapon_Name_Touch = GetWeaponName(other.weapon);
#endif // FTE
if (other.currentammo < getWeaponAmmo(other.weapon)) {
// Set the cost and weapon value (for useprint).
wcost = (IsPapWeapon(other.weapon)) ? 4500 : self.cost2;
useprint(other, 3, wcost, other.weapon);
if (!other.button7 || other.semiuse || other.isBuying) {
return;
}
// Player doesn't have enough points. Abort.
if (other.points < wcost) {
centerprint(other, STR_NOTENOUGHPOINTS);
return;
}
other.currentammo = getWeaponAmmo(other.weapon);
sound(other, 0, "sounds/misc/ching.wav", 1, 1);
other.reload_delay = 0;
// Subtract the cost from player points.
addmoney(other, wcost*-1, 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 if (self.weapon != 99)
{
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.semiuse = true;
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 FTE
self.Flash_Offset = GetWeaponFlash_Offset(self.weapon);
self.Flash_Size = GetWeaponFlash_Size(self.weapon);
self.Weapon_Name = GetWeaponName(self.weapon);
#endif // FTE
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 =
{
string weaponname;
InitTrigger ();
weaponname = GetWeaponModel (self.weapon, 0);
if (weaponname != "")
precache_model (weaponname);
// Use the grenade bag instead for nades
if (self.weapon == W_GRENADE)
weaponname = "models/props/grenade_bag.mdl";
else
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;
if (self.noise)
precache_sound (self.noise);
};
/* ==================
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 = {
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()
// Entity for prop/other model placement, derived from
// progs_dump. Deprecates place_model.
// ============================================================
// Modifications from stock:
// - Added new spawnflag 64 for fullbright.
// - 'model' is now the preffered model field instead of 'mdl'.
//
// Spawnflags
#define MISC_MODEL_GRAVITY 1
#define MISC_MODEL_SOLID 2
#define MISC_MODEL_BACK_AND_FORTH 4
#define MISC_MODEL_ONLY_ONCE 8
#define MISC_MODEL_PLAY_COUNT 16
#define MISC_MODEL_STARTOFF 32
#define MISC_MODEL_FULLBRIGHT 64
// States
#define STATE_ACTIVE 0
#define STATE_INACTIVE 1
#define STATE_INVISIBLE 8
// Entity fields
.float first_frame; // The starting frame of the animation
.float last_frame; // The ending frame of the animation
.string mdl;
.vector mdlsz;
.vector centeroffset;
.float count; // for counting triggers
.float cnt; // misc flag
void() misc_model_use =
{
// Make invisible
if (self.state == STATE_ACTIVE) {
if (self.spawnflags & MISC_MODEL_SOLID) self.solid = SOLID_NOT;
self.oldmodel = self.model;
self.model = "";
self.state = STATE_INVISIBLE;
setorigin(self, self.origin);
}
// Have it appear again
else {
if (self.spawnflags & MISC_MODEL_SOLID) self.solid = SOLID_BBOX;
self.model = self.oldmodel;
self.state = STATE_ACTIVE;
setorigin(self, self.origin);
}
};
void() misc_model_think =
{
self.nextthink = time + fabs(self.speed);
if (self.state != STATE_ACTIVE)
return;
self.frame = self.frame + sign(self.speed);
if (self.spawnflags & MISC_MODEL_BACK_AND_FORTH && self.frame < self.first_frame) {
self.speed = -1 * self.speed;
self.frame += 2;
} else if (self.spawnflags & MISC_MODEL_BACK_AND_FORTH && self.frame > self.last_frame) {
self.speed = -1 * self.speed;
self.frame-=2;
}
else
self.frame = wrap(self.frame, self.first_frame, self.last_frame);
if (self.spawnflags & MISC_MODEL_ONLY_ONCE && self.frame == self.last_frame && self.last_frame != self.first_frame)
self.nextthink = -1;
if (self.spawnflags & MISC_MODEL_PLAY_COUNT && self.frame == self.last_frame && self.last_frame != self.first_frame)
{
if (!self.count)
objerror ("Error: set count to the number of animation cycles!");
self.cnt = self.cnt +1;
dprint (ftos(self.cnt));
dprint ("\n");
if (self.cnt != self.count)
return FALSE;
else
self.nextthink = -1;
}
};
void() misc_model =
{
if (!self.mdl || self.mdl == "") {
// NZP: Check for .model instead
if (!self.model || self.model == "")
objerror("Model not defined");
} else {
// Convert to .model instead of .mdl
self.model = self.mdl;
}
//
// Set default stats.
//
// Center offset.
if(!self.centeroffset)
self.centeroffset = '0 0 0';
// Custom Bounding Box.
if(!self.mdlsz)
self.mdlsz = '32 32 32';
// Generate Proper Bounding Box size.
vector vmin, vmax;
vmin_x = self.centeroffset_x - (self.mdlsz_x / 2);
vmin_y = self.centeroffset_y - (self.mdlsz_y / 2);
vmin_z = self.centeroffset_z - (self.mdlsz_z / 2);
vmax_x = self.centeroffset_x + (self.mdlsz_x / 2);
vmax_y = self.centeroffset_y + (self.mdlsz_y / 2);
vmax_z = self.centeroffset_z + (self.mdlsz_z / 2);
setsize (self, vmin, vmax);
// Set our model
precache_model(self.model);
setmodel(self, self.model);
// Model has collision box
if (self.spawnflags & MISC_MODEL_SOLID)
self.solid = SOLID_BBOX;
else
self.solid = SOLID_NOT;
// Model has gravity
if (self.spawnflags & MISC_MODEL_GRAVITY)
self.movetype = MOVETYPE_TOSS;
else
self.movetype = MOVETYPE_NONE;
// Model is fullbright
if (self.spawnflags & MISC_MODEL_FULLBRIGHT)
self.effects = self.effects | EF_FULLBRIGHT;
self.use = misc_model_use;
if (!self.frame)
self.frame = self.first_frame;
// Make static (not animate) if not given a frame range, and not affected by gravity
// also remains active if it has a targetname (so it can be killtargeted/toggled)
if (!self.last_frame && !(self.spawnflags & 1) && !(self.spawnflags & MISC_MODEL_SOLID) && !self.targetname)
makestatic(self);
// if it as a custom animation range
if (self.last_frame) {
// Default animation speed to 10 fps
if (!self.speed) {
self.speed = 0.1;
}
self.nextthink = time + self.speed;
self.think = misc_model_think;
}
// Start hidden
if (self.spawnflags & MISC_MODEL_STARTOFF)
self.state = STATE_ACTIVE;
else
self.state = STATE_INVISIBLE;
misc_model_use();
};
//
// place_model()
// Converts old place_model entities to use misc_model instead.
//
void() place_model =
{
// Grab an updated model path.
self.model = convert_old_asset_path(self.model);
// Convert the VEC_HULL bounds to match mdlsz.
self.mdlsz = '64 64 88';
// misc_model just uses frame plainly.
self.frame = self.sequence;
// Move fullbright spawnflag to the new param.
if (self.spawnflags & 1)
self.spawnflags = 64;
else
self.spawnflags = 0;
// Now just execute the misc_model spawn function.
misc_model();
};