mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-16 01:02:11 +00:00
709 lines
14 KiB
C++
709 lines
14 KiB
C++
/*
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server/entities/doors.qc
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Doors are similar to buttons, but can spawn a fat trigger field
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around them to open without a touch, and they link together to
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form simultanious double/quad doors.
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Door.owner is the master door. If there is only one door, it
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points to itself. If multiple doors, all will point to a single
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one.
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Door.enemy chains from the master door through all doors linked
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in the chain.
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Copyright (C) 2021 NZ:P Team
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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/*
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code for show that you need money EDITASAP
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*/
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float DOOR_START_OPEN = 1;
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float DOOR_DONT_LINK = 4;
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float DOOR_DEBRIS = 8;
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float DOOR_SILVER_KEY = 16;
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float DOOR_TOGGLE = 32;
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float DOOR_POWER = 64;
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.float delay;
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.void() think1;
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.vector finaldest;
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.float dmg;
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.entity trigger_field;
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.float wait;
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.float speed;
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.vector pos1;
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.vector pos2;
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.float cost;
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.float attack_delay;
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.float lip;
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void() print_need_power =
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{
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if(other.classname == "player" && !other.downed)
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{
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/*if (self.owner.message)
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centerprint(other, self.owner.message);
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else
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centerprint(other, "Power must be activated first");*/
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useprint (other, 8, 0, 0);
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}
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};
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/*
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=============================================================================
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THINK FUNCTIONS
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=============================================================================
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*/
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void() door_go_down;
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void() door_go_up;
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void() door_blocked =
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{
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DamageHandler (other, self, self.dmg, S_NORMAL);
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// if a door has a negative wait, it would never come back if blocked,
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// so let it just squash the object to death real fast
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if (self.wait >= 0)
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{
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if (self.state == STATE_DOWN)
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door_go_up ();
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else
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door_go_down ();
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}
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};
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void() door_hit_top =
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{
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self.state = STATE_TOP;
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if ((self.classname == "door_nzp_cost" || self.classname == "door_nzp" || self.classname == "door_open"))
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{
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//remove (self.owner.trigger_field); //moto - what does this do lol
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if (!(self.spawnflags & 128))
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setmodel(self, "");
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self.isopen = 1;
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return;//so we dont have to reopen doors
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}
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if (self.spawnflags & DOOR_TOGGLE)
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return; // don't come down automatically
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self.think = door_go_down;
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self.nextthink = self.ltime + self.wait;
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};
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void() door_hit_bottom =
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{
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self.state = STATE_BOTTOM;
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};
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void() door_go_down =
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{
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if ((self.classname == "door_nzp_cost" || self.classname == "door_nzp" || self.classname == "door_open"))
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{
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if (!(self.spawnflags & 128))
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setmodel(self, "");
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self.isopen = 1;
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return;//so we dont have to reopen doors
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}
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if (self.max_health)
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{
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self.takedamage = DAMAGE_YES;
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self.health = self.max_health;
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}
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self.state = STATE_DOWN;
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if (self.spawnflags & 256)
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SUB_CalcAngleMove(self.pos1, self.speed, door_hit_bottom);
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else
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SUB_CalcMove (self.pos1, self.speed, door_hit_bottom);
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};
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void() door_go_up =
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{
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if (self.state == STATE_UP)
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return; // allready going up
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if (self.state == STATE_TOP)
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{ // reset top wait time
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self.nextthink = self.ltime + self.wait;
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return;
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}
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self.state = STATE_UP;
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if (self.spawnflags & 256)
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SUB_CalcAngleMove(self.pos2, self.speed, door_hit_top);
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else
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SUB_CalcMove (self.pos2, self.speed, door_hit_top);
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#ifndef FTE
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Open_Waypoint(self.wayTarget);
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#endif // FTE
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SUB_UseTargets();
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};
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/*
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=============================================================================
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ACTIVATION FUNCTIONS
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=============================================================================
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*/
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void() door_fire =
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{
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local entity oself;
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local entity starte;
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if (isPowerOn == FALSE)
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{
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if (self.spawnflags & DOOR_POWER )
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{
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if(other.classname == "player" && !other.downed)
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{
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/*if (self.message)
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centerprint(other, self.message);
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else
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centerprint(other, "Power must be activated first");*/
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useprint (other, 8, 0, 0);
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return;
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}
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}
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}
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self.message = string_null; // no more message
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oself = self;
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if (self.door_model_target)
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{
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entity tempe = find(world, classname, "func_door_model");
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if (tempe != world) {
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///door_model_name, self.door_model_target
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if (tempe.door_model_name == self.door_model_target) {
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setmodel(tempe, "");
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remove(tempe);
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} else {
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bprint(PRINT_HIGH, "Could not find door_model_name: ");
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bprint(PRINT_HIGH, self.door_model_target);
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bprint(PRINT_HIGH, "\n");
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}
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}
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}
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if (self.spawnflags & DOOR_TOGGLE)
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{
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if (self.state == STATE_UP || self.state == STATE_TOP)
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{
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starte = self;
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do
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{
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door_go_down ();
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self = self.enemy;
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} while ( (self != starte) && (self != world) );
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self = oself;
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return;
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}
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}
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// trigger all paired doors
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starte = self;
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do
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{
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door_go_up ();
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//self.isopen = true;
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self = self.enemy;
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} while ( (self != starte) && (self != world) );
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self = oself;
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SUB_UseTargets();
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};
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void() cost_door =
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{
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if (self.state == STATE_TOP || self.state == STATE_UP)
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return;
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if (isPowerOn == FALSE)
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{
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if (self.spawnflags & DOOR_POWER )
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{
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if(other.classname == "player" && !other.downed)
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{
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/*if (self.message)
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centerprint(other, self.message);
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else
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centerprint(other, "Power must be activated first");*/
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useprint (other, 8, 0, 0);
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return;
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}
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}
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}
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if (other.button7 && !other.semiuse)
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{
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other.semiuse = true;
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if (other.points >= self.cost)
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{
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door_fire();
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sound(self, 0, "sounds/misc/ching.wav", 1, 1);
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sound(self, 1, "sounds/misc/buy.wav", 1, 1);
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switch(self.sounds)
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{
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case 1:
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sound(self, 2, "sounds/misc/wood_door.wav", 1, 1);
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break;
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case 2:
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sound(self, 2, "sounds/misc/debris.wav", 1, 1);
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break;
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default:
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break;
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}
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addmoney(other, self.cost*-1, 0);
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self.solid = SOLID_NOT;
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}
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else
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{
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if(other.classname == "player" && !other.downed)
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{
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centerprint (other, STR_NOTENOUGHPOINTS);
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sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
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other.semiuse = 1;
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}
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}
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}
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else if (!other.button7)
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{
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if(other.classname == "player" && !other.downed)
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{
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/*if (!self.message)
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centerprint3(other, "press use to open door for ", b = ftos (self.cost), " points\n");
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else
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centerprint (other, self.message);*/
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if (self.spawnflags & DOOR_DEBRIS)
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useprint (other, 2, self.cost, 0);
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else
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useprint (other, 1, self.cost, 0);
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return;
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}
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}
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};
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void() door_use =
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{
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local entity oself;
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oself = self;
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self = self.owner;
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if (self.cost)
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cost_door();
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else
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door_fire ();
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self = oself;
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};
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void() door_trigger_touch =
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{
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if(other.classname != "player")
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{
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return;
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}
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if(cvar("waypoint_mode"))
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{
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if(other.active_door != self.owner)
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{
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bprint(PRINT_HIGH, "Current Door for special waypoints set to ");
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bprint(PRINT_HIGH, self.owner.wayTarget);
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bprint(PRINT_HIGH, "\n");
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other.active_door = self.owner;
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}
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return;
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}
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if (other.health <= 20)
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return;
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activator = other;
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self = self.owner;
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door_use ();
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};
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void() door_killed =
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{
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local entity oself;
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oself = self;
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self = self.owner;
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self.health = self.max_health;
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self.takedamage = DAMAGE_NO; // will be reset upon return
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door_use ();
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self = oself;
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};
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/*
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================
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door_touch
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Prints messages and opens key doors
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================
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*/
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void() door_touch =
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{
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if (other.classname != "player")
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return;
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if (other.button7)
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{
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return;
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}
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if (self.owner.message != "")
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{
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centerprint (other, self.owner.message);
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}
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if (isPowerOn == FALSE)
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{
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if (self.owner.spawnflags & DOOR_POWER)
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{
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self.touch = print_need_power;
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return;
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}
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}
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self.touch = SUB_Null;
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if (self.enemy)
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self.enemy.touch = SUB_Null; // get paired door
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door_use ();
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};
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/*
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=============================================================================
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SPAWNING FUNCTIONS
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=============================================================================
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*/
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entity(vector fmins, vector fmaxs) spawn_field =
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{
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local entity trigger;
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local vector t1, t2;
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trigger = spawn();
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trigger.movetype = MOVETYPE_NONE;
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trigger.solid = SOLID_TRIGGER;
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trigger.owner = self;
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trigger.touch = door_trigger_touch;
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setorigin(trigger, self.origin);
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t1 = fmins;
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t2 = fmaxs;
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setsize (trigger, t1/* - '15 15 8'*/, t2/* + '15 15 8'*/);
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return (trigger);
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};
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float (entity e1, entity e2) EntitiesTouching =
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{
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if (e1.mins_x > e2.maxs_x)
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return FALSE;
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if (e1.mins_y > e2.maxs_y)
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return FALSE;
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if (e1.mins_z > e2.maxs_z)
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return FALSE;
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if (e1.maxs_x < e2.mins_x)
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return FALSE;
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if (e1.maxs_y < e2.mins_y)
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return FALSE;
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if (e1.maxs_z < e2.mins_z)
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return FALSE;
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return TRUE;
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};
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/*
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=============
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LinkDoors
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=============
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*/
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void() LinkDoors =
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{
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local entity t, starte;
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local vector cmins, cmaxs;
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if (self.enemy)
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return; // already linked by another door
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if (self.spawnflags & 4)
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{
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self.owner = self.enemy = self;
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return; // don't want to link this door
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}
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cmins = self.mins;
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cmaxs = self.maxs;
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starte = self;
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t = self;
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do
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{
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self.owner = starte; // master door
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if (self.health)
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starte.health = self.health;
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if (self.targetname)
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starte.targetname = self.targetname;
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if (self.message != "")
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starte.message = self.message;
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t = find (t, classname, self.classname);
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if (!t)
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{
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self.enemy = starte; // make the chain a loop
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// shootable, fired, or key doors just needed the owner/enemy links,
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// they don't spawn a field
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self = self.owner;
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if (self.health)
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return;
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if (self.targetname)
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return;
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self.owner.trigger_field = spawn_field(cmins, cmaxs);
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return;
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}
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if (EntitiesTouching(self,t))
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{
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if (t.enemy)
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objerror ("cross connected doors");
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self.enemy = t;
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self = t;
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if (t.mins_x < cmins_x)
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cmins_x = t.mins_x;
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if (t.mins_y < cmins_y)
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cmins_y = t.mins_y;
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if (t.mins_z < cmins_z)
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cmins_z = t.mins_z;
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if (t.maxs_x > cmaxs_x)
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cmaxs_x = t.maxs_x;
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if (t.maxs_y > cmaxs_y)
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cmaxs_y = t.maxs_y;
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if (t.maxs_z > cmaxs_z)
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cmaxs_z = t.maxs_z;
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}
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} while (1 );
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};
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/*
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=====================
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SPECIAL DOORS
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thease doors can be opened by money or when power is on
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=====================
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*/
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void() func_door_model =
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{
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place_model();
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}
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void() func_door =
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{
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SetMovedir ();
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self.max_health = self.health;
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self.solid = SOLID_BSP;
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self.movetype = MOVETYPE_PUSH;
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setorigin (self, self.origin);
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setmodel (self, self.model);
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self.classname = "door";
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self.blocked = door_blocked;
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self.use = door_use;
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if (!self.speed)
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self.speed = 100;
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if (!self.wait)
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self.wait = 3;
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if (!self.lip)
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self.lip = 8;
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if (!self.dmg)
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self.dmg = 2;
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self.pos1 = self.origin;
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self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip);
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// DOOR_START_OPEN is to allow an entity to be lighted in the closed position
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// but spawn in the open position
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if (self.spawnflags & DOOR_START_OPEN)
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{
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setorigin (self, self.pos2);
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self.pos2 = self.pos1;
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self.pos1 = self.origin;
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}
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self.state = STATE_BOTTOM;
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if (self.health)
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{
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self.takedamage = DAMAGE_YES;
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self.th_die = door_killed;
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}
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self.touch = door_touch;
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// LinkDoors can't be done until all of the doors have been spawned, so
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// the sizes can be detected properly.
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self.think = LinkDoors;
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self.nextthink = self.ltime + 0.1;
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#ifdef FTE
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HalfLife_DoRender();
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#endif // FTE
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};
|
|
|
|
void() func_door_nzp =
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|
{
|
|
|
|
#ifndef FTE
|
|
|
|
if (!self.renderamt)
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|
self.renderamt = 255;
|
|
|
|
if (!self.rendermode)
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|
self.rendermode = 4;
|
|
|
|
if (!self.rendercolor)
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|
self.rendercolor = '0 0 0';
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|
|
|
if (!self.mapversion)
|
|
self.mapversion = 0;
|
|
|
|
if (!self.ammo)
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|
self.ammo = 0; //thease are just here because they can be sp there is no error message. serve no real purpose
|
|
|
|
#endif // FTE
|
|
|
|
// naievil (FIXME) ^^^^ hl rendermodes, mapversion
|
|
makevectors(self.angles);
|
|
SetMovedir ();
|
|
|
|
self.max_health = self.health;
|
|
self.solid = SOLID_BSP;
|
|
self.movetype = MOVETYPE_PUSH;
|
|
self.oldmodel = self.model;
|
|
self.oldorigin = self.origin;
|
|
self.oldstate = self.state;
|
|
setorigin (self, self.origin);
|
|
setmodel (self, self.model);
|
|
|
|
self.blocked = door_blocked;
|
|
self.use = door_use;
|
|
|
|
if (self.cost)
|
|
{
|
|
self.classname = "door_nzp_cost";
|
|
switch(self.sounds)
|
|
{
|
|
case 1: precache_sound("sounds/misc/wood_door.wav"); break;
|
|
case 2: precache_sound("sounds/misc/debris.wav"); break;
|
|
default: break;
|
|
}
|
|
}
|
|
else
|
|
self.classname = "door_nzp";
|
|
|
|
if (!self.speed)
|
|
self.speed = 100;
|
|
if (!self.wait)
|
|
self.wait = 3;
|
|
if (!self.lip)
|
|
self.lip = 8;
|
|
if (!self.dmg)
|
|
self.dmg = 2;
|
|
|
|
// only rotate on the Y axis.. potentially change?
|
|
if (self.spawnflags & 256) {
|
|
self.pos1 = self.angles;
|
|
self.pos2 = self.pos1;
|
|
self.pos2_y = self.pos1_y + self.distance;
|
|
} else {
|
|
self.pos1 = self.origin;
|
|
self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip);
|
|
}
|
|
|
|
// DOOR_START_OPEN is to allow an entity to be lighted in the closed position
|
|
// but spawn in the open position
|
|
if (self.spawnflags & DOOR_START_OPEN)
|
|
{
|
|
setorigin (self, self.pos2);
|
|
self.pos2 = self.pos1;
|
|
self.pos1 = self.origin;
|
|
}
|
|
|
|
self.state = STATE_BOTTOM;
|
|
|
|
if (self.health)
|
|
{
|
|
self.takedamage = DAMAGE_YES;
|
|
self.th_die = door_killed;
|
|
}
|
|
|
|
|
|
self.touch = door_touch;
|
|
|
|
// LinkDoors can't be done until all of the doors have been spawned, so
|
|
// the sizes can be detected properly.
|
|
self.think = LinkDoors;
|
|
self.nextthink = self.ltime + 0.1;
|
|
|
|
#ifdef FTE
|
|
|
|
HalfLife_DoRender();
|
|
|
|
#endif // FTE
|
|
|
|
};
|