mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-22 20:01:34 +00:00
391 lines
No EOL
9 KiB
C++
391 lines
No EOL
9 KiB
C++
/*
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server/entities/map_entities.qc
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misc map entity spawn and logic
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Copyright (C) 2021-2022 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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string(float wep, float gorvmodel) GetWeaponModel;
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void() ReturnWeaponModel;
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void() flame_update = {
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#ifndef FTE
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particle (self.origin, v_up, 111, 0);
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#else
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te_flamejet(self.origin, v_up, 10);
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#endif // FTE
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self.think = flame_update;
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self.nextthink = time + random()+0.1;
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}
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void() place_fire =
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{
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#ifndef FTE
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particle (self.origin, v_up*8, self.frame, 0);
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#else
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te_flamejet(self.origin, v_up*8, 10);
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#endif // FTE
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self.think = flame_update;
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self.nextthink = time + random()+0.1;
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};
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.float radioState;
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.float length;
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.string tune;
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void() radioPlay =
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{
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self.health = 1;
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if (self.radioState == 1) {
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sound (self, CHAN_ITEM, self.tune, 1, ATTN_NORM);
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self.nextthink = time + self.length;
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self.think = radioPlay;
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} else if (self.radioState == 0) {
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sound (self, CHAN_ITEM, "sounds/null.wav", 1, ATTN_NONE);
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self.nextthink = 0;
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self.think = SUB_Null;
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}
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}
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void() radio_hit =
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{
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self.health = 1;
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sound (self, CHAN_ITEM, "sounds/misc/radio.wav", 1, ATTN_NORM);
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self.nextthink = time + 1;//getSoundLen("sounds/music/tune1.wav");
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self.think = radioPlay;
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if (self.radioState == 0)
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self.radioState = 1;
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else if (self.radioState == 1)
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self.radioState = 0;
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}
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void() item_radio =
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{
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precache_model ("models/props/radio.mdl");
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precache_sound ("sounds/misc/radio.wav");
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if(self.tune) {
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precache_sound (self.tune);
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}
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self.movetype = MOVETYPE_NONE; // so it doesn't get pushed by anything
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self.solid=SOLID_BBOX;
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self.classname = "item_radio";
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setmodel (self, "models/props/radio.mdl");
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setsize (self, '-8 -8 -4', '8 8 4');
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self.takedamage = DAMAGE_YES;
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self.health = 1;
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self.radioState = 0;
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self.th_die = radio_hit;
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self.th_diewunder = SUB_Null;
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};
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/* ================
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Custom Teddy Code
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================*/
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void() teddy_spawn =
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{
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precache_model ("models/props/teddy.mdl");
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self.movetype = MOVETYPE_NONE; // so it doesn't get pushed by anything
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self.solid=SOLID_BBOX;
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self.classname = "teddy_spawn";
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setmodel (self, "models/props/teddy.mdl");
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setsize (self, '-8 -8 -4', '8 8 4');
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self.takedamage = DAMAGE_YES;
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self.health = 0;
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self.th_die = teddy_react;
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if (self.noise)
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precache_sound (self.noise);
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};
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/* ==================
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Custom Song Code
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================== */
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void() game_songtriggered =
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{
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songegg(self.aistatus);
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music_override = time + self.cost;
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}
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void() game_songplay =
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{
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self.use = game_songtriggered;
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};
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// Old gross ent..
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void() trigger_song = { remove(self); }
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//
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// ============================================================
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// misc_model()
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// Entity for prop/other model placement, derived from
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// progs_dump. Deprecates place_model.
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// ============================================================
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// Modifications from stock:
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// - Added new spawnflag 64 for fullbright.
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// - 'model' is now the preffered model field instead of 'mdl'.
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//
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// Spawnflags
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#define MISC_MODEL_GRAVITY 1
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#define MISC_MODEL_SOLID 2
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#define MISC_MODEL_BACK_AND_FORTH 4
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#define MISC_MODEL_ONLY_ONCE 8
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#define MISC_MODEL_PLAY_COUNT 16
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#define MISC_MODEL_STARTOFF 32
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#define MISC_MODEL_FULLBRIGHT 64
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// States
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#define STATE_ACTIVE 0
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#define STATE_INACTIVE 1
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#define STATE_INVISIBLE 8
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// Entity fields
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.float first_frame; // The starting frame of the animation
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.float last_frame; // The ending frame of the animation
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.string mdl;
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.vector mdlsz;
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.vector centeroffset;
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.float count; // for counting triggers
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.float cnt; // misc flag
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void() misc_model_use =
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{
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// Make invisible
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if (self.state == STATE_ACTIVE) {
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if (self.spawnflags & MISC_MODEL_SOLID) self.solid = SOLID_NOT;
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self.oldmodel = self.model;
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self.model = "";
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self.state = STATE_INVISIBLE;
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setorigin(self, self.origin);
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}
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// Have it appear again
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else {
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if (self.spawnflags & MISC_MODEL_SOLID) self.solid = SOLID_BBOX;
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self.model = self.oldmodel;
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self.state = STATE_ACTIVE;
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setorigin(self, self.origin);
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}
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};
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void() misc_model_think =
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{
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self.nextthink = time + fabs(self.speed);
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if (self.state != STATE_ACTIVE)
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return;
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self.frame = self.frame + sign(self.speed);
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if (self.spawnflags & MISC_MODEL_BACK_AND_FORTH && self.frame < self.first_frame) {
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self.speed = -1 * self.speed;
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self.frame += 2;
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} else if (self.spawnflags & MISC_MODEL_BACK_AND_FORTH && self.frame > self.last_frame) {
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self.speed = -1 * self.speed;
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self.frame-=2;
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}
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else
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self.frame = wrap(self.frame, self.first_frame, self.last_frame);
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if (self.spawnflags & MISC_MODEL_ONLY_ONCE && self.frame == self.last_frame && self.last_frame != self.first_frame)
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self.nextthink = -1;
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if (self.spawnflags & MISC_MODEL_PLAY_COUNT && self.frame == self.last_frame && self.last_frame != self.first_frame)
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{
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if (!self.count)
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objerror ("Error: set count to the number of animation cycles!");
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self.cnt = self.cnt +1;
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dprint (ftos(self.cnt));
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dprint ("\n");
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if (self.cnt != self.count)
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return FALSE;
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else
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self.nextthink = -1;
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}
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};
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void() misc_model =
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{
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if (!self.mdl || self.mdl == "") {
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// NZP: Check for .model instead
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if (!self.model || self.model == "")
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objerror("Model not defined");
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} else {
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// Convert to .model instead of .mdl
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self.model = self.mdl;
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}
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//
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// Set default stats.
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//
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// Center offset.
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if(!self.centeroffset)
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self.centeroffset = '0 0 0';
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// Custom Bounding Box.
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if(!self.mdlsz)
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self.mdlsz = '32 32 32';
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// Generate Proper Bounding Box size.
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vector vmin, vmax;
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vmin_x = self.centeroffset_x - (self.mdlsz_x / 2);
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vmin_y = self.centeroffset_y - (self.mdlsz_y / 2);
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vmin_z = self.centeroffset_z - (self.mdlsz_z / 2);
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vmax_x = self.centeroffset_x + (self.mdlsz_x / 2);
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vmax_y = self.centeroffset_y + (self.mdlsz_y / 2);
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vmax_z = self.centeroffset_z + (self.mdlsz_z / 2);
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setsize (self, vmin, vmax);
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// Set our model
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precache_model(self.model);
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setmodel(self, self.model);
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// Model has collision box
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if (self.spawnflags & MISC_MODEL_SOLID)
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self.solid = SOLID_BBOX;
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else
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self.solid = SOLID_NOT;
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// Model has gravity
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if (self.spawnflags & MISC_MODEL_GRAVITY)
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self.movetype = MOVETYPE_TOSS;
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else
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self.movetype = MOVETYPE_NONE;
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// Model is fullbright
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if (self.spawnflags & MISC_MODEL_FULLBRIGHT)
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self.effects = self.effects | EF_FULLBRIGHT;
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self.use = misc_model_use;
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if (!self.frame)
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self.frame = self.first_frame;
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// Make static (not animate) if not given a frame range, and not affected by gravity
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// also remains active if it has a targetname (so it can be killtargeted/toggled)
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if (!self.last_frame && !(self.spawnflags & 1) && !(self.spawnflags & MISC_MODEL_SOLID) && !self.targetname)
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makestatic(self);
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// if it as a custom animation range
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if (self.last_frame) {
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// Default animation speed to 10 fps
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if (!self.speed) {
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self.speed = 0.1;
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}
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self.nextthink = time + self.speed;
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self.think = misc_model_think;
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}
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// Start hidden
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if (self.spawnflags & MISC_MODEL_STARTOFF)
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self.state = STATE_ACTIVE;
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else
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self.state = STATE_INVISIBLE;
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misc_model_use();
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};
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//
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// place_model()
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// Converts old place_model entities to use misc_model instead.
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//
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void() place_model =
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{
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// Grab an updated model path.
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self.model = convert_old_asset_path(self.model);
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// Convert the VEC_HULL bounds to match mdlsz.
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self.mdlsz = '64 64 88';
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// misc_model just uses frame plainly.
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self.frame = self.sequence;
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// Move fullbright spawnflag to the new param.
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if (self.spawnflags & 1)
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self.spawnflags = 64;
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else
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self.spawnflags = 0;
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// Now just execute the misc_model spawn function.
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misc_model();
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};
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//
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// game_counter()
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// Quick and dirty game_counter implementation, referenced
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// from TWHL docs (https://twhl.info/index.php/wiki/page/game_counter)
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//
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#define SPAWNFLAG_COUNTER_REMOVEONFIRE 1
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#define SPAWNFLAG_COUNTER_RESETONFIRE 2
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void() game_counter_increment =
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{
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self.frags++;
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if (self.frags == self.health) {
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SUB_UseTargets();
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if (self.spawnflags & SPAWNFLAG_COUNTER_REMOVEONFIRE) {
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remove(self);
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} else if (self.spawnflags & SPAWNFLAG_COUNTER_RESETONFIRE) {
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self.frags = self.cost;
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}
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}
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}
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void() game_counter =
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{
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// TODO: master checking..
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// Store the initial value in case RESET ON FIRE is set.
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self.cost = self.frags;
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// Every time its triggered, increment.
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self.use = game_counter_increment;
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} |