quakec/source/server/entities/map_entities.qc
2023-03-04 23:54:37 -05:00

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No EOL
16 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() 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);
}
//
// ============================================================
// 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();
};