mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-29 23:32:18 +00:00
397 lines
No EOL
9.3 KiB
C++
397 lines
No EOL
9.3 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 =
|
|
{
|
|
Effect_Fire(self.origin);
|
|
|
|
self.think = flame_update;
|
|
self.nextthink = time + random()+0.1;
|
|
}
|
|
|
|
void() place_fire =
|
|
{
|
|
Effect_Fire(self.origin);
|
|
|
|
self.think = flame_update;
|
|
self.nextthink = time + random()+0.1;
|
|
};
|
|
|
|
.float radioState;
|
|
.float length;
|
|
.string tune;
|
|
#define SPAWNFLAG_RADIO_PLAYONCE 1
|
|
void() radioPlay =
|
|
{
|
|
self.health = 1;
|
|
|
|
if (self.radioState == 1) {
|
|
sound (self, CHAN_ITEM, self.tune, 1, ATTN_NORM);
|
|
|
|
|
|
if (!(self.spawnflags & SPAWNFLAG_RADIO_PLAYONCE))
|
|
#ifndef FTE
|
|
|
|
self.nextthink = time + GetSoundLen(self.tune);
|
|
|
|
#else
|
|
|
|
self.nextthink = time + self.length;
|
|
|
|
#endif // FTE
|
|
|
|
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;
|
|
self.think = radioPlay;
|
|
|
|
if (self.radioState == 0)
|
|
self.radioState = 1;
|
|
else if (self.radioState == 1)
|
|
self.radioState = 0;
|
|
|
|
if (self.spawnflags & SPAWNFLAG_RADIO_PLAYONCE)
|
|
self.takedamage = DAMAGE_NO;
|
|
}
|
|
|
|
void() item_radio =
|
|
{
|
|
precache_model ("models/props/radio.mdl");
|
|
precache_sound ("sounds/misc/radio.wav");
|
|
|
|
// Backwards compatibility
|
|
if (!self.tune) {
|
|
self.tune = "sounds/music/tune1.wav";
|
|
self.length = 10.1;
|
|
}
|
|
|
|
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;
|
|
self.th_diewunder = SUB_Null;
|
|
};
|
|
|
|
/* ================
|
|
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) {
|
|
// FIXME: make a convert_old_sound_path function like we do for models.
|
|
if (self.noise == "misc/buy.wav") self.noise = "sounds/misc/buy.wav";
|
|
precache_sound (self.noise);
|
|
}
|
|
};
|
|
|
|
/* ==================
|
|
Custom Song Code
|
|
================== */
|
|
|
|
void() game_songtriggered =
|
|
{
|
|
songegg(self.aistatus);
|
|
music_override = time + self.cost;
|
|
}
|
|
|
|
void() game_songplay =
|
|
{
|
|
self.use = game_songtriggered;
|
|
};
|
|
|
|
// Old gross ent..
|
|
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();
|
|
};
|
|
|
|
//
|
|
// game_counter()
|
|
// Quick and dirty game_counter implementation, referenced
|
|
// from TWHL docs (https://twhl.info/index.php/wiki/page/game_counter)
|
|
//
|
|
#define SPAWNFLAG_COUNTER_REMOVEONFIRE 1
|
|
#define SPAWNFLAG_COUNTER_RESETONFIRE 2
|
|
void() game_counter_increment =
|
|
{
|
|
self.frags++;
|
|
|
|
if (self.frags == self.health) {
|
|
SUB_UseTargets();
|
|
|
|
if (self.spawnflags & SPAWNFLAG_COUNTER_REMOVEONFIRE) {
|
|
remove(self);
|
|
} else if (self.spawnflags & SPAWNFLAG_COUNTER_RESETONFIRE) {
|
|
self.frags = self.cost;
|
|
}
|
|
}
|
|
}
|
|
|
|
void() game_counter =
|
|
{
|
|
// TODO: master checking..
|
|
|
|
// Store the initial value in case RESET ON FIRE is set.
|
|
self.cost = self.frags;
|
|
|
|
// Every time its triggered, increment.
|
|
self.use = game_counter_increment;
|
|
} |