mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-25 05:11:05 +00:00
504 lines
12 KiB
C++
504 lines
12 KiB
C++
/*
|
|
server/entities/pack_a_punch.qc
|
|
|
|
Pack-A-Punch Entity Logic
|
|
|
|
Copyright (C) 2021-2024 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
|
|
|
|
*/
|
|
|
|
#define PAP_SPAWNFLAG_USEROLLER 1
|
|
#define PAP_SPAWNFLAG_USEFLAG 2
|
|
#define PAP_SPAWNFLAG_NOSPARK 4
|
|
|
|
void() W_PutOutHack;
|
|
void(vector where, float time_alive) SpawnSpark;
|
|
|
|
//
|
|
// PAP_FlagStopMoving()
|
|
// Resets flag's angular velocity.
|
|
//
|
|
void() PAP_FlagStopMoving =
|
|
{
|
|
self.avelocity = '0 0 0';
|
|
|
|
if (self.ltime)
|
|
self.angles_z = 180;
|
|
else
|
|
self.angles_z = 0;
|
|
|
|
self.think = SUB_Null;
|
|
}
|
|
|
|
//
|
|
// PAP_FlagMoveDown()
|
|
// Moves the Flag Downwards
|
|
//
|
|
void() PAP_FlagMoveDown =
|
|
{
|
|
// Make a note that we're moving "down"
|
|
self.ltime = 1;
|
|
self.avelocity = '0 0 500';
|
|
self.think = PAP_FlagStopMoving;
|
|
self.nextthink = time + 0.35;
|
|
}
|
|
|
|
//
|
|
// PAP_FlagMoveUp()
|
|
// Moves the Flag upwards
|
|
//
|
|
void() PAP_FlagMoveUp =
|
|
{
|
|
// Make a note that we're moving "up"
|
|
self.ltime = 0;
|
|
self.avelocity = '0 0 -500';
|
|
self.think = PAP_FlagStopMoving;
|
|
self.nextthink = time + 0.35;
|
|
}
|
|
|
|
//
|
|
// PAP_WeaponFallIntoMachine()
|
|
// Slowy reel the Upgraded Weapon back into
|
|
// the Pack-A-Punch.
|
|
//
|
|
void() PAP_WeaponFallIntoMachine =
|
|
{
|
|
makevectors(self.usedent.angles);
|
|
self.velocity = '0 0 0';
|
|
setorigin(self, self.usedent.oldorigin + v_forward*self.usedent.oldz);
|
|
self.velocity = v_forward*-1.5;
|
|
};
|
|
|
|
//
|
|
// PAP_WeaponStopMoving()
|
|
// Stop all velocity on the floating Weapon
|
|
// and let it sit in the machine.
|
|
//
|
|
void() PAP_WeaponStopMoving =
|
|
{
|
|
self.velocity = [0,0,0];
|
|
setorigin(self, self.usedent.oldorigin);
|
|
};
|
|
|
|
//
|
|
// PAP_Reset()
|
|
// Allow the Pack-A-Punch to Upgrade another Weapon.
|
|
//
|
|
void() PAP_Reset =
|
|
{
|
|
self.weapon = 0;
|
|
self.usedent = 0;
|
|
self.host = world;
|
|
|
|
if (self.goaldummy) {
|
|
remove(self.goaldummy);
|
|
self.goaldummy = 0;
|
|
}
|
|
|
|
|
|
self.papState = 0;
|
|
};
|
|
|
|
//
|
|
// PAP_Tick()
|
|
// Weapon is slowly going back to machine, tick for
|
|
// anxiety.
|
|
//
|
|
void() PAP_Tick =
|
|
{
|
|
// Time is up, Weapon is gone.
|
|
if (self.ltime < time)
|
|
PAP_Reset();
|
|
else {
|
|
Sound_PlaySound(self, "sounds/machines/packapunch/tick.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
|
|
self.nextthink = time + 0.87;
|
|
}
|
|
};
|
|
|
|
//
|
|
// PAP_SendWeaponOut()
|
|
// Spits out the floating Weapon for pick-up.
|
|
//
|
|
void() PAP_SendWeaponOut =
|
|
{
|
|
makevectors(self.angles);
|
|
|
|
self.goaldummy.origin = self.oldorigin;
|
|
setorigin(self.goaldummy, self.goaldummy.origin);
|
|
self.goaldummy.velocity = v_forward*self.oldz;
|
|
|
|
// Reel the Weapon in
|
|
self.goaldummy.think = PAP_WeaponFallIntoMachine;
|
|
self.goaldummy.nextthink = time + 1;
|
|
|
|
self.papState = 2;
|
|
self.nextthink = time + 0.05;
|
|
self.ltime = time + 15;
|
|
self.think = PAP_Tick;
|
|
Light_None(self);
|
|
|
|
if ((self.spawnflags & PAP_SPAWNFLAG_USEFLAG)) {
|
|
self.boxweapon.think = PAP_FlagMoveDown;
|
|
self.boxweapon.nextthink = time + 0.05;
|
|
}
|
|
};
|
|
|
|
//
|
|
// PAP_UpgradeWeapon(pap, buyer)
|
|
// Prepares a weapon for Upgrade and initiates Player
|
|
// animation.
|
|
//
|
|
void(entity pap, entity buyer) PAP_UpgradeWeapon =
|
|
{
|
|
entity tempe;
|
|
|
|
tempe = self;
|
|
self = buyer;
|
|
|
|
Player_RemoveScore(self, pap.cost);
|
|
|
|
// Spawn Upgrade Spark if permitted
|
|
if (!(pap.spawnflags & PAP_SPAWNFLAG_NOSPARK))
|
|
SpawnSpark(pap.box2, 3.5);
|
|
|
|
// Machine is using the flag, so spawn it in.
|
|
if ((pap.spawnflags & PAP_SPAWNFLAG_USEFLAG)) {
|
|
pap.boxweapon.think = PAP_FlagMoveUp;
|
|
pap.boxweapon.nextthink = time + 0.05;
|
|
}
|
|
|
|
// Give a nice blue glow and play upgrade sound
|
|
Light_Cyan(pap, false);
|
|
Sound_PlaySound(pap, pap.oldmodel, SOUND_TYPE_ENV_OBJECT, SOUND_PRIORITY_PLAYALWAYS);
|
|
|
|
// Mapper-provided musical sting.
|
|
if (pap.powerup_vo)
|
|
Sound_PlaySound(pap, pap.powerup_vo, SOUND_TYPE_ENV_MUSIC, SOUND_PRIORITY_PLAYALWAYS);
|
|
|
|
//
|
|
// Spawn and prepare the floating Weapon
|
|
//
|
|
entity floating_weapon = spawn();
|
|
string floating_weapon_model = GetWeaponModel(self.weapon, 1);
|
|
setmodel(floating_weapon, floating_weapon_model);
|
|
setsize(floating_weapon, '0 0 0', '0 0 0');
|
|
floating_weapon.movetype = MOVETYPE_NOCLIP;
|
|
floating_weapon.solid = SOLID_NOT;
|
|
|
|
// Send the model into the Machine
|
|
makevectors(pap.angles);
|
|
floating_weapon.origin = pap.oldorigin;
|
|
setorigin(floating_weapon, floating_weapon.origin + v_forward * pap.oldz);
|
|
floating_weapon.angles = pap.angles;
|
|
floating_weapon.angles_y = 90 + pap.angles_y;
|
|
floating_weapon.velocity = v_forward*-pap.oldz;
|
|
floating_weapon.think = PAP_WeaponStopMoving;
|
|
floating_weapon.nextthink = time + 1;
|
|
|
|
// Link the Weapon with the Machine
|
|
floating_weapon.usedent = pap;
|
|
pap.usedent = self;
|
|
pap.goaldummy = floating_weapon;
|
|
|
|
pap.host = buyer;
|
|
|
|
// Upgrade Timer
|
|
pap.think = PAP_SendWeaponOut;
|
|
pap.nextthink = time + 3.5;
|
|
|
|
// Play Player's view model animation and sound.
|
|
self.fire_delay = self.reload_delay = 2.0 + time;
|
|
Sound_PlaySound(self, "sounds/machines/papsound.wav", SOUND_TYPE_PLAYER_VOICE, SOUND_PRIORITY_PLAYALWAYS);
|
|
|
|
pap.weapon = self.weapon;
|
|
|
|
Weapon_RemoveWeapon(0);
|
|
W_HideCrosshair(self);
|
|
Set_W_Frame (0, 39, 2.0, 0, 0, W_PutOutHack, "models/machines/v_pap.mdl", true, S_BOTH, true);
|
|
self.weapon2model = "";
|
|
|
|
#ifndef FTE
|
|
|
|
self.Weapon_Name = "";
|
|
|
|
#endif // FTE
|
|
|
|
self = tempe;
|
|
|
|
// Notify that the Machine is currently Upgrading.
|
|
self.papState = 1;
|
|
};
|
|
|
|
//
|
|
// PAP_Touch()
|
|
// Touch/Interaction function for Clients + Pack-A-Punch.
|
|
//
|
|
void() PAP_Touch =
|
|
{
|
|
|
|
if (other.classname != "player" || other.downed || !PlayerIsLooking(other, self)) {
|
|
return;
|
|
}
|
|
|
|
if (other.reload_delay > time || other.reload_delay2 > time ||
|
|
other.fire_delay > time || other.fire_delay2 > time)
|
|
return;
|
|
|
|
// Power is not turned on.
|
|
if (self.requirespower == true && !isPowerOn) {
|
|
useprint (other, 8, 0, 0);
|
|
return;
|
|
}
|
|
|
|
// Purchasing Machine + putting Weapon in
|
|
if (!self.papState) {
|
|
if (IsPapWeapon(other.weapon) == 1) {
|
|
return;
|
|
}
|
|
|
|
useprint (other, 12, self.cost, 5);
|
|
|
|
// Player has enough points, begin Upgrade process
|
|
if (other.points >= self.cost && other.button7 && other.weapon) {
|
|
PAP_UpgradeWeapon(self, other);
|
|
}
|
|
// They're broke! Notify.
|
|
else if (other.button7 && other.weapon && !(other.semi_actions & SEMIACTION_USE)) {
|
|
other.semi_actions |= SEMIACTION_USE;
|
|
centerprint (other, STR_NOTENOUGHPOINTS);
|
|
Sound_PlaySound(other, "sounds/misc/denybuy.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
|
|
}
|
|
}
|
|
|
|
// Claiming upgraded Weapon
|
|
else if (self.papState == 2 && self.host == other) {
|
|
|
|
#ifndef FTE
|
|
|
|
other.Weapon_Name_Touch = GetWeaponName(EqualPapWeapon(self.weapon));
|
|
|
|
#endif // FTE
|
|
|
|
useprint (other, 7, 0, EqualPapWeapon(self.weapon));
|
|
|
|
if (other.button7) {
|
|
entity tempe = self;
|
|
self = other;
|
|
Weapon_GiveWeapon(EqualPapWeapon(tempe.weapon), 0, 0);
|
|
self = tempe;
|
|
|
|
// Prep Pack-A-Punch to Upgrade again
|
|
self.think = PAP_Reset;
|
|
self.nextthink = time + 0.1;
|
|
}
|
|
}
|
|
};
|
|
|
|
//
|
|
// PAP_RotateRoller()
|
|
// Think function for the Rollers - rotate indefinitely.
|
|
//
|
|
void() PAP_Click =
|
|
{
|
|
if (!self.active_door.papState)
|
|
Sound_PlaySound(self, "sounds/machines/packapunch/gear_shift.wav", SOUND_TYPE_ENV_OBJECT, SOUND_PRIORITY_PLAYALWAYS);
|
|
self.nextthink = time + 0.75;
|
|
};
|
|
|
|
//
|
|
// PAP_TurnOn()
|
|
// Turns on the Pack-A-Punch machine.
|
|
//
|
|
void() PAP_TurnOn =
|
|
{
|
|
if (self.active_door != world) {
|
|
self.active_door.movetype = MOVETYPE_NOCLIP;
|
|
self.active_door.avelocity = '-200 0 0';
|
|
self.active_door.think = PAP_Click;
|
|
self.active_door.nextthink = time + 0.75;
|
|
}
|
|
};
|
|
|
|
//
|
|
// PAP_Initialize()
|
|
// Turns the Pack-A-Punch On if the Power is on.
|
|
//
|
|
void() PAP_Initalize =
|
|
{
|
|
// Start on if there's no Power Switch
|
|
entity tempe = find (world, classname, "power_switch");
|
|
if (tempe) self.requirespower = true;
|
|
else PAP_TurnOn();
|
|
};
|
|
|
|
//
|
|
// perk_pap()
|
|
// QuakeC Spawn Function for Pack-A-Punch Machine
|
|
//
|
|
void() perk_pap =
|
|
{
|
|
//
|
|
// Set Default Stats for Compatibility
|
|
//
|
|
|
|
// Model
|
|
if (!self.model || self.model == "models/machines/hl_scale/pap.mdl") {
|
|
self.model = "models/machines/quake_scale/pap.mdl";
|
|
}
|
|
|
|
// Floating Weapon Offset
|
|
if (!self.oldorigin) {
|
|
self.oldorigin = '0 0 -1';
|
|
}
|
|
|
|
// Floating model forward velocity
|
|
if (!self.oldz) {
|
|
self.oldz = 20;
|
|
}
|
|
|
|
// Roller Model
|
|
if (!self.weapon2model) {
|
|
self.weapon2model = "models/machines/hl_scale/pap/p_roller.mdl";
|
|
}
|
|
|
|
// Roller Offset
|
|
if (!self.box1) {
|
|
self.box1 = '7.5 0.1 6.0';
|
|
}
|
|
|
|
// Flag Model
|
|
if (!self.door_model_name) {
|
|
self.door_model_name = "models/machines/hl_scale/pap/p_flag.mdl";
|
|
}
|
|
|
|
// Flag Offset
|
|
if (!self.box3) {
|
|
self.box3 = '-18 -31.7 18';
|
|
}
|
|
|
|
// Spark Offset
|
|
if (!self.box2) {
|
|
self.box2 = '8 0 2';
|
|
}
|
|
|
|
// Cost
|
|
if (!self.cost) {
|
|
self.cost = 5000;
|
|
}
|
|
|
|
// Upgrade Sound
|
|
if (!self.oldmodel) {
|
|
self.oldmodel = "sounds/machines/packapunch/upgrade.wav";
|
|
}
|
|
|
|
self.model = Compat_ConvertOldAssetPath(self.model);
|
|
self.weapon2model = Compat_ConvertOldAssetPath(self.weapon2model);
|
|
self.door_model_name = Compat_ConvertOldAssetPath(self.door_model_name);
|
|
|
|
// Precaches
|
|
// FIXME: Don't hardcode weapon precaches here.
|
|
precache_extra(W_SNUFF);
|
|
|
|
precache_model (self.model);
|
|
precache_model ("models/machines/v_pap.mdl");
|
|
|
|
if (!(self.spawnflags & PAP_SPAWNFLAG_NOSPARK))
|
|
precache_model("models/sprites/lightning.spr");
|
|
|
|
precache_sound(self.oldmodel);
|
|
|
|
if (self.powerup_vo)
|
|
precache_sound(self.powerup_vo);
|
|
|
|
precache_sound("sounds/machines/papsound.wav");
|
|
precache_sound("sounds/weapons/papfire.wav");
|
|
precache_sound("sounds/machines/packapunch/gear_shift.wav");
|
|
precache_sound("sounds/machines/packapunch/tick.wav");
|
|
|
|
// Lock its Pitch and Roll (sorry!)
|
|
self.angles_x = 0;
|
|
self.angles_z = 0;
|
|
|
|
// Spawn the Roller
|
|
if (self.spawnflags & PAP_SPAWNFLAG_USEROLLER) {
|
|
precache_model(self.weapon2model);
|
|
entity roller = spawn();
|
|
setmodel(roller, self.weapon2model);
|
|
makevectors(self.angles);
|
|
roller.origin = self.origin;
|
|
roller.origin += v_right * self.box1_y;
|
|
roller.origin += v_forward * self.box1_x;
|
|
roller.origin += v_up * self.box1_z;
|
|
roller.angles = self.angles;
|
|
setorigin(roller, roller.origin);
|
|
self.active_door = roller;
|
|
roller.active_door = self;
|
|
}
|
|
|
|
// Spawn the Flag
|
|
if (self.spawnflags & PAP_SPAWNFLAG_USEFLAG) {
|
|
precache_model(self.door_model_name);
|
|
entity flag = spawn();
|
|
setmodel(flag, self.door_model_name);
|
|
makevectors(self.angles);
|
|
flag.origin = self.origin;
|
|
flag.origin += v_right * self.box3_y;
|
|
flag.origin += v_forward * self.box3_x;
|
|
flag.origin += v_up * self.box3_z;
|
|
flag.angles = self.angles;
|
|
setorigin(flag, flag.origin);
|
|
flag.movetype = MOVETYPE_NOCLIP;
|
|
self.boxweapon = flag;
|
|
|
|
// Start down
|
|
flag.angles_z = 180;
|
|
}
|
|
|
|
vector tempv;
|
|
|
|
// Calculate the Spark offset if permitted
|
|
if (!(self.spawnflags & PAP_SPAWNFLAG_NOSPARK)) {
|
|
tempv = self.origin;
|
|
makevectors(self.angles);
|
|
tempv += v_right * self.box2_y;
|
|
tempv += v_forward * self.box2_x;
|
|
tempv += v_up * self.box2_z;
|
|
self.box2 = tempv;
|
|
}
|
|
|
|
// Calculate the floating weapon offset
|
|
tempv = self.origin;
|
|
makevectors(self.angles);
|
|
tempv += v_right * self.oldorigin_y;
|
|
tempv += v_forward * self.oldorigin_x;
|
|
tempv += v_up * self.oldorigin_z;
|
|
self.oldorigin = tempv;
|
|
|
|
self.classname = "perk_pap";
|
|
self.touch = PAP_Touch;
|
|
self.solid = SOLID_TRIGGER;
|
|
setorigin(self, self.origin);
|
|
setmodel(self, self.model);
|
|
setsize(self, '-44 -44 -24', '44 44 64');
|
|
|
|
self.think = PAP_Initalize;
|
|
self.nextthink = time + 0.2;
|
|
};
|