quakec/source/server/entities/wall_weapon.qc
2024-09-01 18:12:38 -07:00

448 lines
11 KiB
C++

/*
server/entities/wall_weapon.qc
Contains both weapon_wall (Chalk Prop) and buy_weapon (Buy Trigger)
functionality for purchasing Weapons off the Wall.
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
*/
void() W_PlayTakeOut;
// =================================
// Wall Chalk Functionality
// =================================
//
// WallWeapon_PropResetVelocity()
// Halts the velocity for the moving Prop.
//
void() WallWeapon_PropResetVelocity =
{
self.velocity = 0;
}
//
// WallWeapon_Use()
// Starts the Animation Sequence for the Wall Chalk's Prop.
//
void() WallWeapon_Use =
{
// Already animated the Prop
if (self.enemy.boxstatus != 0)
return;
// Play a sound for it "spawning"
Sound_PlaySound(self, "sounds/misc/buy.wav", SOUND_TYPE_ENV_OBJECT, SOUND_PRIORITY_PLAYALWAYS);
// MP5K and Waffe were added in late in the mix-up.. needs special case. Also grenade bag.
switch(self.sequence + 1) {
case 26: // Grenade bag
setmodel(self.enemy, "models/props/grenade_bag.mdl");
break;
case 29: // MP5K
setmodel(self.enemy, GetWeaponModel(W_MP5K, 1));
break;
case 28: // Waffe
setmodel(self.enemy, GetWeaponModel(W_TESLA, 1));
break;
case 30: // Springfield
setmodel(self.enemy, GetWeaponModel(W_SPRING, 1));
break;
default:
setmodel(self.enemy, GetWeaponModel(self.sequence + 1, 1));
break;
}
// Send it forward a bit
makevectors(self.angles);
self.enemy.velocity = v_right * 6;
self.enemy.think = WallWeapon_PropResetVelocity;
self.enemy.nextthink = time + 0.8;
// Make sure we don't repeat this!
self.enemy.boxstatus = 1;
}
//
// weapon_wall()
// Quake Spawn Function for Wall Chalk.
//
void() weapon_wall =
{
// Needed for the Prop
precache_sound("sounds/misc/buy.wav");
// We are, indeed, Wall Chalk.
Precache_Set("models/misc/chalk.mdl");
setsize (self, '-12 -12 -12', '12 12 12');
// Set-Up Weapon Prop.
entity weapon_prop = spawn();
self.enemy = weapon_prop;
self.enemy.angles = self.angles;
self.enemy.movetype = MOVETYPE_NOCLIP;
self.enemy.solid = SOLID_NOT;
self.enemy.owner = self;
self.enemy.classname = "weapon_wall_prop";
setsize(self.enemy, '0 0 0', '0 0 0');
// We want the Prop to be slightly behind the Chalk.
makevectors(self.angles);
setorigin(self.enemy, self.origin + v_right*-4);
// Backwards compatibility for betties brokenly using
// cost2.
if (self.cost == 0 && self.weapon == W_BETTY)
self.cost = self.cost2;
// Prep it for usage.
self.skin = 0;
self.frame = self.sequence;
self.use = WallWeapon_Use;
self.classname = "weapon_wall";
self.effects = EF_FULLBRIGHT;
}
// =================================
// Weapon Buy Trigger Functionality
// =================================
//
// WallWeapon_TouchTrigger()
// Rough and bloaty logic for the process of purchasing
// a weapon from the Weapon Trigger.
//
void () WallWeapon_TouchTrigger =
{
entity oldent;
float wcost;
if (other.classname != "player" || other.downed || other.isBuying || (map_compatibility_mode != MAP_COMPAT_BETA && !PlayerIsLooking(other, self))) {
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 = Weapon_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 (Weapon_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.semi_actions & SEMIACTION_USE) || other.isBuying) {
return;
}
// Store current Ammo value.
float ammo = Weapon_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.semi_actions |= SEMIACTION_USE;
// Player doesn't have enough points. Abort.
if (other.points < wcost) {
centerprint(other, STR_NOTENOUGHPOINTS);
Sound_PlaySound(other, "sounds/misc/denybuy.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
return;
}
other.ach_tracker_coll++;
// Set the weapon's ammo to the max capacity.
Weapon_SetPlayerAmmoInSlot(other, slot, wall_ammo);
Sound_PlaySound(other, "sounds/misc/ching.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
other.reload_delay = 0;
// Subtract the cost from player points.
Player_RemoveScore(other, wcost);
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.semi_actions & SEMIACTION_USE) || other.isBuying) {
return;
}
other.semi_actions |= SEMIACTION_USE;
// Player doesn't have enough points. Abort.
if (other.points < wcost) {
centerprint(other, STR_NOTENOUGHPOINTS);
Sound_PlaySound(other, "sounds/misc/denybuy.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
return;
}
other.weapons[0].weapon_reserve = getWeaponAmmo(other.weapon);
Sound_PlaySound(other, "sounds/misc/ching.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
other.reload_delay = 0;
// Subtract the cost from player points.
Player_RemoveScore(other, wcost);
if (self.enemy) {
oldent = self;
self = self.enemy;
self.use();
self = oldent;
}
}
}
if (self.weapon == W_BETTY)
{
// Betties are a one-time purchase.
if (other.grenades & 2)
return;
useprint (other, 4, self.cost, self.weapon);
if (!other.button7 || (other.semi_actions & SEMIACTION_USE))
return;
if (other.points < self.cost2)
{
centerprint(other, STR_NOTENOUGHPOINTS);
Sound_PlaySound(other, "sounds/misc/denybuy.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
return;
}
else
{
other.ach_tracker_coll++;
other.reload_delay = 0;
Sound_PlaySound(other, "sounds/misc/ching.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
//other.boughtweapon = true;
Player_RemoveScore(other, self.cost2);
other.grenades = other.grenades | 2;
other.secondary_grenades = 2;
nzp_bettyprompt(other);
if (self.enemy)
{
oldent = self;
self = self.enemy;
self.use();
self = oldent;
}
}
other.semi_actions |= SEMIACTION_USE;
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.semi_actions & SEMIACTION_USE))
return;
if (other.points < self.cost)
{
centerprint(other, STR_NOTENOUGHPOINTS);
Sound_PlaySound(other, "sounds/misc/denybuy.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
return;
}
else
{
other.ach_tracker_coll++;
other.reload_delay = 0;
Sound_PlaySound(other, "sounds/misc/ching.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
//other.boughtweapon = true;
Player_RemoveScore(other, self.cost);
other.primary_grenades = 4;
if (self.enemy)
{
oldent = self;
self = self.enemy;
self.use();
self = oldent;
}
}
other.semi_actions |= SEMIACTION_USE;
return;
}
else if (self.weapon == W_BOWIE)
{
if (!other.bowie) {
useprint(other, 4, self.cost2, self.weapon);
if (other.button7)
{
if (other.points < self.cost2) {
centerprint(other, STR_NOTENOUGHPOINTS);
Sound_PlaySound(other, "sounds/misc/denybuy.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
return;
} else {
W_HideCrosshair(other);
Player_RemoveScore(other, self.cost2);
Sound_PlaySound(other, "sounds/misc/ching.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
other.ach_tracker_coll++;
if (self.enemy)
{
oldent = self;
self = self.enemy;
self.use();
self = oldent;
}
entity tempz;
tempz = self;
self = other;
Set_W_Frame(15, 30, 2.75, 0, 0, W_PlayTakeOut, "models/weapons/knife/v_bowie.mdl", false, S_BOTH, true);
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.semi_actions & SEMIACTION_USE)) {
return;
}
other.semi_actions |= SEMIACTION_USE;
if (other.points < self.cost) {
centerprint (other, STR_NOTENOUGHPOINTS);
Sound_PlaySound(other, "sounds/misc/denybuy.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
return;
}
other.ach_tracker_coll++;
Sound_PlaySound(other, "sounds/misc/ching.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
other.reload_delay = 0;
Player_RemoveScore(other, self.cost);
if (self.enemy) {
oldent = self;
self = self.enemy;
self.use();
self = oldent;
}
tempe = self;
self = other;
Weapon_GiveWeapon(tempe.weapon, 0, 0);
self = tempe;
}
if (other.ach_tracker_coll == ach_tracker_col2) {
GiveAchievement(12, other);
}
};
//
// WallWeapon_LinkChalk()
// Creates a proper entity link between the Trigger
// and the Chalk the mapper targeted it towards.
//
void() WallWeapon_LinkChalk =
{
entity ent;
ent = find (world, targetname, self.target);
if (ent.classname == "weapon_wall") {
self.enemy = ent;
self.mins = self.enemy.mins;
self.maxs = self.enemy.maxs;
self.origin = self.enemy.origin;
setsize(self, self.mins, self.maxs);
setorigin(self, self.origin);
}
}
//
// buy_weapon()
// Quake Spawn Function for Weapon Trigger.
//
void() buy_weapon =
{
InitTrigger ();
string 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 = WallWeapon_TouchTrigger;
self.think = WallWeapon_LinkChalk;
self.nextthink = time + 0.2;
ach_tracker_col2++;
};