mirror of
https://github.com/nzp-team/quakec.git
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448 lines
11 KiB
C++
448 lines
11 KiB
C++
/*
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server/entities/wall_weapon.qc
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Contains both weapon_wall (Chalk Prop) and buy_weapon (Buy Trigger)
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functionality for purchasing Weapons off the Wall.
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Copyright (C) 2021-2024 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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void() W_PlayTakeOut;
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// =================================
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// Wall Chalk Functionality
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// =================================
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//
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// WallWeapon_PropResetVelocity()
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// Halts the velocity for the moving Prop.
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//
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void() WallWeapon_PropResetVelocity =
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{
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self.velocity = 0;
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}
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//
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// WallWeapon_Use()
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// Starts the Animation Sequence for the Wall Chalk's Prop.
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//
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void() WallWeapon_Use =
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{
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// Already animated the Prop
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if (self.enemy.boxstatus != 0)
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return;
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// Play a sound for it "spawning"
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Sound_PlaySound(self, "sounds/misc/buy.wav", SOUND_TYPE_ENV_OBJECT, SOUND_PRIORITY_PLAYALWAYS);
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// MP5K and Waffe were added in late in the mix-up.. needs special case. Also grenade bag.
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switch(self.sequence + 1) {
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case 26: // Grenade bag
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setmodel(self.enemy, "models/props/grenade_bag.mdl");
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break;
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case 29: // MP5K
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setmodel(self.enemy, GetWeaponModel(W_MP5K, 1));
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break;
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case 28: // Waffe
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setmodel(self.enemy, GetWeaponModel(W_TESLA, 1));
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break;
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case 30: // Springfield
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setmodel(self.enemy, GetWeaponModel(W_SPRING, 1));
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break;
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default:
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setmodel(self.enemy, GetWeaponModel(self.sequence + 1, 1));
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break;
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}
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// Send it forward a bit
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makevectors(self.angles);
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self.enemy.velocity = v_right * 6;
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self.enemy.think = WallWeapon_PropResetVelocity;
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self.enemy.nextthink = time + 0.8;
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// Make sure we don't repeat this!
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self.enemy.boxstatus = 1;
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}
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//
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// weapon_wall()
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// Quake Spawn Function for Wall Chalk.
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//
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void() weapon_wall =
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{
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// Needed for the Prop
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precache_sound("sounds/misc/buy.wav");
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// We are, indeed, Wall Chalk.
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Precache_Set("models/misc/chalk.mdl");
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setsize (self, '-12 -12 -12', '12 12 12');
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// Set-Up Weapon Prop.
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entity weapon_prop = spawn();
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self.enemy = weapon_prop;
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self.enemy.angles = self.angles;
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self.enemy.movetype = MOVETYPE_NOCLIP;
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self.enemy.solid = SOLID_NOT;
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self.enemy.owner = self;
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self.enemy.classname = "weapon_wall_prop";
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setsize(self.enemy, '0 0 0', '0 0 0');
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// We want the Prop to be slightly behind the Chalk.
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makevectors(self.angles);
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setorigin(self.enemy, self.origin + v_right*-4);
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// Backwards compatibility for betties brokenly using
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// cost2.
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if (self.cost == 0 && self.weapon == W_BETTY)
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self.cost = self.cost2;
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// Prep it for usage.
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self.skin = 0;
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self.frame = self.sequence;
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self.use = WallWeapon_Use;
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self.classname = "weapon_wall";
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self.effects = EF_FULLBRIGHT;
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}
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// =================================
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// Weapon Buy Trigger Functionality
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// =================================
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//
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// WallWeapon_TouchTrigger()
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// Rough and bloaty logic for the process of purchasing
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// a weapon from the Weapon Trigger.
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//
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void () WallWeapon_TouchTrigger =
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{
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entity oldent;
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float wcost;
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if (other.classname != "player" || other.downed || other.isBuying || (map_compatibility_mode != MAP_COMPAT_BETA && !PlayerIsLooking(other, self))) {
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return;
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}
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if (self.weapon != 99) {
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#ifndef FTE
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other.Weapon_Name_Touch = GetWeaponName(self.weapon);
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#endif // FTE
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float slot;
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// Player has this weapon in any of their slots, PaP'd or not.
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if ((slot = Weapon_PlayerHasWeapon(other, self.weapon, true)) != 0) {
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float is_pap = true;
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// But the utility function returns the same value if we are NOT PaP'd
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if (Weapon_PlayerHasWeapon(other, self.weapon, false) == slot)
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is_pap = false;
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// Set the cost and weapon value (for useprint).
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wcost = (is_pap) ? 4500 : self.cost2;
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float wep = (is_pap) ? EqualPapWeapon(self.weapon) : self.weapon;
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useprint(other, 3, wcost, wep);
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if (!other.button7 || (other.semi_actions & SEMIACTION_USE) || other.isBuying) {
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return;
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}
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// Store current Ammo value.
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float ammo = Weapon_GetPlayerAmmoInSlot(other, slot);
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// Max carrying capacity of the wall weapon
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float wall_ammo = (is_pap) ? getWeaponAmmo(EqualPapWeapon(self.weapon)) : getWeaponAmmo(self.weapon);
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// Weapon is already full. Abort.
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if (ammo >= wall_ammo)
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return;
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other.semi_actions |= SEMIACTION_USE;
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// Player doesn't have enough points. Abort.
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if (other.points < wcost) {
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centerprint(other, STR_NOTENOUGHPOINTS);
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Sound_PlaySound(other, "sounds/misc/denybuy.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
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return;
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}
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other.ach_tracker_coll++;
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// Set the weapon's ammo to the max capacity.
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Weapon_SetPlayerAmmoInSlot(other, slot, wall_ammo);
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Sound_PlaySound(other, "sounds/misc/ching.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
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other.reload_delay = 0;
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// Subtract the cost from player points.
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Player_RemoveScore(other, wcost);
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if (self.enemy) {
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oldent = self;
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self = self.enemy;
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self.use();
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self = oldent;
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}
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}
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} else
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// Universal Ammo buy
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{
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#ifndef FTE
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other.Weapon_Name_Touch = GetWeaponName(other.weapon);
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#endif // FTE
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if (other.currentammo < getWeaponAmmo(other.weapon)) {
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// Set the cost and weapon value (for useprint).
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wcost = (IsPapWeapon(other.weapon)) ? 4500 : self.cost2;
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useprint(other, 3, wcost, other.weapon);
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if (!other.button7 || (other.semi_actions & SEMIACTION_USE) || other.isBuying) {
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return;
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}
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other.semi_actions |= SEMIACTION_USE;
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// Player doesn't have enough points. Abort.
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if (other.points < wcost) {
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centerprint(other, STR_NOTENOUGHPOINTS);
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Sound_PlaySound(other, "sounds/misc/denybuy.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
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return;
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}
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other.weapons[0].weapon_reserve = getWeaponAmmo(other.weapon);
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Sound_PlaySound(other, "sounds/misc/ching.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
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other.reload_delay = 0;
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// Subtract the cost from player points.
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Player_RemoveScore(other, wcost);
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if (self.enemy) {
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oldent = self;
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self = self.enemy;
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self.use();
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self = oldent;
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}
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}
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}
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if (self.weapon == W_BETTY)
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{
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// Betties are a one-time purchase.
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if (other.grenades & 2)
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return;
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useprint (other, 4, self.cost, self.weapon);
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if (!other.button7 || (other.semi_actions & SEMIACTION_USE))
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return;
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if (other.points < self.cost2)
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{
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centerprint(other, STR_NOTENOUGHPOINTS);
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Sound_PlaySound(other, "sounds/misc/denybuy.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
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return;
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}
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else
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{
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other.ach_tracker_coll++;
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other.reload_delay = 0;
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Sound_PlaySound(other, "sounds/misc/ching.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
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//other.boughtweapon = true;
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Player_RemoveScore(other, self.cost2);
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other.grenades = other.grenades | 2;
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other.secondary_grenades = 2;
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nzp_bettyprompt(other);
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if (self.enemy)
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{
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oldent = self;
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self = self.enemy;
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self.use();
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self = oldent;
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}
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}
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other.semi_actions |= SEMIACTION_USE;
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return;
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}
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else if (self.weapon == W_GRENADE)
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{
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if (other.primary_grenades < 4)
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useprint (other, 3, self.cost2, self.weapon);
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else
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return;
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if (!other.button7 || (other.semi_actions & SEMIACTION_USE))
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return;
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if (other.points < self.cost)
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{
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centerprint(other, STR_NOTENOUGHPOINTS);
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Sound_PlaySound(other, "sounds/misc/denybuy.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
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return;
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}
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else
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{
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other.ach_tracker_coll++;
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other.reload_delay = 0;
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Sound_PlaySound(other, "sounds/misc/ching.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
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//other.boughtweapon = true;
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Player_RemoveScore(other, self.cost);
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other.primary_grenades = 4;
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if (self.enemy)
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{
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oldent = self;
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self = self.enemy;
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self.use();
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self = oldent;
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}
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}
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other.semi_actions |= SEMIACTION_USE;
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return;
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}
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else if (self.weapon == W_BOWIE)
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{
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if (!other.bowie) {
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useprint(other, 4, self.cost2, self.weapon);
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if (other.button7)
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{
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if (other.points < self.cost2) {
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centerprint(other, STR_NOTENOUGHPOINTS);
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Sound_PlaySound(other, "sounds/misc/denybuy.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
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return;
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} else {
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W_HideCrosshair(other);
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Player_RemoveScore(other, self.cost2);
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Sound_PlaySound(other, "sounds/misc/ching.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
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other.ach_tracker_coll++;
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if (self.enemy)
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{
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oldent = self;
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self = self.enemy;
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self.use();
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self = oldent;
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}
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entity tempz;
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tempz = self;
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self = other;
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Set_W_Frame(15, 30, 2.75, 0, 0, W_PlayTakeOut, "models/weapons/knife/v_bowie.mdl", false, S_BOTH, true);
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self.bowie = 1;
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}
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}
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}
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}
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else if (self.weapon != 99)
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{
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entity tempe;
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//centerprint(other, self.message);
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useprint (other, 4, self.cost, self.weapon);
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if (!other.button7 || (other.semi_actions & SEMIACTION_USE)) {
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return;
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}
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other.semi_actions |= SEMIACTION_USE;
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if (other.points < self.cost) {
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centerprint (other, STR_NOTENOUGHPOINTS);
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Sound_PlaySound(other, "sounds/misc/denybuy.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
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return;
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}
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other.ach_tracker_coll++;
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Sound_PlaySound(other, "sounds/misc/ching.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
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other.reload_delay = 0;
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Player_RemoveScore(other, self.cost);
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if (self.enemy) {
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oldent = self;
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self = self.enemy;
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self.use();
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self = oldent;
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}
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tempe = self;
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self = other;
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Weapon_GiveWeapon(tempe.weapon, 0, 0);
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self = tempe;
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}
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if (other.ach_tracker_coll == ach_tracker_col2) {
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GiveAchievement(12, other);
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}
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};
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//
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// WallWeapon_LinkChalk()
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// Creates a proper entity link between the Trigger
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// and the Chalk the mapper targeted it towards.
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//
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void() WallWeapon_LinkChalk =
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{
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entity ent;
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ent = find (world, targetname, self.target);
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if (ent.classname == "weapon_wall") {
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self.enemy = ent;
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self.mins = self.enemy.mins;
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self.maxs = self.enemy.maxs;
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self.origin = self.enemy.origin;
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setsize(self, self.mins, self.maxs);
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setorigin(self, self.origin);
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}
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}
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//
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// buy_weapon()
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// Quake Spawn Function for Weapon Trigger.
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//
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void() buy_weapon =
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{
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InitTrigger ();
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string weaponname = GetWeaponModel (self.weapon, 0);
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if (weaponname != "")
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precache_model(weaponname);
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// Use the grenade bag instead for nades
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if (self.weapon == W_GRENADE)
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weaponname = "models/props/grenade_bag.mdl";
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else
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weaponname = GetWeaponModel(self.weapon, 1);
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if (weaponname != "")
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precache_model (weaponname);
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precache_extra (self.weapon);
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self.touch = WallWeapon_TouchTrigger;
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self.think = WallWeapon_LinkChalk;
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self.nextthink = time + 0.2;
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ach_tracker_col2++;
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};
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