mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-30 07:40:57 +00:00
630 lines
13 KiB
C++
630 lines
13 KiB
C++
/*
|
|
server/entities/powerups.qc
|
|
|
|
Power-Up Spawn and Use 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
|
|
|
|
*/
|
|
|
|
#define MAX_POWERUPS 8
|
|
|
|
#define PU_NUKE 0
|
|
#define PU_INSTAKILL 1
|
|
#define PU_DOUBLEPTS 2
|
|
#define PU_CARPENTER 3
|
|
#define PU_MAXAMMO 4
|
|
|
|
var struct powerup_struct
|
|
{
|
|
float id;
|
|
float occupied;
|
|
float flash_screen;
|
|
string model_path;
|
|
string voiceover_path;
|
|
void() function;
|
|
float() requirement_function;
|
|
} powerup_array[MAX_POWERUPS] = {};
|
|
|
|
float powerup_count;
|
|
float powerup_index;
|
|
|
|
.float zombie_drop_id;
|
|
|
|
//
|
|
// PU_AddToStruct(id, model_path, voiceover_path)
|
|
// Adds the Power-Up and info to the powerup struct
|
|
//
|
|
void(float id, float flash_screen, string model_path, string voiceover_path, void() function, float() requirement_function)
|
|
PU_AddToStruct =
|
|
{
|
|
if (id > MAX_POWERUPS - 1)
|
|
return;
|
|
|
|
// Precache Model and VO
|
|
precache_model(model_path);
|
|
precache_sound(voiceover_path);
|
|
|
|
// Populate the Struct at Index
|
|
powerup_array[powerup_count].id = id;
|
|
powerup_array[powerup_count].occupied = true;
|
|
powerup_array[powerup_count].flash_screen = flash_screen;
|
|
powerup_array[powerup_count].model_path = model_path;
|
|
powerup_array[powerup_count].voiceover_path = voiceover_path;
|
|
powerup_array[powerup_count].function = function;
|
|
powerup_array[powerup_count].requirement_function = requirement_function;
|
|
|
|
// Increment Index
|
|
powerup_count++;
|
|
};
|
|
|
|
//
|
|
// PU_CopyStruct(to, from)
|
|
// Copies a powerup_struct from to.
|
|
//
|
|
powerup_struct(powerup_struct to, powerup_struct from) PU_CopyStruct =
|
|
{
|
|
to.id = from.id;
|
|
to.occupied = from.occupied;
|
|
to.flash_screen = from.flash_screen;
|
|
to.model_path = from.model_path;
|
|
to.voiceover_path = from.voiceover_path;
|
|
to.function = from.function;
|
|
to.requirement_function = from.requirement_function;
|
|
|
|
return to;
|
|
}
|
|
|
|
//
|
|
// PU_PopulateArray()
|
|
// Generates a Power-Up array with the Fisher-Yates shuffle
|
|
//
|
|
void() PU_PopulateArray =
|
|
{
|
|
float amount = powerup_count;
|
|
|
|
while(amount > 0) {
|
|
float i = floor(random() * amount);
|
|
amount -= 1;
|
|
|
|
powerup_struct temp;
|
|
temp.id = -1;
|
|
|
|
PU_CopyStruct(temp, powerup_array[i]);
|
|
PU_CopyStruct(powerup_array[i], powerup_array[amount]);
|
|
PU_CopyStruct(powerup_array[amount], temp);
|
|
}
|
|
};
|
|
|
|
//
|
|
// PU_GetNextPowerUp()
|
|
// Returns the next valid Power-Up, and refreshes array if needbe.
|
|
//
|
|
float() PU_GetNextPowerUp =
|
|
{
|
|
float id;
|
|
float found;
|
|
id = -1;
|
|
found = false;
|
|
|
|
while(found == false) {
|
|
// Refresh the Array if we're at the end
|
|
if (powerup_index >= MAX_POWERUPS - 1) {
|
|
PU_PopulateArray();
|
|
powerup_index = 0;
|
|
}
|
|
|
|
// Grab a Power-Up
|
|
powerup_struct pu = powerup_array[powerup_index];
|
|
powerup_index++;
|
|
|
|
// Found a valid Power-Up
|
|
if (pu.occupied == true) {
|
|
// Check if we meet the requirements
|
|
if (pu.requirement_function() == true) {
|
|
id = pu.id;
|
|
found = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return id;
|
|
};
|
|
|
|
//
|
|
// PU_ShouldFlashScreen(id)
|
|
// Returns flash_screen from Power-Up struct.
|
|
//
|
|
float(float id) PU_ShouldFlashScreen =
|
|
{
|
|
if (id == -1)
|
|
return false;
|
|
|
|
for(float i = 0; i < MAX_POWERUPS - 1; i++) {
|
|
if (powerup_array[i].id == id)
|
|
return powerup_array[i].flash_screen;
|
|
}
|
|
return false;
|
|
};
|
|
|
|
//
|
|
// PU_ModelPath(id)
|
|
// Returns model_path from Power-Up struct.
|
|
//
|
|
string(float id) PU_ModelPath =
|
|
{
|
|
if (id == -1)
|
|
return "";
|
|
for(float i = 0; i < MAX_POWERUPS - 1; i++) {
|
|
if (powerup_array[i].id == id)
|
|
return powerup_array[i].model_path;
|
|
}
|
|
return "";
|
|
};
|
|
|
|
//
|
|
// PU_VoiceoverPath(id)
|
|
// Returns model_path from Power-Up struct.
|
|
//
|
|
string(float id) PU_VoiceoverPath =
|
|
{
|
|
if (id == -1)
|
|
return "";
|
|
|
|
for(float i = 0; i < MAX_POWERUPS - 1; i++) {
|
|
if (powerup_array[i].id == id)
|
|
return powerup_array[i].voiceover_path;
|
|
}
|
|
return "";
|
|
};
|
|
|
|
//
|
|
// PU_LogicFunction(id)
|
|
// Returns function() from Power-Up struct.
|
|
//
|
|
void(float id) PU_LogicFunction =
|
|
{
|
|
if (id == -1)
|
|
return;
|
|
|
|
for(float i = 0; i < MAX_POWERUPS - 1; i++) {
|
|
if (powerup_array[i].id == id)
|
|
powerup_array[i].function();
|
|
}
|
|
};
|
|
|
|
//
|
|
// PU_NukeFinalize
|
|
// Wrap Nuke stuff up.
|
|
//
|
|
void() PU_NukeFinalize =
|
|
{
|
|
entity players;
|
|
|
|
// give 'The F Bomb'
|
|
if (self.kills == 1) {
|
|
GiveAchievement(4);
|
|
}
|
|
|
|
// award points
|
|
players = find(world,classname,"player");
|
|
while(players)
|
|
{
|
|
addmoney(players, 400*nuke_powerups_activated, 1);
|
|
players = find(players,classname,"player");
|
|
}
|
|
|
|
nuke_powerup_active = false;
|
|
};
|
|
|
|
//
|
|
// PU_NukeExplosionThink()
|
|
// Think function for Nuke explosions.
|
|
//
|
|
void() PU_NukeExplosionThink =
|
|
{
|
|
self.frame++;
|
|
|
|
if (self.frame >= 5)
|
|
remove(self);
|
|
|
|
self.nextthink = time + 0.10;
|
|
}
|
|
|
|
//
|
|
// PU_NukeExplode()
|
|
// Spawns an explosion sprite.
|
|
//
|
|
void(vector org) PU_NukeExplode =
|
|
{
|
|
entity explosion = spawn();
|
|
setmodel(explosion, "models/sprites/explosion.spr");
|
|
setorigin(explosion, org);
|
|
explosion.think = PU_NukeExplosionThink;
|
|
explosion.nextthink = time + 0.10;
|
|
}
|
|
|
|
//
|
|
// PU_NukeKill()
|
|
// Kills Targets when Nuke is active.
|
|
//
|
|
void() PU_NukeKill =
|
|
{
|
|
// back up ourselves
|
|
entity oldself;
|
|
oldself = self;
|
|
|
|
// switch to goaldummy, is goaldummy world?
|
|
if (self.goaldummy == world) {
|
|
PU_NukeFinalize();
|
|
remove(self);
|
|
return;
|
|
} else {
|
|
self = self.goaldummy;
|
|
}
|
|
|
|
// play explosion effects
|
|
PU_NukeExplode(self.origin + '0 0 13');
|
|
|
|
// kill a target
|
|
self.th_die();
|
|
|
|
// restore self
|
|
self = oldself;
|
|
|
|
// increment kills
|
|
self.kills++;
|
|
|
|
// find new target
|
|
self.goaldummy = findfloat(self.goaldummy, iszomb, 1);
|
|
|
|
self.nextthink = (rint((random() * 6) + 1)/10) + time; // random number from 0.1 to 0.7
|
|
};
|
|
|
|
|
|
//
|
|
// PU_Nuke()
|
|
// Nuke Power-Up Function
|
|
//
|
|
void() PU_Nuke =
|
|
{
|
|
// if there's already one active, just increment the point multiplier
|
|
if (nuke_powerup_active == true) {
|
|
nuke_powerups_activated++;
|
|
return;
|
|
}
|
|
|
|
// mark nuke as being active, to prevent zombie damage and spawning.
|
|
nuke_powerup_active = true;
|
|
nuke_powerup_spawndelay = time + 3;
|
|
nuke_powerups_activated = 1;
|
|
|
|
// create our watcher entity
|
|
entity nuke_watcher;
|
|
nuke_watcher = spawn();
|
|
nuke_watcher.goaldummy = findfloat(world, iszomb, 1);
|
|
|
|
nuke_watcher.think = PU_NukeKill;
|
|
nuke_watcher.nextthink = (rint((random() * 6) + 1)/10) + time; // random number from 0.1 to 0.7
|
|
};
|
|
|
|
//
|
|
// PU_InstaKill()
|
|
// Insta-Kill Power-Up Fuction
|
|
//
|
|
void() PU_InstaKill =
|
|
{
|
|
instakill_finished = time + 30;
|
|
other.insta_icon = true;
|
|
};
|
|
|
|
//
|
|
// PU_DoublePoints()
|
|
// Double Points Power-Up Function
|
|
//
|
|
void() PU_DoublePoints =
|
|
{
|
|
x2_finished = time + 30;
|
|
other.x2_icon = true;
|
|
};
|
|
|
|
//
|
|
// PU_Carpenter()
|
|
// Carpenter Power-Up Function
|
|
//
|
|
void() PU_Carpenter =
|
|
{
|
|
entity tempe;
|
|
entity tempe2;
|
|
tempe2 = self;
|
|
|
|
tempe = find(world, classname, "window");
|
|
|
|
// Repair Barricades
|
|
while(tempe != world) {
|
|
// Target non-full and board-able Barricades
|
|
if (tempe.health < 6 && tempe.health != -10) {
|
|
self = tempe;
|
|
window_carpenter_1();
|
|
self.health = 6;
|
|
self = tempe2;
|
|
}
|
|
|
|
tempe = find(tempe, classname, "window");
|
|
}
|
|
|
|
tempe = find(world, classname, "player");
|
|
|
|
// Reward Players with Points
|
|
while(tempe) {
|
|
addmoney(tempe, 200, 1);
|
|
|
|
tempe = find(tempe, classname, "player");
|
|
}
|
|
};
|
|
|
|
//
|
|
// PU_CarpenterRequirement()
|
|
// Requirements for Carpenter Power-Up.
|
|
//
|
|
float() PU_CarpenterRequirement =
|
|
{
|
|
if (total_windows_down >= 5)
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
//
|
|
// PU_MaxAmmo()
|
|
// Max Ammo Power-Up Function
|
|
//
|
|
void() PU_MaxAmmo =
|
|
{
|
|
entity tempe;
|
|
|
|
tempe = find(world, classname, "player");
|
|
|
|
while(tempe) {
|
|
// Fill Primary Weapon
|
|
if (tempe.weapon) tempe.currentammo = getWeaponAmmo(tempe.weapon);
|
|
// Fill Secondary Weapon
|
|
if (tempe.secondaryweapon) tempe.secondaryammo = getWeaponAmmo(tempe.secondaryweapon);
|
|
// Fill Third Weapon
|
|
if (tempe.thirdweapon) tempe.thirdammo = getWeaponAmmo(tempe.thirdweapon);
|
|
// Give Grenades
|
|
tempe.primary_grenades = 4;
|
|
// Give Betties
|
|
if (tempe.grenades & 2) tempe.secondary_grenades = 2;
|
|
|
|
// MAX AMMO! text
|
|
#ifdef PC
|
|
ScrollText("MAX AMMO!", tempe);
|
|
#else
|
|
nzp_maxammo();
|
|
#endif
|
|
tempe = find(tempe, classname, "player");
|
|
}
|
|
};
|
|
|
|
//
|
|
// PU_NullRequirement()
|
|
// Power-Up has no requirements. Always return true.
|
|
//
|
|
float() PU_NullRequirement =
|
|
{
|
|
return true;
|
|
};
|
|
|
|
//
|
|
// PU_Init()
|
|
// Fill the Power-Up array for the first time and
|
|
// define used Power-Ups
|
|
//
|
|
void() PU_Init =
|
|
{
|
|
// Start with 0 Power-Ups accessible
|
|
powerup_count = 0;
|
|
|
|
// Set the Power-Up array IDs to empty
|
|
for(float i = 0; i < MAX_POWERUPS; i++) {
|
|
powerup_array[i].id = -1;
|
|
}
|
|
|
|
// Just add all of them for now
|
|
PU_AddToStruct(PU_NUKE, true, "models/pu/nuke!.mdl", "sounds/pu/nuke.wav", PU_Nuke,
|
|
PU_NullRequirement );
|
|
PU_AddToStruct(PU_INSTAKILL, false, "models/pu/instakill!.mdl", "sounds/pu/insta_kill.wav", PU_InstaKill,
|
|
PU_NullRequirement );
|
|
PU_AddToStruct(PU_DOUBLEPTS, false, "models/pu/x2!.mdl", "sounds/pu/double_points.wav", PU_DoublePoints,
|
|
PU_NullRequirement );
|
|
PU_AddToStruct(PU_CARPENTER, false, "models/pu/carpenter!.mdl", "sounds/pu/carpenter.wav", PU_Carpenter,
|
|
PU_CarpenterRequirement );
|
|
PU_AddToStruct(PU_MAXAMMO, false, "models/pu/maxammo!.mdl", "sounds/pu/maxammo.wav", PU_MaxAmmo,
|
|
PU_NullRequirement );
|
|
|
|
// Fill the array
|
|
PU_PopulateArray();
|
|
};
|
|
|
|
//
|
|
// PU_Flash()
|
|
// Flash Power-Up model in and out
|
|
//
|
|
void() PU_Flash =
|
|
{
|
|
// Toggle the Power-Up model on and off
|
|
if (self.hitcount % 2) {
|
|
// Disappear
|
|
setmodel(self, "");
|
|
}
|
|
else {
|
|
// Reappear
|
|
setmodel(self, self.oldmodel);
|
|
}
|
|
|
|
if (self.hitcount < 15)
|
|
self.nextthink = time + 0.5;
|
|
else if (self.hitcount < 25)
|
|
self.nextthink = time + 0.25;
|
|
else
|
|
self.nextthink = time + 0.1;
|
|
|
|
self.hitcount++;
|
|
|
|
// Too late, delete the Power-Up
|
|
if (self.hitcount >= 40) {
|
|
remove(self.owner);
|
|
remove(self);
|
|
}
|
|
};
|
|
|
|
//
|
|
// PU_PlayVO()
|
|
// Play the assigned Voiceover clip before destroying ourself.
|
|
//
|
|
void() PU_PlayVO =
|
|
{
|
|
sound(self, CHAN_VOICE, self.powerup_vo, 1, ATTN_NONE);
|
|
remove(self);
|
|
};
|
|
|
|
//
|
|
// PU_Touch()
|
|
// Run assigned functions and prep for Deletion
|
|
//
|
|
void() PU_Touch =
|
|
{
|
|
if (other.classname == "player")
|
|
{
|
|
// Acquire sound
|
|
sound(self.owner, CHAN_VOICE, "sounds/pu/pickup.wav", 1, ATTN_NONE);
|
|
|
|
// Prepare for VO and destruction
|
|
self.think = PU_PlayVO;
|
|
self.nextthink = time + 1;
|
|
|
|
// Hide the Power-Up
|
|
setmodel(self, "");
|
|
Light_None(self);
|
|
self.touch = SUB_Null;
|
|
remove(self.owner);
|
|
|
|
// Flash the Screen if permitted
|
|
if (PU_ShouldFlashScreen(self.walktype) == true)
|
|
stuffcmd(other, "bf\n");
|
|
|
|
// Run Power-Up function
|
|
PU_LogicFunction(self.walktype);
|
|
}
|
|
};
|
|
|
|
//
|
|
// PU_SparkleThink()
|
|
// Increment Frames for the Power-Up Sparkle.
|
|
//
|
|
void() PU_SparkleThink =
|
|
{
|
|
float f;
|
|
float r;
|
|
|
|
f = self.frame;
|
|
|
|
while(f == self.frame)
|
|
{
|
|
r = random();
|
|
r = ((r > 0.2) ? 1 : 0) + ((r > 0.4) ? 1 : 0) + ((r > 0.6) ? 1 : 0) + ((r > 0.8) ? 1 : 0);
|
|
f = r;
|
|
}
|
|
self.frame = f;
|
|
|
|
self.think = PU_SparkleThink;
|
|
self.nextthink = time + 0.1;
|
|
|
|
if(self.calc_time <= time)
|
|
{
|
|
sound(self,CHAN_VOICE,"sounds/pu/powerup.wav",0.6,ATTN_NORM);
|
|
self.calc_time = time + 2.998;
|
|
}
|
|
};
|
|
|
|
//
|
|
// Spawn_Powerup(where, type)
|
|
// Power-Up spawning function. Use type to force what spawns.
|
|
//
|
|
void(vector where, float type) Spawn_Powerup =
|
|
{
|
|
entity powerup;
|
|
entity sparkle;
|
|
|
|
// Set Up Power-Up
|
|
powerup = spawn();
|
|
|
|
powerup.origin = where;
|
|
setorigin(powerup, powerup.origin);
|
|
|
|
powerup.solid = SOLID_TRIGGER;
|
|
powerup.classname = "item_powerup";
|
|
|
|
setsize(powerup, VEC_HULL_MIN, VEC_HULL_MAX);
|
|
powerup.movetype = MOVETYPE_NONE;
|
|
|
|
Light_Green(powerup);
|
|
|
|
// Set Up Sparkle Effect
|
|
sparkle = spawn();
|
|
powerup.owner = sparkle;
|
|
|
|
sparkle.origin = where;
|
|
setorigin(sparkle, sparkle.origin);
|
|
|
|
setmodel(sparkle,"models/sprites/sprkle.spr");
|
|
|
|
sparkle.think = PU_SparkleThink;
|
|
sparkle.nextthink = time + 0.1;
|
|
|
|
// Drop Sounds
|
|
sound(sparkle, CHAN_VOICE, "sounds/pu/powerup.wav", 0.6, ATTN_NORM);
|
|
sound(powerup, CHAN_AUTO, "sounds/pu/drop.wav", 1, ATTN_NONE);
|
|
|
|
// Check if we were forcefully assigned an ID
|
|
if (type != -1) {
|
|
powerup.walktype = type;
|
|
}
|
|
// No, so let's grab one from the array.
|
|
else {
|
|
powerup.walktype = PU_GetNextPowerUp();
|
|
}
|
|
|
|
// Assign the Power-Up model and sound
|
|
powerup.model = powerup.oldmodel = PU_ModelPath(powerup.walktype);
|
|
setmodel(powerup, powerup.model);
|
|
powerup.powerup_vo = PU_VoiceoverPath(powerup.walktype);
|
|
|
|
// Time out
|
|
powerup.think = PU_Flash;
|
|
powerup.nextthink = time + 15;
|
|
|
|
// Finally assign collision function
|
|
powerup.touch = PU_Touch;
|
|
|
|
totalpowerups++;
|
|
};
|
|
|