mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-29 23:32:18 +00:00
416 lines
9.3 KiB
C++
416 lines
9.3 KiB
C++
/*
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server/entities/teleporter.qc
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all logic for teleporters of every form.
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Copyright (C) 2021-2022 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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/*
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============
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Teleporter
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============
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Teleporters have 3 different modes
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0: Default Patch 1.0.4 Mode
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- Interact with teleporter and go to pad (credit: Naievil and PerikiyoXD)
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1: Linked Mode
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- One-Time-Link teleporter with pad, teleport to pad
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2: Timed Mode
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- Link teleporter with pad, teleport to other destination
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for a set amount of time, then return to pad. Link every time.
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TODO:
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- Sounds
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- Keep track of whether player is touching instead of locking movement
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*/
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void(vector where, float time_alive) SpawnSpark;
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void() teleporter_cooldown =
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{
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self.activated = false;
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if (self.mode == 2) {
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self.isLinked = false;
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}
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self.cooldown = false;
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}
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void() start_cooldown =
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{
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self.cooldown = true;
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self.think = teleporter_cooldown;
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self.nextthink = time + 5;
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}
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void() teleport_entities_back =
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{
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entity en, player;
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en = find(world, targetname, self.target2);
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SUB_UseTargets();
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self.iszomb = 0;
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sound(self.entities[0], CHAN_WEAPON, "sounds/machines/elec_shock.wav", 1, ATTN_NORM);
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for(float i = 0; i < 4; i++) {
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if (self.entities[i].classname == "player") {
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player = self.entities[i];
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setorigin(player, en.origin);
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if (self.isTimed || en.classname == "func_teleporter_pad") {
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setorigin(player, player.origin + '0 0 40');
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}
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switch(self.iszomb) {
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case 0:
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player.origin += '20 0 0';
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break;
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case 1:
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player.origin -= '20 0 0';
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break;
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case 2:
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player.origin += '0 20 0';
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break;
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case 3:
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player.origin -= '0 20 0';
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break;
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default:
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break;
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}
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player.fire_delay = player.fire_delay2 =
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player.reload_delay = player.reload_delay2 =
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2.0 + time;
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player.speed_penalty = 0.75;
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player.speed_penalty_time = time + 2;
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player.zoom = 0;
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player.movetype = MOVETYPE_WALK;
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player.oldz = player.origin_z;
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player.flags = player.flags & FL_ONGROUND;
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player.velocity = '0 0 0';
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if (self.mode == 0)
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self.activated = false;
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self.iszomb++;
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}
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}
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SpawnSpark(en.origin + '0 0 32', 1);
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self.iszomb = 0;
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start_cooldown();
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self.isTimed = false;
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}
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void(entity who) teleport_entity =
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{
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entity en;
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en = find(world, targetname, self.target2);
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SUB_UseTargets ();
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setorigin (who, who.tele_target.origin);
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if (self.isTimed || en.classname == "func_teleporter_pad") {
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setorigin(who, who.origin + '0 0 40');
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}
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// Prohibit taking fall damage
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who.oldz = who.origin_z;
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switch(self.iszomb) {
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case 0:
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who.origin += '20 0 0';
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break;
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case 1:
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who.origin -= '20 0 0';
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break;
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case 2:
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who.origin += '0 20 0';
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break;
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case 3:
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who.origin -= '0 20 0';
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break;
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default:
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bprint(PRINT_HIGH, "cheater!!\n");
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break;
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}
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who.fire_delay = who.fire_delay2 = who.reload_delay = who.reload_delay2 = 2.0 + time;
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who.speed_penalty = 0.75;
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who.speed_penalty_time = time + 2;
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who.zoom = 0;
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who.movetype = MOVETYPE_WALK;
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who.flags = who.flags & FL_ONGROUND;
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who.velocity = '0 0 0';
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}
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void() teleport_entities =
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{
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// Store all of the players
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entity people = findradius(self.origin, self.stance);
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float i = 0;
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self.entities[0] = world;
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self.entities[1] = world;
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self.entities[2] = world;
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self.entities[3] = world;
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while(people != world) {
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if (people.classname == "player") {
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self.entities[i] = people;
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i++;
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teleport_entity(people);
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self.iszomb++;
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}
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people = people.chain;
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}
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self.iszomb = 0;
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if (self.mode == 0) {
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self.activated = false;
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} else if (self.mode == 2 && !self.isTimed) {
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self.nextthink = time + self.tpTimer;
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self.think = teleport_entities_back;
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self.isTimed = true;
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} else {
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start_cooldown();
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self.isTimed = false;
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}
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}
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void() teleport_pad_touch =
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{
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if (other.classname != "player" || self.host.isLinked)
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return;
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if (!isPowerOn) {
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useprint(other, 8, 0, 0);
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return;
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}
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if (self.host.waitLink) {
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useprint(other, 19, 0, 0);
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if (other.button7) {
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self.host.isLinked = true;
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self.host.waitLink = false;
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sound(self, CHAN_WEAPON, "sounds/weapons/tesla/switchon.wav", 1, ATTN_NORM);
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}
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} else {
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if (self.host.mode == 2) {
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useprint(other, 18, 0, 0);
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}
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}
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}
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void() teleporter_link_touch =
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{
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if (!self.waitLink)
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useprint(other, 17, 0, 0);
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if (other.button7) {
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local entity en;
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en = find(world, targetname, self.target2);
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sound(self, CHAN_WEAPON, "sounds/weapons/tesla/switchoff.wav", 1, ATTN_NORM);
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self.waitLink = true;
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en.host = self;
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}
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}
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void() teleport_touch =
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{
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if (self.cooldown) {
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useprint(other, 16, 0, 0);
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return;
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}
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if (other.classname != "player" || self.activated)
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return;
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if (!isPowerOn) {
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useprint(other, 8, 0, 0);
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return;
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}
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if (self.mode != 0 && !self.isLinked) {
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teleporter_link_touch();
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return;
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}
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if (!self.cost)
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useprint(other, 14, 0, 0);
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else
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useprint(other, 15, self.cost, 0);
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if (other.button7 && !other.semiuse) {
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other.semiuse = true;
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if (other.points < self.cost) {
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centerprint(other, STR_NOTENOUGHPOINTS);
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sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
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return;
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}
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addmoney(other, -self.cost, 0);
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SUB_UseTargets();
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self.activated = true;
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entity people = findradius(self.origin, self.stance);
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while (people != world) {
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if (people.classname == "player") {
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people.tele_target = find(world, targetname, self.target);
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people.movetype = MOVETYPE_NONE;
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}
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people = people.chain;
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}
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if (!other.tele_target)
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objerror("Couldn't find target!");
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self.think = teleport_entities;
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self.nextthink = time + 1;
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SpawnSpark(self.origin + '0 0 32', 1.5);
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sound(self, CHAN_WEAPON, "sounds/machines/elec_shock.wav", 1, ATTN_NORM);
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}
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if (other.button1) {
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if (self.targetname) {
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if (self.nextthink < time)
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return; // not fired yet
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}
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}
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}
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void() teleport_use =
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{
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self.nextthink = time + 2;
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force_retouch = 2; // make sure even still objects get hit
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self.think = SUB_Null;
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}
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//
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// func_teleporter_entrance()
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// Spawn function for the main teleporter.
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//
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void() func_teleporter_entrance =
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{
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//
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// Set Default Stats for Compatibility
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//
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// Model
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if (!self.model) {
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self.model = "models/props/teleporter.mdl";
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}
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// Radius
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if (!self.stance) {
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self.stance = 75;
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}
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precache_model(self.model);
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precache_model("models/sprites/lightning.spr");
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precache_sound("sounds/machines/elec_shock.wav");
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precache_sound("sounds/weapons/tesla/switchoff.wav");
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self.movetype = MOVETYPE_NONE;
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self.solid = SOLID_TRIGGER;
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self.classname = "func_teleporter_entrance";
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setmodel(self, self.model);
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setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX);
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self.touch = teleport_touch;
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// Verify the User has teleporter targets set.
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if (!self.target)
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objerror("No target!");
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if (self.mode != 0) {
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if (!self.target2)
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objerror("No mainframe!");
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if (self.mode == 2) {
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entity tempe;
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tempe = find(world, targetname, self.target2);
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tempe.host = self;
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}
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}
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self.use = teleport_use;
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}
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//
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// func_teleporter_destination()
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// Empty Entity to use as a destination for standard
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// teleporter modes.
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//
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void() func_teleporter_destination =
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{
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// this does nothing, just serves as a target spot
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self.origin = self.origin + '0 0 40';
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self.classname = "func_teleporter_destination";
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}
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//
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// func_teleporter_timed()
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// Empty Entity to use as a destination for time-based
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// teleporter modes.
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//
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void() func_teleporter_timed =
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{
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self.origin = self.origin + '0 0 40';
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self.classname = "func_teleporter_timed";
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}
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//
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// func_teleporter_pad()
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// Teleporter Pad that's often used as a Link Point
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// or Return Point.
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//
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void() func_teleporter_pad =
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{
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precache_model ("models/props/mainframe_pad.mdl");
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precache_sound("sounds/weapons/tesla/switchon.wav");
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self.movetype = MOVETYPE_NONE;
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self.solid = SOLID_TRIGGER;
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self.classname = "func_teleporter_pad";
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setmodel(self, "models/props/mainframe_pad.mdl");
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setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX);
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self.touch = teleport_pad_touch;
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}
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