mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-10 14:41:57 +00:00
315 lines
6.5 KiB
C++
315 lines
6.5 KiB
C++
#include "common.qh"
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#include "misc.qh"
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#include "effect.qh"
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#include "mapents_util.qh"
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#include "damage.qh"
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#define IMPLEMENT_MAPENTS
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#include "mapents.qh"
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/*QUAKED info_intermission (1 0.5 0.5) (-16 -16 -16) (16 16 16)
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This is the camera point for the intermission.
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Use mangle instead of angle, so you can set pitch or roll as well as yaw. 'pitch roll yaw'
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*/
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void() _intermission_loop_chain = {
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self.enemy = intermission_head;
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};
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void() info_intermission = {
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util_map_entity_init();
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if (!intermission_head) {
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self.think = _intermission_loop_chain;
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self.nextthink = time;
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}
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self.enemy = intermission_head;
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intermission_head = self;
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};
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void() _spawn_point_loop_chain = {
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self.enemy = spawn_head;
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};
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void() _spawn_point_init = {
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local entity oldself;
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util_map_entity_init ();
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if (self.count > spawn_head.count) {
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oldself = self;
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while (spawn_head) {
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self = spawn_head;
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util_map_entity_cull();
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spawn_head = spawn_head.enemy;
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}
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self = oldself;
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} else if (self.count < spawn_head.count) {
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util_map_entity_cull ();
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return;
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}
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if (!spawn_head) {
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self.think = _spawn_point_loop_chain;
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self.nextthink = time;
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}
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self.enemy = spawn_head;
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spawn_head = self;
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};
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/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 24)
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The single player starting point for a level.
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*/
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void() info_player_start = {
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self.count = 0;
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_spawn_point_init ();
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};
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/*QUAKED info_player_start2 (1 0 0) (-16 -16 24) (16 16 24)
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Only used on start map for the return point from an episode.
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*/
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void() info_player_start2 = {
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self.count = 0;
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_spawn_point_init ();
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};
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/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 24)
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A spawn point for non-teamplay deathmatch games
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*/
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void() info_player_deathmatch = {
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self.count = 100;
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_spawn_point_init ();
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};
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/*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 24)
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A spawn point for coop games
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*/
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void() info_player_coop = {
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self.count = 0;
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_spawn_point_init ();
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};
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/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
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Doesn't do anything. Use it for ambients.
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*/
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void() info_notnull = {
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util_map_entity_init ();
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util_map_entity_cull ();
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};
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#define SPAWNFLAGS_START_OFF 1
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/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
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Non-displayed light.
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Default light value is 300
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Default style is 0
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If targeted, it will toggle between on or off.
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*/
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void() _light_use = {
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if (self.spawnflags & SPAWNFLAGS_START_OFF) {
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lightstyle (self.style, self.noise4);
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self.spawnflags &= ~SPAWNFLAGS_START_OFF;
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} else {
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lightstyle (self.style, self.noise3);
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self.spawnflags |= SPAWNFLAGS_START_OFF;
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}
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};
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void() light = {
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util_map_entity_init();
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if (!self.noise3)
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self.noise3 = "a";
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if (!self.noise4)
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self.noise4 = "m";
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self.use = _light_use;
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if (self.spawnflags & SPAWNFLAGS_START_OFF)
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lightstyle (self.style, self.noise3);
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else
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lightstyle (self.style, self.noise4);
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util_map_entity_cull ();
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};
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/*QUAKED misc_fireball (0 .5 .8) (-8 -8 -8) (8 8 8)
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Lava Balls
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*/
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void() _misc_fireball_deathmsg = {
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local float r;
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local string nname;
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r = random ();
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nname = name (self);
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if (r < 0.25) {
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bprint (PRINT_DEATH, nname, " catches a lava ball.\n");
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} else if (r < 0.5) {
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bprint (PRINT_DEATH, "A lavaball gives ", nname, " a hug.\n");
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} else if (r < 0.75) {
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bprint (PRINT_DEATH, nname, " was struck down by the lava gods.\n");
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} else {
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bprint (PRINT_DEATH, nname, " gets coated with liquid brimstone.\n");
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}
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};
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void() _misc_fireball_touch = {
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damage (other, self, self, 20, _misc_fireball_deathmsg);
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safe_remove (self);
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};
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void() _misc_fireball_think = {
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local entity fireball;
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local vector dir;
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fireball = spawn ("FIREBALL");
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fireball.netname = "a lavaball";
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setmodel (fireball, self.weaponmodel);
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setorigin (fireball, self.origin);
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fireball.solid = SOLID_TRIGGER;
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fireball.movetype = MOVETYPE_TOSS;
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fireball.touch = _misc_fireball_touch;
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makevectors (self.angles);
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dir = v_forward * 500 + v_right * crandom() * 50 + v_up * crandom () * 50;
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dir = normalize (dir);
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fireball.velocity = dir * self.speed;
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fireball.mass = 20;
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self.nextthink = time + (random () * 5) + 3;
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};
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void() misc_fireball = {
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util_map_entity_init();
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if (!self.angles)
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self.angles = '-90 0 0';
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if (!self.speed)
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self.speed = 200;
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if (!self.weaponmodel)
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self.weaponmodel = "progs/lavaball.mdl";
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precache_model (self.weaponmodel);
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self.think = _misc_fireball_think;
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self.nextthink = time + (random () * 5);
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};
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/*QUAKED misc_explobox (0 .5 .8) (0 0 0) (32 32 64)
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Exploding box.
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*/
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void() _misc_explobox_deathmsg = {
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local float r;
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local string nname;
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nname = name (self);
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r = random ();
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if (self.dmg_attacker.dmg_attacker == self) {
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if (r < 0.5) {
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bprint (PRINT_DEATH, nname,
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" learns what combustible means the hard way.\n");
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} else {
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bprint (PRINT_DEATH, nname, " trips on some live ammo.\n");
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}
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} else {
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if (r < 0.5) {
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bprint (PRINT_DEATH, nname,
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" has fun at the gunpowder factory.\n");
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} else {
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bprint (PRINT_DEATH, nname, " eats ",
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name (self.dmg_attacker.dmg_attacker), "'s box of joy.\n");
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}
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}
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};
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float(float d)
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_misc_explobox_damage = {
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self.health -= d;
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if (self.health <= 0) {
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util_use_targets ();
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self.takedamage = DAMAGE_NO;
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self.velocity = '0 0 0';
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damage_attack (self);
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damage_radius (self, self.dmg_attacker, self, _misc_explobox_deathmsg);
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effect_explosion (center (self));
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deathmsg_nodisplay ();
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remove (self);
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}
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deathmsg_nodisplay ();
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return FALSE; // lie
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};
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void() misc_explobox = {
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if (!self.model)
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self.model = "maps/b_explob.bsp";
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if (!self.mins && !self.maxs) {
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self.mins = '0 0 0';
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self.maxs = '32 32 64';
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}
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self.solid = SOLID_BBOX;
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self.movetype = MOVETYPE_NONE;
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util_map_entity_init();
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if (!self.health)
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self.health = 20;
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if (!self.dmg)
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self.dmg = 160;
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if (!self.mass)
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self.mass = self.dmg * 8;
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if (!self.lip)
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self.lip = self.dmg;
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if (!self.speed)
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self.speed = 1000;
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self.netname = "combustible cargo";
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self.takedamage = DAMAGE_AIM;
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self.max_health = self.health; // for respawn.
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util_map_entity_drop ();
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self.th_takedamage = _misc_explobox_damage;
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};
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/*QUAKED func_wall (0 .5 .8) ?
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This is just a solid wall if not inhibitted
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*/
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void() _func_wall_use = { self.frame = 1 - self.frame; };
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void() func_wall = {
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self.movetype = MOVETYPE_PUSH;
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self.solid = SOLID_BSP;
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util_map_entity_init ();
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self.use = _func_wall_use;
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util_map_entity_cull ();
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};
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/*QUAKED func_illusionary (0 .5 .8) ?
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A simple entity that looks solid but lets you walk through it.
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*/
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void() func_illusionary = {
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self.movetype = MOVETYPE_NONE;
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self.solid = SOLID_NOT;
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util_map_entity_init ();
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self.use = _func_wall_use;
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util_map_entity_cull ();
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};
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