prozac-qfcc/field.qc

1167 lines
32 KiB
C++

#include "defs.qh"
#include "menu.qh"
/*=======================================================//
// field.QC - CustomTF 3.2.OfN - 30/1/2001 - //
// by Sergio Fumaña Grunwaldt - OfteN aka superCOCK2000 //
=========================================================//
Field generator stuff - Written all by myself! :)
I took the model and some sounds from deadlode mod
One sound is from megaTF
=========================================================*/
// field generator flags, DO NOT MODIFY
#define FIELDGEN_ISOFF 0 // no field, not linked, and its not trying to link (several possible reasons)
#define FIELDGEN_ISIDLE 1 // no field, not linked, trying to link with other generator
#define FIELDGEN_ISDISABLED 2 // no field, linked, its disabled temporary (teammate passing thru field)
#define FIELDGEN_ISENABLED 3 // field, linked, and cells enough, waiting for shock, only hum sound
#define FIELDGEN_ISWORKING 4 // field, linked, glowing and all the field visual/sound effects are on
// field generator settings
#define FIELDGEN_SHOCKTIME 3 // seconds the generators remains glowing and doing lightning after a shock
#define FIELDGEN_LINKTIME 3.5 // seconds between tries to link with other generator
#define FIELDGEN_TIMEDISABLED 1.5 // was 3 // then 2
#define FIELDGEN_CELLSCOST 2 // cells cost for each "FIELDGEN_ISWORKING" pass
#define FIELDGEN_DMG 80 // normal damag when touching
#define FIELDGEN_DMGINSIDE 120 // damage when trapped inside field
#define FIELDGEN_MAXZ 10
/*===============================================================================================
EXPLANATION OF HOW THE ENTITY FIELDS ARE USED ( thnx? np.. =) )
---------------------------------------------
For field generator entity:
---------------------------
.fieldgen_status - Holds current status of every field generator, FIELDGEN_XXXX determines
.fieldgen_hasfield - Boolean value, determines if field generator is currently supporting a force field
.fieldgen_field - This points to the force field, if none its always 'world'
.no_grenades_1 - Controls delay between tries to link (only affects sound currently, it tries to link every frame)
.no_grenades_1 - Controls delay for field to go up again after beeing disabled
.tp_grenades_1 - Controls delay of the WORKING status
.has_teleporter - Used to flash generators when field is activated
.has_camera - Controls delay between cells take
.has_tesla - Boolean, forced status.
For force field entity:
-----------------------
.demon_one - Points to the first field generator
.demon_two - Points to the 2nd generator
.fieldgen_status - Hum sound running, boolean
.fieldgen_hasfield - Shield sound running, boolean
.has_tesla - Controls delay between hums
.has_sentry - Controls delay between shield sounds
.dmg - Next damage the field will do
.has_camera - Used to control the rate at which the field touch sound/visual effects are done (4hz)
.forcefield_offset - Offset to one of the gens from origin, used for lightning effects
================================================================================================*/
void() CheckDistance;
entity(entity fieldgen) Find_OtherGen;
float(entity fieldgen1, entity fieldgen2) FieldGens_CanLink;
float(entity fieldgen) FieldGen_CanIdle;
float(entity field) IsValidFieldGen;
float (vector targ, vector check) vis2orig;
float(entity field) IsValidField;
void(entity tfield, entity gen1) Field_UpdateSounds;
void(entity tfield) Field_MakeVisual;
float(entity tfield) FieldIsImproved;
float(entity tfield) FieldIsMalfunctioning;
void() Field_touch;
void() Field_touch_SUB;
float(entity e1, entity e2) EntsTouching2;
void(entity tfield, vector where, entity thing) FieldExplosion;
float(entity tfield, entity who) Field_ItCanPass;
float(entity tfield, entity who) Field_ShouldDamage;
#ifdef FIELD_FORCEMODE
entity(entity myself) GetMyFieldGen;
float(entity tfield) Field_GetForcedStatus;
void(float value) SetFieldForcedStatus; // player function (self = player) cuts disabled time also
float() GetFieldForcedStatus; // player
#endif
//=========================================================================================
// field generator model and sounds
void() Field_Precache =
{
precache_sound ("misc/null.wav");
precache_sound2("misc/ffhum.wav");
precache_sound2("misc/ffbeep.wav");
precache_sound2("misc/ffield.wav");
precache_sound2("misc/ffact.wav");
precache_sound2("misc/fffail.wav");
precache_model2("progs/ffgen2.mdl");
};
//================================================================================================
// checks for field generators and removes itself if needed, checks for stuck entities on field
void() Field_think =
{
if (self.classname != "force_field")
{
RPrint("BUG: Not a force field entity was in 'FieldThink()'!\n");
return;
}
self.has_camera = FALSE;
// checks for removal...
if (!IsValidFieldGen(self.demon_one) || !IsValidFieldGen(self.demon_two))
{
if (IsValidFieldGen(self.demon_one))
{
self.demon_one.fieldgen_hasfield = FALSE;
self.demon_one.fieldgen_field = world;
}
if (IsValidFieldGen(self.demon_two))
{
self.demon_two.fieldgen_hasfield = FALSE;
self.demon_two.fieldgen_field = world;
}
self.demon_one = world;
self.demon_two = world;
dremove(self);
RPrint("Debug: Field entity removed in Field_think()\n"); //shouldnt happen
}
else
self.nextthink = time + 0.25; // 4hz check
if (IsValidFieldGen(self.demon_one))
if (self.demon_one.fieldgen_status == FIELDGEN_ISWORKING)
Field_MakeVisual(self);
// checks for anything stuck in field :)
local entity te;
local float frange;
frange = FIELDGEN_RANGE;
if (FieldIsImproved(self) & IMPROVED_FOUR)
frange = FIELDGEN_HACKEDRANGE;
te = findradius(self.origin,frange);
while (te)
{
if (te != self)
if (te != self.demon_one)
if (te != self.demon_two)
if (te.velocity == '0 0 0')
// if (!IsBuilding(te)) // no screwing with the buildings :)
if (te.classname != "force_field")
if (EntsTouching2(te,self))
{
other = te;
deathmsg = DMSG_STUCK_FORCEFIELD;
self.dmg = FIELDGEN_DMGINSIDE; // this gonna hurt
Field_touch_SUB();
}
te = te.chain;
}
};
//=============================================================================================
// is one entity actually inside the other one? (this avoids using a stupid trigger)
float(entity e1, entity e2) EntsTouching2 =
{
if (e1.absmin_x > e2.absmax_x)
return FALSE;
if (e1.absmin_y > e2.absmax_y)
return FALSE;
if (e1.absmin_z > e2.absmax_z)
return FALSE;
if (e1.absmax_x < e2.absmin_x)
return FALSE;
if (e1.absmax_y < e2.absmin_y)
return FALSE;
if (e1.absmax_z < e2.absmin_z)
return FALSE;
if (hullpointcontents (e2, e1.mins, e1.maxs, e1.origin) != CONTENTS_SOLID)
return FALSE;
return TRUE;
};
//=================================================================================
// these 2 functions return the current hacks that should apply to the field
float(entity tfield) FieldIsImproved =
{
if (IsValidFieldGen(tfield.demon_one) && IsValidFieldGen(tfield.demon_two))
return tfield.demon_one.num_mines | tfield.demon_two.num_mines;
if (IsValidFieldGen(tfield.demon_one))
return tfield.demon_one.num_mines;
if (IsValidFieldGen(tfield.demon_two))
return tfield.demon_two.num_mines;
return 0;
};
float(entity tfield) FieldIsMalfunctioning =
{
if (IsValidFieldGen(tfield.demon_one) && IsValidFieldGen(tfield.demon_two))
return tfield.demon_one.is_malfunctioning | tfield.demon_two.is_malfunctioning;
if (IsValidFieldGen(tfield.demon_one))
return tfield.demon_one.is_malfunctioning;
if (IsValidFieldGen(tfield.demon_two))
return tfield.demon_two.is_malfunctioning;
return 0;
};
//=================================================================
// self is the field, disables it
void() DisableField =
{
if (IsValidFieldGen(self.demon_one))
{
self.demon_one.fieldgen_status = FIELDGEN_ISDISABLED;
self.demon_one.no_grenades_2 = time + FIELDGEN_TIMEDISABLED;
}
if (IsValidFieldGen(self.demon_two))
{
self.demon_two.fieldgen_status = FIELDGEN_ISDISABLED;
self.demon_two.no_grenades_2 = time + FIELDGEN_TIMEDISABLED;
}
sound (self, CHAN_VOICE, "misc/ffbeep.wav", 0.4, ATTN_IDLE);
};
//=========================================================================================
// applies damage and makes the sound and visual effect for the forcefield shock
void() Field_touch_SUB =
{
local float doFX;
local float shoulddamage;
doFX = TRUE;
if (FieldIsMalfunctioning(self) & SCREWUP_THREE) // reduce output
self.dmg = 1;
if (other.classname == "player") // PLAYERS
{
//dprint (vtos (other.origin) + "\n");
if (other.playerclass == PC_UNDEFINED) // Observers
return;
if (Field_ItCanPass(self, other))
{
DisableField();
return;
}
else
{
self.velocity = self.velocity - (self.velocity*4) + '0 0 1';
shoulddamage = Field_ShouldDamage(self,other);
if (shoulddamage == 1)
TF_T_Damage (other, self, self.real_owner, self.dmg, TF_TD_NOTTEAM, TF_TD_ELECTRICITY);
else if (shoulddamage == 2) // hacked to hurt teammates
{
if (deathmsg == DMSG_FORCEFIELD)
deathmsg = DMSG_FF_HACKED;
else /* if (deathmsg == DMSG_FORCEFIELD_STUCK) */
deathmsg = DMSG_FF_STUCK_HACKED;
TF_T_Damage (other, self, self, self.dmg, TF_TD_NOTTEAM, TF_TD_ELECTRICITY);
}
}
}
else if (other.classname != "force_field") // non player entities
{
if (IsMonster(other))
{
if (Field_ItCanPass(self, other))
{
DisableField();
return;
}
else
{
shoulddamage = Field_ShouldDamage(self,other);
if (shoulddamage == 1)
TF_T_Damage (other, self, self.real_owner, self.dmg, TF_TD_NOTTEAM, TF_TD_ELECTRICITY);
else if (shoulddamage == 2) // hacked to hurt teammates
{
if (deathmsg == DMSG_FORCEFIELD)
deathmsg = DMSG_FF_HACKED;
else /* if (deathmsg == DMSG_FORCEFIELD_STUCK) */
deathmsg = DMSG_FF_STUCK_HACKED;
TF_T_Damage (other, self, self, self.dmg, TF_TD_NOTTEAM, TF_TD_ELECTRICITY);
}
}
}
// excludes entities that shouldnt be moved, doors plats etc..
if(other.movetype == MOVETYPE_NONE
|| other.movetype == MOVETYPE_PUSH)
//|| other.movetype == MOVETYPE_NOCLIP
return;
if (IsBuilding(other))
return;
other.velocity_z = other.velocity_z + 100;
if (other.origin_x < self.origin_x)
other.velocity_x = other.velocity_x - 200 * random();
else
other.velocity_x = other.velocity_x + 200 * random();
if (other.origin_y < self.origin_y)
other.velocity_y = other.velocity_y - 200 * random();
else
other.velocity_y = other.velocity_y + 200 * random();
}
FieldExplosion(self,other.origin,other);
PutFieldWork(self);
};
#ifdef FIELD_FORCEMODE
//==========================================================================
// gets one of our field generators
entity(entity myself) GetMyFieldGen =
{
local entity te;
local float foundit;
te = world;
foundit = FALSE;
te = find(world, classname, "building_fieldgen");
while (te != world && foundit == FALSE)
{
if (te.real_owner == myself) // is it ours?
foundit = TRUE; // yeah, found it
if (foundit == FALSE) // our search must continue...
te = find(te, classname, "building_fieldgen");
}
return te;
};
//=========================================================================
// these functions retrieve and set the current 'forced status' on a field
float(entity tfield) Field_GetForcedStatus =
{
if (IsValidFieldGen(tfield.demon_one) && IsValidFieldGen(tfield.demon_two))
{
if (tfield.demon_two.has_tesla || tfield.demon_one.has_tesla)
return TRUE;
}
else if (IsValidFieldGen(tfield.demon_one))
{
if (tfield.demon_one.has_tesla)
return TRUE;
}
else if (IsValidFieldGen(tfield.demon_two))
{
if (tfield.demon_two.has_tesla)
return TRUE;
}
return FALSE;
};
//==============================================================================
// player functions called on menu.qc to disable/enable forced status on field
void(float value) SetFieldForcedStatus =
{
local entity gen1, gen2;
gen1 = GetMyFieldGen(self);
gen2 = Find_OtherGen(gen1);
if (IsValidFieldGen(gen1))
{
gen1.has_tesla = value;
if (value)
gen1.no_grenades_2 = time;
}
if (IsValidFieldGen(gen2))
{
gen2.has_tesla = value;
if (value)
gen2.no_grenades_2 = time;
}
};
float() GetFieldForcedStatus =
{
local entity gen1, gen2;
gen1 = GetMyFieldGen(self);
gen2 = Find_OtherGen(gen1);
if (IsValidFieldGen(gen1) && IsValidFieldGen(gen2))
{
if (gen1.has_tesla || gen2.has_tesla)
return TRUE;
}
else if (IsValidFieldGen(gen1))
return gen1.has_tesla;
else if (IsValidFieldGen(gen2))
return gen2.has_tesla;
return FALSE;
};
#endif
//=========================================================================
// returns TRUE if 'who' entity should be able to pass thru the field
float(entity tfield, entity who) Field_ItCanPass =
{
if (FieldIsMalfunctioning(tfield) & SCREWUP_ONE)
return FALSE;
/*
if (who == tfield.real_owner) // field owner - always pass
return TRUE;
*/
if (Field_GetForcedStatus(tfield))
return FALSE;
if (who.classname == "player") // PLAYERS
{
if (Teammate(who.team_no, tfield.real_owner.team_no)) // teammate
return TRUE;
if (Teammate(who.undercover_team, tfield.real_owner.team_no)) // spies disguised as our team
return TRUE;
}
else if (IsMonster(who)) // MONSTERS/ARMY
{
if (Teammate(who.real_owner.team_no, tfield.real_owner.team_no)) // team monster
return TRUE;
}
return FALSE;
};
//=========================================================================
// returns 1 or 2 if 'who' entity should be damaged by the field
// 1 if it's an enemy, 2 if a friendly and has been hacked
float(entity tfield, entity who) Field_ShouldDamage =
{
local float fr;
if (FieldIsMalfunctioning(tfield) & SCREWUP_ONE)
fr = 2;
else
fr = 0;
if (who.classname == "player") // PLAYERS
{
if (who == tfield.real_owner) // field owner
return fr;
if (Teammate(who.team_no, tfield.real_owner.team_no)) // teammate
return fr;
if (Teammate(who.undercover_team, tfield.real_owner.team_no)) // spies disguised as our team
return fr;
}
else if (IsMonster(who)) // MONSTERS/ARMY
{
if (Teammate(who.real_owner.team_no, tfield.real_owner.team_no)) // team monster
return fr;
}
return 1;
};
//=============================================================================
// applies the particle effect and electric sound (at max 4hz rate)
void(entity tfield, vector where, entity thing) FieldExplosion =
{
if (!tfield.has_camera)
{
if (thing == world || thing.is_removed) return;
local vector whereFX;
whereFX = where;
whereFX_z = tfield.origin_z;
spawnFOG(whereFX);
sound(tfield,CHAN_BODY,"effects/crunch.wav",0.5,ATTN_NORM);
tfield.has_camera = TRUE; // cya soon
}
};
void(entity field) PutFieldWork =
{
if (IsValidFieldGen(field.demon_one))
field.demon_one.tp_grenades_1 = time + FIELDGEN_SHOCKTIME;
if (IsValidFieldGen(field.demon_two))
field.demon_two.tp_grenades_1 = time + FIELDGEN_SHOCKTIME;
};
void() Field_touch =
{
if (other.classname == "force_field") return; //avoid weird loops with other fields
self.dmg = FIELDGEN_DMG;
deathmsg = DMSG_FORCEFIELD;
Field_touch_SUB();
};
//===================================================================================
// creates the force field between the 2 generators (only if none currently on)
void(entity gen1, entity gen2) Create_Field =
{
//local string foo;
if (gen1.fieldgen_hasfield || gen2.fieldgen_hasfield)
return;
//foo = "gen1: " + vtos (gen1.origin) + " " + vtos (gen1.absmin) + " " + vtos (gen1.absmax);
//dprint(foo + "\n");
//foo = "gen2: " + vtos (gen2.origin) + " " + vtos (gen2.absmin) + " " + vtos (gen2.absmax);
//dprint(foo + "\n");
/* dprint("gen1:\n");
eprint(gen1.fieldgen_field);
dprint("gen2:\n");
eprint(gen2.fieldgen_field);
dprint("done\n"); */
if (gen1.fieldgen_field != world || gen2.fieldgen_field != world) // CHECK
return;
// already checked b4 on CanLink -> CanIdle
/*if (!IsValidFieldGen(gen1) || !IsValidFieldGen(gen2))
return;*/
gen1.fieldgen_status = FIELDGEN_ISENABLED;
gen2.fieldgen_status = FIELDGEN_ISENABLED;
gen1.fieldgen_hasfield = TRUE;
gen2.fieldgen_hasfield = TRUE;
local entity tfield;
// generate field
tfield = spawn();
tfield.classname = "force_field";
tfield.owner = world;
tfield.real_owner = gen1.real_owner; // --> player
tfield.think = Field_think;
tfield.touch = Field_touch;
tfield.nextthink = time + 0.25;
// set pos and size
tfield.size_x = vlen (gen1.origin - gen2.origin) - 10;
tfield.size_y = 4;
tfield.size_z = 48; // was 64, but 48 is more realistic
tfield.maxs = tfield.size * 0.5; // FIXME: / 2 is broken
tfield.mins = -tfield.maxs;
tfield.origin = AVG (gen1.origin, gen2.origin);
tfield.origin_z = AVG (gen1.absmax_z, gen2.absmax_z) - tfield.maxs_z;
tfield.forcefield_offset = (gen2.origin - gen1.origin);
local vector right, forward, up;
up = '0 0 1';
right = normalize (gen2.origin - gen1.origin);
forward = crossproduct (up, right);
// local string foo;
// foo = "right: " + vtos (right) + "\nforward: " + vtos (forward)
// + "\nup: " + vtos (up) + "\nmins: " + vtos (tfield.mins)
// + " maxs: " + vtos (tfield.maxs) + "\norigin: " + vtos (tfield.origin) + "\n";
// dprint (foo);
tfield.rotated_bbox = getboxhull();
rotate_bbox (tfield.rotated_bbox, right, forward, up, tfield.mins,
tfield.maxs);
local vector mins, maxs;
mins = getboxbounds (tfield.rotated_bbox, 0);
maxs = getboxbounds (tfield.rotated_bbox, 1);
// apply stuff
tfield.movetype = MOVETYPE_NONE;
tfield.solid = SOLID_BBOX;
setsize(tfield, mins, maxs);
setorigin(tfield, tfield.origin);
// foo = "min: " + vtos (mins) + "\n" +
// "max: " + vtos (maxs) + "\n" +
// "absmin: " + vtos (tfield.absmin) + "\n" +
// "absmax: " + vtos (tfield.absmax) + "\n";
// dprint (foo + "\n");
// assign the pointers on the field generators
gen1.fieldgen_field = tfield;
gen2.fieldgen_field = tfield;
// assign the pointers to generators on ourselves
tfield.demon_one = gen1;
tfield.demon_two = gen2;
//make activating sound
sound (tfield, CHAN_VOICE, "misc/ffact.wav", 0.2, ATTN_NORM);
// flash generators
gen1.effects = EF_DIMLIGHT;
gen1.has_teleporter = TRUE;
gen1.skin = 2;
gen2.effects = EF_DIMLIGHT;
gen2.has_teleporter = TRUE;
gen2.skin = 2;
if (gen1.martyr_enemy)
tfield.martyr_enemy = gen1.martyr_enemy;
else if (gen1.martyr_enemy)
tfield.martyr_enemy = gen2.martyr_enemy;
else
tfield.martyr_enemy = world;
/* // make sure the field goes off instantly if there's somebody in it
local entity oldself;
oldself = self;
self = tfield;
self.think ();
self = oldself; */
};
//=================================================================0
// removes the force field (if any)
void(entity gen1, entity gen2) Remove_Field =
{
if (IsValidFieldGen(gen1))
{
if (IsValidField(gen1.fieldgen_field))
{
freeboxhull (gen1.fieldgen_field.rotated_bbox);
dremove(gen1.fieldgen_field);
}
gen1.fieldgen_hasfield = FALSE;
gen1.fieldgen_field = world;
if (IsValidFieldGen(gen2))
{
gen2.fieldgen_hasfield = FALSE;
gen2.fieldgen_field = world;
}
}
else if (IsValidFieldGen(gen2))
{
if (IsValidField(gen2.fieldgen_field))
{
freeboxhull (gen2.fieldgen_field.rotated_bbox);
dremove(gen2.fieldgen_field);
}
gen2.fieldgen_hasfield = FALSE;
gen2.fieldgen_field = world;
}
};
float(entity field) IsValidField =
{
if (field == world)
return FALSE;
if (field.classname != "force_field")
return FALSE;
return TRUE;
};
float(entity field) IsValidFieldGen =
{
if (field == world)
return FALSE;
if (field.classname != "building_fieldgen")
return FALSE;
return TRUE;
};
//========================================================
// starts or removes sounds on the field
void(entity tfield, entity gen1) Field_UpdateSounds =
{
//fieldgen_status : hum
//fieldgen_hasfield : shield
if (IsValidField(tfield)) // only if there is a field currently
{
local float playhum, playshield;
playhum = FALSE; playshield = FALSE;
/*if (gen1.fieldgen_status == FIELDGEN_ISOFF) // for some reason we r not working
{
playhum = FALSE;
playshield = FALSE;
}
else if (gen1.fieldgen_status == FIELDGEN_ISIDLE) // awaiting for link
{
playhum = FALSE;
playshield = FALSE;
}
else if (gen1.fieldgen_status == FIELDGEN_ISDISABLED) // teammate passing thru the field?
{
playhum = FALSE;
playshield = FALSE;
}
else*/
if (gen1.fieldgen_status == FIELDGEN_ISENABLED)
{
playhum = TRUE;
playshield = FALSE;
}
else if (gen1.fieldgen_status == FIELDGEN_ISWORKING)
{
playhum = TRUE;
playshield = TRUE;
}
// MAKE THE SHIT SOUND !
if (!playhum)
{
if (tfield.fieldgen_status)
{
sound(tfield,CHAN_MISC,"misc/null.wav",0.5,ATTN_NORM);
tfield.fieldgen_status = FALSE;
}
}
else
{
if (!tfield.fieldgen_status || tfield.has_tesla < time)
{
sound(tfield,CHAN_MISC,"misc/ffhum.wav",0.3,ATTN_NORM);
tfield.has_tesla = time + 1;
tfield.fieldgen_status = TRUE;
}
}
if(!playshield)
{
if (tfield.fieldgen_hasfield)
{
sound(tfield,CHAN_ITEM,"misc/null.wav",0.2,ATTN_NORM);
tfield.fieldgen_hasfield = FALSE;
}
}
else
{
if (!tfield.fieldgen_hasfield || tfield.has_sentry < time)
{
//TODO?: lower volume as (FIELDGEN_SHOCKTIME - time) decreases
sound(tfield,CHAN_ITEM,"misc/ffield.wav",0.4,ATTN_NORM);
tfield.has_sentry = time + 1;
tfield.fieldgen_hasfield = TRUE;
}
}
}
};
//====================================================================
// do the lightning stuff while field is FIELDGEN_ISWORKING
void(entity tfield) Field_MakeVisual =
{
if (IsValidField(tfield))
{
local vector f;
f = tfield.origin + (tfield.forcefield_offset * 0.5 * (random() * 2 - 1));
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
if (random() > 0.5)
WriteByte (MSG_MULTICAST, TE_LIGHTNING2);
else
WriteByte (MSG_MULTICAST, TE_LIGHTNING1);
WriteEntity (MSG_MULTICAST, tfield);
WriteCoord (MSG_MULTICAST, f_x);
WriteCoord (MSG_MULTICAST, f_y);
WriteCoord (MSG_MULTICAST, tfield.origin_z + tfield.mins_z);
WriteCoord (MSG_MULTICAST, f_x);
WriteCoord (MSG_MULTICAST, f_y);
WriteCoord (MSG_MULTICAST, tfield.origin_z + tfield.maxs_z);
}
};
//==================================================
// called every frame by the field generators
void() FieldGen_think =
{
local entity othergen;
othergen = Find_OtherGen(self); // get our brother
if (FieldGens_CanLink(self,othergen))
Create_Field(self,othergen); // checks redundancy itself
else
Remove_Field(self,othergen); // checks redundancy itself
// field main loop (ai? heh.. my cat is smarter than these force fields)
if (self.fieldgen_status == FIELDGEN_ISOFF) // for some reason we r not working
{
self.effects = 0;
self.skin = 0;
if (FieldGen_CanIdle(self)) // can we go idle?
self.fieldgen_status = FIELDGEN_ISIDLE;
}
else if (self.fieldgen_status == FIELDGEN_ISIDLE) // awaiting for link
{
self.effects = 0;
self.skin = 0;
if (self.no_grenades_1 < time) // trying to link sound/flash time
{
sound (self, CHAN_WEAPON, "misc/fffail.wav", 0.5, ATTN_IDLE);
self.skin = 1;
self.effects = EF_DIMLIGHT;
self.no_grenades_1 = time + FIELDGEN_LINKTIME;
}
}
else if (self.fieldgen_status == FIELDGEN_ISDISABLED) // teammate passing thru the field?
{
self.effects = 0;
self.skin = 0;
// time check
if (self.no_grenades_2 < time) // can we go idle?
{
self.fieldgen_status = FIELDGEN_ISIDLE;
self.tp_grenades_1 = 0;
}
}
else if (self.fieldgen_status == FIELDGEN_ISENABLED)
{
if (!self.has_teleporter)
{
self.effects = 0;
self.skin = 1;
}
if (self.fieldgen_hasfield == FALSE)
self.fieldgen_status = FIELDGEN_ISIDLE;
if (self.tp_grenades_1 >= time)
self.fieldgen_status = FIELDGEN_ISWORKING;
}
else if (self.fieldgen_status == FIELDGEN_ISWORKING)
{
self.effects = EF_DIMLIGHT;
self.skin = 2;
if (self.has_camera <= time)
{
self.ammo_cells = self.ammo_cells - FIELDGEN_CELLSCOST;
self.has_camera = time + 1;
}
if (self.fieldgen_hasfield == FALSE)
self.fieldgen_status = FIELDGEN_ISIDLE;
else if (self.tp_grenades_1 <= time)
self.fieldgen_status = FIELDGEN_ISENABLED;
}
Field_UpdateSounds(self.fieldgen_field, self); // update force field sounds
if (!FieldGen_CanIdle(self)) // turn us off if needed
self.fieldgen_status = FIELDGEN_ISOFF;
self.has_teleporter = FALSE; // resets 'flash' status bypass
self.nextthink = time + 0.1;
};
//=======================================================================
// returns TRUE if the generator could currently go to idle status
float(entity fieldgen) FieldGen_CanIdle =
{
if (!(IsValidFieldGen(fieldgen)))
return FALSE;
if (fieldgen.ammo_cells >= FIELDGEN_CELLSCOST &&
!(fieldgen.is_malfunctioning & SCREWUP_FOUR)
&& fieldgen.health > 0)
return TRUE;
return FALSE;
};
//=======================================================================
// returns TRUE if both generators could currently generate the field
float(entity fieldgen1, entity fieldgen2) FieldGens_CanLink =
{
if (!(IsValidFieldGen(fieldgen1)) || !(IsValidFieldGen(fieldgen2)))
return FALSE;
if (!visible2(fieldgen1,fieldgen2))
return FALSE;
local float r;
r = vlen(fieldgen1.origin - fieldgen2.origin); // get distance between generators
// if ((fieldgen1.num_mines & IMPROVED_FOUR && fieldgen2.num_mines & IMPROVED_FOUR) && r > FIELDGEN_HACKEDRANGE2)
// return FALSE;
/*if (fieldgen1.num_mines & IMPROVED_FOUR || fieldgen2.num_mines & IMPROVED_FOUR)
{
if ((fieldgen1.num_mines & IMPROVED_FOUR && fieldgen2.num_mines & IMPROVED_FOUR) && r > FIELDGEN_HACKEDRANGE2)
return FALSE;
else
if ((fieldgen1.num_mines & IMPROVED_FOUR || fieldgen2.num_mines & IMPROVED_FOUR) && r > FIELDGEN_HACKEDRANGE)
return FALSE;
}*/
if ((fieldgen1.num_mines & IMPROVED_FOUR || fieldgen2.num_mines & IMPROVED_FOUR) && r > FIELDGEN_HACKEDRANGE)
return FALSE;
if (r > FIELDGEN_RANGE && !(fieldgen1.num_mines & IMPROVED_FOUR || fieldgen2.num_mines & IMPROVED_FOUR))
return FALSE;
if (fabs(fieldgen1.origin_z - fieldgen2.origin_z) > FIELDGEN_MAXZ)
return FALSE;
if (fieldgen1.fieldgen_status == FIELDGEN_ISDISABLED || fieldgen2.fieldgen_status == FIELDGEN_ISDISABLED)
return FALSE;
if (fieldgen1.fieldgen_status == FIELDGEN_ISOFF || fieldgen2.fieldgen_status == FIELDGEN_ISOFF)
return FALSE;
if (FieldGen_CanIdle(fieldgen1) && FieldGen_CanIdle(fieldgen2))
return TRUE;
return FALSE;
};
//=============================================================================================
// initialize field generator stuff just after beeing built, called on engineer.qc
void(entity field) Field_Built =
{
field.touch = NIL;
field.think = FieldGen_think;
field.nextthink = time + 0.1;
field.fieldgen_status = FIELDGEN_ISIDLE; // we start on IDLE status (searching for other gen to link)
field.fieldgen_hasfield = FALSE;
field.no_grenades_1 = time + 3;
field.fieldgen_field = world;
field.martyr_enemy = world;
};
//==============================================================
// returns our other generator (if any)
entity(entity fieldgen) Find_OtherGen =
{
local entity te;
local float foundit;
te = world;
foundit = FALSE;
te = find(world, classname, "building_fieldgen");
while (te != world && foundit == FALSE)
{
if (te.real_owner == fieldgen.real_owner) // is it ours?
if (te != fieldgen) // and not the same generator..
foundit = TRUE; // yeah, found it
if (foundit == FALSE) // our search must continue...
te = find(te, classname, "building_fieldgen");
}
return te;
};
//=========================================================================================
// returns the place where field gen could be built related to player current pos and yaw
// called on engineer.qc, place is the origin passed where other kind of buildings are built
// FIXME: changed to allow placing anywhere. comments need updating
void (vector place) WhereGen =
{
// if we have no field generator currently, it can be placed anywhere
if (self.has_fieldgen == 0)
return;
local float r, foundit;
local entity te = world;
foundit = FALSE;
// find the other generator
do {
te = find (te, classname, "building_fieldgen");
if (te.real_owner == self)
foundit = TRUE;
} while (te != world && foundit == FALSE);
/*
te = find (world, classname, "building_fieldgen");
while (te != world && foundit == FALSE)
{
if (te.real_owner == self) // is it ours?
foundit = TRUE; // yeah, found it
if (foundit == FALSE) // our search must continue...
te = find (te, classname, "building_fieldgen");
}*/
// check for error getting the other gen
if (te == world || te.classname != "building_fieldgen" || foundit == FALSE)
{
RPrint("BUG: Error on field generator placement routine. 'WhereGen()'\n");
return;
}
// print message if they wont link
if (!vis2orig (te.origin,place))
sprint (self, PRINT_HIGH,
"Your field generators won't link, there are obstacles between them!\n");
r = vlen(te.origin - place); // get distance between generators
if (r > FIELDGEN_HACKEDRANGE && te.num_mines & IMPROVED_FOUR)
sprint (self, PRINT_HIGH,
"Your field generators are too far away to link, even hacked\n");
if (r > FIELDGEN_RANGE && !(te.num_mines & IMPROVED_FOUR))
sprint (self, PRINT_HIGH,
"Your field generators are too far away to link\n");
if (fabs (place_z - te.origin_z) > FIELDGEN_MAXZ)
sprint (self, PRINT_HIGH,
"Your field generators are at different heights, they won't link\n");
// return the final building place
return;
};
//======================================================================
// damn! our field generator was destroyed. Force field must go down..
void() FieldGen_Die =
{
self.real_owner.has_fieldgen = self.real_owner.has_fieldgen - 1;
if (self.real_owner.has_fieldgen < 0) self.real_owner.has_fieldgen = 0;
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_EXPLOSION);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
multicast (self.origin, MULTICAST_PHS);
// check if field should be removed..
local entity othergen;
othergen = Find_OtherGen(self);
if (IsValidFieldGen(othergen))
{
Remove_Field(self, othergen);
}
else
{
Remove_Field(self, world); // extra removal, not needed i think...
}
sprint(self.real_owner, PRINT_HIGH, "Your field generator was destroyed.\n");
//TODO: gibs, one of the tesla, one custom
dremove(self);
};
//=========================================================================
// Engineer has used a Spanner on the field generator
void(entity field) Engineer_UseFieldGen =
{
self.building = field;
if (Teammate(self.building.real_owner.team_no,self.team_no) && self.building.is_malfunctioning & SCREWUP_THREE)
{
//if (self.building.is_malfunctioning & SCREWUP_FOUR)
//{
sprint(self,PRINT_HIGH,"Trapped field generator, have a nice day!\n");
deathmsg = DMSG_FGTRAP;
T_RadiusDamage (self.building, self.building, FGTRAP_DMG, world);
// TF_T_Damage(self.building, self.building, self.building, 2000, 0, TF_TD_OTHER);
return;
//}
}
local entity dist_checker;
local string st;
sprint(self, PRINT_HIGH, "Field Generator has ");
st = ftos(field.health);
sprint(self, PRINT_HIGH, st);
sprint(self, PRINT_HIGH, "¯");
st = ftos(field.max_health);
sprint(self, PRINT_HIGH, st);
sprint(self, PRINT_HIGH, " èåáìôè, ");
st = ftos(field.ammo_cells);
sprint(self, PRINT_HIGH, st);
sprint(self, PRINT_HIGH, "¯");
st = ftos(field.maxammo_cells);
sprint(self, PRINT_HIGH, st);
sprint(self, PRINT_HIGH, " ãåììó\n");
// Pop up the menu
self.current_menu = MENU_ENGINEER_FIX_FIELDGEN;
self.menu_count = MENU_REFRESH_RATE;
//dodgy
if (teamplay != 0 && !Teammate(self.building.real_owner.team_no,self.team_no)) {
Menu_EngineerFix_FieldGen_Input(4);
return;
}
// Start a Distance checker, which removes the menu if the player
// gets too far away from the sentry.
dist_checker = spawn();
dist_checker.classname = "timer";
dist_checker.owner = self;
dist_checker.enemy = field;
dist_checker.think = CheckDistance;
dist_checker.nextthink = time + 0.3;
};