mirror of
https://git.code.sf.net/p/quake/prozac-qfcc
synced 2024-11-27 14:32:03 +00:00
1192 lines
36 KiB
C++
1192 lines
36 KiB
C++
/*=======================================================//
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// field.QC - CustomTF 3.2.OfN - 30/1/2001 - //
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// by Sergio Fumaña Grunwaldt - OfteN aka superCOCK2000 //
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=========================================================//
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Field generator stuff - Written all by myself! :)
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I took the model and some sounds from deadlode mod
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One sound is from megaTF
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=========================================================*/
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// field generator flags, DO NOT MODIFY
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#define FIELDGEN_ISOFF 0 // no field, not linked, and its not trying to link (several possible reasons)
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#define FIELDGEN_ISIDLE 1 // no field, not linked, trying to link with other generator
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#define FIELDGEN_ISDISABLED 2 // no field, linked, its disabled temporary (teammate passing thru field)
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#define FIELDGEN_ISENABLED 3 // field, linked, and cells enough, waiting for shock, only hum sound
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#define FIELDGEN_ISWORKING 4 // field, linked, glowing and all the field visual/sound effects are on
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// field generator settings
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#define FIELDGEN_SHOCKTIME 2 // seconds the generators remains glowing and doing lightning after a shock
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#define FIELDGEN_LINKTIME 3.5 // seconds between tries to link with other generator
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#define FIELDGEN_TIMEDISABLED 1 // was 3 // then 2
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#define FIELDGEN_CELLSCOST 2 // cells cost for each "FIELDGEN_ISWORKING" pass
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#define FIELDGEN_DMG 80 // normal damag when touching
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#define FIELDGEN_DMGINSIDE 120 // damage when trapped inside field
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/*===============================================================================================
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EXPLANATION OF HOW THE ENTITY FIELDS ARE USED ( thnx? np.. =) )
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---------------------------------------------
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For field generator entity:
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---------------------------
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.fieldgen_status - Holds current status of every field generator, FIELDGEN_XXXX determines
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.fieldgen_hasfield - Boolean value, determines if field generator is currently supporting a force field
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.fieldgen_field - This points to the force field, if none its always 'world'
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.no_grenades_1 - Controls delay between tries to link (only affects sound currently, it tries to link every frame)
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.no_grenades_1 - Controls delay for field to go up again after beeing disabled
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.tp_grenades_1 - Controls delay of the WORKING status
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.has_teleporter - Used to flash generators when field is activated
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.has_camera - Controls delay between cells take
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.has_tesla - Boolean, forced status.
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For force field entity:
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-----------------------
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.demon_one - Points to the first field generator
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.demon_two - Points to the 2nd generator
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.fieldgen_status - Hum sound running, boolean
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.fieldgen_hasfield - Shield sound running, boolean
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.has_tesla - Controls delay between hums
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.has_sentry - Controls delay between shield sounds
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.cnt - Orientation of field (x or y)
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.dmg - Next damage the field will do
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.has_camera - Used to control the rate at which the field touch sound/visual effects are done (4hz)
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================================================================================================*/
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void() CheckDistance;
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entity(entity fieldgen) Find_OtherGen;
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float(entity fieldgen1, entity fieldgen2) FieldGens_CanLink;
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float(entity fieldgen) FieldGen_CanIdle;
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float(entity field) IsValidFieldGen;
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float (vector targ, vector check) vis2orig;
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float(entity field) IsValidField;
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void(entity tfield, entity gen1) Field_UpdateSounds;
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void(entity tfield) Field_MakeVisual;
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float(entity tfield) FieldIsImproved;
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float(entity tfield) FieldIsMalfunctioning;
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void() Field_touch;
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void() Field_touch_SUB;
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float(entity e1, entity e2) EntsTouching2;
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void(entity tfield, vector where, entity thing) FieldExplosion;
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float(entity tfield, entity who) Field_ItCanPass;
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float(entity tfield, entity who) Field_ShouldDamage;
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#ifdef FIELD_FORCEMODE
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entity(entity myself) GetMyFieldGen;
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float(entity tfield) Field_GetForcedStatus;
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void(float value) SetFieldForcedStatus; // player function (self = player) cuts disabled time also
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float() GetFieldForcedStatus; // player
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#endif
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//=========================================================================================
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// field generator model and sounds
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void() Field_Precache =
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{
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precache_sound ("misc/null.wav");
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precache_sound2("misc/ffhum.wav");
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precache_sound2("misc/ffbeep.wav");
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precache_sound2("misc/ffield.wav");
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precache_sound2("misc/ffact.wav");
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precache_sound2("misc/fffail.wav");
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precache_model2("progs/ffgen2.mdl");
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};
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//================================================================================================
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// checks for field generators and removes itself if needed, checks for stuck entities on field
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void() Field_think =
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{
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if (self.classname != "force_field")
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{
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RPrint("BUG: Not a force field entity was in 'FieldThink()'!\n");
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return;
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}
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self.has_camera = #FALSE;
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// checks for removal...
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if (!IsValidFieldGen(self.demon_one) || !IsValidFieldGen(self.demon_two))
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{
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if (IsValidFieldGen(self.demon_one))
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{
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self.demon_one.fieldgen_hasfield = #FALSE;
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self.demon_one.fieldgen_field = world;
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}
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if (IsValidFieldGen(self.demon_two))
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{
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self.demon_two.fieldgen_hasfield = #FALSE;
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self.demon_two.fieldgen_field = world;
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}
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self.demon_one = world;
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self.demon_two = world;
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dremove(self);
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RPrint("Debug: Field entity removed in Field_think()\n"); //shouldnt happen
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}
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else
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self.nextthink = time + 0.25; // 4hz check
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if (IsValidFieldGen(self.demon_one))
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if (self.demon_one.fieldgen_status == #FIELDGEN_ISWORKING)
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Field_MakeVisual(self);
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// checks for anything stuck in field :)
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local entity te;
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local float frange;
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frange = #FIELDGEN_RANGE;
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if (FieldIsImproved(self) & #IMPROVED_FOUR)
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frange = #FIELDGEN_HACKEDRANGE;
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te = findradius(self.origin,frange);
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while (te)
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{
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if (te != self)
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if (te != self.demon_one)
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if (te != self.demon_two)
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if (te.velocity == '0 0 0')
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// if (!IsBuilding(te)) // no screwing with the buildings :)
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if (te.classname != "force_field")
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if (EntsTouching2(te,self))
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{
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other = te;
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deathmsg = #DMSG_STUCK_FORCEFIELD;
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self.dmg = #FIELDGEN_DMGINSIDE; // this gonna hurt
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Field_touch_SUB();
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}
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te = te.chain;
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}
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};
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//=============================================================================================
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// is one entity actually inside the other one? (this avoids using a stupid trigger)
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float(entity e1, entity e2) EntsTouching2 =
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{
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if (e1.absmin_x > e2.absmax_x)
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return #FALSE;
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if (e1.absmin_y > e2.absmax_y)
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return #FALSE;
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if (e1.absmin_z > e2.absmax_z)
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return #FALSE;
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if (e1.absmax_x < e2.absmin_x)
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return #FALSE;
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if (e1.absmax_y < e2.absmin_y)
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return #FALSE;
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if (e1.absmax_z < e2.absmin_z)
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return #FALSE;
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return #TRUE;
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};
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//=================================================================================
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// these 2 functions return the current hacks that should apply to the field
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float(entity tfield) FieldIsImproved =
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{
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if (IsValidFieldGen(tfield.demon_one) && IsValidFieldGen(tfield.demon_two))
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return tfield.demon_one.num_mines | tfield.demon_two.num_mines;
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if (IsValidFieldGen(tfield.demon_one))
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return tfield.demon_one.num_mines;
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if (IsValidFieldGen(tfield.demon_two))
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return tfield.demon_two.num_mines;
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return 0;
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};
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float(entity tfield) FieldIsMalfunctioning =
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{
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if (IsValidFieldGen(tfield.demon_one) && IsValidFieldGen(tfield.demon_two))
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return tfield.demon_one.is_malfunctioning | tfield.demon_two.is_malfunctioning;
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if (IsValidFieldGen(tfield.demon_one))
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return tfield.demon_one.is_malfunctioning;
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if (IsValidFieldGen(tfield.demon_two))
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return tfield.demon_two.is_malfunctioning;
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return 0;
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};
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//=================================================================
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// self is the field, disables it
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void() DisableField =
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{
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if (IsValidFieldGen(self.demon_one))
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{
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self.demon_one.fieldgen_status = #FIELDGEN_ISDISABLED;
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self.demon_one.no_grenades_2 = time + #FIELDGEN_TIMEDISABLED;
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}
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if (IsValidFieldGen(self.demon_two))
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{
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self.demon_two.fieldgen_status = #FIELDGEN_ISDISABLED;
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self.demon_two.no_grenades_2 = time + #FIELDGEN_TIMEDISABLED;
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}
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sound (self, #CHAN_VOICE, "misc/ffbeep.wav", 0.4, #ATTN_IDLE);
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};
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//=========================================================================================
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// applies damage and makes the sound and visual effect for the forcefield shock
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void() Field_touch_SUB =
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{
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local float doFX;
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doFX = #TRUE;
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if (FieldIsMalfunctioning(self) & #SCREWUP_THREE) // reduce output
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self.dmg = 1;
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if (other.classname == "player") // PLAYERS
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{
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if (other.playerclass == #PC_UNDEFINED) // Observers
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return;
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if (Field_ItCanPass(self, other))
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{
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DisableField();
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return;
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}
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else
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{
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self.velocity = self.velocity - (self.velocity*4) + '0 0 1';
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if (Field_ShouldDamage(self,other))
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TF_T_Damage (other, self, self.real_owner, self.dmg, #TF_TD_NOTTEAM, #TF_TD_ELECTRICITY);
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}
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}
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else // non player entities
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{
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if (IsMonster(other))
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{
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if (Field_ItCanPass(self, other))
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{
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DisableField();
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return;
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}
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else if (Field_ShouldDamage(self,other))
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TF_T_Damage (other, self, self.real_owner, self.dmg, #TF_TD_NOTTEAM, #TF_TD_ELECTRICITY);
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}
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// excludes entities that shouldnt be moved, doors plats etc..
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if(other.movetype == #MOVETYPE_NONE
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|| other.movetype == #MOVETYPE_PUSH)
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//|| other.movetype == #MOVETYPE_NOCLIP
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return;
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if (IsBuilding(other))
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return;
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other.velocity_z = other.velocity_z + 100;
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if (other.origin_x < self.origin_x)
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other.velocity_x = other.velocity_x - 200 * random();
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else
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other.velocity_x = other.velocity_x + 200 * random();
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if (other.origin_y < self.origin_y)
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other.velocity_y = other.velocity_y - 200 * random();
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else
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other.velocity_y = other.velocity_y + 200 * random();
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}
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FieldExplosion(self,other.origin,other);
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PutFieldWork(self);
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};
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#ifdef FIELD_FORCEMODE
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//==========================================================================
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// gets one of our field generators
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entity(entity myself) GetMyFieldGen =
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{
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local entity te;
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local float foundit;
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te = world;
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foundit = #FALSE;
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te = find(world, classname, "building_fieldgen");
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while (te != world && foundit == #FALSE)
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{
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if (te.real_owner == myself) // is it ours?
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foundit = #TRUE; // yeah, found it
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if (foundit == #FALSE) // our search must continue...
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te = find(te, classname, "building_fieldgen");
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}
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return te;
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};
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//=========================================================================
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// these functions retrieve and set the current 'forced status' on a field
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float(entity tfield) Field_GetForcedStatus =
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{
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if (IsValidFieldGen(tfield.demon_one) && IsValidFieldGen(tfield.demon_two))
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{
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if (tfield.demon_two.has_tesla || tfield.demon_one.has_tesla)
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return #TRUE;
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}
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else if (IsValidFieldGen(tfield.demon_one))
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{
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if (tfield.demon_one.has_tesla)
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return #TRUE;
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}
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else if (IsValidFieldGen(tfield.demon_two))
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{
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if (tfield.demon_two.has_tesla)
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return #TRUE;
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}
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return #FALSE;
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};
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//==============================================================================
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// player functions called on menu.qc to disable/enable forced status on field
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void(float value) SetFieldForcedStatus =
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{
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local entity gen1, gen2;
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gen1 = GetMyFieldGen(self);
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gen2 = Find_OtherGen(gen1);
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if (IsValidFieldGen(gen1))
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{
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gen1.has_tesla = value;
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if (value)
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gen1.no_grenades_2 = time;
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}
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if (IsValidFieldGen(gen2))
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{
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gen2.has_tesla = value;
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if (value)
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gen2.no_grenades_2 = time;
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}
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};
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float() GetFieldForcedStatus =
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{
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local entity gen1, gen2;
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gen1 = GetMyFieldGen(self);
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gen2 = Find_OtherGen(gen1);
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if (IsValidFieldGen(gen1) && IsValidFieldGen(gen2))
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{
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if (gen1.has_tesla || gen2.has_tesla)
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return #TRUE;
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}
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else if (IsValidFieldGen(gen1))
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return gen1.has_tesla;
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else if (IsValidFieldGen(gen2))
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return gen2.has_tesla;
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return #FALSE;
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};
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#endif
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//=========================================================================
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// returns TRUE if 'who' entity should be able to pass thru the field
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float(entity tfield, entity who) Field_ItCanPass =
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{
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if (FieldIsMalfunctioning(tfield) & #SCREWUP_ONE)
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return #FALSE;
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if (who == tfield.real_owner) // field owner - always pass
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return #TRUE;
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/*
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if (Field_GetForcedStatus(tfield))
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return #FALSE;
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*/
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if (who.classname == "player") // PLAYERS
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{
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if (Teammate(who.team_no, tfield.real_owner.team_no)) // teammate
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return #TRUE;
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if (Teammate(who.undercover_team, tfield.real_owner.team_no)) // spies disguised as our team
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return #TRUE;
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}
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else if (IsMonster(who)) // MONSTERS/ARMY
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{
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if (Teammate(who.real_owner.team_no, tfield.real_owner.team_no)) // team monster
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return #TRUE;
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}
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return #FALSE;
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};
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//=========================================================================
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// returns TRUE if 'who' entity should be damaged by the field
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float(entity tfield, entity who) Field_ShouldDamage =
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{
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if (FieldIsMalfunctioning(tfield) & #SCREWUP_ONE)
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return #TRUE;
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if (who.classname == "player") // PLAYERS
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{
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if (who == tfield.real_owner) // field owner
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return #FALSE;
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if (Teammate(who.team_no, tfield.real_owner.team_no)) // teammate
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return #FALSE;
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if (Teammate(who.undercover_team, tfield.real_owner.team_no)) // spies disguised as our team
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return #FALSE;
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}
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else if (IsMonster(who)) // MONSTERS/ARMY
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{
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if (Teammate(who.real_owner.team_no, tfield.real_owner.team_no)) // team monster
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return #FALSE;
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}
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return #TRUE;
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};
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//=============================================================================
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// applies the particle effect and electric sound (at max 4hz rate)
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void(entity tfield, vector where, entity thing) FieldExplosion =
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{
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if (!tfield.has_camera)
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{
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if (thing == world || thing.is_removed) return;
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local vector whereFX;
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whereFX = where;
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whereFX_z = tfield.origin_z;
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spawnFOG(whereFX);
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sound(tfield,#CHAN_BODY,"effects/crunch.wav",0.5,#ATTN_NORM);
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tfield.has_camera = #TRUE; // cya soon
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}
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};
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void(entity field) PutFieldWork =
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{
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if (IsValidFieldGen(field.demon_one))
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field.demon_one.tp_grenades_1 = time + #FIELDGEN_SHOCKTIME;
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if (IsValidFieldGen(field.demon_two))
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field.demon_two.tp_grenades_1 = time + #FIELDGEN_SHOCKTIME;
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};
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void() Field_touch =
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{
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if (other.classname == "force_field") return; //avoid weird loops with other fields
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self.dmg = #FIELDGEN_DMG;
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deathmsg = #DMSG_FORCEFIELD;
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Field_touch_SUB();
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};
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//===================================================================================
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// creates the force field between the 2 generators (only if none currently on)
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void(entity gen1, entity gen2) Create_Field =
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{
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if (gen1.fieldgen_hasfield || gen2.fieldgen_hasfield)
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return;
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/* dprint("gen1:\n");
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eprint(gen1.fieldgen_field);
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dprint("gen2:\n");
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eprint(gen2.fieldgen_field);
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dprint("done\n"); */
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if (gen1.fieldgen_field != world || gen2.fieldgen_field != world) // CHECK
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return;
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|
|
// 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.origin = gen1.origin + '0 0 32';
|
|
tfield.absmin_z = gen1.origin_z - 32;
|
|
tfield.absmax_z = gen1.origin_z + 32;
|
|
|
|
tfield.mins_z = 0 - 32;
|
|
tfield.maxs_z = 32;
|
|
tfield.size_z = 64;
|
|
|
|
local float diff;
|
|
|
|
if (gen1.origin_x == gen2.origin_x)
|
|
{
|
|
tfield.cnt = 0;
|
|
|
|
tfield.origin_x = gen1.origin_x;
|
|
tfield.absmin_x = gen1.origin_x - 2;
|
|
tfield.absmax_x = gen1.origin_x + 2;
|
|
|
|
tfield.maxs_x = 2;
|
|
tfield.mins_x = 0 - 2;
|
|
tfield.size_x = 4;
|
|
|
|
if (gen1.origin_y > gen2.origin_y)
|
|
{
|
|
diff = (gen1.origin_y - gen2.origin_y)/2;
|
|
|
|
tfield.origin_y = gen1.origin_y - diff;
|
|
tfield.absmin_y = gen2.origin_y;
|
|
tfield.absmax_y = gen1.origin_y;
|
|
|
|
tfield.maxs_y = diff;
|
|
tfield.mins_y = 0 - diff;
|
|
tfield.size_y = diff * 2;
|
|
}
|
|
else
|
|
{
|
|
diff = (gen2.origin_y - gen1.origin_y)/2;
|
|
|
|
tfield.origin_y = gen2.origin_y - diff;
|
|
tfield.absmin_y = gen1.origin_y;
|
|
tfield.absmax_y = gen2.origin_y;
|
|
|
|
tfield.maxs_y = diff;
|
|
tfield.mins_y = 0 - diff;
|
|
tfield.size_y = diff * 2;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
tfield.cnt = 1;
|
|
|
|
tfield.origin_y = gen1.origin_y;
|
|
tfield.absmin_y = gen1.origin_y - 2;
|
|
tfield.absmax_y = gen1.origin_y + 2;
|
|
|
|
tfield.maxs_y = 2;
|
|
tfield.mins_y = 0 - 2;
|
|
tfield.size_y = 4;
|
|
|
|
if (gen1.origin_x > gen2.origin_x)
|
|
{
|
|
diff = (gen1.origin_x - gen2.origin_x)/2;
|
|
|
|
tfield.origin_x = gen1.origin_x - diff;
|
|
tfield.absmin_x = gen2.origin_x;
|
|
tfield.absmax_x = gen1.origin_x;
|
|
|
|
tfield.maxs_x = diff;
|
|
tfield.mins_x = 0 - diff;
|
|
tfield.size_x = diff * 2;
|
|
|
|
}
|
|
else
|
|
{
|
|
diff = (gen2.origin_x - gen1.origin_x)/2;
|
|
|
|
tfield.origin_x = gen2.origin_x - diff;
|
|
tfield.absmin_x = gen1.origin_x;
|
|
tfield.absmax_x = gen2.origin_x;
|
|
|
|
tfield.maxs_x = diff;
|
|
tfield.mins_x = 0 - diff;
|
|
tfield.size_x = diff * 2;
|
|
}
|
|
}
|
|
|
|
// apply stuff
|
|
tfield.movetype = #MOVETYPE_NONE;
|
|
tfield.solid = #SOLID_BBOX;
|
|
setsize(tfield, tfield.mins, tfield.maxs);
|
|
setorigin(tfield, tfield.origin);
|
|
|
|
// 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;
|
|
};
|
|
|
|
//=================================================================0
|
|
// removes the force field (if any)
|
|
|
|
void(entity gen1, entity gen2) Remove_Field =
|
|
{
|
|
if (IsValidFieldGen(gen1))
|
|
{
|
|
if (IsValidField(gen1.fieldgen_field))
|
|
{
|
|
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))
|
|
{
|
|
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 float fx, fy;
|
|
|
|
if (tfield.cnt)
|
|
{
|
|
fy = tfield.origin_y;
|
|
fx = tfield.origin_x + (tfield.size_x/2 - tfield.size_x * random());
|
|
}
|
|
else
|
|
{
|
|
fx = tfield.origin_x;
|
|
fy = tfield.origin_y + (tfield.size_y/2 - tfield.size_y * random());
|
|
}
|
|
|
|
WriteByte (#MSG_BROADCAST, #SVC_TEMPENTITY);
|
|
if (random() > 0.5)
|
|
WriteByte (#MSG_BROADCAST, #TE_LIGHTNING2);
|
|
else
|
|
WriteByte (#MSG_BROADCAST, #TE_LIGHTNING1);
|
|
WriteEntity (#MSG_BROADCAST, tfield);
|
|
WriteCoord (#MSG_BROADCAST, fx);
|
|
WriteCoord (#MSG_BROADCAST, fy);
|
|
WriteCoord (#MSG_BROADCAST, tfield.origin_z - 12);
|
|
WriteCoord (#MSG_BROADCAST, fx);
|
|
WriteCoord (#MSG_BROADCAST, fy);
|
|
WriteCoord (#MSG_BROADCAST, tfield.origin_z + 12);
|
|
}
|
|
};
|
|
|
|
//==================================================
|
|
// 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 (fieldgen1.origin_z != fieldgen2.origin_z)
|
|
return #FALSE;
|
|
|
|
if (fieldgen1.origin_x != fieldgen2.origin_x && fieldgen1.origin_y != fieldgen2.origin_y)
|
|
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 = SUB_Null;
|
|
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;
|
|
};
|
|
|
|
//==============================================================
|
|
// 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
|
|
|
|
vector(vector place) WhereGen =
|
|
{
|
|
// if we have no field generator currently, it can be placed anywhere
|
|
if (self.has_fieldgen == 0) return place;
|
|
|
|
local vector retval;
|
|
local float r, distx, disty, foundit;
|
|
local entity te;
|
|
|
|
foundit = #FALSE;
|
|
|
|
// find the other generator
|
|
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 place;
|
|
}
|
|
|
|
// calculate the new generator pos
|
|
distx = fabs(place_x - te.origin_x);
|
|
disty = fabs(place_y - te.origin_y);
|
|
retval = place;
|
|
|
|
if (distx < disty)
|
|
{
|
|
retval_x = te.origin_x; // adjust it in line
|
|
|
|
r = vlen(self.origin - retval); // get distance from us (player)
|
|
if (r > 200) // we r too far away?
|
|
retval = place; // then bypass the calc
|
|
}
|
|
else
|
|
{
|
|
retval_y = te.origin_y; // adjust line up
|
|
|
|
r = vlen(self.origin - retval); // get distance from us (player)
|
|
if (r > 200) // we r too far away?
|
|
retval = place; // then bypass the calc
|
|
}
|
|
|
|
// print message if they wont link
|
|
if (!vis2orig(te.origin,retval))
|
|
sprint(self, #PRINT_HIGH, "Your field generators won't link, there are obstacles between them!\n");
|
|
|
|
r = vlen(te.origin - retval); // get distance between generators
|
|
if (te.num_mines & #IMPROVED_FOUR && r > #FIELDGEN_HACKEDRANGE)
|
|
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");
|
|
/*else if (retval_z != te.origin_z)
|
|
sprint(self, #PRINT_HIGH, "Your field generators are at different heights, they won't link\n");*/
|
|
|
|
if (retval_x != te.origin_x && retval_y != te.origin_y)
|
|
sprint(self, #PRINT_HIGH, "Your field generators are not lined up, they won't link\n");
|
|
|
|
// return the final building place
|
|
return retval;
|
|
};
|
|
|
|
//======================================================================
|
|
// 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_BROADCAST, #SVC_TEMPENTITY);
|
|
WriteByte (#MSG_BROADCAST, #TE_EXPLOSION);
|
|
WriteCoord (#MSG_BROADCAST, self.origin_x);
|
|
WriteCoord (#MSG_BROADCAST, self.origin_y);
|
|
WriteCoord (#MSG_BROADCAST, self.origin_z);
|
|
#ifdef QUAKE_WORLD
|
|
multicast (self.origin, #MULTICAST_PHS);
|
|
#endif
|
|
|
|
// 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;
|
|
};
|