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item_backpack.qc
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item_backpack.qc
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/*
===============================================================================
BACKPACKS
===============================================================================
*/
/*
================================
print_quant
pretty-print a quantity to a client's buffer
================================
*/
void(float amt, string noun, entity to) print_quant =
{
string s;
if (amt == 1)
{
sprint (to, "1 ");
sprint (to, noun);
return;
}
s = ftos(amt);
sprint (to, s);
sprint (to, " ");
sprint (to, noun);
sprint (to, "s");
}
/*
================================
BackpackTouch
================================
*/
void() BackpackTouch =
{
if (!CheckValidTouch()) return;
// coop 1: players can only pick up their own backpacks
//if (coop == 1 && self.buddy && self.buddy != other) return;
// reverted:
// with no good way to indicate whose backpack is whose (because .colormap
// only works on players outside the original software renderer) this led to
// a lot of ignored mystery backpacks players kept obsessively touching.
// going out of your way for your own ammo is also a waste of time unless
// the level is extremely linear, which good quake levels never are
float acount;
other.ammo_shells = other.ammo_shells + self.ammo_shells;
other.ammo_nails = other.ammo_nails + self.ammo_nails;
other.ammo_rockets = other.ammo_rockets + self.ammo_rockets;
other.ammo_cells = other.ammo_cells + self.ammo_cells;
bound_ammo(other);
armor_give(other, self.armorvalue, 0, FALSE);
sprint (other, "You got ");
if (self.items && (other.items & self.items) == 0)
{
entity oself;
acount = TRUE;
other.items |= self.items;
sprint (other, "the ");
sprint (other, self.netname);
oself = self;
self = other;
// change to the weapon
W_BetterWeapon(oself.items);
self = oself;
}
if (self.armorvalue)
{
if (acount) sprint(other, ", ");
acount = 1;
sprint(other, ftos(self.armorvalue));
sprint(other, " armor");
}
if (self.ammo_shells)
{
if (acount) sprint(other, ", ");
acount = 2;
print_quant(self.ammo_shells, "shell", other);
}
if (self.ammo_nails)
{
if (acount) sprint(other, ", ");
acount = 2;
print_quant(self.ammo_nails, "nail", other);
}
if (self.ammo_rockets)
{
if (acount) sprint(other, ", ");
acount = 2;
print_quant(self.ammo_rockets, "rocket", other);
}
if (self.ammo_cells)
{
if (acount) sprint(other, ", ");
acount = 2;
print_quant(self.ammo_cells, "cell", other);
}
sprint (other, "\n");
// do this after because t_heal prints its own message
if (self.healamount)
T_Heal(other, self.healamount, 0);
// regular monster backpacks don't make the AWESOME NEW backpack sound
if (self.classname == "item_backpack")
{
if (acount == 2)
sound(other, CHAN_ITEM, "items/pack.wav", 1, ATTN_NORM);
else // only got armor, play armor sound instead
sound(other, CHAN_ITEM, "items/patch.wav", 1, ATTN_NORM);
}
else
sound (other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM);
stuffcmd (other, "bf\n");
if (coop == 1 && self.buddy && self.buddy == other)
SUB_CallAsSelf(W_SelectBestWeapon, other);
else
SUB_CallAsSelf(W_SetCurrentAmmo, other);
ItemTouched();
}
/*
================================
BackpackAutoTouch
backpacks can always be picked up, so mapper-placed ammo backpacks should
give the player something else if they're maxxed out on any ammo types,
since they're little exploration rewards for hiding behind crates and etc
================================
*/
void() BackpackAutoTouch =
{
if (!CheckValidTouch()) return;
if (self.spawnflags & 1)
sprint (other, "You found a big backpack!\n");
else
sprint (other, "You found a backpack\n");
if (other.ammo_shells + self.ammo_shells > MAX_AMMO_SHELLS)
{
self.armorvalue += other.ammo_shells + self.ammo_shells - MAX_AMMO_SHELLS;
self.ammo_shells = MAX_AMMO_SHELLS - other.ammo_shells;
}
if (other.ammo_nails + self.ammo_nails > MAX_AMMO_NAILS)
{
self.armorvalue += ceil((other.ammo_nails + self.ammo_nails - MAX_AMMO_NAILS) / 2);
self.ammo_nails = MAX_AMMO_NAILS - other.ammo_nails;
}
if (other.ammo_rockets + self.ammo_rockets > MAX_AMMO_ROCKETS)
{
self.armorvalue += (other.ammo_rockets + self.ammo_rockets - MAX_AMMO_ROCKETS) * 3;
self.ammo_rockets = MAX_AMMO_ROCKETS - other.ammo_rockets;
}
if (other.ammo_cells + self.ammo_cells > MAX_AMMO_CELLS)
{
self.armorvalue += (other.ammo_cells + self.ammo_cells - MAX_AMMO_CELLS) * 3;
self.ammo_cells = MAX_AMMO_CELLS - other.ammo_cells;
}
self.armorvalue = floor(self.armorvalue / 2);
BackpackTouch();
if (self.wait > 0)
{
// reset all the values we may have just vandalized
self.ammo_shells = floor(3 * random() + 6);
self.ammo_nails = floor(5 * random() + 12);
if (self.spawnflags & 1)
{
self.ammo_shells *= 2;
self.ammo_nails *= 2;
self.ammo_rockets = 2;
self.ammo_cells = 3;
self.skin = 2;
}
self.armorvalue = 0;
}
}
/*QUAKED item_backpack (0 .5 .5) (-16 -16 0) (16 16 40) BIG ? SUSPENDED -
A forgotten explorer's backpack. Grants a paltry sum of shells and nails (about half a small pack of each). Grants armor instead of any ammo the player already has maxed.
Flags:
"big" doubles shells and nails, adds 2 rockets and 4 cells, appears red
Keys:
"target/2/3/4/k" - entity to trigger when picked up
"targetname" - will not spawn until triggered
"wait" - will respawn after 'wait' seconds. fires targets every time.
"count" - limit number of times to respawn
*/
/*FGD
@PointClass base(Item) size(-16 -16 0, 16 16 40) color(0 128 128)
model({ "path": ":progs/backpack.mdl" })
= item_backpack :
"A forgotten explorer's backpack. Grants a paltry sum of shells and nails (about half a small pack of each). Grants armor instead of any ammo the player already has maxed."
[
spawnflags(flags) = [
1 : "Big (2x, red, +2 rockets/4 cells)" : 0
]
]
*/
void() item_backpack =
{
if (!SUB_ShouldSpawn()) return;
precache_model_safe("progs/backpack.mdl");
precache_sound3("items/pack.wav"); // backpacks can play either of these
precache_sound3("items/patch.wav");
setmodel (self, "progs/backpack.mdl");
setsize (self, '-16 -16 0', '16 16 56');
self.skin = 1;
self.ammo_shells = floor(3 * random() + 6);
self.ammo_nails = floor(5 * random() + 12);
if (self.spawnflags & 1)
{
self.ammo_shells *= 2;
self.ammo_nails *= 2;
self.ammo_rockets = 2;
self.ammo_cells = 3;
self.skin = 2;
}
self.touch = BackpackAutoTouch;
StartItem ();
}
/*
===============
DropBackpack
===============
*/
void() DropBackpack =
{
entity item;
if (!(self.ammo_shells + self.ammo_nails + self.ammo_rockets + self.ammo_cells))
return; // nothing in it
item = spawn();
item.origin = self.origin - '0 0 24';
if (coop != 1)
{
item.items = self.weapon;
if (item.items == IT_AXE)
item.netname = string_null;
else if (item.items == IT_SHOTGUN)
item.netname = "Shotgun";
else if (item.items == IT_SUPER_SHOTGUN)
item.netname = "Double-Barrelled Shotgun";
else if (item.items == IT_NAILGUN)
item.netname = "Nailgun";
else if (item.items == IT_SUPER_NAILGUN)
item.netname = "Perforator";
else if (item.items == IT_GRENADE_LAUNCHER)
item.netname = "Grenade Launcher";
else if (item.items == IT_ROCKET_LAUNCHER)
item.netname = "Rocket Launcher";
else if (item.items == IT_LIGHTNING)
item.netname = "Thunderbolt";
else
item.netname = string_null;
}
if (coop == 1)
{
// keep half your shells and nails on respawn to make getting your backpack possible
self.ammo_shells = floor(self.ammo_shells / 2);
self.ammo_nails = floor(self.ammo_nails / 2);
}
item.ammo_shells = self.ammo_shells;
item.ammo_nails = self.ammo_nails;
item.ammo_rockets = self.ammo_rockets;
item.ammo_cells = self.ammo_cells;
item.velocity_z = 300;
item.velocity_x = -100 + (random() * 200);
item.velocity_y = -100 + (random() * 200);
item.flags = FL_ITEM;
item.solid = SOLID_TRIGGER;
item.movetype = MOVETYPE_TOSS;
setmodel (item, "progs/backpack.mdl");
setsize (item, '-16 -16 0', '16 16 56');
item.touch = BackpackTouch;
if (self.flags & FL_CLIENT)
{ // apply player's colormap to his backpack, although currently this only works in software
item.colormap = self.colormap;
item.skin = 3;
if (coop == 1)
{ // players can only pick up their own backpacks, which never despawn (body run rules)
item.buddy = self;
return;
}
}
item.nextthink = time + 116; // remove after 2 minutes
item.think = ItemDespawnBlink; // blink 4 times
}