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Xash3DArchive/server/ents/g_lock.c

265 lines
5.8 KiB
C

#include "g_local.h"
//=====================================================
void SP_target_lock_digit (edict_t *self)
{
self->class_id = ENTITY_TARGET_LOCK_DIGIT;
self->movetype = MOVETYPE_PUSH;
gi.setmodel (self, self->model);
self->solid = SOLID_BSP;
self->s.frame = 12;
gi.linkentity (self);
}
void target_lock_use (edict_t *self, edict_t *other, edict_t *activator)
{
edict_t *e;
int n;
char current[16];
char *copy_message;
memset(current,0,16);
for (e = self->teammaster; e; e = e->teamchain)
{
if (!e->count)
continue;
n = e->count - 1;
current[n] = '0' + e->s.frame;
}
if(strcmp(current,self->key_message)==0)
{
copy_message = self->message;
self->message = NULL;
G_UseTargets(self,activator);
self->message = copy_message;
}
else
{
if(self->message) gi.centerprintf(activator,self->message);
if(self->pathtarget) {
e = G_Find(NULL,FOFS(targetname),self->pathtarget);
if(e) e->use(e,other,activator);
}
else {
BeepBeep(activator);
}
}
}
void lock_digit_increment (edict_t *digit, edict_t *activator)
{
if(digit->s.frame == 9)
digit->s.frame = 0;
else
digit->s.frame++;
}
void lock_initialize (edict_t *lock)
{
edict_t *e;
int n, l;
int numdigits;
char c;
if(lock->spawnflags & 1 && strlen(game.lock_code) != 0)
{
strcpy(lock->key_message,game.lock_code);
return;
}
// Maximum of 8 digits in combination
l = min(strlen(lock->key_message),8);
numdigits = 0;
for (e = lock->teammaster; e; e = e->teamchain)
{
if (!e->count)
continue;
numdigits = max(numdigits,e->count);
n = e->count - 1;
if (n > l)
{
e->s.frame = 12;
continue;
}
c = lock->key_message[n];
if (c >= '0' && c <= '9')
e->s.frame = c - '0';
else
e->s.frame = 0;
}
// Now generate a random number as the lock combination
srand(time(NULL));
n = random();
n = random();
n = random();
for(n=0; n<numdigits; n++)
lock->key_message[n] = '0' + (int)(random() * 9.99);
lock->key_message[numdigits] = '\0';
strcpy(game.lock_code,lock->key_message);
game.lock_revealed = 0;
}
void SP_target_lock (edict_t *self)
{
if (game.lock_hud && (self->spawnflags & 2))
{
gi.dprintf("Map contains multiple target_locks and HUD is set.\n");
G_FreeEdict(self);
return;
}
self->class_id = ENTITY_TARGET_LOCK;
if (self->spawnflags & 2) game.lock_hud = true;
if (!self->key_message)
self->key_message = "00000000";
self->use = target_lock_use;
self->think = lock_initialize;
self->nextthink = level.time + 1.0;
gi.linkentity(self);
}
//
// target_lock_code reveals the lock combination to the
// target_lock specified in it's target field, or in global
// game data for crosslevel locks
//
void lock_code_use (edict_t *self, edict_t *other, edict_t *activator)
{
int i, L;
char message[64];
if(self->spawnflags & 1)
{
if(!strlen(game.lock_code))
{
gi.dprintf("Lock has not been properly initialized.\n");
return;
}
sprintf(message,"Lock combination is %s",game.lock_code);
Do_Text_Display(activator, 0, message);
L = strlen(game.lock_code);
for(i=0; i<L; i++)
game.lock_revealed |= 1<<i;
}
else
{
edict_t *lock;
lock = G_Find(NULL,FOFS(targetname),self->target);
if(!lock)
gi.dprintf("Target of target_lock_code does not exist\n");
else
{
sprintf(message,"Lock combination is %s",game.lock_code);
Do_Text_Display(activator, 0, message);
L = min(8,strlen(lock->key_message));
for(i=0; i<L; i++)
game.lock_revealed |= 1<<i;
}
}
}
void SP_target_lock_code (edict_t *self)
{
if(!self->target && !(self->spawnflags & 1))
{
gi.dprintf("non-crosslevel target_lock_code w/o target\n");
G_FreeEdict(self);
}
self->class_id = ENTITY_TARGET_LOCK_CODE;
self->use = lock_code_use;
}
void lock_clue_use (edict_t *self, edict_t *other, edict_t *activator)
{
int i, L;
if(self->spawnflags & 1)
{
if(!strlen(game.lock_code))
{
gi.dprintf("Lock has not been properly initialized.\n");
return;
}
L = strlen(game.lock_code);
for(i=0; i<L; i++)
if(self->message[i] != '?') game.lock_revealed |= 1<<i;
}
else
{
edict_t *lock;
lock = G_Find(NULL,FOFS(targetname),self->target);
if(!lock)
gi.dprintf("Target of target_lock_clue does not exist\n");
else
{
L = min(8,strlen(lock->key_message));
for(i=0; i<L; i++)
if(self->message[i] != '?') game.lock_revealed |= 1<<i;
}
}
}
void lock_clue_think(edict_t *self)
{
int n;
int unrevealed_count;
edict_t *e;
if(!self->team)
return;
unrevealed_count = 0;
for (e = self->teammaster; e; e = e->teamchain)
{
if (!e->count)
continue;
n = e->count - 1;
if(game.lock_revealed & 1<<n)
e->s.frame = game.lock_code[n] - '0';
else
{
e->s.frame++; // spin unknown digits
if(e->s.frame > 9) e->s.frame = 0;
unrevealed_count++;
}
}
if(unrevealed_count)
{
self->nextthink = level.time + FRAMETIME;
gi.linkentity(self);
}
}
void lock_clue_initialize(edict_t *self)
{
// Randomize the revealed digits so spinning display doesn't
// show the same numbers across the board.
edict_t *e;
if(self->team)
{
for (e = self->teammaster; e; e = e->teamchain)
{
if (!e->count)
continue;
e->s.frame = (int)(random() * 9.99);
}
}
self->think = lock_clue_think;
self->nextthink = level.time + FRAMETIME;
gi.linkentity(self);
}
void SP_target_lock_clue (edict_t *self)
{
if(!self->target && !(self->spawnflags & 1))
{
gi.dprintf("non-crosslevel target_lock_clue w/o target\n");
G_FreeEdict(self);
}
self->class_id = ENTITY_TARGET_LOCK_CLUE;
self->use = lock_clue_use;
self->think = lock_clue_initialize;
self->nextthink = level.time + 2*FRAMETIME;
gi.linkentity(self);
}