#include "g_local.h" /* ====================================================================== INTERMISSION ====================================================================== */ void MoveClientToIntermission (edict_t *ent) { if (deathmatch->value || coop->value) { ent->client->showscores = true; ent->client->scoreboardnum = 1; } VectorCopy (level.intermission_origin, ent->s.origin); ent->client->ps.pmove.origin[0] = level.intermission_origin[0]*8; ent->client->ps.pmove.origin[1] = level.intermission_origin[1]*8; ent->client->ps.pmove.origin[2] = level.intermission_origin[2]*8; VectorCopy (level.intermission_angle, ent->client->ps.viewangles); ent->client->ps.pmove.pm_type = PM_FREEZE; ent->client->ps.gunindex = 0; ent->client->ps.blend[3] = 0; ent->client->ps.rdflags &= ~RDF_UNDERWATER; // clean up powerup info ent->client->quad_framenum = 0; ent->client->invincible_framenum = 0; ent->client->breather_framenum = 0; ent->client->enviro_framenum = 0; ent->client->grenade_blew_up = false; ent->client->grenade_time = 0; ent->viewheight = 0; ent->s.modelindex = 0; ent->s.modelindex2 = 0; ent->s.modelindex3 = 0; ent->s.modelindex = 0; ent->s.effects = 0; ent->s.sound = 0; ent->solid = SOLID_NOT; //FIREBLADE ent->client->resp.sniper_mode = SNIPER_1X; ent->client->desired_fov = 90; ent->client->ps.fov = 90; ent->client->ps.stats[STAT_SNIPER_ICON] = 0; //FIREBLADE // add the layout if (deathmatch->value || coop->value) { DeathmatchScoreboardMessage (ent, NULL); gi.unicast (ent, true); } } void BeginIntermission (edict_t *targ) { int i, n; edict_t *ent, *client; if (level.intermissiontime) return; // already activated //FIREBLADE if (teamplay->value) TallyEndOfLevelTeamScores(); //FIREBLADE game.autosaved = false; // respawn any dead clients for (i=0 ; ivalue ; i++) { client = g_edicts + 1 + i; if (!client->inuse) continue; if (client->health <= 0) respawn(client); } level.intermissiontime = level.time; level.changemap = targ->map; if (strstr(level.changemap, "*")) { if (coop->value) { for (i=0 ; ivalue ; i++) { client = g_edicts + 1 + i; if (!client->inuse) continue; // strip players of all keys between units for (n = 0; n < MAX_ITEMS; n++) { if (itemlist[n].flags & IT_KEY) client->client->pers.inventory[n] = 0; } } } } else { if (!deathmatch->value) { level.exitintermission = 1; // go immediately to the next level return; } } level.exitintermission = 0; // find an intermission spot ent = G_Find (NULL, FOFS(classname), "info_player_intermission"); if (!ent) { // the map creator forgot to put in an intermission point... ent = G_Find (NULL, FOFS(classname), "info_player_start"); if (!ent) ent = G_Find (NULL, FOFS(classname), "info_player_deathmatch"); } else { // chose one of four spots i = rand() & 3; while (i--) { ent = G_Find (ent, FOFS(classname), "info_player_intermission"); if (!ent) // wrap around the list ent = G_Find (ent, FOFS(classname), "info_player_intermission"); } } VectorCopy (ent->s.origin, level.intermission_origin); VectorCopy (ent->s.angles, level.intermission_angle); // move all clients to the intermission point for (i=0 ; ivalue ; i++) { client = g_edicts + 1 + i; if (!client->inuse) continue; MoveClientToIntermission (client); } // AZEROV: Clear the team kills for everyone //gi.cprintf(NULL,PRINT_MEDIUM,"Resetting all team kills\n"); for (i=1; i<=maxclients->value; i++) { edict_t *temp_ent; temp_ent = g_edicts + i; if (!temp_ent->inuse || !temp_ent->client) { continue; } temp_ent->client->team_wounds = 0; temp_ent->client->team_kills = 0; } // AZEROV } void A_ScoreboardMessage (edict_t *ent, edict_t *killer); /* ================== DeathmatchScoreboardMessage ================== */ void DeathmatchScoreboardMessage (edict_t *ent, edict_t *killer) { char entry[1024]; char string[1400]; int stringlength; int i, j, k; int sorted[MAX_CLIENTS]; int sortedscores[MAX_CLIENTS]; int score, total; int picnum; int x, y; gclient_t *cl; edict_t *cl_ent; char *tag; //FIREBLADE if (teamplay->value) { A_ScoreboardMessage (ent, killer); return; } //FIREBLADE // sort the clients by score total = 0; for (i=0 ; iinuse) continue; score = game.clients[i].resp.score; for (j=0 ; j sortedscores[j]) break; } for (k=total ; k>j ; k--) { sorted[k] = sorted[k-1]; sortedscores[k] = sortedscores[k-1]; } sorted[j] = i; sortedscores[j] = score; total++; } // print level name and exit rules string[0] = 0; stringlength = strlen(string); // add the clients in sorted order if (total > 12) total = 12; for (i=0 ; i=6) ? 160 : 0; y = 32 + 32 * (i%6); // add a dogtag if (cl_ent == ent) tag = "tag1"; else if (cl_ent == killer) tag = "tag2"; else tag = NULL; if (tag) { Com_sprintf (entry, sizeof(entry), "xv %i yv %i picn %s ",x+32, y, tag); j = strlen(entry); if (stringlength + j > 1024) break; strcpy (string + stringlength, entry); stringlength += j; } // send the layout Com_sprintf (entry, sizeof(entry), "client %i %i %i %i %i %i ", x, y, sorted[i], cl->resp.score, cl->ping, (level.framenum - cl->resp.enterframe)/600); j = strlen(entry); if (stringlength + j > 1024) break; strcpy (string + stringlength, entry); stringlength += j; } gi.WriteByte (svc_layout); gi.WriteString (string); } /* ================== DeathmatchScoreboard Draw instead of help message. Note that it isn't that hard to overflow the 1400 byte message limit! ================== */ void DeathmatchScoreboard (edict_t *ent) { DeathmatchScoreboardMessage (ent, ent->enemy); gi.unicast (ent, true); } /* ================== Cmd_Score_f Display the scoreboard ================== */ void Cmd_Score_f (edict_t *ent) { ent->client->showinventory = false; ent->client->showhelp = false; //FIREBLADE if (ent->client->menu) PMenu_Close(ent); //FIREBLADE if (!deathmatch->value && !coop->value) return; if (ent->client->showscores) { //FIREBLADE if (teamplay->value && ent->client->scoreboardnum < 2) // toggle scoreboards... { ent->client->scoreboardnum++; DeathmatchScoreboard(ent); return; } //FIREBLADE ent->client->showscores = false; return; } ent->client->showscores = true; //FIREBLADE ent->client->scoreboardnum = 1; //FIREBLADE DeathmatchScoreboard (ent); } /* ================== HelpComputer Draw help computer. ================== */ void HelpComputer (edict_t *ent) { char string[1024]; char *sk; if (skill->value == 0) sk = "easy"; else if (skill->value == 1) sk = "medium"; else if (skill->value == 2) sk = "hard"; else sk = "hard+"; // send the layout Com_sprintf (string, sizeof(string), "xv 32 yv 8 picn help " // background "xv 202 yv 12 string2 \"%s\" " // skill "xv 0 yv 24 cstring2 \"%s\" " // level name "xv 0 yv 54 cstring2 \"%s\" " // help 1 "xv 0 yv 110 cstring2 \"%s\" " // help 2 "xv 50 yv 164 string2 \" kills goals secrets\" " "xv 50 yv 172 string2 \"%3i/%3i %i/%i %i/%i\" ", sk, level.level_name, game.helpmessage1, game.helpmessage2, level.killed_monsters, level.total_monsters, level.found_goals, level.total_goals, level.found_secrets, level.total_secrets); gi.WriteByte (svc_layout); gi.WriteString (string); gi.unicast (ent, true); } /* ================== Cmd_Help_f Display the current help message ================== */ void Cmd_Help_f (edict_t *ent) { // this is for backwards compatability if (deathmatch->value) { Cmd_Score_f (ent); return; } ent->client->showinventory = false; ent->client->showscores = false; if (ent->client->showhelp && (ent->client->resp.game_helpchanged == game.helpchanged)) { ent->client->showhelp = false; return; } ent->client->showhelp = true; ent->client->resp.helpchanged = 0; HelpComputer (ent); } //======================================================================= /* =============== G_SetStats Rearranged for chase cam support -FB =============== */ void G_SetStats (edict_t *ent) { gitem_t *item; int index, cells, index2; int power_armor_type; if (!ent->client->chase_mode) { // // health // ent->client->ps.stats[STAT_HEALTH_ICON] = level.pic_health; ent->client->ps.stats[STAT_HEALTH] = ent->health; // // ammo (now clips really) // // zucc modified this to do clips instead if (!ent->client->ammo_index /* || !ent->client->pers.inventory[ent->client->ammo_index] */) { ent->client->ps.stats[STAT_CLIP_ICON] = 0; ent->client->ps.stats[STAT_CLIP] = 0; } else { item = &itemlist[ent->client->ammo_index]; ent->client->ps.stats[STAT_CLIP_ICON] = gi.imageindex (item->icon); ent->client->ps.stats[STAT_CLIP] = ent->client->pers.inventory[ent->client->ammo_index]; } // zucc display special item and special weapon if ( ent->client->pers.inventory[ITEM_INDEX(FindItem(SNIPER_NAME))] ) ent->client->ps.stats[STAT_WEAPONS_ICON] = gi.imageindex(FindItem(SNIPER_NAME)->icon); else if ( ent->client->pers.inventory[ITEM_INDEX(FindItem(M4_NAME))] ) ent->client->ps.stats[STAT_WEAPONS_ICON] = gi.imageindex(FindItem(M4_NAME)->icon); else if ( ent->client->pers.inventory[ITEM_INDEX(FindItem(MP5_NAME))] ) ent->client->ps.stats[STAT_WEAPONS_ICON] = gi.imageindex(FindItem(MP5_NAME)->icon); else if ( ent->client->pers.inventory[ITEM_INDEX(FindItem(M3_NAME))] ) ent->client->ps.stats[STAT_WEAPONS_ICON] = gi.imageindex(FindItem(M3_NAME)->icon); else if ( ent->client->pers.inventory[ITEM_INDEX(FindItem(HC_NAME))] ) ent->client->ps.stats[STAT_WEAPONS_ICON] = gi.imageindex(FindItem(HC_NAME)->icon); else ent->client->ps.stats[STAT_WEAPONS_ICON] = 0; if ( ent->client->pers.inventory[ITEM_INDEX(FindItem(KEV_NAME))] ) ent->client->ps.stats[STAT_ITEMS_ICON] = gi.imageindex(FindItem(KEV_NAME)->icon); else if ( ent->client->pers.inventory[ITEM_INDEX(FindItem(LASER_NAME))] ) ent->client->ps.stats[STAT_ITEMS_ICON] = gi.imageindex(FindItem(LASER_NAME)->icon); else if ( ent->client->pers.inventory[ITEM_INDEX(FindItem(SLIP_NAME))] ) ent->client->ps.stats[STAT_ITEMS_ICON] = gi.imageindex(FindItem(SLIP_NAME)->icon); else if ( ent->client->pers.inventory[ITEM_INDEX(FindItem(SIL_NAME))] ) ent->client->ps.stats[STAT_ITEMS_ICON] = gi.imageindex(FindItem(SIL_NAME)->icon); else if ( ent->client->pers.inventory[ITEM_INDEX(FindItem(BAND_NAME))] ) ent->client->ps.stats[STAT_ITEMS_ICON] = gi.imageindex(FindItem(BAND_NAME)->icon); else ent->client->ps.stats[STAT_ITEMS_ICON] = 0; // grenades remaining index2 = ITEM_INDEX(FindItem(GRENADE_NAME)); if ( ent->client->pers.inventory[index2] ) { ent->client->ps.stats[STAT_GRENADE_ICON] = gi.imageindex ("a_m61frag"); ent->client->ps.stats[STAT_GRENADES] = ent->client->pers.inventory[index2]; } else { ent->client->ps.stats[STAT_GRENADE_ICON] = 0; } // // ammo by weapon // // if ( ent->client->pers.weapon ) { switch ( ent->client->curr_weap ) { case MK23_NUM: { ent->client->ps.stats[STAT_AMMO_ICON] = gi.imageindex ("a_bullets"); ent->client->ps.stats[STAT_AMMO] = ent->client->mk23_rds; break; } case MP5_NUM: { ent->client->ps.stats[STAT_AMMO_ICON] = gi.imageindex ("a_bullets"); ent->client->ps.stats[STAT_AMMO] = ent->client->mp5_rds; break; } case M4_NUM: { ent->client->ps.stats[STAT_AMMO_ICON] = gi.imageindex ("a_bullets"); ent->client->ps.stats[STAT_AMMO] = ent->client->m4_rds; break; } case M3_NUM: { ent->client->ps.stats[STAT_AMMO_ICON] = gi.imageindex ("a_shells"); ent->client->ps.stats[STAT_AMMO] = ent->client->shot_rds; break; } case HC_NUM: { ent->client->ps.stats[STAT_AMMO_ICON] = gi.imageindex ("a_shells"); ent->client->ps.stats[STAT_AMMO] = ent->client->cannon_rds; break; } case SNIPER_NUM: { ent->client->ps.stats[STAT_AMMO_ICON] = gi.imageindex ("a_bullets"); ent->client->ps.stats[STAT_AMMO] = ent->client->sniper_rds; break; } case DUAL_NUM: { ent->client->ps.stats[STAT_AMMO_ICON] = gi.imageindex ("a_bullets"); ent->client->ps.stats[STAT_AMMO] = ent->client->dual_rds; break; } case KNIFE_NUM: { ent->client->ps.stats[STAT_AMMO_ICON] = gi.imageindex ("w_knife"); ent->client->ps.stats[STAT_AMMO] = ent->client->pers.inventory[ITEM_INDEX(FindItem (KNIFE_NAME))]; break; } case GRENADE_NUM: { ent->client->ps.stats[STAT_AMMO_ICON] = gi.imageindex ("a_m61frag"); ent->client->ps.stats[STAT_AMMO] = ent->client->pers.inventory[ITEM_INDEX(FindItem (GRENADE_NAME))]; break; } default: gi.dprintf("Failed to find weapon/icon for hud.\n"); } } // // sniper mode icons // //if ( ent->client->sniper_mode ) // gi.cprintf (ent, PRINT_HIGH, "Sniper Zoom set at %d.\n", ent->client->sniper_mode); if ( ent->client->resp.sniper_mode == SNIPER_1X || ent->client->weaponstate == WEAPON_RELOADING || ent->client->weaponstate == WEAPON_BUSY || ent->client->no_sniper_display ) ent->client->ps.stats[STAT_SNIPER_ICON] = 0; else if ( ent->client->resp.sniper_mode == SNIPER_2X ) ent->client->ps.stats[STAT_SNIPER_ICON] = gi.imageindex ("scope2x"); else if ( ent->client->resp.sniper_mode == SNIPER_4X ) ent->client->ps.stats[STAT_SNIPER_ICON] = gi.imageindex ("scope4x"); else if ( ent->client->resp.sniper_mode == SNIPER_6X ) ent->client->ps.stats[STAT_SNIPER_ICON] = gi.imageindex ("scope6x"); // // armor // power_armor_type = PowerArmorType (ent); if (power_armor_type) { cells = ent->client->pers.inventory[ITEM_INDEX(FindItem ("cells"))]; if (cells == 0) { // ran out of cells for power armor ent->flags &= ~FL_POWER_ARMOR; gi.sound(ent, CHAN_ITEM, gi.soundindex("misc/power2.wav"), 1, ATTN_NORM, 0); power_armor_type = 0;; } } index = ArmorIndex (ent); if (power_armor_type && (!index || (level.framenum & 8) ) ) { // flash between power armor and other armor icon ent->client->ps.stats[STAT_ARMOR_ICON] = gi.imageindex ("i_powershield"); ent->client->ps.stats[STAT_ARMOR] = cells; } else if (index) { item = GetItemByIndex (index); ent->client->ps.stats[STAT_ARMOR_ICON] = gi.imageindex (item->icon); ent->client->ps.stats[STAT_ARMOR] = ent->client->pers.inventory[index]; } else { ent->client->ps.stats[STAT_ARMOR_ICON] = 0; ent->client->ps.stats[STAT_ARMOR] = 0; } // // pickup message // if (level.time > ent->client->pickup_msg_time) { ent->client->ps.stats[STAT_PICKUP_ICON] = 0; ent->client->ps.stats[STAT_PICKUP_STRING] = 0; } // // timers // if (ent->client->quad_framenum > level.framenum) { ent->client->ps.stats[STAT_TIMER_ICON] = gi.imageindex ("p_quad"); ent->client->ps.stats[STAT_TIMER] = (ent->client->quad_framenum - level.framenum)/10; } else if (ent->client->invincible_framenum > level.framenum) { ent->client->ps.stats[STAT_TIMER_ICON] = gi.imageindex ("p_invulnerability"); ent->client->ps.stats[STAT_TIMER] = (ent->client->invincible_framenum - level.framenum)/10; } else if (ent->client->enviro_framenum > level.framenum) { ent->client->ps.stats[STAT_TIMER_ICON] = gi.imageindex ("p_envirosuit"); ent->client->ps.stats[STAT_TIMER] = (ent->client->enviro_framenum - level.framenum)/10; } else if (ent->client->breather_framenum > level.framenum) { ent->client->ps.stats[STAT_TIMER_ICON] = gi.imageindex ("p_rebreather"); ent->client->ps.stats[STAT_TIMER] = (ent->client->breather_framenum - level.framenum)/10; } else { ent->client->ps.stats[STAT_TIMER_ICON] = 0; ent->client->ps.stats[STAT_TIMER] = 0; } // // selected item // if (ent->client->pers.selected_item == -1) ent->client->ps.stats[STAT_SELECTED_ICON] = 0; else ent->client->ps.stats[STAT_SELECTED_ICON] = gi.imageindex (itemlist[ent->client->pers.selected_item].icon); ent->client->ps.stats[STAT_SELECTED_ITEM] = ent->client->pers.selected_item; // // frags // ent->client->ps.stats[STAT_FRAGS] = ent->client->resp.score; // // help icon / current weapon if not shown // if (ent->client->resp.helpchanged && (level.framenum&8) ) ent->client->ps.stats[STAT_HELPICON] = gi.imageindex ("i_help"); else if ( (ent->client->pers.hand == CENTER_HANDED || ent->client->ps.fov > 91) && ent->client->pers.weapon) ent->client->ps.stats[STAT_HELPICON] = gi.imageindex (ent->client->pers.weapon->icon); else ent->client->ps.stats[STAT_HELPICON] = 0; } // // layouts // ent->client->ps.stats[STAT_LAYOUTS] = 0; if (deathmatch->value) { if (ent->client->pers.health <= 0 || level.intermissiontime || ent->client->showscores) ent->client->ps.stats[STAT_LAYOUTS] |= 1; if (ent->client->showinventory && ent->client->pers.health > 0) ent->client->ps.stats[STAT_LAYOUTS] |= 2; } else { if (ent->client->showscores || ent->client->showhelp) ent->client->ps.stats[STAT_LAYOUTS] |= 1; if (ent->client->showinventory && ent->client->pers.health > 0) ent->client->ps.stats[STAT_LAYOUTS] |= 2; } SetIDView(ent); //FIREBLADE if (teamplay->value) A_Scoreboard(ent); //FIREBLADE }