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// prototypes
void ( ) W_WeaponFrame ;
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void ( float weap ) W_WeaponSwitch ;
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void ( ) player_pain ;
void ( ) player_stand1 ;
void ( vector org ) spawn_tfog ;
void ( vector org , entity death_owner ) spawn_tdeath ;
float modelindex_eyes , modelindex_player ;
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
LEVEL CHANGING / INTERMISSION
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
string nextmap ;
/*QUAKED info_intermission (1 0.5 0.5) (-16 -16 -16) (16 16 16)
This is the camera point for the intermission .
Use mangle instead of angle , so you can set pitch or roll as well as yaw . ' pitch roll yaw '
*/
void ( ) info_intermission =
{
self . angles = self . mangle ; // so C can get at it
} ;
void ( ) SetChangeParms =
{
if ( self . health < = 0 )
{
SetNewParms ( ) ;
return ;
}
// remove items
self . items = self . items - ( self . items &
( IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD ) ) ;
// cap super health
if ( self . health > 100 )
self . health = 100 ;
if ( self . health < 50 )
self . health = 50 ;
parm1 = self . items ;
parm2 = self . health ;
parm3 = self . armorvalue ;
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if ( self . ammo_shells_real < 25 )
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parm4 = 25 ;
else
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parm4 = self . ammo_shells_real ;
parm5 = self . ammo_nails_real ;
parm6 = self . ammo_rockets_real ;
parm7 = self . ammo_cells_real ;
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parm8 = self . weapon ;
parm9 = self . armortype ;
} ;
void ( ) SetNewParms =
{
parm1 = IT_SHOTGUN | IT_AXE ;
parm2 = 100 ;
parm3 = 0 ;
parm4 = 25 ;
parm5 = 0 ;
parm6 = 0 ;
parm7 = 0 ;
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parm8 = IT_SHOTGUN ;
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parm9 = 0 ;
} ;
void ( ) DecodeLevelParms =
{
if ( serverflags )
{
if ( world . model = = " maps/start.bsp " )
SetNewParms ( ) ; // take away all stuff on starting new episode
}
self . items = parm1 ;
self . health = parm2 ;
self . armorvalue = parm3 ;
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self . ammo_shells_real = parm4 ;
self . ammo_nails_real = parm5 ;
self . ammo_rockets_real = parm6 ;
self . ammo_cells_real = parm7 ;
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self . weapon = parm8 ;
self . armortype = parm9 ;
} ;
/*
= = = = = = = = = = = =
FindIntermission
Returns the entity to view from
= = = = = = = = = = = =
*/
entity ( ) FindIntermission =
{
local entity spot ;
local float cyc ;
// look for info_intermission first
spot = find ( world , classname , " info_intermission " ) ;
if ( spot )
{ // pick a random one
cyc = random ( ) * 4 ;
while ( cyc > 1 )
{
spot = find ( spot , classname , " info_intermission " ) ;
if ( ! spot )
spot = find ( spot , classname , " info_intermission " ) ;
cyc = cyc - 1 ;
}
return spot ;
}
// then look for the start position
spot = find ( world , classname , " info_player_start " ) ;
if ( spot )
return spot ;
objerror ( " FindIntermission: no spot " ) ;
return world ; // remove warning
} ;
void ( ) GotoNextMap =
{
local string newmap ;
//ZOID: 12-13-96, samelevel is overloaded, only 1 works for same level
if ( cvar ( " samelevel " ) = = 1 ) // if samelevel is set, stay on same level
changelevel ( mapname ) ;
else {
// configurable map lists, see if the current map exists as a
// serverinfo/localinfo var
newmap = stringserverinfokey ( mapname ) ;
if ( newmap ! = " " )
changelevel ( newmap ) ;
else
changelevel ( nextmap ) ;
}
} ;
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void ( ) ExitIntermission =
{
// skip any text in deathmatch
if ( deathmatch )
{
GotoNextMap ( ) ;
return ;
}
intermission_exittime = time + 1 ;
intermission_running = intermission_running + 1 ;
//
// run some text if at the end of an episode
//
if ( intermission_running = = 2 )
{
if ( world . model = = " maps/e1m7.bsp " )
{
ENG_SwitchTrack ( 2 , 3 ) ;
if ( ! cvar ( " registered " ) )
{
WriteByte ( MSG_ALL , SVC_FINALE ) ;
WriteString ( MSG_ALL , " As the corpse of the monstrous entity \n Chthon sinks back into the lava whence \n it rose, you grip the Rune of Earth \n Magic tightly. Now that you have \n conquered the Dimension of the Doomed, \n realm of Earth Magic, you are ready to \n complete your task in the other three \n haunted lands of Quake. Or are you? If \n you don't register Quake, you'll never \n know what awaits you in the Realm of \n Black Magic, the Netherworld, and the \n Elder World! " ) ;
}
else
{
WriteByte ( MSG_ALL , SVC_FINALE ) ;
WriteString ( MSG_ALL , " As the corpse of the monstrous entity \n Chthon sinks back into the lava whence \n it rose, you grip the Rune of Earth \n Magic tightly. Now that you have \n conquered the Dimension of the Doomed, \n realm of Earth Magic, you are ready to \n complete your task. A Rune of magic \n power lies at the end of each haunted \n land of Quake. Go forth, seek the \n totality of the four Runes! " ) ;
}
return ;
}
else if ( world . model = = " maps/e2m6.bsp " )
{
ENG_SwitchTrack ( 2 , 3 ) ;
WriteByte ( MSG_ALL , SVC_FINALE ) ;
WriteString ( MSG_ALL , " The Rune of Black Magic throbs evilly in \n your hand and whispers dark thoughts \n into your brain. You learn the inmost \n lore of the Hell-Mother; Shub-Niggurath! \n You now know that she is behind all the \n terrible plotting which has led to so \n much death and horror. But she is not \n inviolate! Armed with this Rune, you \n realize that once all four Runes are \n combined, the gate to Shub-Niggurath's \n Pit will open, and you can face the \n Witch-Goddess herself in her frightful \n otherworld cathedral. " ) ;
return ;
}
else if ( world . model = = " maps/e3m6.bsp " )
{
ENG_SwitchTrack ( 2 , 3 ) ;
WriteByte ( MSG_ALL , SVC_FINALE ) ;
WriteString ( MSG_ALL , " The charred viscera of diabolic horrors \n bubble viscously as you seize the Rune \n of Hell Magic. Its heat scorches your \n hand, and its terrible secrets blight \n your mind. Gathering the shreds of your \n courage, you shake the devil's shackles \n from your soul, and become ever more \n hard and determined to destroy the \n hideous creatures whose mere existence \n threatens the souls and psyches of all \n the population of Earth. " ) ;
return ;
}
else if ( world . model = = " maps/e4m7.bsp " )
{
ENG_SwitchTrack ( 2 , 3 ) ;
WriteByte ( MSG_ALL , SVC_FINALE ) ;
WriteString ( MSG_ALL , " Despite the awful might of the Elder \n World, you have achieved the Rune of \n Elder Magic, capstone of all types of \n arcane wisdom. Beyond good and evil, \n beyond life and death, the Rune \n pulsates, heavy with import. Patient and \n potent, the Elder Being Shub-Niggurath \n weaves her dire plans to clear off all \n life from the Earth, and bring her own \n foul offspring to our world! For all the \n dwellers in these nightmare dimensions \n are her descendants! Once all Runes of \n magic power are united, the energy \n behind them will blast open the Gateway \n to Shub-Niggurath, and you can travel \n there to foil the Hell-Mother's plots \n in person. " ) ;
return ;
}
GotoNextMap ( ) ;
}
if ( intermission_running = = 3 )
{
if ( ! cvar ( " registered " ) )
{ // shareware episode has been completed, go to sell screen
WriteByte ( MSG_ALL , SVC_SELLSCREEN ) ;
return ;
}
if ( ( serverflags & 15 ) = = 15 )
{
WriteByte ( MSG_ALL , SVC_FINALE ) ;
WriteString ( MSG_ALL , " Now, you have all four Runes. You sense \n tremendous invisible forces moving to \n unseal ancient barriers. Shub-Niggurath \n had hoped to use the Runes Herself to \n clear off the Earth, but now instead, \n you will use them to enter her home and \n confront her as an avatar of avenging \n Earth-life. If you defeat her, you will \n be remembered forever as the savior of \n the planet. If she conquers, it will be \n as if you had never been born. " ) ;
return ;
}
}
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GotoNextMap ( ) ;
} ;
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/*
= = = = = = = = = = = =
IntermissionThink
When the player presses attack or jump , change to the next level
= = = = = = = = = = = =
*/
void ( ) IntermissionThink =
{
if ( time < intermission_exittime )
return ;
if ( ! self . button0 & & ! self . button1 & & ! self . button2 )
return ;
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ExitIntermission ( ) ;
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} ;
/*
= = = = = = = = = = = =
execute_changelevel
The global " nextmap " has been set previously .
Take the players to the intermission spot
= = = = = = = = = = = =
*/
void ( ) execute_changelevel =
{
local entity pos ;
intermission_running = 1 ;
// enforce a wait time before allowing changelevel
if ( deathmatch )
intermission_exittime = time + 5 ;
else
intermission_exittime = time + 2 ;
pos = FindIntermission ( ) ;
// play intermission music
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ENG_SwitchTrack ( 3 , 3 ) ;
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# ifdef NETQUAKE
pos = FindIntermission ( ) ;
other = find ( world , classname , " player " ) ;
while ( other ! = world )
{
other . view_ofs = ' 0 0 0 ' ;
other . angles = other . v_angle = pos . mangle ;
other . fixangle = TRUE ; // turn this way immediately
other . nextthink = time + 0.5 ;
other . takedamage = DAMAGE_NO ;
other . solid = SOLID_NOT ;
other . movetype = MOVETYPE_NONE ;
other . modelindex = 0 ;
setorigin ( other , pos . origin ) ;
other = find ( other , classname , " player " ) ;
}
WriteByte ( MSG_ALL , SVC_INTERMISSION ) ;
# else
WriteByte ( MSG_ALL , SVC_INTERMISSION ) ;
WriteCoord ( MSG_ALL , pos . origin_x ) ;
WriteCoord ( MSG_ALL , pos . origin_y ) ;
WriteCoord ( MSG_ALL , pos . origin_z ) ;
WriteAngle ( MSG_ALL , pos . mangle_x ) ;
WriteAngle ( MSG_ALL , pos . mangle_y ) ;
WriteAngle ( MSG_ALL , pos . mangle_z ) ;
other = find ( world , classname , " player " ) ;
while ( other ! = world )
{
other . takedamage = DAMAGE_NO ;
other . solid = SOLID_NOT ;
other . movetype = MOVETYPE_NONE ;
other . modelindex = 0 ;
other = find ( other , classname , " player " ) ;
}
# endif
} ;
void ( ) changelevel_touch =
{
if ( other . classname ! = " player " )
return ;
// if "noexit" is set, blow up the player trying to leave
//ZOID, 12-13-96, noexit isn't supported in QW. Overload samelevel
// if ((cvar("noexit") == 1) || ((cvar("noexit") == 2) && (mapname != "start")))
if ( ( cvar ( " samelevel " ) = = 2 ) | | ( ( cvar ( " samelevel " ) = = 3 ) & & ( mapname ! = " start " ) ) )
{
T_Damage ( other , self , self , 50000 , MOD_EXIT ) ;
return ;
}
bprint2 ( PRINT_HIGH , other . netname , " exited the level \n " ) ;
nextmap = self . map ;
SUB_UseTargets ( ) ;
self . touch = SUB_Null ;
// we can't move people right now, because touch functions are called
// in the middle of C movement code, so set a think time to do it
self . think = execute_changelevel ;
self . nextthink = time + 0.1 ;
} ;
/*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION
When the player touches this , he gets sent to the map listed in the " map " variable . Unless the NO_INTERMISSION flag is set , the view will go to the info_intermission spot and display stats .
*/
void ( ) trigger_changelevel =
{
if ( ! self . map )
objerror ( " chagnelevel trigger doesn't have map " ) ;
InitTrigger ( ) ;
self . touch = changelevel_touch ;
} ;
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
PLAYER GAME EDGE FUNCTIONS
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
void ( ) set_suicide_frame ;
// create a deadbody ent that is removed over time
void ( entity ent ) CopyToDeadbody =
{
local entity deadbody ;
deadbody = spawn ( ) ;
deadbody . angles = ent . angles ;
deadbody . model = ent . model ;
deadbody . modelindex = ent . modelindex ;
deadbody . frame = ent . frame ;
deadbody . colormap = ent . colormap ;
deadbody . movetype = ent . movetype ;
deadbody . velocity = ent . velocity ;
deadbody . flags = 0 ;
setorigin ( deadbody , ent . origin ) ;
setsize ( deadbody , ent . mins , ent . maxs ) ;
deadbody . think = SUB_Remove ;
deadbody . nextthink = time + 30 ;
} ;
// called by ClientKill and DeadThink
void ( ) respawn =
{
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if ( coop )
{
// make a copy of the dead body for appearances sake
CopyToDeadbody ( self ) ;
// get the spawn parms as they were at level start
setspawnparms ( self ) ;
// respawn
PutClientInServer ( ) ;
}
else if ( deathmatch )
{
// make a copy of the dead body for appearances sake
CopyToDeadbody ( self ) ;
// set default spawn parms
SetNewParms ( ) ;
// respawn
PutClientInServer ( ) ;
}
else
{ // restart the entire server
localcmd ( " restart \n " ) ;
}
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} ;
/*
= = = = = = = = = = = =
ClientKill
Player entered the suicide command
= = = = = = = = = = = =
*/
void ( ) PlayerDropStuff ;
void ( ) ClientKill =
{
if ( intermission_running )
return ;
if ( self . suicide_time > time )
return ;
bprint2 ( PRINT_MEDIUM , self . netname , " suicides \n " ) ;
PlayerDropStuff ( ) ;
set_suicide_frame ( ) ;
self . modelindex = modelindex_player ;
logfrag ( self , self ) ;
self . frags = self . frags - 2 ; // extra penalty
respawn ( ) ;
} ;
/*
= = = = = = = = = = = =
SelectSpawnPoint
Returns the entity to spawn at
= = = = = = = = = = = =
*/
entity ( ) SelectSpawnPoint =
{
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local entity spot , thing ;
local float numspots , totalspots ;
local float pcount ;
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local entity spots ;
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if ( coop ) // coop spawning
{
if ( ! spotspawn )
{
spotspawn = 1 ;
spot = find ( world , classname , " info_player_start " ) ;
if ( spot )
return spot ;
}
lastspawn = find ( lastspawn , classname , " info_player_coop " ) ;
if ( lastspawn )
return lastspawn ;
}
if ( ! deathmatch ) // single player spawning
{
if ( serverflags )
{ // return with a rune to start
spot = find ( world , classname , " info_player_start2 " ) ;
if ( spot )
return spot ;
}
spot = find ( world , classname , " info_player_start " ) ;
if ( spot )
return spot ;
}
// QuakeWorld style deathmatch spawning
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numspots = 0 ;
totalspots = 0 ;
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// choose a info_player_deathmatch point
// ok, find all spots that don't have players nearby
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spots = world ;
spot = find ( world , classname , " info_player_deathmatch " ) ;
while ( spot )
{
totalspots = totalspots + 1 ;
thing = findradius ( spot . origin , 84 ) ;
pcount = 0 ;
while ( thing )
{
if ( thing . classname = = " player " )
pcount = pcount + 1 ;
thing = thing . chain ;
}
if ( pcount = = 0 ) {
spot . goalentity = spots ;
spots = spot ;
numspots = numspots + 1 ;
}
// Get the next spot in the chain
spot = find ( spot , classname , " info_player_deathmatch " ) ;
}
totalspots = totalspots - 1 ;
if ( ! numspots ) {
// ack, they are all full, just pick one at random
totalspots = rint ( ( random ( ) * totalspots ) ) ;
spot = find ( world , classname , " info_player_deathmatch " ) ;
while ( totalspots > 0 ) {
totalspots = totalspots - 1 ;
spot = find ( spot , classname , " info_player_deathmatch " ) ;
}
return spot ;
}
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// We now have the number of spots available on the map in numspots
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// Generate a random number between 1 and numspots
numspots = numspots - 1 ;
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numspots = rint ( ( random ( ) * numspots ) ) ;
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spot = spots ;
while ( numspots > 0 ) {
spot = spot . goalentity ;
numspots = numspots - 1 ;
}
return spot ;
} ;
void ( ) DecodeLevelParms ;
void ( ) PlayerDie ;
/*
= = = = = = = = = = =
PutClientInServer
called each time a player enters a new level
= = = = = = = = = = = =
*/
void ( ) PutClientInServer =
{
local entity spot ;
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local float wtemp ;
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self . classname = " player " ;
self . health = 100 ;
self . takedamage = DAMAGE_AIM ;
self . solid = SOLID_SLIDEBOX ;
self . movetype = MOVETYPE_WALK ;
self . show_hostile = 0 ;
self . max_health = 100 ;
self . flags = FL_CLIENT ;
self . air_finished = time + 12 ;
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self . waterdmg = 2 ; // initial water damage
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self . super_damage_finished = 0 ;
self . radsuit_finished = 0 ;
self . invisible_finished = 0 ;
self . invincible_finished = 0 ;
self . effects = 0 ;
self . invincible_time = 0 ;
self . suicide_time = time + 3 ;
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self . weaponstate = WS_IDLE ;
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DecodeLevelParms ( ) ;
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// dumb hack until I get the real weapon system in
wtemp = self . weapon ;
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if ( deathmatch = = 4 )
{
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self . ammo_shells_real = 0 ;
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if ( numberserverinfokey ( " axe " ) = = 0 )
{
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self . ammo_nails_real = 255 ;
self . ammo_shells_real = 255 ;
self . ammo_rockets_real = 255 ;
self . ammo_cells_real = 255 ;
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self . items | = IT_NAILGUN
| IT_SUPER_NAILGUN
| IT_SUPER_SHOTGUN
| IT_ROCKET_LAUNCHER
| IT_LIGHTNING ;
}
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else
wtemp = IT_AXE ;
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self . items | = IT_ARMOR3 | IT_INVULNERABILITY ;
self . items = self . items - ( self . items & ( IT_ARMOR1 | IT_ARMOR2 ) ) ;
self . armorvalue = 200 ;
self . armortype = 0.8 ;
self . health = 250 ;
self . invincible_time = 1 ;
self . invincible_finished = time + 3 ;
}
if ( deathmatch = = 5 )
{
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self . ammo_nails_real = 80 ;
self . ammo_shells_real = 30 ;
self . ammo_rockets_real = 10 ;
self . ammo_cells_real = 30 ;
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self . items | = IT_NAILGUN
| IT_SUPER_NAILGUN
| IT_SUPER_SHOTGUN
| IT_ROCKET_LAUNCHER
| IT_GRENADE_LAUNCHER
| IT_LIGHTNING
| IT_ARMOR3
| IT_INVULNERABILITY ;
self . items = self . items - ( self . items & ( IT_ARMOR1 | IT_ARMOR2 ) ) ;
self . armorvalue = 200 ;
self . armortype = 0.8 ;
self . health = 200 ;
self . invincible_time = 1 ;
self . invincible_finished = time + 3 ;
}
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self . weapon = 0 ;
W_WeaponSwitch ( wtemp ) ;
self . attack_finished = time ;
self . th_pain = player_pain ;
self . th_die = PlayerDie ;
self . deadflag = DEAD_NO ;
spot = SelectSpawnPoint ( ) ;
self . origin = spot . origin + ' 0 0 1 ' ;
self . angles = spot . angles ;
self . fixangle = TRUE ; // turn this way immediately
// oh, this is a hack!
setmodel ( self , " progs/eyes.mdl " ) ;
modelindex_eyes = self . modelindex ;
setmodel ( self , " progs/player.mdl " ) ;
modelindex_player = self . modelindex ;
setsize ( self , VEC_HULL_MIN , VEC_HULL_MAX ) ;
self . view_ofs = ' 0 0 22 ' ;
// Mod - Xian (May.20.97)
// Bug where player would have velocity from their last kill
self . velocity = ' 0 0 0 ' ;
player_stand1 ( ) ;
makevectors ( self . angles ) ;
spawn_tfog ( self . origin + v_forward * 20 ) ;
spawn_tdeath ( self . origin , self ) ;
// Set Rocket Jump Modifiers
rj = numberserverinfokey ( " rj " ) ;
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} ;
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
QUAKED FUNCTIONS
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 24)
The normal starting point for a level .
*/
void ( ) info_player_start =
{
} ;
/*QUAKED info_player_start2 (1 0 0) (-16 -16 -24) (16 16 24)
Only used on start map for the return point from an episode .
*/
void ( ) info_player_start2 =
{
} ;
/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 24)
potential spawning position for deathmatch games
*/
void ( ) info_player_deathmatch =
{
} ;
/*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 24)
potential spawning position for coop games
*/
void ( ) info_player_coop =
{
} ;
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
RULES
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
/*
go to the next level for deathmatch
*/
void ( ) NextLevel =
{
local entity o ;
if ( nextmap ! = " " )
return ; // already done
if ( mapname = = " start " )
{
if ( ! cvar ( " registered " ) )
{
mapname = " e1m1 " ;
}
else if ( ! ( serverflags & 1 ) )
{
mapname = " e1m1 " ;
serverflags = serverflags | 1 ;
}
else if ( ! ( serverflags & 2 ) )
{
mapname = " e2m1 " ;
serverflags = serverflags | 2 ;
}
else if ( ! ( serverflags & 4 ) )
{
mapname = " e3m1 " ;
serverflags = serverflags | 4 ;
}
else if ( ! ( serverflags & 8 ) )
{
mapname = " e4m1 " ;
serverflags = serverflags - 7 ;
}
o = spawn ( ) ;
o . map = mapname ;
}
else
{
// find a trigger changelevel
o = find ( world , classname , " trigger_changelevel " ) ;
if ( ! o | | mapname = = " start " )
{ // go back to same map if no trigger_changelevel
o = spawn ( ) ;
o . map = mapname ;
}
}
nextmap = o . map ;
if ( o . nextthink < time )
{
o . think = execute_changelevel ;
o . nextthink = time + 0.1 ;
}
} ;
/*
= = = = = = = = = = = =
CheckRules
Exit deathmatch games upon conditions
= = = = = = = = = = = =
*/
void ( ) CheckRules =
{
if ( deathmatch & & timelimit & & time > = timelimit )
NextLevel ( ) ;
if ( deathmatch & & fraglimit & & self . frags > = fraglimit )
NextLevel ( ) ;
} ;
//============================================================================
void ( ) PlayerDeathThink =
{
local float forward ;
if ( ( self . flags & FL_ONGROUND ) )
{
forward = vlen ( self . velocity ) ;
forward = forward - 20 ;
if ( forward < = 0 )
self . velocity = ' 0 0 0 ' ;
else
self . velocity = forward * normalize ( self . velocity ) ;
}
// wait for all buttons released
if ( self . deadflag = = DEAD_DEAD )
{
if ( self . button2 | | self . button1 | | self . button0 )
return ;
self . deadflag = DEAD_RESPAWNABLE ;
return ;
}
// wait for any button down
if ( ! self . button2 & & ! self . button1 & & ! self . button0 )
return ;
self . button0 = 0 ;
self . button1 = 0 ;
self . button2 = 0 ;
respawn ( ) ;
} ;
void ( ) PlayerJump =
{
if ( self . flags & FL_WATERJUMP )
return ;
if ( self . waterlevel > = 2 )
{
// play swiming sound
if ( self . swim_flag < time )
{
self . swim_flag = time + 1 ;
if ( random ( ) < 0.5 )
sound ( self , CHAN_BODY , " misc/water1.wav " , 1 , ATTN_NORM ) ;
else
sound ( self , CHAN_BODY , " misc/water2.wav " , 1 , ATTN_NORM ) ;
}
return ;
}
if ( ! ( self . flags & FL_ONGROUND ) )
return ;
if ( ! ( self . flags & FL_JUMPRELEASED ) )
return ; // don't pogo stick
self . flags = self . flags - ( self . flags & FL_JUMPRELEASED ) ;
self . button2 = 0 ;
// player jumping sound
sound ( self , CHAN_BODY , " player/plyrjmp8.wav " , 1 , ATTN_NORM ) ;
# ifdef NETQUAKE
self . flags = self . flags - FL_ONGROUND ;
self . velocity_z = self . velocity_z + 270 ;
# endif
} ;
/*
= = = = = = = = = = =
WaterMove
= = = = = = = = = = = =
*/
void ( ) WaterMove =
{
//dprint (ftos(self.waterlevel));
if ( self . movetype = = MOVETYPE_NOCLIP )
return ;
if ( self . health < 0 )
return ;
if ( self . waterlevel ! = 3 )
{
if ( self . air_finished < time )
sound ( self , CHAN_VOICE , " player/gasp2.wav " , 1 , ATTN_NORM ) ;
else if ( self . air_finished < time + 9 )
sound ( self , CHAN_VOICE , " player/gasp1.wav " , 1 , ATTN_NORM ) ;
self . air_finished = time + 12 ;
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self . waterdmg = 2 ;
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}
else if ( self . air_finished < time )
{ // drown!
if ( self . pain_finished < time )
{
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self . waterdmg = self . waterdmg + 2 ;
if ( self . waterdmg > 15 )
self . waterdmg = 10 ;
T_Damage ( self , world , world , self . waterdmg , MOD_DROWN ) ;
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self . pain_finished = time + 1 ;
}
}
if ( ! self . waterlevel )
{
if ( self . flags & FL_INWATER )
{
// play leave water sound
sound ( self , CHAN_BODY , " misc/outwater.wav " , 1 , ATTN_NORM ) ;
self . flags = self . flags - FL_INWATER ;
}
return ;
}
if ( self . watertype = = CONTENT_LAVA )
{ // do damage
if ( self . dmgtime < time )
{
if ( self . radsuit_finished > time )
self . dmgtime = time + 1 ;
else
self . dmgtime = time + 0.2 ;
T_Damage ( self , world , world , 10 * self . waterlevel , MOD_LAVA ) ;
}
}
else if ( self . watertype = = CONTENT_SLIME )
{ // do damage
if ( self . dmgtime < time & & self . radsuit_finished < time )
{
self . dmgtime = time + 1 ;
T_Damage ( self , world , world , 4 * self . waterlevel , MOD_SLIME ) ;
}
}
if ( ! ( self . flags & FL_INWATER ) )
{
// player enter water sound
if ( self . watertype = = CONTENT_LAVA )
sound ( self , CHAN_BODY , " player/inlava.wav " , 1 , ATTN_NORM ) ;
if ( self . watertype = = CONTENT_WATER )
sound ( self , CHAN_BODY , " player/inh2o.wav " , 1 , ATTN_NORM ) ;
if ( self . watertype = = CONTENT_SLIME )
sound ( self , CHAN_BODY , " player/slimbrn2.wav " , 1 , ATTN_NORM ) ;
self . flags = self . flags + FL_INWATER ;
self . dmgtime = 0 ;
}
} ;
void ( ) CheckWaterJump =
{
local vector start , end ;
// check for a jump-out-of-water
makevectors ( self . angles ) ;
start = self . origin ;
start_z = start_z + 8 ;
v_forward_z = 0 ;
normalize ( v_forward ) ;
end = start + v_forward * 24 ;
traceline ( start , end , TRUE , self ) ;
if ( trace_fraction < 1 )
{ // solid at waist
start_z = start_z + self . maxs_z - 8 ;
end = start + v_forward * 24 ;
self . movedir = trace_plane_normal * - 50 ;
traceline ( start , end , TRUE , self ) ;
if ( trace_fraction = = 1 )
{ // open at eye level
self . flags = self . flags | FL_WATERJUMP ;
self . velocity_z = 225 ;
self . flags = self . flags - ( self . flags & FL_JUMPRELEASED ) ;
self . teleport_time = time + 2 ; // safety net
return ;
}
}
} ;
/*
= = = = = = = = = = = = = = = =
PlayerPreThink
Called every frame before physics are run
= = = = = = = = = = = = = = = =
*/
void ( ) PlayerPreThink =
{
if ( intermission_running )
{
IntermissionThink ( ) ; // otherwise a button could be missed between
return ; // the think tics
}
// if intermission is running what is the point of this?
// if (self.view_ofs == '0 0 0')
// return;
makevectors ( self . v_angle ) ; // is this still used
CheckRules ( ) ;
WaterMove ( ) ;
/*
if ( self . waterlevel = = 2 )
CheckWaterJump ( ) ;
*/
if ( self . deadflag > = DEAD_DEAD )
{
PlayerDeathThink ( ) ;
return ;
}
if ( self . deadflag = = DEAD_DYING )
return ; // dying, so do nothing
if ( self . button2 )
PlayerJump ( ) ;
else
self . flags = self . flags | FL_JUMPRELEASED ;
if ( time > self . attack_finished & & self . currentammo = = 0 & & self . weapon ! = IT_AXE )
{
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W_WeaponSwitch ( W_BestWeapon ( ) ) ;
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}
} ;
/*
= = = = = = = = = = = = = = = =
CheckPowerups
Check for turning off powerups
= = = = = = = = = = = = = = = =
*/
void ( ) CheckPowerups =
{
if ( self . health < = 0 )
return ;
// invisibility
if ( self . invisible_finished )
{
// sound and screen flash when items starts to run out
if ( self . invisible_sound < time )
{
sound ( self , CHAN_AUTO , " items/inv3.wav " , 0.5 , ATTN_IDLE ) ;
self . invisible_sound = time + ( ( random ( ) * 3 ) + 1 ) ;
}
if ( self . invisible_finished < time + 3 )
{
if ( self . invisible_time = = 1 )
{
sprint1 ( self , PRINT_HIGH , " Ring of Shadows magic is fading \n " ) ;
stuffcmd ( self , " bf \n " ) ;
sound ( self , CHAN_AUTO , " items/inv2.wav " , 1 , ATTN_NORM ) ;
self . invisible_time = time + 1 ;
}
if ( self . invisible_time < time )
{
self . invisible_time = time + 1 ;
stuffcmd ( self , " bf \n " ) ;
}
}
if ( self . invisible_finished < time )
{ // just stopped
self . items = self . items - IT_INVISIBILITY ;
self . invisible_finished = 0 ;
self . invisible_time = 0 ;
}
// use the eyes
self . frame = 0 ;
self . modelindex = modelindex_eyes ;
}
else
self . modelindex = modelindex_player ; // don't use eyes
// invincibility
if ( self . invincible_finished )
{
// sound and screen flash when items starts to run out
if ( self . invincible_finished < time + 3 )
{
if ( self . invincible_time = = 1 )
{
sprint1 ( self , PRINT_HIGH , " Protection is almost burned out \n " ) ;
stuffcmd ( self , " bf \n " ) ;
sound ( self , CHAN_AUTO , " items/protect2.wav " , 1 , ATTN_NORM ) ;
self . invincible_time = time + 1 ;
}
if ( self . invincible_time < time )
{
self . invincible_time = time + 1 ;
stuffcmd ( self , " bf \n " ) ;
}
}
if ( self . invincible_finished < time )
{ // just stopped
self . items = self . items - IT_INVULNERABILITY ;
self . invincible_time = 0 ;
self . invincible_finished = 0 ;
}
if ( self . invincible_finished > time )
self . effects = self . effects | ef_pent ;
else
self . effects = self . effects - ( self . effects & ef_pent ) ;
}
// super damage
if ( self . super_damage_finished )
{
// sound and screen flash when items starts to run out
if ( self . super_damage_finished < time + 3 )
{
if ( self . super_time = = 1 )
{
if ( deathmatch = = 4 )
sprint1 ( self , PRINT_HIGH , " OctaPower is wearing off \n " ) ;
else
sprint1 ( self , PRINT_HIGH , " Quad Damage is wearing off \n " ) ;
stuffcmd ( self , " bf \n " ) ;
sound ( self , CHAN_AUTO , " items/damage2.wav " , 1 , ATTN_NORM ) ;
self . super_time = time + 1 ;
}
if ( self . super_time < time )
{
self . super_time = time + 1 ;
stuffcmd ( self , " bf \n " ) ;
}
}
if ( self . super_damage_finished < time )
{ // just stopped
self . items = self . items - IT_QUAD ;
if ( deathmatch = = 4 )
{
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self . ammo_cells_real = 255 ;
W_UpdateAmmoCounts ( self ) ;
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self . armorvalue = 1 ;
self . armortype = 0.8 ;
self . health = 100 ;
}
self . super_damage_finished = 0 ;
self . super_time = 0 ;
}
if ( self . super_damage_finished > time )
self . effects = self . effects | ef_quad ;
else
self . effects = self . effects - ( self . effects & ef_quad ) ;
}
// suit
if ( self . radsuit_finished )
{
self . air_finished = time + 12 ; // don't drown
// sound and screen flash when items starts to run out
if ( self . radsuit_finished < time + 3 )
{
if ( self . rad_time = = 1 )
{
sprint1 ( self , PRINT_HIGH , " Air supply in Biosuit expiring \n " ) ;
stuffcmd ( self , " bf \n " ) ;
sound ( self , CHAN_AUTO , " items/suit2.wav " , 1 , ATTN_NORM ) ;
self . rad_time = time + 1 ;
}
if ( self . rad_time < time )
{
self . rad_time = time + 1 ;
stuffcmd ( self , " bf \n " ) ;
}
}
if ( self . radsuit_finished < time )
{ // just stopped
self . items = self . items - IT_SUIT ;
self . rad_time = 0 ;
self . radsuit_finished = 0 ;
}
}
} ;
/*
= = = = = = = = = = = = = = = =
PlayerPostThink
Called every frame after physics are run
= = = = = = = = = = = = = = = =
*/
void ( ) PlayerPostThink =
{
//dprint ("post think\n");
if ( intermission_running )
return ;
// if (self.view_ofs == '0 0 0')
// return;
if ( self . deadflag )
return ;
// check to see if player landed and play landing sound
if ( ( self . jump_flag < - 300 ) & & ( self . flags & FL_ONGROUND ) )
{
if ( self . watertype = = CONTENT_WATER )
sound ( self , CHAN_BODY , " player/h2ojump.wav " , 1 , ATTN_NORM ) ;
else if ( self . jump_flag < - 650 )
{
T_Damage ( self , world , world , 5 , MOD_FALL ) ;
sound ( self , CHAN_VOICE , " player/land2.wav " , 1 , ATTN_NORM ) ;
}
else
sound ( self , CHAN_VOICE , " player/land.wav " , 1 , ATTN_NORM ) ;
}
self . jump_flag = self . velocity_z ;
CheckPowerups ( ) ;
W_WeaponFrame ( ) ;
// decay health
if ( self . healdecay < time )
{
if ( self . health > self . max_health )
self . health = self . health - 1 ;
self . healdecay = time + 1 ;
}
} ;
/*
= = = = = = = = = = =
ClientConnect
called when a player connects to a server
= = = = = = = = = = = =
*/
void ( ) ClientConnect =
{
bprint2 ( PRINT_HIGH , self . netname , " entered the game \n " ) ;
// a client connecting during an intermission can cause problems
if ( intermission_running )
GotoNextMap ( ) ;
} ;
/*
= = = = = = = = = = =
ClientDisconnect
called when a player disconnects from a server
= = = = = = = = = = = =
*/
void ( ) ClientDisconnect =
{
// let everyone else know
bprint4 ( PRINT_HIGH , self . netname , " left the game with " , ftos ( self . frags ) , " frags \n " ) ;
sound ( self , CHAN_BODY , " player/tornoff2.wav " , 1 , ATTN_NONE ) ;
set_suicide_frame ( ) ;
} ;
/*
= = = = = = = = = = =
ClientObituary
called when a player dies
= = = = = = = = = = = =
*/
float ( entity targ , entity attacker ) OnSameTeam ;
void ( entity targ , entity attacker , INTEGER mod ) ClientObituary =
{
if ( attacker . classname = = " player " )
{
if ( attacker = = targ )
{
SuicideMessage ( targ . netname , mod ) ;
targ . frags = targ . frags - 1 ;
logfrag ( targ , targ ) ;
return ;
} // else if anything else
if ( OnSameTeam ( targ , attacker ) )
{
TeamKillMessage ( targ . netname , attacker . netname , mod ) ;
logfrag ( attacker , attacker ) ;
attacker . frags = attacker . frags - 1 ;
return ;
}
KillMessage ( targ . netname , attacker . netname , mod ) ;
if ( targ . classname = = " player " )
{
attacker . frags = attacker . frags + 1 ;
logfrag ( attacker , targ ) ;
}
return ;
} // else if attacker != player
if ( attacker . netname = = " " )
{
WorldKillMessage ( targ . netname , mod ) ;
if ( targ . classname = = " player " )
{
targ . frags = targ . frags - 1 ;
logfrag ( targ , targ ) ;
}
return ;
}
// monster kill, but still consider it a suicide for score purposes
KillMessage ( targ . netname , attacker . netname , mod ) ;
targ . frags = targ . frags - 1 ;
logfrag ( targ , targ ) ;
} ;