1269 lines
26 KiB
C++
1269 lines
26 KiB
C++
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// prototypes
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void () W_WeaponFrame;
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void() W_SetCurrentAmmo;
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void() player_pain;
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void() player_stand1;
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void (vector org) spawn_tfog;
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void (vector org, entity death_owner) spawn_tdeath;
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float modelindex_eyes, modelindex_player;
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/*
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=============================================================================
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LEVEL CHANGING / INTERMISSION
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=============================================================================
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*/
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string nextmap;
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/*QUAKED info_intermission (1 0.5 0.5) (-16 -16 -16) (16 16 16)
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This is the camera point for the intermission.
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Use mangle instead of angle, so you can set pitch or roll as well as yaw. 'pitch roll yaw'
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*/
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void() info_intermission =
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{
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self.angles = self.mangle; // so C can get at it
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};
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void() SetChangeParms =
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{
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if (self.health <= 0)
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{
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SetNewParms ();
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return;
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}
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// remove items
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self.items = self.items - (self.items &
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(IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD) );
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// cap super health
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if (self.health > 100)
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self.health = 100;
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if (self.health < 50)
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self.health = 50;
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parm1 = self.items;
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parm2 = self.health;
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parm3 = self.armorvalue;
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if (self.ammo_shells < 25)
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parm4 = 25;
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else
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parm4 = self.ammo_shells;
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parm5 = self.ammo_nails;
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parm6 = self.ammo_rockets;
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parm7 = self.ammo_cells;
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parm8 = self.weapon;
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parm9 = self.armortype;
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};
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void() SetNewParms =
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{
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parm1 = IT_SHOTGUN | IT_AXE;
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parm2 = 100;
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parm3 = 0;
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parm4 = 25;
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parm5 = 0;
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parm6 = 0;
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parm7 = 0;
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parm8 = 1;
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parm9 = 0;
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};
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void() DecodeLevelParms =
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{
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if (serverflags)
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{
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if (world.model == "maps/start.bsp")
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SetNewParms (); // take away all stuff on starting new episode
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}
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self.items = parm1;
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self.health = parm2;
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self.armorvalue = parm3;
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self.ammo_shells = parm4;
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self.ammo_nails = parm5;
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self.ammo_rockets = parm6;
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self.ammo_cells = parm7;
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self.weapon = parm8;
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self.armortype = parm9;
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};
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/*
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============
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FindIntermission
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Returns the entity to view from
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============
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*/
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entity() FindIntermission =
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{
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local entity spot;
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local float cyc;
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// look for info_intermission first
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spot = find (world, classname, "info_intermission");
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if (spot)
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{ // pick a random one
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cyc = random() * 4;
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while (cyc > 1)
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{
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spot = find (spot, classname, "info_intermission");
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if (!spot)
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spot = find (spot, classname, "info_intermission");
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cyc = cyc - 1;
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}
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return spot;
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}
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// then look for the start position
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spot = find (world, classname, "info_player_start");
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if (spot)
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return spot;
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objerror ("FindIntermission: no spot");
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return world; // remove warning
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};
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void() GotoNextMap =
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{
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local string newmap;
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//ZOID: 12-13-96, samelevel is overloaded, only 1 works for same level
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if (cvar("samelevel") == 1) // if samelevel is set, stay on same level
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changelevel (mapname);
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else {
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// configurable map lists, see if the current map exists as a
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// serverinfo/localinfo var
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newmap = stringserverinfokey(mapname);
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if (newmap != "")
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changelevel (newmap);
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else
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changelevel (nextmap);
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}
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};
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/*
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============
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IntermissionThink
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When the player presses attack or jump, change to the next level
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============
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*/
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void() IntermissionThink =
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{
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if (time < intermission_exittime)
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return;
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if (!self.button0 && !self.button1 && !self.button2)
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return;
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GotoNextMap ();
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};
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/*
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============
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execute_changelevel
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The global "nextmap" has been set previously.
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Take the players to the intermission spot
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============
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*/
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void() execute_changelevel =
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{
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local entity pos;
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intermission_running = 1;
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// enforce a wait time before allowing changelevel
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if (deathmatch)
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intermission_exittime = time + 5;
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else
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intermission_exittime = time + 2;
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pos = FindIntermission ();
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// play intermission music
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WriteByte (MSG_ALL, SVC_CDTRACK);
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WriteByte (MSG_ALL, 3);
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#ifdef NETQUAKE
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WriteByte (MSG_ALL, 3);
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pos = FindIntermission ();
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other = find (world, classname, "player");
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while (other != world)
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{
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other.view_ofs = '0 0 0';
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other.angles = other.v_angle = pos.mangle;
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other.fixangle = TRUE; // turn this way immediately
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other.nextthink = time + 0.5;
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other.takedamage = DAMAGE_NO;
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other.solid = SOLID_NOT;
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other.movetype = MOVETYPE_NONE;
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other.modelindex = 0;
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setorigin (other, pos.origin);
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other = find (other, classname, "player");
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}
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WriteByte (MSG_ALL, SVC_INTERMISSION);
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#else
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WriteByte (MSG_ALL, SVC_INTERMISSION);
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WriteCoord (MSG_ALL, pos.origin_x);
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WriteCoord (MSG_ALL, pos.origin_y);
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WriteCoord (MSG_ALL, pos.origin_z);
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WriteAngle (MSG_ALL, pos.mangle_x);
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WriteAngle (MSG_ALL, pos.mangle_y);
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WriteAngle (MSG_ALL, pos.mangle_z);
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other = find (world, classname, "player");
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while (other != world)
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{
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other.takedamage = DAMAGE_NO;
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other.solid = SOLID_NOT;
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other.movetype = MOVETYPE_NONE;
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other.modelindex = 0;
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other = find (other, classname, "player");
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}
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#endif
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};
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void() changelevel_touch =
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{
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if (other.classname != "player")
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return;
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// if "noexit" is set, blow up the player trying to leave
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//ZOID, 12-13-96, noexit isn't supported in QW. Overload samelevel
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// if ((cvar("noexit") == 1) || ((cvar("noexit") == 2) && (mapname != "start")))
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if ((cvar("samelevel") == 2) || ((cvar("samelevel") == 3) && (mapname != "start")))
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{
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T_Damage (other, self, self, 50000, MOD_EXIT);
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return;
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}
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bprint2 (PRINT_HIGH, other.netname, " exited the level\n");
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nextmap = self.map;
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SUB_UseTargets ();
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self.touch = SUB_Null;
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// we can't move people right now, because touch functions are called
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// in the middle of C movement code, so set a think time to do it
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self.think = execute_changelevel;
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self.nextthink = time + 0.1;
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};
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/*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION
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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.
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*/
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void() trigger_changelevel =
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{
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if (!self.map)
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objerror ("chagnelevel trigger doesn't have map");
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InitTrigger ();
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self.touch = changelevel_touch;
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};
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/*
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=============================================================================
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PLAYER GAME EDGE FUNCTIONS
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=============================================================================
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*/
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void() set_suicide_frame;
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// create a deadbody ent that is removed over time
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void(entity ent) CopyToDeadbody =
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{
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local entity deadbody;
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deadbody = spawn();
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deadbody.angles = ent.angles;
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deadbody.model = ent.model;
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deadbody.modelindex = ent.modelindex;
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deadbody.frame = ent.frame;
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deadbody.colormap = ent.colormap;
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deadbody.movetype = ent.movetype;
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deadbody.velocity = ent.velocity;
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deadbody.flags = 0;
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setorigin (deadbody, ent.origin);
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setsize (deadbody, ent.mins, ent.maxs);
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deadbody.think = SUB_Remove;
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deadbody.nextthink = time + 30;
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};
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// called by ClientKill and DeadThink
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void() respawn =
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{
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// make a copy of the dead body for appearances sake
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CopyToDeadbody (self);
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// set default spawn parms
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SetNewParms ();
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// respawn
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PutClientInServer ();
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};
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/*
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============
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ClientKill
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Player entered the suicide command
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============
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*/
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void() PlayerDropStuff;
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void() ClientKill =
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{
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if (intermission_running)
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return;
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if (self.suicide_time > time)
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return;
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bprint2 (PRINT_MEDIUM, self.netname, " suicides\n");
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PlayerDropStuff ();
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set_suicide_frame ();
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self.modelindex = modelindex_player;
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logfrag (self, self);
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self.frags = self.frags - 2; // extra penalty
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respawn ();
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};
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float(vector v) CheckSpawnPoint =
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{
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return FALSE;
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};
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/*
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============
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SelectSpawnPoint
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Returns the entity to spawn at
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============
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*/
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entity() SelectSpawnPoint =
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{
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local entity spot, thing;
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local float numspots, totalspots;
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local float pcount;
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local entity spots;
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numspots = 0;
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totalspots = 0;
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// choose a info_player_deathmatch point
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// ok, find all spots that don't have players nearby
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spots = world;
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spot = find (world, classname, "info_player_deathmatch");
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while (spot)
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{
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totalspots = totalspots + 1;
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thing=findradius(spot.origin, 84);
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pcount=0;
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while (thing)
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{
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if (thing.classname == "player")
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pcount=pcount + 1;
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thing=thing.chain;
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}
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if (pcount == 0) {
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spot.goalentity = spots;
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spots = spot;
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numspots = numspots + 1;
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}
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// Get the next spot in the chain
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spot = find (spot, classname, "info_player_deathmatch");
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}
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totalspots=totalspots - 1;
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if (!numspots) {
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// ack, they are all full, just pick one at random
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// bprint (PRINT_HIGH, "Ackk! All spots are full. Selecting random spawn spot\n");
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totalspots = rint((random() * totalspots));
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spot = find (world, classname, "info_player_deathmatch");
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while (totalspots > 0) {
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totalspots = totalspots - 1;
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spot = find (spot, classname, "info_player_deathmatch");
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}
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return spot;
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}
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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
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numspots = numspots - 1;
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numspots = rint((random() * numspots ) );
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spot = spots;
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while (numspots > 0) {
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spot = spot.goalentity;
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numspots = numspots - 1;
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}
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return spot;
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};
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void() DecodeLevelParms;
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||
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void() PlayerDie;
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
ValidateUser
|
||
|
|
||
|
|
||
|
============
|
||
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*/
|
||
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/*
|
||
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float(entity e) ValidateUser =
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{
|
||
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|
||
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local string s;
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local string userclan;
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local float rank, rankmin, rankmax;
|
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|
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//
|
||
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// if the server has set "clan1" and "clan2", then it
|
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// is a clan match that will allow only those two clans in
|
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|
//
|
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s = serverinfo("clan1");
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if (s)
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{
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userclan = masterinfo(e,"clan");
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|
if (s == userclan)
|
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|
return true;
|
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s = serverinfo("clan2");
|
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if (s == userclan)
|
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return true;
|
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|
return false;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// if the server has set "rankmin" and/or "rankmax" then
|
||
|
// the users rank must be between those two values
|
||
|
//
|
||
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s = masterinfo (e, "rank");
|
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rank = stof (s);
|
||
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|
||
|
s = serverinfo("rankmin");
|
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|
if (s)
|
||
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{
|
||
|
rankmin = stof (s);
|
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if (rank < rankmin)
|
||
|
return false;
|
||
|
}
|
||
|
s = serverinfo("rankmax");
|
||
|
if (s)
|
||
|
{
|
||
|
rankmax = stof (s);
|
||
|
if (rankmax < rank)
|
||
|
return false;
|
||
|
}
|
||
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|
||
|
return true;
|
||
|
};
|
||
|
*/
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
PutClientInServer
|
||
|
|
||
|
called each time a player enters a new level
|
||
|
============
|
||
|
*/
|
||
|
void() PutClientInServer =
|
||
|
{
|
||
|
dprint("putclientinserver called\n");
|
||
|
local entity spot;
|
||
|
|
||
|
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;
|
||
|
self.dmg = 2; // initial water damage
|
||
|
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;
|
||
|
|
||
|
DecodeLevelParms ();
|
||
|
|
||
|
W_SetCurrentAmmo ();
|
||
|
|
||
|
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");
|
||
|
|
||
|
if (deathmatch == 4)
|
||
|
{
|
||
|
self.ammo_shells = 0;
|
||
|
if (numberserverinfokey("axe") == 0)
|
||
|
{
|
||
|
self.ammo_nails = 255;
|
||
|
self.ammo_shells = 255;
|
||
|
self.ammo_rockets = 255;
|
||
|
self.ammo_cells = 255;
|
||
|
self.items |= IT_NAILGUN
|
||
|
| IT_SUPER_NAILGUN
|
||
|
| IT_SUPER_SHOTGUN
|
||
|
| IT_ROCKET_LAUNCHER
|
||
|
| IT_LIGHTNING;
|
||
|
}
|
||
|
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)
|
||
|
{
|
||
|
self.ammo_nails = 80;
|
||
|
self.ammo_shells = 30;
|
||
|
self.ammo_rockets = 10;
|
||
|
self.ammo_cells = 30;
|
||
|
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;
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
=============================================================================
|
||
|
|
||
|
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
|
||
|
|
||
|
============
|
||
|
*/
|
||
|
.float dmgtime;
|
||
|
|
||
|
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;
|
||
|
self.dmg = 2;
|
||
|
}
|
||
|
else if (self.air_finished < time)
|
||
|
{ // drown!
|
||
|
if (self.pain_finished < time)
|
||
|
{
|
||
|
self.dmg = self.dmg + 2;
|
||
|
if (self.dmg > 15)
|
||
|
self.dmg = 10;
|
||
|
T_Damage (self, world, world, self.dmg, MOD_DROWN);
|
||
|
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)
|
||
|
{
|
||
|
self.weapon = W_BestWeapon ();
|
||
|
W_SetCurrentAmmo ();
|
||
|
}
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
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)
|
||
|
{
|
||
|
self.ammo_cells = 255;
|
||
|
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);
|
||
|
};
|
||
|
|