diff --git a/README.md b/README.md index 8d3ddc5..4068849 100644 --- a/README.md +++ b/README.md @@ -1,6 +1,6 @@ # Quake Rerelease QuakeC Source Code -This repository contains the QuakeC source code for the four codebases that were used in the 2021 re-release of Quake: the base campaign, Scourge of Armagon, Dissolution of Eternity, and Dimension of the Machine. Dimension of the Past shares the same codebase as Dimension of the Machine. +This repository contains the QuakeC source code for the five codebases that were used in the 2021 re-release of Quake: the base campaign, Scourge of Armagon, Dissolution of Eternity, Dimension of the Machine, and Capture the Flag. Dimension of the Past shares the same codebase as Dimension of the Machine. In comparison with the original QuakeC, these codebases have been updated to replace all instances of strings with placeholder strings that can be used for localization. This requires some support on the engine side in order to handle printing messages correctly. There have also been bug fixes and modifications to behaviors from the original game. diff --git a/quakec_ctf/bots/bot.qc b/quakec_ctf/bots/bot.qc new file mode 100644 index 0000000..29ca082 --- /dev/null +++ b/quakec_ctf/bots/bot.qc @@ -0,0 +1,54 @@ +/* Copyright (C) 1996-2022 id Software LLC + + This program is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + + See file, 'COPYING', for details. +*/ + +/* +======================== +Bot_PreThink + +Called by the engine every frame before running the bots update in C++ + +NOTE: "self" will be the calling bot + +Example usages of this function: + + 1. Telling bots what to do or where to go ( i.e. setting a high level goal ). + 2. Modifying properties on the bot player ( or other players in-game ) that the bots can see/use doing their update. +======================== +*/ +void Bot_PreThink() { + // add your code here! +}; + +/* +======================== +Bot_PostThink + +Called by the engine every frame after running the bots update in C++ + +NOTE: "self" will be the calling bot + +Example usages of this function: + + 1. Overriding/modifying bot user cmds. + 2. Overriding/modifying bot player properties. +======================== +*/ +void Bot_PostThink() { + // add your code here! +}; \ No newline at end of file diff --git a/quakec_ctf/buttons.qc b/quakec_ctf/buttons.qc new file mode 100644 index 0000000..7f792d7 --- /dev/null +++ b/quakec_ctf/buttons.qc @@ -0,0 +1,160 @@ +/* Copyright (C) 1996-2022 id Software LLC + + This program is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + + See file, 'COPYING', for details. +*/ + +// button and multiple button + +void() button_wait; +void() button_return; + +void() button_wait = +{ + self.state = STATE_TOP; + self.nextthink = self.ltime + self.wait; + self.think = button_return; + activator = self.enemy; + SUB_UseTargets(); + self.frame = 1; // use alternate textures +}; + +void() button_done = +{ + self.state = STATE_BOTTOM; +}; + +void() button_return = +{ + self.state = STATE_DOWN; + SUB_CalcMove (self.pos1, self.speed, button_done); + self.frame = 0; // use normal textures + if (self.health) + self.takedamage = DAMAGE_YES; // can be shot again +}; + + +void() button_blocked = +{ // do nothing, just don't ome all the way back out +}; + + +void() button_fire = +{ + if (self.state == STATE_UP || self.state == STATE_TOP) + return; + + sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM); + + self.state = STATE_UP; + SUB_CalcMove (self.pos2, self.speed, button_wait); +}; + + +void() button_use = +{ + self.enemy = activator; + button_fire (); +}; + +void() button_touch = +{ + if (other.classname != "player" || other.observer) + return; + self.enemy = other; + button_fire (); +}; + +void() button_killed = +{ + self.enemy = damage_attacker; + self.health = self.max_health; + self.takedamage = DAMAGE_NO; // wil be reset upon return + button_fire (); +}; + + +/*QUAKED func_button (0 .5 .8) ? +When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again. + +"angle" determines the opening direction +"target" all entities with a matching targetname will be used +"speed" override the default 40 speed +"wait" override the default 1 second wait (-1 = never return) +"lip" override the default 4 pixel lip remaining at end of move +"health" if set, the button must be killed instead of touched +"sounds" +0) steam metal +1) wooden clunk +2) metallic click +3) in-out +*/ +void() func_button = +{ +local float gtemp, ftemp; + + if (self.sounds == 0) + { + precache_sound ("buttons/airbut1.wav"); + self.noise = "buttons/airbut1.wav"; + } + if (self.sounds == 1) + { + precache_sound ("buttons/switch21.wav"); + self.noise = "buttons/switch21.wav"; + } + if (self.sounds == 2) + { + precache_sound ("buttons/switch02.wav"); + self.noise = "buttons/switch02.wav"; + } + if (self.sounds == 3) + { + precache_sound ("buttons/switch04.wav"); + self.noise = "buttons/switch04.wav"; + } + + SetMovedir (); + + self.movetype = MOVETYPE_PUSH; + self.solid = SOLID_BSP; + setmodel (self, self.model); + + self.blocked = button_blocked; + self.use = button_use; + + if (self.health) + { + self.max_health = self.health; + self.th_die = button_killed; + self.takedamage = DAMAGE_YES; + } + else + self.touch = button_touch; + + if (!self.speed) + self.speed = 40; + if (!self.wait) + self.wait = 1; + if (!self.lip) + self.lip = 4; + + self.state = STATE_BOTTOM; + + self.pos1 = self.origin; + self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip); +}; + diff --git a/quakec_ctf/client.qc b/quakec_ctf/client.qc new file mode 100644 index 0000000..924b46e --- /dev/null +++ b/quakec_ctf/client.qc @@ -0,0 +1,1848 @@ +/* Copyright (C) 1996-2022 id Software LLC + + This program is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + + See file, 'COPYING', for details. +*/ + +// prototypes +void () W_WeaponFrame; +void() W_SetCurrentAmmo; +void(entity attacker, float damage) player_pain; +void() player_stand1; +void (vector org) spawn_tfog; +void (vector org, entity death_owner) spawn_tdeath; +void() UnHookPlayer; + +float modelindex_eyes, modelindex_player; +float pregameover; + +// if supported by the engine, block color changes from going through +void(float color) SV_ChangeTeam = { + dprint("SV_ChangeTeam: blocking color change\n"); + return; +} + +// ZOID: with several effects doing the dimlight thing, they just can't +// turn it off. Do not set self.effects with EF_DIMLIGHT directly. This +// will automatically do it when CheckPowerups is called +// EF_DIMLIGHT is used; +// 1. Invincible (Pentagram) +// 2. Super Damage (Quad Power) +// 3. Having Flag in Capture +// self is player +void () CheckDimLight = { + local float flag; + + flag = 0; + // invincable + if (self.invincible_finished > time) + flag = 1; + // quad + if (self.super_damage_finished > time) + flag = 1; + // flag +// if (self.player_flag & ITEM_ENEMY_FLAG) +// flag = 1; + + if (flag) + self.effects = self.effects | EF_DIMLIGHT; + else + self.effects = self.effects - (self.effects & EF_DIMLIGHT); +}; + +/* +============================================================================= + + LEVEL CHANGING / INTERMISSION + +============================================================================= +*/ + +float intermission_running; +float intermission_exittime; + +/*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 = +{ +}; + +void() SetChangeParms = +{ + if (self.health <= 0) + { + parm14 = self.statstate; + SetNewParms (); +// *TEAMPLAY* + parm10 = self.lastteam; // Save the current team of the player + parm15 = self.accesslvl; // remote admin state + parm16 = self.player_flag; + 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; + parm14 = self.statstate; + SetNewParms(); +// *TEAMPLAY* + if (gamestart || self.observer) + parm10 = -1; + else + parm10 = self.lastteam; // Save the current team of the player + parm15 = self.accesslvl; // remote admin state + parm16 = self.player_flag; +}; + +void() SetNewParms = +{ + if (gamestart && !pregameover) { + parm1 = IT_AXE; + parm2 = 100; + parm4 = 0; + parm8 = IT_AXE; + parm10 = 1; + } else { + if (cvar("teamplay") & TEAM_DISABLE_GRAPPLE) + parm1 = IT_SHOTGUN | IT_AXE; + else + parm1 = IT_SHOTGUN | IT_AXE | IT_HOOK; + parm2 = 100; + parm3 = 50; + parm9 = 30; + parm1 = parm1 + IT_ARMOR1; + parm4 = 40; + parm8 = IT_SHOTGUN; + parm10 = -1; // Reset + } + parm5 = 0; + parm6 = 0; + parm7 = 0; +// *TEAMPLAY* + parm14 = self.statstate; + parm15 = 0; // remote admin + parm16 = 0; +}; + +void() DecodeLevelParms = +{ + self.player_flag = self.player_flag | parm16; + self.player_flag = self.player_flag - (self.player_flag & ITEM_RUNE_MASK); + self.player_flag = self.player_flag - (self.player_flag & ITEM_ENEMY_FLAG); + self.skin = (self.player_flag & 65280)/256; + self.accesslvl = parm15; + self.statstate = parm14; + + if (gamestart) + SetNewParms (); // take away all stuff on starting new episode + + self.items = parm1; + self.health = parm2; + self.armorvalue = parm3; + self.ammo_shells = parm4; + self.ammo_nails = parm5; + self.ammo_rockets = parm6; + self.ammo_cells = parm7; + self.weapon = parm8; + self.armortype = parm9 * 0.01; + + // *XXX* EXPERT CTF + + // Reset times for additional scoring system on level change and server join + // dprint("decode level parms\n"); + self.last_returned_flag = -10; + self.last_fragged_carrier = -10; + self.flag_since = -10; + self.last_hurt_carrier = -10; + +// *TEAMPLAY* + if(TeamColorIsLegal(parm10)) + self.lastteam = parm10; +}; + +/* +============ +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; + +// testinfo_player_start is only found in regioned levels + spot = find (world, classname, "testplayerstart"); + if (spot) + return spot; + + objerror ("FindIntermission: no spot"); +}; + + +string nextmap; +void() GotoNextMap = +{ + if (cvar("samelevel")) // if samelevel is set, stay on same level + changelevel (mapname); + else { + if (mapname == "ctf1") nextmap = "ctf2"; + else if (mapname == "ctf2") nextmap = "ctf3"; + else if (mapname == "ctf3") nextmap = "ctf4"; + else if (mapname == "ctf4") nextmap = "ctf5"; + else if (mapname == "ctf5") nextmap = "ctf6"; + else if (mapname == "ctf6") nextmap = "ctf7"; + else if (mapname == "ctf7") nextmap = "ctf8"; + else if (mapname == "ctf8") nextmap = "ctf9"; + else if (mapname == "ctf9") nextmap = "ctf1"; + else nextmap = "ctf1"; + + changelevel (nextmap); + } +}; + + +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") + { + WriteByte (MSG_ALL, SVC_CDTRACK); + WriteByte (MSG_ALL, 2); + WriteByte (MSG_ALL, 3); + + if (!cvar("registered")) + { + WriteByte (MSG_ALL, SVC_FINALE); + WriteString (MSG_ALL, "$qc_finale_e1_shareware"); + } + else + { + WriteByte (MSG_ALL, SVC_FINALE); + WriteString (MSG_ALL, "$qc_finale_e1"); + } + + return; + } + else if (world.model == "maps/e2m6.bsp") + { + WriteByte (MSG_ALL, SVC_CDTRACK); + WriteByte (MSG_ALL, 2); + WriteByte (MSG_ALL, 3); + + WriteByte (MSG_ALL, SVC_FINALE); + WriteString (MSG_ALL, "$qc_finale_e2"); + return; + } + else if (world.model == "maps/e3m6.bsp") + { + WriteByte (MSG_ALL, SVC_CDTRACK); + WriteByte (MSG_ALL, 2); + WriteByte (MSG_ALL, 3); + + WriteByte (MSG_ALL, SVC_FINALE); + WriteString (MSG_ALL, "$qc_finale_e3"); + return; + } + else if (world.model == "maps/e4m7.bsp") + { + WriteByte (MSG_ALL, SVC_CDTRACK); + WriteByte (MSG_ALL, 2); + WriteByte (MSG_ALL, 3); + + WriteByte (MSG_ALL, SVC_FINALE); + WriteString (MSG_ALL, "$qc_finale_e4"); + return; + } + + GotoNextMap(); + } + + if (intermission_running == 3) + { + if (!cvar("registered")) + { // shareware episode has been completed, go to sell screen + WriteByte (MSG_ALL, SVC_SELLSCREEN); + return; + } + + if ( (serverflags&15) == 15) + { + WriteByte (MSG_ALL, SVC_FINALE); + WriteString (MSG_ALL, "$qc_finale_all_runes"); + return; + } + + } + + GotoNextMap(); +}; + +/* +============ +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; + + ExitIntermission (); +}; + +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; + + WriteByte (MSG_ALL, SVC_CDTRACK); + WriteByte (MSG_ALL, 3); + WriteByte (MSG_ALL, 3); + + 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); +}; + + +void() changelevel_touch = +{ + local entity pos; + local float noexit; + + if (other.classname != "player") + return; + + noexit = cvar("noexit"); + + if (noexit == 1 || (noexit == 2 && !gamestart)) + return; // do nothing + + if (coop || deathmatch) + { + bprint("$qc_exited", other.netname); + } + + nextmap = self.map; + + SUB_UseTargets (); + + if ( (self.spawnflags & 1) && (deathmatch == 0) ) + { // NO_INTERMISSION + GotoNextMap(); + return; + } + + self.touch = SUB_Null; + +// we can't move people right now, because touch functions are called +// in the middle of C movement code, so set a think time to do it + self.think = execute_changelevel; + self.nextthink = time + 0.1; +}; + +/*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION +When the player touches this, he gets sent to the map listed in the "map" variable. Unless the NO_INTERMISSION flag is set, the view will go to the info_intermission spot and display stats. +*/ +void() trigger_changelevel = +{ + if (!self.map) + objerror ("chagnelevel trigger doesn't have map"); + + InitTrigger (); + self.touch = changelevel_touch; +}; + + +/* +============================================================================= + + PLAYER GAME EDGE FUNCTIONS + +============================================================================= +*/ + +void() set_suicide_frame; + +// called by ClientKill and DeadThink +void() respawn = +{ + // make a copy of the dead body for appearances sake + CopyToBodyQueue (self); + // set default spawn parms + SetNewParms (); + // respawn + PutClientInServer (); +}; + + +/* +============ +ClientKill + +Player entered the suicide command +============ +*/ +void() ClientKill = +{ + if (self.observer) + return; // can't suicide when observer + + if (gamestart) { + return; + } + + if (self.suicide_count > 3) { + sprint(self, "$qc_ctf_too_many_suicide"); + return; + } + bprint("$qc_suicides", self.netname); + DropRune(); + TeamCaptureDropFlagOfPlayer(self); + UnHookPlayer(); + set_suicide_frame (); + self.modelindex = modelindex_player; + self.frags = self.frags - 2; // extra penalty + self.suicide_count = self.suicide_count + 1; + respawn (); +}; + +void() SilentKill = +{ + set_suicide_frame (); + self.modelindex = modelindex_player; + respawn (); +}; + +float(vector v) CheckSpawnPoint = +{ + return FALSE; +}; + +/* +============ +SelectSpawnPoint + +Returns the entity to spawn at +============ +*/ +entity() SelectSpawnPoint = +{ + local entity spot; + +// testinfo_player_start is only found in regioned levels + spot = find (world, classname, "testplayerstart"); + if (spot) + return spot; + +// choose a info_player_deathmatch point + if (coop) + { + lastspawn = find(lastspawn, classname, "info_player_coop"); + if (lastspawn == world) + lastspawn = find (lastspawn, classname, "info_player_start"); + if (lastspawn != world) + return lastspawn; + } + else if (deathmatch) + { + if (!self.killed) { + spot = TeamCaptureSpawn(); + if (spot != world) + return spot; + } else if (gamestart && self.killed) { + lastvotespawn = find(lastvotespawn, classname, "info_vote_destination"); + if (lastvotespawn == world) + lastvotespawn = find(lastvotespawn, classname, "info_vote_destination"); + return lastvotespawn; + } + + lastspawn = find(lastspawn, classname, "info_player_deathmatch"); + if (lastspawn == world) + lastspawn = find (lastspawn, classname, "info_player_deathmatch"); + if (lastspawn != world) + return lastspawn; + } + + 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) + error ("PutClientInServer: no info_player_start on level"); + + return spot; +}; + +/* +=========== +PutClientInServer + +called each time a player is spawned +============ +*/ +void() DecodeLevelParms; +void() PlayerDie; + + +void() PutClientInServer = +{ + local entity spot; + + serverflags = 0; // make sure it's clear + + spot = SelectSpawnPoint (); + + 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.staydeadtime = 0; + self.regen_time = 0; + self.rune_notice_time = 0; + + self.last_hurt_carrier = -10; + + DecodeLevelParms (); + + W_SetCurrentAmmo (); + + self.attack_finished = time; + self.th_pain = player_pain; + self.th_die = PlayerDie; + + self.deadflag = DEAD_NO; +// paustime is set by teleporters to keep the player from moving a while + self.pausetime = 0; + +// spot = SelectSpawnPoint (); + + 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'; + + self.origin = spot.origin + '0 0 1'; + self.angles = spot.angles; + player_stand1 (); + + if (self.do_observer) { + BecomeObserver(self); + return; + } + + if (deathmatch || coop) + { + makevectors(self.angles); + spawn_tfog (self.origin + v_forward*20); + } + + spawn_tdeath (self.origin, self); +}; + + +/* +============================================================================= + + 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 = +{ +}; + + +void() SpawnRunes; + +/* +saved out by quaked in region mode +*/ +void() testplayerstart = +{ +}; + +/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 24) +potential spawning position for deathmatch games +*/ +void() info_player_deathmatch = +{ + if (deathmatch) + StartRuneSpawn(); +}; + +void() info_player_team1 = +{ +}; + +void() info_player_team2 = +{ +}; + +/*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 +only called if a time or frag limit has expired +*/ +void() NextLevel = +{ + local entity o; + + if (mapname == "ctf1") nextmap = "ctf2"; + else if (mapname == "ctf2") nextmap = "ctf3"; + else if (mapname == "ctf3") nextmap = "ctf4"; + else if (mapname == "ctf4") nextmap = "ctf5"; + else if (mapname == "ctf5") nextmap = "ctf6"; + else if (mapname == "ctf6") nextmap = "ctf7"; + else if (mapname == "ctf7") nextmap = "ctf8"; + else if (mapname == "ctf8") nextmap = "ctf9"; + else if (mapname == "ctf9") nextmap = "ctf1"; + else nextmap = "ctf1"; + + o = spawn(); + o.map = nextmap; + o.think = execute_changelevel; + o.nextthink = time + 0.1; +}; + +/* +============ +CheckRules + +Exit deathmatch games upon conditions +============ +*/ +void() CheckRules = +{ + local float timelimit; + local float fraglimit; + local entity o; + + if (gameover || pregameover) // someone else quit the game already + return; + + if (gamestart) { + if ((vote_leader != world) && voteexit_time && (time > voteexit_time)) { + pregameover = 1; + o = spawn(); + nextmap = vote_leader.map; + o.map = nextmap; + o.think = execute_changelevel; + o.nextthink = time + 0.1; + return; + } + return; + } + + timelimit = cvar("timelimit") * 60; + fraglimit = cvar("fraglimit"); + + if ((timelimit && time >= timelimit) || + (fraglimit && (teamscr1 >= fraglimit || teamscr2 >= fraglimit))) { + pregameover = 1; + TeamEndScore(); + NextLevel (); + return; + } + +}; + +//============================================================================ + +void() PlayerDeathThink = +{ + local entity old_self; + 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 = +{ + local vector start, end; + + if (self.flags & FL_WATERJUMP) + return; + + if (self.waterlevel >= 2) + { + if (self.watertype == CONTENT_WATER) + self.velocity_z = 100; + else if (self.watertype == CONTENT_SLIME) + self.velocity_z = 80; + else + self.velocity_z = 50; + +// 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.flags = self.flags - FL_ONGROUND; // don't stairwalk + + self.button2 = 0; +// player jumping sound + sound (self, CHAN_BODY, "player/plyrjmp8.wav", 1, ATTN_NORM); + self.velocity_z = self.velocity_z + 270; +}; + + +/* +=========== +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); + 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); + } + } + 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); + } + } + + 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; + } + + if (! (self.flags & FL_WATERJUMP) ) + self.velocity = self.velocity - 0.8*self.waterlevel*frametime*self.velocity; +}; + +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 = +{ + local float mspeed, aspeed; + local float r; + local string s; + + if (intermission_running) + { + IntermissionThink (); // otherwise a button could be missed between + return; // the think tics + } + if (self.staydeadtime && self.staydeadtime > time) + return;// wait a bit before respawn + +// *TEAMPLAY* + if (coop && TEAM_STRICT_COOP) + return; + + if (self.motd_sent == 2) + { + self.motd_sent += 1; + if (self.observer) + MOTD_ChooseTeam(); + else + MOTD(); + } + + // don't send the message immediately on connect, wait a frame + if (self.motd_sent < 2) + self.motd_sent += 1; + + if ( self.flags & FL_ISBOT ) { // make sure bots end up on a team... + if ( self.team != TEAM_COLOR1 && self.team != TEAM_COLOR2 ) { + self.impulse = 103; + } + } + + DoObserverImpulse(); + + if (self.view_ofs == '0 0 0') + return; // intermission or finale + + makevectors (self.v_angle); // is this still used + + CheckRules (); + WaterMove (); + +// *TEAMPLAY* +// TeamCheckLock performs all necessary teamlock checking, and performs all +// actions needed. + TeamCheckLock(); + + if (self.waterlevel == 2) + CheckWaterJump (); + + if (self.deadflag >= DEAD_DEAD) + { + PlayerDeathThink (); + return; + } + +//ZOID-Observer + if (self.observer) { + ObserverThink(); + return; + } +// + + if (self.deadflag == DEAD_DYING) + return; // dying, so do nothing + + if (self.button2) + { + PlayerJump (); + } + else + self.flags = self.flags | FL_JUMPRELEASED; + +// teleporters can force a non-moving pause time + if (time < self.pausetime) + self.velocity = '0 0 0'; + + +// RUNE: If player has rune of elder magic (4), regeneration + if (self.player_flag & ITEM_RUNE4_FLAG) { + if (self.regen_time < time) { + self.regen_time = time; + if (self.health < 150) { + self.health = self.health + 5; + if (self.health > 150) + self.health = 150; + self.regen_time = self.regen_time + 0.5; + RegenerationSound(); + } + if (self.armorvalue < 150 && self.armortype) { + self.armorvalue = self.armorvalue + 5; + if (self.armorvalue > 150) + self.armorvalue = 150; + self.regen_time = self.regen_time + 0.5; + RegenerationSound(); + } + } + } +// RUNE + + if(time > self.attack_finished && self.currentammo == 0 && + self.weapon != IT_AXE && self.weapon != IT_HOOK) + { + self.weapon = W_BestWeapon (); + W_SetCurrentAmmo (); + } + + // Track the grapple + if (self.hook_out) + GrappleTrail(self.goalentity, self); +}; + +/* +================ +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) + { + sprint(self, "$qc_ring_fade"); + 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) + { + sprint(self, "$qc_protection_fade"); + stuffcmd (self, "bf\n"); + sound (self, CHAN_AUTO, "items/protect2.wav", 1, ATTN_NORM); + self.invincible_time = time + 1; + } + + if (self.invincible_time < time) + { + self.invincible_time = time + 1; + stuffcmd (self, "bf\n"); + } + } + + if (self.invincible_finished < time) + { // just stopped + self.items = self.items - IT_INVULNERABILITY; + self.invincible_time = 0; + self.invincible_finished = 0; + } +// ZOID, next line isn't needed, EF_DIMLIGHT is handled by +// client.qc:CheckDimLight +// if (self.invincible_finished > time) +// self.effects = self.effects | EF_DIMLIGHT; +// else +// self.effects = self.effects - (self.effects & EF_DIMLIGHT); + } + +// super damage + if (self.super_damage_finished) + { + +// sound and screen flash when items starts to run out + + if (self.super_damage_finished < time + 3) + { + if (self.super_time == 1) + { + sprint(self, "$qc_quad_fade"); + 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; + self.super_damage_finished = 0; + self.super_time = 0; + } +// ZOID, next line isn't needed, EF_DIMLIGHT is handled by +// client.qc:CheckDimLight +// if (self.super_damage_finished > time) +// self.effects = self.effects | EF_DIMLIGHT; +// else +// self.effects = self.effects - (self.effects & EF_DIMLIGHT); + } + +// 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) + { + sprint(self, "$qc_biosuit_fade"); + stuffcmd (self, "bf\n"); + sound (self, CHAN_AUTO, "items/suit2.wav", 1, ATTN_NORM); + self.rad_time = time + 1; + } + + if (self.rad_time < time) + { + self.rad_time = time + 1; + stuffcmd (self, "bf\n"); + } + } + + if (self.radsuit_finished < time) + { // just stopped + self.items = self.items - IT_SUIT; + self.rad_time = 0; + self.radsuit_finished = 0; + } + } + + // Check to see about DIMLIGHT effects + CheckDimLight(); +}; + + +/* +================ +PlayerPostThink + +Called every frame after physics are run +================ +*/ +void() PlayerPostThink = +{ + local float mspeed, aspeed; + local float r; + local string num; + + + if (self.view_ofs == '0 0 0') + return; // intermission or finale + + if (self.deadflag) { + return; + } + +// do weapon stuff + +if (!self.observer) + W_WeaponFrame (); + +// check to see if player landed and play landing sound + if ((self.jump_flag < -300) && (self.flags & FL_ONGROUND) && (self.health > 0)) + { + if (self.watertype == CONTENT_WATER) + sound (self, CHAN_BODY, "player/h2ojump.wav", 1, ATTN_NORM); + else if (self.jump_flag < -650 && !self.hook_pulling) + { + T_Damage (self, world, world, 5); + sound (self, CHAN_VOICE, "player/land2.wav", 1, ATTN_NORM); + self.deathtype = "falling"; + } + else + sound (self, CHAN_VOICE, "player/land.wav", 1, ATTN_NORM); + + self.jump_flag = 0; + } + + if (!(self.flags & FL_ONGROUND)) + self.jump_flag = self.velocity_z; + + CheckPowerups (); + +}; + + +/* +=========== +ClientConnect + +called when a player connects to a server +============ +*/ +void() ClientConnect = +{ + bprint("$qc_entered", self.netname); + + LogMsg(self, "CONNECT"); + + self.suicide_count = 0; + self.killed = 0; + self.frags = 0; + self.voted = 0; + self.motd_sent = 0; + + if ( parm10 < 0 && teamplay > 0 ) { + // *TEAMPLAY* + // If this is our first connection, parm10 is < 0 + // Set lastteam negative. + self.lastteam = -50; + self.team = -1; + + if ( teamplay & TEAM_CAPTURE_SELECT_TEAM ) { + self.do_observer = 1; + } else if ( !self.do_observer ) { + TeamCheckLock(); + self.player_flag = self.player_flag | TEAM_STUFF_COLOR; + self.player_flag = self.player_flag - ( self.player_flag & 65280 ); + self.player_flag = self.player_flag | ( self.skin * 256 ); + } + } + + SendCTFScoresUpdate( self ); + +// a client connecting during an intermission can cause problems + if ( intermission_running ) { + ExitIntermission(); + } +}; + + +/* +=========== +ClientDisconnect + +called when a player disconnects from a server +============ +*/ +void() ClientDisconnect = +{ + if (gameover) + return; + // if the level end trigger has been activated, just return + // since they aren't *really* leaving + + // let everyone else know + bprint("$qc_left_game", self.netname, ftos(self.frags)); + sound (self, CHAN_BODY, "player/tornoff2.wav", 1, ATTN_NONE); + DropRune(); + TeamCaptureDropFlagOfPlayer(self); + set_suicide_frame (); + + self.lastteam = -50; + self.team = -50; + self.frags = 0; + self.statstate = 0; + + LogMsg(self, "DISCONNECT"); +}; + +// *TEAMPLAY* +// Prototypes + +float(entity targ, entity attacker) TeamFragPenalty; +void(entity targ, entity attacker) TeamDeathPenalty; + +/* +=========== +ClientObituary + +called when a player dies +============ +*/ +void(entity targ, entity attacker) ClientObituary = +{ + + // *XXX* EXPERT CTF variable for + // flag/flag carrier defense bonus determination + local entity head; + local float flag_radius; + local float flag_carrier_radius; + + local float rnum; + + // from GPL QW source + local float attackerteam, targteam; + + attackerteam = attacker.team; + targteam = targ.team; + local string s; + + rnum = random(); + + if (targ.classname == "player") + { + + // *XXX* EXPERT CTF: + // When the flag carrier dies, reset the last_hurt_carrier field in + // all players on the opposite team from the flag carrier. The carrier + // has been killed, so there is no longer a reason to award points for + // killing off his assailants + if (targ.player_flag & ITEM_ENEMY_FLAG) { + + head = find(world, classname, "player"); + + while (head != world) { + if (head.team != targ.team) { + head.last_hurt_carrier = -10; + } + head = find(head, classname, "player"); + } + } + // END EXPERT CTF + + if (attacker.classname == "teledeath") + { + bprint("$qc_telefragged", targ.netname, attacker.owner.netname); + + + attacker.owner.frags = attacker.owner.frags + 1; + LogPlayerDMDeath(targ, attacker.owner, "telefrag"); + return; + } + + if (attacker.classname == "teledeath2") + { + bprint("$qc_satans_power", targ.netname); + + + targ.frags = targ.frags - 1; + LogPlayerDeath(targ, "telefrag"); + return; + } + + if (attacker.classname == "player") + { + if (targ == attacker) + { + // killed self + attacker.frags = attacker.frags - 1; + + if (targ.weapon == 64 && targ.waterlevel > 1) + { + if (targ.watertype == CONTENT_SLIME) + bprint("$qc_discharge_slime", targ.netname); + + else if (targ.watertype == CONTENT_LAVA) + bprint("$qc_discharge_lava", targ.netname); + + else + bprint("$qc_discharge_water", targ.netname); + + LogPlayerDeath(targ, "discharge"); + return; + } + if (targ.weapon == IT_GRENADE_LAUNCHER) { + bprint("$qc_suicide_pin", targ.netname); + LogPlayerDeath(targ, "grenade"); + } else if (targ.team != targ.lastteam) { + //ZOID: try if player was gibbed for changing teams + if (teamplay & TEAM_STATIC_TEAMS) + bprint ("$qc_ks_tried_change_teams", targ.netname); + else + bprint ("$qc_ks_changed_teams", targ.netname); + LogPlayerDeath(targ, "teamchange"); + } else { + bprint("$qc_suicide_bored", targ.netname); + LogPlayerDeath(targ, "rocket"); + } + return; + } + else if ( (teamplay == 2) && (targteam == attackerteam) && + (attackerteam != 0) ) + { + if (rnum < 0.25) + bprint("$qc_ff_teammate", attacker.netname); + else if (rnum < 0.50) + bprint("$qc_ff_glasses", attacker.netname); + else if (rnum < 0.75) + bprint("$qc_ff_otherteam", attacker.netname); + else + bprint("$qc_ff_friend", attacker.netname); + + attacker.frags = attacker.frags - 1; + return; + } + else + { + // *TEAMPLAY* + // TeamFragPenalty returns true if the attacker gets a frag penalty for + // killing this target. It also deducts frags as needed. + if (!TeamFragPenalty(targ, attacker)) { + + // the attacker is award the normal one frag.. now we + // determine if he gets any bonuses + attacker.frags = attacker.frags + 1; + + if ((targ.player_flag & ITEM_ENEMY_FLAG) && + (targ.team != attacker.team)) { + //ZOID: one team fragged the other team's flag carrier + + // *XXX* EXPERT CTF + // Mark the attacker with the time at which he killed the flag + // carrier, for awarding assist points + + attacker.last_fragged_carrier = time; + + // *XXX* EXPERT CTF: give player only the normal amount of frags + // if the carrier has only had the flag for a few seconds, to + // prevent ppl intentionally allowing enemies to grab the flag, + // then immediately fragging them + + if (targ.flag_since + TEAM_CAPTURE_CARRIER_FLAG_SINCE_TIMEOUT > time) { + sprint(attacker, "$qc_ctf_carrier_no_bonus"); + } else { + attacker.frags = attacker.frags + TEAM_CAPTURE_FRAG_CARRIER_BONUS; + // TeamScore (attacker, TEAM_CAPTURE_FRAG_CARRIER_BONUS); + s = ftos(TEAM_CAPTURE_FRAG_CARRIER_BONUS); + sprint(attacker, "$qc_ctf_kill_carrier", s); + } + // END FLAG CARRIER FRAG CODE + } + + // *XXX* EXPERT CTF + // This code checks for all game-critical kills OTHER THAN fragging the enemy + // flag carrier, like killing players who are trying to kill your flag carrier + // or trying to grab your flag, and hands out bonus frags. + + // The two variables below track whether special bonus frags have already + // been awarded for the attacker or target being near the flag or flag carrier. + + flag_radius = 0; + flag_carrier_radius = 0; + + // get a string for the attacker's team now, for later announcements + s = GetCTFTeam(attacker.team); + + if ((targ.last_hurt_carrier + TEAM_CAPTURE_CARRIER_DANGER_PROTECT_TIMEOUT > time) && + !(attacker.player_flag & ITEM_ENEMY_FLAG) ) { + // a player on the same team as the flag carrier killed + // someone who recently shot the flag carrier + attacker.frags = attacker.frags + + TEAM_CAPTURE_CARRIER_DANGER_PROTECT_BONUS; + flag_carrier_radius = 1; + // NOTE: getting CARRIER_DANGER_PROTECT_BONUS precludes getting + // other kinds of bonuses for defending the flag carrier, since + // it's worth more points + bprint("$qc_ks_defends_carrier_aggressive", attacker.netname, s); + } + + // *XXX* EXPERT CTF + // Bonusus for defending the flag carrier or the flag itself. + // Extra frags are awarded if either the attacker or the target are + // 1. within 40 feet of a flag carrier on the same team as the attacker + // 2. within 40 feet of the attacker's flag + // These bonuses are cumulative with respect to defending both the + // flag and the flag carrier at the same time, but not cumulative with + // respect to both the target and attacker being near the object being defended + + // find flags or flag carriers within a radius of the attacker + head = findradius(attacker.origin, TEAM_CAPTURE_ATTACKER_PROTECT_RADIUS); + + while (head) { + if (head.classname == "player") { + if ( (head.team == attacker.team) && + (head.player_flag & ITEM_ENEMY_FLAG) && + (head != attacker) && // self defense + (!flag_carrier_radius) ) { + // attacker was near his own flag carrier + attacker.frags = attacker.frags + + TEAM_CAPTURE_CARRIER_PROTECT_BONUS; + flag_carrier_radius = 1; + bprint("$qc_ks_defends_carrier", attacker.netname, s); + } + } + if ( (head.classname == "item_flag_team1") || + (head.classname == "item_flag_team2")) { + if (((attacker.team == TEAM_COLOR1) && + (head.classname == "item_flag_team1")) || + ((attacker.team == TEAM_COLOR2) && + (head.classname == "item_flag_team2"))) { + // attacker was near his own flag + attacker.frags = attacker.frags + + TEAM_CAPTURE_FLAG_DEFENSE_BONUS; + flag_radius = 1; + bprint("$qc_ks_defends_flag", attacker.netname, s); + } + } + head = head.chain; + } + + // find flags or flag carriers within a radius from the target + head = findradius(targ.origin, TEAM_CAPTURE_TARGET_PROTECT_RADIUS); + while (head) { + if (head.classname == "player") { + if ( (head.team == attacker.team) && + (head.player_flag & ITEM_ENEMY_FLAG) && + (head != attacker) && + (!flag_carrier_radius)) { // prevents redundant points awarded + // target was near attacker's flag carrier + attacker.frags = attacker.frags + + TEAM_CAPTURE_CARRIER_PROTECT_BONUS; + flag_carrier_radius = 1; + bprint("$qc_ks_defends_carrier", attacker.netname, s); + } + } + if (((attacker.team == TEAM_COLOR1) && + (head.classname == "item_flag_team1")) || + ((attacker.team == TEAM_COLOR2) && + (head.classname == "item_flag_team2")) + && (!flag_radius)) { // prevents redundant points awarded + // target was near attacker's flag + attacker.frags = attacker.frags + + TEAM_CAPTURE_FLAG_DEFENSE_BONUS; + flag_radius = 1; + bprint("$qc_ks_defends_the_flag", attacker.netname, s); + } + head = head.chain; + } + } + + // *XXX* EXPERT CTF + // End frag determination code. Now determine death text for + // a member of one team killing a member of the other + + // *TEAMPLAY* + // TeamDeathPenalty kills the attacker if necessary and adjusts frags to + // offset the one frag penalty for dying. + TeamDeathPenalty(targ, attacker); + + rnum = attacker.weapon; + if (rnum == IT_AXE) + { + bprint("$qc_death_ax", targ.netname, attacker.netname); + LogPlayerDMDeath(targ, attacker, "axe"); + return; + } + if (rnum == IT_HOOK) { + LogPlayerDMDeath(targ, attacker, "hook"); + if (random() < 0.5) + bprint("$qc_death_hook1", targ.netname, attacker.netname); + else + bprint("$qc_death_hook2", targ.netname, attacker.netname); + return; + + } + if (rnum == IT_SHOTGUN) + { + bprint("$qc_death_sg", targ.netname, attacker.netname); + LogPlayerDMDeath(targ, attacker, "shotgun"); + return; + } + + if (rnum == IT_SUPER_SHOTGUN) + { + bprint("$qc_death_dbl", targ.netname, attacker.netname); + LogPlayerDMDeath(targ, attacker, "supershotgun"); + return; + } + + if (rnum == IT_NAILGUN) + { + bprint("$qc_death_nail", targ.netname, attacker.netname); + LogPlayerDMDeath(targ, attacker, "nailgun"); + return; + } + + if (rnum == IT_SUPER_NAILGUN) + { + bprint("$qc_death_sng", targ.netname, attacker.netname); + LogPlayerDMDeath(targ, attacker, "supernailgun"); + return; + } + + if (rnum == IT_GRENADE_LAUNCHER) + { + LogPlayerDMDeath(targ, attacker, "grenade"); + if (targ.health < -40) + { + bprint("$qc_death_gl1", targ.netname, attacker.netname); + return; + } + else + { + bprint("$qc_death_gl2", targ.netname, attacker.netname); + return; + } + } + + if (rnum == IT_ROCKET_LAUNCHER) + { + LogPlayerDMDeath(targ, attacker, "rocket"); + if (attacker.super_damage_finished > 0 && targ.health < -40) + { + rnum = random(); + + if (rnum < 0.3) + { + bprint("$qc_death_rl_quad1", targ.netname, attacker.netname); + return; + } + else if (rnum < 0.6) + { + bprint("$qc_death_rl_quad2", targ.netname, attacker.netname); + return; + } + else + { + bprint("$qc_death_rl1", targ.netname, attacker.netname); + return; + } + } + else + { + if (targ.health < -40) + { + bprint("$qc_death_rl2", targ.netname, attacker.netname); + return; + } + else + { + bprint("$qc_death_rl3", targ.netname, attacker.netname); + return; + } + } + } + + if (rnum == IT_LIGHTNING) + { + LogPlayerDMDeath(targ, attacker, "lightning"); + if (attacker.waterlevel > 1) + { + bprint("$qc_death_lg1", targ.netname, attacker.netname); + if (attacker.invincible_finished) + { + msg_entity = attacker; + WriteByte (MSG_ONE, SVC_ACHIEVEMENT); + WriteString(MSG_ONE, "ACH_SURVIVE_DISCHARGE"); + } + } + else + bprint("$qc_death_lg2", targ.netname, attacker.netname); + + return; + } + } + return; + } + else + { + targ.frags = targ.frags - 1; // killed self + rnum = targ.watertype; + + if (rnum == -3) + { + LogPlayerDMDeath(targ, attacker, "drowned"); + if (random() < 0.5) + bprint("$qc_death_drown1", targ.netname); + else + bprint("$qc_death_drown2", targ.netname); + + return; + } + else if (rnum == -4) + { + LogPlayerDMDeath(targ, attacker, "slimed"); + if (random() < 0.5) + bprint("$qc_death_slime1", targ.netname); + else + bprint("$qc_death_slime2", targ.netname); + + return; + } + else if (rnum == -5) + { + LogPlayerDMDeath(targ, attacker, "melted"); + if (targ.health < -15) + { + bprint("$qc_death_lava1", targ.netname); + return; + } + + if (random() < 0.5) + bprint("$qc_death_lava2", targ.netname); + else + bprint("$qc_death_lava3", targ.netname); + + return; + } + + if (attacker.solid == SOLID_BSP && attacker != world) + { + bprint("$qc_death_squish", targ.netname); + LogPlayerDMDeath(targ, attacker, "squished"); + return; + } + + if (targ.deathtype == "falling") + { + targ.deathtype = string_null; + bprint("$qc_death_fall", targ.netname); + LogPlayerDMDeath(targ, attacker, "falling"); + return; + } + + bprint("$qc_death_died", targ.netname); + LogPlayerDMDeath(targ, attacker, "died"); + } + } +}; diff --git a/quakec_ctf/combat.qc b/quakec_ctf/combat.qc new file mode 100644 index 0000000..07f77ba --- /dev/null +++ b/quakec_ctf/combat.qc @@ -0,0 +1,324 @@ +/* Copyright (C) 1996-2022 id Software LLC + + This program is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + + See file, 'COPYING', for details. +*/ + +void() T_MissileTouch; +void() info_player_start; +void(entity targ, entity attacker) ClientObituary; +void(entity who) ResistanceSound; + +//============================================================================ + +/* +============ +CanDamage + +Returns true if the inflictor can directly damage the target. Used for +explosions and melee attacks. +============ +*/ +float(entity targ, entity inflictor) CanDamage = +{ +// bmodels need special checking because their origin is 0,0,0 + if (targ.movetype == MOVETYPE_PUSH) + { + traceline(inflictor.origin, 0.5 * (targ.absmin + targ.absmax), TRUE, self); + if (trace_fraction == 1) + return TRUE; + if (trace_ent == targ) + return TRUE; + return FALSE; + } + + traceline(inflictor.origin, targ.origin, TRUE, self); + if (trace_fraction == 1) + return TRUE; + traceline(inflictor.origin, targ.origin + '15 15 0', TRUE, self); + if (trace_fraction == 1) + return TRUE; + traceline(inflictor.origin, targ.origin + '-15 -15 0', TRUE, self); + if (trace_fraction == 1) + return TRUE; + traceline(inflictor.origin, targ.origin + '-15 15 0', TRUE, self); + if (trace_fraction == 1) + return TRUE; + traceline(inflictor.origin, targ.origin + '15 -15 0', TRUE, self); + if (trace_fraction == 1) + return TRUE; + + return FALSE; +}; + + +/* +============ +Killed +============ +*/ +void(entity targ, entity attacker) Killed = +{ + local entity oself; + + oself = self; + self = targ; + + if (self.health < -99) + self.health = -99; // don't let sbar look bad if a player + + if (self.movetype == MOVETYPE_PUSH || self.movetype == MOVETYPE_NONE) + { // doors, triggers, etc + + self.th_die (); + self = oself; + return; + } + + self.enemy = attacker; + +// bump the monster counter + if (self.flags & FL_MONSTER) + { + killed_monsters = killed_monsters + 1; + WriteByte (MSG_ALL, SVC_KILLEDMONSTER); + } + + ClientObituary(self, attacker); + + self.takedamage = DAMAGE_NO; + self.touch = SUB_Null; + +// removed monsters +// monster_death_use(); + self.th_die (); + + self = oself; +}; + + +// *TEAMPLAY* +// Prototypes + +float(entity targ, entity inflictor, entity attacker, float damage) TeamArmorDam; +float(entity targ, entity inflictor, entity attacker, float damage) TeamHealthDam; + +/* +============ +T_Damage + +The damage is coming from inflictor, but get mad at attacker +This should be the only function that ever reduces health. +============ +*/ +void(entity targ, entity inflictor, entity attacker, float damage) T_Damage= +{ + local vector dir; + local entity oldself; + local float save; + local float take; + + if (!targ.takedamage) + return; + +// used by buttons and triggers to set activator for target firing + damage_attacker = attacker; + +// check for quad damage powerup on the attacker + if (attacker.super_damage_finished > time) + damage = damage * 4; +// RUNE: check for double damage for rune of Black Magic powerup + if (attacker.player_flag & ITEM_RUNE2_FLAG) + damage = damage * 2; +// RUNE + +//RUNE check if target has rune of Earth Magic (half damage) + if (targ.player_flag & ITEM_RUNE1_FLAG) { + damage = damage / 2; + ResistanceSound(targ); + } +//RUNE + + // *XXX* EXPERT CTF mark players who hurt the flag carrier, so they + // are worth more points for a while. + if ( (attacker.classname == "player") && // attacker must be a player + (targ.player_flag & ITEM_ENEMY_FLAG) && // target is a flag carrier + (attacker.lastteam != targ.lastteam) && // target and attacker on diff teams + (targ.lastteam > 0) ) // unconnected check? + attacker.last_hurt_carrier = time; + +// save damage based on the target's armor level + +// *TEAMPLAY* +// TeamArmorDam returns true iff the attacker can damage the target's armor + + if (TeamArmorDam(targ, inflictor, attacker, damage)) + save = ceil(targ.armortype*damage); + else + save = 0; + + if (save >= targ.armorvalue) + { + save = targ.armorvalue; + targ.armortype = 0; // lost all armor + targ.items = targ.items - (targ.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)); + } + + targ.armorvalue = targ.armorvalue - save; + take = ceil(damage-save); + +// add to the damage total for clients, which will be sent as a single +// message at the end of the frame +// FIXME: remove after combining shotgun blasts? + if (targ.flags & FL_CLIENT) + { + targ.dmg_take = targ.dmg_take + take; + targ.dmg_save = targ.dmg_save + save; + targ.dmg_inflictor = inflictor; + } + +// figure momentum add + if ( (inflictor != world) && (targ.movetype == MOVETYPE_WALK) ) + { + dir = targ.origin - (inflictor.absmin + inflictor.absmax) * 0.5; + dir = normalize(dir); + targ.velocity = targ.velocity + dir*damage*8; + } + +// check for godmode or invincibility + if (targ.team == targ.lastteam) { // 666 or god mode doesn't save ya + if (targ.flags & FL_GODMODE) + return; + if (targ.invincible_finished >= time) + { + if (self.invincible_sound < time) + { + sound (targ, CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM); + self.invincible_sound = time + 2; + } + return; + } + } + +// team play damage avoidance + if ( (teamplay == 1) && (targ.team > 0)&&(targ.team == attacker.team) ) + return; + +// *TEAMPLAY* +// TeamHealthDam will return true if the attacker can damage the target's +// health + + if (!TeamHealthDam(targ, inflictor, attacker, damage)) + return; + +// do the damage + targ.health = targ.health - take; + + if (targ.health <= 0) + { + Killed (targ, attacker); + return; + } + +// react to the damage + oldself = self; + self = targ; + + if (self.th_pain) + self.th_pain (attacker, take); + + self = oldself; +}; + +/* +============ +T_RadiusDamage +============ +*/ +void(entity inflictor, entity attacker, float damage, entity ignore) T_RadiusDamage = +{ + local float points; + local entity head; + local vector org; + + head = findradius(inflictor.origin, damage+40); + + while (head) + { + if (head != ignore) + { + if (head.takedamage) + { + org = head.origin + (head.mins + head.maxs)*0.5; + points = 0.5*vlen (inflictor.origin - org); + if (points < 0) + points = 0; + points = damage - points; + if (head == attacker) + points = points * 0.5; + if (points > 0) + { + if (CanDamage (head, inflictor)) + { // shambler takes half damage from all explosions + if (head.classname == "monster_shambler") + T_Damage (head, inflictor, attacker, points*0.5); + else + T_Damage (head, inflictor, attacker, points); + } + } + } + } + head = head.chain; + } +}; + +/* +============ +T_BeamDamage +============ +*/ +void(entity attacker, float damage) T_BeamDamage = +{ + local float points; + local entity head; + + head = findradius(attacker.origin, damage+40); + + while (head) + { + if (head.takedamage) + { + points = 0.5*vlen (attacker.origin - head.origin); + if (points < 0) + points = 0; + points = damage - points; + if (head == attacker) + points = points * 0.5; + if (points > 0) + { + if (CanDamage (head, attacker)) + { + if (head.classname == "monster_shambler") + T_Damage (head, attacker, attacker, points*0.5); + else + T_Damage (head, attacker, attacker, points); + } + } + } + head = head.chain; + } +}; + diff --git a/quakec_ctf/ctfgame.qc b/quakec_ctf/ctfgame.qc new file mode 100644 index 0000000..da17b74 --- /dev/null +++ b/quakec_ctf/ctfgame.qc @@ -0,0 +1,153 @@ +/* Copyright (C) 1996-2022 id Software LLC + + This program is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + + See file, 'COPYING', for details. +*/ + +float VOTEEXIT_TIME_LIMIT = 60; // 60 seconds after first vote +float voteexit_time; +entity vote_leader; // current leader +entity lastvotespawn; + +void(vector org) spawn_tfog; +void(vector org, entity death_owner) spawn_tdeath; +void() InitTrigger; + +/*QUAKED info_vote_destination (.5 .5 .5) (-8 -8 -8) (8 8 32) +This is the destination marker for a voteexit. It should have a "targetname" +field with the same value as a voteexit's "target" field. +*/ +void() info_vote_destination = +{ + // this does nothing, just serves as a target spot + self.mangle = self.angles; + self.angles = '0 0 0'; + self.model = ""; + self.origin = self.origin + '0 0 27'; + if (!self.targetname) + objerror ("no targetname"); +}; + +void() voteexit_teleport = +{ +local entity t; +local vector org; + +// put a tfog where the player was + spawn_tfog (other.origin); + + t = find (world, targetname, self.target); + + if (!t) + objerror ("couldn't find target"); + +// spawn a tfog flash in front of the destination + makevectors (t.mangle); + org = t.origin + 32 * v_forward; + + spawn_tfog (org); + spawn_tdeath(t.origin, other); + +// move the player and lock him down for a little while + if (!other.health) + { + other.origin = t.origin; + other.velocity = (v_forward * other.velocity_x) + (v_forward * other.velocity_y); + return; + } + setorigin (other, t.origin); + other.angles = t.mangle; + + other.fixangle = 1; // turn this way immediately + other.teleport_time = time + 0.7; + + if (other.flags & FL_ONGROUND) + other.flags = other.flags - FL_ONGROUND; + other.velocity = v_forward * 300; +}; + +void() voteexit_touch = +{ +local entity t; + + if (other.classname != "player") + return; + +// only teleport living creatures + if (other.health <= 0 || other.solid != SOLID_SLIDEBOX) + return; + + if (other.voted) { + if (other.voted < time) + centerprint(other, "$qc_ctf_already_voted"); + other.voted = time + 1; + voteexit_teleport(); + return; + } + + // non-zero for vote, time is when to display a 'you voted' msg + other.voted = time + 1; + + SUB_UseTargets (); + + bprint("$qc_ctf_has_voted", other.netname, self.message); + +// ok, the player has voted for this exit + self.cnt = self.cnt + 1; + + // find new leader + // we're on the start map, something special is happening + vote_leader = world; + t = find(world, classname, "trigger_voteexit"); + while (t != world) { + if ((t.cnt > vote_leader.cnt) && (t != self)) + vote_leader = t; + t = find(t, classname, "trigger_voteexit"); + } + // if we are higher than the current leader, then we are the new + // leader, if we are same, half chance + if (self.cnt > vote_leader.cnt) + vote_leader = self; + else if ((self.cnt == vote_leader.cnt) && (random() > 0.5)) + vote_leader = self; + + // we check here about exit time + if (vote_leader != world && voteexit_time == 0) + voteexit_time = time + VOTEEXIT_TIME_LIMIT; + + voteexit_teleport(); +}; + +/*QUAKED trigger_voteexit (.5 .5 .5) ? +A merge of trigger_changelevel and trigger_teleport. A player touching +this this teleported just like a trigger_teleport, except this triggers +.cnt field gets incremented. This allows players to vote for their exit. +See status.qc for the display and total of the voting. +Any object touching this will be transported to the corresponding +info_vote_destination entity. You must set the "target" field, and +create an object with a "targetname" field that matches. +*/ +void() trigger_voteexit = +{ + local vector o; + + InitTrigger (); + self.touch = voteexit_touch; + self.cnt = 0; + // find the destination + objerror ("no target"); +}; + diff --git a/quakec_ctf/defs.qc b/quakec_ctf/defs.qc new file mode 100644 index 0000000..0c405dd --- /dev/null +++ b/quakec_ctf/defs.qc @@ -0,0 +1,889 @@ +/* Copyright (C) 1996-2022 id Software LLC + + This program is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + + See file, 'COPYING', for details. +*/ + +/* +============================================================================== + + SOURCE FOR GLOBALVARS_T C STRUCTURE + +============================================================================== +*/ + +// +// system globals +// +entity self; +entity other; +entity world; +float time; +float frametime; + +float force_retouch; // force all entities to touch triggers + // next frame. this is needed because + // non-moving things don't normally scan + // for triggers, and when a trigger is + // created (like a teleport trigger), it + // needs to catch everything. + // decremented each frame, so set to 2 + // to guarantee everything is touched +string mapname; + +float deathmatch; +float coop; +float teamplay; + +float serverflags; // propagated from level to level, used to + // keep track of completed episodes + +float total_secrets; +float total_monsters; + +float found_secrets; // number of secrets found +float killed_monsters; // number of monsters killed + + +// spawnparms are used to encode information about clients across server +// level changes +float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16; + +// +// global variables set by built in functions +// +vector v_forward, v_up, v_right; // set by makevectors() + +// set by traceline / tracebox +float trace_allsolid; +float trace_startsolid; +float trace_fraction; +vector trace_endpos; +vector trace_plane_normal; +float trace_plane_dist; +entity trace_ent; +float trace_inopen; +float trace_inwater; + +entity msg_entity; // destination of single entity writes + +// +// required prog functions +// +void() main; // only for testing + +void() StartFrame; + +void() PlayerPreThink; +void() PlayerPostThink; + +void() ClientKill; +void() ClientConnect; +void() PutClientInServer; // call after setting the parm1... parms +void() ClientDisconnect; + +void() SetNewParms; // called when a client first connects to + // a server. sets parms so they can be + // saved off for restarts + +void() SetChangeParms; // call to set parms for self so they can + // be saved for a level transition + +//================================================ +void end_sys_globals; // flag for structure dumping +//================================================ + +/* +============================================================================== + + SOURCE FOR ENTVARS_T C STRUCTURE + +============================================================================== +*/ + +// +// system fields (*** = do not set in prog code, maintained by C code) +// +.float modelindex; // *** model index in the precached list +.vector absmin, absmax; // *** origin + mins / maxs + +.float ltime; // local time for entity +.float movetype; +.float solid; + +.vector origin; // *** +.vector oldorigin; // *** +.vector velocity; +.vector angles; +.vector avelocity; + +.vector punchangle; // temp angle adjust from damage or recoil + +.string classname; // spawn function +.string model; +.float frame; +.float skin; +.float effects; + +.vector mins, maxs; // bounding box extents reletive to origin +.vector size; // maxs - mins + +.void() touch; +.void() use; +.void() think; +.void() blocked; // for doors or plats, called when can't push other + +.float nextthink; +.entity groundentity; + +// stats +.float health; +.float frags; +.float weapon; // one of the IT_SHOTGUN, etc flags +.string weaponmodel; +.float weaponframe; +.float currentammo; +.float ammo_shells, ammo_nails, ammo_rockets, ammo_cells; + +.float items; // bit flags + +.float takedamage; +.entity chain; +.float deadflag; + +.vector view_ofs; // add to origin to get eye point + + +.float button0; // fire +.float button1; // use +.float button2; // jump + +.float impulse; // weapon changes + +.float fixangle; +.vector v_angle; // view / targeting angle for players +.float idealpitch; // calculated pitch angle for lookup up slopes + + +.string netname; + +.entity enemy; + +.float flags; + +.float colormap; +.float team; + +.float max_health; // players maximum health is stored here + +.float teleport_time; // don't back up + +.float armortype; // save this fraction of incoming damage +.float armorvalue; + +.float waterlevel; // 0 = not in, 1 = feet, 2 = waist, 3 = eyes +.float watertype; // a contents value + +.float ideal_yaw; +.float yaw_speed; + +.entity aiment; + +.entity goalentity; // a movetarget or an enemy + +.float spawnflags; + +.string target; +.string targetname; + +// damage is accumulated through a frame. and sent as one single +// message, so the super shotgun doesn't generate huge messages +.float dmg_take; +.float dmg_save; +.entity dmg_inflictor; + +.entity owner; // who launched a missile +.vector movedir; // mostly for doors, but also used for waterjump + +.string message; // trigger messages + +.float sounds; // either a cd track number or sound number + +.string noise, noise1, noise2, noise3; // contains names of wavs to play + +//================================================ +void end_sys_fields; // flag for structure dumping +//================================================ + +/* +============================================================================== + + VARS NOT REFERENCED BY C CODE + +============================================================================== +*/ + + +// +// constants +// + +float FALSE = 0; +float TRUE = 1; + +// edict.flags +float FL_FLY = 1; +float FL_SWIM = 2; +float FL_CLIENT = 8; // set for all client edicts +float FL_INWATER = 16; // for enter / leave water splash +float FL_MONSTER = 32; +float FL_GODMODE = 64; // player cheat +float FL_NOTARGET = 128; // player cheat +float FL_ITEM = 256; // extra wide size for bonus items +float FL_ONGROUND = 512; // standing on something +float FL_PARTIALGROUND = 1024; // not all corners are valid +float FL_WATERJUMP = 2048; // player jumping out of water +float FL_JUMPRELEASED = 4096; // for jump debouncing +float FL_ISBOT = 8192; // mal: this will be set on bot players +float FL_NO_PLAYERS = 16384; // mal: used by the spawn point editor +float FL_NO_MONSTERS = 32768; // mal: used by the spawn point editor +float FL_NO_BOTS = 65536; // mal: any item marked with this will be ignored by bots. +float FL_OBJECTIVE = 131072; // mal: any item marked with this is an objective of some kind. + +// edict.movetype values +float MOVETYPE_NONE = 0; // never moves +//float MOVETYPE_ANGLENOCLIP = 1; +//float MOVETYPE_ANGLECLIP = 2; +float MOVETYPE_WALK = 3; // players only +float MOVETYPE_STEP = 4; // discrete, not real time unless fall +float MOVETYPE_FLY = 5; +float MOVETYPE_TOSS = 6; // gravity +float MOVETYPE_PUSH = 7; // no clip to world, push and crush +float MOVETYPE_NOCLIP = 8; +float MOVETYPE_FLYMISSILE = 9; // fly with extra size against monsters +float MOVETYPE_BOUNCE = 10; +float MOVETYPE_GIB = 11; // like MOVETYPE_BOUNCE, but with adjustable gravity + +// edict.solid values +float SOLID_NOT = 0; // no interaction with other objects +float SOLID_TRIGGER = 1; // touch on edge, but not blocking +float SOLID_BBOX = 2; // touch on edge, block +float SOLID_SLIDEBOX = 3; // touch on edge, but not an onground +float SOLID_BSP = 4; // bsp clip, touch on edge, block +float SOLID_CORPSE = 5; // reports touch and can shoot it, but not blocking otherwise. + +// range values +float RANGE_MELEE = 0; +float RANGE_NEAR = 1; +float RANGE_MID = 2; +float RANGE_FAR = 3; + +// deadflag values + +float DEAD_NO = 0; +float DEAD_DYING = 1; +float DEAD_DEAD = 2; +float DEAD_RESPAWNABLE = 3; + +// takedamage values + +float DAMAGE_NO = 0; +float DAMAGE_YES = 1; +float DAMAGE_AIM = 2; + +// items +float IT_AXE = 4096; +float IT_SHOTGUN = 1; +float IT_SUPER_SHOTGUN = 2; +float IT_NAILGUN = 4; +float IT_SUPER_NAILGUN = 8; +float IT_GRENADE_LAUNCHER = 16; +float IT_ROCKET_LAUNCHER = 32; +float IT_LIGHTNING = 64; +float IT_HOOK = 128; + +float IT_SHELLS = 256; +float IT_NAILS = 512; +float IT_ROCKETS = 1024; +float IT_CELLS = 2048; + +float IT_ARMOR1 = 8192; +float IT_ARMOR2 = 16384; +float IT_ARMOR3 = 32768; +float IT_SUPERHEALTH = 65536; + +float IT_KEY1 = 131072; +float IT_KEY2 = 262144; + +float IT_INVISIBILITY = 524288; +float IT_INVULNERABILITY = 1048576; +float IT_SUIT = 2097152; +float IT_QUAD = 4194304; + +float IT_SIGIL1 = 268435456; +float IT_SIGIL2 = 536870912; +float IT_SIGIL3 = 1073741824; +float IT_SIGIL4 = 2147483648; + +// point content values + +float CONTENT_EMPTY = -1; +float CONTENT_SOLID = -2; +float CONTENT_WATER = -3; +float CONTENT_SLIME = -4; +float CONTENT_LAVA = -5; +float CONTENT_SKY = -6; + +float STATE_TOP = 0; +float STATE_BOTTOM = 1; +float STATE_UP = 2; +float STATE_DOWN = 3; + +vector VEC_ORIGIN = '0 0 0'; +vector VEC_HULL_MIN = '-16 -16 -24'; +vector VEC_HULL_MAX = '16 16 32'; + +vector VEC_HULL2_MIN = '-32 -32 -24'; +vector VEC_HULL2_MAX = '32 32 64'; + +// protocol bytes +float SVC_TEMPENTITY = 23; +float SVC_KILLEDMONSTER = 27; +float SVC_FOUNDSECRET = 28; +float SVC_INTERMISSION = 30; +float SVC_FINALE = 31; +float SVC_CDTRACK = 32; +float SVC_SELLSCREEN = 33; +float SVC_SPAWNEDMONSTER = 39; +float SVC_ACHIEVEMENT = 52; +float SVC_CHAT = 53; +float SVC_LEVELCOMPLETED = 54; +float SVC_BACKTOLOBBY = 55; +float SVC_LOCALSOUND = 56; +float SVC_PROMPT = 57; + +float TE_SPIKE = 0; +float TE_SUPERSPIKE = 1; +float TE_GUNSHOT = 2; +float TE_EXPLOSION = 3; +float TE_TAREXPLOSION = 4; +float TE_LIGHTNING1 = 5; +float TE_LIGHTNING2 = 6; +float TE_WIZSPIKE = 7; +float TE_KNIGHTSPIKE = 8; +float TE_LIGHTNING3 = 9; +float TE_LAVASPLASH = 10; +float TE_TELEPORT = 11; +float TE_EXPLOSION2 = 12; +float TE_BEAM = 13; + +// sound channels +// channel 0 never willingly overrides +// other channels (1-7) allways override a playing sound on that channel +float CHAN_AUTO = 0; +float CHAN_WEAPON = 1; +float CHAN_VOICE = 2; +float CHAN_ITEM = 3; +float CHAN_BODY = 4; + +float ATTN_NONE = 0; +float ATTN_NORM = 1; +float ATTN_IDLE = 2; +float ATTN_STATIC = 3; + +// update types + +float UPDATE_GENERAL = 0; +float UPDATE_STATIC = 1; +float UPDATE_BINARY = 2; +float UPDATE_TEMP = 3; + +// entity effects + +float EF_BRIGHTFIELD = 1; +float EF_MUZZLEFLASH = 2; +float EF_BRIGHTLIGHT = 4; +float EF_DIMLIGHT = 8; +float EF_QUADLIGHT = 16; +float EF_PENTALIGHT = 32; +float EF_CANDLELIGHT = 64; + +// messages +float MSG_BROADCAST = 0; // unreliable to all +float MSG_ONE = 1; // reliable to one (msg_entity) +float MSG_ALL = 2; // reliable to all +float MSG_INIT = 3; // write to the init string + +// mal: basic colors - based on the Quake color palette. +float COLOR_RED = 251; +float COLOR_GREEN = 184; +float COLOR_BLUE = 208; +float COLOR_YELLOW = 192; +float COLOR_WHITE = 254; +float COLOR_BLACK = 0; +float COLOR_CYAN = 244; +float COLOR_ORANGE = 95; + +float DRAW_AI_SINGLE_FRAME = .1; // mal: use for AI that think every 10th of a second +float DRAW_GAME_SINGLE_FRAME = -1; // mal: use in game code that updates every frame. + +// player expanded settings flags +float PEF_CHANGEONLYNEW = 1; +float PEF_CHANGENEVER = 2; + +// mal: codes that the QuakeC built-ins "bot_movetopoint" and "bot_followentity" will return each time they're called +float BOT_GOAL_ERROR = 0; // can't do this goal for some reason. +float BOT_GOAL_SUCCESS = 1; // goal as requested is complete. +float BOT_GOAL_IN_PROGRESS = 2; // goal is in progress + +// mal: codes that the QuakeC built-in "walkpathtogoal" will return each time it's called +float PATH_ERROR = 0; // something bad happened ( no nav nodes, no nearby nodes, no path, etc. ). +float PATH_REACHED_GOAL = 1; // reached whatever we were trying to get to. +float PATH_REACHED_PATH_END = 2; // reached the end of the path - can now move directly to target. +float PATH_MOVE_BLOCKED = 3; // something ( or someone ) is in our way. +float PATH_IN_PROGRESS = 4; // path was found, and we're following it. + +//================================================ + +// +// globals +// +float movedist; +float gameover; // set when a rule exits + +string string_null; // null string, nothing should be held here +float empty_float; + +entity newmis; // launch_spike sets this after spawning it + +entity activator; // the entity that activated a trigger or brush + +entity damage_attacker; // set by T_Damage +float framecount; + +float skill; + +entity runespawn; +float runespawned; +float cheats_allowed; // mal: let's us run cheat commands in DM/Coop games. +float gamestart; // at start + +//================================================ + +// +// world fields (FIXME: make globals) +// +.string wad; +.string map; + +float WORLDTYPE_MEDIEVAL = 0; +float WORLDTYPE_METAL = 1; +float WORLDTYPE_BASE = 2; +.float worldtype; + +//================================================ + +.string killtarget; + +// +// quakeed fields +// +.float light_lev; // not used by game, but parsed by light util +.float style; + + +// +// monster ai +// +.void() th_stand; +.void() th_walk; +.void() th_run; +.void() th_missile; +.void() th_melee; +.void(entity attacker, float damage) th_pain; +.void() th_die; + +.entity oldenemy; // mad at this player before taking damage + +.float speed; + +.float lefty; + +.float search_time; + +// Attack state ( not really used in Vanilla ) +.float attack_state; +float AS_STRAIGHT = 1; +float AS_SLIDING = 2; +float AS_MELEE = 3; +float AS_MISSILE = 4; + +.float allowPathFind; // not used in Vanilla, but added for demonstration purposes... + +// Combat style +.float combat_style; +float CS_NONE = 0; // default - used for bosses or other monsters that don't move +float CS_RANGED = 1; +float CS_MELEE = 2; +float CS_MIXED = 3; // can do ranged or melee equally. + +// +// player only fields +// + +// *TEAMPLAY* + +.float lastteam; // The last team this player was a member of. + +// *XXX* EXPERT CTF ALTERNATE SCORING + +// time values + +.float flag_since; // how long a player has had the flag +.float last_returned_flag; // last time player returned his own flag +.float last_fragged_carrier; // last time player fragged a flag carrier +.float last_hurt_carrier; // last time player hurt the flag carrier + +// *XXX* end + +// OBSERVER +.float observer; +.float do_observer; +.float motd_sent; +.float obs_fire_held; + +//ADMIN +.float accesslvl; // current access level +.float accessparm; // current access parm + +.float walkframe; + +.float attack_finished; +.float pain_finished; +.float hook_out; +.float hook_pulling; +.float hook_fire_time; + +.float invincible_finished; +.float invisible_finished; +.float super_damage_finished; +.float radsuit_finished; + +.float invincible_time, invincible_sound; +.float invisible_time, invisible_sound; +.float super_time, super_sound; +.float regeneration_sound;//RUNE: Elder Magic +.float haste_sound;//RUNE: Hell Magic +.float rad_time; +.float fly_sound; + +.float healthrot_nextcheck; // if grabbed Mega-Health, the next time we'll rot the players health + +.float axhitme; + +.float show_hostile; // set to time+0.2 whenever a client fires a + // weapon or takes damage. Used to alert + // monsters that otherwise would let the player go +.float jump_flag; // player jump flag +.float swim_flag; // player swimming sound flag +.float air_finished; // when time > air_finished, start drowning +.float bubble_count; // keeps track of the number of bubbles +.string deathtype; // keeps track of how the player died +.float player_flag; // misc flags (skins, etc.) +.float staydeadtime; // how long we should stay dead +.float regen_time; // time to next regen +.float rune_notice_time; // last time we notified about multi-runes + +.float voted; // non-zero if voted + +// ZOID: Runes +float ITEM_RUNE1_FLAG = 1; +float ITEM_RUNE2_FLAG = 2; +float ITEM_RUNE3_FLAG = 4; +float ITEM_RUNE4_FLAG = 8; +float ITEM_RUNE_MASK = 15; + +// ZOID: Capture the flag +float ITEM_ENEMY_FLAG = 16; +// TEAMPLAY +float TEAM_STUFF_COLOR = 32; + +.float suicide_count; +.float killed; // have we been killed yet + +// +// object stuff +// +.string mdl; +.vector mangle; // angle at start + +.vector oldorigin; // only used by secret door + +.float t_length, t_width; + + +// +// doors, etc +// +.vector dest, dest1, dest2; +.float wait; // time from firing to restarting +.float delay; // time from activation to firing +.entity trigger_field; // door's trigger entity +.string noise4; + +// +// monsters +// +.float pausetime; +.entity movetarget; + + +// +// doors +// +.float aflag; +.float dmg; // damage done by door when hit + +// +// misc +// +.float cnt; // misc flag + +// +// subs +// +.void() think1; +.vector finaldest, finalangle; + +// +// triggers +// +.float count; // for counting triggers + + +// +// plats / doors / buttons +// +.float lip; +.float state; +.vector pos1, pos2; // top and bottom positions +.float height; + +// +// sounds +// +.float waitmin, waitmax; +.float distance; +.float volume; + + +.string killstring; // monster kill message + +.float items2; // supported by engine to send down runes + +//=========================================================================== + + +// +// builtin functions +// + +void(vector ang) makevectors = #1; // sets v_forward, etc globals +void(entity e, vector o) setorigin = #2; +void(entity e, string m) setmodel = #3; // set movetype and solid first +void(entity e, vector min, vector max) setsize = #4; +// #5 was removed +void() break = #6; +float() random = #7; // returns 0 - 1 +void(entity e, float chan, string samp, float vol, float atten) sound = #8; +vector(vector v) normalize = #9; +void(string e) error = #10; +void(string e) objerror = #11; +float(vector v) vlen = #12; +float(vector v) vectoyaw = #13; +entity() spawn = #14; +void(entity e) remove = #15; + +// sets trace_* globals +// nomonsters can be: +// An entity will also be ignored for testing if forent == test, +// forent->owner == test, or test->owner == forent +// a forent of world is ignored +void(vector v1, vector v2, float nomonsters, entity forent) traceline = #16; + +entity() checkclient = #17; // returns a client to look for +entity(entity start, .string fld, string match) find = #18; +string(string s) precache_sound = #19; +string(string s) precache_model = #20; +void(entity client, string s)stuffcmd = #21; +entity(vector org, float rad) findradius = #22; +void(string s, ...) bprint = #0:ex_bprint; +void(entity client, string s, ...) sprint = #0:ex_sprint; +void(string s, ...) dprint = #25; +string(float f) ftos = #26; +string(vector v) vtos = #27; +void() coredump = #28; // prints all edicts +void() traceon = #29; // turns statment trace on +void() traceoff = #30; +void(entity e) eprint = #31; // prints an entire edict +float(float yaw, float dist) walkmove = #32; // returns TRUE or FALSE +// #33 was removed +float() droptofloor= #34; // TRUE if landed on floor +void(float style, string value) lightstyle = #35; +float(float v) rint = #36; // round to nearest int +float(float v) floor = #37; // largest integer <= v +float(float v) ceil = #38; // smallest integer >= v +// #39 was removed +float(entity e) checkbottom = #40; // true if self is on ground +float(vector v) pointcontents = #41; // returns a CONTENT_* +// #42 was removed +float(float f) fabs = #43; +vector(entity e, float speed) aim = #44; // returns the shooting vector +float(string s) cvar = #45; // return cvar.value +void(string s) localcmd = #46; // put string into local que +entity(entity e) nextent = #47; // for looping through all ents +void(vector o, vector d, float color, float count) particle = #48;// start a particle effect +void() ChangeYaw = #49; // turn towards self.ideal_yaw + // at self.yaw_speed +// #50 was removed +vector(vector v) vectoangles = #51; + +// +// direct client message generation +// +void(float to, float f) WriteByte = #52; +void(float to, float f) WriteChar = #53; +void(float to, float f) WriteShort = #54; +void(float to, float f) WriteLong = #55; +void(float to, float f) WriteCoord = #56; +void(float to, float f) WriteAngle = #57; +void(float to, string s) WriteString = #58; +void(float to, entity s) WriteEntity = #59; + +// +// broadcast client message generation +// + +// void(float f) bWriteByte = #59; +// void(float f) bWriteChar = #60; +// void(float f) bWriteShort = #61; +// void(float f) bWriteLong = #62; +// void(float f) bWriteCoord = #63; +// void(float f) bWriteAngle = #64; +// void(string s) bWriteString = #65; +// void(entity e) bWriteEntity = #66; + +void(float step) movetogoal = #67; + +string(string s) precache_file = #68; // no effect except for -copy +void(entity e) makestatic = #69; +void(string s) changelevel = #70; + +//#71 was removed + +void(string var, string val) cvar_set = #72; // sets cvar.value + +void(entity client, string s, ...) centerprint = #0:ex_centerprint; // sprint, but in middle + +void(vector pos, string samp, float vol, float atten) ambientsound = #74; + +string(string s) precache_model2 = #75; // registered version only +string(string s) precache_sound2 = #76; // registered version only +string(string s) precache_file2 = #77; // registered version only + +void(entity e) setspawnparms = #78; // set parm1... to the + // values at level start + // for coop respawn + +float() finaleFinished = #0:ex_finaleFinished; + +// Plays a sound that only "client" can hear. Useful for announcers... +void localsound( entity client, string sample ) = #0:ex_localsound; + +// Debug rendering functions. +void draw_point( vector point, float colormap, float lifetime, float depthtest ) = #0:ex_draw_point; +void draw_line( vector start, vector end, float colormap, float lifetime, float depthtest ) = #0:ex_draw_line; +void draw_arrow( vector start, vector end, float colormap, float size, float lifetime, float depthtest ) = #0:ex_draw_arrow; +void draw_ray( vector start, vector direction, float length, float colormap, float size, float lifetime, float depthtest ) = #0:ex_draw_ray; +void draw_circle( vector origin, float radius, float colormap, float lifetime, float depthtest ) = #0:ex_draw_circle; +void draw_bounds( vector min, vector max, float colormap, float lifetime, float depthtest ) = #0:ex_draw_bounds; +void draw_worldtext( string s, vector origin, float size, float lifetime, float depthtest ) = #0:ex_draw_worldtext; +void draw_sphere( vector origin, float radius, float colormap, float lifetime, float depthtest ) = #0:ex_draw_sphere; +void draw_cylinder( vector origin, float halfHeight, float radius, float colormap, float lifetime, float depthtest ) = #0:ex_draw_cylinder; + +// Bot functions that return a value based on "BOT_GOAL_", depending on the status of the goal. +float bot_movetopoint( entity bot, vector point ) = #0:ex_bot_movetopoint; +float bot_followentity( entity bot, entity goal ) = #0:ex_bot_followentity; + +// Function for checking new player configured flags, such as weapon swap behaviour +float CheckPlayerEXFlags( entity playerEnt ) = #0:ex_CheckPlayerEXFlags; + +// Path monsters to the goal using any available nav nodes on the map +float walkpathtogoal( float movedist, vector goal ) = #0:ex_walkpathtogoal; + +float checkextension( string s ) = #99; + +void setcolor( entity client, float color ) = #401; + +void prompt( entity client, string text, float numChoices ) = #0:ex_prompt; +void promptchoice( entity client, string text, float impulse ) = #0:ex_promptchoice; +void clearprompt( entity client ) = #0:ex_clearprompt; + +//============================================================================ + +// +// subs.qc +// +void(vector tdest, float tspeed, void() func) SUB_CalcMove; +void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt; +void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove; +void() SUB_CalcMoveDone; +void() SUB_CalcAngleMoveDone; +void() SUB_Null; +void() SUB_UseTargets; +void() SUB_Remove; + +// +// combat.qc +// +void(entity targ, entity inflictor, entity attacker, float damage) T_Damage; + + +float (entity e, float healamount, float ignore) T_Heal; // health function + +float(entity targ, entity inflictor) CanDamage; + +// +// status.qc +// +float teamscr1; // team 1's capture score +float teamscr2; // team 2's capture score +void(entity e) SendCTFScoresUpdate; +void() SendCTFScoresUpdateAll; // send score update to all players using new EX HUD + +void (entity head, entity tail) GrappleTrail; + +void makevectorsfixed(vector ang) { + ang_x *= -1; + makevectors(ang); +}; + +float PromptSupported() { + if (!cvar("pr_checkextension")) + return FALSE; + + return checkextension("EX_PROMPT"); +} \ No newline at end of file diff --git a/quakec_ctf/doors.qc b/quakec_ctf/doors.qc new file mode 100644 index 0000000..ab59499 --- /dev/null +++ b/quakec_ctf/doors.qc @@ -0,0 +1,835 @@ +/* Copyright (C) 1996-2022 id Software LLC + + This program is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + + See file, 'COPYING', for details. +*/ + +float DOOR_START_OPEN = 1; +float DOOR_DONT_LINK = 4; +float DOOR_GOLD_KEY = 8; +float DOOR_SILVER_KEY = 16; +float DOOR_TOGGLE = 32; + +/* +Doors are similar to buttons, but can spawn a fat trigger field around them +to open without a touch, and they link together to form simultanious +double/quad doors. + +Door.owner is the master door. If there is only one door, it points to itself. +If multiple doors, all will point to a single one. + +Door.enemy chains from the master door through all doors linked in the chain. +*/ + +/* +============================================================================= + +THINK FUNCTIONS + +============================================================================= +*/ + +void() door_go_down; +void() door_go_up; + +void() door_blocked = +{ + T_Damage (other, self, self, self.dmg); + + // if a door has a negative wait, it would never come back if blocked, + // so let it just squash the object to death real fast + if (self.wait >= 0) + { + if (self.state == STATE_DOWN) + door_go_up (); + else + door_go_down (); + } +}; + + +void() door_hit_top = +{ + sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM); + self.state = STATE_TOP; + + if (self.spawnflags & DOOR_TOGGLE) + return; // don't come down automatically + + self.think = door_go_down; + self.nextthink = self.ltime + self.wait; +}; + +void() door_hit_bottom = +{ + sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM); + self.state = STATE_BOTTOM; +}; + +void() door_go_down = +{ + sound (self, CHAN_VOICE, self.noise2, 1, ATTN_NORM); + + if (self.max_health) + { + self.takedamage = DAMAGE_YES; + self.health = self.max_health; + } + + self.state = STATE_DOWN; + SUB_CalcMove (self.pos1, self.speed, door_hit_bottom); +}; + +void() door_go_up = +{ + if (self.state == STATE_UP) + return; // allready going up + + if (self.state == STATE_TOP) + { // reset top wait time + self.nextthink = self.ltime + self.wait; + return; + } + + sound (self, CHAN_VOICE, self.noise2, 1, ATTN_NORM); + self.state = STATE_UP; + SUB_CalcMove (self.pos2, self.speed, door_hit_top); + + SUB_UseTargets(); +}; + + +/* +============================================================================= + +ACTIVATION FUNCTIONS + +============================================================================= +*/ + +void() door_fire = +{ + local entity oself; + local entity starte; + + if (self.owner != self) + objerror ("door_fire: self.owner != self"); + + // play use key sound + if (self.items) + sound (self, CHAN_ITEM, self.noise4, 1, ATTN_NORM); // door unlock sound bugfix + + self.message = string_null; // no more message + oself = self; + + if (self.spawnflags & DOOR_TOGGLE) + { + if (self.state == STATE_UP || self.state == STATE_TOP) + { + starte = self; + do + { + door_go_down (); + self = self.enemy; + } while ( (self != starte) && (self != world) ); + + self = oself; + return; + } + } + + // trigger all paired doors + starte = self; + do + { + door_go_up (); + self = self.enemy; + } while ( (self != starte) && (self != world) ); + + self = oself; +}; + + +void() door_use = +{ + local entity oself; + + self.message = string_null; // door message are for touch only + self.owner.message = string_null; + self.enemy.message = string_null; + oself = self; + self = self.owner; + door_fire (); + self = oself; +}; + + +void() door_trigger_touch = +{ + if (other.health <= 0) + return; + + if (time < self.attack_finished) + return; + + self.attack_finished = time + 1; + + activator = other; + + self = self.owner; + door_use (); +}; + + +void() door_killed = +{ + local entity oself; + + oself = self; + self = self.owner; + self.health = self.max_health; + self.takedamage = DAMAGE_NO; // wil be reset upon return + door_use (); + self = oself; +}; + + +/* +================ +door_touch + +Prints messages and opens key doors +================ +*/ +void() door_touch = +{ + if (other.classname != "player") + return; + + if (self.owner.attack_finished > time) + return; + + self.owner.attack_finished = time + 2; + + if (self.owner.message != string_null) + { + centerprint (other, self.owner.message); + sound (other, CHAN_VOICE, "misc/talk.wav", 1, ATTN_NORM); + } + + // key door stuff + if (!self.items) + return; + + // FIXME: blink key on player's status bar + if ( (self.items & other.items) != self.items ) + { + if (self.owner.items == IT_KEY1) + { + if (world.worldtype == WORLDTYPE_BASE) + { + centerprint (other, "$qc_need_silver_keycard"); + sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM); + } + else if (world.worldtype == WORLDTYPE_METAL) + { + centerprint (other, "$qc_need_silver_runekey"); + sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM); + } + else if (world.worldtype == WORLDTYPE_MEDIEVAL) + { + centerprint (other, "$qc_need_silver_key"); + sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM); + } + } + else + { + if (world.worldtype == WORLDTYPE_BASE) + { + centerprint (other, "$qc_need_gold_keycard"); + sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM); + } + else if (world.worldtype == WORLDTYPE_METAL) + { + centerprint (other, "$qc_need_gold_runekey"); + sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM); + } + else if (world.worldtype == WORLDTYPE_MEDIEVAL) + { + centerprint (other, "$qc_need_gold_key"); + sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM); + } + } + + return; + } + + other.items = other.items - self.items; + self.touch = SUB_Null; + + if (self.enemy) + self.enemy.touch = SUB_Null; // get paired door + + door_use (); +}; + +/* +============================================================================= + +SPAWNING FUNCTIONS + +============================================================================= +*/ + + +entity(vector fmins, vector fmaxs) spawn_field = +{ + local entity trigger; + local vector t1, t2; + + trigger = spawn(); + trigger.movetype = MOVETYPE_NONE; + trigger.solid = SOLID_TRIGGER; + trigger.owner = self; + trigger.touch = door_trigger_touch; + + t1 = fmins; + t2 = fmaxs; + setsize (trigger, t1 - '60 60 8', t2 + '60 60 8'); + return (trigger); +}; + + +float (entity e1, entity e2) EntitiesTouching = +{ + if (e1.mins_x > e2.maxs_x) + return FALSE; + + if (e1.mins_y > e2.maxs_y) + return FALSE; + + if (e1.mins_z > e2.maxs_z) + return FALSE; + + if (e1.maxs_x < e2.mins_x) + return FALSE; + + if (e1.maxs_y < e2.mins_y) + return FALSE; + + if (e1.maxs_z < e2.mins_z) + return FALSE; + + return TRUE; +}; + + +/* +============= +LinkDoors + + +============= +*/ +void() LinkDoors = +{ + local entity t, starte; + local vector cmins, cmaxs; + + if (self.enemy) + return; // already linked by another door + + if (self.spawnflags & 4) + { + self.owner = self.enemy = self; + return; // don't want to link this door + } + + cmins = self.mins; + cmaxs = self.maxs; + + starte = self; + t = self; + + do + { + self.owner = starte; // master door + + if (self.health) + starte.health = self.health; + + if (self.targetname != string_null) + starte.targetname = self.targetname; + + if (self.message != string_null) + starte.message = self.message; + + t = find (t, classname, self.classname); + if (!t) + { + self.enemy = starte; // make the chain a loop + + // shootable, fired, or key doors just needed the owner/enemy links, + // they don't spawn a field + self = self.owner; + + if (self.health) + return; + + if (self.targetname != string_null) + return; + + if (self.items) + return; + + self.owner.trigger_field = spawn_field(cmins, cmaxs); + + return; + } + + if (EntitiesTouching(self,t)) + { + if (t.enemy) + objerror ("cross connected doors"); + + self.enemy = t; + self = t; + + if (t.mins_x < cmins_x) + cmins_x = t.mins_x; + + if (t.mins_y < cmins_y) + cmins_y = t.mins_y; + + if (t.mins_z < cmins_z) + cmins_z = t.mins_z; + + if (t.maxs_x > cmaxs_x) + cmaxs_x = t.maxs_x; + + if (t.maxs_y > cmaxs_y) + cmaxs_y = t.maxs_y; + + if (t.maxs_z > cmaxs_z) + cmaxs_z = t.maxs_z; + } + } while (1 ); + +}; + + +/*QUAKED func_door (0 .5 .8) ? START_OPEN x DOOR_DONT_LINK GOLD_KEY SILVER_KEY TOGGLE +if two doors touch, they are assumed to be connected and operate as a unit. + +TOGGLE causes the door to wait in both the start and end states for a trigger event. + +START_OPEN causes the door to move to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not usefull for touch or takedamage doors). + +Key doors are allways wait -1. + +"message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet +"angle" determines the opening direction +"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door. +"health" if set, door must be shot open +"speed" movement speed (100 default) +"wait" wait before returning (3 default, -1 = never return) +"lip" lip remaining at end of move (8 default) +"dmg" damage to inflict when blocked (2 default) +"sounds" +0) no sound +1) stone +2) base +3) stone chain +4) screechy metal +*/ + +void() func_door = +{ + if (world.worldtype == WORLDTYPE_MEDIEVAL) + { + precache_sound ("doors/medtry.wav"); + precache_sound ("doors/meduse.wav"); + self.noise3 = "doors/medtry.wav"; + self.noise4 = "doors/meduse.wav"; + } + else if (world.worldtype == WORLDTYPE_METAL) + { + precache_sound ("doors/runetry.wav"); + precache_sound ("doors/runeuse.wav"); + self.noise3 = "doors/runetry.wav"; + self.noise4 = "doors/runeuse.wav"; + } + else if (world.worldtype == WORLDTYPE_BASE) + { + precache_sound ("doors/basetry.wav"); + precache_sound ("doors/baseuse.wav"); + self.noise3 = "doors/basetry.wav"; + self.noise4 = "doors/baseuse.wav"; + } + else + { + dprint ("no worldtype set!\n"); + } + + if (self.sounds == 0) + { + precache_sound ("misc/null.wav"); + precache_sound ("misc/null.wav"); + self.noise1 = "misc/null.wav"; + self.noise2 = "misc/null.wav"; + } + + if (self.sounds == 1) + { + precache_sound ("doors/drclos4.wav"); + precache_sound ("doors/doormv1.wav"); + self.noise1 = "doors/drclos4.wav"; + self.noise2 = "doors/doormv1.wav"; + } + + if (self.sounds == 2) + { + precache_sound ("doors/hydro1.wav"); + precache_sound ("doors/hydro2.wav"); + self.noise2 = "doors/hydro1.wav"; + self.noise1 = "doors/hydro2.wav"; + } + + if (self.sounds == 3) + { + precache_sound ("doors/stndr1.wav"); + precache_sound ("doors/stndr2.wav"); + self.noise2 = "doors/stndr1.wav"; + self.noise1 = "doors/stndr2.wav"; + } + + if (self.sounds == 4) + { + precache_sound ("doors/ddoor1.wav"); + precache_sound ("doors/ddoor2.wav"); + self.noise1 = "doors/ddoor2.wav"; + self.noise2 = "doors/ddoor1.wav"; + } + + SetMovedir (); + + self.max_health = self.health; + self.solid = SOLID_BSP; + self.movetype = MOVETYPE_PUSH; + setorigin (self, self.origin); + setmodel (self, self.model); + self.classname = "func_door"; + + self.blocked = door_blocked; + self.use = door_use; + + if (self.spawnflags & DOOR_SILVER_KEY) + self.items = IT_KEY1; + + if (self.spawnflags & DOOR_GOLD_KEY) + self.items = IT_KEY2; + + if (!self.speed) + self.speed = 100; + + if (!self.wait) + self.wait = 3; + + if (!self.lip) + self.lip = 8; + + if (!self.dmg) + self.dmg = 2; + + self.pos1 = self.origin; + vector movedir_fabs = { fabs(self.movedir[0]), fabs(self.movedir[1]), fabs(self.movedir[2]) }; + self.pos2 = self.pos1 + ((movedir_fabs * self.size) - self.lip) * self.movedir; + + // DOOR_START_OPEN is to allow an entity to be lighted in the closed position + // but spawn in the open position + if (self.spawnflags & DOOR_START_OPEN) + { + setorigin (self, self.pos2); + self.pos2 = self.pos1; + self.pos1 = self.origin; + } + + self.state = STATE_BOTTOM; + + if (self.health) + { + self.takedamage = DAMAGE_YES; + self.th_die = door_killed; + } + + if (self.items) + self.wait = -1; + + self.touch = door_touch; + + // LinkDoors can't be done until all of the doors have been spawned, so + // the sizes can be detected properly. + self.think = LinkDoors; + self.nextthink = self.ltime + 0.1; +}; + +/* +============================================================================= + +SECRET DOORS + +============================================================================= +*/ + +void() fd_secret_move1; +void() fd_secret_move2; +void() fd_secret_move3; +void() fd_secret_move4; +void() fd_secret_move5; +void() fd_secret_move6; +void() fd_secret_done; + +float SECRET_OPEN_ONCE = 1; // stays open +float SECRET_1ST_LEFT = 2; // 1st move is left of arrow +float SECRET_1ST_DOWN = 4; // 1st move is down from arrow +float SECRET_NO_SHOOT = 8; // only opened by trigger +float SECRET_YES_SHOOT = 16; // shootable even if targeted + + +void () fd_secret_use = +{ + local float temp; + + self.health = 10000; + + // exit if still moving around... + if (self.origin != self.oldorigin) + return; + + self.message = string_null; // no more message + + SUB_UseTargets(); // fire all targets / killtargets + + if (!(self.spawnflags & SECRET_NO_SHOOT)) + { + self.th_pain = SUB_Null; + self.takedamage = DAMAGE_NO; + } + + self.velocity = '0 0 0'; + + // Make a sound, wait a little... + sound(self, CHAN_VOICE, self.noise1, 1, ATTN_NORM); + self.nextthink = self.ltime + 0.1; + + temp = 1 - (self.spawnflags & SECRET_1ST_LEFT); // 1 or -1 + makevectors(self.mangle); + + if (!self.t_width) + { + if (self.spawnflags & SECRET_1ST_DOWN) + self. t_width = fabs(v_up * self.size); + else + self. t_width = fabs(v_right * self.size); + } + + if (!self.t_length) + self. t_length = fabs(v_forward * self.size); + + if (self.spawnflags & SECRET_1ST_DOWN) + self.dest1 = self.origin - v_up * self.t_width; + else + self.dest1 = self.origin + v_right * (self.t_width * temp); + + self.dest2 = self.dest1 + v_forward * self.t_length; + SUB_CalcMove(self.dest1, self.speed, fd_secret_move1); + sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM); +}; + +// Wait after first movement... +void () fd_secret_move1 = +{ + self.nextthink = self.ltime + 1.0; + self.think = fd_secret_move2; + sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM); +}; + +// Start moving sideways w/sound... +void () fd_secret_move2 = +{ + sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM); + SUB_CalcMove(self.dest2, self.speed, fd_secret_move3); +}; + +// Wait here until time to go back... +void () fd_secret_move3 = +{ + sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM); + + if (!(self.spawnflags & SECRET_OPEN_ONCE)) + { + self.nextthink = self.ltime + self.wait; + self.think = fd_secret_move4; + } +}; + +// Move backward... +void () fd_secret_move4 = +{ + sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM); + SUB_CalcMove(self.dest1, self.speed, fd_secret_move5); +}; + +// Wait 1 second... +void () fd_secret_move5 = +{ + self.nextthink = self.ltime + 1.0; + self.think = fd_secret_move6; + sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM); +}; + +void () fd_secret_move6 = +{ + sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM); + SUB_CalcMove(self.oldorigin, self.speed, fd_secret_done); +}; + +void () fd_secret_done = +{ + if (!self.targetname || self.spawnflags&SECRET_YES_SHOOT) + { + self.health = 10000; + self.takedamage = DAMAGE_YES; + self.th_pain = fd_secret_use; + self.th_die = fd_secret_use; // secret door kill crash fix + } + sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM); +}; + +void () secret_blocked = +{ + if (time < self.attack_finished) + return; + + self.attack_finished = time + 0.5; + T_Damage (other, self, self, self.dmg); +}; + +/* +================ +secret_touch + +Prints messages +================ +*/ +void() secret_touch = +{ + if (other.classname != "player") + return; + + if (self.attack_finished > time) + return; + + self.attack_finished = time + 2; + + if (self.message != string_null) + { + centerprint (other, self.message); + sound (other, CHAN_BODY, "misc/talk.wav", 1, ATTN_NORM); + } +}; + + +/*QUAKED func_door_secret (0 .5 .8) ? open_once 1st_left 1st_down no_shoot always_shoot +Basic secret door. Slides back, then to the side. Angle determines direction. +wait = # of seconds before coming back +1st_left = 1st move is left of arrow +1st_down = 1st move is down from arrow +always_shoot = even if targeted, keep shootable +t_width = override WIDTH to move back (or height if going down) +t_length = override LENGTH to move sideways +"dmg" damage to inflict when blocked (2 default) + +If a secret door has a targetname, it will only be opened by it's botton or trigger, not by damage. +"sounds" +1) medieval +2) metal +3) base +*/ + +void () func_door_secret = +{ + if (self.sounds == 0) + self.sounds = 3; + + if (self.sounds == 1) + { + precache_sound ("doors/latch2.wav"); + precache_sound ("doors/winch2.wav"); + precache_sound ("doors/drclos4.wav"); + self.noise1 = "doors/latch2.wav"; + self.noise2 = "doors/winch2.wav"; + self.noise3 = "doors/drclos4.wav"; + } + + if (self.sounds == 2) + { + precache_sound ("doors/airdoor1.wav"); + precache_sound ("doors/airdoor2.wav"); + self.noise2 = "doors/airdoor1.wav"; + self.noise1 = "doors/airdoor2.wav"; + self.noise3 = "doors/airdoor2.wav"; + } + + if (self.sounds == 3) + { + precache_sound ("doors/basesec1.wav"); + precache_sound ("doors/basesec2.wav"); + self.noise2 = "doors/basesec1.wav"; + self.noise1 = "doors/basesec2.wav"; + self.noise3 = "doors/basesec2.wav"; + } + + if (!self.dmg) + self.dmg = 2; + + // Magic formula... + self.mangle = self.angles; + self.angles = '0 0 0'; + self.solid = SOLID_BSP; + self.movetype = MOVETYPE_PUSH; + self.classname = "func_door_secret"; + setmodel (self, self.model); + setorigin (self, self.origin); + + self.touch = secret_touch; + self.blocked = secret_blocked; + self.speed = 50; + self.use = fd_secret_use; + + if ( !self.targetname || self.spawnflags&SECRET_YES_SHOOT) + { + self.health = 10000; + self.takedamage = DAMAGE_YES; + self.th_pain = fd_secret_use; + self.th_die = fd_secret_use; + } + + self.oldorigin = self.origin; + + if (!self.wait) + self.wait = 5; // 5 seconds before closing +}; diff --git a/quakec_ctf/hook.qc b/quakec_ctf/hook.qc new file mode 100644 index 0000000..654e2f5 --- /dev/null +++ b/quakec_ctf/hook.qc @@ -0,0 +1,285 @@ +/* Copyright (C) 1996-2022 id Software LLC + + This program is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + + See file, 'COPYING', for details. +*/ + +/************\ +* BreakChain * +\************/ + +void (entity Head) BreakChain = +{ + local entity link; + + link = Head.goalentity; + while (link != world) + { + Head = link.goalentity; + remove (link); + link = Head; + } +}; + +/*********\ +* LinkPos * +\*********/ + +void () LinkPos = +{ + makevectors (self.enemy.angles); + setorigin (self, self.owner.origin + ( ( ( self.enemy.origin + + (v_up * 16 * (!self.enemy.button2)) + (v_forward * 16) ) - self.owner.origin ) * + ( self.weapon ) ) ); + self.nextthink = time + 0.1; +}; + +/**************\ +* GrappleTrail * +\**************/ + +void (entity head, entity tail) GrappleTrail = +{ + // offset the hook beam by a bit to line up with the notch on the model + local vector start = head.origin; + makevectors(head.angles); + local vector offset = v_forward * -7; + offset.z *= -1; // z axis from makevectors is inverted + start += offset; + // draw_sphere(start, 1, 42, 0.1, 1); + + // draw a line to the hook + WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); + WriteByte (MSG_BROADCAST, TE_BEAM); + WriteEntity (MSG_BROADCAST, head); + WriteCoord (MSG_BROADCAST, start_x); + WriteCoord (MSG_BROADCAST, start_y); + WriteCoord (MSG_BROADCAST, start_z); + WriteCoord (MSG_BROADCAST, tail.origin_x); + WriteCoord (MSG_BROADCAST, tail.origin_y); + WriteCoord (MSG_BROADCAST, tail.origin_z + 16); +}; + +/************\ +* HookVanish * +\************/ + +void () HookVanish = +{ + self.owner.hook_out = FALSE; + self.owner.hook_pulling = FALSE; +/* + if (self.enemy.classname == "player") + self.enemy.attack_finished = time + 0.1; +*/ + // sound(self.owner, CHAN_WEAPON, "weapons/bounce2.wav", 1, ATTN_NORM); + BreakChain (self); + remove (self); +}; + +void() UnHookPlayer = +{ + local entity oself; + + if (self.hook_out) { + oself = self; + self = self.goalentity; + HookVanish(); + self = oself; + } +}; + +/**********\ +* HookPull * +\**********/ + +void () HookPull = +{ + local vector vel, spray; + local float v, dorg; + + self.owner.hook_pulling = TRUE; + + if ((!self.owner.button0 && (self.owner.weapon == IT_HOOK)) || + (self.owner.teleport_time > time ) || self.owner.deadflag ) { + HookVanish(); + return; + } else { + if (self.enemy.takedamage) { + // don't hurt teammates + if (self.enemy.classname != "player" || !teamplay || + self.enemy.lastteam != self.owner.lastteam) { + + // 4.1, if we can't see our enemy, unlock + if (!CanDamage(self.enemy, self.owner)) { + HookVanish(); + return; + } + + sound (self, CHAN_WEAPON, "blob/land1.wav", 1, ATTN_NORM); + T_Damage (self.enemy, self, self.owner, 1); + makevectors (self.v_angle); + spray_x = 100 * crandom(); + spray_y = 100 * crandom(); + spray_z = 100 * crandom() + 50; + SpawnBlood (self.origin, spray, 20); + } + if (self.enemy.solid == SOLID_SLIDEBOX) { + self.velocity = '0 0 0'; + setorigin (self, self.enemy.origin + + self.enemy.mins + + (self.enemy.size * 0.5)); + } else { + self.velocity = self.enemy.velocity; + } + } else { + self.velocity = self.enemy.velocity; + } + if (self.enemy.solid == SOLID_NOT) { + HookVanish(); + return; + } + makevectors (self.owner.angles); + vel = self.origin - ( self.owner.origin + (v_up * 16 * + (!self.owner.button2)) + (v_forward * 16)); + v = vlen (vel); + if (v <= 100) + vel = normalize(vel) * v * 10; + if ( v > 100 ) + vel = normalize(vel) * 1000; + + // custom assets are always enabled + dorg = vlen(self.owner.origin - self.dest); + if (dorg > 10 && self.style == 3) { + // sound(self.owner, CHAN_WEAPON, "weapons/chain2.wav", 1, ATTN_NORM); + self.style = 2; + } + if (dorg < 10 && self.style == 2) { + // sound(self.owner, CHAN_WEAPON, "weapons/chain3.wav", 1, ATTN_NORM); + self.style = 3; + } + + self.owner.velocity = vel; + self.dest = self.owner.origin; + self.nextthink = time + 0.1; + } +}; + +/**************\ +* T_ChainTouch * +\**************/ + +void() T_ChainTouch = +{ + if (other == self.owner) + return; // don't attach to owner + + if (pointcontents(self.origin) == CONTENT_SKY) { + HookVanish(); + return; + } + + if (other.classname == "player" && teamplay && + other.team == self.owner.lastteam) + return; // just pass through teammates + + if (other.takedamage) { + // don't damage teammates + if (other.classname == "player") + other.axhitme = 1; // make axe noise + else + sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM); + T_Damage (other, self, self.owner, 10 ); + SpawnBlood (self.origin, self.velocity, 10); + } else { + sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM); + self.avelocity = '0 0 0'; + } + + if (!self.owner.button0) { + HookVanish(); + return; + } else { + if (other.solid == SOLID_SLIDEBOX) { + setorigin (self, other.origin + other.mins + + (other.size * 0.5)); + self.velocity = '0 0 0'; + } else { + self.velocity = other.velocity; + } + self.weapon = other.nextthink - time; + // if (teamplay & TEAM_CAPTURE_CUSTOM) + // sound (self.owner, CHAN_WEAPON, "weapons/chain2.wav", 1, ATTN_NORM); + + self.style = 2; + self.enemy = other; + self.nextthink = time + 0.1; + self.think = HookPull; + self.touch = SUB_Null; + } +}; + +void() T_ChainThink = +{ + if (time >= self.hook_fire_time + 5) { + HookVanish(); + } + + if (!self.owner.button0 && self.owner.weapon == IT_HOOK) { + HookVanish(); + return; + } + + self.nextthink = time + 0.1; +} + +/*************\ +* W_FireChain * +\*************/ + +void() W_FireChain = +{ + local entity hook; + + self.hook_out = TRUE; + hook = spawn (); + hook.owner = self; + self.goalentity = hook; + hook.movetype = MOVETYPE_FLY; + hook.solid = SOLID_BBOX; + +// set hook speed + + makevectors (self.v_angle); + hook.velocity = aim(self, 1000); + hook.velocity = hook.velocity * 800; + hook.angles = vectoangles(hook.velocity); + hook.avelocity = '0 0 -500'; + + hook.touch = T_ChainTouch; + +// set hook sound + hook.hook_fire_time = time; + hook.nextthink = time + 0.1; + hook.think = T_ChainThink; + + setmodel (hook, "progs/star.mdl"); + setsize (hook, '0 0 0', '0 0 0'); + setorigin (hook, self.origin + (v_forward*16) + '0 0 16' ); + + sound (self, CHAN_WEAPON, "weapons/chain1.wav", 1, ATTN_NORM); +}; + diff --git a/quakec_ctf/itemnames.qc b/quakec_ctf/itemnames.qc new file mode 100644 index 0000000..0073b6a --- /dev/null +++ b/quakec_ctf/itemnames.qc @@ -0,0 +1,84 @@ +/* Copyright (C) 1996-2022 id Software LLC + + This program is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + + See file, 'COPYING', for details. +*/ + +string GetNetName( float item_number ) = { + switch ( item_number ) { + case IT_AXE: + return "Axe"; + case IT_SHOTGUN: + return "Shotgun"; + case IT_SUPER_SHOTGUN: + return "Super Shotgun"; + case IT_NAILGUN: + return "Nailgun"; + case IT_SUPER_NAILGUN: + return "Perforator"; + case IT_GRENADE_LAUNCHER: + return "Grenade Launcher"; + case IT_ROCKET_LAUNCHER: + return "Rocket Launcher"; + case IT_LIGHTNING: + return "Lightning Gun"; + case IT_HOOK: + return "Grappling Hook"; + case IT_SHELLS: + return "Shells"; + case IT_NAILS: + return "Nails"; + case IT_ROCKETS: + return "Rockets"; + case IT_CELLS: + return "Cells"; + case IT_ARMOR1: + return "Green Armor"; + case IT_ARMOR2: + return "Yellow Armor"; + case IT_ARMOR3: + return "Red Armor"; + case IT_SUPERHEALTH: + return "Mega Health"; + case IT_KEY1: { + if ( world.worldtype == WORLDTYPE_MEDIEVAL ) + return "Silver key"; + else if ( world.worldtype == WORLDTYPE_METAL ) + return "Silver runkey"; + else if ( world.worldtype == WORLDTYPE_BASE ) + return "Silver keycard"; + } + case IT_KEY2: { + if ( world.worldtype == WORLDTYPE_MEDIEVAL ) + return "Gold key"; + else if ( world.worldtype == WORLDTYPE_METAL ) + return "Gold runkey"; + else if ( world.worldtype == WORLDTYPE_BASE ) + return "Gold keycard"; + } + case IT_INVISIBILITY: + return "Ring of Shadows"; + case IT_INVULNERABILITY: + return "Pentagram of Protection"; + case IT_SUIT: + return "Biohazard Suit"; + case IT_QUAD: + return "Quad Damage"; + + default: + return string_null; + } +}; \ No newline at end of file diff --git a/quakec_ctf/items.qc b/quakec_ctf/items.qc new file mode 100644 index 0000000..6e408c7 --- /dev/null +++ b/quakec_ctf/items.qc @@ -0,0 +1,1747 @@ +/* Copyright (C) 1996-2022 id Software LLC + + This program is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + + See file, 'COPYING', for details. +*/ + +void() W_SetCurrentAmmo; +/* ALL LIGHTS SHOULD BE 0 1 0 IN COLOR ALL OTHER ITEMS SHOULD +BE .8 .3 .4 IN COLOR */ + + +void() SUB_regen = +{ + self.model = self.mdl; // restore original model + self.solid = SOLID_TRIGGER; // allow it to be touched again + sound (self, CHAN_VOICE, "items/itembk2.wav", 1, ATTN_NORM); // play respawn sound + setorigin (self, self.origin); +}; + + + +/*QUAKED noclass (0 0 0) (-8 -8 -8) (8 8 8) +prints a warning message when spawned +*/ +void() noclass = +{ + dprint ("noclass spawned at"); + dprint (vtos(self.origin)); + dprint ("\n"); + remove (self); +}; + + + +/* +============ +PlaceItem + +plants the object on the floor +============ +*/ +void() PlaceItem = +{ + local float oldz; + + if( self.netname == string_null ) { + if( self.items ) { + self.netname = GetNetName( self.items ); + } else if( self.weapon ) { + self.netname = GetNetName( self.weapon ); + } + } + + self.mdl = self.model; // so it can be restored on respawn + self.flags = FL_ITEM; // make extra wide + self.solid = SOLID_TRIGGER; + self.movetype = MOVETYPE_TOSS; + self.velocity = '0 0 0'; + self.origin_z = self.origin_z + 6; + oldz = self.origin_z; + + if (!droptofloor()) + { + dprint ("Bonus item fell out of level at "); + dprint (vtos(self.origin)); + dprint ("\n"); + remove(self); + return; + } +}; + +/* +============ +StartItem + +Sets the clipping size and plants the object on the floor +============ +*/ +void() StartItem = +{ + self.nextthink = time + 0.2; // items start after other solids + self.think = PlaceItem; +}; + +/* +========================================================================= + +HEALTH BOX + +========================================================================= +*/ +// +// T_Heal: add health to an entity, limiting health to max_health +// "ignore" will ignore max_health limit +// +float (entity e, float healamount, float ignore) T_Heal = +{ + if (e.health <= 0) + return 0; + + if ((!ignore) && (e.health >= e.max_health)) + return 0; + + healamount = ceil(healamount); + + e.health = e.health + healamount; + + if ((!ignore) && (e.health >= e.max_health)) + e.health = e.max_health; + + if (e.health > 250) + e.health = 250; + + return 1; +}; + +/*QUAKED item_health (.3 .3 1) (0 0 0) (32 32 32) rotten megahealth +Health box. Normally gives 25 points. +Rotten box heals 5-10 points, +megahealth will add 100 health, then +rot you down to your maximum health limit, +one point per second. +*/ + +float H_ROTTEN = 1; +float H_MEGA = 2; +.float healamount, healtype; +void() health_touch; +void() item_megahealth_rot; + +void() item_health = +{ + self.touch = health_touch; + + if (self.spawnflags & H_ROTTEN) + { + precache_model("maps/b_bh10.bsp"); + + precache_sound("items/r_item1.wav"); + setmodel(self, "maps/b_bh10.bsp"); + self.noise = "items/r_item1.wav"; + self.healamount = 15; + self.healtype = 0; + } + else if (self.spawnflags & H_MEGA) + { + precache_model("maps/b_bh100.bsp"); + precache_sound("items/r_item2.wav"); + setmodel(self, "maps/b_bh100.bsp"); + self.noise = "items/r_item2.wav"; + self.healamount = 100; + self.healtype = 2; + } + else + { + precache_model("maps/b_bh25.bsp"); + precache_sound("items/health1.wav"); + setmodel(self, "maps/b_bh25.bsp"); + self.noise = "items/health1.wav"; + self.healamount = 25; + self.healtype = 1; + } + + setsize (self, '0 0 0', '32 32 56'); + StartItem (); +}; + +void() health_touch = +{ + if (other.classname != "player") + return; + + if (self.healtype == 2) // Megahealth? Ignore max_health... + { + if (other.health >= 250) + return; + if (!T_Heal(other, self.healamount, 1)) + return; + } + else + { + if (!T_Heal(other, self.healamount, 0)) + return; + } + + sprint(other, "$qc_item_health", ftos(self.healamount)); + + // health touch sound + sound(other, CHAN_ITEM, self.noise, 1, ATTN_NORM); + + stuffcmd (other, "bf\n"); + + self.model = string_null; + self.solid = SOLID_NOT; + + if ( self.healtype == 2 ) { // If we're a MegaHealth - rot down the player's super health + other.items = other.items | IT_SUPERHEALTH; + other.healthrot_nextcheck = time + 5; + } + + if ( deathmatch && deathmatch != 2 ) { // deathmatch 2 is silly old rules + if ( self.healtype == 2 ) { + self.nextthink = time + 120; + } else { + self.nextthink = time + 20; + } + } + + self.think = SUB_regen; + + activator = other; + SUB_UseTargets(); // fire all targets / killtargets +}; + +void() item_megahealth_rot = +{ + other = self.owner; + +//ZOID: player doesn't rot if they have Elder Magic rune + if (other.health > other.max_health && + !(other.player_flag & ITEM_RUNE4_FLAG)) { + other.health = other.health - 1; + self.nextthink = time + 1; + return; + } + +// it is possible for a player to die and respawn between rots, so don't +// just blindly subtract the flag off + other.items = other.items - (other.items & IT_SUPERHEALTH); + + if (deathmatch == 1 || deathmatch == 3) // deathmatch 2 is silly old rules + { + self.nextthink = time + 20; + self.think = SUB_regen; + } +}; + +/* +=============================================================================== + +ARMOR + +=============================================================================== +*/ + +void() armor_touch; + +void() armor_touch = +{ + local float type, value, bit; + + type = 0.3; + value = 100; + bit = IT_ARMOR1; + + if (other.health <= 0) + return; + + if (other.classname != "player") + return; + + if (self.classname == "item_armor1") + { + type = 0.3; + value = 100; + bit = IT_ARMOR1; + } + + if (self.classname == "item_armor2") + { + type = 0.6; + value = 150; + bit = IT_ARMOR2; + } + + if (self.classname == "item_armorInv") + { + type = 0.8; + value = 200; + bit = IT_ARMOR3; + } + + if (other.armortype*other.armorvalue >= type*value) + return; + + other.armortype = type; + other.armorvalue = value; + other.items = other.items - (other.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + bit; + + self.solid = SOLID_NOT; + self.model = string_null; + + if (deathmatch && deathmatch != 2) + self.nextthink = time + 20; + + self.think = SUB_regen; + + // armor touch sound + sound(other, CHAN_ITEM, "items/armor1.wav", 1, ATTN_NORM); + stuffcmd (other, "bf\n"); + + activator = other; + SUB_UseTargets(); // fire all targets / killtargets +}; + + +/* +QUAKED item_armor1 (0 .5 .8) (-16 -16 0) (16 16 32) +*/ +void() item_armor1 = +{ + self.touch = armor_touch; + self.armortype = 0.3; + self.armorvalue = 100; + precache_model ("progs/armor.mdl"); + setmodel (self, "progs/armor.mdl"); + self.skin = 0; + setsize (self, '-16 -16 0', '16 16 56'); + StartItem (); +}; + +/* +QUAKED item_armor2 (0 .5 .8) (-16 -16 0) (16 16 32) +*/ +void() item_armor2 = +{ + self.touch = armor_touch; + self.armortype = 0.6; + self.armorvalue = 150; + precache_model ("progs/armor.mdl"); + setmodel (self, "progs/armor.mdl"); + self.skin = 1; + setsize (self, '-16 -16 0', '16 16 56'); + StartItem (); +}; + +/* +QUAKED item_armorInv (0 .5 .8) (-16 -16 0) (16 16 32) +*/ +void() item_armorInv = +{ + self.touch = armor_touch; + self.armortype = 0.8; + self.armorvalue = 200; + precache_model ("progs/armor.mdl"); + setmodel (self, "progs/armor.mdl"); + self.skin = 2; + setsize (self, '-16 -16 0', '16 16 56'); + StartItem (); +}; + +/* +=============================================================================== + +WEAPONS + +=============================================================================== +*/ + +void() bound_other_ammo = +{ + if (other.ammo_shells > 100) + other.ammo_shells = 100; + + if (other.ammo_nails > 200) + other.ammo_nails = 200; + + if (other.ammo_rockets > 100) + other.ammo_rockets = 100; + + if (other.ammo_cells > 100) + other.ammo_cells = 100; +}; + + +float(float w) RankForWeapon = +{ + if (w == IT_LIGHTNING) + return 1; + + if (w == IT_ROCKET_LAUNCHER) + return 2; + + if (w == IT_SUPER_NAILGUN) + return 3; + + if (w == IT_GRENADE_LAUNCHER) + return 4; + + if (w == IT_SUPER_SHOTGUN) + return 5; + + if (w == IT_NAILGUN) + return 6; + + return 7; +}; + +float (float w) WeaponCode = +{ + if (w == IT_SUPER_SHOTGUN) + return 3; + + if (w == IT_NAILGUN) + return 4; + + if (w == IT_SUPER_NAILGUN) + return 5; + + if (w == IT_GRENADE_LAUNCHER) + return 6; + + if (w == IT_ROCKET_LAUNCHER) + return 7; + + if (w == IT_LIGHTNING) + return 8; + + return 1; +}; + +/* +============= +Deathmatch_Weapon + +Deathmatch weapon change rules for picking up a weapon + +.float ammo_shells, ammo_nails, ammo_rockets, ammo_cells; +============= +*/ +void(float old, float new) Deathmatch_Weapon = +{ + local float or, nr; + + if ( self.flags & FL_ISBOT ) { + return; + } // mal: let bots pick their own weapon. + + // change self.weapon if desired + if (self.weapon == IT_HOOK && self.button0) + return; // never change if we pulled ourselves to it. + or = RankForWeapon (self.weapon); + nr = RankForWeapon (new); + + if ( nr < or ) + self.weapon = new; +}; + +/* +============= +weapon_touch +============= +*/ +float() W_BestWeapon; +float(entity playerEnt, float old, float new) W_WantsToChangeWeapon; + +void() weapon_touch = +{ + local float hadammo, best, new, old; + local entity stemp; + local float leave; +//McBain: added prevweapon local variable + local float prevweapon; + + if (!(other.flags & FL_CLIENT)) + return; + +// if the player was using his best weapon, change up to the new one if better + stemp = self; + self = other; + best = W_BestWeapon(); + self = stemp; + + if (coop || deathmatch == 2 || deathmatch == 3 || deathmatch == 5) + leave = 1; + else + leave = 0; + + if (self.classname == "weapon_nailgun") + { + if (leave && (other.items & IT_NAILGUN) ) + return; + + hadammo = other.ammo_nails; + new = IT_NAILGUN; +// *TEAMPLAY* + if ( !( coop && (teamplay & TEAM_DROP_ITEMS) ) ) + other.ammo_nails = other.ammo_nails + 30; + } + else if (self.classname == "weapon_supernailgun") + { + if (leave && (other.items & IT_SUPER_NAILGUN) ) + return; + + hadammo = other.ammo_rockets; + new = IT_SUPER_NAILGUN; +// *TEAMPLAY* + if ( !( coop && (teamplay & TEAM_DROP_ITEMS) ) ) + other.ammo_nails = other.ammo_nails + 30; + } + else if (self.classname == "weapon_supershotgun") + { + if (leave && (other.items & IT_SUPER_SHOTGUN) ) + return; + + hadammo = other.ammo_rockets; + new = IT_SUPER_SHOTGUN; +// *TEAMPLAY* + if ( !( coop && (teamplay & TEAM_DROP_ITEMS) ) ) + other.ammo_shells = other.ammo_shells + 5; + } + else if (self.classname == "weapon_rocketlauncher") + { + if (leave && (other.items & IT_ROCKET_LAUNCHER) ) + return; + + hadammo = other.ammo_rockets; + new = IT_ROCKET_LAUNCHER; +// *TEAMPLAY* + if ( !( coop && (teamplay & TEAM_DROP_ITEMS) ) ) + other.ammo_rockets = other.ammo_rockets + 5; + } + else if (self.classname == "weapon_grenadelauncher") + { + if (leave && (other.items & IT_GRENADE_LAUNCHER) ) + return; + + hadammo = other.ammo_rockets; + new = IT_GRENADE_LAUNCHER; +// *TEAMPLAY* + if ( !( coop && (teamplay & TEAM_DROP_ITEMS) ) ) + other.ammo_rockets = other.ammo_rockets + 5; + } + else if (self.classname == "weapon_lightning") + { + if (leave && (other.items & IT_LIGHTNING) ) + return; + + hadammo = other.ammo_rockets; + new = IT_LIGHTNING; +// *TEAMPLAY* + if ( !( coop && (teamplay & TEAM_DROP_ITEMS) ) ) + other.ammo_cells = other.ammo_cells + 15; + } + else + objerror ("weapon_touch: unknown classname"); + + + + // weapon touch sound + sound (other, CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM); + stuffcmd (other, "bf\n"); + + bound_other_ammo (); + + // change to the weapon + old = other.items; + other.items = other.items | new; + + stemp = self; + self = other; + +//McBain: temp store old weapon + prevweapon = self.weapon; + + if(W_WantsToChangeWeapon(other, old, other.items) == 1) + { + if (!deathmatch) + self.weapon = new; + else + Deathmatch_Weapon (old, new); + } + + W_SetCurrentAmmo(); + + self = stemp; + + if (leave) + return; + + // remove it in single player, or setup for respawning in deathmatch + self.model = string_null; + self.solid = SOLID_NOT; + + if (deathmatch && deathmatch != 2) + self.nextthink = time + 30; + + self.think = SUB_regen; + + activator = other; + SUB_UseTargets(); // fire all targets / killtargets +}; + + +/* +QUAKED weapon_supershotgun (0 .5 .8) (-16 -16 0) (16 16 32) +*/ +void() weapon_supershotgun = +{ + precache_model ("progs/g_shot.mdl"); + setmodel (self, "progs/g_shot.mdl"); + self.weapon = IT_SUPER_SHOTGUN; + self.netname = "$qc_double_shotgun"; + self.touch = weapon_touch; + setsize (self, '-16 -16 0', '16 16 56'); + StartItem (); +}; + +/*QUAKED weapon_nailgun (0 .5 .8) (-16 -16 0) (16 16 32) +*/ + +void() weapon_nailgun = +{ + precache_model ("progs/g_nail.mdl"); + setmodel (self, "progs/g_nail.mdl"); + self.weapon = IT_NAILGUN; + self.netname = "$qc_nailgun"; + self.touch = weapon_touch; + setsize (self, '-16 -16 0', '16 16 56'); + StartItem (); +}; + +/*QUAKED weapon_supernailgun (0 .5 .8) (-16 -16 0) (16 16 32) +*/ + +void() weapon_supernailgun = +{ + precache_model ("progs/g_nail2.mdl"); + setmodel (self, "progs/g_nail2.mdl"); + self.weapon = IT_SUPER_NAILGUN; + self.netname = "$qc_super_nailgun"; + self.touch = weapon_touch; + setsize (self, '-16 -16 0', '16 16 56'); + StartItem (); +}; + +/*QUAKED weapon_grenadelauncher (0 .5 .8) (-16 -16 0) (16 16 32) +*/ + +void() weapon_grenadelauncher = +{ + precache_model ("progs/g_rock.mdl"); + setmodel (self, "progs/g_rock.mdl"); + self.weapon = IT_GRENADE_LAUNCHER; + self.netname = "$qc_grenade_launcher"; + self.touch = weapon_touch; + setsize (self, '-16 -16 0', '16 16 56'); + StartItem (); +}; + +/*QUAKED weapon_rocketlauncher (0 .5 .8) (-16 -16 0) (16 16 32) +*/ + +void() weapon_rocketlauncher = +{ + precache_model ("progs/g_rock2.mdl"); + setmodel (self, "progs/g_rock2.mdl"); + self.weapon = IT_ROCKET_LAUNCHER; + self.netname = "$qc_rocket_launcher"; + self.touch = weapon_touch; + setsize (self, '-16 -16 0', '16 16 56'); + StartItem (); +}; + + +/*QUAKED weapon_lightning (0 .5 .8) (-16 -16 0) (16 16 32) +*/ + +void() weapon_lightning = +{ + precache_model ("progs/g_light.mdl"); + setmodel (self, "progs/g_light.mdl"); + self.weapon = IT_LIGHTNING; + self.netname = "$qc_thunderbolt"; + self.touch = weapon_touch; + setsize (self, '-16 -16 0', '16 16 56'); + StartItem (); +}; + + +/* +=============================================================================== + +AMMO + +=============================================================================== +*/ + +void() ammo_touch = +{ + local entity stemp; + local float best; + + if (other.classname != "player") + return; + + if (other.health <= 0) + return; + +// if the player was using his best weapon, change up to the new one if better + stemp = self; + self = other; + best = W_BestWeapon(); + self = stemp; + + +// shotgun + if (self.weapon == 1) + { + if (other.ammo_shells >= 100) + return; + + other.ammo_shells = other.ammo_shells + self.aflag; + } + + // spikes + if (self.weapon == 2) + { + if (other.ammo_nails >= 200) + return; + + other.ammo_nails = other.ammo_nails + self.aflag; + } + + // rockets + if (self.weapon == 3) + { + if (other.ammo_rockets >= 100) + return; + + other.ammo_rockets = other.ammo_rockets + self.aflag; + } + + // cells + if (self.weapon == 4) + { + if (other.ammo_cells >= 100) + return; + other.ammo_cells = other.ammo_cells + self.aflag; + } + + bound_other_ammo (); + + + // ammo touch sound + sound (other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM); + stuffcmd (other, "bf\n"); + + // change to a better weapon if appropriate + if ( other.weapon == best && (W_WantsToChangeWeapon(other, 0, 1) == 1)) + { + stemp = self; + self = other; + self.weapon = W_BestWeapon(); + W_SetCurrentAmmo (); + self = stemp; + } + + // if changed current ammo, update it + stemp = self; + self = other; + W_SetCurrentAmmo(); + self = stemp; + + // remove it in single player, or setup for respawning in deathmatch + self.model = string_null; + self.solid = SOLID_NOT; + + if (deathmatch) { + if (deathmatch == 3 || deathmatch == 5) { + self.nextthink = time + 15; + } else if (deathmatch != 2) { + self.nextthink = time + 30; + } + } + + self.think = SUB_regen; + + activator = other; + SUB_UseTargets(); // fire all targets / killtargets +}; + +float WEAPON_BIG2 = 1; + +/* +QUAKED item_shells (0 .5 .8) (0 0 0) (32 32 32) big +*/ +void() item_shells = +{ + self.touch = ammo_touch; + + if (self.spawnflags & WEAPON_BIG2) + { + precache_model ("maps/b_shell1.bsp"); + setmodel (self, "maps/b_shell1.bsp"); + self.aflag = 40; + } + else + { + precache_model ("maps/b_shell0.bsp"); + setmodel (self, "maps/b_shell0.bsp"); + self.aflag = 20; + } + + self.weapon = 1; + self.netname = "$qc_shells"; + setsize (self, '0 0 0', '32 32 56'); + StartItem (); +}; + +/* +QUAKED item_spikes (0 .5 .8) (0 0 0) (32 32 32) big +*/ +void() item_spikes = +{ + self.touch = ammo_touch; + + if (self.spawnflags & WEAPON_BIG2) + { + precache_model ("maps/b_nail1.bsp"); + setmodel (self, "maps/b_nail1.bsp"); + self.aflag = 50; + } + else + { + precache_model ("maps/b_nail0.bsp"); + setmodel (self, "maps/b_nail0.bsp"); + self.aflag = 25; + } + + self.weapon = 2; + self.netname = "$qc_nails"; + setsize (self, '0 0 0', '32 32 56'); + StartItem (); +}; + +/* +QUAKED item_rockets (0 .5 .8) (0 0 0) (32 32 32) big +*/ +void() item_rockets = +{ + self.touch = ammo_touch; + + if (self.spawnflags & WEAPON_BIG2) + { + precache_model ("maps/b_rock1.bsp"); + setmodel (self, "maps/b_rock1.bsp"); + self.aflag = 10; + } + else + { + precache_model ("maps/b_rock0.bsp"); + setmodel (self, "maps/b_rock0.bsp"); + self.aflag = 5; + } + + self.weapon = 3; + self.netname = "$qc_rockets"; + setsize (self, '0 0 0', '32 32 56'); + StartItem (); +}; + +/* +QUAKED item_cells (0 .5 .8) (0 0 0) (32 32 32) big +*/ +void() item_cells = +{ + self.touch = ammo_touch; + + if (self.spawnflags & WEAPON_BIG2) + { + precache_model ("maps/b_batt1.bsp"); + setmodel (self, "maps/b_batt1.bsp"); + self.aflag = 12; + } + else + { + precache_model ("maps/b_batt0.bsp"); + setmodel (self, "maps/b_batt0.bsp"); + self.aflag = 6; + } + + self.weapon = 4; + self.netname = "$qc_cells"; + setsize (self, '0 0 0', '32 32 56'); + StartItem (); +}; + + +/* +QUAKED item_weapon (0 .5 .8) (0 0 0) (32 32 32) shotgun rocket spikes big +DO NOT USE THIS!!!! IT WILL BE REMOVED! +*/ + +float WEAPON_SHOTGUN = 1; +float WEAPON_ROCKET = 2; +float WEAPON_SPIKES = 4; +float WEAPON_BIG = 8; +void() item_weapon = +{ + self.touch = ammo_touch; + + if (self.spawnflags & WEAPON_SHOTGUN) + { + if (self.spawnflags & WEAPON_BIG) + { + precache_model ("maps/b_shell1.bsp"); + setmodel (self, "maps/b_shell1.bsp"); + self.aflag = 40; + } + else + { + precache_model ("maps/b_shell0.bsp"); + setmodel (self, "maps/b_shell0.bsp"); + self.aflag = 20; + } + self.weapon = 1; + self.netname = "$qc_shells"; + } + + if (self.spawnflags & WEAPON_SPIKES) + { + if (self.spawnflags & WEAPON_BIG) + { + precache_model ("maps/b_nail1.bsp"); + setmodel (self, "maps/b_nail1.bsp"); + self.aflag = 40; + } + else + { + precache_model ("maps/b_nail0.bsp"); + setmodel (self, "maps/b_nail0.bsp"); + self.aflag = 20; + } + self.weapon = 2; + self.netname = "$qc_spikes"; + } + + if (self.spawnflags & WEAPON_ROCKET) + { + if (self.spawnflags & WEAPON_BIG) + { + precache_model ("maps/b_rock1.bsp"); + setmodel (self, "maps/b_rock1.bsp"); + self.aflag = 10; + } + else + { + precache_model ("maps/b_rock0.bsp"); + setmodel (self, "maps/b_rock0.bsp"); + self.aflag = 5; + } + self.weapon = 3; + self.netname = "$qc_rockets"; + } + + setsize (self, '0 0 0', '32 32 56'); + StartItem (); +}; + + +/* +=============================================================================== + +KEYS + +=============================================================================== +*/ + +void() key_touch = +{ + if (other.classname != "player") + return; + + if (other.health <= 0) + return; + + if (other.items & self.items) + return; + + sprint(other, "$qc_got_item", self.netname); + + sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM); + stuffcmd (other, "bf\n"); + other.items = other.items | self.items; + + if (!coop) + { + self.solid = SOLID_NOT; + self.model = string_null; + } + + activator = other; + SUB_UseTargets(); // fire all targets / killtargets +}; + + +void() key_setsounds = +{ + if (world.worldtype == WORLDTYPE_MEDIEVAL) + { + precache_sound ("misc/medkey.wav"); + self.noise = "misc/medkey.wav"; + } + + if (world.worldtype == WORLDTYPE_METAL) + { + precache_sound ("misc/runekey.wav"); + self.noise = "misc/runekey.wav"; + } + + if (world.worldtype == WORLDTYPE_BASE) + { + precache_sound2 ("misc/basekey.wav"); + self.noise = "misc/basekey.wav"; + } +}; + +/*QUAKED item_key1 (0 .5 .8) (-16 -16 -24) (16 16 32) +SILVER key +In order for keys to work +you MUST set your maps +worldtype to one of the +following: +0: medieval +1: metal +2: base +*/ + +void() item_key1 = +{ + if (world.worldtype == WORLDTYPE_MEDIEVAL) + { + precache_model ("progs/w_s_key.mdl"); + setmodel (self, "progs/w_s_key.mdl"); + self.netname = "$qc_silver_key"; + } + else if (world.worldtype == WORLDTYPE_METAL) + { + precache_model ("progs/m_s_key.mdl"); + setmodel (self, "progs/m_s_key.mdl"); + self.netname = "$qc_silver_runekey"; + } + else if (world.worldtype == WORLDTYPE_BASE) + { + precache_model2 ("progs/b_s_key.mdl"); + setmodel (self, "progs/b_s_key.mdl"); + self.netname = "$qc_silver_keycard"; + } + + key_setsounds(); + self.touch = key_touch; + self.items = IT_KEY1; + setsize (self, '-16 -16 -24', '16 16 32'); + StartItem (); +}; + +/*QUAKED item_key2 (0 .5 .8) (-16 -16 -24) (16 16 32) +GOLD key +In order for keys to work +you MUST set your maps +worldtype to one of the +following: +0: medieval +1: metal +2: base +*/ + +void() item_key2 = +{ + if (world.worldtype == WORLDTYPE_MEDIEVAL) + { + precache_model ("progs/w_g_key.mdl"); + setmodel (self, "progs/w_g_key.mdl"); + self.netname = "$qc_gold_key"; + } + + if (world.worldtype == WORLDTYPE_METAL) + { + precache_model ("progs/m_g_key.mdl"); + setmodel (self, "progs/m_g_key.mdl"); + self.netname = "$qc_gold_runekey"; + } + + if (world.worldtype == WORLDTYPE_BASE) + { + precache_model2 ("progs/b_g_key.mdl"); + setmodel (self, "progs/b_g_key.mdl"); + self.netname = "$qc_gold_keycard"; + } + + key_setsounds(); + self.touch = key_touch; + self.items = IT_KEY2; + setsize (self, '-16 -16 -24', '16 16 32'); + StartItem (); +}; + + + +/* +=============================================================================== + +END OF LEVEL RUNES + +=============================================================================== +*/ + +void() sigil_touch = +{ + + if (other.classname != "player") + return; + + if (other.health <= 0) + return; + + centerprint(other, "$qc_got_rune"); + + sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM); + stuffcmd (other, "bf\n"); + self.solid = SOLID_NOT; + self.model = string_null; + serverflags = serverflags | (self.spawnflags & 15); + self.classname = string_null; // so rune doors won't find it + + activator = other; + SUB_UseTargets(); // fire all targets / killtargets +}; + + +/*QUAKED item_sigil (0 .5 .8) (-16 -16 -24) (16 16 32) E1 E2 E3 E4 +End of level sigil, pick up to end episode and return to jrstart. +*/ + +void() item_sigil = +{ + if (!self.spawnflags) + objerror ("no spawnflags"); + + precache_sound ("misc/runekey.wav"); + self.noise = "misc/runekey.wav"; + + if (self.spawnflags & 1) + { + precache_model ("progs/end1.mdl"); + setmodel (self, "progs/end1.mdl"); + } + + if (self.spawnflags & 2) + { + precache_model2 ("progs/end2.mdl"); + setmodel (self, "progs/end2.mdl"); + } + + if (self.spawnflags & 4) + { + precache_model2 ("progs/end3.mdl"); + setmodel (self, "progs/end3.mdl"); + } + + if (self.spawnflags & 8) + { + precache_model2 ("progs/end4.mdl"); + setmodel (self, "progs/end4.mdl"); + } + + self.touch = sigil_touch; + setsize (self, '-16 -16 -24', '16 16 32'); + StartItem (); +}; + +/* +=============================================================================== + +POWERUPS + +=============================================================================== +*/ + +void() powerup_touch; + + +void() powerup_touch = +{ + + if (other.classname != "player") + return; + + if (other.health <= 0) + return; + + sprint(other, "$qc_got_item", self.netname); + + if (deathmatch) + { + self.mdl = self.model; + + if ((self.classname == "item_artifact_invulnerability") || (self.classname == "item_artifact_invisibility")) + self.nextthink = time + 60*5; + else + self.nextthink = time + 60; + + self.think = SUB_regen; + } + + sound (other, CHAN_VOICE, self.noise, 1, ATTN_NORM); + stuffcmd (other, "bf\n"); + self.solid = SOLID_NOT; + other.items = other.items | self.items; + self.model = string_null; + + // do the apropriate action + if (self.classname == "item_artifact_envirosuit") + { + other.rad_time = 1; + other.radsuit_finished = time + 30; + } + + if (self.classname == "item_artifact_invulnerability") + { + other.invincible_time = 1; + other.invincible_finished = time + 30; + } + + if (self.classname == "item_artifact_invisibility") + { + other.invisible_time = 1; + other.invisible_finished = time + 30; + } + + if (self.classname == "item_artifact_super_damage") + { + other.super_time = 1; + other.super_damage_finished = time + 30; + } + + activator = other; + SUB_UseTargets(); // fire all targets / killtargets +}; + + + +/*QUAKED item_artifact_invulnerability (0 .5 .8) (-16 -16 -24) (16 16 32) +Player is invulnerable for 30 seconds +*/ +void() item_artifact_invulnerability = +{ + self.touch = powerup_touch; + + precache_model ("progs/invulner.mdl"); + precache_sound ("items/protect.wav"); + precache_sound ("items/protect2.wav"); + precache_sound ("items/protect3.wav"); + self.noise = "items/protect.wav"; + setmodel (self, "progs/invulner.mdl"); + self.netname = "$qc_pentagram_of_protection"; + self.items = IT_INVULNERABILITY; + setsize (self, '-16 -16 -24', '16 16 32'); + StartItem (); +}; + +/*QUAKED item_artifact_envirosuit (0 .5 .8) (-16 -16 -24) (16 16 32) +Player takes no damage from water or slime for 30 seconds +*/ +void() item_artifact_envirosuit = +{ + self.touch = powerup_touch; + + precache_model ("progs/suit.mdl"); + precache_sound ("items/suit.wav"); + precache_sound ("items/suit2.wav"); + self.noise = "items/suit.wav"; + setmodel (self, "progs/suit.mdl"); + self.netname = "$qc_biosuit"; + self.items = IT_SUIT; + setsize (self, '-16 -16 -24', '16 16 32'); + StartItem (); +}; + + +/*QUAKED item_artifact_invisibility (0 .5 .8) (-16 -16 -24) (16 16 32) +Player is invisible for 30 seconds +*/ +void() item_artifact_invisibility = +{ + self.touch = powerup_touch; + + precache_model ("progs/invisibl.mdl"); + precache_sound ("items/inv1.wav"); + precache_sound ("items/inv2.wav"); + precache_sound ("items/inv3.wav"); + self.noise = "items/inv1.wav"; + setmodel (self, "progs/invisibl.mdl"); + self.netname = "$qc_ring_of_shadows"; + self.items = IT_INVISIBILITY; + setsize (self, '-16 -16 -24', '16 16 32'); + StartItem (); +}; + + +/*QUAKED item_artifact_super_damage (0 .5 .8) (-16 -16 -24) (16 16 32) +The next attack from the player will do 4x damage +*/ +void() item_artifact_super_damage = +{ + self.touch = powerup_touch; + + precache_model ("progs/quaddama.mdl"); + precache_sound ("items/damage.wav"); + precache_sound ("items/damage2.wav"); + precache_sound ("items/damage3.wav"); + self.noise = "items/damage.wav"; + setmodel (self, "progs/quaddama.mdl"); + self.netname = "$qc_quad_damage"; + self.items = IT_QUAD; + setsize (self, '-16 -16 -24', '16 16 32'); + StartItem (); +}; + + + +/* +=============================================================================== + +PLAYER BACKPACKS + +=============================================================================== +*/ + +void() BackpackTouch = +{ + local float best, old, new; + local entity stemp; + local float acount; + + if (other.classname != "player") + return; + + if (other.health <= 0) + return; + + //don't let self pick it up for a sec + if ((other == self.owner) && ( (self.nextthink - time) > 118 ) ) + return; + + acount = 0; + sprint(other, "$qc_backpack_got"); + + if (self.items) + { + if ((other.items & self.items) == 0) + { + acount = 1; + sprint(other, "{}", self.netname); + } + } + + // if the player was using his best weapon, change up to the new one if better + stemp = self; + self = other; + best = W_BestWeapon(); + self = stemp; + + // change weapons + other.ammo_shells = other.ammo_shells + self.ammo_shells; + other.ammo_nails = other.ammo_nails + self.ammo_nails; + other.ammo_rockets = other.ammo_rockets + self.ammo_rockets; + other.ammo_cells = other.ammo_cells + self.ammo_cells; + + new = self.items; + if (!new) + new = other.weapon; + + old = other.items; + other.items = other.items | self.items; + + bound_other_ammo (); + + if (self.ammo_shells) + { + if (acount) + sprint(other, ", "); + + acount = 1; + sprint(other, "$qc_backpack_shells", ftos(self.ammo_shells)); + } + + if (self.ammo_nails) + { + if (acount) + sprint(other, ", "); + + acount = 1; + sprint(other, "$qc_backpack_nails", ftos(self.ammo_nails)); + } + + if (self.ammo_rockets) + { + if (acount) + sprint(other, ", "); + + acount = 1; + sprint(other, "$qc_backpack_rockets", ftos(self.ammo_rockets)); + } + if (self.ammo_cells) + { + if (acount) + sprint(other, ", "); + + acount = 1; + sprint(other, "$qc_backpack_cells", ftos(self.ammo_cells)); + } + + sprint (other, "\n"); + + // backpack touch sound + sound (other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM); + stuffcmd (other, "bf\n"); + + remove(self); + self = other; + + // change to the weapon + if(W_WantsToChangeWeapon(other, old, other.items) == 1) + { + if (self.flags & FL_INWATER) + { + if (new != IT_LIGHTNING) + { + Deathmatch_Weapon (old, new); + } + } + + else + { + Deathmatch_Weapon (old, new); + } + } + + W_SetCurrentAmmo (); +}; + +/* +=============== +DropBackpack +=============== +*/ +void() DropBackpack = +{ + local entity item; + + if (!(self.ammo_shells + self.ammo_nails + self.ammo_rockets + self.ammo_cells)) + return; // nothing in it + + item = spawn(); + item.origin = self.origin - '0 0 24'; + + item.items = self.weapon; + + item.classname = "item_backpack"; // added for bots. + + if (item.items == IT_AXE) + item.netname = "$qc_axe"; + else if (item.items == IT_SHOTGUN) + item.netname = "$qc_shotgun"; + else if (item.items == IT_SUPER_SHOTGUN) + item.netname = "$qc_double_shotgun"; + else if (item.items == IT_NAILGUN) + item.netname = "$qc_nailgun"; + else if (item.items == IT_SUPER_NAILGUN) + item.netname = "$qc_super_nailgun"; + else if (item.items == IT_GRENADE_LAUNCHER) + item.netname = "$qc_grenade_launcher"; + else if (item.items == IT_ROCKET_LAUNCHER) + item.netname = "$qc_rocket_launcher"; + else if (item.items == IT_LIGHTNING) + item.netname = "$qc_thunderbolt"; + + item.ammo_shells = self.ammo_shells; + item.ammo_nails = self.ammo_nails; + item.ammo_rockets = self.ammo_rockets; + item.ammo_cells = self.ammo_cells; + + // include some ammo in the backpack if the weapon is being given + if (item.ammo_shells < 5 && (item.items == IT_SHOTGUN || item.items == IT_SUPER_SHOTGUN)) { + item.ammo_shells = 5; + } + + if (item.ammo_nails < 20 && (item.items == IT_NAILGUN || item.items == IT_SUPER_NAILGUN)) { + item.ammo_nails = 20; + } + + if (item.ammo_rockets < 5 && (item.items == IT_GRENADE_LAUNCHER || item.items == IT_ROCKET_LAUNCHER)) { + item.ammo_rockets = 5; + } + + if (item.ammo_cells < 15 && item.items == IT_LIGHTNING) { + item.ammo_cells = 15; + } + + item.velocity_z = 300; + item.velocity_x = -100 + (random() * 200); + item.velocity_y = -100 + (random() * 200); + + item.flags = FL_ITEM; + item.solid = SOLID_TRIGGER; + item.movetype = MOVETYPE_TOSS; + setmodel (item, "progs/backpack.mdl"); + setsize (item, '-16 -16 0', '16 16 56'); + item.touch = BackpackTouch; + + item.nextthink = time + 120; // remove after 2 minutes + item.think = SUB_Remove; +}; + +/*---------------------------------------------------------------------- + The Rune Game modes + + Rune 1 - Earth Magic + resistance + Rune 2 - Black Magic + strength + Rune 3 - Hell Magic + haste + Rune 4 - Elder Magic + regeneration + + ----------------------------------------------------------------------*/ + +entity() SelectRuneSpawnPoint = +{ + runespawn = find(runespawn, classname, "info_player_deathmatch"); + if (runespawn == world) + runespawn = find (runespawn, classname, "info_player_deathmatch"); + if (runespawn == world) + error("no info_player_deathmatch to spawn rune"); + return runespawn; +}; + +void() RuneTouch = +{ + local string s; + local float best; + local entity stemp; + + if (other.classname != "player") + return; + if (other.health <= 0) + return; + if (other.player_flag & ITEM_RUNE_MASK) { + if (other.rune_notice_time < time) { + centerprint(other, "$qc_already_have_rune"); + other.rune_notice_time = time + 5; + } + return; // one per customer + } + + other.player_flag = other.player_flag | self.player_flag; + + // notification of rune, no nofity in team mode + if (self.player_flag & ITEM_RUNE1_FLAG) { + self.items = self.items | IT_SIGIL1; + other.items2 = 32; + if (teamplay == 0) { + bprint("$qc_got_rune1", other.netname); + } + centerprint(other, "$qc_rune1_hud"); + } + if (self.player_flag & ITEM_RUNE2_FLAG) { + self.items = self.items | IT_SIGIL2; + other.items2 = 64; + if (teamplay == 0) { + bprint("$qc_got_rune2", other.netname); + } + centerprint(other, "$qc_rune2_hud"); + } + if (self.player_flag & ITEM_RUNE3_FLAG) { + self.items = self.items | IT_SIGIL3; + other.items2 = 128; + if (teamplay == 0) { + bprint("$qc_got_rune3", other.netname); + } + centerprint(other, "$qc_rune3_hud"); + } + if (self.player_flag & ITEM_RUNE4_FLAG) { + self.items = self.items | IT_SIGIL4; + other.items2 = 256; + if (teamplay == IT_SIGIL4) { + bprint("$qc_got_rune4", other.netname); + } + centerprint(other, "$qc_rune4_hud"); + } + + // backpack touch sound + sound (other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM); + stuffcmd (other, "bf\n"); + + remove(self); +}; + +void (float flag) Do_DropRune; + +void() RuneRespawn = +{ + local entity oself; + + oself = self; + + // choose random starting points + self = SelectRuneSpawnPoint(); + Do_DropRune(oself.player_flag); + + remove(oself); +}; + +void (float flag) Do_DropRune = +{ + local entity item; + + item = spawn(); + item.origin = self.origin - '0 0 24'; + + item.player_flag = flag; + + item.velocity_z = 400; + item.velocity_x = -500 + (random() * 1000); + item.velocity_y = -500 + (random() * 1000); + + item.flags = FL_ITEM; + item.solid = SOLID_TRIGGER; + item.movetype = MOVETYPE_TOSS; + + if ( flag & ITEM_RUNE1_FLAG ) { + setmodel( item, "progs/end1.mdl" ); + item.classname = "item_rune_resistance"; + } else if ( flag & ITEM_RUNE2_FLAG ) { + setmodel( item, "progs/end2.mdl" ); + item.classname = "item_rune_strength"; + } else if ( flag & ITEM_RUNE3_FLAG ) { + setmodel( item, "progs/end3.mdl" ); + item.classname = "item_rune_haste"; + } else if ( flag & ITEM_RUNE4_FLAG ) { + setmodel( item, "progs/end4.mdl" ); + item.classname = "item_rune_regeneration"; + } + + setsize( item, '-16 -16 0', '16 16 56' ); + item.touch = RuneTouch; + + item.nextthink = time + 120; /* if no one touches it in two minutes, + respawn it somewhere else, so inaccessible ones will come 'back' */ + item.think = RuneRespawn; +}; + +/* +=============== +Droprune +self is player +=============== +*/ +void() DropRune = +{ + if (self.player_flag & ITEM_RUNE1_FLAG) + Do_DropRune(ITEM_RUNE1_FLAG); + if (self.player_flag & ITEM_RUNE2_FLAG) + Do_DropRune(ITEM_RUNE2_FLAG); + if (self.player_flag & ITEM_RUNE3_FLAG) + Do_DropRune(ITEM_RUNE3_FLAG); + if (self.player_flag & ITEM_RUNE4_FLAG) + Do_DropRune(ITEM_RUNE4_FLAG); + self.player_flag = self.player_flag - (self.player_flag & ITEM_RUNE_MASK); + self.items2 = 0; +}; + +/* +================ +SpawnRunes +spawn all the runes +self is the entity that was created for us, we remove it +================ +*/ +void() SpawnRunes = +{ + local entity oself; + local float i; + + oself = self; + + // choose random starting points + i = random() * 10; + while (i > 0) { + self = SelectRuneSpawnPoint(); + i = i - 1; + } + + self = SelectRuneSpawnPoint(); + Do_DropRune(ITEM_RUNE1_FLAG); + self = SelectRuneSpawnPoint(); + Do_DropRune(ITEM_RUNE2_FLAG); + self = SelectRuneSpawnPoint(); + Do_DropRune(ITEM_RUNE3_FLAG); + self = SelectRuneSpawnPoint(); + Do_DropRune(ITEM_RUNE4_FLAG); + + remove(oself); +}; + +void() StartRuneSpawn = +{ + local entity rspawn; + + if (runespawned || gamestart) + return; + + runespawned = 1; + + precache_model ("progs/end1.mdl"); + precache_model ("progs/end2.mdl"); + precache_model ("progs/end3.mdl"); + precache_model ("progs/end4.mdl"); + + precache_sound("rune/rune1.wav"); + precache_sound("rune/rune2.wav"); + precache_sound("rune/rune22.wav"); // special rune and quad combo + precache_sound("rune/rune3.wav"); + precache_sound("rune/rune4.wav"); + + // spawn the runes + rspawn = spawn(); + rspawn.nextthink = time + 0.1; + rspawn.think = SpawnRunes; +}; + diff --git a/quakec_ctf/log.qc b/quakec_ctf/log.qc new file mode 100644 index 0000000..f8e6a47 --- /dev/null +++ b/quakec_ctf/log.qc @@ -0,0 +1,57 @@ +/* Copyright (C) 1996-2022 id Software LLC + + This program is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + + See file, 'COPYING', for details. +*/ + +void(entity targ, entity attacker, string what) LogPlayerDMDeath = +{ + // note embedded tabs in the next string + localcmd("echo "); + localcmd("LOG: DEATH "); + localcmd(targ.netname); + localcmd("/"); + localcmd(ftos(targ.frags)); + localcmd(" "); + localcmd(attacker.netname); + localcmd("/"); + localcmd(ftos(attacker.frags)); + localcmd(" "); + localcmd(what); + localcmd("\n"); +}; + +void (entity targ, string what) LogPlayerDeath = +{ + localcmd("echo "); + localcmd("LOG: DEATH "); + localcmd(targ.netname); + localcmd("/"); + localcmd(ftos(targ.frags)); + localcmd(" "); + localcmd(what); + localcmd("\n"); +}; + +void (entity who, string what) LogMsg = +{ + localcmd("echo "); + localcmd("LOG: "); + localcmd(what); + localcmd(" "); + localcmd(who.netname); + localcmd("\n"); +}; diff --git a/quakec_ctf/misc.qc b/quakec_ctf/misc.qc new file mode 100644 index 0000000..82205bd --- /dev/null +++ b/quakec_ctf/misc.qc @@ -0,0 +1,763 @@ +/* Copyright (C) 1996-2022 id Software LLC + + This program is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + + See file, 'COPYING', for details. +*/ + +/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4) +Used as a positional target for spotlights, etc. +*/ +void() info_null = +{ + remove(self); +}; + +/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4) +Used as a positional target for lightning. +*/ +void() info_notnull = +{ +}; + +//============================================================================ + +float START_OFF = 1; + +void() light_use = +{ + if (self.spawnflags & START_OFF) + { + lightstyle(self.style, "m"); + self.spawnflags = self.spawnflags - START_OFF; + } + else + { + lightstyle(self.style, "a"); + self.spawnflags = self.spawnflags + START_OFF; + } +}; + +/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF +Non-displayed light. +Default light value is 300 +Default style is 0 +If targeted, it will toggle between on or off. +*/ +void() light = +{ + if (!self.targetname) + { // inert light + remove(self); + return; + } + + if (self.style >= 32) + { + self.use = light_use; + + if (self.spawnflags & START_OFF) + lightstyle(self.style, "a"); + else + lightstyle(self.style, "m"); + } +}; + +/*QUAKED light_fluoro (0 1 0) (-8 -8 -8) (8 8 8) START_OFF +Non-displayed light. +Default light value is 300 +Default style is 0 +If targeted, it will toggle between on or off. +Makes steady fluorescent humming sound +*/ +void() light_fluoro = +{ + if (self.style >= 32) + { + self.use = light_use; + + if (self.spawnflags & START_OFF) + lightstyle(self.style, "a"); + else + lightstyle(self.style, "m"); + } + + precache_sound ("ambience/fl_hum1.wav"); + ambientsound (self.origin, "ambience/fl_hum1.wav", 0.5, ATTN_STATIC); +}; + +/*QUAKED light_fluorospark (0 1 0) (-8 -8 -8) (8 8 8) +Non-displayed light. +Default light value is 300 +Default style is 10 +Makes sparking, broken fluorescent sound +*/ +void() light_fluorospark = +{ + if (!self.style) + self.style = 10; + + precache_sound ("ambience/buzz1.wav"); + ambientsound (self.origin, "ambience/buzz1.wav", 0.5, ATTN_STATIC); +}; + +/*QUAKED light_globe (0 1 0) (-8 -8 -8) (8 8 8) +Sphere globe light. +Default light value is 300 +Default style is 0 +*/ +void() light_globe = +{ + precache_model ("progs/s_light.spr"); + setmodel (self, "progs/s_light.spr"); + makestatic (self); +}; + +void() FireAmbient = +{ + precache_sound ("ambience/fire1.wav"); + +// attenuate fast + ambientsound (self.origin, "ambience/fire1.wav", 0.5, ATTN_STATIC); +}; + +/*QUAKED light_torch_small_walltorch (0 .5 0) (-10 -10 -20) (10 10 20) +Short wall torch +Default light value is 200 +Default style is 0 +*/ +void() light_torch_small_walltorch = +{ + precache_model ("progs/flame.mdl"); + setmodel (self, "progs/flame.mdl"); + FireAmbient (); + makestatic (self); +}; + +/*QUAKED light_flame_large_yellow (0 1 0) (-10 -10 -12) (12 12 18) +Large yellow flame ball +*/ +void() light_flame_large_yellow = +{ + precache_model ("progs/flame2.mdl"); + setmodel (self, "progs/flame2.mdl"); + self.frame = 1; + FireAmbient (); + makestatic (self); +}; + +/*QUAKED light_flame_small_yellow (0 1 0) (-8 -8 -8) (8 8 8) START_OFF +Small yellow flame ball +*/ +void() light_flame_small_yellow = +{ + precache_model ("progs/flame2.mdl"); + setmodel (self, "progs/flame2.mdl"); + FireAmbient (); + makestatic (self); +}; + +/*QUAKED light_flame_small_white (0 1 0) (-10 -10 -40) (10 10 40) START_OFF +Small white flame ball +*/ +void() light_flame_small_white = +{ + precache_model ("progs/flame2.mdl"); + setmodel (self, "progs/flame2.mdl"); + FireAmbient (); + makestatic (self); +}; + +//============================================================================ + + +/*QUAKED misc_fireball (0 .5 .8) (-8 -8 -8) (8 8 8) +Lava Balls +*/ + +void() fire_fly; +void() fire_touch; +void() misc_fireball = +{ + precache_model ("progs/lavaball.mdl"); + self.classname = "fireball"; + self.nextthink = time + (random() * 5); + self.think = fire_fly; + self.netname = "$qc_lava_ball"; + self.killstring = "$qc_ks_lavaball"; + + if (!self.speed) + self.speed = 1000; +}; + +void() fire_fly = +{ +local entity fireball; + + fireball = spawn(); + fireball.solid = SOLID_TRIGGER; + fireball.movetype = MOVETYPE_TOSS; + fireball.velocity = '0 0 1000'; + fireball.velocity_x = (random() * 100) - 50; + fireball.velocity_y = (random() * 100) - 50; + fireball.velocity_z = self.speed + (random() * 200); + fireball.classname = "fireball"; + setmodel (fireball, "progs/lavaball.mdl"); + setsize (fireball, '0 0 0', '0 0 0'); + setorigin (fireball, self.origin); + fireball.nextthink = time + 5; + fireball.think = SUB_Remove; + fireball.touch = fire_touch; + + self.netname = "$qc_lava_ball"; + self.killstring = "$qc_ks_lavaball"; + + self.nextthink = time + (random() * 5) + 3; + self.think = fire_fly; +}; + + +void() fire_touch = +{ + T_Damage (other, self, self, 20); + remove(self); +}; + +//============================================================================ + + +void() barrel_explode = +{ + // did say self.owner + T_RadiusDamage (self, self.enemy, 160, world); + sound (self, CHAN_VOICE, "weapons/r_exp3.wav", 1, ATTN_NORM); + particle (self.origin, '0 0 0', 75, 255); + + self.origin_z = self.origin_z + 32; + BecomeExplosion (); +}; + +void() barrel_detonate = +{ + self.classname = "explo_box"; + self.takedamage = DAMAGE_NO; + self.think = barrel_explode; + self.nextthink = self.ltime + 0.3; +} + + +/*QUAKED misc_explobox (0 .5 .8) (0 0 0) (32 32 64) +TESTING THING +*/ + +void() misc_explobox = +{ + local float oldz; + + if(!self.mdl) + self.mdl = "maps/b_explob.bsp"; + + self.solid = SOLID_BSP; + self.movetype = MOVETYPE_PUSH; + precache_model (self.mdl); + setmodel (self, self.mdl); + precache_sound ("weapons/r_exp3.wav"); + self.health = 20; + self.th_die = barrel_detonate; + self.takedamage = DAMAGE_AIM; + self.netname = "$qc_exploding_barrel"; + self.killstring = "$qc_ks_blew_up"; + + self.origin_z = self.origin_z + 2; + oldz = self.origin_z; + droptofloor(); + + if (oldz - self.origin_z > 250) + { + dprint ("explobox fell out of level at "); + dprint (vtos(self.origin)); + dprint ("\n"); + remove(self); + } +}; + + + + +/*QUAKED misc_explobox2 (0 .5 .8) (0 0 0) (32 32 64) +Smaller exploding box, REGISTERED ONLY +*/ +void() misc_explobox2 = +{ + self.mdl = "maps/b_exbox2.bsp"; + misc_explobox(); +}; + +//============================================================================ + +float SPAWNFLAG_SUPERSPIKE = 1; +float SPAWNFLAG_LASER = 2; + +void() Laser_Touch = +{ + local vector org; + + if (other == self.owner) + return; // don't explode on owner + + if (pointcontents(self.origin) == CONTENT_SKY) + { + remove(self); + return; + } + + sound (self, CHAN_WEAPON, "enforcer/enfstop.wav", 1, ATTN_STATIC); + org = self.origin - 8*normalize(self.velocity); + + if (other.health) + { + SpawnBlood (org, self.velocity, 15); + T_Damage (other, self, self.owner, 15); + } + else + { + WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); + WriteByte (MSG_BROADCAST, TE_GUNSHOT); + WriteCoord (MSG_BROADCAST, org_x); + WriteCoord (MSG_BROADCAST, org_y); + WriteCoord (MSG_BROADCAST, org_z); + } + + remove(self); +}; + +void(vector org, vector vec) LaunchLaser = +{ + local vector vec; + + if (self.classname == "monster_enforcer") + sound (self, CHAN_WEAPON, "enforcer/enfire.wav", 1, ATTN_NORM); + + vec = normalize(vec); + + newmis = spawn(); + newmis.owner = self; + newmis.movetype = MOVETYPE_FLY; + newmis.solid = SOLID_BBOX; + newmis.effects = EF_DIMLIGHT; + + setmodel (newmis, "progs/laser.mdl"); + setsize (newmis, '0 0 0', '0 0 0'); + + setorigin (newmis, org); + + newmis.velocity = vec * 600; + newmis.angles = vectoangles(newmis.velocity); + + newmis.nextthink = time + 5; + newmis.think = SUB_Remove; + newmis.touch = Laser_Touch; +}; + + +void() spikeshooter_use = +{ + if (self.spawnflags & SPAWNFLAG_LASER) + { + sound (self, CHAN_VOICE, "enforcer/enfire.wav", 1, ATTN_NORM); + LaunchLaser (self.origin, self.movedir); + } + else + { + sound (self, CHAN_VOICE, "weapons/spike2.wav", 1, ATTN_NORM); + launch_spike (self.origin, self.movedir); + newmis.velocity = self.movedir * 500; + + if (self.spawnflags & SPAWNFLAG_SUPERSPIKE) + newmis.touch = superspike_touch; + } +}; + +void() shooter_think = +{ + spikeshooter_use (); + self.nextthink = time + self.wait; + newmis.velocity = self.movedir * 500; +}; + + +/*QUAKED trap_spikeshooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser +When triggered, fires a spike in the direction set in QuakeEd. +Laser is only for REGISTERED. +*/ + +void() trap_spikeshooter = +{ + SetMovedir (); + self.use = spikeshooter_use; + self.netname = "$qc_spike_trap"; + self.killstring ="$qc_ks_spiked"; + + if (self.spawnflags & SPAWNFLAG_LASER) + { + precache_model2 ("progs/laser.mdl"); + + precache_sound2 ("enforcer/enfire.wav"); + precache_sound2 ("enforcer/enfstop.wav"); + } + else + precache_sound ("weapons/spike2.wav"); +}; + + +/*QUAKED trap_shooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser +Continuously fires spikes. +"wait" time between spike (1.0 default) +"nextthink" delay before firing first spike, so multiple shooters can be stagered. +*/ +void() trap_shooter = +{ + trap_spikeshooter (); + + if (self.wait == 0) + self.wait = 1; + + self.nextthink = self.nextthink + self.wait + self.ltime; + self.think = shooter_think; +}; + + + +/* +=============================================================================== + + +=============================================================================== +*/ + + +void() make_bubbles; +void() bubble_remove; +void() bubble_bob; + +/*QUAKED air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8) + +testing air bubbles +*/ + +void() air_bubbles = + +{ + if (deathmatch) + { + remove (self); + return; + } + + precache_model ("progs/s_bubble.spr"); + self.nextthink = time + 1; + self.think = make_bubbles; +}; + +void() make_bubbles = +{ +local entity bubble; + + bubble = spawn(); + setmodel (bubble, "progs/s_bubble.spr"); + setorigin (bubble, self.origin); + bubble.movetype = MOVETYPE_NOCLIP; + bubble.solid = SOLID_NOT; + bubble.velocity = '0 0 15'; + bubble.nextthink = time + 0.5; + bubble.think = bubble_bob; + bubble.touch = bubble_remove; + bubble.classname = "bubble"; + bubble.frame = 0; + bubble.cnt = 0; + setsize (bubble, '-8 -8 -8', '8 8 8'); + self.nextthink = time + random() + 0.5; + self.think = make_bubbles; +}; + +void() bubble_split = +{ +local entity bubble; + bubble = spawn(); + setmodel (bubble, "progs/s_bubble.spr"); + setorigin (bubble, self.origin); + bubble.movetype = MOVETYPE_NOCLIP; + bubble.solid = SOLID_NOT; + bubble.velocity = self.velocity; + bubble.nextthink = time + 0.5; + bubble.think = bubble_bob; + bubble.touch = bubble_remove; + bubble.classname = "bubble"; + bubble.frame = 1; + bubble.cnt = 10; + setsize (bubble, '-8 -8 -8', '8 8 8'); + self.frame = 1; + self.cnt = 10; + + if (self.waterlevel != 3) + remove (self); +}; + +void() bubble_remove = +{ + if (other.classname == self.classname) + return; + + remove(self); +}; + +void() bubble_bob = +{ +local float rnd1, rnd2, rnd3; + + self.cnt = self.cnt + 1; + if (self.cnt == 4) + bubble_split(); + + if (self.cnt == 20) + remove(self); + + rnd1 = self.velocity_x + (-10 + (random() * 20)); + rnd2 = self.velocity_y + (-10 + (random() * 20)); + rnd3 = self.velocity_z + 10 + random() * 10; + + if (rnd1 > 10) + rnd1 = 5; + + if (rnd1 < -10) + rnd1 = -5; + + if (rnd2 > 10) + rnd2 = 5; + + if (rnd2 < -10) + rnd2 = -5; + + if (rnd3 < 10) + rnd3 = 15; + + if (rnd3 > 30) + rnd3 = 25; + + self.velocity_x = rnd1; + self.velocity_y = rnd2; + self.velocity_z = rnd3; + + self.nextthink = time + 0.5; + self.think = bubble_bob; +}; + +/*~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~> +~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~*/ + +/*QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8) + +Just for the debugging level. Don't use +*/ + +void() viewthing = +{ + self.movetype = MOVETYPE_NONE; + self.solid = SOLID_NOT; + precache_model ("progs/player.mdl"); + setmodel (self, "progs/player.mdl"); +}; + + +/* +============================================================================== + +SIMPLE BMODELS + +============================================================================== +*/ + +void() func_wall_use = +{ // change to alternate textures + self.frame = 1 - self.frame; +}; + +/* +QUAKED func_wall (0 .5 .8) ? +This is just a solid wall if not inhibitted +*/ +void() func_wall = +{ + if (gamestart && self.model == "*47") + return; // remove deathmatch only wall on start map + + self.angles = '0 0 0'; + self.classname = "func_wall"; + self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything + self.solid = SOLID_BSP; + self.use = func_wall_use; + setmodel (self, self.model); +}; + + +/* +QUAKED func_illusionary (0 .5 .8) ? +A simple entity that looks solid but lets you walk through it. +*/ +void() func_illusionary = +{ + self.angles = '0 0 0'; + self.movetype = MOVETYPE_NONE; + self.solid = SOLID_NOT; + setmodel (self, self.model); + makestatic (self); +}; + +/* +QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4 +This bmodel will appear if the episode has allready been completed, so players can't reenter it. +*/ +void() func_episodegate = + +{ + if (!(serverflags & self.spawnflags)) + return; // can still enter episode + + self.angles = '0 0 0'; + self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything + self.solid = SOLID_BSP; + self.use = func_wall_use; + setmodel (self, self.model); +}; + +/* +QUAKED func_bossgate (0 .5 .8) ? +This bmodel appears unless players have all of the episode sigils. +*/ +void() func_bossgate = +{ + if ( (serverflags & 15) == 15 || gamestart) + return; // all episodes completed + + self.angles = '0 0 0'; + self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything + self.solid = SOLID_BSP; + self.use = func_wall_use; + setmodel (self, self.model); +}; + +//============================================================================ +/*QUAKED ambient_suck_wind (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) +*/ +void() ambient_suck_wind = +{ + precache_sound ("ambience/suck1.wav"); + ambientsound (self.origin, "ambience/suck1.wav", 1, ATTN_STATIC); +}; + +/*QUAKED ambient_drone (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) +*/ +void() ambient_drone = +{ + precache_sound ("ambience/drone6.wav"); + ambientsound (self.origin, "ambience/drone6.wav", 0.5, ATTN_STATIC); +}; + +/*QUAKED ambient_flouro_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) +*/ +void() ambient_flouro_buzz = +{ + precache_sound ("ambience/buzz1.wav"); + ambientsound (self.origin, "ambience/buzz1.wav", 1, ATTN_STATIC); +}; +/*QUAKED ambient_drip (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) +*/ +void() ambient_drip = +{ + precache_sound ("ambience/drip1.wav"); + ambientsound (self.origin, "ambience/drip1.wav", 0.5, ATTN_STATIC); +}; +/*QUAKED ambient_comp_hum (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) +*/ +void() ambient_comp_hum = +{ + precache_sound ("ambience/comp1.wav"); + ambientsound (self.origin, "ambience/comp1.wav", 1, ATTN_STATIC); +}; +/*QUAKED ambient_thunder (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) +*/ +void() ambient_thunder = +{ + precache_sound ("ambience/thunder1.wav"); + ambientsound (self.origin, "ambience/thunder1.wav", 0.5, ATTN_STATIC); +}; +/*QUAKED ambient_light_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) +*/ +void() ambient_light_buzz = +{ + precache_sound ("ambience/fl_hum1.wav"); + ambientsound (self.origin, "ambience/fl_hum1.wav", 0.5, ATTN_STATIC); +}; +/*QUAKED ambient_swamp1 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) +*/ +void() ambient_swamp1 = +{ + precache_sound ("ambience/swamp1.wav"); + ambientsound (self.origin, "ambience/swamp1.wav", 0.5, ATTN_STATIC); +}; +/*QUAKED ambient_swamp2 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) +*/ +void() ambient_swamp2 = +{ + precache_sound ("ambience/swamp2.wav"); + ambientsound (self.origin, "ambience/swamp2.wav", 0.5, ATTN_STATIC); +}; + +//============================================================================ + +void() noise_think = +{ + self.nextthink = time + 0.5; + sound (self, 1, "enforcer/enfire.wav", 1, ATTN_NORM); + sound (self, 2, "enforcer/enfstop.wav", 1, ATTN_NORM); + sound (self, 3, "enforcer/sight1.wav", 1, ATTN_NORM); + sound (self, 4, "enforcer/sight2.wav", 1, ATTN_NORM); + sound (self, 5, "enforcer/sight3.wav", 1, ATTN_NORM); + sound (self, 6, "enforcer/sight4.wav", 1, ATTN_NORM); + sound (self, 7, "enforcer/pain1.wav", 1, ATTN_NORM); +}; + +/*QUAKED misc_noisemaker (1 0.5 0) (-10 -10 -10) (10 10 10) + +For optimzation testing, starts a lot of sounds. +*/ + +void() misc_noisemaker = + +{ + precache_sound2 ("enforcer/enfire.wav"); + precache_sound2 ("enforcer/enfstop.wav"); + precache_sound2 ("enforcer/sight1.wav"); + precache_sound2 ("enforcer/sight2.wav"); + precache_sound2 ("enforcer/sight3.wav"); + precache_sound2 ("enforcer/sight4.wav"); + precache_sound2 ("enforcer/pain1.wav"); + precache_sound2 ("enforcer/pain2.wav"); + precache_sound2 ("enforcer/death1.wav"); + precache_sound2 ("enforcer/idle1.wav"); + + self.nextthink = time + 0.1 + random(); + self.think = noise_think; +}; diff --git a/quakec_ctf/observ.qc b/quakec_ctf/observ.qc new file mode 100644 index 0000000..02235a1 --- /dev/null +++ b/quakec_ctf/observ.qc @@ -0,0 +1,285 @@ +/* Copyright (C) 1996-2022 id Software LLC + + This program is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + + See file, 'COPYING', for details. +*/ + +void() respawn; +entity() SelectSpawnPoint; + +void(entity player,entity door) ObserverDoor = +{ + local entity d,d_master; + local vector dmin,dmax; + local float is_x,is_y,is_z,set; + local vector dir,or; + + d_master = d = door.owner; + if (d_master) { + dmin = d_master.absmin; + dmax = d_master.absmax; + } else { + dmin = dmax = '0 0 0'; + } + if (dmin != dmax) { + // regular doors + if (d_master.state != STATE_BOTTOM) return; + do { + // dprint (vtos(d.absmin)); dprint (" "); dprint (vtos(d.absmax)); dprint ("\n"); + if (d.absmin_x < dmin_x) { dmin_x = d.absmin_x; } + if (d.absmax_x > dmax_x) { dmax_x = d.absmax_x; } + if (d.absmin_y < dmin_y) { dmin_y = d.absmin_y; } + if (d.absmax_y > dmax_y) { dmax_y = d.absmax_y; } + if (d.absmin_z < dmin_z) { dmin_z = d.absmin_z; } + if (d.absmax_z > dmax_z) { dmax_z = d.absmax_z; } + d = d.enemy; // next linked door; + } while ((d != d_master) && (d != world)); + } + else { + // secret doors + // we ignore these currently + return; + } + + set = is_x = is_y = is_z = FALSE; + or = player.origin; + if (dmin_x + 15 < player.absmin_x && player.absmax_x < dmax_x - 15) is_x = TRUE; + if (dmin_y + 15 < player.absmin_y && player.absmax_y < dmax_y - 15) is_y = TRUE; + if (dmin_z + 15 < player.absmin_z && player.absmax_z < dmax_z - 15) is_z = TRUE; + // dprint("doors: "); dprint (vtos(dmin)); dprint (" "); dprint (vtos(dmax)); dprint ("\n"); + // dprint("player: "); dprint (vtos(player.absmin)); dprint (" "); dprint (vtos(player.absmax)); dprint ("\n"); + if (is_x && is_y) { + // dprint("door is in xy plane\n"); + if (or_z < dmin_z) { dir = '0 0 1'; or_z = dmax_z + 25; } + else if (or_z > dmax_z) { dir = '0 0 -1'; or_z = dmin_z - 25; } + set = TRUE; + } + else if (is_x && is_z) { + // dprint("door is in xz plane\n"); + if (or_y < dmin_y) { dir = '0 1 0'; or_y = dmax_y + 25; } + else if (or_y > dmax_y) { dir = '0 -1 0'; or_y = dmin_y - 25; } + set = TRUE; + } + else if (is_y && is_z) { + // dprint("door is in yz plane\n"); + if (or_x < dmin_x) { dir = ' 1 0 0'; or_x = dmax_x + 25; } + else if (or_x > dmax_x) { dir = '-1 0 0'; or_x = dmin_x - 25; } + set = TRUE; + } + + if (set) { + local vector v; + v = normalize(player.velocity); + if (dir * v < 0.5) return; + player.origin = or; + setorigin (player, player.origin); + } +}; + +void(entity player,entity tele) ObserverTeleporter = +{ + local entity targ; + local vector v1,v2; + + v1 = ((tele.absmax + tele.absmin) * 0.5) - player.origin; normalize(v1); + v2 = player.velocity; normalize(v2); + if (v1 * v2 <= 0.1) return; + + targ = find (world, targetname, tele.target); + if (!targ) { + dprint("ObserverTeleportThroughTeleporter: couldn't find teleporter target\n"); + return; + } + makevectors (targ.mangle); + setorigin (player, targ.origin); + player.angles = targ.mangle; + player.fixangle = TRUE; // turn this way immediately + player.teleport_time = time + 0.7; + player.velocity = v_forward * 300; + // player.flags = player.flags - player.flags & FL_ONGROUND; +}; + +float() DoObserverImpulse = +{ + local float teamImpulse = FALSE; + + if (!PromptSupported() && self.observer && (self.impulse == 1 || self.impulse == 2 || self.impulse == 3 || self.button2)) { + teamImpulse = TRUE; + } else if (self.impulse >= 100 && self.impulse <= 104) { + teamImpulse = TRUE; + } + + if (!teamImpulse) { + return FALSE; + } + + if (self.impulse == 100 && teamplay & TEAM_STATIC_TEAMS) { + centerprint(self, "$qc_ctf_teams_locked"); + return TRUE; + } + + if (!self.observer) { + T_Damage(self,self,self,1000); + } + + self.observer = 0; + SetChangeParms (); + self.killed = 0; + + if (self.impulse == 100) { // put the player into observer and send the team selection + self.team = self.lastteam = 0; + self.do_observer = 1; + self.observer = 1; + self.motd_sent = 0; + } + if (self.impulse == 1 || self.impulse == 101 ) // red + self.team = self.lastteam = TEAM_COLOR1; + else if (self.impulse == 2 || self.impulse == 102) // blue + self.team = self.lastteam = TEAM_COLOR2; + else if (self.impulse == 103) { // automatic + self.lastteam = -50; + TeamCheckTeam(); + } + else if (self.impulse == 104) { // observer + self.team = self.lastteam = 0; + self.do_observer = 1; + self.observer = 1; + } + + if (PromptSupported()) { + clearprompt(self); + } + + if (self.lastteam == TEAM_COLOR1) { + bprint("$qc_ks_joined_red", self.netname); // red + } else if (self.lastteam == TEAM_COLOR2) { + bprint("$qc_ks_joined_blue", self.netname); // blue + } + + self.impulse = 0; + + self.player_flag = self.player_flag | TEAM_STUFF_COLOR; + // disable skin swaps since we don't have those skins in the md5 + // if (self.lastteam == TEAM_COLOR1) + // self.skin = 1; + // else + // self.skin = 3; + // if (random() < 0.5) + // self.skin = self.skin + 1; // visor dude + self.player_flag = self.player_flag - (self.player_flag & 65280); + self.player_flag = self.player_flag | (self.skin * 256); + + self.weapon = W_BestWeapon(); + respawn(); + W_SetCurrentAmmo(); + TeamSetColor(self, self.lastteam - 1, self.lastteam - 1); + return TRUE; + +}; + +void () ObserverThink = +{ + local entity e; + local float cont; + + self.weaponmodel = ""; + self.weaponframe = 0; + self.flags = self.flags | FL_ONGROUND; + + { + local float invcos,nv,nvp,nvpmax,nvs,nsp,sp,svz; + local vector f,vp,vs; + + svz = self.velocity_z * 0.75; + self.velocity_z = 0; + + // v_forward is already normalized + f_x = v_forward_x; + f_y = v_forward_y; + f_z = 0; + invcos = vlen(f); if (invcos) invcos= 1/invcos; else invcos=0; + f = f*invcos; // normalize f + + sp = f * self.velocity; + vp = sp*f; + nvp = vlen(vp); if (sp<0) nvp = nvp*(-1); + vs = self.velocity - vp; + + vp = v_forward * (nvp * invcos); + vp_z = vp_z + svz; + nvp = vlen(vp); + nvpmax = (320 - 100*(v_forward * '0 0 1')); + if (nvp > nvpmax) { vp = vp * (nvpmax/nvp); } + + // swap z if going straight up and down due to 90/-90 deg + if (fabs(self.angles_x) == 30) + vp_z *= -1; + + self.velocity = vp + vs; + } + + // look for doors, etc. + e = findradius(self.origin,75); + while (e != world) { + if (e.classname == "func_door") { + ObserverDoor(self, e); + e = world; + } + + if (e.classname == "trigger_teleport") { + ObserverTeleporter(self,e); + e = world; + } + + e = e.chain; + if (!e) e = world; + } + + if (self.button2 && !self.obs_fire_held) { + local entity spot = SelectSpawnPoint(); + self.origin = spot.origin + '0 0 1'; + self.angles = spot.angles; + self.fixangle = TRUE; + self.obs_fire_held = 1; + } + + if (!self.button2 && self.obs_fire_held) { + self.obs_fire_held = 0; + } + +}; + +void(entity player) BecomeObserver = +{ + player.health = 999; + player.takedamage = DAMAGE_NO; + player.solid = SOLID_NOT; + player.movetype = MOVETYPE_FLY; + player.deadflag = DEAD_NO; + + setmodel (player, string_null); + + player.weaponmodel = ""; + player.weaponframe = 0; + player.weapon = 0; + + setsize(player, '-12 -12 -12', '12 12 12'); + player.view_ofs = '0 0 10'; + + player.observer = 1; + player.do_observer = 0; +}; + diff --git a/quakec_ctf/plats.qc b/quakec_ctf/plats.qc new file mode 100644 index 0000000..1d8ab32 --- /dev/null +++ b/quakec_ctf/plats.qc @@ -0,0 +1,396 @@ +/* Copyright (C) 1996-2022 id Software LLC + + This program is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + + See file, 'COPYING', for details. +*/ + +void() plat_center_touch; +void() plat_outside_touch; +void() plat_trigger_use; +void() plat_go_up; +void() plat_go_down; +void() plat_crush; +float PLAT_LOW_TRIGGER = 1; + +void() plat_spawn_inside_trigger = +{ + local entity trigger; + local vector tmin, tmax; + +// +// middle trigger +// + trigger = spawn(); + trigger.touch = plat_center_touch; + trigger.movetype = MOVETYPE_NONE; + trigger.solid = SOLID_TRIGGER; + trigger.enemy = self; + + tmin = self.mins + '25 25 0'; + tmax = self.maxs - '25 25 -8'; + tmin_z = tmax_z - (self.pos1_z - self.pos2_z + 8); + + if (self.spawnflags & PLAT_LOW_TRIGGER) + tmax_z = tmin_z + 8; + + if (self.size_x <= 50) + { + tmin_x = (self.mins_x + self.maxs_x) / 2; + tmax_x = tmin_x + 1; + } + + if (self.size_y <= 50) + { + tmin_y = (self.mins_y + self.maxs_y) / 2; + tmax_y = tmin_y + 1; + } + + setsize (trigger, tmin, tmax); +}; + +void() plat_hit_top = +{ + sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM); + self.state = STATE_TOP; + self.think = plat_go_down; + self.nextthink = self.ltime + 3; +}; + +void() plat_hit_bottom = +{ + sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM); + self.state = STATE_BOTTOM; +}; + +void() plat_go_down = +{ + sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM); + self.state = STATE_DOWN; + SUB_CalcMove (self.pos2, self.speed, plat_hit_bottom); +}; + +void() plat_go_up = +{ + sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM); + self.state = STATE_UP; + SUB_CalcMove (self.pos1, self.speed, plat_hit_top); +}; + +void() plat_center_touch = +{ + if (other.classname != "player") + return; + + if (other.health <= 0) + return; + + self = self.enemy; + + if (self.state == STATE_BOTTOM) + plat_go_up (); + else if (self.state == STATE_TOP) + self.nextthink = self.ltime + 1; // delay going down +}; + +void() plat_outside_touch = +{ + if (other.classname != "player") + return; + + if (other.health <= 0) + return; + + self = self.enemy; + + if (self.state == STATE_TOP) + plat_go_down (); +}; + +void() plat_trigger_use = +{ + if (self.think) + return; // allready activated + + plat_go_down(); +}; + + +void() plat_crush = +{ + + T_Damage (other, self, self, 1); + + if (self.state == STATE_UP) + plat_go_down (); + else if (self.state == STATE_DOWN) + plat_go_up (); + else + objerror ("plat_crush: bad self.state\n"); +}; + +void() plat_use = +{ + self.use = SUB_Null; + + if (self.state != STATE_UP) + objerror ("plat_use: not in up state"); + + plat_go_down(); +}; + + +/*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER +speed default 150 + +Plats are always drawn in the extended position, so they will light correctly. + +If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is trigger, when it will lower and become a normal plat. + +If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determined by the model's height. +Set "sounds" to one of the following: +1) base fast +2) chain slow +*/ + + +void() func_plat = +{ + if (!self.t_length) + self.t_length = 80; + + if (!self.t_width) + self.t_width = 10; + + if (self.sounds == 0) + self.sounds = 2; +// FIX THIS TO LOAD A GENERIC PLAT SOUND + + if (self.sounds == 1) + { + precache_sound ("plats/plat1.wav"); + precache_sound ("plats/plat2.wav"); + self.noise = "plats/plat1.wav"; + self.noise1 = "plats/plat2.wav"; + } + + if (self.sounds == 2) + { + precache_sound ("plats/medplat1.wav"); + precache_sound ("plats/medplat2.wav"); + self.noise = "plats/medplat1.wav"; + self.noise1 = "plats/medplat2.wav"; + } + + + self.mangle = self.angles; + self.angles = '0 0 0'; + + self.classname = "func_plat"; + self.solid = SOLID_BSP; + self.movetype = MOVETYPE_PUSH; + setorigin (self, self.origin); + setmodel (self, self.model); + setsize (self, self.mins , self.maxs); + + self.blocked = plat_crush; + + if (!self.speed) + self.speed = 150; + + // pos1 is the top position, pos2 is the bottom + self.pos1 = self.origin; + self.pos2 = self.origin; + + if (self.height) + self.pos2_z = self.origin_z - self.height; + else + self.pos2_z = self.origin_z - self.size_z + 8; + + self.use = plat_trigger_use; + + plat_spawn_inside_trigger (); // the "start moving" trigger + + if (self.targetname != string_null) + { + self.state = STATE_UP; + self.use = plat_use; + } + else + { + setorigin (self, self.pos2); + self.state = STATE_BOTTOM; + } +}; + +//============================================================================ + +void() train_next; +void() func_train_find; + +void() train_blocked = +{ + if (time < self.attack_finished) + return; + + self.attack_finished = time + 0.5; + T_Damage (other, self, self, self.dmg); +}; + +void() train_use = +{ + if (self.think != func_train_find) + return; // already activated + + train_next(); +}; + +void() train_wait = +{ + if (self.wait) + { + self.nextthink = self.ltime + self.wait; + sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM); + } + else + self.nextthink = self.ltime + 0.1; + + self.think = train_next; +}; + +void() train_next = +{ + local entity targ; + + targ = find (world, targetname, self.target); + self.target = targ.target; + + if (!self.target) + objerror ("train_next: no next target"); + + if (targ.wait) + self.wait = targ.wait; + else + self.wait = 0; + + sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM); + SUB_CalcMove (targ.origin - self.mins, self.speed, train_wait); +}; + +void() func_train_find = + +{ + local entity targ; + + targ = find (world, targetname, self.target); + self.target = targ.target; + setorigin (self, targ.origin - self.mins); + + if (!self.targetname) + { // not triggered, so start immediately + self.nextthink = self.ltime + 0.1; + self.think = train_next; + } +}; + +/*QUAKED func_train (0 .5 .8) ? +Trains are moving platforms that players can ride. +The targets origin specifies the min point of the train at each corner. +The train spawns at the first target it is pointing at. +If the train is the target of a button or trigger, it will not begin moving until activated. +speed default 100 +dmg default 2 +sounds +1) ratchet metal + +*/ +void() func_train = +{ + if (!self.speed) + self.speed = 100; + + if (!self.target) + objerror ("func_train without a target"); + + if (!self.dmg) + self.dmg = 2; + + if (self.sounds == 0) + { + self.noise = ("misc/null.wav"); + precache_sound ("misc/null.wav"); + self.noise1 = ("misc/null.wav"); + precache_sound ("misc/null.wav"); + } + + if (self.sounds == 1) + { + self.noise = ("plats/train2.wav");//stop sound + precache_sound ("plats/train2.wav"); + self.noise1 = ("plats/train1.wav");//move sound + precache_sound ("plats/train1.wav"); + } + + self.cnt = 1; + self.solid = SOLID_BSP; + self.movetype = MOVETYPE_PUSH; + self.blocked = train_blocked; + self.use = train_use; + self.classname = "train"; + + setmodel (self, self.model); + setsize (self, self.mins , self.maxs); + setorigin (self, self.origin); + + // start trains on the second frame, to make sure their targets have had + // a chance to spawn + self.nextthink = self.ltime + 0.1; + self.think = func_train_find; +}; + +/*QUAKED misc_teleporttrain (0 .5 .8) (-8 -8 -8) (8 8 8) +This is used for the final bos +*/ +void() misc_teleporttrain = +{ + if (!self.speed) + self.speed = 100; + + if (!self.target) + objerror ("func_train without a target"); + + self.cnt = 1; + self.solid = SOLID_NOT; + self.movetype = MOVETYPE_PUSH; + self.blocked = train_blocked; + self.use = train_use; + self.avelocity = '100 200 300'; + + self.noise = ("misc/null.wav"); + precache_sound ("misc/null.wav"); + self.noise1 = ("misc/null.wav"); + precache_sound ("misc/null.wav"); + + precache_model2 ("progs/teleport.mdl"); + setmodel (self, "progs/teleport.mdl"); + setsize (self, self.mins , self.maxs); + setorigin (self, self.origin); + + // start trains on the second frame, to make sure their targets have had + // a chance to spawn + self.nextthink = self.ltime + 0.1; + self.think = func_train_find; +}; + diff --git a/quakec_ctf/player.qc b/quakec_ctf/player.qc new file mode 100644 index 0000000..f43c6b8 --- /dev/null +++ b/quakec_ctf/player.qc @@ -0,0 +1,761 @@ +/* Copyright (C) 1996-2022 id Software LLC + + This program is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + + See file, 'COPYING', for details. +*/ + +void() bubble_bob; +void() W_FireChain; +void() player_chain5; +void() player_chain4; + +/* +============================================================================== +PLAYER +============================================================================== +*/ + +$cd /raid/quake/id1/models/player_4 +$origin 0 -6 24 +$base base +$skin skin + +// +// running +// +$frame axrun1 axrun2 axrun3 axrun4 axrun5 axrun6 + +$frame rockrun1 rockrun2 rockrun3 rockrun4 rockrun5 rockrun6 + +// +// standing +// +$frame stand1 stand2 stand3 stand4 stand5 + +$frame axstnd1 axstnd2 axstnd3 axstnd4 axstnd5 axstnd6 +$frame axstnd7 axstnd8 axstnd9 axstnd10 axstnd11 axstnd12 + + +// +// pain +// +$frame axpain1 axpain2 axpain3 axpain4 axpain5 axpain6 + +$frame pain1 pain2 pain3 pain4 pain5 pain6 + + +// +// death +// + +$frame axdeth1 axdeth2 axdeth3 axdeth4 axdeth5 axdeth6 +$frame axdeth7 axdeth8 axdeth9 + +$frame deatha1 deatha2 deatha3 deatha4 deatha5 deatha6 deatha7 deatha8 +$frame deatha9 deatha10 deatha11 + +$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8 +$frame deathb9 + +$frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8 +$frame deathc9 deathc10 deathc11 deathc12 deathc13 deathc14 deathc15 + +$frame deathd1 deathd2 deathd3 deathd4 deathd5 deathd6 deathd7 +$frame deathd8 deathd9 + +$frame deathe1 deathe2 deathe3 deathe4 deathe5 deathe6 deathe7 +$frame deathe8 deathe9 + +// +// attacks +// +$frame nailatt1 nailatt2 + +$frame light1 light2 + +$frame rockatt1 rockatt2 rockatt3 rockatt4 rockatt5 rockatt6 + +$frame shotatt1 shotatt2 shotatt3 shotatt4 shotatt5 shotatt6 + +$frame axatt1 axatt2 axatt3 axatt4 axatt5 axatt6 + +$frame axattb1 axattb2 axattb3 axattb4 axattb5 axattb6 + +$frame axattc1 axattc2 axattc3 axattc4 axattc5 axattc6 + +$frame axattd1 axattd2 axattd3 axattd4 axattd5 axattd6 + + +/* +============================================================================== +PLAYER +============================================================================== +*/ + +void() player_run; + +void() player_stand1 =[ $axstnd1, player_stand1 ] +{ + self.weaponframe = 0; + + if (self.velocity_x || self.velocity_y) + { + self.walkframe=0; + player_run(); + return; + } + + if (self.weapon == IT_AXE || self.weapon == IT_HOOK) + { + if (self.walkframe >= 12) + self.walkframe = 0; + + self.frame = $axstnd1 + self.walkframe; + } + else + { + if (self.walkframe >= 5) + self.walkframe = 0; + + self.frame = $stand1 + self.walkframe; + } + + self.walkframe = self.walkframe + 1; +}; + +void() player_run =[ $rockrun1, player_run ] +{ + self.weaponframe = 0; + + if (!self.velocity_x && !self.velocity_y) + { + self.walkframe=0; + player_stand1(); + return; + } + + if (self.weapon == IT_AXE || self.weapon == IT_HOOK) + { + if (self.walkframe == 6) + self.walkframe = 0; + + self.frame = $axrun1 + self.walkframe; + } + else + { + if (self.walkframe == 6) + self.walkframe = 0; + + self.frame = self.frame + self.walkframe; + } + + self.walkframe = self.walkframe + 1; +}; + + +void() player_shot1 = [$shotatt1, player_shot2 ] { + self.weaponframe = 1; + self.effects = self.effects | EF_MUZZLEFLASH; +}; + +void() player_shot2 = [$shotatt2, player_shot3 ] {self.weaponframe=2;}; +void() player_shot3 = [$shotatt3, player_shot4 ] {self.weaponframe=3;}; +void() player_shot4 = [$shotatt4, player_shot5 ] {self.weaponframe=4;}; +void() player_shot5 = [$shotatt5, player_shot6 ] {self.weaponframe=5;}; +void() player_shot6 = [$shotatt6, player_run ] {self.weaponframe=6;}; + +void() player_axe1 = [$axatt1, player_axe2 ] {self.weaponframe=1;}; +void() player_axe2 = [$axatt2, player_axe3 ] {self.weaponframe=2;}; +void() player_axe3 = [$axatt3, player_axe4 ] {self.weaponframe=3;W_FireAxe();}; +void() player_axe4 = [$axatt4, player_run ] {self.weaponframe=4;}; + +void() player_axeb1 = [$axattb1, player_axeb2 ] {self.weaponframe=5;}; +void() player_axeb2 = [$axattb2, player_axeb3 ] {self.weaponframe=6;}; +void() player_axeb3 = [$axattb3, player_axeb4 ] {self.weaponframe=7;W_FireAxe();}; +void() player_axeb4 = [$axattb4, player_run ] {self.weaponframe=8;}; + +void() player_axec1 = [$axattc1, player_axec2 ] {self.weaponframe=1;}; +void() player_axec2 = [$axattc2, player_axec3 ] {self.weaponframe=2;}; +void() player_axec3 = [$axattc3, player_axec4 ] {self.weaponframe=3;W_FireAxe();}; +void() player_axec4 = [$axattc4, player_run ] {self.weaponframe=4;}; + +void() player_axed1 = [$axattd1, player_axed2 ] {self.weaponframe=5;}; +void() player_axed2 = [$axattd2, player_axed3 ] {self.weaponframe=6;}; +void() player_axed3 = [$axattd3, player_axed4 ] {self.weaponframe=7;W_FireAxe();}; +void() player_axed4 = [$axattd4, player_run ] {self.weaponframe=8;}; + +void() player_chain1= [$axattd1, player_chain2 ] {self.weaponframe=2;}; +void() player_chain2= [$axattd2, player_chain3 ] {self.weaponframe=3;W_FireChain();}; + +void() player_chain3= [$axattd3, player_chain3 ] +{ + self.weaponframe=3; + if (!self.hook_out) + { + player_chain5(); + return; + } + if (vlen(self.velocity) >= 750) + { + player_chain4(); + return; + } +}; + +void() player_chain4= [$deathc4, player_chain4 ] +{ + self.weaponframe=4; + if (!self.hook_out) + { + player_chain5(); + return; + } + if (vlen(self.velocity) < 750) + { + player_chain3(); + return; + } +}; + +void() player_chain5= [$axattd4, player_run ] {self.weaponframe=5;}; + + +//============================================================================ + +void() player_nail1 =[$nailatt1, player_nail2 ] +{ + self.effects = self.effects | EF_MUZZLEFLASH; + + if (!self.button0) + {player_run ();return;} + + self.weaponframe = self.weaponframe + 1; + + if (self.weaponframe == 9) + self.weaponframe = 1; + + SuperDamageSound(); + W_FireSpikes (4); + self.attack_finished = time + 0.2; +}; + +void() player_nail2 =[$nailatt2, player_nail1 ] +{ + self.effects = self.effects | EF_MUZZLEFLASH; + + if (!self.button0) + {player_run ();return;} + + self.weaponframe = self.weaponframe + 1; + + if (self.weaponframe == 9) + self.weaponframe = 1; + + SuperDamageSound(); + W_FireSpikes (-4); + self.attack_finished = time + 0.2; +}; + +//============================================================================ + +void() player_light1 =[$light1, player_light2 ] +{ + self.effects = self.effects | EF_MUZZLEFLASH; + + if (!self.button0) + {player_run ();return;} + + self.weaponframe = self.weaponframe + 1; + + if (self.weaponframe == 5) + self.weaponframe = 1; + + SuperDamageSound(); + W_FireLightning(); + self.attack_finished = time + 0.2; +}; + +void() player_light2 =[$light2, player_light1 ] +{ + self.effects = self.effects | EF_MUZZLEFLASH; + + if (!self.button0) + {player_run ();return;} + + self.weaponframe = self.weaponframe + 1; + + if (self.weaponframe == 5) + self.weaponframe = 1; + + SuperDamageSound(); + W_FireLightning(); + self.attack_finished = time + 0.2; +}; + +//============================================================================ + + +void() player_rocket1 =[$rockatt1, player_rocket2 ] { + self.weaponframe = 1; + self.effects = self.effects | EF_MUZZLEFLASH; +}; + +void() player_rocket2 =[$rockatt2, player_rocket3 ] {self.weaponframe=2;}; +void() player_rocket3 =[$rockatt3, player_rocket4 ] {self.weaponframe=3;}; +void() player_rocket4 =[$rockatt4, player_rocket5 ] {self.weaponframe=4;}; +void() player_rocket5 =[$rockatt5, player_rocket6 ] {self.weaponframe=5;}; +void() player_rocket6 =[$rockatt6, player_run ] {self.weaponframe=6;}; +void(float num_bubbles) DeathBubbles; + +void() PainSound = +{ +local float rs; + + if (self.health < 0) + return; + + if (damage_attacker.classname == "teledeath") + { + sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE); + return; + } + +// water pain sounds + if (self.watertype == CONTENT_WATER && self.waterlevel == 3) + { + DeathBubbles(1); + + if (random() > 0.5) + sound (self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM); + else + sound (self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM); + + return; + } + +// slime pain sounds + if (self.watertype == CONTENT_SLIME) + { +// FIX ME put in some steam here + if (random() > 0.5) + sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM); + else + sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM); + + return; + } + + if (self.watertype == CONTENT_LAVA) + { + if (random() > 0.5) + sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM); + else + sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM); + + return; + } + + if (self.pain_finished > time) + { + self.axhitme = 0; + return; + } + + self.pain_finished = time + 0.5; + +// don't make multiple pain sounds right after each other + +// ax pain sound + if (self.axhitme == 1) + { + self.axhitme = 0; + sound (self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM); + return; + } + + + rs = rint((random() * 5) + 1); + + self.noise = string_null; + + if (rs == 1) + self.noise = "player/pain1.wav"; + else if (rs == 2) + self.noise = "player/pain2.wav"; + else if (rs == 3) + self.noise = "player/pain3.wav"; + else if (rs == 4) + self.noise = "player/pain4.wav"; + else if (rs == 5) + self.noise = "player/pain5.wav"; + else + self.noise = "player/pain6.wav"; + + sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM); + return; +}; + +void() player_pain1 = [ $pain1, player_pain2 ] {PainSound();self.weaponframe=0;}; +void() player_pain2 = [ $pain2, player_pain3 ] {}; +void() player_pain3 = [ $pain3, player_pain4 ] {}; +void() player_pain4 = [ $pain4, player_pain5 ] {}; +void() player_pain5 = [ $pain5, player_pain6 ] {}; +void() player_pain6 = [ $pain6, player_run ] {}; + +void() player_axpain1 = [ $axpain1, player_axpain2 ] {PainSound();self.weaponframe=0;}; +void() player_axpain2 = [ $axpain2, player_axpain3 ] {}; +void() player_axpain3 = [ $axpain3, player_axpain4 ] {}; +void() player_axpain4 = [ $axpain4, player_axpain5 ] {}; +void() player_axpain5 = [ $axpain5, player_axpain6 ] {}; +void() player_axpain6 = [ $axpain6, player_run ] {}; + +void(entity attacker, float damage) player_pain = +{ + if (self.weaponframe) + return; + + if (self.invisible_finished > time) + return; // eyes don't have pain frames + + if (self.weapon == IT_AXE || self.weapon == IT_HOOK) + player_axpain1 (); + else + player_pain1 (); +}; + +void() player_diea1; +void() player_dieb1; +void() player_diec1; +void() player_died1; +void() player_diee1; +void() player_die_ax1; + +void() DeathBubblesSpawn = +{ +local entity bubble; + + if (self.owner.waterlevel != 3) + return; + + bubble = spawn(); + setmodel (bubble, "progs/s_bubble.spr"); + setorigin (bubble, self.owner.origin + '0 0 24'); + bubble.movetype = MOVETYPE_NOCLIP; + bubble.solid = SOLID_NOT; + bubble.velocity = '0 0 15'; + bubble.nextthink = time + 0.5; + bubble.think = bubble_bob; + bubble.classname = "bubble"; + bubble.frame = 0; + bubble.cnt = 0; + setsize (bubble, '-8 -8 -8', '8 8 8'); + self.nextthink = time + 0.1; + self.think = DeathBubblesSpawn; + self.air_finished = self.air_finished + 1; + + if (self.air_finished >= self.bubble_count) + remove(self); +}; + +void(float num_bubbles) DeathBubbles = +{ +local entity bubble_spawner; + + bubble_spawner = spawn(); + setorigin (bubble_spawner, self.origin); + bubble_spawner.movetype = MOVETYPE_NONE; + bubble_spawner.solid = SOLID_NOT; + bubble_spawner.nextthink = time + 0.1; + bubble_spawner.think = DeathBubblesSpawn; + bubble_spawner.air_finished = 0; + bubble_spawner.owner = self; + bubble_spawner.bubble_count = num_bubbles; + return; +}; + + +void() DeathSound = +{ +local float rs; + + // water death sounds + if (self.waterlevel == 3) + { + DeathBubbles(20); + sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE); + return; + } + + rs = rint ((random() * 4) + 1); + + if (rs == 1) + self.noise = "player/death1.wav"; + + if (rs == 2) + self.noise = "player/death2.wav"; + + if (rs == 3) + self.noise = "player/death3.wav"; + + if (rs == 4) + self.noise = "player/death4.wav"; + + if (rs == 5) + self.noise = "player/death5.wav"; + + sound (self, CHAN_VOICE, self.noise, 1, ATTN_NONE); + return; +}; + + +void() PlayerDead = +{ + self.nextthink = -1; + self.deadflag = DEAD_DEAD; // allow respawn after a certain time +}; + +vector(float dm) VelocityForDamage = +{ + local vector v; + + v_x = 100 * crandom(); + v_y = 100 * crandom(); + v_z = 200 + 100 * random(); + + if (dm > -50) + { + v = v * 0.7; + } + else if (dm > -200) + { + v = v * 2; + } + else + v = v * 10; + + return v; +}; + +void(string gibname, float dm) ThrowGib = +{ + local entity new; + + new = spawn(); + new.origin = self.origin; + setmodel (new, gibname); + setsize (new, '0 0 0', '0 0 0'); + new.velocity = VelocityForDamage (dm); + new.movetype = MOVETYPE_BOUNCE; + if (cvar("pr_checkextension")) + if (checkextension("EX_MOVETYPE_GIB")) + new.movetype = MOVETYPE_GIB; + new.solid = SOLID_NOT; + new.avelocity_x = random()*600; + new.avelocity_y = random()*600; + new.avelocity_z = random()*600; + new.think = SUB_Remove; + new.ltime = time; + new.nextthink = time + 10 + random()*10; + new.frame = 0; + new.flags = 0; +}; + +void(string gibname, float dm) ThrowHead = +{ + setmodel (self, gibname); + self.frame = 0; + self.nextthink = -1; + self.movetype = MOVETYPE_BOUNCE; + if (cvar("pr_checkextension")) + if (checkextension("EX_MOVETYPE_GIB")) + self.movetype = MOVETYPE_GIB; + self.takedamage = DAMAGE_NO; + self.solid = SOLID_NOT; + self.view_ofs = '0 0 8'; + setsize (self, '-16 -16 0', '16 16 56'); + self.velocity = VelocityForDamage (dm); + self.origin_z = self.origin_z - 24; + self.flags = self.flags - (self.flags & FL_ONGROUND); + self.avelocity = crandom() * '0 600 0'; +}; + +void() GibPlayer = +{ + ThrowHead ("progs/h_player.mdl", self.health); + ThrowGib ("progs/gib1.mdl", self.health); + ThrowGib ("progs/gib2.mdl", self.health); + ThrowGib ("progs/gib3.mdl", self.health); + + self.deadflag = DEAD_DEAD; + + if (damage_attacker.classname == "teledeath") + { + sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE); + return; + } + + if (damage_attacker.classname == "teledeath2") + { + sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE); + return; + } + + if (random() < 0.5) + sound (self, CHAN_VOICE, "player/gib.wav", 1, ATTN_NONE); + else + sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NONE); +}; + +void() PlayerDie = +{ + local float i; + + self.items = self.items - (self.items & ( IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD ) ); + self.invisible_finished = 0; // don't die as eyes + self.invincible_finished = 0; + self.super_damage_finished = 0; + self.radsuit_finished = 0; + self.effects = 0; + self.modelindex = modelindex_player; // don't use eyes + + if (deathmatch || coop) { + DropBackpack(); + DropRune(); + TeamCaptureDropFlagOfPlayer(self); + } + + self.weaponmodel = string_null; + self.view_ofs = '0 0 -8'; + self.deadflag = DEAD_DYING; + self.solid = SOLID_NOT; + self.flags = self.flags - (self.flags & FL_ONGROUND); + self.movetype = MOVETYPE_TOSS; + + if (self.velocity_z < 10) + self.velocity_z = self.velocity_z + random()*300; + + if (self.health < -40) + { + GibPlayer (); + return; + } + + DeathSound(); + + self.angles_x = 0; + self.angles_z = 0; + + if (self.weapon == IT_AXE || self.weapon == IT_HOOK) + { + player_die_ax1 (); + return; + } + + i = ( 1 + floor( random() * 6 ) ); + + if (i == 1) + player_diea1(); + else if (i == 2) + player_dieb1(); + else if (i == 3) + player_diec1(); + else if (i == 4) + player_died1(); + else + player_diee1(); +}; + +void() set_suicide_frame = +{ // used by klill command and diconnect command + + if (self.model != "progs/player.mdl") + return; // allready gibbed + + self.frame = $deatha11; + self.solid = SOLID_NOT; + self.movetype = MOVETYPE_TOSS; + self.deadflag = DEAD_DEAD; + self.nextthink = -1; +}; + + +void() player_diea1 = [ $deatha1, player_diea2 ] {}; +void() player_diea2 = [ $deatha2, player_diea3 ] {}; +void() player_diea3 = [ $deatha3, player_diea4 ] {}; +void() player_diea4 = [ $deatha4, player_diea5 ] {}; +void() player_diea5 = [ $deatha5, player_diea6 ] {}; +void() player_diea6 = [ $deatha6, player_diea7 ] {}; +void() player_diea7 = [ $deatha7, player_diea8 ] {}; +void() player_diea8 = [ $deatha8, player_diea9 ] {}; +void() player_diea9 = [ $deatha9, player_diea10 ] {}; +void() player_diea10 = [ $deatha10, player_diea11 ] {}; +void() player_diea11 = [ $deatha11, player_diea11 ] {PlayerDead();}; + +void() player_dieb1 = [ $deathb1, player_dieb2 ] {}; +void() player_dieb2 = [ $deathb2, player_dieb3 ] {}; +void() player_dieb3 = [ $deathb3, player_dieb4 ] {}; +void() player_dieb4 = [ $deathb4, player_dieb5 ] {}; +void() player_dieb5 = [ $deathb5, player_dieb6 ] {}; +void() player_dieb6 = [ $deathb6, player_dieb7 ] {}; +void() player_dieb7 = [ $deathb7, player_dieb8 ] {}; +void() player_dieb8 = [ $deathb8, player_dieb9 ] {}; +void() player_dieb9 = [ $deathb9, player_dieb9 ] {PlayerDead();}; + +void() player_diec1 = [ $deathc1, player_diec2 ] {}; +void() player_diec2 = [ $deathc2, player_diec3 ] {}; +void() player_diec3 = [ $deathc3, player_diec4 ] {}; +void() player_diec4 = [ $deathc4, player_diec5 ] {}; +void() player_diec5 = [ $deathc5, player_diec6 ] {}; +void() player_diec6 = [ $deathc6, player_diec7 ] {}; +void() player_diec7 = [ $deathc7, player_diec8 ] {}; +void() player_diec8 = [ $deathc8, player_diec9 ] {}; +void() player_diec9 = [ $deathc9, player_diec10 ] {}; +void() player_diec10 = [ $deathc10, player_diec11 ] {}; +void() player_diec11 = [ $deathc11, player_diec12 ] {}; +void() player_diec12 = [ $deathc12, player_diec13 ] {}; +void() player_diec13 = [ $deathc13, player_diec14 ] {}; +void() player_diec14 = [ $deathc14, player_diec15 ] {}; +void() player_diec15 = [ $deathc15, player_diec15 ] {PlayerDead();}; + +void() player_died1 = [ $deathd1, player_died2 ] {}; +void() player_died2 = [ $deathd2, player_died3 ] {}; +void() player_died3 = [ $deathd3, player_died4 ] {}; +void() player_died4 = [ $deathd4, player_died5 ] {}; +void() player_died5 = [ $deathd5, player_died6 ] {}; +void() player_died6 = [ $deathd6, player_died7 ] {}; +void() player_died7 = [ $deathd7, player_died8 ] {}; +void() player_died8 = [ $deathd8, player_died9 ] {}; +void() player_died9 = [ $deathd9, player_died9 ] {PlayerDead();}; + +void() player_diee1 = [ $deathe1, player_diee2 ] {}; +void() player_diee2 = [ $deathe2, player_diee3 ] {}; +void() player_diee3 = [ $deathe3, player_diee4 ] {}; +void() player_diee4 = [ $deathe4, player_diee5 ] {}; +void() player_diee5 = [ $deathe5, player_diee6 ] {}; +void() player_diee6 = [ $deathe6, player_diee7 ] {}; +void() player_diee7 = [ $deathe7, player_diee8 ] {}; +void() player_diee8 = [ $deathe8, player_diee9 ] {}; +void() player_diee9 = [ $deathe9, player_diee9 ] {PlayerDead();}; + +void() player_die_ax1 = [ $axdeth1, player_die_ax2 ] {}; +void() player_die_ax2 = [ $axdeth2, player_die_ax3 ] {}; +void() player_die_ax3 = [ $axdeth3, player_die_ax4 ] {}; +void() player_die_ax4 = [ $axdeth4, player_die_ax5 ] {}; +void() player_die_ax5 = [ $axdeth5, player_die_ax6 ] {}; +void() player_die_ax6 = [ $axdeth6, player_die_ax7 ] {}; +void() player_die_ax7 = [ $axdeth7, player_die_ax8 ] {}; +void() player_die_ax8 = [ $axdeth8, player_die_ax9 ] {}; +void() player_die_ax9 = [ $axdeth9, player_die_ax9 ] {PlayerDead();}; diff --git a/quakec_ctf/progdefs.h b/quakec_ctf/progdefs.h new file mode 100644 index 0000000..eb15c45 --- /dev/null +++ b/quakec_ctf/progdefs.h @@ -0,0 +1,143 @@ + +/* file generated by qcc, do not modify */ + +typedef struct +{ int pad[28]; + int self; + int other; + int world; + float time; + float frametime; + float force_retouch; + string_t mapname; + float deathmatch; + float coop; + float teamplay; + float serverflags; + float total_secrets; + float total_monsters; + float found_secrets; + float killed_monsters; + float parm1; + float parm2; + float parm3; + float parm4; + float parm5; + float parm6; + float parm7; + float parm8; + float parm9; + float parm10; + float parm11; + float parm12; + float parm13; + float parm14; + float parm15; + float parm16; + vec3_t v_forward; + vec3_t v_up; + vec3_t v_right; + float trace_allsolid; + float trace_startsolid; + float trace_fraction; + vec3_t trace_endpos; + vec3_t trace_plane_normal; + float trace_plane_dist; + int trace_ent; + float trace_inopen; + float trace_inwater; + int msg_entity; + func_t main; + func_t StartFrame; + func_t PlayerPreThink; + func_t PlayerPostThink; + func_t ClientKill; + func_t ClientConnect; + func_t PutClientInServer; + func_t ClientDisconnect; + func_t SetNewParms; + func_t SetChangeParms; +} globalvars_t; + +typedef struct +{ + float modelindex; + vec3_t absmin; + vec3_t absmax; + float ltime; + float movetype; + float solid; + vec3_t origin; + vec3_t oldorigin; + vec3_t velocity; + vec3_t angles; + vec3_t avelocity; + vec3_t punchangle; + string_t classname; + string_t model; + float frame; + float skin; + float effects; + vec3_t mins; + vec3_t maxs; + vec3_t size; + func_t touch; + func_t use; + func_t think; + func_t blocked; + float nextthink; + int groundentity; + float health; + float frags; + float weapon; + string_t weaponmodel; + float weaponframe; + float currentammo; + float ammo_shells; + float ammo_nails; + float ammo_rockets; + float ammo_cells; + float items; + float takedamage; + int chain; + float deadflag; + vec3_t view_ofs; + float button0; + float button1; + float button2; + float impulse; + float fixangle; + vec3_t v_angle; + float idealpitch; + string_t netname; + int enemy; + float flags; + float colormap; + float team; + float max_health; + float teleport_time; + float armortype; + float armorvalue; + float waterlevel; + float watertype; + float ideal_yaw; + float yaw_speed; + int aiment; + int goalentity; + float spawnflags; + string_t target; + string_t targetname; + float dmg_take; + float dmg_save; + int dmg_inflictor; + int owner; + vec3_t movedir; + string_t message; + float sounds; + string_t noise; + string_t noise1; + string_t noise2; + string_t noise3; +} entvars_t; + +#define PROGHEADER_CRC 5927 diff --git a/quakec_ctf/progs.src b/quakec_ctf/progs.src new file mode 100644 index 0000000..631b232 --- /dev/null +++ b/quakec_ctf/progs.src @@ -0,0 +1,24 @@ +../qsrc/ctf/progs.dat + +defs.qc +log.qc // Console logging of game actions +teamplay.qc // Compile the teamplay file +ctfgame.qc // vote exit stuff +status.qc // team status stuff +subs.qc +combat.qc +itemnames.qc +items.qc +observ.qc +weapons.qc +world.qc +client.qc +player.qc +doors.qc +buttons.qc +triggers.qc +plats.qc +misc.qc +hook.qc +server.qc +bots/bot.qc \ No newline at end of file diff --git a/quakec_ctf/server.qc b/quakec_ctf/server.qc new file mode 100644 index 0000000..0555d61 --- /dev/null +++ b/quakec_ctf/server.qc @@ -0,0 +1,114 @@ +/* Copyright (C) 1996-2022 id Software LLC + + This program is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + + See file, 'COPYING', for details. +*/ + +void() monster_ogre = {remove(self);}; +void() monster_demon1 = {remove(self);}; +void() monster_shambler = {remove(self);}; +void() monster_knight = {remove(self);}; +void() monster_army = {remove(self);}; +void() monster_wizard = {remove(self);}; +void() monster_dog = {remove(self);}; +void() monster_zombie = {remove(self);}; +void() monster_boss = {remove(self);}; +void() monster_tarbaby = {remove(self);}; +void() monster_hell_knight = {remove(self);}; +void() monster_fish = {remove(self);}; +void() monster_shalrath = {remove(self);}; +void() monster_enforcer = {remove(self);}; +void() monster_oldone = {remove(self);}; + +/* +============================================================================== + +MOVETARGET CODE + +The angle of the movetarget effects standing and bowing direction, but has no effect on movement, which allways heads to the next target. + +targetname +must be present. The name of this movetarget. + +target +the next spot to move to. If not present, stop here for good. + +pausetime +The number of seconds to spend standing or bowing for path_stand or path_bow + +============================================================================== +*/ + +/* +============= +t_movetarget + +Something has bumped into a movetarget. If it is a monster +moving towards it, change the next destination and continue. +============== +*/ +void() t_movetarget = +{ +local entity temp; + + if (other.movetarget != self) + return; + + if (other.enemy) + return; // fighting, not following a path + + temp = self; + self = other; + other = temp; + + if (self.classname == "monster_ogre") + sound (self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE);// play chainsaw drag sound + +//dprint ("t_movetarget\n"); + self.goalentity = self.movetarget = find (world, targetname, other.target); + self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin); + if (!self.movetarget) + { + self.pausetime = time + 999999; + self.th_stand (); + return; + } +}; + + + +void() movetarget_f = +{ + if (!self.targetname) + objerror ("monster_movetarget: no targetname"); + + self.solid = SOLID_TRIGGER; + self.touch = t_movetarget; + setsize (self, '-8 -8 -8', '8 8 8'); + +}; + +/*QUAKED path_corner (0.5 0.3 0) (-8 -8 -8) (8 8 8) +Monsters will continue walking towards the next target corner. +*/ +void() path_corner = +{ + movetarget_f (); +}; + + + +//============================================================================ diff --git a/quakec_ctf/status.qc b/quakec_ctf/status.qc new file mode 100644 index 0000000..a9cb1e3 --- /dev/null +++ b/quakec_ctf/status.qc @@ -0,0 +1,117 @@ +/* Copyright (C) 1996-2022 id Software LLC + + This program is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + + See file, 'COPYING', for details. +*/ + +.float laststattime; // time of last status update +.float statstate; // is the status bar on? + +float PLAYERSTATTIME = 1.75; + +void() MOTD = +{ + SendCTFScoresUpdate(self); + + if (gamestart) { + centerprint(self, "$qc_choose_exit"); + return; + } + + if (self.team == TEAM_COLOR1) + centerprint(self, "$qc_ctf_red"); //red + else + centerprint(self, "$qc_ctf_blue"); //blue + + return; +}; + +void() MOTD_ChooseTeam = +{ + SendCTFScoresUpdate(self); + if (PromptSupported()) { + prompt(self, "$qc_ctf_intro", 4); + promptchoice(self, "$qc_ctf_intro_auto", 103); + promptchoice(self, "$qc_ctf_intro_red", 101); + promptchoice(self, "$qc_ctf_intro_blue", 102); + promptchoice(self, "$qc_ctf_intro_observer", 104); + } else { + centerprint(self, "Welcome!\nRunning ThreeWave CTF 5.0\n\nCapture the Flag!\n\nPress 1 for RED team\nPress 2 for BLUE team\nOr press JUMP for automatic team\n"); + } +}; + +void() TeamEndScore = +{ + local string s; + + if (gamestart) + return; + + if (teamscr1 > teamscr2) { + s = ftos(teamscr1); + bprint("$qc_ks_red_won", s); + s = ftos(teamscr2); + bprint("$qc_ks_blue_lost", s); + } else if (teamscr1 < teamscr2) { + s = ftos(teamscr2); + bprint("$qc_ks_blue_won", s); + s = ftos(teamscr1); + bprint("$qc_ks_red_lost", s); + } else { + s = ftos(teamscr1); + bprint("$qc_ks_match_tied", s); + } +}; + +void(entity e) SendCTFScoresUpdate = +{ + local float flagstatus = 0; + local entity flag; + + flag = find(world, classname, "item_flag_team1"); + if (flag.cnt == FLAG_AT_BASE) + flagstatus |= 1; + else if (flag.cnt == FLAG_CARRIED) + flagstatus |= 2; + else if (flag.cnt == FLAG_DROPPED) + flagstatus |= 4; + + flag = find(world, classname, "item_flag_team2"); + if (flag.cnt == FLAG_AT_BASE) + flagstatus |= 8; + else if (flag.cnt == FLAG_CARRIED) + flagstatus |= 16; + else if (flag.cnt == FLAG_DROPPED) + flagstatus |= 32; + + stuffcmd(e, "ctfscores "); + stuffcmd(e, ftos(teamscr1)); + stuffcmd(e, " "); + stuffcmd(e, ftos(teamscr2)); + stuffcmd(e, " "); + stuffcmd(e, ftos(flagstatus)); + stuffcmd(e, "\n"); +}; + +void() SendCTFScoresUpdateAll = +{ + local entity e = find(world, classname, "player"); + while(e) + { + SendCTFScoresUpdate(e); + e = find(e, classname, "player"); + } +} \ No newline at end of file diff --git a/quakec_ctf/subs.qc b/quakec_ctf/subs.qc new file mode 100644 index 0000000..77a3a3b --- /dev/null +++ b/quakec_ctf/subs.qc @@ -0,0 +1,301 @@ +/* Copyright (C) 1996-2022 id Software LLC + + This program is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + + See file, 'COPYING', for details. +*/ + +void() SUB_Null = {}; + +void() SUB_Remove = {remove(self);}; + + +/* +QuakeEd only writes a single float for angles (bad idea), so up and down are +just constant angles. +*/ +void() SetMovedir = +{ + if (self.angles == '0 -1 0') + self.movedir = '0 0 1'; + else if (self.angles == '0 -2 0') + self.movedir = '0 0 -1'; + else + { + makevectors(self.angles); + self.movedir = v_forward; + } + + self.angles = '0 0 0'; +}; + +/* +================ +InitTrigger +================ +*/ +void() InitTrigger = +{ + // trigger angles are used for one-way touches. An angle of 0 is assumed + // to mean no restrictions, so use a yaw of 360 instead. + if (self.angles != '0 0 0') + SetMovedir (); + + self.solid = SOLID_TRIGGER; + setmodel (self, self.model); // set size and link into world + self.movetype = MOVETYPE_NONE; + self.modelindex = 0; + self.model = string_null; +}; + +/* +============= +SUB_CalcMove + +calculate self.velocity and self.nextthink to reach dest from +self.origin traveling at speed +=============== +*/ +void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt = +{ + local entity stemp; + stemp = self; + self = ent; + + SUB_CalcMove (tdest, tspeed, func); + self = stemp; +}; + +void(vector tdest, float tspeed, void() func) SUB_CalcMove = +{ + local vector vdestdelta; + local float len, traveltime; + + if (!tspeed) + objerror("No speed is defined!"); + + self.think1 = func; + self.finaldest = tdest; + self.think = SUB_CalcMoveDone; + + if (tdest == self.origin) + { + self.velocity = '0 0 0'; + self.nextthink = self.ltime + 0.1; + return; + } + + // set destdelta to the vector needed to move + vdestdelta = tdest - self.origin; + + // calculate length of vector + len = vlen (vdestdelta); + + // divide by speed to get time to reach dest + traveltime = len / tspeed; + + if (traveltime < 0.1) + { + self.velocity = '0 0 0'; + self.nextthink = self.ltime + 0.1; + return; + } + + // set nextthink to trigger a think when dest is reached + self.nextthink = self.ltime + traveltime; + + // scale the destdelta vector by the time spent traveling to get velocity + self.velocity = vdestdelta * (1/traveltime); // qcc won't take vec/float +}; + +/* +============ +After moving, set origin to exact final destination +============ +*/ +void() SUB_CalcMoveDone = +{ + setorigin(self, self.finaldest); + self.velocity = '0 0 0'; + self.nextthink = -1; + + if (self.think1) + self.think1(); +}; + + +/* +============= +SUB_CalcAngleMove + +calculate self.avelocity and self.nextthink to reach destangle from +self.angles rotating + +The calling function should make sure self.think is valid +=============== +*/ +void(entity ent, vector destangle, float tspeed, void() func) SUB_CalcAngleMoveEnt = +{ + local entity stemp; + stemp = self; + self = ent; + SUB_CalcAngleMove (destangle, tspeed, func); + self = stemp; +}; + +void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove = +{ + local vector destdelta; + local float len, traveltime; + + if (!tspeed) + objerror("No speed is defined!"); + + // set destdelta to the vector needed to move + destdelta = destangle - self.angles; + + // calculate length of vector + len = vlen (destdelta); + + // divide by speed to get time to reach dest + traveltime = len / tspeed; + + // set nextthink to trigger a think when dest is reached + self.nextthink = self.ltime + traveltime; + + // scale the destdelta vector by the time spent traveling to get velocity + self.avelocity = destdelta * (1 / traveltime); + + self.think1 = func; + self.finalangle = destangle; + self.think = SUB_CalcAngleMoveDone; +}; + +/* +============ +After rotating, set angle to exact final angle +============ +*/ +void() SUB_CalcAngleMoveDone = +{ + self.angles = self.finalangle; + self.avelocity = '0 0 0'; + self.nextthink = -1; + + if (self.think1) + self.think1(); +}; + + +//============================================================================= + +void() DelayThink = +{ + activator = self.enemy; + SUB_UseTargets (); + remove(self); +}; + +/* +============================== +SUB_UseTargets + +the global "activator" should be set to the entity that initiated the firing. + +If self.delay is set, a DelayedUse entity will be created that will actually +do the SUB_UseTargets after that many seconds have passed. + +Centerprints any self.message to the activator. + +Removes all entities with a targetname that match self.killtarget, +and removes them, so some events can remove other triggers. + +Search for (string)targetname in all entities that +match (string)self.target and call their .use function + +============================== +*/ +void() SUB_UseTargets = +{ + local entity t, act, stemp, otemp; + +// +// check for a delay +// + if (self.delay) + { + // create a temp object to fire at a later time + t = spawn(); + t.classname = "DelayedUse"; + t.nextthink = time + self.delay; + t.think = DelayThink; + t.enemy = activator; + t.message = self.message; + t.killtarget = self.killtarget; + t.target = self.target; + return; + } + + +// +// print the message +// + if (activator.classname == "player" && self.message != string_null) + { + centerprint (activator, self.message); + + if (!self.noise) + sound (activator, CHAN_VOICE, "misc/talk.wav", 1, ATTN_NORM); + } + + // + // kill the killtagets + // + if (self.killtarget != string_null) + { + t = find (world, targetname, self.killtarget); + + while( t ) + { + remove (t); + t = find (t, targetname, self.killtarget); + } + } + + // + // fire targets + // + if (self.target != string_null) + { + act = activator; + t = find (world, targetname, self.target); + while( t ) + { + stemp = self; + otemp = other; + self = t; + other = stemp; + if (self.use != SUB_Null) + { + if (self.use) + self.use (); + } + self = stemp; + other = otemp; + activator = act; + t = find (t, targetname, self.target); + } + } +}; \ No newline at end of file diff --git a/quakec_ctf/teamplay.qc b/quakec_ctf/teamplay.qc new file mode 100644 index 0000000..6b4afbb --- /dev/null +++ b/quakec_ctf/teamplay.qc @@ -0,0 +1,1249 @@ +/* Copyright (C) 1996-2022 id Software LLC + + This program is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + + See file, 'COPYING', for details. +*/ + +/** Defs **/ + +/** MODIFIABLE CONSTANTS **/ + +float TEAM_DEFAULT_PENALTY = 1; // Default frag penalty +float TEAM_STRICT_COOP = 0; // Strict Coop + +// Allowed team colors +// -1 indicates no color + +float TEAM_COLOR1 = 5; +float TEAM_COLOR2 = 14; + +float team1shirt; +float team2shirt; + +/** End of MODIFIABLE CONSTANTS **/ + +// Globals + +entity team1_lastspawn; +entity team2_lastspawn; +float nextteamupdtime; // time until next team update +float last_flag_capture; // time of last capture +float last_capture_team; // last team that captured + +// Teamplay bitfield entries + +float TEAM_HEALTH_PROTECT = 1; // No health damage from friendly fire +float TEAM_ARMOR_PROTECT = 2; // No armor damage from friendly fire +float TEAM_ATTACKER_DAMAGE = 4; // Attacker takes damage from hitting teammates +float TEAM_FRAG_PENALTY = 8; // One frag penalty for killing teammate +float TEAM_DEATH_PENALTY = 16; // Die when you kill a teammate. +float TEAM_STATIC_TEAMS = 64; // Don't allow players to switch teams +float TEAM_DROP_ITEMS = 128; // Allow players to drop packs and +float TEAM_CAPTURE_SELECT_TEAM = 1024; // team selection +float TEAM_DISABLE_GRAPPLE = 2048; // team selection + +float TEAM_CAPTURE_CAPTURE_BONUS = 15; // what you get for capture +float TEAM_CAPTURE_TEAM_BONUS = 10; // what your team gets for capture +float TEAM_CAPTURE_RECOVERY_BONUS = 1; // what you get for recovery +float TEAM_CAPTURE_FLAG_BONUS = 0; // what you get for picking up enemy flag +float TEAM_CAPTURE_FRAG_CARRIER_BONUS = 2; // what you get for fragging + //enemy flag carrier +float TEAM_CAPTURE_FLAG_RETURN_TIME = 15; // seconds until auto return + +// XXX EXPERT CTF Additional scoring system + +// bonuses + +float TEAM_CAPTURE_CARRIER_DANGER_PROTECT_BONUS = 2; // bonus for fraggin someone +// who has recently hurt your flag carrier +float TEAM_CAPTURE_CARRIER_PROTECT_BONUS = 1; // bonus for fraggin someone while +// either you or your target are near your flag carrier +float TEAM_CAPTURE_FLAG_DEFENSE_BONUS = 1; // bonus for fraggin someone while +// either you or your target are near your flag +float TEAM_CAPTURE_RETURN_FLAG_ASSIST_BONUS = 1; // awarded for returning a flag that causes a +// capture to happen almost immediately +float TEAM_CAPTURE_FRAG_CARRIER_ASSIST_BONUS = 2; // award for fragging a flag carrier if a +// capture happens almost immediately + +// radii + +float TEAM_CAPTURE_TARGET_PROTECT_RADIUS = 550; // the radius around an object being +// defended where a target will be worth extra frags +float TEAM_CAPTURE_ATTACKER_PROTECT_RADIUS = 550; // the radius around an object being +// defended where an attacker will get extra frags when making kills + +// timeouts + +float TEAM_CAPTURE_CARRIER_DANGER_PROTECT_TIMEOUT = 4; +float TEAM_CAPTURE_CARRIER_FLAG_SINCE_TIMEOUT = 2; +float TEAM_CAPTURE_FRAG_CARRIER_ASSIST_TIMEOUT = 6; +float TEAM_CAPTURE_RETURN_FLAG_ASSIST_TIMEOUT = 4; + +float TEAM_CAPTURE_UPDATE_TIME = 120; + +// END EXPERT CTF + +// flag status used in cnt field of flag +float FLAG_AT_BASE = 0; +float FLAG_CARRIED = 1; +float FLAG_DROPPED = 2; + + +// Prototypes +float() W_BestWeapon; +void() W_SetCurrentAmmo; +void() bound_other_ammo; +void(float o, float n) Deathmatch_Weapon; +void() BackpackTouch; + +// Return a name for the color of a team +string(float Team) GetTeamColor = +{ + if(Team == 0) return("Blue"); + else if(Team == 1) return("Steel blue"); + else if(Team == 2) return("Brown"); + else if(Team == 3) return("Baby blue"); + else if(Team == 4) return("Green"); + else if(Team == 5) return("Red"); + else if(Team == 6) return("Olive"); + else if(Team == 7) return("Orange"); + else if(Team == 8) return("Peech"); + else if(Team == 9) return("Purple"); + else if(Team == 10) return("Majenta"); + else if(Team == 11) return("Grey"); + else if(Team == 12) return("Aqua"); + else if(Team == 13) return("Yellow"); + else if(Team == 14) return("Blue"); + return "Unknown"; +}; + +// *XXX* EXPERT CTF +// Just a quickie to return the ASCII-ized team names for CTF +string(float Team) GetCTFTeam = +{ + + if (Team == TEAM_COLOR1) return "$qc_ctf_redteam"; + if (Team == TEAM_COLOR2) return "$qc_ctf_blueteam"; + return ""; + +}; + +void(entity e, float top, float bottom) TeamSetColor = +{ + if (cvar("pr_checkextension")) + { + if (checkextension("DP_SV_SETCOLOR")) + { + local float color = bottom + top * 16 + setcolor(e, color); + return; + } + } + + local string n; + + stuffcmd(self, "color "); + n = ftos(top); + stuffcmd(self, n); + stuffcmd(self, " "); + n = ftos(bottom); + stuffcmd(self, n); + stuffcmd(self, "\n"); +} + + +/* +================ +TeamPrintSettings + +Print out current teamplay options +================ +*/ + +void() TeamPrintSettings = +{ + local string s; + + sprint(self,"The following Teamplay options are set:\n"); + + if(teamplay < 0) + { + sprint(self, "Frag penalty manually set to "); + s = ftos(teamplay); + sprint(self, s); + sprint(self, "\n"); + return; + } + + if(!teamplay) + { + sprint(self, "None\n"); + return; + } + + if(1 == teamplay) + { + sprint(self, "ID's original teamplay 1\n"); + return; + } + + if(teamplay & TEAM_HEALTH_PROTECT) + sprint(self, "Health-Protect "); + + if(teamplay & TEAM_ARMOR_PROTECT) + sprint(self, "Armor-Protect "); + + if(teamplay & TEAM_ATTACKER_DAMAGE) + sprint(self, "Mirror-Damage "); + + if(teamplay & TEAM_FRAG_PENALTY) + sprint(self, "Frag-Penalty "); + + if(teamplay & TEAM_DEATH_PENALTY) + sprint(self, "Death-Penalty "); + + if(teamplay & TEAM_STATIC_TEAMS) + sprint(self, "Static-Teams "); + + if(teamplay & TEAM_DROP_ITEMS) + sprint(self, "Drop-Items (Backpack Impulse 20, Weapon Impulse 21) "); + + sprint(self, "\n"); +}; + +/* +================ +TeamArmorDam + +Return TRUE if the target's armor can take damage from this attacker. +================ +*/ + +float(entity targ, entity inflictor, entity attacker, float damage) TeamArmorDam = +{ + if ((teamplay < 0) || gamestart) + return TRUE; + + if( (teamplay & TEAM_ARMOR_PROTECT) && + (attacker.lastteam == targ.lastteam) && + (attacker != targ) && (targ.lastteam > 0) ) + { + // Armor is protected + return FALSE; + } + return TRUE; +}; + +/* +================ +TeamHealthDam + +Return TRUE if the target can take health damage from this attacker. +================ +*/ + +float(entity targ, entity inflictor, entity attacker, float damage) TeamHealthDam = +{ + if ((teamplay < 0) || gamestart) + return TRUE; + + if( (attacker.lastteam == targ.lastteam) && + (attacker != targ) && (targ.lastteam > 0) ) { + // Attacker and target are on the same team. + if( teamplay & TEAM_ATTACKER_DAMAGE ) + { + // Damage applied to teammate. + T_Damage(attacker, inflictor, attacker, damage); + } + if( teamplay & TEAM_HEALTH_PROTECT ) + { + // Health is protected + return FALSE; + } + } + return TRUE; +}; + +/* +================ +TeamPFrags + +Return the number of frags we should penalize attacker for killing targ. +================ +*/ + +float(entity targ, entity attacker) TeamPFrags = +{ + if( teamplay < 0 ) + return (-1 * teamplay); + if( (targ.lastteam > 0) && (targ != attacker) && (targ.lastteam == + attacker.lastteam) ) + { + // targ and attacker are on the same team + if( teamplay < 0 ) + { + // teamplay indicates frag penalty + return ( -1 * teamplay ); + } + if( teamplay & TEAM_FRAG_PENALTY ) + { + // default penalty + return TEAM_DEFAULT_PENALTY; + } + } + // No frag penalty + return 0; +}; + +/* +================ +TeamFragPenalty + +If attacker should be penalized for killing targ, penalize attacker +and return TRUE. +================ +*/ + +float(entity targ, entity attacker) TeamFragPenalty = +{ + local float f; + + f = TeamPFrags(targ, attacker); + + if( f ) + { + // We should penalize some frags. + attacker.frags = attacker.frags - f; + return TRUE; + } + // No penalty + return FALSE; +}; + +/* +================= +TeamDeathPenalty + +If attacker should be killed for killing targ, kill attacker and +add a frag to offset the one attacker will lose for killing himself. +*/ + +void(entity targ, entity attacker) TeamDeathPenalty = +{ + //Don't kill anyone if teamplay is negative. + if ( teamplay < 0 ) + return; + + if ( (teamplay & TEAM_DEATH_PENALTY) && (targ.lastteam > 0) && + (attacker != targ) && (attacker.lastteam == targ.lastteam) ) + { + //We should kill the attacker. + T_Damage(attacker,attacker,attacker,1000); + //Add a frag to offset the self-kill penalty. + attacker.frags = attacker.frags + 1; + } +}; + +/* +================== +TeamColorIsLegal + +Return TRUE if the indicated color is legal +================== +*/ +float(float color) TeamColorIsLegal = +{ + // All colors are legal if teamplay is negative. + if( teamplay < 0 ) + return TRUE; + if( (color == TEAM_COLOR1) && (TEAM_COLOR1 >= 0) ) + return TRUE; + if( (color == TEAM_COLOR2) && (TEAM_COLOR2 >= 0) ) + return TRUE; +}; + +float(float t) TeamGetShirt = +{ + if (t == TEAM_COLOR1) { + team1shirt = team1shirt + 1; + if (team1shirt > 14) + team1shirt = 0; + if (team1shirt == TEAM_COLOR2 - 1) + team1shirt = team2shirt + 1; + return team1shirt; + } else { // color2 + team2shirt = team2shirt + 1; + if (team2shirt > 14) + team2shirt = 0; + if (team2shirt == TEAM_COLOR1 - 1) + team2shirt = team1shirt + 1; + return team2shirt; + } + return t - 1; +}; + +/* +================== +TeamCheckTeam + +Check if the team self is on is legal, and put self in a legal team if not. +================== +*/ +void() TeamCheckTeam = +{ + local float TEAM1; + local float TEAM2; + + local float newcolor; + + local entity p; + + local string n; + + if ( self.lastteam >= 0 ) { + if( TeamColorIsLegal(self.team ) ) { + self.lastteam = self.team; + return; + } + } + + // Assign the player to a team. + + // Sum the players on all the teams. + + TEAM1 = 0; + TEAM2 = 0; + + p = find (world, classname, "player"); + + while(p) + { + if (p != self) { + if (p.team == TEAM_COLOR1) + TEAM1 = TEAM1 + 1; + else if (p.team == TEAM_COLOR2) + TEAM2 = TEAM2 + 1; + } + p = find(p, classname, "player"); + } + + // Find the team with the least players. + newcolor = TEAM_COLOR1; + if (((TEAM2 < TEAM1) || (TEAM2 == TEAM1 && random() < 0.5))) + newcolor = TEAM_COLOR2; + + // Put the player on a the new team. + TeamSetColor(self, newcolor - 1, newcolor - 1); + + self.lastteam = newcolor; // Remember what team we're on + self.team = newcolor; +}; + +/* +=============== +TeamCheckLock + +Check for team changing and perform whatever actions are neccessary. +=============== +*/ +void() TeamCheckLock = +{ + local float n; + local string s; + + // Don't do anything if teamplay is negative + if ( teamplay < 0 ) + return; + + if (self.observer || self.do_observer || gamestart) { + if (self.lastteam != 1) + TeamSetColor(self, 0, 0); + self.lastteam = 1; + return; + } + + if (self.player_flag & TEAM_STUFF_COLOR) { + self.player_flag = self.player_flag - TEAM_STUFF_COLOR; + TeamSetColor(self, self.lastteam - 1, self.lastteam - 1); + return; + } + + if ( !TeamColorIsLegal(self.team) && (self.team == self.lastteam)) { + self.lastteam = -1; + } + + // Check to see if the player has changed colors + if (self.team != self.lastteam) + { + // Player has changed colors + + // If teams are static and we've been on some team already, + // put us back on the team we were on. + + if ( (teamplay & TEAM_STATIC_TEAMS) && (self.lastteam >= 0) ) + { + if ( TeamColorIsLegal(self.lastteam) ) + { + // changing teams sucks, kill him + + // if he has tried to change teams several + // times, kick him off the server. + if (self.suicide_count > 3) { + stuffcmd(self, "disconnect\n"); + } + // case base respawn + if (self.killed != 1) + self.killed = 2; + self.invincible_finished = 0; + T_Damage(self,self,self,1000); // Kill the player + // trying to change teams counts as a suicide + self.suicide_count = self.suicide_count + 1; + + stuffcmd(self, "color "); + n = TeamGetShirt(self.lastteam); + TeamSetColor(self, self.lastteam - 1, self.lastteam - 1); + return; + } + else { + // If we're on an illegal team, force a change. + self.lastteam = -50; + } + } + + if(self.lastteam > 0) { + // case base respawn + if (self.killed != 1) + self.killed = 2; + T_Damage(self,self,self,1000); // Kill the player + } + self.frags = 0; // Zero out frags + TeamCheckTeam(); + } +}; + +/* +======================= +TossBackPack + +Original idea by Vhold +Rewritten by John Spickes + +Toss out a backpack containing some ammo from your current weapon, +and any weapons you don't have. +======================= +*/ +void() TossBackpack = +{ + local entity item; + + // If we don't have any ammo, return + if(self.currentammo <= 0) + return; + + item = spawn(); + + // See if you have the Shotgun or Super Shotgun on + if ( (self.weapon == IT_SHOTGUN) || (self.weapon == IT_SUPER_SHOTGUN)) { + if( self.ammo_shells >= 20 ) { + item.ammo_shells = 20; + self.ammo_shells = self.ammo_shells - 20; + } + else + { + item.ammo_shells = self.ammo_shells; + self.ammo_shells = 0; + } + } + + // See if you have neither the Shotgun or Super Shotgun + if ( !(self.items & IT_SHOTGUN) && !(self.items & IT_SUPER_SHOTGUN)) { + if( self.ammo_shells >= 20 ) { + item.ammo_shells = 20; + self.ammo_shells = self.ammo_shells - 20; + } + else + { + item.ammo_shells = self.ammo_shells; + self.ammo_shells = 0; + } + } + + // See if we are using a nailgun + if ( (self.weapon == IT_NAILGUN) || (self.weapon == IT_SUPER_NAILGUN) ) + { + if( self.ammo_nails >= 20 ) + { + item.ammo_nails = 20; + self.ammo_nails = self.ammo_nails - 20; + } + else + { + item.ammo_nails = self.ammo_nails; + self.ammo_nails = 0; + } + } + // Check to see if we have neither nailgun + if ( !(self.items & IT_NAILGUN) && !(self.items & IT_SUPER_NAILGUN) ) + { + if( self.ammo_nails >= 20 ) + { + item.ammo_nails = 20; + self.ammo_nails = self.ammo_nails - 20; + } + else + { + item.ammo_nails = self.ammo_nails; + self.ammo_nails = 0; + } + } + + // See if we are using a grenade or rocket launcher + if ( (self.weapon == IT_GRENADE_LAUNCHER) || (self.weapon == IT_ROCKET_LAUNCHER) ) + { + if( self.ammo_rockets >= 10 ) + { + item.ammo_rockets = 10; + self.ammo_rockets = self.ammo_rockets - 10; + } + else + { + item.ammo_rockets = self.ammo_rockets; + self.ammo_rockets = 0; + } + } + // See if we have neither the Grenade or rocket launcher + if ( !(self.items & IT_GRENADE_LAUNCHER) && !(self.items & IT_ROCKET_LAUNCHER) ) + { + if( self.ammo_rockets >= 10 ) + { + item.ammo_rockets = 10; + self.ammo_rockets = self.ammo_rockets - 10; + } + else + { + item.ammo_rockets = self.ammo_rockets; + self.ammo_rockets = 0; + } + } + + // See if we're using the lightning gun + if ( self.weapon == IT_LIGHTNING ) + { + if( self.ammo_cells >= 20 ) + { + item.ammo_cells = 20; + self.ammo_cells = self.ammo_cells - 20; + } + else + { + item.ammo_cells = self.ammo_cells; + self.ammo_cells = 0; + } + } + // see if we don't have the lightning gun + if ( !(self.items & IT_LIGHTNING) ) + { + if( self.ammo_cells >= 20 ) + { + item.ammo_cells = 20; + self.ammo_cells = self.ammo_cells - 20; + } + else + { + item.ammo_cells = self.ammo_cells; + self.ammo_cells = 0; + } + } + + item.owner = self; + makevectors(self.v_angle); + + setorigin(item, self.origin + '0 0 16'); + item.velocity = aim(self, 1000); + item.velocity = item.velocity * 500; + item.flags = FL_ITEM; + item.solid = SOLID_TRIGGER; + item.movetype = MOVETYPE_BOUNCE; + + setmodel (item, "progs/backpack.mdl"); + setsize(item, '-16 -16 0', '16 16 56'); + item.touch = BackpackTouch; + item.nextthink = time + 120; // remove after 2 minutes + item.think = SUB_Remove; + + W_SetCurrentAmmo(); + +}; + +void() Team_weapon_touch = +{ + local float hadammo, best, new, old; + local entity stemp; + + if (!(other.flags & FL_CLIENT)) + return; + // Don't let the owner pick up his own weapon for a second. + if ( (other == self.owner) && ( (self.nextthink - time) > 119 ) ) + return; + +// if the player was using his best weapon, change up to the new one if better + stemp = self; + self = other; + best = W_BestWeapon(); + self = stemp; + + if (self.classname == "weapon_nailgun") + { + hadammo = other.ammo_nails; + new = IT_NAILGUN; + } + else if (self.classname == "weapon_supernailgun") + { + hadammo = other.ammo_rockets; + new = IT_SUPER_NAILGUN; + } + else if (self.classname == "weapon_supershotgun") + { + hadammo = other.ammo_rockets; + new = IT_SUPER_SHOTGUN; + } + else if (self.classname == "weapon_rocketlauncher") + { + hadammo = other.ammo_rockets; + new = IT_ROCKET_LAUNCHER; + } + else if (self.classname == "weapon_grenadelauncher") + { + hadammo = other.ammo_rockets; + new = IT_GRENADE_LAUNCHER; + } + else if (self.classname == "weapon_lightning") + { + hadammo = other.ammo_rockets; + new = IT_LIGHTNING; + } + else + objerror ("Team_weapon_touch: unknown classname"); + + sprint(other, "$qc_got_item", self.netname); +// weapon touch sound + sound (other, CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM); + stuffcmd (other, "bf\n"); + + bound_other_ammo (); + +// change to the weapon + old = other.items; + other.items = other.items | new; + + remove(self); + self = other; + + if (!deathmatch) + self.weapon = new; + else + Deathmatch_Weapon (old, new); + + W_SetCurrentAmmo(); + + activator = other; + SUB_UseTargets(); // fire all targets / killtargets +}; + +void() TossWeapon = +{ + local entity item; + + if (deathmatch != 1) + return; // only in deathmatch 1 + + if((self.weapon == IT_AXE) || (self.weapon == IT_SHOTGUN) || + (self.weapon == IT_HOOK)) + return; + + item = spawn(); + item.owner = self; + makevectors(self.v_angle); + + setorigin(item, self.origin + '0 0 16'); + item.velocity = aim(self, 1000); + item.velocity = item.velocity * 500; + item.flags = FL_ITEM; + item.solid = SOLID_TRIGGER; + item.movetype = MOVETYPE_BOUNCE; + + if(self.weapon == IT_SUPER_SHOTGUN) + { + setmodel (item, "progs/g_shot.mdl"); + item.weapon = IT_SUPER_SHOTGUN; + item.netname = "Double-barrelled Shotgun"; + item.classname = "weapon_supershotgun"; + self.items = self.items - IT_SUPER_SHOTGUN; + } + + if( self.weapon == IT_NAILGUN ) + { + setmodel (item, "progs/g_nail.mdl"); + item.weapon = IT_NAILGUN; + item.netname = "nailgun"; + item.classname = "weapon_nailgun"; + self.items = self.items - IT_NAILGUN; + } + + if( self.weapon == IT_SUPER_NAILGUN) + { + setmodel (item, "progs/g_nail2.mdl"); + item.weapon = IT_SUPER_NAILGUN; + item.netname = "Super Nailgun"; + item.classname = "weapon_supernailgun"; + self.items = self.items - IT_SUPER_NAILGUN; + } + + if( self.weapon == IT_GRENADE_LAUNCHER) + { + setmodel (item, "progs/g_rock.mdl"); + item.weapon = IT_GRENADE_LAUNCHER; + item.netname = "Grenade Launcher"; + item.classname = "weapon_grenadelauncher"; + self.items = self.items - IT_GRENADE_LAUNCHER; + } + + if( self.weapon == IT_ROCKET_LAUNCHER ) + { + setmodel (item, "progs/g_rock2.mdl"); + item.weapon = IT_ROCKET_LAUNCHER; + item.netname = "Rocket Launcher"; + item.classname = "weapon_rocketlauncher"; + self.items = self.items - IT_ROCKET_LAUNCHER; + } + + if( self.weapon == IT_LIGHTNING ) + { + setmodel (item, "progs/g_light.mdl"); + item.weapon = IT_LIGHTNING; + item.netname = "Thunderbolt"; + item.classname = "weapon_lightning"; + self.items = self.items - IT_LIGHTNING; + } + setsize(item, '-16 -16 0', '16 16 56'); + item.touch = Team_weapon_touch; + item.think = SUB_Remove; + item.nextthink = time + 120; + + self.weapon = W_BestWeapon(); + W_SetCurrentAmmo(); +}; + +void(entity flg) RegenFlag = +{ + flg.movetype = MOVETYPE_TOSS; + flg.solid = SOLID_TRIGGER; + sound (flg, CHAN_VOICE, "items/itembk2.wav", 1, ATTN_NORM); // play respawn sound + setorigin(flg, flg.oldorigin); + flg.angles = flg.mangle; + flg.cnt = FLAG_AT_BASE; // it's at home base + flg.owner = world; +}; + +void(entity flg) TeamCaptureReturnFlag = +{ + local entity p; + + RegenFlag(flg); + + p = find(world, classname, "player"); + while (p != world) { + if (p.team != flg.team) + centerprint(p, "$qc_ctf_enemy_returned"); + else if (p.team == flg.team) + centerprint(p, "$qc_ctf_your_returned"); + p = find(p, classname, "player"); + } +}; + +void () TeamCaptureRegenFlags = +{ + local entity f; + + f = find(world, classname, "item_flag_team1"); + if (f != world) + RegenFlag(f); + f = find(world, classname, "item_flag_team2"); + if (f != world) + RegenFlag(f); +}; + +void(entity flg) TeamDropFlag = +{ + local entity item, f, oself; + local entity p; + + p = flg.owner; + + if (p.lastteam == TEAM_COLOR1) + bprint("$qc_ks_blue_dropped", p.netname); // blue + else + bprint("$qc_ks_red_dropped", p.netname); // red + LogMsg(p, "FLAG-DROP"); + + flg.origin = p.origin - '0 0 24'; + flg.cnt = FLAG_DROPPED; + //NOTE! We check lastteam here instead of team--this is because + //in the mode where we change colors, we get killed + flg.velocity_z = 300; + flg.velocity_x = 0; + flg.velocity_y = 0; + flg.flags = FL_ITEM | FL_OBJECTIVE; + flg.solid = SOLID_TRIGGER; + flg.movetype = MOVETYPE_TOSS; + setsize(flg, '-16 -16 0', '16 16 74'); + // return it after so long + flg.super_time = time + TEAM_CAPTURE_FLAG_RETURN_TIME; + SendCTFScoresUpdateAll(); +}; + +void(entity player) TeamCaptureDropFlagOfPlayer = +{ + local string kn; + local entity e; + + if (!(player.player_flag & ITEM_ENEMY_FLAG)) + return; + if (player.lastteam == TEAM_COLOR1) + kn = "item_flag_team2"; + else + kn = "item_flag_team1"; + player.player_flag = player.player_flag - ITEM_ENEMY_FLAG; + e = find(world, classname, kn); + if (e != world) + TeamDropFlag(e); +}; + +void() TeamCaptureFlagTouch = +{ + local entity p, oself; + + if (other.classname != "player") + return; + if (other.health <= 0) + return; + + if (other.team != other.lastteam) + return; // something is fishy, somebody is playing with colors + + if (self.lastteam == other.lastteam) { + // same team, if the flag is *not* at the base, return + // it to base. we overload the 'cnt' field for this + if (self.cnt == FLAG_AT_BASE) { + // the flag is at home base. if the player has the enemy + // flag, he's just won! + + if (other.player_flag & ITEM_ENEMY_FLAG) { + if (other.team == TEAM_COLOR1) + bprint("$qc_ks_blue_captured", other.netname); // blue + else + bprint("$qc_ks_red_captured", other.netname); // red + LogMsg(other, "FLAG-CAPTURE"); + other.items = other.items - (other.items & (IT_KEY1 | IT_KEY2)); + + last_flag_capture = time; + last_capture_team = other.team; + + sound (other, CHAN_VOICE, "misc/flagcap.wav", 1, ATTN_NONE); + if (other.team == TEAM_COLOR1) { + teamscr1 += 1; + } else { + teamscr2 += 1; + } + + // other gets another 10 frag bonus + other.frags = other.frags + TEAM_CAPTURE_CAPTURE_BONUS; + + // Ok, let's do the player loop, hand out the bonuses + p = find(world, classname, "player"); + while (p != world) { + self = p; + self.killed = 0; + if (self.lastteam == other.lastteam && self != other) + self.frags = self.frags + TEAM_CAPTURE_TEAM_BONUS; + if (self.lastteam != other.lastteam) { + // *XXX* EXPERT CTF + // reset the last_hurt_carrier variable in all enemy players, so that you don't get + // bonuses for defending the flag carrier if the flag carrier has already + // completed a capture + self.last_hurt_carrier = -5; + } else if (self.lastteam == other.lastteam) { + // done to all players on the capturing team + // *XXX* EXPERT CTF + + // award extra points for capture assists + if (self.last_returned_flag + TEAM_CAPTURE_RETURN_FLAG_ASSIST_TIMEOUT > time) { + bprint("$qc_ks_assist", self.netname); + self.frags = self.frags + TEAM_CAPTURE_RETURN_FLAG_ASSIST_BONUS; + } + if (self.last_fragged_carrier + TEAM_CAPTURE_FRAG_CARRIER_ASSIST_TIMEOUT > time) { + bprint("$qc_ks_assist_carrier", self.netname); + self.frags = self.frags + TEAM_CAPTURE_FRAG_CARRIER_ASSIST_BONUS; + } + } + self.player_flag = self.player_flag - (self.player_flag & ITEM_ENEMY_FLAG); + + p = find(p, classname, "player"); + } + + + p = find(world, classname, "player"); + while (p != world) { + if ((p.lastteam == TEAM_COLOR1 && other.lastteam == TEAM_COLOR2) || + (p.lastteam == TEAM_COLOR2 && other.lastteam == TEAM_COLOR1)) + centerprint(p, "$qc_ctf_your_captured"); + else if (p.lastteam == other.lastteam) + centerprint(p, "$qc_ctf_team_captured"); + p = find(p, classname, "player"); + } + // respawn flags + TeamCaptureRegenFlags(); + SendCTFScoresUpdateAll(); + return; + } + + return; // its at home base already + } + // hey, its not home. return it by teleporting it back + if (other.team == TEAM_COLOR1) + bprint("$qc_ks_red_returned", other.netname); // red + else + bprint("$qc_ks_blue_returned", other.netname); // blue + LogMsg(other, "FLAG-RECOVERY"); + other.frags = other.frags + TEAM_CAPTURE_RECOVERY_BONUS; + // *XXX* EXPERT CTF set time when player last returned his flag + other.last_returned_flag = time; + sound (other, CHAN_ITEM, self.noise1, 1, ATTN_NORM); + TeamCaptureReturnFlag(self); + SendCTFScoresUpdateAll(); + return; + } + + // hey, its not our flag, pick it up + if (other.team == TEAM_COLOR1) + bprint("$qc_ks_blue_picked_up", other.netname); // blue + else + bprint("$qc_ks_blue_picked_up", other.netname); // red + LogMsg(other, "FLAG-PICKUP"); + if (TEAM_CAPTURE_FLAG_BONUS) + other.frags = other.frags + TEAM_CAPTURE_FLAG_BONUS; + centerprint(other, "$qc_ctf_have_flag"); + sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM); + + other.player_flag = other.player_flag + ITEM_ENEMY_FLAG; + other.items = other.items | self.items; + + // *XXX* EXPERT CTF set the time at which the carrier picked up the flag + other.flag_since = time; + + // pick up the flag + self.cnt = FLAG_CARRIED; + self.movetype = MOVETYPE_NOCLIP; + self.solid = SOLID_NOT; + self.owner = other; + + p = find(world, classname, "player"); + while (p != world) { + if (p != other) { + if ((p.team == TEAM_COLOR1 && other.team == TEAM_COLOR2) || + (p.team == TEAM_COLOR2 && other.team == TEAM_COLOR1)) + centerprint(p, "$qc_ctf_your_taken"); + else if (p.team == other.team) + centerprint(p, "$qc_ctf_your_has"); + } + p = find(p, classname, "player"); + } + + SendCTFScoresUpdateAll(); +}; + +void() TeamCaptureFlagThink = +{ + local entity e; + local vector v; + local float f; + local string s; + + self.nextthink = time + 0.1; + + if (self.cnt == FLAG_AT_BASE) + return; // just sitting around waiting to be picked up + + if (self.cnt == FLAG_DROPPED) { + if (time - self.super_time > TEAM_CAPTURE_FLAG_RETURN_TIME) + TeamCaptureReturnFlag(self); + SendCTFScoresUpdateAll(); + return; + } + + if (self.cnt != FLAG_CARRIED) + objerror("Flag in invalid state\n"); + + e = self.owner; + if ((e.classname != "player") || (e.deadflag) || + (!(e.player_flag & ITEM_ENEMY_FLAG))) { + TeamDropFlag(self); + return; + } + makevectors (e.angles); + v = v_forward; +//dprint("fwd: "); +//s = vtos(v); +//dprint(s); +//dprint("\n"); +// if (v_z < 0) { +// v_z = (-1)*v_z; +// v = v + v * 1.2 * v_z; +// } +//dprint("adj: "); +//s = vtos(v); +//dprint(s); +//dprint("\n"); + v_z = (-1) * v_z; // reverse z component + + f = 14; + if (self.owner.frame >= 29 && self.owner.frame <= 40) { + if (self.owner.frame >= 29 && self.owner.frame <= 34) { //axpain + if (self.owner.frame == 29) f = f + 2; + else if (self.owner.frame == 30) f = f + 8; + else if (self.owner.frame == 31) f = f + 12; + else if (self.owner.frame == 32) f = f + 11; + else if (self.owner.frame == 33) f = f + 10; + else if (self.owner.frame == 34) f = f + 4; + } else if (self.owner.frame >= 35 && self.owner.frame <= 40) { // pain + if (self.owner.frame == 35) f = f + 2; + else if (self.owner.frame == 36) f = f + 10; + else if (self.owner.frame == 37) f = f + 10; + else if (self.owner.frame == 38) f = f + 8; + else if (self.owner.frame == 39) f = f + 4; + else if (self.owner.frame == 40) f = f + 2; + } + } else if (self.owner.frame >= 103 && self.owner.frame <= 118) { + if (self.owner.frame >= 103 && self.owner.frame <= 104) f = f + 6; //nailattack + else if (self.owner.frame >= 105 && self.owner.frame <= 106) f = f + 6; //light + else if (self.owner.frame >= 107 && self.owner.frame <= 112) f = f + 7; //rocketattack + else if (self.owner.frame >= 112 && self.owner.frame <= 118) f = f + 7; //shotattack + } + self.origin = e.origin + '0 0 -16' - f*v + v_right * 22; + self.angles = e.angles + '0 0 -45'; + setorigin (self, self.origin); + self.nextthink = time + 0.01; +}; + +// self is player +entity() TeamCaptureSpawn = +{ + if (self.team == TEAM_COLOR1) { + team1_lastspawn = find(team1_lastspawn, classname, "info_player_team1"); + if (team1_lastspawn == world) + team1_lastspawn = find(team1_lastspawn, classname, "info_player_team1"); + return team1_lastspawn; + } else if (self.team == TEAM_COLOR2) { + team2_lastspawn = find(team2_lastspawn, classname, "info_player_team2"); + if (team2_lastspawn == world) + team2_lastspawn = find(team2_lastspawn, classname, "info_player_team2"); + return team2_lastspawn; + } + return world; +}; + +///////////////////////////////////////////////////////////////////////// + +$cd id1/models/flag +$base base +$skin skin + +void() place_flag = { + self.mdl = self.model; // so it can be restored on respawn + self.flags = FL_ITEM | FL_OBJECTIVE; // make extra wide + self.solid = SOLID_TRIGGER; + self.movetype = MOVETYPE_TOSS; + self.velocity = '0 0 0'; + self.origin_z = self.origin_z + 6; + self.think = TeamCaptureFlagThink; + self.touch = TeamCaptureFlagTouch; + self.nextthink = time + 0.1; + self.cnt = FLAG_AT_BASE; + self.mangle = self.angles; + self.effects = self.effects | EF_DIMLIGHT; + if (!droptofloor()) { + dprint ("Flag fell out of level at "); + dprint (vtos(self.origin)); + dprint ("\n"); + remove(self); + return; + } + self.oldorigin = self.origin; // save for flag return +}; + +// ZOID Capture the flag +void() item_flag_team1 = +{ + self.team = TEAM_COLOR1; + self.lastteam = TEAM_COLOR1; + self.items = IT_KEY2; + precache_model ("progs/flag.mdl"); + setmodel (self, "progs/flag.mdl"); + self.skin = 0; + precache_sound ("misc/flagtk.wav"); // flag taken + precache_sound ("misc/flagcap.wav"); // flag capture + precache_sound ("doors/runetry.wav"); + self.noise = "misc/flagtk.wav"; + self.noise1 = "doors/runetry.wav"; + self.effects = EF_PENTALIGHT; + setsize(self, '-16 -16 0', '16 16 74'); + self.nextthink = time + 0.2; // items start after other solids + self.think = place_flag; +}; + +void() item_flag_team2 = +{ + self.team = TEAM_COLOR2; + self.lastteam = TEAM_COLOR2; + self.items = IT_KEY1; + precache_model ("progs/flag.mdl"); + setmodel (self, "progs/flag.mdl"); + self.skin = 1; + precache_sound ("misc/flagtk.wav"); // flag taken + precache_sound ("misc/flagcap.wav"); // flag capture + precache_sound ("doors/runetry.wav"); + self.noise = "misc/flagtk.wav"; + self.noise1 = "doors/runetry.wav"; + self.effects = EF_QUADLIGHT; + setsize(self, '-16 -16 0', '16 16 74'); +// make it glow + self.nextthink = time + 0.2; // items start after other solids + self.think = place_flag; +}; + + +/*QUAKED func_ctf_wall (0 .5 .8) ? +This is just a solid wall if not inhibitted +Only appears in CTF teamplay +*/ +void() func_ctf_wall = +{ + self.angles = '0 0 0'; + self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything + self.solid = SOLID_BSP; + setmodel (self, self.model); +}; + diff --git a/quakec_ctf/triggers.qc b/quakec_ctf/triggers.qc new file mode 100644 index 0000000..553c951 --- /dev/null +++ b/quakec_ctf/triggers.qc @@ -0,0 +1,686 @@ +/* Copyright (C) 1996-2022 id Software LLC + + This program is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + + See file, 'COPYING', for details. +*/ + +entity s; + + +void() trigger_reactivate = +{ + self.solid = SOLID_TRIGGER; +}; + +//============================================================================= + +float SPAWNFLAG_NOMESSAGE = 1; +float SPAWNFLAG_NOTOUCH = 1; + +// the wait time has passed, so set back up for another activation +void() multi_wait = +{ + if (self.max_health) + { + self.health = self.max_health; + self.takedamage = DAMAGE_YES; + self.solid = SOLID_BBOX; + } +}; + + +// the trigger was just touched/killed/used +// self.enemy should be set to the activator so it can be held through a delay +// so wait for the delay time before firing +void() multi_trigger = +{ + if (self.nextthink > time) + { + return; // allready been triggered + } + + if (self.classname == "trigger_secret") + { + if (self.enemy.classname != "player") + return; + found_secrets = found_secrets + 1; + WriteByte (MSG_ALL, SVC_FOUNDSECRET); + } + + if (self.noise != string_null) + sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM); + +// don't trigger again until reset + self.takedamage = DAMAGE_NO; + + activator = self.enemy; + + SUB_UseTargets(); + + if (self.wait > 0) + { + self.think = multi_wait; + self.nextthink = time + self.wait; + } + else + { // we can't just remove (self) here, because this is a touch function + // called wheil C code is looping through area links... + self.touch = SUB_Null; + self.nextthink = time + 0.1; + self.think = SUB_Remove; + } +}; + +void() multi_killed = +{ + self.enemy = damage_attacker; + multi_trigger(); +}; + +void() multi_use = +{ + self.enemy = activator; + multi_trigger(); +}; + +void() multi_touch = +{ + if (other.classname != "player") + return; + + // if the trigger has an angles field, check player's facing direction + if (self.movedir != '0 0 0') + { + makevectors(other.angles); + if (v_forward * self.movedir < 0) + return; // not facing the right way + } + + self.enemy = other; + multi_trigger (); +}; + +/*QUAKED trigger_multiple (.5 .5 .5) ? notouch +Variable sized repeatable trigger. Must be targeted at one or more entities. If "health" is set, the trigger must be killed to activate each time. +If "delay" is set, the trigger waits some time after activating before firing. +"wait" : Seconds between triggerings. (.2 default) +If notouch is set, the trigger is only fired by other entities, not by touching. +NOTOUCH has been obsoleted by trigger_relay! +sounds +1) secret +2) beep beep +3) large switch +4) +set "message" to text string +*/ +void() trigger_multiple = +{ + if (self.sounds == 1) + { + precache_sound ("misc/secret.wav"); + self.noise = "misc/secret.wav"; + } + else if (self.sounds == 2) + { + precache_sound ("misc/talk.wav"); + self.noise = "misc/talk.wav"; + } + else if (self.sounds == 3) + { + precache_sound ("misc/trigger1.wav"); + self.noise = "misc/trigger1.wav"; + } + + if (!self.wait) + self.wait = 0.2; + + self.use = multi_use; + + InitTrigger (); + + if (self.health) + { + if (self.spawnflags & SPAWNFLAG_NOTOUCH) + objerror ("health and notouch don't make sense\n"); + + self.max_health = self.health; + self.th_die = multi_killed; + self.takedamage = DAMAGE_YES; + self.solid = SOLID_BBOX; + setorigin (self, self.origin); // make sure it links into the world + } + else + { + if ( !(self.spawnflags & SPAWNFLAG_NOTOUCH) ) + { + self.touch = multi_touch; + } + } +}; + + +/*QUAKED trigger_once (.5 .5 .5) ? notouch +Variable sized trigger. Triggers once, then removes itself. You must set the key "target" to the name of another object in the level that has a matching +"targetname". If "health" is set, the trigger must be killed to activate. +If notouch is set, the trigger is only fired by other entities, not by touching. +if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired. +if "angle" is set, the trigger will only fire when someone is facing the direction of the angle. Use "360" for an angle of 0. +sounds +1) secret +2) beep beep +3) large switch +4) +set "message" to text string +*/ +void() trigger_once = +{ + self.wait = -1; + trigger_multiple(); +}; + +//============================================================================= + +/*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8) +This fixed size trigger cannot be touched, it can only be fired by other events. It can contain killtargets, targets, delays, and messages. +*/ +void() trigger_relay = +{ + self.use = SUB_UseTargets; +}; + + +//============================================================================= + +/*QUAKED trigger_secret (.5 .5 .5) ? +secret counter trigger +sounds +1) secret +2) beep beep +3) +4) +set "message" to text string +*/ +void() trigger_secret = +{ + total_secrets = total_secrets + 1; + self.wait = -1; + + if (!self.message) + self.message = "$qc_found_secret"; + + if (!self.sounds) + self.sounds = 1; + + if (self.sounds == 1) + { + precache_sound ("misc/secret.wav"); + self.noise = "misc/secret.wav"; + } + else if (self.sounds == 2) + { + precache_sound ("misc/talk.wav"); + self.noise = "misc/talk.wav"; + } + + trigger_multiple (); +}; + +//============================================================================= + + +void() counter_use = +{ + self.count = self.count - 1; + + if (self.count < 0) + return; + + if (self.count != 0) + { + if (activator.classname == "player" && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0) + { + if (self.count >= 4) + centerprint (activator, "$qc_more_go"); + else if (self.count == 3) + centerprint (activator, "$qc_three_more"); + else if (self.count == 2) + centerprint (activator, "$qc_two_more"); + else + centerprint (activator, "$qc_one_more"); + } + + return; + } + + if (activator.classname == "player" && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0) + centerprint(activator, "$qc_sequence_completed"); + + self.enemy = activator; + multi_trigger (); +}; + +/*QUAKED trigger_counter (.5 .5 .5) ? nomessage +Acts as an intermediary for an action that takes multiple inputs. + +If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished. + +After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself. +*/ +void() trigger_counter = +{ + self.wait = -1; + + if (!self.count) + self.count = 2; + + self.use = counter_use; +}; + + +/* +============================================================================== + +TELEPORT TRIGGERS + +============================================================================== +*/ + +float PLAYER_ONLY = 1; +float SILENT = 2; + +void() play_teleport = +{ + local float v; + local string tmpstr; + + v = random() * 5; + + if (v < 1) + tmpstr = "misc/r_tele1.wav"; + else if (v < 2) + tmpstr = "misc/r_tele2.wav"; + else if (v < 3) + tmpstr = "misc/r_tele3.wav"; + else if (v < 4) + tmpstr = "misc/r_tele4.wav"; + else + tmpstr = "misc/r_tele5.wav"; + + sound (self, CHAN_VOICE, tmpstr, 1, ATTN_NORM); + remove (self); +}; + +void(vector org) spawn_tfog = +{ + s = spawn (); + s.origin = org; + s.nextthink = time + 0.2; + s.think = play_teleport; + + WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); + WriteByte (MSG_BROADCAST, TE_TELEPORT); + WriteCoord (MSG_BROADCAST, org_x); + WriteCoord (MSG_BROADCAST, org_y); + WriteCoord (MSG_BROADCAST, org_z); +}; + + +void() tdeath_touch = +{ + if (other == self.owner) + return; + +// frag anyone who teleports in on top of an invincible player + if (other.classname == "player") + { + if (other.invincible_finished > time) + self.classname = "teledeath2"; + + if (self.owner.classname != "player") + { // other monsters explode themselves + T_Damage (self.owner, self, self, 50000); + return; + } + + } + + if (other.health) + { + T_Damage (other, self, self, 50000); + } +}; + + +void(vector org, entity death_owner) spawn_tdeath = +{ + local entity death; + + death = spawn(); + death.classname = "teledeath"; + death.movetype = MOVETYPE_NONE; + death.solid = SOLID_TRIGGER; + death.angles = '0 0 0'; + setsize (death, death_owner.mins - '1 1 1', death_owner.maxs + '1 1 1'); + setorigin (death, org); + death.touch = tdeath_touch; + death.nextthink = time + 0.2; + death.think = SUB_Remove; + death.owner = death_owner; + + force_retouch = 2; // make sure even still objects get hit +}; + +void() teleport_touch = +{ + local entity t; + local vector org; + + if (self.targetname != string_null) + { + if (self.nextthink < time) + { + return; // not fired yet + } + } + + if (self.spawnflags & PLAYER_ONLY) + { + if (other.classname != "player") + return; + } + + // only teleport living creatures + if (other.health <= 0 || other.solid != SOLID_SLIDEBOX) + return; + + SUB_UseTargets (); + + // put a tfog where the player was + spawn_tfog (other.origin); + + t = find (world, targetname, self.target); + + if (!t) + objerror ("couldn't find target"); + + // spawn a tfog flash in front of the destination + makevectors (t.mangle); + org = t.origin + 32 * v_forward; + + spawn_tfog (org); + spawn_tdeath(t.origin, other); + + // move the player and lock him down for a little while + if (!other.health) + { + other.origin = t.origin; + other.velocity = (v_forward * other.velocity_x) + (v_forward * other.velocity_y); + return; + } + + setorigin (other, t.origin); + other.angles = t.mangle; + + if (other.classname == "player") + { + other.fixangle = 1; // turn this way immediately + other.teleport_time = time + 0.7; + + if (other.flags & FL_ONGROUND) + other.flags = other.flags - FL_ONGROUND; + + other.velocity = v_forward * 300; + } + + other.flags = other.flags - other.flags & FL_ONGROUND; +}; + +/*QUAKED info_teleport_destination (.5 .5 .5) (-8 -8 -8) (8 8 32) +This is the destination marker for a teleporter. It should have a "targetname" field with the same value as a teleporter's "target" field. +*/ +void() info_teleport_destination = +{ + // this does nothing, just serves as a target spot + self.mangle = self.angles; + self.angles = '0 0 0'; + self.model = string_null; + self.origin = self.origin + '0 0 27'; + + if (!self.targetname) + objerror ("no targetname"); +}; + +void() teleport_use = +{ + self.nextthink = time + 0.2; + force_retouch = 2; // make sure even still objects get hit + self.think = SUB_Null; +}; + +/*QUAKED trigger_teleport (.5 .5 .5) ? PLAYER_ONLY SILENT +Any object touching this will be transported to the corresponding info_teleport_destination entity. You must set the "target" field, and create an object with a "targetname" field that matches. + +If the trigger_teleport has a targetname, it will only teleport entities when it has been fired. +*/ +void() trigger_teleport = +{ + local vector o; + + InitTrigger (); + self.touch = teleport_touch; + + // find the destination + if (!self.target) + objerror ("no target"); + self.use = teleport_use; + + self.netname = "trigger_teleport"; // lets us ID the entity in C code... + + if (!(self.spawnflags & SILENT)) + { + precache_sound ("ambience/hum1.wav"); + o = (self.mins + self.maxs)*0.5; + ambientsound (o, "ambience/hum1.wav",0.5 , ATTN_STATIC); + } +}; + +/* +============================================================================== + +trigger_setskill + +============================================================================== +*/ + +void() trigger_skill_touch = +{ + if (other.classname != "player") + return; + + cvar_set ("skill", self.message); +}; + +/*QUAKED trigger_setskill (.5 .5 .5) ? +sets skill level to the value of "message". +Only used on start map. +*/ +void() trigger_setskill = +{ + InitTrigger (); + self.touch = trigger_skill_touch; +}; + + +/* +============================================================================== + +ONLY REGISTERED TRIGGERS + +============================================================================== +*/ + +void() trigger_onlyregistered_touch = +{ + if (other.classname != "player") + return; + + if (self.attack_finished > time) + return; + + self.attack_finished = time + 2; + + if (cvar("registered")) + { + self.message = string_null; + SUB_UseTargets (); + remove (self); + } + else + { + if (self.message != string_null) + { + centerprint (other, self.message); + sound (other, CHAN_BODY, "misc/talk.wav", 1, ATTN_NORM); + } + } +}; + +/*QUAKED trigger_onlyregistered (.5 .5 .5) ? +Only fires if playing the registered version, otherwise prints the message +*/ +void() trigger_onlyregistered = +{ + precache_sound ("misc/talk.wav"); + InitTrigger (); + self.touch = trigger_onlyregistered_touch; +}; + +//============================================================================ + +void() hurt_on = +{ + self.solid = SOLID_TRIGGER; + self.nextthink = -1; +}; + +void() hurt_touch = +{ + if (other.takedamage) + { + self.solid = SOLID_NOT; + T_Damage (other, self, self, self.dmg); + self.think = hurt_on; + self.nextthink = time + 1; + } + + return; +}; + +/*QUAKED trigger_hurt (.5 .5 .5) ? +Any object touching this will be hurt +set dmg to damage amount +defalt dmg = 5 +*/ +void() trigger_hurt = +{ + InitTrigger (); + self.touch = hurt_touch; + + if (!self.dmg) + self.dmg = 5; +}; + +//============================================================================ + +float PUSH_ONCE = 1; + +void() trigger_push_touch = +{ + if (other.classname == "grenade") + other.velocity = self.speed * self.movedir * 10; + else if (other.health > 0) + { + other.velocity = self.speed * self.movedir * 10; + + if (other.classname == "player") + { + if (other.fly_sound < time) + { + other.fly_sound = time + 1.5; + sound (other, CHAN_AUTO, "ambience/windfly.wav", 1, ATTN_NORM); + } + } + } + + if (self.spawnflags & PUSH_ONCE) + remove(self); +}; + + +/*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE +Pushes the player +*/ +void() trigger_push = +{ + InitTrigger (); + precache_sound ("ambience/windfly.wav"); + self.touch = trigger_push_touch; + + self.netname = "trigger_push"; // lets us ID the entity in C code... + + if (!self.speed) + self.speed = 1000; +}; + +//============================================================================ + +void() trigger_monsterjump_touch = +{ + if ( other.flags & (FL_MONSTER | FL_FLY | FL_SWIM) != FL_MONSTER ) + return; + + // set XY even if not on ground, so the jump will clear lips + other.velocity_x = self.movedir_x * self.speed; + other.velocity_y = self.movedir_y * self.speed; + + if ( !(other.flags & FL_ONGROUND) ) + return; + + other.flags = other.flags - FL_ONGROUND; + + other.velocity_z = self.height; +}; + +/*QUAKED trigger_monsterjump (.5 .5 .5) ? +Walking monsters that touch this will jump in the direction of the trigger's angle +"speed" default to 200, the speed thrown forward +"height" default to 200, the speed thrown upwards +*/ +void() trigger_monsterjump = +{ + if (!self.speed) + self.speed = 200; + + if (!self.height) + self.height = 200; + + if (self.angles == '0 0 0') + self.angles = '0 360 0'; + + InitTrigger (); + self.touch = trigger_monsterjump_touch; +}; + diff --git a/quakec_ctf/weapons.qc b/quakec_ctf/weapons.qc new file mode 100644 index 0000000..b75898c --- /dev/null +++ b/quakec_ctf/weapons.qc @@ -0,0 +1,1543 @@ +/* Copyright (C) 1996-2022 id Software LLC + + This program is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + + See file, 'COPYING', for details. +*/ + +void (entity targ, entity inflictor, entity attacker, float damage) T_Damage; +void () player_run; +void(entity bomb, entity attacker, float rad, entity ignore) T_RadiusDamage; +void(vector org, vector vel, float damage) SpawnBlood; +void() SuperDamageSound; +void() HasteSound; + +// called by worldspawn +void() W_Precache = +{ + precache_sound ("hknight/hit.wav"); // flamethrower + + precache_sound ("weapons/r_exp3.wav"); // new rocket explosion + precache_sound ("weapons/rocket1i.wav"); // spike gun + precache_sound ("weapons/sgun1.wav"); + precache_sound ("weapons/guncock.wav"); // player shotgun + precache_sound ("weapons/ric1.wav"); // ricochet (used in c code) + precache_sound ("weapons/ric2.wav"); // ricochet (used in c code) + precache_sound ("weapons/ric3.wav"); // ricochet (used in c code) + precache_sound ("weapons/spike2.wav"); // super spikes + precache_sound ("weapons/tink1.wav"); // spikes tink (used in c code) + precache_sound ("weapons/grenade.wav"); // grenade launcher + precache_sound ("weapons/bounce.wav"); // grenade bounce + precache_sound ("weapons/shotgn2.wav"); // super shotgun + + precache_sound2 ("blob/land1.wav"); // chain go splorch! + precache_sound ("weapons/chain1.wav"); + // precache_sound ("weapons/chain2.wav"); + // precache_sound ("weapons/chain3.wav"); + // precache_sound ("weapons/bounce2.wav"); + + // ZOID: + // normally the weapon models are precached in the individual item + // creation routines. But since we've added impulse 21 we can drop + // weapons at any time. Must precache all weapon models. + precache_model ("progs/g_shot.mdl"); + precache_model ("progs/g_nail.mdl"); + precache_model ("progs/g_nail2.mdl"); + precache_model ("progs/g_rock.mdl"); + precache_model ("progs/g_rock2.mdl"); + precache_model ("progs/g_light.mdl"); +}; + +float() crandom = +{ + return 2*(random() - 0.5); +}; + +/* +================ +W_FireAxe +================ +*/ +void() W_FireAxe = +{ + local vector source; + local vector org; + + makevectors (self.v_angle); + source = self.origin + '0 0 16'; + traceline (source, source + v_forward*64, FALSE, self); + if (trace_fraction == 1.0) + return; + + org = trace_endpos - v_forward*4; + + if (trace_ent.takedamage) + { + trace_ent.axhitme = 1; + SpawnBlood (org, '0 0 0', 20); + T_Damage (trace_ent, self, self, 20); + } + else + { // hit wall + sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM); + //stuffcmd (self, "vibrate tactile/player/axhit2.bnvib"); + WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); + WriteByte (MSG_BROADCAST, TE_GUNSHOT); + WriteCoord (MSG_BROADCAST, org_x); + WriteCoord (MSG_BROADCAST, org_y); + WriteCoord (MSG_BROADCAST, org_z); + } +}; + + +//============================================================================ + + +vector() wall_velocity = +{ + local vector vel; + + vel = normalize (self.velocity); + vel = normalize(vel + v_up*(random()- 0.5) + v_right*(random()- 0.5)); + vel = vel + 2*trace_plane_normal; + vel = vel * 200; + + return vel; +}; + + +/* +================ +SpawnMeatSpray +================ +*/ +void(vector org, vector vel) SpawnMeatSpray = +{ + local entity missile; + + missile = spawn (); + missile.owner = self; + missile.movetype = MOVETYPE_BOUNCE; + missile.solid = SOLID_NOT; + + makevectorsfixed(self.angles); + + missile.velocity = vel; + missile.velocity_z = missile.velocity_z + 250 + 50*random(); + + missile.avelocity = '3000 1000 2000'; + + // set missile duration + missile.nextthink = time + 1; + missile.think = SUB_Remove; + + setmodel (missile, "progs/zom_gib.mdl"); + setsize (missile, '0 0 0', '0 0 0'); + setorigin (missile, org); +}; + +/* +================ +SpawnBlood +================ +*/ +void(vector org, vector vel, float damage) SpawnBlood = +{ + particle (org, vel*0.1, 73, damage*2); +}; + +/* +================ +spawn_touchblood +================ +*/ +void(float damage) spawn_touchblood = +{ + local vector vel; + + vel = wall_velocity () * 0.2; + SpawnBlood (self.origin + vel*0.01, vel, damage); +}; + + +/* +================ +SpawnChunk +================ +*/ +void(vector org, vector vel) SpawnChunk = +{ + particle (org, vel*0.02, 0, 10); +}; + +/* +============================================================================== + +MULTI-DAMAGE + +Collects multiple small damages into a single damage + +============================================================================== +*/ + +entity multi_ent; +float multi_damage; + +void() ClearMultiDamage = +{ + multi_ent = world; + multi_damage = 0; +}; + +void() ApplyMultiDamage = +{ + if (!multi_ent) + return; + + T_Damage (multi_ent, self, self, multi_damage); +}; + +void(entity hit, float damage) AddMultiDamage = +{ + if (!hit) + return; + + if (hit != multi_ent) + { + ApplyMultiDamage (); + multi_damage = damage; + multi_ent = hit; + } + else + multi_damage = multi_damage + damage; +}; + +/* +============================================================================== + +BULLETS + +============================================================================== +*/ + +/* +================ +TraceAttack +================ +*/ +void(float damage, vector dir) TraceAttack = +{ + local vector vel, org; + + vel = normalize(dir + v_up*crandom() + v_right*crandom()); + vel = vel + 2*trace_plane_normal; + vel = vel * 200; + + org = trace_endpos - dir*4; + + if (trace_ent.takedamage) + { + SpawnBlood (org, vel*0.2, damage); + AddMultiDamage (trace_ent, damage); + } + else + { + WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); + WriteByte (MSG_BROADCAST, TE_GUNSHOT); + WriteCoord (MSG_BROADCAST, org_x); + WriteCoord (MSG_BROADCAST, org_y); + WriteCoord (MSG_BROADCAST, org_z); + } +}; + +/* +================ +FireBullets + +Used by shotgun, super shotgun, and enemy soldier firing +Go to the trouble of combining multiple pellets into a single damage call. +================ +*/ +void(float shotcount, vector dir, vector spread) FireBullets = +{ + local vector direction; + local vector src; + + makevectors(self.v_angle); + + src = self.origin + v_forward*10; + src_z = self.absmin_z + self.size_z * 0.7; + + ClearMultiDamage (); + while (shotcount > 0) + { + direction = dir + crandom()*spread_x*v_right + crandom()*spread_y*v_up; + + traceline (src, src + direction*2048, FALSE, self); + if (trace_fraction != 1.0) + TraceAttack (4, direction); + + shotcount = shotcount - 1; + } + ApplyMultiDamage (); +}; + +/* +================ +W_FireShotgun +================ +*/ +void() W_FireShotgun = +{ + local vector dir; + + sound (self, CHAN_WEAPON, "weapons/guncock.wav", 1, ATTN_NORM); + //stuffcmd (self, "vibrate tactile/weapons/guncock.bnvib"); + + self.punchangle_x = -2; + + self.currentammo = self.ammo_shells = self.ammo_shells - 1; + dir = aim (self, 100000); + FireBullets (6, dir, '0.04 0.04 0'); +}; + + +/* +================ +W_FireSuperShotgun +================ +*/ +void() W_FireSuperShotgun = +{ + local vector dir; + + if (self.currentammo == 1) + { + W_FireShotgun (); + return; + } + + sound (self ,CHAN_WEAPON, "weapons/shotgn2.wav", 1, ATTN_NORM); + //stuffcmd (self, "vibrate tactile/weapons/shotgn2.bnvib"); + + self.punchangle_x = -4; + + self.currentammo = self.ammo_shells = self.ammo_shells - 2; + dir = aim (self, 100000); + FireBullets (14, dir, '0.14 0.08 0'); +}; + + +/* +============================================================================== + +ROCKETS + +============================================================================== +*/ + +void() s_explode1 = [0, s_explode2] {}; +void() s_explode2 = [1, s_explode3] {}; +void() s_explode3 = [2, s_explode4] {}; +void() s_explode4 = [3, s_explode5] {}; +void() s_explode5 = [4, s_explode6] {}; +void() s_explode6 = [5, SUB_Remove] {}; + +void() BecomeExplosion = +{ + self.movetype = MOVETYPE_NONE; + self.velocity = '0 0 0'; + self.touch = SUB_Null; + setmodel (self, "progs/s_explod.spr"); + self.solid = SOLID_NOT; + s_explode1 (); +}; + +void() T_MissileTouch = +{ + local float damg; + + if (other == self.owner) + return; // don't explode on owner + + if (pointcontents(self.origin) == CONTENT_SKY) + { + remove(self); + return; + } + + damg = 100 + random()*20; + + if (other.health) + { + if (other.classname == "monster_shambler") + damg = damg * 0.5; // mostly immune + T_Damage (other, self, self.owner, damg ); + } + + // don't do radius damage to the other, because all the damage + // was done in the impact + T_RadiusDamage (self, self.owner, 120, other); + + self.origin = self.origin - 8*normalize(self.velocity); + + WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); + WriteByte (MSG_BROADCAST, TE_EXPLOSION); + WriteCoord (MSG_BROADCAST, self.origin_x); + WriteCoord (MSG_BROADCAST, self.origin_y); + WriteCoord (MSG_BROADCAST, self.origin_z); + + BecomeExplosion (); +}; + + + +/* +================ +W_FireRocket +================ +*/ +void() W_FireRocket = +{ + local entity missile; + + self.currentammo = self.ammo_rockets = self.ammo_rockets - 1; + + sound (self, CHAN_WEAPON, "weapons/sgun1.wav", 1, ATTN_NORM); + //stuffcmd (self, "vibrate tactile/weapons/sgun1.bnvib"); + + self.punchangle_x = -2; + + missile = spawn (); + missile.owner = self; + missile.movetype = MOVETYPE_FLYMISSILE; + missile.solid = SOLID_BBOX; + missile.classname = "missile"; + + // set missile speed + makevectors (self.v_angle); + missile.velocity = aim(self, 1000); + missile.velocity = missile.velocity * 1000; + missile.angles = vectoangles(missile.velocity); + + missile.touch = T_MissileTouch; + + // set missile duration + missile.nextthink = time + 5; + missile.think = SUB_Remove; + + setmodel (missile, "progs/missile.mdl"); + setsize (missile, '0 0 0', '0 0 0'); + setorigin (missile, self.origin + v_forward*8 + '0 0 16'); +}; + +/* +=============================================================================== + +LIGHTNING + +=============================================================================== +*/ + +/* +================= +LightningDamage +================= +*/ +void(vector p1, vector p2, entity from, float damage) LightningDamage = +{ + local entity e1, e2; + local vector f; + + f = p2 - p1; + normalize (f); + f_x = 0 - f_y; + f_y = f_x; + f_z = 0; + f = f*16; + + e1 = e2 = world; + + traceline (p1, p2, FALSE, self); + if (trace_ent.takedamage) + { + particle (trace_endpos, '0 0 100', 225, damage*4); + T_Damage (trace_ent, from, from, damage); + if (self.classname == "player") + { + if (other.classname == "player") + trace_ent.velocity_z = trace_ent.velocity_z + 400; + } + } + + e1 = trace_ent; + + traceline (p1 + f, p2 + f, FALSE, self); + if (trace_ent != e1 && trace_ent.takedamage) + { + particle (trace_endpos, '0 0 100', 225, damage*4); + T_Damage (trace_ent, from, from, damage); + } + + e2 = trace_ent; + + traceline (p1 - f, p2 - f, FALSE, self); + if (trace_ent != e1 && trace_ent != e2 && trace_ent.takedamage) + { + particle (trace_endpos, '0 0 100', 225, damage*4); + T_Damage (trace_ent, from, from, damage); + } +}; + + +void() W_FireLightning = +{ + local vector org; + local float cells; + + if (self.ammo_cells < 1) + { + self.weapon = W_BestWeapon (); + W_SetCurrentAmmo (); + return; + } + + // explode if under water + if (self.waterlevel > 1) + { + cells = self.ammo_cells; + self.ammo_cells = 0; + W_SetCurrentAmmo (); + T_RadiusDamage (self, self, 35*cells, world); + return; + } + + if (self.t_width < time) + { + sound (self, CHAN_WEAPON, "weapons/lhit.wav", 1, ATTN_NORM); + //stuffcmd (self, "vibrate tactile/weapons/lhit.bnvib"); + self.t_width = time + 0.6; + } + + self.punchangle_x = -2; + self.currentammo = self.ammo_cells = self.ammo_cells - 1; + org = self.origin + '0 0 16'; + + traceline (org, org + v_forward*600, TRUE, self); + + WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); + WriteByte (MSG_BROADCAST, TE_LIGHTNING2); + WriteEntity (MSG_BROADCAST, self); + WriteCoord (MSG_BROADCAST, org_x); + WriteCoord (MSG_BROADCAST, org_y); + WriteCoord (MSG_BROADCAST, org_z); + WriteCoord (MSG_BROADCAST, trace_endpos_x); + WriteCoord (MSG_BROADCAST, trace_endpos_y); + WriteCoord (MSG_BROADCAST, trace_endpos_z); + + LightningDamage (self.origin, trace_endpos + v_forward*4, self, 30); +}; + + +//============================================================================= + + +void() GrenadeExplode = +{ + T_RadiusDamage (self, self.owner, 120, world); + + WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); + WriteByte (MSG_BROADCAST, TE_EXPLOSION); + WriteCoord (MSG_BROADCAST, self.origin_x); + WriteCoord (MSG_BROADCAST, self.origin_y); + WriteCoord (MSG_BROADCAST, self.origin_z); + + BecomeExplosion (); +}; + +void() GrenadeTouch = +{ + if (other == self.owner) + return; // don't explode on owner + if (other.takedamage == DAMAGE_AIM) + { + GrenadeExplode(); + return; + } + + sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM); // bounce sound + + if (self.velocity == '0 0 0') + self.avelocity = '0 0 0'; +}; + +/* +================ +W_FireGrenade +================ +*/ +void() W_FireGrenade = +{ + local entity missile; + + self.currentammo = self.ammo_rockets = self.ammo_rockets - 1; + + sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM); + //stuffcmd (self, "vibrate tactile/weapons/grenade.bnvib"); + + self.punchangle_x = -2; + + missile = spawn (); + missile.owner = self; + missile.movetype = MOVETYPE_BOUNCE; + missile.solid = SOLID_BBOX; + missile.classname = "grenade"; + +// set missile speed + + makevectors (self.v_angle); + + if (self.v_angle_x) + missile.velocity = v_forward*600 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10; + else + { + missile.velocity = aim(self, 10000); + missile.velocity = missile.velocity * 600; + missile.velocity_z = 200; + } + + missile.avelocity = '300 300 300'; + + missile.angles = vectoangles(missile.velocity); + + missile.touch = GrenadeTouch; + + // set missile duration + missile.nextthink = time + 2.5; + missile.think = GrenadeExplode; + + setmodel (missile, "progs/grenade.mdl"); + setsize (missile, '0 0 0', '0 0 0'); + setorigin (missile, self.origin); +}; + + +//============================================================================= + +void() spike_touch; +void() superspike_touch; + + +/* +=============== +launch_spike + +Used for both the player and the ogre +=============== +*/ +void(vector org, vector dir, float spd) launch_spike = +{ + newmis = spawn (); + newmis.owner = self; + newmis.movetype = MOVETYPE_FLYMISSILE; + newmis.solid = SOLID_BBOX; + + newmis.angles = vectoangles(dir); + + newmis.touch = spike_touch; + newmis.classname = "spike"; + newmis.think = SUB_Remove; + newmis.nextthink = time + 6; + setmodel (newmis, "progs/spike.mdl"); + setsize (newmis, VEC_ORIGIN, VEC_ORIGIN); + setorigin (newmis, org); + + newmis.velocity = dir * spd; +}; + +void() W_FireSuperSpikes = +{ + local vector dir; + + sound (self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM); + //stuffcmd (self, "vibrate tactile/weapons/spike2.bnvib"); + self.attack_finished = time + 0.2; + self.currentammo = self.ammo_nails = self.ammo_nails - 2; + dir = aim (self, 1000); + if (self.player_flag & ITEM_RUNE3_FLAG) { + HasteSound(); + launch_spike (self.origin + '0 0 16', dir, 2000); + } else + launch_spike (self.origin + '0 0 16', dir, 1000); + newmis.classname = "super_spike"; + newmis.touch = superspike_touch; + setmodel (newmis, "progs/s_spike.mdl"); + setsize (newmis, VEC_ORIGIN, VEC_ORIGIN); + self.punchangle_x = -2; +}; + +void(float ox) W_FireSpikes = +{ + local vector dir; + + makevectors (self.v_angle); + + if (self.ammo_nails >= 2 && self.weapon == IT_SUPER_NAILGUN) + { + W_FireSuperSpikes (); + return; + } + + if (self.ammo_nails < 1) + { + self.weapon = W_BestWeapon (); + W_SetCurrentAmmo (); + return; + } + + sound (self, CHAN_WEAPON, "weapons/rocket1i.wav", 1, ATTN_NORM); + //stuffcmd (self, "vibrate tactile/weapons/rocket1i.bnvib"); + self.attack_finished = time + 0.2; + self.currentammo = self.ammo_nails = self.ammo_nails - 1; + dir = aim (self, 1000); + if (self.player_flag & ITEM_RUNE3_FLAG) { + HasteSound(); + launch_spike (self.origin + '0 0 16' + v_right*ox, dir, 2000); + } else + launch_spike (self.origin + '0 0 16' + v_right*ox, dir, 1000); + + self.punchangle_x = -2; +}; + +void() spike_touch = +{ + if (other == self.owner) + return; + + if (other.solid == SOLID_TRIGGER) + return; // trigger field, do nothing + + if (pointcontents(self.origin) == CONTENT_SKY) + { + remove(self); + return; + } + + // hit something that bleeds + if (other.takedamage) + { + spawn_touchblood (9); + T_Damage (other, self, self.owner, 9); + } + + else + { + WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); + + if (self.classname == "wizard_spike") + WriteByte (MSG_BROADCAST, TE_WIZSPIKE); + + else if (self.classname == "knight_spike") + WriteByte (MSG_BROADCAST, TE_KNIGHTSPIKE); + else + WriteByte (MSG_BROADCAST, TE_SPIKE); + + WriteCoord (MSG_BROADCAST, self.origin_x); + WriteCoord (MSG_BROADCAST, self.origin_y); + WriteCoord (MSG_BROADCAST, self.origin_z); + } + + remove(self); + +}; + +void() superspike_touch = +{ + if (other == self.owner) + return; + + if (other.solid == SOLID_TRIGGER) + return; // trigger field, do nothing + + if (pointcontents(self.origin) == CONTENT_SKY) + { + remove(self); + return; + } + + // hit something that bleeds + if (other.takedamage) + { + spawn_touchblood (18); + T_Damage (other, self, self.owner, 18); + } + else + { + WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); + WriteByte (MSG_BROADCAST, TE_SUPERSPIKE); + WriteCoord (MSG_BROADCAST, self.origin_x); + WriteCoord (MSG_BROADCAST, self.origin_y); + WriteCoord (MSG_BROADCAST, self.origin_z); + } + + remove(self); + +}; + + +/* +=============================================================================== + +PLAYER WEAPON USE + +=============================================================================== +*/ + +void() W_SetCurrentAmmo = +{ + player_run (); // get out of any weapon firing states + self.weaponframe = 0; + + self.items = self.items - ( self.items & (IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS) ); + + if (self.weapon == IT_AXE) + { + self.currentammo = 0; + self.weaponmodel = "progs/v_axe.mdl"; + self.weaponframe = 0; + } + else if (self.weapon == IT_HOOK) + { + self.currentammo = 0; + self.weaponmodel = "progs/v_star.mdl"; + } + else if (self.weapon == IT_SHOTGUN) + { + self.currentammo = self.ammo_shells; + self.weaponmodel = "progs/v_shot.mdl"; + self.items = self.items | IT_SHELLS; + } + else if (self.weapon == IT_SUPER_SHOTGUN) + { + self.currentammo = self.ammo_shells; + self.weaponmodel = "progs/v_shot2.mdl"; + self.items = self.items | IT_SHELLS; + } + else if (self.weapon == IT_NAILGUN) + { + self.currentammo = self.ammo_nails; + self.weaponmodel = "progs/v_nail.mdl"; + self.items = self.items | IT_NAILS; + } + else if (self.weapon == IT_SUPER_NAILGUN) + { + self.currentammo = self.ammo_nails; + self.weaponmodel = "progs/v_nail2.mdl"; + self.items = self.items | IT_NAILS; + } + else if (self.weapon == IT_GRENADE_LAUNCHER) + { + self.currentammo = self.ammo_rockets; + self.weaponmodel = "progs/v_rock.mdl"; + self.items = self.items | IT_ROCKETS; + } + else if (self.weapon == IT_ROCKET_LAUNCHER) + { + self.currentammo = self.ammo_rockets; + self.weaponmodel = "progs/v_rock2.mdl"; + self.items = self.items | IT_ROCKETS; + } + else if (self.weapon == IT_LIGHTNING) + { + self.currentammo = self.ammo_cells; + self.weaponmodel = "progs/v_light.mdl"; + self.items = self.items | IT_CELLS; + } + else + { + self.currentammo = 0; + self.weaponmodel = string_null; + } +}; + +float() W_BestWeapon = +{ + local float it; + + it = self.items; + + if (self.waterlevel <= 1 && self.ammo_cells >= 1 && (it & IT_LIGHTNING) ) + return IT_LIGHTNING; + else if(self.ammo_nails >= 2 && (it & IT_SUPER_NAILGUN) ) + return IT_SUPER_NAILGUN; + else if(self.ammo_shells >= 2 && (it & IT_SUPER_SHOTGUN) ) + return IT_SUPER_SHOTGUN; + else if(self.ammo_nails >= 1 && (it & IT_NAILGUN) ) + return IT_NAILGUN; + else if(self.ammo_shells >= 1 && (it & IT_SHOTGUN) ) + return IT_SHOTGUN; + + return IT_AXE; +}; + +float(entity playerEnt, float old, float new) W_WantsToChangeWeapon = +{ + float playerFlags = CheckPlayerEXFlags(playerEnt); + if((playerFlags & PEF_CHANGENEVER) != 0) + { + return 0; + } + + if(((playerFlags & PEF_CHANGEONLYNEW) != 0) && old == new) + { + return 0; + } + + return 1; +}; + +float() W_HasNoAmmo = +{ + if (self.currentammo) + return FALSE; + + if (self.weapon == IT_AXE || self.weapon == IT_HOOK) + return FALSE; // doesnt need ammo + + self.weapon = W_BestWeapon (); + + W_SetCurrentAmmo (); + + // drop the weapon down + return TRUE; +}; + +/* +============ +W_Attack + +An attack impulse can be triggered now +============ +*/ +void() player_axe1; +void() player_axeb1; +void() player_axec1; +void() player_axed1; +void() player_shot1; +void() player_nail1; +void() player_light1; +void() player_rocket1; +void() player_chain1; +void() player_chain3; + +void() W_Attack = +{ + local float r; + + if ( W_HasNoAmmo() ) { + return; + } + + makevectors (self.v_angle); // calculate forward angle for velocity + self.show_hostile = time + 1; // wake monsters up + + + if (self.weapon == IT_AXE) + { + sound (self, CHAN_WEAPON, "weapons/ax1.wav", 1, ATTN_NORM); + //stuffcmd (self, "vibrate tactile/weapons/ax1.bnvib"); + r = random(); + if (r < 0.25) + player_axe1 (); + else if (r<0.5) + player_axeb1 (); + else if (r<0.75) + player_axec1 (); + else + player_axed1 (); + // RUNE: rune of hell magic + if (self.player_flag & ITEM_RUNE3_FLAG) { + self.attack_finished = time + 0.3; + HasteSound(); + } else + self.attack_finished = time + 0.5; + } + else if (self.weapon == IT_SHOTGUN) + { + player_shot1 (); + W_FireShotgun (); + // RUNE: rune of hell magic + if (self.player_flag & ITEM_RUNE3_FLAG) { + self.attack_finished = time + 0.3; + HasteSound(); + } else + self.attack_finished = time + 0.5; + } + else if (self.weapon == IT_SUPER_SHOTGUN) + { + player_shot1 (); + W_FireSuperShotgun (); + // RUNE: rune of hell magic + if (self.player_flag & ITEM_RUNE3_FLAG) { + self.attack_finished = time + 0.4; + HasteSound(); + } else + self.attack_finished = time + 0.7; + } + else if (self.weapon == IT_NAILGUN) + { + player_nail1 (); + } + else if (self.weapon == IT_SUPER_NAILGUN) + { + player_nail1 (); + } + else if (self.weapon == IT_GRENADE_LAUNCHER) + { + player_rocket1(); + W_FireGrenade(); + // RUNE: rune of hell magic + if (self.player_flag & ITEM_RUNE3_FLAG) { + self.attack_finished = time + 0.3; + HasteSound(); + } else + self.attack_finished = time + 0.6; + } + else if (self.weapon == IT_ROCKET_LAUNCHER) + { + player_rocket1(); + W_FireRocket(); + // RUNE: rune of hell magic + if (self.player_flag & ITEM_RUNE3_FLAG) { + self.attack_finished = time + 0.4; + HasteSound(); + } else + self.attack_finished = time + 0.8; + } + else if (self.weapon == IT_LIGHTNING) + { + player_light1(); + self.attack_finished = time + 0.1; + sound (self, CHAN_AUTO, "weapons/lstart.wav", 1, ATTN_NORM); + //stuffcmd (self, "vibrate tactile/weapons/lstart.bnvib"); + } + else if (self.weapon == IT_HOOK) + { + if (!self.hook_out) + player_chain1(); + else + player_chain3(); + self.attack_finished = time + 0.1; + } +}; + +/* +============ +W_ChangeWeapon + +============ +*/ +void() W_ChangeWeapon = +{ + local float it, am, fl; + + fl = it = self.items; + am = 0; + + if (self.impulse == 1) + { + if (self.weapon == IT_HOOK) + fl = IT_AXE; + else + fl = IT_HOOK; + } + else if (self.impulse == 31) + { + fl = IT_AXE; + } + else if (self.impulse == 2) + { + fl = IT_SHOTGUN; + if (self.ammo_shells < 1) + am = 1; + } + else if (self.impulse == 3) + { + fl = IT_SUPER_SHOTGUN; + + if (self.ammo_shells < 2) + am = 1; + } + else if (self.impulse == 4) + { + fl = IT_NAILGUN; + + if (self.ammo_nails < 1) + am = 1; + } + else if (self.impulse == 5) + { + fl = IT_SUPER_NAILGUN; + + if (self.ammo_nails < 2) + am = 1; + } + else if (self.impulse == 6) + { + fl = IT_GRENADE_LAUNCHER; + + if (self.ammo_rockets < 1) + am = 1; + } + else if (self.impulse == 7) + { + fl = IT_ROCKET_LAUNCHER; + if (self.ammo_rockets < 1) + am = 1; + } + else if (self.impulse == 8) + { + fl = IT_LIGHTNING; + if (self.ammo_cells < 1) + am = 1; + } + else if (self.impulse == 22) + { + fl = IT_HOOK; + } + + self.impulse = 0; + + if (!(self.items & fl)) + { // don't have the weapon or the ammo + sprint (self, "$qc_no_weapon"); + return; + } + + if (am) + { // don't have the ammo + sprint (self, "$qc_not_enough_ammo"); + return; + } + +// +// set weapon, set ammo +// + self.weapon = fl; + W_SetCurrentAmmo (); +}; + +/* +============ +CheatCommand +============ +*/ +void CheatCommand() { + + if ( ( deathmatch || coop ) && cheats_allowed == 0 ) { // mal: allow impulse 9 IF cheats allowed + return; + } + + self.ammo_rockets = 100; + self.ammo_nails = 200; + self.ammo_shells = 100; + self.items = self.items | + IT_AXE | + IT_HOOK | + IT_SHOTGUN | + IT_SUPER_SHOTGUN | + IT_NAILGUN | + IT_SUPER_NAILGUN | + IT_GRENADE_LAUNCHER | + IT_ROCKET_LAUNCHER | + IT_KEY1 | IT_KEY2; + + self.ammo_cells = 200; + self.items = self.items | IT_LIGHTNING; + + // mal: also give full armor... + self.armortype = 0.8; + self.armorvalue = 200; + self.items = self.items - ( self.items & ( IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3 ) ) + IT_ARMOR3; + + self.weapon = IT_ROCKET_LAUNCHER; + self.impulse = 0; + W_SetCurrentAmmo (); +}; + +/* +============ +CycleWeaponCommand + +Go to the next weapon with ammo +============ +*/ +void() CycleWeaponCommand = +{ + local float it, am; + + it = self.items; + self.impulse = 0; + + while (1) + { + am = 0; + + if (self.weapon == IT_LIGHTNING) + { + self.weapon = IT_AXE; + } + else if (self.weapon == IT_AXE) + { + self.weapon = IT_HOOK; + } + else if (self.weapon == IT_HOOK) + { + self.weapon = IT_SHOTGUN; + + if (self.ammo_shells < 1) + am = 1; + } + else if (self.weapon == IT_SHOTGUN) + { + self.weapon = IT_SUPER_SHOTGUN; + + if (self.ammo_shells < 2) + am = 1; + } + else if (self.weapon == IT_SUPER_SHOTGUN) + { + self.weapon = IT_NAILGUN; + + if (self.ammo_nails < 1) + am = 1; + } + else if (self.weapon == IT_NAILGUN) + { + self.weapon = IT_SUPER_NAILGUN; + + if (self.ammo_nails < 2) + am = 1; + } + else if (self.weapon == IT_SUPER_NAILGUN) + { + self.weapon = IT_GRENADE_LAUNCHER; + + if (self.ammo_rockets < 1) + am = 1; + } + else if (self.weapon == IT_GRENADE_LAUNCHER) + { + self.weapon = IT_ROCKET_LAUNCHER; + + if (self.ammo_rockets < 1) + am = 1; + } + else if (self.weapon == IT_ROCKET_LAUNCHER) + { + self.weapon = IT_LIGHTNING; + + if (self.ammo_cells < 1) + am = 1; + } + + if ( (self.items & self.weapon) && am == 0) + { + W_SetCurrentAmmo (); + return; + } + } +}; + + +/* +============ +CycleWeaponReverseCommand + +Go to the prev weapon with ammo +============ +*/ +void() CycleWeaponReverseCommand = +{ + local float it, am; + + it = self.items; + self.impulse = 0; + + while (1) + { + am = 0; + + if (self.weapon == IT_LIGHTNING) + { + self.weapon = IT_ROCKET_LAUNCHER; + + if (self.ammo_rockets < 1) + am = 1; + } + + else if (self.weapon == IT_ROCKET_LAUNCHER) + { + self.weapon = IT_GRENADE_LAUNCHER; + + if (self.ammo_rockets < 1) + am = 1; + } + + else if (self.weapon == IT_GRENADE_LAUNCHER) + { + self.weapon = IT_SUPER_NAILGUN; + + if (self.ammo_nails < 2) + am = 1; + } + + else if (self.weapon == IT_SUPER_NAILGUN) + { + self.weapon = IT_NAILGUN; + + if (self.ammo_nails < 1) + am = 1; + } + + else if (self.weapon == IT_NAILGUN) + { + self.weapon = IT_SUPER_SHOTGUN; + + if (self.ammo_shells < 2) + am = 1; + } + + else if (self.weapon == IT_SUPER_SHOTGUN) + { + self.weapon = IT_SHOTGUN; + + if (self.ammo_shells < 1) + am = 1; + } + + else if (self.weapon == IT_SHOTGUN) + { + self.weapon = IT_HOOK; + } + else if (self.weapon == IT_HOOK) + { + self.weapon = IT_AXE; + } + + else if (self.weapon == IT_AXE) + { + self.weapon = IT_LIGHTNING; + + if (self.ammo_cells < 1) + am = 1; + } + + if ( (it & self.weapon) && am == 0) + { + W_SetCurrentAmmo (); + return; + } + } +}; + +/* +============ +ServerflagsCommand + +Just for development +============ +*/ +void() ServerflagsCommand = +{ + serverflags = serverflags * 2 + 1; +// ZOID: Bug fix + serverflags = (serverflags & 15); +}; + +void() QuadCheat = +{ + if (!cheats_allowed) + return; + + self.super_time = 1; + self.super_damage_finished = time + 30; + self.items = self.items | IT_QUAD; + dprint ("quad cheat\n"); +}; + +//ZOID: Uhm, where am I? +void() PrintLocation = +{ + local string p; + + p = vtos(self.origin); + + sprint(self, "You are at "); + sprint(self, p); + sprint(self, "\n"); +}; + +/* +============ +ImpulseCommands + +============ +*/ +void() ImpulseCommands = +{ + if ((self.impulse >= 1 && self.impulse <= 8) || self.impulse == 22 || self.impulse == 31) + W_ChangeWeapon (); + if (self.impulse == 9) + CheatCommand (); + if (!self.observer && self.impulse == 10) + CycleWeaponCommand (); + if (self.impulse == 11) + ServerflagsCommand (); + if (self.impulse == 12) + CycleWeaponReverseCommand(); + + if (self.impulse == 99) + PrintLocation(); + +// *TEAMPLAY* +// If we're allowed to drop items, enable impulse 20 and 21 + else if (!self.observer && (teamplay & TEAM_DROP_ITEMS) && self.impulse == 20) + TossBackpack (); + + else if (!self.observer && (teamplay & TEAM_DROP_ITEMS) && self.impulse == 21) + TossWeapon (); + +// *TEAMPLAY* +// Impulse 25 prints info about the current teamplay settings. + else if (self.impulse == 25) + TeamPrintSettings (); + + else if (self.impulse == 255) + QuadCheat (); + + self.impulse = 0; +}; + +/* +============ +W_WeaponFrame + +Called every frame so impulse events can be handled as well as possible +============ +*/ +void() W_WeaponFrame = +{ + if ( time < self.attack_finished ) { + return; + } + + if (self.impulse) + ImpulseCommands (); + + // check for attack + if ( self.button0 ) { + SuperDamageSound (); + W_Attack (); + } +}; + +/* +======== +Resistancesound + +Plays sound if needed +======== +*/ +void(entity who) ResistanceSound = +{ +// RUNE play resistance sound if player has Earth Magic + if (who.player_flag & ITEM_RUNE1_FLAG) { + if (who.invincible_sound < time) { + who.invincible_sound = time + 1; + sound(who, CHAN_BODY, "rune/rune1.wav", 1, ATTN_NORM); + } + } +}; +/* +======== +SuperDamageSound + +Plays sound if needed +======== +*/ +void() SuperDamageSound = +{ +// RUNE play super damage sound if player has Black Magic, too + + if ((self.player_flag & ITEM_RUNE2_FLAG) && + (self.super_damage_finished > time)) { + if (self.super_sound < time) { + self.super_sound = time + 1; + sound (self, CHAN_BODY, "rune/rune22.wav", 1, ATTN_NORM); + } + } + + if (self.super_damage_finished > time) { + if (self.super_sound < time) { + self.super_sound = time + 1; + sound (self, CHAN_BODY, "items/damage3.wav", 1, ATTN_NORM); + } + } + + if (self.player_flag & ITEM_RUNE2_FLAG) { + if (self.super_sound < time) { + self.super_sound = time + 1; + sound (self, CHAN_BODY, "rune/rune2.wav", 1, ATTN_NORM); + } + } +}; + +/* +======== +RegenerationSound + +Plays sound if needed +======== +*/ +void() RegenerationSound = +{ +// RUNE play healing sound if player has Elder Magic + if (self.player_flag & ITEM_RUNE4_FLAG) { + if (self.regeneration_sound < time) { + self.regeneration_sound = time + 1; + sound(self, CHAN_BODY, "rune/rune4.wav", 1, ATTN_NORM); + } + } +}; + +/* +======== +HasteSound + +Plays sound if needed +======== +*/ +void() HasteSound = +{ +// RUNE play haste (Chthon's roar) sound if player has Hell Magic + if (self.player_flag & ITEM_RUNE3_FLAG) { + if (self.haste_sound < time) { + self.haste_sound = time + 1; + sound(self, CHAN_BODY, "rune/rune3.wav", 1, ATTN_NORM); + } + } +}; + diff --git a/quakec_ctf/world.qc b/quakec_ctf/world.qc new file mode 100644 index 0000000..47f5f62 --- /dev/null +++ b/quakec_ctf/world.qc @@ -0,0 +1,417 @@ +/* Copyright (C) 1996-2022 id Software LLC + + This program is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + + See file, 'COPYING', for details. +*/ + +void() InitBodyQueue; + + +void() main = +{ + dprint ("main function\n"); + +// these are just commands the the prog compiler to copy these files + + precache_file ("progs.dat"); + precache_file ("gfx.wad"); + precache_file ("quake.rc"); + precache_file ("default.cfg"); + + precache_file ("end1.bin"); + precache_file2 ("end2.bin"); + + precache_file ("demo1.dem"); + precache_file ("demo2.dem"); + precache_file ("demo3.dem"); + +// +// these are all of the lumps from the cached.ls files +// + precache_file ("gfx/palette.lmp"); + precache_file ("gfx/colormap.lmp"); + + precache_file2 ("gfx/pop.lmp"); + + precache_file ("gfx/complete.lmp"); + precache_file ("gfx/inter.lmp"); + + precache_file ("gfx/ranking.lmp"); + precache_file ("gfx/vidmodes.lmp"); + precache_file ("gfx/finale.lmp"); + precache_file ("gfx/conback.lmp"); + precache_file ("gfx/qplaque.lmp"); + + precache_file ("gfx/menudot1.lmp"); + precache_file ("gfx/menudot2.lmp"); + precache_file ("gfx/menudot3.lmp"); + precache_file ("gfx/menudot4.lmp"); + precache_file ("gfx/menudot5.lmp"); + precache_file ("gfx/menudot6.lmp"); + + precache_file ("gfx/menuplyr.lmp"); + precache_file ("gfx/bigbox.lmp"); + precache_file ("gfx/dim_modm.lmp"); + precache_file ("gfx/dim_drct.lmp"); + precache_file ("gfx/dim_ipx.lmp"); + precache_file ("gfx/dim_tcp.lmp"); + precache_file ("gfx/dim_mult.lmp"); + precache_file ("gfx/mainmenu.lmp"); + + precache_file ("gfx/box_tl.lmp"); + precache_file ("gfx/box_tm.lmp"); + precache_file ("gfx/box_tr.lmp"); + + precache_file ("gfx/box_ml.lmp"); + precache_file ("gfx/box_mm.lmp"); + precache_file ("gfx/box_mm2.lmp"); + precache_file ("gfx/box_mr.lmp"); + + precache_file ("gfx/box_bl.lmp"); + precache_file ("gfx/box_bm.lmp"); + precache_file ("gfx/box_br.lmp"); + + precache_file ("gfx/sp_menu.lmp"); + precache_file ("gfx/ttl_sgl.lmp"); + precache_file ("gfx/ttl_main.lmp"); + precache_file ("gfx/ttl_cstm.lmp"); + + precache_file ("gfx/mp_menu.lmp"); + + precache_file ("gfx/netmen1.lmp"); + precache_file ("gfx/netmen2.lmp"); + precache_file ("gfx/netmen3.lmp"); + precache_file ("gfx/netmen4.lmp"); + precache_file ("gfx/netmen5.lmp"); + + precache_file ("gfx/sell.lmp"); + + precache_file ("gfx/help0.lmp"); + precache_file ("gfx/help1.lmp"); + precache_file ("gfx/help2.lmp"); + precache_file ("gfx/help3.lmp"); + precache_file ("gfx/help4.lmp"); + precache_file ("gfx/help5.lmp"); + + precache_file ("gfx/pause.lmp"); + precache_file ("gfx/loading.lmp"); + + precache_file ("gfx/p_option.lmp"); + precache_file ("gfx/p_load.lmp"); + precache_file ("gfx/p_save.lmp"); + precache_file ("gfx/p_multi.lmp"); + +// sounds loaded by C code + precache_sound ("misc/menu1.wav"); + precache_sound ("misc/menu2.wav"); + precache_sound ("misc/menu3.wav"); + + precache_sound ("ambience/water1.wav"); + precache_sound ("ambience/wind2.wav"); + +// shareware + precache_file ("maps/start.bsp"); + + precache_file ("maps/e1m1.bsp"); + precache_file ("maps/e1m2.bsp"); + precache_file ("maps/e1m3.bsp"); + precache_file ("maps/e1m4.bsp"); + precache_file ("maps/e1m5.bsp"); + precache_file ("maps/e1m6.bsp"); + precache_file ("maps/e1m7.bsp"); + precache_file ("maps/e1m8.bsp"); + +// registered + precache_file2 ("gfx/pop.lmp"); + + precache_file2 ("maps/e2m1.bsp"); + precache_file2 ("maps/e2m2.bsp"); + precache_file2 ("maps/e2m3.bsp"); + precache_file2 ("maps/e2m4.bsp"); + precache_file2 ("maps/e2m5.bsp"); + precache_file2 ("maps/e2m6.bsp"); + precache_file2 ("maps/e2m7.bsp"); + + precache_file2 ("maps/e3m1.bsp"); + precache_file2 ("maps/e3m2.bsp"); + precache_file2 ("maps/e3m3.bsp"); + precache_file2 ("maps/e3m4.bsp"); + precache_file2 ("maps/e3m5.bsp"); + precache_file2 ("maps/e3m6.bsp"); + precache_file2 ("maps/e3m7.bsp"); + + precache_file2 ("maps/e4m1.bsp"); + precache_file2 ("maps/e4m2.bsp"); + precache_file2 ("maps/e4m3.bsp"); + precache_file2 ("maps/e4m4.bsp"); + precache_file2 ("maps/e4m5.bsp"); + precache_file2 ("maps/e4m6.bsp"); + precache_file2 ("maps/e4m7.bsp"); + precache_file2 ("maps/e4m8.bsp"); + + precache_file2 ("maps/end.bsp"); + + precache_file2 ("maps/dm1.bsp"); + precache_file2 ("maps/dm2.bsp"); + precache_file2 ("maps/dm3.bsp"); + precache_file2 ("maps/dm4.bsp"); + precache_file2 ("maps/dm5.bsp"); + precache_file2 ("maps/dm6.bsp"); +}; + + +entity lastspawn; + +//======================= +/*QUAKED worldspawn (0 0 0) ? +Only used for the world entity. +Set message to the level name. +Set sounds to the cd track to play. + +World Types: +0: medieval +1: metal +2: base +*/ +//======================= +void() worldspawn = +{ + lastspawn = world; + runespawn = world; + runespawned = 0; + InitBodyQueue (); + + // custom map attributes + if (self.model == "maps/e1m8.bsp") + cvar_set ("sv_gravity", "100"); + else + cvar_set ("sv_gravity", "800"); + + // the area based ambient sounds MUST be the first precache_sounds + + // player precaches + W_Precache (); // get weapon precaches + + // sounds used from C physics code + precache_sound ("demon/dland2.wav"); // landing thud + precache_sound ("misc/h2ohit1.wav"); // landing splash + + // setup precaches allways needed + precache_sound ("items/itembk2.wav"); // item respawn sound + precache_sound ("player/plyrjmp8.wav"); // player jump + precache_sound ("player/land.wav"); // player landing + precache_sound ("player/land2.wav"); // player hurt landing + precache_sound ("player/drown1.wav"); // drowning pain + precache_sound ("player/drown2.wav"); // drowning pain + precache_sound ("player/gasp1.wav"); // gasping for air + precache_sound ("player/gasp2.wav"); // taking breath + precache_sound ("player/h2odeath.wav"); // drowning death + + precache_sound ("misc/talk.wav"); // talk + precache_sound ("player/teledth1.wav"); // telefrag + precache_sound ("misc/r_tele1.wav"); // teleport sounds + precache_sound ("misc/r_tele2.wav"); + precache_sound ("misc/r_tele3.wav"); + precache_sound ("misc/r_tele4.wav"); + precache_sound ("misc/r_tele5.wav"); + precache_sound ("weapons/lock4.wav"); // ammo pick up + precache_sound ("weapons/pkup.wav"); // weapon up + precache_sound ("items/armor1.wav"); // armor up + precache_sound ("weapons/lhit.wav"); //lightning + precache_sound ("weapons/lstart.wav"); //lightning start + precache_sound ("items/damage3.wav"); + + precache_sound ("misc/power.wav"); //lightning for boss + +// player gib sounds + precache_sound ("player/gib.wav"); // player gib sound + precache_sound ("player/udeath.wav"); // player gib sound + precache_sound ("player/tornoff2.wav"); // gib sound + +// player pain sounds + + precache_sound ("player/pain1.wav"); + precache_sound ("player/pain2.wav"); + precache_sound ("player/pain3.wav"); + precache_sound ("player/pain4.wav"); + precache_sound ("player/pain5.wav"); + precache_sound ("player/pain6.wav"); + +// player death sounds + precache_sound ("player/death1.wav"); + precache_sound ("player/death2.wav"); + precache_sound ("player/death3.wav"); + precache_sound ("player/death4.wav"); + precache_sound ("player/death5.wav"); + +// ax sounds + precache_sound ("weapons/ax1.wav"); // ax swoosh + precache_sound ("player/axhit1.wav"); // ax hit meat + precache_sound ("player/axhit2.wav"); // ax hit world + precache_sound ("hknight/hit.wav"); // ZOID: hook launch + + precache_sound ("player/h2ojump.wav"); // player jumping into water + precache_sound ("player/slimbrn2.wav"); // player enter slime + precache_sound ("player/inh2o.wav"); // player enter water + precache_sound ("player/inlava.wav"); // player enter lava + precache_sound ("misc/outwater.wav"); // leaving water sound + + precache_sound ("player/lburn1.wav"); // lava burn + precache_sound ("player/lburn2.wav"); // lava burn + + precache_sound ("misc/water1.wav"); // swimming + precache_sound ("misc/water2.wav"); // swimming + + precache_model ("progs/player.mdl"); + precache_model ("progs/eyes.mdl"); + precache_model ("progs/h_player.mdl"); + precache_model ("progs/gib1.mdl"); + precache_model ("progs/gib2.mdl"); + precache_model ("progs/gib3.mdl"); + + precache_model ("progs/s_bubble.spr"); // drowning bubbles + precache_model ("progs/s_explod.spr"); // sprite explosion + + precache_model ("progs/v_axe.mdl"); + precache_model ("progs/v_shot.mdl"); + precache_model ("progs/v_nail.mdl"); + precache_model ("progs/v_rock.mdl"); + precache_model ("progs/v_shot2.mdl"); + precache_model ("progs/v_nail2.mdl"); + precache_model ("progs/v_rock2.mdl"); + + precache_model ("progs/bolt.mdl"); // for lightning gun + precache_model ("progs/bolt2.mdl"); // for lightning gun + precache_model ("progs/bolt3.mdl"); // for boss shock + precache_model ("progs/lavaball.mdl"); // for testing + + precache_model ("progs/missile.mdl"); + precache_model ("progs/grenade.mdl"); + precache_model ("progs/spike.mdl"); + precache_model ("progs/s_spike.mdl"); + + // for hook + precache_model ("progs/beam.mdl"); + precache_model ("progs/star.mdl"); + precache_model ("progs/v_star.mdl"); + + precache_model ("progs/backpack.mdl"); + + precache_model ("progs/zom_gib.mdl"); + + precache_model ("progs/v_light.mdl"); + + +// +// Setup light animation tables. 'a' is total darkness, 'z' is maxbright. +// + + // 0 normal + lightstyle(0, "m"); + + // 1 FLICKER (first variety) + lightstyle(1, "mmnmmommommnonmmonqnmmo"); + + // 2 SLOW STRONG PULSE + lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba"); + + // 3 CANDLE (first variety) + lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg"); + + // 4 FAST STROBE + lightstyle(4, "mamamamamama"); + + // 5 GENTLE PULSE 1 + lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj"); + + // 6 FLICKER (second variety) + lightstyle(6, "nmonqnmomnmomomno"); + + // 7 CANDLE (second variety) + lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm"); + + // 8 CANDLE (third variety) + lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa"); + + // 9 SLOW STROBE (fourth variety) + lightstyle(9, "aaaaaaaazzzzzzzz"); + + // 10 FLUORESCENT FLICKER + lightstyle(10, "mmamammmmammamamaaamammma"); + + // 11 SLOW PULSE NOT FADE TO BLACK + lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba"); + + // styles 32-62 are assigned by the light program for switchable lights + + // 63 testing + lightstyle(63, "a"); +}; + +void StartFrame() { + teamplay = cvar("teamplay"); + skill = cvar("skill"); + cheats_allowed = cvar("sv_cheats"); + framecount = framecount + 1; +}; + +/* +============================================================================== + +BODY QUE + +============================================================================== +*/ + +entity bodyqueue_head; + +void() bodyqueue = +{ // just here so spawn functions don't complain after the world + // creates bodyqueues +}; + +void() InitBodyQueue = +{ + bodyqueue_head = spawn(); + bodyqueue_head.classname = "bodyqueue"; + bodyqueue_head.owner = spawn(); + bodyqueue_head.owner.classname = "bodyqueue"; + bodyqueue_head.owner.owner = spawn(); + bodyqueue_head.owner.owner.classname = "bodyqueue"; + bodyqueue_head.owner.owner.owner = spawn(); + bodyqueue_head.owner.owner.owner.classname = "bodyqueue"; + bodyqueue_head.owner.owner.owner.owner = bodyqueue_head; +}; + + +// make a body que entry for the given ent so the ent can be +// respawned elsewhere +void(entity ent) CopyToBodyQueue = +{ + bodyqueue_head.angles = ent.angles; + bodyqueue_head.model = ent.model; + bodyqueue_head.modelindex = ent.modelindex; + bodyqueue_head.frame = ent.frame; + bodyqueue_head.colormap = ent.colormap; + bodyqueue_head.movetype = ent.movetype; + bodyqueue_head.velocity = ent.velocity; + bodyqueue_head.flags = 0; + setorigin (bodyqueue_head, ent.origin); + setsize (bodyqueue_head, ent.mins, ent.maxs); + bodyqueue_head = bodyqueue_head.owner; +}; + +