quake-rerelease-qc/quakec/client.qc

1752 lines
36 KiB
C++

/* 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;
float modelindex_eyes, modelindex_player;
/*
=============================================================================
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 =
{
};
float reset_flag;
void() SetChangeParms =
{
if(reset_flag)
{
setspawnparms(self);
return;
}
if (self.health <= 0 || deathmatch)
{
SetNewParms ();
return;
}
// remove items
self.items = self.items - (self.items & (IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD) );
// cap super health
if (self.health > self.max_health)
self.health = self.max_health;
if (self.health < self.max_health / 2)
self.health = self.max_health / 2;
parm1 = self.items;
parm2 = self.health;
parm3 = self.armorvalue;
if (self.ammo_shells < 25)
parm4 = 25;
else
parm4 = self.ammo_shells;
parm5 = self.ammo_nails;
parm6 = self.ammo_rockets;
parm7 = self.ammo_cells;
parm8 = self.weapon;
parm9 = self.armortype * 100;
};
void() SetNewParms =
{
parm1 = IT_SHOTGUN | IT_AXE;
if (skill == 3 && !deathmatch)
parm2 = 50;
else
parm2 = 100;
parm3 = 0;
parm4 = 25;
parm5 = 0;
parm6 = 0;
parm7 = 0;
parm8 = 1;
parm9 = 0;
};
void() DecodeLevelParms =
{
if (serverflags)
{
if (world.model == "maps/start.bsp")
SetNewParms (); // take away all stuff on starting new episode
}
self.items = parm1;
self.health = parm2;
self.armorvalue = parm3;
self.ammo_shells = parm4;
self.ammo_nails = parm5;
self.ammo_rockets = parm6;
self.ammo_cells = parm7;
self.weapon = parm8;
self.armortype = parm9 * 0.01;
};
/*
============
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");
return world;
};
string nextmap;
void() GotoNextMap =
{
if (cvar("samelevel")) // if samelevel is set, stay on same level
changelevel (mapname);
else
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);
if (skill == 3)
{
// [NDS] haleyjd: achieve if completed E1M1 Nightmare Tyson style (axe only)
if (other.fired_weapon == 0 && world.model == "maps/e1m1.bsp")
{
msg_entity = other;
WriteByte (MSG_ONE, SVC_ACHIEVEMENT);
WriteString(MSG_ONE, "ACH_PACIFIST"); // emphasis on "fist", I guess.
}
// [NDS] haleyjd: achieve if completed E4M6 Nightmare without taking damage
if (other.took_damage == 0 && world.model == "maps/e4m6.bsp")
{
msg_entity = other;
WriteByte (MSG_ONE, SVC_ACHIEVEMENT);
WriteString(MSG_ONE, "ACH_PAINLESS_MAZE"); // emphasis on "fist", I guess.
}
}
other = find (other, classname, "player");
}
WriteByte (MSG_ALL, SVC_INTERMISSION);
if (campaign && world.model == "maps/e1m7.bsp")
{
WriteByte (MSG_ALL, SVC_ACHIEVEMENT);
WriteString(MSG_ALL, "ACH_COMPLETE_E1M7");
}
else if (campaign && world.model == "maps/e2m6.bsp")
{
WriteByte (MSG_ALL, SVC_ACHIEVEMENT);
WriteString(MSG_ALL, "ACH_COMPLETE_E2M6");
}
else if (campaign && world.model == "maps/e3m6.bsp")
{
WriteByte (MSG_ALL, SVC_ACHIEVEMENT);
WriteString(MSG_ALL, "ACH_COMPLETE_E3M6");
}
else if (campaign && world.model == "maps/e4m7.bsp")
{
WriteByte (MSG_ALL, SVC_ACHIEVEMENT);
WriteString(MSG_ALL, "ACH_COMPLETE_E4M7");
}
if (world.model == "maps/e1m4.bsp" && nextmap == "e1m8")
{
WriteByte (MSG_ALL, SVC_ACHIEVEMENT);
WriteString(MSG_ALL, "ACH_FIND_E1M8");
}
else if (world.model == "maps/e2m3.bsp" && nextmap == "e2m7")
{
WriteByte (MSG_ALL, SVC_ACHIEVEMENT);
WriteString(MSG_ALL, "ACH_FIND_E2M7");
}
else if (world.model == "maps/e3m4.bsp" && nextmap == "e3m7")
{
WriteByte (MSG_ALL, SVC_ACHIEVEMENT);
WriteString(MSG_ALL, "ACH_FIND_E3M7");
}
else if (world.model == "maps/e4m5.bsp" && nextmap == "e4m8")
{
WriteByte (MSG_ALL, SVC_ACHIEVEMENT);
WriteString(MSG_ALL, "ACH_FIND_E4M8");
}
};
void() changelevel_touch =
{
if (other.classname != "player")
return;
if ((cvar("noexit") == 1) || ((cvar("noexit") == 2) && (mapname != "start")))
{
T_Damage (other, self, self, 50000);
return;
}
if (coop || deathmatch)
{
bprint("$qc_exited", other.netname);
}
nextmap = self.map;
SUB_UseTargets ();
if ( (self.spawnflags & 1) && (deathmatch == 0) )
{ // NO_INTERMISSION
GotoNextMap();
return;
}
self.touch = SUB_Null;
// we can't move people right now, because touch functions are called
// in the middle of C movement code, so set a think time to do it
self.think = execute_changelevel;
self.nextthink = time + 0.1;
};
/*
QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION
When the player touches this, he gets sent to the map listed in the "map" variable.
Unless the NO_INTERMISSION flag is set, the view will go to the info_intermission spot and display stats.
*/
void() trigger_changelevel =
{
if (!self.map)
objerror ("changelevel trigger doesn't have map");
self.netname = "changelevel";
self.killstring = "$qc_ks_tried_leave";
InitTrigger ();
self.touch = changelevel_touch;
};
/*
=============================================================================
PLAYER GAME EDGE FUNCTIONS
=============================================================================
*/
void() set_suicide_frame;
// called by ClientKill and DeadThink
void() respawn =
{
if (coop)
{
// make a copy of the dead body for appearances sake
CopyToBodyQueue (self);
// get the spawn parms as they were at level start
setspawnparms (self);
// respawn
PutClientInServer ();
}
else if (deathmatch)
{
// make a copy of the dead body for appearances sake
CopyToBodyQueue (self);
// set default spawn parms
SetNewParms ();
// respawn
PutClientInServer ();
}
else
{
// restart the entire server
// cvar_set("campaign", ftos(campaign));
// localcmd ("restart\n");
// put serverflags back to map's initial setting
serverflags = startingserverflags;
// request a reset to the parms
reset_flag = TRUE;
// "change" to the same level
localcmd ("changelevel ");
localcmd(mapname);
localcmd("\n");
}
};
/*
============
ClientKill
Player entered the suicide command
============
*/
void() ClientKill =
{
bprint("$qc_suicides", self.netname);
set_suicide_frame ();
self.modelindex = modelindex_player;
self.frags = self.frags - 2; // extra penalty
respawn ();
};
/*
============
PlayerVisibleToSpawnPoint
Returns true if player can see this point
============
*/
float PlayerVisibleToSpawnPoint( entity point ) {
local vector spot1, spot2;
local entity player = find( world, classname, "player" );
while ( player ) {
if ( player.health > 0 ) {
spot1 = point.origin + player.view_ofs;
spot2 = player.origin + player.view_ofs;
traceline( spot1, spot2, TRUE, point );
if ( trace_fraction >= 1.0f ) {
return TRUE;
}
}
player = find( player, classname, "player" );
}
return FALSE;
}
float IDEAL_DIST_FROM_DM_SPAWN_POINT = 384;
float MIN_DIST_FROM_DM_SPAWN_POINT = 84;
/*
============
SelectSpawnPoint
Returns the entity to spawn at
============
*/
entity SelectSpawnPoint(float forceSpawn) {
local entity spot, thing;
local float numspots, totalspots;
local float pcount;
local entity spots;
numspots = 0;
totalspots = 0;
// 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 ) {
// find all spots that don't have visible players nearby
spots = world;
spot = find( world, classname, "info_player_deathmatch" );
while( spot ) {
totalspots = totalspots + 1;
thing = findradius( spot.origin, IDEAL_DIST_FROM_DM_SPAWN_POINT );
pcount = 0;
while( thing ) {
if ( thing.classname == "player" && thing.health > 0 ) {
pcount = pcount + 1;
}
thing = thing.chain;
}
if ( pcount == 0 ) {
if ( PlayerVisibleToSpawnPoint( spot ) ) {
pcount = pcount + 1;
}
}
if ( pcount == 0 ) { // good spot!
spot.goalentity = spots;
spots = spot;
numspots = numspots + 1;
}
// Get the next spot in the chain
spot = find( spot, classname, "info_player_deathmatch" );
}
totalspots = totalspots - 1;
// on small maps with few spawn points, our "ideal" spawn conditions may not be possible to meet
// so fallback to just trying to pick a point without a player on top of it, so we don't start
// a spawn frag loop
if ( numspots == 0 ) {
spot = find( world, classname, "info_player_deathmatch" );
while( spot ) {
thing = findradius( spot.origin, MIN_DIST_FROM_DM_SPAWN_POINT );
pcount = 0;
while( thing ) {
if ( thing.classname == "player" && thing.health > 0 ) {
pcount = pcount + 1;
}
thing = thing.chain;
}
if ( pcount == 0 ) { // good spot!
spot.goalentity = spots;
spots = spot;
numspots = numspots + 1;
}
// Get the next spot in the chain
spot = find( spot, classname, "info_player_deathmatch" );
}
}
// uncomment to force a deferred spawn
// if (forceSpawn == FALSE) return world;
if ( !numspots ) {
if (forceSpawn == FALSE) {
return world;
}
// no spots available so just pick one at random
totalspots = rint( ( random() * totalspots ) );
spot = find( world, classname, "info_player_deathmatch" );
while( totalspots > 0 ) {
totalspots = totalspots - 1;
spot = find( spot, classname, "info_player_deathmatch" );
}
return spot;
}
// Generate a random number between 1 and numspots
numspots = numspots - 1;
numspots = rint( ( random() * numspots ) );
spot = spots;
while( numspots > 0 ) {
spot = spot.goalentity;
numspots = numspots - 1;
}
return spot;
}
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;
self.classname = "player";
if (skill == 3 && !deathmatch)
self.health = 50;
else
self.health = 100;
self.takedamage = DAMAGE_AIM;
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_WALK;
self.show_hostile = 0;
if (skill == 3 && !deathmatch)
self.max_health = 50;
else
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.healthrot_nextcheck = 0;
self.fired_weapon = 0; // [NDS] haleyjd
self.took_damage = 0; // [NDS] haleyjd
if ( coop ) {
self.team = TEAM_HUMANS;
}
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;
local float shouldTelefrag;
if (self.spawn_deferred > 0 && time >= self.spawn_deferred) {
dprint("forcing telefrag on this spawn\n");
shouldTelefrag = TRUE;
} else {
shouldTelefrag = FALSE;
}
spot = SelectSpawnPoint(shouldTelefrag);
if (spot == world) {
self.takedamage = DAMAGE_NO;
self.solid = SOLID_NOT;
self.movetype = MOVETYPE_NONE;
self.deadflag = DEAD_DEAD;
setmodel(self, "");
self.view_ofs = '0 0 1'; // not 0 because PlayerPreThink would return out
self.velocity = '0 0 0';
if (self.spawn_deferred == 0) {
dprint("no spawns available! deferring\n");
self.spawn_deferred = time + 5;
}
spot = FindIntermission();
self.angles = self.v_angle = spot.mangle;
self.fixangle = TRUE;
self.origin = spot.origin;
self.weaponmodel = "";
self.weaponframe = 0;
self.weapon = 0;
return;
}
self.spawn_deferred = 0;
self.origin = spot.origin + '0 0 1';
self.angles = spot.angles;
self.fixangle = TRUE; // turn this way immediately
// oh, this is a hack!
setmodel (self, "progs/eyes.mdl");
modelindex_eyes = self.modelindex;
setmodel (self, "progs/player.mdl");
modelindex_player = self.modelindex;
setsize (self, VEC_HULL_MIN, VEC_HULL_MAX);
self.view_ofs = '0 0 22';
self.velocity = '0 0 0'; // 1998-07-21 Player moves after respawn fix by Xian
player_stand1 ();
if (deathmatch || coop)
{
makevectorsfixed(self.angles);
spawn_tfog (self.origin + v_forward*20);
}
spawn_tdeath (self.origin, self);
stuffcmd(self, "-attack\n"); // prevent shooting after respawning
};
/*
=============================================================================
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 =
{
};
/*
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 =
{
};
/*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 24)
potential spawning position for coop games
*/
void() info_player_coop =
{
};
/*
===============================================================================
RULES
===============================================================================
*/
/*
go to the next level for deathmatch
*/
void() NextLevel =
{
local entity o;
if (nextmap != string_null)
return; // already done
if (mapname == "start")
{
if (!cvar("registered"))
{
mapname = "e1m1";
}
else if (!(serverflags & 1))
{
mapname = "e1m1";
serverflags = serverflags | 1;
}
else if (!(serverflags & 2))
{
mapname = "e2m1";
serverflags = serverflags | 2;
}
else if (!(serverflags & 4))
{
mapname = "e3m1";
serverflags = serverflags | 4;
}
else if (!(serverflags & 8))
{
mapname = "e4m1";
serverflags = serverflags - 7;
}
o = spawn();
o.map = mapname;
}
else
{
// find a trigger changelevel
o = find(world, classname, "trigger_changelevel");
if (!o || mapname == "start")
{ // go back to same map if no trigger_changelevel
o = spawn();
o.map = mapname;
}
}
nextmap = o.map;
gameover = TRUE;
if (o.nextthink < time)
{
o.think = execute_changelevel;
o.nextthink = time + 0.1;
}
};
/*
============
CheckRules
Exit deathmatch games upon conditions
============
*/
void() CheckRules =
{
local float timelimit;
local float fraglimit;
if (gameover) // someone else quit the game already
return;
timelimit = cvar("timelimit") * 60;
fraglimit = cvar("fraglimit");
if (timelimit && time >= timelimit)
{
NextLevel ();
return;
}
if (fraglimit && self.frags >= fraglimit)
{
NextLevel ();
return;
}
};
//============================================================================
void() PlayerDeathThink =
{
local float forward;
if ((self.flags & FL_ONGROUND))
{
forward = vlen (self.velocity);
forward = forward - 20;
if (forward <= 0)
self.velocity = '0 0 0';
else
self.velocity = forward * normalize(self.velocity);
}
if (self.spawn_deferred)
{
local entity spot;
spot = SelectSpawnPoint(FALSE);
//dprint("time {} >= self.spawn_deferred {}\n", ftos(time), ftos(self.spawn_deferred));
if (spot != world || time >= self.spawn_deferred) {
respawn();
}
return;
}
// wait for all buttons released
if (self.deadflag == DEAD_DEAD)
{
if (self.button2 || self.button1 || self.button0)
return;
self.deadflag = DEAD_RESPAWNABLE;
return;
}
// wait for any button down
if (!self.button2 && !self.button1 && !self.button0)
return;
self.button0 = 0;
self.button1 = 0;
self.button2 = 0;
respawn();
};
void() PlayerJump =
{
if (self.flags & FL_WATERJUMP)
return;
if (self.waterlevel >= 2)
{
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 swimming 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 =
{
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
makevectorsfixed(self.angles);
start = self.origin;
start_z = start_z + 8;
v_forward_z = 0;
normalize(v_forward);
end = start + v_forward*24;
traceline (start, end, TRUE, self);
if (trace_fraction < 1)
{ // solid at waist
start_z = start_z + self.maxs_z - 8;
end = start + v_forward*24;
self.movedir = trace_plane_normal * -50;
traceline (start, end, TRUE, self);
if (trace_fraction == 1)
{ // open at eye level
self.flags = self.flags | FL_WATERJUMP;
self.velocity_z = 225;
self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
self.teleport_time = time + 2; // safety net
return;
}
}
};
/*
================
PlayerPreThink
Called every frame before physics are run
================
*/
void() PlayerPreThink =
{
if (intermission_running)
{
IntermissionThink (); // otherwise a button could be missed between
return; // the think tics
}
if (self.view_ofs == '0 0 0')
return; // intermission or finale
makevectors (self.v_angle); // is this still used
if (deathmatch || coop)
CheckRules ();
WaterMove ();
if (self.waterlevel == 2)
CheckWaterJump ();
if (self.deadflag >= DEAD_DEAD)
{
PlayerDeathThink ();
return;
}
if (self.deadflag == DEAD_DYING)
return; // dying, so do nothing
if (self.button2)
{
PlayerJump ();
}
else
self.flags = self.flags | FL_JUMPRELEASED;
// teleporters can force a non-moving pause time
if (time < self.pausetime)
self.velocity = '0 0 0';
if(time > self.attack_finished && self.currentammo == 0 && self.weapon != IT_AXE)
{
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
}
};
/*
================
CheckPowerups
Check for turning off powerups
================
*/
void() CheckPowerups =
{
if (self.health <= 0)
return;
// invisibility
if (self.invisible_finished)
{
// sound and screen flash when items starts to run out
if (self.invisible_sound < time)
{
sound (self, CHAN_AUTO, "items/inv3.wav", 0.5, ATTN_IDLE);
self.invisible_sound = time + ((random() * 3) + 1);
}
if (self.invisible_finished < time + 3)
{
if (self.invisible_time == 1)
{
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, "$qc_protection_fade");
stuffcmd (self, "bf\n");
sound (self, CHAN_AUTO, "items/protect2.wav", 1, ATTN_NORM);
self.invincible_time = time + 1;
}
if (self.invincible_time < time)
{
self.invincible_time = time + 1;
stuffcmd (self, "bf\n");
}
}
if (self.invincible_finished < time)
{ // just stopped
self.items = self.items - IT_INVULNERABILITY;
self.invincible_time = 0;
self.invincible_finished = 0;
}
if (self.invincible_finished > time)
self.effects = self.effects | EF_PENTALIGHT;
else
self.effects = self.effects - (self.effects & EF_PENTALIGHT);
}
// super damage
if (self.super_damage_finished)
{
// sound and screen flash when items starts to run out
if (self.super_damage_finished < time + 3)
{
if (self.super_time == 1)
{
sprint(self, "$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;
}
if (self.super_damage_finished > time)
self.effects = self.effects | EF_QUADLIGHT;
else
self.effects = self.effects - (self.effects & EF_QUADLIGHT);
}
// 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, "$qc_biosuit_fade");
stuffcmd (self, "bf\n");
sound (self, CHAN_AUTO, "items/suit2.wav", 1, ATTN_NORM);
self.rad_time = time + 1;
}
if (self.rad_time < time)
{
self.rad_time = time + 1;
stuffcmd (self, "bf\n");
}
}
if (self.radsuit_finished < time)
{ // just stopped
self.items = self.items - IT_SUIT;
self.rad_time = 0;
self.radsuit_finished = 0;
}
}
};
/*
================
CheckHealthRot
Checks for taking off health points from a player
that recently used a Mega-Health.
================
*/
void CheckHealthRot() {
if ( !( self.items & IT_SUPERHEALTH ) ) {
return;
}
if ( self.healthrot_nextcheck > time ) {
return;
}
if ( self.health > self.max_health ) {
self.health = self.health - 1;
self.healthrot_nextcheck = time + 1;
return;
}
self.items = self.items - ( self.items & IT_SUPERHEALTH );
self.healthrot_nextcheck = 0;
}
/*
================
PlayerPostThink
Called every frame after physics are run
================
*/
void() PlayerPostThink =
{
if ( self.view_ofs == '0 0 0') {
return; // intermission or finale
}
if ( self.deadflag ) {
return;
}
W_WeaponFrame (); // do weapon stuff
// check to see if player landed and play landing sound
if ((self.jump_flag < -300) && (self.flags & FL_ONGROUND) && (self.health > 0))
{
if (self.watertype == CONTENT_WATER)
sound (self, CHAN_BODY, "player/h2ojump.wav", 1, ATTN_NORM);
else if (self.jump_flag < -650)
{
T_Damage (self, world, world, 5);
sound (self, CHAN_VOICE, "player/land2.wav", 1, ATTN_NORM);
if (self.health <= 5)
self.deathtype = "falling";
}
else
sound (self, CHAN_VOICE, "player/land.wav", 1, ATTN_NORM);
self.jump_flag = 0;
}
if (!(self.flags & FL_ONGROUND))
self.jump_flag = self.velocity_z;
CheckPowerups();
CheckHealthRot();
};
/*
===========
ClientConnect
called when a player connects to a server
============
*/
void() ClientConnect =
{
bprint("$qc_entered", self.netname);
// 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("$qc_left_game", self.netname, ftos(self.frags));
sound (self, CHAN_BODY, "player/tornoff2.wav", 1, ATTN_NONE);
self->effects = 0;
set_suicide_frame ();
};
/*
===========
ClientObituary
called when a player dies
============
*/
void(entity targ, entity attacker) ClientObituary =
{
local float rnum;
// from GPL QW source
local float attackerteam, targteam;
attackerteam = attacker.team;
targteam = targ.team;
rnum = random();
if (targ.classname == "player")
{
if (attacker.classname == "teledeath")
{
bprint("$qc_telefragged", targ.netname, attacker.owner.netname);
attacker.owner.frags = attacker.owner.frags + 1;
return;
}
if (attacker.classname == "teledeath2")
{
bprint("$qc_satans_power", targ.netname);
targ.frags = targ.frags - 1;
return;
}
if (attacker.classname == "player")
{
if (targ == attacker)
{
// killed self
attacker.frags = attacker.frags - 1;
if (targ.weapon == 64 && targ.waterlevel > 1)
{
if (targ.watertype == CONTENT_SLIME)
bprint("$qc_discharge_slime", targ.netname);
else if (targ.watertype == CONTENT_LAVA)
bprint("$qc_discharge_lava", targ.netname);
else
bprint("$qc_discharge_water", targ.netname);
return;
}
if (targ.weapon == 16)
bprint("$qc_suicide_pin", targ.netname);
else if (rnum)
bprint("$qc_suicide_bored", targ.netname);
else
bprint("$qc_suicide_loaded", targ.netname);
return;
}
else if ( (teamplay == 2) && (targteam == attackerteam) &&
(attackerteam != 0) )
{
if (rnum < 0.25)
bprint("$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("$qc_ff_friend", attacker.netname);
attacker.frags = attacker.frags - 1;
return;
}
else
{
attacker.frags = attacker.frags + 1;
rnum = attacker.weapon;
if (rnum == IT_AXE)
{
bprint("$qc_death_ax", targ.netname, attacker.netname);
return;
}
if (rnum == IT_SHOTGUN)
{
bprint("$qc_death_sg", targ.netname, attacker.netname);
return;
}
if (rnum == IT_SUPER_SHOTGUN)
{
bprint("$qc_death_dbl", targ.netname, attacker.netname);
return;
}
if (rnum == IT_NAILGUN)
{
bprint("$qc_death_nail", targ.netname, attacker.netname);
return;
}
if (rnum == IT_SUPER_NAILGUN)
{
bprint("$qc_death_sng", targ.netname, attacker.netname);
return;
}
if (rnum == IT_GRENADE_LAUNCHER)
{
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)
{
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("$qc_death_rl3", targ.netname, attacker.netname);
return;
}
}
}
if (rnum == IT_LIGHTNING)
{
if (attacker.waterlevel > 1)
{
bprint("$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("$qc_death_lg2", targ.netname, attacker.netname);
return;
}
}
return;
}
else
{
targ.frags = targ.frags - 1; // killed self
rnum = targ.watertype;
if (rnum == -3)
{
if (random() < 0.5)
bprint("$qc_death_drown1", targ.netname);
else
bprint("$qc_death_drown2", targ.netname);
return;
}
else if (rnum == -4)
{
if (random() < 0.5)
bprint("$qc_death_slime1", targ.netname);
else
bprint("$qc_death_slime2", targ.netname);
return;
}
else if (rnum == -5)
{
if (targ.health < -15)
{
bprint("$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("$qc_death_squish", targ.netname);
return;
}
if(attacker.killstring)
{
bprint(attacker.killstring, targ.netname);
return;
}
if (targ.deathtype == "falling")
{
targ.deathtype = string_null;
bprint("$qc_death_fall", targ.netname);
return;
}
bprint("$qc_death_died", targ.netname);
}
}
};