/* #FILENAME# 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: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA $Id$ */ // 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() SpawnRunes; float modelindex_eyes, modelindex_player; float pregameover; // 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 ============================================================================= */ string nextmap; 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) { SetNewParms (); if (gamestart) parm10 = -1; else parm10 = self.steam; // Save the current team of the player parm14 = self.statstate; 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; SetNewParms(); // *TEAMPLAY* if (gamestart) parm10 = -1; else parm10 = self.steam; // Save the current team of the player parm14 = self.statstate; 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_GRAPPLE; parm2 = 100; parm3 = 50; parm9 = 30; parm1 = parm1 + IT_ARMOR1; parm4 = 40; parm8 = IT_SHOTGUN; parm10 = -1; // Reset } parm5 = 0; parm6 = 0; parm7 = 0; parm8 = IT_SHOTGUN; // *TEAMPLAY* parm10 = -1; // Reset parm14 = self.statstate; 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.statstate = parm14; if (gamestart) { SetNewParms (); // take away all stuff on starting new episode self.ctfskinno = 0; } else { self.ctfskinno = (self.player_flag & 65280) / 256; TeamSkinSet(); } 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.steam = 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; objerror ("FindIntermission: no spot"); }; void() GotoNextMap = { if (cvar("samelevel")) // if samelevel is set, stay on same level changelevel (mapname); else { //FIXME special case for now if (nextmap == "end") nextmap = "dm1"; else if (nextmap == "ctf9") nextmap = "ctf2m1"; changelevel (nextmap); } }; /* ============ 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; GotoNextMap (); }; /* ============ execute_changelevel The global "nextmap" has been set previously. Take the players to the intermission spot ============ */ void() execute_changelevel = { local entity pos; intermission_running = 1; // enforce a wait time before allowing changelevel intermission_exittime = time + 8; pos = FindIntermission (); // play intermission music WriteByte (MSG_ALL, SVC_CDTRACK); WriteByte (MSG_ALL, 3); WriteByte (MSG_ALL, SVC_INTERMISSION); WriteCoord (MSG_ALL, pos.origin_x); WriteCoord (MSG_ALL, pos.origin_y); WriteCoord (MSG_ALL, pos.origin_z); WriteAngle (MSG_ALL, pos.mangle_x); WriteAngle (MSG_ALL, pos.mangle_y); WriteAngle (MSG_ALL, pos.mangle_z); other = find (world, classname, "player"); while (other != world) { other.takedamage = DAMAGE_NO; other.solid = SOLID_NOT; other.movetype = MOVETYPE_NONE; other.modelindex = 0; other = find (other, classname, "player"); } }; void() changelevel_touch = { if (other.classname != "player") return; // if "noexit" is set, blow up the player trying to leave if (teamplay & TEAM_CAPTURE_FLAG) return; if ((cvar("samelevel") == 2) || ((cvar("samelevel") == 3) && !gamestart)) return; // do nothing bprint (PRINT_HIGH, other.netname); bprint (PRINT_HIGH," exited the level\n"); nextmap = self.map; SUB_UseTargets (); self.touch = SUB_Null; // we can't move people right now, because touch functions are called // in the middle of C movement code, so set a think time to do it self.think = execute_changelevel; self.nextthink = time + 0.1; }; /*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION When the player touches this, he gets sent to the map listed in the "map" variable. Unless the NO_INTERMISSION flag is set, the view will go to the info_intermission spot and display stats. */ void() trigger_changelevel = { if (gamestart) { if (self.map == "e1m1") self.message = "E1 Dimension of the Doomed"; else if (self.map == "e2m1") self.message = "E2 The Realm of Black Magic"; else if (self.map == "e3m1") self.message = "E3 The Netherworld"; else if (self.map == "e4m1") self.message = "E4 The Elder World"; else if (self.map == "end") self.message = "The Deathmatch Arenas"; else self.message = "Unknown"; self.classname = "trigger_voteexit"; trigger_voteexit(); return; } 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 CopyToBodyQue (self); // set default spawn parms SetNewParms (); // respawn PutClientInServer (); }; /* ============ ClientKill Player entered the suicide command ============ */ void() ClientKill = { if (gamestart) { sprint(self, PRINT_HIGH, "Life just started.\n"); return; } if (self.suicide_count > 3) { sprint(self, PRINT_HIGH, "You have suicided too much already.\n"); return; } bprint (PRINT_MEDIUM, self.netname); bprint (PRINT_MEDIUM, " suicides\n"); DropRune(); TeamCaptureDropFlagOfPlayer(self); set_suicide_frame (); self.modelindex = modelindex_player; logfrag (self, self); self.frags = self.frags - 2; // extra penalty self.suicide_count = self.suicide_count + 1; 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 //CTF spawns 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; spot = find (world, classname, "info_player_start"); if (!spot) error ("PutClientInServer: no info_player_start on level"); return spot; }; void() DecodeLevelParms; void() PlayerDie; /* =========== ValidateUser ============ */ float(entity e) ValidateUser = { /* local string s; local string userclan; local float rank, rankmin, rankmax; // // if the server has set "clan1" and "clan2", then it // is a clan match that will allow only those two clans in // s = serverinfo("clan1"); if (s) { userclan = masterinfo(e,"clan"); if (s == userclan) return true; s = serverinfo("clan2"); if (s == userclan) return true; return false; } // // if the server has set "rankmin" and/or "rankmax" then // the users rank must be between those two values // s = masterinfo (e, "rank"); rank = stof (s); s = serverinfo("rankmin"); if (s) { rankmin = stof (s); if (rank < rankmin) return false; } s = serverinfo("rankmax"); if (s) { rankmax = stof (s); if (rankmax < rank) return false; } return true; */ }; /* =========== PutClientInServer called each time a player enters a new level ============ */ void() PutClientInServer = { local entity spot; local float spd; serverflags = 0; // make sure 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 (); spot = SelectSpawnPoint (); //ZOID: Minimize chance of telefragging someone, from Johannes Plass //(plass@dipmza.physik.uni-mainz.de) ServerModules package spot = TelefragSelectSpawnPoint(spot); W_SetCurrentAmmo (); self.attack_finished = time; self.th_pain = player_pain; self.th_die = PlayerDie; spd = cvar("sv_maxspeed"); if (self.maxspeed != spd) self.maxspeed = spd; self.deadflag = DEAD_NO; // paustime is set by teleporters to keep the player from moving a while self.pausetime = 0; // spot = SelectSpawnPoint (); self.origin = spot.origin + '0 0 1'; self.angles = spot.angles; self.fixangle = TRUE; // turn this way immediately // oh, this is a hack! setmodel (self, "progs/eyes.mdl"); modelindex_eyes = self.modelindex; setmodel (self, "progs/player.mdl"); modelindex_player = self.modelindex; setsize (self, VEC_HULL_MIN, VEC_HULL_MAX); self.view_ofs = '0 0 22'; self.velocity = '0 0 0'; player_stand1 (); makevectors(self.angles); spawn_tfog (self.origin + v_forward*20); spawn_tdeath (self.origin, self); // grapple stuff self.on_hook = FALSE; self.hook_out = FALSE; }; /* ============================================================================= QUAKED FUNCTIONS ============================================================================= */ /*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 24) The normal starting point for a level. */ void() info_player_start = { }; /*QUAKED info_player_start2 (1 0 0) (-16 -16 -24) (16 16 24) Only used on start map for the return point from an episode. */ void() info_player_start2 = { }; /*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 24) potential spawning position for deathmatch games */ void() info_player_deathmatch = { if (deathmatch) StartRuneSpawn(); }; /*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; // episode one if (mapname == "e1m1") nextmap = "e1m2"; else if (mapname == "e1m2") nextmap = "e1m3"; else if (mapname == "e1m3") nextmap = "e1m4"; else if (mapname == "e1m4") nextmap = "e1m5"; else if (mapname == "e1m5") nextmap = "e1m6"; else if (mapname == "e1m6") nextmap = "ctfstart"; // episode two else if (mapname == "e2m1") nextmap = "e2m2"; else if (mapname == "e2m2") nextmap = "e2m3"; else if (mapname == "e2m3") nextmap = "e2m4"; else if (mapname == "e2m4") nextmap = "e2m5"; else if (mapname == "e2m5") nextmap = "e2m6"; else if (mapname == "e2m6") nextmap = "e2m7"; else if (mapname == "e2m7") nextmap = "ctfstart"; // episode three else if (mapname == "e3m1") nextmap = "e3m2"; else if (mapname == "e3m2") nextmap = "e3m3"; else if (mapname == "e3m3") nextmap = "e3m4"; else if (mapname == "e3m4") nextmap = "e3m5"; else if (mapname == "e3m5") nextmap = "e3m6"; else if (mapname == "e3m6") nextmap = "e3m7"; else if (mapname == "e3m7") nextmap = "ctfstart"; // episode four else if (mapname == "e4m1") nextmap = "e4m2"; else if (mapname == "e4m2") nextmap = "e4m3"; else if (mapname == "e4m3") nextmap = "e4m4"; else if (mapname == "e4m4") nextmap = "e4m5"; else if (mapname == "e4m5") nextmap = "e4m6"; else if (mapname == "e4m6") nextmap = "e4m7"; else if (mapname == "e4m7") nextmap = "e4m8"; else if (mapname == "e4m8") nextmap = "ctfstart"; // the deathmatch arenas else if (mapname == "dm1") nextmap = "dm2"; else if (mapname == "dm2") nextmap = "dm3"; else if (mapname == "dm3") nextmap = "dm4"; else if (mapname == "dm4") nextmap = "dm5"; else if (mapname == "dm5") nextmap = "dm6"; else if (mapname == "dm6") nextmap = "ctfstart"; // ctf episode one 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 = "ctfstart"; // ctf episode two else if (mapname == "ctf2m1") nextmap = "ctf2m2"; else if (mapname == "ctf2m2") nextmap = "ctf2m3"; else if (mapname == "ctf2m3") nextmap = "ctf2m4"; else if (mapname == "ctf2m4") nextmap = "ctf2m5"; else if (mapname == "ctf2m5") nextmap = "ctf2m6"; else if (mapname == "ctf2m6") nextmap = "ctf2m7"; else if (mapname == "ctf2m7") nextmap = "ctf2m8"; else if (mapname == "ctf2m8") nextmap = "ctfstart"; o = spawn(); o.map = nextmap; o.think = execute_changelevel; o.nextthink = time + 0.1; return; // DISABLED from here // find a trigger changelevel o = find(world, classname, "trigger_changelevel"); // go back to start if no trigger_changelevel if (!o) { mapname = "start"; 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; 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 && (self.frags >= fraglimit))) { pregameover = 1; TeamEndScore(); 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); } // wait for all buttons released if (self.deadflag == DEAD_DEAD) { if (self.button2 || self.button1 || self.button0) return; self.deadflag = DEAD_RESPAWNABLE; return; } // wait for any button down if (!self.button2 && !self.button1 && !self.button0) return; self.button0 = 0; self.button1 = 0; self.button2 = 0; respawn(); }; void() PlayerJump = { if (self.flags & FL_WATERJUMP) return; if (self.waterlevel >= 2) { // play swiming sound if (self.swim_flag < time) { self.swim_flag = time + 1; if (random() < 0.5) sound (self, CHAN_BODY, "misc/water1.wav", 1, ATTN_NORM); else sound (self, CHAN_BODY, "misc/water2.wav", 1, ATTN_NORM); } return; } if (!(self.flags & FL_ONGROUND)) return; if ( !(self.flags & FL_JUMPRELEASED) ) return; // don't pogo stick self.flags = self.flags - (self.flags & FL_JUMPRELEASED); self.button2 = 0; // player jumping sound sound (self, CHAN_BODY, "player/plyrjmp8.wav", 1, ATTN_NORM); }; /* =========== 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; } }; void() CheckWaterJump = { local vector start, end; // check for a jump-out-of-water makevectors (self.angles); start = self.origin; start_z = start_z + 8; v_forward_z = 0; normalize(v_forward); end = start + v_forward*24; traceline (start, end, TRUE, self); if (trace_fraction < 1) { // solid at waist start_z = start_z + self.maxs_z - 8; end = start + v_forward*24; self.movedir = trace_plane_normal * -50; traceline (start, end, TRUE, self); if (trace_fraction == 1) { // open at eye level self.flags = self.flags | FL_WATERJUMP; self.velocity_z = 225; self.flags = self.flags - (self.flags & FL_JUMPRELEASED); self.teleport_time = time + 2; // safety net return; } } }; /* ================ PlayerPreThink Called every frame before physics are run ================ */ void() PlayerPreThink = { if (intermission_running > 0) { IntermissionThink (); // otherwise a button could be missed between return; // the think tics } TeamCapturePlayerUpdate(); 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; } 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_GRAPPLE) { self.weapon = W_BestWeapon (); W_SetCurrentAmmo (); } // Do grapple stuff if I'm on a hook if (self.on_hook) Service_Grapple (); }; /* ================ 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, PRINT_HIGH, "Ring of Shadows magic is fading\n"); stuffcmd (self, "bf\n"); sound (self, CHAN_AUTO, "items/inv2.wav", 1, ATTN_NORM); self.invisible_time = time + 1; } if (self.invisible_time < time) { self.invisible_time = time + 1; stuffcmd (self, "bf\n"); } } if (self.invisible_finished < time) { // just stopped self.items = self.items - IT_INVISIBILITY; self.invisible_finished = 0; self.invisible_time = 0; } // use the eyes self.frame = 0; self.modelindex = modelindex_eyes; } else self.modelindex = modelindex_player; // don't use eyes // invincibility if (self.invincible_finished) { // sound and screen flash when items starts to run out if (self.invincible_finished < time + 3) { if (self.invincible_time == 1) { sprint (self, PRINT_HIGH, "Protection is almost burned out\n"); stuffcmd (self, "bf\n"); sound (self, CHAN_AUTO, "items/protect2.wav", 1, ATTN_NORM); self.invincible_time = time + 1; } if (self.invincible_time < time) { self.invincible_time = time + 1; stuffcmd (self, "bf\n"); } } if (self.invincible_finished < time) { // just stopped self.items = self.items - IT_INVULNERABILITY; self.invincible_time = 0; self.invincible_finished = 0; } // 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, PRINT_HIGH, "Quad Damage is wearing off\n"); stuffcmd (self, "bf\n"); sound (self, CHAN_AUTO, "items/damage2.wav", 1, ATTN_NORM); self.super_time = time + 1; } if (self.super_time < time) { self.super_time = time + 1; stuffcmd (self, "bf\n"); } } if (self.super_damage_finished < time) { // just stopped self.items = self.items - IT_QUAD; 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, PRINT_HIGH, "Air supply in Biosuit expiring\n"); stuffcmd (self, "bf\n"); sound (self, CHAN_AUTO, "items/suit2.wav", 1, ATTN_NORM); self.rad_time = time + 1; } if (self.rad_time < time) { self.rad_time = time + 1; stuffcmd (self, "bf\n"); } } if (self.radsuit_finished < time) { // just stopped self.items = self.items - IT_SUIT; self.rad_time = 0; self.radsuit_finished = 0; } } // Check to see about DIMLIGHT effects CheckDimLight(); }; /* ================ PlayerPostThink Called every frame after physics are run ================ */ void() PlayerPostThink = { //dprint ("post think\n"); if (self.view_ofs == '0 0 0') return; // intermission or finale if (self.deadflag) return; // check to see if player landed and play landing sound if ((self.jump_flag < -300) && (self.flags & FL_ONGROUND) ) { if (self.watertype == CONTENT_WATER) sound (self, CHAN_BODY, "player/h2ojump.wav", 1, ATTN_NORM); else if (self.jump_flag < -650) { T_Damage (self, world, world, 5); 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 = self.velocity_z; CheckPowerups (); W_WeaponFrame (); }; /* =========== ClientConnect called when a player connects to a server ============ */ void() ClientConnect = { bprint (PRINT_HIGH, self.netname); bprint (PRINT_HIGH, " entered the game\n"); self.motd_count = 1; self.player_flag = self.player_flag - (self.player_flag & PF_GHOST); self.suicide_count = 0; self.killed = 0; self.player_flag = 0; // *TEAMPLAY* // If this is our first connection, parm10 is < 0 // Set lastteam negative. if (parm10 < 0 || self.steam < 0) { self.steam = -1; TeamAssign(); if(teamplay & TEAM_LOCK_COLORS) // force a stuff cmd in think self.player_flag = self.player_flag | TEAM_STUFF_COLOR; } // a client connecting during an intermission can cause problems if (intermission_running) GotoNextMap (); }; /* =========== ClientDisconnect called when a player disconnects from a server ============ */ void() ClientDisconnect = { // let everyone else know bprint (PRINT_HIGH, self.netname); bprint (PRINT_HIGH, " left the game with "); bprint (PRINT_HIGH, ftos(self.frags)); bprint (PRINT_HIGH, " frags\n"); sound (self, CHAN_BODY, "player/tornoff2.wav", 1, ATTN_NONE); DropRune(); TeamCaptureDropFlagOfPlayer(self); set_suicide_frame (); self.player_flag = self.player_flag | PF_GHOST; self.steam = -1; self.frags = 0; self.statstate = 0; }; // *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, temp; local string deathstring, deathstring2, 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.steam != targ.steam) head.last_hurt_carrier = -10; head = find(head, classname, "player"); } } // END EXPERT CTF if (attacker.classname == "teledeath") { bprint (PRINT_MEDIUM,targ.netname); bprint (PRINT_MEDIUM," was telefragged by "); bprint (PRINT_MEDIUM,attacker.owner.netname); bprint (PRINT_MEDIUM,"\n"); attacker.owner.frags = attacker.owner.frags + 1; return; } if (attacker.classname == "teledeath2") { bprint (PRINT_MEDIUM,"Satan's power deflects "); bprint (PRINT_MEDIUM,targ.netname); bprint (PRINT_MEDIUM,"'s telefrag\n"); targ.frags = targ.frags - 1; logfrag (targ, targ); return; } if (attacker.classname == "player") { if (targ == attacker) { // killed self logfrag (attacker, attacker); attacker.frags = attacker.frags - 1; bprint (PRINT_MEDIUM,targ.netname); if (self.killed == 99) { //ZOID: try if player was gibbed for changing teams if (teamplay & TEAM_STATIC_TEAMS) bprint (PRINT_MEDIUM, " tried to change teams\n"); else bprint (PRINT_MEDIUM, " changed teams\n"); } else if (targ.weapon == 64 && targ.waterlevel > 1) { bprint (PRINT_MEDIUM," discharges into the water.\n"); return; } else if (targ.weapon == IT_GRENADE_LAUNCHER) { bprint (PRINT_MEDIUM," tries to put the pin back in\n"); } else if (rnum) { bprint (PRINT_MEDIUM," becomes bored with life\n"); } else { bprint (PRINT_MEDIUM," checks if his weapon is loaded\n"); } 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 logfrag (attacker, targ); attacker.frags = attacker.frags + 1; if ((targ.player_flag & ITEM_ENEMY_FLAG) && (targ.steam != attacker.steam)) { //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, PRINT_MEDIUM, "Enemy flag carrier killed, no bonus\n"); } else { attacker.frags = attacker.frags + TEAM_CAPTURE_FRAG_CARRIER_BONUS; sprint(attacker, PRINT_MEDIUM, "Enemy flag carrier killed: "); s = ftos(TEAM_CAPTURE_FRAG_CARRIER_BONUS); sprint(attacker, PRINT_MEDIUM, s); sprint(attacker, PRINT_MEDIUM, " bonus frags\n"); } // 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.steam); 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(PRINT_MEDIUM, attacker.netname); bprint(PRINT_MEDIUM, " defends "); bprint(PRINT_MEDIUM, s); bprint(PRINT_MEDIUM, "'s flag carrier against an agressive enemy\n"); } // *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.steam == attacker.steam) && (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(PRINT_MEDIUM, attacker.netname); bprint(PRINT_MEDIUM, " defends "); bprint(PRINT_MEDIUM, s); bprint(PRINT_MEDIUM, "'s flag carrier\n"); } } if ( (head.classname == "item_flag_team1") || (head.classname == "item_flag_team2")) { if (((attacker.steam == TEAM_COLOR1) && (head.classname == "item_flag_team1")) || ((attacker.steam == 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(PRINT_MEDIUM, attacker.netname); bprint(PRINT_MEDIUM, " defends the "); bprint(PRINT_MEDIUM, s); bprint(PRINT_MEDIUM, " flag\n"); } } 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.steam == attacker.steam) && (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(PRINT_MEDIUM, attacker.netname); bprint(PRINT_MEDIUM, " defends "); bprint(PRINT_MEDIUM, s); bprint(PRINT_MEDIUM, "'s flag carrier\n"); } } if (((attacker.steam == TEAM_COLOR1) && (head.classname == "item_flag_team1")) || ((attacker.steam == 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(PRINT_MEDIUM, attacker.netname); bprint(PRINT_MEDIUM, " defends the "); bprint(PRINT_MEDIUM, s); bprint(PRINT_MEDIUM, " flag\n"); } 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); deathstring = deathstring2 = "uninit"; rnum = attacker.weapon; if (rnum == IT_AXE) { deathstring = " was ax-murdered by "; deathstring2 = "\n"; } if (rnum == IT_GRAPPLE) { temp = random(); if (temp < 0.5) { deathstring = " was hooked by "; deathstring2 = "\n"; } else if (temp > 0.5) { deathstring = " was disemboweled by "; deathstring2 = "\n"; } } if (rnum == IT_SHOTGUN) { deathstring = " chewed on "; deathstring2 = "'s boomstick\n"; } if (rnum == IT_SUPER_SHOTGUN) { deathstring = " ate 2 loads of "; deathstring2 = "'s buckshot\n"; } if (rnum == IT_NAILGUN) { deathstring = " was nailed by "; deathstring2 = "\n"; } if (rnum == IT_SUPER_NAILGUN) { deathstring = " was punctured by "; deathstring2 = "\n"; } if (rnum == IT_GRENADE_LAUNCHER) { deathstring = " eats "; deathstring2 = "'s pineapple\n"; if (targ.health < -40) { deathstring = " was gibbed by "; deathstring2 = "'s grenade\n"; } } if (rnum == IT_ROCKET_LAUNCHER) { if (attacker.items & IT_QUAD) { deathstring = " was destroyed by "; deathstring2 = "'s Quad rocket\n"; } else { deathstring = " rides "; deathstring2 = "'s rocket\n"; if (targ.health < -40) { deathstring = " was gibbed by "; deathstring2 = "'s rocket\n" ; } } } if (rnum == IT_LIGHTNING) { deathstring = " accepts "; if (attacker.waterlevel > 1) deathstring2 = "'s discharge\n"; else deathstring2 = "'s shaft\n"; } bprint (PRINT_MEDIUM,targ.netname); bprint (PRINT_MEDIUM,deathstring); bprint (PRINT_MEDIUM,attacker.netname); bprint (PRINT_MEDIUM,deathstring2); } return; } else { logfrag (targ, targ); targ.frags = targ.frags - 1; // killed self rnum = targ.watertype; bprint (PRINT_MEDIUM,targ.netname); if (rnum == -3) { if (random() < 0.5) bprint (PRINT_MEDIUM," sleeps with the fishes\n"); else bprint (PRINT_MEDIUM," sucks it down\n"); return; } else if (rnum == -4) { if (random() < 0.5) bprint (PRINT_MEDIUM," gulped a load of slime\n"); else bprint (PRINT_MEDIUM," can't exist on slime alone\n"); return; } else if (rnum == -5) { if (targ.health < -15) { bprint (PRINT_MEDIUM," burst into flames\n"); return; } if (random() < 0.5) bprint (PRINT_MEDIUM," turned into hot slag\n"); else bprint (PRINT_MEDIUM," visits the Volcano God\n"); return; } if (attacker.flags & FL_MONSTER) { if (attacker.classname == "monster_army") bprint (PRINT_MEDIUM," was shot by a Grunt\n"); if (attacker.classname == "monster_demon1") bprint (PRINT_MEDIUM," was eviscerated by a Fiend\n"); if (attacker.classname == "monster_dog") bprint (PRINT_MEDIUM," was mauled by a Rottweiler\n"); if (attacker.classname == "monster_dragon") bprint (PRINT_MEDIUM," was fried by a Dragon\n"); if (attacker.classname == "monster_enforcer") bprint (PRINT_MEDIUM," was blasted by an Enforcer\n"); if (attacker.classname == "monster_fish") bprint (PRINT_MEDIUM," was fed to the Rotfish\n"); if (attacker.classname == "monster_hell_knight") bprint (PRINT_MEDIUM," was slain by a Death Knight\n"); if (attacker.classname == "monster_knight") bprint (PRINT_MEDIUM," was slashed by a Knight\n"); if (attacker.classname == "monster_ogre") bprint (PRINT_MEDIUM," was destroyed by an Ogre\n"); if (attacker.classname == "monster_oldone") bprint (PRINT_MEDIUM," became one with Shub-Niggurath\n"); if (attacker.classname == "monster_shalrath") bprint (PRINT_MEDIUM," was exploded by a Vore\n"); if (attacker.classname == "monster_shambler") bprint (PRINT_MEDIUM," was smashed by a Shambler\n"); if (attacker.classname == "monster_tarbaby") bprint (PRINT_MEDIUM," was slimed by a Spawn\n"); if (attacker.classname == "monster_vomit") bprint (PRINT_MEDIUM," was vomited on by a Vomitus\n"); if (attacker.classname == "monster_wizard") bprint (PRINT_MEDIUM," was scragged by a Scrag\n"); if (attacker.classname == "monster_zombie") bprint (PRINT_MEDIUM," joins the Zombies\n"); return; } if (attacker.classname == "explo_box") { bprint (PRINT_MEDIUM," blew up\n"); return; } if (attacker.solid == SOLID_BSP && attacker != world) { bprint (PRINT_MEDIUM," was squished\n"); return; } if (targ.deathtype == "falling") { targ.deathtype = ""; bprint (PRINT_MEDIUM," fell to his death\n"); return; } if (attacker.classname == "trap_shooter" || attacker.classname == "trap_spikeshooter") { bprint (PRINT_MEDIUM," was spiked\n"); return; } if (attacker.classname == "fireball") { bprint (PRINT_MEDIUM," ate a lavaball\n"); return; } if (attacker.classname == "trigger_changelevel") { bprint (PRINT_MEDIUM," tried to leave\n"); return; } bprint (PRINT_MEDIUM," died\n"); } } };