game-source/nqw/client.qc
2004-02-08 05:02:20 +00:00

1540 lines
37 KiB
C++

// 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 ==============================================
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 =
{
self.angles = self.mangle; // so C can get at it
};
void ()
SetChangeParms =
{
if (self.health <= 0) {
SetNewParms ();
return;
}
// remove items
self.items &= ~(IT_KEY1 | IT_KEY2 | IT_INVISIBILITY |
IT_INVULNERABILITY | IT_SUIT | IT_QUAD);
// cap super health
if (self.health > 100)
self.health = 100;
if (self.health < 50)
self.health = 50;
parm1 = self.items;
parm2 = self.health;
parm3 = self.armorvalue;
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;
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 = 4 * random ();
while (cyc > 1) {
spot = find (spot, classname, "info_intermission");
if (!spot)
spot = find (spot, classname, "info_intermission");
cyc--;
}
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 =
{
local string newmap;
//ZOID: 12-13-96, samelevel is overloaded, only 1 works for same level
if (!deathmatch)
changelevel (nextmap);
else if (cvar("samelevel") == 1) // if samelevel is set, stay on same level
changelevel (mapname);
else {
// configurable map lists, see if the current map exists as a
// serverinfo/localinfo var
newmap = infokey(world, mapname);
if (newmap != "")
changelevel (newmap);
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") {
WriteBytes (MSG_ALL, SVC_CDTRACK, 2.0, SVC_FINALE);
if (!cvar("registered")) {
WriteString (MSG_ALL, "As the corpse of the monstrous entity\n"
"Chthon sinks back into the lava whence\n"
"it rose, you grip the Rune of Earth\n"
"Magic tightly. Now that you have\n"
"conquered the Dimension of the Doomed,\n"
"realm of Earth Magic, you are ready to\n"
"complete your task in the other three\n"
"haunted lands of Quake. Or are you? If\n"
"you don't register Quake, you'll never\n"
"know what awaits you in the Realm of\n"
"Black Magic, the Netherworld, and the\n"
"Elder World!");
} else {
WriteString (MSG_ALL, "As the corpse of the monstrous entity\n"
"Chthon sinks back into the lava whence\n"
"it rose, you grip the Rune of Earth\n"
"Magic tightly. Now that you have\n"
"conquered the Dimension of the Doomed,\n"
"realm of Earth Magic, you are ready to\n"
"complete your task. A Rune of magic\n"
"power lies at the end of each haunted\n"
"land of Quake. Go forth, seek the\n"
"totality of the four Runes!");
}
return;
} else if (world.model == "maps/e2m6.bsp") {
WriteBytes (MSG_ALL, SVC_CDTRACK, 2.0, SVC_FINALE);
WriteString (MSG_ALL, "The Rune of Black Magic throbs evilly in\n"
"your hand and whispers dark thoughts\n"
"into your brain. You learn the inmost\n"
"lore of the Hell-Mother; Shub-Niggurath!\n"
"You now know that she is behind all the\n"
"terrible plotting which has led to so\n"
"much death and horror. But she is not\n"
"inviolate! Armed with this Rune, you\n"
"realize that once all four Runes are\n"
"combined, the gate to Shub-Niggurath's\n"
"Pit will open, and you can face the\n"
"Witch-Goddess herself in her frightful\n"
"otherworld cathedral.");
return;
} else if (world.model == "maps/e3m6.bsp") {
WriteBytes (MSG_ALL, SVC_CDTRACK, 2.0, SVC_FINALE);
WriteString (MSG_ALL, "The charred viscera of diabolic horrors\n"
"bubble viscously as you seize the Rune\n"
"of Hell Magic. Its heat scorches your\n"
"hand, and its terrible secrets blight\n"
"your mind. Gathering the shreds of your\n"
"courage, you shake the devil's shackles\n"
"from your soul, and become ever more\n"
"hard and determined to destroy the\n"
"hideous creatures whose mere existence\n"
"threatens the souls and psyches of all\n"
"the population of Earth.");
return;
} else if (world.model == "maps/e4m7.bsp") {
WriteBytes (MSG_ALL, SVC_CDTRACK, 2.0, SVC_FINALE);
WriteString (MSG_ALL, "Despite the awful might of the Elder\n"
"World, you have achieved the Rune of\n"
"Elder Magic, capstone of all types of\n"
"arcane wisdom. Beyond good and evil,\n"
"beyond life and death, the Rune\n"
"pulsates, heavy with import. Patient and\n"
"potent, the Elder Being Shub-Niggurath\n"
"weaves her dire plans to clear off all\n"
"life from the Earth, and bring her own\n"
"foul offspring to our world! For all the\n"
"dwellers in these nightmare dimensions\n"
"are her descendants! Once all Runes of\n"
"magic power are united, the energy\n"
"behind them will blast open the Gateway\n"
"to Shub-Niggurath, and you can travel\n"
"there to foil the Hell-Mother's plots\n"
"in person.");
return;
}
GotoNextMap();
}
if (intermission_running == 3) {
if (!cvar("registered")) {
// shareware episode has been completed, go to sell screen
WriteByte (MSG_ALL, SVC_SELLSCREEN);
return;
}
if ((serverflags & 15) == 15) {
WriteByte (MSG_ALL, SVC_FINALE);
WriteString (MSG_ALL, "Now, you have all four Runes. You sense\n"
"tremendous invisible forces moving to\n"
"unseal ancient barriers. Shub-Niggurath\n"
"had hoped to use the Runes Herself to\n"
"clear off the Earth, but now instead,\n"
"you will use them to enter her home and\n"
"confront her as an avatar of avenging\n"
"Earth-life. If you defeat her, you will\n"
"be remembered forever as the savior of\n"
"the planet. If she conquers, it will be\n"
"as if you had never been born.");
return;
}
}
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 ();
};
/*
============
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 + 5;
pos = FindIntermission ();
// play intermission music
WriteBytes (MSG_ALL, SVC_CDTRACK, 3.0, SVC_INTERMISSION);
WriteCoordV (MSG_ALL, pos.origin);
WriteAngleV (MSG_ALL, pos.mangle);
other = find (world, classname, "player");
while (other != world) {
other.takedamage = DAMAGE_NO;
other.solid = SOLID_NOT;
other.movetype = MOVETYPE_NONE;
other.modelindex = 0;
other.effects = 0;
// Take the player to intermission spot so that server
// sends all the entities seen from intermission spot!
setorigin (other, pos.origin);
other = find (other, classname, "player");
}
};
void ()
changelevel_touch =
{
if (other.classname != "player")
return;
// if "noexit" is set, blow up the player trying to leave
//ZOID, 12-13-96, noexit isn't supported in QW. Overload samelevel
// if ((cvar("noexit") == 1) || ((cvar("noexit") == 2) && (mapname != "start")))
if ((cvar("samelevel") == 2) || ((cvar("samelevel") == 3)
&& (mapname != "start"))) {
T_Damage (other, self, self, 50000);
return;
}
if (coop || deathmatch) {
bprint (PRINT_HIGH, other.netname);
bprint (PRINT_HIGH, " exited the level\n");
}
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 =
{
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
// localcmd ("restart\n");
localcmd ("map ");
localcmd (mapname);
localcmd ("\n");
}
};
/*
============
ClientKill
Player entered the suicide command
============
*/
void ()
ClientKill =
{
bprint (PRINT_MEDIUM, self.netname);
bprint (PRINT_MEDIUM, " suicides\n");
set_suicide_frame ();
self.modelindex = modelindex_player;
logfrag (self, self);
self.frags = self.frags - 2; // extra penalty
respawn ();
};
float (vector v)
CheckSpawnPoint =
{
return FALSE;
};
/*
============
SelectSpawnPoint
Returns the entity to spawn at
============
*/
entity ()
SelectSpawnPoint =
{
local entity spot, spots, thing;
local float numspots, totalspots, pcount;
numspots = 0;
totalspots = 0;
// testinfo_player_start is only found in regioned levels
spot = find (world, classname, "testplayerstart");
if (spot)
return spot;
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) {
// choose a info_player_deathmatch point
// ok, find all spots that don't have players nearby
spots = world;
spot = find (world, classname, "info_player_deathmatch");
while (spot) {
totalspots++;
thing = findradius (spot.origin, 84);
pcount = 0;
while (thing) {
if (thing.classname == "player")
pcount++;
thing = thing.chain;
}
if (pcount == 0) {
spot.goalentity = spots;
spots = spot;
numspots++;
}
// Get the next spot in the chain
spot = find (spot, classname, "info_player_deathmatch");
}
totalspots--;
if (!numspots) {
// ack, they are all full, just pick one at random
// bprint (PRINT_HIGH, "Ackk! All spots are full. Selecting random spawn spot\n");
totalspots = rint ((totalspots * random ()));
spot = find (world, classname, "info_player_deathmatch");
while (totalspots > 0) {
totalspots--;
spot = find (spot, classname, "info_player_deathmatch");
}
return spot;
}
// We now have the number of spots available on the map in numspots
// Generate a random number between 1 and numspots
numspots--;
numspots = rint ((numspots * random ()));
spot = spots;
while (numspots > 0) {
spot = spot.goalentity;
numspots--;
}
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;
};
void () DecodeLevelParms;
void () PlayerDie;
float (entity e)
ValidateUser =
{
/*
local string userclan, s;
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;
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;
DecodeLevelParms ();
W_SetCurrentAmmo ();
self.attack_finished = time;
self.th_pain = player_pain;
self.th_die = PlayerDie;
self.deadflag = DEAD_NO;
// pausetime 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';
// Mod - Xian (May.20.97)
// Bug where player would have velocity from their last kill
self.velocity = '0 0 0';
player_stand1 ();
makevectors (self.angles);
spawn_tfog (self.origin + v_forward * 20);
spawn_tdeath (self.origin, self);
// Set Rocket Jump Modifiers
if (stof (infokey (world, "rj")) != 0)
rj = stof (infokey (world, "rj"));
if (deathmatch == 4) {
self.ammo_shells = 0;
if (stof (infokey (world, "axe")) == 0) {
self.ammo_nails = 255;
self.ammo_shells = 255;
self.ammo_rockets = 255;
self.ammo_cells = 255;
self.items |= (IT_NAILGUN | IT_SUPER_NAILGUN | IT_SUPER_SHOTGUN |
IT_ROCKET_LAUNCHER | IT_LIGHTNING);
}
self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
self.items |= (IT_ARMOR3 | IT_INVULNERABILITY);
self.armorvalue = 200;
self.armortype = 0.8;
self.health = 250;
self.invincible_time = 1;
self.invincible_finished = time + 3;
}
if (deathmatch == 5) {
self.ammo_nails = 80;
self.ammo_shells = 30;
self.ammo_rockets = 10;
self.ammo_cells = 30;
self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
self.items |= (IT_NAILGUN | IT_SUPER_NAILGUN | IT_SUPER_SHOTGUN |
IT_ROCKET_LAUNCHER | IT_GRENADE_LAUNCHER |
IT_LIGHTNING | IT_ARMOR3 | IT_INVULNERABILITY);
self.armorvalue = 200;
self.armortype = 0.8;
self.health = 200;
self.invincible_time = 1;
self.invincible_finished = time + 3;
}
};
// QUAKED FUNCTIONS ===========================================================
/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 24)
The normal starting point for a level.
*/
void ()
info_player_start =
{
};
/*QUAKED info_player_start2 (1 0 0) (-16 -16 -24) (16 16 24)
Only used on start map for the return point from an episode.
*/
void ()
info_player_start2 =
{
};
/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 24)
potential spawning position for deathmatch games
*/
void ()
info_player_deathmatch =
{
};
/*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 24)
potential spawning position for coop games
*/
void ()
info_player_coop =
{
};
// RULES ======================================================================
// go to the next level for deathmatch
void ()
NextLevel =
{
local entity o;
if (nextmap != "")
return; // already done
if (mapname == "start") {
if (!cvar("registered")) {
mapname = "e1m1";
} else if (!(serverflags & 1)) {
mapname = "e1m1";
serverflags |= 1;
} else if (!(serverflags & 2)) {
mapname = "e2m1";
serverflags |= 2;
} else if (!(serverflags & 4)) {
mapname = "e3m1";
serverflags |= 4;
} else if (!(serverflags & 8)) {
mapname = "e4m1";
serverflags -= 7;
}
o = spawn();
o.map = mapname;
} else {
// find a trigger changelevel
o = find (world, classname, "trigger_changelevel");
if (!o || mapname == "start") {
// go back to same map if no trigger_changelevel
o = spawn ();
o.map = mapname;
}
}
nextmap = o.map;
if (o.nextthink < time) {
o.think = execute_changelevel;
o.nextthink = time + 0.1;
}
};
/*
============
CheckRules
Exit deathmatch games upon conditions
============
*/
void ()
CheckRules =
{
if (deathmatch) {
if (timelimit && time >= timelimit)
NextLevel ();
if (fraglimit && self.frags >= fraglimit)
NextLevel ();
}
};
//============================================================================
void ()
PlayerDeathThink =
{
local float forward;
if ((self.flags & FL_ONGROUND)) {
forward = vlen (self.velocity);
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 &= ~FL_JUMPRELEASED;
self.button2 = 0;
// player jumping sound
sound (self, CHAN_BODY, "player/plyrjmp8.wav", 1, ATTN_NORM);
};
.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 += 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 &= ~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
switch (self.watertype) {
case CONTENT_LAVA:
sound (self, CHAN_BODY, "player/inlava.wav", 1, ATTN_NORM);
break;
case CONTENT_WATER:
sound (self, CHAN_BODY, "player/inh2o.wav", 1, ATTN_NORM);
break;
case CONTENT_SLIME:
sound (self, CHAN_BODY, "player/slimbrn2.wav", 1, ATTN_NORM);
break;
}
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 |= FL_WATERJUMP;
self.velocity_z = 225;
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
self.deathtype = "";
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 |= 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 = // FIXME: this whole thing is a mess.
{
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 + 3 * random () + 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 &= ~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 &= ~IT_INVULNERABILITY;
self.invincible_time = 0;
self.invincible_finished = 0;
}
if (self.invincible_finished > time) {
self.effects |= EF_DIMLIGHT | EF_RED;
} else {
self.effects &= ~(EF_DIMLIGHT | EF_RED);
}
}
// super damage
if (self.super_damage_finished) {
// sound and screen flash when items starts to run out
if (self.super_damage_finished < time + 3) {
if (self.super_time == 1) {
if (deathmatch == 4)
sprint (self, PRINT_HIGH, "OctaPower is wearing off\n");
else
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 &= ~IT_QUAD;
if (deathmatch == 4) {
self.ammo_cells = 255;
self.armorvalue = 1;
self.armortype = 0.8;
self.health = 100;
}
self.super_damage_finished = 0;
self.super_time = 0;
} if (self.super_damage_finished > time) {
self.effects |= EF_DIMLIGHT | EF_BLUE;
} else {
self.effects &= ~(EF_DIMLIGHT | EF_BLUE);
}
}
// 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 &= ~IT_SUIT;
self.rad_time = 0;
self.radsuit_finished = 0;
}
}
};
/*
================
PlayerPostThink
Called every frame after physics are run
================
*/
void() PlayerPostThink =
{
if (intermission_running)
return;
if (self.deadflag)
return;
// check to see if player landed and play landing sound
if ((self.jump_flag < -300) && (self.flags & FL_ONGROUND)) {
if (self.watertype == CONTENT_WATER)
sound (self, CHAN_BODY, "player/h2ojump.wav", 1, ATTN_NORM);
else if (self.jump_flag < -650) {
self.deathtype = "falling";
T_Damage (self, world, world, 5);
sound (self, CHAN_VOICE, "player/land2.wav", 1, ATTN_NORM);
} else
sound (self, CHAN_VOICE, "player/land.wav", 1, ATTN_NORM);
}
self.jump_flag = self.velocity_z;
CheckPowerups ();
W_WeaponFrame ();
};
/*
===========
ClientConnect
called when a player connects to a server
============
*/
void ()
ClientConnect =
{
if (deathmatch || coop) { // Tonik
bprint (PRINT_HIGH, self.netname);
bprint (PRINT_HIGH, " entered the game\n");
}
// a client connecting during an intermission can cause problems
if (intermission_running)
GotoNextMap ();
};
/*
===========
ClientDisconnect
called when a player disconnects from a server
============
*/
void ()
ClientDisconnect =
{
local entity e;
local string tmp;
if (!deathmatch) {
e = find (world, classname, "player");
if (e == self) {
if (!find (e, classname, "player")) {
// No one is left on the server
if (coop) {
localcmd ("map ");
localcmd (mapname);
localcmd ("\n");
} else { // single player
serverflags = 0;
localcmd("map start\n");
}
return;
}
}
}
// let everyone else know
bprint (PRINT_HIGH, self.netname);
bprint (PRINT_HIGH, " left the game with ");
tmp = ftos (self.frags);
bprint (PRINT_HIGH, tmp);
bprint (PRINT_HIGH, " frags\n");
sound (self, CHAN_BODY, "player/tornoff2.wav", 1, ATTN_NONE);
set_suicide_frame ();
};
/*
===========
ClientObituary
called when a player dies
============
*/
void (entity targ, entity attacker)
ClientObituary =
{
local float rnum;
local string deathstring, deathstring2, attackerteam, targteam;
rnum = random ();
// ZOID 12-13-96: self.team doesn't work in QW. Use keys
attackerteam = infokey (attacker, "team");
targteam = infokey (targ, "team");
if (targ.classname == "player") {
if (deathmatch > 3) {
if (targ.deathtype == "selfwater") {
bprint (PRINT_MEDIUM, targ.netname);
bprint (PRINT_MEDIUM," electrocutes himself.\n ");
targ.frags--;
return;
}
}
switch (attacker.classname) {
case "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++;
logfrag (attacker.owner, targ);
return;
case "teledeath2":
bprint (PRINT_MEDIUM, "Satan's power deflects ");
bprint (PRINT_MEDIUM, targ.netname);
bprint (PRINT_MEDIUM, "'s telefrag\n");
targ.frags--;
logfrag (targ, targ);
return;
case "teledeath3":
// double 666 telefrag (can happen often in deathmatch 4)
bprint (PRINT_MEDIUM, targ.netname);
bprint (PRINT_MEDIUM, " was telefragged by ");
bprint (PRINT_MEDIUM, attacker.owner.netname);
bprint (PRINT_MEDIUM, "'s Satan's power\n");
targ.frags--;
logfrag (targ, targ);
return;
case "squish":
if (teamplay && targteam == attackerteam && attackerteam != ""
&& targ != attacker) {
attacker.frags--;
logfrag (attacker, attacker);
bprint (PRINT_MEDIUM, attacker.netname);
bprint (PRINT_MEDIUM, " squished a teammate\n");
return;
} else if (attacker.classname == "player" && attacker != targ) {
bprint (PRINT_MEDIUM, attacker.netname);
bprint (PRINT_MEDIUM, " squishes ");
bprint (PRINT_MEDIUM, targ.netname);
bprint (PRINT_MEDIUM, "\n");
attacker.frags++;
logfrag (attacker, targ);
return;
} else {
targ.frags--; // killed self
logfrag (targ, targ);
bprint (PRINT_MEDIUM, targ.netname);
bprint (PRINT_MEDIUM, " was squished\n");
return;
}
break;
case "player":
if (targ == attacker) {
// killed self
attacker.frags--;
logfrag (attacker, attacker);
bprint (PRINT_MEDIUM, targ.netname);
if (targ.deathtype == "grenade")
bprint (PRINT_MEDIUM, " tries to put the pin back in\n");
else if (targ.deathtype == "rocket")
bprint (PRINT_MEDIUM, " becomes bored with life\n");
else if (targ.weapon == 64 && targ.waterlevel > 1) {
if (targ.watertype == CONTENT_SLIME)
bprint (PRINT_MEDIUM, " discharges into the slime\n");
else if (targ.watertype == CONTENT_LAVA)
bprint (PRINT_MEDIUM, " discharges into the lava\n");
else
bprint (PRINT_MEDIUM, " discharges into the water.\n");
} else
bprint (PRINT_MEDIUM, " becomes bored with life\n");
return;
} else if ((teamplay == 2) && (targteam == attackerteam) &&
(attackerteam != "")) {
if (rnum < 0.25)
deathstring = " mows down a teammate\n";
else if (rnum < 0.50)
deathstring = " checks his glasses\n";
else if (rnum < 0.75)
deathstring = " gets a frag for the other team\n";
else
deathstring = " loses another friend\n";
bprint (PRINT_MEDIUM, attacker.netname);
bprint (PRINT_MEDIUM, deathstring);
// ZOID 12-13-96: killing a teammate logs as suicide
attacker.frags--;
logfrag (attacker, attacker);
return;
} else {
attacker.frags++;
logfrag (attacker, targ);
deathstring = deathstring2 = " this should never happen ";
switch (targ.deathtype) {
case "nail":
deathstring = " was nailed by ";
deathstring2 = "\n";
break;
case "supernail":
deathstring = " was punctured by ";
deathstring2 = "\n";
break;
case "grenade":
deathstring = " eats ";
deathstring2 = "'s pineapple\n";
if (targ.health < -40) {
deathstring = " was gibbed by ";
deathstring2 = "'s grenade\n";
}
break;
case "rocket":
if (attacker.super_damage_finished > 0 && targ.health
< -40) {
rnum = random ();
if (rnum < 0.3) {
deathstring = " was brutalized by ";
} else if (rnum < 0.6) {
deathstring = " was smeared by ";
} else {
bprint (PRINT_MEDIUM, attacker.netname);
bprint (PRINT_MEDIUM, " rips ");
bprint (PRINT_MEDIUM, targ.netname);
bprint (PRINT_MEDIUM, " a new one\n");
return;
}
deathstring2 = "'s quad rocket\n";
} else {
if (targ.health < -40)
deathstring = " was gibbed by ";
else
deathstring = " rides ";
deathstring2 = "'s rocket\n";
}
break;
default:
break;
}
switch (attacker.weapon) {
case IT_AXE:
deathstring = " was ax-murdered by ";
deathstring2 = "\n";
break;
case IT_SHOTGUN:
deathstring = " chewed on ";
deathstring2 = "'s boomstick\n";
break;
case IT_SUPER_SHOTGUN:
deathstring = " ate 2 loads of ";
deathstring2 = "'s buckshot\n";
break;
case IT_LIGHTNING:
deathstring = " accepts ";
if (attacker.waterlevel > 1)
deathstring2 = "'s discharge\n";
else
deathstring2 = "'s shaft\n";
break;
default:
break;
}
bprint (PRINT_MEDIUM, targ.netname);
bprint (PRINT_MEDIUM, deathstring);
bprint (PRINT_MEDIUM, attacker.netname);
bprint (PRINT_MEDIUM, deathstring2);
}
return;
case "explo.box":
targ.frags--; // killed self
logfrag (targ, targ);
bprint (PRINT_MEDIUM, targ.netname);
bprint (PRINT_MEDIUM," blew up\n");
return;
case "fireball":
targ.frags--; // killed self
logfrag (targ, targ);
bprint (PRINT_MEDIUM, targ.netname);
bprint (PRINT_MEDIUM," ate a lavaball\n");
return;
case "trigger_changelevel":
targ.frags--; // killed self
logfrag (targ, targ);
bprint (PRINT_MEDIUM, targ.netname);
bprint (PRINT_MEDIUM," tried to leave\n");
return;
default:
targ.frags--; // killed self
logfrag (targ, targ);
bprint (PRINT_MEDIUM, targ.netname);
// killed by a monster?
if (attacker.flags & FL_MONSTER) {
switch (attacker.classname) {
case "monster_army":
bprint (PRINT_HIGH, " was shot by a Grunt\n");
return;
case "monster_demon1":
bprint (PRINT_HIGH, " was eviscerated by a Fiend\n");
return;
case "monster_dog":
bprint (PRINT_HIGH, " was mauled by a Rottweiler\n");
return;
case "monster_enforcer":
bprint (PRINT_HIGH, " was blasted by an Enforcer\n");
return;
case "monster_fish":
bprint (PRINT_HIGH, " was fed to the Rotfish\n");
return;
case "monster_hell_knight":
bprint (PRINT_HIGH, " was slain by a Death Knight\n");
return;
case "monster_knight":
bprint (PRINT_HIGH, " was slashed by a Knight\n");
return;
case "monster_ogre":
bprint (PRINT_HIGH, " was destroyed by an Ogre\n");
return;
case "monster_oldone":
bprint (PRINT_HIGH, " became one with Shub-Niggurath\n");
return;
case "monster_shalrath":
bprint (PRINT_HIGH, " was exploded by a Vore\n");
return;
case "monster_shambler":
bprint (PRINT_HIGH, " was smashed by a Shambler\n");
return;
case "monster_tarbaby":
bprint (PRINT_HIGH, " was slimed by a Spawn\n");
return;
case "monster_wizard":
bprint (PRINT_HIGH, " was scragged by a Scrag\n");
return;
case "monster_zombie":
bprint (PRINT_HIGH, " joins the Zombies\n");
return;
default:
break;
}
}
switch (targ.watertype) {
case -3:
if (random () < 0.5)
bprint (PRINT_MEDIUM, " sleeps with the fishes\n");
else
bprint (PRINT_MEDIUM, " sucks it down\n");
return;
case -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;
case -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;
default:
break;
}
switch (targ.deathtype) {
case "falling":
bprint (PRINT_MEDIUM, " fell to his death\n");
return;
case "nail":
case "supernail":
bprint (PRINT_MEDIUM, " was spiked\n");
return;
case "laser":
bprint (PRINT_MEDIUM, " was zapped\n");
return;
default:
break;
}
bprint (PRINT_MEDIUM, " died\n");
}
}
};