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486 lines
13 KiB
C++
486 lines
13 KiB
C++
/*
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==============================================================================
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RANKINGS.QC by Alan Kivlin <e-mail: alan.kivlin@cybersurf.co.uk>
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07 / JUNE / 1997
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Copyright (C) 1997 by Alan Kivlin.
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==============================================================================
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*/
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// client number of the player/bot
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.float fClientNo;
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// bit flags for the (maximum) sixteen clients in standard quake
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float fActiveClients;
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// number of client entities available for the current game
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float fMaxClients;
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//----------------------------------------------------------------------------
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// stores in fMaxClients, the maximum number of client's allowed in the game
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void() clientInitMaxClients;
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// returns the client's bit flag
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float( float fClientNo ) clientBitFlag;
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// returns TRUE if the client number specified is in use by a bot or player
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float( float fClientNo ) clientIsActive;
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// marks the client's bit flag as being in use
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void( float fClientNo ) clientSetUsed;
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// marks the client's bit flag as being available
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void( float fClientNo ) clientSetFree;
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// returns the next available free client number (-1 = none available)
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float() clientNextAvailable;
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//----------------------------------------------------------------------------
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// bot's shirt and pants color
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.float fShirt;
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.float fPants;
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//----------------------------------------------------------------------------
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// sample routine for connecting a bot
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//void() botConnect;
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// sample routine for disconnecting a bot
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void( entity bot ) botDisconnect;
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// moves the conflicting bot over to a free client number, if none it disconnects
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void( float clientno ) botInvalidClientNo;
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//----------------------------------------------------------------------------
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float MSG_UPDATENAME = 13; // message id for update name
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float MSG_UPDATEFRAGS = 14; // message id for update frags
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float MSG_UPDATECOLORS = 17; // message id for update colors
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//----------------------------------------------------------------------------
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// sends an update client name message to a player in the game
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void( entity player, float clientno, string clientname ) msgUpdateNameToPlayer;
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// sends an update client colors message to a player in the game
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void( entity player, float clientno, float clientshirt, float clientpants ) msgUpdateColorsToPlayer;
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// sends an update client frags message to a player in the game
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void( entity player, float clientno, float clientfrags ) msgUpdateFragsToPlayer;
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// sends an update client name message to all players in the game
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void( float clientno, string clientname ) msgUpdateNameToAll;
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// sends an update client colors message to all players in the game
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void( float clientno, float clientshirt, float clientpants ) msgUpdateColorsToAll;
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// sends an update client frags message to all players in the game
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void( float clientno, float clientfrags ) msgUpdateFragsToAll;
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//----------------------------------------------------------------------------
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/*
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==============================================================================
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clientInitMaxClients
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stores in fMaxClients, the maximum number of client's allowed in the game
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==============================================================================
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*/
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void() clientInitMaxClients =
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{
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local entity ent;
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// this works by counting the number of entities created after world
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// so you must call it right at the beginning of worldspawn in WORLD.QC
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ent = nextent( world );
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while( ent.classname != "worldspawn" )
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{
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fMaxClients = fMaxClients + 1;
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ent = nextent( ent );
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}
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};
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/*
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==============================================================================
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clientBitFlag
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returns the client's bit flag
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==============================================================================
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*/
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float( float clientno ) clientBitFlag =
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{
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local float bitflag;
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bitflag = 1;
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while( clientno > 0 )
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{
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bitflag = bitflag * 2;
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clientno = clientno - 1;
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}
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return bitflag;
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};
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/*
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==============================================================================
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clientIsActive
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returns TRUE if the client number specified is in use by a bot or player
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==============================================================================
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*/
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float( float clientno ) clientIsActive =
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{
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if( fActiveClients & clientBitFlag( clientno ) )
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return TRUE;
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return FALSE;
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};
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/*
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==============================================================================
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clientSetUsed
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marks the client's bit flag as being in use
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==============================================================================
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*/
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void( float clientno ) clientSetUsed =
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{
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fActiveClients |= clientBitFlag( clientno );
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};
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/*
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==============================================================================
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clientSetFree
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marks the client's bit flag as being available
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==============================================================================
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*/
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void( float clientno ) clientSetFree =
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{
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fActiveClients = fActiveClients -
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( fActiveClients & clientBitFlag( clientno ) );
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};
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/*
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==============================================================================
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clientNextAvailable
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returns the next available free client number (-1 = none available)
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==============================================================================
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*/
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float() clientNextAvailable =
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{
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local float clientno;
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clientno = 0;
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while( clientno < fMaxClients )
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{
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if( ! clientIsActive( clientno ) )
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return clientno;
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clientno = clientno + 1;
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}
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return -1;
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};
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//----------------------------------------------------------------------------
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/*
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==============================================================================
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botConnect
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sample routine for connecting a bot
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==============================================================================
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void() botConnect =
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{
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local float clientno;
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local entity bot;
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clientno = clientNextAvailable();
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if( clientno == -1 )
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{
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bprint( "Unable to connect a bot, server is full.\n" );
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return;
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}
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clientSetUsed( clientno );
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bot = spawn();
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bot.fClientNo = clientno;
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bot.colormap = clientno + 1;
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// give the bot a name - you provide this routine
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// botSetName( bot );
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bot.fShirt = floor( random() * 13 );
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bot.fPants = floor( random() * 13 );
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msgUpdateNameToAll( bot.fClientNo, bot.netname );
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msgUpdateColorsToAll( bot.fClientNo, bot.fShirt, bot.fPants );
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msgUpdateFragsToAll( bot.fClientNo, bot.frags );
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bprint( bot.netname );
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bprint( " entered the game\n" );
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// add code to initialise the bot
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};
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*/
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/*
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==============================================================================
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botDisconnect
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sample routine for disconnecting a bot
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==============================================================================
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*/
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void(string gibname, float dm) ThrowGib;
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void( entity bot ) botDisconnect =
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{
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if( bot.fClientNo != -1 )
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{
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// the bot's client number is not in use by a real player so we
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// must remove it's entry in the rankings
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msgUpdateNameToAll( bot.fClientNo, string_null );
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msgUpdateColorsToAll( bot.fClientNo, 0, 0 );
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msgUpdateFragsToAll( bot.fClientNo, 0 );
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clientSetFree( bot.fClientNo );
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bot.fClientNo = -1;
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}
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bprint( bot.netname );
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bprint( " left the game with " );
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bprint( ftos( bot.frags ) );
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bprint( " frags\n" );
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botcounter = botcounter - 1;
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//sound( bot, CHAN_BODY, "player/tornoff2.wav", 1, ATTN_NONE );
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//POX - 1.01b - Just gib the fucker...
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//POX - make a nice gib in Gib mode
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if (deathmatch & DM_GIB)
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bot.health = bot.health - 40;
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//POX-changed self to head model for multi skin support
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ThrowGib ("progs/gib3.mdl", bot.health);
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ThrowGib ("progs/gib1.mdl", bot.health);
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ThrowGib ("progs/gib2.mdl", bot.health);
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setmodel (bot, "progs/h_player.mdl");
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setsize (bot, '0 0 0', '0 0 0');
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bot.solid = SOLID_NOT;
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bot.movetype = MOVETYPE_TOSS;
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bot.deadflag = DEAD_DEAD;
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bot.nextthink = -1;
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if (random() < 0.5)
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sound (self, CHAN_VOICE, "player/gib.wav", 1, ATTN_NONE);
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else
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sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NONE);
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/*
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// add code to set the bot's suicide frame, copy it to the bodyque, etc
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//set_bot_suicide_frame (bot);
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bodyque_head.angles = bot.angles;
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bodyque_head.model = bot.model;
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bodyque_head.modelindex = bot.modelindex;
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bodyque_head.frame = bot.frame;
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bodyque_head.colormap = bot.colormap;
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bodyque_head.movetype = bot.movetype;
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bodyque_head.velocity = bot.velocity;
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bodyque_head.skin = bot.skin;
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bodyque_head.flags = 0;
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setorigin (bodyque_head, bot.origin);
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setsize (bodyque_head, bot.mins, bot.maxs);
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bodyque_head = bodyque_head.owner;
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*/
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remove (bot);
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};
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/*
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==============================================================================
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botInvalidClientNo
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moves the conflicting bot over to a free client number, if none it disconnects
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==============================================================================
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*/
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void( float clientno ) botInvalidClientNo =
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{
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local entity bot;
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bot = find( world, classname, "bot" );
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while( bot )
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{
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if( bot.fClientNo == clientno )
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{
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clientno = clientNextAvailable();
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if( clientno != -1 )
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{
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clientSetUsed( clientno );
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bot.fClientNo = clientno;
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bot.colormap = bot.fClientNo + 1;
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msgUpdateNameToAll( bot.fClientNo, bot.netname );
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msgUpdateColorsToAll( bot.fClientNo, bot.fShirt, bot.fPants );
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msgUpdateFragsToAll( bot.fClientNo, bot.frags );
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}
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else
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{
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bot.fClientNo = -1;
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botDisconnect( bot );
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}
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return;
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}
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bot = bot.chain; //POX v1.1 Does this make more sense?
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//bot = find( bot, classname, "bot" );
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}
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};
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//----------------------------------------------------------------------------
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/*
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==============================================================================
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The following player specific update routines didn't work as I expected.
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For some reason, sending messages via MSG_ONE to a player that's just
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connected has no effect. My first thought was that the player would still be
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in the init stage so I sent via MSG_INIT but this also had no effect.
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Messages sent via MSG_ALL *DO* get to a player that's just connected so these
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routines aren't really necessary but I left them in anyway and made them call
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the relevent ToAll routines.
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==============================================================================
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*/
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/*
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==============================================================================
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msgUpdateNameToPlayer
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sends an update client name message to a player in the game
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==============================================================================
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*/
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void( entity player, float clientno, string clientname ) msgUpdateNameToPlayer =
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{
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msgUpdateNameToAll( clientno, clientname );
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return;
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//msg_entity = player;
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//WriteByte( MSG_ONE, MSG_UPDATENAME );
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//WriteByte( MSG_ONE, clientno );
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//WriteString( MSG_ONE, clientname );
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};
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/*
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==============================================================================
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msgUpdateColorsToPlayer
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sends an update client colors message to a player in the game
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==============================================================================
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*/
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void( entity player, float clientno, float clientshirt, float clientpants ) msgUpdateColorsToPlayer =
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{
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msgUpdateColorsToAll( clientno, clientshirt, clientpants );
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return;
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//msg_entity = player;
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//WriteByte( MSG_ONE, MSG_UPDATECOLORS );
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// WriteByte( MSG_ONE, clientno );
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// WriteByte( MSG_ONE, clientshirt * 16 + clientpants );
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};
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/*
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==============================================================================
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msgUpdateFragsToPlayer
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sends an update client frags message to a player in the game
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==============================================================================
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*/
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void( entity player, float clientno, float clientfrags ) msgUpdateFragsToPlayer =
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{
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msgUpdateFragsToAll( clientno, clientfrags );
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return;
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// msg_entity = player;
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//WriteByte( MSG_ONE, MSG_UPDATEFRAGS );
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// WriteByte( MSG_ONE, clientno );
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//WriteShort( MSG_ONE, clientfrags );
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};
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/*
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==============================================================================
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msgUpdateNameToAll
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sends an update client name message to all players in the game
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==============================================================================
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*/
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void( float clientno, string clientname ) msgUpdateNameToAll =
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{
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WriteByte (MSG_ALL, MSG_UPDATENAME);
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WriteByte (MSG_ALL, clientno);
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WriteString (MSG_ALL, clientname);
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};
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/*
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==============================================================================
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msgUpdateColorsToAll
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sends an update client colors message to all players in the game
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==============================================================================
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*/
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void( float clientno, float clientshirt, float clientpants ) msgUpdateColorsToAll =
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{
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WriteByte (MSG_ALL, MSG_UPDATECOLORS);
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WriteByte (MSG_ALL, clientno);
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WriteByte (MSG_ALL, clientshirt * 16 + clientpants);
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};
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/*
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==============================================================================
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msgUpdateFragsToAll
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sends an update client frags message to all players in the game
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==============================================================================
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*/
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void( float clientno, float clientfrags ) msgUpdateFragsToAll =
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{
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WriteByte (MSG_ALL, MSG_UPDATEFRAGS);
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WriteByte (MSG_ALL, clientno);
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WriteShort (MSG_ALL, clientfrags);
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};
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