game-source/paroxysm/quakeworld/client.qc
2004-02-08 06:18:03 +00:00

1784 lines
43 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;
// POX - more prototypes
.float armor_rot; //POX - Holds the armor rot time out
/*
=============================================================================
LEVEL CHANGING / INTERMISSION
=============================================================================
*/
string nextmap;
//float intermission_running; // POX - moved to poxdefs.qc
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
};
//POX v1.2
.float configed;
void() SetChangeParms =
{
//POX v1.1 - fresh start for everyone on changelevel
//POX v1.2 - parms are used to store the Taget ID toggle, and to prevent running autoexec.cfg more than once per session
parm1 = self.target_id_toggle;
parm2 = TRUE;
};
void() SetNewParms =
{
// Quake Complains if this function isn't defined
};
void() DecodeLevelParms =
{
//POX v1.2 - parms are used to store the Taget ID toggle, and to prevent running autoexec.cfg more than once per session
if(!self.target_id_toggle && !self.target_id_temp)
self.target_id_toggle = parm1;
self.configed = parm2;
//POX v1.2 - run autoexec.cfg ONCE when first joining server only!
if (!self.configed) {
self.configed = TRUE;
stuffcmd(self, "exec autoexec.cfg\n");
}
};
/*
============
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 =
{
local string newmap;
//ZOID: 12-13-96, samelevel is overloaded, only 1 works for same level
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);
}
};
/*
============
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 + 5;
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
//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;
}
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 (!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 (); //POX v1.12
// respawn
PutClientInServer ();
};
/*
============
ClientKill
Player entered the suicide command
============
*/
void() NextLevel; //POX v1.12
void() ClientKill =
{
//POX v1.12 - don't let LMS observers suicide!
if (self.classname == "LMSobserver")
{
sprint (self, PRINT_HIGH, "Observers can't suicide!\n");
return;
}
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
//POX v1.12 - forgot about stink'n suidcides
if ((deathmatch & DM_LMS) && (self.LMS_registered))
{
if (self.frags <= 0)
{
lms_plrcount = lms_plrcount - 1;
self.frags = 0;
self.LMS_registered = 0;
self.LMS_observer = 2;
bprint(PRINT_HIGH, self.netname);
bprint(PRINT_HIGH, " is eliminated!\n");
sound (self, CHAN_BODY, "nar/n_elim.wav", 1, ATTN_NONE);
if (lms_plrcount <= 1) //1 player left so end the game
NextLevel ();
}
}
respawn ();
};
float(vector v) CheckSpawnPoint =
{
return FALSE;
};
/*
============
SelectSpawnPoint
Returns the entity to spawn at
============
*/
entity() SelectSpawnPoint =
{
local entity spot, thing;
local float numspots, totalspots;
local float pcount;
local entity spots;
numspots = 0;
totalspots = 0;
// testinfo_player_start is only found in regioned levels
spot = find (world, classname, "testplayerstart");
if (spot)
return spot;
// choose a info_player_deathmatch point
// ok, find all spots that don't have players nearby
spots = world;
spot = find (world, classname, "info_player_deathmatch");
while (spot)
{
totalspots = totalspots + 1;
thing=findradius(spot.origin, 84);
pcount=0;
while (thing)
{
if (thing.classname == "player")
pcount=pcount + 1;
thing=thing.chain;
}
if (pcount == 0) {
spot.goalentity = spots;
spots = spot;
numspots = numspots + 1;
}
// Get the next spot in the chain
spot = find (spot, classname, "info_player_deathmatch");
}
totalspots=totalspots - 1;
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((random() * totalspots));
spot = find (world, classname, "info_player_deathmatch");
while (totalspots > 0) {
totalspots = totalspots - 1;
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 - 1;
numspots = rint((random() * numspots ) );
spot = spots;
while (numspots > 0) {
spot = spot.goalentity;
numspots = numspots - 1;
}
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;
//POX v1.2 - remove items
self.items &= ~(IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY
| IT_SUIT | IT_QUAD);
if (deathmatch & DM_LMS && self.LMS_observer)
{
SpawnObserver ();
return;
}
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;
// POX v1.1 - this stuff is nolonger handled by DecodeLevelParms
self.items = IT_AXE | IT_TSHOT;
self.ammo_shells = 25;
self.ammo_nails = 0;
self.ammo_rockets = 0;
self.ammo_cells = 0;
self.weapon = IT_TSHOT;
// + POX v1.1 - spawn with 50 armour points
self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
self.items |= IT_ARMOR1;
self.armorvalue = 50;
self.armortype = 0.9;
// - POX
DecodeLevelParms (); //POX v1.2 - exec autoconfig if needed, restore Target ID value
W_SetCurrentAmmo ();
self.attack_finished = time;
self.th_pain = player_pain;
self.th_die = PlayerDie;
self.deadflag = DEAD_NO;
// paustime is set by teleporters to keep the player from moving a while
self.pausetime = 0;
// + POX resest reload_rocket after death
self.reload_rocket = 0;
//resest triple shot after death
self.prime_tshot = FALSE;
// - POX
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"));
}
// + POX - New DM mode stuff -----------------------------------------------------
//Last Man Standing Rules
if ((deathmatch & DM_LMS) && !self.LMS_registered)
{
if (fraglimit_LMS == 0)
self.frags = 5;
else
self.frags = fraglimit_LMS;
self.LMS_registered = TRUE;
lms_plrcount = lms_plrcount + 1;
}
// + POX - Dark Mode more stuff is done in Player_PostThink - doesn't work here (?)
if (deathmatch & DM_DARK)
flash_on(self);
// + POX - just in case a player dies in a colour_light field
//stuffcmd (self, "v_cshift 1 1 1 0\n");
// + POX - DM_FFA
if (deathmatch & DM_FFA)
{
self.ammo_nails = 200;
self.ammo_shells = 200;
self.ammo_rockets = 100;
self.ammo_cells = 200;
self.items |= IT_PLASMAGUN;
self.items |= IT_SUPER_NAILGUN;
self.items |= IT_COMBOGUN;
self.items |= IT_ROCKET_LAUNCHER;
self.items |= IT_GRENADE_LAUNCHER;
self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
self.items |= IT_ARMOR3;
self.armorvalue = 250;
self.armortype = 0.9;
self.health = 200;
self.items |= IT_INVULNERABILITY;
self.invincible_time = 1;
self.invincible_finished = time + 3;
self.weapon = IT_ROCKET_LAUNCHER;
self.currentammo = self.ammo_rockets;
self.weaponmodel = "progs/v_rhino.mdl";
self.weaponframe = 0;
self.items |= IT_ROCKETS;
self.max_health = 200;
sound (self, CHAN_AUTO, "items/protect.wav", 1, ATTN_NORM);
stuffcmd (self, "bf\n");
}
// + POX - Predator mode
if (deathmatch & DM_PREDATOR)
{
sound (self, CHAN_AUTO, "items/inv1.wav", 1, ATTN_NORM);
stuffcmd (self, "bf\n");
self.items |= IT_INVISIBILITY;
self.invisible_time = 1;
self.invisible_finished = time + 9999999999;
}
// - POX - New DM mode stuff -----------------------------------------------------
/* 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_PLASMAGUN;
self.items |= IT_SUPER_NAILGUN;
self.items |= IT_COMBOGUN;
self.items |= IT_ROCKET_LAUNCHER;
// self.items |= IT_GRENADE_LAUNCHER;
//self.items |= IT_LIGHTNING;
}
self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR3;
self.armorvalue = 200;
self.armortype = 0.8;
self.health = 250;
self.items |= IT_INVULNERABILITY;
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_PLASMAGUN;
self.items |= IT_SUPER_NAILGUN;
self.items |= IT_COMBOGUN;
self.items |= IT_ROCKET_LAUNCHER;
self.items |= IT_GRENADE_LAUNCHER;
//self.items |= IT_LIGHTNING;
self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR3;
self.armorvalue = 200;
self.armortype = 0.8;
self.health = 200;
self.items |= IT_INVULNERABILITY;
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;
// + POX
if (deathmatch & DM_LMS)
lms_plrcount = 0;
// - POX
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 = 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 =
{
//POX - LMS next level is taken care of in ClientObituary and ClientDisconnect
if (!(deathmatch & DM_LMS))
{
if (timelimit && time >= timelimit)
NextLevel ();
if (fraglimit && self.frags >= fraglimit)
{
NextLevel ();
return;
}
}
//POX v1.2 - moved from ClientObituary so taunts can be used, and frags are properly logged
else if (lms_gameover) //1 or no players left so end the game
NextLevel ();
//if (fraglimit && self.frags >= fraglimit)
// NextLevel ();
// - POX
};
//============================================================================
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;
}
// + POX - don't let players lay around as dead guys during a Last Man Standing game
if (!self.button2 && !self.button1 && !self.button0 && !(deathmatch & DM_LMS))
return;
if (deathmatch & DM_LMS)
stuffcmd (self, "wait;wait;wait;wait;wait;wait\n");
// wait for any button down
// if (!self.button2 && !self.button1 && !self.button0)
// return;
// - POX
self.button0 = 0;
self.button1 = 0;
self.button2 = 0;
respawn();
};
void() PlayerJump =
{
if (self.flags & FL_WATERJUMP)
return;
/* + POX - Removed (new water sounds handeled in WaterMove
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;
}
*/
// + POX -
if (self.waterlevel >= 2)
{
if (self.watertype == CONTENT_WATER)
self.velocity_z = 100;
else if (self.watertype == CONTENT_SLIME)
self.velocity_z = 80;
else
self.velocity_z = 50;
return;
}
// - POX
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_VOICE, "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;
//POX v1.2 - fixed rare cases of underwater sound not cancelling out
if (self.outwsound == 1)
{
sound (self, CHAN_BODY, "misc/owater2.wav", 0.5, ATTN_NORM);
self.outwsound = 0;
self.inwsound = 1;
self.uwmuffle = time;
}
}
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_VOICE, "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;
}
// + POX - New water movement sounds
if (self.waterlevel >= 3)
{
self.onwsound = time;
self.outwsound = 1;
if (self.inwsound == 1)
{
sound (self, CHAN_VOICE, "misc/inh2ob.wav", 1, ATTN_NORM);
self.inwsound = 0;
}
if (self.uwmuffle < time)
{
sound (self, CHAN_BODY, "misc/uwater.wav", 1, ATTN_STATIC);
self.uwmuffle = time + 3.58;
}
}
if (self.waterlevel == 2)
{
if (self.outwsound == 1)
{
sound (self, CHAN_BODY, "misc/owater2.wav", 1, ATTN_NORM);
self.outwsound = 0;
self.inwsound = 1;
//self.onwsound = time + 1.9;
}
//POXnote
//CheckWaterJump (); Not used in QW?
self.uwmuffle = time;
/* POX - now done in footstep routine
if (self.onwsound < time)
{
if (random() < 0.5)
sound (self, CHAN_BODY, "misc/water2.wav", 1, ATTN_NORM);
else
sound (self, CHAN_BODY, "misc/water1.wav", 1, ATTN_NORM);
self.onwsound = time + random()*2;
}
*/
}
// - POX
};
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 ();
// + POX - for LMS observer - POX 1.2 moved above WaterMove();
if (deathmatch & DM_LMS && self.LMS_observer)
{
if (self.deadflag >= DEAD_DEAD)
{
PlayerDeathThink ();
return;
}
return;
}
// - POX
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';
// POX
if (deathmatch & DM_AUTOSWITCH)
{
if(time > self.attack_finished && self.currentammo == 0 && self.weapon != IT_AXE)
{
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
}
}
};
/*
================
CheckPowerups
Check for turning off powerups
================
*/
void() CheckPowerups =
{
if (self.health <= 0)
return;
// + POX - Rot armour down to 150 (max 250)
if (self.armorvalue > 150 && self.armor_rot < time)
{
self.armorvalue = self.armorvalue - 1;
self.armor_rot = time + 1;
//change armour to Yellow
if (self.armorvalue == 150) {
self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
self.items |= IT_ARMOR2;
}
}
// - POX
// 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, "Cloak is failing...\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, "MegaSheilds are 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;
}
// + POX - ignore light effects in Dark Mode
if (self.invincible_finished > time && !(deathmatch & DM_DARK))
{
self.effects |= EF_DIMLIGHT;
self.effects |= EF_RED;
}
else
{
self.effects &= ~EF_DIMLIGHT;
self.effects &= ~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 = 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;
}
// + POX - ignore light effects in Dark Mode
if (self.super_damage_finished > time && !(deathmatch & DM_DARK))
{
self.effects |= EF_DIMLIGHT;
self.effects |= EF_BLUE;
}
else
{
self.effects &= ~EF_DIMLIGHT;
self.effects &= ~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 = self.items - IT_SUIT;
self.rad_time = 0;
self.radsuit_finished = 0;
}
}
};
//POX v1.2 - PlayerRegen - for better handling of regen staion touch
.float armregen;
.float regen_finished;
void() PlayerRegen =
{
local float type, bit;
local string snd;
if (self.armorvalue >= self.armregen)
{
self.regen_finished = time;
return; // already have max armour that station can give
}
self.armorvalue = self.armorvalue + 3;
//Cap armour
if (self.armorvalue > self.armregen)
self.armorvalue = self.armregen;
if (self.armorvalue > 150) //Equivlent to Red (level 3) Armour
{
type = 0.8;
snd = "items/sheild3.wav";
bit = IT_ARMOR3;
}
else if (self.armorvalue > 50) //Equivlent to Yellow (level 2) Armour
{
type = 0.8;
snd = "items/sheild2.wav";
bit = IT_ARMOR2;
}
else if (self.armorvalue > 1) //Equivlent to Blue (level 1) Armour
{
type = 0.8;
snd = "items/sheild1.wav";
bit = IT_ARMOR1;
}
else //you aint got squat
{
type = 0;
snd = "misc/null.wav";
bit = 0;
}
//set armour type
self.armortype = type;
self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
self.items |= bit;
sound (self, CHAN_AUTO, snd, 1, ATTN_NORM);
//POX - 1.01b - Don't allow armour to rot while recharging
self.armor_rot = time + 5;
};
/*
================
PlayerPostThink
Called every frame after physics are run
================
*/
void() PlayerPostThink =
{
//POX v1.2 - clear overrun v_cshifts!
if (time < 1.5)
stuffcmd (self, "bf\n");
//POX v1.2 - cshift auto reset for colour_light
if (self.cshift_finished < time)
{
if (!self.cshift_off)
{
stuffcmd (self, "v_cshift 0 0 0 0\n");
self.cshift_off = TRUE;
}
}
if (self.view_ofs == '0 0 0')
return; // intermission or finale
if (self.deadflag)
return;
//+POX TESTING
//local string howmanyplayers;
//howmanyplayers = ftos(lms_plrcount);
//sprint (self, PRINT_HIGH, howmanyplayers);
//-POX TESTING
// + POX - for LMS observer
if (deathmatch & DM_LMS && self.LMS_observer)
{
ObserverThink();
return;
}
// - POX
// check to see if player landed and play landing sound
if ((self.jump_flag < -300) && (self.flags & FL_ONGROUND) )
{
// + POX - handeled in WaterMove
//if (self.watertype == CONTENT_WATER)
// sound (self, CHAN_AUTO, "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;
//POX v1.2 - better regen touch handling
if (self.regen_finished > time)
PlayerRegen ();
CheckPowerups ();
W_WeaponFrame ();
};
/*
===========
ClientConnect
called when a player connects to a server
============
*/
void() ClientConnect =
{
// + POX - I hard coded some environmental changes to prevent tampering....
// NOTE: autoexec.cfg is called at DecodeLevelParms (QW ignores it when called from quake.rc - which is also ignored)
// POX v1.12 added 'fov 90' (mostly for lms_observer additions)
stuffcmd (self, "alias rules impulse 253;alias secondtrigger impulse 15;alias idtarget impulse 16;alias gllight impulse 17;wait;fov 90;v_idlescale 0.54;v_ipitch_cycle 3.5;v_ipitch_level 0.4;v_iroll_level 0.1;v_iyaw_level 0;v_kickpitch 0.8;v_kickroll 0.8;scr_conspeed 900;cl_bobcycle 0.8;cl_bobup 0;cl_bob 0.015\n");
// - POX
//POX v1.12 - why bother...
//sprint (self, PRINT_HIGH, "\n\n---------------\nPOXworld v1.11b\n---------------\n\n");
// + POX LMS late joiners get booted to spectate
if (!(deathmatch & DM_LMS))
{
bprint (PRINT_HIGH, self.netname);
bprint (PRINT_HIGH, " entered the game\n");
}
else if (time < 40) //Allow entrants for up to 40 secs after changelevel
{
bprint (PRINT_HIGH, self.netname);
bprint (PRINT_HIGH, " entered the game\n");
if (!lms_plrcount)
centerprint(self, "Last Man Standing Rules Apply.\n\nWaiting for players...");
else
centerprint(self, "Last Man Standing Rules Apply.");
}
else //After 40 secs, If there are two or more players, go into observer mode
{
if (!lms_plrcount) //First player arrived, let him wait around
{
bprint (PRINT_HIGH, self.netname);
bprint (PRINT_HIGH, " entered the game\n");
centerprint(self, "Last Man Standing Rules Apply.\n\nWaiting for players...");
}
else if (lms_plrcount == 1)//second player arrived, so go to the next map (for a fair start)
{
bprint (PRINT_HIGH, self.netname);
bprint (PRINT_HIGH, " entered the game\n");
NextLevel ();
}
else //LMS Game allready started so boot to observe
{
bprint (PRINT_HIGH, self.netname);
bprint (PRINT_HIGH, " entered the game late!");
//LMS reconnect as spectator
self.LMS_observer = 1;
}
}
// 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);
// + POX
if ((deathmatch & DM_LMS) && (self.LMS_registered))
{
lms_plrcount = lms_plrcount - 1;
if (lms_plrcount <= 1) //One or no players left so end the game
NextLevel ();
}
// - POX
set_suicide_frame ();
};
/*
===========
ClientObituary
called when a player dies
============
*/
void(entity targ, entity attacker) ClientObituary =
{
local float rnum;
local string deathstring, deathstring2;
local string 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");
// POX v1.2 - LMS now displays obituary taunts...
// + POX - Last Man Standing frag stuff...
if (deathmatch & DM_LMS && targ.classname == "player")
{
targ.frags = targ.frags - 1;
//logfrag (attacker, targ);
if (targ.frags <= 0)
{
bprint(PRINT_HIGH, targ.netname);
bprint(PRINT_HIGH, " is eliminated!\n");
lms_plrcount = lms_plrcount - 1;
sound (targ, CHAN_BODY, "nar/n_elim.wav", 1, ATTN_NONE);
if (lms_plrcount <= 1) //1 or no players left so end the game
lms_gameover = TRUE;//POX v1.2 - Check this in CheckRules (so frag logging is still done)
//Put'em into LMS observer mode at next spawn
//POX v1.12 - fixed a stupid overlook on my part - said 'self.' (!?)
targ.frags = 0;
targ.LMS_registered = 0;
targ.LMS_observer = 2;
}
}
// - POX
if (targ.classname == "player")
{
/*if (deathmatch > 3)
{
if (targ.deathtype == "selfwater")
{
bprint (PRINT_MEDIUM, targ.netname);
bprint (PRINT_MEDIUM," electrocutes himself.\n ");
targ.frags = targ.frags - 1;
return;
}
}*/
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");
logfrag (attacker.owner, targ);
if (!(deathmatch & DM_LMS)) //POX 1.2 - do regular obituary taunts in LMS mode
attacker.owner.frags = attacker.owner.frags + 1;
return;
}
if (attacker.classname == "teledeath2")
{
bprint (PRINT_MEDIUM,"MegaSheild's power deflects ");
bprint (PRINT_MEDIUM,targ.netname);
bprint (PRINT_MEDIUM,"'s telefrag\n");
logfrag (targ, targ);
if (!(deathmatch & DM_LMS)) //POX 1.2 - do regular obituary taunts in LMS mode
targ.frags = targ.frags - 1;
return;
}
// double 666 telefrag (can happen often in deathmatch 4)
if (attacker.classname == "teledeath3")
{
bprint (PRINT_MEDIUM,targ.netname);
bprint (PRINT_MEDIUM," was telefragged by ");
bprint (PRINT_MEDIUM,attacker.owner.netname);
bprint (PRINT_MEDIUM, "'s MegaShield's power\n");
logfrag (targ, targ);
if (!(deathmatch & DM_LMS)) //POX 1.2 - do regular obituary taunts in LMS mode
targ.frags = targ.frags - 1;
return;
}
if (targ.deathtype == "squish")
{
if (teamplay && targteam == attackerteam && attackerteam != "" && targ != attacker)
{
logfrag (attacker, attacker);
if (!(deathmatch & DM_LMS)) //POX 1.2 - do regular obituary taunts in LMS mode
attacker.frags = attacker.frags - 1;
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");
logfrag (attacker, targ);
if (!(deathmatch & DM_LMS)) //POX 1.2 - do regular obituary taunts in LMS mode
attacker.frags = attacker.frags + 1;
return;
}
else
{
logfrag (targ, targ);
if (!(deathmatch & DM_LMS)) //POX 1.2 - do regular obituary taunts in LMS mode
targ.frags = targ.frags - 1; // killed self
bprint (PRINT_MEDIUM,targ.netname);
bprint (PRINT_MEDIUM," was squished\n");
return;
}
}
if (attacker.classname == "player")
{
if (targ == attacker)
{
logfrag (attacker, attacker);
if (!(deathmatch & DM_LMS)) //POX 1.2 - do regular obituary taunts in LMS mode
attacker.frags = attacker.frags - 1;// killed self
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 == IT_PLASMAGUN && 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
logfrag (attacker, attacker);
if (!(deathmatch & DM_LMS)) //POX 1.2 - do regular obituary taunts in LMS mode
attacker.frags = attacker.frags - 1;
return;
}
else
{
logfrag (attacker, targ);
if (!(deathmatch & DM_LMS)) //POX 1.2 - do regular obituary taunts in LMS mode
attacker.frags = attacker.frags + 1;
deathstring = deathstring2 = " uninitialized ";
rnum = attacker.weapon;
if (targ.deathtype == "nail")
{
deathstring = " was nailed by ";
deathstring2 = "\n";
}
else if (targ.deathtype == "supernail")
{
deathstring = " was punctured by ";
deathstring2 = "\n";
}
else if (targ.deathtype == "grenade")
{
deathstring = " eats ";
deathstring2 = "'s pineapple\n";
if (targ.health < -40)
{
deathstring = " was gibbed by ";
deathstring2 = "'s grenade\n";
}
}
else if (targ.deathtype == "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
{
deathstring = " rides ";
deathstring2 = "'s rocket\n";
if (targ.health < -40)
{
deathstring = " was gibbed by ";
deathstring2 = "'s rocket\n" ;
}
}
}
// + POX - New secondary trigger Obituaries
else if (targ.deathtype == "megaplasma")
{
deathstring = " bites ";
deathstring2 = "'s plasma burst\n";
if (targ.health < -40)
{
deathstring = " was discombobulated by ";
deathstring2 = "'s plasma burst\n";
}
}
else if (targ.deathtype == "impactgrenade")
{
deathstring = " swallows ";
deathstring2 = "'s pumkin ball\n";
if (targ.health < -40)
{
deathstring = " was gibbed by ";
deathstring2 = "'s pumkin ball\n";
}
}
else if (targ.deathtype == "mine")
{
deathstring = " stepped on ";
deathstring2 = "'s phase mine\n";
if (targ.health < -40)
{
deathstring = " is chum thanks to ";
deathstring2 = "'s phase mine\n";
}
}
else if (targ.deathtype == "shrapnel")
{
deathstring = " got too close to ";
deathstring2 = "'s shrapnel bomb\n";
if (targ.health < -40)
{
deathstring = " eats a facefull of ";
deathstring2 = "'s shrapnel\n";
}
}
// - POX
else if (rnum == IT_AXE)
{
deathstring = " was ax-murdered by ";
deathstring2 = "\n";
}
else if (rnum == IT_TSHOT)
{
deathstring = " chewed on ";
deathstring2 = "'s boomstick\n";
}
else if (rnum == IT_COMBOGUN)
{
deathstring = " ate 2 loads of ";
deathstring2 = "'s buckshot\n";
}
else if (rnum == IT_PLASMAGUN)//POX v1.2 - forgot about this!
{
deathstring = " was plugged by ";
deathstring2 = "\n";
}
bprint (PRINT_MEDIUM,targ.netname);
bprint (PRINT_MEDIUM,deathstring);
bprint (PRINT_MEDIUM,attacker.netname);
bprint (PRINT_MEDIUM,deathstring2);
}
return;
}
else
{
logfrag (targ, targ);
if (!(deathmatch & DM_LMS)) //POX 1.2 - do regular obituary taunts in LMS mode
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;
}
// + POX - added explo_bsp...
if (attacker.classname == "explo_box" || attacker.classname == "explo_bsp")
{
bprint (PRINT_MEDIUM," blew up\n");
return;
}
if (targ.deathtype == "falling")
{
bprint (PRINT_MEDIUM," fell to his death\n");
return;
}
if (targ.deathtype == "nail" || targ.deathtype == "supernail")
{
bprint (PRINT_MEDIUM," was spiked\n");
return;
}
if (targ.deathtype == "laser")
{
bprint (PRINT_MEDIUM," was zapped\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");
}
}
};