game-source/ParoxysmII/source/client.r

1675 lines
40 KiB
R

#include "config.rh"
#include "client.rh"
#include "paroxysm.rh"
// prototypes
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 =
{
#ifdef QUAKEWORLD
localcmd ("serverinfo playerfly 1");
#endif
//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;
#ifdef QUAKEWORLD
@self.configed = parm2;
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");
}
#endif
};
/*
============
FindIntermission
Returns the entity to view from
============
*/
entity() FindIntermission =
{
local entity spot;
local float cyc;
// look for info_intermission first
if ((spot = find (world, classname, "info_intermission"))) { // 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
if ((spot = find (world, classname, "info_player_start")))
return spot;
objerror ("FindIntermission: no spot");
return nil;
};
void() GotoNextMap =
{
/*
configurable map lists, see if the current map exists as a
serverinfo/localinfo var
*/
local string newmap = INFOKEY (world, mapname);
//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 {
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
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 = 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() respawn =
{
// make a copy of the dead body for appearances sake
CopyToBodyQue (@self);
// set default spawn parms
// SetNewParms (); //POX v1.12
// respawn
PutClientInServer ();
};
void() NextLevel; //POX v1.12
/*
============
ClientKill
Player entered the suicide command
============
*/
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 -= 2; // extra penalty
//POX v1.12 - forgot about stink'n suicides
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 float numspots, pcount, totalspots;
local entity spot, spots, thing;
numspots = 0;
totalspots = 0;
// testinfo_player_start is only found in regioned levels
if ((spot = find (world, classname, "testplayerstart")))
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++;
thing = findradius (spot.origin, 84);
pcount = 0;
while (thing) {
if (thing.classname == "player")
pcount++;
thing = thing.chain;
}
if (!pcount) {
spot.goalentity = spots;
spots = spot;
numspots = numspots + 1;
}
// 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, "Ack! All spots are full. Selecting random spawn spot\n");
totalspots = rint (random () * totalspots);
spot = find (world, classname, "info_player_deathmatch");
do {
spot = find (world, classname, "info_player_deathmatch");
} while (totalspots-- > 0);
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((random() * numspots ) );
spot = spots;
while (numspots > 0) {
spot = spot.goalentity;
numspots--;
}
return spot;
};
/*
===========
ValidateUser
============
*/
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;
*/
return 1;
};
/*
===========
PutClientInServer
called each time a player enters a new level
============
*/
void() PutClientInServer =
{
local entity spot;
// 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;
// Give player some stuff
@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;
// Give player 50 points of blue armor
@self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
@self.items |= IT_ARMOR1;
@self.armorvalue = 50;
@self.armortype = 0.9;
DecodeLevelParms (); // 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;
// pausetime is set by teleporters to keep the player from moving a while
@self.pausetime = 0;
// reset reload_rocket after death
@self.reload_rocket = 0;
// reset T-Shot after death
@self.prime_tshot = FALSE;
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 (!(rj = stof (INFOKEY (world, "rj")))) {
rj = 1;
}
/*
New deathmatch modes
*/
// Last Man Standing
if ((deathmatch & DM_LMS) && !@self.LMS_registered) {
if (!fraglimit_LMS)
@self.frags = 5;
else
@self.frags = fraglimit_LMS;
@self.LMS_registered = TRUE;
lms_plrcount++;
}
// Dark Mode - more stuff in Player_PostThink - doesn't work here (?)
if (deathmatch & DM_DARK)
flash_on (@self);
// just in case a player dies in a colour_light field
// stuffcmd (@self, "v_cshift 1 1 1 0\n");
// Free For All mode
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;
}
};
/*
=============================================================================
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
===============================================================================
*/
/*
NextLevel ()
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 -= 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 =
{
// Last Man Standing
if ((deathmatch & DM_LMS) && lms_gameover) {
NextLevel ();
return;
}
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;
}
// don't let players lay around as dead guys during a Last Man Standing game
if (deathmatch & DM_LMS) {
if (!(@self.button2 || @self.button1 || @self.button0))
return;
stuffcmd (@self, "wait;wait;wait;wait;wait;wait\n");
}
// wait for any button down
if (!(@self.button2 || @self.button1 || @self.button0))
return;
@self.button0 = @self.button1 = @self.button2 = 0;
respawn ();
};
void() PlayerJump =
{
if (@self.flags & FL_WATERJUMP)
return;
// + POX - Removed (new water sounds handled in WaterMove)
#if 0
if (@self.waterlevel >= 2) { // play swimming sound
if (@self.swim_flag < time) {
@self.swim_flag = time + 1;
if (random () < 0.5)
sound (@self, CHAN_BODY, "misc/water1.wav", 1, ATTN_NORM);
else
sound (@self, CHAN_BODY, "misc/water2.wav", 1, ATTN_NORM);
}
return;
}
#endif
// + POX - velocities changed in fluids
if (@self.waterlevel >= 2) {
switch (@self.watertype) {
case CONTENT_WATER:
@self.velocity_z = 100;
break;
case CONTENT_SLIME:
@self.velocity_z = 80;
break;
default:
@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);
};
.float dmgtime;
/*
===========
WaterMove
============
*/
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;
//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;
}
switch (@self.watertype) {
case 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);
}
break;
case CONTENT_SLIME: // do damage
if (@self.dmgtime < time && @self.radsuit_finished < time) {
@self.dmgtime = time + 1;
T_Damage (@self, world, world, 4*@self.waterlevel);
}
break;
default:
break;
}
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);
case CONTENT_SLIME:
sound (@self, CHAN_BODY, "player/slimbrn2.wav", 1, ATTN_NORM);
case CONTENT_WATER:
sound (@self, CHAN_VOICE, "player/inh2o.wav", 1, ATTN_NORM);
default:
@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 += @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 -= 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 &= ~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, "MegaShields 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 &= ~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 &= ~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;
@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
if (@self.radsuit_finished < time + 3) { // sound and flash when running out
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;
}
}
};
//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 += 3;
// Cap armour
if (@self.armorvalue > @self.armregen)
@self.armorvalue = @self.armregen;
if (@self.armorvalue > 150) { // Equivalent to Red (level 3) Armour
type = 0.8;
snd = "items/shield3.wav";
bit = IT_ARMOR3;
} else if (@self.armorvalue > 50) { // Equivlent to Yellow (level 2) Armour
type = 0.8;
snd = "items/shield2.wav";
bit = IT_ARMOR2;
} else if (@self.armorvalue > 1) { // Equivlent to Blue (level 1) Armour
type = 0.8;
snd = "items/shield1.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)) {
if (@self.jump_flag < -650) {
local float d;
@self.deathtype = "falling";
d = (@self.jump_flag + 625) * -0.1; // scale damage by fall height
T_Damage (@self, world, world, d);
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 =
{
/*
Hard-code some environmental changes to prevent tampering a little...
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");
// LMS late-joiners get booted to spectate
if (!(deathmatch & DM_LMS)) {
BPRINT (PRINT_HIGH, @self.netname);
BPRINT (PRINT_HIGH, " entered the game\n");
centerprint (@self, "Paroxysm II v1.2.0\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, "Paroxysm II v1.2.0\nLast Man Standing Rules Apply.\n\nWaiting for players...");
else
centerprint (@self, "Paroxysm II v1.2.0\nLast 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, "Paroxysm II v1.2.0\nLast 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);
if ((deathmatch & DM_LMS) && (@self.LMS_registered)) {
lms_plrcount--;
if (lms_plrcount <= 1) // 1 or 0 players left, end the game
NextLevel ();
}
set_suicide_frame ();
};
/*
ClientObituary (entity, entity)
called when a player dies
*/
void(entity targ, entity attacker) ClientObituary =
{
local float rnum;
local string deathstring = "", deathstring2;
#ifdef QUAKEWORLD
local string attackerteam;
local string targteam;
#else
local float attackerteam;
local float targteam;
#endif
local int gibbed = (targ.health < -40);
#ifdef QUAKEWORLD
attackerteam = INFOKEY (attacker, "team");
targteam = INFOKEY (targ, "team");
#else
attackerteam = attacker.team;
targteam = targ.team;
#endif
rnum = random ();
if (targ.classname == "player") {
if (deathmatch & DM_LMS) { // Last Man Standing frag stuff...
targ.frags--;
//LOGFRAG (attacker, targ); // we don't log frags until the end
if (targ.frags <= 0) {
BPRINT (PRINT_HIGH, targ.netname + " is eliminated!\n");
lms_plrcount--;
sound (targ, CHAN_BODY, "nar/n_elim.wav", 1, ATTN_NONE);
if (lms_plrcount <= 1) { // end of game
lms_gameover = TRUE; // Check this in CheckRules (so frag logging is still done)
return;
}
// Put 'em into LMS observer mode at next spawn
targ.frags = 0;
targ.LMS_registered = 0;
targ.LMS_observer = 2;
}
}
if (attacker.classname == "teledeath") {
LOGFRAG (attacker.owner, targ);
if (!(deathmatch & DM_LMS)) // don't add frags in Last Man Standing
attacker.owner.frags++;
BPRINT (PRINT_MEDIUM, targ.netname
+ " was telefragged by "
+ attacker.owner.netname
+ "\n");
return;
}
if (attacker.classname == "teledeath2") {
LOGFRAG (targ, targ);
if (!(deathmatch & DM_LMS))
targ.frags--;
BPRINT (PRINT_MEDIUM, "MegaShields deflect "
+ targ.netname
+ "'s telefrag!\n");
return;
}
// double MegaShield telefrag
if (attacker.classname == "teledeath3") {
LOGFRAG (targ, targ);
if (!(deathmatch & DM_LMS)) // do regular obituary taunts in LMS
targ.frags--;
BPRINT (PRINT_MEDIUM, targ.netname
+ " was telefragged by "
+ attacker.owner.netname
+ "'s MegaShield's power\n");
return;
}
if (targ.deathtype == "squish") {
if (attacker.classname == "player") {
if (teamplay) {
if ((targteam != "") && (targteam == attackerteam) && (targ != attacker)) {
LOGFRAG (attacker, attacker);
if (!(deathmatch & DM_LMS))
attacker.frags--;
BPRINT (PRINT_MEDIUM, attacker.netname + " squished a teammate\n");
return;
}
}
if (attacker != targ) {
LOGFRAG (attacker, targ);
if (!(deathmatch & DM_LMS))
attacker.frags++;
BPRINT (PRINT_MEDIUM, attacker.netname + " squishes "
+ targ.netname + "\n");
return;
}
} else {
LOGFRAG (targ, targ);
if (!(deathmatch & DM_LMS))
targ.frags--;
BPRINT (PRINT_MEDIUM, targ.netname + " was squished\n");
return;
}
}
if (attacker.classname == "player") {
if (targ == attacker) { // killed self (dumbass!)
LOGFRAG (attacker, attacker);
if (!(deathmatch & DM_LMS))
attacker.frags--;
deathstring2 = "\n";
switch (targ.deathtype) {
case "grenade":
if (rnum < 0.5)
deathstring = " tries to put the pin back in";
else
deathstring = " throws the pin";
break;
case "impactgrenade":
deathstring = " eats his own impact grenade";
break;
case "megaplasma":
deathstring = " plays with the plasma";
break;
case "mine":
if (rnum < 0.67)
deathstring = " forgot where his phase mine was";
else
deathstring = " found his phase mine";
break;
case "nail":
deathstring = " nails himself to the wall";
break;
case "rocket":
if (rnum < 0.5)
deathstring = " finds his rocket tasty";
else
deathstring = " plays \"Doctor Strangelove\"";
break;
case "shrapnel":
if (rnum < 0.9)
deathstring = " finds out what a shrapnel bomb does";
else
deathstring = " give us up the bomb";
break;
case "supernail":
deathstring = " decides to use himself for a pin cushion";
break;
default:
if (targ.weapon == IT_PLASMAGUN
&& targ.waterlevel > 1) {
deathstring = " discharges into the ";
if (targ.watertype == CONTENT_SLIME)
deathstring2 = "slime\n";
else if (targ.watertype == CONTENT_LAVA)
deathstring2 = "lava\n";
else
deathstring2 = "water\n";
} else {
deathstring = " becomes bored with life";
}
}
BPRINT (PRINT_MEDIUM, targ.netname);
BPRINT (PRINT_MEDIUM, deathstring);
BPRINT (PRINT_MEDIUM, deathstring2);
return;
} else if ((teamplay & 2)
&& (targteam == attackerteam)
&& (attackerteam != "")) {
LOGFRAG (attacker, attacker);
if (!(deathmatch & DM_LMS))
attacker.frags--;
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);
return;
} else {
LOGFRAG (attacker, targ);
if (!(deathmatch & DM_LMS))
attacker.frags++;
deathstring2 = "\n";
switch (targ.deathtype) {
case "nail":
deathstring = " was nailed by ";
break;
case "supernail":
deathstring = " was punctured by ";
break;
case "grenade":
if (gibbed) {
deathstring = " was gibbed by ";
deathstring2 = "'s grenade\n";
break;
}
deathstring = " eats ";
deathstring2 = "'s pineapple\n";
break;
case "rocket":
if (attacker.super_damage_finished > 0)
deathstring2 = "'s quad rocket\n";
else
deathstring2 = "'s rocket\n";
if (gibbed) {
if (rnum < 0.3) {
deathstring = " was brutalized by ";
} else if (rnum < 0.6) {
deathstring = " was smeared by ";
} else {
BPRINT (PRINT_MEDIUM, attacker.netname
+ " rips " + targ.netname
+ " a new one!\n");
return;
}
} else {
deathstring = " rides ";
}
break;
case "megaplasma":
if (gibbed)
deathstring = " was discombobulated by ";
else
deathstring = " bites ";
deathstring2 = "'s plasma burst\n";
break;
case "impactgrenade":
if (gibbed)
deathstring = " was gibbed by ";
else
deathstring = " swallows ";
deathstring2 = "'s impact grenade\n";
break;
case "mine":
if (gibbed)
deathstring = " is chum thanks to ";
else
deathstring = " stepped on ";
deathstring2 = "'s phase mine\n";
break;
case "shrapnel":
if (gibbed)
deathstring = " gets a face full of ";
else
deathstring = " got too close to ";
deathstring2 = "'s shrapnel bomb\n";
break;
default:
#ifdef QUAKEWORLD
if (attacker.weapon == IT_AXE) {
#else
if (attacker.weapon == IT_BONESAW) {
#endif
deathstring = " was butchered by ";
deathstring2 = "\n";
} else if (attacker.weapon == IT_TSHOT) {
deathstring = " chewed on ";
deathstring2 = "'s boomstick\n";
} else if (attacker.weapon == IT_COMBOGUN) {
deathstring = " ate 2 loads of ";
deathstring2 = "'s buckshot\n";
} else if (attacker.weapon == IT_PLASMAGUN) {
deathstring = " got burned by ";
deathstring2 = "'s plasma\n";
}
break;
}
BPRINT (PRINT_MEDIUM, targ.netname + deathstring
+ attacker.netname + deathstring2);
}
return;
} else { // traps, world stuff
LOGFRAG (targ, targ);
if (!(deathmatch & DM_LMS)) //POX 1.2 - do regular obituary taunts in LMS mode
targ.frags--;
if (attacker.classname == "explo_box" || attacker.classname == "explo_bsp") {
deathstring = " blew up\n";
} else if (targ.deathtype == "falling") {
deathstring = " fell to his death\n";
} else if (targ.deathtype == "nail" || targ.deathtype == "supernail") {
deathstring = " was spiked\n";
} else if (targ.deathtype == "laser") {
deathstring = " was zapped\n";
} else if (attacker.classname == "fireball") {
deathstring = " ate a lavaball\n";
} else if (attacker.classname == "trigger_changelevel") {
deathstring = " tried to leave\n";
} else if (targ.watertype == CONTENT_SLIME) {
if (rnum < 0.5)
deathstring = " gulped down a load of slime\n";
else
deathstring = " can't exist on slime alone\n";
} else if (targ.watertype == CONTENT_LAVA) {
if (targ.health < -15) {
deathstring = " burst into flames\n";
} else if (rnum < 0.5) {
deathstring = " turned into hot slag\n";
} else {
deathstring = " visits the Volcano God\n";
}
} else if (targ.watertype == CONTENT_WATER) {
if (rnum < 0.5)
deathstring = " sleeps with the fishes\n";
else
deathstring = " sucks it down\n";
} else {
if (rnum < 0.5)
deathstring = " bought the farm\n";
else
deathstring = " died\n";
}
BPRINT (PRINT_MEDIUM, targ.netname + deathstring);
return;
}
}
};