game-source/quakeworld/player.qc
Ragnvald Maartmann-Moe IV 1858565c2c More codestyle cleanups.
2003-03-04 23:15:54 +00:00

717 lines
20 KiB
C++

// PLAYER =====================================================================
$cd /raid/quake/id1/models/player_4
$origin 0 -6 24
$base base
$skin skin
// running
$frame axrun1 axrun2 axrun3 axrun4 axrun5 axrun6
$frame rockrun1 rockrun2 rockrun3 rockrun4 rockrun5 rockrun6
// standing
$frame stand1 stand2 stand3 stand4 stand5
$frame axstnd1 axstnd2 axstnd3 axstnd4 axstnd5 axstnd6
$frame axstnd7 axstnd8 axstnd9 axstnd10 axstnd11 axstnd12
// pain
$frame axpain1 axpain2 axpain3 axpain4 axpain5 axpain6
$frame pain1 pain2 pain3 pain4 pain5 pain6
// death
$frame axdeth1 axdeth2 axdeth3 axdeth4 axdeth5 axdeth6
$frame axdeth7 axdeth8 axdeth9
$frame deatha1 deatha2 deatha3 deatha4 deatha5 deatha6 deatha7 deatha8
$frame deatha9 deatha10 deatha11
$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
$frame deathb9
$frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8
$frame deathc9 deathc10 deathc11 deathc12 deathc13 deathc14 deathc15
$frame deathd1 deathd2 deathd3 deathd4 deathd5 deathd6 deathd7
$frame deathd8 deathd9
$frame deathe1 deathe2 deathe3 deathe4 deathe5 deathe6 deathe7
$frame deathe8 deathe9
// attacks
$frame nailatt1 nailatt2
$frame light1 light2
$frame rockatt1 rockatt2 rockatt3 rockatt4 rockatt5 rockatt6
$frame shotatt1 shotatt2 shotatt3 shotatt4 shotatt5 shotatt6
$frame axatt1 axatt2 axatt3 axatt4 axatt5 axatt6
$frame axattb1 axattb2 axattb3 axattb4 axattb5 axattb6
$frame axattc1 axattc2 axattc3 axattc4 axattc5 axattc6
$frame axattd1 axattd2 axattd3 axattd4 axattd5 axattd6
//=============================================================================
void () bubble_bob;
void ()
DeathBubblesSpawn =
{
local entity bubble;
if (self.owner.waterlevel != 3)
return;
bubble = spawn ();
setmodel (bubble, "progs/s_bubble.spr");
setorigin (bubble, self.owner.origin + '0 0 24');
bubble.movetype = MOVETYPE_NOCLIP;
bubble.solid = SOLID_NOT;
bubble.velocity = '0 0 15';
bubble.nextthink = time + 0.5;
bubble.think = bubble_bob;
bubble.classname = "bubble";
bubble.frame = 0;
bubble.cnt = 0;
setsize (bubble, '-8 -8 -8', '8 8 8');
self.nextthink = time + 0.1;
self.think = DeathBubblesSpawn;
self.air_finished = self.air_finished + 1;
if (self.air_finished >= self.bubble_count)
remove (self);
};
void (float num_bubbles)
DeathBubbles =
{
local entity bubble_spawner;
bubble_spawner = spawn ();
setorigin (bubble_spawner, self.origin);
bubble_spawner.movetype = MOVETYPE_NONE;
bubble_spawner.solid = SOLID_NOT;
bubble_spawner.nextthink = time + 0.1;
bubble_spawner.think = DeathBubblesSpawn;
bubble_spawner.air_finished = 0;
bubble_spawner.owner = self;
bubble_spawner.bubble_count = num_bubbles;
return;
};
// PLAYER =====================================================================
void () player_run;
void ()
player_stand1 = [$axstnd1, player_stand1]
{
self.weaponframe = 0;
if (self.velocity_x || self.velocity_y) {
self.walkframe = 0;
player_run ();
return;
}
if (self.weapon == IT_AXE) {
if (self.walkframe >= 12)
self.walkframe = 0;
self.frame = $axstnd1 + self.walkframe;
} else {
if (self.walkframe >= 5)
self.walkframe = 0;
self.frame = $stand1 + self.walkframe;
}
self.walkframe++;
};
void ()
player_run = [$rockrun1, player_run]
{
self.weaponframe = 0;
if (!self.velocity_x && !self.velocity_y) {
self.walkframe = 0;
player_stand1 ();
return;
}
if (self.weapon == IT_AXE) {
if (self.walkframe >= 6)
self.walkframe = 0;
self.frame = $axrun1 + self.walkframe;
} else {
if (self.walkframe >= 6)
self.walkframe = 0;
self.frame += self.walkframe;
}
self.walkframe++;
};
void ()
muzzleflash =
{
WriteByte (MSG_MULTICAST, SVC_MUZZLEFLASH);
WriteEntity (MSG_MULTICAST, self);
multicast (self.origin, MULTICAST_PVS);
};
void ()
player_shot1 = [$shotatt1, player_shot2]
{
self.weaponframe = 1;
muzzleflash ();
};
void () player_shot2 = [$shotatt2, player_shot3] {self.weaponframe = 2;};
void () player_shot3 = [$shotatt3, player_shot4] {self.weaponframe = 3;};
void () player_shot4 = [$shotatt4, player_shot5] {self.weaponframe = 4;};
void () player_shot5 = [$shotatt5, player_shot6] {self.weaponframe = 5;};
void () player_shot6 = [$shotatt6, player_run] {self.weaponframe = 6;};
void () player_axe1 = [$axatt1, player_axe2] {self.weaponframe = 1;};
void () player_axe2 = [$axatt2, player_axe3] {self.weaponframe = 2;};
void ()
player_axe3 = [$axatt3, player_axe4] {
self.weaponframe = 3;
W_FireAxe ();
};
void () player_axe4 = [$axatt4, player_run] {self.weaponframe = 4;};
void () player_axeb1 = [$axattb1, player_axeb2] {self.weaponframe = 5;};
void () player_axeb2 = [$axattb2, player_axeb3] {self.weaponframe = 6;};
void ()
player_axeb3 = [$axattb3, player_axeb4] {
self.weaponframe = 7;
W_FireAxe ();
};
void () player_axeb4 = [$axattb4, player_run] {self.weaponframe = 8;};
void () player_axec1 = [$axattc1, player_axec2] {self.weaponframe = 1;};
void () player_axec2 = [$axattc2, player_axec3] {self.weaponframe = 2;};
void ()
player_axec3 = [$axattc3, player_axec4]
{
self.weaponframe = 3;
W_FireAxe ();
};
void () player_axec4 = [$axattc4, player_run] {self.weaponframe = 4;};
void () player_axed1 = [$axattd1, player_axed2] {self.weaponframe = 5;};
void () player_axed2 = [$axattd2, player_axed3] {self.weaponframe = 6;};
void ()
player_axed3 = [$axattd3, player_axed4 ] {
self.weaponframe = 7;
W_FireAxe ();
};
void () player_axed4 = [$axattd4, player_run] {self.weaponframe = 8;};
//============================================================================
void ()
player_nail1 = [$nailatt1, player_nail2]
{
muzzleflash ();
if (!self.button0 || intermission_running || self.impulse) {
player_run ();
return;
}
self.weaponframe = self.weaponframe + 1;
if (self.weaponframe == 9)
self.weaponframe = 1;
SuperDamageSound();
W_FireSpikes (4);
self.attack_finished = time + 0.2;
};
void ()
player_nail2 = [$nailatt2, player_nail1]
{
muzzleflash ();
if (!self.button0 || intermission_running || self.impulse) {
player_run ();
return;
}
self.weaponframe++;
if (self.weaponframe >= 9)
self.weaponframe = 1;
SuperDamageSound ();
W_FireSpikes (-4);
self.attack_finished = time + 0.2;
};
//============================================================================
void ()
player_light1 = [$light1, player_light2]
{
muzzleflash ();
if (!self.button0 || intermission_running) {
player_run ();
return;
}
self.weaponframe++;
if (self.weaponframe >= 5)
self.weaponframe = 1;
SuperDamageSound ();
W_FireLightning ();
self.attack_finished = time + 0.2;
};
void ()
player_light2 = [$light2, player_light1]
{
muzzleflash ();
if (!self.button0 || intermission_running) {
player_run ();
return;
}
self.weaponframe++;
if (self.weaponframe >= 5)
self.weaponframe = 1;
SuperDamageSound ();
W_FireLightning ();
self.attack_finished = time + 0.2;
};
//============================================================================
void ()
player_rocket1 = [$rockatt1, player_rocket2]
{
self.weaponframe = 1;
muzzleflash ();
};
void () player_rocket2 = [$rockatt2, player_rocket3] {self.weaponframe = 2;};
void () player_rocket3 = [$rockatt3, player_rocket4] {self.weaponframe = 3;};
void () player_rocket4 = [$rockatt4, player_rocket5] {self.weaponframe = 4;};
void () player_rocket5 = [$rockatt5, player_rocket6] {self.weaponframe = 5;};
void () player_rocket6 = [$rockatt6, player_run] {self.weaponframe = 6;};
void ()
PainSound =
{
if (self.health < 0)
return;
if (damage_attacker.classname == "teledeath") {
sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
return;
}
switch (self.watertype) {
case CONTENT_WATER: // water pain sounds
if (self.waterlevel == 3) {
DeathBubbles (1);
if (random () > 0.5)
sound (self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM);
return;
}
break;
case CONTENT_SLIME: // slime pain sounds
// FIXME put in some steam here
if (random () > 0.5)
sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
return;
case CONTENT_LAVA:
// FIXME put in some steam here
if (random () > 0.5)
sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
return;
default:
break;
}
if (self.pain_finished > time) {
self.axhitme = 0;
return;
}
self.pain_finished = time + 0.5;
// don't make multiple pain sounds right after each other
// ax pain sound
if (self.axhitme == 1) {
self.axhitme = 0;
sound (self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM);
return;
}
self.noise = "";
switch (rint ((random () * 5) + 1)) {
case 1:
self.noise = "player/pain1.wav";
break;
case 2:
self.noise = "player/pain2.wav";
break;
case 3:
self.noise = "player/pain3.wav";
break;
case 4:
self.noise = "player/pain4.wav";
break;
case 5:
self.noise = "player/pain5.wav";
break;
default:
self.noise = "player/pain6.wav";
break;
}
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
return;
};
void() player_pain1 = [ $pain1, player_pain2 ] {
PainSound ();
self.weaponframe = 0;
};
void() player_pain2 = [ $pain2, player_pain3 ] {};
void() player_pain3 = [ $pain3, player_pain4 ] {};
void() player_pain4 = [ $pain4, player_pain5 ] {};
void() player_pain5 = [ $pain5, player_pain6 ] {};
void() player_pain6 = [ $pain6, player_run ] {};
void() player_axpain1 = [ $axpain1, player_axpain2 ] {
PainSound ();
self.weaponframe = 0;
};
void() player_axpain2 = [ $axpain2, player_axpain3 ] {};
void() player_axpain3 = [ $axpain3, player_axpain4 ] {};
void() player_axpain4 = [ $axpain4, player_axpain5 ] {};
void() player_axpain5 = [ $axpain5, player_axpain6 ] {};
void() player_axpain6 = [ $axpain6, player_run ] {};
void (entity attacker, float damage)
player_pain =
{
if (self.weaponframe)
return;
if (self.invisible_finished > time)
return; // eyes don't have pain frames
if (self.weapon == IT_AXE)
player_axpain1 ();
else
player_pain1 ();
};
void ()
DeathSound =
{
// water death sounds
if (self.waterlevel == 3) {
DeathBubbles (5);
sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE);
return;
}
switch (rint (4 * random () + 1)) {
case 1:
self.noise = "player/death1.wav";
break;
case 2:
self.noise = "player/death2.wav";
break;
case 3:
self.noise = "player/death3.wav";
break;
case 4:
self.noise = "player/death4.wav";
break;
case 5:
self.noise = "player/death5.wav";
default:
break;
}
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NONE);
return;
};
void ()
PlayerDead =
{
self.nextthink = -1;
// allow respawn after a certain time
self.deadflag = DEAD_DEAD;
};
vector (float dm)
VelocityForDamage =
{
local vector v;
if (vlen (damage_inflictor.velocity) > 0) {
// dprint ("Velocity gib\n");
v = 0.5 * damage_inflictor.velocity;
v += 25 * normalize (self.origin - damage_inflictor.origin);
v_x = v_x + (400 * (random () - 0.5));
v_y = v_y + (400 * (random () - 0.5));
v_z = 100 + 240 * random ();
} else {
v_x = 200 * (random () - 0.5);
v_y = 200 * (random () - 0.5);
v_z = 200 + 100 * random ();
}
if (dm > -50) {
v = v * 0.7;
} else if (dm > -200) {
v = v * 2;
} else
v = v * 10;
return v;
};
void (string gibname, float dm)
ThrowGib =
{
local entity new;
new = spawn ();
new.origin = self.origin;
setmodel (new, gibname);
setsize (new, '0 0 0', '0 0 0');
new.velocity = VelocityForDamage (dm);
new.movetype = MOVETYPE_BOUNCE;
new.solid = SOLID_NOT;
new.avelocity_x = 600 * random ();
new.avelocity_y = 600 * random ();
new.avelocity_z = 600 * random ();
new.think = SUB_Remove;
new.ltime = time;
new.nextthink = time + 10 + 10 * random ();
new.frame = 0;
new.flags = 0;
};
void (string gibname, float dm)
ThrowHead =
{
setmodel (self, gibname);
self.frame = 0;
self.nextthink = -1;
self.movetype = MOVETYPE_BOUNCE;
self.takedamage = DAMAGE_NO;
self.solid = SOLID_NOT;
self.view_ofs = '0 0 8';
setsize (self, '-16 -16 0', '16 16 56');
self.velocity = VelocityForDamage (dm);
self.origin_z = self.origin_z - 24;
self.flags = self.flags - (self.flags & FL_ONGROUND);
self.avelocity = crandom () * '0 600 0';
};
void ()
GibPlayer =
{
ThrowHead ("progs/h_player.mdl", self.health);
ThrowGib ("progs/gib1.mdl", self.health);
ThrowGib ("progs/gib2.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
self.deadflag = DEAD_DEAD;
if (damage_attacker.classname == "teledeath") {
sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
return;
}
if (damage_attacker.classname == "teledeath2") {
sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
return;
}
if (random () < 0.5)
sound (self, CHAN_VOICE, "player/gib.wav", 1, ATTN_NONE);
else
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NONE);
};
void ()
set_suicide_frame =
{ // used by kill command and disconnect command
if (self.model != "progs/player.mdl")
return; // allready gibbed
self.frame = $deatha11;
self.solid = SOLID_NOT;
self.movetype = MOVETYPE_TOSS;
self.deadflag = DEAD_DEAD;
self.nextthink = -1;
};
void() player_diea1 = [ $deatha1, player_diea2 ] {};
void() player_diea2 = [ $deatha2, player_diea3 ] {};
void() player_diea3 = [ $deatha3, player_diea4 ] {};
void() player_diea4 = [ $deatha4, player_diea5 ] {};
void() player_diea5 = [ $deatha5, player_diea6 ] {};
void() player_diea6 = [ $deatha6, player_diea7 ] {};
void() player_diea7 = [ $deatha7, player_diea8 ] {};
void() player_diea8 = [ $deatha8, player_diea9 ] {};
void() player_diea9 = [ $deatha9, player_diea10 ] {};
void() player_diea10 = [ $deatha10, player_diea11 ] {};
void() player_diea11 = [ $deatha11, player_diea11 ] {PlayerDead();};
void() player_dieb1 = [ $deathb1, player_dieb2 ] {};
void() player_dieb2 = [ $deathb2, player_dieb3 ] {};
void() player_dieb3 = [ $deathb3, player_dieb4 ] {};
void() player_dieb4 = [ $deathb4, player_dieb5 ] {};
void() player_dieb5 = [ $deathb5, player_dieb6 ] {};
void() player_dieb6 = [ $deathb6, player_dieb7 ] {};
void() player_dieb7 = [ $deathb7, player_dieb8 ] {};
void() player_dieb8 = [ $deathb8, player_dieb9 ] {};
void() player_dieb9 = [ $deathb9, player_dieb9 ] {PlayerDead();};
void() player_diec1 = [ $deathc1, player_diec2 ] {};
void() player_diec2 = [ $deathc2, player_diec3 ] {};
void() player_diec3 = [ $deathc3, player_diec4 ] {};
void() player_diec4 = [ $deathc4, player_diec5 ] {};
void() player_diec5 = [ $deathc5, player_diec6 ] {};
void() player_diec6 = [ $deathc6, player_diec7 ] {};
void() player_diec7 = [ $deathc7, player_diec8 ] {};
void() player_diec8 = [ $deathc8, player_diec9 ] {};
void() player_diec9 = [ $deathc9, player_diec10 ] {};
void() player_diec10 = [ $deathc10, player_diec11 ] {};
void() player_diec11 = [ $deathc11, player_diec12 ] {};
void() player_diec12 = [ $deathc12, player_diec13 ] {};
void() player_diec13 = [ $deathc13, player_diec14 ] {};
void() player_diec14 = [ $deathc14, player_diec15 ] {};
void() player_diec15 = [ $deathc15, player_diec15 ] {PlayerDead();};
void() player_died1 = [ $deathd1, player_died2 ] {};
void() player_died2 = [ $deathd2, player_died3 ] {};
void() player_died3 = [ $deathd3, player_died4 ] {};
void() player_died4 = [ $deathd4, player_died5 ] {};
void() player_died5 = [ $deathd5, player_died6 ] {};
void() player_died6 = [ $deathd6, player_died7 ] {};
void() player_died7 = [ $deathd7, player_died8 ] {};
void() player_died8 = [ $deathd8, player_died9 ] {};
void() player_died9 = [ $deathd9, player_died9 ] {PlayerDead();};
void() player_diee1 = [ $deathe1, player_diee2 ] {};
void() player_diee2 = [ $deathe2, player_diee3 ] {};
void() player_diee3 = [ $deathe3, player_diee4 ] {};
void() player_diee4 = [ $deathe4, player_diee5 ] {};
void() player_diee5 = [ $deathe5, player_diee6 ] {};
void() player_diee6 = [ $deathe6, player_diee7 ] {};
void() player_diee7 = [ $deathe7, player_diee8 ] {};
void() player_diee8 = [ $deathe8, player_diee9 ] {};
void() player_diee9 = [ $deathe9, player_diee9 ] {PlayerDead();};
void() player_die_ax1 = [ $axdeth1, player_die_ax2 ] {};
void() player_die_ax2 = [ $axdeth2, player_die_ax3 ] {};
void() player_die_ax3 = [ $axdeth3, player_die_ax4 ] {};
void() player_die_ax4 = [ $axdeth4, player_die_ax5 ] {};
void() player_die_ax5 = [ $axdeth5, player_die_ax6 ] {};
void() player_die_ax6 = [ $axdeth6, player_die_ax7 ] {};
void() player_die_ax7 = [ $axdeth7, player_die_ax8 ] {};
void() player_die_ax8 = [ $axdeth8, player_die_ax9 ] {};
void() player_die_ax9 = [ $axdeth9, player_die_ax9 ] {PlayerDead();};
void ()
PlayerDie =
{
local float i;
local string s;
self.items = self.items - (self.items & IT_INVISIBILITY);
if ((stof (infokey (world, "dq"))) != 0) {
if (self.super_damage_finished > 0) {
DropQuad (self.super_damage_finished - time);
bprint (PRINT_LOW, self.netname);
if (deathmatch == 4)
bprint (PRINT_LOW, " lost an OctaPower with ");
else
bprint (PRINT_LOW, " lost a quad with ");
s = ftos (rint (self.super_damage_finished - time));
bprint (PRINT_LOW, s);
bprint (PRINT_LOW, " seconds remaining\n");
}
}
if ((stof (infokey (world, "dr"))) != 0) {
if (self.invisible_finished > 0) {
bprint (PRINT_LOW, self.netname);
bprint (PRINT_LOW, " lost a ring with ");
s = ftos (rint (self.invisible_finished - time));
bprint (PRINT_LOW, s);
bprint (PRINT_LOW, " seconds remaining\n");
DropRing (self.invisible_finished - time);
}
}
self.invisible_finished = 0; // don't die as eyes
self.invincible_finished = 0;
self.super_damage_finished = 0;
self.radsuit_finished = 0;
self.modelindex = modelindex_player; // don't use eyes
DropBackpack ();
self.weaponmodel="";
self.view_ofs = '0 0 -8';
self.deadflag = DEAD_DYING;
self.solid = SOLID_NOT;
self.flags = self.flags - (self.flags & FL_ONGROUND);
self.movetype = MOVETYPE_TOSS;
if (self.velocity_z < 10)
self.velocity_z = self.velocity_z + 300 * random ();
if (self.health < -40) {
GibPlayer ();
return;
}
DeathSound ();
self.angles_x = 0;
self.angles_z = 0;
if (self.weapon == IT_AXE) {
player_die_ax1 ();
return;
}
i = cvar ("temp1");
if (!i)
i = 1 + floor (6 * random ());
switch (i) {
case 1:
player_diea1 ();
break;
case 2:
player_dieb1 ();
break;
case 3:
player_diec1 ();
break;
case 5:
player_died1 ();
break;
default:
player_diee1 ();
break;
}
};