game-source/ctf/qwsrc/client.qc
2004-02-08 05:38:36 +00:00

1775 lines
41 KiB
C++

/*
clients.qc
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
// 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;
void () SpawnRunes;
float modelindex_eyes, modelindex_player;
float pregameover;
// ZOID: with several effects doing the dimlight thing, they just can't
// turn it off. Do not set self.effects with EF_DIMLIGHT directly. This
// will automatically do it when CheckPowerups is called
// EF_DIMLIGHT is used;
// 1. Invincible (Pentagram)
// 2. Super Damage (Quad Power)
// 3. Having Flag in Capture
// self is player
void ()
CheckDimLight =
{
local float flag;
flag = 0;
// invincable
if (self.invincible_finished > time)
flag = 1;
// quad
if (self.super_damage_finished > time)
flag = 1;
// flag
if (self.player_flag & ITEM_ENEMY_FLAG)
flag = 1;
if (flag)
self.effects |= EF_DIMLIGHT;
else
self.effects &= ~EF_DIMLIGHT;
};
// LEVEL CHANGING / INTERMISSION ==============================================
string nextmap;
float intermission_running;
float intermission_exittime;
/*QUAKED info_intermission (1 0.5 0.5) (-16 -16 -16) (16 16 16)
This is the camera point for the intermission.
Use mangle instead of angle, so you can set pitch or roll as well as yaw. 'pitch roll yaw'
*/
void () info_intermission = {};
void ()
SetChangeParms =
{
if (self.health <= 0) {
SetNewParms ();
if (gamestart)
parm10 = -1;
else
parm10 = self.steam; // Save the current team of the player
parm14 = self.statstate;
return;
}
// remove items
self.items &= ~(IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY |
IT_SUIT | IT_QUAD);
// cap super health
if (self.health > 100)
self.health = 100;
if (self.health < 50)
self.health = 50;
SetNewParms ();
// *TEAMPLAY*
if (gamestart)
parm10 = -1;
else
parm10 = self.steam; // Save the current team of the player
parm14 = self.statstate;
parm16 = self.player_flag;
};
void ()
SetNewParms =
{
if (gamestart && !pregameover) {
parm1 = IT_AXE;
parm2 = 100;
parm4 = 0;
parm8 = IT_AXE;
parm10 = 1;
} else {
if (cvar ("teamplay") & TEAM_DISABLE_GRAPPLE)
parm1 = IT_SHOTGUN | IT_AXE | IT_ARMOR1;
else
parm1 = IT_SHOTGUN | IT_AXE | IT_ARMOR3 | IT_GRAPPLE;
parm2 = 100;
parm3 = 50;
parm4 = 40;
parm8 = IT_SHOTGUN;
parm9 = 30;
parm10 = -1; // Reset
}
parm5 = 0;
parm6 = 0;
parm7 = 0;
// *TEAMPLAY*
parm10 = -1; // Reset
parm14 = self.statstate;
parm16 = 0;
};
void ()
DecodeLevelParms =
{
self.player_flag |= parm16;
self.player_flag &= ~ITEM_RUNE_MASK;
self.player_flag &= ~ITEM_ENEMY_FLAG;
self.statstate = parm14;
if (gamestart) {
SetNewParms (); // take away all stuff on starting new episode
self.ctfskinno = 0;
} else {
self.ctfskinno = (self.player_flag & 65280) / 256;
TeamSkinSet();
}
self.items = parm1;
self.health = parm2;
self.armorvalue = parm3;
self.ammo_shells = parm4;
self.ammo_nails = parm5;
self.ammo_rockets = parm6;
self.ammo_cells = parm7;
self.weapon = parm8;
self.armortype = parm9 * 0.01;
// *XXX* EXPERT CTF
// Reset times for additional scoring system on level change and server join
// dprint ("decode level parms\n");
self.last_returned_flag = -10;
self.last_fragged_carrier = -10;
self.flag_since = -10;
self.last_hurt_carrier = -10;
// *TEAMPLAY*
if (TeamColorIsLegal(parm10))
self.steam = parm10;
};
/*
============
FindIntermission
Returns the entity to view from
============
*/
entity ()
FindIntermission =
{
local entity spot;
local float cyc;
// look for info_intermission first
spot = find (world, classname, "info_intermission");
if (spot) { // pick a random one
cyc = 4 * random ();
while (cyc > 1) {
spot = find (spot, classname, "info_intermission");
if (!spot)
spot = find (spot, classname, "info_intermission");
cyc = 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 =
{
if (cvar("samelevel")) // if samelevel is set, stay on same level
changelevel (mapname);
else {
// FIXME special case for now
if (nextmap == "end")
nextmap = "dm1";
else if (nextmap == "ctf9")
nextmap = "ctf2m1";
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 + 8;
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
if (teamplay & TEAM_CAPTURE_FLAG)
return;
if ((cvar ("samelevel") == 2) || ((cvar ("samelevel") == 3) && !gamestart))
return; // do nothing
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 (gamestart) {
switch (self.map) {
case "e1m1":
self.message = "E1 Dimension of the Doomed";
break;
case "e2m1":
self.message = "E2 The Realm of Black Magic";
break;
case "e3m1":
self.message = "E3 The Netherworld";
break;
case "e4m1":
self.message = "E4 The Elder World";
break;
case "end":
self.message = "The Deathmatch Arenas";
break;
default:
self.message = "Unknown";
break;
}
self.classname = "trigger_voteexit";
trigger_voteexit ();
return;
}
if (!self.map)
objerror ("changelevel 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
CopyToBodyQueue (self);
// set default spawn parms
SetNewParms ();
// respawn
PutClientInServer ();
};
/*
============
ClientKill
Player entered the suicide command
============
*/
void ()
ClientKill =
{
if (gamestart) {
sprint (self, PRINT_HIGH, "Life just started.\n");
return;
}
if (self.suicide_count > 3) {
sprint (self, PRINT_HIGH, "You have suicided too much already.\n");
return;
}
bprint (PRINT_MEDIUM, self.netname);
bprint (PRINT_MEDIUM, " suicides\n");
DropRune ();
TeamCaptureDropFlagOfPlayer(self);
set_suicide_frame ();
self.modelindex = modelindex_player;
logfrag (self, self);
self.frags = self.frags - 2; // extra penalty
self.suicide_count++;
respawn ();
};
float (vector v)
CheckSpawnPoint =
{
return FALSE;
};
/*
============
SelectSpawnPoint
Returns the entity to spawn at
============
*/
entity ()
SelectSpawnPoint =
{
local entity spot;
// testinfo_player_start is only found in regioned levels
spot = find (world, classname, "testplayerstart");
if (spot)
return spot;
// choose a info_player_deathmatch point
// CTF spawns
if (!self.killed) {
spot = TeamCaptureSpawn();
if (spot != world)
return spot;
} else if (gamestart && self.killed) {
lastvotespawn = find (lastvotespawn, classname, "info_vote_destination");
if (lastvotespawn == world)
lastvotespawn = find (lastvotespawn, classname, "info_vote_destination");
return lastvotespawn;
}
lastspawn = find(lastspawn, classname, "info_player_deathmatch");
if (lastspawn == world)
lastspawn = find (lastspawn, classname, "info_player_deathmatch");
if (lastspawn != world)
return lastspawn;
spot = find (world, classname, "info_player_start");
if (!spot)
error ("PutClientInServer: no info_player_start on level");
return spot;
};
void() DecodeLevelParms;
void() PlayerDie;
float (entity e)
ValidateUser =
{
/*
local string userclan, s;
local float rank, rankmin, rankmax;
// if the server has set "clan1" and "clan2", then it
// is a clan match that will allow only those two clans in
s = serverinfo ("clan1");
if (s) {
userclan = masterinfo (e, "clan");
if (s == userclan)
return true;
s = serverinfo ("clan2");
if (s == userclan)
return true;
return false;
}
// if the server has set "rankmin" and/or "rankmax" then
// the users rank must be between those two values
s = masterinfo (e, "rank");
rank = stof (s);
s = serverinfo ("rankmin");
if (s) {
rankmin = stof (s);
if (rank < rankmin)
return false;
}
s = serverinfo ("rankmax");
if (s) {
rankmax = stof (s);
if (rankmax < rank)
return false;
}
return true;
*/
};
/*
===========
PutClientInServer
called each time a player enters a new level
============
*/
void ()
PutClientInServer =
{
local entity spot;
local float spd;
serverflags = 0; // make sure
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;
self.staydeadtime = 0;
self.regen_time = 0;
self.rune_notice_time = 0;
self.last_hurt_carrier = -10;
DecodeLevelParms ();
spot = SelectSpawnPoint ();
// ZOID: Minimize chance of telefragging someone, from Johannes Plass
// (plass@dipmza.physik.uni-mainz.de) ServerModules package
spot = TelefragSelectSpawnPoint (spot);
W_SetCurrentAmmo ();
self.attack_finished = time;
self.th_pain = player_pain;
self.th_die = PlayerDie;
spd = cvar("sv_maxspeed");
if (self.maxspeed != spd)
self.maxspeed = spd;
self.deadflag = DEAD_NO;
// paustime is set by teleporters to keep the player from moving a while
self.pausetime = 0;
// spot = SelectSpawnPoint ();
self.origin = spot.origin + '0 0 1';
self.angles = spot.angles;
self.fixangle = TRUE; // turn this way immediately
// oh, this is a hack!
setmodel (self, "progs/eyes.mdl");
modelindex_eyes = self.modelindex;
setmodel (self, "progs/player.mdl");
modelindex_player = self.modelindex;
setsize (self, VEC_HULL_MIN, VEC_HULL_MAX);
self.view_ofs = '0 0 22';
self.velocity = '0 0 0';
player_stand1 ();
makevectors (self.angles);
spawn_tfog (self.origin + v_forward*20);
spawn_tdeath (self.origin, self);
// grapple stuff
self.on_hook = FALSE;
self.hook_out = FALSE;
};
// 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 =
{
if (deathmatch)
StartRuneSpawn();
};
/*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
only called if a time or frag limit has expired
*/
void ()
NextLevel =
{
local entity o;
switch (mapname) {
// episode one
case "e1m1":
nextmap = "e1m2";
break;
case "e1m2":
nextmap = "e1m3";
break;
case "e1m3":
nextmap = "e1m4";
break;
case "e1m4":
nextmap = "e1m5";
break;
case "e1m5":
nextmap = "e1m6";
break;
case "e1m6":
nextmap = "ctfstart";
break;
// episode two
case "e2m1":
nextmap = "e2m2";
break;
case "e2m2":
nextmap = "e2m3";
break;
case "e2m3":
nextmap = "e2m4";
break;
case "e2m4":
nextmap = "e2m5";
break;
case "e2m5":
nextmap = "e2m6";
break;
case "e2m6":
nextmap = "e2m7";
break;
case "e2m7":
nextmap = "ctfstart";
break;
// episode three
case "e3m1":
nextmap = "e3m2";
break;
case "e3m2":
nextmap = "e3m3";
break;
case "e3m3":
nextmap = "e3m4";
break;
case "e3m4":
nextmap = "e3m5";
break;
case "e3m5":
nextmap = "e3m6";
break;
case "e3m6":
nextmap = "e3m7";
break;
case "e3m7":
nextmap = "ctfstart";
break;
// episode four
case "e4m1":
nextmap = "e4m2";
break;
case "e4m2":
nextmap = "e4m3";
break;
case "e4m3":
nextmap = "e4m4";
break;
case "e4m4":
nextmap = "e4m5";
break;
case "e4m5":
nextmap = "e4m6";
break;
case "e4m6":
nextmap = "e4m7";
break;
case "e4m7":
nextmap = "e4m8";
break;
case "e4m8":
nextmap = "ctfstart";
break;
// the deathmatch arenas
case "dm1":
nextmap = "dm2";
break;
case "dm2":
nextmap = "dm3";
break;
case "dm3":
nextmap = "dm4";
break;
case "dm4":
nextmap = "dm5";
break;
case "dm5":
nextmap = "dm6";
break;
case "dm6":
nextmap = "ctfstart";
break;
// ctf episode one
case "ctf1":
nextmap = "ctf2";
break;
case "ctf2":
nextmap = "ctf3";
break;
case "ctf3":
nextmap = "ctf4";
break;
case "ctf4":
nextmap = "ctf5";
break;
case "ctf5":
nextmap = "ctf6";
break;
case "ctf6":
nextmap = "ctf7";
break;
case "ctf7":
nextmap = "ctf8";
break;
case "ctf8":
nextmap = "ctfstart";
break;
// ctf episode two
case "ctf2m1":
nextmap = "ctf2m2";
break;
case "ctf2m2":
nextmap = "ctf2m3";
break;
case "ctf2m3":
nextmap = "ctf2m4";
break;
case "ctf2m4":
nextmap = "ctf2m5";
break;
case "ctf2m5":
nextmap = "ctf2m6";
break;
case "ctf2m6":
nextmap = "ctf2m7";
break;
case "ctf2m7":
nextmap = "ctf2m8";
break;
case "ctf2m8":
nextmap = "ctfstart";
break;
}
o = spawn ();
o.map = nextmap;
o.think = execute_changelevel;
o.nextthink = time + 0.1;
return;
// DISABLED from here
// find a trigger changelevel
o = find (world, classname, "trigger_changelevel");
// go back to start if no trigger_changelevel
if (!o) {
mapname = "start";
o = spawn ();
o.map = mapname;
}
nextmap = o.map;
gameover = TRUE;
if (o.nextthink < time) {
o.think = execute_changelevel;
o.nextthink = time + 0.1;
}
};
/*
============
CheckRules
Exit deathmatch games upon conditions
============
*/
void ()
CheckRules =
{
local float fraglimit, timelimit;
local entity o;
if (gameover || pregameover) // someone else quit the game already
return;
if (gamestart) {
if ((vote_leader != world) && voteexit_time && (time > voteexit_time)) {
pregameover = 1;
o = spawn ();
nextmap = vote_leader.map;
o.map = nextmap;
o.think = execute_changelevel;
o.nextthink = time + 0.1;
return;
}
return;
}
timelimit = cvar ("timelimit") * 60;
fraglimit = cvar ("fraglimit");
if ((timelimit && time >= timelimit) ||
(fraglimit && (self.frags >= fraglimit))) {
pregameover = 1;
TeamEndScore ();
NextLevel ();
return;
}
};
//============================================================================
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;
}
// wait for any button down
if (!self.button2 && !self.button1 && !self.button0)
return;
self.button0 = 0;
self.button1 = 0;
self.button2 = 0;
respawn();
};
void ()
PlayerJump =
{
if (self.flags & FL_WATERJUMP)
return;
if (self.waterlevel >= 2) { // play 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;
}
if (!(self.flags & FL_ONGROUND))
return;
if (!(self.flags & FL_JUMPRELEASED))
return; // don't pogo stick
self.flags &= ~FL_JUMPRELEASED;
self.button2 = 0;
// player jumping sound
sound (self, CHAN_BODY, "player/plyrjmp8.wav", 1, ATTN_NORM);
};
.float dmgtime;
void ()
WaterMove =
{
// dprint (ftos (self.waterlevel));
if (self.movetype == MOVETYPE_NOCLIP)
return;
if (self.health < 0)
return;
if (self.waterlevel != 3) {
if (self.air_finished < time)
sound (self, CHAN_VOICE, "player/gasp2.wav", 1, ATTN_NORM);
else if (self.air_finished < time + 9)
sound (self, CHAN_VOICE, "player/gasp1.wav", 1, ATTN_NORM);
self.air_finished = time + 12;
self.dmg = 2;
} else if (self.air_finished < time) { // drown!
if (self.pain_finished < time) {
self.dmg += 2;
if (self.dmg > 15)
self.dmg = 10;
T_Damage (self, world, world, self.dmg);
self.pain_finished = time + 1;
}
}
if (!self.waterlevel) {
if (self.flags & FL_INWATER) {
// play leave water sound
sound (self, CHAN_BODY, "misc/outwater.wav", 1, ATTN_NORM);
self.flags &= ~FL_INWATER;
}
return;
}
if (self.watertype == CONTENT_LAVA) { // do damage
if (self.dmgtime < time) {
if (self.radsuit_finished > time)
self.dmgtime = time + 1;
else
self.dmgtime = time + 0.2;
T_Damage (self, world, world, 10 * self.waterlevel);
}
} else if (self.watertype == CONTENT_SLIME) { // do damage
if (self.dmgtime < time && self.radsuit_finished < time) {
self.dmgtime = time + 1;
T_Damage (self, world, world, 4 * self.waterlevel);
}
}
if (!(self.flags & FL_INWATER)) { // player enter water sound
switch (self.watertype) {
case CONTENT_LAVA:
sound (self, CHAN_BODY, "player/inlava.wav", 1, ATTN_NORM);
break;
case CONTENT_WATER:
sound (self, CHAN_BODY, "player/inh2o.wav", 1, ATTN_NORM);
break;
case CONTENT_SLIME:
sound (self, CHAN_BODY, "player/slimbrn2.wav", 1, ATTN_NORM);
default:
break;
}
self.flags |= FL_INWATER;
self.dmgtime = 0;
}
};
void ()
CheckWaterJump =
{
local vector start, end;
// check for a jump-out-of-water
makevectors (self.angles);
start = self.origin;
start_z += 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 > 0) {
IntermissionThink (); // otherwise a button could be missed between
return; // the think tics
}
TeamCapturePlayerUpdate();
if (self.view_ofs == '0 0 0')
return; // intermission or finale
makevectors (self.v_angle); // is this still used
CheckRules ();
WaterMove ();
// *TEAMPLAY*
// TeamCheckLock performs all necessary teamlock checking, and performs all
// actions needed.
TeamCheckLock();
/*
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';
// RUNE: If player has rune of elder magic (4), regeneration
if (self.player_flag & ITEM_RUNE4_FLAG) {
if (self.regen_time < time) {
self.regen_time = time;
if (self.health < 150) {
self.health = self.health + 5;
if (self.health > 150)
self.health = 150;
self.regen_time = self.regen_time + 0.5;
RegenerationSound ();
}
if (self.armorvalue < 150 && self.armortype) {
self.armorvalue = self.armorvalue + 5;
if (self.armorvalue > 150)
self.armorvalue = 150;
self.regen_time = self.regen_time + 0.5;
RegenerationSound ();
}
}
}
// RUNE
if (time > self.attack_finished && self.currentammo == 0
&& self.weapon != IT_AXE && self.weapon != IT_GRAPPLE) {
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
}
// Do grapple stuff if I'm on a hook
if (self.on_hook)
Service_Grapple ();
};
/*
================
CheckPowerups
Check for turning off powerups
================
*/
void ()
CheckPowerups =
{
if (self.health <= 0)
return;
// invisibility
if (self.invisible_finished) {
// sound and screen flash when items starts to run out
if (self.invisible_sound < time) {
sound (self, CHAN_AUTO, "items/inv3.wav", 0.5, ATTN_IDLE);
self.invisible_sound = time + ((random() * 3) + 1);
}
if (self.invisible_finished < time + 3) {
if (self.invisible_time == 1) {
sprint (self, PRINT_HIGH, "Ring of Shadows magic is fading\n");
stuffcmd (self, "bf\n");
sound (self, CHAN_AUTO, "items/inv2.wav", 1, ATTN_NORM);
self.invisible_time = time + 1;
}
if (self.invisible_time < time) {
self.invisible_time = time + 1;
stuffcmd (self, "bf\n");
}
}
if (self.invisible_finished < time) { // just stopped
self.items &= ~IT_INVISIBILITY;
self.invisible_finished = 0;
self.invisible_time = 0;
}
// use the eyes
self.frame = 0;
self.modelindex = modelindex_eyes;
} else
self.modelindex = modelindex_player; // don't use eyes
// invincibility
if (self.invincible_finished) {
// sound and screen flash when items starts to run out
if (self.invincible_finished < time + 3) {
if (self.invincible_time == 1) {
sprint (self, PRINT_HIGH, "Protection is almost burned out\n");
stuffcmd (self, "bf\n");
sound (self, CHAN_AUTO, "items/protect2.wav", 1, ATTN_NORM);
self.invincible_time = time + 1;
}
if (self.invincible_time < time) {
self.invincible_time = time + 1;
stuffcmd (self, "bf\n");
}
}
if (self.invincible_finished < time) { // just stopped
self.items &= ~IT_INVULNERABILITY;
self.invincible_time = 0;
self.invincible_finished = 0;
}
// ZOID, next line isn't needed, EF_DIMLIGHT is handled by
// client.qc:CheckDimLight
// if (self.invincible_finished > time)
// self.effects |= EF_DIMLIGHT;
// else
// self.effects &= ~EF_DIMLIGHT;
}
// 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) {
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;
self.super_damage_finished = 0;
self.super_time = 0;
}
// ZOID, next line isn't needed, EF_DIMLIGHT is handled by
// client.qc:CheckDimLight
// if (self.super_damage_finished > time)
// self.effects |= EF_DIMLIGHT;
// else
// self.effects &= ~EF_DIMLIGHT;
}
// suit
if (self.radsuit_finished) {
self.air_finished = time + 12; // don't drown
// sound and screen flash when items starts to run out
if (self.radsuit_finished < time + 3) {
if (self.rad_time == 1) {
sprint (self, PRINT_HIGH, "Air supply in Biosuit expiring\n");
stuffcmd (self, "bf\n");
sound (self, CHAN_AUTO, "items/suit2.wav", 1, ATTN_NORM);
self.rad_time = time + 1;
}
if (self.rad_time < time) {
self.rad_time = time + 1;
stuffcmd (self, "bf\n");
}
}
if (self.radsuit_finished < time) { // just stopped
self.items &= ~IT_SUIT;
self.rad_time = 0;
self.radsuit_finished = 0;
}
}
// Check to see about DIMLIGHT effects
CheckDimLight();
};
/*
================
PlayerPostThink
Called every frame after physics are run
================
*/
void ()
PlayerPostThink =
{
// dprint ("post think\n");
if (self.view_ofs == '0 0 0')
return; // intermission or finale
if (self.deadflag)
return;
// check to see if player landed and play landing sound
if ((self.jump_flag < -300) && (self.flags & FL_ONGROUND)) {
if (self.watertype == CONTENT_WATER)
sound (self, CHAN_BODY, "player/h2ojump.wav", 1, ATTN_NORM);
else if (self.jump_flag < -650) {
T_Damage (self, world, world, 5);
sound (self, CHAN_VOICE, "player/land2.wav", 1, ATTN_NORM);
self.deathtype = "falling";
} else
sound (self, CHAN_VOICE, "player/land.wav", 1, ATTN_NORM);
}
self.jump_flag = self.velocity_z;
CheckPowerups ();
W_WeaponFrame ();
};
/*
===========
ClientConnect
called when a player connects to a server
============
*/
void() ClientConnect =
{
bprint (PRINT_HIGH, self.netname);
bprint (PRINT_HIGH, " entered the game\n");
self.motd_count = 1;
self.player_flag &= ~PF_GHOST;
self.suicide_count = 0;
self.killed = 0;
self.player_flag = 0;
// *TEAMPLAY*
// If this is our first connection, parm10 is < 0
// Set lastteam negative.
if (parm10 < 0 || self.steam < 0) {
self.steam = -1;
TeamAssign ();
if (teamplay & TEAM_LOCK_COLORS) // force a stuff cmd in think
self.player_flag |= TEAM_STUFF_COLOR;
}
// 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);
DropRune ();
TeamCaptureDropFlagOfPlayer (self);
set_suicide_frame ();
self.player_flag |= PF_GHOST;
self.steam = -1;
self.frags = 0;
self.statstate = 0;
};
// *TEAMPLAY*
// Prototypes
float (entity targ, entity attacker) TeamFragPenalty;
void (entity targ, entity attacker) TeamDeathPenalty;
/*
===========
ClientObituary
called when a player dies
============
*/
void (entity targ, entity attacker)
ClientObituary =
{
// *XXX* EXPERT CTF variable for
// flag/flag carrier defense bonus determination
local entity head;
local float flag_carrier_radius, flag_radius, rnum, temp;
local string deathstring, deathstring2, s;
rnum = random ();
if (targ.classname == "player") {
// *XXX* EXPERT CTF:
// When the flag carrier dies, reset the last_hurt_carrier field in
// all players on the opposite team from the flag carrier. The carrier
// has been killed, so there is no longer a reason to award points for
// killing off his assailants
if (targ.player_flag & ITEM_ENEMY_FLAG) {
head = find (world, classname, "player");
while (head != world) {
if (head.steam != targ.steam)
head.last_hurt_carrier = -10;
head = find(head, classname, "player");
}
}
// END EXPERT CTF
switch (attacker.classname) {
case "teledeath":
bprint (PRINT_MEDIUM, targ.netname);
bprint (PRINT_MEDIUM, " was telefragged by ");
bprint (PRINT_MEDIUM, attacker.owner.netname);
bprint (PRINT_MEDIUM, "\n");
attacker.owner.frags = attacker.owner.frags + 1;
return;
case "teledeath2":
bprint (PRINT_MEDIUM,"Satan's power deflects ");
bprint (PRINT_MEDIUM,targ.netname);
bprint (PRINT_MEDIUM,"'s telefrag\n");
targ.frags = targ.frags - 1;
logfrag (targ, targ);
return;
case "player":
if (targ == attacker) {
// killed self
attacker.frags--;
logfrag (attacker, attacker);
bprint (PRINT_MEDIUM,targ.netname);
if (self.killed == 99) {
//ZOID: try if player was gibbed for changing teams
if (teamplay & TEAM_STATIC_TEAMS)
bprint (PRINT_MEDIUM, " tried to change teams\n");
else
bprint (PRINT_MEDIUM, " changed teams\n");
} else if (targ.weapon == 64 && targ.waterlevel > 1) {
bprint (PRINT_MEDIUM," discharges into the water.\n");
return;
} else if (targ.weapon == IT_GRENADE_LAUNCHER) {
bprint (PRINT_MEDIUM," tries to put the pin back in\n");
} else if (rnum) {
bprint (PRINT_MEDIUM," becomes bored with life\n");
} else {
bprint (PRINT_MEDIUM," checks if his weapon is loaded\n");
}
return;
} else {
// *TEAMPLAY*
// TeamFragPenalty returns true if the attacker gets a frag
// penalty for killing this target. It also deducts frags as
// needed.
if (!TeamFragPenalty (targ, attacker)) {
// the attacker is award the normal one frag.. now we
// determine if he gets any bonuses
attacker.frags = attacker.frags + 1;
logfrag (attacker, targ);
if ((targ.player_flag & ITEM_ENEMY_FLAG) &&
(targ.steam != attacker.steam)) {
//ZOID: one team fragged the other team's flag carrier
// *XXX* EXPERT CTF
// Mark the attacker with the time at which he killed
// the flag carrier, for awarding assist points
attacker.last_fragged_carrier = time;
// *XXX* EXPERT CTF: give player only the normal
// amount of frags if the carrier has only had the
// flag for a few seconds, to prevent ppl
// intentionally allowing enemies to grab the flag,
// then immediately fragging them
if (targ.flag_since
+ TEAM_CAPTURE_CARRIER_FLAG_SINCE_TIMEOUT > time) {
sprint (attacker, PRINT_MEDIUM,
"Enemy flag carrier killed, no bonus\n");
} else {
attacker.frags += TEAM_CAPTURE_FRAG_CARRIER_BONUS;
sprint (attacker, PRINT_MEDIUM,
"Enemy flag carrier killed: ");
s = ftos (TEAM_CAPTURE_FRAG_CARRIER_BONUS);
sprint (attacker, PRINT_MEDIUM, s);
sprint (attacker, PRINT_MEDIUM, " bonus frags\n");
}
// END FLAG CARRIER FRAG CODE
}
// *XXX* EXPERT CTF
// This code checks for all game-critical kills OTHER THAN
// fragging the enemy flag carrier, like killing players
// who are trying to kill your flag carrier or trying to
// grab your flag, and hands out bonus frags.
// The two variables below track whether special bonus
// frags have already been awarded for the attacker or
// target being near the flag or flag carrier.
flag_radius = 0;
flag_carrier_radius = 0;
// get a string for the attacker's team now, for later
// announcements
s = GetCTFTeam (attacker.steam);
if ((targ.last_hurt_carrier +
TEAM_CAPTURE_CARRIER_DANGER_PROTECT_TIMEOUT > time) &&
!(attacker.player_flag & ITEM_ENEMY_FLAG)) {
// a player on the same team as the flag carrier
// killed someone who recently shot the flag carrier
attacker.frags +=
TEAM_CAPTURE_CARRIER_DANGER_PROTECT_BONUS;
flag_carrier_radius = 1;
// NOTE: getting CARRIER_DANGER_PROTECT_BONUS
// precludes getting other kinds of bonuses for
// defending the flag carrier, since it's worth more
// points
bprint (PRINT_MEDIUM, attacker.netname);
bprint (PRINT_MEDIUM, " defends ");
bprint (PRINT_MEDIUM, s);
bprint (PRINT_MEDIUM, "'s flag carrier against an "
"agressive enemy\n");
}
// *XXX* EXPERT CTF
// Bonuses for defending the flag carrier or the flag
// itself. Extra frags are awarded if either the attacker
// or the target are:
// 1. within 40 feet of a flag carrier on the same team as
// the attacker
// 2. within 40 feet of the attacker's flag
// These bonuses are cumulative with respect to defending
// both the flag and the flag carrier at the same time,
// but not cumulative with respect to both the target and
// attacker being near the object being defended
// find flags or flag carriers within a radius of attacker
head = findradius (attacker.origin,
TEAM_CAPTURE_ATTACKER_PROTECT_RADIUS);
while (head) {
if (head.classname == "player") {
if ((head.steam == attacker.steam)
&& (head.player_flag & ITEM_ENEMY_FLAG)
&& (head != attacker) // self defense
&& (!flag_carrier_radius)) {
// attacker was near his own flag carrier
attacker.frags +=
TEAM_CAPTURE_CARRIER_PROTECT_BONUS;
flag_carrier_radius = 1;
bprint (PRINT_MEDIUM, attacker.netname);
bprint (PRINT_MEDIUM, " defends ");
bprint (PRINT_MEDIUM, s);
bprint (PRINT_MEDIUM, "'s flag carrier\n");
}
}
if ((head.classname == "item_flag_team1")
|| (head.classname == "item_flag_team2")) {
if (((attacker.steam == TEAM_COLOR1) &&
(head.classname == "item_flag_team1"))
|| ((attacker.steam == TEAM_COLOR2) &&
(head.classname == "item_flag_team2"))) {
// attacker was near his own flag
attacker.frags +=
TEAM_CAPTURE_FLAG_DEFENSE_BONUS;
flag_radius = 1;
bprint (PRINT_MEDIUM, attacker.netname);
bprint (PRINT_MEDIUM, " defends the ");
bprint (PRINT_MEDIUM, s);
bprint (PRINT_MEDIUM, " flag\n");
}
}
head = head.chain;
}
// find flags or flag carriers within a radius of target
head = findradius (targ.origin,
TEAM_CAPTURE_TARGET_PROTECT_RADIUS);
while (head) {
if (head.classname == "player") {
if ((head.steam == attacker.steam)
&& (head.player_flag & ITEM_ENEMY_FLAG)
&& (head != attacker)
// prevents redundant points awarded:
&& (!flag_carrier_radius)) {
// target was near attacker's flag carrier
attacker.frags +=
TEAM_CAPTURE_CARRIER_PROTECT_BONUS;
flag_carrier_radius = 1;
bprint (PRINT_MEDIUM, attacker.netname);
bprint (PRINT_MEDIUM, " defends ");
bprint (PRINT_MEDIUM, s);
bprint (PRINT_MEDIUM, "'s flag carrier\n");
}
}
if (((attacker.steam == TEAM_COLOR1) &&
(head.classname == "item_flag_team1"))
|| ((attacker.steam == TEAM_COLOR2) &&
(head.classname == "item_flag_team2"))
// prevents redundant points awarded:
&& (!flag_radius)) {
// target was near attacker's flag
attacker.frags +=
TEAM_CAPTURE_FLAG_DEFENSE_BONUS;
flag_radius = 1;
bprint (PRINT_MEDIUM, attacker.netname);
bprint (PRINT_MEDIUM, " defends the ");
bprint (PRINT_MEDIUM, s);
bprint (PRINT_MEDIUM, " flag\n");
}
head = head.chain;
}
}
// *XXX* EXPERT CTF
// End frag determination code. Now determine death text for
// a member of one team killing a member of the other
// *TEAMPLAY*
// TeamDeathPenalty kills the attacker if necessary and
// adjusts frags to offset the one frag penalty for dying.
TeamDeathPenalty (targ, attacker);
deathstring = deathstring2 = "uninit";
switch (attacker.weapon) {
case IT_AXE:
deathstring = " was ax-murdered by ";
deathstring2 = "\n";
break;
case IT_GRAPPLE:
temp = random ();
if (temp < 0.5) {
deathstring = " was hooked by ";
deathstring2 = "\n";
} else if (temp > 0.5) {
deathstring = " was disemboweled by ";
deathstring2 = "\n";
}
break;
case IT_SHOTGUN:
deathstring = " chewed on ";
deathstring2 = "'s boomstick\n";
break;
case IT_SUPER_SHOTGUN:
deathstring = " ate 2 loads of ";
deathstring2 = "'s buckshot\n";
break;
case IT_NAILGUN:
deathstring = " was nailed by ";
deathstring2 = "\n";
break;
case IT_SUPER_NAILGUN:
deathstring = " was punctured by ";
deathstring2 = "\n";
break;
case IT_GRENADE_LAUNCHER:
deathstring = " eats ";
deathstring2 = "'s pineapple\n";
if (targ.health < -40) {
deathstring = " was gibbed by ";
deathstring2 = "'s grenade\n";
}
break;
case IT_ROCKET_LAUNCHER:
if (attacker.items & IT_QUAD) {
deathstring = " was destroyed by ";
deathstring2 = "'s Quad rocket\n";
} else {
deathstring = " rides ";
deathstring2 = "'s rocket\n";
if (targ.health < -40) {
deathstring = " was gibbed by ";
deathstring2 = "'s rocket\n" ;
}
}
break;
case IT_LIGHTNING:
deathstring = " accepts ";
if (attacker.waterlevel > 1)
deathstring2 = "'s discharge\n";
else
deathstring2 = "'s shaft\n";
default:
break;
}
bprint (PRINT_MEDIUM, targ.netname);
bprint (PRINT_MEDIUM, deathstring);
bprint (PRINT_MEDIUM, attacker.netname);
bprint (PRINT_MEDIUM, deathstring2);
}
return;
default:
targ.frags--; // killed self
logfrag (targ, targ);
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;
}
if (attacker.flags & FL_MONSTER) {
switch (attacker.classname) {
case "monster_army":
bprint (PRINT_MEDIUM," was shot by a Grunt\n");
return;
case "monster_demon1":
bprint (PRINT_MEDIUM," was eviscerated by a Fiend\n");
return;
case "monster_dog":
bprint (PRINT_MEDIUM," was mauled by a Rottweiler\n");
return;
case "monster_dragon":
bprint (PRINT_MEDIUM," was fried by a Dragon\n");
return;
case "monster_enforcer":
bprint (PRINT_MEDIUM," was blasted by an Enforcer\n");
return;
case "monster_fish":
bprint (PRINT_MEDIUM," was fed to the Rotfish\n");
return;
case "monster_hell_knight":
bprint (PRINT_MEDIUM," was slain by a Death Knight\n");
return;
case "monster_knight":
bprint (PRINT_MEDIUM," was slashed by a Knight\n");
return;
case "monster_ogre":
bprint (PRINT_MEDIUM," was destroyed by an Ogre\n");
return;
case "monster_oldone":
bprint (PRINT_MEDIUM," became one with Shub-Niggurath\n");
return;
case "monster_shalrath":
bprint (PRINT_MEDIUM," was exploded by a Vore\n");
return;
case "monster_shambler":
bprint (PRINT_MEDIUM," was smashed by a Shambler\n");
return;
case "monster_tarbaby":
bprint (PRINT_MEDIUM," was slimed by a Spawn\n");
return;
case "monster_vomit":
bprint (PRINT_MEDIUM," was vomited on by a Vomitus\n");
return;
case "monster_wizard":
bprint (PRINT_MEDIUM," was scragged by a Scrag\n");
return;
case "monster_zombie":
bprint (PRINT_MEDIUM," joins the Zombies\n");
return;
default:
return;
}
}
if (attacker.solid == SOLID_BSP && attacker != world) {
bprint (PRINT_MEDIUM," was squished\n");
return;
}
if (targ.deathtype == "falling") {
targ.deathtype = "";
bprint (PRINT_MEDIUM," fell to his death\n");
return;
}
switch (attacker.classname) {
case "trap_shooter":
case "trap_spikeshooter":
bprint (PRINT_MEDIUM," was spiked\n");
return;
case "explo_box":
bprint (PRINT_MEDIUM," blew up\n");
return;
case "fireball":
bprint (PRINT_MEDIUM," ate a lavaball\n");
return;
case "trigger_changelevel":
bprint (PRINT_MEDIUM," tried to leave\n");
return;
default:
bprint (PRINT_MEDIUM," died\n");
break;
}
}
}
};