mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-22 20:11:49 +00:00
1775 lines
41 KiB
C++
1775 lines
41 KiB
C++
/*
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clients.qc
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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// prototypes
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void () W_WeaponFrame;
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void () W_SetCurrentAmmo;
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void (entity attacker, float damage) player_pain;
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void () player_stand1;
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void (vector org) spawn_tfog;
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void (vector org, entity death_owner) spawn_tdeath;
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void () SpawnRunes;
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float modelindex_eyes, modelindex_player;
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float pregameover;
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// ZOID: with several effects doing the dimlight thing, they just can't
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// turn it off. Do not set self.effects with EF_DIMLIGHT directly. This
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// will automatically do it when CheckPowerups is called
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// EF_DIMLIGHT is used;
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// 1. Invincible (Pentagram)
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// 2. Super Damage (Quad Power)
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// 3. Having Flag in Capture
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// self is player
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void ()
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CheckDimLight =
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{
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local float flag;
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flag = 0;
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// invincable
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if (self.invincible_finished > time)
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flag = 1;
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// quad
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if (self.super_damage_finished > time)
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flag = 1;
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// flag
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if (self.player_flag & ITEM_ENEMY_FLAG)
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flag = 1;
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if (flag)
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self.effects |= EF_DIMLIGHT;
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else
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self.effects &= ~EF_DIMLIGHT;
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};
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// LEVEL CHANGING / INTERMISSION ==============================================
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string nextmap;
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float intermission_running;
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float intermission_exittime;
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/*QUAKED info_intermission (1 0.5 0.5) (-16 -16 -16) (16 16 16)
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This is the camera point for the intermission.
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Use mangle instead of angle, so you can set pitch or roll as well as yaw. 'pitch roll yaw'
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*/
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void () info_intermission = {};
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void ()
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SetChangeParms =
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{
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if (self.health <= 0) {
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SetNewParms ();
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if (gamestart)
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parm10 = -1;
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else
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parm10 = self.steam; // Save the current team of the player
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parm14 = self.statstate;
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return;
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}
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// remove items
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self.items &= ~(IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY |
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IT_SUIT | IT_QUAD);
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// cap super health
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if (self.health > 100)
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self.health = 100;
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if (self.health < 50)
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self.health = 50;
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SetNewParms ();
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// *TEAMPLAY*
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if (gamestart)
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parm10 = -1;
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else
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parm10 = self.steam; // Save the current team of the player
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parm14 = self.statstate;
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parm16 = self.player_flag;
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};
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void ()
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SetNewParms =
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{
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if (gamestart && !pregameover) {
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parm1 = IT_AXE;
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parm2 = 100;
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parm4 = 0;
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parm8 = IT_AXE;
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parm10 = 1;
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} else {
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if (cvar ("teamplay") & TEAM_DISABLE_GRAPPLE)
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parm1 = IT_SHOTGUN | IT_AXE | IT_ARMOR1;
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else
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parm1 = IT_SHOTGUN | IT_AXE | IT_ARMOR3 | IT_GRAPPLE;
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parm2 = 100;
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parm3 = 50;
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parm4 = 40;
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parm8 = IT_SHOTGUN;
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parm9 = 30;
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parm10 = -1; // Reset
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}
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parm5 = 0;
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parm6 = 0;
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parm7 = 0;
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// *TEAMPLAY*
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parm10 = -1; // Reset
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parm14 = self.statstate;
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parm16 = 0;
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};
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void ()
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DecodeLevelParms =
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{
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self.player_flag |= parm16;
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self.player_flag &= ~ITEM_RUNE_MASK;
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self.player_flag &= ~ITEM_ENEMY_FLAG;
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self.statstate = parm14;
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if (gamestart) {
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SetNewParms (); // take away all stuff on starting new episode
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self.ctfskinno = 0;
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} else {
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self.ctfskinno = (self.player_flag & 65280) / 256;
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TeamSkinSet();
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}
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self.items = parm1;
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self.health = parm2;
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self.armorvalue = parm3;
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self.ammo_shells = parm4;
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self.ammo_nails = parm5;
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self.ammo_rockets = parm6;
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self.ammo_cells = parm7;
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self.weapon = parm8;
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self.armortype = parm9 * 0.01;
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// *XXX* EXPERT CTF
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// Reset times for additional scoring system on level change and server join
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// dprint ("decode level parms\n");
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self.last_returned_flag = -10;
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self.last_fragged_carrier = -10;
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self.flag_since = -10;
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self.last_hurt_carrier = -10;
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// *TEAMPLAY*
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if (TeamColorIsLegal(parm10))
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self.steam = parm10;
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};
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/*
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============
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FindIntermission
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Returns the entity to view from
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============
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*/
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entity ()
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FindIntermission =
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{
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local entity spot;
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local float cyc;
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// look for info_intermission first
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spot = find (world, classname, "info_intermission");
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if (spot) { // pick a random one
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cyc = 4 * random ();
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while (cyc > 1) {
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spot = find (spot, classname, "info_intermission");
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if (!spot)
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spot = find (spot, classname, "info_intermission");
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cyc = cyc - 1;
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}
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return spot;
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}
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// then look for the start position
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spot = find (world, classname, "info_player_start");
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if (spot)
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return spot;
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objerror ("FindIntermission: no spot");
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};
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void ()
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GotoNextMap =
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{
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if (cvar("samelevel")) // if samelevel is set, stay on same level
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changelevel (mapname);
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else {
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// FIXME special case for now
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if (nextmap == "end")
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nextmap = "dm1";
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else if (nextmap == "ctf9")
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nextmap = "ctf2m1";
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changelevel (nextmap);
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}
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};
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/*
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============
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IntermissionThink
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When the player presses attack or jump, change to the next level
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============
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*/
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void ()
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IntermissionThink =
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{
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if (time < intermission_exittime)
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return;
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if (!self.button0 && !self.button1 && !self.button2)
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return;
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GotoNextMap ();
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};
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/*
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============
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execute_changelevel
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The global "nextmap" has been set previously.
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Take the players to the intermission spot
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============
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*/
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void ()
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execute_changelevel =
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{
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local entity pos;
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intermission_running = 1;
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// enforce a wait time before allowing changelevel
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intermission_exittime = time + 8;
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pos = FindIntermission ();
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// play intermission music
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WriteBytes (MSG_ALL, SVC_CDTRACK, 3.0, SVC_INTERMISSION);
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WriteCoordV (MSG_ALL, pos.origin);
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WriteAngleV (MSG_ALL, pos.mangle);
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other = find (world, classname, "player");
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while (other != world) {
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other.takedamage = DAMAGE_NO;
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other.solid = SOLID_NOT;
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other.movetype = MOVETYPE_NONE;
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other.modelindex = 0;
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other = find (other, classname, "player");
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}
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};
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void ()
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changelevel_touch =
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{
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if (other.classname != "player")
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return;
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// if "noexit" is set, blow up the player trying to leave
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if (teamplay & TEAM_CAPTURE_FLAG)
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return;
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if ((cvar ("samelevel") == 2) || ((cvar ("samelevel") == 3) && !gamestart))
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return; // do nothing
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bprint (PRINT_HIGH, other.netname);
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bprint (PRINT_HIGH," exited the level\n");
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nextmap = self.map;
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SUB_UseTargets ();
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self.touch = SUB_Null;
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// we can't move people right now, because touch functions are called
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// in the middle of C movement code, so set a think time to do it
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self.think = execute_changelevel;
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self.nextthink = time + 0.1;
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};
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/*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION
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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.
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*/
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void ()
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trigger_changelevel =
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{
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if (gamestart) {
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switch (self.map) {
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case "e1m1":
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self.message = "E1 Dimension of the Doomed";
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break;
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case "e2m1":
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self.message = "E2 The Realm of Black Magic";
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break;
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case "e3m1":
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self.message = "E3 The Netherworld";
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break;
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case "e4m1":
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self.message = "E4 The Elder World";
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break;
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case "end":
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self.message = "The Deathmatch Arenas";
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break;
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default:
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self.message = "Unknown";
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break;
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}
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self.classname = "trigger_voteexit";
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trigger_voteexit ();
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return;
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}
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if (!self.map)
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objerror ("changelevel trigger doesn't have map");
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InitTrigger ();
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self.touch = changelevel_touch;
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};
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// PLAYER GAME EDGE FUNCTIONS =================================================
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void() set_suicide_frame;
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// called by ClientKill and DeadThink
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void ()
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respawn =
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{
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// make a copy of the dead body for appearances sake
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CopyToBodyQueue (self);
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// set default spawn parms
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SetNewParms ();
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// respawn
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PutClientInServer ();
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};
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/*
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============
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ClientKill
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Player entered the suicide command
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============
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*/
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void ()
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ClientKill =
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{
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if (gamestart) {
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sprint (self, PRINT_HIGH, "Life just started.\n");
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return;
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}
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if (self.suicide_count > 3) {
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sprint (self, PRINT_HIGH, "You have suicided too much already.\n");
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return;
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}
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bprint (PRINT_MEDIUM, self.netname);
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bprint (PRINT_MEDIUM, " suicides\n");
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DropRune ();
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TeamCaptureDropFlagOfPlayer(self);
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set_suicide_frame ();
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self.modelindex = modelindex_player;
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logfrag (self, self);
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self.frags = self.frags - 2; // extra penalty
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self.suicide_count++;
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respawn ();
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};
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float (vector v)
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CheckSpawnPoint =
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{
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return FALSE;
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};
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/*
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============
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SelectSpawnPoint
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Returns the entity to spawn at
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============
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*/
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entity ()
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SelectSpawnPoint =
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{
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local entity spot;
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// testinfo_player_start is only found in regioned levels
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spot = find (world, classname, "testplayerstart");
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if (spot)
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return spot;
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// choose a info_player_deathmatch point
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// CTF spawns
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if (!self.killed) {
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spot = TeamCaptureSpawn();
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if (spot != world)
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return spot;
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} else if (gamestart && self.killed) {
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lastvotespawn = find (lastvotespawn, classname, "info_vote_destination");
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if (lastvotespawn == world)
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lastvotespawn = find (lastvotespawn, classname, "info_vote_destination");
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return lastvotespawn;
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}
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lastspawn = find(lastspawn, classname, "info_player_deathmatch");
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if (lastspawn == world)
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lastspawn = find (lastspawn, classname, "info_player_deathmatch");
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if (lastspawn != world)
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return lastspawn;
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spot = find (world, classname, "info_player_start");
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if (!spot)
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error ("PutClientInServer: no info_player_start on level");
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return spot;
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};
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void() DecodeLevelParms;
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void() PlayerDie;
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float (entity e)
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ValidateUser =
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{
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/*
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local string userclan, s;
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local float rank, rankmin, rankmax;
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// if the server has set "clan1" and "clan2", then it
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// is a clan match that will allow only those two clans in
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s = serverinfo ("clan1");
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if (s) {
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userclan = masterinfo (e, "clan");
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if (s == userclan)
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return true;
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s = serverinfo ("clan2");
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if (s == userclan)
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return true;
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return false;
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}
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// if the server has set "rankmin" and/or "rankmax" then
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// the users rank must be between those two values
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s = masterinfo (e, "rank");
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rank = stof (s);
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s = serverinfo ("rankmin");
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if (s) {
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rankmin = stof (s);
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if (rank < rankmin)
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return false;
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}
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s = serverinfo ("rankmax");
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if (s) {
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rankmax = stof (s);
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if (rankmax < rank)
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return false;
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}
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return true;
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*/
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};
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/*
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===========
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PutClientInServer
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called each time a player enters a new level
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============
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*/
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void ()
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PutClientInServer =
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{
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local entity spot;
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local float spd;
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serverflags = 0; // make sure
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self.classname = "player";
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self.health = 100;
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self.takedamage = DAMAGE_AIM;
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self.solid = SOLID_SLIDEBOX;
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self.movetype = MOVETYPE_WALK;
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self.show_hostile = 0;
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self.max_health = 100;
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self.flags = FL_CLIENT;
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self.air_finished = time + 12;
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self.dmg = 2; // initial water damage
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self.super_damage_finished = 0;
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self.radsuit_finished = 0;
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self.invisible_finished = 0;
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self.invincible_finished = 0;
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self.effects = 0;
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self.invincible_time = 0;
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self.staydeadtime = 0;
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self.regen_time = 0;
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self.rune_notice_time = 0;
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self.last_hurt_carrier = -10;
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DecodeLevelParms ();
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spot = SelectSpawnPoint ();
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// ZOID: Minimize chance of telefragging someone, from Johannes Plass
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// (plass@dipmza.physik.uni-mainz.de) ServerModules package
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spot = TelefragSelectSpawnPoint (spot);
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W_SetCurrentAmmo ();
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self.attack_finished = time;
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self.th_pain = player_pain;
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self.th_die = PlayerDie;
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spd = cvar("sv_maxspeed");
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if (self.maxspeed != spd)
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self.maxspeed = spd;
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self.deadflag = DEAD_NO;
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// paustime is set by teleporters to keep the player from moving a while
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self.pausetime = 0;
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// spot = SelectSpawnPoint ();
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self.origin = spot.origin + '0 0 1';
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self.angles = spot.angles;
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self.fixangle = TRUE; // turn this way immediately
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// oh, this is a hack!
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setmodel (self, "progs/eyes.mdl");
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modelindex_eyes = self.modelindex;
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setmodel (self, "progs/player.mdl");
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modelindex_player = self.modelindex;
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setsize (self, VEC_HULL_MIN, VEC_HULL_MAX);
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self.view_ofs = '0 0 22';
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self.velocity = '0 0 0';
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player_stand1 ();
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makevectors (self.angles);
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spawn_tfog (self.origin + v_forward*20);
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spawn_tdeath (self.origin, self);
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// grapple stuff
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self.on_hook = FALSE;
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self.hook_out = FALSE;
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};
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|
|
// 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;
|
|
}
|
|
}
|
|
}
|
|
};
|