mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-25 21:31:23 +00:00
1451 lines
37 KiB
C++
1451 lines
37 KiB
C++
// 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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float modelindex_eyes, modelindex_player;
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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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{
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self.angles = self.mangle; // so C can get at it
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};
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void() SetChangeParms =
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{
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if (self.health <= 0) {
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SetNewParms ();
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return;
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}
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// remove items
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self.items = self.items -
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(self.items & (IT_KEY1 | IT_KEY2 | IT_INVISIBILITY |
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IT_INVULNERABILITY | 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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parm1 = self.items;
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parm2 = self.health;
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parm3 = self.armorvalue;
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if (self.ammo_shells < 25)
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parm4 = 25;
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else
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parm4 = self.ammo_shells;
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parm5 = self.ammo_nails;
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parm6 = self.ammo_rockets;
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parm7 = self.ammo_cells;
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parm8 = self.weapon;
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parm9 = self.armortype * 100;
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};
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void() SetNewParms =
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{
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parm1 = IT_SHOTGUN | IT_AXE;
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parm2 = 100;
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parm3 = 0;
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parm4 = 25;
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parm5 = 0;
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parm6 = 0;
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parm7 = 0;
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parm8 = 1;
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parm9 = 0;
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};
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void() DecodeLevelParms =
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{
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if (serverflags) {
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if (world.model == "maps/start.bsp")
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SetNewParms (); // take away all stuff on starting new episode
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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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};
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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() 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() GotoNextMap =
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{
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local string newmap;
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//ZOID: 12-13-96, samelevel is overloaded, only 1 works for same level
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if (!deathmatch)
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changelevel (nextmap);
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else if (cvar("samelevel") == 1) // if samelevel is set, stay on same level
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changelevel (mapname);
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else {
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// configurable map lists, see if the current map exists as a
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// serverinfo/localinfo var
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newmap = infokey(world, mapname);
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if (newmap != "")
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changelevel (newmap);
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else
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changelevel (nextmap);
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}
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};
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void() ExitIntermission =
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{
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// skip any text in deathmatch
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if (deathmatch) {
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GotoNextMap ();
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return;
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}
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intermission_exittime = time + 1;
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intermission_running = intermission_running + 1;
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// run some text if at the end of an episode
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if (intermission_running == 2) {
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if (world.model == "maps/e1m7.bsp") {
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WriteBytes (MSG_ALL, SVC_CDTRACK, 2.0, SVC_FINALE);
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if (!cvar("registered")) {
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WriteString (MSG_ALL, "As the corpse of the monstrous entity\nChthon sinks back into the lava whence\nit rose, you grip the Rune of Earth\nMagic tightly. Now that you have\nconquered the Dimension of the Doomed,\nrealm of Earth Magic, you are ready to\ncomplete your task in the other three\nhaunted lands of Quake. Or are you? If\nyou don't register Quake, you'll never\nknow what awaits you in the Realm of\nBlack Magic, the Netherworld, and the\nElder World!");
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} else {
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WriteString (MSG_ALL, "As the corpse of the monstrous entity\nChthon sinks back into the lava whence\nit rose, you grip the Rune of Earth\nMagic tightly. Now that you have\nconquered the Dimension of the Doomed,\nrealm of Earth Magic, you are ready to\ncomplete your task. A Rune of magic\npower lies at the end of each haunted\nland of Quake. Go forth, seek the\ntotality of the four Runes!");
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}
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return;
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} else if (world.model == "maps/e2m6.bsp") {
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WriteBytes (MSG_ALL, SVC_CDTRACK, 2.0, SVC_FINALE);
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WriteString (MSG_ALL, "The Rune of Black Magic throbs evilly in\nyour hand and whispers dark thoughts\ninto your brain. You learn the inmost\nlore of the Hell-Mother; Shub-Niggurath!\nYou now know that she is behind all the\nterrible plotting which has led to so\nmuch death and horror. But she is not\ninviolate! Armed with this Rune, you\nrealize that once all four Runes are\ncombined, the gate to Shub-Niggurath's\nPit will open, and you can face the\nWitch-Goddess herself in her frightful\notherworld cathedral.");
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return;
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} else if (world.model == "maps/e3m6.bsp") {
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WriteBytes (MSG_ALL, SVC_CDTRACK, 2.0, SVC_FINALE);
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WriteString (MSG_ALL, "The charred viscera of diabolic horrors\nbubble viscously as you seize the Rune\nof Hell Magic. Its heat scorches your\nhand, and its terrible secrets blight\nyour mind. Gathering the shreds of your\ncourage, you shake the devil's shackles\nfrom your soul, and become ever more\nhard and determined to destroy the\nhideous creatures whose mere existence\nthreatens the souls and psyches of all\nthe population of Earth.");
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return;
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} else if (world.model == "maps/e4m7.bsp") {
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WriteBytes (MSG_ALL, SVC_CDTRACK, 2.0, SVC_FINALE);
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WriteString (MSG_ALL, "Despite the awful might of the Elder\nWorld, you have achieved the Rune of\nElder Magic, capstone of all types of\narcane wisdom. Beyond good and evil,\nbeyond life and death, the Rune\npulsates, heavy with import. Patient and\npotent, the Elder Being Shub-Niggurath\nweaves her dire plans to clear off all\nlife from the Earth, and bring her own\nfoul offspring to our world! For all the\ndwellers in these nightmare dimensions\nare her descendants! Once all Runes of\nmagic power are united, the energy\nbehind them will blast open the Gateway\nto Shub-Niggurath, and you can travel\nthere to foil the Hell-Mother's plots\nin person.");
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return;
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}
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GotoNextMap();
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}
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if (intermission_running == 3) {
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if (!cvar("registered")) {
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// shareware episode has been completed, go to sell screen
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WriteByte (MSG_ALL, SVC_SELLSCREEN);
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return;
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}
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if ((serverflags & 15) == 15) {
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WriteByte (MSG_ALL, SVC_FINALE);
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WriteString (MSG_ALL, "Now, you have all four Runes. You sense\ntremendous invisible forces moving to\nunseal ancient barriers. Shub-Niggurath\nhad hoped to use the Runes Herself to\nclear off the Earth, but now instead,\nyou will use them to enter her home and\nconfront her as an avatar of avenging\nEarth-life. If you defeat her, you will\nbe remembered forever as the savior of\nthe planet. If she conquers, it will be\nas if you had never been born.");
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return;
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}
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}
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GotoNextMap();
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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() 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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ExitIntermission ();
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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() 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 + 5;
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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.effects = 0;
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// Take the player to intermission spot so that server
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// sends all the entities seen from intermission spot!
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setorigin (other, pos.origin);
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other = find (other, classname, "player");
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}
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};
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void() 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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//ZOID, 12-13-96, noexit isn't supported in QW. Overload samelevel
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// if ((cvar("noexit") == 1) || ((cvar("noexit") == 2) && (mapname != "start")))
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if ((cvar("samelevel") == 2) || ((cvar("samelevel") == 3)
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&& (mapname != "start"))) {
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T_Damage (other, self, self, 50000);
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return;
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}
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if (coop || deathmatch) {
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bprint (PRINT_HIGH, other.netname);
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bprint (PRINT_HIGH, " exited the level\n");
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}
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nextmap = self.map;
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SUB_UseTargets ();
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if ((self.spawnflags & 1) && (deathmatch == 0)) { // NO_INTERMISSION
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GotoNextMap ();
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return;
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}
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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() trigger_changelevel =
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{
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if (!self.map)
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objerror ("chagnelevel 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() respawn =
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{
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if (coop) {
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// make a copy of the dead body for appearances sake
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CopyToBodyQueue (self);
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// get the spawn parms as they were at level start
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setspawnparms (self);
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// respawn
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PutClientInServer ();
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} else if (deathmatch) {
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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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} else { // restart the entire server
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// localcmd ("restart\n");
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localcmd ("map ");
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localcmd (mapname);
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localcmd ("\n");
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}
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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() ClientKill =
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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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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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respawn ();
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};
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float(vector v) 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() SelectSpawnPoint =
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{
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local entity spot, spots, thing;
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local float numspots, totalspots, pcount;
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numspots = 0;
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totalspots = 0;
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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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if (coop) {
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lastspawn = find(lastspawn, classname, "info_player_coop");
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if (lastspawn == world)
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lastspawn = find (lastspawn, classname, "info_player_start");
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if (lastspawn != world)
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return lastspawn;
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} else if (deathmatch) {
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// choose a info_player_deathmatch point
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// ok, find all spots that don't have players nearby
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spots = world;
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spot = find (world, classname, "info_player_deathmatch");
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while (spot) {
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totalspots = totalspots + 1;
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thing=findradius(spot.origin, 84);
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pcount=0;
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while (thing) {
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if (thing.classname == "player")
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pcount=pcount + 1;
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thing=thing.chain;
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}
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if (pcount == 0) {
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spot.goalentity = spots;
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spots = spot;
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numspots = numspots + 1;
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}
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// Get the next spot in the chain
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spot = find (spot, classname, "info_player_deathmatch");
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}
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totalspots=totalspots - 1;
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if (!numspots) {
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// ack, they are all full, just pick one at random
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// bprint (PRINT_HIGH, "Ackk! All spots are full. Selecting random spawn spot\n");
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totalspots = rint ((totalspots * random ()));
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spot = find (world, classname, "info_player_deathmatch");
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while (totalspots > 0) {
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totalspots = totalspots - 1;
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spot = find (spot, classname, "info_player_deathmatch");
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}
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return spot;
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}
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// We now have the number of spots available on the map in numspots
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// Generate a random number between 1 and numspots
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numspots = numspots - 1;
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numspots = rint ((numspots * random ()));
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spot = spots;
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while (numspots > 0) {
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spot = spot.goalentity;
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numspots = numspots - 1;
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}
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return spot;
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}
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if (serverflags) { // return with a rune to start
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spot = find (world, classname, "info_player_start2");
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if (spot)
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return spot;
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}
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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) 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() PutClientInServer =
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{
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local entity spot;
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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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|
|
|
DecodeLevelParms ();
|
|
|
|
W_SetCurrentAmmo ();
|
|
|
|
self.attack_finished = time;
|
|
self.th_pain = player_pain;
|
|
self.th_die = PlayerDie;
|
|
|
|
self.deadflag = DEAD_NO;
|
|
// paustime is set by teleporters to keep the player from moving a while
|
|
self.pausetime = 0;
|
|
|
|
spot = SelectSpawnPoint ();
|
|
|
|
self.origin = spot.origin + '0 0 1';
|
|
self.angles = spot.angles;
|
|
self.fixangle = TRUE; // turn this way immediately
|
|
|
|
// oh, this is a hack!
|
|
setmodel (self, "progs/eyes.mdl");
|
|
modelindex_eyes = self.modelindex;
|
|
|
|
setmodel (self, "progs/player.mdl");
|
|
modelindex_player = self.modelindex;
|
|
|
|
setsize (self, VEC_HULL_MIN, VEC_HULL_MAX);
|
|
|
|
self.view_ofs = '0 0 22';
|
|
|
|
// Mod - Xian (May.20.97)
|
|
// Bug where player would have velocity from their last kill
|
|
self.velocity = '0 0 0';
|
|
|
|
player_stand1 ();
|
|
|
|
makevectors(self.angles);
|
|
spawn_tfog (self.origin + v_forward * 20);
|
|
|
|
spawn_tdeath (self.origin, self);
|
|
|
|
// Set Rocket Jump Modifiers
|
|
if (stof(infokey(world, "rj")) != 0)
|
|
rj = stof(infokey(world, "rj"));
|
|
|
|
if (deathmatch == 4) {
|
|
self.ammo_shells = 0;
|
|
if (stof(infokey(world, "axe")) == 0) {
|
|
self.ammo_nails = 255;
|
|
self.ammo_shells = 255;
|
|
self.ammo_rockets = 255;
|
|
self.ammo_cells = 255;
|
|
self.items = self.items | IT_NAILGUN;
|
|
self.items = self.items | IT_SUPER_NAILGUN;
|
|
self.items = self.items | IT_SUPER_SHOTGUN;
|
|
self.items = self.items | IT_ROCKET_LAUNCHER;
|
|
// self.items = self.items | IT_GRENADE_LAUNCHER;
|
|
self.items = self.items | IT_LIGHTNING;
|
|
}
|
|
self.items = self.items
|
|
- (self.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR3;
|
|
self.armorvalue = 200;
|
|
self.armortype = 0.8;
|
|
self.health = 250;
|
|
self.items = self.items | IT_INVULNERABILITY;
|
|
self.invincible_time = 1;
|
|
self.invincible_finished = time + 3;
|
|
}
|
|
|
|
if (deathmatch == 5) {
|
|
self.ammo_nails = 80;
|
|
self.ammo_shells = 30;
|
|
self.ammo_rockets = 10;
|
|
self.ammo_cells = 30;
|
|
self.items = self.items | IT_NAILGUN;
|
|
self.items = self.items | IT_SUPER_NAILGUN;
|
|
self.items = self.items | IT_SUPER_SHOTGUN;
|
|
self.items = self.items | IT_ROCKET_LAUNCHER;
|
|
self.items = self.items | IT_GRENADE_LAUNCHER;
|
|
self.items = self.items | IT_LIGHTNING;
|
|
self.items = self.items
|
|
- (self.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR3;
|
|
self.armorvalue = 200;
|
|
self.armortype = 0.8;
|
|
self.health = 200;
|
|
self.items = self.items | IT_INVULNERABILITY;
|
|
self.invincible_time = 1;
|
|
self.invincible_finished = time + 3;
|
|
}
|
|
};
|
|
|
|
// QUAKED FUNCTIONS ===========================================================
|
|
|
|
/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 24)
|
|
The normal starting point for a level.
|
|
*/
|
|
void() info_player_start =
|
|
{
|
|
};
|
|
|
|
/*QUAKED info_player_start2 (1 0 0) (-16 -16 -24) (16 16 24)
|
|
Only used on start map for the return point from an episode.
|
|
*/
|
|
void() info_player_start2 =
|
|
{
|
|
};
|
|
|
|
/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 24)
|
|
potential spawning position for deathmatch games
|
|
*/
|
|
void() info_player_deathmatch =
|
|
{
|
|
};
|
|
|
|
/*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 24)
|
|
potential spawning position for coop games
|
|
*/
|
|
void() info_player_coop =
|
|
{
|
|
};
|
|
|
|
// RULES ======================================================================
|
|
|
|
// go to the next level for deathmatch
|
|
void() NextLevel =
|
|
{
|
|
local entity o;
|
|
|
|
if (nextmap != "")
|
|
return; // already done
|
|
|
|
if (mapname == "start") {
|
|
if (!cvar("registered")) {
|
|
mapname = "e1m1";
|
|
} else if (!(serverflags & 1)) {
|
|
mapname = "e1m1";
|
|
serverflags = serverflags | 1;
|
|
} else if (!(serverflags & 2)) {
|
|
mapname = "e2m1";
|
|
serverflags = serverflags | 2;
|
|
} else if (!(serverflags & 4)) {
|
|
mapname = "e3m1";
|
|
serverflags = serverflags | 4;
|
|
} else if (!(serverflags & 8)) {
|
|
mapname = "e4m1";
|
|
serverflags = serverflags - 7;
|
|
}
|
|
|
|
o = spawn();
|
|
o.map = mapname;
|
|
} else {
|
|
// find a trigger changelevel
|
|
o = find(world, classname, "trigger_changelevel");
|
|
if (!o || mapname == "start") {
|
|
// go back to same map if no trigger_changelevel
|
|
o = spawn();
|
|
o.map = mapname;
|
|
}
|
|
}
|
|
|
|
nextmap = o.map;
|
|
|
|
if (o.nextthink < time) {
|
|
o.think = execute_changelevel;
|
|
o.nextthink = time + 0.1;
|
|
}
|
|
};
|
|
|
|
/*
|
|
============
|
|
CheckRules
|
|
|
|
Exit deathmatch games upon conditions
|
|
============
|
|
*/
|
|
void() CheckRules =
|
|
{
|
|
if (deathmatch) {
|
|
if (timelimit && time >= timelimit)
|
|
NextLevel ();
|
|
|
|
if (fraglimit && self.frags >= fraglimit)
|
|
NextLevel ();
|
|
}
|
|
};
|
|
|
|
//============================================================================
|
|
|
|
void() PlayerDeathThink =
|
|
{
|
|
local float forward;
|
|
|
|
if ((self.flags & FL_ONGROUND)) {
|
|
forward = vlen (self.velocity);
|
|
forward = 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 swiming sound
|
|
if (self.swim_flag < time) {
|
|
self.swim_flag = time + 1;
|
|
if (random () < 0.5)
|
|
sound (self, CHAN_BODY, "misc/water1.wav", 1, ATTN_NORM);
|
|
else
|
|
sound (self, CHAN_BODY, "misc/water2.wav", 1, ATTN_NORM);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if (!(self.flags & FL_ONGROUND))
|
|
return;
|
|
if (!(self.flags & FL_JUMPRELEASED))
|
|
return; // don't pogo stick
|
|
|
|
self.flags = self.flags - (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 = self.dmg + 2;
|
|
if (self.dmg > 15)
|
|
self.dmg = 10;
|
|
T_Damage (self, world, world, self.dmg);
|
|
self.pain_finished = time + 1;
|
|
}
|
|
}
|
|
|
|
if (!self.waterlevel) {
|
|
if (self.flags & FL_INWATER) {
|
|
// play leave water sound
|
|
sound (self, CHAN_BODY, "misc/outwater.wav", 1, ATTN_NORM);
|
|
self.flags = self.flags - FL_INWATER;
|
|
}
|
|
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);
|
|
break;
|
|
}
|
|
self.flags = 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 = 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 = self.flags | FL_WATERJUMP;
|
|
self.velocity_z = 225;
|
|
self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
|
|
self.teleport_time = time + 2; // safety net
|
|
return;
|
|
}
|
|
}
|
|
};
|
|
|
|
/*
|
|
================
|
|
PlayerPreThink
|
|
|
|
Called every frame before physics are run
|
|
================
|
|
*/
|
|
void() PlayerPreThink =
|
|
{
|
|
if (intermission_running) {
|
|
IntermissionThink (); // otherwise a button could be missed between
|
|
return; // the think tics
|
|
}
|
|
|
|
if (self.view_ofs == '0 0 0')
|
|
return; // intermission or finale
|
|
|
|
makevectors (self.v_angle); // is this still used
|
|
|
|
self.deathtype = "";
|
|
|
|
CheckRules ();
|
|
WaterMove ();
|
|
/*
|
|
if (self.waterlevel == 2)
|
|
CheckWaterJump ();
|
|
*/
|
|
if (self.deadflag >= DEAD_DEAD) {
|
|
PlayerDeathThink ();
|
|
return;
|
|
}
|
|
|
|
if (self.deadflag == DEAD_DYING)
|
|
return; // dying, so do nothing
|
|
|
|
if (self.button2)
|
|
PlayerJump ();
|
|
else
|
|
self.flags = self.flags | FL_JUMPRELEASED;
|
|
|
|
// teleporters can force a non-moving pause time
|
|
if (time < self.pausetime)
|
|
self.velocity = '0 0 0';
|
|
|
|
if (time > self.attack_finished && self.currentammo == 0
|
|
&& self.weapon != IT_AXE) {
|
|
self.weapon = W_BestWeapon ();
|
|
W_SetCurrentAmmo ();
|
|
}
|
|
};
|
|
|
|
/*
|
|
================
|
|
CheckPowerups
|
|
|
|
Check for turning off powerups
|
|
================
|
|
*/
|
|
void() CheckPowerups = // FIXME: this whole thing is a mess.
|
|
{
|
|
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 + 3 * random () + 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 = 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 = self.items - IT_INVULNERABILITY;
|
|
self.invincible_time = 0;
|
|
self.invincible_finished = 0;
|
|
}
|
|
if (self.invincible_finished > time) {
|
|
self.effects |= EF_DIMLIGHT | EF_RED;
|
|
} else {
|
|
self.effects &= ~(EF_DIMLIGHT | EF_RED);
|
|
}
|
|
}
|
|
|
|
// super damage
|
|
if (self.super_damage_finished) {
|
|
// sound and screen flash when items starts to run out
|
|
if (self.super_damage_finished < time + 3) {
|
|
if (self.super_time == 1) {
|
|
if (deathmatch == 4)
|
|
sprint (self, PRINT_HIGH, "OctaPower is wearing off\n");
|
|
else
|
|
sprint (self, PRINT_HIGH, "Quad Damage is wearing off\n");
|
|
stuffcmd (self, "bf\n");
|
|
sound (self, CHAN_AUTO, "items/damage2.wav", 1, ATTN_NORM);
|
|
self.super_time = time + 1;
|
|
}
|
|
|
|
if (self.super_time < time) {
|
|
self.super_time = time + 1;
|
|
stuffcmd (self, "bf\n");
|
|
}
|
|
}
|
|
|
|
if (self.super_damage_finished < time) { // just stopped
|
|
self.items = self.items - IT_QUAD;
|
|
if (deathmatch == 4) {
|
|
self.ammo_cells = 255;
|
|
self.armorvalue = 1;
|
|
self.armortype = 0.8;
|
|
self.health = 100;
|
|
}
|
|
self.super_damage_finished = 0;
|
|
self.super_time = 0;
|
|
} if (self.super_damage_finished > time) {
|
|
self.effects |= EF_DIMLIGHT | EF_BLUE;
|
|
} else {
|
|
self.effects &= ~(EF_DIMLIGHT | EF_BLUE);
|
|
}
|
|
}
|
|
|
|
// suit
|
|
if (self.radsuit_finished) {
|
|
self.air_finished = time + 12; // don't drown
|
|
|
|
// sound and screen flash when items starts to run out
|
|
if (self.radsuit_finished < time + 3) {
|
|
if (self.rad_time == 1) {
|
|
sprint (self, PRINT_HIGH, "Air supply in Biosuit expiring\n");
|
|
stuffcmd (self, "bf\n");
|
|
sound (self, CHAN_AUTO, "items/suit2.wav", 1, ATTN_NORM);
|
|
self.rad_time = time + 1;
|
|
}
|
|
|
|
if (self.rad_time < time) {
|
|
self.rad_time = time + 1;
|
|
stuffcmd (self, "bf\n");
|
|
}
|
|
}
|
|
|
|
if (self.radsuit_finished < time) { // just stopped
|
|
self.items = self.items - IT_SUIT;
|
|
self.rad_time = 0;
|
|
self.radsuit_finished = 0;
|
|
}
|
|
}
|
|
};
|
|
|
|
/*
|
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================
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PlayerPostThink
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Called every frame after physics are run
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================
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*/
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void() PlayerPostThink =
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{
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if (intermission_running)
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return;
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if (self.deadflag)
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return;
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// check to see if player landed and play landing sound
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if ((self.jump_flag < -300) && (self.flags & FL_ONGROUND) ) {
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if (self.watertype == CONTENT_WATER)
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sound (self, CHAN_BODY, "player/h2ojump.wav", 1, ATTN_NORM);
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else if (self.jump_flag < -650) {
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self.deathtype = "falling";
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T_Damage (self, world, world, 5);
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sound (self, CHAN_VOICE, "player/land2.wav", 1, ATTN_NORM);
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} else
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sound (self, CHAN_VOICE, "player/land.wav", 1, ATTN_NORM);
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}
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self.jump_flag = self.velocity_z;
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CheckPowerups ();
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W_WeaponFrame ();
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};
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/*
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===========
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ClientConnect
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called when a player connects to a server
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============
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*/
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void() ClientConnect =
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{
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if (deathmatch || coop) { // Tonik
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bprint (PRINT_HIGH, self.netname);
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bprint (PRINT_HIGH, " entered the game\n");
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}
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// a client connecting during an intermission can cause problems
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if (intermission_running)
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GotoNextMap ();
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};
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/*
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===========
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ClientDisconnect
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called when a player disconnects from a server
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============
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*/
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void() ClientDisconnect =
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{
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local entity e;
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local string tmp;
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if (!deathmatch) {
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e = find(world, classname, "player");
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if (e == self) {
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if (!find(e, classname, "player")) {
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// No one is left on the server
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if (coop) {
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localcmd ("map ");
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localcmd (mapname);
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localcmd ("\n");
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} else { // single player
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serverflags = 0;
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localcmd("map start\n");
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}
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return;
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}
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}
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}
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// let everyone else know
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bprint (PRINT_HIGH, self.netname);
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bprint (PRINT_HIGH, " left the game with ");
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tmp = ftos (self.frags);
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bprint (PRINT_HIGH, tmp);
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bprint (PRINT_HIGH, " frags\n");
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sound (self, CHAN_BODY, "player/tornoff2.wav", 1, ATTN_NONE);
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set_suicide_frame ();
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};
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/*
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===========
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ClientObituary
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called when a player dies
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============
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*/
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void(entity targ, entity attacker) ClientObituary =
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{
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local float rnum;
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local string deathstring, deathstring2, attackerteam, targteam;
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rnum = random ();
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//ZOID 12-13-96: self.team doesn't work in QW. Use keys
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attackerteam = infokey (attacker, "team");
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targteam = infokey (targ, "team");
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if (targ.classname == "player") {
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if (deathmatch > 3) {
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if (targ.deathtype == "selfwater") {
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bprint (PRINT_MEDIUM, targ.netname);
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bprint (PRINT_MEDIUM," electrocutes himself.\n ");
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targ.frags = targ.frags - 1;
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return;
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}
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}
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switch (attacker.classname) {
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case "teledeath":
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bprint (PRINT_MEDIUM, targ.netname);
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bprint (PRINT_MEDIUM, " was telefragged by ");
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bprint (PRINT_MEDIUM, attacker.owner.netname);
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bprint (PRINT_MEDIUM, "\n");
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logfrag (attacker.owner, targ);
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attacker.owner.frags = attacker.owner.frags + 1;
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return;
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case "teledeath2":
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bprint (PRINT_MEDIUM, "Satan's power deflects ");
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bprint (PRINT_MEDIUM, targ.netname);
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bprint (PRINT_MEDIUM, "'s telefrag\n");
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targ.frags = targ.frags - 1;
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logfrag (targ, targ);
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return;
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case "teledeath3":
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// double 666 telefrag (can happen often in deathmatch 4)
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bprint (PRINT_MEDIUM, targ.netname);
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bprint (PRINT_MEDIUM, " was telefragged by ");
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bprint (PRINT_MEDIUM, attacker.owner.netname);
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bprint (PRINT_MEDIUM, "'s Satan's power\n");
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targ.frags = targ.frags - 1;
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logfrag (targ, targ);
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return;
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case "squish":
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if (teamplay && targteam == attackerteam && attackerteam != ""
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&& targ != attacker) {
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logfrag (attacker, attacker);
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attacker.frags = attacker.frags - 1;
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bprint (PRINT_MEDIUM, attacker.netname);
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bprint (PRINT_MEDIUM, " squished a teammate\n");
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return;
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} else if (attacker.classname == "player" && attacker != targ) {
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bprint (PRINT_MEDIUM, attacker.netname);
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bprint (PRINT_MEDIUM, " squishes ");
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bprint (PRINT_MEDIUM, targ.netname);
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bprint (PRINT_MEDIUM, "\n");
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logfrag (attacker, targ);
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attacker.frags = attacker.frags + 1;
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return;
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} else {
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logfrag (targ, targ);
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targ.frags = targ.frags - 1; // killed self
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bprint (PRINT_MEDIUM, targ.netname);
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bprint (PRINT_MEDIUM, " was squished\n");
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return;
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}
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break;
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case "player":
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if (targ == attacker) {
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// killed self
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logfrag (attacker, attacker);
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attacker.frags = attacker.frags - 1;
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bprint (PRINT_MEDIUM,targ.netname);
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if (targ.deathtype == "grenade")
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bprint (PRINT_MEDIUM, " tries to put the pin back in\n");
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else if (targ.deathtype == "rocket")
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bprint (PRINT_MEDIUM, " becomes bored with life\n");
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else if (targ.weapon == 64 && targ.waterlevel > 1) {
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if (targ.watertype == CONTENT_SLIME)
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bprint (PRINT_MEDIUM, " discharges into the slime\n");
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else if (targ.watertype == CONTENT_LAVA)
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bprint (PRINT_MEDIUM, " discharges into the lava\n");
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else
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bprint (PRINT_MEDIUM, " discharges into the water.\n");
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} else
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bprint (PRINT_MEDIUM, " becomes bored with life\n");
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return;
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} else if ((teamplay == 2) && (targteam == attackerteam) &&
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(attackerteam != "")) {
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if (rnum < 0.25)
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deathstring = " mows down a teammate\n";
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else if (rnum < 0.50)
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deathstring = " checks his glasses\n";
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else if (rnum < 0.75)
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deathstring = " gets a frag for the other team\n";
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else
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deathstring = " loses another friend\n";
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bprint (PRINT_MEDIUM, attacker.netname);
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bprint (PRINT_MEDIUM, deathstring);
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attacker.frags = attacker.frags - 1;
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//ZOID 12-13-96: killing a teammate logs as suicide
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logfrag (attacker, attacker);
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return;
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} else {
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attacker.frags++;
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logfrag (attacker, targ);
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switch (targ.deathtype) {
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case "nail":
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deathstring = " was nailed by ";
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deathstring2 = "\n";
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break;
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case "supernail":
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deathstring = " was punctured by ";
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deathstring2 = "\n";
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break;
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case "grenade":
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deathstring = " eats ";
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deathstring2 = "'s pineapple\n";
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if (targ.health < -40) {
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deathstring = " was gibbed by ";
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deathstring2 = "'s grenade\n";
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}
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break;
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case "rocket":
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if (attacker.super_damage_finished > 0 && targ.health
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< -40) {
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rnum = random ();
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if (rnum < 0.3) {
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deathstring = " was brutalized by ";
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} else if (rnum < 0.6) {
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deathstring = " was smeared by ";
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} else {
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bprint (PRINT_MEDIUM, attacker.netname);
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bprint (PRINT_MEDIUM, " rips ");
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bprint (PRINT_MEDIUM, targ.netname);
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bprint (PRINT_MEDIUM, " a new one\n");
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return;
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}
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deathstring2 = "'s quad rocket\n";
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} else {
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if (targ.health < -40)
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deathstring = " was gibbed by ";
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else
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deathstring = " rides ";
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deathstring2 = "'s rocket\n";
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}
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break;
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default:
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break;
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}
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switch (attacker.weapon) {
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case IT_AXE:
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deathstring = " was ax-murdered by ";
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deathstring2 = "\n";
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break;
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case IT_SHOTGUN:
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deathstring = " chewed on ";
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deathstring2 = "'s boomstick\n";
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break;
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case IT_SUPER_SHOTGUN:
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deathstring = " ate 2 loads of ";
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deathstring2 = "'s buckshot\n";
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break;
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case IT_LIGHTNING:
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deathstring = " accepts ";
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if (attacker.waterlevel > 1)
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deathstring2 = "'s discharge\n";
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else
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deathstring2 = "'s shaft\n";
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break;
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default:
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break;
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}
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bprint (PRINT_MEDIUM, targ.netname);
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bprint (PRINT_MEDIUM, deathstring);
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bprint (PRINT_MEDIUM, attacker.netname);
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bprint (PRINT_MEDIUM, deathstring2);
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}
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return;
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case "explo.box":
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targ.frags--; // killed self
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logfrag (targ, targ);
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bprint (PRINT_MEDIUM, targ.netname);
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bprint (PRINT_MEDIUM," blew up\n");
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return;
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case "fireball":
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targ.frags--; // killed self
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logfrag (targ, targ);
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bprint (PRINT_MEDIUM, targ.netname);
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bprint (PRINT_MEDIUM," ate a lavaball\n");
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return;
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case "trigger_changelevel":
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targ.frags--; // killed self
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logfrag (targ, targ);
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bprint (PRINT_MEDIUM, targ.netname);
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bprint (PRINT_MEDIUM," tried to leave\n");
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return;
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default:
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targ.frags--; // killed self
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logfrag (targ, targ);
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bprint (PRINT_MEDIUM, targ.netname);
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// killed by a monster?
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if (attacker.flags & FL_MONSTER) {
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switch (attacker.classname) {
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case "monster_army":
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bprint (PRINT_HIGH, " was shot by a Grunt\n");
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return;
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case "monster_demon1":
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bprint (PRINT_HIGH, " was eviscerated by a Fiend\n");
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return;
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case "monster_dog":
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bprint (PRINT_HIGH, " was mauled by a Rottweiler\n");
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return;
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case "monster_enforcer":
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bprint (PRINT_HIGH, " was blasted by an Enforcer\n");
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return;
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case "monster_fish":
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bprint (PRINT_HIGH, " was fed to the Rotfish\n");
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return;
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case "monster_hell_knight":
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bprint (PRINT_HIGH, " was slain by a Death Knight\n");
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return;
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case "monster_knight":
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bprint (PRINT_HIGH, " was slashed by a Knight\n");
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return;
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case "monster_ogre":
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bprint (PRINT_HIGH, " was destroyed by an Ogre\n");
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return;
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case "monster_oldone":
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bprint (PRINT_HIGH, " became one with Shub-Niggurath\n");
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return;
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case "monster_shalrath":
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bprint (PRINT_HIGH, " was exploded by a Vore\n");
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return;
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case "monster_shambler":
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bprint (PRINT_HIGH, " was smashed by a Shambler\n");
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return;
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case "monster_tarbaby":
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bprint (PRINT_HIGH, " was slimed by a Spawn\n");
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return;
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case "monster_wizard":
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bprint (PRINT_HIGH, " was scragged by a Scrag\n");
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return;
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case "monster_zombie":
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bprint (PRINT_HIGH, " joins the Zombies\n");
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return;
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default:
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break;
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}
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}
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switch (targ.watertype) {
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case -3:
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if (random () < 0.5)
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bprint (PRINT_MEDIUM, " sleeps with the fishes\n");
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else
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bprint (PRINT_MEDIUM, " sucks it down\n");
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return;
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case -4:
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if (random () < 0.5)
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bprint (PRINT_MEDIUM, " gulped a load of slime\n");
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else
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bprint (PRINT_MEDIUM, " can't exist on slime alone\n");
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return;
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case -5:
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if (targ.health < -15) {
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bprint (PRINT_MEDIUM, " burst into flames\n");
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return;
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}
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if (random () < 0.5)
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bprint (PRINT_MEDIUM, " turned into hot slag\n");
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else
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bprint (PRINT_MEDIUM, " visits the Volcano God\n");
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return;
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default:
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break;
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}
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switch (targ.deathtype) {
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case "falling":
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bprint (PRINT_MEDIUM, " fell to his death\n");
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return;
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case "nail":
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case "supernail":
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bprint (PRINT_MEDIUM, " was spiked\n");
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return;
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case "laser":
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bprint (PRINT_MEDIUM, " was zapped\n");
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return;
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default:
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break;
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}
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bprint (PRINT_MEDIUM, " died\n");
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}
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}
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};
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