game-source/paroxysm/quakeworld/observe.qc

259 lines
6.2 KiB
C++

/*
POX - Last Man Standing Observer Code
This was written to support Last Man Standing Rules, it is a crude form of Spectate that allows
observes to stay connected as players so they can play the next game.
An LMS observer is counted as a player, so you can still have the max amount of true Spectors connected
*/
entity() SelectSpawnPoint;
void() teleport_touch; //POX v1.12
//POX v1.12 - sets fov for observer (impulses 1 and 2)
/*------------------
SetObserverFOV
-------------------*/
void() SetObserverFOV =
{
local string ob_fov;
ob_fov = ftos(self.LMS_observer_fov);
stuffcmd (self, "fov ");
stuffcmd (self, ob_fov);
stuffcmd (self, "\n");
};
//POX v1.12 - Allows observers to use teleporters
/*------------------
ObserverTeleportTouch
-------------------*/
void(string destination) ObserverTeleportTouch =
{
local entity t;
if (self.teleport_time > time)
return;
t = find (world, targetname, destination);
if (!t)
objerror ("couldn't find target");
setorigin (self, t.origin);
self.angles = t.mangle;
self.fixangle = 1; // turn this way immediately
self.teleport_time = time + 1.7;//POX v1.2 increased this
if (self.flags & FL_ONGROUND)
self.flags = self.flags - FL_ONGROUND;
self.velocity = v_forward * 300;
self.flags = self.flags - self.flags & FL_ONGROUND;
};
/*------------------
ObserverImpulses
Handels observer controls
-------------------*/
void() ObserverImpulses =
{
//Jump to a dm start point (Fire Button)
if (self.button0)
{
self.goalentity = find(self.goalentity, classname, "info_player_deathmatch");
if (self.goalentity == world)
self.goalentity = find(self.goalentity, classname, "info_player_deathmatch");
if (self.goalentity != world)
{
setorigin(self, self.goalentity.origin);
self.angles = self.goalentity.angles;
self.fixangle = TRUE; // turn this way immediately
}
}
//Jump into a player's position (Jump Button)
if (self.button2)
{
self.goalentity = find(self.goalentity, classname, "player");
if (self.goalentity == world)
self.goalentity = find(self.goalentity, classname, "player");
if (self.goalentity != world)
{
setorigin(self, self.goalentity.origin + '0 0 1');
self.angles = self.goalentity.angles;
self.fixangle = TRUE; // turn this way immediately
}
}
// POX v1.2 - added auto fov increase/decrease and reset impulses
if (self.impulse == 1)
{
if (self.LMS_zoom == 1)
self.LMS_zoom = FALSE;
else
self.LMS_zoom = 1;
}
if (self.impulse == 2)
{
if (self.LMS_zoom == 2)
self.LMS_zoom = FALSE;
else
self.LMS_zoom = 2;
}
if (self.impulse == 3)
{
self.LMS_observer_fov = 90;
self.LMS_zoom = FALSE;
SetObserverFOV ();
}
//Allow TargetId to be turned off
if (self.impulse == 16)
{
if (self.target_id_toggle)
{
self.target_id_toggle = FALSE;
//POX v1.12 - don't centerprint if a message is up
if (self.target_id_finished < time)
centerprint (self, "Target Identifier OFF\n");
else
sprint (self, PRINT_HIGH, "Target Identifier OFF\n");
}
else
{
self.target_id_toggle = TRUE;
//POX v1.12 - don't centerprint if a message is up
if (self.target_id_finished < time)
centerprint (self, "Target Identifier ON\n");
else
sprint (self, PRINT_HIGH, "Target Identifier ON\n");
self.target_id_finished = time + 3;
}
}
self.impulse = 0;
self.button0 = 0;
self.button1 = 0;
};
/*------------------
ObserverThink
Rerouted from PlayerPostThink
-------------------*/
void() ObserverThink =
{
local entity tele; //POX v1.12
// POX v1.12 - display observer control instructions
if (self.LMS_observer_time > time)
{
if (self.LMS_observer == 1)
centerprint(self, "Last Man Standing game in progress...\n\nObserving till next round.");
else //was eliminated
centerprint (self, "You have been eliminated!\n\nObserving till next round.");
self.target_id_finished = time + 0.1;
}
else if (self.LMS_observer_time + 7 > time)
{
centerprint(self, "[FIRE] cycles through spawn points\n\n[JUMP] cycles through players\n\n[1] [2] zooms in/out, [3] resets zoom.");
self.target_id_finished = time + 0.1;
}
//POX v1.12 if touching a teleporter, go through it...
tele = findradius(self.origin, 80);
while(tele)
{
if (tele.touch == teleport_touch)
ObserverTeleportTouch (tele.target);
tele = tele.chain;
}
//Update target identifier
if (self.target_id_toggle && (time > self.target_id_finished))
ID_CheckTarget ();
//POX v1.2 - Better fov control - first impulse starts to zoom, second stops it
if (self.LMS_zoom == 1)
{
self.LMS_observer_fov = self.LMS_observer_fov - 1;
if (self.LMS_observer_fov < 30)
{
self.LMS_zoom = FALSE;
self.LMS_observer_fov = 30;
}
SetObserverFOV ();
}
else if (self.LMS_zoom == 2)
{
self.LMS_observer_fov = self.LMS_observer_fov + 1;
if (self.LMS_observer_fov > 135)
{
self.LMS_zoom = FALSE;
self.LMS_observer_fov = 135;
}
SetObserverFOV ();
}
ObserverImpulses ();
};
/*------------------
SpawnObserver
-------------------*/
void() SpawnObserver =
{
local entity spot;
self.classname = "LMSobserver";
self.health = 111;
self.takedamage = DAMAGE_NO;
self.solid = SOLID_NOT;
self.movetype = MOVETYPE_NOCLIP; //I think this is cheat protected....
//self.flags = FL_CLIENT;
self.super_damage_finished = 0;
self.radsuit_finished = 0;
self.invisible_finished = 0;
self.invincible_finished = 0;
self.effects = 0;
self.invincible_time = 0;
self.items = 0;
self.ammo_shells = 0;
self.ammo_nails = 0;
self.ammo_rockets = 0;
self.ammo_cells = 0;
self.weapon = 0;
self.armorvalue = 0;
self.armortype = 0;
self.deadflag = DEAD_NO;
spot = SelectSpawnPoint ();
self.origin = spot.origin + '0 0 1';
self.angles = spot.angles;
self.fixangle = TRUE; // turn this way immediately
setmodel (self, string_null);
self.weaponmodel = string_null;
setsize (self, VEC_HULL_MIN, VEC_HULL_MAX);
self.view_ofs = '0 0 22';
self.velocity = '0 0 0';
//POX v1.2 - had this as '==' (worked anyway :P)
self.goalentity = world;
//POX v1.12
if (self.LMS_registered) //This shouldn't happen but...
{
self.LMS_registered = 0;
lms_plrcount = lms_plrcount - 1;
}
self.LMS_observer_time = time + 3;
self.LMS_observer_fov = 100;
stuffcmd (self, "fov 100\n");
self.target_id_toggle = TRUE; //POX v1.12 default to on
};