/*====================================================== TFORTMAP.QC Custom TeamFortress v3.1 (c) TeamFortress Software Pty Ltd 29/2/97 (c) William Kerney 2/23/00 (c) Craig Hauser 2/23/00 ======================================================== Functions handling TeamFortress Map Entities ======================================================*/ // Prototypes // Team Functions void(float tno, float scoretoadd) TeamFortress_TeamIncreaseScore; void(float all) TeamFortress_TeamShowScores; float() TeamFortress_TeamGetWinner; // Functions to handle entity placement when spawned void() TF_PlaceItem; void() TF_StartItem; void() TF_PlaceGoal; void() TF_StartGoal; // Spawn functions for all Map Entities float() CheckExistence; void() info_tfdetect; void() info_player_teamspawn; void() info_tfgoal; void() info_tfgoal_timer; void() item_tfgoal; // AutoDetection Function void(entity AD) ParseTFDetect; // Generic Functions entity(float ino) Finditem; entity(float gno) Findgoal; entity(float gno) Findteamspawn; void(entity Goal) InactivateGoal; void(entity Goal) RestoreGoal; void(entity Goal) RemoveGoal; float(entity Goal, entity Player, entity AP) IsAffectedBy; void(entity Goal, entity Player, entity AP, float addb) Apply_Results; float(entity Goal, entity AP) APMeetsCriteria; void(entity Goal) SetupRespawn; void() DoRespawn; void(entity Goal, entity AP) DoGoalWork; void(entity Goal, entity AP) DoGroupWork; void(entity Item, entity AP) DoItemGroupWork; void(entity Goal, entity AP) DoTriggerWork; void(entity Goal, entity AP, float addb) DoResults; void(entity Goal, entity Player) RemoveResults; //CH void() tfgoalitem_dropthink2; void() tfgoalitem_settouchandthink; //CH 3 checks for a returning goalitem void() tfgoalitem_checkoriginagain; void() tfgoalitem_checkoriginagain2; void() tfgoalitem_checkoriginagain3; // Goal Functions void() tfgoal_touch; void() info_tfgoal_use; // Timer Goal Functions void() tfgoal_timer_tick; // Item Functions void() item_tfgoal_touch; void(entity Item, entity AP, entity Goal) tfgoalitem_GiveToPlayer; void(float Item)Update_team_with_flag_touch; void(float Item)Update_team_with_flag_drop; void(entity Item, entity AP, float method) tfgoalitem_RemoveFromPlayer; void() tfgoalitem_remove; void(entity Item) tfgoalitem_drop; void(entity Item) tfgoalitem_checkgoalreturn; void() ReturnItem; void(entity Goal, entity Player, entity Item) DisplayItemStatus; // CTF Support Functions void() CTF_FlagCheck; // Chris Support Functions //void (float winner) RoundStop; //========================================================================= // ENTITY PLACEMENT HANDLING FUNCTIONS //========================================================================= // Copy the abbreviations into their storage areas void(entity Goal) UpdateAbbreviations = { // The first time we enter this, copy the abbreviations if (Goal.has_disconnected == #FALSE) { // Floats if (Goal.g_a != 0 && Goal.goal_activation == 0) Goal.goal_activation = Goal.g_a; if (Goal.g_e != 0 && Goal.goal_effects == 0) Goal.goal_effects = Goal.g_e; // Strings if (Goal.t_s_h != string_null) Goal.team_str_home = Goal.t_s_h; if (Goal.t_s_m != string_null) Goal.team_str_moved = Goal.t_s_m; if (Goal.t_s_c != string_null) Goal.team_str_carried = Goal.t_s_c; if (Goal.n_s_h != string_null) Goal.non_team_str_home = Goal.n_s_h; if (Goal.n_s_m != string_null) Goal.non_team_str_moved = Goal.n_s_m; if (Goal.n_s_c != string_null) Goal.non_team_str_carried = Goal.n_s_c; if (Goal.b_b != string_null) Goal.broadcast = Goal.b_b; if (Goal.b_t != string_null) Goal.team_broadcast = Goal.b_t; if (Goal.b_n != string_null) Goal.non_team_broadcast = Goal.b_n; if (Goal.b_o != string_null) Goal.owners_team_broadcast = Goal.b_o; if (Goal.n_b != string_null) Goal.netname_broadcast = Goal.n_b; if (Goal.n_t != string_null) Goal.netname_team_broadcast = Goal.n_t; if (Goal.n_n != string_null) Goal.netname_non_team_broadcast = Goal.n_n; if (Goal.n_o != string_null) Goal.netname_owners_team_broadcast = Goal.n_o; if (Goal.d_t != string_null) Goal.team_drop = Goal.d_t; if (Goal.d_n != string_null) Goal.non_team_drop = Goal.d_n; if (Goal.d_n_t != string_null) Goal.netname_team_drop = Goal.d_n_t; if (Goal.d_n_n != string_null) Goal.netname_non_team_drop = Goal.d_n_n; Goal.has_disconnected = #TRUE; } }; // Place the Goal Item void() TF_PlaceItem = { local float oldz; local vector temp1; local vector temp2; self.flags = #FL_ITEM; // make extra wide self.touch = item_tfgoal_touch; setorigin(self, self.origin); self.goal_state = #TFGS_INACTIVE; //CH my updates if (self.goal_activation & #TFGI_GOAL_TO_GROUND) { self.oldorigin = self.origin; self.movetype = #MOVETYPE_TOSS; self.velocity_z = -40; self.velocity_x = 0; //-50 + (random() * 100); self.velocity_y = 0; //-50 + (random() * 100); self.nextthink = time + 5.0; // give it 5 seconds self.think = tfgoalitem_dropthink2; // and then find where it ended up } else { self.velocity = '0 0 0'; self.movetype = #MOVETYPE_NONE; self.oldorigin = self.origin; } //CH sets goal bounding box size if (self.goal_min != vector_null) temp1 = self.goal_min; else temp1 = '-16 -16 -24'; if (self.goal_max != vector_null) temp2 = self.goal_max; else temp2 = '16 16 32'; setsize (self, temp1, temp2); //CH sets box size from above if (self.goal_activation & #TFGI_GOAL_IS_SOLID) self.solid = #SOLID_BBOX; else self.solid = #SOLID_TRIGGER; //CH end my updates //On tfgoalitem_dropthink2 // self.velocity = '0 0 0'; // self.oldorigin = self.origin; // So we can return it later if (self.goal_activation & #TFGI_ITEMGLOWS) self.effects = self.effects | #EF_DIMLIGHT; // Setup the item_list mask if (item_list_bit == 0) item_list_bit = 1; self.item_list = item_list_bit; item_list_bit = item_list_bit * 2; }; //========================================================================= // Start the Goal Item void() TF_StartItem = { UpdateAbbreviations(self); self.nextthink = time + 0.2; // items start after other solids self.think = TF_PlaceItem; if (self.goal_state == #TFGS_REMOVED) RemoveGoal(self); }; //========================================================================= // Place the Goal void() TF_PlaceGoal = { local float oldz; if (self.classname != "info_tfgoal_timer") { // Only give touch functions to goals that can be activated by touch if (self.goal_activation & #TFGA_TOUCH) self.touch = tfgoal_touch; } else { // Set up the next Timer Tick self.think = tfgoal_timer_tick; self.nextthink = time + self.search_time; // So searches for this goal work later on self.classname = "info_tfgoal"; } self.flags = #FL_ITEM; // make extra wide self.movetype = #MOVETYPE_NONE; self.velocity = '0 0 0'; self.oldorigin = self.origin; // So we can return it later }; //========================================================================= // Start the Goal void() TF_StartGoal = { UpdateAbbreviations(self); self.nextthink = time + 0.2; // goals start after other solids self.think = TF_PlaceGoal; self.use = info_tfgoal_use; if (self.goal_state == #TFGS_REMOVED) RemoveGoal(self); }; //========================================================================= // SPAWN FUNCTIONS //========================================================================= // Checks whether this entity should exist under the current settings float() CheckExistence = { UpdateAbbreviations(self); if (self.ex_skill_min && (skill <= self.ex_skill_min)) return #FALSE; else if (self.ex_skill_max && (skill >= self.ex_skill_max)) return #FALSE; return #TRUE; }; //========================================================================= // Spawn a detection entity void() info_tfdetect = { UpdateAbbreviations(self); // The rest of the checking is done in the ParseTFDetect() function, // which is called the first time someone enters the map, in client.qc }; //========================================================================= // Spawn a Team Spawn Point void() info_player_teamspawn = { local entity te; if (CheckExistence() == #FALSE) { dremove(self); return; } // find the highest team number if (number_of_teams < self.team_no) number_of_teams = self.team_no; // Team spawnpoints must have a team associated with them if (self.team_no <= 0) { RPrint("no team_no associated with info_player_teamspawn\n"); dremove(self); } // Does this give out a GoalItem? if (self.items != 0) { te = Finditem(self.items); if (!te) { RPrint("info_player_teamspawn specifies a GoalItem that does not exist\n"); dremove(self); } } if (self.team_no == 1) self.team_str_home = "ts1"; else if (self.team_no == 2) self.team_str_home = "ts2"; else if (self.team_no == 3) self.team_str_home = "ts3"; else if (self.team_no == 4) self.team_str_home = "ts4"; }; void() i_p_t = { self.classname = "info_player_teamspawn"; info_player_teamspawn(); }; //========================================================================= // Spawn a goal entity void() info_tfgoal = { local vector temp1; local vector temp2; if (CheckExistence() == #FALSE) { dremove(self); return; } // Graphic if (self.mdl) { // We try both, so at least one will work precache_model(self.mdl); precache_model2(self.mdl); setmodel(self, self.mdl); } // Activation sound if (self.noise) { // We try both, so at least one will work precache_sound(self.noise); precache_sound2(self.noise); } // For the powerups precache_sound ("items/protect.wav"); precache_sound ("items/protect2.wav"); precache_sound ("items/protect3.wav"); precache_sound2 ("items/protect2.wav"); precache_sound2 ("items/protect3.wav"); precache_sound ("items/suit.wav"); precache_sound ("items/suit2.wav"); precache_sound ("items/inv1.wav"); precache_sound ("items/inv2.wav"); precache_sound ("items/inv3.wav"); precache_sound ("items/damage.wav"); precache_sound ("items/damage2.wav"); precache_sound ("items/damage3.wav"); //CH set solid state if (self.goal_activation & #TFGI_GOAL_IS_SOLID) self.solid = #SOLID_BBOX; else self.solid = #SOLID_TRIGGER; if (self.goal_state == 0) self.goal_state = #TFGS_INACTIVE; //CH sets goal bounding box size if (self.goal_min != vector_null) temp1 = self.goal_min; else temp1 = '-16 -16 -24'; if (self.goal_max != vector_null) temp2 = self.goal_max; else temp2 = '16 16 32'; setsize (self, temp1, temp2); //CH sets box size from above TF_StartGoal (); }; void() i_t_g = { self.classname = "info_tfgoal"; info_tfgoal(); }; //========================================================================= // Spawn a Timer goal entity void() info_tfgoal_timer = { if (CheckExistence() == #FALSE) { dremove(self); return; } // Graphic if (self.mdl) { // We try both, so at least one will work precache_model(self.mdl); precache_model2(self.mdl); setmodel(self, self.mdl); } // Activation sound if (self.noise) { // We try both, so at least one will work precache_sound(self.noise); precache_sound2(self.noise); } // Timer Goals must have a time specified if (self.search_time <= 0) { RPrint("Timer Goal created with no specified time.\n"); dremove(self); } self.solid = #SOLID_NOT; if (self.goal_state == 0) self.goal_state = #TFGS_INACTIVE; setsize (self, '-16 -16 -24', '16 16 32'); TF_StartGoal (); }; void() i_t_t = { self.classname = "info_tfgoal_timer"; info_tfgoal_timer(); }; //========================================================================= // Spawn a goalitem entity void() item_tfgoal = { local vector temp1; local vector temp2; if (CheckExistence() == #FALSE) { dremove(self); return; } // Graphic if (self.mdl) { // We try both, so at least one will work precache_model(self.mdl); precache_model2(self.mdl); setmodel(self, self.mdl); } else { // Default mdl for a GoalItem self.mdl = ""; setmodel(self, ""); } // Respawn sound precache_sound2("items/itembk2.wav"); // Activation sound if (self.noise) { // We try both, so at least one will work precache_sound(self.noise); precache_sound2(self.noise); } self.touch = item_tfgoal_touch; if (self.goal_state == 0) self.goal_state = #TFGS_INACTIVE; //CH sets how it is if (self.goal_activation & #TFGI_GOAL_IS_SOLID) self.solid = #SOLID_BBOX; else self.solid = #SOLID_TRIGGER; setorigin(self, self.origin); if (!(self.netname)) self.netname = "goalitem"; if (self.pausetime <= 0) self.pausetime = 60; // for backwards compatability if (self.delay != 0 && self.pausetime == 0) self.pausetime = self.delay; //CH sets goal bounding box size if (self.goal_min != vector_null) temp1 = self.goal_min; else temp1 = '-16 -16 -24'; if (self.goal_max != vector_null) temp2 = self.goal_max; else temp2 = '16 16 32'; setsize (self, temp1, temp2); //CH sets box size from above TF_StartItem (); }; //========================================================================= // AUTODETECTION FUNCTIONS //========================================================================= // Parse the Detection entities variables and set anything relevant void(entity AD) ParseTFDetect = { // Check Version /* if (AD.broadcast != string_null) { if (AD.broadcast != "TeamFortress v2.5") { RPrint("This map was designed to be run on "); RPrint(AD.broadcast); RPrint("\nYou are using TeamFortress v2.5\n"); RPrint("You can get the latest version of this patch at: "); RPrint("http://www.planetquake.com/teamfortress/\n"); } } */ // Set the team menu string if (AD.team_broadcast != string_null) team_menu_string = AD.team_broadcast; // Set toggleflags (DEFUNCT) // toggleflags = AD.impulse; // Do localcmds localcmd(AD.message); #ifndef QUAKE_WORLD cvar_set("sv_maxspeed", "500"); #endif // Set life limits team1lives = AD.ammo_shells; team2lives = AD.ammo_nails; team3lives = AD.ammo_rockets; team4lives = AD.ammo_cells; // If the lives of any of the teams are 0, they want infinite lives, // so we set their number to -1 if (team1lives == 0) team1lives = -1; if (team2lives == 0) team2lives = -1; if (team3lives == 0) team3lives = -1; if (team4lives == 0) team4lives = -1; // Prevent hook use if ((AD.hook_out == 1) || no_grapple == 1) allow_hook = #FALSE; // Set player number limits for each team team1maxplayers = AD.ammo_medikit; team2maxplayers = AD.ammo_detpack; team3maxplayers = AD.maxammo_medikit; team4maxplayers = AD.maxammo_detpack; if (team1maxplayers == 0) team1maxplayers = 100; if (team2maxplayers == 0) team2maxplayers = 100; if (team3maxplayers == 0) team3maxplayers = 100; if (team4maxplayers == 0) team4maxplayers = 100; // Set illegal playerclasses illegalclasses = AD.playerclass; illegalclasses1 = AD.maxammo_shells; illegalclasses2 = AD.maxammo_nails; illegalclasses3 = AD.maxammo_rockets; illegalclasses4 = AD.maxammo_cells; civilianteams = 0; // Civilian team checking if (illegalclasses1 == -1) { illegalclasses1 = 0; civilianteams = civilianteams | #TEAM1_CIVILIANS; } if (illegalclasses2 == -1) { illegalclasses2 = 0; civilianteams = civilianteams | #TEAM2_CIVILIANS; } if (illegalclasses3 == -1) { illegalclasses3 = 0; civilianteams = civilianteams | #TEAM3_CIVILIANS; } if (illegalclasses4 == -1) { illegalclasses4 = 0; civilianteams = civilianteams | #TEAM4_CIVILIANS; } }; //========================================================================= // GENERIC FUNCTIONS //========================================================================= // Return the item with a goal_no equal to ino entity(float ino) Finditem = { local entity tg; local string st; // Look for the goal tg = find (world, classname, "item_tfgoal"); while (tg) { if (tg.goal_no == ino) return tg; tg = find(tg, classname, "item_tfgoal"); } // Goal does not exist RPrint("Could not find an item with a goal_no of "); st = ftos(ino); RPrint(st); RPrint(".\n"); }; //========================================================================= // Return the goal with a goal_no equal to gno entity(float gno) Findgoal = { local entity tg; local string st; // Look for the goal tg = find (world, classname, "info_tfgoal"); while (tg) { if (tg.goal_no == gno) { return tg; } tg = find(tg, classname, "info_tfgoal"); } // Goal does not exist RPrint("Could not find a goal with a goal_no of "); st = ftos(gno); RPrint(st); RPrint(".\n"); }; //========================================================================= // Return the TeamSpawn with a goal_no equal to gno entity(float gno) Findteamspawn = { local entity tg; local string st; // Look for the goal tg = find (world, classname, "info_player_teamspawn"); while (tg) { if (tg.goal_no == gno) return tg; tg = find(tg, classname, "info_player_teamspawn"); } // Goal does not exist RPrint("Could not find a Teamspawn with a goal_no of "); st = ftos(gno); RPrint(st); RPrint(".\n"); }; //========================================================================= // Inactivate a Timer/Goal void(entity Goal) InactivateGoal = { #ifdef MAP_DEBUG RPrint("Attempting to Inactivate "); RPrint(Goal.netname); #endif if (Goal.goal_state == #TFGS_ACTIVE) { // Not a timer goal if (Goal.search_time == 0) { if (Goal.goal_activation & #TFGI_GOAL_IS_SOLID) Goal.solid = #SOLID_BBOX; else Goal.solid = #SOLID_TRIGGER; } Goal.goal_state = #TFGS_INACTIVE; if (Goal.mdl != string_null) setmodel(Goal, Goal.mdl); } #ifdef MAP_DEBUG else { RPrint("... failed. Goal is "); if (Goal.goal_state == #TFGS_INACTIVE) RPrint("inactive\n"); else if (Goal.goal_state == #TFGS_REMOVED) RPrint("removed\n"); else if (Goal.goal_state == #TFGS_DELAYED) RPrint("delayed\n"); } #endif }; //========================================================================= void(entity Goal) RestoreGoal = { #ifdef MAP_DEBUG RPrint("Attempting to Restore "); RPrint(Goal.netname); #endif if (Goal.search_time == 0) { if (Goal.goal_activation & #TFGI_GOAL_IS_SOLID) Goal.solid = #SOLID_BBOX; else Goal.solid = #SOLID_TRIGGER; if (Goal.mdl != string_null) setmodel(Goal, Goal.mdl); if (Goal.goal_state == #TFGS_REMOVED) Goal.goal_state = #TFGS_INACTIVE; } if (Goal.goal_state == #TFGS_REMOVED) { #ifdef MAP_DEBUG RPrint("... succeeded.\n"); #endif // Not a timer goal if (Goal.search_time != 0) // { // if (Goal.goal_activation & #TFGI_GOAL_IS_SOLID) // Goal.solid = #SOLID_BBOX; // else // Goal.solid = #SOLID_TRIGGER; // } // else Goal.nextthink = time + Goal.search_time; Goal.goal_state = #TFGS_INACTIVE; // if (Goal.mdl != string_null) // setmodel(Goal, Goal.mdl); } #ifdef MAP_DEBUG else { RPrint("... failed. Goal is "); if (Goal.goal_state == #TFGS_INACTIVE) RPrint("inactive\n"); else if (Goal.goal_state == #TFGS_ACTIVE) RPrint("active\n"); else if (Goal.goal_state == #TFGS_DELAYED) RPrint("delayed\n"); } #endif }; //========================================================================= // Remove a Timer/Goal void(entity Goal) RemoveGoal = { #ifdef MAP_DEBUG RPrint("Removing "); RPrint(Goal.netname); RPrint("\n"); #endif Goal.solid = #SOLID_NOT; Goal.goal_state = #TFGS_REMOVED; if (Goal.mdl != string_null) setmodel(Goal, string_null); }; //========================================================================= // Return #TRUE if the player is affected by the goal float(entity Goal, entity Player, entity AP) IsAffectedBy = { local float genv; // Don't affect anyone who isn't alive or is in Observer mode if (Player.playerclass == #PC_UNDEFINED) return #FALSE; // if (Player.health <= 0) // return #FALSE; // Same Environment Check if (Goal.goal_effects & #TFGE_SAME_ENVIRONMENT) { genv = pointcontents(Goal.origin); if (pointcontents(Player.origin) != genv) return #FALSE; } if (Goal.t_length != 0) { // Within radius? if (vlen(Goal.origin - Player.origin) <= Goal.t_length) { // Obstructed by walls? if (Goal.goal_effects & #TFGE_WALL) { traceline (Goal.origin, Player.origin, #TRUE, Goal); if (trace_fraction == 1) return #TRUE; } else return #TRUE; } } if (Goal.classname != "info_tfgoal_timer") { if ((Goal.goal_effects & #TFGE_AP) && (Player == AP)) return #TRUE; if ((Goal.goal_effects & #TFGE_AP_TEAM) && (AP.team_no == Player.team_no)) return #TRUE; if ((Goal.goal_effects & #TFGE_NOT_AP_TEAM) && (AP.team_no != Player.team_no)) return #TRUE; if ((Goal.goal_effects & #TFGE_NOT_AP) && (Player != AP)) return #TRUE; } if ((Goal.maxammo_shells != 0) && (Player.team_no == Goal.maxammo_shells)) return #TRUE; if ((Goal.maxammo_nails != 0) && (Player.team_no != Goal.maxammo_shells)) return #TRUE; return #FALSE; }; //========================================================================= // Apply modifications to the Player passed in void(entity Goal, entity Player, entity AP, float addb) Apply_Results = { local entity oldself, te, oldte; local float tc; local string st; stuffcmd(Player, "bf\n"); #ifdef MAP_DEBUG RPrint("Applying Results from "); RPrint(Goal.netname); RPrint(" to "); RPrint(AP.netname); RPrint("\n"); #endif // If this is a goalitem, record the fact that this player // has been affected by it. if (Goal.classname == "item_tfgoal") Player.item_list = Player.item_list | Goal.item_list; if (Player == AP) { // Increase the team score if (Goal.count > 0) { if (Player.team_no > 0) { TeamFortress_TeamIncreaseScore(Player.team_no, Goal.count); // Display short team scores TeamFortress_TeamShowScores(2); } } } // Apply Stats, only if told to if (addb) { #ifdef MAP_DEBUG RPrint("Adding bonuses.\n"); #endif // Some results are not applied to dead players if (Player.health > 0) { if (Goal.health > 0) T_Heal(Player, Goal.health, 0); if (Goal.health < 0) { if (Goal.invincible_finished < 0) { // KK allow goal to strip invinc cheats Player.items = Player.items + #IT_INVULNERABILITY; Player.invincible_time = 0; Player.invincible_finished = 0; } // Make sure we don't gib them. We don't want to gib, because // it creates too many entities if a lot of players are affected // by this Goal. if ((0 - Player.health) > Goal.health) TF_T_Damage (Player, Goal, Goal, (Player.health + 1), #TF_TD_IGNOREARMOUR, #TF_TD_OTHER); else TF_T_Damage (Player, Goal, Goal, (0 - Goal.health), #TF_TD_IGNOREARMOUR, #TF_TD_OTHER); } } // The player may be dead now, so check again if (Player.health > 0) { if (Goal.armortype) Player.armortype = Goal.armortype; Player.armorvalue = Player.armorvalue + Goal.armorvalue; if (Goal.armorclass) { //WK Modify to | it with bought armor //TODO: Make this a map specific option //WK Don't give wooden armor since it doesn't exist // any more. And we don't want gel for free, right? Player.armorclass = Goal.armorclass - (Goal.armorclass & #AT_SAVEMELEE); if (Player.tf_items & #NIT_KEVLAR) Player.armorclass = Player.armorclass | #AT_SAVESHOT; if (Player.tf_items & #NIT_GEL) Player.armorclass = Player.armorclass | #AT_SAVEMELEE; if (Player.tf_items & #NIT_BLAST) Player.armorclass = Player.armorclass | #AT_SAVEEXPLOSION; if (Player.tf_items & #NIT_CERAMIC) Player.armorclass = Player.armorclass | #AT_SAVEELECTRICITY; if (Player.tf_items & #NIT_ASBESTOS) Player.armorclass = Player.armorclass | #AT_SAVEFIRE; } Player.ammo_shells = Player.ammo_shells + Goal.ammo_shells; Player.ammo_nails = Player.ammo_nails + Goal.ammo_nails; Player.ammo_rockets = Player.ammo_rockets + Goal.ammo_rockets; Player.ammo_cells = Player.ammo_cells + Goal.ammo_cells; Player.ammo_medikit = Player.ammo_medikit + Goal.ammo_medikit; Player.ammo_detpack = Player.ammo_detpack + Goal.ammo_detpack; if (Player.tp_grenades_1 != 0) //WK Stop Bug grenades Player.no_grenades_1 = Player.no_grenades_1 + Goal.no_grenades_1; if (Player.tp_grenades_2 != 0) //WK Stop Bug grenades Player.no_grenades_2 = Player.no_grenades_2 + Goal.no_grenades_2; if (Player.no_grenades_1 > GetMaxGrens(Player,1)) Player.no_grenades_1 = GetMaxGrens(Player,1); if (Player.no_grenades_2 > GetMaxGrens(Player,2)) Player.no_grenades_2 = GetMaxGrens(Player,2); /*if (Player.no_grenades_1 > 4) if (Player.tf_items & #NIT_AMMO_BANDOLIER) Player.no_grenades_1 = 5; else Player.no_grenades_1 = 4; if (Player.no_grenades_2 > 4) if (Player.tf_items & #NIT_AMMO_BANDOLIER) Player.no_grenades_2 = 5; else Player.no_grenades_2 = 4;*/ if (Player.ammo_detpack > Player.maxammo_detpack) Player.ammo_detpack = Player.maxammo_detpack; // Apply any powerups if (Goal.invincible_finished > 0) { Player.items = Player.items | #IT_INVULNERABILITY; Player.invincible_time = 1; Player.invincible_finished = time + Goal.invincible_finished; // if its a GoalItem, powerup is permanent, so we use TFSTATE flags if (Goal.classname == "item_tfgoal") { Player.tfstate = Player.tfstate | #TFSTATE_INVINCIBLE; Player.invincible_finished = time + 666; } } if (Goal.invisible_finished > 0) { Player.items = Player.items | #IT_INVISIBILITY; Player.invisible_time = 1; Player.invisible_finished = time + Goal.invisible_finished; // if its a GoalItem, powerup is permanent, so we use TFSTATE flags if (Goal.classname == "item_tfgoal") { Player.tfstate = Player.tfstate | #TFSTATE_INVISIBLE; Player.invisible_finished = time + 666; } } if (Goal.super_damage_finished > 0) { //WK Remove Inspiration when we get the real thing Player.tfstate = Player.tfstate - (Player.tfstate & #TFSTATE_INSPIRED); Player.items = Player.items | #IT_QUAD; Player.super_time = 1; Player.super_damage_finished = time + Goal.super_damage_finished; // if its a GoalItem, powerup is permanent, so we use TFSTATE flags if (Goal.classname == "item_tfgoal") { Player.tfstate = Player.tfstate | #TFSTATE_QUAD; Player.super_damage_finished = time + 666; } } if (Goal.radsuit_finished > 0) { Player.items = Player.items | #IT_SUIT; Player.rad_time = 1; Player.radsuit_finished = time + Goal.radsuit_finished; // if its a GoalItem, powerup is permanent, so we use TFSTATE flags if (Goal.classname == "item_tfgoal") { Player.tfstate = Player.tfstate | #TFSTATE_RADSUIT; Player.radsuit_finished = time + 666; } } } // These results are applied to dead and living players if (Goal.lives < 0) bprint(#PRINT_HIGH,"ERROR: GOAL GAVE OUT NEGATIVE LIVES. CUSTOMTF DOESN'T SUPPORT THAT YET\n"); Player.lives = Player.lives + Goal.lives; Player.real_frags = Player.real_frags + Goal.frags; if (!(toggleflags & #TFLAG_TEAMFRAGS)) Player.frags = Player.real_frags; // Now apply the Playerclass limitations & Redisplay Ammo counts oldself = self; self = Player; TeamFortress_CheckClassStats(); //WK Fix CH's bug fix with this if statement :) if (!(self.current_weapon == #WEAP_ASSAULT_CANNON && self.heat >= 0)) W_SetCurrentAmmo(); //CH stops interrupt weapon fire bug self = oldself; } #ifdef MAP_DEBUG else { RPrint("NOT Adding bonuses.\n"); } #endif if (Goal.goal_result & #TFGR_CAUSERESPAWN && Player != world) { if ((Player.playerclass == #PC_CUSTOM && Player.done_custom & #CUSTOM_FINISHED) || (Player.playerclass != #PC_UNDEFINED && Player.playerclass != #PC_CUSTOM)) //CH respawn player { //CH this needs lots of testing //*CH local entity temp; temp = self; self = Player; PutClientInServer(); self = temp; } } // If the Goal resets Spy skin/color then do it //CH added looking for spykit also removes thief if (Goal.goal_result & #TFGR_REMOVE_DISGUISE) { if (Player.job & #JOB_THIEF && (Player.job & #JOB_ACTIVE || Player.job & #JOB_FULL_HIDE)) RevealThief(Player,#FALSE); if (Player.playerclass == #PC_SPY || Player.cutf_items & #CUTF_SPY_KIT) { makeImmune(self,time + 4); //self.immune_to_check = time + 4; Spy_RemoveDisguise(Player); } } // If there's a GoalItem for this goal, give it to the player // GoalItems use "items" for the console lights... so don't do it for items. if (Goal.items != 0 && Goal.classname != "item_tfgoal") { // Find the item te = Finditem(Goal.items); if (te) tfgoalitem_GiveToPlayer(te, Player, Goal); } // If this goal removes an item from the player, remove it if (Goal.axhitme != 0) { te = Finditem(Goal.axhitme); if (te.owner == Player) { tfgoalitem_RemoveFromPlayer(te, Player, 1); } } // if this goal removes a group of items from the player, remove them if (Goal.remove_item_group != 0) { // Find all goals te = find (world, classname, "item_tfgoal"); while (te) { if (te.group_no == Goal.remove_item_group && te.owner == AP) { // messy, since we need the item to find the next one, // and we also want to remove it oldte = te; te = find(te, classname, "item_tfgoal"); tfgoalitem_RemoveFromPlayer(oldte, Player, 1); } else { te = find(te, classname, "item_tfgoal"); } } } // If this goal displays some Item statuses, then do so if (Goal.display_item_status1 != 0) { te = Finditem(Goal.display_item_status1); if (te) DisplayItemStatus(Goal, Player, te); else sprint(Player, #PRINT_HIGH, "Item is missing.\n"); } if (Goal.display_item_status2 != 0) { te = Finditem(Goal.display_item_status2); if (te) DisplayItemStatus(Goal, Player, te); else sprint(Player, #PRINT_HIGH, "Item is missing.\n"); } if (Goal.display_item_status3 != 0) { te = Finditem(Goal.display_item_status3); if (te) DisplayItemStatus(Goal, Player, te); else sprint(Player, #PRINT_HIGH, "Item is missing.\n"); } if (Goal.display_item_status4 != 0) { te = Finditem(Goal.display_item_status4); if (te) DisplayItemStatus(Goal, Player, te); else sprint(Player, #PRINT_HIGH, "Item is missing.\n"); } }; //========================================================================= // Remove any results applied to this player by the Goal // Used when a GoalItem is dropped/removed void (entity Goal, entity Player) RemoveResults = { local entity oldself, te; local float puinvin, puinvis, puquad, purad; // Only remove the stats if the player has been affected // by this item. This is needed because the player may have // died since being affected if (Goal.classname == "item_tfgoal") { if (!(Player.item_list & Goal.item_list)) return; if (Goal.goal_activation & #TFGI_DONTREMOVERES) return; // Remove the affected flag Player.item_list = Player.item_list - (Player.item_list & Goal.item_list); } if (Goal.health > 0) TF_T_Damage (Player, Goal, Goal, Goal.health, #TF_TD_IGNOREARMOUR, #TF_TD_OTHER); if (Goal.health < 0) T_Heal(Player, (0 - Goal.health), 0); Player.lives = Player.lives - Goal.lives; Player.armortype = Player.armortype - Goal.armortype; Player.armorvalue = Player.armorvalue - Goal.armorvalue; Player.armorclass = Player.armorclass - (Player.armorclass & Goal.armorclass); Player.real_frags = Player.real_frags - Goal.frags; if (!(toggleflags & #TFLAG_TEAMFRAGS)) Player.frags = Player.real_frags; Player.ammo_shells = Player.ammo_shells - Goal.ammo_shells; Player.ammo_nails = Player.ammo_nails - Goal.ammo_nails; Player.ammo_rockets = Player.ammo_rockets - Goal.ammo_rockets; Player.ammo_cells = Player.ammo_cells - Goal.ammo_cells; Player.ammo_medikit = Player.ammo_medikit - Goal.ammo_medikit; Player.ammo_detpack = Player.ammo_detpack - Goal.ammo_detpack; Player.no_grenades_1 = Player.no_grenades_1 - Goal.no_grenades_1; Player.no_grenades_2 = Player.no_grenades_2 - Goal.no_grenades_2; puinvin = #FALSE; puinvis = #FALSE; puquad = #FALSE; purad = #FALSE; // Make sure we don't remove an effect another Goal is also supplying te = find (world, classname, "item_tfgoal"); while (te) { if ((te.owner == Player) && (te != Goal)) { if (te.invincible_finished > 0) puinvin = #TRUE; if (te.invisible_finished > 0) puinvis = #TRUE; if (te.super_damage_finished > 0) puquad = #TRUE; if (te.radsuit_finished > 0) purad = #TRUE; } te = find(te, classname, "item_tfgoal"); } // Remove all powerups if ((Goal.invincible_finished > 0) && (!puinvin)) { // if its a GoalItem, powerup was permanent, so we remove TFSTATE flag Player.tfstate = Player.tfstate - (Player.tfstate & #TFSTATE_INVINCIBLE); Player.items = Player.items | #IT_INVULNERABILITY; Player.invincible_time = 1; Player.invincible_finished = time + Goal.invincible_finished; } if ((Goal.invisible_finished > 0) && (!puinvis)) { // if its a GoalItem, powerup was permanent, so we remove TFSTATE flag Player.tfstate = Player.tfstate - (Player.tfstate & #TFSTATE_INVISIBLE); Player.items = Player.items | #IT_INVISIBILITY; Player.invisible_time = 1; Player.invisible_finished = time + Goal.invisible_finished; } if ((Goal.super_damage_finished > 0) && (!puquad)) { // if its a GoalItem, powerup was permanent, so we remove TFSTATE flag Player.tfstate = Player.tfstate - (Player.tfstate & #TFSTATE_QUAD); Player.items = Player.items | #IT_QUAD; Player.super_time = 1; Player.super_damage_finished = time + Goal.super_damage_finished; } //WK Don't remove the scuba gear if ((Goal.radsuit_finished > 0) && (!purad) && !(Player.tf_items & #NIT_SCUBA)) { // if its a GoalItem, powerup was permanent, so we remove TFSTATE flag Player.tfstate = Player.tfstate - (Player.tfstate & #TFSTATE_RADSUIT); Player.items = Player.items | #IT_SUIT; Player.rad_time = 1; Player.radsuit_finished = time + Goal.radsuit_finished; } // Now apply the Playerclass limitations & Redisplay Ammo counts oldself = self; self = Player; TeamFortress_CheckClassStats(); W_SetCurrentAmmo (); self = oldself; }; //========================================================================= // Return #TRUE if the player meets the AP criteria float(entity Goal, entity AP) APMeetsCriteria = { local float gotone, temp; local entity te; local string db; #ifdef MAP_DEBUG RPrint("==========================\n"); #ifdef VERBOSE RPrint("AP Criteria Checking\n"); RPrint("Goal: "); #else RPrint("APCriteria: "); #endif RPrint(Goal.netname); #endif if (AP != world) { #ifdef MAP_DEBUG #ifdef VERBOSE RPrint("\nAP : "); #else RPrint(" by "); #endif RPrint(AP.netname); RPrint("\n"); RPrint(" Checking team."); #endif // If a player of a specific team can only activate this if (Goal.team_no) { if (Goal.team_no != AP.team_no) return #FALSE; } #ifdef MAP_DEBUG #ifdef VERBOSE RPrint("passed.\n Checking class..."); #else RPrint("class."); #endif #endif //CH uses function in tfort.qc to return the class for evaluation if (AP.playerclass == #PC_CUSTOM && (Goal.playerclass)) { temp = Return_Custom_Skins(AP); //CH now that we have their 'class' check if (Goal.playerclass != temp) return #FALSE; } // If a player of a specific class can only activate this else if (Goal.playerclass) { if (Goal.playerclass != AP.playerclass) return #FALSE; } #ifdef MAP_DEBUG #ifdef VERBOSE RPrint("passed.\n Checking items..."); #else RPrint("items."); #endif #endif // If this activation needs a GoalItem, make sure the player has it if (Goal.items_allowed) { te = Finditem(Goal.items_allowed); if (te.owner != AP) return #FALSE; } #ifdef MAP_DEBUG #ifdef VERBOSE RPrint("passed.\n Checking goal states..."); #else RPrint("goal states."); #endif #endif } #ifdef MAP_DEBUG #ifdef VERBOSE if (AP != world) RPrint("passed.\n Checking Goal States..."); else RPrint("\nChecking Goal States..."); #else RPrint("Goal States."); #endif #endif // Check Goal states if (Goal.if_goal_is_active) { te = Findgoal(Goal.if_goal_is_active); if (te.goal_state != #TFGS_ACTIVE) return #FALSE; } if (Goal.if_goal_is_inactive) { te = Findgoal(Goal.if_goal_is_inactive); if (te.goal_state != #TFGS_INACTIVE) return #FALSE; } if (Goal.if_goal_is_removed) { te = Findgoal(Goal.if_goal_is_removed); if (te.goal_state != #TFGS_REMOVED) return #FALSE; } #ifdef MAP_DEBUG #ifdef VERBOSE RPrint("passed.\n Checking group states..."); #else RPrint("group states."); #endif #endif if (Goal.if_group_is_active) { // Find all goals in the group te = find (world, classname, "info_tfgoal"); while (te) { if (te.group_no == Goal.if_group_is_active) { if (te.goal_state != #TFGS_ACTIVE) return #FALSE; } te = find(te, classname, "info_tfgoal"); } } if (Goal.if_group_is_inactive) { // Find all goals in the group te = find (world, classname, "info_tfgoal"); while (te) { if (te.group_no == Goal.if_group_is_inactive) { if (te.goal_state != #TFGS_INACTIVE) return #FALSE; } te = find(te, classname, "info_tfgoal"); } } if (Goal.if_group_is_removed) { // Find all goals in the group te = find (world, classname, "info_tfgoal"); while (te) { if (te.group_no == Goal.if_group_is_removed) { if (te.goal_state != #TFGS_REMOVED) return #FALSE; } te = find(te, classname, "info_tfgoal"); } } #ifdef MAP_DEBUG #ifdef VERBOSE RPrint("passed.\n Checking item states..."); #else RPrint("item states."); #endif #endif if (Goal.if_item_has_moved) { // Find the item te = Finditem(Goal.if_item_has_moved); if (te) { if (te.goal_state != #TFGS_ACTIVE && te.origin == te.oldorigin ) return #FALSE; } } if (Goal.if_item_hasnt_moved) { // Find the item te = Finditem(Goal.if_item_hasnt_moved); if (te) { if (te.goal_state == #TFGS_ACTIVE || te.origin != te.oldorigin ) return #FALSE; } } #ifdef MAP_DEBUG #ifdef VERBOSE RPrint("passed.\n Checking item groups..."); #else RPrint("item groups "); #endif #endif if (AP != world) { gotone = #FALSE; if (Goal.has_item_from_group) { // Find all goals te = find (world, classname, "item_tfgoal"); while (te != world && !gotone) { if (te.group_no == Goal.has_item_from_group && te.owner == AP) gotone = #TRUE; te = find(te, classname, "item_tfgoal"); } if (!gotone) return #FALSE; } } #ifdef MAP_DEBUG RPrint("passed.\n"); #endif return #TRUE; }; //========================================================================= // Setup the way this Timer/Goal/Item will respawn void(entity Goal) SetupRespawn = { // Timer Goal? if (Goal.search_time != 0) { InactivateGoal(Goal); Goal.think = tfgoal_timer_tick; Goal.nextthink = time + Goal.search_time; return; } // Check status of respawn for this goal // Single Activation, do nothing if (Goal.goal_result & #TFGR_SINGLE) { RemoveGoal(Goal); return; } // Respawn Activation, set up respawn if (Goal.wait > 0) { Goal.nextthink = time + Goal.wait; Goal.think = DoRespawn; if (Goal.mdl != string_null) //CH if it has mdl, remove it so setmodel(Goal, string_null); //that people dont think it works return; } // Permanently active goal? else if (Goal.wait == -1) return; // Otherwise, it's a Multiple Goal InactivateGoal(Goal); }; //========================================================================= // Respawn the goal void() DoRespawn = { RestoreGoal(self); InactivateGoal(self); }; //========================================================================= // THE Function for knowing whether to activate or not // Fuck this map code is a mess! // Returns #TRUE if you should activate, #FALSE if not float(entity Goal, entity AP) Activated = { local float APMet, RevAct, Act; #ifdef MAP_DEBUG #ifdef VERBOSE RPrint("\nDoIActivate: "); #else RPrint("\nGoal: "); #endif if (Goal.netname == string_null) RPrint(Goal.classname); else RPrint(Goal.netname); RPrint(", AP: "); RPrint(AP.netname); RPrint("\n"); #endif if (Goal.goal_state == #TFGS_ACTIVE) { #ifdef MAP_DEBUG #ifdef VERBOSE RPrint("-- Goal already active --\n"); #endif #endif return #FALSE; } if (Goal.goal_state == #TFGS_REMOVED) { #ifdef MAP_DEBUG #ifdef VERBOSE RPrint("-- Goal is in Removed state --\n"); #endif #endif return #FALSE; } if (Goal.goal_state == #TFGS_DELAYED) { #ifdef MAP_DEBUG #ifdef VERBOSE RPrint("-- Goal is being Delayed --\n"); #endif #endif return #FALSE; } APMet = APMeetsCriteria(Goal, AP); if (Goal.classname == "item_tfgoal") RevAct = Goal.goal_activation & #TFGI_REVERSE_AP; else RevAct = Goal.goal_activation & #TFGA_REVERSE_AP; Act = #FALSE; // Does the AP match the AP Criteria? if (APMet) { #ifdef MAP_DEBUG RPrint("\n"); #ifdef VERBOSE RPrint("-- Criteria met --\n"); #endif #endif if (!RevAct) Act = #TRUE; } else { #ifdef MAP_DEBUG RPrint("\n"); #ifdef VERBOSE RPrint("-- Criteria not met --\n"); #endif #endif if (RevAct) { Act = #TRUE; #ifdef MAP_DEBUG #ifdef VERBOSE RPrint("Reverse \n"); #endif #endif } } #ifdef MAP_DEBUG #ifdef VERBOSE if (Act) { RPrint("Activation.\n"); } else { RPrint("NO Activation.\n"); } #endif #endif return Act; }; //========================================================================= // Attempt to activate a Goal void(entity Goal, entity AP, entity ActivatingGoal) AttemptToActivate = { local entity te; local string st; if (Activated(Goal, AP)) { // It's all cool. Do the Results. if (ActivatingGoal == Goal) DoResults(Goal, AP, #TRUE); else if (ActivatingGoal != world) DoResults(Goal, AP, (ActivatingGoal.goal_result & #TFGR_ADD_BONUSES)); else DoResults(Goal, AP, 0); } else { // If an else goal should be activated, activate it if (Goal.else_goal != 0) { #ifdef MAP_DEBUG #ifdef VERBOSE RPrint(" Else Goal.\n"); #endif #endif te = Findgoal(Goal.else_goal); if (te) AttemptToActivate(te, AP, ActivatingGoal); } } }; //========================================================================= // Do all the activation/inactivation/etc of individual Goals void(entity Goal, entity AP) DoGoalWork = { local entity te, RI; // If another goal should be activated, activate it if (Goal.activate_goal_no != 0) { Update_team_with_flag_touch(Goal.activate_goal_no); te = Findgoal(Goal.activate_goal_no); if (te) AttemptToActivate(te, AP, Goal); } // If another goal should be inactivated, inactivate it if (Goal.inactivate_goal_no != 0) { Update_team_with_flag_drop(Goal.inactivate_goal_no); te = Findgoal(Goal.inactivate_goal_no); if (te) InactivateGoal(te); } // If another goal should be restored, restore it if (Goal.restore_goal_no != 0) { te = Findgoal(Goal.restore_goal_no); if (te) RestoreGoal(te); } // If another goal should be removed, remove it if (Goal.remove_goal_no != 0) { te = Findgoal(Goal.remove_goal_no); if (te) RemoveGoal(te); } // If a GoalItem should be returned, return it if (Goal.return_item_no != 0) { te = Finditem(Goal.return_item_no); if (te) { if (te.goal_state == #TFGS_ACTIVE) tfgoalitem_RemoveFromPlayer(te, te.owner, 1); RI = spawn(); RI.enemy = te; RI.think = ReturnItem; RI.nextthink = time + 0.1; te.solid = #SOLID_NOT; } } // Spawnpoint behaviour if (Goal.remove_spawnpoint != 0) { te = Findteamspawn(Goal.remove_spawnpoint); if (te) { te.goal_state = #TFGS_REMOVED; te.team_str_home = string_null; } } if (Goal.restore_spawnpoint != 0) { te = Findteamspawn(Goal.restore_spawnpoint); if (te) { if (te.goal_state == #TFGS_REMOVED) { te.goal_state = #TFGS_INACTIVE; if (te.team_no == 1) te.team_str_home = "ts1"; else if (te.team_no == 2) te.team_str_home = "ts2"; else if (te.team_no == 3) te.team_str_home = "ts3"; else if (te.team_no == 4) te.team_str_home = "ts4"; } } } }; //========================================================================= // Do all the activation/inactivation/etc of Goal Groups void(entity Goal, entity AP) DoGroupWork = { local string st; local entity tg; local float allset; // Check all goals activated flag if (Goal.all_active != 0) { if (Goal.last_impulse == 0) { // No goal specified in .lastimpulse. Print error. RPrint("Goal "); st = ftos(Goal.goal_no); RPrint(st); RPrint(" has a .all_active specified, but no .last_impulse\n"); } else { #ifdef MAP_DEBUG #ifdef VERBOSE RPrint("All Active Group Check.\n"); #endif #endif allset = 1; // Find all goals tg = find (world, classname, "info_tfgoal"); while (tg) { if (tg.group_no == Goal.all_active) { if (tg.goal_state != #TFGS_ACTIVE) allset = 0; } tg = find(tg, classname, "info_tfgoal"); } // If all goals in this group are activated, do it if (allset) { #ifdef MAP_DEBUG #ifdef VERBOSE RPrint("All Active, Activating last_impulse.\n"); #endif #endif tg = Findgoal(Goal.last_impulse); if (tg) DoResults(tg, AP, (Goal.goal_result & #TFGR_ADD_BONUSES)); } #ifdef MAP_DEBUG #ifdef VERBOSE else { RPrint("Not all Active.\n"); } #endif #endif } } // Check Activate all in the group flag if (Goal.activate_group_no != 0) { // Find all goals tg = find (world, classname, "info_tfgoal"); while (tg) { if (tg.group_no == Goal.activate_group_no) DoResults(tg, AP, 0); // Don't apply bonuses tg = find(tg, classname, "info_tfgoal"); } } // Check Inactivate all in the group flag if (Goal.inactivate_group_no != 0) { // Find all goals tg = find (world, classname, "info_tfgoal"); while (tg) { if (tg.group_no == Goal.inactivate_group_no) InactivateGoal(tg); tg = find(tg, classname, "info_tfgoal"); } } // Check Remove all in the group flag if (Goal.remove_group_no != 0) { // Find all goals tg = find (world, classname, "info_tfgoal"); while (tg) { if (tg.group_no == Goal.remove_group_no) RemoveGoal(tg); tg = find(tg, classname, "info_tfgoal"); } } // Check Restore all in the group flag if (Goal.restore_group_no != 0) { // Find all goals tg = find (world, classname, "info_tfgoal"); while (tg) { if (tg.group_no == Goal.restore_group_no) RestoreGoal(tg); tg = find(tg, classname, "info_tfgoal"); } } // Spawnpoint behaviour if (Goal.remove_spawngroup != 0) { // Find all goals tg = find (world, classname, "info_player_teamspawn"); while (tg) { if (tg.group_no == Goal.remove_spawngroup) { tg.goal_state = #TFGS_REMOVED; tg.team_str_home = string_null; } tg = find(tg, classname, "info_player_teamspawn"); } } if (Goal.restore_spawngroup != 0) { // Find all goals tg = find (world, classname, "info_player_teamspawn"); while (tg) { if (tg.group_no == Goal.restore_spawngroup) { tg.goal_state = #TFGS_INACTIVE; if (tg.team_no == 1) tg.team_str_home = "ts1"; else if (tg.team_no == 2) tg.team_str_home = "ts2"; else if (tg.team_no == 3) tg.team_str_home = "ts3"; else if (tg.team_no == 4) tg.team_str_home = "ts4"; } tg = find(tg, classname, "info_player_teamspawn"); } } }; //========================================================================= // Do all the checking of Item Groups void(entity Item, entity AP) DoItemGroupWork = { local entity tg, carrier; local float allcarried; local string st; allcarried = #TRUE; if (Item.distance != 0) { if (Item.pain_finished == 0) { // No goal specified in .pain_finished. Print error. RPrint("GoalItem "); st = ftos(Item.goal_no); RPrint(st); RPrint(" has a .distance specified, but no .pain_finished\n"); } // Find all goals tg = find (world, classname, "item_tfgoal"); while (tg) { if (tg.group_no == Item.distance) { if (tg.goal_state != #TFGS_ACTIVE) allcarried = #FALSE; } tg = find(tg, classname, "item_tfgoal"); } if (allcarried == #TRUE) { tg = Findgoal(Item.pain_finished); if (tg) DoResults(tg, AP, (Item.goal_result & #TFGR_ADD_BONUSES)); } } allcarried = #TRUE; if (Item.speed != 0) { if (Item.attack_finished == 0) { // No goal specified in .attack_finished. Print error. RPrint("GoalItem "); st = ftos(Item.goal_no); RPrint(st); RPrint(" has a .speed specified, but no .attack_finished\n"); } carrier = world; // Find all goals tg = find (world, classname, "item_tfgoal"); while (tg) { if (tg.group_no == Item.speed) { if (tg.goal_state != #TFGS_ACTIVE) allcarried = #FALSE; else if (carrier == world) carrier = tg.owner; else if (carrier != tg.owner) allcarried = #FALSE; } tg = find(tg, classname, "item_tfgoal"); } if (allcarried == #TRUE) { tg = Findgoal(Item.attack_finished); if (tg) DoResults(tg, AP, (Item.goal_result & #TFGR_ADD_BONUSES)); } } }; //========================================================================= // Do all the activation/removal of Quake Triggers void(entity Goal, entity AP) DoTriggerWork = { local entity otemp, stemp, t; #ifdef MAP_DEBUG if (Goal.killtarget != string_null) { RPrint("Killing Target(s): "); RPrint(Goal.killtarget); RPrint("\n"); } #endif // remove targets if (Goal.killtarget) { t = world; do { t = find(t, targetname, Goal.killtarget); if (t != world) remove(t); } while ( t != world ); } #ifdef MAP_DEBUG if (Goal.target != string_null) { RPrint("Activating Target(s): "); RPrint(Goal.target); RPrint("\n"); } #endif // fire targets if (Goal.target) { t = world; activator = AP; do { t = find (t, targetname, Goal.target); if (t == world) return; stemp = self; otemp = other; self = t; other = stemp; if (self.use != SUB_Null) { if (self.use) self.use (); } self = stemp; other = otemp; activator = AP; } while ( t != world ); } }; //========================================================================= // Handles Delayed Activation of Goals void() DelayedResult = { if (self.enemy.goal_state == #TFGS_DELAYED) DoResults(self.enemy, self.owner, self.weapon); dremove(self); }; //========================================================================= // Do the results for the Timer/Goal/Item void(entity Goal, entity AP, float addb) DoResults = { local entity te, oldself; local string st; local float winners; // Is the goal already activated? // This check is needed for goals which are being activated by other goals if (Goal.goal_state == #TFGS_ACTIVE) return; // Delayed Activation? if (Goal.delay_time > 0 && Goal.goal_state != #TFGS_DELAYED) { #ifdef MAP_DEBUG RPrint("Delaying Results of "); RPrint(Goal.netname); RPrint("\n"); #endif Goal.goal_state = #TFGS_DELAYED; te = spawn(); te.think = DelayedResult; te.nextthink = time + Goal.delay_time; te.owner = AP; te.enemy = Goal; te.weapon = addb; return; } UpdateAbbreviations(Goal); Goal.goal_state = #TFGS_INACTIVE; #ifdef MAP_DEBUG #ifdef VERBOSE RPrint("-= Doing Results =-\n"); RPrint("Goal: "); #else RPrint("DoRes: "); #endif RPrint(Goal.netname); #ifdef VERBOSE RPrint("\nAP : "); #else RPrint(" by "); #endif RPrint(AP.netname); if (addb) RPrint("\n adding bonuses"); else RPrint("\nNOT adding bonuses"); #ifdef VERBOSE RPrint("\n-=================-\n"); #else RPrint("\n"); #endif #endif //- OfN if Goal.option is 1 then no sound attenuation (ATTN_NONE) local float attn_value; attn_value=#ATTN_NORM; if (Goal.option == 1) attn_value=#ATTN_NONE; // Make the sound if (Goal.noise) sound (other, #CHAN_ITEM, Goal.noise, 1, attn_value); winners = #FALSE; // Increase scores if (Goal.increase_team1 != 0) { TeamFortress_TeamIncreaseScore(1, Goal.increase_team1); //if (chris) // RoundStop(1); winners = #TRUE; } if (Goal.increase_team2 != 0) { TeamFortress_TeamIncreaseScore(2, Goal.increase_team2); //if (chris) // RoundStop(2); winners = #TRUE; } if (Goal.increase_team3 != 0) { TeamFortress_TeamIncreaseScore(3, Goal.increase_team3); //if (chris) // RoundStop(3); winners = #TRUE; } if (Goal.increase_team4 != 0) { TeamFortress_TeamIncreaseScore(4, Goal.increase_team4); //if (chris) // RoundStop(4); winners = #TRUE; } // Display short team scores only if scores changed if (winners == #TRUE) TeamFortress_TeamShowScores(2); // CTF Map support if (CTF_Map == #TRUE) { if (AP != world) { if (Goal.goal_no == #CTF_FLAG1) { te = find(world, classname, "player"); while (te != world) { if (te.team_no == 2) { if (te == AP) { winners = random(); if (winners < 0.1) CenterPrint2(te, "\n\n\n", #MSG_CTF_FLAG_GRAB_TEAM1); else if (winners < 0.2) CenterPrint2(te, "\n\n\n", #MSG_CTF_FLAG_GRAB_TEAM2); else if (winners < 0.6) CenterPrint2(te, "\n\n\n", #MSG_CTF_FLAG_GRAB_TEAM3); else if (winners < 0.7) CenterPrint2(te, "\n\n\n", #MSG_CTF_FLAG_GRAB_TEAM4); else if (winners < 0.8) CenterPrint2(te, "\n\n\n", #MSG_CTF_FLAG_GRAB_TEAM5_2); else if (winners < 0.95) CenterPrint2(te, "\n\n\n", #MSG_CTF_FLAG_GRAB_TEAM6); else CenterPrint2(te, "\n\n\n", #MSG_CTF_FLAG_GRAB_TEAM7); } else CenterPrint2(te, "\n\n\n", "Your team гот the енемы flag!!"); } else CenterPrint2(te, "\n\n\n", "Your flag has been такен!!"); te = find(te, classname, "player"); } bprint(#PRINT_HIGH, AP.netname); bprint(#PRINT_HIGH, " гот the блуе flag!\n"); AP.items = AP.items | #IT_KEY1; } else if (Goal.goal_no == #CTF_FLAG2) { te = find(world, classname, "player"); while (te != world) { if (te.team_no == 1) { if (te == AP) { winners = random(); if (winners < 0.1) CenterPrint2(te, "\n\n\n", #MSG_CTF_FLAG_GRAB_TEAM1); else if (winners < 0.2) CenterPrint2(te, "\n\n\n", #MSG_CTF_FLAG_GRAB_TEAM2); else if (winners < 0.6) CenterPrint2(te, "\n\n\n", #MSG_CTF_FLAG_GRAB_TEAM3); else if (winners < 0.7) CenterPrint2(te, "\n\n\n", #MSG_CTF_FLAG_GRAB_TEAM4); else if (winners < 0.8) CenterPrint2(te, "\n\n\n", #MSG_CTF_FLAG_GRAB_TEAM5_1); else if (winners < 0.95) CenterPrint2(te, "\n\n\n", #MSG_CTF_FLAG_GRAB_TEAM6); else CenterPrint2(te, "\n\n\n", #MSG_CTF_FLAG_GRAB_TEAM7); } else CenterPrint2(te, "\n\n\n", "Your team гот the енемы flag!!"); } else CenterPrint2(te, "\n\n\n", "Your flag has been такен!!"); te = find(te, classname, "player"); } bprint(#PRINT_HIGH, AP.netname); bprint(#PRINT_HIGH, " гот the ред flag!\n"); AP.items = AP.items | #IT_KEY2; } else if (Goal.goal_no == #CTF_DROPOFF1) { te = find(world, classname, "player"); while (te != world) { if (te.team_no == 2) { if (te == AP) CenterPrint2(te, "\n\n\n", "You цаптуред the flag!!"); else CenterPrint2(te, "\n\n\n", "Your flag was цаптуред!!"); } else CenterPrint2(te, "\n\n\n", "Your team цаптуред the flag!!"); te = find(te, classname, "player"); } bprint(#PRINT_HIGH, AP.netname); bprint(#PRINT_HIGH, " цаптуред the ред flag!\n"); AP.items = AP.items - (AP.items & #IT_KEY2); } else if (Goal.goal_no == #CTF_DROPOFF2) { te = find(world, classname, "player"); while (te != world) { if (te.team_no == 1) { if (te == AP) CenterPrint2(te, "\n\n\n", "You цаптуред the flag!!"); else CenterPrint2(te, "\n\n\n", "Your flag was цаптуред!!"); } else CenterPrint2(te, "\n\n\n", "Your team цаптуред the flag!!"); te = find(te, classname, "player"); } bprint(#PRINT_HIGH, AP.netname); bprint(#PRINT_HIGH, " цаптуред the блуе flag!\n"); AP.items = AP.items - (AP.items & #IT_KEY1); } } } // Go through all the players and do any results te = find(world, classname, "player"); while (te != world) { // Centerprinting if (Goal.broadcast != string_null && CTF_Map == #FALSE) CenterPrint2(te, "\n\n\n", Goal.broadcast); if (Goal.netname_broadcast != string_null && CTF_Map == #FALSE) { sprint(te, #PRINT_HIGH, AP.netname); sprint(te, #PRINT_HIGH, Goal.netname_broadcast); } if (AP == te) { if (Goal.message != string_null) CenterPrint2(te, "\n\n\n", Goal.message); } else if (AP.team_no == te.team_no) { if (Goal.owners_team_broadcast != string_null && te.team_no == Goal.owned_by) CenterPrint2(te, "\n\n\n", Goal.owners_team_broadcast); else if (Goal.team_broadcast != string_null) CenterPrint2(te, "\n\n\n", Goal.team_broadcast); if (Goal.netname_owners_team_broadcast != string_null && te.team_no == Goal.owned_by) { sprint(te, #PRINT_HIGH, AP.netname); sprint(te, #PRINT_HIGH, Goal.netname_owners_team_broadcast); } else if (Goal.netname_team_broadcast != string_null) { sprint(te, #PRINT_HIGH, AP.netname); sprint(te, #PRINT_HIGH, Goal.netname_team_broadcast); } } else { if (Goal.owners_team_broadcast != string_null && te.team_no == Goal.owned_by) CenterPrint2(te, "\n\n\n", Goal.owners_team_broadcast); else if (Goal.non_team_broadcast != string_null) CenterPrint2(te, "\n\n\n", Goal.non_team_broadcast); if (Goal.netname_owners_team_broadcast != string_null && te.team_no == Goal.owned_by) { sprint(te, #PRINT_HIGH, AP.netname); sprint(te, #PRINT_HIGH, Goal.netname_owners_team_broadcast); } else if (Goal.netname_non_team_broadcast != string_null) { sprint(te, #PRINT_HIGH, AP.netname); sprint(te, #PRINT_HIGH, Goal.netname_non_team_broadcast); } } if (IsAffectedBy(Goal, te, AP)) { // If its a Timer Goal, see if it needs to check Criteria again if (Goal.search_time != 0 && Goal.goal_effects & #TFGE_TIMER_CHECK_AP) { if (APMeetsCriteria(Goal, te)) Apply_Results(Goal, te, AP, addb); } else { Apply_Results(Goal, te, AP, addb); } } te = find(te, classname, "player"); } // Goal is now active // Items are not always set to active. They handle their modes. if (Goal.classname != "item_tfgoal") Goal.goal_state = #TFGS_ACTIVE; // EndGame checking if (Goal.goal_result & #TFGR_ENDGAME) { // Display Long TeamScores to everyone TeamFortress_TeamShowScores(1); winners = TeamFortress_TeamGetWinner(); // Stop everyone te = find (world, classname, "player"); while (te) { te.takedamage = 0; te.movetype = #MOVETYPE_NONE; te.velocity = '0 0 0'; te.avelocity = '0 0 0'; te = find(te, classname, "player"); } te = spawn(); te.nextthink = time + 5; // Allow 5 secs to read the scores te.think = execute_changelevel; dremove(Goal); return; } //CH spawn explosions if so needed if (Goal.goal_effects & #TFGE_CAUSE_EXPLOSION) { WriteByte (#MSG_BROADCAST, #SVC_TEMPENTITY); WriteByte (#MSG_BROADCAST, #TE_EXPLOSION); WriteCoord (#MSG_BROADCAST, self.origin_x); WriteCoord (#MSG_BROADCAST, self.origin_y); WriteCoord (#MSG_BROADCAST, self.origin_z); #ifdef QUAKE_WORLD multicast (self.origin, #MULTICAST_PHS); #endif // BecomeExplosion(); } #ifdef MAP_DEBUG #ifdef VERBOSE RPrint("Doing Groupwork...\n"); #endif #endif // Do Goal Group checking DoGroupWork(Goal, AP); #ifdef MAP_DEBUG #ifdef VERBOSE RPrint("Doing Goalwork...\n"); #endif #endif // Do Goal checking DoGoalWork(Goal, AP); #ifdef MAP_DEBUG #ifdef VERBOSE RPrint("Doing Triggerwork...\n"); #endif #endif // Do Quake Trigger actions DoTriggerWork(Goal, AP); #ifdef MAP_DEBUG #ifdef VERBOSE RPrint("Setting up Respawn...\n"); #endif #endif // Setup for Respawn // Items and Triggers do their own respawn work if (Goal.classname == "info_tfgoal") SetupRespawn(Goal); }; //========================================================================= // GOAL FUNCTIONS //========================================================================= // Touch function for Goals void() tfgoal_touch = { local entity te; // If it is not activated in by the player's touch, return if (!(self.goal_activation & #TFGA_TOUCH)) return; if (other.classname != "player") return; // If we're in prematch mode, ignore the touch if (prematch >= time) return; if (other.penance_time >= time) return; // If it's already active, don't bother if (self.goal_state == #TFGS_ACTIVE) { #ifdef MAP_DEBUG RPrint("Goal already active. aborting touch.\n"); #endif return; } // CTF Hack to make sure the key is in place. // Temporary hack :) if (CTF_Map == #TRUE) { if ((self.goal_no == #CTF_DROPOFF1) && (other.team_no == 1)) { te = Finditem(#CTF_FLAG1); if ((te.goal_state == #TFGS_ACTIVE) || (te.origin != te.oldorigin)) return; } if ((self.goal_no == #CTF_DROPOFF2) && (other.team_no == 2)) { te = Finditem(#CTF_FLAG2); if ((te.goal_state == #TFGS_ACTIVE) || (te.origin != te.oldorigin)) return; } } AttemptToActivate(self, other, self); }; //========================================================================= // Use (Triggered) function for Goals void() info_tfgoal_use = { #ifdef MAP_DEBUG RPrint("\n"); RPrint("TFGoal triggered by other entity.\n"); #endif AttemptToActivate(self, activator, self); }; //========================================================================= // Timer goal tick void() tfgoal_timer_tick = { // Check criteria if (self.goal_state != #TFGS_REMOVED) { #ifdef MAP_DEBUG RPrint("==========================\n"); #ifdef VERBOSE RPrint("Timer Tick for: "); #else RPrint("Tick: "); #endif RPrint(self.netname); RPrint(" Checking criteria..."); #endif if (APMeetsCriteria(self, world)) { DoResults(self, world, #TRUE); } else { InactivateGoal(self); self.think = tfgoal_timer_tick; self.nextthink = time + self.search_time; } } }; //========================================================================= // GOALITEM FUNCTIONS //========================================================================= // Touch function for the goalitem entity void() item_tfgoal_touch = { #ifdef QUAKE_WORLD if (infokey(world,"ceasefire")=="on") //OfN return; #endif local string st; local entity te; if (other.classname != "player") return; if (other.health <= 0) return; // Don't let them take goalitems in prematch if (prematch >= time) return; // Don't let lame teamkillers take items if (other.penance_time >= time) return; // CTF Hack to return your key. // Temporary hack :) if (CTF_Map == #TRUE) { if (self.goal_no == #CTF_FLAG1) { // Flag not at home? if (self.origin != self.oldorigin) { if (other.team_no == 1) { bprint(#PRINT_HIGH, other.netname); bprint(#PRINT_HIGH, " ретурнед the блуе flag!\n"); te = find(world, classname, "player"); while (te != world) { if (te.team_no == 1) CenterPrint2(te, "\n\n\n", "Your flag was ретурнед!!"); else CenterPrint2(te, "\n\n\n", "The енемы flag was ретурнед!!"); te = find(te, classname, "player"); } self.goal_state = #TFGS_INACTIVE; self.solid = #SOLID_TRIGGER; self.touch = item_tfgoal_touch; self.origin = self.oldorigin; setmodel(self, self.mdl); setorigin(self, self.origin); sound (self, #CHAN_VOICE, "items/itembk2.wav", 1, #ATTN_NORM); return; } } else { if (other.team_no == 1) return; } } else if (self.goal_no == #CTF_FLAG2) { // Flag not at home? if (self.origin != self.oldorigin) { if (other.team_no == 2) { bprint(#PRINT_HIGH, other.netname); bprint(#PRINT_HIGH, " ретурнед the ред flag!\n"); te = find(world, classname, "player"); while (te != world) { if (te.team_no == 2) CenterPrint(te, "\n\n\n Your flag was ретурнед!!"); else CenterPrint(te, "\n\n\n The енемы flag was ретурнед!!"); te = find(te, classname, "player"); } self.goal_state = #TFGS_INACTIVE; self.solid = #SOLID_TRIGGER; self.touch = item_tfgoal_touch; self.origin = self.oldorigin; setmodel(self, self.mdl); setorigin(self, self.origin); sound (self, #CHAN_VOICE, "items/itembk2.wav", 1, #ATTN_NORM); return; } } else { if (other.team_no == 2) return; } } } if (Activated(self, other)) { // Give it to the player tfgoalitem_GiveToPlayer(self, other, self); self.goal_state = #TFGS_ACTIVE; } else { // If an else goal should be activated, activate it if (self.else_goal != 0) { #ifdef MAP_DEBUG #ifdef VERBOSE RPrint(" Else Goal.\n"); #endif #endif te = Findgoal(self.else_goal); if (te) AttemptToActivate(te, other, self); } } }; //========================================================================= // Give the GoalItem to a Player. void(entity Item, entity AP, entity Goal) tfgoalitem_GiveToPlayer = { local string sp; #ifdef MAP_DEBUG RPrint("Giving "); RPrint(Item.netname); RPrint(" to "); RPrint(AP.netname); RPrint("\n"); #endif Item.owner = AP; // Remove it from the map if (Item.mdl != string_null) setmodel(Item, string_null); Item.solid = #SOLID_NOT; // Do the deeds on the player if (Item.goal_activation & #TFGI_GLOW) AP.effects = AP.effects | #EF_DIMLIGHT; if (Item.goal_activation & #TFGI_SLOW) TeamFortress_SetSpeed(AP); if (Item.goal_activation & #TFGI_ITEMGLOWS) Item.effects = Item.effects - (Item.effects | #EF_DIMLIGHT); // Light up console icons if (Item.items & #IT_KEY1) AP.items = AP.items | #IT_KEY1; if (Item.items & #IT_KEY2) AP.items = AP.items | #IT_KEY2; // Only do the results if we're allowed to if (Goal != Item) { if (Goal.goal_result & #TFGR_NO_ITEM_RESULTS) { Item.goal_state = #TFGS_ACTIVE; return; } } #ifdef MAP_DEBUG #ifdef VERBOSE RPrint("Doing item results...\n"); #endif #endif // Prevent the Player from disguising themself if applicable //CH added looking for spykit & thief if (Item.goal_result & #TFGR_REMOVE_DISGUISE) { if (AP.job & #JOB_THIEF && (AP.job & #JOB_ACTIVE || AP.job & #JOB_FULL_HIDE)) RevealThief(AP,#FALSE); if (AP.playerclass == #PC_SPY || AP.cutf_items & #CUTF_SPY_KIT) { AP.is_unabletospy = 1; } } // Do the Results, adding the bonuses DoResults(Item, AP, #TRUE); // Check the Item Group Stuff DoItemGroupWork(Item, AP); }; //========================================================================= //Update which team has the flag void(float item) Update_team_with_flag_touch = { if ( mapname != "steal4d" ) { team_with_flag = 0; return; } if (item == 103) { team_with_flag = 1; friends1_mask = 0; friends2_mask = friends3_mask = friends4_mask = 14; return; } if (item == 203) { team_with_flag = 2; friends2_mask = 0; friends1_mask = friends3_mask = friends4_mask = 13; return; } if (item == 303) { team_with_flag = 3; friends3_mask = 0; friends1_mask = friends2_mask = friends4_mask = 11; return; } if (item == 403) { team_with_flag = 4; friends4_mask = 0; friends1_mask = friends2_mask = friends3_mask = 7; return; } }; //========================================================================= //Update which team has the flag void(float item) Update_team_with_flag_drop = { if ( mapname != "steal4d" ){ team_with_flag = 0; return; } if (item != 103 && item != 203 && item != 303 && item != 403) return; team_with_flag= 0; friends1_mask= friends2_mask= friends3_mask= friends4_mask= 0; }; //========================================================================= // Return the Item to its starting point void() ReturnItem = { self.enemy.goal_state = #TFGS_INACTIVE; //CH sets solid type if (self.enemy.goal_activation & #TFGI_GOAL_IS_SOLID) self.enemy.solid = #SOLID_BBOX; else self.enemy.solid = #SOLID_TRIGGER; self.enemy.movetype = #MOVETYPE_NONE; self.enemy.touch = item_tfgoal_touch; self.enemy.origin = self.enemy.oldorigin; if (self.enemy.mdl != string_null) setmodel(self.enemy, self.enemy.mdl); setorigin(self.enemy, self.enemy.origin); sound(self.enemy, #CHAN_VOICE, "items/itembk2.wav", 1, #ATTN_NORM); // Restore a goal if needed tfgoalitem_checkgoalreturn(self.enemy); dremove(self); }; //========================================================================= // Remove the GoalItem from a Player. void(entity Item, entity AP, float method) tfgoalitem_RemoveFromPlayer = { local entity te; local float lighton, slowon; local float key1on, key2on; local float spyoff; local string db1; local entity DelayReturn; if (Item == world) { RPrint("error: tfgoalitem_RemoveFromPlayer(): Item == world"); return; } #ifdef MAP_DEBUG RPrint("Removing "); RPrint(Item.netname); RPrint(" from "); RPrint(AP.netname); RPrint("\n"); #endif lighton = #FALSE; slowon = #FALSE; key1on = #FALSE; key2on = #FALSE; spyoff = #FALSE; // Remove the deeds from the player // Make sure we don't remove an effect another Goal is also supplying te = find (world, classname, "item_tfgoal"); while (te) { if ((te.owner == AP) && (te != Item)) { if (te.goal_activation & #TFGI_GLOW) lighton = #TRUE; if (te.goal_activation & #TFGI_SLOW) slowon = #TRUE; if (te.items & #IT_KEY1) key1on = #TRUE; if (te.items & #IT_KEY2) key2on = #TRUE; if (te.goal_result & #TFGR_REMOVE_DISGUISE) spyoff = 1; } te = find(te, classname, "item_tfgoal"); } // Check Powerups too if (!lighton) { if (AP.invincible_finished > time + 3) lighton = #TRUE; } if (!lighton) AP.effects = AP.effects - (AP.effects & #EF_DIMLIGHT); if (Item.goal_activation & #TFGI_ITEMGLOWS) Item.effects = Item.effects | #EF_DIMLIGHT; // Remove the Spy prevention if (!spyoff) AP.is_unabletospy = 0; // Remove the Light up of console icons if (!key1on) AP.items = AP.items - (AP.items & #IT_KEY1); if (!key2on) AP.items = AP.items - (AP.items & #IT_KEY2); // Remove AP Modifications // Go through all the players and do any results te = find(world, classname, "player"); while (te != world) { if (IsAffectedBy(Item, te, AP)) { RemoveResults(Item, te); } te = find(te, classname, "player"); } /* db1 = ftos(method); RPrint("returning via method : "); RPrint(db1); RPrint("\n"); */ // Return it to the starting point if the flag is set if (method == 0) // Dropped by a dying player { // Do messages te = find(world, classname, "player"); while (te != world) { if (te.team_no == Item.owned_by) { if (Item.team_drop != string_null) CenterPrint2(te, "\n\n\n", Item.team_drop); if (Item.netname_team_drop != string_null) { sprint(te, #PRINT_HIGH, AP.netname); sprint(te, #PRINT_HIGH, Item.netname_team_drop); } } else // (te.team_no != Item.owned_by) { if (Item.non_team_drop != string_null) CenterPrint2(te, "\n\n\n", Item.non_team_drop); if (Item.netname_non_team_drop != string_null) { sprint(te, #PRINT_HIGH, AP.netname); sprint(te, #PRINT_HIGH, Item.netname_non_team_drop); } } te = find(te, classname, "player"); } // Drop it if the flag is set if (Item.goal_activation & #TFGI_RETURN_DROP) { DelayReturn = spawn(); DelayReturn.enemy = Item; DelayReturn.think = ReturnItem; DelayReturn.nextthink = time + 0.5; /* Item.solid = #SOLID_TRIGGER; Item.touch = item_tfgoal_touch; Item.origin = Item.oldorigin; setmodel(Item, Item.mdl); setorigin(Item, Item.origin); sound (Item, #CHAN_VOICE, "items/itembk2.wav", 1, #ATTN_NORM); */ } else if (Item.goal_activation & #TFGI_DROP) { tfgoalitem_drop(Item); } else { // Remove the Item Item.owner = world; dremove(Item); TeamFortress_SetSpeed(AP); return; } Item.owner = world; TeamFortress_SetSpeed(AP); return; } // Return it to the starting point if the flag is set if (method == 1) // Removed by a goal activation { /* bprint(Item.netname); bprint(" "); bprint(Item.mdl); bprint(" "); bprint(vtos(Item.origin)); bprint(" "); bprint(vtos(Item.oldorigin)); bprint("\n"); */ if (Item.goal_activation & #TFGI_RETURN_GOAL) { DelayReturn = spawn(); DelayReturn.enemy = Item; DelayReturn.think = ReturnItem; DelayReturn.nextthink = time + 0.5; /* Item.origin = Item.oldorigin; setorigin(Item, Item.origin); Item.solid = #SOLID_TRIGGER; Item.touch = item_tfgoal_touch; setmodel(Item, Item.mdl); sound (Item, #CHAN_VOICE, "items/itembk2.wav", 1, #ATTN_NORM); // Restore a goal if needed tfgoalitem_checkgoalreturn(Item); */ Item.owner = world; TeamFortress_SetSpeed(AP); return; } // Don't remove it, since it may be given away again later Item.solid = #SOLID_NOT; Item.owner = world; TeamFortress_SetSpeed(AP); return; } RPrint("Invalid method passed into tfgoalitem_RemoveFromPlayer\n"); }; //========================================================================= // A quick check to make sure the items is not in a wall void() tfgoalitem_dropthink = { local float pos; #ifdef #MAP_DEBUG RPrint("DropThink for "); RPrint(self.netname); RPrint("\n"); #endif // If the flag is set, remove it after 2 minutes self.movetype = #MOVETYPE_TOSS; if (self.pausetime != 0) { pos = pointcontents(self.origin); // find the location of the Item if (pos == #CONTENT_SLIME) self.nextthink = time + (self.pausetime / 4); else if (pos == #CONTENT_LAVA) self.nextthink = time + 5; else if (pos == #CONTENT_SOLID || pos == #CONTENT_SKY) // oh shit! self.nextthink = time + 2; else self.nextthink = time + self.pausetime; self.think = tfgoalitem_remove; } }; //CH does same as above but sets origion when done. void() tfgoalitem_dropthink2 = { local float pos; #ifdef #MAP_DEBUG RPrint("DropThink for "); RPrint(self.netname); RPrint("\n"); #endif // If the flag is set, remove it after 2 minutes self.movetype = #MOVETYPE_TOSS; /* CH leave this as it is working code. that below this is a test, which seems to work well. // if (self.pausetime != 0) // { pos = pointcontents(self.origin); // find the location of the Item if (pos == #CONTENT_SLIME) self.nextthink = time + (self.pausetime / 4); else if (pos == #CONTENT_LAVA) self.nextthink = time + 5; else if (pos == #CONTENT_SOLID || pos == #CONTENT_SKY) // oh shit! self.nextthink = time + 2; else self.nextthink = time + self.pausetime; self.think = tfgoalitem_remove; self.velocity = '0 0 0'; self.oldorigin = self.origin; // } */ // if (self.pausetime != 0) // { pos = pointcontents(self.origin); // find the location of the Item if (pos == #CONTENT_SLIME) setorigin(self, self.oldorigin); else if (pos == #CONTENT_LAVA) setorigin(self, self.oldorigin); else if (pos == #CONTENT_SOLID || pos == #CONTENT_SKY) // oh shit! setorigin(self, self.oldorigin); else setorigin(self, self.origin); self.velocity = '0 0 0'; self.oldorigin = self.origin; // } }; //========================================================================= // Drop the item just like a backpack void(entity Item) tfgoalitem_drop = { local vector temp1; local vector temp2; Item.origin = Item.owner.origin - '0 0 8'; Item.velocity_z = 400; Item.velocity_x = -50 + (random() * 100); Item.velocity_y = -50 + (random() * 100); Item.movetype = #MOVETYPE_TOSS; //CH set solid state if (Item.goal_activation & #TFGI_GOAL_IS_SOLID) Item.solid = #SOLID_BBOX; else Item.solid = #SOLID_TRIGGER; setorigin(Item, Item.origin); //CH sets goal bounding box size if (Item.goal_min != vector_null) temp1 = Item.goal_min; else temp1 = '-16 -16 -24'; if (Item.goal_max != vector_null) temp2 = Item.goal_max; else temp2 = '16 16 32'; setsize (Item, temp1, temp2); //CH sets box size from above if (Item.mdl != string_null) setmodel(Item, Item.mdl); if (Item.goal_result & #TFGR_DROPITEMS) //checks for dropitems { Item.nextthink = time + 1; //CH wait a sec then make it pickupable Item.think = tfgoalitem_settouchandthink; } else { Item.nextthink = time + 5.0; // give it five seconds Item.think = tfgoalitem_dropthink; // and then find where it ended up Item.goal_state = #TFGS_INACTIVE; Item.touch = item_tfgoal_touch; } }; //CH brings the item online after 1 sec void() tfgoalitem_settouchandthink = { self.nextthink = time + 4.0; // give it five seconds self.think = tfgoalitem_dropthink; // and then find where it ended up self.goal_state = #TFGS_INACTIVE; self.touch = item_tfgoal_touch; }; //========================================================================= // Remove the item, or Return it if needed void() tfgoalitem_remove = { local entity te; local vector temp1, temp2; #ifdef #MAP_DEBUG RPrint("RemoveItem for "); RPrint(self.netname); RPrint("... "); #endif // Has someone picked it up? if (self.goal_state == #TFGS_ACTIVE) return; // Should it be returned? if (self.goal_activation & #TFGI_RETURN_REMOVE) { #ifdef #MAP_DEBUG RPrint("Returned.\n"); #endif //CH set solid state if (self.goal_activation & #TFGI_GOAL_IS_SOLID) self.solid = #SOLID_BBOX; else self.solid = #SOLID_TRIGGER; self.movetype = #MOVETYPE_NONE; self.touch = item_tfgoal_touch; self.origin = self.oldorigin; if (self.mdl != string_null) setmodel(self, self.mdl); setorigin (self, self.origin); sound (self, #CHAN_VOICE, "items/itembk2.wav", 1, #ATTN_NORM); // Restore a goal if needed tfgoalitem_checkgoalreturn(self); //CH could it check origin again?? nah... //CH a better question would be why does it need this to work right??? self.think = tfgoalitem_checkoriginagain; self.nextthink = time + 1; // Do we need to do any CenterPrint2ing? if (self.noise3 != string_null || self.noise4 != string_null) { te = find (world, classname, "player"); while (te) { if (te.team_no == self.owned_by) CenterPrint2(te, "\n\n\n", self.noise3); else // (te.team_no != self.owned_by) CenterPrint2(te, "\n\n\n", self.noise4); te = find(te, classname, "player"); } } return; } #ifdef #MAP_DEBUG RPrint("Removed.\n"); #endif dremove(self); }; //=================== //CH i wonder what this does? //CH WHY THE HELL DOES IT NEED THIS!!!!!!! //CH first check void() tfgoalitem_checkoriginagain = { // RPrint("Check #1 for return goalitem\n"); if (self.origin != self.oldorigin && self.goal_state != #TFGS_ACTIVE) { self.origin = self.oldorigin; setorigin (self, self.origin); self.think = tfgoalitem_checkoriginagain2; self.nextthink = time + 1; } }; //=================== //CH second check void() tfgoalitem_checkoriginagain2 = { // RPrint("Check #2 for return goalitem\n"); if (self.origin != self.oldorigin && self.goal_state != #TFGS_ACTIVE) { self.origin = self.oldorigin; setorigin (self, self.origin); self.think = tfgoalitem_checkoriginagain3; self.nextthink = time + 1; } }; //=================== //CH third and final check void() tfgoalitem_checkoriginagain3 = { // RPrint("Check #3 for return goalitem\n"); if (self.origin != self.oldorigin && self.goal_state != #TFGS_ACTIVE) { self.origin = self.oldorigin; setorigin (self, self.origin); } }; //========================================================================= // Activate a goal when this item is removed, if needed void(entity Item) tfgoalitem_checkgoalreturn = { local string st; local entity te; // Do we need to activate a goal somewhere? if (Item.impulse != 0) { // Find the goal te = Findgoal(Item.impulse); if (te) { te = Findgoal(Item.impulse); if (te) AttemptToActivate(te, world, Item); } } }; //========================================================================= // Displays the state of a GoalItem void(entity Goal, entity Player, entity Item) DisplayItemStatus = { local string ac; if (Item.goal_state == #TFGS_ACTIVE) { if (Player.team_no == Item.owned_by) sprint(Player, #PRINT_HIGH, Goal.team_str_carried); else sprint(Player, #PRINT_HIGH, Goal.non_team_str_carried); sprint(Player, #PRINT_HIGH, " "); if (Player == Item.owner) sprint(Player, #PRINT_HIGH, " You"); else sprint(Player, #PRINT_HIGH, Item.owner.netname); sprint(Player, #PRINT_HIGH, "."); } else if (Item.origin != Item.oldorigin) { if (Player.team_no == Item.owned_by) sprint(Player, #PRINT_HIGH, Goal.team_str_moved); else sprint(Player, #PRINT_HIGH, Goal.non_team_str_moved); } else { if (Player.team_no == Item.owned_by) sprint(Player, #PRINT_HIGH, Goal.team_str_home); else sprint(Player, #PRINT_HIGH, Goal.non_team_str_home); } /*CH prints out the origin and oldorigin via flaginfo sprint(Player, #PRINT_HIGH, "\n"); ac = vtos(Item.origin); sprint(Player, #PRINT_HIGH, ac); sprint(Player, #PRINT_HIGH, " "); ac = vtos(Item.oldorigin); sprint(Player, #PRINT_HIGH, ac); */ sprint(Player, #PRINT_HIGH, "\n"); }; //========================================================================= // CTF SUPPORT //========================================================================= // Spawn Functions for CTF entities. // Team 1 spawnpoints void() info_player_team1 = { CTF_Map = #TRUE; // Convert to a TeamFortress TeamSpawn point self.classname = "info_player_teamspawn"; // We swap them, so that the colors match ours self.team_no = 2; // Make this point remove itself after being spawned on self.goal_effects = #TFSP_REMOVESELF; self.team_str_home = "ts2"; }; // Team 2 spawnpoints void() info_player_team2 = { CTF_Map = #TRUE; // Convert to a TeamFortress TeamSpawn point self.classname = "info_player_teamspawn"; // We swap them, so that the colors match ours self.team_no = 1; // Make this point remove itself after being spawned on self.goal_effects = #TFSP_REMOVESELF; self.team_str_home = "ts1"; }; // Team 2 flag void() item_flag_team2 = { local entity dp; CTF_Map = #TRUE; precache_model ("progs/w_s_key.mdl"); precache_sound ("ogre/ogwake.wav"); precache_sound ("boss2/pop2.wav"); // Convert the flag to a TeamFortress Goal Item self.classname = "item_tfgoal"; self.netname = "Team 1 Flag"; self.broadcast = " гот the enemy team's flag!\n"; self.deathtype = "You've got the enemy flag!\n"; self.noise = "ogre/ogwake.wav"; self.mdl = "progs/tf_flag.mdl"; self.skin = 0; setmodel (self, self.mdl); self.goal_no = #CTF_FLAG1; self.goal_activation = #TFGI_GLOW | #TFGI_DROP | #TFGI_REMOVE | #TFGI_RETURN_REMOVE | #TFGI_RETURN_GOAL | #TFGI_ITEMGLOWS; self.goal_effects = 1; self.pausetime = 128; setsize (self, '-16 -16 -24', '16 16 32'); self.touch = item_tfgoal_touch; self.goal_state = #TFGS_INACTIVE; self.solid = #SOLID_TRIGGER; setorigin(self, self.origin); self.nextthink = time + 0.2; // items start after other solids self.think = TF_PlaceItem; // Create the dropoff point Goal dp = spawn(); dp.origin = self.origin; dp.classname = "info_tfgoal"; dp.goal_activation = 1; dp.team_no = 1; dp.items_allowed = #CTF_FLAG2; dp.goal_no = #CTF_DROPOFF1; dp.goal_effects = 3; dp.broadcast = " цаптуред the enemy flag!\n"; dp.message = "You цаптуред the enemy flag!\n"; dp.noise = "boss2/pop2.wav"; dp.goal_result = #TFGR_ADD_BONUSES; dp.activate_goal_no = #CTF_SCORE1; dp.axhitme = #CTF_FLAG2; dp.count = 10; dp.frags = 10; dp.solid = #SOLID_TRIGGER; dp.goal_state = #TFGS_INACTIVE; setsize (dp, '-16 -16 -24', '16 16 32'); dp.nextthink = time + 0.2; // goals start after other solids dp.think = TF_PlaceGoal; // Create the extra scoring goal dp = spawn(); dp.origin = dp.origin; dp.classname = "info_tfgoal"; dp.goal_effects = 1; dp.frags = 5; dp.goal_activation = 0; dp.goal_no = #CTF_SCORE1; dp.solid = #SOLID_NOT; dp.goal_state = #TFGS_INACTIVE; setsize (dp, '-16 -16 -24', '16 16 32'); dp.nextthink = time + 0.2; // goals start after other solids dp.think = TF_PlaceGoal; }; // Team 1 flag void() item_flag_team1 = { local entity dp; CTF_Map = #TRUE; precache_model ("progs/tf_flag.mdl"); precache_sound ("ogre/ogwake.wav"); precache_sound ("boss2/pop2.wav"); // Convert the flag to a TeamFortress Goal Item self.classname = "item_tfgoal"; self.netname = "Team 2 Flag"; self.broadcast = " гот the enemy team's flag!\n"; self.deathtype = "You've got the enemy flag!\n"; self.noise = "ogre/ogwake.wav"; self.mdl = "progs/tf_flag.mdl"; setmodel (self, self.mdl); self.skin = 1; self.goal_no = #CTF_FLAG2; self.goal_activation = #TFGI_GLOW | #TFGI_DROP | #TFGI_REMOVE | #TFGI_RETURN_REMOVE | #TFGI_RETURN_GOAL | #TFGI_ITEMGLOWS; self.goal_effects = 1; self.pausetime = 128; setsize (self, '-16 -16 -24', '16 16 32'); self.touch = item_tfgoal_touch; self.goal_state = #TFGS_INACTIVE; self.solid = #SOLID_TRIGGER; setorigin(self, self.origin); self.nextthink = time + 0.2; // items start after other solids self.think = TF_PlaceItem; // Create the dropoff point Goal dp = spawn(); dp.origin = self.origin; dp.classname = "info_tfgoal"; dp.goal_activation = 1; dp.team_no = 2; dp.items_allowed = #CTF_FLAG1; dp.goal_no = #CTF_DROPOFF2; dp.goal_effects = 3; dp.broadcast = " цаптуред the enemy flag!\n"; dp.message = "You цаптуред the enemy flag!\n"; dp.noise = "boss2/pop2.wav"; dp.goal_result = #TFGR_ADD_BONUSES; dp.activate_goal_no = #CTF_SCORE2; dp.axhitme = #CTF_FLAG1; dp.count = 10; dp.frags = 10; dp.solid = #SOLID_TRIGGER; dp.goal_state = #TFGS_INACTIVE; setsize (dp, '-16 -16 -24', '16 16 32'); dp.nextthink = time + 0.2; // goals start after other solids dp.think = TF_PlaceGoal; // Create the extra scoring goal dp = spawn(); dp.origin = dp.origin; dp.classname = "info_tfgoal"; dp.goal_effects = 1; dp.frags = 5; dp.goal_activation = 0; dp.goal_no = #CTF_SCORE2; dp.solid = #SOLID_NOT; dp.goal_state = #TFGS_INACTIVE; setsize (dp, '-16 -16 -24', '16 16 32'); dp.nextthink = time + 0.2; // goals start after other solids dp.think = TF_PlaceGoal; }; //========================================================================= // Checks to make sure either flag hasn't got into bad state, and if // it has, returns it. void() CTF_FlagCheck = { local entity te; local float flagcount, pos; flagcount = 0; te = find(world, classname, "item_tfgoal"); while (te != world) { if (te.goal_no == #CTF_FLAG1) { pos = pointcontents(te.origin); // find the location of the Flag if (pos == #CONTENT_SOLID || pos == #CONTENT_SKY) { RPrint("*****BUG*****\nFlag(s) outside world.\nPlease report this.\n"); te.nextthink = time + 0.2; te.think = tfgoalitem_remove; } flagcount = flagcount + 1; } else if (te.goal_no == #CTF_FLAG2) { pos = pointcontents(te.origin); // find the location of the Flag if (pos == #CONTENT_SOLID || pos == #CONTENT_SKY) { RPrint("*****BUG*****\nFlag(s) outside world.\nPlease report this.\n"); te.nextthink = time + 0.2; te.think = tfgoalitem_remove; } flagcount = flagcount + 1; } te = find(te, classname, "item_tfgoal"); } if (flagcount != 2) RPrint("*****BUG*****\nFlag(s) missing.\nPlease report this.\n"); self.nextthink = time + 30; };