hexen2-hw-hc/impulse.hc

506 lines
11 KiB
C++
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1999-01-27 00:00:00 +00:00
/*
* $Header: /HexenWorld/HCode/impulse.hc 11 4/06/98 12:07p Jmonroe $
*/
void PlayerAdvanceLevel(float NewLevel);
void player_level_cheat(void);
void player_experience_cheat(void);
void Polymorph (entity loser);
//void create_swarm (void);
void restore_weapon ()
{//FIXME: use idle, not select
self.weaponframe = 0;
if (self.playerclass==CLASS_PALADIN)
{
if (self.weapon == IT_WEAPON1)
self.weaponmodel = "models/gauntlet.mdl";
else if (self.weapon == IT_WEAPON2)
self.weaponmodel = "models/vorpal.mdl";
else if (self.weapon == IT_WEAPON3)
self.weaponmodel = "models/axe.mdl";
else if (self.weapon == IT_WEAPON4)
self.weaponmodel = "models/purifier.mdl";
}
else if (self.playerclass==CLASS_CRUSADER)
{
if (self.weapon == IT_WEAPON1)
self.weaponmodel = "models/warhamer.mdl";
else if (self.weapon == IT_WEAPON2)
self.weaponmodel = "models/icestaff.mdl";
else if (self.weapon == IT_WEAPON3)
self.weaponmodel = "models/meteor.mdl";
else if (self.weapon == IT_WEAPON4)
self.weaponmodel = "models/sunstaff.mdl";
}
else if (self.playerclass==CLASS_NECROMANCER)
{
if (self.weapon == IT_WEAPON1)
self.weaponmodel = "models/sickle.mdl";
else if (self.weapon == IT_WEAPON2)
self.weaponmodel = "models/sickle.mdl"; // FIXME: still need these models
else if (self.weapon == IT_WEAPON3)
self.weaponmodel = "models/sickle.mdl";
else if (self.weapon == IT_WEAPON4)
self.weaponmodel = "models/ravenstf.mdl";
}
else if (self.playerclass==CLASS_ASSASSIN)
{
if (self.weapon == IT_WEAPON1)
self.weaponmodel = "models/punchdgr.mdl";
else if (self.weapon == IT_WEAPON2)
self.weaponmodel = "models/crossbow.mdl";
else if (self.weapon == IT_WEAPON3)
self.weaponmodel = "models/v_assgr.mdl";
else if (self.weapon == IT_WEAPON4)
self.weaponmodel = "models/scarabst.mdl";
}
}
void see_coop_view ()
{
entity startent,found;
float gotone;
if(self.viewentity!=self)
centerprint(self,"Ally vision not available in chase camera mode\n");
if(!coop&&!teamplay)
{
centerprint(self,"Ally vision not available\n");
return;
}
if(self.cameramode==world)
startent=self;
else
startent=self.cameramode;
found=startent;
while(!gotone)
{
found=find(found,classname,"player");
if(found.flags&FL_CLIENT)
if((deathmatch&&teamplay&&found.team==self.team)||coop)
if(found.cameramode==world||found==self)
gotone=TRUE;
if(found==startent)
{
centerprint(self,"No allies available\n");
return;
}
}
if(found==self)
{
CameraReturn();
return;
}
centerprint(self,found.netname);
AllyVision(self,found);
self.weaponmodel=self.cameramode.weaponmodel;
self.weaponframe=self.cameramode.weaponframe;
}
void player_everything_cheat(void)
{
if(deathmatch||coop)
return;
CheatCommand(); // Give them weapons and mana
Artifact_Cheat(); // Give them all artifacts
self.puzzles_cheat = 1; // Get them past puzzles
// Then they leave home and never call you. The ingrates.
}
void PrintFrags()
{
entity lastent;
lastent=nextent(world);
while(lastent)
{
if(lastent.classname=="player")
{
bprint(PRINT_MEDIUM, lastent.netname);
bprint(PRINT_MEDIUM, " (L-");
bprint(PRINT_MEDIUM, ftos(lastent.level));
if(lastent.playerclass==CLASS_ASSASSIN)
bprint(PRINT_MEDIUM, " Assassin) ");
else if(lastent.playerclass==CLASS_PALADIN)
bprint(PRINT_MEDIUM, " Paladin) ");
else if(lastent.playerclass==CLASS_CRUSADER)
bprint(PRINT_MEDIUM, " Crusader) ");
else
bprint(PRINT_MEDIUM, " Necromancer) ");
bprint(PRINT_MEDIUM, " FRAGS: ");
bprint(PRINT_MEDIUM, ftos(lastent.frags));
bprint(PRINT_MEDIUM, " (LF: ");
bprint(PRINT_MEDIUM, ftos(lastent.level_frags));
bprint(PRINT_MEDIUM, ")\n");
}
lastent=find(lastent,classname,"player");
}
}
/*void()gravityup =
{
self.gravity+=0.01;
if(self.gravity==10)
self.gravity=0;
dprint(PRINT_MEDIUM, "Gravity: ");
dprint(PRINT_MEDIUM, ftos(self.gravity));
dprint(PRINT_MEDIUM, "\n");
};
void()gravitydown =
{
self.gravity-=0.01;
if(self.gravity==-10)
self.gravity=0;
dprint(PRINT_MEDIUM, "Gravity: ");
dprint(PRINT_MEDIUM, ftos(self.gravity));
dprint("\n");
};
*/
void player_stopfly(void)
{
self.movetype = MOVETYPE_WALK;
self.idealpitch = cvar("sv_walkpitch");
self.idealroll = 0;
}
void player_fly(void)
{
self.movetype = MOVETYPE_FLY;
self.velocity_z = 100; // A little push up
self.hoverz = .4;
}
void HeaveHo (void)
{
vector dir;
float inertia, lift;
makevectors(self.v_angle);
dir=normalize(v_forward);
traceline(self.origin+self.proj_ofs,self.origin+self.proj_ofs+dir*48,FALSE,self);
if(trace_ent.movetype&&trace_ent.solid&&trace_ent!=world&&trace_ent.flags&FL_ONGROUND&&trace_ent.solid!=SOLID_BSP)
{
if(!trace_ent.mass)
inertia = 1;
else if(trace_ent.mass<=50)
inertia=trace_ent.mass/10;
else
inertia=trace_ent.mass/100;
lift=(self.strength/40+0.5)*300/inertia;
if(lift>300)
lift=300;
trace_ent.velocity_z+=lift;
if (trace_ent.flags&FL_ONGROUND)
trace_ent.flags-=FL_ONGROUND;
if(self.playerclass==CLASS_ASSASSIN)
sound (self, CHAN_BODY,"player/assjmp.wav", 1, ATTN_NORM);
else
sound (self, CHAN_BODY,"player/paljmp.wav", 1, ATTN_NORM);
self.attack_finished=time+1;
}
}
void AddServerFlag(float addflag)
{
addflag=byte_me(addflag+8);
dprintf("Serverflags were: %s\n",serverflags);
dprintf("Added flag %s\n",addflag);
serverflags(+)addflag;
dprintf("Serverflags are now: %s\n",serverflags);
}
void makeplayer ()
{
dprint("make player \n");
newmis=spawn();
setmodel(newmis,self.model);
setorigin(newmis,self.origin);
newmis.frame = self.frame;
newmis.angles=self.angles;
newmis.think=SUB_Remove;
thinktime newmis : 10;
}
/*
============
ImpulseCommands
============
*/
void() ImpulseCommands =
{
entity search;
float total;
// string s2;
//Have to allow panic button and QuickInventory impulses to work as well as impulse 23
// if(self.flags2&FL_CHAINED&&self.impulse!=23)
// return;
if (self.impulse == 9&&skill<3)
CheatCommand ();
else if (self.impulse == 99)
ClientKill();
else if (self.impulse ==149)
dprintf("Serverflags are now: %s\n",serverflags);
else if (self.impulse == 23 ) // To use inventory item
UseInventoryItem ();
// else if(self.impulse==33)
// see_coop_view();
else if(self.impulse==32)
PanicButton();
// else if (self.impulse == 27)//Uncomment this for a good time!
// ToggleChaseCam(self);
else if (self.impulse == 28)//&&(!coop)&&(!deathmatch))
makeplayer();
else if (self.impulse==35&&skill<3)
{
search = nextent(world);
total = 0;
while(search != world)
{
if (search.flags & FL_MONSTER)
{
total += 1;
remove(search);
}
search = nextent(search);
}
dprintf("Removed %s monsters\n",total);
}
else if (self.impulse==36&&skill<3)
{
search = nextent(world);
total = 0;
while(search != world)
{
if (search.flags & FL_MONSTER)
{
total += 1;
thinktime search : 99999;
}
search = nextent(search);
}
dprintf("Froze %s monsters\n",total);
}
else if (self.impulse==37&&skill<3)
{
search = nextent(world);
total = 0;
while(search != world)
{
if (search.flags & FL_MONSTER)
{
total += 1;
thinktime search : HX_FRAME_TIME;
}
search = nextent(search);
}
dprintf("UnFroze %s monsters\n",total);
}
else if(self.impulse==25)
{
if(deathmatch||coop)
{
self.impulse=0;
return;
}
else
{
self.cnt_tome += 1;
Use_TomeofPower();
}
}
else if(self.impulse==39&&skill<3)
{
if(deathmatch||coop)
{
self.impulse=0;
return;
}
else // Toggle flight
{
if (self.movetype != MOVETYPE_FLY)
player_fly();
else
player_stopfly();
}
}
else if(self.impulse==40&&skill<3)
{
if(deathmatch||coop)
{
self.impulse=0;
return;
}
else
player_level_cheat();
}
else if(self.impulse==41&&skill<3)
{
if(deathmatch||coop)
{
self.impulse=0;
return;
}
else
player_experience_cheat();
}
else if (self.impulse == 42)
{
dprintv("Coordinates: %s\n", self.origin);
dprintv("Angles: %s\n",self.angles);
dprint("Map is ");
dprint(mapname);
dprint("\n");
}
else if(self.impulse==43&&skill<3)
player_everything_cheat();
else if(self.impulse==44)
DropInventoryItem();
else if (self.impulse >= 100 && self.impulse <= 115)
{
Inventory_Quick(self.impulse - 99);
}
else if (self.impulse == 254)
{
sprint(self,PRINT_MEDIUM, "King of the Hill is ");
search=FindExpLeader();
sprintname(self,PRINT_MEDIUM, search);
sprint(self,PRINT_MEDIUM, " (EXP = ");
sprint(self,PRINT_MEDIUM, ftos(search.experience));
sprint(self,PRINT_MEDIUM, ") \n");
}
else if (self.impulse == 255)
PrintFrags();
else if (self.impulse>170&&self.impulse<176&&cvar("registered"))
{
if(randomclass)
{
centerprint(self,"Cannot switch classes with randomclass active...\n");
self.impulse=0;
return;
}
if(self.level<3)
{
centerprint(self,"You must have achieved level 3 or higher to change class!\n");
self.impulse=0;
return;
}
if(self.impulse==171)//Quick Class-change hot-keys
if(self.playerclass==CLASS_PALADIN)
{
self.impulse=0;
return;
}
else
self.newclass=CLASS_PALADIN;
else if(self.impulse==172)
if(self.playerclass==CLASS_CRUSADER)
{
self.impulse=0;
return;
}
else
self.newclass=CLASS_CRUSADER;
else if(self.impulse==173)
if(self.playerclass==CLASS_NECROMANCER)
{
self.impulse=0;
return;
}
else
self.newclass=CLASS_NECROMANCER;
else if(self.impulse==174)
if(self.playerclass==CLASS_ASSASSIN)
{
self.impulse=0;
return;
}
else
self.newclass=CLASS_ASSASSIN;
else if(self.impulse==175)
if(self.playerclass==CLASS_SUCCUBUS)
{
self.impulse=0;
return;
}
else
self.newclass=CLASS_SUCCUBUS;
self.effects=self.drawflags=FALSE;
remove_invincibility(self);
self.playerclass=self.newclass;//So it drops exp the right amount
drop_level(self,2);
newmis=spawn();
newmis.classname="classchangespot";
newmis.angles=self.angles;
setorigin(newmis,self.origin);
//what's this - it's code for single play which we don't need anymore
// if(!deathmatch&&!coop)
// parm7=self.newclass;//Just to tell respawn() not to use restart
// else
{
self.model=self.init_model;
GibPlayer('0 0 1');
self.frags -= 2; // extra penalty
}
respawn ();
}
if(self.model=="models/sheep.mdl")
{
self.impulse=0;
return;
}
else if (self.impulse >= 1 && self.impulse <= 4)
W_ChangeWeapon ();
else if ((self.impulse == 10) && (wp_deselect == 0))
CycleWeaponCommand ();
else if (self.impulse == 11)
ServerflagsCommand ();
else if (self.impulse == 12)
CycleWeaponReverseCommand ();
else if(self.impulse == 13)
HeaveHo();
else if (self.impulse == 14)
{
if (self.last_use_time < time - 10)//can only sheepify self after 10 secs of inactivity
{
Polymorph(self);
self.last_use_time = time;
}
}
else if (self.impulse == 22 &&!self.flags2 & FL2_CROUCHED) // To crouch
{
if(self.flags2 & FL2_CROUCH_TOGGLE)
self.flags2(-)FL2_CROUCH_TOGGLE;
else
self.flags2(+)FL2_CROUCH_TOGGLE;
// PlayerCrouch();
}
self.impulse = 0;
};