hexen2/H2MP/hcode/allplay.hc

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2000-11-10 00:00:00 +00:00
/*=========================================
FUNCTIONS THAT ALL PLAYERS WILL CALL
===========================================*/
void() bubble_bob;
void PlayerSpeed_Calc (void)
{
switch (self.playerclass)
{
case CLASS_ASSASSIN:
case CLASS_SUCCUBUS:
self.hasted=1;
self.hasted=1;
break;
case CLASS_PALADIN:
self.hasted=.96;
break;
case CLASS_CRUSADER:
self.hasted=.93;
break;
case CLASS_NECROMANCER:
self.hasted=.9;
break;
}
if (self.artifact_active & ART_HASTE)
self.hasted *= 2.9;
if (self.hull==HULL_CROUCH) // Player crouched
self.hasted *= .6;
}
vector VelocityForDamage (float dm)
{
local vector v;
v = randomv('-100 -100 200', '100 100 300');
if (dm > -50)
v = v * 0.7;
else if (dm > -200)
v = v * 2;
else
v = v * 10;
return v;
}
void ReadySolid ()
{
if(!self.headmodel)
self.headmodel="models/flesh1.mdl";//Temp until player head models are in
MakeSolidCorpse ();
}
void StandardPain(void)
{
if(self.playerclass==CLASS_ASSASSIN||self.playerclass==CLASS_SUCCUBUS)
if (random() > 0.5)
sound (self, CHAN_VOICE, "player/asspain1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "player/asspain2.wav", 1, ATTN_NORM);
else if (random() > 0.5)
sound (self, CHAN_VOICE, "player/palpain1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "player/palpain2.wav", 1, ATTN_NORM);
}
void PainSound (void)
{
if (self.health <= 0)
return;
if (self.deathtype == "teledeath"||self.deathtype == "teledeath2"||self.deathtype == "teledeath3"||self.deathtype == "teledeath4")
{
sound (self, CHAN_VOICE, "player/telefrag.wav", 1, ATTN_NONE);
return;
}
if (self.pain_finished > time)
return;
self.pain_finished = time + 0.5;
// FIXME: Are we doing seperate sounds for these different pains????
if (self.model=="models/sheep.mdl")
sheep_sound(1);
else if (/*self.watertype == CONTENT_WATER &&*/ self.waterlevel == 3)
{
if(self.playerclass==CLASS_ASSASSIN||self.playerclass==CLASS_SUCCUBUS)
sound (self, CHAN_VOICE, "player/assdrown.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "player/paldrown.wav", 1, ATTN_NORM);
}
else //if (self.watertype == CONTENT_SLIME)
{
StandardPain();
}
/* else if (self.watertype == CONTENT_LAVA)
{
if(self.playerclass==CLASS_ASSASSIN||self.playerclass==CLASS_SUCCUBUS)
if (random() > 0.5)
sound (self, CHAN_VOICE, "player/asspain1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "player/asspain2.wav", 1, ATTN_NORM);
else if (random() > 0.5)
sound (self, CHAN_VOICE, "player/palpain1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "player/palpain2.wav", 1, ATTN_NORM);
}
else
{
if(self.playerclass==CLASS_ASSASSIN||self.playerclass==CLASS_SUCCUBUS)
if (random() > 0.5)
sound (self, CHAN_VOICE, "player/asspain1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "player/asspain2.wav", 1, ATTN_NORM);
else if (random() > 0.5)
sound (self, CHAN_VOICE, "player/palpain1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "player/palpain2.wav", 1, ATTN_NORM);
}*/
}
void player_pain (entity attacker,float total_damage)
{
//FIX this = need to check if firing, else make idle frames of all
// weapons frame 0?
//if (self.weaponframe)
// return;
if(self.playerclass==CLASS_SUCCUBUS)
if(self.flags&FL_SPECIAL_ABILITY2)
{//Sound &/or effect?
if(self.level>9)
{
self.greenmana+=total_damage;
self.bluemana+=total_damage;
}
else
{
if(self.level>6)
self.greenmana+=total_damage*(self.level - 2/10);
self.bluemana+=total_damage*(self.level/10);
}
if(self.bluemana>self.max_mana)
self.bluemana=self.max_mana;
if(self.greenmana>self.max_mana)
self.greenmana=self.max_mana;
}
if (self.last_attack + 0.5 > time || self.button0)
return;
PainSound();
// self.weaponframe=0;//Why?
if (self.hull==HULL_PLAYER)
self.act_state=ACT_PAIN;
else
self.act_state=ACT_CROUCH_MOVE;//No pain animation for crouch- maybe jump?
//Make it make you stand up?
}
void DeathBubblesSpawn ()
{
entity bubble;
vector offset;
offset_x = random(18,-18);
offset_y = random(18,-18);
if (pointcontents(self.owner.origin+self.owner.view_ofs)!=CONTENT_WATER)
{
remove(self);
return;
}
bubble = spawn_temp();
setmodel (bubble, "models/s_bubble.spr");
setorigin (bubble, self.owner.origin+self.owner.view_ofs+offset);
bubble.movetype = MOVETYPE_NOCLIP;
bubble.solid = SOLID_NOT;
bubble.velocity = '0 0 17';
thinktime bubble : 0.5;
bubble.think = bubble_bob;
bubble.classname = "bubble";
bubble.frame = 0;
bubble.cnt = 0;
bubble.abslight=0.5;
bubble.drawflags(+)DRF_TRANSLUCENT|MLS_ABSLIGHT;
setsize (bubble, '-8 -8 -8', '8 8 8');
thinktime self : 0.1;
self.think = DeathBubblesSpawn;
self.air_finished = self.air_finished + 1;
if (self.air_finished >= self.bubble_count)
remove(self);
}
void DeathBubbles (float num_bubbles)
{
entity bubble_spawner, bubble_owner;
if(self.classname=="contents damager")
bubble_owner = self.enemy;
else
bubble_owner = self;
bubble_spawner = spawn();
setorigin (bubble_spawner, bubble_owner.origin+bubble_owner.view_ofs);
bubble_spawner.movetype = MOVETYPE_NONE;
bubble_spawner.solid = SOLID_NOT;
bubble_spawner.owner = bubble_owner;
thinktime bubble_spawner : 0.1;
bubble_spawner.think = DeathBubblesSpawn;
bubble_spawner.air_finished = 0;
bubble_spawner.bubble_count = num_bubbles;
return;
}
void DeathSound ()
{
// water death sounds
if (self.waterlevel == 3)
{
DeathBubbles(20);
if(self.playerclass==CLASS_ASSASSIN||self.playerclass==CLASS_SUCCUBUS)
sound (self, CHAN_VOICE, "player/assdieh2.wav", 1, ATTN_NONE);
else
sound (self, CHAN_VOICE, "player/paldieh2.wav", 1, ATTN_NONE);
return;
}
else
{
if(self.playerclass==CLASS_ASSASSIN||self.playerclass==CLASS_SUCCUBUS)
if (random() > 0.5)
sound (self, CHAN_VOICE, "player/assdie1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "player/assdie2.wav", 1, ATTN_NORM);
else if (random() > 0.5)
sound (self, CHAN_VOICE, "player/paldie1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "player/paldie2.wav", 1, ATTN_NORM);
}
return;
}
void PlayerDead ()
{
self.nextthink = -1;
// allow respawn after a certain time
self.deadflag = DEAD_DEAD;
if(self.model!=self.headmodel)
{
self.angles_x=self.angles_z=0;
pitch_roll_for_slope('0 0 0',self);
}
}
void ThrowGib (string gibname, float dm)
{
entity new;
new = spawn_temp();
new.origin = (self.absmin+self.absmax)*0.5;
setmodel (new, gibname);
setsize (new, '0 0 0', '0 0 0');
new.velocity = VelocityForDamage (dm);
new.movetype = MOVETYPE_BOUNCE;
new.solid = SOLID_NOT;
new.avelocity_x = random(600);
new.avelocity_y = random(600);
new.avelocity_z = random(600);
new.think = SUB_Remove;
new.ltime = time;
thinktime new : random(20,10);
new.scale=random(.5,.9);
new.frame = 0;
new.flags = 0;
}
void ThrowHead (string gibname, float dm)
{
vector org;
if(self.decap==2)
{//Brains!
if(self.movedir=='0 0 0')
{
self.movedir=normalize(self.origin+self.view_ofs-self.enemy.origin+self.enemy.proj_ofs);
self.movedir_z=0;
}
traceline(self.origin + self.view_ofs, self.origin+self.view_ofs+self.movedir*100, FALSE, self);
if (trace_fraction < 1&&!trace_ent.flags2&FL_ALIVE&&trace_ent.solid==SOLID_BSP)
{
self.wallspot=trace_endpos;
ZeBrains(trace_endpos, trace_plane_normal, random(1.3,2), rint(random(1)),random(360));
}
else
self.wallspot='0 0 0';
}
setmodel (self, gibname);
self.frame = 0;
self.takedamage = DAMAGE_NO;
if(self.classname!="player")
self.solid = SOLID_BBOX;
self.movetype = MOVETYPE_BOUNCE;
self.mass = 1;
self.view_ofs = '0 0 8';
self.proj_ofs='0 0 2';
org=self.origin;
org_z=self.absmax_z - 4;
//This may be bad...
setsize (self, '-4 -4 -4', '4 4 4');
self.hull=HULL_POINT;
setorigin(self,org);
self.flags(-)FL_ONGROUND;
self.avelocity = randomv('0 -600 0', '0 600 0');
if(self.decap==2)
self.velocity = VelocityForDamage (dm)+'0 0 50';
else
self.velocity = VelocityForDamage (dm)+'0 0 200';
if(self.decap==2||(self.decap==1&&vlen(self.velocity)>300))
{
if(self.wallspot=='0 0 0')
self.wallspot=org;
self.pausetime=time+5;//watch splat or body
}
self.think=PlayerDead;
thinktime self : 1;
}
void PlayerUnCrouching ()
{
tracearea (self.origin,self.origin+'0 0 28','-16 -16 0','16 16 28',FALSE,self);
if (trace_fraction < 1)
{
centerprint(self,STR_NOROOM);
self.crouch_stuck = 1;
return;
}
setsize (self, '-16 -16 0', '16 16 56');
self.hull=HULL_PLAYER;
if (self.viewentity.classname=="chasecam")
self.view_ofs = '0 0 0';
PlayerSpeed_Calc();
self.crouch_time = time;
if (self.velocity_x || self.velocity_y)
self.act_state=ACT_RUN;
else
self.act_state=ACT_STAND;
}
void PlayerCrouching ()
{
if (self.health <= 0)
return;
setsize (self,'-16 -16 0','16 16 28');
self.hull=HULL_CROUCH;
if (self.viewentity.classname=="chasecam")
self.view_ofs = '0 0 0';
self.absorb_time=time + 0.3;
PlayerSpeed_Calc();
self.crouch_time = time;
self.crouch_stuck = 0;
self.act_state=ACT_CROUCH_MOVE;
}
/*
void PlayerCrouch ()
{
if (self.hull==HULL_PLAYER)
PlayerCrouching();
else if (self.hull==HULL_CROUCH)
PlayerUnCrouching();
}
*/
void GibPlayer ()
{
ThrowHead (self.headmodel, self.health);
ThrowGib ("models/flesh1.mdl", self.health);
ThrowGib ("models/flesh2.mdl", self.health);
ThrowGib ("models/flesh3.mdl", self.health);
ThrowGib ("models/flesh1.mdl", self.health);
ThrowGib ("models/flesh2.mdl", self.health);
ThrowGib ("models/flesh3.mdl", self.health);
self.deadflag = DEAD_DEAD;
if (self.deathtype == "teledeath"||self.deathtype == "teledeath2"||self.deathtype == "teledeath3"||self.deathtype == "teledeath4")
{
sound (self, CHAN_VOICE, "player/telefrag.wav", 1, ATTN_NONE);
return;
}
if(self.health<-80)
sound (self, CHAN_VOICE, "player/megagib.wav", 1, ATTN_NONE);
else if (random() < 0.5)
sound (self, CHAN_VOICE, "player/gib1.wav", 1, ATTN_NONE);
else
sound (self, CHAN_VOICE, "player/gib2.wav", 1, ATTN_NONE);
}
void DecapPlayer ()
{
entity headless;
headless=spawn();
headless.classname="headless";
headless.decap=TRUE;
headless.movetype=MOVETYPE_STEP;
headless.solid=SOLID_PHASE;
headless.frame=50;
headless.skin=self.skin;
//Took this out so you can't fall "into" it...
// headless.owner=self;
headless.thingtype=self.thingtype;
headless.angles_y=self.angles_y;
setmodel(headless,self.model);
setsize(headless,'-16 -16 0','16 16 36');
setorigin(headless,self.origin);
headless.playerclass=self.playerclass;
headless.think=self.th_goredeath;
thinktime headless : 0;
self.health=self.health*4;
if(self.health>-30)
self.health=-30;
if(self.decap==2)
{
ThrowHead ("models/flesh1.mdl", self.health);
SpawnPuff(self.origin+self.view_ofs,'0 0 0',fabs(self.health),self);
}
else
ThrowHead (self.headmodel, self.health);
ThrowGib ("models/flesh1.mdl", self.health);
ThrowGib ("models/flesh2.mdl", self.health);
ThrowGib ("models/flesh3.mdl", self.health);
self.deadflag = DEAD_DEAD;
if (random() < 0.5)
sound(self,CHAN_VOICE,"player/decap.wav",1,ATTN_NORM);
else if (random() < 0.5)
sound (self, CHAN_VOICE, "player/gib1.wav", 1, ATTN_NONE);
else
sound (self, CHAN_VOICE, "player/gib2.wav", 1, ATTN_NONE);
}
void PlayerDie ()
{
if(self.viewentity!=self)
{
if(self.viewentity.classname=="chasecam")
remove(self.viewentity);
self.viewentity=self;
CameraViewPort(self,self);
CameraViewAngles(self,self);
}
if(self.gravity!=self.standard_grav)
self.gravity=self.standard_grav;
msg_entity=self;
WriteByte(MSG_ONE, SVC_CLEAR_VIEW_FLAGS);
WriteByte(MSG_ONE,255);
self.artifact_low =
self.artifact_active =
self.invisible_time =
self.effects=
self.colormap=0;
if (deathmatch || coop)
DropBackpack();
if(self.model=="models/sheep.mdl")
self.headmodel="";
self.weaponmodel="";
self.deadflag = DEAD_DYING;
self.solid = SOLID_NOT;
self.flags(-)FL_ONGROUND;
self.movetype = MOVETYPE_TOSS;
self.attack_finished=self.teleport_time=self.pausetime=time;
self.drawflags=self.effects=FALSE;
if (self.velocity_z < 10)
self.velocity_z += random(300);
self.artifact_active = 0;
self.rings_active =0;
if (self.deathtype == "teledeath"||self.deathtype == "teledeath2"||self.deathtype == "teledeath3"||self.deathtype == "teledeath4")
{
self.decap=0;
self.health=-99;
}
if(self.deathtype=="ice shatter"||self.deathtype=="stone crumble")
{
shatter();
ThrowHead(self.headmodel,self.health);
if(self.health<-99)
self.health=-99;
return;
}
else if(self.decap)
{
DecapPlayer();
if(self.health<-99)
self.health=-99;
return;
}
else if(self.health < -40||self.model=="models/sheep.mdl")//self.modelindex==modelindex_sheep)
{
GibPlayer ();
if(self.health<-99)
self.health=-99;
return;
}
DeathSound();
self.angles_x = 0;
self.angles_z = 0;
if(self.bloodloss==666)
DecapPlayer();
else
{
self.act_state=ACT_DEAD;
player_frames();
}
if(self.health<-99)
self.health=-99;
}
void set_suicide_frame ()
{ // used by klill command and diconnect command
if (self.model != self.init_model)
return; // already gibbed
//have a self.deathframe value? Or just if-thens
// self.frame = $deatha11;
self.solid = SOLID_NOT;
self.movetype = MOVETYPE_TOSS;
self.deadflag = DEAD_DEAD;
self.nextthink = -1;
}
void Head ()
{
ThrowSolidHead(0);
}
void Corpse ()
{
MakeSolidCorpse();
}
void SolidPlayer ()
{
entity corpse;
corpse = spawn();
if(self.angles_x>15||self.angles_x<-15)
self.angles_x=0;
if(self.angles_z>15||self.angles_z<-15)
self.angles_z=0;
corpse.angles = self.angles;
setmodel(corpse,self.model);
corpse.frame = self.frame;
corpse.colormap = self.colormap;
corpse.movetype = self.movetype;
corpse.velocity = self.velocity;
corpse.flags = 0;
corpse.effects = 0;
corpse.skin = self.skin;
corpse.controller = self;
corpse.thingtype=self.thingtype;
setorigin (corpse, self.origin);
if(self.model==self.headmodel)
{
self.classname="head";//So they don't get mixed up with players
corpse.think=Head;
}
else
{
self.classname="corpse";//So they don't get mixed up with players
corpse.think=Corpse;
}
thinktime corpse : 0;
}
void player_behead ()
{
self.frame=self.level+self.cnt;
makevectors(self.angles);
if(!self.cnt)
MeatChunks (self.origin + '0 0 50',v_up*200, 3,self);
else if (self.cnt==1)
{
SpawnPuff (self.origin+v_forward*8, '0 0 48', 30,self);
sound (self, CHAN_AUTO, "misc/decomp.wav", 1, ATTN_NORM);
}
else if (self.cnt==3)
{
SpawnPuff (self.origin+v_forward*16, '0 0 36'+v_forward*16, 20,self);
sound (self, CHAN_AUTO, "misc/decomp.wav", 1, ATTN_NORM);
}
else if (self.cnt==5)
{
SpawnPuff (self.origin+v_forward*28, '0 0 20'+v_forward*32, 15,self);
sound (self, CHAN_AUTO, "misc/decomp.wav", 0.8, ATTN_NORM);
}
else if (self.cnt==8)
{
SpawnPuff (self.origin+v_forward*40, '0 0 10'+v_forward*40, 10,self);
sound (self, CHAN_AUTO, "misc/decomp.wav", 0.6, ATTN_NORM);
}
if (self.frame==self.dmg)
{
SpawnPuff (self.origin+v_forward*56, '0 0 -5'+v_forward*40, 5,self);
sound (self, CHAN_AUTO, "misc/decomp.wav", 0.4, ATTN_NORM);
ReadySolid();
}
else
{
self.think=player_behead;
thinktime self : 0.1;
}
self.cnt+=1;
}