quake-hipnotic-sdk/progs/client.qc

1814 lines
45 KiB
C++

// prototypes
void () w_weaponframe;
void() w_setcurrentammo;
void() player_pain;
void() player_stand1;
void (vector org) spawn_tfog;
void (vector org, entity death_owner) spawn_tdeath;
float modelindex_eyes, modelindex_player, modelindex_hammer;
/*
=============================================================================
level changing / intermission
=============================================================================
*/
float intermission_running;
float intermission_exittime;
/*quaked info_intermission (1 0.5 0.5) (-16 -16 -16) (16 16 16)
this is the camera point for the intermission.
use mangle instead of angle, so you can set pitch or roll as well as yaw. 'pitch roll yaw'
*/
void() info_intermission =
{
};
void() setchangeparms =
{
if (self.health <= 0)
{
setnewparms ();
return;
}
//jim
// remove items
self.items = self.items - (self.items &
(it_key1 | it_key2 | it_invisibility | it_invulnerability | it_suit | it_quad ) );
//med
self.items2 = self.items2 - (self.items2 &
(hip_it_wetsuit | hip_it_empathy_shields ) );
//med
self.gravity = 1.0;
// cap super health
if (self.health > 100)
self.health = 100;
if (self.health < 50)
self.health = 50;
parm1 = self.items;
parm2 = self.health;
parm3 = self.armorvalue;
if (self.ammo_shells < 25)
parm4 = 25;
else
parm4 = self.ammo_shells;
parm5 = self.ammo_nails;
parm6 = self.ammo_rockets;
parm7 = self.ammo_cells;
parm8 = self.weapon;
parm9 = self.armortype * 100;
};
void() setnewparms =
{
parm1 = it_shotgun | it_axe;
parm2 = 100;
parm3 = 0;
parm4 = 25;
parm5 = 0;
parm6 = 0;
parm7 = 0;
parm8 = 1;
parm9 = 0;
};
void() decodelevelparms =
{
//hipnotic
if (world.model == "maps/start.bsp")
setnewparms (); // take away all stuff on starting new episode
if (world.model == "maps/hip1m1.bsp")
setnewparms (); // take away all stuff on starting new episode
if (world.model == "maps/hip2m1.bsp")
setnewparms (); // take away all stuff on starting new episode
if (world.model == "maps/hip3m1.bsp")
setnewparms (); // take away all stuff on starting new episode
self.items = parm1;
self.health = parm2;
self.armorvalue = parm3;
self.ammo_shells = parm4;
self.ammo_nails = parm5;
self.ammo_rockets = parm6;
self.ammo_cells = parm7;
self.weapon = parm8;
self.armortype = parm9 * 0.01;
};
/*
============
findintermission
returns the entity to view from
============
*/
entity() findintermission =
{
local entity spot;
local float cyc;
// look for info_intermission first
spot = find (world, classname, "info_intermission");
if (spot)
{ // pick a random one
cyc = random() * 4;
while (cyc > 1)
{
spot = find (spot, classname, "info_intermission");
if (!spot)
spot = find (spot, classname, "info_intermission");
cyc = cyc - 1;
}
return spot;
}
// then look for the start position
spot = find (world, classname, "info_player_start");
if (spot)
return spot;
// testinfo_player_start is only found in regioned levels
spot = find (world, classname, "testplayerstart");
if (spot)
return spot;
objerror ("findintermission: no spot");
};
string nextmap;
void() gotonextmap =
{
if (cvar("samelevel")) // if samelevel is set, stay on same level
changelevel (mapname);
else
changelevel (nextmap);
};
void() exitintermission =
{
// skip any text in deathmatch
if (deathmatch)
{
gotonextmap ();
return;
}
intermission_exittime = time + 1;
intermission_running = intermission_running + 1;
//
// run some text if at the end of an episode
//
if (intermission_running == 2)
{
if (world.model == "maps/e1m7.bsp")
{
writebyte (msg_all, svc_cdtrack);
writebyte (msg_all, 2);
writebyte (msg_all, 3);
if (!cvar("registered"))
{
writebyte (msg_all, svc_finale);
writestring (msg_all, "as the corpse of the monstrous entity\nchthon sinks back into the lava whence\nit rose, you grip the rune of earth\nmagic tightly. now that you have\nconquered the dimension of the doomed,\nrealm of earth magic, you are ready to\ncomplete your task in the other three\nhaunted lands of quake. or are you? if\nyou don't register quake, you'll never\nknow what awaits you in the realm of\nblack magic, the netherworld, and the\nelder world!");
}
else
{
writebyte (msg_all, svc_finale);
writestring (msg_all, "as the corpse of the monstrous entity\nchthon sinks back into the lava whence\nit rose, you grip the rune of earth\nmagic tightly. now that you have\nconquered the dimension of the doomed,\nrealm of earth magic, you are ready to\ncomplete your task. a rune of magic\npower lies at the end of each haunted\nland of quake. go forth, seek the\ntotality of the four runes!");
}
return;
}
else if (world.model == "maps/e2m6.bsp")
{
writebyte (msg_all, svc_cdtrack);
writebyte (msg_all, 2);
writebyte (msg_all, 3);
writebyte (msg_all, svc_finale);
writestring (msg_all, "the rune of black magic throbs evilly in\nyour hand and whispers dark thoughts\ninto your brain. you learn the inmost\nlore of the hell-mother; shub-niggurath!\nyou now know that she is behind all the\nterrible plotting which has led to so\nmuch death and horror. but she is not\ninviolate! armed with this rune, you\nrealize that once all four runes are\ncombined, the gate to shub-niggurath's\npit will open, and you can face the\nwitch-goddess herself in her frightful\notherworld cathedral.");
return;
}
else if (world.model == "maps/e3m6.bsp")
{
writebyte (msg_all, svc_cdtrack);
writebyte (msg_all, 2);
writebyte (msg_all, 3);
writebyte (msg_all, svc_finale);
writestring (msg_all, "the charred viscera of diabolic horrors\nbubble viscously as you seize the rune\nof hell magic. its heat scorches your\nhand, and its terrible secrets blight\nyour mind. gathering the shreds of your\ncourage, you shake the devil's shackles\nfrom your soul, and become ever more\nhard and determined to destroy the\nhideous creatures whose mere existence\nthreatens the souls and psyches of all\nthe population of earth.");
return;
}
else if (world.model == "maps/e4m7.bsp")
{
writebyte (msg_all, svc_cdtrack);
writebyte (msg_all, 2);
writebyte (msg_all, 3);
writebyte (msg_all, svc_finale);
writestring (msg_all, "despite the awful might of the elder\nworld, you have achieved the rune of\nelder magic, capstone of all types of\narcane wisdom. beyond good and evil,\nbeyond life and death, the rune\npulsates, heavy with import. patient and\npotent, the elder being shub-niggurath\nweaves her dire plans to clear off all\nlife from the earth, and bring her own\nfoul offspring to our world! for all the\ndwellers in these nightmare dimensions\nare her descendants! once all runes of\nmagic power are united, the energy\nbehind them will blast open the gateway\nto shub-niggurath, and you can travel\nthere to foil the hell-mother's plots\nin person.");
return;
}
//hipnotic
if (world.model == "maps/hip1m4.bsp")
{
writebyte (msg_all, svc_cdtrack);
writebyte (msg_all, 6);
writebyte (msg_all, 3);
writebyte (msg_all, svc_finale);
/*
**************************************
deep within the bowels of the
research facility, you discover the
passage that the followers of quake
have used to enter our world.
the bastards used some type of
gigantic teleporter to overload
one of our own slipgates! as long as
this portal exists, earth will never
be safe from quake's cruel minions.
if you can find the source of the
portal's power, you can shut it
down--possibly forever! with only a
moment's consideration for your own
safety, you re-enter the dark domain,
knowing hell would be a better fate
than experiencing the reign of quake.
*/
writestring (msg_all, "deep within the bowels of the\nresearch facility, you discover the\npassage that the followers of quake\nhave used to enter our world.\nthe bastards used some type of\ngigantic teleporter to overload\none of our own slipgates! as long as\nthis portal exists, earth will never\nbe safe from quake's cruel minions." );
//writestring (msg_all, "if you can find the source of the\nportal's power, you can shut it\ndown--possibly forever! with only a\nmoment's consideration for your own\nsafety, you re-enter the dark domain,\nknowing hell would be a better fate\nthan experiencing the reign of quake." );
return;
}
else if (world.model == "maps/hip2m5.bsp")
{
/*
**************************************
after destroying the power generator,
you pass beyond the gate of mortum's
keep. a wave of nausea suddenly flows
over you and you find yourself cast
out into a liquid void. you float
lifelessly, yet aware, in a lavender
sea of energy.
after what seems like an eternity,
you feel the presence of a diabolical
intelligence. you are held helpless
for a moment as your mind is open to
that of armagon--quake's general and
master of this realm. recognizing
you as the one who foiled his
attempt to conquer earth, a hellish
howl fills your mind and blots out
all consciousness. when you awake,
you find yourself on the shores of
reality, but in a time and place
unknown to you.
*/
writebyte (msg_all, svc_cdtrack);
writebyte (msg_all, 6);
writebyte (msg_all, 3);
writebyte (msg_all, svc_finale);
writestring (msg_all, "after destroying the power generator,\nyou pass beyond the gate of mortum's\nkeep. a wave of nausea suddenly flows\nover you and you find yourself cast\nout into a liquid void. you float\nlifelessly, yet aware, in a lavender\nsea of energy." );
//writestring (msg_all, "after what seems like an eternity,\nyou feel the presence of a diabolical\nintelligence. you are held helpless\nfor a moment as your mind is open to\nthat of armagon--quake's general and\nmaster of this realm. recognizing\nyou as the one who foiled his\nattempts to conquer earth, a hellish\nhowl fills your mind and blots out\nall consciousness. when you awake,\nyou find yourself on the shores of\nreality, but in a time and place\nunknown to you." );
return;
}
else if (world.model == "maps/hipend.bsp")
{
/*
**************************************
after the last echoes of armagon's
death yell fade away, you breathe a
heavy sigh of relief. with the loss
of his magic, armagon's fortress
begins to collapse. the rift he
created to send his grisly troops
through time slowly closes and seals
itself forever. in the chaos that
ensues, a wall collapses, revealing
one remaining time portal. with your
chances to escape rapidly growing
slim, you race for the portal,
mindless of your destination. in a
flash of light, you find yourself
back at command hq, safe and sound.
congratulations! you are victorious!
the minions of quake have once again
fallen before your mighty hand.
is this the last you will see of
quake's hellions?
only time will tell...
*/
writebyte (msg_all, svc_cdtrack);
writebyte (msg_all, 2);
writebyte (msg_all, 3);
writebyte (msg_all, svc_finale);
writestring (msg_all, "after the last echoes of armagon's\ndeath yell fade away, you breathe a\nheavy sigh of relief. with the loss\nof his magic, armagon's fortress\nbegins to collapse. the rift he\ncreated to send his grisly troops\nthrough time slowly closes and seals\nitself forever. in the chaos that\nensues, a wall collapses, revealing\none remaining time portal. with your\nchances to escape rapidly growing\nslim, you race for the portal,\nmindless of your destination. in a\nflash of light, you find yourself\nback at command hq, safe and sound." );
//writestring (msg_all, "congratulations! you are victorious!\nthe minions of quake have once again\nfallen before your mighty hand.\nis this the last you will see of\nquake's hellions?\n\nonly time will tell..." );
//intermission_exittime = time + 10000000; // never allow exit
return;
}
gotonextmap();
}
if (intermission_running == 3)
{
if (!cvar("registered"))
{ // shareware episode has been completed, go to sell screen
writebyte (msg_all, svc_sellscreen);
return;
}
if ( (serverflags&15) == 15)
{
writebyte (msg_all, svc_finale);
writestring (msg_all, "now, you have all four runes. you sense\ntremendous invisible forces moving to\nunseal ancient barriers. shub-niggurath\nhad hoped to use the runes herself to\nclear off the earth, but now instead,\nyou will use them to enter her home and\nconfront her as an avatar of avenging\nearth-life. if you defeat her, you will\nbe remembered forever as the savior of\nthe planet. if she conquers, it will be\nas if you had never been born.");
return;
}
//hipnotic
if (world.model == "maps/hip1m4.bsp")
{
writebyte (msg_all, svc_finale);
writestring (msg_all, "if you can find the source of the\nportal's power, you can shut it\ndown--possibly forever! with only a\nmoment's consideration for your own\nsafety, you re-enter the dark domain,\nknowing hell would be a better fate\nthan experiencing the reign of quake." );
return;
}
else if (world.model == "maps/hip2m5.bsp")
{
writebyte (msg_all, svc_finale);
writestring (msg_all, "after what seems like an eternity,\nyou feel the presence of a diabolical\nintelligence. you are held helpless\nfor a moment as your mind is open to\nthat of armagon--quake's general and\nmaster of this realm. recognizing\nyou as the one who foiled his\nattempt to conquer earth, a hellish\nhowl fills your mind and blots out\nall consciousness. when you awake,\nyou find yourself on the shores of\nreality, but in a time and place\nunknown to you." );
return;
}
else if (world.model == "maps/hipend.bsp")
{
writebyte (msg_all, svc_finale);
writestring (msg_all, "congratulations! you are victorious!\nthe minions of quake have once again\nfallen before your mighty hand.\nis this the last you will see of\nquake's hellions?\n\nonly time will tell..." );
intermission_exittime = time + 10000000; // never allow exit
return;
}
}
gotonextmap();
};
/*
============
intermissionthink
when the player presses attack or jump, change to the next level
============
*/
void() intermissionthink =
{
if (time < intermission_exittime)
return;
if (!self.button0 && !self.button1 && !self.button2)
return;
exitintermission ();
};
void() execute_changelevel =
{
local entity pos;
intermission_running = 1;
// enforce a wait time before allowing changelevel
if (deathmatch)
intermission_exittime = time + 5;
else
intermission_exittime = time + 2;
writebyte (msg_all, svc_cdtrack);
writebyte (msg_all, 9);
writebyte (msg_all, 3);
pos = findintermission ();
other = find (world, classname, "player");
while (other != world)
{
other.view_ofs = '0 0 0';
other.angles = other.v_angle = pos.mangle;
other.fixangle = true; // turn this way immediately
other.nextthink = time + 0.5;
other.takedamage = damage_no;
other.solid = solid_not;
other.movetype = movetype_none;
other.modelindex = 0;
setorigin (other, pos.origin);
other = find (other, classname, "player");
}
writebyte (msg_all, svc_intermission);
};
void() changelevel_touch =
{
local entity pos;
if (other.classname != "player")
return;
if ((cvar("noexit") == 1) || ((cvar("noexit") == 2) && (mapname != "start")))
{
t_damage (other, self, self, 50000);
return;
}
if (coop || deathmatch)
{
bprint (other.netname);
bprint (" exited the level\n");
}
nextmap = self.map;
sub_usetargets ();
if ( (self.spawnflags & 1) && (deathmatch == 0) )
{ // no_intermission
gotonextmap();
return;
}
self.touch = sub_null;
// we can't move people right now, because touch functions are called
// in the middle of c movement code, so set a think time to do it
self.think = execute_changelevel;
self.nextthink = time + 0.1;
};
/*quaked trigger_changelevel (0.5 0.5 0.5) ? no_intermission
when the player touches this, he gets sent to the map listed in the "map" variable. unless the no_intermission flag is set, the view will go to the info_intermission spot and display stats.
*/
void() trigger_changelevel =
{
if (!self.map)
objerror ("chagnelevel trigger doesn't have map");
inittrigger ();
self.touch = changelevel_touch;
};
/*
=============================================================================
player game edge functions
=============================================================================
*/
void() set_suicide_frame;
// called by clientkill and deadthink
void() respawn =
{
if (coop)
{
// make a copy of the dead body for appearances sake
copytobodyque (self);
// get the spawn parms as they were at level start
setspawnparms (self);
// respawn
putclientinserver ();
}
else if (deathmatch)
{
// make a copy of the dead body for appearances sake
copytobodyque (self);
// set default spawn parms
setnewparms ();
// respawn
putclientinserver ();
}
else
{ // restart the entire server
localcmd ("restart\n");
}
};
/*
============
clientkill
player entered the suicide command
============
*/
void() clientkill =
{
bprint (self.netname);
bprint (" suicides\n");
set_suicide_frame ();
self.modelindex = modelindex_player;
self.frags = self.frags - 2; // extra penalty
respawn ();
};
float(vector v) checkspawnpoint =
{
return false;
};
/*
============
selectspawnpoint
returns the entity to spawn at
============
*/
entity() selectspawnpoint =
{
local entity spot;
local entity thing;
local float pcount;
// testinfo_player_start is only found in regioned levels
spot = find (world, classname, "testplayerstart");
if (spot)
return spot;
// choose a info_player_deathmatch point
if (coop)
{
lastspawn = find(lastspawn, classname, "info_player_coop");
if (lastspawn == world)
lastspawn = find (lastspawn, classname, "info_player_start");
if (lastspawn != world)
return lastspawn;
}
else if (deathmatch)
{
spot = lastspawn;
while (1)
{
spot = find(spot, classname, "info_player_deathmatch");
if (spot != world)
{
if (spot == lastspawn)
return lastspawn;
pcount = 0;
thing = findradius(spot.origin, 32);
while(thing)
{
if (thing.classname == "player")
pcount = pcount + 1;
thing = thing.chain;
}
if (pcount == 0)
{
lastspawn = spot;
return spot;
}
}
}
}
if (serverflags)
{ // return with a rune to start
spot = find (world, classname, "info_player_start2");
if (spot)
return spot;
}
spot = find (world, classname, "info_player_start");
if (!spot)
error ("putclientinserver: no info_player_start on level");
return spot;
};
/*
===========
putclientinserver
called each time a player is spawned
============
*/
void() decodelevelparms;
void() playerdie;
void() putclientinserver =
{
local entity spot;
spot = selectspawnpoint ();
self.classname = "player";
self.health = 100;
self.takedamage = damage_aim;
self.solid = solid_slidebox;
self.movetype = movetype_walk;
self.show_hostile = 0;
self.max_health = 100;
self.flags = fl_client;
self.air_finished = time + 12;
self.dmg = 2; // initial water damage
self.super_damage_finished = 0;
self.radsuit_finished = 0;
self.invisible_finished = 0;
self.invincible_finished = 0;
self.effects = 0;
self.invincible_time = 0;
//jim
self.wetsuit_finished = 0;
//med
self.empathy_finished = 0;
//med
self.items2 = 0;
self.gravity = 1.0;
decodelevelparms ();
w_setcurrentammo ();
self.attack_finished = time;
self.th_pain = player_pain;
self.th_die = playerdie;
self.deadflag = dead_no;
// paustime is set by teleporters to keep the player from moving a while
self.pausetime = 0;
// spot = selectspawnpoint ();
self.origin = spot.origin + '0 0 1';
self.angles = spot.angles;
self.fixangle = true; // turn this way immediately
//jim
// clear out velocity so you're not launched into the air
// when you respawn.
self.velocity = '0 0 0';
// oh, this is a hack!
setmodel (self, "progs/playham.mdl");
modelindex_hammer = self.modelindex;
setmodel (self, "progs/eyes.mdl");
modelindex_eyes = self.modelindex;
setmodel (self, "progs/player.mdl");
modelindex_player = self.modelindex;
setsize (self, vec_hull_min, vec_hull_max);
self.view_ofs = '0 0 22';
player_stand1 ();
if (deathmatch || coop)
{
makevectors(self.angles);
spawn_tfog (self.origin + v_forward*20);
}
spawn_tdeath (self.origin, self);
};
/*
=============================================================================
quaked functions
=============================================================================
*/
/*quaked info_player_start (1 0 0) (-16 -16 -24) (16 16 24)
the normal starting point for a level.
*/
void() info_player_start =
{
};
/*quaked info_player_start2 (1 0 0) (-16 -16 -24) (16 16 24)
only used on start map for the return point from an episode.
*/
void() info_player_start2 =
{
};
/*
saved out by quaked in region mode
*/
void() testplayerstart =
{
};
/*quaked info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 24)
potential spawning position for deathmatch games
*/
void() info_player_deathmatch =
{
};
/*quaked info_player_coop (1 0 1) (-16 -16 -24) (16 16 24)
potential spawning position for coop games
*/
void() info_player_coop =
{
};
/*
===============================================================================
rules
===============================================================================
*/
/*
go to the next level for deathmatch
only called if a time or frag limit has expired
*/
void() nextlevel =
{
local entity o;
//hipnotic
//commented out so that timelimit and fraglimit work on start map
/*
if (mapname == "start")
{
if (!cvar("registered"))
{
mapname = "e1m1";
}
else if (!(serverflags & 1))
{
mapname = "e1m1";
serverflags = serverflags | 1;
}
else if (!(serverflags & 2))
{
mapname = "e2m1";
serverflags = serverflags | 2;
}
else if (!(serverflags & 4))
{
mapname = "e3m1";
serverflags = serverflags | 4;
}
else if (!(serverflags & 8))
{
mapname = "e4m1";
serverflags = serverflags - 7;
}
o = spawn();
o.map = mapname;
}
else
{
*/
// find a trigger changelevel
o = find(world, classname, "trigger_changelevel");
// go back to start if no trigger_changelevel
if (!o)
{
mapname = "start";
o = spawn();
o.map = mapname;
}
// }
nextmap = o.map;
gameover = true;
if (o.nextthink < time)
{
o.think = execute_changelevel;
o.nextthink = time + 0.1;
}
};
/*
============
checkrules
exit deathmatch games upon conditions
============
*/
void() checkrules =
{
local float timelimit;
local float fraglimit;
if (gameover) // someone else quit the game already
return;
timelimit = cvar("timelimit") * 60;
fraglimit = cvar("fraglimit");
if (timelimit && time >= timelimit)
{
nextlevel ();
return;
}
if (fraglimit && self.frags >= fraglimit)
{
nextlevel ();
return;
}
};
//============================================================================
void() playerdeaththink =
{
local entity old_self;
local float forward;
if ((self.flags & fl_onground))
{
forward = vlen (self.velocity);
forward = forward - 20;
if (forward <= 0)
self.velocity = '0 0 0';
else
self.velocity = forward * normalize(self.velocity);
}
// wait for all buttons released
if (self.deadflag == dead_dead)
{
if (self.button2 || self.button1 || self.button0)
return;
self.deadflag = dead_respawnable;
return;
}
// wait for any button down
if (!self.button2 && !self.button1 && !self.button0)
return;
self.button0 = 0;
self.button1 = 0;
self.button2 = 0;
respawn();
};
void() playerjump =
{
local vector start, end;
if (self.flags & fl_waterjump)
return;
if (self.waterlevel >= 2)
{
if (self.watertype == content_water)
self.velocity_z = 100;
else if (self.watertype == content_slime)
self.velocity_z = 80;
else
self.velocity_z = 50;
// play swiming sound
if (self.swim_flag < time)
{
self.swim_flag = time + 1;
if (random() < 0.5)
sound (self, chan_body, "misc/water1.wav", 1, attn_norm);
else
sound (self, chan_body, "misc/water2.wav", 1, attn_norm);
}
return;
}
if (!(self.flags & fl_onground))
return;
if ( !(self.flags & fl_jumpreleased) )
return; // don't pogo stick
self.flags = self.flags - (self.flags & fl_jumpreleased);
self.flags = self.flags - fl_onground; // don't stairwalk
self.button2 = 0;
// player jumping sound
sound (self, chan_body, "player/plyrjmp8.wav", 1, attn_norm);
self.velocity_z = self.velocity_z + 270;
};
/*
===========
watermove
============
*/
.float dmgtime;
void() watermove =
{
//dprint (ftos(self.waterlevel));
if (self.movetype == movetype_noclip)
return;
if (self.health < 0)
return;
if (self.waterlevel != 3)
{
if (self.air_finished < time)
sound (self, chan_voice, "player/gasp2.wav", 1, attn_norm);
else if (self.air_finished < time + 9)
sound (self, chan_voice, "player/gasp1.wav", 1, attn_norm);
self.air_finished = time + 12;
self.dmg = 2;
}
else if (self.air_finished < time)
{ // drown!
if (self.pain_finished < time)
{
self.dmg = self.dmg + 2;
if (self.dmg > 15)
self.dmg = 10;
t_damage (self, world, world, self.dmg);
self.pain_finished = time + 1;
}
}
if (!self.waterlevel)
{
if (self.flags & fl_inwater)
{
// play leave water sound
sound (self, chan_body, "misc/outwater.wav", 1, attn_norm);
self.flags = self.flags - fl_inwater;
}
return;
}
if (self.watertype == content_lava)
{ // do damage
if (self.dmgtime < time)
{
if (self.radsuit_finished > time)
self.dmgtime = time + 1;
else
self.dmgtime = time + 0.2;
t_damage (self, world, world, 10*self.waterlevel);
}
}
else if (self.watertype == content_slime)
{ // do damage
if (self.dmgtime < time && self.radsuit_finished < time)
{
self.dmgtime = time + 1;
t_damage (self, world, world, 4*self.waterlevel);
}
}
if ( !(self.flags & fl_inwater) )
{
// player enter water sound
if (self.watertype == content_lava)
sound (self, chan_body, "player/inlava.wav", 1, attn_norm);
if (self.watertype == content_water)
sound (self, chan_body, "player/inh2o.wav", 1, attn_norm);
if (self.watertype == content_slime)
sound (self, chan_body, "player/slimbrn2.wav", 1, attn_norm);
self.flags = self.flags + fl_inwater;
self.dmgtime = 0;
}
if (! (self.flags & fl_waterjump) )
self.velocity = self.velocity - 0.8*self.waterlevel*frametime*self.velocity;
};
void() checkwaterjump =
{
local vector start, end;
// check for a jump-out-of-water
makevectors (self.angles);
start = self.origin;
start_z = start_z + 8;
v_forward_z = 0;
normalize(v_forward);
end = start + v_forward*24;
traceline (start, end, true, self);
if (trace_fraction < 1)
{ // solid at waist
start_z = start_z + self.maxs_z - 8;
end = start + v_forward*24;
self.movedir = trace_plane_normal * -50;
traceline (start, end, true, self);
if (trace_fraction == 1)
{ // open at eye level
self.flags = self.flags | fl_waterjump;
self.velocity_z = 225;
self.flags = self.flags - (self.flags & fl_jumpreleased);
self.teleport_time = time + 2; // safety net
return;
}
}
};
/*
================
playerprethink
called every frame before physics are run
================
*/
//med 01/17/97
void(float num_bubbles) deathbubbles;
void() playerprethink =
{
local float mspeed, aspeed;
local float r;
if (intermission_running)
{
earthquake_prethink();
intermissionthink (); // otherwise a button could be missed between
return; // the think tics
}
if (self.view_ofs == '0 0 0')
return; // intermission or finale
//jim
// kill player on edge of oblivion
if ( ( self.origin_z < -1300 ) && (world.model == "maps/hipdm1.bsp") &&
( self.health > 0 ) )
{
self.deathtype = "falling";
if (self.invincible_finished >= time)
{
self.invincible_finished = 0;
self.items = self.items - (self.items & it_invulnerability);
self.invincible_time = 0;
self.invincible_finished = 0;
self.effects = self.effects - (self.effects & ef_dimlight);
}
t_damage( self, self, world, self.health + 1000 );
}
//jim
// if (!deathmatch)
// {
earthquake_prethink();
// }
makevectors (self.v_angle); // is this still used
checkrules ();
watermove ();
//jim
//wetsuit
if (self.wetsuit_finished > time)
{
if (self.waterlevel==2)
{
self.velocity = self.velocity * 1.25;
}
if (self.waterlevel==3)
{
self.velocity = self.velocity * 1.5;
}
if (self.waterlevel >= 2)
{
// play scuba sound
if (self.swim_flag < time)
{
self.swim_flag = time + 7;
sound (self, chan_body, "misc/wetsuit.wav", 1, attn_norm);
}
//med 01/17/97
else
{
if (fabs(self.swim_flag - time - 6)<0.04)
{
deathbubbles(1);
}
else if (fabs(self.swim_flag - time - 5.5)<0.04)
{
deathbubbles(1);
}
else if (fabs(self.swim_flag - time - 5)<0.04)
{
deathbubbles(1);
}
}
}
}
if (self.waterlevel == 2)
checkwaterjump ();
if (self.deadflag >= dead_dead)
{
playerdeaththink ();
return;
}
if (self.deadflag == dead_dying)
return; // dying, so do nothing
if (self.button2)
{
playerjump ();
}
else
self.flags = self.flags | fl_jumpreleased;
// teleporters can force a non-moving pause time
if (time < self.pausetime)
self.velocity = '0 0 0';
if(time > self.attack_finished && self.currentammo == 0 && self.weapon != it_axe && self.weapon != it_mjolnir)
{
self.weapon = w_bestweapon ();
w_setcurrentammo ();
}
};
/*
================
checkpowerups
check for turning off powerups
================
*/
void() checkpowerups =
{
if (self.health <= 0)
return;
// invisibility
if (self.invisible_finished)
{
// sound and screen flash when items starts to run out
if (self.invisible_sound < time)
{
sound (self, chan_auto, "items/inv3.wav", 0.5, attn_idle);
self.invisible_sound = time + ((random() * 3) + 1);
}
if (self.invisible_finished < time + 3)
{
if (self.invisible_time == 1)
{
sprint (self, "ring of shadows magic is fading\n");
stuffcmd (self, "bf\n");
sound (self, chan_auto, "items/inv2.wav", 1, attn_norm);
self.invisible_time = time + 1;
}
if (self.invisible_time < time)
{
self.invisible_time = time + 1;
stuffcmd (self, "bf\n");
}
}
if (self.invisible_finished < time)
{ // just stopped
self.items = self.items - it_invisibility;
self.invisible_finished = 0;
self.invisible_time = 0;
}
// use the eyes
self.frame = 0;
self.modelindex = modelindex_eyes;
}
//med 12/04/96 added mjolnir stuff
else if (self.weapon == it_mjolnir)
self.modelindex = modelindex_hammer; // don't use eyes
else
self.modelindex = modelindex_player; // don't use eyes
// invincibility
if (self.invincible_finished)
{
// sound and screen flash when items starts to run out
if (self.invincible_finished < time + 3)
{
if (self.invincible_time == 1)
{
sprint (self, "protection is almost burned out\n");
stuffcmd (self, "bf\n");
sound (self, chan_auto, "items/protect2.wav", 1, attn_norm);
self.invincible_time = time + 1;
}
if (self.invincible_time < time)
{
self.invincible_time = time + 1;
stuffcmd (self, "bf\n");
}
}
if (self.invincible_finished < time)
{ // just stopped
self.items = self.items - it_invulnerability;
self.invincible_time = 0;
self.invincible_finished = 0;
}
if (self.invincible_finished > time)
self.effects = self.effects | ef_dimlight;
else
self.effects = self.effects - (self.effects & ef_dimlight);
}
// super damage
if (self.super_damage_finished)
{
// sound and screen flash when items starts to run out
if (self.super_damage_finished < time + 3)
{
if (self.super_time == 1)
{
sprint (self, "quad damage is wearing off\n");
stuffcmd (self, "bf\n");
sound (self, chan_auto, "items/damage2.wav", 1, attn_norm);
self.super_time = time + 1;
}
if (self.super_time < time)
{
self.super_time = time + 1;
stuffcmd (self, "bf\n");
}
}
if (self.super_damage_finished < time)
{ // just stopped
self.items = self.items - it_quad;
self.super_damage_finished = 0;
self.super_time = 0;
}
if (self.super_damage_finished > time)
self.effects = self.effects | ef_dimlight;
else
self.effects = self.effects - (self.effects & ef_dimlight);
}
// suit
if (self.radsuit_finished)
{
self.air_finished = time + 12; // don't drown
// sound and screen flash when items starts to run out
if (self.radsuit_finished < time + 3)
{
if (self.rad_time == 1)
{
sprint (self, "air supply in biosuit expiring\n");
stuffcmd (self, "bf\n");
sound (self, chan_auto, "items/suit2.wav", 1, attn_norm);
self.rad_time = time + 1;
}
if (self.rad_time < time)
{
self.rad_time = time + 1;
stuffcmd (self, "bf\n");
}
}
if (self.radsuit_finished < time)
{ // just stopped
self.items = self.items - it_suit;
self.rad_time = 0;
self.radsuit_finished = 0;
}
}
//jim
// wetsuit
if (self.wetsuit_finished)
{
self.air_finished = time + 12; // don't drown
// sound and screen flash when items starts to run out
if (self.wetsuit_finished < time + 3)
{
if (self.wetsuit_time == 1)
{
sprint (self, "air supply in wetsuit is running out\n");
stuffcmd (self, "bf\n");
sound (self, chan_auto, "items/suit2.wav", 1, attn_norm);
self.wetsuit_time = time + 1;
}
if (self.wetsuit_time < time)
{
self.wetsuit_time = time + 1;
stuffcmd (self, "bf\n");
}
}
if (self.wetsuit_finished < time)
{ // just stopped
//med
self.items2 = self.items2 - hip_it_wetsuit;
self.wetsuit_time = 0;
self.wetsuit_finished = 0;
}
}
//med
// empathy shields
if (self.empathy_finished)
{
// sound and screen flash when items starts to run out
if (self.empathy_finished < time + 3)
{
if (self.empathy_time == 1)
{
sprint (self, "empathy shields are running out\n");
stuffcmd (self, "bf\n");
sound (self, chan_auto, "items/suit2.wav", 1, attn_norm);
self.empathy_time = time + 1;
}
if (self.empathy_time < time)
{
self.empathy_time = time + 1;
stuffcmd (self, "bf\n");
}
}
if (self.empathy_finished < time)
{ // just stopped
//med
self.items2 = self.items2 - hip_it_empathy_shields;
self.empathy_time = 0;
self.empathy_finished = 0;
}
//med
if (self.empathy_finished > time)
self.effects = self.effects | ef_dimlight;
else
self.effects = self.effects - (self.effects & ef_dimlight);
}
};
/*
================
playerpostthink
called every frame after physics are run
================
*/
void() playerpostthink =
{
local float mspeed, aspeed;
local float r;
if (self.view_ofs == '0 0 0')
{
earthquake_postthink();
return; // intermission or finale
}
//jim
//wetsuit
if (self.wetsuit_finished > time)
{
if (self.waterlevel==2)
{
self.velocity = self.velocity * 0.8;
}
if (self.waterlevel==3)
{
self.velocity = self.velocity * 0.66;
}
}
//jim
// if (!deathmatch)
// {
earthquake_postthink();
// }
if (self.deadflag)
return;
// do weapon stuff
w_weaponframe ();
// check to see if player landed and play landing sound
if ((self.jump_flag < -300) && (self.flags & fl_onground) && (self.health > 0))
{
if (self.watertype == content_water)
sound (self, chan_body, "player/h2ojump.wav", 1, attn_norm);
else if (self.jump_flag < -650)
{
t_damage (self, world, world, 5);
sound (self, chan_voice, "player/land2.wav", 1, attn_norm);
self.deathtype = "falling";
}
else
sound (self, chan_voice, "player/land.wav", 1, attn_norm);
self.jump_flag = 0;
}
if (!(self.flags & fl_onground))
self.jump_flag = self.velocity_z;
checkpowerups ();
};
/*
===========
clientconnect
called when a player connects to a server
============
*/
void() clientconnect =
{
bprint (self.netname);
bprint (" entered the game\n");
// a client connecting during an intermission can cause problems
if (intermission_running)
exitintermission ();
};
/*
===========
clientdisconnect
called when a player disconnects from a server
============
*/
void() clientdisconnect =
{
if (gameover)
return;
// if the level end trigger has been activated, just return
// since they aren't *really* leaving
// let everyone else know
bprint (self.netname);
bprint (" left the game with ");
bprint (ftos(self.frags));
bprint (" frags\n");
sound (self, chan_body, "player/tornoff2.wav", 1, attn_none);
set_suicide_frame ();
};
/*
===========
clientobituary
called when a player dies
============
*/
void(entity targ, entity attacker) clientobituary =
{
local float rnum;
local string deathstring, deathstring2;
rnum = random();
if (targ.classname == "player")
{
if (attacker.classname == "teledeath")
{
bprint (targ.netname);
bprint (" was telefragged by ");
bprint (attacker.owner.netname);
bprint ("\n");
attacker.owner.frags = attacker.owner.frags + 1;
return;
}
if (attacker.classname == "teledeath2")
{
bprint ("satan's power deflects ");
bprint (targ.netname);
bprint ("'s telefrag\n");
targ.frags = targ.frags - 1;
return;
}
if (attacker.classname == "player")
{
if (targ == attacker)
{
// killed self
attacker.frags = attacker.frags - 1;
bprint (targ.netname);
if (targ.weapon == 64 && targ.waterlevel > 1)
{
bprint (" discharges into the water.\n");
return;
}
if (targ.weapon == it_grenade_launcher)
bprint (" tries to put the pin back in\n");
//jim
else if (rnum > 0.4 )
bprint (" becomes bored with life\n");
else
bprint (" checks if his weapon is loaded\n");
return;
}
else if ( (teamplay == 2) && (targ.team > 0)&&(targ.team == attacker.team) )
{
if (rnum < 0.25)
deathstring = " mows down a teammate\n";
else if (rnum < 0.50)
deathstring = " checks his glasses\n";
else if (rnum < 0.75)
deathstring = " gets a frag for the other team\n";
else
deathstring = " loses another friend\n";
bprint (attacker.netname);
bprint (deathstring);
attacker.frags = attacker.frags - 1;
return;
}
else
{
attacker.frags = attacker.frags + 1;
//med 01/19/97
if (empathyused == 1)
{
bprint (targ.netname);
if (random()<0.5)
bprint (" shares ");
else
bprint (" feels ");
bprint (attacker.netname);
bprint ("'s pain\n");
return;
}
//med 11/18/96
if (targ.dmg_inflictor.classname == "proximity_grenade")
{
bprint (targ.netname);
if (random()<0.5)
bprint (" got too friendly with ");
else
bprint (" did the rhumba with ");
bprint (attacker.netname);
bprint ("'s bomb\n");
return;
}
rnum = attacker.weapon;
if (rnum == it_axe)
{
deathstring = " was ax-murdered by ";
deathstring2 = "\n";
}
if (rnum == it_shotgun)
{
deathstring = " chewed on ";
deathstring2 = "'s boomstick\n";
}
if (rnum == it_super_shotgun)
{
deathstring = " ate 2 loads of ";
deathstring2 = "'s buckshot\n";
}
if (rnum == it_nailgun)
{
deathstring = " was nailed by ";
deathstring2 = "\n";
}
if (rnum == it_super_nailgun)
{
deathstring = " was punctured by ";
deathstring2 = "\n";
}
if (rnum == it_grenade_launcher)
{
deathstring = " eats ";
deathstring2 = "'s pineapple\n";
if (targ.health < -40)
{
deathstring = " was gibbed by ";
deathstring2 = "'s grenade\n";
}
}
if (rnum == it_rocket_launcher)
{
deathstring = " rides ";
deathstring2 = "'s rocket\n";
if (targ.health < -40)
{
deathstring = " was gibbed by ";
deathstring2 = "'s rocket\n" ;
}
}
if (rnum == it_lightning)
{
deathstring = " accepts ";
if (attacker.waterlevel > 1)
deathstring2 = "'s discharge\n";
else
deathstring2 = "'s shaft\n";
}
//med
if (rnum == it_laser_cannon)
{
if (random()<0.5)
{
deathstring = " was toasted by ";
}
else
{
deathstring = " was radiated by ";
}
deathstring2 = "'s laser\n";
}
//med
if (rnum == it_mjolnir)
{
deathstring = " was slammed by ";
deathstring2 = "'s hammer\n";
}
bprint (targ.netname);
bprint (deathstring);
bprint (attacker.netname);
bprint (deathstring2);
}
return;
}
else
{
targ.frags = targ.frags - 1; // killed self
rnum = targ.watertype;
bprint (targ.netname);
//jim
if ( attacker.deathtype )
{
bprint( " " );
bprint ( attacker.deathtype );
bprint( "\n" );
return;
}
if (rnum == -3)
{
if (random() < 0.5)
bprint (" sleeps with the fishes\n");
else
bprint (" sucks it down\n");
return;
}
else if (rnum == -4)
{
if (random() < 0.5)
bprint (" gulped a load of slime\n");
else
bprint (" can't exist on slime alone\n");
return;
}
else if (rnum == -5)
{
if (targ.health < -15)
{
bprint (" burst into flames\n");
return;
}
if (random() < 0.5)
bprint (" turned into hot slag\n");
else
bprint (" visits the volcano god\n");
return;
}
if (attacker.flags & fl_monster)
{
if (attacker.classname == "monster_army")
bprint (" was shot by a grunt\n");
if (attacker.classname == "monster_demon1")
bprint (" was eviscerated by a fiend\n");
if (attacker.classname == "monster_dog")
bprint (" was mauled by a rottweiler\n");
if (attacker.classname == "monster_dragon")
bprint (" was fried by a dragon\n");
if (attacker.classname == "monster_enforcer")
bprint (" was blasted by an enforcer\n");
if (attacker.classname == "monster_fish")
bprint (" was fed to the rotfish\n");
if (attacker.classname == "monster_hell_knight")
bprint (" was slain by a death knight\n");
if (attacker.classname == "monster_knight")
bprint (" was slashed by a knight\n");
if (attacker.classname == "monster_ogre")
bprint (" was destroyed by an ogre\n");
if (attacker.classname == "monster_oldone")
bprint (" became one with shub-niggurath\n");
if (attacker.classname == "monster_shalrath")
bprint (" was exploded by a vore\n");
if (attacker.classname == "monster_shambler")
bprint (" was smashed by a shambler\n");
if (attacker.classname == "monster_tarbaby")
bprint (" was slimed by a spawn\n");
if (attacker.classname == "monster_vomit")
bprint (" was vomited on by a vomitus\n");
if (attacker.classname == "monster_wizard")
bprint (" was scragged by a scrag\n");
if (attacker.classname == "monster_zombie")
bprint (" joins the zombies\n");
//med
if (attacker.classname == "monster_gremlin")
bprint (" was outsmarted by a gremlin\n");
//med
if (attacker.classname == "monster_scourge")
bprint (" was stung by a centroid\n");
//med
if (attacker.classname == "monster_armagon")
bprint (" was outgunned by armagon\n");
return;
}
if (attacker.classname == "explo_box")
{
bprint (" blew up\n");
return;
}
if (attacker.solid == solid_bsp && attacker != world)
{
bprint (" was squished\n");
return;
}
if (targ.deathtype == "falling")
{
targ.deathtype = "";
bprint (" fell to his death\n");
return;
}
if (attacker.classname == "trap_shooter" || attacker.classname == "trap_spikeshooter")
{
bprint (" was spiked\n");
return;
}
if (attacker.classname == "fireball")
{
bprint (" ate a lavaball\n");
return;
}
if (attacker.classname == "trigger_changelevel")
{
bprint (" tried to leave\n");
return;
}
bprint (" died\n");
}
}
};