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53 changed files with 2580 additions and 6891 deletions

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@ -1,186 +0,0 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/arcade_comm.cpp $
// $Revision:: 5 $
// $Author:: Jimdose $
// $Date:: 2/16/99 8:38p $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// $Log:: /Quake 2 Engine/Sin/code/game/arcade_comm.cpp $
//
// 5 2/16/99 8:38p Jimdose
// moved sin arcade comm stuff to client
//
// 4 12/14/98 8:16p Aldie
// Added a disablecom command
//
// 3 12/14/98 5:23p Aldie
// Added generic COM ports
//
// 2 12/08/98 7:04p Aldie
// First version of serial comm for arcade
//
// DESCRIPTION:
// Sin Arcade Serial Communications
#ifdef SIN_ARCADE
#include "..\\client\\client.h"
#include "arcade_comm.h"
#include <windows.h>
static LPDCB lpDCB=NULL;
static HANDLE COMHANDLE=NULL;
static cvar_t *disable_com;
void ARCADE_ComError
(
void
)
{
LPVOID lpMsgBuf;
FormatMessage(FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM,
NULL,
GetLastError(),
MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), // Default language
(LPTSTR)&lpMsgBuf,
0,
NULL );
// Display the string.
Com_Error( ERR_FATAL, (const char *)lpMsgBuf );
// Free the buffer.
LocalFree( lpMsgBuf );
}
qboolean ARCADE_ComWriteByte
(
byte b
)
{
DWORD bytesWritten;
LPBYTE lpByte;
BOOL retval;
if ( disable_com->value )
return( true );
lpByte = (BYTE *)"UB";
if ( !lpDCB || !COMHANDLE )
{
return false;
}
retval = WriteFile( COMHANDLE,
lpByte,
2,
&bytesWritten,
NULL );
if (!retval)
{
return false;
}
// 50 millisecond wait for the board
Sleep( 50 );
// Byte command to send to the Universal Board
lpByte = &b;
// Send over the byte command
retval = WriteFile( COMHANDLE,
lpByte,
2,
&bytesWritten,
NULL );
if (!retval)
{
return false;
}
return true;
}
void ARCADE_SetupCommunications
(
void
)
{
LPCTSTR lpDef;
BOOL retval;
cvar_t *comport;
const char *comstring;
if ( lpDCB ) // Already setup
return;
disable_com = Cvar_Get( "disablecom", "0", 0 );
if ( disable_com->value )
return;
comport = Cvar_Get( "comport", "1", 0 );
if ( comport->value == 2 )
{
lpDef = "COM2: baud=9600 parity=N data=8 stop=1";
comstring = "COM2";
}
else
{
lpDef = "COM1: baud=9600 parity=N data=8 stop=1";
comstring = "COM1";
}
lpDCB = new DCB;
retval = BuildCommDCB( lpDef, lpDCB );
if ( !retval )
{
// An error occurred creating the device
ARCADE_ComError();
return;
}
if ( ( COMHANDLE = ( CreateFile( comstring,
GENERIC_WRITE,
0, // exclusive access
NULL, // no security attrs
OPEN_EXISTING,
FILE_ATTRIBUTE_NORMAL,
NULL
) ) ) == (HANDLE) -1 )
{
Com_Error( ERR_FATAL, "Could not create COM I/O file\n");
}
else
{
PurgeComm( COMHANDLE, PURGE_TXABORT | PURGE_RXABORT | PURGE_TXCLEAR | PURGE_RXCLEAR );
}
}
void ARCADE_CloseCommunications
(
void
)
{
CloseHandle( COMHANDLE );
free( lpDCB );
}
#endif

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@ -1,40 +0,0 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/arcade_comm.h $
// $Revision:: 3 $
// $Author:: Jimdose $
// $Date:: 2/16/99 8:38p $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// $Log:: /Quake 2 Engine/Sin/code/game/arcade_comm.h $
//
// 3 2/16/99 8:38p Jimdose
// moved sin arcade comm stuff to client
//
// 2 12/14/98 5:55p Aldie
// First version of arcade communications
//
// DESCRIPTION:
// Arcade Communications Functions
#ifndef __ARCADE_COMM_H__
#define __ARCADE_COMM_H__
#ifdef __cplusplus
extern "C" {
#endif
void ARCADE_SetupCommunications( void );
void ARCADE_CloseCommunications( void );
qboolean ARCADE_ComWriteByte( byte b );
#ifdef __cplusplus
}
#endif
#endif

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/bspline.cpp $
// $Revision:: 14 $
// $Author:: Markd $
// $Date:: 8/07/99 1:53p $
// $Revision:: 12 $
// $Author:: Jimdose $
// $Date:: 10/19/98 9:51p $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,12 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/bspline.cpp $
//
// 14 8/07/99 1:53p Markd
// Fixed a bunch of more code for version 1.06
//
// 13 5/19/99 11:30a Markd
// Added new camera support
//
// 12 10/19/98 9:51p Jimdose
// fixed savegame bugs with bspline
//
@ -607,14 +601,10 @@ int BSpline::PickControlPoint
CLASS_DECLARATION( Entity, SplinePath, "info_splinepath" );
Event EV_SplinePath_Create( "SplinePath_create" );
Event EV_SplinePath_Loop( "loop", EV_CONSOLE );
Event EV_SplinePath_Speed( "speed" );
ResponseDef SplinePath::Responses[] =
{
{ &EV_SplinePath_Create, ( Response )SplinePath::CreatePath },
{ &EV_SplinePath_Loop, ( Response )SplinePath::SetLoop },
{ &EV_SplinePath_Speed, ( Response )SplinePath::SetSpeed },
{ NULL, NULL }
};
@ -623,9 +613,6 @@ SplinePath::SplinePath()
owner = this;
next = NULL;
loop = NULL;
doWatch = false;
watchEnt = "";
loop_name = G_GetStringArg( "loop" );
angles = G_GetVectorArg( "angles" );
speed = G_GetFloatArg( "speed", 1 );
@ -639,25 +626,6 @@ SplinePath::SplinePath()
}
}
SplinePath::~SplinePath()
{
// disconnect from the chain
if ( owner != this )
{
owner->SetNext( next );
owner = this;
}
else if ( next )
{
next->SetPrev( NULL );
next = NULL;
}
assert( owner == this );
assert( next == NULL );
}
void SplinePath::CreatePath
(
Event *ev
@ -707,153 +675,3 @@ SplinePath *SplinePath::GetLoop
{
return loop;
}
void SplinePath::SetLoop
(
Event *ev
)
{
loop_name = ev->GetString( 1 );
}
void SplinePath::SetSpeed
(
Event *ev
)
{
speed = ev->GetFloat( 1 );
}
SplinePath *SplinePath::GetPrev
(
void
)
{
if ( owner == this )
{
return NULL;
}
return owner;
}
void SplinePath::SetNext
(
SplinePath *node
)
{
if ( next )
{
// remove ourselves from the chain
next->owner = next;
}
next = node;
if ( next )
{
// disconnect next from it's previous node
if ( next->owner != next )
{
next->owner->next = NULL;
}
next->owner = this;
}
}
void SplinePath::SetPrev
(
SplinePath *node
)
{
if ( owner != this )
{
owner->next = NULL;
}
if ( node && ( node != this ) )
{
// safely remove the node from its chain
if ( node->next )
{
node->next->owner = node->next;
}
node->next = this;
owner = node;
}
else
{
owner = this;
}
}
void SplinePath::SetWatch
(
const char *name
)
{
doWatch = true;
watchEnt = name;
}
void SplinePath::NoWatch
(
void
)
{
doWatch = true;
watchEnt = "";
}
Entity *SplinePath::GetWatch
(
void
)
{
const char *name;
int t;
name = watchEnt.c_str();
if ( name[ 0 ] == '$' )
{
t = G_FindTarget( 0, &name[ 1 ] );
if ( !t )
{
warning( "GetWatch", "Entity with targetname of '%s' not found", &name[ 1 ] );
return NULL;
}
}
else
{
if ( name[ 0 ] != '*' )
{
warning( "GetWatch", "Expecting a '*'-prefixed entity number but found '%s'.", name );
return NULL;
}
if ( !IsNumeric( &name[ 1 ] ) )
{
warning( "GetWatch", "Expecting a numeric value but found '%s'.", &name[ 1 ] );
return NULL;
}
else
{
t = atoi( &name[ 1 ] );
}
}
if ( ( t < 0 ) || ( t > game.maxentities ) )
{
warning( "GetWatch", "%d out of valid range for entity.", t );
return NULL;
}
return G_GetEntity( t );
}

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@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/bspline.h $
// $Revision:: 20 $
// $Author:: Markd $
// $Date:: 5/19/99 11:30a $
// $Revision:: 19 $
// $Author:: Jimdose $
// $Date:: 10/25/98 11:52p $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,9 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/bspline.h $
//
// 20 5/19/99 11:30a Markd
// Added new camera support
//
// 19 10/25/98 11:52p Jimdose
// added EXPORT_TEMPLATE
//
@ -557,10 +554,6 @@ template class EXPORT_FROM_DLL SafePtr<SplinePath>;
#endif
typedef SafePtr<SplinePath> SplinePathPtr;
extern Event EV_SplinePath_Create;
extern Event EV_SplinePath_Loop;
extern Event EV_SplinePath_Speed;
class EXPORT_FROM_DLL SplinePath : public Entity
{
protected:
@ -570,26 +563,15 @@ class EXPORT_FROM_DLL SplinePath : public Entity
str loop_name;
void CreatePath( Event *ev );
void SetLoop( Event *ev );
void SetSpeed( Event *ev );
public:
float speed;
qboolean doWatch;
str watchEnt;
CLASS_PROTOTYPE( SplinePath );
SplinePath();
~SplinePath();
SplinePath *GetNext( void );
SplinePath *GetPrev( void );
SplinePath *GetLoop( void );
void SetWatch( const char *name );
void NoWatch( void );
Entity *GetWatch( void );
void SetNext( SplinePath *node );
void SetPrev( SplinePath *node );
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};
@ -607,8 +589,6 @@ inline EXPORT_FROM_DLL void SplinePath::Archive
arc.WriteSafePointer( loop );
arc.WriteString( loop_name );
arc.WriteFloat( speed );
arc.WriteBoolean( doWatch );
arc.WriteString( watchEnt );
}
inline EXPORT_FROM_DLL void SplinePath::Unarchive
@ -624,10 +604,6 @@ inline EXPORT_FROM_DLL void SplinePath::Unarchive
arc.ReadSafePointer( &loop );
arc.ReadString( &loop_name );
arc.ReadFloat( &speed );
arc.ReadBoolean( &doWatch );
arc.ReadString( &watchEnt );
CancelEventsOfType( EV_SplinePath_Create );
}
#endif /* __BSPLINE_H__ */

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/bullet.h $
// $Revision:: 22 $
// $Author:: Markd $
// $Date:: 2/26/99 5:54p $
// $Revision:: 21 $
// $Author:: Aldie $
// $Date:: 8/06/98 10:53p $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,9 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/bullet.h $
//
// 22 2/26/99 5:54p Markd
// Re-arranged for better sub-classing
//
// 21 8/06/98 10:53p Aldie
// Added weapon tweaks and kickback. Also modified blast radius damage and
// rocket jumping.
@ -92,14 +89,13 @@
class EXPORT_FROM_DLL BulletWeapon : public Weapon
{
protected:
BulletWeapon();
virtual void TraceAttack( Vector start, Vector end, int damage, trace_t *trace, int numricochets, int kick, int dflags, int meansofdeath, qboolean server_effects );
virtual void FireBullets( int numbullets, Vector spread, int mindamage, int maxdamage, int dflags, int meansofdeath, qboolean server_effects );
virtual void FireTracer( void );
public:
CLASS_PROTOTYPE( BulletWeapon );
BulletWeapon();
virtual void FireBullets( int numbullets, Vector spread, int mindamage, int maxdamage, int dflags, int meansofdeath, qboolean server_effects );
};
#endif /* BULLET.h */

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/camera.cpp $
// $Revision:: 52 $
// $Revision:: 47 $
// $Author:: Markd $
// $Date:: 11/02/99 12:09p $
// $Date:: 11/14/98 2:33a $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,21 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/camera.cpp $
//
// 52 11/02/99 12:09p Markd
// Fixed CTF cheat bug
//
// 51 10/28/99 10:43a Markd
// made a bunch of console commands cheat protected
//
// 50 5/19/99 4:57p Markd
// fixed some errors
//
// 49 5/19/99 11:30a Markd
// Added new camera support
//
// 48 3/19/99 8:58p Aldie
// Added SetCurrentDistance
//
// 47 11/14/98 2:33a Markd
// put in some better jump cutting
//
@ -182,10 +167,6 @@
#include "player.h"
#include "camera.h"
#define CAMERA_PATHFILE_VERSION 1
CameraManager CameraMan;
cvar_t *sv_showcameras;
Event EV_Camera_FollowingPath( "followingpath" );
@ -1023,15 +1004,6 @@ void Camera::SetDistance
newstate.move.follow_dist = ev->GetFloat( 1 );
}
void Camera::SetCurrentDistance
(
float dist
)
{
currentstate.move.follow_dist = dist;
}
void Camera::SetHeight
(
Event *ev
@ -1373,19 +1345,6 @@ str &Camera::Thread
return thread;
}
void Camera::Reset
(
Vector org,
Vector ang
)
{
setOrigin( org );
setAngles( ang );
InitializeState( currentstate );
InitializeState( newstate );
}
CLASS_DECLARATION( Camera, SecurityCamera, "func_securitycamera" );
ResponseDef SecurityCamera::Responses[] =
@ -1398,734 +1357,3 @@ SecurityCamera::SecurityCamera()
setModel( "camera.def" );
showModel();
}
/******************************************************************************
Camera Manager
******************************************************************************/
Event EV_CameraManager_NewPath( "new", EV_CONSOLE | EV_CHEAT );
Event EV_CameraManager_SetPath( "setpath", EV_CONSOLE | EV_CHEAT );
Event EV_CameraManager_SetTargetName( "settargetname", EV_CONSOLE | EV_CHEAT );
Event EV_CameraManager_SetTarget( "settarget", EV_CONSOLE | EV_CHEAT );
Event EV_CameraManager_AddPoint( "add", EV_CONSOLE | EV_CHEAT );
Event EV_CameraManager_DeletePoint( "delete", EV_CONSOLE | EV_CHEAT );
Event EV_CameraManager_MovePlayer( "moveplayer", EV_CONSOLE | EV_CHEAT );
Event EV_CameraManager_ReplacePoint( "replace", EV_CONSOLE | EV_CHEAT );
Event EV_CameraManager_NextPoint( "next", EV_CONSOLE | EV_CHEAT );
Event EV_CameraManager_PreviousPoint( "prev", EV_CONSOLE | EV_CHEAT );
Event EV_CameraManager_ShowPath( "show" );
Event EV_CameraManager_HidePath( "hide" );
Event EV_CameraManager_PlayPath( "play", EV_CONSOLE | EV_CHEAT );
Event EV_CameraManager_LoopPath( "loop", EV_CONSOLE );
Event EV_CameraManager_StopPlayback( "stop" );
Event EV_CameraManager_Watch( "watch" );
Event EV_CameraManager_NoWatch( "nowatch" );
Event EV_CameraManager_Speed( "setspeed", EV_CONSOLE | EV_CHEAT );
Event EV_CameraManager_Save( "save", EV_CONSOLE | EV_CHEAT );
Event EV_CameraManager_Load( "load", EV_CONSOLE | EV_CHEAT );
Event EV_CameraManager_SaveMap( "savemap", EV_CONSOLE | EV_CHEAT );
CLASS_DECLARATION( Listener, CameraManager, NULL );
ResponseDef CameraManager::Responses[] =
{
{ &EV_CameraManager_NewPath, ( Response )CameraManager::NewPath },
{ &EV_CameraManager_SetPath, ( Response )CameraManager::SetPath },
{ &EV_CameraManager_SetTargetName, ( Response )CameraManager::SetTargetName },
{ &EV_CameraManager_SetTarget, ( Response )CameraManager::SetTarget },
{ &EV_CameraManager_SetPath, ( Response )CameraManager::SetPath },
{ &EV_CameraManager_AddPoint, ( Response )CameraManager::AddPoint },
{ &EV_CameraManager_ReplacePoint, ( Response )CameraManager::ReplacePoint },
{ &EV_CameraManager_DeletePoint, ( Response )CameraManager::DeletePoint },
{ &EV_CameraManager_MovePlayer, ( Response )CameraManager::MovePlayer },
{ &EV_CameraManager_NextPoint, ( Response )CameraManager::NextPoint },
{ &EV_CameraManager_PreviousPoint, ( Response )CameraManager::PreviousPoint },
{ &EV_CameraManager_ShowPath, ( Response )CameraManager::ShowPath },
{ &EV_CameraManager_HidePath, ( Response )CameraManager::HidePath },
{ &EV_CameraManager_PlayPath, ( Response )CameraManager::PlayPath },
{ &EV_CameraManager_LoopPath, ( Response )CameraManager::LoopPath },
{ &EV_CameraManager_StopPlayback, ( Response )CameraManager::StopPlayback },
{ &EV_CameraManager_Watch, ( Response )CameraManager::Watch },
{ &EV_CameraManager_NoWatch, ( Response )CameraManager::NoWatch },
{ &EV_CameraManager_Speed, ( Response )CameraManager::Speed },
{ &EV_CameraManager_Save, ( Response )CameraManager::Save },
{ &EV_CameraManager_Load, ( Response )CameraManager::Load },
{ &EV_CameraManager_SaveMap, ( Response )CameraManager::SaveMap },
{ NULL, NULL }
};
Player *CameraManager_GetPlayer
(
void
)
{
assert( g_edicts[ 1 ].entity && g_edicts[ 1 ].entity->isSubclassOf( Player ) );
if ( !g_edicts[ 1 ].entity || !( g_edicts[ 1 ].entity->isSubclassOf( Player ) ) )
{
gi.printf( "No player found.\n" );
return NULL;
}
return ( Player * )g_edicts[ 1 ].entity;
}
CameraManager::CameraManager()
{
path = NULL;
current = NULL;
speed = 1;
watch = 0;
cam = NULL;
}
void CameraManager::NewPath
(
Event *ev
)
{
if ( path )
{
path = NULL;
current = NULL;
}
ProcessEvent( EV_CameraManager_ShowPath );
}
void CameraManager::SetPath
(
SplinePath *node
)
{
path = node;
current = node;
}
void CameraManager::SetPath
(
Event *ev
)
{
Entity *ent;
if ( !ev->NumArgs() )
{
ev->Error( "Usage: cam setpath [pathname]" );
return;
}
ent = ev->GetEntity( 1 );
if ( !ent )
{
ev->Error( "Could not find path named '%s'.", ev->GetString( 1 ) );
return;
}
if ( !ent->isSubclassOf( SplinePath ) )
{
ev->Error( "'%s' is not a camera path.", ev->GetString( 1 ) );
return;
}
SetPath( ( SplinePath * )ent );
}
void CameraManager::SetTargetName
(
Event *ev
)
{
if ( ev->NumArgs() != 1 )
{
ev->Error( "Usage: cam targetname [name]" );
return;
}
if ( !path )
{
ev->Error( "Camera path not set." );
return;
}
path->SetTargetName( ev->GetString( 1 ) );
}
void CameraManager::SetTarget
(
Event *ev
)
{
if ( ev->NumArgs() != 1 )
{
ev->Error( "Usage: cam target [name]" );
return;
}
if ( !current )
{
ev->Error( "Camera path not set." );
return;
}
current->SetTarget( ev->GetString( 1 ) );
}
void CameraManager::AddPoint
(
Event *ev
)
{
Player *player;
SplinePath *prev;
SplinePath *next;
Vector ang;
Vector pos;
player = CameraManager_GetPlayer();
if ( player )
{
prev = current;
if ( current )
{
next = current->GetNext();
}
else
{
next = NULL;
}
player->GetPlayerView( &pos, &ang );
current = new SplinePath;
current->setOrigin( pos );
current->setAngles( ang );
current->speed = speed;
current->SetPrev( prev );
current->SetNext( next );
if ( !path )
{
path = current;
}
CancelEventsOfType( EV_CameraManager_ShowPath );
ProcessEvent( EV_CameraManager_ShowPath );
}
}
void CameraManager::ReplacePoint
(
Event *ev
)
{
Player *player;
Vector ang;
Vector pos;
player = CameraManager_GetPlayer();
if ( current && player )
{
player->GetPlayerView( &pos, &ang );
current->setOrigin( pos );
current->setAngles( ang );
current->speed = speed;
}
}
void CameraManager::DeletePoint
(
Event *ev
)
{
SplinePath *node;
if ( current )
{
node = current->GetNext();
if ( !node )
{
node = current->GetPrev();
}
if ( path == current )
{
path = current->GetNext();
}
delete current;
current = node;
}
}
void CameraManager::MovePlayer
(
Event *ev
)
{
Player *player;
Vector pos;
player = CameraManager_GetPlayer();
if ( current && player )
{
player->GetPlayerView( &pos, NULL );
player->setOrigin( current->origin - pos + player->origin );
player->setAngles( current->angles );
}
}
void CameraManager::NextPoint
(
Event *ev
)
{
SplinePath *next;
if ( current )
{
next = current->GetNext();
if ( next )
{
current = next;
}
}
}
void CameraManager::PreviousPoint
(
Event *ev
)
{
SplinePath *prev;
if ( current )
{
prev = current->GetPrev();
if ( prev )
{
current = prev;
}
}
}
void CameraManager::ShowPath
(
Event *ev
)
{
SplinePath *node;
SplinePath *prev;
Vector mins( -8, -8, -8 );
Vector maxs( 8, 8, 8 );
if ( ev->NumArgs() )
{
Entity *ent;
ent = ev->GetEntity( 1 );
if ( !ent )
{
ev->Error( "Could not find path named '%s'.", ev->GetString( 1 ) );
return;
}
if ( !ent->isSubclassOf( SplinePath ) )
{
ev->Error( "'%s' is not a camera path.", ev->GetString( 1 ) );
return;
}
SetPath( ( SplinePath * )ent );
}
prev = NULL;
for( node = path; node != NULL; node = node->GetNext() )
{
if ( prev )
{
//G_LineStipple( 4, ( unsigned short )( 0xF0F0F0F0 >> ( 7 - ( level.framenum & 7 ) ) ) );
G_DebugLine( prev->origin, node->origin, 1, 1, 1, 1 );
//G_LineStipple( 1, 0xffff );
}
if ( current == node )
{
G_DrawDebugNumber( node->origin + Vector( 0, 0, 20 ), node->speed, 0.5, 0, 1, 0, 1 );
G_DebugBBox( node->origin, mins, maxs, 1, 1, 0, 1 );
}
else
{
G_DebugBBox( node->origin, mins, maxs, 1, 0, 0, 1 );
}
//G_LineWidth( 3 );
G_DebugLine( node->origin, node->origin + Vector( node->orientation[ 0 ] ) * 16, 1, 0, 0, 1 );
G_DebugLine( node->origin, node->origin + Vector( node->orientation[ 1 ] ) * 16, 0, 1, 0, 1 );
G_DebugLine( node->origin, node->origin + Vector( node->orientation[ 2 ] ) * 16, 0, 0, 1, 1 );
//G_LineWidth( 1 );
prev = node;
}
PostEvent( EV_CameraManager_ShowPath, FRAMETIME );
}
void CameraManager::HidePath
(
Event *ev
)
{
CancelEventsOfType( EV_CameraManager_ShowPath );
}
void CameraManager::StopPlayback
(
Event *ev
)
{
if ( cam )
{
cam->Stop();
SetCamera( NULL );
}
}
void CameraManager::PlayPath
(
Event *ev
)
{
if ( cam )
{
SetCamera( NULL );
}
if ( ev->NumArgs() )
{
Entity *ent;
ent = ev->GetEntity( 1 );
if ( !ent )
{
ev->Error( "Could not find path named '%s'.", ev->GetString( 1 ) );
return;
}
if ( !ent->isSubclassOf( SplinePath ) )
{
ev->Error( "'%s' is not a camera path.", ev->GetString( 1 ) );
return;
}
SetPath( ( SplinePath * )ent );
}
if ( path )
{
if ( !cam )
{
cam = new Camera;
cam->SetTargetName( "_loadedcamera" );
}
cam->Reset( path->origin, path->angles );
cam->FollowPath( path, false, NULL );
SetCamera( cam );
}
}
void CameraManager::LoopPath
(
Event *ev
)
{
if ( cam )
{
SetCamera( NULL );
}
if ( ev->NumArgs() )
{
Entity *ent;
ent = ev->GetEntity( 1 );
if ( !ent )
{
ev->Error( "Could not find path named '%s'.", ev->GetString( 1 ) );
return;
}
if ( !ent->isSubclassOf( SplinePath ) )
{
ev->Error( "'%s' is not a camera path.", ev->GetString( 1 ) );
return;
}
SetPath( ( SplinePath * )ent );
}
if ( path )
{
if ( !cam )
{
cam = new Camera;
cam->SetTargetName( "_loadedcamera" );
}
cam->Reset( path->origin, path->angles );
cam->FollowPath( path, true, NULL );
SetCamera( cam );
}
}
void CameraManager::Watch
(
Event *ev
)
{
if ( current )
{
current->SetWatch( ev->GetString( 1 ) );
}
}
void CameraManager::NoWatch
(
Event *ev
)
{
if ( current )
{
current->NoWatch();
}
}
void CameraManager::Speed
(
Event *ev
)
{
speed = ev->GetFloat( 1 );
if ( current )
{
current->speed = speed;
}
}
void CameraManager::Save
(
Event *ev
)
{
SplinePath *node;
Archiver arc;
str filename;
int num;
if ( ev->NumArgs() != 1 )
{
ev->Error( "Usage: cam save [filename]" );
return;
}
num = 0;
for( node = path; node != NULL; node = node->GetNext() )
{
num++;
}
if ( num == 0 )
{
ev->Error( "Can't save. No points in path." );
return;
}
filename = gi.GameDir();
filename += "/cams/";
filename += ev->GetString( 1 );
filename += ".cam";
if ( !path->targetname.length() )
{
path->SetTargetName( ev->GetString( 1 ) );
gi.printf( "Targetname set to '%s'\n", path->targetname.c_str() );
}
gi.printf( "Saving camera path to '%s'...\n", filename.c_str() );
arc.Create( filename );
arc.WriteInteger( CAMERA_PATHFILE_VERSION );
arc.WriteInteger( num );
arc.WriteSafePointer( path );
for( node = path; node != NULL; node = node->GetNext() )
{
arc.WriteObject( node );
}
arc.Close();
gi.printf( "done.\n" );
}
void CameraManager::Load
(
Event *ev
)
{
Archiver arc;
str filename;
int version;
int i;
int num;
if ( ev->NumArgs() != 1 )
{
ev->Error( "Usage: cam load [filename]" );
return;
}
filename = "cams/";
filename += ev->GetString( 1 );
filename += ".cam";
gi.printf( "Loading camera path from '%s'...\n", filename.c_str() );
arc.Read( filename );
version = arc.ReadInteger();
if ( version == CAMERA_PATHFILE_VERSION )
{
arc.ReadInteger( &num );
arc.ReadSafePointer( &path );
for( i = 0; i < num; i++ )
{
arc.ReadObject();
}
arc.Close();
current = path;
gi.printf( "done.\n" );
}
else
{
arc.Close();
ev->Error( "Expecting version %d path file. Camera path file is version %d.", CAMERA_PATHFILE_VERSION, version );
}
}
void CameraManager::SaveMap
(
Event *ev
)
{
SplinePath *node;
str buf;
char tempbuf[ 512 ];
str filename;
int num;
int index;
FILE * file;
if ( ev->NumArgs() != 1 )
{
ev->Error( "Usage: cam savemap [filename]" );
return;
}
num = 0;
for( node = path; node != NULL; node = node->GetNext() )
{
num++;
}
if ( num == 0 )
{
ev->Error( "Can't save. No points in path." );
return;
}
filename = "cams/";
filename += ev->GetString( 1 );
filename += ".map";
if ( !path->targetname.length() )
{
path->SetTargetName( ev->GetString( 1 ) );
gi.printf( "Targetname set to '%s'\n", path->targetname.c_str() );
}
gi.printf( "Saving camera path to map '%s'...\n", filename.c_str() );
buf = "";
index = 0;
for( node = path; node != NULL; node = node->GetNext() )
{
sprintf( tempbuf, "// pathnode %d\n", index );
buf += str( tempbuf );
buf += "{\n";
sprintf( tempbuf, "\"classname\" \"info_splinepath\"\n" );
buf += str( tempbuf );
if ( index < ( num - 1 ) )
{
sprintf( tempbuf, "\"target\" \"camnode_%s_%d\"\n", ev->GetString( 1 ), index + 1 );
buf += str( tempbuf );
}
if ( !index )
{
sprintf( tempbuf, "\"targetname\" \"%s\"\n", ev->GetString( 1 ) );
}
else
{
sprintf( tempbuf, "\"targetname\" \"camnode_%s_%d\"\n", ev->GetString( 1 ), index );
}
buf += str( tempbuf );
sprintf( tempbuf, "\"origin\" \"%d %d %d\"\n", ( int )node->origin.x, ( int )node->origin.y, ( int )node->origin.z );
buf += str( tempbuf );
sprintf( tempbuf, "\"angles\" \"%d %d %d\"\n", ( int )anglemod( node->angles.x ), ( int )anglemod( node->angles.y ), ( int )anglemod( node->angles.z ) );
buf += str( tempbuf );
sprintf( tempbuf, "\"speed\" \"%.3f\"\n", node->speed );
buf += str( tempbuf );
buf += "}\n";
index++;
}
gi.CreatePath( filename.c_str() );
file = fopen( filename.c_str(), "wt" );
fwrite( buf.c_str(), 1, buf.length() + 1, file );
fclose( file );
gi.printf( "done.\n" );
}

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/camera.h $
// $Revision:: 27 $
// $Author:: Markd $
// $Date:: 5/19/99 11:30a $
// $Revision:: 25 $
// $Author:: Jimdose $
// $Date:: 10/25/98 11:53p $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,12 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/camera.h $
//
// 27 5/19/99 11:30a Markd
// Added new camera support
//
// 26 3/19/99 8:59p Aldie
// Added SetCurrentDistance
//
// 25 10/25/98 11:53p Jimdose
// added EXPORT_TEMPLATE
//
@ -422,9 +416,6 @@ class EXPORT_FROM_DLL Camera : public Entity
str &NextCamera( void );
str &Thread( void );
str &Overlay( void );
void SetCurrentDistance( float dist );
void Reset( Vector org, Vector ang );
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
@ -519,77 +510,4 @@ class EXPORT_FROM_DLL SecurityCamera : public Camera
SecurityCamera();
};
class CameraManager : public Listener
{
protected:
SplinePathPtr path;
SplinePathPtr current;
float speed;
int watch;
CameraPtr cam;
void NewPath( Event *ev );
void SetPath( Event *ev );
void SetTargetName( Event *ev );
void SetTarget( Event *ev );
void AddPoint( Event *ev );
void ReplacePoint( Event *ev );
void DeletePoint( Event *ev );
void MovePlayer( Event *ev );
void NextPoint( Event *ev );
void PreviousPoint( Event *ev );
void ShowPath( Event *ev );
void HidePath( Event *ev );
void StopPlayback( Event *ev );
void PlayPath( Event *ev );
void LoopPath( Event *ev );
void Watch( Event *ev );
void NoWatch( Event *ev );
void Speed( Event *ev );
void Save( Event *ev );
void Load( Event *ev );
void SaveMap( Event *ev );
public:
CLASS_PROTOTYPE( CameraManager );
CameraManager();
void SetPath( SplinePath *node );
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};
inline void CameraManager::Archive
(
Archiver &arc
)
{
Listener::Archive( arc );
arc.WriteSafePointer( path );
arc.WriteSafePointer( current );
arc.WriteFloat( speed );
arc.WriteInteger( watch );
arc.WriteSafePointer( cam );
}
inline void CameraManager::Unarchive
(
Archiver &arc
)
{
Listener::Unarchive( arc );
arc.ReadSafePointer( &path );
arc.ReadSafePointer( &current );
arc.ReadFloat( &speed );
arc.ReadInteger( &watch );
arc.ReadSafePointer( &cam );
}
extern CameraManager CameraMan;
#endif /* camera.h */

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/chaingun.cpp $
// $Revision:: 45 $
// $Author:: Aldie $
// $Date:: 3/19/99 3:43p $
// $Revision:: 43 $
// $Author:: Jimdose $
// $Date:: 11/18/98 6:11p $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,16 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/chaingun.cpp $
//
// 45 3/19/99 3:43p Aldie
// Changed check for ammo in chaingun
//
// 44 3/02/99 9:06p Aldie
// Added CTF game code
//
// 2 2/16/99 4:08p Aldie
//
// 1 2/11/99 1:38p Aldie
//
// 43 11/18/98 6:11p Jimdose
// fix problems with gravaxis
//
@ -299,10 +289,6 @@ EXPORT_FROM_DLL void Grenade::Setup
ev = new Event( EV_Grenade_Explode );
ev->AddEntity( world );
if ( ctf->value )
PostEvent( ev, 0.9 );
else
PostEvent( ev, 2.5 + G_Random(1.0) );
edict->s.effects |= EF_ROCKET;
@ -345,11 +331,9 @@ ChainGun::ChainGun
modelIndex( "sprites/hvblast.spr" );
modelIndex( "sprites/tracer.spr" );
modelIndex( "hvshell.def" );
if ( ctf->value )
alternate_fire = true;
}
void ChainGun::Shoot
(
Event *ev
@ -376,36 +360,6 @@ void ChainGun::Shoot
grenade = new Grenade;
grenade->Setup( owner, pos, forward, up, right );
NextAttack( 0.8 );
if ( ctf->value )
SetPrimaryMode();
}
}
qboolean ChainGun::HasAmmo
(
Event *ev
)
{
if ( !owner )
{
return false;
}
if ( UnlimitedAmmo() )
{
return true;
}
if ( ( ammo_clip_size && ammo_in_clip >= ammorequired ) || AmmoAvailable() >= ammorequired )
{
return true;
}
else if ( ( ammo_clip_size && ammo_in_clip >= secondary_ammorequired ) || AmmoAvailable() >= secondary_ammorequired )
{
return true;
}
return false;
}

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/chaingun.h $
// $Revision:: 10 $
// $Author:: Aldie $
// $Date:: 3/19/99 3:43p $
// $Revision:: 9 $
// $Author:: Jimdose $
// $Date:: 11/18/98 6:12p $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,9 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/chaingun.h $
//
// 10 3/19/99 3:43p Aldie
// Changed ammo check for chaingun
//
// 9 11/18/98 6:12p Jimdose
// fix problems with gravaxis
//
@ -76,7 +73,6 @@ class EXPORT_FROM_DLL ChainGun : public BulletWeapon
ChainGun::ChainGun();
virtual void Shoot( Event *ev );
virtual qboolean HasAmmo( Event *ev );
};
#endif /* ChainGun.h */

1713
ctf.cpp

File diff suppressed because it is too large Load diff

261
ctf.h
View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/ctf.h $
// $Revision:: 11 $
// $Author:: Aldie $
// $Date:: 5/18/99 7:07p $
// $Revision:: 2 $
// $Author:: Jimdose $
// $Date:: 10/10/98 3:03a $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,37 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/ctf.h $
//
// 11 5/18/99 7:07p Aldie
// Fix for forcejoin
//
// 10 3/19/99 9:41p Aldie
// Changed max_regen_health to 300 instead of 400
//
// 9 3/19/99 7:35p Aldie
// Added CTF_DROPPED_FLAG_TIMEOUT
//
// 8 3/19/99 4:28p Aldie
// externed ctfgame
//
// 7 3/19/99 4:19p Aldie
// Added tech regen time, changed grapple speed and max health
//
// 6 3/12/99 10:19p Aldie
// Change HALF to Shield
//
// 5 3/12/99 8:12p Aldie
// Added deathquad
//
// 4 3/12/99 4:55p Aldie
// Added CTF_CalcScores
//
// 3 3/02/99 9:16p Aldie
// Added CTF game code
//
// 2 2/16/99 4:08p Aldie
//
// 1 2/11/99 1:38p Aldie
//
// 2 10/10/98 3:03a Jimdose
// Created file
//
@ -65,32 +34,29 @@
#define __CTF_H__
#include "g_local.h"
#include "inventoryitem.h"
#include "specialfx.h"
#include "player.h"
#define CTF_VERSION 1.00
#define CTF_VERSION 1.02
#define CTF_VSTRING2(x) #x
#define CTF_VSTRING(x) CTF_VSTRING2(x)
#define CTF_STRING_VERSION CTF_VSTRING(CTF_VERSION)
#define STAT_CTF_TECH 7
#define STAT_CTF_ID_VIEW 8
#define STAT_CTF_TEAM1_PIC 11
#define STAT_CTF_TEAM1_CAPS 12
#define STAT_CTF_TEAM2_PIC 13
#define STAT_CTF_TEAM2_CAPS 14
#define STAT_CTF_FLAG_PIC 15
#define STAT_CTF_JOINED_TEAM1_PIC 16
#define STAT_CTF_JOINED_TEAM2_PIC 17
#define STAT_CTF_TEAM1_HEADER 18
#define STAT_CTF_TEAM2_HEADER 19
#define STAT_CTF_TEAM1_PIC 17
#define STAT_CTF_TEAM1_CAPS 18
#define STAT_CTF_TEAM2_PIC 19
#define STAT_CTF_TEAM2_CAPS 20
#define STAT_CTF_FLAG_PIC 21
#define STAT_CTF_JOINED_TEAM1_PIC 22
#define STAT_CTF_JOINED_TEAM2_PIC 23
#define STAT_CTF_TEAM1_HEADER 24
#define STAT_CTF_TEAM2_HEADER 25
#define STAT_CTF_TECH 26
#define STAT_CTF_ID_VIEW 27
typedef enum
{
CTF_NOTEAM,
CTF_TEAM_HARDCORPS,
CTF_TEAM_SINTEK
CTF_TEAM1,
CTF_TEAM2
} ctfteam_t;
typedef enum
@ -106,27 +72,14 @@ typedef enum
CTF_GRAPPLE_STATE_HANG
} ctfgrapplestate_t;
typedef enum
{
FIRE,
DAMAGE
} ctfsoundevent_t;
typedef struct ctfgame_s
{
int team_hardcorps;
int team_sintek;
int total_hardcorps, total_sintek; // these are only set when going into intermission!
float last_flag_capture;
int last_capture_team;
} ctfgame_t;
extern ctfgame_t ctfgame;
extern cvar_t *ctf;
extern cvar_t *ctf_hardcorps_skin;
extern cvar_t *ctf_sintek_skin;
extern cvar_t *ctf_forcejoin;
#define CTF_TEAM1_SKIN "ctf_r"
#define CTF_TEAM2_SKIN "ctf_b"
#define DF_CTF_FORCEJOIN 131072
#define DF_ARMOR_PROTECT 262144
#define DF_CTF_NO_TECH 524288
#define CTF_CAPTURE_BONUS 15 // what you get for capture
#define CTF_TEAM_BONUS 10 // what your team gets for capture
@ -147,132 +100,68 @@ extern cvar_t *ctf_forcejoin;
#define CTF_CARRIER_DANGER_PROTECT_TIMEOUT 8
#define CTF_FRAG_CARRIER_ASSIST_TIMEOUT 10
#define CTF_RETURN_FLAG_ASSIST_TIMEOUT 10
#define CTF_AUTO_FLAG_RETURN_TIMEOUT 30 // number of seconds before dropped flag auto-returns
#define CTF_DROPPED_FLAG_RETURN_TIMEOUT 10 // number of seconds before dropped flag returns
#define CTF_TECH_TIMEOUT 60 // seconds before techs spawn again
#define CTF_GRAPPLE_SPEED 1000 // speed of grapple in flight
#define CTF_GRAPPLE_PULL_SPEED 700 // speed player is pulled at
#define CTF_TECH_REGENERATION_HEALTH 300 // max health with regeneration
#define CTF_TECH_REGENERATION_TIME 0.7 // time between regenerations
// FLAGS
#define CTF_GRAPPLE_SPEED 650 // speed of grapple in flight
#define CTF_GRAPPLE_PULL_SPEED 650 // speed player is pulled at
class EXPORT_FROM_DLL CTF_Flag : public InventoryItem
{
protected:
ctfteam_t ctf_team;
#if 0
void CTFInit(void);
virtual void PickupFlag( Event *ev );
virtual void ResetFlag( Event *ev );
void SP_info_player_team1(edict_t *self);
void SP_info_player_team2(edict_t *self);
public:
qboolean limp;
char *CTFTeamName(int team);
char *CTFOtherTeamName(int team);
void CTFAssignSkin(edict_t *ent, char *s);
void CTFAssignTeam(gclient_t *who);
edict_t *SelectCTFSpawnPoint (edict_t *ent);
qboolean CTFPickup_Flag(edict_t *ent, edict_t *other);
qboolean CTFDrop_Flag(edict_t *ent, gitem_t *item);
void CTFEffects(edict_t *player);
void CTFCalcScores(void);
void SetCTFStats(edict_t *ent);
void CTFDeadDropFlag(edict_t *self);
void CTFScoreboardMessage (edict_t *ent, edict_t *killer);
void CTFTeam_f (edict_t *ent);
void CTFID_f (edict_t *ent);
void CTFSay_Team(edict_t *who, char *msg);
void CTFFlagSetup (edict_t *ent);
void CTFResetFlag(int ctf_team);
void CTFFragBonuses(edict_t *targ, edict_t *inflictor, edict_t *attacker);
void CTFCheckHurtCarrier(edict_t *targ, edict_t *attacker);
CLASS_PROTOTYPE( CTF_Flag );
CTF_Flag();
};
class EXPORT_FROM_DLL CTF_Flag_Hardcorps : public CTF_Flag
{
public:
CLASS_PROTOTYPE( CTF_Flag_Hardcorps );
CTF_Flag_Hardcorps();
};
class EXPORT_FROM_DLL CTF_Flag_Sintek : public CTF_Flag
{
public:
CLASS_PROTOTYPE( CTF_Flag_Sintek );
CTF_Flag_Sintek();
};
// GRAPPLE
void CTFWeapon_Grapple (edict_t *ent);
void CTFPlayerResetGrapple(edict_t *ent);
void CTFGrapplePull(edict_t *self);
void CTFResetGrapple(edict_t *self);
//TECH
gitem_t *CTFWhat_Tech(edict_t *ent);
qboolean CTFPickup_Tech (edict_t *ent, edict_t *other);
void CTFDrop_Tech(edict_t *ent, gitem_t *item);
void CTFDeadDropTech(edict_t *ent);
void CTFSetupTechSpawn(void);
int CTFApplyResistance(edict_t *ent, int dmg);
int CTFApplyStrength(edict_t *ent, int dmg);
qboolean CTFApplyStrengthSound(edict_t *ent);
qboolean CTFApplyHaste(edict_t *ent);
void CTFApplyHasteSound(edict_t *ent);
void CTFApplyRegeneration(edict_t *ent);
qboolean CTFHasRegeneration(edict_t *ent);
void CTFRespawnTech(edict_t *ent);
class EXPORT_FROM_DLL CTF_Tech : public InventoryItem
{
protected:
Vector FindSpawnLocation( void );
void Timeout( Event *ev );
virtual void Pickup( Event *ev );
virtual qboolean Pickupable( Entity *other );
void HasTechMsg( edict_t *who );
void CTFOpenJoinMenu(edict_t *ent);
qboolean CTFStartClient(edict_t *ent);
public:
CLASS_PROTOTYPE( CTF_Tech );
CTF_Tech();
};
qboolean CTFCheckRules(void);
class EXPORT_FROM_DLL CTF_Tech_Regeneration : public CTF_Tech
{
protected:
void Regenerate( Event *ev );
float last_sound_event;
public:
CLASS_PROTOTYPE( CTF_Tech_Regeneration );
CTF_Tech_Regeneration();
};
class EXPORT_FROM_DLL CTF_Tech_Double : public CTF_Tech
{
public:
CLASS_PROTOTYPE( CTF_Tech_Double );
CTF_Tech_Double();
};
class EXPORT_FROM_DLL CTF_Tech_Shield : public CTF_Tech
{
public:
CLASS_PROTOTYPE( CTF_Tech_Shield );
CTF_Tech_Shield();
};
class EXPORT_FROM_DLL CTF_Tech_Aqua : public CTF_Tech
{
public:
CLASS_PROTOTYPE( CTF_Tech_Aqua );
CTF_Tech_Aqua();
};
class EXPORT_FROM_DLL CTF_Tech_Jump : public CTF_Tech
{
public:
CLASS_PROTOTYPE( CTF_Tech_Jump );
CTF_Tech_Jump();
};
class EXPORT_FROM_DLL CTF_Tech_Empathy : public CTF_Tech
{
public:
CLASS_PROTOTYPE( CTF_Tech_Empathy );
CTF_Tech_Empathy();
};
class EXPORT_FROM_DLL CTF_Tech_DeathQuad : public CTF_Tech
{
private:
float last_sound_event;
public:
CLASS_PROTOTYPE( CTF_Tech_DeathQuad );
CTF_Tech_DeathQuad();
void Damage( Event *ev );
};
void CTF_Init(void);
char *CTF_TeamName(int team);
char *CTF_OtherTeamName(int team);
int CTF_OtherTeam( int team );
void CTF_UpdateStats( Player *player );
void CTF_ScoreboardMessage( Entity *ent, Entity *killer );
qboolean CTF_CheckRules( void );
Entity *SelectCTFSpawnPoint (edict_t *ent);
void CTF_InitFlags( void );
void CTF_FragBonuses( Sentient *targ, Sentient *attacker );
void CTF_CheckHurtCarrier( Entity *targ, Entity *attacker );
void CTF_CalcScores( void );
extern Event EV_Flag_Reset;
extern Event EV_Tech_Timeout;
void SP_misc_ctf_banner (edict_t *ent);
void SP_misc_ctf_small_banner (edict_t *ent);
#endif
#endif /* ctf.h */

93
ctf_player.h Normal file
View file

@ -0,0 +1,93 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/ctf_player.h $
// $Revision:: 3 $
// $Author:: Jimdose $
// $Date:: 10/10/98 3:37a $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// $Log:: /Quake 2 Engine/Sin/code/game/ctf_player.h $
//
// 3 10/10/98 3:37a Jimdose
// Began converting to Sin
//
// 2 10/10/98 3:03a Jimdose
// Created file
//
// 1 10/10/98 3:02a Jimdose
//
// DESCRIPTION:
// Player code for Threewave Capture the Flag.
//
// The original source for this code was graciously provided by Zoid and
// Id Software. Many thanks!
//
// Original credits:
//
// Programming - Dave 'Zoid' Kirsch
// Original CTF Art Design - Brian 'Whaleboy' Cozzens
//
#ifndef __CTF_PLAYER_H__
#define __CTF_PLAYER_H__
#include "player.h"
#include "ctf.h"
class EXPORT_FROM_DLL CTF_Player : public Player
{
private:
int team;
public:
CLASS_PROTOTYPE( CTF_Player );
CTF_Player();
virtual ~CTF_Player();
virtual void Init( void );
const char *TeamName( void );
const char *OtherTeamName( void );
int Team( void );
int OtherTeam( void );
virtual void Respawn( Event *ev );
virtual void Killed( Event *ev );
virtual void GotKill( Event *ev );
void ClientThink( Event *ev );
virtual void EndFrame( Event *ev );
virtual void UpdateStats( void );
virtual void Prethink( void );
virtual void Postthink( void );
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};
inline EXPORT_FROM_DLL void CTF_Player::Archive
(
Archiver &arc
)
{
Player::Archive( arc );
}
inline EXPORT_FROM_DLL void CTF_Player::Unarchive
(
Archiver &arc
)
{
Player::Unarchive( arc );
}
#endif /* ctf_player.h */

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/ctf_turret.cpp $
// $Revision:: 14 $
// $Author:: Aldie $
// $Date:: 3/19/99 5:50p $
// $Revision:: 2 $
// $Author:: Markd $
// $Date:: 2/19/99 7:49p $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,41 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/ctf_turret.cpp $
//
// 14 3/19/99 5:50p Aldie
// Added MINLIGHT
//
// 13 3/19/99 5:49p Aldie
// Added minlight
//
// 12 3/19/99 5:13p Aldie
// Made turret non-droppable
//
// 11 3/17/99 3:55p Aldie
// Incremental CTF update
//
// 10 3/12/99 6:14p Markd
// added precaching and increased damages on heligun
//
// 9 3/11/99 1:46p Aldie
// Fix movement of turrets
//
// 8 3/05/99 5:51p Markd
// made vehicles respawn in CTF, fixed up turrets a bit more
//
// 7 3/05/99 5:10p Markd
// Fixed turrets being able to shoot themselves
//
// 6 2/26/99 7:42p Markd
// Fixed turrets some more
//
// 5 2/26/99 5:53p Markd
// Fixed up turrets a lot more
//
// 4 2/23/99 5:56p Markd
//
// 3 2/22/99 5:45p Aldie
// Removed stray ;
//
// 2 2/19/99 7:49p Markd
// implemented turret for CTF
//
@ -61,10 +26,9 @@
#include "vehicle.h"
#include "ctf_turret.h"
#include "heligun.h"
#include "player.h"
CLASS_DECLARATION( DrivableVehicle, CTFTurret, "ctf_turret" );
CLASS_DECLARATION( Vehicle, CTFTurret, "ctf_turret" );
ResponseDef CTFTurret::Responses[] =
{
@ -76,13 +40,7 @@ CTFTurret::CTFTurret()
{
takedamage = DAMAGE_YES;
setModel( "ctf_turret.def" );
modelIndex( "ctf_turretgun.def" );
modelIndex( "view_ctf_turretgun.def" );
setOrigin( origin - Vector( "0 0 30") );
drivable = false;
setMoveType( MOVETYPE_NONE );
setSize( "-24 -24 -64", "24 24 0" );
edict->s.renderfx |= RF_MINLIGHT;
}
void CTFTurret::DriverUse
@ -94,23 +52,18 @@ void CTFTurret::DriverUse
Entity * old_driver;
old_driver = driver;
DrivableVehicle::DriverUse( ev );
Vehicle::DriverUse( ev );
if ( old_driver != driver )
{
if ( driver )
{
setSolidType( SOLID_NOT );
takedamage = DAMAGE_NO;
hideModel();
}
else
{
setSolidType( SOLID_BBOX );
takedamage = DAMAGE_YES;
showModel();
}
}
setMoveType( MOVETYPE_NONE );
}
#define MAX_PITCH 45
@ -140,6 +93,7 @@ float CTFTurret::SetDriverPitch
return pitch;
}
CLASS_DECLARATION( HeliGun, CTFTurretGun, "ctf_weapon_turretgun" );
ResponseDef CTFTurretGun::Responses[] =
@ -161,264 +115,7 @@ void CTFTurretGun::Shoot
)
{
FireBullets( 1, "20 20 20", 48, 64, DAMAGE_BULLET, MOD_CTFTURRET, false );
FireBullets( 1, "20 20 20", 16, 28, DAMAGE_BULLET, MOD_HELIGUN, false );
NextAttack( 0 );
}
qboolean CTFTurretGun::IsDroppable
(
void
)
{
return false;
}
//
// CTF turret which is lagged but has angle limits set on it.
//
CLASS_DECLARATION( DrivableVehicle, CTFDrivableTurret, "ctf_fixedturret" );
ResponseDef CTFDrivableTurret::Responses[] =
{
{ &EV_Use, ( Response )CTFDrivableTurret::DriverUse },
{ NULL, NULL }
};
CTFDrivableTurret::CTFDrivableTurret()
{
ClassDef *cls;
takedamage = DAMAGE_YES;
setModel( "ctf_fixedturret.def" );
setOrigin( origin - Vector( "0 0 30") );
baseangles = angles;
shotdamage = G_GetFloatArg( "shotdamage", 48 );
maxpitch = G_GetFloatArg( "maxpitch", 30 );
maxyaw = G_GetFloatArg( "maxyaw", 75 );
cls = getClass( "Sentient" );
if ( cls )
{
gunholder = ( Sentient * )cls->newInstance();
gunholder->hideModel();
}
cls = getClass( "BulletWeapon" );
if ( cls )
{
gun = ( BulletWeapon * )cls->newInstance();
gun->SetModels( "ctf_fixedturret.def", "ctf_fixedturret.def" );
gun->SetOwner( gunholder );
gun->hideModel();
}
setSize( "-24 -24 -64", "24 24 0" );
lastbutton = -1;
entertime = -1;
exittime = -1;
setMoveType( MOVETYPE_NONE );
edict->s.renderfx |= RF_MINLIGHT;
}
void CTFDrivableTurret::Postthink
(
void
)
{
Vector temp;
Vector diff;
// make sure we don't move
velocity = vec_zero;
if ( cmd_angles[ 0 ] > maxturnrate )
{
cmd_angles[ 0 ] = maxturnrate;
}
else if ( cmd_angles[ 0 ] < -maxturnrate )
{
cmd_angles[ 0 ] = -maxturnrate;
}
if ( cmd_angles[ 1 ] > maxturnrate )
{
cmd_angles[ 1 ] = maxturnrate;
}
else if ( cmd_angles[ 1 ] < -maxturnrate )
{
cmd_angles[ 1 ] = -maxturnrate;
}
temp = angles + cmd_angles;
diff = temp - baseangles;
diff.x = angledist( diff.x );
diff.y = angledist( diff.y );
gi.dprintf( "diff x%5.2f y%5.2f\n", diff.x, diff.y );
if ( diff.x > maxpitch )
{
temp.x = baseangles.x + maxpitch;
}
else if ( diff.x < -maxpitch )
{
temp.x = baseangles.x - maxpitch;
}
if ( maxyaw < 180 )
{
if ( diff.y > maxyaw )
{
temp.y = baseangles.y + maxyaw;
}
else if ( diff.y < -maxyaw )
{
temp.y = baseangles.y - maxyaw;
}
}
setAngles( temp );
if ( driver )
{
Vector i,j,k;
Player * player;
i = Vector( orientation[ 0 ] );
j = Vector( orientation[ 1 ] );
k = Vector( orientation[ 2 ] );
player = ( Player * )( Sentient * )driver;
player->setOrigin( worldorigin + i * driveroffset[0] + j * driveroffset[1] + k * driveroffset[2] );
if ( drivable )
{
player->velocity = vec_zero;
player->setAngles( angles );
player->SetViewAngles( angles );
player->SetDeltaAngles();
}
}
CheckWater();
WorldEffects();
// save off last origin
last_origin = worldorigin;
if ( !driver && !velocity.length() && groundentity && !( watertype & CONTENTS_LAVA ) )
{
flags &= ~FL_POSTTHINK;
if ( drivable )
setMoveType( MOVETYPE_NONE );
}
if ( driver )
{
if ( buttons & BUTTON_ATTACK )
{
if ( !lastbutton )
{
lastbutton = 1;
RandomAnimate( "fire", NULL );
}
Fire();
}
else if ( buttons & BUTTON_USE )
{
Event * event;
if ( level.time > ( entertime + 0.5f ) )
{
event = new Event( EV_Use );
event->AddEntity( driver );
ProcessEvent( event );
}
}
else
{
if ( lastbutton )
{
lastbutton = 0;
RandomAnimate( "idle", NULL );
}
}
}
}
void CTFDrivableTurret::Fire
(
void
)
{
setSolidType( SOLID_NOT );
gunholder->setOrigin( origin );
gunholder->setAngles( angles );
gun->FireBullets( 1, "20 20 20", shotdamage, shotdamage * 1.5f, DAMAGE_BULLET, MOD_CTFTURRET, true );
setSolidType( SOLID_BBOX );
}
float CTFDrivableTurret::SetDriverPitch
(
float pitch
)
{
return pitch;
}
qboolean CTFDrivableTurret::Drive
(
usercmd_t *ucmd
)
{
if ( !driver || !driver->isClient() )
{
return false;
}
else
{
DrivableVehicle::Drive( ucmd );
ucmd->buttons &= ~BUTTON_ATTACK;
ucmd->buttons &= ~BUTTON_USE;
return true;
}
}
void CTFDrivableTurret::DriverUse
(
Event *ev
)
{
Entity * old_driver;
if ( !driver && ( level.time < ( exittime + 0.5f ) ) )
return;
cmd_angles[ 0 ] = 0;
cmd_angles[ 1 ] = 0;
cmd_angles[ 2 ] = 0;
buttons = 0;
lastbutton = -1;
setMoveType( MOVETYPE_NONE );
RandomAnimate( "idle", NULL );
old_driver = driver;
DrivableVehicle::DriverUse( ev );
if ( old_driver != driver )
{
if ( driver )
{
entertime = level.time;
}
else
{
exittime = level.time;
}
}
}

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/ctf_turret.h $
// $Revision:: 6 $
// $Author:: Aldie $
// $Date:: 3/19/99 5:13p $
// $Revision:: 2 $
// $Author:: Markd $
// $Date:: 2/19/99 7:49p $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,18 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/ctf_turret.h $
//
// 6 3/19/99 5:13p Aldie
// Made turret non-droppable
//
// 5 3/05/99 5:51p Markd
// made vehicles respawn in CTF, fixed up turrets a bit more
//
// 4 2/26/99 7:42p Markd
// Fixed turrets some more
//
// 3 2/26/99 5:53p Markd
// Fixed up turrets a lot more
//
// 2 2/19/99 7:49p Markd
// implemented turret for CTF
//
@ -52,11 +40,9 @@
#include "g_local.h"
#include "vehicle.h"
#include "heligun.h"
#include "bullet.h"
#include "sentient.h"
class EXPORT_FROM_DLL CTFTurret : public DrivableVehicle
class EXPORT_FROM_DLL CTFTurret : public Vehicle
{
public:
CLASS_PROTOTYPE( CTFTurret );
@ -74,32 +60,5 @@ class EXPORT_FROM_DLL CTFTurretGun : public HeliGun
CTFTurretGun();
virtual void Shoot( Event *ev );
qboolean IsDroppable( void );
};
class EXPORT_FROM_DLL CTFDrivableTurret : public DrivableVehicle
{
private:
Vector baseangles;
float maxpitch;
float maxyaw;
float entertime;
float exittime;
int lastbutton;
float shotdamage;
Sentient *gunholder;
BulletWeapon *gun;
public:
CLASS_PROTOTYPE( CTFDrivableTurret );
CTFDrivableTurret ();
virtual qboolean Drive( usercmd_t *ucmd );
virtual void Postthink( void );
virtual void Fire( void );
virtual float SetDriverPitch( float pitch );
virtual void DriverUse( Event *ev );
};
#endif /* ctfturret.h */

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/entity.cpp $
// $Revision:: 297 $
// $Author:: Aldie $
// $Date:: 3/18/99 6:44p $
// $Revision:: 296 $
// $Author:: Jimdose $
// $Date:: 11/18/98 5:22a $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,9 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/entity.cpp $
//
// 297 3/18/99 6:44p Aldie
// CancelPendingEvents when removiiung
//
// 296 11/18/98 5:22a Jimdose
// CheckGround properly checks normal an alternate grav axis
//
@ -1471,8 +1468,6 @@ Entity::~Entity()
{
world->RemoveTargetEntity( targetname, this );
}
this->CancelPendingEvents();
G_FreeEdict( edict );
}

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/entity.h $
// $Revision:: 163 $
// $Author:: Aldie $
// $Date:: 3/19/99 4:12p $
// $Revision:: 157 $
// $Author:: Markd $
// $Date:: 11/15/98 11:33p $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,24 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/entity.h $
//
// 163 3/19/99 4:12p Aldie
// Moved MOD to client
//
// 162 3/17/99 3:55p Aldie
// Incremental CTF update
//
// 161 3/12/99 8:12p Aldie
// Added deathquad
//
// 160 3/11/99 3:48p Aldie
// Add more meansofdeath
//
// 159 3/05/99 5:47p Aldie
// Added mod_thrallball
//
// 158 3/02/99 9:16p Aldie
// Added CTF game code
//
// 157 11/15/98 11:33p Markd
// added fat projectile flag
//
@ -607,6 +589,50 @@ typedef enum
#define DAMAGE_NO_PROTECTION 0x00000020 // armor, shields, invulnerability, and godmode have no effect
#define DAMAGE_NO_SKILL 0x00000040 // damage is not affected by skill level
// means of death flags
typedef enum {
MOD_FISTS,
MOD_MAGNUM,
MOD_SHOTGUN,
MOD_ASSRIFLE,
MOD_CHAINGUN,
MOD_GRENADE,
MOD_ROCKET,
MOD_ROCKETSPLASH,
MOD_PULSE,
MOD_PULSELASER,
MOD_SPEARGUN,
MOD_SNIPER,
MOD_VEHICLE,
MOD_CRUSH,
MOD_SHOTROCKET,
MOD_FALLING,
MOD_DROWN,
MOD_SUICIDE,
MOD_EXPLODEWALL,
MOD_ELECTRIC,
MOD_TELEFRAG,
MOD_GENBULLET,
MOD_LASER,
MOD_BETTYSPIKE,
MOD_HELIGUN,
MOD_DEBRIS,
MOD_THROWNOBJECT,
MOD_LAVA,
MOD_SLIME,
MOD_ADRENALINE,
MOD_ION,
MOD_ION_DESTRUCT,
MOD_QUANTUM,
MOD_BEAM,
MOD_IMPACT,
MOD_FRIENDLY_FIRE,
MOD_SPIDERSPLASH,
MOD_MUTANTHANDS,
MOD_MUTANT_DRAIN
} mod_type_t;
//
// Sound travel distances
//

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/explosion.cpp $
// $Revision:: 51 $
// $Author:: Aldie $
// $Date:: 3/30/99 4:51p $
// $Revision:: 48 $
// $Author:: Markd $
// $Date:: 10/24/98 12:42a $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,14 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/explosion.cpp $
//
// 51 3/30/99 4:51p Aldie
//
// 50 3/11/99 3:45p Aldie
// Added meansofdeath to explosion
//
// 49 3/11/99 2:03p Aldie
// Added mod to explosion damage
//
// 48 10/24/98 12:42a Markd
// changed origins to worldorigins where appropriate
//
@ -297,7 +289,6 @@ void CreateExplosion
Entity *inflictor,
Entity *attacker,
Entity *ignore,
int meansofdeath,
float volume,
float attenuation,
float r,
@ -333,8 +324,7 @@ void CreateExplosion
inflictor->RandomPositionedSound( pos, "impact_bigexplosion", volume, CHAN_AUTO, attenuation );
}
RadiusDamage( inflictor, attacker, damage, ignore, meansofdeath );
if ( inflictor )
RadiusDamage( inflictor, attacker, damage, ignore, MOD_ROCKETSPLASH );
inflictor->ProcessEvent( EV_WeaponSound );
if ( bigexplosion )

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/explosion.h $
// $Revision:: 15 $
// $Revision:: 14 $
// $Author:: Aldie $
// $Date:: 3/11/99 3:48p $
// $Date:: 10/02/98 7:20p $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,9 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/explosion.h $
//
// 15 3/11/99 3:48p Aldie
// Added meansofdeath to explosion
//
// 14 10/02/98 7:20p Aldie
// Added flashplayers to do blinding flashes
//
@ -172,7 +169,6 @@ void CreateExplosion
Entity *inflictor = NULL,
Entity *attacker = NULL,
Entity *ignore = NULL,
int meansofdeath = MOD_ROCKETSPLASH,
float volume = 1.0f,
float attenuation = ATTN_NORM,
float r = 1.0f,

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/g_local.h $
// $Revision:: 100 $
// $Author:: Aldie $
// $Date:: 3/12/99 8:12p $
// $Revision:: 98 $
// $Author:: Jimdose $
// $Date:: 11/10/98 5:51p $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,12 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/g_local.h $
//
// 100 3/12/99 8:12p Aldie
// added idtime
//
// 99 3/02/99 9:16p Aldie
// Added CTF game code
//
// 98 11/10/98 5:51p Jimdose
// disabled exporting symbols from the dll
//
@ -415,13 +409,6 @@ typedef struct
int enterframe; // level.framenum the client entered the game
int score; // frags, etc
vec3_t cmd_angles; // angles sent over in the last command
int ctf_team; // CTF team number
int ctf_state; // CTF player state
float ctf_lasttechmsg; // CTF Last time a tech message was sent
float ctf_lastfraggedcarrier; // Last time a carrier was fragged
float ctf_lasthurtcarrier; // List time carrier was hurt
float ctf_lastreturnedflag; // Last time flag was returned
float ctf_idtime; // Last time a player id was made
} client_respawn_t;
// this structure is cleared on each PutClientInServer(),

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/g_main.cpp $
// $Revision:: 178 $
// $Revision:: 170 $
// $Author:: Jimdose $
// $Date:: 8/03/99 7:09p $
// $Date:: 2/16/99 8:37p $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,33 +13,9 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/g_main.cpp $
//
// 178 8/03/99 7:09p Jimdose
// changes for Sin Arcade
//
// 177 7/27/99 2:35p Markd
// fixed potential text concatenation bug
//
// 176 7/26/99 7:05p Markd
// Fixed the say_talk stuff
//
// 175 7/24/99 6:47p Markd
// Added talk feature and added speech code
//
// 174 5/19/99 4:57p Markd
// fixed some errors
//
// 173 5/19/99 11:30a Markd
// Added new camera support
//
// 172 3/12/99 4:54p Aldie
// Added CTF_CalcScores
//
// 171 3/02/99 9:08p Aldie
// Added CTF game code
//
// 2 2/16/99 4:08p Aldie
//
// 1 2/11/99 1:38p Aldie
// 170 2/16/99 8:37p Jimdose
// moved sin arcade comm stuff to client
// made dmflags, timelimit, and fraglimit archived under SIN_ARCADE
//
// 169 1/22/99 8:00p Jimdose
// added "showvar" command for inspecting script variables
@ -593,7 +569,6 @@
#define SAVEGAME_VERSION 13
#include <setjmp.h>
#include "limits.h"
#include "g_local.h"
#include "g_utils.h"
#include "Entity.h"
@ -606,7 +581,6 @@
#include "surface.h"
#include "gravpath.h"
#include "deadbody.h"
#include "ctf.h"
Vector vec_origin = "0 0 0";
Vector vec_zero = "0 0 0";
@ -714,11 +688,6 @@ void ( *ServerError )( const char *fmt, ... );
char G_ErrorMessage[ 1024 ];
jmp_buf G_AbortGame;
#ifdef SIN_ARCADE
void G_CheckFirstPlace( void );
void G_DrawFirstPlace( void );
#endif
/*
===============
G_Error
@ -844,8 +813,11 @@ void G_InitGame
deathmatch = gi.cvar ("deathmatch", "0", CVAR_SERVERINFO|CVAR_LATCH);
coop = gi.cvar ("coop", "0", CVAR_SERVERINFO|CVAR_LATCH);
skill = gi.cvar ("skill", "1", CVAR_SERVERINFO|CVAR_LATCH);
#ifdef SIN
maxclients = gi.cvar ("maxclients", "4", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE );
#else
maxclients = gi.cvar ("maxclients", "4", CVAR_SERVERINFO | CVAR_LATCH);
#endif
maxentities = gi.cvar ("maxentities", "1024", CVAR_LATCH);
maxconsoles = gi.cvar ("maxconsoles", "32", CVAR_LATCH);
maxsurfaces = gi.cvar ("maxsurfaces", "1024", CVAR_LATCH);
@ -867,8 +839,6 @@ void G_InitGame
fraglimit = gi.cvar ("fraglimit", "0", CVAR_SERVERINFO);
timelimit = gi.cvar ("timelimit", "0", CVAR_SERVERINFO);
#endif
// CTF
capturelimit = gi.cvar ("capturelimit", "0", CVAR_SERVERINFO);
g_select_empty = gi.cvar ("g_select_empty", "0", CVAR_ARCHIVE);
g_unlimited_ammo = gi.cvar ("g_unlimited_ammo", "0", CVAR_SERVERINFO);
g_showmem = gi.cvar ("g_showmem", "0", 0 );
@ -920,8 +890,6 @@ void G_InitGame
parentmode = gi.cvar ("parentmode", "0", CVAR_USERINFO|CVAR_SERVERINFO|CVAR_ARCHIVE);
CTF_Init();
G_InitEvents();
sv_numtraces = 0;
@ -1539,10 +1507,6 @@ void G_EndDMLevel
char *s, *t, *f;
static const char *seps = " ,\n\r";
#ifdef SIN_ARCADE
G_DrawFirstPlace();
#endif
// stay on same level flag
if ( DM_FLAG( DF_SAME_LEVEL ) )
{
@ -1637,17 +1601,6 @@ void G_CheckDMRules
}
}
// CTF
if ( ctf->value )
{
if ( CTF_CheckRules() )
{
gi.bprintf( PRINT_HIGH, "Capturelimit hit.\n" );
G_EndDMLevel ();
return;
}
}
if ( fraglimit->value )
{
for( i = 0; i < maxclients->value; i++ )
@ -1732,9 +1685,6 @@ void G_BeginIntermission
// find an intermission spot
num = G_FindClass( 0, "info_player_intermission" );
if ( ctf->value )
CTF_CalcScores();
// Only do the camera stuff if the node exists.
if ( num )
{
@ -1798,8 +1748,6 @@ void G_ExitLevel
level.exitintermission = 0;
level.intermissiontime = 0;
CTF_Init();
G_SaveClientData();
// Tell all the client that the level is done
@ -1990,10 +1938,6 @@ void G_RunFrame
// reset out count of the number of game traces
sv_numtraces = 0;
#ifdef SIN_ARCADE
G_CheckFirstPlace();
#endif
}
void G_ClientThink
@ -2044,10 +1988,6 @@ void G_PutClientInServer
if ( ent->entity && ent->entity->isSubclassOf( Player ) )
{
( ( Player * )ent->entity )->Init();
// Initialize the player to CTF
if ( ctf->value )
( ( Player * )ent->entity )->InitCTF();
}
}
}
@ -2265,22 +2205,6 @@ void G_ClientUserinfoChanged
player->ProcessEvent( ev );
}
// CTF
if ( ctf->value )
{
switch ( ent->client->resp.ctf_team )
{
case CTF_TEAM_HARDCORPS:
strcpy( ent->client->pers.skin, ctf_hardcorps_skin->string );
break;
case CTF_TEAM_SINTEK:
strcpy( ent->client->pers.skin, ctf_sintek_skin->string );
break;
default:
break;
}
}
// Player number
playernum = ent - g_edicts - 1;
@ -2422,7 +2346,7 @@ void G_Say
return;
}
if ( !DM_FLAG( DF_MODELTEAMS | DF_SKINTEAMS ) && !ctf->value )
if ( !DM_FLAG( DF_MODELTEAMS | DF_SKINTEAMS ) )
{
team = false;
}
@ -2478,129 +2402,19 @@ void G_Say
{
continue;
}
#if 0
if ( team )
{
if ( !OnSameTeam( ent->entity, other->entity ) )
if ( !OnSameTeam( ent, other ) )
{
continue;
}
}
#endif
gi.cprintf( other, PRINT_CHAT, "%s", text );
}
}
/*
==================
G_Talk
// send over a speech command
==================
*/
void G_Talk
(
edict_t *ent
)
{
int j;
edict_t *other;
const char *p;
char text[ 2048 ];
if ( gi.argc() < 2 )
{
return;
}
p = gi.args();
if ( *p == '"' )
{
p++;
strcpy( text, p );
text[ strlen( text ) - 1 ] = 0;
}
else
{
strcpy( text, p );
}
// don't let text be too long for malicious reasons
if ( strlen( text ) > 150 )
{
text[ 150 ] = 0;
}
strcat( text, "\n" );
if ( dedicated->value )
{
gi.cprintf( NULL, PRINT_TALK, "speech %s", text );
}
for( j = 1; j <= game.maxclients; j++ )
{
float len;
vec3_t delta;
other = &g_edicts[ j ];
if ( !other->inuse || !other->client )
{
continue;
}
// cull the talking based off of distance
VectorSubtract (other->s.origin, ent->s.origin, delta);
len = VectorLength (delta);
if ( len > 2000 )
{
continue;
}
gi.cprintf( other, PRINT_TALK, "%d %s", ent->s.number, text );
}
}
void G_CameraCommand
(
void
)
{
Event *ev;
const char *cmd;
int i;
int n;
n = gi.argc();
if ( !n )
{
gi.printf( "Usage: cam [command] [arg 1]...[arg n]\n" );
return;
}
cmd = gi.argv( 1 );
if ( Event::Exists( cmd ) )
{
ev = new Event( cmd );
// this is a hack but necessary
//ev->SetSource( EV_FROM_CONSOLE );
ev->SetSource( EV_FROM_SCRIPT );
ev->SetConsoleEdict( NULL );
for( i = 2; i < n; i++ )
{
ev->AddToken( gi.argv( i ) );
}
CameraMan.ProcessEvent( ev );
}
else
{
gi.printf( "Unknown camera command '%s'.\n", cmd );
}
}
void ClientCommand
(
edict_t *ent
@ -2629,16 +2443,6 @@ void ClientCommand
G_Say( ent, false, false );
return;
}
else if ( !Q_strcasecmp( cmd, "say_team" ) )
{
G_Say( ent, true, false );
return;
}
else if ( !Q_strcasecmp( cmd, "say_talk" ) )
{
G_Talk( ent );
return;
}
else if ( game.maxclients == 1 )
{
// only allow these commands when we only have one client (most likely only a local game)
@ -2700,11 +2504,6 @@ void ClientCommand
}
return;
}
else if ( !Q_strcasecmp (cmd, "cam") )
{
G_CameraCommand();
return;
}
}
found = false;
@ -2762,70 +2561,6 @@ void G_ClientCommand
ClientCommand( ent );
}
#ifdef SIN_ARCADE
void G_CheckFirstPlace
(
void
)
{
int i;
int maxscore;
int maxplayer;
int score;
// sort the clients by score
maxscore = INT_MIN;
maxplayer = -1;
for( i = 0; i < game.maxclients; i++ )
{
game.clients[ i ].ps.stats[ STAT_FIRSTPLACE ] = 0;
if ( !g_edicts[ 1 + i ].inuse )
{
continue;
}
score = game.clients[ i ].resp.score;
if ( score > maxscore )
{
maxplayer = i;
maxscore = score;
}
else if ( score == maxscore )
{
// if a tie, clear out the maxplayer
maxplayer = -1;
}
}
if ( maxplayer != -1 )
{
game.clients[ maxplayer ].ps.stats[ STAT_FIRSTPLACE ] = 1;
}
}
void G_DrawFirstPlace
(
void
)
{
int i;
// sort the clients by score
for( i = 0; i < game.maxclients; i++ )
{
game.clients[ i ].ps.stats[ STAT_DRAWFIRSTPLACE ] = 0;
if ( game.clients[ i ].ps.stats[ STAT_FIRSTPLACE ] )
{
game.clients[ i ].ps.stats[ STAT_DRAWFIRSTPLACE ] = 1;
}
}
}
#endif
/*
==================
G_DeathmatchScoreboardMessage
@ -2851,13 +2586,6 @@ void G_DeathmatchScoreboardMessage
edict_t *cl_ent, *killeredict, *entedict;
const char *tag;
// CTF
if ( ctf->value )
{
CTF_ScoreboardMessage (ent, killer);
return;
}
killeredict = NULL;
entedict = NULL;
if ( killer )

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/g_main.h $
// $Revision:: 16 $
// $Author:: Markd $
// $Date:: 4/01/99 3:20p $
// $Revision:: 14 $
// $Author:: Aldie $
// $Date:: 11/13/98 2:35a $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,12 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/g_main.h $
//
// 16 4/01/99 3:20p Markd
// Added dedicated support to Means of Death.
//
// 15 3/02/99 9:16p Aldie
// Added CTF game code
//
// 14 11/13/98 2:35a Aldie
// Declared fixbodiesforplayer
//
@ -102,8 +96,7 @@ extern cvar_t *dmflags;
extern cvar_t *skill;
extern cvar_t *fraglimit;
extern cvar_t *timelimit;
extern cvar_t *ctf;
extern cvar_t *capturelimit;
extern cvar_t *filterban;
extern cvar_t *flood_msgs;
@ -151,7 +144,6 @@ extern cvar_t *sv_drawtrace;
extern int sv_numtraces;
extern cvar_t *parentmode;
extern cvar_t *dedicated;
extern usercmd_t *current_ucmd;

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/g_utils.cpp $
// $Revision:: 71 $
// $Author:: Markd $
// $Date:: 5/20/99 6:41p $
// $Revision:: 68 $
// $Author:: Jimdose $
// $Date:: 12/15/98 6:17p $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,19 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/g_utils.cpp $
//
// 71 5/20/99 6:41p Markd
// Fixed debug number code
//
// 70 5/19/99 4:57p Markd
// fixed some errors
//
// 69 3/02/99 9:14p Aldie
// Added CTF game code
//
// 2 2/16/99 4:08p Aldie
//
// 1 2/11/99 1:38p Aldie
//
// 68 12/15/98 6:17p Jimdose
// made SelectSpawnPoint handle progressive starts
//
@ -254,7 +241,6 @@
#include "worldspawn.h"
#include "scriptmaster.h"
#include "windows.h"
#include "ctf.h"
cvar_t *g_numdebuglines;
@ -752,7 +738,6 @@ Entity *SelectFarthestDeathmatchSpawnPoint
return spot;
}
Entity *SelectDeathmatchSpawnPoint
(
void
@ -810,7 +795,6 @@ void SelectSpawnPoint
(
Vector &origin,
Vector &angles,
edict_t *edict,
int *gravaxis
)
@ -839,10 +823,6 @@ void SelectSpawnPoint
}
}
}
else if ( ctf->value )
{
spot = SelectCTFSpawnPoint( edict );
}
else if ( deathmatch->value || level.training == 1 )
{
spot = SelectDeathmatchSpawnPoint();
@ -1607,144 +1587,6 @@ void G_DebugBBox
}
}
//
// LED style digits
//
// ****1***
// * * 8 == /
// 6 *4
// * * *
// ****2***
// * * *
// 7 *--8 5 9
// ** * **10
// ****3*** 12**
// 11
static int Numbers[ 12 ][ 8 ] =
{
{ 1, 3, 4, 5, 6, 7, 0, 0 }, // 0
{ 4, 5, 0, 0, 0, 0, 0, 0 }, // 1
{ 1, 4, 2, 7, 3, 0, 0, 0 }, // 2
{ 1, 4, 2, 5, 3, 0, 0, 0 }, // 3
{ 6, 4, 2, 5, 0, 0, 0, 0 }, // 4
{ 1, 6, 2, 5, 3, 0, 0, 0 }, // 5
{ 1, 6, 2, 5, 7, 3, 0, 0 }, // 6
{ 1, 8, 0, 0, 0, 0, 0, 0 }, // 7
{ 1, 2, 3, 4, 5, 6, 7, 0 }, // 8
{ 1, 6, 4, 2, 5, 3, 0, 0 }, // 9
{ 9, 10, 11, 12, 0, 0, 0, 0 }, // .
{ 2, 0, 0, 0, 0, 0, 0, 0 }, // -
};
static float Lines[ 13 ][ 4 ] =
{
{ 0, 0, 0, 0 }, // Unused
{ -4, 8, 4, 8 }, // 1
{ -4, 4, 4, 4 }, // 2
{ -4, 0, 4, 0 }, // 3
{ 4, 8, 4, 4 }, // 4
{ 4, 4, 4, 0 }, // 5
{ -4, 8, -4, 4 }, // 6
{ -4, 4, -4, 0 }, // 7
{ 4, 8, -4, 0 }, // 8
{ -1, 2, 1, 2 }, // 9
{ 1, 2, 1, 0 }, // 10
{ -1, 0, 1, 0 }, // 11
{ -1, 0, -1, 2 }, // 12
};
void G_DrawDebugNumber
(
Vector org,
float number,
float scale,
float r,
float g,
float b,
int precision
)
{
int i;
int j;
int l;
int num;
Vector up;
Vector right;
Vector pos;
Vector start;
Vector ang;
str text;
Vector delta;
char format[ 20 ];
// only draw entity numbers within a certain radius
delta = Vector( g_edicts[ 1 ].s.origin ) - org;
if ( ( delta * delta ) > ( 1000 * 1000 ) )
{
return;
}
G_Color4f( r, g, b, 1.0 );
ang = game.clients[ 0 ].ps.viewangles;
ang.AngleVectors( NULL, &right, &up );
up *= scale;
right *= scale;
if ( precision > 0 )
{
sprintf( format, "%%.%df", precision );
text = va( format, number );
}
else
{
text = va( "%d", ( int )number );
}
start = org - ( text.length() - 1 ) * 5 * right;
for( i = 0; i < text.length(); i++ )
{
if ( text[ i ] == '.' )
{
num = 10;
}
else if ( text[ i ] == '-' )
{
num = 11;
}
else
{
num = text[ i ] - '0';
}
for( j = 0; j < 8; j++ )
{
l = Numbers[ num ][ j ];
if ( l == 0 )
{
break;
}
G_BeginLine();
pos = start + Lines[ l ][ 0 ] * right + Lines[ l ][ 1 ] * up;
G_Vertex( pos );
pos = start + Lines[ l ][ 2 ] * right + Lines[ l ][ 3 ] * up;
G_Vertex( pos );
G_EndLine();
}
start += 10 * right;
}
}
#if 0
//
// LED style digits
//
@ -1789,12 +1631,11 @@ static float Lines[ 9 ][ 4 ] =
void G_DrawDebugNumber
(
Vector origin,
float number,
int number,
float scale,
float r,
float g,
float b,
int precision
float b
)
{
@ -1809,7 +1650,6 @@ void G_DrawDebugNumber
Vector ang;
str text;
Vector delta;
char format[ 20 ];
// only draw entity numbers within a certain radius
delta = Vector( g_edicts[ 1 ].s.origin ) - origin;
@ -1826,16 +1666,7 @@ void G_DrawDebugNumber
up *= scale;
right *= scale;
if ( precision > 0 )
{
sprintf( format, "%%.%df", precision );
text = va( format, number );
}
else
{
text = va( "%d", ( int )number );
}
text = va( "%d", number );
start = origin - ( text.length() - 1 ) * 5 * right;
for( i = 0; i < text.length(); i++ )
@ -1848,10 +1679,6 @@ void G_DrawDebugNumber
{
break;
}
if ( ( l < 0 ) || ( l > 8 ) )
{
break;
}
G_BeginLine();
@ -1867,7 +1694,6 @@ void G_DrawDebugNumber
start += 10 * right;
}
}
#endif
Vector G_CalculateImpulse
(
@ -1998,24 +1824,6 @@ qboolean OnSameTeam
char ent1Team [512];
char ent2Team [512];
// CTF check for same team
if ( ctf->value )
{
if ( !ent1->client || !ent2->client )
{
return false;
}
if ( ent1->client->resp.ctf_team == ent2->client->resp.ctf_team )
{
return true;
}
else
{
return false;
}
}
if ( !DM_FLAG( DF_MODELTEAMS | DF_SKINTEAMS ) )
return false;

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/g_utils.h $
// $Revision:: 17 $
// $Revision:: 15 $
// $Author:: Markd $
// $Date:: 5/19/99 4:57p $
// $Date:: 10/26/98 3:50a $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,16 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/g_utils.h $
//
// 17 5/19/99 4:57p Markd
// fixed some errors
//
// 16 3/02/99 9:16p Aldie
// Added CTF game code
//
// 2 2/16/99 4:08p Aldie
//
// 1 2/11/99 1:38p Aldie
//
// 15 10/26/98 3:50a Markd
// put in prediction
//
@ -101,7 +91,7 @@ EXPORT_FROM_DLL trace_t G_Trace( vec3_t start, vec3_t mins, vec3_t maxs, vec3_t
EXPORT_FROM_DLL trace_t G_FullTrace( Vector &start, Vector &mins, Vector &maxs, Vector &end, float radius, Entity *passent, int contentmask, const char *reason );
EXPORT_FROM_DLL trace_t G_FullTrace( vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, float radius, edict_t *passent, int contentmask, const char *reason );
EXPORT_FROM_DLL void SelectSpawnPoint( Vector &origin, Vector &angles, edict_t *edcit, int *gravaxis = NULL );
EXPORT_FROM_DLL void SelectSpawnPoint( Vector &origin, Vector &angles, int *gravaxis = NULL );
EXPORT_FROM_DLL int G_FindTarget( int entnum, const char *name );
EXPORT_FROM_DLL Entity *G_NextEntity( Entity *ent );
@ -129,7 +119,7 @@ EXPORT_FROM_DLL void G_BeginLine( void );
EXPORT_FROM_DLL void G_Vertex( Vector v );
EXPORT_FROM_DLL void G_EndLine( void );
EXPORT_FROM_DLL void G_DebugBBox( Vector origin, Vector mins, Vector maxs, float r, float g, float b, float alpha );
EXPORT_FROM_DLL void G_DrawDebugNumber( Vector org, float number, float scale, float r, float g, float b, int precision = 0 );
EXPORT_FROM_DLL void G_DrawDebugNumber( Vector origin, int number, float scale, float r, float g, float b );
EXPORT_FROM_DLL void G_LoadAndExecScript( const char *filename, const char *label = NULL );
EXPORT_FROM_DLL ScriptThread *ExecuteThread( str thread_name, qboolean start = true );

View file

@ -47,7 +47,7 @@ CFG=game - Win32 Debug Arcade
# PROP BASE Target_Dir "."
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\Release"
# PROP Output_Dir ".\Release"
# PROP Intermediate_Dir ".\Release"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir "."
@ -65,8 +65,8 @@ BSC32=bscmake.exe
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /dll /machine:I386
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winmm.lib /nologo /base:"0x11000000" /subsystem:windows /dll /map /machine:I386 /out:"..\Release/gamex86.dll"
# SUBTRACT LINK32 /incremental:yes /debug
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winmm.lib /nologo /base:"0x11000000" /subsystem:windows /dll /machine:I386 /out:"Release/gamex86.dll"
# SUBTRACT LINK32 /incremental:yes /map /debug
!ELSEIF "$(CFG)" == "game - Win32 Debug"
@ -77,7 +77,7 @@ LINK32=link.exe
# PROP BASE Target_Dir "."
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\Debug"
# PROP Output_Dir ".\Debug"
# PROP Intermediate_Dir ".\Debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir "."
@ -95,7 +95,7 @@ BSC32=bscmake.exe
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /dll /debug /machine:I386
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib winmm.lib /nologo /base:"0x11000000" /subsystem:windows /dll /map /debug /machine:I386 /out:"..\Debug/gamex86.dll"
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib winmm.lib /nologo /base:"0x11000000" /subsystem:windows /dll /map /debug /machine:I386 /out:"Debug/gamex86.dll"
!ELSEIF "$(CFG)" == "game - Win32 Debug Alpha"
@ -107,7 +107,7 @@ LINK32=link.exe
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\DebugAxp"
# PROP Output_Dir ".\DebugAxp"
# PROP Intermediate_Dir ".\DebugAxp"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
@ -125,7 +125,7 @@ BSC32=bscmake.exe
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib /nologo /base:"0x20000000" /subsystem:windows /dll /debug /machine:ALPHA
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib /nologo /base:"0x20000000" /subsystem:windows /dll /debug /machine:ALPHA /out:"..\DebugAxp/gameaxp.dll"
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib /nologo /base:"0x20000000" /subsystem:windows /dll /debug /machine:ALPHA /out:".\DebugAxp/gameaxp.dll"
!ELSEIF "$(CFG)" == "game - Win32 Release Alpha"
@ -137,7 +137,7 @@ LINK32=link.exe
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\ReleaseAXP"
# PROP Output_Dir ".\ReleaseAXP"
# PROP Intermediate_Dir ".\ReleaseAXP"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
@ -154,8 +154,8 @@ BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib /nologo /base:"0x20000000" /subsystem:windows /dll /machine:ALPHA /out:"..\Release/gamex86.dll"
# ADD LINK32 kernel32.lib user32.lib gdi32.lib /nologo /base:"0x20000000" /subsystem:windows /dll /machine:ALPHA /out:"..\ReleaseAXP/gameaxp.dll"
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib /nologo /base:"0x20000000" /subsystem:windows /dll /machine:ALPHA /out:"Release/gamex86.dll"
# ADD LINK32 kernel32.lib user32.lib gdi32.lib /nologo /base:"0x20000000" /subsystem:windows /dll /machine:ALPHA /out:".\ReleaseAXP/gameaxp.dll"
!ELSEIF "$(CFG)" == "game - Win32 Debug Demo"
@ -184,8 +184,8 @@ BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /dll /map /debug /machine:I386 /out:"..\Debug/gamex86.dll"
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /base:"0x11000000" /subsystem:windows /dll /map /debug /machine:I386 /out:"../Demo_Debug/gamex86.dll"
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /dll /map /debug /machine:I386 /out:"Debug/gamex86.dll"
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /base:"0x11000000" /subsystem:windows /dll /map /debug /machine:I386 /out:"Demo_Debug/gamex86.dll"
!ELSEIF "$(CFG)" == "game - Win32 Release Demo"
@ -214,9 +214,9 @@ BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winmm.lib /nologo /base:"0x20000000" /subsystem:windows /dll /machine:I386 /out:"..\Release/gamex86.dll"
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winmm.lib /nologo /base:"0x20000000" /subsystem:windows /dll /machine:I386 /out:"Release/gamex86.dll"
# SUBTRACT BASE LINK32 /incremental:yes /debug
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winmm.lib /nologo /base:"0x11000000" /subsystem:windows /dll /machine:I386 /out:"..\Demo_Release/gamex86.dll"
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winmm.lib /nologo /base:"0x11000000" /subsystem:windows /dll /machine:I386 /out:"Demo_Release/gamex86.dll"
# SUBTRACT LINK32 /incremental:yes /debug
!ELSEIF "$(CFG)" == "game - Win32 Debug Arcade"
@ -229,7 +229,7 @@ LINK32=link.exe
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "../Arcade_Debug"
# PROP Output_Dir "./Arcade_Debug"
# PROP Intermediate_Dir "./Arcade_Debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
@ -246,8 +246,8 @@ BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib winmm.lib /nologo /base:"0x11000000" /subsystem:windows /dll /map /debug /machine:I386 /out:"..\Debug/gamex86.dll"
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib winmm.lib /nologo /base:"0x11000000" /subsystem:windows /dll /map /debug /machine:I386 /out:"..\Arcade_Debug/gamex86.dll"
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib winmm.lib /nologo /base:"0x11000000" /subsystem:windows /dll /map /debug /machine:I386 /out:"Debug/gamex86.dll"
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib winmm.lib /nologo /base:"0x11000000" /subsystem:windows /dll /map /debug /machine:I386 /out:"Arcade_Debug/gamex86.dll"
!ELSEIF "$(CFG)" == "game - Win32 Release Arcade"
@ -259,7 +259,7 @@ LINK32=link.exe
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "../Arcade_Release"
# PROP Output_Dir "./Arcade_Release"
# PROP Intermediate_Dir "./Arcade_Release"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
@ -276,10 +276,10 @@ BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winmm.lib /nologo /base:"0x11000000" /subsystem:windows /dll /machine:I386 /out:"..\Release/gamex86.dll"
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winmm.lib /nologo /base:"0x11000000" /subsystem:windows /dll /machine:I386 /out:"Release/gamex86.dll"
# SUBTRACT BASE LINK32 /incremental:yes /map /debug
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winmm.lib /nologo /base:"0x11000000" /subsystem:windows /dll /map /machine:I386 /out:"..\Arcade_Release/gamex86.dll"
# SUBTRACT LINK32 /incremental:yes /debug
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winmm.lib /nologo /base:"0x11000000" /subsystem:windows /dll /machine:I386 /out:"Arcade_Release/gamex86.dll"
# SUBTRACT LINK32 /incremental:yes /map /debug
!ENDIF
@ -1126,29 +1126,6 @@ SOURCE=.\glowstick.cpp
# End Source File
# Begin Source File
SOURCE=.\grapple.cpp
!IF "$(CFG)" == "game - Win32 Release"
!ELSEIF "$(CFG)" == "game - Win32 Debug"
!ELSEIF "$(CFG)" == "game - Win32 Debug Alpha"
!ELSEIF "$(CFG)" == "game - Win32 Release Alpha"
!ELSEIF "$(CFG)" == "game - Win32 Debug Demo"
!ELSEIF "$(CFG)" == "game - Win32 Release Demo"
!ELSEIF "$(CFG)" == "game - Win32 Debug Arcade"
!ELSEIF "$(CFG)" == "game - Win32 Release Arcade"
!ENDIF
# End Source File
# Begin Source File
SOURCE=.\gravpath.cpp
!IF "$(CFG)" == "game - Win32 Release"
@ -2620,10 +2597,6 @@ SOURCE=.\gibs.h
# End Source File
# Begin Source File
SOURCE=.\grapple.h
# End Source File
# Begin Source File
SOURCE=.\gravpath.h
# End Source File
# Begin Source File

View file

@ -1,29 +0,0 @@
Microsoft Developer Studio Workspace File, Format Version 5.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "game"=.\game.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/grapple.cpp $
// $Revision:: 6 $
// $Revision:: 1 $
// $Author:: Aldie $
// $Date:: 3/25/99 6:29p $
// $Date:: 2/17/99 8:03p $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,21 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/grapple.cpp $
//
// 6 3/25/99 6:29p Aldie
// Fixed grappling hook crash bug
//
// 5 3/14/99 1:53a Aldie
// Fixed NULL surface flag check for hook
//
// 4 3/12/99 8:13p Aldie
// Added hack for Richard's level
//
// 3 3/03/99 12:38p Aldie
// Fixed hook for gravaxis
//
// 2 3/02/99 9:23p Aldie
// Added CTF game code
//
// 1 2/17/99 8:03p Aldie
//
// 2 2/16/99 4:08p Aldie
@ -77,7 +62,6 @@ EXPORT_FROM_DLL void Hook::Touch
stopsound( CHAN_VOICE );
setSolidType( SOLID_NOT );
setMoveType( MOVETYPE_NONE );
if ( HitSky() || other->isSubclassOf( Teleporter ) )
{
@ -85,17 +69,6 @@ EXPORT_FROM_DLL void Hook::Touch
return;
}
// HACK for Richard's map
if
(
( level.impact_trace.surface ) &&
( level.impact_trace.surface->flags & SURF_DAMAGE )
)
{
PostEvent( EV_Remove, 0 );
return;
}
damg = 10;
owner = G_GetEntity( this->owner );
@ -105,9 +78,7 @@ EXPORT_FROM_DLL void Hook::Touch
if (other->takedamage)
{
player = (Player *)( Entity * )owner;
player->ClearGrapplePull();
other->Damage( this, owner, damg, worldorigin, velocity, level.impact_trace.plane.normal, 200, 0, MOD_GRAPPLE, -1, -1, 1.0f );
other->Damage( this, owner, damg, worldorigin, velocity, level.impact_trace.plane.normal, 200, 0, MOD_ROCKET, -1, -1, 1.0f );
PostEvent( EV_Remove, 0.1 );
return;
}
@ -145,7 +116,6 @@ EXPORT_FROM_DLL void Hook::Setup
setMoveType( MOVETYPE_FLYMISSILE );
setSolidType( SOLID_BBOX );
edict->clipmask = MASK_PROJECTILE;
SetGravityAxis( owner->gravaxis );
angles = dir.toAngles();
angles[ PITCH ] = - angles[ PITCH ];
@ -160,7 +130,7 @@ EXPORT_FROM_DLL void Hook::Setup
takedamage = DAMAGE_NO;
setModel( "ctf_grap.def" );
setModel( "hook.def" );
gravity = 0;
setSize( "-1 -1 -1", "1 1 1" );

View file

@ -1,91 +0,0 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/grapple.h $
// $Revision:: 1 $
// $Author:: Aldie $
// $Date:: 3/02/99 9:24p $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// $Log:: /Quake 2 Engine/Sin/code/game/grapple.h $
//
// 1 3/02/99 9:24p Aldie
//
// 2 2/16/99 4:08p Aldie
//
// 1 2/11/99 1:38p Aldie
//
// 2 2/10/99 9:35p Aldie
// First Version
//
// DESCRIPTION:
// Grappling Hook
#ifndef __GRAPPLE_H__
#define __GRAPPLE_H__
#include "g_local.h"
#include "item.h"
#include "weapon.h"
#include "specialfx.h"
class EXPORT_FROM_DLL Hook : public Projectile
{
private:
float speed;
public:
CLASS_PROTOTYPE( Hook );
void Setup( Entity *owner, Vector pos, Vector dir );
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
virtual void Touch( Event *ev );
};
inline EXPORT_FROM_DLL void Hook::Archive
(
Archiver &arc
)
{
Projectile::Archive( arc );
arc.WriteFloat( speed );
}
inline EXPORT_FROM_DLL void Hook::Unarchive
(
Archiver &arc
)
{
Projectile::Unarchive( arc );
arc.ReadFloat( &speed );
}
typedef SafePtr<Hook> HookPtr;
typedef SafePtr<Beam> BeamPtr;
class EXPORT_FROM_DLL Grapple : public Weapon
{
private:
HookPtr hook;
BeamPtr beam;
public:
CLASS_PROTOTYPE( Grapple );
Grapple();
~Grapple();
virtual void Shoot( Event *ev );
virtual qboolean HasAmmo( void );
virtual void ReleaseFire( float t );
virtual void UpdateBeam( Event *ev );
};
#endif /* grapple.h */

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/health.cpp $
// $Revision:: 20 $
// $Author:: Aldie $
// $Date:: 3/19/99 5:03p $
// $Revision:: 19 $
// $Author:: Jimdose $
// $Date:: 11/17/98 6:08a $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,9 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/health.cpp $
//
// 20 3/19/99 5:03p Aldie
// Added REGENERATION TECH support
//
// 19 11/17/98 6:08a Jimdose
// made PickupHealth take health from player's inventory before checking if
// they can pick it up. Fixes bug where player can't pickup health due to
@ -84,7 +81,6 @@
#include "item.h"
#include "sentient.h"
#include "health.h"
#include "ctf.h"
CLASS_DECLARATION( Item, Health, "health_020" );
@ -143,14 +139,7 @@ void Health::PickupHealth
}
sen->health += amount;
if ( ctf->value && sen->HasItem( "CTF_Tech_Regeneration" ) )
{
if ( sen->health > CTF_TECH_REGENERATION_HEALTH )
{
sen->health = CTF_TECH_REGENERATION_HEALTH;
}
}
else if ( sen->health > 200 )
if ( sen->health > 200 )
{
sen->health = 200;
}

10
item.h
View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/item.h $
// $Revision:: 24 $
// $Author:: Aldie $
// $Date:: 3/02/99 9:16p $
// $Revision:: 23 $
// $Author:: Jimdose $
// $Date:: 11/08/98 10:52p $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,9 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/item.h $
//
// 24 3/02/99 9:16p Aldie
// Added CTF game code
//
// 23 11/08/98 10:52p Jimdose
// amountoverride wasn't archived
// made icon_index and item_index be calculated in unarchive
@ -165,7 +162,6 @@ class EXPORT_FROM_DLL Item : public Trigger
virtual void RespawnSound( Event *ev );
virtual void DialogNeeded( Event *ev );
virtual str GetDialogNeeded( void );
virtual void ClearOwner( void ){ owner = NULL; }
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/listener.cpp $
// $Revision:: 48 $
// $Author:: Aldie $
// $Date:: 3/26/99 6:26p $
// $Revision:: 45 $
// $Author:: Jimdose $
// $Date:: 11/10/98 5:48p $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,15 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/listener.cpp $
//
// 48 3/26/99 6:26p Aldie
// Fixed more CTF bugs, probably the last ones
//
// 47 3/18/99 6:44p Aldie
// CancelPendingEvents when destructing
//
// 46 3/17/99 4:00p Aldie
// CTF Update
//
// 45 11/10/98 5:48p Jimdose
// Made SortEventList sort the list manually when TEMPLATE_EXPORT is not
// defined
@ -771,7 +762,7 @@ EXPORT_FROM_DLL void Event::AddEntity
{
char text[ 128 ];
//assert( ent );
assert( ent );
if ( !ent )
{
sprintf( text, "*0" );
@ -1249,7 +1240,6 @@ EXPORT_FROM_DLL void Listener::Remove
)
{
this->CancelPendingEvents();
delete this;
}

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/listener.h $
// $Revision:: 31 $
// $Author:: Markd $
// $Date:: 5/19/99 11:30a $
// $Revision:: 30 $
// $Author:: Jimdose $
// $Date:: 10/26/98 4:27p $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,9 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/listener.h $
//
// 31 5/19/99 11:30a Markd
// Added new camera support
//
// 30 10/26/98 4:27p Jimdose
// Sped up ValidEvent
// Added FindEvent( const char * )
@ -393,6 +390,8 @@ inline EXPORT_FROM_DLL void Event::SetConsoleEdict
)
{
assert( consoleedict );
// linenumber does double duty in the case of the console commands
if ( consoleedict )
{

2564
player.cpp

File diff suppressed because it is too large Load diff

425
player.h
View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/player.h $
// $Revision:: 125 $
// $Author:: Markd $
// $Date:: 11/02/99 12:09p $
// $Revision:: 119 $
// $Author:: Jimdose $
// $Date:: 11/16/98 8:26p $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,26 +13,378 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/player.h $
//
// 125 11/02/99 12:09p Markd
// Fixed CTF cheat bug
// 119 11/16/98 8:26p Jimdose
// Added CheckWater
//
// 124 5/19/99 11:30a Markd
// Added new camera support
// 118 11/14/98 2:53a Aldie
// Added InitSkin for keeping the skin intact for savegames
//
// 123 3/19/99 8:59p Aldie
// Added spectator_distance
// 117 11/13/98 2:35a Aldie
// Changed variable name
//
// 122 3/19/99 5:59p Aldie
// Added dropweapon and droptech
// 116 11/08/98 10:53p Jimdose
// some variables weren't being archived. They were benign, but it helps
// ensure that we don't miss important variables
//
// 121 3/03/99 12:39p Aldie
// Remove the bot stuff
// 115 11/07/98 10:15p Markd
// Added forcemusic support
//
// 120 3/02/99 9:16p Aldie
// Added CTF game code
// 114 11/07/98 8:01p Markd
// Added in damage_since_pain, fixed some camera stuff
//
// 2 2/16/99 4:09p Aldie
// 113 11/06/98 9:38p Aldie
// Moved waitforplayer stuff to think function
//
// 112 10/25/98 11:57p Jimdose
// exported EV_Player_Respawn
//
// 111 10/24/98 5:44p Markd
// Added killent, removent, killclass removeclass and added parameters to
// whatis
//
// 110 10/21/98 5:29p Aldie
// Added a setskin command
//
// 109 10/16/98 1:59a Jimdose
// Added EV_Player_EndLevel and EndLevel
// Made third person view work with savegames
//
// 108 10/14/98 1:36a Jimdose
// Got cross-level persitant data working
//
// 107 10/12/98 8:45p Jimdose
// Rewrote init function
// started adding persistant functions
//
// 106 10/11/98 8:58p Aldie
// Changed Restore to Human
//
// 105 10/11/98 7:41p Aldie
// Mutate and restore commands for Richard
//
// 104 10/10/98 9:59p Aldie
// Added trappedinquantum flag to archiver
//
// 103 10/10/98 5:58p Aldie
// More quantumdestab fixes
//
// 102 10/09/98 9:01p Aldie
// Moved GiveOxygen to player
//
// 101 10/07/98 11:54p Jimdose
// Added old_pmove to Player
// Added SetDeltaAngles
// Moved PlayerFrozen to game
//
// 100 10/02/98 7:20p Aldie
// Added flashcolor
//
// 99 9/30/98 5:39p Aldie
// Added showinfo command
//
// 98 9/29/98 5:06p Aldie
// Relocated gravity node functions
//
// 97 9/26/98 4:46p Aldie
// Added mutant mode
//
// 96 9/22/98 3:27p Markd
// Took out old variable
//
// 95 9/22/98 12:49p Markd
// Put in archive and unarchive functions
//
// 94 9/21/98 1:35a Aldie
// Moved some vars to sentient
//
// 93 9/19/98 4:47p Markd
// fixed music stuff and added actionincrement to weapons
//
// 92 9/18/98 10:57p Jimdose
// Added spawnactor and actorinfo
//
// 91 9/17/98 1:48p Markd
// Fixed swimmin animations
//
// 90 9/16/98 8:58p Aldie
// Added ability to do a hold down weapon charge
//
// 89 9/11/98 2:50p Aldie
// Added release firing functionality
//
// 88 9/10/98 8:53p Markd
// put in proper falling and landing animation thresholds.
//
// 87 9/09/98 5:06p Markd
// Added savefov and restorefov, also added fov change when teleporting
//
// 86 8/31/98 7:16p Markd
// Fixed player animation naming convention
//
// 85 8/31/98 5:45p Aldie
// Powerup timer stuff
//
// 84 8/30/98 7:29p Markd
// Put in auto-dead camera where after 10 seconds, player will follow the
// endnode1 path
//
// 83 8/29/98 9:53p Jimdose
// moved enums and #defines from g_local.h
//
// 82 8/29/98 5:27p Markd
// added specialfx, replaced misc with specialfx where appropriate
//
// 81 8/28/98 7:54p Markd
// Added TauntTime
//
// 80 8/27/98 4:50p Markd
// Added fallsurface
//
// 79 8/25/98 7:52p Markd
// Added crosshair to player again
//
// 78 8/25/98 4:11p Markd
// Added taunt support
//
// 77 8/17/98 8:59p Jimdose
// Added WhatIs
//
// 76 8/17/98 6:20p Markd
// Changed SetCamera to a Player method
//
// 75 8/17/98 3:07p Aldie
// Added the weaponuse command
//
// 74 8/12/98 6:04p Aldie
// Added a shield timer
//
// 73 8/07/98 6:01p Aldie
// Added frag credits for falling damage
//
// 72 7/31/98 8:10p Jimdose
// Script commands now include flags to indicate cheats and console commands
// Cheat function removed since events have cheat flags
//
// 71 7/31/98 4:20p Jimdose
// Added GiveHealthCheat
//
// 70 7/26/98 12:35p Jimdose
// Added GiveAllCheat
//
// 69 7/26/98 4:12a Aldie
// Updated getVehicle
//
// 68 7/25/98 5:21p Markd
// Added GotKill to player
//
// 67 7/24/98 7:37p Aldie
// Changed hud event
//
// 66 7/23/98 9:56p Aldie
// Added hud event
//
// 65 7/23/98 12:31p Markd
// Added onladder variable
//
// 64 7/22/98 10:20p Markd
// Added AnimPrefixForWeapon
//
// 63 7/21/98 9:07p Markd
// Added UpdateMusic
//
// 62 7/21/98 1:10p Aldie
// Added meansofdeath to obituaries
//
// 61 7/20/98 12:09p Markd
// Added vehicleanim support
//
// 60 7/17/98 4:04p Markd
// Added useWeapon
//
// 59 7/14/98 9:54p Markd
// Fixed camera stuff
//
// 58 7/13/98 5:02p Aldie
// Added dead player bodies with gibbing
//
// 57 7/11/98 8:58p Markd
// Added testthread command
//
// 56 7/10/98 11:18p Jimdose
// Removed third-person crosshair
//
// 55 7/08/98 3:12p Aldie
// First try at spectator mode
//
// 54 7/07/98 8:06p Aldie
// Spectator and dead stuff
//
// 53 7/02/98 2:34p Aldie
// Mission computer
//
// 52 6/24/98 1:39p Aldie
// Implementation of inventory system and picking stuff up
//
// 51 6/22/98 2:04p Jimdose
// Added vehicles back in
// Organized the control code a bit more. May want to make physics into a
// class
//
// 50 6/19/98 6:39p Aldie
// More inventory stuff
//
// 49 6/18/98 9:26p Aldie
// Started inventory system
//
// 48 6/15/98 10:48p Jimdose
// Added AddPathNode
//
// 47 6/13/98 8:20p Jimdose
// removed optimize path stuff
//
// 46 6/10/98 2:10p Aldie
// Updated damage function.
//
// 45 6/03/98 4:39p Markd
// removed parameters from SetCameraEntity stuff
//
// 44 5/27/98 7:03a Markd
// added action_level
//
// 43 5/26/98 7:56p Jimdose
// added scripted cameras
//
// 42 5/26/98 4:46p Aldie
// Added take (object) from player
//
// 41 5/26/98 4:38a Jimdose
// Added tracking crosshair
//
// 40 5/25/98 6:47p Jimdose
// Made animateframe, prethink and posthink into functions built into the base
// entity class
//
// 39 5/24/98 8:46p Jimdose
// Made a lot of functions more str-friendly.
// Got rid of a lot of char * based strings
// Cleaned up get spawn arg functions and sound functions
// sound functions now use consistant syntax
//
// 38 5/13/98 4:49p Jimdose
// Now use SafePtrs for keeping track of nodes and cameras
//
// 37 5/05/98 2:41p Jimdose
// New interface for controlling the clients view
// moved a lot of variables from gclient_t to be internal to player
//
// 36 5/03/98 4:37p Jimdose
// Added camera
//
// 35 5/01/98 6:16p Jimdose
// Made Respawn an event so that Trigger_Hurt wouldn't rekill a player after
// respawn
//
// 34 4/27/98 5:27p Jimdose
// Working on ai
//
// 33 4/21/98 2:25p Aldie
// Added enterconsole and exitconsole events.
//
// 32 4/20/98 2:45p Jimdose
// working on ai
//
// 31 4/18/98 3:02p Jimdose
// Removed nodebeam
//
// 30 4/16/98 2:10p Jimdose
// Working on ai.
// Removed TESTPATH stuff
//
// 29 4/09/98 8:44p Jimdose
// Added view blend effects
// added drowing
//
// 28 4/07/98 3:49p Aldie
// Added zooming crosshair
//
// 27 4/06/98 7:10p Aldie
// Added zooming for SniperRifle
//
// 26 4/05/98 2:58a Jimdose
// added respawn_time
//
// 25 4/04/98 6:13p Jimdose
// Added events for syncing firing to animation
//
// 24 4/02/98 4:46p Jimdose
// Added Obituary, Pain, and ShowScores
//
// 23 3/31/98 1:44p Jimdose
// Removed footstep stuff
//
// 22 3/29/98 9:42p Jimdose
// Moved animation stuff to sentient
//
// 21 3/29/98 5:57p Jimdose
// Added SpawnEntity command
//
// 20 3/28/98 4:36p Jimdose
// Added kill event
//
// 19 3/27/98 9:59p Jimdose
// Changed CalcRoll to return a float
//
// 18 3/27/98 6:36p Jimdose
// Added third person view
//
// 17 3/26/98 8:16p Jimdose
// Added animation control functions
// Added respawn and init functions for deathmatch
//
// 16 3/23/98 1:33p Jimdose
// Revamped event and command system
//
// 15 3/18/98 7:21p Jimdose
// Added CalcGunOffset
//
// 14 3/03/98 6:03p Aldie
// First pass at footsteps.
//
// 13 3/02/98 8:49p Jimdose
// Changed CLASS_PROTOTYPE to only take the classname
//
// 12 2/21/98 1:22p Jimdose
// Removed A LOT of unused varables and code.
//
// 11 2/19/98 2:36p Jimdose
// Added weapons back in
//
// 10 2/17/98 8:35p Jimdose
// Removed useHeld
//
// 9 2/06/98 5:44p Jimdose
// replaced use of think and touch functions with events
// move client to Entity
//
// 8 2/03/98 10:59a Jimdose
// Updated to work with Quake 2 engine
// Moved initialization to constructor and removed Init function
// This will probably be rewritten to be simpler. This first rewrite sucks.
//
// 6 12/05/97 4:08p Aldie
// Added event to player for giving weapons.
//
// 5 11/12/97 5:12p Jimdose
// Added event definitions
//
// 4 10/27/97 2:59p Jimdose
// Removed dependency on quakedef.h
//
// 3 10/08/97 6:03p Jimdose
// Began vehicle support.
//
// 2 9/26/97 6:47p Jimdose
// Added standard Ritual headers
//
// DESCRIPTION:
// Class definition of the player.
@ -52,7 +404,6 @@
#include "camera.h"
#include "vehicle.h"
#include "specialfx.h"
#include "grapple.h"
extern Event EV_Player_EndLevel;
extern Event EV_Player_PrevWeapon;
@ -76,7 +427,6 @@ extern Event EV_Player_HideStats;
extern Event EV_Player_SetFlashColor;
extern Event EV_Player_ClearFlashColor;
extern Event EV_Player_Respawn;
extern Event EV_Player_CTF_SoundEvent;
typedef enum
{
@ -99,7 +449,7 @@ typedef enum
class EXPORT_FROM_DLL Player : public Sentient
{
protected:
private:
pmove_state_t old_pmove; // for detecting out-of-pmove changes
// bobbing
@ -151,6 +501,7 @@ class EXPORT_FROM_DLL Player : public Sentient
viewmode_t viewmode;
viewmode_t defaultViewMode;
zoom_mode_t zoom_mode;
float respawn_time;
qboolean firing;
qboolean in_console;
@ -190,11 +541,6 @@ class EXPORT_FROM_DLL Player : public Sentient
qboolean hidestats;
qboolean drawoverlay;
qboolean grapple_pull;
Vector grapple_org;
float grapple_speed;
float grapple_time;
// music mood stuff
float action_level;
int music_current_mood;
@ -224,16 +570,10 @@ class EXPORT_FROM_DLL Player : public Sentient
float last_damage_time;
qboolean music_forced;
// CTF
HookPtr hook;
BeamPtr beam;
float spectator_distance;
public:
CLASS_PROTOTYPE( Player );
float respawn_time;
qboolean trappedInQuantum;
Player();
@ -320,8 +660,7 @@ class EXPORT_FROM_DLL Player : public Sentient
virtual void AddBlend( float r, float g, float b, float a );
virtual void CalcBlend( void );
virtual void DamageFeedback( void );
void SetGrapplePull( Vector dir, float speed );
void ClearGrapplePull( void );
virtual void ChooseAnim( void );
virtual qboolean CanMoveTo( Vector pos );
@ -366,7 +705,6 @@ class EXPORT_FROM_DLL Player : public Sentient
virtual viewmode_t ViewMode( void );
virtual Camera *CurrentCamera( void );
virtual void SetCamera( Entity * ent );
void GetPlayerView( Vector *pos, Vector *angle );
void WhatIs( Event *ev );
void ActorInfo( Event *ev );
@ -393,27 +731,6 @@ class EXPORT_FROM_DLL Player : public Sentient
void RemoveEnt( Event *ev );
void KillClass( Event *ev );
void RemoveClass( Event *ev );
// CTF
void InitCTF( void );
void CTF_JoinTeamHardcorps( Event *ev );
void CTF_JoinTeamSintek( Event *ev );
void CTF_JoinTeam( int desired_team );
void CTF_Team( Event *ev );
void CTF_ExtendGrapple( void );
void CTF_ReleaseGrapple( void );
void CTF_DeadDropFlag( void );
void CTF_UpdateHookBeam( Event *ev );
Vector CTF_GetGrapplePosition( void );
void CTF_AssignTeam( void );
void CTF_OpenJoinMenu( void );
void CTF_UpdateNumberOfPlayers( void );
void CTF_DeadDropTech( void );
void CTF_DropTech( Event *ev );
void CTF_SoundEvent( Event *ev );
void SetViewAngles( Vector ang );
void DropWeaponEvent( Event *ev );
void CTF_DropFlag( Event *ev );
};
inline EXPORT_FROM_DLL void Player::Archive

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/powerups.cpp $
// $Revision:: 24 $
// $Revision:: 23 $
// $Author:: Aldie $
// $Date:: 3/24/99 4:30p $
// $Date:: 11/13/98 2:36a $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,9 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/powerups.cpp $
//
// 24 3/24/99 4:30p Aldie
// tried to bullet proof certain crash bugs
//
// 23 11/13/98 2:36a Aldie
// Added a fixdeadbodies for mutagen
//
@ -136,7 +133,6 @@ void Adrenaline::Powerdown
{
if ( !owner )
{
CancelPendingEvents();
PostEvent( EV_Remove, 0 );
return;
}
@ -147,9 +143,6 @@ void Adrenaline::Powerdown
owner->edict->s.color_g = 0;
owner->edict->s.color_b = 0;
owner->edict->s.radius = 0;
CancelPendingEvents();
PostEvent( EV_Remove, 0 );
}
void Adrenaline::Use
@ -161,12 +154,7 @@ void Adrenaline::Use
str realname;
Event *event;
if ( !owner )
{
CancelPendingEvents();
PostEvent( EV_Remove, 0 );
return;
}
assert( owner );
if ( owner->PowerupActive() )
{
@ -230,7 +218,6 @@ void Cloak::Powerdown
{
if ( !owner )
{
CancelPendingEvents();
PostEvent( EV_Remove, 0 );
return;
}
@ -249,7 +236,6 @@ void Cloak::Powerdown
owner->edict->s.color_b = 0;
owner->edict->s.radius = 0;
}
CancelPendingEvents();
PostEvent( EV_Remove, 0 );
}
@ -262,12 +248,7 @@ void Cloak::Use
str realname;
Event *event;
if ( !owner )
{
CancelPendingEvents();
PostEvent( EV_Remove, 0 );
return;
}
assert( owner );
if ( owner->PowerupActive() )
{
@ -334,7 +315,6 @@ void Mutagen::Powerdown
if ( !owner )
{
CancelPendingEvents();
PostEvent( EV_Remove, 0 );
return;
}
@ -363,7 +343,6 @@ void Mutagen::Powerdown
}
owner->takeWeapon( "MutantHands" );
CancelPendingEvents();
PostEvent( EV_Remove, 0 );
}
@ -377,12 +356,7 @@ void Mutagen::Use
Event *event;
Weapon *mutanthands;
if ( !owner )
{
CancelPendingEvents();
PostEvent( EV_Remove, 0 );
return;
}
assert( owner );
if ( owner->PowerupActive() )
{
@ -483,7 +457,7 @@ void Medkit::Use
str realname;
other = ev->GetEntity( 1 );
if ( other && other->health < other->max_health )
if ( other->health < other->max_health )
{
other->health = other->max_health;
realname = GetRandomAlias( "snd_activate" );
@ -522,7 +496,6 @@ void Oxygen::Powerdown
{
if ( !owner )
{
CancelPendingEvents();
PostEvent( EV_Remove, 0 );
return;
}
@ -536,7 +509,6 @@ void Oxygen::Powerdown
if ( realname.length() )
owner->sound( realname, 1, CHAN_ITEM, ATTN_NORM );
}
CancelPendingEvents();
PostEvent( EV_Remove, 0 );
}
@ -552,12 +524,10 @@ void Oxygen::Pickup
other = ev->GetEntity( 1 );
assert( other );
if ( !other )
{
CancelPendingEvents();
PostEvent( EV_Remove, 0 );
return;
}
sen = ( Sentient * )other;
@ -589,11 +559,8 @@ void Oxygen::Pickup
item = sen->FindItem( getClassname() );
if ( item )
{
CancelPendingEvents();
item->PostEvent( EV_Remove, 0 );
}
}
void Oxygen::Use
(
@ -604,12 +571,7 @@ void Oxygen::Use
str realname;
Event *event;
if ( !owner )
{
CancelPendingEvents();
PostEvent( EV_Remove, 0 );
return;
}
assert( owner );
// Single player must have the scuba gear to use oxygen
if ( !deathmatch->value && !owner->FindItem( "ScubaGear" ) )

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/pulserifle.cpp $
// $Revision:: 69 $
// $Author:: Aldie $
// $Date:: 3/02/99 9:14p $
// $Revision:: 68 $
// $Author:: Jimdose $
// $Date:: 11/16/98 3:11a $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,9 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/pulserifle.cpp $
//
// 69 3/02/99 9:14p Aldie
// Added CTF game code
//
// 68 11/16/98 3:11a Jimdose
// pulse now takes gravity of owner
//
@ -625,9 +622,6 @@ void PulseRifle::Shoot
angles = dir.toAngles();
setAngles( angles );
if ( ctf->value )
damg = 30;
else
damg = 15;
TraceAttack( pos, trace.endpos, damg, &trace, 0, 0, 0 );
NextAttack( 0 );

View file

@ -106,6 +106,8 @@
// DESCRIPTION:
//
#define SIN
#include "q_shared.h"
#include "float.h"

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/q_shared.h $
// $Revision:: 195 $
// $Author:: Jimdose $
// $Date:: 8/03/99 7:09p $
// $Revision:: 189 $
// $Author:: Markd $
// $Date:: 1/27/99 10:02p $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,28 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/q_shared.h $
//
// 195 8/03/99 7:09p Jimdose
// changes for Sin Arcade
//
// 194 7/24/99 6:47p Markd
// Added talk feature and added speech code
//
// 193 7/24/99 5:45p Markd
// Added new NO_WEAPON_CHANGE DM Flag
//
// 192 5/18/99 7:08p Aldie
// remove useless ctf flag
//
// 191 3/19/99 4:14p Aldie
// Moved MOD to client
//
// 190 3/02/99 9:16p Aldie
// Added CTF game code
//
// 2 2/16/99 4:09p Aldie
//
// 1 2/11/99 1:39p Aldie
//
// 189 1/27/99 10:02p Markd
// Merged 2015 source into main code base
//
@ -721,7 +699,6 @@ typedef enum {false, true} qboolean;
#define PRINT_MEDIUM 1 // death messages
#define PRINT_HIGH 2 // critical messages
#define PRINT_CHAT 3 // chat messages
#define PRINT_TALK 4 // speech synthesis messages
@ -1317,8 +1294,7 @@ typedef enum
PM_FREEZE,
PM_MOVECAPTURED, // using a movement capturer
PM_ONBIKE, // added for hoverbike
PM_ATTACHVIEW, // added for guided missile
PM_GRAPPLE_PULL,
PM_ATTACHVIEW // added for guided missile
#else
PM_FREEZE
#endif
@ -2020,11 +1996,6 @@ typedef enum
#define STAT_CPCOUNT 14 // number of checkpoints left to touch this lap
#define STAT_NIGHTVISION 15 // set when player is in night vision mode
#ifdef SIN_ARCADE
#define STAT_FIRSTPLACE 16 // set if the player is in first place
#define STAT_DRAWFIRSTPLACE 17 // set if the player is in first place and we should show the icon
#endif
#define P_SHIELDS 1
#define P_ADRENALINE 2
#define P_CLOAK 3
@ -2096,7 +2067,6 @@ typedef enum
#define DF_INFINITE_AMMO (1<<14)
#define DF_FIXED_FOV (1<<15)
#define DF_NO_DROP_WEAPONS (1<<16)
#define DF_NO_WEAPON_CHANGE (1<<17)
// 2015 code
#define DF_BBOX_BULLETS (1<<17)
@ -2291,56 +2261,6 @@ typedef struct entity_state_s
#ifdef SIN
// means of death flags
typedef enum {
MOD_FISTS,
MOD_MAGNUM,
MOD_SHOTGUN,
MOD_ASSRIFLE,
MOD_CHAINGUN,
MOD_GRENADE,
MOD_ROCKET,
MOD_ROCKETSPLASH,
MOD_PULSE,
MOD_PULSELASER,
MOD_SPEARGUN,
MOD_SNIPER,
MOD_VEHICLE,
MOD_CRUSH,
MOD_SHOTROCKET,
MOD_FALLING,
MOD_DROWN,
MOD_SUICIDE,
MOD_EXPLODEWALL,
MOD_ELECTRIC,
MOD_TELEFRAG,
MOD_GENBULLET,
MOD_LASER,
MOD_BETTYSPIKE,
MOD_HELIGUN,
MOD_DEBRIS,
MOD_THROWNOBJECT,
MOD_LAVA,
MOD_SLIME,
MOD_ADRENALINE,
MOD_ION,
MOD_ION_DESTRUCT,
MOD_QUANTUM,
MOD_BEAM,
MOD_IMPACT,
MOD_FRIENDLY_FIRE,
MOD_SPIDERSPLASH,
MOD_MUTANTHANDS,
MOD_MUTANT_DRAIN,
MOD_GRAPPLE,
MOD_EMPATHY,
MOD_THRALLBALL,
MOD_THRALLSPLASH,
MOD_DEATHQUAD,
MOD_CTFTURRET
} mod_type_t;
// CONSOLE3D State
#define MAIN_CONSOLE "maincon"
#define GENERIC_CONSOLE "gencon"

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/quantumd.cpp $
// $Revision:: 50 $
// $Revision:: 46 $
// $Author:: Aldie $
// $Date:: 5/18/99 7:07p $
// $Date:: 11/18/98 8:28p $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,18 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/quantumd.cpp $
//
// 50 5/18/99 7:07p Aldie
// remove qd overload from ctf
//
// 49 3/29/99 6:21p Aldie
// Fixed sin again - Jack
//
// 48 3/29/99 6:14p Aldie
// Fixed by Jack. :-)
//
// 47 3/18/99 6:45p Aldie
// Only damage people with overload that you can damage
//
// 46 11/18/98 8:28p Aldie
// Added NOION check for quantum overload
//
@ -716,22 +704,8 @@ void QuantumDestabilizer::Destruct
{
Entity *ent;
if ( ctf->value )
{
Event *event;
event = new Event( EV_Sentient_ReleaseAttack );
event->AddFloat( level.time - owner->firedowntime );
owner->ProcessEvent( event );
owner->firedown = false;
return;
}
CancelEventsOfType( EV_Quantum_EatAmmo );
if ( !owner )
return;
CreateExplosion( owner->centroid, 200, 1.0f, true, this, owner, owner );
ent = findradius( NULL, owner->centroid, 512 );
@ -739,11 +713,8 @@ void QuantumDestabilizer::Destruct
{
if ( ( ent != owner ) && ( !ent->deadflag ) && ( ent->takedamage ) && !(ent->flags & FL_NOION ) )
{
if ( owner->CanDamage( ent ) )
ent->Damage( this, owner, 10000+ent->health, ent->worldorigin, vec_zero, vec_zero, 0, DAMAGE_NO_ARMOR|DAMAGE_NO_SKILL, MOD_ION, -1, -1, 1.0f );
}
if ( !owner )
return;
ent = findradius( ent, owner->centroid, 512 );
}

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/reactiveshields.cpp $
// $Revision:: 12 $
// $Revision:: 11 $
// $Author:: Aldie $
// $Date:: 3/24/99 4:30p $
// $Date:: 10/13/98 2:30p $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,9 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/reactiveshields.cpp $
//
// 12 3/24/99 4:30p Aldie
// tried to bullet proof certain crash bugs
//
// 11 10/13/98 2:30p Aldie
// Check for owner
//
@ -91,13 +88,7 @@ void ReactiveShields::Use
{
Event *event;
str realname;
if ( !owner )
{
CancelPendingEvents();
PostEvent( EV_Remove, 0 );
return;
}
assert( owner );
if ( owner->PowerupActive() )
{
@ -139,7 +130,6 @@ void ReactiveShields::PowerDown
{
if ( !owner )
{
CancelPendingEvents();
PostEvent( EV_Remove, 0 );
return;
}
@ -158,7 +148,6 @@ void ReactiveShields::PowerDown
owner->edict->s.color_b = 0;
owner->edict->s.radius = 0;
}
CancelPendingEvents();
PostEvent( EV_Remove, 0 );
}

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/rocketlauncher.cpp $
// $Revision:: 84 $
// $Author:: Aldie $
// $Date:: 3/02/99 9:14p $
// $Revision:: 83 $
// $Author:: Markd $
// $Date:: 11/15/98 12:22a $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,13 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/rocketlauncher.cpp $
//
// 84 3/02/99 9:14p Aldie
// Added CTF game code
//
// 2 2/16/99 4:09p Aldie
//
// 1 2/11/99 1:39p Aldie
//
// 83 11/15/98 12:22a Markd
// Fixed pre-caching issues
//
@ -284,8 +277,6 @@
#include "specialfx.h"
#include "misc.h"
#include "surface.h"
#include "thrall.h"
#include "ctf.h"
#define ROCKET_SPEED 1000
#define ROCKET_RADIUS 150 // FIXME: max damage (90 +rand(20)) + 40 == 150... hard coded. gotta pass this in
@ -436,15 +427,6 @@ RocketLauncher::RocketLauncher()
SetMinRange( ROCKET_RADIUS );
SetProjectileSpeed( ROCKET_SPEED );
if ( ctf->value )
{
// CTF rocketlauncher has alternate fire mode
modelIndex( "sprites/thrallpulse.spr" );
SetSecondaryAmmo( "Rockets", 10, 0);
dualmode = true;
alternate_fire = true;
}
}
void RocketLauncher::Shoot
@ -454,7 +436,6 @@ void RocketLauncher::Shoot
{
Rocket *rocket;
ThrallPulse *pulse;
Vector pos;
Vector dir;
@ -466,17 +447,7 @@ void RocketLauncher::Shoot
GetMuzzlePosition( &pos, &dir );
if ( weaponmode == PRIMARY )
{
rocket = new Rocket;
rocket->Setup( owner, pos, dir );
NextAttack( 1.0 );
}
else
{
pulse = new ThrallPulse;
pulse->Setup( owner, pos, dir );
NextAttack( 1.0 );
SetPrimaryMode();
}
}

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/scriptmaster.cpp $
// $Revision:: 158 $
// $Author:: Markd $
// $Date:: 10/28/99 10:43a $
// $Revision:: 156 $
// $Author:: Jimdose $
// $Date:: 2/16/99 8:38p $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,12 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/scriptmaster.cpp $
//
// 158 10/28/99 10:43a Markd
// made a bunch of console commands cheat protected
//
// 157 5/19/99 11:30a Markd
// Added new camera support
//
// 156 2/16/99 8:38p Jimdose
// moved sin arcade comm stuff to client
//
@ -594,10 +588,10 @@ Event EV_ScriptThread_FreezePlayer( "freezeplayer" );
Event EV_ScriptThread_ReleasePlayer( "releaseplayer" );
Event EV_ScriptThread_Menu( "menu" );
Event EV_ScriptThread_MissionFailed( "missionfailed" );
Event EV_ScriptThread_KillEnt( "killent", EV_CONSOLE | EV_CHEAT );
Event EV_ScriptThread_KillClass( "killclass", EV_CONSOLE | EV_CHEAT );
Event EV_ScriptThread_RemoveEnt( "removeent", EV_CONSOLE | EV_CHEAT );
Event EV_ScriptThread_RemoveClass( "removeclass", EV_CONSOLE | EV_CHEAT );
Event EV_ScriptThread_KillEnt( "killent", EV_CONSOLE );
Event EV_ScriptThread_KillClass( "killclass", EV_CONSOLE );
Event EV_ScriptThread_RemoveEnt( "removeent", EV_CONSOLE );
Event EV_ScriptThread_RemoveClass( "removeclass", EV_CONSOLE );
// client/server flow control
Event EV_ScriptThread_ServerOnly( "server" );
@ -635,7 +629,6 @@ Event EV_ScriptThread_ScreenPrintFile( "screenprintfile" );
Event EV_ScriptThread_ClearScreenPrintFile( "clearscreenprintfile" );
Event EV_ScriptThread_MapName( "mapname" );
Event EV_ScriptThread_EndGame( "endgame" );
Event EV_ScriptThread_CameraCommand( "cam" );
// music command
Event EV_ScriptThread_MusicEvent( "music" );
@ -1358,7 +1351,6 @@ ResponseDef ScriptThread::Responses[] =
{ &EV_AI_RecalcPaths, ( Response )ScriptThread::PassToPathmanager },
{ &EV_AI_CalcPath, ( Response )ScriptThread::PassToPathmanager },
{ &EV_AI_DisconnectPath, ( Response )ScriptThread::PassToPathmanager },
{ &EV_ScriptThread_CameraCommand, ( Response )ScriptThread::CameraCommand },
{ NULL, NULL }
};
@ -3874,42 +3866,3 @@ void ScriptThread::EndGame
gi.multicast( NULL, MULTICAST_ALL );
#endif
}
void ScriptThread::CameraCommand
(
Event * ev
)
{
Event *e;
const char *cmd;
int i;
int n;
if ( !ev->NumArgs() )
{
ev->Error( "Usage: cam [command] [arg 1]...[arg n]" );
return;
}
cmd = ev->GetString( 1 );
if ( Event::Exists( cmd ) )
{
e = new Event( cmd );
e->SetSource( EV_FROM_SCRIPT );
e->SetThread( this );
e->SetLineNumber( linenumber );
n = ev->NumArgs();
for( i = 2; i <= n; i++ )
{
e->AddToken( ev->GetToken( i ) );
}
CameraMan.ProcessEvent( e );
}
else
{
ev->Error( "Unknown camera command '%s'.\n", cmd );
}
}

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/scriptmaster.h $
// $Revision:: 89 $
// $Author:: Markd $
// $Date:: 5/19/99 11:30a $
// $Revision:: 88 $
// $Author:: Aldie $
// $Date:: 12/16/98 12:42a $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,9 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/scriptmaster.h $
//
// 89 5/19/99 11:30a Markd
// Added new camera support
//
// 88 12/16/98 12:42a Aldie
// Added endgame command for Sin Arcade
//
@ -476,7 +473,6 @@ class EXPORT_FROM_DLL ScriptThread : public Listener
void RemoveClass( Event *ev );
void MapName( Event *ev );
void EndGame( Event *ev );
void CameraCommand( Event *ev );
public:
CLASS_PROTOTYPE( ScriptThread );

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/sentient.cpp $
// $Revision:: 198 $
// $Author:: Aldie $
// $Date:: 4/16/99 5:00p $
// $Revision:: 189 $
// $Author:: Jimdose $
// $Date:: 11/17/98 6:56p $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,38 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/sentient.cpp $
//
// 198 4/16/99 5:00p Aldie
// Added higher rocket jump
//
// 197 3/26/99 6:26p Aldie
// Fixed more CTF bugs, probably the last ones
//
// 196 3/18/99 6:45p Aldie
// Empath shield damage is posted 0 time not FRAMETIME
//
// 195 3/17/99 4:00p Aldie
// CTF Update
//
// 194 3/12/99 10:19p Aldie
// Added MOD_DEATHQUAD
//
// 193 3/12/99 8:13p Aldie
// Moved damage code around
//
// 192 3/11/99 8:49p Markd
// Fixed minor weapon bugs with setting new weapon and new weapon being null
// already.
//
// 191 3/11/99 3:47p Aldie
// Added some damage changes
//
// 190 3/02/99 9:15p Aldie
// Added CTF game code
//
// 2 2/16/99 4:09p Aldie
//
// 1 2/11/99 1:39p Aldie
//
// 189 11/17/98 6:56p Jimdose
// made EventGiveHealth clear the damage skin on the player
//
@ -650,7 +618,6 @@
#include "inventoryitem.h"
#include "player.h"
#include "actor.h"
#include "ctf.h"
CLASS_DECLARATION( Entity, Sentient, NULL );
@ -1022,29 +989,6 @@ Item *Sentient::FindItem
return NULL;
}
Item *Sentient::HasItemOfSuperclass
(
const char *superclassname
)
{
int num;
int i;
Item *item;
num = inventory.NumObjects();
for( i = 1; i <= num; i++ )
{
item = ( Item * )G_GetEntity( inventory.ObjectAt( i ) );
if ( !Q_stricmp( item->getSuperclass(), superclassname ) )
{
return item;
}
}
return NULL;
}
void Sentient::FreeInventory
(
void
@ -1510,12 +1454,12 @@ void Sentient::DropWeapon
{
// can't drop it, probably because there's no worldmodel
// since we're dead, just delete the weapon.
weapon->PostEvent( EV_Remove, 0 );
delete weapon;
}
}
else
{
weapon->PostEvent( EV_Remove, 0 );
delete weapon;
}
}
@ -1544,11 +1488,6 @@ void Sentient::takeWeapon
return;
}
if ( weapon == newWeapon )
{
newWeapon = NULL;
}
if ( weapon == currentWeapon )
{
SetCurrentWeapon( BestWeapon( weapon ) );
@ -1904,22 +1843,9 @@ void Sentient::WeaponPutAway
Event *ev
)
{
Weapon *best;
if ( newWeapon )
{
SetCurrentWeapon( newWeapon );
}
else
{
best = BestWeapon();
if ( best )
{
SetCurrentWeapon( best );
}
}
}
void Sentient::WeaponReady
(
@ -2095,11 +2021,9 @@ qboolean Sentient::DoGib
( meansofdeath == MOD_TELEFRAG ) ||
( meansofdeath == MOD_MUTANTHANDS ) ||
( meansofdeath == MOD_HELIGUN ) ||
( meansofdeath == MOD_CTFTURRET ) ||
( meansofdeath == MOD_LAVA ) ||
( meansofdeath == MOD_SNIPER ) ||
( ( meansofdeath == MOD_FISTS ) && ( inflictor->flags & FL_ADRENALINE ) ) ||
( ( meansofdeath == MOD_SHOTGUN ) && ( G_Random() < 0.5 ) )
( ( meansofdeath == MOD_SHOTGUN ) && ( G_Random() < 0.3 ) )
)
{
return true;
@ -2194,10 +2118,6 @@ void Sentient::ArmorDamage
trinum = ev->GetInteger( 11 );
damage_mult = ev->GetFloat ( 12 );
// Make sure attacker is there
if ( !attacker )
return;
// Forcefields make objects invulnerable
if ( flags & FL_FORCEFIELD )
{
@ -2239,12 +2159,12 @@ void Sentient::ArmorDamage
// if enabled you can't hurt teammates (but you can hurt yourself)
// knockback still occurs
if ( ( attacker != this ) && ( DM_FLAG( DF_MODELTEAMS | DF_SKINTEAMS ) || ctf->value ) )
if ( ( attacker != this ) && ( DM_FLAG( DF_MODELTEAMS | DF_SKINTEAMS ) ) )
{
if ( OnSameTeam ( this, attacker ) )
{
// check for friendly fire
if ( DM_FLAG( DF_FRIENDLY_FIRE ) || ( dflags & DAMAGE_NO_PROTECTION ) )
if ( DM_FLAG( DF_FRIENDLY_FIRE ) )
meansofdeath = MOD_FRIENDLY_FIRE;
else
damage = 0;
@ -2365,67 +2285,6 @@ void Sentient::ArmorDamage
// Damage multiplier
damage *= damage_mult;
if ( ctf->value )
{
// Check to see if the attacker had double
if ( attacker->isClient() )
{
Player *pl_attacker;
pl_attacker = ( Player * )( Sentient * )attacker;
if ( pl_attacker->HasItem( "CTF_Tech_Double" ) ) // DOUBLE
damage *= 2;
else if ( pl_attacker->HasItem( "CTF_Tech_DeathQuad" ) ) // QUAD
damage *= 4;
}
// Check to see if the client has the shield or empathy
if ( this->isClient() )
{
Player *pl_defender;
Event *ctfev;
pl_defender = ( Player * )this;
if ( pl_defender->HasItem( "CTF_Tech_Half" ) && !( dflags & DAMAGE_NO_ARMOR ) )
{
damage *= 0.3f;
ctfev = new Event( EV_Player_CTF_SoundEvent );
ctfev->AddInteger( DAMAGE );
pl_defender->ProcessEvent( ctfev );
}
else if ( pl_defender->HasItem( "CTF_Tech_Empathy" ) ) // EMPATHY
{
ctfev = new Event( EV_Player_CTF_SoundEvent );
ctfev->AddInteger( DAMAGE );
pl_defender->ProcessEvent( ctfev );
// Send the damage back to the attacker if it is a client
if ( ( attacker != this ) && attacker->isClient() )
{
Event *ev2;
ev2 = new Event( EV_Damage );
ev2->AddInteger( damage );
ev2->AddEntity ( this );
ev2->AddEntity ( this );
ev2->AddVector ( vec_zero );
ev2->AddVector ( vec_zero );
ev2->AddVector ( vec_zero );
ev2->AddInteger( 0 );
ev2->AddInteger( DAMAGE_NO_ARMOR );
ev2->AddInteger( MOD_EMPATHY );
ev2->AddInteger( -1 );
ev2->AddInteger( -1 );
ev2->AddFloat ( 1 );
attacker->PostEvent( ev2, 0 );
//attacker->Damage( this, this, damage, vec_zero, vec_zero, vec_zero, 0, DAMAGE_NO_ARMOR, MOD_EMPATHY, -1, -1, 1.0f );
}
}
}
}
// Damage skins if armor didn't absorb all damage
if ( ( damage > 0 ) && ( groupnum != -1 ) && ( flags & FL_BLOOD ) )
if ( !edict->s.groups[ groupnum ] )
@ -2543,7 +2402,7 @@ void Sentient::ArmorDamage
direction.normalize();
if ( isClient() && ( attacker == this ) && deathmatch->value )
momentum = direction * ( 2100.0f * ( float )knockback / m ); // the rocket jump hack...
momentum = direction * ( 1700.0f * ( float )knockback / m ); // the rocket jump hack...
else
momentum = direction * ( 500.0f * ( float )knockback / m );
@ -2566,9 +2425,6 @@ void Sentient::ArmorDamage
// do the damage
health -= damage;
if ( ctf->value )
CTF_CheckHurtCarrier( this, attacker );
// He's dead jim, send out a bunch of events
if ( health <= 0 )
{
@ -2651,7 +2507,7 @@ void Sentient::ArmorDamage
}
}
if ( ( meansofdeath == MOD_MUTANT_DRAIN ) || ( meansofdeath == MOD_DEATHQUAD ) )
if ( meansofdeath == MOD_MUTANT_DRAIN )
return;
// Send pain event

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/sentient.h $
// $Revision:: 71 $
// $Author:: Aldie $
// $Date:: 3/02/99 9:16p $
// $Revision:: 70 $
// $Author:: Markd $
// $Date:: 11/16/98 8:59p $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,13 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/sentient.h $
//
// 71 3/02/99 9:16p Aldie
// Added CTF game code
//
// 2 2/16/99 4:09p Aldie
//
// 1 2/11/99 1:39p Aldie
//
// 70 11/16/98 8:59p Markd
// Added TakeItem event to header
//
@ -315,7 +308,6 @@ class EXPORT_FROM_DLL Sentient : public Entity
// Weapon charging stuff
float firedowntime;
qboolean firedown;
qboolean usedown;
str saveskin;
str savemodel;
@ -381,9 +373,6 @@ class EXPORT_FROM_DLL Sentient : public Entity
virtual qboolean DoGib( int meansofdeath, Entity *inflictor );
virtual void SetDropWeapon( Event *ev );
virtual void DropWeaponNowEvent( Event *ev );
// CTF
virtual Item *HasItemOfSuperclass( const char *superclassname );
};
inline EXPORT_FROM_DLL void Sentient::setModel

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/sniperrifle.cpp $
// $Revision:: 28 $
// $Author:: Jimdose $
// $Date:: 3/12/99 8:15p $
// $Revision:: 26 $
// $Author:: Markd $
// $Date:: 11/13/98 3:30p $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,16 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/sniperrifle.cpp $
//
// 28 3/12/99 8:15p Jimdose
// made weapons fire 1/10th of a second sooner on clients
//
// 27 3/02/99 9:15p Aldie
// Added CTF game code
//
// 2 2/16/99 4:09p Aldie
//
// 1 2/11/99 1:39p Aldie
//
// 26 11/13/98 3:30p Markd
// put in more precaching on weapons
//
@ -133,18 +123,6 @@ SniperRifle::SniperRifle()
SetType( WEAPON_2HANDED_HI );
}
// CTF - Fire upon release of the weapon
void SniperRifle::ReleaseFire
(
float holdfiretime
)
{
StopAnimating();
RandomAnimate( "releasefire", EV_Weapon_DoneFiring );
last_animation_time = ( level.framenum + 1 ) * FRAMETIME;
}
void SniperRifle::Shoot
(
Event *ev
@ -157,19 +135,10 @@ void SniperRifle::Shoot
return;
}
if ( ctf->value )
{
// CTF - kill the target
FireBullets( 1, vec_zero, 10000, 10000, DAMAGE_BULLET|DAMAGE_NO_ARMOR, MOD_SNIPER, false );
}
else if ( deathmatch->value )
{
if ( deathmatch->value )
FireBullets( 1, vec_zero, 105, 135, DAMAGE_BULLET|DAMAGE_NO_ARMOR, MOD_SNIPER, false );
}
else
{
FireBullets( 1, vec_zero, 105, 135, DAMAGE_BULLET, MOD_SNIPER, false );
}
NextAttack( 1.5 );
}

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/sniperrifle.h $
// $Revision:: 11 $
// $Revision:: 10 $
// $Author:: Aldie $
// $Date:: 3/02/99 9:16p $
// $Date:: 10/05/98 10:42p $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,13 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/sniperrifle.h $
//
// 11 3/02/99 9:16p Aldie
// Added CTF game code
//
// 2 2/16/99 4:09p Aldie
//
// 1 2/11/99 1:39p Aldie
//
// 10 10/05/98 10:42p Aldie
// Converted over to new silencer methods
//
@ -70,7 +63,6 @@ class EXPORT_FROM_DLL SniperRifle : public BulletWeapon
virtual void SecondaryUse(Event *ev);
virtual void DoneLowering(Event *ev);
virtual qboolean AutoChange( void );
virtual void ReleaseFire( float time );
};
#endif /* sniperrifle.h */

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/spidermine.cpp $
// $Revision:: 50 $
// $Author:: Markd $
// $Date:: 6/07/99 2:29p $
// $Revision:: 49 $
// $Author:: Jimdose $
// $Date:: 11/18/98 1:27a $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,9 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/spidermine.cpp $
//
// 50 6/07/99 2:29p Markd
// fixed null pointer bug
//
// 49 11/18/98 1:27a Jimdose
// Fixed sliding and orientation issues with gravaxis
//
@ -727,11 +724,6 @@ void Detonator::CycleCamera
currentMine++;
mine = mineList.ObjectAt( ( currentMine % numMines ) + 1 );
if ( !mine )
{
mineList.RemoveObjectAt( ( currentMine % numMines ) + 1 );
return;
}
client = ( Player * )( Entity * ) owner;
if ( client->edict->areanum == mine->edict->areanum )

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/thrall.cpp $
// $Revision:: 18 $
// $Author:: Jimdose $
// $Date:: 8/03/99 7:09p $
// $Revision:: 12 $
// $Author:: Aldie $
// $Date:: 11/09/98 12:58a $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,24 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/thrall.cpp $
//
// 18 8/03/99 7:09p Jimdose
// changes for Sin Arcade
//
// 17 3/19/99 7:44p Aldie
// Put thrallball back
//
// 16 3/16/99 11:51a Aldie
// Fix for ctf network bandwidth
//
// 15 3/11/99 3:47p Aldie
// Added meansofdeath
//
// 14 3/05/99 5:48p Aldie
// Added MOD_THRALLBALL
//
// 13 3/02/99 9:15p Aldie
// Added CTF game code
//
// 12 11/09/98 12:58a Aldie
// Parentmode for death sequence
//
@ -364,17 +346,6 @@ void ThrallMaster::GibFest
Vector pos;
Gib *gib1, *gib2;
#ifdef SIN_ARCADE
//HACK to make game over only be sent once.
if ( max_health != 0 )
{
max_health = 0;
gi.WriteByte( svc_stufftext );
gi.WriteString( "gameover" );
gi.multicast( NULL, MULTICAST_ALL );
}
#endif
if ( sv_gibs->value && !parentmode->value )
{
GetBone( "chest", &pos, NULL, NULL, NULL );
@ -539,7 +510,7 @@ EXPORT_FROM_DLL void DrunkMissile::Explode
damg = 40 + ( int )G_Random( 20 );
other->Damage( this, owner, damg, worldorigin, velocity, level.impact_trace.plane.normal, 200, 0, MOD_ROCKETSPLASH, -1, -1, 1.0f );
other->Damage( this, owner, damg, worldorigin, velocity, level.impact_trace.plane.normal, 200, 0, MOD_ROCKET, -1, -1, 1.0f );
SpawnBlastDamage( &level.impact_trace, damg, owner );
@ -853,12 +824,9 @@ EXPORT_FROM_DLL void ThrallPulse::Explode
return;
}
if ( ctf->value )
damg = 150;
else
damg = 160 + ( int )G_Random( 50 );
other->Damage( this, owner, damg, worldorigin, velocity, level.impact_trace.plane.normal, 320, 0, MOD_THRALLBALL, -1, -1, 1.0f );
other->Damage( this, owner, damg, worldorigin, velocity, level.impact_trace.plane.normal, 320, 0, MOD_ROCKET, -1, -1, 1.0f );
SpawnBlastDamage( &level.impact_trace, damg, owner );
@ -868,33 +836,16 @@ EXPORT_FROM_DLL void ThrallPulse::Explode
// don't do radius damage to the other, because all the damage
// was done in the impact
v = worldorigin - v * 36;
CreateExplosion( v, damg, 0.7f, true, this, owner, other, MOD_THRALLSPLASH );
CreateExplosion( v, damg, 0.7f, true, this, owner, other );
PostEvent( EV_Remove, 0.1 );
FlashPlayers( v, 1, 1, 1, 0.5, 768 );
#if 0
if ( ctf->value )
{
Entity *stuff;
stuff = new Entity;
stuff->setModel( "ctfpulse.def" );
stuff->setOrigin( origin );
stuff->showModel();
stuff->worldorigin.copyTo( stuff->edict->s.old_origin );
stuff->RandomAnimate( "explode", NULL );
stuff->PostEvent( EV_Remove, FRAMETIME*2 );
}
else
#endif
{
for( i = 1; i < 4; i++ )
{
debris = new ThrallPulseDebris;
debris->Setup( owner, v, i );
}
}
}
EXPORT_FROM_DLL void ThrallPulse::Setup
(
@ -925,7 +876,6 @@ EXPORT_FROM_DLL void ThrallPulse::Setup
velocity = Vector( orientation[ 0 ] ) * 1400.0f;
setModel( "sprites/thrallpulse.spr" );
setSize( "-8 -8 -8", "8 8 8" );
takedamage = DAMAGE_NO;
setOrigin( pos );

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/trigger.h $
// $Revision:: 47 $
// $Author:: Aldie $
// $Date:: 3/02/99 9:16p $
// $Revision:: 46 $
// $Author:: Jimdose $
// $Date:: 12/10/98 1:45p $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,9 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/trigger.h $
//
// 47 3/02/99 9:16p Aldie
// Added CTF game code
//
// 46 12/10/98 1:45p Jimdose
// added TriggerBox
//
@ -212,7 +209,6 @@ class EXPORT_FROM_DLL Trigger : public Entity
void EventSetKey( Event *ev );
void EventSetMessage( Event *ev );
void SetTriggerTime( float t ){ trigger_time = t; }
void SetMessage( const char *message );
str &Message( void );

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/vehicle.cpp $
// $Revision:: 56 $
// $Author:: Aldie $
// $Date:: 3/17/99 4:00p $
// $Revision:: 51 $
// $Author:: Markd $
// $Date:: 2/19/99 7:49p $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,21 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/vehicle.cpp $
//
// 56 3/17/99 4:00p Aldie
// CTF Update
//
// 55 3/11/99 9:24p Markd
// don't let alternate gravaxis people enter vehicle
//
// 54 3/05/99 6:36p Markd
// Fixed Tire issues
//
// 53 3/05/99 5:51p Markd
// made vehicles respawn in CTF, fixed up turrets a bit more
//
// 52 2/26/99 5:53p Markd
// fixed some stuff for turrets
//
// 51 2/19/99 7:49p Markd
// implemented turret for CTF
//
@ -191,7 +176,6 @@
#include "explosion.h"
#include "earthquake.h"
#include "gibs.h"
#include "item.h"
Event EV_Vehicle_Start( "start" );
Event EV_Vehicle_Enter( "enter" );
@ -309,7 +293,7 @@ Vehicle::Vehicle()
health = G_GetFloatArg( "health", 1000 );
speed = G_GetFloatArg( "speed", 600 );
maxturnrate = G_GetFloatArg( "maxturnrate", 40.0f );
PostEvent( EV_Vehicle_Start, 0.2f );
PostEvent( EV_Vehicle_Start, 0 );
}
void Vehicle::VehicleStart
@ -405,7 +389,6 @@ void Vehicle::VehicleStart
}
last_origin = worldorigin;
setSize( drivemins, drivemaxs );
startorigin = worldorigin;
}
void Vehicle::Drivable
@ -668,11 +651,6 @@ void Vehicle::DriverUse
return;
}
if ( other->gravaxis != gravaxis )
{
return;
}
sent = ( Sentient * )other;
if ( driver )
{
@ -720,15 +698,6 @@ void Vehicle::DriverUse
}
}
}
// if we are in CTF choose a place by default
if ( ctf->value )
{
pos = worldorigin;
pos[ 2 ] += 192;
driver->setOrigin( pos );
goto foundpos;
}
return;
foundpos:
@ -806,6 +775,8 @@ qboolean Vehicle::Drive
)
{
Vector i, j, k;
if ( !driver || !driver->isClient() )
{
return false;
@ -828,14 +799,8 @@ qboolean Vehicle::Drive
if ( ( jumpimpulse < 0 ) || ( !jumpable ) )
jumpimpulse = 0;
buttons = ucmd->buttons;
turnimpulse += 2*angledist( SHORT2ANGLE( ucmd->angles[ 1 ] ) - driver->client->resp.cmd_angles[ 1 ] );
cmd_angles.x = 2*angledist( SHORT2ANGLE( ucmd->angles[ 0 ] ) - driver->client->resp.cmd_angles[ 0 ] );
cmd_angles.y = 2*angledist( SHORT2ANGLE( ucmd->angles[ 1 ] ) - driver->client->resp.cmd_angles[ 1 ] );
cmd_angles.z = 0;
return true;
}
@ -1163,7 +1128,7 @@ float Vehicle::SetDriverPitch
float pitch
)
{
return pitch;
return 0;
}
@ -1173,7 +1138,6 @@ ResponseDef DrivableVehicle::Responses[] =
{
{ &EV_Damage, ( Response )Entity::DamageEvent },
{ &EV_Killed, ( Response )DrivableVehicle::Killed },
{ &EV_Item_Respawn, ( Response )DrivableVehicle::Respawn },
{ NULL, NULL }
};
@ -1181,8 +1145,6 @@ DrivableVehicle::DrivableVehicle()
{
drivable = true;
flags |= FL_SPARKS|FL_DIE_TESSELATE|FL_DIE_EXPLODE|FL_DARKEN;
if ( ctf->value )
respawntime = G_GetFloatArg( "respawntime", 60 );
}
void DrivableVehicle::Killed(Event *ev)
@ -1240,7 +1202,7 @@ void DrivableVehicle::Killed(Event *ev)
if (flags & FL_DIE_EXPLODE)
{
CreateExplosion( centroid, 150*edict->s.scale, edict->s.scale * 2, true, this, this, this );
CreateExplosion( worldorigin, 150*edict->s.scale, edict->s.scale * 2, true, this, this, this );
}
if (flags & FL_DIE_GIBS)
@ -1253,25 +1215,12 @@ void DrivableVehicle::Killed(Event *ev)
//
// kill all my wheels
//
if ( ctf->value )
{
last = this;
while( last->vlink )
{
last->vlink->hideModel();
last = last->vlink;
}
}
else
{
last = this;
while( last->vlink )
{
last->vlink->PostEvent( EV_Remove, 0 );
last = last->vlink;
}
vlink = NULL;
}
//
@ -1319,46 +1268,5 @@ void DrivableVehicle::Killed(Event *ev)
while ( 1 );
}
if ( ctf->value )
{
hideModel();
// cancel events of type remove
CancelEventsOfType( EV_Remove );
PostEvent( EV_Item_Respawn, respawntime );
}
else
{
PostEvent( EV_Remove, 0 );
}
}
void DrivableVehicle::Respawn
(
Event *ev
)
{
VehicleBase *last;
health = max_health;
edict->s.lightofs = 0;
showModel();
last = this;
while( last->vlink )
{
last->vlink->showModel();
last = last->vlink;
}
// allow it to be touched again
setSolidType( SOLID_BBOX );
takedamage = DAMAGE_YES;
// play respawn sound
RandomGlobalSound( "snd_itemspawn" );
setOrigin( startorigin );
KillBox( this );
Postthink();
};

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/vehicle.h $
// $Revision:: 31 $
// $Revision:: 29 $
// $Author:: Markd $
// $Date:: 3/05/99 5:51p $
// $Date:: 2/19/99 7:49p $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,12 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/vehicle.h $
//
// 31 3/05/99 5:51p Markd
// made vehicles respawn in CTF, fixed up turrets a bit more
//
// 30 2/26/99 5:54p Markd
// Fixed some stuff for turrets
//
// 29 2/19/99 7:49p Markd
// implemented turret for CTF
//
@ -191,8 +185,6 @@ class EXPORT_FROM_DLL Vehicle : public VehicleBase
float speed;
float conesize;
float maxtracedist;
int buttons;
Vector cmd_angles;
str weaponName;
str driveranim;
Vector last_origin;
@ -208,9 +200,6 @@ class EXPORT_FROM_DLL Vehicle : public VehicleBase
qboolean steerinplace;
qboolean jumpable;
// CTF only stuff
Vector startorigin;
virtual void WorldEffects( void );
virtual void CheckWater( void );
virtual void DriverUse( Event *ev );
@ -327,14 +316,12 @@ inline EXPORT_FROM_DLL void Vehicle::Unarchive
class EXPORT_FROM_DLL DrivableVehicle : public Vehicle
{
public:
float respawntime;
CLASS_PROTOTYPE( DrivableVehicle );
DrivableVehicle();
virtual void Killed( Event *ev );
virtual void Respawn( Event *ev );
};
#ifdef EXPORT_TEMPLATE

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/weapon.cpp $
// $Revision:: 147 $
// $Author:: Markd $
// $Date:: 7/24/99 5:45p $
// $Revision:: 143 $
// $Author:: Jimdose $
// $Date:: 12/16/98 5:43p $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,22 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/weapon.cpp $
//
// 147 7/24/99 5:45p Markd
// Added No Weapon Change Deathmatch bug
//
// 146 4/16/99 5:01p Aldie
// Added takeallammo
//
// 145 3/12/99 7:49p Jimdose
// made weapons fire 1/10th of a second sooner on clients
//
// 144 3/02/99 9:16p Aldie
// Added CTF game code
//
// 2 2/16/99 4:09p Aldie
//
// 1 2/11/99 1:40p Aldie
//
// 143 12/16/98 5:43p Jimdose
// infiniterockets no longer gives infinite mines
//
@ -505,8 +489,6 @@
#include "sentient.h"
#include "misc.h"
#include "specialfx.h"
#include "chaingun.h"
#include "assaultrifle.h"
#ifdef SIN_ARCADE
static ScriptVariablePtr sv_infinitebullets;
@ -618,9 +600,6 @@ Weapon::Weapon()
// default action_level_increment
action_level_increment = 2;
// default weapons don't have alt fire
alternate_fire = false;
}
Weapon::~Weapon()
@ -1047,27 +1026,6 @@ void Weapon::SetOwner
}
}
void Weapon::TakeAllAmmo
(
void
)
{
Ammo *ammo;
if ( owner )
{
if ( ammotype.length() )
{
ammo = ( Ammo * )owner->FindItem( ammotype.c_str() );
if ( ammo )
{
owner->takeItem( ammotype.c_str(), ammo->Amount() );
}
}
}
}
int Weapon::AmmoAvailable
(
void
@ -1498,14 +1456,13 @@ qboolean Weapon::Drop
return true;
}
void Weapon::Fire
(
void
)
{
qboolean skipframefix;
if ( !ReadyToFire() )
{
return;
@ -1528,13 +1485,6 @@ void Weapon::Fire
// this is just a precaution that we can re-trigger
NextAttack( 5 );
skipframefix = false;
if ( owner && owner->isClient() && !isSubclassOf( ChainGun ) && !isSubclassOf( AssaultRifle ) )
{
skipframefix = true;
StopAnimating();
}
if ( dualmode )
{
if ( weaponmode == PRIMARY )
@ -1554,11 +1504,6 @@ void Weapon::Fire
RandomAnimate( "fire", EV_Weapon_DoneFiring );
}
if ( skipframefix )
{
last_animation_time = ( level.framenum + 1 ) * FRAMETIME;
}
last_attack_time = level.time;
}
@ -1703,14 +1648,11 @@ void Weapon::PickupWeapon
// Sentient should probably handle this when itempickup is called
// Check if we should switch his weapon
current = sen->CurrentWeapon();
if ( !DM_FLAG( DF_NO_WEAPON_CHANGE ) )
{
if ( !hasweapon && current && ( current != weapon ) && ( current->AutoChange() ) &&
( ( current->Rank() < weapon->Rank() ) || ( !current->HasAmmo() && weapon->HasAmmo() ) ) )
{
sen->ChangeWeapon( weapon );
}
}
// check if we should give him ammo
if ( giveammo )
@ -2393,24 +2335,3 @@ void Weapon::PutAwayAndRaise
RandomAnimate( "putaway", EV_Weapon_Raise );
}
void Weapon::SetPrimaryMode
(
void
)
{
weaponmode = PRIMARY;
ammotype = primary_ammo_type;
}
void Weapon::SetSecondaryMode
(
void
)
{
weaponmode = SECONDARY;
ammotype = secondary_ammo_type;
}

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/weapon.h $
// $Revision:: 69 $
// $Author:: Aldie $
// $Date:: 4/16/99 5:03p $
// $Revision:: 67 $
// $Author:: Jimdose $
// $Date:: 12/10/98 1:46p $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
@ -13,16 +13,6 @@
//
// $Log:: /Quake 2 Engine/Sin/code/game/weapon.h $
//
// 69 4/16/99 5:03p Aldie
// Added TakeAllAmmo
//
// 68 3/02/99 9:16p Aldie
// Added CTF game code
//
// 2 2/16/99 4:09p Aldie
//
// 1 2/11/99 1:40p Aldie
//
// 67 12/10/98 1:46p Jimdose
// Added UnlimitedAmmo
//
@ -325,9 +315,6 @@ class EXPORT_FROM_DLL Weapon : public Item
int aimanim;
int aimframe;
// CTF
qboolean alternate_fire;
void SetMaxRangeEvent( Event *ev );
void SetMinRangeEvent( Event *ev );
void SetProjectileSpeedEvent( Event *ev );
@ -350,7 +337,6 @@ class EXPORT_FROM_DLL Weapon : public Item
virtual void SetAimAnim( Event *ev );
public:
CLASS_PROTOTYPE( Weapon );
Weapon();
@ -434,12 +420,6 @@ class EXPORT_FROM_DLL Weapon : public Item
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
// CTF
void SetPrimaryMode( void );
void SetSecondaryMode( void );
virtual void TakeAllAmmo( void );
qboolean AlternateFire( void ) { return alternate_fire; }
};