/* Copyright (C) 1996-2022 id Software LLC This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA See file, 'COPYING', for details. */ // prototypes void () W_WeaponFrame; void() W_SetCurrentAmmo; void() player_pain; void() player_stand1; void (vector org) spawn_tfog; void (vector org, entity death_owner) spawn_tdeath; float modelindex_eyes, modelindex_player, modelindex_hammer; /* ============================================================================= LEVEL CHANGING / INTERMISSION ============================================================================= */ float intermission_running; float intermission_exittime; /*QUAKED info_intermission (1 0.5 0.5) (-16 -16 -16) (16 16 16) This is the camera point for the intermission. Use mangle instead of angle, so you can set pitch or roll as well as yaw. 'pitch roll yaw' */ void() info_intermission = { }; void() SetChangeParms = { if (self.health <= 0 || deathmatch) { SetNewParms (); return; } //JIM // remove items self.items = self.items - (self.items & (IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD ) ); //MED self.items2 = self.items2 - (self.items2 & (HIP_IT_WETSUIT | HIP_IT_EMPATHY_SHIELDS ) ); //MED self.gravity = 1.0; // cap super health if (self.health > self.max_health) self.health = self.max_health; if (self.health < self.max_health / 2) self.health = self.max_health / 2; parm1 = self.items; parm2 = self.health; parm3 = self.armorvalue; if (self.ammo_shells < 25) parm4 = 25; else parm4 = self.ammo_shells; parm5 = self.ammo_nails; parm6 = self.ammo_rockets; parm7 = self.ammo_cells; parm8 = self.weapon; parm9 = self.armortype * 100; }; void() SetNewParms = { parm1 = IT_SHOTGUN | IT_AXE; if (skill == 3 && !deathmatch) parm2 = 50; else parm2 = 100; parm3 = 0; parm4 = 25; parm5 = 0; parm6 = 0; parm7 = 0; parm8 = 1; parm9 = 0; }; void() DecodeLevelParms = { //HIPNOTIC if (world.model == "maps/start.bsp") SetNewParms (); // take away all stuff on starting new episode if (world.model == "maps/hip1m1.bsp") SetNewParms (); // take away all stuff on starting new episode if (world.model == "maps/hip2m1.bsp") SetNewParms (); // take away all stuff on starting new episode if (world.model == "maps/hip3m1.bsp") SetNewParms (); // take away all stuff on starting new episode self.items = parm1; self.health = parm2; self.armorvalue = parm3; self.ammo_shells = parm4; self.ammo_nails = parm5; self.ammo_rockets = parm6; self.ammo_cells = parm7; self.weapon = parm8; self.armortype = parm9 * 0.01; }; /* ============ FindIntermission Returns the entity to view from ============ */ entity() FindIntermission = { local entity spot; local float cyc; // look for info_intermission first spot = find (world, classname, "info_intermission"); if (spot) { // pick a random one cyc = random() * 4; while (cyc > 1) { spot = find (spot, classname, "info_intermission"); if (!spot) spot = find (spot, classname, "info_intermission"); cyc = cyc - 1; } return spot; } // then look for the start position spot = find (world, classname, "info_player_start"); if (spot) return spot; // testinfo_player_start is only found in regioned levels spot = find (world, classname, "testplayerstart"); if (spot) return spot; objerror ("FindIntermission: no spot"); }; string nextmap; void() GotoNextMap = { if (cvar("samelevel")) // if samelevel is set, stay on same level changelevel (mapname); else changelevel (nextmap); }; void() finale_transition = { if (!coop) { localcmd("menu_credits\n"); localcmd("disconnect\n"); } else { changelevel("start"); } } void() finale_check = { if (finaleFinished()) { self.nextthink = time + 5; self.think = finale_transition; } else { self.nextthink = time + 0.1; } } void() ExitIntermission = { // skip any text in deathmatch if (deathmatch) { GotoNextMap (); return; } intermission_exittime = time + 1; intermission_running = intermission_running + 1; // // run some text if at the end of an episode // if (intermission_running == 2) { if (world.model == "maps/e1m7.bsp") { WriteByte (MSG_ALL, SVC_CDTRACK); WriteByte (MSG_ALL, 2); WriteByte (MSG_ALL, 3); if (!cvar("registered")) { WriteByte (MSG_ALL, SVC_FINALE); WriteString (MSG_ALL, "$qc_finale_e1_shareware"); } else { WriteByte (MSG_ALL, SVC_FINALE); WriteString (MSG_ALL, "$qc_finale_e1"); } return; } else if (world.model == "maps/e2m6.bsp") { WriteByte (MSG_ALL, SVC_CDTRACK); WriteByte (MSG_ALL, 2); WriteByte (MSG_ALL, 3); WriteByte (MSG_ALL, SVC_FINALE); WriteString (MSG_ALL, "$qc_finale_e2"); return; } else if (world.model == "maps/e3m6.bsp") { WriteByte (MSG_ALL, SVC_CDTRACK); WriteByte (MSG_ALL, 2); WriteByte (MSG_ALL, 3); WriteByte (MSG_ALL, SVC_FINALE); WriteString (MSG_ALL, "$qc_finale_e3"); return; } else if (world.model == "maps/e4m7.bsp") { WriteByte (MSG_ALL, SVC_CDTRACK); WriteByte (MSG_ALL, 2); WriteByte (MSG_ALL, 3); WriteByte (MSG_ALL, SVC_FINALE); WriteString (MSG_ALL, "$qc_finale_e4"); return; } //HIPNOTIC if (world.model == "maps/hip1m4.bsp") { WriteByte (MSG_ALL, SVC_CDTRACK); WriteByte (MSG_ALL, 6); WriteByte (MSG_ALL, 3); WriteByte (MSG_ALL, SVC_FINALE); /* ************************************** Deep within the bowels of the Research Facility, you discover the passage that the followers of Quake have used to enter our world. The bastards used some type of gigantic teleporter to overload one of our own slipgates! As long as this portal exists, Earth will never be safe from Quake's cruel minions. If you can find the source of the portal's power, you can shut it down--possibly forever! With only a moment's consideration for your own safety, you re-enter the dark domain, knowing Hell would be a better fate than experiencing the reign of Quake. */ WriteString (MSG_ALL, "$qc_finale_hip1" ); //WriteString (MSG_ALL, "If you can find the source of the\nportal's power, you can shut it\ndown--possibly forever! With only a\nmoment's consideration for your own\nsafety, you re-enter the dark domain,\nknowing Hell would be a better fate\nthan experiencing the reign of Quake." ); return; } else if (world.model == "maps/hip2m5.bsp") { /* ************************************** After destroying the power generator, you pass beyond the gate of Mortum's Keep. A wave of nausea suddenly flows over you and you find yourself cast out into a liquid void. You float lifelessly, yet aware, in a lavender sea of energy. After what seems like an eternity, you feel the presence of a diabolical intelligence. You are held helpless for a moment as your mind is open to that of Armagon--Quake's General and master of this realm. Recognizing you as the one who foiled his attempt to conquer Earth, a hellish howl fills your mind and blots out all consciousness. When you awake, you find yourself on the shores of reality, but in a time and place unknown to you. */ WriteByte (MSG_ALL, SVC_CDTRACK); WriteByte (MSG_ALL, 6); WriteByte (MSG_ALL, 3); WriteByte (MSG_ALL, SVC_FINALE); WriteString (MSG_ALL, "$qc_finale_hip2" ); //WriteString (MSG_ALL, "After what seems like an eternity,\nyou feel the presence of a diabolical\nintelligence. You are held helpless\nfor a moment as your mind is open to\nthat of Armagon--Quake's General and\nmaster of this realm. Recognizing\nyou as the one who foiled his\nattempts to conquer Earth, a hellish\nhowl fills your mind and blots out\nall consciousness. When you awake,\nyou find yourself on the shores of\nreality, but in a time and place\nunknown to you." ); return; } else if (world.model == "maps/hipend.bsp") { /* ************************************** After the last echoes of Armagon's death yell fade away, you breathe a heavy sigh of relief. With the loss of his magic, Armagon's fortress begins to collapse. The rift he created to send his grisly troops through time slowly closes and seals itself forever. In the chaos that ensues, a wall collapses, revealing one remaining time portal. With your chances to escape rapidly growing slim, you race for the portal, mindless of your destination. In a flash of light, you find yourself back at Command HQ, safe and sound. Congratulations! You are victorious! The minions of Quake have once again fallen before your mighty hand. Is this the last you will see of Quake's hellions? Only time will tell... */ WriteByte (MSG_ALL, SVC_CDTRACK); WriteByte (MSG_ALL, 2); WriteByte (MSG_ALL, 3); WriteByte (MSG_ALL, SVC_FINALE); WriteString (MSG_ALL, "$qc_finale_hipend" ); //WriteString (MSG_ALL, "Congratulations! You are victorious!\nThe minions of Quake have once again\nfallen before your mighty hand.\nIs this the last you will see of\nQuake's hellions?\n\nOnly time will tell..." ); //intermission_exittime = time + 10000000; // never allow exit if (campaign && world.model == "maps/hipend.bsp") { WriteByte (MSG_ALL, SVC_ACHIEVEMENT); WriteString(MSG_ALL, "ACH_COMPLETE_HIPEND"); if (skill == 3) { WriteByte (MSG_ALL, SVC_ACHIEVEMENT); WriteString(MSG_ALL, "ACH_COMPLETE_HIPEND_NIGHTMARE"); } } return; } GotoNextMap(); } if (intermission_running == 3) { if (!cvar("registered")) { // shareware episode has been completed, go to sell screen WriteByte (MSG_ALL, SVC_SELLSCREEN); return; } if ( (serverflags&15) == 15) { WriteByte (MSG_ALL, SVC_FINALE); WriteString (MSG_ALL, "$qc_finale_all_runes"); return; } //HIPNOTIC if (world.model == "maps/hip1m4.bsp") { WriteByte (MSG_ALL, SVC_FINALE); WriteString (MSG_ALL, "$qc_finale_hip1m4" ); return; } else if (world.model == "maps/hip2m5.bsp") { WriteByte (MSG_ALL, SVC_FINALE); WriteString (MSG_ALL, "$qc_finale_hip2m5" ); return; } else if (world.model == "maps/hipend.bsp") { WriteByte (MSG_ALL, SVC_FINALE); WriteString (MSG_ALL, "$qc_finale_hipend2" ); intermission_exittime = time + 10000000; // never allow exit // instead of sitting here forever, run the quake ex credits and send the user back to start local entity timer = spawn(); timer.nextthink = time + 1; timer.think = finale_check; return; } } GotoNextMap(); }; /* ============ IntermissionThink When the player presses attack or jump, change to the next level ============ */ void() IntermissionThink = { if (time < intermission_exittime) return; if (!self.button0 && !self.button1 && !self.button2) return; ExitIntermission (); }; void() execute_changelevel = { local entity pos; intermission_running = 1; // enforce a wait time before allowing changelevel if (deathmatch) intermission_exittime = time + 5; else intermission_exittime = time + 2; WriteByte (MSG_ALL, SVC_CDTRACK); WriteByte (MSG_ALL, 9); WriteByte (MSG_ALL, 3); pos = FindIntermission (); other = find (world, classname, "player"); while (other != world) { other.view_ofs = '0 0 0'; other.angles = other.v_angle = pos.mangle; other.fixangle = TRUE; // turn this way immediately other.nextthink = time + 0.5; other.takedamage = DAMAGE_NO; other.solid = SOLID_NOT; other.movetype = MOVETYPE_NONE; other.modelindex = 0; setorigin (other, pos.origin); other = find (other, classname, "player"); } WriteByte (MSG_ALL, SVC_INTERMISSION); if (campaign && world.model == "maps/hip1m4.bsp") { WriteByte (MSG_ALL, SVC_ACHIEVEMENT); WriteString(MSG_ALL, "ACH_COMPLETE_HIP1M4"); } else if (campaign && world.model == "maps/hip2m5.bsp") { WriteByte (MSG_ALL, SVC_ACHIEVEMENT); WriteString(MSG_ALL, "ACH_COMPLETE_HIP2M5"); } if (world.model == "maps/hip1m2.bsp" && nextmap == "hip1m5") { WriteByte (MSG_ALL, SVC_ACHIEVEMENT); WriteString(MSG_ALL, "ACH_FIND_HIP1M5"); } else if (world.model == "maps/hip2m1.bsp" && nextmap == "hip2m6") { WriteByte (MSG_ALL, SVC_ACHIEVEMENT); WriteString(MSG_ALL, "ACH_FIND_HIP2M6"); } else if (world.model == "maps/hip3m3.bsp" && nextmap == "hipdm1") { WriteByte (MSG_ALL, SVC_ACHIEVEMENT); WriteString(MSG_ALL, "ACH_FIND_HIPDM1"); } }; void() changelevel_touch = { local entity pos; if (other.classname != "player") return; if ((cvar("noexit") == 1) || ((cvar("noexit") == 2) && (mapname != "start"))) { T_Damage (other, self, self, 50000); return; } if (coop || deathmatch) { bprint("$qc_exited", other.netname); } nextmap = self.map; SUB_UseTargets (); if ( (self.spawnflags & 1) && (deathmatch == 0) ) { // NO_INTERMISSION GotoNextMap(); return; } self.touch = SUB_Null; // we can't move people right now, because touch functions are called // in the middle of C movement code, so set a think time to do it self.think = execute_changelevel; self.nextthink = time + 0.1; }; /*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION When the player touches this, he gets sent to the map listed in the "map" variable. Unless the NO_INTERMISSION flag is set, the view will go to the info_intermission spot and display stats. */ void() trigger_changelevel = { if (!self.map) objerror ("chagnelevel trigger doesn't have map"); InitTrigger (); self.touch = changelevel_touch; }; /* ============================================================================= PLAYER GAME EDGE FUNCTIONS ============================================================================= */ void() set_suicide_frame; // called by ClientKill and DeadThink void() respawn = { if (coop) { // make a copy of the dead body for appearances sake CopyToBodyQue (self); // get the spawn parms as they were at level start setspawnparms (self); // respawn PutClientInServer (); } else if (deathmatch) { // make a copy of the dead body for appearances sake CopyToBodyQue (self); // set default spawn parms SetNewParms (); // respawn PutClientInServer (); } else { // restart the entire server cvar_set("campaign", ftos(campaign)); localcmd ("restart\n"); } }; /* ============ ClientKill Player entered the suicide command ============ */ void() ClientKill = { bprint("$qc_suicides", self.netname); set_suicide_frame (); self.modelindex = modelindex_player; self.frags = self.frags - 2; // extra penalty respawn (); }; /* ============ PlayerVisibleToSpawnPoint Returns true if player can see this point ============ */ float PlayerVisibleToSpawnPoint( entity point ) { local vector spot1, spot2; local entity player = find( world, classname, "player" ); while ( player ) { if ( player.health > 0 ) { spot1 = point.origin + player.view_ofs; spot2 = player.origin + player.view_ofs; traceline( spot1, spot2, TRUE, point ); if ( trace_fraction >= 1.0f ) { return TRUE; } } player = find( player, classname, "player" ); } return FALSE; } float IDEAL_DIST_FROM_DM_SPAWN_POINT = 384; float MIN_DIST_FROM_DM_SPAWN_POINT = 84; /* ============ SelectSpawnPoint Returns the entity to spawn at ============ */ entity SelectSpawnPoint(float forceSpawn) { local entity spot, thing; local float numspots, totalspots; local float pcount; local entity spots; numspots = 0; totalspots = 0; // testinfo_player_start is only found in regioned levels spot = find( world, classname, "testplayerstart" ); if ( spot ) return spot; // choose a info_player_deathmatch point if ( coop ) { lastspawn = find( lastspawn, classname, "info_player_coop" ); if ( lastspawn == world ) { lastspawn = find( lastspawn, classname, "info_player_start" ); } if ( lastspawn != world ) { return lastspawn; } } else if ( deathmatch ) { // find all spots that don't have visible players nearby spots = world; spot = find( world, classname, "info_player_deathmatch" ); while( spot ) { totalspots = totalspots + 1; thing = findradius( spot.origin, IDEAL_DIST_FROM_DM_SPAWN_POINT ); pcount = 0; while( thing ) { if ( thing.classname == "player" && thing.health > 0 ) { pcount = pcount + 1; } thing = thing.chain; } if ( pcount == 0 ) { if ( PlayerVisibleToSpawnPoint( spot ) ) { pcount = pcount + 1; } } if ( pcount == 0 ) { // good spot! spot.goalentity = spots; spots = spot; numspots = numspots + 1; } // Get the next spot in the chain spot = find( spot, classname, "info_player_deathmatch" ); } totalspots = totalspots - 1; // on small maps with few spawn points, our "ideal" spawn conditions may not be possible to meet // so fallback to just trying to pick a point without a player on top of it, so we don't start // a spawn frag loop if ( numspots == 0 ) { spot = find( world, classname, "info_player_deathmatch" ); while( spot ) { thing = findradius( spot.origin, MIN_DIST_FROM_DM_SPAWN_POINT ); pcount = 0; while( thing ) { if ( thing.classname == "player" && thing.health > 0 ) { pcount = pcount + 1; } thing = thing.chain; } if ( pcount == 0 ) { // good spot! spot.goalentity = spots; spots = spot; numspots = numspots + 1; } // Get the next spot in the chain spot = find( spot, classname, "info_player_deathmatch" ); } } // uncomment to force a deferred spawn // if (forceSpawn == FALSE) return world; if ( !numspots ) { if (forceSpawn == FALSE) { return world; } // no spots available so just pick one at random totalspots = rint( ( random() * totalspots ) ); spot = find( world, classname, "info_player_deathmatch" ); while( totalspots > 0 ) { totalspots = totalspots - 1; spot = find( spot, classname, "info_player_deathmatch" ); } return spot; } // Generate a random number between 1 and numspots numspots = numspots - 1; numspots = rint( ( random() * numspots ) ); spot = spots; while( numspots > 0 ) { spot = spot.goalentity; numspots = numspots - 1; } return spot; } if ( serverflags ) { // return with a rune to start spot = find( world, classname, "info_player_start2" ); if ( spot ) { return spot; } } spot = find( world, classname, "info_player_start" ); if ( !spot ) { error( "PutClientInServer: no info_player_start on level" ); } return spot; }; /* =========== PutClientInServer called each time a player is spawned ============ */ void() DecodeLevelParms; void() PlayerDie; void() PutClientInServer = { local entity spot; spot = SelectSpawnPoint (); self.classname = "player"; if (skill == 3 && !deathmatch) self.health = 50; else self.health = 100; self.takedamage = DAMAGE_AIM; self.solid = SOLID_SLIDEBOX; self.movetype = MOVETYPE_WALK; self.show_hostile = 0; if (skill == 3 && !deathmatch) self.max_health = 50; else self.max_health = 100; self.flags = FL_CLIENT; self.air_finished = time + 12; self.dmg = 2; // initial water damage self.super_damage_finished = 0; self.radsuit_finished = 0; self.invisible_finished = 0; self.invincible_finished = 0; self.effects = 0; self.invincible_time = 0; //JIM self.wetsuit_finished = 0; //MED self.empathy_finished = 0; //MED self.items2 = 0; self.gravity = 1.0; if ( coop ) { self.team = TEAM_HUMANS; } DecodeLevelParms (); W_SetCurrentAmmo (); self.attack_finished = time; self.th_pain = player_pain; self.th_die = PlayerDie; self.deadflag = DEAD_NO; // paustime is set by teleporters to keep the player from moving a while self.pausetime = 0; // spot = SelectSpawnPoint (); self.origin = spot.origin + '0 0 1'; self.angles = spot.angles; self.fixangle = TRUE; // turn this way immediately //JIM // Clear out velocity so you're not launched into the air // when you respawn. self.velocity = '0 0 0'; // oh, this is a hack! setmodel (self, "progs/playham.mdl"); modelindex_hammer = self.modelindex; setmodel (self, "progs/eyes.mdl"); modelindex_eyes = self.modelindex; setmodel (self, "progs/player.mdl"); modelindex_player = self.modelindex; setsize (self, VEC_HULL_MIN, VEC_HULL_MAX); self.view_ofs = '0 0 22'; player_stand1 (); if (deathmatch || coop) { makevectors(self.angles); spawn_tfog (self.origin + v_forward*20); } spawn_tdeath (self.origin, self); stuffcmd(self, "-attack\n"); // prevent shooting after respawning }; /* ============================================================================= QUAKED FUNCTIONS ============================================================================= */ /*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 24) The normal starting point for a level. */ void() info_player_start = { }; /*QUAKED info_player_start2 (1 0 0) (-16 -16 -24) (16 16 24) Only used on start map for the return point from an episode. */ void() info_player_start2 = { }; /* saved out by quaked in region mode */ void() testplayerstart = { }; /*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 24) potential spawning position for deathmatch games */ void() info_player_deathmatch = { }; /*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 24) potential spawning position for coop games */ void() info_player_coop = { }; /* =============================================================================== RULES =============================================================================== */ /* go to the next level for deathmatch only called if a time or frag limit has expired */ void() NextLevel = { local entity o; //HIPNOTIC //Commented out so that timelimit and fraglimit work on start map /* if (mapname == "start") { if (!cvar("registered")) { mapname = "e1m1"; } else if (!(serverflags & 1)) { mapname = "e1m1"; serverflags = serverflags | 1; } else if (!(serverflags & 2)) { mapname = "e2m1"; serverflags = serverflags | 2; } else if (!(serverflags & 4)) { mapname = "e3m1"; serverflags = serverflags | 4; } else if (!(serverflags & 8)) { mapname = "e4m1"; serverflags = serverflags - 7; } o = spawn(); o.map = mapname; } else { */ // find a trigger changelevel o = find(world, classname, "trigger_changelevel"); // go back to start if no trigger_changelevel if (!o) { mapname = "start"; o = spawn(); o.map = mapname; } // } nextmap = o.map; gameover = TRUE; if (o.nextthink < time) { o.think = execute_changelevel; o.nextthink = time + 0.1; } }; /* ============ CheckRules Exit deathmatch games upon conditions ============ */ void() CheckRules = { local float timelimit; local float fraglimit; if (gameover) // someone else quit the game already return; timelimit = cvar("timelimit") * 60; fraglimit = cvar("fraglimit"); if (timelimit && time >= timelimit) { NextLevel (); return; } if (fraglimit && self.frags >= fraglimit) { NextLevel (); return; } }; //============================================================================ void() PlayerDeathThink = { local entity old_self; local float forward; if ((self.flags & FL_ONGROUND)) { forward = vlen (self.velocity); forward = forward - 20; if (forward <= 0) self.velocity = '0 0 0'; else self.velocity = forward * normalize(self.velocity); } if (self.spawn_deferred) { local entity spot; spot = SelectSpawnPoint(FALSE); //dprint("time {} >= self.spawn_deferred {}\n", ftos(time), ftos(self.spawn_deferred)); if (spot != world || time >= self.spawn_deferred) { respawn(); } return; } // wait for all buttons released if (self.deadflag == DEAD_DEAD) { if (self.button2 || self.button1 || self.button0) return; self.deadflag = DEAD_RESPAWNABLE; return; } // wait for any button down if (!self.button2 && !self.button1 && !self.button0) return; self.button0 = 0; self.button1 = 0; self.button2 = 0; respawn(); }; void() PlayerJump = { local vector start, end; if (self.flags & FL_WATERJUMP) return; if (self.waterlevel >= 2) { if (self.watertype == CONTENT_WATER) self.velocity_z = 100; else if (self.watertype == CONTENT_SLIME) self.velocity_z = 80; else self.velocity_z = 50; // play swiming sound if (self.swim_flag < time) { self.swim_flag = time + 1; if (random() < 0.5) sound (self, CHAN_BODY, "misc/water1.wav", 1, ATTN_NORM); else sound (self, CHAN_BODY, "misc/water2.wav", 1, ATTN_NORM); } return; } if (!(self.flags & FL_ONGROUND)) return; if ( !(self.flags & FL_JUMPRELEASED) ) return; // don't pogo stick self.flags = self.flags - (self.flags & FL_JUMPRELEASED); self.flags = self.flags - FL_ONGROUND; // don't stairwalk self.button2 = 0; // player jumping sound sound (self, CHAN_BODY, "player/plyrjmp8.wav", 1, ATTN_NORM); self.velocity_z = self.velocity_z + 270; }; /* =========== WaterMove ============ */ .float dmgtime; void() WaterMove = { //dprint (ftos(self.waterlevel)); if (self.movetype == MOVETYPE_NOCLIP) return; if (self.health < 0) return; if (self.waterlevel != 3) { if (self.air_finished < time) sound (self, CHAN_VOICE, "player/gasp2.wav", 1, ATTN_NORM); else if (self.air_finished < time + 9) sound (self, CHAN_VOICE, "player/gasp1.wav", 1, ATTN_NORM); self.air_finished = time + 12; self.dmg = 2; } else if (self.air_finished < time) { // drown! if (self.pain_finished < time) { self.dmg = self.dmg + 2; if (self.dmg > 15) self.dmg = 10; T_Damage (self, world, world, self.dmg); self.pain_finished = time + 1; } } if (!self.waterlevel) { if (self.flags & FL_INWATER) { // play leave water sound sound (self, CHAN_BODY, "misc/outwater.wav", 1, ATTN_NORM); self.flags = self.flags - FL_INWATER; } return; } if (self.watertype == CONTENT_LAVA) { // do damage if (self.dmgtime < time) { if (self.radsuit_finished > time) self.dmgtime = time + 1; else self.dmgtime = time + 0.2; T_Damage (self, world, world, 10*self.waterlevel); } } else if (self.watertype == CONTENT_SLIME) { // do damage if (self.dmgtime < time && self.radsuit_finished < time) { self.dmgtime = time + 1; T_Damage (self, world, world, 4*self.waterlevel); } } if ( !(self.flags & FL_INWATER) ) { // player enter water sound if (self.watertype == CONTENT_LAVA) sound (self, CHAN_BODY, "player/inlava.wav", 1, ATTN_NORM); if (self.watertype == CONTENT_WATER) sound (self, CHAN_BODY, "player/inh2o.wav", 1, ATTN_NORM); if (self.watertype == CONTENT_SLIME) sound (self, CHAN_BODY, "player/slimbrn2.wav", 1, ATTN_NORM); self.flags = self.flags + FL_INWATER; self.dmgtime = 0; } if (! (self.flags & FL_WATERJUMP) ) self.velocity = self.velocity - 0.8*self.waterlevel*frametime*self.velocity; }; void() CheckWaterJump = { local vector start, end; // check for a jump-out-of-water makevectors (self.angles); start = self.origin; start_z = start_z + 8; v_forward_z = 0; normalize(v_forward); end = start + v_forward*24; traceline (start, end, TRUE, self); if (trace_fraction < 1) { // solid at waist start_z = start_z + self.maxs_z - 8; end = start + v_forward*24; self.movedir = trace_plane_normal * -50; traceline (start, end, TRUE, self); if (trace_fraction == 1) { // open at eye level self.flags = self.flags | FL_WATERJUMP; self.velocity_z = 225; self.flags = self.flags - (self.flags & FL_JUMPRELEASED); self.teleport_time = time + 2; // safety net return; } } }; /* ================ PlayerPreThink Called every frame before physics are run ================ */ //MED 01/17/97 void(float num_bubbles) DeathBubbles; void() PlayerPreThink = { local float mspeed, aspeed; local float r; if (intermission_running) { earthquake_prethink(); IntermissionThink (); // otherwise a button could be missed between return; // the think tics } if (self.view_ofs == '0 0 0') return; // intermission or finale //JIM // Kill player on Edge of Oblivion if ( ( self.origin_z < -1300 ) && (world.model == "maps/hipdm1.bsp") && ( self.health > 0 ) ) { self.deathtype = "falling"; if (self.invincible_finished >= time) { self.invincible_finished = 0; self.items = self.items - (self.items & IT_INVULNERABILITY); self.invincible_time = 0; self.invincible_finished = 0; self.effects = self.effects - (self.effects & EF_PENTALIGHT); } T_Damage( self, self, world, self.health + 1000 ); } //JIM // if (!deathmatch) // { earthquake_prethink(); // } makevectors (self.v_angle); // is this still used CheckRules (); WaterMove (); //JIM //WETSUIT if (self.wetsuit_finished > time) { if (self.waterlevel==2) { self.velocity = self.velocity * 1.25; } if (self.waterlevel==3) { self.velocity = self.velocity * 1.5; } if (self.waterlevel >= 2) { // play scuba sound if (self.swim_flag < time) { self.swim_flag = time + 7; sound (self, CHAN_BODY, "misc/wetsuit.wav", 1, ATTN_NORM); } //MED 01/17/97 else { if (fabs(self.swim_flag - time - 6)<0.04) { DeathBubbles(1); } else if (fabs(self.swim_flag - time - 5.5)<0.04) { DeathBubbles(1); } else if (fabs(self.swim_flag - time - 5)<0.04) { DeathBubbles(1); } } } } if (self.waterlevel == 2) CheckWaterJump (); if (self.deadflag >= DEAD_DEAD) { PlayerDeathThink (); return; } if (self.deadflag == DEAD_DYING) return; // dying, so do nothing if (self.button2) { PlayerJump (); } else self.flags = self.flags | FL_JUMPRELEASED; // teleporters can force a non-moving pause time if (time < self.pausetime) self.velocity = '0 0 0'; if(time > self.attack_finished && self.currentammo == 0 && self.weapon != IT_AXE && self.weapon != IT_MJOLNIR) { self.weapon = W_BestWeapon (); W_SetCurrentAmmo (); } }; /* ================ CheckPowerups Check for turning off powerups ================ */ void() CheckPowerups = { if (self.health <= 0) return; // invisibility if (self.invisible_finished) { // sound and screen flash when items starts to run out if (self.invisible_sound < time) { sound (self, CHAN_AUTO, "items/inv3.wav", 0.5, ATTN_IDLE); self.invisible_sound = time + ((random() * 3) + 1); } if (self.invisible_finished < time + 3) { if (self.invisible_time == 1) { sprint(self, "$qc_ring_fade"); stuffcmd (self, "bf\n"); sound (self, CHAN_AUTO, "items/inv2.wav", 1, ATTN_NORM); self.invisible_time = time + 1; } if (self.invisible_time < time) { self.invisible_time = time + 1; stuffcmd (self, "bf\n"); } } if (self.invisible_finished < time) { // just stopped self.items = self.items - IT_INVISIBILITY; self.invisible_finished = 0; self.invisible_time = 0; } // use the eyes self.frame = 0; self.modelindex = modelindex_eyes; } //MED 12/04/96 added mjolnir stuff else if (self.weapon == IT_MJOLNIR) self.modelindex = modelindex_hammer; // don't use eyes else self.modelindex = modelindex_player; // don't use eyes // invincibility if (self.invincible_finished) { // sound and screen flash when items starts to run out if (self.invincible_finished < time + 3) { if (self.invincible_time == 1) { sprint(self, "$qc_protection_fade"); stuffcmd (self, "bf\n"); sound (self, CHAN_AUTO, "items/protect2.wav", 1, ATTN_NORM); self.invincible_time = time + 1; } if (self.invincible_time < time) { self.invincible_time = time + 1; stuffcmd (self, "bf\n"); } } if (self.invincible_finished < time) { // just stopped self.items = self.items - IT_INVULNERABILITY; self.invincible_time = 0; self.invincible_finished = 0; } if (self.invincible_finished > time) self.effects = self.effects | EF_PENTALIGHT; else self.effects = self.effects - (self.effects & EF_PENTALIGHT); } // super damage if (self.super_damage_finished) { // sound and screen flash when items starts to run out if (self.super_damage_finished < time + 3) { if (self.super_time == 1) { sprint(self, "$qc_quad_fade"); stuffcmd (self, "bf\n"); sound (self, CHAN_AUTO, "items/damage2.wav", 1, ATTN_NORM); self.super_time = time + 1; } if (self.super_time < time) { self.super_time = time + 1; stuffcmd (self, "bf\n"); } } if (self.super_damage_finished < time) { // just stopped self.items = self.items - IT_QUAD; self.super_damage_finished = 0; self.super_time = 0; } if (self.super_damage_finished > time) self.effects = self.effects | EF_QUADLIGHT; else self.effects = self.effects - (self.effects & EF_QUADLIGHT); } // suit if (self.radsuit_finished) { self.air_finished = time + 12; // don't drown // sound and screen flash when items starts to run out if (self.radsuit_finished < time + 3) { if (self.rad_time == 1) { sprint(self, "$qc_biosuit_fade"); stuffcmd (self, "bf\n"); sound (self, CHAN_AUTO, "items/suit2.wav", 1, ATTN_NORM); self.rad_time = time + 1; } if (self.rad_time < time) { self.rad_time = time + 1; stuffcmd (self, "bf\n"); } } if (self.radsuit_finished < time) { // just stopped self.items = self.items - IT_SUIT; self.rad_time = 0; self.radsuit_finished = 0; } } //JIM // wetsuit if (self.wetsuit_finished) { self.air_finished = time + 12; // don't drown // sound and screen flash when items starts to run out if (self.wetsuit_finished < time + 3) { if (self.wetsuit_time == 1) { sprint (self, "$qc_wetsuit_fade"); stuffcmd (self, "bf\n"); sound (self, CHAN_AUTO, "items/suit2.wav", 1, ATTN_NORM); self.wetsuit_time = time + 1; } if (self.wetsuit_time < time) { self.wetsuit_time = time + 1; stuffcmd (self, "bf\n"); } } if (self.wetsuit_finished < time) { // just stopped //MED self.items2 = self.items2 - HIP_IT_WETSUIT; self.wetsuit_time = 0; self.wetsuit_finished = 0; } } //MED // empathy shields if (self.empathy_finished) { // sound and screen flash when items starts to run out if (self.empathy_finished < time + 3) { if (self.empathy_time == 1) { sprint (self, "$qc_empathy_fade"); stuffcmd (self, "bf\n"); sound (self, CHAN_AUTO, "items/suit2.wav", 1, ATTN_NORM); self.empathy_time = time + 1; } if (self.empathy_time < time) { self.empathy_time = time + 1; stuffcmd (self, "bf\n"); } } if (self.empathy_finished < time) { // just stopped //MED self.items2 = self.items2 - HIP_IT_EMPATHY_SHIELDS; self.empathy_time = 0; self.empathy_finished = 0; } //MED if (self.empathy_finished > time) self.effects = self.effects | EF_DIMLIGHT; else self.effects = self.effects - (self.effects & EF_DIMLIGHT); } }; /* ================ PlayerPostThink Called every frame after physics are run ================ */ void() PlayerPostThink = { local float mspeed, aspeed; local float r; if (self.view_ofs == '0 0 0') { earthquake_postthink(); return; // intermission or finale } //JIM //WETSUIT if (self.wetsuit_finished > time) { if (self.waterlevel==2) { self.velocity = self.velocity * 0.8; } if (self.waterlevel==3) { self.velocity = self.velocity * 0.66; } } //JIM // if (!deathmatch) // { earthquake_postthink(); // } if (self.deadflag) return; // do weapon stuff W_WeaponFrame (); // check to see if player landed and play landing sound if ((self.jump_flag < -300) && (self.flags & FL_ONGROUND) && (self.health > 0)) { if (self.watertype == CONTENT_WATER) sound (self, CHAN_BODY, "player/h2ojump.wav", 1, ATTN_NORM); else if (self.jump_flag < -650) { T_Damage (self, world, world, 5); sound (self, CHAN_VOICE, "player/land2.wav", 1, ATTN_NORM); self.deathtype = "falling"; } else sound (self, CHAN_VOICE, "player/land.wav", 1, ATTN_NORM); self.jump_flag = 0; } if (!(self.flags & FL_ONGROUND)) self.jump_flag = self.velocity_z; CheckPowerups (); }; /* =========== ClientConnect called when a player connects to a server ============ */ void() ClientConnect = { bprint("$qc_entered", self.netname); // a client connecting during an intermission can cause problems if (intermission_running) ExitIntermission (); }; /* =========== ClientDisconnect called when a player disconnects from a server ============ */ void() ClientDisconnect = { if (gameover) return; // if the level end trigger has been activated, just return // since they aren't *really* leaving // let everyone else know bprint("$qc_left_game", self.netname, ftos(self.frags)); sound (self, CHAN_BODY, "player/tornoff2.wav", 1, ATTN_NONE); self->effects = 0; set_suicide_frame (); }; /* =========== ClientObituary called when a player dies ============ */ void(entity targ, entity attacker) ClientObituary = { local float rnum; local string deathstring, deathstring2; rnum = random(); if (targ.classname == "player") { if (attacker.classname == "teledeath") { bprint("$qc_telefragged", targ.netname, attacker.owner.netname); attacker.owner.frags = attacker.owner.frags + 1; return; } if (attacker.classname == "teledeath2") { bprint("$qc_satans_power", targ.netname); targ.frags = targ.frags - 1; return; } if (attacker.classname == "player") { if (targ == attacker) { // killed self attacker.frags = attacker.frags - 1; if (targ.weapon == 64 && targ.waterlevel > 1) { if (targ.watertype == CONTENT_SLIME) bprint("$qc_discharge_slime", targ.netname); else if (targ.watertype == CONTENT_LAVA) bprint("$qc_discharge_lava", targ.netname); else bprint("$qc_discharge_water", targ.netname); return; } if (targ.weapon == 16) bprint("$qc_suicide_pin", targ.netname); else if (rnum) bprint("$qc_suicide_bored", targ.netname); else bprint("$qc_suicide_loaded", targ.netname); return; } else if ( (teamplay == 2) && (targ.team == attacker.team) && (attacker.team != 0) ) { if (rnum < 0.25) bprint("$qc_ff_teammate", attacker.netname); else if (rnum < 0.50) bprint("$qc_ff_glasses", attacker.netname); else if (rnum < 0.75) bprint("$qc_ff_otherteam", attacker.netname); else bprint("$qc_ff_friend", attacker.netname); attacker.frags = attacker.frags - 1; return; } else { attacker.frags = attacker.frags + 1; //MED 01/19/97 if (empathyused == 1) { if (random()<0.5) bprint("$qc_death_empathy1", targ.netname, attacker.netname); else bprint("$qc_death_empathy2", targ.netname, attacker.netname); return; } //MED 11/18/96 if (targ.dmg_inflictor.classname == "proximity_grenade") { if (random()<0.5) bprint("$qc_death_bomb1", targ.netname, attacker.netname); else bprint("$qc_death_bomb2", targ.netname, attacker.netname); return; } rnum = attacker.weapon; if (rnum == IT_AXE) { bprint("$qc_death_ax", targ.netname, attacker.netname); return; } if (rnum == IT_SHOTGUN) { bprint("$qc_death_sg", targ.netname, attacker.netname); return; } if (rnum == IT_SUPER_SHOTGUN) { bprint("$qc_death_dbl", targ.netname, attacker.netname); return; } if (rnum == IT_NAILGUN) { bprint("$qc_death_nail", targ.netname, attacker.netname); return; } if (rnum == IT_SUPER_NAILGUN) { bprint("$qc_death_sng", targ.netname, attacker.netname); return; } if (rnum == IT_GRENADE_LAUNCHER) { if (targ.health < -40) { bprint("$qc_death_gl1", targ.netname, attacker.netname); return; } else { bprint("$qc_death_gl2", targ.netname, attacker.netname); return; } } if (rnum == IT_ROCKET_LAUNCHER) { if (attacker.super_damage_finished > 0 && targ.health < -40) { rnum = random(); if (rnum < 0.3) { bprint("$qc_death_rl_quad1", targ.netname, attacker.netname); return; } else if (rnum < 0.6) { bprint("$qc_death_rl_quad2", targ.netname, attacker.netname); return; } else { bprint("$qc_death_rl1", targ.netname, attacker.netname); return; } } else { if (targ.health < -40) { bprint("$qc_death_rl2", targ.netname, attacker.netname); return; } else { bprint("$qc_death_rl3", targ.netname, attacker.netname); return; } } } if (rnum == IT_LIGHTNING) { if (attacker.waterlevel > 1) { bprint("$qc_death_lg1", targ.netname, attacker.netname); if (attacker.invincible_finished) { msg_entity = attacker; WriteByte (MSG_ONE, SVC_ACHIEVEMENT); WriteString(MSG_ONE, "ACH_SURVIVE_DISCHARGE"); } } else bprint("$qc_death_lg2", targ.netname, attacker.netname); return; } //MED if (rnum == IT_LASER_CANNON) { if (random()<0.5) { bprint("$qc_death_laser1", targ.netname, attacker.netname); } else { bprint("$qc_death_laser2", targ.netname, attacker.netname); } } //MED if (rnum == IT_MJOLNIR) { bprint("$qc_death_hammer", targ.netname, attacker.netname); } } return; } else { targ.frags = targ.frags - 1; // killed self rnum = targ.watertype; //JIM if ( attacker.deathtype ) { bprint(attacker.deathtype, targ.netname); return; } if (rnum == -3) { if (random() < 0.5) bprint ("$qc_death_drown1", targ.netname); else bprint ("$qc_death_drown2", targ.netname); return; } else if (rnum == -4) { if (random() < 0.5) bprint ("$qc_death_slime1", targ.netname); else bprint ("$qc_death_slime2", targ.netname); return; } else if (rnum == -5) { if (targ.health < -15) { bprint ("$qc_death_lava1", targ.netname); return; } if (random() < 0.5) bprint ("$qc_death_lava2", targ.netname); else bprint ("$qc_death_lava3", targ.netname); return; } if (attacker.flags & FL_MONSTER) { if (attacker.classname == "monster_army") bprint ("$qc_ks_grunt", targ.netname); if (attacker.classname == "monster_demon1") bprint ("$qc_ks_fiend", targ.netname); if (attacker.classname == "monster_dog") bprint ("$qc_ks_rottweiler", targ.netname); if (attacker.classname == "monster_dragon") bprint ("$qc_ks_dragon", targ.netname); if (attacker.classname == "monster_enforcer") bprint ("$qc_ks_enforcer", targ.netname); if (attacker.classname == "monster_fish") bprint ("$qc_ks_rotfish", targ.netname); if (attacker.classname == "monster_hell_knight") bprint ("$qc_ks_deathknight", targ.netname); if (attacker.classname == "monster_knight") bprint ("$qc_ks_knight", targ.netname); if (attacker.classname == "monster_ogre") bprint ("$qc_ks_ogre", targ.netname); if (attacker.classname == "monster_oldone") bprint ("$qc_ks_shub", targ.netname); if (attacker.classname == "monster_shalrath") bprint ("$qc_ks_vore", targ.netname); if (attacker.classname == "monster_shambler") bprint ("$qc_ks_shambler", targ.netname); if (attacker.classname == "monster_tarbaby") bprint ("$qc_ks_spawn", targ.netname); if (attacker.classname == "monster_vomit") bprint ("$qc_ks_vomitus", targ.netname); if (attacker.classname == "monster_wizard") bprint ("$qc_ks_scrag", targ.netname); if (attacker.classname == "monster_zombie") bprint ("$qc_ks_zombie", targ.netname); //MED if (attacker.classname == "monster_gremlin") bprint ("$qc_ks_gremlin", targ.netname); //MED if (attacker.classname == "monster_scourge") bprint ("$qc_ks_centroid", targ.netname); //MED if (attacker.classname == "monster_armagon") bprint ("$qc_ks_armagon", targ.netname); return; } if (attacker.classname == "explo_box") { bprint ("$qc_ks_blew_up", targ.netname); return; } if (attacker.solid == SOLID_BSP && attacker != world) { bprint ("$qc_death_squish", targ.netname); return; } if (targ.deathtype == "falling") { targ.deathtype = ""; bprint ("$qc_death_fall", targ.netname); return; } if (attacker.classname == "trap_shooter" || attacker.classname == "trap_spikeshooter") { bprint ("$qc_ks_spiked", targ.netname); return; } if (attacker.classname == "fireball") { bprint ("$qc_ks_lavaball", targ.netname); return; } if (attacker.classname == "trigger_changelevel") { bprint ("$qc_ks_tried_leave", targ.netname); return; } bprint ("$qc_death_died", targ.netname); } } };