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2019-12-30 17:23:05 +01:00
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// prototypes
void(entity attacker, float damage) player_pain;
void() player_stand;
void (vector org) spawn_tfog;
void (vector org, entity death_owner) spawn_tdeath;
float modelindex_eyes, modelindex_player;
/*
=============================================================================
LEVEL CHANGING / INTERMISSION
=============================================================================
*/
void() SetChangeParms =
{
// player was dead during the intermission
if (self.health <= 0)
{
SetNewParms();
return;
}
// items
// remove powerups and keys
self.items = self.items - (self.items &
(IT_SUPERHEALTH | IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD));
parm1 = self.items;
// cap super health
if (self.health > 100)
self.health = 100;
if (self.health < 50)
self.health = 50;
parm2 = self.health;
// weapons and ammo
parm3 = self.weapon;
if (self.ammo_shells < 25)
self.ammo_shells = 25;
parm4 = self.ammo_shells;
parm5 = self.ammo_nails;
parm6 = self.ammo_rockets;
parm7 = self.ammo_cells;
// armor
parm8 = self.armorvalue;
parm9 = self.armortype;
};
void() SetNewParms =
{
parm1 = IT_AXE | IT_SHOTGUN; // items
parm2 = 100; // health
parm3 = IT_SHOTGUN; // weapon
parm4 = 25; // shells
parm5 = 0; // nails
parm6 = 0; // rockets
parm7 = 0; // cells
parm8 = 0; // armorvalue
parm9 = 0; // armortype
};
void() DecodeLevelParms =
{
// take away all items on starting a new episode
if ((!deathmatch) && (mapname == "start"))
SetNewParms();
self.items = parm1;
self.health = parm2;
self.weapon = parm3;
self.ammo_shells = parm4;
self.ammo_nails = parm5;
self.ammo_rockets = parm6;
self.ammo_cells = parm7;
self.armorvalue = parm8;
self.armortype = parm9;
};
/*
=============================================================================
PLAYER GAME EDGE FUNCTIONS
=============================================================================
*/
// called by ClientKill and DeadThink
void() respawn =
{
if (coop)
{
// make a copy of the dead body for appearances sake
CopyToBodyQue (self);
// get the spawn parms as they were at level start
setspawnparms (self);
// respawn
PutClientInServer ();
}
else if (deathmatch)
{
// make a copy of the dead body for appearances sake
CopyToBodyQue (self);
// set default spawn parms
SetNewParms ();
// respawn
PutClientInServer ();
}
else
{ // restart the entire server
localcmd ("restart\n");
}
};
/*
============
ClientKill
Player entered the suicide command
============
*/
void() ClientKill =
{
// don't allow suicide during the intermission
// the engine aleady blocks it when dead
if (intermission_running)
return;
/*
bprint (self.netname);
bprint (" suicides\n");
*/
self.frags = self.frags - 1; // extra penalty
self.health = 0;
Killed(self, self, self);
};
/*
============
SelectSpawnPoint
Returns the entity to spawn at
============
*/
entity() SelectSpawnPoint =
{
local entity spot;
local entity thing;
local float pcount;
if (developer)
{
spot = find (world, classname, "info_player_test");
if (spot)
return spot;
}
if (coop)
{
lastspawn = find(lastspawn, classname, "info_player_coop");
if (lastspawn == world)
lastspawn = find (lastspawn, classname, "info_player_start");
if (lastspawn != world)
return lastspawn;
}
else if (deathmatch)
{
spot = lastspawn;
while (1)
{
spot = find(spot, classname, "info_player_deathmatch");
if (spot)
{
if (spot == lastspawn)
return lastspawn;
pcount = 0;
thing = findradius(spot.origin, 32);
while(thing)
{
if (thing.classname == "player")
pcount = pcount + 1;
thing = thing.chain;
}
if (pcount == 0)
{
lastspawn = spot;
return spot;
}
}
else
{
spot = find (world, classname, "info_player_start");
if (!spot)
error ("PutClientInServer: no info_player_start on level");
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(entity inflictor, entity attacker) PlayerDie;
/*
void() PutClientInServer =
{
self.classname = "player";
self.health = 100;
self.solid = SOLID_NOT;
self.movetype = MOVETYPE_NONE;
entity spot = SelectSpawnPoint ();
self.origin = self.oldorigin = spot.origin + '0 0 128';
self.angles = [0, -90, 0];
self.fixangle = TRUE;
setmodel (self, "progs/s_null.spr");
setsize (self, [0, 0, 0], [0, 0, 0]);
};
*/
void() PutClientInServer =
{
self.classname = "player";
self.health = self.max_health = 100;
self.headmodel = "progs/h_player.mdl";
self.deadflag = DEAD_NO;
self.takedamage = DAMAGE_AIM;
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_WALK;
self.flags = FL_CLIENT;
self.th_pain = player_pain;
self.th_die = PlayerDie;
self.view_ofs = '0 0 22';
// liquid stuff
self.air_finished = time + 12;
self.dmg = 2;
// powerups
self.effects = 0;
self.super_damage_finished = 0;
self.radsuit_finished = 0;
self.invisible_finished = 0;
self.invincible_finished = 0;
self.invincible_time = 0;
// get items from parms and update weapon
DecodeLevelParms();
W_UpdateWeapon(self);
self.show_hostile = 0;
self.attack_finished = time;
// put the player on the spawn spot
entity spot = SelectSpawnPoint ();
self.origin = self.oldorigin = spot.origin + '0 0 1';
self.angles = spot.angles;
self.fixangle = TRUE;
self.pausetime = 0;
self.velocity = '0 0 0';
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);
player_stand();
if (deathmatch || coop)
{
makevectors(self.angles);
spawn_tfog (self.origin + v_forward*20);
}
spawn_tdeath (self.origin, self);
};
/*
===============================================================================
RULES
===============================================================================
*/
/*
go to the next level for deathmatch
only called if a time or frag limit has expired
*/
void() NextLevel =
{
local entity o;
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 = StartIntermission;
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 =
{
if (self.deadflag == DEAD_DYING)
return;
// come to a stop
if (self.flags & FL_ONGROUND)
{
float forward = vlen(self.velocity);
forward = forward - 20;
if (forward <= 0)
self.velocity = '0 0 0';
else
self.velocity = forward * normalize(self.velocity);
}
// wait for button down
if (self.deadflag == DEAD_DEAD)
{
if (self.button0 || self.button2)
self.deadflag = DEAD_RESPAWNABLE;
return;
}
// wait for button release
if (!self.button0 && !self.button2)
respawn();
};
void() PlayerJump =
{
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() 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;
}
}
};
void() WaterMove =
{
// don't drown if no clip...
if (self.movetype == MOVETYPE_NOCLIP)
{
self.air_finished = time + 12;
self.dmg = 2;
return;
}
if (self.waterlevel == 2)
CheckWaterJump ();
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;
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;
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;
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;
};
/*
================
PlayerPreThink
Called every frame before physics are run
================
*/
.float ladder_sound;
.float ladder_time;
void() PlayerPreThink =
{
if (intermission_running)
{
IntermissionThink();
return;
}
if (self.deadflag)
{
PlayerDeathThink();
return;
}
WaypointPreFrame();
CheckRules ();
WaterMove ();
if (self.flags2 & FL2_ONLADDER)
{
self.flags2 = self.flags2 - FL2_ONLADDER;
// climb
if (self.button2)
{
// don't pogo stick if we drop off
self.flags = self.flags - self.flags & FL_JUMPRELEASED;
self.velocity = '0 0 160';
if (time > self.ladder_time)
{
self.ladder_time = time + 0.5;
self.ladder_sound = self.ladder_sound + 1;
if (self.ladder_sound > 4)
self.ladder_sound = 0;
if (self.ladder_sound == 0)
sound(self, CHAN_BODY, "player/ladder1.wav", 1, ATTN_IDLE);
if (self.ladder_sound == 1)
sound(self, CHAN_BODY, "player/ladder2.wav", 1, ATTN_IDLE);
if (self.ladder_sound == 2)
sound(self, CHAN_BODY, "player/ladder3.wav", 1, ATTN_IDLE);
if (self.ladder_sound == 3)
sound(self, CHAN_BODY, "player/ladder4.wav", 1, ATTN_IDLE);
if (self.ladder_sound == 4)
sound(self, CHAN_BODY, "player/ladder5.wav", 1, ATTN_IDLE);
}
}
else
{
self.flags = self.flags | FL_JUMPRELEASED;
// restrict horizontal movement
self.velocity = 0.9 * self.velocity;
self.velocity_z = 0;
}
}
else
{
self.gravity = 1;
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';
// check weapon ammo
if (time > self.attack_finished && !W_CheckNoAmmo(self))
{
self.weapon = W_BestWeapon(self);
W_UpdateWeapon(self);
}
};
/*
================
CheckPowerups
Check for turning off powerups
================
*/
void() CheckPowerups =
{
// megahelth
if (self.items & IT_SUPERHEALTH)
{
if (self.health <= self.max_health)
{
self.items = self.items - IT_SUPERHEALTH;
}
else if (time > self.health_rot_time)
{
self.health = self.health - 1;
self.health_rot_time = time + 1;
}
}
// invisibility
if (self.invisible_finished)
{
// sound and screen flash when items starts to run out
if (self.invisible_sound < time)
{
sound (self, CHAN_AUTO, "items/inv3.wav", 0.5, ATTN_IDLE);
self.invisible_sound = time + ((random() * 3) + 1);
}
if (self.invisible_finished < time + 3)
{
if (self.invisible_time == 1)
{
sprint (self, "Ring of Shadows magic is fading\n");
stuffcmd (self, "bf\n");
sound (self, CHAN_AUTO, "items/inv2.wav", 1, ATTN_NORM);
self.invisible_time = time + 1;
}
if (self.invisible_time < time)
{
self.invisible_time = time + 1;
stuffcmd (self, "bf\n");
}
}
if (self.invisible_finished < time)
{ // just stopped
self.items = self.items - IT_INVISIBILITY;
self.invisible_finished = 0;
self.invisible_time = 0;
}
// use the eyes
self.frame = 0;
self.modelindex = modelindex_eyes;
}
else
self.modelindex = modelindex_player; // don't use eyes
// invincibility
if (self.invincible_finished)
{
// sound and screen flash when items starts to run out
if (self.invincible_finished < time + 3)
{
if (self.invincible_time == 1)
{
sprint (self, "Protection is almost burned out\n");
stuffcmd (self, "bf\n");
sound (self, CHAN_AUTO, "items/protect2.wav", 1, ATTN_NORM);
self.invincible_time = time + 1;
}
if (self.invincible_time < time)
{
self.invincible_time = time + 1;
stuffcmd (self, "bf\n");
}
}
if (self.invincible_finished < time)
{ // just stopped
self.items = self.items - IT_INVULNERABILITY;
self.invincible_time = 0;
self.invincible_finished = 0;
}
if (self.invincible_finished > time)
self.effects = self.effects | EF_DIMLIGHT;
else
self.effects = self.effects - (self.effects & EF_DIMLIGHT);
}
// super damage
if (self.super_damage_finished)
{
// sound and screen flash when items starts to run out
if (self.super_damage_finished < time + 3)
{
if (self.super_time == 1)
{
sprint (self, "Quad Damage is wearing off\n");
stuffcmd (self, "bf\n");
sound (self, CHAN_AUTO, "items/damage2.wav", 1, ATTN_NORM);
self.super_time = time + 1;
}
if (self.super_time < time)
{
self.super_time = time + 1;
stuffcmd (self, "bf\n");
}
}
if (self.super_damage_finished < time)
{ // just stopped
self.items = self.items - IT_QUAD;
self.super_damage_finished = 0;
self.super_time = 0;
}
if (self.super_damage_finished > time)
self.effects = self.effects | EF_DIMLIGHT;
else
self.effects = self.effects - (self.effects & EF_DIMLIGHT);
}
// suit
if (self.radsuit_finished)
{
self.air_finished = time + 12; // don't drown
// sound and screen flash when items starts to run out
if (self.radsuit_finished < time + 3)
{
if (self.rad_time == 1)
{
sprint (self, "Air supply in Biosuit expiring\n");
stuffcmd (self, "bf\n");
sound (self, CHAN_AUTO, "items/suit2.wav", 1, ATTN_NORM);
self.rad_time = time + 1;
}
if (self.rad_time < time)
{
self.rad_time = time + 1;
stuffcmd (self, "bf\n");
}
}
if (self.radsuit_finished < time)
{ // just stopped
self.items = self.items - IT_SUIT;
self.rad_time = 0;
self.radsuit_finished = 0;
}
}
};
/*
================
PlayerPostThink
Called every frame after physics are run
================
*/
void() PlayerPostThink =
{
if (intermission_running || self.deadflag)
return;
WaypointPostFrame();
W_WeaponFrame ();
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)
{
Damage (self, world, world, 5);
sound (self, CHAN_VOICE, "player/land2.wav", 1, ATTN_NORM);
self.deathtype = "falling";
}
else
sound (self, CHAN_VOICE, "player/land.wav", 1, ATTN_NORM);
self.jump_flag = 0;
}
if (!(self.flags & FL_ONGROUND))
self.jump_flag = self.velocity_z;
CheckPowerups ();
};
/*
===========
ClientConnect
called when a player connects to a server
============
*/
void() ClientConnect =
{
bprint (self.netname);
bprint (" entered the game\n");
// a client connecting during an intermission can cause problems
if (intermission_running)
ExitIntermission();
};
/*
===========
ClientDisconnect
called when a player disconnects from a server
============
*/
void() ClientDisconnect =
{
// if the level end trigger has been activated, just return
// since they aren't *really* leaving
if (gameover)
return;
self.classname = string_null;
self.health = 0;
sound (self, CHAN_BODY, "player/tornoff2.wav", 1, ATTN_NONE);
// let everyone else know
bprint (self.netname);
bprint (" left the game with ");
bprint (ftos(self.frags));
if (self.frags == 1)
bprint (" frag\n");
else
bprint (" frags");
// already gibbed?
if (self.model == "progs/h_player.mdl")
return;
self.effects = 0;
self.modelindex = modelindex_player;
self.frame = 60; // $deatha11
self.solid = SOLID_NOT;
self.movetype = MOVETYPE_TOSS;
self.deadflag = DEAD_DEAD;
self.think = SUB_Null;
self.nextthink = -1;
};