TribesReplay/base/scripts/defaultGame.cs
Robert MacGregor 669c607190 v24834 - skipped v24763 and v24822 due to not being available (09/13/01):
Map Editor
===================================
Several editor crashes have been resolved and this tool should be more stable for the MOD community now.

VCR Mode
===================================
The VCR Mode has been implemented.

F3 starts recording.  F4 stops the current recording.  Multiple recordings can be made from the same mission.

Other controls can be used while playing back a recording. They include:

   -- ESCAPE will stop the playback
   -- TAB will pop up the playback controls window in the upper part of the screen
   -- SPACEBAR will pause/unpause the playback
   -- Numpad + will increase the time step so that the playback accelerates (maximum of 16X speed)
   -- Numpad - will decrease the time step so that the playback slows down (minimum of 1/16X speed)

***If you Alt-Tab to windows to rename a demo file and then return to Tribes instead of using the rename file feature of the demo recorder you will crash after you exit the recorder. It is a windows issue and so we can't fix it.

Satchel Charge Icon Glow
===================================
When the satchel charge is deployed and ready to explode, the icon now glows. The icon disappears completely when the satchel is destroyed (either through activation or destruction). This allows players to more readily keep track of satchel charge status.

"Visibility" option for Server Admins
=====================================
Allows an Advanced Server option to indicate whether the server will use the "Speed" or "Distance" versions of the maps when hosting games. The "Distance" setting will use world versions with much less fog and more visible distance. The "Speed" setting will use the current foggier map settings. These settings will be displayed as a new column on the Master Server List titled "VISIBILITY" and the settings will be "Speed" or "Distance".

NOTE: This visibility change won't be apparent on all maps. A map you can use as a test to show the differences is "Dessicator".

World Skins Default to Main Tribes
==========================================
The missions are now set up so they have default skins other than "Storm" vs. "Inferno". This occurs whenever a player has "Show Individual Skins" toggled OFF. In otherwords, some maps will have "Diamond Skin" vs. "StarWolf", while others will have different combinations. (NOTE: If a player has "Show Individual Skins" toggled ON, then he will see the regular individual skins for players.) New voice samples have been added to allow Victory messages indicate these new team skins. Also note: Bioderms are bioderms, regardless of the team they are on...we're not changing models or voice packages.

Teams now use skins for CTF games relative to the planet - as follows:
Terrain 	Team 1 		Team 2
Ice  		Starwolf 	Blood Eagle
Lush  		Blood Eagle 	Diamond Sword
Badlands 	Starwolf 	Diamond Sword
Desert  	Phoenix 	Blood Eagle
Lava  		Diamond Sword 	Phoenix

If the server admin wishes to specify team skins, set the variable
$host:: useCustomSkins = true;  in serverPrefs.cs

if this variable is set true the skins and names used are
$Host::TeamName1 and $Host::TeamName2  and
$Host::TeamSkin1 and $Host::TeamSkin2  also set in serverPrefs.cs.
These team and skin names are always used for non-CTF games.

NOTE: In "Tournament" mode games, the skins will always default to Storm and Inferno rather than world-specific skins. This is to make it easier for League and Ladder players to assign teams to sides.

Cheat Fixes
===================================
Significant cheat prevention code has been implemented to eliminate known cheats, as well as to make it much more difficult for future cheating of a similar nature to occur.

NOTE: If you have any troubles running a server now, you may have altered or removed something from the build on your server. The code is checking almost everything now (shapes, textures, etc.), so you should ensure that you have all files present from a normal build on your server. (Additional files, like MODs and extra art files won't be a problem...but all original files must be there as well.)

Siege Halftime Improved
===================================
The Siege halftime now gets a screen listing the winning team instead of simply "Switching Sides".

CTF Individual Scoring
===================================
No change was made whatsoever to the team CTF scoring. But the individual scoring now takes into account vehicle kills, more repair/destroy stuff, and makes it nice and robust for statistical tracking later. NOTE: The scores are dramatically inflated compared to previous individual scores so that we had more "granularity" in the system and didn't have to use decimal points. Thus, you will appear to be racking up a huge amount of points, but it's all relative when compared to other players in the game.
Scoring Details
----------------------
Kill: 10 pts
Flag Capture: 30 pts
Flag Grab (if subsequently captured): 20  [A one player grab-and-cap you get both for a total of 50]
Carrier Escort: 3
Sniper Headshot: 1
Turret kill:  manned: 10  automated: 3
Flag Defend: 5
Flag Carrier Kill: 5
Flag Return: 0 - 10 pts [Points are scaled by distance: no points for a short return. 10 pts if the flag carrier gets all the way to the flag. 1 point per 10% (Halfway is 5 pts.)]  15 points if the return breaks a stalemate (both teams have had each others flags for 60 seconds or longer.)
Generator Defend: 5 pts
Object			Destroy				Repair
Generator		10				8
Sensor			4				1
Base Turret		5				4
Inv Station		2				2
Vehicle Station		5				4
Solar Panel		5				4
Sentry Turret		4				2
Deployed sensor		1				0
Deployed inv station	2				0
Deployed turret		3				3
Shrike			5
Bomber			8
Havoc			5
Wildcat			5
Tank			8
MPB			12
*vehicles destroyed by mines are double points, vehicles destroyed by the Shrike are triple points
**vehicles destroyed also score 2 points per passenger (after any multiplier)
***points accumulated in a vehicle are earned by everyone in the vehicle

Heat Lock vs. Target Laser Lock
===================================
Heat Locking now supercedes Targeting Laser Locking so that heat locks can be attained on objects that are being lazed by friends. Keep in mind that when the target is out of range for the ML, it will still lock onto the targeting laser giving the appearance that its locking onto the laser first. If the target is in range the ML will always look for heated targets first.

Objective HUD Visible on Vehicles
===================================
The objective HUD is now visible while flying/driving vehicles.

Client-Side Toggle on Vehicle Tport
===================================
The player now has the ability to toggle Vehicle Tport ability on/off (defaults to ON) as a client-side option in SETTINGS/GAME.

EAX Sound Improvements
===================================
EAX environmental sound reverbs have been included for underwater and interiors. Those sounds will only be heard when using EAX or EAX2 drivers. (We recommend EAX for best results.)

IFeel Force Feedback Mouse
===================================
The IFeel force feedback mouse vibrations should now work correctly again. They have also been enhanced beyond what was previously available.

Vehicles Parking on Flags
===================================
"Anti-Parking" code has been added to flags similar to the "anti-camping" code around a Nexus in Hunters. This results in vehicles taking damage over time when they are parked near a flag, eventually resulting in their destruction if left there too long.

Aiming Up and Down
===================================
The restrictions on aiming up and down have been virtually removed for all armors. NOTE: This will result in situations where your weapon can clip through the leg of your armor when looking straight down. If this bothers you, then change your graphics setting to "Items Only" so that your body is not drawn when in first-person perspective.

Jetpower for Suits
===================================
Scout jetpower (power of thrust) was reduced to previous levels, but their maximum speed velocity was increased somewhat. This removes the "butterfly" effect, but allows slightly faster skiing than previously allowed. Additionally, air resistance was reduced by 33% on all armors to further reduce the "floaty" feel. This also allows slightly faster speeds across the board.

Splash Damage
===================================
Splash damage on shots was reduced slightly. It is still much more powerful than when the game was released, but this change makes mortars and grenades more playable.

Shrike Speed
===================================
The Shrike thrust was returned to normal, making the Shrike very responsive again. A new maximum speed cap has been added to prevent it from going too fast, but the performance improvement on this vehicle is significant.

Mine Damage
===================================
Mine damage was reduced slightly to prevent Lights from being one-shotted by stepping on a mine. They will still be severely harmed, but won't go from 100% health to dead in one shot.

Missile Launcher
===================================
The Missile Launcher range had been inadvertently reduced during the reticule improvements a few patches back. It has now been increased back to its original design. Range is now 400m.

Heat Signature Fall Off
===================================
Heat reduces *very slightly* slower than it did previously. Players can still easily manage their heat signatures, but must be a bit more paranoid of missile launchers now (thus making it a bit easier for high-ping players to use this weapon).

Suit Mortars vs. Tanks
===================================
The strength of hand-held mortars versus Tanks was incorrectly weak. It has now been increased so that it is much more useful.

Shrike Gun Changes
===================================
The Shrike blasters have been moved out to the wing joints to allow easier strafing of objects. Additionally, there is some (very minor...one degree of spread) projectile spread on the blasters now to make strafing easier. (For comparison purposes, the chaingun has eight degrees of spread.)The range of the blasters was incorrectly enormous and has been reduced to a balanced distance (slightly outside the range of hand-held missile launchers).

Water Movement
===================================
Speeds in water have been greatly increased so as to make water a more viable playing environment.

Whiteout Grenades
===================================
A maximum saturation has been defined for the Whiteout grenades to keep your "whiteout" time to no more than two seconds.

OOB Grid
===================================
The mission boundary is now visually defined. As you approach a mission boundary, and "out of bounds grid" will fade into existence. If you go past the boundary, the grid will not fade out until you return inside the mission area. This is done to make it easier to avoid getting a flag stripped or getting damaged due to OOB damage. This visual option can be toggled OFF in your Game Settings area (option button is called "Show Out of Bounds Grid").

Wildcat Grav Bike
===================================
"Suspension" has been added to the Wildcat making it easier to control over rough terrain.

Air Drag
===================================
Air Drag has been reduced making the game feel "faster".

Panther XL Support Added
===================================
Players will now be able to satisfactorily map the roller ball of the Panther XL. The Z axis or throttle is not configurable with T2 because of a Panther XL driver issue.

Flight Ceiling limited for Shrike
===================================
If you fly past the flight ceiling then you will lose your jetting and thrusting ability. Angle your nose down (when you are above the flight ceiling) and thrust will function normally.

"Unassigned" Team
===================================
This bug allowed a person to join as "unassigned" and view all friend/foe triangles as grey. It has been fixed.

<Null> and random string issues
===================================
There is a finite number of network strings available, the single quote strings. This problem occurs when all strings have been allocated. This is particularly common with mod servers, which appear to be allocating too many net strings. Mod and script developers need to be cautious when creating new strings. Don't create dynamic net strings unless you have a firm understanding of the implications. If a string is added using "AddTaggedString" make sure that there is a corresponding "RemoveTaggedSting" call when the string is no longer needed. Also be sure to limit the number of imbedded strings in your scripts.
2017-07-17 23:27:34 -04:00

3371 lines
120 KiB
C#

//$MissionName is the file name of the mission
//$MapName is the displayed name(no underscore,spaces)
//$GameType (CTF,Hunters)
function DefaultGame::activatePackages(%game)
{
// activate the default package for the game type
activatePackage(DefaultGame);
if(isPackage(%game.class) && %game.class !$= DefaultGame)
activatePackage(%game.class);
}
function DefaultGame::deactivatePackages(%game)
{
deactivatePackage(DefaultGame);
if(isPackage(%game.class) && %game.class !$= DefaultGame)
deactivatePackage(%game.class);
}
package DefaultGame {
function FlipFlop::objectiveInit(%data, %flipflop)
{
// add this flipflop to missioncleanup
%flipflopSet = nameToID("MissionCleanup/FlipFlops");
if(%flipflopSet <= 0) {
%flipflopSet = new SimSet("FlipFlops");
MissionCleanup.add(%flipflopSet);
}
%flipflopSet.add(%flipflop);
// see if there's a holo projector associated with this flipflop
// search the flipflop's folder for a holo projector
// if one exists, associate it with the flipflop
%flipflop.projector = 0;
%folder = %flipflop.getGroup();
for(%i = 0; %i < %folder.getCount(); %i++)
{
%proj = %folder.getObject(%i);
// weird, but line below prevents console error
if(%proj.getClassName() !$= "SimGroup" && %proj.getClassName() !$= "InteriorInstance")
if(%proj.getDatablock().getName() $= "LogoProjector")
{
%flipflop.projector = %proj;
%flipflop.projector.holo = 0;
break;
}
}
// may have been hidden
%target = %flipFlop.getTarget();
if(%target != -1)
{
// set flipflop to base skin
setTargetSkin(%target, $teamSkin[0]);
// make this always visible in the commander map
setTargetAlwaysVisMask(%target, 0xffffffff);
// make this always visible in the commander list
setTargetRenderMask(%target, getTargetRenderMask(%target) | $TargetInfo::CommanderListRender);
}
}
function FlipFlop::playerTouch(%data, %flipflop, %player)
{
%client = %player.client;
%flipTeam = %flipflop.team;
if(%flipTeam == %client.team)
return false;
%teamName = game.getTeamName(%client.team);
// Let the observers know:
messageTeam( 0, 'MsgClaimFlipFlop', '\c2%1 claimed %2 for %3.~wfx/misc/flipflop_taken.wav', %client.name, Game.cleanWord( %flipflop.name ), %teamName );
// Let the teammates know:
messageTeam( %client.team, 'MsgClaimFlipFlop', '\c2%1 claimed %2 for %3.~wfx/misc/flipflop_taken.wav', %client.name, Game.cleanWord( %flipflop.name ), %teamName );
// Let the other team know:
%losers = %client.team == 1 ? 2 : 1;
messageTeam( %losers, 'MsgClaimFlipFlop', '\c2%1 claimed %2 for %3.~wfx/misc/flipflop_lost.wav', %client.name, Game.cleanWord( %flipflop.name ), %teamName );
logEcho(%client.nameBase@" (pl "@%player@"/cl "@%client@") claimed flipflop "@%flipflop@" for team "@%client.team);
//change the skin on the switch to claiming team's logo
setTargetSkin(%flipflop.getTarget(), game.getTeamSkin(%player.team));
setTargetSensorGroup(%flipflop.getTarget(), %player.team);
// if there is a "projector" associated with this flipflop, put the claiming team's logo there
if(%flipflop.projector > 0)
{
%projector = %flipflop.projector;
// axe the old projected holo, if one exists
if(%projector.holo > 0)
%projector.holo.delete();
%newHolo = getTaggedString(game.getTeamSkin(%client.team)) @ "Logo";
%projTransform = %projector.getTransform();
// below two functions are from deployables.cs
%projRot = rotFromTransform(%projTransform);
%projPos = posFromTransform(%projTransform);
// place the holo above the projector (default 10 meters)
%hHeight = %projector.holoHeight;
if(%hHeight $= "")
%hHeight = 10;
%holoZ = getWord(%projPos, 2) + %hHeight;
%holoPos = firstWord(%projPos) SPC getWord(%projPos,1) SPC %holoZ;
%holo = new StaticShape()
{
rotation = %projRot;
position = %holoPos;
dataBlock = %newHolo;
};
// dump the hologram into MissionCleanup
MissionCleanup.add(%holo);
// associate the holo with the projector
%projector.holo = %holo;
}
// convert the resources associated with the flipflop
Game.claimFlipflopResources(%flipflop, %client.team);
if(Game.countFlips())
for(%i = 1; %i <= Game.numTeams; %i++)
{
%teamHeld = Game.countFlipsHeld(%i);
messageAll('MsgFlipFlopsHeld', "", %i, %teamHeld);
}
//call the ai function
Game.AIplayerCaptureFlipFlop(%player, %flipflop);
return true;
}
};
//--------- DEFAULT SCORING, SUPERCEDE IN GAMETYPE FILE ------------------
function DefaultGame::initGameVars(%game)
{
%game.SCORE_PER_SUICIDE = 0;
%game.SCORE_PER_TEAMKILL = 0;
%game.SCORE_PER_DEATH = 0;
%game.SCORE_PER_KILL = 0;
%game.SCORE_PER_TURRET_KILL = 0;
}
//-- tracking ---
// .deaths .kills .suicides .teamKills .turretKills
function DefaultGame::claimFlipflopResources(%game, %flipflop, %team)
{
%group = %flipflop.getGroup();
%group.setTeam(%team);
// make this always visible in the commander map (gets reset when sensor group gets changed)
setTargetAlwaysVisMask(%flipflop.getTarget(), 0xffffffff);
}
//------------------------------------------------------------------------------
function DefaultGame::selectSpawnSphere(%game, %team)
{
// - walks the objects in the 'teamdrops' group for this team
// - find a random spawn point which has a running sum less more than
// 0->total sphere weight
%teamDropsGroup = "MissionCleanup/TeamDrops" @ %team;
%group = nameToID(%teamDropsGroup);
if (%group != -1)
{
%count = %group.getCount();
if (%count != 0)
{
// Get total weight of those spheres not filtered by mission types list-
%overallWeight = 0;
for (%i = 0; %i < %count; %i++)
{
%sphereObj = %group.getObject(%i);
if ( ! %sphereObj.isHidden() )
%overallWeight += %sphereObj.sphereWeight;
}
if (%overallWeight > 0)
{
// Subtract a little from this as hedge against any rounding offness-
%randSum = getRandom(%overallWeight) - 0.05;
// echo("randSum = " @ %randSum);
for (%i = 0; %i < %count; %i++)
{
%sphereObj = %group.getObject(%i);
if (! %sphereObj.isHidden())
{
%randSum -= %sphereObj.sphereWeight;
if (%randSum <= 0)
{
// echo("Chose sphere " @ %i);
return %group.getObject(%i); // Found our sphere
}
}
}
error("Random spawn sphere selection didn't work");
}
else
error("No non-hidden spawnspheres were found in " @ %teamDropsGroup);
}
else
error("No spawnspheres found in " @ %teamDropsGroup);
}
else
error(%teamDropsGroup @ " not found in selectSpawnSphere().");
return -1;
}
function DefaultGame::selectSpawnZone(%game, %sphere)
{
// determines if this should spawn inside or outside
%overallWeight = %sphere.indoorWeight + %sphere.outdoorWeight;
%index = mFloor(getRandom() * (%overallWeight - 0.1)) + 1;
if ((%index - %sphere.indoorWeight) > 0)
return false; //do not pick an indoor spawn
else
return true; //pick an indoor spawn
}
function DefaultGame::selectSpawnFacing(%game, %src, %target, %zone)
{
//this used only when spawn loc is not on an interior. This points spawning player to the ctr of spawnshpere
%target = setWord(%target, 2, 0);
%src = setWord(%src, 2, 0);
if(VectorDist(%target, %src) == 0)
return " 0 0 1 0 ";
%vec = VectorNormalize(VectorSub(%target, %src));
%angle = mAcos(getWord(%vec, 1));
if(%src < %target)
return(" 0 0 1 " @ %angle);
else
return(" 0 0 1 " @ -%angle);
}
function DefaultGame::pickTeamSpawn(%game, %team)
{
// early exit if no nav graph
if (!navGraphExists())
{
echo("No navigation graph is present. Build one.");
return -1;
}
for (%attempt = 0; %attempt < 20; %attempt++)
{
// finds a random spawn sphere
// selects inside/outside on this random sphere
// if the navgraph exists, then uses it to grab a random node as spawn
// location/rotation
%sphere = %game.selectSpawnSphere(%team);
if (%sphere == -1)
{
echo("No spawn spheres found for team " @ %team);
return -1;
}
%zone = %game.selectSpawnZone(%sphere);
%useIndoor = %zone;
%useOutdoor = !%zone;
if (%zone)
%area = "indoor";
else
%area = "outdoor";
%radius = %sphere.radius;
%sphereTrans = %sphere.getTransform();
%sphereCtr = getWord(%sphereTrans, 0) @ " " @ getWord(%sphereTrans, 1) @ " " @ getWord(%sphereTrans, 2); //don't need full transform here, just x, y, z
//echo("Selected Sphere is " @ %sphereCtr @ " with a radius of " @ %radius @ " meters. Selecting from " @ %area @ " zone.");
%avoidThese = $TypeMasks::VehicleObjectType | $TypeMasks::MoveableObjectType |
$TypeMasks::PlayerObjectType | $TypeMasks::TurretObjectType;
for (%tries = 0; %tries < 10; %tries++)
{
%nodeIndex = navGraph.randNode(%sphereCtr, %radius, %useIndoor, %useOutdoor);
if (%nodeIndex >= 0)
{
%loc = navGraph.randNodeLoc(%nodeIndex);
%adjUp = VectorAdd(%loc, "0 0 1.0"); // don't go much below
if (ContainerBoxEmpty( %avoidThese, %adjUp, 2.0))
break;
}
}
if (%nodeIndex >= 0)
{
%loc = navGraph.randNodeLoc(%nodeIndex);
if (%zone)
{
%trns = %loc @ " 0 0 1 0";
%spawnLoc = whereToLook(%trns);
}
else
{
%rot = %game.selectSpawnFacing(%loc, %sphereCtr, %zone);
%spawnLoc = %loc @ %rot;
}
return %spawnLoc;
}
}
}
//------------------------------------------------------------
function DefaultGame::pickObserverSpawn(%game, %client, %next)
{
%group = nameToID("MissionGroup/ObserverDropPoints");
%count = %group.getCount();
if(!%count || %group == -1)
{
echo("no observer spawn points found");
return -1;
}
if(%client.lastObserverSpawn == -1)
{
%client.lastObserverSpawn = 0;
return(%group.getObject(%client.lastObserverSpawn));
}
if(%next == true)
%spawnIdx = %client.lastObserverSpawn + 1;
else
%spawnIdx = %client.lastObserverSpawn - 1;
if(%spawnIdx < 0)
%spawnIdx = %count - 1;
else if(%spawnIdx >= %count)
%spawnIdx = 0;
%client.lastObserverSpawn = %spawnIdx;
//echo("Observer spawn point found");
return %group.getObject(%spawnIdx);
}
//------------------------------------------------------------
function DefaultGame::spawnPlayer( %game, %client, %respawn )
{
%client.lastSpawnPoint = %game.pickPlayerSpawn( %client, false );
%client.suicidePickRespawnTime = getSimTime() + 20000;
%game.createPlayer( %client, %client.lastSpawnPoint, %respawn );
}
//------------------------------------------------------------
function DefaultGame::playerSpawned(%game, %player)
{
if( %player.client.respawnTimer )
cancel(%player.client.respawnTimer);
%player.client.observerStartTime = "";
%game.equip(%player);
//set the spawn time (for use by the AI system)
%player.client.spawnTime = getSimTime();
// jff: this should probably be checking the team of the client
//update anyone observing this client
%count = ClientGroup.getCount();
for (%i = 0; %i < %count; %i++)
{
%cl = ClientGroup.getObject(%i);
if (%cl.camera.mode $= "observerFollow" && %cl.observeClient == %player.client)
{
%transform = %player.getTransform();
%cl.camera.setOrbitMode(%player, %transform, 0.5, 4.5, 4.5);
%cl.camera.targetObj = %player;
}
}
}
function DefaultGame::equip(%game, %player)
{
for(%i =0; %i<$InventoryHudCount; %i++)
%player.client.setInventoryHudItem($InventoryHudData[%i, itemDataName], 0, 1);
%player.client.clearBackpackIcon();
//%player.setArmor("Light");
%player.setInventory(RepairKit,1);
%player.setInventory(Grenade,6);
%player.setInventory(Blaster,1);
%player.setInventory(Disc,1);
%player.setInventory(Chaingun, 1);
%player.setInventory(ChaingunAmmo, 100);
%player.setInventory(DiscAmmo, 20);
%player.setInventory(Beacon, 3);
%player.setInventory(TargetingLaser, 1);
%player.weaponCount = 3;
%player.use("Blaster");
}
//------------------------------------------------------------
function DefaultGame::pickPlayerSpawn(%game, %client, %respawn)
{
// place this client on his own team, '%respawn' does not ever seem to be used
//we no longer care whether it is a respawn since all spawns use same points.
return %game.pickTeamSpawn(%client.team);
}
//------------------------------------------------------------
function DefaultGame::createPlayer(%game, %client, %spawnLoc, %respawn)
{
// do not allow a new player if there is one (not destroyed) on this client
if(isObject(%client.player) && (%client.player.getState() !$= "Dead"))
return;
// clients and cameras can exist in team 0, but players should not
if(%client.team == 0)
error("Players should not be added to team0!");
// defaultplayerarmor is in 'players.cs'
if(%spawnLoc == -1)
%spawnLoc = "0 0 300 1 0 0 0";
//else
// echo("Spawning player at " @ %spawnLoc);
// copied from player.cs
if (%client.race $= "Bioderm")
// Only have male bioderms.
%armor = $DefaultPlayerArmor @ "Male" @ %client.race @ Armor;
else
%armor = $DefaultPlayerArmor @ %client.sex @ %client.race @ Armor;
%client.armor = $DefaultPlayerArmor;
%player = new Player() {
//dataBlock = $DefaultPlayerArmor;
dataBlock = %armor;
};
if(%respawn)
{
%player.setInvincible(true);
%player.setCloaked(true);
%player.setInvincibleMode($InvincibleTime,0.02);
%player.respawnCloakThread = %player.schedule($InvincibleTime * 1000, "setRespawnCloakOff");
%player.schedule($InvincibleTime * 1000, "setInvincible", false);
}
%player.setTransform( %spawnLoc );
MissionCleanup.add(%player);
// setup some info
%player.setOwnerClient(%client);
%player.team = %client.team;
%client.outOfBounds = false;
%player.setEnergyLevel(60);
%client.player = %player;
// updates client's target info for this player
%player.setTarget(%client.target);
setTargetDataBlock(%client.target, %player.getDatablock());
setTargetSensorData(%client.target, PlayerSensor);
setTargetSensorGroup(%client.target, %client.team);
%client.setSensorGroup(%client.team);
//make sure the player has been added to the team rank array...
%game.populateTeamRankArray(%client);
%game.playerSpawned(%client.player);
}
function Player::setRespawnCloakOff(%player)
{
%player.setCloaked(false);
%player.respawnCloakThread = "";
}
//------------------------------------------------------------
function DefaultGame::startMatch(%game)
{
echo("START MATCH");
MessageAll('MsgMissionStart', "\c2Match started!");
//the match has been started, clear the team rank array, and repopulate it...
for (%i = 0; %i < 32; %i++)
%game.clearTeamRankArray(%i);
//used in BountyGame, prolly in a few others as well...
$matchStarted = true;
%game.clearDeployableMaxes();
$missionStartTime = getSimTime();
%curTimeLeftMS = ($Host::TimeLimit * 60 * 1000);
// schedule first timeLimit check for 20 seconds
if(%game.class !$= "SiegeGame")
{
%game.timeCheck = %game.schedule(20000, "checkTimeLimit");
}
//schedule the end of match countdown
EndCountdown($Host::TimeLimit * 60 * 1000);
//reset everyone's score and add them to the team rank array
for (%i = 0; %i < ClientGroup.getCount(); %i++)
{
%cl = ClientGroup.getObject(%i);
%game.resetScore(%cl);
%game.populateTeamRankArray(%cl);
}
// set all clients control to their player
%count = ClientGroup.getCount();
for( %i = 0; %i < %count; %i++ )
{
%cl = ClientGroup.getObject(%i);
// Siege game will set the clock differently
if(%game.class !$= "SiegeGame")
messageClient(%cl, 'MsgSystemClock', "", $Host::TimeLimit, %curTimeLeftMS);
if( !$Host::TournamentMode && %cl.matchStartReady && %cl.camera.mode $= "pre-game")
{
commandToClient(%cl, 'setHudMode', 'Standard');
%cl.setControlObject( %cl.player );
}
else
{
if( %cl.matchStartReady )
{
if(%cl.camera.mode $= "pre-game")
{
%cl.observerMode = "";
commandToClient(%cl, 'setHudMode', 'Standard');
if(isObject(%cl.player))
%cl.setControlObject( %cl.player );
else
echo("can't set control for client: " @ %cl @ ", no player object found!");
}
else
%cl.observerMode = "observerFly";
}
}
}
// on with the show this is it!
AISystemEnabled( true );
}
function DefaultGame::gameOver( %game )
{
//set the bool
$missionRunning = false;
CancelCountdown();
CancelEndCountdown();
//loop through all the clients, and do any cleanup...
%count = ClientGroup.getCount();
for (%i = 0; %i < %count; %i++)
{
%client = ClientGroup.getObject(%i);
%player = %client.player;
%client.lastTeam = %client.team;
if ( !%client.isAiControlled() )
{
%client.endMission();
messageClient( %client, 'MsgClearDebrief', "" );
%game.sendDebriefing( %client );
if(%client.player.isBomber)
commandToClient(%client, 'endBomberSight');
//clear the score hud...
messageClient( %client, 'SetScoreHudHeader', "", "" );
messageClient( %client, 'SetScoreHudSubheader', "", "");
messageClient( %client, 'ClearHud', "", 'scoreScreen', 0 );
// clean up the players' HUDs:
%client.setWeaponsHudClearAll();
%client.setInventoryHudClearAll();
}
}
// Default game does nothing... except lets the AI know the mission is over
AIMissionEnd();
}
//------------------------------------------------------------------------------
function DefaultGame::sendDebriefing( %game, %client )
{
if ( %game.numTeams == 1 )
{
// Mission result:
%winner = $TeamRank[0, 0];
if ( %winner.score > 0 )
messageClient( %client, 'MsgDebriefResult', "", '<just:center>%1 wins!', $TeamRank[0, 0].name );
else
messageClient( %client, 'MsgDebriefResult', "", '<just:center>Nobody wins.' );
// Player scores:
%count = $TeamRank[0, count];
messageClient( %client, 'MsgDebriefAddLine', "", '<spush><color:00dc00><font:univers condensed:18>PLAYER<lmargin%%:60>SCORE<lmargin%%:80>KILLS<spop>' );
for ( %i = 0; %i < %count; %i++ )
{
%cl = $TeamRank[0, %i];
if ( %cl.score $= "" )
%score = 0;
else
%score = %cl.score;
if ( %cl.kills $= "" )
%kills = 0;
else
%kills = %cl.kills;
messageClient( %client, 'MsgDebriefAddLine', "", '<lmargin:0><clip%%:60> %1</clip><lmargin%%:60><clip%%:20> %2</clip><lmargin%%:80><clip%%:20> %3', %cl.name, %score, %kills );
}
}
else
{
%topScore = "";
%topCount = 0;
for ( %team = 1; %team <= %game.numTeams; %team++ )
{
if ( %topScore $= "" || $TeamScore[%team] > %topScore )
{
%topScore = $TeamScore[%team];
%firstTeam = %team;
%topCount = 1;
}
else if ( $TeamScore[%team] == %topScore )
{
%secondTeam = %team;
%topCount++;
}
}
// Mission result:
if ( %topCount == 1 )
messageClient( %client, 'MsgDebriefResult', "", '<just:center>Team %1 wins!', %game.getTeamName(%firstTeam) );
else if ( %topCount == 2 )
messageClient( %client, 'MsgDebriefResult', "", '<just:center>Team %1 and Team %2 tie!', %game.getTeamName(%firstTeam), %game.getTeamName(%secondTeam) );
else
messageClient( %client, 'MsgDebriefResult', "", '<just:center>The mission ended in a tie.' );
// Team scores:
messageClient( %client, 'MsgDebriefAddLine', "", '<spush><color:00dc00><font:univers condensed:18>TEAM<lmargin%%:60>SCORE<spop>' );
for ( %team = 1; %team - 1 < %game.numTeams; %team++ )
{
if ( $TeamScore[%team] $= "" )
%score = 0;
else
%score = $TeamScore[%team];
messageClient( %client, 'MsgDebriefAddLine', "", '<lmargin:0><clip%%:60> %1</clip><lmargin%%:60><clip%%:40> %2</clip>', %game.getTeamName(%team), %score );
}
// Player scores:
messageClient( %client, 'MsgDebriefAddLine', "", '\n<lmargin:0><spush><color:00dc00><font:univers condensed:18>PLAYER<lmargin%%:40>TEAM<lmargin%%:70>SCORE<lmargin%%:87>KILLS<spop>' );
for ( %team = 1; %team - 1 < %game.numTeams; %team++ )
%count[%team] = 0;
%notDone = true;
while ( %notDone )
{
// Get the highest remaining score:
%highScore = "";
for ( %team = 1; %team <= %game.numTeams; %team++ )
{
if ( %count[%team] < $TeamRank[%team, count] && ( %highScore $= "" || $TeamRank[%team, %count[%team]].score > %highScore ) )
{
%highScore = $TeamRank[%team, %count[%team]].score;
%highTeam = %team;
}
}
// Send the debrief line:
%cl = $TeamRank[%highTeam, %count[%highTeam]];
%score = %cl.score $= "" ? 0 : %cl.score;
%kills = %cl.kills $= "" ? 0 : %cl.kills;
messageClient( %client, 'MsgDebriefAddLine', "", '<lmargin:0><clip%%:40> %1</clip><lmargin%%:40><clip%%:30> %2</clip><lmargin%%:70><clip%%:17> %3</clip><lmargin%%:87><clip%%:13> %4</clip>', %cl.name, %game.getTeamName(%cl.team), %score, %kills );
%count[%highTeam]++;
%notDone = false;
for ( %team = 1; %team - 1 < %game.numTeams; %team++ )
{
if ( %count[%team] < $TeamRank[%team, count] )
{
%notDone = true;
break;
}
}
}
}
//now go through an list all the observers:
%count = ClientGroup.getCount();
%printedHeader = false;
for (%i = 0; %i < %count; %i++)
{
%cl = ClientGroup.getObject(%i);
if (%cl.team <= 0)
{
//print the header only if we actually find an observer
if (!%printedHeader)
{
%printedHeader = true;
messageClient(%client, 'MsgDebriefAddLine', "", '\n<lmargin:0><spush><color:00dc00><font:univers condensed:18>OBSERVERS<lmargin%%:60>SCORE<spop>');
}
//print out the client
%score = %cl.score $= "" ? 0 : %cl.score;
messageClient( %client, 'MsgDebriefAddLine', "", '<lmargin:0><clip%%:60> %1</clip><lmargin%%:60><clip%%:40> %2</clip>', %cl.name, %score);
}
}
}
//------------------------------------------------------------
function DefaultGame::clearDeployableMaxes(%game)
{
for(%i = 0; %i <= %game.numTeams; %i++)
{
$TeamDeployedCount[%i, TurretIndoorDeployable] = 0;
$TeamDeployedCount[%i, TurretOutdoorDeployable] = 0;
$TeamDeployedCount[%i, PulseSensorDeployable] = 0;
$TeamDeployedCount[%i, MotionSensorDeployable] = 0;
$TeamDeployedCount[%i, InventoryDeployable] = 0;
$TeamDeployedCount[%i, DeployedCamera] = 0;
$TeamDeployedCount[%i, MineDeployed] = 0;
$TeamDeployedCount[%i, TargetBeacon] = 0;
$TeamDeployedCount[%i, MarkerBeacon] = 0;
}
}
// called from player scripts
function DefaultGame::onClientDamaged(%game, %clVictim, %clAttacker, %damageType, %sourceObject)
{
//set the vars if it was a turret
if (isObject(%sourceObject))
{
%sourceClassType = %sourceObject.getDataBlock().getClassName();
%sourceType = %sourceObject.getDataBlock().getName();
}
if (%sourceClassType $= "TurretData")
{
// jff: are there special turret types which makes this needed?
// tinman: yes, we don't want bots stopping to fire on the big outdoor turrets, which they
// will just get mowed down. deployables only.
if (%sourceType $= "TurretDeployedFloorIndoor" || %sourceType $= "TurretDeployedWallIndoor" ||
%sourceType $= "TurretDeployedCeilingIndoor" || %sourceType $= "TurretDeployedOutdoor")
{
%clVictim.lastDamageTurretTime = getSimTime();
%clVictim.lastDamageTurret = %sourceObject;
}
%turretAttacker = %sourceObject.getControllingClient();
// should get a damagae message from friendly fire turrets also
if(%turretAttacker && %turretAttacker != %clVictim && %turretAttacker.team == %clVictim.team)
{
if (%game.numTeams > 1 && %turretAttacker.player.causedRecentDamage != %clVictim.player) //is a teamgame & player just damaged a teammate
{
%turretAttacker.player.causedRecentDamage = %clVictim.player;
%turretAttacker.player.schedule(1000, "causedRecentDamage", ""); //allow friendly fire message every x ms
%game.friendlyFireMessage(%clVictim, %turretAttacker);
}
}
}
else if (%sourceClassType $= "PlayerData")
{
//now see if both were on the same team
if(%clAttacker && %clAttacker != %clVictim && %clVictim.team == %clAttacker.team)
{
if (%game.numTeams > 1 && %clAttacker.player.causedRecentDamage != %clVictim.player) //is a teamgame & player just damaged a teammate
{
%clAttacker.player.causedRecentDamage = %clVictim.player;
%clAttacker.player.schedule(1000, "causedRecentDamage", ""); //allow friendly fire message every x ms
%game.friendlyFireMessage(%clVictim, %clAttacker);
}
}
if (%clAttacker && %clAttacker != %clVictim)
{
%clVictim.lastDamageTime = getSimTime();
%clVictim.lastDamageClient = %clAttacker;
if (%clVictim.isAIControlled())
%clVictim.clientDetected(%clAttacker);
}
}
//call the game specific AI routines...
if (isObject(%clVictim) && %clVictim.isAIControlled())
%game.onAIDamaged(%clVictim, %clAttacker, %damageType, %sourceObject);
if (isObject(%clAttacker) && %clAttacker.isAIControlled())
%game.onAIFriendlyFire(%clVictim, %clAttacker, %damageType, %sourceObject);
}
function DefaultGame::friendlyFireMessage(%game, %damaged, %damager)
{
messageClient(%damaged, 'MsgDamagedByTeam', '\c1You were harmed by teammate %1', %damager.name);
messageClient(%damager, 'MsgDamagedTeam', '\c1You just harmed teammate %1.', %damaged.name);
}
function DefaultGame::clearWaitRespawn(%game, %client)
{
%client.waitRespawn = 0;
}
// called from player scripts
function DefaultGame::onClientKilled(%game, %clVictim, %clKiller, %damageType, %implement, %damageLocation)
{
%plVictim = %clVictim.player;
%plKiller = %clKiller.player;
%clVictim.plyrPointOfDeath = %plVictim.position;
%clVictim.plyrDiedHoldingFlag = %plVictim.holdingFlag;
%clVictim.waitRespawn = 1;
cancel( %plVictim.reCloak );
cancel(%clVictim.respawnTimer);
%clVictim.respawnTimer = %game.schedule(($Host::PlayerRespawnTimeout * 1000), "forceObserver", %clVictim, "spawnTimeout" );
// reset the alarm for out of bounds
if(%clVictim.outOfBounds)
messageClient(%clVictim, 'EnterMissionArea', "");
if (%damageType == $DamageType::suicide)
%respawnDelay = 10;
else
%respawnDelay = 2;
%game.schedule(%respawnDelay*1000, "clearWaitRespawn", %clVictim);
// if victim had an undetonated satchel charge pack, get rid of it
if(%plVictim.thrownChargeId != 0)
if(!%plVictim.thrownChargeId.kaboom)
%plVictim.thrownChargeId.delete();
if(%plVictim.lastVehicle !$= "")
{
schedule(15000, %plVictim.lastVehicle,"vehicleAbandonTimeOut", %plVictim.lastVehicle);
%plVictim.lastVehicle.lastPilot = "";
}
// unmount pilot or remove sight from bomber
if(%plVictim.isMounted())
{
if(%plVictim.vehicleTurret)
%plVictim.vehicleTurret.getDataBlock().playerDismount(%plVictim.vehicleTurret);
else
{
%plVictim.getDataBlock().doDismount(%plVictim, true);
%plVictim.mountVehicle = false;
}
}
if(%plVictim.inStation)
commandToClient(%plVictim.client,'setStationKeys', false);
%clVictim.camera.mode = "playerDeath";
// reset who triggered this station and cancel outstanding armor switch thread
if(%plVictim.station)
{
%plVictim.station.triggeredBy = "";
%plVictim.station.getDataBlock().stationTriggered(%plVictim.station,0);
if(%plVictim.armorSwitchSchedule)
cancel(%plVictim.armorSwitchSchedule);
}
//Close huds if player dies...
messageClient(%clVictim, 'CloseHud', "", 'inventoryScreen');
messageClient(%clVictim, 'CloseHud', "", 'vehicleHud');
commandToClient(%clVictim, 'setHudMode', 'Standard', "", 0);
// $weaponslot from item.cs
%plVictim.setRepairRate(0);
%plVictim.setImageTrigger($WeaponSlot, false);
playDeathAnimation(%plVictim, %damageLocation, %damageType);
playDeathCry(%plVictim);
%victimName = %clVictim.name;
%game.displayDeathMessages(%clVictim, %clKiller, %damageType, %implement);
%game.updateKillScores(%clVictim, %clKiller, %damageType, %implement);
// toss whatever is being carried, '$flagslot' from item.cs
// MES - had to move this to after death message display because of Rabbit game type
for(%index = 0 ; %index < 8; %index++)
{
%image = %plVictim.getMountedImage(%index);
if(%image)
{
if(%index == $FlagSlot)
%plVictim.throwObject(%plVictim.holdingFlag);
else
%plVictim.throw(%image.item);
}
}
// target manager update
setTargetDataBlock(%clVictim.target, 0);
setTargetSensorData(%clVictim.target, 0);
// clear the hud
%clVictim.SetWeaponsHudClearAll();
%clVictim.SetInventoryHudClearAll();
%clVictim.setAmmoHudCount(-1);
// clear out weapons, inventory and pack huds
messageClient(%clVictim, 'msgDeploySensorOff', ""); //make sure the deploy hud gets shut off
messageClient(%clVictim, 'msgPackIconOff', ""); // clear the pack icon
//clear the deployable HUD
%plVictim.client.deployPack = false;
cancel(%plVictim.deployCheckThread);
deactivateDeploySensor(%plVictim);
//if the killer was an AI...
if (isObject(%clKiller) && %clKiller.isAIControlled())
%game.onAIKilledClient(%clVictim, %clKiller, %damageType, %implement);
// reset control object on this player: also sets 'playgui' as content
serverCmdResetControlObject(%clVictim);
// set control object to the camera
%clVictim.player = 0;
%transform = %plVictim.getTransform();
//note, AI's don't have a camera...
if (isObject(%clVictim.camera))
{
%clVictim.camera.setTransform(%transform);
%clVictim.camera.setOrbitMode(%plVictim, %plVictim.getTransform(), 0.5, 4.5, 4.5);
%clVictim.setControlObject(%clVictim.camera);
}
//hook in the AI specific code for when a client dies
if (%clVictim.isAIControlled())
{
aiReleaseHumanControl(%clVictim.controlByHuman, %clVictim);
%game.onAIKilled(%clVictim, %clKiller, %damageType, %implement);
}
else
aiReleaseHumanControl(%clVictim, %clVictim.controlAI);
//used to track corpses so the AI can get ammo, etc...
AICorpseAdded(%plVictim);
//if the death was a suicide, prevent respawning for 5 seconds...
%clVictim.lastDeathSuicide = false;
if (%damageType == $DamageType::Suicide)
{
%clVictim.lastDeathSuicide = true;
%clVictim.suicideRespawnTime = getSimTime() + 5000;
}
}
function DefaultGame::forceObserver( %game, %client, %reason )
{
//make sure we have a valid client...
if (%client <= 0)
return;
// first kill this player
if(%client.player)
%client.player.scriptKill(0);
if( %client.respawnTimer )
cancel(%client.respawnTimer);
%client.respawnTimer = "";
// remove them from the team rank array
%game.removeFromTeamRankArray(%client);
// place them in observer mode
%client.lastObserverSpawn = -1;
%client.observerStartTime = getSimTime();
%adminForce = 0;
switch$ ( %reason )
{
case "playerChoose":
%client.camera.getDataBlock().setMode( %client.camera, "observerFly" );
messageClient(%client, 'MsgClientJoinTeam', '\c2You have become an observer.', %client.name, %game.getTeamName(0), %client, 0 );
logEcho(%client.nameBase@" (cl "@%client@") entered observer mode");
%client.lastTeam = %client.team;
case "AdminForce":
%client.camera.getDataBlock().setMode( %client.camera, "observerFly" );
messageClient(%client, 'MsgClientJoinTeam', '\c2You have been forced into observer mode by the admin.', %client.name, %game.getTeamName(0), %client, 0 );
logEcho(%client.nameBase@" (cl "@%client@") was forced into observer mode by admin");
%client.lastTeam = %client.team;
%adminForce = 1;
if($Host::TournamentMode)
{
if(!$matchStarted)
{
if(%client.camera.Mode $= "pickingTeam")
{
commandToClient( %client, 'processPickTeam');
clearBottomPrint( %client );
}
else
{
clearCenterPrint(%client);
%client.notReady = true;
}
}
}
case "spawnTimeout":
%client.camera.getDataBlock().setMode( %client.camera, "observerTimeout" );
messageClient(%client, 'MsgClientJoinTeam', '\c2You have been placed in observer mode due to delay in respawning.', %client.name, %game.getTeamName(0), %client, 0 );
logEcho(%client.nameBase@" (cl "@%client@") was placed in observer mode due to spawn delay");
// save the team the player was on - only if this was a delay in respawning
%client.lastTeam = %client.team;
}
// switch client to team 0 (observer)
%client.team = 0;
%client.player.team = 0;
setTargetSensorGroup( %client.target, %client.team );
%client.setSensorGroup( %client.team );
// set their control to the obs. cam
%client.setControlObject( %client.camera );
commandToClient(%client, 'setHudMode', 'Observer');
// display the hud
//displayObserverHud(%client, 0);
updateObserverFlyHud(%client);
// message everyone about this event
if( !%adminForce )
messageAllExcept(%client, -1, 'MsgClientJoinTeam', '\c2%1 has become an observer.', %client.name, %game.getTeamName(0), %client, 0 );
else
messageAllExcept(%client, -1, 'MsgClientJoinTeam', '\c2The admin has forced %1 to become an observer.', %client.name, %game.getTeamName(0), %client, 0 );
updateCanListenState( %client );
// call the onEvent for this game type
%game.onClientEnterObserverMode(%client); //Bounty uses this to remove this client from others' hit lists
}
function DefaultGame::displayDeathMessages(%game, %clVictim, %clKiller, %damageType, %implement)
{
%victimGender = (%clVictim.sex $= "Male" ? 'him' : 'her');
%victimPoss = (%clVictim.sex $= "Male" ? 'his' : 'her');
%killerGender = (%clKiller.sex $= "Male" ? 'him' : 'her');
%killerPoss = (%clKiller.sex $= "Male" ? 'his' : 'her');
%victimName = %clVictim.name;
%killerName = %clKiller.name;
//error("DamageType = " @ %damageType @ ", implement = " @ %implement @ ", implement class = " @ %implement.getClassName() @ ", is controlled = " @ %implement.getControllingClient());
if(%damageType == $DamageType::Explosion)
{
messageAll('msgExplosionKill', $DeathMessageExplosion[mFloor(getRandom() * $DeathMessageExplosionCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by a nearby explosion.");
}
else if(%damageType == $DamageType::Suicide) //player presses cntrl-k
{
messageAll('msgSuicide', $DeathMessageSuicide[mFloor(getRandom() * $DeathMessageSuicideCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") committed suicide (CTRL-K)");
}
else if(%damageType == $DamageType::VehicleSpawn)
{
messageAll('msgVehicleSpawnKill', $DeathMessageVehPad[mFloor(getRandom() * $DeathMessageVehPadCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by vehicle spawn");
}
else if(%damageType == $DamageType::ForceFieldPowerup)
{
messageAll('msgVehicleSpawnKill', $DeathMessageFFPowerup[mFloor(getRandom() * $DeathMessageFFPowerupCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by Force Field Powerup");
}
else if(%damageType == $DamageType::Crash)
{
messageAll('msgVehicleCrash', $DeathMessageVehicleCrash[%damageType, mFloor(getRandom() * $DeathMessageVehicleCrashCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") crashes a vehicle.");
}
else if(%damageType == $DamageType::Impact) // run down by vehicle
{
if( ( %controller = %implement.getControllingClient() ) > 0)
{
%killerGender = (%controller.sex $= "Male" ? 'him' : 'her');
%killerPoss = (%controller.sex $= "Male" ? 'his' : 'her');
%killerName = %controller.name;
messageAll('msgVehicleKill', $DeathMessageVehicle[mFloor(getRandom() * $DeathMessageVehicleCount)], %victimName, %victimGender, %victimPoss, %killerName ,%killerGender, %killerPoss, %damageType);
logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by a vehicle controlled by "@%controller);
}
else
{
messageAll('msgVehicleKill', $DeathMessageVehicleUnmanned[mFloor(getRandom() * $DeathMessageVehicleUnmannedCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by a vehicle (unmanned)");
}
}
else if (isObject(%implement) && (%implement.getClassName() $= "Turret" || %implement.getClassName() $= "VehicleTurret" || %implement.getClassName() $= "FlyingVehicle" )) //player killed by a turret
{
if (%implement.getControllingClient() != 0) //is turret being controlled?
{
%controller = %implement.getControllingClient();
%killerGender = (%controller.sex $= "Male" ? 'him' : 'her');
%killerPoss = (%controller.sex $= "Male" ? 'his' : 'her');
%killerName = %controller.name;
if (%controller == %clVictim)
messageAll('msgTurretSelfKill', $DeathMessageTurretSelfKill[mFloor(getRandom() * $DeathMessageTurretSelfKillCount)],%victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
else if (%controller.team == %clVictim.team) //controller TK'd a friendly
messageAll('msgCTurretKill', $DeathMessageCTurretTeamKill[%damageType, mFloor(getRandom() * $DeathMessageCTurretTeamKillCount)],%victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
else //controller killed an enemy
messageAll('msgCTurretKill', $DeathMessageCTurretKill[%damageType, mFloor(getRandom() * $DeathMessageCTurretKillCount)],%victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by a turret controlled by "@%controller);
}
// use the handle associated with the deployed object to verify valid owner
else if (isObject(%implement.owner))
{
%owner = %implement.owner;
//error("Owner is " @ %owner @ " Handle is " @ %implement.ownerHandle);
//error("Turret is still owned");
//turret is uncontrolled, but is owned - treat the same as controlled.
%killerGender = (%owner.sex $= "Male" ? 'him' : 'her');
%killerPoss = (%owner.sex $= "Male" ? 'his' : 'her');
%killerName = %owner.name;
if (%owner.team == %clVictim.team) //player got in the way of a teammates deployed but uncontrolled turret.
messageAll('msgCTurretKill', $DeathMessageCTurretAccdtlKill[%damageType,mFloor(getRandom() * $DeathMessageCTurretAccdtlKillCount)],%victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
else //deployed, uncontrolled turret killed an enemy
messageAll('msgCTurretKill', $DeathMessageCTurretKill[%damageType,mFloor(getRandom() * $DeathMessageCTurretKillCount)],%victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") was killed by turret (automated)");
}
else //turret is not a placed (owned) turret (or owner is no longer on it's team), and is not being controlled
{
messageAll('msgTurretKill', $DeathMessageTurretKill[%damageType,mFloor(getRandom() * $DeathMessageTurretKillCount)],%victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by turret");
}
}
else if((%clKiller == %clVictim) || (%damageType == $DamageType::Ground)) //player killed himself or fell to death
{
messageAll('msgSelfKill', $DeathMessageSelfKill[%damageType,mFloor(getRandom() * $DeathMessageSelfKillCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed self ("@$DamageTypeText[%damageType]@")");
}
else if (%damageType == $DamageType::OutOfBounds) //killer died due to Out-of-Bounds damage
{
messageAll('msgOOBKill', $DeathMessageOOB[mFloor(getRandom() * $DeathMessageOOBCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by out-of-bounds damage");
}
else if (%damageType == $DamageType::NexusCamping) //Victim died from camping near the nexus...
{
messageAll('msgCampKill', $DeathMessageCamping[mFloor(getRandom() * $DeathMessageCampingCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed for nexus camping");
}
else if(%clKiller.team == %clVictim.team) //was a TK
{
messageAll('msgTeamKill', $DeathMessageTeamKill[%damageType, mFloor(getRandom() * $DeathMessageTeamKillCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") teamkilled by "@%clKiller.nameBase@" (pl "@%clKiller.player@"/cl "@%clKiller@")");
}
else if (%damageType == $DamageType::Lava) //player died by falling in lava
{
messageAll('msgLavaKill', $DeathMessageLava[mFloor(getRandom() * $DeathMessageLavaCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by lava");
}
else if ( %damageType == $DamageType::Lightning ) // player was struck by lightning
{
messageAll('msgLightningKill', $DeathMessageLightning[mFloor(getRandom() * $DeathMessageLightningCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by lightning");
}
else if ( %damageType == $DamageType::Mine && !isObject(%clKiller) )
{
error("Mine kill w/o source");
messageAll('MsgRogueMineKill', $DeathMessageRogueMine[%damageType, mFloor(getRandom() * $DeathMessageRogueMineCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
}
else //was a legitimate enemy kill
{
if(%damageType == 6 && (%clVictim.headShot))
{
// laser headshot just occurred
messageAll('MsgHeadshotKill', $DeathMessageHeadshot[%damageType, mFloor(getRandom() * $DeathMessageHeadshotCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
}
else
messageAll('MsgLegitKill', $DeathMessage[%damageType, mFloor(getRandom() * $DeathMessageCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by "@%clKiller.nameBase@" (pl "@%clKiller.player@"/cl "@%clKiller@") using "@$DamageTypeText[%damageType]);
}
}
function DefaultGame::assignClientTeam(%game, %client, %respawn )
{
//error("DefaultGame::assignClientTeam");
// this function is overwritten in non-team mission types (e.g. DM)
// so these lines won't do anything
//if(!%game.numTeams)
//{
// setTargetSkin(%client.target, %client.skin);
// return;
//}
// camera is responsible for creating a player
// - counts the number of players per team
// - puts this player on the least player count team
// - sets the client's skin to the servers default
%numPlayers = ClientGroup.getCount();
for(%i = 0; %i <= %game.numTeams; %i++)
%numTeamPlayers[%i] = 0;
for(%i = 0; %i < %numPlayers; %i = %i + 1)
{
%cl = ClientGroup.getObject(%i);
if(%cl != %client)
%numTeamPlayers[%cl.team]++;
}
%leastPlayers = %numTeamPlayers[1];
%leastTeam = 1;
for(%i = 2; %i <= %game.numTeams; %i++)
{
if( (%numTeamPlayers[%i] < %leastPlayers) ||
( (%numTeamPlayers[%i] == %leastPlayers) &&
($teamScore[%i] < $teamScore[%leastTeam] ) ))
{
%leastTeam = %i;
%leastPlayers = %numTeamPlayers[%i];
}
}
%client.team = %leastTeam;
%client.lastTeam = %team;
// Assign the team skin:
if ( %client.isAIControlled() )
{
if ( %leastTeam & 1 )
{
%client.skin = addTaggedString( "basebot" );
setTargetSkin( %client.target, 'basebot' );
}
else
{
%client.skin = addTaggedString( "basebbot" );
setTargetSkin( %client.target, 'basebbot' );
}
}
else
setTargetSkin( %client.target, %game.getTeamSkin(%client.team) );
//setTargetSkin( %client.target, %client.skin );
// might as well standardize the messages
//messageAllExcept( %client, -1, 'MsgClientJoinTeam', '\c1%1 joined %2.', %client.name, $teamName[%leastTeam], %client, %leastTeam );
//messageClient( %client, 'MsgClientJoinTeam', '\c1You joined the %2 team.', $client.name, $teamName[%client.team], %client, %client.team );
messageAllExcept( %client, -1, 'MsgClientJoinTeam', '\c1%1 joined %2.', %client.name, %game.getTeamName(%client.team), %client, %client.team );
messageClient( %client, 'MsgClientJoinTeam', '\c1You joined the %2 team.', %client.name, %game.getTeamName(%client.team), %client, %client.team );
updateCanListenState( %client );
logEcho(%client.nameBase@" (cl "@%client@") joined team "@%client.team);
}
function DefaultGame::getTeamSkin(%game, %team)
{
//error("DefaultGame::getTeamSkin");
%skin = $teamSkin[%team];
//error("%skin = " SPC getTaggedString(%skin));
return %skin;
}
function DefaultGame::getTeamName(%game, %team)
{
//error("DefaultGame::getTeamName");
%name = $teamName[%team];
//error("name = " SPC getTaggedString(%name));
return %name;
}
function DefaultGame::clientJoinTeam( %game, %client, %team, %respawn )
{
//error("DefaultGame::clientJoinTeam");
if ( %team < 1 || %team > %game.numTeams )
return;
if( %respawn $= "" )
%respawn = 1;
%client.team = %team;
%client.lastTeam = %team;
setTargetSkin( %client.target, %game.getTeamSkin(%team) );
setTargetSensorGroup( %client.target, %team );
%client.setSensorGroup( %team );
// Spawn the player:
%game.spawnPlayer( %client, %respawn );
messageAllExcept( %client, -1, 'MsgClientJoinTeam', '\c1%1 joined %2.', %client.name, %game.getTeamName(%team), %client, %team );
messageClient( %client, 'MsgClientJoinTeam', '\c1You joined the %2 team.', $client.name, %game.getTeamName(%client.team), %client, %client.team );
updateCanListenState( %client );
logEcho(%client.nameBase@" (cl "@%client@") joined team "@%client.team);
}
function DefaultGame::AIHasJoined(%game, %client)
{
//defined to prevent console spam
}
function DefaultGame::AIChangeTeam(%game, %client, %newTeam)
{
//make sure we're trying to drop an AI
if (!isObject(%client) || !%client.isAIControlled())
return;
//clear the ai from any objectives, etc...
AIUnassignClient(%client);
%client.stop();
%client.clearTasks();
%client.clearStep();
%client.lastDamageClient = -1;
%client.lastDamageTurret = -1;
%client.shouldEngage = -1;
%client.setEngageTarget(-1);
%client.setTargetObject(-1);
%client.pilotVehicle = false;
%client.defaultTasksAdded = false;
//kill the player, which should cause the Game object to perform whatever cleanup is required.
if (isObject(%client.player))
%client.player.scriptKill(0);
//clean up the team rank array
%game.removeFromTeamRankArray(%client);
//assign the new team
%client.team = %newTeam;
if (%newTeam < 0)
Game.assignClientTeam(%client);
else
{
if ( %client.team & 1 )
{
%client.skin = addTaggedString( "basebot" );
setTargetSkin( %client.target, 'basebot' );
}
else
{
%client.skin = addTaggedString( "basebbot" );
setTargetSkin( %client.target, 'basebbot' );
}
}
messageAllExcept( %client, -1, 'MsgClientJoinTeam', '\c1bot %1 has switched to team %2.', %client.name, %game.getTeamName(%client.team), %client, %client.team );
}
function DefaultGame::clientChangeTeam(%game, %client, %team, %fromObs)
{
//error("DefaultGame::clientChangeTeam");
//first, remove the client from the team rank array
//the player will be added to the new team array as soon as he respawns...
%game.removeFromTeamRankArray(%client);
%pl = %client.player;
if(isObject(%pl))
{
if(%pl.isMounted())
%pl.getDataBlock().doDismount(%pl);
%pl.scriptKill(0);
}
// reset the client's targets and tasks only
clientResetTargets(%client, true);
// give this client a new handle to disassociate ownership of deployed objects
if( %team $= "" && (%team > 0 && %team <= %game.numTeams))
{
if( %client.team == 1 )
%client.team = 2;
else
%client.team = 1;
}
else
%client.team = %team;
// Set the client's skin:
if (!%client.isAIControlled())
setTargetSkin( %client.target, %game.getTeamSkin(%client.team) );
setTargetSensorGroup( %client.target, %client.team );
%client.setSensorGroup( %client.team );
// Spawn the player:
%client.lastSpawnPoint = %game.pickPlayerSpawn( %client );
%game.createPlayer( %client, %client.lastSpawnPoint, $MatchStarted );
if($MatchStarted)
%client.setControlObject(%client.player);
else
{
%client.camera.getDataBlock().setMode(%client.camera, "pre-game", %client.player);
%client.setControlObject(%client.camera);
}
// call the onEvent for this game type
%game.onClientEnterObserverMode(%client); //Bounty uses this to remove this client from others' hit lists
if(%fromObs $= "" || !%fromObs)
{
messageAllExcept( %client, -1, 'MsgClientJoinTeam', '\c1%1 switched to team %2.', %client.name, %game.getTeamName(%client.team), %client, %client.team );
messageClient( %client, 'MsgClientJoinTeam', '\c1You switched to team %2.', $client.name, %game.getTeamName(%client.team), %client, %client.team );
}
else
{
messageAllExcept( %client, -1, 'MsgClientJoinTeam', '\c1%1 joined team %2.', %client.name, %game.getTeamName(%client.team), %client, %team );
messageClient( %client, 'MsgClientJoinTeam', '\c1You joined team %2.', $client.name, %game.getTeamName(%client.team), %client, %client.team );
}
updateCanListenState( %client );
// MES - switch objective hud lines when client switches teams
messageClient(%client, 'MsgCheckTeamLines', "", %client.team);
logEcho(%client.nameBase@" (cl "@%client@") switched to team "@%client.team);
}
// missioncleanup and missiongroup are checked prior to entering game code
function DefaultGame::missionLoadDone(%game)
{
// walks through the mission group and sets the power stuff up
// - groups get initialized with power count 0 then iterated to
// increment powercount if an object within is powered
// - powers objects up/down
//MissionGroup.objectiveInit();
MissionGroup.clearPower();
MissionGroup.powerInit(0);
%game.initGameVars(); //set up scoring variables and other game specific globals
// make team0 visible/friendly to all
setSensorGroupAlwaysVisMask(0, 0xffffffff);
setSensorGroupFriendlyMask(0, 0xffffffff);
// update colors:
// - enemy teams are red
// - same team is green
// - team 0 is white
for(%i = 0; %i < 32; %i++)
{
%team = (1 << %i);
setSensorGroupColor(%i, %team, "0 255 0 255");
setSensorGroupColor(%i, ~%team, "255 0 0 255");
setSensorGroupColor(%i, 1, "255 255 255 255");
// setup the team targets (alwyas friendly and visible to same team)
setTargetAlwaysVisMask(%i, %team);
setTargetFriendlyMask(%i, %team);
}
//set up the teams
%game.setUpTeams();
//clear out the team rank array...
for (%i = 0; %i < 32; %i++)
$TeamRank[%i, count] = "";
// objectiveInit has to take place after setupTeams -- objective HUD relies on flags
// having their team set
MissionGroup.objectiveInit();
//initialize the AI system
%game.aiInit();
//need to reset the teams if we switch from say, CTF to Bounty...
// assign the bots team
if ($currentMissionType !$= $previousMissionType)
{
$previousMissionType = $currentMissionType;
for(%i = 0; %i < ClientGroup.getCount(); %i++)
{
%cl = ClientGroup.getObject(%i);
if (%cl.isAIControlled())
%game.assignClientTeam(%cl);
}
}
//Save off respawn or Siege Team switch information...
if(%game.class !$= "SiegeGame")
MissionGroup.setupPositionMarkers(true);
echo("Default game mission load done.");
}
function DefaultGame::onClientLeaveGame(%game, %client)
{
// if there is a player attached to this client, kill it
if( isObject(%client.player))
%client.player.scriptKill(0);
//cancel a scheduled call...
cancel(%client.respawnTimer);
%client.respawnTimer = "";
//remove them from the team rank arrays
%game.removeFromTeamRankArray(%client);
logEcho(%client.nameBase@" (cl "@%client@") dropped");
}
function DefaultGame::clientMissionDropReady(%game, %client)
{
//synchronize the clock HUD
messageClient(%client, 'MsgSystemClock', "", 0, 0);
%game.sendClientTeamList( %client );
%game.setupClientHuds( %client );
if($CurrentMissionType $= "SinglePlayer")
{
//CommandToClient( %client, 'setPlayContent');
return;
}
%observer = false;
if( !$Host::TournamentMode )
{
if( %client.camera.mode $= "observerFly" || %client.camera.mode $= "justJoined")
{
%observer = true;
%client.observerStartTime = getSimTime();
commandToClient(%client, 'setHudMode', 'Observer');
%client.setControlObject( %client.camera );
//displayObserverHud( %client, 0 );
updateObserverFlyHud(%client);
}
if( !%observer )
{
if(!$MatchStarted && !$CountdownStarted) // server has not started anything yet
{
%client.setControlObject( %client.camera );
commandToClient(%client, 'setHudMode', 'Observer');
}
else if(!$MatchStarted && $CountdownStarted) // server has started the countdown
{
commandToClient(%client, 'setHudMode', 'Observer');
%client.setControlObject( %client.camera );
}
else
{
commandToClient(%client, 'setHudMode', 'Standard'); // the game has already started
%client.setControlObject( %client.player );
}
}
}
else
{
// set all players into obs mode. setting the control object will handle further procedures...
%client.camera.getDataBlock().setMode( %client.camera, "ObserverFly" );
commandToClient(%client, 'setHudMode', 'Observer');
%client.setControlObject( %client.camera );
messageAll( 'MsgClientJoinTeam', "",%client.name, $teamName[0], %client, 0 );
%client.team = 0;
if( !$MatchStarted && !$CountdownStarted)
{
if($TeamDamage)
%damMess = "ENABLED";
else
%damMess = "DISABLED";
if(%game.numTeams > 1)
BottomPrint(%client, "Server is Running in Tournament Mode.\nPick a Team\nTeam Damage is " @ %damMess, 0, 3 );
}
else
{
BottomPrint( %client, "\nServer is Running in Tournament Mode", 0, 3 );
}
}
//make sure the objective HUD indicates your team on top and in green...
if (%client.team > 0)
messageClient(%client, 'MsgCheckTeamLines', "", %client.team);
// were ready to go.
%client.matchStartReady = true;
echo("Client" SPC %client SPC "is ready.");
if ( isDemo() )
{
if ( %client.demoJustJoined )
{
%client.demoJustJoined = false;
centerPrint( %client, "Welcome to the Tribes 2 Demo." NL "You have been assigned the name \"" @ %client.nameBase @ "\"." NL "Press FIRE to join the game.", 0, 3 );
}
}
}
function DefaultGame::sendClientTeamList(%game, %client)
{
// Send the client the current team list:
%teamCount = %game.numTeams;
for ( %i = 0; %i < %teamCount; %i++ )
{
if ( %i > 0 )
%teamList = %teamList @ "\n";
%teamList = %teamList @ detag( getTaggedString( %game.getTeamName(%i + 1) ) );
}
messageClient( %client, 'MsgTeamList', "", %teamCount, %teamList );
}
function DefaultGame::setupClientHuds(%game, %client)
{
// tell the client to setup the huds...
for(%i =0; %i<$WeaponsHudCount; %i++)
%client.setWeaponsHudBitmap(%i, $WeaponsHudData[%i, itemDataName], $WeaponsHudData[%i, bitmapName]);
for(%i =0; %i<$InventoryHudCount; %i++)
{
if ( $InventoryHudData[%i, slot] != 0 )
%client.setInventoryHudBitmap($InventoryHudData[%i, slot], $InventoryHudData[%i, itemDataName], $InventoryHudData[%i, bitmapName]);
}
%client.setInventoryHudBitmap( 0, "", "gui/hud_handgren" );
%client.setWeaponsHudBackGroundBmp("gui/hud_new_panel");
%client.setWeaponsHudHighLightBmp("gui/hud_new_weaponselect");
%client.setWeaponsHudInfiniteAmmoBmp("gui/hud_infinity");
%client.setInventoryHudBackGroundBmp("gui/hud_new_panel");
// tell the client if we are protecting statics (so no health bar will be displayed)
commandToClient(%client, 'protectingStaticObjects', %game.allowsProtectedStatics());
commandToClient(%client, 'setPowerAudioProfiles', sPowerUp.getId(), sPowerDown.getId());
}
function DefaultGame::testDrop( %game, %client )
{
%game.clientJoinTeam( %client, 1, false );
%client.camera.getDataBlock().setMode( %client.camera, "pre-game", %client.player );
%client.setControlObject( %client.camera );
CommandToClient( %client, 'setPlayContent' );
}
function DefaultGame::onClientEnterObserverMode( %game, %client )
{
// Default game doesn't care...
}
// from 'item.cs'
function DefaultGame::playerTouchFlag(%game, %player, %flag)
{
messageAll('MsgPlayerTouchFlag', 'Player %1 touched flag %2', %player, %flag);
}
// from 'item.cs'
function DefaultGame::playerDroppedFlag(%game, %player, %flag)
{
messageAll('MsgPlayerDroppedFlag', 'Player %1 dropped flag %2', %player, %flag);
}
// from 'staticShape.cs'
function DefaultGame::flagStandCollision(%game, %dataBlock, %obj, %colObj)
{
// for retreiveGame
}
function DefaultGame::notifyMineDeployed(%game, %mine)
{
//do nothign in the default game...
}
// from 'staticshape.cs'
function DefaultGame::findProjector(%game, %flipflop)
{
// search the flipflop's folder for a holo projector
// if one exists, associate it with the flipflop
%flipflop.projector = 0;
%folder = %flipflop.getGroup();
for(%i = 0; %i < %folder.getCount(); %i++)
{
%proj = %folder.getObject(%i);
if(%proj.getDatablock().getName() $= "LogoProjector")
{
%flipflop.projector = %proj;
%flipflop.projector.holo = 0;
break;
}
}
}
//******************************************************************************
//* DefaultGame Trigger - Functions *
//******************************************************************************
/// -Trigger- //////////////////////////////////////////////////////////////////
//Function -- onEnterTrigger (%game, %name, %data, %obj, %colObj)
// %game = Current game type object
// %name = Trigger name - defined when trigger is created
// %data = Trigger Data Block
// %obj = Trigger Object
// %colObj = Object that collided with the trigger
//Decription -- Called when trigger has been triggered
////////////////////////////////////////////////////////////////////////////////
// from 'trigger.cs'
function DefaultGame::onEnterTrigger(%game, %triggerName, %data, %obj, %colobj)
{
//Do Nothing
}
/// -Trigger- //////////////////////////////////////////////////////////////////
//Function -- onLeaveTrigger (%game, %name, %data, %obj, %colObj)
// %game = Current game type object
// %name = Trigger name - defined when trigger is created
// %data = Trigger Data Block
// %obj = Trigger Object
// %colObj = Object that collided with the trigger
//Decription -- Called when trigger has been untriggered
////////////////////////////////////////////////////////////////////////////////
// from 'trigger.cs'
function DefaultGame::onLeaveTrigger(%game, %triggerName, %data, %obj, %colobj)
{
//Do Nothing
}
/// -Trigger- //////////////////////////////////////////////////////////////////
//Function -- onTickTrigger(%game, %name, %data, %obj)
// %game = Current game type object
// %name = Trigger name - defined when trigger is created
// %data = Trigger Data Block
// %obj = Trigger Object
//Decription -- Called every tick if triggered
////////////////////////////////////////////////////////////////////////////////
// from 'trigger.cs'
function DefaultGame::onTickTrigger(%game, %triggerName, %data, %obj)
{
//Do Nothing
}
function DefaultGame::setUpTeams(%game)
{
%group = nameToID("MissionGroup/Teams");
if(%group == -1)
return;
// create a team0 if it does not exist
%team = nameToID("MissionGroup/Teams/team0");
if(%team == -1)
{
%team = new SimGroup("team0");
%group.add(%team);
}
// 'team0' is not counted as a team here
%game.numTeams = 0;
while(%team != -1)
{
// create drop set and add all spawnsphere objects into it
%dropSet = new SimSet("TeamDrops" @ %game.numTeams);
MissionCleanup.add(%dropSet);
%spawns = nameToID("MissionGroup/Teams/team" @ %game.numTeams @ "/SpawnSpheres");
if(%spawns != -1)
{
%count = %spawns.getCount();
for(%i = 0; %i < %count; %i++)
%dropSet.add(%spawns.getObject(%i));
}
// set the 'team' field for all the objects in this team
%team.setTeam(%game.numTeams);
clearVehicleCount(%team+1);
// get next group
%team = nameToID("MissionGroup/Teams/team" @ %game.numTeams + 1);
if (%team != -1)
%game.numTeams++;
}
// set the number of sensor groups (including team0) that are processed
setSensorGroupCount(%game.numTeams + 1);
}
function SimGroup::setTeam(%this, %team)
{
for (%i = 0; %i < %this.getCount(); %i++)
{
%obj = %this.getObject(%i);
switch$ (%obj.getClassName())
{
case SpawnSphere :
if($MatchStarted)
{
// find out what team the spawnsphere used to belong to
%found = false;
for(%l = 1; %l <= Game.numTeams; %l++)
{
%drops = nameToId("MissionCleanup/TeamDrops" @ %l);
for(%j = 0; %j < %drops.getCount(); %j++)
{
%current = %drops.getObject(%j);
if(%current == %obj)
%found = %l;
}
}
if(%team != %found)
Game.claimSpawn(%obj, %team, %found);
else
error("spawn "@%obj@" is already on team "@%team@"!");
}
else
Game.claimSpawn(%obj, %team, "");
case SimGroup : %obj.setTeam(%team);
default : %obj.team = %team;
}
if(%obj.getType() & $TypeMasks::GameBaseObjectType)
{
// eeck.. please go away when scripts get cleaned...
if(%obj.getDataBlock().getName() $= "StationVehiclePad")
{
%team = %obj.team;
%obj = %obj.station;
%obj.team = %team;
//%obj.teleporter.team = %team;
}
%target = %obj.getTarget();
if(%target != -1)
setTargetSensorGroup(%target, %team);
}
}
}
function DefaultGame::claimSpawn(%game, %obj, %newTeam, %oldTeam)
{
if(%newTeam == %oldTeam)
return;
%newSpawnGroup = nameToId("MissionCleanup/TeamDrops" @ %newTeam);
if(%oldTeam !$= "")
{
%oldSpawnGroup = nameToId("MissionCleanup/TeamDrops" @ %oldTeam);
%oldSpawnGroup.remove(%obj);
}
%newSpawnGroup.add(%obj);
}
// recursive function to assign teams to all mission objects
function SimGroup::swapTeams(%this)
{
// used in Siege only
Game.groupSwapTeams(%this);
}
function ShapeBase::swapTeams(%this)
{
// used in Siege only
Game.objectSwapTeams(%this);
}
function GameBase::swapTeams(%this)
{
// used in Siege only
Game.objectSwapTeams(%this);
}
function TSStatic::swapTeams(%this)
{
// used in Siege only
// do nothing
}
function InteriorInstance::swapTeams(%this)
{
// used in Siege only
// do nothing -- interiors don't switch teams
}
function SimGroup::swapVehiclePads(%this)
{
// used in Siege only
Game.groupSwapVehiclePads(%this);
}
function ShapeBase::swapVehiclePads(%this)
{
// used in Siege only
Game.objectSwapVehiclePads(%this);
}
function GameBase::swapVehiclePads(%this)
{
// used in Siege only
// do nothing -- only searching for vehicle pads
}
function InteriorInstance::swapVehiclePads(%this)
{
// used in Siege only
// do nothing -- only searching for vehicle pads
}
function SimSet::swapVehiclePads(%this)
{
// used in Siege only
// do nothing -- only searching for vehicle pads
}
function PhysicalZone::swapVehiclePads(%this)
{
// used in Siege only
// do nothing -- only searching for vehicle pads
}
function SimGroup::objectRestore(%this)
{
// used in Siege only
Game.groupObjectRestore(%this);
}
function ShapeBase::objectRestore(%object)
{
// only used for Siege
Game.shapeObjectRestore(%object);
}
function Turret::objectRestore(%object)
{
// only used for Siege
Game.shapeObjectRestore(%object);
}
function AIObjective::objectRestore(%object)
{
// only used for Siege
// don't do anything for AI Objectives
}
function DefaultGame::checkObjectives(%game)
{
//any special objectives that can be met by gametype
//none for default game
}
//---------------------------------------------------
function DefaultGame::checkTimeLimit(%game, %forced)
{
// Don't add extra checks:
if ( %forced )
cancel( %game.timeCheck );
// if there is no time limit, check back in a minute to see if it's been set
if(($Host::TimeLimit $= "") || $Host::TimeLimit == 0)
{
%game.timeCheck = %game.schedule(20000, "checkTimeLimit");
return;
}
%curTimeLeftMS = ($Host::TimeLimit * 60 * 1000) + $missionStartTime - getSimTime();
if (%curTimeLeftMS <= 0)
{
// time's up, put down your pencils
%game.timeLimitReached();
}
else
{
if(%curTimeLeftMS >= 20000)
%game.timeCheck = %game.schedule(20000, "checkTimeLimit");
else
%game.timeCheck = %game.schedule(%curTimeLeftMS + 1, "checkTimeLimit");
//now synchronize everyone's clock
messageAll('MsgSystemClock', "", $Host::TimeLimit, %curTimeLeftMS);
}
}
function listplayers()
{
for(%i = 0; %i < ClientGroup.getCount(); %i++)
{
%cl = ClientGroup.getObject(%i);
%status = "";
if(%cl.isAiControlled())
%status = "Bot ";
if(%cl.isSmurf)
%status = "Alias ";
if(%cl.isAdmin)
%status = %status @ "Admin ";
if(%cl.isSuperAdmin)
%status = %status @ "SuperAdmin ";
if(%status $= "")
%status = "<normal>";
echo("client: " @ %cl @ " player: " @ %cl.player @ " name: " @ %cl.nameBase @ " team: " @ %cl.team @ " status: " @ %status);
}
}
function DefaultGame::clearTeamRankArray(%game, %team)
{
%count = $TeamRank[%team, count];
for (%i = 0; %i < %count; %i++)
$TeamRank[%team, %i] = "";
$TeamRank[%team, count] = 0;
}
function DefaultGame::populateTeamRankArray(%game, %client)
{
//this function should be called *after* the client has been added to a team...
if (%client <= 0 || %client.team <= 0)
return;
//find the team
if (%game.numTeams == 1)
%team = 0;
else
%team = %client.team;
//find the number of teammates already ranked...
%count = $TeamRank[%team, count];
if (%count $= "")
{
$TeamRank[%team, count] = 0;
%count = 0;
}
//make sure we're not already in the array
for (%i = 0; %i < %count; %i++)
{
if ($TeamRank[%team, %i] == %client)
return;
}
//add the client in at the bottom of the list, and increment the count
$TeamRank[%team, %count] = %client;
$TeamRank[%team, count] = $TeamRank[%team, count] + 1;
//now recalculate the team rank for this player
%game.recalcTeamRanks(%client);
}
function DefaultGame::removeFromTeamRankArray(%game, %client)
{
//note, this should be called *before* the client actually switches teams or drops...
if (%client <= 0 || %client.team <= 0)
return;
//find the correct team
if (%game.numTeams == 1)
%team = 0;
else
%team = %client.team;
//now search throught the team rank array, looking for this client
%count = $TeamRank[%team, count];
for (%i = 0; %i < %count; %i++)
{
if ($TeamRank[%team, %i] == %client)
{
//we've found the client in the array, now loop through, and move everyone else up a rank
for (%j = %i + 1; %j < %count; %j++)
{
%cl = $TeamRank[%team, %j];
$TeamRank[%team, %j - 1] = %cl;
messageClient(%cl, 'MsgYourRankIs', "", %j);
}
$TeamRank[%team, %count - 1] = "";
//now decrement the team rank array count, and break
$TeamRank[%team, count] = $TeamRank[%team, count] - 1;
break;
}
}
}
function DefaultGame::recalcTeamRanks(%game, %client)
{
if (%client <= 0 || %client.team <= 0)
return;
// this is a little confusing -- someone's actual numerical rank is always
// one number higher than his index in the $TeamRank array
// (e.g. person ranked 1st has index of 0)
// TINMAN: I'm going to remove the %client.teamRank field - the index in the
// $TeamRank array already contains their rank - safer to search the array than
// to maintiain the information in a separate variable...
//find the team, the client in the team array
if (%game.numTeams == 1)
%team = 0;
else
%team = %client.team;
%count = $TeamRank[%team, count];
%index = -1;
for (%i = 0; %i < %count; %i++)
{
if ($TeamRank[%team, %i] == %client)
{
%index = %i;
break;
}
}
//if they weren't found in the array, return
if (%index < 0)
return;
//make sure far down the array as they should be...
%tempIndex = %index;
%swapped = false;
while (true)
{
if (%tempIndex <= 0)
break;
%tempIndex--;
%tempClient = $TeamRank[%team, %tempIndex];
//see if we should swap the two
if (%client.score > %tempClient.score)
{
%swapped = true;
%index = %tempIndex;
$TeamRank[%team, %tempIndex] = %client;
$TeamRank[%team, %tempIndex + 1] = %tempClient;
messageClient(%tempClient, 'MsgYourRankIs', "", %tempIndex + 2);
}
}
//if we've swapped up at least once, we obviously won't need to swap down as well...
if (%swapped)
{
messageClient(%client, 'MsgYourRankIs', "", %index + 1);
return;
}
//since we didnt' swap up, see if we need to swap down...
%tempIndex = %index;
%swapped = false;
while (true)
{
if (%tempIndex >= %count - 1)
break;
%tempIndex++;
%tempClient = $TeamRank[%team, %tempIndex];
//see if we should swap the two
if (%client.score < %tempClient.score)
{
%swapped = true;
%index = %tempIndex;
$TeamRank[%team, %tempIndex] = %client;
$TeamRank[%team, %tempIndex - 1] = %tempClient;
messageClient(%tempClient, 'MsgYourRankIs', "", %tempIndex);
}
}
//send the message (regardless of whether a swap happened or not)
messageClient(%client, 'MsgYourRankIs', "", %index + 1);
}
function DefaultGame::recalcScore(%game, %cl)
{
%game.recalcTeamRanks(%cl);
}
function DefaultGame::testKill(%game, %victimID, %killerID)
{
return ((%killerID !=0) && (%victimID.team != %killerID.team));
}
function DefaultGame::testSuicide(%game, %victimID, %killerID, %damageType)
{
return ((%victimID == %killerID) || (%damageType == $DamageType::Ground) || (%damageType == $DamageType::Suicide));
}
function DefaultGame::testTeamKill(%game, %victimID, %killerID)
{
return (%killerID.team == %victimID.team);
}
function DefaultGame::testTurretKill(%game, %implement)
{
if(%implement == 0)
return false;
else
return (%implement.getClassName() $= "Turret");
}
// function DefaultGame::awardScoreFlagCap(%game, %cl)
// {
// %cl.flagCaps++;
// $TeamScore[%cl.team] += %game.SCORE_PER_TEAM_FLAG_CAP;
// messageAll('MsgCTFTeamScore', "", %cl.team, $TeamScore[%cl.team]);
//
// if (%game.SCORE_PER_PLYR_FLAG_CAP > 1)
// %plural = "s";
// else
// %plural = "";
//
// if (%game.SCORE_PER_PLYR_FLAG_CAP != 0)
// messageClient(%cl, 'scoreFlaCapMsg', 'You received %1 point%2 for capturing the flag.', %game.SCORE_PER_PLYR_FLAG_CAP, %plural);
// %game.recalcScore(%cl);
// }
function DefaultGame::testOOBDeath(%game, %damageType)
{
return (%damageType == $DamageType::OutOfBounds);
}
function DefaultGame::awardScoreTurretKill(%game, %victimID, %implement)
{
if ((%killer = %implement.getControllingClient()) != 0) //award whoever might be controlling the turret
{
if (%killer == %victimID)
%game.awardScoreSuicide(%victimID);
else if (%killer.team == %victimID.team) //player controlling a turret killed a teammate
{
%killer.teamKills++;
%game.awardScoreTurretTeamKill(%victimID, %killer);
%game.awardScoreDeath(%victimID);
}
else
{
%killer.turretKills++;
%game.recalcScore(%killer);
%game.awardScoreDeath(%victimID);
}
}
else if ((%killer = %implement.owner) != 0) //if it isn't controlled, award score to whoever deployed it
{
if (%killer.team == %victimID.team)
{
%game.awardScoreDeath(%victimID);
}
else
{
%killer.turretKills++;
%game.recalcScore(%killer);
%game.awardScoreDeath(%victimID);
}
}
//default is, no one was controlling it, no one owned it. No score given.
}
function DefaultGame::awardScoreDeath(%game, %victimID)
{
%victimID.deaths++;
if ( %game.SCORE_PER_DEATH != 0 )
{
// %plural = (abs(%game.SCORE_PER_DEATH) != 1 ? "s" : "");
// messageClient(%victimID, 'MsgScoreDeath', '\c0You have been penalized %1 point%2 for dying.', abs(%game.SCORE_PER_DEATH), %plural);
%game.recalcScore(%victimID);
}
}
function DefaultGame::awardScoreKill(%game, %killerID)
{
%killerID.kills++;
%game.recalcScore(%killerID);
}
function DefaultGame::awardScoreSuicide(%game, %victimID)
{
%victimID.suicides++;
// if (%game.SCORE_PER_SUICIDE != 0)
// messageClient(%victimID, 'MsgScoreSuicide', '\c0You have been penalized for killing yourself.');
%game.recalcScore(%victimID);
}
function DefaultGame::awardScoreTeamkill(%game, %victimID, %killerID)
{
%killerID.teamKills++;
if (%game.SCORE_PER_TEAMKILL != 0)
messageClient(%killerID, 'MsgScoreTeamkill', '\c0You have been penalized for killing teammate %1.', %victimID.name);
%game.recalcScore(%killerID);
}
function DefaultGame::awardScoreTurretTeamKill(%game, %victimID, %killerID)
{
%killerID.teamKills++;
if (%game.SCORE_PER_TEAMKILL != 0)
messageClient(%killerID, 'MsgScoreTeamkill', '\c0You have been penalized for killing your teammate %1, with a turret.', %victimID.name);
%game.recalcScore(%killerID);
}
function DefaultGame::objectRepaired(%game, %obj, %objName)
{
%item = %obj.getDataBlock().getName();
//echo("Item repaired is a " @ %item);
switch$ (%item)
{
case generatorLarge :
%game.genOnRepaired(%obj, %objName);
case stationInventory :
%game.stationOnRepaired(%obj, %objName);
case sensorMediumPulse :
%game.sensorOnRepaired(%obj, %objName);
case sensorLargePulse :
%game.sensorOnRepaired(%obj, %objName);
case turretBaseLarge :
%game.turretOnRepaired(%obj, %objName);
case stationVehicle : %game.vStationOnRepaired(%obj, %objName);
default: //unused by current gametypes. Add more checks here if desired
}
}
function DefaultGame::allowsProtectedStatics(%game)
{
return false;
}
// jff: why is game object doing this?
//Return a simple string with no extras
function DefaultGame::cleanWord(%game, %this)
{
%length = strlen(%this);
for(%i = 0; %i < %length; %i++)
{
%char = getSubStr(%this, %i, 1);
if(%char $= "_")
{
%next = getSubStr(%this, (%i+1), 1);
if(%next $= "_")
{
%char = "'"; //apostrophe (2 chars)
%i++;
}
else
%char = " "; //space
}
%clean = (%clean @ %char);
}
}
function DefaultGame::stationOnEnterTrigger(%game, %data, %obj, %colObj)
{
return true;
}
function DefaultGame::WeaponOnUse(%game, %data, %obj)
{
return true;
}
function DefaultGame::HandInvOnUse(%game, %data, %obj)
{
return true;
}
function DefaultGame::WeaponOnInventory(%game, %this, %obj, %amount)
{
return true;
}
function DefaultGame::ObserverOnTrigger(%game, %data, %obj, %trigger, %state)
{
return true;
}
// jff: why is the game being notified that a weapon is being thrown? hot potato gametype?
function DefaultGame::ShapeThrowWeapon(%game, %this)
{
return true;
}
function DefaultGame::leaveMissionArea(%game, %playerData, %player)
{
if(%player.getState() $= "Dead")
return;
%player.client.outOfBounds = true;
messageClient(%player.client, 'LeaveMissionArea', '\c1You left the mission area.~wfx/misc/warning_beep.wav');
}
function DefaultGame::enterMissionArea(%game, %playerData, %player)
{
if(%player.getState() $= "Dead")
return;
%player.client.outOfBounds = false;
messageClient(%player.client, 'EnterMissionArea', '\c1You are back in the mission area.');
}
//------------------------------------------------------------------------------
// AI stubs:
//------------------------------------------------------------------------------
function DefaultGame::onAIDamaged(%game, %clVictim, %clAttacker, %damageType, %sourceObject)
{
}
function DefaultGame::onAIFriendlyFire(%game, %clVictim, %clAttacker, %damageType, %sourceObject)
{
}
function DefaultGame::onAIKilled(%game, %clVictim, %clKiller, %damageType, %implement)
{
//unassign the client from any objectives
AIUnassignClient(%clVictim);
//break the link, if this ai is controlled
aiReleaseHumanControl(%clVictim.controlByHuman, %clVictim);
//and schedule the respawn
%clVictim.respawnThread = schedule(5000, %clVictim, "onAIRespawn", %clVictim);
}
function DefaultGame::onAIKilledClient(%game, %clVictim, %clAttacker, %damageType, %implement)
{
%clAttacker.setVictim(%clVictim, %clVictim.player);
}
//------------------------------------------------------------------------------
// Voting stuff:
//------------------------------------------------------------------------------
function DefaultGame::sendGamePlayerPopupMenu( %game, %client, %targetClient, %key )
{
if( !%targetClient.matchStartReady )
return;
%isAdmin = ( %client.isAdmin || %client.isSuperAdmin );
%isTargetSelf = ( %client == %targetClient );
%isTargetAdmin = ( %targetClient.isAdmin || %targetClient.isSuperAdmin );
%isTargetBot = %targetClient.isAIControlled();
%isTargetObserver = ( %targetClient.team == 0 );
%outrankTarget = false;
if ( %client.isSuperAdmin )
%outrankTarget = !%targetClient.isSuperAdmin;
else if ( %client.isAdmin )
%outrankTarget = !%targetClient.isAdmin;
if( %client.isSuperAdmin && %targetClient.guid != 0 && !isDemo() )
{
messageClient( %client, 'MsgPlayerPopupItem', "", %key, "addAdmin", "", 'Add to Server Admin List', 10);
messageClient( %client, 'MsgPlayerPopupItem', "", %key, "addSuperAdmin", "", 'Add to Server SuperAdmin List', 11);
}
//mute options
if ( !%isTargetSelf )
{
if ( %client.muted[%targetClient] )
messageClient( %client, 'MsgPlayerPopupItem', "", %key, "MutePlayer", "", 'Unmute Text Chat', 1);
else
messageClient( %client, 'MsgPlayerPopupItem', "", %key, "MutePlayer", "", 'Mute Text Chat', 1);
if ( !%isTargetBot && %client.canListenTo( %targetClient ) )
{
if ( %client.getListenState( %targetClient ) )
messageClient( %client, 'MsgPlayerPopupItem', "", %key, "ListenPlayer", "", 'Disable Voice Com', 9 );
else
messageClient( %client, 'MsgPlayerPopupItem', "", %key, "ListenPlayer", "", 'Enable Voice Com', 9 );
}
}
if( !%client.canVote && !%isAdmin )
return;
// regular vote options on players
if ( %game.scheduleVote $= "" && !%isAdmin && !%isTargetAdmin )
{
if ( $Host::allowAdminPlayerVotes && !%isTargetBot && !isDemo() )
messageClient( %client, 'MsgPlayerPopupItem', "", %key, "AdminPlayer", "", 'Vote to Make Admin', 2 );
if ( !%isTargetSelf )
{
messageClient( %client, 'MsgPlayerPopupItem', "", %key, "KickPlayer", "", 'Vote to Kick', 3 );
}
}
// Admin only options on players:
else if ( %isAdmin && !isDemo() )
{
if ( !%isTargetBot && !%isTargetAdmin )
messageClient( %client, 'MsgPlayerPopupItem', "", %key, "AdminPlayer", "", 'Make Admin', 2 );
if ( !%isTargetSelf && %outrankTarget )
{
messageClient( %client, 'MsgPlayerPopupItem', "", %key, "KickPlayer", "", 'Kick', 3 );
if ( !%isTargetBot )
{
if( %client.isSuperAdmin )
messageClient( %client, 'MsgPlayerPopupItem', "", %key, "BanPlayer", "", 'Ban', 4 );
if ( !%isTargetObserver )
messageClient( %client, 'MsgPlayerPopupItem', "", %key, "ToObserver", "", 'Force observer', 5 );
}
}
if ( %isTargetSelf || %outrankTarget )
{
if ( %game.numTeams > 1 )
{
if ( %isTargetObserver )
{
%action = %isTargetSelf ? "Join " : "Change to ";
%str1 = %action @ getTaggedString( %game.getTeamName(1) );
%str2 = %action @ getTaggedString( %game.getTeamName(2) );
messageClient( %client, 'MsgPlayerPopupItem', "", %key, "ChangeTeam", "", %str1, 6 );
messageClient( %client, 'MsgPlayerPopupItem', "", %key, "ChangeTeam", "", %str2, 7 );
}
else
{
%changeTo = %targetClient.team == 1 ? 2 : 1;
%str = "Switch to " @ getTaggedString( %game.getTeamName(%changeTo) );
%caseId = 5 + %changeTo;
messageClient( %client, 'MsgPlayerPopupItem', "", %key, "ChangeTeam", "", %str, %caseId );
}
}
else if ( %isTargetObserver )
{
%str = %isTargetSelf ? 'Join the Game' : 'Add to Game';
messageClient( %client, 'MsgPlayerPopupItem', "", %key, "JoinGame", "", %str, 8 );
}
}
}
}
//------------------------------------------------------------------------------
function DefaultGame::sendGameVoteMenu( %game, %client, %key )
{
%isAdmin = ( %client.isAdmin || %client.isSuperAdmin );
%multipleTeams = %game.numTeams > 1;
// no one is going anywhere until this thing starts
if($MatchStarted)
{
// Client options:
if ( %client.team != 0 )
{
if ( %multipleTeams )
if( !$Host::TournamentMode )
messageClient( %client, 'MsgVoteItem', "", %key, 'ChooseTeam', "", 'Change your Team' );
messageClient( %client, 'MsgVoteItem', "", %key, 'MakeObserver', "", 'Become an Observer' );
}
else
{
if(!%multipleTeams && !$Host::TournamentMode)
messageClient( %client, 'MsgVoteItem', "", %key, 'JoinGame', "", 'Join the Game' );
}
//%totalSlots = $Host::maxPlayers - ($HostGamePlayerCount + $HostGameBotCount);
// if( $HostGameBotCount > 0 && %totalSlots > 0 && %client.isAdmin)
//messageClient( %client, 'MsgVoteItem', "", %key, 'Addbot', "", 'Add a Bot' );
}
if( !%client.canVote && !%isAdmin )
return;
if (isDemo())
return;
if ( %game.scheduleVote $= "" )
{
if(!%client.isAdmin)
{
// Actual vote options:
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteChangeMission', 'change the mission to', 'Vote to Change the Mission' );
if( $Host::TournamentMode )
{
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteFFAMode', 'Change server to Free For All.', 'Vote Free For All Mode' );
if(!$MatchStarted && !$CountdownStarted)
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteMatchStart', 'Start Match', 'Vote to Start the Match' );
}
else
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteTournamentMode', 'Change server to Tournament.', 'Vote Tournament Mode' );
if ( %multipleTeams )
{
if(!$MatchStarted && !$Host::TournamentMode)
messageClient( %client, 'MsgVoteItem', "", %key, 'ChooseTeam', "", 'Change your Team' );
if ( $teamDamage )
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteTeamDamage', 'disable team damage', 'Vote to Disable Team Damage' );
else
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteTeamDamage', 'enable team damage', 'Vote to Enable Team Damage' );
}
}
else
{
// Actual vote options:
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteChangeMission', 'change the mission to', 'Change the Mission' );
if( $Host::TournamentMode )
{
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteFFAMode', 'Change server to Free For All.', 'Free For All Mode' );
if(!$MatchStarted && !$CountdownStarted)
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteMatchStart', 'Start Match', 'Start Match' );
}
else
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteTournamentMode', 'Change server to Tournament.', 'Tournament Mode' );
if ( %multipleTeams )
{
if(!$MatchStarted)
messageClient( %client, 'MsgVoteItem', "", %key, 'ChooseTeam', "", 'Choose Team' );
if ( $teamDamage )
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteTeamDamage', 'disable team damage', 'Disable Team Damage' );
else
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteTeamDamage', 'enable team damage', 'Enable Team Damage' );
}
}
}
// Admin only options:
if ( %client.isAdmin )
{
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteChangeTimeLimit', 'change the time limit', 'Change the Time Limit' );
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteResetServer', 'reset server defaults', 'Reset the Server' );
}
}
//------------------------------------------------------------------------------
function DefaultGame::sendGameTeamList( %game, %client, %key )
{
%teamCount = %game.numTeams;
if ( %teamCount < 2 )
{
warn( "Team menu requested for one-team game!" );
return;
}
for ( %team = 1; %team - 1 < %teamCount; %team++ )
messageClient( %client, 'MsgVoteItem', "", %key, %team, "", detag( getTaggedString( %game.getTeamName(%team) ) ) );
}
//------------------------------------------------------------------------------
function DefaultGame::sendTimeLimitList( %game, %client, %key )
{
messageClient( %client, 'MsgVoteItem', "", %key, 10, "", '10 minutes' );
messageClient( %client, 'MsgVoteItem', "", %key, 15, "", '15 minutes' );
messageClient( %client, 'MsgVoteItem', "", %key, 20, "", '20 minutes' );
messageClient( %client, 'MsgVoteItem', "", %key, 25, "", '25 minutes' );
messageClient( %client, 'MsgVoteItem', "", %key, 30, "", '30 minutes' );
messageClient( %client, 'MsgVoteItem', "", %key, 45, "", '45 minutes' );
messageClient( %client, 'MsgVoteItem', "", %key, 60, "", '60 minutes' );
messageClient( %client, 'MsgVoteItem', "", %key, 200, "", 'No time limit' );
}
//------------------------------------------------------------------------------
// all global votes here
// this function was created to remove the call to "eval", which is non-functional in PURE servers...
function DefaultGame::evalVote(%game, %typeName, %admin, %arg1, %arg2, %arg3, %arg4)
{
switch$ (%typeName)
{
case "voteChangeMission":
%game.voteChangeMission(%admin, %arg1, %arg2, %arg3, %arg4);
case "voteTeamDamage":
%game.voteTeamDamage(%admin, %arg1, %arg2, %arg3, %arg4);
case "voteTournamentMode":
%game.voteTournamentMode(%admin, %arg1, %arg2, %arg3, %arg4);
case "voteMatchStart":
%game.voteMatchStart(%admin, %arg1, %arg2, %arg3, %arg4);
case "voteFFAMode":
%game.voteFFAMode(%admin, %arg1, %arg2, %arg3, %arg4);
case "voteChangeTimeLimit":
%game.voteChangeTimeLimit(%admin, %arg1, %arg2, %arg3, %arg4);
case "voteResetServer":
%game.voteResetServer(%admin, %arg1, %arg2, %arg3, %arg4);
case "voteKickPlayer":
%game.voteKickPlayer(%admin, %arg1, %arg2, %arg3, %arg4);
case "voteAdminPlayer":
%game.voteAdminPlayer(%admin, %arg1, %arg2, %arg3, %arg4);
case "voteGreedMode":
%game.voteGreedMode(%admin, %arg1, %arg2, %arg3, %arg4);
case "voteHoardMode":
%game.voteHoardMode(%admin, %arg1, %arg2, %arg3, %arg4);
}
}
function DefaultGame::voteChangeMission(%game, %admin, %missionDisplayName, %typeDisplayName, %missionId, %missionTypeId)
{
%mission = $HostMissionFile[%missionId];
if ( %mission $= "" )
{
error( "Invalid mission index passed to DefaultGame::voteChangeMission!" );
return;
}
%missionType = $HostTypeName[%missionTypeId];
if ( %missionType $= "" )
{
error( "Invalid mission type id passed to DefaultGame::voteChangeMission!" );
return;
}
if(%admin)
{
messageAll('MsgAdminChangeMission', '\c2The Admin has changed the mission to %1 (%2).', %missionDisplayName, %typeDisplayName );
logEcho("mission changed to "@%missionDisplayName@"/"@%typeDisplayName@" (admin)");
%game.gameOver();
loadMission( %mission, %missionType, false );
}
else
{
%totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
{
messageAll('MsgVotePassed', '\c2The mission was changed to %1 (%2) by vote.', %missionDisplayName, %typeDisplayName );
logEcho("mission changed to "@%missionDisplayName@"/"@%typeDisplayName@" (vote)");
%game.gameOver();
loadMission( %mission, %missionType, false );
}
else
messageAll('MsgVoteFailed', '\c2Change mission vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
}
}
//------------------------------------------------------------------------------
function DefaultGame::voteTeamDamage(%game, %admin)
{
%setto = "";
%cause = "";
if(%admin)
{
if($teamDamage)
{
messageAll('MsgAdminForce', '\c2The Admin has disabled team damage.');
$Host::TeamDamageOn = $TeamDamage = 0;
%setto = "disabled";
}
else
{
messageAll('MsgAdminForce', '\c2The Admin has enabled team damage.');
$Host::TeamDamageOn = $TeamDamage = 1;
%setto = "enabled";
}
%cause = "(admin)";
}
else
{
%totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
{
if($teamDamage)
{
messageAll('MsgVotePassed', '\c2Team damage was disabled by vote.');
$Host::TeamDamageOn = $TeamDamage = 0;
%setto = "disabled";
}
else
{
messageAll('MsgVotePassed', '\c2Team damage was enabled by vote.');
$Host::TeamDamageOn = $TeamDamage = 1;
%setto = "enabled";
}
%cause = "(vote)";
}
else
{
if($teamDamage)
messageAll('MsgVoteFailed', '\c2Disable team damage vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
else
messageAll('MsgVoteFailed', '\c2Enable team damage vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
}
}
if(%setto !$= "")
logEcho("team damage "@%setto SPC %cause);
}
//------------------------------------------------------------------------------
function DefaultGame::voteTournamentMode( %game, %admin, %missionDisplayName, %typeDisplayName, %missionId, %missionTypeId )
{
%mission = $HostMissionFile[%missionId];
if ( %mission $= "" )
{
error( "Invalid mission index passed to DefaultGame::voteTournamentMode!" );
return;
}
%missionType = $HostTypeName[%missionTypeId];
if ( %missionType $= "" )
{
error( "Invalid mission type id passed to DefaultGame::voteTournamentMode!" );
return;
}
%cause = "";
if (%admin)
{
messageAll( 'MsgAdminForce', '\c2The Admin has switched the server to Tournament mode (%1).', %missionDisplayName );
setModeTournament( %mission, %missionType );
%cause = "(admin)";
}
else
{
%totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
{
messageAll('MsgVotePassed', '\c2Server switched to Tournament mode by vote (%1): %2 percent.', %missionDisplayName, mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
setModeTournament( %mission, %missionType );
%cause = "(vote)";
}
else
messageAll('MsgVoteFailed', '\c2Tournament mode vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
}
if(%cause !$= "")
logEcho("tournament mode set "@%cause);
}
//------------------------------------------------------------------------------
function DefaultGame::voteMatchStart( %game, %admin)
{
%cause = "";
%ready = forceTourneyMatchStart();
if(%admin)
{
if(!%ready)
{
messageClient( %client, 'msgClient', '\c2No players are ready yet.');
return;
}
else
{
messageAll('msgMissionStart', '\c2The admin has forced the match to start.');
%cause = "(admin)";
startTourneyCountdown();
}
}
else
{
if(!%ready)
{
messageAll( 'msgClient', '\c2Vote passed to start match, but no players are ready yet.');
return;
}
else
{
%totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
{
messageAll('MsgVotePassed', '\c2The match has been started by vote: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
startTourneyCountdown();
}
else
messageAll('MsgVoteFailed', '\c2Start Match vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
}
}
if(%cause !$= "")
logEcho("start match "@%cause);
}
//------------------------------------------------------------------------------
function DefaultGame::voteFFAMode( %game, %admin, %client )
{
%cause = "";
%name = getTaggedString(%client.name);
if (%admin)
{
messageAll('MsgAdminForce', '\c2The Admin has switched the server to Free For All mode.', %client);
setModeFFA($CurrentMission, $CurrentMissionType);
%cause = "(admin)";
}
else
{
%totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
{
messageAll('MsgVotePassed', '\c2Server switched to Free For All mode by vote.', %client);
setModeFFA($CurrentMission, $CurrentMissionType);
%cause = "(vote)";
}
else
messageAll('MsgVoteFailed', '\c2Free For All mode vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
}
if(%cause !$= "")
logEcho("free for all set "@%cause);
}
//------------------------------------------------------------------------------
function DefaultGame::voteChangeTimeLimit( %game, %admin, %newLimit )
{
if( %newLimit == 999 )
%display = "unlimited";
else
%display = %newLimit;
%cause = "";
if ( %admin )
{
messageAll( 'MsgAdminForce', '\c2The Admin changed the mission time limit to %1 minutes.', %display );
$Host::TimeLimit = %newLimit;
%cause = "(admin)";
}
else
{
%totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
{
messageAll('MsgVotePassed', '\c2The mission time limit was set to %1 minutes by vote.', %display);
$Host::TimeLimit = %newLimit;
%cause = "(vote)";
}
else
messageAll('MsgVoteFailed', '\c2The vote to change the mission time limit did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
}
//if the time limit was actually changed...
if(%cause !$= "")
{
logEcho("time limit set to "@%display SPC %cause);
//if the match has been started, reset the end of match countdown
if ($matchStarted)
{
//schedule the end of match countdown
%elapsedTimeMS = getSimTime() - $missionStartTime;
%curTimeLeftMS = ($Host::TimeLimit * 60 * 1000) - %elapsedTimeMS;
error("time limit="@$Host::TimeLimit@", elapsed="@(%elapsedTimeMS / 60000)@", curtimeleftms="@%curTimeLeftMS);
CancelEndCountdown();
EndCountdown(%curTimeLeftMS);
cancel(%game.timeSync);
%game.checkTimeLimit(true);
}
}
}
//------------------------------------------------------------------------------
function DefaultGame::voteResetServer( %game, %admin, %client )
{
%cause = "";
if ( %admin )
{
messageAll( 'AdminResetServer', '\c2The Admin has reset the server.' );
resetServerDefaults();
%cause = "(admin)";
}
else
{
%totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
{
messageAll('MsgVotePassed', '\c2The Server has been reset by vote.' );
resetServerDefaults();
%cause = "(vote)";
}
else
messageAll('MsgVoteFailed', '\c2The vote to reset Server to defaults did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
}
if(%cause !$= "")
logEcho("server reset "@%cause);
}
//------------------------------------------------------------------------------
// all team based votes here
function DefaultGame::voteKickPlayer(%game, %admin, %client)
{
%cause = "";
if(%admin)
{
kick(%client, %admin, %client.guid );
%cause = "(admin)";
}
else
{
%team = %client.team;
%totalVotes = %game.votesFor[%game.kickTeam] + %game.votesAgainst[%game.kickTeam];
if(%totalVotes > 0 && (%game.votesFor[%game.kickTeam] / %totalVotes) > ($Host::VotePasspercent / 100))
{
kick(%client, %admin, %game.kickGuid);
%cause = "(vote)";
}
else
{
for ( %idx = 0; %idx < ClientGroup.getCount(); %idx++ )
{
%cl = ClientGroup.getObject( %idx );
if (%cl.team == %game.kickTeam && !%cl.isAIControlled())
messageClient( %cl, 'MsgVoteFailed', '\c2Kick player vote did not pass' );
}
}
}
%game.kickTeam = "";
%game.kickGuid = "";
%game.kickClientName = "";
if(%cause !$= "")
logEcho(%name@" (cl " @ %game.kickClient @ ") kicked " @ %cause);
}
//------------------------------------------------------------------------------
function DefaultGame::banPlayer(%game, %admin, %client)
{
%cause = "";
%name = %client.nameBase;
if( %admin )
{
ban( %client, %admin );
%cause = "(admin)";
}
if(%cause !$= "")
logEcho(%name@" (cl "@%client@") banned "@%cause);
}
//------------------------------------------------------------------------------
function DefaultGame::voteAdminPlayer(%game, %admin, %client)
{
%cause = "";
if (%admin)
{
messageAll('MsgAdminAdminPlayer', '\c2The Admin made %2 an admin.', %client, %client.name);
%client.isAdmin = 1;
%cause = "(admin)";
}
else
{
%totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
{
messageAll('MsgAdminPlayer', '\c2%2 was made an admin by vote.', %client, %client.name);
%client.isAdmin = 1;
%cause = "(vote)";
}
else
messageAll('MsgVoteFailed', '\c2Vote to make %1 an admin did not pass.', %client.name);
}
if(%cause !$= "")
logEcho(%client.nameBase@" (cl "@%client@") made admin "@%cause);
}
//------------------------------------------------------------------------------
function DefaultGame::processGameLink(%game, %client, %arg1, %arg2, %arg3, %arg4, %arg5)
{
//the default behavior when clicking on a game link is to start observing that client
%targetClient = %arg1;
if ((%client.team == 0) && isObject(%targetClient) && (%targetClient.team != 0))
{
%prevObsClient = %client.observeClient;
// update the observer list for this client
observerFollowUpdate( %client, %targetClient, %prevObsClient !$= "" );
serverCmdObserveClient(%client, %targetClient);
displayObserverHud(%client, %targetClient);
if (%targetClient != %prevObsClient)
{
messageClient(%targetClient, 'Observer', '\c1%1 is now observing you.', %client.name);
messageClient(%prevObsClient, 'ObserverEnd', '\c1%1 is no longer observing you.', %client.name);
}
}
}
//------------------------------------------------------------------------------
$ScoreHudMaxVisible = 19;
function DefaultGame::updateScoreHud(%game, %client, %tag)
{
if (Game.numTeams > 1)
{
// Send header:
messageClient( %client, 'SetScoreHudHeader', "", '<tab:15,315>\t%1<rmargin:260><just:right>%2<rmargin:560><just:left>\t%3<just:right>%4',
%game.getTeamName(1), $TeamScore[1], %game.getTeamName(2), $TeamScore[2] );
// Send subheader:
messageClient( %client, 'SetScoreHudSubheader', "", '<tab:15,315>\tPLAYERS (%1)<rmargin:260><just:right>SCORE<rmargin:560><just:left>\tPLAYERS (%2)<just:right>SCORE',
$TeamRank[1, count], $TeamRank[2, count] );
%index = 0;
while ( true )
{
if ( %index >= $TeamRank[1, count]+2 && %index >= $TeamRank[2, count]+2 )
break;
//get the team1 client info
%team1Client = "";
%team1ClientScore = "";
%col1Style = "";
if ( %index < $TeamRank[1, count] )
{
%team1Client = $TeamRank[1, %index];
%team1ClientScore = %team1Client.score $= "" ? 0 : %team1Client.score;
%col1Style = %team1Client == %client ? "<color:dcdcdc>" : "";
%team1playersTotalScore += %team1Client.score;
}
else if( %index == $teamRank[1, count] && $teamRank[1, count] != 0 && !isDemo() && %game.class $= "CTFGame")
{
%team1ClientScore = "--------------";
}
else if( %index == $teamRank[1, count]+1 && $teamRank[1, count] != 0 && !isDemo() && %game.class $= "CTFGame")
{
%team1ClientScore = %team1playersTotalScore != 0 ? %team1playersTotalScore : 0;
}
//get the team2 client info
%team2Client = "";
%team2ClientScore = "";
%col2Style = "";
if ( %index < $TeamRank[2, count] )
{
%team2Client = $TeamRank[2, %index];
%team2ClientScore = %team2Client.score $= "" ? 0 : %team2Client.score;
%col2Style = %team2Client == %client ? "<color:dcdcdc>" : "";
%team2playersTotalScore += %team2Client.score;
}
else if( %index == $teamRank[2, count] && $teamRank[2, count] != 0 && !isDemo() && %game.class $= "CTFGame")
{
%team2ClientScore = "--------------";
}
else if( %index == $teamRank[2, count]+1 && $teamRank[2, count] != 0 && !isDemo() && %game.class $= "CTFGame")
{
%team2ClientScore = %team2playersTotalScore != 0 ? %team2playersTotalScore : 0;
}
//if the client is not an observer, send the message
if (%client.team != 0)
{
messageClient( %client, 'SetLineHud', "", %tag, %index, '<tab:20,320>\t<spush>%5<clip:200>%1</clip><rmargin:260><just:right>%2<spop><rmargin:560><just:left>\t%6<clip:200>%3</clip><just:right>%4',
%team1Client.name, %team1ClientScore, %team2Client.name, %team2ClientScore, %col1Style, %col2Style );
}
//else for observers, create an anchor around the player name so they can be observed
else
{
messageClient( %client, 'SetLineHud', "", %tag, %index, '<tab:20,320>\t<spush>%5<clip:200><a:gamelink\t%7>%1</a></clip><rmargin:260><just:right>%2<spop><rmargin:560><just:left>\t%6<clip:200><a:gamelink\t%8>%3</a></clip><just:right>%4',
%team1Client.name, %team1ClientScore, %team2Client.name, %team2ClientScore, %col1Style, %col2Style, %team1Client, %team2Client );
}
%index++;
}
}
else
{
//tricky stuff here... use two columns if we have more than 15 clients...
%numClients = $TeamRank[0, count];
if ( %numClients > $ScoreHudMaxVisible )
%numColumns = 2;
// Clear header:
messageClient( %client, 'SetScoreHudHeader', "", "" );
// Send header:
if (%numColumns == 2)
messageClient(%client, 'SetScoreHudSubheader', "", '<tab:15,315>\tPLAYER<rmargin:270><just:right>SCORE<rmargin:570><just:left>\tPLAYER<just:right>SCORE');
else
messageClient(%client, 'SetScoreHudSubheader', "", '<tab:15>\tPLAYER<rmargin:270><just:right>SCORE');
%countMax = %numClients;
if ( %countMax > ( 2 * $ScoreHudMaxVisible ) )
{
if ( %countMax & 1 )
%countMax++;
%countMax = %countMax / 2;
}
else if ( %countMax > $ScoreHudMaxVisible )
%countMax = $ScoreHudMaxVisible;
for ( %index = 0; %index < %countMax; %index++ )
{
//get the client info
%col1Client = $TeamRank[0, %index];
%col1ClientScore = %col1Client.score $= "" ? 0 : %col1Client.score;
%col1Style = %col1Client == %client ? "<color:dcdcdc>" : "";
//see if we have two columns
if ( %numColumns == 2 )
{
%col2Client = "";
%col2ClientScore = "";
%col2Style = "";
//get the column 2 client info
%col2Index = %index + %countMax;
if ( %col2Index < %numClients )
{
%col2Client = $TeamRank[0, %col2Index];
%col2ClientScore = %col2Client.score $= "" ? 0 : %col2Client.score;
%col2Style = %col2Client == %client ? "<color:dcdcdc>" : "";
}
}
//if the client is not an observer, send the message
if (%client.team != 0)
{
if ( %numColumns == 2 )
messageClient(%client, 'SetLineHud', "", %tag, %index, '<tab:25,325>\t<spush>%5<clip:195>%1</clip><rmargin:260><just:right>%2<spop><rmargin:560><just:left>\t%6<clip:195>%3</clip><just:right>%4',
%col1Client.name, %col1ClientScore, %col2Client.name, %col2ClientScore, %col1Style, %col2Style );
else
messageClient( %client, 'SetLineHud', "", %tag, %index, '<tab:25>\t%3<clip:195>%1</clip><rmargin:260><just:right>%2',
%col1Client.name, %col1ClientScore, %col1Style );
}
//else for observers, create an anchor around the player name so they can be observed
else
{
if ( %numColumns == 2 )
messageClient(%client, 'SetLineHud', "", %tag, %index, '<tab:25,325>\t<spush>%5<clip:195><a:gamelink\t%7>%1</a></clip><rmargin:260><just:right>%2<spop><rmargin:560><just:left>\t%6<clip:195><a:gamelink\t%8>%3</a></clip><just:right>%4',
%col1Client.name, %col1ClientScore, %col2Client.name, %col2ClientScore, %col1Style, %col2Style, %col1Client, %col2Client );
else
messageClient( %client, 'SetLineHud', "", %tag, %index, '<tab:25>\t%3<clip:195><a:gamelink\t%4>%1</a></clip><rmargin:260><just:right>%2',
%col1Client.name, %col1ClientScore, %col1Style, %col1Client );
}
}
}
// Tack on the list of observers:
%observerCount = 0;
for (%i = 0; %i < ClientGroup.getCount(); %i++)
{
%cl = ClientGroup.getObject(%i);
if (%cl.team == 0)
%observerCount++;
}
if (%observerCount > 0)
{
messageClient( %client, 'SetLineHud', "", %tag, %index, "");
%index++;
messageClient(%client, 'SetLineHud', "", %tag, %index, '<tab:10, 310><spush><font:Univers Condensed:22>\tOBSERVERS (%1)<rmargin:260><just:right>TIME<spop>', %observerCount);
%index++;
for (%i = 0; %i < ClientGroup.getCount(); %i++)
{
%cl = ClientGroup.getObject(%i);
//if this is an observer
if (%cl.team == 0)
{
%obsTime = getSimTime() - %cl.observerStartTime;
%obsTimeStr = %game.formatTime(%obsTime, false);
messageClient( %client, 'SetLineHud', "", %tag, %index, '<tab:20, 310>\t<clip:150>%1</clip><rmargin:260><just:right>%2',
%cl.name, %obsTimeStr );
%index++;
}
}
}
//clear the rest of Hud so we don't get old lines hanging around...
messageClient( %client, 'ClearHud', "", %tag, %index );
}
//------------------------------------------------------------------------------
function UpdateClientTimes(%time)
{
%secondsLeft = %time / 1000;
messageAll('MsgSystemClock', "", (%secondsLeft / 60), %time);
}
//------------------------------------------------------------------------------
function notifyMatchStart(%time)
{
%seconds = mFloor(%time / 1000);
if (%seconds > 2)
MessageAll('MsgMissionStart', '\c2Match starts in %1 seconds.~wfx/misc/hunters_%1.wav', %seconds);
else if (%seconds == 2)
MessageAll('MsgMissionStart', '\c2Match starts in 2 seconds.~wvoice/announcer/ann.match_begins.wav');
else if (%seconds == 1)
MessageAll('MsgMissionStart', '\c2Match starts in 1 second.');
UpdateClientTimes(%time);
}
//------------------------------------------------------------------------------
function notifyMatchEnd(%time)
{
%seconds = mFloor(%time / 1000);
if (%seconds > 1)
MessageAll('MsgMissionEnd', '\c2Match ends in %1 seconds.~wfx/misc/hunters_%1.wav', %seconds);
else if (%seconds == 1)
MessageAll('MsgMissionEnd', '\c2Match ends in 1 second.~wfx/misc/hunters_1.wav');
UpdateClientTimes(%time);
}
function DefaultGame::formatTime(%game, %tStr, %includeHundredths)
{
%timeInSeconds = %tStr / 1000;
%mins = mFloor(%timeInSeconds / 60);
if(%mins < 1)
%timeString = "00:";
else if(%mins < 10)
%timeString = "0" @ %mins @ ":";
else
%timeString = %mins @ ":";
%timeInSeconds -= (%mins * 60);
%secs = mFloor(%timeInSeconds);
if(%secs < 1)
%timeString = %timeString @ "00";
else if(%secs < 10)
%timeString = %timeString @ "0" @ %secs;
else
%timeString = %timeString @ %secs;
if (%includeHundredths)
{
%timeString = %timeString @ ".";
%timeInSeconds -= %secs;
%hSecs = mFloor(%timeInSeconds * 100); // will be between 0 and 999
if(%hSecs < 1)
%timeString = %timeString @ "00";
else if(%hSecs < 10)
%timeString = %timeString @ "0" @ %hSecs;
else
%timeString = %timeString @ %hSecs;
}
return %timeString;
}
//------------------------------------------------------------------------------
//AI FUNCTIONS
function DefaultGame::AIChooseGameObjective(%game, %client)
{
AIChooseObjective(%client);
}
//------------------------------------------------------------------------------
function DefaultGame::getServerStatusString(%game)
{
%status = %game.numTeams;
for ( %team = 1; %team - 1 < %game.numTeams; %team++ )
{
%score = isObject( $teamScore[%team] ) ? $teamScore[%team] : 0;
%teamStr = getTaggedString( %game.getTeamName(%team) ) TAB %score;
%status = %status NL %teamStr;
}
%status = %status NL ClientGroup.getCount();
for ( %i = 0; %i < ClientGroup.getCount(); %i++ )
{
%cl = ClientGroup.getObject( %i );
%score = %cl.score $= "" ? 0 : %cl.score;
%playerStr = getTaggedString( %cl.name ) TAB getTaggedString( %game.getTeamName(%cl.team) ) TAB %score;
%status = %status NL %playerStr;
}
return( %status );
}
//------------------------------------------------------------------------------
function DefaultGame::OptionsDlgSleep( %game )
{
// ignore in the default game...
}
//------------------------------------------------------------------------------
function DefaultGame::endMission( %game )
{
}