TribesReplay/base/scripts/HuntersGame.cs
Robert MacGregor 7f1fccfdff v23669 (06/25/01):
- (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them.

- (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water.

- (bug fix) Immersion iForce force feedback mouse is now working properly again.

- (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest.

- (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server.

- (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field.

- (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry)

- (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions.

- (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game.

- (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat.

- (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion.

- (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling.

- (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting.

- (bug fix) Fixed a problem with the ELF gun effect that was causing hangs.

- (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.)

- (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs.

- (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs.

- (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging.

- (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off.

- (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account.

- (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered.

- (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed.

- (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.)

- (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this.

- (improvement) Old Password is now required in order to enter a New Password when editing your account.

- (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive.

- (improvement) Made more room for player names to display on the Server Info box.

- (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.)

- (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level.

- (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.)

- (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area.

- (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another.

- (improvement) Added observer points to Tombstone (it previously had none).

- (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.)

- (community) Player histories are now accurate.

- (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-17 23:22:55 -04:00

1736 lines
61 KiB
C#

//--------------------------------------//
// HuntersGame.cs //
//--------------------------------------//
//--- GAME RULES BEGIN ---
//Kill other players to make them drop flags
//Return flags to the Nexus for points
//The more flags brought to Nexus at one time, the more each flag scores
//GREED mode: you must return 8 or more flags at once to score
//HOARD mode: no returns between 5 and 2 min. left in game
//Flag Colors: Red = 1pt, Blue = 2pts, Yellow = 4pts, Green = 8pts
//--- GAME RULES END ---
package HuntersGame {
function Nexus::objectiveInit(%data, %object)
{
Game.Nexus = %object;
Game.Nexus.playThread(0, "ambient");
Game.Nexus.setThreadDir(0, true);
//The flash animation plays forwards, then back automatically, so we have to alternate the thread direcction...
Game.Nexus.flashThreadDir = true;
}
function NexusBase::objectiveInit(%data, %object)
{
Game.NexusBase = %object;
Game.NexusBase.playthread(0, "ambient");
Game.NexusBase.setThreadDir(0, true);
}
function NexusCap::objectiveInit(%data, %object)
{
Game.NexusCap = %object;
Game.NexusCap.playthread(0, "ambient");
Game.NexusCap.setThreadDir(0, true);
}
};
$InvBanList[Hunters, "TurretOutdoorDeployable"] = 1;
$InvBanList[Hunters, "TurretIndoorDeployable"] = 1;
$InvBanList[Hunters, "ElfBarrelPack"] = 1;
$InvBanList[Hunters, "MortarBarrelPack"] = 1;
$InvBanList[Hunters, "PlasmaBarrelPack"] = 1;
$InvBanList[Hunters, "AABarrelPack"] = 1;
$InvBanList[Hunters, "MissileBarrelPack"] = 1;
$InvBanList[Hunters, "Mine"] = 1;
datablock AudioProfile(HuntersFlagPickupSound)
{
filename = "fx/misc/hunters_flag_snatch.wav";
description = AudioClose3d;
preload = true;
};
//exec the AI script
exec("scripts/aiHunters.cs");
//exec the records script
if (isFile("prefs/HuntersRecords.cs"))
exec("prefs/HuntersRecords.cs");
//-----------------------------------------------------------------------------
//Game initialization functions
function HuntersGame::setUpTeams(%game)
{
// Force the numTeams variable to one:
DefaultGame::setUpTeams(%game);
%game.numTeams = 1;
// allow teams 1->31 to listen to each other (team 0 can only listen to self)
for(%i = 1; %i < 32; %i++)
setSensorGroupListenMask(%i, 0xfffffffe);
}
function HuntersGame::initGameVars(%game)
{
%game.SCORE_PER_SUICIDE = -1;
%game.SCORE_PER_DEATH = 0;
%game.SCORE_PER_KILL = 1;
%game.teamMode = false;
if (!isDemo() && !isDemoServer())
%game.greedMode = $Host::HuntersGreedMode;
else
%game.greedMode = false;
%game.greedMinFlags = 8; //min number of flags you must have before you can cap
if (!isDemo() && !isDemoServer())
%game.hoardMode = $Host::HuntersHoardMode;
else
%game.hoardMode = false;
%game.HoardStartTime = 5; //time left in the game at which hoard mode will start
%game.HoardDuration = 3; //duration of the hoard period
%game.HoardEndTime = %game.HoardStartTime - %game.HoardDuration;
%game.yardSaleMin = 10;
//make sure there is enough time in the match to actually have a hoard mode...
if ($host::timeLimit < %game.hoardStartTime + 1)
%game.hoardMode = false;
%game.maxSensorGroup = 0;
%game.highestFlagReturnCount = 10; //initialize to 10 - don't bother recording less than that...
%game.highestFlagReturnName = "";
%game.greedFlagCount = 10; //initialize to 10 - don't bother recording greed less than that...
%game.greedFlagName = "";
//this is how many humans have to be playing in order to set a record
%game.numHumansForRecord = 4;
//this is how many milliseconds before a warning is issued for camping near the Nexus
%game.nexusCampingTime = 10000;
%game.flagHoarder = "";
%game.flagHoarderMin = 15;
//vars for how long before the flag is deleted, and the fade transition time...
%game.flagLifeTimeMS = 120000;
%game.fadeTimeMS = 2000;
%game.flagMsgDelayMS = 3000;
%game.oobThrowFlagsDelayMS = 3000;
// targets for each of the flag types (except for base which is properly skinned already)
HuntersFlag1.target = -1; // red
HuntersFlag2.target = allocTarget("", 'Blue', "", "", 0, "", "");
HuntersFlag4.target = allocTarget("", 'Yellow', "", "", 0, "", "");
HuntersFlag8.target = allocTarget("", 'Green', "", "", 0, "", "");
}
function HuntersGame::allowsProtectedStatics(%game)
{
return true;
}
function HuntersGame::missionLoadDone(%game)
{
//default version sets up teams - must be called first...
DefaultGame::missionLoadDone(%game);
//initialize the score and flag count for all the players
%count = ClientGroup.getCount();
for(%i = 0; %i < %count; %i++)
{
%client = ClientGroup.getObject(%i);
%game.resetScore(%client);
%client.flagCount = 1;
%client.trackWaypoint = "";
%client.playerTrackLine = -1;
}
$TopClient = -1;
$TopClientScore = 0;
//create the Flag group
$FlagGroup = nameToID("MissionCleanup/FlagGroup");
if ($FlagGroup <= 0)
{
$FlagGroup = new SimGroup("FlagGroup");
MissionCleanup.add($FlagGroup);
}
//create the "yard sale waypoint set"
if(nameToId("HuntersYardSaleSet") <= 0)
{
$HuntersYardSaleSet = new SimSet("HuntersYardSaleSet");
MissionCleanup.add($HuntersYardSaleSet);
}
}
function HuntersGame::startMatch(%game)
{
//call the default
DefaultGame::startMatch(%game);
//schedule the hoard countdowns
%game.setupHoardCountdown();
}
function HuntersGame::setupHoardCountdown(%game)
{
//delete all previous scheduled calls...
cancel(%game.hoardStart30);
cancel(%game.hoardStart10);
cancel(%game.hoardStart5);
cancel(%game.hoardStart4);
cancel(%game.hoardStart3);
cancel(%game.hoardStart2);
cancel(%game.hoardStart1);
cancel(%game.hoardStart0);
cancel(%game.hoardEnd30);
cancel(%game.hoardEnd10);
cancel(%game.hoardEnd5);
cancel(%game.hoardEnd4);
cancel(%game.hoardEnd3);
cancel(%game.hoardEnd2);
cancel(%game.hoardEnd1);
cancel(%game.hoardEnd0);
//schedule hoard mode start notify calls
%curTimeLeftMS = ($Host::TimeLimit * 60 * 1000) + $missionStartTime - getSimTime();
%hoardStartTimeMS = %game.HoardStartTime * 60 * 1000;
if (%curTimeLeftMS >= %hoardStartTimeMS + 30000)
%game.hoardStart30 = %game.schedule(%curTimeLeftMS - (%hoardStartTimeMS + 30000), "notifyHoardStart", 30);
if (%curTimeLeftMS >= %hoardStartTimeMS + 10000)
%game.hoardStart10 = %game.schedule(%curTimeLeftMS - (%hoardStartTimeMS + 10000), "notifyHoardStart", 10);
if (%curTimeLeftMS >= %hoardStartTimeMS + 5000)
%game.hoardStart5 = %game.schedule(%curTimeLeftMS - (%hoardStartTimeMS + 5000), "notifyHoardStart", 5);
if (%curTimeLeftMS >= %hoardStartTimeMS + 4000)
%game.hoardStart4 = %game.schedule(%curTimeLeftMS - (%hoardStartTimeMS + 4000), "notifyHoardStart", 4);
if (%curTimeLeftMS >= %hoardStartTimeMS + 3000)
%game.hoardStart3 = %game.schedule(%curTimeLeftMS - (%hoardStartTimeMS + 3000), "notifyHoardStart", 3);
if (%curTimeLeftMS >= %hoardStartTimeMS + 2000)
%game.hoardStart2 = %game.schedule(%curTimeLeftMS - (%hoardStartTimeMS + 2000), "notifyHoardStart", 2);
if (%curTimeLeftMS >= %hoardStartTimeMS + 1000)
%game.hoardStart1 = %game.schedule(%curTimeLeftMS - (%hoardStartTimeMS + 1000), "notifyHoardStart", 1);
if (%curTimeLeftMS >= %hoardStartTimeMS)
%game.hoardStart0 = %game.schedule(%curTimeLeftMS - %hoardStartTimeMS, "notifyHoardStart", 0);
//schedule hoard mode end notify calls
%hoardEndTimeMS = %game.HoardEndTime * 60 * 1000;
if (%curTimeLeftMS >= %hoardEndTimeMS + 30000)
%game.hoardEnd30 = %game.schedule(%curTimeLeftMS - (%hoardEndTimeMS + 30000), "notifyHoardEnd", 30);
if (%curTimeLeftMS >= %hoardEndTimeMS + 10000)
%game.hoardEnd10 = %game.schedule(%curTimeLeftMS - (%hoardEndTimeMS + 10000), "notifyHoardEnd", 10);
if (%curTimeLeftMS >= %hoardEndTimeMS + 5000)
%game.hoardEnd5 = %game.schedule(%curTimeLeftMS - (%hoardEndTimeMS + 5000), "notifyHoardEnd", 5);
if (%curTimeLeftMS >= %hoardEndTimeMS + 4000)
%game.hoardEnd4 = %game.schedule(%curTimeLeftMS - (%hoardEndTimeMS + 4000), "notifyHoardEnd", 4);
if (%curTimeLeftMS >= %hoardEndTimeMS + 3000)
%game.hoardEnd3 = %game.schedule(%curTimeLeftMS - (%hoardEndTimeMS + 3000), "notifyHoardEnd", 3);
if (%curTimeLeftMS >= %hoardEndTimeMS + 2000)
%game.hoardEnd2 = %game.schedule(%curTimeLeftMS - (%hoardEndTimeMS + 2000), "notifyHoardEnd", 2);
if (%curTimeLeftMS >= %hoardEndTimeMS + 1000)
%game.hoardEnd1 = %game.schedule(%curTimeLeftMS - (%hoardEndTimeMS + 1000), "notifyHoardEnd", 1);
if (%curTimeLeftMS >= %hoardEndTimeMS)
%game.hoardEnd0 = %game.schedule(%curTimeLeftMS - %hoardEndTimeMS, "notifyHoardEnd", 0);
}
function HuntersGame::notifyHoardStart(%game, %seconds)
{
if (%game.HoardMode)
{
if (%seconds > 1)
messageAll('MsgHuntersHoardNotifyStart', '\c2%1 seconds left until the HOARD period begins.~wfx/misc/hunters_%1.wav', %seconds);
else if (%seconds == 1)
messageAll('MsgHuntersHoardNotifyStart', '\c21 second left until the HOARD period begins.~wfx/misc/hunters_1.wav');
else
{
messageAll('MsgHuntHoardNotifyStarted', '\c2The HOARD period has begun.~wfx/misc/hunters_horde.wav');
logEcho("hoard mode start");
%game.setNexusDisabled();
cancel(%game.greedNexusFlash);
}
}
}
function HuntersGame::notifyHoardEnd(%game, %seconds)
{
if (%game.HoardMode)
{
if (%seconds > 1)
messageAll('MsgHuntersHoardNotifyEnd', '\c2%1 seconds left until the HOARD period ends.~wfx/misc/hunters_%1.wav', %seconds);
else if (%seconds == 1)
messageAll('MsgHuntersHoardNotifyEnd', '\c21 second left until the HOARD period ends.~wfx/misc/hunters_1.wav');
else
{
messageAll('MsgHuntersHoardNotifyEnded', '\c2The HOARD period has ended!~wfx/misc/hunters_greed.wav');
logEcho("hoard mode end");
%game.setNexusEnabled();
cancel(%game.greedNexusFlash);
}
}
}
function HuntersGame::clientJoinTeam( %game, %client, %team, %respawn )
{
%game.assignClientTeam( %client );
// Spawn the player:
%game.spawnPlayer( %client, %respawn );
}
//-----------------------------------------------------------------------------
//Player spawn/death functions
function HuntersGame::assignClientTeam(%game, %client)
{
%client.team = 0;
//initialize the team array
for (%i = 1; %i < 32; %i++)
$HuntersTeamArray[%i] = false;
%game.maxSensorGroup = 0;
%count = ClientGroup.getCount();
for (%i = 0; %i < %count; %i++)
{
%cl = ClientGroup.getObject(%i);
if (%cl.team != 0)
$HuntersTeamArray[%cl.team] = true;
//need to set the number of sensor groups to the max...
if (%cl.team > %game.maxSensorGroup)
%game.maxSensorGroup = %cl.team;
}
//now loop through the team array, looking for an empty team
for (%i = 1; %i < 32; %i++)
{
if (! $HuntersTeamArray[%i])
{
%client.team = %i;
if (%client.team > %game.maxSensorGroup)
%game.maxSensorGroup = %client.team;
break;
}
}
// set player's skin pref here
setTargetSkin(%client.target, %client.skin);
// Let everybody know you are no longer an observer:
messageAll( 'MsgClientJoinTeam', '\c1%1 has joined the hunt.', %client.name, "", %client, 1 );
updateCanListenState( %client );
//now set the max number of sensor groups...
setSensorGroupCount(%game.maxSensorGroup + 1);
}
function HuntersGame::createPlayer(%game, %client, %spawnLoc, %respawn)
{
//first call the default
DefaultGame::createPlayer(%game, %client, %spawnLoc, %respawn);
//now set the sensor group
%client.setSensorGroup(%client.team);
}
function HuntersGame::pickPlayerSpawn(%game, %client, %respawn)
{
return %game.pickTeamSpawn(1);
}
function HuntersGame::playerSpawned(%game, %player, %armor)
{
//intialize
%client = %player.client;
%client.flagCount = 1;
%client.isDead = false;
//make sure they're not still taking camping damage...
cancel(%client.campingThread);
//continue with the default
DefaultGame::playerSpawned(%game, %player, %armor);
}
function HuntersGame::onClientKilled(%game, %clVictim, %clKiller, %damageType, %implement, %damageLoc)
{
//set the flag
%clVictim.isDead = true;
//set the greed variable if required
if (!%game.teamMode && $missionRunning)
{
if (%clVictim.flagCount - 1 > %game.greedFlagCount)
{
%game.greedFlagCount = %clVictim.flagCount - 1;
%game.greedFlagName = getTaggedString(%clVictim.name);
}
}
//first, drop all the flags
HuntersGame::dropFlag(%game, %clVictim.player);
//now call the default game stuff
DefaultGame::onClientKilled(%game, %clVictim, %clKiller, %damageType, %implement, %damageLoc);
messageClient(%clVictim, 'MsgHuntYouHaveFlags', "", 0);
}
function HuntersGame::updateKillScores(%game, %clVictim, %clKiller, %damageType, %implement)
{
if (%game.testKill(%clVictim, %clKiller)) //verify victim was an enemy
{
%game.awardScoreKill(%clKiller);
%game.awardScoreDeath(%clVictim);
}
else if (%game.testSuicide(%clVictim, %clKiller, %damageType)) //otherwise test for suicide
%game.awardScoreSuicide(%clVictim);
}
function Huntersgame::awardScoreKill(%game, %client)
{
//call the default
DefaultGame::awardScoreKill(%game, %client);
//check if we have a new leader
if (!%game.teamMode && (%client.score > $TopClientScore))
{
$TopClientScore = %client.score;
//this message is annoying!
//if (%client != $TopClient)
// messageAll('MsgHuntNewTopScore', '\c0%1 has taken the lead with a score of %2!~wfx/misc/flag_capture.wav', %client.name, %client.score);
$TopClient = %client;
}
}
function Huntersgame::awardScoreSuicide(%game, %client)
{
//call the default
DefaultGame::awardScoreSuicide(%game, %client);
//check if we have a new leader
if (!%game.teamMode && %client == $TopClient && (%client.score < $TopClientScore))
{
//first lower the topClientScore var
$TopClientScore = %client.score;
//see if there's a new leader...
%highestScore = %client.score;
%highestScoreClient = -1;
for (%i = 0; %i < ClientGroup.getCount(); %i++)
{
%cl = ClientGroup.getObject(%i);
if (%cl.score > %highestScore)
{
%highestScore = %cl.score;
%highestScoreClient = %cl;
}
}
//did we find someone?
if (%highestScoreClient > 0)
{
$TopClientScore = %highestScoreClient.score;
$TopClient = %highestScoreClient;
//this message is annoying...
//messageAll('MsgHuntNewTopScore', '\c0%1 is now in the lead with a score of %2!~wfx/misc/flag_capture.wav', %highestScoreClient.name, %highestScoreClient.score);
}
}
}
function HuntersGame::equip(%game, %player)
{
for(%i =0; %i<$InventoryHudCount; %i++)
%player.client.setInventoryHudItem($InventoryHudData[%i, itemDataName], 0, 1);
//%player.setArmor("Light");
%player.setInventory(RepairKit,1);
%player.setInventory(Grenade,6);
%player.setInventory(Blaster,1);
%player.setInventory(Chaingun,1);
%player.setInventory(ChaingunAmmo, 100);
%player.setInventory(Disc,1);
%player.setInventory(DiscAmmo, 20);
%player.setInventory(EnergyPack,1);
%player.setInventory(TargetingLaser, 1);
%player.weaponCount = 3;
%player.use("Disc");
}
//-----------------------------------------------------------------------------
//flag functions
function HuntersGame::playerDroppedFlag(%game, %player)
{
// this stuff has all been moved to HuntersGame::dropFlag
// we really don't want something to happen for *every* flag a player drops anyway
}
function HuntersStartFlagTimeOut(%flag)
{
// start the fade out...
%flag.startFade(Game.fadeTimeMS, 0, true);
schedule(Game.fadeTimeMS, %flag, "HuntersEndFlagTimeOut", %flag);
}
function HuntersEndFlagTimeOut(%flag)
{
%flag.delete();
}
function HuntersYardSaleTimeOut(%waypoint)
{
%waypoint.delete();
}
function HuntersGame::updateFlagHoarder(%game, %eventClient)
{
%hoarder = -1;
%maxFlags = -1;
%count = ClientGroup.getCount();
for (%i = 0; %i < %count; %i++)
{
%client = ClientGroup.getObject(%i);
if (%client.flagCount > %game.flagHoarderMin && %client.flagCount > %maxFlags)
{
%maxflags = %client.flagCount;
%hoarder = %client;
}
}
//if we found our hoarder, set the waypoint, otherwise, delete it
if (%hoarder > 0)
{
//only update if the event (capping, picking up flag, etc...) was the actual hoarder
if (!isObject(%game.flagHoarder) || %game.flagHoarder == %eventClient)
{
if (!isObject(%game.hoarderWaypoint))
{
//create a waypoint at player's location...
%game.hoarderWaypoint = new WayPoint()
{
position = %hoarder.player.position;
rotation = "1 0 0 0";
scale = "1 1 1";
name = "Flag Hoarder Was Here";
dataBlock = "WayPointMarker";
lockCount = "0";
homingCount = "0";
team = 0;
};
//add the waypoint to the cleanup group
MissionCleanup.add(%game.hoarderWaypoint);
}
//set the position
%game.flagHoarder = %hoarder;
%game.hoarderWaypoint.setTransform(%hoarder.player.getWorldBoxCenter() SPC "0 0 1 0");
}
}
else if (isObject(%game.hoarderWaypoint))
{
%game.flaghoarder = "";
%game.hoarderWaypoint.delete();
}
}
function HuntersGame::sendFlagCountMessage(%game, %client)
{
//send the messages
if (%client.flagCount - 1 == 1)
{
messageAllExcept(%client, -1, 'MsgHuntPlayerHasFlags', '\c2%1 now has 1 flag.', %client.name, 1);
messageClient(%client, 'MsgHuntYouHaveFlags', '\c2You now have 1 flag.', %client.flagCount - 1);
}
else if (%client.flagCount - 1 > 1)
{
messageAllExcept(%client, -1, 'MsgHuntPlayerHasFlags', '\c2%1 now has %2 flags.', %client.name, %client.flagCount - 1);
messageClient(%client, 'MsgHuntYouHaveFlags', '\c2You now have %1 flags.', %client.flagCount - 1);
}
}
function HuntersGame::playerTouchFlag(%game, %player, %flag)
{
//make sure the player is still alive
%client = %player.client;
if (%player.getState() !$= "Dead")
{
//increase the count bye the flag value
%flagValue = %flag.value;
%client.flagCount += %flagValue;
//delete the flag
%flag.delete();
//if the client has 5 or more flags, mount an image
if (%client.flagCount >= 5)
%player.mountImage(HuntersFlagImage, $FlagSlot);
//schedule an update message
cancel(%client.flagMsgPending);
%client.flagMsgPending = %game.schedule(%game.flagMsgDelayMS, "sendFlagCountMessage", %client);
messageClient(%client, 'MsgHuntYouHaveFlags', "", %client.flagCount - 1);
//update the log...
logEcho(%client.nameBase@" (pl "@%player@"/cl "@%client@") has "@%client.flagCount-1@" flags");
//play the sound pickup in 3D
%player.playAudio(0, HuntersFlagPickupSound);
//see if the client could set the record
if (!%game.teamMode && !%client.couldSetRecord)
{
%numFlags = %client.flagCount - 1;
if (%numFlags > 10 && %numFlags > $Host::HuntersRecords::Count[$currentMission])
{
//see if we have at least 4 non-AI players
%humanCount = 0;
%count = ClientGroup.getCount();
for (%i = 0; %i < %count; %i++)
{
%cl = ClientGroup.getObject(%i);
if (!%cl.isAIControlled())
%humanCount++;
if (%humanCount >= %game.numHumansForRecord)
break;
}
if (%humanCount >= %game.numHumansForRecord)
{
%client.couldSetRecord = true;
//send a message right away...
if (isEventPending(%client.flagMsgPending))
{
cancel(%client.flagMsgPending);
%game.sendFlagCountMessage(%client);
}
//send a message to everyone
messageAllExcept(%client, -1, 'MsgHuntPlayerCouldSetRecord', '\c2%1 has enough flags to set the record for this mission!~wfx/misc/flag_return.wav');
messageClient(%client, 'MsgHuntYouCouldSetRecord', '\c2You have enough flags to set the record for this mission!~wfx/misc/flag_return.wav');
}
}
}
//new tracking - *everyone* automatically tracks the "flag hoarder" if they have at least 15 flags
%game.updateFlagHoarder(%client);
}
}
function HuntersGame::checkTimeLimit(%game)
{
DefaultGame::checkTimeLimit(%game);
//make sure the hoard counter is also up to date
%curTimeLeftMS = ($Host::TimeLimit * 60 * 1000) + $missionStartTime - getSimTime();
messageAll('MsgHuntHoardStatus', "", %game.HoardMode, $Host::TimeLimit, %curTimeLeftMS, %game.HoardStartTime, %game.HoardDuration);
}
function HuntersGame::timeLimitReached(%game)
{
logEcho("game over (timelimit)");
%game.gameOver();
cycleMissions();
}
function HuntersGame::scoreLimitReached(%game)
{
//no such thing as a score limit in Hunters...
}
function HuntersGame::gameOver(%game)
{
//call the default
DefaultGame::gameOver(%game);
messageAll('MsgGameOver', "Match has ended.~wvoice/announcer/ann.gameover.wav" );
messageAll('MsgClearObjHud', "");
for(%i = 0; %i < ClientGroup.getCount(); %i ++)
{
%client = ClientGroup.getObject(%i);
Game.resetScore(%client);
cancel(%client.oobSched);
}
}
function HuntersGame::checkScoreLimit(%game, %client)
{
//no such thing as a score limit in Hunters...
}
//-----------------------------------------------------------------------------
//Nexus functions
function HuntersGame::setNexusDisabled(%game)
{
//set the animations
Game.Nexus.playThread(1, "transition");
Game.NexusCap.playthread(1, "transition");
Game.NexusBase.playthread(1, "transition");
Game.Nexus.setThreadDir(1, true);
Game.NexusCap.setThreadDir(1, true);
Game.NexusBase.setThreadDir(1, true);
}
function HuntersGame::setNexusEnabled(%game)
{
//set the animations
Game.Nexus.playThread(1, "transition");
Game.NexusCap.playthread(1, "transition");
Game.NexusBase.playthread(1, "transition");
Game.Nexus.setThreadDir(1, false);
Game.NexusCap.setThreadDir(1, false);
Game.NexusBase.setThreadDir(1, false);
}
function HuntersGame::flashNexus(%game)
{
//set the animations
Game.Nexus.playThread(1, "flash");
Game.NexusCap.playthread(1, "flash");
Game.NexusBase.playthread(1, "flash");
Game.Nexus.setThreadDir(1, Game.Nexus.flashThreadDir);
Game.NexusCap.setThreadDir(1, Game.Nexus.flashThreadDir);
Game.NexusBase.setThreadDir(1, Game.Nexus.flashThreadDir);
Game.Nexus.flashThreadDir = !Game.Nexus.flashThreadDir;
}
function HuntersGame::NexusSparkEmitter(%game, %client, %cap, %numToScore)
{
if (isObject(%client.nexusEmitter))
%client.nexusEmitter.delete();
%client.nexusEmitter = new ParticleEmissionDummy()
{
//position = getWord(%client.player.position, 0) SPC getWord(%client.player.position, 1) SPC getWord(%client.player.position, 2) + 3;
position = (%cap ? Game.nexus.getWorldBoxCenter() : %client.player.getWorldBoxCenter());
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = defaultEmissionDummy;
emitter = (%cap ? NexusParticleCapEmitter : NexusParticleDeniedEmitter);
velocity = "1";
};
MissionCleanup.add(%client.nexusEmitter);
//the effect should only last a few seconds
if (%cap)
{
%timeMS = (%numToScore < 10 ? 200 : %numToScore * 20);
%client.nexusEmitter.schedule(%timeMS, "delete");
}
else
%client.nexusEmitter.schedule(200, "delete");
}
function HuntersGame::hoardModeActive(%game, %wouldBeActive)
{
if (%wouldBeActive $= "")
%wouldBeActive = false;
//see if hoard mode is on and active
if (%game.HoardMode || %wouldBeActive)
{
%missionEndTime = ($Host::TimeLimit * 60 * 1000) + $missionStartTime;
%timeLeftMS = %missionEndTime - getSimTime();
%hoardStartTime = %game.HoardStartTime * 60 * 1000;
%hoardEndTime = %hoardStartTime - (%game.HoardDuration * 60 * 1000);
if (%timeLeftMS <= %hoardStartTime && %timeLeftMS > %hoardEndTime)
return true;
}
return false;
}
function Nexus::onCollision(%data, %obj, %colObj)
{
//make sure it was a player that entered the trigger
if((%colObj.getDataBlock().className $= Armor) && (%colObj.getState() !$= "Dead"))
{
%player = %colObj;
%client = %player.client;
// if player has been to the nexus within last 5 seconds, don't keep spamming messages
if((getSimTime() - %player.lastNexusTime) < 5000)
return;
%player.lastNexusTime = getSimTime();
if(Game.hoardModeActive())
{
messageClient(%client, 'MsgHuntHoardNoCap', '\c2Hoard mode is in effect! You cannot return any flags right now.~wfx/powered/nexus_deny.wav');
//apply a "bounce" impulse to the player
%velocity = %player.getVelocity();
if (VectorDist("0 0 0", %velocity) < 2)
%velocityNorm = "0 20 0";
else
%velocityNorm = VectorScale(VectorNormalize(%velocity), 20);
%vector = VectorScale(%velocityNorm, -200);
%player.applyImpulse(%player.position, %vector);
Game.NexusSparkEmitter(%client, false);
return;
}
// you can't cap your own flag
%numToScore = %client.flagCount - 1;
if (Game.greedMode && (%numToScore < Game.GreedMinFlags) && (%numToScore >= 1))
{
messageClient(%client, 'MsgHuntNeedGreed', '\c2Greed mode is ON! You must have %1 flags before you can return them.~wfx/powered/nexus_deny.wav', Game.GreedMinFlags);
//transition the Nexus to the "off" animation and back again
Game.flashNexus();
//apply a "bounce" impuse to the player
%velocity = %player.getVelocity();
if (VectorDist("0 0 0", %velocity) < 2)
%velocityNorm = "0 20 0";
else
%velocityNorm = VectorScale(VectorNormalize(%velocity), 20);
%vector = VectorScale(%velocityNorm, -200);
%player.applyImpulse(%player.position, %vector);
Game.NexusSparkEmitter(%client, false);
return;
}
//send the flags message right away...
if (isEventPending(%client.flagMsgPending))
{
cancel(%client.flagMsgPending);
%game.sendFlagCountMessage(%client);
}
//unless the nexus is very near the mission boundary, there should be no oobSched to cancel, but...
cancel(%client.oobSched);
//score the flags
%totalScore = (%numToScore * (%numToScore + 1)) / 2;
if (Game.teamMode)
{
$teamScore[%client.team] += %totalScore;
logEcho(%client.nameBase@" (pl "@%player@"/cl "@%client@") score "@%numToScore@" flags worth "@%totalScore@" pts for team "@%client.team);
messageAll('MsgTeamScoreIs', "", %client.team, $teamScore[%client.team]);
Game.recalcTeamRanks(%client.team);
}
else
{
%client.flagPoints += %totalScore;
logEcho(%client.nameBase@" (pl "@%player@"/cl "@%client@") score "@%numToScore@" flags worth "@%totalScore@" pts");
Game.recalcScore(%client);
//see if we should set the highest for the mission here
if (%numToScore > Game.highestFlagReturnCount)
{
Game.highestFlagReturnCount = %numToScore;
Game.highestFlagReturnName = getTaggedString(%client.name);
}
}
//reset the flags
%client.flagCount = 1;
%client.couldSetRecord = false;
%player.unMountImage($FlagSlot);
messageClient(%client, 'MsgHuntYouHaveFlags', "", 0);
//see if it's the top score
if (!Game.teamMode && (%client.score > $TopClientScore))
%topScore = true;
else
%topScore = false;
//send the messages
if (%numToScore <= 0)
{
messageClient(%client, 'MsgHuntYouNeedHelp', '\c2Pick up flags and bring them here to score points.~wfx/misc/nexus_idle.wav');
}
else if (%numToScore == 1)
{
if(Game.teamMode)
messageAllExcept(%client, -1, 'MsgHuntPlayerScored', '\c2%1 returned 1 flag (1 point) for %2.~wfx/misc/nexus_cap.wav', %client.name, $TeamName[%client.team], 1);
else
{
messageAllExcept(%client, -1, 'MsgHuntPlayerScored', '\c2%1 returned 1 flag for 1 point.~wfx/misc/nexus_cap.wav', %client.name, 1);
//new tracking - *everyone* automatically tracks the "flag hoarder" if they have at least 15 flags
Game.updateFlagHoarder(%client);
}
//add the nexus effect
Game.NexusSparkEmitter(%client, true, %numToScore);
messageClient(%client, 'MsgHuntYouScored', '\c2You returned 1 flag for 1 point.~wfx/misc/nexus_cap.wav', 1);
}
else if (%numToScore < 5)
{
if(Game.teamMode)
messageAllExcept(%client, -1, 'MsgHuntPlayerScored', '\c2%1 returned %2 flags (%3 points) for %4.~wfx/misc/nexus_cap.wav', %client.name, %numToScore, %totalScore, $TeamName[%client.team]);
else
{
messageAllExcept(%client, -1, 'MsgHuntPlayerScored', '\c2%1 returned %2 flags for %3 points.~wfx/misc/nexus_cap.wav', %client.name, %numToScore, %totalScore);
//new tracking - *everyone* automatically tracks the "flag hoarder" if they have at least 15 flags
Game.updateFlagHoarder(%client);
}
//add the nexus effect
Game.NexusSparkEmitter(%client, true, %numToScore);
messageClient(%client, 'MsgHuntYouScored', '\c2You returned %1 flags for %2 points.~wfx/misc/nexus_cap.wav', %numToScore, %totalScore);
}
else
{
if(Game.teamMode)
messageAllExcept(%client, -1, 'MsgHuntPlayerScored', '\c2%1 returned %2 flags (%3 points) for %4.~wfx/misc/nexus_cap.wav', %client.name, %numToScore, %totalScore, $TeamName[%client.team]);
else
{
messageAllExcept(%client, -1, 'MsgHuntPlayerScored', '\c2%1 returned %2 flags for %3 points.~wfx/misc/nexus_cap.wav', %client.name, %numToScore, %totalScore);
//new tracking - *everyone* automatically tracks the "flag hoarder" if they have at least 15 flags
Game.updateFlagHoarder(%client);
}
//add the nexus effect
Game.NexusSparkEmitter(%client, true, %numToScore);
messageClient(%client, 'MsgHuntYouScored', '\c2You returned %1 flags for %2 points.~wfx/misc/nexus_cap.wav', %numToScore, %totalScore);
}
//see if it's the top score
if (%topScore)
{
$TopClientScore = %client.score;
if (%client == $TopClient)
{
if (%numToScore >= 5)
messageAll('MsgHuntTopScore', '\c0%1 is leading with a score of %2!~wfx/misc/flag_capture.wav', %client.name, %client.score);
else
messageAll('MsgHuntTopScore', '\c0%1 is leading with a score of %2!', %client.name, %client.score);
}
else
messageAll('MsgHuntNewTopScore', '\c0%1 has taken the lead with a score of %2!~wfx/misc/flag_capture.wav', %client.name, %client.score);
$TopClient = %client;
}
//see if it's a record
if (%numToScore > 10 && %numToScore > $Host::HuntersRecords::Count[$currentMission])
{
//see if we have at least 4 non-AI players
%humanCount = 0;
%count = ClientGroup.getCount();
for (%i = 0; %i < %count; %i++)
{
%cl = ClientGroup.getObject(%i);
if (!%cl.isAIControlled())
%humanCount++;
if (%humanCount >= Game.numHumansForRecord)
break;
}
if (%humanCount >= Game.numHumansForRecord)
{
$Host::HuntersRecords::Count[$currentMission] = %numToScore;
$Host::HuntersRecords::Name[$currentMission] = getTaggedString(%client.name);
//send a message to everyone
messageAllExcept(%client, -1, 'MsgHuntPlayerSetRecord', '\c2%1 set the record for this mission with a return of %2 flags!~wfx/misc/flag_return.wav', %client.name, %numToScore);
messageClient(%client, 'MsgHuntYouSetRecord', '\c2You set the record for this mission with a return of %1 flags!~wfx/misc/flag_return.wav', %numToScore);
//update the records file...
export( "$Host::HuntersRecords::*", "prefs/HuntersRecords.cs", false );
//once the record has been set, reset everyone's tag
for (%i = 0; %i < %count; %i++)
{
%cl = ClientGroup.getObject(%count);
%cl.couldSetRecord = false;
}
}
}
if(Game.teamMode)
Game.checkScoreLimit(%team);
else
Game.checkScoreLimit(%client);
}
}
function HuntersGame::clientMissionDropReady(%game, %client)
{
//%client.rank = ClientGroup.getCount();
messageClient(%client, 'MsgClientReady',"", %game.class);
//messageClient(%client, 'MsgHuntGreedStatus', "", %game.greedMode, %game.GreedMinFlags);
//%curTimeLeftMS = ($Host::TimeLimit * 60 * 1000) + $missionStartTime - getSimTime();
//messageClient(%client, 'MsgHuntHoardStatus', "", %game.HoardMode, $Host::TimeLimit, %curTimeLeftMS, %game.HoardStartTime, %game.HoardDuration);
messageClient(%client, 'MsgHuntYouHaveFlags', "", 0);
messageClient(%client, 'MsgYourScoreIs', "", 0);
// MES function below does not exist
//%game.populateRankArray(%client);
//messageClient(%client, 'MsgYourRankIs', "", -1);
messageClient(%client, 'MsgMissionDropInfo', '\c0You are in mission %1 (%2).', $MissionDisplayName, $MissionTypeDisplayName, $ServerName );
DefaultGame::clientMissionDropReady(%game, %client);
}
function HuntersGame::AIHasJoined(%game, %client)
{
//let everyone know the player has joined the game
//messageAllExcept(%client, -1, 'MsgClientJoin', '%1 joined the game.', %client.name, "", %client, 1);
}
function HuntersGame::resetScore(%game, %client)
{
%client.score = 0;
%client.suicides = 0;
%client.kills = 0;
%client.teamKills = 0;
%client.deaths = 0;
%client.flagPoints = 0;
}
function HuntersGame::recalcScore(%game, %cl)
{
if (%cl <= 0)
return;
%killValue = %cl.kills * %game.SCORE_PER_KILL;
%deathValue = %cl.deaths * %game.SCORE_PER_DEATH;
if (%killValue - %deathValue == 0)
%killPoints = 0;
else
%killPoints = (%killValue * %killValue) / (%killValue - %deathValue);
%cl.score = %killPoints;
%cl.score += %cl.flagPoints;
%cl.score += %cl.suicides * %game.SCORE_PER_SUICIDE;
//%cl.score = mFloatLength(%cl.score, 1);
%cl.score = mFloor(%cl.score);
//must send the message to update the HUD
messageClient(%cl, 'MsgYourScoreIs', "", %cl.score);
%game.recalcTeamRanks(%cl);
}
function HuntersGame::sendGameVoteMenu( %game, %client, %key )
{
// Don't send any options if a vote is already running:
if ( %game.scheduleVote $= "" )
{
// First send the common options:
DefaultGame::sendGameVoteMenu( %game, %client, %key );
if (!isDemo() && !isDemoServer())
{
if(!%client.isAdmin)
{
// Now send the Hunters-specific options:
if ( %game.greedMode )
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteGreedMode', 'disable greed mode', 'Vote Disable GREED Mode' );
else
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteGreedMode', 'enable greed mode', 'Vote Enable GREED Mode' );
if ( %game.HoardMode )
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteHoardMode', 'disable hoard mode', 'Vote Disable HOARD Mode' );
else
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteHoardMode', 'enable hoard mode', 'Vote Enable HOARD Mode' );
}
else
{
if ( %game.greedMode )
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteGreedMode', 'disable greed mode', 'Disable GREED Mode' );
else
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteGreedMode', 'enable greed mode', 'Enable GREED Mode' );
if ( %game.HoardMode )
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteHoardMode', 'disable hoard mode', 'Disable HOARD Mode' );
else
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteHoardMode', 'enable hoard mode', 'Enable HOARD Mode' );
}
}
}
}
function HuntersGame::voteGreedMode( %game, %admin, %player )
{
%cause = "";
%setto = "";
if ( %admin )
{
if ( %game.greedMode )
{
messageAll( 'AdminDisableGreedMode', '\c2The Admin has disabled GREED mode.~wfx/misc/hunters_greed.wav' );
%game.greedMode = false;
%setto = "disabled";
}
else
{
messageAll( 'AdminEnableGreedMode', '\c2The Admin has enabled GREED mode.~wfx/misc/hunters_greed.wav' );
%game.greedMode = true;
%setto = "enabled";
}
%cause = "(admin)";
}
else
{
%totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
if ( %totalVotes > 0 && ( %game.totalVotesFor / %totalVotes ) > 0.7 )
{
if ( %game.greedMode )
{
messageAll( 'MsgVotePassed', '\c2GREED mode was disabled by vote.~wfx/misc/hunters_greed.wav' );
%game.greedMode = false;
%setto = "disabled";
}
else
{
messageAll( 'MsgVotePassed', '\c2GREED mode was enabled by vote.~wfx/misc/hunters_greed.wav' );
%game.greedMode = true;
%setto = "enabled";
}
%cause = "(vote)";
// alxPlay(VotePassSound, 0, 0, 0);
}
else
{
if ( %game.greedMode )
messageAll( 'MsgVoteFailed', '\c2Disable GREED mode vote did not pass, %1 to %2.', %game.totalVotesFor, %game.totalVotesAgainst );
else
messageAll( 'MsgVoteFailed', '\c2Enable GREED mode vote did not pass, %1 to %2.', %game.totalVotesFor, %game.totalVotesAgainst );
// alxPlay(VoteNotPassSound, 0, 0, 0);
}
}
//send the global message
messageAll('MsgHuntGreedStatus', "", %game.greedMode, %game.GreedMinFlags);
if(%setto !$= "")
logEcho("greed mode "@%setto SPC %cause);
//store the result
if (%game.teamMode)
$Host::TeamHuntersGreedMode = %game.greedMode;
else
$Host::HuntersGreedMode = %game.greedMode;
}
function HuntersGame::voteHoardMode( %game, %admin, %player )
{
%cause = "";
%setto = "";
if ( %admin )
{
if ( %game.HoardMode )
{
messageAll( 'AdminDisableHoardMode', '\c2The Admin has disabled HOARD mode.' );
%game.HoardMode = false;
%setto = "disabled";
}
else
{
messageAll( 'AdminEnableHoardMode', '\c2The Admin has enabled HOARD mode.' );
%game.HoardMode = true;
%setto = "enabled";
}
%cause = "(admin)";
}
else
{
%totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
if ( %totalVotes > 0 && ( %game.totalVotesFor / %totalVotes ) > 0.7 )
{
if ( %game.HoardMode )
{
messageAll( 'MsgVotePassed', '\c2HOARD mode was disabled by vote.' );
%game.HoardMode = false;
%setto = "disabled";
}
else
{
messageAll( 'MsgVotePassed', '\c2HOARD mode was enabled by vote.' );
%game.HoardMode = true;
%setto = "enabled";
}
%cause = "(vote)";
// alxPlay(VotePassSound, 0, 0, 0);
}
else
{
if ( %game.HoardMode )
messageAll( 'MsgVoteFailed', '\c2Disable HOARD mode vote did not pass, %1 to %2.', %game.totalVotesFor, %game.totalVotesAgainst );
else
messageAll( 'MsgVoteFailed', '\c2Enable HOARD mode vote did not pass, %1 to %2.', %game.totalVotesFor, %game.totalVotesAgainst );
// alxPlay(VoteNotPassSound, 0, 0, 0);
}
}
//send the global message
%curTimeLeftMS = ($Host::TimeLimit * 60 * 1000) + $missionStartTime - getSimTime();
messageAll('MsgHuntHoardStatus', "", %game.HoardMode, $Host::TimeLimit, %curTimeLeftMS, %game.HoardStartTime, %game.HoardDuration);
if(%setto !$= "")
logEcho("hoard mode "@%setto SPC %cause);
//store the result
if (%game.teamMode)
$Host::TeamHuntersHoardMode = %game.HoardMode;
else
$Host::HuntersHoardMode = %game.HoardMode;
}
function HuntersGame::voteChangeTimeLimit( %game, %admin, %newLimit )
{
%oldTimeLimit = $Host::TimeLimit;
DefaultGame::voteChangeTimeLimit(%game, %admin, %newLimit);
//if the time limit changed, this will affect hoard mode:
if ($Host::TimeLimit != %oldTimeLimit)
{
%game.setupHoardCountdown();
}
}
function createDroppedFlag(%data, %value, %player, %game)
{
%client = %player.client;
%playerPos = %player.getWorldBoxCenter();
// create a flag and throw it
%droppedflag = new Item() {
position = %playerPos;
rotation = "0 0 1 " @ (getRandom() * 360);
scale = "1 1 1";
dataBlock = %data;
collideable = "0";
static = "0";
rotate = "0";
team = "0";
};
$FlagGroup.add(%droppedflag);
%droppedFlag.value = %value;
// set the flags target (for proper skin)
%droppedFlag.setTarget(%data.target);
//throw the flag randomly away from the body
if (%client.isDead)
{
%vec = (-1.0 + getRandom() * 2.0) SPC (-1.0 + getRandom() * 2.0) SPC getRandom();
%vec = VectorScale(%vec, 1000 + (getRandom() * 500));
// Add player's velocity
%vec = vectorAdd(%vec, %player.getVelocity());
}
//else if the player is Out of bounds, throw them in the direction of the nexus
else if (%client.outOfBounds)
{
%towardsNexusVec = VectorSub(%game.nexus.position, %player.position);
%towardsNexusVec = getWord(%towardsNexusVec, 0) SPC getWord(%towardsNexusVec, 1) SPC "0";
%towardsNexusVec = VectorNormalize(%towardsNexusVec);
//add a little noise
%vec = getWord(%towardsNexusVec, 0) + (-0.3 + getRandom() * 0.6) SPC
getWord(%towardsNexusVec, 1) + (-0.3 + getRandom() * 0.6) SPC
getWord(%towardsNexusVec, 2);
%vec = VectorScale(%vec, 1000 + (getRandom() * 500));
}
//else throw them more or less in the direction the player was facing...
else
{
%playerFacingVec = MatrixMulVector("0 0 0 " @ getWords(%client.player.getTransform(), 3, 6), "0 1 0");
%playerFacingVec = VectorNormalize(%playerFacingVec);
//add a little noise
%vec = getWord(%playerFacingVec, 0) + (-0.3 + getRandom() * 0.6) SPC
getWord(%playerFacingVec, 1) + (-0.3 + getRandom() * 0.6) SPC
getWord(%playerFacingVec, 2);
%vec = VectorScale(%vec, 1000 + (getRandom() * 500));
// Add player's velocity
%vec = vectorAdd(%vec, %player.getVelocity());
}
%droppedflag.applyImpulse(%playerPos, %vec);
%droppedflag.setCollisionTimeout(%player);
schedule(%game.flagLifeTimeMS, %droppedflag, "HuntersStartFlagTimeOut", %droppedflag);
}
function HuntersGame::throwFlags(%game, %player)
{
%client = %player.client;
//find out how many flags to drop
if (%client.isDead)
%numFlags = %client.flagCount;
else
%numFlags = %client.flagCount - 1;
if (%numFlags <= 0)
return;
//send the flags message right away...
if (isEventPending(%client.flagMsgPending))
{
cancel(%client.flagMsgPending);
%game.sendFlagCountMessage(%client);
}
%numFlagsToDrop = %numFlags;
//reset the count (which doesn't matter if player is dead)
%client.flagCount = 1;
%client.couldSetRecord = false;
//drop the flags
%flagIncrement = 1;
%db[1] = HuntersFlag1;
%db[2] = HuntersFlag2;
%db[4] = HuntersFlag4;
%db[8] = HuntersFlag8;
%i = 0;
while (%i < %numFlagsToDrop)
{
for (%j = 0; %j < 5; %j++)
{
%numFlagsLeft = %numFlagsToDrop - %i;
if (%numFlagsLeft >= %flagIncrement)
{
createDroppedFlag(%db[%flagIncrement], %flagIncrement, %player, %game);
%i += %flagIncrement;
}
else
{
// cleanup
if (%numFlagsLeft >= 8)
{
createDroppedFlag(%db[8], 8, %player, %game);
%i += 8;
%numFlagsLeft -= 8;
}
if (%numFlagsLeft >= 4)
{
createDroppedFlag(%db[4], 4, %player, %game);
%i += 4;
%numFlagsLeft -= 4;
}
if (%numFlagsLeft >= 2)
{
createDroppedFlag(%db[2], 2, %player, %game);
%i += 2;
%numFlagsLeft -= 2;
}
if (%numFlagsLeft >= 1)
{
createDroppedFlag(%db[1], 1, %player, %game);
%i += 1;
%numFlagsLeft -= 1;
}
if (%i != %numFlagsToDrop || %numFlagsLeft != 0)
{
error("Error, missing a flag!");
}
break;
}
}
if (%flagIncrement < 8)
%flagIncrement = %flagIncrement * 2;
}
//yard sale!
if (%numFlags >= %game.yardSaleMin)
{
messageAll('MsgHuntYardSale', '\c2YARD SALE!!!~wfx/misc/yardsale.wav');
//create a waypoint at player's location...
%yardWaypoint = new WayPoint()
{
position = %player.position;
rotation = "1 0 0 0";
scale = "1 1 1";
name = "YARD SALE!";
dataBlock = "WayPointMarker";
lockCount = "0";
homingCount = "0";
team = "0";
};
//add the waypoint to the cleanup group
MissionCleanup.add(%yardWaypoint);
$HuntersYardSaleSet.add(%yardWaypoint);
schedule(30000, %yardWaypoint, "HuntersYardSaleTimeOut", %yardWaypoint);
}
//remove any mounted flag from the player
%player.unMountImage($FlagSlot);
//update the client's hud
messageClient(%client, 'MsgHuntYouHaveFlags', "", 0);
//new tracking - *everyone* automatically tracks the "flag hoarder" if they have at least 15 flags
%game.updateFlagHoarder(%client);
}
function HuntersGame::dropFlag(%game, %player)
{
//first throw the flags
%game.throwFlags(%player);
//send the messages
if (%numFlags == 1)
{
messageAllExcept(%client, -1, 'MsgHuntPlayerDroppedFlags', '\c0%1 dropped 1 flag.', %client.name, 1);
messageClient(%client, 'MsgHuntYouDroppedFlags', '\c0You dropped 1 flag.', 1);
}
else if (%numFlags > 1)
{
messageAllExcept(%client, -1, 'MsgHuntPlayerDroppedFlags', '\c0%1 dropped %2 flags.', %client.name, %numFlags);
messageClient(%client, 'MsgHuntYouDroppedFlags', '\c0You dropped %1 flags.', %numFlags);
}
logEcho(%client.nameBase@" (pl "@%player@"/cl "@%client@") dropped "@%numFlags@" flags");
}
function HuntersGame::enterMissionArea(%game, %playerData, %player)
{
if(%player.getState() $= "Dead")
return;
%client = %player.client;
%client.outOfBounds = false;
cancel(%client.oobSched);
messageClient(%player.client, 'MsgEnterMissionArea', '\c1You are back in the mission area.');
logEcho(%player.client.nameBase@" (pl "@%player@"/cl "@%player.client@") entered mission area");
cancel(%player.alertThread);
}
function HuntersGame::leaveMissionArea(%game, %playerData, %player)
{
if(%player.getState() $= "Dead")
return;
// strip flags and throw them back into the mission area
%client = %player.client;
%client.outOfBounds = true;
if (%player.client.flagCount > 1)
messageClient(%player.client, 'MsgLeaveMissionArea', '\c1You have left the mission area and will lose your flags!~wfx/misc/warning_beep.wav');
else
messageClient(%player.client, 'MsgLeaveMissionArea', '\c1You have left the mission area.~wfx/misc/warning_beep.wav');
%client.oobSched = %game.schedule(%game.oobThrowFlagsDelayMS, "outOfBoundsThrowFlags", %client);
logEcho(%player.client.nameBase@" (pl "@%player@"/cl "@%player.client@") left mission area");
}
function HuntersGame::outOfBoundsThrowFlags(%game, %client)
{
%player = %client.player;
if (!%client.outOfBounds)
return;
if (%client.flagCount > 1)
{
%game.throwFlags(%player);
messageClient(%player.client, 'MsgLeaveMissionArea', '\c1You are out of the mission area and have lost your flags!~wfx/misc/flag_taken.wav');
}
//set the next schedule check
%client.oobSched = %game.schedule(%game.oobThrowFlagsDelayMS, "outOfBoundsThrowFlags", %client);
}
function HuntersGame::onEnterTrigger(%game, %triggerName, %data, %obj, %colobj)
{
//schedule a warning in 10 seconds
%client = %colobj.client;
%client.campingThread = %game.schedule(game.nexusCampingTime, "CampingDamage", %client, true);
}
function HuntersGame::onLeaveTrigger(%game, %triggerName, %data, %obj, %colobj)
{
%client = %colobj.client;
cancel(%client.campingThread);
}
function HuntersGame::CampingDamage(%game, %client, %firstWarning)
{
//make sure we're still alive...
%player = %client.player;
if (!isObject(%player) || %player.getState() $= "Dead")
return;
//if the match hasn't yet started, don't warn or apply damage yet...
if (!$MatchStarted)
{
%client.campingThread = %game.schedule(game.nexusCampingTime / 2, "CampingDamage", %client, true);
}
else if (%firstWarning)
{
messageClient(%client, 'MsgHuntersNoCampZone', '\c2No camping near the Nexus.', 1);
%client.campingThread = %game.schedule(game.nexusCampingTime / 2, "CampingDamage", %client, false);
}
else
{
%player.setDamageFlash(0.1);
%player.damage(0, %player.position, 0.05, $DamageType::NexusCamping);
%client.campingThread = %game.schedule(1000, "CampingDamage", %client, false);
}
}
function HuntersGame::updateScoreHud(%game, %client, %tag)
{
//tricky stuff here... use two columns if we have more than 15 clients...
%numClients = $TeamRank[0, count];
if (%numClients > $ScoreHudMaxVisible)
%numColumns = 2;
// Clear the header:
messageClient( %client, 'SetScoreHudHeader', "", "" );
// Send header:
if ( %numColumns == 2 )
messageClient( %client, 'SetScoreHudSubheader', "", '<tab:5,155,225,305,455,525>\tPLAYER\tSCORE\tFLAGS\tPLAYER\tSCORE\tFLAGS' );
else
messageClient( %client, 'SetScoreHudSubheader', "", '<tab:15,235,335>\tPLAYER\tSCORE\tFLAGS' );
//find out who has the most flags
%maxFlagsClient = -1;
%maxFlags = -1;
for (%i = 0; %i < %numClients; %i++)
{
%cl = $TeamRank[0, %i];
if (%cl.flagCount > %maxFlags)
{
%maxFlags = %cl.flagCount - 1;
%maxFlagsClient = %cl;
}
}
//if no one has any flags, don't hilite anyone...
if (%maxFlags <= 0)
%maxFlagsClient = -1;
%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;
%col1ClientFlags = %col1Client.flagCount - 1;
if (%col1ClientFlags <= 0)
%col1ClientFlags = "";
%col1Style = "";
if ( %col1Client == %maxFlagsClient )
%col1Style = "<color:00dc00>";
else if ( %col1Client == %client )
%col1Style = "<color:dcdcdc>";
//see if we have two columns
if (%numColumns == 2)
{
%col2Client = "";
%col2ClientScore = "";
%col2ClientFlags = "";
%col2Style = "";
//get the column 2 client info
%col2Index = %index + %countMax;
if (%col2Index < %numClients)
{
%col2Client = $TeamRank[0, %col2Index];
%col2ClientScore = %col2Client.score $= "" ? 0 : %col2Client.score;
%col2ClientFlags = %col2Client.flagCount - 1;
if (%col2ClientFlags <= 0)
%col2ClientFlags = "";
if ( %col2Client == %maxFlagsClient )
%col2Style = "<color:00dc00>";
else if ( %col2Client == %client )
%col2Style = "<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:10><spush>%7\t<clip:150>%1</clip><rmargin:205><just:right>%2<rmargin:270><just:right>%3<spop><rmargin:505><lmargin:310><just:left>%8<clip:150>%4</clip><rmargin:505><just:right>%5<rmargin:570><just:right>%6',
%col1Client.name, %col1ClientScore, %col1ClientFlags, %col2Client.name, %col2ClientScore, %col2ClientFlags, %col1Style, %col2Style );
else
messageClient( %client, 'SetLineHud', "", %tag, %index, '<tab:20>%4\t<clip:200>%1</clip><rmargin:280><just:right>%2<rmargin:380><just:right>%3',
%col1Client.name, %col1ClientScore, %col1ClientFlags, %col1Style );
}
//else for observers, create an anchor around the player name so they can be observed
else
{
if ( %numColumns == 2 )
{
//this is lame, but we can only have up to %9 args
if ( %col2Client == %maxFlagsClient )
{
messageClient( %client, 'SetLineHud', "", %tag, %index, '<tab:10><spush>%7\t<clip:150><a:gamelink\t%8>%1</a></clip><rmargin:205><just:right>%2<rmargin:270><just:right>%3<spop><rmargin:505><lmargin:310><just:left><color:00dc00><clip:150><a:gamelink\t%9>%4</a></clip><rmargin:505><just:right>%5<rmargin:570><just:right>%6',
%col1Client.name, %col1ClientScore, %col1ClientFlags,
%col2Client.name, %col2ClientScore, %col2ClientFlags,
%col1Style, %col1Client, %col2Client);
}
else if ( %col2Client == %client )
{
messageClient( %client, 'SetLineHud', "", %tag, %index, '<tab:10><spush>%7\t<clip:150><a:gamelink\t%8>%1</a></clip><rmargin:205><just:right>%2<rmargin:270><just:right>%3<spop><rmargin:505><lmargin:310><just:left><color:dcdcdc><clip:150><a:gamelink\t%9>%4</a></clip><rmargin:505><just:right>%5<rmargin:570><just:right>%6',
%col1Client.name, %col1ClientScore, %col1ClientFlags,
%col2Client.name, %col2ClientScore, %col2ClientFlags,
%col1Style, %col1Client, %col2Client);
}
else
{
messageClient( %client, 'SetLineHud', "", %tag, %index, '<tab:10><spush>%7\t<clip:150><a:gamelink\t%8>%1</a></clip><rmargin:205><just:right>%2<rmargin:270><just:right>%3<spop><rmargin:505><lmargin:310><just:left><clip:150><a:gamelink\t%9>%4</a></clip><rmargin:505><just:right>%5<rmargin:570><just:right>%6',
%col1Client.name, %col1ClientScore, %col1ClientFlags,
%col2Client.name, %col2ClientScore, %col2ClientFlags,
%col1Style, %col1Client, %col2Client);
}
}
else
messageClient( %client, 'SetLineHud', "", %tag, %index, '<tab:20>%4\t<clip:200><a:gamelink\t%5>%1</a></clip><rmargin:280><just:right>%2<rmargin:380><just:right>%3',
%col1Client.name, %col1ClientScore, %col1ClientFlags, %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 HuntersGame::sendDebriefing( %game, %client )
{
// Mission result:
if ( $TeamRank[0, 0].score > 0 )
messageClient( %client, 'MsgDebriefResult', "", '<just:center>%1 wins with a score of %2!', $TeamRank[0, 0].name, $TeamRank[0, 0].score );
else
messageClient( %client, 'MsgDebriefResult', "", '<just:center>Nobody wins!' );
if ( %game.highestFlagReturnName !$= "" )
messageClient( %client, 'MsgDebriefResult', "", '<spush><color:3cb4b4><font:univers condensed:18>%1 had the highest return count with %2 flags!<spop>', %game.highestFlagReturnName, %game.highestFlagReturnCount );
if ( $Host::HuntersRecords::Count[$currentMission] !$= "" && $Host::HuntersRecords::Name[$currentMission] !$= "" )
messageClient( %client, 'MsgDebriefResult', "", '<spush><color:3cb4b4><font:univers condensed:18>%1 holds the record with a return count of %2 flags!<spop>', $Host::HuntersRecords::Name[$currentMission], $Host::HuntersRecords::Count[$currentMission] );
if ( %game.greedFlagName !$= "" )
messageClient( %client, 'MsgDebriefResult', "", '<spush><color:3cb4b4><font:univers condensed:18>%1 gets the honorary greed award for dropping %2 flags!<spop>', %game.greedFlagName, %game.greedFlagCount );
// Player scores:
messageClient( %client, 'MsgDebriefAddLine', "", '<spush><color:00dc00><font:univers condensed:18>PLAYER<lmargin%%:60>SCORE<lmargin%%:80>KILLS<spop>' );
%count = $TeamRank[0, count];
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</clip>', %cl.name, %score, %kills );
}
// Show observers:
%count = ClientGroup.getCount();
%header = false;
for ( %i = 0; %i < %count; %i++ )
{
%cl = ClientGroup.getObject( %i );
if ( %cl.team <= 0 )
{
if ( !%header )
{
messageClient( %client, 'MsgDebriefAddLine', "", '\n<lmargin:0><spush><font:univers condensed:18><color:00dc00>OBSERVERS<lmargin%%:60>SCORE<spop>' );
%header = true;
}
%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 HuntersGame::applyConcussion(%game, %player)
{
//%game.dropFlag( %player );
}