TribesReplay/base/scripts/defaultGame.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

3300 lines
118 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;
// 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[%client.team] );
// 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[%client.team] );
// 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[%client.team] );
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(), $teamSkin[%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 = $holoName[%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($InventoryHudData[%i, itemDataName], 0, 1);
//%player.setArmor("Light");
%player.setInventory(RepairKit,1);
%player.setInventory(Grenade,6);
%player.setInventory(Blaster,1);
%player.setInventory(Disc,1);
%player.setInventory(Chaingun, 1);
%player.setInventory(ChaingunAmmo, 100);
%player.setInventory(DiscAmmo, 20);
%player.setInventory(Beacon, 3);
%player.setInventory(TargetingLaser, 1);
%player.weaponCount = 3;
%player.use("Blaster");
}
//------------------------------------------------------------
function DefaultGame::pickPlayerSpawn(%game, %client, %respawn)
{
// place this client on his own team, '%respawn' does not ever seem to be used
//we no longer care whether it is a respawn since all spawns use same points.
return %game.pickTeamSpawn(%client.team);
}
//------------------------------------------------------------
function DefaultGame::createPlayer(%game, %client, %spawnLoc, %respawn)
{
// do not allow a new player if there is one (not destroyed) on this client
if(isObject(%client.player) && (%client.player.getState() !$= "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 );
}
}
// 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!', $TeamName[%firstTeam] );
else if ( %topCount == 2 )
messageClient( %client, 'MsgDebriefResult', "", '<just:center>Team %1 and Team %2 tie!', $TeamName[%firstTeam], $TeamName[%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>', $TeamName[%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, $TeamName[%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, $teamName[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, $teamName[0], %client, 0 );
logEcho(%client.nameBase@" (cl "@%client@") was forced into observer mode by admin");
%client.lastTeam = %client.team;
%adminForce = 1;
if($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, $teamName[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, $teamName[0], %client, 0 );
else
messageAllExcept(%client, -1, 'MsgClientJoinTeam', '\c2The admin has forced %1 to become an observer.', %client.name, $teamName[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 )
{
// 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, $teamSkin[%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, $teamName[%client.team], %client, %client.team );
messageClient( %client, 'MsgClientJoinTeam', '\c1You joined the %2 team.', %client.name, $teamName[%client.team], %client, %client.team );
updateCanListenState( %client );
logEcho(%client.nameBase@" (cl "@%client@") joined team "@%client.team);
}
function DefaultGame::clientJoinTeam( %game, %client, %team, %respawn )
{
if ( %team < 1 || %team > %game.numTeams )
return;
if( %respawn $= "" )
%respawn = 1;
%client.team = %team;
%client.lastTeam = %team;
setTargetSkin( %client.target, $teamSkin[%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, $teamName[%team], %client, %team );
messageClient( %client, 'MsgClientJoinTeam', '\c1You joined the %2 team.', $client.name, $teamName[%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, $teamName[%client.team], %client, %client.team );
}
function DefaultGame::clientChangeTeam(%game, %client, %team, %fromObs)
{
//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, $teamSkin[%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, $teamName[%client.team], %client, %client.team );
messageClient( %client, 'MsgClientJoinTeam', '\c1You switched to team %2.', $client.name, $teamName[%client.team], %client, %client.team );
}
else
{
messageAllExcept( %client, -1, 'MsgClientJoinTeam', '\c1%1 joined team %2.', %client.name, $teamName[%team], %client, %team );
messageClient( %client, 'MsgClientJoinTeam', '\c1You joined team %2.', $client.name, $teamName[%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 ( isDemoServer() )
{
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( $teamName[%i + 1] ) );
}
messageClient( %client, 'MsgTeamList', "", %teamCount, %teamList );
}
function DefaultGame::setupClientHuds(%game, %client)
{
// tell the client to setup the huds...
for(%i =0; %i<$WeaponsHudCount; %i++)
%client.setWeaponsHudBitmap(%i, $WeaponsHudData[%i, itemDataName], $WeaponsHudData[%i, bitmapName]);
for(%i =0; %i<$InventoryHudCount; %i++)
%client.setInventoryHudBitmap($InventoryHudData[%i, slot], $InventoryHudData[%i, itemDataName], $InventoryHudData[%i, bitmapName]);
%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() $= "StationVehiclePad")
%obj = %obj.station;
%target = %obj.getTarget();
if(%target != -1)
setTargetSensorGroup(%target, %team);
}
}
}
function DefaultGame::claimSpawn(%game, %obj, %newTeam, %oldTeam)
{
if(%newTeam == %oldTeam)
return;
%newSpawnGroup = nameToId("MissionCleanup/TeamDrops" @ %newTeam);
if(%oldTeam !$= "")
{
%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 $= "")
%status = "<normal>";
echo("client: " @ %cl @ " player: " @ %cl.player @ " name: " @ %cl.nameBase @ " team: " @ %cl.team @ " status: " @ %status);
}
}
function logEcho(%msg)
{
if($LogEchoEnabled)
echo("LOG: " @ %msg);
}
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);
}
//now decriment 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() && !isDemoServer())
{
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() && !isDemoServer())
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() && !isDemoServer())
{
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( $TeamName[1] );
%str2 = %action @ getTaggedString( $TeamName[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( $TeamName[%changeTo] );
%caseId = 5 + %changeTo;
messageClient( %client, 'MsgPlayerPopupItem', "", %key, "ChangeTeam", "", %str, %caseId );
}
}
else if ( %isTargetObserver )
{
%str = %isTargetSelf ? 'Join the Game' : 'Add to Game';
messageClient( %client, 'MsgPlayerPopupItem', "", %key, "JoinGame", "", %str, 8 );
}
}
}
}
//------------------------------------------------------------------------------
function DefaultGame::sendGameVoteMenu( %game, %client, %key )
{
%isAdmin = ( %client.isAdmin || %client.isSuperAdmin );
%multipleTeams = %game.numTeams > 1;
// no one is going anywhere until this thing starts
if($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() || isDemoServer())
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( $teamName[%team] ) ) );
}
//------------------------------------------------------------------------------
function DefaultGame::sendTimeLimitList( %game, %client, %key )
{
messageClient( %client, 'MsgVoteItem', "", %key, 10, "", '10 minutes' );
messageClient( %client, 'MsgVoteItem', "", %key, 15, "", '15 minutes' );
messageClient( %client, 'MsgVoteItem', "", %key, 20, "", '20 minutes' );
messageClient( %client, 'MsgVoteItem', "", %key, 25, "", '25 minutes' );
messageClient( %client, 'MsgVoteItem', "", %key, 30, "", '30 minutes' );
messageClient( %client, 'MsgVoteItem', "", %key, 45, "", '45 minutes' );
messageClient( %client, 'MsgVoteItem', "", %key, 60, "", '60 minutes' );
messageClient( %client, 'MsgVoteItem', "", %key, 999, "", 'No time limit' );
}
//------------------------------------------------------------------------------
// all global votes here
// this function was created to remove the call to "eval", which is non-functional in PURE servers...
function DefaultGame::evalVote(%game, %typeName, %admin, %arg1, %arg2, %arg3, %arg4)
{
switch$ (%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 )
{
%cause = "";
if ( %admin )
{
messageAll( 'MsgAdminForce', '\c2The Admin changed the mission time limit to %1 minutes.', %newLimit );
$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.', %newLimit);
$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 "@%newLimit 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);
%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) > ($Host::VotePasspercent / 100))
{
kick(%client, %admin, %game.kickGuid);
%cause = "(vote)";
}
else
messageAll('MsgVoteFailed', '\c2Kick player vote did not pass');
}
%game.kickTeam = "";
%game.kickGuid = "";
%game.kickClientName = "";
if(%cause !$= "")
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;
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',
$TeamName[1], $TeamScore[1], $TeamName[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] && %index >= $TeamRank[2, count] )
break;
//get the team1 client info
%team1Client = "";
%team1ClientScore = "";
if ( %index < $TeamRank[1, count] )
{
%team1Client = $TeamRank[1, %index];
%team1ClientScore = %team1Client.score $= "" ? 0 : %team1Client.score;
%col1Style = %team1Client == %client ? "<color:dcdcdc>" : "";
}
//get the team2 client info
%team2Client = "";
%team2ClientScore = "";
if ( %index < $TeamRank[2, count] )
{
%team2Client = $TeamRank[2, %index];
%team2ClientScore = %team2Client.score $= "" ? 0 : %team2Client.score;
%col2Style = %team2Client == %client ? "<color:dcdcdc>" : "";
}
//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( $teamName[%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( $teamName[%cl.team] ) TAB %score;
%status = %status NL %playerStr;
}
return( %status );
}
//------------------------------------------------------------------------------
function DefaultGame::OptionsDlgSleep( %game )
{
// ignore in the default game...
}