]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_player.qc
Rebase @Debugger's damage-on-scoreboard
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
index 8ed9619d540f7cdcc6beeefee22e11f596c63c98..ecbafc40b8a058f0afee2ae134ab1647249d163a 100644 (file)
@@ -1,5 +1,4 @@
 #include "cl_player.qh"
-#include "_all.qh"
 
 #include "bot/bot.qh"
 #include "cheats.qh"
 #include "command/common.qh"
 #include "../common/animdecide.qh"
 #include "../common/csqcmodel_settings.qh"
-#include "../common/deathtypes.qh"
+#include "../common/deathtypes/all.qh"
 #include "../common/triggers/subs.qh"
 #include "../common/playerstats.qh"
-#include "../csqcmodellib/sv_model.qh"
+#include "../lib/csqcmodel/sv_model.qh"
 
 #include "../common/minigames/sv_minigames.qh"
 
+#include "../common/mutators/mutator/waypoints/waypointsprites.qh"
+#include "../common/triggers/include.qh"
+
 #include "weapons/weaponstats.qh"
 
 #include "../common/animdecide.qh"
 
-void CopyBody_Think(void)
+void Drop_Special_Items(entity player)
 {
+       // called when the player has become stuck or frozen
+       // so objective items aren't stuck with the player
+
+       MUTATOR_CALLHOOK(DropSpecialItems, player);
+}
+
+void CopyBody_Think(void)
+{SELFPARAM();
        if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
        {
                self.CopyBody_think();
@@ -35,90 +45,88 @@ void CopyBody_Think(void)
                self.CopyBody_think = self.think;
                self.think = CopyBody_Think;
        }
-       CSQCMODEL_AUTOUPDATE();
+       CSQCMODEL_AUTOUPDATE(self);
        self.nextthink = time;
 }
 void CopyBody(float keepvelocity)
-{
-       entity oldself;
+{SELFPARAM();
        if (self.effects & EF_NODRAW)
                return;
-       oldself = self;
-       self = spawn();
-       self.enemy = oldself;
-       self.lip = oldself.lip;
-       self.colormap = oldself.colormap;
-       self.iscreature = oldself.iscreature;
-       self.teleportable = oldself.teleportable;
-       self.damagedbycontents = oldself.damagedbycontents;
-       self.angles = oldself.angles;
-       self.v_angle = oldself.v_angle;
-       self.avelocity = oldself.avelocity;
+       setself(spawn());
+       self.enemy = this;
+       self.lip = this.lip;
+       self.colormap = this.colormap;
+       self.iscreature = this.iscreature;
+       self.teleportable = this.teleportable;
+       self.damagedbycontents = this.damagedbycontents;
+       self.angles = this.angles;
+       self.v_angle = this.v_angle;
+       self.avelocity = this.avelocity;
        self.classname = "body";
-       self.damageforcescale = oldself.damageforcescale;
-       self.effects = oldself.effects;
-       self.glowmod = oldself.glowmod;
-       self.event_damage = oldself.event_damage;
-       self.anim_state = oldself.anim_state;
-       self.anim_time = oldself.anim_time;
-       self.anim_lower_action = oldself.anim_lower_action;
-       self.anim_lower_time = oldself.anim_lower_time;
-       self.anim_upper_action = oldself.anim_upper_action;
-       self.anim_upper_time = oldself.anim_upper_time;
-       self.anim_implicit_state = oldself.anim_implicit_state;
-       self.anim_implicit_time = oldself.anim_implicit_time;
-       self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
-       self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
-       self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
-       self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
-       self.dphitcontentsmask = oldself.dphitcontentsmask;
-       self.death_time = oldself.death_time;
-       self.pain_finished = oldself.pain_finished;
-       self.health = oldself.health;
-       self.armorvalue = oldself.armorvalue;
-       self.armortype = oldself.armortype;
-       self.model = oldself.model;
-       self.modelindex = oldself.modelindex;
-       self.skin = oldself.skin;
-       self.species = oldself.species;
-       self.movetype = oldself.movetype;
-       self.solid = oldself.solid;
-       self.ballistics_density = oldself.ballistics_density;
-       self.takedamage = oldself.takedamage;
-       self.customizeentityforclient = oldself.customizeentityforclient;
-       self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
-       self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
+       self.damageforcescale = this.damageforcescale;
+       self.effects = this.effects;
+       self.glowmod = this.glowmod;
+       self.event_damage = this.event_damage;
+       self.anim_state = this.anim_state;
+       self.anim_time = this.anim_time;
+       self.anim_lower_action = this.anim_lower_action;
+       self.anim_lower_time = this.anim_lower_time;
+       self.anim_upper_action = this.anim_upper_action;
+       self.anim_upper_time = this.anim_upper_time;
+       self.anim_implicit_state = this.anim_implicit_state;
+       self.anim_implicit_time = this.anim_implicit_time;
+       self.anim_lower_implicit_action = this.anim_lower_implicit_action;
+       self.anim_lower_implicit_time = this.anim_lower_implicit_time;
+       self.anim_upper_implicit_action = this.anim_upper_implicit_action;
+       self.anim_upper_implicit_time = this.anim_upper_implicit_time;
+       self.dphitcontentsmask = this.dphitcontentsmask;
+       self.death_time = this.death_time;
+       self.pain_finished = this.pain_finished;
+       self.health = this.health;
+       self.armorvalue = this.armorvalue;
+       self.armortype = this.armortype;
+       self.model = this.model;
+       self.modelindex = this.modelindex;
+       self.skin = this.skin;
+       self.species = this.species;
+       self.movetype = this.movetype;
+       self.solid = this.solid;
+       self.ballistics_density = this.ballistics_density;
+       self.takedamage = this.takedamage;
+       self.customizeentityforclient = this.customizeentityforclient;
+       self.uncustomizeentityforclient = this.uncustomizeentityforclient;
+       self.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
        if (keepvelocity == 1)
-               self.velocity = oldself.velocity;
+               self.velocity = this.velocity;
        self.oldvelocity = self.velocity;
-       self.alpha = oldself.alpha;
-       self.fade_time = oldself.fade_time;
-       self.fade_rate = oldself.fade_rate;
-       //self.weapon = oldself.weapon;
-       setorigin(self, oldself.origin);
-       setsize(self, oldself.mins, oldself.maxs);
-       self.prevorigin = oldself.origin;
+       self.alpha = this.alpha;
+       self.fade_time = this.fade_time;
+       self.fade_rate = this.fade_rate;
+       //self.weapon = this.weapon;
+       setorigin(self, this.origin);
+       setsize(self, this.mins, this.maxs);
+       self.prevorigin = this.origin;
        self.reset = SUB_Remove;
 
-       Drag_MoveDrag(oldself, self);
+       Drag_MoveDrag(this, self);
 
        if(self.colormap <= maxclients && self.colormap > 0)
-               self.colormap = 1024 + oldself.clientcolors;
+               self.colormap = 1024 + this.clientcolors;
 
-       CSQCMODEL_AUTOINIT();
-       self.CopyBody_nextthink = oldself.nextthink;
-       self.CopyBody_think = oldself.think;
+       CSQCMODEL_AUTOINIT(self);
+       self.CopyBody_nextthink = this.nextthink;
+       self.CopyBody_think = this.think;
        self.nextthink = time;
        self.think = CopyBody_Think;
        // "bake" the current animation frame for clones (they don't get clientside animation)
        animdecide_load_if_needed(self);
        animdecide_setframes(self, false, frame, frame1time, frame2, frame2time);
 
-       self = oldself;
+       setself(this);
 }
 
 float player_getspecies()
-{
+{SELFPARAM();
        float s;
        get_model_parameters(self.model, self.skin);
        s = get_model_parameters_species;
@@ -129,14 +137,14 @@ float player_getspecies()
 }
 
 void player_setupanimsformodel()
-{
+{SELFPARAM();
        // load animation info
        animdecide_load_if_needed(self);
        animdecide_setstate(self, 0, false);
 }
 
 void player_anim (void)
-{
+{SELFPARAM();
        int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
        if(self.deadflag) {
                if (!deadbits) {
@@ -153,6 +161,8 @@ void player_anim (void)
        int animbits = deadbits;
        if(self.frozen)
                animbits |= ANIMSTATE_FROZEN;
+       if(self.movetype == MOVETYPE_FOLLOW)
+               animbits |= ANIMSTATE_FOLLOW;
        if(self.crouch)
                animbits |= ANIMSTATE_DUCK;
        animdecide_setstate(self, animbits, false);
@@ -167,7 +177,7 @@ void player_anim (void)
 }
 
 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{
+{SELFPARAM();
        float take, save;
        vector v;
        Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
@@ -182,11 +192,11 @@ void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int de
        if(sound_allowed(MSG_BROADCAST, attacker))
        {
                if (save > 10)
-                       sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
+                       sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
                else if (take > 30)
-                       sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
+                       sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
                else if (take > 10)
-                       sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);
+                       sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);
        }
 
        if (take > 50)
@@ -219,7 +229,7 @@ void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int de
 }
 
 void calculate_player_respawn_time()
-{
+{SELFPARAM();
        if(g_ca)
                return;
 
@@ -306,7 +316,7 @@ void calculate_player_respawn_time()
 }
 
 void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{
+{SELFPARAM();
        float take, save, dh, da;
        int j;
        vector v;
@@ -323,7 +333,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
                        damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
        }
 
-       if(DEATH_ISWEAPON(deathtype, WEP_TUBA.m_id))
+       if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
        {
                // tuba causes blood to come out of the ears
                vector ear1, ear2;
@@ -395,11 +405,11 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
        if(sound_allowed(MSG_BROADCAST, attacker))
        {
                if (save > 10)
-                       sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
+                       sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
                else if (take > 30)
-                       sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
+                       sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
                else if (take > 10)
-                       sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
+                       sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
        }
 
        if (take > 50)
@@ -434,11 +444,11 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
                                        }
 
                                        if(sound_allowed(MSG_BROADCAST, attacker))
-                                       if((self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !((get_weaponinfo(DEATH_WEAPONOF(deathtype))).spawnflags & WEP_FLAG_CANCLIMB) || attacker != self) // WEAPONTODO: create separate limit for pain notification with laser
+                                       if((self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || attacker != self) // WEAPONTODO: create separate limit for pain notification with laser
                                        if(self.health > 1)
                                        // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
                                        {
-                                               if(deathtype == DEATH_FALL)
+                                               if(deathtype == DEATH_FALL.m_id)
                                                        PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
                                                else if(self.health > 75) // TODO make a "gentle" version?
                                                        PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
@@ -469,12 +479,21 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
        self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
        self.dmg_inflictor = inflictor;
 
-       float abot, vbot, awep;
-       abot = (IS_BOT_CLIENT(attacker));
-       vbot = (IS_BOT_CLIENT(self));
+       if (self != attacker) {
+               float realdmg = damage - excess;
+               if (IS_PLAYER(attacker)) {
+                       PlayerScore_Add(attacker, SP_DMG, realdmg);
+               }
+               if (IS_PLAYER(self)) {
+                       PlayerScore_Add(self, SP_DMGTAKEN, realdmg);
+               }
+       }
+       
+       bool abot = (IS_BOT_CLIENT(attacker));
+       bool vbot = (IS_BOT_CLIENT(self));
 
        valid_damage_for_weaponstats = 0;
-       awep = 0;
+       Weapon awep = WEP_Null;
 
        if(vbot || IS_REAL_CLIENT(self))
        if(abot || IS_REAL_CLIENT(attacker))
@@ -482,7 +501,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
        if(DIFF_TEAM(self, attacker))
        {
                if(DEATH_ISSPECIAL(deathtype))
-                       awep = attacker.weapon;
+                       awep = get_weaponinfo(attacker.weapon);
                else
                        awep = DEATH_WEAPONOF(deathtype);
                valid_damage_for_weaponstats = 1;
@@ -492,8 +511,8 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
        {
                dh = dh - max(self.health, 0);
                da = da - max(self.armorvalue, 0);
-               WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
-               MUTATOR_CALLHOOK(PlayerDamaged, attacker, self, dh, da, hitloc);
+               WeaponStats_LogDamage(awep.m_id, abot, self.weapon, vbot, dh + da);
+               MUTATOR_CALLHOOK(PlayerDamaged, attacker, self, dh, da, hitloc, deathtype);
        }
 
        if (self.health < 1)
@@ -508,12 +527,12 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
                }
 
                if(valid_damage_for_weaponstats)
-                       WeaponStats_LogKill(awep, abot, self.weapon, vbot);
+                       WeaponStats_LogKill(awep.m_id, abot, self.weapon, vbot);
 
                if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
                if(sound_allowed(MSG_BROADCAST, attacker))
                {
-                       if(deathtype == DEATH_DROWN)
+                       if(deathtype == DEATH_DROWN.m_id)
                                PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
                        else
                                PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
@@ -528,7 +547,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
                                defer_ClientKill_Now_TeamChange = true;
 
                        if(self.classname == "body")
-                       if(deathtype == DEATH_KILL)
+                       if(deathtype == DEATH_KILL.m_id)
                        {
                                // for the lemmings fans, a small harmless explosion
                                Send_Effect(EFFECT_ROCKET_EXPLODE, self.origin, '0 0 0', 1);
@@ -540,14 +559,16 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
                        Obituary (attacker, inflictor, self, deathtype);
 
         // increment frag counter for used weapon type
-        int w = DEATH_WEAPONOF(deathtype);
-        if(WEP_VALID(w))
+        Weapon w = DEATH_WEAPONOF(deathtype);
+        if(w != WEP_Null)
        if(accuracy_isgooddamage(attacker, self))
-        attacker.accuracy.(accuracy_frags[w-1]) += 1;
+        attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1;
 
                MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, self, deathtype);
+               excess = frag_damage;
 
-               WEP_ACTION(self.weapon, WR_PLAYERDEATH);
+               Weapon wep = get_weaponinfo(self.weapon);
+               wep.wr_playerdeath(wep);
 
                RemoveGrapplingHook(self);
 
@@ -629,7 +650,8 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
                // reset fields the weapons may use just in case
                for (j = WEP_FIRST; j <= WEP_LAST; ++j)
                {
-                       WEP_ACTION(j, WR_RESETPLAYER);
+                       Weapon w = get_weaponinfo(j);
+                       w.wr_resetplayer(w);
                        ATTACK_FINISHED_FOR(self, j) = 0;
                }
        }
@@ -707,12 +729,28 @@ float Say(entity source, float teamsay, entity privatesay, string msgin, float f
                }
                else if(teamsay)
                {
-                       msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
+                       if(strstrofs(msgin, "/me", 0) >= 0)
+                       {
+                               //msgin = strreplace("/me", "", msgin);
+                               //msgin = substring(msgin, 3, strlen(msgin));
+                               msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
+                               msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
+                       }
+                       else
+                               msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
                        cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
                }
                else
                {
-                       msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
+                       if(strstrofs(msgin, "/me", 0) >= 0)
+                       {
+                               //msgin = strreplace("/me", "", msgin);
+                               //msgin = substring(msgin, 3, strlen(msgin));
+                               msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
+                               msgstr = strcat("\{1}^4* ", "^7", msgin);
+                       }
+                       else
+                               msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
                        cmsgstr = "";
                }
                msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
@@ -874,7 +912,7 @@ float Say(entity source, float teamsay, entity privatesay, string msgin, float f
                {
                        sprint(source, sourcemsgstr);
                        dedicated_print(msgstr); // send to server console too
-                       FOR_EACH_REALCLIENT(head) 
+                       FOR_EACH_REALCLIENT(head)
                                if(head != source)
                                if(head.active_minigame == source.active_minigame)
                                        sprint(head, msgstr);
@@ -969,16 +1007,15 @@ void PrecacheGlobalSound(string samplestring)
 
 void PrecachePlayerSounds(string f)
 {
-       float fh;
-       string s;
-       fh = fopen(f, FILE_READ);
-       if(fh < 0)
+       int fh = fopen(f, FILE_READ);
+       if (fh < 0)
                return;
-       while((s = fgets(fh)))
+       for (string s; (s = fgets(fh)); )
        {
-               if(tokenize_console(s) != 3)
+               int n = tokenize_console(s);
+               if (n != 3)
                {
-                       LOG_TRACE("Invalid sound info line: ", s, "\n");
+                       if (n != 0) LOG_TRACEF("Invalid sound info line: %s\n", s);
                        continue;
                }
                PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
@@ -995,7 +1032,7 @@ void PrecachePlayerSounds(string f)
 }
 
 void ClearPlayerSounds()
-{
+{SELFPARAM();
 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
        ALLPLAYERSOUNDS
        ALLVOICEMSGS
@@ -1003,7 +1040,7 @@ void ClearPlayerSounds()
 }
 
 float LoadPlayerSounds(string f, float first)
-{
+{SELFPARAM();
        float fh;
        string s;
        var .string field;
@@ -1031,7 +1068,7 @@ float LoadPlayerSounds(string f, float first)
 }
 
 void UpdatePlayerSounds()
-{
+{SELFPARAM();
        if(self.modelindex == self.modelindex_for_playersound)
        if(self.skin == self.skin_for_playersound)
                return;
@@ -1045,7 +1082,7 @@ void UpdatePlayerSounds()
 }
 
 void FakeGlobalSound(string sample, float chan, float voicetype)
-{
+{SELFPARAM();
        float n;
        float tauntrand;
 
@@ -1120,7 +1157,7 @@ void FakeGlobalSound(string sample, float chan, float voicetype)
 }
 
 void GlobalSound(string sample, float chan, float voicetype)
-{
+{SELFPARAM();
        float n;
        float tauntrand;
 
@@ -1209,7 +1246,7 @@ void GlobalSound(string sample, float chan, float voicetype)
                        }
                        break;
                case VOICETYPE_PLAYERSOUND:
-                       sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
+                       _sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
                        break;
                default:
                        backtrace("Invalid voice type!");
@@ -1218,16 +1255,15 @@ void GlobalSound(string sample, float chan, float voicetype)
 }
 
 void PlayerSound(.string samplefield, float chan, float voicetype)
-{
+{SELFPARAM();
        GlobalSound(self.(samplefield), chan, voicetype);
 }
 
 void VoiceMessage(string type, string msg)
-{
-       var .string sample;
+{SELFPARAM();
        float voicetype, ownteam;
        float flood;
-       sample = GetVoiceMessageSampleField(type);
+       var .string sample = GetVoiceMessageSampleField(type);
 
        if(GetPlayerSoundSampleField_notFound)
        {
@@ -1256,7 +1292,7 @@ void MoveToTeam(entity client, float team_colour, float type)
 
        TeamchangeFrags(client);  // move the players frags
        SetPlayerColors(client, team_colour - 1);  // set the players colour
-       Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0');  // kill the player
+       Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0');  // kill the player
 
        lockteams = lockteams_backup;  // restore the team lock