Merge branch 'master' into samual/weapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 .entity pusher;
2 .float pushltime;
3 .float istypefrag;
4
5 .float CopyBody_nextthink;
6 .void(void) CopyBody_think;
7 void CopyBody_Think(void)
8 {
9         if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
10         {
11                 self.CopyBody_think();
12                 if(wasfreed(self))
13                         return;
14                 self.CopyBody_nextthink = self.nextthink;
15                 self.CopyBody_think = self.think;
16                 self.think = CopyBody_Think;
17         }
18         CSQCMODEL_AUTOUPDATE();
19         self.nextthink = time;
20 }
21 void CopyBody(float keepvelocity)
22 {
23         entity oldself;
24         if (self.effects & EF_NODRAW)
25                 return;
26         oldself = self;
27         self = spawn();
28         self.enemy = oldself;
29         self.lip = oldself.lip;
30         self.colormap = oldself.colormap;
31         self.iscreature = oldself.iscreature;
32         self.teleportable = oldself.teleportable;
33         self.damagedbycontents = oldself.damagedbycontents;
34         self.angles = oldself.angles;
35         self.v_angle = oldself.v_angle;
36         self.avelocity = oldself.avelocity;
37         self.classname = "body";
38         self.damageforcescale = oldself.damageforcescale;
39         self.effects = oldself.effects;
40         self.glowmod = oldself.glowmod;
41         self.event_damage = oldself.event_damage;
42         self.anim_state = oldself.anim_state;
43         self.anim_time = oldself.anim_time;
44         self.anim_lower_action = oldself.anim_lower_action;
45         self.anim_lower_time = oldself.anim_lower_time;
46         self.anim_upper_action = oldself.anim_upper_action;
47         self.anim_upper_time = oldself.anim_upper_time;
48         self.anim_implicit_state = oldself.anim_implicit_state;
49         self.anim_implicit_time = oldself.anim_implicit_time;
50         self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
51         self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
52         self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
53         self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
54         self.dphitcontentsmask = oldself.dphitcontentsmask;
55         self.death_time = oldself.death_time;
56         self.pain_finished = oldself.pain_finished;
57         self.health = oldself.health;
58         self.armorvalue = oldself.armorvalue;
59         self.armortype = oldself.armortype;
60         self.model = oldself.model;
61         self.modelindex = oldself.modelindex;
62         self.skin = oldself.skin;
63         self.species = oldself.species;
64         self.movetype = oldself.movetype;
65         self.solid = oldself.solid;
66         self.ballistics_density = oldself.ballistics_density;
67         self.takedamage = oldself.takedamage;
68         self.customizeentityforclient = oldself.customizeentityforclient;
69         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
70         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
71         if (keepvelocity == 1)
72                 self.velocity = oldself.velocity;
73         self.oldvelocity = self.velocity;
74         self.alpha = oldself.alpha;
75         self.fade_time = oldself.fade_time;
76         self.fade_rate = oldself.fade_rate;
77         //self.weapon = oldself.weapon;
78         setorigin(self, oldself.origin);
79         setsize(self, oldself.mins, oldself.maxs);
80         self.prevorigin = oldself.origin;
81         self.reset = SUB_Remove;
82
83         Drag_MoveDrag(oldself, self);
84
85         if(self.colormap <= maxclients && self.colormap > 0)
86                 self.colormap = 1024 + oldself.clientcolors;
87
88         CSQCMODEL_AUTOINIT();
89         self.CopyBody_nextthink = oldself.nextthink;
90         self.CopyBody_think = oldself.think;
91         self.nextthink = time;
92         self.think = CopyBody_Think;
93         // "bake" the current animation frame for clones (they don't get clientside animation)
94         animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
95
96         self = oldself;
97 }
98
99 float player_getspecies()
100 {
101         float s;
102         get_model_parameters(self.model, self.skin);
103         s = get_model_parameters_species;
104         get_model_parameters(string_null, 0);
105         if(s < 0)
106                 return SPECIES_HUMAN;
107         return s;
108 }
109
110 void player_setupanimsformodel()
111 {
112         // load animation info
113         animdecide_init(self);
114         animdecide_setstate(self, 0, FALSE);
115 }
116
117 void player_anim (void)
118 {
119         float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
120         if(self.deadflag && !deadbits)
121                 if(random() < 0.5)
122                         deadbits = ANIMSTATE_DEAD1;
123                 else
124                         deadbits = ANIMSTATE_DEAD2;
125         float animbits = deadbits;
126         if(self.freezetag_frozen)
127                 animbits |= ANIMSTATE_FROZEN;
128         if(self.crouch)
129                 animbits |= ANIMSTATE_DUCK;
130         animdecide_setstate(self, animbits, FALSE);
131         animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
132
133         if (self.weaponentity)
134         {
135                 updateanim(self.weaponentity);
136                 if (!self.weaponentity.animstate_override)
137                         setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
138         }
139 }
140
141 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
142 {
143         float take, save;
144         vector v;
145         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
146
147         // damage resistance (ignore most of the damage from a bullet or similar)
148         damage = max(damage - 5, 1);
149
150         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
151         take = v_x;
152         save = v_y;
153
154         if(sound_allowed(MSG_BROADCAST, attacker))
155         {
156                 if (save > 10)
157                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
158                 else if (take > 30)
159                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
160                 else if (take > 10)
161                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);
162         }
163
164         if (take > 50)
165                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
166         if (take > 100)
167                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
168
169         if (!(self.flags & FL_GODMODE))
170         {
171                 self.armorvalue = self.armorvalue - save;
172                 self.health = self.health - take;
173                 // pause regeneration for 5 seconds
174                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
175         }
176         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
177         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
178         self.dmg_inflictor = inflictor;
179
180         if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
181         {
182                 // don't use any animations as a gib
183                 self.frame = 0;
184                 // view just above the floor
185                 self.view_ofs = '0 0 4';
186
187                 Violence_GibSplash(self, 1, 1, attacker);
188                 self.alpha = -1;
189                 self.solid = SOLID_NOT; // restore later
190                 self.takedamage = DAMAGE_NO; // restore later
191                 self.damagedbycontents = FALSE;
192         }
193 }
194
195 // g_<gametype>_str:
196 // If 0, default is used.
197 // If <0, 0 is used.
198 // Otherwise, g_str (default value) is used.
199 // For consistency, negative values there are mapped to zero too.
200 #define GAMETYPE_DEFAULTED_SETTING(str) \
201         ((gametype_setting_tmp = cvar(strcat("g_", GetGametype(), "_" #str))), \
202          (gametype_setting_tmp < 0) ? 0 : \
203          (gametype_setting_tmp == 0) ? max(0, autocvar_g_##str) : \
204          gametype_setting_tmp)
205
206
207 void calculate_player_respawn_time()
208 {
209         float gametype_setting_tmp;
210         float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
211         float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
212         float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
213         float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
214         float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
215         float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
216
217         float pcount = 1;  // Include myself whether or not team is already set right and I'm a "player".
218         entity pl;
219         if (teamplay)
220         {
221                 FOR_EACH_PLAYER(pl)
222                         if (pl != self)
223                                 if (pl.team == self.team)
224                                         ++pcount;
225                 if (sdelay_small_count == 0)
226                         sdelay_small_count = 1;
227                 if (sdelay_large_count == 0)
228                         sdelay_large_count = 1;
229         }
230         else
231         {
232                 FOR_EACH_PLAYER(pl)
233                         if (pl != self)
234                                 ++pcount;
235                 if (sdelay_small_count == 0)
236                 {
237                         if (g_cts)
238                         {
239                                 // Players play independently. No point in requiring enemies.
240                                 sdelay_small_count = 1;
241                         }
242                         else
243                         {
244                                 // Players play AGAINST each other. Enemies required.
245                                 sdelay_small_count = 2;
246                         }
247                 }
248                 if (sdelay_large_count == 0)
249                 {
250                         if (g_cts)
251                         {
252                                 // Players play independently. No point in requiring enemies.
253                                 sdelay_large_count = 1;
254                         }
255                         else
256                         {
257                                 // Players play AGAINST each other. Enemies required.
258                                 sdelay_large_count = 2;
259                         }
260                 }
261         }
262
263         float sdelay;
264
265         if (pcount <= sdelay_small_count)
266                 sdelay = sdelay_small;
267         else if (pcount >= sdelay_large_count)
268                 sdelay = sdelay_large;
269         else  // NOTE: this case implies sdelay_large_count > sdelay_small_count.
270                 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
271
272         if(waves)
273                 self.respawn_time = ceil((time + sdelay) / waves) * waves;
274         else
275                 self.respawn_time = time + sdelay;
276
277         if(sdelay < sdelay_max)
278                 self.respawn_time_max = time + sdelay_max;
279         else
280                 self.respawn_time_max = self.respawn_time;
281
282         if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
283                 self.respawn_countdown = 10; // first number to count down from is 10
284         else
285                 self.respawn_countdown = -1; // do not count down
286
287         if(g_cts || autocvar_g_forced_respawn)
288                 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
289 }
290
291 void ClientKill_Now_TeamChange();
292
293 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
294 {
295         float take, save, dh, da, j;
296         vector v;
297         float valid_damage_for_weaponstats;
298         float excess;
299
300         dh = max(self.health, 0);
301         da = max(self.armorvalue, 0);
302
303         if(!DEATH_ISSPECIAL(deathtype))
304         {
305                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
306                 if(self != attacker)
307                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
308         }
309
310         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
311         {
312                 // tuba causes blood to come out of the ears
313                 vector ear1, ear2;
314                 vector d;
315                 float f;
316                 ear1 = self.origin;
317                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
318                 ear2 = ear1;
319                 makevectors(self.angles);
320                 ear1 += v_right * -10;
321                 ear2 += v_right * +10;
322                 d = inflictor.origin - self.origin;
323                 if (d)
324                         f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
325                 else
326                         f = 0;  // Assum ecenter.
327                 force = v_right * vlen(force);
328                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
329                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
330                 if(f > 0)
331                 {
332                         hitloc = ear1;
333                         force = force * -1;
334                 }
335                 else
336                 {
337                         hitloc = ear2;
338                         // force is already good
339                 }
340         }
341         else
342                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
343
344
345         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
346         take = v_x;
347         save = v_y;
348
349         if(attacker == self)
350         {
351                 // don't reset pushltime for self damage as it may be an attempt to
352                 // escape a lava pit or similar
353                 //self.pushltime = 0;
354                 self.istypefrag = 0;
355         }
356         else if(IS_PLAYER(attacker))
357         {
358                 self.pusher = attacker;
359                 self.pushltime = time + autocvar_g_maxpushtime;
360                 self.istypefrag = self.BUTTON_CHAT;
361         }
362         else if(time < self.pushltime)
363         {
364                 attacker = self.pusher;
365                 self.pushltime = max(self.pushltime, time + 0.6);
366         }
367         else
368         {
369                 self.pushltime = 0;
370                 self.istypefrag = 0;
371         }
372
373         frag_inflictor = inflictor;
374         frag_attacker = attacker;
375         frag_target = self;
376         frag_damage = damage;
377         damage_take = take;
378         damage_save = save;
379         damage_force = force;
380         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
381         take = bound(0, damage_take, self.health);
382         save = bound(0, damage_save, self.armorvalue);
383         excess = max(0, damage - take - save);
384
385         if(sound_allowed(MSG_BROADCAST, attacker))
386         {
387                 if (save > 10)
388                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
389                 else if (take > 30)
390                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
391                 else if (take > 10)
392                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
393         }
394
395         if (take > 50)
396                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
397         if (take > 100)
398                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
399
400         if (time >= self.spawnshieldtime)
401         {
402                 if (!(self.flags & FL_GODMODE))
403                 {
404                         self.armorvalue = self.armorvalue - save;
405                         self.health = self.health - take;
406                         // pause regeneration for 5 seconds
407                         if(take)
408                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
409
410                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
411                         {
412                                 self.pain_finished = time + 0.5;        //Supajoe
413
414                                 if(autocvar_sv_gentle < 1) {
415                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
416                                         {
417                                                 if (!self.animstate_override)
418                                                 {
419                                                         if (random() > 0.5)
420                                                                 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
421                                                         else
422                                                                 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
423                                                 }
424                                         }
425
426                                         if(sound_allowed(MSG_BROADCAST, attacker))
427                                         if(!DEATH_ISWEAPON(deathtype, WEP_BLASTER) || attacker != self || self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) // WEAPONTODO: create separate limit for pain notification with laser
428                                         if(self.health > 1)
429                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
430                                         {
431                                                 if(deathtype == DEATH_FALL)
432                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
433                                                 else if(self.health > 75) // TODO make a "gentle" version?
434                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
435                                                 else if(self.health > 50)
436                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
437                                                 else if(self.health > 25)
438                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
439                                                 else
440                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
441                                         }
442                                 }
443
444                                 // throw off bot aim temporarily
445                                 float shake;
446                                 shake = damage * 5 / (bound(0,skill,100) + 1);
447                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
448                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
449                         }
450                 }
451                 else
452                         self.max_armorvalue += (save + take);
453         }
454         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
455         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
456         self.dmg_inflictor = inflictor;
457
458         float abot, vbot, awep;
459         abot = (IS_BOT_CLIENT(attacker));
460         vbot = (IS_BOT_CLIENT(self));
461
462         valid_damage_for_weaponstats = 0;
463         awep = 0;
464
465         if(vbot || IS_REAL_CLIENT(self))
466         if(abot || IS_REAL_CLIENT(attacker))
467         if(attacker && self != attacker)
468         if(DIFF_TEAM(self, attacker))
469         {
470                 if(DEATH_ISSPECIAL(deathtype))
471                         awep = attacker.weapon;
472                 else
473                         awep = DEATH_WEAPONOF(deathtype);
474                 valid_damage_for_weaponstats = 1;
475         }
476
477         if(valid_damage_for_weaponstats)
478         {
479                 dh = dh - max(self.health, 0);
480                 da = da - max(self.armorvalue, 0);
481                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
482         }
483
484         if (self.health < 1)
485         {
486                 float defer_ClientKill_Now_TeamChange;
487                 defer_ClientKill_Now_TeamChange = FALSE;
488
489                 if(self.alivetime)
490                 {
491                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
492                         self.alivetime = 0;
493                 }
494
495                 if(valid_damage_for_weaponstats)
496                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
497
498                 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
499                 if(sound_allowed(MSG_BROADCAST, attacker))
500                 {
501                         if(deathtype == DEATH_DROWN)
502                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
503                         else
504                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
505                 }
506
507                 // get rid of kill indicator
508                 if(self.killindicator)
509                 {
510                         remove(self.killindicator);
511                         self.killindicator = world;
512                         if(self.killindicator_teamchange)
513                                 defer_ClientKill_Now_TeamChange = TRUE;
514
515                         if(self.classname == "body")
516                         if(deathtype == DEATH_KILL)
517                         {
518                                 // for the lemmings fans, a small harmless explosion
519                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
520                         }
521                 }
522
523                 // print an obituary message
524                 Obituary (attacker, inflictor, self, deathtype);
525                 race_PreDie();
526
527         // increment frag counter for used weapon type
528         float w;
529         w = DEATH_WEAPONOF(deathtype);
530         if(WEP_VALID(w))
531         if(accuracy_isgooddamage(attacker, self))
532         attacker.accuracy.(accuracy_frags[w-1]) += 1;
533
534                 frag_attacker = attacker;
535                 frag_inflictor = inflictor;
536                 frag_target = self;
537                 frag_deathtype = deathtype;
538                 MUTATOR_CALLHOOK(PlayerDies);
539
540                 WEP_ACTION(self.weapon, WR_PLAYERDEATH);
541
542                 RemoveGrapplingHook(self);
543
544                 Portal_ClearAllLater(self);
545
546                 self.fixangle = TRUE;
547
548                 if(defer_ClientKill_Now_TeamChange)
549                         ClientKill_Now_TeamChange(); // can turn player into spectator
550
551                 // player could have been miraculously resuscitated ;)
552                 // e.g. players in freezetag get frozen, they don't really die
553                 if(self.health >= 1 || !IS_PLAYER(self))
554                         return;
555
556                 // when we get here, player actually dies
557
558                 // clear waypoints
559                 WaypointSprite_PlayerDead();
560                 // throw a weapon
561                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
562
563                 // become fully visible
564                 self.alpha = default_player_alpha;
565                 // make the corpse upright (not tilted)
566                 self.angles_x = 0;
567                 self.angles_z = 0;
568                 // don't spin
569                 self.avelocity = '0 0 0';
570                 // view from the floor
571                 self.view_ofs = '0 0 -8';
572                 // toss the corpse
573                 self.movetype = MOVETYPE_TOSS;
574                 // shootable corpse
575                 self.solid = SOLID_CORPSE;
576                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
577                 // don't stick to the floor
578                 self.flags &= ~FL_ONGROUND;
579                 // dying animation
580                 self.deadflag = DEAD_DYING;
581                 // when to allow respawn
582                 calculate_player_respawn_time();
583
584                 self.death_time = time;
585                 if (random() < 0.5)
586                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
587                 else
588                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
589                 if (self.maxs_z > 5)
590                 {
591                         self.maxs_z = 5;
592                         setsize(self, self.mins, self.maxs);
593                 }
594                 // set damage function to corpse damage
595                 self.event_damage = PlayerCorpseDamage;
596                 // call the corpse damage function just in case it wants to gib
597                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
598                 // set up to fade out later
599                 SUB_SetFade (self, time + 6 + random (), 1);
600
601                 if(autocvar_sv_gentle > 0 || autocvar_ekg) {
602                         // remove corpse
603                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
604                 }
605
606                 // reset fields the weapons may use just in case
607                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
608                 {
609                         WEP_ACTION(j, WR_RESETPLAYER);
610                         ATTACK_FINISHED_FOR(self, j) = 0;
611                 }
612         }
613 }
614
615 .float muted; // to be used by prvm_edictset server playernumber muted 1
616 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
617 // message "": do not say, just test flood control
618 // return value:
619 //   1 = accept
620 //   0 = reject
621 //  -1 = fake accept
622 {
623         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
624         float flood;
625         var .float flood_field;
626         entity head;
627         float ret;
628         string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
629
630         if(!teamsay && !privatesay)
631                 if(substring(msgin, 0, 1) == " ")
632                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
633
634         msgin = formatmessage(msgin);
635
636         if (!IS_PLAYER(source))
637                 colorstr = "^0"; // black for spectators
638         else if(teamplay)
639                 colorstr = Team_ColorCode(source.team);
640         else
641         {
642                 colorstr = "";
643                 teamsay = FALSE;
644         }
645
646         if(intermission_running)
647                 teamsay = FALSE;
648
649         if(msgin != "")
650                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
651
652         /*
653          * using bprint solves this... me stupid
654         // how can we prevent the message from appearing in a listen server?
655         // for now, just give "say" back and only handle say_team
656         if(!teamsay)
657         {
658                 clientcommand(self, strcat("say ", msgin));
659                 return;
660         }
661         */
662
663         if(autocvar_g_chat_teamcolors)
664                 namestr = playername(source);
665         else
666                 namestr = source.netname;
667
668         if(strdecolorize(namestr) == namestr)
669                 colorprefix = "^3";
670         else
671                 colorprefix = "^7";
672
673         if(msgin != "")
674         {
675                 if(privatesay)
676                 {
677                         msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
678                         privatemsgprefixlen = strlen(msgstr);
679                         msgstr = strcat(msgstr, msgin);
680                         cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
681                         if(autocvar_g_chat_teamcolors)
682                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
683                         else
684                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
685                 }
686                 else if(teamsay)
687                 {
688                         msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
689                         cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
690                 }
691                 else
692                 {
693                         msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
694                         cmsgstr = "";
695                 }
696                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
697         }
698         else
699         {
700                 msgstr = cmsgstr = "";
701         }
702
703         fullmsgstr = msgstr;
704         fullcmsgstr = cmsgstr;
705
706         // FLOOD CONTROL
707         flood = 0;
708         flood_field = floodcontrol_chat;
709         if(floodcontrol)
710         {
711                 float flood_spl;
712                 float flood_burst;
713                 float flood_lmax;
714                 float lines;
715                 if(privatesay)
716                 {
717                         flood_spl = autocvar_g_chat_flood_spl_tell;
718                         flood_burst = autocvar_g_chat_flood_burst_tell;
719                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
720                         flood_field = floodcontrol_chattell;
721                 }
722                 else if(teamsay)
723                 {
724                         flood_spl = autocvar_g_chat_flood_spl_team;
725                         flood_burst = autocvar_g_chat_flood_burst_team;
726                         flood_lmax = autocvar_g_chat_flood_lmax_team;
727                         flood_field = floodcontrol_chatteam;
728                 }
729                 else
730                 {
731                         flood_spl = autocvar_g_chat_flood_spl;
732                         flood_burst = autocvar_g_chat_flood_burst;
733                         flood_lmax = autocvar_g_chat_flood_lmax;
734                         flood_field = floodcontrol_chat;
735                 }
736                 flood_burst = max(0, flood_burst - 1);
737                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
738
739                 // do flood control for the default line size
740                 if(msgstr != "")
741                 {
742                         getWrappedLine_remaining = msgstr;
743                         msgstr = "";
744                         lines = 0;
745                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
746                         {
747                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
748                                 ++lines;
749                         }
750                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
751
752                         if(getWrappedLine_remaining != "")
753                         {
754                                 msgstr = strcat(msgstr, "\n");
755                                 flood = 2;
756                         }
757
758                         if(time >= source.flood_field)
759                         {
760                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
761                         }
762                         else
763                         {
764                                 flood = 1;
765                                 msgstr = fullmsgstr;
766                         }
767                 }
768                 else
769                 {
770                         if(time >= source.flood_field)
771                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
772                         else
773                                 flood = 1;
774                 }
775
776                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
777                         source.flood_field = flood = 0;
778         }
779
780         if(flood == 2) // cannot happen for empty msgstr
781         {
782                 if(autocvar_g_chat_flood_notify_flooder)
783                 {
784                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
785                         sourcecmsgstr = "";
786                 }
787                 else
788                 {
789                         sourcemsgstr = fullmsgstr;
790                         sourcecmsgstr = fullcmsgstr;
791                 }
792                 cmsgstr = "";
793         }
794         else
795         {
796                 sourcemsgstr = msgstr;
797                 sourcecmsgstr = cmsgstr;
798         }
799
800         if(!privatesay)
801         if (!IS_PLAYER(source))
802         {
803                 if (!intermission_running)
804                         if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
805                                 teamsay = -1; // spectators
806         }
807
808         if(flood)
809                 print("NOTE: ", playername(source), "^7 is flooding.\n");
810
811         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
812         if(privatesay)
813                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
814
815         if(source.muted)
816         {
817                 // always fake the message
818                 ret = -1;
819         }
820         else if(flood == 1)
821         {
822                 if(autocvar_g_chat_flood_notify_flooder)
823                 {
824                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
825                         ret = 0;
826                 }
827                 else
828                         ret = -1;
829         }
830         else
831         {
832                 ret = 1;
833         }
834
835         if(sourcemsgstr != "" && ret != 0)
836         {
837                 if(ret < 0) // faked message, because the player is muted
838                 {
839                         sprint(source, sourcemsgstr);
840                         if(sourcecmsgstr != "" && !privatesay)
841                                 centerprint(source, sourcecmsgstr);
842                 }
843                 else if(privatesay) // private message, between 2 people only
844                 {
845                         sprint(source, sourcemsgstr);
846                         sprint(privatesay, msgstr);
847                         if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
848                         if(cmsgstr != "")
849                                 centerprint(privatesay, cmsgstr);
850                 }
851                 else if(teamsay > 0) // team message, only sent to team mates
852                 {
853                         sprint(source, sourcemsgstr);
854                         dedicated_print(msgstr); // send to server console too
855                         if(sourcecmsgstr != "")
856                                 centerprint(source, sourcecmsgstr);
857                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
858                                 if(head != source)
859                                 {
860                                         sprint(head, msgstr);
861                                         if(cmsgstr != "")
862                                                 centerprint(head, cmsgstr);
863                                 }
864                 }
865                 else if(teamsay < 0) // spectator message, only sent to spectators
866                 {
867                         sprint(source, sourcemsgstr);
868                         dedicated_print(msgstr); // send to server console too
869                         FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
870                                 if(head != source)
871                                         sprint(head, msgstr);
872                 }
873                 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
874                 {
875                         sprint(source, sourcemsgstr);
876                         dedicated_print(msgstr); // send to server console too
877                         FOR_EACH_REALCLIENT(head)
878                                 if(head != source)
879                                         sprint(head, msgstr);
880                 }
881                 else
882                         bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
883         }
884
885         return ret;
886 }
887
888 float GetVoiceMessageVoiceType(string type)
889 {
890         if(type == "taunt")
891                 return VOICETYPE_TAUNT;
892         if(type == "teamshoot")
893                 return VOICETYPE_LASTATTACKER;
894         return VOICETYPE_TEAMRADIO;
895 }
896
897 string allvoicesamples;
898 .string GetVoiceMessageSampleField(string type)
899 {
900         GetPlayerSoundSampleField_notFound = 0;
901         switch(type)
902         {
903 #define _VOICEMSG(m) case #m: return playersound_##m;
904                 ALLVOICEMSGS
905 #undef _VOICEMSG
906         }
907         GetPlayerSoundSampleField_notFound = 1;
908         return playersound_taunt;
909 }
910
911 .string GetPlayerSoundSampleField(string type)
912 {
913         GetPlayerSoundSampleField_notFound = 0;
914         switch(type)
915         {
916 #define _VOICEMSG(m) case #m: return playersound_##m;
917                 ALLPLAYERSOUNDS
918 #undef _VOICEMSG
919         }
920         GetPlayerSoundSampleField_notFound = 1;
921         return playersound_taunt;
922 }
923
924 void PrecacheGlobalSound(string samplestring)
925 {
926         float n, i;
927         tokenize_console(samplestring);
928         n = stof(argv(1));
929         if(n > 0)
930         {
931                 for(i = 1; i <= n; ++i)
932                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
933         }
934         else
935         {
936                 precache_sound(strcat(argv(0), ".wav"));
937         }
938 }
939
940 void PrecachePlayerSounds(string f)
941 {
942         float fh;
943         string s;
944         fh = fopen(f, FILE_READ);
945         if(fh < 0)
946                 return;
947         while((s = fgets(fh)))
948         {
949                 if(tokenize_console(s) != 3)
950                 {
951                         dprint("Invalid sound info line: ", s, "\n");
952                         continue;
953                 }
954                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
955         }
956         fclose(fh);
957
958         if (!allvoicesamples)
959         {
960 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
961                 ALLVOICEMSGS
962 #undef _VOICEMSG
963                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
964         }
965 }
966
967 void ClearPlayerSounds()
968 {
969 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
970         ALLPLAYERSOUNDS
971         ALLVOICEMSGS
972 #undef _VOICEMSG
973 }
974
975 float LoadPlayerSounds(string f, float first)
976 {
977         float fh;
978         string s;
979         var .string field;
980         fh = fopen(f, FILE_READ);
981         if(fh < 0)
982         {
983                 dprint("Player sound file not found: ", f, "\n");
984                 return 0;
985         }
986         while((s = fgets(fh)))
987         {
988                 if(tokenize_console(s) != 3)
989                         continue;
990                 field = GetPlayerSoundSampleField(argv(0));
991                 if(GetPlayerSoundSampleField_notFound)
992                         field = GetVoiceMessageSampleField(argv(0));
993                 if(GetPlayerSoundSampleField_notFound)
994                         continue;
995                 if(self.field)
996                         strunzone(self.field);
997                 self.field = strzone(strcat(argv(1), " ", argv(2)));
998         }
999         fclose(fh);
1000         return 1;
1001 }
1002
1003 .float modelindex_for_playersound;
1004 .float skin_for_playersound;
1005 void UpdatePlayerSounds()
1006 {
1007         if(self.modelindex == self.modelindex_for_playersound)
1008         if(self.skin == self.skin_for_playersound)
1009                 return;
1010         self.modelindex_for_playersound = self.modelindex;
1011         self.skin_for_playersound = self.skin;
1012         ClearPlayerSounds();
1013         LoadPlayerSounds("sound/player/default.sounds", 1);
1014         if(!autocvar_g_debug_defaultsounds)
1015                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1016                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1017 }
1018
1019 void FakeGlobalSound(string sample, float chan, float voicetype)
1020 {
1021         float n;
1022         float tauntrand;
1023
1024         if(sample == "")
1025                 return;
1026
1027         tokenize_console(sample);
1028         n = stof(argv(1));
1029         if(n > 0)
1030                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1031         else
1032                 sample = strcat(argv(0), ".wav"); // randomization
1033
1034         switch(voicetype)
1035         {
1036                 case VOICETYPE_LASTATTACKER_ONLY:
1037                         break;
1038                 case VOICETYPE_LASTATTACKER:
1039                         if(self.pusher)
1040                         {
1041                                 msg_entity = self;
1042                                 if(IS_REAL_CLIENT(msg_entity))
1043                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1044                         }
1045                         break;
1046                 case VOICETYPE_TEAMRADIO:
1047                         msg_entity = self;
1048                         if(msg_entity.cvar_cl_voice_directional == 1)
1049                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1050                         else
1051                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1052                         break;
1053                 case VOICETYPE_AUTOTAUNT:
1054                         if(!sv_autotaunt)
1055                                 break;
1056                         if(!sv_taunt)
1057                                 break;
1058                         if(autocvar_sv_gentle)
1059                                 break;
1060                         tauntrand = random();
1061                         msg_entity = self;
1062                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1063                         {
1064                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1065                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1066                                 else
1067                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1068                         }
1069                         break;
1070                 case VOICETYPE_TAUNT:
1071                         if(IS_PLAYER(self))
1072                                 if(self.deadflag == DEAD_NO)
1073                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1074                         if(!sv_taunt)
1075                                 break;
1076                         if(autocvar_sv_gentle)
1077                                 break;
1078                         msg_entity = self;
1079                         if (msg_entity.cvar_cl_voice_directional >= 1)
1080                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1081                         else
1082                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1083                         break;
1084                 case VOICETYPE_PLAYERSOUND:
1085                         msg_entity = self;
1086                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1087                         break;
1088                 default:
1089                         backtrace("Invalid voice type!");
1090                         break;
1091         }
1092 }
1093
1094 void GlobalSound(string sample, float chan, float voicetype)
1095 {
1096         float n;
1097         float tauntrand;
1098
1099         if(sample == "")
1100                 return;
1101
1102         tokenize_console(sample);
1103         n = stof(argv(1));
1104         if(n > 0)
1105                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1106         else
1107                 sample = strcat(argv(0), ".wav"); // randomization
1108
1109         switch(voicetype)
1110         {
1111                 case VOICETYPE_LASTATTACKER_ONLY:
1112                         if(self.pusher)
1113                         {
1114                                 msg_entity = self.pusher;
1115                                 if(IS_REAL_CLIENT(msg_entity))
1116                                 {
1117                                         if(msg_entity.cvar_cl_voice_directional == 1)
1118                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1119                                         else
1120                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1121                                 }
1122                         }
1123                         break;
1124                 case VOICETYPE_LASTATTACKER:
1125                         if(self.pusher)
1126                         {
1127                                 msg_entity = self.pusher;
1128                                 if(IS_REAL_CLIENT(msg_entity))
1129                                 {
1130                                         if(msg_entity.cvar_cl_voice_directional == 1)
1131                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1132                                         else
1133                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1134                                 }
1135                                 msg_entity = self;
1136                                 if(IS_REAL_CLIENT(msg_entity))
1137                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1138                         }
1139                         break;
1140                 case VOICETYPE_TEAMRADIO:
1141                         FOR_EACH_REALCLIENT(msg_entity)
1142                                 if(!teamplay || msg_entity.team == self.team)
1143                                 {
1144                                         if(msg_entity.cvar_cl_voice_directional == 1)
1145                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1146                                         else
1147                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1148                                 }
1149                         break;
1150                 case VOICETYPE_AUTOTAUNT:
1151                         if(!sv_autotaunt)
1152                                 break;
1153                         if(!sv_taunt)
1154                                 break;
1155                         if(autocvar_sv_gentle)
1156                                 break;
1157                         tauntrand = random();
1158                         FOR_EACH_REALCLIENT(msg_entity)
1159                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1160                                 {
1161                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1162                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1163                                         else
1164                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1165                                 }
1166                         break;
1167                 case VOICETYPE_TAUNT:
1168                         if(IS_PLAYER(self))
1169                                 if(self.deadflag == DEAD_NO)
1170                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1171                         if(!sv_taunt)
1172                                 break;
1173                         if(autocvar_sv_gentle)
1174                                 break;
1175                         FOR_EACH_REALCLIENT(msg_entity)
1176                         {
1177                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1178                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1179                                 else
1180                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1181                         }
1182                         break;
1183                 case VOICETYPE_PLAYERSOUND:
1184                         sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1185                         break;
1186                 default:
1187                         backtrace("Invalid voice type!");
1188                         break;
1189         }
1190 }
1191
1192 void PlayerSound(.string samplefield, float chan, float voicetype)
1193 {
1194         GlobalSound(self.samplefield, chan, voicetype);
1195 }
1196
1197 void VoiceMessage(string type, string msg)
1198 {
1199         var .string sample;
1200         float voicetype, ownteam;
1201         float flood;
1202         sample = GetVoiceMessageSampleField(type);
1203
1204         if(GetPlayerSoundSampleField_notFound)
1205         {
1206                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1207                 return;
1208         }
1209
1210         voicetype = GetVoiceMessageVoiceType(type);
1211         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1212
1213         flood = Say(self, ownteam, world, msg, 1);
1214
1215         if (flood > 0)
1216                 GlobalSound(self.sample, CH_VOICE, voicetype);
1217         else if (flood < 0)
1218                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1219 }
1220
1221 void MoveToTeam(entity client, float team_colour, float type)
1222 {
1223         float lockteams_backup;
1224
1225         lockteams_backup = lockteams;  // backup any team lock
1226
1227         lockteams = 0;  // disable locked teams
1228
1229         TeamchangeFrags(client);  // move the players frags
1230         SetPlayerColors(client, team_colour - 1);  // set the players colour
1231         Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0');  // kill the player
1232
1233         lockteams = lockteams_backup;  // restore the team lock
1234
1235         LogTeamchange(client.playerid, client.team, type);
1236 }