]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_player.qc
Remove for-loop workaround
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
index 133a59d717f461d3e6ba7f51ac3745f4d9e72bc3..49d1c1b4691c3136f11c4fd3aa87c27a816c9ea9 100644 (file)
-.entity accuracy;
-.float accuracy_frags[WEP_MAXCOUNT];
+#include "cl_player.qh"
+#include "g_triggers.qh"
+#include "g_violence.qh"
+#include "miscfunctions.qh"
 
-float weaponstats_buffer;
+#include "weapons/weaponstats.qh"
 
-void WeaponStats_Init()
-{
-       if(autocvar_sv_weaponstats_file != "")
-               weaponstats_buffer = buf_create();
-       else
-               weaponstats_buffer = -1;
-}
-
-#define WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot) (((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1))) * 4 + (abot) * 2 + (vbot))
-
-void WeaponStats_ready(entity fh, entity pass, float status)
-{
-       float i, j, n, ibot, jbot, idx;
-       vector v;
-       string prefix, s;
-       switch(status)
-       {
-               case URL_READY_CANWRITE:
-                       // we can write
-                       prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
-                       url_fputs(fh, "#begin statsfile\n");
-                       url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
-#ifdef WATERMARK
-                       url_fputs(fh, strcat("#version ", WATERMARK, "\n"));
-#endif
-                       url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
-                       url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
-                       n = tokenizebyseparator(cvar_purechanges, "\n");
-                       for(i = 0; i < n; ++i)
-                               url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
-                       for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
-                               for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
-                               {
-                                       idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
-                                       v = stov(bufstr_get(weaponstats_buffer, idx));
-                                       if(v != '0 0 0')
-                                       {
-                                               //vector is: kills hits damage
-                                               url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
-                                               url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
-                                       }
-                               }
-                       url_fputs(fh, "#end\n\n");
-                       url_fclose(fh);
-                       break;
-               case URL_READY_CANREAD:
-                       // url_fclose is processing, we got a response for writing the data
-                       // this must come from HTTP
-                       print("Got response from weapon stats server:\n");
-                       while((s = url_fgets(fh)))
-                               print("  ", s, "\n");
-                       print("End of response.\n");
-                       url_fclose(fh);
-                       break;
-               case URL_READY_CLOSED:
-                       // url_fclose has finished
-                       print("Weapon stats written\n");
-                       buf_del(weaponstats_buffer);
-                       weaponstats_buffer = -1;
-                       break;
-               case URL_READY_ERROR:
-               default:
-                       print("Weapon stats writing failed: ", ftos(status), "\n");
-                       buf_del(weaponstats_buffer);
-                       weaponstats_buffer = -1;
-                       break;
-       }
-}
-
-void WeaponStats_Shutdown()
-{
-       if(weaponstats_buffer < 0)
-               return;
-       if(autocvar_sv_weaponstats_file != "")
-       {
-               url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
-       }
-       else
-       {
-               buf_del(weaponstats_buffer);
-               weaponstats_buffer = -1;
-       }
-}
-
-void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
-{
-       float idx;
-       if(weaponstats_buffer < 0)
-               return;
-       if(awep < WEP_FIRST || vwep < WEP_FIRST)
-               return;
-       if(awep > WEP_LAST || vwep > WEP_LAST)
-               return;
-       idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
-       bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
-}
-void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
-{
-       if(damage < 0)
-               error("negative damage?");
-       WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
-}
-void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
-{
-       WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
-}
-
-// changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
-// merged player_run and player_stand to player_anim
-// added death animations to player_anim
-// can now spawn thrown weapons from anywhere, not just from players
-// thrown weapons now fade out after 20 seconds
-// created PlayerGib function
-// PlayerDie no longer uses hitloc or damage
-// PlayerDie now supports dying animations as well as gibbing
-// cleaned up PlayerDie a lot
-// added CopyBody
-
-.entity pusher;
-.float pushltime;
-.float istypefrag;
-
-.float CopyBody_nextthink;
-.void(void) CopyBody_think;
 void CopyBody_Think(void)
 {
        if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
@@ -214,7 +92,8 @@ void CopyBody(float keepvelocity)
        self.nextthink = time;
        self.think = CopyBody_Think;
        // "bake" the current animation frame for clones (they don't get clientside animation)
-       animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
+       animdecide_load_if_needed(self);
+       animdecide_setframes(self, false, frame, frame1time, frame2, frame2time);
 
        self = oldself;
 }
@@ -233,41 +112,41 @@ float player_getspecies()
 void player_setupanimsformodel()
 {
        // load animation info
-       animdecide_init(self);
-       animdecide_setstate(self, 0, FALSE);
+       animdecide_load_if_needed(self);
+       animdecide_setstate(self, 0, false);
 }
 
 void player_anim (void)
 {
-       float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
-       if(self.deadflag && !deadbits)
-               if(random() < 0.5)
-                       deadbits = ANIMSTATE_DEAD1;
-               else
-                       deadbits = ANIMSTATE_DEAD2;
-       float animbits = deadbits;
+       int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
+       if(self.deadflag) {
+               if (!deadbits) {
+                       // Decide on which death animation to use.
+                       if(random() < 0.5)
+                               deadbits = ANIMSTATE_DEAD1;
+                       else
+                               deadbits = ANIMSTATE_DEAD2;
+               }
+       } else {
+               // Clear a previous death animation.
+               deadbits = 0;
+       }
+       int animbits = deadbits;
        if(self.frozen)
                animbits |= ANIMSTATE_FROZEN;
        if(self.crouch)
                animbits |= ANIMSTATE_DUCK;
-       animdecide_setstate(self, animbits, FALSE);
+       animdecide_setstate(self, animbits, false);
        animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
 
        if (self.weaponentity)
        {
                updateanim(self.weaponentity);
                if (!self.weaponentity.animstate_override)
-                       setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
+                       setanim(self.weaponentity, self.weaponentity.anim_idle, true, false, false);
        }
 }
 
-void SpawnThrownWeapon (vector org, float w)
-{
-       if(self.weapons & WepSet_FromWeapon(self.weapon))
-               if(W_IsWeaponThrowable(self.weapon))
-                       W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
-}
-
 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 {
        float take, save;
@@ -278,8 +157,8 @@ void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float
        damage = max(damage - 5, 1);
 
        v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
-       take = v_x;
-       save = v_y;
+       take = v.x;
+       save = v.y;
 
        if(sound_allowed(MSG_BROADCAST, attacker))
        {
@@ -296,13 +175,11 @@ void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float
        if (take > 100)
                Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
 
-       if (!(self.flags & FL_GODMODE))
-       {
-               self.armorvalue = self.armorvalue - save;
-               self.health = self.health - take;
-               // pause regeneration for 5 seconds
-               self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
-       }
+       self.armorvalue = self.armorvalue - save;
+       self.health = self.health - take;
+       // pause regeneration for 5 seconds
+       self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
+
        self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
        self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
        self.dmg_inflictor = inflictor;
@@ -318,24 +195,15 @@ void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float
                self.alpha = -1;
                self.solid = SOLID_NOT; // restore later
                self.takedamage = DAMAGE_NO; // restore later
-               self.damagedbycontents = FALSE;
+               self.damagedbycontents = false;
        }
 }
 
-// g_<gametype>_str:
-// If 0, default is used.
-// If <0, 0 is used.
-// Otherwise, g_str (default value) is used.
-// For consistency, negative values there are mapped to zero too.
-#define GAMETYPE_DEFAULTED_SETTING(str) \
-       ((gametype_setting_tmp = cvar(strcat("g_", GetGametype(), "_" #str))), \
-        (gametype_setting_tmp < 0) ? 0 : \
-        (gametype_setting_tmp == 0) ? max(0, autocvar_g_##str) : \
-        gametype_setting_tmp)
-
-
 void calculate_player_respawn_time()
 {
+       if(g_ca)
+               return;
+
        float gametype_setting_tmp;
        float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
        float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
@@ -418,11 +286,10 @@ void calculate_player_respawn_time()
                self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
 }
 
-void ClientKill_Now_TeamChange();
-
-void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
 {
-       float take, save, dh, da, j;
+       float take, save, dh, da;
+       int j;
        vector v;
        float valid_damage_for_weaponstats;
        float excess;
@@ -444,7 +311,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                vector d;
                float f;
                ear1 = self.origin;
-               ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
+               ear1_z += 0.125 * self.view_ofs.z + 0.875 * self.maxs.z; // 7/8
                ear2 = ear1;
                makevectors(self.angles);
                ear1 += v_right * -10;
@@ -473,8 +340,8 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
 
 
        v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
-       take = v_x;
-       save = v_y;
+       take = v.x;
+       save = v.y;
 
        if(attacker == self)
        {
@@ -547,14 +414,14 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                                                if (!self.animstate_override)
                                                {
                                                        if (random() > 0.5)
-                                                               animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
+                                                               animdecide_setaction(self, ANIMACTION_PAIN1, true);
                                                        else
-                                                               animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
+                                                               animdecide_setaction(self, ANIMACTION_PAIN2, true);
                                                }
                                        }
 
                                        if(sound_allowed(MSG_BROADCAST, attacker))
-                                       if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
+                                       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 > 1)
                                        // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
                                        {
@@ -577,8 +444,9 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                        if(IS_BOT_CLIENT(self) && self.health >= 1)
                        {
                                shake = damage * 5 / (bound(0,skill,100) + 1);
-                               self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
-                               self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
+                               self.v_angle_x = self.v_angle.x + (random() * 2 - 1) * shake;
+                               self.v_angle_y = self.v_angle.y + (random() * 2 - 1) * shake;
+                               self.v_angle_x = bound(-90, self.v_angle.x, 90);
                        }
                }
                else
@@ -617,11 +485,11 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
        if (self.health < 1)
        {
                float defer_ClientKill_Now_TeamChange;
-               defer_ClientKill_Now_TeamChange = FALSE;
+               defer_ClientKill_Now_TeamChange = false;
 
                if(self.alivetime)
                {
-                       PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
+                       PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
                        self.alivetime = 0;
                }
 
@@ -643,7 +511,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                        remove(self.killindicator);
                        self.killindicator = world;
                        if(self.killindicator_teamchange)
-                               defer_ClientKill_Now_TeamChange = TRUE;
+                               defer_ClientKill_Now_TeamChange = true;
 
                        if(self.classname == "body")
                        if(deathtype == DEATH_KILL)
@@ -654,11 +522,11 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                }
 
                // print an obituary message
-               Obituary (attacker, inflictor, self, deathtype);
+               if(self.classname != "body")
+                       Obituary (attacker, inflictor, self, deathtype);
 
         // increment frag counter for used weapon type
-        float w;
-        w = DEATH_WEAPONOF(deathtype);
+        int w = DEATH_WEAPONOF(deathtype);
         if(WEP_VALID(w))
        if(accuracy_isgooddamage(attacker, self))
         attacker.accuracy.(accuracy_frags[w-1]) += 1;
@@ -669,20 +537,20 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                frag_deathtype = deathtype;
                MUTATOR_CALLHOOK(PlayerDies);
 
-               weapon_action(self.weapon, WR_PLAYERDEATH);
+               WEP_ACTION(self.weapon, WR_PLAYERDEATH);
 
                RemoveGrapplingHook(self);
 
                Portal_ClearAllLater(self);
 
-               self.fixangle = TRUE;
+               self.fixangle = true;
 
                if(defer_ClientKill_Now_TeamChange)
                        ClientKill_Now_TeamChange(); // can turn player into spectator
 
                // player could have been miraculously resuscitated ;)
                // e.g. players in freezetag get frozen, they don't really die
-               if(self.health >= 1 || !IS_PLAYER(self))
+               if(self.health >= 1 || !(IS_PLAYER(self) || self.classname == "body"))
                        return;
 
                // when we get here, player actually dies
@@ -713,15 +581,16 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                self.flags &= ~FL_ONGROUND;
                // dying animation
                self.deadflag = DEAD_DYING;
+
                // when to allow respawn
                calculate_player_respawn_time();
 
                self.death_time = time;
                if (random() < 0.5)
-                       animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
+                       animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, true);
                else
-                       animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
-               if (self.maxs_z > 5)
+                       animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, true);
+               if (self.maxs.z > 5)
                {
                        self.maxs_z = 5;
                        setsize(self, self.mins, self.maxs);
@@ -730,24 +599,32 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                self.event_damage = PlayerCorpseDamage;
                // call the corpse damage function just in case it wants to gib
                self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
+
                // set up to fade out later
                SUB_SetFade (self, time + 6 + random (), 1);
+               // reset body think wrapper broken by SUB_SetFade
+               if(self.classname == "body" && self.think != CopyBody_Think) {
+                       self.CopyBody_think = self.think;
+                       self.CopyBody_nextthink = self.nextthink;
+                       self.think = CopyBody_Think;
+                       self.nextthink = time;
+               }
 
-               if(autocvar_sv_gentle > 0 || autocvar_ekg) {
+               if(autocvar_sv_gentle > 0 || autocvar_ekg || self.classname == "body") {
                        // remove corpse
+                       // clones don't run any animation code any more, so we must gib them when they die :(
                        PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
                }
 
                // reset fields the weapons may use just in case
                for (j = WEP_FIRST; j <= WEP_LAST; ++j)
                {
-                       weapon_action(j, WR_RESETPLAYER);
+                       WEP_ACTION(j, WR_RESETPLAYER);
                        ATTACK_FINISHED_FOR(self, j) = 0;
                }
        }
 }
 
-.float muted; // to be used by prvm_edictset server playernumber muted 1
 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
 // message "": do not say, just test flood control
 // return value:
@@ -775,11 +652,11 @@ float Say(entity source, float teamsay, entity privatesay, string msgin, float f
        else
        {
                colorstr = "";
-               teamsay = FALSE;
+               teamsay = false;
        }
 
        if(intermission_running)
-               teamsay = FALSE;
+               teamsay = false;
 
        if(msgin != "")
                msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
@@ -1029,7 +906,6 @@ float GetVoiceMessageVoiceType(string type)
        return VOICETYPE_TEAMRADIO;
 }
 
-string allvoicesamples;
 .string GetVoiceMessageSampleField(string type)
 {
        GetPlayerSoundSampleField_notFound = 0;
@@ -1135,8 +1011,6 @@ float LoadPlayerSounds(string f, float first)
        return 1;
 }
 
-.float modelindex_for_playersound;
-.float skin_for_playersound;
 void UpdatePlayerSounds()
 {
        if(self.modelindex == self.modelindex_for_playersound)
@@ -1205,7 +1079,7 @@ void FakeGlobalSound(string sample, float chan, float voicetype)
                case VOICETYPE_TAUNT:
                        if(IS_PLAYER(self))
                                if(self.deadflag == DEAD_NO)
-                                       animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
+                                       animdecide_setaction(self, ANIMACTION_TAUNT, true);
                        if(!sv_taunt)
                                break;
                        if(autocvar_sv_gentle)
@@ -1302,7 +1176,7 @@ void GlobalSound(string sample, float chan, float voicetype)
                case VOICETYPE_TAUNT:
                        if(IS_PLAYER(self))
                                if(self.deadflag == DEAD_NO)
-                                       animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
+                                       animdecide_setaction(self, ANIMACTION_TAUNT, true);
                        if(!sv_taunt)
                                break;
                        if(autocvar_sv_gentle)
@@ -1347,10 +1221,10 @@ void VoiceMessage(string type, string msg)
 
        flood = Say(self, ownteam, world, msg, 1);
 
-       if (flood > 0)
-               GlobalSound(self.sample, CH_VOICE, voicetype);
-       else if (flood < 0)
+       if(IS_SPEC(self) || IS_OBSERVER(self) || flood < 0)
                FakeGlobalSound(self.sample, CH_VOICE, voicetype);
+       else if (flood > 0)
+               GlobalSound(self.sample, CH_VOICE, voicetype);
 }
 
 void MoveToTeam(entity client, float team_colour, float type)