]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_player.qc
Merge branch 'master' into samual/weapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
index eb3e81fbb280a7d226e65f2554b22df8c5eab99d..630cad61fbc1f0c7bde31a9fc6800f4e3a79ca06 100644 (file)
@@ -1,126 +1,3 @@
-.entity accuracy;
-.float accuracy_frags[WEP_MAXCOUNT];
-
-float weaponstats_buffer;
-
-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;
@@ -155,6 +32,7 @@ void CopyBody(float keepvelocity)
        self.teleportable = oldself.teleportable;
        self.damagedbycontents = oldself.damagedbycontents;
        self.angles = oldself.angles;
+       self.v_angle = oldself.v_angle;
        self.avelocity = oldself.avelocity;
        self.classname = "body";
        self.damageforcescale = oldself.damageforcescale;
@@ -260,13 +138,6 @@ void player_anim (void)
        }
 }
 
-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;
@@ -321,11 +192,107 @@ void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float
        }
 }
 
+// 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()
+{
+       float gametype_setting_tmp;
+       float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
+       float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
+       float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
+       float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
+       float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
+       float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
+
+       float pcount = 1;  // Include myself whether or not team is already set right and I'm a "player".
+       entity pl;
+       if (teamplay)
+       {
+               FOR_EACH_PLAYER(pl)
+                       if (pl != self)
+                               if (pl.team == self.team)
+                                       ++pcount;
+               if (sdelay_small_count == 0)
+                       sdelay_small_count = 1;
+               if (sdelay_large_count == 0)
+                       sdelay_large_count = 1;
+       }
+       else
+       {
+               FOR_EACH_PLAYER(pl)
+                       if (pl != self)
+                               ++pcount;
+               if (sdelay_small_count == 0)
+               {
+                       if (g_cts)
+                       {
+                               // Players play independently. No point in requiring enemies.
+                               sdelay_small_count = 1;
+                       }
+                       else
+                       {
+                               // Players play AGAINST each other. Enemies required.
+                               sdelay_small_count = 2;
+                       }
+               }
+               if (sdelay_large_count == 0)
+               {
+                       if (g_cts)
+                       {
+                               // Players play independently. No point in requiring enemies.
+                               sdelay_large_count = 1;
+                       }
+                       else
+                       {
+                               // Players play AGAINST each other. Enemies required.
+                               sdelay_large_count = 2;
+                       }
+               }
+       }
+
+       float sdelay;
+
+       if (pcount <= sdelay_small_count)
+               sdelay = sdelay_small;
+       else if (pcount >= sdelay_large_count)
+               sdelay = sdelay_large;
+       else  // NOTE: this case implies sdelay_large_count > sdelay_small_count.
+               sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
+
+       if(waves)
+               self.respawn_time = ceil((time + sdelay) / waves) * waves;
+       else
+               self.respawn_time = time + sdelay;
+
+       if(sdelay < sdelay_max)
+               self.respawn_time_max = time + sdelay_max;
+       else
+               self.respawn_time_max = self.respawn_time;
+
+       if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
+               self.respawn_countdown = 10; // first number to count down from is 10
+       else
+               self.respawn_countdown = -1; // do not count down
+
+       if(g_cts || autocvar_g_forced_respawn)
+               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)
 {
-       float take, save, waves, sdelay, dh, da, j;
+       float take, save, dh, da, j;
        vector v;
        float valid_damage_for_weaponstats;
        float excess;
@@ -457,7 +424,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                                        }
 
                                        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(!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
                                        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
                                        {
@@ -570,21 +537,13 @@ 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);
 
-               if(IS_REAL_CLIENT(self))
-               {
-                       self.fixangle = TRUE;
-                       //msg_entity = self;
-                       //WriteByte (MSG_ONE, SVC_SETANGLE);
-                       //WriteAngle (MSG_ONE, self.v_angle_x);
-                       //WriteAngle (MSG_ONE, self.v_angle_y);
-                       //WriteAngle (MSG_ONE, 80);
-               }
+               self.fixangle = TRUE;
 
                if(defer_ClientKill_Now_TeamChange)
                        ClientKill_Now_TeamChange(); // can turn player into spectator
@@ -620,34 +579,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                // dying animation
                self.deadflag = DEAD_DYING;
                // when to allow respawn
-               sdelay = 0;
-               waves = 0;
-               sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
-               if(!sdelay)
-               {
-                       if(g_cts)
-                               sdelay = 0; // no respawn delay in CTS
-                       else
-                               sdelay = autocvar_g_respawn_delay;
-               }
-               waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
-               if(!waves)
-                       waves = autocvar_g_respawn_waves;
-               if(waves)
-                       self.respawn_time = ceil((time + sdelay) / waves) * waves;
-               else
-                       self.respawn_time = time + sdelay;
-               if(autocvar_g_respawn_delay_max > sdelay)
-                       self.respawn_time_max = time + autocvar_g_respawn_delay_max;
-               else
-                       self.respawn_time_max = self.respawn_time;
-               if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
-                       self.respawn_countdown = 10; // first number to count down from is 10
-               else
-                       self.respawn_countdown = -1; // do not count down
-
-               if(g_cts || autocvar_g_forced_respawn)
-                       self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
+               calculate_player_respawn_time();
 
                self.death_time = time;
                if (random() < 0.5)
@@ -674,7 +606,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                // 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;
                }
        }
@@ -688,7 +620,7 @@ float Say(entity source, float teamsay, entity privatesay, string msgin, float f
 //   0 = reject
 //  -1 = fake accept
 {
-       string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr;
+       string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
        float flood;
        var .float flood_field;
        entity head;
@@ -733,14 +665,19 @@ float Say(entity source, float teamsay, entity privatesay, string msgin, float f
        else
                namestr = source.netname;
 
+       if(strdecolorize(namestr) == namestr)
+               colorprefix = "^3";
+       else
+               colorprefix = "^7";
+
        if(msgin != "")
        {
                if(privatesay)
                {
-                       msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
+                       msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
                        privatemsgprefixlen = strlen(msgstr);
                        msgstr = strcat(msgstr, msgin);
-                       cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
+                       cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
                        if(autocvar_g_chat_teamcolors)
                                privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
                        else
@@ -748,12 +685,12 @@ float Say(entity source, float teamsay, entity privatesay, string msgin, float f
                }
                else if(teamsay)
                {
-                       msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
-                       cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
+                       msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
+                       cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
                }
                else
                {
-                       msgstr = strcat("\{1}", namestr, "^7: ", msgin);
+                       msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
                        cmsgstr = "";
                }
                msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint