]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_player.qc
Merge branch 'master' into TimePath/combined_updates
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
index 6548912ab26d65920e4b58673d0333fdac5c0999..6b8f41dbdc4ae703799042906941b20522d6cdc6 100644 (file)
@@ -1,3 +1,126 @@
+.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;
@@ -117,13 +240,20 @@ void player_setupanimsformodel()
 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;
+       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;
+       }
        float animbits = deadbits;
-       if(self.freezetag_frozen)
+       if(self.frozen)
                animbits |= ANIMSTATE_FROZEN;
        if(self.crouch)
                animbits |= ANIMSTATE_DUCK;
@@ -199,11 +329,107 @@ 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(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;
@@ -335,7 +561,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                                        }
 
                                        if(sound_allowed(MSG_BROADCAST, attacker))
-                                       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(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
                                        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
                                        {
@@ -399,7 +625,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
 
                if(self.alivetime)
                {
-                       PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
+                       PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
                        self.alivetime = 0;
                }
 
@@ -433,7 +659,6 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
 
                // print an obituary message
                Obituary (attacker, inflictor, self, deathtype);
-               race_PreDie();
 
         // increment frag counter for used weapon type
         float w;
@@ -448,21 +673,13 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                frag_deathtype = deathtype;
                MUTATOR_CALLHOOK(PlayerDies);
 
-               WEP_ACTION(self.weapon, WR_PLAYERDEATH);
+               weapon_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
@@ -474,6 +691,9 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
 
                // when we get here, player actually dies
 
+               Unfreeze(self); // remove any icy remains
+               self.health = 0; // Unfreeze resets health, so we need to set it back
+
                // clear waypoints
                WaypointSprite_PlayerDead();
                // throw a weapon
@@ -498,34 +718,7 @@ 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)
@@ -552,7 +745,7 @@ 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)
                {
-                       WEP_ACTION(j, WR_RESETPLAYER);
+                       weapon_action(j, WR_RESETPLAYER);
                        ATTACK_FINISHED_FOR(self, j) = 0;
                }
        }
@@ -566,7 +759,7 @@ 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;
@@ -611,14 +804,19 @@ 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
@@ -626,12 +824,12 @@ 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