]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/client.qc
Remove some unnecessary item bits, increase maximum items to 32 now that the item...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / client.qc
index 3592f33ad929f3588a2c190bd903c8804aece1da..ccb7053e4b2e3fc0a8ac92ab520d9f3ab9866449 100644 (file)
@@ -334,10 +334,10 @@ void PutObserverInServer(entity this)
        this.fade_time = 0;
        this.pain_frame = 0;
        this.pain_finished = 0;
-       this.strength_finished = 0;
-       this.invincible_finished = 0;
-       this.superweapons_finished = 0;
-       this.air_finished_stat = 0;
+       STAT(STRENGTH_FINISHED, this) = 0;
+       STAT(INVINCIBLE_FINISHED, this) = 0;
+       STAT(SUPERWEAPONS_FINISHED, this) = 0;
+       this.air_finished = 0;
        //this.dphitcontentsmask = 0;
        this.dphitcontentsmask = DPCONTENTS_SOLID;
        if (autocvar_g_playerclip_collisions)
@@ -589,7 +589,7 @@ void PutPlayerInServer(entity this)
 
        PS(this).dual_weapons = '0 0 0';
 
-       this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
+       STAT(SUPERWEAPONS_FINISHED, this) = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
 
        this.items = start_items;
 
@@ -638,8 +638,8 @@ void PutPlayerInServer(entity this)
        this.punchangle = '0 0 0';
        this.punchvector = '0 0 0';
 
-       this.strength_finished = 0;
-       this.invincible_finished = 0;
+       STAT(STRENGTH_FINISHED, this) = 0;
+       STAT(INVINCIBLE_FINISHED, this) = 0;
        this.fire_endtime = -1;
        STAT(REVIVE_PROGRESS, this) = 0;
        this.revival_time = 0;
@@ -648,7 +648,7 @@ void PutPlayerInServer(entity this)
        STAT(BUFFS, this) = 0;
        STAT(BUFF_TIME, this) = 0;
 
-       this.air_finished = time + autocvar_g_balance_contents_drowndelay;
+       this.air_finished = 0;
        this.waterlevel = WATERLEVEL_NONE;
        this.watertype = CONTENT_EMPTY;
 
@@ -687,8 +687,13 @@ void PutPlayerInServer(entity this)
                IL_REMOVE(g_conveyed, this);
        this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
        if(this.swampslug)
-               delete(this.swampslug);
-       this.in_swamp = false;
+               IL_REMOVE(g_swamped, this);
+       this.swampslug = NULL;
+       this.swamp_interval = 0;
+       IL_EACH(g_counters, it.realowner == this,
+       {
+               delete(it);
+       });
        STAT(HUD, this) = HUD_NORMAL;
 
        this.event_damage = PlayerDamage;
@@ -1042,7 +1047,9 @@ string getwelcomemessage(entity this)
        modifications = substring(modifications, 2, strlen(modifications) - 2);
 
        string versionmessage = GetClientVersionMessage(this);
-       string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
+       string s = strcat(versionmessage, "^8\n^8\nhost is ^9", autocvar_hostname, "^8\n");
+
+       s = strcat(s, "^8\nmatch type is ^1", gamemode_name, "^8\n");
 
        if(modifications != "")
                s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
@@ -1230,6 +1237,11 @@ void ClientDisconnect(entity this)
        if (this.chatbubbleentity) delete(this.chatbubbleentity);
        if (this.killindicator) delete(this.killindicator);
 
+       IL_EACH(g_counters, it.realowner == this,
+       {
+               delete(it);
+       });
+
        WaypointSprite_PlayerGone(this);
 
        bot_relinkplayerlist();
@@ -1415,9 +1427,9 @@ void player_powerups(entity this)
        {
                if (this.items & ITEM_Strength.m_itemid)
                {
-                       play_countdown(this, this.strength_finished, SND_POWEROFF);
+                       play_countdown(this, STAT(STRENGTH_FINISHED, this), SND_POWEROFF);
                        this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
-                       if (time > this.strength_finished)
+                       if (time > STAT(STRENGTH_FINISHED, this))
                        {
                                this.items = this.items - (this.items & ITEM_Strength.m_itemid);
                                //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
@@ -1426,7 +1438,7 @@ void player_powerups(entity this)
                }
                else
                {
-                       if (time < this.strength_finished)
+                       if (time < STAT(STRENGTH_FINISHED, this))
                        {
                                this.items = this.items | ITEM_Strength.m_itemid;
                                if(!g_cts)
@@ -1436,9 +1448,9 @@ void player_powerups(entity this)
                }
                if (this.items & ITEM_Shield.m_itemid)
                {
-                       play_countdown(this, this.invincible_finished, SND_POWEROFF);
+                       play_countdown(this, STAT(INVINCIBLE_FINISHED, this), SND_POWEROFF);
                        this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
-                       if (time > this.invincible_finished)
+                       if (time > STAT(INVINCIBLE_FINISHED, this))
                        {
                                this.items = this.items - (this.items & ITEM_Shield.m_itemid);
                                //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
@@ -1447,7 +1459,7 @@ void player_powerups(entity this)
                }
                else
                {
-                       if (time < this.invincible_finished)
+                       if (time < STAT(INVINCIBLE_FINISHED, this))
                        {
                                this.items = this.items | ITEM_Shield.m_itemid;
                                if(!g_cts)
@@ -1459,7 +1471,7 @@ void player_powerups(entity this)
                {
                        if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
                        {
-                               this.superweapons_finished = 0;
+                               STAT(SUPERWEAPONS_FINISHED, this) = 0;
                                this.items = this.items - (this.items & IT_SUPERWEAPON);
                                //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
                                Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
@@ -1470,8 +1482,8 @@ void player_powerups(entity this)
                        }
                        else
                        {
-                               play_countdown(this, this.superweapons_finished, SND_POWEROFF);
-                               if (time > this.superweapons_finished)
+                               play_countdown(this, STAT(SUPERWEAPONS_FINISHED, this), SND_POWEROFF);
+                               if (time > STAT(SUPERWEAPONS_FINISHED, this))
                                {
                                        this.items = this.items - (this.items & IT_SUPERWEAPON);
                                        STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
@@ -1482,7 +1494,7 @@ void player_powerups(entity this)
                }
                else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
                {
-                       if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
+                       if (time < STAT(SUPERWEAPONS_FINISHED, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
                        {
                                this.items = this.items | IT_SUPERWEAPON;
                                if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
@@ -1494,13 +1506,13 @@ void player_powerups(entity this)
                        }
                        else
                        {
-                               this.superweapons_finished = 0;
+                               STAT(SUPERWEAPONS_FINISHED, this) = 0;
                                STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
                        }
                }
                else
                {
-                       this.superweapons_finished = 0;
+                       STAT(SUPERWEAPONS_FINISHED, this) = 0;
                }
        }
 
@@ -1537,7 +1549,7 @@ float CalcRot(float current, float stable, float rotfactor, float rotframetime)
                return max(stable, current + (stable - current) * rotfactor * rotframetime);
 }
 
-void RotRegen(entity this, int res, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
+void RotRegen(entity this, int res, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit_mod)
 {
        float old = GetResource(this, res);
        float current = old;
@@ -1558,6 +1570,7 @@ void RotRegen(entity this, int res, float regenstable, float regenfactor, float
                }
        }
 
+       float limit = GetResourceLimit(this, res) * limit_mod;
        if(current > limit)
                current = limit;
 
@@ -1592,24 +1605,16 @@ void player_regen(entity this)
        if(!mutator_returnvalue)
        if(!STAT(FROZEN, this))
        {
-               float mina, maxa, limith, limita;
-               maxa = autocvar_g_balance_armor_rotstable;
-               mina = autocvar_g_balance_armor_regenstable;
-               limith = GetResourceLimit(this, RES_HEALTH);
-               limita = GetResourceLimit(this, RES_ARMOR);
-
-               regen_health_rotstable = regen_health_rotstable * max_mod;
-               regen_health_stable = regen_health_stable * max_mod;
-               limith = limith * limit_mod;
-               limita = limita * limit_mod;
+               float maxa = autocvar_g_balance_armor_rotstable;
+               float mina = autocvar_g_balance_armor_regenstable;
 
                RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
                        regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
-                       rot_mod * frametime * (time > this.pauserotarmor_finished), limita);
+                       rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
 
-               RotRegen(this, RES_HEALTH, regen_health_stable, regen_health, regen_health_linear,
-                       regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
-                       rot_mod * frametime * (time > this.pauserothealth_finished), limith);
+               RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
+                       regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
+                       rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
        }
 
        // if player rotted to death...  die!
@@ -1624,15 +1629,12 @@ void player_regen(entity this)
 
        if (!(this.items & IT_UNLIMITED_AMMO))
        {
-               float minf, maxf, limitf;
-
-               maxf = autocvar_g_balance_fuel_rotstable;
-               minf = autocvar_g_balance_fuel_regenstable;
-               limitf = GetResourceLimit(this, RES_FUEL);
+               float maxf = autocvar_g_balance_fuel_rotstable;
+               float minf = autocvar_g_balance_fuel_regenstable;
 
                RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
                        frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
-                       maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf);
+                       maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
        }
 }
 
@@ -1692,10 +1694,10 @@ void SpectateCopy(entity this, entity spectatee)
        this.items = spectatee.items;
        STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
        STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
-       this.strength_finished = spectatee.strength_finished;
-       this.invincible_finished = spectatee.invincible_finished;
-       this.superweapons_finished = spectatee.superweapons_finished;
-       this.air_finished_stat = spectatee.air_finished_stat;
+       STAT(STRENGTH_FINISHED, this) = STAT(STRENGTH_FINISHED, spectatee);
+       STAT(INVINCIBLE_FINISHED, this) = STAT(INVINCIBLE_FINISHED, spectatee);
+       STAT(SUPERWEAPONS_FINISHED, this) = STAT(SUPERWEAPONS_FINISHED, spectatee);
+       this.air_finished = spectatee.air_finished;
        STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
        STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
        this.punchangle = spectatee.punchangle;
@@ -1953,6 +1955,8 @@ void Join(entity this)
 
 int GetPlayerLimit()
 {
+       if(g_duel)
+               return 2; // TODO: this workaround is needed since the mutator hook from duel can't be activated before the gametype is loaded (e.g. switching modes via gametype vote screen)
        int player_limit = autocvar_g_maxplayers;
        MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
        player_limit = M_ARGV(0, int);
@@ -1999,11 +2003,11 @@ int nJoinAllowed(entity this, entity ignore)
        else if(currentlyPlaying < player_limit)
                free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
 
-       static float join_prevent_msg_time = 0;
-       if(this && ignore && !free_slots && time > join_prevent_msg_time)
+       static float msg_time = 0;
+       if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
        {
                Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
-               join_prevent_msg_time = time + 3;
+               msg_time = time + 0.5;
        }
 
        return free_slots;
@@ -2097,7 +2101,6 @@ bool joinAllowed(entity this)
        return true;
 }
 
-.int items_added;
 .string shootfromfixedorigin;
 .bool dualwielding_prev;
 bool PlayerThink(entity this)
@@ -2214,8 +2217,6 @@ bool PlayerThink(entity this)
        // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
        //if(frametime)
        {
-               this.items &= ~this.items_added;
-
                for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
                {
                        .entity weaponentity = weaponentities[slot];
@@ -2223,12 +2224,6 @@ bool PlayerThink(entity this)
                                W_Vortex_Charge(this, weaponentity, frametime);
                        W_WeaponFrame(this, weaponentity);
                }
-
-               this.items_added = 0;
-               if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResource(this, RES_FUEL) >= 0.01))
-            this.items_added |= IT_FUEL;
-
-               this.items |= this.items_added;
        }
 
        if (frametime)
@@ -2281,7 +2276,8 @@ void ObserverThink(entity this)
                        if(this.flags & FL_SPAWNING)
                        {
                                this.flags &= ~FL_SPAWNING;
-                               Join(this);
+                               if(joinAllowed(this))
+                                       Join(this);
                                return;
                        }
                }
@@ -2615,27 +2611,32 @@ void PlayerPreThink (entity this)
 
 void DrownPlayer(entity this)
 {
-       if(IS_DEAD(this) || game_stopped || time < game_starttime)
+       if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
+               || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
+       {
+               this.air_finished = 0;
                return;
+       }
 
-       if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
+       if (this.waterlevel != WATERLEVEL_SUBMERGED)
        {
-               if(this.air_finished < time)
+               if(this.air_finished && this.air_finished < time)
                        PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
-               this.air_finished = time + autocvar_g_balance_contents_drowndelay;
-               this.air_finished_stat = 0;
+               this.air_finished = 0;
        }
-       else if (this.air_finished < time)
-       {       // drown!
-               if (this.pain_finished < time)
-               {
-                       Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
-                       this.pain_finished = time + 0.5;
+       else
+       {
+               if (!this.air_finished)
+                       this.air_finished = time + autocvar_g_balance_contents_drowndelay;
+               if (this.air_finished < time)
+               {       // drown!
+                       if (this.pain_finished < time)
+                       {
+                               Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
+                               this.pain_finished = time + 0.5;
+                       }
                }
-               this.air_finished_stat = this.air_finished;
        }
-       else
-               this.air_finished_stat = this.air_finished;
 }
 
 .bool move_qcphysics;