X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fplayer.qc;h=3755da96386ed98e6b10f9a754185a7f6b487951;hp=d9226f3437e351bec049ea26b5747b333f2530ad;hb=69eda62d02bc02ff50547bad514af3f7ce487413;hpb=35b5d15a47d8e309396453c03e36ac717789c600 diff --git a/qcsrc/server/player.qc b/qcsrc/server/player.qc index d9226f3437..3755da9638 100644 --- a/qcsrc/server/player.qc +++ b/qcsrc/server/player.qc @@ -5,7 +5,6 @@ #include "cheats.qh" #include "g_damage.qh" #include "handicap.qh" -#include "g_subs.qh" #include "miscfunctions.qh" #include "portals.qh" #include "teamplay.qh" @@ -15,8 +14,9 @@ #include "../common/anim.qh" #include "../common/animdecide.qh" #include "../common/csqcmodel_settings.qh" +#include "../common/gamemodes/sv_rules.qh" #include "../common/deathtypes/all.qh" -#include "../common/triggers/subs.qh" +#include "../common/mapobjects/subs.qh" #include "../common/playerstats.qh" #include "../lib/csqcmodel/sv_model.qh" @@ -25,7 +25,7 @@ #include "../common/physics/player.qh" #include "../common/effects/qc/_mod.qh" #include "../common/mutators/mutator/waypoints/waypointsprites.qh" -#include "../common/triggers/include.qh" +#include "../common/mapobjects/_mod.qh" #include "../common/wepent.qh" #include "weapons/weaponstats.qh" @@ -74,6 +74,7 @@ void CopyBody(entity this, float keepvelocity) clone.effects = this.effects; clone.glowmod = this.glowmod; clone.event_damage = this.event_damage; + clone.event_heal = this.event_heal; clone.anim_state = this.anim_state; clone.anim_time = this.anim_time; clone.anim_lower_action = this.anim_lower_action; @@ -89,8 +90,8 @@ void CopyBody(entity this, float keepvelocity) clone.dphitcontentsmask = this.dphitcontentsmask; clone.death_time = this.death_time; clone.pain_finished = this.pain_finished; - clone.health = this.health; - clone.armorvalue = this.armorvalue; + SetResourceAmountExplicit(clone, RESOURCE_HEALTH, GetResourceAmount(this, RESOURCE_HEALTH)); + SetResourceAmountExplicit(clone, RESOURCE_ARMOR, GetResourceAmount(this, RESOURCE_ARMOR)); clone.armortype = this.armortype; clone.model = this.model; clone.modelindex = this.modelindex; @@ -167,16 +168,13 @@ void player_anim(entity this) animdecide_setimplicitstate(this, IS_ONGROUND(this)); } -void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { float take, save; vector v; Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker); - // damage resistance (ignore most of the damage from a bullet or similar) - damage = max(damage - 5, 1); - - v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage); + v = healtharmor_applydamage(GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage); take = v.x; save = v.y; @@ -195,8 +193,8 @@ void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float da if (take > 100) Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker); - this.armorvalue = this.armorvalue - save; - this.health = this.health - take; + TakeResource(this, RESOURCE_ARMOR, save); + TakeResource(this, RESOURCE_HEALTH, take); // pause regeneration for 5 seconds this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen); @@ -204,7 +202,7 @@ void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float da this.dmg_take = this.dmg_take + take;//max(take - 10, 0); this.dmg_inflictor = inflictor; - if (this.health <= -autocvar_sv_gibhealth && this.alpha >= 0) + if (GetResourceAmount(this, RESOURCE_HEALTH) <= -autocvar_sv_gibhealth && this.alpha >= 0) { // don't use any animations as a gib this.frame = 0; @@ -223,7 +221,7 @@ void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float da void calculate_player_respawn_time(entity this) { - if(g_ca) + if(MUTATOR_CALLHOOK(CalculateRespawnTime, this)) return; float gametype_setting_tmp; @@ -307,14 +305,14 @@ void calculate_player_respawn_time(entity this) this.respawn_flags = this.respawn_flags | RESPAWN_FORCE; } -void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { float take, save, dh, da; vector v; float excess; - dh = max(this.health, 0); - da = max(this.armorvalue, 0); + dh = max(GetResourceAmount(this, RESOURCE_HEALTH), 0); + da = max(GetResourceAmount(this, RESOURCE_ARMOR), 0); if(!DEATH_ISSPECIAL(deathtype)) { @@ -362,7 +360,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, else Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker); - v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage); + v = healtharmor_applydamage(GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage); take = v.x; save = v.y; @@ -391,8 +389,8 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, } MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save, deathtype, damage); - take = bound(0, M_ARGV(4, float), this.health); - save = bound(0, M_ARGV(5, float), this.armorvalue); + take = bound(0, M_ARGV(4, float), GetResourceAmount(this, RESOURCE_HEALTH)); + save = bound(0, M_ARGV(5, float), GetResourceAmount(this, RESOURCE_ARMOR)); excess = max(0, damage - take - save); if(sound_allowed(MSG_BROADCAST, attacker)) @@ -414,8 +412,8 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, { if (!(this.flags & FL_GODMODE)) { - this.armorvalue = this.armorvalue - save; - this.health = this.health - take; + TakeResource(this, RESOURCE_ARMOR, save); + TakeResource(this, RESOURCE_HEALTH, take); // pause regeneration for 5 seconds if(take) this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen); @@ -435,19 +433,19 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, animdecide_setaction(this, ANIMACTION_PAIN2, true); } } - + float myhp = GetResourceAmount(this, RESOURCE_HEALTH); + if(myhp > 1) + if(myhp < 25 || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || take > 20 || attacker != this) if(sound_allowed(MSG_BROADCAST, attacker)) - if(this.health < 25 || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || take > 20 || attacker != this) - if(this.health > 1) // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two { if(deathtype == DEATH_FALL.m_id) PlayerSound(this, playersound_fall, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND); - else if(this.health > 75) + else if(myhp > 75) PlayerSound(this, playersound_pain100, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND); - else if(this.health > 50) + else if(myhp > 50) PlayerSound(this, playersound_pain75, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND); - else if(this.health > 25) + else if(myhp > 25) PlayerSound(this, playersound_pain50, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND); else PlayerSound(this, playersound_pain25, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND); @@ -457,13 +455,23 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, // throw off bot aim temporarily float shake; - if(IS_BOT_CLIENT(this) && this.health >= 1) + if(IS_BOT_CLIENT(this) && GetResourceAmount(this, RESOURCE_HEALTH) >= 1) { shake = damage * 5 / (bound(0,skill,100) + 1); this.v_angle_x = this.v_angle.x + (random() * 2 - 1) * shake; this.v_angle_y = this.v_angle.y + (random() * 2 - 1) * shake; this.v_angle_x = bound(-90, this.v_angle.x, 90); } + + if (this != attacker) { + float realdmg = damage - excess; + if (IS_PLAYER(attacker)) { + GameRules_scoring_add(attacker, DMG, realdmg); + } + if (IS_PLAYER(this)) { + GameRules_scoring_add(this, DMGTAKEN, realdmg); + } + } } else this.max_armorvalue += (save + take); @@ -472,22 +480,11 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, this.dmg_take = this.dmg_take + take;//max(take - 10, 0); this.dmg_inflictor = inflictor; - if (this != attacker) { - float realdmg = damage - excess; - if (IS_PLAYER(attacker)) { - GameRules_scoring_add(attacker, DMG, realdmg); - } - if (IS_PLAYER(this)) { - GameRules_scoring_add(this, DMGTAKEN, realdmg); - } - } - bool abot = (IS_BOT_CLIENT(attacker)); bool vbot = (IS_BOT_CLIENT(this)); bool valid_damage_for_weaponstats = false; Weapon awep = WEP_Null; - .entity weaponentity = weaponentities[0]; // TODO: unhardcode if(vbot || IS_REAL_CLIENT(this)) if(abot || IS_REAL_CLIENT(attacker)) @@ -501,8 +498,8 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, valid_damage_for_weaponstats = true; } - dh = dh - max(this.health, 0); - da = da - max(this.armorvalue, 0); + dh = dh - max(GetResourceAmount(this, RESOURCE_HEALTH), 0); + da = da - max(GetResourceAmount(this, RESOURCE_ARMOR), 0); if(valid_damage_for_weaponstats) { WeaponStats_LogDamage(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot, dh + da); @@ -510,14 +507,14 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage); - if (this.health < 1) + if (GetResourceAmount(this, RESOURCE_HEALTH) < 1) { float defer_ClientKill_Now_TeamChange; defer_ClientKill_Now_TeamChange = false; if(this.alivetime) { - PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime); + PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime); this.alivetime = 0; } @@ -538,7 +535,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, { delete(this.killindicator); this.killindicator = NULL; - if(CS(this).killindicator_teamchange) + if(this.killindicator_teamchange) defer_ClientKill_Now_TeamChange = true; if(this.classname == "body") @@ -551,13 +548,14 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, // print an obituary message if(this.classname != "body") - Obituary (attacker, inflictor, this, deathtype); + Obituary (attacker, inflictor, this, deathtype, weaponentity); // increment frag counter for used weapon type Weapon w = DEATH_WEAPONOF(deathtype); if(w != WEP_Null && accuracy_isgooddamage(attacker, this)) CS(attacker).accuracy.(accuracy_frags[w.m_id-1]) += 1; + this.respawn_time = 0; MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype, damage); damage = M_ARGV(4, float); excess = max(0, damage - take - save); @@ -566,9 +564,9 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity went = weaponentities[slot]; - if(!this.(weaponentity)) + if(!this.(went)) continue; // TODO: clones have no weapon, but we don't want to have to check this all the time - Weapon wep = this.(weaponentity).m_weapon; + Weapon wep = this.(went).m_weapon; wep.wr_playerdeath(wep, this, went); } @@ -583,13 +581,16 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, // player could have been miraculously resuscitated ;) // e.g. players in freezetag get frozen, they don't really die - if(this.health >= 1 || !(IS_PLAYER(this) || this.classname == "body")) + if(GetResourceAmount(this, RESOURCE_HEALTH) >= 1 || !(IS_PLAYER(this) || this.classname == "body")) return; + if (!this.respawn_time) // can be set in the mutator hook PlayerDies + calculate_player_respawn_time(this); + // when we get here, player actually dies Unfreeze(this); // remove any icy remains - this.health = 0; // Unfreeze resets health, so we need to set it back + SetResourceAmountExplicit(this, RESOURCE_HEALTH, 0); // Unfreeze resets health, so we need to set it back // clear waypoints WaypointSprite_PlayerDead(this); @@ -621,23 +622,17 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, STAT(MOVEVARS_SPECIALCOMMAND, this) = false; // sweet release - // when to allow respawn - calculate_player_respawn_time(this); - this.death_time = time; if (random() < 0.5) animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD1, true); else animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD2, true); - if (this.maxs.z > 5) - { - this.maxs_z = 5; - setsize(this, this.mins, this.maxs); - } + // set damage function to corpse damage this.event_damage = PlayerCorpseDamage; + this.event_heal = func_null; // call the corpse damage function just in case it wants to gib - this.event_damage(this, inflictor, attacker, excess, deathtype, hitloc, force); + this.event_damage(this, inflictor, attacker, excess, deathtype, weaponentity, hitloc, force); // set up to fade out later SUB_SetFade (this, time + 6 + random (), 1); @@ -652,7 +647,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, if(autocvar_sv_gentle > 0 || autocvar_ekg || this.classname == "body") { // remove corpse // clones don't run any animation code any more, so we must gib them when they die :( - PlayerCorpseDamage(this, inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force); + this.event_damage(this, inflictor, attacker, autocvar_sv_gibhealth + 1, deathtype, weaponentity, hitloc, force); } // reset fields the weapons may use just in case @@ -671,73 +666,13 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, } } -bool MoveToTeam(entity client, int team_colour, int type) +bool PlayerHeal(entity targ, entity inflictor, float amount, float limit) { - int lockteams_backup = lockteams; // backup any team lock - lockteams = 0; // disable locked teams - TeamchangeFrags(client); // move the players frags - if (!SetPlayerTeamSimple(client, team_colour)) - { + if(GetResourceAmount(targ, RESOURCE_HEALTH) <= 0 || GetResourceAmount(targ, RESOURCE_HEALTH) >= limit) return false; - } - Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0'); // kill the player - lockteams = lockteams_backup; // restore the team lock - LogTeamchange(client.playerid, client.team, type); - return true; -} - -/** print(), but only print if the server is not local */ -void dedicated_print(string input) -{ - if (server_is_dedicated) print(input); -} - -void PrintToChat(entity player, string text) -{ - text = strcat("\{1}^7", text, "\n"); - sprint(player, text); -} - -void DebugPrintToChat(entity player, string text) -{ - if (autocvar_developer) - { - PrintToChat(player, text); - } -} - -void PrintToChatAll(string text) -{ - text = strcat("\{1}^7", text, "\n"); - bprint(text); -} - -void DebugPrintToChatAll(string text) -{ - if (autocvar_developer) - { - PrintToChatAll(text); - } -} - -void PrintToChatTeam(int teamnum, string text) -{ - text = strcat("\{1}^7", text, "\n"); - FOREACH_CLIENT(IS_REAL_CLIENT(it), - { - if (it.team == teamnum) - { - sprint(it, text); - } - }); -} -void DebugPrintToChatTeam(int teamnum, string text) -{ - if (autocvar_developer) - { - PrintToChatTeam(teamnum, text); - } + GiveResourceWithLimit(targ, RESOURCE_HEALTH, amount, limit); + return true; } /** @@ -976,7 +911,7 @@ int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodc if (privatesay && source && !IS_PLAYER(source)) { if (!game_stopped) - if ((privatesay && !IS_PLAYER(privatesay)) || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage)) + if ((privatesay && IS_PLAYER(privatesay)) && ((autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))) ret = -1; // just hide the message completely }