]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/client.qc
Merge branch 'master' into Mario/wepent_experimental
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / client.qc
index d6805263ce9c3d9ffdd955dc50185bcde9cc44ba..47064506f3f55a937240dc308e7fe006632229c4 100644 (file)
@@ -37,6 +37,7 @@
 #include "weapons/weaponsystem.qh"
 
 #include "../common/net_notice.qh"
+#include "../common/net_linked.qh"
 #include "../common/physics/player.qh"
 
 #include "../common/items/_mod.qh"
@@ -112,7 +113,6 @@ bool ClientData_Send(entity this, entity to, int sf)
        if (e.race_completed)       sf |= 1; // forced scoreboard
        if (to.spectatee_status)    sf |= 2; // spectator ent number follows
        if (e.zoomstate)            sf |= 4; // zoomed
-       if (e.porto_v_angle_held)   sf |= 8; // angles held
        if (autocvar_sv_showspectators) sf |= 16; // show spectators
 
        WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
@@ -122,11 +122,6 @@ bool ClientData_Send(entity this, entity to, int sf)
        {
                WriteByte(MSG_ENTITY, to.spectatee_status);
        }
-       if (sf & 8)
-       {
-               WriteAngle(MSG_ENTITY, e.v_angle.x);
-               WriteAngle(MSG_ENTITY, e.v_angle.y);
-       }
 
        if(sf & 16)
        {
@@ -236,7 +231,7 @@ void PutObserverInServer(entity this)
         this.angles_z = 0;
         this.fixangle = true;
         // offset it so that the spectator spawns higher off the ground, looks better this way
-        setorigin(this, spot.origin + STAT(PL_VIEW_OFS, NULL));
+        setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
         this.prevorigin = this.origin;
         if (IS_REAL_CLIENT(this))
         {
@@ -253,7 +248,7 @@ void PutObserverInServer(entity this)
                FixPlayermodel(this);
         }
         setmodel(this, MDL_Null);
-        setsize(this, STAT(PL_CROUCH_MIN, NULL), STAT(PL_CROUCH_MAX, NULL));
+        setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
         this.view_ofs = '0 0 0';
     }
 
@@ -284,8 +279,8 @@ void PutObserverInServer(entity this)
        if (this.killcount != FRAGS_SPECTATOR)
        {
                Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
-               if(!intermission_running)
-               if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
+               if(!gameover)
+               if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
                        Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
 
                if(this.just_joined == false) {
@@ -304,6 +299,8 @@ void PutObserverInServer(entity this)
        TRANSMUTE(Observer, this);
        this.iscreature = false;
        this.teleportable = TELEPORT_SIMPLE;
+       if(this.damagedbycontents)
+               IL_REMOVE(g_damagedbycontents, this);
        this.damagedbycontents = false;
        this.health = FRAGS_SPECTATOR;
        SetSpectatee_status(this, etof(this));
@@ -336,6 +333,7 @@ void PutObserverInServer(entity this)
        this.nextthink = 0;
        this.deadflag = DEAD_NO;
        this.crouch = false;
+       this.revive_progress = 0;
        this.revival_time = 0;
 
        this.items = 0;
@@ -345,8 +343,6 @@ void PutObserverInServer(entity this)
        this.weaponmodel = "";
        for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
        {
-               this.weaponentities[slot].hook_time = 0;
-               this.weaponentities[slot].weaponname = "";
                this.weaponentities[slot] = NULL;
        }
        this.exteriorweaponentity = NULL;
@@ -358,10 +354,6 @@ void PutObserverInServer(entity this)
        this.oldvelocity = this.velocity;
        this.fire_endtime = -1;
        this.event_damage = func_null;
-
-       STAT(ACTIVEWEAPON, this) = WEP_Null.m_id;
-       STAT(SWITCHINGWEAPON, this) = WEP_Null.m_id;
-       STAT(SWITCHWEAPON, this) = WEP_Null.m_id;
 }
 
 int player_getspecies(entity this)
@@ -525,6 +517,8 @@ void PutClientInServer(entity this)
                this.wasplayer = true;
                this.iscreature = true;
                this.teleportable = TELEPORT_NORMAL;
+               if(!this.damagedbycontents)
+                       IL_PUSH(g_damagedbycontents, this);
                this.damagedbycontents = true;
                set_movetype(this, MOVETYPE_WALK);
                this.solid = SOLID_SLIDEBOX;
@@ -612,6 +606,7 @@ void PutClientInServer(entity this)
                this.strength_finished = 0;
                this.invincible_finished = 0;
                this.fire_endtime = -1;
+               this.revive_progress = 0;
                this.revival_time = 0;
                this.air_finished = time + 12;
 
@@ -626,9 +621,11 @@ void PutClientInServer(entity this)
                FixPlayermodel(this);
                this.drawonlytoclient = NULL;
 
+               this.viewloc = NULL;
+
                this.crouch = false;
-               this.view_ofs = STAT(PL_VIEW_OFS, NULL);
-               setsize(this, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
+               this.view_ofs = STAT(PL_VIEW_OFS, this);
+               setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
                this.spawnorigin = spot.origin;
                setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
                // don't reset back to last position, even if new position is stuck in solid
@@ -656,7 +653,8 @@ void PutClientInServer(entity this)
 
                for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
                {
-                       CL_SpawnWeaponentity(this, weaponentities[slot]);
+                       .entity weaponentity = weaponentities[slot];
+                       CL_SpawnWeaponentity(this, weaponentity);
                }
                this.alpha = default_player_alpha;
                this.colormod = '1 1 1' * autocvar_g_player_brightness;
@@ -671,7 +669,11 @@ void PutClientInServer(entity this)
                        it.wr_resetplayer(it, this);
                        // reload all reloadable weapons
                        if (it.spawnflags & WEP_FLAG_RELOADABLE) {
-                               this.weapon_load[it.m_id] = it.reloading_ammo;
+                               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+                               {
+                                       .entity weaponentity = weaponentities[slot];
+                                       this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
+                               }
                        }
                ));
 
@@ -696,14 +698,17 @@ void PutClientInServer(entity this)
                {
                        .entity weaponentity = weaponentities[slot];
                        if(slot == 0)
-                               this.(weaponentity).m_switchweapon = w_getbestweapon(this);
+                               this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
                        else
                                this.(weaponentity).m_switchweapon = WEP_Null;
+                       this.(weaponentity).m_weapon = WEP_Null;
                        this.(weaponentity).weaponname = "";
                        this.(weaponentity).m_switchingweapon = WEP_Null;
-                       this.cnt = -1;
+                       this.(weaponentity).cnt = -1;
                }
 
+               MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
+
                if (!warmup_stage && !this.alivetime)
                        this.alivetime = time;
 
@@ -713,7 +718,6 @@ void PutClientInServer(entity this)
 
 void ClientInit_misc(entity this);
 
-.float ebouncefactor, ebouncestop; // electro's values
 // TODO do we need all these fields, or should we stop autodetecting runtime
 // changes and just have a console command to update this?
 bool ClientInit_SendEntity(entity this, entity to, int sf)
@@ -1051,8 +1055,8 @@ ClientPreConnect
 Called once (not at each match start) when a client begins a connection to the server
 =============
 */
-void ClientPreConnect ()
-{ENGINE_EVENT();
+void ClientPreConnect(entity this)
+{
        if(autocvar_sv_eventlog)
        {
                GameLogEcho(sprintf(":connect:%d:%d:%s",
@@ -1191,12 +1195,6 @@ void ClientConnect(entity this)
 
        if (IS_REAL_CLIENT(this))
        {
-               if (!autocvar_g_campaign)
-               {
-                       this.motd_actived_time = -1;
-                       Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
-               }
-
                if (g_weaponarena_weapons == WEPSET(TUBA))
                        stuffcmd(this, "cl_cmd settemp chase_active 1\n");
        }
@@ -1215,11 +1213,23 @@ void ClientConnect(entity this)
        if (IS_REAL_CLIENT(this))
                sv_notice_join(this);
 
+       // update physics stats (players can spawn before physics runs)
+       Physics_UpdateStats(this, PHYS_HIGHSPEED(this));
+
        IL_EACH(g_initforplayer, it.init_for_player, {
                it.init_for_player(it, this);
        });
 
        MUTATOR_CALLHOOK(ClientConnect, this);
+
+       if (IS_REAL_CLIENT(this))
+       {
+               if (!autocvar_g_campaign && !IS_PLAYER(this))
+               {
+                       this.motd_actived_time = -1;
+                       Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
+               }
+       }
 }
 /*
 =============
@@ -1275,6 +1285,8 @@ void ClientDisconnect(entity this)
        this.playerid = 0;
        ReadyCount();
        if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
+
+       ONREMOVE(this);
 }
 
 void ChatBubbleThink(entity this)
@@ -1601,11 +1613,11 @@ void player_regen(entity this)
 }
 
 bool zoomstate_set;
-void SetZoomState(entity this, float z)
+void SetZoomState(entity this, float newzoom)
 {
-       if(z != this.zoomstate)
+       if(newzoom != this.zoomstate)
        {
-               this.zoomstate = z;
+               this.zoomstate = newzoom;
                ClientData_Touch(this);
        }
        zoomstate_set = true;
@@ -1614,7 +1626,7 @@ void SetZoomState(entity this, float z)
 void GetPressedKeys(entity this)
 {
        MUTATOR_CALLHOOK(GetPressedKeys, this);
-       int keys = this.pressedkeys;
+       int keys = STAT(PRESSED_KEYS, this);
        keys = BITSET(keys, KEY_FORWARD,        this.movement.x > 0);
        keys = BITSET(keys, KEY_BACKWARD,       this.movement.x < 0);
        keys = BITSET(keys, KEY_RIGHT,          this.movement.y > 0);
@@ -1624,7 +1636,9 @@ void GetPressedKeys(entity this)
        keys = BITSET(keys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(this));
        keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
        keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
-       this.pressedkeys = keys;
+       this.pressedkeys = keys; // store for other users
+
+       STAT(PRESSED_KEYS, this) = keys;
 }
 
 /*
@@ -1657,7 +1671,7 @@ void SpectateCopy(entity this, entity spectatee)
        this.hit_time = spectatee.hit_time;
        this.strength_finished = spectatee.strength_finished;
        this.invincible_finished = spectatee.invincible_finished;
-       this.pressedkeys = spectatee.pressedkeys;
+       STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
        this.weapons = spectatee.weapons;
        this.vortex_charge = spectatee.vortex_charge;
        this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
@@ -1674,12 +1688,19 @@ void SpectateCopy(entity this, entity spectatee)
        this.angles = spectatee.v_angle;
        STAT(FROZEN, this) = STAT(FROZEN, spectatee);
        this.revive_progress = spectatee.revive_progress;
+       this.viewloc = spectatee.viewloc;
        if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
                this.fixangle = true;
        setorigin(this, spectatee.origin);
        setsize(this, spectatee.mins, spectatee.maxs);
        SetZoomState(this, spectatee.zoomstate);
 
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       {
+               .entity weaponentity = weaponentities[slot];
+               this.(weaponentity) = spectatee.(weaponentity);
+       }
+
     anticheat_spectatecopy(this, spectatee);
        this.hud = spectatee.hud;
        if(spectatee.vehicle)
@@ -2308,8 +2329,9 @@ void PlayerPreThink (entity this)
        if (IS_PLAYER(this)) {
                CheckRules_Player(this);
 
-               if (intermission_running) {
-                       IntermissionThink(this);
+               if (gameover || intermission_running) {
+                       if(intermission_running)
+                               IntermissionThink(this);
                        return;
                }
 
@@ -2394,8 +2416,18 @@ void PlayerPreThink (entity this)
 
                this.prevorigin = this.origin;
 
+               bool have_hook = false;
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       .entity weaponentity = weaponentities[slot];
+                       if(this.(weaponentity).hook.state)
+                       {
+                               have_hook = true;
+                               break;
+                       }
+               }
                bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
-               if (this.hook.state) {
+               if (have_hook) {
                        do_crouch = false;
                } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
                        do_crouch = false;
@@ -2432,6 +2464,12 @@ void PlayerPreThink (entity this)
                        {
                                .entity weaponentity = weaponentities[slot];
                                W_WeaponFrame(this, weaponentity);
+
+                               if(slot == 0)
+                               {
+                                       this.clip_load = this.(weaponentity).clip_load;
+                                       this.clip_size = this.(weaponentity).clip_size;
+                               }
                        }
 
                        this.items_added = 0;
@@ -2445,8 +2483,12 @@ void PlayerPreThink (entity this)
 
                // WEAPONTODO: Add a weapon request for this
                // rot vortex charge to the charge limit
-               if (WEP_CVAR(vortex, charge_rot_rate) && this.vortex_charge > WEP_CVAR(vortex, charge_limit) && this.vortex_charge_rottime < time)
-                       this.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       .entity weaponentity = weaponentities[slot];
+                       if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
+                               this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
+               }
 
                if (frametime) player_anim(this);
 
@@ -2458,8 +2500,9 @@ void PlayerPreThink (entity this)
 
                this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
        }
-       else if (gameover) {
-               if (intermission_running) IntermissionThink(this);
+       else if (gameover || intermission_running) {
+               if(intermission_running)
+                       IntermissionThink(this);
                return;
        }
        else if (IS_OBSERVER(this)) {
@@ -2470,13 +2513,16 @@ void PlayerPreThink (entity this)
        }
 
        // WEAPONTODO: Add weapon request for this
-       .entity weaponentity = weaponentities[0]; // TODO: unhardcode
        if (!zoomstate_set) {
-               SetZoomState(this,
-                       PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this)
-                       || (PHYS_INPUT_BUTTON_ATCK2(this) && this.(weaponentity).m_weapon == WEP_VORTEX)
-                       || (PHYS_INPUT_BUTTON_ATCK2(this) && this.(weaponentity).m_weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)
-               );
+               bool wep_zoomed = false;
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       .entity weaponentity = weaponentities[slot];
+                       Weapon thiswep = this.(weaponentity).m_weapon;
+                       if(thiswep != WEP_Null && thiswep.wr_zoom)
+                               wep_zoomed += thiswep.wr_zoom(thiswep, this);
+               }
+               SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
     }
 
        if (this.teamkill_soundtime && time > this.teamkill_soundtime)
@@ -2499,8 +2545,12 @@ void PlayerPreThink (entity this)
 
        // WEAPONTODO: Move into weaponsystem somehow
        // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
-       if (this.(weaponentity).m_weapon == WEP_Null)
-               this.clip_load = this.clip_size = 0;
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       {
+               .entity weaponentity = weaponentities[slot];
+               if(this.(weaponentity).m_weapon == WEP_Null)
+                       this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
+       }
 }
 
 void DrownPlayer(entity this)
@@ -2602,13 +2652,23 @@ void PlayerPostThink (entity this)
        CheatFrame(this);
 
        //CheckPlayerJump();
+       if (gameover)
+       {
+               this.solid = SOLID_NOT;
+               this.takedamage = DAMAGE_NO;
+               set_movetype(this, MOVETYPE_NONE);
+       }
 
        if (IS_PLAYER(this)) {
                DrownPlayer(this);
                CheckRules_Player(this);
                UpdateChatBubble(this);
                if (this.impulse) ImpulseCommands(this);
-               if (intermission_running) return; // intermission or finale
+               if (gameover)
+               {
+                       CSQCMODEL_AUTOUPDATE(this);
+                       return;
+               }
                GetPressedKeys(this);
        }