]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_player.qc
Remove a compile-time message
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
index b49488b0553701cb528de71fd1261c0326c38e65..e194b026f9dd1b802e115a6b67f389c9d1c97798 100644 (file)
@@ -9,6 +9,7 @@
 #include "teamplay.qh"
 #include "weapons/throwing.qh"
 #include "command/common.qh"
+#include "../common/anim.qh"
 #include "../common/animdecide.qh"
 #include "../common/csqcmodel_settings.qh"
 #include "../common/deathtypes/all.qh"
@@ -153,17 +154,7 @@ void player_anim ()
        if(self.crouch)
                animbits |= ANIMSTATE_DUCK;
        animdecide_setstate(self, animbits, false);
-       animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
-
-       .entity weaponentity = weaponentities[0]; // TODO: unhardcode
-       {
-               if (self.(weaponentity))
-               {
-                       updateanim(self.(weaponentity));
-                       if (!self.(weaponentity).animstate_override)
-                               setanim(self.(weaponentity), self.(weaponentity).anim_idle, true, false, false);
-               }
-       }
+       animdecide_setimplicitstate(self, (IS_ONGROUND(self)));
 }
 
 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
@@ -218,8 +209,8 @@ void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int de
        }
 }
 
-void calculate_player_respawn_time()
-{SELFPARAM();
+void calculate_player_respawn_time(entity this)
+{
        if(g_ca)
                return;
 
@@ -232,13 +223,12 @@ void calculate_player_respawn_time()
        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;
+               FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
+                       if(it.team == this.team)
+                               ++pcount;
+               ));
                if (sdelay_small_count == 0)
                        sdelay_small_count = 1;
                if (sdelay_large_count == 0)
@@ -246,9 +236,9 @@ void calculate_player_respawn_time()
        }
        else
        {
-               FOR_EACH_PLAYER(pl)
-                       if (pl != self)
-                               ++pcount;
+               FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
+                       ++pcount;
+               ));
                if (sdelay_small_count == 0)
                {
                        if (g_cts)
@@ -287,28 +277,27 @@ void calculate_player_respawn_time()
                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;
+               this.respawn_time = ceil((time + sdelay) / waves) * waves;
        else
-               self.respawn_time = time + sdelay;
+               this.respawn_time = time + sdelay;
 
        if(sdelay < sdelay_max)
-               self.respawn_time_max = time + sdelay_max;
+               this.respawn_time_max = time + sdelay_max;
        else
-               self.respawn_time_max = self.respawn_time;
+               this.respawn_time_max = this.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
+       if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
+               this.respawn_countdown = 10; // first number to count down from is 10
        else
-               self.respawn_countdown = -1; // do not count down
+               this.respawn_countdown = -1; // do not count down
 
        if(autocvar_g_forced_respawn)
-               self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
+               this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
 }
 
 void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
 {SELFPARAM();
        float take, save, dh, da;
-       int j;
        vector v;
        float valid_damage_for_weaponstats;
        float excess;
@@ -439,15 +428,15 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
                                        // 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(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
+                                                       PlayerSound(self, playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
                                                else if(self.health > 75) // TODO make a "gentle" version?
-                                                       PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
+                                                       PlayerSound(self, playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
                                                else if(self.health > 50)
-                                                       PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
+                                                       PlayerSound(self, playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
                                                else if(self.health > 25)
-                                                       PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
+                                                       PlayerSound(self, playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
                                                else
-                                                       PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
+                                                       PlayerSound(self, playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
                                        }
                                }
                        }
@@ -491,7 +480,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
        if(DIFF_TEAM(self, attacker))
        {
                if(DEATH_ISSPECIAL(deathtype))
-                       awep = get_weaponinfo(attacker.weapon);
+                       awep = PS(attacker).m_weapon;
                else
                        awep = DEATH_WEAPONOF(deathtype);
                valid_damage_for_weaponstats = 1;
@@ -501,7 +490,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
        {
                dh = dh - max(self.health, 0);
                da = da - max(self.armorvalue, 0);
-               WeaponStats_LogDamage(awep.m_id, abot, self.weapon, vbot, dh + da);
+               WeaponStats_LogDamage(awep.m_id, abot, PS(self).m_weapon.m_id, vbot, dh + da);
                MUTATOR_CALLHOOK(PlayerDamaged, attacker, self, dh, da, hitloc, deathtype);
        }
 
@@ -517,15 +506,15 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
                }
 
                if(valid_damage_for_weaponstats)
-                       WeaponStats_LogKill(awep.m_id, abot, self.weapon, vbot);
+                       WeaponStats_LogKill(awep.m_id, abot, PS(self).m_weapon.m_id, vbot);
 
                if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
                if(sound_allowed(MSG_BROADCAST, attacker))
                {
                        if(deathtype == DEATH_DROWN.m_id)
-                               PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
+                               PlayerSound(self, playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
                        else
-                               PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
+                               PlayerSound(self, playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
                }
 
                // get rid of kill indicator
@@ -557,7 +546,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
                MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, self, deathtype);
                excess = frag_damage;
 
-               Weapon wep = get_weaponinfo(self.weapon);
+               Weapon wep = PS(self).m_weapon;
                wep.wr_playerdeath(wep);
 
                RemoveGrapplingHook(self);
@@ -582,7 +571,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
                // clear waypoints
                WaypointSprite_PlayerDead();
                // throw a weapon
-               SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
+               SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, PS(self).m_switchweapon.m_id);
 
                // become fully visible
                self.alpha = default_player_alpha;
@@ -599,12 +588,12 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
                self.solid = SOLID_CORPSE;
                self.ballistics_density = autocvar_g_ballistics_density_corpse;
                // don't stick to the floor
-               self.flags &= ~FL_ONGROUND;
+               UNSET_ONGROUND(self);
                // dying animation
                self.deadflag = DEAD_DYING;
 
                // when to allow respawn
-               calculate_player_respawn_time();
+               calculate_player_respawn_time(this);
 
                self.death_time = time;
                if (random() < 0.5)
@@ -638,15 +627,13 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
                }
 
                // reset fields the weapons may use just in case
-               for (j = WEP_FIRST; j <= WEP_LAST; ++j)
-               {
-                       Weapon w = get_weaponinfo(j);
-                       w.wr_resetplayer(w);
-                       for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               FOREACH(Weapons, it != WEP_Null, LAMBDA(
+                       it.wr_resetplayer(it);
+                       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
                        {
-                               ATTACK_FINISHED_FOR(self, j, slot) = 0;
+                               ATTACK_FINISHED_FOR(self, it.m_id, slot) = 0;
                        }
-               }
+               ));
        }
 }
 
@@ -673,7 +660,6 @@ int Say(entity source, float teamsay, entity privatesay, string msgin, bool floo
        string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
        float flood;
        var .float flood_field;
-       entity head;
        float ret;
        string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
 
@@ -918,10 +904,7 @@ int Say(entity source, float teamsay, entity privatesay, string msgin, bool floo
                {
                        sprint(source, sourcemsgstr);
                        dedicated_print(msgstr); // send to server console too
-                       FOR_EACH_REALCLIENT(head)
-                               if(head != source)
-                               if(head.active_minigame == source.active_minigame)
-                                       sprint(head, msgstr);
+                       FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && it.active_minigame == source.active_minigame, LAMBDA(sprint(it, msgstr)));
                }
                else if(teamsay > 0) // team message, only sent to team mates
                {
@@ -929,29 +912,23 @@ int Say(entity source, float teamsay, entity privatesay, string msgin, bool floo
                        dedicated_print(msgstr); // send to server console too
                        if(sourcecmsgstr != "")
                                centerprint(source, sourcecmsgstr);
-                       FOR_EACH_REALPLAYER(head) if(head.team == source.team)
-                               if(head != source)
-                               {
-                                       sprint(head, msgstr);
-                                       if(cmsgstr != "")
-                                               centerprint(head, cmsgstr);
-                               }
+                       FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source && it.team == source.team, LAMBDA(
+                               sprint(it, msgstr);
+                               if(cmsgstr != "")
+                                       centerprint(it, cmsgstr);
+                       ));
                }
                else if(teamsay < 0) // spectator message, only sent to spectators
                {
                        sprint(source, sourcemsgstr);
                        dedicated_print(msgstr); // send to server console too
-                       FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
-                               if(head != source)
-                                       sprint(head, msgstr);
+                       FOREACH_CLIENT(!IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source, LAMBDA(sprint(it, msgstr)));
                }
                else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
                {
                        sprint(source, sourcemsgstr);
                        dedicated_print(msgstr); // send to server console too
-                       FOR_EACH_REALCLIENT(head)
-                               if(head != source)
-                                       sprint(head, msgstr);
+                       FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source, LAMBDA(sprint(it, msgstr)));
                }
                else
                        bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
@@ -959,282 +936,3 @@ int Say(entity source, float teamsay, entity privatesay, string msgin, bool floo
 
        return ret;
 }
-
-int GetVoiceMessageVoiceType(string type)
-{
-       if (type == "taunt") return VOICETYPE_TAUNT;
-       if (type == "teamshoot") return VOICETYPE_LASTATTACKER;
-       return VOICETYPE_TEAMRADIO;
-}
-
-.string GetVoiceMessageSampleField(string type)
-{
-       GetPlayerSoundSampleField_notFound = false;
-       switch (type)
-       {
-#define X(m) case #m: return playersound_##m;
-               ALLVOICEMSGS(X)
-#undef X
-       }
-       GetPlayerSoundSampleField_notFound = true;
-       return playersound_taunt;
-}
-
-.string GetPlayerSoundSampleField(string type)
-{
-       GetPlayerSoundSampleField_notFound = false;
-       switch (type)
-       {
-#define X(m) case #m: return playersound_##m;
-               ALLPLAYERSOUNDS(X)
-#undef X
-       }
-       GetPlayerSoundSampleField_notFound = true;
-       return playersound_taunt;
-}
-
-void PrecacheGlobalSound(string sample)
-{
-       int n;
-       {
-               string s = cdr(sample);
-               if (s) n = stof(s);
-               else n = 0;
-       }
-       sample = car(sample);
-       if (n > 0)
-       {
-               for (int i = 1; i <= n; ++i)
-                       precache_sound(sprintf("%s%d.wav", sample, i));
-       }
-       else
-       {
-               precache_sound(sprintf("%s.wav", sample));
-       }
-}
-
-string allvoicesamples;
-
-void PrecachePlayerSounds(string f)
-{
-       int fh = fopen(f, FILE_READ);
-       if (fh < 0)
-       {
-               LOG_WARNINGF("Player sound file not found: %s\n", f);
-               return;
-       }
-       for (string s; (s = fgets(fh)); )
-       {
-               int n = tokenize_console(s);
-               if (n != 3)
-               {
-                       if (n != 0) LOG_WARNINGF("Invalid sound info line: %s\n", s);
-                       continue;
-               }
-               string file = argv(1);
-               string variants = argv(2);
-               PrecacheGlobalSound(strcat(file, " ", variants));
-       }
-       fclose(fh);
-
-       if (!allvoicesamples)
-       {
-#define X(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
-               ALLVOICEMSGS(X)
-#undef X
-               allvoicesamples = strzone(substring(allvoicesamples, 1, -1));
-       }
-}
-
-void ClearPlayerSounds(entity this)
-{
-#define X(m) if (this.playersound_##m) { strunzone(this.playersound_##m); this.playersound_##m = string_null; }
-       ALLPLAYERSOUNDS(X)
-       ALLVOICEMSGS(X)
-#undef X
-}
-
-bool LoadPlayerSounds(string f, bool strict)
-{
-       SELFPARAM();
-       int fh = fopen(f, FILE_READ);
-       if (fh < 0)
-       {
-               if (strict) LOG_WARNINGF("Player sound file not found: %s\n", f);
-               return false;
-       }
-       for (string s; (s = fgets(fh)); )
-       {
-               int n = tokenize_console(s);
-               if (n != 3)
-               {
-                       if (n != 0) LOG_WARNINGF("Invalid sound info line: %s\n", s);
-                       continue;
-               }
-               string key = argv(0);
-               var .string field = GetPlayerSoundSampleField(key);
-               if (GetPlayerSoundSampleField_notFound) field = GetVoiceMessageSampleField(key);
-               if (GetPlayerSoundSampleField_notFound)
-               {
-                       LOG_TRACEF("Invalid sound info field: %s\n", key);
-                       continue;
-               }
-               string file = argv(1);
-               string variants = argv(2);
-               if (self.(field)) strunzone(self.(field));
-               self.(field) = strzone(strcat(file, " ", variants));
-       }
-       fclose(fh);
-       return true;
-}
-
-.int modelindex_for_playersound;
-.int skin_for_playersound;
-
-void UpdatePlayerSounds(entity this)
-{
-       if (this.modelindex == this.modelindex_for_playersound && this.skin == this.skin_for_playersound) return;
-       this.modelindex_for_playersound = this.modelindex;
-       this.skin_for_playersound = this.skin;
-       ClearPlayerSounds(this);
-       LoadPlayerSounds("sound/player/default.sounds", true);
-       if (autocvar_g_debug_defaultsounds) return;
-       if (!LoadPlayerSounds(get_model_datafilename(this.model, this.skin, "sounds"), false))
-               LoadPlayerSounds(get_model_datafilename(this.model, 0, "sounds"), true);
-}
-
-void _GlobalSound(string sample, int chan, int voicetype, bool fake)
-{
-       SELFPARAM();
-       if (sample == "") return;
-       int n;
-       {
-               string s = cdr(sample);
-               if (s) n = stof(s);
-               else n = 0;
-       }
-       sample = car(sample);
-       if (n > 0) sample = sprintf("%s%d.wav", sample, floor(random() * n + 1));  // randomization
-       else sample = sprintf("%s.wav", sample);
-       switch (voicetype)
-       {
-               case VOICETYPE_LASTATTACKER_ONLY:
-               case VOICETYPE_LASTATTACKER:
-               {
-                       if (!fake)
-                       {
-                               if (!this.pusher) break;
-                               msg_entity = this.pusher;
-                               if (IS_REAL_CLIENT(msg_entity))
-                               {
-                                       float atten = (msg_entity.cvar_cl_voice_directional == 1) ? ATTEN_MIN : ATTEN_NONE;
-                                       soundto(MSG_ONE, this, chan, sample, VOL_BASEVOICE, atten);
-                               }
-                       }
-                       if (voicetype == VOICETYPE_LASTATTACKER_ONLY) break;
-                       msg_entity = this;
-                       if (IS_REAL_CLIENT(msg_entity)) soundto(MSG_ONE, this, chan, sample, VOL_BASE, ATTEN_NONE);
-                       break;
-               }
-               case VOICETYPE_TEAMRADIO:
-               {
-                       #define X() \
-                               do \
-                               { \
-                                       float atten = (msg_entity.cvar_cl_voice_directional == 1) ? ATTEN_MIN : ATTEN_NONE; \
-                                       soundto(MSG_ONE, this, chan, sample, VOL_BASEVOICE, atten); \
-                               } \
-                               while (0)
-
-                       if (fake) { msg_entity = this; X(); }
-                       else
-                       {
-                               FOR_EACH_REALCLIENT(msg_entity)
-                               {
-                                       if (!teamplay || msg_entity.team == this.team) X();
-                               }
-                       }
-                       #undef X
-                       break;
-               }
-               case VOICETYPE_AUTOTAUNT:
-               case VOICETYPE_TAUNT:
-               {
-                       if (voicetype == VOICETYPE_AUTOTAUNT) if (!sv_autotaunt) { break; }else {}
-                       else if (IS_PLAYER(this) && this.deadflag == DEAD_NO) animdecide_setaction(this, ANIMACTION_TAUNT, true);
-                       if (!sv_taunt) break;
-                       if (autocvar_sv_gentle) break;
-                       float tauntrand = 0;
-                       if (voicetype == VOICETYPE_AUTOTAUNT) tauntrand = random();
-                       #define X() \
-                               do \
-                               { \
-                                       if (voicetype != VOICETYPE_AUTOTAUNT || tauntrand < msg_entity.cvar_cl_autotaunt) \
-                                       { \
-                                               float atten = (msg_entity.cvar_cl_voice_directional >= 1) \
-                                                   ? bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX) \
-                                                       : ATTEN_NONE; \
-                                               soundto(MSG_ONE, this, chan, sample, VOL_BASEVOICE, atten); \
-                                       } \
-                               } \
-                               while (0)
-                       if (fake)
-                       {
-                               msg_entity = this;
-                               X();
-                       }
-                       else
-                       {
-                               FOR_EACH_REALCLIENT(msg_entity)
-                               {
-                                       X();
-                               }
-                       }
-                       #undef X
-                       break;
-               }
-               case VOICETYPE_PLAYERSOUND:
-               {
-                       if (fake)
-                       {
-                               msg_entity = this;
-                               soundto(MSG_ONE, this, chan, sample, VOL_BASE, ATTEN_NORM);
-                       }
-                       else
-                       {
-                               _sound(this, chan, sample, VOL_BASE, ATTEN_NORM);
-                       }
-                       break;
-               }
-               default:
-               {
-                       backtrace("Invalid voice type!");
-                       break;
-               }
-       }
-}
-
-void PlayerSound(.string samplefield, int chan, float voicetype)
-{
-       SELFPARAM();
-       _GlobalSound(this.(samplefield), chan, voicetype, false);
-}
-
-void VoiceMessage(string type, string msg)
-{
-       SELFPARAM();
-       var .string sample = GetVoiceMessageSampleField(type);
-       if (GetPlayerSoundSampleField_notFound)
-       {
-               sprint(this, sprintf("Invalid voice. Use one of: %s\n", allvoicesamples));
-               return;
-       }
-       int voicetype = GetVoiceMessageVoiceType(type);
-       bool ownteam = (voicetype == VOICETYPE_TEAMRADIO);
-       int flood = Say(this, ownteam, world, msg, true);
-       bool fake;
-       if (IS_SPEC(this) || IS_OBSERVER(this) || flood < 0) fake = true;
-       else if (flood > 0) fake = false;
-       else return;
-       _GlobalSound(this.(sample), CH_VOICE, voicetype, fake);
-}