X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fplayer.qc;h=ad3ba94e4a21d18c9aa7c293a1c68cfa9a04edeb;hb=e19be1e6321de909c7d920871cb9bf73e948bebf;hp=3805df3f26126375a64a3fc52ce3748c0d362de7;hpb=22a952ce0284640d15f5bb1135f750c3a141f6a4;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/player.qc b/qcsrc/server/player.qc index 3805df3f2..ad3ba94e4 100644 --- a/qcsrc/server/player.qc +++ b/qcsrc/server/player.qc @@ -1,39 +1,43 @@ #include "player.qh" +#include +#include +#include +#include #include -#include "bot/api.qh" -#include "cheats.qh" -#include "clientkill.qh" -#include "g_damage.qh" -#include "handicap.qh" -#include "miscfunctions.qh" -#include "portals.qh" -#include "teamplay.qh" -#include "weapons/throwing.qh" -#include "command/common.qh" -#include "../common/state.qh" -#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/mapobjects/subs.qh" -#include "../common/playerstats.qh" -#include "../lib/csqcmodel/sv_model.qh" - -#include "../common/minigames/sv_minigames.qh" - +#include #include - -#include "../common/physics/player.qh" -#include "../common/effects/qc/_mod.qh" -#include "../common/mutators/mutator/waypoints/waypointsprites.qh" -#include "../common/mapobjects/_mod.qh" -#include "../common/wepent.qh" - -#include "weapons/weaponstats.qh" - -#include "../common/animdecide.qh" +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include void Drop_Special_Items(entity player) { @@ -93,8 +97,8 @@ void CopyBody(entity this, float keepvelocity) clone.dphitcontentsmask = this.dphitcontentsmask; clone.death_time = this.death_time; clone.pain_finished = this.pain_finished; - SetResourceAmountExplicit(clone, RESOURCE_HEALTH, GetResourceAmount(this, RESOURCE_HEALTH)); - SetResourceAmountExplicit(clone, RESOURCE_ARMOR, GetResourceAmount(this, RESOURCE_ARMOR)); + SetResourceExplicit(clone, RES_HEALTH, GetResource(this, RES_HEALTH)); + SetResourceExplicit(clone, RES_ARMOR, GetResource(this, RES_ARMOR)); clone.armortype = this.armortype; clone.model = this.model; clone.modelindex = this.modelindex; @@ -165,7 +169,7 @@ void player_anim(entity this) animbits |= ANIMSTATE_FROZEN; if(this.move_movetype == MOVETYPE_FOLLOW) animbits |= ANIMSTATE_FOLLOW; - if(this.crouch) + if(IS_DUCKED(this)) animbits |= ANIMSTATE_DUCK; animdecide_setstate(this, animbits, false); animdecide_setimplicitstate(this, IS_ONGROUND(this)); @@ -177,7 +181,7 @@ void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float da vector v; Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker); - v = healtharmor_applydamage(GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage); + v = healtharmor_applydamage(GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage); take = v.x; save = v.y; @@ -196,8 +200,8 @@ void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float da if (take > 100) Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker); - TakeResource(this, RESOURCE_ARMOR, save); - TakeResource(this, RESOURCE_HEALTH, take); + TakeResource(this, RES_ARMOR, save); + TakeResource(this, RES_HEALTH, take); // pause regeneration for 5 seconds this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen); @@ -205,7 +209,7 @@ 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 (GetResourceAmount(this, RESOURCE_HEALTH) <= -autocvar_sv_gibhealth && this.alpha >= 0) + if (GetResource(this, RES_HEALTH) <= -autocvar_sv_gibhealth && this.alpha >= 0) { // don't use any animations as a gib this.frame = 0; @@ -222,154 +226,73 @@ void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float da } } -void calculate_player_respawn_time(entity this) +void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { - if(MUTATOR_CALLHOOK(CalculateRespawnTime, this)) - return; - - 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); + vector v; + float initial_health = max(GetResource(this, RES_HEALTH), 0); + float initial_armor = max(GetResource(this, RES_ARMOR), 0); + float take = 0, save = 0; - float pcount = 1; // Include myself whether or not team is already set right and I'm a "player". - if (teamplay) - { - FOREACH_CLIENT(IS_PLAYER(it) && it != this, { - if(it.team == this.team) - ++pcount; - }); - if (sdelay_small_count == 0) - sdelay_small_count = 1; - if (sdelay_large_count == 0) - sdelay_large_count = 1; - } - else + if (damage) { - FOREACH_CLIENT(IS_PLAYER(it) && it != this, { - ++pcount; - }); - if (sdelay_small_count == 0) + if(!DEATH_ISSPECIAL(deathtype)) { - if (IS_INDEPENDENT_PLAYER(this)) + damage *= Handicap_GetTotalHandicap(this); + if (this != attacker && IS_PLAYER(attacker)) { - // Players play independently. No point in requiring enemies. - sdelay_small_count = 1; - } - else - { - // Players play AGAINST each other. Enemies required. - sdelay_small_count = 2; + damage /= Handicap_GetTotalHandicap(attacker); } } - if (sdelay_large_count == 0) + + if (STAT(FROZEN, this)) { - if (IS_INDEPENDENT_PLAYER(this)) + if (!ITEM_DAMAGE_NEEDKILL(deathtype)) + damage = 0; + } + else if (StatusEffects_active(STATUSEFFECT_SpawnShield, this) && autocvar_g_spawnshield_blockdamage < 1) + damage *= 1 - bound(0, autocvar_g_spawnshield_blockdamage, 1); + + if(deathtype & HITTYPE_SOUND) // sound based attacks cause bleeding from the ears + { + vector ear1, ear2; + vector d; + float f; + ear1 = this.origin; + ear1_z += 0.125 * this.view_ofs.z + 0.875 * this.maxs.z; // 7/8 + ear2 = ear1; + makevectors(this.angles); + ear1 += v_right * -10; + ear2 += v_right * +10; + d = inflictor.origin - this.origin; + if (d) + f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right! + else + f = 0; // Assum ecenter. + force = v_right * vlen(force); + Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), this, attacker); + Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), this, attacker); + if(f > 0) { - // Players play independently. No point in requiring enemies. - sdelay_large_count = 1; + hitloc = ear1; + force = force * -1; } else { - // Players play AGAINST each other. Enemies required. - sdelay_large_count = 2; + hitloc = ear2; + // force is already good } } - } - - 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) - this.respawn_time = ceil((time + sdelay) / waves) * waves; - else - this.respawn_time = time + sdelay; - - if(sdelay < sdelay_max) - this.respawn_time_max = time + sdelay_max; - else - this.respawn_time_max = this.respawn_time; - - if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75)) - this.respawn_countdown = 10; // first number to count down from is 10 - else - this.respawn_countdown = -1; // do not count down - - if(autocvar_g_forced_respawn) - this.respawn_flags = this.respawn_flags | RESPAWN_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(GetResourceAmount(this, RESOURCE_HEALTH), 0); - da = max(GetResourceAmount(this, RESOURCE_ARMOR), 0); - - if(!DEATH_ISSPECIAL(deathtype)) - { - damage *= Handicap_GetTotalHandicap(this); - if (this != attacker && IS_PLAYER(attacker)) - { - damage /= Handicap_GetTotalHandicap(attacker); - } - } - - if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1) - damage *= 1 - max(0, autocvar_g_spawnshield_blockdamage); - - if(DEATH_ISWEAPON(deathtype, WEP_TUBA)) - { - // tuba causes blood to come out of the ears - vector ear1, ear2; - vector d; - float f; - ear1 = this.origin; - ear1_z += 0.125 * this.view_ofs.z + 0.875 * this.maxs.z; // 7/8 - ear2 = ear1; - makevectors(this.angles); - ear1 += v_right * -10; - ear2 += v_right * +10; - d = inflictor.origin - this.origin; - if (d) - f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right! - else - f = 0; // Assum ecenter. - force = v_right * vlen(force); - Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), this, attacker); - Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), this, attacker); - if(f > 0) - { - hitloc = ear1; - force = force * -1; - } else - { - hitloc = ear2; - // force is already good - } - } - else - Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker); + Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker); - v = healtharmor_applydamage(GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage); - take = v.x; - save = v.y; + v = healtharmor_applydamage(GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage); + take = v.x; + save = v.y; + } if(attacker == this) { - // don't reset pushltime for this damage as it may be an attempt to + // don't reset pushltime for self damage as it may be an attempt to // escape a lava pit or similar //this.pushltime = 0; this.istypefrag = 0; @@ -392,13 +315,13 @@ 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), GetResourceAmount(this, RESOURCE_HEALTH)); - save = bound(0, M_ARGV(5, float), GetResourceAmount(this, RESOURCE_ARMOR)); - excess = max(0, damage - take - save); + take = bound(0, M_ARGV(4, float), GetResource(this, RES_HEALTH)); + save = bound(0, M_ARGV(5, float), GetResource(this, RES_ARMOR)); + float excess = max(0, damage - take - save); if(sound_allowed(MSG_BROADCAST, attacker)) { - if (save > 10) + if (save > 10 && (initial_health - take) > 0) // don't play armor sound if the attack is fatal sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM); else if (take > 30) sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM); @@ -411,17 +334,17 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, if (take > 100) Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker); - if (time >= this.spawnshieldtime || autocvar_g_spawnshield_blockdamage < 1) + if (!StatusEffects_active(STATUSEFFECT_SpawnShield, this) || autocvar_g_spawnshield_blockdamage < 1) { if (!(this.flags & FL_GODMODE)) { - TakeResource(this, RESOURCE_ARMOR, save); - TakeResource(this, RESOURCE_HEALTH, take); + TakeResource(this, RES_ARMOR, save); + TakeResource(this, RES_HEALTH, take); // pause regeneration for 5 seconds if(take) this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen); - if (time > this.pain_finished) //Don't switch pain sequences like crazy + if (time > this.pain_finished && !STAT(FROZEN, this)) // Don't switch pain sequences like crazy { this.pain_finished = time + 0.5; //Supajoe @@ -436,7 +359,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, animdecide_setaction(this, ANIMACTION_PAIN2, true); } } - float myhp = GetResourceAmount(this, RESOURCE_HEALTH); + float myhp = GetResource(this, RES_HEALTH); if(myhp > 1) if(myhp < 25 || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || take > 20 || attacker != this) if(sound_allowed(MSG_BROADCAST, attacker)) @@ -458,23 +381,13 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, // throw off bot aim temporarily float shake; - if(IS_BOT_CLIENT(this) && GetResourceAmount(this, RESOURCE_HEALTH) >= 1) + if(IS_BOT_CLIENT(this) && GetResource(this, RES_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) && DIFF_TEAM(attacker, this)) { - GameRules_scoring_add(attacker, DMG, realdmg); - } - if (IS_PLAYER(this)) { - GameRules_scoring_add(this, DMGTAKEN, realdmg); - } - } } else this.max_armorvalue += (save + take); @@ -489,10 +402,11 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, bool valid_damage_for_weaponstats = false; Weapon awep = WEP_Null; + if (!(round_handler_IsActive() && !round_handler_IsRoundStarted()) && time >= game_starttime) if(vbot || IS_REAL_CLIENT(this)) if(abot || IS_REAL_CLIENT(attacker)) if(attacker && this != attacker) - if(DIFF_TEAM(this, attacker)) + if (DIFF_TEAM(this, attacker) && (!STAT(FROZEN, this) || this.freeze_time > time)) { if(DEATH_ISSPECIAL(deathtype)) awep = attacker.(weaponentity).m_weapon; @@ -501,19 +415,31 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, valid_damage_for_weaponstats = true; } - dh = dh - max(GetResourceAmount(this, RESOURCE_HEALTH), 0); - da = da - max(GetResourceAmount(this, RESOURCE_ARMOR), 0); + float dh = initial_health - max(GetResource(this, RES_HEALTH), 0); // health difference + float da = initial_armor - max(GetResource(this, RES_ARMOR), 0); // armor difference if(valid_damage_for_weaponstats) { WeaponStats_LogDamage(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot, dh + da); } - MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage); + bool forbid_logging_damage = MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage); - if (GetResourceAmount(this, RESOURCE_HEALTH) < 1) + if ((dh || da) && !forbid_logging_damage) { - float defer_ClientKill_Now_TeamChange; - defer_ClientKill_Now_TeamChange = false; + float realdmg = damage - excess; + if ((this != attacker || deathtype == DEATH_KILL.m_id) && realdmg && !STAT(FROZEN, this) + && (!(round_handler_IsActive() && !round_handler_IsRoundStarted()) && time >= game_starttime)) + { + if (IS_PLAYER(attacker) && DIFF_TEAM(attacker, this) && deathtype != DEATH_KILL.m_id) + GameRules_scoring_add(attacker, DMG, realdmg); + if (IS_PLAYER(this)) + GameRules_scoring_add(this, DMGTAKEN, realdmg); + } + } + + if (GetResource(this, RES_HEALTH) < 1) + { + bool defer_ClientKill_Now_TeamChange = false; if(this.alivetime) { @@ -551,7 +477,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, // print an obituary message if(this.classname != "body") - Obituary (attacker, inflictor, this, deathtype, weaponentity); + Obituary(attacker, inflictor, this, deathtype, weaponentity); // increment frag counter for used weapon type Weapon w = DEATH_WEAPONOF(deathtype); @@ -584,7 +510,7 @@ 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(GetResourceAmount(this, RESOURCE_HEALTH) >= 1 || !(IS_PLAYER(this) || this.classname == "body")) + if(GetResource(this, RES_HEALTH) >= 1 || !(IS_PLAYER(this) || this.classname == "body")) return; if (!this.respawn_time) // can be set in the mutator hook PlayerDies @@ -612,8 +538,17 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, this.avelocity = '0 0 0'; // view from the floor this.view_ofs = '0 0 -8'; - // toss the corpse - set_movetype(this, MOVETYPE_TOSS); + if(this.move_movetype == MOVETYPE_NOCLIP) + { + // don't toss the corpse in this case, it can get stuck in solid (causing low fps) + // or fall indefinitely into the void if out of the map + this.velocity = '0 0 0'; + } + else + { + // toss the corpse + set_movetype(this, MOVETYPE_TOSS); + } // shootable corpse this.solid = SOLID_CORPSE; PS(this).ballistics_density = autocvar_g_ballistics_density_corpse; @@ -621,8 +556,10 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, UNSET_ONGROUND(this); // dying animation this.deadflag = DEAD_DYING; + // don't play teleportation sounds + this.teleportable = TELEPORT_SIMPLE; - STAT(MOVEVARS_SPECIALCOMMAND, this) = false; // sweet release + STAT(AIR_FINISHED, this) = 0; this.death_time = time; if (random() < 0.5) @@ -670,9 +607,84 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, bool PlayerHeal(entity targ, entity inflictor, float amount, float limit) { - if(GetResourceAmount(targ, RESOURCE_HEALTH) <= 0 || GetResourceAmount(targ, RESOURCE_HEALTH) >= limit) + if(GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= limit) return false; - GiveResourceWithLimit(targ, RESOURCE_HEALTH, amount, limit); + GiveResourceWithLimit(targ, RES_HEALTH, amount, limit); return true; } + +void precache_playermodel(string m) +{ + int globhandle, i, n; + string f; + + // remove : suffix + int j = strstrofs(m, ":", 0); + if(j >= 0) + m = substring(m, 0, j); + + if(substring(m, -9, 5) == "_lod1") + return; + if(substring(m, -9, 5) == "_lod2") + return; + precache_model(m); + f = strcat(substring(m, 0, -5), "_lod1", substring(m, -4, -1)); + if(fexists(f)) + precache_model(f); + f = strcat(substring(m, 0, -5), "_lod2", substring(m, -4, -1)); + if(fexists(f)) + precache_model(f); + + globhandle = search_begin(strcat(m, "_*.sounds"), true, false); + if (globhandle < 0) + return; + n = search_getsize(globhandle); + for (i = 0; i < n; ++i) + { + //print(search_getfilename(globhandle, i), "\n"); + f = search_getfilename(globhandle, i); + PrecachePlayerSounds(f); + } + search_end(globhandle); +} +void precache_all_playermodels(string pattern) +{ + int globhandle = search_begin(pattern, true, false); + if (globhandle < 0) return; + int n = search_getsize(globhandle); + for (int i = 0; i < n; ++i) + { + string s = search_getfilename(globhandle, i); + precache_playermodel(s); + } + search_end(globhandle); +} + +void precache_playermodels(string s) +{ + FOREACH_WORD(s, true, { precache_playermodel(it); }); +} + +PRECACHE(PlayerModels) +{ + // Precache all player models if desired + if (autocvar_sv_precacheplayermodels) + { + PrecachePlayerSounds("sound/player/default.sounds"); + precache_all_playermodels("models/player/*.zym"); + precache_all_playermodels("models/player/*.dpm"); + precache_all_playermodels("models/player/*.md3"); + precache_all_playermodels("models/player/*.psk"); + precache_all_playermodels("models/player/*.iqm"); + } + + if (autocvar_sv_defaultcharacter) + { + precache_playermodels(autocvar_sv_defaultplayermodel_red); + precache_playermodels(autocvar_sv_defaultplayermodel_blue); + precache_playermodels(autocvar_sv_defaultplayermodel_yellow); + precache_playermodels(autocvar_sv_defaultplayermodel_pink); + precache_playermodels(autocvar_sv_defaultplayermodel); + } +}