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force random spawn point selection when all points are good, or all
[divverent/nexuiz.git] / data / qcsrc / server / gamec / cl_client.c
1 void info_player_start (void)
2 {
3         self.classname = "info_player_deathmatch";
4 }
5
6 void info_player_deathmatch (void)
7 {
8 }
9
10 float spawn_allbad;
11 float spawn_allgood;
12 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
13 {
14         local entity spot, player, nextspot, previousspot, newfirstspot;
15         local float pcount;
16         spot = firstspot;
17         newfirstspot = world;
18         previousspot = world;
19         spawn_allgood = TRUE;
20         spawn_allbad = TRUE;
21         while (spot)
22         {
23                 nextspot = spot.chain;
24                 // count team mismatches as bad spots
25                 if (spot.team == teamcheck)
26                 {
27                         pcount = 0;
28                         player = playerlist;
29                         while (player)
30                         {
31                                 if (player != self)
32                                 if (vlen(player.origin - spot.origin) < mindist)
33                                         pcount = pcount + 1;
34                                 player = player.chain;
35                         }
36                         if (!pcount)
37                         {
38                                 spawn_allbad = FALSE;
39                                 if (newfirstspot)
40                                         previousspot.chain = spot;
41                                 else
42                                         newfirstspot = spot;
43                                 previousspot = spot;
44                                 spot.chain = world;
45                         }
46                         else
47                                 spawn_allgood = FALSE;
48                 }
49                 spot = nextspot;
50         }
51         // if we couldn't find ANY good points, return the original list
52         if (!newfirstspot)
53                 newfirstspot = firstspot;
54         return newfirstspot;
55 }
56
57 entity Spawn_RandomPoint(entity firstspot)
58 {
59         local entity spot;
60         local float numspots;
61         // count number of spots
62         numspots = 0;
63         spot = firstspot;
64         while (spot)
65         {
66                 numspots = numspots + 1;
67                 spot = spot.chain;
68         }
69         // pick a random one
70         numspots = numspots * random();
71         spot = firstspot;
72         while (spot.chain && numspots >= 1)
73         {
74                 numspots = numspots - 1;
75                 spot = spot.chain;
76         }
77         return spot;
78 }
79
80 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
81 {
82         local entity best, spot, player;
83         local float bestrating, rating;
84         best = world;
85         bestrating = -1000000;
86         spot = firstspot;
87         while (spot)
88         {
89                 rating = 1000000000;
90                 player = playerlist;
91                 while (player)
92                 {
93                         if (player != self)
94                                 rating = min(rating, vlen(player.origin - spot.origin));
95                         player = player.chain;
96                 }
97                 rating = rating + random() * 16;
98                 if (bestrating < rating)
99                 {
100                         best = spot;
101                         bestrating = rating;
102                 }
103                 spot = spot.chain;
104         }
105         return best;
106 }
107
108 /*
109 =============
110 SelectSpawnPoint
111
112 Finds a point to respawn
113 =============
114 */
115 entity SelectSpawnPoint (float anypoint)
116 {
117         local float teamcheck;
118         local entity spot, firstspot, playerlist;
119         string spotname;
120
121         spot = find (world, classname, "testplayerstart");
122         if (spot)
123                 return spot;
124
125         spotname = "info_player_deathmatch";
126         teamcheck = 0;
127
128         if(!anypoint && cvar("g_ctf") )
129                 teamcheck = self.team;
130
131         // get the list of players
132         playerlist = findchain(classname, "player");
133         // get the entire list of spots
134         firstspot = findchain(classname, "info_player_deathmatch");
135         // filter out the bad ones
136         // (note this returns the original list if none survived)
137         firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
138
139         // there is 50/50 chance of choosing a random spot or the furthest spot
140         // (this means that roughly every other spawn will be furthest, so you
141         // usually won't get fragged at spawn twice in a row)
142         if (random() > 0.5 || spawn_allbad || spawn_allgood)
143                 spot = Spawn_RandomPoint(firstspot);
144         else
145                 spot = Spawn_FurthestPoint(firstspot, playerlist);
146
147         if (!spot)
148                 error ("PutClientInServer: no start points on level");
149
150         return spot;
151 }
152
153 /*
154 =============
155 CheckPlayerModel
156
157 Checks if the argument string can be a valid playermodel.
158 Returns a valid one in doubt.
159 =============
160 */
161 string CheckPlayerModel(string plyermodel) {
162         if( substring(plyermodel,0,14) != "models/player/") plyermodel = "models/player/marine.zym";
163
164         /* Possible Fixme: Check if server can open the model?
165            This would kill custom models, however. */
166
167         return plyermodel;
168 }
169
170 /*
171 =============
172 PutObserverInServer
173
174 putting a client as observer in the server
175 =============
176 */
177 void PutObserverInServer (void)
178 {
179         entity  spot;
180         spot = SelectSpawnPoint (FALSE);
181         RemoveGrapplingHook(self); // Wazat's Grappling Hook
182
183         if(self.frags == 0 && cvar("g_lms") && self.killcount != -666)
184                 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
185         else if(self.killcount != -666)
186                 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
187
188         self.classname = "observer";
189         self.health = -666;
190         self.takedamage = DAMAGE_NO;
191         self.solid = SOLID_NOT;
192         self.movetype = MOVETYPE_NOCLIP;
193         self.flags = FL_CLIENT | FL_NOTARGET;
194         self.armorvalue = 666;
195         self.effects = 0;
196         self.armorvalue = cvar("g_balance_armor_start");
197         self.pauserotarmor_finished = 0;
198         self.pauserothealth_finished = 0;
199         self.pauseregen_finished = 0;
200         self.damageforcescale = 0;
201         self.death_time = 0;
202         self.dead_time = 0;
203         self.dead_frame = 0;
204         self.die_frame = 0;
205         self.deaths = 0;
206         self.alpha = 0;
207         self.scale = 0;
208         self.fade_time = 0;
209         self.pain_frame = 0;
210         self.pain_finished = 0;
211         self.strength_finished = 0;
212         self.invincible_finished = 0;
213         self.pushltime = 0;
214         self.think = SUB_Null;
215         self.nextthink = 0;
216         self.hook_time = 0;
217         self.runes = 0;
218         self.deadflag = DEAD_NO;
219         self.angles = spot.angles;
220         self.angles_z = 0;
221         self.fixangle = TRUE;
222         self.crouch = FALSE;
223         self.view_ofs = PL_VIEW_OFS;
224         setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 14));
225         self.oldorigin = self.origin;
226         self.items = 0;
227         self.model = "";
228         self.modelindex = 0;
229         self.weapon = 0;
230         self.weaponmodel = "";
231         self.weaponframe = 0;
232         self.weaponentity = world;
233         self.killcount = -666;
234         if(!cvar("g_lms"))
235                 self.frags = -666;
236         //stuffcmd(self, "set viewsize 120 \n");
237 //      bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
238 }
239
240
241 /*
242 =============
243 PutClientInServer
244
245 Called when a client spawns in the server
246 =============
247 */
248 void PutClientInServer (void)
249 {
250         if(clienttype(self) ==  CLIENTTYPE_BOT)
251         {
252                 self.classname = "player";
253         }
254
255         // player is dead and becomes observer
256         if(cvar("g_lms") && self.frags < 1)
257                 self.classname = "observer";
258
259         if(self.classname == "player") {
260                 entity  spot;
261
262                 spot = SelectSpawnPoint (FALSE);
263
264                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
265
266                 self.classname = "player";
267                 self.iscreature = TRUE;
268                 self.movetype = MOVETYPE_WALK;
269                 self.solid = SOLID_SLIDEBOX;
270                 self.flags = FL_CLIENT;
271                 self.takedamage = DAMAGE_AIM;
272                 self.effects = 0;
273                 self.health = cvar("g_balance_health_start");
274                 self.armorvalue = cvar("g_balance_armor_start");
275                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
276                 self.pauserotarmor_finished = time + 10;
277                 self.pauserothealth_finished = time + 10;
278                 self.pauseregen_finished = 0;
279                 self.damageforcescale = 2;
280                 self.death_time = 0;
281                 self.dead_time = 0;
282                 self.dead_frame = 0;
283                 self.die_frame = 0;
284                 self.alpha = 0;
285                 self.scale = 0;
286                 self.fade_time = 0;
287                 self.pain_frame = 0;
288                 self.pain_finished = 0;
289                 self.strength_finished = 0;
290                 self.invincible_finished = 0;
291                 self.pushltime = 0;
292                 //self.speed_finished = 0;
293                 //self.slowmo_finished = 0;
294                 // players have no think function
295                 self.think = SUB_Null;
296                 self.nextthink = 0;
297                 self.weapon = 0;
298                 self.switchweapon = 0;
299                 self.hook_time = 0;
300
301                 self.runes = 0;
302
303                 self.deadflag = DEAD_NO;
304
305                 self.angles = spot.angles;
306
307                 self.angles_z = 0; // never spawn tilted even if the spot says to
308                 self.fixangle = TRUE; // turn this way immediately
309                 self.velocity = '0 0 0';
310                 self.avelocity = '0 0 0';
311                 self.punchangle = '0 0 0';
312                 self.punchvector = '0 0 0';
313                 self.oldvelocity = self.velocity;
314
315                 self.viewzoom = 0.6;
316
317                 if(cvar("sv_defaultcharacter") == 1) {
318                         local string defaultmodel;
319                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
320
321                         precache_model (defaultmodel);
322                         setmodel (self, defaultmodel);
323                         self.skin = stof(cvar_string("sv_defaultplayerskin"));
324                 } else {
325                         self.playermodel = CheckPlayerModel(self.playermodel);
326
327                         precache_model (self.playermodel);
328                         setmodel (self, self.playermodel);
329                         self.skin = stof(self.playerskin);
330
331                 }
332
333                 self.crouch = FALSE;
334                 self.view_ofs = PL_VIEW_OFS;
335                 setsize (self, PL_MIN, PL_MAX);
336                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
337                 // don't reset back to last position, even if new position is stuck in solid
338                 self.oldorigin = self.origin;
339
340                 if(cvar("g_lms"))
341                 {
342                         self.ammo_shells = cvar("g_lms_start_ammo_shells");
343                         self.ammo_nails = cvar("g_lms_start_ammo_nails");
344                         self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
345                         self.ammo_cells = cvar("g_lms_start_ammo_cells");
346                         self.health = cvar("g_lms_start_health");
347                         self.armorvalue = cvar("g_lms_start_armor");
348                 }
349                 else if (cvar("g_use_ammunition")) {
350                         self.ammo_shells = cvar("g_start_ammo_shells");
351                         self.ammo_nails = cvar("g_start_ammo_nails");
352                         self.ammo_rockets = cvar("g_start_ammo_rockets");
353                         self.ammo_cells = cvar("g_start_ammo_cells");
354                 } else {
355                         self.ammo_shells = 999;
356                         self.ammo_nails = 999;
357                         self.ammo_rockets = 999;
358                         self.ammo_cells = 999;
359                 }
360
361                 self.items = 0;
362                 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
363                 {
364                         self.items = self.items | IT_LASER;
365                         self.switchweapon = WEP_LASER;
366                 }
367                 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
368                 {
369                         self.items = self.items | IT_SHOTGUN;
370                         self.switchweapon = WEP_SHOTGUN;
371                 }
372                 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
373                 {
374                         self.items = self.items | IT_UZI;
375                         self.switchweapon = WEP_UZI;
376                 }
377                 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
378                 {
379                         self.items = self.items | IT_GRENADE_LAUNCHER;
380                         self.switchweapon = WEP_GRENADE_LAUNCHER;
381                 }
382                 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
383                 {
384                         self.items = self.items | IT_ELECTRO;
385                         self.switchweapon = WEP_ELECTRO;
386                 }
387                 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
388                 {
389                         self.items = self.items | IT_CRYLINK;
390                         self.switchweapon = WEP_CRYLINK;
391                 }
392                 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
393                 {
394                         self.items = self.items | IT_NEX;
395                         self.switchweapon = WEP_NEX;
396                 }
397                 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
398                 {
399                         self.items = self.items | IT_HAGAR;
400                         self.switchweapon = WEP_HAGAR;
401                 }
402                 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
403                 {
404                         self.items = self.items | IT_ROCKET_LAUNCHER;
405                         self.switchweapon = WEP_ROCKET_LAUNCHER;
406                 }
407
408                 if(cvar("g_instagib"))
409                 {
410                         self.items = IT_NEX;
411                         self.switchweapon = WEP_NEX;
412                         self.ammo_cells = 999;
413                 }
414
415                 if(cvar("g_rocketarena"))
416                 {
417                         self.items = IT_ROCKET_LAUNCHER;
418                         self.switchweapon = WEP_ROCKET_LAUNCHER;
419                         self.ammo_rockets = 999;
420                 }
421
422                 if(cvar("g_minstagib"))
423                 {
424                         self.health = 100;
425                         self.armorvalue = 0;
426                         self.items = IT_NEX;
427                         self.switchweapon = WEP_NEX;
428                         self.ammo_cells = cvar("g_minstagib_ammo_start");
429                         self.extralives = 0;
430                         self.jump_interval = time;
431                 }
432
433                 self.event_damage = PlayerDamage;
434
435                 self.statdraintime = time + 5;
436                 self.button0 = self.button1 = self.button2 = self.button3 = 0;
437
438                 if(self.killcount == -666) {
439                         self.killcount = 0;
440                         self.frags = 0;
441                 }
442
443                 self.cnt = WEP_LASER;
444
445                 /*
446                 W_UpdateWeapon();
447                 W_UpdateAmmo();
448                 */
449                 CL_SpawnWeaponentity();
450                 self.alpha = 1;
451                 self.exteriorweaponentity.alpha = 1;
452
453                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
454                 self.lms_traveled_distance = 0;
455
456                 //stuffcmd(self, "chase_active 0");
457                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
458         } else if(self.classname == "observer") {
459                 PutObserverInServer ();
460         }
461 }
462
463 /*
464 =============
465 SetNewParms
466 =============
467 */
468 void SetNewParms (void)
469 {
470
471 }
472
473 /*
474 =============
475 SetChangeParms
476 =============
477 */
478 void SetChangeParms (void)
479 {
480
481 }
482
483 /*
484 =============
485 ClientKill
486
487 Called when a client types 'kill' in the console
488 =============
489 */
490 void ClientKill (void)
491 {
492         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
493 }
494
495 /*
496 =============
497 ClientConnect
498
499 Called when a client connects to the server
500 =============
501 */
502 string ColoredTeamName(float t);
503 //void dom_player_join_team(entity pl);
504 void ClientConnect (void)
505 {
506         self.classname = "player_joining";
507
508         if(player_count<0) player_count = 0;
509
510         //if(cvar("g_domination"))
511         //      dom_player_join_team(self);
512
513         //JoinBestTeam(self, FALSE);
514
515         if(cvar("sv_spectate") == 1 && !cvar("g_lms")) {
516                 self.classname = "observer";
517         } else {
518                 self.classname = "player";
519         }
520
521         //stuffcmd(self, "set tmpviewsize $viewsize \n");
522
523         bprint ("^4",self.netname);
524         bprint ("^4 connected");
525
526         if(cvar("g_domination") || cvar("g_ctf"))
527         {
528                 bprint(" and joined the ");
529                 bprint(ColoredTeamName(self.team));
530         }
531
532         bprint("\n");
533
534         self.welcomemessage_time = time + cvar("welcome_message_time");
535         self.welcomemessage_time2 = 0;
536
537         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
538         // send prediction settings to the client
539         stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
540         stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
541         stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
542         stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
543         stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
544         stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
545         stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
546         stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
547         // Wazat's grappling hook
548         SetGrappleHookBindings();
549
550         // get autoswitch state from player
551         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
552         stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
553
554         // get version info from player
555         stuffcmd(self, "cmd clientversion $gameversion\n");
556
557         // set cvar for team scoreboard
558         stuffcmd(self, strcat("set teamplay ", ftos(teams_matter), "\n"));
559
560         if(cvar("g_lms"))
561         {
562                 self.frags = cvar("fraglimit");
563                 // no fraglimit was set, so player gets 999 lives
564                 if(self.frags < 1)
565                         self.frags = 999;
566
567                 // disallow player to join after the worst player has lost g_lms_last_join lives
568                 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
569                 if(((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime")) || lms_lowest_lives < 1)
570                 {
571                         self.frags = -1;
572                         lms_dead_count += 1;
573                 }
574                 else if(cvar("fraglimit") > lms_lowest_lives)
575                 {
576                         self.frags = lms_lowest_lives;
577                 }
578         }
579
580         player_count += 1;
581         self.jointime = time;
582 }
583
584 /*
585 =============
586 ClientDisconnect
587
588 Called when a client disconnects from the server
589 =============
590 */
591 void(entity e) DropFlag;
592 .entity chatbubbleentity;
593 .entity teambubbleentity;
594 void ClientDisconnect (void)
595 {
596         bprint ("^4",self.netname);
597         bprint ("^4 disconnected\n");
598
599         if (self.chatbubbleentity)
600         {
601                 remove (self.chatbubbleentity);
602                 self.chatbubbleentity = world;
603         }
604
605         if (self.teambubbleentity)
606         {
607                 remove (self.teambubbleentity);
608                 self.teambubbleentity = world;
609         }
610
611         DropAllRunes(self);
612
613         if(self.flagcarried)
614                 DropFlag(self.flagcarried);
615
616         // decrease player count for lms
617         player_count -= 1;
618         // player was dead, decrease dead count
619         if(cvar("g_lms") && self.frags < 1)
620                 lms_dead_count -= 1;
621         //stuffcmd(self, "set viewsize $tmpviewsize \n");
622 }
623
624 .float buttonchat;
625 void() ChatBubbleThink =
626 {
627         self.nextthink = time;
628         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
629         {
630                 remove(self);
631                 return;
632         }
633         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
634         if (self.owner.buttonchat && !self.owner.deadflag)
635                 self.model = self.mdl;
636         else
637                 self.model = "";
638 };
639
640 void() UpdateChatBubble =
641 {
642         if (!self.modelindex)
643                 return;
644         // spawn a chatbubble entity if needed
645         if (!self.chatbubbleentity)
646         {
647                 self.chatbubbleentity = spawn();
648                 self.chatbubbleentity.owner = self;
649                 self.chatbubbleentity.exteriormodeltoclient = self;
650                 self.chatbubbleentity.think = ChatBubbleThink;
651                 self.chatbubbleentity.nextthink = time;
652                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
653                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
654                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
655                 self.chatbubbleentity.model = "";
656         }
657 }
658
659
660 void() TeamBubbleThink =
661 {
662         self.nextthink = time;
663         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
664         {
665                 remove(self);
666                 return;
667         }
668 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
669         if (self.owner.buttonchat || self.owner.deadflag)
670                 self.model = "";
671         else
672                 self.model = self.mdl;
673
674 };
675
676 .float() customizeentityforclient;
677 float() ChatBubble_customizeentityforclient = {return (self.owner.team == other.team && other.killcount > -666);};
678
679 void() UpdateTeamBubble =
680 {
681         if (!self.modelindex || !cvar("teamplay"))
682                 return;
683         // spawn a teambubble entity if needed
684         if (!self.teambubbleentity && cvar("teamplay"))
685         {
686                 self.teambubbleentity = spawn();
687                 self.teambubbleentity.owner = self;
688                 self.teambubbleentity.exteriormodeltoclient = self;
689                 self.teambubbleentity.think = TeamBubbleThink;
690                 self.teambubbleentity.nextthink = time;
691                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
692 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
693                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
694                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
695                 self.teambubbleentity.mdl = self.teambubbleentity.model;
696                 self.teambubbleentity.model = self.teambubbleentity.mdl;
697                 self.teambubbleentity.customizeentityforclient = ChatBubble_customizeentityforclient;
698         }
699 }
700
701 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
702 // added to the model skins
703 /*void() UpdateColorModHack =
704 {
705         local float c;
706         c = self.clientcolors & 15;
707         // LordHavoc: only bothering to support white, green, red, yellow, blue
708              if (teamplay == 0) self.colormod = '0 0 0';
709         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
710         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
711         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
712         else if (c == 12) self.colormod = '1.22 1.22 0.10';
713         else if (c == 13) self.colormod = '0.10 0.10 1.73';
714         else self.colormod = '1 1 1';
715 };*/
716
717 void UpdatePlayerColors () {
718         if(self.weaponentity) {
719                 self.weaponentity.colormap = self.colormap;
720                 self.exteriorweaponentity.colormap = self.colormap;
721         }
722 }
723 /*
724 =============
725 PlayerJump
726
727 When you press the jump key
728 =============
729 */
730 void PlayerJump (void)
731 {
732         float mjumpheight;
733
734         mjumpheight = cvar("g_balance_jumpheight");
735         if (self.waterlevel >= 2)
736         {
737                 if (self.watertype == CONTENT_WATER)
738                         self.velocity_z = 200;
739                 else if (self.watertype == CONTENT_SLIME)
740                         self.velocity_z = 80;
741                 else
742                         self.velocity_z = 50;
743
744                 return;
745         }
746
747
748         if (!(self.flags & FL_ONGROUND))
749                 return;
750
751         if (!(self.flags & FL_JUMPRELEASED))
752                 return;
753
754         if(cvar("g_runematch"))
755         {
756                 if(self.runes & RUNE_SPEED)
757                 {
758                         if(self.runes & CURSE_SLOW)
759                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
760                         else
761                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
762                 }
763                 else if(self.runes & CURSE_SLOW)
764                 {
765                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
766                 }
767         }
768
769         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
770         {
771                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
772         }
773
774         self.velocity_z = self.velocity_z + mjumpheight;
775         self.oldvelocity_z = self.velocity_z;
776
777         self.flags = self.flags - FL_ONGROUND;
778         self.flags = self.flags - FL_JUMPRELEASED;
779 }
780
781 void() CheckWaterJump =
782 {
783         local vector start, end;
784
785 // check for a jump-out-of-water
786         makevectors (self.angles);
787         start = self.origin;
788         start_z = start_z + 8;
789         v_forward_z = 0;
790         normalize(v_forward);
791         end = start + v_forward*24;
792         traceline (start, end, TRUE, self);
793         if (trace_fraction < 1)
794         {       // solid at waist
795                 start_z = start_z + self.maxs_z - 8;
796                 end = start + v_forward*24;
797                 self.movedir = trace_plane_normal * -50;
798                 traceline (start, end, TRUE, self);
799                 if (trace_fraction == 1)
800                 {       // open at eye level
801                         self.flags = self.flags | FL_WATERJUMP;
802                         self.velocity_z = 225;
803                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
804                         self.teleport_time = time + 2;  // safety net
805                         return;
806                 }
807         }
808 };
809
810
811 void respawn(void)
812 {
813         CopyBody(1);
814         PutClientInServer();
815 }
816
817 void player_powerups (void)
818 {
819         if (cvar("g_minstagib"))
820         {
821                 self.effects = EF_FULLBRIGHT;
822                 if (self.items & IT_STRENGTH)
823                 {
824                         if (time > self.strength_finished)
825                         {
826                                 self.alpha = 1;
827                                 self.exteriorweaponentity.alpha = 1;
828                                 self.items = self.items - (self.items & IT_STRENGTH);
829                                 sprint(self, "^3Invisibility has worn off\n");
830                         }
831                 }
832                 else
833                 {
834                         if (time < self.strength_finished)
835                         {
836                                 self.alpha = cvar("g_minstagib_invis_alpha");
837                                 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
838                                 self.items = self.items | IT_STRENGTH;
839                                 sprint(self, "^3You are invisible\n");
840                         }
841                 }
842
843                 if (self.items & IT_INVINCIBLE)
844                 {
845                         if (time > self.invincible_finished)
846                         {
847                                 self.items = self.items - (self.items & IT_INVINCIBLE);
848                                 sprint(self, "^3Speed has worn off\n");
849                         }
850                 }
851                 else
852                 {
853                         if (time < self.invincible_finished)
854                         {
855                                 self.items = self.items | IT_INVINCIBLE;
856                                 sprint(self, "^3You are on speed\n");
857                         }
858                 }
859                 return;
860         }
861
862         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
863         if (self.items & IT_STRENGTH)
864         {
865                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
866                 if (time > self.strength_finished)
867                 {
868                         self.items = self.items - (self.items & IT_STRENGTH);
869                         sprint(self, "^3Strength has worn off\n");
870                 }
871         }
872         else
873         {
874                 if (time < self.strength_finished)
875                 {
876                         self.items = self.items | IT_STRENGTH;
877                         sprint(self, "^3Strength infuses your weapons with devestating power\n");
878                 }
879         }
880         if (self.items & IT_INVINCIBLE)
881         {
882                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
883                 if (time > self.invincible_finished)
884                 {
885                         self.items = self.items - (self.items & IT_INVINCIBLE);
886                         sprint(self, "^3Shield has worn off\n");
887                 }
888         }
889         else
890         {
891                 if (time < self.invincible_finished)
892                 {
893                         self.items = self.items | IT_INVINCIBLE;
894                         sprint(self, "^3Shield surrounds you\n");
895                 }
896         }
897
898         if (cvar("g_fullbrightplayers"))
899                 self.effects = self.effects | EF_FULLBRIGHT;
900
901         // midair gamemode: damage only while in the air
902         // if in midair mode, being on ground grants temporary invulnerability
903         // (this is so that multishot weapon don't clear the ground flag on the
904         // first damage in the frame, leaving the player vulnerable to the
905         // remaining hits in the same frame)
906         if (self.flags & FL_ONGROUND)
907         if (cvar("g_midair"))
908                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
909
910         if (time < self.spawnshieldtime)
911                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
912 }
913
914 void player_regen (void)
915 {
916         float maxh, maxa, max_mod, regen_mod, rot_mod;
917         maxh = cvar("g_balance_health_stable");
918         maxa = cvar("g_balance_armor_stable");
919
920         if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
921                 return;
922
923         if(cvar("g_runematch"))
924         {
925                 max_mod = regen_mod = rot_mod = 1;
926                 if (self.runes & RUNE_REGEN)
927                 {
928                         if (self.runes & CURSE_VENOM) // do we have both rune/curse?
929                         {
930                                 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
931                                 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
932                         }
933                         else
934                         {
935                                 regen_mod = cvar("g_balance_rune_regen_regenrate");
936                                 max_mod = cvar("g_balance_rune_regen_hpmod");
937                         }
938                 }
939                 else if (self.runes & CURSE_VENOM)
940                 {
941                         max_mod = cvar("g_balance_curse_venom_hpmod");
942                         if (self.runes & RUNE_REGEN) // do we have both rune/curse?
943                                 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
944                         else
945                                 rot_mod = cvar("g_balance_curse_venom_rotrate");
946                         //if (!self.runes & RUNE_REGEN)
947                         //      rot_mod = cvar("g_balance_curse_venom_rotrate");
948                 }
949                 maxh = maxh * max_mod;
950                 //maxa = maxa * max_mod;
951
952                 if (time > self.pauserotarmor_finished)
953                 {
954                         if (self.armorvalue > maxa)
955                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
956                 }
957                 if (time > self.pauserothealth_finished)
958                 {
959                         if (self.health > maxh)
960                                 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
961                 }
962                 if (time > self.pauseregen_finished)
963                 {
964                         if (self.health < maxh)
965                                 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime, 1000);
966                         if (self.armorvalue < maxa)
967                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
968                 }
969         }
970         else
971         {
972                 if (time > self.pauserothealth_finished)
973                 if (self.health > maxh)
974                         self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
975                 if (time > self.pauserotarmor_finished)
976                 if (self.armorvalue > maxa)
977                         self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
978                 if (time > self.pauseregen_finished)
979                 {
980                         if (self.health < maxh)
981                                  self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_regen") * frametime + 0.001, 1000);
982                         if (self.armorvalue < maxa)
983                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime + 0.001, 1000);
984                 }
985         }
986 }
987
988 /*
989 ======================
990 spectate mode routines
991 ======================
992 */
993 void SpectateCopy(entity spectatee) {
994         self.armortype = spectatee.armortype;
995         self.armorvalue = spectatee.armorvalue;
996         self.currentammo = spectatee.currentammo;
997         self.effects = spectatee.effects;
998         self.health = spectatee.health;
999         self.impulse = 0;
1000         self.items = spectatee.items;
1001         self.punchangle = spectatee.punchangle;
1002         self.view_ofs = spectatee.view_ofs;
1003         self.v_angle = spectatee.v_angle;
1004         self.viewzoom = spectatee.viewzoom;
1005         setorigin(self, spectatee.origin);
1006         setsize(self, spectatee.mins, spectatee.maxs);
1007 }
1008
1009 void SpectateUpdate() {
1010         if (self != self.enemy) {
1011                 SpectateCopy(self.enemy);
1012                 msg_entity = self;
1013                 WriteByte(MSG_ONE, SVC_SETANGLE);
1014                 WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1015                 WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1016                 WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1017         }
1018 }
1019
1020 float SpectateNext() {
1021         other = find(self.enemy, classname, "player");
1022         if (!other) {
1023                 other = find(other, classname, "player");
1024         }
1025         if (other) {
1026                 self.enemy = other;
1027         }
1028         if(self.enemy.classname == "player") {
1029                 msg_entity = self;
1030                 WriteByte(MSG_ONE, SVC_SETVIEW);
1031                 WriteEntity(MSG_ONE, self.enemy);
1032                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1033                 SpectateUpdate();
1034                 return 1;
1035         } else {
1036                 return 0;
1037         }
1038 }
1039
1040 /*
1041 =============
1042 PlayerPreThink
1043
1044 Called every frame for each client before the physics are run
1045 =============
1046 */
1047 void PlayerPreThink (void)
1048 {
1049         if(self.classname == "player") {
1050                 local vector m1, m2;
1051
1052 //              MauveBot_AI();
1053
1054 //              if(self.netname == "Wazat")
1055 //                      bprint(strcat(self.classname, "\n"));
1056
1057                 CheckRules_Player();
1058
1059                 if(self.button7)
1060                         PrintWelcomeMessage(self);
1061
1062                 if(cvar("g_lms") || !cvar("sv_spectate"))
1063                 if((time - self.jointime) <= cvar("welcome_message_time"))
1064                         PrintWelcomeMessage(self);
1065
1066                 if (intermission_running)
1067                 {
1068                         IntermissionThink ();   // otherwise a button could be missed between
1069                         return;                                 // the think tics
1070                 }
1071
1072                 if (self.deadflag != DEAD_NO)
1073                 {
1074                         player_anim();
1075                         weapon_freeze();
1076                         if (self.deadflag == DEAD_DYING)
1077                         {
1078                                 if (time > self.dead_time)
1079                                         self.deadflag = DEAD_DEAD;
1080                         }
1081                         else if (self.deadflag == DEAD_DEAD)
1082                         {
1083                                 if (cvar("g_lms") || cvar("g_forced_respawn"))
1084                                         self.button0 = self.button2 = self.button3 = 0;
1085
1086                                 if (!self.button0 && !self.button2 && !self.button3)
1087                                         self.deadflag = DEAD_RESPAWNABLE;
1088                         }
1089                         else if (self.deadflag == DEAD_RESPAWNABLE)
1090                         {
1091                                 if (self.button0  ||
1092                                     self.button2  ||
1093                                     self.button3  ||
1094                                     self.button4  ||
1095                                     cvar("g_lms") ||
1096                                     cvar("g_forced_respawn"))
1097                                         respawn();
1098                         }
1099                         return;
1100                 }
1101
1102                 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1103                 {
1104                         vector dist;
1105
1106                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1107                         dist = self.oldorigin - self.origin;
1108                         dist_z = 0;
1109                         self.lms_traveled_distance += fabs(vlen(dist));
1110
1111                         if(time > self.lms_nextcheck)
1112                         {
1113                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1114                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1115                                 {
1116                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
1117                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1118                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1119                                         Damage(self, self, self, bound(0, cvar("g_lms_campcheck_damage"), self.health + self.armorvalue * cvar("g_balance_armor_blockpercent") + 5), DEATH_CAMP, self.origin, '0 0 0');
1120                                 }
1121                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1122                                 self.lms_traveled_distance = 0;
1123                         }
1124                 }
1125
1126                 if (self.button5)
1127                 {
1128                         if (!self.crouch)
1129                         {
1130                                 self.crouch = TRUE;
1131                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1132                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1133                         }
1134                 }
1135                 else
1136                 {
1137                         if (self.crouch)
1138                         {
1139                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1140                                 if (!trace_startsolid)
1141                                 {
1142                                         self.crouch = FALSE;
1143                                         self.view_ofs = PL_VIEW_OFS;
1144                                         setsize (self, PL_MIN, PL_MAX);
1145                                 }
1146                         }
1147                 }
1148
1149                 if(cvar("sv_defaultcharacter") == 1) {
1150                         local string defaultmodel;
1151                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1152
1153                         if (defaultmodel != self.model)
1154                         {
1155                                 m1 = self.mins;
1156                                 m2 = self.maxs;
1157                                 precache_model (defaultmodel);
1158                                 setmodel (self, defaultmodel);
1159                                 setsize (self, m1, m2);
1160                         }
1161
1162                         if (self.skin != stof(cvar_string("sv_defaultplayerskin")))
1163                                 self.skin = stof(cvar_string("sv_defaultplayerskin"));
1164                 } else {
1165                         if (self.playermodel != self.model)
1166                         {
1167                                 self.playermodel = CheckPlayerModel(self.playermodel);
1168                                 m1 = self.mins;
1169                                 m2 = self.maxs;
1170                                 precache_model (self.playermodel);
1171                                 setmodel (self, self.playermodel);
1172                                 setsize (self, m1, m2);
1173                         }
1174
1175                         if (self.skin != stof(self.playerskin))
1176                                 self.skin = stof(self.playerskin);
1177                 }
1178                 // Savage: Check for nameless players
1179                 if (strlen(self.netname) < 1) {
1180                         self.netname = "Player";
1181                         stuffcmd(self, "name Player\n");
1182                 }
1183
1184                 GrapplingHookFrame();
1185
1186                 W_WeaponFrame();
1187
1188                 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1189                 {
1190                         if (cvar("g_minstagib") && self.button3)
1191                         {
1192                                 if (self.jump_interval <= (time + 0.1))
1193                                 {
1194                                         self.jump_interval = time + 1;
1195                                         weapon_doattack(laser_check, laser_check, W_Laser_Attack);
1196                                 }
1197                         }
1198                         else if (self.viewzoom > 0.4)
1199                                 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1200                 }
1201                 else if (self.viewzoom < 1.0)
1202                         self.viewzoom = min (1.0, self.viewzoom + frametime);
1203
1204
1205                 if (self.button2)
1206                         PlayerJump ();
1207                 else
1208                         self.flags = self.flags | FL_JUMPRELEASED;
1209
1210                 player_powerups();
1211                 player_regen();
1212                 player_anim();
1213
1214                 //self.angles_y=self.v_angle_y + 90;   // temp
1215
1216                 if (self.waterlevel == 2)
1217                         CheckWaterJump ();
1218
1219                 //if (TetrisPreFrame()) return;
1220         } else if(gameover) {
1221                 if (intermission_running)
1222                         IntermissionThink ();   // otherwise a button could be missed between
1223                 return;
1224         } else if(self.classname == "observer") {
1225
1226                 if (self.flags & FL_JUMPRELEASED) {
1227                         if (self.button2 && self.version == cvar("gameversion")) {
1228                                 if(!cvar("teamplay")) {
1229                                         self.flags = self.flags & !FL_JUMPRELEASED;
1230                                         self.classname = "player";
1231                                         if(!cvar("g_lms"))
1232                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1233                                         PutClientInServer();
1234                                         centerprint(self,"");
1235                                         return;
1236                                 } else {
1237                                         self.flags = self.flags & !FL_JUMPRELEASED;
1238                                         stuffcmd(self,"menu_showteamselect\n");
1239                                         return;
1240                                 }
1241                         } else if(self.button0 && self.version == cvar("gameversion")) {
1242                                 self.flags = self.flags & !FL_JUMPRELEASED;
1243                                 if(SpectateNext() == 1) {
1244                                         self.classname = "spectator";
1245                                 }
1246                         }
1247                 } else {
1248                         if (!(self.button0 || self.button2)) {
1249                                 self.flags = self.flags | FL_JUMPRELEASED;
1250                         }
1251                 }
1252                 if(cvar("g_lms") && self.frags == 0)
1253                         centerprint(self, "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n^1You have no more lives left\nwait for next round\n\n\n^7press attack to spectate other players");
1254                 else if(cvar("g_lms") && self.frags == -1)
1255                         centerprint(self, "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n^1Match has already begun\nwait for next round\n\n\n^7press attack to spectate other players");
1256                 else
1257                         PrintWelcomeMessage(self);
1258                         //centerprint(self, "\n\n\npress jump to play\npress attack to spectate other players");
1259         } else if(self.classname == "spectator") {
1260
1261                 if (self.flags & FL_JUMPRELEASED) {
1262                         if (self.button2 && self.version == cvar("gameversion")) {
1263                                 if(!cvar("teamplay")) {
1264                                         self.flags = self.flags & !FL_JUMPRELEASED;
1265                                         self.classname = "player";
1266                                         if(!cvar("g_lms"))
1267                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1268
1269                                         msg_entity = self;
1270                                         WriteByte(MSG_ONE, SVC_SETVIEW);
1271                                         WriteEntity(MSG_ONE, self);
1272                                         PutClientInServer();
1273                                         centerprint(self,"");
1274                                         return;
1275                                 } else {
1276                                         self.flags = self.flags & !FL_JUMPRELEASED;
1277                                         stuffcmd(self,"menu_showteamselect\n");
1278                                         return;
1279                                 }
1280                         } else if(self.button0) {
1281                                 self.flags = self.flags & !FL_JUMPRELEASED;
1282                                 if(SpectateNext() == 1) {
1283                                         self.classname = "spectator";
1284                                 } else {
1285                                         self.classname = "observer";
1286                                         msg_entity = self;
1287                                         WriteByte(MSG_ONE, SVC_SETVIEW);
1288                                         WriteEntity(MSG_ONE, self);
1289                                         PutClientInServer();
1290                                 }
1291                         } else if (self.button3) {
1292                                 self.flags = self.flags & !FL_JUMPRELEASED;
1293                                 self.classname = "observer";
1294                                 msg_entity = self;
1295                                 WriteByte(MSG_ONE, SVC_SETVIEW);
1296                                 WriteEntity(MSG_ONE, self);
1297                                 PutClientInServer();
1298                         } else {
1299                                 SpectateUpdate();
1300                         }
1301         } else {
1302                 if (!(self.button0 || self.button3)) {
1303                         self.flags = self.flags | FL_JUMPRELEASED;
1304                 }
1305                 }
1306                 if (cvar("g_lms") && self.frags < 1)
1307                         centerprint(self, strcat("\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nspectating ", self.enemy.netname, "\n\n\n^7press attack for next player\npress attack2 for free fly mode"));
1308                 else
1309                         centerprint(self, strcat("\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nspectating ", self.enemy.netname, "\n\n\n^7press jump to play\n^7press attack for next player\npress attack2 for free fly mode"));
1310
1311         }
1312 }
1313
1314 /*
1315 =============
1316 PlayerPostThink
1317
1318 Called every frame for each client after the physics are run
1319 =============
1320 */
1321 void PlayerPostThink (void)
1322 {
1323         if(self.classname == "player") {
1324                 CheckRules_Player();
1325                 UpdateChatBubble();
1326                 UpdateTeamBubble();
1327                 UpdatePlayerColors();
1328                 if (self.deadflag == DEAD_NO)
1329                 if (self.impulse)
1330                         ImpulseCommands ();
1331                 if (intermission_running)
1332                         return;         // intermission or finale
1333
1334                 //PrintWelcomeMessage(self);
1335                 //if (TetrisPostFrame()) return;
1336         } else if (self.classname == "observer") {
1337                 //do nothing
1338         } else if (self.classname == "spectator") {
1339                 //do nothing
1340         }
1341 }