]> icculus.org git repositories - divverent/nexuiz.git/blob - qcsrc/gamec/cl_client.c
added PRYDON_CLIENTCURSOR and moved and corrected DP_SV_BOTCLIENT
[divverent/nexuiz.git] / qcsrc / 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 /*
11 =============
12 SelectSpawnPoint
13
14 Finds a point to respawn
15 =============
16 */
17 entity SelectSpawnPoint (void)
18 {
19         local entity spot, thing;
20         local float pcount;
21
22         spot = find (world, classname, "testplayerstart");
23         if (spot)
24                 return spot;
25
26         spot = lastspawn;
27         while (1)
28         {
29                 spot = find(spot, classname, "info_player_deathmatch");
30                 if (spot != world)
31                 {
32                         if (spot == lastspawn)
33                                 return lastspawn;
34                         pcount = 0;
35                         thing = findradius(spot.origin, 70);
36                         while(thing)
37                         {
38                                 if (thing.classname == "player")
39                                         pcount = pcount + 1;
40                                 thing = thing.chain;
41                         }
42                         if (pcount == 0)
43                         {
44                                 lastspawn = spot;
45                                 return spot;
46                         }
47                 }
48         }
49
50         spot = find (world, classname, "info_player_start");
51         if (!spot)
52                 error ("PutClientInServer: no info_player_start on level");
53
54         return spot;
55 }
56
57 /*
58 =============
59 CheckPlayerModel
60
61 Checks if the argument string can be a valid playermodel.
62 Returns a valid one in doubt.
63 =============
64 */
65 string CheckPlayerModel(string playermodel) {
66         if( substring(playermodel,0,14) != "models/player/") playermodel = "models/player/marine.zym";
67
68         /* Possible Fixme: Check if server can open the model?
69            This would kill custom models, however. */
70
71         return playermodel;
72 }
73
74
75 /*
76 =============
77 PutClientInServer
78
79 Called when a client spawns in the server
80 =============
81 */
82 void PutClientInServer (void)
83 {
84         entity  spot;
85
86         spot = SelectSpawnPoint ();
87
88         self.classname = "player";
89         self.movetype = MOVETYPE_WALK;
90         self.solid = SOLID_SLIDEBOX;
91         self.flags = FL_CLIENT;
92         self.takedamage = DAMAGE_YES;
93         self.effects = 0;
94         self.health = cvar("g_balance_health_start");
95         self.armorvalue = cvar("g_balance_armor_start");
96         self.damageforcescale = 2;
97         self.death_time = 0;
98         self.dead_time = 0;
99         self.dead_frame = 0;
100         self.die_frame = 0;
101         self.alpha = 0;
102         self.scale = 0;
103         self.fade_time = 0;
104         self.pain_frame = 0;
105         self.pain_finished = 0;
106         self.strength_finished = 0;
107         self.invincible_finished = 0;
108         //self.speed_finished = 0;
109         //self.slowmo_finished = 0;
110         // players have no think function
111         self.think = SUB_Null;
112         self.nextthink = 0;
113
114         self.deadflag = DEAD_NO;
115
116         self.angles = spot.angles;
117         self.fixangle = TRUE; // turn this way immediately
118         self.velocity = '0 0 0';
119         self.avelocity = '0 0 0';
120         self.punchangle = '0 0 0';
121         self.punchvector = '0 0 0';
122
123         self.viewzoom = 0.6;
124
125         
126         self.playermodel = CheckPlayerModel(self.playermodel);
127
128         precache_model (self.playermodel);
129         setmodel (self, self.playermodel);
130         self.skin = stof(self.playerskin);
131         self.crouch = FALSE;
132         self.view_ofs = PL_VIEW_OFS;
133         setsize (self, PL_MIN, PL_MAX);
134         setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
135         // don't reset back to last position, even if new position is stuck in solid
136         self.oldorigin = self.origin;
137
138 //      self.items = IT_LASER | IT_UZI| IT_SHOTGUN | IT_GRENADE_LAUNCHER | IT_ELECTRO | IT_CRYLINK | IT_NEX | IT_HAGAR | IT_ROCKET_LAUNCHER;
139 //      self.weapon = IT_UZI;
140
141         if (cvar("g_instagib") == 1)
142         {
143                 self.items = IT_NEX;
144                 self.switchweapon = WEP_NEX;
145                 self.ammo_shells = 0;
146                 self.ammo_nails = 0;
147                 self.ammo_rockets = 0;
148                 self.ammo_cells = 999;
149         }
150         else if (cvar("g_rocketarena") == 1)
151         {
152                 self.items = IT_ROCKET_LAUNCHER;
153                 self.switchweapon = WEP_ROCKET_LAUNCHER;
154                 self.ammo_shells = 0;
155                 self.ammo_nails = 0;
156                 self.ammo_rockets = 999;
157                 self.ammo_cells = 0;
158         }
159         else
160         {
161                 self.items = IT_LASER | IT_SHOTGUN;
162                 self.switchweapon = WEP_SHOTGUN;
163                 self.ammo_shells = 50;
164                 self.ammo_nails = 0;
165                 self.ammo_rockets = 0;
166                 self.ammo_cells = 0;
167         }
168
169         if (cvar("g_fullbrightplayers") == 1)
170                 self.effects = EF_FULLBRIGHT;
171
172         self.event_damage = PlayerDamage;
173
174         self.statdraintime = time + 5;
175         self.button0 = self.button1 = self.button2 = self.button3 = 0;
176
177         /*
178         W_UpdateWeapon();
179         W_UpdateAmmo();
180         */
181         CL_SpawnWeaponentity();
182
183         //stuffcmd(self, "chase_active 0");
184 }
185
186 /*
187 =============
188 SetNewParms
189 =============
190 */
191 void SetNewParms (void)
192 {
193
194 }
195
196 /*
197 =============
198 SetChangeParms
199 =============
200 */
201 void SetChangeParms (void)
202 {
203
204 }
205
206 /*
207 =============
208 ClientKill
209
210 Called when a client types 'kill' in the console
211 =============
212 */
213 void ClientKill (void)
214 {
215         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
216 }
217
218 /*
219 =============
220 ClientConnect
221
222 Called when a client connects to the server
223 =============
224 */
225 void ClientConnect (void)
226 {
227         ClientInRankings();
228         bprint ("^4",self.netname);
229         bprint (" connected\n");
230         stuffcmd(self, "exec maps/");
231         stuffcmd(self, mapname);
232         stuffcmd(self, ".cfg\n");
233 }
234
235 /*
236 =============
237 ClientDisconnect
238
239 Called when a client disconnects from the server
240 =============
241 */
242 void ClientDisconnect (void)
243 {
244         ClientDisconnected();
245         bprint ("^4",self.netname);
246         bprint (" disconnected\n");
247 }
248
249 .entity chatbubbleentity;
250 .float buttonchat;
251 void() ChatBubbleThink =
252 {
253         self.nextthink = time;
254         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
255         {
256                 remove(self);
257                 return;
258         }
259         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
260         if (self.owner.buttonchat)
261                 self.effects = 0;
262         else
263                 self.effects = EF_NODRAW;
264 };
265
266 void() UpdateChatBubble =
267 {
268         if (!self.modelindex)
269                 return;
270         // spawn a chatbubble entity if needed
271         if (!self.chatbubbleentity)
272         {
273                 self.chatbubbleentity = spawn();
274                 self.chatbubbleentity.owner = self;
275                 self.chatbubbleentity.think = ChatBubbleThink;
276                 self.chatbubbleentity.nextthink = time;
277                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
278                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
279                 self.chatbubbleentity.effects = EF_NODRAW;
280         }
281 }
282
283 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
284 // added to the model skins
285 void() UpdateColorModHack =
286 {
287         local float c;
288         c = self.clientcolors & 15;
289         // LordHavoc: only bothering to support white, green, red, yellow, blue
290              if (teamplay == 0) self.colormod = '0 0 0';
291         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
292         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
293         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
294         else if (c == 12) self.colormod = '1.22 1.22 0.10';
295         else if (c == 13) self.colormod = '0.10 0.10 1.73';
296         else self.colormod = '1 1 1';
297 };
298
299 /*
300 =============
301 PlayerJump
302
303 When you press the jump key
304 =============
305 */
306 void PlayerJump (void)
307 {
308         if (self.waterlevel >= 2)
309         {
310                 if (self.watertype == CONTENT_WATER)
311                         self.velocity_z = 200;
312                 else if (self.watertype == CONTENT_SLIME)
313                         self.velocity_z = 80;
314                 else
315                         self.velocity_z = 50;
316
317                 return;
318         }
319
320
321         if (!(self.flags & FL_ONGROUND))
322                 return;
323
324         if (!(self.flags & FL_JUMPRELEASED))
325                 return;
326
327         self.velocity_z = self.velocity_z + cvar("g_balance_jumpheight");
328
329         self.flags = self.flags - FL_ONGROUND;
330         self.flags = self.flags - FL_JUMPRELEASED;
331 }
332
333 .float watersound_finished;
334 void() WaterMove =
335 {
336         if (self.movetype == MOVETYPE_NOCLIP)
337                 return;
338         if (self.health < 0)
339                 return;
340
341         if (self.waterlevel != 3)
342         {
343                 self.air_finished = time + 12;
344                 self.dmg = 2;
345         }
346         else if (self.air_finished < time)
347         {       // drown!
348                 if (self.pain_finished < time)
349                 {
350                         Damage (self, world, world, 5, DEATH_DROWN, self.origin, '0 0 0');
351                         self.pain_finished = time + 0.5;
352                 }
353         }
354
355         if (!self.waterlevel)
356         {
357                 if (self.flags & FL_INWATER)
358                 {
359                         // play leave water sound
360                         self.flags = self.flags - FL_INWATER;
361                 }
362                 return;
363         }
364
365         if (self.watersound_finished < time)
366         {
367                 self.watersound_finished = time + 0.5;
368                 if (self.watertype == CONTENT_LAVA)
369                         sound (self, CHAN_BODY, "player/lava.wav", 1, ATTN_NORM);
370                 if (self.watertype == CONTENT_SLIME)
371                         sound (self, CHAN_BODY, "player/slime.wav", 1, ATTN_NORM);
372                 //if (self.watertype == CONTENT_WATER)
373                 //      sound (self, CHAN_BODY, "player/water.wav", 1, ATTN_NORM);
374         }
375
376         if (self.watertype == CONTENT_LAVA)
377         {       // do damage
378                 if (self.dmgtime < time)
379                 {
380                         self.dmgtime = time + 0.1;
381                         Damage (self, world, world, 3 * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0');
382                 }
383         }
384         else if (self.watertype == CONTENT_SLIME)
385         {       // do damage
386                 if (self.dmgtime < time)
387                 {
388                         self.dmgtime = time + 0.1;
389                         Damage (self, world, world, 1 * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');
390                 }
391         }
392
393         if ( !(self.flags & FL_INWATER) )
394         {
395
396                 //if (self.watertype == CONTENT_LAVA)
397                 //      sound (self, CHAN_BODY, "player/inlava.wav", 1, ATTN_NORM);
398                 //if (self.watertype == CONTENT_WATER)
399                 //      sound (self, CHAN_BODY, "player/inh2o.wav", 1, ATTN_NORM);
400                 //if (self.watertype == CONTENT_SLIME)
401                 //      sound (self, CHAN_BODY, "player/slimbrn2.wav", 1, ATTN_NORM);
402
403                 self.flags = self.flags + FL_INWATER;
404                 self.dmgtime = 0;
405         }
406 };
407
408 void() CheckWaterJump =
409 {
410         local vector start, end;
411
412 // check for a jump-out-of-water
413         makevectors (self.angles);
414         start = self.origin;
415         start_z = start_z + 8;
416         v_forward_z = 0;
417         normalize(v_forward);
418         end = start + v_forward*24;
419         traceline (start, end, TRUE, self);
420         if (trace_fraction < 1)
421         {       // solid at waist
422                 start_z = start_z + self.maxs_z - 8;
423                 end = start + v_forward*24;
424                 self.movedir = trace_plane_normal * -50;
425                 traceline (start, end, TRUE, self);
426                 if (trace_fraction == 1)
427                 {       // open at eye level
428                         self.flags = self.flags | FL_WATERJUMP;
429                         self.velocity_z = 225;
430                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
431                         self.teleport_time = time + 2;  // safety net
432                         return;
433                 }
434         }
435 };
436
437
438 void respawn(void)
439 {
440         CopyBody(1);
441         PutClientInServer();
442 }
443
444 void player_powerups (void)
445 {
446         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
447         if (self.items & IT_STRENGTH)
448         {
449                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
450                 if (time > self.strength_finished)
451                 {
452                         self.items = self.items - (self.items & IT_STRENGTH);
453                         sprint(self, "^3Strength has worn off\n");
454                 }
455         }
456         else
457         {
458                 if (time < self.strength_finished)
459                 {
460                         self.items = self.items | IT_STRENGTH;
461                         sprint(self, "^3Strength infuses your weapons with devestating power\n");
462                 }
463         }
464         if (self.items & IT_INVINCIBLE)
465         {
466                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
467                 if (time > self.invincible_finished)
468                 {
469                         self.items = self.items - (self.items & IT_INVINCIBLE);
470                         sprint(self, "^3Shield has worn off\n");
471                 }
472         }
473         else
474         {
475                 if (time < self.invincible_finished)
476                 {
477                         self.items = self.items | IT_INVINCIBLE;
478                         sprint(self, "^3Shield surrounds you\n");
479                 }
480         }
481 }
482
483 void player_regen (void)
484 {
485         local float maxh;
486         local float maxa;
487         maxh = cvar("g_balance_health_stable");
488         maxa = cvar("g_balance_armor_stable");
489         if (self.health > maxh)
490                 self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
491         else if (time > self.pain_finished)
492                 self.health = bound(0, self.health + (maxh- self.health) * cvar("g_balance_health_regen") * frametime, 1000);
493         if (self.armorvalue > maxa)
494                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
495         else if (time > self.pain_finished)
496                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
497 }
498
499 /*
500 =============
501 PlayerPreThink
502
503 Called every frame for each client before the physics are run
504 =============
505 */
506 .float attack_finished;
507 void PlayerPreThink (void)
508 {
509         local vector m1, m2;
510
511         if (BotPreFrame())
512                 return;
513
514         CheckRules_Player();
515
516         if (intermission_running)
517         {
518                 IntermissionThink ();   // otherwise a button could be missed between
519                 return;                                 // the think tics
520         }
521
522         if (self.deadflag != DEAD_NO)
523         {
524                 player_anim();
525                 weapon_freeze();
526                 if (self.deadflag == DEAD_DYING)
527                 {
528                         if (time > self.dead_time)
529                                 self.deadflag = DEAD_DEAD;
530                 }
531                 else if (self.deadflag == DEAD_DEAD)
532                 {
533                         if (!self.button0 && !self.button2 && !self.button3)
534                                 self.deadflag = DEAD_RESPAWNABLE;
535                 }
536                 else if (self.deadflag == DEAD_RESPAWNABLE)
537                 {
538                         if (self.button0 || self.button2 || self.button3  || self.button4)
539                                 respawn();
540                 }
541                 return;
542         }
543
544         if (self.button5)
545         {
546                 if (!self.crouch)
547                 {
548                         self.crouch = TRUE;
549                         self.view_ofs = PL_CROUCH_VIEW_OFS;
550                         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
551                 }
552         }
553         else
554         {
555                 if (self.crouch)
556                 {
557                         tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
558                         if (!trace_startsolid)
559                         {
560                                 self.crouch = FALSE;
561                                 self.view_ofs = PL_VIEW_OFS;
562                                 setsize (self, PL_MIN, PL_MAX);
563                         }
564                 }
565         }
566
567         if (self.playermodel != self.model)
568         {
569                 self.playermodel = CheckPlayerModel(self.playermodel);
570                 m1 = self.mins;
571                 m2 = self.maxs;
572                 precache_model (self.playermodel);
573                 setmodel (self, self.playermodel);
574                 setsize (self, m1, m2);
575         }
576
577         if (self.skin != stof(self.playerskin))
578                 self.skin = stof(self.playerskin);
579
580         W_WeaponFrame();
581
582         if (self.button4)
583         {
584                 if (self.viewzoom > 0.4)
585                         self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
586         }
587         else if (self.viewzoom < 1.0)
588                 self.viewzoom = min (1.0, self.viewzoom + frametime);
589
590
591         if (self.button2)
592                 PlayerJump ();
593         else
594                 self.flags = self.flags | FL_JUMPRELEASED;
595
596
597         player_powerups();
598         player_regen();
599         player_anim();
600
601         self.angles_y=self.v_angle_y + 90;   // temp
602
603         WaterMove ();
604         if (self.waterlevel == 2)
605                 CheckWaterJump ();
606
607         //if (TetrisPreFrame()) return;
608 }
609
610 /*
611 =============
612 PlayerPostThink
613
614 Called every frame for each client after the physics are run
615 =============
616 */
617 void PlayerPostThink (void)
618 {
619         float soundrandom;
620         if (BotPostFrame())
621                 return;
622         CheckRules_Player();
623         UpdateChatBubble();
624         UpdateColorModHack();
625         if (self.deadflag == DEAD_NO)
626         if (self.impulse)
627                 ImpulseCommands ();
628         if (intermission_running)
629                 return;         // intermission or finale
630
631         // VorteX: landing on floor, landing damage etc.
632         // LordHavoc: removed 'big fall' death code that VorteX added
633         if (self.flags & FL_ONGROUND)
634         {
635                 if (self.jump_flag < -100 && !self.watertype == CONTENT_WATER) // HitGround
636                 {
637                         soundrandom = random() * 4;
638                         if (soundrandom < 1)
639                                 sound (self, CHAN_BODY, "misc/hitground1.wav", 1, ATTN_NORM);
640                         else if (soundrandom < 2)
641                                 sound (self, CHAN_BODY, "misc/hitground2.wav", 1, ATTN_NORM);
642                         else if (soundrandom < 3)
643                                 sound (self, CHAN_BODY, "misc/hitground3.wav", 1, ATTN_NORM);
644                         else if (soundrandom < 4)
645                                 sound (self, CHAN_BODY, "misc/hitground4.wav", 1, ATTN_NORM);
646                         if (self.jump_flag < -650) // landing damage
647                         {
648                                 local float dm;
649                                 dm = bound(0, 0.1*(fabs(self.jump_flag) - 600), 5);
650                                 Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');
651                         }
652                         self.jump_flag = 0;
653                 }
654         }
655         else
656                 self.jump_flag = self.velocity_z;
657
658         //if (TetrisPostFrame()) return;
659 }