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