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very major cleanup of precache code, this patch reduced memory usage
[divverent/nexuiz.git] / data / qcsrc / server / cl_player.qc
1 $frame die1 die2 draw duck duckwalk duckjump duckidle idle
2 $frame jump pain1 pain2 shoot taunt run runbackwards
3 $frame strafeleft straferight dead1 dead2 forwardright
4 $frame forwardleft backright backleft
5
6 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
7 // merged player_run and player_stand to player_anim
8 // added death animations to player_anim
9 // can now spawn thrown weapons from anywhere, not just from players
10 // thrown weapons now fade out after 20 seconds
11 // created PlayerGib function
12 // PlayerDie no longer uses hitloc or damage
13 // PlayerDie now supports dying animations as well as gibbing
14 // cleaned up PlayerDie a lot
15 // added CopyBody
16
17 .entity pusher;
18 .float pushltime;
19
20 void CopyBody(float keepvelocity)
21 {
22         local entity oldself;
23         if (self.effects & EF_NODRAW)
24                 return;
25         oldself = self;
26         self = spawn();
27         self.colormap = oldself.colormap;
28         self.iscreature = oldself.iscreature;
29         self.angles = oldself.angles;
30         self.avelocity = oldself.avelocity;
31         self.classname = "body";
32         self.damageforcescale = oldself.damageforcescale;
33         self.effects = oldself.effects;
34         self.event_damage = oldself.event_damage;
35         self.frame = oldself.frame;
36         self.health = oldself.health;
37         self.armorvalue = oldself.armorvalue;
38         self.armortype = oldself.armortype;
39         self.model = oldself.model;
40         self.modelindex = oldself.modelindex;
41         self.movetype = oldself.movetype;
42         self.nextthink = oldself.nextthink;
43         self.skin = oldself.skin;
44         self.solid = oldself.solid;
45         self.takedamage = oldself.takedamage;
46         self.think = oldself.think;
47         if (keepvelocity == 1)
48                 self.velocity = oldself.velocity;
49         self.oldvelocity = self.velocity;
50         self.fade_time = oldself.fade_time;
51         self.fade_rate = oldself.fade_rate;
52         //self.weapon = oldself.weapon;
53         setorigin(self, oldself.origin);
54         setsize(self, oldself.mins, oldself.maxs);
55         self.oldorigin = oldself.origin;
56         self = oldself;
57 }
58
59 void player_anim (void)
60 {
61         if (self.deadflag != DEAD_NO)
62         {
63                 if (time > self.dead_time)
64                 {
65                         if (self.maxs_z > 5)
66                         {
67                                 self.maxs_z = 5;
68                                 setsize(self, self.mins, self.maxs);
69                         }
70                         self.frame = self.dead_frame;
71                 }
72                 else
73                         self.frame = self.die_frame;
74                 return;
75         }
76
77
78         if (self.crouch)
79         {
80                 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
81                         self.frame = $duckwalk;
82                 else
83                         self.frame = $duckidle;
84         }
85         else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
86         {
87                 if (self.movement_x > 0 && self.movement_y == 0)
88                         self.frame = $run;
89                 else if (self.movement_x < 0 && self.movement_y == 0)
90                         self.frame = $runbackwards;
91                 else if (self.movement_x == 0 && self.movement_y > 0)
92                         self.frame = $straferight;
93                 else if (self.movement_x == 0 && self.movement_y < 0)
94                         self.frame = $strafeleft;
95                 else if (self.movement_x > 0 && self.movement_y > 0)
96                         self.frame = $forwardright;
97                 else if (self.movement_x > 0 && self.movement_y < 0)
98                         self.frame = $forwardleft;
99                 else if (self.movement_x < 0 && self.movement_y > 0)
100                         self.frame = $backright;
101                 else if (self.movement_x < 0 && self.movement_y < 0)
102                         self.frame = $backleft;
103                 else
104                         self.frame = $run;
105         }
106         else if (self.pain_finished > time)
107                 self.frame = self.pain_frame;
108         else if (self.attack_finished > time)
109                 self.frame = $shoot;
110         else
111                 self.frame = $idle;
112
113         if (!(self.flags & FL_ONGROUND))
114         {
115                 if (self.crouch)
116                         self.frame = $duckidle;         // if player is crouching while in air, show crouch frame
117                 else
118                         self.frame = $jump;
119         }
120 }
121 //End change by Supajoe on 11:44 PM EST 11/16/03 (Subject: Player animations)
122
123 void SpawnThrownWeapon (vector org, float w)
124 {
125         if (!cvar("g_pickup_items"))
126         if (!cvar("g_minstagib"))
127                 return;
128         if (!w)
129                 return;
130         if (w == IT_LASER)
131                 return;
132
133         W_ThrowWeapon(randomvec() * 100 + '0 0 200', org - self.origin, FALSE);
134 }
135
136 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
137 {
138         local float take, save;
139         te_blood (hitloc, force, damage);
140         // damage resistance (ignore most of the damage from a bullet or similar)
141         damage = max(damage - 5, 1);
142
143         save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
144         take = bound(0, damage - save, damage);
145
146         if (save > 10)
147                 sound (self, CHAN_IMPACT, "misc/armorimpact.wav", 1, ATTN_NORM);
148         else if (take > 30)
149                 sound (self, CHAN_IMPACT, "misc/bodyimpact2.wav", 1, ATTN_NORM);
150         else if (take > 10)
151                 sound (self, CHAN_IMPACT, "misc/bodyimpact1.wav", 1, ATTN_NORM);
152
153         if (take > 50)
154                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
155         if (take > 100)
156                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
157
158         if (!(self.flags & FL_GODMODE))
159         {
160                 self.armorvalue = self.armorvalue - save;
161                 self.health = self.health - take;
162                 // pause regeneration for 5 seconds
163                 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
164         }
165         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
166         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
167         self.dmg_inflictor = inflictor;
168
169         if (self.health <= -50)
170         {
171                 // don't use any animations as a gib
172                 self.frame = 0;
173                 self.dead_frame = 0;
174                 self.die_frame = 0;
175                 // view just above the floor
176                 self.view_ofs = '0 0 4';
177
178                 // make a juicy mess
179                 local float multiplier;
180                 multiplier = 1;
181                 if (cvar("ekg"))
182                         multiplier = 5;
183                 te_bloodshower (self.origin + self.mins, self.origin + self.maxs, 1200 * multiplier, 1000);
184
185                 // make a meaty mess
186                 TossGib (self, "models/gibs/eye.md3", self.origin, self.velocity,0);
187                 TossGib (world, "models/gibs/bloodyskull.md3", self.origin, '0 0 600',0);
188
189                 local float c;
190                 c = 0;
191                 while (c < multiplier)
192                 {
193                         c = c + 1;
194                         TossGib (world, "models/gibs/gib1.md3", self.origin, self.velocity,0);
195                         //TossGib (world, "models/gibs/gib2.md3", self.origin, self.velocity,0);
196                         TossGib (world, "models/gibs/gib1.mdl", self.origin, self.velocity,0);
197                         //TossGib (world, "models/gibs/gib3.md3", self.origin, self.velocity,0);
198                         TossGib (world, "models/gibs/gib2.mdl", self.origin, self.velocity,0);
199                         //TossGib (world, "models/gibs/gib4.md3", self.origin, self.velocity,0);
200                         TossGib (world, "models/gibs/gib3.mdl", self.origin, self.velocity,0);
201
202                         // these destory on impact
203                         TossGib (world, "models/gibs/gib5.md3", self.origin, '-500 0 450',1);
204                         //TossGib (world, "models/gibs/gib6.md3", self.origin, '0 500 450',1);
205                         TossGib (world, "models/gibs/chunk.mdl", self.origin, '0 -500 450',1);
206                         TossGib (world, "models/gibs/chunk.mdl", self.origin, '500 0 450',1);
207                         TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity,1);
208                         TossGib (world, "models/gibs/chunk.mdl", self.origin, '0 0 450',1);
209                 }
210
211                 sound (self, CHAN_VOICE, "misc/gib.wav", 1, ATTN_NORM);
212         }
213 }
214
215 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
216 {
217         local float take, save, waves, sdelay;
218
219         te_blood (hitloc, force, damage);
220         if (self.pain_finished < time)          //Don't switch pain sequences like crazy
221         {
222                 if (random() > 0.5)
223                         self.pain_frame = $pain1;
224                 else
225                         self.pain_frame = $pain2;
226                 self.pain_finished = time + 0.5;        //Supajoe
227
228                 // throw off bot aim temporarily
229                 local float shake;
230                 shake = damage * 5 / (bound(0,skill,100) + 1);
231                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
232                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
233         }
234
235         if(cvar("g_arena"))
236         if(numspawned < 2)
237                 return;
238
239         if (!cvar("g_minstagib"))
240         {
241                 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
242                 take = bound(0, damage - save, damage);
243         }
244         else
245         {
246                 save = 0;
247                 take = damage;
248         }
249
250         if (save > 10)
251                 sound (self, CHAN_IMPACT, "misc/armorimpact.wav", 1, ATTN_NORM);
252         else if (take > 30)
253                 sound (self, CHAN_IMPACT, "misc/bodyimpact2.wav", 1, ATTN_NORM);
254         else if (take > 10)
255                 sound (self, CHAN_IMPACT, "misc/bodyimpact1.wav", 1, ATTN_NORM);
256
257         if (take > 50)
258                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
259         if (take > 100)
260                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
261
262         if (!(self.flags & FL_GODMODE))
263         if (time > self.spawnshieldtime)
264         {
265                 self.armorvalue = self.armorvalue - save;
266                 self.health = self.health - take;
267                 // pause regeneration for 5 seconds
268                 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
269         }
270         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
271         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
272         self.dmg_inflictor = inflictor;
273
274         if(attacker == self)
275         {
276                 // don't reset pushltime for self damage as it may be an attempt to
277                 // escape a lava pit or similar
278                 //self.pushltime = 0;
279         }
280         else if(attacker.classname == "player" || attacker.classname == "gib")
281         {
282                 self.pusher = attacker;
283                 self.pushltime = time + cvar("g_maxpushtime");
284         }
285         else if(time < self.pushltime)
286         {
287                 attacker = self.pusher;
288                 self.pushltime = max(self.pushltime, time + 0.6);
289         }
290         else
291                 self.pushltime = 0;
292
293         if (self.health < 1)
294         {
295                 self.deaths += 1;
296
297                 // become fully visible
298                 self.alpha = 1;
299                 // clear selected player display
300                 ClearSelectedPlayer();
301                 // throw a weapon
302                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
303                 // print an obituary message
304                 Obituary (attacker, self, deathtype);
305                 DropAllRunes(self);
306                 kh_Key_DropAll(self);
307                 if(self.flagcarried)
308                         DropFlag(self.flagcarried);
309                 // clear waypoints
310                 WaypointSprite_PlayerDead();
311                 // make the corpse upright (not tilted)
312                 self.angles_x = 0;
313                 self.angles_z = 0;
314                 // don't spin
315                 self.avelocity = '0 0 0';
316                 // view from the floor
317                 self.view_ofs = '0 0 -8';
318                 // toss the corpse
319                 self.movetype = MOVETYPE_TOSS;
320                 // shootable corpse
321                 self.solid = SOLID_CORPSE;
322                 // don't stick to the floor
323                 self.flags = self.flags - (self.flags & FL_ONGROUND);
324                 // dying animation
325                 self.deadflag = DEAD_DYING;
326                 // when to allow respawn
327                 sdelay = 0;
328                 waves = 0;
329                 if(cvar("g_respawn_mapsettings"))
330                 {
331                         sdelay = cvar("g_respawn_mapsettings_delay");
332                         waves = cvar("g_respawn_mapsettings_waves");
333                 }
334                 if(!sdelay)
335                         sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
336                 if(!sdelay)
337                         sdelay = cvar("g_respawn_delay");
338                 if(!waves)
339                         waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
340                 if(!waves)
341                         waves = cvar("g_respawn_waves");
342                 if(waves)
343                         self.death_time = ceil((time + sdelay) / waves) * waves;
344                 else
345                         self.death_time = time + sdelay;
346                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
347                         self.respawn_countdown = 10; // first number to count down from is 10
348                 else
349                         self.respawn_countdown = -1; // do not count down
350                 // when to switch to the dead_frame
351                 self.dead_time = time + 2;
352                 if (random() < 0.5)
353                 {
354                         self.die_frame = $die1;
355                         self.dead_frame = $dead1;
356                 }
357                 else
358                 {
359                         self.die_frame = $die2;
360                         self.dead_frame = $dead2;
361                 }
362                 // start the animation
363                 player_anim();
364                 // set damage function to corpse damage
365                 self.event_damage = PlayerCorpseDamage;
366                 // call the corpse damage function just in case it wants to gib
367                 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
368                 // set up to fade out later
369                 SUB_SetFade (self, time + 12 + random () * 4, 1);
370
371                 // remove laserdot
372                 if(self.weaponentity)
373                         if(self.weaponentity.lasertarget)
374                                 remove(self.weaponentity.lasertarget);
375
376                 if(clienttype(self) == CLIENTTYPE_REAL)
377                 {
378                         self.fixangle = TRUE;
379                         //msg_entity = self;
380                         //WriteByte (MSG_ONE, SVC_SETANGLE);
381                         //WriteAngle (MSG_ONE, self.v_angle_x);
382                         //WriteAngle (MSG_ONE, self.v_angle_y);
383                         //WriteAngle (MSG_ONE, 80);
384                 }
385
386                 if(cvar("g_arena"))
387                         Spawnqueue_Unmark(self);
388         }
389 }
390
391 float UpdateSelectedPlayer_countvalue(float v)
392 {
393         return max(0, (v - 1.0) / 0.5);
394 }
395
396 // returns: -2 if no hit, otherwise cos of the angle
397 // uses the global v_angle
398 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
399 {
400         vector so, d;
401         float c;
402
403         if(p == self)
404                 return -2;
405
406         if(p.deadflag)
407                 return -2;
408
409         so = self.origin + self.view_ofs;
410         d = p.origin - so;
411
412         // misaimed?
413         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
414                 return -2;
415
416         // now find the cos of the angle...
417         c = normalize(d) * v_forward;
418
419         if(c <= mincosangle)
420                 return -2;
421
422         traceline(so, p.origin, MOVE_NOMONSTERS, self);
423         if(trace_fraction < 1)
424                 return -2;
425
426         return c;
427 }
428
429 void ClearSelectedPlayer()
430 {
431         if(self.selected_player)
432         {
433                 centerprint_expire(self, CENTERPRIO_POINT);
434                 self.selected_player = world;
435                 self.selected_player_display_needs_update = FALSE;
436         }
437 }
438
439 void UpdateSelectedPlayer()
440 {
441         entity selected;
442         float selected_score;
443         selected = world;
444         selected_score = 0.95; // 18 degrees
445
446         if(!cvar("sv_allow_shownames"))
447                 return;
448
449         if(clienttype(self) != CLIENTTYPE_REAL)
450                 return;
451
452         if(self.cvar_cl_shownames == 0)
453                 return;
454
455         if(self.cvar_cl_shownames == 1 && !teams_matter)
456                 return;
457
458         makevectors(self.v_angle); // sets v_forward
459
460         // 1. cursor trace is always right
461         if(self.cursor_trace_ent && self.cursor_trace_ent.classname == "player" && !self.cursor_trace_ent.deadflag)
462         {
463                 selected = self.cursor_trace_ent;
464         }
465         else
466         {
467                 // 2. if we don't have a cursor trace, find the player which is least
468                 //    mis-aimed at
469                 entity p;
470                 FOR_EACH_PLAYER(p)
471                 {
472                         float c;
473                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
474                         if(c >= -1)
475                         {
476                                 selected = p;
477                                 selected_score = c;
478                         }
479                 }
480         }
481
482         if(selected)
483         {
484                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
485         }
486         else
487         {
488                 if(time < self.selected_player_display_timeout)
489                         if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
490                                 selected = self.selected_player;
491         }
492
493         if(selected)
494         {
495                 if(selected == self.selected_player)
496                 {
497                         float save;
498                         save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
499                         self.selected_player_count = self.selected_player_count + frametime;
500                         if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
501                         {
502                                 string namestr, healthstr;
503                                 namestr = playername(selected);
504                                 if(teams_matter)
505                                 {
506                                         healthstr = ftos(floor(selected.health));
507                                         if(self.team == selected.team)
508                                         {
509                                                 namestr = strcat(namestr, " (", healthstr, "%)");
510                                                 self.selected_player_display_needs_update = TRUE;
511                                         }
512                                 }
513                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
514                         }
515                 }
516                 else
517                 {
518                         ClearSelectedPlayer();
519                         self.selected_player = selected;
520                         self.selected_player_time = time;
521                         self.selected_player_count = 0;
522                         self.selected_player_display_needs_update = FALSE;
523                 }
524         }
525         else
526         {
527                 ClearSelectedPlayer();
528         }
529
530         if(self.selected_player)
531                 self.last_selected_player = self.selected_player;
532 }