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added random velocity to gibs, it make them spread in more natural way on shotgun...
[divverent/nexuiz.git] / data / qcsrc / server / cl_player.qc
1
2 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
3 // merged player_run and player_stand to player_anim
4 // added death animations to player_anim
5 // can now spawn thrown weapons from anywhere, not just from players
6 // thrown weapons now fade out after 20 seconds
7 // created PlayerGib function
8 // PlayerDie no longer uses hitloc or damage
9 // PlayerDie now supports dying animations as well as gibbing
10 // cleaned up PlayerDie a lot
11 // added CopyBody
12
13 .entity pusher;
14 .float pushltime;
15
16 void CopyBody(float keepvelocity)
17 {
18         local entity oldself;
19         if (self.effects & EF_NODRAW)
20                 return;
21         oldself = self;
22         self = spawn();
23         self.colormap = oldself.colormap;
24         self.iscreature = oldself.iscreature;
25         self.angles = oldself.angles;
26         self.avelocity = oldself.avelocity;
27         self.classname = "body";
28         self.damageforcescale = oldself.damageforcescale;
29         self.effects = oldself.effects;
30         self.event_damage = oldself.event_damage;
31         self.animstate_startframe = oldself.animstate_startframe;
32         self.animstate_numframes = oldself.animstate_numframes;
33         self.animstate_framerate = oldself.animstate_framerate;
34         self.animstate_starttime = oldself.animstate_starttime;
35         self.animstate_endtime = oldself.animstate_endtime;
36         self.animstate_override = oldself.animstate_override;
37         self.animstate_looping = oldself.animstate_looping;
38         self.frame = oldself.frame;
39         self.dead_frame = oldself.dead_frame;
40         self.pain_finished = oldself.pain_finished;
41         self.health = oldself.health;
42         self.armorvalue = oldself.armorvalue;
43         self.armortype = oldself.armortype;
44         self.model = oldself.model;
45         self.modelindex = oldself.modelindex;
46         self.movetype = oldself.movetype;
47         self.nextthink = oldself.nextthink;
48         self.skin = oldself.skin;
49         self.solid = oldself.solid;
50         self.takedamage = oldself.takedamage;
51         self.think = oldself.think;
52         self.gibrandom = oldself.gibrandom;
53         self.customizeentityforclient = oldself.customizeentityforclient;
54         if (keepvelocity == 1)
55                 self.velocity = oldself.velocity;
56         self.oldvelocity = self.velocity;
57         self.fade_time = oldself.fade_time;
58         self.fade_rate = oldself.fade_rate;
59         //self.weapon = oldself.weapon;
60         setorigin(self, oldself.origin);
61         setsize(self, oldself.mins, oldself.maxs);
62         self.oldorigin = oldself.origin;
63         self = oldself;
64 }
65
66 float animparseerror;
67 vector(float animfile) animparseline =
68 {
69         local string line;
70         local float c;
71         local vector anim;
72         if (animfile < 0)
73                 return '0 1 2';
74         line = fgets(animfile);
75         c = tokenize(line);
76         if (c != 3)
77         {
78                 animparseerror = TRUE;
79                 return '0 1 2';
80         }
81         anim_x = stof(argv(0));
82         anim_y = stof(argv(1));
83         anim_z = stof(argv(2));
84         // don't allow completely bogus values
85         if (anim_x < 0 || anim_y < 1 || anim_z < 0.001)
86                 anim = '0 1 2';
87         return anim;
88 };
89
90 void() player_setupanimsformodel =
91 {
92         local string animfilename;
93         local float animfile;
94         // defaults for legacy .zym models without animinfo files
95         self.anim_die1 = '0 1 0.5'; // 2 seconds
96         self.anim_die2 = '1 1 0.5'; // 2 seconds
97         self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
98         self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
99         self.anim_duckwalk = '4 1 1';
100         self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
101         self.anim_duckidle = '6 1 1';
102         self.anim_idle = '7 1 1';
103         self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
104         self.anim_pain1 = '9 1 2'; // 0.5 seconds
105         self.anim_pain2 = '10 1 2'; // 0.5 seconds
106         self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
107         self.anim_taunt = '12 1 1'; // FIXME?  there is no code using this anim
108         self.anim_run = '13 1 1';
109         self.anim_runbackwards = '14 1 1';
110         self.anim_strafeleft = '15 1 1';
111         self.anim_straferight = '16 1 1';
112         self.anim_dead1 = '17 1 1';
113         self.anim_dead2 = '18 1 1';
114         self.anim_forwardright = '19 1 1';
115         self.anim_forwardleft = '20 1 1';
116         self.anim_backright = '21 1 1';
117         self.anim_backleft  = '22 1 1';
118         animparseerror = FALSE;
119         animfilename = strcat(self.model, ".animinfo");
120         animfile = fopen(animfilename, FILE_READ);
121         if (animfile >= 0)
122         {
123                 self.anim_die1         = animparseline(animfile);
124                 self.anim_die2         = animparseline(animfile);
125                 self.anim_draw         = animparseline(animfile);
126                 self.anim_duck         = animparseline(animfile);
127                 self.anim_duckwalk     = animparseline(animfile);
128                 self.anim_duckjump     = animparseline(animfile);
129                 self.anim_duckidle     = animparseline(animfile);
130                 self.anim_idle         = animparseline(animfile);
131                 self.anim_jump         = animparseline(animfile);
132                 self.anim_pain1        = animparseline(animfile);
133                 self.anim_pain2        = animparseline(animfile);
134                 self.anim_shoot        = animparseline(animfile);
135                 self.anim_taunt        = animparseline(animfile);
136                 self.anim_run          = animparseline(animfile);
137                 self.anim_runbackwards = animparseline(animfile);
138                 self.anim_strafeleft   = animparseline(animfile);
139                 self.anim_straferight  = animparseline(animfile);
140                 self.anim_forwardright = animparseline(animfile);
141                 self.anim_forwardleft  = animparseline(animfile);
142                 self.anim_backright    = animparseline(animfile);
143                 self.anim_backleft     = animparseline(animfile);
144                 fclose(animfile);
145
146                 // derived anims
147                 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
148                 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
149
150                 if (animparseerror)
151                         print("Parse error in ", animfilename, ", some player animations are broken\n");
152         }
153         else
154                 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
155         // reset animstate now
156         player_setanim(self.anim_idle, TRUE, FALSE, TRUE);
157 };
158
159 void(vector anim, float looping, float override, float restart) player_setanim =
160 {
161         if (!restart)
162         if (anim_x == self.animstate_startframe)
163         if (anim_y == self.animstate_numframes)
164         if (anim_z == self.animstate_framerate)
165                 return;
166         self.animstate_startframe = anim_x;
167         self.animstate_numframes = anim_y;
168         self.animstate_framerate = anim_z;
169         self.animstate_starttime = time;
170         self.animstate_endtime = time + self.animstate_numframes / self.animstate_framerate;
171         self.animstate_looping = looping;
172         self.animstate_override = override;
173         self.frame = self.animstate_startframe;
174 };
175
176 void() player_updateframe =
177 {
178         if (time >= self.animstate_endtime)
179         {
180                 if (self.animstate_looping)
181                 {
182                         self.animstate_starttime = self.animstate_endtime;
183                         self.animstate_endtime = self.animstate_endtime + self.animstate_numframes / self.animstate_framerate;
184                 }
185                 self.animstate_override = FALSE;
186         }
187         self.frame = self.animstate_startframe + bound(0, (time - self.animstate_starttime) * self.animstate_framerate, self.animstate_numframes - 1);
188 };
189
190 void player_anim (void)
191 {
192         player_updateframe();
193
194         if (self.deadflag != DEAD_NO)
195         {
196                 if (time > self.animstate_endtime)
197                 {
198                         if (self.maxs_z > 5)
199                         {
200                                 self.maxs_z = 5;
201                                 setsize(self, self.mins, self.maxs);
202                         }
203                         self.frame = self.dead_frame;
204                 }
205                 return;
206         }
207
208         if (!self.animstate_override)
209         {
210                 if (!(self.flags & FL_ONGROUND))
211                 {
212                         if (self.crouch)
213                                 player_setanim(self.anim_duckjump, FALSE, TRUE, FALSE);
214                         else
215                                 player_setanim(self.anim_jump, FALSE, TRUE, FALSE);
216                 }
217                 else if (self.crouch)
218                 {
219                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
220                                 player_setanim(self.anim_duckwalk, TRUE, FALSE, FALSE);
221                         else
222                                 player_setanim(self.anim_duckidle, TRUE, FALSE, FALSE);
223                 }
224                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
225                 {
226                         if (self.movement_x > 0 && self.movement_y == 0)
227                                 player_setanim(self.anim_run, TRUE, FALSE, FALSE);
228                         else if (self.movement_x < 0 && self.movement_y == 0)
229                                 player_setanim(self.anim_runbackwards, TRUE, FALSE, FALSE);
230                         else if (self.movement_x == 0 && self.movement_y > 0)
231                                 player_setanim(self.anim_straferight, TRUE, FALSE, FALSE);
232                         else if (self.movement_x == 0 && self.movement_y < 0)
233                                 player_setanim(self.anim_strafeleft, TRUE, FALSE, FALSE);
234                         else if (self.movement_x > 0 && self.movement_y > 0)
235                                 player_setanim(self.anim_forwardright, TRUE, FALSE, FALSE);
236                         else if (self.movement_x > 0 && self.movement_y < 0)
237                                 player_setanim(self.anim_forwardleft, TRUE, FALSE, FALSE);
238                         else if (self.movement_x < 0 && self.movement_y > 0)
239                                 player_setanim(self.anim_backright, TRUE, FALSE, FALSE);
240                         else if (self.movement_x < 0 && self.movement_y < 0)
241                                 player_setanim(self.anim_backleft, TRUE, FALSE, FALSE);
242                         else
243                                 player_setanim(self.anim_run, TRUE, FALSE, FALSE);
244                 }
245                 else
246                         player_setanim(self.anim_idle, TRUE, FALSE, FALSE);
247         }
248 }
249 //End change by Supajoe on 11:44 PM EST 11/16/03 (Subject: Player animations)
250
251 void SpawnThrownWeapon (vector org, float w)
252 {
253         if (!cvar("g_pickup_items"))
254         if (!g_minstagib)
255                 return;
256         if (!w)
257                 return;
258         if (w == IT_LASER)
259                 return;
260
261         W_ThrowWeapon(randomvec() * 100 + '0 0 200', org - self.origin, FALSE);
262 }
263
264 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
265 {
266         local float take, save;
267         pointparticles(particleeffectnum("blood"), hitloc, force, bound(0, damage, 200));
268         // damage resistance (ignore most of the damage from a bullet or similar)
269         damage = max(damage - 5, 1);
270
271         save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
272         take = bound(0, damage - save, damage);
273
274         if (save > 10)
275                 sound (self, CHAN_IMPACT, "misc/armorimpact.wav", 1, ATTN_NORM);
276         else if (take > 30)
277                 sound (self, CHAN_IMPACT, "misc/bodyimpact2.wav", 1, ATTN_NORM);
278         else if (take > 10)
279                 sound (self, CHAN_IMPACT, "misc/bodyimpact1.wav", 1, ATTN_NORM);
280
281         if (take > 50)
282                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
283         if (take > 100)
284                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
285
286         if (!(self.flags & FL_GODMODE))
287         {
288                 self.armorvalue = self.armorvalue - save;
289                 self.health = self.health - take;
290                 // pause regeneration for 5 seconds
291                 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
292         }
293         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
294         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
295         self.dmg_inflictor = inflictor;
296
297         if (self.health <= -50)
298         {
299                 // don't use any animations as a gib
300                 self.frame = 0;
301                 self.dead_frame = 0;
302                 // view just above the floor
303                 self.view_ofs = '0 0 4';
304
305                 // make a juicy mess
306                 local float multiplier;
307                 multiplier = 1;
308                 if (cvar("ekg"))
309                         multiplier = 5;
310                 te_bloodshower (self.origin + self.mins, self.origin + self.maxs, 1200 * multiplier, 1000);
311
312                 // make a meaty mess
313                 TossGib (self, "models/gibs/eye.md3", self.origin + self.view_ofs, self.velocity + randomvec() * 150,0);
314                 TossGib (world, "models/gibs/bloodyskull.md3", self.origin + self.view_ofs, self.velocity,0);
315
316                 local float c;
317                 c = 0;
318                 while (c < multiplier)
319                 {
320                         c = c + 1;
321                         //TossGib (world, "models/gibs/gib1.md3", self.origin, self.velocity + randomvec() * 450,0);
322                         //TossGib (world, "models/gibs/gib2.md3", self.origin, self.velocity + randomvec() * 450,0);
323                         //TossGib (world, "models/gibs/gib3.md3", self.origin, self.velocity + randomvec() * 450,0);
324                         //TossGib (world, "models/gibs/gib4.md3", self.origin, self.velocity + randomvec() * 450,0);
325                         //TossGib (world, "models/gibs/gib5.md3", self.origin, self.velocity + randomvec() * 450,0);
326                         //TossGib (world, "models/gibs/gib6.md3", self.origin, self.velocity + randomvec() * 450,0);
327
328                         TossGib (world, "models/gibs/arm.md3", self.origin + self.view_ofs, self.velocity + randomvec() * (random() * 120 + 90),0);
329                         TossGib (world, "models/gibs/arm.md3", self.origin + self.view_ofs, self.velocity + randomvec() * (random() * 120 + 90),0);
330                         //TossGib (world, "models/gibs/arm.md3", self.origin + self.view_ofs, self.velocity + randomvec() * 150,0);
331                         //TossGib (world, "models/gibs/arm.md3", self.origin + self.view_ofs, self.velocity + randomvec() * 150,0);
332                         TossGib (world, "models/gibs/chest.md3", self.origin + self.view_ofs * 0.5, self.velocity + randomvec() * (random() * 120 + 80),0);
333                         //TossGib (world, "models/gibs/smallchest.md3", self.origin + self.view_ofs, self.velocity + randomvec() * 150,0);
334                         TossGib (world, "models/gibs/smallchest.md3", self.origin + self.view_ofs, self.velocity + randomvec() * (random() * 120 + 80),0);
335                         TossGib (world, "models/gibs/leg1.md3", self.origin + self.view_ofs * -0.2, self.velocity + randomvec() * (random() * 120 + 85),0);
336                         TossGib (world, "models/gibs/leg2.md3", self.origin + self.view_ofs * -0.4, self.velocity + randomvec() * (random() * 120 + 85),0);
337                         //TossGib (world, "models/gibs/leg1.md3", self.origin + self.view_ofs * -0.2, self.velocity + randomvec() * 150,0);
338                         //TossGib (world, "models/gibs/leg2.md3", self.origin + self.view_ofs * -0.4, self.velocity + randomvec() * 150,0);
339
340                         // these splat on impact
341                         TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity + randomvec() * 450,1);
342                         TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity + randomvec() * 450,1);
343                         TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity + randomvec() * 450,1);
344                         TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity + randomvec() * 450,1);
345                 }
346
347                 sound (self, CHAN_VOICE, "misc/gib.wav", 1, ATTN_NORM);
348         }
349 }
350
351 void ClientKill_Now_TeamChange();
352
353 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
354 {
355         local float take, save, waves, sdelay;
356
357         damage = damage * bound(1.0, self.cvar_cl_handicap, 100.0);
358
359         pointparticles(particleeffectnum("blood"), hitloc, force, bound(0, damage, 200));
360         if (self.pain_finished < time)          //Don't switch pain sequences like crazy
361         {
362                 if (random() > 0.5)
363                         player_setanim(self.anim_pain1, FALSE, TRUE, TRUE);
364                 else
365                         player_setanim(self.anim_pain2, FALSE, TRUE, TRUE);
366                 self.pain_finished = time + 0.5;        //Supajoe
367
368                 // throw off bot aim temporarily
369                 local float shake;
370                 shake = damage * 5 / (bound(0,skill,100) + 1);
371                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
372                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
373         }
374
375         if(g_arena)
376         if(numspawned < 2)
377                 return;
378
379         if (!g_minstagib)
380         {
381                 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
382                 take = bound(0, damage - save, damage);
383         }
384         else
385         {
386                 save = 0;
387                 take = damage;
388         }
389
390         if (save > 10)
391                 sound (self, CHAN_IMPACT, "misc/armorimpact.wav", 1, ATTN_NORM);
392         else if (take > 30)
393                 sound (self, CHAN_IMPACT, "misc/bodyimpact2.wav", 1, ATTN_NORM);
394         else if (take > 10)
395                 sound (self, CHAN_IMPACT, "misc/bodyimpact1.wav", 1, ATTN_NORM);
396
397         if (take > 50)
398                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
399         if (take > 100)
400                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
401
402         if (time > self.spawnshieldtime)
403         {
404                 if (!(self.flags & FL_GODMODE))
405                 {
406                         self.armorvalue = self.armorvalue - save;
407                         self.health = self.health - take;
408                         // pause regeneration for 5 seconds
409                         self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
410                 }
411                 else
412                         self.max_armorvalue += (save + take);
413         }
414         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
415         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
416         self.dmg_inflictor = inflictor;
417
418         if(attacker == self)
419         {
420                 // don't reset pushltime for self damage as it may be an attempt to
421                 // escape a lava pit or similar
422                 //self.pushltime = 0;
423         }
424         else if(attacker.classname == "player" || attacker.classname == "gib")
425         {
426                 self.pusher = attacker;
427                 self.pushltime = time + cvar("g_maxpushtime");
428         }
429         else if(time < self.pushltime)
430         {
431                 attacker = self.pusher;
432                 self.pushltime = max(self.pushltime, time + 0.6);
433         }
434         else
435                 self.pushltime = 0;
436
437         if (self.health < 1)
438         {
439                 float defer_ClientKill_Now_TeamChange;
440                 defer_ClientKill_Now_TeamChange = FALSE;
441
442                 self.deaths += 1;
443
444                 // get rid of kill indicator
445                 if(self.killindicator)
446                 {
447                         remove(self.killindicator);
448                         self.killindicator = world;
449                         if(self.killindicator_teamchange)
450                                 defer_ClientKill_Now_TeamChange = TRUE;
451                 }
452
453                 // become fully visible
454                 self.alpha = 1;
455                 // clear selected player display
456                 ClearSelectedPlayer();
457                 // throw a weapon
458                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
459                 // print an obituary message
460                 Obituary (attacker, self, deathtype);
461                 DropAllRunes(self);
462                 if(self == attacker)
463                         kh_Key_DropAll(self, TRUE);
464                 else if(attacker.classname == "player" || attacker.classname == "gib")
465                         kh_Key_DropAll(self, FALSE);
466                 else
467                         kh_Key_DropAll(self, TRUE);
468                 if(self.flagcarried)
469                         DropFlag(self.flagcarried);
470                 // clear waypoints
471                 WaypointSprite_PlayerDead();
472                 // make the corpse upright (not tilted)
473                 self.angles_x = 0;
474                 self.angles_z = 0;
475                 // don't spin
476                 self.avelocity = '0 0 0';
477                 // view from the floor
478                 self.view_ofs = '0 0 -8';
479                 // toss the corpse
480                 self.movetype = MOVETYPE_TOSS;
481                 // shootable corpse
482                 self.solid = SOLID_CORPSE;
483                 // don't stick to the floor
484                 self.flags = self.flags - (self.flags & FL_ONGROUND);
485                 // dying animation
486                 self.deadflag = DEAD_DYING;
487                 // when to allow respawn
488                 sdelay = 0;
489                 waves = 0;
490                 if(cvar("g_respawn_mapsettings"))
491                 {
492                         sdelay = cvar("g_respawn_mapsettings_delay");
493                         waves = cvar("g_respawn_mapsettings_waves");
494                 }
495                 if(!sdelay)
496                         sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
497                 if(!sdelay)
498                         sdelay = cvar("g_respawn_delay");
499                 if(!waves)
500                         waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
501                 if(!waves)
502                         waves = cvar("g_respawn_waves");
503                 if(waves)
504                         self.death_time = ceil((time + sdelay) / waves) * waves;
505                 else
506                         self.death_time = time + sdelay;
507                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
508                         self.respawn_countdown = 10; // first number to count down from is 10
509                 else
510                         self.respawn_countdown = -1; // do not count down
511                 if (random() < 0.5)
512                 {
513                         player_setanim(self.anim_die1, FALSE, TRUE, TRUE);
514                         self.dead_frame = self.anim_dead1_x;
515                 }
516                 else
517                 {
518                         player_setanim(self.anim_die2, FALSE, TRUE, TRUE);
519                         self.dead_frame = self.anim_dead2_x;
520                 }
521                 // set damage function to corpse damage
522                 self.event_damage = PlayerCorpseDamage;
523                 // call the corpse damage function just in case it wants to gib
524                 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
525                 // set up to fade out later
526                 SUB_SetFade (self, time + 12 + random () * 4, 1);
527
528                 // remove laserdot
529                 if(self.weaponentity)
530                         if(self.weaponentity.lasertarget)
531                                 remove(self.weaponentity.lasertarget);
532
533                 if(clienttype(self) == CLIENTTYPE_REAL)
534                 {
535                         self.fixangle = TRUE;
536                         //msg_entity = self;
537                         //WriteByte (MSG_ONE, SVC_SETANGLE);
538                         //WriteAngle (MSG_ONE, self.v_angle_x);
539                         //WriteAngle (MSG_ONE, self.v_angle_y);
540                         //WriteAngle (MSG_ONE, 80);
541                 }
542
543                 if(g_arena)
544                         Spawnqueue_Unmark(self);
545
546                 if(defer_ClientKill_Now_TeamChange)
547                         ClientKill_Now_TeamChange();
548         }
549 }
550
551 float UpdateSelectedPlayer_countvalue(float v)
552 {
553         return max(0, (v - 1.0) / 0.5);
554 }
555
556 // returns: -2 if no hit, otherwise cos of the angle
557 // uses the global v_angle
558 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
559 {
560         vector so, d;
561         float c;
562
563         if(p == self)
564                 return -2;
565
566         if(p.deadflag)
567                 return -2;
568
569         so = self.origin + self.view_ofs;
570         d = p.origin - so;
571
572         // misaimed?
573         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
574                 return -2;
575
576         // now find the cos of the angle...
577         c = normalize(d) * v_forward;
578
579         if(c <= mincosangle)
580                 return -2;
581
582         traceline(so, p.origin, MOVE_NOMONSTERS, self);
583         if(trace_fraction < 1)
584                 return -2;
585
586         return c;
587 }
588
589 void ClearSelectedPlayer()
590 {
591         if(self.selected_player)
592         {
593                 centerprint_expire(self, CENTERPRIO_POINT);
594                 self.selected_player = world;
595                 self.selected_player_display_needs_update = FALSE;
596         }
597 }
598
599 void UpdateSelectedPlayer()
600 {
601         entity selected;
602         float selected_score;
603         selected = world;
604         selected_score = 0.95; // 18 degrees
605
606         if(!cvar("sv_allow_shownames"))
607                 return;
608
609         if(clienttype(self) != CLIENTTYPE_REAL)
610                 return;
611
612         if(self.cvar_cl_shownames == 0)
613                 return;
614
615         if(self.cvar_cl_shownames == 1 && !teams_matter)
616                 return;
617
618         makevectors(self.v_angle); // sets v_forward
619
620         // 1. cursor trace is always right
621         if(self.cursor_trace_ent && self.cursor_trace_ent.classname == "player" && !self.cursor_trace_ent.deadflag)
622         {
623                 selected = self.cursor_trace_ent;
624         }
625         else
626         {
627                 // 2. if we don't have a cursor trace, find the player which is least
628                 //    mis-aimed at
629                 entity p;
630                 FOR_EACH_PLAYER(p)
631                 {
632                         float c;
633                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
634                         if(c >= -1)
635                         {
636                                 selected = p;
637                                 selected_score = c;
638                         }
639                 }
640         }
641
642         if(selected)
643         {
644                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
645         }
646         else
647         {
648                 if(time < self.selected_player_display_timeout)
649                         if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
650                                 selected = self.selected_player;
651         }
652
653         if(selected)
654         {
655                 if(selected == self.selected_player)
656                 {
657                         float save;
658                         save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
659                         self.selected_player_count = self.selected_player_count + frametime;
660                         if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
661                         {
662                                 string namestr, healthstr;
663                                 namestr = playername(selected);
664                                 if(teams_matter)
665                                 {
666                                         healthstr = ftos(floor(selected.health));
667                                         if(self.team == selected.team)
668                                         {
669                                                 namestr = strcat(namestr, " (", healthstr, "%)");
670                                                 self.selected_player_display_needs_update = TRUE;
671                                         }
672                                 }
673                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
674                         }
675                 }
676                 else
677                 {
678                         ClearSelectedPlayer();
679                         self.selected_player = selected;
680                         self.selected_player_time = time;
681                         self.selected_player_count = 0;
682                         self.selected_player_display_needs_update = FALSE;
683                 }
684         }
685         else
686         {
687                 ClearSelectedPlayer();
688         }
689
690         if(self.selected_player)
691                 self.last_selected_player = self.selected_player;
692 }
693
694 float precache_sound_index (string s) = #19;
695 void soundto(entity e, entity sounddest, float chan, string samp, float vol, float atten)
696 {
697         vector o;
698         if(clienttype(sounddest) != CLIENTTYPE_REAL)
699                 return;
700         o = e.origin + 0.5 * (e.mins + e.maxs);
701         msg_entity = sounddest;
702         WriteByte(MSG_ONE, 6);
703         WriteByte(MSG_ONE, 27); // all bits except SND_LOOPING
704         WriteByte(MSG_ONE, vol * 255);
705         WriteByte(MSG_ONE, atten * 64);
706         WriteEntity(MSG_ONE, e);
707         WriteByte(MSG_ONE, chan);
708         WriteShort(MSG_ONE, precache_sound_index(samp));
709         WriteCoord(MSG_ONE, o_x);
710         WriteCoord(MSG_ONE, o_y);
711         WriteCoord(MSG_ONE, o_z);
712 }
713
714 #if 0
715 .string playersound_attack;
716 .string playersound_attackinfive;
717 .string playersound_coverme;
718 .string playersound_defend;
719 .string playersound_freelance;
720 .string playersound_incoming;
721 .string playersound_meet;
722 .string playersound_needhelp;
723 .string playersound_seenflag;
724 .string playersound_taunt;
725 .string playersound_teamshoot;
726 .float modelindex_for_playersound;
727
728 float GetVoiceMessageTeamsayType(string type)
729 {
730         if(type == "taunt")
731                 return 0;
732         if(type == "teamshoot")
733                 return 2;
734         return 1;
735 }
736
737 string allvoicesamples = "attack attackinfive coverme defend freelance incoming meet needhelp seenflag taunt teamshoot";
738 float GetPlayerSoundSampleField_notFound;
739 .string GetVoiceMessageSampleField(string type)
740 {
741         GetPlayerSoundSampleField_notFound = 0;
742         switch(type)
743         {
744                 case "attack":       return playersound_attack;
745                 case "attackinfive": return playersound_attackinfive;
746                 case "coverme":      return playersound_coverme;
747                 case "defend":       return playersound_defend;
748                 case "freelance":    return playersound_freelance;
749                 case "incoming":     return playersound_incoming;
750                 case "meet":         return playersound_meet;
751                 case "needhelp":     return playersound_needhelp;
752                 case "seenflag":     return playersound_seenflag;
753                 case "taunt":        return playersound_taunt;
754                 case "teamshoot":    return playersound_teamshoot;
755         }
756         GetPlayerSoundSampleField_notFound = 1;
757         return playersound_taunt;
758 }
759
760 .string GetPlayerSoundSampleField(string type)
761 {
762         GetPlayerSoundSampleField_notFound = 0;
763         switch(type)
764         {
765                 case "attack":       return playersound_attack;
766                 default:             return GetVoiceMessageSampleField(type);
767         }
768 }
769
770 void PrecachePlayerSounds(string f)
771 {
772         float fh;
773         float i, n;
774         string s;
775         fh = fopen(f, FILE_READ);
776         if(fh < 0)
777                 return;
778         while((s = fgets(fh)))
779         {
780                 if(tokenize(s) != 3)
781                 {
782                         dprint("Invalid sound info line: ", s, "\n");
783                         continue;
784                 }
785                 n = stof(argv(2));
786                 for(i = 1; i <= n; ++i)
787                         precache_sound(strcat(argv(1), ftos(i), ".wav"));
788         }
789         fclose(fh);
790 }
791
792 void LoadPlayerSounds(string f)
793 {
794         float fh;
795         string s;
796         var .string field;
797         fh = fopen(f, FILE_READ);
798         if(fh < 0)
799                 return;
800         while((s = fgets(fh)))
801         {
802                 if(tokenize(s) != 3)
803                         continue;
804                 field = GetPlayerSoundSampleField(argv(0));
805                 if(GetPlayerSoundSampleField_notFound)
806                         continue;
807                 if(self.field)
808                         strunzone(self.field);
809                 self.field = strzone(strcat(argv(1), " ", argv(2)));
810         }
811         fclose(fh);
812 }
813
814 void UpdatePlayerSounds()
815 {
816         if(self.modelindex == self.modelindex_for_playersound)
817                 return;
818         self.modelindex_for_playersound = self.modelindex;
819         LoadPlayerSounds("sound/player/default.sounds");
820         LoadPlayerSounds(strcat(self.model, ".sounds"));
821 }
822
823 void VoiceMessage(string type)
824 {
825         // TODO precache voice messages?
826         var string sample;
827         var float teamsay;
828         sample = self.(GetPlayerSoundSampleField(type));
829
830         if(GetPlayerSoundSampleField_notFound)
831         {
832                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
833                 return;
834         }
835
836         if(!sample)
837                 return;
838
839         teamsay = GetVoiceMessageTeamsayType(type);
840
841         tokenize(sample);
842         sample = strcat(argv(0), ftos(ceil(random() * stof(argv(1)))), ".wav"); // randomization
843
844         if(teamsay == 2)
845         {
846                 if(teams_matter)
847                         if(self.pusher)
848                                 if(self.pusher.team == self.team)
849                                 {
850                                         soundto(self, self.pusher, CHAN_VOICE, sample, 1, ATTN_NONE);
851                                         soundto(self, self, CHAN_VOICE, sample, 1, ATTN_NONE);
852                                 }
853         }
854         else if(teamsay == 0 || !teams_matter)
855         {
856                 // broadcast the sound, but it's directional
857                 sound(self, CHAN_VOICE, sample, 1, ATTN_NORM);
858         }
859         else if(teamsay == 1)
860         {
861                 entity e;
862                 FOR_EACH_REALCLIENT(e)
863                         if(e.team == self.team)
864                                 soundto(self, e, CHAN_VOICE, sample, 1, ATTN_NONE);
865         }
866 }
867 #else
868 void PrecachePlayerSounds(string f) { }
869 void UpdatePlayerSounds() { }
870 void VoiceMessage(string type) { sprint(self, "Sorry, voice command support is not done yet. Maybe later.\n"); }
871 #endif