// Copyright (C) 1999-2000 Id Software, Inc. // #include "g_local.h" #include "../ghoul2/G2.h" #include "bg_saga.h" // g_client.c -- client functions that don't happen every frame static vec3_t playerMins = {-15, -15, DEFAULT_MINS_2}; static vec3_t playerMaxs = {15, 15, DEFAULT_MAXS_2}; extern int g_siegeRespawnCheck; void WP_SaberAddG2Model( gentity_t *saberent, const char *saberModel, qhandle_t saberSkin ); void WP_SaberRemoveG2Model( gentity_t *saberent ); extern qboolean WP_SaberStyleValidForSaber( saberInfo_t *saber1, saberInfo_t *saber2, int saberHolstered, int saberAnimLevel ); extern qboolean WP_UseFirstValidSaberStyle( saberInfo_t *saber1, saberInfo_t *saber2, int saberHolstered, int *saberAnimLevel ); forcedata_t Client_Force[MAX_CLIENTS]; /*QUAKED info_player_duel (1 0 1) (-16 -16 -24) (16 16 32) initial potential spawning position for duelists in duel. Targets will be fired when someone spawns in on them. "nobots" will prevent bots from using this spot. "nohumans" will prevent non-bots from using this spot. */ void SP_info_player_duel( gentity_t *ent ) { int i; G_SpawnInt( "nobots", "0", &i); if ( i ) { ent->flags |= FL_NO_BOTS; } G_SpawnInt( "nohumans", "0", &i ); if ( i ) { ent->flags |= FL_NO_HUMANS; } } /*QUAKED info_player_duel1 (1 0 1) (-16 -16 -24) (16 16 32) initial potential spawning position for lone duelists in powerduel. Targets will be fired when someone spawns in on them. "nobots" will prevent bots from using this spot. "nohumans" will prevent non-bots from using this spot. */ void SP_info_player_duel1( gentity_t *ent ) { int i; G_SpawnInt( "nobots", "0", &i); if ( i ) { ent->flags |= FL_NO_BOTS; } G_SpawnInt( "nohumans", "0", &i ); if ( i ) { ent->flags |= FL_NO_HUMANS; } } /*QUAKED info_player_duel2 (1 0 1) (-16 -16 -24) (16 16 32) initial potential spawning position for paired duelists in powerduel. Targets will be fired when someone spawns in on them. "nobots" will prevent bots from using this spot. "nohumans" will prevent non-bots from using this spot. */ void SP_info_player_duel2( gentity_t *ent ) { int i; G_SpawnInt( "nobots", "0", &i); if ( i ) { ent->flags |= FL_NO_BOTS; } G_SpawnInt( "nohumans", "0", &i ); if ( i ) { ent->flags |= FL_NO_HUMANS; } } /*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) initial potential spawning position for deathmatch games. The first time a player enters the game, they will be at an 'initial' spot. Targets will be fired when someone spawns in on them. "nobots" will prevent bots from using this spot. "nohumans" will prevent non-bots from using this spot. */ void SP_info_player_deathmatch( gentity_t *ent ) { int i; G_SpawnInt( "nobots", "0", &i); if ( i ) { ent->flags |= FL_NO_BOTS; } G_SpawnInt( "nohumans", "0", &i ); if ( i ) { ent->flags |= FL_NO_HUMANS; } } /*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32) Targets will be fired when someone spawns in on them. equivelant to info_player_deathmatch */ void SP_info_player_start(gentity_t *ent) { ent->classname = "info_player_deathmatch"; SP_info_player_deathmatch( ent ); } /*QUAKED info_player_start_red (1 0 0) (-16 -16 -24) (16 16 32) INITIAL For Red Team DM starts Targets will be fired when someone spawns in on them. equivalent to info_player_deathmatch INITIAL - The first time a player enters the game, they will be at an 'initial' spot. "nobots" will prevent bots from using this spot. "nohumans" will prevent non-bots from using this spot. */ void SP_info_player_start_red(gentity_t *ent) { SP_info_player_deathmatch( ent ); } /*QUAKED info_player_start_blue (1 0 0) (-16 -16 -24) (16 16 32) INITIAL For Blue Team DM starts Targets will be fired when someone spawns in on them. equivalent to info_player_deathmatch INITIAL - The first time a player enters the game, they will be at an 'initial' spot. "nobots" will prevent bots from using this spot. "nohumans" will prevent non-bots from using this spot. */ void SP_info_player_start_blue(gentity_t *ent) { SP_info_player_deathmatch( ent ); } void SiegePointUse( gentity_t *self, gentity_t *other, gentity_t *activator ) { //Toggle the point on/off if (self->genericValue1) { self->genericValue1 = 0; } else { self->genericValue1 = 1; } } /*QUAKED info_player_siegeteam1 (1 0 0) (-16 -16 -24) (16 16 32) siege start point - team1 name and behavior of team1 depends on what is defined in the .siege file for this level startoff - if non-0 spawn point will be disabled until used idealclass - if specified, this spawn point will be considered "ideal" for players of this class name. Corresponds to the name entry in the .scl (siege class) file. Targets will be fired when someone spawns in on them. */ void SP_info_player_siegeteam1(gentity_t *ent) { int soff = 0; if (g_gametype.integer != GT_SIEGE) { //turn into a DM spawn if not in siege game mode ent->classname = "info_player_deathmatch"; SP_info_player_deathmatch( ent ); return; } G_SpawnInt("startoff", "0", &soff); if (soff) { //start disabled ent->genericValue1 = 0; } else { ent->genericValue1 = 1; } ent->use = SiegePointUse; } /*QUAKED info_player_siegeteam2 (0 0 1) (-16 -16 -24) (16 16 32) siege start point - team2 name and behavior of team2 depends on what is defined in the .siege file for this level startoff - if non-0 spawn point will be disabled until used idealclass - if specified, this spawn point will be considered "ideal" for players of this class name. Corresponds to the name entry in the .scl (siege class) file. Targets will be fired when someone spawns in on them. */ void SP_info_player_siegeteam2(gentity_t *ent) { int soff = 0; if (g_gametype.integer != GT_SIEGE) { //turn into a DM spawn if not in siege game mode ent->classname = "info_player_deathmatch"; SP_info_player_deathmatch( ent ); return; } G_SpawnInt("startoff", "0", &soff); if (soff) { //start disabled ent->genericValue1 = 0; } else { ent->genericValue1 = 1; } ent->use = SiegePointUse; } /*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32) RED BLUE The intermission will be viewed from this point. Target an info_notnull for the view direction. RED - In a Siege game, the intermission will happen here if the Red (attacking) team wins BLUE - In a Siege game, the intermission will happen here if the Blue (defending) team wins */ void SP_info_player_intermission( gentity_t *ent ) { } /*QUAKED info_player_intermission_red (1 0 1) (-16 -16 -24) (16 16 32) The intermission will be viewed from this point. Target an info_notnull for the view direction. In a Siege game, the intermission will happen here if the Red (attacking) team wins target - ent to look at target2 - ents to use when this intermission point is chosen */ void SP_info_player_intermission_red( gentity_t *ent ) { } /*QUAKED info_player_intermission_blue (1 0 1) (-16 -16 -24) (16 16 32) The intermission will be viewed from this point. Target an info_notnull for the view direction. In a Siege game, the intermission will happen here if the Blue (defending) team wins target - ent to look at target2 - ents to use when this intermission point is chosen */ void SP_info_player_intermission_blue( gentity_t *ent ) { } #define JMSABER_RESPAWN_TIME 20000 //in case it gets stuck somewhere no one can reach void ThrowSaberToAttacker(gentity_t *self, gentity_t *attacker) { gentity_t *ent = &g_entities[self->client->ps.saberIndex]; vec3_t a; int altVelocity = 0; if (!ent || ent->enemy != self) { //something has gone very wrong (this should never happen) //but in case it does.. find the saber manually #ifdef _DEBUG Com_Printf("Lost the saber! Attempting to use global pointer..\n"); #endif ent = gJMSaberEnt; if (!ent) { #ifdef _DEBUG Com_Printf("The global pointer was NULL. This is a bad thing.\n"); #endif return; } #ifdef _DEBUG Com_Printf("Got it (%i). Setting enemy to client %i.\n", ent->s.number, self->s.number); #endif ent->enemy = self; self->client->ps.saberIndex = ent->s.number; } trap_SetConfigstring ( CS_CLIENT_JEDIMASTER, "-1" ); if (attacker && attacker->client && self->client->ps.saberInFlight) { //someone killed us and we had the saber thrown, so actually move this saber to the saber location //if we killed ourselves with saber thrown, however, same suicide rules of respawning at spawn spot still //apply. gentity_t *flyingsaber = &g_entities[self->client->ps.saberEntityNum]; if (flyingsaber && flyingsaber->inuse) { VectorCopy(flyingsaber->s.pos.trBase, ent->s.pos.trBase); VectorCopy(flyingsaber->s.pos.trDelta, ent->s.pos.trDelta); VectorCopy(flyingsaber->s.apos.trBase, ent->s.apos.trBase); VectorCopy(flyingsaber->s.apos.trDelta, ent->s.apos.trDelta); VectorCopy(flyingsaber->r.currentOrigin, ent->r.currentOrigin); VectorCopy(flyingsaber->r.currentAngles, ent->r.currentAngles); altVelocity = 1; } } self->client->ps.saberInFlight = qtrue; //say he threw it anyway in order to properly remove from dead body WP_SaberAddG2Model( ent, self->client->saber[0].model, self->client->saber[0].skin ); ent->s.eFlags &= ~(EF_NODRAW); ent->s.modelGhoul2 = 1; ent->s.eType = ET_MISSILE; ent->enemy = NULL; if (!attacker || !attacker->client) { VectorCopy(ent->s.origin2, ent->s.pos.trBase); VectorCopy(ent->s.origin2, ent->s.origin); VectorCopy(ent->s.origin2, ent->r.currentOrigin); ent->pos2[0] = 0; trap_LinkEntity(ent); return; } if (!altVelocity) { VectorCopy(self->s.pos.trBase, ent->s.pos.trBase); VectorCopy(self->s.pos.trBase, ent->s.origin); VectorCopy(self->s.pos.trBase, ent->r.currentOrigin); VectorSubtract(attacker->client->ps.origin, ent->s.pos.trBase, a); VectorNormalize(a); ent->s.pos.trDelta[0] = a[0]*256; ent->s.pos.trDelta[1] = a[1]*256; ent->s.pos.trDelta[2] = 256; } trap_LinkEntity(ent); } void JMSaberThink(gentity_t *ent) { gJMSaberEnt = ent; if (ent->enemy) { if (!ent->enemy->client || !ent->enemy->inuse) { //disconnected? VectorCopy(ent->enemy->s.pos.trBase, ent->s.pos.trBase); VectorCopy(ent->enemy->s.pos.trBase, ent->s.origin); VectorCopy(ent->enemy->s.pos.trBase, ent->r.currentOrigin); ent->s.modelindex = G_ModelIndex("models/weapons2/saber/saber_w.glm"); ent->s.eFlags &= ~(EF_NODRAW); ent->s.modelGhoul2 = 1; ent->s.eType = ET_MISSILE; ent->enemy = NULL; ent->pos2[0] = 1; ent->pos2[1] = 0; //respawn next think trap_LinkEntity(ent); } else { ent->pos2[1] = level.time + JMSABER_RESPAWN_TIME; } } else if (ent->pos2[0] && ent->pos2[1] < level.time) { VectorCopy(ent->s.origin2, ent->s.pos.trBase); VectorCopy(ent->s.origin2, ent->s.origin); VectorCopy(ent->s.origin2, ent->r.currentOrigin); ent->pos2[0] = 0; trap_LinkEntity(ent); } ent->nextthink = level.time + 50; G_RunObject(ent); } void JMSaberTouch(gentity_t *self, gentity_t *other, trace_t *trace) { int i = 0; // gentity_t *te; if (!other || !other->client || other->health < 1) { return; } if (self->enemy) { return; } if (!self->s.modelindex) { return; } if (other->client->ps.stats[STAT_WEAPONS] & (1 << WP_SABER)) { return; } if (other->client->ps.isJediMaster) { return; } self->enemy = other; other->client->ps.stats[STAT_WEAPONS] = (1 << WP_SABER); other->client->ps.weapon = WP_SABER; other->s.weapon = WP_SABER; G_AddEvent(other, EV_BECOME_JEDIMASTER, 0); // Track the jedi master trap_SetConfigstring ( CS_CLIENT_JEDIMASTER, va("%i", other->s.number ) ); if (g_spawnInvulnerability.integer) { other->client->ps.eFlags |= EF_INVULNERABLE; other->client->invulnerableTimer = level.time + g_spawnInvulnerability.integer; } trap_SendServerCommand( -1, va("cp \"%s %s\n\"", other->client->pers.netname, G_GetStringEdString("MP_SVGAME", "BECOMEJM")) ); other->client->ps.isJediMaster = qtrue; other->client->ps.saberIndex = self->s.number; if (other->health < 200 && other->health > 0) { //full health when you become the Jedi Master other->client->ps.stats[STAT_HEALTH] = other->health = 200; } if (other->client->ps.fd.forcePower < 100) { other->client->ps.fd.forcePower = 100; } while (i < NUM_FORCE_POWERS) { other->client->ps.fd.forcePowersKnown |= (1 << i); other->client->ps.fd.forcePowerLevel[i] = FORCE_LEVEL_3; i++; } self->pos2[0] = 1; self->pos2[1] = level.time + JMSABER_RESPAWN_TIME; self->s.modelindex = 0; self->s.eFlags |= EF_NODRAW; self->s.modelGhoul2 = 0; self->s.eType = ET_GENERAL; /* te = G_TempEntity( vec3_origin, EV_DESTROY_GHOUL2_INSTANCE ); te->r.svFlags |= SVF_BROADCAST; te->s.eventParm = self->s.number; */ G_KillG2Queue(self->s.number); return; } gentity_t *gJMSaberEnt = NULL; /*QUAKED info_jedimaster_start (1 0 0) (-16 -16 -24) (16 16 32) "jedi master" saber spawn point */ void SP_info_jedimaster_start(gentity_t *ent) { if (g_gametype.integer != GT_JEDIMASTER) { gJMSaberEnt = NULL; G_FreeEntity(ent); return; } ent->enemy = NULL; ent->flags = FL_BOUNCE_HALF; ent->s.modelindex = G_ModelIndex("models/weapons2/saber/saber_w.glm"); ent->s.modelGhoul2 = 1; ent->s.g2radius = 20; //ent->s.eType = ET_GENERAL; ent->s.eType = ET_MISSILE; ent->s.weapon = WP_SABER; ent->s.pos.trType = TR_GRAVITY; ent->s.pos.trTime = level.time; VectorSet( ent->r.maxs, 3, 3, 3 ); VectorSet( ent->r.mins, -3, -3, -3 ); ent->r.contents = CONTENTS_TRIGGER; ent->clipmask = MASK_SOLID; ent->isSaberEntity = qtrue; ent->bounceCount = -5; ent->physicsObject = qtrue; VectorCopy(ent->s.pos.trBase, ent->s.origin2); //remember the spawn spot ent->touch = JMSaberTouch; trap_LinkEntity(ent); ent->think = JMSaberThink; ent->nextthink = level.time + 50; } /* ======================================================================= SelectSpawnPoint ======================================================================= */ /* ================ SpotWouldTelefrag ================ */ qboolean SpotWouldTelefrag( gentity_t *spot ) { int i, num; int touch[MAX_GENTITIES]; gentity_t *hit; vec3_t mins, maxs; VectorAdd( spot->s.origin, playerMins, mins ); VectorAdd( spot->s.origin, playerMaxs, maxs ); num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES ); for (i=0 ; iclient && hit->client->ps.stats[STAT_HEALTH] > 0 ) { if ( hit->client) { return qtrue; } } return qfalse; } qboolean SpotWouldTelefrag2( gentity_t *mover, vec3_t dest ) { int i, num; int touch[MAX_GENTITIES]; gentity_t *hit; vec3_t mins, maxs; VectorAdd( dest, mover->r.mins, mins ); VectorAdd( dest, mover->r.maxs, maxs ); num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES ); for (i=0 ; ir.contents & mover->r.contents ) { return qtrue; } } return qfalse; } /* ================ SelectNearestDeathmatchSpawnPoint Find the spot that we DON'T want to use ================ */ #define MAX_SPAWN_POINTS 128 gentity_t *SelectNearestDeathmatchSpawnPoint( vec3_t from ) { gentity_t *spot; vec3_t delta; float dist, nearestDist; gentity_t *nearestSpot; nearestDist = 999999; nearestSpot = NULL; spot = NULL; while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) { VectorSubtract( spot->s.origin, from, delta ); dist = VectorLength( delta ); if ( dist < nearestDist ) { nearestDist = dist; nearestSpot = spot; } } return nearestSpot; } /* ================ SelectRandomDeathmatchSpawnPoint go to a random point that doesn't telefrag ================ */ #define MAX_SPAWN_POINTS 128 gentity_t *SelectRandomDeathmatchSpawnPoint( void ) { gentity_t *spot; int count; int selection; gentity_t *spots[MAX_SPAWN_POINTS]; count = 0; spot = NULL; while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) { if ( SpotWouldTelefrag( spot ) ) { continue; } spots[ count ] = spot; count++; } if ( !count ) { // no spots that won't telefrag return G_Find( NULL, FOFS(classname), "info_player_deathmatch"); } selection = rand() % count; return spots[ selection ]; } /* =========== SelectRandomFurthestSpawnPoint Chooses a player start, deathmatch start, etc ============ */ gentity_t *SelectRandomFurthestSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles, team_t team ) { gentity_t *spot; vec3_t delta; float dist; float list_dist[64]; gentity_t *list_spot[64]; int numSpots, rnd, i, j; numSpots = 0; spot = NULL; //in Team DM, look for a team start spot first, if any if ( g_gametype.integer == GT_TEAM && team != TEAM_FREE && team != TEAM_SPECTATOR ) { char *classname = NULL; if ( team == TEAM_RED ) { classname = "info_player_start_red"; } else { classname = "info_player_start_blue"; } while ((spot = G_Find (spot, FOFS(classname), classname)) != NULL) { if ( SpotWouldTelefrag( spot ) ) { continue; } VectorSubtract( spot->s.origin, avoidPoint, delta ); dist = VectorLength( delta ); for (i = 0; i < numSpots; i++) { if ( dist > list_dist[i] ) { if ( numSpots >= 64 ) numSpots = 64-1; for (j = numSpots; j > i; j--) { list_dist[j] = list_dist[j-1]; list_spot[j] = list_spot[j-1]; } list_dist[i] = dist; list_spot[i] = spot; numSpots++; if (numSpots > 64) numSpots = 64; break; } } if (i >= numSpots && numSpots < 64) { list_dist[numSpots] = dist; list_spot[numSpots] = spot; numSpots++; } } } if ( !numSpots ) {//couldn't find any of the above while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) { if ( SpotWouldTelefrag( spot ) ) { continue; } VectorSubtract( spot->s.origin, avoidPoint, delta ); dist = VectorLength( delta ); for (i = 0; i < numSpots; i++) { if ( dist > list_dist[i] ) { if ( numSpots >= 64 ) numSpots = 64-1; for (j = numSpots; j > i; j--) { list_dist[j] = list_dist[j-1]; list_spot[j] = list_spot[j-1]; } list_dist[i] = dist; list_spot[i] = spot; numSpots++; if (numSpots > 64) numSpots = 64; break; } } if (i >= numSpots && numSpots < 64) { list_dist[numSpots] = dist; list_spot[numSpots] = spot; numSpots++; } } if (!numSpots) { spot = G_Find( NULL, FOFS(classname), "info_player_deathmatch"); if (!spot) G_Error( "Couldn't find a spawn point" ); VectorCopy (spot->s.origin, origin); origin[2] += 9; VectorCopy (spot->s.angles, angles); return spot; } } // select a random spot from the spawn points furthest away rnd = random() * (numSpots / 2); VectorCopy (list_spot[rnd]->s.origin, origin); origin[2] += 9; VectorCopy (list_spot[rnd]->s.angles, angles); return list_spot[rnd]; } gentity_t *SelectDuelSpawnPoint( int team, vec3_t avoidPoint, vec3_t origin, vec3_t angles ) { gentity_t *spot; vec3_t delta; float dist; float list_dist[64]; gentity_t *list_spot[64]; int numSpots, rnd, i, j; char *spotName; if (team == DUELTEAM_LONE) { spotName = "info_player_duel1"; } else if (team == DUELTEAM_DOUBLE) { spotName = "info_player_duel2"; } else if (team == DUELTEAM_SINGLE) { spotName = "info_player_duel"; } else { spotName = "info_player_deathmatch"; } tryAgain: numSpots = 0; spot = NULL; while ((spot = G_Find (spot, FOFS(classname), spotName)) != NULL) { if ( SpotWouldTelefrag( spot ) ) { continue; } VectorSubtract( spot->s.origin, avoidPoint, delta ); dist = VectorLength( delta ); for (i = 0; i < numSpots; i++) { if ( dist > list_dist[i] ) { if ( numSpots >= 64 ) numSpots = 64-1; for (j = numSpots; j > i; j--) { list_dist[j] = list_dist[j-1]; list_spot[j] = list_spot[j-1]; } list_dist[i] = dist; list_spot[i] = spot; numSpots++; if (numSpots > 64) numSpots = 64; break; } } if (i >= numSpots && numSpots < 64) { list_dist[numSpots] = dist; list_spot[numSpots] = spot; numSpots++; } } if (!numSpots) { if (Q_stricmp(spotName, "info_player_deathmatch")) { //try the loop again with info_player_deathmatch as the target if we couldn't find a duel spot spotName = "info_player_deathmatch"; goto tryAgain; } //If we got here we found no free duel or DM spots, just try the first DM spot spot = G_Find( NULL, FOFS(classname), "info_player_deathmatch"); if (!spot) G_Error( "Couldn't find a spawn point" ); VectorCopy (spot->s.origin, origin); origin[2] += 9; VectorCopy (spot->s.angles, angles); return spot; } // select a random spot from the spawn points furthest away rnd = random() * (numSpots / 2); VectorCopy (list_spot[rnd]->s.origin, origin); origin[2] += 9; VectorCopy (list_spot[rnd]->s.angles, angles); return list_spot[rnd]; } /* =========== SelectSpawnPoint Chooses a player start, deathmatch start, etc ============ */ gentity_t *SelectSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles, team_t team ) { return SelectRandomFurthestSpawnPoint( avoidPoint, origin, angles, team ); /* gentity_t *spot; gentity_t *nearestSpot; nearestSpot = SelectNearestDeathmatchSpawnPoint( avoidPoint ); spot = SelectRandomDeathmatchSpawnPoint ( ); if ( spot == nearestSpot ) { // roll again if it would be real close to point of death spot = SelectRandomDeathmatchSpawnPoint ( ); if ( spot == nearestSpot ) { // last try spot = SelectRandomDeathmatchSpawnPoint ( ); } } // find a single player start spot if (!spot) { G_Error( "Couldn't find a spawn point" ); } VectorCopy (spot->s.origin, origin); origin[2] += 9; VectorCopy (spot->s.angles, angles); return spot; */ } /* =========== SelectInitialSpawnPoint Try to find a spawn point marked 'initial', otherwise use normal spawn selection. ============ */ gentity_t *SelectInitialSpawnPoint( vec3_t origin, vec3_t angles, team_t team ) { gentity_t *spot; spot = NULL; while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) { if ( spot->spawnflags & 1 ) { break; } } if ( !spot || SpotWouldTelefrag( spot ) ) { return SelectSpawnPoint( vec3_origin, origin, angles, team ); } VectorCopy (spot->s.origin, origin); origin[2] += 9; VectorCopy (spot->s.angles, angles); return spot; } /* =========== SelectSpectatorSpawnPoint ============ */ gentity_t *SelectSpectatorSpawnPoint( vec3_t origin, vec3_t angles ) { FindIntermissionPoint(); VectorCopy( level.intermission_origin, origin ); VectorCopy( level.intermission_angle, angles ); return NULL; } /* ======================================================================= BODYQUE ======================================================================= */ /* ======================================================================= BODYQUE ======================================================================= */ #define BODY_SINK_TIME 30000//45000 /* =============== InitBodyQue =============== */ void InitBodyQue (void) { int i; gentity_t *ent; level.bodyQueIndex = 0; for (i=0; iclassname = "bodyque"; ent->neverFree = qtrue; level.bodyQue[i] = ent; } } /* ============= BodySink After sitting around for five seconds, fall into the ground and dissapear ============= */ void BodySink( gentity_t *ent ) { if ( level.time - ent->timestamp > BODY_SINK_TIME + 2500 ) { // the body ques are never actually freed, they are just unlinked trap_UnlinkEntity( ent ); ent->physicsObject = qfalse; return; } // ent->nextthink = level.time + 100; // ent->s.pos.trBase[2] -= 1; G_AddEvent(ent, EV_BODYFADE, 0); ent->nextthink = level.time + 18000; ent->takedamage = qfalse; } /* ============= CopyToBodyQue A player is respawning, so make an entity that looks just like the existing corpse to leave behind. ============= */ static qboolean CopyToBodyQue( gentity_t *ent ) { gentity_t *body; int contents; int islight = 0; if (level.intermissiontime) { return qfalse; } trap_UnlinkEntity (ent); // if client is in a nodrop area, don't leave the body contents = trap_PointContents( ent->s.origin, -1 ); if ( contents & CONTENTS_NODROP ) { return qfalse; } if (ent->client && (ent->client->ps.eFlags & EF_DISINTEGRATION)) { //for now, just don't spawn a body if you got disint'd return qfalse; } // grab a body que and cycle to the next one body = level.bodyQue[ level.bodyQueIndex ]; level.bodyQueIndex = (level.bodyQueIndex + 1) % BODY_QUEUE_SIZE; trap_UnlinkEntity (body); body->s = ent->s; //avoid oddly angled corpses floating around body->s.angles[PITCH] = body->s.angles[ROLL] = body->s.apos.trBase[PITCH] = body->s.apos.trBase[ROLL] = 0; body->s.g2radius = 100; body->s.eType = ET_BODY; body->s.eFlags = EF_DEAD; // clear EF_TALK, etc if (ent->client && (ent->client->ps.eFlags & EF_DISINTEGRATION)) { body->s.eFlags |= EF_DISINTEGRATION; } VectorCopy(ent->client->ps.lastHitLoc, body->s.origin2); body->s.powerups = 0; // clear powerups body->s.loopSound = 0; // clear lava burning body->s.loopIsSoundset = qfalse; body->s.number = body - g_entities; body->timestamp = level.time; body->physicsObject = qtrue; body->physicsBounce = 0; // don't bounce if ( body->s.groundEntityNum == ENTITYNUM_NONE ) { body->s.pos.trType = TR_GRAVITY; body->s.pos.trTime = level.time; VectorCopy( ent->client->ps.velocity, body->s.pos.trDelta ); } else { body->s.pos.trType = TR_STATIONARY; } body->s.event = 0; body->s.weapon = ent->s.bolt2; if (body->s.weapon == WP_SABER && ent->client->ps.saberInFlight) { body->s.weapon = WP_BLASTER; //lie to keep from putting a saber on the corpse, because it was thrown at death } //G_AddEvent(body, EV_BODY_QUEUE_COPY, ent->s.clientNum); //Now doing this through a modified version of the rcg reliable command. if (ent->client && ent->client->ps.fd.forceSide == FORCE_LIGHTSIDE) { islight = 1; } trap_SendServerCommand(-1, va("ircg %i %i %i %i", ent->s.number, body->s.number, body->s.weapon, islight)); body->r.svFlags = ent->r.svFlags | SVF_BROADCAST; VectorCopy (ent->r.mins, body->r.mins); VectorCopy (ent->r.maxs, body->r.maxs); VectorCopy (ent->r.absmin, body->r.absmin); VectorCopy (ent->r.absmax, body->r.absmax); body->s.torsoAnim = body->s.legsAnim = ent->client->ps.legsAnim; body->s.customRGBA[0] = ent->client->ps.customRGBA[0]; body->s.customRGBA[1] = ent->client->ps.customRGBA[1]; body->s.customRGBA[2] = ent->client->ps.customRGBA[2]; body->s.customRGBA[3] = ent->client->ps.customRGBA[3]; body->clipmask = CONTENTS_SOLID | CONTENTS_PLAYERCLIP; body->r.contents = CONTENTS_CORPSE; body->r.ownerNum = ent->s.number; body->nextthink = level.time + BODY_SINK_TIME; body->think = BodySink; body->die = body_die; // don't take more damage if already gibbed if ( ent->health <= GIB_HEALTH ) { body->takedamage = qfalse; } else { body->takedamage = qtrue; } VectorCopy ( body->s.pos.trBase, body->r.currentOrigin ); trap_LinkEntity (body); return qtrue; } //====================================================================== /* ================== SetClientViewAngle ================== */ void SetClientViewAngle( gentity_t *ent, vec3_t angle ) { int i; // set the delta angle for (i=0 ; i<3 ; i++) { int cmdAngle; cmdAngle = ANGLE2SHORT(angle[i]); ent->client->ps.delta_angles[i] = cmdAngle - ent->client->pers.cmd.angles[i]; } VectorCopy( angle, ent->s.angles ); VectorCopy (ent->s.angles, ent->client->ps.viewangles); } void MaintainBodyQueue(gentity_t *ent) { //do whatever should be done taking ragdoll and dismemberment states into account. qboolean doRCG = qfalse; assert(ent && ent->client); if (ent->client->tempSpectate > level.time || (ent->client->ps.eFlags2 & EF2_SHIP_DEATH)) { ent->client->noCorpse = qtrue; } if (!ent->client->noCorpse && !ent->client->ps.fallingToDeath) { if (!CopyToBodyQue (ent)) { doRCG = qtrue; } } else { ent->client->noCorpse = qfalse; //clear it for next time ent->client->ps.fallingToDeath = qfalse; doRCG = qtrue; } if (doRCG) { //bodyque func didn't manage to call ircg so call this to assure our limbs and ragdoll states are proper on the client. trap_SendServerCommand(-1, va("rcg %i", ent->s.clientNum)); } } /* ================ respawn ================ */ void SiegeRespawn(gentity_t *ent); void respawn( gentity_t *ent ) { MaintainBodyQueue(ent); if (gEscaping || g_gametype.integer == GT_POWERDUEL) { ent->client->sess.sessionTeam = TEAM_SPECTATOR; ent->client->sess.spectatorState = SPECTATOR_FREE; ent->client->sess.spectatorClient = 0; ent->client->pers.teamState.state = TEAM_BEGIN; ent->client->sess.spectatorTime = level.time; ClientSpawn(ent); ent->client->iAmALoser = qtrue; return; } trap_UnlinkEntity (ent); if (g_gametype.integer == GT_SIEGE) { if (g_siegeRespawn.integer) { if (ent->client->tempSpectate <= level.time) { int minDel = g_siegeRespawn.integer* 2000; if (minDel < 20000) { minDel = 20000; } ent->client->tempSpectate = level.time + minDel; ent->health = ent->client->ps.stats[STAT_HEALTH] = 1; ent->client->ps.weapon = WP_NONE; ent->client->ps.stats[STAT_WEAPONS] = 0; ent->client->ps.stats[STAT_HOLDABLE_ITEMS] = 0; ent->client->ps.stats[STAT_HOLDABLE_ITEM] = 0; ent->takedamage = qfalse; trap_LinkEntity(ent); // Respawn time. if ( ent->s.number < MAX_CLIENTS ) { gentity_t *te = G_TempEntity( ent->client->ps.origin, EV_SIEGESPEC ); te->s.time = g_siegeRespawnCheck; te->s.owner = ent->s.number; } return; } } SiegeRespawn(ent); } else { gentity_t *tent; ClientSpawn(ent); // add a teleportation effect tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_IN ); tent->s.clientNum = ent->s.clientNum; } } /* ================ TeamCount Returns number of players on a team ================ */ team_t TeamCount( int ignoreClientNum, int team ) { int i; int count = 0; for ( i = 0 ; i < level.maxclients ; i++ ) { if ( i == ignoreClientNum ) { continue; } if ( level.clients[i].pers.connected == CON_DISCONNECTED ) { continue; } if ( level.clients[i].sess.sessionTeam == team ) { count++; } else if (g_gametype.integer == GT_SIEGE && level.clients[i].sess.siegeDesiredTeam == team) { count++; } } return count; } /* ================ TeamLeader Returns the client number of the team leader ================ */ int TeamLeader( int team ) { int i; for ( i = 0 ; i < level.maxclients ; i++ ) { if ( level.clients[i].pers.connected == CON_DISCONNECTED ) { continue; } if ( level.clients[i].sess.sessionTeam == team ) { if ( level.clients[i].sess.teamLeader ) return i; } } return -1; } /* ================ PickTeam ================ */ team_t PickTeam( int ignoreClientNum ) { int counts[TEAM_NUM_TEAMS]; counts[TEAM_BLUE] = TeamCount( ignoreClientNum, TEAM_BLUE ); counts[TEAM_RED] = TeamCount( ignoreClientNum, TEAM_RED ); if ( counts[TEAM_BLUE] > counts[TEAM_RED] ) { return TEAM_RED; } if ( counts[TEAM_RED] > counts[TEAM_BLUE] ) { return TEAM_BLUE; } // equal team count, so join the team with the lowest score if ( level.teamScores[TEAM_BLUE] > level.teamScores[TEAM_RED] ) { return TEAM_RED; } return TEAM_BLUE; } /* =========== ForceClientSkin Forces a client's skin (for teamplay) =========== */ /* static void ForceClientSkin( gclient_t *client, char *model, const char *skin ) { char *p; if ((p = Q_strrchr(model, '/')) != 0) { *p = 0; } Q_strcat(model, MAX_QPATH, "/"); Q_strcat(model, MAX_QPATH, skin); } */ /* =========== ClientCheckName ============ */ static void ClientCleanName( const char *in, char *out, int outSize ) { int len, colorlessLen; char ch; char *p; int spaces; //save room for trailing null byte outSize--; len = 0; colorlessLen = 0; p = out; *p = 0; spaces = 0; while( 1 ) { ch = *in++; if( !ch ) { break; } // don't allow leading spaces if( !*p && ch == ' ' ) { continue; } // check colors if( ch == Q_COLOR_ESCAPE ) { // solo trailing carat is not a color prefix if( !*in ) { break; } // don't allow black in a name, period if( ColorIndex(*in) == 0 ) { in++; continue; } // make sure room in dest for both chars if( len > outSize - 2 ) { break; } *out++ = ch; *out++ = *in++; len += 2; continue; } // don't allow too many consecutive spaces if( ch == ' ' ) { spaces++; if( spaces > 3 ) { continue; } } else { spaces = 0; } if( len > outSize - 1 ) { break; } *out++ = ch; colorlessLen++; len++; } *out = 0; // don't allow empty names if( *p == 0 || colorlessLen == 0 ) { Q_strncpyz( p, "Padawan", outSize ); } } #ifdef _DEBUG void G_DebugWrite(const char *path, const char *text) { fileHandle_t f; trap_FS_FOpenFile( path, &f, FS_APPEND ); trap_FS_Write(text, strlen(text), f); trap_FS_FCloseFile(f); } #endif qboolean G_SaberModelSetup(gentity_t *ent) { int i = 0; qboolean fallbackForSaber = qtrue; while (i < MAX_SABERS) { if (ent->client->saber[i].model[0]) { //first kill it off if we've already got it if (ent->client->weaponGhoul2[i]) { trap_G2API_CleanGhoul2Models(&(ent->client->weaponGhoul2[i])); } trap_G2API_InitGhoul2Model(&ent->client->weaponGhoul2[i], ent->client->saber[i].model, 0, 0, -20, 0, 0); if (ent->client->weaponGhoul2[i]) { int j = 0; char *tagName; int tagBolt; if (ent->client->saber[i].skin) { trap_G2API_SetSkin(ent->client->weaponGhoul2[i], 0, ent->client->saber[i].skin, ent->client->saber[i].skin); } if (ent->client->saber[i].saberFlags & SFL_BOLT_TO_WRIST) { trap_G2API_SetBoltInfo(ent->client->weaponGhoul2[i], 0, 3+i); } else { // bolt to right hand for 0, or left hand for 1 trap_G2API_SetBoltInfo(ent->client->weaponGhoul2[i], 0, i); } //Add all the bolt points while (j < ent->client->saber[i].numBlades) { tagName = va("*blade%i", j+1); tagBolt = trap_G2API_AddBolt(ent->client->weaponGhoul2[i], 0, tagName); if (tagBolt == -1) { if (j == 0) { //guess this is an 0ldsk3wl saber tagBolt = trap_G2API_AddBolt(ent->client->weaponGhoul2[i], 0, "*flash"); fallbackForSaber = qfalse; break; } if (tagBolt == -1) { assert(0); break; } } j++; fallbackForSaber = qfalse; //got at least one custom saber so don't need default } //Copy it into the main instance trap_G2API_CopySpecificGhoul2Model(ent->client->weaponGhoul2[i], 0, ent->ghoul2, i+1); } } else { break; } i++; } return fallbackForSaber; } /* =========== SetupGameGhoul2Model There are two ghoul2 model instances per player (actually three). One is on the clientinfo (the base for the client side player, and copied for player spawns and for corpses). One is attached to the centity itself, which is the model acutally animated and rendered by the system. The final is the game ghoul2 model. This is animated by pmove on the server, and is used for determining where the lightsaber should be, and for per-poly collision tests. =========== */ void *g2SaberInstance = NULL; #include "../namespace_begin.h" qboolean BG_IsValidCharacterModel(const char *modelName, const char *skinName); qboolean BG_ValidateSkinForTeam( const char *modelName, char *skinName, int team, float *colors ); void BG_GetVehicleModelName(char *modelname); #include "../namespace_end.h" void SetupGameGhoul2Model(gentity_t *ent, char *modelname, char *skinName) { int handle; char afilename[MAX_QPATH]; #if 0 char /**GLAName,*/ *slash; #endif char GLAName[MAX_QPATH]; vec3_t tempVec = {0,0,0}; // First things first. If this is a ghoul2 model, then let's make sure we demolish this first. if (ent->ghoul2 && trap_G2_HaveWeGhoul2Models(ent->ghoul2)) { trap_G2API_CleanGhoul2Models(&(ent->ghoul2)); } //rww - just load the "standard" model for the server" if (!precachedKyle) { int defSkin; Com_sprintf( afilename, sizeof( afilename ), "models/players/kyle/model.glm" ); handle = trap_G2API_InitGhoul2Model(&precachedKyle, afilename, 0, 0, -20, 0, 0); if (handle<0) { return; } defSkin = trap_R_RegisterSkin("models/players/kyle/model_default.skin"); trap_G2API_SetSkin(precachedKyle, 0, defSkin, defSkin); } if (precachedKyle && trap_G2_HaveWeGhoul2Models(precachedKyle)) { if (d_perPlayerGhoul2.integer || ent->s.number >= MAX_CLIENTS || G_PlayerHasCustomSkeleton(ent)) { //rww - allow option for perplayer models on server for collision and bolt stuff. char modelFullPath[MAX_QPATH]; char truncModelName[MAX_QPATH]; char skin[MAX_QPATH]; char vehicleName[MAX_QPATH]; int skinHandle = 0; int i = 0; char *p; // If this is a vehicle, get it's model name. if ( ent->client->NPC_class == CLASS_VEHICLE ) { strcpy(vehicleName, modelname); BG_GetVehicleModelName(modelname); strcpy(truncModelName, modelname); skin[0] = 0; if ( ent->m_pVehicle && ent->m_pVehicle->m_pVehicleInfo && ent->m_pVehicle->m_pVehicleInfo->skin && ent->m_pVehicle->m_pVehicleInfo->skin[0] ) { skinHandle = trap_R_RegisterSkin(va("models/players/%s/model_%s.skin", modelname, ent->m_pVehicle->m_pVehicleInfo->skin)); } else { skinHandle = trap_R_RegisterSkin(va("models/players/%s/model_default.skin", modelname)); } } else { if (skinName && skinName[0]) { strcpy(skin, skinName); strcpy(truncModelName, modelname); } else { strcpy(skin, "default"); strcpy(truncModelName, modelname); p = Q_strrchr(truncModelName, '/'); if (p) { *p = 0; p++; while (p && *p) { skin[i] = *p; i++; p++; } skin[i] = 0; i = 0; } if (!BG_IsValidCharacterModel(truncModelName, skin)) { strcpy(truncModelName, "kyle"); strcpy(skin, "default"); } if ( g_gametype.integer >= GT_TEAM && g_gametype.integer != GT_SIEGE && !g_trueJedi.integer ) { BG_ValidateSkinForTeam( truncModelName, skin, ent->client->sess.sessionTeam, NULL ); } else if (g_gametype.integer == GT_SIEGE) { //force skin for class if appropriate if (ent->client->siegeClass != -1) { siegeClass_t *scl = &bgSiegeClasses[ent->client->siegeClass]; if (scl->forcedSkin[0]) { strcpy(skin, scl->forcedSkin); } } } } } if (skin[0]) { char *useSkinName; if (strchr(skin, '|')) {//three part skin useSkinName = va("models/players/%s/|%s", truncModelName, skin); } else { useSkinName = va("models/players/%s/model_%s.skin", truncModelName, skin); } skinHandle = trap_R_RegisterSkin(useSkinName); } strcpy(modelFullPath, va("models/players/%s/model.glm", truncModelName)); handle = trap_G2API_InitGhoul2Model(&ent->ghoul2, modelFullPath, 0, skinHandle, -20, 0, 0); if (handle<0) { //Huh. Guess we don't have this model. Use the default. if (ent->ghoul2 && trap_G2_HaveWeGhoul2Models(ent->ghoul2)) { trap_G2API_CleanGhoul2Models(&(ent->ghoul2)); } ent->ghoul2 = NULL; trap_G2API_DuplicateGhoul2Instance(precachedKyle, &ent->ghoul2); } else { trap_G2API_SetSkin(ent->ghoul2, 0, skinHandle, skinHandle); GLAName[0] = 0; trap_G2API_GetGLAName( ent->ghoul2, 0, GLAName); if (!GLAName[0] || (!strstr(GLAName, "players/_humanoid/") && ent->s.number < MAX_CLIENTS && !G_PlayerHasCustomSkeleton(ent))) { //a bad model trap_G2API_CleanGhoul2Models(&(ent->ghoul2)); ent->ghoul2 = NULL; trap_G2API_DuplicateGhoul2Instance(precachedKyle, &ent->ghoul2); } if (ent->s.number >= MAX_CLIENTS) { ent->s.modelGhoul2 = 1; //so we know to free it on the client when we're removed. if (skin[0]) { //append it after a * strcat( modelFullPath, va("*%s", skin) ); } if ( ent->client->NPC_class == CLASS_VEHICLE ) { //vehicles are tricky and send over their vehicle names as the model (the model is then retrieved based on the vehicle name) ent->s.modelindex = G_ModelIndex(vehicleName); } else { ent->s.modelindex = G_ModelIndex(modelFullPath); } } } } else { trap_G2API_DuplicateGhoul2Instance(precachedKyle, &ent->ghoul2); } } else { return; } //Attach the instance to this entity num so we can make use of client-server //shared operations if possible. trap_G2API_AttachInstanceToEntNum(ent->ghoul2, ent->s.number, qtrue); // The model is now loaded. GLAName[0] = 0; if (!BGPAFtextLoaded) { if (BG_ParseAnimationFile("models/players/_humanoid/animation.cfg", bgHumanoidAnimations, qtrue) == -1) { Com_Printf( "Failed to load humanoid animation file\n"); return; } } if (ent->s.number >= MAX_CLIENTS || G_PlayerHasCustomSkeleton(ent)) { ent->localAnimIndex = -1; GLAName[0] = 0; trap_G2API_GetGLAName(ent->ghoul2, 0, GLAName); if (GLAName[0] && !strstr(GLAName, "players/_humanoid/") /*&& !strstr(GLAName, "players/rockettrooper/")*/) { //it doesn't use humanoid anims. char *slash = Q_strrchr( GLAName, '/' ); if ( slash ) { strcpy(slash, "/animation.cfg"); ent->localAnimIndex = BG_ParseAnimationFile(GLAName, NULL, qfalse); } } else { //humanoid index. if (strstr(GLAName, "players/rockettrooper/")) { ent->localAnimIndex = 1; } else { ent->localAnimIndex = 0; } } if (ent->localAnimIndex == -1) { Com_Error(ERR_DROP, "NPC had an invalid GLA\n"); } } else { GLAName[0] = 0; trap_G2API_GetGLAName(ent->ghoul2, 0, GLAName); if (strstr(GLAName, "players/rockettrooper/")) { //assert(!"Should not have gotten in here with rockettrooper skel"); ent->localAnimIndex = 1; } else { ent->localAnimIndex = 0; } } if (ent->s.NPC_class == CLASS_VEHICLE && ent->m_pVehicle) { //do special vehicle stuff char strTemp[128]; int i; // Setup the default first bolt i = trap_G2API_AddBolt( ent->ghoul2, 0, "model_root" ); // Setup the droid unit. ent->m_pVehicle->m_iDroidUnitTag = trap_G2API_AddBolt( ent->ghoul2, 0, "*droidunit" ); // Setup the Exhausts. for ( i = 0; i < MAX_VEHICLE_EXHAUSTS; i++ ) { Com_sprintf( strTemp, 128, "*exhaust%i", i + 1 ); ent->m_pVehicle->m_iExhaustTag[i] = trap_G2API_AddBolt( ent->ghoul2, 0, strTemp ); } // Setup the Muzzles. for ( i = 0; i < MAX_VEHICLE_MUZZLES; i++ ) { Com_sprintf( strTemp, 128, "*muzzle%i", i + 1 ); ent->m_pVehicle->m_iMuzzleTag[i] = trap_G2API_AddBolt( ent->ghoul2, 0, strTemp ); if ( ent->m_pVehicle->m_iMuzzleTag[i] == -1 ) {//ergh, try *flash? Com_sprintf( strTemp, 128, "*flash%i", i + 1 ); ent->m_pVehicle->m_iMuzzleTag[i] = trap_G2API_AddBolt( ent->ghoul2, 0, strTemp ); } } // Setup the Turrets. for ( i = 0; i < MAX_VEHICLE_TURRET_MUZZLES; i++ ) { if ( ent->m_pVehicle->m_pVehicleInfo->turret[i].gunnerViewTag ) { ent->m_pVehicle->m_iGunnerViewTag[i] = trap_G2API_AddBolt( ent->ghoul2, 0, ent->m_pVehicle->m_pVehicleInfo->turret[i].gunnerViewTag ); } else { ent->m_pVehicle->m_iGunnerViewTag[i] = -1; } } } if (ent->client->ps.weapon == WP_SABER || ent->s.number < MAX_CLIENTS) { //a player or NPC saber user trap_G2API_AddBolt(ent->ghoul2, 0, "*r_hand"); trap_G2API_AddBolt(ent->ghoul2, 0, "*l_hand"); //rhand must always be first bolt. lhand always second. Whichever you want the //jetpack bolted to must always be third. trap_G2API_AddBolt(ent->ghoul2, 0, "*chestg"); //claw bolts trap_G2API_AddBolt(ent->ghoul2, 0, "*r_hand_cap_r_arm"); trap_G2API_AddBolt(ent->ghoul2, 0, "*l_hand_cap_l_arm"); trap_G2API_SetBoneAnim(ent->ghoul2, 0, "model_root", 0, 12, BONE_ANIM_OVERRIDE_LOOP, 1.0f, level.time, -1, -1); trap_G2API_SetBoneAngles(ent->ghoul2, 0, "upper_lumbar", tempVec, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, level.time); trap_G2API_SetBoneAngles(ent->ghoul2, 0, "cranium", tempVec, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, POSITIVE_X, NULL, 0, level.time); if (!g2SaberInstance) { trap_G2API_InitGhoul2Model(&g2SaberInstance, "models/weapons2/saber/saber_w.glm", 0, 0, -20, 0, 0); if (g2SaberInstance) { // indicate we will be bolted to model 0 (ie the player) on bolt 0 (always the right hand) when we get copied trap_G2API_SetBoltInfo(g2SaberInstance, 0, 0); // now set up the gun bolt on it trap_G2API_AddBolt(g2SaberInstance, 0, "*blade1"); } } if (G_SaberModelSetup(ent)) { if (g2SaberInstance) { trap_G2API_CopySpecificGhoul2Model(g2SaberInstance, 0, ent->ghoul2, 1); } } } if (ent->s.number >= MAX_CLIENTS) { //some extra NPC stuff if (trap_G2API_AddBolt(ent->ghoul2, 0, "lower_lumbar") == -1) { //check now to see if we have this bone for setting anims and such ent->noLumbar = qtrue; } } } /* =========== ClientUserInfoChanged Called from ClientConnect when the player first connects and directly by the server system when the player updates a userinfo variable. The game can override any of the settings and call trap_SetUserinfo if desired. ============ */ qboolean G_SetSaber(gentity_t *ent, int saberNum, char *saberName, qboolean siegeOverride); void G_ValidateSiegeClassForTeam(gentity_t *ent, int team); void ClientUserinfoChanged( int clientNum ) { gentity_t *ent; int teamTask, teamLeader, team, health; char *s; char model[MAX_QPATH]; //char headModel[MAX_QPATH]; char forcePowers[MAX_QPATH]; char oldname[MAX_STRING_CHARS]; gclient_t *client; char c1[MAX_INFO_STRING]; char c2[MAX_INFO_STRING]; // char redTeam[MAX_INFO_STRING]; // char blueTeam[MAX_INFO_STRING]; char userinfo[MAX_INFO_STRING]; char className[MAX_QPATH]; //name of class type to use in siege char saberName[MAX_QPATH]; char saber2Name[MAX_QPATH]; char *value; int maxHealth; qboolean modelChanged = qfalse; ent = g_entities + clientNum; client = ent->client; trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) ); // check for malformed or illegal info strings if ( !Info_Validate(userinfo) ) { strcpy (userinfo, "\\name\\badinfo"); } // check for local client s = Info_ValueForKey( userinfo, "ip" ); if ( !strcmp( s, "localhost" ) ) { client->pers.localClient = qtrue; } // check the item prediction s = Info_ValueForKey( userinfo, "cg_predictItems" ); if ( !atoi( s ) ) { client->pers.predictItemPickup = qfalse; } else { client->pers.predictItemPickup = qtrue; } // set name Q_strncpyz ( oldname, client->pers.netname, sizeof( oldname ) ); s = Info_ValueForKey (userinfo, "name"); ClientCleanName( s, client->pers.netname, sizeof(client->pers.netname) ); if ( client->sess.sessionTeam == TEAM_SPECTATOR ) { if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD ) { Q_strncpyz( client->pers.netname, "scoreboard", sizeof(client->pers.netname) ); } } if ( client->pers.connected == CON_CONNECTED ) { if ( strcmp( oldname, client->pers.netname ) ) { if ( client->pers.netnameTime > level.time ) { trap_SendServerCommand( clientNum, va("print \"%s\n\"", G_GetStringEdString("MP_SVGAME", "NONAMECHANGE")) ); Info_SetValueForKey( userinfo, "name", oldname ); trap_SetUserinfo( clientNum, userinfo ); strcpy ( client->pers.netname, oldname ); } else { trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " %s %s\n\"", oldname, G_GetStringEdString("MP_SVGAME", "PLRENAME"), client->pers.netname) ); client->pers.netnameTime = level.time + 5000; } } } // set model Q_strncpyz( model, Info_ValueForKey (userinfo, "model"), sizeof( model ) ); if (d_perPlayerGhoul2.integer) { if (Q_stricmp(model, client->modelname)) { strcpy(client->modelname, model); modelChanged = qtrue; } } //Get the skin RGB based on his userinfo value = Info_ValueForKey (userinfo, "char_color_red"); if (value) { client->ps.customRGBA[0] = atoi(value); } else { client->ps.customRGBA[0] = 255; } value = Info_ValueForKey (userinfo, "char_color_green"); if (value) { client->ps.customRGBA[1] = atoi(value); } else { client->ps.customRGBA[1] = 255; } value = Info_ValueForKey (userinfo, "char_color_blue"); if (value) { client->ps.customRGBA[2] = atoi(value); } else { client->ps.customRGBA[2] = 255; } if ((client->ps.customRGBA[0]+client->ps.customRGBA[1]+client->ps.customRGBA[2]) < 100) { //hmm, too dark! client->ps.customRGBA[0] = client->ps.customRGBA[1] = client->ps.customRGBA[2] = 255; } client->ps.customRGBA[3]=255; Q_strncpyz( forcePowers, Info_ValueForKey (userinfo, "forcepowers"), sizeof( forcePowers ) ); // bots set their team a few frames later if (g_gametype.integer >= GT_TEAM && g_entities[clientNum].r.svFlags & SVF_BOT) { s = Info_ValueForKey( userinfo, "team" ); if ( !Q_stricmp( s, "red" ) || !Q_stricmp( s, "r" ) ) { team = TEAM_RED; } else if ( !Q_stricmp( s, "blue" ) || !Q_stricmp( s, "b" ) ) { team = TEAM_BLUE; } else { // pick the team with the least number of players team = PickTeam( clientNum ); } } else { team = client->sess.sessionTeam; } //Set the siege class if (g_gametype.integer == GT_SIEGE) { strcpy(className, client->sess.siegeClass); //This function will see if the given class is legal for the given team. //If not className will be filled in with the first legal class for this team. /* if (!BG_SiegeCheckClassLegality(team, className) && Q_stricmp(client->sess.siegeClass, "none")) { //if it isn't legal pop up the class menu trap_SendServerCommand(ent-g_entities, "scl"); } */ //Now that the team is legal for sure, we'll go ahead and get an index for it. client->siegeClass = BG_SiegeFindClassIndexByName(className); if (client->siegeClass == -1) { //ok, get the first valid class for the team you're on then, I guess. BG_SiegeCheckClassLegality(team, className); strcpy(client->sess.siegeClass, className); client->siegeClass = BG_SiegeFindClassIndexByName(className); } else { //otherwise, make sure the class we are using is legal. G_ValidateSiegeClassForTeam(ent, team); strcpy(className, client->sess.siegeClass); } //Set the sabers if the class dictates if (client->siegeClass != -1) { siegeClass_t *scl = &bgSiegeClasses[client->siegeClass]; if (scl->saber1[0]) { G_SetSaber(ent, 0, scl->saber1, qtrue); } else { //default I guess G_SetSaber(ent, 0, "Kyle", qtrue); } if (scl->saber2[0]) { G_SetSaber(ent, 1, scl->saber2, qtrue); } else { //no second saber then G_SetSaber(ent, 1, "none", qtrue); } //make sure the saber models are updated G_SaberModelSetup(ent); if (scl->forcedModel[0]) { //be sure to override the model we actually use strcpy(model, scl->forcedModel); if (d_perPlayerGhoul2.integer) { if (Q_stricmp(model, client->modelname)) { strcpy(client->modelname, model); modelChanged = qtrue; } } } //force them to use their class model on the server, if the class dictates if (G_PlayerHasCustomSkeleton(ent)) { if (Q_stricmp(model, client->modelname) || ent->localAnimIndex == 0) { strcpy(client->modelname, model); modelChanged = qtrue; } } } } else { strcpy(className, "none"); } //Set the saber name strcpy(saberName, client->sess.saberType); strcpy(saber2Name, client->sess.saber2Type); // set max health if (g_gametype.integer == GT_SIEGE && client->siegeClass != -1) { siegeClass_t *scl = &bgSiegeClasses[client->siegeClass]; maxHealth = 100; if (scl->maxhealth) { maxHealth = scl->maxhealth; } health = maxHealth; } else { maxHealth = 100; health = 100; //atoi( Info_ValueForKey( userinfo, "handicap" ) ); } client->pers.maxHealth = health; if ( client->pers.maxHealth < 1 || client->pers.maxHealth > maxHealth ) { client->pers.maxHealth = 100; } client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth; /* NOTE: all client side now // team switch( team ) { case TEAM_RED: ForceClientSkin(client, model, "red"); // ForceClientSkin(client, headModel, "red"); break; case TEAM_BLUE: ForceClientSkin(client, model, "blue"); // ForceClientSkin(client, headModel, "blue"); break; } // don't ever use a default skin in teamplay, it would just waste memory // however bots will always join a team but they spawn in as spectator if ( g_gametype.integer >= GT_TEAM && team == TEAM_SPECTATOR) { ForceClientSkin(client, model, "red"); // ForceClientSkin(client, headModel, "red"); } */ if (g_gametype.integer >= GT_TEAM) { client->pers.teamInfo = qtrue; } else { s = Info_ValueForKey( userinfo, "teamoverlay" ); if ( ! *s || atoi( s ) != 0 ) { client->pers.teamInfo = qtrue; } else { client->pers.teamInfo = qfalse; } } /* s = Info_ValueForKey( userinfo, "cg_pmove_fixed" ); if ( !*s || atoi( s ) == 0 ) { client->pers.pmoveFixed = qfalse; } else { client->pers.pmoveFixed = qtrue; } */ // team task (0 = none, 1 = offence, 2 = defence) teamTask = atoi(Info_ValueForKey(userinfo, "teamtask")); // team Leader (1 = leader, 0 is normal player) teamLeader = client->sess.teamLeader; // colors strcpy(c1, Info_ValueForKey( userinfo, "color1" )); strcpy(c2, Info_ValueForKey( userinfo, "color2" )); // strcpy(redTeam, Info_ValueForKey( userinfo, "g_redteam" )); // strcpy(blueTeam, Info_ValueForKey( userinfo, "g_blueteam" )); // send over a subset of the userinfo keys so other clients can // print scoreboards, display models, and play custom sounds if ( ent->r.svFlags & SVF_BOT ) { s = va("n\\%s\\t\\%i\\model\\%s\\c1\\%s\\c2\\%s\\hc\\%i\\w\\%i\\l\\%i\\skill\\%s\\tt\\%d\\tl\\%d\\siegeclass\\%s\\st\\%s\\st2\\%s\\dt\\%i\\sdt\\%i", client->pers.netname, team, model, c1, c2, client->pers.maxHealth, client->sess.wins, client->sess.losses, Info_ValueForKey( userinfo, "skill" ), teamTask, teamLeader, className, saberName, saber2Name, client->sess.duelTeam, client->sess.siegeDesiredTeam ); } else { if (g_gametype.integer == GT_SIEGE) { //more crap to send s = va("n\\%s\\t\\%i\\model\\%s\\c1\\%s\\c2\\%s\\hc\\%i\\w\\%i\\l\\%i\\tt\\%d\\tl\\%d\\siegeclass\\%s\\st\\%s\\st2\\%s\\dt\\%i\\sdt\\%i", client->pers.netname, client->sess.sessionTeam, model, c1, c2, client->pers.maxHealth, client->sess.wins, client->sess.losses, teamTask, teamLeader, className, saberName, saber2Name, client->sess.duelTeam, client->sess.siegeDesiredTeam); } else { s = va("n\\%s\\t\\%i\\model\\%s\\c1\\%s\\c2\\%s\\hc\\%i\\w\\%i\\l\\%i\\tt\\%d\\tl\\%d\\st\\%s\\st2\\%s\\dt\\%i", client->pers.netname, client->sess.sessionTeam, model, c1, c2, client->pers.maxHealth, client->sess.wins, client->sess.losses, teamTask, teamLeader, saberName, saber2Name, client->sess.duelTeam); } } trap_SetConfigstring( CS_PLAYERS+clientNum, s ); if (modelChanged) //only going to be true for allowable server-side custom skeleton cases { //update the server g2 instance if appropriate char *modelname = Info_ValueForKey (userinfo, "model"); SetupGameGhoul2Model(ent, modelname, NULL); if (ent->ghoul2 && ent->client) { ent->client->renderInfo.lastG2 = NULL; //update the renderinfo bolts next update. } client->torsoAnimExecute = client->legsAnimExecute = -1; client->torsoLastFlip = client->legsLastFlip = qfalse; } if (g_logClientInfo.integer) { G_LogPrintf( "ClientUserinfoChanged: %i %s\n", clientNum, s ); } } /* =========== ClientConnect Called when a player begins connecting to the server. Called again for every map change or tournement restart. The session information will be valid after exit. Return NULL if the client should be allowed, otherwise return a string with the reason for denial. Otherwise, the client will be sent the current gamestate and will eventually get to ClientBegin. firstTime will be qtrue the very first time a client connects to the server machine, but qfalse on map changes and tournement restarts. ============ */ char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot ) { char *value; // char *areabits; gclient_t *client; char userinfo[MAX_INFO_STRING]; char IPstring[32]={0}; gentity_t *ent; gentity_t *te; ent = &g_entities[ clientNum ]; trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) ); // check to see if they are on the banned IP list value = Info_ValueForKey (userinfo, "ip"); Q_strncpyz(IPstring, value, sizeof(IPstring) ); if ( G_FilterPacket( value ) ) { return "Banned."; } if ( !( ent->r.svFlags & SVF_BOT ) && !isBot && g_needpass.integer ) { // check for a password value = Info_ValueForKey (userinfo, "password"); if ( g_password.string[0] && Q_stricmp( g_password.string, "none" ) && strcmp( g_password.string, value) != 0) { static char sTemp[1024]; Q_strncpyz(sTemp, G_GetStringEdString("MP_SVGAME","INVALID_ESCAPE_TO_MAIN"), sizeof (sTemp) ); return sTemp;// return "Invalid password"; } } // they can connect ent->client = level.clients + clientNum; client = ent->client; //assign the pointer for bg entity access ent->playerState = &ent->client->ps; // areabits = client->areabits; memset( client, 0, sizeof(*client) ); client->pers.connected = CON_CONNECTING; // read or initialize the session data if ( firstTime || level.newSession ) { G_InitSessionData( client, userinfo, isBot ); } G_ReadSessionData( client ); client->sess.IPstring[0] = 0; Q_strncpyz(client->sess.IPstring, IPstring, sizeof(client->sess.IPstring) ); if (g_gametype.integer == GT_SIEGE && (firstTime || level.newSession)) { //if this is the first time then auto-assign a desired siege team and show briefing for that team client->sess.siegeDesiredTeam = 0;//PickTeam(ent->s.number); /* trap_SendServerCommand(ent->s.number, va("sb %i", client->sess.siegeDesiredTeam)); */ //don't just show it - they'll see it if they switch to a team on purpose. } if (g_gametype.integer == GT_SIEGE && client->sess.sessionTeam != TEAM_SPECTATOR) { if (firstTime || level.newSession) { //start as spec client->sess.siegeDesiredTeam = client->sess.sessionTeam; client->sess.sessionTeam = TEAM_SPECTATOR; } } else if (g_gametype.integer == GT_POWERDUEL && client->sess.sessionTeam != TEAM_SPECTATOR) { client->sess.sessionTeam = TEAM_SPECTATOR; } if( isBot ) { ent->r.svFlags |= SVF_BOT; ent->inuse = qtrue; if( !G_BotConnect( clientNum, !firstTime ) ) { return "BotConnectfailed"; } } // get and distribute relevent paramters G_LogPrintf( "ClientConnect: %i\n", clientNum ); ClientUserinfoChanged( clientNum ); G_LogPrintf( "%s connected with IP: %s\n", client->pers.netname, client->sess.IPstring ); // don't do the "xxx connected" messages if they were caried over from previous level if ( firstTime ) { trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " %s\n\"", client->pers.netname, G_GetStringEdString("MP_SVGAME", "PLCONNECT")) ); } if ( g_gametype.integer >= GT_TEAM && client->sess.sessionTeam != TEAM_SPECTATOR ) { BroadcastTeamChange( client, -1 ); } // count current clients and rank for scoreboard CalculateRanks(); te = G_TempEntity( vec3_origin, EV_CLIENTJOIN ); te->r.svFlags |= SVF_BROADCAST; te->s.eventParm = clientNum; // for statistics // client->areabits = areabits; // if ( !client->areabits ) // client->areabits = G_Alloc( (trap_AAS_PointReachabilityAreaIndex( NULL ) + 7) / 8 ); return NULL; } void G_WriteClientSessionData( gclient_t *client ); #include "../namespace_begin.h" void WP_SetSaber( int entNum, saberInfo_t *sabers, int saberNum, const char *saberName ); #include "../namespace_end.h" /* =========== ClientBegin called when a client has finished connecting, and is ready to be placed into the level. This will happen every level load, and on transition between teams, but doesn't happen on respawns ============ */ extern qboolean gSiegeRoundBegun; extern qboolean gSiegeRoundEnded; void SetTeamQuick(gentity_t *ent, int team, qboolean doBegin); void ClientBegin( int clientNum, qboolean allowTeamReset ) { gentity_t *ent; gclient_t *client; gentity_t *tent; int flags, i; char userinfo[MAX_INFO_VALUE], *modelname; ent = g_entities + clientNum; if ((ent->r.svFlags & SVF_BOT) && g_gametype.integer >= GT_TEAM) { if (allowTeamReset) { const char *team = "Red"; int preSess; //SetTeam(ent, ""); ent->client->sess.sessionTeam = PickTeam(-1); trap_GetUserinfo(clientNum, userinfo, MAX_INFO_STRING); if (ent->client->sess.sessionTeam == TEAM_SPECTATOR) { ent->client->sess.sessionTeam = TEAM_RED; } if (ent->client->sess.sessionTeam == TEAM_RED) { team = "Red"; } else { team = "Blue"; } Info_SetValueForKey( userinfo, "team", team ); trap_SetUserinfo( clientNum, userinfo ); ent->client->ps.persistant[ PERS_TEAM ] = ent->client->sess.sessionTeam; preSess = ent->client->sess.sessionTeam; G_ReadSessionData( ent->client ); ent->client->sess.sessionTeam = preSess; G_WriteClientSessionData(ent->client); ClientUserinfoChanged( clientNum ); ClientBegin(clientNum, qfalse); return; } } client = level.clients + clientNum; if ( ent->r.linked ) { trap_UnlinkEntity( ent ); } G_InitGentity( ent ); ent->touch = 0; ent->pain = 0; ent->client = client; //assign the pointer for bg entity access ent->playerState = &ent->client->ps; client->pers.connected = CON_CONNECTED; client->pers.enterTime = level.time; client->pers.teamState.state = TEAM_BEGIN; // save eflags around this, because changing teams will // cause this to happen with a valid entity, and we // want to make sure the teleport bit is set right // so the viewpoint doesn't interpolate through the // world to the new position flags = client->ps.eFlags; i = 0; while (i < NUM_FORCE_POWERS) { if (ent->client->ps.fd.forcePowersActive & (1 << i)) { WP_ForcePowerStop(ent, i); } i++; } i = TRACK_CHANNEL_1; while (i < NUM_TRACK_CHANNELS) { if (ent->client->ps.fd.killSoundEntIndex[i-50] && ent->client->ps.fd.killSoundEntIndex[i-50] < MAX_GENTITIES && ent->client->ps.fd.killSoundEntIndex[i-50] > 0) { G_MuteSound(ent->client->ps.fd.killSoundEntIndex[i-50], CHAN_VOICE); } i++; } i = 0; memset( &client->ps, 0, sizeof( client->ps ) ); client->ps.eFlags = flags; client->ps.hasDetPackPlanted = qfalse; //first-time force power initialization WP_InitForcePowers( ent ); //init saber ent WP_SaberInitBladeData( ent ); // First time model setup for that player. trap_GetUserinfo( clientNum, userinfo, sizeof(userinfo) ); modelname = Info_ValueForKey (userinfo, "model"); SetupGameGhoul2Model(ent, modelname, NULL); if (ent->ghoul2 && ent->client) { ent->client->renderInfo.lastG2 = NULL; //update the renderinfo bolts next update. } if (g_gametype.integer == GT_POWERDUEL && client->sess.sessionTeam != TEAM_SPECTATOR && client->sess.duelTeam == DUELTEAM_FREE) { SetTeam(ent, "s"); } else { if (g_gametype.integer == GT_SIEGE && (!gSiegeRoundBegun || gSiegeRoundEnded)) { SetTeamQuick(ent, TEAM_SPECTATOR, qfalse); } if ((ent->r.svFlags & SVF_BOT) && g_gametype.integer != GT_SIEGE) { char *saberVal = Info_ValueForKey(userinfo, "saber1"); char *saber2Val = Info_ValueForKey(userinfo, "saber2"); if (!saberVal || !saberVal[0]) { //blah, set em up with a random saber int r = rand()%50; char sab1[1024]; char sab2[1024]; if (r <= 17) { strcpy(sab1, "Katarn"); strcpy(sab2, "none"); } else if (r <= 34) { strcpy(sab1, "Katarn"); strcpy(sab2, "Katarn"); } else { strcpy(sab1, "dual_1"); strcpy(sab2, "none"); } G_SetSaber(ent, 0, sab1, qfalse); G_SetSaber(ent, 0, sab2, qfalse); Info_SetValueForKey( userinfo, "saber1", sab1 ); Info_SetValueForKey( userinfo, "saber2", sab2 ); trap_SetUserinfo( clientNum, userinfo ); } else { G_SetSaber(ent, 0, saberVal, qfalse); } if (saberVal && saberVal[0] && (!saber2Val || !saber2Val[0])) { G_SetSaber(ent, 0, "none", qfalse); Info_SetValueForKey( userinfo, "saber2", "none" ); trap_SetUserinfo( clientNum, userinfo ); } else { G_SetSaber(ent, 0, saber2Val, qfalse); } } // locate ent at a spawn point ClientSpawn( ent ); } if ( client->sess.sessionTeam != TEAM_SPECTATOR ) { // send event tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_IN ); tent->s.clientNum = ent->s.clientNum; if ( g_gametype.integer != GT_DUEL || g_gametype.integer == GT_POWERDUEL ) { trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " %s\n\"", client->pers.netname, G_GetStringEdString("MP_SVGAME", "PLENTER")) ); } } G_LogPrintf( "ClientBegin: %i\n", clientNum ); // count current clients and rank for scoreboard CalculateRanks(); G_ClearClientLog(clientNum); } static qboolean AllForceDisabled(int force) { int i; if (force) { for (i=0;iclient); if (ent->s.NPC_class == CLASS_VEHICLE || ent->localAnimIndex > 1) { //no broken limbs for vehicles and non-humanoids return; } if (!arm) { //repair him ent->client->ps.brokenLimbs = 0; return; } if (ent->client->ps.fd.saberAnimLevel == SS_STAFF) { //I'm too lazy to deal with this as well for now. return; } if (arm == BROKENLIMB_LARM) { if (ent->client->saber[1].model[0] && ent->client->ps.weapon == WP_SABER && !ent->client->ps.saberHolstered && ent->client->saber[1].soundOff) { //the left arm shuts off its saber upon being broken G_Sound(ent, CHAN_AUTO, ent->client->saber[1].soundOff); } } ent->client->ps.brokenLimbs = 0; //make sure it's cleared out ent->client->ps.brokenLimbs |= (1 << arm); //this arm is now marked as broken //Do a pain anim based on the side. Since getting your arm broken does tend to hurt. if (arm == BROKENLIMB_LARM) { anim = BOTH_PAIN2; } else if (arm == BROKENLIMB_RARM) { anim = BOTH_PAIN3; } if (anim == -1) { return; } G_SetAnim(ent, &ent->client->pers.cmd, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0); //This could be combined into a single event. But I guess limbs don't break often enough to //worry about it. G_EntitySound( ent, CHAN_VOICE, G_SoundIndex("*pain25.wav") ); //FIXME: A nice bone snapping sound instead if possible G_Sound(ent, CHAN_AUTO, G_SoundIndex( va("sound/player/bodyfall_human%i.wav", Q_irand(1, 3)) )); } //Update the ghoul2 instance anims based on the playerstate values #include "../namespace_begin.h" qboolean BG_SaberStanceAnim( int anim ); qboolean PM_RunningAnim( int anim ); #include "../namespace_end.h" void G_UpdateClientAnims(gentity_t *self, float animSpeedScale) { static int f; static int torsoAnim; static int legsAnim; static int firstFrame, lastFrame; static int aFlags; static float animSpeed, lAnimSpeedScale; qboolean setTorso = qfalse; torsoAnim = (self->client->ps.torsoAnim); legsAnim = (self->client->ps.legsAnim); if (self->client->ps.saberLockFrame) { trap_G2API_SetBoneAnim(self->ghoul2, 0, "model_root", self->client->ps.saberLockFrame, self->client->ps.saberLockFrame+1, BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND, animSpeedScale, level.time, -1, 150); trap_G2API_SetBoneAnim(self->ghoul2, 0, "lower_lumbar", self->client->ps.saberLockFrame, self->client->ps.saberLockFrame+1, BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND, animSpeedScale, level.time, -1, 150); trap_G2API_SetBoneAnim(self->ghoul2, 0, "Motion", self->client->ps.saberLockFrame, self->client->ps.saberLockFrame+1, BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND, animSpeedScale, level.time, -1, 150); return; } if (self->localAnimIndex > 1 && bgAllAnims[self->localAnimIndex].anims[legsAnim].firstFrame == 0 && bgAllAnims[self->localAnimIndex].anims[legsAnim].numFrames == 0) { //We'll allow this for non-humanoids. goto tryTorso; } if (self->client->legsAnimExecute != legsAnim || self->client->legsLastFlip != self->client->ps.legsFlip) { animSpeed = 50.0f / bgAllAnims[self->localAnimIndex].anims[legsAnim].frameLerp; lAnimSpeedScale = (animSpeed *= animSpeedScale); if (bgAllAnims[self->localAnimIndex].anims[legsAnim].loopFrames != -1) { aFlags = BONE_ANIM_OVERRIDE_LOOP; } else { aFlags = BONE_ANIM_OVERRIDE_FREEZE; } if (animSpeed < 0) { lastFrame = bgAllAnims[self->localAnimIndex].anims[legsAnim].firstFrame; firstFrame = bgAllAnims[self->localAnimIndex].anims[legsAnim].firstFrame + bgAllAnims[self->localAnimIndex].anims[legsAnim].numFrames; } else { firstFrame = bgAllAnims[self->localAnimIndex].anims[legsAnim].firstFrame; lastFrame = bgAllAnims[self->localAnimIndex].anims[legsAnim].firstFrame + bgAllAnims[self->localAnimIndex].anims[legsAnim].numFrames; } aFlags |= BONE_ANIM_BLEND; //since client defaults to blend. Not sure if this will make much difference if any on server position, but it's here just for the sake of matching them. trap_G2API_SetBoneAnim(self->ghoul2, 0, "model_root", firstFrame, lastFrame, aFlags, lAnimSpeedScale, level.time, -1, 150); self->client->legsAnimExecute = legsAnim; self->client->legsLastFlip = self->client->ps.legsFlip; } tryTorso: if (self->localAnimIndex > 1 && bgAllAnims[self->localAnimIndex].anims[torsoAnim].firstFrame == 0 && bgAllAnims[self->localAnimIndex].anims[torsoAnim].numFrames == 0) { //If this fails as well just return. return; } else if (self->s.number >= MAX_CLIENTS && self->s.NPC_class == CLASS_VEHICLE) { //we only want to set the root bone for vehicles return; } if ((self->client->torsoAnimExecute != torsoAnim || self->client->torsoLastFlip != self->client->ps.torsoFlip) && !self->noLumbar) { aFlags = 0; animSpeed = 0; f = torsoAnim; BG_SaberStartTransAnim(self->s.number, self->client->ps.fd.saberAnimLevel, self->client->ps.weapon, f, &animSpeedScale, self->client->ps.brokenLimbs); animSpeed = 50.0f / bgAllAnims[self->localAnimIndex].anims[f].frameLerp; lAnimSpeedScale = (animSpeed *= animSpeedScale); if (bgAllAnims[self->localAnimIndex].anims[f].loopFrames != -1) { aFlags = BONE_ANIM_OVERRIDE_LOOP; } else { aFlags = BONE_ANIM_OVERRIDE_FREEZE; } aFlags |= BONE_ANIM_BLEND; //since client defaults to blend. Not sure if this will make much difference if any on client position, but it's here just for the sake of matching them. if (animSpeed < 0) { lastFrame = bgAllAnims[self->localAnimIndex].anims[f].firstFrame; firstFrame = bgAllAnims[self->localAnimIndex].anims[f].firstFrame + bgAllAnims[self->localAnimIndex].anims[f].numFrames; } else { firstFrame = bgAllAnims[self->localAnimIndex].anims[f].firstFrame; lastFrame = bgAllAnims[self->localAnimIndex].anims[f].firstFrame + bgAllAnims[self->localAnimIndex].anims[f].numFrames; } trap_G2API_SetBoneAnim(self->ghoul2, 0, "lower_lumbar", firstFrame, lastFrame, aFlags, lAnimSpeedScale, level.time, /*firstFrame why was it this before?*/-1, 150); self->client->torsoAnimExecute = torsoAnim; self->client->torsoLastFlip = self->client->ps.torsoFlip; setTorso = qtrue; } if (setTorso && self->localAnimIndex <= 1) { //only set the motion bone for humanoids. trap_G2API_SetBoneAnim(self->ghoul2, 0, "Motion", firstFrame, lastFrame, aFlags, lAnimSpeedScale, level.time, -1, 150); } #if 0 //disabled for now if (self->client->ps.brokenLimbs != self->client->brokenLimbs || setTorso) { if (self->localAnimIndex <= 1 && self->client->ps.brokenLimbs && (self->client->ps.brokenLimbs & (1 << BROKENLIMB_LARM))) { //broken left arm char *brokenBone = "lhumerus"; animation_t *armAnim; int armFirstFrame; int armLastFrame; int armFlags = 0; float armAnimSpeed; armAnim = &bgAllAnims[self->localAnimIndex].anims[ BOTH_DEAD21 ]; self->client->brokenLimbs = self->client->ps.brokenLimbs; armFirstFrame = armAnim->firstFrame; armLastFrame = armAnim->firstFrame+armAnim->numFrames; armAnimSpeed = 50.0f / armAnim->frameLerp; armFlags = (BONE_ANIM_OVERRIDE_LOOP|BONE_ANIM_BLEND); trap_G2API_SetBoneAnim(self->ghoul2, 0, brokenBone, armFirstFrame, armLastFrame, armFlags, armAnimSpeed, level.time, -1, 150); } else if (self->localAnimIndex <= 1 && self->client->ps.brokenLimbs && (self->client->ps.brokenLimbs & (1 << BROKENLIMB_RARM))) { //broken right arm char *brokenBone = "rhumerus"; char *supportBone = "lhumerus"; self->client->brokenLimbs = self->client->ps.brokenLimbs; //Only put the arm in a broken pose if the anim is such that we //want to allow it. if ((//self->client->ps.weapon == WP_MELEE || self->client->ps.weapon != WP_SABER || BG_SaberStanceAnim(self->client->ps.torsoAnim) || PM_RunningAnim(self->client->ps.torsoAnim)) && (!self->client->saber[1].model[0] || self->client->ps.weapon != WP_SABER)) { int armFirstFrame; int armLastFrame; int armFlags = 0; float armAnimSpeed; animation_t *armAnim; if (self->client->ps.weapon == WP_MELEE || self->client->ps.weapon == WP_SABER || self->client->ps.weapon == WP_BRYAR_PISTOL) { //don't affect this arm if holding a gun, just make the other arm support it armAnim = &bgAllAnims[self->localAnimIndex].anims[ BOTH_ATTACK2 ]; //armFirstFrame = armAnim->firstFrame; armFirstFrame = armAnim->firstFrame+armAnim->numFrames; armLastFrame = armAnim->firstFrame+armAnim->numFrames; armAnimSpeed = 50.0f / armAnim->frameLerp; armFlags = (BONE_ANIM_OVERRIDE_LOOP|BONE_ANIM_BLEND); trap_G2API_SetBoneAnim(self->ghoul2, 0, brokenBone, armFirstFrame, armLastFrame, armFlags, armAnimSpeed, level.time, -1, 150); } else { //we want to keep the broken bone updated for some cases trap_G2API_SetBoneAnim(self->ghoul2, 0, brokenBone, firstFrame, lastFrame, aFlags, lAnimSpeedScale, level.time, -1, 150); } if (self->client->ps.torsoAnim != BOTH_MELEE1 && self->client->ps.torsoAnim != BOTH_MELEE2 && (self->client->ps.torsoAnim == TORSO_WEAPONREADY2 || self->client->ps.torsoAnim == BOTH_ATTACK2 || self->client->ps.weapon < WP_BRYAR_PISTOL)) { //Now set the left arm to "support" the right one armAnim = &bgAllAnims[self->localAnimIndex].anims[ BOTH_STAND2 ]; armFirstFrame = armAnim->firstFrame; armLastFrame = armAnim->firstFrame+armAnim->numFrames; armAnimSpeed = 50.0f / armAnim->frameLerp; armFlags = (BONE_ANIM_OVERRIDE_LOOP|BONE_ANIM_BLEND); trap_G2API_SetBoneAnim(self->ghoul2, 0, supportBone, armFirstFrame, armLastFrame, armFlags, armAnimSpeed, level.time, -1, 150); } else { //we want to keep the support bone updated for some cases trap_G2API_SetBoneAnim(self->ghoul2, 0, supportBone, firstFrame, lastFrame, aFlags, lAnimSpeedScale, level.time, -1, 150); } } else { //otherwise, keep it set to the same as the torso trap_G2API_SetBoneAnim(self->ghoul2, 0, brokenBone, firstFrame, lastFrame, aFlags, lAnimSpeedScale, level.time, -1, 150); trap_G2API_SetBoneAnim(self->ghoul2, 0, supportBone, firstFrame, lastFrame, aFlags, lAnimSpeedScale, level.time, -1, 150); } } else if (self->client->brokenLimbs) { //remove the bone now so it can be set again char *brokenBone = NULL; int broken = 0; //Warning: Don't remove bones that you've added as bolts unless you want to invalidate your bolt index //(well, in theory, I haven't actually run into the problem) if (self->client->brokenLimbs & (1<client->brokenLimbs & (1<ghoul2, 0, "lhumerus", 0, 1, 0, 0, level.time, -1, 0); trap_G2API_RemoveBone(self->ghoul2, "lhumerus", 0); } assert(brokenBone); //Set the flags and stuff to 0, so that the remove will succeed trap_G2API_SetBoneAnim(self->ghoul2, 0, brokenBone, 0, 1, 0, 0, level.time, -1, 0); //Now remove it trap_G2API_RemoveBone(self->ghoul2, brokenBone, 0); self->client->brokenLimbs &= ~broken; } } #endif } /* =========== ClientSpawn Called every time a client is placed fresh in the world: after the first ClientBegin, and after each respawn Initializes all non-persistant parts of playerState ============ */ extern qboolean WP_HasForcePowers( const playerState_t *ps ); void ClientSpawn(gentity_t *ent) { int index; vec3_t spawn_origin, spawn_angles; gclient_t *client; int i; clientPersistant_t saved; clientSession_t savedSess; int persistant[MAX_PERSISTANT]; gentity_t *spawnPoint; int flags, gameFlags; int savedPing; int accuracy_hits, accuracy_shots; int eventSequence; char userinfo[MAX_INFO_STRING]; forcedata_t savedForce; int saveSaberNum = ENTITYNUM_NONE; int wDisable = 0; int savedSiegeIndex = 0; int maxHealth; saberInfo_t saberSaved[MAX_SABERS]; int l = 0; void *g2WeaponPtrs[MAX_SABERS]; char *value; char *saber; qboolean changedSaber = qfalse; qboolean inSiegeWithClass = qfalse; index = ent - g_entities; client = ent->client; //first we want the userinfo so we can see if we should update this client's saber -rww trap_GetUserinfo( index, userinfo, sizeof(userinfo) ); while (l < MAX_SABERS) { switch (l) { case 0: saber = &ent->client->sess.saberType[0]; break; case 1: saber = &ent->client->sess.saber2Type[0]; break; default: saber = NULL; break; } value = Info_ValueForKey (userinfo, va("saber%i", l+1)); if (saber && value && (Q_stricmp(value, saber) || !saber[0] || !ent->client->saber[0].model[0])) { //doesn't match up (or our session saber is BS), we want to try setting it if (G_SetSaber(ent, l, value, qfalse)) { changedSaber = qtrue; } else if (!saber[0] || !ent->client->saber[0].model[0]) { //Well, we still want to say they changed then (it means this is siege and we have some overrides) changedSaber = qtrue; } } l++; } if (changedSaber) { //make sure our new info is sent out to all the other clients, and give us a valid stance ClientUserinfoChanged( ent->s.number ); //make sure the saber models are updated G_SaberModelSetup(ent); l = 0; while (l < MAX_SABERS) { //go through and make sure both sabers match the userinfo switch (l) { case 0: saber = &ent->client->sess.saberType[0]; break; case 1: saber = &ent->client->sess.saber2Type[0]; break; default: saber = NULL; break; } value = Info_ValueForKey (userinfo, va("saber%i", l+1)); if (Q_stricmp(value, saber)) { //they don't match up, force the user info Info_SetValueForKey(userinfo, va("saber%i", l+1), saber); trap_SetUserinfo( ent->s.number, userinfo ); } l++; } if (ent->client->saber[0].model[0] && ent->client->saber[1].model[0]) { //dual ent->client->ps.fd.saberAnimLevelBase = ent->client->ps.fd.saberAnimLevel = ent->client->ps.fd.saberDrawAnimLevel = SS_DUAL; } else if ((ent->client->saber[0].saberFlags&SFL_TWO_HANDED)) { //staff ent->client->ps.fd.saberAnimLevel = ent->client->ps.fd.saberDrawAnimLevel = SS_STAFF; } else { if (ent->client->sess.saberLevel < SS_FAST) { ent->client->sess.saberLevel = SS_FAST; } else if (ent->client->sess.saberLevel > SS_STRONG) { ent->client->sess.saberLevel = SS_STRONG; } ent->client->ps.fd.saberAnimLevelBase = ent->client->ps.fd.saberAnimLevel = ent->client->ps.fd.saberDrawAnimLevel = ent->client->sess.saberLevel; if (g_gametype.integer != GT_SIEGE && ent->client->ps.fd.saberAnimLevel > ent->client->ps.fd.forcePowerLevel[FP_SABER_OFFENSE]) { ent->client->ps.fd.saberAnimLevelBase = ent->client->ps.fd.saberAnimLevel = ent->client->ps.fd.saberDrawAnimLevel = ent->client->sess.saberLevel = ent->client->ps.fd.forcePowerLevel[FP_SABER_OFFENSE]; } } if ( g_gametype.integer != GT_SIEGE ) { //let's just make sure the styles we chose are cool if ( !WP_SaberStyleValidForSaber( &ent->client->saber[0], &ent->client->saber[1], ent->client->ps.saberHolstered, ent->client->ps.fd.saberAnimLevel ) ) { WP_UseFirstValidSaberStyle( &ent->client->saber[0], &ent->client->saber[1], ent->client->ps.saberHolstered, &ent->client->ps.fd.saberAnimLevel ); ent->client->ps.fd.saberAnimLevelBase = ent->client->saberCycleQueue = ent->client->ps.fd.saberAnimLevel; } } } l = 0; if (client->ps.fd.forceDoInit) { //force a reread of force powers WP_InitForcePowers( ent ); client->ps.fd.forceDoInit = 0; } if (ent->client->ps.fd.saberAnimLevel != SS_STAFF && ent->client->ps.fd.saberAnimLevel != SS_DUAL && ent->client->ps.fd.saberAnimLevel == ent->client->ps.fd.saberDrawAnimLevel && ent->client->ps.fd.saberAnimLevel == ent->client->sess.saberLevel) { if (ent->client->sess.saberLevel < SS_FAST) { ent->client->sess.saberLevel = SS_FAST; } else if (ent->client->sess.saberLevel > SS_STRONG) { ent->client->sess.saberLevel = SS_STRONG; } ent->client->ps.fd.saberAnimLevel = ent->client->ps.fd.saberDrawAnimLevel = ent->client->sess.saberLevel; if (g_gametype.integer != GT_SIEGE && ent->client->ps.fd.saberAnimLevel > ent->client->ps.fd.forcePowerLevel[FP_SABER_OFFENSE]) { ent->client->ps.fd.saberAnimLevel = ent->client->ps.fd.saberDrawAnimLevel = ent->client->sess.saberLevel = ent->client->ps.fd.forcePowerLevel[FP_SABER_OFFENSE]; } } // find a spawn point // do it before setting health back up, so farthest // ranging doesn't count this client if ( client->sess.sessionTeam == TEAM_SPECTATOR ) { spawnPoint = SelectSpectatorSpawnPoint ( spawn_origin, spawn_angles); } else if (g_gametype.integer == GT_CTF || g_gametype.integer == GT_CTY) { // all base oriented team games use the CTF spawn points spawnPoint = SelectCTFSpawnPoint ( client->sess.sessionTeam, client->pers.teamState.state, spawn_origin, spawn_angles); } else if (g_gametype.integer == GT_SIEGE) { spawnPoint = SelectSiegeSpawnPoint ( client->siegeClass, client->sess.sessionTeam, client->pers.teamState.state, spawn_origin, spawn_angles); } else { do { if (g_gametype.integer == GT_POWERDUEL) { spawnPoint = SelectDuelSpawnPoint(client->sess.duelTeam, client->ps.origin, spawn_origin, spawn_angles); } else if (g_gametype.integer == GT_DUEL) { // duel spawnPoint = SelectDuelSpawnPoint(DUELTEAM_SINGLE, client->ps.origin, spawn_origin, spawn_angles); } else { // the first spawn should be at a good looking spot if ( !client->pers.initialSpawn && client->pers.localClient ) { client->pers.initialSpawn = qtrue; spawnPoint = SelectInitialSpawnPoint( spawn_origin, spawn_angles, client->sess.sessionTeam ); } else { // don't spawn near existing origin if possible spawnPoint = SelectSpawnPoint ( client->ps.origin, spawn_origin, spawn_angles, client->sess.sessionTeam ); } } // Tim needs to prevent bots from spawning at the initial point // on q3dm0... if ( ( spawnPoint->flags & FL_NO_BOTS ) && ( ent->r.svFlags & SVF_BOT ) ) { continue; // try again } // just to be symetric, we have a nohumans option... if ( ( spawnPoint->flags & FL_NO_HUMANS ) && !( ent->r.svFlags & SVF_BOT ) ) { continue; // try again } break; } while ( 1 ); } client->pers.teamState.state = TEAM_ACTIVE; // toggle the teleport bit so the client knows to not lerp // and never clear the voted flag flags = ent->client->ps.eFlags & (EF_TELEPORT_BIT ); flags ^= EF_TELEPORT_BIT; gameFlags = ent->client->mGameFlags & ( PSG_VOTED | PSG_TEAMVOTED); // clear everything but the persistant data saved = client->pers; savedSess = client->sess; savedPing = client->ps.ping; // savedAreaBits = client->areabits; accuracy_hits = client->accuracy_hits; accuracy_shots = client->accuracy_shots; for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) { persistant[i] = client->ps.persistant[i]; } eventSequence = client->ps.eventSequence; savedForce = client->ps.fd; saveSaberNum = client->ps.saberEntityNum; savedSiegeIndex = client->siegeClass; l = 0; while (l < MAX_SABERS) { saberSaved[l] = client->saber[l]; g2WeaponPtrs[l] = client->weaponGhoul2[l]; l++; } i = 0; while (i < HL_MAX) { ent->locationDamage[i] = 0; i++; } memset (client, 0, sizeof(*client)); // bk FIXME: Com_Memset? client->bodyGrabIndex = ENTITYNUM_NONE; //Get the skin RGB based on his userinfo value = Info_ValueForKey (userinfo, "char_color_red"); if (value) { client->ps.customRGBA[0] = atoi(value); } else { client->ps.customRGBA[0] = 255; } value = Info_ValueForKey (userinfo, "char_color_green"); if (value) { client->ps.customRGBA[1] = atoi(value); } else { client->ps.customRGBA[1] = 255; } value = Info_ValueForKey (userinfo, "char_color_blue"); if (value) { client->ps.customRGBA[2] = atoi(value); } else { client->ps.customRGBA[2] = 255; } if ((client->ps.customRGBA[0]+client->ps.customRGBA[1]+client->ps.customRGBA[2]) < 100) { //hmm, too dark! client->ps.customRGBA[0] = client->ps.customRGBA[1] = client->ps.customRGBA[2] = 255; } client->ps.customRGBA[3]=255; client->siegeClass = savedSiegeIndex; l = 0; while (l < MAX_SABERS) { client->saber[l] = saberSaved[l]; client->weaponGhoul2[l] = g2WeaponPtrs[l]; l++; } //or the saber ent num client->ps.saberEntityNum = saveSaberNum; client->saberStoredIndex = saveSaberNum; client->ps.fd = savedForce; client->ps.duelIndex = ENTITYNUM_NONE; //spawn with 100 client->ps.jetpackFuel = 100; client->ps.cloakFuel = 100; client->pers = saved; client->sess = savedSess; client->ps.ping = savedPing; // client->areabits = savedAreaBits; client->accuracy_hits = accuracy_hits; client->accuracy_shots = accuracy_shots; client->lastkilled_client = -1; for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) { client->ps.persistant[i] = persistant[i]; } client->ps.eventSequence = eventSequence; // increment the spawncount so the client will detect the respawn client->ps.persistant[PERS_SPAWN_COUNT]++; client->ps.persistant[PERS_TEAM] = client->sess.sessionTeam; client->airOutTime = level.time + 12000; // set max health if (g_gametype.integer == GT_SIEGE && client->siegeClass != -1) { siegeClass_t *scl = &bgSiegeClasses[client->siegeClass]; maxHealth = 100; if (scl->maxhealth) { maxHealth = scl->maxhealth; } } else { maxHealth = 100; } client->pers.maxHealth = maxHealth;//atoi( Info_ValueForKey( userinfo, "handicap" ) ); if ( client->pers.maxHealth < 1 || client->pers.maxHealth > maxHealth ) { client->pers.maxHealth = 100; } // clear entity values client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth; client->ps.eFlags = flags; client->mGameFlags = gameFlags; ent->s.groundEntityNum = ENTITYNUM_NONE; ent->client = &level.clients[index]; ent->playerState = &ent->client->ps; ent->takedamage = qtrue; ent->inuse = qtrue; ent->classname = "player"; ent->r.contents = CONTENTS_BODY; ent->clipmask = MASK_PLAYERSOLID; ent->die = player_die; ent->waterlevel = 0; ent->watertype = 0; ent->flags = 0; VectorCopy (playerMins, ent->r.mins); VectorCopy (playerMaxs, ent->r.maxs); client->ps.crouchheight = CROUCH_MAXS_2; client->ps.standheight = DEFAULT_MAXS_2; client->ps.clientNum = index; //give default weapons client->ps.stats[STAT_WEAPONS] = ( 1 << WP_NONE ); if (g_gametype.integer == GT_DUEL || g_gametype.integer == GT_POWERDUEL) { wDisable = g_duelWeaponDisable.integer; } else { wDisable = g_weaponDisable.integer; } if ( g_gametype.integer != GT_HOLOCRON && g_gametype.integer != GT_JEDIMASTER && !HasSetSaberOnly() && !AllForceDisabled( g_forcePowerDisable.integer ) && g_trueJedi.integer ) { if ( g_gametype.integer >= GT_TEAM && (client->sess.sessionTeam == TEAM_BLUE || client->sess.sessionTeam == TEAM_RED) ) {//In Team games, force one side to be merc and other to be jedi if ( level.numPlayingClients > 0 ) {//already someone in the game int i, forceTeam = TEAM_SPECTATOR; for ( i = 0 ; i < level.maxclients ; i++ ) { if ( level.clients[i].pers.connected == CON_DISCONNECTED ) { continue; } if ( level.clients[i].sess.sessionTeam == TEAM_BLUE || level.clients[i].sess.sessionTeam == TEAM_RED ) {//in-game if ( WP_HasForcePowers( &level.clients[i].ps ) ) {//this side is using force forceTeam = level.clients[i].sess.sessionTeam; } else {//other team is using force if ( level.clients[i].sess.sessionTeam == TEAM_BLUE ) { forceTeam = TEAM_RED; } else { forceTeam = TEAM_BLUE; } } break; } } if ( WP_HasForcePowers( &client->ps ) && client->sess.sessionTeam != forceTeam ) {//using force but not on right team, switch him over const char *teamName = TeamName( forceTeam ); //client->sess.sessionTeam = forceTeam; SetTeam( ent, (char *)teamName ); return; } } } if ( WP_HasForcePowers( &client->ps ) ) { client->ps.trueNonJedi = qfalse; client->ps.trueJedi = qtrue; //make sure they only use the saber client->ps.weapon = WP_SABER; client->ps.stats[STAT_WEAPONS] = (1 << WP_SABER); } else {//no force powers set client->ps.trueNonJedi = qtrue; client->ps.trueJedi = qfalse; if (!wDisable || !(wDisable & (1 << WP_BRYAR_PISTOL))) { client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_BRYAR_PISTOL ); } if (!wDisable || !(wDisable & (1 << WP_BLASTER))) { client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_BLASTER ); } if (!wDisable || !(wDisable & (1 << WP_BOWCASTER))) { client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_BOWCASTER ); } client->ps.stats[STAT_WEAPONS] &= ~(1 << WP_SABER); client->ps.stats[STAT_WEAPONS] |= (1 << WP_MELEE); client->ps.ammo[AMMO_POWERCELL] = ammoData[AMMO_POWERCELL].max; client->ps.weapon = WP_BRYAR_PISTOL; } } else {//jediVmerc is incompatible with this gametype, turn it off! trap_Cvar_Set( "g_jediVmerc", "0" ); if (g_gametype.integer == GT_HOLOCRON) { //always get free saber level 1 in holocron client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_SABER ); //these are precached in g_items, ClearRegisteredItems() } else { if (client->ps.fd.forcePowerLevel[FP_SABER_OFFENSE]) { client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_SABER ); //these are precached in g_items, ClearRegisteredItems() } else { //if you don't have saber attack rank then you don't get a saber client->ps.stats[STAT_WEAPONS] |= (1 << WP_MELEE); } } if (g_gametype.integer != GT_SIEGE) { if (!wDisable || !(wDisable & (1 << WP_BRYAR_PISTOL))) { client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_BRYAR_PISTOL ); } else if (g_gametype.integer == GT_JEDIMASTER) { client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_BRYAR_PISTOL ); } } if (g_gametype.integer == GT_JEDIMASTER) { client->ps.stats[STAT_WEAPONS] &= ~(1 << WP_SABER); client->ps.stats[STAT_WEAPONS] |= (1 << WP_MELEE); } if (client->ps.stats[STAT_WEAPONS] & (1 << WP_SABER)) { client->ps.weapon = WP_SABER; } else if (client->ps.stats[STAT_WEAPONS] & (1 << WP_BRYAR_PISTOL)) { client->ps.weapon = WP_BRYAR_PISTOL; } else { client->ps.weapon = WP_MELEE; } } /* client->ps.stats[STAT_HOLDABLE_ITEMS] |= ( 1 << HI_BINOCULARS ); client->ps.stats[STAT_HOLDABLE_ITEM] = BG_GetItemIndexByTag(HI_BINOCULARS, IT_HOLDABLE); */ if (g_gametype.integer == GT_SIEGE && client->siegeClass != -1 && client->sess.sessionTeam != TEAM_SPECTATOR) { //well then, we will use a custom weaponset for our class int m = 0; client->ps.stats[STAT_WEAPONS] = bgSiegeClasses[client->siegeClass].weapons; if (client->ps.stats[STAT_WEAPONS] & (1 << WP_SABER)) { client->ps.weapon = WP_SABER; } else if (client->ps.stats[STAT_WEAPONS] & (1 << WP_BRYAR_PISTOL)) { client->ps.weapon = WP_BRYAR_PISTOL; } else { client->ps.weapon = WP_MELEE; } inSiegeWithClass = qtrue; while (m < WP_NUM_WEAPONS) { if (client->ps.stats[STAT_WEAPONS] & (1 << m)) { if (client->ps.weapon != WP_SABER) { //try to find the highest ranking weapon we have if (m > client->ps.weapon) { client->ps.weapon = m; } } if (m >= WP_BRYAR_PISTOL) { //Max his ammo out for all the weapons he has. if ( g_gametype.integer == GT_SIEGE && m == WP_ROCKET_LAUNCHER ) {//don't give full ammo! //FIXME: extern this and check it when getting ammo from supplier, pickups or ammo stations! if ( client->siegeClass != -1 && (bgSiegeClasses[client->siegeClass].classflags & (1<ps.ammo[weaponData[m].ammoIndex] = 1; } else { client->ps.ammo[weaponData[m].ammoIndex] = 10; } } else { if ( g_gametype.integer == GT_SIEGE && client->siegeClass != -1 && (bgSiegeClasses[client->siegeClass].classflags & (1<ps.ammo[weaponData[m].ammoIndex] = ammoData[weaponData[m].ammoIndex].max*2; client->ps.eFlags |= EF_DOUBLE_AMMO; } else { client->ps.ammo[weaponData[m].ammoIndex] = ammoData[weaponData[m].ammoIndex].max; } } } } m++; } } if (g_gametype.integer == GT_SIEGE && client->siegeClass != -1 && client->sess.sessionTeam != TEAM_SPECTATOR) { //use class-specified inventory client->ps.stats[STAT_HOLDABLE_ITEMS] = bgSiegeClasses[client->siegeClass].invenItems; client->ps.stats[STAT_HOLDABLE_ITEM] = 0; } else { client->ps.stats[STAT_HOLDABLE_ITEMS] = 0; client->ps.stats[STAT_HOLDABLE_ITEM] = 0; } if (g_gametype.integer == GT_SIEGE && client->siegeClass != -1 && bgSiegeClasses[client->siegeClass].powerups && client->sess.sessionTeam != TEAM_SPECTATOR) { //this class has some start powerups i = 0; while (i < PW_NUM_POWERUPS) { if (bgSiegeClasses[client->siegeClass].powerups & (1 << i)) { client->ps.powerups[i] = Q3_INFINITE; } i++; } } if ( client->sess.sessionTeam == TEAM_SPECTATOR ) { client->ps.stats[STAT_WEAPONS] = 0; client->ps.stats[STAT_HOLDABLE_ITEMS] = 0; client->ps.stats[STAT_HOLDABLE_ITEM] = 0; } // nmckenzie: DESERT_SIEGE... or well, siege generally. This was over-writing the max value, which was NOT good for siege. if ( inSiegeWithClass == qfalse ) { client->ps.ammo[AMMO_BLASTER] = 100; //ammoData[AMMO_BLASTER].max; //100 seems fair. } // client->ps.ammo[AMMO_POWERCELL] = ammoData[AMMO_POWERCELL].max; // client->ps.ammo[AMMO_FORCE] = ammoData[AMMO_FORCE].max; // client->ps.ammo[AMMO_METAL_BOLTS] = ammoData[AMMO_METAL_BOLTS].max; // client->ps.ammo[AMMO_ROCKETS] = ammoData[AMMO_ROCKETS].max; /* client->ps.stats[STAT_WEAPONS] = ( 1 << WP_BRYAR_PISTOL); if ( g_gametype.integer == GT_TEAM ) { client->ps.ammo[WP_BRYAR_PISTOL] = 50; } else { client->ps.ammo[WP_BRYAR_PISTOL] = 100; } */ client->ps.rocketLockIndex = ENTITYNUM_NONE; client->ps.rocketLockTime = 0; //rww - Set here to initialize the circling seeker drone to off. //A quick note about this so I don't forget how it works again: //ps.genericEnemyIndex is kept in sync between the server and client. //When it gets set then an entitystate value of the same name gets //set along with an entitystate flag in the shared bg code. Which //is why a value needs to be both on the player state and entity state. //(it doesn't seem to just carry over the entitystate value automatically //because entity state value is derived from player state data or some //such) client->ps.genericEnemyIndex = -1; client->ps.isJediMaster = qfalse; if (client->ps.fallingToDeath) { client->ps.fallingToDeath = 0; client->noCorpse = qtrue; } //Do per-spawn force power initialization WP_SpawnInitForcePowers( ent ); // health will count down towards max_health if (g_gametype.integer == GT_SIEGE && client->siegeClass != -1 && bgSiegeClasses[client->siegeClass].starthealth) { //class specifies a start health, so use it ent->health = client->ps.stats[STAT_HEALTH] = bgSiegeClasses[client->siegeClass].starthealth; } else if ( g_gametype.integer == GT_DUEL || g_gametype.integer == GT_POWERDUEL ) {//only start with 100 health in Duel if ( g_gametype.integer == GT_POWERDUEL && client->sess.duelTeam == DUELTEAM_LONE ) { if ( g_duel_fraglimit.integer ) { ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH] = g_powerDuelStartHealth.integer - ((g_powerDuelStartHealth.integer - g_powerDuelEndHealth.integer) * (float)client->sess.wins / (float)g_duel_fraglimit.integer); } else { ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH] = 150; } } else { ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH] = 100; } } else if (client->ps.stats[STAT_MAX_HEALTH] <= 100) { ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH] * 1.25; } else if (client->ps.stats[STAT_MAX_HEALTH] < 125) { ent->health = client->ps.stats[STAT_HEALTH] = 125; } else { ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH]; } // Start with a small amount of armor as well. if (g_gametype.integer == GT_SIEGE && client->siegeClass != -1 /*&& bgSiegeClasses[client->siegeClass].startarmor*/) { //class specifies a start armor amount, so use it client->ps.stats[STAT_ARMOR] = bgSiegeClasses[client->siegeClass].startarmor; } else if ( g_gametype.integer == GT_DUEL || g_gametype.integer == GT_POWERDUEL ) {//no armor in duel client->ps.stats[STAT_ARMOR] = 0; } else { client->ps.stats[STAT_ARMOR] = client->ps.stats[STAT_MAX_HEALTH] * 0.25; } G_SetOrigin( ent, spawn_origin ); VectorCopy( spawn_origin, client->ps.origin ); // the respawned flag will be cleared after the attack and jump keys come up client->ps.pm_flags |= PMF_RESPAWNED; trap_GetUsercmd( client - level.clients, &ent->client->pers.cmd ); SetClientViewAngle( ent, spawn_angles ); if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) { } else { G_KillBox( ent ); trap_LinkEntity (ent); // force the base weapon up //client->ps.weapon = WP_BRYAR_PISTOL; //client->ps.weaponstate = FIRST_WEAPON; if (client->ps.weapon <= WP_NONE) { client->ps.weapon = WP_BRYAR_PISTOL; } client->ps.torsoTimer = client->ps.legsTimer = 0; if (client->ps.weapon == WP_SABER) { G_SetAnim(ent, NULL, SETANIM_BOTH, BOTH_STAND1TO2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS, 0); } else { G_SetAnim(ent, NULL, SETANIM_TORSO, TORSO_RAISEWEAP1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS, 0); client->ps.legsAnim = WeaponReadyAnim[client->ps.weapon]; } client->ps.weaponstate = WEAPON_RAISING; client->ps.weaponTime = client->ps.torsoTimer; } // don't allow full run speed for a bit client->ps.pm_flags |= PMF_TIME_KNOCKBACK; client->ps.pm_time = 100; client->respawnTime = level.time; client->inactivityTime = level.time + g_inactivity.integer * 1000; client->latched_buttons = 0; if ( level.intermissiontime ) { MoveClientToIntermission( ent ); } else { // fire the targets of the spawn point G_UseTargets( spawnPoint, ent ); // select the highest weapon number available, after any // spawn given items have fired /* client->ps.weapon = 1; for ( i = WP_NUM_WEAPONS - 1 ; i > 0 ; i-- ) { if ( client->ps.stats[STAT_WEAPONS] & ( 1 << i ) ) { client->ps.weapon = i; break; } } */ } //set teams for NPCs to recognize if (g_gametype.integer == GT_SIEGE) { //Imperial (team1) team is allied with "enemy" NPCs in this mode if (client->sess.sessionTeam == SIEGETEAM_TEAM1) { client->playerTeam = ent->s.teamowner = NPCTEAM_ENEMY; client->enemyTeam = NPCTEAM_PLAYER; } else { client->playerTeam = ent->s.teamowner = NPCTEAM_PLAYER; client->enemyTeam = NPCTEAM_ENEMY; } } else { client->playerTeam = ent->s.teamowner = NPCTEAM_PLAYER; client->enemyTeam = NPCTEAM_ENEMY; } /* //scaling for the power duel opponent if (g_gametype.integer == GT_POWERDUEL && client->sess.duelTeam == DUELTEAM_LONE) { client->ps.iModelScale = 125; VectorSet(ent->modelScale, 1.25f, 1.25f, 1.25f); } */ //Disabled. At least for now. Not sure if I'll want to do it or not eventually. // run a client frame to drop exactly to the floor, // initialize animations and other things client->ps.commandTime = level.time - 100; ent->client->pers.cmd.serverTime = level.time; ClientThink( ent-g_entities, NULL ); // positively link the client, even if the command times are weird if ( ent->client->sess.sessionTeam != TEAM_SPECTATOR ) { BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue ); VectorCopy( ent->client->ps.origin, ent->r.currentOrigin ); trap_LinkEntity( ent ); } if (g_spawnInvulnerability.integer) { ent->client->ps.eFlags |= EF_INVULNERABLE; ent->client->invulnerableTimer = level.time + g_spawnInvulnerability.integer; } // run the presend to set anything else ClientEndFrame( ent ); // clear entity state values BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue ); //rww - make sure client has a valid icarus instance trap_ICARUS_FreeEnt( ent ); trap_ICARUS_InitEnt( ent ); } /* =========== ClientDisconnect Called when a player drops from the server. Will not be called between levels. This should NOT be called directly by any game logic, call trap_DropClient(), which will call this and do server system housekeeping. ============ */ void ClientDisconnect( int clientNum ) { gentity_t *ent; gentity_t *tent; int i; // cleanup if we are kicking a bot that // hasn't spawned yet G_RemoveQueuedBotBegin( clientNum ); ent = g_entities + clientNum; if ( !ent->client ) { return; } i = 0; while (i < NUM_FORCE_POWERS) { if (ent->client->ps.fd.forcePowersActive & (1 << i)) { WP_ForcePowerStop(ent, i); } i++; } i = TRACK_CHANNEL_1; while (i < NUM_TRACK_CHANNELS) { if (ent->client->ps.fd.killSoundEntIndex[i-50] && ent->client->ps.fd.killSoundEntIndex[i-50] < MAX_GENTITIES && ent->client->ps.fd.killSoundEntIndex[i-50] > 0) { G_MuteSound(ent->client->ps.fd.killSoundEntIndex[i-50], CHAN_VOICE); } i++; } i = 0; if (ent->client->ps.m_iVehicleNum) { //tell it I'm getting off gentity_t *veh = &g_entities[ent->client->ps.m_iVehicleNum]; if (veh->inuse && veh->client && veh->m_pVehicle) { int pCon = ent->client->pers.connected; ent->client->pers.connected = 0; veh->m_pVehicle->m_pVehicleInfo->Eject(veh->m_pVehicle, (bgEntity_t *)ent, qtrue); ent->client->pers.connected = pCon; } } // stop any following clients for ( i = 0 ; i < level.maxclients ; i++ ) { if ( level.clients[i].sess.sessionTeam == TEAM_SPECTATOR && level.clients[i].sess.spectatorState == SPECTATOR_FOLLOW && level.clients[i].sess.spectatorClient == clientNum ) { StopFollowing( &g_entities[i] ); } } // send effect if they were completely connected if ( ent->client->pers.connected == CON_CONNECTED && ent->client->sess.sessionTeam != TEAM_SPECTATOR ) { tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_OUT ); tent->s.clientNum = ent->s.clientNum; // They don't get to take powerups with them! // Especially important for stuff like CTF flags TossClientItems( ent ); } G_LogPrintf( "ClientDisconnect: %i\n", clientNum ); G_LogPrintf( "%s disconnected with IP: %s\n", ent->client->pers.netname, ent->client->sess.IPstring ); // if we are playing in tourney mode, give a win to the other player and clear his frags for this round if ( (g_gametype.integer == GT_DUEL ) && !level.intermissiontime && !level.warmupTime ) { if ( level.sortedClients[1] == clientNum ) { level.clients[ level.sortedClients[0] ].ps.persistant[PERS_SCORE] = 0; level.clients[ level.sortedClients[0] ].sess.wins++; ClientUserinfoChanged( level.sortedClients[0] ); } else if ( level.sortedClients[0] == clientNum ) { level.clients[ level.sortedClients[1] ].ps.persistant[PERS_SCORE] = 0; level.clients[ level.sortedClients[1] ].sess.wins++; ClientUserinfoChanged( level.sortedClients[1] ); } } if (ent->ghoul2 && trap_G2_HaveWeGhoul2Models(ent->ghoul2)) { trap_G2API_CleanGhoul2Models(&ent->ghoul2); } i = 0; while (i < MAX_SABERS) { if (ent->client->weaponGhoul2[i] && trap_G2_HaveWeGhoul2Models(ent->client->weaponGhoul2[i])) { trap_G2API_CleanGhoul2Models(&ent->client->weaponGhoul2[i]); } i++; } trap_UnlinkEntity (ent); ent->s.modelindex = 0; ent->inuse = qfalse; ent->classname = "disconnected"; ent->client->pers.connected = CON_DISCONNECTED; ent->client->ps.persistant[PERS_TEAM] = TEAM_FREE; ent->client->sess.sessionTeam = TEAM_FREE; ent->r.contents = 0; trap_SetConfigstring( CS_PLAYERS + clientNum, ""); CalculateRanks(); if ( ent->r.svFlags & SVF_BOT ) { BotAIShutdownClient( clientNum, qfalse ); } G_ClearClientLog(clientNum); }