/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. Copyright (C) 2002-2009 Q3Rally Team (Per Thormann - perle@q3rally.com) This file is part of q3rally source code. q3rally source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. q3rally source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with q3rally; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // #include "g_local.h" // STONELANCE /* ================= Com_LogPrintf Print to the logfile ================= */ void QDECL Com_LogPrintf( const char *fmt, ... ) { va_list argptr; char string[1024]; fileHandle_t logFile; trap_FS_FOpenFile( "g_physics.log", &logFile, FS_APPEND ); va_start( argptr, fmt ); Q_vsnprintf (string, sizeof(string), fmt, argptr); va_end( argptr ); trap_FS_Write( string, strlen( string ), logFile ); trap_FS_FCloseFile( logFile ); } /* ================================================================================ G_DebugDynamics ================================================================================ */ void G_DebugDynamics( carBody_t *body, carPoint_t *points, int i ){ Com_LogPrintf("\n"); Com_LogPrintf("PM_DebugDynamics: point ORIGIN - %.3f, %.3f, %.3f\n", points[i].r[0], points[i].r[1], points[i].r[2]); Com_LogPrintf("PM_DebugDynamics: point VELOCITY - %.3f, %.3f, %.3f\n", points[i].v[0], points[i].v[1], points[i].v[2]); Com_LogPrintf("PM_DebugDynamics: point ONGROUND - %i\n", points[i].onGround); Com_LogPrintf("PM_DebugDynamics: point NORMAL 1- %.3f, %.3f, %.3f\n", points[i].normals[0][0], points[i].normals[0][1], points[i].normals[0][2]); Com_LogPrintf("PM_DebugDynamics: point NORMAL 2- %.3f, %.3f, %.3f\n", points[i].normals[1][0], points[i].normals[1][1], points[i].normals[1][2]); Com_LogPrintf("PM_DebugDynamics: point NORMAL 3- %.3f, %.3f, %.3f\n", points[i].normals[2][0], points[i].normals[2][1], points[i].normals[2][2]); // Com_LogPrintf("PM_DebugDynamics: point MASS - %.3f\n", points[pm->pDebug-1].mass); Com_LogPrintf("PM_DebugDynamics: body ORIGIN - %.3f, %.3f, %.3f\n", body->r[0], body->r[1], body->r[2]); Com_LogPrintf("PM_DebugDynamics: body VELOCITY - %.3f, %.3f, %.3f\n", body->v[0], body->v[1], body->v[2]); Com_LogPrintf("PM_DebugDynamics: body ANG VELOCITY - %.3f, %.3f, %.3f\n", body->w[0], body->w[1], body->w[2]); // Com_LogPrintf("PM_DebugDynamics: body COM - %.3f, %.3f, %.3f\n", body->CoM[0], body->CoM[1], body->CoM[2]); // Com_LogPrintf("PM_DebugDynamics: body MASS - %.3f\n", body->mass); Com_LogPrintf("Direction vectors ----------------------------------------\n"); Com_LogPrintf("PM_DebugDynamics: body FORWARD - %.3f, %.3f, %.3f\n", body->forward[0], body->forward[1], body->forward[2]); Com_LogPrintf("PM_DebugDynamics: body RIGHT - %.3f, %.3f, %.3f\n", body->right[0], body->right[1], body->right[2]); Com_LogPrintf("PM_DebugDynamics: body UP - %.3f, %.3f, %.3f\n", body->up[0], body->up[1], body->up[2]); Com_LogPrintf("\n"); } /* ================================================================================ G_DebugForces ================================================================================ */ void G_DebugForces( carBody_t *body, carPoint_t *points, int i ){ Com_LogPrintf("\n"); Com_LogPrintf("PM_DebugForces: point GRAVITY - %.3f, %.3f, %.3f\n", points[i].forces[GRAVITY][0], points[i].forces[GRAVITY][1], points[i].forces[GRAVITY][2]); Com_LogPrintf("PM_DebugForces: point NORMAL - %.3f, %.3f, %.3f\n", points[i].forces[NORMAL][0], points[i].forces[NORMAL][1], points[i].forces[NORMAL][2]); Com_LogPrintf("PM_DebugForces: point SHOCK - %.3f, %.3f, %.3f\n", points[i].forces[SHOCK][0], points[i].forces[SHOCK][1], points[i].forces[SHOCK][2]); Com_LogPrintf("PM_DebugForces: point SPRING - %.3f, %.3f, %.3f\n", points[i].forces[SPRING][0], points[i].forces[SPRING][1], points[i].forces[SPRING][2]); Com_LogPrintf("PM_DebugForces: point SWAY_BAR - %.3f, %.3f, %.3f\n", points[i].forces[SWAY_BAR][0], points[i].forces[SWAY_BAR][1], points[i].forces[SWAY_BAR][2]); Com_LogPrintf("PM_DebugForces: point ROAD - %.3f, %.3f, %.3f\n", points[i].forces[ROAD][0], points[i].forces[ROAD][1], points[i].forces[ROAD][2]); Com_LogPrintf("PM_DebugForces: point INTERNAL - %.3f, %.3f, %.3f\n", points[i].forces[INTERNAL][0], points[i].forces[INTERNAL][1], points[i].forces[INTERNAL][2]); Com_LogPrintf("PM_DebugForces: point AIR_FRICTION - %.3f, %.3f, %.3f\n", points[i].forces[AIR_FRICTION][0], points[i].forces[AIR_FRICTION][1], points[i].forces[AIR_FRICTION][2]); Com_LogPrintf("PM_DebugForces: point NETFORCE - %.3f, %.3f, %.3f\n", points[i].netForce[0], points[i].netForce[1], points[i].netForce[2]); Com_LogPrintf("PM_DebugForces: point fluidDensity - %.6f\n", points[i].fluidDensity); Com_LogPrintf("PM_DebugForces: body netForce - %.3f, %.3f, %.3f\n", body->netForce[0], body->netForce[1], body->netForce[2]); Com_LogPrintf("PM_DebugForces: body netMoment - %.3f, %.3f, %.3f\n", body->netMoment[0], body->netMoment[1], body->netMoment[2]); Com_LogPrintf("\n"); } // END /* =============== G_DamageFeedback Called just before a snapshot is sent to the given player. Totals up all damage and generates both the player_state_t damage values to that client for pain blends and kicks, and global pain sound events for all clients. =============== */ void P_DamageFeedback( gentity_t *player ) { gclient_t *client; float count; // STONELANCE // vec3_t angles; // END client = player->client; if ( client->ps.pm_type == PM_DEAD ) { return; } // total points of damage shot at the player this frame count = client->damage_blood + client->damage_armor; if ( count == 0 ) { return; // didn't take any damage } if ( count > 255 ) { count = 255; } // send the information to the client // world damage (falling, slime, etc) uses a special code // to make the blend blob centered instead of positional // STONELANCE /* if ( client->damage_fromWorld ) { client->ps.damagePitch = 255; client->ps.damageYaw = 255; client->damage_fromWorld = qfalse; } else { vectoangles( client->damage_from, angles ); client->ps.damagePitch = angles[PITCH]/360.0 * 256; client->ps.damageYaw = angles[YAW]/360.0 * 256; } */ // END // play an apropriate pain sound if ( (level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE) ) { player->pain_debounce_time = level.time + 700; G_AddEvent( player, EV_PAIN, player->health ); // STONELANCE // client->ps.damageEvent++; // END } // STONELANCE // client->ps.damageCount = count; // END // // clear totals // client->damage_blood = 0; client->damage_armor = 0; client->damage_knockback = 0; } /* ============= P_WorldEffects Check for lava / slime contents and drowning ============= */ void P_WorldEffects( gentity_t *ent ) { qboolean envirosuit; int waterlevel; if ( ent->client->noclip ) { ent->client->airOutTime = level.time + 12000; // don't need air return; } waterlevel = ent->waterlevel; envirosuit = ent->client->ps.powerups[PW_BATTLESUIT] > level.time; // // check for drowning // if ( waterlevel == 3 ) { // envirosuit give air // STONELANCE envirosuit doesnt help a car /* if ( envirosuit ) { ent->client->airOutTime = level.time + 10000; } */ // END // if out of air, start drowning if ( ent->client->airOutTime < level.time) { // drown! // STONELANCE - damage a lot fast for a car // ent->client->airOutTime += 1000; ent->client->airOutTime += 200; // END if ( ent->health > 0 ) { // take more damage the longer underwater ent->damage += 2; if (ent->damage > 15) ent->damage = 15; // play a gurp sound instead of a normal pain sound if (ent->health <= ent->damage) { // STONELANCE // G_Sound(ent, CHAN_VOICE, G_SoundIndex("*drown.wav")); G_Sound(ent, CHAN_VOICE, G_SoundIndex("sound/rally/car/drown.wav")); // END } else if (rand()&1) { G_Sound(ent, CHAN_VOICE, G_SoundIndex("sound/player/gurp1.wav")); } else { G_Sound(ent, CHAN_VOICE, G_SoundIndex("sound/player/gurp2.wav")); } // don't play a normal pain sound ent->pain_debounce_time = level.time + 200; G_Damage (ent, NULL, NULL, NULL, NULL, ent->damage, DAMAGE_NO_ARMOR, MOD_WATER); } } } else { // STONELANCE // ent->client->airOutTime = level.time + 12000; ent->client->airOutTime = level.time + 200; ent->damage = 2; // END } // // check for sizzle damage (move to pmove?) // if (waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) { if (ent->health > 0 && ent->pain_debounce_time <= level.time ) { if ( envirosuit ) { G_AddEvent( ent, EV_POWERUP_BATTLESUIT, 0 ); } else { if (ent->watertype & CONTENTS_LAVA) { G_Damage (ent, NULL, NULL, NULL, NULL, 30*waterlevel, 0, MOD_LAVA); } if (ent->watertype & CONTENTS_SLIME) { G_Damage (ent, NULL, NULL, NULL, NULL, 10*waterlevel, 0, MOD_SLIME); } } } } } /* =============== G_SetClientSound =============== */ void G_SetClientSound( gentity_t *ent ) { #ifdef MISSIONPACK if( ent->s.eFlags & EF_TICKING ) { ent->client->ps.loopSound = G_SoundIndex( "sound/weapons/proxmine/wstbtick.wav"); } else #endif if (ent->waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) { ent->client->ps.loopSound = level.snd_fry; } else { ent->client->ps.loopSound = 0; } } //============================================================== /* ============== ClientImpacts ============== */ void ClientImpacts( gentity_t *ent, pmove_t *pm ) { int i, j; trace_t trace; gentity_t *other; memset( &trace, 0, sizeof( trace ) ); for (i=0 ; inumtouch ; i++) { for (j=0 ; jtouchents[j] == pm->touchents[i] ) { break; } } if (j != i) { continue; // duplicated } other = &g_entities[ pm->touchents[i] ]; // STONELANCE VectorSubtract( other->s.origin, pm->touchPos[i], trace.plane.normal ); VectorNormalize( trace.plane.normal ); VectorCopy(pm->touchPos[i], trace.endpos); // END if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) ) { ent->touch( ent, other, &trace ); } if ( !other->touch ) { continue; } other->touch( other, ent, &trace ); } } /* int entitiesInTracedBox( const vec3_t mins, const vec3_t maxs, const vec3_t start, const vec3_t end, int *list, int maxcount ) { int num; int ents[MAX_GENTITIES]; int numInMovingBox; vec3_t curMins; vec3_t curMaxs; vecCopy( mins, curMins ); vecCopy( maxs, curMaxs ); num = trap_EntitiesInBox( curMins, curMaxs, ents, MAX_GENTITIES ); } */ /* ============ G_TouchTriggers Find all trigger entities that ent's current position touches. Spectators will only interact with teleporters. ============ */ void G_TouchTriggers( gentity_t *ent ) { int i, num; int touch[MAX_GENTITIES]; gentity_t *hit; trace_t trace; vec3_t mins, maxs; static vec3_t range = { 40, 40, 52 }; if ( !ent->client ) { return; } // dead clients don't activate triggers! if ( ent->client->ps.stats[STAT_HEALTH] <= 0 ) { return; } VectorSubtract( ent->client->ps.origin, range, mins ); VectorAdd( ent->client->ps.origin, range, maxs ); // STONELANCE AddPointToBounds( ent->client->car.tBody.r, mins, maxs ); // END num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES ); // can't use ent->absmin, because that has a one unit pad VectorAdd( ent->client->ps.origin, ent->r.mins, mins ); VectorAdd( ent->client->ps.origin, ent->r.maxs, maxs ); for ( i=0 ; itouch && !ent->touch ) { continue; } if ( !( hit->r.contents & CONTENTS_TRIGGER ) ) { continue; } // ignore most entities if a spectator // STONELANCE // if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) { if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR || isRaceObserver( ent->s.number ) ) { // END if ( hit->s.eType != ET_TELEPORT_TRIGGER && // this is ugly but adding a new ET_? type will // most likely cause network incompatibilities hit->touch != Touch_DoorTrigger) { continue; } } // use seperate code for determining if an item is picked up // so you don't have to actually contact its bounding box if ( hit->s.eType == ET_ITEM ) { if ( !BG_PlayerTouchesItem( &ent->client->ps, &hit->s, level.time ) ) { continue; } } else { if ( !trap_EntityContact( mins, maxs, hit ) ) { continue; } } memset( &trace, 0, sizeof(trace) ); if ( hit->touch ) { hit->touch (hit, ent, &trace); } if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) ) { ent->touch( ent, hit, &trace ); } } // if we didn't touch a jump pad this pmove frame if ( ent->client->ps.jumppad_frame != ent->client->ps.pmove_framecount ) { ent->client->ps.jumppad_frame = 0; ent->client->ps.jumppad_ent = 0; } } /* ================= SpectatorThink ================= */ void SpectatorThink( gentity_t *ent, usercmd_t *ucmd ) { pmove_t pm; gclient_t *client; client = ent->client; // STONELANCE // if ( client->sess.spectatorState != SPECTATOR_FOLLOW ) { if ( client->sess.spectatorState == SPECTATOR_FREE ) { // END client->ps.pm_type = PM_SPECTATOR; // STONELANCE // client->ps.speed = 400; // faster than normal client->ps.speed = 800; // faster than normal // END // set up for pmove memset (&pm, 0, sizeof(pm)); pm.ps = &client->ps; pm.cmd = *ucmd; pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; // spectators can fly through bodies pm.trace = trap_Trace; pm.pointcontents = trap_PointContents; // perform a pmove Pmove (&pm); // save results of pmove VectorCopy( client->ps.origin, ent->s.origin ); G_TouchTriggers( ent ); trap_UnlinkEntity( ent ); } // STONELANCE if (client->sess.spectatorState == SPECTATOR_OBSERVE) { client->ps.commandTime = ucmd->serverTime; UpdateObserverSpot( ent, qfalse ); } // END client->oldbuttons = client->buttons; client->buttons = ucmd->buttons; // attack button cycles through spectators // STONELANCE // if ( ( client->buttons & BUTTON_ATTACK ) && ! ( client->oldbuttons & BUTTON_ATTACK ) ) { if ( ( client->buttons & BUTTON_ATTACK ) && ! ( client->oldbuttons & BUTTON_ATTACK ) && !(ent->r.svFlags & SVF_BOT) ) { // END Cmd_FollowCycle_f( ent, 1 ); } // STONELANCE if ( ( client->buttons & BUTTON_REARATTACK ) && ! ( client->oldbuttons & BUTTON_REARATTACK ) ) { int newState; vec3_t origin, angles; int clientNum; if( client->sess.spectatorState == SPECTATOR_FREE ) newState = SPECTATOR_OBSERVE; else newState = client->sess.spectatorState + 1; switch (newState){ default: case SPECTATOR_FOLLOW: trap_SendServerCommand( ent - g_entities, "print \"Spectator Mode: Follow\n\"" ); client->sess.spectatorState = SPECTATOR_FOLLOW; break; case SPECTATOR_OBSERVE: trap_SendServerCommand( ent - g_entities, "print \"Spectator Mode: Observe\n\"" ); StopFollowing( ent ); clientNum = ent->client->sess.spectatorClient; // team follow1 and team follow2 go to whatever clients are playing if ( clientNum == -1 ) { clientNum = level.follow1; } else if ( clientNum == -2 ) { clientNum = level.follow2; } if ( clientNum < 0 ) Cmd_FollowCycle_f( ent, 1 ); if ( clientNum < 0 ) break; client->sess.spectatorState = SPECTATOR_OBSERVE; // ent->s.eType = ET_INVISIBLE; if ( FindBestObserverSpot(ent, &g_entities[client->sess.spectatorClient], origin, angles) ) { G_SetOrigin(ent, origin); VectorCopy(origin, ent->client->ps.origin); VectorCopy(angles, ent->client->ps.viewangles); } else client->sess.spectatorState = SPECTATOR_FOLLOW; break; } } // END } /* ================= ClientInactivityTimer Returns qfalse if the client is dropped ================= */ qboolean ClientInactivityTimer( gclient_t *client ) { if ( ! g_inactivity.integer ) { // give everyone some time, so if the operator sets g_inactivity during // gameplay, everyone isn't kicked client->inactivityTime = level.time + 60 * 1000; client->inactivityWarning = qfalse; } else if ( client->pers.cmd.forwardmove || client->pers.cmd.rightmove || client->pers.cmd.upmove || (client->pers.cmd.buttons & BUTTON_ATTACK) ) { client->inactivityTime = level.time + g_inactivity.integer * 1000; client->inactivityWarning = qfalse; } else if ( !client->pers.localClient ) { if ( level.time > client->inactivityTime ) { trap_DropClient( client - level.clients, "Dropped due to inactivity" ); return qfalse; } if ( level.time > client->inactivityTime - 10000 && !client->inactivityWarning ) { client->inactivityWarning = qtrue; trap_SendServerCommand( client - level.clients, "cp \"Ten seconds until inactivity drop!\n\"" ); } } return qtrue; } /* ================== ClientTimerActions Actions that happen once a second ================== */ void ClientTimerActions( gentity_t *ent, int msec ) { gclient_t *client; #ifdef MISSIONPACK int maxHealth; #endif client = ent->client; client->timeResidual += msec; while ( client->timeResidual >= 1000 ) { client->timeResidual -= 1000; // regenerate #ifdef MISSIONPACK if( bg_itemlist[client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) { maxHealth = client->ps.stats[STAT_MAX_HEALTH] / 2; } else if ( client->ps.powerups[PW_REGEN] ) { maxHealth = client->ps.stats[STAT_MAX_HEALTH]; } else { maxHealth = 0; } if( maxHealth ) { if ( ent->health < maxHealth ) { ent->health += 15; if ( ent->health > maxHealth * 1.1 ) { ent->health = maxHealth * 1.1; } G_AddEvent( ent, EV_POWERUP_REGEN, 0 ); } else if ( ent->health < maxHealth * 2) { ent->health += 5; if ( ent->health > maxHealth * 2 ) { ent->health = maxHealth * 2; } G_AddEvent( ent, EV_POWERUP_REGEN, 0 ); } #else if ( client->ps.powerups[PW_REGEN] ) { if ( ent->health < client->ps.stats[STAT_MAX_HEALTH]) { ent->health += 15; if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] * 1.1 ) { ent->health = client->ps.stats[STAT_MAX_HEALTH] * 1.1; } G_AddEvent( ent, EV_POWERUP_REGEN, 0 ); } else if ( ent->health < client->ps.stats[STAT_MAX_HEALTH] * 2) { ent->health += 5; if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] * 2 ) { ent->health = client->ps.stats[STAT_MAX_HEALTH] * 2; } G_AddEvent( ent, EV_POWERUP_REGEN, 0 ); } #endif } else { // count down health when over max // STONELANCE // if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] ) { if (((!isRallyRace() && !g_gametype.integer == GT_DERBY) || level.startRaceTime) && ent->health > client->ps.stats[STAT_MAX_HEALTH]){ // END ent->health--; } } // count down armor when over max // STONELANCE // if ( client->ps.stats[STAT_ARMOR] > client->ps.stats[STAT_MAX_HEALTH] ) { if (((!isRallyRace() && !g_gametype.integer == GT_DERBY) || level.startRaceTime) && client->ps.stats[STAT_ARMOR] > client->ps.stats[STAT_MAX_HEALTH]){ // END client->ps.stats[STAT_ARMOR]--; } } #ifdef MISSIONPACK if( bg_itemlist[client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_AMMOREGEN ) { int w, max, inc, t, i; int weapList[]={WP_MACHINEGUN,WP_SHOTGUN,WP_GRENADE_LAUNCHER,WP_ROCKET_LAUNCHER,WP_LIGHTNING,WP_RAILGUN,WP_PLASMAGUN,WP_BFG,WP_NAILGUN,WP_PROX_LAUNCHER,WP_CHAINGUN,WP_FLAME_THROWER}; int weapCount = sizeof(weapList) / sizeof(int); // for (i = 0; i < weapCount; i++) { w = weapList[i]; switch(w) { case WP_MACHINEGUN: max = 50; inc = 4; t = 1000; break; case WP_SHOTGUN: max = 10; inc = 1; t = 1500; break; case WP_GRENADE_LAUNCHER: max = 10; inc = 1; t = 2000; break; case WP_ROCKET_LAUNCHER: max = 10; inc = 1; t = 1750; break; case WP_LIGHTNING: max = 50; inc = 5; t = 1500; break; case WP_RAILGUN: max = 10; inc = 1; t = 1750; break; case WP_PLASMAGUN: max = 50; inc = 5; t = 1500; break; case WP_BFG: max = 10; inc = 1; t = 4000; break; case WP_NAILGUN: max = 10; inc = 1; t = 1250; break; case WP_PROX_LAUNCHER: max = 5; inc = 1; t = 2000; break; case WP_CHAINGUN: max = 100; inc = 5; t = 1000; break; case WP_FLAME_THROWER: max = 100; inc = 5; t = 1000; break; default: max = 0; inc = 0; t = 1000; break; } client->ammoTimes[w] += msec; if ( client->ps.ammo[w] >= max ) { client->ammoTimes[w] = 0; } if ( client->ammoTimes[w] >= t ) { while ( client->ammoTimes[w] >= t ) client->ammoTimes[w] -= t; client->ps.ammo[w] += inc; if ( client->ps.ammo[w] > max ) { client->ps.ammo[w] = max; } } } } #endif } /* ==================== ClientIntermissionThink ==================== */ void ClientIntermissionThink( gclient_t *client ) { client->ps.eFlags &= ~EF_TALK; client->ps.eFlags &= ~EF_FIRING; // the level will exit when everyone wants to or after timeouts // swap and latch button actions client->oldbuttons = client->buttons; client->buttons = client->pers.cmd.buttons; if ( client->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) & ( client->oldbuttons ^ client->buttons ) ) { // this used to be an ^1 but once a player says ready, it should stick client->readyToExit = 1; } } /* ================ ClientEvents Events will be passed on to the clients for presentation, but any server game effects are handled here ================ */ void ClientEvents( gentity_t *ent, int oldEventSequence ) { int i, j; int event; gclient_t *client; int damage; vec3_t dir; vec3_t origin, angles; // qboolean fired; gitem_t *item; gentity_t *drop; client = ent->client; if ( oldEventSequence < client->ps.eventSequence - MAX_PS_EVENTS ) { oldEventSequence = client->ps.eventSequence - MAX_PS_EVENTS; } for ( i = oldEventSequence ; i < client->ps.eventSequence ; i++ ) { event = client->ps.events[ i & (MAX_PS_EVENTS-1) ]; switch ( event ) { case EV_FALL_MEDIUM: case EV_FALL_FAR: if ( ent->s.eType != ET_PLAYER ) { break; // not in the player model } if ( g_dmflags.integer & DF_NO_FALLING ) { break; } if ( event == EV_FALL_FAR ) { damage = 10; } else { damage = 5; } VectorSet (dir, 0, 0, 1); ent->pain_debounce_time = level.time + 200; // no normal pain sound G_Damage (ent, NULL, NULL, NULL, NULL, damage, 0, MOD_FALLING); break; case EV_FIRE_WEAPON: FireWeapon( ent ); break; case EV_ALTFIRE_WEAPON: FireAltWeapon( ent ); break; // STONELANCE case EV_FIRE_REARWEAPON: FireRearWeapon( ent ); break; // END case EV_USE_ITEM1: // teleporter // drop flags in CTF item = NULL; j = 0; if ( ent->client->ps.powerups[ PW_REDFLAG ] ) { item = BG_FindItemForPowerup( PW_REDFLAG ); j = PW_REDFLAG; } else if ( ent->client->ps.powerups[ PW_BLUEFLAG ] ) { item = BG_FindItemForPowerup( PW_BLUEFLAG ); j = PW_BLUEFLAG; } else if ( ent->client->ps.powerups[ PW_NEUTRALFLAG ] ) { item = BG_FindItemForPowerup( PW_NEUTRALFLAG ); j = PW_NEUTRALFLAG; } if ( item ) { drop = Drop_Item( ent, item, 0 ); // decide how many seconds it has left drop->count = ( ent->client->ps.powerups[ j ] - level.time ) / 1000; if ( drop->count < 1 ) { drop->count = 1; } ent->client->ps.powerups[ j ] = 0; } #ifdef MISSIONPACK if ( g_gametype.integer == GT_HARVESTER ) { if ( ent->client->ps.generic1 > 0 ) { if ( ent->client->sess.sessionTeam == TEAM_RED ) { item = BG_FindItem( "Blue Cube" ); } else { item = BG_FindItem( "Red Cube" ); } if ( item ) { for ( j = 0; j < ent->client->ps.generic1; j++ ) { drop = Drop_Item( ent, item, 0 ); if ( ent->client->sess.sessionTeam == TEAM_RED ) { drop->spawnflags = TEAM_BLUE; } else { drop->spawnflags = TEAM_RED; } } } ent->client->ps.generic1 = 0; } } #endif SelectSpawnPoint( ent->client->ps.origin, origin, angles, qfalse ); TeleportPlayer( ent, origin, angles ); break; case EV_USE_ITEM2: // medkit ent->health = ent->client->ps.stats[STAT_MAX_HEALTH] + 25; break; #ifdef MISSIONPACK case EV_USE_ITEM3: // kamikaze // make sure the invulnerability is off ent->client->invulnerabilityTime = 0; // start the kamikze G_StartKamikaze( ent ); break; case EV_USE_ITEM4: // portal if( ent->client->portalID ) { DropPortalSource( ent ); } else { DropPortalDestination( ent ); } break; case EV_USE_ITEM5: // invulnerability ent->client->invulnerabilityTime = level.time + 10000; break; #endif default: break; } } } #ifdef MISSIONPACK /* ============== StuckInOtherClient ============== */ static int StuckInOtherClient(gentity_t *ent) { int i; gentity_t *ent2; ent2 = &g_entities[0]; for ( i = 0; i < MAX_CLIENTS; i++, ent2++ ) { if ( ent2 == ent ) { continue; } if ( !ent2->inuse ) { continue; } if ( !ent2->client ) { continue; } if ( ent2->health <= 0 ) { continue; } // if (ent2->r.absmin[0] > ent->r.absmax[0]) continue; if (ent2->r.absmin[1] > ent->r.absmax[1]) continue; if (ent2->r.absmin[2] > ent->r.absmax[2]) continue; if (ent2->r.absmax[0] < ent->r.absmin[0]) continue; if (ent2->r.absmax[1] < ent->r.absmin[1]) continue; if (ent2->r.absmax[2] < ent->r.absmin[2]) continue; return qtrue; } return qfalse; } #endif void BotTestSolid(vec3_t origin); /* ============== SendPendingPredictableEvents ============== */ void SendPendingPredictableEvents( playerState_t *ps ) { gentity_t *t; int event, seq; int extEvent, number; // if there are still events pending if ( ps->entityEventSequence < ps->eventSequence ) { // create a temporary entity for this event which is sent to everyone // except the client who generated the event seq = ps->entityEventSequence & (MAX_PS_EVENTS-1); event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 ); // set external event to zero before calling BG_PlayerStateToEntityState extEvent = ps->externalEvent; ps->externalEvent = 0; // create temporary entity for event t = G_TempEntity( ps->origin, event ); number = t->s.number; BG_PlayerStateToEntityState( ps, &t->s, qtrue ); t->s.number = number; t->s.eType = ET_EVENTS + event; t->s.eFlags |= EF_PLAYER_EVENT; t->s.otherEntityNum = ps->clientNum; // send to everyone except the client who generated the event t->r.svFlags |= SVF_NOTSINGLECLIENT; t->r.singleClient = ps->clientNum; // set back external event ps->externalEvent = extEvent; } } /* ============== ClientThink This will be called once for each client frame, which will usually be a couple times for each server frame on fast clients. If "g_synchronousClients 1" is set, this will be called exactly once for each server frame, which makes for smooth demo recording. ============== */ void ClientThink_real( gentity_t *ent ) { gclient_t *client; pmove_t pm; int oldEventSequence; int msec; usercmd_t *ucmd; // STONELANCE vec3_t origin, forward; int i; int start, frametime; vec3_t oldAngles; int oldTime; // END client = ent->client; // don't think if the client is not yet connected (and thus not yet spawned in) if (client->pers.connected != CON_CONNECTED) { return; } // mark the time, so the connection sprite can be removed ucmd = &ent->client->pers.cmd; // sanity check the command time to prevent speedup cheating if ( ucmd->serverTime > level.time + 200 ) { ucmd->serverTime = level.time + 200; // G_Printf("serverTime <<<<<\n" ); } if ( ucmd->serverTime < level.time - 1000 ) { ucmd->serverTime = level.time - 1000; // G_Printf("serverTime >>>>>\n" ); } msec = ucmd->serverTime - client->ps.commandTime; // following others may result in bad times, but we still want // to check for follow toggles if ( msec < 1 && client->sess.spectatorState != SPECTATOR_FOLLOW ) { return; } if ( msec > 200 ) { msec = 200; } if ( pmove_msec.integer < 8 ) { trap_Cvar_Set("pmove_msec", "8"); } else if (pmove_msec.integer > 33) { trap_Cvar_Set("pmove_msec", "33"); } if ( pmove_fixed.integer || client->pers.pmoveFixed ) { ucmd->serverTime = ((ucmd->serverTime + pmove_msec.integer-1) / pmove_msec.integer) * pmove_msec.integer; //if (ucmd->serverTime - client->ps.commandTime <= 0) // return; } // // check for exiting intermission // if ( level.intermissiontime ) { ClientIntermissionThink( client ); return; } // spectators don't do much if ( client->sess.sessionTeam == TEAM_SPECTATOR ){ if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD ) { return; } SpectatorThink( ent, ucmd ); return; } // STONELANCE else if ( isRaceObserver( ent->s.number ) ){ if ( client->sess.spectatorState == SPECTATOR_NOT ) { client->sess.spectatorState = SPECTATOR_OBSERVE; UpdateObserverSpot( ent, qtrue ); } SpectatorThink( ent, ucmd ); return; } // END // check for inactivity timer, but never drop the local client of a non-dedicated server if ( !ClientInactivityTimer( client ) ) { return; } // clear the rewards if time if ( level.time > client->rewardTime ) { client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); } if ( client->noclip ) { client->ps.pm_type = PM_NOCLIP; } else if ( client->ps.stats[STAT_HEALTH] <= 0 ) { client->ps.pm_type = PM_DEAD; } else { client->ps.pm_type = PM_NORMAL; } client->ps.gravity = g_gravity.value; // set speed client->ps.speed = g_speed.value; #ifdef MISSIONPACK if( bg_itemlist[client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) { client->ps.speed *= 1.5; } else #endif // STONELANCE - haste changes fire rate now /* if ( client->ps.powerups[PW_HASTE] ) { client->ps.speed *= 1.3; } */ // END // Let go of the hook if we aren't firing // STONELANCE - no more hook /* if ( client->ps.weapon == WP_GRAPPLING_HOOK && client->hook && !( ucmd->buttons & BUTTON_ATTACK ) ) { Weapon_HookFree(client->hook); } */ // STONELANCE // check for car reset G_ResetCar( ent ); if (!level.startRaceTime && (isRallyRace() || g_gametype.integer == GT_DERBY)){ if ( ucmd->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) && !ent->ready ) { trap_SendServerCommand( ent->s.clientNum, "cp \"Waiting for other players...\n\""); ent->ready = qtrue; } else if (!ent->ready && level.time < level.startTime + (g_forceEngineStart.integer * 1000) - 10000){ if (ent->updateTime < level.time){ trap_SendServerCommand( ent->s.clientNum, "cp \"Press FIRE or USE when ready to race.\n\""); ent->updateTime = level.time + 2000; } } ucmd->buttons = BUTTON_HANDBRAKE; ucmd->forwardmove = 0; // ucmd->rightmove = 0; ucmd->upmove = 0; } if ( ent->client->finishRaceTime && ent->client->finishRaceTime + 500 < level.time && !level.intermissiontime ){ ent->s.weapon = WP_NONE; ent->s.powerups = 0; ent->r.contents = CONTENTS_CORPSE; ucmd->weapon = ent->s.weapon; ucmd->buttons = BUTTON_HANDBRAKE; ucmd->forwardmove = 0; // ucmd->rightmove = 0; ucmd->upmove = 0; } if ( ent->client->finishRaceTime && ent->client->finishRaceTime + RACE_OBSERVER_DELAY < level.time ){ gentity_t *tent; tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_OUT ); tent->s.clientNum = ent->s.clientNum; SelectSpectatorSpawnPoint ( ent->client->ps.origin, ent->client->ps.viewangles ); VectorCopy( ent->client->ps.origin, ent->r.currentOrigin ); VectorCopy( ent->client->ps.origin, ent->s.pos.trBase ); VectorCopy( ent->client->ps.viewangles, ent->r.currentAngles ); VectorCopy( ent->client->ps.viewangles, ent->s.apos.trBase ); ent->raceObserver = qtrue; if( ent->frontBounds ) trap_UnlinkEntity( ent->frontBounds ); if( ent->rearBounds ) trap_UnlinkEntity( ent->rearBounds ); trap_UnlinkEntity( client->carPoints[0] ); trap_UnlinkEntity( client->carPoints[1] ); trap_UnlinkEntity( client->carPoints[2] ); trap_UnlinkEntity( client->carPoints[3] ); return; } /* if( client->sess.sessionTeam != TEAM_SPECTATOR && ent->finishRaceTime && ent->finishRaceTime + 10000 < level.time ){ SetTeam( ent, "racerSpectator" ); } */ if (isRallyNonDMRace()/* TEMP DERBY || g_gametype.integer == GT_DERBY*/){ ent->s.weapon = WP_NONE; ucmd->weapon = ent->s.weapon; } // UPDATE - enable this // sound horn if ( client->sess.sessionTeam != TEAM_SPECTATOR && !level.intermissiontime && ucmd->buttons & BUTTON_HORN && client->horn_sound_time < level.time){ G_Sound(ent, CHAN_AUTO, G_SoundIndex("*horn.wav")); client->horn_sound_time = level.time + 100; } // use turbo if ((ucmd->buttons & BUTTON_TURBO) && !(client->oldbuttons & BUTTON_TURBO) && client->ps.powerups[ PW_TURBO ] < 0){ client->ps.powerups[ PW_TURBO ] = level.time + (-client->ps.powerups[ PW_TURBO ]); } else if (!(ucmd->buttons & BUTTON_TURBO) && (client->oldbuttons & BUTTON_TURBO) && ent->client->ps.powerups[ PW_TURBO ] > level.time){ client->ps.powerups[ PW_TURBO ] = -(client->ps.powerups[ PW_TURBO ] - level.time); } // END // set up for pmove oldEventSequence = client->ps.eventSequence; memset (&pm, 0, sizeof(pm)); // check for the hit-scan gauntlet, don't let the action // go through as an attack unless it actually hits something if ( client->ps.weapon == WP_GAUNTLET && !( ucmd->buttons & BUTTON_TALK ) && // STONELANCE // ( ucmd->buttons & BUTTON_ATTACK ) && client->ps.weaponTime <= 0 ) { ( ucmd->buttons & BUTTON_ATTACK ) && (client->ps.weaponTime & NORMAL_WEAPON_TIME_MASK) <= 0 ) { // END pm.gauntletHit = CheckGauntletAttack( ent ); } // STONELANCE /* if ( ent->flags & FL_FORCE_GESTURE ) { ent->flags &= ~FL_FORCE_GESTURE; ent->client->pers.cmd.buttons |= BUTTON_GESTURE; } */ // END #ifdef MISSIONPACK // check for invulnerability expansion before doing the Pmove if (client->ps.powerups[PW_INVULNERABILITY] ) { if ( !(client->ps.pm_flags & PMF_INVULEXPAND) ) { vec3_t mins = { -42, -42, -42 }; vec3_t maxs = { 42, 42, 42 }; vec3_t oldmins, oldmaxs; VectorCopy (ent->r.mins, oldmins); VectorCopy (ent->r.maxs, oldmaxs); // expand VectorCopy (mins, ent->r.mins); VectorCopy (maxs, ent->r.maxs); trap_LinkEntity(ent); // check if this would get anyone stuck in this player if ( !StuckInOtherClient(ent) ) { // set flag so the expanded size will be set in PM_CheckDuck client->ps.pm_flags |= PMF_INVULEXPAND; } // set back VectorCopy (oldmins, ent->r.mins); VectorCopy (oldmaxs, ent->r.maxs); trap_LinkEntity(ent); } } #endif pm.ps = &client->ps; pm.cmd = *ucmd; // STONELANCE - dead cars can still hit things /* if ( pm.ps->pm_type == PM_DEAD ) { pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; } else */ // END if ( ent->r.svFlags & SVF_BOT ) { pm.tracemask = MASK_PLAYERSOLID | CONTENTS_BOTCLIP; } else { pm.tracemask = MASK_PLAYERSOLID; } pm.trace = trap_Trace; pm.pointcontents = trap_PointContents; pm.frictionFunc = G_FrictionCalc; pm.debugLevel = g_debugMove.integer; pm.noFootsteps = ( g_dmflags.integer & DF_NO_FOOTSTEPS ) > 0; pm.pmove_fixed = pmove_fixed.integer | client->pers.pmoveFixed; pm.pmove_msec = pmove_msec.integer; // STONELANCE // TEMP used to move car around /* client->car.sBody.r[2] += 3.0f * (pm.cmd.upmove * msec / 1000.0f); client->car.sBody.CoM[2] += 3.0f * (pm.cmd.upmove * msec / 1000.0f); for (i = 0; i < 8; i++){ client->car.sPoints[i].r[2] += 3.0f * (pm.cmd.upmove * msec / 1000.0f); } */ // END TEMP // load car position etc into pmove level.cars[ent->s.clientNum] = &client->car; pm.car = &client->car; pm.cars = level.cars; pm.pDebug = ent->pDebug; pm.controlMode = client->pers.controlMode; pm.manualShift = client->pers.manualShift; pm.client = qfalse; if (ent->pDebug > 0){ Com_LogPrintf("Server Time: %i\n", pm.cmd.serverTime); Com_LogPrintf("Source: Debug %d\n", ent->pDebug); G_DebugForces(&pm.car->sBody, pm.car->sPoints, ent->pDebug-1); G_DebugDynamics(&pm.car->sBody, pm.car->sPoints, ent->pDebug-1); } start = trap_Milliseconds(); frametime = pm.cmd.serverTime - pm.ps->commandTime; oldTime = client->ps.commandTime; VectorCopy( client->ps.viewangles, oldAngles ); pm.car_spring = car_spring.value; pm.car_shock_up = car_shock_up.value; pm.car_shock_down = car_shock_down.value; pm.car_swaybar = car_swaybar.value; pm.car_wheel = car_wheel.value; pm.car_wheel_damp = car_wheel_damp.value; pm.car_frontweight_dist = car_frontweight_dist.value; pm.car_IT_xScale = car_IT_xScale.value; pm.car_IT_yScale = car_IT_yScale.value; pm.car_IT_zScale = car_IT_zScale.value; pm.car_body_elasticity = car_body_elasticity.value; pm.car_air_cof = car_air_cof.value; pm.car_air_frac_to_df = car_air_frac_to_df.value; pm.car_friction_scale = car_friction_scale.value; // END VectorCopy( client->ps.origin, client->oldOrigin ); #ifdef MISSIONPACK if (level.intermissionQueued != 0 && g_singlePlayer.integer) { if ( level.time - level.intermissionQueued >= 1000 ) { pm.cmd.buttons = 0; pm.cmd.forwardmove = 0; pm.cmd.rightmove = 0; pm.cmd.upmove = 0; if ( level.time - level.intermissionQueued >= 2000 && level.time - level.intermissionQueued <= 2500 ) { trap_SendConsoleCommand( EXEC_APPEND, "centerview\n"); } ent->client->ps.pm_type = PM_SPINTERMISSION; } } Pmove (&pm); #else Pmove (&pm); #endif // STONELANCE AnglesSubtract( client->ps.viewangles, oldAngles, ent->s.apos.trDelta ); VectorScale( ent->s.apos.trDelta, 1000.0f / ( client->ps.commandTime - oldTime ), ent->s.apos.trDelta ); if (level.time > 2000){ client->frameNum++; client->pmoveTime = ((client->frameNum - 1) / (float)client->frameNum) * client->pmoveTime + (trap_Milliseconds() - start) / (float)client->frameNum; } // Com_Printf("Average pmoveTime %f, Instantanious pmoveTime %d, n=%d\n", client->pmoveTime, (trap_Milliseconds() - start), client->frameNum); AngleVectors(client->ps.viewangles, forward, NULL, NULL); if ( ent->frontBounds ){ VectorMA( client->ps.origin, (CAR_LENGTH - CAR_WIDTH) / 2, forward, origin ); G_SetOrigin( ent->frontBounds, origin ); trap_LinkEntity ( ent->frontBounds ); } if ( ent->rearBounds ){ VectorMA( client->ps.origin, -(CAR_LENGTH - CAR_WIDTH) / 2, forward, origin ); G_SetOrigin( ent->rearBounds, origin ); trap_LinkEntity ( ent->rearBounds ); } if (ent->pDebug > 0){ Com_LogPrintf("Target\n"); G_DebugDynamics(&pm.car->tBody, pm.car->tPoints, ent->pDebug-1); } for (i = 0; i < FIRST_FRAME_POINT; i++){ if ( client->carPoints[i] ){ // client->carPoints[i]->s.modelindex = G_ModelIndex( "models/test/sphere01.md3" ); // G_SetOrigin(client->carPoints[i], client->car.sPoints[i].r); ent->s.pos.trType = TR_LINEAR; ent->s.pos.trTime = level.time; client->carPoints[i]->s.otherEntityNum = ent->s.clientNum; client->carPoints[i]->s.otherEntityNum2 = i; client->carPoints[i]->s.apos.trDelta[0] = client->car.sPoints[i].w; client->carPoints[i]->s.apos.trDelta[1] = client->car.wheelAngle; client->carPoints[i]->s.frame = client->car.sPoints[i].slipping; VectorCopy(client->car.sPoints[i].r, client->carPoints[i]->s.pos.trBase); VectorCopy(client->car.sPoints[i].r, ent->r.currentOrigin); VectorCopy(client->car.sPoints[i].v, client->carPoints[i]->s.pos.trDelta); VectorCopy(client->car.sPoints[i].normals[0], client->carPoints[i]->s.origin2); client->carPoints[i]->s.groundEntityNum = client->car.sPoints[i].onGround; // FIXME: remove this for bandwidth // client->carPoints[i]->r.svFlags |= SVF_BROADCAST; // send to owner only and ignore PVS ( SVF_BROADCAST ) client->carPoints[i]->r.svFlags |= SVF_SINGLECLIENT | SVF_BROADCAST; client->carPoints[i]->r.singleClient = ent->s.number; trap_LinkEntity(client->carPoints[i]); } else Com_Printf("Warning: no carpoint entities\n"); } /* if (ent->pDebug == -1){ Com_LogPrintf("server time %d\n", pm.ps->commandTime); Com_LogPrintf("wheelAngle %f\n", client->car.wheelAngle); Com_LogPrintf("throttle %f\n", client->car.throttle); Com_LogPrintf("gear %d\n", client->car.gear); Com_LogPrintf("rpm %f\n", client->car.rpm); // Body Com_LogPrintf("r %f, %f, %f\n", client->car.sBody.r[0], client->car.sBody.r[1], client->car.sBody.r[2]); Com_LogPrintf("v %f, %f, %f\n", client->car.sBody.v[0], client->car.sBody.v[1], client->car.sBody.v[2]); Com_LogPrintf("L %f, %f, %f\n", client->car.sBody.L[0], client->car.sBody.L[1], client->car.sBody.L[2]); Com_LogPrintf("viewangles: %f, %f, %f\n", pm.ps->viewangles[0], pm.ps->viewangles[1], pm.ps->viewangles[2]); // Point for (i = 0; i < 4; i++){ Com_LogPrintf("wheel %d\n", i); Com_LogPrintf("r %f, %f, %f\n", client->car.sPoints[i].r[0], client->car.sPoints[i].r[1], client->car.sPoints[i].r[2]); Com_LogPrintf("v %f, %f, %f\n", client->car.sPoints[i].v[0], client->car.sPoints[i].v[1], client->car.sPoints[i].v[2]); Com_LogPrintf("w %f\n", client->car.sPoints[i].w); Com_LogPrintf("normals %f, %f, %f\n", client->car.sPoints[i].normals[0][0], client->car.sPoints[i].normals[0][1], client->car.sPoints[i].normals[0][2]); Com_LogPrintf("fluidDensity %f\n", client->car.sPoints[i].fluidDensity); Com_LogPrintf("onGround %d\n", client->car.sPoints[i].onGround); Com_LogPrintf("slipping %d\n", client->car.sPoints[i].slipping); } ent->pDebug = 0; } */ /* Car Com_Printf("springStrength %f\n", client->car.springStrength); Com_Printf("springMaxLength %f\n", client->car.springMaxLength); Com_Printf("springMinLength %f\n", client->car.springMinLength); Com_Printf("shockStrength %f\n", client->car.shockStrength); Com_Printf("wheelAngle %f\n", client->car.wheelAngle); Com_Printf("throttle %f\n", client->car.throttle); Com_Printf("gear %d\n", client->car.gear); Com_Printf("rpm %f\n", client->car.rpm); Com_Printf("aCOF %f\n", client->car.aCOF); Com_Printf("sCOF %f\n", client->car.sCOF); Com_Printf("kCOF %f\n", client->car.kCOF); Com_Printf("dfCOF %f\n", client->car.dfCOF); Com_Printf("ewCOF %f\n", client->car.ewCOF); Com_Printf("inverseBodyInertiaTensor:\n"); Com_Printf("%f, %f, %f\n", client->car.inverseBodyInertiaTensor[0][0], client->car.inverseBodyInertiaTensor[0][1], client->car.inverseBodyInertiaTensor[0][2]); Com_Printf("%f, %f, %f\n", client->car.inverseBodyInertiaTensor[1][0], client->car.inverseBodyInertiaTensor[1][1], client->car.inverseBodyInertiaTensor[1][2]); Com_Printf("%f, %f, %f\n", client->car.inverseBodyInertiaTensor[2][0], client->car.inverseBodyInertiaTensor[2][1], client->car.inverseBodyInertiaTensor[2][2]); */ /* Body Com_Printf("r %f, %f, %f\n", client->car.sBody.r[0], client->car.sBody.r[1], client->car.sBody.r[2]); Com_Printf("v %f, %f, %f\n", client->car.sBody.v[0], client->car.sBody.v[1], client->car.sBody.v[2]); Com_Printf("w %f, %f, %f\n", client->car.sBody.w[0], client->car.sBody.w[1], client->car.sBody.w[2]); Com_Printf("L %f, %f, %f\n", client->car.sBody.L[0], client->car.sBody.L[1], client->car.sBody.L[2]); Com_Printf("CoM %f, %f, %f\n", client->car.sBody.CoM[0], client->car.sBody.CoM[1], client->car.sBody.CoM[2]); Com_Printf("t:\n"); Com_Printf("%f, %f, %f\n", client->car.sBody.t[0][0], client->car.sBody.t[0][1], client->car.sBody.t[0][2]); Com_Printf("%f, %f, %f\n", client->car.sBody.t[1][0], client->car.sBody.t[1][1], client->car.sBody.t[1][2]); Com_Printf("%f, %f, %f\n", client->car.sBody.t[2][0], client->car.sBody.t[2][1], client->car.sBody.t[2][2]); */ /* Point i = 4; Com_Printf("r %f, %f, %f\n", client->car.sPoints[i].r[0], client->car.sPoints[i].r[1], client->car.sPoints[i].r[2]); Com_Printf("v %f, %f, %f\n", client->car.sPoints[i].v[0], client->car.sPoints[i].v[1], client->car.sPoints[i].v[2]); Com_Printf("w %f\n", client->car.sPoints[i].w); Com_Printf("netForce %f, %f, %f\n", client->car.sPoints[i].netForce[0], client->car.sPoints[i].netForce[1], client->car.sPoints[i].netForce[2]); Com_Printf("netMoment %f\n", client->car.sPoints[i].netMoment); Com_Printf("normals %f, %f, %f\n", client->car.sPoints[i].normals[0][0], client->car.sPoints[i].normals[0][1], client->car.sPoints[i].normals[0][2]); Com_Printf("mass %f\n", client->car.sPoints[i].mass); Com_Printf("elasticity %f\n", client->car.sPoints[i].elasticity); Com_Printf("kcof %f\n", client->car.sPoints[i].kcof); Com_Printf("scof %f\n", client->car.sPoints[i].scof); Com_Printf("fluidDensity %f\n", client->car.sPoints[i].fluidDensity); Com_Printf("onGround %d\n", client->car.sPoints[i].onGround); Com_Printf("slipping %d\n", client->car.sPoints[i].slipping); */ // END // save results of pmove if ( ent->client->ps.eventSequence != oldEventSequence ) { ent->eventTime = level.time; } if (g_smoothClients.integer) { // STONELANCE // BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue ); BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, trap_Cvar_VariableIntegerValue("sv_fps"), qtrue ); // BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, 2000, qtrue ); // END } else { BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue ); } SendPendingPredictableEvents( &ent->client->ps ); if ( !( ent->client->ps.eFlags & EF_FIRING ) ) { client->fireHeld = qfalse; // for grapple } // use the snapped origin for linking so it matches client predicted versions VectorCopy( ent->s.pos.trBase, ent->r.currentOrigin ); VectorCopy (pm.mins, ent->r.mins); VectorCopy (pm.maxs, ent->r.maxs); ent->waterlevel = pm.waterlevel; ent->watertype = pm.watertype; // execute client events ClientEvents( ent, oldEventSequence ); // STONELANCE - do damage from pmove if (pm.damage.damage) { if( !(pm.damage.dflags & DAMAGE_NO_PROTECTION) ) pm.damage.damage *= g_damageScale.value; if( pm.damage.damage > 0 ) { if (pm.damage.otherEnt >= 0){ G_Damage(ent, NULL, &g_entities[pm.damage.otherEnt], pm.damage.dir, pm.damage.origin, pm.damage.damage, pm.damage.dflags, pm.damage.mod); VectorInverse(pm.damage.dir); G_Damage(&g_entities[pm.damage.otherEnt], NULL, ent, pm.damage.dir, pm.damage.origin, pm.damage.damage, pm.damage.dflags, pm.damage.mod); } else G_Damage(ent, NULL, NULL, pm.damage.dir, pm.damage.origin, pm.damage.damage, pm.damage.dflags, pm.damage.mod); } } // END // link entity now, after any personal teleporters have been used trap_LinkEntity (ent); if ( !ent->client->noclip ) { G_TouchTriggers( ent ); } // NOTE: now copy the exact origin over otherwise clients can be snapped into solid VectorCopy( ent->client->ps.origin, ent->r.currentOrigin ); //test for solid areas in the AAS file BotTestAAS(ent->r.currentOrigin); // touch other objects ClientImpacts( ent, &pm ); // save results of triggers and client events if (ent->client->ps.eventSequence != oldEventSequence) { ent->eventTime = level.time; } // swap and latch button actions client->oldbuttons = client->buttons; client->buttons = ucmd->buttons; client->latched_buttons |= client->buttons & ~client->oldbuttons; // check for respawning if ( client->ps.stats[STAT_HEALTH] <= 0 ) { // wait for the attack button to be pressed if ( level.time > client->respawnTime ) { // forcerespawn is to prevent users from waiting out powerups if ( g_forcerespawn.integer > 0 && ( level.time - client->respawnTime ) > g_forcerespawn.integer * 1000 ) { // STONELANCE if (g_gametype.integer != GT_DERBY || !ent->client->finishRaceTime) // END respawn( ent ); return; } // pressing attack or use is the normal respawn method if ( ucmd->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) ) { // STONELANCE if (g_gametype.integer != GT_DERBY || !ent->client->finishRaceTime) // END respawn( ent ); } } return; } // perform once-a-second actions ClientTimerActions( ent, msec ); // STONELANCE - UPDATE: enable this (use flags instead?) /* if ((client->ps.stats[STAT_HEALTH] < 25 && ent->prevHealth >= 25) || (client->ps.stats[STAT_HEALTH] < 50 && ent->prevHealth >= 50) || (client->ps.stats[STAT_HEALTH] >= 50 && ent->prevHealth < 50)){ BG_AddPredictableEventToPlayerstate( EV_ENGINE_SMOKE, client->ps.stats[STAT_HEALTH], &ent->client->ps ); } ent->prevHealth = client->ps.stats[STAT_HEALTH]; */ // END } /* ================== ClientThink A new command has arrived from the client ================== */ void ClientThink( int clientNum ) { gentity_t *ent; ent = g_entities + clientNum; trap_GetUsercmd( clientNum, &ent->client->pers.cmd ); // mark the time we got info, so we can display the // phone jack if they don't get any for a while ent->client->lastCmdTime = level.time; if ( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer ) { ClientThink_real( ent ); } } void G_RunClient( gentity_t *ent ) { if ( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer ) { return; } ent->client->pers.cmd.serverTime = level.time; ClientThink_real( ent ); } /* ================== SpectatorClientEndFrame ================== */ void SpectatorClientEndFrame( gentity_t *ent ) { gclient_t *cl; // STONELANCE int i; int savedDmgDealt; int savedDmgTaken; // Com_Printf( "Spectator Mode: %i\n", ent->client->sess.spectatorState ); // END // if we are doing a chase cam or a remote view, grab the latest info if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) { int clientNum, flags; clientNum = ent->client->sess.spectatorClient; // team follow1 and team follow2 go to whatever clients are playing if ( clientNum == -1 ) { clientNum = level.follow1; } else if ( clientNum == -2 ) { clientNum = level.follow2; } if ( clientNum >= 0 ) { cl = &level.clients[ clientNum ]; // STONELANCE // if ( cl->pers.connected == CON_CONNECTED && cl->sess.sessionTeam != TEAM_SPECTATOR ) { if ( cl->pers.connected == CON_CONNECTED && cl->sess.sessionTeam != TEAM_SPECTATOR && !isRaceObserver( clientNum )) { // END flags = (cl->ps.eFlags & ~(EF_VOTED | EF_TEAMVOTED)) | (ent->client->ps.eFlags & (EF_VOTED | EF_TEAMVOTED)); // STONELANCE - FIXME: dont overwrite stats if the player was in the race or derby // ent->client->ps = cl->ps; savedDmgDealt = ent->client->ps.stats[STAT_DAMAGE_DEALT]; savedDmgTaken = ent->client->ps.stats[STAT_DAMAGE_TAKEN]; memcpy( &ent->client->ps, &cl->ps, sizeof(playerState_t) ); ent->client->ps.stats[STAT_DAMAGE_DEALT] = savedDmgDealt; ent->client->ps.stats[STAT_DAMAGE_TAKEN] = savedDmgTaken; /* VectorCopy( cl->ps.origin, ent->client->ps.origin ); VectorCopy( cl->ps.velocity, ent->client->ps.velocity ); VectorCopy( cl->ps.angularMomentum, ent->client->ps.angularMomentum ); VectorCopy( cl->ps.viewangles, ent->client->ps.viewangles ); ent->client->ps.commandTime = cl->ps.commandTime; ent->client->ps.clientNum = cl->ps.clientNum; ent->client->ps.pm_flags = cl->ps.pm_flags; ent->client->ps.pm_type = cl->ps.pm_type; ent->client->ps.damagePitch = cl->ps.damagePitch; ent->client->ps.damageYaw = cl->ps.damageYaw; ent->client->ps.delta_angles[0] = cl->ps.delta_angles[0]; ent->client->ps.delta_angles[1] = cl->ps.delta_angles[1]; ent->client->ps.delta_angles[2] = cl->ps.delta_angles[2]; ent->client->ps.legsAnim = cl->ps.legsAnim; ent->client->ps.legsTimer = cl->ps.legsTimer; ent->client->ps.torsoAnim = cl->ps.torsoAnim; ent->client->ps.torsoTimer = cl->ps.torsoTimer; */ // END ent->client->ps.pm_flags |= PMF_FOLLOW; ent->client->ps.eFlags = flags; // STONELANCE // FIXME: could this fuck some shit up with entity numbers or anything like that? // TODO: optimize this so it only copies the fields that change and not everything for( i = 0; i < 4; i++ ) { memcpy( ent->client->carPoints[i], cl->carPoints[i], sizeof(gentity_t) ); ent->client->carPoints[i]->r.singleClient = ent->s.number; } // END return; } else { // drop them to free spectators unless they are dedicated camera followers if ( ent->client->sess.spectatorClient >= 0 ) { // STONELANCE // try cycling to a new client clientNum = ent->client->sess.spectatorClient; Cmd_FollowCycle_f( ent, 1 ); // Com_Printf( "Cycle target\n" ); if ( clientNum == ent->client->sess.spectatorClient ) { // Com_Printf( "Follow Cam: drop back to free\n" ); // G_DebugLogPrintf( "Follow Cam: drop back to free\n" ); // ent->client->sess.spectatorState = SPECTATOR_FREE; // ClientBegin( ent->client - level.clients ); // ent->client->ps.clientNum = ent->client - level.clients; StopFollowing( ent ); } // END } } } } // STONELANCE else if ( ent->client->sess.spectatorState == SPECTATOR_OBSERVE ) { int clientNum; vec3_t angles, delta; float dist; clientNum = ent->client->sess.spectatorClient; if ( clientNum == -1 ) { clientNum = level.follow1; } else if ( clientNum == -2 ) { clientNum = level.follow2; } if ( clientNum >= 0 ) { // ent->client->ps.clientNum = clientNum; cl = &level.clients[ clientNum ]; if ( cl->pers.connected == CON_CONNECTED && cl->sess.sessionTeam != TEAM_SPECTATOR && !isRaceObserver( clientNum ) ) { VectorClear(delta); if ( !(ent->spotflags & OBSERVERCAM_FIXED) ){ VectorSubtract(cl->ps.origin, ent->client->ps.origin, delta); vectoangles(delta, angles); VectorCopy(angles, ent->client->ps.viewangles); } VectorClear(ent->client->ps.velocity); if ( ent->spotflags & OBSERVERCAM_ZOOM ){ dist = VectorLength(delta); // zoom in closer to target if too far away if (dist > 300) { dist -= 300; VectorSet(ent->client->ps.velocity, dist, 0, 0); } } ent->client->ps.damagePitch = ANGLE2SHORT(ent->client->ps.viewangles[PITCH]); ent->client->ps.damageYaw = ANGLE2SHORT(ent->client->ps.viewangles[YAW]); ent->client->ps.pm_flags |= PMF_OBSERVE; } else { // drop them to free spectators unless they are dedicated camera followers if ( ent->client->sess.spectatorClient >= 0 ) { // try cycling to a new client clientNum = ent->client->sess.spectatorClient; Cmd_FollowCycle_f( ent, 1 ); // Com_Printf( "Cycle target\n" ); if ( clientNum == ent->client->sess.spectatorClient ) { // Com_Printf( "Observer Cam: drop back to free\n" ); // G_DebugLogPrintf( "Observer Cam: drop back to free\n" ); // ent->client->sess.spectatorState = SPECTATOR_FREE; // ClientBegin( ent->client - level.clients ); // ent->client->ps.clientNum = ent->client - level.clients; StopFollowing( ent ); } } } } // else // G_DebugLogPrintf( "Observer Cam: Target client %i\n", clientNum ); } // END if ( ent->client->sess.spectatorState == SPECTATOR_SCOREBOARD ) { ent->client->ps.pm_flags |= PMF_SCOREBOARD; } else { ent->client->ps.pm_flags &= ~PMF_SCOREBOARD; } } /* ============== ClientEndFrame Called at the end of each server frame for each connected client A fast client will have multiple ClientThink for each ClientEdFrame, while a slow client may have multiple ClientEndFrame between ClientThink. ============== */ void ClientEndFrame( gentity_t *ent ) { int i; clientPersistant_t *pers; // STONELANCE // if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) { if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR || isRaceObserver( ent->s.number ) ){ // END SpectatorClientEndFrame( ent ); return; } pers = &ent->client->pers; // turn off any expired powerups for ( i = 0 ; i < MAX_POWERUPS ; i++ ) { // STONELANCE if ( i == PW_TURBO && ent->client->ps.powerups[ i ] < level.time && ent->client->ps.powerups[ i ] > 0) { ent->client->ps.powerups[ i ] = 0; } else if ( i != PW_TURBO && ent->client->ps.powerups[ i ] < level.time ) { // if ( ent->client->ps.powerups[ i ] < level.time ) { // END ent->client->ps.powerups[ i ] = 0; } } #ifdef MISSIONPACK // set powerup for player animation if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) { ent->client->ps.powerups[PW_GUARD] = level.time; } if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) { ent->client->ps.powerups[PW_SCOUT] = level.time; } if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_DOUBLER ) { ent->client->ps.powerups[PW_DOUBLER] = level.time; } if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_AMMOREGEN ) { ent->client->ps.powerups[PW_AMMOREGEN] = level.time; } if ( ent->client->invulnerabilityTime > level.time ) { ent->client->ps.powerups[PW_INVULNERABILITY] = level.time; } #endif // save network bandwidth #if 0 if ( !g_synchronousClients->integer && ent->client->ps.pm_type == PM_NORMAL ) { // FIXME: this must change eventually for non-sync demo recording VectorClear( ent->client->ps.viewangles ); } #endif // // If the end of unit layout is displayed, don't give // the player any normal movement attributes // if ( level.intermissiontime ) { return; } // burn from lava, etc P_WorldEffects (ent); // apply all the damage taken this frame P_DamageFeedback (ent); // add the EF_CONNECTION flag if we haven't gotten commands recently if ( level.time - ent->client->lastCmdTime > 1000 ) { ent->s.eFlags |= EF_CONNECTION; } else { ent->s.eFlags &= ~EF_CONNECTION; } ent->client->ps.stats[STAT_HEALTH] = ent->health; // FIXME: get rid of ent->health... G_SetClientSound (ent); // set the latest infor if (g_smoothClients.integer) { // STONELANCE // BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue ); BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, trap_Cvar_VariableIntegerValue("sv_fps"), qtrue ); // BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, 2000, qtrue ); // Com_Printf( "Extrapolating playerstate, trType %i\n", ent->s.pos.trType ); // END } else { BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue ); } SendPendingPredictableEvents( &ent->client->ps ); /* if( g_entities[0].client ) { int rearTime; g_entities[0].client->ps.weaponTime |= 0x7fff; rearTime = ( g_entities[0].client->ps.weaponTime & REAR_WEAPON_TIME_MASK ) >> 16; Com_Printf( "g forward: cur weapon time %i\n", g_entities[0].client->ps.weaponTime & NORMAL_WEAPON_TIME_MASK ); Com_Printf( "g rear: cur weapon time %i\n", rearTime ); Com_Printf( "g: cur weapon time %i\n", g_entities[0].client->ps.weaponTime ); } */ // set the bit for the reachability area the client is currently in // i = trap_AAS_PointReachabilityAreaIndex( ent->client->ps.origin ); // ent->client->areabits[i >> 3] |= 1 << (i & 7); }