/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. Copyright (C) 2002-2015 Q3Rally Team (Per Thormann - q3rally@gmail.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" // g_client.c -- client functions that don't happen every frame // STONELANCE /* static vec3_t playerMins = {-15, -15, -24}; static vec3_t playerMaxs = {15, 15, 32}; */ static vec3_t playerMins = {-CAR_WIDTH/2, -CAR_WIDTH/2, -CAR_WIDTH/2}; static vec3_t playerMaxs = {CAR_WIDTH/2, CAR_WIDTH/2, CAR_WIDTH/2}; //static vec3_t playerMins = {-CAR_LENGTH/2, -CAR_WIDTH/2, -CAR_HEIGHT/2}; //static vec3_t playerMaxs = {CAR_LENGTH/2, CAR_WIDTH/2, CAR_HEIGHT/2}; // END /*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) equivalent to info_player_deathmatch */ void SP_info_player_start(gentity_t *ent) { // STONELANCE /* ent->classname = "info_player_deathmatch"; SP_info_player_deathmatch( ent ); */ // END } /*QUAKED info_player_intermission (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. */ void SP_info_player_intermission( gentity_t *ent ) { } /* ======================================================================= 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; } /* ================ 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(qboolean isbot) { 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 && count < MAX_SPAWN_POINTS) { if(SpotWouldTelefrag(spot)) continue; if(((spot->flags & FL_NO_BOTS) && isbot) || ((spot->flags & FL_NO_HUMANS) && !isbot)) { // spot is not for this human/bot player 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, qboolean isbot ) { gentity_t *spot; vec3_t delta; float dist; float list_dist[MAX_SPAWN_POINTS]; gentity_t *list_spot[MAX_SPAWN_POINTS]; int numSpots, rnd, i, j; numSpots = 0; spot = NULL; while((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) { if(SpotWouldTelefrag(spot)) continue; if(((spot->flags & FL_NO_BOTS) && isbot) || ((spot->flags & FL_NO_HUMANS) && !isbot)) { // spot is not for this human/bot player continue; } VectorSubtract( spot->s.origin, avoidPoint, delta ); dist = VectorLength( delta ); for (i = 0; i < numSpots; i++) { if(dist > list_dist[i]) { if (numSpots >= MAX_SPAWN_POINTS) numSpots = MAX_SPAWN_POINTS - 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++; break; } } if(i >= numSpots && numSpots < MAX_SPAWN_POINTS) { list_dist[numSpots] = dist; list_spot[numSpots] = spot; numSpots++; } } if(!numSpots) { spot = G_Find(NULL, FOFS(classname), "info_player_deathmatch"); // STONELANCE // if (!spot) // G_Error( "Couldn't find a spawn point" ); if (!spot){ G_Printf( "Warning: Couldn't find a deathmatch spawn point\n" ); spot = G_Find( NULL, FOFS(classname), "info_player_start"); if (!spot) G_Error( "Couldn't find a spawn point" ); } // END 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, qboolean isbot ) { return SelectRandomFurthestSpawnPoint( avoidPoint, origin, angles, isbot ); /* 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, qboolean isbot ) { gentity_t *spot; spot = NULL; while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) { if(((spot->flags & FL_NO_BOTS) && isbot) || ((spot->flags & FL_NO_HUMANS) && !isbot)) { continue; } if((spot->spawnflags & 0x01)) break; } if (!spot || SpotWouldTelefrag(spot)) return SelectSpawnPoint(vec3_origin, origin, angles, isbot); 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 ======================================================================= */ /* =============== 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 disappear ============= */ void BodySink( gentity_t *ent ) { if ( level.time - ent->timestamp > 6500 ) { // STONELANCE if ( ent->frontBounds ){ G_FreeEntity( ent->frontBounds ); ent->frontBounds = NULL; } if ( ent->rearBounds ){ G_FreeEntity( ent->rearBounds ); ent->rearBounds = NULL; } // END // 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; } /* ============= CopyToBodyQue A player is respawning, so make an entity that looks just like the existing corpse to leave behind. ============= */ void CopyToBodyQue( gentity_t *ent ) { #ifdef MISSIONPACK gentity_t *e; int i; #endif gentity_t *body; int contents; trap_UnlinkEntity (ent); // STONELANCE // if the player is already dead dont worry about copying the body if ( ent->client->ps.stats[STAT_HEALTH] <= GIB_HEALTH ) return; // END // if client is in a nodrop area, don't leave the body contents = trap_PointContents( ent->s.origin, -1 ); if ( contents & CONTENTS_NODROP ) { return; } // grab a body que and cycle to the next one body = level.bodyQue[ level.bodyQueIndex ]; level.bodyQueIndex = (level.bodyQueIndex + 1) % BODY_QUEUE_SIZE; body->s = ent->s; body->s.eFlags = EF_DEAD; // clear EF_TALK, etc #ifdef MISSIONPACK if ( ent->s.eFlags & EF_KAMIKAZE ) { body->s.eFlags |= EF_KAMIKAZE; // check if there is a kamikaze timer around for this owner for (i = 0; i < level.num_entities; i++) { e = &g_entities[i]; if (!e->inuse) continue; if (e->activator != ent) continue; if (strcmp(e->classname, "kamikaze timer")) continue; e->activator = body; break; } } #endif body->s.powerups = 0; // clear powerups body->s.loopSound = 0; // clear lava burning 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; // STONELANCE if ( ent->frontBounds ){ // there should always be an ent->frontBounds, but just in case body->frontBounds = G_Spawn(); VectorCopy (ent->frontBounds->r.mins, body->frontBounds->r.mins); VectorCopy (ent->frontBounds->r.maxs, body->frontBounds->r.maxs); body->frontBounds->r.svFlags = SVF_NOCLIENT; body->frontBounds->flags = FL_EXTRA_BBOX; G_SetOrigin( body->frontBounds, ent->frontBounds->r.currentOrigin ); body->frontBounds->r.ownerNum = body->s.number; body->frontBounds->r.contents = CONTENTS_CORPSE; trap_LinkEntity ( body->frontBounds ); } if ( ent->rearBounds ){ // there should always be an ent->rearBounds, but just in case body->rearBounds = G_Spawn(); VectorCopy (ent->rearBounds->r.mins, body->rearBounds->r.mins); VectorCopy (ent->rearBounds->r.maxs, body->rearBounds->r.maxs); body->rearBounds->r.svFlags = SVF_NOCLIENT; body->rearBounds->flags = FL_EXTRA_BBOX; G_SetOrigin( body->rearBounds, ent->rearBounds->r.currentOrigin ); body->rearBounds->r.ownerNum = body->s.number; body->rearBounds->r.contents = CONTENTS_CORPSE; trap_LinkEntity ( body->rearBounds ); } // END // change the animation to the last-frame only, so the sequence // doesn't repeat anew for the body // STONELANCE /* switch ( body->s.legsAnim & ~ANIM_TOGGLEBIT ) { case BOTH_DEATH1: case BOTH_DEAD1: body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD1; break; case BOTH_DEATH2: case BOTH_DEAD2: body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD2; break; case BOTH_DEATH3: case BOTH_DEAD3: default: body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD3; break; } */ // END body->r.svFlags = ent->r.svFlags; 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->clipmask = CONTENTS_SOLID | CONTENTS_PLAYERCLIP; body->r.contents = CONTENTS_CORPSE; body->r.ownerNum = ent->s.number; body->nextthink = level.time + 5000; 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); } //====================================================================== /* ================== 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); // STONELANCE VectorCopy( angle, ent->s.angles2 ); ent->client->ps.damagePitch = ANGLE2SHORT(ent->s.angles2[PITCH]); ent->client->ps.damageYaw = ANGLE2SHORT(ent->s.angles2[YAW]); // END } /* ================ ClientRespawn ================ */ void ClientRespawn( gentity_t *ent ) { CopyToBodyQue (ent); ClientSpawn(ent); } /* ================ TeamCount Returns number of players on a team ================ */ int TeamCount( int ignoreClientNum, team_t 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++; } } 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; } // STONELANCE team_t LowestTeamCount( int ignoreClientNum ){ int counts[TEAM_NUM_TEAMS]; counts[TEAM_BLUE] = TeamCount( ignoreClientNum, TEAM_BLUE ); counts[TEAM_RED] = TeamCount( ignoreClientNum, TEAM_RED ); counts[TEAM_GREEN] = TeamCount( ignoreClientNum, TEAM_GREEN ); counts[TEAM_YELLOW] = TeamCount( ignoreClientNum, TEAM_YELLOW ); if ( counts[TEAM_BLUE] == counts[TEAM_RED] && counts[TEAM_BLUE] == counts[TEAM_GREEN] && counts[TEAM_BLUE] == counts[TEAM_YELLOW]) { return 0; } if ( counts[TEAM_BLUE] <= counts[TEAM_RED] && counts[TEAM_BLUE] <= counts[TEAM_GREEN] && counts[TEAM_BLUE] <= counts[TEAM_YELLOW]) { return TEAM_BLUE; } if ( counts[TEAM_RED] <= counts[TEAM_BLUE] && counts[TEAM_RED] <= counts[TEAM_GREEN] && counts[TEAM_RED] <= counts[TEAM_YELLOW]) { return TEAM_RED; } if ( counts[TEAM_GREEN] <= counts[TEAM_RED] && counts[TEAM_GREEN] <= counts[TEAM_BLUE] && counts[TEAM_GREEN] <= counts[TEAM_YELLOW]) { return TEAM_GREEN; } if ( counts[TEAM_YELLOW] <= counts[TEAM_RED] && counts[TEAM_YELLOW] <= counts[TEAM_GREEN] && counts[TEAM_YELLOW] <= counts[TEAM_YELLOW]) { return TEAM_YELLOW; } return 0; } team_t LowestTeamScore( void ){ if ( level.teamScores[TEAM_BLUE] == level.teamScores[TEAM_RED] && level.teamScores[TEAM_BLUE] == level.teamScores[TEAM_GREEN] && level.teamScores[TEAM_BLUE] == level.teamScores[TEAM_YELLOW]) { return 0; } if ( level.teamScores[TEAM_BLUE] <= level.teamScores[TEAM_RED] && level.teamScores[TEAM_BLUE] <= level.teamScores[TEAM_GREEN] && level.teamScores[TEAM_BLUE] <= level.teamScores[TEAM_YELLOW]) { return TEAM_BLUE; } if ( level.teamScores[TEAM_RED] <= level.teamScores[TEAM_BLUE] && level.teamScores[TEAM_RED] <= level.teamScores[TEAM_GREEN] && level.teamScores[TEAM_RED] <= level.teamScores[TEAM_YELLOW]) { return TEAM_RED; } if ( level.teamScores[TEAM_GREEN] <= level.teamScores[TEAM_RED] && level.teamScores[TEAM_GREEN] <= level.teamScores[TEAM_BLUE] && level.teamScores[TEAM_GREEN] <= level.teamScores[TEAM_YELLOW]) { return TEAM_GREEN; } if ( level.teamScores[TEAM_YELLOW] <= level.teamScores[TEAM_RED] && level.teamScores[TEAM_YELLOW] <= level.teamScores[TEAM_GREEN] && level.teamScores[TEAM_YELLOW] <= level.teamScores[TEAM_YELLOW]) { return TEAM_YELLOW; } return 0; } // END /* ================ PickTeam ================ */ team_t PickTeam( int ignoreClientNum ) { // STONELANCE /* 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; } */ int team; if ( (team = LowestTeamCount(ignoreClientNum)) ){ return team; } // equal team count, so join the team with the lowest score if ( (team = LowestTeamScore()) ){ return team; } // END 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 = strrchr(model, '/')) != 0) { *p = 0; } Q_strcat(model, MAX_QPATH, "/"); Q_strcat(model, MAX_QPATH, skin); } */ /* =========== ClientCleanName ============ */ static void ClientCleanName(const char *in, char *out, int outSize) { int outpos = 0, colorlessLen = 0, spaces = 0; // discard leading spaces for(; *in == ' '; in++); for(; *in && outpos < outSize - 1; in++) { out[outpos] = *in; if(*in == ' ') { // don't allow too many consecutive spaces if(spaces > 2) continue; spaces++; } else if(outpos > 0 && out[outpos - 1] == Q_COLOR_ESCAPE) { if(Q_IsColorString(&out[outpos - 1])) { colorlessLen--; // STONELANCE /* if(ColorIndex(*in) == 0) { // Disallow color black in names to prevent players // from getting advantage playing in front of black backgrounds outpos--; continue; } */ // END } else { spaces = 0; colorlessLen++; } } else { spaces = 0; colorlessLen++; } outpos++; } out[outpos] = '\0'; // don't allow empty names if( *out == '\0' || colorlessLen == 0) Q_strncpyz(out, "UnnamedPlayer", outSize ); } /* =========== 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. ============ */ void ClientUserinfoChanged( int clientNum ) { gentity_t *ent; int teamTask, teamLeader, health; char *s; char model[MAX_QPATH]; char headModel[MAX_QPATH]; // STONELANCE char rim[MAX_QPATH]; char plate[MAX_QPATH]; // END 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]; 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"); // don't keep those clients and userinfo trap_DropClient(clientNum, "Invalid userinfo"); } // 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 ) ) { trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " renamed to %s\n\"", oldname, client->pers.netname) ); } } // set max health #ifdef MISSIONPACK if (client->ps.powerups[PW_GUARD]) { client->pers.maxHealth = 200; } else { health = atoi( Info_ValueForKey( userinfo, "handicap" ) ); client->pers.maxHealth = health; if ( client->pers.maxHealth < 1 || client->pers.maxHealth > 100 ) { client->pers.maxHealth = 100; } } #else health = atoi( Info_ValueForKey( userinfo, "handicap" ) ); client->pers.maxHealth = health; if ( client->pers.maxHealth < 1 || client->pers.maxHealth > 100 ) { client->pers.maxHealth = 100; } #endif client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth; // set model // STONELANCE /* if( g_gametype.integer >= GT_TEAM ) { Q_strncpyz( model, Info_ValueForKey (userinfo, "team_model"), sizeof( model ) ); Q_strncpyz( headModel, Info_ValueForKey (userinfo, "team_headmodel"), sizeof( headModel ) ); } else { */ // END Q_strncpyz( model, Info_ValueForKey (userinfo, "model"), sizeof( model ) ); // STONELANCE // Q_strncpyz( headModel, Info_ValueForKey (userinfo, "headmodel"), sizeof( headModel ) ); Q_strncpyz( headModel, Info_ValueForKey (userinfo, "head"), sizeof( headModel ) ); // } // END /* 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"); } */ // STONELANCE // rim Q_strncpyz( rim, Info_ValueForKey (userinfo, "rim"), sizeof( rim ) ); // plate Q_strncpyz( plate, Info_ValueForKey (userinfo, "plate"), sizeof( plate ) ); // END #ifdef MISSIONPACK if (g_gametype.integer >= GT_TEAM && !(ent->r.svFlags & SVF_BOT)) { client->pers.teamInfo = qtrue; } else { s = Info_ValueForKey( userinfo, "teamoverlay" ); if ( ! *s || atoi( s ) != 0 ) { client->pers.teamInfo = qtrue; } else { client->pers.teamInfo = qfalse; } } #else // teamInfo s = Info_ValueForKey( userinfo, "teamoverlay" ); if ( ! *s || atoi( s ) != 0 ) { client->pers.teamInfo = qtrue; } else { client->pers.teamInfo = qfalse; } #endif // STONELANCE // UPDATE: enable this /* s = Info_ValueForKey( userinfo, "cg_autodrop" ); if ( ! *s || atoi( s ) != 0 ) { client->pers.autoDrop = qtrue; } else { client->pers.autoDrop = qfalse; } */ s = Info_ValueForKey( userinfo, "cg_controlMode" ); if ( *s ) { client->pers.controlMode = atoi( s ); } s = Info_ValueForKey( userinfo, "cg_manualShift" ); if ( *s ) { client->pers.manualShift = atoi( s ); } // END /* 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 Q_strncpyz(c1, Info_ValueForKey( userinfo, "color1" ), sizeof( c1 )); Q_strncpyz(c2, Info_ValueForKey( userinfo, "color2" ), sizeof( c2 )); Q_strncpyz(redTeam, Info_ValueForKey( userinfo, "g_redteam" ), sizeof( redTeam )); Q_strncpyz(blueTeam, Info_ValueForKey( userinfo, "g_blueteam" ), sizeof( blueTeam )); // STONELANCE - UPDATE: need to add names for green and yellow teams? // 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) { // STONELANCE - UPDATE: change the userinfo string for bots? s = va("n\\%s\\t\\%i\\model\\%s\\hmodel\\%s\\c1\\%s\\c2\\%s\\hc\\%i\\w\\%i\\l\\%i\\skill\\%s\\tt\\%d\\tl\\%d", client->pers.netname, client->sess.sessionTeam, model, headModel, c1, c2, client->pers.maxHealth, client->sess.wins, client->sess.losses, Info_ValueForKey( userinfo, "skill" ), teamTask, teamLeader ); } else { // STONELANCE s = va("n\\%s\\t\\%i\\model\\%s\\hmodel\\%s\\rim\\%s\\plate\\%s\\g_redteam\\%s\\g_blueteam\\%s\\c1\\%s\\c2\\%s\\hc\\%i\\w\\%i\\l\\%i\\cm\\%i\\ms\\%i\\tt\\%d\\tl\\%d", client->pers.netname, client->sess.sessionTeam, model, headModel, rim, plate, redTeam, blueTeam, c1, c2, client->pers.maxHealth, client->sess.wins, client->sess.losses, client->pers.controlMode, client->pers.manualShift, teamTask, teamLeader); /* s = va("n\\%s\\t\\%i\\model\\%s\\hmodel\\%s\\g_redteam\\%s\\g_blueteam\\%s\\c1\\%s\\c2\\%s\\hc\\%i\\w\\%i\\l\\%i\\tt\\%d\\tl\\%d", client->pers.netname, client->sess.sessionTeam, model, headModel, redTeam, blueTeam, c1, c2, client->pers.maxHealth, client->sess.wins, client->sess.losses, teamTask, teamLeader); */ // END } trap_SetConfigstring( CS_PLAYERS+clientNum, s ); // this is not the userinfo, more like the configstring actually 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]; gentity_t *ent; ent = &g_entities[ clientNum ]; trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) ); // IP filtering // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=500 // recommanding PB based IP / GUID banning, the builtin system is pretty limited // check to see if they are on the banned IP list value = Info_ValueForKey (userinfo, "ip"); if ( G_FilterPacket( value ) ) { return "You are banned from this server."; } // we don't check password for bots and local client // NOTE: local client <-> "ip" "localhost" // this means this client is not running in our current process if ( !isBot && (strcmp(value, "localhost") != 0)) { // 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) { return "Invalid password"; } } // if a player reconnects quickly after a disconnect, the client disconnect may never be called, thus flag can get lost in the ether if (ent->inuse) { G_LogPrintf("Forcing disconnect on active client: %i\n", clientNum); // so lets just fix up anything that should happen on a disconnect ClientDisconnect(clientNum); } // they can connect ent->client = level.clients + clientNum; client = ent->client; // areabits = client->areabits; memset( client, 0, sizeof(*client) ); client->pers.connected = CON_CONNECTING; // check for local client value = Info_ValueForKey( userinfo, "ip" ); if ( !strcmp( value, "localhost" ) ) { client->pers.localClient = qtrue; } // STONELANCE // FIXME: dont need this anymore? /* if (isRallyRace() && client->sess.sessionTeam == TEAM_SPECTATOR && !client->sess.spectatorWilling){ if (level.startRaceTime){ Com_Printf("ClientConnect: race start, spectator\n"); client->sess.sessionTeam = TEAM_SPECTATOR; } else if ( g_gametype.integer >= GT_TEAM ) { Com_Printf("ClientConnect: team pick\n"); client->sess.sessionTeam = PickTeam( -1 ); BroadcastTeamChange( client, -1 ); } else { Com_Printf("ClientConnect: team free\n"); client->sess.sessionTeam = TEAM_FREE; } } */ // END if( isBot ) { ent->r.svFlags |= SVF_BOT; ent->inuse = qtrue; if( !G_BotConnect( clientNum, !firstTime ) ) { return "BotConnectfailed"; } } // read or initialize the session data if ( firstTime || level.newSession ) { G_InitSessionData( client, userinfo ); } G_ReadSessionData( client ); // get and distribute relevant parameters G_LogPrintf( "ClientConnect: %i\n", clientNum ); ClientUserinfoChanged( clientNum ); // 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 " connected\n\"", client->pers.netname) ); } if ( g_gametype.integer >= GT_TEAM && client->sess.sessionTeam != TEAM_SPECTATOR ) { BroadcastTeamChange( client, -1 ); } // count current clients and rank for scoreboard CalculateRanks(); // for statistics // client->areabits = areabits; // if ( !client->areabits ) // client->areabits = G_Alloc( (trap_AAS_PointReachabilityAreaIndex( NULL ) + 7) / 8 ); return NULL; } /* =========== 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 ============ */ void ClientBegin( int clientNum ) { gentity_t *ent; gclient_t *client; int flags; ent = g_entities + clientNum; client = level.clients + clientNum; // STONELANCE // Make sure that clients that were not fully connected when the // race was started will spawn as spectators if ((isRallyRace() || g_gametype.integer == GT_DERBY) && level.startRaceTime && client->sess.sessionTeam != TEAM_SPECTATOR && !isRaceObserver( clientNum ) && !client->finishRaceTime ){ SetTeam(ent, "racerSpectator"); return; } // trap_SendServerCommand( -1, va("raceTime %i", level.startRaceTime) ); client->buttons = 0; client->oldbuttons = 0; // END if ( ent->r.linked ) { trap_UnlinkEntity( ent ); } G_InitGentity( ent ); ent->touch = 0; ent->pain = 0; ent->client = client; 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; memset( &client->ps, 0, sizeof( client->ps ) ); client->ps.eFlags = flags; // locate ent at a spawn point ClientSpawn( ent ); // STONELANCE ent->ready = qfalse; if ( isRallyRace() && !level.startRaceTime ) { ent->number = 1; ent->currentLap = 1; ent->client->finishRaceTime = 0; ent->updateTime = level.time + 1000; ent->client->ps.stats[STAT_DAMAGE_DEALT] = 0; ent->client->ps.stats[STAT_DAMAGE_TAKEN] = 0; ent->client->ps.stats[STAT_NEXT_CHECKPOINT] = ent->number; } ent->raceObserver = qfalse; // END // STONELANCE /* if ( client->sess.sessionTeam != TEAM_SPECTATOR ) { if ( g_gametype.integer != GT_TOURNAMENT ) { trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " entered the game\n\"", client->pers.netname) ); } } */ // END G_LogPrintf( "ClientBegin: %i\n", clientNum ); // count current clients and rank for scoreboard CalculateRanks(); } /* =========== 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 ============ */ 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; gentity_t *tent; int flags; int savedPing; // char *savedAreaBits; int accuracy_hits, accuracy_shots; int eventSequence; char userinfo[MAX_INFO_STRING]; // STONELANCE int savedDamageTaken; int savedDamageDealt; gentity_t *savedCarPoints[4]; vec3_t origin, forward; // END index = ent - g_entities; client = ent->client; VectorClear(spawn_origin); // find a spawn point // do it before setting health back up, so farthest // ranging doesn't count this client // STONELANCE // if ( client->sess.sessionTeam == TEAM_SPECTATOR ) { if ( client->sess.sessionTeam == TEAM_SPECTATOR || isRaceObserver( ent->s.number ) ) { spawnPoint = NULL; if ( client->sess.spectatorState == SPECTATOR_OBSERVE ) { int clientNum; clientNum = 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) spawnPoint = FindBestObserverSpot(ent, &g_entities[clientNum], spawn_origin, spawn_angles); } if (!spawnPoint) // END spawnPoint = SelectSpectatorSpawnPoint ( spawn_origin, spawn_angles); } else if (g_gametype.integer >= GT_CTF ) { // all base oriented team games use the CTF spawn points spawnPoint = SelectCTFSpawnPoint ( client->sess.sessionTeam, client->pers.teamState.state, spawn_origin, spawn_angles, !!(ent->r.svFlags & SVF_BOT)); } else { // STONELANCE if (isRallyRace()) { // respawn at the grid if the race just started to stop people from // killing themselves inorder to get ahead at the beginning if ( level.startRaceTime && level.time - level.startRaceTime > 1000 ) spawnPoint = SelectLastMarkerForSpawn(ent, spawn_origin, spawn_angles, !!(ent->r.svFlags & SVF_BOT)); else spawnPoint = SelectGridPositionSpawn(ent, spawn_origin, spawn_angles, !!(ent->r.svFlags & SVF_BOT)); if (g_trackReversed.integer && level.trackIsReversable){ spawn_angles[YAW] += 180; } } else // END // 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, !!(ent->r.svFlags & SVF_BOT)); } else { // don't spawn near existing origin if possible spawnPoint = SelectSpawnPoint ( client->ps.origin, spawn_origin, spawn_angles, !!(ent->r.svFlags & SVF_BOT)); } } client->pers.teamState.state = TEAM_ACTIVE; // always clear the kamikaze flag ent->s.eFlags &= ~EF_KAMIKAZE; // 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 | EF_VOTED | EF_TEAMVOTED); flags ^= EF_TELEPORT_BIT; // clear everything but the persistant data saved = client->pers; savedSess = client->sess; savedPing = client->ps.ping; // STONELANCE savedDamageDealt = client->ps.stats[STAT_DAMAGE_DEALT]; savedDamageTaken = client->ps.stats[STAT_DAMAGE_TAKEN]; // END // 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; // STONELANCE savedCarPoints[0] = client->carPoints[0]; savedCarPoints[1] = client->carPoints[1]; savedCarPoints[2] = client->carPoints[2]; savedCarPoints[3] = client->carPoints[3]; /* for (i = 0; i < FIRST_FRAME_POINT; i++){ if ( client->carPoints[i] ){ // Com_Printf("Freeing wheel entities\n"); G_FreeEntity( client->carPoints[i] ); } } */ // END Com_Memset (client, 0, sizeof(*client)); client->pers = saved; client->sess = savedSess; client->ps.ping = savedPing; // STONELANCE client->carPoints[0] = savedCarPoints[0]; client->carPoints[1] = savedCarPoints[1]; client->carPoints[2] = savedCarPoints[2]; client->carPoints[3] = savedCarPoints[3]; client->ps.stats[STAT_DAMAGE_DEALT] = savedDamageDealt; client->ps.stats[STAT_DAMAGE_TAKEN] = savedDamageTaken; client->ps.stats[STAT_NEXT_CHECKPOINT] = ent->number; // END // 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; trap_GetUserinfo( index, userinfo, sizeof(userinfo) ); // set max health client->pers.maxHealth = atoi( Info_ValueForKey( userinfo, "handicap" ) ); if ( client->pers.maxHealth < 1 || client->pers.maxHealth > 100 ) { client->pers.maxHealth = 100; } // clear entity values client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth; client->ps.eFlags = flags; ent->s.groundEntityNum = ENTITYNUM_NONE; ent->client = &level.clients[index]; 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); // STONELANCE client->ps.pm_flags |= SVF_CAPSULE; // END client->ps.clientNum = index; // STONELANCE (dont give machinegun on spawn in races) if (!isRallyRace()/* TEMP DERBY && g_gametype.integer != GT_DERBY */){ client->ps.stats[STAT_WEAPONS] = ( 1 << WP_MACHINEGUN ); if ( g_gametype.integer == GT_TEAM ) { client->ps.ammo[WP_MACHINEGUN] = 50; } else { client->ps.ammo[WP_MACHINEGUN] = 100; } } if (!isRallyNonDMRace()/* TEMP DERBY && g_gametype.integer != GT_DERBY*/){ client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_GAUNTLET ); } else { client->ps.stats[STAT_WEAPONS] &= ~( 1 << WP_GAUNTLET ); } /* client->ps.stats[STAT_WEAPONS] = ( 1 << WP_MACHINEGUN ); if ( g_gametype.integer == GT_TEAM ) { client->ps.ammo[WP_MACHINEGUN] = 50; } else { client->ps.ammo[WP_MACHINEGUN] = 100; } client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_GAUNTLET ); */ // END client->ps.ammo[WP_GAUNTLET] = -1; // STONELANCE // client->ps.ammo[WP_GRAPPLING_HOOK] = -1; // END // health will count down towards max_health ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH] + 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 ); // STONELANCE ent->client->pers.cmd.buttons = 0; client->frameNum = 0; client->pmoveTime = 0; // PM_InitializeVehicle(&client->car, client->ps.origin, spawn_angles /*client->ps.viewangles*/, vec3_origin, car_frontweight_dist.value ); client->car.initializeOnNextMove = qtrue; if ( !ent->frontBounds ) ent->frontBounds = G_Spawn(); if ( !ent->rearBounds ) ent->rearBounds = G_Spawn(); // ent->r.ownerNum = client->ps.clientNum; VectorCopy (playerMins, ent->frontBounds->r.mins); VectorCopy (playerMaxs, ent->frontBounds->r.maxs); if ( client->sess.sessionTeam != TEAM_SPECTATOR && !isRaceObserver( ent->s.number ) ) ent->frontBounds->r.contents = CONTENTS_BODY; else ent->frontBounds->r.contents = 0; ent->frontBounds->r.svFlags = SVF_NOCLIENT; ent->frontBounds->flags = FL_EXTRA_BBOX; ent->frontBounds->r.ownerNum = client->ps.clientNum; VectorCopy (playerMins, ent->rearBounds->r.mins); VectorCopy (playerMaxs, ent->rearBounds->r.maxs); if ( client->sess.sessionTeam != TEAM_SPECTATOR && !isRaceObserver( ent->s.number ) ) ent->rearBounds->r.contents = CONTENTS_BODY; else ent->rearBounds->r.contents = 0; ent->rearBounds->r.svFlags = SVF_NOCLIENT; ent->rearBounds->flags = FL_EXTRA_BBOX; ent->rearBounds->r.ownerNum = client->ps.clientNum; AngleVectors(spawn_angles, forward, NULL, NULL); VectorMA( client->ps.origin, (CAR_LENGTH - CAR_WIDTH) / 2, forward, origin ); G_SetOrigin( ent->frontBounds, origin ); // STONELANCE - temp test of capsules trap_LinkEntity ( ent->frontBounds ); VectorMA( client->ps.origin, -(CAR_LENGTH - CAR_WIDTH) / 2, forward, origin ); G_SetOrigin( ent->rearBounds, origin ); // STONELANCE - temp test of capsules trap_LinkEntity ( ent->rearBounds ); // FIXME: try to get rid of 2 // carpoints for (i = 0; i < FIRST_FRAME_POINT; i++){ if ( !client->carPoints[i] ) { client->carPoints[i] = G_Spawn(); // Com_Printf("Spawning wheel entities\n"); } /* if (i == 0 || i == 1) client->carPoints[i]->s.modelindex = G_ModelIndex("models/test/sphere02.md3"); else if (i == 2 || i == 3) client->carPoints[i]->s.modelindex = G_ModelIndex("models/test/sphere01.md3"); else if (i == 4 || i == 5) client->carPoints[i]->s.modelindex = G_ModelIndex("models/test/sphere03.md3"); else if (i == 6 || i == 7) client->carPoints[i]->s.modelindex = G_ModelIndex("models/test/sphere04.md3"); else client->carPoints[i]->s.modelindex = G_ModelIndex("models/test/sphere02.md3"); */ // client->carPoints[i].r.svFlags = SVF_NOCLIENT; client->carPoints[i]->s.otherEntityNum = ent->s.clientNum; client->carPoints[i]->s.otherEntityNum2 = i; client->carPoints[i]->r.svFlags |= SVF_SINGLECLIENT | SVF_BROADCAST; client->carPoints[i]->r.singleClient = ent->s.number; client->carPoints[i]->s.eType = ET_AUXENT; // trap_LinkEntity(client->carPoints[i]); } // END // 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; // set default animations // STONELANCE /* client->ps.torsoAnim = TORSO_STAND; client->ps.legsAnim = LEGS_IDLE; */ // END if (!level.intermissiontime) { if (ent->client->sess.sessionTeam != TEAM_SPECTATOR) { G_KillBox(ent); // force the base weapon up // STONELANCE if (!isRallyRace()/* TEMP DERBY && g_gametype.integer != GT_DERBY*/){ client->ps.weapon = WP_MACHINEGUN; } else if (!isRallyNonDMRace()/*TEMP DERBY && g_gametype.integer != GT_DERBY*/){ client->ps.weapon = WP_GAUNTLET; } else { client->ps.weapon = WP_NONE; } // client->ps.weapon = WP_MACHINEGUN; // END client->ps.weaponstate = WEAPON_READY; // 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; } } // positively link the client, even if the command times are weird VectorCopy(ent->client->ps.origin, ent->r.currentOrigin); tent = G_TempEntity(ent->client->ps.origin, EV_PLAYER_TELEPORT_IN); tent->s.clientNum = ent->s.clientNum; trap_LinkEntity (ent); } } else { // move players to intermission MoveClientToIntermission(ent); } // 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 ); // run the presend to set anything else, follow spectators wait // until all clients have been reconnected after map_restart if ( ent->client->sess.spectatorState != SPECTATOR_FOLLOW ) { ClientEndFrame( ent ); } // clear entity state values BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue ); } /* =========== 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 || ent->client->pers.connected == CON_DISCONNECTED) { return; } // 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 ); #ifdef MISSIONPACK TossClientPersistantPowerups( ent ); if( g_gametype.integer == GT_HARVESTER ) { TossClientCubes( ent ); } #endif } G_LogPrintf( "ClientDisconnect: %i\n", clientNum ); // if we are playing in tourney mode and losing, give a win to the other player // STONELANCE /* if ( (g_gametype.integer == GT_TOURNAMENT ) && !level.intermissiontime && !level.warmupTime && level.sortedClients[1] == clientNum ) { level.clients[ level.sortedClients[0] ].sess.wins++; ClientUserinfoChanged( level.sortedClients[0] ); } if( g_gametype.integer == GT_TOURNAMENT && ent->client->sess.sessionTeam == TEAM_FREE && level.intermissiontime ) { trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" ); level.restarted = qtrue; level.changemap = NULL; level.intermissiontime = 0; } */ if ( ent->frontBounds ){ G_FreeEntity( ent->frontBounds ); ent->frontBounds = NULL; } if ( ent->rearBounds ){ G_FreeEntity( ent->rearBounds ); ent->rearBounds = NULL; } for (i = 0; i < 4; i++){ if ( ent->client->carPoints[i] ){ G_FreeEntity( ent->client->carPoints[i] ); ent->client->carPoints[i] = NULL; } } // END 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; trap_SetConfigstring( CS_PLAYERS + clientNum, ""); CalculateRanks(); if ( ent->r.svFlags & SVF_BOT ) { BotAIShutdownClient( clientNum, qfalse ); } }