q3rally/engine/code/game/g_client.c
Zack Middleton 528645fe86 Fix camera not rotating smoothly
Reducing camera angle in damageYaw to 8-bit caused camera to be limited
to 256 angles and not rotate smoothly.

Restore setting it locally in higher precision as a separate variable
(damageAngles) but still keep it as 8-bit in damagePitch/damageYaw so
it networks correctly.

Issue introduced in "Fix sending angles in damagePitch/damageYaw".
2023-12-09 18:33:04 -06:00

1807 lines
47 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2002-2021 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 ; i<num ; i++) {
hit = &g_entities[touch[i]];
//if ( hit->client && 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; i<BODY_QUEUE_SIZE ; i++) {
ent = G_Spawn();
ent->classname = "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 (ent->s.angles, ent->client->ps.damageAngles);
VectorCopy( angle, ent->s.angles2 ); // FIXME: need this?
ent->client->ps.damagePitch = ANGLE2BYTE(ent->client->ps.damageAngles[PITCH]);
ent->client->ps.damageYaw = ANGLE2BYTE(ent->client->ps.damageAngles[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, "Player", 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 c3[MAX_INFO_STRING];
char c4[MAX_INFO_STRING];
char redTeam[MAX_INFO_STRING];
char blueTeam[MAX_INFO_STRING];
char greenTeam[MAX_INFO_STRING];
char yellowTeam[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 );
}
// 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(c3, Info_ValueForKey( userinfo, "color3" ), sizeof( c3 ));
Q_strncpyz(c4, Info_ValueForKey( userinfo, "color4" ), sizeof( c4 ));
Q_strncpyz(redTeam, Info_ValueForKey( userinfo, "g_redteam" ), sizeof( redTeam ));
Q_strncpyz(blueTeam, Info_ValueForKey( userinfo, "g_blueteam" ), sizeof( blueTeam ));
Q_strncpyz(greenTeam, Info_ValueForKey( userinfo, "g_greenteam" ), sizeof( greenTeam ));
Q_strncpyz(yellowTeam, Info_ValueForKey( userinfo, "g_yellowteam" ), sizeof( yellowTeam ));
// 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 savedFinishRaceTime;
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
savedFinishRaceTime = client->finishRaceTime;
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->finishRaceTime = savedFinishRaceTime;
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);
client->ps.pm_flags |= SVF_CAPSULE;
client->ps.clientNum = index;
// 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.ammo[WP_GAUNTLET] = -1;
// 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 = WP_NONE;
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 );
}
}