q3rally/engine/code/game/g_active.c
2015-11-13 22:41:34 +00:00

1939 lines
58 KiB
C

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