mirror of
https://git.code.sf.net/p/quake/quake2forge
synced 2024-12-12 13:42:21 +00:00
1815 lines
42 KiB
C
1815 lines
42 KiB
C
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "g_local.h"
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#include "m_player.h"
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void ClientUserinfoChanged (edict_t *ent, char *userinfo);
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void SP_misc_teleporter_dest (edict_t *ent);
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//
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// Gross, ugly, disgustuing hack section
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//
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// this function is an ugly as hell hack to fix some map flaws
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//
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// the coop spawn spots on some maps are SNAFU. There are coop spots
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// with the wrong targetname as well as spots with no name at all
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//
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// we use carnal knowledge of the maps to fix the coop spot targetnames to match
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// that of the nearest named single player spot
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static void SP_FixCoopSpots (edict_t *self)
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{
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edict_t *spot;
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vec3_t d;
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spot = NULL;
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while(1)
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{
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spot = G_Find(spot, FOFS(classname), "info_player_start");
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if (!spot)
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return;
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if (!spot->targetname)
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continue;
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VectorSubtract(self->s.origin, spot->s.origin, d);
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if (VectorLength(d) < 384)
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{
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if ((!self->targetname) || Q_stricmp(self->targetname, spot->targetname) != 0)
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{
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// gi.dprintf("FixCoopSpots changed %s at %s targetname from %s to %s\n", self->classname, vtos(self->s.origin), self->targetname, spot->targetname);
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self->targetname = spot->targetname;
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}
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return;
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}
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}
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}
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// now if that one wasn't ugly enough for you then try this one on for size
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// some maps don't have any coop spots at all, so we need to create them
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// where they should have been
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static void SP_CreateCoopSpots (edict_t *self)
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{
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edict_t *spot;
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if(Q_stricmp(level.mapname, "security") == 0)
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{
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spot = G_Spawn();
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spot->classname = "info_player_coop";
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spot->s.origin[0] = 188 - 64;
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spot->s.origin[1] = -164;
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spot->s.origin[2] = 80;
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spot->targetname = "jail3";
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spot->s.angles[1] = 90;
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spot = G_Spawn();
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spot->classname = "info_player_coop";
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spot->s.origin[0] = 188 + 64;
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spot->s.origin[1] = -164;
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spot->s.origin[2] = 80;
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spot->targetname = "jail3";
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spot->s.angles[1] = 90;
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spot = G_Spawn();
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spot->classname = "info_player_coop";
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spot->s.origin[0] = 188 + 128;
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spot->s.origin[1] = -164;
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spot->s.origin[2] = 80;
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spot->targetname = "jail3";
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spot->s.angles[1] = 90;
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return;
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}
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}
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/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
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The normal starting point for a level.
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*/
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void SP_info_player_start(edict_t *self)
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{
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if (!coop->value)
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return;
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if(Q_stricmp(level.mapname, "security") == 0)
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{
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// invoke one of our gross, ugly, disgusting hacks
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self->think = SP_CreateCoopSpots;
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self->nextthink = level.time + FRAMETIME;
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}
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}
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/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32)
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potential spawning position for deathmatch games
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*/
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void SP_info_player_deathmatch(edict_t *self)
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{
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if (!deathmatch->value)
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{
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G_FreeEdict (self);
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return;
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}
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SP_misc_teleporter_dest (self);
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}
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/*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 32)
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potential spawning position for coop games
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*/
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void SP_info_player_coop(edict_t *self)
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{
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if (!coop->value)
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{
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G_FreeEdict (self);
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return;
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}
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if((Q_stricmp(level.mapname, "jail2") == 0) ||
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(Q_stricmp(level.mapname, "jail4") == 0) ||
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(Q_stricmp(level.mapname, "mine1") == 0) ||
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(Q_stricmp(level.mapname, "mine2") == 0) ||
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(Q_stricmp(level.mapname, "mine3") == 0) ||
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(Q_stricmp(level.mapname, "mine4") == 0) ||
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(Q_stricmp(level.mapname, "lab") == 0) ||
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(Q_stricmp(level.mapname, "boss1") == 0) ||
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(Q_stricmp(level.mapname, "fact3") == 0) ||
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(Q_stricmp(level.mapname, "biggun") == 0) ||
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(Q_stricmp(level.mapname, "space") == 0) ||
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(Q_stricmp(level.mapname, "command") == 0) ||
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(Q_stricmp(level.mapname, "power2") == 0) ||
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(Q_stricmp(level.mapname, "strike") == 0))
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{
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// invoke one of our gross, ugly, disgusting hacks
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self->think = SP_FixCoopSpots;
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self->nextthink = level.time + FRAMETIME;
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}
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}
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/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32)
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The deathmatch intermission point will be at one of these
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Use 'angles' instead of 'angle', so you can set pitch or roll as well as yaw. 'pitch yaw roll'
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*/
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void SP_info_player_intermission(void)
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{
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}
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//=======================================================================
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void player_pain (edict_t *self, edict_t *other, float kick, int damage)
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{
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// player pain is handled at the end of the frame in P_DamageFeedback
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}
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qboolean IsFemale (edict_t *ent)
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{
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char *info;
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if (!ent->client)
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return false;
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info = Info_ValueForKey (ent->client->pers.userinfo, "gender");
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if (info[0] == 'f' || info[0] == 'F')
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return true;
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return false;
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}
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qboolean IsNeutral (edict_t *ent)
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{
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char *info;
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if (!ent->client)
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return false;
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info = Info_ValueForKey (ent->client->pers.userinfo, "gender");
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if (info[0] != 'f' && info[0] != 'F' && info[0] != 'm' && info[0] != 'M')
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return true;
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return false;
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}
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void ClientObituary (edict_t *self, edict_t *inflictor, edict_t *attacker)
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{
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int mod;
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char *message;
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char *message2;
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qboolean ff;
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if (coop->value && attacker->client)
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meansOfDeath |= MOD_FRIENDLY_FIRE;
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if (deathmatch->value || coop->value)
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{
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ff = meansOfDeath & MOD_FRIENDLY_FIRE;
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mod = meansOfDeath & ~MOD_FRIENDLY_FIRE;
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message = NULL;
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message2 = "";
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switch (mod)
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{
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case MOD_SUICIDE:
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message = "suicides";
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break;
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case MOD_FALLING:
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message = "cratered";
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break;
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case MOD_CRUSH:
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message = "was squished";
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break;
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case MOD_WATER:
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message = "sank like a rock";
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break;
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case MOD_SLIME:
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message = "melted";
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break;
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case MOD_LAVA:
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message = "does a back flip into the lava";
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break;
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case MOD_EXPLOSIVE:
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case MOD_BARREL:
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message = "blew up";
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break;
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case MOD_EXIT:
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message = "found a way out";
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break;
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case MOD_TARGET_LASER:
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message = "saw the light";
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break;
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case MOD_TARGET_BLASTER:
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message = "got blasted";
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break;
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case MOD_BOMB:
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case MOD_SPLASH:
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case MOD_TRIGGER_HURT:
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message = "was in the wrong place";
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break;
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}
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if (attacker == self)
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{
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switch (mod)
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{
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case MOD_HELD_GRENADE:
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message = "tried to put the pin back in";
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break;
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case MOD_HG_SPLASH:
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case MOD_G_SPLASH:
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if (IsNeutral(self))
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message = "tripped on its own grenade";
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else if (IsFemale(self))
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message = "tripped on her own grenade";
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else
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message = "tripped on his own grenade";
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break;
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case MOD_R_SPLASH:
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if (IsNeutral(self))
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message = "blew itself up";
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else if (IsFemale(self))
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message = "blew herself up";
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else
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message = "blew himself up";
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break;
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case MOD_BFG_BLAST:
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message = "should have used a smaller gun";
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break;
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default:
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if (IsNeutral(self))
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message = "killed itself";
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else if (IsFemale(self))
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message = "killed herself";
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else
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message = "killed himself";
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break;
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}
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}
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if (message)
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{
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gi.bprintf (PRINT_MEDIUM, "%s %s.\n", self->client->pers.netname, message);
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if (deathmatch->value)
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self->client->resp.score--;
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self->enemy = NULL;
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return;
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}
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self->enemy = attacker;
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if (attacker && attacker->client)
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{
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switch (mod)
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{
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case MOD_BLASTER:
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message = "was blasted by";
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break;
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case MOD_SHOTGUN:
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message = "was gunned down by";
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break;
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case MOD_SSHOTGUN:
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message = "was blown away by";
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message2 = "'s super shotgun";
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break;
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case MOD_MACHINEGUN:
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message = "was machinegunned by";
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break;
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case MOD_CHAINGUN:
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message = "was cut in half by";
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message2 = "'s chaingun";
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break;
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case MOD_GRENADE:
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message = "was popped by";
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message2 = "'s grenade";
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break;
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case MOD_G_SPLASH:
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message = "was shredded by";
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message2 = "'s shrapnel";
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break;
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case MOD_ROCKET:
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message = "ate";
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message2 = "'s rocket";
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break;
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case MOD_R_SPLASH:
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message = "almost dodged";
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message2 = "'s rocket";
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break;
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case MOD_HYPERBLASTER:
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message = "was melted by";
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message2 = "'s hyperblaster";
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break;
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case MOD_RAILGUN:
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message = "was railed by";
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break;
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case MOD_BFG_LASER:
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message = "saw the pretty lights from";
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message2 = "'s BFG";
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break;
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case MOD_BFG_BLAST:
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message = "was disintegrated by";
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message2 = "'s BFG blast";
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break;
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case MOD_BFG_EFFECT:
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message = "couldn't hide from";
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message2 = "'s BFG";
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break;
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case MOD_HANDGRENADE:
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message = "caught";
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message2 = "'s handgrenade";
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break;
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case MOD_HG_SPLASH:
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message = "didn't see";
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message2 = "'s handgrenade";
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break;
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case MOD_HELD_GRENADE:
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message = "feels";
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message2 = "'s pain";
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break;
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case MOD_TELEFRAG:
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message = "tried to invade";
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message2 = "'s personal space";
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break;
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}
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if (message)
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{
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gi.bprintf (PRINT_MEDIUM,"%s %s %s%s\n", self->client->pers.netname, message, attacker->client->pers.netname, message2);
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if (deathmatch->value)
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{
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if (ff)
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attacker->client->resp.score--;
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else
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attacker->client->resp.score++;
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}
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return;
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}
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}
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}
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gi.bprintf (PRINT_MEDIUM,"%s died.\n", self->client->pers.netname);
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if (deathmatch->value)
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self->client->resp.score--;
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}
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void Touch_Item (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf);
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void TossClientWeapon (edict_t *self)
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{
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gitem_t *item;
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edict_t *drop;
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qboolean quad;
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float spread;
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if (!deathmatch->value)
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return;
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item = self->client->pers.weapon;
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if (! self->client->pers.inventory[self->client->ammo_index] )
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item = NULL;
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if (item && (strcmp (item->pickup_name, "Blaster") == 0))
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item = NULL;
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if (!((int)(dmflags->value) & DF_QUAD_DROP))
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quad = false;
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else
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quad = (self->client->quad_framenum > (level.framenum + 10));
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if (item && quad)
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spread = 22.5;
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else
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spread = 0.0;
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if (item)
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{
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self->client->v_angle[YAW] -= spread;
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drop = Drop_Item (self, item);
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self->client->v_angle[YAW] += spread;
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drop->spawnflags = DROPPED_PLAYER_ITEM;
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}
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if (quad)
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{
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self->client->v_angle[YAW] += spread;
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drop = Drop_Item (self, FindItemByClassname ("item_quad"));
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self->client->v_angle[YAW] -= spread;
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drop->spawnflags |= DROPPED_PLAYER_ITEM;
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drop->touch = Touch_Item;
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drop->nextthink = level.time + (self->client->quad_framenum - level.framenum) * FRAMETIME;
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drop->think = G_FreeEdict;
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}
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}
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/*
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==================
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LookAtKiller
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==================
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*/
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void LookAtKiller (edict_t *self, edict_t *inflictor, edict_t *attacker)
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{
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vec3_t dir;
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if (attacker && attacker != world && attacker != self)
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{
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VectorSubtract (attacker->s.origin, self->s.origin, dir);
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}
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else if (inflictor && inflictor != world && inflictor != self)
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{
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VectorSubtract (inflictor->s.origin, self->s.origin, dir);
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}
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else
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{
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self->client->killer_yaw = self->s.angles[YAW];
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return;
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}
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if (dir[0])
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self->client->killer_yaw = 180/M_PI*atan2(dir[1], dir[0]);
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else {
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self->client->killer_yaw = 0;
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if (dir[1] > 0)
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self->client->killer_yaw = 90;
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else if (dir[1] < 0)
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self->client->killer_yaw = -90;
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}
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if (self->client->killer_yaw < 0)
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self->client->killer_yaw += 360;
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}
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/*
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==================
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player_die
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==================
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*/
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void player_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
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{
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int n;
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VectorClear (self->avelocity);
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self->takedamage = DAMAGE_YES;
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self->movetype = MOVETYPE_TOSS;
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self->s.modelindex2 = 0; // remove linked weapon model
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self->s.angles[0] = 0;
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self->s.angles[2] = 0;
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self->s.sound = 0;
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self->client->weapon_sound = 0;
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self->maxs[2] = -8;
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// self->solid = SOLID_NOT;
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self->svflags |= SVF_DEADMONSTER;
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if (!self->deadflag)
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{
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self->client->respawn_time = level.time + 1.0;
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LookAtKiller (self, inflictor, attacker);
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self->client->ps.pmove.pm_type = PM_DEAD;
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ClientObituary (self, inflictor, attacker);
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TossClientWeapon (self);
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if (deathmatch->value)
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Cmd_Help_f (self); // show scores
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// clear inventory
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// this is kind of ugly, but it's how we want to handle keys in coop
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for (n = 0; n < game.num_items; n++)
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{
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if (coop->value && itemlist[n].flags & IT_KEY)
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self->client->resp.coop_respawn.inventory[n] = self->client->pers.inventory[n];
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self->client->pers.inventory[n] = 0;
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|
}
|
|
}
|
|
|
|
// remove powerups
|
|
self->client->quad_framenum = 0;
|
|
self->client->invincible_framenum = 0;
|
|
self->client->breather_framenum = 0;
|
|
self->client->enviro_framenum = 0;
|
|
self->flags &= ~FL_POWER_ARMOR;
|
|
|
|
if (self->health < -40)
|
|
{ // gib
|
|
gi.sound (self, CHAN_BODY, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
|
|
for (n= 0; n < 4; n++)
|
|
ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
|
|
ThrowClientHead (self, damage);
|
|
|
|
self->takedamage = DAMAGE_NO;
|
|
}
|
|
else
|
|
{ // normal death
|
|
if (!self->deadflag)
|
|
{
|
|
static int i;
|
|
|
|
i = (i+1)%3;
|
|
// start a death animation
|
|
self->client->anim_priority = ANIM_DEATH;
|
|
if (self->client->ps.pmove.pm_flags & PMF_DUCKED)
|
|
{
|
|
self->s.frame = FRAME_crdeath1-1;
|
|
self->client->anim_end = FRAME_crdeath5;
|
|
}
|
|
else switch (i)
|
|
{
|
|
case 0:
|
|
self->s.frame = FRAME_death101-1;
|
|
self->client->anim_end = FRAME_death106;
|
|
break;
|
|
case 1:
|
|
self->s.frame = FRAME_death201-1;
|
|
self->client->anim_end = FRAME_death206;
|
|
break;
|
|
case 2:
|
|
self->s.frame = FRAME_death301-1;
|
|
self->client->anim_end = FRAME_death308;
|
|
break;
|
|
}
|
|
gi.sound (self, CHAN_VOICE, gi.soundindex(va("*death%i.wav", (rand()%4)+1)), 1, ATTN_NORM, 0);
|
|
}
|
|
}
|
|
|
|
self->deadflag = DEAD_DEAD;
|
|
|
|
gi.linkentity (self);
|
|
}
|
|
|
|
//=======================================================================
|
|
|
|
/*
|
|
==============
|
|
InitClientPersistant
|
|
|
|
This is only called when the game first initializes in single player,
|
|
but is called after each death and level change in deathmatch
|
|
==============
|
|
*/
|
|
void InitClientPersistant (gclient_t *client)
|
|
{
|
|
gitem_t *item;
|
|
|
|
memset (&client->pers, 0, sizeof(client->pers));
|
|
|
|
item = FindItem("Blaster");
|
|
client->pers.selected_item = ITEM_INDEX(item);
|
|
client->pers.inventory[client->pers.selected_item] = 1;
|
|
|
|
client->pers.weapon = item;
|
|
|
|
client->pers.health = 100;
|
|
client->pers.max_health = 100;
|
|
|
|
client->pers.max_bullets = 200;
|
|
client->pers.max_shells = 100;
|
|
client->pers.max_rockets = 50;
|
|
client->pers.max_grenades = 50;
|
|
client->pers.max_cells = 200;
|
|
client->pers.max_slugs = 50;
|
|
|
|
client->pers.connected = true;
|
|
}
|
|
|
|
|
|
void InitClientResp (gclient_t *client)
|
|
{
|
|
memset (&client->resp, 0, sizeof(client->resp));
|
|
client->resp.enterframe = level.framenum;
|
|
client->resp.coop_respawn = client->pers;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
SaveClientData
|
|
|
|
Some information that should be persistant, like health,
|
|
is still stored in the edict structure, so it needs to
|
|
be mirrored out to the client structure before all the
|
|
edicts are wiped.
|
|
==================
|
|
*/
|
|
void SaveClientData (void)
|
|
{
|
|
int i;
|
|
edict_t *ent;
|
|
|
|
for (i=0 ; i<game.maxclients ; i++)
|
|
{
|
|
ent = &g_edicts[1+i];
|
|
if (!ent->inuse)
|
|
continue;
|
|
game.clients[i].pers.health = ent->health;
|
|
game.clients[i].pers.max_health = ent->max_health;
|
|
game.clients[i].pers.savedFlags = (ent->flags & (FL_GODMODE|FL_NOTARGET|FL_POWER_ARMOR));
|
|
if (coop->value)
|
|
game.clients[i].pers.score = ent->client->resp.score;
|
|
}
|
|
}
|
|
|
|
void FetchClientEntData (edict_t *ent)
|
|
{
|
|
ent->health = ent->client->pers.health;
|
|
ent->max_health = ent->client->pers.max_health;
|
|
ent->flags |= ent->client->pers.savedFlags;
|
|
if (coop->value)
|
|
ent->client->resp.score = ent->client->pers.score;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
=======================================================================
|
|
|
|
SelectSpawnPoint
|
|
|
|
=======================================================================
|
|
*/
|
|
|
|
/*
|
|
================
|
|
PlayersRangeFromSpot
|
|
|
|
Returns the distance to the nearest player from the given spot
|
|
================
|
|
*/
|
|
float PlayersRangeFromSpot (edict_t *spot)
|
|
{
|
|
edict_t *player;
|
|
float bestplayerdistance;
|
|
vec3_t v;
|
|
int n;
|
|
float playerdistance;
|
|
|
|
|
|
bestplayerdistance = 9999999;
|
|
|
|
for (n = 1; n <= maxclients->value; n++)
|
|
{
|
|
player = &g_edicts[n];
|
|
|
|
if (!player->inuse)
|
|
continue;
|
|
|
|
if (player->health <= 0)
|
|
continue;
|
|
|
|
VectorSubtract (spot->s.origin, player->s.origin, v);
|
|
playerdistance = VectorLength (v);
|
|
|
|
if (playerdistance < bestplayerdistance)
|
|
bestplayerdistance = playerdistance;
|
|
}
|
|
|
|
return bestplayerdistance;
|
|
}
|
|
|
|
/*
|
|
================
|
|
SelectRandomDeathmatchSpawnPoint
|
|
|
|
go to a random point, but NOT the two points closest
|
|
to other players
|
|
================
|
|
*/
|
|
edict_t *SelectRandomDeathmatchSpawnPoint (void)
|
|
{
|
|
edict_t *spot, *spot1, *spot2;
|
|
int count = 0;
|
|
int selection;
|
|
float range, range1, range2;
|
|
|
|
spot = NULL;
|
|
range1 = range2 = 99999;
|
|
spot1 = spot2 = NULL;
|
|
|
|
while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL)
|
|
{
|
|
count++;
|
|
range = PlayersRangeFromSpot(spot);
|
|
if (range < range1)
|
|
{
|
|
range1 = range;
|
|
spot1 = spot;
|
|
}
|
|
else if (range < range2)
|
|
{
|
|
range2 = range;
|
|
spot2 = spot;
|
|
}
|
|
}
|
|
|
|
if (!count)
|
|
return NULL;
|
|
|
|
if (count <= 2)
|
|
{
|
|
spot1 = spot2 = NULL;
|
|
}
|
|
else
|
|
count -= 2;
|
|
|
|
selection = rand() % count;
|
|
|
|
spot = NULL;
|
|
do
|
|
{
|
|
spot = G_Find (spot, FOFS(classname), "info_player_deathmatch");
|
|
if (spot == spot1 || spot == spot2)
|
|
selection++;
|
|
} while(selection--);
|
|
|
|
return spot;
|
|
}
|
|
|
|
/*
|
|
================
|
|
SelectFarthestDeathmatchSpawnPoint
|
|
|
|
================
|
|
*/
|
|
edict_t *SelectFarthestDeathmatchSpawnPoint (void)
|
|
{
|
|
edict_t *bestspot;
|
|
float bestdistance, bestplayerdistance;
|
|
edict_t *spot;
|
|
|
|
|
|
spot = NULL;
|
|
bestspot = NULL;
|
|
bestdistance = 0;
|
|
while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL)
|
|
{
|
|
bestplayerdistance = PlayersRangeFromSpot (spot);
|
|
|
|
if (bestplayerdistance > bestdistance)
|
|
{
|
|
bestspot = spot;
|
|
bestdistance = bestplayerdistance;
|
|
}
|
|
}
|
|
|
|
if (bestspot)
|
|
{
|
|
return bestspot;
|
|
}
|
|
|
|
// if there is a player just spawned on each and every start spot
|
|
// we have no choice to turn one into a telefrag meltdown
|
|
spot = G_Find (NULL, FOFS(classname), "info_player_deathmatch");
|
|
|
|
return spot;
|
|
}
|
|
|
|
edict_t *SelectDeathmatchSpawnPoint (void)
|
|
{
|
|
if ( (int)(dmflags->value) & DF_SPAWN_FARTHEST)
|
|
return SelectFarthestDeathmatchSpawnPoint ();
|
|
else
|
|
return SelectRandomDeathmatchSpawnPoint ();
|
|
}
|
|
|
|
|
|
edict_t *SelectCoopSpawnPoint (edict_t *ent)
|
|
{
|
|
int index;
|
|
edict_t *spot = NULL;
|
|
char *target;
|
|
|
|
index = ent->client - game.clients;
|
|
|
|
// player 0 starts in normal player spawn point
|
|
if (!index)
|
|
return NULL;
|
|
|
|
spot = NULL;
|
|
|
|
// assume there are four coop spots at each spawnpoint
|
|
while (1)
|
|
{
|
|
spot = G_Find (spot, FOFS(classname), "info_player_coop");
|
|
if (!spot)
|
|
return NULL; // we didn't have enough...
|
|
|
|
target = spot->targetname;
|
|
if (!target)
|
|
target = "";
|
|
if ( Q_stricmp(game.spawnpoint, target) == 0 )
|
|
{ // this is a coop spawn point for one of the clients here
|
|
index--;
|
|
if (!index)
|
|
return spot; // this is it
|
|
}
|
|
}
|
|
|
|
|
|
return spot;
|
|
}
|
|
|
|
|
|
/*
|
|
===========
|
|
SelectSpawnPoint
|
|
|
|
Chooses a player start, deathmatch start, coop start, etc
|
|
============
|
|
*/
|
|
void SelectSpawnPoint (edict_t *ent, vec3_t origin, vec3_t angles)
|
|
{
|
|
edict_t *spot = NULL;
|
|
|
|
if (deathmatch->value)
|
|
spot = SelectDeathmatchSpawnPoint ();
|
|
else if (coop->value)
|
|
spot = SelectCoopSpawnPoint (ent);
|
|
|
|
// find a single player start spot
|
|
if (!spot)
|
|
{
|
|
while ((spot = G_Find (spot, FOFS(classname), "info_player_start")) != NULL)
|
|
{
|
|
if (!game.spawnpoint[0] && !spot->targetname)
|
|
break;
|
|
|
|
if (!game.spawnpoint[0] || !spot->targetname)
|
|
continue;
|
|
|
|
if (Q_stricmp(game.spawnpoint, spot->targetname) == 0)
|
|
break;
|
|
}
|
|
|
|
if (!spot)
|
|
{
|
|
if (!game.spawnpoint[0])
|
|
{ // there wasn't a spawnpoint without a target, so use any
|
|
spot = G_Find (spot, FOFS(classname), "info_player_start");
|
|
}
|
|
if (!spot)
|
|
gi.error ("Couldn't find spawn point %s\n", game.spawnpoint);
|
|
}
|
|
}
|
|
|
|
VectorCopy (spot->s.origin, origin);
|
|
origin[2] += 9;
|
|
VectorCopy (spot->s.angles, angles);
|
|
}
|
|
|
|
//======================================================================
|
|
|
|
|
|
void InitBodyQue (void)
|
|
{
|
|
int i;
|
|
edict_t *ent;
|
|
|
|
level.body_que = 0;
|
|
for (i=0; i<BODY_QUEUE_SIZE ; i++)
|
|
{
|
|
ent = G_Spawn();
|
|
ent->classname = "bodyque";
|
|
}
|
|
}
|
|
|
|
void body_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
|
|
{
|
|
int n;
|
|
|
|
if (self->health < -40)
|
|
{
|
|
gi.sound (self, CHAN_BODY, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
|
|
for (n= 0; n < 4; n++)
|
|
ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
|
|
self->s.origin[2] -= 48;
|
|
ThrowClientHead (self, damage);
|
|
self->takedamage = DAMAGE_NO;
|
|
}
|
|
}
|
|
|
|
void CopyToBodyQue (edict_t *ent)
|
|
{
|
|
edict_t *body;
|
|
|
|
// grab a body que and cycle to the next one
|
|
body = &g_edicts[(int)maxclients->value + level.body_que + 1];
|
|
level.body_que = (level.body_que + 1) % BODY_QUEUE_SIZE;
|
|
|
|
// FIXME: send an effect on the removed body
|
|
|
|
gi.unlinkentity (ent);
|
|
|
|
gi.unlinkentity (body);
|
|
body->s = ent->s;
|
|
body->s.number = body - g_edicts;
|
|
|
|
body->svflags = ent->svflags;
|
|
VectorCopy (ent->mins, body->mins);
|
|
VectorCopy (ent->maxs, body->maxs);
|
|
VectorCopy (ent->absmin, body->absmin);
|
|
VectorCopy (ent->absmax, body->absmax);
|
|
VectorCopy (ent->size, body->size);
|
|
body->solid = ent->solid;
|
|
body->clipmask = ent->clipmask;
|
|
body->owner = ent->owner;
|
|
body->movetype = ent->movetype;
|
|
|
|
body->die = body_die;
|
|
body->takedamage = DAMAGE_YES;
|
|
|
|
gi.linkentity (body);
|
|
}
|
|
|
|
|
|
void respawn (edict_t *self)
|
|
{
|
|
if (deathmatch->value || coop->value)
|
|
{
|
|
// spectator's don't leave bodies
|
|
if (self->movetype != MOVETYPE_NOCLIP)
|
|
CopyToBodyQue (self);
|
|
self->svflags &= ~SVF_NOCLIENT;
|
|
PutClientInServer (self);
|
|
|
|
// add a teleportation effect
|
|
self->s.event = EV_PLAYER_TELEPORT;
|
|
|
|
// hold in place briefly
|
|
self->client->ps.pmove.pm_flags = PMF_TIME_TELEPORT;
|
|
self->client->ps.pmove.pm_time = 14;
|
|
|
|
self->client->respawn_time = level.time;
|
|
|
|
return;
|
|
}
|
|
|
|
// restart the entire server
|
|
gi.AddCommandString ("menu_loadgame\n");
|
|
}
|
|
|
|
/*
|
|
* only called when pers.spectator changes
|
|
* note that resp.spectator should be the opposite of pers.spectator here
|
|
*/
|
|
void spectator_respawn (edict_t *ent)
|
|
{
|
|
int i, numspec;
|
|
|
|
// if the user wants to become a spectator, make sure he doesn't
|
|
// exceed max_spectators
|
|
|
|
if (ent->client->pers.spectator) {
|
|
char *value = Info_ValueForKey (ent->client->pers.userinfo, "spectator");
|
|
if (*spectator_password->string &&
|
|
strcmp(spectator_password->string, "none") &&
|
|
strcmp(spectator_password->string, value)) {
|
|
gi.cprintf(ent, PRINT_HIGH, "Spectator password incorrect.\n");
|
|
ent->client->pers.spectator = false;
|
|
gi.WriteByte (svc_stufftext);
|
|
gi.WriteString ("spectator 0\n");
|
|
gi.unicast(ent, true);
|
|
return;
|
|
}
|
|
|
|
// count spectators
|
|
for (i = 1, numspec = 0; i <= maxclients->value; i++)
|
|
if (g_edicts[i].inuse && g_edicts[i].client->pers.spectator)
|
|
numspec++;
|
|
|
|
if (numspec >= maxspectators->value) {
|
|
gi.cprintf(ent, PRINT_HIGH, "Server spectator limit is full.");
|
|
ent->client->pers.spectator = false;
|
|
// reset his spectator var
|
|
gi.WriteByte (svc_stufftext);
|
|
gi.WriteString ("spectator 0\n");
|
|
gi.unicast(ent, true);
|
|
return;
|
|
}
|
|
} else {
|
|
// he was a spectator and wants to join the game
|
|
// he must have the right password
|
|
char *value = Info_ValueForKey (ent->client->pers.userinfo, "password");
|
|
if (*password->string && strcmp(password->string, "none") &&
|
|
strcmp(password->string, value)) {
|
|
gi.cprintf(ent, PRINT_HIGH, "Password incorrect.\n");
|
|
ent->client->pers.spectator = true;
|
|
gi.WriteByte (svc_stufftext);
|
|
gi.WriteString ("spectator 1\n");
|
|
gi.unicast(ent, true);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// clear client on respawn
|
|
ent->client->resp.score = ent->client->pers.score = 0;
|
|
|
|
ent->svflags &= ~SVF_NOCLIENT;
|
|
PutClientInServer (ent);
|
|
|
|
// add a teleportation effect
|
|
if (!ent->client->pers.spectator) {
|
|
// send effect
|
|
gi.WriteByte (svc_muzzleflash);
|
|
gi.WriteShort (ent-g_edicts);
|
|
gi.WriteByte (MZ_LOGIN);
|
|
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
|
|
|
// hold in place briefly
|
|
ent->client->ps.pmove.pm_flags = PMF_TIME_TELEPORT;
|
|
ent->client->ps.pmove.pm_time = 14;
|
|
}
|
|
|
|
ent->client->respawn_time = level.time;
|
|
|
|
if (ent->client->pers.spectator)
|
|
gi.bprintf (PRINT_HIGH, "%s has moved to the sidelines\n", ent->client->pers.netname);
|
|
else
|
|
gi.bprintf (PRINT_HIGH, "%s joined the game\n", ent->client->pers.netname);
|
|
}
|
|
|
|
//==============================================================
|
|
|
|
|
|
/*
|
|
===========
|
|
PutClientInServer
|
|
|
|
Called when a player connects to a server or respawns in
|
|
a deathmatch.
|
|
============
|
|
*/
|
|
void PutClientInServer (edict_t *ent)
|
|
{
|
|
vec3_t mins = {-16, -16, -24};
|
|
vec3_t maxs = {16, 16, 32};
|
|
int index;
|
|
vec3_t spawn_origin, spawn_angles;
|
|
gclient_t *client;
|
|
int i;
|
|
client_persistant_t saved;
|
|
client_respawn_t resp;
|
|
|
|
// find a spawn point
|
|
// do it before setting health back up, so farthest
|
|
// ranging doesn't count this client
|
|
SelectSpawnPoint (ent, spawn_origin, spawn_angles);
|
|
|
|
index = ent-g_edicts-1;
|
|
client = ent->client;
|
|
|
|
// deathmatch wipes most client data every spawn
|
|
if (deathmatch->value)
|
|
{
|
|
char userinfo[MAX_INFO_STRING];
|
|
|
|
resp = client->resp;
|
|
memcpy (userinfo, client->pers.userinfo, sizeof(userinfo));
|
|
InitClientPersistant (client);
|
|
ClientUserinfoChanged (ent, userinfo);
|
|
}
|
|
else if (coop->value)
|
|
{
|
|
// int n;
|
|
char userinfo[MAX_INFO_STRING];
|
|
|
|
resp = client->resp;
|
|
memcpy (userinfo, client->pers.userinfo, sizeof(userinfo));
|
|
// this is kind of ugly, but it's how we want to handle keys in coop
|
|
// for (n = 0; n < game.num_items; n++)
|
|
// {
|
|
// if (itemlist[n].flags & IT_KEY)
|
|
// resp.coop_respawn.inventory[n] = client->pers.inventory[n];
|
|
// }
|
|
resp.coop_respawn.game_helpchanged = client->pers.game_helpchanged;
|
|
resp.coop_respawn.helpchanged = client->pers.helpchanged;
|
|
client->pers = resp.coop_respawn;
|
|
ClientUserinfoChanged (ent, userinfo);
|
|
if (resp.score > client->pers.score)
|
|
client->pers.score = resp.score;
|
|
}
|
|
else
|
|
{
|
|
memset (&resp, 0, sizeof(resp));
|
|
}
|
|
|
|
// clear everything but the persistant data
|
|
saved = client->pers;
|
|
memset (client, 0, sizeof(*client));
|
|
client->pers = saved;
|
|
if (client->pers.health <= 0)
|
|
InitClientPersistant(client);
|
|
client->resp = resp;
|
|
|
|
// copy some data from the client to the entity
|
|
FetchClientEntData (ent);
|
|
|
|
// clear entity values
|
|
ent->groundentity = NULL;
|
|
ent->client = &game.clients[index];
|
|
ent->takedamage = DAMAGE_AIM;
|
|
ent->movetype = MOVETYPE_WALK;
|
|
ent->viewheight = 22;
|
|
ent->inuse = true;
|
|
ent->classname = "player";
|
|
ent->mass = 200;
|
|
ent->solid = SOLID_BBOX;
|
|
ent->deadflag = DEAD_NO;
|
|
ent->air_finished = level.time + 12;
|
|
ent->clipmask = MASK_PLAYERSOLID;
|
|
ent->model = "players/male/tris.md2";
|
|
ent->pain = player_pain;
|
|
ent->die = player_die;
|
|
ent->waterlevel = 0;
|
|
ent->watertype = 0;
|
|
ent->flags &= ~FL_NO_KNOCKBACK;
|
|
ent->svflags &= ~SVF_DEADMONSTER;
|
|
|
|
VectorCopy (mins, ent->mins);
|
|
VectorCopy (maxs, ent->maxs);
|
|
VectorClear (ent->velocity);
|
|
|
|
// clear playerstate values
|
|
memset (&ent->client->ps, 0, sizeof(client->ps));
|
|
|
|
client->ps.pmove.origin[0] = spawn_origin[0]*8;
|
|
client->ps.pmove.origin[1] = spawn_origin[1]*8;
|
|
client->ps.pmove.origin[2] = spawn_origin[2]*8;
|
|
|
|
if (deathmatch->value && ((int)dmflags->value & DF_FIXED_FOV))
|
|
{
|
|
client->ps.fov = 90;
|
|
}
|
|
else
|
|
{
|
|
client->ps.fov = atoi(Info_ValueForKey(client->pers.userinfo, "fov"));
|
|
if (client->ps.fov < 1)
|
|
client->ps.fov = 90;
|
|
else if (client->ps.fov > 160)
|
|
client->ps.fov = 160;
|
|
}
|
|
|
|
client->ps.gunindex = gi.modelindex(client->pers.weapon->view_model);
|
|
|
|
// clear entity state values
|
|
ent->s.effects = 0;
|
|
ent->s.modelindex = 255; // will use the skin specified model
|
|
ent->s.modelindex2 = 255; // custom gun model
|
|
// sknum is player num and weapon number
|
|
// weapon number will be added in changeweapon
|
|
ent->s.skinnum = ent - g_edicts - 1;
|
|
|
|
ent->s.frame = 0;
|
|
VectorCopy (spawn_origin, ent->s.origin);
|
|
ent->s.origin[2] += 1; // make sure off ground
|
|
VectorCopy (ent->s.origin, ent->s.old_origin);
|
|
|
|
// set the delta angle
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
client->ps.pmove.delta_angles[i] = ANGLE2SHORT(spawn_angles[i] - client->resp.cmd_angles[i]);
|
|
}
|
|
|
|
ent->s.angles[PITCH] = 0;
|
|
ent->s.angles[YAW] = spawn_angles[YAW];
|
|
ent->s.angles[ROLL] = 0;
|
|
VectorCopy (ent->s.angles, client->ps.viewangles);
|
|
VectorCopy (ent->s.angles, client->v_angle);
|
|
|
|
// spawn a spectator
|
|
if (client->pers.spectator) {
|
|
client->chase_target = NULL;
|
|
|
|
client->resp.spectator = true;
|
|
|
|
ent->movetype = MOVETYPE_NOCLIP;
|
|
ent->solid = SOLID_NOT;
|
|
ent->svflags |= SVF_NOCLIENT;
|
|
ent->client->ps.gunindex = 0;
|
|
gi.linkentity (ent);
|
|
return;
|
|
} else
|
|
client->resp.spectator = false;
|
|
|
|
if (!KillBox (ent))
|
|
{ // could't spawn in?
|
|
}
|
|
|
|
gi.linkentity (ent);
|
|
|
|
// force the current weapon up
|
|
client->newweapon = client->pers.weapon;
|
|
ChangeWeapon (ent);
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
ClientBeginDeathmatch
|
|
|
|
A client has just connected to the server in
|
|
deathmatch mode, so clear everything out before starting them.
|
|
=====================
|
|
*/
|
|
void ClientBeginDeathmatch (edict_t *ent)
|
|
{
|
|
G_InitEdict (ent);
|
|
|
|
InitClientResp (ent->client);
|
|
|
|
// locate ent at a spawn point
|
|
PutClientInServer (ent);
|
|
|
|
if (level.intermissiontime)
|
|
{
|
|
MoveClientToIntermission (ent);
|
|
}
|
|
else
|
|
{
|
|
// send effect
|
|
gi.WriteByte (svc_muzzleflash);
|
|
gi.WriteShort (ent-g_edicts);
|
|
gi.WriteByte (MZ_LOGIN);
|
|
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
|
}
|
|
|
|
gi.bprintf (PRINT_HIGH, "%s entered the game\n", ent->client->pers.netname);
|
|
|
|
// make sure all view stuff is valid
|
|
ClientEndServerFrame (ent);
|
|
}
|
|
|
|
|
|
/*
|
|
===========
|
|
ClientBegin
|
|
|
|
called when a client has finished connecting, and is ready
|
|
to be placed into the game. This will happen every level load.
|
|
============
|
|
*/
|
|
void ClientBegin (edict_t *ent)
|
|
{
|
|
int i;
|
|
|
|
ent->client = game.clients + (ent - g_edicts - 1);
|
|
|
|
if (deathmatch->value)
|
|
{
|
|
ClientBeginDeathmatch (ent);
|
|
return;
|
|
}
|
|
|
|
// if there is already a body waiting for us (a loadgame), just
|
|
// take it, otherwise spawn one from scratch
|
|
if (ent->inuse == true)
|
|
{
|
|
// the client has cleared the client side viewangles upon
|
|
// connecting to the server, which is different than the
|
|
// state when the game is saved, so we need to compensate
|
|
// with deltaangles
|
|
for (i=0 ; i<3 ; i++)
|
|
ent->client->ps.pmove.delta_angles[i] = ANGLE2SHORT(ent->client->ps.viewangles[i]);
|
|
}
|
|
else
|
|
{
|
|
// a spawn point will completely reinitialize the entity
|
|
// except for the persistant data that was initialized at
|
|
// ClientConnect() time
|
|
G_InitEdict (ent);
|
|
ent->classname = "player";
|
|
InitClientResp (ent->client);
|
|
PutClientInServer (ent);
|
|
}
|
|
|
|
if (level.intermissiontime)
|
|
{
|
|
MoveClientToIntermission (ent);
|
|
}
|
|
else
|
|
{
|
|
// send effect if in a multiplayer game
|
|
if (game.maxclients > 1)
|
|
{
|
|
gi.WriteByte (svc_muzzleflash);
|
|
gi.WriteShort (ent-g_edicts);
|
|
gi.WriteByte (MZ_LOGIN);
|
|
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
|
|
|
gi.bprintf (PRINT_HIGH, "%s entered the game\n", ent->client->pers.netname);
|
|
}
|
|
}
|
|
|
|
// make sure all view stuff is valid
|
|
ClientEndServerFrame (ent);
|
|
}
|
|
|
|
/*
|
|
===========
|
|
ClientUserInfoChanged
|
|
|
|
called whenever the player updates a userinfo variable.
|
|
|
|
The game can override any of the settings in place
|
|
(forcing skins or names, etc) before copying it off.
|
|
============
|
|
*/
|
|
void ClientUserinfoChanged (edict_t *ent, char *userinfo)
|
|
{
|
|
char *s;
|
|
int playernum;
|
|
|
|
// check for malformed or illegal info strings
|
|
if (!Info_Validate(userinfo))
|
|
{
|
|
strcpy (userinfo, "\\name\\badinfo\\skin\\male/grunt");
|
|
}
|
|
|
|
// set name
|
|
s = Info_ValueForKey (userinfo, "name");
|
|
strncpy (ent->client->pers.netname, s, sizeof(ent->client->pers.netname)-1);
|
|
|
|
// set spectator
|
|
s = Info_ValueForKey (userinfo, "spectator");
|
|
// spectators are only supported in deathmatch
|
|
if (deathmatch->value && *s && strcmp(s, "0"))
|
|
ent->client->pers.spectator = true;
|
|
else
|
|
ent->client->pers.spectator = false;
|
|
|
|
// set skin
|
|
s = Info_ValueForKey (userinfo, "skin");
|
|
|
|
playernum = ent-g_edicts-1;
|
|
|
|
// combine name and skin into a configstring
|
|
gi.configstring (CS_PLAYERSKINS+playernum, va("%s\\%s", ent->client->pers.netname, s) );
|
|
|
|
// fov
|
|
if (deathmatch->value && ((int)dmflags->value & DF_FIXED_FOV))
|
|
{
|
|
ent->client->ps.fov = 90;
|
|
}
|
|
else
|
|
{
|
|
ent->client->ps.fov = atoi(Info_ValueForKey(userinfo, "fov"));
|
|
if (ent->client->ps.fov < 1)
|
|
ent->client->ps.fov = 90;
|
|
else if (ent->client->ps.fov > 160)
|
|
ent->client->ps.fov = 160;
|
|
}
|
|
|
|
// handedness
|
|
s = Info_ValueForKey (userinfo, "hand");
|
|
if (strlen(s))
|
|
{
|
|
ent->client->pers.hand = atoi(s);
|
|
}
|
|
|
|
// save off the userinfo in case we want to check something later
|
|
strncpy (ent->client->pers.userinfo, userinfo, sizeof(ent->client->pers.userinfo)-1);
|
|
}
|
|
|
|
|
|
/*
|
|
===========
|
|
ClientConnect
|
|
|
|
Called when a player begins connecting to the server.
|
|
The game can refuse entrance to a client by returning false.
|
|
If the client is allowed, the connection process will continue
|
|
and eventually get to ClientBegin()
|
|
Changing levels will NOT cause this to be called again, but
|
|
loadgames will.
|
|
============
|
|
*/
|
|
qboolean ClientConnect (edict_t *ent, char *userinfo)
|
|
{
|
|
char *value;
|
|
|
|
// check to see if they are on the banned IP list
|
|
value = Info_ValueForKey (userinfo, "ip");
|
|
if (SV_FilterPacket(value)) {
|
|
Info_SetValueForKey(userinfo, "rejmsg", "Banned.");
|
|
return false;
|
|
}
|
|
|
|
// check for a spectator
|
|
value = Info_ValueForKey (userinfo, "spectator");
|
|
if (deathmatch->value && *value && strcmp(value, "0")) {
|
|
int i, numspec;
|
|
|
|
if (*spectator_password->string &&
|
|
strcmp(spectator_password->string, "none") &&
|
|
strcmp(spectator_password->string, value)) {
|
|
Info_SetValueForKey(userinfo, "rejmsg", "Spectator password required or incorrect.");
|
|
return false;
|
|
}
|
|
|
|
// count spectators
|
|
for (i = numspec = 0; i < maxclients->value; i++)
|
|
if (g_edicts[i+1].inuse && g_edicts[i+1].client->pers.spectator)
|
|
numspec++;
|
|
|
|
if (numspec >= maxspectators->value) {
|
|
Info_SetValueForKey(userinfo, "rejmsg", "Server spectator limit is full.");
|
|
return false;
|
|
}
|
|
} else {
|
|
// check for a password
|
|
value = Info_ValueForKey (userinfo, "password");
|
|
if (*password->string && strcmp(password->string, "none") &&
|
|
strcmp(password->string, value)) {
|
|
Info_SetValueForKey(userinfo, "rejmsg", "Password required or incorrect.");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
|
|
// they can connect
|
|
ent->client = game.clients + (ent - g_edicts - 1);
|
|
|
|
// if there is already a body waiting for us (a loadgame), just
|
|
// take it, otherwise spawn one from scratch
|
|
if (ent->inuse == false)
|
|
{
|
|
// clear the respawning variables
|
|
InitClientResp (ent->client);
|
|
if (!game.autosaved || !ent->client->pers.weapon)
|
|
InitClientPersistant (ent->client);
|
|
}
|
|
|
|
ClientUserinfoChanged (ent, userinfo);
|
|
|
|
if (game.maxclients > 1)
|
|
gi.dprintf ("%s connected\n", ent->client->pers.netname);
|
|
|
|
ent->svflags = 0; // make sure we start with known default
|
|
ent->client->pers.connected = true;
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
===========
|
|
ClientDisconnect
|
|
|
|
Called when a player drops from the server.
|
|
Will not be called between levels.
|
|
============
|
|
*/
|
|
void ClientDisconnect (edict_t *ent)
|
|
{
|
|
int playernum;
|
|
|
|
if (!ent->client)
|
|
return;
|
|
|
|
gi.bprintf (PRINT_HIGH, "%s disconnected\n", ent->client->pers.netname);
|
|
|
|
// send effect
|
|
gi.WriteByte (svc_muzzleflash);
|
|
gi.WriteShort (ent-g_edicts);
|
|
gi.WriteByte (MZ_LOGOUT);
|
|
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
|
|
|
gi.unlinkentity (ent);
|
|
ent->s.modelindex = 0;
|
|
ent->solid = SOLID_NOT;
|
|
ent->inuse = false;
|
|
ent->classname = "disconnected";
|
|
ent->client->pers.connected = false;
|
|
|
|
playernum = ent-g_edicts-1;
|
|
gi.configstring (CS_PLAYERSKINS+playernum, "");
|
|
}
|
|
|
|
|
|
//==============================================================
|
|
|
|
|
|
edict_t *pm_passent;
|
|
|
|
// pmove doesn't need to know about passent and contentmask
|
|
trace_t PM_trace (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end)
|
|
{
|
|
if (pm_passent->health > 0)
|
|
return gi.trace (start, mins, maxs, end, pm_passent, MASK_PLAYERSOLID);
|
|
else
|
|
return gi.trace (start, mins, maxs, end, pm_passent, MASK_DEADSOLID);
|
|
}
|
|
|
|
unsigned CheckBlock (void *b, int c)
|
|
{
|
|
int v,i;
|
|
v = 0;
|
|
for (i=0 ; i<c ; i++)
|
|
v+= ((byte *)b)[i];
|
|
return v;
|
|
}
|
|
void PrintPmove (pmove_t *pm)
|
|
{
|
|
unsigned c1, c2;
|
|
|
|
c1 = CheckBlock (&pm->s, sizeof(pm->s));
|
|
c2 = CheckBlock (&pm->cmd, sizeof(pm->cmd));
|
|
Com_Printf ("sv %3i:%i %i\n", pm->cmd.impulse, c1, c2);
|
|
}
|
|
|
|
/*
|
|
==============
|
|
ClientThink
|
|
|
|
This will be called once for each client frame, which will
|
|
usually be a couple times for each server frame.
|
|
==============
|
|
*/
|
|
void ClientThink (edict_t *ent, usercmd_t *ucmd)
|
|
{
|
|
gclient_t *client;
|
|
edict_t *other;
|
|
int i, j;
|
|
pmove_t pm;
|
|
|
|
level.current_entity = ent;
|
|
client = ent->client;
|
|
|
|
if (level.intermissiontime)
|
|
{
|
|
client->ps.pmove.pm_type = PM_FREEZE;
|
|
// can exit intermission after five seconds
|
|
if (level.time > level.intermissiontime + 5.0
|
|
&& (ucmd->buttons & BUTTON_ANY) )
|
|
level.exitintermission = true;
|
|
return;
|
|
}
|
|
|
|
pm_passent = ent;
|
|
|
|
if (ent->client->chase_target) {
|
|
|
|
client->resp.cmd_angles[0] = SHORT2ANGLE(ucmd->angles[0]);
|
|
client->resp.cmd_angles[1] = SHORT2ANGLE(ucmd->angles[1]);
|
|
client->resp.cmd_angles[2] = SHORT2ANGLE(ucmd->angles[2]);
|
|
|
|
} else {
|
|
|
|
// set up for pmove
|
|
memset (&pm, 0, sizeof(pm));
|
|
|
|
if (ent->movetype == MOVETYPE_NOCLIP)
|
|
client->ps.pmove.pm_type = PM_SPECTATOR;
|
|
else if (ent->s.modelindex != 255)
|
|
client->ps.pmove.pm_type = PM_GIB;
|
|
else if (ent->deadflag)
|
|
client->ps.pmove.pm_type = PM_DEAD;
|
|
else
|
|
client->ps.pmove.pm_type = PM_NORMAL;
|
|
|
|
client->ps.pmove.gravity = sv_gravity->value;
|
|
pm.s = client->ps.pmove;
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
pm.s.origin[i] = ent->s.origin[i]*8;
|
|
pm.s.velocity[i] = ent->velocity[i]*8;
|
|
}
|
|
|
|
if (memcmp(&client->old_pmove, &pm.s, sizeof(pm.s)))
|
|
{
|
|
pm.snapinitial = true;
|
|
// gi.dprintf ("pmove changed!\n");
|
|
}
|
|
|
|
pm.cmd = *ucmd;
|
|
|
|
pm.trace = PM_trace; // adds default parms
|
|
pm.pointcontents = gi.pointcontents;
|
|
|
|
// perform a pmove
|
|
gi.Pmove (&pm);
|
|
|
|
// save results of pmove
|
|
client->ps.pmove = pm.s;
|
|
client->old_pmove = pm.s;
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
ent->s.origin[i] = pm.s.origin[i]*0.125;
|
|
ent->velocity[i] = pm.s.velocity[i]*0.125;
|
|
}
|
|
|
|
VectorCopy (pm.mins, ent->mins);
|
|
VectorCopy (pm.maxs, ent->maxs);
|
|
|
|
client->resp.cmd_angles[0] = SHORT2ANGLE(ucmd->angles[0]);
|
|
client->resp.cmd_angles[1] = SHORT2ANGLE(ucmd->angles[1]);
|
|
client->resp.cmd_angles[2] = SHORT2ANGLE(ucmd->angles[2]);
|
|
|
|
if (ent->groundentity && !pm.groundentity && (pm.cmd.upmove >= 10) && (pm.waterlevel == 0))
|
|
{
|
|
gi.sound(ent, CHAN_VOICE, gi.soundindex("*jump1.wav"), 1, ATTN_NORM, 0);
|
|
PlayerNoise(ent, ent->s.origin, PNOISE_SELF);
|
|
}
|
|
|
|
ent->viewheight = pm.viewheight;
|
|
ent->waterlevel = pm.waterlevel;
|
|
ent->watertype = pm.watertype;
|
|
ent->groundentity = pm.groundentity;
|
|
if (pm.groundentity)
|
|
ent->groundentity_linkcount = pm.groundentity->linkcount;
|
|
|
|
if (ent->deadflag)
|
|
{
|
|
client->ps.viewangles[ROLL] = 40;
|
|
client->ps.viewangles[PITCH] = -15;
|
|
client->ps.viewangles[YAW] = client->killer_yaw;
|
|
}
|
|
else
|
|
{
|
|
VectorCopy (pm.viewangles, client->v_angle);
|
|
VectorCopy (pm.viewangles, client->ps.viewangles);
|
|
}
|
|
|
|
gi.linkentity (ent);
|
|
|
|
if (ent->movetype != MOVETYPE_NOCLIP)
|
|
G_TouchTriggers (ent);
|
|
|
|
// touch other objects
|
|
for (i=0 ; i<pm.numtouch ; i++)
|
|
{
|
|
other = pm.touchents[i];
|
|
for (j=0 ; j<i ; j++)
|
|
if (pm.touchents[j] == other)
|
|
break;
|
|
if (j != i)
|
|
continue; // duplicated
|
|
if (!other->touch)
|
|
continue;
|
|
other->touch (other, ent, NULL, NULL);
|
|
}
|
|
|
|
}
|
|
|
|
client->oldbuttons = client->buttons;
|
|
client->buttons = ucmd->buttons;
|
|
client->latched_buttons |= client->buttons & ~client->oldbuttons;
|
|
|
|
// save light level the player is standing on for
|
|
// monster sighting AI
|
|
ent->light_level = ucmd->lightlevel;
|
|
|
|
// fire weapon from final position if needed
|
|
if (client->latched_buttons & BUTTON_ATTACK)
|
|
{
|
|
if (client->resp.spectator) {
|
|
|
|
client->latched_buttons = 0;
|
|
|
|
if (client->chase_target) {
|
|
client->chase_target = NULL;
|
|
client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION;
|
|
} else
|
|
GetChaseTarget(ent);
|
|
|
|
} else if (!client->weapon_thunk) {
|
|
client->weapon_thunk = true;
|
|
Think_Weapon (ent);
|
|
}
|
|
}
|
|
|
|
if (client->resp.spectator) {
|
|
if (ucmd->upmove >= 10) {
|
|
if (!(client->ps.pmove.pm_flags & PMF_JUMP_HELD)) {
|
|
client->ps.pmove.pm_flags |= PMF_JUMP_HELD;
|
|
if (client->chase_target)
|
|
ChaseNext(ent);
|
|
else
|
|
GetChaseTarget(ent);
|
|
}
|
|
} else
|
|
client->ps.pmove.pm_flags &= ~PMF_JUMP_HELD;
|
|
}
|
|
|
|
// update chase cam if being followed
|
|
for (i = 1; i <= maxclients->value; i++) {
|
|
other = g_edicts + i;
|
|
if (other->inuse && other->client->chase_target == ent)
|
|
UpdateChaseCam(other);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
ClientBeginServerFrame
|
|
|
|
This will be called once for each server frame, before running
|
|
any other entities in the world.
|
|
==============
|
|
*/
|
|
void ClientBeginServerFrame (edict_t *ent)
|
|
{
|
|
gclient_t *client;
|
|
int buttonMask;
|
|
|
|
if (level.intermissiontime)
|
|
return;
|
|
|
|
client = ent->client;
|
|
|
|
if (deathmatch->value &&
|
|
client->pers.spectator != client->resp.spectator &&
|
|
(level.time - client->respawn_time) >= 5) {
|
|
spectator_respawn(ent);
|
|
return;
|
|
}
|
|
|
|
// run weapon animations if it hasn't been done by a ucmd_t
|
|
if (!client->weapon_thunk && !client->resp.spectator)
|
|
Think_Weapon (ent);
|
|
else
|
|
client->weapon_thunk = false;
|
|
|
|
if (ent->deadflag)
|
|
{
|
|
// wait for any button just going down
|
|
if ( level.time > client->respawn_time)
|
|
{
|
|
// in deathmatch, only wait for attack button
|
|
if (deathmatch->value)
|
|
buttonMask = BUTTON_ATTACK;
|
|
else
|
|
buttonMask = -1;
|
|
|
|
if ( ( client->latched_buttons & buttonMask ) ||
|
|
(deathmatch->value && ((int)dmflags->value & DF_FORCE_RESPAWN) ) )
|
|
{
|
|
respawn(ent);
|
|
client->latched_buttons = 0;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
// add player trail so monsters can follow
|
|
if (!deathmatch->value)
|
|
if (!visible (ent, PlayerTrail_LastSpot() ) )
|
|
PlayerTrail_Add (ent->s.old_origin);
|
|
|
|
client->latched_buttons = 0;
|
|
}
|