jedioutcast/CODE-mp/game/g_client.c

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// Copyright (C) 1999-2000 Id Software, Inc.
//
#include "g_local.h"
#include "..\ghoul2\g2.h"
// g_client.c -- client functions that don't happen every frame
static vec3_t playerMins = {-15, -15, DEFAULT_MINS_2};
static vec3_t playerMaxs = {15, 15, DEFAULT_MAXS_2};
forcedata_t Client_Force[MAX_CLIENTS];
/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) initial
potential spawning position for deathmatch games.
The first time a player enters the game, they will be at an 'initial' spot.
Targets will be fired when someone spawns in on them.
"nobots" will prevent bots from using this spot.
"nohumans" will prevent non-bots from using this spot.
*/
void SP_info_player_deathmatch( gentity_t *ent ) {
int i;
G_SpawnInt( "nobots", "0", &i);
if ( i ) {
ent->flags |= FL_NO_BOTS;
}
G_SpawnInt( "nohumans", "0", &i );
if ( i ) {
ent->flags |= FL_NO_HUMANS;
}
}
/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
equivelant to info_player_deathmatch
*/
void SP_info_player_start(gentity_t *ent) {
ent->classname = "info_player_deathmatch";
SP_info_player_deathmatch( ent );
}
/*QUAKED info_player_imperial (1 0 0) (-16 -16 -24) (16 16 32)
saga start point - imperial
*/
void SP_info_player_imperial(gentity_t *ent) {
if (g_gametype.integer != GT_SAGA)
{ //turn into a DM spawn if not in saga game mode
ent->classname = "info_player_deathmatch";
SP_info_player_deathmatch( ent );
}
}
/*QUAKED info_player_rebel (1 0 0) (-16 -16 -24) (16 16 32)
saga start point - rebel
*/
void SP_info_player_rebel(gentity_t *ent) {
if (g_gametype.integer != GT_SAGA)
{ //turn into a DM spawn if not in saga game mode
ent->classname = "info_player_deathmatch";
SP_info_player_deathmatch( ent );
}
}
/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32)
The intermission will be viewed from this point. Target an info_notnull for the view direction.
*/
void SP_info_player_intermission( gentity_t *ent ) {
}
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#define JMSABER_RESPAWN_TIME 20000 //in case it gets stuck somewhere no one can reach
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void ThrowSaberToAttacker(gentity_t *self, gentity_t *attacker)
{
gentity_t *ent = &g_entities[self->client->ps.saberIndex];
vec3_t a;
int altVelocity = 0;
if (!ent || ent->enemy != self)
{ //something has gone very wrong (this should never happen)
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//but in case it does.. find the saber manually
#ifdef _DEBUG
Com_Printf("Lost the saber! Attempting to use global pointer..\n");
#endif
ent = gJMSaberEnt;
if (!ent)
{
#ifdef _DEBUG
Com_Printf("The global pointer was NULL. This is a bad thing.\n");
#endif
return;
}
#ifdef _DEBUG
Com_Printf("Got it (%i). Setting enemy to client %i.\n", ent->s.number, self->s.number);
#endif
ent->enemy = self;
self->client->ps.saberIndex = ent->s.number;
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}
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trap_SetConfigstring ( CS_CLIENT_JEDIMASTER, "-1" );
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if (attacker && attacker->client && self->client->ps.saberInFlight)
{ //someone killed us and we had the saber thrown, so actually move this saber to the saber location
//if we killed ourselves with saber thrown, however, same suicide rules of respawning at spawn spot still
//apply.
gentity_t *flyingsaber = &g_entities[self->client->ps.saberEntityNum];
if (flyingsaber && flyingsaber->inuse)
{
VectorCopy(flyingsaber->s.pos.trBase, ent->s.pos.trBase);
VectorCopy(flyingsaber->s.pos.trDelta, ent->s.pos.trDelta);
VectorCopy(flyingsaber->s.apos.trBase, ent->s.apos.trBase);
VectorCopy(flyingsaber->s.apos.trDelta, ent->s.apos.trDelta);
VectorCopy(flyingsaber->r.currentOrigin, ent->r.currentOrigin);
VectorCopy(flyingsaber->r.currentAngles, ent->r.currentAngles);
altVelocity = 1;
}
}
self->client->ps.saberInFlight = qtrue; //say he threw it anyway in order to properly remove from dead body
ent->s.modelindex = G_ModelIndex("models/weapons2/saber/saber_w.glm");
ent->s.eFlags &= ~(EF_NODRAW);
ent->s.modelGhoul2 = 1;
ent->s.eType = ET_MISSILE;
ent->enemy = NULL;
if (!attacker || !attacker->client)
{
VectorCopy(ent->s.origin2, ent->s.pos.trBase);
VectorCopy(ent->s.origin2, ent->s.origin);
VectorCopy(ent->s.origin2, ent->r.currentOrigin);
ent->pos2[0] = 0;
trap_LinkEntity(ent);
return;
}
if (!altVelocity)
{
VectorCopy(self->s.pos.trBase, ent->s.pos.trBase);
VectorCopy(self->s.pos.trBase, ent->s.origin);
VectorCopy(self->s.pos.trBase, ent->r.currentOrigin);
VectorSubtract(attacker->client->ps.origin, ent->s.pos.trBase, a);
VectorNormalize(a);
ent->s.pos.trDelta[0] = a[0]*256;
ent->s.pos.trDelta[1] = a[1]*256;
ent->s.pos.trDelta[2] = 256;
}
trap_LinkEntity(ent);
}
void JMSaberThink(gentity_t *ent)
{
gJMSaberEnt = ent;
if (ent->enemy)
{
if (!ent->enemy->client || !ent->enemy->inuse)
{ //disconnected?
VectorCopy(ent->enemy->s.pos.trBase, ent->s.pos.trBase);
VectorCopy(ent->enemy->s.pos.trBase, ent->s.origin);
VectorCopy(ent->enemy->s.pos.trBase, ent->r.currentOrigin);
ent->s.modelindex = G_ModelIndex("models/weapons2/saber/saber_w.glm");
ent->s.eFlags &= ~(EF_NODRAW);
ent->s.modelGhoul2 = 1;
ent->s.eType = ET_MISSILE;
ent->enemy = NULL;
ent->pos2[0] = 1;
ent->pos2[1] = 0; //respawn next think
trap_LinkEntity(ent);
}
else
{
ent->pos2[1] = level.time + JMSABER_RESPAWN_TIME;
}
}
else if (ent->pos2[0] && ent->pos2[1] < level.time)
{
VectorCopy(ent->s.origin2, ent->s.pos.trBase);
VectorCopy(ent->s.origin2, ent->s.origin);
VectorCopy(ent->s.origin2, ent->r.currentOrigin);
ent->pos2[0] = 0;
trap_LinkEntity(ent);
}
ent->nextthink = level.time + 50;
G_RunObject(ent);
}
void JMSaberTouch(gentity_t *self, gentity_t *other, trace_t *trace)
{
int i = 0;
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// gentity_t *te;
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if (!other || !other->client || other->health < 1)
{
return;
}
if (self->enemy)
{
return;
}
if (!self->s.modelindex)
{
return;
}
if (other->client->ps.stats[STAT_WEAPONS] & (1 << WP_SABER))
{
return;
}
if (other->client->ps.isJediMaster)
{
return;
}
self->enemy = other;
other->client->ps.stats[STAT_WEAPONS] = (1 << WP_SABER);
other->client->ps.weapon = WP_SABER;
other->s.weapon = WP_SABER;
G_AddEvent(other, EV_BECOME_JEDIMASTER, 0);
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// Track the jedi master
trap_SetConfigstring ( CS_CLIENT_JEDIMASTER, va("%i", other->s.number ) );
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if (g_spawnInvulnerability.integer)
{
other->client->ps.eFlags |= EF_INVULNERABLE;
other->client->invulnerableTimer = level.time + g_spawnInvulnerability.integer;
}
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trap_SendServerCommand( -1, va("cp \"%s %s\n\"", other->client->pers.netname, G_GetStripEdString("SVINGAME", "BECOMEJM")) );
other->client->ps.isJediMaster = qtrue;
other->client->ps.saberIndex = self->s.number;
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if (other->health < 200 && other->health > 0)
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{ //full health when you become the Jedi Master
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other->client->ps.stats[STAT_HEALTH] = other->health = 200;
}
if (other->client->ps.fd.forcePower < 100)
{
other->client->ps.fd.forcePower = 100;
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}
while (i < NUM_FORCE_POWERS)
{
other->client->ps.fd.forcePowersKnown |= (1 << i);
other->client->ps.fd.forcePowerLevel[i] = FORCE_LEVEL_3;
i++;
}
self->pos2[0] = 1;
self->pos2[1] = level.time + JMSABER_RESPAWN_TIME;
self->s.modelindex = 0;
self->s.eFlags |= EF_NODRAW;
self->s.modelGhoul2 = 0;
self->s.eType = ET_GENERAL;
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/*
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te = G_TempEntity( vec3_origin, EV_DESTROY_GHOUL2_INSTANCE );
te->r.svFlags |= SVF_BROADCAST;
te->s.eventParm = self->s.number;
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*/
G_KillG2Queue(self->s.number);
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return;
}
gentity_t *gJMSaberEnt = NULL;
/*QUAKED info_jedimaster_start (1 0 0) (-16 -16 -24) (16 16 32)
"jedi master" saber spawn point
*/
void SP_info_jedimaster_start(gentity_t *ent)
{
if (g_gametype.integer != GT_JEDIMASTER)
{
gJMSaberEnt = NULL;
G_FreeEntity(ent);
return;
}
ent->enemy = NULL;
ent->s.eFlags = EF_BOUNCE_HALF;
ent->s.modelindex = G_ModelIndex("models/weapons2/saber/saber_w.glm");
ent->s.modelGhoul2 = 1;
ent->s.g2radius = 20;
//ent->s.eType = ET_GENERAL;
ent->s.eType = ET_MISSILE;
ent->s.weapon = WP_SABER;
ent->s.pos.trType = TR_GRAVITY;
ent->s.pos.trTime = level.time;
VectorSet( ent->r.maxs, 3, 3, 3 );
VectorSet( ent->r.mins, -3, -3, -3 );
ent->r.contents = CONTENTS_TRIGGER;
ent->clipmask = MASK_SOLID;
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ent->isSaberEntity = qtrue;
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ent->bounceCount = -5;
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ent->physicsObject = qtrue;
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VectorCopy(ent->s.pos.trBase, ent->s.origin2); //remember the spawn spot
ent->touch = JMSaberTouch;
trap_LinkEntity(ent);
ent->think = JMSaberThink;
ent->nextthink = level.time + 50;
}
/*
=======================================================================
SelectSpawnPoint
=======================================================================
*/
/*
================
SpotWouldTelefrag
================
*/
qboolean SpotWouldTelefrag( gentity_t *spot ) {
int i, num;
int touch[MAX_GENTITIES];
gentity_t *hit;
vec3_t mins, maxs;
VectorAdd( spot->s.origin, playerMins, mins );
VectorAdd( spot->s.origin, playerMaxs, maxs );
num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
for (i=0 ; i<num ; i++) {
hit = &g_entities[touch[i]];
//if ( hit->client && hit->client->ps.stats[STAT_HEALTH] > 0 ) {
if ( hit->client) {
return qtrue;
}
}
return qfalse;
}
/*
================
SelectNearestDeathmatchSpawnPoint
Find the spot that we DON'T want to use
================
*/
#define MAX_SPAWN_POINTS 128
gentity_t *SelectNearestDeathmatchSpawnPoint( vec3_t from ) {
gentity_t *spot;
vec3_t delta;
float dist, nearestDist;
gentity_t *nearestSpot;
nearestDist = 999999;
nearestSpot = NULL;
spot = NULL;
while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) {
VectorSubtract( spot->s.origin, from, delta );
dist = VectorLength( delta );
if ( dist < nearestDist ) {
nearestDist = dist;
nearestSpot = spot;
}
}
return nearestSpot;
}
/*
================
SelectRandomDeathmatchSpawnPoint
go to a random point that doesn't telefrag
================
*/
#define MAX_SPAWN_POINTS 128
gentity_t *SelectRandomDeathmatchSpawnPoint( void ) {
gentity_t *spot;
int count;
int selection;
gentity_t *spots[MAX_SPAWN_POINTS];
count = 0;
spot = NULL;
while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) {
if ( SpotWouldTelefrag( spot ) ) {
continue;
}
spots[ count ] = spot;
count++;
}
if ( !count ) { // no spots that won't telefrag
return G_Find( NULL, FOFS(classname), "info_player_deathmatch");
}
selection = rand() % count;
return spots[ selection ];
}
/*
===========
SelectRandomFurthestSpawnPoint
Chooses a player start, deathmatch start, etc
============
*/
gentity_t *SelectRandomFurthestSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles ) {
gentity_t *spot;
vec3_t delta;
float dist;
float list_dist[64];
gentity_t *list_spot[64];
int numSpots, rnd, i, j;
numSpots = 0;
spot = NULL;
while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) {
if ( SpotWouldTelefrag( spot ) ) {
continue;
}
VectorSubtract( spot->s.origin, avoidPoint, delta );
dist = VectorLength( delta );
for (i = 0; i < numSpots; i++) {
if ( dist > list_dist[i] ) {
if ( numSpots >= 64 )
numSpots = 64-1;
for (j = numSpots; j > i; j--) {
list_dist[j] = list_dist[j-1];
list_spot[j] = list_spot[j-1];
}
list_dist[i] = dist;
list_spot[i] = spot;
numSpots++;
if (numSpots > 64)
numSpots = 64;
break;
}
}
if (i >= numSpots && numSpots < 64) {
list_dist[numSpots] = dist;
list_spot[numSpots] = spot;
numSpots++;
}
}
if (!numSpots) {
spot = G_Find( NULL, FOFS(classname), "info_player_deathmatch");
if (!spot)
G_Error( "Couldn't find a spawn point" );
VectorCopy (spot->s.origin, origin);
origin[2] += 9;
VectorCopy (spot->s.angles, angles);
return spot;
}
// select a random spot from the spawn points furthest away
rnd = random() * (numSpots / 2);
VectorCopy (list_spot[rnd]->s.origin, origin);
origin[2] += 9;
VectorCopy (list_spot[rnd]->s.angles, angles);
return list_spot[rnd];
}
/*
===========
SelectSpawnPoint
Chooses a player start, deathmatch start, etc
============
*/
gentity_t *SelectSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles ) {
return SelectRandomFurthestSpawnPoint( avoidPoint, origin, angles );
/*
gentity_t *spot;
gentity_t *nearestSpot;
nearestSpot = SelectNearestDeathmatchSpawnPoint( avoidPoint );
spot = SelectRandomDeathmatchSpawnPoint ( );
if ( spot == nearestSpot ) {
// roll again if it would be real close to point of death
spot = SelectRandomDeathmatchSpawnPoint ( );
if ( spot == nearestSpot ) {
// last try
spot = SelectRandomDeathmatchSpawnPoint ( );
}
}
// find a single player start spot
if (!spot) {
G_Error( "Couldn't find a spawn point" );
}
VectorCopy (spot->s.origin, origin);
origin[2] += 9;
VectorCopy (spot->s.angles, angles);
return spot;
*/
}
/*
===========
SelectInitialSpawnPoint
Try to find a spawn point marked 'initial', otherwise
use normal spawn selection.
============
*/
gentity_t *SelectInitialSpawnPoint( vec3_t origin, vec3_t angles ) {
gentity_t *spot;
spot = NULL;
while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) {
if ( spot->spawnflags & 1 ) {
break;
}
}
if ( !spot || SpotWouldTelefrag( spot ) ) {
return SelectSpawnPoint( vec3_origin, origin, angles );
}
VectorCopy (spot->s.origin, origin);
origin[2] += 9;
VectorCopy (spot->s.angles, angles);
return spot;
}
/*
===========
SelectSpectatorSpawnPoint
============
*/
gentity_t *SelectSpectatorSpawnPoint( vec3_t origin, vec3_t angles ) {
FindIntermissionPoint();
VectorCopy( level.intermission_origin, origin );
VectorCopy( level.intermission_angle, angles );
return NULL;
}
/*
=======================================================================
BODYQUE
=======================================================================
*/
/*
=======================================================================
BODYQUE
=======================================================================
*/
#define BODY_SINK_TIME 45000
/*
===============
InitBodyQue
===============
*/
void InitBodyQue (void) {
int i;
gentity_t *ent;
level.bodyQueIndex = 0;
for (i=0; i<BODY_QUEUE_SIZE ; i++) {
ent = G_Spawn();
ent->classname = "bodyque";
ent->neverFree = qtrue;
level.bodyQue[i] = ent;
}
}
/*
=============
BodySink
After sitting around for five seconds, fall into the ground and dissapear
=============
*/
void BodySink( gentity_t *ent ) {
if ( level.time - ent->timestamp > BODY_SINK_TIME + 1500 ) {
// the body ques are never actually freed, they are just unlinked
trap_UnlinkEntity( ent );
ent->physicsObject = qfalse;
return;
}
ent->nextthink = level.time + 100;
ent->s.pos.trBase[2] -= 1;
}
/*
=============
CopyToBodyQue
A player is respawning, so make an entity that looks
just like the existing corpse to leave behind.
=============
*/
void CopyToBodyQue( gentity_t *ent ) {
gentity_t *body;
int contents;
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if (level.intermissiontime)
{
return;
}
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trap_UnlinkEntity (ent);
// if client is in a nodrop area, don't leave the body
contents = trap_PointContents( ent->s.origin, -1 );
if ( contents & CONTENTS_NODROP ) {
return;
}
if (ent->client && (ent->client->ps.eFlags & EF_DISINTEGRATION))
{ //for now, just don't spawn a body if you got disint'd
return;
}
// grab a body que and cycle to the next one
body = level.bodyQue[ level.bodyQueIndex ];
level.bodyQueIndex = (level.bodyQueIndex + 1) % BODY_QUEUE_SIZE;
trap_UnlinkEntity (body);
body->s = ent->s;
//avoid oddly angled corpses floating around
body->s.angles[PITCH] = body->s.angles[ROLL] = body->s.apos.trBase[PITCH] = body->s.apos.trBase[ROLL] = 0;
body->s.g2radius = 100;
body->s.eType = ET_BODY;
body->s.eFlags = EF_DEAD; // clear EF_TALK, etc
if (ent->client && (ent->client->ps.eFlags & EF_DISINTEGRATION))
{
body->s.eFlags |= EF_DISINTEGRATION;
}
VectorCopy(ent->client->ps.lastHitLoc, body->s.origin2);
body->s.powerups = 0; // clear powerups
body->s.loopSound = 0; // clear lava burning
body->s.number = body - g_entities;
body->timestamp = level.time;
body->physicsObject = qtrue;
body->physicsBounce = 0; // don't bounce
if ( body->s.groundEntityNum == ENTITYNUM_NONE ) {
body->s.pos.trType = TR_GRAVITY;
body->s.pos.trTime = level.time;
VectorCopy( ent->client->ps.velocity, body->s.pos.trDelta );
} else {
body->s.pos.trType = TR_STATIONARY;
}
body->s.event = 0;
body->s.weapon = ent->s.bolt2;
if (body->s.weapon == WP_SABER && ent->client->ps.saberInFlight)
{
body->s.weapon = WP_BLASTER; //lie to keep from putting a saber on the corpse, because it was thrown at death
}
G_AddEvent(body, EV_BODY_QUEUE_COPY, ent->s.clientNum);
body->r.svFlags = ent->r.svFlags | SVF_BROADCAST;
VectorCopy (ent->r.mins, body->r.mins);
VectorCopy (ent->r.maxs, body->r.maxs);
VectorCopy (ent->r.absmin, body->r.absmin);
VectorCopy (ent->r.absmax, body->r.absmax);
body->s.torsoAnim = body->s.legsAnim = ent->client->ps.legsAnim & ~ANIM_TOGGLEBIT;
body->clipmask = CONTENTS_SOLID | CONTENTS_PLAYERCLIP;
body->r.contents = CONTENTS_CORPSE;
body->r.ownerNum = ent->s.number;
body->nextthink = level.time + BODY_SINK_TIME;
body->think = BodySink;
body->die = body_die;
// don't take more damage if already gibbed
if ( ent->health <= GIB_HEALTH ) {
body->takedamage = qfalse;
} else {
body->takedamage = qtrue;
}
VectorCopy ( body->s.pos.trBase, body->r.currentOrigin );
trap_LinkEntity (body);
}
//======================================================================
/*
==================
SetClientViewAngle
==================
*/
void SetClientViewAngle( gentity_t *ent, vec3_t angle ) {
int i;
// set the delta angle
for (i=0 ; i<3 ; i++) {
int cmdAngle;
cmdAngle = ANGLE2SHORT(angle[i]);
ent->client->ps.delta_angles[i] = cmdAngle - ent->client->pers.cmd.angles[i];
}
VectorCopy( angle, ent->s.angles );
VectorCopy (ent->s.angles, ent->client->ps.viewangles);
}
/*
================
respawn
================
*/
void respawn( gentity_t *ent ) {
gentity_t *tent;
CopyToBodyQue (ent);
trap_UnlinkEntity (ent);
ClientSpawn(ent);
// add a teleportation effect
tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_IN );
tent->s.clientNum = ent->s.clientNum;
}
/*
================
TeamCount
Returns number of players on a team
================
*/
team_t TeamCount( int ignoreClientNum, int team ) {
int i;
int count = 0;
for ( i = 0 ; i < level.maxclients ; i++ ) {
if ( i == ignoreClientNum ) {
continue;
}
if ( level.clients[i].pers.connected == CON_DISCONNECTED ) {
continue;
}
if ( level.clients[i].sess.sessionTeam == team ) {
count++;
}
}
return count;
}
/*
================
TeamLeader
Returns the client number of the team leader
================
*/
int TeamLeader( int team ) {
int i;
for ( i = 0 ; i < level.maxclients ; i++ ) {
if ( level.clients[i].pers.connected == CON_DISCONNECTED ) {
continue;
}
if ( level.clients[i].sess.sessionTeam == team ) {
if ( level.clients[i].sess.teamLeader )
return i;
}
}
return -1;
}
/*
================
PickTeam
================
*/
team_t PickTeam( int ignoreClientNum ) {
int counts[TEAM_NUM_TEAMS];
counts[TEAM_BLUE] = TeamCount( ignoreClientNum, TEAM_BLUE );
counts[TEAM_RED] = TeamCount( ignoreClientNum, TEAM_RED );
if ( counts[TEAM_BLUE] > counts[TEAM_RED] ) {
return TEAM_RED;
}
if ( counts[TEAM_RED] > counts[TEAM_BLUE] ) {
return TEAM_BLUE;
}
// equal team count, so join the team with the lowest score
if ( level.teamScores[TEAM_BLUE] > level.teamScores[TEAM_RED] ) {
return TEAM_RED;
}
return TEAM_BLUE;
}
/*
===========
ForceClientSkin
Forces a client's skin (for teamplay)
===========
*/
/*
static void ForceClientSkin( gclient_t *client, char *model, const char *skin ) {
char *p;
if ((p = Q_strrchr(model, '/')) != 0) {
*p = 0;
}
Q_strcat(model, MAX_QPATH, "/");
Q_strcat(model, MAX_QPATH, skin);
}
*/
/*
===========
ClientCheckName
============
*/
static void ClientCleanName( const char *in, char *out, int outSize ) {
int len, colorlessLen;
char ch;
char *p;
int spaces;
//save room for trailing null byte
outSize--;
len = 0;
colorlessLen = 0;
p = out;
*p = 0;
spaces = 0;
while( 1 ) {
ch = *in++;
if( !ch ) {
break;
}
// don't allow leading spaces
if( !*p && ch == ' ' ) {
continue;
}
// check colors
if( ch == Q_COLOR_ESCAPE ) {
// solo trailing carat is not a color prefix
if( !*in ) {
break;
}
// don't allow black in a name, period
if( ColorIndex(*in) == 0 ) {
in++;
continue;
}
// make sure room in dest for both chars
if( len > outSize - 2 ) {
break;
}
*out++ = ch;
*out++ = *in++;
len += 2;
continue;
}
// don't allow too many consecutive spaces
if( ch == ' ' ) {
spaces++;
if( spaces > 3 ) {
continue;
}
}
else {
spaces = 0;
}
if( len > outSize - 1 ) {
break;
}
*out++ = ch;
colorlessLen++;
len++;
}
*out = 0;
// don't allow empty names
if( *p == 0 || colorlessLen == 0 ) {
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Q_strncpyz( p, "Padawan", outSize );
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}
}
#ifdef _DEBUG
void G_DebugWrite(const char *path, const char *text)
{
fileHandle_t f;
trap_FS_FOpenFile( path, &f, FS_APPEND );
trap_FS_Write(text, strlen(text), f);
trap_FS_FCloseFile(f);
}
#endif
/*
===========
SetupGameGhoul2Model
There are two ghoul2 model instances per player (actually three). One is on the clientinfo (the base for the client side
player, and copied for player spawns and for corpses). One is attached to the centity itself, which is the model acutally
animated and rendered by the system. The final is the game ghoul2 model. This is animated by pmove on the server, and
is used for determining where the lightsaber should be, and for per-poly collision tests.
===========
*/
void *g2SaberInstance = NULL;
void SetupGameGhoul2Model(gclient_t *client, char *modelname)
{
int handle;
char afilename[MAX_QPATH];
char /**GLAName,*/ *slash;
char GLAName[MAX_QPATH];
vec3_t tempVec = {0,0,0};
// First things first. If this is a ghoul2 model, then let's make sure we demolish this first.
if (client->ghoul2 && trap_G2_HaveWeGhoul2Models(client->ghoul2))
{
trap_G2API_CleanGhoul2Models(&(client->ghoul2));
}
/*
Com_sprintf( afilename, sizeof( afilename ), "models/players/%s/model.glm", modelname );
handle = trap_G2API_InitGhoul2Model(&client->ghoul2, afilename, 0, 0, -20, 0, 0);
if (handle<0)
{
Com_sprintf( afilename, sizeof( afilename ), "models/players/kyle/model.glm" );
handle = trap_G2API_InitGhoul2Model(&client->ghoul2, afilename, 0, 0, -20, 0, 0);
if (handle<0)
{
return;
}
}
*/
//rww - just load the "standard" model for the server"
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if (!precachedKyle)
{
Com_sprintf( afilename, sizeof( afilename ), "models/players/kyle/model.glm" );
handle = trap_G2API_InitGhoul2Model(&precachedKyle, afilename, 0, 0, -20, 0, 0);
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if (handle<0)
{
return;
}
}
if (precachedKyle && trap_G2_HaveWeGhoul2Models(precachedKyle))
{
trap_G2API_DuplicateGhoul2Instance(precachedKyle, &client->ghoul2);
}
else
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{
return;
}
// The model is now loaded.
GLAName[0] = 0;
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if (!BGPAFtextLoaded)
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{
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//get the location of the animation.cfg
//GLAName = trap_G2API_GetGLAName( client->ghoul2, 0);
trap_G2API_GetGLAName( client->ghoul2, 0, GLAName);
if (!GLAName[0])
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{
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if (!BG_ParseAnimationFile("models/players/_humanoid/animation.cfg"))
{
Com_Printf( "Failed to load animation file %s\n", afilename );
return;
}
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return;
}
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Q_strncpyz( afilename, GLAName, sizeof( afilename ));
slash = Q_strrchr( afilename, '/' );
if ( slash )
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{
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strcpy(slash, "/animation.cfg");
} // Now afilename holds just the path to the animation.cfg
else
{ // Didn't find any slashes, this is a raw filename right in base (whish isn't a good thing)
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return;
}
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// Try to load the animation.cfg for this model then.
if ( !BG_ParseAnimationFile( afilename ) )
{ // The GLA's animations failed
if (!BG_ParseAnimationFile("models/players/_humanoid/animation.cfg"))
{
Com_Printf( "Failed to load animation file %s\n", afilename );
return;
}
}
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}
trap_G2API_AddBolt(client->ghoul2, 0, "*r_hand");
trap_G2API_AddBolt(client->ghoul2, 0, "*l_hand");
// NOTE - ensure this sequence of bolt and bone accessing are always the same because the client expects them in a certain order
trap_G2API_SetBoneAnim(client->ghoul2, 0, "model_root", 0, 12, BONE_ANIM_OVERRIDE_LOOP, 1.0f, level.time, -1, -1);
trap_G2API_SetBoneAngles(client->ghoul2, 0, "upper_lumbar", tempVec, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, level.time);
trap_G2API_SetBoneAngles(client->ghoul2, 0, "cranium", tempVec, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, POSITIVE_X, NULL, 0, level.time);
if (!g2SaberInstance)
{
trap_G2API_InitGhoul2Model(&g2SaberInstance, "models/weapons2/saber/saber_w.glm", 0, 0, -20, 0, 0);
if (g2SaberInstance)
{
// indicate we will be bolted to model 0 (ie the player) on bolt 0 (always the right hand) when we get copied
trap_G2API_SetBoltInfo(g2SaberInstance, 0, 0);
// now set up the gun bolt on it
trap_G2API_AddBolt(g2SaberInstance, 0, "*flash");
}
}
if (g2SaberInstance)
{
trap_G2API_CopySpecificGhoul2Model(g2SaberInstance, 0, client->ghoul2, 1);
}
}
/*
===========
ClientUserInfoChanged
Called from ClientConnect when the player first connects and
directly by the server system when the player updates a userinfo variable.
The game can override any of the settings and call trap_SetUserinfo
if desired.
============
*/
void ClientUserinfoChanged( int clientNum ) {
gentity_t *ent;
int teamTask, teamLeader, team, health;
char *s;
char model[MAX_QPATH];
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//char headModel[MAX_QPATH];
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char forcePowers[MAX_QPATH];
char oldname[MAX_STRING_CHARS];
gclient_t *client;
char c1[MAX_INFO_STRING];
char c2[MAX_INFO_STRING];
char redTeam[MAX_INFO_STRING];
char blueTeam[MAX_INFO_STRING];
char userinfo[MAX_INFO_STRING];
ent = g_entities + clientNum;
client = ent->client;
trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) );
// check for malformed or illegal info strings
if ( !Info_Validate(userinfo) ) {
strcpy (userinfo, "\\name\\badinfo");
}
// check for local client
s = Info_ValueForKey( userinfo, "ip" );
if ( !strcmp( s, "localhost" ) ) {
client->pers.localClient = qtrue;
}
// check the item prediction
s = Info_ValueForKey( userinfo, "cg_predictItems" );
if ( !atoi( s ) ) {
client->pers.predictItemPickup = qfalse;
} else {
client->pers.predictItemPickup = qtrue;
}
// set name
Q_strncpyz ( oldname, client->pers.netname, sizeof( oldname ) );
s = Info_ValueForKey (userinfo, "name");
ClientCleanName( s, client->pers.netname, sizeof(client->pers.netname) );
if ( client->sess.sessionTeam == TEAM_SPECTATOR ) {
if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD ) {
Q_strncpyz( client->pers.netname, "scoreboard", sizeof(client->pers.netname) );
}
}
if ( client->pers.connected == CON_CONNECTED ) {
if ( strcmp( oldname, client->pers.netname ) ) {
trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " %s %s\n\"", oldname, G_GetStripEdString("SVINGAME", "PLRENAME"),
client->pers.netname) );
}
}
// set max health
health = 100; //atoi( Info_ValueForKey( userinfo, "handicap" ) );
client->pers.maxHealth = health;
if ( client->pers.maxHealth < 1 || client->pers.maxHealth > 100 ) {
client->pers.maxHealth = 100;
}
client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;
// set model
if( g_gametype.integer >= GT_TEAM ) {
Q_strncpyz( model, Info_ValueForKey (userinfo, "team_model"), sizeof( model ) );
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//Q_strncpyz( headModel, Info_ValueForKey (userinfo, "team_headmodel"), sizeof( headModel ) );
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} else {
Q_strncpyz( model, Info_ValueForKey (userinfo, "model"), sizeof( model ) );
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//Q_strncpyz( headModel, Info_ValueForKey (userinfo, "headmodel"), sizeof( headModel ) );
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}
Q_strncpyz( forcePowers, Info_ValueForKey (userinfo, "forcepowers"), sizeof( forcePowers ) );
// bots set their team a few frames later
if (g_gametype.integer >= GT_TEAM && g_entities[clientNum].r.svFlags & SVF_BOT) {
s = Info_ValueForKey( userinfo, "team" );
if ( !Q_stricmp( s, "red" ) || !Q_stricmp( s, "r" ) ) {
team = TEAM_RED;
} else if ( !Q_stricmp( s, "blue" ) || !Q_stricmp( s, "b" ) ) {
team = TEAM_BLUE;
} else {
// pick the team with the least number of players
team = PickTeam( clientNum );
}
}
else {
team = client->sess.sessionTeam;
}
/* NOTE: all client side now
// team
switch( team ) {
case TEAM_RED:
ForceClientSkin(client, model, "red");
// ForceClientSkin(client, headModel, "red");
break;
case TEAM_BLUE:
ForceClientSkin(client, model, "blue");
// ForceClientSkin(client, headModel, "blue");
break;
}
// don't ever use a default skin in teamplay, it would just waste memory
// however bots will always join a team but they spawn in as spectator
if ( g_gametype.integer >= GT_TEAM && team == TEAM_SPECTATOR) {
ForceClientSkin(client, model, "red");
// ForceClientSkin(client, headModel, "red");
}
*/
if (g_gametype.integer >= GT_TEAM) {
client->pers.teamInfo = qtrue;
} else {
s = Info_ValueForKey( userinfo, "teamoverlay" );
if ( ! *s || atoi( s ) != 0 ) {
client->pers.teamInfo = qtrue;
} else {
client->pers.teamInfo = qfalse;
}
}
/*
s = Info_ValueForKey( userinfo, "cg_pmove_fixed" );
if ( !*s || atoi( s ) == 0 ) {
client->pers.pmoveFixed = qfalse;
}
else {
client->pers.pmoveFixed = qtrue;
}
*/
// team task (0 = none, 1 = offence, 2 = defence)
teamTask = atoi(Info_ValueForKey(userinfo, "teamtask"));
// team Leader (1 = leader, 0 is normal player)
teamLeader = client->sess.teamLeader;
// colors
strcpy(c1, Info_ValueForKey( userinfo, "color1" ));
strcpy(c2, Info_ValueForKey( userinfo, "color2" ));
strcpy(redTeam, Info_ValueForKey( userinfo, "g_redteam" ));
strcpy(blueTeam, Info_ValueForKey( userinfo, "g_blueteam" ));
// send over a subset of the userinfo keys so other clients can
// print scoreboards, display models, and play custom sounds
if ( ent->r.svFlags & SVF_BOT ) {
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s = va("n\\%s\\t\\%i\\model\\%s\\c1\\%s\\c2\\%s\\hc\\%i\\w\\%i\\l\\%i\\skill\\%s\\tt\\%d\\tl\\%d",
client->pers.netname, team, model, c1, c2,
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client->pers.maxHealth, client->sess.wins, client->sess.losses,
Info_ValueForKey( userinfo, "skill" ), teamTask, teamLeader );
} else {
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s = va("n\\%s\\t\\%i\\model\\%s\\g_redteam\\%s\\g_blueteam\\%s\\c1\\%s\\c2\\%s\\hc\\%i\\w\\%i\\l\\%i\\tt\\%d\\tl\\%d",
client->pers.netname, client->sess.sessionTeam, model, redTeam, blueTeam, c1, c2,
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client->pers.maxHealth, client->sess.wins, client->sess.losses, teamTask, teamLeader);
}
trap_SetConfigstring( CS_PLAYERS+clientNum, s );
G_LogPrintf( "ClientUserinfoChanged: %i %s\n", clientNum, s );
}
/*
===========
ClientConnect
Called when a player begins connecting to the server.
Called again for every map change or tournement restart.
The session information will be valid after exit.
Return NULL if the client should be allowed, otherwise return
a string with the reason for denial.
Otherwise, the client will be sent the current gamestate
and will eventually get to ClientBegin.
firstTime will be qtrue the very first time a client connects
to the server machine, but qfalse on map changes and tournement
restarts.
============
*/
char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot ) {
char *value;
// char *areabits;
gclient_t *client;
char userinfo[MAX_INFO_STRING];
gentity_t *ent;
gentity_t *te;
ent = &g_entities[ clientNum ];
trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) );
// check to see if they are on the banned IP list
value = Info_ValueForKey (userinfo, "ip");
if ( G_FilterPacket( value ) ) {
return "Banned.";
}
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if ( !( ent->r.svFlags & SVF_BOT ) && !isBot && g_needpass.integer ) {
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// check for a password
value = Info_ValueForKey (userinfo, "password");
if ( g_password.string[0] && Q_stricmp( g_password.string, "none" ) &&
strcmp( g_password.string, value) != 0) {
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return "Invalid password";
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}
}
// they can connect
ent->client = level.clients + clientNum;
client = ent->client;
// areabits = client->areabits;
memset( client, 0, sizeof(*client) );
client->pers.connected = CON_CONNECTING;
// read or initialize the session data
if ( firstTime || level.newSession ) {
G_InitSessionData( client, userinfo, isBot );
}
G_ReadSessionData( client );
if( isBot ) {
ent->r.svFlags |= SVF_BOT;
ent->inuse = qtrue;
if( !G_BotConnect( clientNum, !firstTime ) ) {
return "BotConnectfailed";
}
}
// get and distribute relevent paramters
G_LogPrintf( "ClientConnect: %i\n", clientNum );
ClientUserinfoChanged( clientNum );
// don't do the "xxx connected" messages if they were caried over from previous level
if ( firstTime ) {
trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " %s\n\"", client->pers.netname, G_GetStripEdString("SVINGAME", "PLCONNECT")) );
}
if ( g_gametype.integer >= GT_TEAM &&
client->sess.sessionTeam != TEAM_SPECTATOR ) {
BroadcastTeamChange( client, -1 );
}
// count current clients and rank for scoreboard
CalculateRanks();
te = G_TempEntity( vec3_origin, EV_CLIENTJOIN );
te->r.svFlags |= SVF_BROADCAST;
te->s.eventParm = clientNum;
// for statistics
// client->areabits = areabits;
// if ( !client->areabits )
// client->areabits = G_Alloc( (trap_AAS_PointReachabilityAreaIndex( NULL ) + 7) / 8 );
return NULL;
}
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void G_WriteClientSessionData( gclient_t *client );
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/*
===========
ClientBegin
called when a client has finished connecting, and is ready
to be placed into the level. This will happen every level load,
and on transition between teams, but doesn't happen on respawns
============
*/
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void ClientBegin( int clientNum, qboolean allowTeamReset ) {
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gentity_t *ent;
gclient_t *client;
gentity_t *tent;
int flags, i;
char userinfo[MAX_INFO_VALUE], *modelname;
ent = g_entities + clientNum;
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if ((ent->r.svFlags & SVF_BOT) && g_gametype.integer >= GT_TEAM)
{
if (allowTeamReset)
{
const char *team = "Red";
int preSess;
//SetTeam(ent, "");
ent->client->sess.sessionTeam = PickTeam(-1);
trap_GetUserinfo(clientNum, userinfo, MAX_INFO_STRING);
if (ent->client->sess.sessionTeam == TEAM_SPECTATOR)
{
ent->client->sess.sessionTeam = TEAM_RED;
}
if (ent->client->sess.sessionTeam == TEAM_RED)
{
team = "Red";
}
else
{
team = "Blue";
}
Info_SetValueForKey( userinfo, "team", team );
trap_SetUserinfo( clientNum, userinfo );
ent->client->ps.persistant[ PERS_TEAM ] = ent->client->sess.sessionTeam;
preSess = ent->client->sess.sessionTeam;
G_ReadSessionData( ent->client );
ent->client->sess.sessionTeam = preSess;
G_WriteClientSessionData(ent->client);
ClientUserinfoChanged( clientNum );
ClientBegin(clientNum, qfalse);
return;
}
}
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client = level.clients + clientNum;
if ( ent->r.linked ) {
trap_UnlinkEntity( ent );
}
G_InitGentity( ent );
ent->touch = 0;
ent->pain = 0;
ent->client = client;
client->pers.connected = CON_CONNECTED;
client->pers.enterTime = level.time;
client->pers.teamState.state = TEAM_BEGIN;
// save eflags around this, because changing teams will
// cause this to happen with a valid entity, and we
// want to make sure the teleport bit is set right
// so the viewpoint doesn't interpolate through the
// world to the new position
flags = client->ps.eFlags;
i = 0;
while (i < NUM_FORCE_POWERS)
{
if (ent->client->ps.fd.forcePowersActive & (1 << i))
{
WP_ForcePowerStop(ent, i);
}
i++;
}
i = TRACK_CHANNEL_1;
while (i < NUM_TRACK_CHANNELS)
{
if (ent->client->ps.fd.killSoundEntIndex[i-50] && ent->client->ps.fd.killSoundEntIndex[i-50] < MAX_GENTITIES && ent->client->ps.fd.killSoundEntIndex[i-50] > 0)
{
G_MuteSound(ent->client->ps.fd.killSoundEntIndex[i-50], CHAN_VOICE);
}
i++;
}
i = 0;
memset( &client->ps, 0, sizeof( client->ps ) );
client->ps.eFlags = flags;
client->ps.hasDetPackPlanted = qfalse;
//first-time force power initialization
WP_InitForcePowers( ent );
//init saber ent
WP_SaberInitBladeData( ent );
// First time model setup for that player.
trap_GetUserinfo( clientNum, userinfo, sizeof(userinfo) );
modelname = Info_ValueForKey (userinfo, "model");
SetupGameGhoul2Model(client, modelname);
if (ent->client->ghoul2)
{
ent->bolt_Head = trap_G2API_AddBolt(ent->client->ghoul2, 0, "cranium");
ent->bolt_Waist = trap_G2API_AddBolt(ent->client->ghoul2, 0, "thoracic");
ent->bolt_LArm = trap_G2API_AddBolt(ent->client->ghoul2, 0, "lradius");
ent->bolt_RArm = trap_G2API_AddBolt(ent->client->ghoul2, 0, "rradius");
ent->bolt_LLeg = trap_G2API_AddBolt(ent->client->ghoul2, 0, "ltibia");
ent->bolt_RLeg = trap_G2API_AddBolt(ent->client->ghoul2, 0, "rtibia");
ent->bolt_Motion = trap_G2API_AddBolt(ent->client->ghoul2, 0, "Motion");
}
// locate ent at a spawn point
ClientSpawn( ent );
if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
// send event
tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_IN );
tent->s.clientNum = ent->s.clientNum;
if ( g_gametype.integer != GT_TOURNAMENT ) {
trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " %s\n\"", client->pers.netname, G_GetStripEdString("SVINGAME", "PLENTER")) );
}
}
G_LogPrintf( "ClientBegin: %i\n", clientNum );
// count current clients and rank for scoreboard
CalculateRanks();
G_ClearClientLog(clientNum);
}
/*
===========
ClientSpawn
Called every time a client is placed fresh in the world:
after the first ClientBegin, and after each respawn
Initializes all non-persistant parts of playerState
============
*/
void ClientSpawn(gentity_t *ent) {
int index;
vec3_t spawn_origin, spawn_angles;
gclient_t *client;
int i;
clientPersistant_t saved;
clientSession_t savedSess;
int persistant[MAX_PERSISTANT];
gentity_t *spawnPoint;
int flags;
int savedPing;
// char *savedAreaBits;
int accuracy_hits, accuracy_shots;
int eventSequence;
// char userinfo[MAX_INFO_STRING];
forcedata_t savedForce;
void *ghoul2save;
int saveSaberNum = ENTITYNUM_NONE;
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int wDisable = 0;
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index = ent - g_entities;
client = ent->client;
if (client->ps.fd.forceDoInit)
{ //force a reread of force powers
WP_InitForcePowers( ent );
client->ps.fd.forceDoInit = 0;
}
// find a spawn point
// do it before setting health back up, so farthest
// ranging doesn't count this client
if ( client->sess.sessionTeam == TEAM_SPECTATOR ) {
spawnPoint = SelectSpectatorSpawnPoint (
spawn_origin, spawn_angles);
} else if (g_gametype.integer == GT_CTF || g_gametype.integer == GT_CTY) {
// all base oriented team games use the CTF spawn points
spawnPoint = SelectCTFSpawnPoint (
client->sess.sessionTeam,
client->pers.teamState.state,
spawn_origin, spawn_angles);
}
else if (g_gametype.integer == GT_SAGA)
{
spawnPoint = SelectSagaSpawnPoint (
client->sess.sessionTeam,
client->pers.teamState.state,
spawn_origin, spawn_angles);
}
else {
do {
// the first spawn should be at a good looking spot
if ( !client->pers.initialSpawn && client->pers.localClient ) {
client->pers.initialSpawn = qtrue;
spawnPoint = SelectInitialSpawnPoint( spawn_origin, spawn_angles );
} else {
// don't spawn near existing origin if possible
spawnPoint = SelectSpawnPoint (
client->ps.origin,
spawn_origin, spawn_angles);
}
// Tim needs to prevent bots from spawning at the initial point
// on q3dm0...
if ( ( spawnPoint->flags & FL_NO_BOTS ) && ( ent->r.svFlags & SVF_BOT ) ) {
continue; // try again
}
// just to be symetric, we have a nohumans option...
if ( ( spawnPoint->flags & FL_NO_HUMANS ) && !( ent->r.svFlags & SVF_BOT ) ) {
continue; // try again
}
break;
} while ( 1 );
}
client->pers.teamState.state = TEAM_ACTIVE;
// toggle the teleport bit so the client knows to not lerp
// and never clear the voted flag
flags = ent->client->ps.eFlags & (EF_TELEPORT_BIT | EF_VOTED | EF_TEAMVOTED);
flags ^= EF_TELEPORT_BIT;
// clear everything but the persistant data
saved = client->pers;
savedSess = client->sess;
savedPing = client->ps.ping;
// savedAreaBits = client->areabits;
accuracy_hits = client->accuracy_hits;
accuracy_shots = client->accuracy_shots;
for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) {
persistant[i] = client->ps.persistant[i];
}
eventSequence = client->ps.eventSequence;
savedForce = client->ps.fd;
ghoul2save = client->ghoul2;
saveSaberNum = client->ps.saberEntityNum;
memset (client, 0, sizeof(*client)); // bk FIXME: Com_Memset?
//rww - Don't wipe the ghoul2 instance or the animation data
client->ghoul2 = ghoul2save;
//or the saber ent num
client->ps.saberEntityNum = saveSaberNum;
client->ps.fd = savedForce;
client->ps.duelIndex = ENTITYNUM_NONE;
client->pers = saved;
client->sess = savedSess;
client->ps.ping = savedPing;
// client->areabits = savedAreaBits;
client->accuracy_hits = accuracy_hits;
client->accuracy_shots = accuracy_shots;
client->lastkilled_client = -1;
for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) {
client->ps.persistant[i] = persistant[i];
}
client->ps.eventSequence = eventSequence;
// increment the spawncount so the client will detect the respawn
client->ps.persistant[PERS_SPAWN_COUNT]++;
client->ps.persistant[PERS_TEAM] = client->sess.sessionTeam;
client->airOutTime = level.time + 12000;
// trap_GetUserinfo( index, userinfo, sizeof(userinfo) );
// set max health
client->pers.maxHealth = 100;//atoi( Info_ValueForKey( userinfo, "handicap" ) );
if ( client->pers.maxHealth < 1 || client->pers.maxHealth > 100 ) {
client->pers.maxHealth = 100;
}
// clear entity values
client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;
client->ps.eFlags = flags;
ent->s.groundEntityNum = ENTITYNUM_NONE;
ent->client = &level.clients[index];
ent->takedamage = qtrue;
ent->inuse = qtrue;
ent->classname = "player";
ent->r.contents = CONTENTS_BODY;
ent->clipmask = MASK_PLAYERSOLID;
ent->die = player_die;
ent->waterlevel = 0;
ent->watertype = 0;
ent->flags = 0;
VectorCopy (playerMins, ent->r.mins);
VectorCopy (playerMaxs, ent->r.maxs);
client->ps.clientNum = index;
//give default weapons
client->ps.stats[STAT_WEAPONS] = ( 1 << WP_NONE );
if (g_gametype.integer == GT_HOLOCRON)
{
//always get free saber level 1 in holocron
client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_SABER ); //these are precached in g_items, ClearRegisteredItems()
}
else
{
if (client->ps.fd.forcePowerLevel[FP_SABERATTACK])
{
client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_SABER ); //these are precached in g_items, ClearRegisteredItems()
}
else
{ //if you don't have saber attack rank then you don't get a saber
client->ps.stats[STAT_WEAPONS] |= (1 << WP_STUN_BATON);
}
}
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if (g_gametype.integer == GT_TOURNAMENT)
{
wDisable = g_duelWeaponDisable.integer;
}
else
{
wDisable = g_weaponDisable.integer;
}
if (!wDisable || !(wDisable & (1 << WP_BRYAR_PISTOL)))
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{
client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_BRYAR_PISTOL );
}
else if (g_gametype.integer == GT_JEDIMASTER)
{
client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_BRYAR_PISTOL );
}
if (g_gametype.integer == GT_JEDIMASTER)
{
client->ps.stats[STAT_WEAPONS] &= ~(1 << WP_SABER);
client->ps.stats[STAT_WEAPONS] |= (1 << WP_STUN_BATON);
}
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if (client->ps.stats[STAT_WEAPONS] & (1 << WP_BRYAR_PISTOL))
{
client->ps.weapon = WP_BRYAR_PISTOL;
}
else if (client->ps.stats[STAT_WEAPONS] & (1 << WP_SABER))
{
client->ps.weapon = WP_SABER;
}
else
{
client->ps.weapon = WP_STUN_BATON;
}
/*
2013-04-04 14:52:42 +00:00
client->ps.stats[STAT_HOLDABLE_ITEMS] |= ( 1 << HI_BINOCULARS );
client->ps.stats[STAT_HOLDABLE_ITEM] = BG_GetItemIndexByTag(HI_BINOCULARS, IT_HOLDABLE);
2013-04-04 18:01:17 +00:00
*/
client->ps.stats[STAT_HOLDABLE_ITEMS] = 0;
client->ps.stats[STAT_HOLDABLE_ITEM] = 0;
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if ( client->sess.sessionTeam == TEAM_SPECTATOR )
{
client->ps.stats[STAT_WEAPONS] = 0;
client->ps.stats[STAT_HOLDABLE_ITEMS] = 0;
client->ps.stats[STAT_HOLDABLE_ITEM] = 0;
}
client->ps.ammo[AMMO_BLASTER] = 100; //ammoData[AMMO_BLASTER].max; //100 seems fair.
// client->ps.ammo[AMMO_POWERCELL] = ammoData[AMMO_POWERCELL].max;
// client->ps.ammo[AMMO_FORCE] = ammoData[AMMO_FORCE].max;
// client->ps.ammo[AMMO_METAL_BOLTS] = ammoData[AMMO_METAL_BOLTS].max;
// client->ps.ammo[AMMO_ROCKETS] = ammoData[AMMO_ROCKETS].max;
/*
client->ps.stats[STAT_WEAPONS] = ( 1 << WP_BRYAR_PISTOL);
if ( g_gametype.integer == GT_TEAM ) {
client->ps.ammo[WP_BRYAR_PISTOL] = 50;
} else {
client->ps.ammo[WP_BRYAR_PISTOL] = 100;
}
*/
client->ps.rocketLockIndex = MAX_CLIENTS;
client->ps.rocketLockTime = 0;
//rww - Set here to initialize the circling seeker drone to off.
//A quick note about this so I don't forget how it works again:
//ps.genericEnemyIndex is kept in sync between the server and client.
//When it gets set then an entitystate value of the same name gets
//set along with an entitystate flag in the shared bg code. Which
//is why a value needs to be both on the player state and entity state.
//(it doesn't seem to just carry over the entitystate value automatically
//because entity state value is derived from player state data or some
//such)
client->ps.genericEnemyIndex = -1;
client->ps.isJediMaster = qfalse;
client->ps.fallingToDeath = 0;
//Do per-spawn force power initialization
WP_SpawnInitForcePowers( ent );
// health will count down towards max_health
ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH] * 1.25;
// Start with a small amount of armor as well.
client->ps.stats[STAT_ARMOR] = client->ps.stats[STAT_MAX_HEALTH] * 0.25;
G_SetOrigin( ent, spawn_origin );
VectorCopy( spawn_origin, client->ps.origin );
// the respawned flag will be cleared after the attack and jump keys come up
client->ps.pm_flags |= PMF_RESPAWNED;
trap_GetUsercmd( client - level.clients, &ent->client->pers.cmd );
SetClientViewAngle( ent, spawn_angles );
if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
} else {
G_KillBox( ent );
trap_LinkEntity (ent);
// force the base weapon up
client->ps.weapon = WP_BRYAR_PISTOL;
client->ps.weaponstate = FIRST_WEAPON;
}
// don't allow full run speed for a bit
client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
client->ps.pm_time = 100;
client->respawnTime = level.time;
client->inactivityTime = level.time + g_inactivity.integer * 1000;
client->latched_buttons = 0;
// set default animations
client->ps.torsoAnim = WeaponReadyAnim[client->ps.weapon];
client->ps.legsAnim = WeaponReadyAnim[client->ps.weapon];
if ( level.intermissiontime ) {
MoveClientToIntermission( ent );
} else {
// fire the targets of the spawn point
G_UseTargets( spawnPoint, ent );
// select the highest weapon number available, after any
// spawn given items have fired
client->ps.weapon = 1;
for ( i = WP_NUM_WEAPONS - 1 ; i > 0 ; i-- ) {
if ( client->ps.stats[STAT_WEAPONS] & ( 1 << i ) ) {
client->ps.weapon = i;
break;
}
}
}
// run a client frame to drop exactly to the floor,
// initialize animations and other things
client->ps.commandTime = level.time - 100;
ent->client->pers.cmd.serverTime = level.time;
ClientThink( ent-g_entities );
// positively link the client, even if the command times are weird
if ( ent->client->sess.sessionTeam != TEAM_SPECTATOR ) {
BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
trap_LinkEntity( ent );
}
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if (g_spawnInvulnerability.integer)
{
ent->client->ps.eFlags |= EF_INVULNERABLE;
ent->client->invulnerableTimer = level.time + g_spawnInvulnerability.integer;
}
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// run the presend to set anything else
ClientEndFrame( ent );
// clear entity state values
BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
}
/*
===========
ClientDisconnect
Called when a player drops from the server.
Will not be called between levels.
This should NOT be called directly by any game logic,
call trap_DropClient(), which will call this and do
server system housekeeping.
============
*/
void ClientDisconnect( int clientNum ) {
gentity_t *ent;
gentity_t *tent;
int i;
// cleanup if we are kicking a bot that
// hasn't spawned yet
G_RemoveQueuedBotBegin( clientNum );
ent = g_entities + clientNum;
if ( !ent->client ) {
return;
}
i = 0;
while (i < NUM_FORCE_POWERS)
{
if (ent->client->ps.fd.forcePowersActive & (1 << i))
{
WP_ForcePowerStop(ent, i);
}
i++;
}
i = TRACK_CHANNEL_1;
while (i < NUM_TRACK_CHANNELS)
{
if (ent->client->ps.fd.killSoundEntIndex[i-50] && ent->client->ps.fd.killSoundEntIndex[i-50] < MAX_GENTITIES && ent->client->ps.fd.killSoundEntIndex[i-50] > 0)
{
G_MuteSound(ent->client->ps.fd.killSoundEntIndex[i-50], CHAN_VOICE);
}
i++;
}
i = 0;
// stop any following clients
for ( i = 0 ; i < level.maxclients ; i++ ) {
if ( level.clients[i].sess.sessionTeam == TEAM_SPECTATOR
&& level.clients[i].sess.spectatorState == SPECTATOR_FOLLOW
&& level.clients[i].sess.spectatorClient == clientNum ) {
StopFollowing( &g_entities[i] );
}
}
// send effect if they were completely connected
if ( ent->client->pers.connected == CON_CONNECTED
&& ent->client->sess.sessionTeam != TEAM_SPECTATOR ) {
tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_OUT );
tent->s.clientNum = ent->s.clientNum;
// They don't get to take powerups with them!
// Especially important for stuff like CTF flags
TossClientItems( ent );
}
G_LogPrintf( "ClientDisconnect: %i\n", clientNum );
// if we are playing in tourney mode and losing, give a win to the other player
if ( (g_gametype.integer == GT_TOURNAMENT )
&& !level.intermissiontime
&& !level.warmupTime && level.sortedClients[1] == clientNum ) {
level.clients[ level.sortedClients[0] ].sess.wins++;
ClientUserinfoChanged( level.sortedClients[0] );
}
trap_UnlinkEntity (ent);
ent->s.modelindex = 0;
ent->inuse = qfalse;
ent->classname = "disconnected";
ent->client->pers.connected = CON_DISCONNECTED;
ent->client->ps.persistant[PERS_TEAM] = TEAM_FREE;
ent->client->sess.sessionTeam = TEAM_FREE;
trap_SetConfigstring( CS_PLAYERS + clientNum, "");
CalculateRanks();
if ( ent->r.svFlags & SVF_BOT ) {
BotAIShutdownClient( clientNum, qfalse );
}
G_ClearClientLog(clientNum);
}