sof2-sdk/code/game/g_active.c
2002-07-15 00:00:00 +00:00

1467 lines
34 KiB
C

// Copyright (C) 2001-2002 Raven Software
//
// g_active.c --
#include "g_local.h"
void P_SetTwitchInfo(gclient_t *client)
{
client->ps.painTime = level.time;
client->ps.painDirection ^= 1;
}
/*
===============
G_DamageFeedback
Called just before a snapshot is sent to the given player.
Totals up all damage and generates both the player_state_t
damage values to that client for pain blends and kicks, and
global pain sound events for all clients.
===============
*/
void P_DamageFeedback( gentity_t *player )
{
gclient_t *client;
float count;
vec3_t angles;
client = player->client;
if ( client->ps.pm_type == PM_DEAD )
{
return;
}
// total points of damage shot at the player this frame
count = client->damage_blood + client->damage_armor;
if ( count == 0 )
{
// didn't take any damage
return;
}
if ( count > 255 )
{
count = 255;
}
// send the information to the client
// world damage (falling, slime, etc) uses a special code
// to make the blend blob centered instead of positional
if ( client->damage_fromWorld )
{
client->ps.damagePitch = 255;
client->ps.damageYaw = 255;
client->damage_fromWorld = qfalse;
}
else
{
vectoangles( client->damage_from, angles );
client->ps.damagePitch = angles[PITCH]/360.0 * 255;
client->ps.damageYaw = angles[YAW]/360.0 * 255;
}
// play an apropriate pain sound
if ( (level.time > player->pain_debounce_time))
{
// don't do more than two pain sounds a second
if ( level.time - client->ps.painTime < 500 )
{
return;
}
P_SetTwitchInfo(client);
player->pain_debounce_time = level.time + 700;
G_AddEvent( player, EV_PAIN, player->health );
client->ps.damageEvent++;
}
client->ps.damageCount = count;
// clear totals
client->damage_blood = 0;
client->damage_armor = 0;
client->damage_knockback = 0;
}
/*
=============
P_WorldEffects
Check for drowning
=============
*/
void P_WorldEffects( gentity_t *ent )
{
int waterlevel;
if ( ent->client->noclip )
{
// don't need air
ent->client->airOutTime = level.time + 12000;
return;
}
waterlevel = ent->waterlevel;
// check for drowning
if ( waterlevel == 3 && (ent->watertype & CONTENTS_WATER))
{
// if out of air, start drowning
if ( ent->client->airOutTime < level.time)
{
// drown!
ent->client->airOutTime += 1000;
if ( ent->health > 0 )
{
// take more damage the longer underwater
ent->damage += 2;
if (ent->damage > 15)
{
ent->damage = 15;
}
// play a gurp sound instead of a normal pain sound
if (ent->health <= ent->damage)
{
// G_Sound(ent, CHAN_VOICE, G_SoundIndex("sound/pain_death/mullins/drown_dead.wav"));
}
else
{
G_AddEvent ( ent, EV_PAIN_WATER, 0 );
}
// don't play a normal pain sound
ent->pain_debounce_time = level.time + 200;
G_Damage (ent, NULL, NULL, NULL, NULL, ent->damage, DAMAGE_NO_ARMOR, MOD_WATER, HL_NONE );
}
}
}
else
{
ent->client->airOutTime = level.time + 12000;
ent->damage = 2;
}
}
/*
===============
G_SetClientSound
===============
*/
void G_SetClientSound( gentity_t *ent )
{
// ent->client->ps.loopSound = 0;
}
/*
==============
ClientImpacts
==============
*/
void ClientImpacts( gentity_t *ent, pmove_t *pm ) {
int i, j;
trace_t trace;
gentity_t *other;
memset( &trace, 0, sizeof( trace ) );
for (i=0 ; i<pm->numtouch ; i++) {
for (j=0 ; j<i ; j++) {
if (pm->touchents[j] == pm->touchents[i] ) {
break;
}
}
if (j != i) {
continue; // duplicated
}
other = &g_entities[ pm->touchents[i] ];
if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) ) {
ent->touch( ent, other, &trace );
}
if ( !other->touch ) {
continue;
}
other->touch( other, ent, &trace );
}
}
/*
============
G_IsClientSiameseTwin
Checks to see if the two clients should never have been separated at birth
============
*/
static qboolean G_IsClientSiameseTwin ( gentity_t* ent, gentity_t* ent2 )
{
if ( G_IsClientSpectating ( ent->client ) || G_IsClientDead ( ent->client ) )
{
return qfalse;
}
if ( G_IsClientSpectating ( ent2->client ) || G_IsClientDead ( ent2->client ) )
{
return qfalse;
}
if (ent2->r.currentOrigin[0] + ent2->r.mins[0] > ent->r.currentOrigin[0] + ent->r.maxs[0])
{
return qfalse;
}
if (ent2->r.currentOrigin[1] + ent2->r.mins[1] > ent->r.currentOrigin[1] + ent->r.maxs[1])
{
return qfalse;
}
if (ent2->r.currentOrigin[2] + ent2->r.mins[2] > ent->r.currentOrigin[2] + ent->r.maxs[2])
{
return qfalse;
}
if (ent2->r.currentOrigin[0] + ent2->r.maxs[0] < ent->r.currentOrigin[0] + ent->r.mins[0])
{
return qfalse;
}
if (ent2->r.currentOrigin[1] + ent2->r.maxs[1] < ent->r.currentOrigin[1] + ent->r.mins[1])
{
return qfalse;
}
if (ent2->r.currentOrigin[2] + ent2->r.maxs[2] < ent->r.currentOrigin[2] + ent->r.mins[2])
{
return qfalse;
}
return qtrue;
}
/*
============
G_TouchTriggers
Find all trigger entities that ent's current position touches.
Spectators will only interact with teleporters.
============
*/
void G_TouchTriggers( gentity_t *ent )
{
int i;
int num;
int touch[MAX_GENTITIES];
gentity_t *hit;
trace_t trace;
vec3_t mins;
vec3_t maxs;
static vec3_t range = { 20, 20, 40 };
if ( !ent->client )
{
return;
}
// dead clients don't activate triggers!
if ( G_IsClientDead ( ent->client ) )
{
return;
}
VectorSubtract( ent->client->ps.origin, range, mins );
VectorAdd( ent->client->ps.origin, range, maxs );
num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
// can't use ent->r.absmin, because that has a one unit pad
VectorAdd( ent->client->ps.origin, ent->r.mins, mins );
VectorAdd( ent->client->ps.origin, ent->r.maxs, maxs );
// Reset the players can use flag
ent->client->ps.pm_flags &= ~(PMF_CAN_USE);
ent->client->useEntity = 0;
ent->client->ps.loopSound = 0;
ent->s.modelindex = 0;
for ( i=0 ; i<num ; i++ )
{
hit = &g_entities[touch[i]];
// pmove would have to have detected siamese twins first
if ( hit->client && hit != ent && !hit->client->siameseTwin && (ent->client->ps.pm_flags & PMF_SIAMESETWINS) )
{
// See if this client has a twin
if ( !G_IsClientSiameseTwin ( ent, hit ) )
{
continue;
}
// About time these twins were separated!!
ent->client->siameseTwin = hit;
hit->client->siameseTwin = ent;
}
if ( !( hit->r.contents & CONTENTS_TRIGGER ) )
{
continue;
}
// Look for usable gametype triggers and you cant use when zoomed
if ( !(ent->client->ps.pm_flags & PMF_ZOOMED ) )
{
switch ( hit->s.eType )
{
case ET_GAMETYPE_TRIGGER:
if ( hit->use && trap_GT_SendEvent ( GTEV_TRIGGER_CANBEUSED, level.time, hit->health, ent->s.number, ent->client->sess.team, 0, 0 ) )
{
ent->client->ps.pm_flags |= PMF_CAN_USE;
ent->client->ps.stats[STAT_USEICON] = hit->delay;
ent->client->ps.stats[STAT_USETIME_MAX] = hit->soundPos1;
if ( ent->client->ps.stats[STAT_USETIME] )
{
ent->client->ps.loopSound = hit->soundLoop;
}
ent->client->useEntity = hit;
continue;
}
break;
case ET_ITEM:
if ( hit->item->giType == IT_GAMETYPE && trap_GT_SendEvent ( GTEV_ITEM_CANBEUSED, level.time, hit->item->quantity, ent->s.number, ent->client->sess.team, 0, 0 ) )
{
ent->client->ps.pm_flags |= PMF_CAN_USE;
ent->client->ps.stats[STAT_USEICON] = level.gametypeItems[hit->item->giTag].useIcon;
ent->client->ps.stats[STAT_USETIME_MAX] = level.gametypeItems[hit->item->giTag].useTime;
if ( ent->client->ps.stats[STAT_USETIME] )
{
ent->client->ps.loopSound = level.gametypeItems[hit->item->giTag].useSound;
}
ent->client->useEntity = hit;
continue;
}
break;
}
}
if ( !hit->touch && !ent->touch )
{
continue;
}
// ignore most entities if a spectator
if ( G_IsClientSpectating ( ent->client ) )
{
if ( hit->s.eType != ET_TELEPORT_TRIGGER &&
// this is ugly but adding a new ET_? type will
// most likely cause network incompatibilities
hit->touch != Touch_DoorTrigger)
{
continue;
}
}
// use seperate code for determining if an item is picked up
// so you don't have to actually contact its bounding box
if ( hit->s.eType == ET_ITEM )
{
if ( !BG_PlayerTouchesItem( &ent->client->ps, &hit->s, level.time ) )
{
continue;
}
}
else
{
if ( !trap_EntityContact( mins, maxs, hit ) )
{
continue;
}
}
memset( &trace, 0, sizeof(trace) );
if ( hit->touch )
{
hit->touch (hit, ent, &trace);
}
if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) )
{
ent->touch( ent, hit, &trace );
}
}
// Dont bother looking for twins again unless pmove says so
ent->client->ps.pm_flags &= (~PMF_SIAMESETWINS);
}
/*
============
G_MoverTouchTriggers
Find all trigger entities that ent's current position touches.
Spectators will only interact with teleporters.
============
*/
void G_MoverTouchPushTriggers( gentity_t *ent, vec3_t oldOrg )
{
int i, num;
float step, stepSize, dist;
int touch[MAX_GENTITIES];
gentity_t *hit;
trace_t trace;
vec3_t mins, maxs, dir, size, checkSpot;
const vec3_t range = { 40, 40, 52 };
// non-moving movers don't hit triggers!
if ( !VectorLengthSquared( ent->s.pos.trDelta ) )
{
return;
}
VectorSubtract( ent->r.mins, ent->r.maxs, size );
stepSize = VectorLength( size );
if ( stepSize < 1 )
{
stepSize = 1;
}
VectorSubtract( ent->r.currentOrigin, oldOrg, dir );
dist = VectorNormalize( dir );
for ( step = 0; step <= dist; step += stepSize )
{
VectorMA( ent->r.currentOrigin, step, dir, checkSpot );
VectorSubtract( checkSpot, range, mins );
VectorAdd( checkSpot, range, maxs );
num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
// can't use ent->r.absmin, because that has a one unit pad
VectorAdd( checkSpot, ent->r.mins, mins );
VectorAdd( checkSpot, ent->r.maxs, maxs );
for ( i=0 ; i<num ; i++ )
{
hit = &g_entities[touch[i]];
if ( hit->s.eType != ET_PUSH_TRIGGER )
{
continue;
}
if ( hit->touch == NULL )
{
continue;
}
if ( !( hit->r.contents & CONTENTS_TRIGGER ) )
{
continue;
}
if ( !trap_EntityContact( mins, maxs, hit ) )
{
continue;
}
memset( &trace, 0, sizeof(trace) );
if ( hit->touch != NULL )
{
hit->touch(hit, ent, &trace);
}
}
}
}
/*
=================
G_UpdatePlayerStateScores
Update the scores in the playerstate
=================
*/
void G_UpdatePlayerStateScores ( gentity_t* ent )
{
// set the CS_SCORES1/2 configstrings, which will be visible to everyone
if ( level.gametypeData->teams )
{
ent->client->ps.persistant[PERS_RED_SCORE] = level.teamScores[TEAM_RED];
ent->client->ps.persistant[PERS_BLUE_SCORE] = level.teamScores[TEAM_BLUE];
}
else
{
if ( level.numConnectedClients == 0 )
{
ent->client->ps.persistant[PERS_RED_SCORE] = 0;
ent->client->ps.persistant[PERS_BLUE_SCORE] = 0;
}
else if ( level.numConnectedClients == 1 )
{
ent->client->ps.persistant[PERS_RED_SCORE] = level.clients[ level.sortedClients[0] ].ps.persistant[PERS_SCORE];
ent->client->ps.persistant[PERS_BLUE_SCORE] = 0;
}
else
{
ent->client->ps.persistant[PERS_RED_SCORE] = level.clients[ level.sortedClients[0] ].ps.persistant[PERS_SCORE];
ent->client->ps.persistant[PERS_BLUE_SCORE] = level.clients[ level.sortedClients[1] ].ps.persistant[PERS_SCORE];
}
}
}
/*
=================
SpectatorThink
=================
*/
void SpectatorThink( gentity_t *ent, usercmd_t *ucmd )
{
pmove_t pm;
gclient_t *client;
client = ent->client;
if ( client->sess.spectatorState != SPECTATOR_FOLLOW )
{
client->ps.pm_type = PM_SPECTATOR;
client->ps.speed = 400; // faster than normal
client->ps.loopSound = 0;
// set up for pmove
memset (&pm, 0, sizeof(pm));
pm.ps = &client->ps;
pm.cmd = *ucmd;
pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; // spectators can fly through bodies
pm.trace = trap_Trace;
pm.pointcontents = trap_PointContents;
pm.animations = NULL;
// perform a pmove
Pmove (&pm);
G_UpdatePlayerStateScores ( ent );
// save results of pmove
VectorCopy( client->ps.origin, ent->s.origin );
G_TouchTriggers( ent );
trap_UnlinkEntity( ent );
}
client->oldbuttons = client->buttons;
client->buttons = ucmd->buttons;
// attack button cycles through spectators
if ( client->sess.spectatorState != SPECTATOR_FOLLOW && g_forceFollow.integer )
{
Cmd_FollowCycle_f( ent, 1 );
}
if ( ( client->buttons & BUTTON_ATTACK ) && ! ( client->oldbuttons & BUTTON_ATTACK ) )
{
Cmd_FollowCycle_f( ent, 1 );
}
else if ( ( client->buttons & BUTTON_ALT_ATTACK ) && ! ( client->oldbuttons & BUTTON_ALT_ATTACK ) )
{
Cmd_FollowCycle_f( ent, -1 );
}
else if ( !g_forceFollow.integer && ucmd->upmove > 0 && (client->ps.pm_flags & PMF_FOLLOW) )
{
G_StopFollowing( ent );
}
}
/*
=================
ClientInactivityTimer
Returns qfalse if the client is dropped
=================
*/
qboolean ClientInactivityTimer( gclient_t *client ) {
if ( ! g_inactivity.integer ) {
// give everyone some time, so if the operator sets g_inactivity during
// gameplay, everyone isn't kicked
client->inactivityTime = level.time + 60 * 1000;
client->inactivityWarning = qfalse;
} else if ( client->pers.cmd.forwardmove ||
client->pers.cmd.rightmove ||
client->pers.cmd.upmove ||
(client->pers.cmd.buttons & (BUTTON_ATTACK|BUTTON_ALT_ATTACK)) ) {
client->inactivityTime = level.time + g_inactivity.integer * 1000;
client->inactivityWarning = qfalse;
} else if ( !client->pers.localClient ) {
if ( level.time > client->inactivityTime ) {
trap_DropClient( client - level.clients, "Dropped due to inactivity" );
return qfalse;
}
if ( level.time > client->inactivityTime - 10000 && !client->inactivityWarning ) {
client->inactivityWarning = qtrue;
trap_SendServerCommand( client - level.clients, "cp \"Ten seconds until inactivity drop!\n\"" );
}
}
return qtrue;
}
/*
==================
ClientTimerActions
Actions that happen once a second
==================
*/
void ClientTimerActions( gentity_t *ent, int msec )
{
gclient_t *client;
client = ent->client;
// Check so see if the player has moved and if so dont let them change their outfitting
if ( !client->noOutfittingChange && ((level.time - client->respawnTime) > 3000))
{
vec3_t vel;
// Check the horizontal velocity for movement
VectorCopy ( client->ps.velocity, vel );
vel[2] = 0;
if ( VectorLengthSquared ( vel ) > 100 )
{
client->noOutfittingChange = qtrue;
}
}
// Forgive voice chats
if ( g_voiceFloodCount.integer && ent->client->voiceFloodCount )
{
int forgiveTime = 60000 / g_voiceFloodCount.integer;
client->voiceFloodTimer += msec;
while ( client->voiceFloodTimer >= forgiveTime )
{
// Forgive one voice chat
client->voiceFloodCount--;
client->voiceFloodTimer -= forgiveTime;
}
}
}
/*
====================
ClientIntermissionThink
====================
*/
void ClientIntermissionThink( gclient_t *client )
{
G_UpdatePlayerStateScores ( &g_entities[client->ps.clientNum] );
client->ps.loopSound = 0;
client->ps.eFlags &= ~EF_TALK;
client->ps.eFlags &= ~EF_FIRING;
// the level will exit when everyone wants to or after timeouts
// swap and latch button actions
client->oldbuttons = client->buttons;
client->buttons = client->pers.cmd.buttons;
if ( (client->buttons & BUTTON_ATTACK) & ( client->oldbuttons ^ client->buttons ) )
{
// this used to be an ^1 but once a player says ready, it should stick
client->readyToExit = 1;
}
}
/*
====================
G_Use
use key pressed
====================
*/
void G_Use ( gentity_t* ent )
{
if ( !ent->client->useEntity )
{
return;
}
if ( ent->client->useEntity->s.eType == ET_ITEM )
{
// Make sure one last time that it can still be used
if ( !trap_GT_SendEvent ( GTEV_ITEM_CANBEUSED, level.time, ent->client->useEntity->item->quantity, ent->s.number, ent->client->sess.team, 0, 0 ) )
{
return;
}
gametype_item_use ( ent->client->useEntity, ent );
return;
}
// Make double sure it can still be used
if ( !trap_GT_SendEvent ( GTEV_TRIGGER_CANBEUSED, level.time, ent->client->useEntity->health, ent->s.number, ent->client->sess.team, 0, 0 ) )
{
return;
}
ent->client->useEntity->use ( ent->client->useEntity, ent, ent );
}
/*
================
ClientEvents
Events will be passed on to the clients for presentation,
but any server game effects are handled here
================
*/
void ClientEvents( gentity_t *ent, int oldEventSequence )
{
int i;
int event;
gclient_t *client;
vec3_t dir;
client = ent->client;
if ( oldEventSequence < client->ps.eventSequence - MAX_PS_EVENTS )
{
oldEventSequence = client->ps.eventSequence - MAX_PS_EVENTS;
}
for ( i = oldEventSequence ; i < client->ps.eventSequence ; i++ )
{
event = client->ps.events[ i & (MAX_PS_EVENTS-1) ];
switch ( event )
{
case EV_FALL_MEDIUM:
case EV_FALL_FAR:
{
int damage;
damage = client->ps.eventParms[ i & (MAX_PS_EVENTS-1) ];
damage &= 0x000000ff;
client->ps.eventParms[ i & (MAX_PS_EVENTS-1) ] = damage;
if ( ent->s.eType != ET_PLAYER )
{
break; // not in the player model
}
if ( g_dmflags.integer & DF_NO_FALLING )
{
break;
}
VectorSet (dir, 0, 0, 1);
ent->pain_debounce_time = level.time + 200; // no normal pain sound
G_Damage (ent, NULL, NULL, NULL, NULL, damage, DAMAGE_NO_ARMOR, MOD_FALLING, HL_NONE );
break;
}
case EV_FIRE_WEAPON:
ent->client->noOutfittingChange = qtrue;
ent->client->invulnerableTime = 0;
G_FireWeapon( ent, ATTACK_NORMAL );
break;
case EV_ALT_FIRE:
ent->client->noOutfittingChange = qtrue;
ent->client->invulnerableTime = 0;
G_FireWeapon( ent, ATTACK_ALTERNATE );
break;
case EV_USE:
G_Use ( ent );
break;
default:
break;
}
}
}
/*
==============
StuckInOtherClient
==============
*/
static int StuckInOtherClient(gentity_t *ent)
{
int i;
gentity_t *ent2;
ent2 = &g_entities[0];
for ( i = 0; i < MAX_CLIENTS; i++, ent2++ )
{
if ( ent2 == ent )
{
continue;
}
if ( !ent2->inuse )
{
continue;
}
if ( !ent2->client )
{
continue;
}
if ( ent2->health <= 0 )
{
continue;
}
//
if (ent2->r.absmin[0] > ent->r.absmax[0])
continue;
if (ent2->r.absmin[1] > ent->r.absmax[1])
continue;
if (ent2->r.absmin[2] > ent->r.absmax[2])
continue;
if (ent2->r.absmax[0] < ent->r.absmin[0])
continue;
if (ent2->r.absmax[1] < ent->r.absmin[1])
continue;
if (ent2->r.absmax[2] < ent->r.absmin[2])
continue;
return qtrue;
}
return qfalse;
}
void BotTestSolid(vec3_t origin);
/*
==============
SendPendingPredictableEvents
==============
*/
void SendPendingPredictableEvents( playerState_t *ps ) {
gentity_t *t;
int event, seq;
int extEvent, number;
// if there are still events pending
if ( ps->entityEventSequence < ps->eventSequence ) {
// create a temporary entity for this event which is sent to everyone
// except the client who generated the event
seq = ps->entityEventSequence & (MAX_PS_EVENTS-1);
event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 );
// set external event to zero before calling BG_PlayerStateToEntityState
extEvent = ps->externalEvent;
ps->externalEvent = 0;
// create temporary entity for event
t = G_TempEntity( ps->origin, event );
number = t->s.number;
BG_PlayerStateToEntityState( ps, &t->s, qtrue );
t->s.number = number;
t->s.eType = ET_EVENTS + event;
t->s.eFlags |= EF_PLAYER_EVENT;
t->s.otherEntityNum = ps->clientNum;
// send to everyone except the client who generated the event
t->r.svFlags |= SVF_NOTSINGLECLIENT;
t->r.singleClient = ps->clientNum;
// set back external event
ps->externalEvent = extEvent;
}
}
/*
==============
ClientThink
This will be called once for each client frame, which will
usually be a couple times for each server frame on fast clients.
If "g_synchronousClients 1" is set, this will be called exactly
once for each server frame, which makes for smooth demo recording.
==============
*/
void ClientThink_real( gentity_t *ent )
{
gclient_t *client;
pmove_t pm;
int oldEventSequence;
int msec;
usercmd_t *ucmd;
client = ent->client;
// don't think if the client is not yet connected (and thus not yet spawned in)
if (client->pers.connected != CON_CONNECTED)
{
return;
}
// mark the time, so the connection sprite can be removed
ucmd = &ent->client->pers.cmd;
// sanity check the command time to prevent speedup cheating
if ( ucmd->serverTime > level.time + 200 )
{
ucmd->serverTime = level.time + 200;
}
if ( ucmd->serverTime < level.time - 1000 )
{
ucmd->serverTime = level.time - 1000;
}
msec = ucmd->serverTime - client->ps.commandTime;
// following others may result in bad times, but we still want
// to check for follow toggles
if ( msec < 1 && client->sess.spectatorState != SPECTATOR_FOLLOW )
{
return;
}
if ( msec > 200 )
{
msec = 200;
}
if ( pmove_msec.integer < 8 )
{
trap_Cvar_Set("pmove_msec", "8");
}
else if (pmove_msec.integer > 33)
{
trap_Cvar_Set("pmove_msec", "33");
}
if ( pmove_fixed.integer || client->pers.pmoveFixed )
{
ucmd->serverTime = ((ucmd->serverTime + pmove_msec.integer-1) / pmove_msec.integer) * pmove_msec.integer;
}
//
// check for exiting intermission
//
if ( level.intermissiontime )
{
ClientIntermissionThink( client );
return;
}
// spectators don't do much
if ( G_IsClientSpectating ( client ) )
{
if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD )
{
return;
}
SpectatorThink( ent, ucmd );
return;
}
// check for inactivity timer, but never drop the local client of a non-dedicated server
if ( !ClientInactivityTimer( client ) )
{
return;
}
if ( client->noclip )
{
client->ps.pm_type = PM_NOCLIP;
}
else if ( client->ps.stats[STAT_HEALTH] <= 0 )
{
client->ps.pm_type = PM_DEAD;
}
else
{
client->ps.pm_type = PM_NORMAL;
}
client->ps.gravity = g_gravity.value;
// set speed
client->ps.speed = g_speed.value;
// set up for pmove
oldEventSequence = client->ps.eventSequence;
memset (&pm, 0, sizeof(pm));
pm.ps = &client->ps;
pm.cmd = *ucmd;
if ( pm.ps->pm_type == PM_DEAD )
{
pm.ps->loopSound = 0;
pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY;
}
else if ( client->siameseTwin )
{
// Make sure we are still stuck, if so, clip through players.
if ( G_IsClientSiameseTwin ( ent, client->siameseTwin ) )
{
pm.tracemask = MASK_PLAYERSOLID & ~(CONTENTS_BODY);
}
else
{
// Ok, we arent stuck anymore so we can clear the stuck flag.
client->siameseTwin->client->siameseTwin = NULL;
client->siameseTwin = NULL;
pm.tracemask = MASK_PLAYERSOLID;
}
}
else if ( ent->r.svFlags & SVF_BOT )
{
pm.tracemask = MASK_PLAYERSOLID | CONTENTS_BOTCLIP;
}
else
{
pm.tracemask = MASK_PLAYERSOLID;
}
pm.trace = trap_Trace;
pm.pointcontents = trap_PointContents;
pm.debugLevel = g_debugMove.integer;
pm.noFootsteps = ( g_dmflags.integer & DF_NO_FOOTSTEPS ) > 0;
pm.pmove_fixed = pmove_fixed.integer | client->pers.pmoveFixed;
pm.pmove_msec = pmove_msec.integer;
pm.animations = NULL;
#if _Debug
pm.isClient=0;
#endif
VectorCopy( client->ps.origin, client->oldOrigin );
Pmove (&pm);
G_UpdatePlayerStateScores ( ent );
// save results of pmove
if ( ent->client->ps.eventSequence != oldEventSequence )
{
ent->eventTime = level.time;
}
// See if the invulnerable flag should be removed for this client
if ( ent->client->ps.eFlags & EF_INVULNERABLE )
{
if ( level.time - ent->client->invulnerableTime >= g_respawnInvulnerability.integer * 1000 )
{
ent->client->ps.eFlags &= ~EF_INVULNERABLE;
}
}
if (g_smoothClients.integer)
{
BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue );
}
else
{
BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue );
}
SendPendingPredictableEvents( &ent->client->ps );
if ( !( ent->client->ps.eFlags & EF_FIRING ) )
{
client->fireHeld = qfalse; // for grapple
}
// use the snapped origin for linking so it matches client predicted versions
VectorCopy( ent->s.pos.trBase, ent->r.currentOrigin );
VectorCopy (pm.mins, ent->r.mins);
VectorCopy (pm.maxs, ent->r.maxs);
ent->waterlevel = pm.waterlevel;
ent->watertype = pm.watertype;
// Need to cache off the firemodes to the persitant data segment so they
// are maintained across spectating and respawning
memcpy ( ent->client->pers.firemode, ent->client->ps.firemode, sizeof(ent->client->ps.firemode ) );
// execute client events
ClientEvents( ent, oldEventSequence );
// Update the client animation info
G_UpdateClientAnimations ( ent );
// link entity now, after any personal teleporters have been used
trap_LinkEntity (ent);
if ( !ent->client->noclip )
{
G_TouchTriggers( ent );
}
// NOTE: now copy the exact origin over otherwise clients can be snapped into solid
VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
// Update the clients anti-lag history
G_UpdateClientAntiLag ( ent );
// touch other objects
ClientImpacts( ent, &pm );
// save results of triggers and client events
if (ent->client->ps.eventSequence != oldEventSequence)
{
ent->eventTime = level.time;
}
// swap and latch button actions
client->oldbuttons = client->buttons;
client->buttons = ucmd->buttons;
client->latched_buttons |= client->buttons & ~client->oldbuttons;
// check for respawning
if ( client->ps.stats[STAT_HEALTH] <= 0 )
{
// wait for the attack button to be pressed
if ( level.time > client->respawnTime )
{
if ( g_forcerespawn.integer > 0 &&
( level.time - client->respawnTime ) > g_forcerespawn.integer * 1000 )
{
respawn( ent );
return;
}
// pressing attack or use is the normal respawn method
if ( ucmd->buttons & BUTTON_ATTACK )
{
respawn( ent );
}
}
return;
}
// perform once-a-second actions
ClientTimerActions( ent, msec );
}
/*
==================
G_CheckClientTeamkill
Checks to see whether or not this client should be booted from the server
because they killed too many teammates
==================
*/
void G_CheckClientTeamkill ( gentity_t* ent )
{
char userinfo[MAX_INFO_STRING];
char *value;
if ( !g_teamkillDamageMax.integer || !level.gametypeData->teams || !ent->client->sess.teamkillDamage )
{
return;
}
// See if they crossed the max team kill damage
else if ( ent->client->sess.teamkillDamage < g_teamkillDamageMax.integer )
{
// Does the client need forgiving?
if ( ent->client->sess.teamkillForgiveTime )
{
// Are we in a forgiving mood yet?
if ( level.time > ent->client->sess.teamkillForgiveTime + 60000 )
{
ent->client->sess.teamkillForgiveTime += 60000;
ent->client->sess.teamkillDamage -= g_teamkillDamageForgive.integer;
}
}
// All forgivin now?
if ( ent->client->sess.teamkillDamage <= 0 )
{
ent->client->sess.teamkillDamage = 0;
ent->client->sess.teamkillForgiveTime = 0;
}
return;
}
trap_GetUserinfo( ent->s.number, userinfo, sizeof( userinfo ) );
value = Info_ValueForKey (userinfo, "ip");
G_LogPrintf( "ClientKick: %i %s - auto kick for teamkilling\n", ent->s.number, value );
ent->client->sess.teamkillDamage = 0;
ent->client->sess.teamkillForgiveTime = 0;
// Keep track of who was autokicked so we can display a list if need be
Com_sprintf ( level.autokickedIP[level.autokickedHead], sizeof(level.autokickedIP[0]), value );
Com_sprintf ( level.autokickedName[level.autokickedHead], sizeof(level.autokickedName[0]), ent->client->pers.netname );
level.autokickedCount++;
if ( level.autokickedCount >= MAX_AUTOKICKLIST )
{
level.autokickedCount = MAX_AUTOKICKLIST;
}
level.autokickedHead++;
if ( level.autokickedHead >= MAX_AUTOKICKLIST )
{
level.autokickedHead = 0;
}
// Buh bye
if ( g_teamkillBanTime.integer )
{
trap_SendConsoleCommand( EXEC_INSERT, va("banclient \"%d\" \"%d\" \"team killing\"\n", ent->s.number, g_teamkillBanTime.integer ) );
}
else
{
trap_SendConsoleCommand( EXEC_INSERT, va("clientkick \"%d\" \"team killing\"\n", ent->s.number ) );
}
}
/*
==================
G_CheckClientTimeouts
Checks whether a client has exceded any timeouts and act accordingly
==================
*/
void G_CheckClientTimeouts ( gentity_t *ent )
{
// Only timeout supported right now is the timeout to spectator mode
if ( !g_timeouttospec.integer )
{
return;
}
// Can only do spect timeouts on dedicated servers
if ( !g_dedicated.integer )
{
return;
}
// Already a spectator, no need to boot them to spectator
if ( ent->client->sess.team == TEAM_SPECTATOR )
{
return;
}
// Need to be connected
if ( ent->client->pers.connected != CON_CONNECTED )
{
return;
}
// See how long its been since a command was received by the client and if its
// longer than the timeout to spectator then force this client into spectator mode
if ( level.time - ent->client->pers.cmd.serverTime > g_timeouttospec.integer * 1000 )
{
SetTeam ( ent, "spectator", NULL );
}
}
/*
==================
ClientThink
A new command has arrived from the client
==================
*/
void ClientThink( int clientNum )
{
gentity_t *ent;
ent = g_entities + clientNum;
trap_GetUsercmd( clientNum, &ent->client->pers.cmd );
// mark the time we got info, so we can display the
// phone jack if they don't get any for a while
ent->client->lastCmdTime = level.time;
if ( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer )
{
ClientThink_real( ent );
}
}
/*
==================
G_RunClient
==================
*/
void G_RunClient( gentity_t *ent )
{
if ( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer )
{
return;
}
ent->client->pers.cmd.serverTime = level.time;
ClientThink_real( ent );
}
/*
==================
SpectatorClientEndFrame
==================
*/
void SpectatorClientEndFrame( gentity_t *ent )
{
gclient_t *cl;
// if we are doing a chase cam or a remote view, grab the latest info
if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW )
{
int clientNum, flags;
clientNum = ent->client->sess.spectatorClient;
// team follow1 and team follow2 go to whatever clients are playing
if ( clientNum == -1 )
{
clientNum = level.follow1;
}
else if ( clientNum == -2 )
{
clientNum = level.follow2;
}
if ( clientNum >= 0 )
{
cl = &level.clients[ clientNum ];
if ( cl->pers.connected == CON_CONNECTED && !G_IsClientSpectating ( cl ) )
{
int count;
int ping;
int score;
int respawnTimer;
count = ent->client->ps.persistant[PERS_SPAWN_COUNT];
ping = ent->client->ps.ping;
score = ent->client->ps.persistant[PERS_SCORE];
flags = (cl->ps.eFlags & ~(EF_VOTED)) | (ent->client->ps.eFlags & (EF_VOTED));
respawnTimer = ent->client->ps.respawnTimer;
ent->client->ps = cl->ps;
ent->client->ps.pm_flags |= PMF_FOLLOW;
ent->client->ps.eFlags = flags;
ent->client->ps.persistant[PERS_SPAWN_COUNT] = count;
ent->client->ps.persistant[PERS_SCORE] = score;
ent->client->ps.ping = ping;
ent->client->ps.respawnTimer = respawnTimer;
return;
}
else
{
// drop them to free spectators unless they are dedicated camera followers
if ( ent->client->sess.spectatorClient >= 0 )
{
Cmd_FollowCycle_f (ent, 1);
}
}
}
}
if ( ent->client->sess.spectatorState == SPECTATOR_SCOREBOARD )
{
ent->client->ps.pm_flags |= PMF_SCOREBOARD;
}
else
{
ent->client->ps.pm_flags &= ~PMF_SCOREBOARD;
}
}
/*
==============
ClientEndFrame
Called at the end of each server frame for each connected client
A fast client will have multiple ClientThink for each ClientEdFrame,
while a slow client may have multiple ClientEndFrame between ClientThink.
==============
*/
void ClientEndFrame( gentity_t *ent )
{
clientPersistant_t *pers;
if ( G_IsClientSpectating ( ent->client ) )
{
SpectatorClientEndFrame( ent );
return;
}
pers = &ent->client->pers;
// save network bandwidth
#if 0
if ( !g_synchronousClients->integer && ent->client->ps.pm_type == PM_NORMAL )
{
// FIXME: this must change eventually for non-sync demo recording
VectorClear( ent->client->ps.viewangles );
}
#endif
//
// If the end of unit layout is displayed, don't give
// the player any normal movement attributes
//
if ( level.intermissiontime )
{
return;
}
// burn from lava, etc
P_WorldEffects (ent);
// apply all the damage taken this frame
P_DamageFeedback (ent);
// add the EF_CONNECTION flag if we haven't gotten commands recently
if ( level.time - ent->client->lastCmdTime > 1000 )
{
ent->s.eFlags |= EF_CONNECTION;
}
else
{
ent->s.eFlags &= ~EF_CONNECTION;
}
// FIXME: get rid of ent->health...
ent->client->ps.stats[STAT_HEALTH] = ent->health;
G_SetClientSound (ent);
// set the latest infor
if (g_smoothClients.integer)
{
BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue );
}
else
{
BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue );
}
SendPendingPredictableEvents( &ent->client->ps );
// set the bit for the reachability area the client is currently in
// i = trap_AAS_PointReachabilityAreaIndex( ent->client->ps.origin );
// ent->client->areabits[i >> 3] |= 1 << (i & 7);
}