ioq3quest/code/game/g_cmds.c

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2005-08-26 17:39:27 +00:00
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
#include "g_local.h"
#ifdef MISSIONPACK
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#include "../../ui/menudef.h" // for the voice chats
#endif
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/*
==================
DeathmatchScoreboardMessage
==================
*/
void DeathmatchScoreboardMessage( gentity_t *ent ) {
char entry[1024];
char string[1000];
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int stringlength;
int i, j;
gclient_t *cl;
int numSorted, scoreFlags, accuracy, perfect;
// don't send scores to bots, they don't parse it
if ( ent->r.svFlags & SVF_BOT ) {
return;
}
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// send the latest information on all clients
string[0] = 0;
stringlength = 0;
scoreFlags = 0;
numSorted = level.numConnectedClients;
for (i=0 ; i < numSorted ; i++) {
int ping;
cl = &level.clients[level.sortedClients[i]];
if ( cl->pers.connected == CON_CONNECTING ) {
ping = -1;
} else {
ping = cl->ps.ping < 999 ? cl->ps.ping : 999;
}
if( cl->accuracy_shots ) {
accuracy = cl->accuracy_hits * 100 / cl->accuracy_shots;
}
else {
accuracy = 0;
}
perfect = ( cl->ps.persistant[PERS_RANK] == 0 && cl->ps.persistant[PERS_KILLED] == 0 ) ? 1 : 0;
Com_sprintf (entry, sizeof(entry),
" %i %i %i %i %i %i %i %i %i %i %i %i %i %i", level.sortedClients[i],
cl->ps.persistant[PERS_SCORE], ping, (level.time - cl->pers.enterTime)/60000,
scoreFlags, g_entities[level.sortedClients[i]].s.powerups, accuracy,
cl->ps.persistant[PERS_IMPRESSIVE_COUNT],
cl->ps.persistant[PERS_EXCELLENT_COUNT],
cl->ps.persistant[PERS_GAUNTLET_FRAG_COUNT],
cl->ps.persistant[PERS_DEFEND_COUNT],
cl->ps.persistant[PERS_ASSIST_COUNT],
perfect,
cl->ps.persistant[PERS_CAPTURES]);
j = strlen(entry);
if (stringlength + j >= sizeof(string))
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break;
strcpy (string + stringlength, entry);
stringlength += j;
}
trap_SendServerCommand( ent-g_entities, va("scores %i %i %i%s", i,
level.teamScores[TEAM_RED], level.teamScores[TEAM_BLUE],
string ) );
}
/*
==================
Cmd_Score_f
Request current scoreboard information
==================
*/
void Cmd_Score_f( gentity_t *ent ) {
DeathmatchScoreboardMessage( ent );
}
/*
==================
CheatsOk
==================
*/
qboolean CheatsOk( gentity_t *ent ) {
if ( !g_cheats.integer ) {
trap_SendServerCommand( ent-g_entities, "print \"Cheats are not enabled on this server.\n\"");
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return qfalse;
}
if ( ent->health <= 0 ) {
trap_SendServerCommand( ent-g_entities, "print \"You must be alive to use this command.\n\"");
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return qfalse;
}
return qtrue;
}
/*
==================
ConcatArgs
==================
*/
char *ConcatArgs( int start ) {
int i, c, tlen;
static char line[MAX_STRING_CHARS];
int len;
char arg[MAX_STRING_CHARS];
len = 0;
c = trap_Argc();
for ( i = start ; i < c ; i++ ) {
trap_Argv( i, arg, sizeof( arg ) );
tlen = strlen( arg );
if ( len + tlen >= MAX_STRING_CHARS - 1 ) {
break;
}
memcpy( line + len, arg, tlen );
len += tlen;
if ( i != c - 1 ) {
line[len] = ' ';
len++;
}
}
line[len] = 0;
return line;
}
/*
==================
StringIsInteger
==================
*/
qboolean StringIsInteger( const char * s ) {
int i;
int len;
qboolean foundDigit;
len = strlen( s );
foundDigit = qfalse;
for ( i=0 ; i < len ; i++ ) {
if ( !isdigit( s[i] ) ) {
return qfalse;
}
foundDigit = qtrue;
}
return foundDigit;
}
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/*
==================
ClientNumberFromString
Returns a player number for either a number or name string
Returns -1 if invalid
==================
*/
int ClientNumberFromString( gentity_t *to, char *s, qboolean checkNums, qboolean checkNames ) {
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gclient_t *cl;
int idnum;
char cleanName[MAX_STRING_CHARS];
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if ( checkNums ) {
// numeric values could be slot numbers
if ( StringIsInteger( s ) ) {
idnum = atoi( s );
if ( idnum >= 0 && idnum < level.maxclients ) {
cl = &level.clients[idnum];
if ( cl->pers.connected == CON_CONNECTED ) {
return idnum;
}
}
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}
}
if ( checkNames ) {
// check for a name match
for ( idnum=0,cl=level.clients ; idnum < level.maxclients ; idnum++,cl++ ) {
if ( cl->pers.connected != CON_CONNECTED ) {
continue;
}
Q_strncpyz(cleanName, cl->pers.netname, sizeof(cleanName));
Q_CleanStr(cleanName);
if ( !Q_stricmp( cleanName, s ) ) {
return idnum;
}
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}
}
trap_SendServerCommand( to-g_entities, va("print \"User %s is not on the server\n\"", s));
return -1;
}
/*
==================
Cmd_Give_f
Give items to a client
==================
*/
void Cmd_Give_f (gentity_t *ent)
{
char *name;
gitem_t *it;
int i;
qboolean give_all;
gentity_t *it_ent;
trace_t trace;
if ( !CheatsOk( ent ) ) {
return;
}
name = ConcatArgs( 1 );
if (Q_stricmp(name, "all") == 0)
give_all = qtrue;
else
give_all = qfalse;
if (give_all || Q_stricmp( name, "health") == 0)
{
ent->health = ent->client->ps.stats[STAT_MAX_HEALTH];
if (!give_all)
return;
}
if (give_all || Q_stricmp(name, "weapons") == 0)
{
ent->client->ps.stats[STAT_WEAPONS] = (1 << WP_NUM_WEAPONS) - 1 -
( 1 << WP_GRAPPLING_HOOK ) - ( 1 << WP_NONE );
if (!give_all)
return;
}
if (give_all || Q_stricmp(name, "ammo") == 0)
{
for ( i = 0 ; i < MAX_WEAPONS ; i++ ) {
ent->client->ps.ammo[i] = 999;
}
if (!give_all)
return;
}
if (give_all || Q_stricmp(name, "armor") == 0)
{
ent->client->ps.stats[STAT_ARMOR] = 200;
if (!give_all)
return;
}
if (Q_stricmp(name, "excellent") == 0) {
ent->client->ps.persistant[PERS_EXCELLENT_COUNT]++;
return;
}
if (Q_stricmp(name, "impressive") == 0) {
ent->client->ps.persistant[PERS_IMPRESSIVE_COUNT]++;
return;
}
if (Q_stricmp(name, "gauntletaward") == 0) {
ent->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT]++;
return;
}
if (Q_stricmp(name, "defend") == 0) {
ent->client->ps.persistant[PERS_DEFEND_COUNT]++;
return;
}
if (Q_stricmp(name, "assist") == 0) {
ent->client->ps.persistant[PERS_ASSIST_COUNT]++;
return;
}
// spawn a specific item right on the player
if ( !give_all ) {
it = BG_FindItem (name);
if (!it) {
return;
}
it_ent = G_Spawn();
VectorCopy( ent->r.currentOrigin, it_ent->s.origin );
it_ent->classname = it->classname;
G_SpawnItem (it_ent, it);
FinishSpawningItem(it_ent );
memset( &trace, 0, sizeof( trace ) );
Touch_Item (it_ent, ent, &trace);
if (it_ent->inuse) {
G_FreeEntity( it_ent );
}
}
}
/*
==================
Cmd_God_f
Sets client to godmode
argv(0) god
==================
*/
void Cmd_God_f (gentity_t *ent)
{
char *msg;
if ( !CheatsOk( ent ) ) {
return;
}
ent->flags ^= FL_GODMODE;
if (!(ent->flags & FL_GODMODE) )
msg = "godmode OFF\n";
else
msg = "godmode ON\n";
trap_SendServerCommand( ent-g_entities, va("print \"%s\"", msg));
}
/*
==================
Cmd_Notarget_f
Sets client to notarget
argv(0) notarget
==================
*/
void Cmd_Notarget_f( gentity_t *ent ) {
char *msg;
if ( !CheatsOk( ent ) ) {
return;
}
ent->flags ^= FL_NOTARGET;
if (!(ent->flags & FL_NOTARGET) )
msg = "notarget OFF\n";
else
msg = "notarget ON\n";
trap_SendServerCommand( ent-g_entities, va("print \"%s\"", msg));
}
/*
==================
Cmd_Noclip_f
argv(0) noclip
==================
*/
void Cmd_Noclip_f( gentity_t *ent ) {
char *msg;
if ( !CheatsOk( ent ) ) {
return;
}
if ( ent->client->noclip ) {
msg = "noclip OFF\n";
} else {
msg = "noclip ON\n";
}
ent->client->noclip = !ent->client->noclip;
trap_SendServerCommand( ent-g_entities, va("print \"%s\"", msg));
}
/*
==================
Cmd_LevelShot_f
This is just to help generate the level pictures
for the menus. It goes to the intermission immediately
and sends over a command to the client to resize the view,
hide the scoreboard, and take a special screenshot
==================
*/
void Cmd_LevelShot_f(gentity_t *ent)
{
if(!ent->client->pers.localClient)
{
trap_SendServerCommand(ent-g_entities,
"print \"The levelshot command must be executed by a local client\n\"");
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return;
}
if(!CheatsOk(ent))
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return;
// doesn't work in single player
if(g_gametype.integer == GT_SINGLE_PLAYER)
{
trap_SendServerCommand(ent-g_entities,
"print \"Must not be in singleplayer mode for levelshot\n\"" );
return;
}
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BeginIntermission();
trap_SendServerCommand(ent-g_entities, "clientLevelShot");
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}
/*
==================
Cmd_TeamTask_f
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==================
*/
void Cmd_TeamTask_f( gentity_t *ent ) {
char userinfo[MAX_INFO_STRING];
char arg[MAX_TOKEN_CHARS];
int task;
int client = ent->client - level.clients;
if ( trap_Argc() != 2 ) {
return;
}
trap_Argv( 1, arg, sizeof( arg ) );
task = atoi( arg );
trap_GetUserinfo(client, userinfo, sizeof(userinfo));
Info_SetValueForKey(userinfo, "teamtask", va("%d", task));
trap_SetUserinfo(client, userinfo);
ClientUserinfoChanged(client);
}
/*
=================
Cmd_Kill_f
=================
*/
void Cmd_Kill_f( gentity_t *ent ) {
if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
return;
}
if (ent->health <= 0) {
return;
}
ent->flags &= ~FL_GODMODE;
ent->client->ps.stats[STAT_HEALTH] = ent->health = -999;
player_die (ent, ent, ent, 100000, MOD_SUICIDE);
}
/*
=================
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BroadcastTeamChange
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Let everyone know about a team change
=================
*/
void BroadcastTeamChange( gclient_t *client, int oldTeam )
{
if ( client->sess.sessionTeam == TEAM_RED ) {
trap_SendServerCommand( -1, va("cp \"%s" S_COLOR_WHITE " joined the red team.\n\"",
client->pers.netname) );
} else if ( client->sess.sessionTeam == TEAM_BLUE ) {
trap_SendServerCommand( -1, va("cp \"%s" S_COLOR_WHITE " joined the blue team.\n\"",
client->pers.netname));
} else if ( client->sess.sessionTeam == TEAM_SPECTATOR && oldTeam != TEAM_SPECTATOR ) {
trap_SendServerCommand( -1, va("cp \"%s" S_COLOR_WHITE " joined the spectators.\n\"",
client->pers.netname));
} else if ( client->sess.sessionTeam == TEAM_FREE ) {
trap_SendServerCommand( -1, va("cp \"%s" S_COLOR_WHITE " joined the battle.\n\"",
client->pers.netname));
}
}
/*
=================
SetTeam
=================
*/
Fix g_teamAutoJoin and g_teamForceBalance There are various issues caused by not knowing the initial team for the local client and bots when they connect. This is can be reproduced by starting a team game from the main menu. When g_teamAutoJoin is enabled, bots and local client join a random team at connect and then execute their team command a few frames later. This may result in the player being killed if they specify a different team. In Team Arena's Harvester mode this causes harvester skulls to be spawned at the beginning of the game. When g_teamForceBalance is enabled, the local client and bots may not be able to join their desired team. This may result in them being spectators. If g_teamAutoJoin is also enabled they may be left on the opposite (red/blue) team they were meant to join. There is a hack for including bot's team in their player info string (used by cgame for which team skin to use) before the bot joins their desired team. Bots aren't guaranteed to join their desired team (as may happen when both g_teamAutoJoin and g_teamForceBalance are enabled) so clients may see them as being on the wrong team! ---- Add teampref userinfo option for team preference. If teampref is set it will be used for attempting to join the team immediately at connect. Bots now join team at connect using teampref userinfo. So remove the hack for setting bot's team in player info string before the bot joins the team. To avoid the client sending teampref userinfo to all network servers, the local client uses a g_localTeamPref cvar. The g_localTeamPref cvar is cleared after it's used so it doesn't get used when starting another server later. Another reason not to use a teampref userinfo cvar is there isn't a reliable way to clear it in CGame/UI which are likely loaded from baseq3 pk3. Make it so g_teamAutoJoin doesn't affect clients who specify teampref. If teampref is invalid, the client will join a random team like g_teamAutoJoin. Don't apply g_teamForceBalance to the local client or bots. Otherwise they may be left as spectators when starting team game from menu. The start server menus use team command and g_localTeamPref to set the human player's team. This way it's compatible with vanilla Q3 game VMs and the new setting team at connect feature.
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void SetTeam( gentity_t *ent, const char *s ) {
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int team, oldTeam;
gclient_t *client;
int clientNum;
spectatorState_t specState;
int specClient;
int teamLeader;
//
// see what change is requested
//
client = ent->client;
clientNum = client - level.clients;
specClient = 0;
specState = SPECTATOR_NOT;
if ( !Q_stricmp( s, "scoreboard" ) || !Q_stricmp( s, "score" ) ) {
team = TEAM_SPECTATOR;
specState = SPECTATOR_SCOREBOARD;
} else if ( !Q_stricmp( s, "follow1" ) ) {
team = TEAM_SPECTATOR;
specState = SPECTATOR_FOLLOW;
specClient = -1;
} else if ( !Q_stricmp( s, "follow2" ) ) {
team = TEAM_SPECTATOR;
specState = SPECTATOR_FOLLOW;
specClient = -2;
} else if ( !Q_stricmp( s, "spectator" ) || !Q_stricmp( s, "s" ) ) {
team = TEAM_SPECTATOR;
specState = SPECTATOR_FREE;
} else if ( g_gametype.integer >= GT_TEAM ) {
// if running a team game, assign player to one of the teams
specState = SPECTATOR_NOT;
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 );
}
Fix g_teamAutoJoin and g_teamForceBalance There are various issues caused by not knowing the initial team for the local client and bots when they connect. This is can be reproduced by starting a team game from the main menu. When g_teamAutoJoin is enabled, bots and local client join a random team at connect and then execute their team command a few frames later. This may result in the player being killed if they specify a different team. In Team Arena's Harvester mode this causes harvester skulls to be spawned at the beginning of the game. When g_teamForceBalance is enabled, the local client and bots may not be able to join their desired team. This may result in them being spectators. If g_teamAutoJoin is also enabled they may be left on the opposite (red/blue) team they were meant to join. There is a hack for including bot's team in their player info string (used by cgame for which team skin to use) before the bot joins their desired team. Bots aren't guaranteed to join their desired team (as may happen when both g_teamAutoJoin and g_teamForceBalance are enabled) so clients may see them as being on the wrong team! ---- Add teampref userinfo option for team preference. If teampref is set it will be used for attempting to join the team immediately at connect. Bots now join team at connect using teampref userinfo. So remove the hack for setting bot's team in player info string before the bot joins the team. To avoid the client sending teampref userinfo to all network servers, the local client uses a g_localTeamPref cvar. The g_localTeamPref cvar is cleared after it's used so it doesn't get used when starting another server later. Another reason not to use a teampref userinfo cvar is there isn't a reliable way to clear it in CGame/UI which are likely loaded from baseq3 pk3. Make it so g_teamAutoJoin doesn't affect clients who specify teampref. If teampref is invalid, the client will join a random team like g_teamAutoJoin. Don't apply g_teamForceBalance to the local client or bots. Otherwise they may be left as spectators when starting team game from menu. The start server menus use team command and g_localTeamPref to set the human player's team. This way it's compatible with vanilla Q3 game VMs and the new setting team at connect feature.
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if ( g_teamForceBalance.integer && !client->pers.localClient && !( ent->r.svFlags & SVF_BOT ) ) {
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int counts[TEAM_NUM_TEAMS];
counts[TEAM_BLUE] = TeamCount( clientNum, TEAM_BLUE );
counts[TEAM_RED] = TeamCount( clientNum, TEAM_RED );
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// We allow a spread of two
if ( team == TEAM_RED && counts[TEAM_RED] - counts[TEAM_BLUE] > 1 ) {
trap_SendServerCommand( clientNum,
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"cp \"Red team has too many players.\n\"" );
return; // ignore the request
}
if ( team == TEAM_BLUE && counts[TEAM_BLUE] - counts[TEAM_RED] > 1 ) {
trap_SendServerCommand( clientNum,
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"cp \"Blue team has too many players.\n\"" );
return; // ignore the request
}
// It's ok, the team we are switching to has less or same number of players
}
} else {
// force them to spectators if there aren't any spots free
team = TEAM_FREE;
}
// override decision if limiting the players
if ( (g_gametype.integer == GT_TOURNAMENT)
&& level.numNonSpectatorClients >= 2 ) {
team = TEAM_SPECTATOR;
} else if ( g_maxGameClients.integer > 0 &&
level.numNonSpectatorClients >= g_maxGameClients.integer ) {
team = TEAM_SPECTATOR;
}
//
// decide if we will allow the change
//
oldTeam = client->sess.sessionTeam;
if ( team == oldTeam && team != TEAM_SPECTATOR ) {
return;
}
//
// execute the team change
//
// if the player was dead leave the body, but only if they're actually in game
if ( client->ps.stats[STAT_HEALTH] <= 0 && client->pers.connected == CON_CONNECTED ) {
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CopyToBodyQue(ent);
}
// he starts at 'base'
client->pers.teamState.state = TEAM_BEGIN;
if ( oldTeam != TEAM_SPECTATOR ) {
// Kill him (makes sure he loses flags, etc)
ent->flags &= ~FL_GODMODE;
ent->client->ps.stats[STAT_HEALTH] = ent->health = 0;
player_die (ent, ent, ent, 100000, MOD_SUICIDE);
}
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// they go to the end of the line for tournements
if(team == TEAM_SPECTATOR && oldTeam != team)
AddTournamentQueue(client);
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client->sess.sessionTeam = team;
client->sess.spectatorState = specState;
client->sess.spectatorClient = specClient;
client->sess.teamLeader = qfalse;
if ( team == TEAM_RED || team == TEAM_BLUE ) {
teamLeader = TeamLeader( team );
// if there is no team leader or the team leader is a bot and this client is not a bot
if ( teamLeader == -1 || ( !(g_entities[clientNum].r.svFlags & SVF_BOT) && (g_entities[teamLeader].r.svFlags & SVF_BOT) ) ) {
SetLeader( team, clientNum );
}
}
// make sure there is a team leader on the team the player came from
if ( oldTeam == TEAM_RED || oldTeam == TEAM_BLUE ) {
CheckTeamLeader( oldTeam );
}
2017-11-22 07:40:20 +00:00
// get and distribute relevant parameters
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ClientUserinfoChanged( clientNum );
Fix g_teamAutoJoin and g_teamForceBalance There are various issues caused by not knowing the initial team for the local client and bots when they connect. This is can be reproduced by starting a team game from the main menu. When g_teamAutoJoin is enabled, bots and local client join a random team at connect and then execute their team command a few frames later. This may result in the player being killed if they specify a different team. In Team Arena's Harvester mode this causes harvester skulls to be spawned at the beginning of the game. When g_teamForceBalance is enabled, the local client and bots may not be able to join their desired team. This may result in them being spectators. If g_teamAutoJoin is also enabled they may be left on the opposite (red/blue) team they were meant to join. There is a hack for including bot's team in their player info string (used by cgame for which team skin to use) before the bot joins their desired team. Bots aren't guaranteed to join their desired team (as may happen when both g_teamAutoJoin and g_teamForceBalance are enabled) so clients may see them as being on the wrong team! ---- Add teampref userinfo option for team preference. If teampref is set it will be used for attempting to join the team immediately at connect. Bots now join team at connect using teampref userinfo. So remove the hack for setting bot's team in player info string before the bot joins the team. To avoid the client sending teampref userinfo to all network servers, the local client uses a g_localTeamPref cvar. The g_localTeamPref cvar is cleared after it's used so it doesn't get used when starting another server later. Another reason not to use a teampref userinfo cvar is there isn't a reliable way to clear it in CGame/UI which are likely loaded from baseq3 pk3. Make it so g_teamAutoJoin doesn't affect clients who specify teampref. If teampref is invalid, the client will join a random team like g_teamAutoJoin. Don't apply g_teamForceBalance to the local client or bots. Otherwise they may be left as spectators when starting team game from menu. The start server menus use team command and g_localTeamPref to set the human player's team. This way it's compatible with vanilla Q3 game VMs and the new setting team at connect feature.
2017-06-23 02:56:00 +00:00
// client hasn't spawned yet, they sent an early team command, teampref userinfo, or g_teamAutoJoin is enabled
if ( client->pers.connected != CON_CONNECTED ) {
return;
}
BroadcastTeamChange( client, oldTeam );
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ClientBegin( clientNum );
}
/*
=================
StopFollowing
If the client being followed leaves the game, or you just want to drop
to free floating spectator mode
=================
*/
void StopFollowing( gentity_t *ent ) {
ent->client->ps.persistant[ PERS_TEAM ] = TEAM_SPECTATOR;
ent->client->sess.sessionTeam = TEAM_SPECTATOR;
ent->client->sess.spectatorState = SPECTATOR_FREE;
ent->client->ps.pm_flags &= ~PMF_FOLLOW;
ent->r.svFlags &= ~SVF_BOT;
ent->client->ps.clientNum = ent - g_entities;
SetClientViewAngle( ent, ent->client->ps.viewangles );
// don't use dead view angles
if ( ent->client->ps.stats[STAT_HEALTH] <= 0 ) {
ent->client->ps.stats[STAT_HEALTH] = 1;
}
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}
/*
=================
Cmd_Team_f
=================
*/
void Cmd_Team_f( gentity_t *ent ) {
int oldTeam;
char s[MAX_TOKEN_CHARS];
if ( trap_Argc() != 2 ) {
oldTeam = ent->client->sess.sessionTeam;
switch ( oldTeam ) {
case TEAM_BLUE:
trap_SendServerCommand( ent-g_entities, "print \"Blue team\n\"" );
break;
case TEAM_RED:
trap_SendServerCommand( ent-g_entities, "print \"Red team\n\"" );
break;
case TEAM_FREE:
trap_SendServerCommand( ent-g_entities, "print \"Free team\n\"" );
break;
case TEAM_SPECTATOR:
trap_SendServerCommand( ent-g_entities, "print \"Spectator team\n\"" );
break;
}
return;
}
if ( ent->client->switchTeamTime > level.time ) {
trap_SendServerCommand( ent-g_entities, "print \"May not switch teams more than once per 5 seconds.\n\"" );
return;
}
// if they are playing a tournement game, count as a loss
if ( (g_gametype.integer == GT_TOURNAMENT )
&& ent->client->sess.sessionTeam == TEAM_FREE ) {
ent->client->sess.losses++;
}
trap_Argv( 1, s, sizeof( s ) );
SetTeam( ent, s );
ent->client->switchTeamTime = level.time + 5000;
}
/*
=================
Cmd_Follow_f
=================
*/
void Cmd_Follow_f( gentity_t *ent ) {
int i;
char arg[MAX_TOKEN_CHARS];
if ( trap_Argc() != 2 ) {
if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) {
StopFollowing( ent );
}
return;
}
trap_Argv( 1, arg, sizeof( arg ) );
i = ClientNumberFromString( ent, arg, qtrue, qtrue );
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if ( i == -1 ) {
return;
}
// can't follow self
if ( &level.clients[ i ] == ent->client ) {
return;
}
// can't follow another spectator
if ( level.clients[ i ].sess.sessionTeam == TEAM_SPECTATOR ) {
return;
}
// if they are playing a tournement game, count as a loss
if ( (g_gametype.integer == GT_TOURNAMENT )
&& ent->client->sess.sessionTeam == TEAM_FREE ) {
ent->client->sess.losses++;
}
// first set them to spectator
if ( ent->client->sess.sessionTeam != TEAM_SPECTATOR ) {
SetTeam( ent, "spectator" );
}
ent->client->sess.spectatorState = SPECTATOR_FOLLOW;
ent->client->sess.spectatorClient = i;
}
/*
=================
Cmd_FollowCycle_f
=================
*/
void Cmd_FollowCycle_f( gentity_t *ent, int dir ) {
int clientnum;
int original;
// if they are playing a tournement game, count as a loss
if ( (g_gametype.integer == GT_TOURNAMENT )
&& ent->client->sess.sessionTeam == TEAM_FREE ) {
ent->client->sess.losses++;
}
// first set them to spectator
if ( ent->client->sess.spectatorState == SPECTATOR_NOT ) {
SetTeam( ent, "spectator" );
}
if ( dir != 1 && dir != -1 ) {
G_Error( "Cmd_FollowCycle_f: bad dir %i", dir );
}
// if dedicated follow client, just switch between the two auto clients
if (ent->client->sess.spectatorClient < 0) {
if (ent->client->sess.spectatorClient == -1) {
ent->client->sess.spectatorClient = -2;
} else if (ent->client->sess.spectatorClient == -2) {
ent->client->sess.spectatorClient = -1;
}
return;
}
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clientnum = ent->client->sess.spectatorClient;
original = clientnum;
do {
clientnum += dir;
if ( clientnum >= level.maxclients ) {
clientnum = 0;
}
if ( clientnum < 0 ) {
clientnum = level.maxclients - 1;
}
// can only follow connected clients
if ( level.clients[ clientnum ].pers.connected != CON_CONNECTED ) {
continue;
}
// can't follow another spectator
if ( level.clients[ clientnum ].sess.sessionTeam == TEAM_SPECTATOR ) {
continue;
}
// this is good, we can use it
ent->client->sess.spectatorClient = clientnum;
ent->client->sess.spectatorState = SPECTATOR_FOLLOW;
return;
} while ( clientnum != original );
// leave it where it was
}
/*
==================
G_Say
==================
*/
static void G_SayTo( gentity_t *ent, gentity_t *other, int mode, int color, const char *name, const char *message ) {
if (!other) {
return;
}
if (!other->inuse) {
return;
}
if (!other->client) {
return;
}
if ( other->client->pers.connected != CON_CONNECTED ) {
return;
}
if ( mode == SAY_TEAM && !OnSameTeam(ent, other) ) {
return;
}
// no chatting to players in tournements
if ( (g_gametype.integer == GT_TOURNAMENT )
&& other->client->sess.sessionTeam == TEAM_FREE
&& ent->client->sess.sessionTeam != TEAM_FREE ) {
return;
}
trap_SendServerCommand( other-g_entities, va("%s \"%s%c%c%s\"",
mode == SAY_TEAM ? "tchat" : "chat",
name, Q_COLOR_ESCAPE, color, message));
}
#define EC "\x19"
void G_Say( gentity_t *ent, gentity_t *target, int mode, const char *chatText ) {
int j;
gentity_t *other;
int color;
char name[64];
// don't let text be too long for malicious reasons
char text[MAX_SAY_TEXT];
char location[64];
if ( g_gametype.integer < GT_TEAM && mode == SAY_TEAM ) {
mode = SAY_ALL;
}
switch ( mode ) {
default:
case SAY_ALL:
G_LogPrintf( "say: %s: %s\n", ent->client->pers.netname, chatText );
Com_sprintf (name, sizeof(name), "%s%c%c"EC": ", ent->client->pers.netname, Q_COLOR_ESCAPE, COLOR_WHITE );
color = COLOR_GREEN;
break;
case SAY_TEAM:
G_LogPrintf( "sayteam: %s: %s\n", ent->client->pers.netname, chatText );
if (Team_GetLocationMsg(ent, location, sizeof(location)))
Com_sprintf (name, sizeof(name), EC"(%s%c%c"EC") (%s)"EC": ",
ent->client->pers.netname, Q_COLOR_ESCAPE, COLOR_WHITE, location);
else
Com_sprintf (name, sizeof(name), EC"(%s%c%c"EC")"EC": ",
ent->client->pers.netname, Q_COLOR_ESCAPE, COLOR_WHITE );
color = COLOR_CYAN;
break;
case SAY_TELL:
if (target && target->inuse && target->client && g_gametype.integer >= GT_TEAM &&
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target->client->sess.sessionTeam == ent->client->sess.sessionTeam &&
Team_GetLocationMsg(ent, location, sizeof(location)))
Com_sprintf (name, sizeof(name), EC"[%s%c%c"EC"] (%s)"EC": ", ent->client->pers.netname, Q_COLOR_ESCAPE, COLOR_WHITE, location );
else
Com_sprintf (name, sizeof(name), EC"[%s%c%c"EC"]"EC": ", ent->client->pers.netname, Q_COLOR_ESCAPE, COLOR_WHITE );
color = COLOR_MAGENTA;
break;
}
Q_strncpyz( text, chatText, sizeof(text) );
if ( target ) {
G_SayTo( ent, target, mode, color, name, text );
return;
}
// echo the text to the console
if ( g_dedicated.integer ) {
G_Printf( "%s%s\n", name, text);
}
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// send it to all the appropriate clients
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for (j = 0; j < level.maxclients; j++) {
other = &g_entities[j];
G_SayTo( ent, other, mode, color, name, text );
}
}
static void SanitizeChatText( char *text ) {
int i;
for ( i = 0; text[i]; i++ ) {
if ( text[i] == '\n' || text[i] == '\r' ) {
text[i] = ' ';
}
}
}
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/*
==================
Cmd_Say_f
==================
*/
static void Cmd_Say_f( gentity_t *ent, int mode, qboolean arg0 ) {
char *p;
if ( trap_Argc () < 2 && !arg0 ) {
return;
}
if (arg0)
{
p = ConcatArgs( 0 );
}
else
{
p = ConcatArgs( 1 );
}
SanitizeChatText( p );
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G_Say( ent, NULL, mode, p );
}
/*
==================
Cmd_Tell_f
==================
*/
static void Cmd_Tell_f( gentity_t *ent ) {
int targetNum;
gentity_t *target;
char *p;
char arg[MAX_TOKEN_CHARS];
if ( trap_Argc () < 3 ) {
trap_SendServerCommand( ent-g_entities, "print \"Usage: tell <player id> <message>\n\"" );
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return;
}
trap_Argv( 1, arg, sizeof( arg ) );
targetNum = ClientNumberFromString( ent, arg, qtrue, qtrue );
if ( targetNum == -1 ) {
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return;
}
target = &g_entities[targetNum];
if ( !target->inuse || !target->client ) {
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return;
}
p = ConcatArgs( 2 );
SanitizeChatText( p );
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G_LogPrintf( "tell: %s to %s: %s\n", ent->client->pers.netname, target->client->pers.netname, p );
G_Say( ent, target, SAY_TELL, p );
// don't tell to the player self if it was already directed to this player
// also don't send the chat back to a bot
if ( ent != target && !(ent->r.svFlags & SVF_BOT)) {
G_Say( ent, ent, SAY_TELL, p );
}
}
#ifdef MISSIONPACK
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static void G_VoiceTo( gentity_t *ent, gentity_t *other, int mode, const char *id, qboolean voiceonly ) {
int color;
char *cmd;
if (!other) {
return;
}
if (!other->inuse) {
return;
}
if (!other->client) {
return;
}
if ( mode == SAY_TEAM && !OnSameTeam(ent, other) ) {
return;
}
// no chatting to players in tournements
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if ( g_gametype.integer == GT_TOURNAMENT ) {
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return;
}
if (mode == SAY_TEAM) {
color = COLOR_CYAN;
cmd = "vtchat";
}
else if (mode == SAY_TELL) {
color = COLOR_MAGENTA;
cmd = "vtell";
}
else {
color = COLOR_GREEN;
cmd = "vchat";
}
trap_SendServerCommand( other-g_entities, va("%s %d %d %d %s", cmd, voiceonly, ent->s.number, color, id));
}
void G_Voice( gentity_t *ent, gentity_t *target, int mode, const char *id, qboolean voiceonly ) {
int j;
gentity_t *other;
if ( g_gametype.integer < GT_TEAM && mode == SAY_TEAM ) {
mode = SAY_ALL;
}
if ( target ) {
G_VoiceTo( ent, target, mode, id, voiceonly );
return;
}
// echo the text to the console
if ( g_dedicated.integer ) {
G_Printf( "voice: %s %s\n", ent->client->pers.netname, id);
}
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// send it to all the appropriate clients
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for (j = 0; j < level.maxclients; j++) {
other = &g_entities[j];
G_VoiceTo( ent, other, mode, id, voiceonly );
}
}
/*
==================
Cmd_Voice_f
==================
*/
static void Cmd_Voice_f( gentity_t *ent, int mode, qboolean arg0, qboolean voiceonly ) {
char *p;
if ( trap_Argc () < 2 && !arg0 ) {
return;
}
if (arg0)
{
p = ConcatArgs( 0 );
}
else
{
p = ConcatArgs( 1 );
}
SanitizeChatText( p );
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G_Voice( ent, NULL, mode, p, voiceonly );
}
/*
==================
Cmd_VoiceTell_f
==================
*/
static void Cmd_VoiceTell_f( gentity_t *ent, qboolean voiceonly ) {
int targetNum;
gentity_t *target;
char *id;
char arg[MAX_TOKEN_CHARS];
if ( trap_Argc () < 3 ) {
trap_SendServerCommand( ent-g_entities, va( "print \"Usage: %s <player id> <voice id>\n\"", voiceonly ? "votell" : "vtell" ) );
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return;
}
trap_Argv( 1, arg, sizeof( arg ) );
targetNum = ClientNumberFromString( ent, arg, qtrue, qtrue );
if ( targetNum == -1 ) {
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return;
}
target = &g_entities[targetNum];
if ( !target->inuse || !target->client ) {
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return;
}
id = ConcatArgs( 2 );
SanitizeChatText( id );
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G_LogPrintf( "vtell: %s to %s: %s\n", ent->client->pers.netname, target->client->pers.netname, id );
G_Voice( ent, target, SAY_TELL, id, voiceonly );
// don't tell to the player self if it was already directed to this player
// also don't send the chat back to a bot
if ( ent != target && !(ent->r.svFlags & SVF_BOT)) {
G_Voice( ent, ent, SAY_TELL, id, voiceonly );
}
}
/*
==================
Cmd_VoiceTaunt_f
==================
*/
static void Cmd_VoiceTaunt_f( gentity_t *ent ) {
gentity_t *who;
int i;
if (!ent->client) {
return;
}
// insult someone who just killed you
if (ent->enemy && ent->enemy->client && ent->enemy->client->lastkilled_client == ent->s.number) {
// i am a dead corpse
if (!(ent->enemy->r.svFlags & SVF_BOT)) {
G_Voice( ent, ent->enemy, SAY_TELL, VOICECHAT_DEATHINSULT, qfalse );
}
if (!(ent->r.svFlags & SVF_BOT)) {
G_Voice( ent, ent, SAY_TELL, VOICECHAT_DEATHINSULT, qfalse );
}
ent->enemy = NULL;
return;
}
// insult someone you just killed
if (ent->client->lastkilled_client >= 0 && ent->client->lastkilled_client != ent->s.number) {
who = g_entities + ent->client->lastkilled_client;
if (who->client) {
// who is the person I just killed
if (who->client->lasthurt_mod == MOD_GAUNTLET) {
if (!(who->r.svFlags & SVF_BOT)) {
G_Voice( ent, who, SAY_TELL, VOICECHAT_KILLGAUNTLET, qfalse ); // and I killed them with a gauntlet
}
if (!(ent->r.svFlags & SVF_BOT)) {
G_Voice( ent, ent, SAY_TELL, VOICECHAT_KILLGAUNTLET, qfalse );
}
} else {
if (!(who->r.svFlags & SVF_BOT)) {
G_Voice( ent, who, SAY_TELL, VOICECHAT_KILLINSULT, qfalse ); // and I killed them with something else
}
if (!(ent->r.svFlags & SVF_BOT)) {
G_Voice( ent, ent, SAY_TELL, VOICECHAT_KILLINSULT, qfalse );
}
}
ent->client->lastkilled_client = -1;
return;
}
}
if (g_gametype.integer >= GT_TEAM) {
// praise a team mate who just got a reward
for(i = 0; i < MAX_CLIENTS; i++) {
who = g_entities + i;
if (who->client && who != ent && who->client->sess.sessionTeam == ent->client->sess.sessionTeam) {
if (who->client->rewardTime > level.time) {
if (!(who->r.svFlags & SVF_BOT)) {
G_Voice( ent, who, SAY_TELL, VOICECHAT_PRAISE, qfalse );
}
if (!(ent->r.svFlags & SVF_BOT)) {
G_Voice( ent, ent, SAY_TELL, VOICECHAT_PRAISE, qfalse );
}
return;
}
}
}
}
// just say something
G_Voice( ent, NULL, SAY_ALL, VOICECHAT_TAUNT, qfalse );
}
#endif
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static char *gc_orders[] = {
"hold your position",
"hold this position",
"come here",
"cover me",
"guard location",
"search and destroy",
"report"
};
static const int numgc_orders = ARRAY_LEN( gc_orders );
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void Cmd_GameCommand_f( gentity_t *ent ) {
int targetNum;
gentity_t *target;
int order;
char arg[MAX_TOKEN_CHARS];
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if ( trap_Argc() != 3 ) {
trap_SendServerCommand( ent-g_entities, va( "print \"Usage: gc <player id> <order 0-%d>\n\"", numgc_orders - 1 ) );
return;
}
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trap_Argv( 2, arg, sizeof( arg ) );
order = atoi( arg );
if ( order < 0 || order >= numgc_orders ) {
trap_SendServerCommand( ent-g_entities, va("print \"Bad order: %i\n\"", order));
return;
}
trap_Argv( 1, arg, sizeof( arg ) );
targetNum = ClientNumberFromString( ent, arg, qtrue, qtrue );
if ( targetNum == -1 ) {
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return;
}
target = &g_entities[targetNum];
if ( !target->inuse || !target->client ) {
return;
}
G_LogPrintf( "tell: %s to %s: %s\n", ent->client->pers.netname, target->client->pers.netname, gc_orders[order] );
G_Say( ent, target, SAY_TELL, gc_orders[order] );
// don't tell to the player self if it was already directed to this player
// also don't send the chat back to a bot
if ( ent != target && !(ent->r.svFlags & SVF_BOT)) {
G_Say( ent, ent, SAY_TELL, gc_orders[order] );
}
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}
/*
==================
Cmd_Where_f
==================
*/
void Cmd_Where_f( gentity_t *ent ) {
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144) ################################################################################ This Patch fixes: ################################################################################ - The "fraglimit warning" was not played at all, if on the blue team. - The "where" console command was broken. - Obelisk explosion wasn't drawn if no Rocketlauncher was loaded. - Impact marks sometimes didn't draw at all. - IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet. - If two doors are close to each other a spectator couldn't fly through them. - More robust, efficient and logical respawning routine. NOTE: The game.qvm will get notable smaller and will use LESS MEMORY! - Drowning sounds are fixed. Now they are played as intended. (as the id comment in the source code shows). - Some AI bugs (OVERFLOW!) in the bot movement code. - Several "Team Arena" Overload and Harvester bugs. - Stops bots from attacking a team mate (player) who only changed teams. - Some voice chats and CTF commands fixed. - "Team_ReturnFlag" was called twice, which did wired things sometimes. NOTE: (G_RunItem checks CONTENTS_NODROP already!) - A bugfix for Gauntlet animation. - Incorrect CTF scoring. - A bunch of corrected comments and print lines ("\n"). - Some regularity of expression and some small trivial bugs. ################################################################################ Details: ################################################################################ ******************************************************************************** BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining the blue team! -------------------------------------------------------------------------------- Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore should be cgs.scores2. ******************************************************************************** BUG: the "where" console command doesn't work as expected (it's always 0 0 0) but not in id Quake 3 Arena. It seems that now Ioquake3 is affected! -------------------------------------------------------------------------------- Solution: In Function "Cmd_Where_f" ent->s.origin should be ent->r.currentOrigin. ******************************************************************************** BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no Rocketlauncher loaded. (The "maps without Rocketlauncher" bug) -------------------------------------------------------------------------------- Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered if gamemode is GT_OBELISK. ******************************************************************************** BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you don't play (io)Quake3 every day and know the places where it happens! ;) But anyway... Test: start q3dm12 go to "Long Jump Canyon" (where the small platform teleporter for the BFG is) place yourself at the point where the railgun spawns, look in the direction where the red suspended armor is. Now shoot at the sloped wall on the out/leftside of the door you see. (the sloped wall should be nearly in the center of your screen now). If you choose the correct brush face and shoot up and down at this brush face, the impact marks sometimes aren't visible. There are hundreds of custom maps where this can happen! -------------------------------------------------------------------------------- Solution: I replaced the function "SnapVectorTowards" with the one from "Wolfenstein - Enemy Territory (GPL Source Code)" ******************************************************************************** BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun. Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not restricted to that. All weapons except those two were handled correct. -------------------------------------------------------------------------------- Solution: Make Gauntlet and Lightning gun not firing for someone who cheats with "NOCLIP" (like all other weapons). ******************************************************************************** NOTE: A few bugfixes are not mine and are reported here: http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179. Thanks to Quake3world, for all those years and the good guys there! ******************************************************************************** BUG: During making a mod I found a very strange bug, which mainly occurs if someone tries to implement a lot of singleplayer monsters which should walk slowly (like the "Crash" bot). So if someone wants to make slow down bots or monsters when they are walking towards a goal and alter the function "BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and this is the default (also buggy) behavior they start running although they shouldn't (as seen with the "Crash" bot and will not be fixed here). -------------------------------------------------------------------------------- Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J. Hoffman. ******************************************************************************** BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense. -------------------------------------------------------------------------------- Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) || (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)) should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) || (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)). ******************************************************************************** BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong: "(bs->enemy != redobelisk.entitynum || bs->enemy != blueobelisk.entitynum)" -------------------------------------------------------------------------------- Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is correct. ******************************************************************************** BUG: in gamemode GT_OBELISK there are too many node switches for bots (test: mpq3tourney6 with many bots). If that happens, game becomes unplayable. I don't know if this is the best solution but here it is: -------------------------------------------------------------------------------- Solution: In function "AINode_Battle_Fight" right after: if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)) { I added this: #ifdef MISSIONPACK if (bs->enemy == redobelisk.entitynum || bs->enemy == blueobelisk.entitynum) { AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight"); return qfalse; } #endif ******************************************************************************** BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop shooting at you, although you are on their team now. It seems that the configstrings are f***** up or not reliable in this case! -------------------------------------------------------------------------------- Solution: In function "BotTeam" and "BotSameTeam" get the real team values. ******************************************************************************** BUG: Some of the bots voice commands are wrong. They are commanded to attack the enemy base but they say "Okay, I will defend!" -------------------------------------------------------------------------------- Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and "Bot1FCTFOrders_EnemyDroppedFlag" ******************************************************************************** BUG: Spectators couldn't fly through doors if they are very close to each other. You can test it with some regular id maps (q3dm14, q3dm12) but there are also many custom maps where this can happen! This is annoying because in the worst case you can't move at all and are caught inside a door. -------------------------------------------------------------------------------- Solution: There is a solution in a mod called "Hunt" by J. Hoffman. Bugfix is included in this patch! ******************************************************************************** BUG: During making a mod I found it very hard to implement some of my ideas (something like "Limbo" or "Meeting") because of the way the player spawn effect, intermission and spawning on victory pads is handled. I reworked it a bit and simplified it so that the effect is handled when a client respawns (as the name says) and not when a client begins. I think this will help more mod makers everytime they want to make changes to spawning of players, bots on victory pads or monsters... and want to avoid spectators with Machineguns which can kill and score... :() NOTE: I also renamed the poorly named function "respawn" to "ClientRespawn". If someone searches the code base for "respawn" it was really hard to find the correct place for what was meant. "respawn" is used so often, that you really get headache ... now with "ClientRespawn" it's easier! IMPORTANT: The whole respawning, moving to intermission point and everything related to that is now done in a more reliable way without changing the default behavior. (How critical the whole spwaning mess was did you see by yourself (ioquake3 rev. 2076). With this patch it's safer. Trust me, I spent hours of fixing silly problems... -------------------------------------------------------------------------------- Solution: Simplified "ClientBegin" and moved the teleport event to "ClientSpawn". ******************************************************************************** BUG: If a player is dying or hurted under water the hurt/dying sounds AND the drowning sounds are played together. This is silly. Moreover it's no good idea to let the server play client sounds! There was a solution in a mod called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem. -------------------------------------------------------------------------------- Solution: Created a "CG_WaterLevel" function to play the appropriate sounds. ******************************************************************************** ################################################################################
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trap_SendServerCommand( ent-g_entities, va("print \"%s\n\"", vtos(ent->r.currentOrigin) ) );
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}
static const char *gameNames[] = {
"Free For All",
"Tournament",
"Single Player",
"Team Deathmatch",
"Capture the Flag",
"One Flag CTF",
"Overload",
"Harvester"
};
/*
==================
Cmd_CallVote_f
==================
*/
void Cmd_CallVote_f( gentity_t *ent ) {
char* c;
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int i;
char arg1[MAX_STRING_TOKENS];
char arg2[MAX_STRING_TOKENS];
if ( !g_allowVote.integer ) {
trap_SendServerCommand( ent-g_entities, "print \"Voting not allowed here.\n\"" );
return;
}
if ( level.voteTime ) {
trap_SendServerCommand( ent-g_entities, "print \"A vote is already in progress.\n\"" );
return;
}
if ( ent->client->pers.voteCount >= MAX_VOTE_COUNT ) {
trap_SendServerCommand( ent-g_entities, "print \"You have called the maximum number of votes.\n\"" );
return;
}
if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
trap_SendServerCommand( ent-g_entities, "print \"Not allowed to call a vote as spectator.\n\"" );
return;
}
// make sure it is a valid command to vote on
trap_Argv( 1, arg1, sizeof( arg1 ) );
trap_Argv( 2, arg2, sizeof( arg2 ) );
// check for command separators in arg2
for( c = arg2; *c; ++c) {
switch(*c) {
case '\n':
case '\r':
case ';':
trap_SendServerCommand( ent-g_entities, "print \"Invalid vote string.\n\"" );
return;
break;
}
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}
if ( !Q_stricmp( arg1, "map_restart" ) ) {
} else if ( !Q_stricmp( arg1, "nextmap" ) ) {
} else if ( !Q_stricmp( arg1, "map" ) ) {
} else if ( !Q_stricmp( arg1, "g_gametype" ) ) {
} else if ( !Q_stricmp( arg1, "kick" ) ) {
} else if ( !Q_stricmp( arg1, "clientkick" ) ) {
} else if ( !Q_stricmp( arg1, "g_doWarmup" ) ) {
} else if ( !Q_stricmp( arg1, "timelimit" ) ) {
} else if ( !Q_stricmp( arg1, "fraglimit" ) ) {
} else {
trap_SendServerCommand( ent-g_entities, "print \"Invalid vote string.\n\"" );
trap_SendServerCommand( ent-g_entities, "print \"Vote commands are: map_restart, nextmap, map <mapname>, g_gametype <n>, kick <player>, clientkick <clientnum>, g_doWarmup, timelimit <time>, fraglimit <frags>.\n\"" );
return;
}
// if there is still a vote to be executed
if ( level.voteExecuteTime ) {
// don't start a vote when map change or restart is in progress
if ( !Q_stricmpn( level.voteString, "map", 3 )
|| !Q_stricmpn( level.voteString, "nextmap", 7 ) ) {
trap_SendServerCommand( ent-g_entities, "print \"Vote after map change.\n\"" );
return;
}
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level.voteExecuteTime = 0;
trap_SendConsoleCommand( EXEC_APPEND, va("%s\n", level.voteString ) );
}
// special case for g_gametype, check for bad values
if ( !Q_stricmp( arg1, "g_gametype" ) ) {
i = atoi( arg2 );
if( i == GT_SINGLE_PLAYER || i < GT_FFA || i >= GT_MAX_GAME_TYPE) {
trap_SendServerCommand( ent-g_entities, "print \"Invalid gametype.\n\"" );
return;
}
Com_sprintf( level.voteString, sizeof( level.voteString ), "%s %d", arg1, i );
Com_sprintf( level.voteDisplayString, sizeof( level.voteDisplayString ), "%s %s", arg1, gameNames[i] );
} else if ( !Q_stricmp( arg1, "map" ) ) {
// special case for map changes, we want to reset the nextmap setting
// this allows a player to change maps, but not upset the map rotation
char s[MAX_STRING_CHARS];
trap_Cvar_VariableStringBuffer( "nextmap", s, sizeof(s) );
if (*s) {
Com_sprintf( level.voteString, sizeof( level.voteString ), "%s %s; set nextmap \"%s\"", arg1, arg2, s );
} else {
Com_sprintf( level.voteString, sizeof( level.voteString ), "%s %s", arg1, arg2 );
}
Com_sprintf( level.voteDisplayString, sizeof( level.voteDisplayString ), "%s", level.voteString );
} else if ( !Q_stricmp( arg1, "nextmap" ) ) {
char s[MAX_STRING_CHARS];
trap_Cvar_VariableStringBuffer( "nextmap", s, sizeof(s) );
if (!*s) {
trap_SendServerCommand( ent-g_entities, "print \"nextmap not set.\n\"" );
return;
}
Com_sprintf( level.voteString, sizeof( level.voteString ), "vstr nextmap");
Com_sprintf( level.voteDisplayString, sizeof( level.voteDisplayString ), "%s", level.voteString );
} else if ( !Q_stricmp( arg1, "clientkick" ) || !Q_stricmp( arg1, "kick" ) ) {
i = ClientNumberFromString( ent, arg2, !Q_stricmp( arg1, "clientkick" ), !Q_stricmp( arg1, "kick" ) );
if ( i == -1 ) {
return;
}
if ( level.clients[i].pers.localClient ) {
trap_SendServerCommand( ent - g_entities, "print \"Cannot kick host player.\n\"" );
return;
}
Com_sprintf( level.voteString, sizeof( level.voteString ), "clientkick %d", i );
Com_sprintf( level.voteDisplayString, sizeof( level.voteDisplayString ), "kick %s", level.clients[i].pers.netname );
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} else {
Com_sprintf( level.voteString, sizeof( level.voteString ), "%s \"%s\"", arg1, arg2 );
Com_sprintf( level.voteDisplayString, sizeof( level.voteDisplayString ), "%s", level.voteString );
}
trap_SendServerCommand( -1, va("print \"%s called a vote.\n\"", ent->client->pers.netname ) );
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// start the voting, the caller automatically votes yes
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level.voteTime = level.time;
level.voteYes = 1;
level.voteNo = 0;
for ( i = 0 ; i < level.maxclients ; i++ ) {
level.clients[i].ps.eFlags &= ~EF_VOTED;
}
ent->client->ps.eFlags |= EF_VOTED;
trap_SetConfigstring( CS_VOTE_TIME, va("%i", level.voteTime ) );
trap_SetConfigstring( CS_VOTE_STRING, level.voteDisplayString );
trap_SetConfigstring( CS_VOTE_YES, va("%i", level.voteYes ) );
trap_SetConfigstring( CS_VOTE_NO, va("%i", level.voteNo ) );
}
/*
==================
Cmd_Vote_f
==================
*/
void Cmd_Vote_f( gentity_t *ent ) {
char msg[64];
if ( !level.voteTime ) {
trap_SendServerCommand( ent-g_entities, "print \"No vote in progress.\n\"" );
return;
}
if ( ent->client->ps.eFlags & EF_VOTED ) {
trap_SendServerCommand( ent-g_entities, "print \"Vote already cast.\n\"" );
return;
}
if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
trap_SendServerCommand( ent-g_entities, "print \"Not allowed to vote as spectator.\n\"" );
return;
}
trap_SendServerCommand( ent-g_entities, "print \"Vote cast.\n\"" );
ent->client->ps.eFlags |= EF_VOTED;
trap_Argv( 1, msg, sizeof( msg ) );
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if ( tolower( msg[0] ) == 'y' || msg[0] == '1' ) {
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level.voteYes++;
trap_SetConfigstring( CS_VOTE_YES, va("%i", level.voteYes ) );
} else {
level.voteNo++;
trap_SetConfigstring( CS_VOTE_NO, va("%i", level.voteNo ) );
}
// a majority will be determined in CheckVote, which will also account
// for players entering or leaving
}
/*
==================
Cmd_CallTeamVote_f
==================
*/
void Cmd_CallTeamVote_f( gentity_t *ent ) {
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char* c;
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int i, team, cs_offset;
char arg1[MAX_STRING_TOKENS];
char arg2[MAX_STRING_TOKENS];
team = ent->client->sess.sessionTeam;
if ( team == TEAM_RED )
cs_offset = 0;
else if ( team == TEAM_BLUE )
cs_offset = 1;
else
return;
if ( !g_allowVote.integer ) {
trap_SendServerCommand( ent-g_entities, "print \"Voting not allowed here.\n\"" );
return;
}
if ( level.teamVoteTime[cs_offset] ) {
trap_SendServerCommand( ent-g_entities, "print \"A team vote is already in progress.\n\"" );
return;
}
if ( ent->client->pers.teamVoteCount >= MAX_VOTE_COUNT ) {
trap_SendServerCommand( ent-g_entities, "print \"You have called the maximum number of team votes.\n\"" );
return;
}
if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
trap_SendServerCommand( ent-g_entities, "print \"Not allowed to call a vote as spectator.\n\"" );
return;
}
// make sure it is a valid command to vote on
trap_Argv( 1, arg1, sizeof( arg1 ) );
arg2[0] = '\0';
for ( i = 2; i < trap_Argc(); i++ ) {
if (i > 2)
strcat(arg2, " ");
trap_Argv( i, &arg2[strlen(arg2)], sizeof( arg2 ) - strlen(arg2) );
}
// check for command separators in arg2
for( c = arg2; *c; ++c) {
switch(*c) {
case '\n':
case '\r':
case ';':
trap_SendServerCommand( ent-g_entities, "print \"Invalid vote string.\n\"" );
return;
break;
}
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}
if ( !Q_stricmp( arg1, "leader" ) ) {
char netname[MAX_NETNAME], leader[MAX_NETNAME];
if ( !arg2[0] ) {
i = ent->client->ps.clientNum;
}
else {
// numeric values are just slot numbers
for (i = 0; i < 3; i++) {
if ( !arg2[i] || arg2[i] < '0' || arg2[i] > '9' )
break;
}
if ( i >= 3 || !arg2[i]) {
i = atoi( arg2 );
if ( i < 0 || i >= level.maxclients ) {
trap_SendServerCommand( ent-g_entities, va("print \"Bad client slot: %i\n\"", i) );
return;
}
if ( !g_entities[i].inuse ) {
trap_SendServerCommand( ent-g_entities, va("print \"Client %i is not active\n\"", i) );
return;
}
}
else {
Q_strncpyz(leader, arg2, sizeof(leader));
Q_CleanStr(leader);
for ( i = 0 ; i < level.maxclients ; i++ ) {
if ( level.clients[i].pers.connected == CON_DISCONNECTED )
continue;
if (level.clients[i].sess.sessionTeam != team)
continue;
Q_strncpyz(netname, level.clients[i].pers.netname, sizeof(netname));
Q_CleanStr(netname);
if ( !Q_stricmp(netname, leader) ) {
break;
}
}
if ( i >= level.maxclients ) {
trap_SendServerCommand( ent-g_entities, va("print \"%s is not a valid player on your team.\n\"", arg2) );
return;
}
}
}
Com_sprintf(arg2, sizeof(arg2), "%d", i);
} else {
trap_SendServerCommand( ent-g_entities, "print \"Invalid vote string.\n\"" );
trap_SendServerCommand( ent-g_entities, "print \"Team vote commands are: leader <player>.\n\"" );
return;
}
Com_sprintf( level.teamVoteString[cs_offset], sizeof( level.teamVoteString[cs_offset] ), "%s %s", arg1, arg2 );
for ( i = 0 ; i < level.maxclients ; i++ ) {
if ( level.clients[i].pers.connected == CON_DISCONNECTED )
continue;
if (level.clients[i].sess.sessionTeam == team)
trap_SendServerCommand( i, va("print \"%s called a team vote.\n\"", ent->client->pers.netname ) );
}
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// start the voting, the caller automatically votes yes
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level.teamVoteTime[cs_offset] = level.time;
level.teamVoteYes[cs_offset] = 1;
level.teamVoteNo[cs_offset] = 0;
for ( i = 0 ; i < level.maxclients ; i++ ) {
if (level.clients[i].sess.sessionTeam == team)
level.clients[i].ps.eFlags &= ~EF_TEAMVOTED;
}
ent->client->ps.eFlags |= EF_TEAMVOTED;
trap_SetConfigstring( CS_TEAMVOTE_TIME + cs_offset, va("%i", level.teamVoteTime[cs_offset] ) );
trap_SetConfigstring( CS_TEAMVOTE_STRING + cs_offset, level.teamVoteString[cs_offset] );
trap_SetConfigstring( CS_TEAMVOTE_YES + cs_offset, va("%i", level.teamVoteYes[cs_offset] ) );
trap_SetConfigstring( CS_TEAMVOTE_NO + cs_offset, va("%i", level.teamVoteNo[cs_offset] ) );
}
/*
==================
Cmd_TeamVote_f
==================
*/
void Cmd_TeamVote_f( gentity_t *ent ) {
int team, cs_offset;
char msg[64];
team = ent->client->sess.sessionTeam;
if ( team == TEAM_RED )
cs_offset = 0;
else if ( team == TEAM_BLUE )
cs_offset = 1;
else
return;
if ( !level.teamVoteTime[cs_offset] ) {
trap_SendServerCommand( ent-g_entities, "print \"No team vote in progress.\n\"" );
return;
}
if ( ent->client->ps.eFlags & EF_TEAMVOTED ) {
trap_SendServerCommand( ent-g_entities, "print \"Team vote already cast.\n\"" );
return;
}
if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
trap_SendServerCommand( ent-g_entities, "print \"Not allowed to vote as spectator.\n\"" );
return;
}
trap_SendServerCommand( ent-g_entities, "print \"Team vote cast.\n\"" );
ent->client->ps.eFlags |= EF_TEAMVOTED;
trap_Argv( 1, msg, sizeof( msg ) );
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if ( tolower( msg[0] ) == 'y' || msg[0] == '1' ) {
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level.teamVoteYes[cs_offset]++;
trap_SetConfigstring( CS_TEAMVOTE_YES + cs_offset, va("%i", level.teamVoteYes[cs_offset] ) );
} else {
level.teamVoteNo[cs_offset]++;
trap_SetConfigstring( CS_TEAMVOTE_NO + cs_offset, va("%i", level.teamVoteNo[cs_offset] ) );
}
// a majority will be determined in TeamCheckVote, which will also account
// for players entering or leaving
}
/*
=================
Cmd_SetViewpos_f
=================
*/
void Cmd_SetViewpos_f( gentity_t *ent ) {
vec3_t origin, angles;
char buffer[MAX_TOKEN_CHARS];
int i;
if ( !g_cheats.integer ) {
trap_SendServerCommand( ent-g_entities, "print \"Cheats are not enabled on this server.\n\"");
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return;
}
if ( trap_Argc() != 5 ) {
trap_SendServerCommand( ent-g_entities, "print \"usage: setviewpos x y z yaw\n\"");
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return;
}
VectorClear( angles );
for ( i = 0 ; i < 3 ; i++ ) {
trap_Argv( i + 1, buffer, sizeof( buffer ) );
origin[i] = atof( buffer );
}
trap_Argv( 4, buffer, sizeof( buffer ) );
angles[YAW] = atof( buffer );
TeleportPlayer( ent, origin, angles );
}
/*
=================
Cmd_Stats_f
=================
*/
void Cmd_Stats_f( gentity_t *ent ) {
/*
int max, n, i;
max = trap_AAS_PointReachabilityAreaIndex( NULL );
n = 0;
for ( i = 0; i < max; i++ ) {
if ( ent->client->areabits[i >> 3] & (1 << (i & 7)) )
n++;
}
//trap_SendServerCommand( ent-g_entities, va("print \"visited %d of %d areas\n\"", n, max));
trap_SendServerCommand( ent-g_entities, va("print \"%d%% level coverage\n\"", n * 100 / max));
*/
}
/*
=================
ClientCommand
=================
*/
void ClientCommand( int clientNum ) {
gentity_t *ent;
char cmd[MAX_TOKEN_CHARS];
ent = g_entities + clientNum;
if (!ent->client || ent->client->pers.connected != CON_CONNECTED) {
if (ent->client && ent->client->pers.localClient) {
// Handle early team command sent by UI when starting a local
// team play game.
trap_Argv( 0, cmd, sizeof( cmd ) );
if (Q_stricmp (cmd, "team") == 0) {
Cmd_Team_f (ent);
}
}
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return; // not fully in game yet
}
trap_Argv( 0, cmd, sizeof( cmd ) );
if (Q_stricmp (cmd, "say") == 0) {
Cmd_Say_f (ent, SAY_ALL, qfalse);
return;
}
if (Q_stricmp (cmd, "say_team") == 0) {
Cmd_Say_f (ent, SAY_TEAM, qfalse);
return;
}
if (Q_stricmp (cmd, "tell") == 0) {
Cmd_Tell_f ( ent );
return;
}
#ifdef MISSIONPACK
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if (Q_stricmp (cmd, "vsay") == 0) {
Cmd_Voice_f (ent, SAY_ALL, qfalse, qfalse);
return;
}
if (Q_stricmp (cmd, "vsay_team") == 0) {
Cmd_Voice_f (ent, SAY_TEAM, qfalse, qfalse);
return;
}
if (Q_stricmp (cmd, "vtell") == 0) {
Cmd_VoiceTell_f ( ent, qfalse );
return;
}
if (Q_stricmp (cmd, "vosay") == 0) {
Cmd_Voice_f (ent, SAY_ALL, qfalse, qtrue);
return;
}
if (Q_stricmp (cmd, "vosay_team") == 0) {
Cmd_Voice_f (ent, SAY_TEAM, qfalse, qtrue);
return;
}
if (Q_stricmp (cmd, "votell") == 0) {
Cmd_VoiceTell_f ( ent, qtrue );
return;
}
if (Q_stricmp (cmd, "vtaunt") == 0) {
Cmd_VoiceTaunt_f ( ent );
return;
}
#endif
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if (Q_stricmp (cmd, "score") == 0) {
Cmd_Score_f (ent);
return;
}
// ignore all other commands when at intermission
if (level.intermissiontime) {
Cmd_Say_f (ent, qfalse, qtrue);
return;
}
if (Q_stricmp (cmd, "give") == 0)
Cmd_Give_f (ent);
else if (Q_stricmp (cmd, "god") == 0)
Cmd_God_f (ent);
else if (Q_stricmp (cmd, "notarget") == 0)
Cmd_Notarget_f (ent);
else if (Q_stricmp (cmd, "noclip") == 0)
Cmd_Noclip_f (ent);
else if (Q_stricmp (cmd, "kill") == 0)
Cmd_Kill_f (ent);
else if (Q_stricmp (cmd, "teamtask") == 0)
Cmd_TeamTask_f (ent);
else if (Q_stricmp (cmd, "levelshot") == 0)
Cmd_LevelShot_f (ent);
else if (Q_stricmp (cmd, "follow") == 0)
Cmd_Follow_f (ent);
else if (Q_stricmp (cmd, "follownext") == 0)
Cmd_FollowCycle_f (ent, 1);
else if (Q_stricmp (cmd, "followprev") == 0)
Cmd_FollowCycle_f (ent, -1);
else if (Q_stricmp (cmd, "team") == 0)
Cmd_Team_f (ent);
else if (Q_stricmp (cmd, "where") == 0)
Cmd_Where_f (ent);
else if (Q_stricmp (cmd, "callvote") == 0)
Cmd_CallVote_f (ent);
else if (Q_stricmp (cmd, "vote") == 0)
Cmd_Vote_f (ent);
else if (Q_stricmp (cmd, "callteamvote") == 0)
Cmd_CallTeamVote_f (ent);
else if (Q_stricmp (cmd, "teamvote") == 0)
Cmd_TeamVote_f (ent);
else if (Q_stricmp (cmd, "gc") == 0)
Cmd_GameCommand_f( ent );
else if (Q_stricmp (cmd, "setviewpos") == 0)
Cmd_SetViewpos_f( ent );
else if (Q_stricmp (cmd, "stats") == 0)
Cmd_Stats_f( ent );
else
trap_SendServerCommand( clientNum, va("print \"unknown cmd %s\n\"", cmd ) );
}