mirror of
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e793c0c37c
When pmove_fixed is set to 1, setting pmove_msec to 0 would crash.
1184 lines
30 KiB
C
1184 lines
30 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with 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
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===========================================================================
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*/
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//
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#include "g_local.h"
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/*
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===============
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G_DamageFeedback
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Called just before a snapshot is sent to the given player.
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Totals up all damage and generates both the player_state_t
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damage values to that client for pain blends and kicks, and
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global pain sound events for all clients.
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===============
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*/
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void P_DamageFeedback( gentity_t *player ) {
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gclient_t *client;
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float count;
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vec3_t angles;
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client = player->client;
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if ( client->ps.pm_type == PM_DEAD ) {
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return;
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}
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// total points of damage shot at the player this frame
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count = client->damage_blood + client->damage_armor;
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if ( count == 0 ) {
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return; // didn't take any damage
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}
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if ( count > 255 ) {
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count = 255;
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}
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// send the information to the client
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// world damage (falling, slime, etc) uses a special code
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// to make the blend blob centered instead of positional
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if ( client->damage_fromWorld ) {
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client->ps.damagePitch = 255;
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client->ps.damageYaw = 255;
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client->damage_fromWorld = qfalse;
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} else {
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vectoangles( client->damage_from, angles );
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client->ps.damagePitch = angles[PITCH]/360.0 * 256;
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client->ps.damageYaw = angles[YAW]/360.0 * 256;
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}
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// play an apropriate pain sound
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if ( (level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE) ) {
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player->pain_debounce_time = level.time + 700;
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G_AddEvent( player, EV_PAIN, player->health );
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client->ps.damageEvent++;
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}
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client->ps.damageCount = count;
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//
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// clear totals
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//
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client->damage_blood = 0;
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client->damage_armor = 0;
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client->damage_knockback = 0;
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}
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/*
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=============
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P_WorldEffects
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Check for lava / slime contents and drowning
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=============
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*/
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void P_WorldEffects( gentity_t *ent ) {
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qboolean envirosuit;
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int waterlevel;
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if ( ent->client->noclip ) {
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ent->client->airOutTime = level.time + 12000; // don't need air
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return;
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}
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waterlevel = ent->waterlevel;
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envirosuit = ent->client->ps.powerups[PW_BATTLESUIT] > level.time;
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//
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// check for drowning
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//
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if ( waterlevel == 3 ) {
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// envirosuit give air
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if ( envirosuit ) {
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ent->client->airOutTime = level.time + 10000;
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}
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// if out of air, start drowning
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if ( ent->client->airOutTime < level.time) {
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// drown!
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ent->client->airOutTime += 1000;
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if ( ent->health > 0 ) {
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// take more damage the longer underwater
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ent->damage += 2;
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if (ent->damage > 15)
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ent->damage = 15;
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// don't play a normal pain sound
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ent->pain_debounce_time = level.time + 200;
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G_Damage (ent, NULL, NULL, NULL, NULL,
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ent->damage, DAMAGE_NO_ARMOR, MOD_WATER);
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}
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}
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} else {
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ent->client->airOutTime = level.time + 12000;
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ent->damage = 2;
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}
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//
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// check for sizzle damage (move to pmove?)
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//
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if (waterlevel &&
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(ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) {
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if (ent->health > 0
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&& ent->pain_debounce_time <= level.time ) {
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if ( envirosuit ) {
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G_AddEvent( ent, EV_POWERUP_BATTLESUIT, 0 );
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} else {
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if (ent->watertype & CONTENTS_LAVA) {
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G_Damage (ent, NULL, NULL, NULL, NULL,
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30*waterlevel, 0, MOD_LAVA);
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}
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if (ent->watertype & CONTENTS_SLIME) {
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G_Damage (ent, NULL, NULL, NULL, NULL,
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10*waterlevel, 0, MOD_SLIME);
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}
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}
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}
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}
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}
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/*
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===============
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G_SetClientSound
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===============
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*/
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void G_SetClientSound( gentity_t *ent ) {
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#ifdef MISSIONPACK
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if( ent->s.eFlags & EF_TICKING ) {
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ent->client->ps.loopSound = G_SoundIndex( "sound/weapons/proxmine/wstbtick.wav");
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}
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else
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#endif
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if (ent->waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) {
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ent->client->ps.loopSound = level.snd_fry;
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} else {
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ent->client->ps.loopSound = 0;
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}
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}
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//==============================================================
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/*
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==============
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ClientImpacts
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==============
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*/
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void ClientImpacts( gentity_t *ent, pmove_t *pm ) {
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int i, j;
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trace_t trace;
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gentity_t *other;
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memset( &trace, 0, sizeof( trace ) );
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for (i=0 ; i<pm->numtouch ; i++) {
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for (j=0 ; j<i ; j++) {
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if (pm->touchents[j] == pm->touchents[i] ) {
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break;
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}
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}
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if (j != i) {
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continue; // duplicated
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}
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other = &g_entities[ pm->touchents[i] ];
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if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) ) {
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ent->touch( ent, other, &trace );
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}
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if ( !other->touch ) {
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continue;
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}
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other->touch( other, ent, &trace );
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}
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}
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/*
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============
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G_TouchTriggers
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Find all trigger entities that ent's current position touches.
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Spectators will only interact with teleporters.
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============
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*/
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void G_TouchTriggers( gentity_t *ent ) {
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int i, num;
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int touch[MAX_GENTITIES];
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gentity_t *hit;
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trace_t trace;
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vec3_t mins, maxs;
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static vec3_t range = { 40, 40, 52 };
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if ( !ent->client ) {
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return;
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}
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// dead clients don't activate triggers!
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if ( ent->client->ps.stats[STAT_HEALTH] <= 0 ) {
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return;
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}
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VectorSubtract( ent->client->ps.origin, range, mins );
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VectorAdd( ent->client->ps.origin, range, maxs );
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num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
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// can't use ent->absmin, because that has a one unit pad
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VectorAdd( ent->client->ps.origin, ent->r.mins, mins );
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VectorAdd( ent->client->ps.origin, ent->r.maxs, maxs );
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for ( i=0 ; i<num ; i++ ) {
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hit = &g_entities[touch[i]];
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if ( !hit->touch && !ent->touch ) {
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continue;
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}
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if ( !( hit->r.contents & CONTENTS_TRIGGER ) ) {
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continue;
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}
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// ignore most entities if a spectator
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if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
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if ( hit->s.eType != ET_TELEPORT_TRIGGER &&
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// this is ugly but adding a new ET_? type will
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// most likely cause network incompatibilities
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hit->touch != Touch_DoorTrigger) {
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continue;
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}
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}
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// use seperate code for determining if an item is picked up
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// so you don't have to actually contact its bounding box
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if ( hit->s.eType == ET_ITEM ) {
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if ( !BG_PlayerTouchesItem( &ent->client->ps, &hit->s, level.time ) ) {
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continue;
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}
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} else {
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if ( !trap_EntityContact( mins, maxs, hit ) ) {
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continue;
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}
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}
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memset( &trace, 0, sizeof(trace) );
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if ( hit->touch ) {
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hit->touch (hit, ent, &trace);
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}
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if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) ) {
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ent->touch( ent, hit, &trace );
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}
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}
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// if we didn't touch a jump pad this pmove frame
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if ( ent->client->ps.jumppad_frame != ent->client->ps.pmove_framecount ) {
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ent->client->ps.jumppad_frame = 0;
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ent->client->ps.jumppad_ent = 0;
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}
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}
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/*
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=================
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SpectatorThink
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=================
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*/
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void SpectatorThink( gentity_t *ent, usercmd_t *ucmd ) {
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pmove_t pm;
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gclient_t *client;
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client = ent->client;
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if ( client->sess.spectatorState != SPECTATOR_FOLLOW ) {
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if ( client->noclip ) {
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client->ps.pm_type = PM_NOCLIP;
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} else {
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client->ps.pm_type = PM_SPECTATOR;
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}
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client->ps.speed = 400; // faster than normal
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// set up for pmove
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memset (&pm, 0, sizeof(pm));
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pm.ps = &client->ps;
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pm.cmd = *ucmd;
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pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; // spectators can fly through bodies
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pm.trace = trap_Trace;
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pm.pointcontents = trap_PointContents;
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// perform a pmove
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Pmove (&pm);
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// save results of pmove
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VectorCopy( client->ps.origin, ent->s.origin );
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G_TouchTriggers( ent );
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trap_UnlinkEntity( ent );
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}
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client->oldbuttons = client->buttons;
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client->buttons = ucmd->buttons;
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// attack button cycles through spectators
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if ( ( client->buttons & BUTTON_ATTACK ) && ! ( client->oldbuttons & BUTTON_ATTACK ) ) {
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Cmd_FollowCycle_f( ent, 1 );
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}
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}
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/*
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=================
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ClientInactivityTimer
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Returns qfalse if the client is dropped
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=================
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*/
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qboolean ClientInactivityTimer( gclient_t *client ) {
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if ( ! g_inactivity.integer ) {
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// give everyone some time, so if the operator sets g_inactivity during
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// gameplay, everyone isn't kicked
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client->inactivityTime = level.time + 60 * 1000;
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client->inactivityWarning = qfalse;
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} else if ( client->pers.cmd.forwardmove ||
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client->pers.cmd.rightmove ||
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client->pers.cmd.upmove ||
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(client->pers.cmd.buttons & BUTTON_ATTACK) ) {
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client->inactivityTime = level.time + g_inactivity.integer * 1000;
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client->inactivityWarning = qfalse;
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} else if ( !client->pers.localClient ) {
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if ( level.time > client->inactivityTime ) {
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trap_DropClient( client - level.clients, "Dropped due to inactivity" );
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return qfalse;
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}
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if ( level.time > client->inactivityTime - 10000 && !client->inactivityWarning ) {
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client->inactivityWarning = qtrue;
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trap_SendServerCommand( client - level.clients, "cp \"Ten seconds until inactivity drop!\n\"" );
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}
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}
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return qtrue;
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}
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/*
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==================
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ClientTimerActions
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Actions that happen once a second
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==================
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*/
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void ClientTimerActions( gentity_t *ent, int msec ) {
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gclient_t *client;
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#ifdef MISSIONPACK
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int maxHealth;
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#endif
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client = ent->client;
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client->timeResidual += msec;
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while ( client->timeResidual >= 1000 ) {
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client->timeResidual -= 1000;
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// regenerate
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#ifdef MISSIONPACK
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if( bg_itemlist[client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
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maxHealth = client->ps.stats[STAT_MAX_HEALTH] / 2;
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}
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else if ( client->ps.powerups[PW_REGEN] ) {
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maxHealth = client->ps.stats[STAT_MAX_HEALTH];
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}
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else {
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maxHealth = 0;
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}
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if( maxHealth ) {
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if ( ent->health < maxHealth ) {
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ent->health += 15;
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if ( ent->health > maxHealth * 1.1 ) {
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ent->health = maxHealth * 1.1;
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}
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G_AddEvent( ent, EV_POWERUP_REGEN, 0 );
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} else if ( ent->health < maxHealth * 2) {
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ent->health += 5;
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if ( ent->health > maxHealth * 2 ) {
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ent->health = maxHealth * 2;
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}
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G_AddEvent( ent, EV_POWERUP_REGEN, 0 );
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}
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#else
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if ( client->ps.powerups[PW_REGEN] ) {
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if ( ent->health < client->ps.stats[STAT_MAX_HEALTH]) {
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ent->health += 15;
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if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] * 1.1 ) {
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ent->health = client->ps.stats[STAT_MAX_HEALTH] * 1.1;
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}
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G_AddEvent( ent, EV_POWERUP_REGEN, 0 );
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} else if ( ent->health < client->ps.stats[STAT_MAX_HEALTH] * 2) {
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ent->health += 5;
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if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] * 2 ) {
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ent->health = client->ps.stats[STAT_MAX_HEALTH] * 2;
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}
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G_AddEvent( ent, EV_POWERUP_REGEN, 0 );
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}
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#endif
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} else {
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// count down health when over max
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if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] ) {
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ent->health--;
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}
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}
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// count down armor when over max
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if ( client->ps.stats[STAT_ARMOR] > client->ps.stats[STAT_MAX_HEALTH] ) {
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client->ps.stats[STAT_ARMOR]--;
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}
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}
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#ifdef MISSIONPACK
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if( bg_itemlist[client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_AMMOREGEN ) {
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int w, max, inc, t, i;
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int weapList[]={WP_MACHINEGUN,WP_SHOTGUN,WP_GRENADE_LAUNCHER,WP_ROCKET_LAUNCHER,WP_LIGHTNING,WP_RAILGUN,WP_PLASMAGUN,WP_BFG,WP_NAILGUN,WP_PROX_LAUNCHER,WP_CHAINGUN};
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int weapCount = ARRAY_LEN( weapList );
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//
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for (i = 0; i < weapCount; i++) {
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w = weapList[i];
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switch(w) {
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case WP_MACHINEGUN: max = 50; inc = 4; t = 1000; break;
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case WP_SHOTGUN: max = 10; inc = 1; t = 1500; break;
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case WP_GRENADE_LAUNCHER: max = 10; inc = 1; t = 2000; break;
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case WP_ROCKET_LAUNCHER: max = 10; inc = 1; t = 1750; break;
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case WP_LIGHTNING: max = 50; inc = 5; t = 1500; break;
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case WP_RAILGUN: max = 10; inc = 1; t = 1750; break;
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case WP_PLASMAGUN: max = 50; inc = 5; t = 1500; break;
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case WP_BFG: max = 10; inc = 1; t = 4000; break;
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case WP_NAILGUN: max = 10; inc = 1; t = 1250; break;
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case WP_PROX_LAUNCHER: max = 5; inc = 1; t = 2000; break;
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case WP_CHAINGUN: max = 100; inc = 5; t = 1000; break;
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default: max = 0; inc = 0; t = 1000; break;
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}
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client->ammoTimes[w] += msec;
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if ( client->ps.ammo[w] >= max ) {
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client->ammoTimes[w] = 0;
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}
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if ( client->ammoTimes[w] >= t ) {
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while ( client->ammoTimes[w] >= t )
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client->ammoTimes[w] -= t;
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client->ps.ammo[w] += inc;
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if ( client->ps.ammo[w] > max ) {
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client->ps.ammo[w] = max;
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}
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}
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}
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}
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#endif
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}
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/*
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====================
|
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ClientIntermissionThink
|
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====================
|
|
*/
|
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void ClientIntermissionThink( gclient_t *client ) {
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client->ps.eFlags &= ~EF_TALK;
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client->ps.eFlags &= ~EF_FIRING;
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|
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// the level will exit when everyone wants to or after timeouts
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|
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// swap and latch button actions
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client->oldbuttons = client->buttons;
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client->buttons = client->pers.cmd.buttons;
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if ( client->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) & ( client->oldbuttons ^ client->buttons ) ) {
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// this used to be an ^1 but once a player says ready, it should stick
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client->readyToExit = 1;
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}
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}
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|
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|
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/*
|
|
================
|
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ClientEvents
|
|
|
|
Events will be passed on to the clients for presentation,
|
|
but any server game effects are handled here
|
|
================
|
|
*/
|
|
void ClientEvents( gentity_t *ent, int oldEventSequence ) {
|
|
int i, j;
|
|
int event;
|
|
gclient_t *client;
|
|
int damage;
|
|
vec3_t origin, angles;
|
|
// qboolean fired;
|
|
gitem_t *item;
|
|
gentity_t *drop;
|
|
|
|
client = ent->client;
|
|
|
|
if ( oldEventSequence < client->ps.eventSequence - MAX_PS_EVENTS ) {
|
|
oldEventSequence = client->ps.eventSequence - MAX_PS_EVENTS;
|
|
}
|
|
for ( i = oldEventSequence ; i < client->ps.eventSequence ; i++ ) {
|
|
event = client->ps.events[ i & (MAX_PS_EVENTS-1) ];
|
|
|
|
switch ( event ) {
|
|
case EV_FALL_MEDIUM:
|
|
case EV_FALL_FAR:
|
|
if ( ent->s.eType != ET_PLAYER ) {
|
|
break; // not in the player model
|
|
}
|
|
if ( g_dmflags.integer & DF_NO_FALLING ) {
|
|
break;
|
|
}
|
|
if ( event == EV_FALL_FAR ) {
|
|
damage = 10;
|
|
} else {
|
|
damage = 5;
|
|
}
|
|
ent->pain_debounce_time = level.time + 200; // no normal pain sound
|
|
G_Damage (ent, NULL, NULL, NULL, NULL, damage, 0, MOD_FALLING);
|
|
break;
|
|
|
|
case EV_FIRE_WEAPON:
|
|
FireWeapon( ent );
|
|
break;
|
|
|
|
case EV_USE_ITEM1: // teleporter
|
|
// drop flags in CTF
|
|
item = NULL;
|
|
j = 0;
|
|
|
|
if ( ent->client->ps.powerups[ PW_REDFLAG ] ) {
|
|
item = BG_FindItemForPowerup( PW_REDFLAG );
|
|
j = PW_REDFLAG;
|
|
} else if ( ent->client->ps.powerups[ PW_BLUEFLAG ] ) {
|
|
item = BG_FindItemForPowerup( PW_BLUEFLAG );
|
|
j = PW_BLUEFLAG;
|
|
} else if ( ent->client->ps.powerups[ PW_NEUTRALFLAG ] ) {
|
|
item = BG_FindItemForPowerup( PW_NEUTRALFLAG );
|
|
j = PW_NEUTRALFLAG;
|
|
}
|
|
|
|
if ( item ) {
|
|
drop = Drop_Item( ent, item, 0 );
|
|
// decide how many seconds it has left
|
|
drop->count = ( ent->client->ps.powerups[ j ] - level.time ) / 1000;
|
|
if ( drop->count < 1 ) {
|
|
drop->count = 1;
|
|
}
|
|
|
|
ent->client->ps.powerups[ j ] = 0;
|
|
}
|
|
|
|
#ifdef MISSIONPACK
|
|
if ( g_gametype.integer == GT_HARVESTER ) {
|
|
if ( ent->client->ps.generic1 > 0 ) {
|
|
if ( ent->client->sess.sessionTeam == TEAM_RED ) {
|
|
item = BG_FindItem( "Blue Cube" );
|
|
} else {
|
|
item = BG_FindItem( "Red Cube" );
|
|
}
|
|
if ( item ) {
|
|
for ( j = 0; j < ent->client->ps.generic1; j++ ) {
|
|
drop = Drop_Item( ent, item, 0 );
|
|
if ( ent->client->sess.sessionTeam == TEAM_RED ) {
|
|
drop->spawnflags = TEAM_BLUE;
|
|
} else {
|
|
drop->spawnflags = TEAM_RED;
|
|
}
|
|
}
|
|
}
|
|
ent->client->ps.generic1 = 0;
|
|
}
|
|
}
|
|
#endif
|
|
SelectSpawnPoint( ent->client->ps.origin, origin, angles, qfalse );
|
|
TeleportPlayer( ent, origin, angles );
|
|
break;
|
|
|
|
case EV_USE_ITEM2: // medkit
|
|
ent->health = ent->client->ps.stats[STAT_MAX_HEALTH] + 25;
|
|
|
|
break;
|
|
|
|
#ifdef MISSIONPACK
|
|
case EV_USE_ITEM3: // kamikaze
|
|
// make sure the invulnerability is off
|
|
ent->client->invulnerabilityTime = 0;
|
|
// start the kamikze
|
|
G_StartKamikaze( ent );
|
|
break;
|
|
|
|
case EV_USE_ITEM4: // portal
|
|
if( ent->client->portalID ) {
|
|
DropPortalSource( ent );
|
|
}
|
|
else {
|
|
DropPortalDestination( ent );
|
|
}
|
|
break;
|
|
case EV_USE_ITEM5: // invulnerability
|
|
ent->client->invulnerabilityTime = level.time + 10000;
|
|
break;
|
|
#endif
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
#ifdef MISSIONPACK
|
|
/*
|
|
==============
|
|
StuckInOtherClient
|
|
==============
|
|
*/
|
|
static int StuckInOtherClient(gentity_t *ent) {
|
|
int i;
|
|
gentity_t *ent2;
|
|
|
|
ent2 = &g_entities[0];
|
|
for ( i = 0; i < MAX_CLIENTS; i++, ent2++ ) {
|
|
if ( ent2 == ent ) {
|
|
continue;
|
|
}
|
|
if ( !ent2->inuse ) {
|
|
continue;
|
|
}
|
|
if ( !ent2->client ) {
|
|
continue;
|
|
}
|
|
if ( ent2->health <= 0 ) {
|
|
continue;
|
|
}
|
|
//
|
|
if (ent2->r.absmin[0] > ent->r.absmax[0])
|
|
continue;
|
|
if (ent2->r.absmin[1] > ent->r.absmax[1])
|
|
continue;
|
|
if (ent2->r.absmin[2] > ent->r.absmax[2])
|
|
continue;
|
|
if (ent2->r.absmax[0] < ent->r.absmin[0])
|
|
continue;
|
|
if (ent2->r.absmax[1] < ent->r.absmin[1])
|
|
continue;
|
|
if (ent2->r.absmax[2] < ent->r.absmin[2])
|
|
continue;
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
#endif
|
|
|
|
void BotTestSolid(vec3_t origin);
|
|
|
|
/*
|
|
==============
|
|
SendPendingPredictableEvents
|
|
==============
|
|
*/
|
|
void SendPendingPredictableEvents( playerState_t *ps ) {
|
|
gentity_t *t;
|
|
int event, seq;
|
|
int extEvent, number;
|
|
|
|
// if there are still events pending
|
|
if ( ps->entityEventSequence < ps->eventSequence ) {
|
|
// create a temporary entity for this event which is sent to everyone
|
|
// except the client who generated the event
|
|
seq = ps->entityEventSequence & (MAX_PS_EVENTS-1);
|
|
event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 );
|
|
// set external event to zero before calling BG_PlayerStateToEntityState
|
|
extEvent = ps->externalEvent;
|
|
ps->externalEvent = 0;
|
|
// create temporary entity for event
|
|
t = G_TempEntity( ps->origin, event );
|
|
number = t->s.number;
|
|
BG_PlayerStateToEntityState( ps, &t->s, qtrue );
|
|
t->s.number = number;
|
|
t->s.eType = ET_EVENTS + event;
|
|
t->s.eFlags |= EF_PLAYER_EVENT;
|
|
t->s.otherEntityNum = ps->clientNum;
|
|
// send to everyone except the client who generated the event
|
|
t->r.svFlags |= SVF_NOTSINGLECLIENT;
|
|
t->r.singleClient = ps->clientNum;
|
|
// set back external event
|
|
ps->externalEvent = extEvent;
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
ClientThink
|
|
|
|
This will be called once for each client frame, which will
|
|
usually be a couple times for each server frame on fast clients.
|
|
|
|
If "g_synchronousClients 1" is set, this will be called exactly
|
|
once for each server frame, which makes for smooth demo recording.
|
|
==============
|
|
*/
|
|
void ClientThink_real( gentity_t *ent ) {
|
|
gclient_t *client;
|
|
pmove_t pm;
|
|
int oldEventSequence;
|
|
int msec;
|
|
usercmd_t *ucmd;
|
|
|
|
client = ent->client;
|
|
|
|
// don't think if the client is not yet connected (and thus not yet spawned in)
|
|
if (client->pers.connected != CON_CONNECTED) {
|
|
return;
|
|
}
|
|
// mark the time, so the connection sprite can be removed
|
|
ucmd = &ent->client->pers.cmd;
|
|
|
|
// sanity check the command time to prevent speedup cheating
|
|
if ( ucmd->serverTime > level.time + 200 ) {
|
|
ucmd->serverTime = level.time + 200;
|
|
// G_Printf("serverTime <<<<<\n" );
|
|
}
|
|
if ( ucmd->serverTime < level.time - 1000 ) {
|
|
ucmd->serverTime = level.time - 1000;
|
|
// G_Printf("serverTime >>>>>\n" );
|
|
}
|
|
|
|
msec = ucmd->serverTime - client->ps.commandTime;
|
|
// following others may result in bad times, but we still want
|
|
// to check for follow toggles
|
|
if ( msec < 1 && client->sess.spectatorState != SPECTATOR_FOLLOW ) {
|
|
return;
|
|
}
|
|
if ( msec > 200 ) {
|
|
msec = 200;
|
|
}
|
|
|
|
if ( pmove_msec.integer < 8 ) {
|
|
trap_Cvar_Set("pmove_msec", "8");
|
|
trap_Cvar_Update(&pmove_msec);
|
|
}
|
|
else if (pmove_msec.integer > 33) {
|
|
trap_Cvar_Set("pmove_msec", "33");
|
|
trap_Cvar_Update(&pmove_msec);
|
|
}
|
|
|
|
if ( pmove_fixed.integer || client->pers.pmoveFixed ) {
|
|
ucmd->serverTime = ((ucmd->serverTime + pmove_msec.integer-1) / pmove_msec.integer) * pmove_msec.integer;
|
|
//if (ucmd->serverTime - client->ps.commandTime <= 0)
|
|
// return;
|
|
}
|
|
|
|
//
|
|
// check for exiting intermission
|
|
//
|
|
if ( level.intermissiontime ) {
|
|
ClientIntermissionThink( client );
|
|
return;
|
|
}
|
|
|
|
// spectators don't do much
|
|
if ( client->sess.sessionTeam == TEAM_SPECTATOR ) {
|
|
if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD ) {
|
|
return;
|
|
}
|
|
SpectatorThink( ent, ucmd );
|
|
return;
|
|
}
|
|
|
|
// check for inactivity timer, but never drop the local client of a non-dedicated server
|
|
if ( !ClientInactivityTimer( client ) ) {
|
|
return;
|
|
}
|
|
|
|
// clear the rewards if time
|
|
if ( level.time > client->rewardTime ) {
|
|
client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
|
|
}
|
|
|
|
if ( client->noclip ) {
|
|
client->ps.pm_type = PM_NOCLIP;
|
|
} else if ( client->ps.stats[STAT_HEALTH] <= 0 ) {
|
|
client->ps.pm_type = PM_DEAD;
|
|
} else {
|
|
client->ps.pm_type = PM_NORMAL;
|
|
}
|
|
|
|
client->ps.gravity = g_gravity.value;
|
|
|
|
// set speed
|
|
client->ps.speed = g_speed.value;
|
|
|
|
#ifdef MISSIONPACK
|
|
if( bg_itemlist[client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) {
|
|
client->ps.speed *= 1.5;
|
|
}
|
|
else
|
|
#endif
|
|
if ( client->ps.powerups[PW_HASTE] ) {
|
|
client->ps.speed *= 1.3;
|
|
}
|
|
|
|
// Let go of the hook if we aren't firing
|
|
if ( client->ps.weapon == WP_GRAPPLING_HOOK &&
|
|
client->hook && !( ucmd->buttons & BUTTON_ATTACK ) ) {
|
|
Weapon_HookFree(client->hook);
|
|
}
|
|
|
|
// set up for pmove
|
|
oldEventSequence = client->ps.eventSequence;
|
|
|
|
memset (&pm, 0, sizeof(pm));
|
|
|
|
// check for the hit-scan gauntlet, don't let the action
|
|
// go through as an attack unless it actually hits something
|
|
if ( client->ps.weapon == WP_GAUNTLET && !( ucmd->buttons & BUTTON_TALK ) &&
|
|
( ucmd->buttons & BUTTON_ATTACK ) && client->ps.weaponTime <= 0 ) {
|
|
pm.gauntletHit = CheckGauntletAttack( ent );
|
|
}
|
|
|
|
if ( ent->flags & FL_FORCE_GESTURE ) {
|
|
ent->flags &= ~FL_FORCE_GESTURE;
|
|
ent->client->pers.cmd.buttons |= BUTTON_GESTURE;
|
|
}
|
|
|
|
#ifdef MISSIONPACK
|
|
// check for invulnerability expansion before doing the Pmove
|
|
if (client->ps.powerups[PW_INVULNERABILITY] ) {
|
|
if ( !(client->ps.pm_flags & PMF_INVULEXPAND) ) {
|
|
vec3_t mins = { -42, -42, -42 };
|
|
vec3_t maxs = { 42, 42, 42 };
|
|
vec3_t oldmins, oldmaxs;
|
|
|
|
VectorCopy (ent->r.mins, oldmins);
|
|
VectorCopy (ent->r.maxs, oldmaxs);
|
|
// expand
|
|
VectorCopy (mins, ent->r.mins);
|
|
VectorCopy (maxs, ent->r.maxs);
|
|
trap_LinkEntity(ent);
|
|
// check if this would get anyone stuck in this player
|
|
if ( !StuckInOtherClient(ent) ) {
|
|
// set flag so the expanded size will be set in PM_CheckDuck
|
|
client->ps.pm_flags |= PMF_INVULEXPAND;
|
|
}
|
|
// set back
|
|
VectorCopy (oldmins, ent->r.mins);
|
|
VectorCopy (oldmaxs, ent->r.maxs);
|
|
trap_LinkEntity(ent);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
pm.ps = &client->ps;
|
|
pm.cmd = *ucmd;
|
|
if ( pm.ps->pm_type == PM_DEAD ) {
|
|
pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY;
|
|
}
|
|
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;
|
|
|
|
VectorCopy( client->ps.origin, client->oldOrigin );
|
|
|
|
#ifdef MISSIONPACK
|
|
if (level.intermissionQueued != 0 && g_singlePlayer.integer) {
|
|
if ( level.time - level.intermissionQueued >= 1000 ) {
|
|
pm.cmd.buttons = 0;
|
|
pm.cmd.forwardmove = 0;
|
|
pm.cmd.rightmove = 0;
|
|
pm.cmd.upmove = 0;
|
|
if ( level.time - level.intermissionQueued >= 2000 && level.time - level.intermissionQueued <= 2500 ) {
|
|
trap_SendConsoleCommand( EXEC_APPEND, "centerview\n");
|
|
}
|
|
ent->client->ps.pm_type = PM_SPINTERMISSION;
|
|
}
|
|
}
|
|
Pmove (&pm);
|
|
#else
|
|
Pmove (&pm);
|
|
#endif
|
|
|
|
// save results of pmove
|
|
if ( ent->client->ps.eventSequence != oldEventSequence ) {
|
|
ent->eventTime = level.time;
|
|
}
|
|
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;
|
|
|
|
// execute client events
|
|
ClientEvents( ent, oldEventSequence );
|
|
|
|
// link entity now, after any personal teleporters have been used
|
|
trap_LinkEntity (ent);
|
|
if ( !ent->client->noclip ) {
|
|
G_TouchTriggers( ent );
|
|
}
|
|
|
|
// NOTE: now copy the exact origin over otherwise clients can be snapped into solid
|
|
VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
|
|
|
|
//test for solid areas in the AAS file
|
|
BotTestAAS(ent->r.currentOrigin);
|
|
|
|
// touch other objects
|
|
ClientImpacts( ent, &pm );
|
|
|
|
// save results of triggers and client events
|
|
if (ent->client->ps.eventSequence != oldEventSequence) {
|
|
ent->eventTime = level.time;
|
|
}
|
|
|
|
// swap and latch button actions
|
|
client->oldbuttons = client->buttons;
|
|
client->buttons = ucmd->buttons;
|
|
client->latched_buttons |= client->buttons & ~client->oldbuttons;
|
|
|
|
// check for respawning
|
|
if ( client->ps.stats[STAT_HEALTH] <= 0 ) {
|
|
// wait for the attack button to be pressed
|
|
if ( level.time > client->respawnTime ) {
|
|
// forcerespawn is to prevent users from waiting out powerups
|
|
if ( g_forcerespawn.integer > 0 &&
|
|
( level.time - client->respawnTime ) > g_forcerespawn.integer * 1000 ) {
|
|
ClientRespawn( ent );
|
|
return;
|
|
}
|
|
|
|
// pressing attack or use is the normal respawn method
|
|
if ( ucmd->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) ) {
|
|
ClientRespawn( ent );
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
// perform once-a-second actions
|
|
ClientTimerActions( ent, msec );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
ClientThink
|
|
|
|
A new command has arrived from the client
|
|
==================
|
|
*/
|
|
void ClientThink( int clientNum ) {
|
|
gentity_t *ent;
|
|
|
|
ent = g_entities + clientNum;
|
|
trap_GetUsercmd( clientNum, &ent->client->pers.cmd );
|
|
|
|
// mark the time we got info, so we can display the
|
|
// phone jack if they don't get any for a while
|
|
ent->client->lastCmdTime = level.time;
|
|
|
|
if ( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer ) {
|
|
ClientThink_real( ent );
|
|
}
|
|
}
|
|
|
|
|
|
void G_RunClient( gentity_t *ent ) {
|
|
if ( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer ) {
|
|
return;
|
|
}
|
|
ent->client->pers.cmd.serverTime = level.time;
|
|
ClientThink_real( ent );
|
|
}
|
|
|
|
|
|
/*
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==================
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SpectatorClientEndFrame
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==================
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*/
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void SpectatorClientEndFrame( gentity_t *ent ) {
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gclient_t *cl;
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// if we are doing a chase cam or a remote view, grab the latest info
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if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) {
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int clientNum, flags;
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clientNum = ent->client->sess.spectatorClient;
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// team follow1 and team follow2 go to whatever clients are playing
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if ( clientNum == -1 ) {
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clientNum = level.follow1;
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} else if ( clientNum == -2 ) {
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clientNum = level.follow2;
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}
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if ( clientNum >= 0 ) {
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cl = &level.clients[ clientNum ];
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if ( cl->pers.connected == CON_CONNECTED && cl->sess.sessionTeam != TEAM_SPECTATOR ) {
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flags = (cl->ps.eFlags & ~(EF_VOTED | EF_TEAMVOTED)) | (ent->client->ps.eFlags & (EF_VOTED | EF_TEAMVOTED));
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ent->client->ps = cl->ps;
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ent->client->ps.pm_flags |= PMF_FOLLOW;
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ent->client->ps.eFlags = flags;
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return;
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} else {
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// drop them to free spectators unless they are dedicated camera followers
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if ( ent->client->sess.spectatorClient >= 0 ) {
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ent->client->sess.spectatorState = SPECTATOR_FREE;
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ClientBegin( ent->client - level.clients );
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}
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}
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}
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}
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if ( ent->client->sess.spectatorState == SPECTATOR_SCOREBOARD ) {
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ent->client->ps.pm_flags |= PMF_SCOREBOARD;
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} else {
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ent->client->ps.pm_flags &= ~PMF_SCOREBOARD;
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}
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}
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/*
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==============
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ClientEndFrame
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Called at the end of each server frame for each connected client
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A fast client will have multiple ClientThink for each ClientEdFrame,
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while a slow client may have multiple ClientEndFrame between ClientThink.
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==============
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*/
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void ClientEndFrame( gentity_t *ent ) {
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int i;
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if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
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SpectatorClientEndFrame( ent );
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return;
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}
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// turn off any expired powerups
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for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
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if ( ent->client->ps.powerups[ i ] < level.time ) {
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ent->client->ps.powerups[ i ] = 0;
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}
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}
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#ifdef MISSIONPACK
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// set powerup for player animation
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if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
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ent->client->ps.powerups[PW_GUARD] = level.time;
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}
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if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) {
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ent->client->ps.powerups[PW_SCOUT] = level.time;
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}
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if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_DOUBLER ) {
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ent->client->ps.powerups[PW_DOUBLER] = level.time;
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}
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if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_AMMOREGEN ) {
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ent->client->ps.powerups[PW_AMMOREGEN] = level.time;
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}
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if ( ent->client->invulnerabilityTime > level.time ) {
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ent->client->ps.powerups[PW_INVULNERABILITY] = level.time;
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}
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#endif
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// save network bandwidth
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#if 0
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if ( !g_synchronousClients->integer && ent->client->ps.pm_type == PM_NORMAL ) {
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// FIXME: this must change eventually for non-sync demo recording
|
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VectorClear( ent->client->ps.viewangles );
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}
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#endif
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//
|
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// If the end of unit layout is displayed, don't give
|
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// the player any normal movement attributes
|
|
//
|
|
if ( level.intermissiontime ) {
|
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return;
|
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}
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// burn from lava, etc
|
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P_WorldEffects (ent);
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// apply all the damage taken this frame
|
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P_DamageFeedback (ent);
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// add the EF_CONNECTION flag if we haven't gotten commands recently
|
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if ( level.time - ent->client->lastCmdTime > 1000 ) {
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ent->client->ps.eFlags |= EF_CONNECTION;
|
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} else {
|
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ent->client->ps.eFlags &= ~EF_CONNECTION;
|
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}
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|
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ent->client->ps.stats[STAT_HEALTH] = ent->health; // FIXME: get rid of ent->health...
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G_SetClientSound (ent);
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|
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// set the latest infor
|
|
if (g_smoothClients.integer) {
|
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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 );
|
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|
|
// 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);
|
|
}
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