mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-26 22:11:18 +00:00
51743bbb01
Switching to dedicated camera follower with no possible players to follow would spawn at the intermission point and display "connection interrupted" HUD message. Pmove() was not run for the client so ps.commandTime was too far behind. I made it so that dedicated camera followers and scoreboard run Pmove() but cannot move (PM_FREEZE). When all players possible to follow leave, the dedicated camera follower would continue to display the old player state of the player they were following (along with "connection interrupted" HUD message). Unlike the regular case of a spectator following a specific player, dedicated camera followers did not reset their player state to the intermission point after the followed player was no longer valid. Now a client can be set as 'team follow1' to automatically switch between displaying the intermission point and following a player when possible.
1191 lines
31 KiB
C
1191 lines
31 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 appropriate 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 separate 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 || !( client->ps.pm_flags & PMF_FOLLOW ) ) {
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if ( client->sess.spectatorState == SPECTATOR_FREE ) {
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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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} else {
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client->ps.pm_type = PM_FREEZE;
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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
|
|
====================
|
|
*/
|
|
void ClientIntermissionThink( gclient_t *client ) {
|
|
client->ps.eFlags &= ~EF_TALK;
|
|
client->ps.eFlags &= ~EF_FIRING;
|
|
|
|
// the level will exit when everyone wants to or after timeouts
|
|
|
|
// swap and latch button actions
|
|
client->oldbuttons = client->buttons;
|
|
client->buttons = client->pers.cmd.buttons;
|
|
if ( client->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) & ( client->oldbuttons ^ client->buttons ) ) {
|
|
// this used to be an ^1 but once a player says ready, it should stick
|
|
client->readyToExit = 1;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
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 );
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
SpectatorClientEndFrame
|
|
|
|
==================
|
|
*/
|
|
void SpectatorClientEndFrame( gentity_t *ent ) {
|
|
gclient_t *cl;
|
|
|
|
// if we are doing a chase cam or a remote view, grab the latest info
|
|
if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) {
|
|
int clientNum, flags;
|
|
|
|
clientNum = ent->client->sess.spectatorClient;
|
|
|
|
// team follow1 and team follow2 go to whatever clients are playing
|
|
if ( clientNum == -1 ) {
|
|
clientNum = level.follow1;
|
|
} else if ( clientNum == -2 ) {
|
|
clientNum = level.follow2;
|
|
}
|
|
if ( clientNum >= 0 ) {
|
|
cl = &level.clients[ clientNum ];
|
|
if ( cl->pers.connected == CON_CONNECTED && cl->sess.sessionTeam != TEAM_SPECTATOR ) {
|
|
flags = (cl->ps.eFlags & ~(EF_VOTED | EF_TEAMVOTED)) | (ent->client->ps.eFlags & (EF_VOTED | EF_TEAMVOTED));
|
|
ent->client->ps = cl->ps;
|
|
ent->client->ps.pm_flags |= PMF_FOLLOW;
|
|
ent->client->ps.eFlags = flags;
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( ent->client->ps.pm_flags & PMF_FOLLOW ) {
|
|
// drop them to free spectators unless they are dedicated camera followers
|
|
if ( ent->client->sess.spectatorClient >= 0 ) {
|
|
ent->client->sess.spectatorState = SPECTATOR_FREE;
|
|
}
|
|
|
|
ClientBegin( ent->client - level.clients );
|
|
}
|
|
}
|
|
|
|
if ( ent->client->sess.spectatorState == SPECTATOR_SCOREBOARD ) {
|
|
ent->client->ps.pm_flags |= PMF_SCOREBOARD;
|
|
} else {
|
|
ent->client->ps.pm_flags &= ~PMF_SCOREBOARD;
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
ClientEndFrame
|
|
|
|
Called at the end of each server frame for each connected client
|
|
A fast client will have multiple ClientThink for each ClientEdFrame,
|
|
while a slow client may have multiple ClientEndFrame between ClientThink.
|
|
==============
|
|
*/
|
|
void ClientEndFrame( gentity_t *ent ) {
|
|
int i;
|
|
|
|
if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
|
|
SpectatorClientEndFrame( ent );
|
|
return;
|
|
}
|
|
|
|
// turn off any expired powerups
|
|
for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
|
|
if ( ent->client->ps.powerups[ i ] < level.time ) {
|
|
ent->client->ps.powerups[ i ] = 0;
|
|
}
|
|
}
|
|
|
|
#ifdef MISSIONPACK
|
|
// set powerup for player animation
|
|
if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
|
|
ent->client->ps.powerups[PW_GUARD] = level.time;
|
|
}
|
|
if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) {
|
|
ent->client->ps.powerups[PW_SCOUT] = level.time;
|
|
}
|
|
if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_DOUBLER ) {
|
|
ent->client->ps.powerups[PW_DOUBLER] = level.time;
|
|
}
|
|
if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_AMMOREGEN ) {
|
|
ent->client->ps.powerups[PW_AMMOREGEN] = level.time;
|
|
}
|
|
if ( ent->client->invulnerabilityTime > level.time ) {
|
|
ent->client->ps.powerups[PW_INVULNERABILITY] = level.time;
|
|
}
|
|
#endif
|
|
|
|
// save network bandwidth
|
|
#if 0
|
|
if ( !g_synchronousClients->integer && ent->client->ps.pm_type == PM_NORMAL ) {
|
|
// FIXME: this must change eventually for non-sync demo recording
|
|
VectorClear( ent->client->ps.viewangles );
|
|
}
|
|
#endif
|
|
|
|
//
|
|
// If the end of unit layout is displayed, don't give
|
|
// the player any normal movement attributes
|
|
//
|
|
if ( level.intermissiontime ) {
|
|
return;
|
|
}
|
|
|
|
// burn from lava, etc
|
|
P_WorldEffects (ent);
|
|
|
|
// apply all the damage taken this frame
|
|
P_DamageFeedback (ent);
|
|
|
|
// add the EF_CONNECTION flag if we haven't gotten commands recently
|
|
if ( level.time - ent->client->lastCmdTime > 1000 ) {
|
|
ent->client->ps.eFlags |= EF_CONNECTION;
|
|
} else {
|
|
ent->client->ps.eFlags &= ~EF_CONNECTION;
|
|
}
|
|
|
|
ent->client->ps.stats[STAT_HEALTH] = ent->health; // FIXME: get rid of ent->health...
|
|
|
|
G_SetClientSound (ent);
|
|
|
|
// set the latest infor
|
|
if (g_smoothClients.integer) {
|
|
BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue );
|
|
}
|
|
else {
|
|
BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue );
|
|
}
|
|
SendPendingPredictableEvents( &ent->client->ps );
|
|
|
|
// set the bit for the reachability area the client is currently in
|
|
// i = trap_AAS_PointReachabilityAreaIndex( ent->client->ps.origin );
|
|
// ent->client->areabits[i >> 3] |= 1 << (i & 7);
|
|
}
|
|
|
|
|