mirror of
https://github.com/UberGames/RPG-X2.git
synced 2024-11-25 05:42:18 +00:00
2634 lines
70 KiB
C
2634 lines
70 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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#include "g_local.h"
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#include "g_groups.h"
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reconData_t g_reconData[MAX_RECON_NAMES]; //!< recon data for a limited ammount of clients
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int g_reconNum;
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extern char* BG_RegisterRace( const char *name );
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extern void SetPlayerClassCvar(gentity_t *ent);
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extern void SetClass( gentity_t *ent, char *s, char *teamName, qboolean SaveToCvar );
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extern void BroadcastClassChange( gclient_t *client, pclass_t oldPClass );
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//RPG-X: TiM
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extern char* correlateRanks( const char* strArg, int intArg );
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extern pclass_t ValueNameForClass ( /*gentity_t *ent,*/ char* s );
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extern qboolean levelExiting;
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// g_client.c -- client functions that don't happen every frame
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void G_StoreClientInitialStatus( gentity_t *ent );
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//! players mins
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static vec3_t playerMins = {-12, -12, -24}; //RPG-X : TiM - {-15, -15, -24}
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//! players maxs
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static vec3_t playerMaxs = {12, 12, 32}; // {15, 15, 32}
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clInitStatus_t clientInitialStatus[MAX_CLIENTS];
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team_t borgTeam = TEAM_FREE;
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//TiM: For easier transport setup
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/**
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* Function that makes transport setup easier
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* \author Ubergames - TiM
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*/
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void G_InitTransport( int clientNum, vec3_t origin, vec3_t angles ) {
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gentity_t *tent;
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TransDat[clientNum].beamTime = level.time + 8000;
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g_entities[clientNum].client->ps.powerups[PW_BEAM_OUT] = level.time + 8000;
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//Transfer stored data to active beamer
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VectorCopy( origin,
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TransDat[clientNum].currentCoord.origin );
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VectorCopy( angles,
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TransDat[clientNum].currentCoord.angles );
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tent = G_TempEntity( g_entities[clientNum].client->ps.origin, EV_PLAYER_TRANSPORT_OUT );
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tent->s.clientNum = clientNum;
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}
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/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) initial
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potential spawning position for deathmatch games.
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The first time a player enters the game, they will be at an 'initial' spot.
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Targets will be fired when someone spawns in on them.
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"nobots" will prevent bots from using this spot.
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"nohumans" will prevent non-bots from using this spot.
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*/
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/**
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* Spawn function for deathmatch spawnpoint
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*/
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void SP_info_player_deathmatch( gentity_t *ent ) {
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int i;
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G_SpawnInt( "nobots", "0", &i);
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if ( i ) {
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ent->flags |= FL_NO_BOTS;
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}
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G_SpawnInt( "nohumans", "0", &i );
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if ( i ) {
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ent->flags |= FL_NO_HUMANS;
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}
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trap_LinkEntity(ent);
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}
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/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
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equivelant to info_player_deathmatch
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*/
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/**
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* Spawn function for player start spawnpoint which actually the same as deatchmatch spawnpoint
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*/
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void SP_info_player_start(gentity_t *ent) {
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ent->classname = "info_player_deathmatch";
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SP_info_player_deathmatch( ent );
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}
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/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32)
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The intermission will be viewed from this point. Target an info_notnull for the view direction.
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*/
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/**
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* Spawn function for intermission entity.
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*/
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void SP_info_player_intermission( gentity_t *ent ) {
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}
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/*
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=======================================================================
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SelectSpawnPoint
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=======================================================================
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*/
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/*
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================
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SpotWouldTelefrag
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================
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*/
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/**
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* Check if beaming to a point will result in a teleporter frag.
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*/
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qboolean SpotWouldTelefrag( gentity_t *spot ) {
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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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vec3_t mins, maxs;
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VectorAdd( spot->s.origin, playerMins, mins );
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VectorAdd( spot->s.origin, playerMaxs, maxs );
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num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
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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 && hit->client && hit->client->ps.stats[STAT_HEALTH] > 0 ) {
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return qtrue;
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}
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if (hit && hit->s.eType == ET_USEABLE && hit->s.modelindex == HI_SHIELD) { //hit a portable force field
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return qtrue;
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}
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}
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return qfalse;
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}
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/*
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================
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SelectNearestDeathmatchSpawnPoint
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Find the spot that we DON'T want to use
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================
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*/
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#define MAX_SPAWN_POINTS 256
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/**
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* Find the spot that we DON'T want to use
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*/
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gentity_t *SelectNearestDeathmatchSpawnPoint( vec3_t from ) {
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gentity_t *spot;
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vec3_t delta;
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float dist, nearestDist;
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gentity_t *nearestSpot;
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nearestDist = 999999;
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nearestSpot = NULL;
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spot = NULL;
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while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) {
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VectorSubtract( spot->s.origin, from, delta );
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dist = VectorLength( delta );
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if ( dist < nearestDist ) {
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nearestDist = dist;
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nearestSpot = spot;
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}
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}
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return nearestSpot;
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}
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/*
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================
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SelectRandomDeathmatchSpawnPoint
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go to a random point that doesn't telefrag
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================
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*/
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#define MAX_SPAWN_POINTS 256
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/**
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* go to a random point that doesn't telefrag
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*/
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gentity_t *SelectRandomDeathmatchSpawnPoint( void ) {
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gentity_t *spot;
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int count;
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int selection;
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gentity_t *spots[MAX_SPAWN_POINTS];
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count = 0;
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spot = NULL;
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while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) {
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if ( SpotWouldTelefrag( spot ) ) {
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continue;
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}
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spots[ count ] = spot;
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count++;
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}
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if ( !count ) { // no spots that won't telefrag
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return G_Find( NULL, FOFS(classname), "info_player_deathmatch");
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}
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selection = rand() % count;
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return spots[ selection ];
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}
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/*
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===========
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SelectSpawnPoint
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Chooses a player start, deathmatch start, etc
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============
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*/
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/**
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* Chooses a player start, deathmatch start, etc
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*/
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gentity_t *SelectSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles ) {
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gentity_t *spot;
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gentity_t *nearestSpot;
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nearestSpot = SelectNearestDeathmatchSpawnPoint( avoidPoint );
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spot = SelectRandomDeathmatchSpawnPoint ( );
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if ( spot == nearestSpot ) {
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// roll again if it would be real close to point of death
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spot = SelectRandomDeathmatchSpawnPoint ( );
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if ( spot == nearestSpot ) {
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// last try
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spot = SelectRandomDeathmatchSpawnPoint ( );
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}
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}
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// find a single player start spot
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if (!spot) {
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G_Error( "Couldn't find a spawn point" );
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return spot;
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}
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VectorCopy (spot->s.origin, origin);
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origin[2] += 9;
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VectorCopy (spot->s.angles, angles);
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return spot;
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}
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/*
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===========
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SelectInitialSpawnPoint
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Try to find a spawn point marked 'initial', otherwise
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use normal spawn selection.
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============
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*/
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/**
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* Try to find a spawn point marked 'initial', otherwise
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* use normal spawn selection.
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*/
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gentity_t *SelectInitialSpawnPoint( vec3_t origin, vec3_t angles ) {
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gentity_t *spot;
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spot = NULL;
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while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) {
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if ( spot->spawnflags & 1 ) {
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break;
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}
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}
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if ( !spot || SpotWouldTelefrag( spot ) ) {
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return SelectSpawnPoint( vec3_origin, origin, angles );
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}
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VectorCopy (spot->s.origin, origin);
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origin[2] += 9;
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VectorCopy (spot->s.angles, angles);
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return spot;
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}
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/*
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===========
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SelectSpectatorSpawnPoint
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============
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*/
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gentity_t *SelectSpectatorSpawnPoint( vec3_t origin, vec3_t angles ) {
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FindIntermissionPoint();
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VectorCopy( level.intermission_origin, origin );
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VectorCopy( level.intermission_angle, angles );
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return NULL;
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}
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/*
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=======================================================================
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BODYQUE
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=======================================================================
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*/
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static int bodyFadeSound=0;
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/*
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===============
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InitBodyQue
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===============
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*/
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void InitBodyQue (void) {
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int i;
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gentity_t *ent;
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level.bodyQueIndex = 0;
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for (i=0; i<BODY_QUEUE_SIZE ; i++) {
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ent = G_Spawn();
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ent->classname = "bodyque";
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ent->neverFree = qtrue;
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level.bodyQue[i] = ent;
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}
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if (bodyFadeSound == 0)
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{ // Initialize this sound.
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bodyFadeSound = G_SoundIndex("sound/enemies/borg/walkthroughfield.wav");
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}
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}
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/*
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=============
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BodyRezOut
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After sitting around for five seconds, fade out.
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=============
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*/
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/**
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* After sitting around for five seconds, fade out.
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*/
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void BodyRezOut( gentity_t *ent )
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{
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if ( level.time - ent->timestamp >= 7500 ) {
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// the body ques are never actually freed, they are just unlinked
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trap_UnlinkEntity( ent );
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ent->physicsObject = qfalse;
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return;
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}
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ent->nextthink = level.time + 2500;
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ent->s.time = level.time + 2500;
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G_AddEvent(ent, EV_GENERAL_SOUND, bodyFadeSound);
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}
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/*
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=============
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CopyToBodyQue
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A player is respawning, so make an entity that looks
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just like the existing corpse to leave behind.
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=============
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*/
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/**
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* A player is respawning, so make an entity that looks
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* just like the existing corpse to leave behind.
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*/
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void CopyToBodyQue( gentity_t *ent ) {
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gentity_t *body;
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int contents;
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entityState_t *eState;
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trap_UnlinkEntity (ent);
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// if client is in a nodrop area, don't leave the body
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contents = trap_PointContents( ent->s.origin, -1 );
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if ( contents & CONTENTS_NODROP ) {
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ent->s.eFlags &= ~EF_NODRAW; // Just in case we died from a bottomless pit, reset EF_NODRAW
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return;
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}
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// grab a body que and cycle to the next one
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body = level.bodyQue[ level.bodyQueIndex ];
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level.bodyQueIndex = (level.bodyQueIndex + 1) % BODY_QUEUE_SIZE;
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trap_UnlinkEntity (body);
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eState = &ent->s;
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eState->eFlags = EF_DEAD; // clear EF_TALK, etc
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eState->powerups = 0; // clear powerups
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eState->loopSound = 0; // clear lava burning
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eState->number = body - g_entities;
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body->timestamp = level.time;
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body->physicsObject = qtrue;
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body->physicsBounce = 0; // don't bounce
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if ( eState->groundEntityNum == ENTITYNUM_NONE ) {
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eState->pos.trType = TR_GRAVITY;
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eState->pos.trTime = level.time;
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VectorCopy( ent->client->ps.velocity, eState->pos.trDelta );
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} else {
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eState->pos.trType = TR_STATIONARY;
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}
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eState->event = 0;
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// change the animation to the last-frame only, so the sequence
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// doesn't repeat anew for the body
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switch ( eState->legsAnim & ~ANIM_TOGGLEBIT ) {
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case BOTH_DEATH1:
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case BOTH_DEAD1:
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eState->torsoAnim = eState->legsAnim = BOTH_DEAD1;
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break;
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case BOTH_DEATH2:
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case BOTH_DEAD2:
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eState->torsoAnim = eState->legsAnim = BOTH_DEAD2;
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break;
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/*case BOTH_DEATH3:
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case BOTH_DEAD3:*/
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default:
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eState->torsoAnim = eState->legsAnim = BOTH_DEAD1; //DEAD3
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break;
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}
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body->r.svFlags = ent->r.svFlags;
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VectorCopy (ent->r.mins, body->r.mins);
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VectorCopy (ent->r.maxs, body->r.maxs);
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VectorCopy (ent->r.absmin, body->r.absmin);
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VectorCopy (ent->r.absmax, body->r.absmax);
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body->clipmask = CONTENTS_SOLID | CONTENTS_PLAYERCLIP;
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body->r.contents = CONTENTS_CORPSE;
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body->r.ownerNum = ent->r.ownerNum;
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body->nextthink = level.time + 5000;
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body->think = BodyRezOut;
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body->die = body_die;
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// if there shouldn't be a body, don't show one.
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if (ent->client &&
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((level.time - ent->client->ps.powerups[PW_DISINTEGRATE]) < 10000 ||
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(level.time - ent->client->ps.powerups[PW_EXPLODE]) < 10000))
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{
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eState->eFlags |= EF_NODRAW;
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}
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// don't take more damage if already gibbed
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//RPG-X: RedTechie - Check for medicrevive
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if(rpg_medicsrevive.integer == 0){
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if ( ent->health <= GIB_HEALTH ) {
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body->takedamage = qfalse;
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} else {
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body->takedamage = qtrue;
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}
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}else{
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body->takedamage = qfalse;
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}
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VectorCopy ( eState->pos.trBase, body->r.currentOrigin );
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trap_LinkEntity (body);
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}
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//======================================================================
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/*
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==================
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SetClientViewAngle
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==================
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*/
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void SetClientViewAngle( gentity_t *ent, vec3_t angle ) {
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int i;
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// set the delta angle
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for (i=0 ; i<3 ; i++) {
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int cmdAngle;
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cmdAngle = ANGLE2SHORT(angle[i]);
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ent->client->ps.delta_angles[i] = cmdAngle - ent->client->pers.cmd.angles[i];
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}
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VectorCopy( angle, ent->s.angles );
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VectorCopy (ent->s.angles, ent->client->ps.viewangles);
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}
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/*
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================
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respawn
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================
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*/
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extern char *ClassNameForValue( pclass_t pClass );
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void respawn( gentity_t *ent ) {
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qboolean borg = qfalse;
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gentity_t *tent;
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playerState_t *ps;
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CopyToBodyQue (ent);
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ClientSpawn(ent, 0, qfalse);//RPG-X: RedTechie - Modifyed
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ps = &ent->client->ps;
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// add a teleportation effect
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if ( borg )
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tent = G_TempEntity( ps->origin, EV_BORG_TELEPORT );
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else
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{
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//tent = G_TempEntity( ps->origin, EV_PLAYER_TELEPORT_IN );
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tent = G_TempEntity( ps->origin, EV_PLAYER_TRANSPORT_IN );
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ps->powerups[PW_QUAD] = level.time + 4000;
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}
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tent->s.clientNum = ent->s.clientNum;
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}
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/*
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================
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TeamCount
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Returns number of players on a team
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================
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*/
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/**
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* Returns number of players on a team
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*/
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team_t TeamCount( int ignoreClientNum, int team ) {
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int i;
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int count = 0;
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for ( i = 0 ; i < level.maxclients ; i++ ) {
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if ( i == ignoreClientNum ) {
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continue;
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}
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if ( level.clients[i].pers.connected == CON_DISCONNECTED ) {
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continue;
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}
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if ( level.clients[i].sess.sessionTeam == team ) {
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count++;
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}
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}
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return count;
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}
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/*
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================
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PickTeam
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================
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*/
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team_t PickTeam( int ignoreClientNum ) {
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int counts[TEAM_NUM_TEAMS];
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counts[TEAM_BLUE] = TeamCount( ignoreClientNum, TEAM_BLUE );
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counts[TEAM_RED] = TeamCount( ignoreClientNum, TEAM_RED );
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if ( counts[TEAM_BLUE] > counts[TEAM_RED] ) {
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return TEAM_RED;
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}
|
|
if ( counts[TEAM_RED] > counts[TEAM_BLUE] ) {
|
|
return TEAM_BLUE;
|
|
}
|
|
// equal team count, so join the team with the lowest score
|
|
if ( level.teamScores[TEAM_BLUE] > level.teamScores[TEAM_RED] ) {
|
|
return TEAM_RED;
|
|
}
|
|
if ( level.teamScores[TEAM_BLUE] < level.teamScores[TEAM_RED] ) {
|
|
return TEAM_BLUE;
|
|
}
|
|
return irandom( TEAM_RED, TEAM_BLUE );
|
|
}
|
|
|
|
/*
|
|
===========
|
|
ForceClientSkin
|
|
|
|
Forces a client's skin (for teamplay)
|
|
HEAVILY modified for the RPG-X
|
|
Player Model system :P
|
|
===========
|
|
*/
|
|
/**
|
|
* Forces a client's skin (for teamplay)
|
|
* HEAVILY modified for the RPG-X
|
|
* Player Model system
|
|
*/
|
|
void ForceClientSkin(char *model, const char *skin ) {
|
|
char *p;
|
|
char *q;
|
|
|
|
//we expect model to equal 'char/model/skin'
|
|
|
|
//check for the slash between charName and modelName
|
|
//if ((p = strchr(model, '/')) != NULL) {
|
|
// *p = 0;
|
|
//}
|
|
|
|
//Com_Printf("ForceSkin Called\n");
|
|
|
|
p = strchr(model, '/');
|
|
|
|
//if no slashes at all
|
|
if ( !p || !p[0] || !p[1] ) {
|
|
//input everything
|
|
Q_strcat(model, MAX_QPATH, "/");
|
|
Q_strcat(model, MAX_QPATH, "main");
|
|
Q_strcat(model, MAX_QPATH, "/");
|
|
Q_strcat(model, MAX_QPATH, skin);
|
|
}
|
|
else { //ie we got a slash (which should be the first of two
|
|
p++;
|
|
q = strchr(p, '/'); //okay, we should get another one if one was already found
|
|
if (!q || !q[0] || !q[1] )
|
|
{ //no slashes were found?? >.<
|
|
//okay, let's assume they specified the .model file, no skin
|
|
//so just add the skin to the end :P
|
|
Q_strcat(model, MAX_QPATH, "/");
|
|
Q_strcat(model, MAX_QPATH, skin);
|
|
}
|
|
else
|
|
{
|
|
//len = strlen( p );
|
|
//Q_strcat(&model[len - strlen( q )], MAX_QPATH, skin);
|
|
q++;
|
|
*q= '\0';
|
|
Q_strcat(model, MAX_QPATH, skin);
|
|
|
|
//Com_Printf("Debug: %s\n", model);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
===========
|
|
ClientCheckName
|
|
============
|
|
*/
|
|
/*static*/ void ClientCleanName( const char *in, char *out, int outSize ) {
|
|
int len, colorlessLen;
|
|
char ch;
|
|
char *p;
|
|
int spaces;
|
|
|
|
//save room for trailing null byte
|
|
outSize--;
|
|
|
|
len = 0;
|
|
colorlessLen = 0;
|
|
p = out;
|
|
*p = 0;
|
|
spaces = 0;
|
|
|
|
while( 1 ) {
|
|
ch = *in++;
|
|
if( !ch ) {
|
|
break;
|
|
}
|
|
|
|
// don't allow leading spaces
|
|
if( !*p && ch == ' ' ) {
|
|
continue;
|
|
}
|
|
|
|
// check colors
|
|
if( ch == Q_COLOR_ESCAPE ) {
|
|
// solo trailing carat is not a color prefix
|
|
if( !*in ) {
|
|
break;
|
|
}
|
|
|
|
// don't allow black in a name, period
|
|
if( ColorIndex(*in) == 0 ) {
|
|
in++;
|
|
continue;
|
|
}
|
|
|
|
// make sure room in dest for both chars
|
|
if( len > outSize - 2 ) {
|
|
break;
|
|
}
|
|
|
|
*out++ = ch;
|
|
*out++ = *in++;
|
|
len += 2;
|
|
continue;
|
|
}
|
|
|
|
// don't allow too many consecutive spaces
|
|
if( ch == ' ' ) {
|
|
spaces++;
|
|
if( spaces > 3 ) {
|
|
continue;
|
|
}
|
|
}
|
|
else {
|
|
spaces = 0;
|
|
}
|
|
|
|
if( len > outSize - 1 ) {
|
|
break;
|
|
}
|
|
|
|
*out++ = ch;
|
|
colorlessLen++;
|
|
len++;
|
|
}
|
|
*out = 0;
|
|
|
|
// don't allow empty names
|
|
if( *p == 0 || colorlessLen == 0 )
|
|
{
|
|
Q_strncpyz( p, "RedShirt", outSize );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===========
|
|
legalSkin
|
|
|
|
Compare a list of races with an incoming race name.
|
|
Used to decide if in a CTF game where a race is specified for a given team if a skin is actually already legal.
|
|
===========
|
|
*/
|
|
/**
|
|
* Compare a list of races with an incoming race name.
|
|
* Used to decide if in a CTF game where a race is specified for a given team if a skin is actually already legal.
|
|
*/
|
|
qboolean legalSkin(const char *race_list, const char *race)
|
|
{
|
|
char current_race_name[125];
|
|
const char *s = race_list;
|
|
const char *max_place = race_list + strlen(race_list);
|
|
const char *marker;
|
|
|
|
memset(current_race_name, 0, sizeof(current_race_name));
|
|
// look through the list till it's empty
|
|
while (s < max_place)
|
|
{
|
|
marker = s;
|
|
// figure out from where we are where the next ',' or 0 is
|
|
while (*s != ',' && *s != 0)
|
|
{
|
|
s++;
|
|
}
|
|
|
|
// copy just that name
|
|
Q_strncpyz(current_race_name, marker, (s-marker)+1);
|
|
|
|
// avoid the comma or increment us past the end of the string so we fail the main while loop
|
|
s++;
|
|
|
|
// compare and see if this race is the same as the one we want
|
|
if (!Q_stricmp(current_race_name, race))
|
|
{
|
|
return qtrue;
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
|
|
/*
|
|
===========
|
|
randomSkin
|
|
|
|
given a race name, go find all the skins that use it, and randomly select one
|
|
===========
|
|
*/
|
|
/**
|
|
* given a race name, go find all the skins that use it, and randomly select one
|
|
*/
|
|
#ifdef Q3_VM
|
|
void randomSkin(const char* race, char* model, int current_team, int clientNum)
|
|
{
|
|
char skinsForRace[MAX_SKINS_FOR_RACE][128];
|
|
int howManySkins = 0;
|
|
int i,x;
|
|
int temp;
|
|
int skin_count_check;
|
|
char skinNamesAlreadyUsed[16][128];
|
|
int current_skin_count = 0;
|
|
gentity_t *ent = NULL;
|
|
char userinfo[MAX_INFO_STRING];
|
|
char temp_model[MAX_QPATH];
|
|
|
|
memset(skinsForRace, 0, sizeof(skinsForRace));
|
|
memset(skinNamesAlreadyUsed, 0, sizeof(skinNamesAlreadyUsed));
|
|
|
|
// first up, check to see if we want to select a skin from someone that's already playing on this guys team
|
|
skin_count_check = g_random_skin_limit.integer;
|
|
if (skin_count_check)
|
|
{
|
|
// sanity check the skins to compare against count
|
|
if (skin_count_check > 16)
|
|
{
|
|
skin_count_check = 16;
|
|
}
|
|
|
|
// now construct an array of the names already used
|
|
for (i=0; i<g_maxclients.integer; i++)
|
|
{
|
|
// did we find enough skins to grab a random one from yet?
|
|
if (current_skin_count == skin_count_check)
|
|
{
|
|
break;
|
|
}
|
|
|
|
ent = g_entities + i;
|
|
if (!ent->inuse || i == clientNum)
|
|
continue;
|
|
|
|
// no, so look at the next one, and see if it's in the list we are constructing
|
|
// same team?
|
|
if (ent->client && ent->client->sess.sessionTeam == current_team)
|
|
{
|
|
// so what's this clients model then?
|
|
trap_GetUserinfo( i, userinfo, sizeof( userinfo ) );
|
|
Q_strncpyz( temp_model, Info_ValueForKey (userinfo, "model"), sizeof( temp_model ) );
|
|
|
|
// check the name
|
|
for (x = 0; x< current_skin_count; x++)
|
|
{
|
|
// are we the same?
|
|
if (!Q_stricmp(skinNamesAlreadyUsed[x], temp_model))
|
|
{
|
|
// yeah - ok we already got this one
|
|
break;
|
|
}
|
|
}
|
|
|
|
// ok, did we match anything?
|
|
if (x == current_skin_count)
|
|
{
|
|
// no - better add this name in
|
|
Q_strncpyz(skinNamesAlreadyUsed[current_skin_count], temp_model, sizeof(skinNamesAlreadyUsed[current_skin_count]));
|
|
current_skin_count++;
|
|
}
|
|
}
|
|
}
|
|
|
|
// ok, array constructed. Did we get enough?
|
|
if (current_skin_count >= skin_count_check)
|
|
{
|
|
// yeah, we did - so select a skin from one of these then
|
|
temp = rand() % current_skin_count;
|
|
Q_strncpyz( model, skinNamesAlreadyUsed[temp], MAX_QPATH );
|
|
ForceClientSkin(model, "");
|
|
return;
|
|
}
|
|
}
|
|
|
|
// search through each and every skin we can find
|
|
for (i=0; i<group_count && howManySkins < MAX_SKINS_FOR_RACE; i++)
|
|
{
|
|
|
|
// if this models race list contains the race we want, then add it to the list
|
|
if (legalSkin(group_list[i].text, race))
|
|
{
|
|
Q_strncpyz( skinsForRace[howManySkins++], group_list[i].name , 128 );
|
|
}
|
|
}
|
|
|
|
// set model to a random one
|
|
if (howManySkins)
|
|
{
|
|
temp = rand() % howManySkins;
|
|
Q_strncpyz( model, skinsForRace[temp], MAX_QPATH );
|
|
}
|
|
else
|
|
{
|
|
model[0] = 0;
|
|
}
|
|
|
|
}
|
|
#else
|
|
void randomSkin(const char* race, char* model, int current_team, int clientNum)
|
|
{
|
|
char **skinsForRace;
|
|
int howManySkins = 0;
|
|
int i,x;
|
|
int temp;
|
|
int skin_count_check;
|
|
char **skinNamesAlreadyUsed;
|
|
int current_skin_count = 0;
|
|
gentity_t *ent = NULL;
|
|
char *userinfo;
|
|
char temp_model[MAX_QPATH];
|
|
|
|
skinsForRace = (char **)malloc(MAX_SKINS_FOR_RACE * 128 * sizeof(char));
|
|
if(!skinsForRace) {
|
|
G_Error("Was unable to allocate %i bytes.\n", MAX_SKINS_FOR_RACE * 128 * sizeof(char));
|
|
return;
|
|
}
|
|
skinNamesAlreadyUsed = (char **)malloc(16 * 128 * sizeof(char));
|
|
if(!skinNamesAlreadyUsed) {
|
|
G_Error("Was unable to allocate %i bytes.\n", 16 * 128 * sizeof(char));
|
|
return;
|
|
}
|
|
|
|
memset(skinsForRace, 0, MAX_SKINS_FOR_RACE * 128 * sizeof(char));
|
|
memset(skinNamesAlreadyUsed, 0, 16 * 128 * sizeof(char));
|
|
|
|
// first up, check to see if we want to select a skin from someone that's already playing on this guys team
|
|
skin_count_check = g_random_skin_limit.integer;
|
|
if (skin_count_check)
|
|
{
|
|
// sanity check the skins to compare against count
|
|
if (skin_count_check > 16)
|
|
{
|
|
skin_count_check = 16;
|
|
}
|
|
|
|
// now construct an array of the names already used
|
|
for (i=0; i<g_maxclients.integer; i++)
|
|
{
|
|
// did we find enough skins to grab a random one from yet?
|
|
if (current_skin_count == skin_count_check)
|
|
{
|
|
break;
|
|
}
|
|
|
|
ent = g_entities + i;
|
|
if (!ent->inuse || i == clientNum)
|
|
continue;
|
|
|
|
// no, so look at the next one, and see if it's in the list we are constructing
|
|
// same team?
|
|
if (ent->client && ent->client->sess.sessionTeam == current_team)
|
|
{
|
|
userinfo = (char *)malloc(MAX_INFO_STRING * sizeof(char));
|
|
if(!userinfo) {
|
|
G_Error("Was unable to allocate %i bytes.\n", MAX_INFO_STRING * sizeof(char));
|
|
return;
|
|
}
|
|
// so what's this clients model then?
|
|
trap_GetUserinfo( i, userinfo, MAX_INFO_STRING * sizeof(char) );
|
|
Q_strncpyz( temp_model, Info_ValueForKey (userinfo, "model"), sizeof( temp_model ) );
|
|
|
|
free(userinfo);
|
|
|
|
// check the name
|
|
for (x = 0; x< current_skin_count; x++)
|
|
{
|
|
// are we the same?
|
|
if (!Q_stricmp(skinNamesAlreadyUsed[x], temp_model))
|
|
{
|
|
// yeah - ok we already got this one
|
|
break;
|
|
}
|
|
}
|
|
|
|
// ok, did we match anything?
|
|
if (x == current_skin_count)
|
|
{
|
|
// no - better add this name in
|
|
Q_strncpyz(skinNamesAlreadyUsed[current_skin_count], temp_model, sizeof(skinNamesAlreadyUsed[current_skin_count]));
|
|
current_skin_count++;
|
|
}
|
|
}
|
|
}
|
|
|
|
// ok, array constructed. Did we get enough?
|
|
if (current_skin_count >= skin_count_check)
|
|
{
|
|
// yeah, we did - so select a skin from one of these then
|
|
temp = rand() % current_skin_count;
|
|
Q_strncpyz( model, skinNamesAlreadyUsed[temp], MAX_QPATH );
|
|
ForceClientSkin(model, "");
|
|
free(skinNamesAlreadyUsed);
|
|
free(skinsForRace);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// search through each and every skin we can find
|
|
for (i=0; i<group_count && howManySkins < MAX_SKINS_FOR_RACE; i++)
|
|
{
|
|
|
|
// if this models race list contains the race we want, then add it to the list
|
|
if (legalSkin(group_list[i].text, race))
|
|
{
|
|
Q_strncpyz( skinsForRace[howManySkins++], group_list[i].name , 128 );
|
|
}
|
|
}
|
|
|
|
// set model to a random one
|
|
if (howManySkins)
|
|
{
|
|
temp = rand() % howManySkins;
|
|
Q_strncpyz( model, skinsForRace[temp], MAX_QPATH );
|
|
}
|
|
else
|
|
{
|
|
model[0] = 0;
|
|
}
|
|
|
|
free(skinsForRace);
|
|
free(skinNamesAlreadyUsed);
|
|
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
===========
|
|
getNewSkin
|
|
|
|
Go away and actually get a random new skin based on a group name
|
|
============
|
|
*/
|
|
/**
|
|
* Go away and actually get a random new skin based on a group name
|
|
*/
|
|
qboolean getNewSkin(const char *group, char *model, const char *color, const gclient_t *client, int clientNum)
|
|
{
|
|
char *temp_string;
|
|
|
|
// go away and get what ever races this skin is attached to.
|
|
// remove blue or red name
|
|
ForceClientSkin(model, "");
|
|
|
|
temp_string = G_searchGroupList(model);
|
|
|
|
// are any of the races legal for this team race?
|
|
if (legalSkin(temp_string, group))
|
|
{
|
|
ForceClientSkin(model, color);
|
|
return qfalse;
|
|
}
|
|
|
|
//if we got this far, then we need to reset the skin to something appropriate
|
|
randomSkin(group, model, client->sess.sessionTeam, clientNum);
|
|
return qtrue;
|
|
}
|
|
|
|
void SetCSTeam( team_t team, char *teamname )
|
|
{
|
|
if ( teamname == NULL || teamname[0] == 0 )
|
|
{
|
|
return;
|
|
}
|
|
switch ( team )
|
|
{
|
|
case TEAM_BLUE:
|
|
trap_SetConfigstring( CS_BLUE_GROUP, teamname );
|
|
break;
|
|
case TEAM_RED:
|
|
trap_SetConfigstring( CS_RED_GROUP, teamname );
|
|
break;
|
|
default: // make gcc happy
|
|
break;
|
|
}
|
|
}
|
|
/*
|
|
===========
|
|
ClientUserInfoChanged
|
|
============
|
|
*/
|
|
/**
|
|
* Called from ClientConnect when the player first connects and
|
|
* directly by the server system when the player updates a userinfo variable.
|
|
*
|
|
* The game can override any of the settings and call trap_SetUserinfo
|
|
* if desired.
|
|
*/
|
|
void ClientUserinfoChanged( int clientNum ) {
|
|
gentity_t *ent;
|
|
int i;
|
|
char *s; //, *oldModel;
|
|
char model[MAX_QPATH];
|
|
char oldname[MAX_STRING_CHARS];
|
|
gclient_t *client;
|
|
char *c1;
|
|
char userinfo[MAX_INFO_STRING];
|
|
qboolean reset;
|
|
//char *sex;
|
|
// int pickborg = 0;
|
|
char *borgytype;
|
|
float weight, height;
|
|
char age[MAX_NAME_LENGTH];
|
|
char race[MAX_NAME_LENGTH];
|
|
int modelOffset;
|
|
qboolean changeName = qtrue; //TiM : For the name filter
|
|
char sHeight[10];
|
|
char sWeight[10];
|
|
//int silentCloak;
|
|
//int y; //XPERIMENTAL
|
|
clientPersistant_t *pers;
|
|
clientSession_t *sess;
|
|
|
|
borgytype = "borg";
|
|
|
|
model[0] = 0;
|
|
|
|
ent = g_entities + clientNum;
|
|
if(!ent) return;
|
|
client = ent->client;
|
|
pers = &client->pers;
|
|
sess = &client->sess;
|
|
|
|
//TiM - Exit if this user has had their info clamped
|
|
if ( ent->flags & FL_CLAMPED )
|
|
return;
|
|
|
|
trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) );
|
|
|
|
//Com_Printf( S_COLOR_RED "%s\n", userinfo );
|
|
//Com_Printf( S_COLOR_RED "CHANGED!\n" );
|
|
|
|
// check for malformed or illegal info strings
|
|
if ( !Info_Validate(userinfo) ) {
|
|
strcpy (userinfo, "\\name\\badinfo");
|
|
}
|
|
|
|
// check for local client
|
|
s = Info_ValueForKey( userinfo, "ip" );
|
|
if ( !strcmp( s, "localhost" ) ) {
|
|
pers->localClient = qtrue;
|
|
}
|
|
|
|
// check the item prediction
|
|
s = Info_ValueForKey( userinfo, "cg_predictItems" );
|
|
if ( !atoi( s ) ) {
|
|
pers->predictItemPickup = qfalse;
|
|
} else {
|
|
pers->predictItemPickup = qtrue;
|
|
}
|
|
|
|
// set name
|
|
//TiM: Filter for if a player is already on this server with that name.
|
|
s = Info_ValueForKey (userinfo, "name");
|
|
|
|
if ( rpg_uniqueNames.integer && !( ent->r.svFlags & SVF_BOT ) ) {
|
|
char newName[36];
|
|
char activeName[36];
|
|
ClientCleanName( s, newName, sizeof(newName) );
|
|
Q_CleanStr( newName );
|
|
|
|
//loop thru all the clients, and see if we have one that has the same name as our proposed one
|
|
for ( i = 0; i < level.numConnectedClients; i++ ) {
|
|
Q_strncpyz( activeName, g_entities[i].client->pers.netname, sizeof( activeName ) );
|
|
Q_CleanStr( activeName );
|
|
|
|
if ( g_entities[i].client->ps.clientNum != client->ps.clientNum
|
|
&& !Q_stricmp( newName, activeName ) )
|
|
{
|
|
trap_SendServerCommand( ent-g_entities, " print \"Unable to change name. A player already has that name on this server.\n\" ");
|
|
changeName = qfalse;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( changeName ) {
|
|
Q_strncpyz ( oldname, pers->netname, sizeof( oldname ) );
|
|
ClientCleanName( s, pers->netname, sizeof(pers->netname) );
|
|
|
|
if ( sess->sessionTeam == TEAM_SPECTATOR ) {
|
|
if ( sess->spectatorState == SPECTATOR_SCOREBOARD ) {
|
|
Q_strncpyz( pers->netname, "scoreboard", sizeof(pers->netname) );
|
|
}
|
|
}
|
|
|
|
if ( pers->connected == CON_CONNECTED ) {
|
|
if ( strcmp( oldname, pers->netname ) ) {
|
|
if ( !levelExiting && !level.intermissiontime )
|
|
{//no need to do this during level changes
|
|
trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " renamed to %s\n\"", oldname, pers->netname) );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
pers->pms_height = atof( Info_ValueForKey( userinfo, "height" ) );
|
|
if ( !pers->pms_height )
|
|
pers->pms_height = 1.0f;
|
|
|
|
pers->maxHealth = atoi( Info_ValueForKey( userinfo, "handicap" ) );
|
|
if ( pers->maxHealth < 1 || pers->maxHealth > 100 ) {
|
|
pers->maxHealth = 100;
|
|
}
|
|
//if you have a class, ignores handicap and 100 limit, sorry
|
|
//ClientMaxHealthForClass( client, sess->sessionClass );
|
|
client->ps.stats[STAT_MAX_HEALTH] = pers->maxHealth;
|
|
|
|
Q_strncpyz( model, Info_ValueForKey (userinfo, "model"), sizeof( model ) );
|
|
|
|
// team
|
|
if ( qtrue/*sess->sessionClass != PC_BORG*/ )
|
|
{//borg class doesn't need to use team color
|
|
switch( sess->sessionTeam ) {
|
|
case TEAM_RED:
|
|
// decide if we are going to have to reset a skin cos it's not applicable to a race selected
|
|
if (g_gametype.integer < GT_TEAM || !Q_stricmp("", g_team_group_red.string))
|
|
{
|
|
ForceClientSkin(model, "red");
|
|
break;
|
|
}
|
|
// at this point, we are playing CTF and there IS a race specified for this game
|
|
else
|
|
{
|
|
reset = getNewSkin(g_team_group_red.string, model, "red", client, clientNum);
|
|
|
|
// did we get a model name back?
|
|
if (!model[0])
|
|
{
|
|
// no - this almost certainly means we had a bogus race is the g_team_group_team cvar
|
|
// so reset it to starfleet and try it again
|
|
Com_Printf("WARNING! - Red Group %s is unknown - resetting Red Group to Allow Any Group\n", g_team_group_red.string);
|
|
trap_Cvar_Set("g_team_group_red", "");
|
|
trap_Cvar_Register( &g_team_group_red, "g_team_group_red",
|
|
"", CVAR_LATCH);
|
|
|
|
// Since we are allow any group now, just get his normal model and carry on
|
|
Q_strncpyz( model, Info_ValueForKey (userinfo, "model"), sizeof( model ) );
|
|
ForceClientSkin(model, "red");
|
|
reset = qfalse;
|
|
}
|
|
|
|
if (reset)
|
|
{
|
|
if ( !levelExiting )
|
|
{//no need to do this during level changes
|
|
trap_SendServerCommand( -1, va("print \"In-appropriate skin selected for %s on team %s\nSkin selection overridden from skin %s to skin %s\n\"",
|
|
pers->netname, g_team_group_red.string, Info_ValueForKey (userinfo, "model"), model));
|
|
}
|
|
ForceClientSkin(model, "red");
|
|
// change the value in out local copy, then update it on the server
|
|
Info_SetValueForKey(userinfo, "model", model);
|
|
trap_SetUserinfo(clientNum, userinfo);
|
|
}
|
|
break;
|
|
}
|
|
case TEAM_BLUE:
|
|
// decide if we are going to have to reset a skin cos it's not applicable to a race selected
|
|
if (g_gametype.integer < GT_TEAM || !Q_stricmp("", g_team_group_blue.string))
|
|
{
|
|
ForceClientSkin(model, "blue");
|
|
break;
|
|
}
|
|
// at this point, we are playing CTF and there IS a race specified for this game
|
|
else
|
|
{
|
|
// go away and get what ever races this skin is attached to.
|
|
reset = getNewSkin(g_team_group_blue.string, model, "blue", client, clientNum);
|
|
|
|
// did we get a model name back?
|
|
if (!model[0])
|
|
{
|
|
// no - this almost certainly means we had a bogus race is the g_team_group_team cvar
|
|
// so reset it to klingon and try it again
|
|
Com_Printf("WARNING! - Blue Group %s is unknown - resetting Blue Group to Allow Any Group\n", g_team_group_blue.string);
|
|
trap_Cvar_Set("g_team_group_blue", "");
|
|
trap_Cvar_Register( &g_team_group_blue, "g_team_group_blue",
|
|
"", CVAR_LATCH );
|
|
|
|
// Since we are allow any group now, just get his normal model and carry on
|
|
Q_strncpyz( model, Info_ValueForKey (userinfo, "model"), sizeof( model ) );
|
|
ForceClientSkin(model, "blue");
|
|
reset = qfalse;
|
|
}
|
|
|
|
if (reset)
|
|
{
|
|
if ( !levelExiting )
|
|
{//no need to do this during level changes
|
|
trap_SendServerCommand( -1, va("print \"In-appropriate skin selected for %s on team %s\nSkin selection overridden from skin %s to skin %s\n\"",
|
|
pers->netname, g_team_group_blue.string, Info_ValueForKey (userinfo, "model"), model));
|
|
}
|
|
ForceClientSkin(model, "blue");
|
|
// change the value in out local copy, then update it on the server
|
|
Info_SetValueForKey(userinfo, "model", model);
|
|
trap_SetUserinfo(clientNum, userinfo);
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
if ( g_gametype.integer >= GT_TEAM && sess->sessionTeam == TEAM_SPECTATOR ) {
|
|
// don't ever use a default skin in teamplay, it would just waste memory
|
|
ForceClientSkin(model, "red");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ForceClientSkin(model, "default");
|
|
Info_SetValueForKey(userinfo, "model", model);
|
|
trap_SetUserinfo(clientNum, userinfo);
|
|
}
|
|
|
|
if ( rpg_rpg.integer != 0 && rpg_forceclasscolor.integer != 0 && g_gametype.integer < GT_TEAM)
|
|
{
|
|
ForceClientSkin( model, g_classData[sess->sessionClass].modelSkin );
|
|
}
|
|
|
|
//TiM : For when an admin chooses not to see admin messages
|
|
//Marcin : and check for privacy mode - 24/12/2008
|
|
s = Info_ValueForKey( userinfo, "noAdminChat" );
|
|
if ( atoi( s ) > 0 ) {
|
|
client->noAdminChat = qtrue;
|
|
}
|
|
else {
|
|
client->noAdminChat = qfalse;
|
|
}
|
|
|
|
// colors
|
|
c1 = Info_ValueForKey( userinfo, "color" );
|
|
|
|
// teamInfo
|
|
s = Info_ValueForKey( userinfo, "teamoverlay" );
|
|
if ( ! *s || atoi( s ) != 0 ) {
|
|
pers->teamInfo = qtrue;
|
|
} else {
|
|
pers->teamInfo = qfalse;
|
|
}
|
|
|
|
//PMS system - lock down the values
|
|
s = Info_ValueForKey( userinfo, "height" );
|
|
height = atof( s );
|
|
if (height > (float)rpg_maxHeight.value )
|
|
{
|
|
//height = (float)MAX_HEIGHT;
|
|
Q_strncpyz( sHeight, rpg_maxHeight.string, sizeof( sHeight ) );
|
|
}
|
|
else if (height < (float)rpg_minHeight.value )
|
|
{
|
|
Q_strncpyz( sHeight, rpg_minHeight.string, sizeof( sHeight ) );
|
|
//height = (float)MIN_HEIGHT;
|
|
}
|
|
else
|
|
{
|
|
Q_strncpyz( sHeight, s, sizeof( sHeight ) );
|
|
}
|
|
|
|
//TiM - needed for height offset
|
|
pers->pms_height = atof( sHeight );
|
|
|
|
//PMS system - lock down the values
|
|
s = Info_ValueForKey( userinfo, "weight" );
|
|
weight = atof( s );
|
|
if (weight > (float)rpg_maxWeight.value )
|
|
{
|
|
//weight = (float)MAX_WEIGHT;
|
|
Q_strncpyz( sWeight, rpg_maxWeight.string, sizeof( sWeight ) );
|
|
}
|
|
else if (weight < (float)rpg_minWeight.value )
|
|
{
|
|
//weight = (float)MIN_WEIGHT;
|
|
Q_strncpyz( sWeight, rpg_minWeight.string, sizeof( sWeight ) );
|
|
}
|
|
else
|
|
{
|
|
Q_strncpyz( sWeight, s, sizeof( sWeight ) );
|
|
}
|
|
|
|
s = Info_ValueForKey( userinfo, "age" );
|
|
Q_strncpyz( age, s, sizeof(age) );
|
|
|
|
s = Info_ValueForKey( userinfo, "race" );
|
|
Q_strncpyz( race, s, sizeof( race ) );
|
|
|
|
s = Info_ValueForKey( userinfo, "modelOffset" );
|
|
modelOffset = atoi( s );
|
|
|
|
// send over a subset of the userinfo keys so other clients can
|
|
// print scoreboards, display models, and play custom sounds
|
|
//FIXME: In future, we'll lock down these PMS values so we can't have overloaded transmission data
|
|
if ( ent->r.svFlags & SVF_BOT ) {
|
|
s = va("n\\%s\\t\\%i\\p\\%i\\model\\%s\\hc\\%i\\w\\%i\\l\\%i\\skill\\%s\\age\\25\\height\\%s\\weight\\%s\\race\\Bot\\of\\%i\\admin\\0",
|
|
pers->netname, sess->sessionTeam, sess->sessionClass, model,
|
|
pers->maxHealth, sess->wins, sess->losses,
|
|
Info_ValueForKey( userinfo, "skill" ),
|
|
sHeight, sWeight, modelOffset );
|
|
} else {
|
|
s = va("n\\%s\\t\\%i\\p\\%i\\model\\%s\\hc\\%i\\w\\%i\\l\\%i\\age\\%s\\height\\%s\\weight\\%s\\race\\%s\\of\\%i\\admin\\%i",
|
|
pers->netname, sess->sessionTeam, sess->sessionClass, model,
|
|
pers->maxHealth, sess->wins, sess->losses, age,
|
|
sHeight, sWeight, race, modelOffset, ((int)IsAdmin(g_entities+clientNum)));
|
|
}
|
|
|
|
trap_SetConfigstring( CS_PLAYERS+clientNum, s );
|
|
|
|
G_LogPrintf( "ClientUserinfoChanged: %i %s\n", clientNum, s /*, g_entities[clientNum].client->pers.ip*/ ); // no ip logging here as string might get to long
|
|
}
|
|
|
|
|
|
/*
|
|
===========
|
|
ClientConnect
|
|
============
|
|
*/
|
|
/**
|
|
* Called when a player begins connecting to the server.
|
|
* Called again for every map change or tournement restart.
|
|
*
|
|
* The session information will be valid after exit.
|
|
*
|
|
* Return NULL if the client should be allowed, otherwise return
|
|
* a string with the reason for denial.
|
|
*
|
|
* Otherwise, the client will be sent the current gamestate
|
|
* and will eventually get to ClientBegin.
|
|
*
|
|
* firstTime will be qtrue the very first time a client connects
|
|
* to the server machine, but qfalse on map changes and tournement
|
|
* restarts.
|
|
*/
|
|
char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot ) {
|
|
char *value;
|
|
gclient_t *client;
|
|
char userinfo[MAX_INFO_STRING];
|
|
gentity_t *ent;
|
|
vmCvar_t mapname;
|
|
vmCvar_t sv_hostname;
|
|
|
|
char* newRank;
|
|
int tmpScore = 0; //Without these, tonnes of proverbial shyte hits the fan if a bot connects O_o
|
|
char* newClass;
|
|
int i;
|
|
char ip[64]; //TiM : Saved the IP data for player recon feature
|
|
|
|
//char* newClass; //TiM
|
|
|
|
trap_Cvar_Register( &mapname, "mapname", "", CVAR_SERVERINFO | CVAR_ROM );
|
|
trap_Cvar_Register( &sv_hostname, "sv_hostname", "", CVAR_SERVERINFO | CVAR_ROM );
|
|
|
|
ent = &g_entities[ clientNum ];
|
|
|
|
trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) );
|
|
|
|
// check to see if they are on the banned IP list
|
|
value = Info_ValueForKey (userinfo, "ip");
|
|
|
|
Q_strncpyz( ip, value, sizeof(ip) );
|
|
|
|
//G_Printf( "Client logged ip: %s, %s\n", value, ipAdress );
|
|
|
|
if ( G_FilterPacket( value ) || CheckID( Info_ValueForKey(userinfo, "sv_securityCode" ) ) ) {
|
|
return "Banned from this server";
|
|
}
|
|
|
|
// check for a password
|
|
if ( !isBot )
|
|
{
|
|
value = Info_ValueForKey (userinfo, "password");
|
|
if ( g_password.string[0] && Q_stricmp( g_password.string, "none" ) && strcmp( g_password.string, value) != 0)
|
|
{
|
|
return "Invalid password";
|
|
}
|
|
}
|
|
//}
|
|
|
|
//TiM: If need be, chack to see if any other players have the current name...
|
|
//evil impersonators and the likes
|
|
if ( rpg_uniqueNames.integer && !isBot ) {
|
|
char name[36];
|
|
char oldName[36];
|
|
//get the name
|
|
value = Info_ValueForKey( userinfo, "name" );
|
|
//Clean the data
|
|
ClientCleanName( value, name, sizeof( name ) );
|
|
//Now, do a compare with all clients in the server
|
|
for (i = 0; i < MAX_CLIENTS; i++ ) {
|
|
if ( !g_entities[i].client || g_entities[i].client->pers.connected != CON_CONNECTED )
|
|
continue;
|
|
|
|
if ( g_entities[i].client->pers.netname[0] ) {
|
|
|
|
//local copy the string and work on that, else we risk wrecking other people's names
|
|
Q_strncpyz( oldName, g_entities[i].client->pers.netname, sizeof( oldName ) );
|
|
if ( !Q_stricmp( Q_CleanStr(name), Q_CleanStr(oldName) ) && !isBot ) {
|
|
return "There is already a user with that name.";
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// they can connect
|
|
ent->client = level.clients + clientNum;
|
|
client = ent->client;
|
|
|
|
memset( client, 0, sizeof(*client) );
|
|
|
|
client->pers.connected = CON_CONNECTING;
|
|
|
|
// read or initialize the session data
|
|
if ( firstTime || level.newSession ) {
|
|
G_InitSessionData( client, userinfo );
|
|
}
|
|
G_ReadSessionData( client );
|
|
|
|
if( isBot ) {
|
|
ent->r.svFlags |= SVF_BOT;
|
|
ent->inuse = qtrue;
|
|
if( !G_BotConnect( clientNum, !firstTime ) ) {
|
|
return "BotConnectfailed";
|
|
}
|
|
}
|
|
|
|
// get and distribute relevent paramters
|
|
G_LogPrintf( "ClientConnect: %i (%s)\n", clientNum, g_entities[clientNum].client->pers.ip );
|
|
if ( rpg_rpg.integer != 0 /*&& firstTime*/ )
|
|
{
|
|
//TiM: Code for automatic class + rank switching
|
|
//========================================================
|
|
if ( isBot ) {
|
|
client->sess.sessionClass = 0;
|
|
client->ps.persistant[PERS_SCORE] = 1;
|
|
}
|
|
else {
|
|
newClass = Info_ValueForKey (userinfo, "ui_playerClass" );
|
|
newRank = Info_ValueForKey (userinfo, "ui_playerRank" );
|
|
|
|
//Com_Printf( S_COLOR_RED "Data: %s %s\n", newClass, newRank );
|
|
|
|
if ( newClass[0] ) {
|
|
client->sess.sessionClass = ValueNameForClass ( newClass ); //TiM: BOOYEAH! :)
|
|
//if class doesn't exist, default to 0
|
|
if ( client->sess.sessionClass < 0 )
|
|
client->sess.sessionClass = 0;
|
|
}
|
|
else {
|
|
client->sess.sessionClass = 0;
|
|
}
|
|
|
|
{
|
|
qboolean changeRank = qfalse;
|
|
|
|
for (i = 0; i < MAX_RANKS; i++ ) {
|
|
if ( !rpg_startingRank.string[0] && newRank[0] ) {
|
|
if ( !Q_stricmp( newRank, g_rankNames[i].consoleName ) ) {
|
|
tmpScore = i;//1 << i;
|
|
|
|
if ( rpg_changeRanks.integer )
|
|
changeRank = qtrue;
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (rpg_startingRank.string[0] && !Q_stricmp( g_rankNames[i].consoleName, rpg_startingRank.string ) ) {
|
|
tmpScore =i;// 1 << i;
|
|
changeRank = qtrue;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//client->ps.persistant[PERS_SCORE] = tmpScore;
|
|
if ( changeRank ) {
|
|
ent->client->UpdateScore = qtrue;
|
|
SetScore( ent, tmpScore );
|
|
}
|
|
}
|
|
}
|
|
|
|
//========================================================
|
|
//tmpScore = atoi( correlateRanks( newRank, 1 ) );
|
|
}
|
|
ClientUserinfoChanged( clientNum );
|
|
|
|
//RPG-X: Save the ip for later - has to be down here, since it gets flushed in the above function
|
|
Q_strncpyz( ent->client->pers.ip, ip, sizeof( ent->client->pers.ip ) );
|
|
|
|
// don't do the "xxx connected" messages if they were caried over from previous level
|
|
if ( firstTime )
|
|
{
|
|
if ( !levelExiting )
|
|
{//no need to do this during level changes
|
|
qboolean nameFound=qfalse;
|
|
|
|
//Check to see if this player already connected on this server
|
|
if ( rpg_renamedPlayers.integer && !(ent->r.svFlags & SVF_BOT) ) {
|
|
|
|
for ( i = 0; i < MAX_RECON_NAMES; i++ ) {
|
|
if ( !g_reconData[i].previousName[0] ) {
|
|
continue;
|
|
}
|
|
|
|
if ( !Q_stricmp( client->pers.ip, g_reconData[i].ipAddress )
|
|
&& Q_stricmp( client->pers.netname, g_reconData[i].previousName ) )
|
|
{
|
|
trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " (With the previous name of %s" S_COLOR_WHITE ") connected\n\"", client->pers.netname, g_reconData[i].previousName) );
|
|
nameFound = qtrue;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( !nameFound ) {
|
|
trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " connected\n\"", client->pers.netname) );
|
|
}
|
|
|
|
//RPG-X | Phenix | 07/04/2005
|
|
client->AdminFailed = 0;
|
|
ent->n00bCount = 0;
|
|
client->LoggedAsDeveloper = qfalse;
|
|
}
|
|
}
|
|
|
|
if ( g_gametype.integer >= GT_TEAM && client->sess.sessionTeam != TEAM_SPECTATOR )
|
|
{
|
|
BroadcastTeamChange( client, -1 );
|
|
}
|
|
|
|
// count current clients and rank for scoreboard
|
|
//CalculateRanks( qfalse );
|
|
|
|
//RPG-X: J2J - Reset Variables
|
|
DragDat[clientNum].AdminId = -1;
|
|
DragDat[clientNum].distance = 0;
|
|
g_entities[clientNum].client->noclip = qfalse;
|
|
|
|
return NULL;
|
|
}
|
|
|
|
extern holoData_t holoData;
|
|
|
|
//! Think function for temporal entity that transmits the holodeck date to the client
|
|
void holoTent_think(gentity_t *ent) {
|
|
if(!ent->count) {
|
|
trap_SendServerCommand(ent-g_entities, va("holo_data %i", holoData.numProgs));
|
|
ent->count = 1;
|
|
ent->health = 0;
|
|
ent->nextthink = level.time + 250;
|
|
return;
|
|
}
|
|
if(ent->health == holoData.numProgs) {
|
|
ent->count++;
|
|
ent->health = 0;
|
|
}
|
|
switch(ent->count) {
|
|
case 1: // name
|
|
trap_SendServerCommand(ent-g_entities, va("holo_data \"n%i\\%s\\\"", ent->health, holoData.name[ent->health]));
|
|
break;
|
|
case 2: // desc1
|
|
trap_SendServerCommand(ent-g_entities, va("holo_data \"da%i\\%s\\\"", ent->health, holoData.desc1[ent->health]));
|
|
break;
|
|
case 3: // desc2
|
|
trap_SendServerCommand(ent-g_entities, va("holo_data \"db%i\\%s\\\"", ent->health, holoData.desc2[ent->health]));
|
|
break;
|
|
case 4: // image
|
|
trap_SendServerCommand(ent-g_entities, va("holo_data \"i%i\\%s\\\"", ent->health, holoData.image[ent->health]));
|
|
break;
|
|
}
|
|
ent->health++;
|
|
if(ent->count > 4) {
|
|
G_PrintfClient(ent, "Received data of %i holodeck programs.\n", holoData.numProgs);
|
|
G_FreeEntity(ent);
|
|
return;
|
|
}
|
|
ent->nextthink = level.time + 250;
|
|
}
|
|
|
|
//! Create a temporal entity that sends over the holodata to the client
|
|
void G_SendHoloData(int clientNum) {
|
|
gentity_t *holoTent;
|
|
|
|
holoTent = G_Spawn();
|
|
holoTent->classname = G_NewString("holoTent");
|
|
|
|
holoTent->target_ent = g_entities + clientNum;
|
|
|
|
holoTent->think = holoTent_think;
|
|
holoTent->nextthink = level.time + 2500;
|
|
}
|
|
|
|
extern srvChangeData_t srvChangeData;
|
|
extern mapChangeData_t mapChangeData;
|
|
|
|
//! Think function for temporal entity that transmits the server change data and map change data for transporter UI
|
|
void transTent_think(gentity_t *ent) {
|
|
char temp[MAX_STRING_CHARS];
|
|
int i;
|
|
|
|
memset(temp, 0, sizeof(temp));
|
|
|
|
for(i = 0; i < 6; i++) {
|
|
if(!srvChangeData.name[i][0]) break;
|
|
if(!temp[0])
|
|
Com_sprintf(temp, sizeof(temp), "d%i\\%s\\", i, srvChangeData.name[i]);
|
|
else
|
|
Com_sprintf(temp, sizeof(temp), "%sd%i\\%s\\", temp, i, srvChangeData.name[i]);
|
|
}
|
|
|
|
trap_SendServerCommand(ent-g_entities, va("ui_trdata \"%s\"", temp));
|
|
|
|
memset(temp, 0, sizeof(temp));
|
|
|
|
for(i = 0; i < 16; i++) {
|
|
if(!mapChangeData.name[i][0]) break;
|
|
if(!temp[0])
|
|
Com_sprintf(temp, sizeof(temp), "a%i\\%s\\", i, mapChangeData.name[i]);
|
|
else
|
|
Com_sprintf(temp, sizeof(temp), "%sa%i\\%s\\", i, mapChangeData.name[i]);
|
|
}
|
|
|
|
trap_SendServerCommand(ent-g_entities, va("ui_trdata \"%s\"", temp));
|
|
|
|
G_FreeEntity(ent);
|
|
}
|
|
|
|
//! creates an entity that transmits the server change data to the client
|
|
void G_SendTransData(int clientNum) {
|
|
gentity_t *transTent;
|
|
|
|
transTent = G_Spawn();
|
|
transTent->classname = G_NewString("transTent");
|
|
|
|
transTent->target_ent = g_entities + clientNum;
|
|
|
|
transTent->think = transTent_think;
|
|
transTent->nextthink = level.time + 500;
|
|
}
|
|
|
|
/*
|
|
===========
|
|
ClientBegin
|
|
============
|
|
*/
|
|
/**
|
|
* called when a client has finished connecting, and is ready
|
|
* to be placed into the level. This will happen every level load,
|
|
* and on transition between teams, but doesn't happen on respawns
|
|
*/
|
|
void ClientBegin( int clientNum, qboolean careAboutWarmup, qboolean isBot, qboolean first ) {
|
|
gentity_t *ent;
|
|
gclient_t *client;
|
|
gentity_t *tent;
|
|
int flags;
|
|
qboolean alreadyIn = qfalse;
|
|
int score;
|
|
|
|
ent = g_entities + clientNum;
|
|
|
|
if( ent->botDelayBegin ) {
|
|
G_QueueBotBegin( clientNum );
|
|
ent->botDelayBegin = qfalse;
|
|
return;
|
|
}
|
|
|
|
client = level.clients + clientNum;
|
|
|
|
if ( ent->r.linked ) {
|
|
trap_UnlinkEntity( ent );
|
|
}
|
|
G_InitGentity( ent );
|
|
ent->touch = 0;
|
|
ent->pain = 0;
|
|
ent->client = client;
|
|
|
|
if ( client->pers.connected == CON_CONNECTED )
|
|
{
|
|
alreadyIn = qtrue;
|
|
}
|
|
client->pers.connected = CON_CONNECTED;
|
|
client->pers.enterTime = level.time;
|
|
client->pers.teamState.state = TEAM_BEGIN;
|
|
|
|
//OBSOLETE
|
|
//RPG-X: TiM: Send a comand to the client telling their machine
|
|
//to automatically execute the 'class and 'rank' commands
|
|
//if(!alreadyIn)
|
|
// trap_SendServerCommand(ent-g_entities,"cr");
|
|
|
|
// save eflags around this, because changing teams will
|
|
// cause this to happen with a valid entity, and we
|
|
// want to make sure the teleport bit is set right
|
|
// so the viewpoint doesn't interpolate through the
|
|
// world to the new position
|
|
|
|
//TiM... I think this is why my damn RANK SYSTEM ENHANCEMENT HAS BEEN BUGGING OUT!!@!@!!
|
|
//ARRRGRGRGRGRGRGRGRGRGRGRGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!! D:<
|
|
flags = client->ps.eFlags;
|
|
score = client->ps.persistant[PERS_SCORE];
|
|
memset( &client->ps, 0, sizeof( client->ps ) );
|
|
client->ps.eFlags = flags;
|
|
|
|
//G_Printf( "Rank is %i\n", score );
|
|
|
|
client->UpdateScore = qtrue;
|
|
SetScore( ent, score );
|
|
|
|
// locate ent at a spawn point
|
|
ClientSpawn( ent, 0, qfalse );//RPG-X: RedTechie - Modifyed
|
|
|
|
if ( client->sess.sessionTeam != TEAM_SPECTATOR /*&& g_holoIntro.integer==0 */ )
|
|
{ // Don't use transporter FX for spectators or those watching the holodoors.
|
|
// send event
|
|
|
|
//tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_IN );
|
|
//tent->s.clientNum = ent->s.clientNum;
|
|
|
|
ent->client->ps.powerups[PW_QUAD] = level.time + 4000;
|
|
tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TRANSPORT_IN );
|
|
tent->s.clientNum = ent->s.clientNum;
|
|
}
|
|
G_LogPrintf( "ClientBegin: %i (%s)\n", clientNum, g_entities[clientNum].client->pers.ip );
|
|
|
|
// count current clients and rank for scoreboard
|
|
CalculateRanks( qfalse );
|
|
|
|
//TiM - This appears to be a flaw in Raven's design
|
|
//When a client connects, or if they enter admin or medics class
|
|
//ensure the relevant health data is sent to them, or else they'll
|
|
//see anomalies when scanning players
|
|
if ( client->sess.sessionTeam == TEAM_SPECTATOR ||
|
|
g_classData[client->sess.sessionClass].isMedical ||
|
|
g_classData[client->sess.sessionClass].isAdmin )
|
|
{
|
|
int i;
|
|
char entry[16];
|
|
char command[1024];
|
|
int numPlayers;
|
|
gentity_t *player;
|
|
int len;
|
|
int cmdLen=0;
|
|
|
|
numPlayers = 0;
|
|
command[0] = '\0';
|
|
|
|
for ( i=0; i<g_maxclients.integer; i++ )
|
|
{
|
|
player = g_entities + i;
|
|
|
|
if ( player == ent || !player->inuse )
|
|
continue;
|
|
|
|
Com_sprintf( entry, sizeof(entry), " %i %i", i, player->health >= 0 ? player->health : 0 );
|
|
len = strlen( entry );
|
|
if ( cmdLen + len > sizeof( command ) )
|
|
break;
|
|
strcpy( command + cmdLen, entry );
|
|
cmdLen += len;
|
|
|
|
numPlayers++;
|
|
}
|
|
|
|
if ( numPlayers > 0 )
|
|
trap_SendServerCommand( clientNum, va("hinfo %i%s", numPlayers, command) );
|
|
}
|
|
|
|
//RPG-X: RedTechie - But we dont care about warmup!
|
|
if ( careAboutWarmup )
|
|
{
|
|
if (level.restarted || g_restarted.integer)
|
|
{
|
|
trap_Cvar_Set( "g_restarted", "0" );
|
|
level.restarted = qfalse;
|
|
}
|
|
}
|
|
|
|
//RPG-X | Phenix | 21/11/2004
|
|
//BOOKMARK FOR INIT
|
|
if(!alreadyIn) {
|
|
|
|
// RPG-X | Phenix | 06/04/2005
|
|
ent->client->n00bTime = -1;
|
|
//ent->client->LoggedAsAdmin = qfalse; RPG-X: Marcin: permanent admin - 03/01/2008
|
|
}
|
|
|
|
ent->client->fraggerTime = -1;
|
|
|
|
// kef -- should reset all of our awards-related stuff
|
|
G_ClearClientLog(clientNum);
|
|
|
|
//TiM - if our user's security key was default, transmit the received IP bak to
|
|
//the client and get it to encode it into our new key
|
|
|
|
//Scooter's filter list
|
|
if( Q_stricmp( ent->client->pers.ip, "localhost" ) //localhost
|
|
&& Q_strncmp( ent->client->pers.ip, "10.", 3 ) //class A
|
|
&& Q_strncmp( ent->client->pers.ip, "172.16.", 7 ) //class B
|
|
&& Q_strncmp( ent->client->pers.ip, "192.168.", 8 ) //class C
|
|
&& Q_strncmp( ent->client->pers.ip, "127.", 4 ) //loopback
|
|
&& Q_strncmp( ent->client->pers.ip, "169.254.", 8 ) //link-local
|
|
)
|
|
{
|
|
char userInfo[MAX_TOKEN_CHARS];
|
|
unsigned long securityID;
|
|
|
|
trap_GetUserinfo( clientNum, userInfo, sizeof( userInfo ) );
|
|
if ( !userInfo[0] )
|
|
return;
|
|
|
|
securityID = (unsigned)atoul( Info_ValueForKey( userInfo, "sv_securityCode" ) );
|
|
|
|
if ( securityID <= 0 || securityID >= 0xffffffff )
|
|
{
|
|
trap_SendServerCommand( clientNum, va( "configID %s", ent->client->pers.ip ) );
|
|
}
|
|
}
|
|
|
|
// send srv change data to ui
|
|
if(!isBot && first) {
|
|
if(srvChangeData.ip[0][0])
|
|
G_SendTransData(clientNum);
|
|
}
|
|
|
|
// send holo data to ui
|
|
if(!isBot && first) {
|
|
if(holoData.numProgs)
|
|
G_SendHoloData(clientNum);
|
|
}
|
|
|
|
//RPG-X: Marcin: show the server motd - 15/12/2008
|
|
if ( !isBot && first ) {
|
|
trap_SendServerCommand( ent->s.number, "motd" );
|
|
}
|
|
|
|
if ( !isBot ) {
|
|
qboolean last = qfalse;
|
|
int len;
|
|
fileHandle_t file;
|
|
char *p, *q;
|
|
char buf[16000];
|
|
|
|
len = trap_FS_FOpenFile( rpg_motdFile.string, &file, FS_READ );
|
|
if (!file || !len) {
|
|
trap_SendServerCommand( ent->s.number, va("motd_line \"^1%s not found or empty^7\"", rpg_motdFile.string) );
|
|
return;
|
|
}
|
|
|
|
trap_FS_Read( buf, len, file );
|
|
|
|
p = &buf[0];
|
|
q = p;
|
|
buf[len] = '\0';
|
|
while ( !last ) {
|
|
p = q;
|
|
while ( *q != '\n' ) {
|
|
if ( !*q ) {
|
|
last = qtrue;
|
|
}
|
|
if ( ( *q == ' ' ) && ( EndWord( q ) - p ) > 78 ) {
|
|
break;
|
|
}
|
|
q++;
|
|
}
|
|
*q = '\0';
|
|
|
|
trap_SendServerCommand( ent->s.number, va( "motd_line \"%s\"", p ) );
|
|
|
|
q++;
|
|
}
|
|
|
|
}
|
|
|
|
#ifdef XTRA
|
|
if(sql_use.integer) {
|
|
int key = (byte)irandom(4096, 65535);
|
|
ent->client->sqlkey = (byte)key;
|
|
trap_SendServerCommand(ent-g_entities, va("sqlkey \"%i\"", key));
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// WEAPONS - PHENIX1
|
|
void ClientWeaponsForClass ( gclient_t *client, pclass_t pclass )
|
|
{
|
|
int i;
|
|
int Bits;
|
|
|
|
Bits = ( 1 << WP_1);
|
|
Bits |= g_classData[pclass].weaponsFlags;
|
|
|
|
for ( i = WP_1; i < MAX_WEAPONS; i++ ) {
|
|
//if we want no weapons and aren't an admin, skip this particular weapon
|
|
if ( rpg_noweapons.integer != 0 && !g_classData[pclass].isAdmin/*pclass != PC_ADMIN*/ ) {
|
|
if ( i >= WP_5 && i <= WP_10 ) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if ( Bits & ( 1 << i ) ) {
|
|
client->ps.stats[STAT_WEAPONS] |= ( 1 << i );
|
|
client->ps.ammo[i] = Min_Weapon(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
void ClientHoldablesForClass ( gclient_t *client, pclass_t pclass )
|
|
{
|
|
if ( g_classData[pclass].isMarine )
|
|
client->ps.stats[STAT_HOLDABLE_ITEM] = BG_FindItemForHoldable( HI_TRANSPORTER ) - bg_itemlist;
|
|
|
|
else if ( g_classData[pclass].isAdmin )
|
|
client->ps.stats[STAT_HOLDABLE_ITEM] = BG_FindItemForHoldable( HI_SHIELD ) - bg_itemlist;
|
|
}
|
|
|
|
void G_StoreClientInitialStatus( gentity_t *ent )
|
|
{
|
|
char userinfo[MAX_INFO_STRING];
|
|
|
|
if ( clientInitialStatus[ent->s.number].initialized )
|
|
{//already set
|
|
return;
|
|
}
|
|
|
|
if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR )
|
|
{//don't store their data if they're just a spectator
|
|
return;
|
|
}
|
|
|
|
trap_GetUserinfo( ent->s.number, userinfo, sizeof( userinfo ) );
|
|
Q_strncpyz( clientInitialStatus[ent->s.number].model, Info_ValueForKey (userinfo, "model"), sizeof( clientInitialStatus[ent->s.number].model ) );
|
|
clientInitialStatus[ent->s.number].pClass = ent->client->sess.sessionClass;
|
|
clientInitialStatus[ent->s.number].team = ent->client->sess.sessionTeam;
|
|
clientInitialStatus[ent->s.number].initialized = qtrue;
|
|
ent->client->classChangeDebounceTime = 0;
|
|
}
|
|
|
|
void G_RestoreClientInitialStatus( gentity_t *ent )
|
|
{
|
|
char userinfo[MAX_INFO_STRING];
|
|
clientSession_t *sess;
|
|
|
|
if ( !clientInitialStatus[ent->s.number].initialized )
|
|
{//not set
|
|
return;
|
|
}
|
|
|
|
sess = &ent->client->sess;
|
|
|
|
trap_GetUserinfo( ent->s.number, userinfo, sizeof( userinfo ) );
|
|
|
|
if ( clientInitialStatus[ent->s.number].team != sess->sessionTeam &&
|
|
clientInitialStatus[ent->s.number].pClass != sess->sessionClass )
|
|
{
|
|
SetClass( ent, ClassNameForValue( clientInitialStatus[ent->s.number].pClass ), (char *)TeamName( clientInitialStatus[ent->s.number].team ), qtrue );
|
|
}
|
|
else
|
|
{
|
|
if ( clientInitialStatus[ent->s.number].pClass != sess->sessionClass )
|
|
{
|
|
SetClass( ent, ClassNameForValue( clientInitialStatus[ent->s.number].pClass ), NULL, qtrue);
|
|
}
|
|
if ( clientInitialStatus[ent->s.number].team != sess->sessionTeam )
|
|
{
|
|
SetTeam( ent, (char *)TeamName( clientInitialStatus[ent->s.number].team ) );
|
|
}
|
|
}
|
|
if ( Q_stricmp( clientInitialStatus[ent->s.number].model, Info_ValueForKey (userinfo, "model") ) != 0 )
|
|
{//restore the model
|
|
Info_SetValueForKey( userinfo, "model", clientInitialStatus[ent->s.number].model );
|
|
trap_SetUserinfo( ent->s.number, userinfo );
|
|
//FIXME: send this to everyone or let it automatically do it when the map restarts?
|
|
//trap_SetConfigstring( CS_PLAYERS+ent->s.number, s );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===========
|
|
ClientSpawn
|
|
|
|
Called every time a client is placed fresh in the world:
|
|
after the first ClientBegin, and after each respawn
|
|
Initializes all non-persistant parts of playerState
|
|
------------------------------------
|
|
Modifyed By: RedTechie
|
|
And also by Marcin - 30/12/2008
|
|
============
|
|
*/
|
|
void ClientSpawn(gentity_t *ent, int rpgx_spawn, qboolean fromDeath ) {
|
|
int index=0;
|
|
vec3_t spawn_origin, spawn_angles;
|
|
gclient_t *client=NULL;
|
|
int i=0;
|
|
clientPersistant_t saved;
|
|
clientSession_t savedSess;
|
|
int persistant[MAX_PERSISTANT];
|
|
gentity_t *spawnPoint=NULL;
|
|
int flags = 0;
|
|
int savedPing;
|
|
pclass_t pClass = 0;//PC_NOCLASS;
|
|
int cCDT = 0;
|
|
int clientNum;
|
|
|
|
index = ent - g_entities;
|
|
client = ent->client;
|
|
clientNum = ent->client->ps.clientNum;
|
|
|
|
// find a spawn point
|
|
// do it before setting health back up, so farthest
|
|
// ranging doesn't count this client
|
|
if(rpgx_spawn != 1){//RPG-X: RedTechie - Make sure the spawn is regular spawn or spawn at current position (rpgx_spawn = current possition)
|
|
if ( client->sess.sessionTeam == TEAM_SPECTATOR ) {
|
|
spawnPoint = SelectSpectatorSpawnPoint (
|
|
spawn_origin, spawn_angles);
|
|
} else if (g_gametype.integer >= GT_TEAM) {
|
|
spawnPoint = SelectCTFSpawnPoint (
|
|
ent,
|
|
client->sess.sessionTeam,
|
|
client->pers.teamState.state,
|
|
spawn_origin, spawn_angles);
|
|
} else {
|
|
do {
|
|
// the first spawn should be at a good looking spot
|
|
if ( !client->pers.initialSpawn && client->pers.localClient ) {
|
|
client->pers.initialSpawn = qtrue;
|
|
spawnPoint = SelectInitialSpawnPoint( spawn_origin, spawn_angles );
|
|
} else {
|
|
// don't spawn near existing origin if possible
|
|
spawnPoint = SelectSpawnPoint (
|
|
client->ps.origin,
|
|
spawn_origin, spawn_angles);
|
|
}
|
|
|
|
// Tim needs to prevent bots from spawning at the initial point
|
|
// on q3dm0...
|
|
if ( ( spawnPoint->flags & FL_NO_BOTS ) && ( ent->r.svFlags & SVF_BOT ) ) {
|
|
continue; // try again
|
|
}
|
|
// just to be symetric, we have a nohumans option...
|
|
if ( ( spawnPoint->flags & FL_NO_HUMANS ) && !( ent->r.svFlags & SVF_BOT ) ) {
|
|
continue; // try again
|
|
}
|
|
|
|
break;
|
|
|
|
} while ( 1 );
|
|
}
|
|
}//RPG-X: RedTechie - End rpgx_spawn check
|
|
client->pers.teamState.state = TEAM_ACTIVE;
|
|
|
|
// toggle the teleport bit so the client knows to not lerp
|
|
if(rpgx_spawn != 1){
|
|
flags = ent->client->ps.eFlags & EF_TELEPORT_BIT;
|
|
flags ^= EF_TELEPORT_BIT;
|
|
}
|
|
|
|
// clear everything but the persistant data
|
|
|
|
saved = client->pers;
|
|
savedSess = client->sess;
|
|
savedPing = client->ps.ping;
|
|
for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) {
|
|
persistant[i] = client->ps.persistant[i];
|
|
}
|
|
//okay, this is hacky, but we need to keep track of this, even if uninitialized first time you spawn, it will be stomped anyway
|
|
//RPG-X: RedTechie - Damn thing screwed my function up
|
|
if(rpgx_spawn != 1){
|
|
if ( client->classChangeDebounceTime )
|
|
{
|
|
cCDT = client->classChangeDebounceTime;
|
|
}
|
|
memset (client, 0, sizeof(*client));
|
|
client->classChangeDebounceTime = cCDT;
|
|
}
|
|
//
|
|
client->pers = saved;
|
|
client->sess = savedSess;
|
|
client->ps.ping = savedPing;
|
|
for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) {
|
|
client->ps.persistant[i] = persistant[i];
|
|
}
|
|
|
|
// increment the spawncount so the client will detect the respawn
|
|
if(rpgx_spawn != 1){
|
|
client->ps.persistant[PERS_SPAWN_COUNT]++;
|
|
client->airOutTime = level.time + 12000;
|
|
}
|
|
|
|
if(client->sess.sessionTeam != TEAM_SPECTATOR){
|
|
client->sess.sessionTeam = TEAM_FREE;
|
|
}
|
|
client->ps.persistant[PERS_TEAM] = client->sess.sessionTeam;
|
|
|
|
// clear entity values
|
|
client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;
|
|
//if(rpgx_spawn != 1){
|
|
client->ps.eFlags = flags;
|
|
//}
|
|
client->streakCount = 0;
|
|
|
|
ent->client->ps.pm_type = PM_NORMAL;
|
|
ent->s.groundEntityNum = ENTITYNUM_NONE;
|
|
ent->client = &level.clients[index];
|
|
ent->takedamage = qtrue;
|
|
ent->inuse = qtrue;
|
|
ent->classname = "player";
|
|
|
|
//RPG-X | Phenix | 13/02/2005
|
|
/*if (rpgx_spawn != 1) {
|
|
ent->r.contents = CONTENTS_BODY;
|
|
} else {
|
|
ent->r.contents = CONTENTS_CORPSE;
|
|
}*/
|
|
|
|
ent->r.contents = CONTENTS_BODY;
|
|
|
|
ent->clipmask = MASK_PLAYERSOLID;
|
|
ent->die = player_die;
|
|
ent->waterlevel = 0;
|
|
ent->watertype = 0;
|
|
ent->flags = 0;
|
|
|
|
if(rpgx_spawn != 1){
|
|
VectorCopy (playerMins, ent->r.mins);
|
|
VectorCopy (playerMaxs, ent->r.maxs);
|
|
}
|
|
|
|
client->ps.clientNum = index;
|
|
|
|
// health will count down towards max_health
|
|
//if(rpgx_spawn != 1){
|
|
ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH] * 1.25;
|
|
//}
|
|
//RPG-X: RedTechie - No armor
|
|
// Start with a small amount of armor as well.
|
|
//client->ps.stats[STAT_ARMOR] = client->ps.stats[STAT_MAX_HEALTH] * 0.25;
|
|
|
|
pclass_t oClass = client->sess.sessionClass;
|
|
|
|
if ( oClass != client->sess.sessionClass )
|
|
{//need to send the class change
|
|
ClientUserinfoChanged( client->ps.clientNum );
|
|
}
|
|
|
|
client->ps.persistant[PERS_CLASS] = client->sess.sessionClass;
|
|
pClass = client->sess.sessionClass;
|
|
|
|
//ClientMaxHealthForClass( client, pClass );
|
|
if ( pClass != 0/*PC_NOCLASS*/ )
|
|
{//no health boost on spawn for playerclasses
|
|
ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;
|
|
}
|
|
|
|
if ( !fromDeath || !rpg_dropOnDeath.integer || !rpg_allowWeaponDrop.integer ) {
|
|
ClientWeaponsForClass( client, pClass );
|
|
} else { // Marcin: just a hand
|
|
ClientWeaponsForClass( client, 0 );
|
|
}
|
|
//ClientArmorForClass( client, pClass );
|
|
ClientHoldablesForClass( client, pClass );
|
|
//ClientPowerupsForClass( ent, pClass );
|
|
|
|
if(rpgx_spawn != 1){
|
|
G_SetOrigin( ent, spawn_origin );
|
|
VectorCopy( spawn_origin, client->ps.origin );
|
|
}
|
|
|
|
// the respawned flag will be cleared after the attack and jump keys come up
|
|
if(rpgx_spawn != 1){
|
|
client->ps.pm_flags |= PMF_RESPAWNED;
|
|
}
|
|
|
|
trap_GetUsercmd( client - level.clients, &ent->client->pers.cmd );
|
|
if(rpgx_spawn != 1){
|
|
SetClientViewAngle( ent, spawn_angles );
|
|
}
|
|
|
|
if(rpgx_spawn != 1){
|
|
if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR /*|| (ent->client->ps.eFlags&EF_ELIMINATED)*/ ) {
|
|
|
|
} else {
|
|
G_MoveBox( ent );
|
|
trap_LinkEntity (ent);
|
|
|
|
// force the base weapon up
|
|
client->ps.weapon = WP_1; //TiM: WP_5
|
|
client->ps.weaponstate = WEAPON_READY;
|
|
|
|
}
|
|
}
|
|
|
|
// don't allow full run speed for a bit
|
|
client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
|
|
client->ps.pm_time = 100;
|
|
|
|
if(rpgx_spawn != 1){
|
|
client->respawnTime = level.time;
|
|
}
|
|
|
|
client->inactivityTime = level.time + g_inactivity.integer * 1000;
|
|
client->latched_buttons = 0;
|
|
|
|
// set default animations
|
|
//client->ps.torsoAnim = BOTH_STAND1; //TORSO_STAND
|
|
//client->ps.legsAnim = BOTH_STAND1;
|
|
if (rpgx_spawn != 1 ) {
|
|
client->ps.stats[TORSOANIM] = BOTH_STAND1;
|
|
client->ps.stats[LEGSANIM] = BOTH_STAND1;
|
|
}
|
|
|
|
if ( level.intermissiontime ) {
|
|
MoveClientToIntermission( ent );
|
|
} else {
|
|
// fire the targets of the spawn point
|
|
if(rpgx_spawn != 1){
|
|
G_UseTargets( spawnPoint, ent );
|
|
}
|
|
|
|
// select the highest weapon number available, after any
|
|
// spawn given items have fired
|
|
//if(rpgx_spawn != 1){
|
|
client->ps.weapon = 1;
|
|
/*for ( i = WP_NUM_WEAPONS - 1 ; i > 0 ; i-- ) {
|
|
if ( client->ps.stats[STAT_WEAPONS] & ( 1 << i ) ) {
|
|
client->ps.weapon = i;
|
|
break;
|
|
}
|
|
}*/
|
|
|
|
//TiM - Always default to the null hand
|
|
client->ps.weapon = WP_1;
|
|
//}
|
|
}
|
|
|
|
// run a client frame to drop exactly to the floor,
|
|
// initialize animations and other things
|
|
client->ps.commandTime = level.time - 100;
|
|
ent->client->pers.cmd.serverTime = level.time;
|
|
ClientThink( ent-g_entities );
|
|
|
|
// positively link the client, even if the command times are weird
|
|
if ( ent->client->sess.sessionTeam != TEAM_SPECTATOR ) {
|
|
BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
|
|
if(rpgx_spawn != 1){
|
|
VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
|
|
}
|
|
trap_LinkEntity( ent );
|
|
|
|
}
|
|
|
|
// run the presend to set anything else
|
|
ClientEndFrame( ent );
|
|
|
|
// clear entity state values
|
|
BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
|
|
|
|
//start-up messages
|
|
//FIXME: externalize all this text!
|
|
//FIXME: make the gametype titles be graphics!
|
|
//FIXME: make it do this on a map_restart also
|
|
if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR )
|
|
{//spectators just get the title of the game
|
|
switch ( g_gametype.integer )
|
|
{
|
|
case GT_FFA: // free for all
|
|
trap_SendServerCommand( ent-g_entities, va("cp \"%s\"", rpg_welcomemessage.string ) );
|
|
break;
|
|
case GT_TOURNAMENT: // one on one tournament
|
|
trap_SendServerCommand( ent-g_entities, va("cp \"%s\"", rpg_welcomemessage.string ) );
|
|
break;
|
|
case GT_SINGLE_PLAYER: // single player tournament
|
|
trap_SendServerCommand( ent-g_entities, va("cp \"%s\"", rpg_welcomemessage.string ) );
|
|
break;
|
|
case GT_TEAM: // team deathmatch
|
|
trap_SendServerCommand( ent-g_entities, va("cp \"%s\"", rpg_welcomemessage.string ) );
|
|
break;
|
|
case GT_CTF: // capture the flag
|
|
trap_SendServerCommand( ent-g_entities, va("cp \"%s\"", rpg_welcomemessage.string ) );
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( !clientInitialStatus[ent->s.number].initialized )
|
|
{//first time coming in
|
|
switch ( g_gametype.integer )
|
|
{
|
|
case GT_FFA: // free for all
|
|
trap_SendServerCommand( ent-g_entities, va("cp \"%s\"", rpg_welcomemessage.string ) );
|
|
break;
|
|
case GT_TOURNAMENT: // one on one tournament
|
|
trap_SendServerCommand( ent-g_entities, va("cp \"%s\"", rpg_welcomemessage.string ) );
|
|
break;
|
|
case GT_SINGLE_PLAYER: // single player tournament
|
|
trap_SendServerCommand( ent-g_entities, va("cp \"%s\"", rpg_welcomemessage.string ) );
|
|
break;
|
|
case GT_TEAM: // team deathmatch
|
|
trap_SendServerCommand( ent-g_entities, va("cp \"%s\"", rpg_welcomemessage.string ) );
|
|
break;
|
|
case GT_CTF: // capture the flag
|
|
trap_SendServerCommand( ent-g_entities, va("cp \"%s\"", rpg_welcomemessage.string ) );
|
|
break;
|
|
}
|
|
if ( level.numObjectives > 0 )
|
|
{//Turn on their objectives
|
|
//trap_SendServerCommand( ent-g_entities, "+analysis" );
|
|
//FIXME: turn this off after warm-up period
|
|
}
|
|
}
|
|
}
|
|
|
|
if(rpgx_spawn) {
|
|
if ( client->sess.sessionTeam == TEAM_SPECTATOR ||
|
|
g_classData[client->sess.sessionClass].isMedical ||
|
|
g_classData[client->sess.sessionClass].isAdmin )
|
|
{
|
|
int l;
|
|
char entry[16];
|
|
char command[1024];
|
|
int numPlayers;
|
|
gentity_t *player;
|
|
int len;
|
|
int cmdLen=0;
|
|
|
|
numPlayers = 0;
|
|
command[0] = '\0';
|
|
|
|
for ( l=0; l<g_maxclients.integer; l++ )
|
|
{
|
|
player = g_entities + l;
|
|
|
|
if ( player == ent || !player->inuse )
|
|
continue;
|
|
|
|
Com_sprintf( entry, sizeof(entry), " %i %i", l, player->health >= 0 ? player->health : 0 );
|
|
len = strlen( entry );
|
|
if ( cmdLen + len > sizeof( command ) )
|
|
break;
|
|
strcpy( command + cmdLen, entry );
|
|
cmdLen += len;
|
|
|
|
numPlayers++;
|
|
}
|
|
|
|
if ( numPlayers > 0 )
|
|
trap_SendServerCommand( clientNum, va("hinfo %i%s", numPlayers, command) );
|
|
}
|
|
}
|
|
|
|
//store intial client values
|
|
//FIXME: when purposely change teams, this gets confused?
|
|
|
|
G_StoreClientInitialStatus( ent );
|
|
|
|
//RPG-X: Marcin: stuff was here previously - 22/12/2008
|
|
}
|
|
|
|
gentity_t *SpawnBeamOutPlayer( gentity_t *ent ) {
|
|
gentity_t *body;
|
|
|
|
body = G_Spawn();
|
|
body->physicsBounce = 0.0f;//bodys are *not* bouncy
|
|
//VectorMA(ent->client->ps.origin, detDistance + mins[0], fwd, body->s.origin);
|
|
VectorCopy( ent->client->ps.origin, body->s.origin );
|
|
body->r.mins[2] = -24;//keep it off the floor
|
|
//VectorNegate(fwd, fwd); // ??? What does this do??
|
|
//vectoangles(fwd, body->s.angles);
|
|
VectorCopy( ent->client->ps.viewangles, body->s.angles );
|
|
body->s.clientNum = ent->client->ps.clientNum;
|
|
|
|
//--------------------------- SPECIALIZED body SETUP
|
|
//body->think = bodyThink;
|
|
body->count = 12; // about 1 minute before dissapear
|
|
body->nextthink = level.time + 4000; // think after 4 seconds
|
|
body->parent = ent;
|
|
|
|
(body->s).eType = (ent->s).eType; // set to type PLAYER
|
|
(body->s).eFlags= (ent->s).eFlags;
|
|
//(body->s).eFlags |= EF_ITEMPLACEHOLDER;// set the HOLOGRAM FLAG to ON
|
|
|
|
body->s.weapon = ent->s.weapon; // get Player's Wepon Type
|
|
// body->s.constantLight = 10 + (10 << 8) + (10 << 16) + (9 << 24);
|
|
|
|
//body->s.pos.trBase[2] += 24; // shift up to adjust origin of body
|
|
body->s.apos = ent->s.apos; // copy angle of player to body
|
|
|
|
//body->s.legsAnim = BOTH_STAND1; // Just standing TORSO_STAND
|
|
//body->s.torsoAnim = BOTH_STAND1;
|
|
//TiM: Set it's anim to whatever anims we're playing right now
|
|
body->s.legsAnim = ent->client->ps.stats[LEGSANIM];
|
|
body->s.torsoAnim= ent->client->ps.stats[TORSOANIM];
|
|
|
|
//--------------------------- WEAPON ADJUST
|
|
if (body->s.weapon==WP_5 || body->s.weapon==WP_13)
|
|
body->s.weapon = WP_6;
|
|
|
|
return body;
|
|
}
|
|
|
|
/*
|
|
===========
|
|
ClientDisconnect
|
|
|
|
Called when a player drops from the server.
|
|
Will not be called between levels.
|
|
|
|
This should NOT be called directly by any game logic,
|
|
call trap_DropClient(), which will call this and do
|
|
server system housekeeping.
|
|
============
|
|
*/
|
|
void ClientDisconnect( int clientNum ) {
|
|
gentity_t *ent;
|
|
gentity_t *tent;
|
|
|
|
// gentity_t *beamPlayer;
|
|
int i;
|
|
|
|
ent = g_entities + clientNum;
|
|
if ( !ent->client ) {
|
|
return;
|
|
}
|
|
|
|
// stop any following clients
|
|
for ( i = 0 ; i < level.maxclients ; i++ ) {
|
|
if ( level.clients[i].sess.sessionTeam == TEAM_SPECTATOR
|
|
&& level.clients[i].sess.spectatorState == SPECTATOR_FOLLOW
|
|
&& level.clients[i].sess.spectatorClient == clientNum ) {
|
|
StopFollowing( &g_entities[i] );
|
|
}
|
|
}
|
|
|
|
//RPG-X: J2J - Stop any dragging.
|
|
DragDat[clientNum].AdminId = -1;
|
|
DragDat[clientNum].distance = 0;
|
|
g_entities[clientNum].client->noclip = qfalse;
|
|
|
|
//TiM: Log the player's IP and name. If they reconnect again, it'll announce their deceipt >:)
|
|
if ( rpg_renamedPlayers.integer && !(ent->r.svFlags & SVF_BOT) ) {
|
|
int l;
|
|
qboolean foundName=qfalse;
|
|
|
|
//Do a chek to see if this player has disconnected b4. else we'll be wasting a slot.
|
|
for ( l = 0; l < MAX_RECON_NAMES; l++ ) {
|
|
if ( !g_reconData[l].ipAddress[0] ) {
|
|
continue;
|
|
}
|
|
|
|
if ( !Q_stricmp( ent->client->pers.ip, g_reconData[l].ipAddress ) ) {
|
|
foundName=qtrue;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( foundName ) {
|
|
memset( &g_reconData[i], 0, sizeof( g_reconData[i] ) );
|
|
|
|
//IP Address
|
|
Q_strncpyz( g_reconData[i].ipAddress, ent->client->pers.ip, sizeof( g_reconData[i].ipAddress ) );
|
|
//Player Name
|
|
Q_strncpyz( g_reconData[i].previousName, ent->client->pers.netname, sizeof( g_reconData[i].previousName ) );
|
|
|
|
//G_Printf( "Logging Data IP: %s, Name: %s\n", ent->client->pers.ip, g_reconData[i].previousName);
|
|
}
|
|
else {
|
|
memset( &g_reconData[g_reconNum], 0, sizeof( g_reconData[g_reconNum] ) );
|
|
|
|
//IP Address
|
|
Q_strncpyz( g_reconData[g_reconNum].ipAddress, ent->client->pers.ip, sizeof( g_reconData[g_reconNum].ipAddress ) );
|
|
//Player Name
|
|
Q_strncpyz( g_reconData[g_reconNum].previousName, ent->client->pers.netname, sizeof( g_reconData[g_reconNum].previousName ) );
|
|
|
|
//G_Printf( "Logging Data IP: %s, Name: %s\n", ent->client->pers.ip, g_reconData[g_reconNum].previousName);
|
|
|
|
g_reconNum++;
|
|
//cap reconNum just in case.
|
|
|
|
if ( g_reconNum >= MAX_RECON_NAMES ) {
|
|
g_reconNum = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*beamPlayer = SpawnBeamOutPlayer( ent );
|
|
if ( beamPlayer ) {
|
|
beamPlayer->nextthink = level.time + 4000;
|
|
//beamPlayer->client->ps.powerups[PW_BEAM_OUT] = level.time + 4000;
|
|
beamPlayer->s.powerups |= ( 1 << PW_BEAM_OUT );
|
|
beamPlayer->think = G_FreeEntity;
|
|
|
|
trap_LinkEntity( beamPlayer );
|
|
}*/
|
|
|
|
// send effect if they were completely connected
|
|
if ( ent->client->pers.connected == CON_CONNECTED
|
|
&& ent->client->sess.sessionTeam != TEAM_SPECTATOR ) {
|
|
vec3_t org;
|
|
|
|
VectorCopy( ent->client->ps.origin, org );
|
|
org[2] += (ent->client->ps.viewheight >> 1);
|
|
|
|
tent = G_TempEntity( org, EV_PLAYER_TELEPORT_OUT );
|
|
tent->s.clientNum = ent->s.clientNum;
|
|
|
|
// They don't get to take powerups with them!
|
|
// Especially important for stuff like CTF flags
|
|
//ent->client->pers.connected = CON_DISCONNECTING; //RPG-X | GSIO01 | 08/05/2009: ensure that weapons aren't dropped when the client disconnects
|
|
TossClientItems ( ent, qtrue );
|
|
//ent->client->pers.connected = CON_CONNECTED;
|
|
}
|
|
|
|
G_LogPrintf( "ClientDisconnect: %i (%s)\n", clientNum, g_entities[clientNum].client->pers.ip );
|
|
|
|
// if we are playing in tourney mode and losing, give a win to the other player
|
|
if ( g_gametype.integer == GT_TOURNAMENT && !level.intermissiontime
|
|
&& !level.warmupTime && level.sortedClients[1] == clientNum ) {
|
|
level.clients[ level.sortedClients[0] ].sess.wins++;
|
|
ClientUserinfoChanged( level.sortedClients[0] );
|
|
}
|
|
|
|
if ( g_gametype.integer == GT_TOURNAMENT && ent->client->sess.sessionTeam == TEAM_FREE && level.intermissiontime )
|
|
{
|
|
trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" );
|
|
level.restarted = qtrue;
|
|
level.changemap = NULL;
|
|
level.intermissiontime = 0;
|
|
}
|
|
|
|
trap_UnlinkEntity (ent);
|
|
memset( ent, 0, sizeof( ent ) );
|
|
ent->s.modelindex = 0;
|
|
ent->inuse = qfalse;
|
|
ent->classname = "disconnected";
|
|
ent->client->pers.connected = CON_DISCONNECTED;
|
|
ent->client->ps.persistant[PERS_TEAM] = TEAM_FREE;
|
|
ent->client->ps.persistant[PERS_CLASS] = 0;//PC_NOCLASS;
|
|
ent->client->sess.sessionTeam = TEAM_FREE;
|
|
ent->client->sess.sessionClass = 0;//PC_NOCLASS;
|
|
|
|
trap_SetConfigstring( CS_PLAYERS + clientNum, "");
|
|
|
|
CalculateRanks( qfalse );
|
|
|
|
if ( ent->r.svFlags & SVF_BOT ) {
|
|
BotAIShutdownClient( clientNum );
|
|
}
|
|
|
|
// kef -- if this guy contributed to any of our kills/deaths/weapons logs, clean 'em out
|
|
G_ClearClientLog(clientNum);
|
|
|
|
//also remove any initial data
|
|
clientInitialStatus[clientNum].initialized = qfalse;
|
|
}
|
|
|