// Copyright (C) 1999-2000 Id Software, Inc. // #include "g_local.h" extern void SP_misc_ammo_station( gentity_t *ent ); extern void ammo_station_finish_spawning ( gentity_t *self ); /* ============== TryUse ============== */ #define USE_DISTANCE 64.0f /** * Try and use an entity in the world, directly ahead of us */ static void TryUse( gentity_t *ent ) { gentity_t *target; trace_t trace; vec3_t src, dest, vf; clientSession_t *sess; if(!ent || !ent->client) return; sess = &ent->client->sess; VectorCopy( ent->r.currentOrigin, src ); src[2] += ent->client->ps.viewheight * ent->client->pers.pms_height; //TiM - include height offset for tall players AngleVectors( ent->client->ps.viewangles, vf, NULL, NULL ); //extend to find end of use trace VectorMA( src, -6, vf, src );//in case we're inside something? VectorMA( src, 134, vf, dest );//128+6 //Trace ahead to find a valid target trap_Trace( &trace, src, vec3_origin, vec3_origin, dest, ent->s.number, MASK_OPAQUE|CONTENTS_BODY|CONTENTS_ITEM|CONTENTS_CORPSE ); if ( trace.fraction == 1.0f || trace.entityNum < 0 ) { //FIXME: Play a failure sound return; } target = &g_entities[trace.entityNum]; //Check for a use command if ( target && target->use && Q_stricmp("func_usable", target->classname) == 0 ) {//usable brush if ( target->team && atoi( target->team ) != 0 ) {//usable has a team if ( atoi( target->team ) != sess->sessionTeam ) {//not on my team //TiM - return return; } } //FIXME: play sound? target->use( target, ent, ent ); #ifdef G_LUA if(target->luaUse) LuaHook_G_EntityUse(target->luaUse, target-g_entities, ent-g_entities, ent-g_entities); #endif return; } else if ( target && target->use && Q_stricmp("misc_ammo_station", target->classname) == 0 ) {//ammo station if ( sess->sessionTeam ) { if ( target->team ) { if ( atoi( target->team ) != sess->sessionTeam ) { //FIXME: play sound? return; } } } target->use( target, ent, ent ); #ifdef G_LUA if(target->luaUse) LuaHook_G_EntityUse(target->luaUse, target-g_entities, ent-g_entities, ent-g_entities); #endif return; } else if ( (target && target->s.number == ENTITYNUM_WORLD) || (target->s.pos.trType == TR_STATIONARY && !(trace.surfaceFlags & SURF_NOIMPACT) && !target->takedamage) ) { return; } //FIXME: Play a failure sound } /* =============== P_DamageFeedback =============== */ /** * Called just before a snapshot is sent to the given player. * Totals up all damage and generates both the player_state_t * damage values to that client for pain blends and kicks, and * global pain sound events for all clients. */ static void P_DamageFeedback( gentity_t *player ) { gclient_t *client; float count; vec3_t angles; playerState_t *ps; client = player->client; ps = &client->ps; if ( client->ps.pm_type == PM_DEAD ) { return; } // total points of damage shot at the player this frame count = client->damage_blood + client->damage_armor; if ( count == 0 ) { return; // didn't take any damage } if ( count > 255 ) { count = 255; } // send the information to the client // world damage (falling, slime, etc) uses a special code // to make the blend blob centered instead of positional if ( client->damage_fromWorld ) { ps->damagePitch = 255; ps->damageYaw = 255; client->damage_fromWorld = qfalse; } else { vectoangles( client->damage_from, angles ); ps->damagePitch = angles[PITCH]/360.0 * 256; ps->damageYaw = angles[YAW]/360.0 * 256; } // play an apropriate pain sound if ( (level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE) ) { player->pain_debounce_time = level.time + 700; G_AddEvent( player, EV_PAIN, player->health ); ps->damageEvent++; } ps->damageCount = client->damage_blood; if (ps->damageCount > 255) { ps->damageCount = 255; } ps->damageShieldCount = client->damage_armor; if (ps->damageShieldCount > 255) { ps->damageShieldCount = 255; } // // clear totals // client->damage_blood = 0; client->damage_armor = 0; client->damage_knockback = 0; } /* ============= P_WorldEffects ============= */ /** * Check for lava / slime contents and drowning */ static void P_WorldEffects( gentity_t *ent ) { int waterlevel; if ( ent->client->noclip ) { ent->client->airOutTime = level.time + 12000; // don't need air return; } waterlevel = ent->waterlevel; // // check for drowning // if ( waterlevel == 3 && !(ent->watertype&CONTENTS_LADDER)) { // envirosuit give air, techs can't drown if ( g_classData[ent->client->sess.sessionClass].isMarine) { ent->client->airOutTime = level.time + 10000; } // if out of air, start drowning if ( ent->client->airOutTime < level.time) { // drown! ent->client->airOutTime += 1000; if ( ent->health > 1 ) { //TiM : used to be 0, but to fix red's medic code // take more damage the longer underwater ent->damage += 2; if (ent->damage > 15) ent->damage = 15; // play a gurp sound instead of a normal pain sound if (ent->health <= ent->damage) { G_Sound(ent, G_SoundIndex("*drown.wav")); } else if (rand()&1) { G_Sound(ent, G_SoundIndex("sound/player/gurp1.wav")); } else { G_Sound(ent, G_SoundIndex("sound/player/gurp2.wav")); } // don't play a normal pain sound ent->pain_debounce_time = level.time + 200; G_Damage (ent, NULL, NULL, NULL, NULL, ent->damage, DAMAGE_NO_ARMOR, MOD_WATER); } } } else { ent->client->airOutTime = level.time + 12000; ent->damage = 2; } // // check for sizzle damage (move to pmove?) // if (waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) { if (ent->health > 0 && ent->pain_debounce_time < level.time ) { if (ent->watertype & CONTENTS_LAVA) { G_Damage (ent, NULL, NULL, NULL, NULL, 30*waterlevel, 0, MOD_LAVA); } if (ent->watertype & CONTENTS_SLIME) { G_Damage (ent, NULL, NULL, NULL, NULL, 10*waterlevel, 0, MOD_SLIME); } } } } /* =============== G_SetClientSound =============== */ static void G_SetClientSound( gentity_t *ent ) { // 3/28/00 kef -- this is dumb. if (ent->waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) ent->s.loopSound = level.snd_fry; else ent->s.loopSound = 0; } //============================================================== /* ============== ClientImpacts ============== */ static void ClientImpacts( gentity_t *ent, pmove_t *pm ) { int i, j; trace_t trace; gentity_t *other; memset( &trace, 0, sizeof( trace ) ); for (i=0 ; inumtouch ; i++) { for (j=0 ; jtouchents[j] == pm->touchents[i] ) { break; } } if (j != i) { continue; // duplicated } other = &g_entities[ pm->touchents[i] ]; if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) ) { ent->touch( ent, other, &trace ); } if ( !other->touch ) { continue; } other->touch( other, ent, &trace ); } } void G_TouchTriggers( gentity_t *ent ) { int i, num; int touch[MAX_GENTITIES]; gentity_t *hit; trace_t trace; vec3_t mins, maxs; static vec3_t range = { 40, 40, 52 }; playerState_t *ps; if ( !ent || !ent->client ) { return; } ps = &ent->client->ps; // dead clients don't activate triggers! if ( ps->stats[STAT_HEALTH] <= 0 ) { return; } VectorSubtract( ps->origin, range, mins ); VectorAdd( ps->origin, range, maxs ); num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES ); // can't use ent->absmin, because that has a one unit pad VectorAdd( ps->origin, ent->r.mins, mins ); VectorAdd( ps->origin, ent->r.maxs, maxs ); for ( i=0 ; iluaTouch) { LuaHook_G_EntityTouch(hit->luaTouch, hit->s.number, ent->s.number); } #endif if ( !hit->touch && !ent->touch ) { continue; } if ( !( hit->r.contents & CONTENTS_TRIGGER ) ) { continue; } // ignore most entities if a spectator if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) { // this is ugly but adding a new ET_? type will // most likely cause network incompatibilities if ( hit->s.eType != ET_TELEPORT_TRIGGER && hit->touch != G_Mover_TouchDoorTrigger) { continue; } } // use seperate code for determining if an item is picked up // so you don't have to actually contact its bounding box if ( hit->s.eType == ET_ITEM ) { if ( !BG_PlayerTouchesItem( &ent->client->ps, &hit->s, level.time ) ) { continue; } } else { if ( !trap_EntityContact( mins, maxs, hit ) ) { continue; } } memset( &trace, 0, sizeof(trace) ); if ( hit->touch ) { hit->touch (hit, ent, &trace); } if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) ) { ent->touch( ent, hit, &trace ); } } } /* ================= SpectatorThink ================= */ static void SpectatorThink( gentity_t *ent, usercmd_t *ucmd ) { pmove_t pm; gclient_t *client; client = ent->client; if ( client->sess.spectatorState != SPECTATOR_FOLLOW ) { client->ps.pm_type = PM_SPECTATOR; client->ps.speed = 400; // faster than normal // set up for pmove memset (&pm, 0, sizeof(pm)); pm.ps = &client->ps; pm.cmd = *ucmd; pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; // spectators can fly through bodies pm.trace = trap_Trace; pm.pointcontents = trap_PointContents; // perform a pmove Pmove (&pm); // save results of pmove VectorCopy( client->ps.origin, ent->s.origin ); G_TouchTriggers( ent ); trap_UnlinkEntity( ent ); } client->oldbuttons = client->buttons; client->buttons = ucmd->buttons; // attack button cycles through spectators if ( ( client->buttons & BUTTON_ATTACK ) && ! ( client->oldbuttons & BUTTON_ATTACK ) ) { Cmd_FollowCycle_f( ent, 1 ); } else if ( ( client->buttons & BUTTON_ALT_ATTACK ) && ! ( client->oldbuttons & BUTTON_ALT_ATTACK ) ) { if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) { StopFollowing( ent ); } } } /* ================= ClientInactivityTimer ================= */ /** * Returns qfalse if the client is dropped */ static qboolean ClientInactivityTimer( gclient_t *client ) { usercmd_t *cmd = &client->pers.cmd; if ( ! g_inactivity.integer ) { // give everyone some time, so if the operator sets g_inactivity during // gameplay, everyone isn't kicked client->inactivityTime = level.time + 60 * 1000; client->inactivityWarning = qfalse; } else if ( cmd->forwardmove || cmd->rightmove || cmd->upmove || (cmd->buttons & BUTTON_ATTACK) || (cmd->buttons & BUTTON_ALT_ATTACK) ) { client->inactivityTime = level.time + g_inactivity.integer * 1000; client->inactivityWarning = qfalse; } else if ( !client->pers.localClient ) { if ( level.time > client->inactivityTime ) { trap_DropClient( client - level.clients, "Dropped due to inactivity" ); return qfalse; } if ( level.time > client->inactivityTime - 10000 && !client->inactivityWarning ) { client->inactivityWarning = qtrue; trap_SendServerCommand( client - level.clients, "cp \"Ten seconds until inactivity drop!\n\"" ); } } return qtrue; } /* ================== TimedMessage RPG-X - RedTechie: Returns the message requested. If the message is blank go to next. (Based off of SFEFMOD) TiM: Huh... O_o. Damn Red, you're right. If the admin puts in values, but not in a consistent consecutive order, we'll get some mighty painful errors. >.< I guess what we really need is a for loop that goes thru, and checks to see if each and every CVAR has a value currently in it.... ================== */ list_iter_p iterTimedMessages; /** * \author Ubergames */ static char *TimedMessage( void ){ char* message; container_p c; if(!level.timedMessages->length) { return "^1RPG-X ERROR: No messages to display"; } if(iterTimedMessages == NULL) { iterTimedMessages = level.timedMessages->iterator(level.timedMessages, LIST_FRONT); if(iterTimedMessages == NULL) { // something went wrong return "^1RPG-X ERROR: No messages to display"; } } c = level.timedMessages->cycl_next(iterTimedMessages); message = c->data; return message; } /* ================== ClientTimerActions ================== */ /** * Actions that happen once a second */ static void ClientTimerActions( gentity_t *ent, int msec ) { gclient_t *client; char *message; float messageTime; client = ent->client; client->timeResidual += msec; if( rpg_timedmessagetime.value ){ //Make sure its not less then one //TiM: Well... we can have under 1, just not toooo far under 1 if(rpg_timedmessagetime.value < 0.2) { //1 messageTime = 0.2; }else{ messageTime = rpg_timedmessagetime.value; } if (level.time > (level.message + (messageTime * 60000)) ) { level.message = level.time; //TiM - There. So with this working in conjunction with that reset //code above, this should be more efficient. :) message = TimedMessage(); //Since we're working with a gloabl scope variable, there's no need for this thing to have parameters:) //Alright send the message now if ( message != NULL ) { trap_SendServerCommand( -1, va("cp \"%s\n\"", message) ); //Shows the message on their main screen } } } while ( client->timeResidual >= 1000 ) { client->timeResidual -= 1000; if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] ) { ent->health--; } // NOW IT ONCE AGAIN counts down armor when over max, once per second if ( client->ps.stats[STAT_ARMOR] > client->ps.stats[STAT_MAX_HEALTH]) { client->ps.stats[STAT_ARMOR]--; } if ( !client->ps.stats[STAT_HOLDABLE_ITEM] ) {//holding nothing... if ( client->ps.stats[STAT_USEABLE_PLACED] > 0 ) {//we're in some kind of countdown //so count down client->ps.stats[STAT_USEABLE_PLACED]--; } } } } /* ==================== ClientIntermissionThink ==================== */ static void ClientIntermissionThink( gclient_t *client ) { client->ps.eFlags &= ~EF_TALK; client->ps.eFlags &= ~EF_FIRING; // the level will exit when everyone wants to or after timeouts // swap and latch button actions client->oldbuttons = client->buttons; client->buttons = client->pers.cmd.buttons; if (g_gametype.integer != GT_SINGLE_PLAYER) { if ( client->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) & ( client->oldbuttons ^ client->buttons ) ) { client->readyToExit = (qboolean)(!client->readyToExit); } } } typedef struct detHit_s { gentity_t *detpack; gentity_t *player; int time; } detHit_t; #define MAX_DETHITS 32 // never define this to be 0 static detHit_t detHits[MAX_DETHITS]; static qboolean bDetInit = qfalse; extern qboolean FinishSpawningDetpack( gentity_t *ent, int itemIndex ); //-----------------------------------------------------------------------------DECOY TEMP extern qboolean FinishSpawningDecoy( gentity_t *ent, int itemIndex ); //-----------------------------------------------------------------------------DECOY TEMP void DetonateDetpack(gentity_t *ent); #define DETPACK_DAMAGE 750 #define DETPACK_RADIUS 500 /** * The detpack has been shot */ void detpack_shot( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) { int i = 0; gentity_t *ent = NULL; //so we can't be blown up by things we're blowing up self->takedamage = qfalse; G_TempEntity(self->s.origin, EV_GRENADE_EXPLODE); G_RadiusDamage( self->s.origin, self->parent?self->parent:self, DETPACK_DAMAGE*0.125, DETPACK_RADIUS*0.25, self, DAMAGE_ALL_TEAMS, MOD_DETPACK ); // we're blowing up cuz we've been shot, so make sure we remove ourselves //from our parent's inventory (so to speak) for (i = 0; i < MAX_CLIENTS; i++) { if (((ent = &g_entities[i])!=NULL) && ent->inuse && (self->parent == ent)) { ent->client->ps.stats[STAT_USEABLE_PLACED] = 0; ent->client->ps.stats[STAT_HOLDABLE_ITEM] = 0; break; } } G_FreeEntity(self); } /** * Place the detpack */ static qboolean PlaceDetpack(gentity_t *ent) { gentity_t *detpack = NULL; static gitem_t *detpackItem = NULL; float detDistance = 80; trace_t tr; vec3_t fwd, right, up, end, mins = {-16,-16,-16}, maxs = {16,16,16}; playerState_t *ps = &ent->client->ps; if (detpackItem == NULL) { detpackItem = BG_FindItemForHoldable(HI_DETPACK); } // make sure our detHit info is init'd if (!bDetInit) { memset(detHits, 0, MAX_DETHITS*sizeof(detHit_t)); bDetInit = qtrue; } // can we place this in front of us? AngleVectors (ps->viewangles, fwd, right, up); fwd[2] = 0; VectorMA(ps->origin, detDistance, fwd, end); trap_Trace (&tr, ps->origin, mins, maxs, end, ent->s.number, MASK_SHOT ); if (tr.fraction > 0.9) { // got enough room so place the detpack detpack = G_Spawn(); G_SpawnItem(detpack, detpackItem); detpack->physicsBounce = 0.0f;//detpacks are *not* bouncy VectorMA(ps->origin, detDistance + mins[0], fwd, detpack->s.origin); if ( !FinishSpawningDetpack(detpack, detpackItem - bg_itemlist) ) { return qfalse; } VectorNegate(fwd, fwd); vectoangles(fwd, detpack->s.angles); detpack->think = DetonateDetpack; detpack->nextthink = level.time + 120000; // if not used after 2 minutes it blows up anyway detpack->parent = ent; return qtrue; } else { // no room return qfalse; } } /** * Was a player hit by a detpack. */ static qboolean PlayerHitByDet(gentity_t *det, gentity_t *player) { int i = 0; if (!bDetInit) { // detHit stuff not initialized. who knows what's going on? return qfalse; } for (i = 0; i < MAX_DETHITS; i++) { if ( (detHits[i].detpack == det) && (detHits[i].player == player) ) { return qtrue; } } return qfalse; } /** * Addes a player to the detpack hits */ static void AddPlayerToDetHits(gentity_t *det, gentity_t *player) { int i = 0; detHit_t *lastHit = NULL, *curHit = NULL; for (i = 0; i < MAX_DETHITS; i++) { if (0 == detHits[i].time) { // empty slot. add our player here. detHits[i].detpack = det; detHits[i].player = player; detHits[i].time = level.time; } lastHit = &detHits[i]; } // getting here means we've filled our list of detHits, so begin recycling them, starting with the oldest hit. curHit = &detHits[0]; while (lastHit->time < curHit->time) { lastHit = curHit; curHit++; // just a safety check here if (curHit == &detHits[0]) { break; } } curHit->detpack = det; curHit->player = player; curHit->time = level.time; } /** * Clear the hits for this detpack */ static void ClearThisDetpacksHits(gentity_t *det) { int i = 0; for (i = 0; i < MAX_DETHITS; i++) { if (detHits[i].detpack == det) { detHits[i].player = NULL; detHits[i].detpack = NULL; detHits[i].time = 0; } } } static void DetpackBlammoThink(gentity_t *ent) { int i = 0, lifetime = 3000; // how long (in msec) the shockwave lasts int knockback = 400; float curBlastRadius = 50.0*ent->count, radius = 0; vec3_t vTemp; trace_t tr; gentity_t *pl = NULL; if (ent->count++ > (lifetime*0.01)) { ClearThisDetpacksHits(ent); G_FreeEntity(ent); return; } // get a list of players within the blast radius at this time. // only hit the ones we can see from the center of the explosion. for (i=0; is.pos.trBase, ent->s.origin, vTemp); radius = VectorNormalize(vTemp); if ( (radius <= curBlastRadius) && !PlayerHitByDet(ent, pl) ) { // within the proper radius. do we have LOS to the player? trap_Trace (&tr, ent->s.origin, NULL, NULL, pl->s.pos.trBase, ent->s.number, MASK_SHOT ); if (tr.entityNum == i) { // oh yeah. you're gettin' hit. AddPlayerToDetHits(ent, pl); VectorMA(pl->client->ps.velocity, knockback, vTemp, pl->client->ps.velocity); // make sure the player goes up some if (pl->client->ps.velocity[2] < 100) { pl->client->ps.velocity[2] = 100; } if ( !pl->client->ps.pm_time ) { int t; t = knockback * 2; if ( t < 50 ) { t = 50; } if ( t > 200 ) { t = 200; } pl->client->ps.pm_time = t; pl->client->ps.pm_flags |= PMF_TIME_KNOCKBACK; } } } } } ent->nextthink = level.time + FRAMETIME; } /** * Detonate a detpack */ void DetonateDetpack(gentity_t *ent) { // find all detpacks. the one whose parent is ent...blow up gentity_t *detpack = NULL; char *classname = BG_FindClassnameForHoldable(HI_DETPACK); if (!classname) { return; } while ((detpack = G_Find (detpack, FOFS(classname), classname)) != NULL) { if (detpack->parent == ent) { // found it. BLAMMO! // play explosion sound to all clients gentity_t *te = NULL; te = G_TempEntity( detpack->s.pos.trBase, EV_GLOBAL_SOUND ); te->s.eventParm = G_SoundIndex( "sound/weapons/explosions/detpakexplode.wav" );//cgs.media.detpackExplodeSound te->r.svFlags |= SVF_BROADCAST; //so we can't be blown up by things we're blowing up detpack->takedamage = qfalse; G_AddEvent(detpack, EV_DETPACK, 0); G_RadiusDamage( detpack->s.origin, detpack->parent, DETPACK_DAMAGE, DETPACK_RADIUS, detpack, DAMAGE_HALF_NOTLOS|DAMAGE_ALL_TEAMS, MOD_DETPACK ); // just turn the model invisible and let the entity think for a bit to deliver a shockwave //G_FreeEntity(detpack); detpack->classname = NULL; detpack->s.modelindex = 0; detpack->think = DetpackBlammoThink; detpack->count = 1; detpack->nextthink = level.time + FRAMETIME; return; } else if (detpack == ent) // if detpack == ent, we're blowing up this detpack cuz it's been sitting too long { detpack_shot(detpack, NULL, NULL, 0, 0); return; } } // hmm. couldn't find it. detpack = NULL; } #define SHIELD_HEALTH 250 #define SHIELD_HEALTH_DEC 10 // 25 seconds #define MAX_SHIELD_HEIGHT 1022 //254 #define MAX_SHIELD_HALFWIDTH 1023 //255 #define SHIELD_HALFTHICKNESS 4 #define SHIELD_PLACEDIST 64 static qhandle_t shieldAttachSound=0; static qhandle_t shieldActivateSound=0; static qhandle_t shieldDamageSound=0; //RPG-X: - RedTechie Added shild ZAPZPZAAAAAAppPPP sound! static qhandle_t shieldMurderSound=0; static qhandle_t shieldDeactivateSound=0; void G_Active_ShieldRemove(gentity_t *self) { self->think = G_FreeEntity; self->nextthink = level.time + 300; self->s.eFlags |= EF_ITEMPLACEHOLDER; // Play raising sound... G_AddEvent(self, EV_GENERAL_SOUND, shieldDeactivateSound); return; } /** * The think function of a forcefield * Does not do much anymore, once, counted down the health of a forcefield and removed * it when healt got equal or below zero. */ void ShieldThink(gentity_t *self) { self->s.eFlags &= ~(EF_ITEMPLACEHOLDER | EF_NODRAW); self->nextthink = 0; return; } /** * The shield was damaged to below zero health. */ void ShieldDie(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod) { // Play damaging sound... G_AddEvent(self, EV_GENERAL_SOUND, shieldDamageSound); G_Active_ShieldRemove(self); } /** * The shield had damage done to it. Make it flicker. */ void ShieldPain(gentity_t *self, gentity_t *attacker, int damage) { // Set the itemplaceholder flag to indicate the the shield drawing that the shield pain should be drawn. self->s.eFlags |= EF_ITEMPLACEHOLDER; self->think = ShieldThink; self->nextthink = level.time + 400; // Play damaging sound... G_AddEvent(self, EV_GENERAL_SOUND, shieldDamageSound); return; } /** * Try to turn the shield back on after a delay. */ void ShieldGoSolid(gentity_t *self) { trace_t tr; if (self->health <= 0) { G_Active_ShieldRemove(self); return; } trap_Trace (&tr, self->r.currentOrigin, self->r.mins, self->r.maxs, self->r.currentOrigin, self->s.number, CONTENTS_BODY ); if(tr.startsolid) { // gah, we can't activate yet self->nextthink = level.time + 200; self->think = ShieldGoSolid; trap_LinkEntity(self); } else { // get hard... huh-huh... self->r.contents = CONTENTS_SOLID; self->s.eFlags &= ~(EF_ITEMPLACEHOLDER); self->nextthink = level.time + 1000; self->think = ShieldThink; self->takedamage = qtrue;//RPG-X: - RedTechie use to be qtrue //TiM - made true again. should be okay so long as the health isn't decremented trap_LinkEntity(self); } return; } /** * Turn the shield off to allow a friend to pass through. */ //RPG-X J2J EDIT here: void ShieldGoNotSolid(gentity_t *self) { // make the shield non-solid very briefly self->r.contents = CONTENTS_NONE; // nextthink needs to have a large enough interval to avoid excess accumulation of Activate messages self->nextthink = level.time + 200; self->think = ShieldGoSolid; //TiM - Make the field visible self->s.eFlags |= EF_ITEMPLACEHOLDER; self->takedamage = qfalse; trap_LinkEntity(self); // Play raising sound... G_AddEvent(self, EV_GENERAL_SOUND, shieldActivateSound); } /** * Somebody (a player) has touched the shield. See if it is a "friend". */ void ShieldTouch(gentity_t *self, gentity_t *other, trace_t *trace) { if ( !other || !other->client ) return; if (IsAdmin(other) || (rpg_borgAdapt.integer && rpg_borgMoveThroughFields.integer && IsBorg(other))/*other->client->sess.sessionClass == PC_ADMIN*/ ) { ShieldGoNotSolid(self); } //RPG-X:J2J Damage for shields else { if ( (int)(self->s.angles[PITCH]) == 0 ) { vec3_t dir; //OPTIMIZE ME: If anyone can figure a quick, non hacky way to get the normal vector //of the side of the forcefield they touch, PLEASE put it here lol. THis way works, but feels very half-assed lol //Get the directional vector VectorSubtract( self->r.currentOrigin, other->r.currentOrigin, dir); VectorNormalize(dir); //depending on angle, negate the perpendicular direction (else they zap back sideways) //and set the other as absolute if ( self->s.angles[YAW] == 0 ) { dir[1] = 0.0; if ( dir[0] < 0 ) dir[0] = -1.0; else dir[0] = 1.0; } else { dir[0] = 0.0; if ( dir[1] < 0 ) dir[1] = -1.0; else dir[1] = 1.0; } //Invert it otherwise we'd be like, sucked into the field lol VectorScale(dir, -1, dir); //Un-normalize it to represent a scalar quantity VectorScale( dir, 50, dir); //Copy it straight to our velocity (this will mean the player will literally be thrown back) VectorCopy( dir, other->client->ps.velocity ); other->client->ps.pm_time = 160; // hold time other->client->ps.pm_flags |= PMF_TIME_KNOCKBACK; other->flags |= EF_MOVER_STOP; //Attempt to not let non admins thru. //RPG-X: RedTechie - Added code for zap sound also a cvar to control damage a non admin walks into if cvar is set to 0 disables health from being drained (happens every 1 second) //if ( level.time >= level.message + 1000 ) { // level.message = level.time; G_AddEvent(self, EV_GENERAL_SOUND, shieldMurderSound);//RPG-X: RedTechie - ZAPtacular! sound to my ears if(rpg_forcefielddamage.integer != 0){ if(rpg_forcefielddamage.integer > 999){ rpg_forcefielddamage.integer = 999; } other->health -= rpg_forcefielddamage.integer; //RPG-X: RedTechie - Fixed free ent if medic revive on if(rpg_medicsrevive.integer == 1){ if(other->health <= 1){ other->client->ps.stats[STAT_WEAPONS] = ( 1 << WP_0 ); other->client->ps.stats[STAT_HOLDABLE_ITEM] = HI_NONE; other->client->ps.stats[STAT_HEALTH] = other->health = 1; G_Client_Die (other, other, other, 1, MOD_FORCEFIELD); } }else{ if(other->health <= 1){ other->client->ps.stats[STAT_HEALTH] = other->health = 0; G_Client_Die (other, other, other, 100000, MOD_FORCEFIELD); } } } //TiM: make it flicker when touched, and then throw bak the person self->s.eFlags |= EF_ITEMPLACEHOLDER; self->nextthink = level.time + 150; self->think = ShieldThink; } } } /** * After a short delay, create the shield by expanding in all directions. */ void CreateShield(gentity_t *ent) { trace_t tr; vec3_t end, posTraceEnd, negTraceEnd, start; int height, posWidth, negWidth, halfWidth = 0; qboolean xaxis; int paramData = 0; // trace upward to find height of shield VectorCopy(ent->r.currentOrigin, end); end[2] += MAX_SHIELD_HEIGHT; trap_Trace (&tr, ent->r.currentOrigin, NULL, NULL, end, ent->s.number, MASK_SHOT ); height = (int)(MAX_SHIELD_HEIGHT * tr.fraction); // use angles to find the proper axis along which to align the shield VectorCopy(ent->r.currentOrigin, posTraceEnd); VectorCopy(ent->r.currentOrigin, negTraceEnd); if ((int)(ent->s.angles[YAW]) == 0) // shield runs along y-axis { ent->s.eFlags |= EF_SHIELD_BOX_Y; posTraceEnd[1]+=MAX_SHIELD_HALFWIDTH; negTraceEnd[1]-=MAX_SHIELD_HALFWIDTH; xaxis = qfalse; } else // shield runs along x-axis { ent->s.eFlags |= EF_SHIELD_BOX_X; posTraceEnd[0]+=MAX_SHIELD_HALFWIDTH; negTraceEnd[0]-=MAX_SHIELD_HALFWIDTH; xaxis = qtrue; } // trace horizontally to find extend of shield // positive trace VectorCopy(ent->r.currentOrigin, start); start[2] += (height>>1); trap_Trace (&tr, start, 0, 0, posTraceEnd, ent->s.number, MASK_SHOT ); posWidth = MAX_SHIELD_HALFWIDTH * tr.fraction; // negative trace trap_Trace (&tr, start, 0, 0, negTraceEnd, ent->s.number, MASK_SHOT ); negWidth = MAX_SHIELD_HALFWIDTH * tr.fraction; // kef -- monkey with dimensions and place origin in center halfWidth = (posWidth + negWidth)>>1; if (xaxis) { ent->r.currentOrigin[0] = ent->r.currentOrigin[0] - negWidth + halfWidth; } else { ent->r.currentOrigin[1] = ent->r.currentOrigin[1] - negWidth + halfWidth; } ent->r.currentOrigin[2] += (height>>1); // set entity's mins and maxs to new values, make it solid, and link it if (xaxis) { VectorSet(ent->r.mins, -halfWidth, -SHIELD_HALFTHICKNESS, -(height>>1)); VectorSet(ent->r.maxs, halfWidth, SHIELD_HALFTHICKNESS, height); } else { VectorSet(ent->r.mins, -SHIELD_HALFTHICKNESS, -halfWidth, -(height>>1)); VectorSet(ent->r.maxs, SHIELD_HALFTHICKNESS, halfWidth, height>>1); } ent->clipmask = MASK_SHOT; // xaxis - 1 bit // height - 0-254 8 bits //10 // posWidth - 0-255 8 bits //10 // negWidth - 0 - 255 8 bits paramData = (xaxis << 30) | ((height&1023) << 20) | ((posWidth&1023) << 10) | (negWidth&1023); //24 16 8 ent->s.time2 = paramData; if ( ent->s.otherEntityNum2 == TEAM_RED ) { ent->team = "1"; } else if ( ent->s.otherEntityNum2 == TEAM_BLUE ) { ent->team = "2"; } ent->health = ceil(SHIELD_HEALTH*g_dmgmult.value); ent->s.time = ent->health;//??? ent->pain = ShieldPain; ent->die = ShieldDie; ent->touch = ShieldTouch; ent->r.svFlags |= SVF_SHIELD_BBOX; // see if we're valid trap_Trace (&tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, ent->s.number, CONTENTS_BODY ); if (tr.startsolid) { // Something in the way! // make the shield non-solid very briefly ent->r.contents = CONTENTS_NONE; ent->s.eFlags |= EF_NODRAW; // nextthink needs to have a large enough interval to avoid excess accumulation of Activate messages ent->nextthink = level.time + 200; ent->think = ShieldGoSolid; ent->takedamage = qfalse; trap_LinkEntity(ent); } else { // Get solid. ent->r.contents = CONTENTS_PLAYERCLIP|CONTENTS_SHOTCLIP;//CONTENTS_SOLID; ent->nextthink = level.time + 400; //1000 ent->think = ShieldThink; ent->takedamage = qtrue;//RPG-X: - RedTechie Use to be qtrue //TiM - made true again. should be okay so long as the health isn't decremented trap_LinkEntity(ent); ent->s.eFlags |= EF_ITEMPLACEHOLDER; // Play raising sound... G_AddEvent(ent, EV_GENERAL_SOUND, shieldActivateSound); } return; } /** * Place a forcefield */ static qboolean PlaceShield(gentity_t *playerent) { static const gitem_t *shieldItem = NULL; gentity_t *shield = NULL; trace_t tr; vec3_t fwd, pos, dest, mins = {-16,-16, 0}, maxs = {16,16,16}; playerState_t *ps = &playerent->client->ps; if (shieldAttachSound==0) { shieldAttachSound = G_SoundIndex("sound/weapons/detpacklatch.wav"); shieldActivateSound = G_SoundIndex("sound/movers/forcefield/forcefieldon.wav"); //"sound/movers/forceup.wav" shieldDamageSound = G_SoundIndex("sound/ambience/spark5.wav"); shieldMurderSound = G_SoundIndex("sound/movers/forcefield/forcefieldtouch.wav"); //RPG-X: - RedTechie Added shild ZAP! sound //sound/world/electro.wav shieldDeactivateSound = G_SoundIndex("sound/movers/forcefield/forcefieldoff.wav"); shieldItem = BG_FindItemForHoldable(HI_SHIELD); } // can we place this in front of us? AngleVectors (ps->viewangles, fwd, NULL, NULL); fwd[2] = 0; VectorMA(ps->origin, SHIELD_PLACEDIST, fwd, dest); trap_Trace (&tr, ps->origin, mins, maxs, dest, playerent->s.number, MASK_SHOT ); if (tr.fraction > 0.9) {//room in front VectorCopy(tr.endpos, pos); // drop to floor VectorSet( dest, pos[0], pos[1], pos[2] - 4096 ); trap_Trace( &tr, pos, mins, maxs, dest, playerent->s.number, MASK_SOLID ); if ( !tr.startsolid && !tr.allsolid ) { // got enough room so place the portable shield shield = G_Spawn(); if(!shield || !shieldItem) return qfalse; // Figure out what direction the shield is facing. if (fabs(fwd[0]) > fabs(fwd[1])) { // shield is north/south, facing east. shield->s.angles[YAW] = 0; } else { // shield is along the east/west axis, facing north shield->s.angles[YAW] = 90; } shield->think = CreateShield; shield->nextthink = level.time + 500; // power up after .5 seconds shield->parent = playerent; // Set team number. shield->s.otherEntityNum2 = playerent->client->sess.sessionTeam; shield->s.eType = ET_USEABLE; shield->s.modelindex = HI_SHIELD; // this'll be used in CG_Useable() for rendering. shield->classname = shieldItem->classname; shield->r.contents = CONTENTS_TRIGGER; shield->touch = 0; // using an item causes it to respawn shield->use = 0; //Use_Item; // allow to ride movers shield->s.groundEntityNum = tr.entityNum; G_SetOrigin( shield, tr.endpos ); shield->s.origin2[0] = rpg_forceFieldColor.integer; shield->s.eFlags &= ~EF_NODRAW; shield->r.svFlags &= ~SVF_NOCLIENT; trap_LinkEntity (shield); // Play placing sound... G_AddEvent(shield, EV_GENERAL_SOUND, shieldAttachSound); return qtrue; } } return qfalse; } //-------------------------------------------------------------- DECOY ACTIVITIES /** * Think function for decoys, decoys are spawnchars in RPG-X */ void DecoyThink(gentity_t *ent) { ent->s.apos =(ent->parent)->s.apos; // Update Current Rotation ent->nextthink = level.time + irandom(2000, 6000); // Next think between 2 & 8 seconds (ent->count) --; // Count Down if (ent->count<0) G_FreeEntity(ent); // Time To Erase The Ent } //TiM : I was just able to spawn 600 copies of me... //my fps died and my PC started making weird noises //We'd better instigate a limit to our spawning here... //Borrowed from the tripMines /** * Safety function to limit ammount of decoys spawned at one time and overall. * Stops spawning if to many are spawned a a time, stop spawning is a limit was hit. * \author Ubergames - TiM */ void flushDecoys( gentity_t *ent ) { gentity_t *decoy = NULL; int foundDecoys[MAX_GENTITIES] = {ENTITYNUM_NONE}; int lowestTimeStamp; int orgCount; int decoyCount=0; int removeMe; int i; //limit to 10 placed at any one time //see how many there are now while ( (decoy = G_Find( decoy, FOFS(classname), "decoy" )) != NULL ) { if ( decoy->parent != ent ) //if ( decoy->s.clientNum != ent->client->ps.clientNum ) { continue; } foundDecoys[decoyCount++] = decoy->s.clientNum; } //now remove first ones we find until there are only 9 left decoy = NULL; orgCount = decoyCount; lowestTimeStamp = level.time; //RPG-X: TiM - Let's limit it to say... 64 decoys per player while ( decoyCount > 64 ) //9 { removeMe = -1; for ( i = 0; i < orgCount; i++ ) { if ( foundDecoys[i] == ENTITYNUM_NONE ) { continue; } decoy = &g_entities[foundDecoys[i]]; if ( decoy && decoy->timestamp < lowestTimeStamp ) { removeMe = i; lowestTimeStamp = decoy->timestamp; } } if ( removeMe != -1 ) { //remove it... or blow it? if ( &g_entities[foundDecoys[removeMe]] == NULL ) { break; } else { G_FreeEntity( &g_entities[foundDecoys[removeMe]] ); } foundDecoys[removeMe] = ENTITYNUM_NONE; decoyCount--; } else { break; } } } /** * entities spawn non solid and through this function, * they'll become solid once nothing's detected in their boundaries. :) * \author TiM */ void Decoy_CheckForSolidity( gentity_t *ent ) { int i, num; int touch[MAX_GENTITIES]; qboolean canGoSolid=qtrue; gentity_t *hit; vec3_t mins, maxs; VectorAdd( ent->s.origin, ent->r.mins, mins ); VectorAdd( ent->s.origin, ent->r.maxs, maxs ); num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES ); for ( i = 0; i < num; i++ ) { hit = &g_entities[touch[i]]; if ( hit && hit->client ) { canGoSolid = qfalse; break; } } if ( canGoSolid ) { ent->r.contents = MASK_PLAYERSOLID; ent->nextthink = 0; ent->think = 0; } else { ent->nextthink = level.time + 1000; ent->r.contents = CONTENTS_NONE; } } /** * Use function for decoy, removes it if activator is an player and admin */ void DecoyUse ( gentity_t *self, gentity_t *other, gentity_t *activator ) { if ( !activator || !IsAdmin( activator ) || !activator->client ) return; G_FreeEntity( self ); } /** * Spawn a char */ qboolean PlaceDecoy(gentity_t *ent) { gentity_t* decoy = NULL; static gitem_t* decoyItem = NULL; vec3_t mins = {-16,-16,-24}; char userinfo[MAX_INFO_STRING]; int i; if (decoyItem == NULL) { decoyItem = BG_FindItemForHoldable(HI_DECOY); } //If we just hit our 129th decoy (...holy crap), reset the counter if ( level.decoyIndex >= MAX_CLIENTS ) { level.decoyIndex = 0; } //Now check if there is already a decoy with the same eventParm index. If there is, terminate it { gentity_t *oldDecoy; for ( i = 0; iclassname, "decoy" ) && oldDecoy->s.eventParm == level.decoyIndex ) { G_FreeEntity( oldDecoy ); break; } } } //--------------------------- SPAWN AND PLACE DECOY ON GROUND decoy = G_Spawn(); G_SpawnItem(decoy, decoyItem); // Generate it as an item, temporarly decoy->physicsBounce = 0.0f;//decoys are *not* bouncy //VectorMA(ent->client->ps.origin, detDistance + mins[0], fwd, decoy->s.origin); VectorCopy( ent->client->ps.origin, decoy->s.origin ); decoy->r.mins[2] = mins[2];//keep it off the floor //VectorNegate(fwd, fwd); // ??? What does this do?? //vectoangles(fwd, decoy->s.angles); VectorCopy( ent->client->ps.viewangles, decoy->s.angles ); if ( !FinishSpawningDecoy(decoy, decoyItem - bg_itemlist) ) { return qfalse; // Drop to ground and trap to clients } decoy->s.clientNum = ent->client->ps.clientNum; decoy->s.number = decoy-g_entities; //--------------------------- SPECIALIZED DECOY SETUP decoy->parent = ent; (decoy->s).eType = (ent->s).eType; // set to type PLAYER (decoy->s).eFlags= (ent->s).eFlags; (decoy->s).eFlags |= EF_ITEMPLACEHOLDER;// set the HOLOGRAM FLAG to ON (decoy->s).powerups = (ent->s).powerups; //TiM - attach the rotate flag if we need to if ( (ent->s).powerups & ( 1<client->ps.gravity == 0 ) (decoy->s).eFlags |= EF_FULL_ROTATE; decoy->s.eFlags &= ~(EF_FIRING | EF_ALT_FIRING); decoy->s.weapon = ent->s.weapon; // get Player's Wepon Type decoy->s.apos = ent->s.apos; // copy angle of player to decoy decoy->s.pos = ent->s.pos; //TiM: Set it's anim to whatever anims we're playing right now decoy->s.legsAnim = ent->client->ps.stats[LEGSANIM]; decoy->s.torsoAnim= ent->client->ps.stats[TORSOANIM]; decoy->timestamp = level.time; //--------------------------- WEAPON ADJUST // The Phaser and Dreadnought (Arc Welder) weapons are rendered on the // client side differently, and cannot be used by the decoy decoy->classname = "decoy"; //TiM-Set up data for transmission to client decoy->s.eventParm = level.decoyIndex; decoy->r.contents = CONTENTS_SOLID; //has to start off solid, or CGame won't realise this VectorSet( decoy->r.mins, DEFAULT_MINS_0, DEFAULT_MINS_1, DEFAULT_MINS_2 ); VectorSet( decoy->r.maxs, DEFAULT_MAXS_0, DEFAULT_MAXS_1, DEFAULT_MAXS_2 ); decoy->nextthink = level.time + FRAMETIME; decoy->think = Decoy_CheckForSolidity; decoy->use = DecoyUse; trap_GetUserinfo( ent->client->ps.clientNum, userinfo, sizeof(userinfo) ); { char buffer[MAX_TOKEN_CHARS]; char model[64]; char height[9]; char weight[9]; char offset[6]; //TiM - ensure that we encapsulate this data better or else it sometimes //becomes null Q_strncpyz( model, Info_ValueForKey( userinfo, "model" ), sizeof( model ) ); Q_strncpyz( height, Info_ValueForKey( userinfo, "height" ), sizeof( height ) ); Q_strncpyz( weight, Info_ValueForKey( userinfo, "weight" ), sizeof( weight ) ); Q_strncpyz( offset, Info_ValueForKey( userinfo, "modelOffset" ), sizeof( offset ) ); Com_sprintf( buffer, sizeof( buffer ), "model\\%s\\height\\%s\\weight\\%s\\moOf\\%s\\c\\%i", model, height, weight, offset, ent->client->sess.sessionClass ); trap_SetConfigstring( CS_DECOYS + level.decoyIndex, buffer ); } level.decoyIndex++; return qtrue; // SUCCESS } //-------------------------------------------------------------- DECOY ACTIVITIES void G_Rematerialize( gentity_t *ent ) { playerState_t *ps = &ent->client->ps; ent->client->teleportTime = level.time + ( 15 * 1000 ); ps->stats[STAT_USEABLE_PLACED] = 15; ent->flags &= ~FL_NOTARGET; ent->takedamage = qtrue; ent->r.contents = MASK_PLAYERSOLID; ent->s.eFlags &= ~EF_NODRAW; ps->eFlags &= ~EF_NODRAW; TeleportPlayer( ent, ps->origin, ps->viewangles, TP_BORG ); //take it away ps->stats[STAT_HOLDABLE_ITEM] = 0; } static void G_GiveHoldable( gclient_t *client, holdable_t item ) { gitem_t *holdable = BG_FindItemForHoldable( item ); client->ps.stats[STAT_HOLDABLE_ITEM] = holdable - bg_itemlist;//teleport spots should be on other side of map RegisterItem( holdable ); } /* ================ ClientEvents ================ */ /** * Events will be passed on to the clients for presentation, * but any server game effects are handled here */ static void ClientEvents( gentity_t *ent, int oldEventSequence ) { int i; int event; gclient_t *client; int damage; playerState_t *ps; client = ent->client; ps = &client->ps; if ( oldEventSequence < ps->eventSequence - MAX_PS_EVENTS ) { oldEventSequence = ps->eventSequence - MAX_PS_EVENTS; } for ( i = oldEventSequence ; i < ps->eventSequence ; i++ ) { event = ps->events[ i & (MAX_PS_EVENTS-1) ]; switch ( event ) { case EV_FALL_MEDIUM: case EV_FALL_FAR: if ( ent->s.eType != ET_PLAYER ) { break; // not in the player model } if ( g_dmflags.integer & DF_NO_FALLING ) { break; } if ( rpg_selfdamage.integer != 0 ) { if ( event == EV_FALL_FAR ) { damage = 110; //10 -TiM : Make the falling more realistc! } else { damage = 90; //5 } } else { damage = 0; } ent->pain_debounce_time = level.time + 200; // no normal pain sound G_Damage (ent, NULL, NULL, NULL, NULL, damage, DAMAGE_ARMOR_PIERCING, MOD_FALLING); break; case EV_FIRE_WEAPON: FireWeapon( ent, qfalse ); break; case EV_ALT_FIRE: FireWeapon( ent, qtrue ); break; case EV_FIRE_EMPTY_PHASER: FireWeapon( ent, qfalse ); break; case EV_USE_ITEM1: // transporter //TiM: Since we purge the vectors each cycle. I'll save us some memory by using the vectors themselves as a check. if ( TransDat[ps->clientNum].beamTime == 0 && VectorCompare( vec3_origin, TransDat[ps->clientNum].storedCoord[TPT_PORTABLE].origin ) && VectorCompare( vec3_origin, TransDat[ps->clientNum].storedCoord[TPT_PORTABLE].angles ) ) { VectorCopy( ps->origin, TransDat[ps->clientNum].storedCoord[TPT_PORTABLE].origin ); VectorCopy( ps->viewangles, TransDat[ps->clientNum].storedCoord[TPT_PORTABLE].angles ); trap_SendServerCommand( ent-g_entities, va("chat \"Site to Site Transporter Location Confirmed.\nPress again to Energize.\"")); ps->stats[STAT_HOLDABLE_ITEM] = BG_FindItemForHoldable( HI_TRANSPORTER ) - bg_itemlist; ps->stats[STAT_USEABLE_PLACED] = 2; // = 1 break; } if ( TransDat[ps->clientNum].beamTime == 0 && level.time > ps->powerups[PW_QUAD] ) { G_InitTransport( ps->clientNum, TransDat[ps->clientNum].storedCoord[TPT_PORTABLE].origin, TransDat[ps->clientNum].storedCoord[TPT_PORTABLE].angles ); memset( &TransDat[ps->clientNum].storedCoord[TPT_PORTABLE], 0, sizeof( TransDat[ps->clientNum].storedCoord[TPT_PORTABLE]) ); } else { trap_SendServerCommand( ent-g_entities, va("chat \"Unable to comply. Already within transport cycle.\"")); } ps->stats[STAT_USEABLE_PLACED] = 0; if (g_classData[client->sess.sessionClass].isMarine) { client->teleportTime = level.time + ( 3 * 1000 ); // 15 * 1000 ps->stats[STAT_USEABLE_PLACED] = 1; // = 1 } break; case EV_USE_ITEM2: // medkit // New set of rules. You get either 100 health, or an extra 25, whichever is higher. // Give 1/4 health. ent->health += ps->stats[STAT_MAX_HEALTH]*0.25; if (ent->health < ps->stats[STAT_MAX_HEALTH]) { // If that doesn't bring us up to 100, make it go up to 100. ent->health = ps->stats[STAT_MAX_HEALTH]; } else if (ent->health > ps->stats[STAT_MAX_HEALTH]*2) { // Otherwise, 25 is all you get. Just make sure we don't go above 200. ent->health = ps->stats[STAT_MAX_HEALTH]*2; } break; case EV_USE_ITEM3: // detpack // if we haven't placed it yet, place it if (0 == ps->stats[STAT_USEABLE_PLACED]) { if ( PlaceDetpack(ent) ) { ps->stats[STAT_USEABLE_PLACED] = 1; trap_SendServerCommand( ent-g_entities, "cp \"CHARGE PLACED\"" ); } else {//couldn't place it ps->stats[STAT_HOLDABLE_ITEM] = (BG_FindItemForHoldable( HI_DETPACK ) - bg_itemlist); trap_SendServerCommand( ent-g_entities, "cp \"NO ROOM TO PLACE CHARGE\"" ); } } else { // ok, we placed it earlier. blow it up. ps->stats[STAT_USEABLE_PLACED] = 0; DetonateDetpack(ent); } break; case EV_USE_ITEM4: // portable shield if ( !PlaceShield(ent) ) // fixme if we fail, perhaps just spawn it as a pickup {//couldn't place it ps->stats[STAT_HOLDABLE_ITEM] = (BG_FindItemForHoldable( HI_SHIELD ) - bg_itemlist); trap_SendServerCommand( ent-g_entities, "cp \"NO ROOM TO PLACE FORCE FIELD\"" ); } else { trap_SendServerCommand( ent-g_entities, "cp \"FORCE FIELD PLACED\"" ); } break; case EV_USE_ITEM5: // decoy if ( !PlaceDecoy(ent) ) {//couldn't place it ps->stats[STAT_HOLDABLE_ITEM] = (BG_FindItemForHoldable( HI_DECOY ) - bg_itemlist); trap_SendServerCommand( ent-g_entities, "cp \"NO ROOM TO PLACE DECOY\"" ); } else { trap_SendServerCommand( ent-g_entities, "cp \"DECOY PLACED\"" ); } break; default: break; } } } void BotTestSolid(vec3_t origin); void ThrowWeapon( gentity_t *ent, char *txt ) { gclient_t *client; usercmd_t *ucmd; gitem_t *item; gentity_t *drop; byte i; playerState_t *ps; client = ent->client; ucmd = &ent->client->pers.cmd; ps = &client->ps; if ( rpg_allowWeaponDrop.integer == 0) { return; } if ( numTotalDropped >= MAX_DROPPED ) { WARNING(("RPG-X Warning: maximum of dropped items of %i reached.\n", MAX_DROPPED)); return; } if ( ps->weapon == WP_1 || ( ucmd->buttons & BUTTON_ATTACK )) { return; } numTotalDropped++; item = BG_FindItemForWeapon( ps->weapon ); // admins don't lose weapon when thrown if ( IsAdmin( ent ) == qfalse ) { ps->ammo[ ps->weapon ] -= 1; if (ps->ammo[ ps->weapon ] <= 0) { ps->stats[STAT_WEAPONS] &= ~( 1 << ps->weapon ); ps->weapon = WP_1; for ( i = WP_NUM_WEAPONS - 1 ; i > 0 ; i-- ) { if ( ps->stats[STAT_WEAPONS] & ( 1 << i ) ) { ps->weapon = i; break; } } } } drop = DropWeapon( ent, item, 0, FL_DROPPED_ITEM | FL_THROWN_ITEM, txt ); drop->parent = ent; drop->count = 1; } /* ============== SendPendingPredictableEvents ============== */ static void SendPendingPredictableEvents( playerState_t *ps ) { gentity_t *t; int event, seq; int extEvent; // if there are still events pending if ( ps->entityEventSequence < ps->eventSequence ) { // create a temporary entity for this event which is sent to everyone // except the client generated the event seq = ps->entityEventSequence & (MAX_PS_EVENTS-1); event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 ); // set external event to zero before calling BG_PlayerStateToEntityState extEvent = ps->externalEvent; ps->externalEvent = 0; // create temporary entity for event t = G_TempEntity( ps->origin, event ); BG_PlayerStateToEntityState( ps, &t->s, qtrue ); t->s.eType = ET_EVENTS + event; // send to everyone except the client who generated the event t->r.svFlags |= SVF_NOTSINGLECLIENT; t->r.singleClient = ps->clientNum; // set back external event ps->externalEvent = extEvent; } } static void ClientCamThink(gentity_t *client) { if(!client->client->cam) return; G_SetOrigin(client, client->client->cam->s.origin); G_Client_SetViewAngle(client, client->client->cam->s.angles); trap_LinkEntity(client); } /* ============== ClientThink ============== */ /** * This will be called once for each client frame, which will * usually be a couple times for each server frame on fast clients. * * If "g_synchronousClients 1" is set, this will be called exactly * once for each server frame, which makes for smooth demo recording. */ static void ClientThink_real( gentity_t *ent ) { gclient_t *client; pmove_t pm; int oldEventSequence; int msec; usercmd_t *ucmd; playerState_t *ps; client = ent->client; ps = &client->ps; // don't think if the client is not yet connected (and thus not yet spawned in) if (client->pers.connected != CON_CONNECTED) { return; } // mark the time, so the connection sprite can be removed ucmd = &client->pers.cmd; // sanity check the command time to prevent speedup cheating if ( ucmd->serverTime > level.time + 200 ) { ucmd->serverTime = level.time + 200; } if ( ucmd->serverTime < level.time - 1000 ) { ucmd->serverTime = level.time - 1000; } msec = ucmd->serverTime - ps->commandTime; // following others may result in bad times, but we still want // to check for follow toggles if ( msec < 1 && client->sess.spectatorState != SPECTATOR_FOLLOW ) { return; } if ( msec > 200 ) { msec = 200; } // // check for exiting intermission // if ( level.intermissiontime ) { ClientIntermissionThink( client ); return; } if (ent->flags & FL_CCAM) { ClientCamThink( ent ); return; } // spectators don't do much if ( client->sess.sessionTeam == TEAM_SPECTATOR ) { if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD ) { return; } SpectatorThink( ent, ucmd ); return; } // check for inactivity timer, but never drop the local client of a non-dedicated server if ( !ClientInactivityTimer( client ) ) { return; } //TiM - If we're null content... see what's up if ( ent->r.contents == CONTENTS_NONE ) { if ( !G_MoveBox( ent ) ) { if ( ps->stats[STAT_HEALTH] > 1 ) ent->r.contents = CONTENTS_BODY; else ent->r.contents = CONTENTS_CORPSE; } } //RPG-X: Checked to see if medics revive is on if so do as following if(rpg_medicsrevive.integer == 1){ if ( client->noclip ) { ps->pm_type = PM_NOCLIP; } else if ( ps->stats[STAT_HEALTH] == 1 ) { ps->pm_type = PM_DEAD; } else { ps->pm_type = PM_NORMAL; } }else{ if ( client->noclip ) { ps->pm_type = PM_NOCLIP; } else if ( ps->stats[STAT_HEALTH] <= 0 ) { ps->pm_type = PM_DEAD; } else { ps->pm_type = PM_NORMAL; } } //RPG-X: J2J & Phenix - For the gravity ent if(client->SpecialGrav != qtrue) { ps->gravity = g_gravity.value; } // set speed ps->speed = g_speed.value; if ( ps->powerups[PW_HASTE] ) { ps->speed *= 1.5; } else if (ps->powerups[PW_FLIGHT] ) {//flying around ps->speed *= 1.3; } else if ( ps->stats[STAT_HEALTH] <= 20 ) { ps->speed *= 0.55; } if (( ps->powerups[PW_EVOSUIT] ) && ( ps->gravity == 0 )) {//Evosuit time.. RPG-X | Phenix | 8/8/2004 ps->speed *= 1.3; } //RPG-X: Redtechie - n00bie stay.....good boy! if ( g_classData[client->sess.sessionClass].isn00b ){ ps->speed = 0; } //TiM : SP Style Transporter. :) //first check to see if we should be beaming if ( level.time < TransDat[ps->clientNum].beamTime ) { //if we're past the mid point of each materialization cycle, make it //so bullets and other players will pass thru the transportee. :) if ( (level.time > TransDat[ps->clientNum].beamTime - 6000) && ( level.time < TransDat[ps->clientNum].beamTime - 2000 ) ) { if ( ps->stats[STAT_HEALTH] > 1 ) { ent->r.contents = CONTENTS_NONE; } } else { if ( ps->stats[STAT_HEALTH] > 1 ) { ent->r.contents = MASK_PLAYERSOLID; } } //If we're half-way thru the cycle, teleport the player now if ( level.time > TransDat[ps->clientNum].beamTime - 4000 && !TransDat[ps->clientNum].beamed ) { TeleportPlayer( ent, TransDat[ps->clientNum].currentCoord.origin, TransDat[ps->clientNum].currentCoord.angles, TP_TRI_TP ); TransDat[ps->clientNum].beamed = qtrue; } } else { //all done, let's reset :) if ( TransDat[ps->clientNum].beamTime > 0 ) { TransDat[ps->clientNum].beamTime = 0; ps->powerups[PW_BEAM_OUT] = 0; ps->powerups[PW_QUAD] = 0; TransDat[ps->clientNum].beamed = qfalse; memset( &TransDat[ps->clientNum].currentCoord, 0, sizeof( TransDat[ps->clientNum].currentCoord.origin ) ); if(g_entities[ps->clientNum].flags & FL_CLAMPED) { //reset everything if player was beamed by trigger_transporter g_entities[ps->clientNum].flags ^= FL_CLAMPED; } } } //TiM : Freeze their movement if they're halfway through a transport cycle if ( level.time < TransDat[ps->clientNum].beamTime && level.time > TransDat[ps->clientNum].beamTime - 4000 ) { vec3_t endPoint; trace_t tr; VectorSet( endPoint, ps->origin[0], ps->origin[1], ps->origin[2] - 48 ); //Do a trace down. If we're near ground, just re-enable gravity. Else we we get weird animations O_o trap_Trace( &tr, ps->origin, NULL, NULL, endPoint, ps->clientNum, CONTENTS_SOLID ); if ( tr.fraction == 1.0 ) { ps->gravity = 0; ps->velocity[2] = 0; } ps->speed = 0; ps->velocity[0] = ps->velocity[1] = 0.0; } // set up for pmove oldEventSequence = ps->eventSequence; memset (&pm, 0, sizeof(pm)); pm.ps = &client->ps; pm.cmd = *ucmd; if ( pm.ps->pm_type == PM_DEAD ) { pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; } else { pm.tracemask = MASK_PLAYERSOLID; } pm.trace = trap_Trace; pm.pointcontents = trap_PointContents; pm.debugLevel = g_debugMove.integer; pm.noFootsteps = (qboolean)(( g_dmflags.integer & DF_NO_FOOTSTEPS ) > 0); pm.pModDisintegration = qfalse; //pm.admin = IsAdmin(ent); // we use this way now the old way didn't work for adminlogin // y call a function though??? pm.admin = (qboolean)(g_classData[client->sess.sessionClass].isAdmin || client->LoggedAsAdmin); //pm.admin = g_classData[client->sess.sessionClass].isAdmin; pm.medic = (qboolean)g_classData[client->sess.sessionClass].isMedical; pm.borg = (qboolean)g_classData[client->sess.sessionClass].isBorg; // perform a pmove Pmove (&pm); // save results of pmove if ( ps->eventSequence != oldEventSequence ) { ent->eventTime = level.time; } BG_PlayerStateToEntityState( ps, &ent->s, qtrue ); SendPendingPredictableEvents( ps ); // use the snapped origin for linking so it matches client predicted versions VectorCopy( ent->s.pos.trBase, ent->r.currentOrigin ); VectorCopy (pm.mins, ent->r.mins); VectorCopy (pm.maxs, ent->r.maxs); ent->waterlevel = pm.waterlevel; ent->watertype = pm.watertype; // execute client events ClientEvents( ent, oldEventSequence ); if ( pm.useEvent ) { //TODO: Use TryUse( ent ); } // link entity now, after any personal teleporters have been used trap_LinkEntity (ent); G_TouchTriggers( ent ); // NOTE: now copy the exact origin over otherwise clients can be snapped into solid VectorCopy( ps->origin, ent->r.currentOrigin ); //test for solid areas in the AAS file BotTestSolid(ent->r.currentOrigin); // touch other objects ClientImpacts( ent, &pm ); // save results of triggers and client events if (ps->eventSequence != oldEventSequence) { ent->eventTime = level.time; } // swap and latch button actions client->oldbuttons = client->buttons; client->buttons = ucmd->buttons; client->latched_buttons |= client->buttons & ~client->oldbuttons; // check for respawning if ( client->ps.stats[STAT_HEALTH] <= 0 ) { // wait for the attack button to be pressed if ( level.time > client->respawnTime ) { // pressing attack or use is the normal respawn method if ( ucmd->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) ) { G_Client_Respawn( ent ); return; } } return; } // perform once-a-second actions ClientTimerActions( ent, msec ); if ( client->teleportTime > 0 && client->teleportTime < level.time ) { if ( g_classData[client->sess.sessionClass].isMarine ) { G_GiveHoldable( client, HI_TRANSPORTER ); ps->stats[STAT_USEABLE_PLACED] = 0; client->teleportTime = 0; } else if ( g_classData[client->sess.sessionClass].isAdmin ) { G_GiveHoldable( client, HI_SHIELD ); ps->stats[STAT_USEABLE_PLACED] = 0; client->teleportTime = 0; } } } void ClientThink( int clientNum ) { gentity_t *ent; ent = g_entities + clientNum; trap_GetUsercmd( clientNum, &ent->client->pers.cmd ); // mark the time we got info, so we can display the // phone jack if they don't get any for a while ent->client->lastCmdTime = level.time; if ( !g_synchronousClients.integer ) { ClientThink_real( ent ); } } void G_RunClient( gentity_t *ent ) { if ( !g_synchronousClients.integer ) { return; } ent->client->pers.cmd.serverTime = level.time; ClientThink_real( ent ); } /* ================== SpectatorClientEndFrame ================== */ static void SpectatorClientEndFrame( gentity_t *ent ) { gclient_t *cl; clientSession_t *sess = &ent->client->sess; playerState_t *ps = &ent->client->ps; // if we are doing a chase cam or a remote view, grab the latest info if ( sess->spectatorState == SPECTATOR_FOLLOW ) { int clientNum; clientNum = sess->spectatorClient; // team follow1 and team follow2 go to whatever clients are playing if ( clientNum == -1 ) { clientNum = level.follow1; } else if ( clientNum == -2 ) { clientNum = level.follow2; } if ( clientNum >= 0 ) { cl = &level.clients[ clientNum ]; if ( cl->pers.connected == CON_CONNECTED && cl->sess.sessionTeam != TEAM_SPECTATOR ) { ent->client->ps = cl->ps; ps->pm_flags |= PMF_FOLLOW; return; } else { // drop them to free spectators unless they are dedicated camera followers if ( sess->spectatorClient >= 0 ) { sess->spectatorState = SPECTATOR_FREE; G_Client_Begin( ent->client - level.clients, qfalse, qfalse, qfalse ); } } } } if ( sess->spectatorState == SPECTATOR_SCOREBOARD ) { ps->pm_flags |= PMF_SCOREBOARD; } else { ps->pm_flags &= ~PMF_SCOREBOARD; } } void ClientEndFrame( gentity_t *ent ) { int i; playerState_t *ps = &ent->client->ps; if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR /*|| (ps->eFlags&EF_ELIMINATED)*/ ) { SpectatorClientEndFrame( ent ); ent->client->noclip = qtrue; return; } // turn off any expired powerups for ( i = 0 ; i < MAX_POWERUPS ; i++ ) { if ( ps->powerups[ i ] < level.time ) { ps->powerups[ i ] = 0; } } // save network bandwidth #if 0 if ( !g_synchronousClients->integer && ps->pm_type == PM_NORMAL ) { // FIXME: this must change eventually for non-sync demo recording VectorClear( ps->viewangles ); } #endif // // If the end of unit layout is displayed, don't give // the player any normal movement attributes // if ( level.intermissiontime ) { return; } // burn from lava, etc P_WorldEffects (ent); // apply all the damage taken this frame P_DamageFeedback (ent); // add the EF_CONNECTION flag if we haven't gotten commands recently if ( level.time - ent->client->lastCmdTime > 1000 ) { ent->s.eFlags |= EF_CONNECTION; } else { ent->s.eFlags &= ~EF_CONNECTION; } ps->stats[STAT_HEALTH] = ent->health; // FIXME: get rid of ent->health... G_SetClientSound (ent); // set the latest infor BG_PlayerStateToEntityState( ps, &ent->s, qtrue ); SendPendingPredictableEvents( ps ); }