rpgxef/code/game/g_active.cpp
2018-07-18 20:13:45 +02:00

2520 lines
66 KiB
C++

// Copyright (C) 1999-2000 Id Software, Inc.
//
#include "g_active.h"
#include "g_client.h"
#include "g_spawn.h"
#include "g_cmds.h"
#include "g_items.h"
#include "g_combat.h"
#include "g_lua.h"
#include "g_mover.h"
#include "g_syscalls.h"
#include "g_logger.h"
extern void ammo_station_finish_spawning(gentity_t *self);
/*
==============
TryUse
==============
*/
static const double USE_DISTANCE = 64.0;
/**
* 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 == NULL)
{
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
memset(&trace, 0, sizeof(trace_t));
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 != NULL) && (target->use != NULL) && (target->type == EntityType::ENT_FUNC_USABLE))
{//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 != NULL) && (target->use != NULL) && (ent->type == EntityType::ENT_MISC_AMMOSTATION))
{//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)
{
int32_t 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_Combat_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_Combat_Damage(ent, NULL, NULL, NULL, NULL,
30 * waterlevel, 0, MOD_LAVA);
}
if(ent->watertype & CONTENTS_SLIME)
{
G_Combat_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)
{
int32_t i, j;
trace_t trace;
gentity_t* other;
memset(&trace, 0, sizeof(trace));
for(i = 0; i < pm->numtouch; i++)
{
for(j = 0; j < i; j++)
{
if(pm->touchents[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)
{
int32_t i, num;
int32_t touch[MAX_GENTITIES];
gentity_t *hit;
trace_t trace;
vec3_t mins, maxs;
vec3_t range = { 40, 40, 52 };
playerState_t *ps;
if(ent == NULL || ent->client == NULL)
{
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; i < num; i++)
{
hit = &g_entities[touch[i]];
#ifdef G_LUA
if(hit->luaTouch)
{
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 == 0)
{
// 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....
==================
*/
/**
* \author Ubergames
*/
std::string TimedMessage()
{
if(level.timedMessages.empty())
{
return "^1RPG-X ERROR: No messages to display";
}
if(level.timedMessageIndex >= level.timedMessages.size())
{
level.timedMessageIndex = 0;
}
auto message = level.timedMessages.at(level.timedMessageIndex);
level.timedMessageIndex++;
return message;
}
/*
==================
ClientTimerActions
==================
*/
/**
* Actions that happen once a second
*/
static void ClientTimerActions(gentity_t* ent, int32_t msec)
{
gclient_t* client;
float messageTime;
client = ent->client;
client->timeResidual += msec;
if(rpg_timedmessagetime.value > 0.0f)
{
//Make sure its not less then one //TiM: Well... we can have under 1, just not toooo far under 1
if(rpg_timedmessagetime.value < 0.2f)
{ //1
messageTime = 0.2f;
}
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. :)
auto message = "cp \"" + TimedMessage() + "\n\""; //Since we're working with a gloabl scope variable, there's no need for this thing to have parameters:)
trap_SendServerCommand(-1, message.c_str()); //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;
int32_t time;
} detHit_t;
enum g_activeDetPackLimits_e
{
MAX_DETHITS = 32 // never define this to be 0
};
static detHit_t detHits[MAX_DETHITS];
static qboolean bDetInit = qfalse;
//-----------------------------------------------------------------------------DECOY TEMP
extern qboolean FinishSpawningDecoy(gentity_t* ent, int32_t itemIndex);
//-----------------------------------------------------------------------------DECOY TEMP
static const uint16_t DETPACK_DAMAGE = 750;
static const uint16_t DETPACK_RADIUS = 500;
void detpack_shot(gentity_t* self, gentity_t* inflictor, gentity_t* attacker, int32_t damage, int32_t meansOfDeath)
{
int32_t 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_Combat_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;
vec3_t right;
vec3_t up;
vec3_t end;
vec3_t mins = { -16, -16, -16 };
vec3_t 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 == qfalse)
{
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);
memset(&tr, 0, sizeof(trace_t));
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) == qfalse)
{
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)
{
int32_t 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)
{
int32_t i = 0;
detHit_t* lastHit = NULL;
detHit_t* 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)
{
int32_t 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)
{
int32_t i = 0;
int32_t lifetime = 3000; // how long (in msec) the shockwave lasts
int32_t knockback = 400;
float curBlastRadius = 50.0 * ent->count;
float 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; i < MAX_CLIENTS; i++)
{
if(g_entities[i].client && g_entities[i].takedamage)
{
pl = &g_entities[i];
VectorSubtract(pl->s.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?
memset(&tr, 0, sizeof(trace_t));
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)
{
int32_t 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 == NULL)
{
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_Combat_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;
}
static const uint8_t SHIELD_HEALTH = 250;
static const uint8_t SHIELD_HEALTH_DEC = 10; // 25 seconds
static const uint16_t MAX_SHIELD_HEIGHT = 1022; //254
static const uint16_t MAX_SHIELD_HALFWIDTH = 1023; //255
static const uint8_t SHIELD_HALFTHICKNESS = 4;
static const uint8_t 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, int32_t damage, int32_t 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, int32_t 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;
}
memset(&tr, 0, sizeof(trace_t));
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 == NULL || other->client == NULL)
return;
if(G_Client_IsAdmin(other) || (rpg_borgAdapt.integer && rpg_borgMoveThroughFields.integer != 0 && G_Client_IsBorg(other))/*other->client->sess.sessionClass == PC_ADMIN*/)
{
ShieldGoNotSolid(self);
}
//RPG-X:J2J Damage for shields
else
{
if((int32_t)(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;
int32_t height, posWidth, negWidth, halfWidth = 0;
qboolean xaxis;
int32_t paramData = 0;
// trace upward to find height of shield
VectorCopy(ent->r.currentOrigin, end);
end[2] += MAX_SHIELD_HEIGHT;
memset(&tr, 0, sizeof(trace_t));
trap_Trace(&tr, ent->r.currentOrigin, NULL, NULL, end, ent->s.number, MASK_SHOT);
height = (int32_t)(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((int32_t)(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;
int32_t foundDecoys[MAX_GENTITIES] = { ENTITYNUM_NONE };
int32_t lowestTimeStamp;
int32_t orgCount;
int32_t decoyCount = 0;
int32_t removeMe;
int32_t 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)
{
int32_t i, num;
int32_t touch[MAX_GENTITIES];
qboolean canGoSolid = qtrue;
gentity_t* hit = NULL;
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 == NULL || !G_Client_IsAdmin(activator) || activator->client == NULL)
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];
int32_t 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 = NULL;
for(i = 0; i < level.num_entities; i++)
{
oldDecoy = &g_entities[i];
if(Q_stricmp(oldDecoy->classname, "decoy") == 0 && 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->s.time = -1; // tell cgame this is a decoy so it does not mess up the radar
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 << PW_FLIGHT) || ent->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)
{
int32_t i;
int32_t event;
gclient_t* client = NULL;
int32_t damage;
playerState_t* ps = NULL;
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_Combat_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 AI_main_BotTestSolid(vec3_t origin);
void G_ThrowWeapon(gentity_t *ent, char *txt)
{
gclient_t* client = NULL;
usercmd_t* ucmd = NULL;
gitem_t* item = NULL;
gentity_t* drop = NULL;
byte i;
playerState_t* ps = NULL;
client = ent->client;
ucmd = &ent->client->pers.cmd;
ps = &client->ps;
if(rpg_allowWeaponDrop.integer == 0)
{
return;
}
if(numTotalDropped >= MAX_DROPPED)
{
G_LocLogger(LL_WARN, "RPG-X Warning: maximum of dropped items of %i reached.\n", MAX_DROPPED);
return;
}
if(ps->weapon == WP_0 || ps->weapon == WP_1 || (ucmd->buttons & BUTTON_ATTACK))
{
return;
}
numTotalDropped++;
item = BG_FindItemForWeapon(weapon_t(ps->weapon));
// admins don't lose weapon when thrown
if(G_Client_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 = NULL;
int32_t event, seq;
int32_t 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 == NULL || client->client == NULL || client->client->cam == NULL)
{
if(client->flags & FL_CCAM)
{
client->flags ^= FL_CCAM;
}
client->client->ps.pm_type = PM_NORMAL;
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 = NULL;
pmove_t pm;
int32_t oldEventSequence;
int32_t msec;
usercmd_t* ucmd = NULL;
playerState_t* ps = NULL;
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
AI_main_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 = NULL;
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 == 0)
{
return;
}
ent->client->pers.cmd.serverTime = level.time;
ClientThink_real(ent);
}
/*
==================
SpectatorClientEndFrame
==================
*/
static void SpectatorClientEndFrame(gentity_t *ent)
{
gclient_t* cl = NULL;
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)
{
int32_t 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)
{
int32_t 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);
}