rpgxef/code/game/g_client.c
Walter Julius Hennecke 696a1ad99d fixes
2013-05-24 23:22:14 +02:00

2678 lines
70 KiB
C

// Copyright (C) 1999-2000 Id Software, Inc.
//
#include "g_local.h"
#include "g_groups.h"
#include "g_main.h"
#include "g_cmds.h"
#include "g_main.h"
reconData_t g_reconData[MAX_RECON_NAMES]; //!< recon data for a limited ammount of clients
int g_reconNum;
extern char* BG_RegisterRace( const char *name );
extern void SetPlayerClassCvar(gentity_t *ent);
extern void BroadcastClassChange( gclient_t *client, pclass_t oldPClass );
//RPG-X: TiM
extern char* correlateRanks( const char* strArg, int intArg );
extern pclass_t ValueNameForClass ( /*gentity_t *ent,*/ char* s );
// g_client.c -- client functions that don't happen every frame
void G_Client_StoreClientInitialStatus( gentity_t *ent );
//! players mins
static vec3_t playerMins = {-12, -12, -24}; //RPG-X : TiM - {-15, -15, -24}
//! players maxs
static vec3_t playerMaxs = {12, 12, 32}; // {15, 15, 32}
clInitStatus_t clientInitialStatus[MAX_CLIENTS];
//TiM: For easier transport setup
/**
* Function that makes transport setup easier
* \author Ubergames - TiM
*/
void G_InitTransport( int clientNum, vec3_t origin, vec3_t angles ) {
gentity_t *tent;
TransDat[clientNum].beamTime = level.time + 8000;
g_entities[clientNum].client->ps.powerups[PW_BEAM_OUT] = level.time + 8000;
//Transfer stored data to active beamer
VectorCopy( origin,
TransDat[clientNum].currentCoord.origin );
VectorCopy( angles,
TransDat[clientNum].currentCoord.angles );
tent = G_TempEntity( g_entities[clientNum].client->ps.origin, EV_PLAYER_TRANSPORT_OUT );
tent->s.clientNum = clientNum;
}
/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) INITIAL
-----DESCRIPTION-----
potential spawning position for deathmatch games.
-----SPAWNFLAGS-----
1: INITIAL - Preferred spawn for the first spawn of a client when entering a match.
-----KEYS-----
"target" - entities with matching targetname will be fired if someone spawns here.
"nobots" - if 1 will prevent bots from using this spot.
"nohumans" - if 1 will prevent non-bots from using this spot.
*/
/**
* Spawn function for deathmatch spawnpoint
*/
void SP_info_player_deathmatch( gentity_t *ent ) {
int i;
if(strcmp(ent->classname, "info_player_deathmatch")) {
ent->classname = G_NewString("info_player_deathmatch");
}
G_SpawnInt( "nobots", "0", &i);
if ( i ) {
ent->flags |= FL_NO_BOTS;
}
G_SpawnInt( "nohumans", "0", &i );
if ( i ) {
ent->flags |= FL_NO_HUMANS;
}
trap_LinkEntity(ent);
}
/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32)
-----DESCRIPTION-----
The intermission will be viewed from this point.
It is also used to spawn spectators.
Target an info_notnull or similar for the view direction.
-----SPAWNFLAGS-----
none
-----KEYS-----
none
*/
/**
* Spawn function for intermission entity.
*/
void SP_info_player_intermission( gentity_t *ent ) {
}
/*
=======================================================================
G_Client_SelectSpawnPoint
=======================================================================
*/
/*
================
G_Client_SpotWouldTelefrag
================
*/
/**
* Check if beaming to a point will result in a teleporter frag.
*/
qboolean G_Client_SpotWouldTelefrag( gentity_t *spot ) {
int i, num;
int touch[MAX_GENTITIES];
gentity_t *hit;
vec3_t mins, maxs;
VectorAdd( spot->s.origin, playerMins, mins );
VectorAdd( spot->s.origin, playerMaxs, maxs );
num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
for (i=0 ; i<num ; i++) {
hit = &g_entities[touch[i]];
if ( hit && hit->client && hit->client->ps.stats[STAT_HEALTH] > 0 ) {
return qtrue;
}
if (hit && hit->s.eType == ET_USEABLE && hit->s.modelindex == HI_SHIELD) { //hit a portable force field
return qtrue;
}
}
return qfalse;
}
/*
================
SelectNearestDeathmatchSpawnPoint
Find the spot that we DON'T want to use
================
*/
#define MAX_SPAWN_POINTS 256
/**
* Find the spot that we DON'T want to use
*/
static gentity_t *SelectNearestDeathmatchSpawnPoint( vec3_t from ) {
gentity_t *spot;
vec3_t delta;
float dist, nearestDist;
gentity_t *nearestSpot;
nearestDist = 999999;
nearestSpot = NULL;
spot = NULL;
while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) {
VectorSubtract( spot->s.origin, from, delta );
dist = VectorLength( delta );
if ( dist < nearestDist ) {
nearestDist = dist;
nearestSpot = spot;
}
}
return nearestSpot;
}
/*
================
SelectRandomDeathmatchSpawnPoint
go to a random point that doesn't telefrag
================
*/
#define MAX_SPAWN_POINTS 256
/**
* go to a random point that doesn't telefrag
*/
static gentity_t *SelectRandomDeathmatchSpawnPoint( void ) {
gentity_t *spot;
int count;
int selection;
gentity_t *spots[MAX_SPAWN_POINTS];
count = 0;
spot = NULL;
while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) {
if ( G_Client_SpotWouldTelefrag( spot ) ) {
continue;
}
spots[ count ] = spot;
count++;
}
if ( !count ) { // no spots that won't telefrag
return G_Find( NULL, FOFS(classname), "info_player_deathmatch");
}
selection = rand() % count;
return spots[ selection ];
}
/*
===========
G_Client_SelectSpawnPoint
Chooses a player start, deathmatch start, etc
============
*/
/**
* Chooses a player start, deathmatch start, etc
*/
gentity_t* G_Client_SelectSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles ) {
gentity_t *spot;
gentity_t *nearestSpot;
nearestSpot = SelectNearestDeathmatchSpawnPoint( avoidPoint );
spot = SelectRandomDeathmatchSpawnPoint ( );
if ( spot == nearestSpot ) {
// roll again if it would be real close to point of death
spot = SelectRandomDeathmatchSpawnPoint ( );
if ( spot == nearestSpot ) {
// last try
spot = SelectRandomDeathmatchSpawnPoint ( );
}
}
// find a single player start spot
if (!spot) {
G_Error( "Couldn't find a spawn point" );
return spot;
}
VectorCopy (spot->s.origin, origin);
origin[2] += 9;
VectorCopy (spot->s.angles, angles);
return spot;
}
/*
===========
SelectInitialSpawnPoint
Try to find a spawn point marked 'initial', otherwise
use normal spawn selection.
============
*/
/**
* Try to find a spawn point marked 'initial', otherwise
* use normal spawn selection.
*/
static gentity_t *SelectInitialSpawnPoint( vec3_t origin, vec3_t angles ) {
gentity_t *spot;
spot = NULL;
while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) {
if ( spot->spawnflags & 1 ) {
break;
}
}
if ( !spot || G_Client_SpotWouldTelefrag( spot ) ) {
return G_Client_SelectSpawnPoint( vec3_origin, origin, angles );
}
VectorCopy (spot->s.origin, origin);
origin[2] += 9;
VectorCopy (spot->s.angles, angles);
return spot;
}
/*
===========
SelectSpectatorSpawnPoint
============
*/
static gentity_t *SelectSpectatorSpawnPoint( vec3_t origin, vec3_t angles ) {
FindIntermissionPoint();
VectorCopy( level.intermission_origin, origin );
VectorCopy( level.intermission_angle, angles );
return NULL;
}
/*
=======================================================================
BODYQUE
=======================================================================
*/
static int bodyFadeSound=0;
/*
===============
G_Client_InitBodyQue
===============
*/
void G_Client_InitBodyQue (void) {
int i;
gentity_t *ent;
level.bodyQueIndex = 0;
for (i=0; i<BODY_QUEUE_SIZE ; i++) {
ent = G_Spawn();
ent->classname = "bodyque";
ent->neverFree = qtrue;
level.bodyQue[i] = ent;
}
if (bodyFadeSound == 0)
{ // Initialize this sound.
bodyFadeSound = G_SoundIndex("sound/enemies/borg/walkthroughfield.wav");
}
}
/*
=============
BodyRezOut
After sitting around for five seconds, fade out.
=============
*/
/**
* After sitting around for five seconds, fade out.
*/
void BodyRezOut( gentity_t *ent )
{
if ( level.time - ent->timestamp >= 7500 ) {
// the body ques are never actually freed, they are just unlinked
trap_UnlinkEntity( ent );
ent->physicsObject = qfalse;
return;
}
ent->nextthink = level.time + 2500;
ent->s.time = level.time + 2500;
G_AddEvent(ent, EV_GENERAL_SOUND, bodyFadeSound);
}
/*
=============
CopyToBodyQue
A player is respawning, so make an entity that looks
just like the existing corpse to leave behind.
=============
*/
/**
* A player is respawning, so make an entity that looks
* just like the existing corpse to leave behind.
*/
static void CopyToBodyQue( gentity_t *ent ) {
gentity_t *body;
int contents;
entityState_t *eState;
trap_UnlinkEntity (ent);
// if client is in a nodrop area, don't leave the body
contents = trap_PointContents( ent->s.origin, -1 );
if ( contents & CONTENTS_NODROP ) {
ent->s.eFlags &= ~EF_NODRAW; // Just in case we died from a bottomless pit, reset EF_NODRAW
return;
}
// grab a body que and cycle to the next one
body = level.bodyQue[ level.bodyQueIndex ];
level.bodyQueIndex = (level.bodyQueIndex + 1) % BODY_QUEUE_SIZE;
trap_UnlinkEntity (body);
eState = &ent->s;
eState->eFlags = EF_DEAD; // clear EF_TALK, etc
eState->powerups = 0; // clear powerups
eState->loopSound = 0; // clear lava burning
eState->number = body - g_entities;
body->timestamp = level.time;
body->physicsObject = qtrue;
body->physicsBounce = 0; // don't bounce
if ( eState->groundEntityNum == ENTITYNUM_NONE ) {
eState->pos.trType = TR_GRAVITY;
eState->pos.trTime = level.time;
VectorCopy( ent->client->ps.velocity, eState->pos.trDelta );
} else {
eState->pos.trType = TR_STATIONARY;
}
eState->event = 0;
// change the animation to the last-frame only, so the sequence
// doesn't repeat anew for the body
switch ( eState->legsAnim & ~ANIM_TOGGLEBIT ) {
case BOTH_DEATH1:
case BOTH_DEAD1:
eState->torsoAnim = eState->legsAnim = BOTH_DEAD1;
break;
case BOTH_DEATH2:
case BOTH_DEAD2:
eState->torsoAnim = eState->legsAnim = BOTH_DEAD2;
break;
default:
eState->torsoAnim = eState->legsAnim = BOTH_DEAD1; //DEAD3
break;
}
body->r.svFlags = ent->r.svFlags;
VectorCopy (ent->r.mins, body->r.mins);
VectorCopy (ent->r.maxs, body->r.maxs);
VectorCopy (ent->r.absmin, body->r.absmin);
VectorCopy (ent->r.absmax, body->r.absmax);
body->clipmask = CONTENTS_SOLID | CONTENTS_PLAYERCLIP;
body->r.contents = CONTENTS_CORPSE;
body->r.ownerNum = ent->r.ownerNum;
body->nextthink = level.time + 5000;
body->think = BodyRezOut;
body->die = body_die;
// if there shouldn't be a body, don't show one.
if (ent->client &&
((level.time - ent->client->ps.powerups[PW_DISINTEGRATE]) < 10000 ||
(level.time - ent->client->ps.powerups[PW_EXPLODE]) < 10000))
{
eState->eFlags |= EF_NODRAW;
}
// don't take more damage if already gibbed
//RPG-X: RedTechie - Check for medicrevive
if(rpg_medicsrevive.integer == 0){
if ( ent->health <= GIB_HEALTH ) {
body->takedamage = qfalse;
} else {
body->takedamage = qtrue;
}
}else{
body->takedamage = qfalse;
}
VectorCopy ( eState->pos.trBase, body->r.currentOrigin );
trap_LinkEntity (body);
}
//======================================================================
/*
==================
G_Client_SetViewAngle
==================
*/
void G_Client_SetViewAngle( gentity_t *ent, vec3_t angle ) {
int i;
// set the delta angle
for (i=0 ; i<3 ; i++) {
int cmdAngle;
cmdAngle = ANGLE2SHORT(angle[i]);
ent->client->ps.delta_angles[i] = cmdAngle - ent->client->pers.cmd.angles[i];
}
VectorCopy( angle, ent->s.angles );
VectorCopy (ent->s.angles, ent->client->ps.viewangles);
}
/*
================
G_Client_Respawn
================
*/
extern char *ClassNameForValue( pclass_t pClass );
void G_Client_Respawn( gentity_t *ent ) {
qboolean borg = qfalse;
gentity_t *tent;
playerState_t *ps;
CopyToBodyQue (ent);
G_Client_Spawn(ent, 0, qfalse);//RPG-X: RedTechie - Modifyed
ps = &ent->client->ps;
// add a teleportation effect
if ( borg )
tent = G_TempEntity( ps->origin, EV_BORG_TELEPORT );
else
{
tent = G_TempEntity( ps->origin, EV_PLAYER_TRANSPORT_IN );
ps->powerups[PW_QUAD] = level.time + 4000;
}
tent->s.clientNum = ent->s.clientNum;
}
team_t G_Client_TeamCount( int ignoreClientNum, int team ) {
int i;
int count = 0;
for ( i = 0 ; i < level.maxclients ; i++ ) {
if ( i == ignoreClientNum ) {
continue;
}
if ( level.clients[i].pers.connected == CON_DISCONNECTED ) {
continue;
}
if ( level.clients[i].sess.sessionTeam == team ) {
count++;
}
}
return (team_t)count;
}
team_t G_Client_PickTeam( int ignoreClientNum ) {
int counts[TEAM_NUM_TEAMS];
counts[TEAM_BLUE] = G_Client_TeamCount( ignoreClientNum, TEAM_BLUE );
counts[TEAM_RED] = G_Client_TeamCount( ignoreClientNum, TEAM_RED );
if ( counts[TEAM_BLUE] > counts[TEAM_RED] ) {
return TEAM_RED;
}
if ( counts[TEAM_RED] > counts[TEAM_BLUE] ) {
return TEAM_BLUE;
}
// equal team count, so join the team with the lowest score
if ( level.teamScores[TEAM_BLUE] > level.teamScores[TEAM_RED] ) {
return TEAM_RED;
}
if ( level.teamScores[TEAM_BLUE] < level.teamScores[TEAM_RED] ) {
return TEAM_BLUE;
}
return (team_t)irandom( TEAM_RED, TEAM_BLUE );
}
/*
===========
ForceClientSkin
Forces a client's skin (for teamplay)
HEAVILY modified for the RPG-X
Player Model system :P
===========
*/
/**
* Forces a client's skin (for teamplay)
* HEAVILY modified for the RPG-X
* Player Model system
*/
static void ForceClientSkin(char *model, const char *skin ) {
char *p;
char *q;
//we expect model to equal 'char/model/skin'
p = strchr(model, '/');
//if no slashes at all
if ( !p || !p[0] || !p[1] ) {
//input everything
Q_strcat(model, MAX_QPATH, "/");
Q_strcat(model, MAX_QPATH, "main");
Q_strcat(model, MAX_QPATH, "/");
Q_strcat(model, MAX_QPATH, skin);
}
else { //ie we got a slash (which should be the first of two
p++;
q = strchr(p, '/'); //okay, we should get another one if one was already found
if (!q || !q[0] || !q[1] )
{ //no slashes were found?? >.<
//okay, let's assume they specified the .model file, no skin
//so just add the skin to the end :P
Q_strcat(model, MAX_QPATH, "/");
Q_strcat(model, MAX_QPATH, skin);
}
else
{
q++;
*q= '\0';
Q_strcat(model, MAX_QPATH, skin);
}
}
}
/*
===========
ClientCheckName
============
*/
void ClientCleanName( const char *in, char *out, int outSize ) {
int len, colorlessLen;
char ch;
char *p;
int spaces;
//save room for trailing null byte
outSize--;
len = 0;
colorlessLen = 0;
p = out;
*p = 0;
spaces = 0;
while( 1 ) {
ch = *in++;
if( !ch ) {
break;
}
// don't allow leading spaces
if( !*p && ch == ' ' ) {
continue;
}
// check colors
if( ch == Q_COLOR_ESCAPE ) {
// solo trailing carat is not a color prefix
if( !*in ) {
break;
}
// don't allow black in a name, period
if( ColorIndex(*in) == 0 ) {
in++;
continue;
}
// make sure room in dest for both chars
if( len > outSize - 2 ) {
break;
}
*out++ = ch;
*out++ = *in++;
len += 2;
continue;
}
// don't allow too many consecutive spaces
if( ch == ' ' ) {
spaces++;
if( spaces > 3 ) {
continue;
}
}
else {
spaces = 0;
}
if( len > outSize - 1 ) {
break;
}
*out++ = ch;
colorlessLen++;
len++;
}
*out = 0;
// don't allow empty names
if( *p == 0 || colorlessLen == 0 )
{
Q_strncpyz( p, "RedShirt", outSize );
}
}
/*
===========
legalSkin
Compare a list of races with an incoming race name.
Used to decide if in a CTF game where a race is specified for a given team if a skin is actually already legal.
===========
*/
/**
* Compare a list of races with an incoming race name.
* Used to decide if in a CTF game where a race is specified for a given team if a skin is actually already legal.
*/
static qboolean legalSkin(const char *race_list, const char *race)
{
char current_race_name[125];
const char *s = race_list;
const char *max_place = race_list + strlen(race_list);
const char *marker;
memset(current_race_name, 0, sizeof(current_race_name));
// look through the list till it's empty
while (s < max_place)
{
marker = s;
// figure out from where we are where the next ',' or 0 is
while (*s != ',' && *s != 0)
{
s++;
}
// copy just that name
Q_strncpyz(current_race_name, marker, (s-marker)+1);
// avoid the comma or increment us past the end of the string so we fail the main while loop
s++;
// compare and see if this race is the same as the one we want
if (!Q_stricmp(current_race_name, race))
{
return qtrue;
}
}
return qfalse;
}
/*
===========
randomSkin
given a race name, go find all the skins that use it, and randomly select one
===========
*/
/**
* given a race name, go find all the skins that use it, and randomly select one
*/
static void randomSkin(const char* race, char* model, int current_team, int clientNum)
{
char **skinsForRace;
int howManySkins = 0;
int i,x;
int temp;
int skin_count_check;
char **skinNamesAlreadyUsed;
int current_skin_count = 0;
gentity_t *ent = NULL;
char *userinfo;
char temp_model[MAX_QPATH];
skinsForRace = (char **)malloc(MAX_SKINS_FOR_RACE * 128 * sizeof(char));
if(!skinsForRace) {
G_Error("Was unable to allocate %i bytes.\n", MAX_SKINS_FOR_RACE * 128 * sizeof(char));
return;
}
skinNamesAlreadyUsed = (char **)malloc(16 * 128 * sizeof(char));
if(!skinNamesAlreadyUsed) {
G_Error("Was unable to allocate %i bytes.\n", 16 * 128 * sizeof(char));
return;
}
memset(skinsForRace, 0, MAX_SKINS_FOR_RACE * 128 * sizeof(char));
memset(skinNamesAlreadyUsed, 0, 16 * 128 * sizeof(char));
// first up, check to see if we want to select a skin from someone that's already playing on this guys team
skin_count_check = g_random_skin_limit.integer;
if (skin_count_check)
{
// sanity check the skins to compare against count
if (skin_count_check > 16)
{
skin_count_check = 16;
}
// now construct an array of the names already used
for (i=0; i<g_maxclients.integer; i++)
{
// did we find enough skins to grab a random one from yet?
if (current_skin_count == skin_count_check)
{
break;
}
ent = g_entities + i;
if (!ent->inuse || i == clientNum)
continue;
// no, so look at the next one, and see if it's in the list we are constructing
// same team?
if (ent->client && ent->client->sess.sessionTeam == current_team)
{
userinfo = (char *)malloc(MAX_INFO_STRING * sizeof(char));
if(!userinfo) {
G_Error("Was unable to allocate %i bytes.\n", MAX_INFO_STRING * sizeof(char));
return;
}
// so what's this clients model then?
trap_GetUserinfo( i, userinfo, MAX_INFO_STRING * sizeof(char) );
Q_strncpyz( temp_model, Info_ValueForKey (userinfo, "model"), sizeof( temp_model ) );
free(userinfo);
// check the name
for (x = 0; x< current_skin_count; x++)
{
// are we the same?
if (!Q_stricmp(skinNamesAlreadyUsed[x], temp_model))
{
// yeah - ok we already got this one
break;
}
}
// ok, did we match anything?
if (x == current_skin_count)
{
// no - better add this name in
Q_strncpyz(skinNamesAlreadyUsed[current_skin_count], temp_model, sizeof(skinNamesAlreadyUsed[current_skin_count]));
current_skin_count++;
}
}
}
// ok, array constructed. Did we get enough?
if (current_skin_count >= skin_count_check)
{
// yeah, we did - so select a skin from one of these then
temp = rand() % current_skin_count;
Q_strncpyz( model, skinNamesAlreadyUsed[temp], MAX_QPATH );
ForceClientSkin(model, "");
free(skinNamesAlreadyUsed);
free(skinsForRace);
return;
}
}
// search through each and every skin we can find
for (i=0; i<group_count && howManySkins < MAX_SKINS_FOR_RACE; i++)
{
// if this models race list contains the race we want, then add it to the list
if (legalSkin(group_list[i].text, race))
{
Q_strncpyz( skinsForRace[howManySkins++], group_list[i].name , 128 );
}
}
// set model to a random one
if (howManySkins)
{
temp = rand() % howManySkins;
Q_strncpyz( model, skinsForRace[temp], MAX_QPATH );
}
else
{
model[0] = 0;
}
free(skinsForRace);
free(skinNamesAlreadyUsed);
}
/*
===========
getNewSkin
Go away and actually get a random new skin based on a group name
============
*/
/**
* Go away and actually get a random new skin based on a group name
*/
static qboolean getNewSkin(const char *group, char *model, const char *color, const gclient_t *client, int clientNum)
{
char *temp_string;
// go away and get what ever races this skin is attached to.
// remove blue or red name
ForceClientSkin(model, "");
temp_string = G_searchGroupList(model);
// are any of the races legal for this team race?
if (legalSkin(temp_string, group))
{
ForceClientSkin(model, color);
return qfalse;
}
//if we got this far, then we need to reset the skin to something appropriate
randomSkin(group, model, client->sess.sessionTeam, clientNum);
return qtrue;
}
void SetCSTeam( team_t team, char *teamname )
{
if ( teamname == NULL || teamname[0] == 0 )
{
return;
}
switch ( team )
{
case TEAM_BLUE:
trap_SetConfigstring( CS_BLUE_GROUP, teamname );
break;
case TEAM_RED:
trap_SetConfigstring( CS_RED_GROUP, teamname );
break;
default: // make gcc happy
break;
}
}
/*
===========
G_Client_UserinfoChanged
============
*/
/**
* Called from G_Client_Connect when the player first connects and
* directly by the server system when the player updates a userinfo variable.
*
* The game can override any of the settings and call trap_SetUserinfo
* if desired.
*/
void G_Client_UserinfoChanged( int clientNum ) {
gentity_t *ent;
int i;
char* s;
char model[MAX_QPATH];
char oldname[MAX_STRING_CHARS];
gclient_t* client;
char userinfo[MAX_INFO_STRING];
qboolean reset;
float weight, height;
char age[MAX_NAME_LENGTH];
char race[MAX_NAME_LENGTH];
int modelOffset;
qboolean changeName = qtrue; //TiM : For the name filter
char sHeight[10];
char sWeight[10];
clientPersistant_t* pers = NULL;
clientSession_t* sess = NULL;
model[0] = 0;
ent = g_entities + clientNum;
if(!ent) return;
client = ent->client;
pers = &client->pers;
sess = &client->sess;
//TiM - Exit if this user has had their info clamped
if ( ent->flags & FL_CLAMPED )
return;
trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) );
// check for malformed or illegal info strings
if ( !Info_Validate(userinfo) ) {
strcpy (userinfo, "\\name\\badinfo");
}
// check for local client
s = Info_ValueForKey( userinfo, "ip" );
if ( !strcmp( s, "localhost" ) ) {
pers->localClient = qtrue;
}
// check the item prediction
s = Info_ValueForKey( userinfo, "cg_predictItems" );
if ( !atoi( s ) ) {
pers->predictItemPickup = qfalse;
} else {
pers->predictItemPickup = qtrue;
}
// set name
//TiM: Filter for if a player is already on this server with that name.
s = Info_ValueForKey (userinfo, "name");
if ( rpg_uniqueNames.integer && !( ent->r.svFlags & SVF_BOT ) ) {
char newName[36];
char activeName[36];
ClientCleanName( s, newName, sizeof(newName) );
Q_CleanStr( newName );
//loop thru all the clients, and see if we have one that has the same name as our proposed one
for ( i = 0; i < level.numConnectedClients; i++ ) {
Q_strncpyz( activeName, g_entities[i].client->pers.netname, sizeof( activeName ) );
Q_CleanStr( activeName );
if ( g_entities[i].client->ps.clientNum != client->ps.clientNum
&& Q_stricmp( newName, activeName ) == 0 )
{
trap_SendServerCommand( ent-g_entities, " print \"Unable to change name. A player already has that name on this server.\n\" ");
changeName = qfalse;
break;
}
}
}
if ( changeName ) {
Q_strncpyz ( oldname, pers->netname, sizeof( oldname ) );
ClientCleanName( s, pers->netname, sizeof(pers->netname) );
if ( sess->sessionTeam == TEAM_SPECTATOR ) {
if ( sess->spectatorState == SPECTATOR_SCOREBOARD ) {
Q_strncpyz( pers->netname, "scoreboard", sizeof(pers->netname) );
}
}
if ( pers->connected == CON_CONNECTED ) {
if ( strcmp( oldname, pers->netname ) ) {
if ( !levelExiting && !level.intermissiontime )
{//no need to do this during level changes
trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " renamed to %s\n\"", oldname, pers->netname) );
}
}
}
}
pers->pms_height = atof( Info_ValueForKey( userinfo, "height" ) );
if ( pers->pms_height == 0 ) {
pers->pms_height = 1.0f;
}
pers->maxHealth = atoi( Info_ValueForKey( userinfo, "handicap" ) );
if ( pers->maxHealth < 1 || pers->maxHealth > 100 ) {
pers->maxHealth = 100;
}
//if you have a class, ignores handicap and 100 limit, sorry
client->ps.stats[STAT_MAX_HEALTH] = pers->maxHealth;
Q_strncpyz( model, Info_ValueForKey (userinfo, "model"), sizeof( model ) );
// team
if ( qtrue ) // WTF? alsways true?
{//borg class doesn't need to use team color
switch( sess->sessionTeam ) {
case TEAM_RED:
// decide if we are going to have to reset a skin cos it's not applicable to a race selected
if (g_gametype.integer < GT_TEAM || !Q_stricmp("", g_team_group_red.string))
{
ForceClientSkin(model, "red");
break;
}
// at this point, we are playing CTF and there IS a race specified for this game
else
{
reset = getNewSkin(g_team_group_red.string, model, "red", client, clientNum);
// did we get a model name back?
if (!model[0])
{
// no - this almost certainly means we had a bogus race is the g_team_group_team cvar
// so reset it to starfleet and try it again
Com_Printf("WARNING! - Red Group %s is unknown - resetting Red Group to Allow Any Group\n", g_team_group_red.string);
trap_Cvar_Set("g_team_group_red", "");
trap_Cvar_Register( &g_team_group_red, "g_team_group_red",
"", CVAR_LATCH);
// Since we are allow any group now, just get his normal model and carry on
Q_strncpyz( model, Info_ValueForKey (userinfo, "model"), sizeof( model ) );
ForceClientSkin(model, "red");
reset = qfalse;
}
if (reset)
{
if ( !levelExiting )
{//no need to do this during level changes
trap_SendServerCommand( -1, va("print \"In-appropriate skin selected for %s on team %s\nSkin selection overridden from skin %s to skin %s\n\"",
pers->netname, g_team_group_red.string, Info_ValueForKey (userinfo, "model"), model));
}
ForceClientSkin(model, "red");
// change the value in out local copy, then update it on the server
Info_SetValueForKey(userinfo, "model", model);
trap_SetUserinfo(clientNum, userinfo);
}
break;
}
case TEAM_BLUE:
// decide if we are going to have to reset a skin cos it's not applicable to a race selected
if (g_gametype.integer < GT_TEAM || !Q_stricmp("", g_team_group_blue.string))
{
ForceClientSkin(model, "blue");
break;
}
// at this point, we are playing CTF and there IS a race specified for this game
else
{
// go away and get what ever races this skin is attached to.
reset = getNewSkin(g_team_group_blue.string, model, "blue", client, clientNum);
// did we get a model name back?
if (!model[0])
{
// no - this almost certainly means we had a bogus race is the g_team_group_team cvar
// so reset it to klingon and try it again
Com_Printf("WARNING! - Blue Group %s is unknown - resetting Blue Group to Allow Any Group\n", g_team_group_blue.string);
trap_Cvar_Set("g_team_group_blue", "");
trap_Cvar_Register( &g_team_group_blue, "g_team_group_blue",
"", CVAR_LATCH );
// Since we are allow any group now, just get his normal model and carry on
Q_strncpyz( model, Info_ValueForKey (userinfo, "model"), sizeof( model ) );
ForceClientSkin(model, "blue");
reset = qfalse;
}
if (reset)
{
if ( !levelExiting )
{//no need to do this during level changes
trap_SendServerCommand( -1, va("print \"In-appropriate skin selected for %s on team %s\nSkin selection overridden from skin %s to skin %s\n\"",
pers->netname, g_team_group_blue.string, Info_ValueForKey (userinfo, "model"), model));
}
ForceClientSkin(model, "blue");
// change the value in out local copy, then update it on the server
Info_SetValueForKey(userinfo, "model", model);
trap_SetUserinfo(clientNum, userinfo);
}
break;
}
default:
break;
}
if ( g_gametype.integer >= GT_TEAM && sess->sessionTeam == TEAM_SPECTATOR ) {
// don't ever use a default skin in teamplay, it would just waste memory
ForceClientSkin(model, "red");
}
}
else
{
ForceClientSkin(model, "default");
Info_SetValueForKey(userinfo, "model", model);
trap_SetUserinfo(clientNum, userinfo);
}
if ( rpg_rpg.integer != 0 && rpg_forceclasscolor.integer != 0 && g_gametype.integer < GT_TEAM)
{
ForceClientSkin( model, g_classData[sess->sessionClass].modelSkin );
}
//TiM : For when an admin chooses not to see admin messages
//Marcin : and check for privacy mode - 24/12/2008
s = Info_ValueForKey( userinfo, "noAdminChat" );
if ( atoi( s ) > 0 ) {
client->noAdminChat = qtrue;
}
else {
client->noAdminChat = qfalse;
}
// teamInfo
s = Info_ValueForKey( userinfo, "teamoverlay" );
if ( ! *s || atoi( s ) != 0 ) {
pers->teamInfo = qtrue;
} else {
pers->teamInfo = qfalse;
}
//PMS system - lock down the values
s = Info_ValueForKey( userinfo, "height" );
height = atof( s );
if (height > (float)rpg_maxHeight.value )
{
Q_strncpyz( sHeight, rpg_maxHeight.string, sizeof( sHeight ) );
}
else if (height < (float)rpg_minHeight.value )
{
Q_strncpyz( sHeight, rpg_minHeight.string, sizeof( sHeight ) );
}
else
{
Q_strncpyz( sHeight, s, sizeof( sHeight ) );
}
//TiM - needed for height offset
pers->pms_height = atof( sHeight );
//PMS system - lock down the values
s = Info_ValueForKey( userinfo, "weight" );
weight = atof( s );
if (weight > (float)rpg_maxWeight.value )
{
Q_strncpyz( sWeight, rpg_maxWeight.string, sizeof( sWeight ) );
}
else if (weight < (float)rpg_minWeight.value )
{
Q_strncpyz( sWeight, rpg_minWeight.string, sizeof( sWeight ) );
}
else
{
Q_strncpyz( sWeight, s, sizeof( sWeight ) );
}
s = Info_ValueForKey( userinfo, "age" );
Q_strncpyz( age, s, sizeof(age) );
s = Info_ValueForKey( userinfo, "race" );
Q_strncpyz( race, s, sizeof( race ) );
s = Info_ValueForKey( userinfo, "modelOffset" );
modelOffset = atoi( s );
// send over a subset of the userinfo keys so other clients can
// print scoreboards, display models, and play custom sounds
//FIXME: In future, we'll lock down these PMS values so we can't have overloaded transmission data
if ( ent->r.svFlags & SVF_BOT ) {
s = va("n\\%s\\t\\%i\\p\\%i\\model\\%s\\hc\\%i\\w\\%i\\l\\%i\\skill\\%s\\age\\25\\height\\%s\\weight\\%s\\race\\Bot\\of\\%i\\admin\\0",
pers->netname, sess->sessionTeam, sess->sessionClass, model,
pers->maxHealth, sess->wins, sess->losses,
Info_ValueForKey( userinfo, "skill" ),
sHeight, sWeight, modelOffset );
} else {
s = va("n\\%s\\t\\%i\\p\\%i\\model\\%s\\hc\\%i\\w\\%i\\l\\%i\\age\\%s\\height\\%s\\weight\\%s\\race\\%s\\of\\%i\\admin\\%i",
pers->netname, sess->sessionTeam, sess->sessionClass, model,
pers->maxHealth, sess->wins, sess->losses, age,
sHeight, sWeight, race, modelOffset, ((int)IsAdmin(g_entities+clientNum)));
}
trap_SetConfigstring( CS_PLAYERS+clientNum, s );
G_LogPrintf( "ClientUserinfoChanged: %i %s\n", clientNum, s ); // no ip logging here as string might get to long
}
/*
===========
G_Client_Connect
============
*/
/**
* Called when a player begins connecting to the server.
* Called again for every map change or tournement restart.
*
* The session information will be valid after exit.
*
* Return NULL if the client should be allowed, otherwise return
* a string with the reason for denial.
*
* Otherwise, the client will be sent the current gamestate
* and will eventually get to G_Client_Begin.
*
* firstTime will be qtrue the very first time a client connects
* to the server machine, but qfalse on map changes and tournement
* restarts.
*/
char *G_Client_Connect( int clientNum, qboolean firstTime, qboolean isBot ) {
char *value;
gclient_t *client;
char userinfo[MAX_INFO_STRING];
gentity_t *ent;
vmCvar_t mapname;
vmCvar_t sv_hostname;
char* newRank;
int tmpScore = 0; //Without these, tonnes of proverbial shyte hits the fan if a bot connects O_o
char* newClass;
int i;
char ip[64]; //TiM : Saved the IP data for player recon feature
trap_Cvar_Register( &mapname, "mapname", "", CVAR_SERVERINFO | CVAR_ROM );
trap_Cvar_Register( &sv_hostname, "sv_hostname", "", CVAR_SERVERINFO | CVAR_ROM );
ent = &g_entities[ clientNum ];
trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) );
// check to see if they are on the banned IP list
value = Info_ValueForKey (userinfo, "ip");
Q_strncpyz( ip, value, sizeof(ip) );
if ( G_FilterPacket( value ) || CheckID( Info_ValueForKey(userinfo, "sv_securityCode" ) ) ) {
return "Banned from this server";
}
// check for a password
if ( !isBot )
{
value = Info_ValueForKey (userinfo, "password");
if ( g_password.string[0] && Q_stricmp( g_password.string, "none" ) && strcmp( g_password.string, value) != 0)
{
return "Invalid password";
}
}
//TiM: If need be, chack to see if any other players have the current name...
//evil impersonators and the likes
if ( rpg_uniqueNames.integer && !isBot ) {
char name[36];
char oldName[36];
//get the name
value = Info_ValueForKey( userinfo, "name" );
//Clean the data
ClientCleanName( value, name, sizeof( name ) );
//Now, do a compare with all clients in the server
for (i = 0; i < MAX_CLIENTS; i++ ) {
if ( !g_entities[i].client || g_entities[i].client->pers.connected != CON_CONNECTED )
continue;
if ( g_entities[i].client->pers.netname[0] ) {
//local copy the string and work on that, else we risk wrecking other people's names
Q_strncpyz( oldName, g_entities[i].client->pers.netname, sizeof( oldName ) );
if ( !Q_stricmp( Q_CleanStr(name), Q_CleanStr(oldName) ) && !isBot ) {
return "There is already a user with that name.";
}
}
}
}
// they can connect
ent->client = level.clients + clientNum;
client = ent->client;
memset( client, 0, sizeof(*client) );
client->pers.connected = CON_CONNECTING;
// read or initialize the session data
if ( firstTime || level.newSession ) {
G_InitSessionData( client, userinfo );
}
G_ReadSessionData( client );
if( isBot ) {
ent->r.svFlags |= SVF_BOT;
ent->inuse = qtrue;
if( !G_BotConnect( clientNum, !firstTime ) ) {
return "BotConnectfailed";
}
}
// get and distribute relevent paramters
G_LogPrintf( "ClientConnect: %i (%s)\n", clientNum, g_entities[clientNum].client->pers.ip );
if ( rpg_rpg.integer != 0 /*&& firstTime*/ )
{
//TiM: Code for automatic class + rank switching
//========================================================
if ( isBot ) {
client->sess.sessionClass = 0;
client->ps.persistant[PERS_SCORE] = 1;
}
else {
newClass = Info_ValueForKey (userinfo, "ui_playerClass" );
newRank = Info_ValueForKey (userinfo, "ui_playerRank" );
//Com_Printf( S_COLOR_RED "Data: %s %s\n", newClass, newRank );
if ( newClass[0] ) {
client->sess.sessionClass = ValueNameForClass ( newClass ); //TiM: BOOYEAH! :)
//if class doesn't exist, default to 0
if ( client->sess.sessionClass < 0 )
client->sess.sessionClass = 0;
}
else {
client->sess.sessionClass = 0;
}
{
qboolean changeRank = qfalse;
for (i = 0; i < MAX_RANKS; i++ ) {
if ( !rpg_startingRank.string[0] && newRank[0] ) {
if ( !Q_stricmp( newRank, g_rankNames[i].consoleName ) ) {
tmpScore = i;//1 << i;
if ( rpg_changeRanks.integer )
changeRank = qtrue;
break;
}
}
else
{
if (rpg_startingRank.string[0] && !Q_stricmp( g_rankNames[i].consoleName, rpg_startingRank.string ) ) {
tmpScore =i;// 1 << i;
changeRank = qtrue;
break;
}
}
}
if ( changeRank ) {
ent->client->UpdateScore = qtrue;
SetScore( ent, tmpScore );
}
}
}
//========================================================
}
G_Client_UserinfoChanged( clientNum );
//RPG-X: Save the ip for later - has to be down here, since it gets flushed in the above function
Q_strncpyz( ent->client->pers.ip, ip, sizeof( ent->client->pers.ip ) );
// don't do the "xxx connected" messages if they were caried over from previous level
if ( firstTime )
{
if ( !levelExiting )
{//no need to do this during level changes
qboolean nameFound=qfalse;
//Check to see if this player already connected on this server
if ( rpg_renamedPlayers.integer && !(ent->r.svFlags & SVF_BOT) ) {
for ( i = 0; i < MAX_RECON_NAMES; i++ ) {
if ( !g_reconData[i].previousName[0] ) {
continue;
}
if ( !Q_stricmp( client->pers.ip, g_reconData[i].ipAddress )
&& Q_stricmp( client->pers.netname, g_reconData[i].previousName ) )
{
trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " (With the previous name of %s" S_COLOR_WHITE ") connected\n\"", client->pers.netname, g_reconData[i].previousName) );
nameFound = qtrue;
break;
}
}
}
if ( !nameFound ) {
trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " connected\n\"", client->pers.netname) );
}
//RPG-X | Phenix | 07/04/2005
client->AdminFailed = 0;
ent->n00bCount = 0;
client->LoggedAsDeveloper = qfalse;
}
}
if ( g_gametype.integer >= GT_TEAM && client->sess.sessionTeam != TEAM_SPECTATOR )
{
BroadcastTeamChange( client, -1 );
}
// count current clients and rank for scoreboard
//G_Client_CalculateRanks( qfalse );
//RPG-X: J2J - Reset Variables
DragDat[clientNum].AdminId = -1;
DragDat[clientNum].distance = 0;
g_entities[clientNum].client->noclip = qfalse;
return NULL;
}
extern holoData_t holoData;
//! Think function for temporal entity that transmits the holodeck date to the client
void holoTent_think(gentity_t *ent) {
if(!ent->count) {
trap_SendServerCommand(ent-g_entities, va("holo_data %i", holoData.numProgs));
ent->count = 1;
ent->health = 0;
ent->nextthink = level.time + 250;
return;
}
if(ent->health == holoData.numProgs) {
ent->count++;
ent->health = 0;
}
switch(ent->count) {
case 1: // name
trap_SendServerCommand(ent-g_entities, va("holo_data \"n%i\\%s\\\"", ent->health, holoData.name[ent->health]));
break;
case 2: // desc1
trap_SendServerCommand(ent-g_entities, va("holo_data \"da%i\\%s\\\"", ent->health, holoData.desc1[ent->health]));
break;
case 3: // desc2
trap_SendServerCommand(ent-g_entities, va("holo_data \"db%i\\%s\\\"", ent->health, holoData.desc2[ent->health]));
break;
case 4: // image
trap_SendServerCommand(ent-g_entities, va("holo_data \"i%i\\%s\\\"", ent->health, holoData.image[ent->health]));
break;
}
ent->health++;
if(ent->count > 4) {
G_PrintfClient(ent, "Received data of %i holodeck programs.\n", holoData.numProgs);
G_FreeEntity(ent);
return;
}
ent->nextthink = level.time + 250;
}
//! Create a temporal entity that sends over the holodata to the client
static void G_SendHoloData(int clientNum) {
gentity_t *holoTent;
holoTent = G_Spawn();
holoTent->classname = G_NewString("holoTent");
holoTent->target_ent = g_entities + clientNum;
holoTent->think = holoTent_think;
holoTent->nextthink = level.time + 2500;
}
//! Think function for temporal entity that transmits the server change data and map change data for transporter UI
void transTent_think(gentity_t *ent) {
char temp[MAX_STRING_CHARS];
int i;
memset(temp, 0, sizeof(temp));
for(i = 0; i < level.srvChangeData.count; i++) {
if(!temp[0])
Com_sprintf(temp, sizeof(temp), "ui_trdata d%i\\%s\\", i, level.srvChangeData.name[i]);
else
Com_sprintf(temp, sizeof(temp), "%sd%i\\%s\\", temp, i, level.srvChangeData.name[i]);
}
trap_SendServerCommand(ent->target_ent-g_entities, temp);
#if 0
memset(temp, 0, sizeof(temp));
for(i = 0; i < 16; i++) {
if(!mapChangeData.name[i][0]) break;
if(!temp[0])
Com_sprintf(temp, sizeof(temp), "a%i\\%s\\", i, mapChangeData.name[i]);
else
Com_sprintf(temp, sizeof(temp), "%sa%i\\%s\\", temp, i, mapChangeData.name[i]);
}
trap_SendServerCommand(ent->target_ent-g_entities, va("ui_trdata \"%s\"", temp));
#endif
G_FreeEntity(ent);
}
//! creates an entity that transmits the server change data to the client
static void G_SendTransData(int clientNum) {
gentity_t *transTent;
transTent = G_Spawn();
transTent->classname = G_NewString("transTent");
transTent->target_ent = g_entities + clientNum;
transTent->think = transTent_think;
transTent->nextthink = level.time + 500;
}
/*
===========
G_Client_Begin
============
*/
/**
* called when a client has finished connecting, and is ready
* to be placed into the level. This will happen every level load,
* and on transition between teams, but doesn't happen on respawns
*/
void G_Client_Begin( int clientNum, qboolean careAboutWarmup, qboolean isBot, qboolean first ) {
gentity_t *ent;
gclient_t *client;
gentity_t *tent;
gentity_t *selfdestruct;
int flags;
qboolean alreadyIn = qfalse;
int score;
ent = g_entities + clientNum;
if( ent->botDelayBegin ) {
G_QueueBotBegin( clientNum );
ent->botDelayBegin = qfalse;
return;
}
client = level.clients + clientNum;
if ( ent->r.linked ) {
trap_UnlinkEntity( ent );
}
G_InitGentity( ent );
ent->touch = 0;
ent->pain = 0;
ent->client = client;
if ( client->pers.connected == CON_CONNECTED )
{
alreadyIn = qtrue;
}
client->pers.connected = CON_CONNECTED;
client->pers.enterTime = level.time;
client->pers.teamState.state = TEAM_BEGIN;
// save eflags around this, because changing teams will
// cause this to happen with a valid entity, and we
// want to make sure the teleport bit is set right
// so the viewpoint doesn't interpolate through the
// world to the new position
//TiM... I think this is why my damn RANK SYSTEM ENHANCEMENT HAS BEEN BUGGING OUT!!@!@!!
//ARRRGRGRGRGRGRGRGRGRGRGRGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!! D:<
flags = client->ps.eFlags;
score = client->ps.persistant[PERS_SCORE];
memset( &client->ps, 0, sizeof( client->ps ) );
client->ps.eFlags = flags;
client->UpdateScore = qtrue;
SetScore( ent, score );
// locate ent at a spawn point
G_Client_Spawn( ent, 0, qfalse );//RPG-X: RedTechie - Modifyed
if ( client->sess.sessionTeam != TEAM_SPECTATOR /*&& g_holoIntro.integer==0 */ )
{ // Don't use transporter FX for spectators or those watching the holodoors.
// send event
ent->client->ps.powerups[PW_QUAD] = level.time + 4000;
tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TRANSPORT_IN );
tent->s.clientNum = ent->s.clientNum;
}
G_LogPrintf( "ClientBegin: %i (%s)\n", clientNum, g_entities[clientNum].client->pers.ip );
// count current clients and rank for scoreboard
G_Client_CalculateRanks( qfalse );
//TiM - This appears to be a flaw in Raven's design
//When a client connects, or if they enter admin or medics class
//ensure the relevant health data is sent to them, or else they'll
//see anomalies when scanning players
if ( client->sess.sessionTeam == TEAM_SPECTATOR ||
g_classData[client->sess.sessionClass].isMedical ||
g_classData[client->sess.sessionClass].isAdmin )
{
int i;
char entry[16];
char command[1024];
int numPlayers;
gentity_t *player;
int len;
int cmdLen=0;
numPlayers = 0;
command[0] = '\0';
for ( i=0; i<g_maxclients.integer; i++ )
{
player = g_entities + i;
if ( player == ent || !player->inuse )
continue;
Com_sprintf( entry, sizeof(entry), " %i %i", i, player->health >= 0 ? player->health : 0 );
len = strlen( entry );
if ( cmdLen + len > sizeof( command ) )
break;
strcpy( command + cmdLen, entry );
cmdLen += len;
numPlayers++;
}
if ( numPlayers > 0 )
trap_SendServerCommand( clientNum, va("hinfo %i%s", numPlayers, command) );
}
//RPG-X: RedTechie - But we dont care about warmup!
if ( careAboutWarmup )
{
if (level.restarted || g_restarted.integer)
{
trap_Cvar_Set( "g_restarted", "0" );
level.restarted = qfalse;
}
}
//RPG-X | Phenix | 21/11/2004
//BOOKMARK FOR INIT
if(!alreadyIn) {
// RPG-X | Phenix | 06/04/2005
ent->client->n00bTime = -1;
}
ent->client->fraggerTime = -1;
// kef -- should reset all of our awards-related stuff
G_ClearClientLog(clientNum);
//TiM - if our user's security key was default, transmit the received IP bak to
//the client and get it to encode it into our new key
//Scooter's filter list
if( Q_stricmp( ent->client->pers.ip, "localhost" ) //localhost
&& Q_strncmp( ent->client->pers.ip, "10.", 3 ) //class A
&& Q_strncmp( ent->client->pers.ip, "172.16.", 7 ) //class B
&& Q_strncmp( ent->client->pers.ip, "192.168.", 8 ) //class C
&& Q_strncmp( ent->client->pers.ip, "127.", 4 ) //loopback
&& Q_strncmp( ent->client->pers.ip, "169.254.", 8 ) //link-local
)
{
char userInfo[MAX_TOKEN_CHARS];
unsigned long securityID;
trap_GetUserinfo( clientNum, userInfo, sizeof( userInfo ) );
if ( !userInfo[0] )
return;
securityID = (unsigned)atoul( Info_ValueForKey( userInfo, "sv_securityCode" ) );
if ( securityID <= 0 || securityID >= 0xffffffff )
{
trap_SendServerCommand( clientNum, va( "configID %s", ent->client->pers.ip ) );
}
}
// send srv change data to ui
if(!isBot && first) {
if(level.srvChangeData.count > 0)
G_SendTransData(clientNum);
}
// send holo data to ui
if(!isBot && first) {
if(holoData.numProgs)
G_SendHoloData(clientNum);
}
//RPG-X: Marcin: show the server motd - 15/12/2008
if ( !isBot && first ) {
trap_SendServerCommand( ent->s.number, "motd" );
}
if ( !isBot ) {
qboolean last = qfalse;
int len;
fileHandle_t file;
char *p, *q;
char buf[16000]; // TODO move to heap ?
len = trap_FS_FOpenFile( rpg_motdFile.string, &file, FS_READ );
if (!file || !len) {
trap_SendServerCommand( ent->s.number, va("motd_line \"^1%s not found or empty^7\"", rpg_motdFile.string) );
return;
}
trap_FS_Read( buf, len, file );
p = &buf[0];
q = p;
buf[len] = '\0';
while ( !last ) {
p = q;
while ( *q != '\n' ) {
if ( !*q ) {
last = qtrue;
}
if ( ( *q == ' ' ) && ( EndWord( q ) - p ) > 78 ) {
break;
}
q++;
}
*q = '\0';
trap_SendServerCommand( ent->s.number, va( "motd_line \"%s\"", p ) );
q++;
}
}
//we may currently be selfdestructing, so send stuff for that case
selfdestruct = G_Find(NULL, FOFS(classname), "target_selfdestruct");
if(selfdestruct && selfdestruct->spawnflags & 1)
trap_SendServerCommand(ent->s.number, va("selfdestructupdate %i", selfdestruct->damage - level.time));
else
trap_SendServerCommand(ent->s.number, va("selfdestructupdate %i", -1));
}
// WEAPONS - PHENIX1
void G_Client_WeaponsForClass ( gclient_t *client, pclass_t pclass )
{
int i;
int Bits;
Bits = ( 1 << WP_1);
Bits |= g_classData[pclass].weaponsFlags;
for ( i = WP_1; i < MAX_WEAPONS; i++ ) {
//if we want no weapons and aren't an admin, skip this particular weapon
if ( rpg_noweapons.integer != 0 && !g_classData[pclass].isAdmin/*pclass != PC_ADMIN*/ ) {
if ( i >= WP_5 && i <= WP_10 ) {
continue;
}
}
if ( Bits & ( 1 << i ) ) {
client->ps.stats[STAT_WEAPONS] |= ( 1 << i );
client->ps.ammo[i] = Min_Weapon(i);
}
}
}
void G_Client_HoldablesForClass ( gclient_t *client, pclass_t pclass )
{
if ( g_classData[pclass].isMarine )
client->ps.stats[STAT_HOLDABLE_ITEM] = BG_FindItemForHoldable( HI_TRANSPORTER ) - bg_itemlist;
else if ( g_classData[pclass].isAdmin )
client->ps.stats[STAT_HOLDABLE_ITEM] = BG_FindItemForHoldable( HI_SHIELD ) - bg_itemlist;
}
void G_Client_StoreClientInitialStatus( gentity_t *ent )
{
char userinfo[MAX_INFO_STRING];
if ( clientInitialStatus[ent->s.number].initialized )
{//already set
return;
}
if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR )
{//don't store their data if they're just a spectator
return;
}
trap_GetUserinfo( ent->s.number, userinfo, sizeof( userinfo ) );
Q_strncpyz( clientInitialStatus[ent->s.number].model, Info_ValueForKey (userinfo, "model"), sizeof( clientInitialStatus[ent->s.number].model ) );
clientInitialStatus[ent->s.number].pClass = ent->client->sess.sessionClass;
clientInitialStatus[ent->s.number].team = ent->client->sess.sessionTeam;
clientInitialStatus[ent->s.number].initialized = qtrue;
ent->client->classChangeDebounceTime = 0;
}
void G_RestoreClientInitialStatus( gentity_t *ent )
{
char userinfo[MAX_INFO_STRING];
clientSession_t *sess;
if ( !clientInitialStatus[ent->s.number].initialized )
{//not set
return;
}
sess = &ent->client->sess;
trap_GetUserinfo( ent->s.number, userinfo, sizeof( userinfo ) );
if ( clientInitialStatus[ent->s.number].team != sess->sessionTeam &&
clientInitialStatus[ent->s.number].pClass != sess->sessionClass )
{
SetClass( ent, ClassNameForValue( clientInitialStatus[ent->s.number].pClass ), (char *)TeamName( clientInitialStatus[ent->s.number].team ), qtrue );
}
else
{
if ( clientInitialStatus[ent->s.number].pClass != sess->sessionClass )
{
SetClass( ent, ClassNameForValue( clientInitialStatus[ent->s.number].pClass ), NULL, qtrue);
}
if ( clientInitialStatus[ent->s.number].team != sess->sessionTeam )
{
SetTeam( ent, (char *)TeamName( clientInitialStatus[ent->s.number].team ) );
}
}
if ( Q_stricmp( clientInitialStatus[ent->s.number].model, Info_ValueForKey (userinfo, "model") ) != 0 )
{//restore the model
Info_SetValueForKey( userinfo, "model", clientInitialStatus[ent->s.number].model );
trap_SetUserinfo( ent->s.number, userinfo );
}
}
/*
===========
G_Client_Spawn
Called every time a client is placed fresh in the world:
after the first G_Client_Begin, and after each respawn
Initializes all non-persistant parts of playerState
------------------------------------
Modifyed By: RedTechie
And also by Marcin - 30/12/2008
============
*/
void G_Client_Spawn(gentity_t *ent, int rpgx_spawn, qboolean fromDeath ) {
int index=0;
vec3_t spawn_origin, spawn_angles;
gclient_t *client=NULL;
int i=0;
clientPersistant_t saved;
clientSession_t savedSess;
int persistant[MAX_PERSISTANT];
gentity_t *spawnPoint=NULL;
int flags = 0;
int savedPing;
pclass_t pClass = 0;//PC_NOCLASS;
int cCDT = 0;
int clientNum;
pclass_t oClass;
index = ent - g_entities;
client = ent->client;
clientNum = ent->client->ps.clientNum;
// find a spawn point
// do it before setting health back up, so farthest
// ranging doesn't count this client
if(rpgx_spawn != 1){//RPG-X: RedTechie - Make sure the spawn is regular spawn or spawn at current position (rpgx_spawn = current possition)
if ( client->sess.sessionTeam == TEAM_SPECTATOR ) {
spawnPoint = SelectSpectatorSpawnPoint (
spawn_origin, spawn_angles);
} else {
do {
// the first spawn should be at a good looking spot
if ( !client->pers.initialSpawn && client->pers.localClient ) {
client->pers.initialSpawn = qtrue;
spawnPoint = SelectInitialSpawnPoint( spawn_origin, spawn_angles );
} else {
// don't spawn near existing origin if possible
spawnPoint = G_Client_SelectSpawnPoint (
client->ps.origin,
spawn_origin, spawn_angles);
}
// Tim needs to prevent bots from spawning at the initial point
// on q3dm0...
if ( ( spawnPoint->flags & FL_NO_BOTS ) && ( ent->r.svFlags & SVF_BOT ) ) {
continue; // try again
}
// just to be symetric, we have a nohumans option...
if ( ( spawnPoint->flags & FL_NO_HUMANS ) && !( ent->r.svFlags & SVF_BOT ) ) {
continue; // try again
}
break;
} while ( 1 );
}
}//RPG-X: RedTechie - End rpgx_spawn check
client->pers.teamState.state = TEAM_ACTIVE;
// toggle the teleport bit so the client knows to not lerp
if(rpgx_spawn != 1){
flags = ent->client->ps.eFlags & EF_TELEPORT_BIT;
flags ^= EF_TELEPORT_BIT;
}
// clear everything but the persistant data
saved = client->pers;
savedSess = client->sess;
savedPing = client->ps.ping;
for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) {
persistant[i] = client->ps.persistant[i];
}
//okay, this is hacky, but we need to keep track of this, even if uninitialized first time you spawn, it will be stomped anyway
//RPG-X: RedTechie - Damn thing screwed my function up
if(rpgx_spawn != 1){
if ( client->classChangeDebounceTime )
{
cCDT = client->classChangeDebounceTime;
}
memset (client, 0, sizeof(*client));
client->classChangeDebounceTime = cCDT;
}
//
client->pers = saved;
client->sess = savedSess;
client->ps.ping = savedPing;
for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) {
client->ps.persistant[i] = persistant[i];
}
// increment the spawncount so the client will detect the respawn
if(rpgx_spawn != 1){
client->ps.persistant[PERS_SPAWN_COUNT]++;
client->airOutTime = level.time + 12000;
}
if(client->sess.sessionTeam != TEAM_SPECTATOR){
client->sess.sessionTeam = TEAM_FREE;
}
client->ps.persistant[PERS_TEAM] = client->sess.sessionTeam;
// clear entity values
client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;
client->ps.eFlags = flags;
client->streakCount = 0;
ent->client->ps.pm_type = PM_NORMAL;
ent->s.groundEntityNum = ENTITYNUM_NONE;
ent->client = &level.clients[index];
ent->takedamage = qtrue;
ent->inuse = qtrue;
ent->classname = "player";
ent->r.contents = CONTENTS_BODY;
ent->clipmask = MASK_PLAYERSOLID;
ent->die = G_Client_Die;
ent->waterlevel = 0;
ent->watertype = 0;
ent->flags = 0;
if(rpgx_spawn != 1){
VectorCopy (playerMins, ent->r.mins);
VectorCopy (playerMaxs, ent->r.maxs);
}
client->ps.clientNum = index;
// health will count down towards max_health
ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH] * 1.25;
oClass = client->sess.sessionClass;
if ( oClass != client->sess.sessionClass )
{//need to send the class change
G_Client_UserinfoChanged( client->ps.clientNum );
}
client->ps.persistant[PERS_CLASS] = client->sess.sessionClass;
pClass = client->sess.sessionClass;
if ( pClass != 0 )
{//no health boost on spawn for playerclasses
ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;
}
if ( !fromDeath || !rpg_dropOnDeath.integer || !rpg_allowWeaponDrop.integer ) {
G_Client_WeaponsForClass( client, pClass );
} else { // Marcin: just a hand
G_Client_WeaponsForClass( client, 0 );
}
G_Client_HoldablesForClass( client, pClass );
if(rpgx_spawn != 1){
G_SetOrigin( ent, spawn_origin );
VectorCopy( spawn_origin, client->ps.origin );
}
// the respawned flag will be cleared after the attack and jump keys come up
if(rpgx_spawn != 1){
client->ps.pm_flags |= PMF_RESPAWNED;
}
trap_GetUsercmd( client - level.clients, &ent->client->pers.cmd );
if(rpgx_spawn != 1){
G_Client_SetViewAngle( ent, spawn_angles );
}
if(rpgx_spawn != 1){
if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
} else {
G_MoveBox( ent );
trap_LinkEntity (ent);
// force the base weapon up
client->ps.weapon = WP_1; //TiM: WP_5
client->ps.weaponstate = WEAPON_READY;
}
}
// don't allow full run speed for a bit
client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
client->ps.pm_time = 100;
if(rpgx_spawn != 1){
client->respawnTime = level.time;
}
client->inactivityTime = level.time + g_inactivity.integer * 1000;
client->latched_buttons = 0;
// set default animations
if (rpgx_spawn != 1 ) {
client->ps.stats[TORSOANIM] = BOTH_STAND1;
client->ps.stats[LEGSANIM] = BOTH_STAND1;
}
if ( level.intermissiontime ) {
MoveClientToIntermission( ent );
} else {
// fire the targets of the spawn point
if(rpgx_spawn != 1){
G_UseTargets( spawnPoint, ent );
}
// select the highest weapon number available, after any
// spawn given items have fired
client->ps.weapon = 1;
//TiM - Always default to the null hand
client->ps.weapon = WP_1;
}
// run a client frame to drop exactly to the floor,
// initialize animations and other things
client->ps.commandTime = level.time - 100;
ent->client->pers.cmd.serverTime = level.time;
ClientThink( ent-g_entities );
// positively link the client, even if the command times are weird
if ( ent->client->sess.sessionTeam != TEAM_SPECTATOR ) {
BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
if(rpgx_spawn != 1){
VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
}
trap_LinkEntity( ent );
}
// run the presend to set anything else
ClientEndFrame( ent );
// clear entity state values
BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
//start-up messages
//FIXME: externalize all this text!
//FIXME: make the gametype titles be graphics!
//FIXME: make it do this on a map_restart also
if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR )
{//spectators just get the title of the game
switch ( g_gametype.integer )
{
case GT_FFA: // free for all
trap_SendServerCommand( ent-g_entities, va("cp \"%s\"", rpg_welcomemessage.string ) );
break;
case GT_TOURNAMENT: // one on one tournament
trap_SendServerCommand( ent-g_entities, va("cp \"%s\"", rpg_welcomemessage.string ) );
break;
case GT_SINGLE_PLAYER: // single player tournament
trap_SendServerCommand( ent-g_entities, va("cp \"%s\"", rpg_welcomemessage.string ) );
break;
case GT_TEAM: // team deathmatch
trap_SendServerCommand( ent-g_entities, va("cp \"%s\"", rpg_welcomemessage.string ) );
break;
case GT_CTF: // capture the flag
trap_SendServerCommand( ent-g_entities, va("cp \"%s\"", rpg_welcomemessage.string ) );
break;
}
}
else
{
if ( !clientInitialStatus[ent->s.number].initialized )
{//first time coming in
switch ( g_gametype.integer )
{
case GT_FFA: // free for all
trap_SendServerCommand( ent-g_entities, va("cp \"%s\"", rpg_welcomemessage.string ) );
break;
case GT_TOURNAMENT: // one on one tournament
trap_SendServerCommand( ent-g_entities, va("cp \"%s\"", rpg_welcomemessage.string ) );
break;
case GT_SINGLE_PLAYER: // single player tournament
trap_SendServerCommand( ent-g_entities, va("cp \"%s\"", rpg_welcomemessage.string ) );
break;
case GT_TEAM: // team deathmatch
trap_SendServerCommand( ent-g_entities, va("cp \"%s\"", rpg_welcomemessage.string ) );
break;
case GT_CTF: // capture the flag
trap_SendServerCommand( ent-g_entities, va("cp \"%s\"", rpg_welcomemessage.string ) );
break;
}
}
}
if(rpgx_spawn) {
if ( client->sess.sessionTeam == TEAM_SPECTATOR ||
g_classData[client->sess.sessionClass].isMedical ||
g_classData[client->sess.sessionClass].isAdmin )
{
int l;
char entry[16];
char command[1024];
int numPlayers;
gentity_t *player;
int len;
int cmdLen=0;
numPlayers = 0;
command[0] = '\0';
for ( l=0; l<g_maxclients.integer; l++ )
{
player = g_entities + l;
if ( player == ent || !player->inuse )
continue;
Com_sprintf( entry, sizeof(entry), " %i %i", l, player->health >= 0 ? player->health : 0 );
len = strlen( entry );
if ( cmdLen + len > sizeof( command ) )
break;
strcpy( command + cmdLen, entry );
cmdLen += len;
numPlayers++;
}
if ( numPlayers > 0 )
trap_SendServerCommand( clientNum, va("hinfo %i%s", numPlayers, command) );
}
}
//store intial client values
//FIXME: when purposely change teams, this gets confused?
G_Client_StoreClientInitialStatus( ent );
//RPG-X: Marcin: stuff was here previously - 22/12/2008
}
gentity_t *SpawnBeamOutPlayer( gentity_t *ent ) {
gentity_t *body;
body = G_Spawn();
body->physicsBounce = 0.0f;//bodys are *not* bouncy
VectorCopy( ent->client->ps.origin, body->s.origin );
body->r.mins[2] = -24;//keep it off the floor
VectorCopy( ent->client->ps.viewangles, body->s.angles );
body->s.clientNum = ent->client->ps.clientNum;
//--------------------------- SPECIALIZED body SETUP
body->count = 12; // about 1 minute before dissapear
body->nextthink = level.time + 4000; // think after 4 seconds
body->parent = ent;
(body->s).eType = (ent->s).eType; // set to type PLAYER
(body->s).eFlags= (ent->s).eFlags;
body->s.weapon = ent->s.weapon; // get Player's Wepon Type
body->s.apos = ent->s.apos; // copy angle of player to body
//TiM: Set it's anim to whatever anims we're playing right now
body->s.legsAnim = ent->client->ps.stats[LEGSANIM];
body->s.torsoAnim= ent->client->ps.stats[TORSOANIM];
//--------------------------- WEAPON ADJUST
if (body->s.weapon==WP_5 || body->s.weapon==WP_13)
body->s.weapon = WP_6;
return body;
}
/*
===========
G_Client_Disconnect
Called when a player drops from the server.
Will not be called between levels.
This should NOT be called directly by any game logic,
call trap_DropClient(), which will call this and do
server system housekeeping.
============
*/
void G_Client_Disconnect( int clientNum ) {
gentity_t *ent;
gentity_t *tent;
int i;
ent = g_entities + clientNum;
if ( !ent->client ) {
return;
}
// stop any following clients
for ( i = 0 ; i < level.maxclients ; i++ ) {
if ( level.clients[i].sess.sessionTeam == TEAM_SPECTATOR
&& level.clients[i].sess.spectatorState == SPECTATOR_FOLLOW
&& level.clients[i].sess.spectatorClient == clientNum ) {
StopFollowing( &g_entities[i] );
}
}
//RPG-X: J2J - Stop any dragging.
DragDat[clientNum].AdminId = -1;
DragDat[clientNum].distance = 0;
g_entities[clientNum].client->noclip = qfalse;
//TiM: Log the player's IP and name. If they reconnect again, it'll announce their deceipt >:)
if ( rpg_renamedPlayers.integer && !(ent->r.svFlags & SVF_BOT) ) {
int l;
qboolean foundName=qfalse;
//Do a chek to see if this player has disconnected b4. else we'll be wasting a slot.
for ( l = 0; l < MAX_RECON_NAMES; l++ ) {
if ( !g_reconData[l].ipAddress[0] ) {
continue;
}
if ( !Q_stricmp( ent->client->pers.ip, g_reconData[l].ipAddress ) ) {
foundName=qtrue;
break;
}
}
if ( foundName ) {
memset( &g_reconData[i], 0, sizeof( g_reconData[i] ) );
//IP Address
Q_strncpyz( g_reconData[i].ipAddress, ent->client->pers.ip, sizeof( g_reconData[i].ipAddress ) );
//Player Name
Q_strncpyz( g_reconData[i].previousName, ent->client->pers.netname, sizeof( g_reconData[i].previousName ) );
}
else {
memset( &g_reconData[g_reconNum], 0, sizeof( g_reconData[g_reconNum] ) );
//IP Address
Q_strncpyz( g_reconData[g_reconNum].ipAddress, ent->client->pers.ip, sizeof( g_reconData[g_reconNum].ipAddress ) );
//Player Name
Q_strncpyz( g_reconData[g_reconNum].previousName, ent->client->pers.netname, sizeof( g_reconData[g_reconNum].previousName ) );
g_reconNum++;
//cap reconNum just in case.
if ( g_reconNum >= MAX_RECON_NAMES ) {
g_reconNum = 0;
}
}
}
// send effect if they were completely connected
if ( ent->client->pers.connected == CON_CONNECTED
&& ent->client->sess.sessionTeam != TEAM_SPECTATOR ) {
vec3_t org;
VectorCopy( ent->client->ps.origin, org );
org[2] += (ent->client->ps.viewheight >> 1);
tent = G_TempEntity( org, EV_PLAYER_TELEPORT_OUT );
tent->s.clientNum = ent->s.clientNum;
// They don't get to take powerups with them!
// Especially important for stuff like CTF flags
TossClientItems ( ent, qtrue );
}
G_LogPrintf( "ClientDisconnect: %i (%s)\n", clientNum, g_entities[clientNum].client->pers.ip );
// if we are playing in tourney mode and losing, give a win to the other player
if ( g_gametype.integer == GT_TOURNAMENT && !level.intermissiontime
&& !level.warmupTime && level.sortedClients[1] == clientNum ) {
level.clients[ level.sortedClients[0] ].sess.wins++;
G_Client_UserinfoChanged( level.sortedClients[0] );
}
if ( g_gametype.integer == GT_TOURNAMENT && ent->client->sess.sessionTeam == TEAM_FREE && level.intermissiontime )
{
trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" );
level.restarted = qtrue;
level.intermissiontime = 0;
}
trap_UnlinkEntity (ent);
memset( ent, 0, sizeof( ent ) );
ent->s.modelindex = 0;
ent->inuse = qfalse;
ent->classname = "disconnected";
ent->client->pers.connected = CON_DISCONNECTED;
ent->client->ps.persistant[PERS_TEAM] = TEAM_FREE;
ent->client->ps.persistant[PERS_CLASS] = 0;//PC_NOCLASS;
ent->client->sess.sessionTeam = TEAM_FREE;
ent->client->sess.sessionClass = 0;//PC_NOCLASS;
trap_SetConfigstring( CS_PLAYERS + clientNum, "");
G_Client_CalculateRanks( qfalse );
if ( ent->r.svFlags & SVF_BOT ) {
BotAIShutdownClient( clientNum );
}
// kef -- if this guy contributed to any of our kills/deaths/weapons logs, clean 'em out
G_ClearClientLog(clientNum);
//also remove any initial data
clientInitialStatus[clientNum].initialized = qfalse;
}
/*
================
IsAdmin
RPG-X | Phenix | 21/11/2004
================
*/
/**
* Checks if player is an admin.
* \param ent the player
*
* \author Ubergames - Phenix
* \date 21/11/2004
*/
qboolean IsAdmin( gentity_t *ent)
{
if ( !ent )
return qfalse;
if ( !ent->client )
return qfalse;
if (( g_classData[ent->client->sess.sessionClass].isAdmin ) ||
( ent->client->LoggedAsAdmin == qtrue ) ||
( ent->client->LoggedAsDeveloper == qtrue )
) {
return qtrue;
} else {
return qfalse;
}
}
/*
===========
G_Client_GetLocation
Report a location for the player. Uses placed nearby target_location entities
============
*/
gentity_t *G_Client_GetLocation(gentity_t *ent)
{
gentity_t *eloc, *best;
float bestlen, len;
vec3_t origin;
best = NULL;
bestlen = 3*8192.0*8192.0;
VectorCopy( ent->r.currentOrigin, origin );
for (eloc = level.locationHead; eloc; eloc = eloc->nextTrain) {
len = ( origin[0] - eloc->r.currentOrigin[0] ) * ( origin[0] - eloc->r.currentOrigin[0] )
+ ( origin[1] - eloc->r.currentOrigin[1] ) * ( origin[1] - eloc->r.currentOrigin[1] )
+ ( origin[2] - eloc->r.currentOrigin[2] ) * ( origin[2] - eloc->r.currentOrigin[2] );
if ( len > bestlen ) {
continue;
}
if ( !trap_InPVS( origin, eloc->r.currentOrigin ) ) {
continue;
}
bestlen = len;
best = eloc;
}
return best;
}
/*
===========
G_Client_GetLocationMsg
Report a location for the player. Uses placed nearby target_location entities
============
*/
qboolean G_Client_GetLocationMsg(gentity_t *ent, char *loc, int loclen)
{
gentity_t *best;
best = G_Client_GetLocation( ent );
if (!best)
return qfalse;
if (best->count) {
if (best->count < 0)
best->count = 0;
if (best->count > 7)
best->count = 7;
Com_sprintf(loc, loclen, "%c%c%s" S_COLOR_WHITE, Q_COLOR_ESCAPE, best->count + '0', best->message );
} else
Com_sprintf(loc, loclen, "%s", best->message);
return qtrue;
}
/*
==================
G_Client_CheckHealthInfoMessage
Sends Health Changes to proper clients
Format:
clientNum health
==================
*/
void G_Client_CheckHealthInfoMessage( void )
{
char entry[1024];
char string[1400];
int stringlength;
int i, j, t;
gentity_t *player, *ent;
int sendToCnt, cnt, sentCnt;
int h;
int clients[MAX_CLIENTS];
int sendToClients[MAX_CLIENTS];
//only send this to medics or spectators or adminz
for (i = 0, sendToCnt = 0; i < g_maxclients.integer; i++)
{
if ( level.clients[i].pers.connected == CON_CONNECTED && level.clients[i].ps.stats[STAT_HEALTH] > 0 &&//make sure they've actually spawned in already
(level.clients[i].sess.sessionTeam == TEAM_SPECTATOR || g_classData[level.clients[i].sess.sessionClass].isMedical || g_classData[level.clients[i].sess.sessionClass].isAdmin ) )
{
sendToClients[sendToCnt++] = i;
}
}
if ( !sendToCnt )
{//no-one to send to
return;
}
//only send those clients whose health has changed this cycle
//NB: there's a prob with client 0 in here....
for (i = 0, cnt = 0; i < g_maxclients.integer; i++)
{
player = g_entities + i;
if ( player->inuse && player->old_health != player->health && ( player->health > 0 || player->old_health > 0 ))
{
clients[cnt++] = i;
player->old_health = player->health;
}
}
if ( !cnt )
{//no-one relevant changed health
return;
}
for ( t = 0; t < sendToCnt; t++ )
{
ent = g_entities + sendToClients[t];
sentCnt = 0;
// send the latest information on all clients
string[0] = 0;
stringlength = 0;
for (i = 0; i < cnt; i++)
{
player = g_entities + clients[i];
if ( ent == player )
{//don't send the ent his own health
continue;
}
//send this one
sentCnt++;
h = player->health;
if (h < 0) h = 0;
Com_sprintf (entry, sizeof(entry), " %i %i", clients[i], h);
j = strlen(entry);
if (stringlength + j > sizeof(string))
break;
strcpy (string + stringlength, entry);
stringlength += j;
}
if ( sentCnt )
{
trap_SendServerCommand( sendToClients[t], va("hinfo %i%s", sentCnt, string) );
}
}
}
//TiM - Modified to work with RPG-X
void G_Client_CheckClientStatus(void)
{
int i;
gentity_t *loc, *ent;
if (level.time - level.lastTeamLocationTime > TEAM_LOCATION_UPDATE_TIME) {
level.lastTeamLocationTime = level.time;
for (i = 0; i < g_maxclients.integer; i++) {
ent = g_entities + i;
if (ent->inuse) {
loc = G_Client_GetLocation( ent );
if (loc)
ent->client->pers.teamState.location = loc->health;
else
ent->client->pers.teamState.location = 0;
}
}
for (i = 0; i < g_maxclients.integer; i++) {
ent = g_entities + i;
if (ent->inuse) {
G_Client_LocationsMessage( ent );
}
}
G_Client_CheckHealthInfoMessage();
}
}
/*
==================
G_Client_LocationsMessage
Format:
clientNum location health armor weapon powerups
==================
*/
void G_Client_LocationsMessage( gentity_t *ent ) {
char entry[1024];
char string[1400];
int stringlength;
int i, j;
gentity_t *player;
int cnt;
//don't bother sending during intermission?
if ( level.intermissiontime )
return;
// figure out what client should be on the display
// we are limited to 8, but we want to use the top eight players
// but in client order (so they don't keep changing position on the overlay)
for (i = 0, cnt = 0; i < g_maxclients.integer && cnt < TEAM_MAXOVERLAY; i++) {
player = g_entities + level.sortedClients[i];
if (player->inuse && player->client->sess.sessionTeam ==
ent->client->sess.sessionTeam ) {
}
}
// send the latest information on all clients
string[0] = 0;
stringlength = 0;
for (i = 0, cnt = 0; i < g_maxclients.integer && cnt < TEAM_MAXOVERLAY; i++) {
player = g_entities + i;
//RPG-X | Phenix | 05/03/2005
if (player->inuse) {
//to counter for the fact we could pwn the server doing this, remove all superfluous data
Com_sprintf (entry, sizeof(entry), " %i %i ", i, player->client->pers.teamState.location);
j = strlen(entry);
if (stringlength + j > sizeof(string))
break;
strcpy (string + stringlength, entry);
stringlength += j;
cnt++;
}
}
trap_SendServerCommand( ent-g_entities, va("tinfo %i%s", cnt, string) );
}