nuclide/Source/Server/Client.c

251 lines
6 KiB
C
Executable file

/*
Copyright 2016-2018 Marco "eukara" Hladik
MIT LICENSE
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without
restriction, including without limitation the rights to use,
copy, modify, merge, publish, distribute, sublicense, and/or
sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.
*/
/*
=================
SpectatorThink
Run every frame on every spectator
=================
*/
void SpectatorThink( void ) {
self.SendFlags = 1;
}
/*
=================
ClientKill
Suicide command 'kill' executes this function.
=================
*/
void ClientKill( void ) {
Damage_Apply( self, self, self.health, self.origin, TRUE );
}
/*
=================
ClientConnect
Run whenever a new client joins
=================
*/
void ClientConnect( void ) {}
/*
=================
SpectatorConnect
Called when a spectator joins the game
=================
*/
void SpectatorConnect( void ) {
//Spawn_MakeSpectator();
//Spawn_ObserverCam();
ClientConnect();
PutClientInServer();
}
/*
=================
SpectatorDisconnect
Called when a spectator leaves the game
=================
*/
void SpectatorDisconnect( void ) {
Spray_RemoveAll( self );
}
/*
=================
ClientDisconnect
Run whenever a client quits
=================
*/
void ClientDisconnect( void ) {
// We were part of the session
self.health = 0;
Rules_CountPlayers();
Rules_DeathCheck();
Spray_RemoveAll( self );
}
void DecodeChangeParms(void)
{
g_landmarkpos[0] = parm1;
g_landmarkpos[1] = parm2;
g_landmarkpos[2] = parm3;
self.angles[0] = parm4;
self.angles[1] = parm5;
self.angles[2] = parm6;
}
void SetChangeParms(void)
{
parm1 = g_landmarkpos[0];
parm2 = g_landmarkpos[1];
parm3 = g_landmarkpos[2];
parm4 = self.angles[0];
parm5 = self.angles[1];
parm6 = self.angles[2];
}
/*
=================
PutClientInServer
Puts a client into the world.
=================
*/
void PutClientInServer( void ) {
if ( cvar( "sv_playerslots" ) == 1 ) {
entity spot;
self.SendEntity = Player_SendEntity;
DecodeChangeParms();
if (startspot) {
self.origin = Landmark_GetSpot();
self.fixangle = TRUE;
} else {
spot = find( world, classname, "info_player_start" );
self.origin = spot.origin;
self.angles = spot.angles;
self.fixangle = TRUE;
}
self.classname = "player";
self.health = self.max_health = 100;
forceinfokey( self, "*dead", "0" );
self.takedamage = DAMAGE_YES;
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_WALK;
self.flags = FL_CLIENT;
self.vPain = Player_Pain;
self.vDeath = Player_Death;
self.iBleeds = TRUE;
self.fSlotGrenade = 0;
self.viewzoom = 1.0;
setmodel( self, "models/player/vip/vip.mdl" );
setsize( self, VEC_HULL_MIN, VEC_HULL_MAX );
self.view_ofs = VEC_PLAYER_VIEWPOS;
self.velocity = '0 0 0';
self.frame = 1; // Idle frame
self.fBombProgress = 0;
self.team = TEAM_CT;
forceinfokey( self, "*spec", "0" );
return;
}
entity eTarget = world;
Spawn_MakeSpectator();
Spawn_ObserverCam();
self.SendEntity = Player_SendEntity;
// Because we don't want to reset these when we die
Money_AddMoney( self, autocvar_mp_startmoney );
if ( cvar( "mp_timelimit" ) > 0 ) {
if ( autocvar_fcs_voxannounce == TRUE ) {
float fTimeLeft = cvar( "mp_timelimit" ) - ( time / 60 );
Vox_Singlecast( self, sprintf( "we have %s minutes remaining", Vox_TimeToString( fTimeLeft ) ) );
}
}
self.team = 0;
forceinfokey( self, "*team", "0" );
}
/*
=================
SV_RunClientCommand
Funtion that can interrupt client commands before physics are run
=================
*/
void SV_RunClientCommand( void ) {
if (clienttype(self) == CLIENTTYPE_BOT) {
((CBot)self).RunAI();
}
if ( fGameState == GAME_FREEZE && self.health > 0 ) {
input_movevalues = '0 0 0';
//input_buttons = 0;
input_impulse = 0;
}
// The individual zones will just override this behavior
self.fInBombZone = FALSE;
self.fInBuyZone = FALSE;
self.fInHostageZone = FALSE;
self.fInEscapeZone = FALSE;
self.fInVIPZone = FALSE;
QPhysics_Run( self );
Input_Handle();
}
/*
=================
Client_SendEvent
Send a game event
=================
*/
void Client_SendEvent( entity eClient, float fEVType ) {
Weapon_UpdateCurrents();
WriteByte( MSG_MULTICAST, SVC_CGAMEPACKET );
WriteByte( MSG_MULTICAST, fEVType );
WriteByte( MSG_MULTICAST, num_for_edict( eClient ) );
msg_entity = eClient;
multicast( self.origin, MULTICAST_PVS );
}
/*
=================
Client_TriggerCamera
Switches the player camera to a different position for a specific time
=================
*/
void Client_TriggerCamera( entity eTarget, vector vPos, vector vEndPos, float fResetTime ) {
WriteByte( MSG_MULTICAST, SVC_CGAMEPACKET );
WriteByte( MSG_MULTICAST, EV_CAMERATRIGGER );
WriteCoord( MSG_MULTICAST, vPos_x );
WriteCoord( MSG_MULTICAST, vPos_y );
WriteCoord( MSG_MULTICAST, vPos_z );
WriteCoord( MSG_MULTICAST, vEndPos_x );
WriteCoord( MSG_MULTICAST, vEndPos_y );
WriteCoord( MSG_MULTICAST, vEndPos_z );
WriteFloat( MSG_MULTICAST, fResetTime );
msg_entity = eTarget;
multicast( '0 0 0', MULTICAST_ONE );
}