kingpin-sdk/gamesrc/P_client.c

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2000-03-27 00:00:00 +00:00
#include "g_local.h"
#include "m_player.h"
void ClientUserinfoChanged (edict_t *ent, char *userinfo);
void SP_misc_teleporter_dest (edict_t *ent);
//
// Gross, ugly, disgustuing hack section
//
// this function is an ugly as hell hack to fix some map flaws
//
// the coop spawn spots on some maps are SNAFU. There are coop spots
// with the wrong targetname as well as spots with no name at all
//
// we use carnal knowledge of the maps to fix the coop spot targetnames to match
// that of the nearest named single player spot
static void SP_FixCoopSpots (edict_t *self)
{
edict_t *spot;
vec3_t d;
spot = NULL;
while(1)
{
spot = G_Find(spot, FOFS(classname), "info_player_start");
if (!spot)
return;
if (!spot->targetname)
continue;
VectorSubtract(self->s.origin, spot->s.origin, d);
if (VectorLength(d) < 384)
{
if ((!self->targetname) || stricmp(self->targetname, spot->targetname) != 0)
{
// gi.dprintf("FixCoopSpots changed %s at %s targetname from %s to %s\n", self->classname, vtos(self->s.origin), self->targetname, spot->targetname);
self->targetname = spot->targetname;
}
return;
}
}
}
// now if that one wasn't ugly enough for you then try this one on for size
// some maps don't have any coop spots at all, so we need to create them
// where they should have been
static void SP_CreateCoopSpots (edict_t *self)
{
edict_t *spot;
if(stricmp(level.mapname, "security") == 0)
{
spot = G_Spawn();
spot->classname = "info_player_coop";
spot->s.origin[0] = 188 - 64;
spot->s.origin[1] = -164;
spot->s.origin[2] = 80;
spot->targetname = "jail3";
spot->s.angles[1] = 90;
spot = G_Spawn();
spot->classname = "info_player_coop";
spot->s.origin[0] = 188 + 64;
spot->s.origin[1] = -164;
spot->s.origin[2] = 80;
spot->targetname = "jail3";
spot->s.angles[1] = 90;
spot = G_Spawn();
spot->classname = "info_player_coop";
spot->s.origin[0] = 188 + 128;
spot->s.origin[1] = -164;
spot->s.origin[2] = 80;
spot->targetname = "jail3";
spot->s.angles[1] = 90;
return;
}
}
/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 48)
The normal starting point for a level.
*/
void SP_info_player_start(edict_t *self)
{
extern void Show_Help (void);
if (!(deathmatch->value))
{
if ( !strcmp(level.mapname, "sr1")
|| !strcmp(level.mapname, "pv_h")
|| !strcmp(level.mapname, "sy_h")
|| !strcmp(level.mapname, "steel1")
|| !strcmp(level.mapname, "ty1")
|| !strcmp(level.mapname, "rc1") )
Show_Help ();
}
if (!coop->value)
return;
if(stricmp(level.mapname, "security") == 0)
{
// invoke one of our gross, ugly, disgusting hacks
self->think = SP_CreateCoopSpots;
self->nextthink = level.time + FRAMETIME;
}
}
/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 48)
potential spawning position for deathmatch games
style - team # for Teamplay (1 or 2)
*/
void SP_info_player_deathmatch(edict_t *self)
{
if (!deathmatch->value)
{
G_FreeEdict (self);
return;
}
// SP_misc_teleporter_dest (self);
}
/*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 48)
potential spawning position for coop games
*/
void SP_info_player_coop(edict_t *self)
{
/*
if (!coop->value)
{
G_FreeEdict (self);
return;
}
if((stricmp(level.mapname, "jail2") == 0) ||
(stricmp(level.mapname, "jail4") == 0) ||
(stricmp(level.mapname, "mine1") == 0) ||
(stricmp(level.mapname, "mine2") == 0) ||
(stricmp(level.mapname, "mine3") == 0) ||
(stricmp(level.mapname, "mine4") == 0) ||
(stricmp(level.mapname, "lab") == 0) ||
(stricmp(level.mapname, "boss1") == 0) ||
(stricmp(level.mapname, "fact3") == 0) ||
(stricmp(level.mapname, "biggun") == 0) ||
(stricmp(level.mapname, "space") == 0) ||
(stricmp(level.mapname, "command") == 0) ||
(stricmp(level.mapname, "power2") == 0) ||
(stricmp(level.mapname, "strike") == 0))
{
// invoke one of our gross, ugly, disgusting hacks
self->think = SP_FixCoopSpots;
self->nextthink = level.time + FRAMETIME;
}
*/
}
/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32)
The deathmatch intermission point will be at one of these
Use 'angles' instead of 'angle', so you can set pitch or roll as well as yaw. 'pitch yaw roll'
*/
void SP_info_player_intermission(void)
{
}
//=======================================================================
void player_pain (edict_t *self, edict_t *other, float kick, int damage, int mdx_part, int mdx_subobject)
{
// player pain is handled at the end of the frame in P_DamageFeedback
}
qboolean IsFemale (edict_t *ent)
{
// char *info;
if (!ent->client)
return false;
if (ent->gender == GENDER_FEMALE)
return true;
/*
info = Info_ValueForKey (ent->client->pers.userinfo, "gender");
if (info[0] == 'f' || info[0] == 'F')
return true;
*/
return false;
}
qboolean IsNeutral (edict_t *ent)
{
// char *info;
if (!ent->client)
return false;
if (ent->gender == GENDER_NONE)
return true;
/*
info = Info_ValueForKey (ent->client->pers.userinfo, "gender");
if (info[0] != 'f' && info[0] != 'F' && info[0] != 'm' && info[0] != 'M')
return true;
*/
return false;
}
void ClientObituary (edict_t *self, edict_t *inflictor, edict_t *attacker)
{
int mod;
char *message;
char *message2;
qboolean ff;
if (coop->value && attacker->client)
meansOfDeath |= MOD_FRIENDLY_FIRE;
if (deathmatch->value || coop->value)
{
ff = meansOfDeath & MOD_FRIENDLY_FIRE;
mod = meansOfDeath & ~MOD_FRIENDLY_FIRE;
message = NULL;
message2 = "";
// in realmode, track deaths
if (dm_realmode->value && !teamplay->value)
self->client->resp.deposited++;
switch (mod)
{
case MOD_SUICIDE:
message = "suicides";
break;
case MOD_FALLING:
message = "cratered";
break;
case MOD_CRUSH:
message = "was squished";
break;
case MOD_WATER:
message = "sank like a rock";
break;
case MOD_SLIME:
message = "melted";
break;
case MOD_LAVA:
message = "does a back flip into the lava";
break;
case MOD_EXPLOSIVE:
case MOD_BARREL:
message = "blew up";
break;
case MOD_EXIT:
message = "found a way out";
break;
case MOD_TARGET_LASER:
message = "saw the light";
break;
case MOD_TARGET_BLASTER:
message = "got blasted";
break;
case MOD_BOMB:
case MOD_SPLASH:
case MOD_TRIGGER_HURT:
message = "was in the wrong place";
break;
// RAFAEL
case MOD_GEKK:
case MOD_BRAINTENTACLE:
message = "that's gotta hurt";
break;
}
if (attacker == self)
{
switch (mod)
{
case MOD_HELD_GRENADE:
message = "tried to put the pin back in";
break;
case MOD_HG_SPLASH:
case MOD_G_SPLASH:
if (IsNeutral(self))
message = "tripped on its own grenade";
else if (IsFemale(self))
message = "tripped on her own grenade";
else
message = "tripped on his own grenade";
break;
case MOD_R_SPLASH:
if (IsNeutral(self))
message = "blew itself up";
else if (IsFemale(self))
message = "blew herself up";
else
message = "blew himself up";
break;
case MOD_BFG_BLAST:
message = "should have used a smaller gun";
break;
// RAFAEL 03-MAY-98
case MOD_TRAP:
message = "sucked into his own trap";
break;
default:
if (IsNeutral(self))
message = "killed itself";
else if (IsFemale(self))
message = "killed herself";
else
message = "killed himself";
break;
}
}
if (message)
{
gi.bprintf (PRINT_MEDIUM, "%s %s.\n", self->client->pers.netname, message);
if (deathmatch->value)
{
self->client->resp.score--;
if ((int)teamplay->value == TM_GANGBANG)
team_cash[self->client->pers.team]--;
}
self->enemy = NULL;
return;
}
self->enemy = attacker;
if (attacker && attacker->client)
{
switch (mod)
{
case MOD_BLACKJACK:
message = "was mashed by";
break;
case MOD_CROWBAR:
message = "was severely dented by";
break;
case MOD_PISTOL:
message = "was busted by";
message2 = "'s cap";
break;
case MOD_SILENCER:
message = "was silenced by";
break;
case MOD_SHOTGUN:
message = "accepted";
message2 = "'s load";
break;
case MOD_MACHINEGUN:
message = "bows to";
message2 = "'s Tommygun";
break;
case MOD_FLAMETHROWER:
message = "roasted in";
message2 = "'s torch";
break;
case MOD_GRENADE:
message = "fumbled";
message2 = "'s grenade";
break;
case MOD_G_SPLASH:
message = "was mortally wounded by";
message2 = "'s shrapnel";
break;
case MOD_ROCKET:
message = "was minced by";
message2 = "'s rocket";
break;
case MOD_R_SPLASH:
message = "couldn't escape";
message2 = "'s blast";
break;
case MOD_TELEFRAG:
message = "couldn't co-exist with";
message2 = "";
break;
// JOSEPH 16-APR-99
case MOD_BARMACHINEGUN:
message = "was maimed by";
message2 = "'s H.M.G.";
// END JOSEPH
}
if (message)
{
gi.bprintf (PRINT_MEDIUM,"%s %s %s%s\n", self->client->pers.netname, message, attacker->client->pers.netname, message2);
if (deathmatch->value)
{
if (ff)
{
attacker->client->resp.score--;
if ((int)teamplay->value == TM_GANGBANG)
team_cash[attacker->client->pers.team]--;
}
else
{
attacker->client->resp.score++;
if ((int)teamplay->value == TM_GANGBANG)
team_cash[attacker->client->pers.team]++;
}
}
return;
}
}
}
gi.bprintf (PRINT_MEDIUM,"%s died.\n", self->client->pers.netname);
if (deathmatch->value)
{
self->client->resp.score--;
if ((int)teamplay->value == TM_GANGBANG)
team_cash[self->client->pers.team]--;
}
}
void Touch_Item (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf);
void TossClientWeapon (edict_t *self)
{
gitem_t *item;
edict_t *drop;
qboolean quad;
// RAFAEL
qboolean quadfire;
float spread;
if (!deathmatch->value)
return;
item = self->client->pers.weapon;
if (! self->client->pers.inventory[self->client->ammo_index] )
item = NULL;
if (item && (strcmp (item->pickup_name, "Blaster") == 0))
item = NULL;
// if (!((int)(dmflags->value) & DF_QUAD_DROP))
quad = false;
// else
// quad = (self->client->quad_framenum > (level.framenum + 10));
// RAFAEL
// if (!((int)(dmflags->value) & DF_QUADFIRE_DROP))
quadfire = false;
// else
// quadfire = (self->client->quadfire_framenum > (level.framenum + 10));
if (item && quad)
spread = 22.5;
else if (item && quadfire)
spread = 12.5;
else
spread = 0.0;
if (item)
{
self->client->v_angle[YAW] -= spread;
drop = Drop_Item (self, item);
self->client->v_angle[YAW] += spread;
drop->spawnflags = DROPPED_PLAYER_ITEM;
}
if (quad)
{
self->client->v_angle[YAW] += spread;
drop = Drop_Item (self, FindItemByClassname ("item_quad"));
self->client->v_angle[YAW] -= spread;
drop->spawnflags |= DROPPED_PLAYER_ITEM;
drop->touch = Touch_Item;
drop->nextthink = level.time + (self->client->quad_framenum - level.framenum) * FRAMETIME;
drop->think = G_FreeEdict;
}
// RAFAEL
if (quadfire)
{
self->client->v_angle[YAW] += spread;
drop = Drop_Item (self, FindItemByClassname ("item_quadfire"));
self->client->v_angle[YAW] -= spread;
drop->spawnflags |= DROPPED_PLAYER_ITEM;
drop->touch = Touch_Item;
drop->nextthink = level.time + (self->client->quadfire_framenum - level.framenum) * FRAMETIME;
drop->think = G_FreeEdict;
}
}
/*
==================
LookAtKiller
==================
*/
void LookAtKiller (edict_t *self, edict_t *inflictor, edict_t *attacker)
{
vec3_t dir;
if (attacker && attacker != world && attacker != self)
{
VectorSubtract (attacker->s.origin, self->s.origin, dir);
}
else if (inflictor && inflictor != world && inflictor != self)
{
VectorSubtract (inflictor->s.origin, self->s.origin, dir);
}
else
{
self->client->killer_yaw = self->s.angles[YAW];
return;
}
self->client->killer_yaw = 180/M_PI*atan2(dir[1], dir[0]);
}
/*
==================
player_die
==================
*/
extern void VelocityForDamage (int damage, vec3_t v);
void player_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point, int mdx_part, int mdx_subobject)
{
int n;
VectorClear (self->avelocity);
self->takedamage = DAMAGE_YES;
self->movetype = MOVETYPE_TOSS;
// self->s.modelindex2 = 0; // remove linked weapon model
self->s.model_parts[PART_GUN].modelindex = 0;
self->s.renderfx2 &= ~RF2_FLAMETHROWER;
self->s.renderfx2 &= ~RF2_MONEYBAG;
self->s.angles[0] = 0;
self->s.angles[2] = 0;
self->s.sound = 0;
self->client->weapon_sound = 0;
self->maxs[2] = -8;
// self->solid = SOLID_NOT;
self->svflags |= SVF_DEADMONSTER;
if (!self->deadflag && (self->health + damage > 0))
{
self->client->respawn_time = level.time + 1.0;
LookAtKiller (self, inflictor, attacker);
self->client->ps.pmove.pm_type = PM_DEAD;
ClientObituary (self, inflictor, attacker);
TossClientWeapon (self);
if (deathmatch->value)
Cmd_Help_f (self, 0); // show scores
// clear inventory
// this is kind of ugly, but it's how we want to handle keys in coop
for (n = 0; n < game.num_items; n++)
{
if (coop->value && itemlist[n].flags & IT_KEY)
self->client->resp.coop_respawn.inventory[n] = self->client->pers.inventory[n];
self->client->pers.inventory[n] = 0;
}
// yell at us?
if (rand()%6 == 0 && attacker->last_talk_time < (level.time - TALK_FIGHTING_DELAY))
{
#define F_NUM_FIGHTING 8
#define NUM_FIGHTING 10
extern voice_table_t f_fightsounds[];
extern voice_table_t fightsounds[];
if (attacker->gender == GENDER_MALE)
Voice_Random(attacker, self, fightsounds, NUM_FIGHTING);
else if (attacker->gender == GENDER_FEMALE)
Voice_Random(attacker, self, f_fightsounds, F_NUM_FIGHTING);
}
// drop cash if we have some
if (deathmatch->value && (self != attacker) && (!self->client->pers.friendly_vulnerable))
{
edict_t *cash;
// always drop at least 10 bucks, to reward the killer
if (teamplay->value && (teamplay_mode != TM_GANGBANG) && (attacker->client) && (attacker->client->pers.team != self->client->pers.team))
{
if (self->client->pers.currentcash < MAX_CASH_PLAYER)
{
self->client->pers.currentcash += 10;
}
if (self->client->pers.bagcash < MAX_BAGCASH_PLAYER)
{
// if they were killed in the enemy base, reward them with some extra cash
cash = NULL;
while (cash = G_Find( cash, FOFS(classname), "dm_safebag" ))
{
if (cash->style != self->client->pers.team)
{
if ( gi.inPHS( cash->s.origin, self->s.origin )
|| (VectorDistance( cash->s.origin, self->s.origin ) < 512))
self->client->pers.bagcash += 30;
if (self->client->pers.bagcash > MAX_BAGCASH_PLAYER)
self->client->pers.bagcash = MAX_BAGCASH_PLAYER;
break;
}
}
}
}
if (self->client->pers.currentcash)
{
cash = SpawnTheWeapon( self, "item_cashroll" );
cash->currentcash = self->client->pers.currentcash;
self->client->pers.currentcash = 0;
cash->velocity[0] = crandom() * 100;
cash->velocity[1] = crandom() * 100;
cash->velocity[2] = 0;
VectorNormalize( cash->velocity );
VectorScale( cash->velocity, 100, cash->velocity );
cash->velocity[2] = 300;
}
if (self->client->pers.bagcash)
{
if (self->client->pers.bagcash > 100)
cash = SpawnTheWeapon( self, "item_cashbaglarge" );
else
cash = SpawnTheWeapon( self, "item_cashbagsmall" );
cash->nextthink = level.time + 120;
cash->currentcash = -self->client->pers.bagcash;
self->client->pers.bagcash = 0;
cash->velocity[0] = crandom() * 100;
cash->velocity[1] = crandom() * 100;
cash->velocity[2] = 0;
VectorNormalize( cash->velocity );
VectorScale( cash->velocity, 100, cash->velocity );
cash->velocity[2] = 300;
}
}
}
// remove powerups
self->client->quad_framenum = 0;
self->client->invincible_framenum = 0;
self->client->breather_framenum = 0;
self->client->enviro_framenum = 0;
self->flags &= ~FL_POWER_ARMOR;
// RAFAEL
self->client->quadfire_framenum = 0;
// Ridah
self->moveout_ent = NULL;
// done.
self->s.renderfx2 = 0;
if (damage >= 50 && self->health < -30 && !inflictor->client)
{ // gib
GibEntity( self, inflictor, damage );
self->s.renderfx2 |= RF2_ONLY_PARENTAL_LOCKED;
}
{ // normal death
if (!self->deadflag)
{
static int i;
i = (i+1)%4;
// start a death animation
self->client->anim_priority = ANIM_DEATH;
if (self->client->ps.pmove.pm_flags & PMF_DUCKED)
{
self->s.frame = FRAME_crouch_death_01-1;
self->client->anim_end = FRAME_crouch_death_12;
}
else switch (i)
{
case 0:
self->s.frame = FRAME_death1_01-1;
self->client->anim_end = FRAME_death1_19;
break;
case 1:
self->s.frame = FRAME_death2_01-1;
self->client->anim_end = FRAME_death2_16;
break;
case 2:
self->s.frame = FRAME_death3_01-1;
self->client->anim_end = FRAME_death3_28;
break;
default:
self->s.frame = FRAME_death4_01-1;
self->client->anim_end = FRAME_death4_13;
break;
}
gi.sound (self, CHAN_VOICE, gi.soundindex(va("*death%i.wav", (rand()%4)+1)), 1, ATTN_NORM, 0);
}
}
self->deadflag = DEAD_DEAD;
gi.linkentity (self);
}
//=======================================================================
/*
==============
InitClientPersistant
This is only called when the game first initializes in single player,
but is called after each death and level change in deathmatch
==============
*/
extern void AutoLoadWeapon( gclient_t *client, gitem_t *weapon, gitem_t *ammo );
void InitClientPersistant (gclient_t *client)
{
gitem_t *item, *ammo;
int team; // save team
if (deathmatch->value && teamplay->value)
team = client->pers.team;
memset (&client->pers, 0, sizeof(client->pers));
if (deathmatch->value && teamplay->value)
client->pers.team = team;
// JOSEPH 5-FEB-99-B
item = FindItem("Pipe");
// END JOSEPH
client->pers.selected_item = ITEM_INDEX(item);
client->pers.inventory[client->pers.selected_item] = 1;
// Ridah, start with Pistol in deathmatch
if (deathmatch->value)
{
item = FindItem("pistol");
client->pers.selected_item = ITEM_INDEX(item);
client->pers.inventory[client->pers.selected_item] = 1;
client->ammo_index = ITEM_INDEX(FindItem(item->ammo));
client->pers.inventory[client->ammo_index] = 50;
client->pers.weapon = item;
// Ridah, start with the pistol loaded
ammo = FindItem (item->ammo);
AutoLoadWeapon( client, item, ammo );
}
else // start holstered in single player
{
client->pers.holsteredweapon = item;
client->pers.weapon = NULL;
}
client->pers.health = 100;
client->pers.max_health = 100;
client->pers.max_bullets = 200;
client->pers.max_shells = 100;
client->pers.max_rockets = 25;
client->pers.max_grenades = 12;
client->pers.max_cells = 200;
client->pers.max_slugs = 90;
// RAFAEL
client->pers.max_magslug = 50;
client->pers.max_trap = 5;
client->pers.connected = true;
}
void InitClientResp (gclient_t *client)
{
memset (&client->resp, 0, sizeof(client->resp));
client->resp.enterframe = level.framenum;
client->resp.coop_respawn = client->pers;
}
/*
==================
SaveClientData
Some information that should be persistant, like health,
is still stored in the edict structure, so it needs to
be mirrored out to the client structure before all the
edicts are wiped.
==================
*/
void SaveClientData (void)
{
int i;
edict_t *ent;
for (i=0 ; i<game.maxclients ; i++)
{
ent = &g_edicts[1+i];
if (!ent->inuse)
continue;
game.clients[i].pers.health = ent->health;
game.clients[i].pers.max_health = ent->max_health;
game.clients[i].pers.savedFlags = (ent->flags & (FL_GODMODE|FL_NOTARGET|FL_POWER_ARMOR));
if (coop->value)
game.clients[i].pers.score = ent->client->resp.score;
}
}
void FetchClientEntData (edict_t *ent)
{
ent->health = ent->client->pers.health;
ent->max_health = ent->client->pers.max_health;
ent->flags |= ent->client->pers.savedFlags;
if (coop->value)
ent->client->resp.score = ent->client->pers.score;
}
/*
=======================================================================
SelectSpawnPoint
=======================================================================
*/
/*
================
PlayersRangeFromSpot
Returns the distance to the nearest player from the given spot
================
*/
float PlayersRangeFromSpot (edict_t *spot)
{
edict_t *player;
float bestplayerdistance;
vec3_t v;
int n;
float playerdistance;
bestplayerdistance = 9999;
for (n = 1; n <= maxclients->value; n++)
{
player = &g_edicts[n];
if (!player->inuse)
continue;
if (player->health <= 0)
continue;
VectorSubtract (spot->s.origin, player->s.origin, v);
playerdistance = VectorLength (v);
if (playerdistance < bestplayerdistance)
bestplayerdistance = playerdistance;
}
return bestplayerdistance;
}
/*
================
SelectRandomDeathmatchSpawnPoint
go to a random point, but NOT the two points closest
to other players
================
*/
edict_t *SelectRandomDeathmatchSpawnPoint (edict_t *ent)
{
edict_t *spot, *spot1, *spot2;
int count = 0;
int selection;
float range, range1, range2;
spot = NULL;
range1 = range2 = 99999;
spot1 = spot2 = NULL;
while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL)
{
count++;
range = PlayersRangeFromSpot(spot);
if (range < range1)
{
range1 = range;
spot1 = spot;
}
else if (range < range2)
{
range2 = range;
spot2 = spot;
}
}
if (!count)
return NULL;
if (count <= 2)
{
spot1 = spot2 = NULL;
}
else
count -= 2;
selection = rand() % count;
spot = NULL;
do
{
spot = G_Find (spot, FOFS(classname), "info_player_deathmatch");
if (spot == spot1 || spot == spot2)
selection++;
} while(selection--);
return spot;
}
/*
================
SelectFarthestDeathmatchSpawnPoint
================
*/
edict_t *SelectFarthestDeathmatchSpawnPoint (edict_t *ent, qboolean team_spawnbase)
{
edict_t *bestspot;
float bestdistance, bestplayerdistance;
edict_t *spot;
qboolean ignoreteams = false;
spotagain:
spot = NULL;
bestspot = NULL;
bestdistance = 0;
while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL)
{
// Teamplay, don't go here if it's not in our base
if ( teamplay->value && ent->client->pers.team
&& spot->style && spot->style != ent->client->pers.team) // Never spawn in the enemy base
{
continue;
}
if (!ignoreteams && teamplay->value && ent->client->pers.team
&& ((ent->client->resp.enterframe == level.framenum) || team_spawnbase))
{
if (spot->style != ent->client->pers.team)
continue;
}
else if (spot->style)
{
continue; // ignore team spawns if not in a team
}
// teamplay, done.
bestplayerdistance = PlayersRangeFromSpot (spot);
if (bestplayerdistance > bestdistance)
{
bestspot = spot;
bestdistance = bestplayerdistance;
}
}
if (bestspot)
{
return bestspot;
}
else if (teamplay->value && ent->client->pers.team && !ignoreteams)
{
ignoreteams = true;
goto spotagain;
}
// if there is a player just spawned on each and every start spot
// we have no choice to turn one into a telefrag meltdown
spot = G_Find (NULL, FOFS(classname), "info_player_deathmatch");
return spot;
}
edict_t *SelectDeathmatchSpawnPoint (edict_t *ent)
{
// Ridah, in teamplay, spawn at base
if (teamplay->value && ent->client->pers.team)
return SelectFarthestDeathmatchSpawnPoint (ent, (rand()%10 < 3));
else if ( (int)(dmflags->value) & DF_SPAWN_FARTHEST)
return SelectFarthestDeathmatchSpawnPoint (ent, false);
else
return SelectRandomDeathmatchSpawnPoint (ent);
}
edict_t *SelectCoopSpawnPoint (edict_t *ent)
{
int index;
edict_t *spot = NULL;
char *target;
index = ent->client - game.clients;
// player 0 starts in normal player spawn point
if (!index)
return NULL;
spot = NULL;
// assume there are four coop spots at each spawnpoint
while (1)
{
spot = G_Find (spot, FOFS(classname), "info_player_coop");
if (!spot)
return NULL; // we didn't have enough...
target = spot->targetname;
if (!target)
target = "";
if ( Q_stricmp(game.spawnpoint, target) == 0 )
{ // this is a coop spawn point for one of the clients here
index--;
if (!index)
return spot; // this is it
}
}
return spot;
}
/*
===========
SelectSpawnPoint
Chooses a player start, deathmatch start, coop start, etc
============
*/
void SelectSpawnPoint (edict_t *ent, vec3_t origin, vec3_t angles)
{
edict_t *spot = NULL;
if (deathmatch->value)
spot = SelectDeathmatchSpawnPoint (ent);
else if (coop->value)
spot = SelectCoopSpawnPoint (ent);
// find a single player start spot
if (!spot)
{
while ((spot = G_Find (spot, FOFS(classname), "info_player_start")) != NULL)
{
if (!game.spawnpoint[0] && !spot->targetname)
break;
if (!game.spawnpoint[0] || !spot->targetname)
continue;
if (Q_stricmp(game.spawnpoint, spot->targetname) == 0)
break;
}
if (!spot)
{
if (!game.spawnpoint[0])
{ // there wasn't a spawnpoint without a target, so use any
spot = G_Find (spot, FOFS(classname), "info_player_start");
}
if (!spot)
gi.error ("Couldn't find spawn point %s\n", game.spawnpoint);
}
}
VectorCopy (spot->s.origin, origin);
origin[2] += 9;
VectorCopy (spot->s.angles, angles);
}
//======================================================================
void InitBodyQue (void)
{
int i;
edict_t *ent;
level.body_que = 0;
for (i=0; i<BODY_QUEUE_SIZE ; i++)
{
ent = G_Spawn();
ent->classname = "bodyque";
}
}
void body_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point, int mdx_part, int mdx_subobject)
{
// int n;
if (damage > 50)
{
// send the client-side gib message
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_GIBS);
gi.WritePosition (self->s.origin);
gi.WriteDir (vec3_origin);
gi.WriteByte ( 20 ); // number of gibs
gi.WriteByte ( 0 ); // scale of direction to add to velocity
gi.WriteByte ( 16 ); // random offset scale
gi.WriteByte ( 200 ); // random velocity scale
gi.multicast (self->s.origin, MULTICAST_PVS);
self->s.origin[2] -= 48;
ThrowClientHead (self, damage);
self->takedamage = DAMAGE_NO;
}
}
void HideBody( edict_t *ent )
{
// ent->svflags |= SVF_NOCLIENT;
ent->s.effects &= ~EF_FLAMETHROWER;
}
void Body_Animate( edict_t *ent )
{
ent->s.frame++;
if (ent->s.frame >= ent->cal)
{
ent->s.frame = ent->cal;
}
// sink into ground
if ((ent->timestamp < (level.time - 5)) && ((int)(10.0*level.time) & 1))
{
ent->s.origin[2] -= 0.5;
if (ent->s.origin[2] + 24 < ent->take_cover_time)
{
// done with this body
ent->svflags |= SVF_NOCLIENT;
return;
}
}
ent->nextthink = level.time + 0.1;
}
void CopyToBodyQue (edict_t *ent)
{
edict_t *body;
// grab a body que and cycle to the next one
body = &g_edicts[(int)maxclients->value + level.body_que + 1];
level.body_que = (level.body_que + 1) % BODY_QUEUE_SIZE;
// FIXME: send an effect on the removed body
gi.unlinkentity (ent);
gi.unlinkentity (body);
body->s = ent->s;
body->s.number = body - g_edicts;
body->cal = ent->client->anim_end;
body->svflags = ent->svflags;
// VectorCopy (ent->mins, body->mins);
// VectorCopy (ent->maxs, body->maxs);
VectorSet (body->mins, -64, -64, -24);
VectorSet (body->maxs, 64, 64, -4);
VectorCopy (ent->absmin, body->absmin);
VectorCopy (ent->absmax, body->absmax);
VectorCopy (ent->size, body->size);
body->solid = ent->solid;
body->clipmask = ent->clipmask;
body->owner = ent->owner;
body->movetype = ent->movetype;
body->svflags &= ~SVF_NOCLIENT;
// Ridah so we can shoot the body
body->svflags |= (SVF_MONSTER | SVF_DEADMONSTER);
body->cast_info.scale = 1.0;
body->s.renderfx = 0;
body->s.renderfx2 = (ent->s.renderfx2 & RF2_ONLY_PARENTAL_LOCKED);
body->s.renderfx2 |= RF2_NOSHADOW;
body->s.effects = 0;
body->s.angles[PITCH] = 0;
body->gender = ent->gender;
body->deadflag = ent->deadflag;
body->die = body_die;
body->takedamage = DAMAGE_YES;
body->take_cover_time = body->s.origin[2];
body->timestamp = level.time;
// body->think = HideBody;
// body->nextthink = level.time + 30;
body->think = Body_Animate;
body->nextthink = level.time + 0.1;
gi.linkentity (body);
}
void respawn (edict_t *self)
{
if (deathmatch->value || coop->value)
{
// make sure on the last death frame
// self->s.frame = self->client->anim_end;
CopyToBodyQue (self);
PutClientInServer (self);
// add a teleportation effect
self->s.event = EV_PLAYER_TELEPORT;
// hold in place briefly
self->client->ps.pmove.pm_flags = PMF_TIME_TELEPORT;
self->client->ps.pmove.pm_time = 14;
self->client->respawn_time = level.time;
return;
}
// restart the entire server
gi.AddCommandString ("menu_loadgame\n");
}
//==============================================================
/*
===========
PutClientInServer
Called when a player connects to a server or respawns in
a deathmatch.
============
*/
void PutClientInServer (edict_t *ent)
{
vec3_t mins = {-16, -16, -24};
vec3_t maxs = {16, 16, 48};
int index;
vec3_t spawn_origin, spawn_angles;
gclient_t *client;
int i;
client_persistant_t saved;
client_respawn_t resp;
// find a spawn point
// do it before setting health back up, so farthest
// ranging doesn't count this client
SelectSpawnPoint (ent, spawn_origin, spawn_angles);
index = ent-g_edicts-1;
client = ent->client;
// deathmatch wipes most client data every spawn
if (deathmatch->value)
{
char userinfo[MAX_INFO_STRING];
resp = client->resp;
memcpy (userinfo, client->pers.userinfo, sizeof(userinfo));
InitClientPersistant (client);
ClientUserinfoChanged (ent, userinfo);
}
/*
else if (coop->value)
{
// int n;
char userinfo[MAX_INFO_STRING];
resp = client->resp;
memcpy (userinfo, client->pers.userinfo, sizeof(userinfo));
// this is kind of ugly, but it's how we want to handle keys in coop
// for (n = 0; n < game.num_items; n++)
// {
// if (itemlist[n].flags & IT_KEY)
// resp.coop_respawn.inventory[n] = client->pers.inventory[n];
// }
resp.coop_respawn.game_helpchanged = client->pers.game_helpchanged;
resp.coop_respawn.helpchanged = client->pers.helpchanged;
client->pers = resp.coop_respawn;
ClientUserinfoChanged (ent, userinfo);
if (resp.score > client->pers.score)
client->pers.score = resp.score;
}
*/
else
{
// for (i=0; i<level.num_characters; i++)
// if (level.characters[i] == ent)
// break;
if (ent != level.characters[0])
{
AddCharacterToGame(ent);
}
memset (&resp, 0, sizeof(resp));
}
ent->name_index = -1;
// clear everything but the persistant data
saved = client->pers;
memset (client, 0, sizeof(*client));
client->pers = saved;
if (client->pers.health <= 0)
InitClientPersistant(client);
client->resp = resp;
// copy some data from the client to the entity
FetchClientEntData (ent);
// clear entity values
ent->groundentity = NULL;
ent->client = &game.clients[index];
ent->takedamage = DAMAGE_AIM;
ent->movetype = MOVETYPE_WALK;
// RAFAEL
ent->viewheight = 40;
ent->inuse = true;
ent->classname = "player";
ent->mass = 200;
ent->solid = SOLID_BBOX;
ent->deadflag = DEAD_NO;
ent->air_finished = level.time + 12;
ent->clipmask = MASK_PLAYERSOLID;
// ent->model = "players/male/tris.md2";
ent->pain = player_pain;
ent->die = player_die;
ent->waterlevel = 0;
ent->watertype = 0;
ent->flags &= ~FL_NO_KNOCKBACK;
ent->svflags &= ~(SVF_DEADMONSTER|SVF_NOCLIENT);
ent->s.renderfx2 = 0;
ent->onfiretime = 0;
ent->cast_info.aiflags |= AI_GOAL_RUN; // make AI run towards us if in pursuit
VectorCopy (mins, ent->mins);
VectorCopy (maxs, ent->maxs);
VectorClear (ent->velocity);
ent->cast_info.standing_max_z = ent->maxs[2];
ent->cast_info.scale = MODEL_SCALE;
ent->s.scale = ent->cast_info.scale - 1.0;
// clear playerstate values
memset (&ent->client->ps, 0, sizeof(client->ps));
client->ps.pmove.origin[0] = spawn_origin[0]*8;
client->ps.pmove.origin[1] = spawn_origin[1]*8;
client->ps.pmove.origin[2] = spawn_origin[2]*8;
if (deathmatch->value && ((int)dmflags->value & DF_FIXED_FOV))
{
client->ps.fov = 90;
}
else
{
client->ps.fov = atoi(Info_ValueForKey(client->pers.userinfo, "fov"));
if (client->ps.fov < 1)
client->ps.fov = 90;
else if (client->ps.fov > 160)
client->ps.fov = 160;
}
// RAFAEL
// weapon mdx
{
int i;
memset(&(client->ps.model_parts[0]), 0, sizeof(model_part_t) * MAX_MODEL_PARTS);
client->ps.num_parts++;
// JOSEPH 22-JAN-99
if (client->pers.weapon)
client->ps.model_parts[PART_HEAD].modelindex = gi.modelindex(client->pers.weapon->view_model);
for (i=0; i<MAX_MODELPART_OBJECTS; i++)
client->ps.model_parts[PART_HEAD].skinnum[i] = 0; // will we have more than one skin???
}
if (client->pers.weapon)
client->ps.gunindex = gi.modelindex(client->pers.weapon->view_model);
// END JOSEPH
// clear entity state values
ent->s.effects = 0;
ent->s.skinnum = ent - g_edicts - 1;
ent->s.modelindex = 255; // will use the skin specified model
// ent->s.modelindex2 = 255; // custom gun model
ent->s.frame = 0;
VectorCopy (spawn_origin, ent->s.origin);
ent->s.origin[2] += 1; // make sure off ground
VectorCopy (ent->s.origin, ent->s.old_origin);
// bikestuff
ent->biketime = 0;
ent->bikestate = 0;
// JOSEPH 29-MAR-99
//gi.soundindex ("vehicles/motorcycle/idle.wav");
// gi.soundindex ("motorcycle/running.wav");
//gi.soundindex ("vehicles/motorcycle/decel.wav");
//gi.soundindex ("vehicles/motorcycle/accel1.wav");
//gi.soundindex ("vehicles/motorcycle/accel2.wav");
//gi.soundindex ("vehicles/motorcycle/accel3.wav");
//gi.soundindex ("vehicles/motorcycle/accel4.wav");
// END JOSEPH
// Ridah, Hovercars
if (g_vehicle_test->value)
{
if (g_vehicle_test->value == 3)
ent->s.modelindex = gi.modelindex ("models/props/moto/moto.mdx");
else
ent->s.modelindex = gi.modelindex ("models/vehicles/cars/viper/tris_test.md2");
// ent->s.modelindex2 = 0;
ent->s.skinnum = 0;
ent->s.frame = 0;
if ((int)g_vehicle_test->value == 1)
ent->flags |= FL_HOVERCAR_GROUND;
else if ((int)g_vehicle_test->value == 2)
ent->flags |= FL_HOVERCAR;
else if ((int)g_vehicle_test->value == 3)
ent->flags |= FL_BIKE;
else if ((int)g_vehicle_test->value == 4)
ent->flags |= FL_CAR;
}
// done.
// Ridah, not used anymore, since the frames don't match. In single player, we just enforce the thug with correct skins in UserinfoChanged()
/*
else if (!deathmatch->value) // normal fighting
{
char skinstr[16];
int skin;
strcpy( skinstr, "001" );
// skinstr[2] += (char) (rand() % 6);
// ------------------------------------------------------------------------
// initialize all model_part data
// ent->s.skinnum = 12;
ent->s.skinnum = 0;
memset(&(ent->s.model_parts[0]), 0, sizeof(model_part_t) * MAX_MODEL_PARTS);
ent->s.num_parts++;
ent->s.model_parts[PART_HEAD].modelindex = gi.modelindex("models/actors/punk/head.mdx");
skin = gi.skinindex( ent->s.model_parts[PART_HEAD].modelindex, "018" );
for (i=0; i<MAX_MODELPART_OBJECTS; i++)
ent->s.model_parts[PART_HEAD].baseskin = ent->s.model_parts[PART_HEAD].skinnum[i] = skin;
ent->s.num_parts++;
ent->s.model_parts[PART_LEGS].modelindex = gi.modelindex("models/actors/punk/legs.mdx");
skin = gi.skinindex( ent->s.model_parts[PART_LEGS].modelindex, "010" );
for (i=0; i<MAX_MODELPART_OBJECTS; i++)
ent->s.model_parts[PART_LEGS].baseskin = ent->s.model_parts[PART_LEGS].skinnum[i] = skin;
ent->s.num_parts++;
ent->s.model_parts[PART_BODY].modelindex = gi.modelindex("models/actors/punk/body.mdx");
skin = gi.skinindex( ent->s.model_parts[PART_BODY].modelindex, "016" );
for (i=0; i<MAX_MODELPART_OBJECTS; i++)
ent->s.model_parts[PART_BODY].baseskin = ent->s.model_parts[PART_BODY].skinnum[i] = skin;
// ------------------------------------------------------------------------
}
*/
else if (dm_locational_damage->value) // deathmatch, note models must exist on server for client's to use them, but if the server has a model a client doesn't that client will see the default male model
{
char *s;
char modeldir[MAX_QPATH];//, *skins;
int len;
int did_slash;
char modelname[MAX_QPATH];
// int skin;
// NOTE: this is just here for collision detection, modelindex's aren't actually set
ent->s.num_parts = 0; // so the client's setup the model for viewing
s = Info_ValueForKey (client->pers.userinfo, "skin");
// skins = strstr( s, "/" ) + 1;
// converts some characters to NULL's
len = strlen( s );
did_slash = 0;
for (i=0; i<len; i++)
{
if (s[i] == '/')
{
s[i] = '\0';
did_slash = true;
}
else if (s[i] == ' ' && did_slash)
{
s[i] = '\0';
}
}
if (strlen(s) > MAX_QPATH-1)
s[MAX_QPATH-1] = '\0';
strcpy(modeldir, s);
if (strlen(modeldir) < 1)
strcpy( modeldir, "male_thug" );
memset(&(ent->s.model_parts[0]), 0, sizeof(model_part_t) * MAX_MODEL_PARTS);
ent->s.num_parts++;
strcpy( modelname, "players/" );
strcat( modelname, modeldir );
strcat( modelname, "/head.mdx" );
ent->s.model_parts[ent->s.num_parts-1].modelindex = 255;
gi.GetObjectBounds( modelname, &ent->s.model_parts[ent->s.num_parts-1] );
if (!ent->s.model_parts[ent->s.num_parts-1].object_bounds[0])
gi.GetObjectBounds( "players/male_thug/head.mdx", &ent->s.model_parts[ent->s.num_parts-1] );
ent->s.num_parts++;
strcpy( modelname, "players/" );
strcat( modelname, modeldir );
strcat( modelname, "/legs.mdx" );
ent->s.model_parts[ent->s.num_parts-1].modelindex = 255;
gi.GetObjectBounds( modelname, &ent->s.model_parts[ent->s.num_parts-1] );
if (!ent->s.model_parts[ent->s.num_parts-1].object_bounds[0])
gi.GetObjectBounds( "players/male_thug/legs.mdx", &ent->s.model_parts[ent->s.num_parts-1] );
ent->s.num_parts++;
strcpy( modelname, "players/" );
strcat( modelname, modeldir );
strcat( modelname, "/body.mdx" );
ent->s.model_parts[ent->s.num_parts-1].modelindex = 255;
gi.GetObjectBounds( modelname, &ent->s.model_parts[ent->s.num_parts-1] );
if (!ent->s.model_parts[ent->s.num_parts-1].object_bounds[0])
gi.GetObjectBounds( "players/male_thug/body.mdx", &ent->s.model_parts[ent->s.num_parts-1] );
ent->s.num_parts++;
ent->s.model_parts[PART_GUN].modelindex = 255;
}
else // make sure we can see their weapon
{
memset(&(ent->s.model_parts[0]), 0, sizeof(model_part_t) * MAX_MODEL_PARTS);
ent->s.model_parts[PART_GUN].modelindex = 255;
ent->s.num_parts = PART_GUN+1; // make sure old clients recieve the view weapon index
}
// set the delta angle
for (i=0 ; i<3 ; i++)
client->ps.pmove.delta_angles[i] = ANGLE2SHORT(spawn_angles[i] - client->resp.cmd_angles[i]);
ent->s.angles[PITCH] = 0;
ent->s.angles[YAW] = spawn_angles[YAW];
ent->s.angles[ROLL] = 0;
VectorCopy (ent->s.angles, client->ps.viewangles);
VectorCopy (ent->s.angles, client->v_angle);
if (!KillBox (ent))
{ // could't spawn in?
}
gi.linkentity (ent);
// force the current weapon up
client->newweapon = client->pers.weapon;
ChangeWeapon (ent);
}
/*
=====================
ClientBeginDeathmatch
A client has just connected to the server in
deathmatch mode, so clear everything out before starting them.
NOTE: called every level load/change in deathmatch
=====================
*/
extern void Teamplay_AutoJoinTeam( edict_t *self );
void ClientBeginDeathmatch (edict_t *ent)
{
G_InitEdict (ent);
InitClientResp (ent->client);
// locate ent at a spawn point
PutClientInServer (ent);
// send effect
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (ent-g_edicts);
gi.WriteByte (MZ_LOGIN);
gi.multicast (ent->s.origin, MULTICAST_PVS);
// Teamplay: if they aren't assigned to a team, make them a spectator
if (teamplay->value)
{
if (ent->client->pers.team)
{
// so we don't KillBox() ourselves
ent->solid = SOLID_NOT;
gi.linkentity( ent );
if (!Teamplay_ValidateJoinTeam( ent, ent->client->pers.team ))
{
ent->client->pers.team = 0;
}
}
if (!ent->client->pers.team)
{
if (((int)dmflags->value) & DF_AUTO_JOIN_TEAM)
{
Teamplay_AutoJoinTeam( ent );
}
else
{
ent->movetype = MOVETYPE_NOCLIP;
ent->solid = SOLID_NOT;
ent->svflags |= SVF_NOCLIENT;
ent->client->pers.weapon = NULL;
ent->client->showscores = true;
}
}
}
else
{
gi.bprintf (PRINT_HIGH, "%s entered the game\n", ent->client->pers.netname);
}
// make sure all view stuff is valid
ClientEndServerFrame (ent);
// If they're using an old version, make sure they're aware of it
if (ent->client->pers.version < 120)
{
gi.centerprintf( ent, "You are using an old version\nof Kingpin.\n\nGet the upgrade at:\n\nhttp://www.interplay.com/kingpin" );
}
}
/*
===========
ClientBegin
called when a client has finished connecting, and is ready
to be placed into the game. This will happen every level load.
============
*/
extern void MoveClientToPawnoMatic (edict_t *ent); // note to Rafael, was causing an undefined warning
extern void ED_CallSpawn (edict_t *ent);
int num_followers = 0;
extern int client_connected;
extern qboolean changing_levels;
extern void Cmd_HolsterBar_f (edict_t *ent);
void ClientBegin (edict_t *ent)
{
int i;
client_connected = 1;
ent->client = game.clients + (ent - g_edicts - 1);
if (deathmatch->value)
{
ClientBeginDeathmatch (ent);
return;
}
ent->cast_group = 1;
// Ridah, copy the episode_flags over
ent->episode_flags = ent->client->pers.episode_flags;
level.speaktime = 0;
// if there is already a body waiting for us (a loadgame), just
// take it, otherwise spawn one from scratch
if (ent->inuse == true)
{
// the client has cleared the client side viewangles upon
// connecting to the server, which is different than the
// state when the game is saved, so we need to compensate
// with deltaangles
for (i=0 ; i<3 ; i++)
ent->client->ps.pmove.delta_angles[i] = ANGLE2SHORT(ent->client->ps.viewangles[i]);
}
else
{
// a spawn point will completely reinitialize the entity
// except for the persistant data that was initialized at
// ClientConnect() time
G_InitEdict (ent);
ent->classname = "player";
InitClientResp (ent->client);
PutClientInServer (ent);
}
if (level.intermissiontime)
{
MoveClientToIntermission (ent);
}
else if (level.cut_scene_time)
{
MoveClientToCutScene (ent);
}
else if (level.pawn_time || strstr (level.mapname, "pawn_"))
{
level.pawn_time = 1.0;
MoveClientToPawnoMatic (ent);
}
else if (strstr (level.mapname, "bar_"))
{
level.bar_lvl = true;
Cmd_HolsterBar_f (ent);
if (level.episode == 1)
{
//ent->episode_flags |= EP_BAR_FIRST_TIME;
//ent->client->pers.episode_flags |= EP_BAR_FIRST_TIME;
EP_Skidrow_Register_EPFLAG (ent, EP_BAR_FIRST_TIME);
}
else if (level.episode == 2)
{
EP_Skidrow_Register_EPFLAG (ent, EP_PV_BAR_FIRST_TIME);
}
}
else if (strstr(level.mapname, "office_"))
{
level.bar_lvl = true;
Cmd_HolsterBar_f (ent);
if (level.episode == 2)
{
EP_Skidrow_Register_EPFLAG (ent, EP_PV_OFFICE_FIRST_TIME);
}
}
else
{
// send effect if in a multiplayer game
if (game.maxclients > 1)
{
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (ent-g_edicts);
gi.WriteByte (MZ_LOGIN);
gi.multicast (ent->s.origin, MULTICAST_PVS);
gi.bprintf (PRINT_HIGH, "%s entered the game\n", ent->client->pers.netname);
}
}
// Ridah, restore any following characters
if (num_followers > 0)
{
int j, k;
follower_t *fol;
edict_t *newent, *spawnspot;
qboolean killed, fakespawn;
if (num_followers > MAX_FOLLOWERS)
num_followers = MAX_FOLLOWERS;
for (i=0; i<num_followers; i++)
{
fol = &followers[i];
killed = false;
// spawn a similar entity
newent = G_Spawn();
// copy the necessary data for spawning
newent->classname = gi.TagMalloc( strlen( fol->classname ) + 1, TAG_LEVEL );
strcpy( newent->classname, fol->classname );
if (fol->name)
{
newent->name = gi.TagMalloc( strlen( fol->name ) + 1, TAG_LEVEL );
strcpy( newent->name, fol->name );
}
if (fol->art_skins)
{
newent->art_skins = gi.TagMalloc( strlen( fol->art_skins ) + 1, TAG_LEVEL );
strcpy( newent->art_skins, fol->art_skins );
}
newent->cast_info.scale = fol->scale;
newent->head = fol->head;
newent->cast_group = 1;
newent->spawnflags = fol->spawnflags;
newent->count = fol->count;
// find a spawn spot
spawnspot = NULL;
while (1)
{
if (!(spawnspot = G_Find( spawnspot, FOFS(classname), "info_player_coop" )))
break;
if (VectorDistance( spawnspot->s.origin, ent->s.origin ) > 384)
continue;
if (!ValidBoxAtLoc( spawnspot->s.origin, tv(-16, -16, -24), tv(16, 16, 48), NULL, MASK_PLAYERSOLID|CONTENTS_MONSTERCLIP ))
{
if(developer->value)
gi.dprintf( "WARNING: coop spawn in solid at: %i, %i, %i\n", (int)spawnspot->s.origin[0], (int)spawnspot->s.origin[1], (int)spawnspot->s.origin[2] );
continue;
}
if (!(spawnspot->spawnflags & 0x10000000))
{
spawnspot->spawnflags |= 0x10000000;
break;
}
}
fakespawn = false;
if (!spawnspot)
{
vec3_t vec;
gi.dprintf( "** WARNING: Unable to find a coop spawn for %s. Hacking a spawn spot.\n", fol->classname );
spawnspot = G_Spawn();
AngleVectors( ent->s.angles, vec, NULL, NULL );
VectorMA( ent->s.origin, -48*(i+1), vec, spawnspot->s.origin );
VectorCopy( ent->s.angles, spawnspot->s.angles );
fakespawn = true;
}
VectorCopy( spawnspot->s.origin, newent->s.origin );
newent->s.origin[2] += 1;
VectorCopy( spawnspot->s.angles, newent->s.angles );
if (fakespawn)
G_FreeEdict( spawnspot );
// add it to the characters listing
if (killed)
{
level.characters[j] = newent;
}
else
{
AddCharacterToGame( newent );
}
// spawn it!
ED_CallSpawn( newent ); // will get added to the game in here
// make them aware of and hired by us
AI_RecordSighting( newent, ent, 64 ); // dist = 64 will do, will get updated next sight anyway
level.global_cast_memory[newent->character_index][ent->character_index]->flags |= (MEMORY_HIRED | MEMORY_HIRE_FIRST_TIME | MEMORY_HIRE_ASK);
// make them follow us
newent->leader = ent;
// restore pain skins
for (j=0; j<newent->s.num_parts; j++)
{
for (k=0; k<MAX_MODELPART_OBJECTS; k++)
{
newent->s.model_parts[j].skinnum[k] += (byte)fol->skinofs[j][k];
}
}
// restore health
newent->health = fol->health;
newent->max_health = fol->max_health;
}
num_followers = 0;
// clear coop spawnflags
spawnspot = NULL;
while (1)
{
if (!(spawnspot = G_Find( spawnspot, FOFS(classname), "info_player_coop" )))
break;
spawnspot->spawnflags &= ~0x10000000;
}
}
// make sure all view stuff is valid
ClientEndServerFrame (ent);
// Ridah, if we've come from another level, save the current game (fixes hired guy's disappearing after restarting a level after dying)
if (changing_levels)
{
gi.SaveCurrentGame();
changing_levels = false;
}
}
void maxrate_think(edict_t *self)
{
gi.cprintf( self->owner, PRINT_HIGH, "Server restricting rate to %i\n", (int)maxrate->value );
G_FreeEdict(self);
}
/*
===========
ClientUserInfoChanged
called whenever the player updates a userinfo variable.
The game can override any of the settings in place
(forcing skins or names, etc) before copying it off.
============
*/
void ClientUserinfoChanged (edict_t *ent, char *userinfo)
{
char *s;
// char *fog;
int playernum, rate;
char *extras;
// check for malformed or illegal info strings
if (!Info_Validate(userinfo))
{
// strcpy (userinfo, "\\name\\badinfo\\skin\\male_thug/018 016 010\\extras\\0");
strcpy (userinfo, "\\name\\badinfo\\skin\\male_thug/009 019 017\\extras\\0");
}
// set name
s = Info_ValueForKey (userinfo, "name");
strncpy (ent->client->pers.netname, s, sizeof(ent->client->pers.netname)-1);
// check maxrate
s = Info_ValueForKey (userinfo, "rate");
if (s)
{
rate = atoi(s);
if (rate > (int)maxrate->value)
{
edict_t *thinker;
thinker = G_Spawn();
thinker->think = maxrate_think;
thinker->nextthink = level.time + 2 + random()*2;
thinker->owner = ent;
Info_SetValueForKey( userinfo, "rate", va("%i", (int)maxrate->value) );
}
}
// set skin
s = Info_ValueForKey (userinfo, "skin");
// Ridah, HACK for teamplay demo, set skins manually
if (deathmatch->value && teamplay->value && ent->client->pers.team)
{
// NOTE: skin order is "HEAD BODY LEGS"
char *skin, *body, *legs;
char tempstr[MAX_QPATH];
int i, valid, model_index;
// Hard-coded skin sets for each model
static char *valid_models[] = { "female_chick", "male_thug", "male_runt", NULL };
static char *valid_skinsets[][2][2][2] =
// ordering here is {"LEGS", "BODY"}
{
{ // Bitch
{{"056","057"}, {"056","058"}}, // Team 1
{{"033","032"}, {"031","031"}} // Team 2
},
{ // Thug
{{"057","056"}, {"058","091"}},
{{"031","031"}, {"032","035"}}
},
{ // Runt
{{"058","056"}, {"057","056"}},
{{"031","030"}, {"032","031"}}
}
};
// make sure they are using one of the standard models
valid = false;
i = 0;
strcpy( tempstr, s );
skin = strrchr( tempstr, '/' );
if (!skin)
{ // invalid model, so assign a default
model_index = 0;
strcpy( tempstr, valid_models[model_index] );
// also recreate a new skin for "s"
strcpy( s, tempstr );
strcat( s, "/001 001 001" );
valid = true;
}
else
{
skin[0] = '\0';
while (valid_models[i])
{
if (!Q_stricmp( tempstr, valid_models[i] ))
{
valid = true;
model_index = i;
break;
}
i++;
}
}
if (!valid)
{ // assign a random model
model_index = -1;
// look for a gender match
while (valid_models[i])
{
if (!strncmp( tempstr, valid_models[i], 4 ))
{
model_index = i;
strcpy( tempstr, valid_models[model_index] );
break;
}
i++;
}
if (model_index < 0)
{
model_index = rand()%i;
strcpy( tempstr, valid_models[model_index] );
}
}
// At this point, tempstr = model only (eg. "male_thug")
// check that skin is valid
skin = strrchr( s, '/' ) + 1;
skin[3] = skin[7] = '\0';
body = &skin[4];
legs = &skin[8];
valid = false;
for (i=0; i<2; i++)
{
if ( !Q_stricmp( body, valid_skinsets[model_index][ent->client->pers.team-1][i][1] )
&& !Q_stricmp( legs, valid_skinsets[model_index][ent->client->pers.team-1][i][0] ))
{
valid = true;
break;
}
}
if (!valid)
{ // Assign a random skin for this model
i = rand()%2;
strcpy( body, valid_skinsets[model_index][ent->client->pers.team-1][i][1] );
strcpy( legs, valid_skinsets[model_index][ent->client->pers.team-1][i][0] );
}
skin[3] = skin[7] = ' ';
// paste the skin into the tempstr
strcat( tempstr, "/" );
strcat( tempstr, skin );
Info_SetValueForKey( userinfo, "skin", tempstr );
}
else if (!deathmatch->value) // enforce thug with single player skin set
{
static char *singleplayerskin = "male_thug/018 016 010";
Info_SetValueForKey( userinfo, "skin", singleplayerskin );
}
// now check it again after the filtering, and set the Gender accordingly
s = Info_ValueForKey (userinfo, "skin");
if ((strstr(s, "female") == s))
ent->gender = GENDER_FEMALE;
else if ((strstr(s, "male") == s) || (strstr(s, "thug")))
ent->gender = GENDER_MALE;
else
ent->gender = GENDER_NONE;
extras = Info_ValueForKey (userinfo, "extras");
playernum = ent-g_edicts-1;
// combine name and skin into a configstring
gi.configstring (CS_PLAYERSKINS+playernum, va("%s\\%s %s", ent->client->pers.netname, s, extras) );
// fov
if (deathmatch->value && ((int)dmflags->value & DF_FIXED_FOV))
{
ent->client->ps.fov = 90;
}
else
{
ent->client->ps.fov = atoi(Info_ValueForKey(userinfo, "fov"));
if (ent->client->ps.fov < 1)
ent->client->ps.fov = 90;
else if (ent->client->ps.fov > 160)
ent->client->ps.fov = 160;
}
/*
{
vec3_t vars1, vars2;
fog = Info_ValueForKey (userinfo, "fogcolor");
if (strlen (fog) == 17)
{
int i, cnt;
char *varR, *varG, *varB;
for (i=0; i<17; i++)
{
if (i < 5)
{
varR[i] = fog[i];
}
else if (i == 5)
continue;
else if (i < 11)
{
varG[i-5] = fog[i];
}
else if (i == 11)
continue;
else
{
varB[i-11] = fog[i];
}
}
vars1[0] = atof (varR);
vars1[1] = atof (varG);
vars1[2] = atof (varB);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_FOG_BRUSH);
gi.WritePosition (vars1);
gi.WritePosition (vars2);
gi.multicast (ent->s.origin, MULTICAST_PVS);
gi.dprintf ("fog color <%s %s %s>\n", varR, varG, varB);
}
else
gi.dprintf ("must be in <0.000 0.000 0.000> format\n");
}
*/
// handedness
s = Info_ValueForKey (userinfo, "hand");
if (strlen(s))
{
ent->client->pers.hand = atoi(s);
}
// client exe version
s = Info_ValueForKey (userinfo, "ver");
if (s && strlen(s))
{
ent->client->pers.version = atoi(s);
}
else // assume client is old version
{
ent->client->pers.version = 100;
}
// save off the userinfo in case we want to check something later
strncpy (ent->client->pers.userinfo, userinfo, sizeof(ent->client->pers.userinfo)-1);
}
/*
===========
ClientConnect
Called when a player begins connecting to the server.
The game can refuse entrance to a client by returning false.
If the client is allowed, the connection process will continue
and eventually get to ClientBegin()
Changing levels will NOT cause this to be called again, but
loadgames will.
============
*/
qboolean ClientConnect (edict_t *ent, char *userinfo)
{
char *value;
// check to see if they are on the banned IP list
value = Info_ValueForKey (userinfo, "ip");
if (SV_FilterPacket(value))
return false;
// check for a password
value = Info_ValueForKey (userinfo, "password");
if (strcmp(password->string, value) != 0)
return false;
// Ridah, if this isn't a loadgame, try to add them to the character list
if (!deathmatch->value && (ent->inuse == false))
{
if (!AddCharacterToGame(ent))
{
return false;
}
}
// Ridah, done.
// they can connect
ent->client = game.clients + (ent - g_edicts - 1);
// if there is already a body waiting for us (a loadgame), just
// take it, otherwise spawn one from scratch
if (ent->inuse == false)
{
// clear the respawning variables
InitClientResp (ent->client);
if (!game.autosaved || !ent->client->pers.weapon)
InitClientPersistant (ent->client);
// JOSEPH 14-MAR-99
if (!strcmp(level.mapname, "sr1") || !strcmp(level.mapname, "kpcut1"))
{
if (!(game.maxclients > 1))
{
ent->client->pers.health = 68;
ent->health = 68;
}
}
// END JOSEPH
}
ClientUserinfoChanged (ent, userinfo);
if (game.maxclients > 1)
gi.dprintf ("%s connected\n", ent->client->pers.netname);
ent->client->pers.connected = true;
// Ridah, make sure they have to join a team
if (teamplay->value)
ent->client->pers.team = 0;
return true;
}
/*
===========
ClientDisconnect
Called when a player drops from the server.
Will not be called between levels.
============
*/
void ClientDisconnect (edict_t *ent)
{
int playernum;
int i;
if (!ent->client)
return;
// inform any chasers
for (i=1; i<=maxclients->value; i++)
{
if (!g_edicts[i].inuse)
continue;
if (!g_edicts[i].client)
continue;
if (g_edicts[i].client->chase_target == ent)
g_edicts[i].client->chase_target = NULL;
}
i = rand()%2;
switch (i)
{
case 0:
gi.bprintf (PRINT_HIGH, "%s fled the scene\n", ent->client->pers.netname);
break;
case 1:
gi.bprintf (PRINT_HIGH, "%s checked out\n", ent->client->pers.netname);
break;
}
// send effect
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (ent-g_edicts);
gi.WriteByte (MZ_LOGOUT);
gi.multicast (ent->s.origin, MULTICAST_PVS);
gi.unlinkentity (ent);
ent->s.modelindex = 0;
ent->s.num_parts = 0;
ent->solid = SOLID_NOT;
ent->inuse = false;
ent->classname = "disconnected";
ent->client->pers.connected = false;
playernum = ent-g_edicts-1;
gi.configstring (CS_PLAYERSKINS+playernum, "");
}
//==============================================================
edict_t *pm_passent;
// pmove doesn't need to know about passent and contentmask
trace_t PM_trace (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end)
{
if (pm_passent->health > 0)
{
if (nav_dynamic->value) // if dynamic on, get blocked by MONSTERCLIP brushes as the AI will be
return gi.trace (start, mins, maxs, end, pm_passent, MASK_PLAYERSOLID | CONTENTS_MONSTERCLIP);
else
return gi.trace (start, mins, maxs, end, pm_passent, MASK_PLAYERSOLID);
}
else
return gi.trace (start, mins, maxs, end, pm_passent, MASK_DEADSOLID);
}
unsigned CheckBlock (void *b, int c)
{
int v,i;
v = 0;
for (i=0 ; i<c ; i++)
v+= ((byte *)b)[i];
return v;
}
void PrintPmove (pmove_t *pm)
{
unsigned c1, c2;
c1 = CheckBlock (&pm->s, sizeof(pm->s));
c2 = CheckBlock (&pm->cmd, sizeof(pm->cmd));
Com_Printf ("sv %3i:%i %i\n", pm->cmd.impulse, c1, c2);
}
/*
==============
ClientThink
This will be called once for each client frame, which will
usually be a couple times for each server frame.
==============
*/
void ClientThink (edict_t *ent, usercmd_t *ucmd)
{
gclient_t *client;
edict_t *other;
int i, j;
pmove_t pm;
vec3_t bike_premove_vel;
level.current_entity = ent;
client = ent->client;
// JOSEPH 24-FEB-99
if (level.cut_scene_end_count)
{
level.cut_scene_end_count--;
if (!level.cut_scene_end_count)
level.cut_scene_camera_switch = 0;
}
// END JOSEPH
if (level.intermissiontime)
{
client->ps.pmove.pm_type = PM_FREEZE;
// can exit intermission after five seconds
if (level.time > level.intermissiontime + 11.0
&& (ucmd->buttons & BUTTON_ANY) )
level.exitintermission = true;
return;
}
// RAFAEL
else if (level.cut_scene_time)
{
client->ps.pmove.pm_type = PM_FREEZE;
// note to self
// need to do any precanned player move stuff
if (level.time > level.cut_scene_time + 5.0
&& (ucmd->buttons & BUTTON_ANY) )
level.cut_scene_time = 0;
return;
}
else if (level.pawn_time)
{
client->ps.pmove.pm_type = PM_FREEZE;
return;
}
pm_passent = ent;
// set up for pmove
memset (&pm, 0, sizeof(pm));
if (ent->client->chase_target)
{
if (ent->solid != SOLID_NOT)
{ // stop chasing
ent->client->chase_target = NULL;
}
else
{
goto chasing;
}
}
if (ent->flags & FL_CHASECAM)
{
client->ps.pmove.pm_flags |= PMF_CHASECAM;
}
else
{
client->ps.pmove.pm_flags &= ~PMF_CHASECAM;
}
if (ent->movetype == MOVETYPE_NOCLIP)
client->ps.pmove.pm_type = PM_SPECTATOR;
// Ridah, Hovercars
else if (ent->flags & FL_HOVERCAR)
{
ent->viewheight = 0;
client->ps.pmove.pm_type = PM_HOVERCAR;
ent->s.renderfx |= RF_REFL_MAP; // FIXME: remove this once this flag is set in .mdx
}
else if (ent->flags & FL_HOVERCAR_GROUND)
{
ent->viewheight = 0;
client->ps.pmove.pm_type = PM_HOVERCAR_GROUND;
ent->s.renderfx |= RF_REFL_MAP; // FIXME: remove this once this flag is set in .mdx
}
else if (ent->flags & FL_BIKE)
{
client->ps.pmove.pm_type = PM_BIKE;
ent->s.renderfx |= RF_REFL_MAP; // FIXME: remove this once this flag is set in .mdx
if ((client->latched_buttons & BUTTON_ACTIVATE) && (ent->duration < level.time))
{ // Thruster
VectorScale( ent->velocity, 2, ent->velocity );
ent->duration = level.time + 4;
client->kick_angles[PITCH] = -20;
gi.cprintf( ent, PRINT_HIGH, "Sound Todo: Thruster\n");
}
VectorCopy( ent->velocity, bike_premove_vel );
}
else if (ent->flags & FL_CAR)
{
// Cars don't use client-side prediction
client->ps.pmove.pm_type = PM_CAR;
client->ps.pmove.pm_flags |= PMF_NO_PREDICTION;
ent->s.renderfx |= RF_REFL_MAP; // FIXME: remove this once this flag is set in .mdx
// Set the pmove up as usual..
client->ps.pmove.gravity = sv_gravity->value;
pm.s = client->ps.pmove;
if (memcmp(&client->old_pmove, &pm.s, sizeof(pm.s)))
{
pm.snapinitial = true;
}
pm.cmd = *ucmd;
pm.trace = PM_trace; // adds default parms
pm.pointcontents = gi.pointcontents;
// do controls, then get outta here
Veh_ProcessFrame( ent, ucmd, &pm );
goto car_resume;
}
// done.
else if (ent->s.modelindex != 255)
client->ps.pmove.pm_type = PM_GIB;
else if (ent->deadflag)
client->ps.pmove.pm_type = PM_DEAD;
else
{
if (ent->flags & FL_JETPACK)
{
client->ps.pmove.pm_type = PM_NORMAL_WITH_JETPACK; // Ridah, debugging
gi.dprintf( "SOUND TODO: Jet Pack firing\n" );
ent->s.sound = gi.soundindex("weapons/flame_thrower/flamepilot.wav"); // this should go into G_SetClientSound()
}
else
{
client->ps.pmove.pm_type = PM_NORMAL;
}
}
chasing:
client->ps.pmove.gravity = sv_gravity->value;
pm.s = client->ps.pmove;
for (i=0 ; i<3 ; i++)
{
pm.s.origin[i] = ent->s.origin[i]*8;
pm.s.velocity[i] = ent->velocity[i]*8;
}
if (memcmp(&client->old_pmove, &pm.s, sizeof(pm.s)))
{
pm.snapinitial = true;
// gi.dprintf ("pmove changed!\n");
}
#if 0
// set run speed scale
if (deathmatch->value)
{
if (sv_runscale->value > 2.0)
gi.cvar_set ("sv_runscale", "2.0");
else if (sv_runscale->value < 0.1)
gi.cvar_set ("sv_runscale", "0.1");
pm.s.runscale = 128 + (byte)(127.0 * (sv_runscale->value - 1.0));
}
else
{
pm.s.runscale = 128;
}
#endif
pm.cmd = *ucmd;
pm.trace = PM_trace; // adds default parms
pm.pointcontents = gi.pointcontents;
// perform a pmove
gi.Pmove (&pm);
// save results of pmove
client->ps.pmove = pm.s;
client->old_pmove = pm.s;
// JOSEPH 1-SEP-98
ent->footsteptype = pm.footsteptype;
for (i=0 ; i<3 ; i++)
{
ent->s.origin[i] = pm.s.origin[i]*0.125;
ent->velocity[i] = pm.s.velocity[i]*0.125;
}
VectorCopy (pm.mins, ent->mins);
VectorCopy (pm.maxs, ent->maxs);
client->resp.cmd_angles[0] = SHORT2ANGLE(ucmd->angles[0]);
client->resp.cmd_angles[1] = SHORT2ANGLE(ucmd->angles[1]);
client->resp.cmd_angles[2] = SHORT2ANGLE(ucmd->angles[2]);
// Ridah, Hovercars
if (!(ent->flags & (FL_HOVERCAR | FL_HOVERCAR_GROUND)))
// done.
if (ent->groundentity && !pm.groundentity && (pm.cmd.upmove >= 10) && (pm.waterlevel == 0))
{
int rval;
rval = rand()%100;
if (rval > 66)
gi.sound(ent, CHAN_VOICE, gi.soundindex("*jump1.wav"), 1, ATTN_NORM, 0);
else if (rval > 33)
gi.sound(ent, CHAN_VOICE, gi.soundindex("*jump2.wav"), 1, ATTN_NORM, 0);
else
gi.sound(ent, CHAN_VOICE, gi.soundindex("*jump3.wav"), 1, ATTN_NORM, 0);
PlayerNoise(ent, ent->s.origin, PNOISE_SELF);
}
#if !DEMO
// bikestuff
if (ent->flags & (FL_BIKE) || ent->flags & (FL_HOVERCAR | FL_HOVERCAR_GROUND) )
{
int oldbikestate;
qboolean accel = false;
static int bikegear = 0;
float xyspeed;
static float old_xyspeed;
vec3_t xyvel;
if (ent->flags & FL_BIKE)
{
vec3_t diffvec;
float difflength, prelength;
VectorSubtract( bike_premove_vel, ent->velocity, diffvec );
difflength = VectorLength( diffvec );
prelength = VectorLength( bike_premove_vel );
if ( ((prelength > 300) && (difflength >= 300)))
// || ((VectorLength( bike_premove_vel ) > 300) && (DotProduct(bike_premove_vel, ent->velocity) < 0)))
{
gi.dprintf( "SOUND TODO: CRASH!\n" );
}
else if (pm.wall_collision)
{
gi.dprintf( "SOUND TODO: Scraped wall\n");
}
}
VectorCopy( ent->velocity, xyvel );
xyvel[2] = 0;
xyspeed = VectorLength( xyvel );
oldbikestate = ent->bikestate;
if (ucmd->forwardmove > 0 && ((old_xyspeed < xyspeed) || xyspeed>50))
{
//gi.dprintf ("ACCEL: %5.3f\n", xyspeed);
accel = true;
ent->bikestate = 2;
}
else
{
//gi.dprintf ("NO ACCEL: %5.3f\n", xyspeed);
if (ent->bikestate == 2)
ent->bikestate = 1;
else if (ent->bikestate == 1)
{
if (xyspeed < 100)
ent->bikestate = 0;
}
}
// need a state change check
if (ent->biketime < level.time || oldbikestate != ent->bikestate)
{
if (xyspeed < 400 && (accel == false))
{
if ((bikegear <= 1) || ent->biketime < level.time)
{
gi.sound ( ent, CHAN_VOICE, gi.soundindex ("motorcycle/idle.wav"), 0.5, ATTN_NORM, 0);
ent->s.sound = 0;
ent->biketime = level.time + 2.4;
}
bikegear = 0;
}
else
{
if (accel)
{
bikegear = (int)floor((xyspeed+100) / 280);
if (oldbikestate == 0 || bikegear == 0)
{
gi.sound ( ent, CHAN_VOICE, gi.soundindex ("motorcycle/accel1.wav"), 1, ATTN_NORM, 0);
ent->s.sound = 0;
ent->biketime = level.time + 1.8;
bikegear = 1;
}
else
{
if (bikegear == 1)
{
gi.sound ( ent, CHAN_VOICE, gi.soundindex ("motorcycle/accel2.wav"), 1, ATTN_NORM, 0);
ent->s.sound = 0;
ent->biketime = level.time + 2.4;
}
else if (bikegear == 2)
{
gi.sound ( ent, CHAN_VOICE, gi.soundindex ("motorcycle/accel3.wav"), 1, ATTN_NORM, 0);
ent->s.sound = 0;
ent->biketime = level.time + 2.4;
}
/*
else if (bikegear == 3)
{
gi.sound ( ent, CHAN_VOICE, gi.soundindex ("motorcycle/accel4.wav"), 1, ATTN_NORM, 0);
ent->biketime = level.time + 2.1;
}
*/
else // TODO: high speed rev (looped)
{
// gi.sound ( ent, CHAN_VOICE, gi.soundindex ("motorcycle/running.wav"), 1, ATTN_NORM, 0);
ent->s.sound = gi.soundindex ("motorcycle/running.wav");
ent->biketime = level.time + 9999;
ent->volume = 1.0;
}
/*
bikegear++;
if (bikegear >= 3)
bikegear = 3;
*/
}
}
else
{
ent->s.sound = 0;
gi.sound ( ent, CHAN_VOICE, gi.soundindex ("motorcycle/decel.wav"), 1, ATTN_NORM, 0);
bikegear--;
if (bikegear > 0 && xyspeed > 100)
{
ent->biketime = level.time + 0.7 - (0.2 * bikegear);
bikegear = 0; // only do this short one once
}
else
{
bikegear = 0;
ent->biketime = level.time + 2.4;
}
}
}
}
old_xyspeed = xyspeed;
}
#endif // DEMO
ent->viewheight = pm.viewheight;
ent->waterlevel = pm.waterlevel;
ent->watertype = pm.watertype;
ent->groundentity = pm.groundentity;
if (pm.groundentity)
{
ent->groundentity_linkcount = pm.groundentity->linkcount;
// if standing on an AI, get off
if (pm.groundentity->svflags & SVF_MONSTER)
{
VectorSet( ent->velocity, rand()%400 - 200, rand()%400 - 200, 200 );
if (pm.groundentity->maxs[2] == pm.groundentity->cast_info.standing_max_z)
{ // duck
if (pm.groundentity->cast_info.move_crouch_down)
pm.groundentity->cast_info.currentmove = pm.groundentity->cast_info.move_crouch_down;
pm.groundentity->maxs[2] = DUCKING_MAX_Z;
}
// avoid
pm.groundentity->cast_info.avoid( pm.groundentity, ent, false );
}
}
if (ent->deadflag)
{
client->ps.viewangles[ROLL] = 40;
client->ps.viewangles[PITCH] = -15;
client->ps.viewangles[YAW] = client->killer_yaw;
}
else
{
VectorCopy (pm.viewangles, client->v_angle);
VectorCopy (pm.viewangles, client->ps.viewangles);
}
gi.linkentity (ent);
if (ent->movetype != MOVETYPE_NOCLIP)
G_TouchTriggers (ent);
// touch other objects
for (i=0 ; i<pm.numtouch ; i++)
{
other = pm.touchents[i];
for (j=0 ; j<i ; j++)
if (pm.touchents[j] == other)
break;
if (j != i)
continue; // duplicated
if (!other->touch)
continue;
other->touch (other, ent, NULL, NULL);
}
// JOSEPH 22-JAN-99
// Activate button is pressed
if (((client->latched_buttons|client->buttons) & BUTTON_ACTIVATE))
{
edict_t *trav, *best;
float best_dist=9999, this_dist;
// find the nearest pull-enabled object
trav = best = NULL;
while (trav = findradius( trav, ent->s.origin, 48 ))
{
if (!trav->pullable)
continue;
//if (!infront(ent, trav))
// continue;
//if (!visible(ent, trav))
// continue;
if (((this_dist = VectorDistance(ent->s.origin, trav->s.origin)) > best_dist) && (this_dist > 64))
continue;
best = trav;
best_dist = this_dist;
}
// If we find something to drag
if (best)
{
cplane_t plane;
plane.type = 123;
best->touch (best, ent, &plane, NULL);
// Slow down the player
// JOSEPH 24-MAY-99
ent->velocity[0] /= 8;
ent->velocity[1] /= 8;
// END JOSEPH
}
}
// END JOSEPH
#if !DEMO
car_resume:
#endif
client->oldbuttons = client->buttons;
client->buttons = ucmd->buttons;
client->latched_buttons |= client->buttons & ~client->oldbuttons;
// save light level the player is standing on for
// monster sighting AI
ent->light_level = ucmd->lightlevel;
// fire weapon from final position if needed
if (client->latched_buttons & BUTTON_ATTACK)
{
if (!client->weapon_thunk)
{
client->weapon_thunk = true;
Think_Weapon (ent);
}
}
Think_FlashLight (ent);
// BEGIN: Xatrix/Ridah/Navigator/18-mar-1998
if (!deathmatch->value && nav_dynamic->value && !(ent->flags & (FL_HOVERCAR_GROUND | FL_HOVERCAR | FL_BIKE | FL_CAR)))
{
static float alpha;
// check for nodes
NAV_EvaluateMove( ent );
// optimize routes (flash screen if lots of optimizations
if (NAV_OptimizeRoutes( ent->active_node_data ) > 50)
{
alpha += 0.05;
if (alpha > 1)
alpha = 1;
}
else if (alpha > 0)
{
alpha -= 0.05;
}
if (nav_debug->value)
ent->client->bonus_alpha = alpha;
}
// END: Xatrix/Ridah/Navigator/18-mar-1998
// Ridah, new AI
if (maxclients->value == 1)
{
AI_UpdateCharacterMemories( 16 );
}
// done.
// Ridah, special burn surface code for artists
if ((maxclients->value == 1) && burn_enabled->value)
{
static vec3_t last_endpos;
if (!(client->buttons & BUTTON_ATTACK))
{ // next press must draw, since they've just hit the attack button
last_endpos[0] = -9999;
last_endpos[1] = -9999;
last_endpos[2] = -9999;
}
else if (num_lpbuf >= 0xFFFF)
{
gi.dprintf( "LightPaint buffers are full, you must save to continue painting.\n");
}
else
{
trace_t tr;
vec3_t start, end, fwd;
VectorCopy( ent->s.origin, start );
start[2] += ent->viewheight;
AngleVectors( ent->client->v_angle, fwd, NULL, NULL );
VectorMA( start, 4000, fwd, end );
tr = gi.trace( start, NULL, NULL, end, ent, (MASK_OPAQUE & ~CONTENTS_MONSTER) );
if (tr.fraction < 1 && (VectorDistance( last_endpos, tr.endpos ) > ((float)burn_size->value)*0.5))
{
VectorMA( tr.endpos, 1, tr.plane.normal, last_endpos );
// spawn a burn ent at this location
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_ART_BURN);
gi.WritePosition (last_endpos);
gi.WriteShort( (int)burn_size->value );
gi.WriteByte ( (int) (255.0 * (float)burn_r->value) );
gi.WriteByte ( (int) (255.0 * (float)burn_g->value) );
gi.WriteByte ( (int) (255.0 * (float)burn_b->value) );
gi.WriteByte ( (int) (127.0 * (float)burn_intensity->value) + 127 );
gi.multicast (ent->s.origin, MULTICAST_ALL);
// record this, so we can save them to a file
lpbuf[num_lpbuf] = malloc( LP_SIZE );
memcpy( lpbuf[num_lpbuf], last_endpos, 12 );
*((short *) (lpbuf[num_lpbuf]+12)) = (short) burn_size->value;
*(lpbuf[num_lpbuf]+14) = (unsigned char) (255.0 * (float)burn_r->value);
*(lpbuf[num_lpbuf]+15) = (unsigned char) (255.0 * (float)burn_g->value);
*(lpbuf[num_lpbuf]+16) = (unsigned char) (255.0 * (float)burn_b->value);
*(lpbuf[num_lpbuf]+17) = (unsigned char) ((127.0 * (float)burn_intensity->value) + 127.0);
num_lpbuf++;
}
}
}
for (i = 1; i <= maxclients->value; i++) {
other = g_edicts + i;
if (other->inuse && other->client->chase_target == ent)
UpdateChaseCam(other);
}
}
/*
==============
ClientBeginServerFrame
This will be called once for each server frame, before running
any other entities in the world.
==============
*/
void ClientBeginServerFrame (edict_t *ent)
{
gclient_t *client;
int buttonMask;
if (ent->moveout_ent && ent->moveout_ent->health <= 0)
{
ent->moveout_ent = NULL;
}
if (level.intermissiontime)
return;
// RAFAEL
if (level.cut_scene_time)
return;
if (level.pawn_time)
return;
/*
if (teamplay->value && !ent->client->pers.team && (ent->movetype == MOVETYPE_NOCLIP) && ((int)(level.time*10)%10 == 0))
{
gi.centerprintf( ent, "--------------------------------------------------------\n\nYou are a spectator!\n\nPress the corresponding number\nto join a team.\n\nValid teams are:\n\n%12s - 1\n%12s - 2\n\n--------------------------------------------------------\n", team_names[1], team_names[2] );
}
*/
client = ent->client;
// Ridah, hack, make sure we duplicate the episode flags
ent->episode_flags |= ent->client->pers.episode_flags;
ent->client->pers.episode_flags |= ent->episode_flags;
// run weapon animations if it hasn't been done by a ucmd_t
if (!client->weapon_thunk)
Think_Weapon (ent);
else
client->weapon_thunk = false;
Think_FlashLight (ent);
if (ent->deadflag)
{
// wait for any button just going down
if ( level.time > client->respawn_time)
{
// in deathmatch, only wait for attack button
if (deathmatch->value)
buttonMask = BUTTON_ATTACK;
else
buttonMask = -1;
if ( ( client->latched_buttons & buttonMask ) ||
(deathmatch->value && ((int)dmflags->value & DF_FORCE_RESPAWN) ) )
{
respawn(ent);
client->latched_buttons = 0;
}
}
return;
}
// BEGIN: Xatrix/Ridah/Navigator/16-apr-1998
if (!deathmatch->value && !ent->nav_build_data && nav_dynamic->value)
{
// create the nav_build_data structure, so we can begin dropping nodes
ent->nav_build_data = gi.TagMalloc(sizeof(nav_build_data_t), TAG_LEVEL);
memset(ent->nav_build_data, 0, sizeof(ent->nav_build_data));
ent->nav_build_data->jump_ent = G_Spawn();
VectorCopy(ent->maxs, ent->nav_build_data->jump_ent->maxs );
VectorCopy(ent->mins, ent->nav_build_data->jump_ent->mins );
}
// END: Xatrix/Ridah/Navigator/16-apr-1998
// BEGIN: Xatrix/Ridah/Navigator/23-mar-1998
// show the debug path
{
extern int showpath_on;
extern edict_t *showpath_ent;
if (showpath_on)
{
NAV_Debug_DrawPath(ent, showpath_ent);
}
}
// END: Xatrix/Ridah/Navigator/23-mar-1998
client->latched_buttons = 0;
if (!(ent->flags & FL_JETPACK))
{
ent->client->jetpack_warned = false;
if (ent->client->jetpack_power < 15.0)
ent->client->jetpack_power += 0.05;
}
else
{
ent->client->jetpack_power -= 0.1;
if (ent->client->jetpack_power <= 0.0)
{ // disable the jetpack
gitem_t *jetpack;
jetpack = FindItem("Jet Pack");
jetpack->use( ent, jetpack );
}
else if (!ent->client->jetpack_warned && ent->client->jetpack_power < 5.0)
{
ent->client->jetpack_warned = true;
gi.cprintf( ent, PRINT_HIGH, "SOUND TODO: WARNING: Jet Pack power is LOW\n");
}
}
}