#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 ; iinuse) 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; iclassname = "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; iname_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; ips.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; is.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; is.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; is.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 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; iclassname = 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; js.num_parts; j++) { for (k=0; ks.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 ; is, 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 ; itouch) 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"); } } }