mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2025-03-06 09:31:55 +00:00
1834 lines
36 KiB
C
1834 lines
36 KiB
C
/*
|
|
* Copyright (C) 1997-2001 Id Software, Inc.
|
|
*
|
|
* This program is free software; you can redistribute it and/or modify
|
|
* it under the terms of the GNU General Public License as published by
|
|
* the Free Software Foundation; either version 2 of the License, or (at
|
|
* your option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful, but
|
|
* WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|
*
|
|
* See the GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program; if not, write to the Free Software
|
|
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
|
|
* 02111-1307, USA.
|
|
*
|
|
* =======================================================================
|
|
*
|
|
* Interface between client <-> game and client calculations.
|
|
*
|
|
* =======================================================================
|
|
*/
|
|
|
|
#include "../header/local.h"
|
|
#include "../monster/player.h"
|
|
|
|
void SP_misc_teleporter_dest(edict_t *ent);
|
|
|
|
/*
|
|
* QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
|
|
* The normal starting point for a level.
|
|
*/
|
|
void
|
|
SP_info_player_start(edict_t *self)
|
|
{
|
|
if (!coop->value)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32)
|
|
* potential spawning position for deathmatch games
|
|
*/
|
|
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 32)
|
|
* potential spawning position for coop games
|
|
*/
|
|
|
|
void
|
|
SP_info_player_coop(edict_t *self)
|
|
{
|
|
if (!coop->value)
|
|
{
|
|
G_FreeEdict(self);
|
|
return;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* 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(edict_t *ent)
|
|
{
|
|
}
|
|
|
|
/* ======================================================================= */
|
|
|
|
void
|
|
player_pain(edict_t *self, edict_t *other, float kick, int damage)
|
|
{
|
|
/* 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;
|
|
}
|
|
|
|
info = Info_ValueForKey(ent->client->pers.userinfo, "skin");
|
|
|
|
if ((info[0] == 'f') || (info[0] == 'F'))
|
|
{
|
|
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 = "";
|
|
|
|
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;
|
|
}
|
|
|
|
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 (IsFemale(self))
|
|
{
|
|
message = "tripped on her own grenade";
|
|
}
|
|
else
|
|
{
|
|
message = "tripped on his own grenade";
|
|
}
|
|
|
|
break;
|
|
case MOD_R_SPLASH:
|
|
|
|
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;
|
|
default:
|
|
|
|
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--;
|
|
}
|
|
|
|
self->enemy = NULL;
|
|
return;
|
|
}
|
|
|
|
self->enemy = attacker;
|
|
|
|
if (attacker && attacker->client)
|
|
{
|
|
switch (mod)
|
|
{
|
|
case MOD_BLASTER:
|
|
message = "was blasted by";
|
|
break;
|
|
case MOD_SHOTGUN:
|
|
message = "was gunned down by";
|
|
break;
|
|
case MOD_SSHOTGUN:
|
|
message = "was blown away by";
|
|
message2 = "'s super shotgun";
|
|
break;
|
|
case MOD_MACHINEGUN:
|
|
message = "was machinegunned by";
|
|
break;
|
|
case MOD_CHAINGUN:
|
|
message = "was cut in half by";
|
|
message2 = "'s chaingun";
|
|
break;
|
|
case MOD_GRENADE:
|
|
message = "was popped by";
|
|
message2 = "'s grenade";
|
|
break;
|
|
case MOD_G_SPLASH:
|
|
message = "was shredded by";
|
|
message2 = "'s shrapnel";
|
|
break;
|
|
case MOD_ROCKET:
|
|
message = "ate";
|
|
message2 = "'s rocket";
|
|
break;
|
|
case MOD_R_SPLASH:
|
|
message = "almost dodged";
|
|
message2 = "'s rocket";
|
|
break;
|
|
case MOD_HYPERBLASTER:
|
|
message = "was melted by";
|
|
message2 = "'s hyperblaster";
|
|
break;
|
|
case MOD_RAILGUN:
|
|
message = "was railed by";
|
|
break;
|
|
case MOD_BFG_LASER:
|
|
message = "saw the pretty lights from";
|
|
message2 = "'s BFG";
|
|
break;
|
|
case MOD_BFG_BLAST:
|
|
message = "was disintegrated by";
|
|
message2 = "'s BFG blast";
|
|
break;
|
|
case MOD_BFG_EFFECT:
|
|
message = "couldn't hide from";
|
|
message2 = "'s BFG";
|
|
break;
|
|
case MOD_HANDGRENADE:
|
|
message = "caught";
|
|
message2 = "'s handgrenade";
|
|
break;
|
|
case MOD_HG_SPLASH:
|
|
message = "didn't see";
|
|
message2 = "'s handgrenade";
|
|
break;
|
|
case MOD_HELD_GRENADE:
|
|
message = "feels";
|
|
message2 = "'s pain";
|
|
break;
|
|
case MOD_TELEFRAG:
|
|
message = "tried to invade";
|
|
message2 = "'s personal space";
|
|
break;
|
|
case MOD_GRAPPLE:
|
|
message = "was caught by";
|
|
message2 = "'s grapple";
|
|
break;
|
|
}
|
|
|
|
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--;
|
|
}
|
|
else
|
|
{
|
|
attacker->client->resp.score++;
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
gi.bprintf(PRINT_MEDIUM, "%s died.\n", self->client->pers.netname);
|
|
|
|
if (deathmatch->value)
|
|
{
|
|
self->client->resp.score--;
|
|
}
|
|
}
|
|
|
|
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;
|
|
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));
|
|
}
|
|
|
|
if (item && quad)
|
|
{
|
|
spread = 22.5;
|
|
}
|
|
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;
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
if (dir[0])
|
|
{
|
|
self->client->killer_yaw = 180 / M_PI *atan2(dir[1], dir[0]);
|
|
}
|
|
else
|
|
{
|
|
self->client->killer_yaw = 0;
|
|
|
|
if (dir[1] > 0)
|
|
{
|
|
self->client->killer_yaw = 90;
|
|
}
|
|
else if (dir[1] < 0)
|
|
{
|
|
self->client->killer_yaw = -90;
|
|
}
|
|
}
|
|
|
|
if (self->client->killer_yaw < 0)
|
|
{
|
|
self->client->killer_yaw += 360;
|
|
}
|
|
}
|
|
|
|
void
|
|
player_die(edict_t *self, edict_t *inflictor, edict_t *attacker,
|
|
int damage, vec3_t point)
|
|
{
|
|
int n;
|
|
|
|
VectorClear(self->avelocity);
|
|
|
|
self->takedamage = DAMAGE_YES;
|
|
self->movetype = MOVETYPE_TOSS;
|
|
|
|
self->s.modelindex2 = 0; /* remove linked weapon model */
|
|
self->s.modelindex3 = 0; /* remove linked ctf flag */
|
|
|
|
self->s.angles[0] = 0;
|
|
self->s.angles[2] = 0;
|
|
|
|
self->s.sound = 0;
|
|
self->client->weapon_sound = 0;
|
|
|
|
self->maxs[2] = -8;
|
|
|
|
self->svflags |= SVF_DEADMONSTER;
|
|
|
|
if (!self->deadflag)
|
|
{
|
|
self->client->respawn_time = level.time + 1.0;
|
|
LookAtKiller(self, inflictor, attacker);
|
|
self->client->ps.pmove.pm_type = PM_DEAD;
|
|
ClientObituary(self, inflictor, attacker);
|
|
|
|
/* if at start and same team, clear */
|
|
if (ctf->value && (meansOfDeath == MOD_TELEFRAG) &&
|
|
(self->client->resp.ctf_state < 2) &&
|
|
(self->client->resp.ctf_team == attacker->client->resp.ctf_team))
|
|
{
|
|
attacker->client->resp.score--;
|
|
self->client->resp.ctf_state = 0;
|
|
}
|
|
|
|
CTFFragBonuses(self, inflictor, attacker);
|
|
TossClientWeapon(self);
|
|
CTFPlayerResetGrapple(self);
|
|
CTFDeadDropFlag(self);
|
|
CTFDeadDropTech(self);
|
|
|
|
if (deathmatch->value && !self->client->showscores)
|
|
{
|
|
Cmd_Help_f(self); /* show scores */
|
|
}
|
|
}
|
|
|
|
/* 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;
|
|
|
|
/* clear inventory */
|
|
memset(self->client->pers.inventory, 0, sizeof(self->client->pers.inventory));
|
|
|
|
if (self->health < -40)
|
|
{
|
|
/* gib */
|
|
gi.sound(self, CHAN_BODY, gi.soundindex(
|
|
"misc/udeath.wav"), 1, ATTN_NORM, 0);
|
|
|
|
for (n = 0; n < 4; n++)
|
|
{
|
|
ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2",
|
|
damage, GIB_ORGANIC);
|
|
}
|
|
|
|
ThrowClientHead(self, damage);
|
|
self->client->anim_priority = ANIM_DEATH;
|
|
self->client->anim_end = 0;
|
|
self->takedamage = DAMAGE_NO;
|
|
}
|
|
else
|
|
{
|
|
/* normal death */
|
|
if (!self->deadflag)
|
|
{
|
|
static int i;
|
|
|
|
i = (i + 1) % 3;
|
|
|
|
/* start a death animation */
|
|
self->client->anim_priority = ANIM_DEATH;
|
|
|
|
if (self->client->ps.pmove.pm_flags & PMF_DUCKED)
|
|
{
|
|
self->s.frame = FRAME_crdeath1 - 1;
|
|
self->client->anim_end = FRAME_crdeath5;
|
|
}
|
|
else
|
|
{
|
|
switch (i)
|
|
{
|
|
case 0:
|
|
self->s.frame = FRAME_death101 - 1;
|
|
self->client->anim_end = FRAME_death106;
|
|
break;
|
|
case 1:
|
|
self->s.frame = FRAME_death201 - 1;
|
|
self->client->anim_end = FRAME_death206;
|
|
break;
|
|
case 2:
|
|
self->s.frame = FRAME_death301 - 1;
|
|
self->client->anim_end = FRAME_death308;
|
|
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);
|
|
}
|
|
|
|
/* ======================================================================= */
|
|
|
|
/*
|
|
* This is only called when the game
|
|
* first initializes in single player,
|
|
* but is called after each death and
|
|
* level change in deathmatch
|
|
*/
|
|
void
|
|
InitClientPersistant(gclient_t *client)
|
|
{
|
|
gitem_t *item;
|
|
|
|
memset(&client->pers, 0, sizeof(client->pers));
|
|
|
|
item = FindItem("Blaster");
|
|
client->pers.selected_item = ITEM_INDEX(item);
|
|
client->pers.inventory[client->pers.selected_item] = 1;
|
|
|
|
client->pers.weapon = item;
|
|
client->pers.lastweapon = item;
|
|
|
|
item = FindItem("Grapple");
|
|
client->pers.inventory[ITEM_INDEX(item)] = 1;
|
|
|
|
client->pers.health = 100;
|
|
client->pers.max_health = 100;
|
|
|
|
client->pers.max_bullets = 200;
|
|
client->pers.max_shells = 100;
|
|
client->pers.max_rockets = 50;
|
|
client->pers.max_grenades = 50;
|
|
client->pers.max_cells = 200;
|
|
client->pers.max_slugs = 50;
|
|
|
|
client->pers.connected = true;
|
|
}
|
|
|
|
void
|
|
InitClientResp(gclient_t *client)
|
|
{
|
|
int ctf_team = client->resp.ctf_team;
|
|
qboolean id_state = client->resp.id_state;
|
|
|
|
memset(&client->resp, 0, sizeof(client->resp));
|
|
|
|
client->resp.ctf_team = ctf_team;
|
|
client->resp.id_state = id_state;
|
|
|
|
client->resp.enterframe = level.framenum;
|
|
client->resp.coop_respawn = client->pers;
|
|
|
|
if (ctf->value && (client->resp.ctf_team < CTF_TEAM1))
|
|
{
|
|
CTFAssignTeam(client);
|
|
}
|
|
}
|
|
|
|
/*
|
|
* 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 */
|
|
|
|
/*
|
|
* 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 = 9999999;
|
|
|
|
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;
|
|
}
|
|
|
|
/*
|
|
* go to a random point, but NOT the two
|
|
* points closest to other players
|
|
*/
|
|
edict_t *
|
|
SelectRandomDeathmatchSpawnPoint(void)
|
|
{
|
|
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;
|
|
}
|
|
|
|
edict_t *
|
|
SelectFarthestDeathmatchSpawnPoint(void)
|
|
{
|
|
edict_t *bestspot;
|
|
float bestdistance, bestplayerdistance;
|
|
edict_t *spot;
|
|
|
|
spot = NULL;
|
|
bestspot = NULL;
|
|
bestdistance = 0;
|
|
|
|
while ((spot = G_Find(spot, FOFS(classname),
|
|
"info_player_deathmatch")) != NULL)
|
|
{
|
|
bestplayerdistance = PlayersRangeFromSpot(spot);
|
|
|
|
if (bestplayerdistance > bestdistance)
|
|
{
|
|
bestspot = spot;
|
|
bestdistance = bestplayerdistance;
|
|
}
|
|
}
|
|
|
|
if (bestspot)
|
|
{
|
|
return bestspot;
|
|
}
|
|
|
|
/* 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(void)
|
|
{
|
|
if ((int)(dmflags->value) & DF_SPAWN_FARTHEST)
|
|
{
|
|
return SelectFarthestDeathmatchSpawnPoint();
|
|
}
|
|
else
|
|
{
|
|
return SelectRandomDeathmatchSpawnPoint();
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
/*
|
|
* 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)
|
|
{
|
|
if (ctf->value)
|
|
{
|
|
spot = SelectCTFSpawnPoint(ent);
|
|
}
|
|
else
|
|
{
|
|
spot = SelectDeathmatchSpawnPoint();
|
|
}
|
|
}
|
|
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 n;
|
|
|
|
if (self->health < -40)
|
|
{
|
|
gi.sound(self, CHAN_BODY, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);
|
|
|
|
for (n = 0; n < 4; n++)
|
|
{
|
|
ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2",
|
|
damage, GIB_ORGANIC);
|
|
}
|
|
|
|
self->s.origin[2] -= 48;
|
|
ThrowClientHead(self, damage);
|
|
self->takedamage = DAMAGE_NO;
|
|
}
|
|
}
|
|
|
|
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;
|
|
|
|
gi.unlinkentity(ent);
|
|
|
|
gi.unlinkentity(body);
|
|
body->s = ent->s;
|
|
body->s.number = body - g_edicts;
|
|
|
|
body->svflags = ent->svflags;
|
|
VectorCopy(ent->mins, body->mins);
|
|
VectorCopy(ent->maxs, body->maxs);
|
|
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->die = body_die;
|
|
body->takedamage = DAMAGE_YES;
|
|
|
|
gi.linkentity(body);
|
|
}
|
|
|
|
void
|
|
respawn(edict_t *self)
|
|
{
|
|
if (deathmatch->value || coop->value)
|
|
{
|
|
if (self->movetype != MOVETYPE_NOCLIP)
|
|
{
|
|
CopyToBodyQue(self);
|
|
}
|
|
|
|
self->svflags &= ~SVF_NOCLIENT;
|
|
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");
|
|
}
|
|
|
|
/* ============================================================== */
|
|
|
|
/*
|
|
* 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, 32};
|
|
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 < MAX_ITEMS; n++)
|
|
{
|
|
if (itemlist[n].flags & IT_KEY)
|
|
{
|
|
resp.coop_respawn.inventory[n] = client->pers.inventory[n];
|
|
}
|
|
}
|
|
|
|
client->pers = resp.coop_respawn;
|
|
ClientUserinfoChanged(ent, userinfo);
|
|
|
|
if (resp.score > client->pers.score)
|
|
{
|
|
client->pers.score = resp.score;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
memset(&resp, 0, sizeof(resp));
|
|
}
|
|
|
|
/* 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;
|
|
ent->viewheight = 22;
|
|
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;
|
|
|
|
VectorCopy(mins, ent->mins);
|
|
VectorCopy(maxs, ent->maxs);
|
|
VectorClear(ent->velocity);
|
|
|
|
/* 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;
|
|
client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION;
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
client->ps.gunindex = gi.modelindex(client->pers.weapon->view_model);
|
|
|
|
/* 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.skinnum = ent - g_edicts - 1;
|
|
|
|
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);
|
|
|
|
/* 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 (CTFStartClient(ent))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!KillBox(ent))
|
|
{
|
|
/* could't spawn in? */
|
|
}
|
|
|
|
gi.linkentity(ent);
|
|
|
|
/* force the current weapon up */
|
|
client->newweapon = client->pers.weapon;
|
|
ChangeWeapon(ent);
|
|
}
|
|
|
|
/*
|
|
* A client has just connected to
|
|
* the server in deathmatch mode,
|
|
* so clear everything out before
|
|
* starting them.
|
|
*/
|
|
void
|
|
ClientBeginDeathmatch(edict_t *ent)
|
|
{
|
|
G_InitEdict(ent);
|
|
|
|
InitClientResp(ent->client);
|
|
|
|
/* locate ent at a spawn point */
|
|
PutClientInServer(ent);
|
|
|
|
if (level.intermissiontime)
|
|
{
|
|
MoveClientToIntermission(ent);
|
|
}
|
|
else
|
|
{
|
|
/* send effect */
|
|
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);
|
|
|
|
/* make sure all view stuff is valid */
|
|
ClientEndServerFrame(ent);
|
|
}
|
|
|
|
/*
|
|
* called when a client has finished connecting, and is ready
|
|
* to be placed into the game. This will happen every level load.
|
|
*/
|
|
void
|
|
ClientBegin(edict_t *ent)
|
|
{
|
|
int i;
|
|
|
|
ent->client = game.clients + (ent - g_edicts - 1);
|
|
|
|
if (deathmatch->value)
|
|
{
|
|
ClientBeginDeathmatch(ent);
|
|
return;
|
|
}
|
|
|
|
/* 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
|
|
{
|
|
/* 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);
|
|
}
|
|
}
|
|
|
|
/* make sure all view stuff is valid */
|
|
ClientEndServerFrame(ent);
|
|
}
|
|
|
|
/*
|
|
* 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;
|
|
int playernum;
|
|
|
|
/* check for malformed or illegal info strings */
|
|
if (!Info_Validate(userinfo))
|
|
{
|
|
strcpy(userinfo, "\\name\\badinfo\\skin\\male/grunt");
|
|
}
|
|
|
|
/* set name */
|
|
s = Info_ValueForKey(userinfo, "name");
|
|
strncpy(ent->client->pers.netname, s, sizeof(ent->client->pers.netname) - 1);
|
|
|
|
/* set skin */
|
|
s = Info_ValueForKey(userinfo, "skin");
|
|
|
|
playernum = ent - g_edicts - 1;
|
|
|
|
/* combine name and skin into a configstring */
|
|
if (ctf->value)
|
|
{
|
|
CTFAssignSkin(ent, s);
|
|
}
|
|
else
|
|
{
|
|
gi.configstring(CS_PLAYERSKINS + playernum,
|
|
va("%s\\%s", ent->client->pers.netname, s));
|
|
}
|
|
|
|
/* set player name field (used in id_state view) */
|
|
gi.configstring(CS_GENERAL + playernum, ent->client->pers.netname);
|
|
|
|
/* 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;
|
|
}
|
|
}
|
|
|
|
/* handedness */
|
|
s = Info_ValueForKey(userinfo, "hand");
|
|
|
|
if (strlen(s))
|
|
{
|
|
ent->client->pers.hand = atoi(s);
|
|
}
|
|
|
|
/* save off the userinfo in case we want to check something later */
|
|
strncpy(ent->client->pers.userinfo, userinfo,
|
|
sizeof(ent->client->pers.userinfo) - 1);
|
|
}
|
|
|
|
/*
|
|
* 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))
|
|
{
|
|
Info_SetValueForKey(userinfo, "rejmsg", "Banned.");
|
|
return false;
|
|
}
|
|
|
|
/* check for a password */
|
|
value = Info_ValueForKey(userinfo, "password");
|
|
|
|
if (*password->string && strcmp(password->string, "none") &&
|
|
strcmp(password->string, value))
|
|
{
|
|
Info_SetValueForKey(userinfo, "rejmsg",
|
|
"Password required or incorrect.");
|
|
return false;
|
|
}
|
|
|
|
/* 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 */
|
|
ent->client->resp.ctf_team = -1;
|
|
ent->client->resp.id_state = true;
|
|
|
|
InitClientResp(ent->client);
|
|
|
|
if (!game.autosaved || !ent->client->pers.weapon)
|
|
{
|
|
InitClientPersistant(ent->client);
|
|
}
|
|
}
|
|
|
|
ClientUserinfoChanged(ent, userinfo);
|
|
|
|
if (game.maxclients > 1)
|
|
{
|
|
gi.dprintf("%s connected\n", ent->client->pers.netname);
|
|
}
|
|
|
|
ent->client->pers.connected = true;
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
* Called when a player drops from the server.
|
|
* Will not be called between levels.
|
|
*/
|
|
void
|
|
ClientDisconnect(edict_t *ent)
|
|
{
|
|
int playernum;
|
|
|
|
if (!ent->client)
|
|
{
|
|
return;
|
|
}
|
|
|
|
gi.bprintf(PRINT_HIGH, "%s disconnected\n", ent->client->pers.netname);
|
|
|
|
CTFDeadDropFlag(ent);
|
|
CTFDeadDropTech(ent);
|
|
|
|
/* 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->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)
|
|
{
|
|
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);
|
|
}
|
|
|
|
/*
|
|
* 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;
|
|
|
|
level.current_entity = ent;
|
|
client = ent->client;
|
|
|
|
if (level.intermissiontime)
|
|
{
|
|
client->ps.pmove.pm_type = PM_FREEZE;
|
|
|
|
/* can exit intermission after five seconds */
|
|
if ((level.time > level.intermissiontime + 5.0) &&
|
|
(ucmd->buttons & BUTTON_ANY))
|
|
{
|
|
level.exitintermission = true;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
pm_passent = ent;
|
|
|
|
if (ent->client->chase_target)
|
|
{
|
|
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]);
|
|
return;
|
|
}
|
|
|
|
/* set up for pmove */
|
|
memset(&pm, 0, sizeof(pm));
|
|
|
|
if (ent->movetype == MOVETYPE_NOCLIP)
|
|
{
|
|
client->ps.pmove.pm_type = PM_SPECTATOR;
|
|
}
|
|
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
|
|
{
|
|
client->ps.pmove.pm_type = PM_NORMAL;
|
|
}
|
|
|
|
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;
|
|
/* save to an int first, in case the short overflows
|
|
* so we get defined behavior (at least with -fwrapv) */
|
|
int tmpVel = ent->velocity[i] * 8;
|
|
pm.s.velocity[i] = tmpVel;
|
|
}
|
|
|
|
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;
|
|
|
|
/* perform a pmove */
|
|
gi.Pmove(&pm);
|
|
|
|
/* save results of pmove */
|
|
client->ps.pmove = pm.s;
|
|
client->old_pmove = pm.s;
|
|
|
|
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]);
|
|
|
|
if (ent->groundentity && !pm.groundentity && (pm.cmd.upmove >= 10) &&
|
|
(pm.waterlevel == 0))
|
|
{
|
|
gi.sound(ent, CHAN_VOICE, gi.soundindex("*jump1.wav"), 1, ATTN_NORM, 0);
|
|
PlayerNoise(ent, ent->s.origin, PNOISE_SELF);
|
|
}
|
|
|
|
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 (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);
|
|
}
|
|
|
|
if (client->ctf_grapple)
|
|
{
|
|
CTFGrapplePull(client->ctf_grapple);
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
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
|
|
&& (ent->movetype != MOVETYPE_NOCLIP))
|
|
{
|
|
if (!client->weapon_thunk)
|
|
{
|
|
client->weapon_thunk = true;
|
|
Think_Weapon(ent);
|
|
}
|
|
}
|
|
|
|
/* regen tech */
|
|
CTFApplyRegeneration(ent);
|
|
|
|
for (i = 1; i <= maxclients->value; i++)
|
|
{
|
|
other = g_edicts + i;
|
|
|
|
if (other->inuse && (other->client->chase_target == ent))
|
|
{
|
|
UpdateChaseCam(other);
|
|
}
|
|
}
|
|
|
|
if (client->menudirty && (client->menutime <= level.time))
|
|
{
|
|
PMenu_Do_Update(ent);
|
|
gi.unicast(ent, true);
|
|
client->menutime = level.time;
|
|
client->menudirty = false;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* 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 (level.intermissiontime)
|
|
{
|
|
return;
|
|
}
|
|
|
|
client = ent->client;
|
|
|
|
/* run weapon animations if it hasn't been done by a ucmd_t */
|
|
if (!client->weapon_thunk
|
|
&& (ent->movetype != MOVETYPE_NOCLIP))
|
|
{
|
|
Think_Weapon(ent);
|
|
}
|
|
else
|
|
{
|
|
client->weapon_thunk = false;
|
|
}
|
|
|
|
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)) ||
|
|
CTFMatchOn())
|
|
{
|
|
respawn(ent);
|
|
client->latched_buttons = 0;
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
/* add player trail so monsters can follow */
|
|
if (!deathmatch->value)
|
|
{
|
|
if (!visible(ent, PlayerTrail_LastSpot()))
|
|
{
|
|
PlayerTrail_Add(ent->s.old_origin);
|
|
}
|
|
}
|
|
|
|
client->latched_buttons = 0;
|
|
}
|
|
|