From 6a777afc079c2a8d3af3ecd2145fe8dd50567a39 Mon Sep 17 00:00:00 2001 From: Paweł Redman Date: Wed, 22 Mar 2017 17:56:34 +0100 Subject: Funko sources as released by Rotacak. --- src/game/g_active.c | 1998 +++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1998 insertions(+) create mode 100644 src/game/g_active.c (limited to 'src/game/g_active.c') diff --git a/src/game/g_active.c b/src/game/g_active.c new file mode 100644 index 0000000..e17f4b1 --- /dev/null +++ b/src/game/g_active.c @@ -0,0 +1,1998 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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 Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +#include "g_local.h" + +/* +=============== +G_DamageFeedback + +Called just before a snapshot is sent to the given player. +Totals up all damage and generates both the player_state_t +damage values to that client for pain blends and kicks, and +global pain sound events for all clients. +=============== +*/ +void P_DamageFeedback( gentity_t *player ) +{ + gclient_t *client; + float count; + vec3_t angles; + + client = player->client; + if( client->ps.pm_type == PM_DEAD ) + return; + + // total points of damage shot at the player this frame + count = client->damage_blood + client->damage_armor; + if( count == 0 ) + return; // didn't take any damage + + if( count > 255 ) + count = 255; + + // send the information to the client + + // world damage (falling, slime, etc) uses a special code + // to make the blend blob centered instead of positional + if( client->damage_fromWorld ) + { + client->ps.damagePitch = 255; + client->ps.damageYaw = 255; + + client->damage_fromWorld = qfalse; + } + else + { + vectoangles( client->damage_from, angles ); + client->ps.damagePitch = angles[ PITCH ] / 360.0 * 256; + client->ps.damageYaw = angles[ YAW ] / 360.0 * 256; + } + + // play an apropriate pain sound + if( ( level.time > player->pain_debounce_time ) && !( player->flags & FL_GODMODE ) ) + { + player->pain_debounce_time = level.time + 700; + G_AddEvent( player, EV_PAIN, player->health > 255 ? 255 : player->health ); + client->ps.damageEvent++; + } + + + client->ps.damageCount = count; + + // + // clear totals + // + client->damage_blood = 0; + client->damage_armor = 0; + client->damage_knockback = 0; +} + + + +/* +============= +P_WorldEffects + +Check for lava / slime contents and drowning +============= +*/ +void P_WorldEffects( gentity_t *ent ) +{ + int waterlevel; + + if( ent->client->noclip ) + { + ent->client->airOutTime = level.time + 12000; // don't need air + return; + } + + waterlevel = ent->waterlevel; + + // + // check for drowning + // + if( waterlevel == 3 ) + { + // if out of air, start drowning + if( ent->client->airOutTime < level.time) + { + // drown! + ent->client->airOutTime += 1000; + if( ent->health > 0 ) + { + // take more damage the longer underwater + ent->damage += 2; + if( ent->damage > 15 ) + ent->damage = 15; + + // play a gurp sound instead of a normal pain sound + if( ent->health <= ent->damage ) + G_Sound( ent, CHAN_VOICE, G_SoundIndex( "*drown.wav" ) ); + else if( rand( ) & 1 ) + G_Sound( ent, CHAN_VOICE, G_SoundIndex( "sound/player/gurp1.wav" ) ); + else + G_Sound( ent, CHAN_VOICE, G_SoundIndex( "sound/player/gurp2.wav" ) ); + + // don't play a normal pain sound + ent->pain_debounce_time = level.time + 200; + + G_Damage( ent, NULL, NULL, NULL, NULL, + ent->damage, DAMAGE_NO_ARMOR, MOD_WATER ); + } + } + } + else + { + ent->client->airOutTime = level.time + 12000; + ent->damage = 2; + } + + // + // check for sizzle damage (move to pmove?) + // + if( waterlevel && + ( ent->watertype & ( CONTENTS_LAVA | CONTENTS_SLIME ) ) ) + { + if( ent->health > 0 && + ent->pain_debounce_time <= level.time ) + { + if( ent->watertype & CONTENTS_LAVA ) + { + G_Damage( ent, NULL, NULL, NULL, NULL, + 30 * waterlevel, 0, MOD_LAVA ); + } + + if( ent->watertype & CONTENTS_SLIME ) + { + G_Damage( ent, NULL, NULL, NULL, NULL, + 10 * waterlevel, 0, MOD_SLIME ); + } + } + } +} + + + +/* +=============== +G_SetClientSound +=============== +*/ +void G_SetClientSound( gentity_t *ent ) +{ + if( ent->waterlevel && ( ent->watertype & ( CONTENTS_LAVA | CONTENTS_SLIME ) ) ) + ent->client->ps.loopSound = level.snd_fry; + else + ent->client->ps.loopSound = 0; +} + + + +//============================================================== + +static void G_ClientShove( gentity_t *ent, gentity_t *victim ) +{ + vec3_t dir, push; + int entMass = 200, vicMass = 200; + + // shoving enemies changes gameplay too much + if( !OnSameTeam( ent, victim ) ) + return; + + if ( ( victim->client->ps.weapon >= WP_ABUILD ) && + ( victim->client->ps.weapon <= WP_HBUILD ) && + ( victim->client->ps.stats[ STAT_BUILDABLE ] != BA_NONE ) ) + return; + + // alien mass is directly related to their health points + // human mass is 200, double for bsuit + if( ent->client->pers.teamSelection == PTE_ALIENS ) + { + entMass = BG_FindHealthForClass( ent->client->pers.classSelection ); + } + else if( ent->client->pers.teamSelection == PTE_HUMANS ) + { + if( BG_InventoryContainsUpgrade( UP_BATTLESUIT, ent->client->ps.stats ) ) + entMass *= 2; + } + else + return; + + if( victim->client->pers.teamSelection == PTE_ALIENS ) + { + vicMass = BG_FindHealthForClass( victim->client->pers.classSelection ); + } + else if( BG_InventoryContainsUpgrade( UP_BATTLESUIT, + victim->client->ps.stats ) ) + { + vicMass *= 2; + } + + if( vicMass <= 0 || entMass <= 0 ) + return; + + VectorSubtract( victim->r.currentOrigin, ent->r.currentOrigin, dir ); + VectorNormalizeFast( dir ); + + // don't break the dretch elevator + if( abs( dir[ 2 ] ) > abs( dir[ 0 ] ) && abs( dir[ 2 ] ) > abs( dir[ 1 ] ) ) + return; + + VectorScale( dir, + ( g_shove.value * ( ( float )entMass / ( float )vicMass ) ), push ); + VectorAdd( victim->client->ps.velocity, push, + victim->client->ps.velocity ); + +} + +/* +============== +ClientImpacts +============== +*/ +void ClientImpacts( gentity_t *ent, pmove_t *pm ) +{ + int i, j; + trace_t trace; + gentity_t *other; + + memset( &trace, 0, sizeof( trace ) ); + + for( i = 0; i < pm->numtouch; i++ ) + { + for( j = 0; j < i; j++ ) + { + if( pm->touchents[ j ] == pm->touchents[ i ] ) + break; + } + + if( j != i ) + continue; // duplicated + + other = &g_entities[ pm->touchents[ i ] ]; + + // see G_UnlaggedDetectCollisions(), this is the inverse of that. + // if our movement is blocked by another player's real position, + // don't use the unlagged position for them because they are + // blocking or server-side Pmove() from reaching it + if( other->client && other->client->unlaggedCalc.used ) + other->client->unlaggedCalc.used = qfalse; + + //charge attack + if( ent->client->ps.weapon == WP_ALEVEL4 && + ent->client->ps.stats[ STAT_MISC ] > 0 && + ent->client->charging ) + ChargeAttack( ent, other ); + + //ROTAX if( ent->client && other->client ) + if( ent->client && other->client && ent->client->ps.groundEntityNum != other->client->ps.clientNum ) + G_ClientShove( ent, other ); + + if( !other->touch ) + continue; + + other->touch( other, ent, &trace ); + } +} + +/* +============ +G_TouchTriggers + +Find all trigger entities that ent's current position touches. +Spectators will only interact with teleporters. +============ +*/ +void G_TouchTriggers( gentity_t *ent ) +{ + int i, num; + int touch[MAX_GENTITIES]; + gentity_t *hit; + trace_t trace; + vec3_t mins, maxs; + vec3_t pmins, pmaxs; + static vec3_t range = { 10, 10, 10 }; + + if( !ent->client ) + return; + + // dead clients don't activate triggers! + if( ent->client->ps.stats[ STAT_HEALTH ] <= 0 ) + return; + + BG_FindBBoxForClass( ent->client->ps.stats[ STAT_PCLASS ], + pmins, pmaxs, NULL, NULL, NULL ); + + VectorAdd( ent->client->ps.origin, pmins, mins ); + VectorAdd( ent->client->ps.origin, pmaxs, maxs ); + + VectorSubtract( mins, range, mins ); + VectorAdd( maxs, range, maxs ); + + num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES ); + + // can't use ent->absmin, because that has a one unit pad + VectorAdd( ent->client->ps.origin, ent->r.mins, mins ); + VectorAdd( ent->client->ps.origin, ent->r.maxs, maxs ); + + for( i = 0; i < num; i++ ) + { + hit = &g_entities[ touch[ i ] ]; + + if( !hit->touch && !ent->touch ) + continue; + + if( !( hit->r.contents & CONTENTS_TRIGGER ) ) + continue; + + // ignore most entities if a spectator + if( ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) || + ( ent->client->ps.stats[ STAT_STATE ] & SS_INFESTING ) || + ( ent->client->ps.stats[ STAT_STATE ] & SS_HOVELING ) ) + { + if( hit->s.eType != ET_TELEPORT_TRIGGER && + // this is ugly but adding a new ET_? type will + // most likely cause network incompatibilities + hit->touch != Touch_DoorTrigger ) + { + //check for manually triggered doors + manualTriggerSpectator( hit, ent ); + continue; + } + } + + if( !trap_EntityContact( mins, maxs, hit ) ) + continue; + + memset( &trace, 0, sizeof( trace ) ); + + if( hit->touch ) + hit->touch( hit, ent, &trace ); + } +} + +/* +================= +SpectatorThink +================= +*/ +void SpectatorThink( gentity_t *ent, usercmd_t *ucmd ) +{ + pmove_t pm; + gclient_t *client; + qboolean attack1, attack3; + qboolean doPmove = qtrue; + + client = ent->client; + + client->oldbuttons = client->buttons; + client->buttons = ucmd->buttons; + + attack1 = ( ( client->buttons & BUTTON_ATTACK ) && + !( client->oldbuttons & BUTTON_ATTACK ) ); + attack3 = ( ( client->buttons & BUTTON_USE_HOLDABLE ) && + !( client->oldbuttons & BUTTON_USE_HOLDABLE ) ); + + if( client->sess.spectatorState == SPECTATOR_LOCKED || client->sess.spectatorState == SPECTATOR_FOLLOW ) + client->ps.pm_type = PM_FREEZE; + else + client->ps.pm_type = PM_SPECTATOR; + + if ( client->sess.spectatorState == SPECTATOR_FOLLOW ) + { + gclient_t *cl; + if ( client->sess.spectatorClient >= 0 ) + { + cl = &level.clients[ client->sess.spectatorClient ]; + if ( cl->sess.sessionTeam != TEAM_SPECTATOR || cl->pers.demoClient )//rotax + doPmove = qfalse; + } + } + + if (doPmove) + { + client->ps.speed = BG_FindSpeedForClass( client->ps.stats[ STAT_PCLASS ] ); + + // in case the client entered the queue while following a teammate + if( ( client->pers.teamSelection == PTE_ALIENS && + G_SearchSpawnQueue( &level.alienSpawnQueue, ent-g_entities ) ) || + ( client->pers.teamSelection == PTE_HUMANS && + G_SearchSpawnQueue( &level.alienSpawnQueue, ent-g_entities ) ) ) + { + client->ps.pm_flags |= PMF_QUEUED; + } + + + client->ps.stats[ STAT_STAMINA ] = 0; + client->ps.stats[ STAT_MISC ] = 0; + client->ps.stats[ STAT_BUILDABLE ] = 0; + client->ps.stats[ STAT_PCLASS ] = PCL_NONE; + client->ps.weapon = WP_NONE; + + // set up for pmove + memset( &pm, 0, sizeof( pm ) ); + pm.ps = &client->ps; + pm.cmd = *ucmd; + pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; // spectators can fly through bodies + pm.trace = trap_Trace; + pm.pointcontents = trap_PointContents; + + // perform a pmove + Pmove( &pm ); + + // save results of pmove + VectorCopy( client->ps.origin, ent->s.origin ); + + G_TouchTriggers( ent ); + trap_UnlinkEntity( ent ); + + if( ( attack1 ) && ( client->ps.pm_flags & PMF_QUEUED ) ) + { + if( client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + G_RemoveFromSpawnQueue( &level.alienSpawnQueue, client->ps.clientNum ); + else if( client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + G_RemoveFromSpawnQueue( &level.humanSpawnQueue, client->ps.clientNum ); + + client->pers.classSelection = PCL_NONE; + client->ps.stats[ STAT_PCLASS ] = PCL_NONE; + } + + if( attack1 && client->pers.classSelection == PCL_NONE ) + { + if( client->pers.teamSelection == PTE_NONE ) + G_TriggerMenu( client->ps.clientNum, MN_TEAM ); + else if( client->pers.teamSelection == PTE_ALIENS ) + G_TriggerMenu( client->ps.clientNum, MN_A_CLASS ); + else if( client->pers.teamSelection == PTE_HUMANS ) + G_TriggerMenu( client->ps.clientNum, MN_H_SPAWN ); + } + + //set the queue position for the client side + if( client->ps.pm_flags & PMF_QUEUED ) + { + if( client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + { + client->ps.persistant[ PERS_QUEUEPOS ] = + G_GetPosInSpawnQueue( &level.alienSpawnQueue, client->ps.clientNum ); + } + else if( client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + client->ps.persistant[ PERS_QUEUEPOS ] = + G_GetPosInSpawnQueue( &level.humanSpawnQueue, client->ps.clientNum ); + } + } + } + + else if( attack1 && ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) + { + G_StopFollowing( ent ); + client->pers.classSelection = PCL_NONE; + if( client->pers.teamSelection == PTE_NONE ) + G_TriggerMenu( ent-g_entities, MN_TEAM ); + else if( client->pers.teamSelection == PTE_ALIENS ) + G_TriggerMenu( ent-g_entities, MN_A_CLASS ); + else if( client->pers.teamSelection == PTE_HUMANS ) + G_TriggerMenu( ent-g_entities, MN_H_SPAWN ); + } + + if( attack3 ) + { + G_ToggleFollow( ent ); + } +} + + + +/* +================= +ClientInactivityTimer + +Returns qfalse if the client is dropped +================= +*/ +qboolean ClientInactivityTimer( gclient_t *client ) +{ + if( ! g_inactivity.integer ) + { + // give everyone some time, so if the operator sets g_inactivity during + // gameplay, everyone isn't kicked + client->inactivityTime = level.time + 60 * 1000; + client->inactivityWarning = qfalse; + } + else if( client->pers.cmd.forwardmove || + client->pers.cmd.rightmove || + client->pers.cmd.upmove || + ( client->pers.cmd.buttons & BUTTON_ATTACK ) ) + { + client->inactivityTime = level.time + g_inactivity.integer * 1000; + client->inactivityWarning = qfalse; + } + else if( !client->pers.localClient ) + { + if( level.time > client->inactivityTime ) + { + trap_DropClient( client - level.clients, "Dropped due to inactivity" ); + return qfalse; + } + + if( level.time > client->inactivityTime - 10000 && !client->inactivityWarning ) + { + client->inactivityWarning = qtrue; + trap_SendServerCommand( client - level.clients, "cp \"Ten seconds until inactivity drop!\n\"" ); + } + } + + return qtrue; +} + +/* +================== +ClientTimerActions + +Actions that happen once a second +================== +*/ +void ClientTimerActions( gentity_t *ent, int msec ) +{ + gclient_t *client; + usercmd_t *ucmd; + int aForward, aRight; + + ucmd = &ent->client->pers.cmd; + + aForward = abs( ucmd->forwardmove ); + aRight = abs( ucmd->rightmove ); + + client = ent->client; + client->time100 += msec; + client->time1000 += msec; + client->time10000 += msec; + + while ( client->time100 >= 100 ) + { + client->time100 -= 100; + + //if not trying to run then not trying to sprint + if( aForward <= 64 ) + client->ps.stats[ STAT_STATE ] &= ~SS_SPEEDBOOST; + + if( BG_InventoryContainsUpgrade( UP_JETPACK, client->ps.stats ) && BG_UpgradeIsActive( UP_JETPACK, client->ps.stats ) ) + client->ps.stats[ STAT_STATE ] &= ~SS_SPEEDBOOST; + + if( ( client->ps.stats[ STAT_STATE ] & SS_SPEEDBOOST ) && ucmd->upmove >= 0 ) + { + //subtract stamina + if( BG_InventoryContainsUpgrade( UP_LIGHTARMOUR, client->ps.stats ) ) + client->ps.stats[ STAT_STAMINA ] -= STAMINA_LARMOUR_TAKE; + else + client->ps.stats[ STAT_STAMINA ] -= STAMINA_SPRINT_TAKE; + + if( client->ps.stats[ STAT_STAMINA ] < -MAX_STAMINA ) + client->ps.stats[ STAT_STAMINA ] = -MAX_STAMINA; + } + + if( ( aForward <= 64 && aForward > 5 ) || ( aRight <= 64 && aRight > 5 ) ) + { + //restore stamina + client->ps.stats[ STAT_STAMINA ] += STAMINA_WALK_RESTORE; + + if( client->ps.stats[ STAT_STAMINA ] > MAX_STAMINA ) + client->ps.stats[ STAT_STAMINA ] = MAX_STAMINA; + } + else if( aForward <= 5 && aRight <= 5 ) + { + //restore stamina faster + client->ps.stats[ STAT_STAMINA ] += STAMINA_STOP_RESTORE; + + if( client->ps.stats[ STAT_STAMINA ] > MAX_STAMINA ) + client->ps.stats[ STAT_STAMINA ] = MAX_STAMINA; + } + + //client is charging up for a pounce + if( client->ps.weapon == WP_ALEVEL3 || client->ps.weapon == WP_ALEVEL3_UPG ) + { + int pounceSpeed = 0; + + if( client->ps.weapon == WP_ALEVEL3 ) + pounceSpeed = LEVEL3_POUNCE_SPEED; + else if( client->ps.weapon == WP_ALEVEL3_UPG ) + pounceSpeed = LEVEL3_POUNCE_UPG_SPEED; + + if( client->ps.stats[ STAT_MISC ] < pounceSpeed && ucmd->buttons & BUTTON_ATTACK2 ) + client->ps.stats[ STAT_MISC ] += ( 100.0f / (float)LEVEL3_POUNCE_CHARGE_TIME ) * pounceSpeed; + + if( !( ucmd->buttons & BUTTON_ATTACK2 ) ) + { + if( client->pmext.pouncePayload > 0 ) + client->allowedToPounce = qtrue; + } + + if( client->ps.stats[ STAT_MISC ] > pounceSpeed ) + client->ps.stats[ STAT_MISC ] = pounceSpeed; + } + + //client is charging up for a... charge + if( client->ps.weapon == WP_ALEVEL4 ) + { + if( client->ps.stats[ STAT_MISC ] < LEVEL4_CHARGE_TIME && ucmd->buttons & BUTTON_ATTACK2 && + !client->charging ) + { + client->charging = qfalse; //should already be off, just making sure + client->ps.stats[ STAT_STATE ] &= ~SS_CHARGING; + + if( ucmd->forwardmove > 0 ) + { + //trigger charge sound...is quite annoying + //if( client->ps.stats[ STAT_MISC ] <= 0 ) + // G_AddEvent( ent, EV_LEV4_CHARGE_PREPARE, 0 ); + + client->ps.stats[ STAT_MISC ] += (int)( 100 * (float)LEVEL4_CHARGE_CHARGE_RATIO ); + + if( client->ps.stats[ STAT_MISC ] > LEVEL4_CHARGE_TIME ) + client->ps.stats[ STAT_MISC ] = LEVEL4_CHARGE_TIME; + } + else + client->ps.stats[ STAT_MISC ] = 0; + } + + if( !( ucmd->buttons & BUTTON_ATTACK2 ) || client->charging || + client->ps.stats[ STAT_MISC ] == LEVEL4_CHARGE_TIME ) + { + if( client->ps.stats[ STAT_MISC ] > LEVEL4_MIN_CHARGE_TIME ) + { + client->ps.stats[ STAT_MISC ] -= 100; + + if( client->charging == qfalse ) + G_AddEvent( ent, EV_LEV4_CHARGE_START, 0 ); + + client->charging = qtrue; + client->ps.stats[ STAT_STATE ] |= SS_CHARGING; + + //if the charger has stopped moving take a chunk of charge away + if( VectorLength( client->ps.velocity ) < 64.0f || aRight ) + client->ps.stats[ STAT_MISC ] = client->ps.stats[ STAT_MISC ] / 2; + + //can't charge backwards + if( ucmd->forwardmove < 0 ) + client->ps.stats[ STAT_MISC ] = 0; + } + else + client->ps.stats[ STAT_MISC ] = 0; + + + if( client->ps.stats[ STAT_MISC ] <= 0 ) + { + client->ps.stats[ STAT_MISC ] = 0; + client->charging = qfalse; + client->ps.stats[ STAT_STATE ] &= ~SS_CHARGING; + } + } + } + + //client is charging up an lcannon + if( client->ps.weapon == WP_LUCIFER_CANNON ) + { + int ammo; + + BG_UnpackAmmoArray( WP_LUCIFER_CANNON, client->ps.ammo, client->ps.powerups, &ammo, NULL ); + + if( client->ps.stats[ STAT_MISC ] < LCANNON_TOTAL_CHARGE && ucmd->buttons & BUTTON_ATTACK ) + client->ps.stats[ STAT_MISC ] += ( 100.0f / LCANNON_CHARGE_TIME ) * LCANNON_TOTAL_CHARGE; + + if( client->ps.stats[ STAT_MISC ] > LCANNON_TOTAL_CHARGE ) + client->ps.stats[ STAT_MISC ] = LCANNON_TOTAL_CHARGE; + + if( client->ps.stats[ STAT_MISC ] > ( ammo * LCANNON_TOTAL_CHARGE ) / 10 ) + client->ps.stats[ STAT_MISC ] = ammo * LCANNON_TOTAL_CHARGE / 10; + } + + switch( client->ps.weapon ) + { + case WP_ABUILD: + case WP_ABUILD2: + case WP_HBUILD: + case WP_HBUILD2: + //set validity bit on buildable + if( ( client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) > BA_NONE ) + { + int dist = BG_FindBuildDistForClass( ent->client->ps.stats[ STAT_PCLASS ] ); + vec3_t dummy; + + if( G_CanBuild( ent, client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT, + dist, dummy ) == IBE_NONE ) + client->ps.stats[ STAT_BUILDABLE ] |= SB_VALID_TOGGLEBIT; + else + client->ps.stats[ STAT_BUILDABLE ] &= ~SB_VALID_TOGGLEBIT; + } + + case WP_BLASTER: + //update build timer + if( client->ps.stats[ STAT_MISC ] > 0 ) + client->ps.stats[ STAT_MISC ] -= 100; + + if( client->ps.stats[ STAT_MISC ] < 0 ) + client->ps.stats[ STAT_MISC ] = 0; + break; + + default: + break; + } + + if( client->ps.stats[ STAT_STATE ] & SS_MEDKIT_ACTIVE ) + { + int remainingStartupTime = MEDKIT_STARTUP_TIME - ( level.time - client->lastMedKitTime ); + + if( remainingStartupTime < 0 ) + { + if( ent->health < ent->client->ps.stats[ STAT_MAX_HEALTH ] && + ent->client->medKitHealthToRestore && + ent->client->ps.pm_type != PM_DEAD ) + { + ent->client->medKitHealthToRestore--; + ent->health++; + } + else + ent->client->ps.stats[ STAT_STATE ] &= ~SS_MEDKIT_ACTIVE; + } + else + { + if( ent->health < ent->client->ps.stats[ STAT_MAX_HEALTH ] && + ent->client->medKitHealthToRestore && + ent->client->ps.pm_type != PM_DEAD ) + { + //partial increase + if( level.time > client->medKitIncrementTime ) + { + ent->client->medKitHealthToRestore--; + ent->health++; + + client->medKitIncrementTime = level.time + + ( remainingStartupTime / MEDKIT_STARTUP_SPEED ); + } + } + else + ent->client->ps.stats[ STAT_STATE ] &= ~SS_MEDKIT_ACTIVE; + } + } + } + + while( client->time1000 >= 1000 ) + { + client->time1000 -= 1000; + + //client is poison clouded + if( client->ps.stats[ STAT_STATE ] & SS_POISONCLOUDED ) + { + G_Damage( ent, client->lastPoisonCloudedClient, client->lastPoisonCloudedClient, NULL, NULL, + LEVEL1_PCLOUD_DMG, 0, MOD_LEVEL1_PCLOUD ); + + //ROTAXfun + { + gentity_t *human_poisoned; + human_poisoned = G_TempEntity( client->ps.origin, EV_HUMAN_POISONED ); + human_poisoned->s.clientNum = ent->s.clientNum; + } + } + + //client is poisoned + if( client->ps.stats[ STAT_STATE ] & SS_POISONED ) + { + int damage = ALIEN_POISON_DMG; + + if( BG_InventoryContainsUpgrade( UP_BATTLESUIT, client->ps.stats ) ) + damage -= BSUIT_POISON_PROTECTION; + if( BG_InventoryContainsUpgrade( UP_HELMET, client->ps.stats ) ) + damage -= HELMET_POISON_PROTECTION; + if( BG_InventoryContainsUpgrade( UP_LIGHTARMOUR, client->ps.stats ) ) + damage -= LIGHTARMOUR_POISON_PROTECTION; + + G_Damage( ent, client->lastPoisonClient, client->lastPoisonClient, NULL, + 0, damage, 0, MOD_POISON ); + + //ROTAXfun + { + gentity_t *human_poisoned; + human_poisoned = G_TempEntity( client->ps.origin, EV_HUMAN_POISONED ); + human_poisoned->s.clientNum = ent->s.clientNum; + } + } + + //replenish alien health + if( client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS && + level.surrenderTeam != PTE_ALIENS ) + { + int entityList[ MAX_GENTITIES ]; + vec3_t range = { LEVEL4_REGEN_RANGE, LEVEL4_REGEN_RANGE, LEVEL4_REGEN_RANGE }; + vec3_t mins, maxs; + int i, num; + gentity_t *boostEntity; + float modifier = 1.0f; + + VectorAdd( client->ps.origin, range, maxs ); + VectorSubtract( client->ps.origin, range, mins ); + + num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); + for( i = 0; i < num; i++ ) + { + boostEntity = &g_entities[ entityList[ i ] ]; + + if( boostEntity->client && boostEntity->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS && + boostEntity->client->ps.stats[ STAT_PCLASS ] == PCL_ALIEN_LEVEL4 ) + { + modifier = LEVEL4_REGEN_MOD; + break; + } + else if( boostEntity->s.eType == ET_BUILDABLE && + boostEntity->s.modelindex == BA_A_BOOSTER && + boostEntity->spawned && boostEntity->health > 0 ) + { + modifier = BOOSTER_REGEN_MOD; + break; + } + } + + if( ent->health > 0 && ent->health < client->ps.stats[ STAT_MAX_HEALTH ] && + ( ent->lastDamageTime + ALIEN_REGEN_DAMAGE_TIME ) < level.time ) + ent->health += BG_FindRegenRateForClass( client->ps.stats[ STAT_PCLASS ] ) * modifier; + + if( ent->health > client->ps.stats[ STAT_MAX_HEALTH ] ) + ent->health = client->ps.stats[ STAT_MAX_HEALTH ]; + } + + + if( ent->client->ps.stats[ STAT_HEALTH ] > 0 && ent->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + { + ent->client->pers.statscounters.timealive++; + level.alienStatsCounters.timealive++; + if( G_BuildableRange( ent->client->ps.origin, 900, BA_A_OVERMIND ) ) + { + ent->client->pers.statscounters.timeinbase++; + level.alienStatsCounters.timeinbase++; + } + if( BG_ClassHasAbility( ent->client->ps.stats[ STAT_PCLASS ], SCA_WALLCLIMBER ) ) + { + ent->client->pers.statscounters.dretchbasytime++; + level.alienStatsCounters.dretchbasytime++; + if( ent->client->ps.stats[ STAT_STATE ] & SS_WALLCLIMBING || ent->client->ps.stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING) + { + ent->client->pers.statscounters.jetpackusewallwalkusetime++; + level.alienStatsCounters.jetpackusewallwalkusetime++; + } + } + } + else if( ent->client->ps.stats[ STAT_HEALTH ] > 0 && ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + ent->client->pers.statscounters.timealive++; + level.humanStatsCounters.timealive++; + if( G_BuildableRange( ent->client->ps.origin, 900, BA_H_REACTOR ) ) + { + ent->client->pers.statscounters.timeinbase++; + level.humanStatsCounters.timeinbase++; + } + if( BG_InventoryContainsUpgrade( UP_JETPACK, client->ps.stats ) ) + { + if( client->ps.pm_type == PM_JETPACK ) + { + ent->client->pers.statscounters.jetpackusewallwalkusetime++; + level.humanStatsCounters.jetpackusewallwalkusetime++; + } + } + } + + // turn off life support when a team admits defeat + if( client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS && + level.surrenderTeam == PTE_ALIENS ) + { + G_Damage( ent, NULL, NULL, NULL, NULL, + BG_FindRegenRateForClass( client->ps.stats[ STAT_PCLASS ] ), + DAMAGE_NO_ARMOR, MOD_SUICIDE ); + } + else if( client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS && + level.surrenderTeam == PTE_HUMANS ) + { + G_Damage( ent, NULL, NULL, NULL, NULL, 5, DAMAGE_NO_ARMOR, MOD_SUICIDE ); + } + } + + while( client->time10000 >= 10000 ) + { + client->time10000 -= 10000; + + if( client->ps.weapon == WP_ALEVEL3_UPG ) + { + int ammo, maxAmmo; + + BG_FindAmmoForWeapon( WP_ALEVEL3_UPG, &maxAmmo, NULL ); + BG_UnpackAmmoArray( WP_ALEVEL3_UPG, client->ps.ammo, client->ps.powerups, &ammo, NULL ); + + if( ammo < maxAmmo ) + { + ammo++; + BG_PackAmmoArray( WP_ALEVEL3_UPG, client->ps.ammo, client->ps.powerups, ammo, 0 ); + } + } + } +} + +/* +==================== +ClientIntermissionThink +==================== +*/ +void ClientIntermissionThink( gclient_t *client ) +{ + client->ps.eFlags &= ~EF_TALK; + client->ps.eFlags &= ~EF_FIRING; + client->ps.eFlags &= ~EF_FIRING2; + + // the level will exit when everyone wants to or after timeouts + + // swap and latch button actions + client->oldbuttons = client->buttons; + client->buttons = client->pers.cmd.buttons; + if( client->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) & ( client->oldbuttons ^ client->buttons ) ) + client->readyToExit = 1; +} + + +/* +================ +ClientEvents + +Events will be passed on to the clients for presentation, +but any server game effects are handled here +================ +*/ +void ClientEvents( gentity_t *ent, int oldEventSequence ) +{ + int i; + int event; + gclient_t *client; + int damage; + vec3_t dir; + vec3_t point, mins; + float fallDistance; + pClass_t class; + + client = ent->client; + class = client->ps.stats[ STAT_PCLASS ]; + + if( oldEventSequence < client->ps.eventSequence - MAX_PS_EVENTS ) + oldEventSequence = client->ps.eventSequence - MAX_PS_EVENTS; + + for( i = oldEventSequence; i < client->ps.eventSequence; i++ ) + { + event = client->ps.events[ i & ( MAX_PS_EVENTS - 1 ) ]; + + switch( event ) + { + case EV_FALL_MEDIUM: + case EV_FALL_FAR: + if( ent->s.eType != ET_PLAYER ) + break; // not in the player model + + fallDistance = ( (float)client->ps.stats[ STAT_FALLDIST ] - MIN_FALL_DISTANCE ) / + ( MAX_FALL_DISTANCE - MIN_FALL_DISTANCE ); + + if( fallDistance < 0.0f ) + fallDistance = 0.0f; + else if( fallDistance > 1.0f ) + fallDistance = 1.0f; + + damage = (int)( (float)BG_FindHealthForClass( class ) * + BG_FindFallDamageForClass( class ) * fallDistance ); + + VectorSet( dir, 0, 0, 1 ); + BG_FindBBoxForClass( class, mins, NULL, NULL, NULL, NULL ); + mins[ 0 ] = mins[ 1 ] = 0.0f; + VectorAdd( client->ps.origin, mins, point ); + + ent->pain_debounce_time = level.time + 200; // no normal pain sound + G_Damage( ent, NULL, NULL, dir, point, damage, DAMAGE_NO_LOCDAMAGE, MOD_FALLING ); + break; + + case EV_FIRE_WEAPON: + FireWeapon( ent ); + break; + + case EV_FIRE_WEAPON2: + FireWeapon2( ent ); + break; + + case EV_FIRE_WEAPON3: + FireWeapon3( ent ); + break; + + case EV_NOAMMO: + break; + + default: + break; + } + } +} + + +/* +============== +SendPendingPredictableEvents +============== +*/ +void SendPendingPredictableEvents( playerState_t *ps ) +{ + gentity_t *t; + int event, seq; + int extEvent, number; + + // if there are still events pending + if( ps->entityEventSequence < ps->eventSequence ) + { + // create a temporary entity for this event which is sent to everyone + // except the client who generated the event + seq = ps->entityEventSequence & ( MAX_PS_EVENTS - 1 ); + event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 ); + // set external event to zero before calling BG_PlayerStateToEntityState + extEvent = ps->externalEvent; + ps->externalEvent = 0; + // create temporary entity for event + t = G_TempEntity( ps->origin, event ); + number = t->s.number; + BG_PlayerStateToEntityState( ps, &t->s, qtrue ); + t->s.number = number; + t->s.eType = ET_EVENTS + event; + t->s.eFlags |= EF_PLAYER_EVENT; + t->s.otherEntityNum = ps->clientNum; + // send to everyone except the client who generated the event + t->r.svFlags |= SVF_NOTSINGLECLIENT; + t->r.singleClient = ps->clientNum; + // set back external event + ps->externalEvent = extEvent; + } +} + +/* +============== + G_UnlaggedStore + + Called on every server frame. Stores position data for the client at that + into client->unlaggedHist[] and the time into level.unlaggedTimes[]. + This data is used by G_UnlaggedCalc() +============== +*/ +void G_UnlaggedStore( void ) +{ + int i = 0; + gentity_t *ent; + unlagged_t *save; + + if( !g_unlagged.integer ) + return; + level.unlaggedIndex++; + if( level.unlaggedIndex >= MAX_UNLAGGED_MARKERS ) + level.unlaggedIndex = 0; + + level.unlaggedTimes[ level.unlaggedIndex ] = level.time; + + for( i = 0; i < level.maxclients; i++ ) + { + ent = &g_entities[ i ]; + save = &ent->client->unlaggedHist[ level.unlaggedIndex ]; + save->used = qfalse; + if( !ent->r.linked || !( ent->r.contents & CONTENTS_BODY ) ) + continue; + if( ent->client->pers.connected != CON_CONNECTED ) + continue; + VectorCopy( ent->r.mins, save->mins ); + VectorCopy( ent->r.maxs, save->maxs ); + VectorCopy( ent->s.pos.trBase, save->origin ); + save->used = qtrue; + } +} + +/* +============== + G_UnlaggedClear + + Mark all unlaggedHist[] markers for this client invalid. Useful for + preventing teleporting and death. +============== +*/ +void G_UnlaggedClear( gentity_t *ent ) +{ + int i; + + for( i = 0; i < MAX_UNLAGGED_MARKERS; i++ ) + ent->client->unlaggedHist[ i ].used = qfalse; +} + +/* +============== + G_UnlaggedCalc + + Loops through all active clients and calculates their predicted position + for time then stores it in client->unlaggedCalc +============== +*/ +void G_UnlaggedCalc( int time, gentity_t *rewindEnt ) +{ + int i = 0; + gentity_t *ent; + int startIndex = level.unlaggedIndex; + int stopIndex = -1; + int frameMsec = 0; + float lerp = 0.5f; + + if( !g_unlagged.integer ) + return; + + // clear any calculated values from a previous run + for( i = 0; i < level.maxclients; i++ ) + { + ent = &g_entities[ i ]; + ent->client->unlaggedCalc.used = qfalse; + } + + for( i = 0; i < MAX_UNLAGGED_MARKERS; i++ ) + { + if( level.unlaggedTimes[ startIndex ] <= time ) + break; + stopIndex = startIndex; + if( --startIndex < 0 ) + startIndex = MAX_UNLAGGED_MARKERS - 1; + } + if( i == MAX_UNLAGGED_MARKERS ) + { + // if we searched all markers and the oldest one still isn't old enough + // just use the oldest marker with no lerping + lerp = 0.0f; + } + + // client is on the current frame, no need for unlagged + if( stopIndex == -1 ) + return; + + // lerp between two markers + frameMsec = level.unlaggedTimes[ stopIndex ] - + level.unlaggedTimes[ startIndex ]; + if( frameMsec > 0 ) + { + lerp = ( float )( time - level.unlaggedTimes[ startIndex ] ) + / ( float )frameMsec; + } + + for( i = 0; i < level.maxclients; i++ ) + { + ent = &g_entities[ i ]; + if( ent == rewindEnt ) + continue; + if( !ent->r.linked || !( ent->r.contents & CONTENTS_BODY ) ) + continue; + if( ent->client->pers.connected != CON_CONNECTED ) + continue; + if( !ent->client->unlaggedHist[ startIndex ].used ) + continue; + if( !ent->client->unlaggedHist[ stopIndex ].used ) + continue; + + // between two unlagged markers + VectorLerp( lerp, ent->client->unlaggedHist[ startIndex ].mins, + ent->client->unlaggedHist[ stopIndex ].mins, + ent->client->unlaggedCalc.mins ); + VectorLerp( lerp, ent->client->unlaggedHist[ startIndex ].maxs, + ent->client->unlaggedHist[ stopIndex ].maxs, + ent->client->unlaggedCalc.maxs ); + VectorLerp( lerp, ent->client->unlaggedHist[ startIndex ].origin, + ent->client->unlaggedHist[ stopIndex ].origin, + ent->client->unlaggedCalc.origin ); + + ent->client->unlaggedCalc.used = qtrue; + } +} + +/* +============== + G_UnlaggedOff + + Reverses the changes made to all active clients by G_UnlaggedOn() +============== +*/ +void G_UnlaggedOff( void ) +{ + int i = 0; + gentity_t *ent; + + if( !g_unlagged.integer ) + return; + + for( i = 0; i < level.maxclients; i++ ) + { + ent = &g_entities[ i ]; + if( !ent->client->unlaggedBackup.used ) + continue; + VectorCopy( ent->client->unlaggedBackup.mins, ent->r.mins ); + VectorCopy( ent->client->unlaggedBackup.maxs, ent->r.maxs ); + VectorCopy( ent->client->unlaggedBackup.origin, ent->r.currentOrigin ); + ent->client->unlaggedBackup.used = qfalse; + trap_LinkEntity( ent ); + } +} + +/* +============== + G_UnlaggedOn + + Called after G_UnlaggedCalc() to apply the calculated values to all active + clients. Once finished tracing, G_UnlaggedOff() must be called to restore + the clients' position data + + As an optimization, all clients that have an unlagged position that is + not touchable at "range" from "muzzle" will be ignored. This is required + to prevent a huge amount of trap_LinkEntity() calls per user cmd. +============== +*/ + +void G_UnlaggedOn( gentity_t *attacker, vec3_t muzzle, float range ) +{ + int i = 0; + gentity_t *ent; + unlagged_t *calc; + + if( !g_unlagged.integer ) + return; + + if( !attacker->client->pers.useUnlagged ) + return; + + for( i = 0; i < level.maxclients; i++ ) + { + ent = &g_entities[ i ]; + calc = &ent->client->unlaggedCalc; + + if( !calc->used ) + continue; + if( ent->client->unlaggedBackup.used ) + continue; + if( !ent->r.linked || !( ent->r.contents & CONTENTS_BODY ) ) + continue; + if( VectorCompare( ent->r.currentOrigin, calc->origin ) ) + continue; + if( muzzle ) + { + float r1 = Distance( calc->origin, calc->maxs ); + float r2 = Distance( calc->origin, calc->mins ); + float maxRadius = ( r1 > r2 ) ? r1 : r2; + + if( Distance( muzzle, calc->origin ) > range + maxRadius ) + continue; + } + + // create a backup of the real positions + VectorCopy( ent->r.mins, ent->client->unlaggedBackup.mins ); + VectorCopy( ent->r.maxs, ent->client->unlaggedBackup.maxs ); + VectorCopy( ent->r.currentOrigin, ent->client->unlaggedBackup.origin ); + ent->client->unlaggedBackup.used = qtrue; + + // move the client to the calculated unlagged position + VectorCopy( calc->mins, ent->r.mins ); + VectorCopy( calc->maxs, ent->r.maxs ); + VectorCopy( calc->origin, ent->r.currentOrigin ); + trap_LinkEntity( ent ); + } +} +/* +============== + G_UnlaggedDetectCollisions + + cgame prediction will predict a client's own position all the way up to + the current time, but only updates other player's positions up to the + postition sent in the most recent snapshot. + + This allows player X to essentially "move through" the position of player Y + when player X's cmd is processed with Pmove() on the server. This is because + player Y was clipping player X's Pmove() on his client, but when the same + cmd is processed with Pmove on the server it is not clipped. + + Long story short (too late): don't use unlagged positions for players who + were blocking this player X's client-side Pmove(). This makes the assumption + that if player X's movement was blocked in the client he's going to still + be up against player Y when the Pmove() is run on the server with the + same cmd. + + NOTE: this must be called after Pmove() and G_UnlaggedCalc() +============== +*/ +static void G_UnlaggedDetectCollisions( gentity_t *ent ) +{ + unlagged_t *calc; + trace_t tr; + float r1, r2; + float range; + + if( !g_unlagged.integer ) + return; + if( !ent->client->pers.useUnlagged ) + return; + + calc = &ent->client->unlaggedCalc; + + // if the client isn't moving, this is not necessary + if( VectorCompare( ent->client->oldOrigin, ent->client->ps.origin ) ) + return; + + range = Distance( ent->client->oldOrigin, ent->client->ps.origin ); + + // increase the range by the player's largest possible radius since it's + // the players bounding box that collides, not their origin + r1 = Distance( calc->origin, calc->mins ); + r2 = Distance( calc->origin, calc->maxs ); + range += ( r1 > r2 ) ? r1 : r2; + + G_UnlaggedOn( ent, ent->client->oldOrigin, range ); + + trap_Trace(&tr, ent->client->oldOrigin, ent->r.mins, ent->r.maxs, + ent->client->ps.origin, ent->s.number, MASK_PLAYERSOLID ); + if( tr.entityNum >= 0 && tr.entityNum < MAX_CLIENTS ) + g_entities[ tr.entityNum ].client->unlaggedCalc.used = qfalse; + + G_UnlaggedOff( ); +} + +/* +============== +ClientThink + +This will be called once for each client frame, which will +usually be a couple times for each server frame on fast clients. + +If "g_synchronousClients 1" is set, this will be called exactly +once for each server frame, which makes for smooth demo recording. +============== +*/ +void ClientThink_real( gentity_t *ent ) +{ + gclient_t *client; + pmove_t pm; + int oldEventSequence; + int msec; + usercmd_t *ucmd; + + client = ent->client; + + // don't think if the client is not yet connected (and thus not yet spawned in) + if( client->pers.connected != CON_CONNECTED ) + return; + + // mark the time, so the connection sprite can be removed + ucmd = &ent->client->pers.cmd; + + // sanity check the command time to prevent speedup cheating + if( ucmd->serverTime > level.time + 200 ) + { + ucmd->serverTime = level.time + 200; +// G_Printf("serverTime <<<<<\n" ); + } + + if( ucmd->serverTime < level.time - 1000 ) + { + ucmd->serverTime = level.time - 1000; +// G_Printf("serverTime >>>>>\n" ); + } + + // ucmd->serverTime is a client predicted value, but it works for making a + // replacement for client->ps.ping when in SPECTATOR_FOLLOW + client->pers.ping = level.time - ucmd->serverTime; + + // account for the one frame of delay on client side + client->pers.ping -= level.time - level.previousTime; + + // account for the time that's elapsed since the last ClientEndFrame() + client->pers.ping += trap_Milliseconds( ) - level.frameMsec; + + if( client->pers.ping < 0 ) + client->pers.ping = 0; + + msec = ucmd->serverTime - client->ps.commandTime; + // following others may result in bad times, but we still want + // to check for follow toggles + if( msec < 1 && client->sess.spectatorState != SPECTATOR_FOLLOW ) + return; + + if( msec > 200 ) + msec = 200; + + client->unlaggedTime = ucmd->serverTime; + + if( pmove_msec.integer < 8 ) + trap_Cvar_Set( "pmove_msec", "8" ); + else if( pmove_msec.integer > 33 ) + trap_Cvar_Set( "pmove_msec", "33" ); + + if( pmove_fixed.integer || client->pers.pmoveFixed ) + { + ucmd->serverTime = ( ( ucmd->serverTime + pmove_msec.integer - 1 ) / pmove_msec.integer ) * pmove_msec.integer; + //if (ucmd->serverTime - client->ps.commandTime <= 0) + // return; + } + + // + // check for exiting intermission + // + if( level.intermissiontime ) + { + ClientIntermissionThink( client ); + return; + } + + // spectators don't do much + if( client->sess.sessionTeam == TEAM_SPECTATOR ) + { + if( client->sess.spectatorState == SPECTATOR_SCOREBOARD ) + return; + + SpectatorThink( ent, ucmd ); + return; + } + + G_UpdatePTRConnection( client ); + + // check for inactivity timer, but never drop the local client of a non-dedicated server + if( !ClientInactivityTimer( client ) ) + return; + + // calculate where ent is currently seeing all the other active clients + G_UnlaggedCalc( ent->client->unlaggedTime, ent ); + + if( client->noclip ) + client->ps.pm_type = PM_NOCLIP; + else if( client->ps.stats[ STAT_HEALTH ] <= 0 ) + client->ps.pm_type = PM_DEAD; + else if( client->ps.stats[ STAT_STATE ] & SS_INFESTING || + client->ps.stats[ STAT_STATE ] & SS_HOVELING ) + client->ps.pm_type = PM_FREEZE; + else if( client->ps.stats[ STAT_STATE ] & SS_BLOBLOCKED || + client->ps.stats[ STAT_STATE ] & SS_GRABBED ) + client->ps.pm_type = PM_GRABBED; + else if( BG_InventoryContainsUpgrade( UP_JETPACK, client->ps.stats ) && BG_UpgradeIsActive( UP_JETPACK, client->ps.stats ) ) + client->ps.pm_type = PM_JETPACK; + else + client->ps.pm_type = PM_NORMAL; + + if( client->ps.stats[ STAT_STATE ] & SS_GRABBED && + client->grabExpiryTime < level.time ) + client->ps.stats[ STAT_STATE ] &= ~SS_GRABBED; + + if( client->ps.stats[ STAT_STATE ] & SS_BLOBLOCKED && + client->lastLockTime + LOCKBLOB_LOCKTIME < level.time ) + client->ps.stats[ STAT_STATE ] &= ~SS_BLOBLOCKED; + + if( client->ps.stats[ STAT_STATE ] & SS_SLOWLOCKED && + client->lastSlowTime + ABUILDER_BLOB_TIME < level.time ) + client->ps.stats[ STAT_STATE ] &= ~SS_SLOWLOCKED; + + client->ps.stats[ STAT_BOOSTTIME ] = level.time - client->lastBoostedTime; + + if( client->ps.stats[ STAT_STATE ] & SS_BOOSTED && + client->lastBoostedTime + BOOST_TIME < level.time ) + client->ps.stats[ STAT_STATE ] &= ~SS_BOOSTED; + + if( client->ps.stats[ STAT_STATE ] & SS_POISONCLOUDED && + client->lastPoisonCloudedTime + LEVEL1_PCLOUD_TIME < level.time ) + client->ps.stats[ STAT_STATE ] &= ~SS_POISONCLOUDED; + + if( client->ps.stats[ STAT_STATE ] & SS_POISONED && + client->lastPoisonTime + ALIEN_POISON_TIME < level.time ) + client->ps.stats[ STAT_STATE ] &= ~SS_POISONED; + + client->ps.gravity = g_gravity.value; + + if( BG_InventoryContainsUpgrade( UP_MEDKIT, client->ps.stats ) && + BG_UpgradeIsActive( UP_MEDKIT, client->ps.stats ) ) + { + //if currently using a medkit or have no need for a medkit now + if( client->ps.stats[ STAT_STATE ] & SS_MEDKIT_ACTIVE || + ( client->ps.stats[ STAT_HEALTH ] == client->ps.stats[ STAT_MAX_HEALTH ] && + !( client->ps.stats[ STAT_STATE ] & SS_POISONED ) ) ) + { + BG_DeactivateUpgrade( UP_MEDKIT, client->ps.stats ); + } + else if( client->ps.stats[ STAT_HEALTH ] > 0 ) + { + //remove anti toxin + BG_DeactivateUpgrade( UP_MEDKIT, client->ps.stats ); + BG_RemoveUpgradeFromInventory( UP_MEDKIT, client->ps.stats ); + + client->ps.stats[ STAT_STATE ] &= ~SS_POISONED; + client->poisonImmunityTime = level.time + MEDKIT_POISON_IMMUNITY_TIME; + + client->ps.stats[ STAT_STATE ] |= SS_MEDKIT_ACTIVE; + client->lastMedKitTime = level.time; + client->medKitHealthToRestore = + client->ps.stats[ STAT_MAX_HEALTH ] - client->ps.stats[ STAT_HEALTH ]; + client->medKitIncrementTime = level.time + + ( MEDKIT_STARTUP_TIME / MEDKIT_STARTUP_SPEED ); + + G_AddEvent( ent, EV_MEDKIT_USED, 0 ); + } + } + + if( BG_InventoryContainsUpgrade( UP_GRENADE, client->ps.stats ) && + BG_UpgradeIsActive( UP_GRENADE, client->ps.stats ) ) + { + int lastWeapon = ent->s.weapon; + + //remove grenade + BG_DeactivateUpgrade( UP_GRENADE, client->ps.stats ); + BG_RemoveUpgradeFromInventory( UP_GRENADE, client->ps.stats ); + + //M-M-M-M-MONSTER HACK + ent->s.weapon = WP_GRENADE; + FireWeapon( ent ); + ent->s.weapon = lastWeapon; + } + + //ROTAXfun + if( BG_InventoryContainsUpgrade( UP_MINE, client->ps.stats ) && + BG_UpgradeIsActive( UP_MINE, client->ps.stats ) ) + { + int lastWeapon = ent->s.weapon; + + //remove MINE + BG_DeactivateUpgrade( UP_MINE, client->ps.stats ); + BG_RemoveUpgradeFromInventory( UP_MINE, client->ps.stats ); + + //M-M-M-M-MONSTER HACK + ent->s.weapon = WP_MINE; + FireWeapon( ent ); + ent->s.weapon = lastWeapon; + } + + //ROTAXfun + if( BG_InventoryContainsUpgrade( UP_FLARE, client->ps.stats ) && + BG_UpgradeIsActive( UP_FLARE, client->ps.stats ) ) + { + int lastWeapon = ent->s.weapon; + + //remove FLARE + BG_DeactivateUpgrade( UP_FLARE, client->ps.stats ); + BG_RemoveUpgradeFromInventory( UP_FLARE, client->ps.stats ); + + //M-M-M-M-MONSTER HACK + ent->s.weapon = WP_FLARE; + FireWeapon( ent ); + ent->s.weapon = lastWeapon; + } + + // set speed + client->ps.speed = g_speed.value * BG_FindSpeedForClass( client->ps.stats[ STAT_PCLASS ] ); + + if( client->lastCreepSlowTime + CREEP_TIMEOUT < level.time ) + client->ps.stats[ STAT_STATE ] &= ~SS_CREEPSLOWED; + + //randomly disable the jet pack if damaged + if( BG_InventoryContainsUpgrade( UP_JETPACK, client->ps.stats ) && + BG_UpgradeIsActive( UP_JETPACK, client->ps.stats ) ) + { + if( ent->lastDamageTime + JETPACK_DISABLE_TIME > level.time ) + { + if( random( ) > JETPACK_DISABLE_CHANCE ) + client->ps.pm_type = PM_NORMAL; + } + + //switch jetpack off if no reactor + if( !level.reactorPresent ) + BG_DeactivateUpgrade( UP_JETPACK, client->ps.stats ); + } + + // set up for pmove + oldEventSequence = client->ps.eventSequence; + + memset( &pm, 0, sizeof( pm ) ); + + if( !( ucmd->buttons & BUTTON_TALK ) && !( client->ps.pm_flags & PMF_RESPAWNED ) ) + { + switch( client->ps.weapon ) + { + case WP_ALEVEL0: + if( client->ps.weaponTime <= 0 ) + pm.autoWeaponHit[ client->ps.weapon ] = CheckVenomAttack( ent ); + break; + + case WP_ALEVEL1: + case WP_ALEVEL1_UPG: + CheckGrabAttack( ent ); + break; + + case WP_ALEVEL3: + case WP_ALEVEL3_UPG: + if( client->ps.weaponTime <= 0 ) + pm.autoWeaponHit[ client->ps.weapon ] = CheckPounceAttack( ent ); + break; + + default: + break; + } + } + + if( ent->flags & FL_FORCE_GESTURE ) + { + ent->flags &= ~FL_FORCE_GESTURE; + ent->client->pers.cmd.buttons |= BUTTON_GESTURE; + } + + pm.ps = &client->ps; + pm.pmext = &client->pmext; + pm.cmd = *ucmd; + + if( pm.ps->pm_type == PM_DEAD ) + pm.tracemask = MASK_PLAYERSOLID; // & ~CONTENTS_BODY; + + if( pm.ps->stats[ STAT_STATE ] & SS_INFESTING || + pm.ps->stats[ STAT_STATE ] & SS_HOVELING ) + pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; + else + pm.tracemask = MASK_PLAYERSOLID; + + pm.trace = trap_Trace; + pm.pointcontents = trap_PointContents; + pm.debugLevel = g_debugMove.integer; + pm.noFootsteps = 0; + + pm.pmove_fixed = pmove_fixed.integer | client->pers.pmoveFixed; + pm.pmove_msec = pmove_msec.integer; + + VectorCopy( client->ps.origin, client->oldOrigin ); + + // moved from after Pmove -- potentially the cause of + // future triggering bugs + if( !ent->client->noclip ) + G_TouchTriggers( ent ); + + Pmove( &pm ); + + G_UnlaggedDetectCollisions( ent ); + + // save results of pmove + if( ent->client->ps.eventSequence != oldEventSequence ) + ent->eventTime = level.time; + + if( g_smoothClients.integer ) + BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue ); + else + BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue ); + + SendPendingPredictableEvents( &ent->client->ps ); + + if( !( ent->client->ps.eFlags & EF_FIRING ) ) + client->fireHeld = qfalse; // for grapple + if( !( ent->client->ps.eFlags & EF_FIRING2 ) ) + client->fire2Held = qfalse; + + // use the snapped origin for linking so it matches client predicted versions + VectorCopy( ent->s.pos.trBase, ent->r.currentOrigin ); + + VectorCopy( pm.mins, ent->r.mins ); + VectorCopy( pm.maxs, ent->r.maxs ); + + ent->waterlevel = pm.waterlevel; + ent->watertype = pm.watertype; + + // touch other objects + ClientImpacts( ent, &pm ); + + // execute client events + ClientEvents( ent, oldEventSequence ); + + // link entity now, after any personal teleporters have been used + trap_LinkEntity( ent ); + + // NOTE: now copy the exact origin over otherwise clients can be snapped into solid + VectorCopy( ent->client->ps.origin, ent->r.currentOrigin ); + VectorCopy( ent->client->ps.origin, ent->s.origin ); + + // save results of triggers and client events + if( ent->client->ps.eventSequence != oldEventSequence ) + ent->eventTime = level.time; + + // Don't think anymore if dead + if( client->ps.stats[ STAT_HEALTH ] <= 0 ) + return; + + // swap and latch button actions + client->oldbuttons = client->buttons; + client->buttons = ucmd->buttons; + client->latched_buttons |= client->buttons & ~client->oldbuttons; + + if( ( client->buttons & BUTTON_GETFLAG ) && !( client->oldbuttons & BUTTON_GETFLAG ) && + client->ps.stats[ STAT_HEALTH ] > 0 ) + { + trace_t trace; + vec3_t view, point; + gentity_t *traceEnt; + + if( client->ps.stats[ STAT_STATE ] & SS_HOVELING ) + { + gentity_t *hovel = client->hovel; + + //only let the player out if there is room + if( !AHovel_Blocked( hovel, ent, qtrue ) ) + { + //prevent lerping + client->ps.eFlags ^= EF_TELEPORT_BIT; + client->ps.eFlags &= ~EF_NODRAW; + G_UnlaggedClear( ent ); + + //client leaves hovel + client->ps.stats[ STAT_STATE ] &= ~SS_HOVELING; + + //hovel is empty + G_SetBuildableAnim( hovel, BANIM_ATTACK2, qfalse ); + hovel->active = qfalse; + } + else + { + //exit is blocked + G_TriggerMenu( ent->client->ps.clientNum, MN_A_HOVEL_BLOCKED ); + } + } + else + { +#define USE_OBJECT_RANGE 64 + + int entityList[ MAX_GENTITIES ]; + vec3_t range = { USE_OBJECT_RANGE, USE_OBJECT_RANGE, USE_OBJECT_RANGE }; + vec3_t mins, maxs; + int i, num; + + //TA: look for object infront of player + AngleVectors( client->ps.viewangles, view, NULL, NULL ); + VectorMA( client->ps.origin, USE_OBJECT_RANGE, view, point ); + trap_Trace( &trace, client->ps.origin, NULL, NULL, point, ent->s.number, MASK_SHOT ); + + traceEnt = &g_entities[ trace.entityNum ]; + + if( traceEnt && traceEnt->biteam == client->ps.stats[ STAT_PTEAM ] && traceEnt->use ) + traceEnt->use( traceEnt, ent, ent ); //other and activator are the same in this context + else + { + //no entity in front of player - do a small area search + + VectorAdd( client->ps.origin, range, maxs ); + VectorSubtract( client->ps.origin, range, mins ); + + num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); + for( i = 0; i < num; i++ ) + { + traceEnt = &g_entities[ entityList[ i ] ]; + + if( traceEnt && traceEnt->biteam == client->ps.stats[ STAT_PTEAM ] && traceEnt->use ) + { + traceEnt->use( traceEnt, ent, ent ); //other and activator are the same in this context + break; + } + } + + if( i == num && client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + { + if( BG_UpgradeClassAvailable( &client->ps ) ) + { + //no nearby objects and alien - show class menu + G_TriggerMenu( ent->client->ps.clientNum, MN_A_INFEST ); + } + else + { + //flash frags + G_AddEvent( ent, EV_ALIEN_EVOLVE_FAILED, 0 ); + } + } + } + } + } + + if( level.framenum > client->retriggerArmouryMenu && client->retriggerArmouryMenu ) + { + G_TriggerMenu( client->ps.clientNum, MN_H_ARMOURY ); + + client->retriggerArmouryMenu = 0; + } + + // Give clients some credit periodically + //ROTAXfun if( ent->client->lastKillTime + FREEKILL_PERIOD < level.time ) + if( ent->client->pers.creditsRewardTime + FREEKILL_PERIOD < level.time ) + { + //ROTAXfun if( !g_suddenDeath.integer ) { + if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + G_AddCreditToClient( ent->client, FREEKILL_ALIEN, qtrue ); + if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + G_AddCreditToClient( ent->client, FREEKILL_HUMAN, qtrue ); + //ROTAXfun } + //ROTAXfun ent->client->lastKillTime = level.time; + ent->client->pers.creditsRewardTime = level.time; + } + + // perform once-a-second actions + ClientTimerActions( ent, msec ); + + if( ent->suicideTime > 0 && ent->suicideTime < level.time ) + { + ent->flags &= ~FL_GODMODE; + ent->client->ps.stats[ STAT_HEALTH ] = ent->health = 0; + player_die( ent, ent, ent, 100000, MOD_SUICIDE ); + + ent->suicideTime = 0; + } +} + +/* +================== +ClientThink + +A new command has arrived from the client +================== +*/ +void ClientThink( int clientNum ) +{ + gentity_t *ent; + + ent = g_entities + clientNum; + trap_GetUsercmd( clientNum, &ent->client->pers.cmd ); + + // mark the time we got info, so we can display the + // phone jack if they don't get any for a while + ent->client->lastCmdTime = level.time; + + if( !g_synchronousClients.integer ) + ClientThink_real( ent ); +} + + +void G_RunClient( gentity_t *ent ) +{ + if( !g_synchronousClients.integer ) + return; + + ent->client->pers.cmd.serverTime = level.time; + ClientThink_real( ent ); +} + + +/* +================== +SpectatorClientEndFrame + +================== +*/ +void SpectatorClientEndFrame( gentity_t *ent ) +{ + gclient_t *cl; + int clientNum, flags; + int score, ping; + vec3_t spawn_origin, spawn_angles; + + // if we are doing a chase cam or a remote view, grab the latest info + if( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) + { + clientNum = ent->client->sess.spectatorClient; + + if( clientNum >= 0 ) + { + cl = &level.clients[ clientNum ]; + + if( cl->pers.connected == CON_CONNECTED || cl->pers.demoClient )//rotax + { + + if( cl -> sess.spectatorState != SPECTATOR_FOLLOW ) + { + flags = ( cl->ps.eFlags & ~( EF_VOTED | EF_TEAMVOTED ) ) | + ( ent->client->ps.eFlags & ( EF_VOTED | EF_TEAMVOTED ) ); + score = ent->client->ps.persistant[ PERS_SCORE ]; + ping = ent->client->ps.ping; + ent->client->ps = cl->ps; + ent->client->ps.persistant[ PERS_SCORE ] = score; + ent->client->ps.ping = ping; + ent->client->ps.eFlags = flags; + ent->client->ps.pm_flags |= PMF_FOLLOW; + ent->client->ps.pm_flags &= ~PMF_QUEUED; + } + else //we are stickyspec-spectating someone who is spectating someone else + { + ent->client->ps.clientNum = (g_entities + clientNum)->s.number; + ent->client->ps.commandTime = cl->ps.commandTime; + ent->client->ps.weapon = 0; + ent->client->ps.pm_flags |= PMF_FOLLOW; + ent->client->ps.stats[ STAT_PCLASS ] = PCL_NONE; + + if( cl->pers.teamSelection == PTE_ALIENS ) + G_SelectAlienLockSpawnPoint( spawn_origin, spawn_angles ); + else if( cl->pers.teamSelection == PTE_HUMANS ) + G_SelectHumanLockSpawnPoint( spawn_origin, spawn_angles ); + + G_SetOrigin( ent, spawn_origin ); + VectorCopy( spawn_origin, ent->client->ps.origin ); + G_SetClientViewAngle( ent, spawn_angles ); + } + } + } + } +} + +/* +============== +ClientEndFrame + +Called at the end of each server frame for each connected client +A fast client will have multiple ClientThink for each ClientEdFrame, +while a slow client may have multiple ClientEndFrame between ClientThink. +============== +*/ +void ClientEndFrame( gentity_t *ent ) +{ + clientPersistant_t *pers; + + if( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) + { + SpectatorClientEndFrame( ent ); + return; + } + + pers = &ent->client->pers; + + // save a copy of certain playerState values in case of SPECTATOR_FOLLOW + pers->score = ent->client->ps.persistant[ PERS_SCORE ]; + pers->credit = ent->client->ps.persistant[ PERS_CREDIT ]; + + // + // If the end of unit layout is displayed, don't give + // the player any normal movement attributes + // + if( level.intermissiontime ) + return; + + // burn from lava, etc + P_WorldEffects( ent ); + + // apply all the damage taken this frame + P_DamageFeedback( ent ); + + // add the EF_CONNECTION flag if we haven't gotten commands recently + if( level.time - ent->client->lastCmdTime > 1000 ) + ent->s.eFlags |= EF_CONNECTION; + else + ent->s.eFlags &= ~EF_CONNECTION; + + ent->client->ps.stats[ STAT_HEALTH ] = ent->health; // FIXME: get rid of ent->health... + + // respawn if dead + if( ent->client->ps.stats[ STAT_HEALTH ] <= 0 && level.time >= ent->client->respawnTime ) + respawn( ent ); + + G_SetClientSound( ent ); + + // set the latest infor + if( g_smoothClients.integer ) + BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue ); + else + BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue ); + + SendPendingPredictableEvents( &ent->client->ps ); +} \ No newline at end of file -- cgit