diff options
author | Tim Angus <tim@ngus.net> | 2001-01-03 18:26:58 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2001-01-03 18:26:58 +0000 |
commit | 5d27565dc8162000b75e41bf315f18b3e8015ac7 (patch) | |
tree | 5a30f46118e6baa4703045a9c2d3f02f144fcd8b /src/game/g_active.c | |
parent | 25e294467350aef8726c235cc908aba5aa4d091f (diff) |
1.27 import
Diffstat (limited to 'src/game/g_active.c')
-rw-r--r-- | src/game/g_active.c | 1059 |
1 files changed, 1059 insertions, 0 deletions
diff --git a/src/game/g_active.c b/src/game/g_active.c new file mode 100644 index 00000000..d8519184 --- /dev/null +++ b/src/game/g_active.c @@ -0,0 +1,1059 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * 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, 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. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#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 ); + 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 ) { + qboolean envirosuit; + int waterlevel; + + if ( ent->client->noclip ) { + ent->client->airOutTime = level.time + 12000; // don't need air + return; + } + + waterlevel = ent->waterlevel; + + envirosuit = /*ent->client->ps.powerups[PW_BATTLESUIT]*/ 0 > level.time; + + // + // check for drowning + // + if ( waterlevel == 3 ) { + // envirosuit give air + if ( envirosuit ) { + ent->client->airOutTime = level.time + 10000; + } + + // 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 ( envirosuit ) { + G_AddEvent( ent, EV_POWERUP_BATTLESUIT, 0 ); + } else { + 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; + } +} + + + +//============================================================== + +/* +============== +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] ]; + + if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) ) { + ent->touch( ent, other, &trace ); + } + + 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; + static vec3_t range = { 40, 40, 52 }; + + if ( !ent->client ) { + return; + } + + // dead clients don't activate triggers! + if ( ent->client->ps.stats[STAT_HEALTH] <= 0 ) { + return; + } + + VectorSubtract( ent->client->ps.origin, range, mins ); + VectorAdd( ent->client->ps.origin, 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 ) { + 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) { + continue; + } + } + + // use seperate code for determining if an item is picked up + // so you don't have to actually contact its bounding box + if ( hit->s.eType == ET_ITEM || hit->s.eType == ET_BUILDABLE ) { + if ( !BG_PlayerTouchesItem( &ent->client->ps, &hit->s, level.time ) ) { + continue; + } + } else { + if ( !trap_EntityContact( mins, maxs, hit ) ) { + continue; + } + } + + memset( &trace, 0, sizeof(trace) ); + + if ( hit->touch ) { + hit->touch (hit, ent, &trace); + } + + if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) ) { + ent->touch( ent, hit, &trace ); + } + } + + // if we didn't touch a jump pad this pmove frame + if ( ent->client->ps.jumppad_frame != ent->client->ps.pmove_framecount ) { + ent->client->ps.jumppad_frame = 0; + ent->client->ps.jumppad_ent = 0; + } +} + +/* +================= +SpectatorThink +================= +*/ +void SpectatorThink( gentity_t *ent, usercmd_t *ucmd ) { + pmove_t pm; + gclient_t *client; + + client = ent->client; + + if ( client->sess.spectatorState != SPECTATOR_FOLLOW ) { + + if( client->sess.spectatorState == SPECTATOR_LOCKED ) + client->ps.pm_type = PM_FREEZE; + else + client->ps.pm_type = PM_SPECTATOR; + + client->ps.speed = 400; // faster than normal + + // 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 ); + } + + client->oldbuttons = client->buttons; + client->buttons = ucmd->buttons; + + if ( ( client->buttons & BUTTON_ATTACK ) && !( client->oldbuttons & BUTTON_ATTACK ) ) + { + if( client->pers.pteam == PTE_NONE ) + { + G_AddPredictableEvent( ent, EV_MENU, MN_TEAM ); + } + else if( client->pers.pteam == PTE_DROIDS ) + { + G_AddPredictableEvent( ent, EV_MENU, MN_DROID ); + } + else if( client->pers.pteam == PTE_HUMANS ) + { + G_AddPredictableEvent( ent, EV_MENU, MN_HUMAN ); + } + } + + // attack button cycles through spectators + //TA: messes with the menus + /*if ( ( client->buttons & BUTTON_ATTACK ) && + !( client->oldbuttons & BUTTON_ATTACK ) && + ( client->sess.spectatorState != SPECTATOR_LOCKED ) ) + Cmd_FollowCycle_f( ent, 1 );*/ +} + + + +/* +================= +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; + + client = ent->client; + client->timeResidual += msec; + + while ( client->timeResidual >= 1000 ) { + client->timeResidual -= 1000; + + // regenerate + /*if ( client->ps.powerups[PW_REGEN] ) + { + if ( ent->health < client->ps.stats[STAT_MAX_HEALTH]) + { + ent->health += 15; + if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] * 1.1 ) + { + ent->health = client->ps.stats[STAT_MAX_HEALTH] * 1.1; + } + G_AddEvent( ent, EV_POWERUP_REGEN, 0 ); + } + else if ( ent->health < client->ps.stats[STAT_MAX_HEALTH] * 2) + { + ent->health += 5; + if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] * 2 ) + { + ent->health = client->ps.stats[STAT_MAX_HEALTH] * 2; + } + G_AddEvent( ent, EV_POWERUP_REGEN, 0 ); + } + } + else + { + // count down health when over max + if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] ) + { + //TA: dont count health and armo(u)r down + //ent->health--; + } + }*/ + + // count down armor when over max + if ( client->ps.stats[STAT_ARMOR] > client->ps.stats[STAT_MAX_HEALTH] ) { + //client->ps.stats[STAT_ARMOR]--; + } + + } +} + +/* +==================== +ClientIntermissionThink +==================== +*/ +void ClientIntermissionThink( gclient_t *client ) { + client->ps.eFlags &= ~EF_TALK; + client->ps.eFlags &= ~EF_FIRING; + + // 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, j; + int event; + gclient_t *client; + int damage; + vec3_t dir; + vec3_t origin, angles; +// qboolean fired; + gitem_t *item; + gentity_t *drop; + + client = ent->client; + + 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 + } + if ( g_dmflags.integer & DF_NO_FALLING ) { + break; + } + if ( event == EV_FALL_FAR ) { + damage = 10; + } else { + damage = 5; + } + VectorSet (dir, 0, 0, 1); + ent->pain_debounce_time = level.time + 200; // no normal pain sound + G_Damage (ent, NULL, NULL, NULL, NULL, damage, 0, MOD_FALLING); + break; + + case EV_FIRE_WEAPON: + FireWeapon( ent ); + break; + + case EV_USE_ITEM1: // teleporter + // drop flags in CTF + item = NULL; + j = 0; + + /*if ( ent->client->ps.powerups[ PW_REDFLAG ] ) { + item = BG_FindItemForPowerup( PW_REDFLAG ); + i = PW_REDFLAG; + } else if ( ent->client->ps.powerups[ PW_BLUEFLAG ] ) { + item = BG_FindItemForPowerup( PW_BLUEFLAG ); + i = PW_BLUEFLAG; + }*/ + + if ( item ) { + drop = Drop_Item( ent, item, 0 ); + // decide how many seconds it has left + drop->count = ( ent->client->ps.powerups[ j ] - level.time ) / 1000; + if ( drop->count < 1 ) { + drop->count = 1; + } + + ent->client->ps.powerups[ j ] = 0; + } + + SelectSpawnPoint( ent->client->ps.origin, origin, angles ); + TeleportPlayer( ent, origin, angles ); + break; + + case EV_USE_ITEM2: // medkit + ent->health = ent->client->ps.stats[STAT_MAX_HEALTH]; + break; + + default: + break; + } + } + +} + +/* +============== +StuckInOtherClient +============== +*/ +static int StuckInOtherClient(gentity_t *ent) { + int i; + gentity_t *ent2; + + ent2 = &g_entities[0]; + for ( i = 0; i < MAX_CLIENTS; i++, ent2++ ) { + if ( ent2 == ent ) { + continue; + } + if ( !ent2->inuse ) { + continue; + } + if ( !ent2->client ) { + continue; + } + if ( ent2->health <= 0 ) { + continue; + } + // + if (ent2->r.absmin[0] > ent->r.absmax[0]) + continue; + if (ent2->r.absmin[1] > ent->r.absmax[1]) + continue; + if (ent2->r.absmin[2] > ent->r.absmax[2]) + continue; + if (ent2->r.absmax[0] < ent->r.absmin[0]) + continue; + if (ent2->r.absmax[1] < ent->r.absmin[1]) + continue; + if (ent2->r.absmax[2] < ent->r.absmin[2]) + continue; + return qtrue; + } + return qfalse; +} + +//TA: rip bots +//void BotTestSolid(vec3_t origin); + +/* +============== +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; + float speed; + + //TA: torch + gentity_t *light; + + //TA: creep variables + gentity_t *creepNode; + vec3_t temp_v; + int i; + qboolean cSlowed = qfalse; + + //Com_Printf( "%d\n", G_LuminanceAtPoint( ent->s.origin ) ); + + 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" ); + } + + 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; + } + + 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; + } + + // check for inactivity timer, but never drop the local client of a non-dedicated server + if ( !ClientInactivityTimer( client ) ) { + return; + } + + // clear the rewards if time + if ( level.time > client->rewardTime ) { + client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET ); + } + + if ( client->noclip ) { + client->ps.pm_type = PM_NOCLIP; + } else if ( client->ps.stats[STAT_HEALTH] <= 0 ) { + client->ps.pm_type = PM_DEAD; + } else { + client->ps.pm_type = PM_NORMAL; + } + + client->ps.gravity = g_gravity.value; + + // set speed + client->ps.speed = g_speed.value * client->classSpeed; + + //TA: slow player if standing in creep + for ( i = 1, creepNode = g_entities + i; i < level.num_entities; i++, creepNode++ ) + { + if( !Q_stricmp( creepNode->classname, "team_droid_creep" ) ) + { + VectorSubtract( client->ps.origin, creepNode->s.origin, temp_v ); + + if( ( VectorLength( temp_v ) <= creepNode->s.frame ) && + ( temp_v[ 2 ] <= 21 ) && //assumes mins of player is (x, x, -24) + ( client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) ) + { + client->ps.speed *= 0.5; + client->ps.stats[ STAT_STATE ] |= SS_CREEPSLOWED; + cSlowed = qtrue; + break; + } + } + } + + if( !cSlowed ) + client->ps.stats[ STAT_STATE ] &= ~SS_CREEPSLOWED; + + /*if ( client->ps.powerups[PW_HASTE] ) { + client->ps.speed *= 1.3; + }*/ + + // Let go of the hook if we aren't firing + if ( client->ps.weapon == WP_GRAPPLING_HOOK && + client->hook && !( ucmd->buttons & BUTTON_ATTACK ) ) { + Weapon_HookFree(client->hook); + } + + //TA: torch stuff + if( client->torch == NULL && BG_activated( UP_TORCH, client->ps.stats ) ) + { + light = G_Spawn( ); + light->s.eType = ET_TORCH; + light->r.ownerNum = ent->s.number; + light->parent = ent; + client->torch = light; + } + else if( client->torch != NULL && !BG_activated( UP_TORCH, client->ps.stats ) ) + { + G_FreeEntity( client->torch ); + trap_LinkEntity( client->torch ); + client->torch = NULL; + } + + + if( client->torch != NULL ) + ShineTorch( client->torch ); + + // set up for pmove + oldEventSequence = client->ps.eventSequence; + + memset (&pm, 0, sizeof(pm)); + + //TA: gauntlet is a NULL weapon to be given to builder classes + // check for the hit-scan gauntlet, don't let the action + // go through as an attack unless it actually hits something + /*if ( client->ps.weapon == WP_GAUNTLET && !( ucmd->buttons & BUTTON_TALK ) && + ( ucmd->buttons & BUTTON_ATTACK ) && client->ps.weaponTime <= 0 ) { + pm.gauntletHit = CheckGauntletAttack( ent ); + }*/ + pm.gauntletHit = qfalse; + + if ( ent->flags & FL_FORCE_GESTURE ) { + ent->flags &= ~FL_FORCE_GESTURE; + ent->client->pers.cmd.buttons |= BUTTON_GESTURE; + } + + pm.ps = &client->ps; + pm.cmd = *ucmd; + if ( pm.ps->pm_type == PM_DEAD ) { + pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; + } + else if ( ent->r.svFlags & SVF_BOT ) { + pm.tracemask = MASK_PLAYERSOLID | CONTENTS_BOTCLIP; + } + else { + pm.tracemask = MASK_PLAYERSOLID; + } + pm.trace = trap_Trace; + pm.pointcontents = trap_PointContents; + pm.debugLevel = g_debugMove.integer; + pm.noFootsteps = ( g_dmflags.integer & DF_NO_FOOTSTEPS ) > 0; + + pm.pmove_fixed = pmove_fixed.integer | client->pers.pmoveFixed; + pm.pmove_msec = pmove_msec.integer; + + VectorCopy( client->ps.origin, client->oldOrigin ); + + Pmove (&pm); + + // 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 ); + } + if ( !( ent->client->ps.eFlags & EF_FIRING ) ) { + client->fireHeld = qfalse; // for grapple + } + + // 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; + + // execute client events + ClientEvents( ent, oldEventSequence ); + + // link entity now, after any personal teleporters have been used + trap_LinkEntity (ent); + if ( !ent->client->noclip ) { + G_TouchTriggers( ent ); + } + + // NOTE: now copy the exact origin over otherwise clients can be snapped into solid + VectorCopy( ent->client->ps.origin, ent->r.currentOrigin ); + + //test for solid areas in the AAS file + //TA: rip bots + //BotTestSolid(ent->r.currentOrigin); + + // touch other objects + ClientImpacts( ent, &pm ); + + // save results of triggers and client events + if (ent->client->ps.eventSequence != oldEventSequence) { + ent->eventTime = level.time; + } + + // swap and latch button actions + client->oldbuttons = client->buttons; + client->buttons = ucmd->buttons; + client->latched_buttons |= client->buttons & ~client->oldbuttons; + + // check for respawning + if ( client->ps.stats[STAT_HEALTH] <= 0 ) { + // wait for the attack button to be pressed + if ( level.time > client->respawnTime ) { + // forcerespawn is to prevent users from waiting out powerups + if ( g_forcerespawn.integer > 0 && + ( level.time - client->respawnTime ) > g_forcerespawn.integer * 1000 ) { + respawn( ent ); + return; + } + + // pressing attack or use is the normal respawn method + if ( ucmd->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) ) { + respawn( ent ); + } + } + return; + } + + // perform once-a-second actions + ClientTimerActions( ent, msec ); +} + +/* +================== +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 ( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer ) { + ClientThink_real( ent ); + } +} + + +void G_RunClient( gentity_t *ent ) { + if ( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer ) { + return; + } + ent->client->pers.cmd.serverTime = level.time; + ClientThink_real( ent ); +} + + +/* +================== +SpectatorClientEndFrame + +================== +*/ +void SpectatorClientEndFrame( gentity_t *ent ) { + gclient_t *cl; + + // if we are doing a chase cam or a remote view, grab the latest info + if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) { + int clientNum, flags; + + clientNum = ent->client->sess.spectatorClient; + + // team follow1 and team follow2 go to whatever clients are playing + if ( clientNum == -1 ) { + clientNum = level.follow1; + } else if ( clientNum == -2 ) { + clientNum = level.follow2; + } + if ( clientNum >= 0 ) { + cl = &level.clients[ clientNum ]; + if ( cl->pers.connected == CON_CONNECTED && cl->sess.sessionTeam != TEAM_SPECTATOR ) { + flags = (cl->ps.eFlags & ~(EF_VOTED | EF_TEAMVOTED)) | (ent->client->ps.eFlags & (EF_VOTED | EF_TEAMVOTED)); + ent->client->ps = cl->ps; + ent->client->ps.pm_flags |= PMF_FOLLOW; + ent->client->ps.eFlags = flags; + return; + } else { + // drop them to free spectators unless they are dedicated camera followers + if ( ent->client->sess.spectatorClient >= 0 ) { + ent->client->sess.spectatorState = SPECTATOR_FREE; + ClientBegin( ent->client - level.clients ); + } + } + } + } + + if ( ent->client->sess.spectatorState == SPECTATOR_SCOREBOARD ) { + ent->client->ps.pm_flags |= PMF_SCOREBOARD; + } else { + ent->client->ps.pm_flags &= ~PMF_SCOREBOARD; + } +} + +/* +============== +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 ) { + int i; + clientPersistant_t *pers; + + if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) { + SpectatorClientEndFrame( ent ); + return; + } + + pers = &ent->client->pers; + + // turn off any expired powerups + for ( i = 0 ; i < MAX_POWERUPS ; i++ ) { + if ( ent->client->ps.powerups[ i ] < level.time ) { + ent->client->ps.powerups[ i ] = 0; + } + } + + // save network bandwidth +#if 0 + if ( !g_synchronousClients->integer && ent->client->ps.pm_type == PM_NORMAL ) { + // FIXME: this must change eventually for non-sync demo recording + VectorClear( ent->client->ps.viewangles ); + } +#endif + + // + // 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... + + 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 ); + } + + // set the bit for the reachability area the client is currently in + // i = trap_AAS_PointReachabilityAreaIndex( ent->client->ps.origin ); + // ent->client->areabits[i >> 3] |= 1 << (i & 7); +} + + |