diff options
author | Tim Angus <tim@ngus.net> | 2005-12-10 03:23:37 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2005-12-10 03:23:37 +0000 |
commit | bf23ecf17f432cf8e47302ef7464612c17be9bbe (patch) | |
tree | 6e3d28ecaa038199d6ba63830e81f05270b199c3 /src/game/g_client.c | |
parent | 22f322884cf7715c01500ef0b4579b87b1cb1973 (diff) |
* Move the game source from mod/src/ to src/
Diffstat (limited to 'src/game/g_client.c')
-rw-r--r-- | src/game/g_client.c | 1593 |
1 files changed, 1593 insertions, 0 deletions
diff --git a/src/game/g_client.c b/src/game/g_client.c new file mode 100644 index 00000000..e86439c4 --- /dev/null +++ b/src/game/g_client.c @@ -0,0 +1,1593 @@ +// 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 OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +#include "g_local.h" + +// g_client.c -- client functions that don't happen every frame + +static vec3_t playerMins = {-15, -15, -24}; +static vec3_t playerMaxs = {15, 15, 32}; + +/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) initial +potential spawning position for deathmatch games. +The first time a player enters the game, they will be at an 'initial' spot. +Targets will be fired when someone spawns in on them. +"nobots" will prevent bots from using this spot. +"nohumans" will prevent non-bots from using this spot. +*/ +void SP_info_player_deathmatch( gentity_t *ent ) +{ + int i; + + G_SpawnInt( "nobots", "0", &i); + + if( i ) + ent->flags |= FL_NO_BOTS; + + G_SpawnInt( "nohumans", "0", &i ); + if( i ) + ent->flags |= FL_NO_HUMANS; +} + +/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32) +equivelant to info_player_deathmatch +*/ +void SP_info_player_start( gentity_t *ent ) +{ + ent->classname = "info_player_deathmatch"; + SP_info_player_deathmatch( ent ); +} + +/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32) +The intermission will be viewed from this point. Target an info_notnull for the view direction. +*/ +void SP_info_player_intermission( gentity_t *ent ) +{ +} + +/*QUAKED info_alien_intermission (1 0 1) (-16 -16 -24) (16 16 32) +The intermission will be viewed from this point. Target an info_notnull for the view direction. +*/ +void SP_info_alien_intermission( gentity_t *ent ) +{ +} + +/*QUAKED info_human_intermission (1 0 1) (-16 -16 -24) (16 16 32) +The intermission will be viewed from this point. Target an info_notnull for the view direction. +*/ +void SP_info_human_intermission( gentity_t *ent ) +{ +} + +/* +=============== +G_AddCreditToClient +=============== +*/ +void G_AddCreditToClient( gclient_t *client, short credit, qboolean cap ) +{ + if( !client ) + return; + + //if we're already at the max and trying to add credit then stop + if( cap ) + { + if( client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + { + if( client->ps.persistant[ PERS_CREDIT ] >= ALIEN_MAX_KILLS && + credit > 0 ) + return; + } + else if( client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + if( client->ps.persistant[ PERS_CREDIT ] >= HUMAN_MAX_CREDITS && + credit > 0 ) + return; + } + } + + client->ps.persistant[ PERS_CREDIT ] += credit; + + if( cap ) + { + if( client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + { + if( client->ps.persistant[ PERS_CREDIT ] > ALIEN_MAX_KILLS ) + client->ps.persistant[ PERS_CREDIT ] = ALIEN_MAX_KILLS; + } + else if( client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + if( client->ps.persistant[ PERS_CREDIT ] > HUMAN_MAX_CREDITS ) + client->ps.persistant[ PERS_CREDIT ] = HUMAN_MAX_CREDITS; + } + } + + if( client->ps.persistant[ PERS_CREDIT ] < 0 ) + client->ps.persistant[ PERS_CREDIT ] = 0; +} + + +/* +======================================================================= + + SelectSpawnPoint + +======================================================================= +*/ + +/* +================ +SpotWouldTelefrag + +================ +*/ +qboolean SpotWouldTelefrag( gentity_t *spot ) +{ + int i, num; + int touch[ MAX_GENTITIES ]; + gentity_t *hit; + vec3_t mins, maxs; + + VectorAdd( spot->s.origin, playerMins, mins ); + VectorAdd( spot->s.origin, playerMaxs, maxs ); + num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES ); + + for( i = 0; i < num; i++ ) + { + hit = &g_entities[ touch[ i ] ]; + //if ( hit->client && hit->client->ps.stats[STAT_HEALTH] > 0 ) { + if( hit->client ) + return qtrue; + } + + return qfalse; +} + +/* +================ +SelectNearestDeathmatchSpawnPoint + +Find the spot that we DON'T want to use +================ +*/ +#define MAX_SPAWN_POINTS 128 +gentity_t *SelectNearestDeathmatchSpawnPoint( vec3_t from ) +{ + gentity_t *spot; + vec3_t delta; + float dist, nearestDist; + gentity_t *nearestSpot; + + nearestDist = 999999; + nearestSpot = NULL; + spot = NULL; + + while( (spot = G_Find( spot, FOFS( classname ), "info_player_deathmatch" ) ) != NULL ) + { + VectorSubtract( spot->s.origin, from, delta ); + dist = VectorLength( delta ); + + if( dist < nearestDist ) + { + nearestDist = dist; + nearestSpot = spot; + } + } + + return nearestSpot; +} + + +/* +================ +SelectRandomDeathmatchSpawnPoint + +go to a random point that doesn't telefrag +================ +*/ +#define MAX_SPAWN_POINTS 128 +gentity_t *SelectRandomDeathmatchSpawnPoint( void ) +{ + gentity_t *spot; + int count; + int selection; + gentity_t *spots[ MAX_SPAWN_POINTS ]; + + count = 0; + spot = NULL; + + while( ( spot = G_Find( spot, FOFS( classname ), "info_player_deathmatch" ) ) != NULL ) + { + if( SpotWouldTelefrag( spot ) ) + continue; + + spots[ count ] = spot; + count++; + } + + if( !count ) // no spots that won't telefrag + return G_Find( NULL, FOFS( classname ), "info_player_deathmatch" ); + + selection = rand( ) % count; + return spots[ selection ]; +} + + +/* +=========== +SelectRandomFurthestSpawnPoint + +Chooses a player start, deathmatch start, etc +============ +*/ +gentity_t *SelectRandomFurthestSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles ) +{ + gentity_t *spot; + vec3_t delta; + float dist; + float list_dist[ 64 ]; + gentity_t *list_spot[ 64 ]; + int numSpots, rnd, i, j; + + numSpots = 0; + spot = NULL; + + while( ( spot = G_Find( spot, FOFS( classname ), "info_player_deathmatch" ) ) != NULL ) + { + if( SpotWouldTelefrag( spot ) ) + continue; + + VectorSubtract( spot->s.origin, avoidPoint, delta ); + dist = VectorLength( delta ); + + for( i = 0; i < numSpots; i++ ) + { + if( dist > list_dist[ i ] ) + { + if( numSpots >= 64 ) + numSpots = 64 - 1; + + for( j = numSpots; j > i; j-- ) + { + list_dist[ j ] = list_dist[ j - 1 ]; + list_spot[ j ] = list_spot[ j - 1 ]; + } + + list_dist[ i ] = dist; + list_spot[ i ] = spot; + numSpots++; + + if( numSpots > 64 ) + numSpots = 64; + + break; + } + } + + if( i >= numSpots && numSpots < 64 ) + { + list_dist[ numSpots ] = dist; + list_spot[ numSpots ] = spot; + numSpots++; + } + } + + if( !numSpots ) + { + spot = G_Find( NULL, FOFS( classname ), "info_player_deathmatch" ); + + if( !spot ) + G_Error( "Couldn't find a spawn point" ); + + VectorCopy( spot->s.origin, origin ); + origin[ 2 ] += 9; + VectorCopy( spot->s.angles, angles ); + return spot; + } + + // select a random spot from the spawn points furthest away + rnd = random( ) * ( numSpots / 2 ); + + VectorCopy( list_spot[ rnd ]->s.origin, origin ); + origin[ 2 ] += 9; + VectorCopy( list_spot[ rnd ]->s.angles, angles ); + + return list_spot[ rnd ]; +} + + +/* +================ +SelectAlienSpawnPoint + +go to a random point that doesn't telefrag +================ +*/ +gentity_t *SelectAlienSpawnPoint( vec3_t preference ) +{ + gentity_t *spot; + int count; + gentity_t *spots[ MAX_SPAWN_POINTS ]; + + if( level.numAlienSpawns <= 0 ) + return NULL; + + count = 0; + spot = NULL; + + while( ( spot = G_Find( spot, FOFS( classname ), + BG_FindEntityNameForBuildable( BA_A_SPAWN ) ) ) != NULL ) + { + if( !spot->spawned ) + continue; + + if( spot->health <= 0 ) + continue; + + if( !spot->s.groundEntityNum ) + continue; + + if( spot->clientSpawnTime > 0 ) + continue; + + if( G_CheckSpawnPoint( spot->s.number, spot->s.origin, + spot->s.origin2, BA_A_SPAWN, NULL ) != NULL ) + continue; + + spots[ count ] = spot; + count++; + } + + if( !count ) + return NULL; + + return G_ClosestEnt( preference, spots, count ); +} + + +/* +================ +SelectHumanSpawnPoint + +go to a random point that doesn't telefrag +================ +*/ +gentity_t *SelectHumanSpawnPoint( vec3_t preference ) +{ + gentity_t *spot; + int count; + gentity_t *spots[ MAX_SPAWN_POINTS ]; + + if( level.numHumanSpawns <= 0 ) + return NULL; + + count = 0; + spot = NULL; + + while( ( spot = G_Find( spot, FOFS( classname ), + BG_FindEntityNameForBuildable( BA_H_SPAWN ) ) ) != NULL ) + { + if( !spot->spawned ) + continue; + + if( spot->health <= 0 ) + continue; + + if( !spot->s.groundEntityNum ) + continue; + + if( spot->clientSpawnTime > 0 ) + continue; + + if( G_CheckSpawnPoint( spot->s.number, spot->s.origin, + spot->s.origin2, BA_H_SPAWN, NULL ) != NULL ) + continue; + + spots[ count ] = spot; + count++; + } + + if( !count ) + return NULL; + + return G_ClosestEnt( preference, spots, count ); +} + + +/* +=========== +SelectSpawnPoint + +Chooses a player start, deathmatch start, etc +============ +*/ +gentity_t *SelectSpawnPoint( vec3_t avoidPoint, vec3_t origin, vec3_t angles ) +{ + return SelectRandomFurthestSpawnPoint( avoidPoint, origin, angles ); +} + + +/* +=========== +SelectTremulousSpawnPoint + +Chooses a player start, deathmatch start, etc +============ +*/ +gentity_t *SelectTremulousSpawnPoint( pTeam_t team, vec3_t preference, vec3_t origin, vec3_t angles ) +{ + gentity_t *spot = NULL; + + if( team == PTE_ALIENS ) + spot = SelectAlienSpawnPoint( preference ); + else if( team == PTE_HUMANS ) + spot = SelectHumanSpawnPoint( preference ); + + //no available spots + if( !spot ) + return NULL; + + if( team == PTE_ALIENS ) + G_CheckSpawnPoint( spot->s.number, spot->s.origin, spot->s.origin2, BA_A_SPAWN, origin ); + else if( team == PTE_HUMANS ) + G_CheckSpawnPoint( spot->s.number, spot->s.origin, spot->s.origin2, BA_H_SPAWN, origin ); + + VectorCopy( spot->s.angles, angles ); + angles[ ROLL ] = 0; + + return spot; + +} + + +/* +=========== +SelectInitialSpawnPoint + +Try to find a spawn point marked 'initial', otherwise +use normal spawn selection. +============ +*/ +gentity_t *SelectInitialSpawnPoint( vec3_t origin, vec3_t angles ) +{ + gentity_t *spot; + + spot = NULL; + while( ( spot = G_Find( spot, FOFS( classname ), "info_player_deathmatch" ) ) != NULL ) + { + if( spot->spawnflags & 1 ) + break; + } + + if( !spot || SpotWouldTelefrag( spot ) ) + { + return SelectSpawnPoint( vec3_origin, origin, angles ); + } + + VectorCopy( spot->s.origin, origin ); + origin[ 2 ] += 9; + VectorCopy( spot->s.angles, angles ); + + return spot; +} + +/* +=========== +SelectSpectatorSpawnPoint + +============ +*/ +gentity_t *SelectSpectatorSpawnPoint( vec3_t origin, vec3_t angles ) +{ + FindIntermissionPoint( ); + + VectorCopy( level.intermission_origin, origin ); + VectorCopy( level.intermission_angle, angles ); + + return NULL; +} + + +/* +=========== +SelectAlienLockSpawnPoint + +Try to find a spawn point for alien intermission otherwise +use normal intermission spawn. +============ +*/ +gentity_t *SelectAlienLockSpawnPoint( vec3_t origin, vec3_t angles ) +{ + gentity_t *spot; + + spot = NULL; + spot = G_Find( spot, FOFS( classname ), "info_alien_intermission" ); + + if( !spot ) + return SelectSpectatorSpawnPoint( origin, angles ); + + VectorCopy( spot->s.origin, origin ); + VectorCopy( spot->s.angles, angles ); + + return spot; +} + + +/* +=========== +SelectHumanLockSpawnPoint + +Try to find a spawn point for human intermission otherwise +use normal intermission spawn. +============ +*/ +gentity_t *SelectHumanLockSpawnPoint( vec3_t origin, vec3_t angles ) +{ + gentity_t *spot; + + spot = NULL; + spot = G_Find( spot, FOFS( classname ), "info_human_intermission" ); + + if( !spot ) + return SelectSpectatorSpawnPoint( origin, angles ); + + VectorCopy( spot->s.origin, origin ); + VectorCopy( spot->s.angles, angles ); + + return spot; +} + + +/* +======================================================================= + +BODYQUE + +======================================================================= +*/ + + +/* +============= +BodySink + +After sitting around for five seconds, fall into the ground and dissapear +============= +*/ +void BodySink( gentity_t *ent ) +{ + //run on first BodySink call + if( !ent->active ) + { + ent->active = qtrue; + + //sinking bodies can't be infested + ent->killedBy = ent->s.powerups = MAX_CLIENTS; + ent->timestamp = level.time; + } + + if( level.time - ent->timestamp > 6500 ) + { + G_FreeEntity( ent ); + return; + } + + ent->nextthink = level.time + 100; + ent->s.pos.trBase[ 2 ] -= 1; +} + + +/* +============= +BodyFree + +After sitting around for a while the body becomes a freebie +============= +*/ +void BodyFree( gentity_t *ent ) +{ + ent->killedBy = -1; + + //if not claimed in the next minute destroy + ent->think = BodySink; + ent->nextthink = level.time + 60000; +} + + +/* +============= +SpawnCorpse + +A player is respawning, so make an entity that looks +just like the existing corpse to leave behind. +============= +*/ +void SpawnCorpse( gentity_t *ent ) +{ + gentity_t *body; + int contents; + vec3_t origin, dest; + trace_t tr; + float vDiff; + + VectorCopy( ent->r.currentOrigin, origin ); + + trap_UnlinkEntity( ent ); + + // if client is in a nodrop area, don't leave the body + contents = trap_PointContents( origin, -1 ); + if( contents & CONTENTS_NODROP ) + return; + + body = G_Spawn( ); + + VectorCopy( ent->s.apos.trBase, body->s.angles ); + body->s.eFlags = EF_DEAD; + body->s.eType = ET_CORPSE; + body->s.number = body - g_entities; + body->timestamp = level.time; + body->s.event = 0; + body->r.contents = CONTENTS_CORPSE; + body->s.clientNum = ent->client->ps.stats[ STAT_PCLASS ]; + body->nonSegModel = ent->client->ps.persistant[ PERS_STATE ] & PS_NONSEGMODEL; + + if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + body->classname = "humanCorpse"; + else + body->classname = "alienCorpse"; + + body->s.powerups = MAX_CLIENTS; + + body->think = BodySink; + body->nextthink = level.time + 20000; + + body->s.legsAnim = ent->s.legsAnim; + + if( !body->nonSegModel ) + { + switch( body->s.legsAnim & ~ANIM_TOGGLEBIT ) + { + case BOTH_DEATH1: + case BOTH_DEAD1: + body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD1; + break; + case BOTH_DEATH2: + case BOTH_DEAD2: + body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD2; + break; + case BOTH_DEATH3: + case BOTH_DEAD3: + default: + body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD3; + break; + } + } + else + { + switch( body->s.legsAnim & ~ANIM_TOGGLEBIT ) + { + case NSPA_DEATH1: + case NSPA_DEAD1: + body->s.legsAnim = NSPA_DEAD1; + break; + case NSPA_DEATH2: + case NSPA_DEAD2: + body->s.legsAnim = NSPA_DEAD2; + break; + case NSPA_DEATH3: + case NSPA_DEAD3: + default: + body->s.legsAnim = NSPA_DEAD3; + break; + } + } + + body->takedamage = qfalse; + + body->health = ent->health = ent->client->ps.stats[ STAT_HEALTH ]; + ent->health = 0; + + //change body dimensions + BG_FindBBoxForClass( ent->client->ps.stats[ STAT_PCLASS ], NULL, NULL, NULL, body->r.mins, body->r.maxs ); + vDiff = body->r.mins[ 2 ] - ent->r.mins[ 2 ]; + + //drop down to match the *model* origins of ent and body + VectorSet( dest, origin[ 0 ], origin[ 1 ], origin[ 2 ] - vDiff ); + trap_Trace( &tr, origin, body->r.mins, body->r.maxs, dest, body->s.number, body->clipmask ); + VectorCopy( tr.endpos, origin ); + + G_SetOrigin( body, origin ); + VectorCopy( origin, body->s.origin ); + body->s.pos.trType = TR_GRAVITY; + body->s.pos.trTime = level.time; + VectorCopy( ent->client->ps.velocity, body->s.pos.trDelta ); + + VectorCopy ( body->s.pos.trBase, body->r.currentOrigin ); + trap_LinkEntity( body ); +} + +//====================================================================== + + +/* +================== +SetClientViewAngle + +================== +*/ +void SetClientViewAngle( gentity_t *ent, vec3_t angle ) +{ + int i; + + // set the delta angle + for( i = 0; i < 3; i++ ) + { + int cmdAngle; + + cmdAngle = ANGLE2SHORT( angle[ i ] ); + ent->client->ps.delta_angles[ i ] = cmdAngle - ent->client->pers.cmd.angles[ i ]; + } + + VectorCopy( angle, ent->s.angles ); + VectorCopy( ent->s.angles, ent->client->ps.viewangles ); +} + +/* +================ +respawn +================ +*/ +void respawn( gentity_t *ent ) +{ + SpawnCorpse( ent ); + + //TA: Clients can't respawn - they must go thru the class cmd + ClientSpawn( ent, NULL, NULL, NULL ); +} + +/* +================ +TeamCount + +Returns number of players on a team +================ +*/ +team_t TeamCount( int ignoreClientNum, int team ) +{ + int i; + int count = 0; + + for( i = 0 ; i < level.maxclients ; i++ ) + { + if( i == ignoreClientNum ) + continue; + + if( level.clients[ i ].pers.connected == CON_DISCONNECTED ) + continue; + + if( level.clients[ i ].sess.sessionTeam == team ) + count++; + } + + return count; +} + + +/* +=========== +ClientCheckName +============ +*/ +static void ClientCleanName( const char *in, char *out, int outSize ) +{ + int len, colorlessLen; + char ch; + char *p; + int spaces; + + //save room for trailing null byte + outSize--; + + len = 0; + colorlessLen = 0; + p = out; + *p = 0; + spaces = 0; + + while( 1 ) + { + ch = *in++; + if( !ch ) + break; + + // don't allow leading spaces + if( !*p && ch == ' ' ) + continue; + + // check colors + if( ch == Q_COLOR_ESCAPE ) + { + // solo trailing carat is not a color prefix + if( !*in ) + break; + + // don't allow black in a name, period + if( ColorIndex( *in ) == 0 ) + { + in++; + continue; + } + + // make sure room in dest for both chars + if( len > outSize - 2 ) + break; + + *out++ = ch; + *out++ = *in++; + len += 2; + continue; + } + + // don't allow too many consecutive spaces + if( ch == ' ' ) + { + spaces++; + if( spaces > 3 ) + continue; + } + else + spaces = 0; + + if( len > outSize - 1 ) + break; + + *out++ = ch; + colorlessLen++; + len++; + } + + *out = 0; + + // don't allow empty names + if( *p == 0 || colorlessLen == 0 ) + Q_strncpyz( p, "UnnamedPlayer", outSize ); +} + + +/* +====================== +G_NonSegModel + +Reads an animation.cfg to check for nonsegmentation +====================== +*/ +static qboolean G_NonSegModel( const char *filename ) +{ + char *text_p; + int len; + char *token; + char text[ 20000 ]; + fileHandle_t f; + + // load the file + len = trap_FS_FOpenFile( filename, &f, FS_READ ); + if( !f ) + { + G_Printf( "File not found: %s\n", filename ); + return qfalse; + } + + if( len <= 0 ) + return qfalse; + + if( len >= sizeof( text ) - 1 ) + { + G_Printf( "File %s too long\n", filename ); + return qfalse; + } + + trap_FS_Read( text, len, f ); + text[ len ] = 0; + trap_FS_FCloseFile( f ); + + // parse the text + text_p = text; + + // read optional parameters + while( 1 ) + { + token = COM_Parse( &text_p ); + + //EOF + if( !token[ 0 ] ) + break; + + if( !Q_stricmp( token, "nonsegmented" ) ) + return qtrue; + } + + return qfalse; +} + +/* +=========== +ClientUserInfoChanged + +Called from ClientConnect when the player first connects and +directly by the server system when the player updates a userinfo variable. + +The game can override any of the settings and call trap_SetUserinfo +if desired. +============ +*/ +void ClientUserinfoChanged( int clientNum ) +{ + gentity_t *ent; + int teamTask, teamLeader, health; + char *s; + char model[ MAX_QPATH ]; + char buffer[ MAX_QPATH ]; + char filename[ MAX_QPATH ]; + char oldname[ MAX_STRING_CHARS ]; + gclient_t *client; + char c1[ MAX_INFO_STRING ]; + char c2[ MAX_INFO_STRING ]; + char redTeam[ MAX_INFO_STRING ]; + char blueTeam[ MAX_INFO_STRING ]; + char userinfo[ MAX_INFO_STRING ]; + team_t team; + + ent = g_entities + clientNum; + client = ent->client; + + trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) ); + + // check for malformed or illegal info strings + if( !Info_Validate(userinfo) ) + strcpy( userinfo, "\\name\\badinfo" ); + + // check for local client + s = Info_ValueForKey( userinfo, "ip" ); + + if( !strcmp( s, "localhost" ) ) + client->pers.localClient = qtrue; + + // check the item prediction + s = Info_ValueForKey( userinfo, "cg_predictItems" ); + + if( !atoi( s ) ) + client->pers.predictItemPickup = qfalse; + else + client->pers.predictItemPickup = qtrue; + + // set name + Q_strncpyz( oldname, client->pers.netname, sizeof( oldname ) ); + s = Info_ValueForKey( userinfo, "name" ); + ClientCleanName( s, client->pers.netname, sizeof( client->pers.netname ) ); + + if( client->sess.sessionTeam == TEAM_SPECTATOR ) + { + if( client->sess.spectatorState == SPECTATOR_SCOREBOARD ) + Q_strncpyz( client->pers.netname, "scoreboard", sizeof( client->pers.netname ) ); + } + + if( client->pers.connected == CON_CONNECTED ) + { + if( strcmp( oldname, client->pers.netname ) ) + { + G_SendCommandFromServer( -1, va( "print \"%s" S_COLOR_WHITE " renamed to %s\n\"", oldname, + client->pers.netname ) ); + } + } + + // set max health + health = atoi( Info_ValueForKey( userinfo, "handicap" ) ); + client->pers.maxHealth = health; + + if( client->pers.maxHealth < 1 || client->pers.maxHealth > 100 ) + client->pers.maxHealth = 100; + + //hack to force a client update if the config string does not change between spawning + if( client->pers.classSelection == PCL_NONE ) + client->pers.maxHealth = 0; + + // set model + if( client->ps.stats[ STAT_PCLASS ] == PCL_HUMAN && BG_InventoryContainsUpgrade( UP_BATTLESUIT, client->ps.stats ) ) + { + Com_sprintf( buffer, MAX_QPATH, "%s/%s", BG_FindModelNameForClass( PCL_HUMAN_BSUIT ), + BG_FindSkinNameForClass( PCL_HUMAN_BSUIT ) ); + } + else if( client->pers.classSelection == PCL_NONE ) + { + //This looks hacky and frankly it is. The clientInfo string needs to hold different + //model details to that of the spawning class or the info change will not be + //registered and an axis appears instead of the player model. There is zero chance + //the player can spawn with the battlesuit, hence this choice. + Com_sprintf( buffer, MAX_QPATH, "%s/%s", BG_FindModelNameForClass( PCL_HUMAN_BSUIT ), + BG_FindSkinNameForClass( PCL_HUMAN_BSUIT ) ); + } + else + { + Com_sprintf( buffer, MAX_QPATH, "%s/%s", BG_FindModelNameForClass( client->pers.classSelection ), + BG_FindSkinNameForClass( client->pers.classSelection ) ); + } + Q_strncpyz( model, buffer, sizeof( model ) ); + + //don't bother setting model type if spectating + if( client->pers.classSelection != PCL_NONE ) + { + //model segmentation + Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg", + BG_FindModelNameForClass( client->pers.classSelection ) ); + + if( G_NonSegModel( filename ) ) + client->ps.persistant[ PERS_STATE ] |= PS_NONSEGMODEL; + else + client->ps.persistant[ PERS_STATE ] &= ~PS_NONSEGMODEL; + } + + // wallwalk follow + s = Info_ValueForKey( userinfo, "cg_wwFollow" ); + + if( atoi( s ) ) + client->ps.persistant[ PERS_STATE ] |= PS_WALLCLIMBINGFOLLOW; + else + client->ps.persistant[ PERS_STATE ] &= ~PS_WALLCLIMBINGFOLLOW; + + // wallwalk toggle + s = Info_ValueForKey( userinfo, "cg_wwToggle" ); + + if( atoi( s ) ) + client->ps.persistant[ PERS_STATE ] |= PS_WALLCLIMBINGTOGGLE; + else + client->ps.persistant[ PERS_STATE ] &= ~PS_WALLCLIMBINGTOGGLE; + + // teamInfo + s = Info_ValueForKey( userinfo, "teamoverlay" ); + + if( ! *s || atoi( s ) != 0 ) + client->pers.teamInfo = qtrue; + else + client->pers.teamInfo = qfalse; + + // team task (0 = none, 1 = offence, 2 = defence) + teamTask = atoi( Info_ValueForKey( userinfo, "teamtask" ) ); + // team Leader (1 = leader, 0 is normal player) + teamLeader = client->sess.teamLeader; + + // colors + strcpy( c1, Info_ValueForKey( userinfo, "color1" ) ); + strcpy( c2, Info_ValueForKey( userinfo, "color2" ) ); + strcpy( redTeam, "humans" ); + strcpy( blueTeam, "aliens" ); + + if( client->ps.pm_flags & PMF_FOLLOW ) + team = PTE_NONE; + else + team = client->ps.stats[ STAT_PTEAM ]; + + // send over a subset of the userinfo keys so other clients can + // print scoreboards, display models, and play custom sounds + s = va( "n\\%s\\t\\%i\\model\\%s\\hmodel\\%s\\g_redteam\\%s\\g_blueteam\\%s\\c1\\%s\\c2\\%s\\hc\\%i\\w\\%i\\l\\%i\\tt\\%d\\tl\\%d", + client->pers.netname, team, model, model, redTeam, blueTeam, c1, c2, + client->pers.maxHealth, client->sess.wins, client->sess.losses, teamTask, teamLeader); + + trap_SetConfigstring( CS_PLAYERS + clientNum, s ); + + /*G_LogPrintf( "ClientUserinfoChanged: %i %s\n", clientNum, s );*/ +} + + +/* +=========== +ClientConnect + +Called when a player begins connecting to the server. +Called again for every map change or tournement restart. + +The session information will be valid after exit. + +Return NULL if the client should be allowed, otherwise return +a string with the reason for denial. + +Otherwise, the client will be sent the current gamestate +and will eventually get to ClientBegin. + +firstTime will be qtrue the very first time a client connects +to the server machine, but qfalse on map changes and tournement +restarts. +============ +*/ +char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot ) +{ + char *value; + gclient_t *client; + char userinfo[ MAX_INFO_STRING ]; + gentity_t *ent; + + ent = &g_entities[ clientNum ]; + + trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) ); + + // IP filtering + // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=500 + // recommanding PB based IP / GUID banning, the builtin system is pretty limited + // check to see if they are on the banned IP list + value = Info_ValueForKey( userinfo, "ip" ); + if( G_FilterPacket( value ) ) + return "You are banned from this server."; + + // check for a password + value = Info_ValueForKey( userinfo, "password" ); + + if( g_password.string[ 0 ] && Q_stricmp( g_password.string, "none" ) && + strcmp( g_password.string, value ) != 0 ) + return "Invalid password"; + + // they can connect + ent->client = level.clients + clientNum; + client = ent->client; + + memset( client, 0, sizeof(*client) ); + + client->pers.connected = CON_CONNECTING; + + // read or initialize the session data + if( firstTime || level.newSession ) + G_InitSessionData( client, userinfo ); + + G_ReadSessionData( client ); + + // get and distribute relevent paramters + G_LogPrintf( "ClientConnect: %i\n", clientNum ); + ClientUserinfoChanged( clientNum ); + + // don't do the "xxx connected" messages if they were caried over from previous level + if( firstTime ) + G_SendCommandFromServer( -1, va( "print \"%s" S_COLOR_WHITE " connected\n\"", client->pers.netname ) ); + + // count current clients and rank for scoreboard + CalculateRanks( ); + + return NULL; +} + +/* +=========== +ClientBegin + +called when a client has finished connecting, and is ready +to be placed into the level. This will happen every level load, +and on transition between teams, but doesn't happen on respawns +============ +*/ +void ClientBegin( int clientNum ) +{ + gentity_t *ent; + gclient_t *client; + int flags; + + ent = g_entities + clientNum; + + client = level.clients + clientNum; + + if( ent->r.linked ) + trap_UnlinkEntity( ent ); + + G_InitGentity( ent ); + ent->touch = 0; + ent->pain = 0; + ent->client = client; + + client->pers.connected = CON_CONNECTED; + client->pers.enterTime = level.time; + client->pers.teamState.state = TEAM_BEGIN; + + // save eflags around this, because changing teams will + // cause this to happen with a valid entity, and we + // want to make sure the teleport bit is set right + // so the viewpoint doesn't interpolate through the + // world to the new position + flags = client->ps.eFlags; + memset( &client->ps, 0, sizeof( client->ps ) ); + client->ps.eFlags = flags; + + // locate ent at a spawn point + + ClientSpawn( ent, NULL, NULL, NULL ); + + G_InitCommandQueue( clientNum ); + + G_SendCommandFromServer( -1, va( "print \"%s" S_COLOR_WHITE " entered the game\n\"", client->pers.netname ) ); + + // request the clients PTR code + G_SendCommandFromServer( ent - g_entities, "ptrcrequest" ); + + G_LogPrintf( "ClientBegin: %i\n", clientNum ); + + // count current clients and rank for scoreboard + CalculateRanks( ); +} + +/* +=========== +ClientSpawn + +Called every time a client is placed fresh in the world: +after the first ClientBegin, and after each respawn +Initializes all non-persistant parts of playerState +============ +*/ +void ClientSpawn( gentity_t *ent, gentity_t *spawn, vec3_t origin, vec3_t angles ) +{ + int index; + vec3_t spawn_origin, spawn_angles; + gclient_t *client; + int i; + clientPersistant_t saved; + clientSession_t savedSess; + int persistant[ MAX_PERSISTANT ]; + gentity_t *spawnPoint = NULL; + int flags; + int savedPing; + int teamLocal; + int eventSequence; + char userinfo[ MAX_INFO_STRING ]; + vec3_t up = { 0.0f, 0.0f, 1.0f }; + int maxAmmo, maxClips; + weapon_t weapon; + + + index = ent - g_entities; + client = ent->client; + + teamLocal = client->pers.teamSelection; + + //TA: only start client if chosen a class and joined a team + if( client->pers.classSelection == PCL_NONE && teamLocal == PTE_NONE ) + { + client->sess.sessionTeam = TEAM_SPECTATOR; + client->sess.spectatorState = SPECTATOR_FREE; + } + else if( client->pers.classSelection == PCL_NONE ) + { + client->sess.sessionTeam = TEAM_SPECTATOR; + client->sess.spectatorState = SPECTATOR_LOCKED; + } + + if( origin != NULL ) + VectorCopy( origin, spawn_origin ); + + if( angles != NULL ) + VectorCopy( angles, spawn_angles ); + + // find a spawn point + // do it before setting health back up, so farthest + // ranging doesn't count this client + if( client->sess.sessionTeam == TEAM_SPECTATOR ) + { + if( teamLocal == PTE_NONE ) + spawnPoint = SelectSpectatorSpawnPoint( spawn_origin, spawn_angles ); + else if( teamLocal == PTE_ALIENS ) + spawnPoint = SelectAlienLockSpawnPoint( spawn_origin, spawn_angles ); + else if( teamLocal == PTE_HUMANS ) + spawnPoint = SelectHumanLockSpawnPoint( spawn_origin, spawn_angles ); + } + else + { + if( spawn == NULL ) + { + G_Error( "ClientSpawn: spawn is NULL\n" ); + return; + } + + spawnPoint = spawn; + + if( ent != spawn ) + { + //start spawn animation on spawnPoint + G_setBuildableAnim( spawnPoint, BANIM_SPAWN1, qtrue ); + + if( spawnPoint->biteam == PTE_ALIENS ) + spawnPoint->clientSpawnTime = ALIEN_SPAWN_REPEAT_TIME; + else if( spawnPoint->biteam == PTE_HUMANS ) + spawnPoint->clientSpawnTime = HUMAN_SPAWN_REPEAT_TIME; + } + } + client->pers.teamState.state = TEAM_ACTIVE; + + // toggle the teleport bit so the client knows to not lerp + flags = ent->client->ps.eFlags & ( EF_TELEPORT_BIT | EF_VOTED | EF_TEAMVOTED ); + flags ^= EF_TELEPORT_BIT; + + // clear everything but the persistant data + + saved = client->pers; + savedSess = client->sess; + savedPing = client->ps.ping; + + for( i = 0; i < MAX_PERSISTANT; i++ ) + persistant[ i ] = client->ps.persistant[ i ]; + + eventSequence = client->ps.eventSequence; + memset( client, 0, sizeof( *client ) ); + + client->pers = saved; + client->sess = savedSess; + client->ps.ping = savedPing; + client->lastkilled_client = -1; + + for( i = 0; i < MAX_PERSISTANT; i++ ) + client->ps.persistant[ i ] = persistant[ i ]; + + client->ps.eventSequence = eventSequence; + + // increment the spawncount so the client will detect the respawn + client->ps.persistant[ PERS_SPAWN_COUNT ]++; + client->ps.persistant[ PERS_TEAM ] = client->sess.sessionTeam; + + client->airOutTime = level.time + 12000; + + trap_GetUserinfo( index, userinfo, sizeof( userinfo ) ); + client->ps.eFlags = flags; + + //Com_Printf( "ent->client->pers->pclass = %i\n", ent->client->pers.classSelection ); + + ent->s.groundEntityNum = ENTITYNUM_NONE; + ent->client = &level.clients[ index ]; + ent->takedamage = qtrue; + ent->inuse = qtrue; + ent->classname = "player"; + ent->r.contents = CONTENTS_BODY; + ent->clipmask = MASK_PLAYERSOLID; + ent->die = player_die; + ent->waterlevel = 0; + ent->watertype = 0; + ent->flags = 0; + + //TA: calculate each client's acceleration + ent->evaluateAcceleration = qtrue; + + client->ps.stats[ STAT_WEAPONS ] = 0; + client->ps.stats[ STAT_WEAPONS2 ] = 0; + client->ps.stats[ STAT_SLOTS ] = 0; + + client->ps.eFlags = flags; + client->ps.clientNum = index; + + BG_FindBBoxForClass( ent->client->pers.classSelection, ent->r.mins, ent->r.maxs, NULL, NULL, NULL ); + + if( client->sess.sessionTeam != TEAM_SPECTATOR ) + client->pers.maxHealth = client->ps.stats[ STAT_MAX_HEALTH ] = + BG_FindHealthForClass( ent->client->pers.classSelection ); + else + client->pers.maxHealth = client->ps.stats[ STAT_MAX_HEALTH ] = 100; + + // clear entity values + if( ent->client->pers.classSelection == PCL_HUMAN ) + { + BG_AddWeaponToInventory( WP_BLASTER, client->ps.stats ); + BG_AddUpgradeToInventory( UP_MEDKIT, client->ps.stats ); + weapon = client->pers.humanItemSelection; + } + else if( client->sess.sessionTeam != TEAM_SPECTATOR ) + weapon = BG_FindStartWeaponForClass( ent->client->pers.classSelection ); + else + weapon = WP_NONE; + + BG_FindAmmoForWeapon( weapon, &maxAmmo, &maxClips ); + BG_AddWeaponToInventory( weapon, client->ps.stats ); + BG_PackAmmoArray( weapon, client->ps.ammo, client->ps.powerups, maxAmmo, maxClips ); + + ent->client->ps.stats[ STAT_PCLASS ] = ent->client->pers.classSelection; + ent->client->ps.stats[ STAT_PTEAM ] = ent->client->pers.teamSelection; + + ent->client->ps.stats[ STAT_BUILDABLE ] = BA_NONE; + ent->client->ps.stats[ STAT_STATE ] = 0; + VectorSet( ent->client->ps.grapplePoint, 0.0f, 0.0f, 1.0f ); + + // health will count down towards max_health + ent->health = client->ps.stats[ STAT_HEALTH ] = client->ps.stats[ STAT_MAX_HEALTH ]; //* 1.25; + + //if evolving scale health + if( ent == spawn ) + { + ent->health *= ent->client->pers.evolveHealthFraction; + client->ps.stats[ STAT_HEALTH ] *= ent->client->pers.evolveHealthFraction; + } + + //clear the credits array + for( i = 0; i < MAX_CLIENTS; i++ ) + ent->credits[ i ] = 0; + + client->ps.stats[ STAT_STAMINA ] = MAX_STAMINA; + + G_SetOrigin( ent, spawn_origin ); + VectorCopy( spawn_origin, client->ps.origin ); + +#define UP_VEL 150.0f +#define F_VEL 50.0f + + //give aliens some spawn velocity + if( client->sess.sessionTeam != TEAM_SPECTATOR && + client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + { + if( ent == spawn ) + { + //evolution particle system + G_AddPredictableEvent( ent, EV_ALIEN_EVOLVE, DirToByte( up ) ); + } + else + { + spawn_angles[ YAW ] += 180.0f; + AngleNormalize360( spawn_angles[ YAW ] ); + + if( spawnPoint->s.origin2[ 2 ] > 0.0f ) + { + vec3_t forward, dir; + + AngleVectors( spawn_angles, forward, NULL, NULL ); + VectorScale( forward, F_VEL, forward ); + VectorAdd( spawnPoint->s.origin2, forward, dir ); + VectorNormalize( dir ); + + VectorScale( dir, UP_VEL, client->ps.velocity ); + } + + G_AddPredictableEvent( ent, EV_PLAYER_RESPAWN, 0 ); + } + } + else if( client->sess.sessionTeam != TEAM_SPECTATOR && + client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + spawn_angles[ YAW ] += 180.0f; + AngleNormalize360( spawn_angles[ YAW ] ); + } + + // the respawned flag will be cleared after the attack and jump keys come up + client->ps.pm_flags |= PMF_RESPAWNED; + + trap_GetUsercmd( client - level.clients, &ent->client->pers.cmd ); + SetClientViewAngle( ent, spawn_angles ); + + if( !( client->sess.sessionTeam == TEAM_SPECTATOR ) ) + { + /*G_KillBox( ent );*/ //blame this if a newly spawned client gets stuck in another + trap_LinkEntity( ent ); + + // force the base weapon up + client->ps.weapon = WP_NONE; + client->ps.weaponstate = WEAPON_READY; + } + + // don't allow full run speed for a bit + client->ps.pm_flags |= PMF_TIME_KNOCKBACK; + client->ps.pm_time = 100; + + client->respawnTime = level.time; + client->lastKillTime = level.time; + + client->inactivityTime = level.time + g_inactivity.integer * 1000; + client->latched_buttons = 0; + + // set default animations + client->ps.torsoAnim = TORSO_STAND; + client->ps.legsAnim = LEGS_IDLE; + + if( level.intermissiontime ) + MoveClientToIntermission( ent ); + else + { + // fire the targets of the spawn point + if( !spawn ) + G_UseTargets( spawnPoint, ent ); + + // select the highest weapon number available, after any + // spawn given items have fired + client->ps.weapon = 1; + + for( i = WP_NUM_WEAPONS - 1; i > 0 ; i-- ) + { + if( BG_InventoryContainsWeapon( i, client->ps.stats ) ) + { + client->ps.weapon = i; + break; + } + } + } + + // run a client frame to drop exactly to the floor, + // initialize animations and other things + client->ps.commandTime = level.time - 100; + ent->client->pers.cmd.serverTime = level.time; + ClientThink( ent-g_entities ); + + // positively link the client, even if the command times are weird + if( client->sess.sessionTeam != TEAM_SPECTATOR ) + { + BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue ); + VectorCopy( ent->client->ps.origin, ent->r.currentOrigin ); + trap_LinkEntity( ent ); + } + + //TA: must do this here so the number of active clients is calculated + CalculateRanks( ); + + // run the presend to set anything else + ClientEndFrame( ent ); + + // clear entity state values + BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue ); +} + + +/* +=========== +ClientDisconnect + +Called when a player drops from the server. +Will not be called between levels. + +This should NOT be called directly by any game logic, +call trap_DropClient(), which will call this and do +server system housekeeping. +============ +*/ +void ClientDisconnect( int clientNum ) +{ + gentity_t *ent; + gentity_t *tent; + int i; + + ent = g_entities + clientNum; + + if( !ent->client ) + return; + + // stop any following clients + for( i = 0; i < level.maxclients; i++ ) + { + if( level.clients[ i ].sess.sessionTeam == TEAM_SPECTATOR && + level.clients[ i ].sess.spectatorState == SPECTATOR_FOLLOW && + level.clients[ i ].sess.spectatorClient == clientNum ) + { + if( !G_FollowNewClient( &g_entities[ i ], 1 ) ) + G_StopFollowing( &g_entities[ i ] ); + } + } + + // send effect if they were completely connected + if( ent->client->pers.connected == CON_CONNECTED && + ent->client->sess.sessionTeam != TEAM_SPECTATOR ) + { + tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_OUT ); + tent->s.clientNum = ent->s.clientNum; + } + + G_LogPrintf( "ClientDisconnect: %i\n", clientNum ); + + trap_UnlinkEntity( ent ); + ent->s.modelindex = 0; + ent->inuse = qfalse; + ent->classname = "disconnected"; + ent->client->pers.connected = CON_DISCONNECTED; + ent->client->ps.persistant[ PERS_TEAM ] = TEAM_FREE; + ent->client->sess.sessionTeam = TEAM_FREE; + + trap_SetConfigstring( CS_PLAYERS + clientNum, ""); + + CalculateRanks( ); +} |