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Diffstat (limited to 'src/game/g_client.c')
-rw-r--r-- | src/game/g_client.c | 1543 |
1 files changed, 1543 insertions, 0 deletions
diff --git a/src/game/g_client.c b/src/game/g_client.c new file mode 100644 index 00000000..af9fdee7 --- /dev/null +++ b/src/game/g_client.c @@ -0,0 +1,1543 @@ +// 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_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_droid_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_droid_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 ) { + +} + + + +/* +======================================================================= + + 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]; +} + + +/* +================ +SelectDroidSpawnPoint + +go to a random point that doesn't telefrag +================ +*/ +gentity_t *SelectDroidSpawnPoint( 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), "team_droid_spawn")) != NULL) { + if ( SpotWouldTelefrag( spot ) || ( spot->health <= 0 ) ) { + continue; + } + spots[ count ] = spot; + count++; + } + + if ( !count ) { // no spots that won't telefrag + spot = G_Find( NULL, FOFS(classname), "team_droid_spawn"); + if( spot->health > 0 ) + return spot; + else + return NULL; + + } + + selection = rand() % count; + return spots[ selection ]; +} + + +/* +================ +SelectHumanSpawnPoint + +go to a random point that doesn't telefrag +================ +*/ +gentity_t *SelectHumanSpawnPoint( 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), "team_human_spawn")) != NULL) { + if ( SpotWouldTelefrag( spot ) || ( spot->health <= 0 ) ) { + continue; + } + spots[ count ] = spot; + count++; + } + + if ( !count ) { // no spots that won't telefrag + spot = G_Find( NULL, FOFS(classname), "team_human_spawn"); + if( spot->health > 0 ) + return spot; + else + return NULL; + } + + selection = rand() % count; + return spots[ selection ]; +} + + +/* +=========== +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 ); + + /* + gentity_t *spot; + gentity_t *nearestSpot; + + nearestSpot = SelectNearestDeathmatchSpawnPoint( avoidPoint ); + + spot = SelectRandomDeathmatchSpawnPoint ( ); + if ( spot == nearestSpot ) { + // roll again if it would be real close to point of death + spot = SelectRandomDeathmatchSpawnPoint ( ); + if ( spot == nearestSpot ) { + // last try + spot = SelectRandomDeathmatchSpawnPoint ( ); + } + } + + // find a single player start spot + 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; + */ +} + + +/* +=========== +SelectTremulousSpawnPoint + +Chooses a player start, deathmatch start, etc +============ +*/ +gentity_t *SelectTremulousSpawnPoint( int team, vec3_t origin, vec3_t angles ) +{ + gentity_t *spot; + + if( team == PTE_DROIDS ) + spot = SelectDroidSpawnPoint( ); + else if( team == PTE_HUMANS ) + spot = SelectHumanSpawnPoint( ); + + //no available spots + if( !spot ) + { + return NULL; + } + + // find a single player start spot + if (!spot) { + //G_Error( "Couldn't find a spawn point" ); + } + + //TA: why isn't spot->s.origin being set? + VectorCopy (spot->s.pos.trBase, origin); + VectorCopy (spot->s.angles, angles); + + if( team == PTE_DROIDS ) + origin[2] += 40; + else if( team == PTE_HUMANS ) + origin[2] += 29; + + 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; +} + + +/* +=========== +SelectDroidLockSpawnPoint + +Try to find a spawn point for droid intermission otherwise +use normal intermission spawn. +============ +*/ +gentity_t *SelectDroidLockSpawnPoint( vec3_t origin, vec3_t angles ) { + gentity_t *spot; + + spot = NULL; + spot = G_Find (spot, FOFS(classname), "info_droid_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 + +======================================================================= +*/ + +#if BODY_QUEUE_SIZE +/* +=============== +InitBodyQue +=============== +*/ +void InitBodyQue (void) { + int i; + gentity_t *ent; + + level.bodyQueIndex = 0; + for (i=0; i<BODY_QUEUE_SIZE ; i++) { + ent = G_Spawn(); + ent->classname = "bodyque"; + ent->neverFree = qtrue; + level.bodyQue[i] = ent; + } +} +#endif + +/* +============= +BodySink + +After sitting around for five seconds, fall into the ground and dissapear +============= +*/ +void BodySink( gentity_t *ent ) { + if ( level.time - ent->timestamp > 6500 ) { + // the body ques are never actually freed, they are just unlinked + trap_UnlinkEntity( ent ); + ent->physicsObject = qfalse; + return; + } + ent->nextthink = level.time + 100; + ent->s.pos.trBase[2] -= 1; +} + +/* +============= +CopyToBodyQue + +A player is respawning, so make an entity that looks +just like the existing corpse to leave behind. +============= +*/ +void CopyToBodyQue( gentity_t *ent ) { + gentity_t *body; + int contents; + + //TA: not really the place for this.. but hey.. + if( ent->client->torch != NULL && BG_activated( UP_TORCH, ent->client->ps.stats ) ) + { + G_FreeEntity( ent->client->torch ); + trap_UnlinkEntity( ent->client->torch ); + ent->client->torch = NULL; + } + + trap_UnlinkEntity (ent); + + // if client is in a nodrop area, don't leave the body + contents = trap_PointContents( ent->s.origin, -1 ); + if ( contents & CONTENTS_NODROP ) { + return; + } + + body = G_Spawn( ); + body->classname = "corpse"; + body->s = ent->s; + body->r.s = body->s; + body->s.eFlags = EF_DEAD; + body->s.eType = ET_CORPSE; + body->s.number = body - g_entities; + body->timestamp = level.time; + body->physicsObject = qtrue; + body->s.event = 0; + body->r.contents = CONTENTS_BODY; + body->clipmask = MASK_PLAYERSOLID; + + 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; + } + + //body->die = body_die; + + // don't take more damage if already gibbed + if ( ent->health <= GIB_HEALTH ) { + body->takedamage = qfalse; + } else { + body->takedamage = qtrue; + } + + //make the make player entity disappear + ent->takedamage = qfalse; + ent->s.eType = ET_INVISIBLE; + ent->r.contents = 0; + ent->s.solid = 0; + ent->r.s.solid = 0; + body->health = ent->health = ent->client->ps.stats[STAT_HEALTH]; + ent->health = ent->client->ps.stats[STAT_HEALTH] = GIB_HEALTH - 1; + + //FIXME: change body dimensions + VectorSet( body->r.mins, -15, -15, -15 ); + VectorSet( body->r.maxs, 15, 15, 15 ); + VectorSet( body->r.absmin, -15, -15, -15 ); + VectorSet( body->r.absmax, 15, 15, 15 ); + + if ( body->s.groundEntityNum == ENTITYNUM_NONE ) + { + body->s.pos.trType = TR_GRAVITY; + body->s.pos.trTime = level.time; + VectorCopy( ent->client->ps.velocity, body->s.pos.trDelta ); + } + else + { + body->s.pos.trType = TR_STATIONARY; + } + + body->s.pos.trTime = level.time; + + 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 ) { + gentity_t *tent; + + CopyToBodyQue (ent); + + //TA: Clients can't respawn - they must go thru the class cmd + ClientSpawn(ent); + + //FIXME: need different spawn/respawn functions for different teams + + // add a teleportation effect + //tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_IN ); + //tent->s.clientNum = ent->s.clientNum; +} + +/* +================ +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; +} + + +/* +================ +TeamLeader + +Returns the client number of the team leader +================ +*/ +int TeamLeader( int team ) { + int i; + + for ( i = 0 ; i < level.maxclients ; i++ ) { + if ( level.clients[i].pers.connected == CON_DISCONNECTED ) { + continue; + } + if ( level.clients[i].sess.sessionTeam == team ) { + if ( level.clients[i].sess.teamLeader ) + return i; + } + } + + return -1; +} + + +/* +================ +PickTeam + +================ +*/ +team_t PickTeam( int ignoreClientNum ) { + int counts[TEAM_NUM_TEAMS]; + + counts[TEAM_DROIDS] = TeamCount( ignoreClientNum, TEAM_DROIDS ); + counts[TEAM_HUMANS] = TeamCount( ignoreClientNum, TEAM_HUMANS ); + + if ( counts[TEAM_DROIDS] > counts[TEAM_HUMANS] ) { + return TEAM_HUMANS; + } + if ( counts[TEAM_HUMANS] > counts[TEAM_DROIDS] ) { + return TEAM_DROIDS; + } + // equal team count, so join the team with the lowest score + if ( level.teamScores[TEAM_DROIDS] > level.teamScores[TEAM_HUMANS] ) { + return TEAM_HUMANS; + } + return TEAM_DROIDS; +} + +/* +=========== +ForceClientSkin + +Forces a client's skin (for teamplay) +=========== +*/ +static void ForceClientSkin( gclient_t *client, char *model, const char *skin ) { + char *p; + + if ((p = Q_strrchr(model, '/')) != 0) { + *p = 0; + } + + Q_strcat(model, MAX_QPATH, "/"); + Q_strcat(model, MAX_QPATH, skin); +} + + +/* +=========== +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 ); + } +} + + +/* +=========== +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, team, health; + char *s; + char model[MAX_QPATH]; + char oldname[MAX_STRING_CHARS]; + gclient_t *client; + char c1[MAX_INFO_STRING]; + char redTeam[MAX_INFO_STRING]; + char blueTeam[MAX_INFO_STRING]; + char userinfo[MAX_INFO_STRING]; + + 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 ) ) { + trap_SendServerCommand( -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; + } + //client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth; + + // set model + //Q_strncpyz( model, Info_ValueForKey (userinfo, "model"), sizeof( model ) ); + switch( client->pers.pclass ) + { + case PCL_D_BASE: + Q_strncpyz( model, "klesk", sizeof( model ) ); + break; + case PCL_D_BUILDER: + Q_strncpyz( model, "lucy", sizeof( model ) ); + break; + case PCL_H_BASE: + Q_strncpyz( model, "sarge", sizeof( model ) ); + break; + default: + Q_strncpyz( model, "grunt", sizeof( model ) ); + } + + // team + switch( client->sess.sessionTeam ) { + case TEAM_HUMANS: + ForceClientSkin(client, model, "red"); + break; + case TEAM_DROIDS: + ForceClientSkin(client, model, "blue"); + break; + } + if ( g_gametype.integer >= GT_TEAM && client->sess.sessionTeam == TEAM_SPECTATOR ) { + // don't ever use a default skin in teamplay, it would just waste memory + ForceClientSkin(client, model, "red"); + } + + + + // 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, "color" )); + strcpy(redTeam, "humans"); + strcpy(blueTeam, "droids"); + + // send over a subset of the userinfo keys so other clients can + // print scoreboards, display models, and play custom sounds + if ( ent->r.svFlags & SVF_BOT ) { + s = va("n\\%s\\t\\%i\\model\\%s\\hmodel\\%s\\c1\\%s\\hc\\%i\\w\\%i\\l\\%i\\skill\\%s\\tt\\%d\\tl\\%d", + client->pers.netname, client->sess.sessionTeam, model, model, c1, + client->pers.maxHealth, client->sess.wins, client->sess.losses, + Info_ValueForKey( userinfo, "skill" ), teamTask, teamLeader ); + } else { + s = va("n\\%s\\t\\%i\\model\\%s\\hmodel\\%s\\g_redteam\\%s\\g_blueteam\\%s\\c1\\%s\\hc\\%i\\w\\%i\\l\\%i\\tt\\%d\\tl\\%d", + client->pers.netname, client->sess.sessionTeam, model, model, redTeam, blueTeam, c1, + 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 ) ); + + // check to see if they are on the banned IP list + value = Info_ValueForKey (userinfo, "ip"); + if ( G_FilterPacket( value ) ) { + return "Banned."; + } + + // 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 ); + + //TA: rip bots + /*if( isBot ) { + ent->r.svFlags |= SVF_BOT; + ent->inuse = qtrue; + if( !G_BotConnect( clientNum, !firstTime ) ) { + return "BotConnectfailed"; + } + }*/ + + // 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 ) { + trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " connected\n\"", client->pers.netname) ); + } + + if ( g_gametype.integer >= GT_TEAM && + client->sess.sessionTeam != TEAM_SPECTATOR ) { + BroadcastTeamChange( client, -1 ); + } + + // 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; + gentity_t *tent; + int flags; + + ent = g_entities + clientNum; + + //TA: rip bots + /*if( ent->botDelayBegin ) { + G_QueueBotBegin( clientNum ); + ent->botDelayBegin = qfalse; + return; + }*/ + + 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 ); + + if ( client->sess.sessionTeam != TEAM_SPECTATOR ) { + // send event + tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_IN ); + tent->s.clientNum = ent->s.clientNum; + + if ( g_gametype.integer != GT_TOURNAMENT ) { + trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " entered the game\n\"", client->pers.netname) ); + } + } + 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) { + 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; + int flags; + int savedPing; + int ammoIndex, ammoSubIndex; + int teamLocal; + int accuracy_hits, accuracy_shots; + int savedEvents[MAX_PS_EVENTS]; + int eventSequence; + char userinfo[MAX_INFO_STRING]; + + index = ent - g_entities; + client = ent->client; + + teamLocal = client->pers.pteam; + + //TA: only start client if chosen a class and joined a team + if( client->pers.pclass == 0 && teamLocal == 0 ) + { + client->sess.sessionTeam = TEAM_SPECTATOR; + client->sess.spectatorState = SPECTATOR_FREE; + } + else if( client->pers.pclass == 0 ) + { + client->sess.sessionTeam = TEAM_SPECTATOR; + client->sess.spectatorState = SPECTATOR_LOCKED; + } + + // 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_DROIDS ) + spawnPoint = SelectDroidLockSpawnPoint ( spawn_origin, spawn_angles); + else if( teamLocal == PTE_HUMANS ) + spawnPoint = SelectHumanLockSpawnPoint ( spawn_origin, spawn_angles); + } + else + { + // don't spawn near existing origin if possible + spawnPoint = SelectTremulousSpawnPoint( teamLocal, spawn_origin, spawn_angles ); + + if( spawnPoint == NULL ) + { + trap_SendServerCommand( ent-g_entities, va("print \"No suitable spawns available\n\"" ) ); + return; + } + } + 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; + accuracy_hits = client->accuracy_hits; + accuracy_shots = client->accuracy_shots; + for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) { + persistant[i] = client->ps.persistant[i]; + } + // also save the predictable events otherwise we might get double or dropped events + for (i = 0; i < MAX_PS_EVENTS; i++) { + savedEvents[i] = client->ps.events[i]; + } + eventSequence = client->ps.eventSequence; + memset (client, 0, sizeof(*client)); + + client->pers = saved; + client->sess = savedSess; + client->ps.ping = savedPing; + client->accuracy_hits = accuracy_hits; + client->accuracy_shots = accuracy_shots; + client->lastkilled_client = -1; + for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) { + client->ps.persistant[i] = persistant[i]; + } + for (i = 0; i < MAX_PS_EVENTS; i++) { + client->ps.events[i] = savedEvents[i]; + } + client->ps.eventSequence = eventSequence; + + if( client->sess.sessionTeam == TEAM_SPECTATOR ) + { + if( teamLocal == PTE_DROIDS ) + G_AddEvent( ent, EV_MENU, MN_DROID ); + else if( teamLocal == PTE_HUMANS ) + G_AddEvent( ent, EV_MENU, MN_HUMAN ); + } + + // 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.pclass ); + + 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; + + client->ps.stats[ STAT_WEAPONS ] = 0; + client->ps.stats[ STAT_WEAPONS2 ] = 0; + + // clear entity values + switch( ent->client->pers.pclass ) + { + case PCL_D_BUILDER: + client->pers.maxHealth = 50; + client->ps.stats[STAT_MAX_HEALTH] = 50; + client->ps.stats[STAT_ARMOR] = 50; + + client->ps.eFlags = flags; + + VectorCopy (playerMins, ent->r.mins); + VectorCopy (playerMaxs, ent->r.maxs); + + client->ps.clientNum = index; + + BG_packWeapon( WP_ABUILD, client->ps.stats ); + BG_packAmmoArray( WP_ABUILD, client->ps.ammo, client->ps.powerups, 0, 0, 0 ); + + client->ps.stats[ STAT_ABILITIES ] |= SCA_TAKESFALLDAMAGE; + BG_packAttributes( 80, 15, 350, client->ps.stats ); + client->classSpeed = 0.5; + break; + + case PCL_D_BASE: + client->pers.maxHealth = 25; + client->ps.stats[STAT_MAX_HEALTH] = 25; + client->ps.eFlags = flags; + + VectorCopy (playerMins, ent->r.mins); + VectorCopy (playerMaxs, ent->r.maxs); + + client->ps.clientNum = index; + + BG_packWeapon( WP_VENOM, client->ps.stats ); + BG_packAmmoArray( WP_VENOM, client->ps.ammo, client->ps.powerups, 0, 0, 0 ); + + client->ps.stats[ STAT_ABILITIES ] |= SCA_WALLCLIMBER; + client->ps.stats[ STAT_ABILITIES ] |= SCA_CANJUMP; + client->ps.stats[ STAT_ABILITIES ] |= SCA_NOWEAPONDRIFT; + BG_packAttributes( 140, 0, 25, client->ps.stats ); + client->classSpeed = 2.0; + break; + + case PCL_H_BASE: + client->pers.maxHealth = 100; + client->ps.stats[STAT_MAX_HEALTH] = 100; + client->ps.stats[STAT_ARMOR] = 50; + + client->ps.eFlags = flags; + + VectorCopy (playerMins, ent->r.mins); + VectorCopy (playerMaxs, ent->r.maxs); + + client->ps.clientNum = index; + + /*BG_packWeapon( WP_MACHINEGUN, client->ps.stats ); + BG_packAmmoArray( WP_MACHINEGUN, client->ps.ammo, client->ps.powerups, CS_MG, 4, 4 );*/ + + client->ps.stats[ STAT_ABILITIES ] |= SCA_TAKESFALLDAMAGE; + client->ps.stats[ STAT_ABILITIES ] |= SCA_CANJUMP; + BG_packAttributes( 90, 2, 200, client->ps.stats ); + client->classSpeed = 1.0; + break; + + //eventually remove this case (or report an error) when all classes implemented + default: + client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth; + client->ps.eFlags = flags; + + VectorCopy (playerMins, ent->r.mins); + VectorCopy (playerMaxs, ent->r.maxs); + + client->ps.clientNum = index; + + BG_packWeapon( WP_MACHINEGUN, client->ps.stats ); + BG_packAmmoArray( WP_MACHINEGUN, client->ps.ammo, client->ps.powerups, 100, 0, 0 ); + + BG_packWeapon( WP_GAUNTLET, client->ps.stats ); + BG_packAmmoArray( WP_GAUNTLET, client->ps.ammo, client->ps.powerups, 0, 0, 0 ); + + BG_packAmmoArray( WP_GRAPPLING_HOOK, client->ps.ammo, client->ps.powerups, 0, 0, 0 ); + + client->ps.stats[ STAT_ABILITIES ] |= SCA_TAKESFALLDAMAGE; + client->ps.stats[ STAT_ABILITIES ] |= SCA_CANZOOM; + client->ps.stats[ STAT_ABILITIES ] |= SCA_CANJUMP; + BG_packAttributes( 90, 2, 200, client->ps.stats ); + client->classSpeed = 1.0; + + } + + ent->client->ps.stats[ STAT_PCLASS ] = ent->client->pers.pclass; + ent->client->ps.stats[ STAT_PTEAM ] = ent->client->pers.pteam; + + + // health will count down towards max_health + ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH]; //* 1.25; + + G_SetOrigin( ent, spawn_origin ); + VectorCopy( spawn_origin, client->ps.origin ); + + // 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 ) { + + } else { + G_KillBox( ent ); + 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->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 + 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_gotWeapon( 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 ) { + 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; + + // They don't get to take powerups with them! + // Especially important for stuff like CTF flags + TossClientItems ( ent ); + } + + G_LogPrintf( "ClientDisconnect: %i\n", clientNum ); + + // if we are playing in tourney mode and losing, give a win to the other player + if ( ( g_gametype.integer == GT_TOURNAMENT ) + && !level.intermissiontime + && !level.warmupTime && level.sortedClients[1] == clientNum ) { + level.clients[ level.sortedClients[0] ].sess.wins++; + ClientUserinfoChanged( level.sortedClients[0] ); + } + + 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(); + + //TA: rip bots + /*if ( ent->r.svFlags & SVF_BOT ) { + BotAIShutdownClient( clientNum ); + }*/ +} |