diff options
Diffstat (limited to 'src/game/g_client.c')
-rw-r--r-- | src/game/g_client.c | 1593 |
1 files changed, 0 insertions, 1593 deletions
diff --git a/src/game/g_client.c b/src/game/g_client.c deleted file mode 100644 index e86439c4..00000000 --- a/src/game/g_client.c +++ /dev/null @@ -1,1593 +0,0 @@ -// 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( ); -} |