// 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_DamageFeedback Called just before a snapshot is sent to the given player. Totals up all damage and generates both the player_state_t damage values to that client for pain blends and kicks, and global pain sound events for all clients. =============== */ void P_DamageFeedback( gentity_t *player ) { gclient_t *client; float count; vec3_t angles; client = player->client; if ( client->ps.pm_type == PM_DEAD ) { return; } // total points of damage shot at the player this frame count = client->damage_blood + client->damage_armor; if ( count == 0 ) { return; // didn't take any damage } if ( count > 255 ) { count = 255; } // send the information to the client // world damage (falling, slime, etc) uses a special code // to make the blend blob centered instead of positional if ( client->damage_fromWorld ) { client->ps.damagePitch = 255; client->ps.damageYaw = 255; client->damage_fromWorld = qfalse; } else { vectoangles( client->damage_from, angles ); client->ps.damagePitch = angles[PITCH]/360.0 * 256; client->ps.damageYaw = angles[YAW]/360.0 * 256; } // play an apropriate pain sound if ( (level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE) ) { player->pain_debounce_time = level.time + 700; G_AddEvent( player, EV_PAIN, player->health ); client->ps.damageEvent++; } client->ps.damageCount = count; // // clear totals // client->damage_blood = 0; client->damage_armor = 0; client->damage_knockback = 0; } /* ============= P_WorldEffects Check for lava / slime contents and drowning ============= */ void P_WorldEffects( gentity_t *ent ) { qboolean envirosuit; int waterlevel; if ( ent->client->noclip ) { ent->client->airOutTime = level.time + 12000; // don't need air return; } waterlevel = ent->waterlevel; envirosuit = /*ent->client->ps.powerups[PW_BATTLESUIT]*/ 0 > level.time; // // check for drowning // if ( waterlevel == 3 ) { // envirosuit give air if ( envirosuit ) { ent->client->airOutTime = level.time + 10000; } // if out of air, start drowning if ( ent->client->airOutTime < level.time) { // drown! ent->client->airOutTime += 1000; if ( ent->health > 0 ) { // take more damage the longer underwater ent->damage += 2; if (ent->damage > 15) ent->damage = 15; // play a gurp sound instead of a normal pain sound if (ent->health <= ent->damage) { G_Sound(ent, CHAN_VOICE, G_SoundIndex("*drown.wav")); } else if (rand()&1) { G_Sound(ent, CHAN_VOICE, G_SoundIndex("sound/player/gurp1.wav")); } else { G_Sound(ent, CHAN_VOICE, G_SoundIndex("sound/player/gurp2.wav")); } // don't play a normal pain sound ent->pain_debounce_time = level.time + 200; G_Damage (ent, NULL, NULL, NULL, NULL, ent->damage, DAMAGE_NO_ARMOR, MOD_WATER); } } } else { ent->client->airOutTime = level.time + 12000; ent->damage = 2; } // // check for sizzle damage (move to pmove?) // if (waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) { if (ent->health > 0 && ent->pain_debounce_time <= level.time ) { if ( envirosuit ) { G_AddEvent( ent, EV_POWERUP_BATTLESUIT, 0 ); } else { if (ent->watertype & CONTENTS_LAVA) { G_Damage (ent, NULL, NULL, NULL, NULL, 30*waterlevel, 0, MOD_LAVA); } if (ent->watertype & CONTENTS_SLIME) { G_Damage (ent, NULL, NULL, NULL, NULL, 10*waterlevel, 0, MOD_SLIME); } } } } } /* =============== G_SetClientSound =============== */ void G_SetClientSound( gentity_t *ent ) { if (ent->waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) { ent->client->ps.loopSound = level.snd_fry; } else { ent->client->ps.loopSound = 0; } } //============================================================== /* ============== ClientImpacts ============== */ void ClientImpacts( gentity_t *ent, pmove_t *pm ) { int i, j; trace_t trace; gentity_t *other; memset( &trace, 0, sizeof( trace ) ); for (i=0 ; inumtouch ; i++) { for (j=0 ; jtouchents[j] == pm->touchents[i] ) { break; } } if (j != i) { continue; // duplicated } other = &g_entities[ pm->touchents[i] ]; if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) ) { ent->touch( ent, other, &trace ); } if ( !other->touch ) { continue; } other->touch( other, ent, &trace ); } } /* ============ G_TouchTriggers Find all trigger entities that ent's current position touches. Spectators will only interact with teleporters. ============ */ void G_TouchTriggers( gentity_t *ent ) { int i, num; int touch[MAX_GENTITIES]; gentity_t *hit; trace_t trace; vec3_t mins, maxs; static vec3_t range = { 40, 40, 52 }; if ( !ent->client ) { return; } // dead clients don't activate triggers! if ( ent->client->ps.stats[STAT_HEALTH] <= 0 ) { return; } VectorSubtract( ent->client->ps.origin, range, mins ); VectorAdd( ent->client->ps.origin, range, maxs ); num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES ); // can't use ent->absmin, because that has a one unit pad VectorAdd( ent->client->ps.origin, ent->r.mins, mins ); VectorAdd( ent->client->ps.origin, ent->r.maxs, maxs ); for ( i=0 ; itouch && !ent->touch ) { continue; } if ( !( hit->r.contents & CONTENTS_TRIGGER ) ) { continue; } // ignore most entities if a spectator if( ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) || ( ent->client->ps.stats[ STAT_STATE ] & SS_INFESTING ) || ( ent->client->ps.stats[ STAT_STATE ] & SS_HOVELING ) ) { if ( hit->s.eType != ET_TELEPORT_TRIGGER && // this is ugly but adding a new ET_? type will // most likely cause network incompatibilities hit->touch != Touch_DoorTrigger) { continue; } } // use seperate code for determining if an item is picked up // so you don't have to actually contact its bounding box /* if ( hit->s.eType == ET_ITEM || hit->s.eType == ET_BUILDABLE ) { if ( !BG_PlayerTouchesItem( &ent->client->ps, &hit->s, level.time ) ) { continue; } } else {*/ if ( !trap_EntityContact( mins, maxs, hit ) ) { continue; } /*}*/ memset( &trace, 0, sizeof(trace) ); if ( hit->touch ) { hit->touch (hit, ent, &trace); } if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) ) { ent->touch( ent, hit, &trace ); } } // if we didn't touch a jump pad this pmove frame if ( ent->client->ps.jumppad_frame != ent->client->ps.pmove_framecount ) { ent->client->ps.jumppad_frame = 0; ent->client->ps.jumppad_ent = 0; } } /* ================= SpectatorThink ================= */ void SpectatorThink( gentity_t *ent, usercmd_t *ucmd ) { pmove_t pm; gclient_t *client; client = ent->client; if ( client->sess.spectatorState != SPECTATOR_FOLLOW ) { if( client->sess.spectatorState == SPECTATOR_LOCKED ) client->ps.pm_type = PM_FREEZE; else client->ps.pm_type = PM_SPECTATOR; client->ps.speed = 400; // faster than normal // set up for pmove memset (&pm, 0, sizeof(pm)); pm.ps = &client->ps; pm.cmd = *ucmd; pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; // spectators can fly through bodies pm.trace = trap_Trace; pm.pointcontents = trap_PointContents; // perform a pmove Pmove (&pm); // save results of pmove VectorCopy( client->ps.origin, ent->s.origin ); G_TouchTriggers( ent ); trap_UnlinkEntity( ent ); } client->oldbuttons = client->buttons; client->buttons = ucmd->buttons; if( ( client->buttons & BUTTON_ATTACK ) && !( client->oldbuttons & BUTTON_ATTACK ) ) { if( client->pers.pteam == PTE_NONE ) G_AddPredictableEvent( ent, EV_MENU, MN_TEAM ); else if( client->pers.pteam == PTE_ALIENS ) G_AddPredictableEvent( ent, EV_MENU, MN_A_CLASS ); else if( client->pers.pteam == PTE_HUMANS ) G_AddPredictableEvent( ent, EV_MENU, MN_H_SPAWN ); } // attack button cycles through spectators //TA: messes with the menus /*if ( ( client->buttons & BUTTON_ATTACK ) && !( client->oldbuttons & BUTTON_ATTACK ) && ( client->sess.spectatorState == SPECTATOR_FREE ) ) Cmd_FollowCycle_f( ent, 1 );*/ } /* ================= ClientInactivityTimer Returns qfalse if the client is dropped ================= */ qboolean ClientInactivityTimer( gclient_t *client ) { if ( ! g_inactivity.integer ) { // give everyone some time, so if the operator sets g_inactivity during // gameplay, everyone isn't kicked client->inactivityTime = level.time + 60 * 1000; client->inactivityWarning = qfalse; } else if ( client->pers.cmd.forwardmove || client->pers.cmd.rightmove || client->pers.cmd.upmove || (client->pers.cmd.buttons & BUTTON_ATTACK) ) { client->inactivityTime = level.time + g_inactivity.integer * 1000; client->inactivityWarning = qfalse; } else if ( !client->pers.localClient ) { if ( level.time > client->inactivityTime ) { trap_DropClient( client - level.clients, "Dropped due to inactivity" ); return qfalse; } if ( level.time > client->inactivityTime - 10000 && !client->inactivityWarning ) { client->inactivityWarning = qtrue; trap_SendServerCommand( client - level.clients, "cp \"Ten seconds until inactivity drop!\n\"" ); } } return qtrue; } #define STAMINA_STOP_RESTORE 10 #define STAMINA_WALK_RESTORE 5 #define STAMINA_SPRINT_TAKE 10 #define STAMINA_LARMOUR_TAKE 5 /* ================== ClientTimerActions Actions that happen once a second ================== */ void ClientTimerActions( gentity_t *ent, int msec ) { gclient_t *client; usercmd_t *ucmd; int aForward, aRight; ucmd = &ent->client->pers.cmd; aForward = abs( ucmd->forwardmove ); aRight = abs( ucmd->rightmove ); client = ent->client; client->time100 += msec; client->time1000 += msec; while ( client->time100 >= 100 ) { client->time100 -= 100; //if not trying to run then not trying to sprint if( aForward <= 64 ) client->ps.stats[ STAT_STATE ] &= ~SS_SPEEDBOOST; if( ( client->ps.stats[ STAT_STATE ] & SS_SPEEDBOOST ) && ucmd->upmove >= 0 ) { //subtract stamina if( BG_gotItem( UP_LIMBARMOUR, client->ps.stats ) ) client->ps.stats[ STAT_STAMINA ] -= STAMINA_LARMOUR_TAKE; else client->ps.stats[ STAT_STAMINA ] -= STAMINA_SPRINT_TAKE; if( client->ps.stats[ STAT_STAMINA ] < -MAX_STAMINA ) client->ps.stats[ STAT_STAMINA ] = -MAX_STAMINA; } if( ( aForward <= 64 && aForward > 5 ) || ( aRight <= 64 && aRight > 5 ) ) { //restore stamina client->ps.stats[ STAT_STAMINA ] += STAMINA_WALK_RESTORE; if( client->ps.stats[ STAT_STAMINA ] > MAX_STAMINA ) client->ps.stats[ STAT_STAMINA ] = MAX_STAMINA; } else if( aForward <= 5 && aRight <= 5 ) { //restore stamina faster client->ps.stats[ STAT_STAMINA ] += STAMINA_STOP_RESTORE; if( client->ps.stats[ STAT_STAMINA ] > MAX_STAMINA ) client->ps.stats[ STAT_STAMINA ] = MAX_STAMINA; } //client is poisoned if( client->ps.stats[ STAT_STATE ] & SS_POISONED ) { int damage = ( level.time - client->lastPoisonTime ) / 1000; G_Damage( ent, NULL, NULL, NULL, NULL, damage, 0, MOD_VENOM ); } //client is charging up for a pounce if( client->ps.weapon == WP_POUNCE ) { if( client->ps.stats[ STAT_MISC ] < MAX_POUNCE_SPEED && ucmd->buttons & BUTTON_ATTACK2 ) { client->ps.stats[ STAT_MISC ] += ( 100.0f / POUNCE_TIME ) * MAX_POUNCE_SPEED; client->allowedToPounce = qtrue; } if( !( ucmd->buttons & BUTTON_ATTACK2 ) ) { if( client->ps.stats[ STAT_MISC ] > 0 ) client->pouncePayload = client->ps.stats[ STAT_MISC ]; client->ps.stats[ STAT_MISC ] = 0; } if( client->ps.stats[ STAT_MISC ] > MAX_POUNCE_SPEED ) client->ps.stats[ STAT_MISC ] = MAX_POUNCE_SPEED; } //client is charging up an lcanon if( client->ps.weapon == WP_LUCIFER_CANON ) { int ammo; BG_unpackAmmoArray( WP_LUCIFER_CANON, client->ps.ammo, client->ps.powerups, &ammo, NULL, NULL ); if( client->ps.stats[ STAT_MISC ] < LC_TOTAL_CHARGE && ucmd->buttons & BUTTON_ATTACK ) client->ps.stats[ STAT_MISC ] += ( 100.0f / LC_CHARGE_TIME ) * LC_TOTAL_CHARGE; if( client->ps.stats[ STAT_MISC ] > LC_TOTAL_CHARGE ) client->ps.stats[ STAT_MISC ] = LC_TOTAL_CHARGE; if( client->ps.stats[ STAT_MISC ] > ( ammo * LC_TOTAL_CHARGE ) / 10 ) client->ps.stats[ STAT_MISC ] = ammo * LC_TOTAL_CHARGE / 10; } #define LAUNCH_TIME 2000 switch( client->ps.weapon ) { case WP_ABUILD: case WP_ABUILD2: case WP_HBUILD: case WP_HBUILD2: //set validity bit on buildable if( ( client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) > BA_NONE ) { int dist = BG_FindBuildDistForClass( ent->client->ps.stats[ STAT_PCLASS ] ); vec3_t dummy; if( G_itemFits( ent, client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT, dist, dummy ) == IBE_NONE ) client->ps.stats[ STAT_BUILDABLE ] |= SB_VALID_TOGGLEBIT; else client->ps.stats[ STAT_BUILDABLE ] &= ~SB_VALID_TOGGLEBIT; } break; default: break; } } while( client->time1000 >= 1000 ) { client->time1000 -= 1000; //replenish alien health if( client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) { if( ent->health < client->ps.stats[ STAT_MAX_HEALTH ] ) ent->health++; } } } /* ==================== ClientIntermissionThink ==================== */ void ClientIntermissionThink( gclient_t *client ) { client->ps.eFlags &= ~EF_TALK; client->ps.eFlags &= ~EF_FIRING; client->ps.eFlags &= ~EF_FIRING2; // the level will exit when everyone wants to or after timeouts // swap and latch button actions client->oldbuttons = client->buttons; client->buttons = client->pers.cmd.buttons; if ( client->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) & ( client->oldbuttons ^ client->buttons ) ) { client->readyToExit = 1; } } /* ================ ClientEvents Events will be passed on to the clients for presentation, but any server game effects are handled here ================ */ void ClientEvents( gentity_t *ent, int oldEventSequence ) { int i, j; int event; gclient_t *client; int damage; vec3_t dir; vec3_t origin, angles; // qboolean fired; gitem_t *item; gentity_t *drop; client = ent->client; if ( oldEventSequence < client->ps.eventSequence - MAX_PS_EVENTS ) { oldEventSequence = client->ps.eventSequence - MAX_PS_EVENTS; } for ( i = oldEventSequence ; i < client->ps.eventSequence ; i++ ) { event = client->ps.events[ i & (MAX_PS_EVENTS-1) ]; switch ( event ) { case EV_FALL_MEDIUM: case EV_FALL_FAR: if ( ent->s.eType != ET_PLAYER ) { break; // not in the player model } if ( g_dmflags.integer & DF_NO_FALLING ) { break; } if ( event == EV_FALL_FAR ) { damage = 10; } else { damage = 5; } VectorSet (dir, 0, 0, 1); ent->pain_debounce_time = level.time + 200; // no normal pain sound G_Damage (ent, NULL, NULL, NULL, NULL, damage, 0, MOD_FALLING); break; case EV_FIRE_WEAPON: FireWeapon( ent ); break; case EV_FIRE_WEAPON2: FireWeapon2( ent ); break; case EV_FIRE_WEAPONBOTH: FireWeapon( ent ); FireWeapon2( ent ); break; case EV_USE_ITEM1: // teleporter // drop flags in CTF item = NULL; j = 0; /*if ( ent->client->ps.powerups[ PW_REDFLAG ] ) { item = BG_FindItemForPowerup( PW_REDFLAG ); i = PW_REDFLAG; } else if ( ent->client->ps.powerups[ PW_BLUEFLAG ] ) { item = BG_FindItemForPowerup( PW_BLUEFLAG ); i = PW_BLUEFLAG; }*/ if ( item ) { drop = Drop_Item( ent, item, 0 ); // decide how many seconds it has left /*drop->count = ( ent->client->ps.powerups[ j ] - level.time ) / 1000;*/ if ( drop->count < 1 ) { drop->count = 1; } /*ent->client->ps.powerups[ j ] = 0;*/ } SelectSpawnPoint( ent->client->ps.origin, origin, angles ); TeleportPlayer( ent, origin, angles ); break; case EV_USE_ITEM2: // medkit ent->health = ent->client->ps.stats[STAT_MAX_HEALTH]; break; default: break; } } } /* ============== StuckInOtherClient ============== */ static int StuckInOtherClient(gentity_t *ent) { int i; gentity_t *ent2; ent2 = &g_entities[0]; for ( i = 0; i < MAX_CLIENTS; i++, ent2++ ) { if ( ent2 == ent ) { continue; } if ( !ent2->inuse ) { continue; } if ( !ent2->client ) { continue; } if ( ent2->health <= 0 ) { continue; } // if (ent2->r.absmin[0] > ent->r.absmax[0]) continue; if (ent2->r.absmin[1] > ent->r.absmax[1]) continue; if (ent2->r.absmin[2] > ent->r.absmax[2]) continue; if (ent2->r.absmax[0] < ent->r.absmin[0]) continue; if (ent2->r.absmax[1] < ent->r.absmin[1]) continue; if (ent2->r.absmax[2] < ent->r.absmin[2]) continue; return qtrue; } return qfalse; } //TA: rip bots //void BotTestSolid(vec3_t origin); /* ============== SendPendingPredictableEvents ============== */ void SendPendingPredictableEvents( playerState_t *ps ) { gentity_t *t; int event, seq; int extEvent, number; // if there are still events pending if ( ps->entityEventSequence < ps->eventSequence ) { // create a temporary entity for this event which is sent to everyone // except the client who generated the event seq = ps->entityEventSequence & (MAX_PS_EVENTS-1); event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 ); // set external event to zero before calling BG_PlayerStateToEntityState extEvent = ps->externalEvent; ps->externalEvent = 0; // create temporary entity for event t = G_TempEntity( ps->origin, event ); number = t->s.number; BG_PlayerStateToEntityState( ps, &t->s, qtrue ); t->s.number = number; t->s.eType = ET_EVENTS + event; t->s.eFlags |= EF_PLAYER_EVENT; t->s.otherEntityNum = ps->clientNum; // send to everyone except the client who generated the event t->r.svFlags |= SVF_NOTSINGLECLIENT; t->r.singleClient = ps->clientNum; // set back external event ps->externalEvent = extEvent; } } /* ============== ClientThink This will be called once for each client frame, which will usually be a couple times for each server frame on fast clients. If "g_synchronousClients 1" is set, this will be called exactly once for each server frame, which makes for smooth demo recording. ============== */ void ClientThink_real( gentity_t *ent ) { gclient_t *client; pmove_t pm; int oldEventSequence; int msec; usercmd_t *ucmd; float speed; //TA: torch gentity_t *light; //TA: creep variables gentity_t *creepNode; vec3_t temp_v; int i; qboolean cSlowed = qfalse; client = ent->client; // don't think if the client is not yet connected (and thus not yet spawned in) if (client->pers.connected != CON_CONNECTED) { return; } // mark the time, so the connection sprite can be removed ucmd = &ent->client->pers.cmd; // sanity check the command time to prevent speedup cheating if ( ucmd->serverTime > level.time + 200 ) { ucmd->serverTime = level.time + 200; // G_Printf("serverTime <<<<<\n" ); } if ( ucmd->serverTime < level.time - 1000 ) { ucmd->serverTime = level.time - 1000; // G_Printf("serverTime >>>>>\n" ); } msec = ucmd->serverTime - client->ps.commandTime; // following others may result in bad times, but we still want // to check for follow toggles if ( msec < 1 && client->sess.spectatorState != SPECTATOR_FOLLOW ) { return; } if ( msec > 200 ) { msec = 200; } if ( pmove_msec.integer < 8 ) { trap_Cvar_Set("pmove_msec", "8"); } else if (pmove_msec.integer > 33) { trap_Cvar_Set("pmove_msec", "33"); } if ( pmove_fixed.integer || client->pers.pmoveFixed ) { ucmd->serverTime = ((ucmd->serverTime + pmove_msec.integer-1) / pmove_msec.integer) * pmove_msec.integer; //if (ucmd->serverTime - client->ps.commandTime <= 0) // return; } // // check for exiting intermission // if ( level.intermissiontime ) { ClientIntermissionThink( client ); return; } // spectators don't do much if ( client->sess.sessionTeam == TEAM_SPECTATOR ) { if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD ) { return; } SpectatorThink( ent, ucmd ); return; } // check for inactivity timer, but never drop the local client of a non-dedicated server if ( !ClientInactivityTimer( client ) ) { return; } // clear the rewards if time if ( level.time > client->rewardTime ) { client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET ); } if( client->noclip ) client->ps.pm_type = PM_NOCLIP; else if( client->ps.stats[STAT_HEALTH] <= 0 ) client->ps.pm_type = PM_DEAD; else if( client->ps.stats[ STAT_STATE ] & SS_INFESTING || client->ps.stats[ STAT_STATE ] & SS_HOVELING ) client->ps.pm_type = PM_FREEZE; else if( client->ps.stats[ STAT_STATE ] & SS_BLOBLOCKED || client->ps.stats[ STAT_STATE ] & SS_GRABBED ) client->ps.pm_type = PM_GRABBED; else client->ps.pm_type = PM_NORMAL; if( client->ps.stats[ STAT_STATE ] & SS_GRABBED && client->lastGrabTime + BG_FindRepeatRateForWeapon( WP_GRAB_CLAW ) + 100 < level.time ) client->ps.stats[ STAT_STATE ] &= ~SS_GRABBED; if( client->ps.stats[ STAT_STATE ] & SS_BLOBLOCKED && client->lastLockTime + 5000 < level.time ) client->ps.stats[ STAT_STATE ] &= ~SS_BLOBLOCKED; if( client->ps.stats[ STAT_STATE ] & SS_BOOSTED && client->lastBoostedTime + 20000 < level.time ) client->ps.stats[ STAT_STATE ] &= ~SS_BOOSTED; client->ps.gravity = g_gravity.value; if( BG_gotItem( UP_ANTITOXIN, client->ps.stats ) && BG_activated( UP_ANTITOXIN, client->ps.stats ) ) { if( client->ps.stats[ STAT_STATE ] & SS_POISONED ) { //remove anti toxin BG_removeItem( UP_ANTITOXIN, client->ps.stats ); client->ps.stats[ STAT_STATE ] &= ~SS_POISONED; } } // set speed client->ps.speed = g_speed.value * BG_FindSpeedForClass( client->ps.stats[ STAT_PCLASS ] ); //TA: slow player if charging up for a pounce if( client->ps.weapon == WP_POUNCE && ucmd->buttons & BUTTON_ATTACK2 ) client->ps.speed *= 0.75; //TA: slow player if standing in creep for ( i = 1, creepNode = g_entities + i; i < level.num_entities; i++, creepNode++ ) { if( creepNode->biteam == PTE_ALIENS ) { VectorSubtract( client->ps.origin, creepNode->s.origin, temp_v ); if( ( VectorLength( temp_v ) <= CREEP_BASESIZE ) && ( temp_v[ 2 ] <= 21 ) && //assumes mins of player is (x, x, -24) ( client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) ) { if( BG_gotItem( UP_LIMBARMOUR, client->ps.stats ) ) client->ps.speed *= 0.75; else client->ps.speed *= 0.5; client->ps.stats[ STAT_STATE ] |= SS_CREEPSLOWED; cSlowed = qtrue; break; } } } if( !cSlowed ) client->ps.stats[ STAT_STATE ] &= ~SS_CREEPSLOWED; /*if ( client->ps.powerups[PW_HASTE] ) { client->ps.speed *= 1.3; }*/ // Let go of the hook if we aren't firing /* if ( client->ps.weapon == WP_GRAPPLING_HOOK && client->hook && !( ucmd->buttons & BUTTON_ATTACK ) ) { Weapon_HookFree(client->hook); }*/ //TA: torch stuff if( client->torch == NULL && BG_activated( UP_TORCH, client->ps.stats ) && BG_gotItem( UP_TORCH, client->ps.stats ) && !( client->ps.pm_type == PM_DEAD ) ) { light = G_Spawn( ); light->s.eType = ET_TORCH; light->r.ownerNum = ent->s.number; light->parent = ent; client->torch = light; } if( client->torch != NULL && ( !BG_activated( UP_TORCH, client->ps.stats ) || client->ps.pm_type == PM_DEAD || !BG_gotItem( UP_TORCH, client->ps.stats ) ) ) { G_FreeEntity( client->torch ); trap_LinkEntity( client->torch ); client->torch = NULL; } if( client->torch != NULL ) ShineTorch( client->torch ); // set up for pmove oldEventSequence = client->ps.eventSequence; memset (&pm, 0, sizeof(pm)); if( !( ucmd->buttons & BUTTON_TALK ) ) //&& client->ps.weaponTime <= 0 ) //TA: erk more server load { switch( client->ps.weapon ) { case WP_VENOM: if( client->ps.weaponTime <= 0 ) pm.autoWeaponHit[ WP_VENOM ] = CheckVenomAttack( ent ); break; case WP_GRAB_CLAW: pm.autoWeaponHit[ WP_GRAB_CLAW ] = CheckGrabAttack( ent ); break; case WP_POUNCE: if( client->ps.weaponTime <= 0 ) pm.autoWeaponHit[ WP_POUNCE ] = CheckPounceAttack( ent ); break; default: break; } } if ( ent->flags & FL_FORCE_GESTURE ) { ent->flags &= ~FL_FORCE_GESTURE; ent->client->pers.cmd.buttons |= BUTTON_GESTURE; } pm.ps = &client->ps; pm.cmd = *ucmd; if ( pm.ps->pm_type == PM_DEAD ) { pm.tracemask = MASK_PLAYERSOLID; // & ~CONTENTS_BODY; } if( pm.ps->stats[ STAT_STATE ] & SS_INFESTING || pm.ps->stats[ STAT_STATE ] & SS_HOVELING ) pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; else if ( ent->r.svFlags & SVF_BOT ) { pm.tracemask = MASK_PLAYERSOLID | CONTENTS_BOTCLIP; } else { pm.tracemask = MASK_PLAYERSOLID; } pm.trace = trap_Trace; pm.pointcontents = trap_PointContents; pm.debugLevel = g_debugMove.integer; pm.noFootsteps = ( g_dmflags.integer & DF_NO_FOOTSTEPS ) > 0; pm.pmove_fixed = pmove_fixed.integer | client->pers.pmoveFixed; pm.pmove_msec = pmove_msec.integer; VectorCopy( client->ps.origin, client->oldOrigin ); Pmove (&pm); // save results of pmove if ( ent->client->ps.eventSequence != oldEventSequence ) { ent->eventTime = level.time; } if (g_smoothClients.integer) { BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue ); } else { BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue ); } SendPendingPredictableEvents( &ent->client->ps ); if( !( ent->client->ps.eFlags & EF_FIRING ) ) client->fireHeld = qfalse; // for grapple if( !( ent->client->ps.eFlags & EF_FIRING2 ) ) client->fire2Held = qfalse; // use the snapped origin for linking so it matches client predicted versions VectorCopy( ent->s.pos.trBase, ent->r.currentOrigin ); VectorCopy (pm.mins, ent->r.mins); VectorCopy (pm.maxs, ent->r.maxs); ent->waterlevel = pm.waterlevel; ent->watertype = pm.watertype; // execute client events ClientEvents( ent, oldEventSequence ); // link entity now, after any personal teleporters have been used trap_LinkEntity (ent); if ( !ent->client->noclip ) { G_TouchTriggers( ent ); } // NOTE: now copy the exact origin over otherwise clients can be snapped into solid VectorCopy( ent->client->ps.origin, ent->r.currentOrigin ); //test for solid areas in the AAS file //TA: rip bots //BotTestSolid(ent->r.currentOrigin); // touch other objects ClientImpacts( ent, &pm ); // save results of triggers and client events if (ent->client->ps.eventSequence != oldEventSequence) { ent->eventTime = level.time; } // swap and latch button actions client->oldbuttons = client->buttons; client->buttons = ucmd->buttons; client->latched_buttons |= client->buttons & ~client->oldbuttons; if( ( client->buttons & BUTTON_GETFLAG ) && !( client->oldbuttons & BUTTON_GETFLAG ) ) { trace_t trace; vec3_t view, point; gentity_t *traceEnt; if( client->ps.stats[ STAT_STATE ] & SS_HOVELING ) { gentity_t *hovel = client->infestBody; vec3_t forward, newOrigin, newAngles; trace_t tr; vec3_t mins, maxs; BG_FindBBoxForClass( client->ps.stats[ STAT_PCLASS ], mins, maxs, NULL, NULL, NULL ); AngleVectors( hovel->s.angles, forward, NULL, NULL ); VectorInverse( forward ); VectorMA( hovel->s.origin, 95.0f, forward, newOrigin ); vectoangles( forward, newAngles ); VectorMA( newOrigin, 1.0f, hovel->s.origin2, newOrigin ); trap_Trace( &tr, newOrigin, mins, maxs, newOrigin, 0, MASK_PLAYERSOLID ); //only let the player out if there is room if( tr.fraction == 1.0 ) { //prevent lerping ent->client->ps.eFlags ^= EF_TELEPORT_BIT; G_SetOrigin( ent, newOrigin ); VectorCopy( newOrigin, ent->client->ps.origin ); SetClientViewAngle( ent, newAngles ); //client leaves hovel client->ps.stats[ STAT_STATE ] &= ~SS_HOVELING; //hovel is empty G_setBuildableAnim( hovel, BANIM_ATTACK1, qfalse ); hovel->active = qfalse; } else { //exit is blocked G_AddPredictableEvent( ent, EV_MENU, MN_A_HOVEL_BLOCKED ); } } else { //TA: look for MCU infront of player AngleVectors( client->ps.viewangles, view, NULL, NULL ); VectorMA( client->ps.origin, 200, view, point ); trap_Trace( &trace, client->ps.origin, NULL, NULL, point, ent->s.number, MASK_SHOT ); traceEnt = &g_entities[ trace.entityNum ]; if( traceEnt->use ) traceEnt->use( traceEnt, ent, ent ); //other and activator are the same in this context } } // check for respawning if( client->ps.stats[STAT_HEALTH] <= 0 ) { // wait for the attack button to be pressed if( level.time > client->respawnTime ) { // forcerespawn is to prevent users from waiting out powerups if( g_forcerespawn.integer > 0 && ( level.time - client->respawnTime ) > 0 ) { //g_forcerespawn.integer * 1000 ) { respawn( ent ); return; } // pressing attack or use is the normal respawn method if( ucmd->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) ) { respawn( ent ); } } return; } if( ( ( client->lastInfestTime + BG_FindEvolveTimeForClass( client->ps.stats[ STAT_PCLASS ] ) ) < level.time ) && ( client->ps.stats[ STAT_STATE ] & SS_INFESTING ) ) { client->ps.stats[ STAT_STATE ] &= ~SS_INFESTING; ClientSpawn( ent, client->infestBody ); } // perform once-a-second actions ClientTimerActions( ent, msec ); } /* ================== ClientThink A new command has arrived from the client ================== */ void ClientThink( int clientNum ) { gentity_t *ent; ent = g_entities + clientNum; trap_GetUsercmd( clientNum, &ent->client->pers.cmd ); // mark the time we got info, so we can display the // phone jack if they don't get any for a while ent->client->lastCmdTime = level.time; if ( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer ) { ClientThink_real( ent ); } } void G_RunClient( gentity_t *ent ) { if ( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer ) { return; } ent->client->pers.cmd.serverTime = level.time; ClientThink_real( ent ); } /* ================== SpectatorClientEndFrame ================== */ void SpectatorClientEndFrame( gentity_t *ent ) { gclient_t *cl; // if we are doing a chase cam or a remote view, grab the latest info if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) { int clientNum, flags; clientNum = ent->client->sess.spectatorClient; // team follow1 and team follow2 go to whatever clients are playing if ( clientNum == -1 ) { clientNum = level.follow1; } else if ( clientNum == -2 ) { clientNum = level.follow2; } if ( clientNum >= 0 ) { cl = &level.clients[ clientNum ]; if ( cl->pers.connected == CON_CONNECTED && cl->sess.sessionTeam != TEAM_SPECTATOR ) { flags = (cl->ps.eFlags & ~(EF_VOTED | EF_TEAMVOTED)) | (ent->client->ps.eFlags & (EF_VOTED | EF_TEAMVOTED)); ent->client->ps = cl->ps; ent->client->ps.pm_flags |= PMF_FOLLOW; ent->client->ps.eFlags = flags; return; } else { // drop them to free spectators unless they are dedicated camera followers if ( ent->client->sess.spectatorClient >= 0 ) { ent->client->sess.spectatorState = SPECTATOR_FREE; ClientBegin( ent->client - level.clients ); } } } } if ( ent->client->sess.spectatorState == SPECTATOR_SCOREBOARD ) { ent->client->ps.pm_flags |= PMF_SCOREBOARD; } else { ent->client->ps.pm_flags &= ~PMF_SCOREBOARD; } } /* ============== ClientEndFrame Called at the end of each server frame for each connected client A fast client will have multiple ClientThink for each ClientEdFrame, while a slow client may have multiple ClientEndFrame between ClientThink. ============== */ void ClientEndFrame( gentity_t *ent ) { int i; clientPersistant_t *pers; if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) { SpectatorClientEndFrame( ent ); return; } pers = &ent->client->pers; // turn off any expired powerups /* for ( i = 0 ; i < MAX_POWERUPS ; i++ ) { if ( ent->client->ps.powerups[ i ] < level.time ) { ent->client->ps.powerups[ i ] = 0; } }*/ // save network bandwidth #if 0 if ( !g_synchronousClients->integer && ent->client->ps.pm_type == PM_NORMAL ) { // FIXME: this must change eventually for non-sync demo recording VectorClear( ent->client->ps.viewangles ); } #endif // // If the end of unit layout is displayed, don't give // the player any normal movement attributes // if ( level.intermissiontime ) { return; } // burn from lava, etc P_WorldEffects (ent); // apply all the damage taken this frame P_DamageFeedback (ent); // add the EF_CONNECTION flag if we haven't gotten commands recently if ( level.time - ent->client->lastCmdTime > 1000 ) { ent->s.eFlags |= EF_CONNECTION; } else { ent->s.eFlags &= ~EF_CONNECTION; } ent->client->ps.stats[STAT_HEALTH] = ent->health; // FIXME: get rid of ent->health... G_SetClientSound (ent); // set the latest infor if (g_smoothClients.integer) { BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue ); } else { BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue ); } SendPendingPredictableEvents( &ent->client->ps ); // set the bit for the reachability area the client is currently in // i = trap_AAS_PointReachabilityAreaIndex( ent->client->ps.origin ); // ent->client->areabits[i >> 3] |= 1 << (i & 7); }