/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. Copyright (C) 2000-2006 Tim Angus This file is part of Tremulous. Tremulous 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 of the License, or (at your option) any later version. Tremulous 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 Tremulous; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ #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 > 255 ? 255 : 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 ) { int waterlevel; if( ent->client->noclip ) { ent->client->airOutTime = level.time + 12000; // don't need air return; } waterlevel = ent->waterlevel; // // check for drowning // if( waterlevel == 3 ) { // 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( 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; } //============================================================== /* ============== ClientShove ============== */ static int GetClientMass( gentity_t *ent ) { int entMass = 75; if( ent->client->pers.teamSelection == TEAM_ALIENS ) entMass = BG_Class( ent->client->pers.classSelection )->health; else if( ent->client->pers.teamSelection == TEAM_HUMANS ) { if( BG_InventoryContainsUpgrade( UP_BATTLESUIT, ent->client->ps.stats ) ) entMass *= 2; } else return 0; return entMass; } static void ClientShove( gentity_t *ent, gentity_t *victim ) { vec3_t dir, push; float force; int entMass, vicMass; // Don't push if the entity is not trying to move if( !ent->client->pers.cmd.rightmove && !ent->client->pers.cmd.forwardmove && !ent->client->pers.cmd.upmove ) return; // Cannot push enemy players unless they are walking on the player if( !OnSameTeam( ent, victim ) && victim->client->ps.groundEntityNum != ent - g_entities ) return; // Shove force is scaled by relative mass entMass = GetClientMass( ent ); vicMass = GetClientMass( victim ); if( vicMass <= 0 || entMass <= 0 ) return; force = g_shove.value * entMass / vicMass; if( force < 0 ) force = 0; if( force > 150 ) force = 150; // Give the victim some shove velocity VectorSubtract( victim->r.currentOrigin, ent->r.currentOrigin, dir ); VectorNormalizeFast( dir ); VectorScale( dir, force, push ); VectorAdd( victim->client->ps.velocity, push, victim->client->ps.velocity ); // Set the pmove timer so that the other client can't cancel // out the movement immediately if( !victim->client->ps.pm_time ) { int time; time = force * 2 + 0.5f; if( time < 50 ) time = 50; if( time > 200 ) time = 200; victim->client->ps.pm_time = time; victim->client->ps.pm_flags |= PMF_TIME_KNOCKBACK; // Knock victim off if they are wallwalking on us if( ( victim->client->ps.groundEntityNum == ent - g_entities ) && ( victim->client->ps.stats[ STAT_STATE ] & SS_WALLCLIMBING ) ) victim->client->ps.pm_flags |= PMF_TIME_KNOCKOFF; } } /* ============== ClientImpacts ============== */ void ClientImpacts( gentity_t *ent, pmove_t *pm ) { int i; trace_t trace; gentity_t *other; // clear a fake trace struct for touch function memset( &trace, 0, sizeof( trace ) ); for( i = 0; i < pm->numtouch; i++ ) { other = &g_entities[ pm->touchents[ i ] ]; // see G_UnlaggedDetectCollisions(), this is the inverse of that. // if our movement is blocked by another player's real position, // don't use the unlagged position for them because they are // blocking or server-side Pmove() from reaching it if( other->client && other->client->unlaggedCalc.used ) other->client->unlaggedCalc.used = qfalse; // tyrant impact attacks if( ent->client->ps.weapon == WP_ALEVEL4 ) { G_ChargeAttack( ent, other ); G_CrushAttack( ent, other ); } // shove players if( ent->client && other->client ) ClientShove( ent, other ); // touch triggers if( other->touch ) 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; vec3_t pmins, pmaxs; static vec3_t range = { 10, 10, 10 }; if( !ent->client ) return; // dead clients don't activate triggers! if( ent->client->ps.stats[ STAT_HEALTH ] <= 0 ) return; BG_ClassBoundingBox( ent->client->ps.stats[ STAT_CLASS ], pmins, pmaxs, NULL, NULL, NULL ); VectorAdd( ent->client->ps.origin, pmins, mins ); VectorAdd( ent->client->ps.origin, pmaxs, maxs ); VectorSubtract( mins, range, mins ); VectorAdd( maxs, range, maxs ); num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES ); // can't use ent->absmin, because that has a one unit pad VectorAdd( ent->client->ps.origin, ent->r.mins, mins ); VectorAdd( ent->client->ps.origin, ent->r.maxs, maxs ); for( i = 0; i < num; i++ ) { hit = &g_entities[ touch[ i ] ]; if( !hit->touch && !ent->touch ) continue; if( !( hit->r.contents & CONTENTS_TRIGGER ) ) continue; // ignore most entities if a spectator if( ( ent->client->sess.spectatorState != SPECTATOR_NOT ) || ( 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 ) { //check for manually triggered doors manualTriggerSpectator( hit, ent ); continue; } } if( !trap_EntityContact( mins, maxs, hit ) ) continue; memset( &trace, 0, sizeof( trace ) ); if( hit->touch ) hit->touch( hit, ent, &trace ); } } /* ================= SpectatorThink ================= */ void SpectatorThink( gentity_t *ent, usercmd_t *ucmd ) { pmove_t pm; gclient_t *client; int clientNum; qboolean attack1, attack3, following, queued; client = ent->client; client->oldbuttons = client->buttons; client->buttons = ucmd->buttons; attack1 = ( client->buttons & BUTTON_ATTACK ) && !( client->oldbuttons & BUTTON_ATTACK ); attack3 = ( client->buttons & BUTTON_USE_HOLDABLE ) && !( client->oldbuttons & BUTTON_USE_HOLDABLE ); // We are in following mode only if we are following a non-spectating client following = client->sess.spectatorState != SPECTATOR_FOLLOW; if( following ) { clientNum = client->sess.spectatorClient; if( clientNum < 0 || clientNum > level.maxclients || !g_entities[ clientNum ].client || g_entities[ clientNum ].client->sess.spectatorState != SPECTATOR_NOT ) following = qfalse; } // Check to see if we are in the spawn queue if( client->pers.teamSelection == TEAM_ALIENS ) queued = G_SearchSpawnQueue( &level.alienSpawnQueue, ent - g_entities ); else if( client->pers.teamSelection == TEAM_HUMANS ) queued = G_SearchSpawnQueue( &level.humanSpawnQueue, ent - g_entities ); else queued = qfalse; // Wants to get out of spawn queue if( attack1 && queued ) { if( client->sess.spectatorState == SPECTATOR_FOLLOW ) G_StopFollowing( ent ); if( client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS ) G_RemoveFromSpawnQueue( &level.alienSpawnQueue, client->ps.clientNum ); else if( client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS ) G_RemoveFromSpawnQueue( &level.humanSpawnQueue, client->ps.clientNum ); client->pers.classSelection = PCL_NONE; client->ps.stats[ STAT_CLASS ] = PCL_NONE; client->ps.pm_flags &= ~PMF_QUEUED; queued = qfalse; } else if( attack1 ) { // Wants to get into spawn queue if( client->sess.spectatorState == SPECTATOR_FOLLOW ) G_StopFollowing( ent ); if( client->pers.teamSelection == TEAM_NONE ) G_TriggerMenu( client->ps.clientNum, MN_TEAM ); else if( client->pers.teamSelection == TEAM_ALIENS ) G_TriggerMenu( client->ps.clientNum, MN_A_CLASS ); else if( client->pers.teamSelection == TEAM_HUMANS ) G_TriggerMenu( client->ps.clientNum, MN_H_SPAWN ); } // We are either not following anyone or following a spectator if( !following ) { if( client->sess.spectatorState == SPECTATOR_LOCKED || client->sess.spectatorState == SPECTATOR_FOLLOW ) client->ps.pm_type = PM_FREEZE; else client->ps.pm_type = PM_SPECTATOR; if( queued ) client->ps.pm_flags |= PMF_QUEUED; client->ps.speed = BG_Class( client->ps.stats[ STAT_CLASS ] )->speed; client->ps.stats[ STAT_STAMINA ] = 0; client->ps.stats[ STAT_MISC ] = 0; client->ps.stats[ STAT_BUILDABLE ] = 0; client->ps.stats[ STAT_CLASS ] = PCL_NONE; client->ps.weapon = WP_NONE; // Set up for pmove memset( &pm, 0, sizeof( pm ) ); pm.ps = &client->ps; pm.cmd = *ucmd; pm.tracemask = MASK_DEADSOLID; // 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 ); // Set the queue position and spawn count for the client side if( client->ps.pm_flags & PMF_QUEUED ) { if( client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS ) { client->ps.persistant[ PERS_QUEUEPOS ] = G_GetPosInSpawnQueue( &level.alienSpawnQueue, client->ps.clientNum ); client->ps.persistant[ PERS_SPAWNS ] = level.numAlienSpawns; } else if( client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS ) { client->ps.persistant[ PERS_QUEUEPOS ] = G_GetPosInSpawnQueue( &level.humanSpawnQueue, client->ps.clientNum ); client->ps.persistant[ PERS_SPAWNS ] = level.numHumanSpawns; } } } // Tertiary fire or use button toggles following mode if( attack3 ) G_ToggleFollow( ent ); } /* ================= ClientInactivityTimer Returns qfalse if the client is dropped ================= */ qboolean ClientInactivityTimer( gclient_t *client ) { if( ! g_inactivity.integer ) { // give everyone some time, so if the operator sets g_inactivity during // gameplay, everyone isn't kicked client->inactivityTime = level.time + 60 * 1000; client->inactivityWarning = qfalse; } else if( client->pers.cmd.forwardmove || client->pers.cmd.rightmove || client->pers.cmd.upmove || ( client->pers.cmd.buttons & BUTTON_ATTACK ) ) { client->inactivityTime = level.time + g_inactivity.integer * 1000; client->inactivityWarning = qfalse; } else if( !client->pers.localClient ) { if( level.time > client->inactivityTime ) { trap_DropClient( client - level.clients, "Dropped due to inactivity" ); return qfalse; } if( level.time > client->inactivityTime - 10000 && !client->inactivityWarning ) { client->inactivityWarning = qtrue; trap_SendServerCommand( client - level.clients, "cp \"Ten seconds until inactivity drop!\n\"" ); } } return qtrue; } /* ================== ClientTimerActions Actions that happen once a second ================== */ void ClientTimerActions( gentity_t *ent, int msec ) { gclient_t *client; usercmd_t *ucmd; int aForward, aRight; qboolean walking = qfalse, stopped = qfalse, crouched = qfalse, jumping = qfalse, strafing = qfalse; int i; ucmd = &ent->client->pers.cmd; aForward = abs( ucmd->forwardmove ); aRight = abs( ucmd->rightmove ); if( aForward == 0 && aRight == 0 ) stopped = qtrue; else if( aForward <= 64 && aRight <= 64 ) walking = qtrue; if( aRight > 0 ) strafing = qtrue; if( ucmd->upmove > 0 ) jumping = qtrue; else if( ucmd->upmove < 0 ) crouched = qtrue; client = ent->client; client->time100 += msec; client->time1000 += msec; while ( client->time100 >= 100 ) { weapon_t weapon = BG_GetPlayerWeapon( &client->ps ); client->time100 -= 100; // Restore or subtract stamina if( stopped || client->ps.pm_type == PM_JETPACK ) client->ps.stats[ STAT_STAMINA ] += STAMINA_STOP_RESTORE; else if( client->ps.stats[ STAT_STATE ] & SS_SPEEDBOOST ) client->ps.stats[ STAT_STAMINA ] -= STAMINA_SPRINT_TAKE; else if( walking || crouched ) client->ps.stats[ STAT_STAMINA ] += STAMINA_WALK_RESTORE; // Check stamina limits if( client->ps.stats[ STAT_STAMINA ] > MAX_STAMINA ) client->ps.stats[ STAT_STAMINA ] = MAX_STAMINA; else if( client->ps.stats[ STAT_STAMINA ] < -MAX_STAMINA ) client->ps.stats[ STAT_STAMINA ] = -MAX_STAMINA; if( weapon == WP_ABUILD || weapon == WP_ABUILD2 || BG_InventoryContainsWeapon( WP_HBUILD, client->ps.stats ) ) { // Update build timer if( client->ps.stats[ STAT_MISC ] > 0 ) client->ps.stats[ STAT_MISC ] -= 100; if( client->ps.stats[ STAT_MISC ] < 0 ) client->ps.stats[ STAT_MISC ] = 0; } switch( weapon ) { case WP_ABUILD: case WP_ABUILD2: case WP_HBUILD: // Set validity bit on buildable if( ( client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) > BA_NONE ) { int dist = BG_Class( ent->client->ps.stats[ STAT_CLASS ] )->buildDist; vec3_t dummy; if( G_CanBuild( 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; // Let the client know which buildables will be removed by building for( i = 0; i < MAX_MISC; i++ ) { if( i < level.numBuildablesForRemoval ) client->ps.misc[ i ] = level.markedBuildables[ i ]->s.number; else client->ps.misc[ i ] = 0; } } else { for( i = 0; i < MAX_MISC; i++ ) client->ps.misc[ i ] = 0; } break; default: break; } if( ent->client->pers.teamSelection == TEAM_HUMANS && ( client->ps.stats[ STAT_STATE ] & SS_HEALING_2X ) ) { int remainingStartupTime = MEDKIT_STARTUP_TIME - ( level.time - client->lastMedKitTime ); if( remainingStartupTime < 0 ) { if( ent->health < ent->client->ps.stats[ STAT_MAX_HEALTH ] && ent->client->medKitHealthToRestore && ent->client->ps.pm_type != PM_DEAD ) { ent->client->medKitHealthToRestore--; ent->health++; } else ent->client->ps.stats[ STAT_STATE ] &= ~SS_HEALING_2X; } else { if( ent->health < ent->client->ps.stats[ STAT_MAX_HEALTH ] && ent->client->medKitHealthToRestore && ent->client->ps.pm_type != PM_DEAD ) { //partial increase if( level.time > client->medKitIncrementTime ) { ent->client->medKitHealthToRestore--; ent->health++; client->medKitIncrementTime = level.time + ( remainingStartupTime / MEDKIT_STARTUP_SPEED ); } } else ent->client->ps.stats[ STAT_STATE ] &= ~SS_HEALING_2X; } } } while( client->time1000 >= 1000 ) { client->time1000 -= 1000; //client is poisoned if( client->ps.stats[ STAT_STATE ] & SS_POISONED ) { int damage = ALIEN_POISON_DMG; if( BG_InventoryContainsUpgrade( UP_BATTLESUIT, client->ps.stats ) ) damage -= BSUIT_POISON_PROTECTION; if( BG_InventoryContainsUpgrade( UP_HELMET, client->ps.stats ) ) damage -= HELMET_POISON_PROTECTION; if( BG_InventoryContainsUpgrade( UP_LIGHTARMOUR, client->ps.stats ) ) damage -= LIGHTARMOUR_POISON_PROTECTION; G_Damage( ent, client->lastPoisonClient, client->lastPoisonClient, NULL, 0, damage, 0, MOD_POISON ); } //replenish alien health if( client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS && level.surrenderTeam != TEAM_ALIENS ) { int entityList[ MAX_GENTITIES ]; vec3_t range = { LEVEL4_REGEN_RANGE, LEVEL4_REGEN_RANGE, LEVEL4_REGEN_RANGE }; vec3_t mins, maxs; int i, num; gentity_t *boostEntity; float modifier = 1.0f, new_modifier; qboolean creep; VectorAdd( client->ps.origin, range, maxs ); VectorSubtract( client->ps.origin, range, mins ); num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for( i = 0; i < num; i++ ) { boostEntity = &g_entities[ entityList[ i ] ]; new_modifier = 0.0f; if( boostEntity->s.eType == ET_BUILDABLE && boostEntity->s.modelindex == BA_A_BOOSTER && boostEntity->spawned && boostEntity->health > 0) new_modifier = BOOSTER_REGEN_MOD; else if( boostEntity->client && boostEntity->health > 0 && boostEntity->client->pers.teamSelection == TEAM_ALIENS ) { if( boostEntity->client->pers.classSelection == PCL_ALIEN_LEVEL1_UPG ) new_modifier = LEVEL1_UPG_REGEN_MOD; else if( boostEntity->client->pers.classSelection == PCL_ALIEN_LEVEL1 ) new_modifier = LEVEL1_REGEN_MOD; } if( new_modifier > modifier ) modifier = new_modifier; } creep = G_FindCreep( ent ); // Transmit heal rate to the client so the HUD can display it properly client->ps.stats[ STAT_STATE ] &= ~( SS_HEALING_2X | SS_HEALING_3X ); if( modifier >= 3.0f ) client->ps.stats[ STAT_STATE ] |= SS_HEALING_3X; else if( modifier >= 2.0f ) client->ps.stats[ STAT_STATE ] |= SS_HEALING_2X; if( creep || modifier != 1.0f ) client->ps.stats[ STAT_STATE ] |= SS_HEALING_ACTIVE; else client->ps.stats[ STAT_STATE ] &= ~SS_HEALING_ACTIVE; if( ent->health > 0 && ent->health < client->ps.stats[ STAT_MAX_HEALTH ] && ( ent->lastDamageTime + ALIEN_REGEN_DAMAGE_TIME ) < level.time ) { if( modifier == 1.0f && !creep ) { if( ( ent->lastRegenTime + ALIEN_REGEN_NOCREEP_TIME ) < level.time ) { ent->health += BG_Class( client->ps.stats[ STAT_CLASS ] )->regenRate; ent->lastRegenTime = level.time; } } else { ent->health += modifier * BG_Class( client->ps.stats[ STAT_CLASS ] )->regenRate; ent->lastRegenTime = level.time; } } if( ent->health > client->ps.stats[ STAT_MAX_HEALTH ] ) ent->health = client->ps.stats[ STAT_MAX_HEALTH ]; } // turn off life support when a team admits defeat if( client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS && level.surrenderTeam == TEAM_ALIENS ) { G_Damage( ent, NULL, NULL, NULL, NULL, BG_Class( client->ps.stats[ STAT_CLASS ] )->regenRate, DAMAGE_NO_ARMOR, MOD_SUICIDE ); } else if( client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS && level.surrenderTeam == TEAM_HUMANS ) { G_Damage( ent, NULL, NULL, NULL, NULL, 5, DAMAGE_NO_ARMOR, MOD_SUICIDE ); } } // Regenerate Adv. Dragoon barbs if( client->ps.weapon == WP_ALEVEL3_UPG ) { int maxAmmo; maxAmmo = BG_Weapon( WP_ALEVEL3_UPG )->maxAmmo; if( client->ps.ammo < maxAmmo ) { if( ent->timestamp + LEVEL3_BOUNCEBALL_REGEN < level.time ) { client->ps.ammo++; ent->timestamp = level.time; } } else ent->timestamp = level.time; } } /* ==================== ClientIntermissionThink ==================== */ void ClientIntermissionThink( gclient_t *client ) { 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; int event; gclient_t *client; int damage; vec3_t dir; vec3_t point, mins; float fallDistance; class_t class; client = ent->client; class = client->ps.stats[ STAT_CLASS ]; 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 fallDistance = ( (float)client->ps.stats[ STAT_FALLDIST ] - MIN_FALL_DISTANCE ) / ( MAX_FALL_DISTANCE - MIN_FALL_DISTANCE ); if( fallDistance < 0.0f ) fallDistance = 0.0f; else if( fallDistance > 1.0f ) fallDistance = 1.0f; damage = (int)( (float)BG_Class( class )->health * BG_Class( class )->fallDamage * fallDistance ); VectorSet( dir, 0, 0, 1 ); BG_ClassBoundingBox( class, mins, NULL, NULL, NULL, NULL ); mins[ 0 ] = mins[ 1 ] = 0.0f; VectorAdd( client->ps.origin, mins, point ); ent->pain_debounce_time = level.time + 200; // no normal pain sound G_Damage( ent, NULL, NULL, dir, point, damage, DAMAGE_NO_LOCDAMAGE, MOD_FALLING ); break; case EV_FIRE_WEAPON: FireWeapon( ent ); break; case EV_FIRE_WEAPON2: FireWeapon2( ent ); break; case EV_FIRE_WEAPON3: FireWeapon3( ent ); break; case EV_NOAMMO: break; default: break; } } } /* ============== 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; } } /* ============== G_UnlaggedStore Called on every server frame. Stores position data for the client at that into client->unlaggedHist[] and the time into level.unlaggedTimes[]. This data is used by G_UnlaggedCalc() ============== */ void G_UnlaggedStore( void ) { int i = 0; gentity_t *ent; unlagged_t *save; if( !g_unlagged.integer ) return; level.unlaggedIndex++; if( level.unlaggedIndex >= MAX_UNLAGGED_MARKERS ) level.unlaggedIndex = 0; level.unlaggedTimes[ level.unlaggedIndex ] = level.time; for( i = 0; i < level.maxclients; i++ ) { ent = &g_entities[ i ]; save = &ent->client->unlaggedHist[ level.unlaggedIndex ]; save->used = qfalse; if( !ent->r.linked || !( ent->r.contents & CONTENTS_BODY ) ) continue; if( ent->client->pers.connected != CON_CONNECTED ) continue; VectorCopy( ent->r.mins, save->mins ); VectorCopy( ent->r.maxs, save->maxs ); VectorCopy( ent->s.pos.trBase, save->origin ); save->used = qtrue; } } /* ============== G_UnlaggedClear Mark all unlaggedHist[] markers for this client invalid. Useful for preventing teleporting and death. ============== */ void G_UnlaggedClear( gentity_t *ent ) { int i; for( i = 0; i < MAX_UNLAGGED_MARKERS; i++ ) ent->client->unlaggedHist[ i ].used = qfalse; } /* ============== G_UnlaggedCalc Loops through all active clients and calculates their predicted position for time then stores it in client->unlaggedCalc ============== */ void G_UnlaggedCalc( int time, gentity_t *rewindEnt ) { int i = 0; gentity_t *ent; int startIndex = level.unlaggedIndex; int stopIndex = -1; int frameMsec = 0; float lerp = 0.5f; if( !g_unlagged.integer ) return; // clear any calculated values from a previous run for( i = 0; i < level.maxclients; i++ ) { ent = &g_entities[ i ]; ent->client->unlaggedCalc.used = qfalse; } for( i = 0; i < MAX_UNLAGGED_MARKERS; i++ ) { if( level.unlaggedTimes[ startIndex ] <= time ) break; stopIndex = startIndex; if( --startIndex < 0 ) startIndex = MAX_UNLAGGED_MARKERS - 1; } if( i == MAX_UNLAGGED_MARKERS ) { // if we searched all markers and the oldest one still isn't old enough // just use the oldest marker with no lerping lerp = 0.0f; } // client is on the current frame, no need for unlagged if( stopIndex == -1 ) return; // lerp between two markers frameMsec = level.unlaggedTimes[ stopIndex ] - level.unlaggedTimes[ startIndex ]; if( frameMsec > 0 ) { lerp = ( float )( time - level.unlaggedTimes[ startIndex ] ) / ( float )frameMsec; } for( i = 0; i < level.maxclients; i++ ) { ent = &g_entities[ i ]; if( ent == rewindEnt ) continue; if( !ent->r.linked || !( ent->r.contents & CONTENTS_BODY ) ) continue; if( ent->client->pers.connected != CON_CONNECTED ) continue; if( !ent->client->unlaggedHist[ startIndex ].used ) continue; if( !ent->client->unlaggedHist[ stopIndex ].used ) continue; // between two unlagged markers VectorLerp( lerp, ent->client->unlaggedHist[ startIndex ].mins, ent->client->unlaggedHist[ stopIndex ].mins, ent->client->unlaggedCalc.mins ); VectorLerp( lerp, ent->client->unlaggedHist[ startIndex ].maxs, ent->client->unlaggedHist[ stopIndex ].maxs, ent->client->unlaggedCalc.maxs ); VectorLerp( lerp, ent->client->unlaggedHist[ startIndex ].origin, ent->client->unlaggedHist[ stopIndex ].origin, ent->client->unlaggedCalc.origin ); ent->client->unlaggedCalc.used = qtrue; } } /* ============== G_UnlaggedOff Reverses the changes made to all active clients by G_UnlaggedOn() ============== */ void G_UnlaggedOff( void ) { int i = 0; gentity_t *ent; if( !g_unlagged.integer ) return; for( i = 0; i < level.maxclients; i++ ) { ent = &g_entities[ i ]; if( !ent->client->unlaggedBackup.used ) continue; VectorCopy( ent->client->unlaggedBackup.mins, ent->r.mins ); VectorCopy( ent->client->unlaggedBackup.maxs, ent->r.maxs ); VectorCopy( ent->client->unlaggedBackup.origin, ent->r.currentOrigin ); ent->client->unlaggedBackup.used = qfalse; trap_LinkEntity( ent ); } } /* ============== G_UnlaggedOn Called after G_UnlaggedCalc() to apply the calculated values to all active clients. Once finished tracing, G_UnlaggedOff() must be called to restore the clients' position data As an optimization, all clients that have an unlagged position that is not touchable at "range" from "muzzle" will be ignored. This is required to prevent a huge amount of trap_LinkEntity() calls per user cmd. ============== */ void G_UnlaggedOn( vec3_t muzzle, float range ) { int i = 0; gentity_t *ent; unlagged_t *calc; if( !g_unlagged.integer ) return; for( i = 0; i < level.maxclients; i++ ) { ent = &g_entities[ i ]; calc = &ent->client->unlaggedCalc; if( !calc->used ) continue; if( ent->client->unlaggedBackup.used ) continue; if( !ent->r.linked || !( ent->r.contents & CONTENTS_BODY ) ) continue; if( VectorCompare( ent->r.currentOrigin, calc->origin ) ) continue; if( muzzle ) { float r1 = Distance( calc->origin, calc->maxs ); float r2 = Distance( calc->origin, calc->mins ); float maxRadius = ( r1 > r2 ) ? r1 : r2; if( Distance( muzzle, calc->origin ) > range + maxRadius ) continue; } // create a backup of the real positions VectorCopy( ent->r.mins, ent->client->unlaggedBackup.mins ); VectorCopy( ent->r.maxs, ent->client->unlaggedBackup.maxs ); VectorCopy( ent->r.currentOrigin, ent->client->unlaggedBackup.origin ); ent->client->unlaggedBackup.used = qtrue; // move the client to the calculated unlagged position VectorCopy( calc->mins, ent->r.mins ); VectorCopy( calc->maxs, ent->r.maxs ); VectorCopy( calc->origin, ent->r.currentOrigin ); trap_LinkEntity( ent ); } } /* ============== G_UnlaggedDetectCollisions cgame prediction will predict a client's own position all the way up to the current time, but only updates other player's positions up to the postition sent in the most recent snapshot. This allows player X to essentially "move through" the position of player Y when player X's cmd is processed with Pmove() on the server. This is because player Y was clipping player X's Pmove() on his client, but when the same cmd is processed with Pmove on the server it is not clipped. Long story short (too late): don't use unlagged positions for players who were blocking this player X's client-side Pmove(). This makes the assumption that if player X's movement was blocked in the client he's going to still be up against player Y when the Pmove() is run on the server with the same cmd. NOTE: this must be called after Pmove() and G_UnlaggedCalc() ============== */ static void G_UnlaggedDetectCollisions( gentity_t *ent ) { unlagged_t *calc; trace_t tr; float r1, r2; float range; if( !g_unlagged.integer ) return; calc = &ent->client->unlaggedCalc; // if the client isn't moving, this is not necessary if( VectorCompare( ent->client->oldOrigin, ent->client->ps.origin ) ) return; range = Distance( ent->client->oldOrigin, ent->client->ps.origin ); // increase the range by the player's largest possible radius since it's // the players bounding box that collides, not their origin r1 = Distance( calc->origin, calc->mins ); r2 = Distance( calc->origin, calc->maxs ); range += ( r1 > r2 ) ? r1 : r2; G_UnlaggedOn( ent->client->oldOrigin, range ); trap_Trace(&tr, ent->client->oldOrigin, ent->r.mins, ent->r.maxs, ent->client->ps.origin, ent->s.number, MASK_PLAYERSOLID ); if( tr.entityNum >= 0 && tr.entityNum < MAX_CLIENTS ) g_entities[ tr.entityNum ].client->unlaggedCalc.used = qfalse; G_UnlaggedOff( ); } /* ============== G_CheckZap ============== */ static void G_CheckZap( gentity_t *ent ) { int i; if( !ent->zapping ) { // clear out established targets for( i = 0; i < LEVEL2_AREAZAP_MAX_TARGETS; i++ ) { ent->zapTargets[ i ] = -1; } ent->zapDmg = 0.0f; } ent->wasZapping = ent->zapping; ent->zapping = qfalse; if( ent->client->ps.weapon == WP_ALEVEL2_UPG && ( ent->client->pers.cmd.buttons & BUTTON_ATTACK2 ) ) { ent->zapping = qtrue; } if( ent->wasZapping && !ent->zapping ) ent->client->ps.weaponTime = LEVEL2_AREAZAP_REPEAT; } /* ============== 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; 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" ); } // ucmd->serverTime is a client predicted value, but it works for making a // replacement for client->ps.ping when in SPECTATOR_FOLLOW client->pers.ping = level.time - ucmd->serverTime; // account for the one frame of delay on client side client->pers.ping -= level.time - level.previousTime; // account for the time that's elapsed since the last ClientEndFrame() client->pers.ping += trap_Milliseconds() - level.frameMsec; if( client->pers.ping < 0 ) client->pers.ping = 0; 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; client->unlaggedTime = ucmd->serverTime; 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.spectatorState != SPECTATOR_NOT ) { if( client->sess.spectatorState == SPECTATOR_SCOREBOARD ) return; SpectatorThink( ent, ucmd ); return; } G_UpdatePTRConnection( client ); // check for inactivity timer, but never drop the local client of a non-dedicated server if( !ClientInactivityTimer( client ) ) return; // calculate where ent is currently seeing all the other active clients G_UnlaggedCalc( ent->client->unlaggedTime, ent ); 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 if( BG_InventoryContainsUpgrade( UP_JETPACK, client->ps.stats ) && BG_UpgradeIsActive( UP_JETPACK, client->ps.stats ) ) client->ps.pm_type = PM_JETPACK; else client->ps.pm_type = PM_NORMAL; if( ( client->ps.stats[ STAT_STATE ] & SS_GRABBED ) && client->grabExpiryTime < level.time ) client->ps.stats[ STAT_STATE ] &= ~SS_GRABBED; if( ( client->ps.stats[ STAT_STATE ] & SS_BLOBLOCKED ) && client->lastLockTime + LOCKBLOB_LOCKTIME < level.time ) client->ps.stats[ STAT_STATE ] &= ~SS_BLOBLOCKED; if( ( client->ps.stats[ STAT_STATE ] & SS_SLOWLOCKED ) && client->lastSlowTime + ABUILDER_BLOB_TIME < level.time ) client->ps.stats[ STAT_STATE ] &= ~SS_SLOWLOCKED; // Update boosted state flags client->ps.stats[ STAT_STATE ] &= ~SS_BOOSTEDWARNING; if( client->ps.stats[ STAT_STATE ] & SS_BOOSTED ) { if( level.time - client->boostedTime >= BOOST_TIME ) client->ps.stats[ STAT_STATE ] &= ~SS_BOOSTED; else if( level.time - client->boostedTime >= BOOST_WARN_TIME ) client->ps.stats[ STAT_STATE ] |= SS_BOOSTEDWARNING; } // Check if poison cloud has worn off if( ( client->ps.eFlags & EF_POISONCLOUDED ) && BG_PlayerPoisonCloudTime( &client->ps ) - level.time + client->lastPoisonCloudedTime <= 0 ) client->ps.eFlags &= ~EF_POISONCLOUDED; if( client->ps.stats[ STAT_STATE ] & SS_POISONED && client->lastPoisonTime + ALIEN_POISON_TIME < level.time ) client->ps.stats[ STAT_STATE ] &= ~SS_POISONED; client->ps.gravity = g_gravity.value; if( BG_InventoryContainsUpgrade( UP_MEDKIT, client->ps.stats ) && BG_UpgradeIsActive( UP_MEDKIT, client->ps.stats ) ) { //if currently using a medkit or have no need for a medkit now if( client->ps.stats[ STAT_STATE ] & SS_HEALING_2X || ( client->ps.stats[ STAT_HEALTH ] == client->ps.stats[ STAT_MAX_HEALTH ] && !( client->ps.stats[ STAT_STATE ] & SS_POISONED ) ) ) { BG_DeactivateUpgrade( UP_MEDKIT, client->ps.stats ); } else if( client->ps.stats[ STAT_HEALTH ] > 0 ) { //remove anti toxin BG_DeactivateUpgrade( UP_MEDKIT, client->ps.stats ); BG_RemoveUpgradeFromInventory( UP_MEDKIT, client->ps.stats ); client->ps.stats[ STAT_STATE ] &= ~SS_POISONED; client->poisonImmunityTime = level.time + MEDKIT_POISON_IMMUNITY_TIME; client->ps.stats[ STAT_STATE ] |= SS_HEALING_2X; client->lastMedKitTime = level.time; client->medKitHealthToRestore = client->ps.stats[ STAT_MAX_HEALTH ] - client->ps.stats[ STAT_HEALTH ]; client->medKitIncrementTime = level.time + ( MEDKIT_STARTUP_TIME / MEDKIT_STARTUP_SPEED ); G_AddEvent( ent, EV_MEDKIT_USED, 0 ); } } if( BG_InventoryContainsUpgrade( UP_GRENADE, client->ps.stats ) && BG_UpgradeIsActive( UP_GRENADE, client->ps.stats ) ) { int lastWeapon = ent->s.weapon; //remove grenade BG_DeactivateUpgrade( UP_GRENADE, client->ps.stats ); BG_RemoveUpgradeFromInventory( UP_GRENADE, client->ps.stats ); //M-M-M-M-MONSTER HACK ent->s.weapon = WP_GRENADE; FireWeapon( ent ); ent->s.weapon = lastWeapon; } // set speed client->ps.speed = g_speed.value * BG_Class( client->ps.stats[ STAT_CLASS ] )->speed; if( client->lastCreepSlowTime + CREEP_TIMEOUT < level.time ) client->ps.stats[ STAT_STATE ] &= ~SS_CREEPSLOWED; //randomly disable the jet pack if damaged if( BG_InventoryContainsUpgrade( UP_JETPACK, client->ps.stats ) && BG_UpgradeIsActive( UP_JETPACK, client->ps.stats ) ) { if( ent->lastDamageTime + JETPACK_DISABLE_TIME > level.time ) { if( random( ) > JETPACK_DISABLE_CHANCE ) client->ps.pm_type = PM_NORMAL; } //switch jetpack off if no reactor if( !level.reactorPresent ) BG_DeactivateUpgrade( UP_JETPACK, client->ps.stats ); } // set up for pmove oldEventSequence = client->ps.eventSequence; memset( &pm, 0, sizeof( pm ) ); if( ent->flags & FL_FORCE_GESTURE ) { ent->flags &= ~FL_FORCE_GESTURE; ent->client->pers.cmd.buttons |= BUTTON_GESTURE; } // clear fall velocity before every pmove client->pmext.fallVelocity = 0.0f; pm.ps = &client->ps; pm.pmext = &client->pmext; pm.cmd = *ucmd; if( pm.ps->pm_type == PM_DEAD ) pm.tracemask = MASK_DEADSOLID; if( pm.ps->stats[ STAT_STATE ] & SS_INFESTING || pm.ps->stats[ STAT_STATE ] & SS_HOVELING ) pm.tracemask = MASK_DEADSOLID; else pm.tracemask = MASK_PLAYERSOLID; pm.trace = trap_Trace; pm.pointcontents = trap_PointContents; pm.debugLevel = g_debugMove.integer; pm.noFootsteps = 0; pm.pmove_fixed = pmove_fixed.integer | client->pers.pmoveFixed; pm.pmove_msec = pmove_msec.integer; VectorCopy( client->ps.origin, client->oldOrigin ); // moved from after Pmove -- potentially the cause of // future triggering bugs if( !ent->client->noclip ) G_TouchTriggers( ent ); Pmove( &pm ); G_UnlaggedDetectCollisions( ent ); // 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 ); switch( client->ps.weapon ) { case WP_ALEVEL0: if( !CheckVenomAttack( ent ) ) { client->ps.weaponstate = WEAPON_READY; } else { client->ps.generic1 = WPM_PRIMARY; G_AddEvent( ent, EV_FIRE_WEAPON, 0 ); } break; case WP_ALEVEL1: case WP_ALEVEL1_UPG: CheckGrabAttack( ent ); break; case WP_ALEVEL3: case WP_ALEVEL3_UPG: if( !CheckPounceAttack( ent ) ) { client->ps.weaponstate = WEAPON_READY; } else { client->ps.generic1 = WPM_SECONDARY; G_AddEvent( ent, EV_FIRE_WEAPON2, 0 ); } break; default: break; } 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; // touch other objects ClientImpacts( ent, &pm ); G_CheckZap( ent ); // execute client events ClientEvents( ent, oldEventSequence ); // link entity now, after any personal teleporters have been used trap_LinkEntity( ent ); // NOTE: now copy the exact origin over otherwise clients can be snapped into solid VectorCopy( ent->client->ps.origin, ent->r.currentOrigin ); VectorCopy( ent->client->ps.origin, ent->s.origin ); // save results of triggers and client events if( ent->client->ps.eventSequence != oldEventSequence ) ent->eventTime = level.time; // Don't think anymore if dead if( client->ps.stats[ STAT_HEALTH ] <= 0 ) return; // swap and latch button actions client->oldbuttons = client->buttons; client->buttons = ucmd->buttons; client->latched_buttons |= client->buttons & ~client->oldbuttons; if( ( client->buttons & BUTTON_USE_EVOLVE ) && !( client->oldbuttons & BUTTON_USE_EVOLVE ) && client->ps.stats[ STAT_HEALTH ] > 0 ) { trace_t trace; vec3_t view, point; gentity_t *traceEnt; if( client->ps.stats[ STAT_STATE ] & SS_HOVELING ) { gentity_t *hovel = client->hovel; //only let the player out if there is room if( !AHovel_Blocked( hovel, ent, qtrue ) ) { //prevent lerping client->ps.eFlags ^= EF_TELEPORT_BIT; client->ps.eFlags &= ~EF_NODRAW; G_UnlaggedClear( ent ); //client leaves hovel client->ps.stats[ STAT_STATE ] &= ~SS_HOVELING; //hovel is empty G_SetBuildableAnim( hovel, BANIM_ATTACK2, qfalse ); hovel->active = qfalse; } else { //exit is blocked G_TriggerMenu( ent->client->ps.clientNum, MN_A_HOVEL_BLOCKED ); } } else { #define USE_OBJECT_RANGE 64 int entityList[ MAX_GENTITIES ]; vec3_t range = { USE_OBJECT_RANGE, USE_OBJECT_RANGE, USE_OBJECT_RANGE }; vec3_t mins, maxs; int i, num; // look for object infront of player AngleVectors( client->ps.viewangles, view, NULL, NULL ); VectorMA( client->ps.origin, USE_OBJECT_RANGE, view, point ); trap_Trace( &trace, client->ps.origin, NULL, NULL, point, ent->s.number, MASK_SHOT ); traceEnt = &g_entities[ trace.entityNum ]; if( traceEnt && traceEnt->buildableTeam == client->ps.stats[ STAT_TEAM ] && traceEnt->use ) traceEnt->use( traceEnt, ent, ent ); //other and activator are the same in this context else { //no entity in front of player - do a small area search VectorAdd( client->ps.origin, range, maxs ); VectorSubtract( client->ps.origin, range, mins ); num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for( i = 0; i < num; i++ ) { traceEnt = &g_entities[ entityList[ i ] ]; if( traceEnt && traceEnt->buildableTeam == client->ps.stats[ STAT_TEAM ] && traceEnt->use ) { traceEnt->use( traceEnt, ent, ent ); //other and activator are the same in this context break; } } if( i == num && client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS ) { if( BG_AlienCanEvolve( client->ps.stats[ STAT_CLASS ], client->ps.persistant[ PERS_CREDIT ], g_alienStage.integer ) ) { //no nearby objects and alien - show class menu G_TriggerMenu( ent->client->ps.clientNum, MN_A_INFEST ); } else { //flash frags G_AddEvent( ent, EV_ALIEN_EVOLVE_FAILED, 0 ); } } } } } // Give clients some credit periodically if( ent->client->lastKillTime + FREEKILL_PERIOD < level.time ) { if( G_TimeTilSuddenDeath( ) <= 0 ) { //gotta love logic like this eh? } else if( ent->client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS ) G_AddCreditToClient( ent->client, FREEKILL_ALIEN, qtrue ); else if( ent->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS ) G_AddCreditToClient( ent->client, FREEKILL_HUMAN, qtrue ); ent->client->lastKillTime = level.time; } // perform once-a-second actions ClientTimerActions( ent, msec ); if( ent->suicideTime > 0 && ent->suicideTime < level.time ) { ent->flags &= ~FL_GODMODE; ent->client->ps.stats[ STAT_HEALTH ] = ent->health = 0; player_die( ent, ent, ent, 100000, MOD_SUICIDE ); ent->suicideTime = 0; } } /* ================== 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( !g_synchronousClients.integer ) ClientThink_real( ent ); } void G_RunClient( gentity_t *ent ) { if( !g_synchronousClients.integer ) return; ent->client->pers.cmd.serverTime = level.time; ClientThink_real( ent ); } /* ================== SpectatorClientEndFrame ================== */ void SpectatorClientEndFrame( gentity_t *ent ) { gclient_t *cl; int clientNum, flags; int score, ping; // if we are doing a chase cam or a remote view, grab the latest info if( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) { clientNum = ent->client->sess.spectatorClient; if( clientNum >= 0 && clientNum < level.maxclients ) { cl = &level.clients[ clientNum ]; if( cl->pers.connected == CON_CONNECTED ) { if( cl->sess.spectatorState == SPECTATOR_NOT ) { // Save flags = ( cl->ps.eFlags & ~( EF_VOTED | EF_TEAMVOTED ) ) | ( ent->client->ps.eFlags & ( EF_VOTED | EF_TEAMVOTED ) ); score = ent->client->ps.persistant[ PERS_SCORE ]; ping = ent->client->ps.ping; // Copy ent->client->ps = cl->ps; // Restore ent->client->ps.eFlags = flags; ent->client->ps.persistant[ PERS_SCORE ] = score; ent->client->ps.ping = ping; } ent->client->ps.clientNum = clientNum; ent->client->ps.pm_flags |= PMF_FOLLOW; ent->client->ps.pm_flags &= ~PMF_QUEUED; } } } } /* ============== 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 ) { clientPersistant_t *pers; if( ent->client->sess.spectatorState != SPECTATOR_NOT ) { SpectatorClientEndFrame( ent ); return; } pers = &ent->client->pers; // save a copy of certain playerState values in case of SPECTATOR_FOLLOW pers->score = ent->client->ps.persistant[ PERS_SCORE ]; pers->credit = ent->client->ps.persistant[ PERS_CREDIT ]; // // 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... // respawn if dead if( ent->client->ps.stats[ STAT_HEALTH ] <= 0 && level.time >= ent->client->respawnTime ) respawn( ent ); G_SetClientSound( ent ); G_UpdateZaps( 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 ); }