// Copyright (C) 1999-2000 Id Software, Inc. // /* * Portions Copyright (C) 2000-2001 Tim Angus * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2, or (at your option) * any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ /* To assertain which portions are licensed under the GPL and which are * licensed by Id Software, Inc. please run a diff between the equivalent * versions of the "Tremulous" modification and the unmodified "Quake3" * game source code. */ #include "g_local.h" // g_client.c -- client functions that don't happen every frame static vec3_t playerMins = {-15, -15, -24}; static vec3_t playerMaxs = {15, 15, 32}; /*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) initial potential spawning position for deathmatch games. The first time a player enters the game, they will be at an 'initial' spot. Targets will be fired when someone spawns in on them. "nobots" will prevent bots from using this spot. "nohumans" will prevent non-bots from using this spot. */ void SP_info_player_deathmatch( gentity_t *ent ) { int i; G_SpawnInt( "nobots", "0", &i); if ( i ) { ent->flags |= FL_NO_BOTS; } G_SpawnInt( "nohumans", "0", &i ); if ( i ) { ent->flags |= FL_NO_HUMANS; } } /*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32) equivelant to info_player_deathmatch */ void SP_info_player_start(gentity_t *ent) { ent->classname = "info_player_deathmatch"; SP_info_player_deathmatch( ent ); } /*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32) The intermission will be viewed from this point. Target an info_notnull for the view direction. */ void SP_info_player_intermission( gentity_t *ent ) { } /*QUAKED info_droid_intermission (1 0 1) (-16 -16 -24) (16 16 32) The intermission will be viewed from this point. Target an info_notnull for the view direction. */ void SP_info_droid_intermission( gentity_t *ent ) { } /*QUAKED info_human_intermission (1 0 1) (-16 -16 -24) (16 16 32) The intermission will be viewed from this point. Target an info_notnull for the view direction. */ void SP_info_human_intermission( gentity_t *ent ) { } /* ======================================================================= SelectSpawnPoint ======================================================================= */ /* ================ SpotWouldTelefrag ================ */ qboolean SpotWouldTelefrag( gentity_t *spot ) { int i, num; int touch[MAX_GENTITIES]; gentity_t *hit; vec3_t mins, maxs; VectorAdd( spot->s.origin, playerMins, mins ); VectorAdd( spot->s.origin, playerMaxs, maxs ); num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES ); for (i=0 ; iclient && hit->client->ps.stats[STAT_HEALTH] > 0 ) { if( hit->client ) { return qtrue; } } return qfalse; } /* ================ SelectNearestDeathmatchSpawnPoint Find the spot that we DON'T want to use ================ */ #define MAX_SPAWN_POINTS 128 gentity_t *SelectNearestDeathmatchSpawnPoint( vec3_t from ) { gentity_t *spot; vec3_t delta; float dist, nearestDist; gentity_t *nearestSpot; nearestDist = 999999; nearestSpot = NULL; spot = NULL; while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) { VectorSubtract( spot->s.origin, from, delta ); dist = VectorLength( delta ); if ( dist < nearestDist ) { nearestDist = dist; nearestSpot = spot; } } return nearestSpot; } /* ================ SelectRandomDeathmatchSpawnPoint go to a random point that doesn't telefrag ================ */ #define MAX_SPAWN_POINTS 128 gentity_t *SelectRandomDeathmatchSpawnPoint( void ) { gentity_t *spot; int count; int selection; gentity_t *spots[MAX_SPAWN_POINTS]; count = 0; spot = NULL; while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) { if ( SpotWouldTelefrag( spot ) ) { continue; } spots[ count ] = spot; count++; } if ( !count ) { // no spots that won't telefrag return G_Find( NULL, FOFS(classname), "info_player_deathmatch"); } selection = rand() % count; return spots[ selection ]; } /* =========== SelectRandomFurthestSpawnPoint Chooses a player start, deathmatch start, etc ============ */ gentity_t *SelectRandomFurthestSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles ) { gentity_t *spot; vec3_t delta; float dist; float list_dist[64]; gentity_t *list_spot[64]; int numSpots, rnd, i, j; numSpots = 0; spot = NULL; while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) { if ( SpotWouldTelefrag( spot ) ) { continue; } VectorSubtract( spot->s.origin, avoidPoint, delta ); dist = VectorLength( delta ); for (i = 0; i < numSpots; i++) { if ( dist > list_dist[i] ) { if ( numSpots >= 64 ) numSpots = 64-1; for (j = numSpots; j > i; j--) { list_dist[j] = list_dist[j-1]; list_spot[j] = list_spot[j-1]; } list_dist[i] = dist; list_spot[i] = spot; numSpots++; if (numSpots > 64) numSpots = 64; break; } } if (i >= numSpots && numSpots < 64) { list_dist[numSpots] = dist; list_spot[numSpots] = spot; numSpots++; } } if (!numSpots) { spot = G_Find( NULL, FOFS(classname), "info_player_deathmatch"); if (!spot) G_Error( "Couldn't find a spawn point" ); VectorCopy (spot->s.origin, origin); origin[2] += 9; VectorCopy (spot->s.angles, angles); return spot; } // select a random spot from the spawn points furthest away rnd = random() * (numSpots / 2); VectorCopy (list_spot[rnd]->s.origin, origin); origin[2] += 9; VectorCopy (list_spot[rnd]->s.angles, angles); return list_spot[rnd]; } /* ================ SelectDroidSpawnPoint go to a random point that doesn't telefrag ================ */ gentity_t *SelectDroidSpawnPoint( void ) { gentity_t *spot; int count; int selection; gentity_t *spots[MAX_SPAWN_POINTS]; count = 0; spot = NULL; while ((spot = G_Find (spot, FOFS(classname), "team_droid_spawn")) != NULL) { if ( SpotWouldTelefrag( spot ) || ( spot->health <= 0 ) ) { continue; } spots[ count ] = spot; count++; } if ( !count ) { // no spots that won't telefrag spot = G_Find( NULL, FOFS(classname), "team_droid_spawn"); if( spot->health > 0 ) return spot; else return NULL; } selection = rand() % count; return spots[ selection ]; } /* ================ SelectHumanSpawnPoint go to a random point that doesn't telefrag ================ */ gentity_t *SelectHumanSpawnPoint( void ) { gentity_t *spot; int count; int selection; gentity_t *spots[MAX_SPAWN_POINTS]; count = 0; spot = NULL; while ((spot = G_Find (spot, FOFS(classname), "team_human_spawn")) != NULL) { if ( SpotWouldTelefrag( spot ) || ( spot->health <= 0 ) ) { continue; } spots[ count ] = spot; count++; } if ( !count ) { // no spots that won't telefrag spot = G_Find( NULL, FOFS(classname), "team_human_spawn"); if( spot->health > 0 ) return spot; else return NULL; } selection = rand() % count; return spots[ selection ]; } /* =========== SelectSpawnPoint Chooses a player start, deathmatch start, etc ============ */ gentity_t *SelectSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles ) { return SelectRandomFurthestSpawnPoint( avoidPoint, origin, angles ); /* gentity_t *spot; gentity_t *nearestSpot; nearestSpot = SelectNearestDeathmatchSpawnPoint( avoidPoint ); spot = SelectRandomDeathmatchSpawnPoint ( ); if ( spot == nearestSpot ) { // roll again if it would be real close to point of death spot = SelectRandomDeathmatchSpawnPoint ( ); if ( spot == nearestSpot ) { // last try spot = SelectRandomDeathmatchSpawnPoint ( ); } } // find a single player start spot if (!spot) { G_Error( "Couldn't find a spawn point" ); } VectorCopy (spot->s.origin, origin); origin[2] += 9; VectorCopy (spot->s.angles, angles); return spot; */ } /* =========== SelectTremulousSpawnPoint Chooses a player start, deathmatch start, etc ============ */ gentity_t *SelectTremulousSpawnPoint( int team, vec3_t origin, vec3_t angles ) { gentity_t *spot; if( team == PTE_DROIDS ) spot = SelectDroidSpawnPoint( ); else if( team == PTE_HUMANS ) spot = SelectHumanSpawnPoint( ); //no available spots if( !spot ) { return NULL; } // find a single player start spot if (!spot) { //G_Error( "Couldn't find a spawn point" ); } //TA: why isn't spot->s.origin being set? VectorCopy (spot->s.pos.trBase, origin); VectorCopy (spot->s.angles, angles); if( team == PTE_DROIDS ) origin[2] += 40; else if( team == PTE_HUMANS ) origin[2] += 29; return spot; } /* =========== SelectInitialSpawnPoint Try to find a spawn point marked 'initial', otherwise use normal spawn selection. ============ */ gentity_t *SelectInitialSpawnPoint( vec3_t origin, vec3_t angles ) { gentity_t *spot; spot = NULL; while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) { if ( spot->spawnflags & 1 ) { break; } } if ( !spot || SpotWouldTelefrag( spot ) ) { return SelectSpawnPoint( vec3_origin, origin, angles ); } VectorCopy (spot->s.origin, origin); origin[2] += 9; VectorCopy (spot->s.angles, angles); return spot; } /* =========== SelectSpectatorSpawnPoint ============ */ gentity_t *SelectSpectatorSpawnPoint( vec3_t origin, vec3_t angles ) { FindIntermissionPoint(); VectorCopy( level.intermission_origin, origin ); VectorCopy( level.intermission_angle, angles ); return NULL; } /* =========== SelectDroidLockSpawnPoint Try to find a spawn point for droid intermission otherwise use normal intermission spawn. ============ */ gentity_t *SelectDroidLockSpawnPoint( vec3_t origin, vec3_t angles ) { gentity_t *spot; spot = NULL; spot = G_Find (spot, FOFS(classname), "info_droid_intermission"); if ( !spot ) { return SelectSpectatorSpawnPoint( origin, angles ); } VectorCopy (spot->s.origin, origin); VectorCopy (spot->s.angles, angles); return spot; } /* =========== SelectHumanLockSpawnPoint Try to find a spawn point for human intermission otherwise use normal intermission spawn. ============ */ gentity_t *SelectHumanLockSpawnPoint( vec3_t origin, vec3_t angles ) { gentity_t *spot; spot = NULL; spot = G_Find (spot, FOFS(classname), "info_human_intermission"); if ( !spot ) { return SelectSpectatorSpawnPoint( origin, angles ); } VectorCopy (spot->s.origin, origin); VectorCopy (spot->s.angles, angles); return spot; } /* ======================================================================= BODYQUE ======================================================================= */ #if BODY_QUEUE_SIZE /* =============== InitBodyQue =============== */ void InitBodyQue (void) { int i; gentity_t *ent; level.bodyQueIndex = 0; for (i=0; iclassname = "bodyque"; ent->neverFree = qtrue; level.bodyQue[i] = ent; } } #endif /* ============= BodySink After sitting around for five seconds, fall into the ground and dissapear ============= */ void BodySink( gentity_t *ent ) { if ( level.time - ent->timestamp > 6500 ) { // the body ques are never actually freed, they are just unlinked trap_UnlinkEntity( ent ); ent->physicsObject = qfalse; return; } ent->nextthink = level.time + 100; ent->s.pos.trBase[2] -= 1; } /* ============= CopyToBodyQue A player is respawning, so make an entity that looks just like the existing corpse to leave behind. ============= */ void CopyToBodyQue( gentity_t *ent ) { gentity_t *body; int contents; //TA: not really the place for this.. but hey.. if( ent->client->torch != NULL && BG_activated( UP_TORCH, ent->client->ps.stats ) ) { G_FreeEntity( ent->client->torch ); trap_UnlinkEntity( ent->client->torch ); ent->client->torch = NULL; } trap_UnlinkEntity (ent); // if client is in a nodrop area, don't leave the body contents = trap_PointContents( ent->s.origin, -1 ); if ( contents & CONTENTS_NODROP ) { return; } body = G_Spawn( ); body->classname = "corpse"; body->s = ent->s; body->r.s = body->s; body->s.eFlags = EF_DEAD; body->s.eType = ET_CORPSE; body->s.number = body - g_entities; body->timestamp = level.time; body->physicsObject = qtrue; body->s.event = 0; body->r.contents = CONTENTS_BODY; body->clipmask = MASK_PLAYERSOLID; switch ( body->s.legsAnim & ~ANIM_TOGGLEBIT ) { case BOTH_DEATH1: case BOTH_DEAD1: body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD1; break; case BOTH_DEATH2: case BOTH_DEAD2: body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD2; break; case BOTH_DEATH3: case BOTH_DEAD3: default: body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD3; break; } //body->die = body_die; // don't take more damage if already gibbed if ( ent->health <= GIB_HEALTH ) { body->takedamage = qfalse; } else { body->takedamage = qtrue; } //make the make player entity disappear ent->takedamage = qfalse; ent->s.eType = ET_INVISIBLE; ent->r.contents = 0; ent->s.solid = 0; ent->r.s.solid = 0; body->health = ent->health = ent->client->ps.stats[STAT_HEALTH]; ent->health = ent->client->ps.stats[STAT_HEALTH] = GIB_HEALTH - 1; //FIXME: change body dimensions VectorSet( body->r.mins, -15, -15, -15 ); VectorSet( body->r.maxs, 15, 15, 15 ); VectorSet( body->r.absmin, -15, -15, -15 ); VectorSet( body->r.absmax, 15, 15, 15 ); if ( body->s.groundEntityNum == ENTITYNUM_NONE ) { body->s.pos.trType = TR_GRAVITY; body->s.pos.trTime = level.time; VectorCopy( ent->client->ps.velocity, body->s.pos.trDelta ); } else { body->s.pos.trType = TR_STATIONARY; } body->s.pos.trTime = level.time; VectorCopy ( body->s.pos.trBase, body->r.currentOrigin ); trap_LinkEntity( body ); } //====================================================================== /* ================== SetClientViewAngle ================== */ void SetClientViewAngle( gentity_t *ent, vec3_t angle ) { int i; // set the delta angle for (i=0 ; i<3 ; i++) { int cmdAngle; cmdAngle = ANGLE2SHORT(angle[i]); ent->client->ps.delta_angles[i] = cmdAngle - ent->client->pers.cmd.angles[i]; } VectorCopy( angle, ent->s.angles ); VectorCopy (ent->s.angles, ent->client->ps.viewangles); } /* ================ respawn ================ */ void respawn( gentity_t *ent ) { gentity_t *tent; CopyToBodyQue (ent); //TA: Clients can't respawn - they must go thru the class cmd ClientSpawn(ent); //FIXME: need different spawn/respawn functions for different teams // add a teleportation effect //tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_IN ); //tent->s.clientNum = ent->s.clientNum; } /* ================ TeamCount Returns number of players on a team ================ */ team_t TeamCount( int ignoreClientNum, int team ) { int i; int count = 0; for ( i = 0 ; i < level.maxclients ; i++ ) { if ( i == ignoreClientNum ) { continue; } if ( level.clients[i].pers.connected == CON_DISCONNECTED ) { continue; } if ( level.clients[i].sess.sessionTeam == team ) { count++; } } return count; } /* ================ TeamLeader Returns the client number of the team leader ================ */ int TeamLeader( int team ) { int i; for ( i = 0 ; i < level.maxclients ; i++ ) { if ( level.clients[i].pers.connected == CON_DISCONNECTED ) { continue; } if ( level.clients[i].sess.sessionTeam == team ) { if ( level.clients[i].sess.teamLeader ) return i; } } return -1; } /* ================ PickTeam ================ */ team_t PickTeam( int ignoreClientNum ) { int counts[TEAM_NUM_TEAMS]; counts[TEAM_DROIDS] = TeamCount( ignoreClientNum, TEAM_DROIDS ); counts[TEAM_HUMANS] = TeamCount( ignoreClientNum, TEAM_HUMANS ); if ( counts[TEAM_DROIDS] > counts[TEAM_HUMANS] ) { return TEAM_HUMANS; } if ( counts[TEAM_HUMANS] > counts[TEAM_DROIDS] ) { return TEAM_DROIDS; } // equal team count, so join the team with the lowest score if ( level.teamScores[TEAM_DROIDS] > level.teamScores[TEAM_HUMANS] ) { return TEAM_HUMANS; } return TEAM_DROIDS; } /* =========== ForceClientSkin Forces a client's skin (for teamplay) =========== */ static void ForceClientSkin( gclient_t *client, char *model, const char *skin ) { char *p; if ((p = Q_strrchr(model, '/')) != 0) { *p = 0; } Q_strcat(model, MAX_QPATH, "/"); Q_strcat(model, MAX_QPATH, skin); } /* =========== ClientCheckName ============ */ static void ClientCleanName( const char *in, char *out, int outSize ) { int len, colorlessLen; char ch; char *p; int spaces; //save room for trailing null byte outSize--; len = 0; colorlessLen = 0; p = out; *p = 0; spaces = 0; while( 1 ) { ch = *in++; if( !ch ) { break; } // don't allow leading spaces if( !*p && ch == ' ' ) { continue; } // check colors if( ch == Q_COLOR_ESCAPE ) { // solo trailing carat is not a color prefix if( !*in ) { break; } // don't allow black in a name, period if( ColorIndex(*in) == 0 ) { in++; continue; } // make sure room in dest for both chars if( len > outSize - 2 ) { break; } *out++ = ch; *out++ = *in++; len += 2; continue; } // don't allow too many consecutive spaces if( ch == ' ' ) { spaces++; if( spaces > 3 ) { continue; } } else { spaces = 0; } if( len > outSize - 1 ) { break; } *out++ = ch; colorlessLen++; len++; } *out = 0; // don't allow empty names if( *p == 0 || colorlessLen == 0 ) { Q_strncpyz( p, "UnnamedPlayer", outSize ); } } /* =========== ClientUserInfoChanged Called from ClientConnect when the player first connects and directly by the server system when the player updates a userinfo variable. The game can override any of the settings and call trap_SetUserinfo if desired. ============ */ void ClientUserinfoChanged( int clientNum ) { gentity_t *ent; int teamTask, teamLeader, team, health; char *s; char model[MAX_QPATH]; char oldname[MAX_STRING_CHARS]; gclient_t *client; char c1[MAX_INFO_STRING]; char redTeam[MAX_INFO_STRING]; char blueTeam[MAX_INFO_STRING]; char userinfo[MAX_INFO_STRING]; ent = g_entities + clientNum; client = ent->client; trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) ); // check for malformed or illegal info strings if ( !Info_Validate(userinfo) ) { strcpy (userinfo, "\\name\\badinfo"); } // check for local client s = Info_ValueForKey( userinfo, "ip" ); if ( !strcmp( s, "localhost" ) ) { client->pers.localClient = qtrue; } // check the item prediction s = Info_ValueForKey( userinfo, "cg_predictItems" ); if ( !atoi( s ) ) { client->pers.predictItemPickup = qfalse; } else { client->pers.predictItemPickup = qtrue; } // set name Q_strncpyz ( oldname, client->pers.netname, sizeof( oldname ) ); s = Info_ValueForKey (userinfo, "name"); ClientCleanName( s, client->pers.netname, sizeof(client->pers.netname) ); if ( client->sess.sessionTeam == TEAM_SPECTATOR ) { if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD ) { Q_strncpyz( client->pers.netname, "scoreboard", sizeof(client->pers.netname) ); } } if ( client->pers.connected == CON_CONNECTED ) { if ( strcmp( oldname, client->pers.netname ) ) { trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " renamed to %s\n\"", oldname, client->pers.netname) ); } } // set max health health = atoi( Info_ValueForKey( userinfo, "handicap" ) ); client->pers.maxHealth = health; if ( client->pers.maxHealth < 1 || client->pers.maxHealth > 100 ) { client->pers.maxHealth = 100; } //client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth; // set model //Q_strncpyz( model, Info_ValueForKey (userinfo, "model"), sizeof( model ) ); switch( client->pers.pclass ) { case PCL_D_BASE: Q_strncpyz( model, "klesk", sizeof( model ) ); break; case PCL_D_BUILDER: Q_strncpyz( model, "lucy", sizeof( model ) ); break; case PCL_H_BASE: Q_strncpyz( model, "sarge", sizeof( model ) ); break; default: Q_strncpyz( model, "grunt", sizeof( model ) ); } // team switch( client->sess.sessionTeam ) { case TEAM_HUMANS: ForceClientSkin(client, model, "red"); break; case TEAM_DROIDS: ForceClientSkin(client, model, "blue"); break; } if ( g_gametype.integer >= GT_TEAM && client->sess.sessionTeam == TEAM_SPECTATOR ) { // don't ever use a default skin in teamplay, it would just waste memory ForceClientSkin(client, model, "red"); } // teamInfo s = Info_ValueForKey( userinfo, "teamoverlay" ); if ( ! *s || atoi( s ) != 0 ) { client->pers.teamInfo = qtrue; } else { client->pers.teamInfo = qfalse; } // team task (0 = none, 1 = offence, 2 = defence) teamTask = atoi(Info_ValueForKey(userinfo, "teamtask")); // team Leader (1 = leader, 0 is normal player) teamLeader = client->sess.teamLeader; // colors strcpy(c1, Info_ValueForKey( userinfo, "color" )); strcpy(redTeam, "humans"); strcpy(blueTeam, "droids"); // send over a subset of the userinfo keys so other clients can // print scoreboards, display models, and play custom sounds if ( ent->r.svFlags & SVF_BOT ) { s = va("n\\%s\\t\\%i\\model\\%s\\hmodel\\%s\\c1\\%s\\hc\\%i\\w\\%i\\l\\%i\\skill\\%s\\tt\\%d\\tl\\%d", client->pers.netname, client->sess.sessionTeam, model, model, c1, client->pers.maxHealth, client->sess.wins, client->sess.losses, Info_ValueForKey( userinfo, "skill" ), teamTask, teamLeader ); } else { s = va("n\\%s\\t\\%i\\model\\%s\\hmodel\\%s\\g_redteam\\%s\\g_blueteam\\%s\\c1\\%s\\hc\\%i\\w\\%i\\l\\%i\\tt\\%d\\tl\\%d", client->pers.netname, client->sess.sessionTeam, model, model, redTeam, blueTeam, c1, client->pers.maxHealth, client->sess.wins, client->sess.losses, teamTask, teamLeader); } trap_SetConfigstring( CS_PLAYERS+clientNum, s ); G_LogPrintf( "ClientUserinfoChanged: %i %s\n", clientNum, s ); } /* =========== ClientConnect Called when a player begins connecting to the server. Called again for every map change or tournement restart. The session information will be valid after exit. Return NULL if the client should be allowed, otherwise return a string with the reason for denial. Otherwise, the client will be sent the current gamestate and will eventually get to ClientBegin. firstTime will be qtrue the very first time a client connects to the server machine, but qfalse on map changes and tournement restarts. ============ */ char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot ) { char *value; gclient_t *client; char userinfo[MAX_INFO_STRING]; gentity_t *ent; ent = &g_entities[ clientNum ]; trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) ); // check to see if they are on the banned IP list value = Info_ValueForKey (userinfo, "ip"); if ( G_FilterPacket( value ) ) { return "Banned."; } // check for a password value = Info_ValueForKey (userinfo, "password"); if ( g_password.string[0] && Q_stricmp( g_password.string, "none" ) && strcmp( g_password.string, value) != 0) { return "Invalid password"; } // they can connect ent->client = level.clients + clientNum; client = ent->client; memset( client, 0, sizeof(*client) ); client->pers.connected = CON_CONNECTING; // read or initialize the session data if ( firstTime || level.newSession ) { G_InitSessionData( client, userinfo ); } G_ReadSessionData( client ); //TA: rip bots /*if( isBot ) { ent->r.svFlags |= SVF_BOT; ent->inuse = qtrue; if( !G_BotConnect( clientNum, !firstTime ) ) { return "BotConnectfailed"; } }*/ // get and distribute relevent paramters G_LogPrintf( "ClientConnect: %i\n", clientNum ); ClientUserinfoChanged( clientNum ); // don't do the "xxx connected" messages if they were caried over from previous level if ( firstTime ) { trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " connected\n\"", client->pers.netname) ); } if ( g_gametype.integer >= GT_TEAM && client->sess.sessionTeam != TEAM_SPECTATOR ) { BroadcastTeamChange( client, -1 ); } // count current clients and rank for scoreboard CalculateRanks(); return NULL; } /* =========== ClientBegin called when a client has finished connecting, and is ready to be placed into the level. This will happen every level load, and on transition between teams, but doesn't happen on respawns ============ */ void ClientBegin( int clientNum ) { gentity_t *ent; gclient_t *client; gentity_t *tent; int flags; ent = g_entities + clientNum; //TA: rip bots /*if( ent->botDelayBegin ) { G_QueueBotBegin( clientNum ); ent->botDelayBegin = qfalse; return; }*/ client = level.clients + clientNum; if ( ent->r.linked ) { trap_UnlinkEntity( ent ); } G_InitGentity( ent ); ent->touch = 0; ent->pain = 0; ent->client = client; client->pers.connected = CON_CONNECTED; client->pers.enterTime = level.time; client->pers.teamState.state = TEAM_BEGIN; // save eflags around this, because changing teams will // cause this to happen with a valid entity, and we // want to make sure the teleport bit is set right // so the viewpoint doesn't interpolate through the // world to the new position flags = client->ps.eFlags; memset( &client->ps, 0, sizeof( client->ps ) ); client->ps.eFlags = flags; // locate ent at a spawn point ClientSpawn( ent ); if ( client->sess.sessionTeam != TEAM_SPECTATOR ) { // send event tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_IN ); tent->s.clientNum = ent->s.clientNum; if ( g_gametype.integer != GT_TOURNAMENT ) { trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " entered the game\n\"", client->pers.netname) ); } } G_LogPrintf( "ClientBegin: %i\n", clientNum ); // count current clients and rank for scoreboard CalculateRanks(); } /* =========== ClientSpawn Called every time a client is placed fresh in the world: after the first ClientBegin, and after each respawn Initializes all non-persistant parts of playerState ============ */ void ClientSpawn(gentity_t *ent) { int index; vec3_t spawn_origin, spawn_angles; gclient_t *client; int i; clientPersistant_t saved; clientSession_t savedSess; int persistant[MAX_PERSISTANT]; gentity_t *spawnPoint; int flags; int savedPing; int ammoIndex, ammoSubIndex; int teamLocal; int accuracy_hits, accuracy_shots; int savedEvents[MAX_PS_EVENTS]; int eventSequence; char userinfo[MAX_INFO_STRING]; index = ent - g_entities; client = ent->client; teamLocal = client->pers.pteam; //TA: only start client if chosen a class and joined a team if( client->pers.pclass == 0 && teamLocal == 0 ) { client->sess.sessionTeam = TEAM_SPECTATOR; client->sess.spectatorState = SPECTATOR_FREE; } else if( client->pers.pclass == 0 ) { client->sess.sessionTeam = TEAM_SPECTATOR; client->sess.spectatorState = SPECTATOR_LOCKED; } // find a spawn point // do it before setting health back up, so farthest // ranging doesn't count this client if ( client->sess.sessionTeam == TEAM_SPECTATOR ) { if( teamLocal == PTE_NONE ) spawnPoint = SelectSpectatorSpawnPoint ( spawn_origin, spawn_angles); else if( teamLocal == PTE_DROIDS ) spawnPoint = SelectDroidLockSpawnPoint ( spawn_origin, spawn_angles); else if( teamLocal == PTE_HUMANS ) spawnPoint = SelectHumanLockSpawnPoint ( spawn_origin, spawn_angles); } else { // don't spawn near existing origin if possible spawnPoint = SelectTremulousSpawnPoint( teamLocal, spawn_origin, spawn_angles ); if( spawnPoint == NULL ) { trap_SendServerCommand( ent-g_entities, va("print \"No suitable spawns available\n\"" ) ); return; } } client->pers.teamState.state = TEAM_ACTIVE; // toggle the teleport bit so the client knows to not lerp flags = ent->client->ps.eFlags & ( EF_TELEPORT_BIT | EF_VOTED | EF_TEAMVOTED ); flags ^= EF_TELEPORT_BIT; // clear everything but the persistant data saved = client->pers; savedSess = client->sess; savedPing = client->ps.ping; accuracy_hits = client->accuracy_hits; accuracy_shots = client->accuracy_shots; for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) { persistant[i] = client->ps.persistant[i]; } // also save the predictable events otherwise we might get double or dropped events for (i = 0; i < MAX_PS_EVENTS; i++) { savedEvents[i] = client->ps.events[i]; } eventSequence = client->ps.eventSequence; memset (client, 0, sizeof(*client)); client->pers = saved; client->sess = savedSess; client->ps.ping = savedPing; client->accuracy_hits = accuracy_hits; client->accuracy_shots = accuracy_shots; client->lastkilled_client = -1; for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) { client->ps.persistant[i] = persistant[i]; } for (i = 0; i < MAX_PS_EVENTS; i++) { client->ps.events[i] = savedEvents[i]; } client->ps.eventSequence = eventSequence; if( client->sess.sessionTeam == TEAM_SPECTATOR ) { if( teamLocal == PTE_DROIDS ) G_AddEvent( ent, EV_MENU, MN_DROID ); else if( teamLocal == PTE_HUMANS ) G_AddEvent( ent, EV_MENU, MN_HUMAN ); } // increment the spawncount so the client will detect the respawn client->ps.persistant[PERS_SPAWN_COUNT]++; client->ps.persistant[PERS_TEAM] = client->sess.sessionTeam; client->airOutTime = level.time + 12000; trap_GetUserinfo( index, userinfo, sizeof(userinfo) ); client->ps.eFlags = flags; //Com_Printf( "ent->client->pers->pclass = %i\n", ent->client->pers.pclass ); ent->s.groundEntityNum = ENTITYNUM_NONE; ent->client = &level.clients[index]; ent->takedamage = qtrue; ent->inuse = qtrue; ent->classname = "player"; ent->r.contents = CONTENTS_BODY; ent->clipmask = MASK_PLAYERSOLID; ent->die = player_die; ent->waterlevel = 0; ent->watertype = 0; ent->flags = 0; client->ps.stats[ STAT_WEAPONS ] = 0; client->ps.stats[ STAT_WEAPONS2 ] = 0; // clear entity values switch( ent->client->pers.pclass ) { case PCL_D_BUILDER: client->pers.maxHealth = 50; client->ps.stats[STAT_MAX_HEALTH] = 50; client->ps.stats[STAT_ARMOR] = 50; client->ps.eFlags = flags; VectorCopy (playerMins, ent->r.mins); VectorCopy (playerMaxs, ent->r.maxs); client->ps.clientNum = index; BG_packWeapon( WP_ABUILD, client->ps.stats ); BG_packAmmoArray( WP_ABUILD, client->ps.ammo, client->ps.powerups, 0, 0, 0 ); client->ps.stats[ STAT_ABILITIES ] |= SCA_TAKESFALLDAMAGE; BG_packAttributes( 80, 15, 350, client->ps.stats ); client->classSpeed = 0.5; break; case PCL_D_BASE: client->pers.maxHealth = 25; client->ps.stats[STAT_MAX_HEALTH] = 25; client->ps.eFlags = flags; VectorCopy (playerMins, ent->r.mins); VectorCopy (playerMaxs, ent->r.maxs); client->ps.clientNum = index; BG_packWeapon( WP_VENOM, client->ps.stats ); BG_packAmmoArray( WP_VENOM, client->ps.ammo, client->ps.powerups, 0, 0, 0 ); client->ps.stats[ STAT_ABILITIES ] |= SCA_WALLCLIMBER; client->ps.stats[ STAT_ABILITIES ] |= SCA_CANJUMP; client->ps.stats[ STAT_ABILITIES ] |= SCA_NOWEAPONDRIFT; BG_packAttributes( 140, 0, 25, client->ps.stats ); client->classSpeed = 2.0; break; case PCL_H_BASE: client->pers.maxHealth = 100; client->ps.stats[STAT_MAX_HEALTH] = 100; client->ps.stats[STAT_ARMOR] = 50; client->ps.eFlags = flags; VectorCopy (playerMins, ent->r.mins); VectorCopy (playerMaxs, ent->r.maxs); client->ps.clientNum = index; /*BG_packWeapon( WP_MACHINEGUN, client->ps.stats ); BG_packAmmoArray( WP_MACHINEGUN, client->ps.ammo, client->ps.powerups, CS_MG, 4, 4 );*/ client->ps.stats[ STAT_ABILITIES ] |= SCA_TAKESFALLDAMAGE; client->ps.stats[ STAT_ABILITIES ] |= SCA_CANJUMP; BG_packAttributes( 90, 2, 200, client->ps.stats ); client->classSpeed = 1.0; break; //eventually remove this case (or report an error) when all classes implemented default: client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth; client->ps.eFlags = flags; VectorCopy (playerMins, ent->r.mins); VectorCopy (playerMaxs, ent->r.maxs); client->ps.clientNum = index; BG_packWeapon( WP_MACHINEGUN, client->ps.stats ); BG_packAmmoArray( WP_MACHINEGUN, client->ps.ammo, client->ps.powerups, 100, 0, 0 ); BG_packWeapon( WP_GAUNTLET, client->ps.stats ); BG_packAmmoArray( WP_GAUNTLET, client->ps.ammo, client->ps.powerups, 0, 0, 0 ); BG_packAmmoArray( WP_GRAPPLING_HOOK, client->ps.ammo, client->ps.powerups, 0, 0, 0 ); client->ps.stats[ STAT_ABILITIES ] |= SCA_TAKESFALLDAMAGE; client->ps.stats[ STAT_ABILITIES ] |= SCA_CANZOOM; client->ps.stats[ STAT_ABILITIES ] |= SCA_CANJUMP; BG_packAttributes( 90, 2, 200, client->ps.stats ); client->classSpeed = 1.0; } ent->client->ps.stats[ STAT_PCLASS ] = ent->client->pers.pclass; ent->client->ps.stats[ STAT_PTEAM ] = ent->client->pers.pteam; // health will count down towards max_health ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH]; //* 1.25; G_SetOrigin( ent, spawn_origin ); VectorCopy( spawn_origin, client->ps.origin ); // the respawned flag will be cleared after the attack and jump keys come up client->ps.pm_flags |= PMF_RESPAWNED; trap_GetUsercmd( client - level.clients, &ent->client->pers.cmd ); SetClientViewAngle( ent, spawn_angles ); if ( client->sess.sessionTeam == TEAM_SPECTATOR ) { } else { G_KillBox( ent ); trap_LinkEntity (ent); // force the base weapon up client->ps.weapon = WP_NONE; client->ps.weaponstate = WEAPON_READY; } // don't allow full run speed for a bit client->ps.pm_flags |= PMF_TIME_KNOCKBACK; client->ps.pm_time = 100; client->respawnTime = level.time; client->inactivityTime = level.time + g_inactivity.integer * 1000; client->latched_buttons = 0; // set default animations client->ps.torsoAnim = TORSO_STAND; client->ps.legsAnim = LEGS_IDLE; if ( level.intermissiontime ) { MoveClientToIntermission( ent ); } else { // fire the targets of the spawn point G_UseTargets( spawnPoint, ent ); // select the highest weapon number available, after any // spawn given items have fired client->ps.weapon = 1; for ( i = WP_NUM_WEAPONS - 1 ; i > 0 ; i-- ) { if ( BG_gotWeapon( i, client->ps.stats ) ) { client->ps.weapon = i; break; } } } // run a client frame to drop exactly to the floor, // initialize animations and other things client->ps.commandTime = level.time - 100; ent->client->pers.cmd.serverTime = level.time; ClientThink( ent-g_entities ); // positively link the client, even if the command times are weird if ( client->sess.sessionTeam != TEAM_SPECTATOR ) { BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue ); VectorCopy( ent->client->ps.origin, ent->r.currentOrigin ); trap_LinkEntity( ent ); } //TA: must do this here so the number of active clients is calculated CalculateRanks(); // run the presend to set anything else ClientEndFrame( ent ); // clear entity state values BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue ); } /* =========== ClientDisconnect Called when a player drops from the server. Will not be called between levels. This should NOT be called directly by any game logic, call trap_DropClient(), which will call this and do server system housekeeping. ============ */ void ClientDisconnect( int clientNum ) { gentity_t *ent; gentity_t *tent; int i; ent = g_entities + clientNum; if ( !ent->client ) { return; } // stop any following clients for ( i = 0 ; i < level.maxclients ; i++ ) { if ( level.clients[i].sess.sessionTeam == TEAM_SPECTATOR && level.clients[i].sess.spectatorState == SPECTATOR_FOLLOW && level.clients[i].sess.spectatorClient == clientNum ) { StopFollowing( &g_entities[i] ); } } // send effect if they were completely connected if ( ent->client->pers.connected == CON_CONNECTED && ent->client->sess.sessionTeam != TEAM_SPECTATOR ) { tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_OUT ); tent->s.clientNum = ent->s.clientNum; // They don't get to take powerups with them! // Especially important for stuff like CTF flags TossClientItems ( ent ); } G_LogPrintf( "ClientDisconnect: %i\n", clientNum ); // if we are playing in tourney mode and losing, give a win to the other player if ( ( g_gametype.integer == GT_TOURNAMENT ) && !level.intermissiontime && !level.warmupTime && level.sortedClients[1] == clientNum ) { level.clients[ level.sortedClients[0] ].sess.wins++; ClientUserinfoChanged( level.sortedClients[0] ); } trap_UnlinkEntity (ent); ent->s.modelindex = 0; ent->inuse = qfalse; ent->classname = "disconnected"; ent->client->pers.connected = CON_DISCONNECTED; ent->client->ps.persistant[PERS_TEAM] = TEAM_FREE; ent->client->sess.sessionTeam = TEAM_FREE; trap_SetConfigstring( CS_PLAYERS + clientNum, ""); CalculateRanks(); //TA: rip bots /*if ( ent->r.svFlags & SVF_BOT ) { BotAIShutdownClient( clientNum ); }*/ }