/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. Copyright (C) 2000-2013 Darklegion Development 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_client.c -- client functions that don't happen every frame static vec3_t playerMins = {-15, -15, -24}; static vec3_t playerMaxs = {15, 15, 32}; /*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) initial potential spawning position for deathmatch games. The first time a player enters the game, they will be at an 'initial' spot. Targets will be fired when someone spawns in on them. "nobots" will prevent bots from using this spot. "nohumans" will prevent non-bots from using this spot. */ void SP_info_player_deathmatch( gentity_t *ent ) { int i; G_SpawnInt( "nobots", "0", &i); if( i ) ent->flags |= FL_NO_BOTS; G_SpawnInt( "nohumans", "0", &i ); if( i ) ent->flags |= FL_NO_HUMANS; } /*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32) equivelant to info_player_deathmatch */ void SP_info_player_start( gentity_t *ent ) { ent->classname = "info_player_deathmatch"; SP_info_player_deathmatch( ent ); } /*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32) The intermission will be viewed from this point. Target an info_notnull for the view direction. */ void SP_info_player_intermission( gentity_t *ent ) { } /*QUAKED info_alien_intermission (1 0 1) (-16 -16 -24) (16 16 32) The intermission will be viewed from this point. Target an info_notnull for the view direction. */ void SP_info_alien_intermission( gentity_t *ent ) { } /*QUAKED info_human_intermission (1 0 1) (-16 -16 -24) (16 16 32) The intermission will be viewed from this point. Target an info_notnull for the view direction. */ void SP_info_human_intermission( gentity_t *ent ) { } /* =============== G_AddCreditToClient =============== */ void G_AddCreditToClient( gclient_t *client, short credit, qboolean cap ) { int capAmount; if( !client ) return; if( cap && credit > 0 ) { capAmount = client->pers.teamSelection == TEAM_ALIENS ? ALIEN_MAX_CREDITS : HUMAN_MAX_CREDITS; if( client->pers.credit < capAmount ) { client->pers.credit += credit; if( client->pers.credit > capAmount ) client->pers.credit = capAmount; } } else client->pers.credit += credit; if( client->pers.credit < 0 ) client->pers.credit = 0; // Copy to ps so the client can access it client->ps.persistant[ PERS_CREDIT ] = client->pers.credit; } /* ======================================================================= G_SelectSpawnPoint ======================================================================= */ /* ================ SpotWouldTelefrag ================ */ qboolean SpotWouldTelefrag( gentity_t *spot ) { int i, num; int touch[ MAX_GENTITIES ]; gentity_t *hit; vec3_t mins, maxs; VectorAdd( spot->s.origin, playerMins, mins ); VectorAdd( spot->s.origin, playerMaxs, maxs ); num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES ); for( i = 0; i < num; i++ ) { hit = &g_entities[ touch[ i ] ]; //if ( hit->client && hit->client->ps.stats[STAT_HEALTH] > 0 ) { if( hit->client ) return qtrue; } return qfalse; } /* =========== G_SelectRandomFurthestSpawnPoint Chooses a player start, deathmatch start, etc ============ */ static gentity_t *G_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 ]; } /* ================ G_SelectSpawnBuildable find the nearest buildable of the right type that is spawned/healthy/unblocked etc. ================ */ static gentity_t *G_SelectSpawnBuildable( vec3_t preference, buildable_t buildable ) { gentity_t *search, *spot; search = spot = NULL; while( ( search = G_Find( search, FOFS( classname ), BG_Buildable( buildable )->entityName ) ) != NULL ) { if( !search->spawned ) continue; if( search->health <= 0 ) continue; if( !search->s.groundEntityNum ) continue; if( search->clientSpawnTime > 0 ) continue; if( G_CheckSpawnPoint( search->s.number, search->s.origin, search->s.origin2, buildable, NULL ) != NULL ) continue; if( !spot || DistanceSquared( preference, search->s.origin ) < DistanceSquared( preference, spot->s.origin ) ) spot = search; } return spot; } /* =========== G_SelectSpawnPoint Chooses a player start, deathmatch start, etc ============ */ gentity_t *G_SelectSpawnPoint( vec3_t avoidPoint, vec3_t origin, vec3_t angles ) { return G_SelectRandomFurthestSpawnPoint( avoidPoint, origin, angles ); } /* =========== G_SelectTremulousSpawnPoint Chooses a player start, deathmatch start, etc ============ */ gentity_t *G_SelectTremulousSpawnPoint( team_t team, vec3_t preference, vec3_t origin, vec3_t angles ) { gentity_t *spot = NULL; if( team == TEAM_ALIENS ) { if( level.numAlienSpawns <= 0 ) return NULL; spot = G_SelectSpawnBuildable( preference, BA_A_SPAWN ); } else if( team == TEAM_HUMANS ) { if( level.numHumanSpawns <= 0 ) return NULL; spot = G_SelectSpawnBuildable( preference, BA_H_SPAWN ); } //no available spots if( !spot ) return NULL; if( team == TEAM_ALIENS ) G_CheckSpawnPoint( spot->s.number, spot->s.origin, spot->s.origin2, BA_A_SPAWN, origin ); else if( team == TEAM_HUMANS ) G_CheckSpawnPoint( spot->s.number, spot->s.origin, spot->s.origin2, BA_H_SPAWN, origin ); VectorCopy( spot->s.angles, angles ); angles[ ROLL ] = 0; return spot; } /* =========== G_SelectSpectatorSpawnPoint ============ */ static gentity_t *G_SelectSpectatorSpawnPoint( vec3_t origin, vec3_t angles ) { FindIntermissionPoint( ); VectorCopy( level.intermission_origin, origin ); VectorCopy( level.intermission_angle, angles ); return NULL; } /* =========== G_SelectAlienLockSpawnPoint Try to find a spawn point for alien intermission otherwise use normal intermission spawn. ============ */ gentity_t *G_SelectAlienLockSpawnPoint( vec3_t origin, vec3_t angles ) { gentity_t *spot; spot = NULL; spot = G_Find( spot, FOFS( classname ), "info_alien_intermission" ); if( !spot ) return G_SelectSpectatorSpawnPoint( origin, angles ); VectorCopy( spot->s.origin, origin ); VectorCopy( spot->s.angles, angles ); return spot; } /* =========== G_SelectHumanLockSpawnPoint Try to find a spawn point for human intermission otherwise use normal intermission spawn. ============ */ gentity_t *G_SelectHumanLockSpawnPoint( vec3_t origin, vec3_t angles ) { gentity_t *spot; spot = NULL; spot = G_Find( spot, FOFS( classname ), "info_human_intermission" ); if( !spot ) return G_SelectSpectatorSpawnPoint( origin, angles ); VectorCopy( spot->s.origin, origin ); VectorCopy( spot->s.angles, angles ); return spot; } /* ======================================================================= BODYQUE ======================================================================= */ /* ============= BodySink After sitting around for five seconds, fall into the ground and dissapear ============= */ static void BodySink( gentity_t *ent ) { //run on first BodySink call if( !ent->active ) { ent->active = qtrue; //sinking bodies can't be infested ent->killedBy = ent->s.misc = MAX_CLIENTS; ent->timestamp = level.time; } if( level.time - ent->timestamp > 6500 ) { G_FreeEntity( ent ); return; } ent->nextthink = level.time + 100; ent->s.pos.trBase[ 2 ] -= 1; } /* ============= SpawnCorpse A player is respawning, so make an entity that looks just like the existing corpse to leave behind. ============= */ static void SpawnCorpse( gentity_t *ent ) { gentity_t *body; int contents; vec3_t origin, dest; trace_t tr; float vDiff; VectorCopy( ent->r.currentOrigin, origin ); trap_UnlinkEntity( ent ); // if client is in a nodrop area, don't leave the body contents = trap_PointContents( origin, -1 ); if( contents & CONTENTS_NODROP ) return; body = G_Spawn( ); VectorCopy( ent->s.apos.trBase, body->s.angles ); body->s.eFlags = EF_DEAD; body->s.eType = ET_CORPSE; body->s.number = body - g_entities; body->timestamp = level.time; body->s.event = 0; body->r.contents = CONTENTS_CORPSE; body->s.clientNum = ent->client->ps.stats[ STAT_CLASS ]; body->nonSegModel = ent->client->ps.persistant[ PERS_STATE ] & PS_NONSEGMODEL; if( ent->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS ) body->classname = "humanCorpse"; else body->classname = "alienCorpse"; body->s.misc = MAX_CLIENTS; body->think = BodySink; body->nextthink = level.time + 20000; body->s.legsAnim = ent->s.legsAnim; if( !body->nonSegModel ) { switch( body->s.legsAnim & ~ANIM_TOGGLEBIT ) { case BOTH_DEATH1: case BOTH_DEAD1: body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD1; break; case BOTH_DEATH2: case BOTH_DEAD2: body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD2; break; case BOTH_DEATH3: case BOTH_DEAD3: default: body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD3; break; } } else { switch( body->s.legsAnim & ~ANIM_TOGGLEBIT ) { case NSPA_DEATH1: case NSPA_DEAD1: body->s.legsAnim = NSPA_DEAD1; break; case NSPA_DEATH2: case NSPA_DEAD2: body->s.legsAnim = NSPA_DEAD2; break; case NSPA_DEATH3: case NSPA_DEAD3: default: body->s.legsAnim = NSPA_DEAD3; break; } } body->takedamage = qfalse; body->health = ent->health = ent->client->ps.stats[ STAT_HEALTH ]; ent->health = 0; //change body dimensions BG_ClassBoundingBox( ent->client->ps.stats[ STAT_CLASS ], NULL, NULL, NULL, body->r.mins, body->r.maxs ); vDiff = body->r.mins[ 2 ] - ent->r.mins[ 2 ]; //drop down to match the *model* origins of ent and body VectorSet( dest, origin[ 0 ], origin[ 1 ], origin[ 2 ] - vDiff ); trap_Trace( &tr, origin, body->r.mins, body->r.maxs, dest, body->s.number, body->clipmask ); VectorCopy( tr.endpos, origin ); G_SetOrigin( body, origin ); VectorCopy( origin, body->s.origin ); body->s.pos.trType = TR_GRAVITY; body->s.pos.trTime = level.time; VectorCopy( ent->client->ps.velocity, body->s.pos.trDelta ); VectorCopy ( body->s.pos.trBase, body->r.currentOrigin ); trap_LinkEntity( body ); } //====================================================================== /* ================== G_SetClientViewAngle ================== */ void G_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 ) { int i; SpawnCorpse( ent ); // Clients can't respawn - they must go through the class cmd ent->client->pers.classSelection = PCL_NONE; ClientSpawn( ent, NULL, NULL, NULL ); // stop any following clients that don't have sticky spec on for( i = 0; i < level.maxclients; i++ ) { if( level.clients[ i ].sess.spectatorState == SPECTATOR_FOLLOW && level.clients[ i ].sess.spectatorClient == ent - g_entities ) { if( !( level.clients[ i ].pers.stickySpec ) ) { if( !G_FollowNewClient( &g_entities[ i ], 1 ) ) G_StopFollowing( &g_entities[ i ] ); } else G_FollowLockView( &g_entities[ i ] ); } } } static qboolean G_IsEmoticon( const char *s, qboolean *escaped ) { int i, j; const char *p = s; char emoticon[ MAX_EMOTICON_NAME_LEN ] = {""}; qboolean escape = qfalse; if( *p != '[' ) return qfalse; p++; if( *p == '[' ) { escape = qtrue; p++; } i = 0; while( *p && i < ( MAX_EMOTICON_NAME_LEN - 1 ) ) { if( *p == ']' ) { for( j = 0; j < level.emoticonCount; j++ ) { if( !Q_stricmp( emoticon, level.emoticons[ j ].name ) ) { *escaped = escape; return qtrue; } } return qfalse; } emoticon[ i++ ] = *p; emoticon[ i ] = '\0'; p++; } return qfalse; } /* =========== G_ClientCleanName ============ */ static void G_ClientCleanName( const char *in, char *out, int outSize ) { int len, colorlessLen; char *p; int spaces; qboolean escaped; qboolean invalid = qfalse; //save room for trailing null byte outSize--; len = 0; colorlessLen = 0; p = out; *p = 0; spaces = 0; for( ; *in; in++ ) { // don't allow leading spaces if( colorlessLen == 0 && *in == ' ' ) continue; // don't allow nonprinting characters or (dead) console keys if( *in < ' ' || *in > '}' || *in == '`' ) continue; // check colors if( Q_IsColorString( in ) ) { in++; // make sure room in dest for both chars if( len > outSize - 2 ) break; *out++ = Q_COLOR_ESCAPE; *out++ = *in; len += 2; continue; } else if( !g_emoticonsAllowedInNames.integer && G_IsEmoticon( in, &escaped ) ) { // make sure room in dest for both chars if( len > outSize - 2 ) break; *out++ = '['; *out++ = '['; len += 2; if( escaped ) in++; continue; } // don't allow too many consecutive spaces if( *in == ' ' ) { spaces++; if( spaces > 3 ) continue; } else spaces = 0; if( len > outSize - 1 ) break; *out++ = *in; colorlessLen++; len++; } *out = 0; // don't allow names beginning with "[skipnotify]" because it messes up /ignore-related code if( !Q_stricmpn( p, "[skipnotify]", 12 ) ) invalid = qtrue; // don't allow comment-beginning strings because it messes up various parsers if( strstr( p, "//" ) || strstr( p, "/*" ) ) invalid = qtrue; // don't allow empty names if( *p == 0 || colorlessLen == 0 ) invalid = qtrue; // if something made the name bad, put them back to UnnamedPlayer if( invalid ) Q_strncpyz( p, "UnnamedPlayer", outSize ); } /* ====================== G_NonSegModel Reads an animation.cfg to check for nonsegmentation ====================== */ static qboolean G_NonSegModel( const char *filename ) { char *text_p; int len; char *token; char text[ 20000 ]; fileHandle_t f; // load the file len = trap_FS_FOpenFile( filename, &f, FS_READ ); if( !f ) { G_Printf( "File not found: %s\n", filename ); return qfalse; } if( len < 0 ) return qfalse; if( len == 0 || len >= sizeof( text ) - 1 ) { trap_FS_FCloseFile( f ); G_Printf( "File %s is %s\n", filename, len == 0 ? "empty" : "too long" ); return qfalse; } trap_FS_Read( text, len, f ); text[ len ] = 0; trap_FS_FCloseFile( f ); // parse the text text_p = text; // read optional parameters while( 1 ) { token = COM_Parse( &text_p ); //EOF if( !token[ 0 ] ) break; if( !Q_stricmp( token, "nonsegmented" ) ) return qtrue; } return qfalse; } /* =========== ClientUserInfoChanged Called from ClientConnect when the player first connects and directly by the server system when the player updates a userinfo variable. The game can override any of the settings and call trap_SetUserinfo if desired. ============ */ char *ClientUserinfoChanged( int clientNum, qboolean forceName ) { gentity_t *ent; char *s; char model[ MAX_QPATH ]; char buffer[ MAX_QPATH ]; char filename[ MAX_QPATH ]; char oldname[ MAX_NAME_LENGTH ]; char newname[ MAX_NAME_LENGTH ]; char err[ MAX_STRING_CHARS ]; qboolean revertName = qfalse; gclient_t *client; 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) ) { trap_SendServerCommand( ent - g_entities, "disconnect \"illegal or malformed userinfo\n\"" ); trap_DropClient( ent - g_entities, "dropped: illegal or malformed userinfo"); return "Illegal or malformed userinfo"; } // If their userinfo overflowed, tremded is in the process of disconnecting them. // If we send our own disconnect, it won't work, so just return to prevent crashes later // in this function. This check must come after the Info_Validate call. else if( !userinfo[ 0 ] ) return "Empty (overflowed) userinfo"; // stickyspec toggle s = Info_ValueForKey( userinfo, "cg_stickySpec" ); client->pers.stickySpec = atoi( s ) != 0; // set name Q_strncpyz( oldname, client->pers.netname, sizeof( oldname ) ); s = Info_ValueForKey( userinfo, "name" ); G_ClientCleanName( s, newname, sizeof( newname ) ); if( strcmp( oldname, newname ) ) { if( !forceName && client->pers.namelog->nameChangeTime && level.time - client->pers.namelog->nameChangeTime <= g_minNameChangePeriod.value * 1000 ) { trap_SendServerCommand( ent - g_entities, va( "print \"Name change spam protection (g_minNameChangePeriod = %d)\n\"", g_minNameChangePeriod.integer ) ); revertName = qtrue; } else if( !forceName && g_maxNameChanges.integer > 0 && client->pers.namelog->nameChanges >= g_maxNameChanges.integer ) { trap_SendServerCommand( ent - g_entities, va( "print \"Maximum name changes reached (g_maxNameChanges = %d)\n\"", g_maxNameChanges.integer ) ); revertName = qtrue; } else if( !forceName && client->pers.namelog->muted ) { trap_SendServerCommand( ent - g_entities, "print \"You cannot change your name while you are muted\n\"" ); revertName = qtrue; } else if( !G_admin_name_check( ent, newname, err, sizeof( err ) ) ) { trap_SendServerCommand( ent - g_entities, va( "print \"%s\n\"", err ) ); revertName = qtrue; } if( revertName ) { Q_strncpyz( client->pers.netname, *oldname ? oldname : "UnnamedPlayer", sizeof( client->pers.netname ) ); Info_SetValueForKey( userinfo, "name", oldname ); trap_SetUserinfo( clientNum, userinfo ); } else { G_CensorString( client->pers.netname, newname, sizeof( client->pers.netname ), ent ); if( !forceName && client->pers.connected == CON_CONNECTED ) { client->pers.namelog->nameChangeTime = level.time; client->pers.namelog->nameChanges++; } if( *oldname ) { G_LogPrintf( "ClientRename: %i [%s] (%s) \"%s^7\" -> \"%s^7\" \"%c%s%c^7\"\n", clientNum, client->pers.ip.str, client->pers.guid, oldname, client->pers.netname, DECOLOR_OFF, client->pers.netname, DECOLOR_ON ); } } G_namelog_update_name( client ); } if( client->pers.classSelection == PCL_NONE ) { //This looks hacky and frankly it is. The clientInfo string needs to hold different //model details to that of the spawning class or the info change will not be //registered and an axis appears instead of the player model. There is zero chance //the player can spawn with the battlesuit, hence this choice. Com_sprintf( buffer, MAX_QPATH, "%s/%s", BG_ClassConfig( PCL_HUMAN_BSUIT )->modelName, BG_ClassConfig( PCL_HUMAN_BSUIT )->skinName ); } else { Com_sprintf( buffer, MAX_QPATH, "%s/%s", BG_ClassConfig( client->pers.classSelection )->modelName, BG_ClassConfig( client->pers.classSelection )->skinName ); //model segmentation Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg", BG_ClassConfig( client->pers.classSelection )->modelName ); if( G_NonSegModel( filename ) ) client->ps.persistant[ PERS_STATE ] |= PS_NONSEGMODEL; else client->ps.persistant[ PERS_STATE ] &= ~PS_NONSEGMODEL; } Q_strncpyz( model, buffer, sizeof( model ) ); // wallwalk follow s = Info_ValueForKey( userinfo, "cg_wwFollow" ); if( atoi( s ) ) client->ps.persistant[ PERS_STATE ] |= PS_WALLCLIMBINGFOLLOW; else client->ps.persistant[ PERS_STATE ] &= ~PS_WALLCLIMBINGFOLLOW; // wallwalk toggle s = Info_ValueForKey( userinfo, "cg_wwToggle" ); if( atoi( s ) ) client->ps.persistant[ PERS_STATE ] |= PS_WALLCLIMBINGTOGGLE; else client->ps.persistant[ PERS_STATE ] &= ~PS_WALLCLIMBINGTOGGLE; // always sprint s = Info_ValueForKey( userinfo, "cg_sprintToggle" ); if( atoi( s ) ) client->ps.persistant[ PERS_STATE ] |= PS_SPRINTTOGGLE; else client->ps.persistant[ PERS_STATE ] &= ~PS_SPRINTTOGGLE; // fly speed s = Info_ValueForKey( userinfo, "cg_flySpeed" ); if( *s ) client->pers.flySpeed = atoi( s ); else client->pers.flySpeed = BG_Class( PCL_NONE )->speed; // disable blueprint errors s = Info_ValueForKey( userinfo, "cg_disableBlueprintErrors" ); if( atoi( s ) ) client->pers.disableBlueprintErrors = qtrue; else client->pers.disableBlueprintErrors = qfalse; // teamInfo s = Info_ValueForKey( userinfo, "teamoverlay" ); if( atoi( s ) != 0 ) { // teamoverlay was enabled so we need an update if( client->pers.teamInfo == 0 ) client->pers.teamInfo = 1; } else client->pers.teamInfo = 0; s = Info_ValueForKey( userinfo, "cg_unlagged" ); if( !s[0] || atoi( s ) != 0 ) client->pers.useUnlagged = qtrue; else client->pers.useUnlagged = qfalse; Q_strncpyz( client->pers.voice, Info_ValueForKey( userinfo, "voice" ), sizeof( client->pers.voice ) ); // send over a subset of the userinfo keys so other clients can // print scoreboards, display models, and play custom sounds Com_sprintf( userinfo, sizeof( userinfo ), "n\\%s\\t\\%i\\model\\%s\\ig\\%16s\\v\\%s", client->pers.netname, client->pers.teamSelection, model, Com_ClientListString( &client->sess.ignoreList ), client->pers.voice ); trap_SetConfigstring( CS_PLAYERS + clientNum, userinfo ); /*G_LogPrintf( "ClientUserinfoChanged: %i %s\n", clientNum, userinfo );*/ return NULL; } /* =========== 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 ) { char *value; char *userInfoError; gclient_t *client; char userinfo[ MAX_INFO_STRING ]; gentity_t *ent; char reason[ MAX_STRING_CHARS ] = {""}; int i; ent = &g_entities[ clientNum ]; client = &level.clients[ clientNum ]; // ignore if client already connected if( client->pers.connected != CON_DISCONNECTED ) return NULL; ent->client = client; memset( client, 0, sizeof( *client ) ); trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) ); value = Info_ValueForKey( userinfo, "cl_guid" ); Q_strncpyz( client->pers.guid, value, sizeof( client->pers.guid ) ); value = Info_ValueForKey( userinfo, "ip" ); // check for local client if( !strcmp( value, "localhost" ) ) client->pers.localClient = qtrue; G_AddressParse( value, &client->pers.ip ); client->pers.admin = G_admin_admin( client->pers.guid ); // check for admin ban if( G_admin_ban_check( ent, reason, sizeof( reason ) ) ) { return va( "%s", reason ); } // 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"; // add guid to session so we don't have to keep parsing userinfo everywhere for( i = 0; i < sizeof( client->pers.guid ) - 1 && isxdigit( client->pers.guid[ i ] ); i++ ); if( i < sizeof( client->pers.guid ) - 1 ) return "Invalid GUID"; client->pers.connected = CON_CONNECTING; // read or initialize the session data if( firstTime || level.newSession ) G_InitSessionData( client, userinfo ); G_ReadSessionData( client ); // get and distribute relevent paramters G_namelog_connect( client ); userInfoError = ClientUserinfoChanged( clientNum, qfalse ); if( userInfoError != NULL ) return userInfoError; G_LogPrintf( "ClientConnect: %i [%s] (%s) \"%s^7\" \"%c%s%c^7\"\n", clientNum, client->pers.ip.str, client->pers.guid, client->pers.netname, DECOLOR_OFF, client->pers.netname, DECOLOR_ON ); // 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( client->pers.admin ) G_admin_authlog( ent ); // count current clients and rank for scoreboard CalculateRanks( ); // if this is after !restart keepteams or !restart switchteams, apply said selection if ( client->sess.restartTeam != TEAM_NONE ) { G_ChangeTeam( ent, client->sess.restartTeam ); client->sess.restartTeam = TEAM_NONE; } return NULL; } /* =========== ClientBegin called when a client has finished connecting, and is ready to be placed into the level. This will happen every level load, and on transition between teams, but doesn't happen on respawns ============ */ void ClientBegin( int clientNum ) { gentity_t *ent; gclient_t *client; int flags; ent = g_entities + clientNum; client = level.clients + clientNum; // ignore if client already entered the game if( client->pers.connected != CON_CONNECTING ) return; 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; // 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 ) ); memset( &client->pmext, 0, sizeof( client->pmext ) ); client->ps.eFlags = flags; // locate ent at a spawn point ClientSpawn( ent, NULL, NULL, NULL ); trap_SendServerCommand( -1, va( "print \"%s" S_COLOR_WHITE " entered the game\n\"", client->pers.netname ) ); G_namelog_restore( client ); G_LogPrintf( "ClientBegin: %i\n", clientNum ); // count current clients and rank for scoreboard CalculateRanks( ); // send the client a list of commands that can be used G_ListCommands( ent ); } /* =========== ClientSpawn Called every time a client is placed fresh in the world: after the first ClientBegin, and after each respawn Initializes all non-persistant parts of playerState ============ */ void ClientSpawn( gentity_t *ent, gentity_t *spawn, vec3_t origin, vec3_t angles ) { int index; vec3_t spawn_origin, spawn_angles; gclient_t *client; int i; clientPersistant_t saved; clientSession_t savedSess; int persistant[ MAX_PERSISTANT ]; gentity_t *spawnPoint = NULL; int flags; int savedPing; int teamLocal; int eventSequence; char userinfo[ MAX_INFO_STRING ]; vec3_t up = { 0.0f, 0.0f, 1.0f }; int maxAmmo, maxClips; weapon_t weapon; index = ent - g_entities; client = ent->client; teamLocal = client->pers.teamSelection; //if client is dead and following teammate, stop following before spawning if( client->sess.spectatorClient != -1 ) { client->sess.spectatorClient = -1; client->sess.spectatorState = SPECTATOR_FREE; } // only start client if chosen a class and joined a team if( client->pers.classSelection == PCL_NONE && teamLocal == TEAM_NONE ) client->sess.spectatorState = SPECTATOR_FREE; else if( client->pers.classSelection == PCL_NONE ) client->sess.spectatorState = SPECTATOR_LOCKED; // if client is dead and following teammate, stop following before spawning if( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) G_StopFollowing( ent ); if( origin != NULL ) VectorCopy( origin, spawn_origin ); if( angles != NULL ) VectorCopy( angles, spawn_angles ); // find a spawn point // do it before setting health back up, so farthest // ranging doesn't count this client if( client->sess.spectatorState != SPECTATOR_NOT ) { if( teamLocal == TEAM_NONE ) spawnPoint = G_SelectSpectatorSpawnPoint( spawn_origin, spawn_angles ); else if( teamLocal == TEAM_ALIENS ) spawnPoint = G_SelectAlienLockSpawnPoint( spawn_origin, spawn_angles ); else if( teamLocal == TEAM_HUMANS ) spawnPoint = G_SelectHumanLockSpawnPoint( spawn_origin, spawn_angles ); } else { if( spawn == NULL ) { G_Error( "ClientSpawn: spawn is NULL\n" ); return; } spawnPoint = spawn; if( ent != spawn ) { //start spawn animation on spawnPoint G_SetBuildableAnim( spawnPoint, BANIM_SPAWN1, qtrue ); if( spawnPoint->buildableTeam == TEAM_ALIENS ) spawnPoint->clientSpawnTime = ALIEN_SPAWN_REPEAT_TIME; else if( spawnPoint->buildableTeam == TEAM_HUMANS ) spawnPoint->clientSpawnTime = HUMAN_SPAWN_REPEAT_TIME; } } // toggle the teleport bit so the client knows to not lerp flags = ( ent->client->ps.eFlags & EF_TELEPORT_BIT ) ^ EF_TELEPORT_BIT; G_UnlaggedClear( ent ); // clear everything but the persistant data saved = client->pers; savedSess = client->sess; savedPing = client->ps.ping; for( i = 0; i < MAX_PERSISTANT; i++ ) persistant[ i ] = client->ps.persistant[ i ]; eventSequence = client->ps.eventSequence; memset( client, 0, sizeof( *client ) ); client->pers = saved; client->sess = savedSess; client->ps.ping = savedPing; client->lastkilled_client = -1; for( i = 0; i < MAX_PERSISTANT; i++ ) client->ps.persistant[ i ] = persistant[ i ]; client->ps.eventSequence = eventSequence; // increment the spawncount so the client will detect the respawn client->ps.persistant[ PERS_SPAWN_COUNT ]++; client->ps.persistant[ PERS_SPECSTATE ] = client->sess.spectatorState; client->airOutTime = level.time + 12000; trap_GetUserinfo( index, userinfo, sizeof( userinfo ) ); client->ps.eFlags = flags; //Com_Printf( "ent->client->pers->pclass = %i\n", ent->client->pers.classSelection ); ent->s.groundEntityNum = ENTITYNUM_NONE; ent->client = &level.clients[ index ]; ent->takedamage = qtrue; ent->inuse = qtrue; ent->classname = "player"; ent->r.contents = CONTENTS_BODY; ent->clipmask = MASK_PLAYERSOLID; ent->die = player_die; ent->waterlevel = 0; ent->watertype = 0; ent->flags = 0; // calculate each client's acceleration ent->evaluateAcceleration = qtrue; client->ps.stats[ STAT_MISC ] = 0; client->ps.eFlags = flags; client->ps.clientNum = index; BG_ClassBoundingBox( ent->client->pers.classSelection, ent->r.mins, ent->r.maxs, NULL, NULL, NULL ); if( client->sess.spectatorState == SPECTATOR_NOT ) client->ps.stats[ STAT_MAX_HEALTH ] = BG_Class( ent->client->pers.classSelection )->health; else client->ps.stats[ STAT_MAX_HEALTH ] = 100; // clear entity values if( ent->client->pers.classSelection == PCL_HUMAN ) { BG_AddUpgradeToInventory( UP_MEDKIT, client->ps.stats ); weapon = client->pers.humanItemSelection; } else if( client->sess.spectatorState == SPECTATOR_NOT ) weapon = BG_Class( ent->client->pers.classSelection )->startWeapon; else weapon = WP_NONE; maxAmmo = BG_Weapon( weapon )->maxAmmo; maxClips = BG_Weapon( weapon )->maxClips; client->ps.stats[ STAT_WEAPON ] = weapon; client->ps.ammo = maxAmmo; client->ps.clips = maxClips; // We just spawned, not changing weapons client->ps.persistant[ PERS_NEWWEAPON ] = 0; ent->client->ps.stats[ STAT_CLASS ] = ent->client->pers.classSelection; ent->client->ps.stats[ STAT_TEAM ] = ent->client->pers.teamSelection; ent->client->ps.stats[ STAT_BUILDABLE ] = BA_NONE; ent->client->ps.stats[ STAT_STATE ] = 0; VectorSet( ent->client->ps.grapplePoint, 0.0f, 0.0f, 1.0f ); // health will count down towards max_health ent->health = client->ps.stats[ STAT_HEALTH ] = client->ps.stats[ STAT_MAX_HEALTH ]; //* 1.25; //if evolving scale health if( ent == spawn ) { ent->health *= ent->client->pers.evolveHealthFraction; client->ps.stats[ STAT_HEALTH ] *= ent->client->pers.evolveHealthFraction; } //clear the credits array for( i = 0; i < MAX_CLIENTS; i++ ) ent->credits[ i ] = 0; client->ps.stats[ STAT_STAMINA ] = STAMINA_MAX; G_SetOrigin( ent, spawn_origin ); VectorCopy( spawn_origin, client->ps.origin ); #define UP_VEL 150.0f #define F_VEL 50.0f //give aliens some spawn velocity if( client->sess.spectatorState == SPECTATOR_NOT && client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS ) { if( ent == spawn ) { //evolution particle system G_AddPredictableEvent( ent, EV_ALIEN_EVOLVE, DirToByte( up ) ); } else { spawn_angles[ YAW ] += 180.0f; AngleNormalize360( spawn_angles[ YAW ] ); if( spawnPoint->s.origin2[ 2 ] > 0.0f ) { vec3_t forward, dir; AngleVectors( spawn_angles, forward, NULL, NULL ); VectorScale( forward, F_VEL, forward ); VectorAdd( spawnPoint->s.origin2, forward, dir ); VectorNormalize( dir ); VectorScale( dir, UP_VEL, client->ps.velocity ); } G_AddPredictableEvent( ent, EV_PLAYER_RESPAWN, 0 ); } } else if( client->sess.spectatorState == SPECTATOR_NOT && client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS ) { spawn_angles[ YAW ] += 180.0f; AngleNormalize360( spawn_angles[ YAW ] ); } // the respawned flag will be cleared after the attack and jump keys come up client->ps.pm_flags |= PMF_RESPAWNED; trap_GetUsercmd( client - level.clients, &ent->client->pers.cmd ); G_SetClientViewAngle( ent, spawn_angles ); if( client->sess.spectatorState == SPECTATOR_NOT ) { trap_LinkEntity( ent ); // force the base weapon up if( client->pers.teamSelection == TEAM_HUMANS ) G_ForceWeaponChange( ent, weapon ); 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; ent->nextRegenTime = level.time; client->inactivityTime = level.time + g_inactivity.integer * 1000; client->latched_buttons = 0; // set default animations client->ps.torsoAnim = TORSO_STAND; client->ps.legsAnim = LEGS_IDLE; if( level.intermissiontime ) MoveClientToIntermission( ent ); else { // fire the targets of the spawn point if( !spawn ) G_UseTargets( spawnPoint, ent ); client->ps.weapon = client->ps.stats[ STAT_WEAPON ]; } // 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.spectatorState == SPECTATOR_NOT ) { BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue ); VectorCopy( ent->client->ps.origin, ent->r.currentOrigin ); trap_LinkEntity( ent ); } // 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 ); client->pers.infoChangeTime = level.time; } /* =========== 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 || ent->client->pers.connected == CON_DISCONNECTED ) return; G_LeaveTeam( ent ); G_namelog_disconnect( ent->client ); G_Vote( ent, TEAM_NONE, qfalse ); // stop any following clients for( i = 0; i < level.maxclients; i++ ) { // remove any /ignore settings for this clientNum Com_ClientListRemove( &level.clients[ i ].sess.ignoreList, clientNum ); } // send effect if they were completely connected if( ent->client->pers.connected == CON_CONNECTED && ent->client->sess.spectatorState == SPECTATOR_NOT ) { tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_OUT ); tent->s.clientNum = ent->s.clientNum; } G_LogPrintf( "ClientDisconnect: %i [%s] (%s) \"%s^7\"\n", clientNum, ent->client->pers.ip.str, ent->client->pers.guid, ent->client->pers.netname ); trap_UnlinkEntity( ent ); ent->s.modelindex = 0; ent->inuse = qfalse; ent->classname = "disconnected"; ent->client->pers.connected = CON_DISCONNECTED; ent->client->sess.spectatorState = ent->client->ps.persistant[ PERS_SPECSTATE ] = SPECTATOR_NOT; trap_SetConfigstring( CS_PLAYERS + clientNum, ""); CalculateRanks( ); }