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- /*
- Copyright (C) 1997-2001 Id Software, Inc.
- 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
- of the License, 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.
- */
- #include "g_local.h"
- #include "m_player.h"
- void ClientUserinfoChanged (edict_t *ent, char *userinfo);
- void SP_misc_teleporter_dest (edict_t *ent);
- //
- // Gross, ugly, disgustuing hack section
- //
- // this function is an ugly as hell hack to fix some map flaws
- //
- // the coop spawn spots on some maps are SNAFU. There are coop spots
- // with the wrong targetname as well as spots with no name at all
- //
- // we use carnal knowledge of the maps to fix the coop spot targetnames to match
- // that of the nearest named single player spot
- static void SP_FixCoopSpots (edict_t *self)
- {
- edict_t *spot;
- vec3_t d;
- spot = NULL;
- while(1)
- {
- spot = G_Find(spot, FOFS(classname), "info_player_start");
- if (!spot)
- return;
- if (!spot->targetname)
- continue;
- VectorSubtract(self->s.origin, spot->s.origin, d);
- if (VectorLength(d) < 384)
- {
- if ((!self->targetname) || Q_stricmp(self->targetname, spot->targetname) != 0)
- {
- // gi.dprintf("FixCoopSpots changed %s at %s targetname from %s to %s\n", self->classname, vtos(self->s.origin), self->targetname, spot->targetname);
- self->targetname = spot->targetname;
- }
- return;
- }
- }
- }
- // now if that one wasn't ugly enough for you then try this one on for size
- // some maps don't have any coop spots at all, so we need to create them
- // where they should have been
- static void SP_CreateCoopSpots (edict_t *self)
- {
- edict_t *spot;
- if(Q_stricmp(level.mapname, "security") == 0)
- {
- spot = G_Spawn();
- spot->classname = "info_player_coop";
- spot->s.origin[0] = 188 - 64;
- spot->s.origin[1] = -164;
- spot->s.origin[2] = 80;
- spot->targetname = "jail3";
- spot->s.angles[1] = 90;
- spot = G_Spawn();
- spot->classname = "info_player_coop";
- spot->s.origin[0] = 188 + 64;
- spot->s.origin[1] = -164;
- spot->s.origin[2] = 80;
- spot->targetname = "jail3";
- spot->s.angles[1] = 90;
- spot = G_Spawn();
- spot->classname = "info_player_coop";
- spot->s.origin[0] = 188 + 128;
- spot->s.origin[1] = -164;
- spot->s.origin[2] = 80;
- spot->targetname = "jail3";
- spot->s.angles[1] = 90;
- return;
- }
- }
- /*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
- The normal starting point for a level.
- */
- void SP_info_player_start(edict_t *self)
- {
- if (!coop->value)
- return;
- if(Q_stricmp(level.mapname, "security") == 0)
- {
- // invoke one of our gross, ugly, disgusting hacks
- self->think = SP_CreateCoopSpots;
- self->nextthink = level.time + FRAMETIME;
- }
- }
- /*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32)
- potential spawning position for deathmatch games
- */
- void SP_info_player_deathmatch(edict_t *self)
- {
- if (!deathmatch->value)
- {
- G_FreeEdict (self);
- return;
- }
- SP_misc_teleporter_dest (self);
- }
- /*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 32)
- potential spawning position for coop games
- */
- void SP_info_player_coop(edict_t *self)
- {
- if (!coop->value)
- {
- G_FreeEdict (self);
- return;
- }
- if((Q_stricmp(level.mapname, "jail2") == 0) ||
- (Q_stricmp(level.mapname, "jail4") == 0) ||
- (Q_stricmp(level.mapname, "mine1") == 0) ||
- (Q_stricmp(level.mapname, "mine2") == 0) ||
- (Q_stricmp(level.mapname, "mine3") == 0) ||
- (Q_stricmp(level.mapname, "mine4") == 0) ||
- (Q_stricmp(level.mapname, "lab") == 0) ||
- (Q_stricmp(level.mapname, "boss1") == 0) ||
- (Q_stricmp(level.mapname, "fact3") == 0) ||
- (Q_stricmp(level.mapname, "biggun") == 0) ||
- (Q_stricmp(level.mapname, "space") == 0) ||
- (Q_stricmp(level.mapname, "command") == 0) ||
- (Q_stricmp(level.mapname, "power2") == 0) ||
- (Q_stricmp(level.mapname, "strike") == 0))
- {
- // invoke one of our gross, ugly, disgusting hacks
- self->think = SP_FixCoopSpots;
- self->nextthink = level.time + FRAMETIME;
- }
- }
- /*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32)
- The deathmatch intermission point will be at one of these
- Use 'angles' instead of 'angle', so you can set pitch or roll as well as yaw. 'pitch yaw roll'
- */
- void SP_info_player_intermission(void)
- {
- }
- //=======================================================================
- void player_pain (edict_t *self, edict_t *other, float kick, int damage)
- {
- // player pain is handled at the end of the frame in P_DamageFeedback
- }
- qboolean IsFemale (edict_t *ent)
- {
- char *info;
- if (!ent->client)
- return false;
- info = Info_ValueForKey (ent->client->pers.userinfo, "gender");
- if (info[0] == 'f' || info[0] == 'F')
- return true;
- return false;
- }
- qboolean IsNeutral (edict_t *ent)
- {
- char *info;
- if (!ent->client)
- return false;
- info = Info_ValueForKey (ent->client->pers.userinfo, "gender");
- if (info[0] != 'f' && info[0] != 'F' && info[0] != 'm' && info[0] != 'M')
- return true;
- return false;
- }
- void ClientObituary (edict_t *self, edict_t *inflictor, edict_t *attacker)
- {
- int mod;
- char *message;
- char *message2;
- qboolean ff;
- if (coop->value && attacker->client)
- meansOfDeath |= MOD_FRIENDLY_FIRE;
- if (deathmatch->value || coop->value)
- {
- ff = meansOfDeath & MOD_FRIENDLY_FIRE;
- mod = meansOfDeath & ~MOD_FRIENDLY_FIRE;
- message = NULL;
- message2 = "";
- switch (mod)
- {
- case MOD_SUICIDE:
- message = "suicides";
- break;
- case MOD_FALLING:
- message = "cratered";
- break;
- case MOD_CRUSH:
- message = "was squished";
- break;
- case MOD_WATER:
- message = "sank like a rock";
- break;
- case MOD_SLIME:
- message = "melted";
- break;
- case MOD_LAVA:
- message = "does a back flip into the lava";
- break;
- case MOD_EXPLOSIVE:
- case MOD_BARREL:
- message = "blew up";
- break;
- case MOD_EXIT:
- message = "found a way out";
- break;
- case MOD_TARGET_LASER:
- message = "saw the light";
- break;
- case MOD_TARGET_BLASTER:
- message = "got blasted";
- break;
- case MOD_BOMB:
- case MOD_SPLASH:
- case MOD_TRIGGER_HURT:
- message = "was in the wrong place";
- break;
- }
- if (attacker == self)
- {
- switch (mod)
- {
- case MOD_HELD_GRENADE:
- message = "tried to put the pin back in";
- break;
- case MOD_HG_SPLASH:
- case MOD_G_SPLASH:
- if (IsNeutral(self))
- message = "tripped on its own grenade";
- else if (IsFemale(self))
- message = "tripped on her own grenade";
- else
- message = "tripped on his own grenade";
- break;
- case MOD_R_SPLASH:
- if (IsNeutral(self))
- message = "blew itself up";
- else if (IsFemale(self))
- message = "blew herself up";
- else
- message = "blew himself up";
- break;
- case MOD_BFG_BLAST:
- message = "should have used a smaller gun";
- break;
- default:
- if (IsNeutral(self))
- message = "killed itself";
- else if (IsFemale(self))
- message = "killed herself";
- else
- message = "killed himself";
- break;
- }
- }
- if (message)
- {
- gi.bprintf (PRINT_MEDIUM, "%s %s.\n", self->client->pers.netname, message);
- if (deathmatch->value)
- self->client->resp.score--;
- self->enemy = NULL;
- return;
- }
- self->enemy = attacker;
- if (attacker && attacker->client)
- {
- switch (mod)
- {
- case MOD_BLASTER:
- message = "was blasted by";
- break;
- case MOD_SHOTGUN:
- message = "was gunned down by";
- break;
- case MOD_SSHOTGUN:
- message = "was blown away by";
- message2 = "'s super shotgun";
- break;
- case MOD_MACHINEGUN:
- message = "was machinegunned by";
- break;
- case MOD_CHAINGUN:
- message = "was cut in half by";
- message2 = "'s chaingun";
- break;
- case MOD_GRENADE:
- message = "was popped by";
- message2 = "'s grenade";
- break;
- case MOD_G_SPLASH:
- message = "was shredded by";
- message2 = "'s shrapnel";
- break;
- case MOD_ROCKET:
- message = "ate";
- message2 = "'s rocket";
- break;
- case MOD_R_SPLASH:
- message = "almost dodged";
- message2 = "'s rocket";
- break;
- case MOD_HYPERBLASTER:
- message = "was melted by";
- message2 = "'s hyperblaster";
- break;
- case MOD_RAILGUN:
- message = "was railed by";
- break;
- case MOD_BFG_LASER:
- message = "saw the pretty lights from";
- message2 = "'s BFG";
- break;
- case MOD_BFG_BLAST:
- message = "was disintegrated by";
- message2 = "'s BFG blast";
- break;
- case MOD_BFG_EFFECT:
- message = "couldn't hide from";
- message2 = "'s BFG";
- break;
- case MOD_HANDGRENADE:
- message = "caught";
- message2 = "'s handgrenade";
- break;
- case MOD_HG_SPLASH:
- message = "didn't see";
- message2 = "'s handgrenade";
- break;
- case MOD_HELD_GRENADE:
- message = "feels";
- message2 = "'s pain";
- break;
- case MOD_TELEFRAG:
- message = "tried to invade";
- message2 = "'s personal space";
- break;
- }
- if (message)
- {
- gi.bprintf (PRINT_MEDIUM,"%s %s %s%s\n", self->client->pers.netname, message, attacker->client->pers.netname, message2);
- if (deathmatch->value)
- {
- if (ff)
- attacker->client->resp.score--;
- else
- attacker->client->resp.score++;
- }
- return;
- }
- }
- }
- gi.bprintf (PRINT_MEDIUM,"%s died.\n", self->client->pers.netname);
- if (deathmatch->value)
- self->client->resp.score--;
- }
- void Touch_Item (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf);
- void TossClientWeapon (edict_t *self)
- {
- gitem_t *item;
- edict_t *drop;
- qboolean quad;
- float spread;
- if (!deathmatch->value)
- return;
- item = self->client->pers.weapon;
- if (! self->client->pers.inventory[self->client->ammo_index] )
- item = NULL;
- if (item && (strcmp (item->pickup_name, "Blaster") == 0))
- item = NULL;
- if (!((int)(dmflags->value) & DF_QUAD_DROP))
- quad = false;
- else
- quad = (self->client->quad_framenum > (level.framenum + 10));
- if (item && quad)
- spread = 22.5;
- else
- spread = 0.0;
- if (item)
- {
- self->client->v_angle[YAW] -= spread;
- drop = Drop_Item (self, item);
- self->client->v_angle[YAW] += spread;
- drop->spawnflags = DROPPED_PLAYER_ITEM;
- }
- if (quad)
- {
- self->client->v_angle[YAW] += spread;
- drop = Drop_Item (self, FindItemByClassname ("item_quad"));
- self->client->v_angle[YAW] -= spread;
- drop->spawnflags |= DROPPED_PLAYER_ITEM;
- drop->touch = Touch_Item;
- drop->nextthink = level.time + (self->client->quad_framenum - level.framenum) * FRAMETIME;
- drop->think = G_FreeEdict;
- }
- }
- /*
- ==================
- LookAtKiller
- ==================
- */
- void LookAtKiller (edict_t *self, edict_t *inflictor, edict_t *attacker)
- {
- vec3_t dir;
- if (attacker && attacker != world && attacker != self)
- {
- VectorSubtract (attacker->s.origin, self->s.origin, dir);
- }
- else if (inflictor && inflictor != world && inflictor != self)
- {
- VectorSubtract (inflictor->s.origin, self->s.origin, dir);
- }
- else
- {
- self->client->killer_yaw = self->s.angles[YAW];
- return;
- }
- if (dir[0])
- self->client->killer_yaw = 180/M_PI*atan2(dir[1], dir[0]);
- else {
- self->client->killer_yaw = 0;
- if (dir[1] > 0)
- self->client->killer_yaw = 90;
- else if (dir[1] < 0)
- self->client->killer_yaw = -90;
- }
- if (self->client->killer_yaw < 0)
- self->client->killer_yaw += 360;
-
- }
- /*
- ==================
- player_die
- ==================
- */
- void player_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
- {
- int n;
- VectorClear (self->avelocity);
- self->takedamage = DAMAGE_YES;
- self->movetype = MOVETYPE_TOSS;
- self->s.modelindex2 = 0; // remove linked weapon model
- self->s.angles[0] = 0;
- self->s.angles[2] = 0;
- self->s.sound = 0;
- self->client->weapon_sound = 0;
- self->maxs[2] = -8;
- // self->solid = SOLID_NOT;
- self->svflags |= SVF_DEADMONSTER;
- if (!self->deadflag)
- {
- self->client->respawn_time = level.time + 1.0;
- LookAtKiller (self, inflictor, attacker);
- self->client->ps.pmove.pm_type = PM_DEAD;
- ClientObituary (self, inflictor, attacker);
- TossClientWeapon (self);
- if (deathmatch->value)
- Cmd_Help_f (self); // show scores
- // clear inventory
- // this is kind of ugly, but it's how we want to handle keys in coop
- for (n = 0; n < game.num_items; n++)
- {
- if (coop->value && itemlist[n].flags & IT_KEY)
- self->client->resp.coop_respawn.inventory[n] = self->client->pers.inventory[n];
- self->client->pers.inventory[n] = 0;
- }
- }
- // remove powerups
- self->client->quad_framenum = 0;
- self->client->invincible_framenum = 0;
- self->client->breather_framenum = 0;
- self->client->enviro_framenum = 0;
- self->flags &= ~FL_POWER_ARMOR;
- if (self->health < -40)
- { // gib
- gi.sound (self, CHAN_BODY, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
- for (n= 0; n < 4; n++)
- ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
- ThrowClientHead (self, damage);
- self->takedamage = DAMAGE_NO;
- }
- else
- { // normal death
- if (!self->deadflag)
- {
- static int i;
- i = (i+1)%3;
- // start a death animation
- self->client->anim_priority = ANIM_DEATH;
- if (self->client->ps.pmove.pm_flags & PMF_DUCKED)
- {
- self->s.frame = FRAME_crdeath1-1;
- self->client->anim_end = FRAME_crdeath5;
- }
- else switch (i)
- {
- case 0:
- self->s.frame = FRAME_death101-1;
- self->client->anim_end = FRAME_death106;
- break;
- case 1:
- self->s.frame = FRAME_death201-1;
- self->client->anim_end = FRAME_death206;
- break;
- case 2:
- self->s.frame = FRAME_death301-1;
- self->client->anim_end = FRAME_death308;
- break;
- }
- gi.sound (self, CHAN_VOICE, gi.soundindex(va("*death%i.wav", (rand()%4)+1)), 1, ATTN_NORM, 0);
- }
- }
- self->deadflag = DEAD_DEAD;
- gi.linkentity (self);
- }
- //=======================================================================
- /*
- ==============
- InitClientPersistant
- This is only called when the game first initializes in single player,
- but is called after each death and level change in deathmatch
- ==============
- */
- void InitClientPersistant (gclient_t *client)
- {
- gitem_t *item;
- memset (&client->pers, 0, sizeof(client->pers));
- item = FindItem("Blaster");
- client->pers.selected_item = ITEM_INDEX(item);
- client->pers.inventory[client->pers.selected_item] = 1;
- client->pers.weapon = item;
- client->pers.health = 100;
- client->pers.max_health = 100;
- client->pers.max_bullets = 200;
- client->pers.max_shells = 100;
- client->pers.max_rockets = 50;
- client->pers.max_grenades = 50;
- client->pers.max_cells = 200;
- client->pers.max_slugs = 50;
- client->pers.connected = true;
- }
- void InitClientResp (gclient_t *client)
- {
- memset (&client->resp, 0, sizeof(client->resp));
- client->resp.enterframe = level.framenum;
- client->resp.coop_respawn = client->pers;
- }
- /*
- ==================
- SaveClientData
- Some information that should be persistant, like health,
- is still stored in the edict structure, so it needs to
- be mirrored out to the client structure before all the
- edicts are wiped.
- ==================
- */
- void SaveClientData (void)
- {
- int i;
- edict_t *ent;
- for (i=0 ; i<game.maxclients ; i++)
- {
- ent = &g_edicts[1+i];
- if (!ent->inuse)
- continue;
- game.clients[i].pers.health = ent->health;
- game.clients[i].pers.max_health = ent->max_health;
- game.clients[i].pers.savedFlags = (ent->flags & (FL_GODMODE|FL_NOTARGET|FL_POWER_ARMOR));
- if (coop->value)
- game.clients[i].pers.score = ent->client->resp.score;
- }
- }
- void FetchClientEntData (edict_t *ent)
- {
- ent->health = ent->client->pers.health;
- ent->max_health = ent->client->pers.max_health;
- ent->flags |= ent->client->pers.savedFlags;
- if (coop->value)
- ent->client->resp.score = ent->client->pers.score;
- }
- /*
- =======================================================================
- SelectSpawnPoint
- =======================================================================
- */
- /*
- ================
- PlayersRangeFromSpot
- Returns the distance to the nearest player from the given spot
- ================
- */
- float PlayersRangeFromSpot (edict_t *spot)
- {
- edict_t *player;
- float bestplayerdistance;
- vec3_t v;
- int n;
- float playerdistance;
- bestplayerdistance = 9999999;
- for (n = 1; n <= maxclients->value; n++)
- {
- player = &g_edicts[n];
- if (!player->inuse)
- continue;
- if (player->health <= 0)
- continue;
- VectorSubtract (spot->s.origin, player->s.origin, v);
- playerdistance = VectorLength (v);
- if (playerdistance < bestplayerdistance)
- bestplayerdistance = playerdistance;
- }
- return bestplayerdistance;
- }
- /*
- ================
- SelectRandomDeathmatchSpawnPoint
- go to a random point, but NOT the two points closest
- to other players
- ================
- */
- edict_t *SelectRandomDeathmatchSpawnPoint (void)
- {
- edict_t *spot, *spot1, *spot2;
- int count = 0;
- int selection;
- float range, range1, range2;
- spot = NULL;
- range1 = range2 = 99999;
- spot1 = spot2 = NULL;
- while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL)
- {
- count++;
- range = PlayersRangeFromSpot(spot);
- if (range < range1)
- {
- range1 = range;
- spot1 = spot;
- }
- else if (range < range2)
- {
- range2 = range;
- spot2 = spot;
- }
- }
- if (!count)
- return NULL;
- if (count <= 2)
- {
- spot1 = spot2 = NULL;
- }
- else
- count -= 2;
- selection = rand() % count;
- spot = NULL;
- do
- {
- spot = G_Find (spot, FOFS(classname), "info_player_deathmatch");
- if (spot == spot1 || spot == spot2)
- selection++;
- } while(selection--);
- return spot;
- }
- /*
- ================
- SelectFarthestDeathmatchSpawnPoint
- ================
- */
- edict_t *SelectFarthestDeathmatchSpawnPoint (void)
- {
- edict_t *bestspot;
- float bestdistance, bestplayerdistance;
- edict_t *spot;
- spot = NULL;
- bestspot = NULL;
- bestdistance = 0;
- while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL)
- {
- bestplayerdistance = PlayersRangeFromSpot (spot);
- if (bestplayerdistance > bestdistance)
- {
- bestspot = spot;
- bestdistance = bestplayerdistance;
- }
- }
- if (bestspot)
- {
- return bestspot;
- }
- // if there is a player just spawned on each and every start spot
- // we have no choice to turn one into a telefrag meltdown
- spot = G_Find (NULL, FOFS(classname), "info_player_deathmatch");
- return spot;
- }
- edict_t *SelectDeathmatchSpawnPoint (void)
- {
- if ( (int)(dmflags->value) & DF_SPAWN_FARTHEST)
- return SelectFarthestDeathmatchSpawnPoint ();
- else
- return SelectRandomDeathmatchSpawnPoint ();
- }
- edict_t *SelectCoopSpawnPoint (edict_t *ent)
- {
- int index;
- edict_t *spot = NULL;
- char *target;
- index = ent->client - game.clients;
- // player 0 starts in normal player spawn point
- if (!index)
- return NULL;
- spot = NULL;
- // assume there are four coop spots at each spawnpoint
- while (1)
- {
- spot = G_Find (spot, FOFS(classname), "info_player_coop");
- if (!spot)
- return NULL; // we didn't have enough...
- target = spot->targetname;
- if (!target)
- target = "";
- if ( Q_stricmp(game.spawnpoint, target) == 0 )
- { // this is a coop spawn point for one of the clients here
- index--;
- if (!index)
- return spot; // this is it
- }
- }
- return spot;
- }
- /*
- ===========
- SelectSpawnPoint
- Chooses a player start, deathmatch start, coop start, etc
- ============
- */
- void SelectSpawnPoint (edict_t *ent, vec3_t origin, vec3_t angles)
- {
- edict_t *spot = NULL;
- if (deathmatch->value)
- spot = SelectDeathmatchSpawnPoint ();
- else if (coop->value)
- spot = SelectCoopSpawnPoint (ent);
- // find a single player start spot
- if (!spot)
- {
- while ((spot = G_Find (spot, FOFS(classname), "info_player_start")) != NULL)
- {
- if (!game.spawnpoint[0] && !spot->targetname)
- break;
- if (!game.spawnpoint[0] || !spot->targetname)
- continue;
- if (Q_stricmp(game.spawnpoint, spot->targetname) == 0)
- break;
- }
- if (!spot)
- {
- if (!game.spawnpoint[0])
- { // there wasn't a spawnpoint without a target, so use any
- spot = G_Find (spot, FOFS(classname), "info_player_start");
- }
- if (!spot)
- gi.error ("Couldn't find spawn point %s\n", game.spawnpoint);
- }
- }
- VectorCopy (spot->s.origin, origin);
- origin[2] += 9;
- VectorCopy (spot->s.angles, angles);
- }
- //======================================================================
- void InitBodyQue (void)
- {
- int i;
- edict_t *ent;
- level.body_que = 0;
- for (i=0; i<BODY_QUEUE_SIZE ; i++)
- {
- ent = G_Spawn();
- ent->classname = "bodyque";
- }
- }
- void body_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
- {
- int n;
- if (self->health < -40)
- {
- gi.sound (self, CHAN_BODY, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
- for (n= 0; n < 4; n++)
- ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
- self->s.origin[2] -= 48;
- ThrowClientHead (self, damage);
- self->takedamage = DAMAGE_NO;
- }
- }
- void CopyToBodyQue (edict_t *ent)
- {
- edict_t *body;
- // grab a body que and cycle to the next one
- body = &g_edicts[(int)maxclients->value + level.body_que + 1];
- level.body_que = (level.body_que + 1) % BODY_QUEUE_SIZE;
- // FIXME: send an effect on the removed body
- gi.unlinkentity (ent);
- gi.unlinkentity (body);
- body->s = ent->s;
- body->s.number = body - g_edicts;
- body->svflags = ent->svflags;
- VectorCopy (ent->mins, body->mins);
- VectorCopy (ent->maxs, body->maxs);
- VectorCopy (ent->absmin, body->absmin);
- VectorCopy (ent->absmax, body->absmax);
- VectorCopy (ent->size, body->size);
- body->solid = ent->solid;
- body->clipmask = ent->clipmask;
- body->owner = ent->owner;
- body->movetype = ent->movetype;
- body->die = body_die;
- body->takedamage = DAMAGE_YES;
- gi.linkentity (body);
- }
- void respawn (edict_t *self)
- {
- if (deathmatch->value || coop->value)
- {
- // spectator's don't leave bodies
- if (self->movetype != MOVETYPE_NOCLIP)
- CopyToBodyQue (self);
- self->svflags &= ~SVF_NOCLIENT;
- PutClientInServer (self);
- // add a teleportation effect
- self->s.event = EV_PLAYER_TELEPORT;
- // hold in place briefly
- self->client->ps.pmove.pm_flags = PMF_TIME_TELEPORT;
- self->client->ps.pmove.pm_time = 14;
- self->client->respawn_time = level.time;
- return;
- }
- // restart the entire server
- gi.AddCommandString ("menu_loadgame\n");
- }
- /*
- * only called when pers.spectator changes
- * note that resp.spectator should be the opposite of pers.spectator here
- */
- void spectator_respawn (edict_t *ent)
- {
- int i, numspec;
- // if the user wants to become a spectator, make sure he doesn't
- // exceed max_spectators
- if (ent->client->pers.spectator) {
- char *value = Info_ValueForKey (ent->client->pers.userinfo, "spectator");
- if (*spectator_password->string &&
- strcmp(spectator_password->string, "none") &&
- strcmp(spectator_password->string, value)) {
- gi.cprintf(ent, PRINT_HIGH, "Spectator password incorrect.\n");
- ent->client->pers.spectator = false;
- gi.WriteByte (svc_stufftext);
- gi.WriteString ("spectator 0\n");
- gi.unicast(ent, true);
- return;
- }
- // count spectators
- for (i = 1, numspec = 0; i <= maxclients->value; i++)
- if (g_edicts[i].inuse && g_edicts[i].client->pers.spectator)
- numspec++;
- if (numspec >= maxspectators->value) {
- gi.cprintf(ent, PRINT_HIGH, "Server spectator limit is full.");
- ent->client->pers.spectator = false;
- // reset his spectator var
- gi.WriteByte (svc_stufftext);
- gi.WriteString ("spectator 0\n");
- gi.unicast(ent, true);
- return;
- }
- } else {
- // he was a spectator and wants to join the game
- // he must have the right password
- char *value = Info_ValueForKey (ent->client->pers.userinfo, "password");
- if (*password->string && strcmp(password->string, "none") &&
- strcmp(password->string, value)) {
- gi.cprintf(ent, PRINT_HIGH, "Password incorrect.\n");
- ent->client->pers.spectator = true;
- gi.WriteByte (svc_stufftext);
- gi.WriteString ("spectator 1\n");
- gi.unicast(ent, true);
- return;
- }
- }
- // clear score on respawn
- ent->client->pers.score = ent->client->resp.score = 0;
- ent->svflags &= ~SVF_NOCLIENT;
- PutClientInServer (ent);
- // add a teleportation effect
- if (!ent->client->pers.spectator) {
- // send effect
- gi.WriteByte (svc_muzzleflash);
- gi.WriteShort (ent-g_edicts);
- gi.WriteByte (MZ_LOGIN);
- gi.multicast (ent->s.origin, MULTICAST_PVS);
- // hold in place briefly
- ent->client->ps.pmove.pm_flags = PMF_TIME_TELEPORT;
- ent->client->ps.pmove.pm_time = 14;
- }
- ent->client->respawn_time = level.time;
- if (ent->client->pers.spectator)
- gi.bprintf (PRINT_HIGH, "%s has moved to the sidelines\n", ent->client->pers.netname);
- else
- gi.bprintf (PRINT_HIGH, "%s joined the game\n", ent->client->pers.netname);
- }
- //==============================================================
- /*
- ===========
- PutClientInServer
- Called when a player connects to a server or respawns in
- a deathmatch.
- ============
- */
- void PutClientInServer (edict_t *ent)
- {
- vec3_t mins = {-16, -16, -24};
- vec3_t maxs = {16, 16, 32};
- int index;
- vec3_t spawn_origin, spawn_angles;
- gclient_t *client;
- int i;
- client_persistant_t saved;
- client_respawn_t resp;
- // find a spawn point
- // do it before setting health back up, so farthest
- // ranging doesn't count this client
- SelectSpawnPoint (ent, spawn_origin, spawn_angles);
- index = ent-g_edicts-1;
- client = ent->client;
- // deathmatch wipes most client data every spawn
- if (deathmatch->value)
- {
- char userinfo[MAX_INFO_STRING];
- resp = client->resp;
- memcpy (userinfo, client->pers.userinfo, sizeof(userinfo));
- InitClientPersistant (client);
- ClientUserinfoChanged (ent, userinfo);
- }
- else if (coop->value)
- {
- // int n;
- char userinfo[MAX_INFO_STRING];
- resp = client->resp;
- memcpy (userinfo, client->pers.userinfo, sizeof(userinfo));
- // this is kind of ugly, but it's how we want to handle keys in coop
- // for (n = 0; n < game.num_items; n++)
- // {
- // if (itemlist[n].flags & IT_KEY)
- // resp.coop_respawn.inventory[n] = client->pers.inventory[n];
- // }
- resp.coop_respawn.game_helpchanged = client->pers.game_helpchanged;
- resp.coop_respawn.helpchanged = client->pers.helpchanged;
- client->pers = resp.coop_respawn;
- ClientUserinfoChanged (ent, userinfo);
- if (resp.score > client->pers.score)
- client->pers.score = resp.score;
- }
- else
- {
- memset (&resp, 0, sizeof(resp));
- }
- // clear everything but the persistant data
- saved = client->pers;
- memset (client, 0, sizeof(*client));
- client->pers = saved;
- if (client->pers.health <= 0)
- InitClientPersistant(client);
- client->resp = resp;
- // copy some data from the client to the entity
- FetchClientEntData (ent);
- // clear entity values
- ent->groundentity = NULL;
- ent->client = &game.clients[index];
- ent->takedamage = DAMAGE_AIM;
- ent->movetype = MOVETYPE_WALK;
- ent->viewheight = 22;
- ent->inuse = true;
- ent->classname = "player";
- ent->mass = 200;
- ent->solid = SOLID_BBOX;
- ent->deadflag = DEAD_NO;
- ent->air_finished = level.time + 12;
- ent->clipmask = MASK_PLAYERSOLID;
- ent->model = "players/male/tris.md2";
- ent->pain = player_pain;
- ent->die = player_die;
- ent->waterlevel = 0;
- ent->watertype = 0;
- ent->flags &= ~FL_NO_KNOCKBACK;
- ent->svflags &= ~SVF_DEADMONSTER;
- VectorCopy (mins, ent->mins);
- VectorCopy (maxs, ent->maxs);
- VectorClear (ent->velocity);
- // clear playerstate values
- memset (&ent->client->ps, 0, sizeof(client->ps));
- client->ps.pmove.origin[0] = spawn_origin[0]*8;
- client->ps.pmove.origin[1] = spawn_origin[1]*8;
- client->ps.pmove.origin[2] = spawn_origin[2]*8;
- if (deathmatch->value && ((int)dmflags->value & DF_FIXED_FOV))
- {
- client->ps.fov = 90;
- }
- else
- {
- client->ps.fov = atoi(Info_ValueForKey(client->pers.userinfo, "fov"));
- if (client->ps.fov < 1)
- client->ps.fov = 90;
- else if (client->ps.fov > 160)
- client->ps.fov = 160;
- }
- client->ps.gunindex = gi.modelindex(client->pers.weapon->view_model);
- // clear entity state values
- ent->s.effects = 0;
- ent->s.modelindex = 255; // will use the skin specified model
- ent->s.modelindex2 = 255; // custom gun model
- // sknum is player num and weapon number
- // weapon number will be added in changeweapon
- ent->s.skinnum = ent - g_edicts - 1;
- ent->s.frame = 0;
- VectorCopy (spawn_origin, ent->s.origin);
- ent->s.origin[2] += 1; // make sure off ground
- VectorCopy (ent->s.origin, ent->s.old_origin);
- // set the delta angle
- for (i=0 ; i<3 ; i++)
- client->ps.pmove.delta_angles[i] = ANGLE2SHORT(spawn_angles[i] - client->resp.cmd_angles[i]);
- ent->s.angles[PITCH] = 0;
- ent->s.angles[YAW] = spawn_angles[YAW];
- ent->s.angles[ROLL] = 0;
- VectorCopy (ent->s.angles, client->ps.viewangles);
- VectorCopy (ent->s.angles, client->v_angle);
- // spawn a spectator
- if (client->pers.spectator) {
- client->chase_target = NULL;
- client->resp.spectator = true;
- ent->movetype = MOVETYPE_NOCLIP;
- ent->solid = SOLID_NOT;
- ent->svflags |= SVF_NOCLIENT;
- ent->client->ps.gunindex = 0;
- gi.linkentity (ent);
- return;
- } else
- client->resp.spectator = false;
- if (!KillBox (ent))
- { // could't spawn in?
- }
- gi.linkentity (ent);
- // force the current weapon up
- client->newweapon = client->pers.weapon;
- ChangeWeapon (ent);
- }
- /*
- =====================
- ClientBeginDeathmatch
- A client has just connected to the server in
- deathmatch mode, so clear everything out before starting them.
- =====================
- */
- void ClientBeginDeathmatch (edict_t *ent)
- {
- G_InitEdict (ent);
- InitClientResp (ent->client);
- // locate ent at a spawn point
- PutClientInServer (ent);
- // send effect
- gi.WriteByte (svc_muzzleflash);
- gi.WriteShort (ent-g_edicts);
- gi.WriteByte (MZ_LOGIN);
- gi.multicast (ent->s.origin, MULTICAST_PVS);
- gi.bprintf (PRINT_HIGH, "%s entered the game\n", ent->client->pers.netname);
- // make sure all view stuff is valid
- ClientEndServerFrame (ent);
- }
- /*
- ===========
- ClientBegin
- called when a client has finished connecting, and is ready
- to be placed into the game. This will happen every level load.
- ============
- */
- void ClientBegin (edict_t *ent)
- {
- int i;
- ent->client = game.clients + (ent - g_edicts - 1);
- if (deathmatch->value)
- {
- ClientBeginDeathmatch (ent);
- return;
- }
- // if there is already a body waiting for us (a loadgame), just
- // take it, otherwise spawn one from scratch
- if (ent->inuse == true)
- {
- // the client has cleared the client side viewangles upon
- // connecting to the server, which is different than the
- // state when the game is saved, so we need to compensate
- // with deltaangles
- for (i=0 ; i<3 ; i++)
- ent->client->ps.pmove.delta_angles[i] = ANGLE2SHORT(ent->client->ps.viewangles[i]);
- }
- else
- {
- // a spawn point will completely reinitialize the entity
- // except for the persistant data that was initialized at
- // ClientConnect() time
- G_InitEdict (ent);
- ent->classname = "player";
- InitClientResp (ent->client);
- PutClientInServer (ent);
- }
- if (level.intermissiontime)
- {
- MoveClientToIntermission (ent);
- }
- else
- {
- // send effect if in a multiplayer game
- if (game.maxclients > 1)
- {
- gi.WriteByte (svc_muzzleflash);
- gi.WriteShort (ent-g_edicts);
- gi.WriteByte (MZ_LOGIN);
- gi.multicast (ent->s.origin, MULTICAST_PVS);
- gi.bprintf (PRINT_HIGH, "%s entered the game\n", ent->client->pers.netname);
- }
- }
- // make sure all view stuff is valid
- ClientEndServerFrame (ent);
- }
- /*
- ===========
- ClientUserInfoChanged
- called whenever the player updates a userinfo variable.
- The game can override any of the settings in place
- (forcing skins or names, etc) before copying it off.
- ============
- */
- void ClientUserinfoChanged (edict_t *ent, char *userinfo)
- {
- char *s;
- int playernum;
- // check for malformed or illegal info strings
- if (!Info_Validate(userinfo))
- {
- strcpy (userinfo, "\\name\\badinfo\\skin\\male/grunt");
- }
- // set name
- s = Info_ValueForKey (userinfo, "name");
- strncpy (ent->client->pers.netname, s, sizeof(ent->client->pers.netname)-1);
- // set spectator
- s = Info_ValueForKey (userinfo, "spectator");
- // spectators are only supported in deathmatch
- if (deathmatch->value && *s && strcmp(s, "0"))
- ent->client->pers.spectator = true;
- else
- ent->client->pers.spectator = false;
- // set skin
- s = Info_ValueForKey (userinfo, "skin");
- playernum = ent-g_edicts-1;
- // combine name and skin into a configstring
- gi.configstring (CS_PLAYERSKINS+playernum, va("%s\\%s", ent->client->pers.netname, s) );
- // fov
- if (deathmatch->value && ((int)dmflags->value & DF_FIXED_FOV))
- {
- ent->client->ps.fov = 90;
- }
- else
- {
- ent->client->ps.fov = atoi(Info_ValueForKey(userinfo, "fov"));
- if (ent->client->ps.fov < 1)
- ent->client->ps.fov = 90;
- else if (ent->client->ps.fov > 160)
- ent->client->ps.fov = 160;
- }
- // handedness
- s = Info_ValueForKey (userinfo, "hand");
- if (strlen(s))
- {
- ent->client->pers.hand = atoi(s);
- }
- // save off the userinfo in case we want to check something later
- strncpy (ent->client->pers.userinfo, userinfo, sizeof(ent->client->pers.userinfo)-1);
- }
- /*
- ===========
- ClientConnect
- Called when a player begins connecting to the server.
- The game can refuse entrance to a client by returning false.
- If the client is allowed, the connection process will continue
- and eventually get to ClientBegin()
- Changing levels will NOT cause this to be called again, but
- loadgames will.
- ============
- */
- qboolean ClientConnect (edict_t *ent, char *userinfo)
- {
- char *value;
- // check to see if they are on the banned IP list
- value = Info_ValueForKey (userinfo, "ip");
- if (SV_FilterPacket(value)) {
- Info_SetValueForKey(userinfo, "rejmsg", "Banned.");
- return false;
- }
- // check for a spectator
- value = Info_ValueForKey (userinfo, "spectator");
- if (deathmatch->value && *value && strcmp(value, "0")) {
- int i, numspec;
- if (*spectator_password->string &&
- strcmp(spectator_password->string, "none") &&
- strcmp(spectator_password->string, value)) {
- Info_SetValueForKey(userinfo, "rejmsg", "Spectator password required or incorrect.");
- return false;
- }
- // count spectators
- for (i = numspec = 0; i < maxclients->value; i++)
- if (g_edicts[i+1].inuse && g_edicts[i+1].client->pers.spectator)
- numspec++;
- if (numspec >= maxspectators->value) {
- Info_SetValueForKey(userinfo, "rejmsg", "Server spectator limit is full.");
- return false;
- }
- } else {
- // check for a password
- value = Info_ValueForKey (userinfo, "password");
- if (*password->string && strcmp(password->string, "none") &&
- strcmp(password->string, value)) {
- Info_SetValueForKey(userinfo, "rejmsg", "Password required or incorrect.");
- return false;
- }
- }
- // they can connect
- ent->client = game.clients + (ent - g_edicts - 1);
- // if there is already a body waiting for us (a loadgame), just
- // take it, otherwise spawn one from scratch
- if (ent->inuse == false)
- {
- // clear the respawning variables
- InitClientResp (ent->client);
- if (!game.autosaved || !ent->client->pers.weapon)
- InitClientPersistant (ent->client);
- }
- ClientUserinfoChanged (ent, userinfo);
- if (game.maxclients > 1)
- gi.dprintf ("%s connected\n", ent->client->pers.netname);
- ent->client->pers.connected = true;
- return true;
- }
- /*
- ===========
- ClientDisconnect
- Called when a player drops from the server.
- Will not be called between levels.
- ============
- */
- void ClientDisconnect (edict_t *ent)
- {
- int playernum;
- if (!ent->client)
- return;
- gi.bprintf (PRINT_HIGH, "%s disconnected\n", ent->client->pers.netname);
- // send effect
- gi.WriteByte (svc_muzzleflash);
- gi.WriteShort (ent-g_edicts);
- gi.WriteByte (MZ_LOGOUT);
- gi.multicast (ent->s.origin, MULTICAST_PVS);
- gi.unlinkentity (ent);
- ent->s.modelindex = 0;
- ent->solid = SOLID_NOT;
- ent->inuse = false;
- ent->classname = "disconnected";
- ent->client->pers.connected = false;
- playernum = ent-g_edicts-1;
- gi.configstring (CS_PLAYERSKINS+playernum, "");
- }
- //==============================================================
- edict_t *pm_passent;
- // pmove doesn't need to know about passent and contentmask
- trace_t PM_trace (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end)
- {
- if (pm_passent->health > 0)
- return gi.trace (start, mins, maxs, end, pm_passent, MASK_PLAYERSOLID);
- else
- return gi.trace (start, mins, maxs, end, pm_passent, MASK_DEADSOLID);
- }
- unsigned CheckBlock (void *b, int c)
- {
- int v,i;
- v = 0;
- for (i=0 ; i<c ; i++)
- v+= ((byte *)b)[i];
- return v;
- }
- void PrintPmove (pmove_t *pm)
- {
- unsigned c1, c2;
- c1 = CheckBlock (&pm->s, sizeof(pm->s));
- c2 = CheckBlock (&pm->cmd, sizeof(pm->cmd));
- Com_Printf ("sv %3i:%i %i\n", pm->cmd.impulse, c1, c2);
- }
- /*
- ==============
- ClientThink
- This will be called once for each client frame, which will
- usually be a couple times for each server frame.
- ==============
- */
- void ClientThink (edict_t *ent, usercmd_t *ucmd)
- {
- gclient_t *client;
- edict_t *other;
- int i, j;
- pmove_t pm;
- level.current_entity = ent;
- client = ent->client;
- if (level.intermissiontime)
- {
- client->ps.pmove.pm_type = PM_FREEZE;
- // can exit intermission after five seconds
- if (level.time > level.intermissiontime + 5.0
- && (ucmd->buttons & BUTTON_ANY) )
- level.exitintermission = true;
- return;
- }
- pm_passent = ent;
- if (ent->client->chase_target) {
- client->resp.cmd_angles[0] = SHORT2ANGLE(ucmd->angles[0]);
- client->resp.cmd_angles[1] = SHORT2ANGLE(ucmd->angles[1]);
- client->resp.cmd_angles[2] = SHORT2ANGLE(ucmd->angles[2]);
- } else {
- // set up for pmove
- memset (&pm, 0, sizeof(pm));
- if (ent->movetype == MOVETYPE_NOCLIP)
- client->ps.pmove.pm_type = PM_SPECTATOR;
- else if (ent->s.modelindex != 255)
- client->ps.pmove.pm_type = PM_GIB;
- else if (ent->deadflag)
- client->ps.pmove.pm_type = PM_DEAD;
- else
- client->ps.pmove.pm_type = PM_NORMAL;
- client->ps.pmove.gravity = sv_gravity->value;
- pm.s = client->ps.pmove;
- for (i=0 ; i<3 ; i++)
- {
- pm.s.origin[i] = ent->s.origin[i]*8;
- pm.s.velocity[i] = ent->velocity[i]*8;
- }
- if (memcmp(&client->old_pmove, &pm.s, sizeof(pm.s)))
- {
- pm.snapinitial = true;
- // gi.dprintf ("pmove changed!\n");
- }
- pm.cmd = *ucmd;
- pm.trace = PM_trace; // adds default parms
- pm.pointcontents = gi.pointcontents;
- // perform a pmove
- gi.Pmove (&pm);
- // save results of pmove
- client->ps.pmove = pm.s;
- client->old_pmove = pm.s;
- for (i=0 ; i<3 ; i++)
- {
- ent->s.origin[i] = pm.s.origin[i]*0.125;
- ent->velocity[i] = pm.s.velocity[i]*0.125;
- }
- VectorCopy (pm.mins, ent->mins);
- VectorCopy (pm.maxs, ent->maxs);
- client->resp.cmd_angles[0] = SHORT2ANGLE(ucmd->angles[0]);
- client->resp.cmd_angles[1] = SHORT2ANGLE(ucmd->angles[1]);
- client->resp.cmd_angles[2] = SHORT2ANGLE(ucmd->angles[2]);
- if (ent->groundentity && !pm.groundentity && (pm.cmd.upmove >= 10) && (pm.waterlevel == 0))
- {
- gi.sound(ent, CHAN_VOICE, gi.soundindex("*jump1.wav"), 1, ATTN_NORM, 0);
- PlayerNoise(ent, ent->s.origin, PNOISE_SELF);
- }
- ent->viewheight = pm.viewheight;
- ent->waterlevel = pm.waterlevel;
- ent->watertype = pm.watertype;
- ent->groundentity = pm.groundentity;
- if (pm.groundentity)
- ent->groundentity_linkcount = pm.groundentity->linkcount;
- if (ent->deadflag)
- {
- client->ps.viewangles[ROLL] = 40;
- client->ps.viewangles[PITCH] = -15;
- client->ps.viewangles[YAW] = client->killer_yaw;
- }
- else
- {
- VectorCopy (pm.viewangles, client->v_angle);
- VectorCopy (pm.viewangles, client->ps.viewangles);
- }
- gi.linkentity (ent);
- if (ent->movetype != MOVETYPE_NOCLIP)
- G_TouchTriggers (ent);
- // touch other objects
- for (i=0 ; i<pm.numtouch ; i++)
- {
- other = pm.touchents[i];
- for (j=0 ; j<i ; j++)
- if (pm.touchents[j] == other)
- break;
- if (j != i)
- continue; // duplicated
- if (!other->touch)
- continue;
- other->touch (other, ent, NULL, NULL);
- }
- }
- client->oldbuttons = client->buttons;
- client->buttons = ucmd->buttons;
- client->latched_buttons |= client->buttons & ~client->oldbuttons;
- // save light level the player is standing on for
- // monster sighting AI
- ent->light_level = ucmd->lightlevel;
- // fire weapon from final position if needed
- if (client->latched_buttons & BUTTON_ATTACK)
- {
- if (client->resp.spectator) {
- client->latched_buttons = 0;
- if (client->chase_target) {
- client->chase_target = NULL;
- client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION;
- } else
- GetChaseTarget(ent);
- } else if (!client->weapon_thunk) {
- client->weapon_thunk = true;
- Think_Weapon (ent);
- }
- }
- if (client->resp.spectator) {
- if (ucmd->upmove >= 10) {
- if (!(client->ps.pmove.pm_flags & PMF_JUMP_HELD)) {
- client->ps.pmove.pm_flags |= PMF_JUMP_HELD;
- if (client->chase_target)
- ChaseNext(ent);
- else
- GetChaseTarget(ent);
- }
- } else
- client->ps.pmove.pm_flags &= ~PMF_JUMP_HELD;
- }
- // update chase cam if being followed
- for (i = 1; i <= maxclients->value; i++) {
- other = g_edicts + i;
- if (other->inuse && other->client->chase_target == ent)
- UpdateChaseCam(other);
- }
- }
- /*
- ==============
- ClientBeginServerFrame
- This will be called once for each server frame, before running
- any other entities in the world.
- ==============
- */
- void ClientBeginServerFrame (edict_t *ent)
- {
- gclient_t *client;
- int buttonMask;
- if (level.intermissiontime)
- return;
- client = ent->client;
- if (deathmatch->value &&
- client->pers.spectator != client->resp.spectator &&
- (level.time - client->respawn_time) >= 5) {
- spectator_respawn(ent);
- return;
- }
- // run weapon animations if it hasn't been done by a ucmd_t
- if (!client->weapon_thunk && !client->resp.spectator)
- Think_Weapon (ent);
- else
- client->weapon_thunk = false;
- if (ent->deadflag)
- {
- // wait for any button just going down
- if ( level.time > client->respawn_time)
- {
- // in deathmatch, only wait for attack button
- if (deathmatch->value)
- buttonMask = BUTTON_ATTACK;
- else
- buttonMask = -1;
- if ( ( client->latched_buttons & buttonMask ) ||
- (deathmatch->value && ((int)dmflags->value & DF_FORCE_RESPAWN) ) )
- {
- respawn(ent);
- client->latched_buttons = 0;
- }
- }
- return;
- }
- // add player trail so monsters can follow
- if (!deathmatch->value)
- if (!visible (ent, PlayerTrail_LastSpot() ) )
- PlayerTrail_Add (ent->s.old_origin);
- client->latched_buttons = 0;
- }
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