A version of the Quake 2 source tree that should be easier to compile and run on modern *nixes.
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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;
}