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Text File | 2002-07-02 | 34.4 KB | 1,468 lines |
- // Copyright (C) 2001-2002 Raven Software
- //
- // g_active.c --
-
- #include "g_local.h"
-
-
- void P_SetTwitchInfo(gclient_t *client)
- {
- client->ps.painTime = level.time;
- client->ps.painDirection ^= 1;
- }
-
- /*
- ===============
- G_DamageFeedback
-
- Called just before a snapshot is sent to the given player.
- Totals up all damage and generates both the player_state_t
- damage values to that client for pain blends and kicks, and
- global pain sound events for all clients.
- ===============
- */
- void P_DamageFeedback( gentity_t *player )
- {
- gclient_t *client;
- float count;
- vec3_t angles;
-
- client = player->client;
- if ( client->ps.pm_type == PM_DEAD )
- {
- return;
- }
-
- // total points of damage shot at the player this frame
- count = client->damage_blood + client->damage_armor;
- if ( count == 0 )
- {
- // didn't take any damage
- return;
- }
-
- if ( count > 255 )
- {
- count = 255;
- }
-
- // send the information to the client
-
- // world damage (falling, slime, etc) uses a special code
- // to make the blend blob centered instead of positional
- if ( client->damage_fromWorld )
- {
- client->ps.damagePitch = 255;
- client->ps.damageYaw = 255;
-
- client->damage_fromWorld = qfalse;
- }
- else
- {
- vectoangles( client->damage_from, angles );
- client->ps.damagePitch = angles[PITCH]/360.0 * 255;
- client->ps.damageYaw = angles[YAW]/360.0 * 255;
- }
-
- // play an apropriate pain sound
- if ( (level.time > player->pain_debounce_time))
- {
- // don't do more than two pain sounds a second
- if ( level.time - client->ps.painTime < 500 )
- {
- return;
- }
-
- P_SetTwitchInfo(client);
- player->pain_debounce_time = level.time + 700;
- G_AddEvent( player, EV_PAIN, player->health );
- client->ps.damageEvent++;
- }
-
-
- client->ps.damageCount = count;
-
- // clear totals
- client->damage_blood = 0;
- client->damage_armor = 0;
- client->damage_knockback = 0;
- }
-
- /*
- =============
- P_WorldEffects
-
- Check for drowning
- =============
- */
- void P_WorldEffects( gentity_t *ent )
- {
- int waterlevel;
-
- if ( ent->client->noclip )
- {
- // don't need air
- ent->client->airOutTime = level.time + 12000;
- return;
- }
-
- waterlevel = ent->waterlevel;
-
- // check for drowning
- if ( waterlevel == 3 && (ent->watertype & CONTENTS_WATER))
- {
- // if out of air, start drowning
- if ( ent->client->airOutTime < level.time)
- {
- // drown!
- ent->client->airOutTime += 1000;
- if ( ent->health > 0 )
- {
- // take more damage the longer underwater
- ent->damage += 2;
- if (ent->damage > 15)
- {
- ent->damage = 15;
- }
-
- // play a gurp sound instead of a normal pain sound
- if (ent->health <= ent->damage)
- {
- // G_Sound(ent, CHAN_VOICE, G_SoundIndex("sound/pain_death/mullins/drown_dead.wav"));
- }
- else
- {
- G_AddEvent ( ent, EV_PAIN_WATER, 0 );
- }
-
- // don't play a normal pain sound
- ent->pain_debounce_time = level.time + 200;
-
- G_Damage (ent, NULL, NULL, NULL, NULL, ent->damage, DAMAGE_NO_ARMOR, MOD_WATER, HL_NONE );
- }
- }
- }
- else
- {
- ent->client->airOutTime = level.time + 12000;
- ent->damage = 2;
- }
- }
-
- /*
- ===============
- G_SetClientSound
- ===============
- */
- void G_SetClientSound( gentity_t *ent )
- {
- // ent->client->ps.loopSound = 0;
- }
-
- /*
- ==============
- ClientImpacts
- ==============
- */
- void ClientImpacts( gentity_t *ent, pmove_t *pm ) {
- int i, j;
- trace_t trace;
- gentity_t *other;
-
- memset( &trace, 0, sizeof( trace ) );
- for (i=0 ; i<pm->numtouch ; i++) {
- for (j=0 ; j<i ; j++) {
- if (pm->touchents[j] == pm->touchents[i] ) {
- break;
- }
- }
- if (j != i) {
- continue; // duplicated
- }
- other = &g_entities[ pm->touchents[i] ];
-
- if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) ) {
- ent->touch( ent, other, &trace );
- }
-
- if ( !other->touch ) {
- continue;
- }
-
- other->touch( other, ent, &trace );
- }
-
- }
-
- /*
- ============
- G_IsClientSiameseTwin
-
- Checks to see if the two clients should never have been separated at birth
- ============
- */
- static qboolean G_IsClientSiameseTwin ( gentity_t* ent, gentity_t* ent2 )
- {
- if ( G_IsClientSpectating ( ent->client ) || G_IsClientDead ( ent->client ) )
- {
- return qfalse;
- }
-
- if ( G_IsClientSpectating ( ent2->client ) || G_IsClientDead ( ent2->client ) )
- {
- return qfalse;
- }
-
- if (ent2->r.currentOrigin[0] + ent2->r.mins[0] > ent->r.currentOrigin[0] + ent->r.maxs[0])
- {
- return qfalse;
- }
-
- if (ent2->r.currentOrigin[1] + ent2->r.mins[1] > ent->r.currentOrigin[1] + ent->r.maxs[1])
- {
- return qfalse;
- }
-
- if (ent2->r.currentOrigin[2] + ent2->r.mins[2] > ent->r.currentOrigin[2] + ent->r.maxs[2])
- {
- return qfalse;
- }
-
- if (ent2->r.currentOrigin[0] + ent2->r.maxs[0] < ent->r.currentOrigin[0] + ent->r.mins[0])
- {
- return qfalse;
- }
-
- if (ent2->r.currentOrigin[1] + ent2->r.maxs[1] < ent->r.currentOrigin[1] + ent->r.mins[1])
- {
- return qfalse;
- }
-
- if (ent2->r.currentOrigin[2] + ent2->r.maxs[2] < ent->r.currentOrigin[2] + ent->r.mins[2])
- {
- return qfalse;
- }
-
- return qtrue;
- }
-
- /*
- ============
- G_TouchTriggers
-
- Find all trigger entities that ent's current position touches.
- Spectators will only interact with teleporters.
- ============
- */
- void G_TouchTriggers( gentity_t *ent )
- {
- int i;
- int num;
- int touch[MAX_GENTITIES];
- gentity_t *hit;
- trace_t trace;
- vec3_t mins;
- vec3_t maxs;
- static vec3_t range = { 20, 20, 40 };
-
- if ( !ent->client )
- {
- return;
- }
-
- // dead clients don't activate triggers!
- if ( G_IsClientDead ( ent->client ) )
- {
- return;
- }
-
- VectorSubtract( ent->client->ps.origin, range, mins );
- VectorAdd( ent->client->ps.origin, range, maxs );
-
- num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
-
- // can't use ent->r.absmin, because that has a one unit pad
- VectorAdd( ent->client->ps.origin, ent->r.mins, mins );
- VectorAdd( ent->client->ps.origin, ent->r.maxs, maxs );
-
- // Reset the players can use flag
- ent->client->ps.pm_flags &= ~(PMF_CAN_USE);
- ent->client->useEntity = 0;
- ent->client->ps.loopSound = 0;
- ent->s.modelindex = 0;
-
- for ( i=0 ; i<num ; i++ )
- {
- hit = &g_entities[touch[i]];
-
- // pmove would have to have detected siamese twins first
- if ( hit->client && hit != ent && !hit->client->siameseTwin && (ent->client->ps.pm_flags & PMF_SIAMESETWINS) )
- {
- // See if this client has a twin
- if ( !G_IsClientSiameseTwin ( ent, hit ) )
- {
- continue;
- }
-
- // About time these twins were separated!!
- ent->client->siameseTwin = hit;
- hit->client->siameseTwin = ent;
- }
-
- if ( !( hit->r.contents & CONTENTS_TRIGGER ) )
- {
- continue;
- }
-
- // Look for usable gametype triggers and you cant use when zoomed
- if ( !(ent->client->ps.pm_flags & PMF_ZOOMED ) )
- {
- switch ( hit->s.eType )
- {
- case ET_GAMETYPE_TRIGGER:
- if ( hit->use && trap_GT_SendEvent ( GTEV_TRIGGER_CANBEUSED, level.time, hit->health, ent->s.number, ent->client->sess.team, 0, 0 ) )
- {
- ent->client->ps.pm_flags |= PMF_CAN_USE;
- ent->client->ps.stats[STAT_USEICON] = hit->delay;
- ent->client->ps.stats[STAT_USETIME_MAX] = hit->soundPos1;
-
- if ( ent->client->ps.stats[STAT_USETIME] )
- {
- ent->client->ps.loopSound = hit->soundLoop;
- }
- ent->client->useEntity = hit;
- continue;
- }
- break;
-
- case ET_ITEM:
- if ( hit->item->giType == IT_GAMETYPE && trap_GT_SendEvent ( GTEV_ITEM_CANBEUSED, level.time, hit->item->quantity, ent->s.number, ent->client->sess.team, 0, 0 ) )
- {
- ent->client->ps.pm_flags |= PMF_CAN_USE;
- ent->client->ps.stats[STAT_USEICON] = level.gametypeItems[hit->item->giTag].useIcon;
- ent->client->ps.stats[STAT_USETIME_MAX] = level.gametypeItems[hit->item->giTag].useTime;
-
- if ( ent->client->ps.stats[STAT_USETIME] )
- {
- ent->client->ps.loopSound = level.gametypeItems[hit->item->giTag].useSound;
- }
- ent->client->useEntity = hit;
- continue;
- }
- break;
- }
- }
-
- if ( !hit->touch && !ent->touch )
- {
- continue;
- }
-
- // ignore most entities if a spectator
- if ( G_IsClientSpectating ( ent->client ) )
- {
- if ( hit->s.eType != ET_TELEPORT_TRIGGER &&
- // this is ugly but adding a new ET_? type will
- // most likely cause network incompatibilities
- hit->touch != Touch_DoorTrigger)
- {
- continue;
- }
- }
-
- // use seperate code for determining if an item is picked up
- // so you don't have to actually contact its bounding box
- if ( hit->s.eType == ET_ITEM )
- {
- if ( !BG_PlayerTouchesItem( &ent->client->ps, &hit->s, level.time ) )
- {
- continue;
- }
- }
- else
- {
- if ( !trap_EntityContact( mins, maxs, hit ) )
- {
- continue;
- }
- }
-
- memset( &trace, 0, sizeof(trace) );
-
- if ( hit->touch )
- {
- hit->touch (hit, ent, &trace);
- }
-
- if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) )
- {
- ent->touch( ent, hit, &trace );
- }
- }
-
- // Dont bother looking for twins again unless pmove says so
- ent->client->ps.pm_flags &= (~PMF_SIAMESETWINS);
- }
-
-
- /*
- ============
- G_MoverTouchTriggers
-
- Find all trigger entities that ent's current position touches.
- Spectators will only interact with teleporters.
- ============
- */
- void G_MoverTouchPushTriggers( gentity_t *ent, vec3_t oldOrg )
- {
- int i, num;
- float step, stepSize, dist;
- int touch[MAX_GENTITIES];
- gentity_t *hit;
- trace_t trace;
- vec3_t mins, maxs, dir, size, checkSpot;
- const vec3_t range = { 40, 40, 52 };
-
- // non-moving movers don't hit triggers!
- if ( !VectorLengthSquared( ent->s.pos.trDelta ) )
- {
- return;
- }
-
- VectorSubtract( ent->r.mins, ent->r.maxs, size );
- stepSize = VectorLength( size );
- if ( stepSize < 1 )
- {
- stepSize = 1;
- }
-
- VectorSubtract( ent->r.currentOrigin, oldOrg, dir );
- dist = VectorNormalize( dir );
- for ( step = 0; step <= dist; step += stepSize )
- {
- VectorMA( ent->r.currentOrigin, step, dir, checkSpot );
- VectorSubtract( checkSpot, range, mins );
- VectorAdd( checkSpot, range, maxs );
-
- num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
-
- // can't use ent->r.absmin, because that has a one unit pad
- VectorAdd( checkSpot, ent->r.mins, mins );
- VectorAdd( checkSpot, ent->r.maxs, maxs );
-
- for ( i=0 ; i<num ; i++ )
- {
- hit = &g_entities[touch[i]];
-
- if ( hit->s.eType != ET_PUSH_TRIGGER )
- {
- continue;
- }
-
- if ( hit->touch == NULL )
- {
- continue;
- }
-
- if ( !( hit->r.contents & CONTENTS_TRIGGER ) )
- {
- continue;
- }
-
-
- if ( !trap_EntityContact( mins, maxs, hit ) )
- {
- continue;
- }
-
- memset( &trace, 0, sizeof(trace) );
-
- if ( hit->touch != NULL )
- {
- hit->touch(hit, ent, &trace);
- }
- }
- }
- }
-
- /*
- =================
- G_UpdatePlayerStateScores
-
- Update the scores in the playerstate
- =================
- */
- void G_UpdatePlayerStateScores ( gentity_t* ent )
- {
- // set the CS_SCORES1/2 configstrings, which will be visible to everyone
- if ( level.gametypeData->teams )
- {
- ent->client->ps.persistant[PERS_RED_SCORE] = level.teamScores[TEAM_RED];
- ent->client->ps.persistant[PERS_BLUE_SCORE] = level.teamScores[TEAM_BLUE];
- }
- else
- {
- if ( level.numConnectedClients == 0 )
- {
- ent->client->ps.persistant[PERS_RED_SCORE] = 0;
- ent->client->ps.persistant[PERS_BLUE_SCORE] = 0;
- }
- else if ( level.numConnectedClients == 1 )
- {
- ent->client->ps.persistant[PERS_RED_SCORE] = level.clients[ level.sortedClients[0] ].ps.persistant[PERS_SCORE];
- ent->client->ps.persistant[PERS_BLUE_SCORE] = 0;
- }
- else
- {
- ent->client->ps.persistant[PERS_RED_SCORE] = level.clients[ level.sortedClients[0] ].ps.persistant[PERS_SCORE];
- ent->client->ps.persistant[PERS_BLUE_SCORE] = level.clients[ level.sortedClients[1] ].ps.persistant[PERS_SCORE];
- }
- }
- }
-
- /*
- =================
- SpectatorThink
- =================
- */
- void SpectatorThink( gentity_t *ent, usercmd_t *ucmd )
- {
- pmove_t pm;
- gclient_t *client;
-
- client = ent->client;
-
- if ( client->sess.spectatorState != SPECTATOR_FOLLOW )
- {
- client->ps.pm_type = PM_SPECTATOR;
- client->ps.speed = 400; // faster than normal
- client->ps.loopSound = 0;
-
- // set up for pmove
- memset (&pm, 0, sizeof(pm));
- pm.ps = &client->ps;
- pm.cmd = *ucmd;
- pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; // spectators can fly through bodies
- pm.trace = trap_Trace;
- pm.pointcontents = trap_PointContents;
-
- pm.animations = NULL;
-
- // perform a pmove
- Pmove (&pm);
-
- G_UpdatePlayerStateScores ( ent );
-
- // save results of pmove
- VectorCopy( client->ps.origin, ent->s.origin );
-
- G_TouchTriggers( ent );
- trap_UnlinkEntity( ent );
- }
-
- client->oldbuttons = client->buttons;
- client->buttons = ucmd->buttons;
-
- // attack button cycles through spectators
- if ( client->sess.spectatorState != SPECTATOR_FOLLOW && g_forceFollow.integer )
- {
- Cmd_FollowCycle_f( ent, 1 );
- }
- if ( ( client->buttons & BUTTON_ATTACK ) && ! ( client->oldbuttons & BUTTON_ATTACK ) )
- {
- Cmd_FollowCycle_f( ent, 1 );
- }
- else if ( ( client->buttons & BUTTON_ALT_ATTACK ) && ! ( client->oldbuttons & BUTTON_ALT_ATTACK ) )
- {
- Cmd_FollowCycle_f( ent, -1 );
- }
- else if ( !g_forceFollow.integer && ucmd->upmove > 0 && (client->ps.pm_flags & PMF_FOLLOW) )
- {
- G_StopFollowing( ent );
- }
- }
-
- /*
- =================
- ClientInactivityTimer
-
- Returns qfalse if the client is dropped
- =================
- */
- qboolean ClientInactivityTimer( gclient_t *client ) {
- if ( ! g_inactivity.integer ) {
- // give everyone some time, so if the operator sets g_inactivity during
- // gameplay, everyone isn't kicked
- client->inactivityTime = level.time + 60 * 1000;
- client->inactivityWarning = qfalse;
- } else if ( client->pers.cmd.forwardmove ||
- client->pers.cmd.rightmove ||
- client->pers.cmd.upmove ||
- (client->pers.cmd.buttons & (BUTTON_ATTACK|BUTTON_ALT_ATTACK)) ) {
- client->inactivityTime = level.time + g_inactivity.integer * 1000;
- client->inactivityWarning = qfalse;
- } else if ( !client->pers.localClient ) {
- if ( level.time > client->inactivityTime ) {
- trap_DropClient( client - level.clients, "Dropped due to inactivity" );
- return qfalse;
- }
- if ( level.time > client->inactivityTime - 10000 && !client->inactivityWarning ) {
- client->inactivityWarning = qtrue;
- trap_SendServerCommand( client - level.clients, "cp \"Ten seconds until inactivity drop!\n\"" );
- }
- }
- return qtrue;
- }
-
- /*
- ==================
- ClientTimerActions
-
- Actions that happen once a second
- ==================
- */
- void ClientTimerActions( gentity_t *ent, int msec )
- {
- gclient_t *client;
-
- client = ent->client;
-
- // Check so see if the player has moved and if so dont let them change their outfitting
- if ( !client->noOutfittingChange && ((level.time - client->respawnTime) > 3000))
- {
- vec3_t vel;
-
- // Check the horizontal velocity for movement
- VectorCopy ( client->ps.velocity, vel );
- vel[2] = 0;
- if ( VectorLengthSquared ( vel ) > 100 )
- {
- client->noOutfittingChange = qtrue;
- }
- }
-
- // Forgive voice chats
- if ( g_voiceFloodCount.integer && ent->client->voiceFloodCount )
- {
- int forgiveTime = 60000 / g_voiceFloodCount.integer;
-
- client->voiceFloodTimer += msec;
- while ( client->voiceFloodTimer >= forgiveTime )
- {
- // Forgive one voice chat
- client->voiceFloodCount--;
-
- client->voiceFloodTimer -= forgiveTime;
- }
- }
- }
-
- /*
- ====================
- ClientIntermissionThink
- ====================
- */
- void ClientIntermissionThink( gclient_t *client )
- {
- G_UpdatePlayerStateScores ( &g_entities[client->ps.clientNum] );
-
- client->ps.loopSound = 0;
-
- client->ps.eFlags &= ~EF_TALK;
- client->ps.eFlags &= ~EF_FIRING;
-
- // the level will exit when everyone wants to or after timeouts
-
- // swap and latch button actions
- client->oldbuttons = client->buttons;
- client->buttons = client->pers.cmd.buttons;
-
- if ( (client->buttons & BUTTON_ATTACK) & ( client->oldbuttons ^ client->buttons ) )
- {
- // this used to be an ^1 but once a player says ready, it should stick
- client->readyToExit = 1;
- }
- }
-
- /*
- ====================
- G_Use
-
- use key pressed
- ====================
- */
- void G_Use ( gentity_t* ent )
- {
- if ( !ent->client->useEntity )
- {
- return;
- }
-
- if ( ent->client->useEntity->s.eType == ET_ITEM )
- {
- // Make sure one last time that it can still be used
- if ( !trap_GT_SendEvent ( GTEV_ITEM_CANBEUSED, level.time, ent->client->useEntity->item->quantity, ent->s.number, ent->client->sess.team, 0, 0 ) )
- {
- return;
- }
-
- gametype_item_use ( ent->client->useEntity, ent );
- return;
- }
-
- // Make double sure it can still be used
- if ( !trap_GT_SendEvent ( GTEV_TRIGGER_CANBEUSED, level.time, ent->client->useEntity->health, ent->s.number, ent->client->sess.team, 0, 0 ) )
- {
- return;
- }
-
- ent->client->useEntity->use ( ent->client->useEntity, ent, ent );
- }
-
- /*
- ================
- ClientEvents
-
- Events will be passed on to the clients for presentation,
- but any server game effects are handled here
- ================
- */
- void ClientEvents( gentity_t *ent, int oldEventSequence )
- {
- int i;
- int event;
- gclient_t *client;
- vec3_t dir;
-
- client = ent->client;
-
- if ( oldEventSequence < client->ps.eventSequence - MAX_PS_EVENTS )
- {
- oldEventSequence = client->ps.eventSequence - MAX_PS_EVENTS;
- }
-
- for ( i = oldEventSequence ; i < client->ps.eventSequence ; i++ )
- {
- event = client->ps.events[ i & (MAX_PS_EVENTS-1) ];
-
- switch ( event )
- {
- case EV_FALL_MEDIUM:
- case EV_FALL_FAR:
- {
- int damage;
-
- damage = client->ps.eventParms[ i & (MAX_PS_EVENTS-1) ];
- damage &= 0x000000ff;
-
- client->ps.eventParms[ i & (MAX_PS_EVENTS-1) ] = damage;
-
- if ( ent->s.eType != ET_PLAYER )
- {
- break; // not in the player model
- }
-
- if ( g_dmflags.integer & DF_NO_FALLING )
- {
- break;
- }
-
- VectorSet (dir, 0, 0, 1);
- ent->pain_debounce_time = level.time + 200; // no normal pain sound
- G_Damage (ent, NULL, NULL, NULL, NULL, damage, DAMAGE_NO_ARMOR, MOD_FALLING, HL_NONE );
- break;
- }
-
- case EV_FIRE_WEAPON:
- ent->client->noOutfittingChange = qtrue;
- ent->client->invulnerableTime = 0;
- G_FireWeapon( ent, ATTACK_NORMAL );
- break;
-
- case EV_ALT_FIRE:
- ent->client->noOutfittingChange = qtrue;
- ent->client->invulnerableTime = 0;
- G_FireWeapon( ent, ATTACK_ALTERNATE );
- break;
-
- case EV_USE:
- G_Use ( ent );
- break;
-
- default:
- break;
- }
- }
-
- }
-
- /*
- ==============
- StuckInOtherClient
- ==============
- */
- static int StuckInOtherClient(gentity_t *ent)
- {
- int i;
- gentity_t *ent2;
-
- ent2 = &g_entities[0];
- for ( i = 0; i < MAX_CLIENTS; i++, ent2++ )
- {
- if ( ent2 == ent )
- {
- continue;
- }
-
- if ( !ent2->inuse )
- {
- continue;
- }
-
- if ( !ent2->client )
- {
- continue;
- }
-
- if ( ent2->health <= 0 )
- {
- continue;
- }
-
- //
- if (ent2->r.absmin[0] > ent->r.absmax[0])
- continue;
- if (ent2->r.absmin[1] > ent->r.absmax[1])
- continue;
- if (ent2->r.absmin[2] > ent->r.absmax[2])
- continue;
- if (ent2->r.absmax[0] < ent->r.absmin[0])
- continue;
- if (ent2->r.absmax[1] < ent->r.absmin[1])
- continue;
- if (ent2->r.absmax[2] < ent->r.absmin[2])
- continue;
- return qtrue;
- }
- return qfalse;
- }
-
- void BotTestSolid(vec3_t origin);
-
- /*
- ==============
- SendPendingPredictableEvents
- ==============
- */
- void SendPendingPredictableEvents( playerState_t *ps ) {
- gentity_t *t;
- int event, seq;
- int extEvent, number;
-
- // if there are still events pending
- if ( ps->entityEventSequence < ps->eventSequence ) {
- // create a temporary entity for this event which is sent to everyone
- // except the client who generated the event
- seq = ps->entityEventSequence & (MAX_PS_EVENTS-1);
- event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 );
- // set external event to zero before calling BG_PlayerStateToEntityState
- extEvent = ps->externalEvent;
- ps->externalEvent = 0;
- // create temporary entity for event
- t = G_TempEntity( ps->origin, event );
- number = t->s.number;
- BG_PlayerStateToEntityState( ps, &t->s, qtrue );
- t->s.number = number;
- t->s.eType = ET_EVENTS + event;
- t->s.eFlags |= EF_PLAYER_EVENT;
- t->s.otherEntityNum = ps->clientNum;
- // send to everyone except the client who generated the event
- t->r.svFlags |= SVF_NOTSINGLECLIENT;
- t->r.singleClient = ps->clientNum;
- // set back external event
- ps->externalEvent = extEvent;
- }
- }
-
- /*
- ==============
- ClientThink
-
- This will be called once for each client frame, which will
- usually be a couple times for each server frame on fast clients.
-
- If "g_synchronousClients 1" is set, this will be called exactly
- once for each server frame, which makes for smooth demo recording.
- ==============
- */
- void ClientThink_real( gentity_t *ent )
- {
- gclient_t *client;
- pmove_t pm;
- int oldEventSequence;
- int msec;
- usercmd_t *ucmd;
-
- client = ent->client;
-
- // don't think if the client is not yet connected (and thus not yet spawned in)
- if (client->pers.connected != CON_CONNECTED)
- {
- return;
- }
-
- // mark the time, so the connection sprite can be removed
- ucmd = &ent->client->pers.cmd;
-
- // sanity check the command time to prevent speedup cheating
- if ( ucmd->serverTime > level.time + 200 )
- {
- ucmd->serverTime = level.time + 200;
- }
-
- if ( ucmd->serverTime < level.time - 1000 )
- {
- ucmd->serverTime = level.time - 1000;
- }
-
- msec = ucmd->serverTime - client->ps.commandTime;
- // following others may result in bad times, but we still want
- // to check for follow toggles
- if ( msec < 1 && client->sess.spectatorState != SPECTATOR_FOLLOW )
- {
- return;
- }
-
- if ( msec > 200 )
- {
- msec = 200;
- }
-
- if ( pmove_msec.integer < 8 )
- {
- trap_Cvar_Set("pmove_msec", "8");
- }
- else if (pmove_msec.integer > 33)
- {
- trap_Cvar_Set("pmove_msec", "33");
- }
-
- if ( pmove_fixed.integer || client->pers.pmoveFixed )
- {
- ucmd->serverTime = ((ucmd->serverTime + pmove_msec.integer-1) / pmove_msec.integer) * pmove_msec.integer;
- }
-
- //
- // check for exiting intermission
- //
- if ( level.intermissiontime )
- {
- ClientIntermissionThink( client );
- return;
- }
-
- // spectators don't do much
- if ( G_IsClientSpectating ( client ) )
- {
- if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD )
- {
- return;
- }
- SpectatorThink( ent, ucmd );
- return;
- }
-
- // check for inactivity timer, but never drop the local client of a non-dedicated server
- if ( !ClientInactivityTimer( client ) )
- {
- return;
- }
-
- if ( client->noclip )
- {
- client->ps.pm_type = PM_NOCLIP;
- }
- else if ( client->ps.stats[STAT_HEALTH] <= 0 )
- {
- client->ps.pm_type = PM_DEAD;
- }
- else
- {
- client->ps.pm_type = PM_NORMAL;
- }
-
- client->ps.gravity = g_gravity.value;
-
- // set speed
- client->ps.speed = g_speed.value;
-
- // set up for pmove
- oldEventSequence = client->ps.eventSequence;
-
- memset (&pm, 0, sizeof(pm));
-
- pm.ps = &client->ps;
- pm.cmd = *ucmd;
- if ( pm.ps->pm_type == PM_DEAD )
- {
- pm.ps->loopSound = 0;
- pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY;
- }
- else if ( client->siameseTwin )
- {
- // Make sure we are still stuck, if so, clip through players.
- if ( G_IsClientSiameseTwin ( ent, client->siameseTwin ) )
- {
- pm.tracemask = MASK_PLAYERSOLID & ~(CONTENTS_BODY);
- }
- else
- {
- // Ok, we arent stuck anymore so we can clear the stuck flag.
- client->siameseTwin->client->siameseTwin = NULL;
- client->siameseTwin = NULL;
-
- pm.tracemask = MASK_PLAYERSOLID;
- }
- }
- else if ( ent->r.svFlags & SVF_BOT )
- {
- pm.tracemask = MASK_PLAYERSOLID | CONTENTS_BOTCLIP;
- }
- else
- {
- pm.tracemask = MASK_PLAYERSOLID;
- }
- pm.trace = trap_Trace;
- pm.pointcontents = trap_PointContents;
- pm.debugLevel = g_debugMove.integer;
- pm.noFootsteps = ( g_dmflags.integer & DF_NO_FOOTSTEPS ) > 0;
-
- pm.pmove_fixed = pmove_fixed.integer | client->pers.pmoveFixed;
- pm.pmove_msec = pmove_msec.integer;
-
- pm.animations = NULL;
-
- #if _Debug
- pm.isClient=0;
- #endif
-
- VectorCopy( client->ps.origin, client->oldOrigin );
-
- Pmove (&pm);
-
- G_UpdatePlayerStateScores ( ent );
-
- // save results of pmove
- if ( ent->client->ps.eventSequence != oldEventSequence )
- {
- ent->eventTime = level.time;
- }
-
- // See if the invulnerable flag should be removed for this client
- if ( ent->client->ps.eFlags & EF_INVULNERABLE )
- {
- if ( level.time - ent->client->invulnerableTime >= g_respawnInvulnerability.integer * 1000 )
- {
- ent->client->ps.eFlags &= ~EF_INVULNERABLE;
- }
- }
-
- if (g_smoothClients.integer)
- {
- BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue );
- }
- else
- {
- BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue );
- }
-
- SendPendingPredictableEvents( &ent->client->ps );
-
- if ( !( ent->client->ps.eFlags & EF_FIRING ) )
- {
- client->fireHeld = qfalse; // for grapple
- }
-
- // use the snapped origin for linking so it matches client predicted versions
- VectorCopy( ent->s.pos.trBase, ent->r.currentOrigin );
-
- VectorCopy (pm.mins, ent->r.mins);
- VectorCopy (pm.maxs, ent->r.maxs);
-
- ent->waterlevel = pm.waterlevel;
- ent->watertype = pm.watertype;
-
- // Need to cache off the firemodes to the persitant data segment so they
- // are maintained across spectating and respawning
- memcpy ( ent->client->pers.firemode, ent->client->ps.firemode, sizeof(ent->client->ps.firemode ) );
-
- // execute client events
- ClientEvents( ent, oldEventSequence );
-
- // Update the client animation info
- G_UpdateClientAnimations ( ent );
-
- // link entity now, after any personal teleporters have been used
- trap_LinkEntity (ent);
- if ( !ent->client->noclip )
- {
- G_TouchTriggers( ent );
- }
-
- // NOTE: now copy the exact origin over otherwise clients can be snapped into solid
- VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
-
- // Update the clients anti-lag history
- G_UpdateClientAntiLag ( ent );
-
- // touch other objects
- ClientImpacts( ent, &pm );
-
- // save results of triggers and client events
- if (ent->client->ps.eventSequence != oldEventSequence)
- {
- ent->eventTime = level.time;
- }
-
- // swap and latch button actions
- client->oldbuttons = client->buttons;
- client->buttons = ucmd->buttons;
- client->latched_buttons |= client->buttons & ~client->oldbuttons;
-
- // check for respawning
- if ( client->ps.stats[STAT_HEALTH] <= 0 )
- {
- // wait for the attack button to be pressed
- if ( level.time > client->respawnTime )
- {
- if ( g_forcerespawn.integer > 0 &&
- ( level.time - client->respawnTime ) > g_forcerespawn.integer * 1000 )
- {
- respawn( ent );
- return;
- }
-
- // pressing attack or use is the normal respawn method
- if ( ucmd->buttons & BUTTON_ATTACK )
- {
- respawn( ent );
- }
- }
-
- return;
- }
-
- // perform once-a-second actions
- ClientTimerActions( ent, msec );
- }
-
- /*
- ==================
- G_CheckClientTeamkill
-
- Checks to see whether or not this client should be booted from the server
- because they killed too many teammates
- ==================
- */
- void G_CheckClientTeamkill ( gentity_t* ent )
- {
- char userinfo[MAX_INFO_STRING];
- char *value;
-
- if ( !g_teamkillDamageMax.integer || !level.gametypeData->teams || !ent->client->sess.teamkillDamage )
- {
- return;
- }
- // See if they crossed the max team kill damage
- else if ( ent->client->sess.teamkillDamage < g_teamkillDamageMax.integer )
- {
- // Does the client need forgiving?
- if ( ent->client->sess.teamkillForgiveTime )
- {
- // Are we in a forgiving mood yet?
- if ( level.time > ent->client->sess.teamkillForgiveTime + 60000 )
- {
- ent->client->sess.teamkillForgiveTime += 60000;
- ent->client->sess.teamkillDamage -= g_teamkillDamageForgive.integer;
- }
- }
-
- // All forgivin now?
- if ( ent->client->sess.teamkillDamage <= 0 )
- {
- ent->client->sess.teamkillDamage = 0;
- ent->client->sess.teamkillForgiveTime = 0;
- }
-
- return;
- }
-
- trap_GetUserinfo( ent->s.number, userinfo, sizeof( userinfo ) );
- value = Info_ValueForKey (userinfo, "ip");
-
- G_LogPrintf( "ClientKick: %i %s - auto kick for teamkilling\n", ent->s.number, value );
-
- ent->client->sess.teamkillDamage = 0;
- ent->client->sess.teamkillForgiveTime = 0;
-
- // Keep track of who was autokicked so we can display a list if need be
- Com_sprintf ( level.autokickedIP[level.autokickedHead], sizeof(level.autokickedIP[0]), value );
- Com_sprintf ( level.autokickedName[level.autokickedHead], sizeof(level.autokickedName[0]), ent->client->pers.netname );
- level.autokickedCount++;
- if ( level.autokickedCount >= MAX_AUTOKICKLIST )
- {
- level.autokickedCount = MAX_AUTOKICKLIST;
- }
-
- level.autokickedHead++;
- if ( level.autokickedHead >= MAX_AUTOKICKLIST )
- {
- level.autokickedHead = 0;
- }
-
- // Buh bye
- if ( g_teamkillBanTime.integer )
- {
- trap_SendConsoleCommand( EXEC_INSERT, va("banclient \"%d\" \"%d\" \"team killing\"\n", ent->s.number, g_teamkillBanTime.integer ) );
- }
- else
- {
- trap_SendConsoleCommand( EXEC_INSERT, va("clientkick \"%d\" \"team killing\"\n", ent->s.number ) );
- }
- }
-
- /*
- ==================
- G_CheckClientTimeouts
-
- Checks whether a client has exceded any timeouts and act accordingly
- ==================
- */
- void G_CheckClientTimeouts ( gentity_t *ent )
- {
- // Only timeout supported right now is the timeout to spectator mode
- if ( !g_timeouttospec.integer )
- {
- return;
- }
-
- // Can only do spect timeouts on dedicated servers
- if ( !g_dedicated.integer )
- {
- return;
- }
-
- // Already a spectator, no need to boot them to spectator
- if ( ent->client->sess.team == TEAM_SPECTATOR )
- {
- return;
- }
-
- // Need to be connected
- if ( ent->client->pers.connected != CON_CONNECTED )
- {
- return;
- }
-
- // See how long its been since a command was received by the client and if its
- // longer than the timeout to spectator then force this client into spectator mode
- if ( level.time - ent->client->pers.cmd.serverTime > g_timeouttospec.integer * 1000 )
- {
- SetTeam ( ent, "spectator", NULL );
- }
- }
-
- /*
- ==================
- ClientThink
-
- A new command has arrived from the client
- ==================
- */
- void ClientThink( int clientNum )
- {
- gentity_t *ent;
-
- ent = g_entities + clientNum;
- trap_GetUsercmd( clientNum, &ent->client->pers.cmd );
-
- // mark the time we got info, so we can display the
- // phone jack if they don't get any for a while
- ent->client->lastCmdTime = level.time;
-
- if ( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer )
- {
- ClientThink_real( ent );
- }
- }
-
- /*
- ==================
- G_RunClient
- ==================
- */
- void G_RunClient( gentity_t *ent )
- {
- if ( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer )
- {
- return;
- }
-
- ent->client->pers.cmd.serverTime = level.time;
- ClientThink_real( ent );
- }
-
-
- /*
- ==================
- SpectatorClientEndFrame
- ==================
- */
- void SpectatorClientEndFrame( gentity_t *ent )
- {
- gclient_t *cl;
-
- // if we are doing a chase cam or a remote view, grab the latest info
- if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW )
- {
- int clientNum, flags;
-
- clientNum = ent->client->sess.spectatorClient;
-
- // team follow1 and team follow2 go to whatever clients are playing
- if ( clientNum == -1 )
- {
- clientNum = level.follow1;
- }
- else if ( clientNum == -2 )
- {
- clientNum = level.follow2;
- }
-
- if ( clientNum >= 0 )
- {
- cl = &level.clients[ clientNum ];
-
- if ( cl->pers.connected == CON_CONNECTED && !G_IsClientSpectating ( cl ) )
- {
- int count;
- int ping;
- int score;
- int respawnTimer;
-
- count = ent->client->ps.persistant[PERS_SPAWN_COUNT];
- ping = ent->client->ps.ping;
- score = ent->client->ps.persistant[PERS_SCORE];
- flags = (cl->ps.eFlags & ~(EF_VOTED)) | (ent->client->ps.eFlags & (EF_VOTED));
- respawnTimer = ent->client->ps.respawnTimer;
-
- ent->client->ps = cl->ps;
- ent->client->ps.pm_flags |= PMF_FOLLOW;
- ent->client->ps.eFlags = flags;
- ent->client->ps.persistant[PERS_SPAWN_COUNT] = count;
- ent->client->ps.persistant[PERS_SCORE] = score;
- ent->client->ps.ping = ping;
- ent->client->ps.respawnTimer = respawnTimer;
-
- return;
- }
- else
- {
- // drop them to free spectators unless they are dedicated camera followers
- if ( ent->client->sess.spectatorClient >= 0 )
- {
- Cmd_FollowCycle_f (ent, 1);
- }
- }
- }
- }
-
- if ( ent->client->sess.spectatorState == SPECTATOR_SCOREBOARD )
- {
- ent->client->ps.pm_flags |= PMF_SCOREBOARD;
- }
- else
- {
- ent->client->ps.pm_flags &= ~PMF_SCOREBOARD;
- }
- }
-
- /*
- ==============
- ClientEndFrame
-
- Called at the end of each server frame for each connected client
- A fast client will have multiple ClientThink for each ClientEdFrame,
- while a slow client may have multiple ClientEndFrame between ClientThink.
- ==============
- */
- void ClientEndFrame( gentity_t *ent )
- {
- clientPersistant_t *pers;
-
- if ( G_IsClientSpectating ( ent->client ) )
- {
- SpectatorClientEndFrame( ent );
- return;
- }
-
- pers = &ent->client->pers;
-
- // save network bandwidth
- #if 0
- if ( !g_synchronousClients->integer && ent->client->ps.pm_type == PM_NORMAL )
- {
- // FIXME: this must change eventually for non-sync demo recording
- VectorClear( ent->client->ps.viewangles );
- }
- #endif
-
- //
- // If the end of unit layout is displayed, don't give
- // the player any normal movement attributes
- //
- if ( level.intermissiontime )
- {
- return;
- }
-
- // burn from lava, etc
- P_WorldEffects (ent);
-
- // apply all the damage taken this frame
- P_DamageFeedback (ent);
-
- // add the EF_CONNECTION flag if we haven't gotten commands recently
- if ( level.time - ent->client->lastCmdTime > 1000 )
- {
- ent->s.eFlags |= EF_CONNECTION;
- }
- else
- {
- ent->s.eFlags &= ~EF_CONNECTION;
- }
-
- // FIXME: get rid of ent->health...
- ent->client->ps.stats[STAT_HEALTH] = ent->health;
-
- G_SetClientSound (ent);
-
- // set the latest infor
- if (g_smoothClients.integer)
- {
- BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue );
- }
- else
- {
- BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue );
- }
-
- SendPendingPredictableEvents( &ent->client->ps );
-
- // set the bit for the reachability area the client is currently in
- // i = trap_AAS_PointReachabilityAreaIndex( ent->client->ps.origin );
- // ent->client->areabits[i >> 3] |= 1 << (i & 7);
- }
-
-
-