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- // Copyright (C) 1999-2000 Id Software, Inc.
- //
- #include "g_local.h"
-
- // g_client.c -- client functions that don't happen every frame
-
- static vec3_t playerMins = {-15, -15, -24};
- static vec3_t playerMaxs = {15, 15, 32};
-
- /*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) initial
- potential spawning position for deathmatch games.
- The first time a player enters the game, they will be at an 'initial' spot.
- Targets will be fired when someone spawns in on them.
- "nobots" will prevent bots from using this spot.
- "nohumans" will prevent non-bots from using this spot.
- */
- void SP_info_player_deathmatch( gentity_t *ent ) {
- int i;
-
- G_SpawnInt( "nobots", "0", &i);
- if ( i ) {
- ent->flags |= FL_NO_BOTS;
- }
- G_SpawnInt( "nohumans", "0", &i );
- if ( i ) {
- ent->flags |= FL_NO_HUMANS;
- }
- }
-
- /*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
- equivelant to info_player_deathmatch
- */
- void SP_info_player_start(gentity_t *ent) {
- ent->classname = "info_player_deathmatch";
- SP_info_player_deathmatch( ent );
- }
-
- /*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32)
- The intermission will be viewed from this point. Target an info_notnull for the view direction.
- */
- void SP_info_player_intermission( gentity_t *ent ) {
-
- }
-
-
-
- /*
- =======================================================================
-
- SelectSpawnPoint
-
- =======================================================================
- */
-
- /*
- ================
- SpotWouldTelefrag
-
- ================
- */
- qboolean SpotWouldTelefrag( gentity_t *spot ) {
- int i, num;
- int touch[MAX_GENTITIES];
- gentity_t *hit;
- vec3_t mins, maxs;
-
- VectorAdd( spot->s.origin, playerMins, mins );
- VectorAdd( spot->s.origin, playerMaxs, maxs );
- num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
-
- for (i=0 ; i<num ; i++) {
- hit = &g_entities[touch[i]];
- if ( hit->client && hit->client->ps.stats[STAT_HEALTH] > 0 ) {
- return qtrue;
- }
-
- }
-
- return qfalse;
- }
-
- /*
- ================
- SelectNearestDeathmatchSpawnPoint
-
- Find the spot that we DON'T want to use
- ================
- */
- #define MAX_SPAWN_POINTS 128
- gentity_t *SelectNearestDeathmatchSpawnPoint( vec3_t from ) {
- gentity_t *spot;
- vec3_t delta;
- float dist, nearestDist;
- gentity_t *nearestSpot;
-
- nearestDist = 999999;
- nearestSpot = NULL;
- spot = NULL;
-
- while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) {
-
- VectorSubtract( spot->s.origin, from, delta );
- dist = VectorLength( delta );
- if ( dist < nearestDist ) {
- nearestDist = dist;
- nearestSpot = spot;
- }
- }
-
- return nearestSpot;
- }
-
-
- /*
- ================
- SelectRandomDeathmatchSpawnPoint
-
- go to a random point that doesn't telefrag
- ================
- */
- #define MAX_SPAWN_POINTS 128
- gentity_t *SelectRandomDeathmatchSpawnPoint( void ) {
- gentity_t *spot;
- int count;
- int selection;
- gentity_t *spots[MAX_SPAWN_POINTS];
-
- count = 0;
- spot = NULL;
-
- while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) {
- if ( SpotWouldTelefrag( spot ) ) {
- continue;
- }
- spots[ count ] = spot;
- count++;
- }
-
- if ( !count ) { // no spots that won't telefrag
- return G_Find( NULL, FOFS(classname), "info_player_deathmatch");
- }
-
- selection = rand() % count;
- return spots[ selection ];
- }
-
-
- /*
- ===========
- SelectSpawnPoint
-
- Chooses a player start, deathmatch start, etc
- ============
- */
- gentity_t *SelectSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles ) {
- gentity_t *spot;
- gentity_t *nearestSpot;
-
- nearestSpot = SelectNearestDeathmatchSpawnPoint( avoidPoint );
-
- spot = SelectRandomDeathmatchSpawnPoint ( );
- if ( spot == nearestSpot ) {
- // roll again if it would be real close to point of death
- spot = SelectRandomDeathmatchSpawnPoint ( );
- if ( spot == nearestSpot ) {
- // last try
- spot = SelectRandomDeathmatchSpawnPoint ( );
- }
- }
-
- // find a single player start spot
- if (!spot) {
- G_Error( "Couldn't find a spawn point" );
- }
-
- VectorCopy (spot->s.origin, origin);
- origin[2] += 9;
- VectorCopy (spot->s.angles, angles);
-
- return spot;
- }
-
- /*
- ===========
- SelectInitialSpawnPoint
-
- Try to find a spawn point marked 'initial', otherwise
- use normal spawn selection.
- ============
- */
- gentity_t *SelectInitialSpawnPoint( vec3_t origin, vec3_t angles ) {
- gentity_t *spot;
-
- spot = NULL;
- while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) {
- if ( spot->spawnflags & 1 ) {
- break;
- }
- }
-
- if ( !spot || SpotWouldTelefrag( spot ) ) {
- return SelectSpawnPoint( vec3_origin, origin, angles );
- }
-
- VectorCopy (spot->s.origin, origin);
- origin[2] += 9;
- VectorCopy (spot->s.angles, angles);
-
- return spot;
- }
-
- /*
- ===========
- SelectSpectatorSpawnPoint
-
- ============
- */
- gentity_t *SelectSpectatorSpawnPoint( vec3_t origin, vec3_t angles ) {
- FindIntermissionPoint();
-
- VectorCopy( level.intermission_origin, origin );
- VectorCopy( level.intermission_angle, angles );
-
- return NULL;
- }
-
- /*
- =======================================================================
-
- BODYQUE
-
- =======================================================================
- */
-
- /*
- ===============
- InitBodyQue
- ===============
- */
- void InitBodyQue (void) {
- int i;
- gentity_t *ent;
-
- level.bodyQueIndex = 0;
- for (i=0; i<BODY_QUEUE_SIZE ; i++) {
- ent = G_Spawn();
- ent->classname = "bodyque";
- ent->neverFree = qtrue;
- level.bodyQue[i] = ent;
- }
- }
-
- /*
- =============
- BodySink
-
- After sitting around for five seconds, fall into the ground and dissapear
- =============
- */
- void BodySink( gentity_t *ent ) {
- if ( level.time - ent->timestamp > 6500 ) {
- // the body ques are never actually freed, they are just unlinked
- trap_UnlinkEntity( ent );
- ent->physicsObject = qfalse;
- return;
- }
- ent->nextthink = level.time + 100;
- ent->s.pos.trBase[2] -= 1;
- }
-
- /*
- =============
- CopyToBodyQue
-
- A player is respawning, so make an entity that looks
- just like the existing corpse to leave behind.
- =============
- */
- void CopyToBodyQue( gentity_t *ent ) {
- gentity_t *body;
- int contents;
-
- trap_UnlinkEntity (ent);
-
- // if client is in a nodrop area, don't leave the body
- contents = trap_PointContents( ent->s.origin, -1 );
- if ( contents & CONTENTS_NODROP ) {
- return;
- }
-
- // grab a body que and cycle to the next one
- body = level.bodyQue[ level.bodyQueIndex ];
- level.bodyQueIndex = (level.bodyQueIndex + 1) % BODY_QUEUE_SIZE;
-
- trap_UnlinkEntity (body);
-
- body->s = ent->s;
- body->s.eFlags = EF_DEAD; // clear EF_TALK, etc
- body->s.powerups = 0; // clear powerups
- body->s.loopSound = 0; // clear lava burning
- body->s.number = body - g_entities;
- body->timestamp = level.time;
- body->physicsObject = qtrue;
- body->physicsBounce = 0; // don't bounce
- if ( body->s.groundEntityNum == ENTITYNUM_NONE ) {
- body->s.pos.trType = TR_GRAVITY;
- body->s.pos.trTime = level.time;
- VectorCopy( ent->client->ps.velocity, body->s.pos.trDelta );
- } else {
- body->s.pos.trType = TR_STATIONARY;
- }
- body->s.event = 0;
-
- // change the animation to the last-frame only, so the sequence
- // doesn't repeat anew for the body
- switch ( body->s.legsAnim & ~ANIM_TOGGLEBIT ) {
- case BOTH_DEATH1:
- case BOTH_DEAD1:
- body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD1;
- break;
- case BOTH_DEATH2:
- case BOTH_DEAD2:
- body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD2;
- break;
- case BOTH_DEATH3:
- case BOTH_DEAD3:
- default:
- body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD3;
- break;
- }
-
- body->r.svFlags = ent->r.svFlags;
- VectorCopy (ent->r.mins, body->r.mins);
- VectorCopy (ent->r.maxs, body->r.maxs);
- VectorCopy (ent->r.absmin, body->r.absmin);
- VectorCopy (ent->r.absmax, body->r.absmax);
-
- body->clipmask = CONTENTS_SOLID | CONTENTS_PLAYERCLIP;
- body->r.contents = CONTENTS_CORPSE;
- body->r.ownerNum = ent->r.ownerNum;
-
- body->nextthink = level.time + 5000;
- body->think = BodySink;
-
- body->die = body_die;
-
- // don't take more damage if already gibbed
- if ( ent->health <= GIB_HEALTH ) {
- body->takedamage = qfalse;
- } else {
- body->takedamage = qtrue;
- }
-
-
- VectorCopy ( body->s.pos.trBase, body->r.currentOrigin );
- trap_LinkEntity (body);
- }
-
- //======================================================================
-
-
- /*
- ==================
- SetClientViewAngle
-
- ==================
- */
- void SetClientViewAngle( gentity_t *ent, vec3_t angle ) {
- int i;
-
- // set the delta angle
- for (i=0 ; i<3 ; i++) {
- int cmdAngle;
-
- cmdAngle = ANGLE2SHORT(angle[i]);
- ent->client->ps.delta_angles[i] = cmdAngle - ent->client->pers.cmd.angles[i];
- }
- VectorCopy( angle, ent->s.angles );
- VectorCopy (ent->s.angles, ent->client->ps.viewangles);
- }
-
- /*
- ================
- respawn
- ================
- */
- void respawn( gentity_t *ent ) {
- gentity_t *tent;
-
- CopyToBodyQue (ent);
- ClientSpawn(ent);
-
- // add a teleportation effect
- tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_IN );
- tent->s.clientNum = ent->s.clientNum;
- }
-
- /*
- ================
- TeamCount
-
- Returns number of players on a team
- ================
- */
- team_t TeamCount( int ignoreClientNum, int team ) {
- int i;
- int count = 0;
-
- for ( i = 0 ; i < level.maxclients ; i++ ) {
- if ( i == ignoreClientNum ) {
- continue;
- }
- if ( level.clients[i].pers.connected == CON_DISCONNECTED ) {
- continue;
- }
- if ( level.clients[i].sess.sessionTeam == team ) {
- count++;
- }
- }
-
- return count;
- }
-
-
- /*
- ================
- PickTeam
-
- ================
- */
- team_t PickTeam( int ignoreClientNum ) {
- int counts[TEAM_NUM_TEAMS];
-
- counts[TEAM_BLUE] = TeamCount( ignoreClientNum, TEAM_BLUE );
- counts[TEAM_RED] = TeamCount( ignoreClientNum, TEAM_RED );
-
- if ( counts[TEAM_BLUE] > counts[TEAM_RED] ) {
- return TEAM_RED;
- }
- if ( counts[TEAM_RED] > counts[TEAM_BLUE] ) {
- return TEAM_BLUE;
- }
- // equal team count, so join the team with the lowest score
- if ( level.teamScores[TEAM_BLUE] > level.teamScores[TEAM_RED] ) {
- return TEAM_RED;
- }
- return TEAM_BLUE;
- }
-
- /*
- ===========
- ForceClientSkin
-
- Forces a client's skin (for teamplay)
- ===========
- */
- void ForceClientSkin( gclient_t *client, char *model, const char *skin ) {
- char *p;
-
- if ((p = strchr(model, '/')) != NULL) {
- *p = 0;
- }
-
- Q_strcat(model, MAX_QPATH, "/");
- Q_strcat(model, MAX_QPATH, skin);
- }
-
-
- /*
- ===========
- ClientCheckName
- ============
- */
- static void ClientCleanName( const char *in, char *out, int outSize ) {
- int len, colorlessLen;
- char ch;
- char *p;
- int spaces;
-
- //save room for trailing null byte
- outSize--;
-
- len = 0;
- colorlessLen = 0;
- p = out;
- *p = 0;
- spaces = 0;
-
- while( 1 ) {
- ch = *in++;
- if( !ch ) {
- break;
- }
-
- // don't allow leading spaces
- if( !*p && ch == ' ' ) {
- continue;
- }
-
- // check colors
- if( ch == Q_COLOR_ESCAPE ) {
- // solo trailing carat is not a color prefix
- if( !*in ) {
- break;
- }
-
- // don't allow black in a name, period
- if( ColorIndex(*in) == 0 ) {
- in++;
- continue;
- }
-
- // make sure room in dest for both chars
- if( len > outSize - 2 ) {
- break;
- }
-
- *out++ = ch;
- *out++ = *in++;
- len += 2;
- continue;
- }
-
- // don't allow too many consecutive spaces
- if( ch == ' ' ) {
- spaces++;
- if( spaces > 3 ) {
- continue;
- }
- }
- else {
- spaces = 0;
- }
-
- if( len > outSize - 1 ) {
- break;
- }
-
- *out++ = ch;
- colorlessLen++;
- len++;
- }
- *out = 0;
-
- // don't allow empty names
- if( *p == 0 || colorlessLen == 0 ) {
- Q_strncpyz( p, "UnnamedPlayer", outSize );
- }
- }
-
-
- /*
- ===========
- ClientUserInfoChanged
-
- Called from ClientConnect when the player first connects and
- directly by the server system when the player updates a userinfo variable.
-
- The game can override any of the settings and call trap_SetUserinfo
- if desired.
- ============
- */
- void ClientUserinfoChanged( int clientNum ) {
- gentity_t *ent;
- char *s;
- char model[MAX_QPATH];
- char oldname[MAX_STRING_CHARS];
- gclient_t *client;
- char *c1;
- char userinfo[MAX_INFO_STRING];
-
- ent = g_entities + clientNum;
- client = ent->client;
-
- trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) );
-
- // check for malformed or illegal info strings
- if ( !Info_Validate(userinfo) ) {
- strcpy (userinfo, "\\name\\badinfo");
- }
-
- // check for local client
- s = Info_ValueForKey( userinfo, "ip" );
- if ( !strcmp( s, "localhost" ) ) {
- client->pers.localClient = qtrue;
- }
-
- // check the item prediction
- s = Info_ValueForKey( userinfo, "cg_predictItems" );
- if ( !atoi( s ) ) {
- client->pers.predictItemPickup = qfalse;
- } else {
- client->pers.predictItemPickup = qtrue;
- }
-
- // set name
- Q_strncpyz ( oldname, client->pers.netname, sizeof( oldname ) );
- s = Info_ValueForKey (userinfo, "name");
- ClientCleanName( s, client->pers.netname, sizeof(client->pers.netname) );
-
- if ( client->sess.sessionTeam == TEAM_SPECTATOR ) {
- if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD ) {
- Q_strncpyz( client->pers.netname, "scoreboard", sizeof(client->pers.netname) );
- }
- }
-
- if ( client->pers.connected == CON_CONNECTED ) {
- if ( strcmp( oldname, client->pers.netname ) ) {
- trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " renamed to %s\n\"", oldname,
- client->pers.netname) );
- }
- }
-
- // set max health
- client->pers.maxHealth = atoi( Info_ValueForKey( userinfo, "handicap" ) );
- if ( client->pers.maxHealth < 1 || client->pers.maxHealth > 100 ) {
- client->pers.maxHealth = 100;
- }
- client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;
-
- // set model
- Q_strncpyz( model, Info_ValueForKey (userinfo, "model"), sizeof( model ) );
-
- // team
- switch( client->sess.sessionTeam ) {
- case TEAM_RED:
- ForceClientSkin(client, model, "red");
- break;
- case TEAM_BLUE:
- ForceClientSkin(client, model, "blue");
- break;
- }
- if ( g_gametype.integer >= GT_TEAM && client->sess.sessionTeam == TEAM_SPECTATOR ) {
- // don't ever use a default skin in teamplay, it would just waste memory
- ForceClientSkin(client, model, "red");
- }
-
-
- // colors
- c1 = Info_ValueForKey( userinfo, "color" );
-
- // teamInfo
- s = Info_ValueForKey( userinfo, "teamoverlay" );
- if ( ! *s || atoi( s ) != 0 ) {
- client->pers.teamInfo = qtrue;
- } else {
- client->pers.teamInfo = qfalse;
- }
-
- // send over a subset of the userinfo keys so other clients can
- // print scoreboards, display models, and play custom sounds
- if ( ent->r.svFlags & SVF_BOT ) {
- s = va("n\\%s\\t\\%i\\model\\%s\\c1\\%s\\hc\\%i\\w\\%i\\l\\%i\\skill\\%s",
- client->pers.netname, client->sess.sessionTeam, model, c1,
- client->pers.maxHealth, client->sess.wins, client->sess.losses,
- Info_ValueForKey( userinfo, "skill" ) );
- } else {
- s = va("n\\%s\\t\\%i\\model\\%s\\c1\\%s\\hc\\%i\\w\\%i\\l\\%i",
- client->pers.netname, client->sess.sessionTeam, model, c1,
- client->pers.maxHealth, client->sess.wins, client->sess.losses );
- }
-
- trap_SetConfigstring( CS_PLAYERS+clientNum, s );
-
- G_LogPrintf( "ClientUserinfoChanged: %i %s\n", clientNum, s );
- }
-
-
- /*
- ===========
- ClientConnect
-
- Called when a player begins connecting to the server.
- Called again for every map change or tournement restart.
-
- The session information will be valid after exit.
-
- Return NULL if the client should be allowed, otherwise return
- a string with the reason for denial.
-
- Otherwise, the client will be sent the current gamestate
- and will eventually get to ClientBegin.
-
- firstTime will be qtrue the very first time a client connects
- to the server machine, but qfalse on map changes and tournement
- restarts.
- ============
- */
- char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot ) {
- char *value;
- gclient_t *client;
- char userinfo[MAX_INFO_STRING];
- gentity_t *ent;
-
- ent = &g_entities[ clientNum ];
-
- trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) );
-
- // check to see if they are on the banned IP list
- value = Info_ValueForKey (userinfo, "ip");
- if ( G_FilterPacket( value ) ) {
- return "Banned.";
- }
-
- // check for a password
- value = Info_ValueForKey (userinfo, "password");
- if ( g_password.string[0] && Q_stricmp( g_password.string, "none" ) &&
- strcmp( g_password.string, value) != 0) {
- return "Invalid password";
- }
-
- // they can connect
- ent->client = level.clients + clientNum;
- client = ent->client;
-
- memset( client, 0, sizeof(*client) );
-
- client->pers.connected = CON_CONNECTING;
-
- // read or initialize the session data
- if ( firstTime || level.newSession ) {
- G_InitSessionData( client, userinfo );
- }
- G_ReadSessionData( client );
-
- if( isBot ) {
- ent->r.svFlags |= SVF_BOT;
- ent->inuse = qtrue;
- if( !G_BotConnect( clientNum, !firstTime ) ) {
- return "BotConnectfailed";
- }
- }
-
- // get and distribute relevent paramters
- G_LogPrintf( "ClientConnect: %i\n", clientNum );
- ClientUserinfoChanged( clientNum );
-
- // don't do the "xxx connected" messages if they were caried over from previous level
- if ( firstTime ) {
- trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " connected\n\"", client->pers.netname) );
- }
-
- if ( g_gametype.integer >= GT_TEAM &&
- client->sess.sessionTeam != TEAM_SPECTATOR ) {
- BroadcastTeamChange( client, -1 );
- }
-
- // count current clients and rank for scoreboard
- CalculateRanks();
-
- return NULL;
- }
-
- /*
- ===========
- ClientBegin
-
- called when a client has finished connecting, and is ready
- to be placed into the level. This will happen every level load,
- and on transition between teams, but doesn't happen on respawns
- ============
- */
- void ClientBegin( int clientNum ) {
- gentity_t *ent;
- gclient_t *client;
- gentity_t *tent;
- int flags;
-
- ent = g_entities + clientNum;
-
- if( ent->botDelayBegin ) {
- G_QueueBotBegin( clientNum );
- ent->botDelayBegin = qfalse;
- return;
- }
-
- client = level.clients + clientNum;
-
- if ( ent->r.linked ) {
- trap_UnlinkEntity( ent );
- }
- G_InitGentity( ent );
- ent->touch = 0;
- ent->pain = 0;
- ent->client = client;
-
- client->pers.connected = CON_CONNECTED;
- client->pers.enterTime = level.time;
- client->pers.teamState.state = TEAM_BEGIN;
-
- // save eflags around this, because changing teams will
- // cause this to happen with a valid entity, and we
- // want to make sure the teleport bit is set right
- // so the viewpoint doesn't interpolate through the
- // world to the new position
- flags = client->ps.eFlags;
- memset( &client->ps, 0, sizeof( client->ps ) );
- client->ps.eFlags = flags;
-
- // locate ent at a spawn point
- ClientSpawn( ent );
-
- if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
- // send event
- tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_IN );
- tent->s.clientNum = ent->s.clientNum;
-
- if ( g_gametype.integer != GT_TOURNAMENT ) {
- trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " entered the game\n\"", client->pers.netname) );
- }
- }
- G_LogPrintf( "ClientBegin: %i\n", clientNum );
-
- // count current clients and rank for scoreboard
- CalculateRanks();
- }
-
- /*
- ===========
- ClientSpawn
-
- Called every time a client is placed fresh in the world:
- after the first ClientBegin, and after each respawn
- Initializes all non-persistant parts of playerState
- ============
- */
- void ClientSpawn(gentity_t *ent) {
- int index;
- vec3_t spawn_origin, spawn_angles;
- gclient_t *client;
- int i;
- clientPersistant_t saved;
- clientSession_t savedSess;
- int persistant[MAX_PERSISTANT];
- gentity_t *spawnPoint;
- int flags;
- int savedPing;
-
- index = ent - g_entities;
- client = ent->client;
-
- // find a spawn point
- // do it before setting health back up, so farthest
- // ranging doesn't count this client
- if ( client->sess.sessionTeam == TEAM_SPECTATOR ) {
- spawnPoint = SelectSpectatorSpawnPoint (
- spawn_origin, spawn_angles);
- } else if (g_gametype.integer == GT_CTF) {
- spawnPoint = SelectCTFSpawnPoint (
- client->sess.sessionTeam,
- client->pers.teamState.state,
- spawn_origin, spawn_angles);
- } else {
- do {
- // the first spawn should be at a good looking spot
- if ( !client->pers.initialSpawn && client->pers.localClient ) {
- client->pers.initialSpawn = qtrue;
- spawnPoint = SelectInitialSpawnPoint( spawn_origin, spawn_angles );
- } else {
- // don't spawn near existing origin if possible
- spawnPoint = SelectSpawnPoint (
- client->ps.origin,
- spawn_origin, spawn_angles);
- }
-
- // Tim needs to prevent bots from spawning at the initial point
- // on q3dm0...
- if ( ( spawnPoint->flags & FL_NO_BOTS ) && ( ent->r.svFlags & SVF_BOT ) ) {
- continue; // try again
- }
- // just to be symetric, we have a nohumans option...
- if ( ( spawnPoint->flags & FL_NO_HUMANS ) && !( ent->r.svFlags & SVF_BOT ) ) {
- continue; // try again
- }
-
- break;
-
- } while ( 1 );
- }
- client->pers.teamState.state = TEAM_ACTIVE;
-
-
- // toggle the teleport bit so the client knows to not lerp
- flags = ent->client->ps.eFlags & EF_TELEPORT_BIT;
- flags ^= EF_TELEPORT_BIT;
-
- // clear everything but the persistant data
-
- saved = client->pers;
- savedSess = client->sess;
- savedPing = client->ps.ping;
- for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) {
- persistant[i] = client->ps.persistant[i];
- }
- memset (client, 0, sizeof(*client));
-
- client->pers = saved;
- client->sess = savedSess;
- client->ps.ping = savedPing;
- for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) {
- client->ps.persistant[i] = persistant[i];
- }
-
- // increment the spawncount so the client will detect the respawn
- client->ps.persistant[PERS_SPAWN_COUNT]++;
- client->ps.persistant[PERS_TEAM] = client->sess.sessionTeam;
-
- client->airOutTime = level.time + 12000;
-
- // clear entity values
- client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;
- client->ps.eFlags = flags;
-
- ent->s.groundEntityNum = ENTITYNUM_NONE;
- ent->client = &level.clients[index];
- ent->takedamage = qtrue;
- ent->inuse = qtrue;
- ent->classname = "player";
- ent->r.contents = CONTENTS_BODY;
- ent->clipmask = MASK_PLAYERSOLID;
- ent->die = player_die;
- ent->waterlevel = 0;
- ent->watertype = 0;
- ent->flags = 0;
-
- VectorCopy (playerMins, ent->r.mins);
- VectorCopy (playerMaxs, ent->r.maxs);
-
- client->ps.clientNum = index;
-
- client->ps.stats[STAT_WEAPONS] = ( 1 << WP_MACHINEGUN );
- if ( g_gametype.integer == GT_TEAM ) {
- client->ps.ammo[WP_MACHINEGUN] = 50;
- } else {
- client->ps.ammo[WP_MACHINEGUN] = 100;
- }
-
- client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_GAUNTLET );
- client->ps.ammo[WP_GAUNTLET] = -1;
- client->ps.ammo[WP_GRAPPLING_HOOK] = -1;
-
- // health will count down towards max_health
- ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH] * 1.25;
-
- G_SetOrigin( ent, spawn_origin );
- VectorCopy( spawn_origin, client->ps.origin );
-
- // the respawned flag will be cleared after the attack and jump keys come up
- client->ps.pm_flags |= PMF_RESPAWNED;
-
- trap_GetUsercmd( client - level.clients, &ent->client->pers.cmd );
- SetClientViewAngle( ent, spawn_angles );
-
- if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
-
- } else {
- G_KillBox( ent );
- trap_LinkEntity (ent);
-
- // force the base weapon up
- client->ps.weapon = WP_MACHINEGUN;
- client->ps.weaponstate = WEAPON_READY;
-
- }
-
- // don't allow full run speed for a bit
- client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
- client->ps.pm_time = 100;
-
- client->respawnTime = level.time;
- client->inactivityTime = level.time + g_inactivity.integer * 1000;
- client->latched_buttons = 0;
-
- // set default animations
- client->ps.torsoAnim = TORSO_STAND;
- client->ps.legsAnim = LEGS_IDLE;
-
- if ( level.intermissiontime ) {
- MoveClientToIntermission( ent );
- } else {
- // fire the targets of the spawn point
- G_UseTargets( spawnPoint, ent );
-
- // select the highest weapon number available, after any
- // spawn given items have fired
- client->ps.weapon = 1;
- for ( i = WP_NUM_WEAPONS - 1 ; i > 0 ; i-- ) {
- if ( client->ps.stats[STAT_WEAPONS] & ( 1 << i ) ) {
- client->ps.weapon = i;
- break;
- }
- }
- }
-
- // run a client frame to drop exactly to the floor,
- // initialize animations and other things
- client->ps.commandTime = level.time - 100;
- ent->client->pers.cmd.serverTime = level.time;
- ClientThink( ent-g_entities );
-
- // positively link the client, even if the command times are weird
- if ( ent->client->sess.sessionTeam != TEAM_SPECTATOR ) {
- BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
- VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
- trap_LinkEntity( ent );
- }
-
- // run the presend to set anything else
- ClientEndFrame( ent );
-
- // clear entity state values
- BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
- }
-
-
- /*
- ===========
- ClientDisconnect
-
- Called when a player drops from the server.
- Will not be called between levels.
-
- This should NOT be called directly by any game logic,
- call trap_DropClient(), which will call this and do
- server system housekeeping.
- ============
- */
- void ClientDisconnect( int clientNum ) {
- gentity_t *ent;
- gentity_t *tent;
- int i;
-
- ent = g_entities + clientNum;
- if ( !ent->client ) {
- return;
- }
-
- // stop any following clients
- for ( i = 0 ; i < level.maxclients ; i++ ) {
- if ( level.clients[i].sess.sessionTeam == TEAM_SPECTATOR
- && level.clients[i].sess.spectatorState == SPECTATOR_FOLLOW
- && level.clients[i].sess.spectatorClient == clientNum ) {
- StopFollowing( &g_entities[i] );
- }
- }
-
- // send effect if they were completely connected
- if ( ent->client->pers.connected == CON_CONNECTED
- && ent->client->sess.sessionTeam != TEAM_SPECTATOR ) {
- tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_OUT );
- tent->s.clientNum = ent->s.clientNum;
-
- // They don't get to take powerups with them!
- // Especially important for stuff like CTF flags
- TossClientItems ( ent );
- }
-
- G_LogPrintf( "ClientDisconnect: %i\n", clientNum );
-
- // if we are playing in tourney mode and losing, give a win to the other player
- if ( g_gametype.integer == GT_TOURNAMENT && !level.intermissiontime
- && !level.warmupTime && level.sortedClients[1] == clientNum ) {
- level.clients[ level.sortedClients[0] ].sess.wins++;
- ClientUserinfoChanged( level.sortedClients[0] );
- }
-
- trap_UnlinkEntity (ent);
- ent->s.modelindex = 0;
- ent->inuse = qfalse;
- ent->classname = "disconnected";
- ent->client->pers.connected = CON_DISCONNECTED;
- ent->client->ps.persistant[PERS_TEAM] = TEAM_FREE;
- ent->client->sess.sessionTeam = TEAM_FREE;
-
- trap_SetConfigstring( CS_PLAYERS + clientNum, "");
-
- CalculateRanks();
-
- if ( ent->r.svFlags & SVF_BOT ) {
- BotAIShutdownClient( clientNum );
- }
- }
-
-
-