From 6bf20c78f5b69d40bcc4931df93d29198435ab67 Mon Sep 17 00:00:00 2001 From: zakk Date: Fri, 26 Aug 2005 17:39:27 +0000 Subject: newlines fixed git-svn-id: svn://svn.icculus.org/quake3/trunk@6 edf5b092-35ff-0310-97b2-ce42778d08ea --- code/game/g_client.c | 2688 +++++++++++++++++++++++++------------------------- 1 file changed, 1344 insertions(+), 1344 deletions(-) (limited to 'code/game/g_client.c') diff --git a/code/game/g_client.c b/code/game/g_client.c index 5a584d4..355077b 100755 --- a/code/game/g_client.c +++ b/code/game/g_client.c @@ -1,1344 +1,1344 @@ -/* -=========================================================================== -Copyright (C) 1999-2005 Id Software, Inc. - -This file is part of Quake III Arena source code. - -Quake III Arena source code 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. - -Quake III Arena source code 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 Foobar; if not, write to the Free Software -Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA -=========================================================================== -*/ -// -#include "g_local.h" - -// g_client.c -- client functions that don't happen every frame - -static vec3_t playerMins = {-15, -15, -24}; -static vec3_t playerMaxs = {15, 15, 32}; - -/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) initial -potential spawning position for deathmatch games. -The first time a player enters the game, they will be at an 'initial' spot. -Targets will be fired when someone spawns in on them. -"nobots" will prevent bots from using this spot. -"nohumans" will prevent non-bots from using this spot. -*/ -void SP_info_player_deathmatch( gentity_t *ent ) { - int i; - - G_SpawnInt( "nobots", "0", &i); - if ( i ) { - ent->flags |= FL_NO_BOTS; - } - G_SpawnInt( "nohumans", "0", &i ); - if ( i ) { - ent->flags |= FL_NO_HUMANS; - } -} - -/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32) -equivelant to info_player_deathmatch -*/ -void SP_info_player_start(gentity_t *ent) { - ent->classname = "info_player_deathmatch"; - SP_info_player_deathmatch( ent ); -} - -/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32) -The intermission will be viewed from this point. Target an info_notnull for the view direction. -*/ -void SP_info_player_intermission( gentity_t *ent ) { - -} - - - -/* -======================================================================= - - 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 ; iclient && hit->client->ps.stats[STAT_HEALTH] > 0 ) { - if ( hit->client) { - 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 ]; -} - -/* -=========== -SelectRandomFurthestSpawnPoint - -Chooses a player start, deathmatch start, etc -============ -*/ -gentity_t *SelectRandomFurthestSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles ) { - gentity_t *spot; - vec3_t delta; - float dist; - float list_dist[64]; - gentity_t *list_spot[64]; - int numSpots, rnd, i, j; - - numSpots = 0; - spot = NULL; - - while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) { - if ( SpotWouldTelefrag( spot ) ) { - continue; - } - VectorSubtract( spot->s.origin, avoidPoint, delta ); - dist = VectorLength( delta ); - for (i = 0; i < numSpots; i++) { - if ( dist > list_dist[i] ) { - if ( numSpots >= 64 ) - numSpots = 64-1; - for (j = numSpots; j > i; j--) { - list_dist[j] = list_dist[j-1]; - list_spot[j] = list_spot[j-1]; - } - list_dist[i] = dist; - list_spot[i] = spot; - numSpots++; - if (numSpots > 64) - numSpots = 64; - break; - } - } - if (i >= numSpots && numSpots < 64) { - list_dist[numSpots] = dist; - list_spot[numSpots] = spot; - numSpots++; - } - } - if (!numSpots) { - spot = G_Find( NULL, FOFS(classname), "info_player_deathmatch"); - if (!spot) - G_Error( "Couldn't find a spawn point" ); - VectorCopy (spot->s.origin, origin); - origin[2] += 9; - VectorCopy (spot->s.angles, angles); - return spot; - } - - // select a random spot from the spawn points furthest away - rnd = random() * (numSpots / 2); - - VectorCopy (list_spot[rnd]->s.origin, origin); - origin[2] += 9; - VectorCopy (list_spot[rnd]->s.angles, angles); - - return list_spot[rnd]; -} - -/* -=========== -SelectSpawnPoint - -Chooses a player start, deathmatch start, etc -============ -*/ -gentity_t *SelectSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles ) { - return SelectRandomFurthestSpawnPoint( avoidPoint, origin, 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; iclassname = "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 ) { -#ifdef MISSIONPACK - gentity_t *e; - int i; -#endif - 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 -#ifdef MISSIONPACK - if ( ent->s.eFlags & EF_KAMIKAZE ) { - body->s.eFlags |= EF_KAMIKAZE; - - // check if there is a kamikaze timer around for this owner - for (i = 0; i < MAX_GENTITIES; i++) { - e = &g_entities[i]; - if (!e->inuse) - continue; - if (e->activator != ent) - continue; - if (strcmp(e->classname, "kamikaze timer")) - continue; - e->activator = body; - break; - } - } -#endif - 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->s.number; - - 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; -} - -/* -================ -TeamLeader - -Returns the client number of the team leader -================ -*/ -int TeamLeader( int team ) { - int i; - - for ( i = 0 ; i < level.maxclients ; i++ ) { - if ( level.clients[i].pers.connected == CON_DISCONNECTED ) { - continue; - } - if ( level.clients[i].sess.sessionTeam == team ) { - if ( level.clients[i].sess.teamLeader ) - return i; - } - } - - return -1; -} - - -/* -================ -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) -=========== -*/ -/* -static void ForceClientSkin( gclient_t *client, char *model, const char *skin ) { - char *p; - - if ((p = Q_strrchr(model, '/')) != 0) { - *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; - int teamTask, teamLeader, team, health; - char *s; - char model[MAX_QPATH]; - char headModel[MAX_QPATH]; - char oldname[MAX_STRING_CHARS]; - gclient_t *client; - char c1[MAX_INFO_STRING]; - char c2[MAX_INFO_STRING]; - char redTeam[MAX_INFO_STRING]; - char blueTeam[MAX_INFO_STRING]; - 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 -#ifdef MISSIONPACK - if (client->ps.powerups[PW_GUARD]) { - client->pers.maxHealth = 200; - } else { - health = atoi( Info_ValueForKey( userinfo, "handicap" ) ); - client->pers.maxHealth = health; - if ( client->pers.maxHealth < 1 || client->pers.maxHealth > 100 ) { - client->pers.maxHealth = 100; - } - } -#else - health = atoi( Info_ValueForKey( userinfo, "handicap" ) ); - client->pers.maxHealth = health; - if ( client->pers.maxHealth < 1 || client->pers.maxHealth > 100 ) { - client->pers.maxHealth = 100; - } -#endif - client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth; - - // set model - if( g_gametype.integer >= GT_TEAM ) { - Q_strncpyz( model, Info_ValueForKey (userinfo, "team_model"), sizeof( model ) ); - Q_strncpyz( headModel, Info_ValueForKey (userinfo, "team_headmodel"), sizeof( headModel ) ); - } else { - Q_strncpyz( model, Info_ValueForKey (userinfo, "model"), sizeof( model ) ); - Q_strncpyz( headModel, Info_ValueForKey (userinfo, "headmodel"), sizeof( headModel ) ); - } - - // bots set their team a few frames later - if (g_gametype.integer >= GT_TEAM && g_entities[clientNum].r.svFlags & SVF_BOT) { - s = Info_ValueForKey( userinfo, "team" ); - if ( !Q_stricmp( s, "red" ) || !Q_stricmp( s, "r" ) ) { - team = TEAM_RED; - } else if ( !Q_stricmp( s, "blue" ) || !Q_stricmp( s, "b" ) ) { - team = TEAM_BLUE; - } else { - // pick the team with the least number of players - team = PickTeam( clientNum ); - } - } - else { - team = client->sess.sessionTeam; - } - -/* NOTE: all client side now - - // team - switch( team ) { - case TEAM_RED: - ForceClientSkin(client, model, "red"); -// ForceClientSkin(client, headModel, "red"); - break; - case TEAM_BLUE: - ForceClientSkin(client, model, "blue"); -// ForceClientSkin(client, headModel, "blue"); - break; - } - // don't ever use a default skin in teamplay, it would just waste memory - // however bots will always join a team but they spawn in as spectator - if ( g_gametype.integer >= GT_TEAM && team == TEAM_SPECTATOR) { - ForceClientSkin(client, model, "red"); -// ForceClientSkin(client, headModel, "red"); - } -*/ - -#ifdef MISSIONPACK - if (g_gametype.integer >= GT_TEAM) { - client->pers.teamInfo = qtrue; - } else { - s = Info_ValueForKey( userinfo, "teamoverlay" ); - if ( ! *s || atoi( s ) != 0 ) { - client->pers.teamInfo = qtrue; - } else { - client->pers.teamInfo = qfalse; - } - } -#else - // teamInfo - s = Info_ValueForKey( userinfo, "teamoverlay" ); - if ( ! *s || atoi( s ) != 0 ) { - client->pers.teamInfo = qtrue; - } else { - client->pers.teamInfo = qfalse; - } -#endif - /* - s = Info_ValueForKey( userinfo, "cg_pmove_fixed" ); - if ( !*s || atoi( s ) == 0 ) { - client->pers.pmoveFixed = qfalse; - } - else { - client->pers.pmoveFixed = qtrue; - } - */ - - // team task (0 = none, 1 = offence, 2 = defence) - teamTask = atoi(Info_ValueForKey(userinfo, "teamtask")); - // team Leader (1 = leader, 0 is normal player) - teamLeader = client->sess.teamLeader; - - // colors - strcpy(c1, Info_ValueForKey( userinfo, "color1" )); - strcpy(c2, Info_ValueForKey( userinfo, "color2" )); - - strcpy(redTeam, Info_ValueForKey( userinfo, "g_redteam" )); - strcpy(blueTeam, Info_ValueForKey( userinfo, "g_blueteam" )); - - // 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\\hmodel\\%s\\c1\\%s\\c2\\%s\\hc\\%i\\w\\%i\\l\\%i\\skill\\%s\\tt\\%d\\tl\\%d", - client->pers.netname, team, model, headModel, c1, c2, - client->pers.maxHealth, client->sess.wins, client->sess.losses, - Info_ValueForKey( userinfo, "skill" ), teamTask, teamLeader ); - } else { - s = va("n\\%s\\t\\%i\\model\\%s\\hmodel\\%s\\g_redteam\\%s\\g_blueteam\\%s\\c1\\%s\\c2\\%s\\hc\\%i\\w\\%i\\l\\%i\\tt\\%d\\tl\\%d", - client->pers.netname, client->sess.sessionTeam, model, headModel, redTeam, blueTeam, c1, c2, - client->pers.maxHealth, client->sess.wins, client->sess.losses, teamTask, teamLeader); - } - - trap_SetConfigstring( CS_PLAYERS+clientNum, s ); - - // this is not the userinfo, more like the configstring actually - 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; -// char *areabits; - gclient_t *client; - char userinfo[MAX_INFO_STRING]; - gentity_t *ent; - - ent = &g_entities[ clientNum ]; - - trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) ); - - // IP filtering - // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=500 - // recommanding PB based IP / GUID banning, the builtin system is pretty limited - // check to see if they are on the banned IP list - value = Info_ValueForKey (userinfo, "ip"); - if ( G_FilterPacket( value ) ) { - return "You are banned from this server."; - } - - // we don't check password for bots and local client - // NOTE: local client <-> "ip" "localhost" - // this means this client is not running in our current process - if ( !( ent->r.svFlags & SVF_BOT ) && (strcmp(value, "localhost") != 0)) { - // 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; - -// areabits = client->areabits; - - 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(); - - // for statistics -// client->areabits = areabits; -// if ( !client->areabits ) -// client->areabits = G_Alloc( (trap_AAS_PointReachabilityAreaIndex( NULL ) + 7) / 8 ); - - 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; - - 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; -// char *savedAreaBits; - int accuracy_hits, accuracy_shots; - int eventSequence; - char userinfo[MAX_INFO_STRING]; - - 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 ) { - // all base oriented team games use the CTF spawn points - 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; - - // always clear the kamikaze flag - ent->s.eFlags &= ~EF_KAMIKAZE; - - // toggle the teleport bit so the client knows to not lerp - // and never clear the voted flag - flags = ent->client->ps.eFlags & (EF_TELEPORT_BIT | EF_VOTED | EF_TEAMVOTED); - flags ^= EF_TELEPORT_BIT; - - // clear everything but the persistant data - - saved = client->pers; - savedSess = client->sess; - savedPing = client->ps.ping; -// savedAreaBits = client->areabits; - accuracy_hits = client->accuracy_hits; - accuracy_shots = client->accuracy_shots; - for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) { - persistant[i] = client->ps.persistant[i]; - } - eventSequence = client->ps.eventSequence; - - memset (client, 0, sizeof(*client)); // bk FIXME: Com_Memset? - - client->pers = saved; - client->sess = savedSess; - client->ps.ping = savedPing; -// client->areabits = savedAreaBits; - client->accuracy_hits = accuracy_hits; - client->accuracy_shots = accuracy_shots; - client->lastkilled_client = -1; - - for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) { - client->ps.persistant[i] = persistant[i]; - } - client->ps.eventSequence = eventSequence; - // increment the spawncount so the client will detect the respawn - client->ps.persistant[PERS_SPAWN_COUNT]++; - client->ps.persistant[PERS_TEAM] = client->sess.sessionTeam; - - client->airOutTime = level.time + 12000; - - trap_GetUserinfo( index, userinfo, sizeof(userinfo) ); - // set max health - client->pers.maxHealth = atoi( Info_ValueForKey( userinfo, "handicap" ) ); - if ( client->pers.maxHealth < 1 || client->pers.maxHealth > 100 ) { - client->pers.maxHealth = 100; - } - // 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] + 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; - - // cleanup if we are kicking a bot that - // hasn't spawned yet - G_RemoveQueuedBotBegin( clientNum ); - - 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 ); -#ifdef MISSIONPACK - TossClientPersistantPowerups( ent ); - if( g_gametype.integer == GT_HARVESTER ) { - TossClientCubes( ent ); - } -#endif - - } - - 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, qfalse ); - } -} - - +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Foobar; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +#include "g_local.h" + +// g_client.c -- client functions that don't happen every frame + +static vec3_t playerMins = {-15, -15, -24}; +static vec3_t playerMaxs = {15, 15, 32}; + +/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) initial +potential spawning position for deathmatch games. +The first time a player enters the game, they will be at an 'initial' spot. +Targets will be fired when someone spawns in on them. +"nobots" will prevent bots from using this spot. +"nohumans" will prevent non-bots from using this spot. +*/ +void SP_info_player_deathmatch( gentity_t *ent ) { + int i; + + G_SpawnInt( "nobots", "0", &i); + if ( i ) { + ent->flags |= FL_NO_BOTS; + } + G_SpawnInt( "nohumans", "0", &i ); + if ( i ) { + ent->flags |= FL_NO_HUMANS; + } +} + +/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32) +equivelant to info_player_deathmatch +*/ +void SP_info_player_start(gentity_t *ent) { + ent->classname = "info_player_deathmatch"; + SP_info_player_deathmatch( ent ); +} + +/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32) +The intermission will be viewed from this point. Target an info_notnull for the view direction. +*/ +void SP_info_player_intermission( gentity_t *ent ) { + +} + + + +/* +======================================================================= + + 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 ; iclient && hit->client->ps.stats[STAT_HEALTH] > 0 ) { + if ( hit->client) { + 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 ]; +} + +/* +=========== +SelectRandomFurthestSpawnPoint + +Chooses a player start, deathmatch start, etc +============ +*/ +gentity_t *SelectRandomFurthestSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles ) { + gentity_t *spot; + vec3_t delta; + float dist; + float list_dist[64]; + gentity_t *list_spot[64]; + int numSpots, rnd, i, j; + + numSpots = 0; + spot = NULL; + + while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) { + if ( SpotWouldTelefrag( spot ) ) { + continue; + } + VectorSubtract( spot->s.origin, avoidPoint, delta ); + dist = VectorLength( delta ); + for (i = 0; i < numSpots; i++) { + if ( dist > list_dist[i] ) { + if ( numSpots >= 64 ) + numSpots = 64-1; + for (j = numSpots; j > i; j--) { + list_dist[j] = list_dist[j-1]; + list_spot[j] = list_spot[j-1]; + } + list_dist[i] = dist; + list_spot[i] = spot; + numSpots++; + if (numSpots > 64) + numSpots = 64; + break; + } + } + if (i >= numSpots && numSpots < 64) { + list_dist[numSpots] = dist; + list_spot[numSpots] = spot; + numSpots++; + } + } + if (!numSpots) { + spot = G_Find( NULL, FOFS(classname), "info_player_deathmatch"); + if (!spot) + G_Error( "Couldn't find a spawn point" ); + VectorCopy (spot->s.origin, origin); + origin[2] += 9; + VectorCopy (spot->s.angles, angles); + return spot; + } + + // select a random spot from the spawn points furthest away + rnd = random() * (numSpots / 2); + + VectorCopy (list_spot[rnd]->s.origin, origin); + origin[2] += 9; + VectorCopy (list_spot[rnd]->s.angles, angles); + + return list_spot[rnd]; +} + +/* +=========== +SelectSpawnPoint + +Chooses a player start, deathmatch start, etc +============ +*/ +gentity_t *SelectSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles ) { + return SelectRandomFurthestSpawnPoint( avoidPoint, origin, 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; iclassname = "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 ) { +#ifdef MISSIONPACK + gentity_t *e; + int i; +#endif + 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 +#ifdef MISSIONPACK + if ( ent->s.eFlags & EF_KAMIKAZE ) { + body->s.eFlags |= EF_KAMIKAZE; + + // check if there is a kamikaze timer around for this owner + for (i = 0; i < MAX_GENTITIES; i++) { + e = &g_entities[i]; + if (!e->inuse) + continue; + if (e->activator != ent) + continue; + if (strcmp(e->classname, "kamikaze timer")) + continue; + e->activator = body; + break; + } + } +#endif + 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->s.number; + + 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; +} + +/* +================ +TeamLeader + +Returns the client number of the team leader +================ +*/ +int TeamLeader( int team ) { + int i; + + for ( i = 0 ; i < level.maxclients ; i++ ) { + if ( level.clients[i].pers.connected == CON_DISCONNECTED ) { + continue; + } + if ( level.clients[i].sess.sessionTeam == team ) { + if ( level.clients[i].sess.teamLeader ) + return i; + } + } + + return -1; +} + + +/* +================ +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) +=========== +*/ +/* +static void ForceClientSkin( gclient_t *client, char *model, const char *skin ) { + char *p; + + if ((p = Q_strrchr(model, '/')) != 0) { + *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; + int teamTask, teamLeader, team, health; + char *s; + char model[MAX_QPATH]; + char headModel[MAX_QPATH]; + char oldname[MAX_STRING_CHARS]; + gclient_t *client; + char c1[MAX_INFO_STRING]; + char c2[MAX_INFO_STRING]; + char redTeam[MAX_INFO_STRING]; + char blueTeam[MAX_INFO_STRING]; + 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 +#ifdef MISSIONPACK + if (client->ps.powerups[PW_GUARD]) { + client->pers.maxHealth = 200; + } else { + health = atoi( Info_ValueForKey( userinfo, "handicap" ) ); + client->pers.maxHealth = health; + if ( client->pers.maxHealth < 1 || client->pers.maxHealth > 100 ) { + client->pers.maxHealth = 100; + } + } +#else + health = atoi( Info_ValueForKey( userinfo, "handicap" ) ); + client->pers.maxHealth = health; + if ( client->pers.maxHealth < 1 || client->pers.maxHealth > 100 ) { + client->pers.maxHealth = 100; + } +#endif + client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth; + + // set model + if( g_gametype.integer >= GT_TEAM ) { + Q_strncpyz( model, Info_ValueForKey (userinfo, "team_model"), sizeof( model ) ); + Q_strncpyz( headModel, Info_ValueForKey (userinfo, "team_headmodel"), sizeof( headModel ) ); + } else { + Q_strncpyz( model, Info_ValueForKey (userinfo, "model"), sizeof( model ) ); + Q_strncpyz( headModel, Info_ValueForKey (userinfo, "headmodel"), sizeof( headModel ) ); + } + + // bots set their team a few frames later + if (g_gametype.integer >= GT_TEAM && g_entities[clientNum].r.svFlags & SVF_BOT) { + s = Info_ValueForKey( userinfo, "team" ); + if ( !Q_stricmp( s, "red" ) || !Q_stricmp( s, "r" ) ) { + team = TEAM_RED; + } else if ( !Q_stricmp( s, "blue" ) || !Q_stricmp( s, "b" ) ) { + team = TEAM_BLUE; + } else { + // pick the team with the least number of players + team = PickTeam( clientNum ); + } + } + else { + team = client->sess.sessionTeam; + } + +/* NOTE: all client side now + + // team + switch( team ) { + case TEAM_RED: + ForceClientSkin(client, model, "red"); +// ForceClientSkin(client, headModel, "red"); + break; + case TEAM_BLUE: + ForceClientSkin(client, model, "blue"); +// ForceClientSkin(client, headModel, "blue"); + break; + } + // don't ever use a default skin in teamplay, it would just waste memory + // however bots will always join a team but they spawn in as spectator + if ( g_gametype.integer >= GT_TEAM && team == TEAM_SPECTATOR) { + ForceClientSkin(client, model, "red"); +// ForceClientSkin(client, headModel, "red"); + } +*/ + +#ifdef MISSIONPACK + if (g_gametype.integer >= GT_TEAM) { + client->pers.teamInfo = qtrue; + } else { + s = Info_ValueForKey( userinfo, "teamoverlay" ); + if ( ! *s || atoi( s ) != 0 ) { + client->pers.teamInfo = qtrue; + } else { + client->pers.teamInfo = qfalse; + } + } +#else + // teamInfo + s = Info_ValueForKey( userinfo, "teamoverlay" ); + if ( ! *s || atoi( s ) != 0 ) { + client->pers.teamInfo = qtrue; + } else { + client->pers.teamInfo = qfalse; + } +#endif + /* + s = Info_ValueForKey( userinfo, "cg_pmove_fixed" ); + if ( !*s || atoi( s ) == 0 ) { + client->pers.pmoveFixed = qfalse; + } + else { + client->pers.pmoveFixed = qtrue; + } + */ + + // team task (0 = none, 1 = offence, 2 = defence) + teamTask = atoi(Info_ValueForKey(userinfo, "teamtask")); + // team Leader (1 = leader, 0 is normal player) + teamLeader = client->sess.teamLeader; + + // colors + strcpy(c1, Info_ValueForKey( userinfo, "color1" )); + strcpy(c2, Info_ValueForKey( userinfo, "color2" )); + + strcpy(redTeam, Info_ValueForKey( userinfo, "g_redteam" )); + strcpy(blueTeam, Info_ValueForKey( userinfo, "g_blueteam" )); + + // 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\\hmodel\\%s\\c1\\%s\\c2\\%s\\hc\\%i\\w\\%i\\l\\%i\\skill\\%s\\tt\\%d\\tl\\%d", + client->pers.netname, team, model, headModel, c1, c2, + client->pers.maxHealth, client->sess.wins, client->sess.losses, + Info_ValueForKey( userinfo, "skill" ), teamTask, teamLeader ); + } else { + s = va("n\\%s\\t\\%i\\model\\%s\\hmodel\\%s\\g_redteam\\%s\\g_blueteam\\%s\\c1\\%s\\c2\\%s\\hc\\%i\\w\\%i\\l\\%i\\tt\\%d\\tl\\%d", + client->pers.netname, client->sess.sessionTeam, model, headModel, redTeam, blueTeam, c1, c2, + client->pers.maxHealth, client->sess.wins, client->sess.losses, teamTask, teamLeader); + } + + trap_SetConfigstring( CS_PLAYERS+clientNum, s ); + + // this is not the userinfo, more like the configstring actually + 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; +// char *areabits; + gclient_t *client; + char userinfo[MAX_INFO_STRING]; + gentity_t *ent; + + ent = &g_entities[ clientNum ]; + + trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) ); + + // IP filtering + // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=500 + // recommanding PB based IP / GUID banning, the builtin system is pretty limited + // check to see if they are on the banned IP list + value = Info_ValueForKey (userinfo, "ip"); + if ( G_FilterPacket( value ) ) { + return "You are banned from this server."; + } + + // we don't check password for bots and local client + // NOTE: local client <-> "ip" "localhost" + // this means this client is not running in our current process + if ( !( ent->r.svFlags & SVF_BOT ) && (strcmp(value, "localhost") != 0)) { + // 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; + +// areabits = client->areabits; + + 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(); + + // for statistics +// client->areabits = areabits; +// if ( !client->areabits ) +// client->areabits = G_Alloc( (trap_AAS_PointReachabilityAreaIndex( NULL ) + 7) / 8 ); + + 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; + + 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; +// char *savedAreaBits; + int accuracy_hits, accuracy_shots; + int eventSequence; + char userinfo[MAX_INFO_STRING]; + + 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 ) { + // all base oriented team games use the CTF spawn points + 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; + + // always clear the kamikaze flag + ent->s.eFlags &= ~EF_KAMIKAZE; + + // toggle the teleport bit so the client knows to not lerp + // and never clear the voted flag + flags = ent->client->ps.eFlags & (EF_TELEPORT_BIT | EF_VOTED | EF_TEAMVOTED); + flags ^= EF_TELEPORT_BIT; + + // clear everything but the persistant data + + saved = client->pers; + savedSess = client->sess; + savedPing = client->ps.ping; +// savedAreaBits = client->areabits; + accuracy_hits = client->accuracy_hits; + accuracy_shots = client->accuracy_shots; + for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) { + persistant[i] = client->ps.persistant[i]; + } + eventSequence = client->ps.eventSequence; + + memset (client, 0, sizeof(*client)); // bk FIXME: Com_Memset? + + client->pers = saved; + client->sess = savedSess; + client->ps.ping = savedPing; +// client->areabits = savedAreaBits; + client->accuracy_hits = accuracy_hits; + client->accuracy_shots = accuracy_shots; + client->lastkilled_client = -1; + + for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) { + client->ps.persistant[i] = persistant[i]; + } + client->ps.eventSequence = eventSequence; + // increment the spawncount so the client will detect the respawn + client->ps.persistant[PERS_SPAWN_COUNT]++; + client->ps.persistant[PERS_TEAM] = client->sess.sessionTeam; + + client->airOutTime = level.time + 12000; + + trap_GetUserinfo( index, userinfo, sizeof(userinfo) ); + // set max health + client->pers.maxHealth = atoi( Info_ValueForKey( userinfo, "handicap" ) ); + if ( client->pers.maxHealth < 1 || client->pers.maxHealth > 100 ) { + client->pers.maxHealth = 100; + } + // 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] + 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; + + // cleanup if we are kicking a bot that + // hasn't spawned yet + G_RemoveQueuedBotBegin( clientNum ); + + 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 ); +#ifdef MISSIONPACK + TossClientPersistantPowerups( ent ); + if( g_gametype.integer == GT_HARVESTER ) { + TossClientCubes( ent ); + } +#endif + + } + + 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, qfalse ); + } +} + + -- cgit v1.2.3