/* =========================================================================== 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 Quake III Arena source code; 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; // -bnewbold CopyToBodyQue (ent); ClientSpawn(ent); // add a teleportation effect // disabled -bnewbold //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 outpos = 0, colorlessLen = 0, spaces = 0; // discard leading spaces for(; *in == ' '; in++); for(; *in && outpos < outSize - 1; in++) { out[outpos] = *in; if(*in == ' ') { // don't allow too many consecutive spaces if(spaces > 2) continue; spaces++; } else if(outpos > 0 && out[outpos - 1] == Q_COLOR_ESCAPE) { if(Q_IsColorString(&out[outpos - 1])) { colorlessLen--; if(ColorIndex(*in) == 0) { // Disallow color black in names to prevent players // from getting advantage playing in front of black backgrounds outpos--; continue; } } else { spaces = 0; colorlessLen++; } } else { spaces = 0; colorlessLen++; } outpos++; } out[outpos] = '\0'; // don't allow empty names if( *out == '\0' || colorlessLen == 0) Q_strncpyz(out, "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]; char guid[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" )); strcpy(guid, Info_ValueForKey(userinfo, "cl_guid")); // 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\\guid\\%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, guid, 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 ( !isBot && (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; Com_Memset (client, 0, sizeof(*client)); 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 ); // Get going! -bnewbold trap_SendConsoleCommand( EXEC_APPEND, "+forward\n" ); } /* =========== 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] ); } if( g_gametype.integer == GT_TOURNAMENT && ent->client->sess.sessionTeam == TEAM_FREE && level.intermissiontime ) { trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" ); level.restarted = qtrue; level.changemap = NULL; level.intermissiontime = 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 ); } }