aboutsummaryrefslogtreecommitdiff
path: root/code/game/g_active.c
diff options
context:
space:
mode:
Diffstat (limited to 'code/game/g_active.c')
-rw-r--r--code/game/g_active.c1191
1 files changed, 1191 insertions, 0 deletions
diff --git a/code/game/g_active.c b/code/game/g_active.c
new file mode 100644
index 0000000..aa48c80
--- /dev/null
+++ b/code/game/g_active.c
@@ -0,0 +1,1191 @@
+/*
+===========================================================================
+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_DamageFeedback
+
+Called just before a snapshot is sent to the given player.
+Totals up all damage and generates both the player_state_t
+damage values to that client for pain blends and kicks, and
+global pain sound events for all clients.
+===============
+*/
+void P_DamageFeedback( gentity_t *player ) {
+ gclient_t *client;
+ float count;
+ vec3_t angles;
+
+ client = player->client;
+ if ( client->ps.pm_type == PM_DEAD ) {
+ return;
+ }
+
+ // total points of damage shot at the player this frame
+ count = client->damage_blood + client->damage_armor;
+ if ( count == 0 ) {
+ return; // didn't take any damage
+ }
+
+ if ( count > 255 ) {
+ count = 255;
+ }
+
+ // send the information to the client
+
+ // world damage (falling, slime, etc) uses a special code
+ // to make the blend blob centered instead of positional
+ if ( client->damage_fromWorld ) {
+ client->ps.damagePitch = 255;
+ client->ps.damageYaw = 255;
+
+ client->damage_fromWorld = qfalse;
+ } else {
+ vectoangles( client->damage_from, angles );
+ client->ps.damagePitch = angles[PITCH]/360.0 * 256;
+ client->ps.damageYaw = angles[YAW]/360.0 * 256;
+ }
+
+ // play an apropriate pain sound
+ if ( (level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE) ) {
+ player->pain_debounce_time = level.time + 700;
+ G_AddEvent( player, EV_PAIN, player->health );
+ client->ps.damageEvent++;
+ }
+
+
+ client->ps.damageCount = count;
+
+ //
+ // clear totals
+ //
+ client->damage_blood = 0;
+ client->damage_armor = 0;
+ client->damage_knockback = 0;
+}
+
+
+
+/*
+=============
+P_WorldEffects
+
+Check for lava / slime contents and drowning
+=============
+*/
+void P_WorldEffects( gentity_t *ent ) {
+ qboolean envirosuit;
+ int waterlevel;
+
+ if ( ent->client->noclip ) {
+ ent->client->airOutTime = level.time + 12000; // don't need air
+ return;
+ }
+
+ waterlevel = ent->waterlevel;
+
+ envirosuit = ent->client->ps.powerups[PW_BATTLESUIT] > level.time;
+
+ //
+ // check for drowning
+ //
+ if ( waterlevel == 3 ) {
+ // envirosuit give air
+ if ( envirosuit ) {
+ ent->client->airOutTime = level.time + 10000;
+ }
+
+ // if out of air, start drowning
+ if ( ent->client->airOutTime < level.time) {
+ // drown!
+ ent->client->airOutTime += 1000;
+ if ( ent->health > 0 ) {
+ // take more damage the longer underwater
+ ent->damage += 2;
+ if (ent->damage > 15)
+ ent->damage = 15;
+
+ // play a gurp sound instead of a normal pain sound
+ if (ent->health <= ent->damage) {
+ G_Sound(ent, CHAN_VOICE, G_SoundIndex("*drown.wav"));
+ } else if (rand()&1) {
+ G_Sound(ent, CHAN_VOICE, G_SoundIndex("sound/player/gurp1.wav"));
+ } else {
+ G_Sound(ent, CHAN_VOICE, G_SoundIndex("sound/player/gurp2.wav"));
+ }
+
+ // don't play a normal pain sound
+ ent->pain_debounce_time = level.time + 200;
+
+ G_Damage (ent, NULL, NULL, NULL, NULL,
+ ent->damage, DAMAGE_NO_ARMOR, MOD_WATER);
+ }
+ }
+ } else {
+ ent->client->airOutTime = level.time + 12000;
+ ent->damage = 2;
+ }
+
+ //
+ // check for sizzle damage (move to pmove?)
+ //
+ if (waterlevel &&
+ (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) {
+ if (ent->health > 0
+ && ent->pain_debounce_time <= level.time ) {
+
+ if ( envirosuit ) {
+ G_AddEvent( ent, EV_POWERUP_BATTLESUIT, 0 );
+ } else {
+ if (ent->watertype & CONTENTS_LAVA) {
+ G_Damage (ent, NULL, NULL, NULL, NULL,
+ 30*waterlevel, 0, MOD_LAVA);
+ }
+
+ if (ent->watertype & CONTENTS_SLIME) {
+ G_Damage (ent, NULL, NULL, NULL, NULL,
+ 10*waterlevel, 0, MOD_SLIME);
+ }
+ }
+ }
+ }
+}
+
+
+
+/*
+===============
+G_SetClientSound
+===============
+*/
+void G_SetClientSound( gentity_t *ent ) {
+#ifdef MISSIONPACK
+ if( ent->s.eFlags & EF_TICKING ) {
+ ent->client->ps.loopSound = G_SoundIndex( "sound/weapons/proxmine/wstbtick.wav");
+ }
+ else
+#endif
+ if (ent->waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) {
+ ent->client->ps.loopSound = level.snd_fry;
+ } else {
+ ent->client->ps.loopSound = 0;
+ }
+}
+
+
+
+//==============================================================
+
+/*
+==============
+ClientImpacts
+==============
+*/
+void ClientImpacts( gentity_t *ent, pmove_t *pm ) {
+ int i, j;
+ trace_t trace;
+ gentity_t *other;
+
+ memset( &trace, 0, sizeof( trace ) );
+ for (i=0 ; i<pm->numtouch ; i++) {
+ for (j=0 ; j<i ; j++) {
+ if (pm->touchents[j] == pm->touchents[i] ) {
+ break;
+ }
+ }
+ if (j != i) {
+ continue; // duplicated
+ }
+ other = &g_entities[ pm->touchents[i] ];
+
+ if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) ) {
+ ent->touch( ent, other, &trace );
+ }
+
+ if ( !other->touch ) {
+ continue;
+ }
+
+ other->touch( other, ent, &trace );
+ }
+
+}
+
+/*
+============
+G_TouchTriggers
+
+Find all trigger entities that ent's current position touches.
+Spectators will only interact with teleporters.
+============
+*/
+void G_TouchTriggers( gentity_t *ent ) {
+ int i, num;
+ int touch[MAX_GENTITIES];
+ gentity_t *hit;
+ trace_t trace;
+ vec3_t mins, maxs;
+ static vec3_t range = { 40, 40, 52 };
+
+ if ( !ent->client ) {
+ return;
+ }
+
+ // dead clients don't activate triggers!
+ if ( ent->client->ps.stats[STAT_HEALTH] <= 0 ) {
+ return;
+ }
+
+ VectorSubtract( ent->client->ps.origin, range, mins );
+ VectorAdd( ent->client->ps.origin, range, maxs );
+
+ num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
+
+ // can't use ent->absmin, because that has a one unit pad
+ VectorAdd( ent->client->ps.origin, ent->r.mins, mins );
+ VectorAdd( ent->client->ps.origin, ent->r.maxs, maxs );
+
+ for ( i=0 ; i<num ; i++ ) {
+ hit = &g_entities[touch[i]];
+
+ if ( !hit->touch && !ent->touch ) {
+ continue;
+ }
+ if ( !( hit->r.contents & CONTENTS_TRIGGER ) ) {
+ continue;
+ }
+
+ // ignore most entities if a spectator
+ if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
+ if ( hit->s.eType != ET_TELEPORT_TRIGGER &&
+ // this is ugly but adding a new ET_? type will
+ // most likely cause network incompatibilities
+ hit->touch != Touch_DoorTrigger) {
+ continue;
+ }
+ }
+
+ // use seperate code for determining if an item is picked up
+ // so you don't have to actually contact its bounding box
+ if ( hit->s.eType == ET_ITEM ) {
+ if ( !BG_PlayerTouchesItem( &ent->client->ps, &hit->s, level.time ) ) {
+ continue;
+ }
+ } else {
+ if ( !trap_EntityContact( mins, maxs, hit ) ) {
+ continue;
+ }
+ }
+
+ memset( &trace, 0, sizeof(trace) );
+
+ if ( hit->touch ) {
+ hit->touch (hit, ent, &trace);
+ }
+
+ if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) ) {
+ ent->touch( ent, hit, &trace );
+ }
+ }
+
+ // if we didn't touch a jump pad this pmove frame
+ if ( ent->client->ps.jumppad_frame != ent->client->ps.pmove_framecount ) {
+ ent->client->ps.jumppad_frame = 0;
+ ent->client->ps.jumppad_ent = 0;
+ }
+}
+
+/*
+=================
+SpectatorThink
+=================
+*/
+void SpectatorThink( gentity_t *ent, usercmd_t *ucmd ) {
+ pmove_t pm;
+ gclient_t *client;
+
+ client = ent->client;
+
+ if ( client->sess.spectatorState != SPECTATOR_FOLLOW ) {
+ client->ps.pm_type = PM_SPECTATOR;
+ client->ps.speed = 400; // faster than normal
+
+ // set up for pmove
+ memset (&pm, 0, sizeof(pm));
+ pm.ps = &client->ps;
+ pm.cmd = *ucmd;
+ pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; // spectators can fly through bodies
+ pm.trace = trap_Trace;
+ pm.pointcontents = trap_PointContents;
+
+ // perform a pmove
+ Pmove (&pm);
+ // save results of pmove
+ VectorCopy( client->ps.origin, ent->s.origin );
+
+ G_TouchTriggers( ent );
+ trap_UnlinkEntity( ent );
+ }
+
+ client->oldbuttons = client->buttons;
+ client->buttons = ucmd->buttons;
+
+ // attack button cycles through spectators
+ if ( ( client->buttons & BUTTON_ATTACK ) && ! ( client->oldbuttons & BUTTON_ATTACK ) ) {
+ Cmd_FollowCycle_f( ent, 1 );
+ }
+}
+
+
+
+/*
+=================
+ClientInactivityTimer
+
+Returns qfalse if the client is dropped
+=================
+*/
+qboolean ClientInactivityTimer( gclient_t *client ) {
+ if ( ! g_inactivity.integer ) {
+ // give everyone some time, so if the operator sets g_inactivity during
+ // gameplay, everyone isn't kicked
+ client->inactivityTime = level.time + 60 * 1000;
+ client->inactivityWarning = qfalse;
+ } else if ( client->pers.cmd.forwardmove ||
+ client->pers.cmd.rightmove ||
+ client->pers.cmd.upmove ||
+ (client->pers.cmd.buttons & BUTTON_ATTACK) ) {
+ client->inactivityTime = level.time + g_inactivity.integer * 1000;
+ client->inactivityWarning = qfalse;
+ } else if ( !client->pers.localClient ) {
+ if ( level.time > client->inactivityTime ) {
+ trap_DropClient( client - level.clients, "Dropped due to inactivity" );
+ return qfalse;
+ }
+ if ( level.time > client->inactivityTime - 10000 && !client->inactivityWarning ) {
+ client->inactivityWarning = qtrue;
+ trap_SendServerCommand( client - level.clients, "cp \"Ten seconds until inactivity drop!\n\"" );
+ }
+ }
+ return qtrue;
+}
+
+/*
+==================
+ClientTimerActions
+
+Actions that happen once a second
+==================
+*/
+void ClientTimerActions( gentity_t *ent, int msec ) {
+ gclient_t *client;
+#ifdef MISSIONPACK
+ int maxHealth;
+#endif
+
+ client = ent->client;
+ client->timeResidual += msec;
+
+ while ( client->timeResidual >= 1000 ) {
+ client->timeResidual -= 1000;
+
+ // regenerate
+#ifdef MISSIONPACK
+ if( bg_itemlist[client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
+ maxHealth = client->ps.stats[STAT_MAX_HEALTH] / 2;
+ }
+ else if ( client->ps.powerups[PW_REGEN] ) {
+ maxHealth = client->ps.stats[STAT_MAX_HEALTH];
+ }
+ else {
+ maxHealth = 0;
+ }
+ if( maxHealth ) {
+ if ( ent->health < maxHealth ) {
+ ent->health += 15;
+ if ( ent->health > maxHealth * 1.1 ) {
+ ent->health = maxHealth * 1.1;
+ }
+ G_AddEvent( ent, EV_POWERUP_REGEN, 0 );
+ } else if ( ent->health < maxHealth * 2) {
+ ent->health += 5;
+ if ( ent->health > maxHealth * 2 ) {
+ ent->health = maxHealth * 2;
+ }
+ G_AddEvent( ent, EV_POWERUP_REGEN, 0 );
+ }
+#else
+ if ( client->ps.powerups[PW_REGEN] ) {
+ if ( ent->health < client->ps.stats[STAT_MAX_HEALTH]) {
+ ent->health += 15;
+ if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] * 1.1 ) {
+ ent->health = client->ps.stats[STAT_MAX_HEALTH] * 1.1;
+ }
+ G_AddEvent( ent, EV_POWERUP_REGEN, 0 );
+ } else if ( ent->health < client->ps.stats[STAT_MAX_HEALTH] * 2) {
+ ent->health += 5;
+ if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] * 2 ) {
+ ent->health = client->ps.stats[STAT_MAX_HEALTH] * 2;
+ }
+ G_AddEvent( ent, EV_POWERUP_REGEN, 0 );
+ }
+#endif
+ } else {
+ // count down health when over max
+ if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] ) {
+ ent->health--;
+ }
+ }
+
+ // count down armor when over max
+ if ( client->ps.stats[STAT_ARMOR] > client->ps.stats[STAT_MAX_HEALTH] ) {
+ client->ps.stats[STAT_ARMOR]--;
+ }
+ }
+#ifdef MISSIONPACK
+ if( bg_itemlist[client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_AMMOREGEN ) {
+ int w, max, inc, t, i;
+ int weapList[]={WP_MACHINEGUN,WP_SHOTGUN,WP_GRENADE_LAUNCHER,WP_ROCKET_LAUNCHER,WP_LIGHTNING,WP_RAILGUN,WP_PLASMAGUN,WP_BFG,WP_NAILGUN,WP_PROX_LAUNCHER,WP_CHAINGUN};
+ int weapCount = sizeof(weapList) / sizeof(int);
+ //
+ for (i = 0; i < weapCount; i++) {
+ w = weapList[i];
+
+ switch(w) {
+ case WP_MACHINEGUN: max = 50; inc = 4; t = 1000; break;
+ case WP_SHOTGUN: max = 10; inc = 1; t = 1500; break;
+ case WP_GRENADE_LAUNCHER: max = 10; inc = 1; t = 2000; break;
+ case WP_ROCKET_LAUNCHER: max = 10; inc = 1; t = 1750; break;
+ case WP_LIGHTNING: max = 50; inc = 5; t = 1500; break;
+ case WP_RAILGUN: max = 10; inc = 1; t = 1750; break;
+ case WP_PLASMAGUN: max = 50; inc = 5; t = 1500; break;
+ case WP_BFG: max = 10; inc = 1; t = 4000; break;
+ case WP_NAILGUN: max = 10; inc = 1; t = 1250; break;
+ case WP_PROX_LAUNCHER: max = 5; inc = 1; t = 2000; break;
+ case WP_CHAINGUN: max = 100; inc = 5; t = 1000; break;
+ default: max = 0; inc = 0; t = 1000; break;
+ }
+ client->ammoTimes[w] += msec;
+ if ( client->ps.ammo[w] >= max ) {
+ client->ammoTimes[w] = 0;
+ }
+ if ( client->ammoTimes[w] >= t ) {
+ while ( client->ammoTimes[w] >= t )
+ client->ammoTimes[w] -= t;
+ client->ps.ammo[w] += inc;
+ if ( client->ps.ammo[w] > max ) {
+ client->ps.ammo[w] = max;
+ }
+ }
+ }
+ }
+#endif
+}
+
+/*
+====================
+ClientIntermissionThink
+====================
+*/
+void ClientIntermissionThink( gclient_t *client ) {
+ client->ps.eFlags &= ~EF_TALK;
+ client->ps.eFlags &= ~EF_FIRING;
+
+ // the level will exit when everyone wants to or after timeouts
+
+ // swap and latch button actions
+ client->oldbuttons = client->buttons;
+ client->buttons = client->pers.cmd.buttons;
+ if ( client->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) & ( client->oldbuttons ^ client->buttons ) ) {
+ // this used to be an ^1 but once a player says ready, it should stick
+ client->readyToExit = 1;
+ }
+}
+
+
+/*
+================
+ClientEvents
+
+Events will be passed on to the clients for presentation,
+but any server game effects are handled here
+================
+*/
+void ClientEvents( gentity_t *ent, int oldEventSequence ) {
+ int i, j;
+ int event;
+ gclient_t *client;
+ int damage;
+ vec3_t dir;
+ vec3_t origin, angles;
+// qboolean fired;
+ gitem_t *item;
+ gentity_t *drop;
+
+ client = ent->client;
+
+ if ( oldEventSequence < client->ps.eventSequence - MAX_PS_EVENTS ) {
+ oldEventSequence = client->ps.eventSequence - MAX_PS_EVENTS;
+ }
+ for ( i = oldEventSequence ; i < client->ps.eventSequence ; i++ ) {
+ event = client->ps.events[ i & (MAX_PS_EVENTS-1) ];
+
+ switch ( event ) {
+ case EV_FALL_MEDIUM:
+ case EV_FALL_FAR:
+ if ( ent->s.eType != ET_PLAYER ) {
+ break; // not in the player model
+ }
+ if ( g_dmflags.integer & DF_NO_FALLING ) {
+ break;
+ }
+ if ( event == EV_FALL_FAR ) {
+ damage = 10;
+ } else {
+ damage = 5;
+ }
+ VectorSet (dir, 0, 0, 1);
+ ent->pain_debounce_time = level.time + 200; // no normal pain sound
+ G_Damage (ent, NULL, NULL, NULL, NULL, damage, 0, MOD_FALLING);
+ break;
+
+ case EV_FIRE_WEAPON:
+ FireWeapon( ent );
+ break;
+
+ case EV_USE_ITEM1: // teleporter
+ // drop flags in CTF
+ item = NULL;
+ j = 0;
+
+ if ( ent->client->ps.powerups[ PW_REDFLAG ] ) {
+ item = BG_FindItemForPowerup( PW_REDFLAG );
+ j = PW_REDFLAG;
+ } else if ( ent->client->ps.powerups[ PW_BLUEFLAG ] ) {
+ item = BG_FindItemForPowerup( PW_BLUEFLAG );
+ j = PW_BLUEFLAG;
+ } else if ( ent->client->ps.powerups[ PW_NEUTRALFLAG ] ) {
+ item = BG_FindItemForPowerup( PW_NEUTRALFLAG );
+ j = PW_NEUTRALFLAG;
+ }
+
+ if ( item ) {
+ drop = Drop_Item( ent, item, 0 );
+ // decide how many seconds it has left
+ drop->count = ( ent->client->ps.powerups[ j ] - level.time ) / 1000;
+ if ( drop->count < 1 ) {
+ drop->count = 1;
+ }
+
+ ent->client->ps.powerups[ j ] = 0;
+ }
+
+#ifdef MISSIONPACK
+ if ( g_gametype.integer == GT_HARVESTER ) {
+ if ( ent->client->ps.generic1 > 0 ) {
+ if ( ent->client->sess.sessionTeam == TEAM_RED ) {
+ item = BG_FindItem( "Blue Cube" );
+ } else {
+ item = BG_FindItem( "Red Cube" );
+ }
+ if ( item ) {
+ for ( j = 0; j < ent->client->ps.generic1; j++ ) {
+ drop = Drop_Item( ent, item, 0 );
+ if ( ent->client->sess.sessionTeam == TEAM_RED ) {
+ drop->spawnflags = TEAM_BLUE;
+ } else {
+ drop->spawnflags = TEAM_RED;
+ }
+ }
+ }
+ ent->client->ps.generic1 = 0;
+ }
+ }
+#endif
+ SelectSpawnPoint( ent->client->ps.origin, origin, angles, qfalse );
+ TeleportPlayer( ent, origin, angles );
+ break;
+
+ case EV_USE_ITEM2: // medkit
+ ent->health = ent->client->ps.stats[STAT_MAX_HEALTH] + 25;
+
+ break;
+
+#ifdef MISSIONPACK
+ case EV_USE_ITEM3: // kamikaze
+ // make sure the invulnerability is off
+ ent->client->invulnerabilityTime = 0;
+ // start the kamikze
+ G_StartKamikaze( ent );
+ break;
+
+ case EV_USE_ITEM4: // portal
+ if( ent->client->portalID ) {
+ DropPortalSource( ent );
+ }
+ else {
+ DropPortalDestination( ent );
+ }
+ break;
+ case EV_USE_ITEM5: // invulnerability
+ ent->client->invulnerabilityTime = level.time + 10000;
+ break;
+#endif
+
+ default:
+ break;
+ }
+ }
+
+}
+
+#ifdef MISSIONPACK
+/*
+==============
+StuckInOtherClient
+==============
+*/
+static int StuckInOtherClient(gentity_t *ent) {
+ int i;
+ gentity_t *ent2;
+
+ ent2 = &g_entities[0];
+ for ( i = 0; i < MAX_CLIENTS; i++, ent2++ ) {
+ if ( ent2 == ent ) {
+ continue;
+ }
+ if ( !ent2->inuse ) {
+ continue;
+ }
+ if ( !ent2->client ) {
+ continue;
+ }
+ if ( ent2->health <= 0 ) {
+ continue;
+ }
+ //
+ if (ent2->r.absmin[0] > ent->r.absmax[0])
+ continue;
+ if (ent2->r.absmin[1] > ent->r.absmax[1])
+ continue;
+ if (ent2->r.absmin[2] > ent->r.absmax[2])
+ continue;
+ if (ent2->r.absmax[0] < ent->r.absmin[0])
+ continue;
+ if (ent2->r.absmax[1] < ent->r.absmin[1])
+ continue;
+ if (ent2->r.absmax[2] < ent->r.absmin[2])
+ continue;
+ return qtrue;
+ }
+ return qfalse;
+}
+#endif
+
+void BotTestSolid(vec3_t origin);
+
+/*
+==============
+SendPendingPredictableEvents
+==============
+*/
+void SendPendingPredictableEvents( playerState_t *ps ) {
+ gentity_t *t;
+ int event, seq;
+ int extEvent, number;
+
+ // if there are still events pending
+ if ( ps->entityEventSequence < ps->eventSequence ) {
+ // create a temporary entity for this event which is sent to everyone
+ // except the client who generated the event
+ seq = ps->entityEventSequence & (MAX_PS_EVENTS-1);
+ event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 );
+ // set external event to zero before calling BG_PlayerStateToEntityState
+ extEvent = ps->externalEvent;
+ ps->externalEvent = 0;
+ // create temporary entity for event
+ t = G_TempEntity( ps->origin, event );
+ number = t->s.number;
+ BG_PlayerStateToEntityState( ps, &t->s, qtrue );
+ t->s.number = number;
+ t->s.eType = ET_EVENTS + event;
+ t->s.eFlags |= EF_PLAYER_EVENT;
+ t->s.otherEntityNum = ps->clientNum;
+ // send to everyone except the client who generated the event
+ t->r.svFlags |= SVF_NOTSINGLECLIENT;
+ t->r.singleClient = ps->clientNum;
+ // set back external event
+ ps->externalEvent = extEvent;
+ }
+}
+
+/*
+==============
+ClientThink
+
+This will be called once for each client frame, which will
+usually be a couple times for each server frame on fast clients.
+
+If "g_synchronousClients 1" is set, this will be called exactly
+once for each server frame, which makes for smooth demo recording.
+==============
+*/
+void ClientThink_real( gentity_t *ent ) {
+ gclient_t *client;
+ pmove_t pm;
+ int oldEventSequence;
+ int msec;
+ usercmd_t *ucmd;
+
+ client = ent->client;
+
+ // don't think if the client is not yet connected (and thus not yet spawned in)
+ if (client->pers.connected != CON_CONNECTED) {
+ return;
+ }
+ // mark the time, so the connection sprite can be removed
+ ucmd = &ent->client->pers.cmd;
+
+ // sanity check the command time to prevent speedup cheating
+ if ( ucmd->serverTime > level.time + 200 ) {
+ ucmd->serverTime = level.time + 200;
+// G_Printf("serverTime <<<<<\n" );
+ }
+ if ( ucmd->serverTime < level.time - 1000 ) {
+ ucmd->serverTime = level.time - 1000;
+// G_Printf("serverTime >>>>>\n" );
+ }
+
+ msec = ucmd->serverTime - client->ps.commandTime;
+ // following others may result in bad times, but we still want
+ // to check for follow toggles
+ if ( msec < 1 && client->sess.spectatorState != SPECTATOR_FOLLOW ) {
+ return;
+ }
+ if ( msec > 200 ) {
+ msec = 200;
+ }
+
+ if ( pmove_msec.integer < 8 ) {
+ trap_Cvar_Set("pmove_msec", "8");
+ }
+ else if (pmove_msec.integer > 33) {
+ trap_Cvar_Set("pmove_msec", "33");
+ }
+
+ if ( pmove_fixed.integer || client->pers.pmoveFixed ) {
+ ucmd->serverTime = ((ucmd->serverTime + pmove_msec.integer-1) / pmove_msec.integer) * pmove_msec.integer;
+ //if (ucmd->serverTime - client->ps.commandTime <= 0)
+ // return;
+ }
+
+ //
+ // check for exiting intermission
+ //
+ if ( level.intermissiontime ) {
+ ClientIntermissionThink( client );
+ return;
+ }
+
+ // spectators don't do much
+ if ( client->sess.sessionTeam == TEAM_SPECTATOR ) {
+ if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD ) {
+ return;
+ }
+ SpectatorThink( ent, ucmd );
+ return;
+ }
+
+ // check for inactivity timer, but never drop the local client of a non-dedicated server
+ if ( !ClientInactivityTimer( client ) ) {
+ return;
+ }
+
+ // clear the rewards if time
+ if ( level.time > client->rewardTime ) {
+ client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
+ }
+
+ if ( client->noclip ) {
+ client->ps.pm_type = PM_NOCLIP;
+ } else if ( client->ps.stats[STAT_HEALTH] <= 0 ) {
+ client->ps.pm_type = PM_DEAD;
+ } else {
+ client->ps.pm_type = PM_NORMAL;
+ }
+
+ client->ps.gravity = g_gravity.value;
+
+ // set speed
+ client->ps.speed = g_speed.value;
+
+#ifdef MISSIONPACK
+ if( bg_itemlist[client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) {
+ client->ps.speed *= 1.5;
+ }
+ else
+#endif
+ if ( client->ps.powerups[PW_HASTE] ) {
+ client->ps.speed *= 1.3;
+ }
+
+ // Let go of the hook if we aren't firing
+ if ( client->ps.weapon == WP_GRAPPLING_HOOK &&
+ client->hook && !( ucmd->buttons & BUTTON_ATTACK ) ) {
+ Weapon_HookFree(client->hook);
+ }
+
+ // set up for pmove
+ oldEventSequence = client->ps.eventSequence;
+
+ memset (&pm, 0, sizeof(pm));
+
+ // check for the hit-scan gauntlet, don't let the action
+ // go through as an attack unless it actually hits something
+ if ( client->ps.weapon == WP_GAUNTLET && !( ucmd->buttons & BUTTON_TALK ) &&
+ ( ucmd->buttons & BUTTON_ATTACK ) && client->ps.weaponTime <= 0 ) {
+ pm.gauntletHit = CheckGauntletAttack( ent );
+ }
+
+ if ( ent->flags & FL_FORCE_GESTURE ) {
+ ent->flags &= ~FL_FORCE_GESTURE;
+ ent->client->pers.cmd.buttons |= BUTTON_GESTURE;
+ }
+
+#ifdef MISSIONPACK
+ // check for invulnerability expansion before doing the Pmove
+ if (client->ps.powerups[PW_INVULNERABILITY] ) {
+ if ( !(client->ps.pm_flags & PMF_INVULEXPAND) ) {
+ vec3_t mins = { -42, -42, -42 };
+ vec3_t maxs = { 42, 42, 42 };
+ vec3_t oldmins, oldmaxs;
+
+ VectorCopy (ent->r.mins, oldmins);
+ VectorCopy (ent->r.maxs, oldmaxs);
+ // expand
+ VectorCopy (mins, ent->r.mins);
+ VectorCopy (maxs, ent->r.maxs);
+ trap_LinkEntity(ent);
+ // check if this would get anyone stuck in this player
+ if ( !StuckInOtherClient(ent) ) {
+ // set flag so the expanded size will be set in PM_CheckDuck
+ client->ps.pm_flags |= PMF_INVULEXPAND;
+ }
+ // set back
+ VectorCopy (oldmins, ent->r.mins);
+ VectorCopy (oldmaxs, ent->r.maxs);
+ trap_LinkEntity(ent);
+ }
+ }
+#endif
+
+ pm.ps = &client->ps;
+ pm.cmd = *ucmd;
+ if ( pm.ps->pm_type == PM_DEAD ) {
+ pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY;
+ }
+ else if ( ent->r.svFlags & SVF_BOT ) {
+ pm.tracemask = MASK_PLAYERSOLID | CONTENTS_BOTCLIP;
+ }
+ else {
+ pm.tracemask = MASK_PLAYERSOLID;
+ }
+ pm.trace = trap_Trace;
+ pm.pointcontents = trap_PointContents;
+ pm.debugLevel = g_debugMove.integer;
+ pm.noFootsteps = ( g_dmflags.integer & DF_NO_FOOTSTEPS ) > 0;
+
+ pm.pmove_fixed = pmove_fixed.integer | client->pers.pmoveFixed;
+ pm.pmove_msec = pmove_msec.integer;
+
+ VectorCopy( client->ps.origin, client->oldOrigin );
+
+#ifdef MISSIONPACK
+ if (level.intermissionQueued != 0 && g_singlePlayer.integer) {
+ if ( level.time - level.intermissionQueued >= 1000 ) {
+ pm.cmd.buttons = 0;
+ pm.cmd.forwardmove = 0;
+ pm.cmd.rightmove = 0;
+ pm.cmd.upmove = 0;
+ if ( level.time - level.intermissionQueued >= 2000 && level.time - level.intermissionQueued <= 2500 ) {
+ trap_SendConsoleCommand( EXEC_APPEND, "centerview\n");
+ }
+ ent->client->ps.pm_type = PM_SPINTERMISSION;
+ }
+ }
+ Pmove (&pm);
+#else
+ Pmove (&pm);
+#endif
+
+ // save results of pmove
+ if ( ent->client->ps.eventSequence != oldEventSequence ) {
+ ent->eventTime = level.time;
+ }
+ if (g_smoothClients.integer) {
+ BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue );
+ }
+ else {
+ BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue );
+ }
+ SendPendingPredictableEvents( &ent->client->ps );
+
+ if ( !( ent->client->ps.eFlags & EF_FIRING ) ) {
+ client->fireHeld = qfalse; // for grapple
+ }
+
+ // use the snapped origin for linking so it matches client predicted versions
+ VectorCopy( ent->s.pos.trBase, ent->r.currentOrigin );
+
+ VectorCopy (pm.mins, ent->r.mins);
+ VectorCopy (pm.maxs, ent->r.maxs);
+
+ ent->waterlevel = pm.waterlevel;
+ ent->watertype = pm.watertype;
+
+ // execute client events
+ ClientEvents( ent, oldEventSequence );
+
+ // link entity now, after any personal teleporters have been used
+ trap_LinkEntity (ent);
+ if ( !ent->client->noclip ) {
+ G_TouchTriggers( ent );
+ }
+
+ // NOTE: now copy the exact origin over otherwise clients can be snapped into solid
+ VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
+
+ //test for solid areas in the AAS file
+ BotTestAAS(ent->r.currentOrigin);
+
+ // touch other objects
+ ClientImpacts( ent, &pm );
+
+ // save results of triggers and client events
+ if (ent->client->ps.eventSequence != oldEventSequence) {
+ ent->eventTime = level.time;
+ }
+
+ // swap and latch button actions
+ client->oldbuttons = client->buttons;
+ client->buttons = ucmd->buttons;
+ client->latched_buttons |= client->buttons & ~client->oldbuttons;
+
+ // check for respawning
+ if ( client->ps.stats[STAT_HEALTH] <= 0 ) {
+ // wait for the attack button to be pressed
+ if ( level.time > client->respawnTime ) {
+ // forcerespawn is to prevent users from waiting out powerups
+ if ( g_forcerespawn.integer > 0 &&
+ ( level.time - client->respawnTime ) > g_forcerespawn.integer * 1000 ) {
+ respawn( ent );
+ return;
+ }
+
+ // pressing attack or use is the normal respawn method
+ if ( ucmd->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) ) {
+ respawn( ent );
+ }
+ }
+ return;
+ }
+
+ // perform once-a-second actions
+ ClientTimerActions( ent, msec );
+}
+
+/*
+==================
+ClientThink
+
+A new command has arrived from the client
+==================
+*/
+void ClientThink( int clientNum ) {
+ gentity_t *ent;
+
+ ent = g_entities + clientNum;
+ trap_GetUsercmd( clientNum, &ent->client->pers.cmd );
+
+ // mark the time we got info, so we can display the
+ // phone jack if they don't get any for a while
+ ent->client->lastCmdTime = level.time;
+
+ if ( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer ) {
+ ClientThink_real( ent );
+ }
+}
+
+
+void G_RunClient( gentity_t *ent ) {
+ if ( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer ) {
+ return;
+ }
+ ent->client->pers.cmd.serverTime = level.time;
+ ClientThink_real( ent );
+}
+
+
+/*
+==================
+SpectatorClientEndFrame
+
+==================
+*/
+void SpectatorClientEndFrame( gentity_t *ent ) {
+ gclient_t *cl;
+
+ // if we are doing a chase cam or a remote view, grab the latest info
+ if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) {
+ int clientNum, flags;
+
+ clientNum = ent->client->sess.spectatorClient;
+
+ // team follow1 and team follow2 go to whatever clients are playing
+ if ( clientNum == -1 ) {
+ clientNum = level.follow1;
+ } else if ( clientNum == -2 ) {
+ clientNum = level.follow2;
+ }
+ if ( clientNum >= 0 ) {
+ cl = &level.clients[ clientNum ];
+ if ( cl->pers.connected == CON_CONNECTED && cl->sess.sessionTeam != TEAM_SPECTATOR ) {
+ flags = (cl->ps.eFlags & ~(EF_VOTED | EF_TEAMVOTED)) | (ent->client->ps.eFlags & (EF_VOTED | EF_TEAMVOTED));
+ ent->client->ps = cl->ps;
+ ent->client->ps.pm_flags |= PMF_FOLLOW;
+ ent->client->ps.eFlags = flags;
+ return;
+ } else {
+ // drop them to free spectators unless they are dedicated camera followers
+ if ( ent->client->sess.spectatorClient >= 0 ) {
+ ent->client->sess.spectatorState = SPECTATOR_FREE;
+ ClientBegin( ent->client - level.clients );
+ }
+ }
+ }
+ }
+
+ if ( ent->client->sess.spectatorState == SPECTATOR_SCOREBOARD ) {
+ ent->client->ps.pm_flags |= PMF_SCOREBOARD;
+ } else {
+ ent->client->ps.pm_flags &= ~PMF_SCOREBOARD;
+ }
+}
+
+/*
+==============
+ClientEndFrame
+
+Called at the end of each server frame for each connected client
+A fast client will have multiple ClientThink for each ClientEdFrame,
+while a slow client may have multiple ClientEndFrame between ClientThink.
+==============
+*/
+void ClientEndFrame( gentity_t *ent ) {
+ int i;
+ clientPersistant_t *pers;
+
+ if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
+ SpectatorClientEndFrame( ent );
+ return;
+ }
+
+ pers = &ent->client->pers;
+
+ // turn off any expired powerups
+ for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
+ if ( ent->client->ps.powerups[ i ] < level.time ) {
+ ent->client->ps.powerups[ i ] = 0;
+ }
+ }
+
+#ifdef MISSIONPACK
+ // set powerup for player animation
+ if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
+ ent->client->ps.powerups[PW_GUARD] = level.time;
+ }
+ if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) {
+ ent->client->ps.powerups[PW_SCOUT] = level.time;
+ }
+ if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_DOUBLER ) {
+ ent->client->ps.powerups[PW_DOUBLER] = level.time;
+ }
+ if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_AMMOREGEN ) {
+ ent->client->ps.powerups[PW_AMMOREGEN] = level.time;
+ }
+ if ( ent->client->invulnerabilityTime > level.time ) {
+ ent->client->ps.powerups[PW_INVULNERABILITY] = level.time;
+ }
+#endif
+
+ // save network bandwidth
+#if 0
+ if ( !g_synchronousClients->integer && ent->client->ps.pm_type == PM_NORMAL ) {
+ // FIXME: this must change eventually for non-sync demo recording
+ VectorClear( ent->client->ps.viewangles );
+ }
+#endif
+
+ //
+ // If the end of unit layout is displayed, don't give
+ // the player any normal movement attributes
+ //
+ if ( level.intermissiontime ) {
+ return;
+ }
+
+ // burn from lava, etc
+ P_WorldEffects (ent);
+
+ // apply all the damage taken this frame
+ P_DamageFeedback (ent);
+
+ // add the EF_CONNECTION flag if we haven't gotten commands recently
+ if ( level.time - ent->client->lastCmdTime > 1000 ) {
+ ent->s.eFlags |= EF_CONNECTION;
+ } else {
+ ent->s.eFlags &= ~EF_CONNECTION;
+ }
+
+ ent->client->ps.stats[STAT_HEALTH] = ent->health; // FIXME: get rid of ent->health...
+
+ G_SetClientSound (ent);
+
+ // set the latest infor
+ if (g_smoothClients.integer) {
+ BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue );
+ }
+ else {
+ BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue );
+ }
+ SendPendingPredictableEvents( &ent->client->ps );
+
+ // set the bit for the reachability area the client is currently in
+// i = trap_AAS_PointReachabilityAreaIndex( ent->client->ps.origin );
+// ent->client->areabits[i >> 3] |= 1 << (i & 7);
+}
+
+