/* =========================================================================== 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" #include "player.h" #include "playerbot.h" #include "playerstart.h" #include "scriptmaster.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}; // FIXME: OLD Q3 CODE #if 0 /*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 ) { } /* ======================================================================= 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 gi.UnlinkEntity( ent ); ent->physicsObject = qfalse; return; } ent->nextthink = level.time + 100; ent->s.origin[ 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 ) { } /* ================ respawn ================ */ void respawn( gentity_t *ent ) { //CopyToBodyQue (ent); ClientSpawn(ent); } /* ================ TeamCount Returns number of players on a team ================ */ teamtype_t TeamCount( int ignoreClientNum, int team ) { int i; int count = 0; for ( i = 0 ; i < game.maxclients ; i++ ) { if ( i == ignoreClientNum ) { continue; } if ( game.clients[i].pers.connected == CON_DISCONNECTED ) { continue; } if ( game.clients[i].sess.sessionTeam == team ) { count++; } } return ( teamtype_t )count; } /* ================ TeamLeader Returns the client number of the team leader ================ */ int TeamLeader( int team ) { int i; for ( i = 0 ; i < game.maxclients ; i++ ) { if ( game.clients[i].pers.connected == CON_DISCONNECTED ) { continue; } if ( game.clients[i].sess.sessionTeam == team ) { if ( game.clients[i].sess.teamLeader ) return i; } } return -1; } /* ================ PickTeam ================ */ teamtype_t PickTeam( int ignoreClientNum ) { int counts[TEAM_NUM_TEAMS]; counts[ TEAM_ALLIES ] = TeamCount( ignoreClientNum, TEAM_ALLIES ); counts[ TEAM_AXIS ] = TeamCount( ignoreClientNum, TEAM_AXIS ); if( counts[ TEAM_ALLIES ] > counts[ TEAM_AXIS ] ) { return TEAM_AXIS; } if( counts[ TEAM_AXIS ] > counts[ TEAM_ALLIES ] ) { return TEAM_ALLIES; } // equal team count, so join the team with the lowest score if( level.teamScores[ TEAM_ALLIES ] > level.teamScores[ TEAM_AXIS ] ) { return TEAM_AXIS; } return TEAM_ALLIES; } /* =========== 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); } */ /* =========== 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]; Entity *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 { 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->s.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; Com_Memset (client, 0, sizeof(*client)); client->ps.stats[STAT_ATTACKERCLIENT] = -1; client->ps.stats[STAT_INFOCLIENT] = -1; 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; client->airOutTime = level.time + 12000; gi.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; ent->s.eFlags = flags; ent->s.groundEntityNum = ENTITYNUM_NONE; ent->client = &game.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; // 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; //gi.GetUsercmd( client - game.clients, &ent->client->pers.cmd ); //FIXME SetClientViewAngle( ent, spawn_angles ); if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) { } else { G_KillBox( ent ); gi.LinkEntity (ent); } // 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; if ( level.intermissiontime ) { MoveClientToIntermission( ent ); } else { // fire the targets of the spawn point //G_UseTargets( spawnPoint->edict, ent ); } // 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; G_ClientThink( ent, &ent->client->pers.cmd ); // 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 ); gi.LinkEntity( ent ); } // run the presend to set anything else ClientEndFrame( ent ); // clear entity state values BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue ); ent->s.modelindex = G_ModelIndex("models/player/american_army.tik"); } /* ================== 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); } #endif /* ======================================================================= SelectSpawnPoint ======================================================================= */ /* ================ SelectNearestDeathmatchSpawnPoint Find the spot that we DON'T want to use ================ */ #define MAX_SPAWN_POINTS 128 Entity *SelectNearestDeathmatchSpawnPoint( vec3_t from ) { Entity *spot; vec3_t delta; float dist, nearestDist; Entity *nearestSpot; nearestDist = 999999; nearestSpot = NULL; spot = NULL; while( ( spot = ( Entity * )G_FindClass( spot, "info_player_deathmatch" ) ) != NULL ) { VectorSubtract( spot->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 ================ */ Entity *SelectRandomDeathmatchSpawnPoint( str spawnpoint_type ) { Entity *spot = NULL; Entity *spot1 = NULL; Entity *spot2 = NULL; int count = 0; int selection; float range; float range1 = 99999.0f; float range2 = 99999.0f; while( ( spot = ( Entity * )G_FindClass( spot, spawnpoint_type ) ) ) { count++; range = PlayersRangeFromSpot( spot ); if( range2 <= range ) { if( range1 > range ) { range1 = range; spot1 = spot; } } else { range2 = range; spot2 = spot; } } spot = NULL; if( !count ) { return NULL; } if( count > 2 ) { count -= 2; } else { spot1 = NULL; spot2 = NULL; } for( selection = rand() % count; selection != -1; selection-- ) { spot = ( Entity * )G_FindClass( spot, spawnpoint_type ); if( !spot ) { break; } if( spot == spot1 || spot == spot2 ) { selection++; } } return spot; } /* =========== SelectRandomFurthestSpawnPoint Chooses a player start, deathmatch start, etc ============ */ Entity *SelectRandomFurthestSpawnPoint( void ) { Entity *spot = NULL; Entity *bestspot = NULL; float bestplayerdistance = 0.0f; while( ( spot = ( Entity * )G_FindClass( spot, "info_player_deathmatch" ) ) ) { float dist = PlayersRangeFromSpot( spot ); if( dist > bestplayerdistance ) { bestplayerdistance = dist; bestspot = spot; } } if( !bestspot ) { bestspot = ( Entity * )G_FindClass( NULL, "info_player_deathmatch" ); } return bestspot; } /* =========== SelectSpawnPoint Chooses a player start, deathmatch start, etc ============ */ PlayerStart *SelectSpawnPoint( Player *player ) { PlayerStart *spot = NULL; switch( g_gametype->integer ) { case GT_FFA: spot = player->GetDM_Team()->GetRandomFfaSpawnpoint( player ); break; case GT_SINGLE_PLAYER: break; case GT_TEAM: case GT_TEAM_ROUNDS: spot = player->GetDM_Team()->GetRandomTeamSpawnpoint( player ); break; case GT_OBJECTIVE: spot = player->GetDM_Team()->GetRandomObjectiveSpawnpoint( player ); break; default: Com_Printf("SelectSpawnPoint: unknown game type '%i'\n", g_gametype->integer); spot = player->GetDM_Team()->GetRandomFfaSpawnpoint( player ); break; } // find a single player start spot if( !spot ) { while( ( spot = ( PlayerStart * )G_FindArchivedClass( spot, "info_player_start" ) ) != NULL ) { if( level.spawnpoint.icmp( spot->TargetName() ) == 0 ) { break; } } if( !spot && !level.spawnpoint.length() ) { // there wasn't a spawnpoint without a target, so use any spot = ( PlayerStart * )G_FindArchivedClass( NULL, "info_player_start" ); } if( !spot ) { gi.Error( ERR_DROP, "No player spawn position named '%s'. Can't spawn player.\n", level.spawnpoint.c_str() ); } } return spot; } //====================================================================== /* =========== 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( colorlessLen == 0 && 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 // don't count spaces in colorlessLen if( ch == ' ' ) { spaces++; if( spaces > 3 ) { continue; } *out++ = ch; len++; 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 gi.SetUserinfo if desired. ============ */ void G_ClientUserinfoChanged( gentity_t *ent, const char *u ) { char *s; gclient_t *client; int clientnum; if( !ent ) { return; } client = ent->client; s = Info_ValueForKey( u, "name" ); if( !s ) { return; } clientnum = ent - g_entities; if( gi.SanitizeName( s, client->pers.netname ) ) { gi.Printf( "WARNING: had to sanitize the name for client %i\n", clientnum ); } s = Info_ValueForKey( u, "dm_playermodel" ); if( !s ) { assert( 0 ); return; } Q_strncpyz( client->pers.playermodel, s, sizeof( client->pers.playermodel ) ); s = Info_ValueForKey( u, "dm_playergermanmodel" ); if( !s ) { assert( 0 ); return; } Q_strncpyz( client->pers.playergermanmodel, s, sizeof( client->pers.playergermanmodel ) ); gi.SetConfigstring( CS_PLAYERS + clientnum, va( "name\\%s", client->pers.netname ) ); if( ent->entity ) { float fov; s = Info_ValueForKey( u, "fov" ); fov = atof( s ); if( fov < 80.0f ) { fov = 80.0f; } else if( fov > 160.0f ) { fov = 160.0f; } Event *ev = new Event( EV_Player_Fov ); ev->AddFloat( fov ); ent->entity->ProcessEvent( ev ); } Q_strncpyz( client->pers.userinfo, u, sizeof( client->pers.userinfo ) ); } void G_BotConnect( int clientNum ) { gclient_t *client; gentity_t *ent; char userinfo[ MAX_INFO_STRING ]; ent = &g_entities[ clientNum ]; ent->client = game.clients + clientNum; ent->s.number = clientNum; client = ent->client; Q_strncpyz( userinfo, client->pers.userinfo, sizeof( userinfo ) ); // read the session data memset( client, 0, sizeof( *client ) ); G_InitSessionData( client, userinfo ); Q_strncpyz( client->pers.ip, "localhost", sizeof( client->pers.ip ) ); client->pers.port = 0; G_ClientUserinfoChanged( ent, userinfo ); } /* =========== 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. ============ */ const char *G_ClientConnect( int clientNum, qboolean firstTime ) { char *ip, *port, *value; gclient_t *client; gentity_t *ent; char userinfo[ MAX_INFO_STRING ]; gi.DPrintf("TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT\n"); if( !g_gametype->integer ) { return NULL; } ent = &g_entities[ clientNum ]; gi.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 ip = Info_ValueForKey( userinfo, "ip" ); port = Info_ValueForKey( userinfo, "port" ); // FIXME: what is fucking wrong with G_FilterPacket... //if ( G_FilterPacket( value ) ) { // return "Banned IP"; //} // 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( ( strcmp( ip, "localhost" ) != 0 ) ) { // check for a password value = Info_ValueForKey( userinfo, "password" ); if ( password->string[ 0 ] && Q_stricmp( password->string, "none" ) && strcmp( password->string, value ) != 0 ) { return "Invalid password"; } } ent->client = game.clients + clientNum; client = ent->client; // read or initialize the session data if ( firstTime ) { memset( client, 0, sizeof( *client ) ); G_InitSessionData( client, userinfo ); } else { G_ReadSessionData( client ); } Q_strncpyz( client->pers.ip, ip, sizeof( client->pers.ip ) ); client->pers.port = atoi( port ); G_ClientUserinfoChanged( ent, userinfo ); #if 0 if( isBot ) { ent->r.svFlags |= SVF_BOT; ent->inuse = qtrue; if( !G_BotConnect( clientNum, !firstTime ) ) { return "BotConnectfailed"; } } #endif // don't do the "xxx connected" messages if they were caried over from previous level if ( firstTime && g_gametype->integer ) { if( dedicated->integer ) { gi.Printf( "%s is preparing for deployment\n", client->pers.netname ); } G_PrintToAllClients( va( "%s is preparing for deployment\n", client->pers.netname ) ); } 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 G_ClientBegin( gentity_t *ent, usercmd_t *cmd ) { try { assert( ent->s.number < game.maxclients ); assert( ent->client != NULL ); if( ent->inuse && ent->entity ) { VectorClear(ent->client->cmd_angles); // the client has cleared the client side viewangles upon // connecting to the server, which is different than the // state when the game is saved, so we need to compensate // with deltaangles ent->entity->SetDeltaAngles(); } else { // a spawn point will completely reinitialize the entity level.spawn_entnum = ent->s.number; if( level.m_bSpawnBot ) { level.m_bSpawnBot = false; PlayerBot *player = new PlayerBot; } else { Player *player = new Player; } } if( level.intermissiontime && ent->entity ) { G_MoveClientToIntermission( ent->entity ); } else { ent->client->pers.enterTime = level.svsFloatTime; if( g_gametype->integer ) { // send effect if in a multiplayer game if( dedicated->integer ) { gi.Printf( "%s has entered the battle\n", ent->client->pers.netname ); } G_PrintToAllClients( va( "%s has entered the battle\n", ent->client->pers.netname ) ); } } // make sure all view stuff is valid if( ent->entity ) { ent->entity->EndFrame(); } } catch( const char *error ) { G_ExitWithError( error ); } } /* =========== 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 gi.DropClient(), which will call this and do server system housekeeping. ============ */ void G_ClientDisconnect( gentity_t *ent ) { try { if ( !ent || ( !ent->client ) || ( !ent->entity ) ) { return; } G_PrintToAllClients( va( "%s has left the battle\n", ent->client->pers.netname ) ); ( ( Player * )ent->entity )->Disconnect(); delete ent->entity; ent->entity = NULL; } catch( const char *error ) { G_ExitWithError( error ); } #if 0 int i; // cleanup if we are kicking a bot that // hasn't spawned yet G_RemoveQueuedBotBegin( ent->client->ps.clientNum ); if ( !ent->client ) { return; } // stop any following clients for ( i = 0 ; i < game.maxclients ; i++ ) { if ( game.clients[i].sess.sessionTeam == TEAM_SPECTATOR && game.clients[i].sess.spectatorState == SPECTATOR_FOLLOW && game.clients[i].sess.spectatorClient == ent->client->ps.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 ) { // 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", ent->client->ps.clientNum ); gi.UnlinkEntity (ent); ent->s.modelindex = 0; ent->inuse = qfalse; ent->classname = "disconnected"; ent->client->pers.connected = CON_DISCONNECTED; ent->client->ps.stats[ STAT_TEAM ] = TEAM_NONE; ent->client->sess.sessionTeam = TEAM_NONE; gi.SetConfigstring( CS_PLAYERS + ent->client->ps.clientNum, "" ); CalculateRanks(); if ( ent->r.svFlags & SVF_BOT ) { BotAIShutdownClient( ent->client->ps.clientNum, qfalse ); } #endif }