mirror of
https://github.com/openmoh/openmohaa.git
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956 lines
24 KiB
C++
956 lines
24 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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#include "g_local.h"
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#include "entity.h"
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#include "game.h"
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// FIXME: OLD Q3 CODE
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#if 0
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/*
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===============
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G_DamageFeedback
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Called just before a snapshot is sent to the given player.
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Totals up all damage and generates both the player_state_t
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damage values to that client for pain blends and kicks, and
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global pain sound events for all clients.
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===============
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*/
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void P_DamageFeedback( gentity_t *player ) {
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gclient_t *client;
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float count;
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vec3_t angles;
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client = player->client;
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if ( client->ps.pm_type == PM_DEAD ) {
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return;
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}
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// total points of damage shot at the player this frame
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count = client->damage_blood + client->damage_armor;
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if ( count == 0 ) {
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return; // didn't take any damage
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}
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if ( count > 255 ) {
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count = 255;
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}
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// send the information to the client
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//// world damage (falling, slime, etc) uses a special code
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//// to make the blend blob centered instead of positional
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//if ( client->damage_fromWorld ) {
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// client->ps.damagePitch = 255;
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// client->ps.damageYaw = 255;
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// client->damage_fromWorld = qfalse;
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//} else {
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// vectoangles( client->damage_from, angles );
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// client->ps.damagePitch = angles[PITCH]/360.0 * 256;
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// client->ps.damageYaw = angles[YAW]/360.0 * 256;
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//}
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// play an apropriate pain sound
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if ( (level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE) ) {
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player->pain_debounce_time = level.time + 700;
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//G_AddEvent( player, EV_PAIN, player->health );
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//client->ps.damageEvent++;
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}
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// client->ps.damageCount = count;
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//
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// clear totals
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//
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client->damage_blood = 0;
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client->damage_armor = 0;
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client->damage_knockback = 0;
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}
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/*
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=============
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P_WorldEffects
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Check for lava / slime contents and drowning
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=============
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*/
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void P_WorldEffects( gentity_t *ent ) {
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qboolean envirosuit;
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int waterlevel;
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if ( ent->client->noclip ) {
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ent->client->airOutTime = level.time + 12000; // don't need air
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return;
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}
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waterlevel = ent->waterlevel;
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// envirosuit = ent->client->ps.powerups[PW_BATTLESUIT] > level.time;
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//
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// check for drowning
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//
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if ( waterlevel == 3 ) {
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// envirosuit give air
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//if ( envirosuit ) {
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// ent->client->airOutTime = level.time + 10000;
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//}
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// if out of air, start drowning
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if ( ent->client->airOutTime < level.time) {
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// drown!
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ent->client->airOutTime += 1000;
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if ( ent->health > 0 ) {
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// take more damage the longer underwater
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ent->damage += 2;
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if (ent->damage > 15)
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ent->damage = 15;
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// play a gurp sound instead of a normal pain sound
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if (ent->health <= ent->damage) {
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G_Sound(ent, CHAN_VOICE, G_SoundIndex("*drown.wav"));
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} else if (rand()&1) {
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G_Sound(ent, CHAN_VOICE, G_SoundIndex("sound/player/gurp1.wav"));
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} else {
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G_Sound(ent, CHAN_VOICE, G_SoundIndex("sound/player/gurp2.wav"));
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}
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// don't play a normal pain sound
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ent->pain_debounce_time = level.time + 200;
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G_Damage (ent, NULL, NULL, NULL, NULL,
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ent->damage, DAMAGE_NO_ARMOR, MOD_WATER);
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}
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}
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} else {
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ent->client->airOutTime = level.time + 12000;
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ent->damage = 2;
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}
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//
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// check for sizzle damage (move to pmove?)
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//
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if (waterlevel &&
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(ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) {
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if (ent->health > 0
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&& ent->pain_debounce_time <= level.time ) {
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if ( envirosuit ) {
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// G_AddEvent( ent, EV_POWERUP_BATTLESUIT, 0 );
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} else {
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if (ent->watertype & CONTENTS_LAVA) {
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G_Damage (ent, NULL, NULL, NULL, NULL,
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30*waterlevel, 0, MOD_LAVA);
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}
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if (ent->watertype & CONTENTS_SLIME) {
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G_Damage (ent, NULL, NULL, NULL, NULL,
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10*waterlevel, 0, MOD_SLIME);
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}
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}
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}
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}
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}
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/*
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==============
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ClientThink
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This will be called once for each client frame, which will
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usually be a couple times for each server frame on fast clients.
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If "g_synchronousClients 1" is set, this will be called exactly
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once for each server frame, which makes for smooth demo recording.
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==============
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*/
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void ClientThink_real( gentity_t *ent ) {
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gclient_t *client;
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pmove_t pm;
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int msec;
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usercmd_t *ucmd;
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try
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{
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if( ent->entity )
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{
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current_ucmd = &ent->client->pers.cmd;
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ent->entity->ProcessEvent( EV_ClientMove );
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current_ucmd = NULL;
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}
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}
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catch( const char *error )
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{
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G_ExitWithError( error );
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}
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return;
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client = ent->client;
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// don't think if the client is not yet connected (and thus not yet spawned in)
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if (client->pers.connected != CON_CONNECTED) {
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return;
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}
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// mark the time, so the connection sprite can be removed
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ucmd = &ent->client->pers.cmd;
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// sanity check the command time to prevent speedup cheating
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if ( ucmd->serverTime > level.time + 200 ) {
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ucmd->serverTime = level.time + 200;
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// G_Printf("serverTime <<<<<\n" );
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}
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if ( ucmd->serverTime < level.time - 1000 ) {
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ucmd->serverTime = level.time - 1000;
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// G_Printf("serverTime >>>>>\n" );
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}
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msec = ucmd->serverTime - client->ps.commandTime;
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// following others may result in bad times, but we still want
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// to check for follow toggles
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if ( msec < 1 && client->sess.spectatorState != SPECTATOR_FOLLOW ) {
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return;
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}
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if ( msec > 200 ) {
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msec = 200;
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}
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if ( pmove_msec.integer < 8 ) {
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gi.Cvar_Set("pmove_msec", "8");
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}
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else if (pmove_msec.integer > 33) {
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gi.Cvar_Set("pmove_msec", "33");
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}
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if ( pmove_fixed.integer || client->pers.pmoveFixed ) {
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ucmd->serverTime = ((ucmd->serverTime + pmove_msec.integer-1) / pmove_msec.integer) * pmove_msec.integer;
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//if (ucmd->serverTime - client->ps.commandTime <= 0)
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// return;
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}
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//
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// check for exiting intermission
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//
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if ( level.intermissiontime ) {
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ClientIntermissionThink( client );
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return;
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}
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// spectators don't do much
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/*if ( client->sess.sessionTeam == TEAM_SPECTATOR ) {
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if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD ) {
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return;
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}
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SpectatorThink( ent, ucmd );
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return;
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}*/
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// check for inactivity timer, but never drop the local client of a non-dedicated server
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if ( !ClientInactivityTimer( client ) ) {
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return;
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}
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if ( client->noclip ) {
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client->ps.pm_type = PM_NOCLIP;
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} else if ( client->ps.stats[STAT_HEALTH] <= 0 ) {
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client->ps.pm_type = PM_DEAD;
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} else {
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client->ps.pm_type = PM_NORMAL;
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}
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client->ps.gravity = sv_gravity->value;
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// set speed
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client->ps.speed = sv_runspeed->value;
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#ifdef MISSIONPACK
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if( bg_itemlist[client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) {
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client->ps.speed *= 1.5;
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}
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else
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#endif
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memset (&pm, 0, sizeof(pm));
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if ( ent->flags & FL_FORCE_GESTURE ) {
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ent->flags &= ~FL_FORCE_GESTURE;
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ent->client->pers.cmd.buttons |= BUTTON_GESTURE;
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}
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#ifdef MISSIONPACK
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// check for invulnerability expansion before doing the Pmove
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if (client->ps.powerups[PW_INVULNERABILITY] ) {
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if ( !(client->ps.pm_flags & PMF_INVULEXPAND) ) {
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vec3_t mins = { -42, -42, -42 };
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vec3_t maxs = { 42, 42, 42 };
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vec3_t oldmins, oldmaxs;
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VectorCopy (ent->r.mins, oldmins);
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VectorCopy (ent->r.maxs, oldmaxs);
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// expand
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VectorCopy (mins, ent->r.mins);
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VectorCopy (maxs, ent->r.maxs);
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gi.LinkEntity(ent);
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// check if this would get anyone stuck in this player
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if ( !StuckInOtherClient(ent) ) {
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// set flag so the expanded size will be set in PM_CheckDuck
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client->ps.pm_flags |= PMF_INVULEXPAND;
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}
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// set back
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VectorCopy (oldmins, ent->r.mins);
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VectorCopy (oldmaxs, ent->r.maxs);
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gi.LinkEntity(ent);
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}
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}
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#endif
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pm.ps = &client->ps;
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pm.cmd = *ucmd;
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if ( pm.ps->pm_type == PM_DEAD ) {
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pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY;
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}
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else if ( ent->r.svFlags & SVF_BOT ) {
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pm.tracemask = MASK_PLAYERSOLID | CONTENTS_BOTCLIP;
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}
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else {
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pm.tracemask = MASK_PLAYERSOLID;
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}
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pm.trace = gi.Trace;
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pm.pointcontents = gi.PointContents;
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pm.debugLevel = g_debugMove.integer;
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pm.noFootsteps = ( dmflags->integer & DF_NO_FOOTSTEPS ) > 0;
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pm.pmove_fixed = pmove_fixed.integer | client->pers.pmoveFixed;
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pm.pmove_msec = pmove_msec.integer;
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VectorCopy( client->ps.origin, client->oldOrigin );
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#ifdef MISSIONPACK
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if (level.intermissionQueued != 0 && g_singlePlayer.integer) {
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if ( level.time - level.intermissionQueued >= 1000 ) {
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pm.cmd.buttons = 0;
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pm.cmd.forwardmove = 0;
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pm.cmd.rightmove = 0;
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pm.cmd.upmove = 0;
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if ( level.time - level.intermissionQueued >= 2000 && level.time - level.intermissionQueued <= 2500 ) {
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gi.SendConsoleCommand( EXEC_APPEND, "centerview\n");
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}
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ent->client->ps.pm_type = PM_SPINTERMISSION;
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}
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}
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Pmove (&pm);
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#else
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Pmove (&pm);
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#endif
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// save results of pmove
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if (g_smoothClients.integer) {
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BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue );
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}
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else {
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BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue );
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}
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// SendPendingPredictableEvents( &ent->client->ps );
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//if ( !( ent->client->ps.eFlags & EF_FIRING ) ) {
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// client->fireHeld = qfalse; // for grapple
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//}
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// use the snapped origin for linking so it matches client predicted versions
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VectorCopy( ent->s.origin, ent->r.currentOrigin );
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VectorCopy (pm.mins, ent->r.mins);
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VectorCopy (pm.maxs, ent->r.maxs);
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ent->waterlevel = pm.waterlevel;
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ent->watertype = pm.watertype;
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// link entity now, after any personal teleporters have been used
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gi.LinkEntity (ent);
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if ( !ent->client->noclip ) {
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G_TouchTriggers( ent );
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}
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// NOTE: now copy the exact origin over otherwise clients can be snapped into solid
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VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
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//test for solid areas in the AAS file
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//BotTestAAS(ent->r.currentOrigin);
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// touch other objects
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ClientImpacts( ent, &pm );
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// swap and latch button actions
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client->oldbuttons = client->buttons;
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client->buttons = ucmd->buttons;
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client->latched_buttons |= client->buttons & ~client->oldbuttons;
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// check for respawning
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if ( client->ps.stats[STAT_HEALTH] <= 0 ) {
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// wait for the attack button to be pressed
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if ( level.time > client->respawnTime ) {
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// forcerespawn is to prevent users from waiting out powerups
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if ( g_forcerespawn.integer > 0 &&
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( level.time - client->respawnTime ) > g_forcerespawn.integer * 1000 ) {
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respawn( ent );
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return;
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}
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// pressing attack or use is the normal respawn method
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if ( ucmd->buttons & ( BUTTON_ATTACK | BUTTON_USE ) ) {
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respawn( ent );
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}
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}
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return;
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}
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if(client->buttons & BUTTON_USE) {
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ClientUse(ent);
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} else {
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ent->lastUseEntity = ENTITYNUM_NONE;
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}
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// perform once-a-second actions
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ClientTimerActions( ent, msec );
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}
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void G_RunClient( gentity_t *ent ) {
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if ( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer ) {
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return;
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}
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ent->client->pers.cmd.serverTime = level.time;
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ClientThink_real( ent );
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}
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/*
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==============
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ClientEndFrame
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Called at the end of each server frame for each connected client
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A fast client will have multiple ClientThink for each ClientEdFrame,
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while a slow client may have multiple ClientEndFrame between ClientThink.
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==============
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*/
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void ClientEndFrame( gentity_t *ent ) {
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int i;
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clientPersistant_t *pers;
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if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
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SpectatorClientEndFrame( ent );
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return;
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}
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pers = &ent->client->pers;
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// turn off any expired powerups
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//for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
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// if ( ent->client->ps.powerups[ i ] < level.time ) {
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// ent->client->ps.powerups[ i ] = 0;
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// }
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//}
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#ifdef MISSIONPACK
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// set powerup for player animation
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if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
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ent->client->ps.powerups[PW_GUARD] = level.time;
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}
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if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) {
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ent->client->ps.powerups[PW_SCOUT] = level.time;
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}
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if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_DOUBLER ) {
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ent->client->ps.powerups[PW_DOUBLER] = level.time;
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}
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if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_AMMOREGEN ) {
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ent->client->ps.powerups[PW_AMMOREGEN] = level.time;
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}
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if ( ent->client->invulnerabilityTime > level.time ) {
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ent->client->ps.powerups[PW_INVULNERABILITY] = level.time;
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}
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#endif
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// save network bandwidth
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#if 0
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if ( !g_synchronousClients->integer && ent->client->ps.pm_type == PM_NORMAL ) {
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// FIXME: this must change eventually for non-sync demo recording
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VectorClear( ent->client->ps.viewangles );
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}
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#endif
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//
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// If the end of unit layout is displayed, don't give
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// the player any normal movement attributes
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//
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if ( level.intermissiontime ) {
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return;
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}
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// burn from lava, etc
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P_WorldEffects (ent);
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// apply all the damage taken this frame
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P_DamageFeedback (ent);
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// add the EF_CONNECTION flag if we haven't gotten commands recently
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if ( level.time - ent->client->lastCmdTime > 1000 ) {
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ent->s.eFlags |= EF_CONNECTION;
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} else {
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ent->s.eFlags &= ~EF_CONNECTION;
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}
|
|
|
|
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 = GBot_AAS_PointReachabilityAreaIndex( ent->client->ps.origin );
|
|
// ent->client->areabits[i >> 3] |= 1 << (i & 7);
|
|
}
|
|
|
|
/*
|
|
==============
|
|
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 );
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
=================
|
|
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 ) {
|
|
gi.DropClient( client - game.clients, "Dropped due to inactivity" );
|
|
return qfalse;
|
|
}
|
|
if ( level.time > client->inactivityTime - 10000 && !client->inactivityWarning ) {
|
|
client->inactivityWarning = qtrue;
|
|
gi.SendServerCommand( client - game.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;
|
|
|
|
|
|
{
|
|
// 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 ) {
|
|
|
|
}
|
|
|
|
/*
|
|
================
|
|
ClientUse
|
|
================
|
|
Does a trace and touches the entity hit.
|
|
*/
|
|
void ClientUse(gentity_t *ent) {
|
|
trace_t tr;
|
|
vec3_t forward, right, up;
|
|
gentity_t *other;
|
|
vec3_t g_muzzle;
|
|
|
|
// set aiming directions
|
|
AngleVectors(ent->client->ps.viewangles, forward, right, up);
|
|
CalcMuzzlePoint(ent, forward, right, up, g_muzzle);
|
|
|
|
VectorMA(g_muzzle, 96.f, forward, right);
|
|
gi.Trace(&tr, g_muzzle, NULL, NULL, right, ent - g_entities, MASK_SOLID,0,false);
|
|
|
|
if (tr.fraction == 1.f || tr.entityNum == ENTITYNUM_NONE || tr.entityNum == ENTITYNUM_WORLD) {
|
|
ent->lastUseEntity = tr.entityNum;
|
|
return; // nothing interesting hit
|
|
}
|
|
other = g_entities + tr.entityNum;
|
|
if (other->client) { // push them around
|
|
// make the velocity lateral only so that they can't make others go over obstacles
|
|
forward[2] = 0;
|
|
VectorNormalize(forward);
|
|
if (VectorLengthSquared(forward) < 1.f)
|
|
return; // probably looking straight up or down, don't bother
|
|
VectorMA(other->client->ps.velocity, 128.f, forward, other->client->ps.velocity);
|
|
other->client->ps.velocity[2] += 16.f; // nudge the velocity upwards so that it's not eaten immediately by ground friction
|
|
return;
|
|
}
|
|
if(ent->lastUseEntity != tr.entityNum) {
|
|
if (other->s.eType == ET_MOVER && other->splashDamage) {
|
|
Use_BinaryMover(other, ent, ent);
|
|
}
|
|
}
|
|
ent->lastUseEntity = tr.entityNum;
|
|
}
|
|
|
|
void BotTestSolid(vec3_t origin);
|
|
|
|
/*
|
|
==============
|
|
SendPendingPredictableEvents
|
|
==============
|
|
*/
|
|
void SendPendingPredictableEvents( playerState_t *ps ) {
|
|
|
|
}
|
|
|
|
/*
|
|
=================
|
|
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_NOCLIP;
|
|
client->ps.speed = sv_runspeed->value * 2.f; // 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 = gi.Trace;
|
|
pm.pointcontents = gi.PointContents;
|
|
|
|
// perform a pmove
|
|
Pmove (&pm);
|
|
// save results of pmove
|
|
VectorCopy( client->ps.origin, ent->s.origin );
|
|
|
|
G_TouchTriggers( ent );
|
|
gi.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 );
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
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 = &game.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;
|
|
G_ClientBegin( &g_entities[ ent->client - game.clients ], NULL );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( ent->client->sess.spectatorState == SPECTATOR_SCOREBOARD ) {
|
|
ent->client->ps.pm_flags |= PMF_SCOREBOARD;
|
|
} else {
|
|
ent->client->ps.pm_flags &= ~PMF_SCOREBOARD;
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
/*
|
|
===============
|
|
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;
|
|
//}
|
|
}
|
|
|
|
|
|
|
|
//==============================================================
|
|
|
|
/*
|
|
============
|
|
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;
|
|
int num;
|
|
int touch[ MAX_GENTITIES ];
|
|
gentity_t *hit;
|
|
Event *ev;
|
|
|
|
// dead things don't activate triggers!
|
|
if( ( ent->client || ( ent->r.svFlags & SVF_BOT ) ) && ( ent->entity->health <= 0 ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
num = gi.AreaEntities( ent->r.absmin, ent->r.absmax, touch, MAX_GENTITIES );
|
|
|
|
// be careful, it is possible to have an entity in this
|
|
// list removed before we get to it (killtriggered)
|
|
for( i = 0; i < num; i++ )
|
|
{
|
|
hit = &g_entities[ touch[ i ] ];
|
|
if( !hit->inuse || ( hit->entity == ent->entity ) || ( hit->solid != SOLID_TRIGGER ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
assert( hit->entity );
|
|
|
|
// FIXME
|
|
// should we post the events on the list with zero time
|
|
ev = new Event( EV_Touch );
|
|
ev->AddEntity( ent->entity );
|
|
hit->entity->ProcessEvent( ev );
|
|
hit->entity->Unregister( "touch" );
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
ClientThink
|
|
|
|
A new command has arrived from the client
|
|
==================
|
|
*/
|
|
void G_ClientThink( gentity_t *ent, usercmd_t *cmd, usereyes_t *eyeinfo )
|
|
{
|
|
try
|
|
{
|
|
if( ent->entity )
|
|
{
|
|
current_ucmd = cmd;
|
|
current_eyeinfo = eyeinfo;
|
|
ent->entity->ClientThink();
|
|
current_ucmd = NULL;
|
|
current_eyeinfo = NULL;
|
|
}
|
|
}
|
|
|
|
catch( const char *error )
|
|
{
|
|
G_ExitWithError( error );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
G_ClientEndServerFrames
|
|
=================
|
|
*/
|
|
void G_ClientEndServerFrames( void )
|
|
{
|
|
int i;
|
|
gentity_t *ent;
|
|
|
|
// calc the player views now that all pushing
|
|
// and damage has been added
|
|
for( i = 0; i < game.maxclients; i++ )
|
|
{
|
|
ent = g_entities + i;
|
|
if( !ent->inuse || !ent->client || !ent->entity )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
ent->entity->EndFrame();
|
|
}
|
|
}
|
|
|