mirror of
https://github.com/openmoh/openmohaa.git
synced 2025-04-28 21:57:57 +03:00
1104 lines
24 KiB
C++
1104 lines
24 KiB
C++
/*
|
|
===========================================================================
|
|
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; i<BODY_QUEUE_SIZE; i++ ) {
|
|
ent = G_Spawn();
|
|
ent->classname = "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
|
|
}
|
|
|
|
|