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/*
===========================================================================
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 "entity.h"
#include "game.h"
// FIXME: OLD Q3 CODE
#if 0
/*
===============
G_DamageFeedback
Called just before a snapshot is sent to the given player.
Totals up all damage and generates both the player_state_t
damage values to that client for pain blends and kicks, and
global pain sound events for all clients.
===============
*/
void P_DamageFeedback( gentity_t *player ) {
gclient_t *client;
float count;
vec3_t angles;
client = player->client;
if ( client->ps.pm_type == PM_DEAD ) {
return;
}
// total points of damage shot at the player this frame
count = client->damage_blood + client->damage_armor;
if ( count == 0 ) {
return; // didn't take any damage
}
if ( count > 255 ) {
count = 255;
}
// send the information to the client
//// world damage (falling, slime, etc) uses a special code
//// to make the blend blob centered instead of positional
//if ( client->damage_fromWorld ) {
// client->ps.damagePitch = 255;
// client->ps.damageYaw = 255;
// client->damage_fromWorld = qfalse;
//} else {
// vectoangles( client->damage_from, angles );
// client->ps.damagePitch = angles[PITCH]/360.0 * 256;
// client->ps.damageYaw = angles[YAW]/360.0 * 256;
//}
// play an apropriate pain sound
if ( (level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE) ) {
player->pain_debounce_time = level.time + 700;
//G_AddEvent( player, EV_PAIN, player->health );
//client->ps.damageEvent++;
}
// client->ps.damageCount = count;
//
// clear totals
//
client->damage_blood = 0;
client->damage_armor = 0;
client->damage_knockback = 0;
}
/*
=============
P_WorldEffects
Check for lava / slime contents and drowning
=============
*/
void P_WorldEffects( gentity_t *ent ) {
qboolean envirosuit;
int waterlevel;
if ( ent->client->noclip ) {
ent->client->airOutTime = level.time + 12000; // don't need air
return;
}
waterlevel = ent->waterlevel;
// envirosuit = ent->client->ps.powerups[PW_BATTLESUIT] > level.time;
//
// check for drowning
//
if ( waterlevel == 3 ) {
// envirosuit give air
//if ( envirosuit ) {
// ent->client->airOutTime = level.time + 10000;
//}
// if out of air, start drowning
if ( ent->client->airOutTime < level.time) {
// drown!
ent->client->airOutTime += 1000;
if ( ent->health > 0 ) {
// take more damage the longer underwater
ent->damage += 2;
if (ent->damage > 15)
ent->damage = 15;
// play a gurp sound instead of a normal pain sound
if (ent->health <= ent->damage) {
G_Sound(ent, CHAN_VOICE, G_SoundIndex("*drown.wav"));
} else if (rand()&1) {
G_Sound(ent, CHAN_VOICE, G_SoundIndex("sound/player/gurp1.wav"));
} else {
G_Sound(ent, CHAN_VOICE, G_SoundIndex("sound/player/gurp2.wav"));
}
// don't play a normal pain sound
ent->pain_debounce_time = level.time + 200;
G_Damage (ent, NULL, NULL, NULL, NULL,
ent->damage, DAMAGE_NO_ARMOR, MOD_WATER);
}
}
} else {
ent->client->airOutTime = level.time + 12000;
ent->damage = 2;
}
//
// check for sizzle damage (move to pmove?)
//
if (waterlevel &&
(ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) {
if (ent->health > 0
&& ent->pain_debounce_time <= level.time ) {
if ( envirosuit ) {
// G_AddEvent( ent, EV_POWERUP_BATTLESUIT, 0 );
} else {
if (ent->watertype & CONTENTS_LAVA) {
G_Damage (ent, NULL, NULL, NULL, NULL,
30*waterlevel, 0, MOD_LAVA);
}
if (ent->watertype & CONTENTS_SLIME) {
G_Damage (ent, NULL, NULL, NULL, NULL,
10*waterlevel, 0, MOD_SLIME);
}
}
}
}
}
/*
==============
ClientThink
This will be called once for each client frame, which will
usually be a couple times for each server frame on fast clients.
If "g_synchronousClients 1" is set, this will be called exactly
once for each server frame, which makes for smooth demo recording.
==============
*/
void ClientThink_real( gentity_t *ent ) {
gclient_t *client;
pmove_t pm;
int msec;
usercmd_t *ucmd;
try
{
if( ent->entity )
{
current_ucmd = &ent->client->pers.cmd;
ent->entity->ProcessEvent( EV_ClientMove );
current_ucmd = NULL;
}
}
catch( const char *error )
{
G_ExitWithError( error );
}
return;
client = ent->client;
// don't think if the client is not yet connected (and thus not yet spawned in)
if (client->pers.connected != CON_CONNECTED) {
return;
}
// mark the time, so the connection sprite can be removed
ucmd = &ent->client->pers.cmd;
// sanity check the command time to prevent speedup cheating
if ( ucmd->serverTime > level.time + 200 ) {
ucmd->serverTime = level.time + 200;
// G_Printf("serverTime <<<<<\n" );
}
if ( ucmd->serverTime < level.time - 1000 ) {
ucmd->serverTime = level.time - 1000;
// G_Printf("serverTime >>>>>\n" );
}
msec = ucmd->serverTime - client->ps.commandTime;
// following others may result in bad times, but we still want
// to check for follow toggles
if ( msec < 1 && client->sess.spectatorState != SPECTATOR_FOLLOW ) {
return;
}
if ( msec > 200 ) {
msec = 200;
}
if ( pmove_msec.integer < 8 ) {
gi.cvar_set("pmove_msec", "8");
}
else if (pmove_msec.integer > 33) {
gi.cvar_set("pmove_msec", "33");
}
if ( pmove_fixed.integer || client->pers.pmoveFixed ) {
ucmd->serverTime = ((ucmd->serverTime + pmove_msec.integer-1) / pmove_msec.integer) * pmove_msec.integer;
//if (ucmd->serverTime - client->ps.commandTime <= 0)
// return;
}
//
// check for exiting intermission
//
if ( level.intermissiontime ) {
ClientIntermissionThink( client );
return;
}
// spectators don't do much
/*if ( client->sess.sessionTeam == TEAM_SPECTATOR ) {
if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD ) {
return;
}
SpectatorThink( ent, ucmd );
return;
}*/
// check for inactivity timer, but never drop the local client of a non-dedicated server
if ( !ClientInactivityTimer( client ) ) {
return;
}
if ( client->noclip ) {
client->ps.pm_type = PM_NOCLIP;
} else if ( client->ps.stats[STAT_HEALTH] <= 0 ) {
client->ps.pm_type = PM_DEAD;
} else {
client->ps.pm_type = PM_NORMAL;
}
client->ps.gravity = sv_gravity->value;
// set speed
client->ps.speed = sv_runspeed->value;
#ifdef MISSIONPACK
if( bg_itemlist[client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) {
client->ps.speed *= 1.5;
}
else
#endif
memset (&pm, 0, sizeof(pm));
if ( ent->flags & FL_FORCE_GESTURE ) {
ent->flags &= ~FL_FORCE_GESTURE;
ent->client->pers.cmd.buttons |= BUTTON_GESTURE;
}
#ifdef MISSIONPACK
// check for invulnerability expansion before doing the Pmove
if (client->ps.powerups[PW_INVULNERABILITY] ) {
if ( !(client->ps.pm_flags & PMF_INVULEXPAND) ) {
vec3_t mins = { -42, -42, -42 };
vec3_t maxs = { 42, 42, 42 };
vec3_t oldmins, oldmaxs;
VectorCopy (ent->r.mins, oldmins);
VectorCopy (ent->r.maxs, oldmaxs);
// expand
VectorCopy (mins, ent->r.mins);
VectorCopy (maxs, ent->r.maxs);
gi.LinkEntity(ent);
// check if this would get anyone stuck in this player
if ( !StuckInOtherClient(ent) ) {
// set flag so the expanded size will be set in PM_CheckDuck
client->ps.pm_flags |= PMF_INVULEXPAND;
}
// set back
VectorCopy (oldmins, ent->r.mins);
VectorCopy (oldmaxs, ent->r.maxs);
gi.LinkEntity(ent);
}
}
#endif
pm.ps = &client->ps;
pm.cmd = *ucmd;
if ( pm.ps->pm_type == PM_DEAD ) {
pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY;
}
else if ( ent->r.svFlags & SVF_BOT ) {
pm.tracemask = MASK_PLAYERSOLID | CONTENTS_BOTCLIP;
}
else {
pm.tracemask = MASK_PLAYERSOLID;
}
pm.trace = gi.trace;
pm.pointcontents = gi.pointcontents;
pm.debugLevel = g_debugMove.integer;
pm.noFootsteps = ( dmflags->integer & DF_NO_FOOTSTEPS ) > 0;
pm.pmove_fixed = pmove_fixed.integer | client->pers.pmoveFixed;
pm.pmove_msec = pmove_msec.integer;
VectorCopy( client->ps.origin, client->oldOrigin );
#ifdef MISSIONPACK
if (level.intermissionQueued != 0 && g_singlePlayer.integer) {
if ( level.time - level.intermissionQueued >= 1000 ) {
pm.cmd.buttons = 0;
pm.cmd.forwardmove = 0;
pm.cmd.rightmove = 0;
pm.cmd.upmove = 0;
if ( level.time - level.intermissionQueued >= 2000 && level.time - level.intermissionQueued <= 2500 ) {
gi.SendConsoleCommand( EXEC_APPEND, "centerview\n");
}
ent->client->ps.pm_type = PM_SPINTERMISSION;
}
}
Pmove (&pm);
#else
Pmove (&pm);
#endif
// save results of pmove
if (g_smoothClients.integer) {
BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue );
}
else {
BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue );
}
// SendPendingPredictableEvents( &ent->client->ps );
//if ( !( ent->client->ps.eFlags & EF_FIRING ) ) {
// client->fireHeld = qfalse; // for grapple
//}
// use the snapped origin for linking so it matches client predicted versions
VectorCopy( ent->s.origin, ent->r.currentOrigin );
VectorCopy (pm.mins, ent->r.mins);
VectorCopy (pm.maxs, ent->r.maxs);
ent->waterlevel = pm.waterlevel;
ent->watertype = pm.watertype;
// link entity now, after any personal teleporters have been used
gi.LinkEntity (ent);
if ( !ent->client->noclip ) {
G_TouchTriggers( ent );
}
// NOTE: now copy the exact origin over otherwise clients can be snapped into solid
VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
//test for solid areas in the AAS file
//BotTestAAS(ent->r.currentOrigin);
// touch other objects
ClientImpacts( ent, &pm );
// swap and latch button actions
client->oldbuttons = client->buttons;
client->buttons = ucmd->buttons;
client->latched_buttons |= client->buttons & ~client->oldbuttons;
// check for respawning
if ( client->ps.stats[STAT_HEALTH] <= 0 ) {
// wait for the attack button to be pressed
if ( level.time > client->respawnTime ) {
// forcerespawn is to prevent users from waiting out powerups
if ( g_forcerespawn.integer > 0 &&
( level.time - client->respawnTime ) > g_forcerespawn.integer * 1000 ) {
respawn( ent );
return;
}
// pressing attack or use is the normal respawn method
if ( ucmd->buttons & ( BUTTON_ATTACK | BUTTON_USE ) ) {
respawn( ent );
}
}
return;
}
if(client->buttons & BUTTON_USE) {
ClientUse(ent);
} else {
ent->lastUseEntity = ENTITYNUM_NONE;
}
// perform once-a-second actions
ClientTimerActions( ent, msec );
}
void G_RunClient( gentity_t *ent ) {
if ( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer ) {
return;
}
ent->client->pers.cmd.serverTime = level.time;
ClientThink_real( ent );
}
/*
==============
ClientEndFrame
Called at the end of each server frame for each connected client
A fast client will have multiple ClientThink for each ClientEdFrame,
while a slow client may have multiple ClientEndFrame between ClientThink.
==============
*/
void ClientEndFrame( gentity_t *ent ) {
int i;
clientPersistant_t *pers;
if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
SpectatorClientEndFrame( ent );
return;
}
pers = &ent->client->pers;
// turn off any expired powerups
//for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
// if ( ent->client->ps.powerups[ i ] < level.time ) {
// ent->client->ps.powerups[ i ] = 0;
// }
//}
#ifdef MISSIONPACK
// set powerup for player animation
if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
ent->client->ps.powerups[PW_GUARD] = level.time;
}
if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) {
ent->client->ps.powerups[PW_SCOUT] = level.time;
}
if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_DOUBLER ) {
ent->client->ps.powerups[PW_DOUBLER] = level.time;
}
if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_AMMOREGEN ) {
ent->client->ps.powerups[PW_AMMOREGEN] = level.time;
}
if ( ent->client->invulnerabilityTime > level.time ) {
ent->client->ps.powerups[PW_INVULNERABILITY] = level.time;
}
#endif
// save network bandwidth
#if 0
if ( !g_synchronousClients->integer && ent->client->ps.pm_type == PM_NORMAL ) {
// FIXME: this must change eventually for non-sync demo recording
VectorClear( ent->client->ps.viewangles );
}
#endif
//
// If the end of unit layout is displayed, don't give
// the player any normal movement attributes
//
if ( level.intermissiontime ) {
return;
}
// burn from lava, etc
P_WorldEffects (ent);
// apply all the damage taken this frame
P_DamageFeedback (ent);
// add the EF_CONNECTION flag if we haven't gotten commands recently
if ( level.time - ent->client->lastCmdTime > 1000 ) {
ent->s.eFlags |= EF_CONNECTION;
} else {
ent->s.eFlags &= ~EF_CONNECTION;
}
ent->client->ps.stats[STAT_HEALTH] = ent->health; // FIXME: get rid of ent->health...
G_SetClientSound (ent);
// set the latest infor
if (g_smoothClients.integer) {
BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue );
}
else {
BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue );
}
SendPendingPredictableEvents( &ent->client->ps );
// set the bit for the reachability area the client is currently in
// i = 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_MONSTER ) ) && ( 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 );
}
}
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