/* =========================================================================== 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 Foobar; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // #include "g_local.h" /* =============== G_DamageFeedback Called just before a snapshot is sent to the given player. Totals up all damage and generates both the player_state_t damage values to that client for pain blends and kicks, and global pain sound events for all clients. =============== */ void P_DamageFeedback(gentity_t * player) { gclient_t *client; float count; vec3_t angles; client = player->client; if(client->ps.pm_type == PM_DEAD) { return; } // total points of damage shot at the player this frame count = client->damage_blood + client->damage_armor; if(count == 0) { return; // didn't take any damage } if(count > 255) { count = 255; } // send the information to the client // world damage (falling, slime, etc) uses a special code // to make the blend blob centered instead of positional if(client->damage_fromWorld) { client->ps.damagePitch = 255; client->ps.damageYaw = 255; client->damage_fromWorld = qfalse; } else { vectoangles(client->damage_from, angles); client->ps.damagePitch = angles[PITCH] / 360.0 * 256; client->ps.damageYaw = angles[YAW] / 360.0 * 256; } // play an apropriate pain sound if((level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE)) { player->pain_debounce_time = level.time + 700; G_AddEvent(player, EV_PAIN, player->health); client->ps.damageEvent++; } client->ps.damageCount = count; // // clear totals // client->damage_blood = 0; client->damage_armor = 0; client->damage_knockback = 0; } /* ============= P_WorldEffects Check for lava / slime contents and drowning ============= */ void P_WorldEffects(gentity_t * ent) { qboolean envirosuit; int waterlevel; if(ent->client->noclip) { ent->client->airOutTime = level.time + 12000; // don't need air return; } waterlevel = ent->waterlevel; envirosuit = ent->client->ps.powerups[PW_BATTLESUIT] > level.time; // // check for drowning // if(waterlevel == 3) { // envirosuit give air if(envirosuit) { ent->client->airOutTime = level.time + 10000; } // if out of air, start drowning if(ent->client->airOutTime < level.time) { // drown! ent->client->airOutTime += 1000; if(ent->health > 0) { // take more damage the longer underwater ent->damage += 2; if(ent->damage > 15) ent->damage = 15; // play a gurp sound instead of a normal pain sound if(ent->health <= ent->damage) { G_Sound(ent, CHAN_VOICE, G_SoundIndex("*drown.wav")); } else if(rand() & 1) { G_Sound(ent, CHAN_VOICE, G_SoundIndex("sound/player/gurp1.wav")); } else { G_Sound(ent, CHAN_VOICE, G_SoundIndex("sound/player/gurp2.wav")); } // don't play a normal pain sound ent->pain_debounce_time = level.time + 200; G_Damage(ent, NULL, NULL, NULL, NULL, ent->damage, DAMAGE_NO_ARMOR, MOD_WATER); } } } else { ent->client->airOutTime = level.time + 12000; ent->damage = 2; } // // check for sizzle damage (move to pmove?) // if(waterlevel && (ent->watertype & (CONTENTS_LAVA | CONTENTS_SLIME))) { if(ent->health > 0 && ent->pain_debounce_time <= level.time) { if(envirosuit) { G_AddEvent(ent, EV_POWERUP_BATTLESUIT, 0); } else { if(ent->watertype & CONTENTS_LAVA) { G_Damage(ent, NULL, NULL, NULL, NULL, 30 * waterlevel, 0, MOD_LAVA); } if(ent->watertype & CONTENTS_SLIME) { G_Damage(ent, NULL, NULL, NULL, NULL, 10 * waterlevel, 0, MOD_SLIME); } } } } } /* =============== G_SetClientSound =============== */ void G_SetClientSound(gentity_t * ent) { #ifdef MISSIONPACK if(ent->s.eFlags & EF_TICKING) { ent->client->ps.loopSound = G_SoundIndex("sound/weapons/proxmine/wstbtick.wav"); } else #endif if(ent->waterlevel && (ent->watertype & (CONTENTS_LAVA | CONTENTS_SLIME))) { ent->client->ps.loopSound = level.snd_fry; } else { ent->client->ps.loopSound = 0; } } //============================================================== /* ============== ClientImpacts ============== */ void ClientImpacts(gentity_t * ent, pmove_t * pm) { int i, j; trace_t trace; gentity_t *other; memset(&trace, 0, sizeof(trace)); for(i = 0; i < pm->numtouch; i++) { for(j = 0; j < i; j++) { if(pm->touchents[j] == pm->touchents[i]) { break; } } if(j != i) { continue; // duplicated } other = &g_entities[pm->touchents[i]]; if((ent->r.svFlags & SVF_BOT) && (ent->touch)) { ent->touch(ent, other, &trace); } if(!other->touch) { continue; } other->touch(other, ent, &trace); } } /* ============ G_TouchTriggers Find all trigger entities that ent's current position touches. Spectators will only interact with teleporters. ============ */ void G_TouchTriggers(gentity_t * ent) { int i, num; int touch[MAX_GENTITIES]; gentity_t *hit; trace_t trace; vec3_t mins, maxs; static vec3_t range = { 40, 40, 52 }; if(!ent->client) { return; } // dead clients don't activate triggers! if(ent->client->ps.stats[STAT_HEALTH] <= 0) { return; } VectorSubtract(ent->client->ps.origin, range, mins); VectorAdd(ent->client->ps.origin, range, maxs); num = trap_EntitiesInBox(mins, maxs, touch, MAX_GENTITIES); // can't use ent->absmin, because that has a one unit pad VectorAdd(ent->client->ps.origin, ent->r.mins, mins); VectorAdd(ent->client->ps.origin, ent->r.maxs, maxs); for(i = 0; i < num; i++) { hit = &g_entities[touch[i]]; if(!hit->touch && !ent->touch) { continue; } if(!(hit->r.contents & CONTENTS_TRIGGER)) { continue; } // ignore most entities if a spectator if(ent->client->sess.sessionTeam == TEAM_SPECTATOR) { if(hit->s.eType != ET_TELEPORT_TRIGGER && // this is ugly but adding a new ET_? type will // most likely cause network incompatibilities hit->touch != Touch_DoorTrigger) { continue; } } // use seperate code for determining if an item is picked up // so you don't have to actually contact its bounding box if(hit->s.eType == ET_ITEM) { if(!BG_PlayerTouchesItem(&ent->client->ps, &hit->s, level.time)) { continue; } } else { if(!trap_EntityContact(mins, maxs, hit)) { continue; } } memset(&trace, 0, sizeof(trace)); if(hit->touch) { hit->touch(hit, ent, &trace); } if((ent->r.svFlags & SVF_BOT) && (ent->touch)) { ent->touch(ent, hit, &trace); } } // if we didn't touch a jump pad this pmove frame if(ent->client->ps.jumppad_frame != ent->client->ps.pmove_framecount) { ent->client->ps.jumppad_frame = 0; ent->client->ps.jumppad_ent = 0; } } /* ================= SpectatorThink ================= */ void SpectatorThink(gentity_t * ent, usercmd_t * ucmd) { pmove_t pm; gclient_t *client; client = ent->client; if(client->sess.spectatorState != SPECTATOR_FOLLOW) { client->ps.pm_type = PM_SPECTATOR; client->ps.speed = 400; // faster than normal // set up for pmove memset(&pm, 0, sizeof(pm)); pm.ps = &client->ps; pm.cmd = *ucmd; pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; // spectators can fly through bodies pm.trace = trap_Trace; pm.pointcontents = trap_PointContents; // perform a pmove Pmove(&pm); // save results of pmove VectorCopy(client->ps.origin, ent->s.origin); G_TouchTriggers(ent); trap_UnlinkEntity(ent); } client->oldbuttons = client->buttons; client->buttons = ucmd->buttons; // attack button cycles through spectators if((client->buttons & BUTTON_ATTACK) && !(client->oldbuttons & BUTTON_ATTACK)) { Cmd_FollowCycle_f(ent, 1); } } /* ================= ClientInactivityTimer Returns qfalse if the client is dropped ================= */ qboolean ClientInactivityTimer(gclient_t * client) { if(!g_inactivity.integer) { // give everyone some time, so if the operator sets g_inactivity during // gameplay, everyone isn't kicked client->inactivityTime = level.time + 60 * 1000; client->inactivityWarning = qfalse; } else if(client->pers.cmd.forwardmove || client->pers.cmd.rightmove || client->pers.cmd.upmove || (client->pers.cmd.buttons & BUTTON_ATTACK)) { client->inactivityTime = level.time + g_inactivity.integer * 1000; client->inactivityWarning = qfalse; } else if(!client->pers.localClient) { if(level.time > client->inactivityTime) { trap_DropClient(client - level.clients, "Dropped due to inactivity"); return qfalse; } if(level.time > client->inactivityTime - 10000 && !client->inactivityWarning) { client->inactivityWarning = qtrue; trap_SendServerCommand(client - level.clients, "cp \"Ten seconds until inactivity drop!\n\""); } } return qtrue; } /* ================== ClientTimerActions Actions that happen once a second ================== */ void ClientTimerActions(gentity_t * ent, int msec) { gclient_t *client; #ifdef MISSIONPACK int maxHealth; #endif client = ent->client; client->timeResidual += msec; while(client->timeResidual >= 1000) { client->timeResidual -= 1000; // regenerate #ifdef MISSIONPACK if(bg_itemlist[client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD) { maxHealth = client->ps.stats[STAT_MAX_HEALTH] / 2; } else if(client->ps.powerups[PW_REGEN]) { maxHealth = client->ps.stats[STAT_MAX_HEALTH]; } else { maxHealth = 0; } if(maxHealth) { if(ent->health < maxHealth) { ent->health += 15; if(ent->health > maxHealth * 1.1) { ent->health = maxHealth * 1.1; } G_AddEvent(ent, EV_POWERUP_REGEN, 0); } else if(ent->health < maxHealth * 2) { ent->health += 5; if(ent->health > maxHealth * 2) { ent->health = maxHealth * 2; } G_AddEvent(ent, EV_POWERUP_REGEN, 0); } #else if(client->ps.powerups[PW_REGEN]) { if(ent->health < client->ps.stats[STAT_MAX_HEALTH]) { ent->health += 15; if(ent->health > client->ps.stats[STAT_MAX_HEALTH] * 1.1) { ent->health = client->ps.stats[STAT_MAX_HEALTH] * 1.1; } G_AddEvent(ent, EV_POWERUP_REGEN, 0); } else if(ent->health < client->ps.stats[STAT_MAX_HEALTH] * 2) { ent->health += 5; if(ent->health > client->ps.stats[STAT_MAX_HEALTH] * 2) { ent->health = client->ps.stats[STAT_MAX_HEALTH] * 2; } G_AddEvent(ent, EV_POWERUP_REGEN, 0); } #endif } else { // count down health when over max if(ent->health > client->ps.stats[STAT_MAX_HEALTH]) { ent->health--; } } // count down armor when over max if(client->ps.stats[STAT_ARMOR] > client->ps.stats[STAT_MAX_HEALTH]) { client->ps.stats[STAT_ARMOR]--; } } #ifdef MISSIONPACK if(bg_itemlist[client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_AMMOREGEN) { int w, max, inc, t, i; int weapList[] = { WP_MACHINEGUN, WP_SHOTGUN, WP_GRENADE_LAUNCHER, WP_ROCKET_LAUNCHER, WP_LIGHTNING, WP_RAILGUN, WP_PLASMAGUN, WP_BFG, WP_NAILGUN, WP_PROX_LAUNCHER, WP_CHAINGUN }; int weapCount = sizeof(weapList) / sizeof(int); // for(i = 0; i < weapCount; i++) { w = weapList[i]; switch (w) { case WP_MACHINEGUN: max = 50; inc = 4; t = 1000; break; case WP_SHOTGUN: max = 10; inc = 1; t = 1500; break; case WP_GRENADE_LAUNCHER: max = 10; inc = 1; t = 2000; break; case WP_ROCKET_LAUNCHER: max = 10; inc = 1; t = 1750; break; case WP_LIGHTNING: max = 50; inc = 5; t = 1500; break; case WP_RAILGUN: max = 10; inc = 1; t = 1750; break; case WP_PLASMAGUN: max = 50; inc = 5; t = 1500; break; case WP_BFG: max = 10; inc = 1; t = 4000; break; case WP_NAILGUN: max = 10; inc = 1; t = 1250; break; case WP_PROX_LAUNCHER: max = 5; inc = 1; t = 2000; break; case WP_CHAINGUN: max = 100; inc = 5; t = 1000; break; default: max = 0; inc = 0; t = 1000; break; } client->ammoTimes[w] += msec; if(client->ps.ammo[w] >= max) { client->ammoTimes[w] = 0; } if(client->ammoTimes[w] >= t) { while(client->ammoTimes[w] >= t) client->ammoTimes[w] -= t; client->ps.ammo[w] += inc; if(client->ps.ammo[w] > max) { client->ps.ammo[w] = max; } } } } #endif } /* ==================== ClientIntermissionThink ==================== */ void ClientIntermissionThink(gclient_t * client) { client->ps.eFlags &= ~EF_TALK; client->ps.eFlags &= ~EF_FIRING; // the level will exit when everyone wants to or after timeouts // swap and latch button actions client->oldbuttons = client->buttons; client->buttons = client->pers.cmd.buttons; if(client->buttons & (BUTTON_ATTACK | BUTTON_USE_HOLDABLE) & (client->oldbuttons ^ client->buttons)) { // this used to be an ^1 but once a player says ready, it should stick client->readyToExit = 1; } } /* ================ ClientEvents Events will be passed on to the clients for presentation, but any server game effects are handled here ================ */ void ClientEvents(gentity_t * ent, int oldEventSequence) { int i, j; int event; gclient_t *client; int damage; vec3_t dir; vec3_t origin, angles; // qboolean fired; gitem_t *item; gentity_t *drop; client = ent->client; if(oldEventSequence < client->ps.eventSequence - MAX_PS_EVENTS) { oldEventSequence = client->ps.eventSequence - MAX_PS_EVENTS; } for(i = oldEventSequence; i < client->ps.eventSequence; i++) { event = client->ps.events[i & (MAX_PS_EVENTS - 1)]; switch (event) { case EV_FALL_MEDIUM: case EV_FALL_FAR: if(ent->s.eType != ET_PLAYER) { break; // not in the player model } if(g_dmflags.integer & DF_NO_FALLING) { break; } if(event == EV_FALL_FAR) { damage = 10; } else { damage = 5; } VectorSet(dir, 0, 0, 1); ent->pain_debounce_time = level.time + 200; // no normal pain sound G_Damage(ent, NULL, NULL, NULL, NULL, damage, 0, MOD_FALLING); break; case EV_FIRE_WEAPON: FireWeapon(ent); break; case EV_USE_ITEM1: // teleporter // drop flags in CTF item = NULL; j = 0; if(ent->client->ps.powerups[PW_REDFLAG]) { item = BG_FindItemForPowerup(PW_REDFLAG); j = PW_REDFLAG; } else if(ent->client->ps.powerups[PW_BLUEFLAG]) { item = BG_FindItemForPowerup(PW_BLUEFLAG); j = PW_BLUEFLAG; } else if(ent->client->ps.powerups[PW_NEUTRALFLAG]) { item = BG_FindItemForPowerup(PW_NEUTRALFLAG); j = PW_NEUTRALFLAG; } if(item) { drop = Drop_Item(ent, item, 0); // decide how many seconds it has left drop->count = (ent->client->ps.powerups[j] - level.time) / 1000; if(drop->count < 1) { drop->count = 1; } ent->client->ps.powerups[j] = 0; } #ifdef MISSIONPACK if(g_gametype.integer == GT_HARVESTER) { if(ent->client->ps.generic1 > 0) { if(ent->client->sess.sessionTeam == TEAM_RED) { item = BG_FindItem("Blue Cube"); } else { item = BG_FindItem("Red Cube"); } if(item) { for(j = 0; j < ent->client->ps.generic1; j++) { drop = Drop_Item(ent, item, 0); if(ent->client->sess.sessionTeam == TEAM_RED) { drop->spawnflags = TEAM_BLUE; } else { drop->spawnflags = TEAM_RED; } } } ent->client->ps.generic1 = 0; } } #endif SelectSpawnPoint(ent->client->ps.origin, origin, angles); TeleportPlayer(ent, origin, angles); break; case EV_USE_ITEM2: // medkit ent->health = ent->client->ps.stats[STAT_MAX_HEALTH] + 25; break; #ifdef MISSIONPACK case EV_USE_ITEM3: // kamikaze // make sure the invulnerability is off ent->client->invulnerabilityTime = 0; // start the kamikze G_StartKamikaze(ent); break; case EV_USE_ITEM4: // portal if(ent->client->portalID) { DropPortalSource(ent); } else { DropPortalDestination(ent); } break; case EV_USE_ITEM5: // invulnerability ent->client->invulnerabilityTime = level.time + 10000; break; #endif default: break; } } } #ifdef MISSIONPACK /* ============== StuckInOtherClient ============== */ static int StuckInOtherClient(gentity_t * ent) { int i; gentity_t *ent2; ent2 = &g_entities[0]; for(i = 0; i < MAX_CLIENTS; i++, ent2++) { if(ent2 == ent) { continue; } if(!ent2->inuse) { continue; } if(!ent2->client) { continue; } if(ent2->health <= 0) { continue; } // if(ent2->r.absmin[0] > ent->r.absmax[0]) continue; if(ent2->r.absmin[1] > ent->r.absmax[1]) continue; if(ent2->r.absmin[2] > ent->r.absmax[2]) continue; if(ent2->r.absmax[0] < ent->r.absmin[0]) continue; if(ent2->r.absmax[1] < ent->r.absmin[1]) continue; if(ent2->r.absmax[2] < ent->r.absmin[2]) continue; return qtrue; } return qfalse; } #endif void BotTestSolid(vec3_t origin); /* ============== SendPendingPredictableEvents ============== */ void SendPendingPredictableEvents(playerState_t * ps) { gentity_t *t; int event, seq; int extEvent, number; // if there are still events pending if(ps->entityEventSequence < ps->eventSequence) { // create a temporary entity for this event which is sent to everyone // except the client who generated the event seq = ps->entityEventSequence & (MAX_PS_EVENTS - 1); event = ps->events[seq] | ((ps->entityEventSequence & 3) << 8); // set external event to zero before calling BG_PlayerStateToEntityState extEvent = ps->externalEvent; ps->externalEvent = 0; // create temporary entity for event t = G_TempEntity(ps->origin, event); number = t->s.number; BG_PlayerStateToEntityState(ps, &t->s, qtrue); t->s.number = number; t->s.eType = ET_EVENTS + event; t->s.eFlags |= EF_PLAYER_EVENT; t->s.otherEntityNum = ps->clientNum; // send to everyone except the client who generated the event t->r.svFlags |= SVF_NOTSINGLECLIENT; t->r.singleClient = ps->clientNum; // set back external event ps->externalEvent = extEvent; } } /* ============== ClientThink This will be called once for each client frame, which will usually be a couple times for each server frame on fast clients. If "g_synchronousClients 1" is set, this will be called exactly once for each server frame, which makes for smooth demo recording. ============== */ void ClientThink_real(gentity_t * ent) { gclient_t *client; pmove_t pm; int oldEventSequence; int msec; usercmd_t *ucmd; client = ent->client; // don't think if the client is not yet connected (and thus not yet spawned in) if(client->pers.connected != CON_CONNECTED) { return; } // mark the time, so the connection sprite can be removed ucmd = &ent->client->pers.cmd; // sanity check the command time to prevent speedup cheating if(ucmd->serverTime > level.time + 200) { ucmd->serverTime = level.time + 200; // G_Printf("serverTime <<<<<\n" ); } if(ucmd->serverTime < level.time - 1000) { ucmd->serverTime = level.time - 1000; // G_Printf("serverTime >>>>>\n" ); } msec = ucmd->serverTime - client->ps.commandTime; // following others may result in bad times, but we still want // to check for follow toggles if(msec < 1 && client->sess.spectatorState != SPECTATOR_FOLLOW) { return; } if(msec > 200) { msec = 200; } if(pmove_msec.integer < 8) { trap_Cvar_Set("pmove_msec", "8"); } else if(pmove_msec.integer > 33) { trap_Cvar_Set("pmove_msec", "33"); } if(pmove_fixed.integer || client->pers.pmoveFixed) { ucmd->serverTime = ((ucmd->serverTime + pmove_msec.integer - 1) / pmove_msec.integer) * pmove_msec.integer; //if (ucmd->serverTime - client->ps.commandTime <= 0) // return; } // // check for exiting intermission // if(level.intermissiontime) { ClientIntermissionThink(client); return; } // spectators don't do much if(client->sess.sessionTeam == TEAM_SPECTATOR) { if(client->sess.spectatorState == SPECTATOR_SCOREBOARD) { return; } SpectatorThink(ent, ucmd); return; } // check for inactivity timer, but never drop the local client of a non-dedicated server if(!ClientInactivityTimer(client)) { return; } // clear the rewards if time if(level.time > client->rewardTime) { client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP); } if(client->noclip) { client->ps.pm_type = PM_NOCLIP; } else if(client->ps.stats[STAT_HEALTH] <= 0) { client->ps.pm_type = PM_DEAD; } else { client->ps.pm_type = PM_NORMAL; } client->ps.gravity = g_gravity.value; // set speed client->ps.speed = g_speed.value; #ifdef MISSIONPACK if(bg_itemlist[client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT) { client->ps.speed *= 1.5; } else #endif if(client->ps.powerups[PW_HASTE]) { client->ps.speed *= 1.3; } // Let go of the hook if we aren't firing if(client->ps.weapon == WP_GRAPPLING_HOOK && client->hook && !(ucmd->buttons & BUTTON_ATTACK)) { Weapon_HookFree(client->hook); } // set up for pmove oldEventSequence = client->ps.eventSequence; memset(&pm, 0, sizeof(pm)); // check for the hit-scan gauntlet, don't let the action // go through as an attack unless it actually hits something if(client->ps.weapon == WP_GAUNTLET && !(ucmd->buttons & BUTTON_TALK) && (ucmd->buttons & BUTTON_ATTACK) && client->ps.weaponTime <= 0) { pm.gauntletHit = CheckGauntletAttack(ent); } if(ent->flags & FL_FORCE_GESTURE) { ent->flags &= ~FL_FORCE_GESTURE; ent->client->pers.cmd.buttons |= BUTTON_GESTURE; } #ifdef MISSIONPACK // check for invulnerability expansion before doing the Pmove if(client->ps.powerups[PW_INVULNERABILITY]) { if(!(client->ps.pm_flags & PMF_INVULEXPAND)) { vec3_t mins = { -42, -42, -42 }; vec3_t maxs = { 42, 42, 42 }; vec3_t oldmins, oldmaxs; VectorCopy(ent->r.mins, oldmins); VectorCopy(ent->r.maxs, oldmaxs); // expand VectorCopy(mins, ent->r.mins); VectorCopy(maxs, ent->r.maxs); trap_LinkEntity(ent); // check if this would get anyone stuck in this player if(!StuckInOtherClient(ent)) { // set flag so the expanded size will be set in PM_CheckDuck client->ps.pm_flags |= PMF_INVULEXPAND; } // set back VectorCopy(oldmins, ent->r.mins); VectorCopy(oldmaxs, ent->r.maxs); trap_LinkEntity(ent); } } #endif pm.ps = &client->ps; pm.cmd = *ucmd; if(pm.ps->pm_type == PM_DEAD) { pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; } else if(ent->r.svFlags & SVF_BOT) { pm.tracemask = MASK_PLAYERSOLID | CONTENTS_BOTCLIP; } else { pm.tracemask = MASK_PLAYERSOLID; } pm.trace = trap_Trace; pm.pointcontents = trap_PointContents; pm.debugLevel = g_debugMove.integer; pm.noFootsteps = (g_dmflags.integer & DF_NO_FOOTSTEPS) > 0; pm.pmove_fixed = pmove_fixed.integer | client->pers.pmoveFixed; pm.pmove_msec = pmove_msec.integer; VectorCopy(client->ps.origin, client->oldOrigin); #ifdef MISSIONPACK if(level.intermissionQueued != 0 && g_singlePlayer.integer) { if(level.time - level.intermissionQueued >= 1000) { pm.cmd.buttons = 0; pm.cmd.forwardmove = 0; pm.cmd.rightmove = 0; pm.cmd.upmove = 0; if(level.time - level.intermissionQueued >= 2000 && level.time - level.intermissionQueued <= 2500) { trap_SendConsoleCommand(EXEC_APPEND, "centerview\n"); } ent->client->ps.pm_type = PM_SPINTERMISSION; } } Pmove(&pm); #else Pmove(&pm); #endif // save results of pmove if(ent->client->ps.eventSequence != oldEventSequence) { ent->eventTime = level.time; } if(g_smoothClients.integer) { BG_PlayerStateToEntityStateExtraPolate(&ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue); } else { BG_PlayerStateToEntityState(&ent->client->ps, &ent->s, qtrue); } SendPendingPredictableEvents(&ent->client->ps); if(!(ent->client->ps.eFlags & EF_FIRING)) { client->fireHeld = qfalse; // for grapple } // use the snapped origin for linking so it matches client predicted versions VectorCopy(ent->s.pos.trBase, ent->r.currentOrigin); VectorCopy(pm.mins, ent->r.mins); VectorCopy(pm.maxs, ent->r.maxs); ent->waterlevel = pm.waterlevel; ent->watertype = pm.watertype; // execute client events ClientEvents(ent, oldEventSequence); // link entity now, after any personal teleporters have been used trap_LinkEntity(ent); if(!ent->client->noclip) { G_TouchTriggers(ent); } // NOTE: now copy the exact origin over otherwise clients can be snapped into solid VectorCopy(ent->client->ps.origin, ent->r.currentOrigin); //test for solid areas in the AAS file BotTestAAS(ent->r.currentOrigin); // touch other objects ClientImpacts(ent, &pm); // save results of triggers and client events if(ent->client->ps.eventSequence != oldEventSequence) { ent->eventTime = level.time; } // swap and latch button actions client->oldbuttons = client->buttons; client->buttons = ucmd->buttons; client->latched_buttons |= client->buttons & ~client->oldbuttons; // check for respawning if(client->ps.stats[STAT_HEALTH] <= 0) { // wait for the attack button to be pressed if(level.time > client->respawnTime) { // forcerespawn is to prevent users from waiting out powerups if(g_forcerespawn.integer > 0 && (level.time - client->respawnTime) > g_forcerespawn.integer * 1000) { respawn(ent); return; } // pressing attack or use is the normal respawn method if(ucmd->buttons & (BUTTON_ATTACK | BUTTON_USE_HOLDABLE)) { respawn(ent); } } return; } // perform once-a-second actions ClientTimerActions(ent, msec); } /* ================== ClientThink A new command has arrived from the client ================== */ void ClientThink(int clientNum) { gentity_t *ent; ent = g_entities + clientNum; trap_GetUsercmd(clientNum, &ent->client->pers.cmd); // mark the time we got info, so we can display the // phone jack if they don't get any for a while ent->client->lastCmdTime = level.time; if(!(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer) { ClientThink_real(ent); } } void G_RunClient(gentity_t * ent) { if(!(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer) { return; } ent->client->pers.cmd.serverTime = level.time; ClientThink_real(ent); } /* ================== SpectatorClientEndFrame ================== */ void SpectatorClientEndFrame(gentity_t * ent) { gclient_t *cl; // if we are doing a chase cam or a remote view, grab the latest info if(ent->client->sess.spectatorState == SPECTATOR_FOLLOW) { int clientNum, flags; clientNum = ent->client->sess.spectatorClient; // team follow1 and team follow2 go to whatever clients are playing if(clientNum == -1) { clientNum = level.follow1; } else if(clientNum == -2) { clientNum = level.follow2; } if(clientNum >= 0) { cl = &level.clients[clientNum]; if(cl->pers.connected == CON_CONNECTED && cl->sess.sessionTeam != TEAM_SPECTATOR) { flags = (cl->ps.eFlags & ~(EF_VOTED | EF_TEAMVOTED)) | (ent->client->ps.eFlags & (EF_VOTED | EF_TEAMVOTED)); ent->client->ps = cl->ps; ent->client->ps.pm_flags |= PMF_FOLLOW; ent->client->ps.eFlags = flags; return; } else { // drop them to free spectators unless they are dedicated camera followers if(ent->client->sess.spectatorClient >= 0) { ent->client->sess.spectatorState = SPECTATOR_FREE; ClientBegin(ent->client - level.clients); } } } } if(ent->client->sess.spectatorState == SPECTATOR_SCOREBOARD) { ent->client->ps.pm_flags |= PMF_SCOREBOARD; } else { ent->client->ps.pm_flags &= ~PMF_SCOREBOARD; } } /* ============== ClientEndFrame Called at the end of each server frame for each connected client A fast client will have multiple ClientThink for each ClientEdFrame, while a slow client may have multiple ClientEndFrame between ClientThink. ============== */ void ClientEndFrame(gentity_t * ent) { int i; clientPersistant_t *pers; if(ent->client->sess.sessionTeam == TEAM_SPECTATOR) { SpectatorClientEndFrame(ent); return; } pers = &ent->client->pers; // turn off any expired powerups for(i = 0; i < MAX_POWERUPS; i++) { if(ent->client->ps.powerups[i] < level.time) { ent->client->ps.powerups[i] = 0; } } #ifdef MISSIONPACK // set powerup for player animation if(bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD) { ent->client->ps.powerups[PW_GUARD] = level.time; } if(bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT) { ent->client->ps.powerups[PW_SCOUT] = level.time; } if(bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_DOUBLER) { ent->client->ps.powerups[PW_DOUBLER] = level.time; } if(bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_AMMOREGEN) { ent->client->ps.powerups[PW_AMMOREGEN] = level.time; } if(ent->client->invulnerabilityTime > level.time) { ent->client->ps.powerups[PW_INVULNERABILITY] = level.time; } #endif // save network bandwidth #if 0 if(!g_synchronousClients->integer && ent->client->ps.pm_type == PM_NORMAL) { // FIXME: this must change eventually for non-sync demo recording VectorClear(ent->client->ps.viewangles); } #endif // // If the end of unit layout is displayed, don't give // the player any normal movement attributes // if(level.intermissiontime) { return; } // burn from lava, etc P_WorldEffects(ent); // apply all the damage taken this frame P_DamageFeedback(ent); // add the EF_CONNECTION flag if we haven't gotten commands recently if(level.time - ent->client->lastCmdTime > 1000) { ent->s.eFlags |= EF_CONNECTION; } else { ent->s.eFlags &= ~EF_CONNECTION; } ent->client->ps.stats[STAT_HEALTH] = ent->health; // FIXME: get rid of ent->health... G_SetClientSound(ent); // set the latest infor if(g_smoothClients.integer) { BG_PlayerStateToEntityStateExtraPolate(&ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue); } else { BG_PlayerStateToEntityState(&ent->client->ps, &ent->s, qtrue); } SendPendingPredictableEvents(&ent->client->ps); // set the bit for the reachability area the client is currently in // i = trap_AAS_PointReachabilityAreaIndex( ent->client->ps.origin ); // ent->client->areabits[i >> 3] |= 1 << (i & 7); }