Annotation of quake2/ctf/p_client.c, revision 1.1.1.2

1.1.1.2 ! root        1: /*
        !             2: Copyright (C) 1997-2001 Id Software, Inc.
        !             3: 
        !             4: This program is free software; you can redistribute it and/or
        !             5: modify it under the terms of the GNU General Public License
        !             6: as published by the Free Software Foundation; either version 2
        !             7: of the License, or (at your option) any later version.
        !             8: 
        !             9: This program is distributed in the hope that it will be useful,
        !            10: but WITHOUT ANY WARRANTY; without even the implied warranty of
        !            11: MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
        !            12: 
        !            13: See the GNU General Public License for more details.
        !            14: 
        !            15: You should have received a copy of the GNU General Public License
        !            16: along with this program; if not, write to the Free Software
        !            17: Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
        !            18: 
        !            19: */
1.1       root       20: #include "g_local.h"
                     21: #include "m_player.h"
                     22: 
                     23: void SP_misc_teleporter_dest (edict_t *ent);
                     24: 
                     25: //
                     26: // Gross, ugly, disgustuing hack section
                     27: //
                     28: 
                     29: // this function is an ugly as hell hack to fix some map flaws
                     30: //
                     31: // the coop spawn spots on some maps are SNAFU.  There are coop spots
                     32: // with the wrong targetname as well as spots with no name at all
                     33: //
                     34: // we use carnal knowledge of the maps to fix the coop spot targetnames to match
                     35: // that of the nearest named single player spot
                     36: 
                     37: static void SP_FixCoopSpots (edict_t *self)
                     38: {
                     39:        edict_t *spot;
                     40:        vec3_t  d;
                     41: 
                     42:        spot = NULL;
                     43: 
                     44:        while(1)
                     45:        {
                     46:                spot = G_Find(spot, FOFS(classname), "info_player_start");
                     47:                if (!spot)
                     48:                        return;
                     49:                if (!spot->targetname)
                     50:                        continue;
                     51:                VectorSubtract(self->s.origin, spot->s.origin, d);
                     52:                if (VectorLength(d) < 384)
                     53:                {
                     54:                        if ((!self->targetname) || stricmp(self->targetname, spot->targetname) != 0)
                     55:                        {
                     56: //                             gi.dprintf("FixCoopSpots changed %s at %s targetname from %s to %s\n", self->classname, vtos(self->s.origin), self->targetname, spot->targetname);
                     57:                                self->targetname = spot->targetname;
                     58:                        }
                     59:                        return;
                     60:                }
                     61:        }
                     62: }
                     63: 
                     64: // now if that one wasn't ugly enough for you then try this one on for size
                     65: // some maps don't have any coop spots at all, so we need to create them
                     66: // where they should have been
                     67: 
                     68: static void SP_CreateCoopSpots (edict_t *self)
                     69: {
                     70:        edict_t *spot;
                     71: 
                     72:        if(stricmp(level.mapname, "security") == 0)
                     73:        {
                     74:                spot = G_Spawn();
                     75:                spot->classname = "info_player_coop";
                     76:                spot->s.origin[0] = 188 - 64;
                     77:                spot->s.origin[1] = -164;
                     78:                spot->s.origin[2] = 80;
                     79:                spot->targetname = "jail3";
                     80:                spot->s.angles[1] = 90;
                     81: 
                     82:                spot = G_Spawn();
                     83:                spot->classname = "info_player_coop";
                     84:                spot->s.origin[0] = 188 + 64;
                     85:                spot->s.origin[1] = -164;
                     86:                spot->s.origin[2] = 80;
                     87:                spot->targetname = "jail3";
                     88:                spot->s.angles[1] = 90;
                     89: 
                     90:                spot = G_Spawn();
                     91:                spot->classname = "info_player_coop";
                     92:                spot->s.origin[0] = 188 + 128;
                     93:                spot->s.origin[1] = -164;
                     94:                spot->s.origin[2] = 80;
                     95:                spot->targetname = "jail3";
                     96:                spot->s.angles[1] = 90;
                     97: 
                     98:                return;
                     99:        }
                    100: }
                    101: 
                    102: 
                    103: /*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
                    104: The normal starting point for a level.
                    105: */
                    106: void SP_info_player_start(edict_t *self)
                    107: {
                    108:        if (!coop->value)
                    109:                return;
                    110:        if(stricmp(level.mapname, "security") == 0)
                    111:        {
                    112:                // invoke one of our gross, ugly, disgusting hacks
                    113:                self->think = SP_CreateCoopSpots;
                    114:                self->nextthink = level.time + FRAMETIME;
                    115:        }
                    116: }
                    117: 
                    118: /*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32)
                    119: potential spawning position for deathmatch games
                    120: */
                    121: void SP_info_player_deathmatch(edict_t *self)
                    122: {
                    123:        if (!deathmatch->value)
                    124:        {
                    125:                G_FreeEdict (self);
                    126:                return;
                    127:        }
                    128:        SP_misc_teleporter_dest (self);
                    129: }
                    130: 
                    131: /*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 32)
                    132: potential spawning position for coop games
                    133: */
                    134: 
                    135: void SP_info_player_coop(edict_t *self)
                    136: {
                    137:        if (!coop->value)
                    138:        {
                    139:                G_FreeEdict (self);
                    140:                return;
                    141:        }
                    142: 
                    143:        if((stricmp(level.mapname, "jail2") == 0)   ||
                    144:           (stricmp(level.mapname, "jail4") == 0)   ||
                    145:           (stricmp(level.mapname, "mine1") == 0)   ||
                    146:           (stricmp(level.mapname, "mine2") == 0)   ||
                    147:           (stricmp(level.mapname, "mine3") == 0)   ||
                    148:           (stricmp(level.mapname, "mine4") == 0)   ||
                    149:           (stricmp(level.mapname, "lab") == 0)     ||
                    150:           (stricmp(level.mapname, "boss1") == 0)   ||
                    151:           (stricmp(level.mapname, "fact3") == 0)   ||
                    152:           (stricmp(level.mapname, "biggun") == 0)  ||
                    153:           (stricmp(level.mapname, "space") == 0)   ||
                    154:           (stricmp(level.mapname, "command") == 0) ||
                    155:           (stricmp(level.mapname, "power2") == 0) ||
                    156:           (stricmp(level.mapname, "strike") == 0))
                    157:        {
                    158:                // invoke one of our gross, ugly, disgusting hacks
                    159:                self->think = SP_FixCoopSpots;
                    160:                self->nextthink = level.time + FRAMETIME;
                    161:        }
                    162: }
                    163: 
                    164: 
                    165: /*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32)
                    166: The deathmatch intermission point will be at one of these
                    167: Use 'angles' instead of 'angle', so you can set pitch or roll as well as yaw.  'pitch yaw roll'
                    168: */
                    169: void SP_info_player_intermission(void)
                    170: {
                    171: }
                    172: 
                    173: 
                    174: //=======================================================================
                    175: 
                    176: 
                    177: void player_pain (edict_t *self, edict_t *other, float kick, int damage)
                    178: {
                    179:        // player pain is handled at the end of the frame in P_DamageFeedback
                    180: }
                    181: 
                    182: 
                    183: qboolean IsFemale (edict_t *ent)
                    184: {
                    185:        char            *info;
                    186: 
                    187:        if (!ent->client)
                    188:                return false;
                    189: 
                    190:        info = Info_ValueForKey (ent->client->pers.userinfo, "skin");
                    191:        if (info[0] == 'f' || info[0] == 'F')
                    192:                return true;
                    193:        return false;
                    194: }
                    195: 
                    196: 
                    197: void ClientObituary (edict_t *self, edict_t *inflictor, edict_t *attacker)
                    198: {
                    199:        int                     mod;
                    200:        char            *message;
                    201:        char            *message2;
                    202:        qboolean        ff;
                    203: 
                    204: 
                    205:        if (coop->value && attacker->client)
                    206:                meansOfDeath |= MOD_FRIENDLY_FIRE;
                    207: 
                    208:        if (deathmatch->value || coop->value)
                    209:        {
                    210:                ff = meansOfDeath & MOD_FRIENDLY_FIRE;
                    211:                mod = meansOfDeath & ~MOD_FRIENDLY_FIRE;
                    212:                message = NULL;
                    213:                message2 = "";
                    214: 
                    215:                switch (mod)
                    216:                {
                    217:                case MOD_SUICIDE:
                    218:                        message = "suicides";
                    219:                        break;
                    220:                case MOD_FALLING:
                    221:                        message = "cratered";
                    222:                        break;
                    223:                case MOD_CRUSH:
                    224:                        message = "was squished";
                    225:                        break;
                    226:                case MOD_WATER:
                    227:                        message = "sank like a rock";
                    228:                        break;
                    229:                case MOD_SLIME:
                    230:                        message = "melted";
                    231:                        break;
                    232:                case MOD_LAVA:
                    233:                        message = "does a back flip into the lava";
                    234:                        break;
                    235:                case MOD_EXPLOSIVE:
                    236:                case MOD_BARREL:
                    237:                        message = "blew up";
                    238:                        break;
                    239:                case MOD_EXIT:
                    240:                        message = "found a way out";
                    241:                        break;
                    242:                case MOD_TARGET_LASER:
                    243:                        message = "saw the light";
                    244:                        break;
                    245:                case MOD_TARGET_BLASTER:
                    246:                        message = "got blasted";
                    247:                        break;
                    248:                case MOD_BOMB:
                    249:                case MOD_SPLASH:
                    250:                case MOD_TRIGGER_HURT:
                    251:                        message = "was in the wrong place";
                    252:                        break;
                    253:                }
                    254:                if (attacker == self)
                    255:                {
                    256:                        switch (mod)
                    257:                        {
                    258:                        case MOD_HELD_GRENADE:
                    259:                                message = "tried to put the pin back in";
                    260:                                break;
                    261:                        case MOD_HG_SPLASH:
                    262:                        case MOD_G_SPLASH:
                    263:                                if (IsFemale(self))
                    264:                                        message = "tripped on her own grenade";
                    265:                                else
                    266:                                        message = "tripped on his own grenade";
                    267:                                break;
                    268:                        case MOD_R_SPLASH:
                    269:                                if (IsFemale(self))
                    270:                                        message = "blew herself up";
                    271:                                else
                    272:                                        message = "blew himself up";
                    273:                                break;
                    274:                        case MOD_BFG_BLAST:
                    275:                                message = "should have used a smaller gun";
                    276:                                break;
                    277:                        default:
                    278:                                if (IsFemale(self))
                    279:                                        message = "killed herself";
                    280:                                else
                    281:                                        message = "killed himself";
                    282:                                break;
                    283:                        }
                    284:                }
                    285:                if (message)
                    286:                {
                    287:                        gi.bprintf (PRINT_MEDIUM, "%s %s.\n", self->client->pers.netname, message);
                    288:                        if (deathmatch->value)
                    289:                        self->client->resp.score--;
                    290:                        self->enemy = NULL;
                    291:                        return;
                    292:                }
                    293: 
                    294:                self->enemy = attacker;
                    295:                if (attacker && attacker->client)
                    296:                {
                    297:                        switch (mod)
                    298:                        {
                    299:                        case MOD_BLASTER:
                    300:                                message = "was blasted by";
                    301:                                break;
                    302:                        case MOD_SHOTGUN:
                    303:                                message = "was gunned down by";
                    304:                                break;
                    305:                        case MOD_SSHOTGUN:
                    306:                                message = "was blown away by";
                    307:                                message2 = "'s super shotgun";
                    308:                                break;
                    309:                        case MOD_MACHINEGUN:
                    310:                                message = "was machinegunned by";
                    311:                                break;
                    312:                        case MOD_CHAINGUN:
                    313:                                message = "was cut in half by";
                    314:                                message2 = "'s chaingun";
                    315:                                break;
                    316:                        case MOD_GRENADE:
                    317:                                message = "was popped by";
                    318:                                message2 = "'s grenade";
                    319:                                break;
                    320:                        case MOD_G_SPLASH:
                    321:                                message = "was shredded by";
                    322:                                message2 = "'s shrapnel";
                    323:                                break;
                    324:                        case MOD_ROCKET:
                    325:                                message = "ate";
                    326:                                message2 = "'s rocket";
                    327:                                break;
                    328:                        case MOD_R_SPLASH:
                    329:                                message = "almost dodged";
                    330:                                message2 = "'s rocket";
                    331:                                break;
                    332:                        case MOD_HYPERBLASTER:
                    333:                                message = "was melted by";
                    334:                                message2 = "'s hyperblaster";
                    335:                                break;
                    336:                        case MOD_RAILGUN:
                    337:                                message = "was railed by";
                    338:                                break;
                    339:                        case MOD_BFG_LASER:
                    340:                                message = "saw the pretty lights from";
                    341:                                message2 = "'s BFG";
                    342:                                break;
                    343:                        case MOD_BFG_BLAST:
                    344:                                message = "was disintegrated by";
                    345:                                message2 = "'s BFG blast";
                    346:                                break;
                    347:                        case MOD_BFG_EFFECT:
                    348:                                message = "couldn't hide from";
                    349:                                message2 = "'s BFG";
                    350:                                break;
                    351:                        case MOD_HANDGRENADE:
                    352:                                message = "caught";
                    353:                                message2 = "'s handgrenade";
                    354:                                break;
                    355:                        case MOD_HG_SPLASH:
                    356:                                message = "didn't see";
                    357:                                message2 = "'s handgrenade";
                    358:                                break;
                    359:                        case MOD_HELD_GRENADE:
                    360:                                message = "feels";
                    361:                                message2 = "'s pain";
                    362:                                break;
                    363:                        case MOD_TELEFRAG:
                    364:                                message = "tried to invade";
                    365:                                message2 = "'s personal space";
                    366:                                break;
                    367: //ZOID
                    368:                        case MOD_GRAPPLE:
                    369:                                message = "was caught by";
                    370:                                message2 = "'s grapple";
                    371:                                break;
                    372: //ZOID
                    373: 
                    374:                        }
                    375:                        if (message)
                    376:                        {
                    377:                                gi.bprintf (PRINT_MEDIUM,"%s %s %s%s\n", self->client->pers.netname, message, attacker->client->pers.netname, message2);
                    378:                                if (deathmatch->value)
                    379:                                {
                    380:                                        if (ff)
                    381:                                                attacker->client->resp.score--;
                    382:                                        else
                    383:                                                attacker->client->resp.score++;
                    384:                                }
                    385:                                return;
                    386:                        }
                    387:                }
                    388:        }
                    389: 
                    390:        gi.bprintf (PRINT_MEDIUM,"%s died.\n", self->client->pers.netname);
                    391:        if (deathmatch->value)
                    392:        self->client->resp.score--;
                    393: }
                    394: 
                    395: 
                    396: void Touch_Item (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf);
                    397: 
                    398: void TossClientWeapon (edict_t *self)
                    399: {
                    400:        gitem_t         *item;
                    401:        edict_t         *drop;
                    402:        qboolean        quad;
                    403:        float           spread;
                    404: 
                    405:        if (!deathmatch->value)
                    406:                return;
                    407: 
                    408:        item = self->client->pers.weapon;
                    409:        if (! self->client->pers.inventory[self->client->ammo_index] )
                    410:                item = NULL;
                    411:        if (item && (strcmp (item->pickup_name, "Blaster") == 0))
                    412:                item = NULL;
                    413: 
                    414:        if (!((int)(dmflags->value) & DF_QUAD_DROP))
                    415:                quad = false;
                    416:        else
                    417:                quad = (self->client->quad_framenum > (level.framenum + 10));
                    418: 
                    419:        if (item && quad)
                    420:                spread = 22.5;
                    421:        else
                    422:                spread = 0.0;
                    423: 
                    424:        if (item)
                    425:        {
                    426:                self->client->v_angle[YAW] -= spread;
                    427:                drop = Drop_Item (self, item);
                    428:                self->client->v_angle[YAW] += spread;
                    429:                drop->spawnflags = DROPPED_PLAYER_ITEM;
                    430:        }
                    431: 
                    432:        if (quad)
                    433:        {
                    434:                self->client->v_angle[YAW] += spread;
                    435:                drop = Drop_Item (self, FindItemByClassname ("item_quad"));
                    436:                self->client->v_angle[YAW] -= spread;
                    437:                drop->spawnflags |= DROPPED_PLAYER_ITEM;
                    438: 
                    439:                drop->touch = Touch_Item;
                    440:                drop->nextthink = level.time + (self->client->quad_framenum - level.framenum) * FRAMETIME;
                    441:                drop->think = G_FreeEdict;
                    442:        }
                    443: }
                    444: 
                    445: 
                    446: /*
                    447: ==================
                    448: LookAtKiller
                    449: ==================
                    450: */
                    451: void LookAtKiller (edict_t *self, edict_t *inflictor, edict_t *attacker)
                    452: {
                    453:        vec3_t          dir;
                    454: 
                    455:        if (attacker && attacker != world && attacker != self)
                    456:        {
                    457:                VectorSubtract (attacker->s.origin, self->s.origin, dir);
                    458:        }
                    459:        else if (inflictor && inflictor != world && inflictor != self)
                    460:        {
                    461:                VectorSubtract (inflictor->s.origin, self->s.origin, dir);
                    462:        }
                    463:        else
                    464:        {
                    465:                self->client->killer_yaw = self->s.angles[YAW];
                    466:                return;
                    467:        }
                    468: 
                    469:        if (dir[0])
                    470:                self->client->killer_yaw = 180/M_PI*atan2(dir[1], dir[0]);
                    471:        else {
                    472:                self->client->killer_yaw = 0;
                    473:                if (dir[1] > 0)
                    474:                        self->client->killer_yaw = 90;
                    475:                else if (dir[1] < 0)
                    476:                        self->client->killer_yaw = -90;
                    477:        }
                    478:        if (self->client->killer_yaw < 0)
                    479:                self->client->killer_yaw += 360;
                    480: }
                    481: 
                    482: /*
                    483: ==================
                    484: player_die
                    485: ==================
                    486: */
                    487: void player_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
                    488: {
                    489:        int             n;
                    490: 
                    491:        VectorClear (self->avelocity);
                    492: 
                    493:        self->takedamage = DAMAGE_YES;
                    494:        self->movetype = MOVETYPE_TOSS;
                    495: 
                    496:        self->s.modelindex2 = 0;        // remove linked weapon model
                    497: //ZOID
                    498:        self->s.modelindex3 = 0;        // remove linked ctf flag
                    499: //ZOID
                    500: 
                    501:        self->s.angles[0] = 0;
                    502:        self->s.angles[2] = 0;
                    503: 
                    504:        self->s.sound = 0;
                    505:        self->client->weapon_sound = 0;
                    506: 
                    507:        self->maxs[2] = -8;
                    508: 
                    509: //     self->solid = SOLID_NOT;
                    510:        self->svflags |= SVF_DEADMONSTER;
                    511: 
                    512:        if (!self->deadflag)
                    513:        {
                    514:                self->client->respawn_time = level.time + 1.0;
                    515:                LookAtKiller (self, inflictor, attacker);
                    516:                self->client->ps.pmove.pm_type = PM_DEAD;
                    517:                ClientObituary (self, inflictor, attacker);
                    518: //ZOID
                    519:                // if at start and same team, clear
                    520:                if (ctf->value && meansOfDeath == MOD_TELEFRAG &&
                    521:                        self->client->resp.ctf_state < 2 &&
                    522:                        self->client->resp.ctf_team == attacker->client->resp.ctf_team) {
                    523:                        attacker->client->resp.score--;
                    524:                        self->client->resp.ctf_state = 0;
                    525:                }
                    526: 
                    527:                CTFFragBonuses(self, inflictor, attacker);
                    528: //ZOID
                    529:                TossClientWeapon (self);
                    530: //ZOID
                    531:                CTFPlayerResetGrapple(self);
                    532:                CTFDeadDropFlag(self);
                    533:                CTFDeadDropTech(self);
                    534: //ZOID
                    535:                if (deathmatch->value && !self->client->showscores)
                    536:                        Cmd_Help_f (self);              // show scores
                    537:        }
                    538: 
                    539:        // remove powerups
                    540:        self->client->quad_framenum = 0;
                    541:        self->client->invincible_framenum = 0;
                    542:        self->client->breather_framenum = 0;
                    543:        self->client->enviro_framenum = 0;
1.1.1.2 ! root      544:        self->flags &= ~FL_POWER_ARMOR;
1.1       root      545: 
                    546:        // clear inventory
                    547:        memset(self->client->pers.inventory, 0, sizeof(self->client->pers.inventory));
                    548: 
                    549:        if (self->health < -40)
                    550:        {       // gib
                    551:                gi.sound (self, CHAN_BODY, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
                    552:                for (n= 0; n < 4; n++)
                    553:                        ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
                    554:                ThrowClientHead (self, damage);
                    555: //ZOID
                    556:                self->client->anim_priority = ANIM_DEATH;
                    557:                self->client->anim_end = 0;
                    558: //ZOID
                    559:                self->takedamage = DAMAGE_NO;
                    560:        }
                    561:        else
                    562:        {       // normal death
                    563:                if (!self->deadflag)
                    564:                {
                    565:                        static int i;
                    566: 
                    567:                        i = (i+1)%3;
                    568:                        // start a death animation
                    569:                        self->client->anim_priority = ANIM_DEATH;
                    570:                        if (self->client->ps.pmove.pm_flags & PMF_DUCKED)
                    571:                        {
                    572:                                self->s.frame = FRAME_crdeath1-1;
                    573:                                self->client->anim_end = FRAME_crdeath5;
                    574:                        }
                    575:                        else switch (i)
                    576:                        {
                    577:                        case 0:
                    578:                                self->s.frame = FRAME_death101-1;
                    579:                                self->client->anim_end = FRAME_death106;
                    580:                                break;
                    581:                        case 1:
                    582:                                self->s.frame = FRAME_death201-1;
                    583:                                self->client->anim_end = FRAME_death206;
                    584:                                break;
                    585:                        case 2:
                    586:                                self->s.frame = FRAME_death301-1;
                    587:                                self->client->anim_end = FRAME_death308;
                    588:                                break;
                    589:                        }
                    590:                        gi.sound (self, CHAN_VOICE, gi.soundindex(va("*death%i.wav", (rand()%4)+1)), 1, ATTN_NORM, 0);
                    591:                }
                    592:        }
                    593: 
                    594:        self->deadflag = DEAD_DEAD;
                    595: 
                    596:        gi.linkentity (self);
                    597: }
                    598: 
                    599: //=======================================================================
                    600: 
                    601: /*
                    602: ==============
                    603: InitClientPersistant
                    604: 
                    605: This is only called when the game first initializes in single player,
                    606: but is called after each death and level change in deathmatch
                    607: ==============
                    608: */
                    609: void InitClientPersistant (gclient_t *client)
                    610: {
                    611:        gitem_t         *item;
                    612: 
                    613:        memset (&client->pers, 0, sizeof(client->pers));
                    614: 
                    615:        item = FindItem("Blaster");
                    616:        client->pers.selected_item = ITEM_INDEX(item);
                    617:        client->pers.inventory[client->pers.selected_item] = 1;
                    618: 
                    619:        client->pers.weapon = item;
                    620: //ZOID
                    621:        client->pers.lastweapon = item;
                    622: //ZOID
                    623: 
                    624: //ZOID
                    625:        item = FindItem("Grapple");
                    626:        client->pers.inventory[ITEM_INDEX(item)] = 1;
                    627: //ZOID
                    628: 
                    629:        client->pers.health                     = 100;
                    630:        client->pers.max_health         = 100;
                    631: 
                    632:        client->pers.max_bullets        = 200;
                    633:        client->pers.max_shells         = 100;
                    634:        client->pers.max_rockets        = 50;
                    635:        client->pers.max_grenades       = 50;
                    636:        client->pers.max_cells          = 200;
                    637:        client->pers.max_slugs          = 50;
                    638: 
                    639:        client->pers.connected = true;
                    640: }
                    641: 
                    642: 
                    643: void InitClientResp (gclient_t *client)
                    644: {
                    645: //ZOID
                    646:        int ctf_team = client->resp.ctf_team;
                    647:        qboolean id_state = client->resp.id_state;
                    648: //ZOID
                    649: 
                    650:        memset (&client->resp, 0, sizeof(client->resp));
                    651:        
                    652: //ZOID
                    653:        client->resp.ctf_team = ctf_team;
                    654:        client->resp.id_state = id_state;
                    655: //ZOID
                    656: 
                    657:        client->resp.enterframe = level.framenum;
                    658:        client->resp.coop_respawn = client->pers;
                    659:  
                    660: //ZOID
                    661:        if (ctf->value && client->resp.ctf_team < CTF_TEAM1)
                    662:                CTFAssignTeam(client);
                    663: //ZOID
                    664: }
                    665: 
                    666: /*
                    667: ==================
                    668: SaveClientData
                    669: 
                    670: Some information that should be persistant, like health, 
                    671: is still stored in the edict structure, so it needs to
                    672: be mirrored out to the client structure before all the
                    673: edicts are wiped.
                    674: ==================
                    675: */
                    676: void SaveClientData (void)
                    677: {
                    678:        int             i;
                    679:        edict_t *ent;
                    680: 
                    681:        for (i=0 ; i<game.maxclients ; i++)
                    682:        {
                    683:                ent = &g_edicts[1+i];
                    684:                if (!ent->inuse)
                    685:                        continue;
                    686:                game.clients[i].pers.health = ent->health;
                    687:                game.clients[i].pers.max_health = ent->max_health;
1.1.1.2 ! root      688:                game.clients[i].pers.savedFlags = (ent->flags & (FL_GODMODE|FL_NOTARGET|FL_POWER_ARMOR));
1.1       root      689:                if (coop->value)
                    690:                        game.clients[i].pers.score = ent->client->resp.score;
                    691:        }
                    692: }
                    693: 
                    694: void FetchClientEntData (edict_t *ent)
                    695: {
                    696:        ent->health = ent->client->pers.health;
                    697:        ent->max_health = ent->client->pers.max_health;
1.1.1.2 ! root      698:        ent->flags |= ent->client->pers.savedFlags;
1.1       root      699:        if (coop->value)
                    700:                ent->client->resp.score = ent->client->pers.score;
                    701: }
                    702: 
                    703: 
                    704: 
                    705: /*
                    706: =======================================================================
                    707: 
                    708:   SelectSpawnPoint
                    709: 
                    710: =======================================================================
                    711: */
                    712: 
                    713: /*
                    714: ================
                    715: PlayersRangeFromSpot
                    716: 
                    717: Returns the distance to the nearest player from the given spot
                    718: ================
                    719: */
                    720: float  PlayersRangeFromSpot (edict_t *spot)
                    721: {
                    722:        edict_t *player;
                    723:        float   bestplayerdistance;
                    724:        vec3_t  v;
                    725:        int             n;
                    726:        float   playerdistance;
                    727: 
                    728: 
                    729:        bestplayerdistance = 9999999;
                    730: 
                    731:        for (n = 1; n <= maxclients->value; n++)
                    732:        {
                    733:                player = &g_edicts[n];
                    734: 
                    735:                if (!player->inuse)
                    736:                        continue;
                    737: 
                    738:                if (player->health <= 0)
                    739:                        continue;
                    740: 
                    741:                VectorSubtract (spot->s.origin, player->s.origin, v);
                    742:                playerdistance = VectorLength (v);
                    743: 
                    744:                if (playerdistance < bestplayerdistance)
                    745:                        bestplayerdistance = playerdistance;
                    746:        }
                    747: 
                    748:        return bestplayerdistance;
                    749: }
                    750: 
                    751: /*
                    752: ================
                    753: SelectRandomDeathmatchSpawnPoint
                    754: 
                    755: go to a random point, but NOT the two points closest
                    756: to other players
                    757: ================
                    758: */
                    759: edict_t *SelectRandomDeathmatchSpawnPoint (void)
                    760: {
                    761:        edict_t *spot, *spot1, *spot2;
                    762:        int             count = 0;
                    763:        int             selection;
                    764:        float   range, range1, range2;
                    765: 
                    766:        spot = NULL;
                    767:        range1 = range2 = 99999;
                    768:        spot1 = spot2 = NULL;
                    769: 
                    770:        while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL)
                    771:        {
                    772:                count++;
                    773:                range = PlayersRangeFromSpot(spot);
                    774:                if (range < range1)
                    775:                {
                    776:                        range1 = range;
                    777:                        spot1 = spot;
                    778:                }
                    779:                else if (range < range2)
                    780:                {
                    781:                        range2 = range;
                    782:                        spot2 = spot;
                    783:                }
                    784:        }
                    785: 
                    786:        if (!count)
                    787:                return NULL;
                    788: 
                    789:        if (count <= 2)
                    790:        {
                    791:                spot1 = spot2 = NULL;
                    792:        }
                    793:        else
                    794:                count -= 2;
                    795: 
                    796:        selection = rand() % count;
                    797: 
                    798:        spot = NULL;
                    799:        do
                    800:        {
                    801:                spot = G_Find (spot, FOFS(classname), "info_player_deathmatch");
                    802:                if (spot == spot1 || spot == spot2)
                    803:                        selection++;
                    804:        } while(selection--);
                    805: 
                    806:        return spot;
                    807: }
                    808: 
                    809: /*
                    810: ================
                    811: SelectFarthestDeathmatchSpawnPoint
                    812: 
                    813: ================
                    814: */
                    815: edict_t *SelectFarthestDeathmatchSpawnPoint (void)
                    816: {
                    817:        edict_t *bestspot;
                    818:        float   bestdistance, bestplayerdistance;
                    819:        edict_t *spot;
                    820: 
                    821: 
                    822:        spot = NULL;
                    823:        bestspot = NULL;
                    824:        bestdistance = 0;
                    825:        while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL)
                    826:        {
                    827:                bestplayerdistance = PlayersRangeFromSpot (spot);
                    828: 
                    829:                if (bestplayerdistance > bestdistance)
                    830:                {
                    831:                        bestspot = spot;
                    832:                        bestdistance = bestplayerdistance;
                    833:                }
                    834:        }
                    835: 
                    836:        if (bestspot)
                    837:        {
                    838:                return bestspot;
                    839:        }
                    840: 
                    841:        // if there is a player just spawned on each and every start spot
                    842:        // we have no choice to turn one into a telefrag meltdown
                    843:        spot = G_Find (NULL, FOFS(classname), "info_player_deathmatch");
                    844: 
                    845:        return spot;
                    846: }
                    847: 
                    848: edict_t *SelectDeathmatchSpawnPoint (void)
                    849: {
                    850:        if ( (int)(dmflags->value) & DF_SPAWN_FARTHEST)
                    851:                return SelectFarthestDeathmatchSpawnPoint ();
                    852:        else
                    853:                return SelectRandomDeathmatchSpawnPoint ();
                    854: }
                    855: 
                    856: 
                    857: edict_t *SelectCoopSpawnPoint (edict_t *ent)
                    858: {
                    859:        int             index;
                    860:        edict_t *spot = NULL;
                    861:        char    *target;
                    862: 
                    863:        index = ent->client - game.clients;
                    864: 
                    865:        // player 0 starts in normal player spawn point
                    866:        if (!index)
                    867:                return NULL;
                    868: 
                    869:        spot = NULL;
                    870: 
                    871:        // assume there are four coop spots at each spawnpoint
                    872:        while (1)
                    873:        {
                    874:                spot = G_Find (spot, FOFS(classname), "info_player_coop");
                    875:                if (!spot)
                    876:                        return NULL;    // we didn't have enough...
                    877: 
                    878:                target = spot->targetname;
                    879:                if (!target)
                    880:                        target = "";
                    881:                if ( Q_stricmp(game.spawnpoint, target) == 0 )
                    882:                {       // this is a coop spawn point for one of the clients here
                    883:                        index--;
                    884:                        if (!index)
                    885:                                return spot;            // this is it
                    886:                }
                    887:        }
                    888: 
                    889: 
                    890:        return spot;
                    891: }
                    892: 
                    893: 
                    894: /*
                    895: ===========
                    896: SelectSpawnPoint
                    897: 
                    898: Chooses a player start, deathmatch start, coop start, etc
                    899: ============
                    900: */
                    901: void   SelectSpawnPoint (edict_t *ent, vec3_t origin, vec3_t angles)
                    902: {
                    903:        edict_t *spot = NULL;
                    904: 
                    905:        if (deathmatch->value)
                    906: //ZOID
                    907:                if (ctf->value)
                    908:                        spot = SelectCTFSpawnPoint(ent);
                    909:                else
                    910: //ZOID
                    911:                        spot = SelectDeathmatchSpawnPoint ();
                    912:        else if (coop->value)
                    913:                spot = SelectCoopSpawnPoint (ent);
                    914: 
                    915:        // find a single player start spot
                    916:        if (!spot)
                    917:        {
                    918:                while ((spot = G_Find (spot, FOFS(classname), "info_player_start")) != NULL)
                    919:                {
                    920:                        if (!game.spawnpoint[0] && !spot->targetname)
                    921:                                break;
                    922: 
                    923:                        if (!game.spawnpoint[0] || !spot->targetname)
                    924:                                continue;
                    925: 
                    926:                        if (Q_stricmp(game.spawnpoint, spot->targetname) == 0)
                    927:                                break;
                    928:                }
                    929: 
                    930:                if (!spot)
                    931:                {
                    932:                        if (!game.spawnpoint[0])
                    933:                        {       // there wasn't a spawnpoint without a target, so use any
                    934:                                spot = G_Find (spot, FOFS(classname), "info_player_start");
                    935:                        }
                    936:                        if (!spot)
                    937:                                gi.error ("Couldn't find spawn point %s\n", game.spawnpoint);
                    938:                }
                    939:        }
                    940: 
                    941:        VectorCopy (spot->s.origin, origin);
                    942:        origin[2] += 9;
                    943:        VectorCopy (spot->s.angles, angles);
                    944: }
                    945: 
                    946: //======================================================================
                    947: 
                    948: 
                    949: void InitBodyQue (void)
                    950: {
                    951:        int             i;
                    952:        edict_t *ent;
                    953: 
                    954:        level.body_que = 0;
                    955:        for (i=0; i<BODY_QUEUE_SIZE ; i++)
                    956:        {
                    957:                ent = G_Spawn();
                    958:                ent->classname = "bodyque";
                    959:        }
                    960: }
                    961: 
                    962: void body_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
                    963: {
                    964:        int     n;
                    965: 
                    966:        if (self->health < -40)
                    967:        {
                    968:                gi.sound (self, CHAN_BODY, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
                    969:                for (n= 0; n < 4; n++)
                    970:                        ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
                    971:                self->s.origin[2] -= 48;
                    972:                ThrowClientHead (self, damage);
                    973:                self->takedamage = DAMAGE_NO;
                    974:        }
                    975: }
                    976: 
                    977: void CopyToBodyQue (edict_t *ent)
                    978: {
                    979:        edict_t         *body;
                    980: 
                    981: 
                    982:        // grab a body que and cycle to the next one
                    983:        body = &g_edicts[(int)maxclients->value + level.body_que + 1];
                    984:        level.body_que = (level.body_que + 1) % BODY_QUEUE_SIZE;
                    985: 
                    986:        // FIXME: send an effect on the removed body
                    987: 
                    988:        gi.unlinkentity (ent);
                    989: 
                    990:        gi.unlinkentity (body);
                    991:        body->s = ent->s;
                    992:        body->s.number = body - g_edicts;
                    993: 
                    994:        body->svflags = ent->svflags;
                    995:        VectorCopy (ent->mins, body->mins);
                    996:        VectorCopy (ent->maxs, body->maxs);
                    997:        VectorCopy (ent->absmin, body->absmin);
                    998:        VectorCopy (ent->absmax, body->absmax);
                    999:        VectorCopy (ent->size, body->size);
                   1000:        body->solid = ent->solid;
                   1001:        body->clipmask = ent->clipmask;
                   1002:        body->owner = ent->owner;
                   1003:        body->movetype = ent->movetype;
                   1004: 
                   1005:        body->die = body_die;
                   1006:        body->takedamage = DAMAGE_YES;
                   1007: 
                   1008:        gi.linkentity (body);
                   1009: }
                   1010: 
                   1011: 
                   1012: void respawn (edict_t *self)
                   1013: {
                   1014:        if (deathmatch->value || coop->value)
                   1015:        {
                   1016:                if (self->movetype != MOVETYPE_NOCLIP)
                   1017:                        CopyToBodyQue (self);
                   1018:                self->svflags &= ~SVF_NOCLIENT;
                   1019:                PutClientInServer (self);
                   1020: 
                   1021:                // add a teleportation effect
                   1022:                self->s.event = EV_PLAYER_TELEPORT;
                   1023: 
                   1024:                // hold in place briefly
                   1025:                self->client->ps.pmove.pm_flags = PMF_TIME_TELEPORT;
                   1026:                self->client->ps.pmove.pm_time = 14;
                   1027: 
                   1028:                self->client->respawn_time = level.time;
                   1029: 
                   1030:                return;
                   1031:        }
                   1032: 
                   1033:        // restart the entire server
                   1034:        gi.AddCommandString ("menu_loadgame\n");
                   1035: }
                   1036: 
                   1037: //==============================================================
                   1038: 
                   1039: 
                   1040: /*
                   1041: ===========
                   1042: PutClientInServer
                   1043: 
                   1044: Called when a player connects to a server or respawns in
                   1045: a deathmatch.
                   1046: ============
                   1047: */
                   1048: void PutClientInServer (edict_t *ent)
                   1049: {
                   1050:        vec3_t  mins = {-16, -16, -24};
                   1051:        vec3_t  maxs = {16, 16, 32};
                   1052:        int             index;
                   1053:        vec3_t  spawn_origin, spawn_angles;
                   1054:        gclient_t       *client;
                   1055:        int             i;
                   1056:        client_persistant_t     saved;
                   1057:        client_respawn_t        resp;
                   1058: 
                   1059:        // find a spawn point
                   1060:        // do it before setting health back up, so farthest
                   1061:        // ranging doesn't count this client
                   1062:        SelectSpawnPoint (ent, spawn_origin, spawn_angles);
                   1063: 
                   1064:        index = ent-g_edicts-1;
                   1065:        client = ent->client;
                   1066: 
                   1067:        // deathmatch wipes most client data every spawn
                   1068:        if (deathmatch->value)
                   1069:        {
                   1070:                char            userinfo[MAX_INFO_STRING];
                   1071: 
                   1072:                resp = client->resp;
                   1073:                memcpy (userinfo, client->pers.userinfo, sizeof(userinfo));
                   1074:                InitClientPersistant (client);
                   1075:                ClientUserinfoChanged (ent, userinfo);
                   1076:        }
                   1077:        else if (coop->value)
                   1078:        {
                   1079:                int                     n;
                   1080:                char            userinfo[MAX_INFO_STRING];
                   1081: 
                   1082:                resp = client->resp;
                   1083:                memcpy (userinfo, client->pers.userinfo, sizeof(userinfo));
                   1084:                // this is kind of ugly, but it's how we want to handle keys in coop
                   1085:                for (n = 0; n < MAX_ITEMS; n++)
                   1086:                {
                   1087:                        if (itemlist[n].flags & IT_KEY)
                   1088:                                resp.coop_respawn.inventory[n] = client->pers.inventory[n];
                   1089:                }
                   1090:                client->pers = resp.coop_respawn;
                   1091:                ClientUserinfoChanged (ent, userinfo);
                   1092:                if (resp.score > client->pers.score)
                   1093:                        client->pers.score = resp.score;
                   1094:        }
                   1095:        else
                   1096:        {
                   1097:                memset (&resp, 0, sizeof(resp));
                   1098:        }
                   1099: 
                   1100:        // clear everything but the persistant data
                   1101:        saved = client->pers;
                   1102:        memset (client, 0, sizeof(*client));
                   1103:        client->pers = saved;
                   1104:        if (client->pers.health <= 0)
                   1105:                InitClientPersistant(client);
                   1106:        client->resp = resp;
                   1107: 
                   1108:        // copy some data from the client to the entity
                   1109:        FetchClientEntData (ent);
                   1110: 
                   1111:        // clear entity values
                   1112:        ent->groundentity = NULL;
                   1113:        ent->client = &game.clients[index];
                   1114:        ent->takedamage = DAMAGE_AIM;
                   1115:        ent->movetype = MOVETYPE_WALK;
                   1116:        ent->viewheight = 22;
                   1117:        ent->inuse = true;
                   1118:        ent->classname = "player";
                   1119:        ent->mass = 200;
                   1120:        ent->solid = SOLID_BBOX;
                   1121:        ent->deadflag = DEAD_NO;
                   1122:        ent->air_finished = level.time + 12;
                   1123:        ent->clipmask = MASK_PLAYERSOLID;
                   1124:        ent->model = "players/male/tris.md2";
                   1125:        ent->pain = player_pain;
                   1126:        ent->die = player_die;
                   1127:        ent->waterlevel = 0;
                   1128:        ent->watertype = 0;
                   1129:        ent->flags &= ~FL_NO_KNOCKBACK;
                   1130:        ent->svflags &= ~SVF_DEADMONSTER;
                   1131: 
                   1132:        VectorCopy (mins, ent->mins);
                   1133:        VectorCopy (maxs, ent->maxs);
                   1134:        VectorClear (ent->velocity);
                   1135: 
                   1136:        // clear playerstate values
                   1137:        memset (&ent->client->ps, 0, sizeof(client->ps));
                   1138: 
                   1139:        client->ps.pmove.origin[0] = spawn_origin[0]*8;
                   1140:        client->ps.pmove.origin[1] = spawn_origin[1]*8;
                   1141:        client->ps.pmove.origin[2] = spawn_origin[2]*8;
                   1142: //ZOID
                   1143:        client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION;
                   1144: //ZOID
                   1145: 
                   1146:        if (deathmatch->value && ((int)dmflags->value & DF_FIXED_FOV))
                   1147:        {
                   1148:                client->ps.fov = 90;
                   1149:        }
                   1150:        else
                   1151:        {
                   1152:                client->ps.fov = atoi(Info_ValueForKey(client->pers.userinfo, "fov"));
                   1153:                if (client->ps.fov < 1)
                   1154:                        client->ps.fov = 90;
                   1155:                else if (client->ps.fov > 160)
                   1156:                        client->ps.fov = 160;
                   1157:        }
                   1158: 
                   1159:        client->ps.gunindex = gi.modelindex(client->pers.weapon->view_model);
                   1160: 
                   1161:        // clear entity state values
                   1162:        ent->s.effects = 0;
                   1163:        ent->s.skinnum = ent - g_edicts - 1;
                   1164:        ent->s.modelindex = 255;                // will use the skin specified model
                   1165:        ent->s.modelindex2 = 255;               // custom gun model
                   1166:        // sknum is player num and weapon number
                   1167:        // weapon number will be added in changeweapon
                   1168:        ent->s.skinnum = ent - g_edicts - 1;
                   1169: 
                   1170:        ent->s.frame = 0;
                   1171:        VectorCopy (spawn_origin, ent->s.origin);
                   1172:        ent->s.origin[2] += 1;  // make sure off ground
                   1173:        VectorCopy (ent->s.origin, ent->s.old_origin);
                   1174: 
                   1175:        // set the delta angle
                   1176:        for (i=0 ; i<3 ; i++)
                   1177:                client->ps.pmove.delta_angles[i] = ANGLE2SHORT(spawn_angles[i] - client->resp.cmd_angles[i]);
                   1178: 
                   1179:        ent->s.angles[PITCH] = 0;
                   1180:        ent->s.angles[YAW] = spawn_angles[YAW];
                   1181:        ent->s.angles[ROLL] = 0;
                   1182:        VectorCopy (ent->s.angles, client->ps.viewangles);
                   1183:        VectorCopy (ent->s.angles, client->v_angle);
                   1184: 
                   1185: //ZOID
                   1186:        if (CTFStartClient(ent))
                   1187:                return;
                   1188: //ZOID
                   1189: 
                   1190:        if (!KillBox (ent))
                   1191:        {       // could't spawn in?
                   1192:        }
                   1193: 
                   1194:        gi.linkentity (ent);
                   1195: 
                   1196:        // force the current weapon up
                   1197:        client->newweapon = client->pers.weapon;
                   1198:        ChangeWeapon (ent);
                   1199: }
                   1200: 
                   1201: /*
                   1202: =====================
                   1203: ClientBeginDeathmatch
                   1204: 
                   1205: A client has just connected to the server in 
                   1206: deathmatch mode, so clear everything out before starting them.
                   1207: =====================
                   1208: */
                   1209: void ClientBeginDeathmatch (edict_t *ent)
                   1210: {
                   1211:        G_InitEdict (ent);
                   1212: 
                   1213:        InitClientResp (ent->client);
                   1214: 
                   1215:        // locate ent at a spawn point
                   1216:        PutClientInServer (ent);
                   1217: 
1.1.1.2 ! root     1218:        if (level.intermissiontime)
        !          1219:        {
        !          1220:                MoveClientToIntermission (ent);
        !          1221:        }
        !          1222:        else
        !          1223:        {
        !          1224:                // send effect
        !          1225:                gi.WriteByte (svc_muzzleflash);
        !          1226:                gi.WriteShort (ent-g_edicts);
        !          1227:                gi.WriteByte (MZ_LOGIN);
        !          1228:                gi.multicast (ent->s.origin, MULTICAST_PVS);
        !          1229:        }
1.1       root     1230: 
                   1231:        gi.bprintf (PRINT_HIGH, "%s entered the game\n", ent->client->pers.netname);
                   1232: 
                   1233:        // make sure all view stuff is valid
                   1234:        ClientEndServerFrame (ent);
                   1235: }
                   1236: 
                   1237: 
                   1238: /*
                   1239: ===========
                   1240: ClientBegin
                   1241: 
                   1242: called when a client has finished connecting, and is ready
                   1243: to be placed into the game.  This will happen every level load.
                   1244: ============
                   1245: */
                   1246: void ClientBegin (edict_t *ent)
                   1247: {
                   1248:        int             i;
                   1249: 
                   1250:        ent->client = game.clients + (ent - g_edicts - 1);
                   1251: 
                   1252:        if (deathmatch->value)
                   1253:        {
                   1254:                ClientBeginDeathmatch (ent);
                   1255:                return;
                   1256:        }
                   1257: 
                   1258:        // if there is already a body waiting for us (a loadgame), just
                   1259:        // take it, otherwise spawn one from scratch
                   1260:        if (ent->inuse == true)
                   1261:        {
                   1262:                // the client has cleared the client side viewangles upon
                   1263:                // connecting to the server, which is different than the
                   1264:                // state when the game is saved, so we need to compensate
                   1265:                // with deltaangles
                   1266:                for (i=0 ; i<3 ; i++)
                   1267:                        ent->client->ps.pmove.delta_angles[i] = ANGLE2SHORT(ent->client->ps.viewangles[i]);
                   1268:        }
                   1269:        else
                   1270:        {
                   1271:                // a spawn point will completely reinitialize the entity
                   1272:                // except for the persistant data that was initialized at
                   1273:                // ClientConnect() time
                   1274:                G_InitEdict (ent);
                   1275:                ent->classname = "player";
                   1276:                InitClientResp (ent->client);
                   1277:                PutClientInServer (ent);
                   1278:        }
                   1279: 
                   1280:        if (level.intermissiontime)
                   1281:        {
                   1282:                MoveClientToIntermission (ent);
                   1283:        }
                   1284:        else
                   1285:        {
                   1286:                // send effect if in a multiplayer game
                   1287:                if (game.maxclients > 1)
                   1288:                {
                   1289:                        gi.WriteByte (svc_muzzleflash);
                   1290:                        gi.WriteShort (ent-g_edicts);
                   1291:                        gi.WriteByte (MZ_LOGIN);
                   1292:                        gi.multicast (ent->s.origin, MULTICAST_PVS);
                   1293: 
                   1294:                        gi.bprintf (PRINT_HIGH, "%s entered the game\n", ent->client->pers.netname);
                   1295:                }
                   1296:        }
                   1297: 
                   1298:        // make sure all view stuff is valid
                   1299:        ClientEndServerFrame (ent);
                   1300: }
                   1301: 
                   1302: /*
                   1303: ===========
                   1304: ClientUserInfoChanged
                   1305: 
                   1306: called whenever the player updates a userinfo variable.
                   1307: 
                   1308: The game can override any of the settings in place
                   1309: (forcing skins or names, etc) before copying it off.
                   1310: ============
                   1311: */
                   1312: void ClientUserinfoChanged (edict_t *ent, char *userinfo)
                   1313: {
                   1314:        char    *s;
                   1315:        int             playernum;
                   1316: 
                   1317:        // check for malformed or illegal info strings
                   1318:        if (!Info_Validate(userinfo))
                   1319:        {
                   1320:                strcpy (userinfo, "\\name\\badinfo\\skin\\male/grunt");
                   1321:        }
                   1322: 
                   1323:        // set name
                   1324:        s = Info_ValueForKey (userinfo, "name");
                   1325:        strncpy (ent->client->pers.netname, s, sizeof(ent->client->pers.netname)-1);
                   1326: 
                   1327:        // set skin
                   1328:        s = Info_ValueForKey (userinfo, "skin");
                   1329: 
                   1330:        playernum = ent-g_edicts-1;
                   1331: 
                   1332:        // combine name and skin into a configstring
                   1333: //ZOID
                   1334:        if (ctf->value)
                   1335:                CTFAssignSkin(ent, s);
                   1336:        else
                   1337: //ZOID
                   1338:                gi.configstring (CS_PLAYERSKINS+playernum, va("%s\\%s", ent->client->pers.netname, s) );
                   1339: 
1.1.1.2 ! root     1340: //ZOID
        !          1341:        // set player name field (used in id_state view)
        !          1342:        gi.configstring (CS_GENERAL+playernum, ent->client->pers.netname);
        !          1343: //ZOID
        !          1344: 
1.1       root     1345:        // fov
                   1346:        if (deathmatch->value && ((int)dmflags->value & DF_FIXED_FOV))
                   1347:        {
                   1348:                ent->client->ps.fov = 90;
                   1349:        }
                   1350:        else
                   1351:        {
                   1352:                ent->client->ps.fov = atoi(Info_ValueForKey(userinfo, "fov"));
                   1353:                if (ent->client->ps.fov < 1)
                   1354:                        ent->client->ps.fov = 90;
                   1355:                else if (ent->client->ps.fov > 160)
                   1356:                        ent->client->ps.fov = 160;
                   1357:        }
                   1358: 
                   1359:        // handedness
                   1360:        s = Info_ValueForKey (userinfo, "hand");
                   1361:        if (strlen(s))
                   1362:        {
                   1363:                ent->client->pers.hand = atoi(s);
                   1364:        }
                   1365: 
                   1366:        // save off the userinfo in case we want to check something later
                   1367:        strncpy (ent->client->pers.userinfo, userinfo, sizeof(ent->client->pers.userinfo)-1);
                   1368: }
                   1369: 
                   1370: 
                   1371: /*
                   1372: ===========
                   1373: ClientConnect
                   1374: 
                   1375: Called when a player begins connecting to the server.
                   1376: The game can refuse entrance to a client by returning false.
                   1377: If the client is allowed, the connection process will continue
                   1378: and eventually get to ClientBegin()
                   1379: Changing levels will NOT cause this to be called again, but
                   1380: loadgames will.
                   1381: ============
                   1382: */
                   1383: qboolean ClientConnect (edict_t *ent, char *userinfo)
                   1384: {
                   1385:        char    *value;
                   1386: 
                   1387:        // check to see if they are on the banned IP list
                   1388:        value = Info_ValueForKey (userinfo, "ip");
1.1.1.2 ! root     1389:        if (SV_FilterPacket(value)) {
        !          1390:                Info_SetValueForKey(userinfo, "rejmsg", "Banned.");
        !          1391:                return false;
        !          1392:        }
        !          1393: 
1.1       root     1394: 
                   1395:        // check for a password
                   1396:        value = Info_ValueForKey (userinfo, "password");
                   1397:        if (*password->string && strcmp(password->string, "none") && 
                   1398:                strcmp(password->string, value)) {
                   1399:                Info_SetValueForKey(userinfo, "rejmsg", "Password required or incorrect.");
                   1400:                return false;
                   1401:        }
                   1402: 
                   1403:        // they can connect
                   1404:        ent->client = game.clients + (ent - g_edicts - 1);
                   1405: 
                   1406:        // if there is already a body waiting for us (a loadgame), just
                   1407:        // take it, otherwise spawn one from scratch
                   1408:        if (ent->inuse == false)
                   1409:        {
                   1410:                // clear the respawning variables
                   1411: //ZOID -- force team join
                   1412:                ent->client->resp.ctf_team = -1;
1.1.1.2 ! root     1413:                ent->client->resp.id_state = true; 
1.1       root     1414: //ZOID
                   1415:                InitClientResp (ent->client);
                   1416:                if (!game.autosaved || !ent->client->pers.weapon)
                   1417:                        InitClientPersistant (ent->client);
                   1418:        }
                   1419: 
                   1420:        ClientUserinfoChanged (ent, userinfo);
                   1421: 
                   1422:        if (game.maxclients > 1)
                   1423:                gi.dprintf ("%s connected\n", ent->client->pers.netname);
                   1424: 
                   1425:        ent->client->pers.connected = true;
                   1426:        return true;
                   1427: }
                   1428: 
                   1429: /*
                   1430: ===========
                   1431: ClientDisconnect
                   1432: 
                   1433: Called when a player drops from the server.
                   1434: Will not be called between levels.
                   1435: ============
                   1436: */
                   1437: void ClientDisconnect (edict_t *ent)
                   1438: {
                   1439:        int             playernum;
                   1440: 
                   1441:        if (!ent->client)
                   1442:                return;
                   1443: 
                   1444:        gi.bprintf (PRINT_HIGH, "%s disconnected\n", ent->client->pers.netname);
                   1445: 
                   1446: //ZOID
                   1447:        CTFDeadDropFlag(ent);
                   1448:        CTFDeadDropTech(ent);
                   1449: //ZOID
                   1450: 
                   1451:        // send effect
                   1452:        gi.WriteByte (svc_muzzleflash);
                   1453:        gi.WriteShort (ent-g_edicts);
                   1454:        gi.WriteByte (MZ_LOGOUT);
                   1455:        gi.multicast (ent->s.origin, MULTICAST_PVS);
                   1456: 
                   1457:        gi.unlinkentity (ent);
                   1458:        ent->s.modelindex = 0;
                   1459:        ent->solid = SOLID_NOT;
                   1460:        ent->inuse = false;
                   1461:        ent->classname = "disconnected";
                   1462:        ent->client->pers.connected = false;
                   1463: 
                   1464:        playernum = ent-g_edicts-1;
                   1465:        gi.configstring (CS_PLAYERSKINS+playernum, "");
                   1466: }
                   1467: 
                   1468: 
                   1469: //==============================================================
                   1470: 
                   1471: 
                   1472: edict_t        *pm_passent;
                   1473: 
                   1474: // pmove doesn't need to know about passent and contentmask
                   1475: trace_t        PM_trace (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end)
                   1476: {
                   1477:        if (pm_passent->health > 0)
                   1478:                return gi.trace (start, mins, maxs, end, pm_passent, MASK_PLAYERSOLID);
                   1479:        else
                   1480:                return gi.trace (start, mins, maxs, end, pm_passent, MASK_DEADSOLID);
                   1481: }
                   1482: 
                   1483: unsigned CheckBlock (void *b, int c)
                   1484: {
                   1485:        int     v,i;
                   1486:        v = 0;
                   1487:        for (i=0 ; i<c ; i++)
                   1488:                v+= ((byte *)b)[i];
                   1489:        return v;
                   1490: }
                   1491: void PrintPmove (pmove_t *pm)
                   1492: {
                   1493:        unsigned        c1, c2;
                   1494: 
                   1495:        c1 = CheckBlock (&pm->s, sizeof(pm->s));
                   1496:        c2 = CheckBlock (&pm->cmd, sizeof(pm->cmd));
                   1497:        Com_Printf ("sv %3i:%i %i\n", pm->cmd.impulse, c1, c2);
                   1498: }
                   1499: 
                   1500: /*
                   1501: ==============
                   1502: ClientThink
                   1503: 
                   1504: This will be called once for each client frame, which will
                   1505: usually be a couple times for each server frame.
                   1506: ==============
                   1507: */
                   1508: void ClientThink (edict_t *ent, usercmd_t *ucmd)
                   1509: {
                   1510:        gclient_t       *client;
                   1511:        edict_t *other;
                   1512:        int             i, j;
                   1513:        pmove_t pm;
                   1514: 
                   1515:        level.current_entity = ent;
                   1516:        client = ent->client;
                   1517: 
                   1518:        if (level.intermissiontime)
                   1519:        {
                   1520:                client->ps.pmove.pm_type = PM_FREEZE;
                   1521:                // can exit intermission after five seconds
                   1522:                if (level.time > level.intermissiontime + 5.0 
                   1523:                        && (ucmd->buttons & BUTTON_ANY) )
                   1524:                        level.exitintermission = true;
                   1525:                return;
                   1526:        }
                   1527: 
                   1528:        pm_passent = ent;
                   1529: 
                   1530: //ZOID
                   1531:        if (ent->client->chase_target) {
                   1532:                client->resp.cmd_angles[0] = SHORT2ANGLE(ucmd->angles[0]);
                   1533:                client->resp.cmd_angles[1] = SHORT2ANGLE(ucmd->angles[1]);
                   1534:                client->resp.cmd_angles[2] = SHORT2ANGLE(ucmd->angles[2]);
                   1535:                return;
                   1536:        }
                   1537: //ZOID
                   1538: 
                   1539:        // set up for pmove
                   1540:        memset (&pm, 0, sizeof(pm));
                   1541: 
                   1542:        if (ent->movetype == MOVETYPE_NOCLIP)
                   1543:                client->ps.pmove.pm_type = PM_SPECTATOR;
                   1544:        else if (ent->s.modelindex != 255)
                   1545:                client->ps.pmove.pm_type = PM_GIB;
                   1546:        else if (ent->deadflag)
                   1547:                client->ps.pmove.pm_type = PM_DEAD;
                   1548:        else
                   1549:                client->ps.pmove.pm_type = PM_NORMAL;
                   1550: 
                   1551:        client->ps.pmove.gravity = sv_gravity->value;
                   1552:        pm.s = client->ps.pmove;
                   1553: 
                   1554:        for (i=0 ; i<3 ; i++)
                   1555:        {
                   1556:                pm.s.origin[i] = ent->s.origin[i]*8;
                   1557:                pm.s.velocity[i] = ent->velocity[i]*8;
                   1558:        }
                   1559: 
                   1560:        if (memcmp(&client->old_pmove, &pm.s, sizeof(pm.s)))
                   1561:        {
                   1562:                pm.snapinitial = true;
                   1563: //             gi.dprintf ("pmove changed!\n");
                   1564:        }
                   1565: 
                   1566:        pm.cmd = *ucmd;
                   1567: 
                   1568:        pm.trace = PM_trace;    // adds default parms
                   1569:        pm.pointcontents = gi.pointcontents;
                   1570: 
                   1571:        // perform a pmove
                   1572:        gi.Pmove (&pm);
                   1573: 
                   1574:        // save results of pmove
                   1575:        client->ps.pmove = pm.s;
                   1576:        client->old_pmove = pm.s;
                   1577: 
                   1578:        for (i=0 ; i<3 ; i++)
                   1579:        {
                   1580:                ent->s.origin[i] = pm.s.origin[i]*0.125;
                   1581:                ent->velocity[i] = pm.s.velocity[i]*0.125;
                   1582:        }
                   1583: 
                   1584:        VectorCopy (pm.mins, ent->mins);
                   1585:        VectorCopy (pm.maxs, ent->maxs);
                   1586: 
                   1587:        client->resp.cmd_angles[0] = SHORT2ANGLE(ucmd->angles[0]);
                   1588:        client->resp.cmd_angles[1] = SHORT2ANGLE(ucmd->angles[1]);
                   1589:        client->resp.cmd_angles[2] = SHORT2ANGLE(ucmd->angles[2]);
                   1590: 
                   1591:        if (ent->groundentity && !pm.groundentity && (pm.cmd.upmove >= 10) && (pm.waterlevel == 0))
                   1592:        {
                   1593:                gi.sound(ent, CHAN_VOICE, gi.soundindex("*jump1.wav"), 1, ATTN_NORM, 0);
                   1594:                PlayerNoise(ent, ent->s.origin, PNOISE_SELF);
                   1595:        }
                   1596: 
                   1597:        ent->viewheight = pm.viewheight;
                   1598:        ent->waterlevel = pm.waterlevel;
                   1599:        ent->watertype = pm.watertype;
                   1600:        ent->groundentity = pm.groundentity;
                   1601:        if (pm.groundentity)
                   1602:                ent->groundentity_linkcount = pm.groundentity->linkcount;
                   1603: 
                   1604:        if (ent->deadflag)
                   1605:        {
                   1606:                client->ps.viewangles[ROLL] = 40;
                   1607:                client->ps.viewangles[PITCH] = -15;
                   1608:                client->ps.viewangles[YAW] = client->killer_yaw;
                   1609:        }
                   1610:        else
                   1611:        {
                   1612:                VectorCopy (pm.viewangles, client->v_angle);
                   1613:                VectorCopy (pm.viewangles, client->ps.viewangles);
                   1614:        }
                   1615: 
                   1616: //ZOID
                   1617:        if (client->ctf_grapple)
                   1618:                CTFGrapplePull(client->ctf_grapple);
                   1619: //ZOID
                   1620: 
                   1621:        gi.linkentity (ent);
                   1622: 
                   1623:        if (ent->movetype != MOVETYPE_NOCLIP)
                   1624:                G_TouchTriggers (ent);
                   1625: 
                   1626:        // touch other objects
                   1627:        for (i=0 ; i<pm.numtouch ; i++)
                   1628:        {
                   1629:                other = pm.touchents[i];
                   1630:                for (j=0 ; j<i ; j++)
                   1631:                        if (pm.touchents[j] == other)
                   1632:                                break;
                   1633:                if (j != i)
                   1634:                        continue;       // duplicated
                   1635:                if (!other->touch)
                   1636:                        continue;
                   1637:                other->touch (other, ent, NULL, NULL);
                   1638:        }
                   1639: 
                   1640: 
                   1641:        client->oldbuttons = client->buttons;
                   1642:        client->buttons = ucmd->buttons;
                   1643:        client->latched_buttons |= client->buttons & ~client->oldbuttons;
                   1644: 
                   1645:        // save light level the player is standing on for
                   1646:        // monster sighting AI
                   1647:        ent->light_level = ucmd->lightlevel;
                   1648: 
                   1649:        // fire weapon from final position if needed
                   1650:        if (client->latched_buttons & BUTTON_ATTACK
                   1651: //ZOID
                   1652:                && ent->movetype != MOVETYPE_NOCLIP
                   1653: //ZOID
                   1654:                )
                   1655:        {
                   1656:                if (!client->weapon_thunk)
                   1657:                {
                   1658:                        client->weapon_thunk = true;
                   1659:                        Think_Weapon (ent);
                   1660:                }
                   1661:        }
                   1662: 
                   1663: //ZOID
                   1664: //regen tech
                   1665:        CTFApplyRegeneration(ent);
                   1666: //ZOID
                   1667: 
                   1668: //ZOID
                   1669:        for (i = 1; i <= maxclients->value; i++) {
                   1670:                other = g_edicts + i;
                   1671:                if (other->inuse && other->client->chase_target == ent)
                   1672:                        UpdateChaseCam(other);
                   1673:        }
                   1674: 
                   1675:        if (client->menudirty && client->menutime <= level.time) {
                   1676:                PMenu_Do_Update(ent);
                   1677:                gi.unicast (ent, true);
                   1678:                client->menutime = level.time;
                   1679:                client->menudirty = false;
                   1680:        }
                   1681: //ZOID
                   1682: }
                   1683: 
                   1684: 
                   1685: /*
                   1686: ==============
                   1687: ClientBeginServerFrame
                   1688: 
                   1689: This will be called once for each server frame, before running
                   1690: any other entities in the world.
                   1691: ==============
                   1692: */
                   1693: void ClientBeginServerFrame (edict_t *ent)
                   1694: {
                   1695:        gclient_t       *client;
                   1696:        int                     buttonMask;
                   1697: 
                   1698:        if (level.intermissiontime)
                   1699:                return;
                   1700: 
                   1701:        client = ent->client;
                   1702: 
                   1703:        // run weapon animations if it hasn't been done by a ucmd_t
                   1704:        if (!client->weapon_thunk
                   1705: //ZOID
                   1706:                && ent->movetype != MOVETYPE_NOCLIP
                   1707: //ZOID
                   1708:                )
                   1709:                Think_Weapon (ent);
                   1710:        else
                   1711:                client->weapon_thunk = false;
                   1712: 
                   1713:        if (ent->deadflag)
                   1714:        {
                   1715:                // wait for any button just going down
                   1716:                if ( level.time > client->respawn_time)
                   1717:                {
                   1718:                        // in deathmatch, only wait for attack button
                   1719:                        if (deathmatch->value)
                   1720:                                buttonMask = BUTTON_ATTACK;
                   1721:                        else
                   1722:                                buttonMask = -1;
                   1723: 
                   1724:                        if ( ( client->latched_buttons & buttonMask ) ||
                   1725:                                (deathmatch->value && ((int)dmflags->value & DF_FORCE_RESPAWN) ) ||
                   1726:                                CTFMatchOn())
                   1727:                        {
                   1728:                                respawn(ent);
                   1729:                                client->latched_buttons = 0;
                   1730:                        }
                   1731:                }
                   1732:                return;
                   1733:        }
                   1734: 
                   1735:        // add player trail so monsters can follow
                   1736:        if (!deathmatch->value)
                   1737:                if (!visible (ent, PlayerTrail_LastSpot() ) )
                   1738:                        PlayerTrail_Add (ent->s.old_origin);
                   1739: 
                   1740:        client->latched_buttons = 0;
                   1741: }

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