Пример #1
0
/*
==================
ClientThink

A new command has arrived from the client
==================
*/
void ClientThink(int clientNum) {
	gentity_t *ent;

	ent                      = g_entities + clientNum;
	ent->client->pers.oldcmd = ent->client->pers.cmd;
	trap_GetUsercmd(clientNum, &ent->client->pers.cmd);

	// mark the time we got info, so we can display the
	// phone jack if they don't get any for a while
	ent->client->lastCmdTime = level.time;

	ClientThink_real(ent);
}
Пример #2
0
/*
==================
ClientThink

A new command has arrived from the client
==================
*/
void ClientThink( int clientNum ) 
{
	gentity_t *ent = g_entities + clientNum;
	trap_GetUsercmd( clientNum, &ent->client->pers.cmd );

	// mark the time we got info, so we can display the
	// phone jack if they don't get any for a while
	ent->client->lastCmdTime = level.time;

	if ( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer ) 
	{
		ClientThink_real( ent );
	}
}
Пример #3
0
/*
==================
ClientThink

A new command has arrived from the client
==================
*/
void ClientThink(int clientNum)
{
	gentity_t *ent;

	ent = g_entities + clientNum;
	trap_GetUsercmd(clientNum, &ent->client->pers.cmd);

	// mark the time we got info, so we can display the
	// phone jack if they don't get any for a while
	// ent->client->lastCmdTime = level.time;

	/* camera jitter fix (server side) */
// JBravo: Take SPECTATOR_ZCAM into account
	if (!(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer &&
	    (ent->client->sess.sessionTeam != TEAM_SPECTATOR ||
	     (ent->client->sess.sessionTeam == TEAM_SPECTATOR && ent->client->sess.spectatorState != SPECTATOR_ZCAM))) {
		ClientThink_real(ent);
	}
}
Пример #4
0
/*
===========
ClientSpawn

Called every time a client is placed fresh in the world:
after the first ClientBegin, and after each respawn
Initializes all non-persistant parts of playerState
============
*/
void ClientSpawn( gentity_t *ent, gentity_t *spawn, vec3_t origin, vec3_t angles )
{
    int                 index;
    vec3_t              spawn_origin, spawn_angles;
    gclient_t           *client;
    int                 i;
    clientPersistant_t  saved;
    clientSession_t     savedSess;
    int                 persistant[ MAX_PERSISTANT ];
    gentity_t           *spawnPoint = NULL;
    int                 flags;
    int                 savedPing;
    int                 teamLocal;
    int                 eventSequence;
    char                userinfo[ MAX_INFO_STRING ];
    vec3_t              up = { 0.0f, 0.0f, 1.0f };
    int                 maxAmmo, maxClips;
    weapon_t            weapon;

    index = ent - g_entities;
    client = ent->client;

    teamLocal = client->pers.teamSelection;

    //if client is dead and following teammate, stop following before spawning
    if( client->sess.spectatorClient != -1 )
    {
        client->sess.spectatorClient = -1;
        client->sess.spectatorState = SPECTATOR_FREE;
    }

    // only start client if chosen a class and joined a team
    if( client->pers.classSelection == PCL_NONE && teamLocal == TEAM_NONE )
        client->sess.spectatorState = SPECTATOR_FREE;
    else if( client->pers.classSelection == PCL_NONE )
        client->sess.spectatorState = SPECTATOR_LOCKED;

    // if client is dead and following teammate, stop following before spawning
    if( ent->client->sess.spectatorState == SPECTATOR_FOLLOW )
        G_StopFollowing( ent );

    if( origin != NULL )
        VectorCopy( origin, spawn_origin );

    if( angles != NULL )
        VectorCopy( angles, spawn_angles );

    // find a spawn point
    // do it before setting health back up, so farthest
    // ranging doesn't count this client
    if( client->sess.spectatorState != SPECTATOR_NOT )
    {
        if( teamLocal == TEAM_NONE )
            spawnPoint = G_SelectSpectatorSpawnPoint( spawn_origin, spawn_angles );
        else if( teamLocal == TEAM_ALIENS )
            spawnPoint = G_SelectAlienLockSpawnPoint( spawn_origin, spawn_angles );
        else if( teamLocal == TEAM_HUMANS )
            spawnPoint = G_SelectHumanLockSpawnPoint( spawn_origin, spawn_angles );
    }
    else
    {
        if( spawn == NULL )
        {
            G_Error( "ClientSpawn: spawn is NULL\n" );
            return;
        }

        spawnPoint = spawn;

        if( ent != spawn )
        {
            //start spawn animation on spawnPoint
            G_SetBuildableAnim( spawnPoint, BANIM_SPAWN1, qtrue );

            if( spawnPoint->buildableTeam == TEAM_ALIENS )
                spawnPoint->clientSpawnTime = ALIEN_SPAWN_REPEAT_TIME;
            else if( spawnPoint->buildableTeam == TEAM_HUMANS )
                spawnPoint->clientSpawnTime = HUMAN_SPAWN_REPEAT_TIME;
        }
    }

    // toggle the teleport bit so the client knows to not lerp
    flags = ( ent->client->ps.eFlags & EF_TELEPORT_BIT ) ^ EF_TELEPORT_BIT;
    G_UnlaggedClear( ent );

    // clear everything but the persistant data

    saved = client->pers;
    savedSess = client->sess;
    savedPing = client->ps.ping;

    for( i = 0; i < MAX_PERSISTANT; i++ )
        persistant[ i ] = client->ps.persistant[ i ];

    eventSequence = client->ps.eventSequence;
    memset( client, 0, sizeof( *client ) );

    client->pers = saved;
    client->sess = savedSess;
    client->ps.ping = savedPing;
    client->lastkilled_client = -1;

    for( i = 0; i < MAX_PERSISTANT; i++ )
        client->ps.persistant[ i ] = persistant[ i ];

    client->ps.eventSequence = eventSequence;

    // increment the spawncount so the client will detect the respawn
    client->ps.persistant[ PERS_SPAWN_COUNT ]++;
    client->ps.persistant[ PERS_SPECSTATE ] = client->sess.spectatorState;

    client->airOutTime = level.time + 12000;

    trap_GetUserinfo( index, userinfo, sizeof( userinfo ) );
    client->ps.eFlags = flags;

    //Com_Printf( "ent->client->pers->pclass = %i\n", ent->client->pers.classSelection );

    ent->s.groundEntityNum = ENTITYNUM_NONE;
    ent->client = &level.clients[ index ];
    ent->takedamage = qtrue;
    ent->inuse = qtrue;
    ent->classname = "player";
    ent->r.contents = CONTENTS_BODY;
    ent->clipmask = MASK_PLAYERSOLID;
    ent->die = player_die;
    ent->waterlevel = 0;
    ent->watertype = 0;
    ent->flags = 0;

    // calculate each client's acceleration
    ent->evaluateAcceleration = qtrue;

    client->ps.stats[ STAT_MISC ] = 0;

    client->ps.eFlags = flags;
    client->ps.clientNum = index;

    BG_ClassBoundingBox( ent->client->pers.classSelection, ent->r.mins, ent->r.maxs, NULL, NULL, NULL );

    if( client->sess.spectatorState == SPECTATOR_NOT )
        client->ps.stats[ STAT_MAX_HEALTH ] =
            BG_Class( ent->client->pers.classSelection )->health;
    else
        client->ps.stats[ STAT_MAX_HEALTH ] = 100;

    // clear entity values
    if( ent->client->pers.classSelection == PCL_HUMAN )
    {
        BG_AddUpgradeToInventory( UP_MEDKIT, client->ps.stats );
        weapon = client->pers.humanItemSelection;
    }
    else if( client->sess.spectatorState == SPECTATOR_NOT )
        weapon = BG_Class( ent->client->pers.classSelection )->startWeapon;
    else
        weapon = WP_NONE;

    maxAmmo = BG_Weapon( weapon )->maxAmmo;
    maxClips = BG_Weapon( weapon )->maxClips;
    client->ps.stats[ STAT_WEAPON ] = weapon;
    client->ps.ammo = maxAmmo;
    client->ps.clips = maxClips;

    // We just spawned, not changing weapons
    client->ps.persistant[ PERS_NEWWEAPON ] = 0;

    ent->client->ps.stats[ STAT_CLASS ] = ent->client->pers.classSelection;
    ent->client->ps.stats[ STAT_TEAM ] = ent->client->pers.teamSelection;

    ent->client->ps.stats[ STAT_BUILDABLE ] = BA_NONE;
    ent->client->ps.stats[ STAT_STATE ] = 0;
    VectorSet( ent->client->ps.grapplePoint, 0.0f, 0.0f, 1.0f );

    // health will count down towards max_health
    ent->health = client->ps.stats[ STAT_HEALTH ] = client->ps.stats[ STAT_MAX_HEALTH ]; //* 1.25;

    //if evolving scale health
    if( ent == spawn )
    {
        ent->health *= ent->client->pers.evolveHealthFraction;
        client->ps.stats[ STAT_HEALTH ] *= ent->client->pers.evolveHealthFraction;
    }

    //clear the credits array
    for( i = 0; i < MAX_CLIENTS; i++ )
        ent->credits[ i ] = 0;

    client->ps.stats[ STAT_STAMINA ] = STAMINA_MAX;

    G_SetOrigin( ent, spawn_origin );
    VectorCopy( spawn_origin, client->ps.origin );

#define UP_VEL  150.0f
#define F_VEL   50.0f

    //give aliens some spawn velocity
    if( client->sess.spectatorState == SPECTATOR_NOT &&
            client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS )
    {
        if( ent == spawn )
        {
            //evolution particle system
            G_AddPredictableEvent( ent, EV_ALIEN_EVOLVE, DirToByte( up ) );
        }
        else
        {
            spawn_angles[ YAW ] += 180.0f;
            AngleNormalize360( spawn_angles[ YAW ] );

            if( spawnPoint->s.origin2[ 2 ] > 0.0f )
            {
                vec3_t  forward, dir;

                AngleVectors( spawn_angles, forward, NULL, NULL );
                VectorScale( forward, F_VEL, forward );
                VectorAdd( spawnPoint->s.origin2, forward, dir );
                VectorNormalize( dir );

                VectorScale( dir, UP_VEL, client->ps.velocity );
            }

            G_AddPredictableEvent( ent, EV_PLAYER_RESPAWN, 0 );
        }
    }
    else if( client->sess.spectatorState == SPECTATOR_NOT &&
             client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS )
    {
        spawn_angles[ YAW ] += 180.0f;
        AngleNormalize360( spawn_angles[ YAW ] );
    }

    // the respawned flag will be cleared after the attack and jump keys come up
    client->ps.pm_flags |= PMF_RESPAWNED;

    trap_GetUsercmd( client - level.clients, &ent->client->pers.cmd );
    G_SetClientViewAngle( ent, spawn_angles );

    if( client->sess.spectatorState == SPECTATOR_NOT )
    {
        trap_LinkEntity( ent );

        // force the base weapon up
        if( client->pers.teamSelection == TEAM_HUMANS )
            G_ForceWeaponChange( ent, weapon );

        client->ps.weaponstate = WEAPON_READY;
    }

    // don't allow full run speed for a bit
    client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
    client->ps.pm_time = 100;

    client->respawnTime = level.time;
    ent->nextRegenTime = level.time;

    client->inactivityTime = level.time + g_inactivity.integer * 1000;
    client->latched_buttons = 0;

    // set default animations
    client->ps.torsoAnim = TORSO_STAND;
    client->ps.legsAnim = LEGS_IDLE;

    if( level.intermissiontime )
        MoveClientToIntermission( ent );
    else
    {
        // fire the targets of the spawn point
        if( !spawn )
            G_UseTargets( spawnPoint, ent );

        client->ps.weapon = client->ps.stats[ STAT_WEAPON ];
    }

    // run a client frame to drop exactly to the floor,
    // initialize animations and other things
    client->ps.commandTime = level.time - 100;
    ent->client->pers.cmd.serverTime = level.time;
    ClientThink( ent-g_entities );

    // positively link the client, even if the command times are weird
    if( client->sess.spectatorState == SPECTATOR_NOT )
    {
        BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
        VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
        trap_LinkEntity( ent );
    }

    // must do this here so the number of active clients is calculated
    CalculateRanks( );

    // run the presend to set anything else
    ClientEndFrame( ent );

    // clear entity state values
    BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );

    client->pers.infoChangeTime = level.time;
}
Пример #5
0
/*
===========
ClientSpawn

Called every time a client is placed fresh in the world:
after the first ClientBegin, and after each respawn and evolve
Initializes all non-persistent parts of playerState
============
*/
void ClientSpawn( gentity_t *ent, gentity_t *spawn, const vec3_t origin, const vec3_t angles )
{
	int                index;
	vec3_t             spawn_origin, spawn_angles;
	gclient_t          *client;
	int                i;
	clientPersistant_t saved;
	clientSession_t    savedSess;
	bool           savedNoclip, savedCliprcontents;
	int                persistant[ MAX_PERSISTANT ];
	gentity_t          *spawnPoint = nullptr;
	int                flags;
	int                savedPing;
	int                teamLocal;
	int                eventSequence;
	char               userinfo[ MAX_INFO_STRING ];
	vec3_t             up = { 0.0f, 0.0f, 1.0f };
	int                maxAmmo, maxClips;
	weapon_t           weapon;

	ClientSpawnCBSE(ent, ent == spawn);

	index = ent - g_entities;
	client = ent->client;

	teamLocal = client->pers.team;

	//if client is dead and following teammate, stop following before spawning
	if ( client->sess.spectatorClient != -1 )
	{
		client->sess.spectatorClient = -1;
		client->sess.spectatorState = SPECTATOR_FREE;
	}

	// only start client if chosen a class and joined a team
	if ( client->pers.classSelection == PCL_NONE && teamLocal == TEAM_NONE )
	{
		client->sess.spectatorState = SPECTATOR_FREE;
	}
	else if ( client->pers.classSelection == PCL_NONE )
	{
		client->sess.spectatorState = SPECTATOR_LOCKED;
	}

	// if client is dead and following teammate, stop following before spawning
	if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW )
	{
		G_StopFollowing( ent );
	}

	if ( origin != nullptr )
	{
		VectorCopy( origin, spawn_origin );
	}

	if ( angles != nullptr )
	{
		VectorCopy( angles, spawn_angles );
	}

	// find a spawn point
	// do it before setting health back up, so farthest
	// ranging doesn't count this client
	if ( client->sess.spectatorState != SPECTATOR_NOT )
	{
		if ( teamLocal == TEAM_NONE )
		{
			spawnPoint = G_SelectSpectatorSpawnPoint( spawn_origin, spawn_angles );
		}
		else if ( teamLocal == TEAM_ALIENS )
		{
			spawnPoint = G_SelectAlienLockSpawnPoint( spawn_origin, spawn_angles );
		}
		else if ( teamLocal == TEAM_HUMANS )
		{
			spawnPoint = G_SelectHumanLockSpawnPoint( spawn_origin, spawn_angles );
		}
	}
	else
	{
		if ( spawn == nullptr )
		{
			Com_Error(errorParm_t::ERR_DROP,  "ClientSpawn: spawn is NULL" );
		}

		spawnPoint = spawn;

		if ( spawnPoint->s.eType == entityType_t::ET_BUILDABLE )
		{
			G_SetBuildableAnim( spawnPoint, BANIM_SPAWN1, true );

			if ( spawnPoint->buildableTeam == TEAM_ALIENS )
			{
				spawnPoint->clientSpawnTime = ALIEN_SPAWN_REPEAT_TIME;
			}
			else if ( spawnPoint->buildableTeam == TEAM_HUMANS )
			{
				spawnPoint->clientSpawnTime = HUMAN_SPAWN_REPEAT_TIME;
			}
		}
	}

	// toggle the teleport bit so the client knows to not lerp
	flags = ( ent->client->ps.eFlags & EF_TELEPORT_BIT ) ^ EF_TELEPORT_BIT;
	G_UnlaggedClear( ent );

	// clear everything but the persistent data

	saved = client->pers;
	savedSess = client->sess;
	savedPing = client->ps.ping;
	savedNoclip = client->noclip;
	savedCliprcontents = client->cliprcontents;

	for ( i = 0; i < MAX_PERSISTANT; i++ )
	{
		persistant[ i ] = client->ps.persistant[ i ];
	}

	eventSequence = client->ps.eventSequence;
	memset( client, 0, sizeof( *client ) );

	client->pers = saved;
	client->sess = savedSess;
	client->ps.ping = savedPing;
	client->noclip = savedNoclip;
	client->cliprcontents = savedCliprcontents;

	for ( i = 0; i < MAX_PERSISTANT; i++ )
	{
		client->ps.persistant[ i ] = persistant[ i ];
	}

	client->ps.eventSequence = eventSequence;

	// increment the spawncount so the client will detect the respawn
	client->ps.persistant[ PERS_SPAWN_COUNT ]++;
	client->ps.persistant[ PERS_SPECSTATE ] = client->sess.spectatorState;

	client->airOutTime = level.time + 12000;

	trap_GetUserinfo( index, userinfo, sizeof( userinfo ) );
	client->ps.eFlags = flags;

	//Log::Notice( "ent->client->pers->pclass = %i\n", ent->client->pers.classSelection );

	ent->s.groundEntityNum = ENTITYNUM_NONE;
	ent->client = &level.clients[ index ];
	ent->classname = S_PLAYER_CLASSNAME;
	if ( client->noclip )
	{
		client->cliprcontents = CONTENTS_BODY;
	}
	else
	{
		ent->r.contents = CONTENTS_BODY;
	}
	ent->clipmask = MASK_PLAYERSOLID;
	ent->die = G_PlayerDie;
	ent->waterlevel = 0;
	ent->watertype = 0;
	ent->flags &= FL_GODMODE | FL_NOTARGET;

	// calculate each client's acceleration
	ent->evaluateAcceleration = true;

	client->ps.stats[ STAT_MISC ] = 0;

	client->ps.eFlags = flags;
	client->ps.clientNum = index;

	BG_ClassBoundingBox( ent->client->pers.classSelection, ent->r.mins, ent->r.maxs, nullptr, nullptr, nullptr );

	// clear entity values
	if ( ent->client->pers.classSelection == PCL_HUMAN_NAKED )
	{
		BG_AddUpgradeToInventory( UP_MEDKIT, client->ps.stats );
		weapon = client->pers.humanItemSelection;
	}
	else if ( client->sess.spectatorState == SPECTATOR_NOT )
	{
		weapon = BG_Class( ent->client->pers.classSelection )->startWeapon;
	}
	else
	{
		weapon = WP_NONE;
	}

	maxAmmo = BG_Weapon( weapon )->maxAmmo;
	maxClips = BG_Weapon( weapon )->maxClips;
	client->ps.stats[ STAT_WEAPON ] = weapon;
	client->ps.ammo = maxAmmo;
	client->ps.clips = maxClips;

	// We just spawned, not changing weapons
	client->ps.persistant[ PERS_NEWWEAPON ] = 0;

	client->ps.persistant[ PERS_TEAM ] = client->pers.team;

	// TODO: Check whether stats can be cleared at once instead of per field
	client->ps.stats[ STAT_STAMINA ] = STAMINA_MAX;
	client->ps.stats[ STAT_FUEL ]    = JETPACK_FUEL_MAX;
	client->ps.stats[ STAT_CLASS ] = ent->client->pers.classSelection;
	client->ps.stats[ STAT_BUILDABLE ] = BA_NONE;
	client->ps.stats[ STAT_PREDICTION ] = 0;
	client->ps.stats[ STAT_STATE ] = 0;

	VectorSet( client->ps.grapplePoint, 0.0f, 0.0f, 1.0f );

	//clear the credits array
	// TODO: Handle in HealthComponent or ClientComponent.
	for ( i = 0; i < MAX_CLIENTS; i++ )
	{
		ent->credits[ i ].value = 0.0f;
		ent->credits[ i ].time = 0;
		ent->credits[ i ].team = TEAM_NONE;
	}

	G_SetOrigin( ent, spawn_origin );
	VectorCopy( spawn_origin, client->ps.origin );

	//give aliens some spawn velocity
	if ( client->sess.spectatorState == SPECTATOR_NOT &&
	     client->pers.team == TEAM_ALIENS )
	{
		if ( ent == spawn )
		{
			//evolution particle system
			G_AddPredictableEvent( ent, EV_ALIEN_EVOLVE, DirToByte( up ) );
		}
		else
		{
			spawn_angles[ YAW ] += 180.0f;
			AngleNormalize360( spawn_angles[ YAW ] );

			if ( spawnPoint->s.origin2[ 2 ] > 0.0f )
			{
				vec3_t forward, dir;

				AngleVectors( spawn_angles, forward, nullptr, nullptr );
				VectorAdd( spawnPoint->s.origin2, forward, dir );
				VectorNormalize( dir );
				VectorScale( dir, BG_Class( ent->client->pers.classSelection )->jumpMagnitude,
				             client->ps.velocity );
			}

			G_AddPredictableEvent( ent, EV_PLAYER_RESPAWN, 0 );
		}
	}
	else if ( client->sess.spectatorState == SPECTATOR_NOT &&
	          client->pers.team == TEAM_HUMANS )
	{
		spawn_angles[ YAW ] += 180.0f;
		AngleNormalize360( spawn_angles[ YAW ] );
	}

	// the respawned flag will be cleared after the attack and jump keys come up
	client->ps.pm_flags |= PMF_RESPAWNED;

	trap_GetUsercmd( client - level.clients, &ent->client->pers.cmd );
	G_SetClientViewAngle( ent, spawn_angles );

	if ( client->sess.spectatorState == SPECTATOR_NOT )
	{
		trap_LinkEntity( ent );

		// force the base weapon up
		if ( client->pers.team == TEAM_HUMANS )
		{
			G_ForceWeaponChange( ent, weapon );
		}

		client->ps.weaponstate = WEAPON_READY;
	}

	// don't allow full run speed for a bit
	client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
	client->ps.pm_time = 100;

	client->respawnTime = level.time;
	ent->nextRegenTime = level.time;

	client->inactivityTime = level.time + g_inactivity.integer * 1000;
	usercmdClearButtons( client->latched_buttons );

	// set default animations
	client->ps.torsoAnim = TORSO_STAND;
	client->ps.legsAnim = LEGS_IDLE;

	if ( level.intermissiontime )
	{
		MoveClientToIntermission( ent );
	}
	else
	{
		// fire the targets of the spawn point
		if ( !spawn && spawnPoint )
		{
			G_EventFireEntity( spawnPoint, ent, ON_SPAWN );
		}

		// select the highest weapon number available, after any
		// spawn given items have fired
		client->ps.weapon = 1;

		for ( i = WP_NUM_WEAPONS - 1; i > 0; i-- )
		{
			if ( BG_InventoryContainsWeapon( i, client->ps.stats ) )
			{
				client->ps.weapon = i;
				break;
			}
		}
	}

	// run a client frame to drop exactly to the floor,
	// initialize animations and other things
	client->ps.commandTime = level.time - 100;
	ent->client->pers.cmd.serverTime = level.time;
	ClientThink( ent - g_entities );

	// positively link the client, even if the command times are weird
	if ( client->sess.spectatorState == SPECTATOR_NOT )
	{
		BG_PlayerStateToEntityState( &client->ps, &ent->s, true );
		VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
		trap_LinkEntity( ent );
	}

	// must do this here so the number of active clients is calculated
	CalculateRanks();

	// run the presend to set anything else
	ClientEndFrame( ent );

	// clear entity state values
	BG_PlayerStateToEntityState( &client->ps, &ent->s, true );

	client->pers.infoChangeTime = level.time;

	// (re)tag the client for its team
	Beacon::DeleteTags( ent );
	Beacon::Tag( ent, (team_t)ent->client->ps.persistant[ PERS_TEAM ], true );
}
Пример #6
0
/*
===========
ClientSpawn

Called every time a client is placed fresh in the world:
after the first ClientBegin, and after each respawn
Initializes all non-persistant parts of playerState
============
*/
void ClientSpawn(gentity_t *ent) {
	int		index;
	vec3_t	spawn_origin, spawn_angles;
	gclient_t	*client;
	int		i;
	clientPersistant_t	saved;
	clientSession_t		savedSess;
	int		persistant[MAX_PERSISTANT];
	gentity_t	*spawnPoint;
	int		flags;
	int		savedPing;
//	char	*savedAreaBits;
	int		accuracy_hits, accuracy_shots;
	int		eventSequence;
	char	userinfo[MAX_INFO_STRING];
	int		weapon;

	index = ent - g_entities;
	client = ent->client;

	// find a spawn point
	// do it before setting health back up, so farthest
	// ranging doesn't count this client
	if ( client->sess.sessionTeam == TEAM_SPECTATOR ) {
		spawnPoint = SelectSpectatorSpawnPoint ( 
						spawn_origin, spawn_angles);
	} else if (g_gametype.integer >= GT_CTF ) {
		// all base oriented team games use the CTF spawn points
		spawnPoint = SelectCTFSpawnPoint ( 
						client->sess.sessionTeam, 
						client->pers.teamState.state, 
						spawn_origin, spawn_angles);
	} else {
		do {
			// the first spawn should be at a good looking spot
			if ( !client->pers.initialSpawn && client->pers.localClient ) {
				client->pers.initialSpawn = qtrue;
				spawnPoint = SelectInitialSpawnPoint( spawn_origin, spawn_angles );
			} else {
				// don't spawn near existing origin if possible
				spawnPoint = SelectSpawnPoint ( 
					client->ps.origin, 
					spawn_origin, spawn_angles);
			}

			// Tim needs to prevent bots from spawning at the initial point
			// on q3dm0...
			if ( ( spawnPoint->flags & FL_NO_BOTS ) && ( ent->r.svFlags & SVF_BOT ) ) {
				continue;	// try again
			}
			// just to be symetric, we have a nohumans option...
			if ( ( spawnPoint->flags & FL_NO_HUMANS ) && !( ent->r.svFlags & SVF_BOT ) ) {
				continue;	// try again
			}

			break;

		} while ( 1 );
	}
	client->pers.teamState.state = TEAM_ACTIVE;

	// always clear the kamikaze flag
	ent->s.eFlags &= ~EF_KAMIKAZE;

	// toggle the teleport bit so the client knows to not lerp
	// and never clear the voted flag
	flags = ent->client->ps.eFlags & (EF_TELEPORT_BIT | EF_VOTED | EF_TEAMVOTED);
	flags ^= EF_TELEPORT_BIT;

	// clear everything but the persistant data

	saved = client->pers;
	savedSess = client->sess;
	savedPing = client->ps.ping;
//	savedAreaBits = client->areabits;
	accuracy_hits = client->accuracy_hits;
	accuracy_shots = client->accuracy_shots;
	for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) {
		persistant[i] = client->ps.persistant[i];
	}
	eventSequence = client->ps.eventSequence;

	memset (client, 0, sizeof(*client)); // bk FIXME: Com_Memset?

	client->pers = saved;
	client->sess = savedSess;
	client->ps.ping = savedPing;
//	client->areabits = savedAreaBits;
	client->accuracy_hits = accuracy_hits;
	client->accuracy_shots = accuracy_shots;
	client->lastkilled_client = -1;

	for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) {
		client->ps.persistant[i] = persistant[i];
	}
	client->ps.eventSequence = eventSequence;
	// increment the spawncount so the client will detect the respawn
	client->ps.persistant[PERS_SPAWN_COUNT]++;
	client->ps.persistant[PERS_TEAM] = client->sess.sessionTeam;

	client->airOutTime = level.time + 12000;

	trap_GetUserinfo( index, userinfo, sizeof(userinfo) );
	// set max health
	client->pers.maxHealth = atoi( Info_ValueForKey( userinfo, "handicap" ) );
	if ( client->pers.maxHealth < 1 || client->pers.maxHealth > 100 ) {
		client->pers.maxHealth = 100;
	}
	// clear entity values
	client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;
	client->ps.eFlags = flags;

	ent->s.groundEntityNum = ENTITYNUM_NONE;
	ent->client = &level.clients[index];
	ent->takedamage = qtrue;
	ent->inuse = qtrue;
	ent->classname = "player";
	ent->r.contents = CONTENTS_BODY;
	ent->clipmask = MASK_PLAYERSOLID;
	ent->die = player_die;
	ent->waterlevel = 0;
	ent->watertype = 0;
	ent->flags = 0;
	
	VectorCopy (playerMins, ent->r.mins);
	VectorCopy (playerMaxs, ent->r.maxs);

	client->ps.clientNum = index;


	if (IsBot(client->ps.clientNum)) {
		weapon = WP_LIGHTNING;
		client->ps.stats[STAT_WEAPONS] = ( 1 << weapon );
		client->ps.ammo[weapon] = -1;
	} else {
		weapon = WP_MACHINEGUN;
		client->ps.stats[STAT_WEAPONS] = ( 1 << weapon );
		client->ps.ammo[weapon] = 100;

		client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_GAUNTLET );
		client->ps.ammo[WP_GAUNTLET] = -1;
		client->ps.ammo[WP_GRAPPLING_HOOK] = -1;
	}

	// health will count down towards max_health
	ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH] + 25;

	G_SetOrigin( ent, spawn_origin );
	VectorCopy( spawn_origin, client->ps.origin );

	// the respawned flag will be cleared after the attack and jump keys come up
	client->ps.pm_flags |= PMF_RESPAWNED;

	trap_GetUsercmd( client - level.clients, &ent->client->pers.cmd );
	SetClientViewAngle( ent, spawn_angles );

	if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {

	} else {
		G_KillBox( ent );
		trap_LinkEntity (ent);

		// force the base weapon up
		client->ps.weapon = weapon;
		client->ps.weaponstate = WEAPON_READY;

	}

	// don't allow full run speed for a bit
	client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
	client->ps.pm_time = 100;

	client->respawnTime = level.time;
	client->inactivityTime = level.time + g_inactivity.integer * 1000;
	client->latched_buttons = 0;

	// set default animations
	client->ps.torsoAnim = TORSO_STAND;
	client->ps.legsAnim = LEGS_IDLE;

	if ( level.intermissiontime ) {
		MoveClientToIntermission( ent );
	} else {
		// fire the targets of the spawn point
		G_UseTargets( spawnPoint, ent );

		// select the highest weapon number available, after any
		// spawn given items have fired
		client->ps.weapon = weapon;
		for ( i = WP_NUM_WEAPONS - 1 ; i > 0 ; i-- ) {
			if ( client->ps.stats[STAT_WEAPONS] & ( 1 << i ) ) {
				client->ps.weapon = i;
				break;
			}
		}
	}

	// run a client frame to drop exactly to the floor,
	// initialize animations and other things
	client->ps.commandTime = level.time - 100;
	ent->client->pers.cmd.serverTime = level.time;
	ClientThink( ent-g_entities );

	// positively link the client, even if the command times are weird
	if ( ent->client->sess.sessionTeam != TEAM_SPECTATOR ) {
		BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
		VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
		trap_LinkEntity( ent );
	}

	// run the presend to set anything else
	ClientEndFrame( ent );

	// clear entity state values
	BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
}
Пример #7
0
/*
===========
PlayerSpawn

Called every time a player is placed fresh in the world:
after the first PlayerBegin, and after each respawn
Initializes all non-persistant parts of playerState
============
*/
void PlayerSpawn(gentity_t *ent) {
	int		index;
	vec3_t	spawn_origin, spawn_angles;
	gplayer_t	*player;
	int		i;
	playerPersistant_t	saved;
	playerSession_t		savedSess;
	int		persistant[MAX_PERSISTANT];
	gentity_t	*spawnPoint;
	gentity_t *tent;
	int		flags;
	int		savedPing;
//	char	*savedAreaBits;
	int		accuracy_hits, accuracy_shots;
	int		eventSequence;
	int 	startWeapon, startAmmo;

	index = ent - g_entities;
	player = ent->player;

	VectorClear(spawn_origin);

	// find a spawn point
	// do it before setting health back up, so farthest
	// ranging doesn't count this player
	if ( player->sess.sessionTeam == TEAM_SPECTATOR ) {
		spawnPoint = SelectSpectatorSpawnPoint ( 
						spawn_origin, spawn_angles);
	} else if (g_gametype.integer >= GT_CTF ) {
		// all base oriented team games use the CTF spawn points
		spawnPoint = SelectCTFSpawnPoint ( 
						player->sess.sessionTeam, 
						player->pers.teamState.state, 
						spawn_origin, spawn_angles,
						!!(ent->r.svFlags & SVF_BOT));
	}
	else
	{
		// the first spawn should be at a good looking spot
		if ( player->pers.initialSpawn && player->pers.localClient )
		{
			spawnPoint = SelectInitialSpawnPoint(spawn_origin, spawn_angles,
							     !!(ent->r.svFlags & SVF_BOT));
		}
		else
		{
			// don't spawn near existing origin if possible
			spawnPoint = SelectSpawnPoint ( 
				player->ps.origin, 
				spawn_origin, spawn_angles, !!(ent->r.svFlags & SVF_BOT));
		}
	}
	player->pers.teamState.state = TEAM_ACTIVE;

	// always clear the kamikaze flag
	ent->s.eFlags &= ~EF_KAMIKAZE;

	// toggle the teleport bit so the client knows to not lerp
	// and never clear the voted flag
	flags = ent->player->ps.eFlags & (EF_TELEPORT_BIT | EF_VOTED | EF_TEAMVOTED);
	flags ^= EF_TELEPORT_BIT;

	// clear everything but the persistant data

	saved = player->pers;
	savedSess = player->sess;
	savedPing = player->ps.ping;
//	savedAreaBits = player->areabits;
	accuracy_hits = player->accuracy_hits;
	accuracy_shots = player->accuracy_shots;
	for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) {
		persistant[i] = player->ps.persistant[i];
	}
	eventSequence = player->ps.eventSequence;

	Com_Memset (player, 0, sizeof(*player));

	player->pers = saved;
	player->sess = savedSess;
	player->ps.ping = savedPing;
//	player->areabits = savedAreaBits;
	player->accuracy_hits = accuracy_hits;
	player->accuracy_shots = accuracy_shots;
	player->lastkilled_player = -1;

	for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) {
		player->ps.persistant[i] = persistant[i];
	}
	player->ps.eventSequence = eventSequence;
	// increment the spawncount so the client will detect the respawn
	player->ps.persistant[PERS_SPAWN_COUNT]++;
	player->ps.persistant[PERS_TEAM] = player->sess.sessionTeam;

	player->airOutTime = level.time + 12000;

	// set max health
	player->pers.maxHealth = PlayerHandicap( player );
	// clear entity values
	player->ps.stats[STAT_MAX_HEALTH] = player->pers.maxHealth;
	player->ps.eFlags = flags;
	player->ps.contents = CONTENTS_BODY;
	player->ps.collisionType = ( g_playerCapsule.integer == 1 ) ? CT_CAPSULE : CT_AABB;

	ent->s.groundEntityNum = ENTITYNUM_NONE;
	ent->player = &level.players[index];
	ent->takedamage = qtrue;
	ent->inuse = qtrue;
	ent->classname = "player";
	ent->clipmask = MASK_PLAYERSOLID;
	ent->die = player_die;
	ent->waterlevel = 0;
	ent->watertype = 0;
	ent->flags = 0;
	ent->player->headless = qfalse;
	
	VectorCopy (playerMins, player->ps.mins);
	VectorCopy (playerMaxs, player->ps.maxs);

	player->ps.playerNum = index;

	if ( g_instaGib.integer == 1 ) {
		startWeapon = WP_RAILGUN;
		startAmmo = 50;
	} else if ( g_instaGib.integer == 2 ) {
		startWeapon = WP_ROCKET_LAUNCHER;
		startAmmo = 50;
	} else {
		startWeapon = WP_MACHINEGUN;
		startAmmo = 100;
	}

	player->ps.stats[STAT_WEAPONS] = ( 1 << startWeapon );

	player->ps.ammo[startWeapon] = startAmmo;

	player->ps.stats[STAT_WEAPONS] |= ( 1 << WP_GAUNTLET );
	player->ps.ammo[WP_GAUNTLET] = -1;
	player->ps.ammo[WP_GRAPPLING_HOOK] = -1;

	// health will count down towards max_health
	ent->health = player->ps.stats[STAT_HEALTH] = player->ps.stats[STAT_MAX_HEALTH] = MAX_HEALTH;

	G_SetOrigin( ent, spawn_origin );
	VectorCopy( spawn_origin, player->ps.origin );

	// the respawned flag will be cleared after the attack and jump keys come up
	player->ps.pm_flags |= PMF_RESPAWNED;

	trap_GetUsercmd( player - level.players, &ent->player->pers.cmd );
	SetPlayerViewAngle( ent, spawn_angles );
	// don't allow full run speed for a bit
	player->ps.pm_flags |= PMF_TIME_KNOCKBACK;
	player->ps.pm_time = 100;

	player->respawnTime = level.time;
	player->inactivityTime = level.time + g_inactivity.integer * 1000;
	player->latched_buttons = 0;

	// set default animations
	player->ps.torsoAnim = TORSO_STAND;
	player->ps.legsAnim = LEGS_IDLE;

	if (!level.intermissiontime) {
		if (ent->player->sess.sessionTeam != TEAM_SPECTATOR) {
			G_KillBox(ent);
			// force the base weapon up
			player->ps.weapon = startWeapon;
			player->ps.weaponstate = WEAPON_READY;
			// fire the targets of the spawn point
			G_UseTargets(spawnPoint, ent);
			// select the highest weapon number available, after any spawn given items have fired
			player->ps.weapon = 1;

			for (i = WP_NUM_WEAPONS - 1 ; i > 0 ; i--) {
				if (player->ps.stats[STAT_WEAPONS] & (1 << i)) {
					player->ps.weapon = i;
					break;
				}
			}
			// positively link the player, even if the command times are weird
			VectorCopy(ent->player->ps.origin, ent->r.currentOrigin);

			tent = G_TempEntity(ent->player->ps.origin, EV_PLAYER_TELEPORT_IN);
			tent->s.playerNum = ent->s.playerNum;

			trap_LinkEntity (ent);
		}
	} else {
		// move players to intermission
		MovePlayerToIntermission(ent);
	}
	// run a player frame to drop exactly to the floor,
	// initialize animations and other things
	player->ps.commandTime = level.time - 100;
	ent->player->pers.cmd.serverTime = level.time;
	PlayerThink( ent-g_entities );
	// run the presend to set anything else, follow spectators wait
	// until all players have been reconnected after map_restart
	if ( ent->player->sess.spectatorState != SPECTATOR_FOLLOW ) {
		PlayerEndFrame( ent );
	}

	// clear entity state values
	BG_PlayerStateToEntityState( &player->ps, &ent->s, qtrue );

	// we don't want players being backward-reconciled to the place they died
	G_ResetHistory( ent );
}
Пример #8
0
/*
===========
ClientSpawn

Called every time a client is placed fresh in the world:
after the first ClientBegin, and after each respawn
Initializes all non-persistant parts of playerState
============
*/
void ClientSpawn(gentity_t *ent) {
	int		index;
	vec3_t	spawn_origin, spawn_angles;
	gclient_t	*client;
	int		i;
	clientPersistant_t	saved;
	clientSession_t		savedSess;
	int		persistant[MAX_PERSISTANT];
	gentity_t	*spawnPoint;
	int		flags;
	int		savedPing;
//	char	*savedAreaBits;
	int		accuracy_hits, accuracy_shots;
	int		eventSequence;
//	char	userinfo[MAX_INFO_STRING];
	forcedata_t			savedForce;
	void		*ghoul2save;
	int		saveSaberNum = ENTITYNUM_NONE;
	int		wDisable = 0;

	index = ent - g_entities;
	client = ent->client;

	if (client->ps.fd.forceDoInit)
	{ //force a reread of force powers
		WP_InitForcePowers( ent );
		client->ps.fd.forceDoInit = 0;
	}
	// find a spawn point
	// do it before setting health back up, so farthest
	// ranging doesn't count this client
	if ( client->sess.sessionTeam == TEAM_SPECTATOR ) {
		spawnPoint = SelectSpectatorSpawnPoint ( 
						spawn_origin, spawn_angles);
	} else if (g_gametype.integer == GT_CTF || g_gametype.integer == GT_CTY) {
		// all base oriented team games use the CTF spawn points
		spawnPoint = SelectCTFSpawnPoint ( 
						client->sess.sessionTeam, 
						client->pers.teamState.state, 
						spawn_origin, spawn_angles);
	}
	else if (g_gametype.integer == GT_SAGA)
	{
		spawnPoint = SelectSagaSpawnPoint ( 
						client->sess.sessionTeam, 
						client->pers.teamState.state, 
						spawn_origin, spawn_angles);
	}
	else {
		do {
			// the first spawn should be at a good looking spot
			if ( !client->pers.initialSpawn && client->pers.localClient ) {
				client->pers.initialSpawn = qtrue;
				spawnPoint = SelectInitialSpawnPoint( spawn_origin, spawn_angles );
			} else {
				// don't spawn near existing origin if possible
				spawnPoint = SelectSpawnPoint ( 
					client->ps.origin, 
					spawn_origin, spawn_angles);
			}

			// Tim needs to prevent bots from spawning at the initial point
			// on q3dm0...
			if ( ( spawnPoint->flags & FL_NO_BOTS ) && ( ent->r.svFlags & SVF_BOT ) ) {
				continue;	// try again
			}
			// just to be symetric, we have a nohumans option...
			if ( ( spawnPoint->flags & FL_NO_HUMANS ) && !( ent->r.svFlags & SVF_BOT ) ) {
				continue;	// try again
			}

			break;

		} while ( 1 );
	}
	client->pers.teamState.state = TEAM_ACTIVE;

	// toggle the teleport bit so the client knows to not lerp
	// and never clear the voted flag
	flags = ent->client->ps.eFlags & (EF_TELEPORT_BIT | EF_VOTED | EF_TEAMVOTED);
	flags ^= EF_TELEPORT_BIT;

	// clear everything but the persistant data

	saved = client->pers;
	savedSess = client->sess;
	savedPing = client->ps.ping;
//	savedAreaBits = client->areabits;
	accuracy_hits = client->accuracy_hits;
	accuracy_shots = client->accuracy_shots;
	for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) {
		persistant[i] = client->ps.persistant[i];
	}
	eventSequence = client->ps.eventSequence;

	savedForce = client->ps.fd;

	ghoul2save = client->ghoul2;

	saveSaberNum = client->ps.saberEntityNum;

	memset (client, 0, sizeof(*client)); // bk FIXME: Com_Memset?

	//rww - Don't wipe the ghoul2 instance or the animation data
	client->ghoul2 = ghoul2save;

	//or the saber ent num
	client->ps.saberEntityNum = saveSaberNum;

	client->ps.fd = savedForce;

	client->ps.duelIndex = ENTITYNUM_NONE;

	client->pers = saved;
	client->sess = savedSess;
	client->ps.ping = savedPing;
//	client->areabits = savedAreaBits;
	client->accuracy_hits = accuracy_hits;
	client->accuracy_shots = accuracy_shots;
	client->lastkilled_client = -1;

	for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) {
		client->ps.persistant[i] = persistant[i];
	}
	client->ps.eventSequence = eventSequence;
	// increment the spawncount so the client will detect the respawn
	client->ps.persistant[PERS_SPAWN_COUNT]++;
	client->ps.persistant[PERS_TEAM] = client->sess.sessionTeam;

	client->airOutTime = level.time + 12000;

//	trap_GetUserinfo( index, userinfo, sizeof(userinfo) );
	// set max health
	client->pers.maxHealth = 100;//atoi( Info_ValueForKey( userinfo, "handicap" ) );
	if ( client->pers.maxHealth < 1 || client->pers.maxHealth > 100 ) {
		client->pers.maxHealth = 100;
	}
	// clear entity values
	client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;
	client->ps.eFlags = flags;

	ent->s.groundEntityNum = ENTITYNUM_NONE;
	ent->client = &level.clients[index];
	ent->takedamage = qtrue;
	ent->inuse = qtrue;
	ent->classname = "player";
	ent->r.contents = CONTENTS_BODY;
	ent->clipmask = MASK_PLAYERSOLID;
	ent->die = player_die;
	ent->waterlevel = 0;
	ent->watertype = 0;
	ent->flags = 0;
	
	VectorCopy (playerMins, ent->r.mins);
	VectorCopy (playerMaxs, ent->r.maxs);

	client->ps.clientNum = index;
	//give default weapons
	client->ps.stats[STAT_WEAPONS] = ( 1 << WP_NONE );

	if (g_gametype.integer == GT_HOLOCRON)
	{
		//always get free saber level 1 in holocron
		client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_SABER );	//these are precached in g_items, ClearRegisteredItems()
	}
	else
	{
		if (client->ps.fd.forcePowerLevel[FP_SABERATTACK])
		{
			client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_SABER );	//these are precached in g_items, ClearRegisteredItems()
		}
		else
		{ //if you don't have saber attack rank then you don't get a saber
			client->ps.stats[STAT_WEAPONS] |= (1 << WP_STUN_BATON);
		}
	}

	if (g_gametype.integer == GT_TOURNAMENT)
	{
		wDisable = g_duelWeaponDisable.integer;
	}
	else
	{
		wDisable = g_weaponDisable.integer;
	}

	if (!wDisable || !(wDisable & (1 << WP_BRYAR_PISTOL)))
	{
		client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_BRYAR_PISTOL );
	}
	else if (g_gametype.integer == GT_JEDIMASTER)
	{
		client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_BRYAR_PISTOL );
	}

	if (g_gametype.integer == GT_JEDIMASTER)
	{
		client->ps.stats[STAT_WEAPONS] &= ~(1 << WP_SABER);
		client->ps.stats[STAT_WEAPONS] |= (1 << WP_STUN_BATON);
	}

	if (client->ps.stats[STAT_WEAPONS] & (1 << WP_BRYAR_PISTOL))
	{
		client->ps.weapon = WP_BRYAR_PISTOL;
	}
	else if (client->ps.stats[STAT_WEAPONS] & (1 << WP_SABER))
	{
		client->ps.weapon = WP_SABER;
	}
	else
	{
		client->ps.weapon = WP_STUN_BATON;
	}

	/*
	client->ps.stats[STAT_HOLDABLE_ITEMS] |= ( 1 << HI_BINOCULARS );
	client->ps.stats[STAT_HOLDABLE_ITEM] = BG_GetItemIndexByTag(HI_BINOCULARS, IT_HOLDABLE);
	*/

	client->ps.stats[STAT_HOLDABLE_ITEMS] = 0;
	client->ps.stats[STAT_HOLDABLE_ITEM] = 0;

	if ( client->sess.sessionTeam == TEAM_SPECTATOR )
	{
		client->ps.stats[STAT_WEAPONS] = 0;
		client->ps.stats[STAT_HOLDABLE_ITEMS] = 0;
		client->ps.stats[STAT_HOLDABLE_ITEM] = 0;
	}

	client->ps.ammo[AMMO_BLASTER] = 100; //ammoData[AMMO_BLASTER].max; //100 seems fair.
//	client->ps.ammo[AMMO_POWERCELL] = ammoData[AMMO_POWERCELL].max;
//	client->ps.ammo[AMMO_FORCE] = ammoData[AMMO_FORCE].max;
//	client->ps.ammo[AMMO_METAL_BOLTS] = ammoData[AMMO_METAL_BOLTS].max;
//	client->ps.ammo[AMMO_ROCKETS] = ammoData[AMMO_ROCKETS].max;
/*
	client->ps.stats[STAT_WEAPONS] = ( 1 << WP_BRYAR_PISTOL);
	if ( g_gametype.integer == GT_TEAM ) {
		client->ps.ammo[WP_BRYAR_PISTOL] = 50;
	} else {
		client->ps.ammo[WP_BRYAR_PISTOL] = 100;
	}
*/
	client->ps.rocketLockIndex = MAX_CLIENTS;
	client->ps.rocketLockTime = 0;

	//rww - Set here to initialize the circling seeker drone to off.
	//A quick note about this so I don't forget how it works again:
	//ps.genericEnemyIndex is kept in sync between the server and client.
	//When it gets set then an entitystate value of the same name gets
	//set along with an entitystate flag in the shared bg code. Which
	//is why a value needs to be both on the player state and entity state.
	//(it doesn't seem to just carry over the entitystate value automatically
	//because entity state value is derived from player state data or some
	//such)
	client->ps.genericEnemyIndex = -1;

	client->ps.isJediMaster = qfalse;

	client->ps.fallingToDeath = 0;

	//Do per-spawn force power initialization
	WP_SpawnInitForcePowers( ent );

	// health will count down towards max_health
	ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH];// * 1.25;		Boot - no extra 25 hp on start.

	// Start with a small amount of armor as well.
	client->ps.stats[STAT_ARMOR] = client->ps.stats[STAT_MAX_HEALTH] * 0.25;

	G_SetOrigin( ent, spawn_origin );
	VectorCopy( spawn_origin, client->ps.origin );

	// the respawned flag will be cleared after the attack and jump keys come up
	client->ps.pm_flags |= PMF_RESPAWNED;

	trap_GetUsercmd( client - level.clients, &ent->client->pers.cmd );
	SetClientViewAngle( ent, spawn_angles );

	if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {

	} else {
		G_KillBox( ent );
		trap_LinkEntity (ent);

		// force the base weapon up
		client->ps.weapon = WP_BRYAR_PISTOL;
		client->ps.weaponstate = FIRST_WEAPON;

	}

	// don't allow full run speed for a bit
	client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
	client->ps.pm_time = 100;

	client->respawnTime = level.time;
	client->inactivityTime = level.time + g_inactivity.integer * 1000;
	client->latched_buttons = 0;

	// set default animations
	client->ps.torsoAnim = WeaponReadyAnim[client->ps.weapon];
	client->ps.legsAnim = WeaponReadyAnim[client->ps.weapon];

	if ( level.intermissiontime ) {
		MoveClientToIntermission( ent );
	} else {
		// fire the targets of the spawn point
		G_UseTargets( spawnPoint, ent );

		// select the highest weapon number available, after any
		// spawn given items have fired
		client->ps.weapon = 1;
		for ( i = WP_NUM_WEAPONS - 1 ; i > 0 ; i-- ) {
			if ( client->ps.stats[STAT_WEAPONS] & ( 1 << i ) ) {
				client->ps.weapon = i;
				break;
			}
		}
	}

	// run a client frame to drop exactly to the floor,
	// initialize animations and other things
	client->ps.commandTime = level.time - 100;
	ent->client->pers.cmd.serverTime = level.time;
	ClientThink( ent-g_entities );

	// positively link the client, even if the command times are weird
	if ( ent->client->sess.sessionTeam != TEAM_SPECTATOR ) {
		BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
		VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
		trap_LinkEntity( ent );
	}

	if (g_spawnInvulnerability.integer)
	{
		ent->client->ps.eFlags |= EF_INVULNERABLE;
		ent->client->invulnerableTimer = level.time + g_spawnInvulnerability.integer;
	}

	// run the presend to set anything else
	ClientEndFrame( ent );

	// clear entity state values
	BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
}
Пример #9
0
/*
===========
ClientSpawn

Called every time a client is placed fresh in the world:
after the first ClientBegin, and after each respawn
Initializes all non-persistant parts of playerState
============
*/
void ClientSpawn(gentity_t *ent) {
	int		index;
	vec3_t	spawn_origin, spawn_angles;
	gclient_t	*client;
	int		i;
	clientPersistant_t	saved;
	clientSession_t		savedSess;
	int		persistant[MAX_PERSISTANT];
	gentity_t	*spawnPoint;
	int		flags;
	int		savedPing;
//	char	*savedAreaBits;
	int		accuracy_hits, accuracy_shots;
	int		eventSequence;
	char	userinfo[MAX_INFO_STRING];

	index = ent - g_entities;
	client = ent->client;

	// find a spawn point
	// do it before setting health back up, so farthest
	// ranging doesn't count this client
	if ( client->sess.sessionTeam == TEAM_SPECTATOR ) {
		spawnPoint = SelectSpectatorSpawnPoint ( 
						spawn_origin, spawn_angles);
	} else {
		do {
			// the first spawn should be at a good looking spot
			if ( !client->pers.initialSpawn && client->pers.localClient ) {
				client->pers.initialSpawn = qtrue;
				spawnPoint = SelectInitialSpawnPoint( spawn_origin, spawn_angles );
			} else {
				// don't spawn near existing origin if possible
				spawnPoint = SelectSpawnPoint ( 
					client->ps.origin, 
					spawn_origin, spawn_angles);
			}

			// Tim needs to prevent bots from spawning at the initial point
			// on q3dm0...
			if ( ( spawnPoint->flags & FL_NO_BOTS ) && ( ent->r.svFlags & SVF_BOT ) ) {
				continue;	// try again
			}
			// just to be symetric, we have a nohumans option...
			if ( ( spawnPoint->flags & FL_NO_HUMANS ) && !( ent->r.svFlags & SVF_BOT ) ) {
				continue;	// try again
			}

			break;

		} while ( 1 );
	}
	client->pers.teamState.state = TEAM_ACTIVE;

	// always clear the kamikaze flag
//	ent->s.eFlags &= ~EF_KAMIKAZE;

	// toggle the teleport bit so the client knows to not lerp
	// and never clear the voted flag
	flags = ent->s.eFlags & (EF_TELEPORT_BIT | EF_VOTED | EF_TEAMVOTED);
	flags ^= EF_TELEPORT_BIT;

	// clear everything but the persistant data

	saved = client->pers;
	savedSess = client->sess;
	savedPing = client->ps.ping;
//	savedAreaBits = client->areabits;
	accuracy_hits = client->accuracy_hits;
	accuracy_shots = client->accuracy_shots;

	Com_Memset (client, 0, sizeof(*client));

	client->ps.stats[STAT_ATTACKERCLIENT] = -1;
	client->ps.stats[STAT_INFOCLIENT] = -1;

	client->pers = saved;
	client->sess = savedSess;
	client->ps.ping = savedPing;
//	client->areabits = savedAreaBits;
	client->accuracy_hits = accuracy_hits;
	client->accuracy_shots = accuracy_shots;
	client->lastkilled_client = -1;

	client->airOutTime = level.time + 12000;

	trap_GetUserinfo( index, userinfo, sizeof(userinfo) );
	// set max health
	client->pers.maxHealth = atoi( Info_ValueForKey( userinfo, "handicap" ) );
	if ( client->pers.maxHealth < 1 || client->pers.maxHealth > 100 ) {
		client->pers.maxHealth = 100;
	}
	// clear entity values
	client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;
	ent->s.eFlags = flags;

	ent->s.groundEntityNum = ENTITYNUM_NONE;
	ent->client = &level.clients[index];
	ent->takedamage = qtrue;
	ent->inuse = qtrue;
	ent->classname = "player";
	ent->r.contents = CONTENTS_BODY;
	ent->clipmask = MASK_PLAYERSOLID;
	ent->die = player_die;
	ent->waterlevel = 0;
	ent->watertype = 0;
	ent->flags = 0;
	
	VectorCopy (playerMins, ent->r.mins);
	VectorCopy (playerMaxs, ent->r.maxs);

	client->ps.clientNum = index;



	// health will count down towards max_health
	ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH] + 25;

	G_SetOrigin( ent, spawn_origin );
	VectorCopy( spawn_origin, client->ps.origin );

	// the respawned flag will be cleared after the attack and jump keys come up
	client->ps.pm_flags |= PMF_RESPAWNED;

	trap_GetUsercmd( client - level.clients, &ent->client->pers.cmd );
	SetClientViewAngle( ent, spawn_angles );

	if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {

	} else {
		G_KillBox( ent );
		trap_LinkEntity (ent);

	

	}

	// don't allow full run speed for a bit
	client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
	client->ps.pm_time = 100;

	client->respawnTime = level.time;
	client->inactivityTime = level.time + g_inactivity.integer * 1000;
	client->latched_buttons = 0;

	if ( level.intermissiontime ) {
		MoveClientToIntermission( ent );
	} else {
		// fire the targets of the spawn point
		G_UseTargets( spawnPoint, ent );

	}

	// run a client frame to drop exactly to the floor,
	// initialize animations and other things
	client->ps.commandTime = level.time - 100;
	ent->client->pers.cmd.serverTime = level.time;
	ClientThink( ent-g_entities );

	// positively link the client, even if the command times are weird
	if ( ent->client->sess.sessionTeam != TEAM_SPECTATOR ) {
		BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
		VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
		trap_LinkEntity( ent );
	}

	// run the presend to set anything else
	ClientEndFrame( ent );

	// clear entity state values
	BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );

	ent->s.modelindex = G_ModelIndex("models/human/coxswain.tik");
}
Пример #10
0
/*
===========
ClientSpawn

Called every time a client is placed fresh in the world:
after the first ClientBegin, and after each respawn
Initializes all non-persistant parts of playerState
============
*/
void ClientSpawn(gentity_t *ent) {
	int                index;
	vec3_t             spawn_origin, spawn_angles;
	gclient_t          *client;
	int                i;
	clientPersistant_t saved;
	clientSession_t    savedSess;
	int                persistant[MAX_PERSISTANT];
	gentity_t          *spawnPoint;
	int                flags;
	int                savedPing;
	int                savedTeam;
	qboolean           update = qfalse;
	save_position_t    *pos   = NULL;

	index  = ent - g_entities;
	client = ent->client;

	G_UpdateSpawnCounts();

	client->pers.lastSpawnTime = level.time;

	if (client->sess.sessionTeam != TEAM_AXIS && client->sess.sessionTeam != TEAM_ALLIES) {
		spawnPoint = SelectSpectatorSpawnPoint(spawn_origin, spawn_angles);
	} else {
		spawnPoint = SelectPlayerSpawnPoint(client->sess.sessionTeam, spawn_origin, spawn_angles, client->sess.spawnObjectiveIndex);
	}

	client->pers.teamState.state = TEAM_ACTIVE;

	// toggle the teleport bit so the client knows to not lerp
	flags  = ent->client->ps.eFlags & EF_TELEPORT_BIT;
	flags ^= EF_TELEPORT_BIT;
	flags |= (client->ps.eFlags & EF_VOTED);
	// clear everything but the persistant data

	ent->s.eFlags &= ~EF_MOUNTEDTANK;

	// Nico, notify timerun_stop
	notify_timerun_stop(ent, 0);
	ent->client->sess.timerunActive = qfalse;

	saved     = client->pers;
	savedSess = client->sess;
	savedPing = client->ps.ping;
	savedTeam = client->ps.teamNum;

	for (i = 0 ; i < MAX_PERSISTANT ; i++) {
		persistant[i] = client->ps.persistant[i];
	}

	memset(client, 0, sizeof (*client));

	client->pers       = saved;
	client->sess       = savedSess;
	client->ps.ping    = savedPing;
	client->ps.teamNum = savedTeam;

	for (i = 0 ; i < MAX_PERSISTANT ; i++) {
		client->ps.persistant[i] = persistant[i];
	}

	// increment the spawncount so the client will detect the respawn

	client->ps.persistant[PERS_SPAWN_COUNT]++;

	client->ps.persistant[PERS_TEAM]        = client->sess.sessionTeam;
	client->ps.persistant[PERS_HWEAPON_USE] = 0;

	client->airOutTime = level.time + 12000;

	// clear entity values
	client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;
	client->ps.eFlags                 = flags;

	ent->s.groundEntityNum = ENTITYNUM_NONE;
	ent->client            = &level.clients[index];
	ent->takedamage        = qtrue;
	ent->inuse             = qtrue;
	ent->classname = "player";
	ent->r.contents = CONTENTS_BODY;
	ent->clipmask = MASK_PLAYERSOLID;

	// DHM - Nerve :: Init to -1 on first spawn;
	ent->props_frame_state = -1;

	ent->die        = player_die;
	ent->waterlevel = 0;
	ent->watertype  = 0;
	ent->flags      = 0;

	VectorCopy(playerMins, ent->r.mins);
	VectorCopy(playerMaxs, ent->r.maxs);

	// Ridah, setup the bounding boxes and viewheights for prediction
	VectorCopy(ent->r.mins, client->ps.mins);
	VectorCopy(ent->r.maxs, client->ps.maxs);

	client->ps.crouchViewHeight = CROUCH_VIEWHEIGHT;
	client->ps.standViewHeight  = DEFAULT_VIEWHEIGHT;
	client->ps.deadViewHeight   = DEAD_VIEWHEIGHT;

	client->ps.crouchMaxZ = client->ps.maxs[2] - (client->ps.standViewHeight - client->ps.crouchViewHeight);

	client->ps.runSpeedScale    = 0.8;
	client->ps.sprintSpeedScale = 1.1;
	client->ps.crouchSpeedScale = 0.25;
	client->ps.weaponstate      = WEAPON_READY;

	// Rafael

	client->ps.friction = 1.0;
	// done.

	// TTimo
	// retrieve from the persistant storage (we use this in pmoveExt_t beause we need it in bg_*)
	client->pmext.bAutoReload = client->pers.bAutoReloadAux;
	// done

	client->ps.clientNum = index;

	trap_GetUsercmd(client - level.clients, &ent->client->pers.cmd);    // NERVE - SMF - moved this up here

	if (client->sess.playerType != client->sess.latchPlayerType) {
		update = qtrue;
	}

	client->sess.playerType = client->sess.latchPlayerType;

	if (client->sess.playerWeapon != client->sess.latchPlayerWeapon) {
		client->sess.playerWeapon = client->sess.latchPlayerWeapon;
		update                    = qtrue;
	}

	client->sess.playerWeapon2 = client->sess.latchPlayerWeapon2;

	if (update) {
		ClientUserinfoChanged(index);
	}

	G_UpdateCharacter(client);

	SetWolfSpawnWeapons(client);

	client->pers.maxHealth = 125;
	client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;

	client->pers.cmd.weapon = ent->client->ps.weapon;
// dhm - end

	ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH];

	G_SetOrigin(ent, spawn_origin);
	VectorCopy(spawn_origin, client->ps.origin);

	// the respawned flag will be cleared after the attack and jump keys come up
	client->ps.pm_flags |= PMF_RESPAWNED;

	SetClientViewAngle(ent, spawn_angles);

	if (ent->client->sess.sessionTeam != TEAM_SPECTATOR) {
		trap_LinkEntity(ent);
	}

	client->inactivityTime   = level.time + g_inactivity.integer * 1000;
	client->latched_buttons  = 0;
	client->latched_wbuttons = 0;   //----(SA)	added

	// fire the targets of the spawn point
	G_UseTargets(spawnPoint, ent);

	// run a client frame to drop exactly to the floor,
	// initialize animations and other things
	client->ps.commandTime           = level.time - 100;
	ent->client->pers.cmd.serverTime = level.time;
	ClientThink(ent - g_entities);

	// positively link the client, even if the command times are weird
	if (ent->client->sess.sessionTeam != TEAM_SPECTATOR) {
		BG_PlayerStateToEntityState(&client->ps, &ent->s, qtrue);
		VectorCopy(ent->client->ps.origin, ent->r.currentOrigin);
		trap_LinkEntity(ent);
	}

	// run the presend to set anything else
	ClientEndFrame(ent);

	// set idle animation on weapon
	ent->client->ps.weapAnim = ((ent->client->ps.weapAnim & ANIM_TOGGLEBIT) ^ ANIM_TOGGLEBIT) | PM_IdleAnimForWeapon(ent->client->ps.weapon);

	// clear entity state values
	BG_PlayerStateToEntityState(&client->ps, &ent->s, qtrue);

	// show_bug.cgi?id=569
	G_ResetMarkers(ent);

	// RF, start the scripting system
	if (client->sess.sessionTeam != TEAM_SPECTATOR) {

		// RF, call entity scripting event
		G_Script_ScriptEvent(ent, "playerstart", "");
	}

	// Nico, autoload position
	if (ent->client->pers.autoLoad && !ent->client->sess.lastDieWasASelfkill && (ent->client->sess.sessionTeam == TEAM_AXIS || ent->client->sess.sessionTeam == TEAM_ALLIES)) {
		if (ent->client->sess.sessionTeam == TEAM_ALLIES) {
			pos = ent->client->sess.alliesSaves;
		} else {
			pos = ent->client->sess.axisSaves;
		}

		if (pos->valid) {
			VectorCopy(pos->origin, ent->client->ps.origin);

			// Nico, load angles if cg_loadViewAngles = 1
			if (ent->client->pers.loadViewAngles) {
				SetClientViewAngle(ent, pos->vangles);
			}

			// Nico, load saved weapon if cg_loadWeapon = 1
			if (ent->client->pers.loadWeapon) {
				ent->client->ps.weapon = pos->weapon;
			}

			VectorClear(ent->client->ps.velocity);

			if (ent->client->ps.stats[STAT_HEALTH] < 100 && ent->client->ps.stats[STAT_HEALTH] > 0) {
				ent->health = 100;
			}
		}
	}
}
Пример #11
0
/**
Called every time a client is placed fresh in the world:
after the first ClientBegin, and after each respawn
Initializes all non-persistant parts of playerState
*/
void ClientSpawn(gentity_t *ent)
{
	int		index;
	vec3_t	spawn_origin, spawn_angles;
	gclient_t	*client;
	clientPersistant_t	saved;
	clientSession_t		savedSess;
	int				persistant[MAX_PERSISTANT];
	gentity_t		*spawnPoint;
	gentity_t		*tent;
	int		flags;
	int		eventSequence;
	char	userinfo[MAX_INFO_STRING];

	index = ent - g_entities;
	client = ent->client;

	// follow other players when eliminated
	if (!level.warmupTime && g_gametype.integer == GT_ELIMINATION
		&& client->sess.sessionTeam != TEAM_SPECTATOR)
	{
		if (level.roundStarted) {
			client->sess.spectatorState = SPECTATOR_FREE;
			client->eliminated = qtrue;
			return;
		} else {
			client->sess.spectatorState = SPECTATOR_NOT;
			client->eliminated = qfalse;
		}
	}

	VectorClear(spawn_origin);

	// find a spawn point
	// do it before setting health back up, so farthest
	// ranging doesn't count this client
	if (client->sess.sessionTeam == TEAM_SPECTATOR) {
		SelectSpectatorSpawnPoint(spawn_origin, spawn_angles);
	} else if (g_gametype.integer == GT_DEFRAG) {
		spawnPoint = SelectDefragSpawnPoint(spawn_origin, spawn_angles);
	} else if (g_gametype.integer == GT_CTF) {
		spawnPoint = SelectCTFSpawnPoint(client->sess.sessionTeam,
			spawn_origin, spawn_angles, !!(ent->r.svFlags & SVF_BOT));
	} else if (client->pers.lastKiller) {
		spawnPoint = SelectSpawnPoint(client->pers.lastKiller->ps.origin, spawn_origin,
			spawn_angles, ent->r.svFlags & SVF_BOT);
	} else {
		spawnPoint = SelectSpawnPoint(client->ps.origin, spawn_origin,
			spawn_angles, ent->r.svFlags & SVF_BOT);
	}

	if (!spawnPoint) {
		G_Error("Cannot find a spawn point.\n");
		return;
	}

	// toggle the teleport bit so the client knows to not lerp
	flags = ent->client->ps.eFlags & (EF_TELEPORT_BIT);
	flags ^= EF_TELEPORT_BIT;

	// unlagged - backward reconciliation #3
	// we don't want players being backward-reconciled to the place they died
	G_ResetHistory( ent );
	// and this is as good a time as any to clear the saved state
	ent->client->saved.leveltime = 0;

	// clear everything but the persistant data

	saved = client->pers;
	savedSess = client->sess;
	eventSequence = client->ps.eventSequence;
	Com_Memcpy(persistant, client->ps.persistant, sizeof persistant);

	Com_Memset(client, 0, sizeof(*client));

	client->pers = saved;
	client->sess = savedSess;
	client->ps.eventSequence = eventSequence;
	Com_Memcpy(client->ps.persistant, persistant, sizeof client->ps.persistant);

	// increment the spawncount so the client will detect the respawn
	client->ps.persistant[PERS_SPAWN_COUNT]++;
	client->ps.persistant[PERS_TEAM] = client->sess.sessionTeam;

	client->airOutTime = level.time + 12000;

	trap_GetUserinfo(index, userinfo, sizeof(userinfo));
	// set max health
	client->pers.maxHealth = atoi(Info_ValueForKey(userinfo, "handicap"));
	if (client->pers.maxHealth < 1 || client->pers.maxHealth > 100) {
		client->pers.maxHealth = 100;
	}
	// clear entity values
	client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;
	client->ps.eFlags = flags;

	ent->s.groundEntityNum = ENTITYNUM_NONE;
	ent->client = &level.clients[index];
	ent->takedamage = qtrue;
	ent->inuse = qtrue;
	ent->classname = "player";
	ent->r.contents = CONTENTS_BODY;
	ent->clipmask = MASK_PLAYERSOLID;
	ent->die = player_die;
	ent->waterlevel = 0;
	ent->watertype = 0;
	ent->flags &= ~FL_NO_KNOCKBACK;
	ent->flags &= ~FL_FORCE_GESTURE;

	VectorCopy(playerMins, ent->r.mins);
	VectorCopy(playerMaxs, ent->r.maxs);

	client->ps.clientNum = index;

	ClientGiveWeapons(client);

	if (g_gametype.integer == GT_ELIMINATION) {
		client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH] * 2;
		client->ps.stats[STAT_ARMOR] = client->ps.stats[STAT_MAX_HEALTH] * 1.5;
	} else {
		client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH] + 25;
	}
	ent->health = client->ps.stats[STAT_HEALTH];

	G_SetOrigin(ent, spawn_origin);
	VectorCopy(spawn_origin, client->ps.origin);

	// the respawned flag will be cleared after the attack and jump keys come up
	client->ps.pm_flags |= PMF_RESPAWNED;

	trap_GetUsercmd(client - level.clients, &ent->client->pers.cmd);
	SetClientViewAngle(ent, spawn_angles);
	// don't allow full run speed for a bit
	client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
	client->ps.pm_time = 100;

	client->respawnTime = level.time;
	client->inactivityTime = level.time + g_inactivity.integer * 1000;
	client->latched_buttons = 0;

	// set default animations
	client->ps.torsoAnim = TORSO_STAND;
	client->ps.legsAnim = LEGS_IDLE;

	if (level.intermissiontime) {
		// move players to intermission
		MoveClientToIntermission(ent);
	} else if (ent->client->sess.sessionTeam != TEAM_SPECTATOR) {
		G_KillBox(ent);

		// fire the targets of the spawn point
		G_UseTargets(spawnPoint, ent);

		// positively link the client, even if the command times are weird
		VectorCopy(ent->client->ps.origin, ent->r.currentOrigin);

		tent = G_TempEntity(ent->client->ps.origin, EV_PLAYER_TELEPORT_IN);
		tent->s.clientNum = ent->s.clientNum;

		trap_LinkEntity (ent);
	}

	// run a client frame to drop exactly to the floor,
	// initialize animations and other things
	client->ps.commandTime = level.totalTime - 100;
	client->pers.cmd.serverTime = level.totalTime;
	ClientThink(ent-g_entities);
	// run the presend to set anything else, follow spectators wait
	// until all clients have been reconnected after map_restart
	if (ent->client->sess.spectatorState != SPECTATOR_FOLLOW) {
		ClientEndFrame(ent);
	}

	// clear entity state values
	BG_PlayerStateToEntityState(&client->ps, &ent->s, qtrue);
}
Пример #12
0
/*
===========
ClientSpawn

Called every time a client is placed fresh in the world:
after the first ClientBegin, and after each respawn
Initializes all non-persistant parts of playerState
============
*/
void ClientSpawn( gentity_t *ent, gentity_t *spawn, vec3_t origin, vec3_t angles )
{
  int                 index;
  vec3_t              spawn_origin, spawn_angles;
  gclient_t           *client;
  int                 i;
  clientPersistant_t  saved;
  clientSession_t     savedSess;
  int                 persistant[ MAX_PERSISTANT ];
  gentity_t           *spawnPoint = NULL, *event;
  int                 flags;
  int                 savedPing;
  int                 teamLocal;
  int                 eventSequence;
  char                userinfo[ MAX_INFO_STRING ];
  vec3_t              up = { 0.0f, 0.0f, 1.0f }, implant_dir, implant_angles, spawnPoint_velocity;
  int                 maxAmmo, maxClips;
  weapon_t            weapon;
  qboolean            fromImplant = qfalse, hatchingFailed = qfalse;

  index = ent - g_entities;
  client = ent->client;

  teamLocal = client->pers.teamSelection;

  //if client is dead and following teammate, stop following before spawning
  if( client->sess.spectatorClient != -1 )
  {
    client->sess.spectatorClient = -1;
    client->sess.spectatorState = SPECTATOR_FREE;
  }

  // only start client if chosen a class and joined a team
  if( client->pers.classSelection == PCL_NONE && teamLocal == TEAM_NONE )
    client->sess.spectatorState = SPECTATOR_FREE;
  else if( client->pers.classSelection == PCL_NONE )
    client->sess.spectatorState = SPECTATOR_LOCKED;

  // if client is dead and following teammate, stop following before spawning
  if( ent->client->sess.spectatorState == SPECTATOR_FOLLOW )
    G_StopFollowing( ent );

  if( origin != NULL )
    VectorCopy( origin, spawn_origin );

  if( angles != NULL )
    VectorCopy( angles, spawn_angles );

  // find a spawn point
  // do it before setting health back up, so farthest
  // ranging doesn't count this client
  if( client->sess.spectatorState != SPECTATOR_NOT )
  {
    if( teamLocal == TEAM_NONE )
      spawnPoint = G_SelectSpectatorSpawnPoint( spawn_origin, spawn_angles );
    else if( teamLocal == TEAM_ALIENS )
      spawnPoint = G_SelectAlienLockSpawnPoint( spawn_origin, spawn_angles );
    else if( teamLocal == TEAM_HUMANS )
      spawnPoint = G_SelectHumanLockSpawnPoint( spawn_origin, spawn_angles );
  }
  else
  {
    if( spawn == NULL )
    {
      G_Error( "ClientSpawn: spawn is NULL\n" );
      return;
    }

    spawnPoint = spawn;

    if( ent != spawn )
    {
      if( !spawnPoint->client ) //might be a human
      {
        //start spawn animation on spawnPoint
        G_SetBuildableAnim( spawnPoint, BANIM_SPAWN1, qtrue );

        if( spawnPoint->buildableTeam == TEAM_ALIENS )
          spawnPoint->clientSpawnTime = ALIEN_SPAWN_REPEAT_TIME;
        else if( spawnPoint->buildableTeam == TEAM_HUMANS )
          spawnPoint->clientSpawnTime = HUMAN_SPAWN_REPEAT_TIME;
      }
      else
      {
        qboolean crouch;
        int i;
        float zoffs = 0.0f;
        trace_t tr;
        vec3_t neworigin, mins, maxs;
        
        fromImplant = qtrue; //spawning from a human
        
        // move the origin a bit on the Z axis so the aliens jumps out of the chest, not knees
        // also prevents grangers from getting stuck in ceilings and floors
        crouch = spawnPoint->client->ps.pm_flags & PMF_DUCKED;
        switch( client->pers.classSelection )
        {
          case PCL_ALIEN_BUILDER0:
            if( !crouch )
              zoffs = 19.0f;
            else
              zoffs = -4.0f;
            break;
          case PCL_ALIEN_BUILDER0_UPG:
            if( !crouch )
              zoffs = 16.5f;
            else
              zoffs = -4.0f;
            break;
          case PCL_ALIEN_LEVEL0:
            if( !crouch )
              zoffs = 15.0f;
            else
              zoffs = -9.1f;
            break;
        }
        spawn_origin[ 2 ] += zoffs;
        
        // check if the spot would block
        BG_ClassBoundingBox( client->pers.classSelection, mins, maxs, NULL, NULL, NULL );
        trap_Trace( &tr, spawn_origin, mins, maxs, spawn_origin, spawnPoint->s.number, MASK_PLAYERSOLID );
        
        // try to unblock the player
        if( tr.startsolid )
        {
          Com_Printf("DEBUG: player is stuck!\n");
          for( i = 0; i < 16*2; i++ )
          {
            float a, r;
            
            VectorCopy( spawn_origin, neworigin );
            
            a = (float)i / 16.0f * 2.0f * M_PI;
            #define fmod(a,n) ((a)-(n)*floor((a)/(n)))
            r = ( i < 16 ? 5.5f : 11.0f ) * 1.0f / cos( fmod( a+0.25f*M_PI, 0.5f*M_PI ) - 0.25f*M_PI );
            neworigin[ 0 ] += cos( a ) * r;
            neworigin[ 1 ] += sin( a ) * r;
            
            trap_Trace( &tr, neworigin, mins, maxs, neworigin, spawnPoint->s.number, MASK_PLAYERSOLID );
            
            if( !tr.startsolid )
            {
             Com_Printf("DEBUG: player position fixed at iteration %i\n",i);
             VectorCopy( neworigin, spawn_origin );
             break;
            }
          }
        }
        
        //reward the player that implanted this one
        if( spawnPoint->client->impregnatedBy >= 0 )
        {
          gentity_t *granger;
          
          granger = &g_entities[ spawnPoint->client->impregnatedBy ];
          G_AddCreditToClient( granger->client, ALIEN_IMPREGNATION_REWARD, qtrue );  
          AddScore( granger, ALIEN_IMPREGNATION_REWARD_SCORE );
        }
        
        // kill the human, set up angles and velocity for the new alien
        if( !BG_InventoryContainsUpgrade( UP_BATTLESUIT, spawnPoint->client->ps.stats ) //humans without battlesuits always die
            || spawnPoint->client->ps.stats[ STAT_HEALTH ] < ALIEN_HATCHING_MAX_BATTLESUIT_HEALTH ) //battlesuits survive if high hp
        {
          //save viewangles and spawn velocity for velocity calculation
          VectorCopy( spawnPoint->client->ps.viewangles, implant_angles );
          AngleVectors( implant_angles, implant_dir, NULL, NULL );
          VectorCopy( spawnPoint->client->ps.velocity, spawnPoint_velocity );

          //fire a nice chest exploding effect
          event = G_TempEntity( spawnPoint->s.pos.trBase, EV_ALIEN_HATCH );
          VectorCopy( implant_dir, event->s.angles );

          //kill the player
          G_Damage( spawnPoint, NULL, ent, NULL, NULL, spawnPoint->client->ps.stats[ STAT_HEALTH ], DAMAGE_NO_ARMOR, MOD_ALIEN_HATCH );
        }
        else //human survives
        {
          //clear impregnation so the human won't explode again
          spawnPoint->client->isImpregnated = qfalse;
          spawnPoint->client->isImplantMature = qfalse;
          
          //make a sound
          event = G_TempEntity( spawnPoint->s.pos.trBase, EV_ALIEN_HATCH_FAILURE );

          //damage the human
          G_Damage( spawnPoint, NULL, ent, NULL, NULL, ALIEN_FAILED_HATCH_DAMAGE, DAMAGE_NO_ARMOR, MOD_ALIEN_HATCH );

          //kill the newly spawned alien
          VectorCopy( spawnPoint->client->ps.viewangles, implant_angles );
          implant_dir[0] = 0.0f;
          implant_dir[1] = 0.0f;
          implant_dir[2] = 0.0f;
          hatchingFailed = qtrue;
        }
      }
    }
  }

  // toggle the teleport bit so the client knows to not lerp
  flags = ( ent->client->ps.eFlags & EF_TELEPORT_BIT ) ^ EF_TELEPORT_BIT;
  G_UnlaggedClear( ent );

  // clear everything but the persistant data

  saved = client->pers;
  savedSess = client->sess;
  savedPing = client->ps.ping;

  for( i = 0; i < MAX_PERSISTANT; i++ )
    persistant[ i ] = client->ps.persistant[ i ];

  eventSequence = client->ps.eventSequence;
  memset( client, 0, sizeof( *client ) );

  client->pers = saved;
  client->sess = savedSess;
  client->ps.ping = savedPing;
  client->lastkilled_client = -1;

  for( i = 0; i < MAX_PERSISTANT; i++ )
    client->ps.persistant[ i ] = persistant[ i ];

  client->ps.eventSequence = eventSequence;

  // increment the spawncount so the client will detect the respawn
  client->ps.persistant[ PERS_SPAWN_COUNT ]++;
  client->ps.persistant[ PERS_SPECSTATE ] = client->sess.spectatorState;

  client->airOutTime = level.time + 12000;

  trap_GetUserinfo( index, userinfo, sizeof( userinfo ) );
  client->ps.eFlags = flags;

  //Com_Printf( "ent->client->pers->pclass = %i\n", ent->client->pers.classSelection );

  ent->s.groundEntityNum = ENTITYNUM_NONE;
  ent->client = &level.clients[ index ];
  ent->takedamage = qtrue;
  ent->inuse = qtrue;
  ent->classname = "player";
  ent->r.contents = CONTENTS_BODY;
  ent->clipmask = MASK_PLAYERSOLID;
  ent->die = player_die;
  ent->waterlevel = 0;
  ent->watertype = 0;
  ent->flags = 0;

  // calculate each client's acceleration
  ent->evaluateAcceleration = qtrue;

  client->ps.stats[ STAT_MISC ] = 0;
  client->buildTimer = 0;

  client->ps.eFlags = flags;
  client->ps.clientNum = index;

  BG_ClassBoundingBox( ent->client->pers.classSelection, ent->r.mins, ent->r.maxs, NULL, NULL, NULL );

  if( client->sess.spectatorState == SPECTATOR_NOT )
    client->ps.stats[ STAT_MAX_HEALTH ] =
      BG_Class( ent->client->pers.classSelection )->health;
  else
    client->ps.stats[ STAT_MAX_HEALTH ] = 100;

  // clear entity values
  if( ent->client->pers.classSelection == PCL_HUMAN )
  {
    BG_AddUpgradeToInventory( UP_MEDKIT, client->ps.stats );
    weapon = client->pers.humanItemSelection;
  }
  else if( client->sess.spectatorState == SPECTATOR_NOT )
    weapon = BG_Class( ent->client->pers.classSelection )->startWeapon;
  else
    weapon = WP_NONE;

  maxAmmo = BG_Weapon( weapon )->maxAmmo;
  maxClips = BG_Weapon( weapon )->maxClips;
  client->ps.stats[ STAT_WEAPON ] = weapon;
  client->ps.ammo = maxAmmo;
  client->ps.clips = maxClips;

  // We just spawned, not changing weapons
  client->ps.persistant[ PERS_NEWWEAPON ] = 0;

  ent->client->ps.stats[ STAT_CLASS ] = ent->client->pers.classSelection;
  ent->client->ps.stats[ STAT_TEAM ] = ent->client->pers.teamSelection;

  ent->client->ps.stats[ STAT_BUILDABLE ] = BA_NONE;
  ent->client->ps.stats[ STAT_STATE ] = 0;
  VectorSet( ent->client->ps.grapplePoint, 0.0f, 0.0f, 1.0f );

  // health will count down towards max_health
  ent->health = client->ps.stats[ STAT_HEALTH ] = client->ps.stats[ STAT_MAX_HEALTH ]; //* 1.25;

  //if evolving scale health
  if( ent == spawn )
  {
    ent->health *= ent->client->pers.evolveHealthFraction;
    client->ps.stats[ STAT_HEALTH ] *= ent->client->pers.evolveHealthFraction;
  }

  //clear the credits array
  for( i = 0; i < MAX_CLIENTS; i++ )
    ent->credits[ i ] = 0;

  client->ps.stats[ STAT_STAMINA ] = STAMINA_MAX;
  
  //never impregnated after respawning
  client->isImpregnated = qfalse;
  client->isImplantMature = qfalse;
  
  G_SetOrigin( ent, spawn_origin );
  VectorCopy( spawn_origin, client->ps.origin );

#define UP_VEL  150.0f
#define F_VEL   50.0f

  //give aliens some spawn velocity
  if( client->sess.spectatorState == SPECTATOR_NOT &&
      client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS )
  {
    if( ent == spawn )
    {
      //evolution particle system
      G_AddPredictableEvent( ent, EV_ALIEN_EVOLVE, DirToByte( up ) );
    }
    else if( !fromImplant ) //regular egg
    {
      spawn_angles[ YAW ] += 180.0f;
      AngleNormalize360( spawn_angles[ YAW ] );

      if( spawnPoint->s.origin2[ 2 ] > 0.0f )
      {
        vec3_t  forward, dir;

        AngleVectors( spawn_angles, forward, NULL, NULL );
        VectorScale( forward, F_VEL, forward );
        VectorAdd( spawnPoint->s.origin2, forward, dir );
        VectorNormalize( dir );

        VectorScale( dir, UP_VEL, client->ps.velocity );
      }

      G_AddPredictableEvent( ent, EV_PLAYER_RESPAWN, 0 );
    }
    else //implanted egg
    {
      VectorCopy( implant_angles, spawn_angles );
      VectorScale( implant_dir, ALIEN_HATCHING_VELOCITY, client->ps.velocity );
      VectorAdd( client->ps.velocity, spawnPoint_velocity, client->ps.velocity );
    }
  }
  else if( client->sess.spectatorState == SPECTATOR_NOT &&
           client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS )
  {
    spawn_angles[ YAW ] += 180.0f;
    AngleNormalize360( spawn_angles[ YAW ] );
  }

  // the respawned flag will be cleared after the attack and jump keys come up
  client->ps.pm_flags |= PMF_RESPAWNED;

  trap_GetUsercmd( client - level.clients, &ent->client->pers.cmd );
  G_SetClientViewAngle( ent, spawn_angles );

  if( client->sess.spectatorState == SPECTATOR_NOT )
  {
    trap_LinkEntity( ent );

    // force the base weapon up
    if( client->pers.teamSelection == TEAM_HUMANS )
      G_ForceWeaponChange( ent, weapon );

    client->ps.weaponstate = WEAPON_READY;
  }

  // don't allow full run speed for a bit
  client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
  client->ps.pm_time = 100;

  client->respawnTime = level.time;
  ent->nextRegenTime = level.time;

  client->inactivityTime = level.time + g_inactivity.integer * 1000;
  client->latched_buttons = 0;

  // set default animations
  client->ps.torsoAnim = TORSO_STAND;
  client->ps.legsAnim = LEGS_IDLE;

  if( level.intermissiontime )
    MoveClientToIntermission( ent );
  else
  {
    // fire the targets of the spawn point
    if( !spawn )
      G_UseTargets( spawnPoint, ent );

    // select the highest weapon number available, after any
    // spawn given items have fired
    client->ps.weapon = 1;

    for( i = WP_NUM_WEAPONS - 1; i > 0 ; i-- )
    {
      if( BG_InventoryContainsWeapon( i, client->ps.stats ) )
      {
        client->ps.weapon = i;
        break;
      }
    }
  }

  client->lastRantBombTime = level.time;
  
  // run a client frame to drop exactly to the floor,
  // initialize animations and other things
  client->ps.commandTime = level.time - 100;
  ent->client->pers.cmd.serverTime = level.time;
  ClientThink( ent-g_entities );

  // positively link the client, even if the command times are weird
  if( client->sess.spectatorState == SPECTATOR_NOT )
  {
    BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
    VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
    trap_LinkEntity( ent );
  }

  // must do this here so the number of active clients is calculated
  CalculateRanks( );

  // run the presend to set anything else
  ClientEndFrame( ent );

  // clear entity state values
  BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
  
  // kill him instantly after respawning if hatching failed
  if( fromImplant && hatchingFailed )
  {
    VectorCopy( spawnPoint->client->ps.velocity, client->ps.velocity );
    client->ps.stats[ STAT_HEALTH ] = ent->health = 0;
    player_die( ent, NULL, spawnPoint, 0, MOD_ALIEN_HATCH_FAILED );
  }
  
}