示例#1
0
/**
 * @brief Shuffle active players onto teams
 */
void G_shuffleTeams(void)
{
	int       i;
	team_t    cTeam; //, cMedian = level.numNonSpectatorClients / 2;
	int       cnt = 0;
	int       sortClients[MAX_CLIENTS];
	gclient_t *cl;

	G_teamReset(TEAM_AXIS, qtrue);
	G_teamReset(TEAM_ALLIES, qtrue);

	for (i = 0; i < level.numConnectedClients; i++)
	{
		cl = level.clients + level.sortedClients[i];

		if (cl->sess.sessionTeam != TEAM_AXIS && cl->sess.sessionTeam != TEAM_ALLIES)
		{
			continue;
		}

		sortClients[cnt++] = level.sortedClients[i];
	}

	qsort(sortClients, cnt, sizeof(int), G_SortPlayersByXP);

	for (i = 0; i < cnt; i++)
	{
		cl = level.clients + sortClients[i];

		//	cTeam = (i % 2) + TEAM_AXIS;
		cTeam = (((i + 1) % 4) - ((i + 1) % 2)) / 2 + TEAM_AXIS;

		if (cl->sess.sessionTeam != cTeam)
		{
			G_LeaveTank(g_entities + sortClients[i], qfalse);
			G_RemoveClientFromFireteams(sortClients[i], qtrue, qfalse);
			if (g_landminetimeout.integer)
			{
				G_ExplodeMines(g_entities + sortClients[i]);
			}
			G_FadeItems(g_entities + sortClients[i], MOD_SATCHEL);
		}

		cl->sess.sessionTeam = cTeam;

		G_UpdateCharacter(cl);
		ClientUserinfoChanged(sortClients[i]);
		ClientBegin(sortClients[i]);
	}

	AP("cp \"^1Teams have been shuffled!\n\"");
}
示例#2
0
void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
	int			contents = 0, i, killer = ENTITYNUM_WORLD;
	char		*killerName = "<world>";
	qboolean	nogib = qtrue;
	gitem_t		*item = NULL;
	gentity_t	*ent;
	qboolean	killedintank = qfalse;

	//float			timeLived;
	weapon_t	weap = BG_WeaponForMOD( meansOfDeath );

//	G_Printf( "player_die\n" );

	if(attacker == self) {
		if(self->client) {
			self->client->pers.playerStats.suicides++;
			trap_PbStat ( self - g_entities , "suicide" , 
				va ( "%d %d %d" , self->client->sess.sessionTeam , self->client->sess.playerType , weap ) ) ;
		}
	} else if(OnSameTeam( self, attacker )) {
		G_LogTeamKill(	attacker,	weap );
	} else {
		G_LogDeath( self,		weap );
		G_LogKill(	attacker,	weap );

		if( g_gamestate.integer == GS_PLAYING ) {
			if( attacker->client ) {
				attacker->client->combatState |= (1<<COMBATSTATE_KILLEDPLAYER);
			}
		}
	}

	// RF, record this death in AAS system so that bots avoid areas which have high death rates
	if( !OnSameTeam( self, attacker ) )
	{
// LC - not needed
//		BotRecordTeamDeath( self->s.number );

		self->isProp = qfalse;	// were we teamkilled or not?
	} else {
		self->isProp = qtrue;
	}	

	// if we got killed by a landmine, update our map
	if( self->client && meansOfDeath == MOD_LANDMINE ) {
		// if it's an enemy mine, update both teamlists
		/*int teamNum;
		mapEntityData_t	*mEnt;
		mapEntityData_Team_t *teamList;
	
		teamNum = inflictor->s.teamNum % 4;

		teamList = self->client->sess.sessionTeam == TEAM_AXIS ? &mapEntityData[0] : &mapEntityData[1];
		if((mEnt = G_FindMapEntityData(teamList, inflictor-g_entities)) != NULL) {
			G_FreeMapEntityData( teamList, mEnt );
		}

		if( teamNum != self->client->sess.sessionTeam ) {
			teamList = self->client->sess.sessionTeam == TEAM_AXIS ? &mapEntityData[1] : &mapEntityData[0];
			if((mEnt = G_FindMapEntityData(teamList, inflictor-g_entities)) != NULL) {
				G_FreeMapEntityData( teamList, mEnt );
			}
		}*/
		mapEntityData_t	*mEnt;

		if((mEnt = G_FindMapEntityData(&mapEntityData[0], inflictor-g_entities)) != NULL) {
			G_FreeMapEntityData( &mapEntityData[0], mEnt );
		}

		if((mEnt = G_FindMapEntityData(&mapEntityData[1], inflictor-g_entities)) != NULL) {
			G_FreeMapEntityData( &mapEntityData[1], mEnt );
		}
	}

	{
		mapEntityData_t	*mEnt;
		mapEntityData_Team_t *teamList = self->client->sess.sessionTeam == TEAM_AXIS ? &mapEntityData[1] : &mapEntityData[0];	// swapped, cause enemy team

		mEnt = G_FindMapEntityDataSingleClient( teamList, NULL, self->s.number, -1 );
		
		while( mEnt ) {
			if( mEnt->type == ME_PLAYER_DISGUISED ) {
				mapEntityData_t* mEntFree = mEnt;

				mEnt = G_FindMapEntityDataSingleClient( teamList, mEnt, self->s.number, -1 );

				G_FreeMapEntityData( teamList, mEntFree );
			} else {
				mEnt = G_FindMapEntityDataSingleClient( teamList, mEnt, self->s.number, -1 );
			}
		}
	}

	if( self->tankLink ) {
		G_LeaveTank( self, qfalse );

		killedintank = qtrue;
	}

	if( self->client->ps.pm_type == PM_DEAD || g_gamestate.integer == GS_INTERMISSION ) {
		return;
	}

	// OSP - death stats handled out-of-band of G_Damage for external calls
	G_addStats(self, attacker, damage, meansOfDeath);
	// OSP

	self->client->ps.pm_type = PM_DEAD;

	G_AddEvent( self, EV_STOPSTREAMINGSOUND, 0);

	if(attacker) {
		killer = attacker->s.number;
		killerName = (attacker->client) ? attacker->client->pers.netname : "<non-client>";
	}

	if(attacker == 0 || killer < 0 || killer >= MAX_CLIENTS) {
		killer = ENTITYNUM_WORLD;
		killerName = "<world>";
	}

	if(g_gamestate.integer == GS_PLAYING) {
		char *obit;

		if(meansOfDeath < 0 || meansOfDeath >= sizeof(modNames) / sizeof(modNames[0])) {
			obit = "<bad obituary>";
		} else {
			obit = modNames[meansOfDeath];
		}

		G_LogPrintf("Kill: %i %i %i: %s killed %s by %s\n", killer, self->s.number, meansOfDeath, killerName, self->client->pers.netname, obit );
	}


	// broadcast the death event to everyone
	ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY );
	ent->s.eventParm = meansOfDeath;
	ent->s.otherEntityNum = self->s.number;
	ent->s.otherEntityNum2 = killer;
	ent->r.svFlags = SVF_BROADCAST;	// send to everyone

	self->enemy = attacker;

	self->client->ps.persistant[PERS_KILLED]++;

	// JPW NERVE -- if player is holding ticking grenade, drop it
	if ((self->client->ps.grenadeTimeLeft) && (self->s.weapon != WP_DYNAMITE) && (self->s.weapon != WP_LANDMINE) && (self->s.weapon != WP_SATCHEL) && (self->s.weapon != WP_TRIPMINE)) {
		vec3_t launchvel, launchspot;

		launchvel[0] = crandom();
		launchvel[1] = crandom();
		launchvel[2] = random();
		VectorScale( launchvel, 160, launchvel );
		VectorCopy(self->r.currentOrigin, launchspot);
		launchspot[2] += 40;
		
		{
			// Gordon: fixes premature grenade explosion, ta bani ;)
			gentity_t *m = fire_grenade(self, launchspot, launchvel, self->s.weapon);
			m->damage = 0;
		}
	}

	if (attacker && attacker->client) {
		if ( attacker == self || OnSameTeam (self, attacker ) ) {

			// DHM - Nerve :: Complaint lodging
			if( attacker != self && level.warmupTime <= 0 && g_gamestate.integer == GS_PLAYING) {
				if( attacker->client->pers.localClient ) {
					trap_SendServerCommand( self-g_entities, "complaint -4" );
				} else {
					if( meansOfDeath != MOD_CRUSH_CONSTRUCTION && meansOfDeath != MOD_CRUSH_CONSTRUCTIONDEATH && meansOfDeath != MOD_CRUSH_CONSTRUCTIONDEATH_NOATTACKER ) {
						if( g_complaintlimit.integer ) {

							if( !(meansOfDeath == MOD_LANDMINE && g_disableComplaints.integer & TKFL_MINES ) &&
								!((meansOfDeath == MOD_ARTY || meansOfDeath == MOD_AIRSTRIKE) && g_disableComplaints.integer & TKFL_AIRSTRIKE ) &&
								!(meansOfDeath == MOD_MORTAR && g_disableComplaints.integer & TKFL_MORTAR ) ) {
								trap_SendServerCommand( self-g_entities, va( "complaint %i", attacker->s.number ) );
								self->client->pers.complaintClient = attacker->s.clientNum;
								self->client->pers.complaintEndTime = level.time + 20500;
							}
						}
					}
				}
			}

			// high penalty to offset medic heal
/*			AddScore( attacker, WOLF_FRIENDLY_PENALTY ); */

			if( g_gametype.integer == GT_WOLF_LMS ) {
				AddKillScore( attacker, WOLF_FRIENDLY_PENALTY );
			}
		} else {

			//G_AddExperience( attacker, 1 );

			// JPW NERVE -- mostly added as conveneience so we can tweak from the #defines all in one place
			AddScore(attacker, WOLF_FRAG_BONUS);

			if( g_gametype.integer == GT_WOLF_LMS ) {
				if( level.firstbloodTeam == -1 )
					level.firstbloodTeam = attacker->client->sess.sessionTeam;

				AddKillScore( attacker, WOLF_FRAG_BONUS );
			}

			attacker->client->lastKillTime = level.time;
		}
	} else {
		AddScore( self, -1 );

		if( g_gametype.integer == GT_WOLF_LMS )
			AddKillScore( self, -1 );
	}

	// Add team bonuses
	Team_FragBonuses(self, inflictor, attacker);

	// drop flag regardless
	if (self->client->ps.powerups[PW_REDFLAG]) {
		item = BG_FindItem("Red Flag");
		if (!item)
			item = BG_FindItem("Objective");

		self->client->ps.powerups[PW_REDFLAG] = 0;
	}
	if (self->client->ps.powerups[PW_BLUEFLAG]) {
		item = BG_FindItem("Blue Flag");
		if (!item)
			item = BG_FindItem("Objective");

		self->client->ps.powerups[PW_BLUEFLAG] = 0;
	}

	if (item) {
		vec3_t launchvel = { 0, 0, 0 };
		gentity_t *flag = LaunchItem(item, self->r.currentOrigin, launchvel, self->s.number);

		flag->s.modelindex2 = self->s.otherEntityNum2;// JPW NERVE FIXME set player->otherentitynum2 with old modelindex2 from flag and restore here
		flag->message = self->message;	// DHM - Nerve :: also restore item name
		// Clear out player's temp copies
		self->s.otherEntityNum2 = 0;
		self->message = NULL;
	}

	// send a fancy "MEDIC!" scream.  Sissies, ain' they?
	if (self->client != NULL) {
		if( self->health > GIB_HEALTH && meansOfDeath != MOD_SUICIDE && meansOfDeath != MOD_SWITCHTEAM ) {
			G_AddEvent( self, EV_MEDIC_CALL, 0 );
		}
	}

	Cmd_Score_f( self );		// show scores

	// send updated scores to any clients that are following this one,
	// or they would get stale scoreboards
	for(i=0; i<level.numConnectedClients; i++) {
		gclient_t *client = &level.clients[level.sortedClients[i]];

		if(client->pers.connected != CON_CONNECTED) continue;
		if(client->sess.sessionTeam != TEAM_SPECTATOR) continue;

		if(client->sess.spectatorClient == self->s.number) {
			Cmd_Score_f(g_entities + level.sortedClients[i]);
		}
	}

	self->takedamage = qtrue;	// can still be gibbed
	self->r.contents = CONTENTS_CORPSE;

	//self->s.angles[2] = 0;
	self->s.powerups = 0;
	self->s.loopSound = 0;
	
	self->client->limboDropWeapon = self->s.weapon; // store this so it can be dropped in limbo

	LookAtKiller( self, inflictor, attacker );
	self->client->ps.viewangles[0] = 0;
	self->client->ps.viewangles[2] = 0;
	//VectorCopy( self->s.angles, self->client->ps.viewangles );

//	trap_UnlinkEntity( self );
	self->r.maxs[2] = self->client->ps.crouchMaxZ;	//%	0;			// ydnar: so bodies don't clip into world
	self->client->ps.maxs[2] = self->client->ps.crouchMaxZ;	//%	0;	// ydnar: so bodies don't clip into world
	trap_LinkEntity( self );

	// don't allow respawn until the death anim is done
	// g_forcerespawn may force spawning at some later time
	self->client->respawnTime = level.timeCurrent + 800;

	// remove powerups
	memset( self->client->ps.powerups, 0, sizeof(self->client->ps.powerups) );

	// never gib in a nodrop
	// FIXME: contents is always 0 here
	if ( self->health <= GIB_HEALTH && !(contents & CONTENTS_NODROP) ) {
		GibEntity( self, killer );
		nogib = qfalse;
	}

	if(nogib){
		// normal death
		// for the no-blood option, we need to prevent the health
		// from going to gib level
		if ( self->health <= GIB_HEALTH ) {
			self->health = GIB_HEALTH + 1;
		}

		// Arnout: re-enable this for flailing
/*		if( self->client->ps.groundEntityNum == ENTITYNUM_NONE ) {
			self->client->ps.pm_flags |= PMF_FLAILING;
			self->client->ps.pm_time = 750;
			BG_AnimScriptAnimation( &self->client->ps, ANIM_MT_FLAILING, qtrue );

			// Face explosion directory
			{
				vec3_t angles;

				vectoangles( self->client->ps.velocity, angles );
				self->client->ps.viewangles[YAW] = angles[YAW];
				SetClientViewAngle( self, self->client->ps.viewangles );
			}
		} else*/

			// DHM - Play death animation, and set pm_time to delay 'fallen' animation
			//if( G_IsSinglePlayerGame() && self->client->sess.sessionTeam == TEAM_ALLIES ) {
			//	// play "falldown" animation since allies bots won't ever die completely
			//	self->client->ps.pm_time = BG_AnimScriptEvent( &self->client->ps, self->client->pers.character->animModelInfo, ANIM_ET_FALLDOWN, qfalse, qtrue );
			//	G_StartPlayerAppropriateSound(self, "death");
			//} else {
				self->client->ps.pm_time = BG_AnimScriptEvent( &self->client->ps, self->client->pers.character->animModelInfo, ANIM_ET_DEATH, qfalse, qtrue );
				// death animation script already contains sound
			//}

			// record the death animation to be used later on by the corpse
			self->client->torsoDeathAnim = self->client->ps.torsoAnim;
			self->client->legsDeathAnim = self->client->ps.legsAnim;

			G_AddEvent( self, EV_DEATH1 + 1, killer );

		// the body can still be gibbed
		self->die = body_die;
	}

	if( meansOfDeath == MOD_MACHINEGUN ) {
		switch( self->client->sess.sessionTeam ) {
			case TEAM_AXIS:
				level.axisMG42Counter = level.time;
				break;
			case TEAM_ALLIES:
				level.alliesMG42Counter = level.time;
				break;
		}
	}

	G_FadeItems( self, MOD_SATCHEL );

	CalculateRanks();

	if( killedintank /*Gordon: automatically go to limbo from tank*/ ) {
		limbo( self, qfalse ); // but no corpse
	} else if ( (meansOfDeath == MOD_SUICIDE && g_gamestate.integer == GS_PLAYING) ) {
		limbo( self, qtrue );
	} else if( g_gametype.integer == GT_WOLF_LMS ) {
		if( !G_CountTeamMedics( self->client->sess.sessionTeam, qtrue ) ) {
			limbo( self, qtrue );
		}
	}
}
示例#3
0
文件: g_client.c 项目: Exosum/ETrun
/*
===========
ClientDisconnect

Called when a player drops from the server.
Will not be called between levels.

This should NOT be called directly by any game logic,
call trap_DropClient(), which will call this and do
server system housekeeping.
============
*/
void ClientDisconnect(int clientNum) {
	gentity_t *ent;
	gentity_t *flag = NULL;
	gitem_t   *item = NULL;
	vec3_t    launchvel;
	int       i;

	ent = g_entities + clientNum;
	if (!ent->client) {
		return;
	}

	G_RemoveClientFromFireteams(clientNum, qtrue, qfalse);
	G_RemoveFromAllIgnoreLists(clientNum);
	G_LeaveTank(ent, qfalse);

	// Nico, remove the client from all specInvited lists
	for (i = 0; i < level.numConnectedClients; ++i) {
		COM_BitClear(level.clients[level.sortedClients[i]].sess.specInvitedClients, clientNum);
	}

	// stop any following clients
	for (i = 0 ; i < level.numConnectedClients ; i++) {
		flag = g_entities + level.sortedClients[i];
		if (flag->client->sess.sessionTeam == TEAM_SPECTATOR
		    && flag->client->sess.spectatorState == SPECTATOR_FOLLOW
		    && flag->client->sess.spectatorClient == clientNum) {
			StopFollowing(flag);
		}
		if (flag->client->ps.pm_flags & PMF_LIMBO
		    && flag->client->sess.spectatorClient == clientNum) {
			Cmd_FollowCycle_f(flag, 1);
		}
	}

	G_FadeItems(ent, MOD_SATCHEL);

	// remove ourself from teamlists
	{
		mapEntityData_t      *mEnt;
		mapEntityData_Team_t *teamList;

		for (i = 0; i < 2; i++) {
			teamList = &mapEntityData[i];

			if ((mEnt = G_FindMapEntityData(&mapEntityData[0], ent - g_entities)) != NULL) {
				G_FreeMapEntityData(teamList, mEnt);
			}

			mEnt = G_FindMapEntityDataSingleClient(teamList, NULL, ent->s.number, -1);

			while (mEnt) {
				mapEntityData_t *mEntFree = mEnt;

				mEnt = G_FindMapEntityDataSingleClient(teamList, mEnt, ent->s.number, -1);

				G_FreeMapEntityData(teamList, mEntFree);
			}
		}
	}

	// send effect if they were completely connected
	if (ent->client->pers.connected == CON_CONNECTED
	    && ent->client->sess.sessionTeam != TEAM_SPECTATOR
	    && !(ent->client->ps.pm_flags & PMF_LIMBO)) {

		// They don't get to take powerups with them!
		// Especially important for stuff like CTF flags
		// New code for tossing flags
		if (ent->client->ps.powerups[PW_REDFLAG]) {
			item = BG_FindItem("Red Flag");
			if (!item) {
				item = BG_FindItem("Objective");
			}

			ent->client->ps.powerups[PW_REDFLAG] = 0;
		}
		if (ent->client->ps.powerups[PW_BLUEFLAG]) {
			item = BG_FindItem("Blue Flag");
			if (!item) {
				item = BG_FindItem("Objective");
			}

			ent->client->ps.powerups[PW_BLUEFLAG] = 0;
		}

		if (item) {
			// OSP - fix for suicide drop exploit through walls/gates
			launchvel[0] = 0;    //crandom()*20;
			launchvel[1] = 0;    //crandom()*20;
			launchvel[2] = 0;    //10+random()*10;

			flag                = LaunchItem(item, ent->r.currentOrigin, launchvel, ent - g_entities);
			flag->s.modelindex2 = ent->s.otherEntityNum2;    // JPW NERVE FIXME set player->otherentitynum2 with old modelindex2 from flag and restore here
			flag->message       = ent->message; // DHM - Nerve :: also restore item name
			// Clear out player's temp copies
			ent->s.otherEntityNum2 = 0;
			ent->message           = NULL;
		}
	}

	G_LogPrintf("ClientDisconnect: %i\n", clientNum);

	trap_UnlinkEntity(ent);
	ent->s.modelindex                     = 0;
	ent->inuse                            = qfalse;
	ent->classname                        = "disconnected";
	ent->client->pers.connected           = CON_DISCONNECTED;
	ent->client->ps.persistant[PERS_TEAM] = TEAM_FREE;
	i                                     = ent->client->sess.sessionTeam;
	ent->client->sess.sessionTeam         = TEAM_FREE;
	ent->active                           = 0;

	trap_SetConfigstring(CS_PLAYERS + clientNum, "");

	CalculateRanks();
}