Files
neo.yt-tremulous/src/game/g_active.c
T
Paradox460 9a5647df1d * Added bugfixes for builder, now much more useful command. (See Issue 64)
* Added extreme mod
  * `g_modBuildableHealth`: Buildable health *(Percent)*
  * `g_modBuildableSpeed`: Buildable fire rate *(Percent)*
  * `g_modHumanStamina`: Human stamina *(Percent)*
  * `g_modHumanHealth`: Human health *(Percent)*
  * `g_modAlienHealth`: Alien health *(Percent)*
  * `g_modHumanRate`: Human fire rate *(Percent)*
  * `g_modAlienRate`: Alien fire rate *(Percent)*
  * `g_modWeaponAmmo`: Weapon ammo per clip *(Percent)*
  * `g_modWeaponReload`: Adjust's Weapon reload time *(Percent)*

Wiki updated as well.
This matches release 1.5.0.4
2008-03-15 20:00:49 +00:00

2003 lines
58 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2000-2006 Tim Angus
This file is part of Tremulous.
Tremulous is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Tremulous is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Tremulous; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "g_local.h"
/*
===============
G_DamageFeedback
Called just before a snapshot is sent to the given player.
Totals up all damage and generates both the player_state_t
damage values to that client for pain blends and kicks, and
global pain sound events for all clients.
===============
*/
void P_DamageFeedback( gentity_t *player )
{
gclient_t *client;
float count;
vec3_t angles;
client = player->client;
if( client->ps.pm_type == PM_DEAD )
return;
// total points of damage shot at the player this frame
count = client->damage_blood + client->damage_armor;
if( count == 0 )
return; // didn't take any damage
if( count > 255 )
count = 255;
// send the information to the client
// world damage (falling, slime, etc) uses a special code
// to make the blend blob centered instead of positional
if( client->damage_fromWorld )
{
client->ps.damagePitch = 255;
client->ps.damageYaw = 255;
client->damage_fromWorld = qfalse;
}
else
{
vectoangles( client->damage_from, angles );
client->ps.damagePitch = angles[ PITCH ] / 360.0 * 256;
client->ps.damageYaw = angles[ YAW ] / 360.0 * 256;
}
// play an apropriate pain sound
if( ( level.time > player->pain_debounce_time ) && !( player->flags & FL_GODMODE ) )
{
player->pain_debounce_time = level.time + 700;
G_AddEvent( player, EV_PAIN, player->health > 255 ? 255 : player->health );
client->ps.damageEvent++;
}
client->ps.damageCount = count;
//
// clear totals
//
client->damage_blood = 0;
client->damage_armor = 0;
client->damage_knockback = 0;
}
/*
=============
P_WorldEffects
Check for lava / slime contents and drowning
=============
*/
void P_WorldEffects( gentity_t *ent )
{
int waterlevel;
if( ent->client->noclip )
{
ent->client->airOutTime = level.time + 12000; // don't need air
return;
}
waterlevel = ent->waterlevel;
//
// check for drowning
//
if( waterlevel == 3 )
{
// if out of air, start drowning
if( ent->client->airOutTime < level.time)
{
// drown!
ent->client->airOutTime += 1000;
if( ent->health > 0 )
{
// take more damage the longer underwater
ent->damage += 2;
if( ent->damage > 15 )
ent->damage = 15;
// play a gurp sound instead of a normal pain sound
if( ent->health <= ent->damage )
G_Sound( ent, CHAN_VOICE, G_SoundIndex( "*drown.wav" ) );
else if( rand( ) & 1 )
G_Sound( ent, CHAN_VOICE, G_SoundIndex( "sound/player/gurp1.wav" ) );
else
G_Sound( ent, CHAN_VOICE, G_SoundIndex( "sound/player/gurp2.wav" ) );
// don't play a normal pain sound
ent->pain_debounce_time = level.time + 200;
G_Damage( ent, NULL, NULL, NULL, NULL,
ent->damage, DAMAGE_NO_ARMOR, MOD_WATER );
}
}
}
else
{
ent->client->airOutTime = level.time + 12000;
ent->damage = 2;
}
//
// check for sizzle damage (move to pmove?)
//
if( waterlevel &&
( ent->watertype & ( CONTENTS_LAVA | CONTENTS_SLIME ) ) )
{
if( ent->health > 0 &&
ent->pain_debounce_time <= level.time )
{
if( ent->watertype & CONTENTS_LAVA )
{
G_Damage( ent, NULL, NULL, NULL, NULL,
30 * waterlevel, 0, MOD_LAVA );
}
if( ent->watertype & CONTENTS_SLIME )
{
G_Damage( ent, NULL, NULL, NULL, NULL,
10 * waterlevel, 0, MOD_SLIME );
}
}
}
}
/*
===============
G_SetClientSound
===============
*/
void G_SetClientSound( gentity_t *ent )
{
if( ent->waterlevel && ( ent->watertype & ( CONTENTS_LAVA | CONTENTS_SLIME ) ) )
ent->client->ps.loopSound = level.snd_fry;
else
ent->client->ps.loopSound = 0;
}
//==============================================================
static void G_ClientShove( gentity_t *ent, gentity_t *victim )
{
vec3_t dir, push;
int entMass = 200, vicMass = 200;
// shoving enemies changes gameplay too much
if( !OnSameTeam( ent, victim ) )
return;
if ( ( victim->client->ps.weapon >= WP_ABUILD ) &&
( victim->client->ps.weapon <= WP_HBUILD ) &&
( victim->client->ps.stats[ STAT_BUILDABLE ] != BA_NONE ) )
return;
// alien mass is directly related to their health points
// human mass is 200, double for bsuit
if( ent->client->pers.teamSelection == PTE_ALIENS )
{
entMass = BG_FindHealthForClass( ent->client->pers.classSelection );
}
else if( ent->client->pers.teamSelection == PTE_HUMANS )
{
if( BG_InventoryContainsUpgrade( UP_BATTLESUIT, ent->client->ps.stats ) )
entMass *= 2;
}
else
return;
if( victim->client->pers.teamSelection == PTE_ALIENS )
{
vicMass = BG_FindHealthForClass( victim->client->pers.classSelection );
}
else if( BG_InventoryContainsUpgrade( UP_BATTLESUIT,
victim->client->ps.stats ) )
{
vicMass *= 2;
}
if( vicMass <= 0 || entMass <= 0 )
return;
VectorSubtract( victim->r.currentOrigin, ent->r.currentOrigin, dir );
VectorNormalizeFast( dir );
// don't break the dretch elevator
if( abs( dir[ 2 ] ) > abs( dir[ 0 ] ) && abs( dir[ 2 ] ) > abs( dir[ 1 ] ) )
return;
VectorScale( dir,
( g_shove.value * ( ( float )entMass / ( float )vicMass ) ), push );
VectorAdd( victim->client->ps.velocity, push,
victim->client->ps.velocity );
}
/*
==============
ClientImpacts
==============
*/
void ClientImpacts( gentity_t *ent, pmove_t *pm )
{
int i, j;
trace_t trace;
gentity_t *other;
memset( &trace, 0, sizeof( trace ) );
for( i = 0; i < pm->numtouch; i++ )
{
for( j = 0; j < i; j++ )
{
if( pm->touchents[ j ] == pm->touchents[ i ] )
break;
}
if( j != i )
continue; // duplicated
other = &g_entities[ pm->touchents[ i ] ];
// see G_UnlaggedDetectCollisions(), this is the inverse of that.
// if our movement is blocked by another player's real position,
// don't use the unlagged position for them because they are
// blocking or server-side Pmove() from reaching it
if( other->client && other->client->unlaggedCalc.used )
other->client->unlaggedCalc.used = qfalse;
//charge attack
if( ent->client->ps.weapon == WP_ALEVEL4 &&
ent->client->ps.stats[ STAT_MISC ] > 0 &&
ent->client->charging )
ChargeAttack( ent, other );
if( ent->client && other->client )
G_ClientShove( ent, other );
if( !other->touch )
continue;
other->touch( other, ent, &trace );
}
}
/*
============
G_TouchTriggers
Find all trigger entities that ent's current position touches.
Spectators will only interact with teleporters.
============
*/
void G_TouchTriggers( gentity_t *ent )
{
int i, num;
int touch[MAX_GENTITIES];
gentity_t *hit;
trace_t trace;
vec3_t mins, maxs;
vec3_t pmins, pmaxs;
static vec3_t range = { 10, 10, 10 };
if( !ent->client )
return;
// dead clients don't activate triggers!
if( ent->client->ps.stats[ STAT_HEALTH ] <= 0 )
return;
BG_FindBBoxForClass( ent->client->ps.stats[ STAT_PCLASS ],
pmins, pmaxs, NULL, NULL, NULL );
VectorAdd( ent->client->ps.origin, pmins, mins );
VectorAdd( ent->client->ps.origin, pmaxs, maxs );
VectorSubtract( mins, range, mins );
VectorAdd( maxs, range, maxs );
num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
// can't use ent->absmin, because that has a one unit pad
VectorAdd( ent->client->ps.origin, ent->r.mins, mins );
VectorAdd( ent->client->ps.origin, ent->r.maxs, maxs );
for( i = 0; i < num; i++ )
{
hit = &g_entities[ touch[ i ] ];
if( !hit->touch && !ent->touch )
continue;
if( !( hit->r.contents & CONTENTS_TRIGGER ) )
continue;
// ignore most entities if a spectator
if( ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) ||
( ent->client->ps.stats[ STAT_STATE ] & SS_INFESTING ) ||
( ent->client->ps.stats[ STAT_STATE ] & SS_HOVELING ) )
{
if( hit->s.eType != ET_TELEPORT_TRIGGER &&
// this is ugly but adding a new ET_? type will
// most likely cause network incompatibilities
hit->touch != Touch_DoorTrigger )
{
//check for manually triggered doors
manualTriggerSpectator( hit, ent );
continue;
}
}
if( !trap_EntityContact( mins, maxs, hit ) )
continue;
memset( &trace, 0, sizeof( trace ) );
if( hit->touch )
hit->touch( hit, ent, &trace );
}
}
/*
=================
SpectatorThink
=================
*/
void SpectatorThink( gentity_t *ent, usercmd_t *ucmd )
{
pmove_t pm;
gclient_t *client;
qboolean doPmove = qtrue;
client = ent->client;
client->oldbuttons = client->buttons;
client->buttons = ucmd->buttons;
if( client->sess.spectatorState == SPECTATOR_LOCKED || client->sess.spectatorState == SPECTATOR_FOLLOW )
client->ps.pm_type = PM_FREEZE;
else
client->ps.pm_type = PM_SPECTATOR;
if ( client->sess.spectatorState == SPECTATOR_FOLLOW )
{
gclient_t *cl;
if ( client->sess.spectatorClient >= 0 )
{
cl = &level.clients[ client->sess.spectatorClient ];
if ( cl->sess.sessionTeam != TEAM_SPECTATOR )
doPmove = qfalse;
}
}
if (doPmove)
{
client->ps.speed = BG_FindSpeedForClass( client->ps.stats[ STAT_PCLASS ] );
client->ps.stats[ STAT_STAMINA ] = 0;
client->ps.stats[ STAT_MISC ] = 0;
client->ps.stats[ STAT_BUILDABLE ] = 0;
client->ps.stats[ STAT_PCLASS ] = PCL_NONE;
client->ps.weapon = WP_NONE;
// set up for pmove
memset( &pm, 0, sizeof( pm ) );
pm.ps = &client->ps;
pm.cmd = *ucmd;
pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; // spectators can fly through bodies
pm.trace = trap_Trace;
pm.pointcontents = trap_PointContents;
// perform a pmove
Pmove( &pm );
// save results of pmove
VectorCopy( client->ps.origin, ent->s.origin );
G_TouchTriggers( ent );
trap_UnlinkEntity( ent );
if( ( client->buttons & BUTTON_ATTACK ) && !( client->oldbuttons & BUTTON_ATTACK ) )
{
//if waiting in a queue remove from the queue
if( client->ps.pm_flags & PMF_QUEUED )
{
if( client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
G_RemoveFromSpawnQueue( &level.alienSpawnQueue, client->ps.clientNum );
else if( client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
G_RemoveFromSpawnQueue( &level.humanSpawnQueue, client->ps.clientNum );
client->pers.classSelection = PCL_NONE;
client->ps.stats[ STAT_PCLASS ] = PCL_NONE;
}
else if( client->pers.classSelection == PCL_NONE )
{
if( client->pers.teamSelection == PTE_NONE )
G_TriggerMenu( client->ps.clientNum, MN_TEAM );
else if( client->pers.teamSelection == PTE_ALIENS )
G_TriggerMenu( client->ps.clientNum, MN_A_CLASS );
else if( client->pers.teamSelection == PTE_HUMANS )
G_TriggerMenu( client->ps.clientNum, MN_H_SPAWN );
}
}
//set the queue position for the client side
if( client->ps.pm_flags & PMF_QUEUED )
{
if( client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
{
client->ps.persistant[ PERS_QUEUEPOS ] =
G_GetPosInSpawnQueue( &level.alienSpawnQueue, client->ps.clientNum );
}
else if( client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
{
client->ps.persistant[ PERS_QUEUEPOS ] =
G_GetPosInSpawnQueue( &level.humanSpawnQueue, client->ps.clientNum );
}
}
}
if( ( client->buttons & BUTTON_USE_HOLDABLE ) && !( client->oldbuttons & BUTTON_USE_HOLDABLE ) )
G_ToggleFollow( ent );
}
/*
=================
ClientInactivityTimer
Returns qfalse if the client is dropped
=================
*/
qboolean ClientInactivityTimer( gclient_t *client )
{
if( ! g_inactivity.integer )
{
// give everyone some time, so if the operator sets g_inactivity during
// gameplay, everyone isn't kicked
client->inactivityTime = level.time + 60 * 1000;
client->inactivityWarning = qfalse;
}
else if( client->pers.cmd.forwardmove ||
client->pers.cmd.rightmove ||
client->pers.cmd.upmove ||
( client->pers.cmd.buttons & BUTTON_ATTACK ) )
{
client->inactivityTime = level.time + g_inactivity.integer * 1000;
client->inactivityWarning = qfalse;
}
else if( !client->pers.localClient )
{
if( level.time > client->inactivityTime )
{
trap_DropClient( client - level.clients, "Dropped due to inactivity" );
return qfalse;
}
if( level.time > client->inactivityTime - 10000 && !client->inactivityWarning )
{
client->inactivityWarning = qtrue;
trap_SendServerCommand( client - level.clients, "cp \"Ten seconds until inactivity drop!\n\"" );
}
}
return qtrue;
}
/*
==================
ClientTimerActions
Actions that happen once a second
==================
*/
void ClientTimerActions( gentity_t *ent, int msec )
{
gclient_t *client;
usercmd_t *ucmd;
int aForward, aRight;
int foundTurrets = 0;
int staminaLarmour = STAMINA_LARMOUR_TAKE;
int staminaSprint = STAMINA_SPRINT_TAKE;
ucmd = &ent->client->pers.cmd;
aForward = abs( ucmd->forwardmove );
aRight = abs( ucmd->rightmove );
client = ent->client;
client->time100 += msec;
client->time1000 += msec;
client->time10000 += msec;
if( ( client->ps.stats[ STAT_STATE ] & SS_SPEEDBOOST ) &&
g_modHumanStamina.integer > 0 )
{
staminaLarmour = staminaLarmour * 100 / g_modHumanStamina.integer;
staminaSprint = staminaSprint * 100 / g_modHumanStamina.integer;
}
while ( client->time100 >= 100 )
{
client->time100 -= 100;
//if not trying to run then not trying to sprint
if( aForward <= 64 )
client->ps.stats[ STAT_STATE ] &= ~SS_SPEEDBOOST;
if( BG_InventoryContainsUpgrade( UP_JETPACK, client->ps.stats ) && BG_UpgradeIsActive( UP_JETPACK, client->ps.stats ) )
client->ps.stats[ STAT_STATE ] &= ~SS_SPEEDBOOST;
if( ( client->ps.stats[ STAT_STATE ] & SS_SPEEDBOOST ) && ucmd->upmove >= 0 )
{
//subtract stamina
if( BG_InventoryContainsUpgrade( UP_LIGHTARMOUR, client->ps.stats ) )
client->ps.stats[ STAT_STAMINA ] -= staminaLarmour;
else
client->ps.stats[ STAT_STAMINA ] -= staminaSprint;
if( client->ps.stats[ STAT_STAMINA ] < -MAX_STAMINA )
client->ps.stats[ STAT_STAMINA ] = -MAX_STAMINA;
}
if( ( aForward <= 64 && aForward > 5 ) || ( aRight <= 64 && aRight > 5 ) )
{
//restore stamina
client->ps.stats[ STAT_STAMINA ] += STAMINA_WALK_RESTORE;
if( client->ps.stats[ STAT_STAMINA ] > MAX_STAMINA )
client->ps.stats[ STAT_STAMINA ] = MAX_STAMINA;
}
else if( aForward <= 5 && aRight <= 5 )
{
//restore stamina faster
client->ps.stats[ STAT_STAMINA ] += STAMINA_STOP_RESTORE;
if( client->ps.stats[ STAT_STAMINA ] > MAX_STAMINA )
client->ps.stats[ STAT_STAMINA ] = MAX_STAMINA;
}
//client is charging up for a pounce
if( client->ps.weapon == WP_ALEVEL3 || client->ps.weapon == WP_ALEVEL3_UPG )
{
int pounceSpeed = 0;
if( client->ps.weapon == WP_ALEVEL3 )
pounceSpeed = LEVEL3_POUNCE_SPEED;
else if( client->ps.weapon == WP_ALEVEL3_UPG )
pounceSpeed = LEVEL3_POUNCE_UPG_SPEED;
if( client->ps.stats[ STAT_MISC ] < pounceSpeed && ucmd->buttons & BUTTON_ATTACK2 )
client->ps.stats[ STAT_MISC ] += ( 100.0f / (float)LEVEL3_POUNCE_CHARGE_TIME ) * pounceSpeed;
if( !( ucmd->buttons & BUTTON_ATTACK2 ) )
{
if( client->pmext.pouncePayload > 0 )
client->allowedToPounce = qtrue;
}
if( client->ps.stats[ STAT_MISC ] > pounceSpeed )
client->ps.stats[ STAT_MISC ] = pounceSpeed;
}
//client is charging up for a... charge
if( client->ps.weapon == WP_ALEVEL4 )
{
if( client->ps.stats[ STAT_MISC ] < LEVEL4_CHARGE_TIME && ucmd->buttons & BUTTON_ATTACK2 &&
!client->charging )
{
client->charging = qfalse; //should already be off, just making sure
client->ps.stats[ STAT_STATE ] &= ~SS_CHARGING;
if( ucmd->forwardmove > 0 )
{
//trigger charge sound...is quite annoying
//if( client->ps.stats[ STAT_MISC ] <= 0 )
// G_AddEvent( ent, EV_LEV4_CHARGE_PREPARE, 0 );
client->ps.stats[ STAT_MISC ] += (int)( 100 * (float)LEVEL4_CHARGE_CHARGE_RATIO );
if( client->ps.stats[ STAT_MISC ] > LEVEL4_CHARGE_TIME )
client->ps.stats[ STAT_MISC ] = LEVEL4_CHARGE_TIME;
}
else
client->ps.stats[ STAT_MISC ] = 0;
}
if( !( ucmd->buttons & BUTTON_ATTACK2 ) || client->charging ||
client->ps.stats[ STAT_MISC ] == LEVEL4_CHARGE_TIME )
{
if( client->ps.stats[ STAT_MISC ] > LEVEL4_MIN_CHARGE_TIME )
{
client->ps.stats[ STAT_MISC ] -= 100;
if( client->charging == qfalse )
G_AddEvent( ent, EV_LEV4_CHARGE_START, 0 );
client->charging = qtrue;
client->ps.stats[ STAT_STATE ] |= SS_CHARGING;
//if the charger has stopped moving take a chunk of charge away
if( VectorLength( client->ps.velocity ) < 64.0f || aRight )
client->ps.stats[ STAT_MISC ] = client->ps.stats[ STAT_MISC ] / 2;
//can't charge backwards
if( ucmd->forwardmove < 0 )
client->ps.stats[ STAT_MISC ] = 0;
}
else
client->ps.stats[ STAT_MISC ] = 0;
if( client->ps.stats[ STAT_MISC ] <= 0 )
{
client->ps.stats[ STAT_MISC ] = 0;
client->charging = qfalse;
client->ps.stats[ STAT_STATE ] &= ~SS_CHARGING;
}
}
}
//client is charging up an lcannon
if( client->ps.weapon == WP_LUCIFER_CANNON )
{
int ammo;
BG_UnpackAmmoArray( WP_LUCIFER_CANNON, client->ps.ammo, client->ps.powerups, &ammo, NULL );
if( client->ps.stats[ STAT_MISC ] < LCANNON_TOTAL_CHARGE && ucmd->buttons & BUTTON_ATTACK )
client->ps.stats[ STAT_MISC ] += ( 100.0f / LCANNON_CHARGE_TIME ) * LCANNON_TOTAL_CHARGE;
if( client->ps.stats[ STAT_MISC ] > LCANNON_TOTAL_CHARGE )
client->ps.stats[ STAT_MISC ] = LCANNON_TOTAL_CHARGE;
if( client->ps.stats[ STAT_MISC ] > ( ammo * LCANNON_TOTAL_CHARGE ) / 10 )
client->ps.stats[ STAT_MISC ] = ammo * LCANNON_TOTAL_CHARGE / 10;
}
switch( client->ps.weapon )
{
case WP_ABUILD:
case WP_ABUILD2:
case WP_HBUILD:
case WP_HBUILD2:
//set validity bit on buildable
if( ( client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) > BA_NONE )
{
int dist = BG_FindBuildDistForClass( ent->client->ps.stats[ STAT_PCLASS ] );
vec3_t dummy;
if( G_CanBuild( ent, client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT,
dist, dummy ) == IBE_NONE )
client->ps.stats[ STAT_BUILDABLE ] |= SB_VALID_TOGGLEBIT;
else
client->ps.stats[ STAT_BUILDABLE ] &= ~SB_VALID_TOGGLEBIT;
}
case WP_BLASTER:
//update build timer
if( client->ps.stats[ STAT_MISC ] > 0 )
client->ps.stats[ STAT_MISC ] -= 100;
if( client->ps.stats[ STAT_MISC ] < 0 )
client->ps.stats[ STAT_MISC ] = 0;
break;
default:
break;
}
if( client->ps.stats[ STAT_STATE ] & SS_MEDKIT_ACTIVE )
{
int remainingStartupTime = MEDKIT_STARTUP_TIME - ( level.time - client->lastMedKitTime );
if( remainingStartupTime < 0 )
{
if( ent->health < ent->client->ps.stats[ STAT_MAX_HEALTH ] &&
ent->client->medKitHealthToRestore &&
ent->client->ps.pm_type != PM_DEAD )
{
ent->client->medKitHealthToRestore--;
ent->health++;
}
else
ent->client->ps.stats[ STAT_STATE ] &= ~SS_MEDKIT_ACTIVE;
}
else
{
if( ent->health < ent->client->ps.stats[ STAT_MAX_HEALTH ] &&
ent->client->medKitHealthToRestore &&
ent->client->ps.pm_type != PM_DEAD )
{
//partial increase
if( level.time > client->medKitIncrementTime )
{
ent->client->medKitHealthToRestore--;
ent->health++;
client->medKitIncrementTime = level.time +
( remainingStartupTime / MEDKIT_STARTUP_SPEED );
}
}
else
ent->client->ps.stats[ STAT_STATE ] &= ~SS_MEDKIT_ACTIVE;
}
}
}
while( client->time1000 >= 1000 )
{
client->time1000 -= 1000;
//client is poison clouded
if( client->ps.stats[ STAT_STATE ] & SS_POISONCLOUDED )
G_Damage( ent, client->lastPoisonCloudedClient, client->lastPoisonCloudedClient, NULL, NULL,
LEVEL1_PCLOUD_DMG, 0, MOD_LEVEL1_PCLOUD );
//client is poisoned
if( client->ps.stats[ STAT_STATE ] & SS_POISONED )
{
int damage = ALIEN_POISON_DMG;
if( BG_InventoryContainsUpgrade( UP_BATTLESUIT, client->ps.stats ) )
damage -= BSUIT_POISON_PROTECTION;
if( BG_InventoryContainsUpgrade( UP_HELMET, client->ps.stats ) )
damage -= HELMET_POISON_PROTECTION;
if( BG_InventoryContainsUpgrade( UP_LIGHTARMOUR, client->ps.stats ) )
damage -= LIGHTARMOUR_POISON_PROTECTION;
G_Damage( ent, client->lastPoisonClient, client->lastPoisonClient, NULL,
0, damage, 0, MOD_POISON );
}
//radioactive turrets (update timer)
if ( client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS && g_radiationDamage.integer && !( ent->flags & FL_NOTARGET ) )
{
int i;
int credits = 0;
//check if client has enough equipment/credits to be penalized for camping
if ( g_radiationCreditsCount.integer == 0 || g_radiationCreditsCount.integer == 2 )
credits += BG_GetValueOfEquipment( &client->ps );
if ( g_radiationCreditsCount.integer == 1 || g_radiationCreditsCount.integer == 2 )
credits += client->ps.persistant[ PERS_CREDIT ];
//check for any turrets/teslas in range
if ( credits >= g_radiationCredits.integer && client->ps.weapon != WP_HBUILD && client->ps.weapon != WP_HBUILD2 )
{
int entityList[ MAX_GENTITIES ];
int num;
vec3_t range;
vec3_t mins, maxs;
gentity_t *turret;
VectorSet( range, MGTURRET_RANGE, MGTURRET_RANGE, MGTURRET_RANGE );
VectorAdd( ent->s.origin, range, maxs );
VectorSubtract( ent->s.origin, range, mins );
num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
for( i = 0; i < num; i++ )
{
turret = &g_entities[ entityList[ i ] ];
if ( turret->s.modelindex == BA_H_MGTURRET && turret->powered && turret->spawned && turret->health && !( turret->s.eFlags & EF_FIRING ) && Distance( turret->s.pos.trBase, ent->s.pos.trBase ) <= MGTURRET_RANGE )
foundTurrets++;
}
VectorSet( range, TESLAGEN_RANGE, TESLAGEN_RANGE, TESLAGEN_RANGE );
VectorAdd( ent->s.origin, range, maxs );
VectorSubtract( ent->s.origin, range, mins );
num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
for( i = 0; i < num; i++ )
{
turret = &g_entities[ entityList[ i ] ];
if ( turret->s.modelindex == BA_H_TESLAGEN && turret->powered && turret->spawned && turret->health && turret->dcced && !( turret->s.eFlags & EF_FIRING ) && Distance( turret->s.pos.trBase, ent->s.pos.trBase ) <= TESLAGEN_RANGE )
foundTurrets++;
}
if ( foundTurrets )
{
if ( client->radiationTimer < g_radiationTime.integer )
client->radiationTimer++;
}
else if ( client->radiationTimer > 0 )
client->radiationTimer--;
}
else if ( client->radiationTimer > 0 )
client->radiationTimer--; // could be set to 0 but then would be too easy to exploit
}
else
client->radiationTimer = 0;
//replenish alien health
if( client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS &&
level.surrenderTeam != PTE_ALIENS )
{
int entityList[ MAX_GENTITIES ];
vec3_t range = { LEVEL4_REGEN_RANGE, LEVEL4_REGEN_RANGE, LEVEL4_REGEN_RANGE };
vec3_t mins, maxs;
int i, num;
gentity_t *boostEntity;
float modifier = 1.0f;
VectorAdd( client->ps.origin, range, maxs );
VectorSubtract( client->ps.origin, range, mins );
num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
for( i = 0; i < num; i++ )
{
boostEntity = &g_entities[ entityList[ i ] ];
if( boostEntity->client && boostEntity->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS &&
boostEntity->client->ps.stats[ STAT_PCLASS ] == PCL_ALIEN_LEVEL4 )
{
modifier = LEVEL4_REGEN_MOD;
break;
}
else if( boostEntity->s.eType == ET_BUILDABLE &&
boostEntity->s.modelindex == BA_A_BOOSTER &&
boostEntity->spawned )
{
modifier = BOOSTER_REGEN_MOD;
break;
}
}
if( ent->health > 0 && ent->health < client->ps.stats[ STAT_MAX_HEALTH ] &&
( ent->lastDamageTime + ALIEN_REGEN_DAMAGE_TIME ) < level.time &&
!level.paused )
{
ent->health += BG_FindRegenRateForClass( client->ps.stats[ STAT_PCLASS ] ) * modifier;
//if completely healed, cancel retribution
if( ent->health >= client->ps.stats[ STAT_MAX_HEALTH ] )
{
for( i = 0; i < MAX_CLIENTS; i++ )
ent->client->tkcredits[ i ] = 0;
}
}
if( ent->health > client->ps.stats[ STAT_MAX_HEALTH ] )
ent->health = client->ps.stats[ STAT_MAX_HEALTH ];
}
if( ent->client->ps.stats[ STAT_HEALTH ] > 0 && ent->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
{
ent->client->pers.statscounters.timealive++;
level.alienStatsCounters.timealive++;
if( G_BuildableRange( ent->client->ps.origin, 900, BA_A_OVERMIND ) )
{
ent->client->pers.statscounters.timeinbase++;
level.alienStatsCounters.timeinbase++;
}
if( BG_ClassHasAbility( ent->client->ps.stats[ STAT_PCLASS ], SCA_WALLCLIMBER ) )
{
ent->client->pers.statscounters.dretchbasytime++;
level.alienStatsCounters.dretchbasytime++;
if( ent->client->ps.stats[ STAT_STATE ] & SS_WALLCLIMBING || ent->client->ps.stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING)
{
ent->client->pers.statscounters.jetpackusewallwalkusetime++;
level.alienStatsCounters.jetpackusewallwalkusetime++;
}
}
}
else if( ent->client->ps.stats[ STAT_HEALTH ] > 0 && ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
{
ent->client->pers.statscounters.timealive++;
level.humanStatsCounters.timealive++;
if( G_BuildableRange( ent->client->ps.origin, 900, BA_H_REACTOR ) )
{
ent->client->pers.statscounters.timeinbase++;
level.humanStatsCounters.timeinbase++;
}
if( BG_InventoryContainsUpgrade( UP_JETPACK, client->ps.stats ) )
{
if( client->ps.pm_type == PM_JETPACK )
{
ent->client->pers.statscounters.jetpackusewallwalkusetime++;
level.humanStatsCounters.jetpackusewallwalkusetime++;
}
}
}
// turn off life support when a team admits defeat
if( client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS &&
level.surrenderTeam == PTE_ALIENS )
{
G_Damage( ent, NULL, NULL, NULL, NULL,
BG_FindRegenRateForClass( client->ps.stats[ STAT_PCLASS ] ),
DAMAGE_NO_ARMOR, MOD_SUICIDE );
}
else if( client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS &&
level.surrenderTeam == PTE_HUMANS )
{
G_Damage( ent, NULL, NULL, NULL, NULL, 5, DAMAGE_NO_ARMOR, MOD_SUICIDE );
}
}
while( client->time10000 >= 10000 )
{
client->time10000 -= 10000;
if( client->ps.weapon == WP_ALEVEL3_UPG )
{
int ammo, maxAmmo;
BG_FindAmmoForWeapon( WP_ALEVEL3_UPG, &maxAmmo, NULL );
BG_UnpackAmmoArray( WP_ALEVEL3_UPG, client->ps.ammo, client->ps.powerups, &ammo, NULL );
if( ammo < maxAmmo )
{
ammo++;
BG_PackAmmoArray( WP_ALEVEL3_UPG, client->ps.ammo, client->ps.powerups, ammo, 0 );
}
}
//radioactive turrets (damage)
if ( g_radiationDamage.integer && foundTurrets && client->radiationTimer == g_radiationTime.integer )
{
trap_SendServerCommand( ent-g_entities, "cp \"^1You have been irradiated by your base^7\"" );
G_Damage( ent, NULL, NULL, NULL, NULL, g_radiationDamage.integer * foundTurrets, DAMAGE_NO_ARMOR|DAMAGE_NO_LOCDAMAGE, MOD_RADIATION );
}
}
}
/*
====================
ClientIntermissionThink
====================
*/
void ClientIntermissionThink( gclient_t *client )
{
client->ps.eFlags &= ~EF_TALK;
client->ps.eFlags &= ~EF_FIRING;
client->ps.eFlags &= ~EF_FIRING2;
// the level will exit when everyone wants to or after timeouts
// swap and latch button actions
client->oldbuttons = client->buttons;
client->buttons = client->pers.cmd.buttons;
if( client->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) & ( client->oldbuttons ^ client->buttons ) )
client->readyToExit = 1;
}
/*
================
ClientEvents
Events will be passed on to the clients for presentation,
but any server game effects are handled here
================
*/
void ClientEvents( gentity_t *ent, int oldEventSequence )
{
int i;
int event;
gclient_t *client;
int damage;
vec3_t dir;
vec3_t point, mins;
float fallDistance;
pClass_t class;
client = ent->client;
class = client->ps.stats[ STAT_PCLASS ];
if( oldEventSequence < client->ps.eventSequence - MAX_PS_EVENTS )
oldEventSequence = client->ps.eventSequence - MAX_PS_EVENTS;
for( i = oldEventSequence; i < client->ps.eventSequence; i++ )
{
event = client->ps.events[ i & ( MAX_PS_EVENTS - 1 ) ];
switch( event )
{
case EV_FALL_MEDIUM:
case EV_FALL_FAR:
if( ent->s.eType != ET_PLAYER )
break; // not in the player model
fallDistance = ( (float)client->ps.stats[ STAT_FALLDIST ] - MIN_FALL_DISTANCE ) /
( MAX_FALL_DISTANCE - MIN_FALL_DISTANCE );
if( fallDistance < 0.0f )
fallDistance = 0.0f;
else if( fallDistance > 1.0f )
fallDistance = 1.0f;
damage = (int)( (float)BG_FindHealthForClass( class ) *
BG_FindFallDamageForClass( class ) * fallDistance );
VectorSet( dir, 0, 0, 1 );
BG_FindBBoxForClass( class, mins, NULL, NULL, NULL, NULL );
mins[ 0 ] = mins[ 1 ] = 0.0f;
VectorAdd( client->ps.origin, mins, point );
ent->pain_debounce_time = level.time + 200; // no normal pain sound
G_Damage( ent, NULL, NULL, dir, point, damage, DAMAGE_NO_LOCDAMAGE, MOD_FALLING );
break;
case EV_FIRE_WEAPON:
FireWeapon( ent );
break;
case EV_FIRE_WEAPON2:
FireWeapon2( ent );
break;
case EV_FIRE_WEAPON3:
FireWeapon3( ent );
break;
case EV_NOAMMO:
break;
default:
break;
}
}
}
/*
==============
SendPendingPredictableEvents
==============
*/
void SendPendingPredictableEvents( playerState_t *ps )
{
gentity_t *t;
int event, seq;
int extEvent, number;
// if there are still events pending
if( ps->entityEventSequence < ps->eventSequence )
{
// create a temporary entity for this event which is sent to everyone
// except the client who generated the event
seq = ps->entityEventSequence & ( MAX_PS_EVENTS - 1 );
event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 );
// set external event to zero before calling BG_PlayerStateToEntityState
extEvent = ps->externalEvent;
ps->externalEvent = 0;
// create temporary entity for event
t = G_TempEntity( ps->origin, event );
number = t->s.number;
BG_PlayerStateToEntityState( ps, &t->s, qtrue );
t->s.number = number;
t->s.eType = ET_EVENTS + event;
t->s.eFlags |= EF_PLAYER_EVENT;
t->s.otherEntityNum = ps->clientNum;
// send to everyone except the client who generated the event
t->r.svFlags |= SVF_NOTSINGLECLIENT;
t->r.singleClient = ps->clientNum;
// set back external event
ps->externalEvent = extEvent;
}
}
/*
==============
G_UnlaggedStore
Called on every server frame. Stores position data for the client at that
into client->unlaggedHist[] and the time into level.unlaggedTimes[].
This data is used by G_UnlaggedCalc()
==============
*/
void G_UnlaggedStore( void )
{
int i = 0;
gentity_t *ent;
unlagged_t *save;
if( !g_unlagged.integer )
return;
level.unlaggedIndex++;
if( level.unlaggedIndex >= MAX_UNLAGGED_MARKERS )
level.unlaggedIndex = 0;
level.unlaggedTimes[ level.unlaggedIndex ] = level.time;
for( i = 0; i < level.maxclients; i++ )
{
ent = &g_entities[ i ];
save = &ent->client->unlaggedHist[ level.unlaggedIndex ];
save->used = qfalse;
if( !ent->r.linked || !( ent->r.contents & CONTENTS_BODY ) )
continue;
if( ent->client->pers.connected != CON_CONNECTED )
continue;
VectorCopy( ent->r.mins, save->mins );
VectorCopy( ent->r.maxs, save->maxs );
VectorCopy( ent->s.pos.trBase, save->origin );
save->used = qtrue;
}
}
/*
==============
G_UnlaggedClear
Mark all unlaggedHist[] markers for this client invalid. Useful for
preventing teleporting and death.
==============
*/
void G_UnlaggedClear( gentity_t *ent )
{
int i;
for( i = 0; i < MAX_UNLAGGED_MARKERS; i++ )
ent->client->unlaggedHist[ i ].used = qfalse;
}
/*
==============
G_UnlaggedCalc
Loops through all active clients and calculates their predicted position
for time then stores it in client->unlaggedCalc
==============
*/
void G_UnlaggedCalc( int time, gentity_t *rewindEnt )
{
int i = 0;
gentity_t *ent;
int startIndex = level.unlaggedIndex;
int stopIndex = -1;
int frameMsec = 0;
float lerp = 0.5f;
if( !g_unlagged.integer )
return;
// clear any calculated values from a previous run
for( i = 0; i < level.maxclients; i++ )
{
ent = &g_entities[ i ];
ent->client->unlaggedCalc.used = qfalse;
}
for( i = 0; i < MAX_UNLAGGED_MARKERS; i++ )
{
if( level.unlaggedTimes[ startIndex ] <= time )
break;
stopIndex = startIndex;
if( --startIndex < 0 )
startIndex = MAX_UNLAGGED_MARKERS - 1;
}
if( i == MAX_UNLAGGED_MARKERS )
{
// if we searched all markers and the oldest one still isn't old enough
// just use the oldest marker with no lerping
lerp = 0.0f;
}
// client is on the current frame, no need for unlagged
if( stopIndex == -1 )
return;
// lerp between two markers
frameMsec = level.unlaggedTimes[ stopIndex ] -
level.unlaggedTimes[ startIndex ];
if( frameMsec > 0 )
{
lerp = ( float )( time - level.unlaggedTimes[ startIndex ] )
/ ( float )frameMsec;
}
for( i = 0; i < level.maxclients; i++ )
{
ent = &g_entities[ i ];
if( ent == rewindEnt )
continue;
if( !ent->r.linked || !( ent->r.contents & CONTENTS_BODY ) )
continue;
if( ent->client->pers.connected != CON_CONNECTED )
continue;
if( !ent->client->unlaggedHist[ startIndex ].used )
continue;
if( !ent->client->unlaggedHist[ stopIndex ].used )
continue;
// between two unlagged markers
VectorLerp( lerp, ent->client->unlaggedHist[ startIndex ].mins,
ent->client->unlaggedHist[ stopIndex ].mins,
ent->client->unlaggedCalc.mins );
VectorLerp( lerp, ent->client->unlaggedHist[ startIndex ].maxs,
ent->client->unlaggedHist[ stopIndex ].maxs,
ent->client->unlaggedCalc.maxs );
VectorLerp( lerp, ent->client->unlaggedHist[ startIndex ].origin,
ent->client->unlaggedHist[ stopIndex ].origin,
ent->client->unlaggedCalc.origin );
ent->client->unlaggedCalc.used = qtrue;
}
}
/*
==============
G_UnlaggedOff
Reverses the changes made to all active clients by G_UnlaggedOn()
==============
*/
void G_UnlaggedOff( void )
{
int i = 0;
gentity_t *ent;
if( !g_unlagged.integer )
return;
for( i = 0; i < level.maxclients; i++ )
{
ent = &g_entities[ i ];
if( !ent->client->unlaggedBackup.used )
continue;
VectorCopy( ent->client->unlaggedBackup.mins, ent->r.mins );
VectorCopy( ent->client->unlaggedBackup.maxs, ent->r.maxs );
VectorCopy( ent->client->unlaggedBackup.origin, ent->r.currentOrigin );
ent->client->unlaggedBackup.used = qfalse;
trap_LinkEntity( ent );
}
}
/*
==============
G_UnlaggedOn
Called after G_UnlaggedCalc() to apply the calculated values to all active
clients. Once finished tracing, G_UnlaggedOff() must be called to restore
the clients' position data
As an optimization, all clients that have an unlagged position that is
not touchable at "range" from "muzzle" will be ignored. This is required
to prevent a huge amount of trap_LinkEntity() calls per user cmd.
==============
*/
void G_UnlaggedOn( vec3_t muzzle, float range )
{
int i = 0;
gentity_t *ent;
unlagged_t *calc;
if( !g_unlagged.integer )
return;
for( i = 0; i < level.maxclients; i++ )
{
ent = &g_entities[ i ];
calc = &ent->client->unlaggedCalc;
if( !calc->used )
continue;
if( ent->client->unlaggedBackup.used )
continue;
if( !ent->r.linked || !( ent->r.contents & CONTENTS_BODY ) )
continue;
if( VectorCompare( ent->r.currentOrigin, calc->origin ) )
continue;
if( muzzle )
{
float r1 = Distance( calc->origin, calc->maxs );
float r2 = Distance( calc->origin, calc->mins );
float maxRadius = ( r1 > r2 ) ? r1 : r2;
if( Distance( muzzle, calc->origin ) > range + maxRadius )
continue;
}
// create a backup of the real positions
VectorCopy( ent->r.mins, ent->client->unlaggedBackup.mins );
VectorCopy( ent->r.maxs, ent->client->unlaggedBackup.maxs );
VectorCopy( ent->r.currentOrigin, ent->client->unlaggedBackup.origin );
ent->client->unlaggedBackup.used = qtrue;
// move the client to the calculated unlagged position
VectorCopy( calc->mins, ent->r.mins );
VectorCopy( calc->maxs, ent->r.maxs );
VectorCopy( calc->origin, ent->r.currentOrigin );
trap_LinkEntity( ent );
}
}
/*
==============
G_UnlaggedDetectCollisions
cgame prediction will predict a client's own position all the way up to
the current time, but only updates other player's positions up to the
postition sent in the most recent snapshot.
This allows player X to essentially "move through" the position of player Y
when player X's cmd is processed with Pmove() on the server. This is because
player Y was clipping player X's Pmove() on his client, but when the same
cmd is processed with Pmove on the server it is not clipped.
Long story short (too late): don't use unlagged positions for players who
were blocking this player X's client-side Pmove(). This makes the assumption
that if player X's movement was blocked in the client he's going to still
be up against player Y when the Pmove() is run on the server with the
same cmd.
NOTE: this must be called after Pmove() and G_UnlaggedCalc()
==============
*/
static void G_UnlaggedDetectCollisions( gentity_t *ent )
{
unlagged_t *calc;
trace_t tr;
float r1, r2;
float range;
if( !g_unlagged.integer )
return;
calc = &ent->client->unlaggedCalc;
// if the client isn't moving, this is not necessary
if( VectorCompare( ent->client->oldOrigin, ent->client->ps.origin ) )
return;
range = Distance( ent->client->oldOrigin, ent->client->ps.origin );
// increase the range by the player's largest possible radius since it's
// the players bounding box that collides, not their origin
r1 = Distance( calc->origin, calc->mins );
r2 = Distance( calc->origin, calc->maxs );
range += ( r1 > r2 ) ? r1 : r2;
G_UnlaggedOn( ent->client->oldOrigin, range );
trap_Trace(&tr, ent->client->oldOrigin, ent->r.mins, ent->r.maxs,
ent->client->ps.origin, ent->s.number, MASK_PLAYERSOLID );
if( tr.entityNum >= 0 && tr.entityNum < MAX_CLIENTS )
g_entities[ tr.entityNum ].client->unlaggedCalc.used = qfalse;
G_UnlaggedOff( );
}
/*
==============
ClientThink
This will be called once for each client frame, which will
usually be a couple times for each server frame on fast clients.
If "g_synchronousClients 1" is set, this will be called exactly
once for each server frame, which makes for smooth demo recording.
==============
*/
void ClientThink_real( gentity_t *ent )
{
gclient_t *client;
pmove_t pm;
int oldEventSequence;
int msec;
usercmd_t *ucmd;
int real_pm_type;
client = ent->client;
// don't think if the client is not yet connected (and thus not yet spawned in)
if( client->pers.connected != CON_CONNECTED )
return;
// mark the time, so the connection sprite can be removed
ucmd = &ent->client->pers.cmd;
if( ent->client->pers.paused )
ucmd->forwardmove = ucmd->rightmove
= ucmd->upmove = ucmd->buttons = 0;
// sanity check the command time to prevent speedup cheating
if( ucmd->serverTime > level.time + 200 )
{
ucmd->serverTime = level.time + 200;
// G_Printf("serverTime <<<<<\n" );
}
if( ucmd->serverTime < level.time - 1000 )
{
ucmd->serverTime = level.time - 1000;
// G_Printf("serverTime >>>>>\n" );
}
msec = ucmd->serverTime - client->ps.commandTime;
// following others may result in bad times, but we still want
// to check for follow toggles
if( msec < 1 && client->sess.spectatorState != SPECTATOR_FOLLOW )
return;
if( msec > 200 )
msec = 200;
client->unlaggedTime = ucmd->serverTime;
if( pmove_msec.integer < 8 )
trap_Cvar_Set( "pmove_msec", "8" );
else if( pmove_msec.integer > 33 )
trap_Cvar_Set( "pmove_msec", "33" );
if( pmove_fixed.integer || client->pers.pmoveFixed )
{
ucmd->serverTime = ( ( ucmd->serverTime + pmove_msec.integer - 1 ) / pmove_msec.integer ) * pmove_msec.integer;
//if (ucmd->serverTime - client->ps.commandTime <= 0)
// return;
}
//
// check for exiting intermission
//
if( level.intermissiontime )
{
ClientIntermissionThink( client );
return;
}
// spectators don't do much
if( client->sess.sessionTeam == TEAM_SPECTATOR )
{
if( client->sess.spectatorState == SPECTATOR_SCOREBOARD )
return;
SpectatorThink( ent, ucmd );
return;
}
G_UpdatePTRConnection( client );
// check for inactivity timer, but never drop the local client of a non-dedicated server
if( !ClientInactivityTimer( client ) )
return;
// calculate where ent is currently seeing all the other active clients
G_UnlaggedCalc( ent->client->unlaggedTime, ent );
if( client->noclip )
client->ps.pm_type = PM_NOCLIP;
else if( client->ps.stats[ STAT_HEALTH ] <= 0 )
client->ps.pm_type = PM_DEAD;
else if( client->ps.stats[ STAT_STATE ] & SS_INFESTING ||
client->ps.stats[ STAT_STATE ] & SS_HOVELING )
client->ps.pm_type = PM_FREEZE;
else if( client->ps.stats[ STAT_STATE ] & SS_BLOBLOCKED ||
client->ps.stats[ STAT_STATE ] & SS_GRABBED )
client->ps.pm_type = PM_GRABBED;
else if( BG_InventoryContainsUpgrade( UP_JETPACK, client->ps.stats ) && BG_UpgradeIsActive( UP_JETPACK, client->ps.stats ) )
client->ps.pm_type = PM_JETPACK;
else
client->ps.pm_type = PM_NORMAL;
// paused
real_pm_type = client->ps.pm_type;
if ( level.paused ) client->ps.pm_type = PM_SPECTATOR;
if( client->ps.stats[ STAT_STATE ] & SS_GRABBED &&
client->grabExpiryTime < level.time )
client->ps.stats[ STAT_STATE ] &= ~SS_GRABBED;
if( client->ps.stats[ STAT_STATE ] & SS_BLOBLOCKED &&
client->lastLockTime + LOCKBLOB_LOCKTIME < level.time )
client->ps.stats[ STAT_STATE ] &= ~SS_BLOBLOCKED;
if( client->ps.stats[ STAT_STATE ] & SS_SLOWLOCKED &&
client->lastSlowTime + ABUILDER_BLOB_TIME < level.time )
client->ps.stats[ STAT_STATE ] &= ~SS_SLOWLOCKED;
client->ps.stats[ STAT_BOOSTTIME ] = level.time - client->lastBoostedTime;
if( client->ps.stats[ STAT_STATE ] & SS_BOOSTED &&
client->lastBoostedTime + BOOST_TIME < level.time )
client->ps.stats[ STAT_STATE ] &= ~SS_BOOSTED;
if( client->ps.stats[ STAT_STATE ] & SS_POISONCLOUDED &&
client->lastPoisonCloudedTime + LEVEL1_PCLOUD_TIME < level.time )
client->ps.stats[ STAT_STATE ] &= ~SS_POISONCLOUDED;
if( client->ps.stats[ STAT_STATE ] & SS_POISONED &&
client->lastPoisonTime + ALIEN_POISON_TIME < level.time )
client->ps.stats[ STAT_STATE ] &= ~SS_POISONED;
if( !client->pers.cusgrav )
{
client->ps.gravity = g_gravity.value;
}
else
{
ent->client->ps.gravity = ent->client->pers.cusgravlvl;
}
if( BG_InventoryContainsUpgrade( UP_MEDKIT, client->ps.stats ) &&
BG_UpgradeIsActive( UP_MEDKIT, client->ps.stats ) )
{
//if currently using a medkit or have no need for a medkit now
if( client->ps.stats[ STAT_STATE ] & SS_MEDKIT_ACTIVE ||
( client->ps.stats[ STAT_HEALTH ] == client->ps.stats[ STAT_MAX_HEALTH ] &&
!( client->ps.stats[ STAT_STATE ] & SS_POISONED ) ) )
{
BG_DeactivateUpgrade( UP_MEDKIT, client->ps.stats );
}
else if( client->ps.stats[ STAT_HEALTH ] > 0 && !level.paused )
{
//remove anti toxin
BG_DeactivateUpgrade( UP_MEDKIT, client->ps.stats );
BG_RemoveUpgradeFromInventory( UP_MEDKIT, client->ps.stats );
client->ps.stats[ STAT_STATE ] &= ~SS_POISONED;
client->poisonImmunityTime = level.time + MEDKIT_POISON_IMMUNITY_TIME;
client->ps.stats[ STAT_STATE ] |= SS_MEDKIT_ACTIVE;
client->lastMedKitTime = level.time;
client->medKitHealthToRestore =
client->ps.stats[ STAT_MAX_HEALTH ] - client->ps.stats[ STAT_HEALTH ];
client->medKitIncrementTime = level.time +
( MEDKIT_STARTUP_TIME / MEDKIT_STARTUP_SPEED );
G_AddEvent( ent, EV_MEDKIT_USED, 0 );
}
}
if( BG_InventoryContainsUpgrade( UP_GRENADE, client->ps.stats ) &&
BG_UpgradeIsActive( UP_GRENADE, client->ps.stats ) )
{
int lastWeapon = ent->s.weapon;
//remove grenade
BG_DeactivateUpgrade( UP_GRENADE, client->ps.stats );
BG_RemoveUpgradeFromInventory( UP_GRENADE, client->ps.stats );
//M-M-M-M-MONSTER HACK
ent->s.weapon = WP_GRENADE;
FireWeapon( ent );
ent->s.weapon = lastWeapon;
}
// set speed
if( !client->pers.paused )
client->ps.speed = g_speed.value * BG_FindSpeedForClass( client->ps.stats[ STAT_PCLASS ] );
else // this isn't necessary functionally but makes the whole process smoother
client->ps.speed = 0;
if( client->lastCreepSlowTime + CREEP_TIMEOUT < level.time )
client->ps.stats[ STAT_STATE ] &= ~SS_CREEPSLOWED;
//randomly disable the jet pack if damaged
if( BG_InventoryContainsUpgrade( UP_JETPACK, client->ps.stats ) &&
BG_UpgradeIsActive( UP_JETPACK, client->ps.stats ) )
{
if( ent->lastDamageTime + JETPACK_DISABLE_TIME > level.time )
{
if( random( ) > JETPACK_DISABLE_CHANCE )
client->ps.pm_type = PM_NORMAL;
}
//switch jetpack off if no reactor
if( !level.reactorPresent )
BG_DeactivateUpgrade( UP_JETPACK, client->ps.stats );
}
// set up for pmove
oldEventSequence = client->ps.eventSequence;
memset( &pm, 0, sizeof( pm ) );
if( !( ucmd->buttons & BUTTON_TALK ) && !( client->ps.pm_flags & PMF_RESPAWNED ) )
{
switch( client->ps.weapon )
{
case WP_ALEVEL0:
if( client->ps.weaponTime <= 0 )
pm.autoWeaponHit[ client->ps.weapon ] = CheckVenomAttack( ent );
break;
case WP_ALEVEL1:
case WP_ALEVEL1_UPG:
CheckGrabAttack( ent );
break;
case WP_ALEVEL3:
case WP_ALEVEL3_UPG:
if( client->ps.weaponTime <= 0 )
pm.autoWeaponHit[ client->ps.weapon ] = CheckPounceAttack( ent );
break;
default:
break;
}
}
if( ent->flags & FL_FORCE_GESTURE )
{
ent->flags &= ~FL_FORCE_GESTURE;
ent->client->pers.cmd.buttons |= BUTTON_GESTURE;
}
if( ent->client->pers.muted )
{
ent->client->pers.cmd.buttons &= ~BUTTON_GESTURE;
}
pm.ps = &client->ps;
pm.pmext = &client->pmext;
pm.cmd = *ucmd;
if( pm.ps->pm_type == PM_DEAD )
pm.tracemask = MASK_PLAYERSOLID; // & ~CONTENTS_BODY;
if( pm.ps->stats[ STAT_STATE ] & SS_INFESTING ||
pm.ps->stats[ STAT_STATE ] & SS_HOVELING )
pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY;
else
pm.tracemask = MASK_PLAYERSOLID;
pm.trace = trap_Trace;
pm.pointcontents = trap_PointContents;
pm.debugLevel = g_debugMove.integer;
pm.noFootsteps = 0;
pm.pmove_fixed = pmove_fixed.integer | client->pers.pmoveFixed;
pm.pmove_msec = pmove_msec.integer;
VectorCopy( client->ps.origin, client->oldOrigin );
// moved from after Pmove -- potentially the cause of
// future triggering bugs
if( !ent->client->noclip )
G_TouchTriggers( ent );
Pmove( &pm );
G_UnlaggedDetectCollisions( ent );
// save results of pmove
if( ent->client->ps.eventSequence != oldEventSequence )
ent->eventTime = level.time;
// paused pm_type restoration
if ( level.paused ) client->ps.pm_type = real_pm_type;
if( g_smoothClients.integer )
BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue );
else
BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue );
SendPendingPredictableEvents( &ent->client->ps );
if( !( ent->client->ps.eFlags & EF_FIRING ) )
client->fireHeld = qfalse; // for grapple
if( !( ent->client->ps.eFlags & EF_FIRING2 ) )
client->fire2Held = qfalse;
// use the snapped origin for linking so it matches client predicted versions
VectorCopy( ent->s.pos.trBase, ent->r.currentOrigin );
VectorCopy( pm.mins, ent->r.mins );
VectorCopy( pm.maxs, ent->r.maxs );
ent->waterlevel = pm.waterlevel;
ent->watertype = pm.watertype;
// touch other objects
ClientImpacts( ent, &pm );
// execute client events
ClientEvents( ent, oldEventSequence );
// link entity now, after any personal teleporters have been used
trap_LinkEntity( ent );
// NOTE: now copy the exact origin over otherwise clients can be snapped into solid
VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
VectorCopy( ent->client->ps.origin, ent->s.origin );
// save results of triggers and client events
if( ent->client->ps.eventSequence != oldEventSequence )
ent->eventTime = level.time;
// swap and latch button actions
client->oldbuttons = client->buttons;
client->buttons = ucmd->buttons;
client->latched_buttons |= client->buttons & ~client->oldbuttons;
if( ( client->buttons & BUTTON_GETFLAG ) && !( client->oldbuttons & BUTTON_GETFLAG ) &&
client->ps.stats[ STAT_HEALTH ] > 0 )
{
trace_t trace;
vec3_t view, point;
gentity_t *traceEnt;
if( client->ps.stats[ STAT_STATE ] & SS_HOVELING )
{
gentity_t *hovel = client->hovel;
//only let the player out if there is room
if( !AHovel_Blocked( hovel, ent, qtrue ) )
{
//prevent lerping
client->ps.eFlags ^= EF_TELEPORT_BIT;
client->ps.eFlags &= ~EF_NODRAW;
G_UnlaggedClear( ent );
//client leaves hovel
client->ps.stats[ STAT_STATE ] &= ~SS_HOVELING;
//hovel is empty
G_SetBuildableAnim( hovel, BANIM_ATTACK2, qfalse );
hovel->active = qfalse;
}
else
{
//exit is blocked
G_TriggerMenu( ent->client->ps.clientNum, MN_A_HOVEL_BLOCKED );
}
}
else
{
#define USE_OBJECT_RANGE 64
int entityList[ MAX_GENTITIES ];
vec3_t range = { USE_OBJECT_RANGE, USE_OBJECT_RANGE, USE_OBJECT_RANGE };
vec3_t mins, maxs;
int i, num;
//TA: look for object infront of player
AngleVectors( client->ps.viewangles, view, NULL, NULL );
VectorMA( client->ps.origin, USE_OBJECT_RANGE, view, point );
trap_Trace( &trace, client->ps.origin, NULL, NULL, point, ent->s.number, MASK_SHOT );
traceEnt = &g_entities[ trace.entityNum ];
if( traceEnt && traceEnt->biteam == client->ps.stats[ STAT_PTEAM ] && traceEnt->use )
traceEnt->use( traceEnt, ent, ent ); //other and activator are the same in this context
else
{
//no entity in front of player - do a small area search
VectorAdd( client->ps.origin, range, maxs );
VectorSubtract( client->ps.origin, range, mins );
num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
for( i = 0; i < num; i++ )
{
traceEnt = &g_entities[ entityList[ i ] ];
if( traceEnt && traceEnt->biteam == client->ps.stats[ STAT_PTEAM ] && traceEnt->use )
{
traceEnt->use( traceEnt, ent, ent ); //other and activator are the same in this context
break;
}
}
if( i == num && client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
{
if( BG_UpgradeClassAvailable( &client->ps ) )
{
//no nearby objects and alien - show class menu
G_TriggerMenu( ent->client->ps.clientNum, MN_A_INFEST );
}
else
{
//flash frags
G_AddEvent( ent, EV_ALIEN_EVOLVE_FAILED, 0 );
}
}
}
}
}
// check for respawning
if( client->ps.stats[ STAT_HEALTH ] <= 0 )
{
// wait for the attack button to be pressed
if( level.time > client->respawnTime )
{
// forcerespawn is to prevent users from waiting out powerups
if( g_forcerespawn.integer > 0 &&
( level.time - client->respawnTime ) > 0 )
{
respawn( ent );
return;
}
// pressing attack or use is the normal respawn method
if( ucmd->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) )
{
respawn( ent );
}
}
return;
}
if( level.framenum > client->retriggerArmouryMenu && client->retriggerArmouryMenu )
{
G_TriggerMenu( client->ps.clientNum, MN_H_ARMOURY );
client->retriggerArmouryMenu = 0;
}
// Give clients some credit periodically
if( ent->client->lastKillTime + FREEKILL_PERIOD < level.time )
{
if( !g_suddenDeath.integer ) {
if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
G_AddCreditToClient( ent->client, FREEKILL_ALIEN, qtrue );
if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
G_AddCreditToClient( ent->client, FREEKILL_HUMAN, qtrue );
}
ent->client->lastKillTime = level.time;
}
// perform once-a-second actions
ClientTimerActions( ent, msec );
if( ent->suicideTime > 0 && ent->suicideTime < level.time )
{
ent->flags &= ~FL_GODMODE;
ent->client->ps.stats[ STAT_HEALTH ] = ent->health = 0;
player_die( ent, ent, ent, 100000, MOD_SUICIDE );
ent->suicideTime = 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;
if( !g_synchronousClients.integer )
ClientThink_real( ent );
}
void G_RunClient( gentity_t *ent )
{
if( !g_synchronousClients.integer )
return;
ent->client->pers.cmd.serverTime = level.time;
ClientThink_real( ent );
}
/*
==================
SpectatorClientEndFrame
==================
*/
void SpectatorClientEndFrame( gentity_t *ent )
{
gclient_t *cl;
int clientNum, flags;
// if we are doing a chase cam or a remote view, grab the latest info
if( ent->client->sess.spectatorState == SPECTATOR_FOLLOW )
{
clientNum = ent->client->sess.spectatorClient;
if( clientNum >= 0 )
{
cl = &level.clients[ clientNum ];
if( cl->pers.connected == CON_CONNECTED )
{
flags = ( cl->ps.eFlags & ~( EF_VOTED | EF_TEAMVOTED ) ) |
( ent->client->ps.eFlags & ( EF_VOTED | EF_TEAMVOTED ) );
ent->client->ps = cl->ps;
ent->client->ps.eFlags = flags;
ent->client->ps.pm_flags |= PMF_FOLLOW;
ent->client->ps.pm_flags &= ~PMF_QUEUED;
}
}
}
}
/*
==============
ClientEndFrame
Called at the end of each server frame for each connected client
A fast client will have multiple ClientThink for each ClientEdFrame,
while a slow client may have multiple ClientEndFrame between ClientThink.
==============
*/
void ClientEndFrame( gentity_t *ent )
{
clientPersistant_t *pers;
if( ent->client->sess.sessionTeam == TEAM_SPECTATOR )
{
SpectatorClientEndFrame( ent );
return;
}
pers = &ent->client->pers;
//
// If the end of unit layout is displayed, don't give
// the player any normal movement attributes
//
if( level.intermissiontime )
return;
// burn from lava, etc
P_WorldEffects( ent );
// apply all the damage taken this frame
P_DamageFeedback( ent );
// add the EF_CONNECTION flag if we haven't gotten commands recently
if( level.time - ent->client->lastCmdTime > 1000 )
ent->s.eFlags |= EF_CONNECTION;
else
ent->s.eFlags &= ~EF_CONNECTION;
ent->client->ps.stats[ STAT_HEALTH ] = ent->health; // FIXME: get rid of ent->health...
G_SetClientSound( ent );
// set the latest infor
if( g_smoothClients.integer )
BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue );
else
BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue );
SendPendingPredictableEvents( &ent->client->ps );
}