/* * Copyright (C) 1997-2001 Id Software, Inc. * * This program 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. * * This program 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 * this program; if not, write to the Free Software Foundation, Inc., 59 Temple * Place - Suite 330, Boston, MA 02111-1307, USA. * */ // Created on 28.12.2003 by RST. // $Id: PlayerClient.java,v 1.7 2005-02-06 19:10:48 salomo Exp $ package jake2.game; import jake2.Defines; import jake2.util.Lib; import jake2.util.Math3D; public class PlayerClient { /* * QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32) The normal * starting point for a level. */ public static void SP_info_player_start(edict_t self) { if (GameBase.coop.value == 0) return; if (Lib.Q_stricmp(GameBase.level.mapname, "security") == 0) { // invoke one of our gross, ugly, disgusting hacks self.think = PlayerClientAdapters.SP_CreateCoopSpots; self.nextthink = GameBase.level.time + Defines.FRAMETIME; } } /* * QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) potential * spawning position for deathmatch games */ public static void SP_info_player_deathmatch(edict_t self) { if (0 == GameBase.deathmatch.value) { GameUtil.G_FreeEdict(self); return; } GameMisc.SP_misc_teleporter_dest.think(self); } /* * QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 32) potential * spawning position for coop games */ public static void SP_info_player_coop(edict_t self) { if (0 == GameBase.coop.value) { GameUtil.G_FreeEdict(self); return; } if ((Lib.Q_stricmp(GameBase.level.mapname, "jail2") == 0) || (Lib.Q_stricmp(GameBase.level.mapname, "jail4") == 0) || (Lib.Q_stricmp(GameBase.level.mapname, "mine1") == 0) || (Lib.Q_stricmp(GameBase.level.mapname, "mine2") == 0) || (Lib.Q_stricmp(GameBase.level.mapname, "mine3") == 0) || (Lib.Q_stricmp(GameBase.level.mapname, "mine4") == 0) || (Lib.Q_stricmp(GameBase.level.mapname, "lab") == 0) || (Lib.Q_stricmp(GameBase.level.mapname, "boss1") == 0) || (Lib.Q_stricmp(GameBase.level.mapname, "fact3") == 0) || (Lib.Q_stricmp(GameBase.level.mapname, "biggun") == 0) || (Lib.Q_stricmp(GameBase.level.mapname, "space") == 0) || (Lib.Q_stricmp(GameBase.level.mapname, "command") == 0) || (Lib.Q_stricmp(GameBase.level.mapname, "power2") == 0) || (Lib.Q_stricmp(GameBase.level.mapname, "strike") == 0)) { // invoke one of our gross, ugly, disgusting hacks self.think = PlayerClientAdapters.SP_FixCoopSpots; self.nextthink = GameBase.level.time + Defines.FRAMETIME; } } /* * QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32) The * deathmatch intermission point will be at one of these Use 'angles' * instead of 'angle', so you can set pitch or roll as well as yaw. 'pitch * yaw roll' */ public static void SP_info_player_intermission() { } public static void ClientObituary(edict_t self, edict_t inflictor, edict_t attacker) { int mod; String message; String message2; boolean ff; if (GameBase.coop.value != 0 && attacker.client != null) GameBase.meansOfDeath |= Defines.MOD_FRIENDLY_FIRE; if (GameBase.deathmatch.value != 0 || GameBase.coop.value != 0) { ff = (GameBase.meansOfDeath & Defines.MOD_FRIENDLY_FIRE) != 0; mod = GameBase.meansOfDeath & ~Defines.MOD_FRIENDLY_FIRE; message = null; message2 = ""; switch (mod) { case Defines.MOD_SUICIDE: message = "suicides"; break; case Defines.MOD_FALLING: message = "cratered"; break; case Defines.MOD_CRUSH: message = "was squished"; break; case Defines.MOD_WATER: message = "sank like a rock"; break; case Defines.MOD_SLIME: message = "melted"; break; case Defines.MOD_LAVA: message = "does a back flip into the lava"; break; case Defines.MOD_EXPLOSIVE: case Defines.MOD_BARREL: message = "blew up"; break; case Defines.MOD_EXIT: message = "found a way out"; break; case Defines.MOD_TARGET_LASER: message = "saw the light"; break; case Defines.MOD_TARGET_BLASTER: message = "got blasted"; break; case Defines.MOD_BOMB: case Defines.MOD_SPLASH: case Defines.MOD_TRIGGER_HURT: message = "was in the wrong place"; break; } if (attacker == self) { switch (mod) { case Defines.MOD_HELD_GRENADE: message = "tried to put the pin back in"; break; case Defines.MOD_HG_SPLASH: case Defines.MOD_G_SPLASH: if (GameAI.IsNeutral(self)) message = "tripped on its own grenade"; else if (GameAI.IsFemale(self)) message = "tripped on her own grenade"; else message = "tripped on his own grenade"; break; case Defines.MOD_R_SPLASH: if (GameAI.IsNeutral(self)) message = "blew itself up"; else if (GameAI.IsFemale(self)) message = "blew herself up"; else message = "blew himself up"; break; case Defines.MOD_BFG_BLAST: message = "should have used a smaller gun"; break; default: if (GameAI.IsNeutral(self)) message = "killed itself"; else if (GameAI.IsFemale(self)) message = "killed herself"; else message = "killed himself"; break; } } if (message != null) { GameBase.gi.bprintf(Defines.PRINT_MEDIUM, self.client.pers.netname + " " + message + ".\n"); if (GameBase.deathmatch.value != 0) self.client.resp.score--; self.enemy = null; return; } self.enemy = attacker; if (attacker != null && attacker.client != null) { switch (mod) { case Defines.MOD_BLASTER: message = "was blasted by"; break; case Defines.MOD_SHOTGUN: message = "was gunned down by"; break; case Defines.MOD_SSHOTGUN: message = "was blown away by"; message2 = "'s super shotgun"; break; case Defines.MOD_MACHINEGUN: message = "was machinegunned by"; break; case Defines.MOD_CHAINGUN: message = "was cut in half by"; message2 = "'s chaingun"; break; case Defines.MOD_GRENADE: message = "was popped by"; message2 = "'s grenade"; break; case Defines.MOD_G_SPLASH: message = "was shredded by"; message2 = "'s shrapnel"; break; case Defines.MOD_ROCKET: message = "ate"; message2 = "'s rocket"; break; case Defines.MOD_R_SPLASH: message = "almost dodged"; message2 = "'s rocket"; break; case Defines.MOD_HYPERBLASTER: message = "was melted by"; message2 = "'s hyperblaster"; break; case Defines.MOD_RAILGUN: message = "was railed by"; break; case Defines.MOD_BFG_LASER: message = "saw the pretty lights from"; message2 = "'s BFG"; break; case Defines.MOD_BFG_BLAST: message = "was disintegrated by"; message2 = "'s BFG blast"; break; case Defines.MOD_BFG_EFFECT: message = "couldn't hide from"; message2 = "'s BFG"; break; case Defines.MOD_HANDGRENADE: message = "caught"; message2 = "'s handgrenade"; break; case Defines.MOD_HG_SPLASH: message = "didn't see"; message2 = "'s handgrenade"; break; case Defines.MOD_HELD_GRENADE: message = "feels"; message2 = "'s pain"; break; case Defines.MOD_TELEFRAG: message = "tried to invade"; message2 = "'s personal space"; break; } if (message != null) { GameBase.gi.bprintf(Defines.PRINT_MEDIUM, self.client.pers.netname + " " + message + " " + attacker.client.pers.netname + " " + message2 + "\n"); if (GameBase.deathmatch.value != 0) { if (ff) attacker.client.resp.score--; else attacker.client.resp.score++; } return; } } } GameBase.gi.bprintf(Defines.PRINT_MEDIUM, self.client.pers.netname + " died.\n"); if (GameBase.deathmatch.value != 0) self.client.resp.score--; } /* * ================== player_die ================== */ //======================================================================= /* * ============== InitClientPersistant * * This is only called when the game first initializes in single player, but * is called after each death and level change in deathmatch ============== */ public static void InitClientPersistant(gclient_t client) { gitem_t item; client.pers = new client_persistant_t(); item = GameUtil.FindItem("Blaster"); client.pers.selected_item = GameUtil.ITEM_INDEX(item); client.pers.inventory[client.pers.selected_item] = 1; /* * Give shotgun. item = FindItem("Shotgun"); client.pers.selected_item = * ITEM_INDEX(item); client.pers.inventory[client.pers.selected_item] = * 1; */ client.pers.weapon = item; client.pers.health = 100; client.pers.max_health = 100; client.pers.max_bullets = 200; client.pers.max_shells = 100; client.pers.max_rockets = 50; client.pers.max_grenades = 50; client.pers.max_cells = 200; client.pers.max_slugs = 50; client.pers.connected = true; } public static void InitClientResp(gclient_t client) { //memset(& client.resp, 0, sizeof(client.resp)); client.resp.clear(); // ok. client.resp.enterframe = GameBase.level.framenum; client.resp.coop_respawn.set(client.pers); } /* * ================== SaveClientData * * Some information that should be persistant, like health, is still stored * in the edict structure, so it needs to be mirrored out to the client * structure before all the edicts are wiped. ================== */ public static void SaveClientData() { int i; edict_t ent; for (i = 0; i < GameBase.game.maxclients; i++) { ent = GameBase.g_edicts[1 + i]; if (!ent.inuse) continue; GameBase.game.clients[i].pers.health = ent.health; GameBase.game.clients[i].pers.max_health = ent.max_health; GameBase.game.clients[i].pers.savedFlags = (ent.flags & (Defines.FL_GODMODE | Defines.FL_NOTARGET | Defines.FL_POWER_ARMOR)); if (GameBase.coop.value != 0) GameBase.game.clients[i].pers.score = ent.client.resp.score; } } public static void FetchClientEntData(edict_t ent) { ent.health = ent.client.pers.health; ent.max_health = ent.client.pers.max_health; ent.flags |= ent.client.pers.savedFlags; if (GameBase.coop.value != 0) ent.client.resp.score = ent.client.pers.score; } /* * ================ PlayersRangeFromSpot * * Returns the distance to the nearest player from the given spot * ================ */ static float PlayersRangeFromSpot(edict_t spot) { edict_t player; float bestplayerdistance; float[] v = { 0, 0, 0 }; int n; float playerdistance; bestplayerdistance = 9999999; for (n = 1; n <= GameBase.maxclients.value; n++) { player = GameBase.g_edicts[n]; if (!player.inuse) continue; if (player.health <= 0) continue; Math3D.VectorSubtract(spot.s.origin, player.s.origin, v); playerdistance = Math3D.VectorLength(v); if (playerdistance < bestplayerdistance) bestplayerdistance = playerdistance; } return bestplayerdistance; } /* * ================ SelectRandomDeathmatchSpawnPoint * * go to a random point, but NOT the two points closest to other players * ================ */ public static edict_t SelectRandomDeathmatchSpawnPoint() { edict_t spot, spot1, spot2; int count = 0; int selection; float range, range1, range2; spot = null; range1 = range2 = 99999; spot1 = spot2 = null; EdictIterator es = null; while ((es = GameBase.G_Find(es, GameBase.findByClass, "info_player_deathmatch")) != null) { spot = es.o; count++; range = PlayersRangeFromSpot(spot); if (range < range1) { range1 = range; spot1 = spot; } else if (range < range2) { range2 = range; spot2 = spot; } } if (count == 0) return null; if (count <= 2) { spot1 = spot2 = null; } else count -= 2; selection = Lib.rand() % count; spot = null; es = null; do { es = GameBase.G_Find(es, GameBase.findByClass, "info_player_deathmatch"); spot = es.o; if (spot == spot1 || spot == spot2) selection++; } while (selection-- > 0); return spot; } /* * ================ SelectFarthestDeathmatchSpawnPoint * * ================ */ static edict_t SelectFarthestDeathmatchSpawnPoint() { edict_t bestspot; float bestdistance, bestplayerdistance; edict_t spot; spot = null; bestspot = null; bestdistance = 0; EdictIterator es = null; while ((es = GameBase.G_Find(es, GameBase.findByClass, "info_player_deathmatch")).o != null) { spot = es.o; bestplayerdistance = PlayersRangeFromSpot(spot); if (bestplayerdistance > bestdistance) { bestspot = spot; bestdistance = bestplayerdistance; } } if (bestspot != null) { return bestspot; } // if there is a player just spawned on each and every start spot // we have no choice to turn one into a telefrag meltdown spot = GameBase.G_Find(null, GameBase.findByClass, "info_player_deathmatch").o; return spot; } public static edict_t SelectDeathmatchSpawnPoint() { if (0 != ((int) (GameBase.dmflags.value) & Defines.DF_SPAWN_FARTHEST)) return SelectFarthestDeathmatchSpawnPoint(); else return SelectRandomDeathmatchSpawnPoint(); } public static edict_t SelectCoopSpawnPoint(edict_t ent) { int index; edict_t spot = null; String target; //index = ent.client - game.clients; index = ent.client.index; // player 0 starts in normal player spawn point if (index == 0) return null; spot = null; EdictIterator es = null; // assume there are four coop spots at each spawnpoint while (true) { es = GameBase.G_Find(es, GameBase.findByClass, "info_player_coop"); // nullpointer exi fixed (RST). if (es == null) return null; spot = es.o; if (spot == null) return null; // we didn't have enough... target = spot.targetname; if (target == null) target = ""; if (Lib.Q_stricmp(GameBase.game.spawnpoint, target) == 0) { // this // is a // coop // spawn // point // for // one // of // the // clients // here index--; if (0 == index) return spot; // this is it } } } /* * =========== SelectSpawnPoint * * Chooses a player start, deathmatch start, coop start, etc ============ */ public static void SelectSpawnPoint(edict_t ent, float[] origin, float[] angles) { edict_t spot = null; if (GameBase.deathmatch.value != 0) spot = SelectDeathmatchSpawnPoint(); else if (GameBase.coop.value != 0) spot = SelectCoopSpawnPoint(ent); EdictIterator es = null; // find a single player start spot if (null == spot) { while ((es = GameBase.G_Find(es, GameBase.findByClass, "info_player_start")) != null) { spot = es.o; if (GameBase.game.spawnpoint.length() == 0 && spot.targetname == null) break; if (GameBase.game.spawnpoint.length() == 0 || spot.targetname == null) continue; if (Lib.Q_stricmp(GameBase.game.spawnpoint, spot.targetname) == 0) break; } if (null == spot) { if (GameBase.game.spawnpoint.length() == 0) { // there wasn't a // spawnpoint // without a // target, so use // any spot = (es = GameBase.G_Find(es, GameBase.findByClass, "info_player_start")).o; } if (null == spot) GameBase.gi.error("Couldn't find spawn point " + GameBase.game.spawnpoint + "\n"); } } Math3D.VectorCopy(spot.s.origin, origin); origin[2] += 9; Math3D.VectorCopy(spot.s.angles, angles); } //====================================================================== public static void InitBodyQue() { int i; edict_t ent; GameBase.level.body_que = 0; for (i = 0; i < Defines.BODY_QUEUE_SIZE; i++) { ent = GameUtil.G_Spawn(); ent.classname = "bodyque"; } } public static void CopyToBodyQue(edict_t ent) { edict_t body; // grab a body que and cycle to the next one int i = (int) GameBase.maxclients.value + GameBase.level.body_que + 1; body = GameBase.g_edicts[i]; GameBase.level.body_que = (GameBase.level.body_que + 1) % Defines.BODY_QUEUE_SIZE; // FIXME: send an effect on the removed body GameBase.gi.unlinkentity(ent); GameBase.gi.unlinkentity(body); body.s = ent.s.getClone(); body.s.number = body.index; body.svflags = ent.svflags; Math3D.VectorCopy(ent.mins, body.mins); Math3D.VectorCopy(ent.maxs, body.maxs); Math3D.VectorCopy(ent.absmin, body.absmin); Math3D.VectorCopy(ent.absmax, body.absmax); Math3D.VectorCopy(ent.size, body.size); body.solid = ent.solid; body.clipmask = ent.clipmask; body.owner = ent.owner; body.movetype = ent.movetype; body.die = PlayerClientAdapters.body_die; body.takedamage = Defines.DAMAGE_YES; GameBase.gi.linkentity(body); } public static void respawn(edict_t self) { if (GameBase.deathmatch.value != 0 || GameBase.coop.value != 0) { // spectator's don't leave bodies if (self.movetype != Defines.MOVETYPE_NOCLIP) CopyToBodyQue(self); self.svflags &= ~Defines.SVF_NOCLIENT; PutClientInServer(self); // add a teleportation effect self.s.event = Defines.EV_PLAYER_TELEPORT; // hold in place briefly self.client.ps.pmove.pm_flags = pmove_t.PMF_TIME_TELEPORT; self.client.ps.pmove.pm_time = 14; self.client.respawn_time = GameBase.level.time; return; } // restart the entire server GameBase.gi.AddCommandString("menu_loadgame\n"); } private static boolean passwdOK(String i1, String i2) { if (i1.length() != 0 && !i1.equals("none") && !i1.equals(i2)) return false; return true; } /* * only called when pers.spectator changes note that resp.spectator should * be the opposite of pers.spectator here */ public static void spectator_respawn(edict_t ent) { int i, numspec; // if the user wants to become a spectator, make sure he doesn't // exceed max_spectators if (ent.client.pers.spectator) { String value = Info.Info_ValueForKey(ent.client.pers.userinfo, "spectator"); if (!passwdOK(GameBase.spectator_password.string, value)) { GameBase.gi.cprintf(ent, Defines.PRINT_HIGH, "Spectator password incorrect.\n"); ent.client.pers.spectator = false; GameBase.gi.WriteByte(Defines.svc_stufftext); GameBase.gi.WriteString("spectator 0\n"); GameBase.gi.unicast(ent, true); return; } // count spectators for (i = 1, numspec = 0; i <= GameBase.maxclients.value; i++) if (GameBase.g_edicts[i].inuse && GameBase.g_edicts[i].client.pers.spectator) numspec++; if (numspec >= GameBase.maxspectators.value) { GameBase.gi.cprintf(ent, Defines.PRINT_HIGH, "Server spectator limit is full."); ent.client.pers.spectator = false; // reset his spectator var GameBase.gi.WriteByte(Defines.svc_stufftext); GameBase.gi.WriteString("spectator 0\n"); GameBase.gi.unicast(ent, true); return; } } else { // he was a spectator and wants to join the game // he must have the right password String value = Info.Info_ValueForKey(ent.client.pers.userinfo, "password"); if (!passwdOK(GameBase.spectator_password.string, value)) { GameBase.gi.cprintf(ent, Defines.PRINT_HIGH, "Password incorrect.\n"); ent.client.pers.spectator = true; GameBase.gi.WriteByte(Defines.svc_stufftext); GameBase.gi.WriteString("spectator 1\n"); GameBase.gi.unicast(ent, true); return; } } // clear client on respawn ent.client.resp.score = ent.client.pers.score = 0; ent.svflags &= ~Defines.SVF_NOCLIENT; PutClientInServer(ent); // add a teleportation effect if (!ent.client.pers.spectator) { // send effect GameBase.gi.WriteByte(Defines.svc_muzzleflash); //gi.WriteShort(ent - g_edicts); GameBase.gi.WriteShort(ent.index); GameBase.gi.WriteByte(Defines.MZ_LOGIN); GameBase.gi.multicast(ent.s.origin, Defines.MULTICAST_PVS); // hold in place briefly ent.client.ps.pmove.pm_flags = pmove_t.PMF_TIME_TELEPORT; ent.client.ps.pmove.pm_time = 14; } ent.client.respawn_time = GameBase.level.time; if (ent.client.pers.spectator) GameBase.gi.bprintf(Defines.PRINT_HIGH, ent.client.pers.netname + " has moved to the sidelines\n"); else GameBase.gi.bprintf(Defines.PRINT_HIGH, ent.client.pers.netname + " joined the game\n"); } //============================================================== /* * =========== PutClientInServer * * Called when a player connects to a server or respawns in a deathmatch. * ============ */ public static void PutClientInServer(edict_t ent) { float[] mins = { -16, -16, -24 }; float[] maxs = { 16, 16, 32 }; int index; float[] spawn_origin = { 0, 0, 0 }, spawn_angles = { 0, 0, 0 }; gclient_t client; int i; client_persistant_t saved = new client_persistant_t(); client_respawn_t resp = new client_respawn_t(); // find a spawn point // do it before setting health back up, so farthest // ranging doesn't count this client SelectSpawnPoint(ent, spawn_origin, spawn_angles); index = ent.index - 1; client = ent.client; // deathmatch wipes most client data every spawn if (GameBase.deathmatch.value != 0) { resp.set(client.resp); String userinfo = client.pers.userinfo; InitClientPersistant(client); userinfo = ClientUserinfoChanged(ent, userinfo); } else if (GameBase.coop.value != 0) { resp.set(client.resp); String userinfo = client.pers.userinfo; resp.coop_respawn.game_helpchanged = client.pers.game_helpchanged; resp.coop_respawn.helpchanged = client.pers.helpchanged; client.pers.set(resp.coop_respawn); userinfo = ClientUserinfoChanged(ent, userinfo); if (resp.score > client.pers.score) client.pers.score = resp.score; } else { resp.clear(); } // clear everything but the persistant data saved.set(client.pers); client.clear(); client.pers.set(saved); if (client.pers.health <= 0) InitClientPersistant(client); client.resp.set(resp); // copy some data from the client to the entity FetchClientEntData(ent); // clear entity values ent.groundentity = null; ent.client = GameBase.game.clients[index]; ent.takedamage = Defines.DAMAGE_AIM; ent.movetype = Defines.MOVETYPE_WALK; ent.viewheight = 22; ent.inuse = true; ent.classname = "player"; ent.mass = 200; ent.solid = Defines.SOLID_BBOX; ent.deadflag = Defines.DEAD_NO; ent.air_finished = GameBase.level.time + 12; ent.clipmask = Defines.MASK_PLAYERSOLID; ent.model = "players/male/tris.md2"; ent.pain = PlayerClientAdapters.player_pain; ent.die = GameAI.player_die; ent.waterlevel = 0; ent.watertype = 0; ent.flags &= ~Defines.FL_NO_KNOCKBACK; ent.svflags &= ~Defines.SVF_DEADMONSTER; Math3D.VectorCopy(mins, ent.mins); Math3D.VectorCopy(maxs, ent.maxs); Math3D.VectorClear(ent.velocity); // clear playerstate values ent.client.ps.clear(); client.ps.pmove.origin[0] = (short) (spawn_origin[0] * 8); client.ps.pmove.origin[1] = (short) (spawn_origin[1] * 8); client.ps.pmove.origin[2] = (short) (spawn_origin[2] * 8); if (GameBase.deathmatch.value != 0 && 0 != ((int) GameBase.dmflags.value & Defines.DF_FIXED_FOV)) { client.ps.fov = 90; } else { client.ps.fov = Lib.atoi(Info.Info_ValueForKey( client.pers.userinfo, "fov")); if (client.ps.fov < 1) client.ps.fov = 90; else if (client.ps.fov > 160) client.ps.fov = 160; } client.ps.gunindex = GameBase.gi .modelindex(client.pers.weapon.view_model); // clear entity state values ent.s.effects = 0; ent.s.modelindex = 255; // will use the skin specified model ent.s.modelindex2 = 255; // custom gun model // sknum is player num and weapon number // weapon number will be added in changeweapon ent.s.skinnum = ent.index - 1; ent.s.frame = 0; Math3D.VectorCopy(spawn_origin, ent.s.origin); ent.s.origin[2] += 1; // make sure off ground Math3D.VectorCopy(ent.s.origin, ent.s.old_origin); // set the delta angle for (i = 0; i < 3; i++) { client.ps.pmove.delta_angles[i] = (short) Math3D .ANGLE2SHORT(spawn_angles[i] - client.resp.cmd_angles[i]); } ent.s.angles[Defines.PITCH] = 0; ent.s.angles[Defines.YAW] = spawn_angles[Defines.YAW]; ent.s.angles[Defines.ROLL] = 0; Math3D.VectorCopy(ent.s.angles, client.ps.viewangles); Math3D.VectorCopy(ent.s.angles, client.v_angle); // spawn a spectator if (client.pers.spectator) { client.chase_target = null; client.resp.spectator = true; ent.movetype = Defines.MOVETYPE_NOCLIP; ent.solid = Defines.SOLID_NOT; ent.svflags |= Defines.SVF_NOCLIENT; ent.client.ps.gunindex = 0; GameBase.gi.linkentity(ent); return; } else client.resp.spectator = false; if (!GameUtil.KillBox(ent)) { // could't spawn in? } GameBase.gi.linkentity(ent); // force the current weapon up client.newweapon = client.pers.weapon; GamePWeapon.ChangeWeapon(ent); } /* * ===================== ClientBeginDeathmatch * * A client has just connected to the server in deathmatch mode, so clear * everything out before starting them. ===================== */ public static void ClientBeginDeathmatch(edict_t ent) { GameUtil.G_InitEdict(ent, ent.index); InitClientResp(ent.client); // locate ent at a spawn point PutClientInServer(ent); if (GameBase.level.intermissiontime != 0) { PlayerHud.MoveClientToIntermission(ent); } else { // send effect GameBase.gi.WriteByte(Defines.svc_muzzleflash); //gi.WriteShort(ent - g_edicts); GameBase.gi.WriteShort(ent.index); GameBase.gi.WriteByte(Defines.MZ_LOGIN); GameBase.gi.multicast(ent.s.origin, Defines.MULTICAST_PVS); } GameBase.gi.bprintf(Defines.PRINT_HIGH, ent.client.pers.netname + " entered the game\n"); // make sure all view stuff is valid PlayerView.ClientEndServerFrame(ent); } /* * =========== ClientBegin * * called when a client has finished connecting, and is ready to be placed * into the game. This will happen every level load. ============ */ public static void ClientBegin(edict_t ent) { int i; //ent.client = game.clients + (ent - g_edicts - 1); ent.client = GameBase.game.clients[ent.index - 1]; if (GameBase.deathmatch.value != 0) { ClientBeginDeathmatch(ent); return; } // if there is already a body waiting for us (a loadgame), just // take it, otherwise spawn one from scratch if (ent.inuse == true) { // the client has cleared the client side viewangles upon // connecting to the server, which is different than the // state when the game is saved, so we need to compensate // with deltaangles for (i = 0; i < 3; i++) ent.client.ps.pmove.delta_angles[i] = (short) Math3D .ANGLE2SHORT(ent.client.ps.viewangles[i]); } else { // a spawn point will completely reinitialize the entity // except for the persistant data that was initialized at // ClientConnect() time GameUtil.G_InitEdict(ent, ent.index); ent.classname = "player"; InitClientResp(ent.client); PutClientInServer(ent); } if (GameBase.level.intermissiontime != 0) { PlayerHud.MoveClientToIntermission(ent); } else { // send effect if in a multiplayer game if (GameBase.game.maxclients > 1) { GameBase.gi.WriteByte(Defines.svc_muzzleflash); GameBase.gi.WriteShort(ent.index); GameBase.gi.WriteByte(Defines.MZ_LOGIN); GameBase.gi.multicast(ent.s.origin, Defines.MULTICAST_PVS); GameBase.gi.bprintf(Defines.PRINT_HIGH, ent.client.pers.netname + " entered the game\n"); } } // make sure all view stuff is valid PlayerView.ClientEndServerFrame(ent); } /* * =========== ClientUserInfoChanged * * called whenever the player updates a userinfo variable. * * The game can override any of the settings in place (forcing skins or * names, etc) before copying it off. ============ */ public static String ClientUserinfoChanged(edict_t ent, String userinfo) { String s; int playernum; // check for malformed or illegal info strings if (!Info.Info_Validate(userinfo)) { return "\\name\\badinfo\\skin\\male/grunt"; } // set name s = Info.Info_ValueForKey(userinfo, "name"); ent.client.pers.netname = s; // set spectator s = Info.Info_ValueForKey(userinfo, "spectator"); // spectators are only supported in deathmatch if (GameBase.deathmatch.value != 0 && !s.equals("0")) ent.client.pers.spectator = true; else ent.client.pers.spectator = false; // set skin s = Info.Info_ValueForKey(userinfo, "skin"); playernum = ent.index - 1; // combine name and skin into a configstring GameBase.gi.configstring(Defines.CS_PLAYERSKINS + playernum, ent.client.pers.netname + "\\" + s); // fov if (GameBase.deathmatch.value != 0 && 0 != ((int) GameBase.dmflags.value & Defines.DF_FIXED_FOV)) { ent.client.ps.fov = 90; } else { ent.client.ps.fov = Lib .atoi(Info.Info_ValueForKey(userinfo, "fov")); if (ent.client.ps.fov < 1) ent.client.ps.fov = 90; else if (ent.client.ps.fov > 160) ent.client.ps.fov = 160; } // handedness s = Info.Info_ValueForKey(userinfo, "hand"); if (s.length() > 0) { ent.client.pers.hand = Lib.atoi(s); } // save off the userinfo in case we want to check something later ent.client.pers.userinfo = userinfo; return userinfo; } /* * =========== ClientConnect * * Called when a player begins connecting to the server. The game can refuse * entrance to a client by returning false. If the client is allowed, the * connection process will continue and eventually get to ClientBegin() * Changing levels will NOT cause this to be called again, but loadgames * will. ============ */ public static boolean ClientConnect(edict_t ent, String userinfo) { String value; // check to see if they are on the banned IP list value = Info.Info_ValueForKey(userinfo, "ip"); if (GameSVCmds.SV_FilterPacket(value)) { userinfo = Info.Info_SetValueForKey1(userinfo, "rejmsg", "Banned."); return false; } // check for a spectator value = Info.Info_ValueForKey(userinfo, "spectator"); if (GameBase.deathmatch.value != 0 && value.length() != 0 && 0 != Lib.strcmp(value, "0")) { int i, numspec; if (!passwdOK(GameBase.spectator_password.string, value)) { userinfo = Info.Info_SetValueForKey1(userinfo, "rejmsg", "Spectator password required or incorrect."); return false; } // count spectators for (i = numspec = 0; i < GameBase.maxclients.value; i++) if (GameBase.g_edicts[i + 1].inuse && GameBase.g_edicts[i + 1].client.pers.spectator) numspec++; if (numspec >= GameBase.maxspectators.value) { userinfo = Info.Info_SetValueForKey1(userinfo, "rejmsg", "Server spectator limit is full."); return false; } } else { // check for a password value = Info.Info_ValueForKey(userinfo, "password"); if (!passwdOK(GameBase.spectator_password.string, value)) { userinfo = Info.Info_SetValueForKey1(userinfo, "rejmsg", "Password required or incorrect."); return false; } } // they can connect ent.client = GameBase.game.clients[ent.index - 1]; // if there is already a body waiting for us (a loadgame), just // take it, otherwise spawn one from scratch if (ent.inuse == false) { // clear the respawning variables InitClientResp(ent.client); if (!GameBase.game.autosaved || null == ent.client.pers.weapon) InitClientPersistant(ent.client); } userinfo = ClientUserinfoChanged(ent, userinfo); if (GameBase.game.maxclients > 1) GameBase.gi.dprintf(ent.client.pers.netname + " connected\n"); ent.svflags = 0; // make sure we start with known default ent.client.pers.connected = true; return true; } /* * =========== ClientDisconnect * * Called when a player drops from the server. Will not be called between * levels. ============ */ public static void ClientDisconnect(edict_t ent) { int playernum; if (ent.client == null) return; GameBase.gi.bprintf(Defines.PRINT_HIGH, ent.client.pers.netname + " disconnected\n"); // send effect GameBase.gi.WriteByte(Defines.svc_muzzleflash); GameBase.gi.WriteShort(ent.index); GameBase.gi.WriteByte(Defines.MZ_LOGOUT); GameBase.gi.multicast(ent.s.origin, Defines.MULTICAST_PVS); GameBase.gi.unlinkentity(ent); ent.s.modelindex = 0; ent.solid = Defines.SOLID_NOT; ent.inuse = false; ent.classname = "disconnected"; ent.client.pers.connected = false; playernum = ent.index - 1; GameBase.gi.configstring(Defines.CS_PLAYERSKINS + playernum, ""); } /* * static int CheckBlock(, int c) { int v, i; v = 0; for (i = 0; i < c; i++) * v += ((byte *) b)[i]; return v; } * * public static void PrintPmove(pmove_t * pm) { unsigned c1, c2; * * c1 = CheckBlock(& pm.s, sizeof(pm.s)); c2 = CheckBlock(& pm.cmd, * sizeof(pm.cmd)); Com_Printf("sv %3i:%i %i\n", pm.cmd.impulse, c1, c2); } */ /* * ============== ClientThink * * This will be called once for each client frame, which will usually be a * couple times for each server frame. ============== */ public static void ClientThink(edict_t ent, usercmd_t ucmd) { gclient_t client; edict_t other; int i, j; pmove_t pm = null; GameBase.level.current_entity = ent; client = ent.client; if (GameBase.level.intermissiontime != 0) { client.ps.pmove.pm_type = Defines.PM_FREEZE; // can exit intermission after five seconds if (GameBase.level.time > GameBase.level.intermissiontime + 5.0f && 0 != (ucmd.buttons & Defines.BUTTON_ANY)) GameBase.level.exitintermission = true; return; } PlayerClientAdapters.pm_passent = ent; if (ent.client.chase_target != null) { client.resp.cmd_angles[0] = Math3D.SHORT2ANGLE(ucmd.angles[0]); client.resp.cmd_angles[1] = Math3D.SHORT2ANGLE(ucmd.angles[1]); client.resp.cmd_angles[2] = Math3D.SHORT2ANGLE(ucmd.angles[2]); } else { // set up for pmove //memset(& pm, 0, sizeof(pm)); pm = new pmove_t(); if (ent.movetype == Defines.MOVETYPE_NOCLIP) client.ps.pmove.pm_type = Defines.PM_SPECTATOR; else if (ent.s.modelindex != 255) client.ps.pmove.pm_type = Defines.PM_GIB; else if (ent.deadflag != 0) client.ps.pmove.pm_type = Defines.PM_DEAD; else client.ps.pmove.pm_type = Defines.PM_NORMAL; client.ps.pmove.gravity = (short) GameBase.sv_gravity.value; pm.s.set(client.ps.pmove); for (i = 0; i < 3; i++) { pm.s.origin[i] = (short) (ent.s.origin[i] * 8); pm.s.velocity[i] = (short) (ent.velocity[i] * 8); } if (client.old_pmove.equals(pm.s)) { pm.snapinitial = true; // gi.dprintf ("pmove changed!\n"); } // this should be a copy pm.cmd.set(ucmd); pm.trace = PlayerClientAdapters.PM_trace; // adds default parms pm.pointcontents = GameBase.gi.pointcontents; // perform a pmove GameBase.gi.Pmove(pm); // save results of pmove client.ps.pmove.set(pm.s); client.old_pmove.set(pm.s); for (i = 0; i < 3; i++) { ent.s.origin[i] = pm.s.origin[i] * 0.125f; ent.velocity[i] = pm.s.velocity[i] * 0.125f; } Math3D.VectorCopy(pm.mins, ent.mins); Math3D.VectorCopy(pm.maxs, ent.maxs); client.resp.cmd_angles[0] = Math3D.SHORT2ANGLE(ucmd.angles[0]); client.resp.cmd_angles[1] = Math3D.SHORT2ANGLE(ucmd.angles[1]); client.resp.cmd_angles[2] = Math3D.SHORT2ANGLE(ucmd.angles[2]); if (ent.groundentity != null && null == pm.groundentity && (pm.cmd.upmove >= 10) && (pm.waterlevel == 0)) { GameBase.gi.sound(ent, Defines.CHAN_VOICE, GameBase.gi .soundindex("*jump1.wav"), 1, Defines.ATTN_NORM, 0); GameWeapon.PlayerNoise(ent, ent.s.origin, Defines.PNOISE_SELF); } ent.viewheight = (int) pm.viewheight; ent.waterlevel = (int) pm.waterlevel; ent.watertype = pm.watertype; ent.groundentity = pm.groundentity; if (pm.groundentity != null) ent.groundentity_linkcount = pm.groundentity.linkcount; if (ent.deadflag != 0) { client.ps.viewangles[Defines.ROLL] = 40; client.ps.viewangles[Defines.PITCH] = -15; client.ps.viewangles[Defines.YAW] = client.killer_yaw; } else { Math3D.VectorCopy(pm.viewangles, client.v_angle); Math3D.VectorCopy(pm.viewangles, client.ps.viewangles); } GameBase.gi.linkentity(ent); if (ent.movetype != Defines.MOVETYPE_NOCLIP) GameBase.G_TouchTriggers(ent); // touch other objects for (i = 0; i < pm.numtouch; i++) { other = pm.touchents[i]; for (j = 0; j < i; j++) if (pm.touchents[j] == other) break; if (j != i) continue; // duplicated if (other.touch == null) continue; other.touch.touch(other, ent, GameBase.dummyplane, null); } } client.oldbuttons = client.buttons; client.buttons = ucmd.buttons; client.latched_buttons |= client.buttons & ~client.oldbuttons; // save light level the player is standing on for // monster sighting AI ent.light_level = ucmd.lightlevel; // fire weapon from final position if needed if ((client.latched_buttons & Defines.BUTTON_ATTACK) != 0) { if (client.resp.spectator) { client.latched_buttons = 0; if (client.chase_target != null) { client.chase_target = null; client.ps.pmove.pm_flags &= ~pmove_t.PMF_NO_PREDICTION; } else GameAI.GetChaseTarget(ent); } else if (!client.weapon_thunk) { client.weapon_thunk = true; GamePWeapon.Think_Weapon(ent); } } if (client.resp.spectator) { if (ucmd.upmove >= 10) { if (0 == (client.ps.pmove.pm_flags & pmove_t.PMF_JUMP_HELD)) { client.ps.pmove.pm_flags |= pmove_t.PMF_JUMP_HELD; if (client.chase_target != null) GameAI.ChaseNext(ent); else GameAI.GetChaseTarget(ent); } } else client.ps.pmove.pm_flags &= ~pmove_t.PMF_JUMP_HELD; } // update chase cam if being followed for (i = 1; i <= GameBase.maxclients.value; i++) { other = GameBase.g_edicts[i]; if (other.inuse && other.client.chase_target == ent) GameAI.UpdateChaseCam(other); } } /* * ============== ClientBeginServerFrame * * This will be called once for each server frame, before running any other * entities in the world. ============== */ public static void ClientBeginServerFrame(edict_t ent) { gclient_t client; int buttonMask; if (GameBase.level.intermissiontime != 0) return; client = ent.client; if (GameBase.deathmatch.value != 0 && client.pers.spectator != client.resp.spectator && (GameBase.level.time - client.respawn_time) >= 5) { spectator_respawn(ent); return; } // run weapon animations if it hasn't been done by a ucmd_t if (!client.weapon_thunk && !client.resp.spectator) GamePWeapon.Think_Weapon(ent); else client.weapon_thunk = false; if (ent.deadflag != 0) { // wait for any button just going down if (GameBase.level.time > client.respawn_time) { // in deathmatch, only wait for attack button if (GameBase.deathmatch.value != 0) buttonMask = Defines.BUTTON_ATTACK; else buttonMask = -1; if ((client.latched_buttons & buttonMask) != 0 || (GameBase.deathmatch.value != 0 && 0 != ((int) GameBase.dmflags.value & Defines.DF_FORCE_RESPAWN))) { respawn(ent); client.latched_buttons = 0; } } return; } // add player trail so monsters can follow if (GameBase.deathmatch.value != 0) if (!GameUtil.visible(ent, PlayerTrail.LastSpot())) PlayerTrail.Add(ent.s.old_origin); client.latched_buttons = 0; } }