quadrilateralcowboy/d3xp/MultiplayerGame.cpp
2020-06-12 14:06:25 -07:00

4385 lines
125 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 Source Code 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "../idlib/precompiled.h"
#pragma hdrstop
#include "Game_local.h"
// could be a problem if players manage to go down sudden deaths till this .. oh well
#define LASTMAN_NOLIVES -20
idCVar g_spectatorChat( "g_spectatorChat", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "let spectators talk to everyone during game" );
// global sounds transmitted by index - 0 .. SND_COUNT
// sounds in this list get precached on MP start
const char *idMultiplayerGame::GlobalSoundStrings[] = {
"sound/feedback/voc_youwin.wav",
"sound/feedback/voc_youlose.wav",
"sound/feedback/fight.wav",
"sound/feedback/vote_now.wav",
"sound/feedback/vote_passed.wav",
"sound/feedback/vote_failed.wav",
"sound/feedback/three.wav",
"sound/feedback/two.wav",
"sound/feedback/one.wav",
"sound/feedback/sudden_death.wav",
#ifdef CTF
"sound/ctf/flag_capped_yours.wav",
"sound/ctf/flag_capped_theirs.wav",
"sound/ctf/flag_return.wav",
"sound/ctf/flag_taken_yours.wav",
"sound/ctf/flag_taken_theirs.wav",
"sound/ctf/flag_dropped_yours.wav",
"sound/ctf/flag_dropped_theirs.wav"
#endif
};
// handy verbose
const char *idMultiplayerGame::GameStateStrings[] = {
"INACTIVE",
"WARMUP",
"COUNTDOWN",
"GAMEON",
"SUDDENDEATH",
"GAMEREVIEW",
"NEXTGAME"
};
const char *idMultiplayerGame::MPGuis[] = {
"guis/mphud.gui",
"guis/mpmain.gui",
"guis/mpmsgmode.gui",
"guis/netmenu.gui",
NULL
};
const char *idMultiplayerGame::ThrottleVars[] = {
"ui_spectate",
"ui_ready",
"ui_team",
NULL
};
const char *idMultiplayerGame::ThrottleVarsInEnglish[] = {
"#str_06738",
"#str_06737",
"#str_01991",
NULL
};
const int idMultiplayerGame::ThrottleDelay[] = {
8,
5,
5
};
/*
================
idMultiplayerGame::idMultiplayerGame
================
*/
idMultiplayerGame::idMultiplayerGame() {
scoreBoard = NULL;
spectateGui = NULL;
guiChat = NULL;
mainGui = NULL;
mapList = NULL;
msgmodeGui = NULL;
lastGameType = GAME_SP;
#ifdef CTF
teamFlags[0] = NULL;
teamFlags[1] = NULL;
teamPoints[0] = 0;
teamPoints[1] = 0;
flagMsgOn = true;
player_blue_flag = -1;
player_red_flag = -1;
#endif
Clear();
}
/*
================
idMultiplayerGame::Shutdown
================
*/
void idMultiplayerGame::Shutdown( void ) {
Clear();
}
/*
================
idMultiplayerGame::SetMenuSkin
================
*/
void idMultiplayerGame::SetMenuSkin( void ) {
// skins
idStr str = cvarSystem->GetCVarString( "mod_validSkins" );
idStr uiSkin = cvarSystem->GetCVarString( "ui_skin" );
idStr skin;
int skinId = 1;
int count = 1;
while ( str.Length() ) {
int n = str.Find( ";" );
if ( n >= 0 ) {
skin = str.Left( n );
str = str.Right( str.Length() - n - 1 );
} else {
skin = str;
str = "";
}
if ( skin.Icmp( uiSkin ) == 0 ) {
skinId = count;
}
count++;
}
for ( int i = 0; i < count; i++ ) {
mainGui->SetStateInt( va( "skin%i", i+1 ), 0 );
}
mainGui->SetStateInt( va( "skin%i", skinId ), 1 );
}
/*
================
idMultiplayerGame::Reset
================
*/
void idMultiplayerGame::Reset() {
Clear();
assert( !scoreBoard && !spectateGui && !guiChat && !mainGui && !mapList );
#ifdef CTF
// CTF uses its own scoreboard
if ( IsGametypeFlagBased() )
scoreBoard = uiManager->FindGui( "guis/ctfscoreboard.gui", true, false, true );
else
#endif
scoreBoard = uiManager->FindGui( "guis/system/scoreboard.gui", true, false, true );
spectateGui = uiManager->FindGui( "guis/system/spectate.gui", true, false, true );
guiChat = uiManager->FindGui( "guis/system/chat.gui", true, false, true );
mainGui = uiManager->FindGui( "guis/system/mpmain.gui", true, false, true );
mapList = uiManager->AllocListGUI( );
mapList->Config( mainGui, "mapList" );
// set this GUI so that our Draw function is still called when it becomes the active/fullscreen GUI
mainGui->SetStateBool( "gameDraw", true );
mainGui->SetKeyBindingNames();
mainGui->SetStateInt( "com_machineSpec", cvarSystem->GetCVarInteger( "com_machineSpec" ) );
SetMenuSkin();
msgmodeGui = uiManager->FindGui( "guis/system/mpmsgmode.gui", true, false, true );
msgmodeGui->SetStateBool( "gameDraw", true );
ClearGuis();
ClearChatData();
warmupEndTime = 0;
}
/*
================
idMultiplayerGame::ServerClientConnect
================
*/
void idMultiplayerGame::ServerClientConnect( int clientNum ) {
memset( &playerState[ clientNum ], 0, sizeof( playerState[ clientNum ] ) );
}
/*
================
idMultiplayerGame::SpawnPlayer
================
*/
void idMultiplayerGame::SpawnPlayer( int clientNum ) {
bool ingame = playerState[ clientNum ].ingame;
memset( &playerState[ clientNum ], 0, sizeof( playerState[ clientNum ] ) );
if ( !gameLocal.isClient ) {
idPlayer *p = static_cast< idPlayer * >( gameLocal.entities[ clientNum ] );
p->spawnedTime = gameLocal.time;
if ( IsGametypeTeamBased() ) { /* CTF */
SwitchToTeam( clientNum, -1, p->team );
}
p->tourneyRank = 0;
if ( gameLocal.gameType == GAME_TOURNEY && gameState == GAMEON ) {
p->tourneyRank++;
}
playerState[ clientNum ].ingame = ingame;
}
}
/*
================
idMultiplayerGame::Clear
================
*/
void idMultiplayerGame::Clear() {
int i;
gameState = INACTIVE;
nextState = INACTIVE;
pingUpdateTime = 0;
vote = VOTE_NONE;
voteTimeOut = 0;
voteExecTime = 0;
nextStateSwitch = 0;
matchStartedTime = 0;
currentTourneyPlayer[ 0 ] = -1;
currentTourneyPlayer[ 1 ] = -1;
one = two = three = false;
memset( &playerState, 0 , sizeof( playerState ) );
lastWinner = -1;
currentMenu = 0;
bCurrentMenuMsg = false;
nextMenu = 0;
pureReady = false;
scoreBoard = NULL;
spectateGui = NULL;
guiChat = NULL;
mainGui = NULL;
msgmodeGui = NULL;
if ( mapList ) {
uiManager->FreeListGUI( mapList );
mapList = NULL;
}
fragLimitTimeout = 0;
memset( &switchThrottle, 0, sizeof( switchThrottle ) );
voiceChatThrottle = 0;
for ( i = 0; i < NUM_CHAT_NOTIFY; i++ ) {
chatHistory[ i ].line.Clear();
}
warmupText.Clear();
voteValue.Clear();
voteString.Clear();
startFragLimit = -1;
}
/*
================
idMultiplayerGame::ClearGuis
================
*/
void idMultiplayerGame::ClearGuis() {
int i;
for ( i = 0; i < MAX_CLIENTS; i++ ) {
scoreBoard->SetStateString( va( "player%i",i+1 ), "" );
scoreBoard->SetStateString( va( "player%i_score", i+1 ), "" );
scoreBoard->SetStateString( va( "player%i_tdm_tscore", i+1 ), "" );
scoreBoard->SetStateString( va( "player%i_tdm_score", i+1 ), "" );
scoreBoard->SetStateString( va( "player%i_wins", i+1 ), "" );
scoreBoard->SetStateString( va( "player%i_status", i+1 ), "" );
scoreBoard->SetStateInt( va( "rank%i", i+1 ), 0 );
scoreBoard->SetStateInt( "rank_self", 0 );
idPlayer *player = static_cast<idPlayer *>( gameLocal.entities[ i ] );
if ( !player || !player->hud ) {
continue;
}
player->hud->SetStateString( va( "player%i",i+1 ), "" );
player->hud->SetStateString( va( "player%i_score", i+1 ), "" );
player->hud->SetStateString( va( "player%i_ready", i+1 ), "" );
scoreBoard->SetStateInt( va( "rank%i", i+1 ), 0 );
player->hud->SetStateInt( "rank_self", 0 );
}
#ifdef CTF
ClearHUDStatus();
#endif
}
#ifdef CTF
/*
================
idMultiplayerGame::ClearHUDStatus
================
*/
void idMultiplayerGame::ClearHUDStatus( void ) {
int i;
for ( i = 0; i < MAX_CLIENTS; i++ ) {
idPlayer *player = static_cast<idPlayer *>( gameLocal.entities[ i ] );
if ( !player || !player->hud ) {
continue;
}
player->hud->SetStateInt( "red_flagstatus", 0 );
player->hud->SetStateInt( "blue_flagstatus", 0 );
if ( IsGametypeFlagBased())
player->hud->SetStateInt( "self_team", player->team );
else
player->hud->SetStateInt( "self_team", -1 ); // Invisible.
}
}
/*
================
idMultiplayerGame::GetFlagPoints
Gets number of captures in CTF game.
0 = red team
1 = blue team
================
*/
int idMultiplayerGame::GetFlagPoints( int team )
{
assert( team <= 1 );
return teamPoints[ team ];
}
#endif
/*
================
idMultiplayerGame::UpdatePlayerRanks
================
*/
void idMultiplayerGame::UpdatePlayerRanks() {
int i, j, k;
idPlayer *players[MAX_CLIENTS];
idEntity *ent;
idPlayer *player;
memset( players, 0, sizeof( players ) );
numRankedPlayers = 0;
for ( i = 0; i < gameLocal.numClients; i++ ) {
ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
player = static_cast< idPlayer * >( ent );
if ( !CanPlay( player ) ) {
continue;
}
if ( gameLocal.gameType == GAME_TOURNEY ) {
if ( i != currentTourneyPlayer[ 0 ] && i != currentTourneyPlayer[ 1 ] ) {
continue;
}
}
if ( gameLocal.gameType == GAME_LASTMAN && playerState[ i ].fragCount == LASTMAN_NOLIVES ) {
continue;
}
for ( j = 0; j < numRankedPlayers; j++ ) {
bool insert = false;
if ( IsGametypeTeamBased() ) { /* CTF */
if ( player->team != players[ j ]->team ) {
if ( playerState[ i ].teamFragCount > playerState[ players[ j ]->entityNumber ].teamFragCount ) {
// team scores
insert = true;
} else if ( playerState[ i ].teamFragCount == playerState[ players[ j ]->entityNumber ].teamFragCount && player->team < players[ j ]->team ) {
// at equal scores, sort by team number
insert = true;
}
} else if ( playerState[ i ].fragCount > playerState[ players[ j ]->entityNumber ].fragCount ) {
// in the same team, sort by frag count
insert = true;
}
} else {
insert = ( playerState[ i ].fragCount > playerState[ players[ j ]->entityNumber ].fragCount );
}
if ( insert ) {
for ( k = numRankedPlayers; k > j; k-- ) {
players[ k ] = players[ k-1 ];
}
players[ j ] = player;
break;
}
}
if ( j == numRankedPlayers ) {
players[ numRankedPlayers ] = player;
}
numRankedPlayers++;
}
memcpy( rankedPlayers, players, sizeof( players ) );
}
/*
================
idMultiplayerGame::UpdateRankColor
================
*/
void idMultiplayerGame::UpdateRankColor( idUserInterface *gui, const char *mask, int i, const idVec3 &vec ) {
for ( int j = 1; j < 4; j++ ) {
gui->SetStateFloat( va( mask, i, j ), vec[ j - 1 ] );
}
}
/*
================
idMultiplayerGame::UpdateScoreboard
================
*/
void idMultiplayerGame::UpdateScoreboard( idUserInterface *scoreBoard, idPlayer *player ) {
int i, j, iline, k;
idStr gameinfo;
#ifdef _D3XP
idStr livesinfo;
idStr timeinfo;
#endif
idEntity *ent;
idPlayer *p;
int value;
scoreBoard->SetStateString( "scoretext", gameLocal.gameType == GAME_LASTMAN ? common->GetLanguageDict()->GetString( "#str_04242" ) : common->GetLanguageDict()->GetString( "#str_04243" ) );
iline = 0; // the display lines
if ( gameState != WARMUP ) {
for ( i = 0; i < numRankedPlayers; i++ ) {
// ranked player
iline++;
scoreBoard->SetStateString( va( "player%i", iline ), rankedPlayers[ i ]->GetUserInfo()->GetString( "ui_name" ) );
if ( IsGametypeTeamBased() ) { /* CTF */
value = idMath::ClampInt( MP_PLAYER_MINFRAGS, MP_PLAYER_MAXFRAGS, playerState[ rankedPlayers[ i ]->entityNumber ].fragCount );
scoreBoard->SetStateInt( va( "player%i_tdm_score", iline ), value );
value = idMath::ClampInt( MP_PLAYER_MINFRAGS, MP_PLAYER_MAXFRAGS, playerState[ rankedPlayers[ i ]->entityNumber ].teamFragCount );
scoreBoard->SetStateString( va( "player%i_tdm_tscore", iline ), va( "/ %i", value ) );
scoreBoard->SetStateString( va( "player%i_score", iline ), "" );
} else {
value = idMath::ClampInt( MP_PLAYER_MINFRAGS, MP_PLAYER_MAXFRAGS, playerState[ rankedPlayers[ i ]->entityNumber ].fragCount );
scoreBoard->SetStateInt( va( "player%i_score", iline ), value );
scoreBoard->SetStateString( va( "player%i_tdm_tscore", iline ), "" );
scoreBoard->SetStateString( va( "player%i_tdm_score", iline ), "" );
}
value = idMath::ClampInt( 0, MP_PLAYER_MAXWINS, playerState[ rankedPlayers[ i ]->entityNumber ].wins );
scoreBoard->SetStateInt( va( "player%i_wins", iline ), value );
scoreBoard->SetStateInt( va( "player%i_ping", iline ), playerState[ rankedPlayers[ i ]->entityNumber ].ping );
// set the color band
scoreBoard->SetStateInt( va( "rank%i", iline ), 1 );
UpdateRankColor( scoreBoard, "rank%i_color%i", iline, rankedPlayers[ i ]->colorBar );
if ( rankedPlayers[ i ] == player ) {
// highlight who we are
scoreBoard->SetStateInt( "rank_self", iline );
}
}
}
// if warmup, this draws everyone, otherwise it goes over spectators only
// when doing warmup we loop twice to draw ready/not ready first *then* spectators
// NOTE: in tourney, shows spectators according to their playing rank order?
for ( k = 0; k < ( gameState == WARMUP ? 2 : 1 ); k++ ) {
for ( i = 0; i < MAX_CLIENTS; i++ ) {
ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
if ( gameState != WARMUP ) {
// check he's not covered by ranks already
for ( j = 0; j < numRankedPlayers; j++ ) {
if ( ent == rankedPlayers[ j ] ) {
break;
}
}
if ( j != numRankedPlayers ) {
continue;
}
}
p = static_cast< idPlayer * >( ent );
if ( gameState == WARMUP ) {
if ( k == 0 && p->spectating ) {
continue;
}
if ( k == 1 && !p->spectating ) {
continue;
}
}
iline++;
if ( !playerState[ i ].ingame ) {
scoreBoard->SetStateString( va( "player%i", iline ), common->GetLanguageDict()->GetString( "#str_04244" ) );
scoreBoard->SetStateString( va( "player%i_score", iline ), common->GetLanguageDict()->GetString( "#str_04245" ) );
// no color band
scoreBoard->SetStateInt( va( "rank%i", iline ), 0 );
} else {
scoreBoard->SetStateString( va( "player%i", iline ), gameLocal.userInfo[ i ].GetString( "ui_name" ) );
if ( gameState == WARMUP ) {
if ( p->spectating ) {
scoreBoard->SetStateString( va( "player%i_score", iline ), common->GetLanguageDict()->GetString( "#str_04246" ) );
// no color band
scoreBoard->SetStateInt( va( "rank%i", iline ), 0 );
} else {
scoreBoard->SetStateString( va( "player%i_score", iline ), p->IsReady() ? common->GetLanguageDict()->GetString( "#str_04247" ) : common->GetLanguageDict()->GetString( "#str_04248" ) );
// set the color band
scoreBoard->SetStateInt( va( "rank%i", iline ), 1 );
UpdateRankColor( scoreBoard, "rank%i_color%i", iline, p->colorBar );
}
} else {
if ( gameLocal.gameType == GAME_LASTMAN && playerState[ i ].fragCount == LASTMAN_NOLIVES ) {
scoreBoard->SetStateString( va( "player%i_score", iline ), common->GetLanguageDict()->GetString( "#str_06736" ) );
// set the color band
scoreBoard->SetStateInt( va( "rank%i", iline ), 1 );
UpdateRankColor( scoreBoard, "rank%i_color%i", iline, p->colorBar );
} else {
scoreBoard->SetStateString( va( "player%i_score", iline ), common->GetLanguageDict()->GetString( "#str_04246" ) );
// no color band
scoreBoard->SetStateInt( va( "rank%i", iline ), 0 );
}
}
}
scoreBoard->SetStateString( va( "player%i_tdm_tscore", iline ), "" );
scoreBoard->SetStateString( va( "player%i_tdm_score", iline ), "" );
scoreBoard->SetStateString( va( "player%i_wins", iline ), "" );
scoreBoard->SetStateInt( va( "player%i_ping", iline ), playerState[ i ].ping );
if ( i == player->entityNumber ) {
// highlight who we are
scoreBoard->SetStateInt( "rank_self", iline );
}
}
}
// clear remaining lines (empty slots)
iline++;
#ifdef _D3XP
while ( iline < MAX_CLIENTS ) { //Max players is now 8
#else
while ( iline < 5 ) {
#endif
scoreBoard->SetStateString( va( "player%i", iline ), "" );
scoreBoard->SetStateString( va( "player%i_score", iline ), "" );
scoreBoard->SetStateString( va( "player%i_tdm_tscore", iline ), "" );
scoreBoard->SetStateString( va( "player%i_tdm_score", iline ), "" );
scoreBoard->SetStateString( va( "player%i_wins", iline ), "" );
scoreBoard->SetStateString( va( "player%i_ping", iline ), "" );
scoreBoard->SetStateInt( va( "rank%i", iline ), 0 );
iline++;
}
gameinfo = va( "%s: %s", common->GetLanguageDict()->GetString( "#str_02376" ), gameLocal.serverInfo.GetString( "si_gameType" ) );
if ( gameLocal.gameType == GAME_LASTMAN ) {
if ( gameState == GAMEON || gameState == SUDDENDEATH ) {
livesinfo = va( "%s: %i", common->GetLanguageDict()->GetString( "#str_04264" ), startFragLimit );
} else {
livesinfo = va( "%s: %i", common->GetLanguageDict()->GetString( "#str_04264" ), gameLocal.serverInfo.GetInt( "si_fragLimit" ) );
}
#ifdef CTF
} else if ( gameLocal.gameType != GAME_CTF ) {
#else
} else {
#endif
livesinfo = va( "%s: %i", common->GetLanguageDict()->GetString( "#str_01982" ), gameLocal.serverInfo.GetInt( "si_fragLimit" ) );
}
if ( gameLocal.serverInfo.GetInt( "si_timeLimit" ) > 0 ) {
timeinfo = va( "%s: %i", common->GetLanguageDict()->GetString( "#str_01983" ), gameLocal.serverInfo.GetInt( "si_timeLimit" ) );
} else {
timeinfo = va("%s", common->GetLanguageDict()->GetString( "#str_07209" ));
}
scoreBoard->SetStateString( "gameinfo", gameinfo );
scoreBoard->SetStateString( "livesinfo", livesinfo );
scoreBoard->SetStateString( "timeinfo", timeinfo );
scoreBoard->Redraw( gameLocal.time );
}
#ifdef CTF
/*
================
idMultiplayerGame::UpdateCTFScoreboard
================
*/
void idMultiplayerGame::UpdateCTFScoreboard( idUserInterface *scoreBoard, idPlayer *player ) {
int i, j;
idStr gameinfo;
idEntity *ent;
int value;
// The display lines
int ilines[2] = {0,0};
// The team strings
char redTeam[] = "red";
char blueTeam[] = "blue";
char *curTeam = NULL;
/* Word "frags" */
scoreBoard->SetStateString( "scoretext", gameLocal.gameType == GAME_LASTMAN ? common->GetLanguageDict()->GetString( "#str_04242" ) : common->GetLanguageDict()->GetString( "#str_04243" ) );
// Blank the flag carrier on the scoreboard. We update these in the loop below if necessary.
if ( this->player_blue_flag == -1 )
scoreBoard->SetStateInt( "player_blue_flag", 0 );
if ( this->player_red_flag == -1 )
scoreBoard->SetStateInt( "player_red_flag", 0 );
if ( gameState != WARMUP ) {
for ( i = 0; i < numRankedPlayers; i++ ) {
idPlayer *player = rankedPlayers[ i ];
assert( player );
if ( player->team == 0 )
curTeam = redTeam;
else
curTeam = blueTeam;
// Increase the appropriate iline
assert( player->team <= 1 );
ilines[ player->team ]++;
// Update the flag status
if ( this->player_blue_flag == player->entityNumber )
scoreBoard->SetStateInt( "player_blue_flag", ilines[ player->team ] );
if ( player->team == 1 && this->player_red_flag == player->entityNumber )
scoreBoard->SetStateInt( "player_red_flag", ilines[ player->team ] );
/* Player Name */
scoreBoard->SetStateString( va( "player%i_%s", ilines[ player->team ], curTeam ), player->GetUserInfo()->GetString( "ui_name" ) );
if ( IsGametypeTeamBased() ) {
value = idMath::ClampInt( MP_PLAYER_MINFRAGS, MP_PLAYER_MAXFRAGS, playerState[ rankedPlayers[ i ]->entityNumber ].fragCount );
scoreBoard->SetStateInt( va( "player%i_%s_score", ilines[ player->team ], curTeam ), value );
/* Team score and score, blanked */
scoreBoard->SetStateString( va( "player%i_%s_tscore", ilines[ player->team ], curTeam ), "" );
//scoreBoard->SetStateString( va( "player%i_%s_score", ilines[ player->team ], curTeam ), "" );
}
/* Wins */
value = idMath::ClampInt( 0, MP_PLAYER_MAXWINS, playerState[ rankedPlayers[ i ]->entityNumber ].wins );
scoreBoard->SetStateInt( va( "player%i_%s_wins", ilines[ player->team ], curTeam ), value );
/* Ping */
scoreBoard->SetStateInt( va( "player%i_%s_ping", ilines[ player->team ], curTeam ), playerState[ rankedPlayers[ i ]->entityNumber ].ping );
}
}
for ( i = 0; i < MAX_CLIENTS; i++ ) {
ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
if ( gameState != WARMUP ) {
// check he's not covered by ranks already
for ( j = 0; j < numRankedPlayers; j++ ) {
if ( ent == rankedPlayers[ j ] ) {
break;
}
}
if ( j != numRankedPlayers ) {
continue;
}
}
player = static_cast< idPlayer * >( ent );
if ( player->spectating )
continue;
if ( player->team == 0 )
curTeam = redTeam;
else
curTeam = blueTeam;
ilines[ player->team ]++;
if ( !playerState[ i ].ingame ) {
/* "New Player" on player's name location */
scoreBoard->SetStateString( va( "player%i_%s", ilines[ player->team ], curTeam ), common->GetLanguageDict()->GetString( "#str_04244" ) );
/* "Connecting" on player's score location */
scoreBoard->SetStateString( va( "player%i_%s_score", ilines[ player->team ], curTeam ), common->GetLanguageDict()->GetString( "#str_04245" ) );
} else {
/* Player's name in player's name location */
if ( !player->spectating )
scoreBoard->SetStateString( va( "player%i_%s", ilines[ player->team ], curTeam ), gameLocal.userInfo[ i ].GetString( "ui_name" ) );
if ( gameState == WARMUP ) {
if ( player->spectating ) {
/* "Spectating" on player's score location */
scoreBoard->SetStateString( va( "player%i_%s_score", ilines[ player->team ], curTeam ), common->GetLanguageDict()->GetString( "#str_04246" ) );
} else {
/* Display "ready" in player's score location if they're ready. Display nothing if not. No room for 'not ready'. */
scoreBoard->SetStateString( va( "player%i_%s_score", ilines[ player->team ], curTeam ), player->IsReady() ? common->GetLanguageDict()->GetString( "#str_04247" ) : "" );
}
}
}
}
// Clear remaining slots
for ( i = 0; i < 2; i++ )
{
if ( i )
curTeam = blueTeam;
else
curTeam = redTeam;
for ( j = ilines[ i ]+1; j <= 8; j++ )
{
scoreBoard->SetStateString( va( "player%i_%s", j, curTeam ), "" );
scoreBoard->SetStateString( va( "player%i_%s_score", j, curTeam ), "" );
scoreBoard->SetStateString( va( "player%i_%s_wins", j, curTeam ), "" );
scoreBoard->SetStateString( va( "player%i_%s_ping", j, curTeam ), "" );
scoreBoard->SetStateInt( "rank_self", 0 );
}
}
// Don't display "CTF" -- if this scoreboard comes up, it should be apparent.
if ( gameLocal.gameType == GAME_CTF ) {
int captureLimit = gameLocal.serverInfo.GetInt( "si_fragLimit" );
if ( captureLimit > MP_CTF_MAXPOINTS )
captureLimit = MP_CTF_MAXPOINTS;
int timeLimit = gameLocal.serverInfo.GetInt( "si_timeLimit" );
/* Prints "Capture Limit: %i" at the bottom of the scoreboard, left */
if ( captureLimit )
scoreBoard->SetStateString( "gameinfo_red", va( common->GetLanguageDict()->GetString( "#str_11108" ), captureLimit) );
else
scoreBoard->SetStateString( "gameinfo_red", "" );
/* Prints "Time Limit: %i" at the bottom of the scoreboard, right */
if ( timeLimit )
scoreBoard->SetStateString( "gameinfo_blue", va( common->GetLanguageDict()->GetString( "#str_11109" ), timeLimit) );
else
scoreBoard->SetStateString( "gameinfo_blue", "" );
}
// Set team scores
scoreBoard->SetStateInt( "red_team_score", GetFlagPoints( 0 ) );
scoreBoard->SetStateInt( "blue_team_score", GetFlagPoints( 1 ) );
// Handle flag status changed event
scoreBoard->HandleNamedEvent( "BlueFlagStatusChange" );
scoreBoard->HandleNamedEvent( "RedFlagStatusChange" );
scoreBoard->Redraw( gameLocal.time );
}
#endif
/*
================
idMultiplayerGame::GameTime
================
*/
const char *idMultiplayerGame::GameTime() {
static char buff[16];
int m, s, t, ms;
if ( gameState == COUNTDOWN ) {
ms = warmupEndTime - gameLocal.realClientTime;
s = ms / 1000 + 1;
if ( ms <= 0 ) {
strcpy( buff, "WMP --" );
} else {
sprintf( buff, "WMP %i", s );
}
} else {
int timeLimit = gameLocal.serverInfo.GetInt( "si_timeLimit" );
if ( timeLimit ) {
ms = ( timeLimit * 60000 ) - ( gameLocal.time - matchStartedTime );
} else {
ms = gameLocal.time - matchStartedTime;
}
if ( ms < 0 ) {
ms = 0;
}
s = ms / 1000;
m = s / 60;
s -= m * 60;
t = s / 10;
s -= t * 10;
sprintf( buff, "%i:%i%i", m, t, s );
}
return &buff[0];
}
/*
================
idMultiplayerGame::NumActualClients
================
*/
int idMultiplayerGame::NumActualClients( bool countSpectators, int *teamcounts ) {
idPlayer *p;
int c = 0;
if ( teamcounts ) {
teamcounts[ 0 ] = teamcounts[ 1 ] = 0;
}
for( int i = 0 ; i < gameLocal.numClients ; i++ ) {
idEntity *ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
p = static_cast< idPlayer * >( ent );
if ( countSpectators || CanPlay( p ) ) {
c++;
}
if ( teamcounts && CanPlay( p ) ) {
teamcounts[ p->team ]++;
}
}
return c;
}
/*
================
idMultiplayerGame::EnoughClientsToPlay
================
*/
bool idMultiplayerGame::EnoughClientsToPlay() {
int team[ 2 ];
int clients = NumActualClients( false, &team[ 0 ] );
if ( IsGametypeTeamBased() ) { /* CTF */
return clients >= 2 && team[ 0 ] && team[ 1 ];
} else {
return clients >= 2;
}
}
/*
================
idMultiplayerGame::AllPlayersReady
================
*/
bool idMultiplayerGame::AllPlayersReady() {
int i;
idEntity *ent;
idPlayer *p;
int team[ 2 ];
if ( NumActualClients( false, &team[ 0 ] ) <= 1 ) {
return false;
}
if ( IsGametypeTeamBased() ) { /* CTF */
if ( !team[ 0 ] || !team[ 1 ] ) {
return false;
}
}
if ( !gameLocal.serverInfo.GetBool( "si_warmup" ) ) {
return true;
}
for( i = 0; i < gameLocal.numClients; i++ ) {
if ( gameLocal.gameType == GAME_TOURNEY && i != currentTourneyPlayer[ 0 ] && i != currentTourneyPlayer[ 1 ] ) {
continue;
}
ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
p = static_cast< idPlayer * >( ent );
if ( CanPlay( p ) && !p->IsReady() ) {
return false;
}
team[ p->team ]++;
}
return true;
}
/*
================
idMultiplayerGame::FragLimitHit
return the winning player (team player)
if there is no FragLeader(), the game is tied and we return NULL
================
*/
idPlayer *idMultiplayerGame::FragLimitHit() {
int i;
int fragLimit = gameLocal.serverInfo.GetInt( "si_fragLimit" );
idPlayer *leader;
#ifdef CTF
if ( IsGametypeFlagBased() ) /* CTF */
return NULL;
#endif
leader = FragLeader();
if ( !leader ) {
return NULL;
}
if ( fragLimit <= 0 ) {
fragLimit = MP_PLAYER_MAXFRAGS;
}
if ( gameLocal.gameType == GAME_LASTMAN ) {
// we have a leader, check if any other players have frags left
assert( !static_cast< idPlayer * >( leader )->lastManOver );
for( i = 0 ; i < gameLocal.numClients ; i++ ) {
idEntity *ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
if ( !CanPlay( static_cast< idPlayer * >( ent ) ) ) {
continue;
}
if ( ent == leader ) {
continue;
}
if ( playerState[ ent->entityNumber ].fragCount > 0 ) {
return NULL;
}
}
// there is a leader, his score may even be negative, but no one else has frags left or is !lastManOver
return leader;
} else if ( IsGametypeTeamBased() ) { /* CTF */
if ( playerState[ leader->entityNumber ].teamFragCount >= fragLimit ) {
return leader;
}
} else {
if ( playerState[ leader->entityNumber ].fragCount >= fragLimit ) {
return leader;
}
}
return NULL;
}
/*
================
idMultiplayerGame::TimeLimitHit
================
*/
bool idMultiplayerGame::TimeLimitHit() {
int timeLimit = gameLocal.serverInfo.GetInt( "si_timeLimit" );
if ( timeLimit ) {
if ( gameLocal.time >= matchStartedTime + timeLimit * 60000 ) {
return true;
}
}
return false;
}
#ifdef CTF
/*
================
idMultiplayerGame::WinningTeam
return winning team
-1 if tied or no players
================
*/
int idMultiplayerGame::WinningTeam( void ) {
if ( teamPoints[0] > teamPoints[1] )
return 0;
if ( teamPoints[0] < teamPoints[1] )
return 1;
return -1;
}
/*
================
idMultiplayerGame::PointLimitHit
================
*/
bool idMultiplayerGame::PointLimitHit( void ) {
int pointLimit = gameLocal.serverInfo.GetInt( "si_fragLimit" );
// default to MP_CTF_MAXPOINTS if needed
if ( pointLimit > MP_CTF_MAXPOINTS )
pointLimit = MP_CTF_MAXPOINTS;
else if ( pointLimit <= 0 )
pointLimit = MP_CTF_MAXPOINTS;
if ( teamPoints[0] == teamPoints[1] )
return false;
if ( teamPoints[0] >= pointLimit ||
teamPoints[1] >= pointLimit )
return true;
return false;
}
#endif
/*
================
idMultiplayerGame::FragLeader
return the current winner ( or a player from the winning team )
NULL if even
================
*/
idPlayer *idMultiplayerGame::FragLeader( void ) {
int i;
int frags[ MAX_CLIENTS ];
idPlayer *leader = NULL;
idEntity *ent;
idPlayer *p;
int high = -9999;
int count = 0;
bool teamLead[ 2 ] = { false, false };
for ( i = 0 ; i < gameLocal.numClients ; i++ ) {
ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
if ( !CanPlay( static_cast< idPlayer * >( ent ) ) ) {
continue;
}
if ( gameLocal.gameType == GAME_TOURNEY && ent->entityNumber != currentTourneyPlayer[ 0 ] && ent->entityNumber != currentTourneyPlayer[ 1 ] ) {
continue;
}
if ( static_cast< idPlayer * >( ent )->lastManOver ) {
continue;
}
int fragc = ( IsGametypeTeamBased() ) ? playerState[i].teamFragCount : playerState[i].fragCount; /* CTF */
if ( fragc > high ) {
high = fragc;
}
frags[ i ] = fragc;
}
for ( i = 0; i < gameLocal.numClients; i++ ) {
ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
p = static_cast< idPlayer * >( ent );
p->SetLeader( false );
if ( !CanPlay( p ) ) {
continue;
}
if ( gameLocal.gameType == GAME_TOURNEY && ent->entityNumber != currentTourneyPlayer[ 0 ] && ent->entityNumber != currentTourneyPlayer[ 1 ] ) {
continue;
}
if ( p->lastManOver ) {
continue;
}
if ( p->spectating ) {
continue;
}
if ( frags[ i ] >= high ) {
leader = p;
count++;
p->SetLeader( true );
if ( IsGametypeTeamBased() ) { /* CTF */
teamLead[ p->team ] = true;
}
}
}
if ( !IsGametypeTeamBased() ) { /* CTF */
// more than one player at the highest frags
if ( count > 1 ) {
return NULL;
} else {
return leader;
}
} else {
if ( teamLead[ 0 ] && teamLead[ 1 ] ) {
// even game in team play
return NULL;
}
return leader;
}
}
/*
================
idGameLocal::UpdateWinsLosses
================
*/
void idMultiplayerGame::UpdateWinsLosses( idPlayer *winner ) {
if ( winner ) {
// run back through and update win/loss count
for( int i = 0; i < gameLocal.numClients; i++ ) {
idEntity *ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
idPlayer *player = static_cast<idPlayer *>(ent);
if ( IsGametypeTeamBased() ) { /* CTF */
if ( player == winner || ( player != winner && player->team == winner->team ) ) {
playerState[ i ].wins++;
PlayGlobalSound( player->entityNumber, SND_YOUWIN );
} else {
PlayGlobalSound( player->entityNumber, SND_YOULOSE );
}
} else if ( gameLocal.gameType == GAME_LASTMAN ) {
if ( player == winner ) {
playerState[ i ].wins++;
PlayGlobalSound( player->entityNumber, SND_YOUWIN );
} else if ( !player->wantSpectate ) {
PlayGlobalSound( player->entityNumber, SND_YOULOSE );
}
} else if ( gameLocal.gameType == GAME_TOURNEY ) {
if ( player == winner ) {
playerState[ i ].wins++;
PlayGlobalSound( player->entityNumber, SND_YOUWIN );
} else if ( i == currentTourneyPlayer[ 0 ] || i == currentTourneyPlayer[ 1 ] ) {
PlayGlobalSound( player->entityNumber, SND_YOULOSE );
}
} else {
if ( player == winner ) {
playerState[i].wins++;
PlayGlobalSound( player->entityNumber, SND_YOUWIN );
} else if ( !player->wantSpectate ) {
PlayGlobalSound( player->entityNumber, SND_YOULOSE );
}
}
}
}
#ifdef CTF
else if ( IsGametypeFlagBased() ) { /* CTF */
int winteam = WinningTeam();
if ( winteam != -1 ) // TODO : print a message telling it why the hell the game ended with no winning team?
for( int i = 0; i < gameLocal.numClients; i++ ) {
idEntity *ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
idPlayer *player = static_cast<idPlayer *>(ent);
if ( player->team == winteam ) {
PlayGlobalSound( player->entityNumber, SND_YOUWIN );
} else {
PlayGlobalSound( player->entityNumber, SND_YOULOSE );
}
}
}
#endif
if ( winner ) {
lastWinner = winner->entityNumber;
} else {
lastWinner = -1;
}
}
#ifdef CTF
/*
================
idMultiplayerGame::TeamScoreCTF
================
*/
void idMultiplayerGame::TeamScoreCTF( int team, int delta ) {
if ( team < 0 || team > 1 )
return;
teamPoints[team] += delta;
if ( gameState == GAMEON || gameState == SUDDENDEATH )
PrintMessageEvent( -1, MSG_SCOREUPDATE, teamPoints[0], teamPoints[1] );
}
/*
================
idMultiplayerGame::PlayerScoreCTF
================
*/
void idMultiplayerGame::PlayerScoreCTF( int playerIdx, int delta ) {
if ( playerIdx < 0 || playerIdx >= MAX_CLIENTS )
return;
playerState[ playerIdx ].fragCount += delta;
}
/*
================
idMultiplayerGame::GetFlagCarrier
================
*/
int idMultiplayerGame::GetFlagCarrier( int team ) {
int iFlagCarrier = -1;
for ( int i = 0; i < gameLocal.numClients; i++ ) {
idEntity * ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
idPlayer * player = static_cast<idPlayer *>( ent );
if ( player->team != team )
continue;
if ( player->carryingFlag ) {
if ( iFlagCarrier != -1 )
gameLocal.Warning( "BUG: more than one flag carrier on %s team", team == 0 ? "red" : "blue" );
iFlagCarrier = i;
}
}
return iFlagCarrier;
}
#endif
/*
================
idMultiplayerGame::TeamScore
================
*/
void idMultiplayerGame::TeamScore( int entityNumber, int team, int delta ) {
playerState[ entityNumber ].fragCount += delta;
for( int i = 0 ; i < gameLocal.numClients ; i++ ) {
idEntity *ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
idPlayer *player = static_cast<idPlayer *>(ent);
if ( player->team == team ) {
playerState[ player->entityNumber ].teamFragCount += delta;
}
}
}
/*
================
idMultiplayerGame::PlayerDeath
================
*/
void idMultiplayerGame::PlayerDeath( idPlayer *dead, idPlayer *killer, bool telefrag ) {
// don't do PrintMessageEvent and shit
assert( !gameLocal.isClient );
if ( killer ) {
if ( gameLocal.gameType == GAME_LASTMAN ) {
playerState[ dead->entityNumber ].fragCount--;
} else if ( IsGametypeTeamBased() ) { /* CTF */
if ( killer == dead || killer->team == dead->team ) {
// suicide or teamkill
TeamScore( killer->entityNumber, killer->team, -1 );
} else {
TeamScore( killer->entityNumber, killer->team, +1 );
}
} else {
playerState[ killer->entityNumber ].fragCount += ( killer == dead ) ? -1 : 1;
}
}
if ( killer && killer == dead ) {
PrintMessageEvent( -1, MSG_SUICIDE, dead->entityNumber );
} else if ( killer ) {
if ( telefrag ) {
PrintMessageEvent( -1, MSG_TELEFRAGGED, dead->entityNumber, killer->entityNumber );
} else if ( IsGametypeTeamBased() && dead->team == killer->team ) { /* CTF */
PrintMessageEvent( -1, MSG_KILLEDTEAM, dead->entityNumber, killer->entityNumber );
} else {
PrintMessageEvent( -1, MSG_KILLED, dead->entityNumber, killer->entityNumber );
}
} else {
PrintMessageEvent( -1, MSG_DIED, dead->entityNumber );
playerState[ dead->entityNumber ].fragCount--;
}
}
/*
================
idMultiplayerGame::PlayerStats
================
*/
void idMultiplayerGame::PlayerStats( int clientNum, char *data, const int len ) {
idEntity *ent;
int team;
*data = 0;
// make sure we don't exceed the client list
if ( clientNum < 0 || clientNum > gameLocal.numClients ) {
return;
}
// find which team this player is on
ent = gameLocal.entities[ clientNum ];
if ( ent && ent->IsType( idPlayer::Type ) ) {
team = static_cast< idPlayer * >(ent)->team;
} else {
return;
}
idStr::snPrintf( data, len, "team=%d score=%ld tks=%ld", team, playerState[ clientNum ].fragCount, playerState[ clientNum ].teamFragCount );
return;
}
/*
================
idMultiplayerGame::PlayerVote
================
*/
void idMultiplayerGame::PlayerVote( int clientNum, playerVote_t vote ) {
playerState[ clientNum ].vote = vote;
}
/*
================
idMultiplayerGame::DumpTourneyLine
================
*/
void idMultiplayerGame::DumpTourneyLine( void ) {
int i;
for ( i = 0; i < gameLocal.numClients; i++ ) {
if ( gameLocal.entities[ i ] && gameLocal.entities[ i ]->IsType( idPlayer::Type ) ) {
common->Printf( "client %d: rank %d\n", i, static_cast< idPlayer * >( gameLocal.entities[ i ] )->tourneyRank );
}
}
}
/*
================
idMultiplayerGame::NewState
================
*/
void idMultiplayerGame::NewState( gameState_t news, idPlayer *player ) {
idBitMsg outMsg;
byte msgBuf[MAX_GAME_MESSAGE_SIZE];
int i;
assert( news != gameState );
assert( !gameLocal.isClient );
gameLocal.DPrintf( "%s -> %s\n", GameStateStrings[ gameState ], GameStateStrings[ news ] );
switch( news ) {
case GAMEON: {
gameLocal.LocalMapRestart();
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_RESTART );
outMsg.WriteBits( 0, 1 );
networkSystem->ServerSendReliableMessage( -1, outMsg );
#ifdef CTF
teamPoints[0] = 0;
teamPoints[1] = 0;
ClearHUDStatus();
#endif
PlayGlobalSound( -1, SND_FIGHT );
matchStartedTime = gameLocal.time;
fragLimitTimeout = 0;
for( i = 0; i < gameLocal.numClients; i++ ) {
idEntity *ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
idPlayer *p = static_cast<idPlayer *>( ent );
p->SetLeader( false ); // don't carry the flag from previous games
if ( gameLocal.gameType == GAME_TOURNEY && currentTourneyPlayer[ 0 ] != i && currentTourneyPlayer[ 1 ] != i ) {
p->ServerSpectate( true );
p->tourneyRank++;
} else {
int fragLimit = gameLocal.serverInfo.GetInt( "si_fragLimit" );
int startingCount = ( gameLocal.gameType == GAME_LASTMAN ) ? fragLimit : 0;
playerState[ i ].fragCount = startingCount;
playerState[ i ].teamFragCount = startingCount;
if ( !static_cast<idPlayer *>(ent)->wantSpectate ) {
static_cast<idPlayer *>(ent)->ServerSpectate( false );
if ( gameLocal.gameType == GAME_TOURNEY ) {
p->tourneyRank = 0;
}
}
}
if ( CanPlay( p ) ) {
p->lastManPresent = true;
} else {
p->lastManPresent = false;
}
}
cvarSystem->SetCVarString( "ui_ready", "Not Ready" );
switchThrottle[ 1 ] = 0; // passby the throttle
startFragLimit = gameLocal.serverInfo.GetInt( "si_fragLimit" );
break;
}
case GAMEREVIEW: {
#ifdef CTF
SetFlagMsg( false );
#endif
nextState = INACTIVE; // used to abort a game. cancel out any upcoming state change
// set all players not ready and spectating
for( i = 0; i < gameLocal.numClients; i++ ) {
idEntity *ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
static_cast< idPlayer *>( ent )->forcedReady = false;
static_cast<idPlayer *>(ent)->ServerSpectate( true );
}
UpdateWinsLosses( player );
#ifdef CTF
SetFlagMsg( true );
#endif
break;
}
case SUDDENDEATH: {
PrintMessageEvent( -1, MSG_SUDDENDEATH );
PlayGlobalSound( -1, SND_SUDDENDEATH );
break;
}
case COUNTDOWN: {
idBitMsg outMsg;
byte msgBuf[ 128 ];
warmupEndTime = gameLocal.time + 1000*cvarSystem->GetCVarInteger( "g_countDown" );
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_WARMUPTIME );
outMsg.WriteLong( warmupEndTime );
networkSystem->ServerSendReliableMessage( -1, outMsg );
break;
}
#ifdef CTF
case WARMUP: {
teamPoints[0] = 0;
teamPoints[1] = 0;
if ( IsGametypeFlagBased() ) {
// reset player scores to zero, only required for CTF
for( i = 0; i < gameLocal.numClients; i++ ) {
idEntity *ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
playerState[ i ].fragCount = 0;
}
}
}
#endif
default:
break;
}
gameState = news;
}
/*
================
idMultiplayerGame::FillTourneySlots
NOTE: called each frame during warmup to keep the tourney slots filled
================
*/
void idMultiplayerGame::FillTourneySlots( ) {
int i, j, rankmax, rankmaxindex;
idEntity *ent;
idPlayer *p;
// fill up the slots based on tourney ranks
for ( i = 0; i < 2; i++ ) {
if ( currentTourneyPlayer[ i ] != -1 ) {
continue;
}
rankmax = -1;
rankmaxindex = -1;
for ( j = 0; j < gameLocal.numClients; j++ ) {
ent = gameLocal.entities[ j ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
if ( currentTourneyPlayer[ 0 ] == j || currentTourneyPlayer[ 1 ] == j ) {
continue;
}
p = static_cast< idPlayer * >( ent );
if ( p->wantSpectate ) {
continue;
}
if ( p->tourneyRank >= rankmax ) {
// when ranks are equal, use time in game
if ( p->tourneyRank == rankmax ) {
assert( rankmaxindex >= 0 );
if ( p->spawnedTime > static_cast< idPlayer * >( gameLocal.entities[ rankmaxindex ] )->spawnedTime ) {
continue;
}
}
rankmax = static_cast< idPlayer * >( ent )->tourneyRank;
rankmaxindex = j;
}
}
currentTourneyPlayer[ i ] = rankmaxindex; // may be -1 if we found nothing
}
}
/*
================
idMultiplayerGame::UpdateTourneyLine
we manipulate tourneyRank on player entities for internal ranking. it's easier to deal with.
but we need a real wait list to be synced down to clients for GUI
ignore current players, ignore wantSpectate
================
*/
void idMultiplayerGame::UpdateTourneyLine( void ) {
int i, j, imax, max, globalmax = -1;
idPlayer *p;
assert( !gameLocal.isClient );
if ( gameLocal.gameType != GAME_TOURNEY ) {
return;
}
for ( j = 1; j <= gameLocal.numClients; j++ ) {
max = -1; imax = -1;
for ( i = 0; i < gameLocal.numClients; i++ ) {
if ( currentTourneyPlayer[ 0 ] == i || currentTourneyPlayer[ 1 ] == i ) {
continue;
}
p = static_cast< idPlayer * >( gameLocal.entities[ i ] );
if ( !p || p->wantSpectate ) {
continue;
}
if ( p->tourneyRank > max && ( globalmax == -1 || p->tourneyRank < globalmax ) ) {
imax = i;
max = p->tourneyRank;
}
}
if ( imax == -1 ) {
break;
}
idBitMsg outMsg;
byte msgBuf[1024];
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_TOURNEYLINE );
outMsg.WriteByte( j );
networkSystem->ServerSendReliableMessage( imax, outMsg );
globalmax = max;
}
}
/*
================
idMultiplayerGame::CycleTourneyPlayers
================
*/
void idMultiplayerGame::CycleTourneyPlayers( ) {
int i;
idEntity *ent;
idPlayer *player;
currentTourneyPlayer[ 0 ] = -1;
currentTourneyPlayer[ 1 ] = -1;
// if any, winner from last round will play again
if ( lastWinner != -1 ) {
idEntity *ent = gameLocal.entities[ lastWinner ];
if ( ent && ent->IsType( idPlayer::Type ) ) {
currentTourneyPlayer[ 0 ] = lastWinner;
}
}
FillTourneySlots( );
// force selected players in/out of the game and update the ranks
for ( i = 0 ; i < gameLocal.numClients ; i++ ) {
if ( currentTourneyPlayer[ 0 ] == i || currentTourneyPlayer[ 1 ] == i ) {
player = static_cast<idPlayer *>( gameLocal.entities[ i ] );
player->ServerSpectate( false );
} else {
ent = gameLocal.entities[ i ];
if ( ent && ent->IsType( idPlayer::Type ) ) {
player = static_cast<idPlayer *>( gameLocal.entities[ i ] );
player->ServerSpectate( true );
}
}
}
UpdateTourneyLine();
}
/*
================
idMultiplayerGame::ExecuteVote
the votes are checked for validity/relevance before they are started
we assume that they are still legit when reaching here
================
*/
void idMultiplayerGame::ExecuteVote( void ) {
bool needRestart;
switch ( vote ) {
case VOTE_RESTART:
gameLocal.MapRestart();
break;
case VOTE_TIMELIMIT:
si_timeLimit.SetInteger( atoi( voteValue ) );
#ifdef _D3XP
needRestart = gameLocal.NeedRestart();
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "rescanSI" );
if ( needRestart ) {
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "nextMap" );
}
#endif
break;
case VOTE_FRAGLIMIT:
si_fragLimit.SetInteger( atoi( voteValue ) );
#ifdef _D3XP
needRestart = gameLocal.NeedRestart();
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "rescanSI" );
if ( needRestart ) {
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "nextMap" );
}
#endif
break;
case VOTE_GAMETYPE:
si_gameType.SetString( voteValue );
gameLocal.MapRestart();
break;
case VOTE_KICK:
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "kick %s", voteValue.c_str() ) );
break;
case VOTE_MAP:
si_map.SetString( voteValue );
gameLocal.MapRestart();
break;
case VOTE_SPECTATORS:
si_spectators.SetBool( !si_spectators.GetBool() );
#ifdef _D3XP
needRestart = gameLocal.NeedRestart();
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "rescanSI" );
if ( needRestart ) {
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "nextMap" );
}
#endif
break;
case VOTE_NEXTMAP:
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "serverNextMap\n" );
break;
}
}
/*
================
idMultiplayerGame::CheckVote
================
*/
void idMultiplayerGame::CheckVote( void ) {
int numVoters, i;
if ( vote == VOTE_NONE ) {
return;
}
if ( voteExecTime ) {
if ( gameLocal.time > voteExecTime ) {
voteExecTime = 0;
ClientUpdateVote( VOTE_RESET, 0, 0 );
ExecuteVote();
vote = VOTE_NONE;
}
return;
}
// count voting players
numVoters = 0;
for ( i = 0; i < gameLocal.numClients; i++ ) {
idEntity *ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
if ( playerState[ i ].vote != PLAYER_VOTE_NONE ) {
numVoters++;
}
}
if ( !numVoters ) {
// abort
vote = VOTE_NONE;
ClientUpdateVote( VOTE_ABORTED, yesVotes, noVotes );
return;
}
if ( yesVotes / numVoters > 0.5f ) {
ClientUpdateVote( VOTE_PASSED, yesVotes, noVotes );
voteExecTime = gameLocal.time + 2000;
return;
}
if ( gameLocal.time > voteTimeOut || noVotes / numVoters >= 0.5f ) {
ClientUpdateVote( VOTE_FAILED, yesVotes, noVotes );
vote = VOTE_NONE;
return;
}
}
/*
================
idMultiplayerGame::Warmup
================
*/
bool idMultiplayerGame::Warmup() {
return ( gameState == WARMUP );
}
/*
================
idMultiplayerGame::Run
================
*/
void idMultiplayerGame::Run() {
int i, timeLeft;
idPlayer *player;
int gameReviewPause;
assert( gameLocal.isMultiplayer );
assert( !gameLocal.isClient );
pureReady = true;
if ( gameState == INACTIVE ) {
lastGameType = gameLocal.gameType;
NewState( WARMUP );
}
CheckVote();
CheckRespawns();
if ( nextState != INACTIVE && gameLocal.time > nextStateSwitch ) {
NewState( nextState );
nextState = INACTIVE;
}
// don't update the ping every frame to save bandwidth
if ( gameLocal.time > pingUpdateTime ) {
for ( i = 0; i < gameLocal.numClients; i++ ) {
playerState[i].ping = networkSystem->ServerGetClientPing( i );
}
pingUpdateTime = gameLocal.time + 1000;
}
warmupText = "";
switch( gameState ) {
case GAMEREVIEW: {
if ( nextState == INACTIVE ) {
gameReviewPause = cvarSystem->GetCVarInteger( "g_gameReviewPause" );
nextState = NEXTGAME;
nextStateSwitch = gameLocal.time + 1000 * gameReviewPause;
}
break;
}
case NEXTGAME: {
if ( nextState == INACTIVE ) {
// game rotation, new map, gametype etc.
if ( gameLocal.NextMap() ) {
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "serverMapRestart\n" );
return;
}
#ifdef CTF
// make sure flags are returned
if ( IsGametypeFlagBased() ) {
idItemTeam * flag;
flag = GetTeamFlag( 0 );
if ( flag ) {
flag->Return();
}
flag = GetTeamFlag( 1 );
if ( flag ) {
flag->Return();
}
}
#endif
NewState( WARMUP );
if ( gameLocal.gameType == GAME_TOURNEY ) {
CycleTourneyPlayers();
}
// put everyone back in from endgame spectate
for ( i = 0; i < gameLocal.numClients; i++ ) {
idEntity *ent = gameLocal.entities[ i ];
if ( ent && ent->IsType( idPlayer::Type ) ) {
if ( !static_cast< idPlayer * >( ent )->wantSpectate ) {
CheckRespawns( static_cast<idPlayer *>( ent ) );
}
}
}
}
break;
}
case WARMUP: {
if ( AllPlayersReady() ) {
NewState( COUNTDOWN );
nextState = GAMEON;
nextStateSwitch = gameLocal.time + 1000 * cvarSystem->GetCVarInteger( "g_countDown" );
}
warmupText = "Warming up.. waiting for players to get ready";
one = two = three = false;
break;
}
case COUNTDOWN: {
timeLeft = ( nextStateSwitch - gameLocal.time ) / 1000 + 1;
if ( timeLeft == 3 && !three ) {
PlayGlobalSound( -1, SND_THREE );
three = true;
} else if ( timeLeft == 2 && !two ) {
PlayGlobalSound( -1, SND_TWO );
two = true;
} else if ( timeLeft == 1 && !one ) {
PlayGlobalSound( -1, SND_ONE );
one = true;
}
warmupText = va( "Match starts in %i", timeLeft );
break;
}
case GAMEON: {
#ifdef CTF
if ( IsGametypeFlagBased() ) { /* CTF */
// totally different logic branch for CTF
if ( PointLimitHit() ) {
int team = WinningTeam();
assert( team != -1 );
NewState( GAMEREVIEW, NULL );
PrintMessageEvent( -1, MSG_POINTLIMIT, team );
} else if ( TimeLimitHit() ) {
int team = WinningTeam();
if ( EnoughClientsToPlay() && team == -1 ) {
NewState( SUDDENDEATH );
} else {
NewState( GAMEREVIEW, NULL );
PrintMessageEvent( -1, MSG_TIMELIMIT );
}
}
break;
}
#endif
player = FragLimitHit();
if ( player ) {
// delay between detecting frag limit and ending game. let the death anims play
if ( !fragLimitTimeout ) {
common->DPrintf( "enter FragLimit timeout, player %d is leader\n", player->entityNumber );
fragLimitTimeout = gameLocal.time + FRAGLIMIT_DELAY;
}
if ( gameLocal.time > fragLimitTimeout ) {
NewState( GAMEREVIEW, player );
PrintMessageEvent( -1, MSG_FRAGLIMIT, player->entityNumber );
}
} else {
if ( fragLimitTimeout ) {
// frag limit was hit and cancelled. means the two teams got even during FRAGLIMIT_DELAY
// enter sudden death, the next frag leader will win
SuddenRespawn();
PrintMessageEvent( -1, MSG_HOLYSHIT );
fragLimitTimeout = 0;
NewState( SUDDENDEATH );
} else if ( TimeLimitHit() ) {
player = FragLeader();
if ( !player ) {
NewState( SUDDENDEATH );
} else {
NewState( GAMEREVIEW, player );
PrintMessageEvent( -1, MSG_TIMELIMIT );
}
}
}
break;
}
case SUDDENDEATH: {
#ifdef CTF
if ( IsGametypeFlagBased() ) { /* CTF */
int team = WinningTeam();
if ( team != -1 ) {
// TODO : implement pointLimitTimeout
NewState( GAMEREVIEW, NULL );
PrintMessageEvent( -1, MSG_POINTLIMIT, team );
}
break;
}
#endif
player = FragLeader();
if ( player ) {
if ( !fragLimitTimeout ) {
common->DPrintf( "enter sudden death FragLeader timeout, player %d is leader\n", player->entityNumber );
fragLimitTimeout = gameLocal.time + FRAGLIMIT_DELAY;
}
if ( gameLocal.time > fragLimitTimeout ) {
NewState( GAMEREVIEW, player );
PrintMessageEvent( -1, MSG_FRAGLIMIT, player->entityNumber );
}
} else if ( fragLimitTimeout ) {
SuddenRespawn();
PrintMessageEvent( -1, MSG_HOLYSHIT );
fragLimitTimeout = 0;
}
break;
}
}
}
/*
================
idMultiplayerGame::UpdateMainGui
================
*/
void idMultiplayerGame::UpdateMainGui( void ) {
int i;
mainGui->SetStateInt( "readyon", gameState == WARMUP ? 1 : 0 );
mainGui->SetStateInt( "readyoff", gameState != WARMUP ? 1 : 0 );
idStr strReady = cvarSystem->GetCVarString( "ui_ready" );
if ( strReady.Icmp( "ready") == 0 ){
strReady = common->GetLanguageDict()->GetString( "#str_04248" );
} else {
strReady = common->GetLanguageDict()->GetString( "#str_04247" );
}
mainGui->SetStateString( "ui_ready", strReady );
mainGui->SetStateInt( "teamon", IsGametypeTeamBased() ? 1 : 0 ); /* CTF */
mainGui->SetStateInt( "teamoff", (!IsGametypeTeamBased()) ? 1 : 0 ); /* CTF */
if ( IsGametypeTeamBased() ) {
idPlayer *p = gameLocal.GetClientByNum( gameLocal.localClientNum );
if ( p ) {
mainGui->SetStateInt( "team", p->team );
}
else {
mainGui->SetStateInt( "team", 0 );
}
}
// setup vote
mainGui->SetStateInt( "voteon", ( vote != VOTE_NONE && !voted ) ? 1 : 0 );
mainGui->SetStateInt( "voteoff", ( vote != VOTE_NONE && !voted ) ? 0 : 1 );
// last man hack
mainGui->SetStateInt( "isLastMan", gameLocal.gameType == GAME_LASTMAN ? 1 : 0 );
// send the current serverinfo values
for ( i = 0; i < gameLocal.serverInfo.GetNumKeyVals(); i++ ) {
const idKeyValue *keyval = gameLocal.serverInfo.GetKeyVal( i );
mainGui->SetStateString( keyval->GetKey(), keyval->GetValue() );
}
mainGui->StateChanged( gameLocal.time );
#if defined( __linux__ )
// replacing the oh-so-useful s_reverse with sound backend prompt
mainGui->SetStateString( "driver_prompt", "1" );
#else
mainGui->SetStateString( "driver_prompt", "0" );
#endif
}
/*
================
idMultiplayerGame::StartMenu
================
*/
idUserInterface* idMultiplayerGame::StartMenu( void ) {
if ( mainGui == NULL ) {
return NULL;
}
int i, j;
if ( currentMenu ) {
currentMenu = 0;
cvarSystem->SetCVarBool( "ui_chat", false );
} else {
if ( nextMenu >= 2 ) {
currentMenu = nextMenu;
} else {
// for default and explicit
currentMenu = 1;
}
cvarSystem->SetCVarBool( "ui_chat", true );
}
nextMenu = 0;
gameLocal.sessionCommand = ""; // in case we used "game_startMenu" to trigger the menu
if ( currentMenu == 1 ) {
UpdateMainGui();
// UpdateMainGui sets most things, but it doesn't set these because
// it'd be pointless and/or harmful to set them every frame (for various reasons)
// Currenty the gui doesn't update properly if they change anyway, so we'll leave it like this.
// setup callvote
if ( vote == VOTE_NONE ) {
bool callvote_ok = false;
for ( i = 0; i < VOTE_COUNT; i++ ) {
// flag on means vote is denied, so default value 0 means all votes and -1 disables
mainGui->SetStateInt( va( "vote%d", i ), g_voteFlags.GetInteger() & ( 1 << i ) ? 0 : 1 );
if ( !( g_voteFlags.GetInteger() & ( 1 << i ) ) ) {
callvote_ok = true;
}
}
mainGui->SetStateInt( "callvote", callvote_ok );
} else {
mainGui->SetStateInt( "callvote", 2 );
}
// player kick data
idStr kickList;
j = 0;
for ( i = 0; i < gameLocal.numClients; i++ ) {
if ( gameLocal.entities[ i ] && gameLocal.entities[ i ]->IsType( idPlayer::Type ) ) {
if ( kickList.Length() ) {
kickList += ";";
}
kickList += va( "\"%d - %s\"", i, gameLocal.userInfo[ i ].GetString( "ui_name" ) );
kickVoteMap[ j ] = i;
j++;
}
}
mainGui->SetStateString( "kickChoices", kickList );
#ifdef CTF
const char *gametype = gameLocal.serverInfo.GetString( "si_gameType" );
const char *map = gameLocal.serverInfo.GetString( "si_map" ); // what if server changes this strings while user in UI?
int num = declManager->GetNumDecls( DECL_MAPDEF );
for ( i = 0; i < num; i++ ) {
const idDeclEntityDef *mapDef = static_cast<const idDeclEntityDef *>( declManager->DeclByIndex( DECL_MAPDEF, i ) );
if ( mapDef && idStr::Icmp( mapDef->GetName(), map ) == 0 && mapDef->dict.GetBool( gametype ) ) {
int k = 0;
idStr gametypeList;
for ( j = 0; si_gameTypeArgs[ j ]; j++ ) {
if ( mapDef->dict.GetBool( si_gameTypeArgs[ j ] ) ) {
if ( gametypeList.Length() ) {
gametypeList += ";";
}
gametypeList += va( "%s", si_gameTypeArgs[ j ] );
gameTypeVoteMap[ k ] = si_gameTypeArgs[ j ];
k++;
}
}
mainGui->SetStateString( "gametypeChoices", gametypeList );
break;
}
}
#endif
mainGui->SetStateString( "chattext", "" );
mainGui->Activate( true, gameLocal.time );
return mainGui;
} else if ( currentMenu == 2 ) {
// the setup is done in MessageMode
msgmodeGui->Activate( true, gameLocal.time );
cvarSystem->SetCVarBool( "ui_chat", true );
return msgmodeGui;
}
return NULL;
}
/*
================
idMultiplayerGame::DisableMenu
================
*/
void idMultiplayerGame::DisableMenu( void ) {
gameLocal.sessionCommand = ""; // in case we used "game_startMenu" to trigger the menu
if ( currentMenu == 1 ) {
mainGui->Activate( false, gameLocal.time );
} else if ( currentMenu == 2 ) {
msgmodeGui->Activate( false, gameLocal.time );
}
currentMenu = 0;
nextMenu = 0;
cvarSystem->SetCVarBool( "ui_chat", false );
}
/*
================
idMultiplayerGame::SetMapShot
================
*/
void idMultiplayerGame::SetMapShot( void ) {
char screenshot[ MAX_STRING_CHARS ];
int mapNum = mapList->GetSelection( NULL, 0 );
const idDict *dict = NULL;
if ( mapNum >= 0 ) {
dict = fileSystem->GetMapDecl( mapNum );
}
fileSystem->FindMapScreenshot( dict ? dict->GetString( "path" ) : "", screenshot, MAX_STRING_CHARS );
mainGui->SetStateString( "current_levelshot", screenshot );
}
/*
================
idMultiplayerGame::HandleGuiCommands
================
*/
const char* idMultiplayerGame::HandleGuiCommands( const char *_menuCommand ) {
idUserInterface *currentGui;
const char *voteValue;
int vote_clientNum;
int icmd;
idCmdArgs args;
if ( !_menuCommand[ 0 ] ) {
common->Printf( "idMultiplayerGame::HandleGuiCommands: empty command\n" );
return "continue";
}
assert( currentMenu );
if ( currentMenu == 1 ) {
currentGui = mainGui;
} else {
currentGui = msgmodeGui;
}
args.TokenizeString( _menuCommand, false );
for( icmd = 0; icmd < args.Argc(); ) {
const char *cmd = args.Argv( icmd++ );
if ( !idStr::Icmp( cmd, ";" ) ) {
continue;
} else if ( !idStr::Icmp( cmd, "video" ) ) {
idStr vcmd;
if ( args.Argc() - icmd >= 1 ) {
vcmd = args.Argv( icmd++ );
}
int oldSpec = cvarSystem->GetCVarInteger( "com_machineSpec" );
if ( idStr::Icmp( vcmd, "low" ) == 0 ) {
cvarSystem->SetCVarInteger( "com_machineSpec", 0 );
} else if ( idStr::Icmp( vcmd, "medium" ) == 0 ) {
cvarSystem->SetCVarInteger( "com_machineSpec", 1 );
} else if ( idStr::Icmp( vcmd, "high" ) == 0 ) {
cvarSystem->SetCVarInteger( "com_machineSpec", 2 );
} else if ( idStr::Icmp( vcmd, "ultra" ) == 0 ) {
cvarSystem->SetCVarInteger( "com_machineSpec", 3 );
} else if ( idStr::Icmp( vcmd, "recommended" ) == 0 ) {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "setMachineSpec\n" );
}
if ( oldSpec != cvarSystem->GetCVarInteger( "com_machineSpec" ) ) {
currentGui->SetStateInt( "com_machineSpec", cvarSystem->GetCVarInteger( "com_machineSpec" ) );
currentGui->StateChanged( gameLocal.realClientTime );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "execMachineSpec\n" );
}
if ( idStr::Icmp( vcmd, "restart" ) == 0) {
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "vid_restart\n" );
}
continue;
} else if ( !idStr::Icmp( cmd, "play" ) ) {
if ( args.Argc() - icmd >= 1 ) {
idStr snd = args.Argv( icmd++ );
int channel = 1;
if ( snd.Length() == 1 ) {
channel = atoi( snd );
snd = args.Argv( icmd++ );
}
gameSoundWorld->PlayShaderDirectly( snd, channel );
}
continue;
} else if ( !idStr::Icmp( cmd, "mpSkin" ) ) {
idStr skin;
if ( args.Argc() - icmd >= 1 ) {
skin = args.Argv( icmd++ );
cvarSystem->SetCVarString( "ui_skin", skin );
}
SetMenuSkin();
continue;
} else if ( !idStr::Icmp( cmd, "quit" ) ) {
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "quit\n" );
return NULL;
} else if ( !idStr::Icmp( cmd, "disconnect" ) ) {
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "disconnect\n" );
return NULL;
} else if ( !idStr::Icmp( cmd, "close" ) ) {
DisableMenu( );
return NULL;
} else if ( !idStr::Icmp( cmd, "spectate" ) ) {
ToggleSpectate();
DisableMenu( );
return NULL;
} else if ( !idStr::Icmp( cmd, "chatmessage" ) ) {
int mode = currentGui->State().GetInt( "messagemode" );
if ( mode ) {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "sayTeam \"%s\"", currentGui->State().GetString( "chattext" ) ) );
} else {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "say \"%s\"", currentGui->State().GetString( "chattext" ) ) );
}
currentGui->SetStateString( "chattext", "" );
if ( currentMenu == 1 ) {
return "continue";
} else {
DisableMenu();
return NULL;
}
} else if ( !idStr::Icmp( cmd, "readytoggle" ) ) {
ToggleReady( );
DisableMenu( );
return NULL;
} else if ( !idStr::Icmp( cmd, "teamtoggle" ) ) {
ToggleTeam( );
DisableMenu( );
return NULL;
} else if ( !idStr::Icmp( cmd, "callVote" ) ) {
vote_flags_t voteIndex = (vote_flags_t)mainGui->State().GetInt( "voteIndex" );
if ( voteIndex == VOTE_MAP ) {
int mapNum = mapList->GetSelection( NULL, 0 );
if ( mapNum >= 0 ) {
const idDict *dict = fileSystem->GetMapDecl( mapNum );
if ( dict ) {
ClientCallVote( VOTE_MAP, dict->GetString( "path" ) );
}
}
} else {
voteValue = mainGui->State().GetString( "str_voteValue" );
if ( voteIndex == VOTE_KICK ) {
vote_clientNum = kickVoteMap[ atoi( voteValue ) ];
ClientCallVote( voteIndex, va( "%d", vote_clientNum ) );
#ifdef CTF
} else if ( voteIndex == VOTE_GAMETYPE ) {
// send the actual gametype index, not an index in the choice list
int i;
for ( i = 0; si_gameTypeArgs[i]; i++ ) {
if ( !idStr::Icmp( gameTypeVoteMap[ atoi( voteValue ) ], si_gameTypeArgs[i] ) ) {
ClientCallVote( voteIndex, va( "%d", i ) );
break;
}
}
#endif
} else {
ClientCallVote( voteIndex, voteValue );
}
}
DisableMenu();
return NULL;
} else if ( !idStr::Icmp( cmd, "voteyes" ) ) {
CastVote( gameLocal.localClientNum, true );
DisableMenu();
return NULL;
} else if ( !idStr::Icmp( cmd, "voteno" ) ) {
CastVote( gameLocal.localClientNum, false );
DisableMenu();
return NULL;
} else if ( !idStr::Icmp( cmd, "bind" ) ) {
if ( args.Argc() - icmd >= 2 ) {
idStr key = args.Argv( icmd++ );
idStr bind = args.Argv( icmd++ );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "bindunbindtwo \"%s\" \"%s\"", key.c_str(), bind.c_str() ) );
mainGui->SetKeyBindingNames();
}
continue;
} else if ( !idStr::Icmp( cmd, "clearbind" ) ) {
if ( args.Argc() - icmd >= 1 ) {
idStr bind = args.Argv( icmd++ );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "unbind \"%s\"", bind.c_str() ) );
mainGui->SetKeyBindingNames();
}
continue;
} else if ( !idStr::Icmp( cmd, "MAPScan" ) ) {
const char *gametype = gameLocal.serverInfo.GetString( "si_gameType" );
if ( gametype == NULL || *gametype == 0 || idStr::Icmp( gametype, "singleplayer" ) == 0 ) {
gametype = "Deathmatch";
}
int i, num;
idStr si_map = gameLocal.serverInfo.GetString("si_map");
const idDict *dict;
mapList->Clear();
mapList->SetSelection( -1 );
num = fileSystem->GetNumMaps();
for ( i = 0; i < num; i++ ) {
dict = fileSystem->GetMapDecl( i );
if ( dict ) {
// any MP gametype supported
bool isMP = false;
int igt = GAME_SP + 1;
while ( si_gameTypeArgs[ igt ] ) {
if ( dict->GetBool( si_gameTypeArgs[ igt ] ) ) {
isMP = true;
break;
}
igt++;
}
if ( isMP ) {
const char *mapName = dict->GetString( "name" );
if ( mapName[0] == '\0' ) {
mapName = dict->GetString( "path" );
}
mapName = common->GetLanguageDict()->GetString( mapName );
mapList->Add( i, mapName );
if ( !si_map.Icmp( dict->GetString( "path" ) ) ) {
mapList->SetSelection( mapList->Num() - 1 );
}
}
}
}
// set the current level shot
SetMapShot( );
return "continue";
} else if ( !idStr::Icmp( cmd, "click_maplist" ) ) {
SetMapShot( );
return "continue";
} else if ( strstr( cmd, "sound" ) == cmd ) {
// pass that back to the core, will know what to do with it
return _menuCommand;
}
common->Printf( "idMultiplayerGame::HandleGuiCommands: '%s' unknown\n", cmd );
}
return "continue";
}
/*
================
idMultiplayerGame::Draw
================
*/
bool idMultiplayerGame::Draw( int clientNum ) {
idPlayer *player, *viewPlayer;
// clear the render entities for any players that don't need
// icons and which might not be thinking because they weren't in
// the last snapshot.
for ( int i = 0; i < gameLocal.numClients; i++ ) {
player = static_cast<idPlayer *>( gameLocal.entities[ i ] );
if ( player && !player->NeedsIcon() ) {
player->HidePlayerIcons();
}
}
player = viewPlayer = static_cast<idPlayer *>( gameLocal.entities[ clientNum ] );
if ( player == NULL ) {
return false;
}
if ( player->spectating ) {
viewPlayer = static_cast<idPlayer *>( gameLocal.entities[ player->spectator ] );
if ( viewPlayer == NULL ) {
return false;
}
}
UpdatePlayerRanks();
UpdateHud( viewPlayer, player->hud );
// use the hud of the local player
viewPlayer->playerView.RenderPlayerView( player->hud );
if ( currentMenu ) {
#if 0
// uncomment this if you want to track when players are in a menu
if ( !bCurrentMenuMsg ) {
idBitMsg outMsg;
byte msgBuf[ 128 ];
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_MENU );
outMsg.WriteBits( 1, 1 );
networkSystem->ClientSendReliableMessage( outMsg );
bCurrentMenuMsg = true;
}
#endif
if ( player->wantSpectate ) {
mainGui->SetStateString( "spectext", common->GetLanguageDict()->GetString( "#str_04249" ) );
} else {
mainGui->SetStateString( "spectext", common->GetLanguageDict()->GetString( "#str_04250" ) );
}
DrawChat();
if ( currentMenu == 1 ) {
UpdateMainGui();
mainGui->Redraw( gameLocal.time );
} else {
msgmodeGui->Redraw( gameLocal.time );
}
} else {
#if 0
// uncomment this if you want to track when players are in a menu
if ( bCurrentMenuMsg ) {
idBitMsg outMsg;
byte msgBuf[ 128 ];
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_MENU );
outMsg.WriteBits( 0, 1 );
networkSystem->ClientSendReliableMessage( outMsg );
bCurrentMenuMsg = false;
}
#endif
if ( player->spectating ) {
idStr spectatetext[ 2 ];
int ispecline = 0;
if ( gameLocal.gameType == GAME_TOURNEY ) {
if ( !player->wantSpectate ) {
spectatetext[ 0 ] = common->GetLanguageDict()->GetString( "#str_04246" );
switch ( player->tourneyLine ) {
case 0:
spectatetext[ 0 ] += common->GetLanguageDict()->GetString( "#str_07003" );
break;
case 1:
spectatetext[ 0 ] += common->GetLanguageDict()->GetString( "#str_07004" );
break;
case 2:
spectatetext[ 0 ] += common->GetLanguageDict()->GetString( "#str_07005" );
break;
default:
spectatetext[ 0 ] += va( common->GetLanguageDict()->GetString( "#str_07006" ), player->tourneyLine );
break;
}
ispecline++;
}
} else if ( gameLocal.gameType == GAME_LASTMAN ) {
if ( !player->wantSpectate ) {
spectatetext[ 0 ] = common->GetLanguageDict()->GetString( "#str_07007" );
ispecline++;
}
}
if ( player->spectator != player->entityNumber ) {
spectatetext[ ispecline ] = va( common->GetLanguageDict()->GetString( "#str_07008" ), viewPlayer->GetUserInfo()->GetString( "ui_name" ) );
} else if ( !ispecline ) {
spectatetext[ 0 ] = common->GetLanguageDict()->GetString( "#str_04246" );
}
spectateGui->SetStateString( "spectatetext0", spectatetext[0].c_str() );
spectateGui->SetStateString( "spectatetext1", spectatetext[1].c_str() );
if ( vote != VOTE_NONE ) {
spectateGui->SetStateString( "vote", va( "%s (y: %d n: %d)", voteString.c_str(), (int)yesVotes, (int)noVotes ) );
} else {
spectateGui->SetStateString( "vote", "" );
}
spectateGui->Redraw( gameLocal.time );
}
DrawChat();
DrawScoreBoard( player );
}
return true;
}
/*
================
idMultiplayerGame::UpdateHud
================
*/
void idMultiplayerGame::UpdateHud( idPlayer *player, idUserInterface *hud ) {
int i;
if ( !hud ) {
return;
}
hud->SetStateBool( "warmup", Warmup() );
if ( gameState == WARMUP ) {
if ( player->IsReady() ) {
hud->SetStateString( "warmuptext", common->GetLanguageDict()->GetString( "#str_04251" ) );
} else {
hud->SetStateString( "warmuptext", common->GetLanguageDict()->GetString( "#str_07002" ) );
}
}
hud->SetStateString( "timer", ( Warmup() ) ? common->GetLanguageDict()->GetString( "#str_04251" ) : ( gameState == SUDDENDEATH ) ? common->GetLanguageDict()->GetString( "#str_04252" ) : GameTime() );
if ( vote != VOTE_NONE ) {
hud->SetStateString( "vote", va( "%s (y: %d n: %d)", voteString.c_str(), (int)yesVotes, (int)noVotes ) );
} else {
hud->SetStateString( "vote", "" );
}
hud->SetStateInt( "rank_self", 0 );
if ( gameState == GAMEON ) {
for ( i = 0; i < numRankedPlayers; i++ ) {
if ( IsGametypeTeamBased() ) { /* CTF */
hud->SetStateInt( va( "player%i_score", i+1 ), playerState[ rankedPlayers[ i ]->entityNumber ].teamFragCount );
} else {
hud->SetStateInt( va( "player%i_score", i+1 ), playerState[ rankedPlayers[ i ]->entityNumber ].fragCount );
}
hud->SetStateInt( va( "rank%i", i+1 ), 1 );
UpdateRankColor( hud, "rank%i_color%i", i+1, rankedPlayers[ i ]->colorBar );
if ( rankedPlayers[ i ] == player ) {
hud->SetStateInt( "rank_self", i+1 );
}
}
}
#ifdef _D3XP
for ( i = ( gameState == GAMEON ? numRankedPlayers : 0 ) ; i < MAX_CLIENTS; i++ ) {
#else
for ( i = ( gameState == GAMEON ? numRankedPlayers : 0 ) ; i < 5; i++ ) {
#endif
hud->SetStateString( va( "player%i", i+1 ), "" );
hud->SetStateString( va( "player%i_score", i+1 ), "" );
hud->SetStateInt( va( "rank%i", i+1 ), 0 );
}
#ifdef CTF
if ( IsGametypeFlagBased() )
hud->SetStateInt( "self_team", player->team );
else
hud->SetStateInt( "self_team", -1 ); /* Disable */
#endif
}
/*
================
idMultiplayerGame::DrawScoreBoard
================
*/
void idMultiplayerGame::DrawScoreBoard( idPlayer *player ) {
if ( player->scoreBoardOpen || gameState == GAMEREVIEW ) {
if ( !playerState[ player->entityNumber ].scoreBoardUp ) {
scoreBoard->Activate( true, gameLocal.time );
playerState[ player->entityNumber ].scoreBoardUp = true;
}
#ifdef CTF
if ( IsGametypeFlagBased() )
UpdateCTFScoreboard( scoreBoard, player );
else
#endif
UpdateScoreboard( scoreBoard, player );
} else {
if ( playerState[ player->entityNumber ].scoreBoardUp ) {
scoreBoard->Activate( false, gameLocal.time );
playerState[ player->entityNumber ].scoreBoardUp = false;
}
}
}
/*
===============
idMultiplayerGame::ClearChatData
===============
*/
void idMultiplayerGame::ClearChatData() {
chatHistoryIndex = 0;
chatHistorySize = 0;
chatDataUpdated = true;
}
/*
===============
idMultiplayerGame::AddChatLine
===============
*/
void idMultiplayerGame::AddChatLine( const char *fmt, ... ) {
idStr temp;
va_list argptr;
va_start( argptr, fmt );
vsprintf( temp, fmt, argptr );
va_end( argptr );
gameLocal.Printf( "%s\n", temp.c_str() );
chatHistory[ chatHistoryIndex % NUM_CHAT_NOTIFY ].line = temp;
chatHistory[ chatHistoryIndex % NUM_CHAT_NOTIFY ].fade = 6;
chatHistoryIndex++;
if ( chatHistorySize < NUM_CHAT_NOTIFY ) {
chatHistorySize++;
}
chatDataUpdated = true;
lastChatLineTime = gameLocal.time;
}
/*
===============
idMultiplayerGame::DrawChat
===============
*/
void idMultiplayerGame::DrawChat() {
int i, j;
if ( guiChat ) {
if ( gameLocal.time - lastChatLineTime > CHAT_FADE_TIME ) {
if ( chatHistorySize > 0 ) {
for ( i = chatHistoryIndex - chatHistorySize; i < chatHistoryIndex; i++ ) {
chatHistory[ i % NUM_CHAT_NOTIFY ].fade--;
if ( chatHistory[ i % NUM_CHAT_NOTIFY ].fade < 0 ) {
chatHistorySize--; // this assumes the removals are always at the beginning
}
}
chatDataUpdated = true;
}
lastChatLineTime = gameLocal.time;
}
if ( chatDataUpdated ) {
j = 0;
i = chatHistoryIndex - chatHistorySize;
while ( i < chatHistoryIndex ) {
guiChat->SetStateString( va( "chat%i", j ), chatHistory[ i % NUM_CHAT_NOTIFY ].line );
// don't set alpha above 4, the gui only knows that
guiChat->SetStateInt( va( "alpha%i", j ), Min( 4, (int)chatHistory[ i % NUM_CHAT_NOTIFY ].fade ) );
j++; i++;
}
while ( j < NUM_CHAT_NOTIFY ) {
guiChat->SetStateString( va( "chat%i", j ), "" );
j++;
}
guiChat->Activate( true, gameLocal.time );
chatDataUpdated = false;
}
guiChat->Redraw( gameLocal.time );
}
}
#ifdef _D3XP
//D3XP: Adding one to frag count to allow for the negative flag in numbers greater than 255
const int ASYNC_PLAYER_FRAG_BITS = -(idMath::BitsForInteger( MP_PLAYER_MAXFRAGS - MP_PLAYER_MINFRAGS )+1); // player can have negative frags
#else
const int ASYNC_PLAYER_FRAG_BITS = -idMath::BitsForInteger( MP_PLAYER_MAXFRAGS - MP_PLAYER_MINFRAGS ); // player can have negative frags
#endif
const int ASYNC_PLAYER_WINS_BITS = idMath::BitsForInteger( MP_PLAYER_MAXWINS );
const int ASYNC_PLAYER_PING_BITS = idMath::BitsForInteger( MP_PLAYER_MAXPING );
/*
================
idMultiplayerGame::WriteToSnapshot
================
*/
void idMultiplayerGame::WriteToSnapshot( idBitMsgDelta &msg ) const {
int i;
int value;
msg.WriteByte( gameState );
msg.WriteShort( currentTourneyPlayer[ 0 ] );
msg.WriteShort( currentTourneyPlayer[ 1 ] );
for ( i = 0; i < MAX_CLIENTS; i++ ) {
// clamp all values to min/max possible value that we can send over
value = idMath::ClampInt( MP_PLAYER_MINFRAGS, MP_PLAYER_MAXFRAGS, playerState[i].fragCount );
msg.WriteBits( value, ASYNC_PLAYER_FRAG_BITS );
value = idMath::ClampInt( MP_PLAYER_MINFRAGS, MP_PLAYER_MAXFRAGS, playerState[i].teamFragCount );
msg.WriteBits( value, ASYNC_PLAYER_FRAG_BITS );
value = idMath::ClampInt( 0, MP_PLAYER_MAXWINS, playerState[i].wins );
msg.WriteBits( value, ASYNC_PLAYER_WINS_BITS );
value = idMath::ClampInt( 0, MP_PLAYER_MAXPING, playerState[i].ping );
msg.WriteBits( value, ASYNC_PLAYER_PING_BITS );
msg.WriteBits( playerState[i].ingame, 1 );
}
#ifdef CTF
msg.WriteShort( teamPoints[0] );
msg.WriteShort( teamPoints[1] );
msg.WriteShort( player_red_flag );
msg.WriteShort( player_blue_flag );
#endif
}
/*
================
idMultiplayerGame::ReadFromSnapshot
================
*/
void idMultiplayerGame::ReadFromSnapshot( const idBitMsgDelta &msg ) {
int i;
gameState_t newState;
newState = (idMultiplayerGame::gameState_t)msg.ReadByte();
if ( newState != gameState ) {
gameLocal.DPrintf( "%s -> %s\n", GameStateStrings[ gameState ], GameStateStrings[ newState ] );
gameState = newState;
// these could be gathered in a BGNewState() kind of thing, as we have to do them in NewState as well
if ( gameState == GAMEON ) {
matchStartedTime = gameLocal.time;
cvarSystem->SetCVarString( "ui_ready", "Not Ready" );
switchThrottle[ 1 ] = 0; // passby the throttle
startFragLimit = gameLocal.serverInfo.GetInt( "si_fragLimit" );
}
}
currentTourneyPlayer[ 0 ] = msg.ReadShort();
currentTourneyPlayer[ 1 ] = msg.ReadShort();
for ( i = 0; i < MAX_CLIENTS; i++ ) {
playerState[i].fragCount = msg.ReadBits( ASYNC_PLAYER_FRAG_BITS );
playerState[i].teamFragCount = msg.ReadBits( ASYNC_PLAYER_FRAG_BITS );
playerState[i].wins = msg.ReadBits( ASYNC_PLAYER_WINS_BITS );
playerState[i].ping = msg.ReadBits( ASYNC_PLAYER_PING_BITS );
playerState[i].ingame = msg.ReadBits( 1 ) != 0;
}
#ifdef CTF
teamPoints[0] = msg.ReadShort();
teamPoints[1] = msg.ReadShort();
player_red_flag = msg.ReadShort();
player_blue_flag = msg.ReadShort();
#endif
}
/*
================
idMultiplayerGame::PlayGlobalSound
================
*/
void idMultiplayerGame::PlayGlobalSound( int to, snd_evt_t evt, const char *shader ) {
const idSoundShader *shaderDecl;
if ( to == -1 || to == gameLocal.localClientNum ) {
if ( shader ) {
if ( gameSoundWorld ) {
gameSoundWorld->PlayShaderDirectly( shader );
}
} else {
if ( gameSoundWorld ) {
gameSoundWorld->PlayShaderDirectly( GlobalSoundStrings[ evt ] );
}
}
}
if ( !gameLocal.isClient ) {
idBitMsg outMsg;
byte msgBuf[1024];
outMsg.Init( msgBuf, sizeof( msgBuf ) );
if ( shader ) {
shaderDecl = declManager->FindSound( shader );
if ( !shaderDecl ) {
return;
}
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_SOUND_INDEX );
outMsg.WriteLong( gameLocal.ServerRemapDecl( to, DECL_SOUND, shaderDecl->Index() ) );
} else {
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_SOUND_EVENT );
outMsg.WriteByte( evt );
}
networkSystem->ServerSendReliableMessage( to, outMsg );
}
}
#ifdef CTF
/*
================
idMultiplayerGame::PlayTeamSound
================
*/
void idMultiplayerGame::PlayTeamSound( int toTeam, snd_evt_t evt, const char *shader ) {
for( int i = 0; i < gameLocal.numClients; i++ ) {
idEntity *ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
idPlayer * player = static_cast<idPlayer*>(ent);
if ( player->team != toTeam )
continue;
PlayGlobalSound( i, evt, shader );
}
}
#endif
/*
================
idMultiplayerGame::PrintMessageEvent
================
*/
void idMultiplayerGame::PrintMessageEvent( int to, msg_evt_t evt, int parm1, int parm2 ) {
switch ( evt ) {
case MSG_SUICIDE:
assert( parm1 >= 0 );
AddChatLine( common->GetLanguageDict()->GetString( "#str_04293" ), gameLocal.userInfo[ parm1 ].GetString( "ui_name" ) );
break;
case MSG_KILLED:
assert( parm1 >= 0 && parm2 >= 0 );
AddChatLine( common->GetLanguageDict()->GetString( "#str_04292" ), gameLocal.userInfo[ parm1 ].GetString( "ui_name" ), gameLocal.userInfo[ parm2 ].GetString( "ui_name" ) );
break;
case MSG_KILLEDTEAM:
assert( parm1 >= 0 && parm2 >= 0 );
AddChatLine( common->GetLanguageDict()->GetString( "#str_04291" ), gameLocal.userInfo[ parm1 ].GetString( "ui_name" ), gameLocal.userInfo[ parm2 ].GetString( "ui_name" ) );
break;
case MSG_TELEFRAGGED:
assert( parm1 >= 0 && parm2 >= 0 );
AddChatLine( common->GetLanguageDict()->GetString( "#str_04290" ), gameLocal.userInfo[ parm1 ].GetString( "ui_name" ), gameLocal.userInfo[ parm2 ].GetString( "ui_name" ) );
break;
case MSG_DIED:
assert( parm1 >= 0 );
AddChatLine( common->GetLanguageDict()->GetString( "#str_04289" ), gameLocal.userInfo[ parm1 ].GetString( "ui_name" ) );
break;
case MSG_VOTE:
AddChatLine( common->GetLanguageDict()->GetString( "#str_04288" ) );
break;
case MSG_SUDDENDEATH:
AddChatLine( common->GetLanguageDict()->GetString( "#str_04287" ) );
break;
case MSG_FORCEREADY:
AddChatLine( common->GetLanguageDict()->GetString( "#str_04286" ), gameLocal.userInfo[ parm1 ].GetString( "ui_name" ) );
if ( gameLocal.entities[ parm1 ] && gameLocal.entities[ parm1 ]->IsType( idPlayer::Type ) ) {
static_cast< idPlayer * >( gameLocal.entities[ parm1 ] )->forcedReady = true;
}
break;
case MSG_JOINEDSPEC:
AddChatLine( common->GetLanguageDict()->GetString( "#str_04285" ), gameLocal.userInfo[ parm1 ].GetString( "ui_name" ) );
break;
case MSG_TIMELIMIT:
AddChatLine( common->GetLanguageDict()->GetString( "#str_04284" ) );
break;
case MSG_FRAGLIMIT:
if ( gameLocal.gameType == GAME_LASTMAN ) {
AddChatLine( common->GetLanguageDict()->GetString( "#str_04283" ), gameLocal.userInfo[ parm1 ].GetString( "ui_name" ) );
} else if ( IsGametypeTeamBased() ) { /* CTF */
AddChatLine( common->GetLanguageDict()->GetString( "#str_04282" ), gameLocal.userInfo[ parm1 ].GetString( "ui_team" ) );
} else {
AddChatLine( common->GetLanguageDict()->GetString( "#str_04281" ), gameLocal.userInfo[ parm1 ].GetString( "ui_name" ) );
}
break;
case MSG_JOINTEAM:
AddChatLine( common->GetLanguageDict()->GetString( "#str_04280" ), gameLocal.userInfo[ parm1 ].GetString( "ui_name" ), parm2 ? common->GetLanguageDict()->GetString( "#str_02500" ) : common->GetLanguageDict()->GetString( "#str_02499" ) );
break;
case MSG_HOLYSHIT:
AddChatLine( common->GetLanguageDict()->GetString( "#str_06732" ) );
break;
#ifdef CTF
case MSG_POINTLIMIT:
AddChatLine( common->GetLanguageDict()->GetString( "#str_11100" ), parm1 ? common->GetLanguageDict()->GetString( "#str_11110" ) : common->GetLanguageDict()->GetString( "#str_11111" ) );
break;
case MSG_FLAGTAKEN :
if ( gameLocal.GetLocalPlayer() == NULL )
break;
if ( parm2 < 0 || parm2 >= MAX_CLIENTS )
break;
if ( gameLocal.GetLocalPlayer()->team != parm1 ) {
AddChatLine( common->GetLanguageDict()->GetString( "#str_11101" ), gameLocal.userInfo[ parm2 ].GetString( "ui_name" ) ); // your team
} else {
AddChatLine( common->GetLanguageDict()->GetString( "#str_11102" ), gameLocal.userInfo[ parm2 ].GetString( "ui_name" ) ); // enemy
}
break;
case MSG_FLAGDROP :
if ( gameLocal.GetLocalPlayer() == NULL )
break;
if ( gameLocal.GetLocalPlayer()->team != parm1 ) {
AddChatLine( common->GetLanguageDict()->GetString( "#str_11103" ) ); // your team
} else {
AddChatLine( common->GetLanguageDict()->GetString( "#str_11104" ) ); // enemy
}
break;
case MSG_FLAGRETURN :
if ( gameLocal.GetLocalPlayer() == NULL )
break;
if ( parm2 >= 0 && parm2 < MAX_CLIENTS ) {
if ( gameLocal.GetLocalPlayer()->team != parm1 ) {
AddChatLine( common->GetLanguageDict()->GetString( "#str_11120" ), gameLocal.userInfo[ parm2 ].GetString( "ui_name" ) ); // your team
} else {
AddChatLine( common->GetLanguageDict()->GetString( "#str_11121" ), gameLocal.userInfo[ parm2 ].GetString( "ui_name" ) ); // enemy
}
} else {
AddChatLine( common->GetLanguageDict()->GetString( "#str_11105" ), parm1 ? common->GetLanguageDict()->GetString( "#str_11110" ) : common->GetLanguageDict()->GetString( "#str_11111" ) );
}
break;
case MSG_FLAGCAPTURE :
if ( gameLocal.GetLocalPlayer() == NULL )
break;
if ( parm2 < 0 || parm2 >= MAX_CLIENTS )
break;
if ( gameLocal.GetLocalPlayer()->team != parm1 ) {
AddChatLine( common->GetLanguageDict()->GetString( "#str_11122" ), gameLocal.userInfo[ parm2 ].GetString( "ui_name" ) ); // your team
} else {
AddChatLine( common->GetLanguageDict()->GetString( "#str_11123" ), gameLocal.userInfo[ parm2 ].GetString( "ui_name" ) ); // enemy
}
// AddChatLine( common->GetLanguageDict()->GetString( "#str_11106" ), parm1 ? common->GetLanguageDict()->GetString( "#str_11110" ) : common->GetLanguageDict()->GetString( "#str_11111" ) );
break;
case MSG_SCOREUPDATE:
AddChatLine( common->GetLanguageDict()->GetString( "#str_11107" ), parm1, parm2 );
break;
#endif
default:
gameLocal.DPrintf( "PrintMessageEvent: unknown message type %d\n", evt );
return;
}
if ( !gameLocal.isClient ) {
idBitMsg outMsg;
byte msgBuf[1024];
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_DB );
outMsg.WriteByte( evt );
outMsg.WriteByte( parm1 );
outMsg.WriteByte( parm2 );
networkSystem->ServerSendReliableMessage( to, outMsg );
}
}
/*
================
idMultiplayerGame::SuddenRespawns
solely for LMN if an end game ( fragLimitTimeout ) was entered and aborted before expiration
LMN players which still have lives left need to be respawned without being marked lastManOver
================
*/
void idMultiplayerGame::SuddenRespawn( void ) {
int i;
if ( gameLocal.gameType != GAME_LASTMAN ) {
return;
}
for ( i = 0; i < gameLocal.numClients; i++ ) {
if ( !gameLocal.entities[ i ] || !gameLocal.entities[ i ]->IsType( idPlayer::Type ) ) {
continue;
}
if ( !CanPlay( static_cast< idPlayer * >( gameLocal.entities[ i ] ) ) ) {
continue;
}
if ( static_cast< idPlayer * >( gameLocal.entities[ i ] )->lastManOver ) {
continue;
}
static_cast< idPlayer * >( gameLocal.entities[ i ] )->lastManPlayAgain = true;
}
}
/*
================
idMultiplayerGame::CheckSpawns
================
*/
void idMultiplayerGame::CheckRespawns( idPlayer *spectator ) {
for( int i = 0 ; i < gameLocal.numClients ; i++ ) {
idEntity *ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
idPlayer *p = static_cast<idPlayer *>(ent);
// once we hit sudden death, nobody respawns till game has ended
if ( WantRespawn( p ) || p == spectator ) {
if ( gameState == SUDDENDEATH && gameLocal.gameType != GAME_LASTMAN ) {
// respawn rules while sudden death are different
// sudden death may trigger while a player is dead, so there are still cases where we need to respawn
// don't do any respawns while we are in end game delay though
if ( !fragLimitTimeout ) {
if ( IsGametypeTeamBased() || p->IsLeader() ) { /* CTF */
#ifdef _DEBUG
if ( gameLocal.gameType == GAME_TOURNEY ) {
assert( p->entityNumber == currentTourneyPlayer[ 0 ] || p->entityNumber == currentTourneyPlayer[ 1 ] );
}
#endif
p->ServerSpectate( false );
} else if ( !p->IsLeader() ) {
// sudden death is rolling, this player is not a leader, have him spectate
p->ServerSpectate( true );
CheckAbortGame();
}
}
} else {
if ( gameLocal.gameType == GAME_DM || // CTF : 3wave sboily, was DM really included before?
IsGametypeTeamBased() )
{
if ( gameState == WARMUP || gameState == COUNTDOWN || gameState == GAMEON ) {
p->ServerSpectate( false );
}
} else if ( gameLocal.gameType == GAME_TOURNEY ) {
if ( i == currentTourneyPlayer[ 0 ] || i == currentTourneyPlayer[ 1 ] ) {
if ( gameState == WARMUP || gameState == COUNTDOWN || gameState == GAMEON ) {
p->ServerSpectate( false );
}
} else if ( gameState == WARMUP ) {
// make sure empty tourney slots get filled first
FillTourneySlots( );
if ( i == currentTourneyPlayer[ 0 ] || i == currentTourneyPlayer[ 1 ] ) {
p->ServerSpectate( false );
}
}
} else if ( gameLocal.gameType == GAME_LASTMAN ) {
if ( gameState == WARMUP || gameState == COUNTDOWN ) {
p->ServerSpectate( false );
} else if ( gameState == GAMEON || gameState == SUDDENDEATH ) {
if ( gameState == GAMEON && playerState[ i ].fragCount > 0 && p->lastManPresent ) {
assert( !p->lastManOver );
p->ServerSpectate( false );
} else if ( p->lastManPlayAgain && p->lastManPresent ) {
assert( gameState == SUDDENDEATH );
p->ServerSpectate( false );
} else {
// if a fragLimitTimeout was engaged, do NOT mark lastManOver as that could mean
// everyone ends up spectator and game is stalled with no end
// if the frag limit delay is engaged and cancels out before expiring, LMN players are
// respawned to play the tie again ( through SuddenRespawn and lastManPlayAgain )
if ( !fragLimitTimeout && !p->lastManOver ) {
common->DPrintf( "client %d has lost all last man lives\n", i );
// end of the game for this guy, send him to spectators
p->lastManOver = true;
// clients don't have access to lastManOver
// so set the fragCount to something silly ( used in scoreboard and player ranking )
playerState[ i ].fragCount = LASTMAN_NOLIVES;
p->ServerSpectate( true );
//Check for a situation where the last two player dies at the same time and don't
//try to respawn manually...This was causing all players to go into spectate mode
//and the server got stuck
{
int j;
for ( j = 0; j < gameLocal.numClients; j++ ) {
if ( !gameLocal.entities[ j ] ) {
continue;
}
if ( !CanPlay( static_cast< idPlayer * >( gameLocal.entities[ j ] ) ) ) {
continue;
}
if ( !static_cast< idPlayer * >( gameLocal.entities[ j ] )->lastManOver ) {
break;
}
}
if( j == gameLocal.numClients) {
//Everyone is dead so don't allow this player to spectate
//so the match will end
p->ServerSpectate( false );
}
}
}
}
}
}
}
} else if ( p->wantSpectate && !p->spectating ) {
playerState[ i ].fragCount = 0; // whenever you willingly go spectate during game, your score resets
p->ServerSpectate( true );
UpdateTourneyLine();
CheckAbortGame();
}
}
}
/*
================
idMultiplayerGame::ForceReady
================
*/
void idMultiplayerGame::ForceReady( ) {
for( int i = 0 ; i < gameLocal.numClients ; i++ ) {
idEntity *ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
idPlayer *p = static_cast<idPlayer *>( ent );
if ( !p->IsReady() ) {
PrintMessageEvent( -1, MSG_FORCEREADY, i );
p->forcedReady = true;
}
}
}
/*
================
idMultiplayerGame::ForceReady_f
================
*/
void idMultiplayerGame::ForceReady_f( const idCmdArgs &args ) {
if ( !gameLocal.isMultiplayer || gameLocal.isClient ) {
common->Printf( "forceReady: multiplayer server only\n" );
return;
}
gameLocal.mpGame.ForceReady();
}
/*
================
idMultiplayerGame::DropWeapon
================
*/
void idMultiplayerGame::DropWeapon( int clientNum ) {
assert( !gameLocal.isClient );
idEntity *ent = gameLocal.entities[ clientNum ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
return;
}
static_cast< idPlayer* >( ent )->DropWeapon( false );
}
/*
================
idMultiplayerGame::DropWeapon_f
================
*/
void idMultiplayerGame::DropWeapon_f( const idCmdArgs &args ) {
if ( !gameLocal.isMultiplayer ) {
common->Printf( "clientDropWeapon: only valid in multiplayer\n" );
return;
}
idBitMsg outMsg;
byte msgBuf[128];
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_DROPWEAPON );
networkSystem->ClientSendReliableMessage( outMsg );
}
/*
================
idMultiplayerGame::MessageMode_f
================
*/
void idMultiplayerGame::MessageMode_f( const idCmdArgs &args ) {
gameLocal.mpGame.MessageMode( args );
}
/*
================
idMultiplayerGame::MessageMode
================
*/
void idMultiplayerGame::MessageMode( const idCmdArgs &args ) {
const char *mode;
int imode;
if ( !gameLocal.isMultiplayer ) {
common->Printf( "clientMessageMode: only valid in multiplayer\n" );
return;
}
if ( !mainGui ) {
common->Printf( "no local client\n" );
return;
}
mode = args.Argv( 1 );
if ( !mode[ 0 ] ) {
imode = 0;
} else {
imode = atoi( mode );
}
msgmodeGui->SetStateString( "messagemode", imode ? "1" : "0" );
msgmodeGui->SetStateString( "chattext", "" );
nextMenu = 2;
// let the session know that we want our ingame main menu opened
gameLocal.sessionCommand = "game_startmenu";
}
/*
================
idMultiplayerGame::Vote_f
FIXME: voting from console
================
*/
void idMultiplayerGame::Vote_f( const idCmdArgs &args ) { }
/*
================
idMultiplayerGame::CallVote_f
FIXME: voting from console
================
*/
void idMultiplayerGame::CallVote_f( const idCmdArgs &args ) { }
/*
================
idMultiplayerGame::ServerStartVote
================
*/
void idMultiplayerGame::ServerStartVote( int clientNum, vote_flags_t voteIndex, const char *value ) {
int i;
assert( vote == VOTE_NONE );
// setup
yesVotes = 1;
noVotes = 0;
vote = voteIndex;
voteValue = value;
voteTimeOut = gameLocal.time + 20000;
// mark players allowed to vote - only current ingame players, players joining during vote will be ignored
for ( i = 0; i < gameLocal.numClients; i++ ) {
if ( gameLocal.entities[ i ] && gameLocal.entities[ i ]->IsType( idPlayer::Type ) ) {
playerState[ i ].vote = ( i == clientNum ) ? PLAYER_VOTE_YES : PLAYER_VOTE_WAIT;
} else {
playerState[i].vote = PLAYER_VOTE_NONE;
}
}
}
/*
================
idMultiplayerGame::ClientStartVote
================
*/
void idMultiplayerGame::ClientStartVote( int clientNum, const char *_voteString ) {
idBitMsg outMsg;
byte msgBuf[ MAX_GAME_MESSAGE_SIZE ];
if ( !gameLocal.isClient ) {
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_STARTVOTE );
outMsg.WriteByte( clientNum );
outMsg.WriteString( _voteString );
networkSystem->ServerSendReliableMessage( -1, outMsg );
}
voteString = _voteString;
AddChatLine( va( common->GetLanguageDict()->GetString( "#str_04279" ), gameLocal.userInfo[ clientNum ].GetString( "ui_name" ) ) );
gameSoundWorld->PlayShaderDirectly( GlobalSoundStrings[ SND_VOTE ] );
if ( clientNum == gameLocal.localClientNum ) {
voted = true;
} else {
voted = false;
}
if ( gameLocal.isClient ) {
// the the vote value to something so the vote line is displayed
vote = VOTE_RESTART;
yesVotes = 1;
noVotes = 0;
}
}
/*
================
idMultiplayerGame::ClientUpdateVote
================
*/
void idMultiplayerGame::ClientUpdateVote( vote_result_t status, int yesCount, int noCount ) {
idBitMsg outMsg;
byte msgBuf[ MAX_GAME_MESSAGE_SIZE ];
if ( !gameLocal.isClient ) {
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_UPDATEVOTE );
outMsg.WriteByte( status );
outMsg.WriteByte( yesCount );
outMsg.WriteByte( noCount );
networkSystem->ServerSendReliableMessage( -1, outMsg );
}
if ( vote == VOTE_NONE ) {
// clients coming in late don't get the vote start and are not allowed to vote
return;
}
switch ( status ) {
case VOTE_FAILED:
AddChatLine( common->GetLanguageDict()->GetString( "#str_04278" ) );
gameSoundWorld->PlayShaderDirectly( GlobalSoundStrings[ SND_VOTE_FAILED ] );
if ( gameLocal.isClient ) {
vote = VOTE_NONE;
}
break;
case VOTE_PASSED:
AddChatLine( common->GetLanguageDict()->GetString( "#str_04277" ) );
gameSoundWorld->PlayShaderDirectly( GlobalSoundStrings[ SND_VOTE_PASSED ] );
break;
case VOTE_RESET:
if ( gameLocal.isClient ) {
vote = VOTE_NONE;
}
break;
case VOTE_ABORTED:
AddChatLine( common->GetLanguageDict()->GetString( "#str_04276" ) );
if ( gameLocal.isClient ) {
vote = VOTE_NONE;
}
break;
default:
break;
}
if ( gameLocal.isClient ) {
yesVotes = yesCount;
noVotes = noCount;
}
}
/*
================
idMultiplayerGame::ClientCallVote
================
*/
void idMultiplayerGame::ClientCallVote( vote_flags_t voteIndex, const char *voteValue ) {
idBitMsg outMsg;
byte msgBuf[ MAX_GAME_MESSAGE_SIZE ];
// send
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_CALLVOTE );
outMsg.WriteByte( voteIndex );
outMsg.WriteString( voteValue );
networkSystem->ClientSendReliableMessage( outMsg );
}
/*
================
idMultiplayerGame::CastVote
================
*/
void idMultiplayerGame::CastVote( int clientNum, bool castVote ) {
idBitMsg outMsg;
byte msgBuf[ 128 ];
if ( clientNum == gameLocal.localClientNum ) {
voted = true;
}
if ( gameLocal.isClient ) {
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_CASTVOTE );
outMsg.WriteByte( castVote );
networkSystem->ClientSendReliableMessage( outMsg );
return;
}
// sanity
if ( vote == VOTE_NONE ) {
gameLocal.ServerSendChatMessage( clientNum, "server", common->GetLanguageDict()->GetString( "#str_04275" ) );
common->DPrintf( "client %d: cast vote while no vote in progress\n", clientNum );
return;
}
if ( playerState[ clientNum ].vote != PLAYER_VOTE_WAIT ) {
gameLocal.ServerSendChatMessage( clientNum, "server", common->GetLanguageDict()->GetString( "#str_04274" ) );
common->DPrintf( "client %d: cast vote - vote %d != PLAYER_VOTE_WAIT\n", clientNum, playerState[ clientNum ].vote );
return;
}
if ( castVote ) {
playerState[ clientNum ].vote = PLAYER_VOTE_YES;
yesVotes++;
} else {
playerState[ clientNum ].vote = PLAYER_VOTE_NO;
noVotes++;
}
ClientUpdateVote( VOTE_UPDATE, yesVotes, noVotes );
}
/*
================
idMultiplayerGame::ServerCallVote
================
*/
void idMultiplayerGame::ServerCallVote( int clientNum, const idBitMsg &msg ) {
vote_flags_t voteIndex;
int vote_timeLimit, vote_fragLimit, vote_clientNum, vote_gameTypeIndex; //, vote_kickIndex;
char value[ MAX_STRING_CHARS ];
assert( clientNum != -1 );
assert( !gameLocal.isClient );
voteIndex = (vote_flags_t)msg.ReadByte( );
msg.ReadString( value, sizeof( value ) );
// sanity checks - setup the vote
if ( vote != VOTE_NONE ) {
gameLocal.ServerSendChatMessage( clientNum, "server", common->GetLanguageDict()->GetString( "#str_04273" ) );
common->DPrintf( "client %d: called vote while voting already in progress - ignored\n", clientNum );
return;
}
switch ( voteIndex ) {
case VOTE_RESTART:
ServerStartVote( clientNum, voteIndex, "" );
ClientStartVote( clientNum, common->GetLanguageDict()->GetString( "#str_04271" ) );
break;
case VOTE_NEXTMAP:
ServerStartVote( clientNum, voteIndex, "" );
ClientStartVote( clientNum, common->GetLanguageDict()->GetString( "#str_04272" ) );
break;
case VOTE_TIMELIMIT:
vote_timeLimit = strtol( value, NULL, 10 );
if ( vote_timeLimit == gameLocal.serverInfo.GetInt( "si_timeLimit" ) ) {
gameLocal.ServerSendChatMessage( clientNum, "server", common->GetLanguageDict()->GetString( "#str_04270" ) );
common->DPrintf( "client %d: already at the voted Time Limit\n", clientNum );
return;
}
if ( vote_timeLimit < si_timeLimit.GetMinValue() || vote_timeLimit > si_timeLimit.GetMaxValue() ) {
gameLocal.ServerSendChatMessage( clientNum, "server", common->GetLanguageDict()->GetString( "#str_04269" ) );
common->DPrintf( "client %d: timelimit value out of range for vote: %s\n", clientNum, value );
return;
}
ServerStartVote( clientNum, voteIndex, value );
ClientStartVote( clientNum, va( common->GetLanguageDict()->GetString( "#str_04268" ), vote_timeLimit ) );
break;
case VOTE_FRAGLIMIT:
vote_fragLimit = strtol( value, NULL, 10 );
if ( vote_fragLimit == gameLocal.serverInfo.GetInt( "si_fragLimit" ) ) {
gameLocal.ServerSendChatMessage( clientNum, "server", common->GetLanguageDict()->GetString( "#str_04267" ) );
common->DPrintf( "client %d: already at the voted Frag Limit\n", clientNum );
return;
}
if ( vote_fragLimit < si_fragLimit.GetMinValue() || vote_fragLimit > si_fragLimit.GetMaxValue() ) {
gameLocal.ServerSendChatMessage( clientNum, "server", common->GetLanguageDict()->GetString( "#str_04266" ) );
common->DPrintf( "client %d: fraglimit value out of range for vote: %s\n", clientNum, value );
return;
}
ServerStartVote( clientNum, voteIndex, value );
ClientStartVote( clientNum, va( common->GetLanguageDict()->GetString( "#str_04303" ), gameLocal.gameType == GAME_LASTMAN ? common->GetLanguageDict()->GetString( "#str_04264" ) : common->GetLanguageDict()->GetString( "#str_04265" ), vote_fragLimit ) );
break;
case VOTE_GAMETYPE:
vote_gameTypeIndex = strtol( value, NULL, 10 );
#ifdef CTF
assert( vote_gameTypeIndex > 0 && vote_gameTypeIndex < GAME_COUNT );
strcpy( value, si_gameTypeArgs[ vote_gameTypeIndex ] );
#endif
/*#ifdef CTF
assert( vote_gameTypeIndex >= 0 && vote_gameTypeIndex <= 4 );
#else
assert( vote_gameTypeIndex >= 0 && vote_gameTypeIndex <= 3 );
#endif
switch ( vote_gameTypeIndex ) {
case 0:
strcpy( value, "Deathmatch" );
break;
case 1:
strcpy( value, "Tourney" );
break;
case 2:
strcpy( value, "Team DM" );
break;
case 3:
strcpy( value, "Last Man" );
break;
#ifdef CTF
case 4:
strcpy( value, "CTF" );
break;
#endif
}*/
if ( !idStr::Icmp( value, gameLocal.serverInfo.GetString( "si_gameType" ) ) ) {
gameLocal.ServerSendChatMessage( clientNum, "server", common->GetLanguageDict()->GetString( "#str_04259" ) );
common->DPrintf( "client %d: already at the voted Game Type\n", clientNum );
return;
}
ServerStartVote( clientNum, voteIndex, value );
ClientStartVote( clientNum, va( common->GetLanguageDict()->GetString( "#str_04258" ), value ) );
break;
case VOTE_KICK:
vote_clientNum = strtol( value, NULL, 10 );
if ( vote_clientNum == gameLocal.localClientNum ) {
gameLocal.ServerSendChatMessage( clientNum, "server", common->GetLanguageDict()->GetString( "#str_04257" ) );
common->DPrintf( "client %d: called kick for the server host\n", clientNum );
return;
}
ServerStartVote( clientNum, voteIndex, va( "%d", vote_clientNum ) );
ClientStartVote( clientNum, va( common->GetLanguageDict()->GetString( "#str_04302" ), vote_clientNum, gameLocal.userInfo[ vote_clientNum ].GetString( "ui_name" ) ) );
break;
case VOTE_MAP: {
if ( idStr::FindText( gameLocal.serverInfo.GetString( "si_map" ), value ) != -1 ) {
gameLocal.ServerSendChatMessage( clientNum, "server", va( common->GetLanguageDict()->GetString( "#str_04295" ), value ) );
common->DPrintf( "client %d: already running the voted map: %s\n", clientNum, value );
return;
}
int num = fileSystem->GetNumMaps();
int i;
const idDict *dict;
bool haveMap = false;
for ( i = 0; i < num; i++ ) {
dict = fileSystem->GetMapDecl( i );
if ( dict && !idStr::Icmp( dict->GetString( "path" ), value ) ) {
haveMap = true;
break;
}
}
if ( !haveMap ) {
gameLocal.ServerSendChatMessage( clientNum, "server", va( common->GetLanguageDict()->GetString( "#str_04296" ), value ) );
common->Printf( "client %d: map not found: %s\n", clientNum, value );
return;
}
ServerStartVote( clientNum, voteIndex, value );
ClientStartVote( clientNum, va( common->GetLanguageDict()->GetString( "#str_04256" ), common->GetLanguageDict()->GetString( dict ? dict->GetString( "name" ) : value ) ) );
break;
}
case VOTE_SPECTATORS:
if ( gameLocal.serverInfo.GetBool( "si_spectators" ) ) {
ServerStartVote( clientNum, voteIndex, "" );
ClientStartVote( clientNum, common->GetLanguageDict()->GetString( "#str_04255" ) );
} else {
ServerStartVote( clientNum, voteIndex, "" );
ClientStartVote( clientNum, common->GetLanguageDict()->GetString( "#str_04254" ) );
}
break;
default:
gameLocal.ServerSendChatMessage( clientNum, "server", va( common->GetLanguageDict()->GetString( "#str_04297" ), (int)voteIndex ) );
common->DPrintf( "client %d: unknown vote index %d\n", clientNum, voteIndex );
}
}
/*
================
idMultiplayerGame::DisconnectClient
================
*/
void idMultiplayerGame::DisconnectClient( int clientNum ) {
if ( lastWinner == clientNum ) {
lastWinner = -1;
}
UpdatePlayerRanks();
CheckAbortGame();
}
/*
================
idMultiplayerGame::CheckAbortGame
================
*/
void idMultiplayerGame::CheckAbortGame( void ) {
int i;
if ( gameLocal.gameType == GAME_TOURNEY && gameState == WARMUP ) {
// if a tourney player joined spectators, let someone else have his spot
for ( i = 0; i < 2; i++ ) {
if ( !gameLocal.entities[ currentTourneyPlayer[ i ] ] || static_cast< idPlayer * >( gameLocal.entities[ currentTourneyPlayer[ i ] ] )->spectating ) {
currentTourneyPlayer[ i ] = -1;
}
}
}
// only checks for aborts -> game review below
if ( gameState != COUNTDOWN && gameState != GAMEON && gameState != SUDDENDEATH ) {
return;
}
switch ( gameLocal.gameType ) {
case GAME_TOURNEY:
for ( i = 0; i < 2; i++ ) {
if ( !gameLocal.entities[ currentTourneyPlayer[ i ] ] || static_cast< idPlayer * >( gameLocal.entities[ currentTourneyPlayer[ i ] ] )->spectating ) {
NewState( GAMEREVIEW );
return;
}
}
break;
default:
if ( !EnoughClientsToPlay() ) {
NewState( GAMEREVIEW );
}
break;
}
}
/*
================
idMultiplayerGame::WantKilled
================
*/
void idMultiplayerGame::WantKilled( int clientNum ) {
idEntity *ent = gameLocal.entities[ clientNum ];
if ( ent && ent->IsType( idPlayer::Type ) ) {
static_cast<idPlayer *>( ent )->Kill( false, false );
}
}
/*
================
idMultiplayerGame::MapRestart
================
*/
void idMultiplayerGame::MapRestart( void ) {
int clientNum;
assert( !gameLocal.isClient );
if ( gameState != WARMUP ) {
NewState( WARMUP );
nextState = INACTIVE;
nextStateSwitch = 0;
}
#ifdef CTF
teamPoints[0] = 0;
teamPoints[1] = 0;
ClearHUDStatus();
#endif
#ifdef CTF
// still balance teams in CTF
if ( g_balanceTDM.GetBool() && lastGameType != GAME_TDM && lastGameType != GAME_CTF && gameLocal.mpGame.IsGametypeTeamBased() ) {
#else
if ( g_balanceTDM.GetBool() && lastGameType != GAME_TDM && gameLocal.gameType == GAME_TDM ) {
#endif
for ( clientNum = 0; clientNum < gameLocal.numClients; clientNum++ ) {
if ( gameLocal.entities[ clientNum ] && gameLocal.entities[ clientNum ]->IsType( idPlayer::Type ) ) {
if ( static_cast< idPlayer* >( gameLocal.entities[ clientNum ] )->BalanceTDM() ) {
// core is in charge of syncing down userinfo changes
// it will also call back game through SetUserInfo with the current info for update
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "updateUI %d\n", clientNum ) );
}
}
}
}
lastGameType = gameLocal.gameType;
}
/*
================
idMultiplayerGame::SwitchToTeam
================
*/
void idMultiplayerGame::SwitchToTeam( int clientNum, int oldteam, int newteam ) {
idEntity *ent;
int i;
assert( IsGametypeTeamBased() ); /* CTF */
assert( oldteam != newteam );
assert( !gameLocal.isClient );
if ( !gameLocal.isClient && newteam >= 0 && IsInGame( clientNum ) ) {
PrintMessageEvent( -1, MSG_JOINTEAM, clientNum, newteam );
}
// assign the right teamFragCount
for( i = 0; i < gameLocal.numClients; i++ ) {
if ( i == clientNum ) {
continue;
}
ent = gameLocal.entities[ i ];
if ( ent && ent->IsType( idPlayer::Type ) && static_cast< idPlayer * >(ent)->team == newteam ) {
playerState[ clientNum ].teamFragCount = playerState[ i ].teamFragCount;
break;
}
}
if ( i == gameLocal.numClients ) {
// alone on this team
playerState[ clientNum ].teamFragCount = 0;
}
#ifdef CTF
if ( ( gameState == GAMEON || ( IsGametypeFlagBased() && gameState == SUDDENDEATH ) ) && oldteam != -1 ) {
#else
if ( gameState == GAMEON && oldteam != -1 ) {
#endif
// when changing teams during game, kill and respawn
idPlayer *p = static_cast<idPlayer *>( gameLocal.entities[ clientNum ] );
if ( p->IsInTeleport() ) {
p->ServerSendEvent( idPlayer::EVENT_ABORT_TELEPORTER, NULL, false, -1 );
p->SetPrivateCameraView( NULL );
}
p->Kill( true, true );
#ifdef CTF
if ( IsGametypeFlagBased() )
p->DropFlag();
#endif
CheckAbortGame();
}
#ifdef CTF
else if ( IsGametypeFlagBased() && oldteam != -1 ) {
idPlayer *p = static_cast<idPlayer *>( gameLocal.entities[ clientNum ] );
p->DropFlag();
}
#endif
}
/*
================
idMultiplayerGame::ProcessChatMessage
================
*/
void idMultiplayerGame::ProcessChatMessage( int clientNum, bool team, const char *name, const char *text, const char *sound ) {
idBitMsg outMsg;
byte msgBuf[ 256 ];
const char *prefix = NULL;
int send_to; // 0 - all, 1 - specs, 2 - team
int i;
idEntity *ent;
idPlayer *p;
idStr prefixed_name;
assert( !gameLocal.isClient );
if ( clientNum >= 0 ) {
p = static_cast< idPlayer * >( gameLocal.entities[ clientNum ] );
if ( !( p && p->IsType( idPlayer::Type ) ) ) {
return;
}
if ( p->spectating ) {
prefix = "spectating";
if ( team || ( !g_spectatorChat.GetBool() && ( gameState == GAMEON || gameState == SUDDENDEATH ) ) ) {
// to specs
send_to = 1;
} else {
// to all
send_to = 0;
}
} else if ( team ) {
prefix = "team";
// to team
send_to = 2;
} else {
// to all
send_to = 0;
}
} else {
p = NULL;
send_to = 0;
}
// put the message together
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_CHAT );
if ( prefix ) {
prefixed_name = va( "(%s) %s", prefix, name );
} else {
prefixed_name = name;
}
outMsg.WriteString( prefixed_name );
outMsg.WriteString( text, -1, false );
if ( !send_to ) {
AddChatLine( "%s^0: %s\n", prefixed_name.c_str(), text );
networkSystem->ServerSendReliableMessage( -1, outMsg );
if ( sound ) {
PlayGlobalSound( -1, SND_COUNT, sound );
}
} else {
for ( i = 0; i < gameLocal.numClients; i++ ) {
ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
if ( send_to == 1 && static_cast< idPlayer * >( ent )->spectating ) {
if ( sound ) {
PlayGlobalSound( i, SND_COUNT, sound );
}
if ( i == gameLocal.localClientNum ) {
AddChatLine( "%s^0: %s\n", prefixed_name.c_str(), text );
} else {
networkSystem->ServerSendReliableMessage( i, outMsg );
}
} else if ( send_to == 2 && static_cast< idPlayer * >( ent )->team == p->team ) {
if ( sound ) {
PlayGlobalSound( i, SND_COUNT, sound );
}
if ( i == gameLocal.localClientNum ) {
AddChatLine( "%s^0: %s\n", prefixed_name.c_str(), text );
} else {
networkSystem->ServerSendReliableMessage( i, outMsg );
}
}
}
}
}
/*
================
idMultiplayerGame::Precache
================
*/
void idMultiplayerGame::Precache( void ) {
int i;
idFile *f;
if ( !gameLocal.isMultiplayer ) {
return;
}
gameLocal.FindEntityDefDict( "player_doommarine", false );;
// skins
idStr str = cvarSystem->GetCVarString( "mod_validSkins" );
idStr skin;
while ( str.Length() ) {
int n = str.Find( ";" );
if ( n >= 0 ) {
skin = str.Left( n );
str = str.Right( str.Length() - n - 1 );
} else {
skin = str;
str = "";
}
declManager->FindSkin( skin, false );
}
for ( i = 0; ui_skinArgs[ i ]; i++ ) {
declManager->FindSkin( ui_skinArgs[ i ], false );
}
// MP game sounds
for ( i = 0; i < SND_COUNT; i++ ) {
f = fileSystem->OpenFileRead( GlobalSoundStrings[ i ] );
fileSystem->CloseFile( f );
}
// MP guis. just make sure we hit all of them
i = 0;
while ( MPGuis[ i ] ) {
uiManager->FindGui( MPGuis[ i ], true );
i++;
}
}
/*
================
idMultiplayerGame::ToggleSpectate
================
*/
void idMultiplayerGame::ToggleSpectate( void ) {
bool spectating;
assert( gameLocal.isClient || gameLocal.localClientNum == 0 );
spectating = ( idStr::Icmp( cvarSystem->GetCVarString( "ui_spectate" ), "Spectate" ) == 0 );
if ( spectating ) {
// always allow toggling to play
cvarSystem->SetCVarString( "ui_spectate", "Play" );
} else {
// only allow toggling to spectate if spectators are enabled.
if ( gameLocal.serverInfo.GetBool( "si_spectators" ) ) {
cvarSystem->SetCVarString( "ui_spectate", "Spectate" );
} else {
gameLocal.mpGame.AddChatLine( common->GetLanguageDict()->GetString( "#str_06747" ) );
}
}
}
/*
================
idMultiplayerGame::ToggleReady
================
*/
void idMultiplayerGame::ToggleReady( void ) {
bool ready;
assert( gameLocal.isClient || gameLocal.localClientNum == 0 );
ready = ( idStr::Icmp( cvarSystem->GetCVarString( "ui_ready" ), "Ready" ) == 0 );
if ( ready ) {
cvarSystem->SetCVarString( "ui_ready", "Not Ready" );
} else {
cvarSystem->SetCVarString( "ui_ready", "Ready" );
}
}
/*
================
idMultiplayerGame::ToggleTeam
================
*/
void idMultiplayerGame::ToggleTeam( void ) {
bool team;
assert( gameLocal.isClient || gameLocal.localClientNum == 0 );
team = ( idStr::Icmp( cvarSystem->GetCVarString( "ui_team" ), "Red" ) == 0 );
if ( team ) {
cvarSystem->SetCVarString( "ui_team", "Blue" );
} else {
cvarSystem->SetCVarString( "ui_team", "Red" );
}
}
/*
================
idMultiplayerGame::ToggleUserInfo
================
*/
void idMultiplayerGame::ThrottleUserInfo( void ) {
int i;
assert( gameLocal.localClientNum >= 0 );
i = 0;
while ( ThrottleVars[ i ] ) {
if ( idStr::Icmp( gameLocal.userInfo[ gameLocal.localClientNum ].GetString( ThrottleVars[ i ] ),
cvarSystem->GetCVarString( ThrottleVars[ i ] ) ) ) {
if ( gameLocal.realClientTime < switchThrottle[ i ] ) {
AddChatLine( common->GetLanguageDict()->GetString( "#str_04299" ), common->GetLanguageDict()->GetString( ThrottleVarsInEnglish[ i ] ), ( switchThrottle[ i ] - gameLocal.time ) / 1000 + 1 );
cvarSystem->SetCVarString( ThrottleVars[ i ], gameLocal.userInfo[ gameLocal.localClientNum ].GetString( ThrottleVars[ i ] ) );
} else {
switchThrottle[ i ] = gameLocal.time + ThrottleDelay[ i ] * 1000;
}
}
i++;
}
}
/*
================
idMultiplayerGame::CanPlay
================
*/
bool idMultiplayerGame::CanPlay( idPlayer *p ) {
return !p->wantSpectate && playerState[ p->entityNumber ].ingame;
}
/*
================
idMultiplayerGame::EnterGame
================
*/
void idMultiplayerGame::EnterGame( int clientNum ) {
assert( !gameLocal.isClient );
if ( !playerState[ clientNum ].ingame ) {
playerState[ clientNum ].ingame = true;
if ( gameLocal.isMultiplayer ) {
// can't use PrintMessageEvent as clients don't know the nickname yet
gameLocal.ServerSendChatMessage( -1, common->GetLanguageDict()->GetString( "#str_02047" ), va( common->GetLanguageDict()->GetString( "#str_07177" ), gameLocal.userInfo[ clientNum ].GetString( "ui_name" ) ) );
}
}
}
/*
================
idMultiplayerGame::WantRespawn
================
*/
bool idMultiplayerGame::WantRespawn( idPlayer *p ) {
return p->forceRespawn && !p->wantSpectate && playerState[ p->entityNumber ].ingame;
}
/*
================
idMultiplayerGame::VoiceChat
================
*/
void idMultiplayerGame::VoiceChat_f( const idCmdArgs &args ) {
gameLocal.mpGame.VoiceChat( args, false );
}
/*
================
idMultiplayerGame::VoiceChatTeam
================
*/
void idMultiplayerGame::VoiceChatTeam_f( const idCmdArgs &args ) {
gameLocal.mpGame.VoiceChat( args, true );
}
/*
================
idMultiplayerGame::VoiceChat
================
*/
void idMultiplayerGame::VoiceChat( const idCmdArgs &args, bool team ) {
idBitMsg outMsg;
byte msgBuf[128];
const char *voc;
const idDict *spawnArgs;
const idKeyValue *keyval;
int index;
if ( !gameLocal.isMultiplayer ) {
common->Printf( "clientVoiceChat: only valid in multiplayer\n" );
return;
}
if ( args.Argc() != 2 ) {
common->Printf( "clientVoiceChat: bad args\n" );
return;
}
// throttle
if ( gameLocal.realClientTime < voiceChatThrottle ) {
return;
}
voc = args.Argv( 1 );
spawnArgs = gameLocal.FindEntityDefDict( "player_doommarine", false );
keyval = spawnArgs->MatchPrefix( "snd_voc_", NULL );
index = 0;
while ( keyval ) {
if ( !keyval->GetValue().Icmp( voc ) ) {
break;
}
keyval = spawnArgs->MatchPrefix( "snd_voc_", keyval );
index++;
}
if ( !keyval ) {
common->Printf( "Voice command not found: %s\n", voc );
return;
}
voiceChatThrottle = gameLocal.realClientTime + 1000;
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_VCHAT );
outMsg.WriteLong( index );
outMsg.WriteBits( team ? 1 : 0, 1 );
networkSystem->ClientSendReliableMessage( outMsg );
}
/*
================
idMultiplayerGame::ProcessVoiceChat
================
*/
void idMultiplayerGame::ProcessVoiceChat( int clientNum, bool team, int index ) {
const idDict *spawnArgs;
const idKeyValue *keyval;
idStr name;
idStr snd_key;
idStr text_key;
idPlayer *p;
p = static_cast< idPlayer * >( gameLocal.entities[ clientNum ] );
if ( !( p && p->IsType( idPlayer::Type ) ) ) {
return;
}
if ( p->spectating ) {
return;
}
// lookup the sound def
spawnArgs = gameLocal.FindEntityDefDict( "player_doommarine", false );
keyval = spawnArgs->MatchPrefix( "snd_voc_", NULL );
while ( index > 0 && keyval ) {
keyval = spawnArgs->MatchPrefix( "snd_voc_", keyval );
index--;
}
if ( !keyval ) {
common->DPrintf( "ProcessVoiceChat: unknown chat index %d\n", index );
return;
}
snd_key = keyval->GetKey();
name = gameLocal.userInfo[ clientNum ].GetString( "ui_name" );
sprintf( text_key, "txt_%s", snd_key.Right( snd_key.Length() - 4 ).c_str() );
if ( team || gameState == COUNTDOWN || gameState == GAMEREVIEW ) {
ProcessChatMessage( clientNum, team, name, spawnArgs->GetString( text_key ), spawnArgs->GetString( snd_key ) );
} else {
p->StartSound( snd_key, SND_CHANNEL_ANY, 0, true, NULL );
ProcessChatMessage( clientNum, team, name, spawnArgs->GetString( text_key ), NULL );
}
}
/*
================
idMultiplayerGame::ServerWriteInitialReliableMessages
================
*/
void idMultiplayerGame::ServerWriteInitialReliableMessages( int clientNum ) {
idBitMsg outMsg;
byte msgBuf[ MAX_GAME_MESSAGE_SIZE ];
int i;
idEntity *ent;
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.BeginWriting();
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_STARTSTATE );
// send the game state and start time
outMsg.WriteByte( gameState );
outMsg.WriteLong( matchStartedTime );
outMsg.WriteShort( startFragLimit );
// send the powerup states and the spectate states
for( i = 0; i < gameLocal.numClients; i++ ) {
ent = gameLocal.entities[ i ];
if ( i != clientNum && ent && ent->IsType( idPlayer::Type ) ) {
outMsg.WriteShort( i );
outMsg.WriteShort( static_cast< idPlayer * >( ent )->inventory.powerups );
outMsg.WriteBits( static_cast< idPlayer * >( ent )->spectating, 1 );
}
}
outMsg.WriteShort( MAX_CLIENTS );
networkSystem->ServerSendReliableMessage( clientNum, outMsg );
// we send SI in connectResponse messages, but it may have been modified already
outMsg.BeginWriting( );
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_SERVERINFO );
outMsg.WriteDeltaDict( gameLocal.serverInfo, NULL );
networkSystem->ServerSendReliableMessage( clientNum, outMsg );
// warmup time
if ( gameState == COUNTDOWN ) {
outMsg.BeginWriting();
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_WARMUPTIME );
outMsg.WriteLong( warmupEndTime );
networkSystem->ServerSendReliableMessage( clientNum, outMsg );
}
}
/*
================
idMultiplayerGame::ClientReadStartState
================
*/
void idMultiplayerGame::ClientReadStartState( const idBitMsg &msg ) {
int i, client, powerup;
// read the state in preparation for reading snapshot updates
gameState = (idMultiplayerGame::gameState_t)msg.ReadByte();
matchStartedTime = msg.ReadLong( );
startFragLimit = msg.ReadShort( );
while ( ( client = msg.ReadShort() ) != MAX_CLIENTS ) {
assert( gameLocal.entities[ client ] && gameLocal.entities[ client ]->IsType( idPlayer::Type ) );
powerup = msg.ReadShort();
for ( i = 0; i < MAX_POWERUPS; i++ ) {
if ( powerup & ( 1 << i ) ) {
static_cast< idPlayer * >( gameLocal.entities[ client ] )->GivePowerUp( i, 0 );
}
}
bool spectate = ( msg.ReadBits( 1 ) != 0 );
static_cast< idPlayer * >( gameLocal.entities[ client ] )->Spectate( spectate );
}
}
/*
================
idMultiplayerGame::ClientReadWarmupTime
================
*/
void idMultiplayerGame::ClientReadWarmupTime( const idBitMsg &msg ) {
warmupEndTime = msg.ReadLong();
}
/*
#ifdef CTF
Threewave note:
The below IsGametype...() functions were implemented for CTF,
but we did not #ifdef CTF them, because doing so would clutter
the codebase substantially. Please consider them part of the merged
CTF code.
*/
/*
================
idMultiplayerGame::IsGametypeTeamBased
================
*/
bool idMultiplayerGame::IsGametypeTeamBased( void ) /* CTF */
{
switch ( gameLocal.gameType )
{
case GAME_SP:
case GAME_DM:
case GAME_TOURNEY:
case GAME_LASTMAN:
return false;
#ifdef CTF
case GAME_CTF:
#endif
case GAME_TDM:
return true;
default:
assert( !"Add support for your new gametype here." );
}
return false;
}
/*
================
idMultiplayerGame::IsGametypeFlagBased
================
*/
bool idMultiplayerGame::IsGametypeFlagBased( void ) {
switch ( gameLocal.gameType )
{
case GAME_SP:
case GAME_DM:
case GAME_TOURNEY:
case GAME_LASTMAN:
case GAME_TDM:
return false;
#ifdef CTF
case GAME_CTF:
return true;
#endif
default:
assert( !"Add support for your new gametype here." );
}
return false;
}
#ifdef CTF
/*
================
idMultiplayerGame::GetTeamFlag
================
*/
idItemTeam * idMultiplayerGame::GetTeamFlag( int team ) {
assert( team == 0 || team == 1 );
if ( !IsGametypeFlagBased() || ( team != 0 && team != 1 ) ) /* CTF */
return NULL;
// TODO : just call on map start
FindTeamFlags();
return teamFlags[team];
}
/*
================
idMultiplayerGame::GetTeamFlag
================
*/
void idMultiplayerGame::FindTeamFlags( void ) {
char * flagDefs[2] =
{
"team_CTF_redflag",
"team_CTF_blueflag"
};
for ( int i = 0; i < 2; i++)
{
idEntity * entity = gameLocal.FindEntityUsingDef( NULL, flagDefs[i] );
do
{
if ( entity == NULL )
return;
idItemTeam * flag = static_cast<idItemTeam *>(entity);
if ( flag->team == i )
{
teamFlags[i] = flag;
break;
}
entity = gameLocal.FindEntityUsingDef( entity, flagDefs[i] );
} while( entity );
}
}
/*
================
idMultiplayerGame::GetFlagStatus
================
*/
flagStatus_t idMultiplayerGame::GetFlagStatus( int team ) {
//assert( IsGametypeFlagBased() );
idItemTeam *teamFlag = GetTeamFlag( team );
//assert( teamFlag != NULL );
if ( teamFlag != NULL ) {
if ( teamFlag->carried == false && teamFlag->dropped == false )
return FLAGSTATUS_INBASE;
if ( teamFlag->carried == true )
return FLAGSTATUS_TAKEN;
if ( teamFlag->carried == false && teamFlag->dropped == true )
return FLAGSTATUS_STRAY;
}
//assert( !"Invalid flag state." );
return FLAGSTATUS_NONE;
}
/*
================
idMultiplayerGame::SetFlagMsgs
================
*/
void idMultiplayerGame::SetFlagMsg( bool b ) {
flagMsgOn = b;
}
/*
================
idMultiplayerGame::IsFlagMsgOn
================
*/
bool idMultiplayerGame::IsFlagMsgOn( void ) {
return ( GetGameState() == WARMUP || GetGameState() == GAMEON || GetGameState() == SUDDENDEATH ) && flagMsgOn;
}
/*
================
idMultiplayerGame::SetBestGametype
================
*/
void idMultiplayerGame::SetBestGametype( const char * map ) {
const char *gametype = gameLocal.serverInfo.GetString( "si_gameType" );
// const char *map = gameLocal.serverInfo.GetString( "si_map" );
int num = declManager->GetNumDecls( DECL_MAPDEF );
int i, j;
for ( i = 0; i < num; i++ ) {
const idDeclEntityDef *mapDef = static_cast<const idDeclEntityDef *>( declManager->DeclByIndex( DECL_MAPDEF, i ) );
if ( mapDef && idStr::Icmp( mapDef->GetName(), map ) == 0 ) {
if ( mapDef->dict.GetBool( gametype ) ) {
// dont change gametype
return;
}
for ( j = 1; si_gameTypeArgs[ j ]; j++ ) {
if ( mapDef->dict.GetBool( si_gameTypeArgs[ j ] ) ) {
si_gameType.SetString( si_gameTypeArgs[ j ] );
return;
}
}
// error out, no valid gametype
return;
}
}
}
/*
================
idMultiplayerGame::ReloadScoreboard
================
*/
void idMultiplayerGame::ReloadScoreboard() {
// CTF uses its own scoreboard
if ( IsGametypeFlagBased() )
scoreBoard = uiManager->FindGui( "guis/ctfscoreboard.gui", true, false, true );
else
scoreBoard = uiManager->FindGui( "guis/scoreboard.gui", true, false, true );
Precache();
}
#endif
#ifdef _D3XP
idStr idMultiplayerGame::GetBestGametype( const char* map, const char* gametype ) {
int num = declManager->GetNumDecls( DECL_MAPDEF );
int i, j;
for ( i = 0; i < num; i++ ) {
const idDeclEntityDef *mapDef = static_cast<const idDeclEntityDef *>( declManager->DeclByIndex( DECL_MAPDEF, i ) );
if ( mapDef && idStr::Icmp( mapDef->GetName(), map ) == 0 ) {
if ( mapDef->dict.GetBool( gametype ) ) {
// dont change gametype
return gametype;
}
for ( j = 1; si_gameTypeArgs[ j ]; j++ ) {
if ( mapDef->dict.GetBool( si_gameTypeArgs[ j ] ) ) {
return si_gameTypeArgs[ j ];
}
}
// error out, no valid gametype
return "deathmatch";
}
}
//For testing a new map let it play any gametpye
return gametype;
}
#endif