/* =========================================================================== 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 . 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 "sys/platform.h" #include "idlib/BitMsg.h" #include "idlib/Str.h" #include "idlib/LangDict.h" #include "framework/async/NetworkSystem.h" #include "framework/FileSystem.h" #include "framework/DeclEntityDef.h" #include "ui/UserInterface.h" #include "gamesys/SysCvar.h" #include "Player.h" #include "Game_local.h" #include "MultiplayerGame.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/scoreboard.gui", true, false, true ); spectateGui = uiManager->FindGui( "guis/spectate.gui", true, false, true ); guiChat = uiManager->FindGui( "guis/chat.gui", true, false, true ); mainGui = uiManager->FindGui( "guis/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 if(mainGui) { // DG: in fitz this is NULL mainGui->SetStateBool( "gameDraw", true ); mainGui->SetKeyBindingNames(); mainGui->SetStateInt( "com_machineSpec", cvarSystem->GetCVarInteger( "com_machineSpec" ) ); SetMenuSkin(); } msgmodeGui = uiManager->FindGui( "guis/mpmsgmode.gui", true, false, true ); if(msgmodeGui) // DG: in fitz this is NULL 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++ ) { if(scoreBoard) { // DG: in fitz, this is NULL 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( 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 ), "" ); if(scoreBoard) 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( 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(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(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( 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(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=%d tks=%d", 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( 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(ent)->wantSpectate ) { static_cast(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(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.WriteInt( 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( gameLocal.entities[ i ] ); player->ServerSpectate( false ); } else { ent = gameLocal.entities[ i ]; if ( ent && ent->IsType( idPlayer::Type ) ) { player = static_cast( 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( 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 ); mainGui->SetStateString( "driver_prompt", "0" ); } /* ================ 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( 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( gameLocal.entities[ i ] ); if ( player && !player->NeedsIcon() ) { player->HidePlayerIcons(); } } player = viewPlayer = static_cast( gameLocal.entities[ clientNum ] ); if ( player == NULL ) { return false; } if ( player->spectating ) { viewPlayer = static_cast( 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.WriteInt( 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(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( "%s", common->GetLanguageDict()->GetString( "#str_04288" ) ); break; case MSG_SUDDENDEATH: AddChatLine( "%s", 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( "%s", 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( "%s", 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( "%s", common->GetLanguageDict()->GetString( "#str_11103" ) ); // your team } else { AddChatLine( "%s", 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(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( 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( 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( "%s", common->GetLanguageDict()->GetString( "#str_04278" ) ); gameSoundWorld->PlayShaderDirectly( GlobalSoundStrings[ SND_VOTE_FAILED ] ); if ( gameLocal.isClient ) { vote = VOTE_NONE; } break; case VOTE_PASSED: AddChatLine( "%s", 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( "%s", 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( 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( 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( 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( "%s", 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.WriteInt( 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.WriteInt( 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.WriteInt( 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.ReadInt( ); 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.ReadInt(); } /* #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 ) { const 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(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( 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( 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