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736ec20d4d
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
3413 lines
100 KiB
C++
3413 lines
100 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "sys/platform.h"
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#include "idlib/BitMsg.h"
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#include "idlib/Str.h"
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#include "idlib/LangDict.h"
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#include "framework/async/NetworkSystem.h"
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#include "framework/FileSystem.h"
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#include "ui/UserInterface.h"
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#include "gamesys/SysCvar.h"
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#include "Player.h"
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#include "Game_local.h"
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#include "MultiplayerGame.h"
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// could be a problem if players manage to go down sudden deaths till this .. oh well
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#define LASTMAN_NOLIVES -20
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idCVar g_spectatorChat( "g_spectatorChat", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "let spectators talk to everyone during game" );
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// global sounds transmitted by index - 0 .. SND_COUNT
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// sounds in this list get precached on MP start
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const char *idMultiplayerGame::GlobalSoundStrings[] = {
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"sound/feedback/voc_youwin.wav",
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"sound/feedback/voc_youlose.wav",
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"sound/feedback/fight.wav",
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"sound/feedback/vote_now.wav",
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"sound/feedback/vote_passed.wav",
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"sound/feedback/vote_failed.wav",
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"sound/feedback/three.wav",
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"sound/feedback/two.wav",
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"sound/feedback/one.wav",
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"sound/feedback/sudden_death.wav",
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};
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// handy verbose
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const char *idMultiplayerGame::GameStateStrings[] = {
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"INACTIVE",
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"WARMUP",
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"COUNTDOWN",
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"GAMEON",
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"SUDDENDEATH",
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"GAMEREVIEW",
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"NEXTGAME"
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};
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const char *idMultiplayerGame::MPGuis[] = {
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"guis/mphud.gui",
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"guis/mpmain.gui",
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"guis/mpmsgmode.gui",
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"guis/netmenu.gui",
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NULL
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};
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const char *idMultiplayerGame::ThrottleVars[] = {
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"ui_spectate",
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"ui_ready",
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"ui_team",
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NULL
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};
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const char *idMultiplayerGame::ThrottleVarsInEnglish[] = {
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"#str_06738",
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"#str_06737",
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"#str_01991",
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NULL
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};
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const int idMultiplayerGame::ThrottleDelay[] = {
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8,
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5,
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5
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};
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/*
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================
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idMultiplayerGame::idMultiplayerGame
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================
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*/
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idMultiplayerGame::idMultiplayerGame() {
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scoreBoard = NULL;
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spectateGui = NULL;
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guiChat = NULL;
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mainGui = NULL;
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mapList = NULL;
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msgmodeGui = NULL;
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lastGameType = GAME_SP;
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Clear();
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}
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/*
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================
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idMultiplayerGame::Shutdown
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================
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*/
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void idMultiplayerGame::Shutdown( void ) {
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Clear();
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}
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/*
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================
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idMultiplayerGame::SetMenuSkin
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================
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*/
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void idMultiplayerGame::SetMenuSkin( void ) {
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// skins
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idStr str = cvarSystem->GetCVarString( "mod_validSkins" );
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idStr uiSkin = cvarSystem->GetCVarString( "ui_skin" );
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idStr skin;
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int skinId = 1;
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int count = 1;
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while ( str.Length() ) {
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int n = str.Find( ";" );
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if ( n >= 0 ) {
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skin = str.Left( n );
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str = str.Right( str.Length() - n - 1 );
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} else {
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skin = str;
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str = "";
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}
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if ( skin.Icmp( uiSkin ) == 0 ) {
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skinId = count;
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}
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count++;
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}
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for ( int i = 0; i < count; i++ ) {
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mainGui->SetStateInt( va( "skin%i", i+1 ), 0 );
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}
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mainGui->SetStateInt( va( "skin%i", skinId ), 1 );
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}
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/*
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================
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idMultiplayerGame::Reset
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================
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*/
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void idMultiplayerGame::Reset() {
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Clear();
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assert( !scoreBoard && !spectateGui && !guiChat && !mainGui && !mapList );
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scoreBoard = uiManager->FindGui( "guis/scoreboard.gui", true, false, true );
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spectateGui = uiManager->FindGui( "guis/spectate.gui", true, false, true );
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guiChat = uiManager->FindGui( "guis/chat.gui", true, false, true );
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mainGui = uiManager->FindGui( "guis/mpmain.gui", true, false, true );
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mapList = uiManager->AllocListGUI( );
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mapList->Config( mainGui, "mapList" );
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// set this GUI so that our Draw function is still called when it becomes the active/fullscreen GUI
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mainGui->SetStateBool( "gameDraw", true );
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mainGui->SetKeyBindingNames();
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mainGui->SetStateInt( "com_machineSpec", cvarSystem->GetCVarInteger( "com_machineSpec" ) );
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SetMenuSkin();
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msgmodeGui = uiManager->FindGui( "guis/mpmsgmode.gui", true, false, true );
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msgmodeGui->SetStateBool( "gameDraw", true );
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ClearGuis();
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ClearChatData();
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warmupEndTime = 0;
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}
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/*
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================
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idMultiplayerGame::ServerClientConnect
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================
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*/
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void idMultiplayerGame::ServerClientConnect( int clientNum ) {
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memset( &playerState[ clientNum ], 0, sizeof( playerState[ clientNum ] ) );
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}
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/*
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================
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idMultiplayerGame::SpawnPlayer
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================
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*/
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void idMultiplayerGame::SpawnPlayer( int clientNum ) {
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bool ingame = playerState[ clientNum ].ingame;
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memset( &playerState[ clientNum ], 0, sizeof( playerState[ clientNum ] ) );
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if ( !gameLocal.isClient ) {
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idPlayer *p = static_cast< idPlayer * >( gameLocal.entities[ clientNum ] );
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p->spawnedTime = gameLocal.time;
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if ( gameLocal.gameType == GAME_TDM ) {
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SwitchToTeam( clientNum, -1, p->team );
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}
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p->tourneyRank = 0;
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if ( gameLocal.gameType == GAME_TOURNEY && gameState == GAMEON ) {
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p->tourneyRank++;
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}
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playerState[ clientNum ].ingame = ingame;
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}
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}
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/*
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================
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idMultiplayerGame::Clear
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================
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*/
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void idMultiplayerGame::Clear() {
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int i;
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gameState = INACTIVE;
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nextState = INACTIVE;
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pingUpdateTime = 0;
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vote = VOTE_NONE;
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voteTimeOut = 0;
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voteExecTime = 0;
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nextStateSwitch = 0;
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matchStartedTime = 0;
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currentTourneyPlayer[ 0 ] = -1;
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currentTourneyPlayer[ 1 ] = -1;
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one = two = three = false;
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memset( &playerState, 0 , sizeof( playerState ) );
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lastWinner = -1;
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currentMenu = 0;
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bCurrentMenuMsg = false;
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nextMenu = 0;
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pureReady = false;
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scoreBoard = NULL;
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spectateGui = NULL;
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guiChat = NULL;
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mainGui = NULL;
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msgmodeGui = NULL;
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if ( mapList ) {
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uiManager->FreeListGUI( mapList );
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mapList = NULL;
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}
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fragLimitTimeout = 0;
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memset( &switchThrottle, 0, sizeof( switchThrottle ) );
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voiceChatThrottle = 0;
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for ( i = 0; i < NUM_CHAT_NOTIFY; i++ ) {
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chatHistory[ i ].line.Clear();
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}
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warmupText.Clear();
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voteValue.Clear();
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voteString.Clear();
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startFragLimit = -1;
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}
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/*
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================
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idMultiplayerGame::ClearGuis
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================
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*/
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void idMultiplayerGame::ClearGuis() {
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int i;
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for ( i = 0; i < MAX_CLIENTS; i++ ) {
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scoreBoard->SetStateString( va( "player%i",i+1 ), "" );
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scoreBoard->SetStateString( va( "player%i_score", i+1 ), "" );
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scoreBoard->SetStateString( va( "player%i_tdm_tscore", i+1 ), "" );
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scoreBoard->SetStateString( va( "player%i_tdm_score", i+1 ), "" );
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scoreBoard->SetStateString( va( "player%i_wins", i+1 ), "" );
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scoreBoard->SetStateString( va( "player%i_status", i+1 ), "" );
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scoreBoard->SetStateInt( va( "rank%i", i+1 ), 0 );
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scoreBoard->SetStateInt( "rank_self", 0 );
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idPlayer *player = static_cast<idPlayer *>( gameLocal.entities[ i ] );
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if ( !player || !player->hud ) {
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continue;
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}
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player->hud->SetStateString( va( "player%i",i+1 ), "" );
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player->hud->SetStateString( va( "player%i_score", i+1 ), "" );
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player->hud->SetStateString( va( "player%i_ready", i+1 ), "" );
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scoreBoard->SetStateInt( va( "rank%i", i+1 ), 0 );
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player->hud->SetStateInt( "rank_self", 0 );
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}
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}
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/*
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================
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idMultiplayerGame::UpdatePlayerRanks
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================
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*/
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void idMultiplayerGame::UpdatePlayerRanks() {
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int i, j, k;
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idPlayer *players[MAX_CLIENTS];
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idEntity *ent;
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idPlayer *player;
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memset( players, 0, sizeof( players ) );
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numRankedPlayers = 0;
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for ( i = 0; i < gameLocal.numClients; i++ ) {
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ent = gameLocal.entities[ i ];
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if ( !ent || !ent->IsType( idPlayer::Type ) ) {
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continue;
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}
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player = static_cast< idPlayer * >( ent );
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if ( !CanPlay( player ) ) {
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continue;
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}
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if ( gameLocal.gameType == GAME_TOURNEY ) {
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if ( i != currentTourneyPlayer[ 0 ] && i != currentTourneyPlayer[ 1 ] ) {
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continue;
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}
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}
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if ( gameLocal.gameType == GAME_LASTMAN && playerState[ i ].fragCount == LASTMAN_NOLIVES ) {
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continue;
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}
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for ( j = 0; j < numRankedPlayers; j++ ) {
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bool insert = false;
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if ( gameLocal.gameType == GAME_TDM ) {
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if ( player->team != players[ j ]->team ) {
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if ( playerState[ i ].teamFragCount > playerState[ players[ j ]->entityNumber ].teamFragCount ) {
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// team scores
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insert = true;
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} else if ( playerState[ i ].teamFragCount == playerState[ players[ j ]->entityNumber ].teamFragCount && player->team < players[ j ]->team ) {
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// at equal scores, sort by team number
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insert = true;
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}
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} else if ( playerState[ i ].fragCount > playerState[ players[ j ]->entityNumber ].fragCount ) {
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// in the same team, sort by frag count
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insert = true;
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}
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} else {
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insert = ( playerState[ i ].fragCount > playerState[ players[ j ]->entityNumber ].fragCount );
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}
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if ( insert ) {
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for ( k = numRankedPlayers; k > j; k-- ) {
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players[ k ] = players[ k-1 ];
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}
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players[ j ] = player;
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break;
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}
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}
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if ( j == numRankedPlayers ) {
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players[ numRankedPlayers ] = player;
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}
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numRankedPlayers++;
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}
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memcpy( rankedPlayers, players, sizeof( players ) );
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}
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/*
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================
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idMultiplayerGame::UpdateRankColor
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================
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*/
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void idMultiplayerGame::UpdateRankColor( idUserInterface *gui, const char *mask, int i, const idVec3 &vec ) {
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for ( int j = 1; j < 4; j++ ) {
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gui->SetStateFloat( va( mask, i, j ), vec[ j - 1 ] );
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}
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}
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/*
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================
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idMultiplayerGame::UpdateScoreboard
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================
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*/
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void idMultiplayerGame::UpdateScoreboard( idUserInterface *scoreBoard, idPlayer *player ) {
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int i, j, iline, k;
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idStr gameinfo;
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idStr livesinfo;
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idStr timeinfo;
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idEntity *ent;
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idPlayer *p;
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int value;
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scoreBoard->SetStateString( "scoretext", gameLocal.gameType == GAME_LASTMAN ? common->GetLanguageDict()->GetString( "#str_04242" ) : common->GetLanguageDict()->GetString( "#str_04243" ) );
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iline = 0; // the display lines
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if ( gameState != WARMUP ) {
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for ( i = 0; i < numRankedPlayers; i++ ) {
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// ranked player
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iline++;
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scoreBoard->SetStateString( va( "player%i", iline ), rankedPlayers[ i ]->GetUserInfo()->GetString( "ui_name" ) );
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if ( gameLocal.gameType == GAME_TDM ) {
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value = idMath::ClampInt( MP_PLAYER_MINFRAGS, MP_PLAYER_MAXFRAGS, playerState[ rankedPlayers[ i ]->entityNumber ].fragCount );
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scoreBoard->SetStateInt( va( "player%i_tdm_score", iline ), value );
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value = idMath::ClampInt( MP_PLAYER_MINFRAGS, MP_PLAYER_MAXFRAGS, playerState[ rankedPlayers[ i ]->entityNumber ].teamFragCount );
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scoreBoard->SetStateString( va( "player%i_tdm_tscore", iline ), va( "/ %i", value ) );
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scoreBoard->SetStateString( va( "player%i_score", iline ), "" );
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} else {
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value = idMath::ClampInt( MP_PLAYER_MINFRAGS, MP_PLAYER_MAXFRAGS, playerState[ rankedPlayers[ i ]->entityNumber ].fragCount );
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scoreBoard->SetStateInt( va( "player%i_score", iline ), value );
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scoreBoard->SetStateString( va( "player%i_tdm_tscore", iline ), "" );
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scoreBoard->SetStateString( va( "player%i_tdm_score", iline ), "" );
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}
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value = idMath::ClampInt( 0, MP_PLAYER_MAXWINS, playerState[ rankedPlayers[ i ]->entityNumber ].wins );
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scoreBoard->SetStateInt( va( "player%i_wins", iline ), value );
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scoreBoard->SetStateInt( va( "player%i_ping", iline ), playerState[ rankedPlayers[ i ]->entityNumber ].ping );
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// set the color band
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scoreBoard->SetStateInt( va( "rank%i", iline ), 1 );
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UpdateRankColor( scoreBoard, "rank%i_color%i", iline, rankedPlayers[ i ]->colorBar );
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if ( rankedPlayers[ i ] == player ) {
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// highlight who we are
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scoreBoard->SetStateInt( "rank_self", iline );
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}
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}
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}
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// if warmup, this draws everyone, otherwise it goes over spectators only
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// when doing warmup we loop twice to draw ready/not ready first *then* spectators
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// NOTE: in tourney, shows spectators according to their playing rank order?
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for ( k = 0; k < ( gameState == WARMUP ? 2 : 1 ); k++ ) {
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for ( i = 0; i < MAX_CLIENTS; i++ ) {
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ent = gameLocal.entities[ i ];
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if ( !ent || !ent->IsType( idPlayer::Type ) ) {
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continue;
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}
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if ( gameState != WARMUP ) {
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// check he's not covered by ranks already
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for ( j = 0; j < numRankedPlayers; j++ ) {
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if ( ent == rankedPlayers[ j ] ) {
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break;
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}
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}
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if ( j != numRankedPlayers ) {
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continue;
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}
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}
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p = static_cast< idPlayer * >( ent );
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if ( gameState == WARMUP ) {
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if ( k == 0 && p->spectating ) {
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continue;
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}
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if ( k == 1 && !p->spectating ) {
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continue;
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}
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}
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iline++;
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if ( !playerState[ i ].ingame ) {
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scoreBoard->SetStateString( va( "player%i", iline ), common->GetLanguageDict()->GetString( "#str_04244" ) );
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scoreBoard->SetStateString( va( "player%i_score", iline ), common->GetLanguageDict()->GetString( "#str_04245" ) );
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// no color band
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scoreBoard->SetStateInt( va( "rank%i", iline ), 0 );
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} else {
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scoreBoard->SetStateString( va( "player%i", iline ), gameLocal.userInfo[ i ].GetString( "ui_name" ) );
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if ( gameState == WARMUP ) {
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if ( p->spectating ) {
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scoreBoard->SetStateString( va( "player%i_score", iline ), common->GetLanguageDict()->GetString( "#str_04246" ) );
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// no color band
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scoreBoard->SetStateInt( va( "rank%i", iline ), 0 );
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} else {
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scoreBoard->SetStateString( va( "player%i_score", iline ), p->IsReady() ? common->GetLanguageDict()->GetString( "#str_04247" ) : common->GetLanguageDict()->GetString( "#str_04248" ) );
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// set the color band
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scoreBoard->SetStateInt( va( "rank%i", iline ), 1 );
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UpdateRankColor( scoreBoard, "rank%i_color%i", iline, p->colorBar );
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}
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} else {
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if ( gameLocal.gameType == GAME_LASTMAN && playerState[ i ].fragCount == LASTMAN_NOLIVES ) {
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scoreBoard->SetStateString( va( "player%i_score", iline ), common->GetLanguageDict()->GetString( "#str_06736" ) );
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// 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++;
|
|
while ( iline < 5 ) {
|
|
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" ) );
|
|
}
|
|
|
|
} else {
|
|
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 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
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 ( gameLocal.gameType == GAME_TDM ) {
|
|
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 ( gameLocal.gameType == GAME_TDM ) {
|
|
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;
|
|
|
|
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 ( gameLocal.gameType == GAME_TDM ) {
|
|
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;
|
|
}
|
|
|
|
/*
|
|
================
|
|
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 = ( gameLocal.gameType == GAME_TDM ) ? playerState[i].teamFragCount : playerState[i].fragCount;
|
|
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 ( gameLocal.gameType == GAME_TDM ) {
|
|
teamLead[ p->team ] = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( gameLocal.gameType != GAME_TDM ) {
|
|
// more than one player at the highest frags
|
|
if ( count > 1 ) {
|
|
return NULL;
|
|
} else {
|
|
return leader;
|
|
}
|
|
} else {
|
|
if ( teamLead[ 0 ] && teamLead[ 1 ] ) {
|
|
// even game in team play
|
|
return NULL;
|
|
}
|
|
return leader;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idGameLocal::UpdateWinsLosses
|
|
================
|
|
*/
|
|
void idMultiplayerGame::UpdateWinsLosses( idPlayer *winner ) {
|
|
if ( winner ) {
|
|
// run back through and update win/loss count
|
|
for( int i = 0; i < gameLocal.numClients; i++ ) {
|
|
idEntity *ent = gameLocal.entities[ i ];
|
|
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
|
|
continue;
|
|
}
|
|
idPlayer *player = static_cast<idPlayer *>(ent);
|
|
if ( gameLocal.gameType == GAME_TDM ) {
|
|
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 );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if ( winner ) {
|
|
lastWinner = winner->entityNumber;
|
|
} else {
|
|
lastWinner = -1;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::TeamScore
|
|
================
|
|
*/
|
|
void idMultiplayerGame::TeamScore( int entityNumber, int team, int delta ) {
|
|
playerState[ entityNumber ].fragCount += delta;
|
|
for( int i = 0 ; i < gameLocal.numClients ; i++ ) {
|
|
idEntity *ent = gameLocal.entities[ i ];
|
|
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
|
|
continue;
|
|
}
|
|
idPlayer *player = static_cast<idPlayer *>(ent);
|
|
if ( player->team == team ) {
|
|
playerState[ player->entityNumber ].teamFragCount += delta;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::PlayerDeath
|
|
================
|
|
*/
|
|
void idMultiplayerGame::PlayerDeath( idPlayer *dead, idPlayer *killer, bool telefrag ) {
|
|
|
|
// don't do PrintMessageEvent and shit
|
|
assert( !gameLocal.isClient );
|
|
|
|
if ( killer ) {
|
|
if ( gameLocal.gameType == GAME_LASTMAN ) {
|
|
playerState[ dead->entityNumber ].fragCount--;
|
|
} else if ( gameLocal.gameType == GAME_TDM ) {
|
|
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 ( gameLocal.gameType == GAME_TDM && dead->team == killer->team ) {
|
|
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 );
|
|
|
|
PlayGlobalSound( -1, SND_FIGHT );
|
|
matchStartedTime = gameLocal.time;
|
|
fragLimitTimeout = 0;
|
|
for( i = 0; i < gameLocal.numClients; i++ ) {
|
|
idEntity *ent = gameLocal.entities[ i ];
|
|
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
|
|
continue;
|
|
}
|
|
idPlayer *p = static_cast<idPlayer *>( ent );
|
|
p->SetLeader( false ); // don't carry the flag from previous games
|
|
if ( gameLocal.gameType == GAME_TOURNEY && currentTourneyPlayer[ 0 ] != i && currentTourneyPlayer[ 1 ] != i ) {
|
|
p->ServerSpectate( true );
|
|
p->tourneyRank++;
|
|
} else {
|
|
int fragLimit = gameLocal.serverInfo.GetInt( "si_fragLimit" );
|
|
int startingCount = ( gameLocal.gameType == GAME_LASTMAN ) ? fragLimit : 0;
|
|
playerState[ i ].fragCount = startingCount;
|
|
playerState[ i ].teamFragCount = startingCount;
|
|
if ( !static_cast<idPlayer *>(ent)->wantSpectate ) {
|
|
static_cast<idPlayer *>(ent)->ServerSpectate( false );
|
|
if ( gameLocal.gameType == GAME_TOURNEY ) {
|
|
p->tourneyRank = 0;
|
|
}
|
|
}
|
|
}
|
|
if ( CanPlay( p ) ) {
|
|
p->lastManPresent = true;
|
|
} else {
|
|
p->lastManPresent = false;
|
|
}
|
|
}
|
|
cvarSystem->SetCVarString( "ui_ready", "Not Ready" );
|
|
switchThrottle[ 1 ] = 0; // passby the throttle
|
|
startFragLimit = gameLocal.serverInfo.GetInt( "si_fragLimit" );
|
|
break;
|
|
}
|
|
case GAMEREVIEW: {
|
|
nextState = INACTIVE; // used to abort a game. cancel out any upcoming state change
|
|
// set all players not ready and spectating
|
|
for( i = 0; i < gameLocal.numClients; i++ ) {
|
|
idEntity *ent = gameLocal.entities[ i ];
|
|
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
|
|
continue;
|
|
}
|
|
static_cast< idPlayer *>( ent )->forcedReady = false;
|
|
static_cast<idPlayer *>(ent)->ServerSpectate( true );
|
|
}
|
|
UpdateWinsLosses( player );
|
|
break;
|
|
}
|
|
case SUDDENDEATH: {
|
|
PrintMessageEvent( -1, MSG_SUDDENDEATH );
|
|
PlayGlobalSound( -1, SND_SUDDENDEATH );
|
|
break;
|
|
}
|
|
case COUNTDOWN: {
|
|
idBitMsg outMsg;
|
|
byte msgBuf[ 128 ];
|
|
|
|
warmupEndTime = gameLocal.time + 1000*cvarSystem->GetCVarInteger( "g_countDown" );
|
|
|
|
outMsg.Init( msgBuf, sizeof( msgBuf ) );
|
|
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_WARMUPTIME );
|
|
outMsg.WriteLong( warmupEndTime );
|
|
networkSystem->ServerSendReliableMessage( -1, outMsg );
|
|
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
|
|
gameState = news;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::FillTourneySlots
|
|
NOTE: called each frame during warmup to keep the tourney slots filled
|
|
================
|
|
*/
|
|
void idMultiplayerGame::FillTourneySlots( ) {
|
|
int i, j, rankmax, rankmaxindex;
|
|
idEntity *ent;
|
|
idPlayer *p;
|
|
|
|
// fill up the slots based on tourney ranks
|
|
for ( i = 0; i < 2; i++ ) {
|
|
if ( currentTourneyPlayer[ i ] != -1 ) {
|
|
continue;
|
|
}
|
|
rankmax = -1;
|
|
rankmaxindex = -1;
|
|
for ( j = 0; j < gameLocal.numClients; j++ ) {
|
|
ent = gameLocal.entities[ j ];
|
|
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
|
|
continue;
|
|
}
|
|
if ( currentTourneyPlayer[ 0 ] == j || currentTourneyPlayer[ 1 ] == j ) {
|
|
continue;
|
|
}
|
|
p = static_cast< idPlayer * >( ent );
|
|
if ( p->wantSpectate ) {
|
|
continue;
|
|
}
|
|
if ( p->tourneyRank >= rankmax ) {
|
|
// when ranks are equal, use time in game
|
|
if ( p->tourneyRank == rankmax ) {
|
|
assert( rankmaxindex >= 0 );
|
|
if ( p->spawnedTime > static_cast< idPlayer * >( gameLocal.entities[ rankmaxindex ] )->spawnedTime ) {
|
|
continue;
|
|
}
|
|
}
|
|
rankmax = static_cast< idPlayer * >( ent )->tourneyRank;
|
|
rankmaxindex = j;
|
|
}
|
|
}
|
|
currentTourneyPlayer[ i ] = rankmaxindex; // may be -1 if we found nothing
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::UpdateTourneyLine
|
|
we manipulate tourneyRank on player entities for internal ranking. it's easier to deal with.
|
|
but we need a real wait list to be synced down to clients for GUI
|
|
ignore current players, ignore wantSpectate
|
|
================
|
|
*/
|
|
void idMultiplayerGame::UpdateTourneyLine( void ) {
|
|
int i, j, imax, max, globalmax = -1;
|
|
idPlayer *p;
|
|
|
|
assert( !gameLocal.isClient );
|
|
if ( gameLocal.gameType != GAME_TOURNEY ) {
|
|
return;
|
|
}
|
|
|
|
for ( j = 1; j <= gameLocal.numClients; j++ ) {
|
|
max = -1; imax = -1;
|
|
for ( i = 0; i < gameLocal.numClients; i++ ) {
|
|
if ( currentTourneyPlayer[ 0 ] == i || currentTourneyPlayer[ 1 ] == i ) {
|
|
continue;
|
|
}
|
|
p = static_cast< idPlayer * >( gameLocal.entities[ i ] );
|
|
if ( !p || p->wantSpectate ) {
|
|
continue;
|
|
}
|
|
if ( p->tourneyRank > max && ( globalmax == -1 || p->tourneyRank < globalmax ) ) {
|
|
imax = i;
|
|
max = p->tourneyRank;
|
|
}
|
|
}
|
|
if ( imax == -1 ) {
|
|
break;
|
|
}
|
|
|
|
idBitMsg outMsg;
|
|
byte msgBuf[1024];
|
|
outMsg.Init( msgBuf, sizeof( msgBuf ) );
|
|
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_TOURNEYLINE );
|
|
outMsg.WriteByte( j );
|
|
networkSystem->ServerSendReliableMessage( imax, outMsg );
|
|
|
|
globalmax = max;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::CycleTourneyPlayers
|
|
================
|
|
*/
|
|
void idMultiplayerGame::CycleTourneyPlayers( ) {
|
|
int i;
|
|
idEntity *ent;
|
|
idPlayer *player;
|
|
|
|
currentTourneyPlayer[ 0 ] = -1;
|
|
currentTourneyPlayer[ 1 ] = -1;
|
|
// if any, winner from last round will play again
|
|
if ( lastWinner != -1 ) {
|
|
idEntity *ent = gameLocal.entities[ lastWinner ];
|
|
if ( ent && ent->IsType( idPlayer::Type ) ) {
|
|
currentTourneyPlayer[ 0 ] = lastWinner;
|
|
}
|
|
}
|
|
FillTourneySlots( );
|
|
// force selected players in/out of the game and update the ranks
|
|
for ( i = 0 ; i < gameLocal.numClients ; i++ ) {
|
|
if ( currentTourneyPlayer[ 0 ] == i || currentTourneyPlayer[ 1 ] == i ) {
|
|
player = static_cast<idPlayer *>( gameLocal.entities[ i ] );
|
|
player->ServerSpectate( false );
|
|
} else {
|
|
ent = gameLocal.entities[ i ];
|
|
if ( ent && ent->IsType( idPlayer::Type ) ) {
|
|
player = static_cast<idPlayer *>( gameLocal.entities[ i ] );
|
|
player->ServerSpectate( true );
|
|
}
|
|
}
|
|
}
|
|
UpdateTourneyLine();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::ExecuteVote
|
|
the votes are checked for validity/relevance before they are started
|
|
we assume that they are still legit when reaching here
|
|
================
|
|
*/
|
|
void idMultiplayerGame::ExecuteVote( void ) {
|
|
bool needRestart;
|
|
switch ( vote ) {
|
|
case VOTE_RESTART:
|
|
gameLocal.MapRestart();
|
|
break;
|
|
case VOTE_TIMELIMIT:
|
|
si_timeLimit.SetInteger( atoi( voteValue ) );
|
|
needRestart = gameLocal.NeedRestart();
|
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "rescanSI" );
|
|
if ( needRestart ) {
|
|
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "nextMap" );
|
|
}
|
|
break;
|
|
case VOTE_FRAGLIMIT:
|
|
si_fragLimit.SetInteger( atoi( voteValue ) );
|
|
needRestart = gameLocal.NeedRestart();
|
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "rescanSI" );
|
|
if ( needRestart ) {
|
|
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "nextMap" );
|
|
}
|
|
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() );
|
|
needRestart = gameLocal.NeedRestart();
|
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "rescanSI" );
|
|
if ( needRestart ) {
|
|
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "nextMap" );
|
|
}
|
|
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;
|
|
}
|
|
NewState( WARMUP );
|
|
if ( gameLocal.gameType == GAME_TOURNEY ) {
|
|
CycleTourneyPlayers();
|
|
}
|
|
// put everyone back in from endgame spectate
|
|
for ( i = 0; i < gameLocal.numClients; i++ ) {
|
|
idEntity *ent = gameLocal.entities[ i ];
|
|
if ( ent && ent->IsType( idPlayer::Type ) ) {
|
|
if ( !static_cast< idPlayer * >( ent )->wantSpectate ) {
|
|
CheckRespawns( static_cast<idPlayer *>( ent ) );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case WARMUP: {
|
|
if ( AllPlayersReady() ) {
|
|
NewState( COUNTDOWN );
|
|
nextState = GAMEON;
|
|
nextStateSwitch = gameLocal.time + 1000 * cvarSystem->GetCVarInteger( "g_countDown" );
|
|
}
|
|
warmupText = "Warming up.. waiting for players to get ready";
|
|
one = two = three = false;
|
|
break;
|
|
}
|
|
case COUNTDOWN: {
|
|
timeLeft = ( nextStateSwitch - gameLocal.time ) / 1000 + 1;
|
|
if ( timeLeft == 3 && !three ) {
|
|
PlayGlobalSound( -1, SND_THREE );
|
|
three = true;
|
|
} else if ( timeLeft == 2 && !two ) {
|
|
PlayGlobalSound( -1, SND_TWO );
|
|
two = true;
|
|
} else if ( timeLeft == 1 && !one ) {
|
|
PlayGlobalSound( -1, SND_ONE );
|
|
one = true;
|
|
}
|
|
warmupText = va( "Match starts in %i", timeLeft );
|
|
break;
|
|
}
|
|
case GAMEON: {
|
|
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: {
|
|
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", gameLocal.gameType == GAME_TDM ? 1 : 0 );
|
|
mainGui->SetStateInt( "teamoff", gameLocal.gameType != GAME_TDM ? 1 : 0 );
|
|
if ( gameLocal.gameType == GAME_TDM ) {
|
|
idPlayer *p = gameLocal.GetClientByNum( gameLocal.localClientNum );
|
|
mainGui->SetStateInt( "team", p->team );
|
|
}
|
|
// 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 );
|
|
|
|
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 ) );
|
|
} else {
|
|
ClientCallVote( voteIndex, voteValue );
|
|
}
|
|
}
|
|
DisableMenu();
|
|
return NULL;
|
|
} else if ( !idStr::Icmp( cmd, "voteyes" ) ) {
|
|
CastVote( gameLocal.localClientNum, true );
|
|
DisableMenu();
|
|
return NULL;
|
|
} else if ( !idStr::Icmp( cmd, "voteno" ) ) {
|
|
CastVote( gameLocal.localClientNum, false );
|
|
DisableMenu();
|
|
return NULL;
|
|
} else if ( !idStr::Icmp( cmd, "bind" ) ) {
|
|
if ( args.Argc() - icmd >= 2 ) {
|
|
idStr key = args.Argv( icmd++ );
|
|
idStr bind = args.Argv( icmd++ );
|
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "bindunbindtwo \"%s\" \"%s\"", key.c_str(), bind.c_str() ) );
|
|
mainGui->SetKeyBindingNames();
|
|
}
|
|
continue;
|
|
} else if ( !idStr::Icmp( cmd, "clearbind" ) ) {
|
|
if ( args.Argc() - icmd >= 1 ) {
|
|
idStr bind = args.Argv( icmd++ );
|
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "unbind \"%s\"", bind.c_str() ) );
|
|
mainGui->SetKeyBindingNames();
|
|
}
|
|
continue;
|
|
} else if ( !idStr::Icmp( cmd, "MAPScan" ) ) {
|
|
const char *gametype = gameLocal.serverInfo.GetString( "si_gameType" );
|
|
if ( gametype == NULL || *gametype == 0 || idStr::Icmp( gametype, "singleplayer" ) == 0 ) {
|
|
gametype = "Deathmatch";
|
|
}
|
|
|
|
int i, num;
|
|
idStr si_map = gameLocal.serverInfo.GetString("si_map");
|
|
const idDict *dict;
|
|
|
|
mapList->Clear();
|
|
mapList->SetSelection( -1 );
|
|
num = fileSystem->GetNumMaps();
|
|
for ( i = 0; i < num; i++ ) {
|
|
dict = fileSystem->GetMapDecl( i );
|
|
if ( dict ) {
|
|
// any MP gametype supported
|
|
bool isMP = false;
|
|
int igt = GAME_SP + 1;
|
|
while ( si_gameTypeArgs[ igt ] ) {
|
|
if ( dict->GetBool( si_gameTypeArgs[ igt ] ) ) {
|
|
isMP = true;
|
|
break;
|
|
}
|
|
igt++;
|
|
}
|
|
if ( isMP ) {
|
|
const char *mapName = dict->GetString( "name" );
|
|
if ( mapName[0] == '\0' ) {
|
|
mapName = dict->GetString( "path" );
|
|
}
|
|
mapName = common->GetLanguageDict()->GetString( mapName );
|
|
mapList->Add( i, mapName );
|
|
if ( !si_map.Icmp( dict->GetString( "path" ) ) ) {
|
|
mapList->SetSelection( mapList->Num() - 1 );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// set the current level shot
|
|
SetMapShot( );
|
|
return "continue";
|
|
} else if ( !idStr::Icmp( cmd, "click_maplist" ) ) {
|
|
SetMapShot( );
|
|
return "continue";
|
|
} else if ( strstr( cmd, "sound" ) == cmd ) {
|
|
// pass that back to the core, will know what to do with it
|
|
return _menuCommand;
|
|
}
|
|
common->Printf( "idMultiplayerGame::HandleGuiCommands: '%s' unknown\n", cmd );
|
|
|
|
}
|
|
return "continue";
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::Draw
|
|
================
|
|
*/
|
|
bool idMultiplayerGame::Draw( int clientNum ) {
|
|
idPlayer *player, *viewPlayer;
|
|
|
|
// clear the render entities for any players that don't need
|
|
// icons and which might not be thinking because they weren't in
|
|
// the last snapshot.
|
|
for ( int i = 0; i < gameLocal.numClients; i++ ) {
|
|
player = static_cast<idPlayer *>( gameLocal.entities[ i ] );
|
|
if ( player && !player->NeedsIcon() ) {
|
|
player->HidePlayerIcons();
|
|
}
|
|
}
|
|
|
|
player = viewPlayer = static_cast<idPlayer *>( gameLocal.entities[ clientNum ] );
|
|
|
|
if ( player == NULL ) {
|
|
return false;
|
|
}
|
|
|
|
if ( player->spectating ) {
|
|
viewPlayer = static_cast<idPlayer *>( gameLocal.entities[ player->spectator ] );
|
|
if ( viewPlayer == NULL ) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
UpdatePlayerRanks();
|
|
UpdateHud( viewPlayer, player->hud );
|
|
// use the hud of the local player
|
|
viewPlayer->playerView.RenderPlayerView( player->hud );
|
|
|
|
if ( currentMenu ) {
|
|
#if 0
|
|
// uncomment this if you want to track when players are in a menu
|
|
if ( !bCurrentMenuMsg ) {
|
|
idBitMsg outMsg;
|
|
byte msgBuf[ 128 ];
|
|
|
|
outMsg.Init( msgBuf, sizeof( msgBuf ) );
|
|
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_MENU );
|
|
outMsg.WriteBits( 1, 1 );
|
|
networkSystem->ClientSendReliableMessage( outMsg );
|
|
|
|
bCurrentMenuMsg = true;
|
|
}
|
|
#endif
|
|
if ( player->wantSpectate ) {
|
|
mainGui->SetStateString( "spectext", common->GetLanguageDict()->GetString( "#str_04249" ) );
|
|
} else {
|
|
mainGui->SetStateString( "spectext", common->GetLanguageDict()->GetString( "#str_04250" ) );
|
|
}
|
|
DrawChat();
|
|
if ( currentMenu == 1 ) {
|
|
UpdateMainGui();
|
|
mainGui->Redraw( gameLocal.time );
|
|
} else {
|
|
msgmodeGui->Redraw( gameLocal.time );
|
|
}
|
|
} else {
|
|
#if 0
|
|
// uncomment this if you want to track when players are in a menu
|
|
if ( bCurrentMenuMsg ) {
|
|
idBitMsg outMsg;
|
|
byte msgBuf[ 128 ];
|
|
|
|
outMsg.Init( msgBuf, sizeof( msgBuf ) );
|
|
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_MENU );
|
|
outMsg.WriteBits( 0, 1 );
|
|
networkSystem->ClientSendReliableMessage( outMsg );
|
|
|
|
bCurrentMenuMsg = false;
|
|
}
|
|
#endif
|
|
if ( player->spectating ) {
|
|
idStr spectatetext[ 2 ];
|
|
int ispecline = 0;
|
|
if ( gameLocal.gameType == GAME_TOURNEY ) {
|
|
if ( !player->wantSpectate ) {
|
|
spectatetext[ 0 ] = common->GetLanguageDict()->GetString( "#str_04246" );
|
|
switch ( player->tourneyLine ) {
|
|
case 0:
|
|
spectatetext[ 0 ] += common->GetLanguageDict()->GetString( "#str_07003" );
|
|
break;
|
|
case 1:
|
|
spectatetext[ 0 ] += common->GetLanguageDict()->GetString( "#str_07004" );
|
|
break;
|
|
case 2:
|
|
spectatetext[ 0 ] += common->GetLanguageDict()->GetString( "#str_07005" );
|
|
break;
|
|
default:
|
|
spectatetext[ 0 ] += va( common->GetLanguageDict()->GetString( "#str_07006" ), player->tourneyLine );
|
|
break;
|
|
}
|
|
ispecline++;
|
|
}
|
|
} else if ( gameLocal.gameType == GAME_LASTMAN ) {
|
|
if ( !player->wantSpectate ) {
|
|
spectatetext[ 0 ] = common->GetLanguageDict()->GetString( "#str_07007" );
|
|
ispecline++;
|
|
}
|
|
}
|
|
if ( player->spectator != player->entityNumber ) {
|
|
spectatetext[ ispecline ] = va( common->GetLanguageDict()->GetString( "#str_07008" ), viewPlayer->GetUserInfo()->GetString( "ui_name" ) );
|
|
} else if ( !ispecline ) {
|
|
spectatetext[ 0 ] = common->GetLanguageDict()->GetString( "#str_04246" );
|
|
}
|
|
spectateGui->SetStateString( "spectatetext0", spectatetext[0].c_str() );
|
|
spectateGui->SetStateString( "spectatetext1", spectatetext[1].c_str() );
|
|
if ( vote != VOTE_NONE ) {
|
|
spectateGui->SetStateString( "vote", va( "%s (y: %d n: %d)", voteString.c_str(), (int)yesVotes, (int)noVotes ) );
|
|
} else {
|
|
spectateGui->SetStateString( "vote", "" );
|
|
}
|
|
spectateGui->Redraw( gameLocal.time );
|
|
}
|
|
DrawChat();
|
|
DrawScoreBoard( player );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::UpdateHud
|
|
================
|
|
*/
|
|
void idMultiplayerGame::UpdateHud( idPlayer *player, idUserInterface *hud ) {
|
|
int i;
|
|
|
|
if ( !hud ) {
|
|
return;
|
|
}
|
|
|
|
hud->SetStateBool( "warmup", Warmup() );
|
|
|
|
if ( gameState == WARMUP ) {
|
|
if ( player->IsReady() ) {
|
|
hud->SetStateString( "warmuptext", common->GetLanguageDict()->GetString( "#str_04251" ) );
|
|
} else {
|
|
hud->SetStateString( "warmuptext", common->GetLanguageDict()->GetString( "#str_07002" ) );
|
|
}
|
|
}
|
|
|
|
hud->SetStateString( "timer", ( Warmup() ) ? common->GetLanguageDict()->GetString( "#str_04251" ) : ( gameState == SUDDENDEATH ) ? common->GetLanguageDict()->GetString( "#str_04252" ) : GameTime() );
|
|
if ( vote != VOTE_NONE ) {
|
|
hud->SetStateString( "vote", va( "%s (y: %d n: %d)", voteString.c_str(), (int)yesVotes, (int)noVotes ) );
|
|
} else {
|
|
hud->SetStateString( "vote", "" );
|
|
}
|
|
|
|
hud->SetStateInt( "rank_self", 0 );
|
|
if ( gameState == GAMEON ) {
|
|
for ( i = 0; i < numRankedPlayers; i++ ) {
|
|
if ( gameLocal.gameType == GAME_TDM ) {
|
|
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 );
|
|
}
|
|
}
|
|
}
|
|
for ( i = ( gameState == GAMEON ? numRankedPlayers : 0 ) ; i < 5; i++ ) {
|
|
hud->SetStateString( va( "player%i", i+1 ), "" );
|
|
hud->SetStateString( va( "player%i_score", i+1 ), "" );
|
|
hud->SetStateInt( va( "rank%i", i+1 ), 0 );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
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;
|
|
}
|
|
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 );
|
|
}
|
|
}
|
|
|
|
const int ASYNC_PLAYER_FRAG_BITS = -idMath::BitsForInteger( MP_PLAYER_MAXFRAGS - MP_PLAYER_MINFRAGS ); // player can have negative frags
|
|
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 );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
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;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
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 ) {
|
|
gameSoundWorld->PlayShaderDirectly( shader );
|
|
} else {
|
|
gameSoundWorld->PlayShaderDirectly( GlobalSoundStrings[ evt ] );
|
|
}
|
|
}
|
|
|
|
if ( !gameLocal.isClient ) {
|
|
idBitMsg outMsg;
|
|
byte msgBuf[1024];
|
|
outMsg.Init( msgBuf, sizeof( msgBuf ) );
|
|
|
|
if ( shader ) {
|
|
shaderDecl = declManager->FindSound( shader );
|
|
if ( !shaderDecl ) {
|
|
return;
|
|
}
|
|
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_SOUND_INDEX );
|
|
outMsg.WriteLong( gameLocal.ServerRemapDecl( to, DECL_SOUND, shaderDecl->Index() ) );
|
|
} else {
|
|
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_SOUND_EVENT );
|
|
outMsg.WriteByte( evt );
|
|
}
|
|
|
|
networkSystem->ServerSendReliableMessage( to, outMsg );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::PrintMessageEvent
|
|
================
|
|
*/
|
|
void idMultiplayerGame::PrintMessageEvent( int to, msg_evt_t evt, int parm1, int parm2 ) {
|
|
switch ( evt ) {
|
|
case MSG_SUICIDE:
|
|
assert( parm1 >= 0 );
|
|
AddChatLine( common->GetLanguageDict()->GetString( "#str_04293" ), gameLocal.userInfo[ parm1 ].GetString( "ui_name" ) );
|
|
break;
|
|
case MSG_KILLED:
|
|
assert( parm1 >= 0 && parm2 >= 0 );
|
|
AddChatLine( common->GetLanguageDict()->GetString( "#str_04292" ), gameLocal.userInfo[ parm1 ].GetString( "ui_name" ), gameLocal.userInfo[ parm2 ].GetString( "ui_name" ) );
|
|
break;
|
|
case MSG_KILLEDTEAM:
|
|
assert( parm1 >= 0 && parm2 >= 0 );
|
|
AddChatLine( common->GetLanguageDict()->GetString( "#str_04291" ), gameLocal.userInfo[ parm1 ].GetString( "ui_name" ), gameLocal.userInfo[ parm2 ].GetString( "ui_name" ) );
|
|
break;
|
|
case MSG_TELEFRAGGED:
|
|
assert( parm1 >= 0 && parm2 >= 0 );
|
|
AddChatLine( common->GetLanguageDict()->GetString( "#str_04290" ), gameLocal.userInfo[ parm1 ].GetString( "ui_name" ), gameLocal.userInfo[ parm2 ].GetString( "ui_name" ) );
|
|
break;
|
|
case MSG_DIED:
|
|
assert( parm1 >= 0 );
|
|
AddChatLine( common->GetLanguageDict()->GetString( "#str_04289" ), gameLocal.userInfo[ parm1 ].GetString( "ui_name" ) );
|
|
break;
|
|
case MSG_VOTE:
|
|
AddChatLine( common->GetLanguageDict()->GetString( "#str_04288" ) );
|
|
break;
|
|
case MSG_SUDDENDEATH:
|
|
AddChatLine( common->GetLanguageDict()->GetString( "#str_04287" ) );
|
|
break;
|
|
case MSG_FORCEREADY:
|
|
AddChatLine( common->GetLanguageDict()->GetString( "#str_04286" ), gameLocal.userInfo[ parm1 ].GetString( "ui_name" ) );
|
|
if ( gameLocal.entities[ parm1 ] && gameLocal.entities[ parm1 ]->IsType( idPlayer::Type ) ) {
|
|
static_cast< idPlayer * >( gameLocal.entities[ parm1 ] )->forcedReady = true;
|
|
}
|
|
break;
|
|
case MSG_JOINEDSPEC:
|
|
AddChatLine( common->GetLanguageDict()->GetString( "#str_04285" ), gameLocal.userInfo[ parm1 ].GetString( "ui_name" ) );
|
|
break;
|
|
case MSG_TIMELIMIT:
|
|
AddChatLine( common->GetLanguageDict()->GetString( "#str_04284" ) );
|
|
break;
|
|
case MSG_FRAGLIMIT:
|
|
if ( gameLocal.gameType == GAME_LASTMAN ) {
|
|
AddChatLine( common->GetLanguageDict()->GetString( "#str_04283" ), gameLocal.userInfo[ parm1 ].GetString( "ui_name" ) );
|
|
} else if ( gameLocal.gameType == GAME_TDM ) {
|
|
AddChatLine( common->GetLanguageDict()->GetString( "#str_04282" ), gameLocal.userInfo[ parm1 ].GetString( "ui_team" ) );
|
|
} else {
|
|
AddChatLine( common->GetLanguageDict()->GetString( "#str_04281" ), gameLocal.userInfo[ parm1 ].GetString( "ui_name" ) );
|
|
}
|
|
break;
|
|
case MSG_JOINTEAM:
|
|
AddChatLine( common->GetLanguageDict()->GetString( "#str_04280" ), gameLocal.userInfo[ parm1 ].GetString( "ui_name" ), parm2 ? common->GetLanguageDict()->GetString( "#str_02500" ) : common->GetLanguageDict()->GetString( "#str_02499" ) );
|
|
break;
|
|
case MSG_HOLYSHIT:
|
|
AddChatLine( common->GetLanguageDict()->GetString( "#str_06732" ) );
|
|
break;
|
|
default:
|
|
gameLocal.DPrintf( "PrintMessageEvent: unknown message type %d\n", evt );
|
|
return;
|
|
}
|
|
if ( !gameLocal.isClient ) {
|
|
idBitMsg outMsg;
|
|
byte msgBuf[1024];
|
|
outMsg.Init( msgBuf, sizeof( msgBuf ) );
|
|
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_DB );
|
|
outMsg.WriteByte( evt );
|
|
outMsg.WriteByte( parm1 );
|
|
outMsg.WriteByte( parm2 );
|
|
networkSystem->ServerSendReliableMessage( to, outMsg );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::SuddenRespawns
|
|
solely for LMN if an end game ( fragLimitTimeout ) was entered and aborted before expiration
|
|
LMN players which still have lives left need to be respawned without being marked lastManOver
|
|
================
|
|
*/
|
|
void idMultiplayerGame::SuddenRespawn( void ) {
|
|
int i;
|
|
|
|
if ( gameLocal.gameType != GAME_LASTMAN ) {
|
|
return;
|
|
}
|
|
|
|
for ( i = 0; i < gameLocal.numClients; i++ ) {
|
|
if ( !gameLocal.entities[ i ] || !gameLocal.entities[ i ]->IsType( idPlayer::Type ) ) {
|
|
continue;
|
|
}
|
|
if ( !CanPlay( static_cast< idPlayer * >( gameLocal.entities[ i ] ) ) ) {
|
|
continue;
|
|
}
|
|
if ( static_cast< idPlayer * >( gameLocal.entities[ i ] )->lastManOver ) {
|
|
continue;
|
|
}
|
|
static_cast< idPlayer * >( gameLocal.entities[ i ] )->lastManPlayAgain = true;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::CheckSpawns
|
|
================
|
|
*/
|
|
void idMultiplayerGame::CheckRespawns( idPlayer *spectator ) {
|
|
for( int i = 0 ; i < gameLocal.numClients ; i++ ) {
|
|
idEntity *ent = gameLocal.entities[ i ];
|
|
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
|
|
continue;
|
|
}
|
|
idPlayer *p = static_cast<idPlayer *>(ent);
|
|
// once we hit sudden death, nobody respawns till game has ended
|
|
if ( WantRespawn( p ) || p == spectator ) {
|
|
if ( gameState == SUDDENDEATH && gameLocal.gameType != GAME_LASTMAN ) {
|
|
// respawn rules while sudden death are different
|
|
// sudden death may trigger while a player is dead, so there are still cases where we need to respawn
|
|
// don't do any respawns while we are in end game delay though
|
|
if ( !fragLimitTimeout ) {
|
|
if ( gameLocal.gameType == GAME_TDM || p->IsLeader() ) {
|
|
#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 ||
|
|
gameLocal.gameType == GAME_TDM ) {
|
|
if ( gameState == WARMUP || gameState == COUNTDOWN || gameState == GAMEON ) {
|
|
p->ServerSpectate( false );
|
|
}
|
|
} else if ( gameLocal.gameType == GAME_TOURNEY ) {
|
|
if ( i == currentTourneyPlayer[ 0 ] || i == currentTourneyPlayer[ 1 ] ) {
|
|
if ( gameState == WARMUP || gameState == COUNTDOWN || gameState == GAMEON ) {
|
|
p->ServerSpectate( false );
|
|
}
|
|
} else if ( gameState == WARMUP ) {
|
|
// make sure empty tourney slots get filled first
|
|
FillTourneySlots( );
|
|
if ( i == currentTourneyPlayer[ 0 ] || i == currentTourneyPlayer[ 1 ] ) {
|
|
p->ServerSpectate( false );
|
|
}
|
|
}
|
|
} else if ( gameLocal.gameType == GAME_LASTMAN ) {
|
|
if ( gameState == WARMUP || gameState == COUNTDOWN ) {
|
|
p->ServerSpectate( false );
|
|
} else if ( gameState == GAMEON || gameState == SUDDENDEATH ) {
|
|
if ( gameState == GAMEON && playerState[ i ].fragCount > 0 && p->lastManPresent ) {
|
|
assert( !p->lastManOver );
|
|
p->ServerSpectate( false );
|
|
} else if ( p->lastManPlayAgain && p->lastManPresent ) {
|
|
assert( gameState == SUDDENDEATH );
|
|
p->ServerSpectate( false );
|
|
} else {
|
|
// if a fragLimitTimeout was engaged, do NOT mark lastManOver as that could mean
|
|
// everyone ends up spectator and game is stalled with no end
|
|
// if the frag limit delay is engaged and cancels out before expiring, LMN players are
|
|
// respawned to play the tie again ( through SuddenRespawn and lastManPlayAgain )
|
|
if ( !fragLimitTimeout && !p->lastManOver ) {
|
|
common->DPrintf( "client %d has lost all last man lives\n", i );
|
|
// end of the game for this guy, send him to spectators
|
|
p->lastManOver = true;
|
|
// clients don't have access to lastManOver
|
|
// so set the fragCount to something silly ( used in scoreboard and player ranking )
|
|
playerState[ i ].fragCount = LASTMAN_NOLIVES;
|
|
p->ServerSpectate( true );
|
|
|
|
//Check for a situation where the last two player dies at the same time and don't
|
|
//try to respawn manually...This was causing all players to go into spectate mode
|
|
//and the server got stuck
|
|
{
|
|
int j;
|
|
for ( j = 0; j < gameLocal.numClients; j++ ) {
|
|
if ( !gameLocal.entities[ j ] ) {
|
|
continue;
|
|
}
|
|
if ( !CanPlay( static_cast< idPlayer * >( gameLocal.entities[ j ] ) ) ) {
|
|
continue;
|
|
}
|
|
if ( !static_cast< idPlayer * >( gameLocal.entities[ j ] )->lastManOver ) {
|
|
break;
|
|
}
|
|
}
|
|
if( j == gameLocal.numClients) {
|
|
//Everyone is dead so don't allow this player to spectate
|
|
//so the match will end
|
|
p->ServerSpectate( false );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else if ( p->wantSpectate && !p->spectating ) {
|
|
playerState[ i ].fragCount = 0; // whenever you willingly go spectate during game, your score resets
|
|
p->ServerSpectate( true );
|
|
UpdateTourneyLine();
|
|
CheckAbortGame();
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::ForceReady
|
|
================
|
|
*/
|
|
void idMultiplayerGame::ForceReady( ) {
|
|
|
|
for( int i = 0 ; i < gameLocal.numClients ; i++ ) {
|
|
idEntity *ent = gameLocal.entities[ i ];
|
|
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
|
|
continue;
|
|
}
|
|
idPlayer *p = static_cast<idPlayer *>( ent );
|
|
if ( !p->IsReady() ) {
|
|
PrintMessageEvent( -1, MSG_FORCEREADY, i );
|
|
p->forcedReady = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::ForceReady_f
|
|
================
|
|
*/
|
|
void idMultiplayerGame::ForceReady_f( const idCmdArgs &args ) {
|
|
if ( !gameLocal.isMultiplayer || gameLocal.isClient ) {
|
|
common->Printf( "forceReady: multiplayer server only\n" );
|
|
return;
|
|
}
|
|
gameLocal.mpGame.ForceReady();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::DropWeapon
|
|
================
|
|
*/
|
|
void idMultiplayerGame::DropWeapon( int clientNum ) {
|
|
assert( !gameLocal.isClient );
|
|
idEntity *ent = gameLocal.entities[ clientNum ];
|
|
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
|
|
return;
|
|
}
|
|
static_cast< idPlayer* >( ent )->DropWeapon( false );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::DropWeapon_f
|
|
================
|
|
*/
|
|
void idMultiplayerGame::DropWeapon_f( const idCmdArgs &args ) {
|
|
if ( !gameLocal.isMultiplayer ) {
|
|
common->Printf( "clientDropWeapon: only valid in multiplayer\n" );
|
|
return;
|
|
}
|
|
idBitMsg outMsg;
|
|
byte msgBuf[128];
|
|
outMsg.Init( msgBuf, sizeof( msgBuf ) );
|
|
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_DROPWEAPON );
|
|
networkSystem->ClientSendReliableMessage( outMsg );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::MessageMode_f
|
|
================
|
|
*/
|
|
void idMultiplayerGame::MessageMode_f( const idCmdArgs &args ) {
|
|
gameLocal.mpGame.MessageMode( args );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::MessageMode
|
|
================
|
|
*/
|
|
void idMultiplayerGame::MessageMode( const idCmdArgs &args ) {
|
|
const char *mode;
|
|
int imode;
|
|
|
|
if ( !gameLocal.isMultiplayer ) {
|
|
common->Printf( "clientMessageMode: only valid in multiplayer\n" );
|
|
return;
|
|
}
|
|
if ( !mainGui ) {
|
|
common->Printf( "no local client\n" );
|
|
return;
|
|
}
|
|
mode = args.Argv( 1 );
|
|
if ( !mode[ 0 ] ) {
|
|
imode = 0;
|
|
} else {
|
|
imode = atoi( mode );
|
|
}
|
|
msgmodeGui->SetStateString( "messagemode", imode ? "1" : "0" );
|
|
msgmodeGui->SetStateString( "chattext", "" );
|
|
nextMenu = 2;
|
|
// let the session know that we want our ingame main menu opened
|
|
gameLocal.sessionCommand = "game_startmenu";
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::Vote_f
|
|
FIXME: voting from console
|
|
================
|
|
*/
|
|
void idMultiplayerGame::Vote_f( const idCmdArgs &args ) { }
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::CallVote_f
|
|
FIXME: voting from console
|
|
================
|
|
*/
|
|
void idMultiplayerGame::CallVote_f( const idCmdArgs &args ) { }
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::ServerStartVote
|
|
================
|
|
*/
|
|
void idMultiplayerGame::ServerStartVote( int clientNum, vote_flags_t voteIndex, const char *value ) {
|
|
int i;
|
|
|
|
assert( vote == VOTE_NONE );
|
|
|
|
// setup
|
|
yesVotes = 1;
|
|
noVotes = 0;
|
|
vote = voteIndex;
|
|
voteValue = value;
|
|
voteTimeOut = gameLocal.time + 20000;
|
|
// mark players allowed to vote - only current ingame players, players joining during vote will be ignored
|
|
for ( i = 0; i < gameLocal.numClients; i++ ) {
|
|
if ( gameLocal.entities[ i ] && gameLocal.entities[ i ]->IsType( idPlayer::Type ) ) {
|
|
playerState[ i ].vote = ( i == clientNum ) ? PLAYER_VOTE_YES : PLAYER_VOTE_WAIT;
|
|
} else {
|
|
playerState[i].vote = PLAYER_VOTE_NONE;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::ClientStartVote
|
|
================
|
|
*/
|
|
void idMultiplayerGame::ClientStartVote( int clientNum, const char *_voteString ) {
|
|
idBitMsg outMsg;
|
|
byte msgBuf[ MAX_GAME_MESSAGE_SIZE ];
|
|
|
|
if ( !gameLocal.isClient ) {
|
|
outMsg.Init( msgBuf, sizeof( msgBuf ) );
|
|
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_STARTVOTE );
|
|
outMsg.WriteByte( clientNum );
|
|
outMsg.WriteString( _voteString );
|
|
networkSystem->ServerSendReliableMessage( -1, outMsg );
|
|
}
|
|
|
|
voteString = _voteString;
|
|
AddChatLine( va( common->GetLanguageDict()->GetString( "#str_04279" ), gameLocal.userInfo[ clientNum ].GetString( "ui_name" ) ) );
|
|
gameSoundWorld->PlayShaderDirectly( GlobalSoundStrings[ SND_VOTE ] );
|
|
if ( clientNum == gameLocal.localClientNum ) {
|
|
voted = true;
|
|
} else {
|
|
voted = false;
|
|
}
|
|
if ( gameLocal.isClient ) {
|
|
// the the vote value to something so the vote line is displayed
|
|
vote = VOTE_RESTART;
|
|
yesVotes = 1;
|
|
noVotes = 0;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::ClientUpdateVote
|
|
================
|
|
*/
|
|
void idMultiplayerGame::ClientUpdateVote( vote_result_t status, int yesCount, int noCount ) {
|
|
idBitMsg outMsg;
|
|
byte msgBuf[ MAX_GAME_MESSAGE_SIZE ];
|
|
|
|
if ( !gameLocal.isClient ) {
|
|
outMsg.Init( msgBuf, sizeof( msgBuf ) );
|
|
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_UPDATEVOTE );
|
|
outMsg.WriteByte( status );
|
|
outMsg.WriteByte( yesCount );
|
|
outMsg.WriteByte( noCount );
|
|
networkSystem->ServerSendReliableMessage( -1, outMsg );
|
|
}
|
|
|
|
if ( vote == VOTE_NONE ) {
|
|
// clients coming in late don't get the vote start and are not allowed to vote
|
|
return;
|
|
}
|
|
|
|
switch ( status ) {
|
|
case VOTE_FAILED:
|
|
AddChatLine( common->GetLanguageDict()->GetString( "#str_04278" ) );
|
|
gameSoundWorld->PlayShaderDirectly( GlobalSoundStrings[ SND_VOTE_FAILED ] );
|
|
if ( gameLocal.isClient ) {
|
|
vote = VOTE_NONE;
|
|
}
|
|
break;
|
|
case VOTE_PASSED:
|
|
AddChatLine( common->GetLanguageDict()->GetString( "#str_04277" ) );
|
|
gameSoundWorld->PlayShaderDirectly( GlobalSoundStrings[ SND_VOTE_PASSED ] );
|
|
break;
|
|
case VOTE_RESET:
|
|
if ( gameLocal.isClient ) {
|
|
vote = VOTE_NONE;
|
|
}
|
|
break;
|
|
case VOTE_ABORTED:
|
|
AddChatLine( common->GetLanguageDict()->GetString( "#str_04276" ) );
|
|
if ( gameLocal.isClient ) {
|
|
vote = VOTE_NONE;
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
if ( gameLocal.isClient ) {
|
|
yesVotes = yesCount;
|
|
noVotes = noCount;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::ClientCallVote
|
|
================
|
|
*/
|
|
void idMultiplayerGame::ClientCallVote( vote_flags_t voteIndex, const char *voteValue ) {
|
|
idBitMsg outMsg;
|
|
byte msgBuf[ MAX_GAME_MESSAGE_SIZE ];
|
|
|
|
// send
|
|
outMsg.Init( msgBuf, sizeof( msgBuf ) );
|
|
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_CALLVOTE );
|
|
outMsg.WriteByte( voteIndex );
|
|
outMsg.WriteString( voteValue );
|
|
networkSystem->ClientSendReliableMessage( outMsg );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::CastVote
|
|
================
|
|
*/
|
|
void idMultiplayerGame::CastVote( int clientNum, bool castVote ) {
|
|
idBitMsg outMsg;
|
|
byte msgBuf[ 128 ];
|
|
|
|
if ( clientNum == gameLocal.localClientNum ) {
|
|
voted = true;
|
|
}
|
|
|
|
if ( gameLocal.isClient ) {
|
|
outMsg.Init( msgBuf, sizeof( msgBuf ) );
|
|
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_CASTVOTE );
|
|
outMsg.WriteByte( castVote );
|
|
networkSystem->ClientSendReliableMessage( outMsg );
|
|
return;
|
|
}
|
|
|
|
// sanity
|
|
if ( vote == VOTE_NONE ) {
|
|
gameLocal.ServerSendChatMessage( clientNum, "server", common->GetLanguageDict()->GetString( "#str_04275" ) );
|
|
common->DPrintf( "client %d: cast vote while no vote in progress\n", clientNum );
|
|
return;
|
|
}
|
|
if ( playerState[ clientNum ].vote != PLAYER_VOTE_WAIT ) {
|
|
gameLocal.ServerSendChatMessage( clientNum, "server", common->GetLanguageDict()->GetString( "#str_04274" ) );
|
|
common->DPrintf( "client %d: cast vote - vote %d != PLAYER_VOTE_WAIT\n", clientNum, playerState[ clientNum ].vote );
|
|
return;
|
|
}
|
|
|
|
if ( castVote ) {
|
|
playerState[ clientNum ].vote = PLAYER_VOTE_YES;
|
|
yesVotes++;
|
|
} else {
|
|
playerState[ clientNum ].vote = PLAYER_VOTE_NO;
|
|
noVotes++;
|
|
}
|
|
|
|
ClientUpdateVote( VOTE_UPDATE, yesVotes, noVotes );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::ServerCallVote
|
|
================
|
|
*/
|
|
void idMultiplayerGame::ServerCallVote( int clientNum, const idBitMsg &msg ) {
|
|
vote_flags_t voteIndex;
|
|
int vote_timeLimit, vote_fragLimit, vote_clientNum, vote_gameTypeIndex; //, vote_kickIndex;
|
|
char value[ MAX_STRING_CHARS ];
|
|
|
|
assert( clientNum != -1 );
|
|
assert( !gameLocal.isClient );
|
|
|
|
voteIndex = (vote_flags_t)msg.ReadByte( );
|
|
msg.ReadString( value, sizeof( value ) );
|
|
|
|
// sanity checks - setup the vote
|
|
if ( vote != VOTE_NONE ) {
|
|
gameLocal.ServerSendChatMessage( clientNum, "server", common->GetLanguageDict()->GetString( "#str_04273" ) );
|
|
common->DPrintf( "client %d: called vote while voting already in progress - ignored\n", clientNum );
|
|
return;
|
|
}
|
|
switch ( voteIndex ) {
|
|
case VOTE_RESTART:
|
|
ServerStartVote( clientNum, voteIndex, "" );
|
|
ClientStartVote( clientNum, common->GetLanguageDict()->GetString( "#str_04271" ) );
|
|
break;
|
|
case VOTE_NEXTMAP:
|
|
ServerStartVote( clientNum, voteIndex, "" );
|
|
ClientStartVote( clientNum, common->GetLanguageDict()->GetString( "#str_04272" ) );
|
|
break;
|
|
case VOTE_TIMELIMIT:
|
|
vote_timeLimit = strtol( value, NULL, 10 );
|
|
if ( vote_timeLimit == gameLocal.serverInfo.GetInt( "si_timeLimit" ) ) {
|
|
gameLocal.ServerSendChatMessage( clientNum, "server", common->GetLanguageDict()->GetString( "#str_04270" ) );
|
|
common->DPrintf( "client %d: already at the voted Time Limit\n", clientNum );
|
|
return;
|
|
}
|
|
if ( vote_timeLimit < si_timeLimit.GetMinValue() || vote_timeLimit > si_timeLimit.GetMaxValue() ) {
|
|
gameLocal.ServerSendChatMessage( clientNum, "server", common->GetLanguageDict()->GetString( "#str_04269" ) );
|
|
common->DPrintf( "client %d: timelimit value out of range for vote: %s\n", clientNum, value );
|
|
return;
|
|
}
|
|
ServerStartVote( clientNum, voteIndex, value );
|
|
ClientStartVote( clientNum, va( common->GetLanguageDict()->GetString( "#str_04268" ), vote_timeLimit ) );
|
|
break;
|
|
case VOTE_FRAGLIMIT:
|
|
vote_fragLimit = strtol( value, NULL, 10 );
|
|
if ( vote_fragLimit == gameLocal.serverInfo.GetInt( "si_fragLimit" ) ) {
|
|
gameLocal.ServerSendChatMessage( clientNum, "server", common->GetLanguageDict()->GetString( "#str_04267" ) );
|
|
common->DPrintf( "client %d: already at the voted Frag Limit\n", clientNum );
|
|
return;
|
|
}
|
|
if ( vote_fragLimit < si_fragLimit.GetMinValue() || vote_fragLimit > si_fragLimit.GetMaxValue() ) {
|
|
gameLocal.ServerSendChatMessage( clientNum, "server", common->GetLanguageDict()->GetString( "#str_04266" ) );
|
|
common->DPrintf( "client %d: fraglimit value out of range for vote: %s\n", clientNum, value );
|
|
return;
|
|
}
|
|
ServerStartVote( clientNum, voteIndex, value );
|
|
ClientStartVote( clientNum, va( common->GetLanguageDict()->GetString( "#str_04303" ), gameLocal.gameType == GAME_LASTMAN ? common->GetLanguageDict()->GetString( "#str_04264" ) : common->GetLanguageDict()->GetString( "#str_04265" ), vote_fragLimit ) );
|
|
break;
|
|
case VOTE_GAMETYPE:
|
|
vote_gameTypeIndex = strtol( value, NULL, 10 );
|
|
assert( vote_gameTypeIndex >= 0 && vote_gameTypeIndex <= 3 );
|
|
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;
|
|
}
|
|
if ( !idStr::Icmp( value, gameLocal.serverInfo.GetString( "si_gameType" ) ) ) {
|
|
gameLocal.ServerSendChatMessage( clientNum, "server", common->GetLanguageDict()->GetString( "#str_04259" ) );
|
|
common->DPrintf( "client %d: already at the voted Game Type\n", clientNum );
|
|
return;
|
|
}
|
|
ServerStartVote( clientNum, voteIndex, value );
|
|
ClientStartVote( clientNum, va( common->GetLanguageDict()->GetString( "#str_04258" ), value ) );
|
|
break;
|
|
case VOTE_KICK:
|
|
vote_clientNum = strtol( value, NULL, 10 );
|
|
if ( vote_clientNum == gameLocal.localClientNum ) {
|
|
gameLocal.ServerSendChatMessage( clientNum, "server", common->GetLanguageDict()->GetString( "#str_04257" ) );
|
|
common->DPrintf( "client %d: called kick for the server host\n", clientNum );
|
|
return;
|
|
}
|
|
ServerStartVote( clientNum, voteIndex, va( "%d", vote_clientNum ) );
|
|
ClientStartVote( clientNum, va( common->GetLanguageDict()->GetString( "#str_04302" ), vote_clientNum, gameLocal.userInfo[ vote_clientNum ].GetString( "ui_name" ) ) );
|
|
break;
|
|
case VOTE_MAP: {
|
|
if ( idStr::FindText( gameLocal.serverInfo.GetString( "si_map" ), value ) != -1 ) {
|
|
gameLocal.ServerSendChatMessage( clientNum, "server", va( common->GetLanguageDict()->GetString( "#str_04295" ), value ) );
|
|
common->DPrintf( "client %d: already running the voted map: %s\n", clientNum, value );
|
|
return;
|
|
}
|
|
int num = fileSystem->GetNumMaps();
|
|
int i;
|
|
const idDict *dict;
|
|
bool haveMap = false;
|
|
for ( i = 0; i < num; i++ ) {
|
|
dict = fileSystem->GetMapDecl( i );
|
|
if ( dict && !idStr::Icmp( dict->GetString( "path" ), value ) ) {
|
|
haveMap = true;
|
|
break;
|
|
}
|
|
}
|
|
if ( !haveMap ) {
|
|
gameLocal.ServerSendChatMessage( clientNum, "server", va( common->GetLanguageDict()->GetString( "#str_04296" ), value ) );
|
|
common->Printf( "client %d: map not found: %s\n", clientNum, value );
|
|
return;
|
|
}
|
|
ServerStartVote( clientNum, voteIndex, value );
|
|
ClientStartVote( clientNum, va( common->GetLanguageDict()->GetString( "#str_04256" ), common->GetLanguageDict()->GetString( dict ? dict->GetString( "name" ) : value ) ) );
|
|
break;
|
|
}
|
|
case VOTE_SPECTATORS:
|
|
if ( gameLocal.serverInfo.GetBool( "si_spectators" ) ) {
|
|
ServerStartVote( clientNum, voteIndex, "" );
|
|
ClientStartVote( clientNum, common->GetLanguageDict()->GetString( "#str_04255" ) );
|
|
} else {
|
|
ServerStartVote( clientNum, voteIndex, "" );
|
|
ClientStartVote( clientNum, common->GetLanguageDict()->GetString( "#str_04254" ) );
|
|
}
|
|
break;
|
|
default:
|
|
gameLocal.ServerSendChatMessage( clientNum, "server", va( common->GetLanguageDict()->GetString( "#str_04297" ), (int)voteIndex ) );
|
|
common->DPrintf( "client %d: unknown vote index %d\n", clientNum, voteIndex );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::DisconnectClient
|
|
================
|
|
*/
|
|
void idMultiplayerGame::DisconnectClient( int clientNum ) {
|
|
if ( lastWinner == clientNum ) {
|
|
lastWinner = -1;
|
|
}
|
|
UpdatePlayerRanks();
|
|
CheckAbortGame();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::CheckAbortGame
|
|
================
|
|
*/
|
|
void idMultiplayerGame::CheckAbortGame( void ) {
|
|
int i;
|
|
if ( gameLocal.gameType == GAME_TOURNEY && gameState == WARMUP ) {
|
|
// if a tourney player joined spectators, let someone else have his spot
|
|
for ( i = 0; i < 2; i++ ) {
|
|
if ( !gameLocal.entities[ currentTourneyPlayer[ i ] ] || static_cast< idPlayer * >( gameLocal.entities[ currentTourneyPlayer[ i ] ] )->spectating ) {
|
|
currentTourneyPlayer[ i ] = -1;
|
|
}
|
|
}
|
|
}
|
|
// only checks for aborts -> game review below
|
|
if ( gameState != COUNTDOWN && gameState != GAMEON && gameState != SUDDENDEATH ) {
|
|
return;
|
|
}
|
|
switch ( gameLocal.gameType ) {
|
|
case GAME_TOURNEY:
|
|
for ( i = 0; i < 2; i++ ) {
|
|
if ( !gameLocal.entities[ currentTourneyPlayer[ i ] ] || static_cast< idPlayer * >( gameLocal.entities[ currentTourneyPlayer[ i ] ] )->spectating ) {
|
|
NewState( GAMEREVIEW );
|
|
return;
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
if ( !EnoughClientsToPlay() ) {
|
|
NewState( GAMEREVIEW );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::WantKilled
|
|
================
|
|
*/
|
|
void idMultiplayerGame::WantKilled( int clientNum ) {
|
|
idEntity *ent = gameLocal.entities[ clientNum ];
|
|
if ( ent && ent->IsType( idPlayer::Type ) ) {
|
|
static_cast<idPlayer *>( ent )->Kill( false, false );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::MapRestart
|
|
================
|
|
*/
|
|
void idMultiplayerGame::MapRestart( void ) {
|
|
int clientNum;
|
|
|
|
assert( !gameLocal.isClient );
|
|
if ( gameState != WARMUP ) {
|
|
NewState( WARMUP );
|
|
nextState = INACTIVE;
|
|
nextStateSwitch = 0;
|
|
}
|
|
if ( g_balanceTDM.GetBool() && lastGameType != GAME_TDM && gameLocal.gameType == GAME_TDM ) {
|
|
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( gameLocal.gameType == GAME_TDM );
|
|
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;
|
|
}
|
|
if ( gameState == GAMEON && oldteam != -1 ) {
|
|
// when changing teams during game, kill and respawn
|
|
idPlayer *p = static_cast<idPlayer *>( gameLocal.entities[ clientNum ] );
|
|
if ( p->IsInTeleport() ) {
|
|
p->ServerSendEvent( idPlayer::EVENT_ABORT_TELEPORTER, NULL, false, -1 );
|
|
p->SetPrivateCameraView( NULL );
|
|
}
|
|
p->Kill( true, true );
|
|
CheckAbortGame();
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::ProcessChatMessage
|
|
================
|
|
*/
|
|
void idMultiplayerGame::ProcessChatMessage( int clientNum, bool team, const char *name, const char *text, const char *sound ) {
|
|
idBitMsg outMsg;
|
|
byte msgBuf[ 256 ];
|
|
const char *prefix = NULL;
|
|
int send_to; // 0 - all, 1 - specs, 2 - team
|
|
int i;
|
|
idEntity *ent;
|
|
idPlayer *p;
|
|
idStr prefixed_name;
|
|
|
|
assert( !gameLocal.isClient );
|
|
|
|
if ( clientNum >= 0 ) {
|
|
p = static_cast< idPlayer * >( gameLocal.entities[ clientNum ] );
|
|
if ( !( p && p->IsType( idPlayer::Type ) ) ) {
|
|
return;
|
|
}
|
|
|
|
if ( p->spectating ) {
|
|
prefix = "spectating";
|
|
if ( team || ( !g_spectatorChat.GetBool() && ( gameState == GAMEON || gameState == SUDDENDEATH ) ) ) {
|
|
// to specs
|
|
send_to = 1;
|
|
} else {
|
|
// to all
|
|
send_to = 0;
|
|
}
|
|
} else if ( team ) {
|
|
prefix = "team";
|
|
// to team
|
|
send_to = 2;
|
|
} else {
|
|
// to all
|
|
send_to = 0;
|
|
}
|
|
} else {
|
|
p = NULL;
|
|
send_to = 0;
|
|
}
|
|
// put the message together
|
|
outMsg.Init( msgBuf, sizeof( msgBuf ) );
|
|
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_CHAT );
|
|
if ( prefix ) {
|
|
prefixed_name = va( "(%s) %s", prefix, name );
|
|
} else {
|
|
prefixed_name = name;
|
|
}
|
|
outMsg.WriteString( prefixed_name );
|
|
outMsg.WriteString( text, -1, false );
|
|
if ( !send_to ) {
|
|
AddChatLine( "%s^0: %s\n", prefixed_name.c_str(), text );
|
|
networkSystem->ServerSendReliableMessage( -1, outMsg );
|
|
if ( sound ) {
|
|
PlayGlobalSound( -1, SND_COUNT, sound );
|
|
}
|
|
} else {
|
|
for ( i = 0; i < gameLocal.numClients; i++ ) {
|
|
ent = gameLocal.entities[ i ];
|
|
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
|
|
continue;
|
|
}
|
|
if ( send_to == 1 && static_cast< idPlayer * >( ent )->spectating ) {
|
|
if ( sound ) {
|
|
PlayGlobalSound( i, SND_COUNT, sound );
|
|
}
|
|
if ( i == gameLocal.localClientNum ) {
|
|
AddChatLine( "%s^0: %s\n", prefixed_name.c_str(), text );
|
|
} else {
|
|
networkSystem->ServerSendReliableMessage( i, outMsg );
|
|
}
|
|
} else if ( send_to == 2 && static_cast< idPlayer * >( ent )->team == p->team ) {
|
|
if ( sound ) {
|
|
PlayGlobalSound( i, SND_COUNT, sound );
|
|
}
|
|
if ( i == gameLocal.localClientNum ) {
|
|
AddChatLine( "%s^0: %s\n", prefixed_name.c_str(), text );
|
|
} else {
|
|
networkSystem->ServerSendReliableMessage( i, outMsg );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::Precache
|
|
================
|
|
*/
|
|
void idMultiplayerGame::Precache( void ) {
|
|
int i;
|
|
idFile *f;
|
|
|
|
if ( !gameLocal.isMultiplayer ) {
|
|
return;
|
|
}
|
|
gameLocal.FindEntityDefDict( "player_doommarine", false );;
|
|
|
|
// skins
|
|
idStr str = cvarSystem->GetCVarString( "mod_validSkins" );
|
|
idStr skin;
|
|
while ( str.Length() ) {
|
|
int n = str.Find( ";" );
|
|
if ( n >= 0 ) {
|
|
skin = str.Left( n );
|
|
str = str.Right( str.Length() - n - 1 );
|
|
} else {
|
|
skin = str;
|
|
str = "";
|
|
}
|
|
declManager->FindSkin( skin, false );
|
|
}
|
|
|
|
for ( i = 0; ui_skinArgs[ i ]; i++ ) {
|
|
declManager->FindSkin( ui_skinArgs[ i ], false );
|
|
}
|
|
// MP game sounds
|
|
for ( i = 0; i < SND_COUNT; i++ ) {
|
|
f = fileSystem->OpenFileRead( GlobalSoundStrings[ i ] );
|
|
fileSystem->CloseFile( f );
|
|
}
|
|
// MP guis. just make sure we hit all of them
|
|
i = 0;
|
|
while ( MPGuis[ i ] ) {
|
|
uiManager->FindGui( MPGuis[ i ], true );
|
|
i++;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::ToggleSpectate
|
|
================
|
|
*/
|
|
void idMultiplayerGame::ToggleSpectate( void ) {
|
|
bool spectating;
|
|
assert( gameLocal.isClient || gameLocal.localClientNum == 0 );
|
|
|
|
spectating = ( idStr::Icmp( cvarSystem->GetCVarString( "ui_spectate" ), "Spectate" ) == 0 );
|
|
if ( spectating ) {
|
|
// always allow toggling to play
|
|
cvarSystem->SetCVarString( "ui_spectate", "Play" );
|
|
} else {
|
|
// only allow toggling to spectate if spectators are enabled.
|
|
if ( gameLocal.serverInfo.GetBool( "si_spectators" ) ) {
|
|
cvarSystem->SetCVarString( "ui_spectate", "Spectate" );
|
|
} else {
|
|
gameLocal.mpGame.AddChatLine( common->GetLanguageDict()->GetString( "#str_06747" ) );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::ToggleReady
|
|
================
|
|
*/
|
|
void idMultiplayerGame::ToggleReady( void ) {
|
|
bool ready;
|
|
assert( gameLocal.isClient || gameLocal.localClientNum == 0 );
|
|
|
|
ready = ( idStr::Icmp( cvarSystem->GetCVarString( "ui_ready" ), "Ready" ) == 0 );
|
|
if ( ready ) {
|
|
cvarSystem->SetCVarString( "ui_ready", "Not Ready" );
|
|
} else {
|
|
cvarSystem->SetCVarString( "ui_ready", "Ready" );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::ToggleTeam
|
|
================
|
|
*/
|
|
void idMultiplayerGame::ToggleTeam( void ) {
|
|
bool team;
|
|
assert( gameLocal.isClient || gameLocal.localClientNum == 0 );
|
|
|
|
team = ( idStr::Icmp( cvarSystem->GetCVarString( "ui_team" ), "Red" ) == 0 );
|
|
if ( team ) {
|
|
cvarSystem->SetCVarString( "ui_team", "Blue" );
|
|
} else {
|
|
cvarSystem->SetCVarString( "ui_team", "Red" );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::ToggleUserInfo
|
|
================
|
|
*/
|
|
void idMultiplayerGame::ThrottleUserInfo( void ) {
|
|
int i;
|
|
|
|
assert( gameLocal.localClientNum >= 0 );
|
|
|
|
i = 0;
|
|
while ( ThrottleVars[ i ] ) {
|
|
if ( idStr::Icmp( gameLocal.userInfo[ gameLocal.localClientNum ].GetString( ThrottleVars[ i ] ),
|
|
cvarSystem->GetCVarString( ThrottleVars[ i ] ) ) ) {
|
|
if ( gameLocal.realClientTime < switchThrottle[ i ] ) {
|
|
AddChatLine( common->GetLanguageDict()->GetString( "#str_04299" ), common->GetLanguageDict()->GetString( ThrottleVarsInEnglish[ i ] ), ( switchThrottle[ i ] - gameLocal.time ) / 1000 + 1 );
|
|
cvarSystem->SetCVarString( ThrottleVars[ i ], gameLocal.userInfo[ gameLocal.localClientNum ].GetString( ThrottleVars[ i ] ) );
|
|
} else {
|
|
switchThrottle[ i ] = gameLocal.time + ThrottleDelay[ i ] * 1000;
|
|
}
|
|
}
|
|
i++;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::CanPlay
|
|
================
|
|
*/
|
|
bool idMultiplayerGame::CanPlay( idPlayer *p ) {
|
|
return !p->wantSpectate && playerState[ p->entityNumber ].ingame;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::EnterGame
|
|
================
|
|
*/
|
|
void idMultiplayerGame::EnterGame( int clientNum ) {
|
|
assert( !gameLocal.isClient );
|
|
|
|
if ( !playerState[ clientNum ].ingame ) {
|
|
playerState[ clientNum ].ingame = true;
|
|
if ( gameLocal.isMultiplayer ) {
|
|
// can't use PrintMessageEvent as clients don't know the nickname yet
|
|
gameLocal.ServerSendChatMessage( -1, common->GetLanguageDict()->GetString( "#str_02047" ), va( common->GetLanguageDict()->GetString( "#str_07177" ), gameLocal.userInfo[ clientNum ].GetString( "ui_name" ) ) );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::WantRespawn
|
|
================
|
|
*/
|
|
bool idMultiplayerGame::WantRespawn( idPlayer *p ) {
|
|
return p->forceRespawn && !p->wantSpectate && playerState[ p->entityNumber ].ingame;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::VoiceChat
|
|
================
|
|
*/
|
|
void idMultiplayerGame::VoiceChat_f( const idCmdArgs &args ) {
|
|
gameLocal.mpGame.VoiceChat( args, false );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::VoiceChatTeam
|
|
================
|
|
*/
|
|
void idMultiplayerGame::VoiceChatTeam_f( const idCmdArgs &args ) {
|
|
gameLocal.mpGame.VoiceChat( args, true );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::VoiceChat
|
|
================
|
|
*/
|
|
void idMultiplayerGame::VoiceChat( const idCmdArgs &args, bool team ) {
|
|
idBitMsg outMsg;
|
|
byte msgBuf[128];
|
|
const char *voc;
|
|
const idDict *spawnArgs;
|
|
const idKeyValue *keyval;
|
|
int index;
|
|
|
|
if ( !gameLocal.isMultiplayer ) {
|
|
common->Printf( "clientVoiceChat: only valid in multiplayer\n" );
|
|
return;
|
|
}
|
|
if ( args.Argc() != 2 ) {
|
|
common->Printf( "clientVoiceChat: bad args\n" );
|
|
return;
|
|
}
|
|
// throttle
|
|
if ( gameLocal.realClientTime < voiceChatThrottle ) {
|
|
return;
|
|
}
|
|
|
|
voc = args.Argv( 1 );
|
|
spawnArgs = gameLocal.FindEntityDefDict( "player_doommarine", false );
|
|
keyval = spawnArgs->MatchPrefix( "snd_voc_", NULL );
|
|
index = 0;
|
|
while ( keyval ) {
|
|
if ( !keyval->GetValue().Icmp( voc ) ) {
|
|
break;
|
|
}
|
|
keyval = spawnArgs->MatchPrefix( "snd_voc_", keyval );
|
|
index++;
|
|
}
|
|
if ( !keyval ) {
|
|
common->Printf( "Voice command not found: %s\n", voc );
|
|
return;
|
|
}
|
|
voiceChatThrottle = gameLocal.realClientTime + 1000;
|
|
|
|
outMsg.Init( msgBuf, sizeof( msgBuf ) );
|
|
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_VCHAT );
|
|
outMsg.WriteLong( index );
|
|
outMsg.WriteBits( team ? 1 : 0, 1 );
|
|
networkSystem->ClientSendReliableMessage( outMsg );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::ProcessVoiceChat
|
|
================
|
|
*/
|
|
void idMultiplayerGame::ProcessVoiceChat( int clientNum, bool team, int index ) {
|
|
const idDict *spawnArgs;
|
|
const idKeyValue *keyval;
|
|
idStr name;
|
|
idStr snd_key;
|
|
idStr text_key;
|
|
idPlayer *p;
|
|
|
|
p = static_cast< idPlayer * >( gameLocal.entities[ clientNum ] );
|
|
if ( !( p && p->IsType( idPlayer::Type ) ) ) {
|
|
return;
|
|
}
|
|
|
|
if ( p->spectating ) {
|
|
return;
|
|
}
|
|
|
|
// lookup the sound def
|
|
spawnArgs = gameLocal.FindEntityDefDict( "player_doommarine", false );
|
|
keyval = spawnArgs->MatchPrefix( "snd_voc_", NULL );
|
|
while ( index > 0 && keyval ) {
|
|
keyval = spawnArgs->MatchPrefix( "snd_voc_", keyval );
|
|
index--;
|
|
}
|
|
if ( !keyval ) {
|
|
common->DPrintf( "ProcessVoiceChat: unknown chat index %d\n", index );
|
|
return;
|
|
}
|
|
snd_key = keyval->GetKey();
|
|
name = gameLocal.userInfo[ clientNum ].GetString( "ui_name" );
|
|
sprintf( text_key, "txt_%s", snd_key.Right( snd_key.Length() - 4 ).c_str() );
|
|
if ( team || gameState == COUNTDOWN || gameState == GAMEREVIEW ) {
|
|
ProcessChatMessage( clientNum, team, name, spawnArgs->GetString( text_key ), spawnArgs->GetString( snd_key ) );
|
|
} else {
|
|
p->StartSound( snd_key, SND_CHANNEL_ANY, 0, true, NULL );
|
|
ProcessChatMessage( clientNum, team, name, spawnArgs->GetString( text_key ), NULL );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::ServerWriteInitialReliableMessages
|
|
================
|
|
*/
|
|
void idMultiplayerGame::ServerWriteInitialReliableMessages( int clientNum ) {
|
|
idBitMsg outMsg;
|
|
byte msgBuf[ MAX_GAME_MESSAGE_SIZE ];
|
|
int i;
|
|
idEntity *ent;
|
|
|
|
outMsg.Init( msgBuf, sizeof( msgBuf ) );
|
|
outMsg.BeginWriting();
|
|
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_STARTSTATE );
|
|
// send the game state and start time
|
|
outMsg.WriteByte( gameState );
|
|
outMsg.WriteLong( matchStartedTime );
|
|
outMsg.WriteShort( startFragLimit );
|
|
// send the powerup states and the spectate states
|
|
for( i = 0; i < gameLocal.numClients; i++ ) {
|
|
ent = gameLocal.entities[ i ];
|
|
if ( i != clientNum && ent && ent->IsType( idPlayer::Type ) ) {
|
|
outMsg.WriteShort( i );
|
|
outMsg.WriteShort( static_cast< idPlayer * >( ent )->inventory.powerups );
|
|
outMsg.WriteBits( static_cast< idPlayer * >( ent )->spectating, 1 );
|
|
}
|
|
}
|
|
outMsg.WriteShort( MAX_CLIENTS );
|
|
networkSystem->ServerSendReliableMessage( clientNum, outMsg );
|
|
|
|
// we send SI in connectResponse messages, but it may have been modified already
|
|
outMsg.BeginWriting( );
|
|
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_SERVERINFO );
|
|
outMsg.WriteDeltaDict( gameLocal.serverInfo, NULL );
|
|
networkSystem->ServerSendReliableMessage( clientNum, outMsg );
|
|
|
|
// warmup time
|
|
if ( gameState == COUNTDOWN ) {
|
|
outMsg.BeginWriting();
|
|
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_WARMUPTIME );
|
|
outMsg.WriteLong( warmupEndTime );
|
|
networkSystem->ServerSendReliableMessage( clientNum, outMsg );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::ClientReadStartState
|
|
================
|
|
*/
|
|
void idMultiplayerGame::ClientReadStartState( const idBitMsg &msg ) {
|
|
int i, client, powerup;
|
|
|
|
// read the state in preparation for reading snapshot updates
|
|
gameState = (idMultiplayerGame::gameState_t)msg.ReadByte();
|
|
matchStartedTime = msg.ReadLong( );
|
|
startFragLimit = msg.ReadShort( );
|
|
while ( ( client = msg.ReadShort() ) != MAX_CLIENTS ) {
|
|
assert( gameLocal.entities[ client ] && gameLocal.entities[ client ]->IsType( idPlayer::Type ) );
|
|
powerup = msg.ReadShort();
|
|
for ( i = 0; i < MAX_POWERUPS; i++ ) {
|
|
if ( powerup & ( 1 << i ) ) {
|
|
static_cast< idPlayer * >( gameLocal.entities[ client ] )->GivePowerUp( i, 0 );
|
|
}
|
|
}
|
|
bool spectate = ( msg.ReadBits( 1 ) != 0 );
|
|
static_cast< idPlayer * >( gameLocal.entities[ client ] )->Spectate( spectate );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMultiplayerGame::ClientReadWarmupTime
|
|
================
|
|
*/
|
|
void idMultiplayerGame::ClientReadWarmupTime( const idBitMsg &msg ) {
|
|
warmupEndTime = msg.ReadLong();
|
|
}
|