mirror of
https://github.com/dhewm/dhewm3.git
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279a40a981
This is based on https://github.com/dhewm/dhewm3/pull/500 by https://github.com/jayaddison See also https://github.com/blendogames/quadrilateralcowboy/pull/4
3414 lines
100 KiB
C++
3414 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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|
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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;
|
||
}
|
||
}
|
||
if ( j != numRankedPlayers ) {
|
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continue;
|
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}
|
||
}
|
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p = static_cast< idPlayer * >( ent );
|
||
if ( gameState == WARMUP ) {
|
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if ( k == 0 && p->spectating ) {
|
||
continue;
|
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}
|
||
if ( k == 1 && !p->spectating ) {
|
||
continue;
|
||
}
|
||
}
|
||
|
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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" ) );
|
||
scoreBoard->SetStateString( va( "player%i_score", iline ), common->GetLanguageDict()->GetString( "#str_04245" ) );
|
||
// 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" ) );
|
||
// no color band
|
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scoreBoard->SetStateInt( va( "rank%i", iline ), 0 );
|
||
} else {
|
||
scoreBoard->SetStateString( va( "player%i_score", iline ), p->IsReady() ? common->GetLanguageDict()->GetString( "#str_04247" ) : common->GetLanguageDict()->GetString( "#str_04248" ) );
|
||
// set the color band
|
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scoreBoard->SetStateInt( va( "rank%i", iline ), 1 );
|
||
UpdateRankColor( scoreBoard, "rank%i_color%i", iline, p->colorBar );
|
||
}
|
||
} else {
|
||
if ( gameLocal.gameType == GAME_LASTMAN && playerState[ i ].fragCount == LASTMAN_NOLIVES ) {
|
||
scoreBoard->SetStateString( va( "player%i_score", iline ), common->GetLanguageDict()->GetString( "#str_06736" ) );
|
||
// set the color band
|
||
scoreBoard->SetStateInt( va( "rank%i", iline ), 1 );
|
||
UpdateRankColor( scoreBoard, "rank%i_color%i", iline, p->colorBar );
|
||
} else {
|
||
scoreBoard->SetStateString( va( "player%i_score", iline ), common->GetLanguageDict()->GetString( "#str_04246" ) );
|
||
// no color band
|
||
scoreBoard->SetStateInt( va( "rank%i", iline ), 0 );
|
||
}
|
||
}
|
||
}
|
||
scoreBoard->SetStateString( va( "player%i_tdm_tscore", iline ), "" );
|
||
scoreBoard->SetStateString( va( "player%i_tdm_score", iline ), "" );
|
||
scoreBoard->SetStateString( va( "player%i_wins", iline ), "" );
|
||
scoreBoard->SetStateInt( va( "player%i_ping", iline ), playerState[ i ].ping );
|
||
if ( i == player->entityNumber ) {
|
||
// highlight who we are
|
||
scoreBoard->SetStateInt( "rank_self", iline );
|
||
}
|
||
}
|
||
}
|
||
|
||
// clear remaining lines (empty slots)
|
||
iline++;
|
||
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; // => s <= 2 147 483 (INT_MAX / 1000)
|
||
m = s / 60; // => m <= 35 791
|
||
s -= m * 60; // => s < 60
|
||
t = s / 10; // => t < 6
|
||
s -= t * 10; // => s < 10
|
||
// writing <= 5 for m + 3 bytes for ":ts" + 1 byte for \0 => 16 bytes is enough
|
||
|
||
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.WriteInt( 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.WriteInt( 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( "%s", common->GetLanguageDict()->GetString( "#str_04288" ) );
|
||
break;
|
||
case MSG_SUDDENDEATH:
|
||
AddChatLine( "%s", common->GetLanguageDict()->GetString( "#str_04287" ) );
|
||
break;
|
||
case MSG_FORCEREADY:
|
||
AddChatLine( common->GetLanguageDict()->GetString( "#str_04286" ), gameLocal.userInfo[ parm1 ].GetString( "ui_name" ) );
|
||
if ( gameLocal.entities[ parm1 ] && gameLocal.entities[ parm1 ]->IsType( idPlayer::Type ) ) {
|
||
static_cast< idPlayer * >( gameLocal.entities[ parm1 ] )->forcedReady = true;
|
||
}
|
||
break;
|
||
case MSG_JOINEDSPEC:
|
||
AddChatLine( common->GetLanguageDict()->GetString( "#str_04285" ), gameLocal.userInfo[ parm1 ].GetString( "ui_name" ) );
|
||
break;
|
||
case MSG_TIMELIMIT:
|
||
AddChatLine( "%s", common->GetLanguageDict()->GetString( "#str_04284" ) );
|
||
break;
|
||
case MSG_FRAGLIMIT:
|
||
if ( gameLocal.gameType == GAME_LASTMAN ) {
|
||
AddChatLine( common->GetLanguageDict()->GetString( "#str_04283" ), gameLocal.userInfo[ parm1 ].GetString( "ui_name" ) );
|
||
} else if ( 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( "%s", 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( common->GetLanguageDict()->GetString( "#str_04279" ), gameLocal.userInfo[ clientNum ].GetString( "ui_name" ) );
|
||
gameSoundWorld->PlayShaderDirectly( GlobalSoundStrings[ SND_VOTE ] );
|
||
if ( clientNum == gameLocal.localClientNum ) {
|
||
voted = true;
|
||
} else {
|
||
voted = false;
|
||
}
|
||
if ( gameLocal.isClient ) {
|
||
// the the vote value to something so the vote line is displayed
|
||
vote = VOTE_RESTART;
|
||
yesVotes = 1;
|
||
noVotes = 0;
|
||
}
|
||
}
|
||
|
||
/*
|
||
================
|
||
idMultiplayerGame::ClientUpdateVote
|
||
================
|
||
*/
|
||
void idMultiplayerGame::ClientUpdateVote( vote_result_t status, int yesCount, int noCount ) {
|
||
idBitMsg outMsg;
|
||
byte msgBuf[ MAX_GAME_MESSAGE_SIZE ];
|
||
|
||
if ( !gameLocal.isClient ) {
|
||
outMsg.Init( msgBuf, sizeof( msgBuf ) );
|
||
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_UPDATEVOTE );
|
||
outMsg.WriteByte( status );
|
||
outMsg.WriteByte( yesCount );
|
||
outMsg.WriteByte( noCount );
|
||
networkSystem->ServerSendReliableMessage( -1, outMsg );
|
||
}
|
||
|
||
if ( vote == VOTE_NONE ) {
|
||
// clients coming in late don't get the vote start and are not allowed to vote
|
||
return;
|
||
}
|
||
|
||
switch ( status ) {
|
||
case VOTE_FAILED:
|
||
AddChatLine( "%s", common->GetLanguageDict()->GetString( "#str_04278" ) );
|
||
gameSoundWorld->PlayShaderDirectly( GlobalSoundStrings[ SND_VOTE_FAILED ] );
|
||
if ( gameLocal.isClient ) {
|
||
vote = VOTE_NONE;
|
||
}
|
||
break;
|
||
case VOTE_PASSED:
|
||
AddChatLine( "%s", common->GetLanguageDict()->GetString( "#str_04277" ) );
|
||
gameSoundWorld->PlayShaderDirectly( GlobalSoundStrings[ SND_VOTE_PASSED ] );
|
||
break;
|
||
case VOTE_RESET:
|
||
if ( gameLocal.isClient ) {
|
||
vote = VOTE_NONE;
|
||
}
|
||
break;
|
||
case VOTE_ABORTED:
|
||
AddChatLine( "%s", common->GetLanguageDict()->GetString( "#str_04276" ) );
|
||
if ( gameLocal.isClient ) {
|
||
vote = VOTE_NONE;
|
||
}
|
||
break;
|
||
default:
|
||
break;
|
||
}
|
||
if ( gameLocal.isClient ) {
|
||
yesVotes = yesCount;
|
||
noVotes = noCount;
|
||
}
|
||
}
|
||
|
||
/*
|
||
================
|
||
idMultiplayerGame::ClientCallVote
|
||
================
|
||
*/
|
||
void idMultiplayerGame::ClientCallVote( vote_flags_t voteIndex, const char *voteValue ) {
|
||
idBitMsg outMsg;
|
||
byte msgBuf[ MAX_GAME_MESSAGE_SIZE ];
|
||
|
||
// send
|
||
outMsg.Init( msgBuf, sizeof( msgBuf ) );
|
||
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_CALLVOTE );
|
||
outMsg.WriteByte( voteIndex );
|
||
outMsg.WriteString( voteValue );
|
||
networkSystem->ClientSendReliableMessage( outMsg );
|
||
}
|
||
|
||
/*
|
||
================
|
||
idMultiplayerGame::CastVote
|
||
================
|
||
*/
|
||
void idMultiplayerGame::CastVote( int clientNum, bool castVote ) {
|
||
idBitMsg outMsg;
|
||
byte msgBuf[ 128 ];
|
||
|
||
if ( clientNum == gameLocal.localClientNum ) {
|
||
voted = true;
|
||
}
|
||
|
||
if ( gameLocal.isClient ) {
|
||
outMsg.Init( msgBuf, sizeof( msgBuf ) );
|
||
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_CASTVOTE );
|
||
outMsg.WriteByte( castVote );
|
||
networkSystem->ClientSendReliableMessage( outMsg );
|
||
return;
|
||
}
|
||
|
||
// sanity
|
||
if ( vote == VOTE_NONE ) {
|
||
gameLocal.ServerSendChatMessage( clientNum, "server", common->GetLanguageDict()->GetString( "#str_04275" ) );
|
||
common->DPrintf( "client %d: cast vote while no vote in progress\n", clientNum );
|
||
return;
|
||
}
|
||
if ( playerState[ clientNum ].vote != PLAYER_VOTE_WAIT ) {
|
||
gameLocal.ServerSendChatMessage( clientNum, "server", common->GetLanguageDict()->GetString( "#str_04274" ) );
|
||
common->DPrintf( "client %d: cast vote - vote %d != PLAYER_VOTE_WAIT\n", clientNum, playerState[ clientNum ].vote );
|
||
return;
|
||
}
|
||
|
||
if ( castVote ) {
|
||
playerState[ clientNum ].vote = PLAYER_VOTE_YES;
|
||
yesVotes++;
|
||
} else {
|
||
playerState[ clientNum ].vote = PLAYER_VOTE_NO;
|
||
noVotes++;
|
||
}
|
||
|
||
ClientUpdateVote( VOTE_UPDATE, yesVotes, noVotes );
|
||
}
|
||
|
||
/*
|
||
================
|
||
idMultiplayerGame::ServerCallVote
|
||
================
|
||
*/
|
||
void idMultiplayerGame::ServerCallVote( int clientNum, const idBitMsg &msg ) {
|
||
vote_flags_t voteIndex;
|
||
int vote_timeLimit, vote_fragLimit, vote_clientNum, vote_gameTypeIndex; //, vote_kickIndex;
|
||
char value[ MAX_STRING_CHARS ];
|
||
|
||
assert( clientNum != -1 );
|
||
assert( !gameLocal.isClient );
|
||
|
||
voteIndex = (vote_flags_t)msg.ReadByte( );
|
||
msg.ReadString( value, sizeof( value ) );
|
||
|
||
// sanity checks - setup the vote
|
||
if ( vote != VOTE_NONE ) {
|
||
gameLocal.ServerSendChatMessage( clientNum, "server", common->GetLanguageDict()->GetString( "#str_04273" ) );
|
||
common->DPrintf( "client %d: called vote while voting already in progress - ignored\n", clientNum );
|
||
return;
|
||
}
|
||
switch ( voteIndex ) {
|
||
case VOTE_RESTART:
|
||
ServerStartVote( clientNum, voteIndex, "" );
|
||
ClientStartVote( clientNum, common->GetLanguageDict()->GetString( "#str_04271" ) );
|
||
break;
|
||
case VOTE_NEXTMAP:
|
||
ServerStartVote( clientNum, voteIndex, "" );
|
||
ClientStartVote( clientNum, common->GetLanguageDict()->GetString( "#str_04272" ) );
|
||
break;
|
||
case VOTE_TIMELIMIT:
|
||
vote_timeLimit = strtol( value, NULL, 10 );
|
||
if ( vote_timeLimit == gameLocal.serverInfo.GetInt( "si_timeLimit" ) ) {
|
||
gameLocal.ServerSendChatMessage( clientNum, "server", common->GetLanguageDict()->GetString( "#str_04270" ) );
|
||
common->DPrintf( "client %d: already at the voted Time Limit\n", clientNum );
|
||
return;
|
||
}
|
||
if ( vote_timeLimit < si_timeLimit.GetMinValue() || vote_timeLimit > si_timeLimit.GetMaxValue() ) {
|
||
gameLocal.ServerSendChatMessage( clientNum, "server", common->GetLanguageDict()->GetString( "#str_04269" ) );
|
||
common->DPrintf( "client %d: timelimit value out of range for vote: %s\n", clientNum, value );
|
||
return;
|
||
}
|
||
ServerStartVote( clientNum, voteIndex, value );
|
||
ClientStartVote( clientNum, va( common->GetLanguageDict()->GetString( "#str_04268" ), vote_timeLimit ) );
|
||
break;
|
||
case VOTE_FRAGLIMIT:
|
||
vote_fragLimit = strtol( value, NULL, 10 );
|
||
if ( vote_fragLimit == gameLocal.serverInfo.GetInt( "si_fragLimit" ) ) {
|
||
gameLocal.ServerSendChatMessage( clientNum, "server", common->GetLanguageDict()->GetString( "#str_04267" ) );
|
||
common->DPrintf( "client %d: already at the voted Frag Limit\n", clientNum );
|
||
return;
|
||
}
|
||
if ( vote_fragLimit < si_fragLimit.GetMinValue() || vote_fragLimit > si_fragLimit.GetMaxValue() ) {
|
||
gameLocal.ServerSendChatMessage( clientNum, "server", common->GetLanguageDict()->GetString( "#str_04266" ) );
|
||
common->DPrintf( "client %d: fraglimit value out of range for vote: %s\n", clientNum, value );
|
||
return;
|
||
}
|
||
ServerStartVote( clientNum, voteIndex, value );
|
||
ClientStartVote( clientNum, va( common->GetLanguageDict()->GetString( "#str_04303" ), gameLocal.gameType == GAME_LASTMAN ? common->GetLanguageDict()->GetString( "#str_04264" ) : common->GetLanguageDict()->GetString( "#str_04265" ), vote_fragLimit ) );
|
||
break;
|
||
case VOTE_GAMETYPE:
|
||
vote_gameTypeIndex = strtol( value, NULL, 10 );
|
||
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( "%s", common->GetLanguageDict()->GetString( "#str_06747" ) );
|
||
}
|
||
}
|
||
}
|
||
|
||
/*
|
||
================
|
||
idMultiplayerGame::ToggleReady
|
||
================
|
||
*/
|
||
void idMultiplayerGame::ToggleReady( void ) {
|
||
bool ready;
|
||
assert( gameLocal.isClient || gameLocal.localClientNum == 0 );
|
||
|
||
ready = ( idStr::Icmp( cvarSystem->GetCVarString( "ui_ready" ), "Ready" ) == 0 );
|
||
if ( ready ) {
|
||
cvarSystem->SetCVarString( "ui_ready", "Not Ready" );
|
||
} else {
|
||
cvarSystem->SetCVarString( "ui_ready", "Ready" );
|
||
}
|
||
}
|
||
|
||
/*
|
||
================
|
||
idMultiplayerGame::ToggleTeam
|
||
================
|
||
*/
|
||
void idMultiplayerGame::ToggleTeam( void ) {
|
||
bool team;
|
||
assert( gameLocal.isClient || gameLocal.localClientNum == 0 );
|
||
|
||
team = ( idStr::Icmp( cvarSystem->GetCVarString( "ui_team" ), "Red" ) == 0 );
|
||
if ( team ) {
|
||
cvarSystem->SetCVarString( "ui_team", "Blue" );
|
||
} else {
|
||
cvarSystem->SetCVarString( "ui_team", "Red" );
|
||
}
|
||
}
|
||
|
||
/*
|
||
================
|
||
idMultiplayerGame::ToggleUserInfo
|
||
================
|
||
*/
|
||
void idMultiplayerGame::ThrottleUserInfo( void ) {
|
||
int i;
|
||
|
||
assert( gameLocal.localClientNum >= 0 );
|
||
|
||
i = 0;
|
||
while ( ThrottleVars[ i ] ) {
|
||
if ( idStr::Icmp( gameLocal.userInfo[ gameLocal.localClientNum ].GetString( ThrottleVars[ i ] ),
|
||
cvarSystem->GetCVarString( ThrottleVars[ i ] ) ) ) {
|
||
if ( gameLocal.realClientTime < switchThrottle[ i ] ) {
|
||
AddChatLine( common->GetLanguageDict()->GetString( "#str_04299" ), common->GetLanguageDict()->GetString( ThrottleVarsInEnglish[ i ] ), ( switchThrottle[ i ] - gameLocal.time ) / 1000 + 1 );
|
||
cvarSystem->SetCVarString( ThrottleVars[ i ], gameLocal.userInfo[ gameLocal.localClientNum ].GetString( ThrottleVars[ i ] ) );
|
||
} else {
|
||
switchThrottle[ i ] = gameLocal.time + ThrottleDelay[ i ] * 1000;
|
||
}
|
||
}
|
||
i++;
|
||
}
|
||
}
|
||
|
||
/*
|
||
================
|
||
idMultiplayerGame::CanPlay
|
||
================
|
||
*/
|
||
bool idMultiplayerGame::CanPlay( idPlayer *p ) {
|
||
return !p->wantSpectate && playerState[ p->entityNumber ].ingame;
|
||
}
|
||
|
||
/*
|
||
================
|
||
idMultiplayerGame::EnterGame
|
||
================
|
||
*/
|
||
void idMultiplayerGame::EnterGame( int clientNum ) {
|
||
assert( !gameLocal.isClient );
|
||
|
||
if ( !playerState[ clientNum ].ingame ) {
|
||
playerState[ clientNum ].ingame = true;
|
||
if ( gameLocal.isMultiplayer ) {
|
||
// can't use PrintMessageEvent as clients don't know the nickname yet
|
||
gameLocal.ServerSendChatMessage( -1, common->GetLanguageDict()->GetString( "#str_02047" ), va( common->GetLanguageDict()->GetString( "#str_07177" ), gameLocal.userInfo[ clientNum ].GetString( "ui_name" ) ) );
|
||
}
|
||
}
|
||
}
|
||
|
||
/*
|
||
================
|
||
idMultiplayerGame::WantRespawn
|
||
================
|
||
*/
|
||
bool idMultiplayerGame::WantRespawn( idPlayer *p ) {
|
||
return p->forceRespawn && !p->wantSpectate && playerState[ p->entityNumber ].ingame;
|
||
}
|
||
|
||
/*
|
||
================
|
||
idMultiplayerGame::VoiceChat
|
||
================
|
||
*/
|
||
void idMultiplayerGame::VoiceChat_f( const idCmdArgs &args ) {
|
||
gameLocal.mpGame.VoiceChat( args, false );
|
||
}
|
||
|
||
/*
|
||
================
|
||
idMultiplayerGame::VoiceChatTeam
|
||
================
|
||
*/
|
||
void idMultiplayerGame::VoiceChatTeam_f( const idCmdArgs &args ) {
|
||
gameLocal.mpGame.VoiceChat( args, true );
|
||
}
|
||
|
||
/*
|
||
================
|
||
idMultiplayerGame::VoiceChat
|
||
================
|
||
*/
|
||
void idMultiplayerGame::VoiceChat( const idCmdArgs &args, bool team ) {
|
||
idBitMsg outMsg;
|
||
byte msgBuf[128];
|
||
const char *voc;
|
||
const idDict *spawnArgs;
|
||
const idKeyValue *keyval;
|
||
int index;
|
||
|
||
if ( !gameLocal.isMultiplayer ) {
|
||
common->Printf( "clientVoiceChat: only valid in multiplayer\n" );
|
||
return;
|
||
}
|
||
if ( args.Argc() != 2 ) {
|
||
common->Printf( "clientVoiceChat: bad args\n" );
|
||
return;
|
||
}
|
||
// throttle
|
||
if ( gameLocal.realClientTime < voiceChatThrottle ) {
|
||
return;
|
||
}
|
||
|
||
voc = args.Argv( 1 );
|
||
spawnArgs = gameLocal.FindEntityDefDict( "player_doommarine", false );
|
||
keyval = spawnArgs->MatchPrefix( "snd_voc_", NULL );
|
||
index = 0;
|
||
while ( keyval ) {
|
||
if ( !keyval->GetValue().Icmp( voc ) ) {
|
||
break;
|
||
}
|
||
keyval = spawnArgs->MatchPrefix( "snd_voc_", keyval );
|
||
index++;
|
||
}
|
||
if ( !keyval ) {
|
||
common->Printf( "Voice command not found: %s\n", voc );
|
||
return;
|
||
}
|
||
voiceChatThrottle = gameLocal.realClientTime + 1000;
|
||
|
||
outMsg.Init( msgBuf, sizeof( msgBuf ) );
|
||
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_VCHAT );
|
||
outMsg.WriteInt( index );
|
||
outMsg.WriteBits( team ? 1 : 0, 1 );
|
||
networkSystem->ClientSendReliableMessage( outMsg );
|
||
}
|
||
|
||
/*
|
||
================
|
||
idMultiplayerGame::ProcessVoiceChat
|
||
================
|
||
*/
|
||
void idMultiplayerGame::ProcessVoiceChat( int clientNum, bool team, int index ) {
|
||
const idDict *spawnArgs;
|
||
const idKeyValue *keyval;
|
||
idStr name;
|
||
idStr snd_key;
|
||
idStr text_key;
|
||
idPlayer *p;
|
||
|
||
p = static_cast< idPlayer * >( gameLocal.entities[ clientNum ] );
|
||
if ( !( p && p->IsType( idPlayer::Type ) ) ) {
|
||
return;
|
||
}
|
||
|
||
if ( p->spectating ) {
|
||
return;
|
||
}
|
||
|
||
// lookup the sound def
|
||
spawnArgs = gameLocal.FindEntityDefDict( "player_doommarine", false );
|
||
keyval = spawnArgs->MatchPrefix( "snd_voc_", NULL );
|
||
while ( index > 0 && keyval ) {
|
||
keyval = spawnArgs->MatchPrefix( "snd_voc_", keyval );
|
||
index--;
|
||
}
|
||
if ( !keyval ) {
|
||
common->DPrintf( "ProcessVoiceChat: unknown chat index %d\n", index );
|
||
return;
|
||
}
|
||
snd_key = keyval->GetKey();
|
||
name = gameLocal.userInfo[ clientNum ].GetString( "ui_name" );
|
||
sprintf( text_key, "txt_%s", snd_key.Right( snd_key.Length() - 4 ).c_str() );
|
||
if ( team || gameState == COUNTDOWN || gameState == GAMEREVIEW ) {
|
||
ProcessChatMessage( clientNum, team, name, spawnArgs->GetString( text_key ), spawnArgs->GetString( snd_key ) );
|
||
} else {
|
||
p->StartSound( snd_key, SND_CHANNEL_ANY, 0, true, NULL );
|
||
ProcessChatMessage( clientNum, team, name, spawnArgs->GetString( text_key ), NULL );
|
||
}
|
||
}
|
||
|
||
/*
|
||
================
|
||
idMultiplayerGame::ServerWriteInitialReliableMessages
|
||
================
|
||
*/
|
||
void idMultiplayerGame::ServerWriteInitialReliableMessages( int clientNum ) {
|
||
idBitMsg outMsg;
|
||
byte msgBuf[ MAX_GAME_MESSAGE_SIZE ];
|
||
int i;
|
||
idEntity *ent;
|
||
|
||
outMsg.Init( msgBuf, sizeof( msgBuf ) );
|
||
outMsg.BeginWriting();
|
||
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_STARTSTATE );
|
||
// send the game state and start time
|
||
outMsg.WriteByte( gameState );
|
||
outMsg.WriteInt( matchStartedTime );
|
||
outMsg.WriteShort( startFragLimit );
|
||
// send the powerup states and the spectate states
|
||
for( i = 0; i < gameLocal.numClients; i++ ) {
|
||
ent = gameLocal.entities[ i ];
|
||
if ( i != clientNum && ent && ent->IsType( idPlayer::Type ) ) {
|
||
outMsg.WriteShort( i );
|
||
outMsg.WriteShort( static_cast< idPlayer * >( ent )->inventory.powerups );
|
||
outMsg.WriteBits( static_cast< idPlayer * >( ent )->spectating, 1 );
|
||
}
|
||
}
|
||
outMsg.WriteShort( MAX_CLIENTS );
|
||
networkSystem->ServerSendReliableMessage( clientNum, outMsg );
|
||
|
||
// we send SI in connectResponse messages, but it may have been modified already
|
||
outMsg.BeginWriting( );
|
||
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_SERVERINFO );
|
||
outMsg.WriteDeltaDict( gameLocal.serverInfo, NULL );
|
||
networkSystem->ServerSendReliableMessage( clientNum, outMsg );
|
||
|
||
// warmup time
|
||
if ( gameState == COUNTDOWN ) {
|
||
outMsg.BeginWriting();
|
||
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_WARMUPTIME );
|
||
outMsg.WriteInt( warmupEndTime );
|
||
networkSystem->ServerSendReliableMessage( clientNum, outMsg );
|
||
}
|
||
}
|
||
|
||
/*
|
||
================
|
||
idMultiplayerGame::ClientReadStartState
|
||
================
|
||
*/
|
||
void idMultiplayerGame::ClientReadStartState( const idBitMsg &msg ) {
|
||
int i, client, powerup;
|
||
|
||
// read the state in preparation for reading snapshot updates
|
||
gameState = (idMultiplayerGame::gameState_t)msg.ReadByte();
|
||
matchStartedTime = msg.ReadInt( );
|
||
startFragLimit = msg.ReadShort( );
|
||
while ( ( client = msg.ReadShort() ) != MAX_CLIENTS ) {
|
||
assert( gameLocal.entities[ client ] && gameLocal.entities[ client ]->IsType( idPlayer::Type ) );
|
||
powerup = msg.ReadShort();
|
||
for ( i = 0; i < MAX_POWERUPS; i++ ) {
|
||
if ( powerup & ( 1 << i ) ) {
|
||
static_cast< idPlayer * >( gameLocal.entities[ client ] )->GivePowerUp( i, 0 );
|
||
}
|
||
}
|
||
bool spectate = ( msg.ReadBits( 1 ) != 0 );
|
||
static_cast< idPlayer * >( gameLocal.entities[ client ] )->Spectate( spectate );
|
||
}
|
||
}
|
||
|
||
/*
|
||
================
|
||
idMultiplayerGame::ClientReadWarmupTime
|
||
================
|
||
*/
|
||
void idMultiplayerGame::ClientReadWarmupTime( const idBitMsg &msg ) {
|
||
warmupEndTime = msg.ReadInt();
|
||
}
|