/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition 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 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #include "../idlib/precompiled.h" #pragma hdrstop #include "Game_local.h" // could be a problem if players manage to go down sudden deaths till this .. oh well #define LASTMAN_NOLIVES -20 extern idCVar ui_skinIndex; const char * idMultiplayerGame::teamNames[] = { "#str_02499", "#str_02500" }; const char * idMultiplayerGame::skinNames[] = { "skins/characters/player/marine_mp", "skins/characters/player/marine_mp_red", "skins/characters/player/marine_mp_blue", "skins/characters/player/marine_mp_green", "skins/characters/player/marine_mp_yellow", "skins/characters/player/marine_mp_purple", "skins/characters/player/marine_mp_grey", "skins/characters/player/marine_mp_orange" }; const idVec3 idMultiplayerGame::skinColors[] = { idVec3( 0.25f, 0.25f, 0.25f ), // light grey idVec3( 1.00f, 0.00f, 0.00f ), // red idVec3( 0.20f, 0.50f, 0.80f ), // blue idVec3( 0.00f, 0.80f, 0.10f ), // green idVec3( 1.00f, 0.80f, 0.10f ), // yellow idVec3( 0.39f, 0.199f, 0.3f ), // purple idVec3( 0.425f, 0.484f, 0.445f ), // dark grey idVec3( 0.484f, 0.312f, 0.074f) // orange }; const int idMultiplayerGame::numSkins = sizeof( idMultiplayerGame::skinNames ) / sizeof( idMultiplayerGame::skinNames[0] ); const char * idMultiplayerGame::GetTeamName( int team ) const { return teamNames[idMath::ClampInt( 0, 1, team )]; } const char * idMultiplayerGame::GetSkinName( int skin ) const { return skinNames[idMath::ClampInt( 0, numSkins-1, skin )]; } const idVec3 & idMultiplayerGame::GetSkinColor( int skin ) const { return skinColors[idMath::ClampInt( 0, numSkins-1, skin )]; } // make CTF not included in game modes for consoles const char * gameTypeNames_WithCTF[] = { "Deathmatch", "Tourney", "Team DM", "Last Man", "CTF", "" }; const char * gameTypeDisplayNames_WithCTF[] = { "#str_04260", "#str_04261", "#str_04262", "#str_04263", "#str_swf_mode_ctf", "" }; const char * gameTypeNames_WithoutCTF[] = { "Deathmatch", "Tourney", "Team DM", "Last Man", "" }; const char * gameTypeDisplayNames_WithoutCTF[] = { "#str_04260", "#str_04261", "#str_04262", "#str_04263", "" }; compile_time_assert( GAME_DM == 0 ); compile_time_assert( GAME_TOURNEY == 1 ); compile_time_assert( GAME_TDM == 2 ); compile_time_assert( GAME_LASTMAN == 3 ); compile_time_assert( GAME_CTF == 4 ); idCVar g_spectatorChat( "g_spectatorChat", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "let spectators talk to everyone during game" ); // global sounds transmitted by index - 0 .. SND_COUNT // sounds in this list get precached on MP start const char *idMultiplayerGame::GlobalSoundStrings[] = { "sound/vo/feedback/voc_youwin.wav", "sound/vo/feedback/voc_youlose.wav", "sound/vo/feedback/fight.wav", "sound/vo/feedback/three.wav", "sound/vo/feedback/two.wav", "sound/vo/feedback/one.wav", "sound/vo/feedback/sudden_death.wav", "sound/vo/ctf/flag_capped_yours.wav", "sound/vo/ctf/flag_capped_theirs.wav", "sound/vo/ctf/flag_return.wav", "sound/vo/ctf/flag_taken_yours.wav", "sound/vo/ctf/flag_taken_theirs.wav", "sound/vo/ctf/flag_dropped_yours.wav", "sound/vo/ctf/flag_dropped_theirs.wav" }; // handy verbose const char *idMultiplayerGame::GameStateStrings[] = { "INACTIVE", "WARMUP", "COUNTDOWN", "GAMEON", "SUDDENDEATH", "GAMEREVIEW", "NEXTGAME" }; /* ================ idMultiplayerGame::idMultiplayerGame ================ */ idMultiplayerGame::idMultiplayerGame() { teamFlags[0] = NULL; teamFlags[1] = NULL; teamPoints[0] = 0; teamPoints[1] = 0; flagMsgOn = true; player_blue_flag = -1; player_red_flag = -1; Clear(); scoreboardManager = NULL; } /* ================ idMultiplayerGame::Shutdown ================ */ void idMultiplayerGame::Shutdown() { Clear(); } /* ================ idMultiplayerGame::Reset ================ */ void idMultiplayerGame::Reset() { Clear(); ClearChatData(); if ( common->IsMultiplayer() ) { scoreboardManager = new idMenuHandler_Scoreboard(); if ( scoreboardManager != NULL ) { scoreboardManager->Initialize( "scoreboard", common->SW() ); } } ClearChatData(); warmupEndTime = 0; lastChatLineTime = 0; } /* ================ idMultiplayerGame::ServerClientConnect ================ */ void idMultiplayerGame::ServerClientConnect( int clientNum ) { memset( &playerState[ clientNum ], 0, sizeof( playerState[ clientNum ] ) ); } /* ================ idMultiplayerGame::SpawnPlayer ================ */ void idMultiplayerGame::SpawnPlayer( int clientNum ) { idLobbyBase & lobby = session->GetActingGameStateLobbyBase(); lobbyUserID_t & lobbyUserID = gameLocal.lobbyUserIDs[clientNum]; AddChatLine( idLocalization::GetString( "#str_07177" ), lobby.GetLobbyUserName( lobbyUserID ) ); memset( &playerState[ clientNum ], 0, sizeof( playerState[ clientNum ] ) ); if ( !common->IsClient() ) { if ( gameLocal.gameType == GAME_LASTMAN ) { // Players spawn with no lives to prevent them from getting the clean slate achievement if // they didn't earn it. playerState[ clientNum ].fragCount = LASTMAN_NOLIVES; } idPlayer *p = static_cast< idPlayer * >( gameLocal.entities[ clientNum ] ); p->spawnedTime = gameLocal.serverTime; p->team = 0; p->tourneyRank = 0; if ( gameLocal.gameType == GAME_TOURNEY && gameState == GAMEON ) { p->tourneyRank++; } } } /* ================ idMultiplayerGame::Clear ================ */ void idMultiplayerGame::Clear() { int i; gameState = INACTIVE; nextState = INACTIVE; nextStateSwitch = 0; matchStartedTime = 0; currentTourneyPlayer[ 0 ] = -1; currentTourneyPlayer[ 1 ] = -1; one = two = three = false; memset( &playerState, 0 , sizeof( playerState ) ); lastWinner = -1; pureReady = false; CleanupScoreboard(); fragLimitTimeout = 0; voiceChatThrottle = 0; for ( i = 0; i < NUM_CHAT_NOTIFY; i++ ) { chatHistory[ i ].line.Clear(); } startFragLimit = -1; } /* ================ idMultiplayerGame::Clear ================ */ void idMultiplayerGame::CleanupScoreboard() { if ( scoreboardManager != NULL ) { delete scoreboardManager; scoreboardManager = NULL; } } /* ================ idMultiplayerGame::GetFlagPoints Gets number of captures in CTF game. 0 = red team 1 = blue team ================ */ int idMultiplayerGame::GetFlagPoints( int team ) { assert( team <= 1 ); return teamPoints[ team ]; } /* ================ idMultiplayerGame::UpdatePlayerRanks ================ */ void idMultiplayerGame::UpdatePlayerRanks() { int i, j, k; idPlayer *players[MAX_CLIENTS]; idEntity *ent; idPlayer *player; memset( players, 0, sizeof( players ) ); numRankedPlayers = 0; for ( i = 0; i < gameLocal.numClients; i++ ) { ent = gameLocal.entities[ i ]; if ( !ent || !ent->IsType( idPlayer::Type ) ) { continue; } player = static_cast< idPlayer * >( ent ); if ( !CanPlay( player ) ) { continue; } if ( gameLocal.gameType == GAME_TOURNEY ) { if ( i != currentTourneyPlayer[ 0 ] && i != currentTourneyPlayer[ 1 ] ) { continue; } } if ( gameLocal.gameType == GAME_LASTMAN && playerState[ i ].fragCount == LASTMAN_NOLIVES ) { continue; } for ( j = 0; j < numRankedPlayers; j++ ) { bool insert = false; if ( IsGametypeTeamBased() ) { /* CTF */ if ( player->team != players[ j ]->team ) { if ( playerState[ i ].teamFragCount > playerState[ players[ j ]->entityNumber ].teamFragCount ) { // team scores insert = true; } else if ( playerState[ i ].teamFragCount == playerState[ players[ j ]->entityNumber ].teamFragCount && player->team < players[ j ]->team ) { // at equal scores, sort by team number insert = true; } } else if ( playerState[ i ].fragCount > playerState[ players[ j ]->entityNumber ].fragCount ) { // in the same team, sort by frag count insert = true; } } else { insert = ( playerState[ i ].fragCount > playerState[ players[ j ]->entityNumber ].fragCount ); } if ( insert ) { for ( k = numRankedPlayers; k > j; k-- ) { players[ k ] = players[ k-1 ]; } players[ j ] = player; break; } } if ( j == numRankedPlayers ) { players[ numRankedPlayers ] = player; } numRankedPlayers++; } memcpy( rankedPlayers, players, sizeof( players ) ); } /* ================ idMultiplayerGame::UpdateRankColor ================ */ void idMultiplayerGame::UpdateRankColor( idUserInterface *gui, const char *mask, int i, const idVec3 &vec ) { for ( int j = 1; j < 4; j++ ) { gui->SetStateFloat( va( mask, i, j ), vec[ j - 1 ] ); } } /* ================ idMultiplayerGame::IsScoreboardActive ================ */ bool idMultiplayerGame::IsScoreboardActive() { if ( scoreboardManager != NULL ) { return scoreboardManager->IsActive(); } return false; } /* ================ idMultiplayerGame::HandleGuiEvent ================ */ bool idMultiplayerGame::HandleGuiEvent( const sysEvent_t * sev ) { if ( scoreboardManager != NULL && scoreboardManager->IsActive() ) { scoreboardManager->HandleGuiEvent( sev ); return true; } return false; } /* ================ idMultiplayerGame::UpdateScoreboard ================ */ void idMultiplayerGame::UpdateScoreboard( idMenuHandler_Scoreboard * scoreboard, idPlayer *owner ) { if ( owner == NULL ) { return; } int redScore = 0; int blueScore = 0; idLobbyBase & lobby = session->GetActingGameStateLobbyBase(); idList< mpScoreboardInfo > scoreboardInfo; for ( int i = 0; i < MAX_CLIENTS; ++i ) { if ( i < gameLocal.numClients ) { idEntity *ent = gameLocal.entities[ i ]; if ( !ent || !ent->IsType( idPlayer::Type ) ) { continue; } idPlayer *player = static_cast(ent); if ( !player ) { continue; } idStr spectateData; idStr playerName; int score = 0; int wins = 0; int ping = 0; int playerNum = player->entityNumber; int team = - 1; lobbyUserID_t & lobbyUserID = gameLocal.lobbyUserIDs[ playerNum ]; if ( IsGametypeTeamBased() ) { team = player->team; if ( team == 0 ) { redScore = playerState[ playerNum ].teamFragCount; } else if ( team == 1 ) { blueScore = playerState[ playerNum ].teamFragCount; } } score = idMath::ClampInt( MP_PLAYER_MINFRAGS, MP_PLAYER_MAXFRAGS, playerState[ playerNum ].fragCount ); // HACK - if( gameLocal.gameType == GAME_LASTMAN && score == LASTMAN_NOLIVES ) { score = 0; } wins = idMath::ClampInt( 0, MP_PLAYER_MAXWINS, playerState[ playerNum ].wins ); ping = playerState[ playerNum ].ping; if ( gameState == WARMUP ) { if ( player->spectating ) { spectateData = idLocalization::GetString( "#str_04246" ); } else { spectateData = idLocalization::GetString( "#str_04247" ); } } else { if ( gameLocal.gameType == GAME_LASTMAN && playerState[ playerNum ].fragCount == LASTMAN_NOLIVES ) { spectateData = idLocalization::GetString( "#str_06736" ); } else if ( player->spectating ) { spectateData = idLocalization::GetString( "#str_04246" ); } } if ( playerNum == owner->entityNumber ) { playerName = "^3"; playerName.Append( lobby.GetLobbyUserName( lobbyUserID ) ); playerName.Append( "^0" ); } else { playerName = lobby.GetLobbyUserName( lobbyUserID ); } mpScoreboardInfo info; info.voiceState = session->GetDisplayStateFromVoiceState( session->GetLobbyUserVoiceState( lobbyUserID ) ); info.name = playerName; info.team = team; info.score = score; info.wins = wins; info.ping = ping; info.playerNum = playerNum; info.spectateData = spectateData; bool added = false; for ( int i = 0; i < scoreboardInfo.Num(); ++i ) { if ( info.team == scoreboardInfo[i].team ) { if ( info.score > scoreboardInfo[i].score ) { scoreboardInfo.Insert( info, i ); added = true; break; } } else if ( info.team < scoreboardInfo[i].team ) { scoreboardInfo.Insert( info, i ); added = true; break; } } if ( !added ) { scoreboardInfo.Append( info ); } } } idStr gameInfo; if ( gameState == GAMEREVIEW ) { int timeRemaining = nextStateSwitch - gameLocal.serverTime; int ms = (int) ceilf( timeRemaining / 1000.0f ); if ( ms == 1 ) { gameInfo = idLocalization::GetString( "#str_online_game_starts_in_second" ); gameInfo.Replace( "", idStr( ms ) ); } else if ( ms > 0 && ms < 30 ) { gameInfo = idLocalization::GetString( "#str_online_game_starts_in_seconds" ); gameInfo.Replace( "", idStr( ms ) ); } } else { if ( gameLocal.gameType == GAME_LASTMAN ) { if ( gameState == GAMEON || gameState == SUDDENDEATH ) { gameInfo = va( "%s: %i", idLocalization::GetString( "#str_04264" ), startFragLimit ); } else { gameInfo = va( "%s: %i", idLocalization::GetString( "#str_04264" ), gameLocal.serverInfo.GetInt( "si_fragLimit" ) ); } } else if ( gameLocal.gameType == GAME_CTF ) { int captureLimit = gameLocal.serverInfo.GetInt( "si_fragLimit" ); gameInfo = va( idLocalization::GetString( "#str_11108" ), captureLimit ); } else { gameInfo = va( "%s: %i", idLocalization::GetString( "#str_01982" ), gameLocal.serverInfo.GetInt( "si_fragLimit" ) ); } if ( gameLocal.serverInfo.GetInt( "si_timeLimit" ) > 0 ) { gameInfo.Append( va( " %s: %i", idLocalization::GetString( "#str_01983" ), gameLocal.serverInfo.GetInt( "si_timeLimit" ) ) ); } } if ( scoreboardManager ) { if ( IsGametypeFlagBased() ) { scoreboardManager->SetTeamScores( GetFlagPoints( 0 ), GetFlagPoints( 1 ) ); } else if ( IsGametypeTeamBased() ) { scoreboardManager->SetTeamScores( redScore, blueScore ); } scoreboardManager->UpdateScoreboard( scoreboardInfo, gameInfo ); scoreboardManager->UpdateScoreboardSelection(); scoreboardManager->Update(); } } /* ================ idMultiplayerGame::GameTime ================ */ const char *idMultiplayerGame::GameTime() { static char buff[16]; int m, s, t, ms; if ( gameState == COUNTDOWN ) { ms = warmupEndTime - gameLocal.serverTime; // we never want to show double dashes. if( ms <= 0 ) { // Try to setup time again. warmupEndTime = gameLocal.serverTime + 1000*cvarSystem->GetCVarInteger( "g_countDown" ); ms = warmupEndTime - gameLocal.serverTime; } 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.serverTime - matchStartedTime ); } else { ms = gameLocal.serverTime - matchStartedTime; } if ( ms < 0 ) { ms = 0; } s = ms / 1000; m = s / 60; s -= m * 60; t = s / 10; s -= t * 10; sprintf( buff, "%i:%i%i", m, t, s ); } return &buff[0]; } /* ================ idMultiplayerGame::NumActualClients ================ */ int idMultiplayerGame::NumActualClients( bool countSpectators, int *teamcounts ) { idPlayer *p; int c = 0; if ( teamcounts ) { teamcounts[ 0 ] = teamcounts[ 1 ] = 0; } for( int i = 0 ; i < gameLocal.numClients ; i++ ) { idEntity *ent = gameLocal.entities[ i ]; if ( !ent || !ent->IsType( idPlayer::Type ) ) { continue; } p = static_cast< idPlayer * >( ent ); if ( countSpectators || CanPlay( p ) ) { c++; } if ( teamcounts && CanPlay( p ) ) { teamcounts[ p->team ]++; } } return c; } /* ================ idMultiplayerGame::EnoughClientsToPlay ================ */ bool idMultiplayerGame::EnoughClientsToPlay() { int teamCount[ 2 ]; int clients = NumActualClients( false, teamCount ); if ( IsGametypeTeamBased() ) { /* CTF */ return clients >= 2 && teamCount[ 0 ] && teamCount[ 1 ]; } else { return clients >= 2; } } /* ================ 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; if ( IsGametypeFlagBased() ) /* CTF */ return NULL; leader = FragLeader(); if ( !leader ) { return NULL; } if ( fragLimit <= 0 ) { fragLimit = MP_PLAYER_MAXFRAGS; } if ( gameLocal.gameType == GAME_LASTMAN ) { // we have a leader, check if any other players have frags left assert( !static_cast< idPlayer * >( leader )->lastManOver ); for( i = 0 ; i < gameLocal.numClients ; i++ ) { idEntity *ent = gameLocal.entities[ i ]; if ( !ent || !ent->IsType( idPlayer::Type ) ) { continue; } if ( !CanPlay( static_cast< idPlayer * >( ent ) ) ) { continue; } if ( ent == leader ) { continue; } if ( playerState[ ent->entityNumber ].fragCount > 0 ) { return NULL; } } // there is a leader, his score may even be negative, but no one else has frags left or is !lastManOver return leader; } else if ( IsGametypeTeamBased() ) { /* CTF */ if ( playerState[ leader->entityNumber ].teamFragCount >= fragLimit ) { return leader; } } else { if ( playerState[ leader->entityNumber ].fragCount >= fragLimit ) { return leader; } } return NULL; } /* ================ idMultiplayerGame::TimeLimitHit ================ */ bool idMultiplayerGame::TimeLimitHit() { int timeLimit = gameLocal.serverInfo.GetInt( "si_timeLimit" ); if ( timeLimit ) { if ( gameLocal.serverTime >= matchStartedTime + timeLimit * 60000 ) { return true; } } return false; } /* ================ idMultiplayerGame::WinningTeam return winning team -1 if tied or no players ================ */ int idMultiplayerGame::WinningTeam() { if ( teamPoints[0] > teamPoints[1] ) return 0; if ( teamPoints[0] < teamPoints[1] ) return 1; return -1; } /* ================ idMultiplayerGame::PointLimitHit ================ */ bool idMultiplayerGame::PointLimitHit() { int pointLimit = gameLocal.serverInfo.GetInt( "si_fragLimit" ); // default to MP_CTF_MAXPOINTS if needed if ( pointLimit > MP_CTF_MAXPOINTS ) pointLimit = MP_CTF_MAXPOINTS; else if ( pointLimit <= 0 ) pointLimit = MP_CTF_MAXPOINTS; if ( teamPoints[0] == teamPoints[1] ) return false; if ( teamPoints[0] >= pointLimit || teamPoints[1] >= pointLimit ) return true; return false; } /* ================ idMultiplayerGame::FragLeader return the current winner ( or a player from the winning team ) NULL if even ================ */ idPlayer *idMultiplayerGame::FragLeader() { int i; int frags[ MAX_CLIENTS ]; idPlayer *leader = NULL; idEntity *ent; idPlayer *p; int high = -9999; int count = 0; bool teamLead[ 2 ] = { false, false }; for ( i = 0 ; i < gameLocal.numClients ; i++ ) { ent = gameLocal.entities[ i ]; if ( !ent || !ent->IsType( idPlayer::Type ) ) { continue; } if ( !CanPlay( static_cast< idPlayer * >( ent ) ) ) { continue; } if ( gameLocal.gameType == GAME_TOURNEY && ent->entityNumber != currentTourneyPlayer[ 0 ] && ent->entityNumber != currentTourneyPlayer[ 1 ] ) { continue; } if ( static_cast< idPlayer * >( ent )->lastManOver ) { continue; } int fragc = ( IsGametypeTeamBased() ) ? playerState[i].teamFragCount : playerState[i].fragCount; /* CTF */ if ( fragc > high ) { high = fragc; } frags[ i ] = fragc; } for ( i = 0; i < gameLocal.numClients; i++ ) { ent = gameLocal.entities[ i ]; if ( !ent || !ent->IsType( idPlayer::Type ) ) { continue; } p = static_cast< idPlayer * >( ent ); p->SetLeader( false ); if ( !CanPlay( p ) ) { continue; } if ( gameLocal.gameType == GAME_TOURNEY && ent->entityNumber != currentTourneyPlayer[ 0 ] && ent->entityNumber != currentTourneyPlayer[ 1 ] ) { continue; } if ( p->lastManOver ) { continue; } if ( p->spectating ) { continue; } if ( frags[ i ] >= high ) { leader = p; count++; p->SetLeader( true ); if ( IsGametypeTeamBased() ) { /* CTF */ teamLead[ p->team ] = true; } } } if ( !IsGametypeTeamBased() ) { /* CTF */ // more than one player at the highest frags if ( count > 1 ) { return NULL; } else { return leader; } } else { if ( teamLead[ 0 ] && teamLead[ 1 ] ) { // even game in team play return NULL; } return leader; } } /* ================ idGameLocal::UpdateWinsLosses ================ */ void idMultiplayerGame::UpdateWinsLosses( idPlayer *winner ) { if ( winner ) { // run back through and update win/loss count for( int i = 0; i < gameLocal.numClients; i++ ) { idEntity *ent = gameLocal.entities[ i ]; if ( !ent || !ent->IsType( idPlayer::Type ) ) { continue; } idPlayer *player = static_cast(ent); if ( IsGametypeTeamBased() ) { /* CTF */ if ( player == winner || ( player != winner && player->team == winner->team ) ) { playerState[ i ].wins++; PlayGlobalSound( i, SND_YOUWIN ); } else { PlayGlobalSound( i, SND_YOULOSE ); } } else if ( gameLocal.gameType == GAME_LASTMAN ) { if ( player == winner ) { playerState[ i ].wins++; PlayGlobalSound( i, SND_YOUWIN ); } else if ( !player->wantSpectate ) { PlayGlobalSound( i, SND_YOULOSE ); } } else if ( gameLocal.gameType == GAME_TOURNEY ) { if ( player == winner ) { playerState[ i ].wins++; PlayGlobalSound( i, SND_YOUWIN ); } else if ( i == currentTourneyPlayer[ 0 ] || i == currentTourneyPlayer[ 1 ] ) { PlayGlobalSound( i, SND_YOULOSE ); } } else { if ( player == winner ) { playerState[i].wins++; PlayGlobalSound( i, SND_YOUWIN ); } else if ( !player->wantSpectate ) { PlayGlobalSound( i, SND_YOULOSE ); } } } } else if ( IsGametypeFlagBased() ) { /* CTF */ int winteam = WinningTeam(); if ( winteam != -1 ) // TODO : print a message telling it why the hell the game ended with no winning team? for( int i = 0; i < gameLocal.numClients; i++ ) { idEntity *ent = gameLocal.entities[ i ]; if ( !ent || !ent->IsType( idPlayer::Type ) ) { continue; } idPlayer *player = static_cast(ent); if ( player->team == winteam ) { PlayGlobalSound( i, SND_YOUWIN ); playerState[ i ].wins++; } else { PlayGlobalSound( i, SND_YOULOSE ); } } } if ( winner ) { lastWinner = winner->entityNumber; } else { lastWinner = -1; } } /* ================ idMultiplayerGame::TeamScoreCTF ================ */ void idMultiplayerGame::TeamScoreCTF( int team, int delta ) { if ( team < 0 || team > 1 ) return; teamPoints[team] += delta; if ( gameState == GAMEON || gameState == SUDDENDEATH ) PrintMessageEvent( MSG_SCOREUPDATE, teamPoints[0], teamPoints[1] ); } /* ================ idMultiplayerGame::PlayerScoreCTF ================ */ void idMultiplayerGame::PlayerScoreCTF( int playerIdx, int delta ) { if ( playerIdx < 0 || playerIdx >= MAX_CLIENTS ) return; playerState[ playerIdx ].fragCount += delta; } /* ================ idMultiplayerGame::GetFlagCarrier ================ */ int idMultiplayerGame::GetFlagCarrier( int team ) { int iFlagCarrier = -1; for ( int i = 0; i < gameLocal.numClients; i++ ) { idEntity * ent = gameLocal.entities[ i ]; if ( !ent || !ent->IsType( idPlayer::Type ) ) { continue; } idPlayer * player = static_cast( ent ); if ( player->team != team ) continue; if ( player->carryingFlag ) { if ( iFlagCarrier != -1 ) gameLocal.Warning( "BUG: more than one flag carrier on %s team", team == 0 ? "red" : "blue" ); iFlagCarrier = i; } } return iFlagCarrier; } /* ================ idMultiplayerGame::TeamScore ================ */ void idMultiplayerGame::TeamScore( int entityNumber, int team, int delta ) { playerState[ entityNumber ].fragCount += delta; for( int i = 0 ; i < gameLocal.numClients ; i++ ) { idEntity *ent = gameLocal.entities[ i ]; if ( !ent || !ent->IsType( idPlayer::Type ) ) { continue; } idPlayer *player = static_cast(ent); if ( player->team == team ) { playerState[ player->entityNumber ].teamFragCount += delta; } } } /* ================ idMultiplayerGame::PlayerDeath ================ */ void idMultiplayerGame::PlayerDeath( idPlayer *dead, idPlayer *killer, bool telefrag ) { // don't do PrintMessageEvent and shit assert( !common->IsClient() ); if( gameState == COUNTDOWN || gameState == WARMUP ) { // No Kill scores are gained during warmup. return; } if( dead == NULL ) { idLib::Warning( "idMultiplayerGame::PlayerDeath dead ptr == NULL, kill will not count" ); return; } playerState[ dead->entityNumber ].deaths++; if ( killer ) { if ( gameLocal.gameType == GAME_LASTMAN ) { playerState[ dead->entityNumber ].fragCount--; } else if ( IsGametypeTeamBased() ) { /* CTF */ if ( killer == dead || killer->team == dead->team ) { // suicide or teamkill TeamScore( killer->entityNumber, killer->team, -1 ); } else { TeamScore( killer->entityNumber, killer->team, +1 ); } } else { playerState[ killer->entityNumber ].fragCount += ( killer == dead ) ? -1 : 1; } } if ( killer && killer == dead ) { PrintMessageEvent( MSG_SUICIDE, dead->entityNumber ); } else if ( killer ) { if ( telefrag ) { killer->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_MP_KILL_PLAYER_VIA_TELEPORT ); PrintMessageEvent( MSG_TELEFRAGGED, dead->entityNumber, killer->entityNumber ); } else if ( IsGametypeTeamBased() && dead->team == killer->team ) { /* CTF */ PrintMessageEvent( MSG_KILLEDTEAM, dead->entityNumber, killer->entityNumber ); } else { if ( killer->PowerUpActive( INVISIBILITY ) ) { killer->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_MP_KILL_5_PLAYERS_USING_INVIS ); } if ( killer->PowerUpActive( BERSERK ) ) { killer->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_MP_USE_BERSERK_TO_KILL_PLAYER ); } PrintMessageEvent( MSG_KILLED, dead->entityNumber, killer->entityNumber ); } } else { PrintMessageEvent( MSG_DIED, dead->entityNumber ); playerState[ dead->entityNumber ].fragCount--; } } /* ================ idMultiplayerGame::PlayerStats ================ */ void idMultiplayerGame::PlayerStats( int clientNum, char *data, const int len ) { idEntity *ent; int team; *data = 0; // make sure we don't exceed the client list if ( clientNum < 0 || clientNum > gameLocal.numClients ) { return; } // find which team this player is on ent = gameLocal.entities[ clientNum ]; if ( ent && ent->IsType( idPlayer::Type ) ) { team = static_cast< idPlayer * >(ent)->team; } else { return; } idStr::snPrintf( data, len, "team=%d score=%ld tks=%ld", team, playerState[ clientNum ].fragCount, playerState[ clientNum ].teamFragCount ); return; } /* ================ idMultiplayerGame::DumpTourneyLine ================ */ void idMultiplayerGame::DumpTourneyLine() { 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( !common->IsClient() ); assert( news < STATE_COUNT ); gameLocal.DPrintf( "%s -> %s\n", GameStateStrings[ gameState ], GameStateStrings[ news ] ); switch( news ) { case GAMEON: { gameLocal.LocalMapRestart(); outMsg.InitWrite( msgBuf, sizeof( msgBuf ) ); outMsg.WriteBits( 0, 1 ); session->GetActingGameStateLobbyBase().SendReliable( GAME_RELIABLE_MESSAGE_RESTART, outMsg, false ); teamPoints[0] = 0; teamPoints[1] = 0; PlayGlobalSound( -1, SND_FIGHT ); matchStartedTime = gameLocal.serverTime; idBitMsg matchStartedTimeMsg; byte matchStartedTimeMsgBuf[ sizeof( matchStartedTime ) ]; matchStartedTimeMsg.InitWrite( matchStartedTimeMsgBuf, sizeof( matchStartedTimeMsgBuf ) ); matchStartedTimeMsg.WriteLong( matchStartedTime ); session->GetActingGameStateLobbyBase().SendReliable( GAME_RELIABLE_MESSAGE_MATCH_STARTED_TIME, matchStartedTimeMsg, false ); fragLimitTimeout = 0; for( i = 0; i < gameLocal.numClients; i++ ) { idEntity *ent = gameLocal.entities[ i ]; if ( !ent || !ent->IsType( idPlayer::Type ) ) { continue; } idPlayer *p = static_cast( ent ); p->wantSpectate = false; // Make sure everyone is in the game. 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 ); idLib::Printf( "TOURNEY NewState GAMEON :> Player %d Benched \n", p->entityNumber ); p->tourneyRank++; } else { int fragLimit = gameLocal.serverInfo.GetInt( "si_fragLimit" ); int startingCount = ( gameLocal.gameType == GAME_LASTMAN ) ? fragLimit : 0; playerState[ i ].fragCount = startingCount; playerState[ i ].teamFragCount = startingCount; if ( !static_cast(ent)->wantSpectate ) { static_cast(ent)->ServerSpectate( false ); idLib::Printf( "TOURNEY NewState :> Player %d On Deck \n", ent->entityNumber ); if ( gameLocal.gameType == GAME_TOURNEY ) { p->tourneyRank = 0; } } } if ( CanPlay( p ) ) { p->lastManPresent = true; } else { p->lastManPresent = false; } } NewState_GameOn_ServerAndClient(); break; } case GAMEREVIEW: { SetFlagMsg( false ); nextState = INACTIVE; // used to abort a game. cancel out any upcoming state change // set all players spectating for( i = 0; i < gameLocal.numClients; i++ ) { idEntity *ent = gameLocal.entities[ i ]; if ( !ent || !ent->IsType( idPlayer::Type ) ) { continue; } static_cast(ent)->ServerSpectate( true ); idLib::Printf( "TOURNEY NewState GAMEREVIEW :> Player %d Benched \n", ent->entityNumber ); } UpdateWinsLosses( player ); SetFlagMsg( true ); NewState_GameReview_ServerAndClient(); break; } case SUDDENDEATH: { PrintMessageEvent( MSG_SUDDENDEATH ); PlayGlobalSound( -1, SND_SUDDENDEATH ); break; } case COUNTDOWN: { idBitMsg outMsg; byte msgBuf[ 128 ]; warmupEndTime = gameLocal.serverTime + 1000*cvarSystem->GetCVarInteger( "g_countDown" ); outMsg.InitWrite( msgBuf, sizeof( msgBuf ) ); outMsg.WriteLong( warmupEndTime ); session->GetActingGameStateLobbyBase().SendReliable( GAME_RELIABLE_MESSAGE_WARMUPTIME, outMsg, false ); // Reset all the scores. for( i = 0; i < gameLocal.numClients; i++ ) { int fragLimit = gameLocal.serverInfo.GetInt( "si_fragLimit" ); int startingCount = ( gameLocal.gameType == GAME_LASTMAN ) ? fragLimit : 0; playerState[ i ].fragCount = startingCount; playerState[ i ].teamFragCount = startingCount; playerState[ i ].deaths = 0; } NewState_Countdown_ServerAndClient(); break; } case WARMUP: { teamPoints[0] = 0; teamPoints[1] = 0; if ( IsGametypeFlagBased() ) { // reset player scores to zero, only required for CTF for( i = 0; i < gameLocal.numClients; i++ ) { idEntity *ent = gameLocal.entities[ i ]; if ( !ent || !ent->IsType( idPlayer::Type ) ) { continue; } playerState[ i ].fragCount = 0; } } NewState_Warmup_ServerAndClient(); break; } default: break; } gameState = news; } /* ================ idMultiplayerGame::NewState_Warmup_ServerAndClient Called on both servers and clients once when the game state changes to WARMUP. ================ */ void idMultiplayerGame::NewState_Warmup_ServerAndClient() { SetScoreboardActive( false ); } /* ================ idMultiplayerGame::NewState_Countdown_ServerAndClient Called on both servers and clients once when the game state changes to COUNTDOWN. ================ */ void idMultiplayerGame::NewState_Countdown_ServerAndClient() { SetScoreboardActive( false ); } /* ================ idMultiplayerGame::NewState_GameOn_ServerAndClient Called on both servers and clients once when the game state changes to GAMEON. ================ */ void idMultiplayerGame::NewState_GameOn_ServerAndClient() { startFragLimit = gameLocal.serverInfo.GetInt( "si_fragLimit" ); SetScoreboardActive( false ); } /* ================ idMultiplayerGame::NewState_GameReview_ServerAndClient Called on both servers and clients once when the game state changes to GAMEREVIEW. ================ */ void idMultiplayerGame::NewState_GameReview_ServerAndClient() { SetScoreboardActive( true ); } /* ================ 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; idLib::Printf( "TOURNEY :> Executing FillTourneySlots \n" ); // 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 ) { idLib::Printf( "FillTourneySlots: Skipping Player %d ( Wants Spectate )\n", p->entityNumber ); 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 } idLib::Printf( "TOURNEY :> Player 1: %d Player 2: %d \n", currentTourneyPlayer[ 0 ], currentTourneyPlayer[ 1 ] ); } /* ================ 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() { assert( !common->IsClient() ); if ( gameLocal.gameType != GAME_TOURNEY ) { return; } int globalmax = -1; for ( int j = 1; j <= gameLocal.numClients; j++ ) { int max = -1; int imax = -1; for ( int i = 0; i < gameLocal.numClients; i++ ) { if ( currentTourneyPlayer[ 0 ] == i || currentTourneyPlayer[ 1 ] == i ) { continue; } idPlayer * p = static_cast< idPlayer * >( gameLocal.entities[ i ] ); if ( !p || p->wantSpectate ) { continue; } if ( p->tourneyRank > max && ( globalmax == -1 || p->tourneyRank < globalmax ) ) { max = p->tourneyRank; imax = i; } } if ( imax == -1 ) { break; } idBitMsg outMsg; byte msgBuf[1024]; outMsg.InitWrite( msgBuf, sizeof( msgBuf ) ); outMsg.WriteByte( j ); session->GetActingGameStateLobbyBase().SendReliableToLobbyUser( gameLocal.lobbyUserIDs[imax], GAME_RELIABLE_MESSAGE_TOURNEYLINE, outMsg ); globalmax = max; } } /* ================ idMultiplayerGame::CycleTourneyPlayers ================ */ void idMultiplayerGame::CycleTourneyPlayers( ) { int i; idEntity *ent; idPlayer *player; currentTourneyPlayer[ 0 ] = -1; currentTourneyPlayer[ 1 ] = -1; // if any, winner from last round will play again if ( lastWinner != -1 ) { idEntity *ent = gameLocal.entities[ lastWinner ]; if ( ent && ent->IsType( idPlayer::Type ) ) { currentTourneyPlayer[ 0 ] = lastWinner; } } FillTourneySlots( ); // force selected players in/out of the game and update the ranks for ( i = 0 ; i < gameLocal.numClients ; i++ ) { if ( currentTourneyPlayer[ 0 ] == i || currentTourneyPlayer[ 1 ] == i ) { player = static_cast( gameLocal.entities[ i ] ); player->ServerSpectate( false ); idLib::Printf( "TOURNEY CycleTourneyPlayers:> Player %d On Deck \n", player->entityNumber ); } else { ent = gameLocal.entities[ i ]; if ( ent && ent->IsType( idPlayer::Type ) ) { player = static_cast( gameLocal.entities[ i ] ); player->ServerSpectate( true ); idLib::Printf( "TOURNEY CycleTourneyPlayers:> Player %d Benched \n", player->entityNumber ); } } } UpdateTourneyLine(); } /* ================ idMultiplayerGame::Warmup ================ */ bool idMultiplayerGame::Warmup() { return ( gameState == WARMUP ); } void idMultiplayerGame::GameHasBeenWon() { // Only allow leaderboard submissions within public games. const idMatchParameters & matchParameters = session->GetActingGameStateLobbyBase().GetMatchParms(); if( matchParameters.matchFlags & MATCH_RANKED ) { // Upload all player's scores to the leaderboard. for( int playerIdx = 0; playerIdx < gameLocal.numClients; playerIdx++ ) { leaderboardStats_t stats = { playerState[ playerIdx ].fragCount, playerState[ playerIdx ].wins, playerState[ playerIdx ].teamFragCount, playerState[ playerIdx].deaths }; LeaderboardLocal_Upload( gameLocal.lobbyUserIDs[ playerIdx ], gameLocal.gameType, stats ); } // Flush all the collectively queued leaderboards all at once. ( Otherwise you get a busy signal on the second "flush" ) session->LeaderboardFlush(); } // Award Any players that have not died. An Achievement for( int i = 0; i < gameLocal.numClients; i++ ) { idPlayer * player = static_cast< idPlayer* >( gameLocal.entities[ i ] ); if ( player == NULL ) { continue; } // Only validate players that were in the tourney. if ( gameLocal.gameType == GAME_TOURNEY ) { if ( i != currentTourneyPlayer[ 0 ] && i != currentTourneyPlayer[ 1 ] ) { continue; } } // In LMS, players that join mid-game will not have ever died if ( gameLocal.gameType == GAME_LASTMAN ) { if ( playerState[i].fragCount == LASTMAN_NOLIVES ) { continue; } } if ( playerState[ i ].deaths == 0 ) { player->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_MP_COMPLETE_MATCH_WITHOUT_DYING ); } } } /* ================ idMultiplayerGame::Run ================ */ void idMultiplayerGame::Run() { int i, timeLeft; idPlayer *player; int gameReviewPause; assert( common->IsMultiplayer() ); assert( !common->IsClient() ); pureReady = true; if ( gameState == INACTIVE ) { NewState( WARMUP ); } CheckRespawns(); if ( nextState != INACTIVE && gameLocal.serverTime > nextStateSwitch ) { NewState( nextState ); nextState = INACTIVE; } idLobbyBase & lobby = session->GetActingGameStateLobbyBase(); for ( i = 0; i < gameLocal.numClients; i++ ) { idPlayer * player = static_cast( gameLocal.entities[i] ); if ( player != NULL ) { playerState[i].ping = lobby.GetLobbyUserQoS( gameLocal.lobbyUserIDs[i] ); } } switch( gameState ) { case GAMEREVIEW: { if ( nextState == INACTIVE ) { gameReviewPause = cvarSystem->GetCVarInteger( "g_gameReviewPause" ); nextState = NEXTGAME; nextStateSwitch = gameLocal.serverTime + 1000 * gameReviewPause; } break; } case NEXTGAME: { if ( nextState == INACTIVE ) { // make sure flags are returned if ( IsGametypeFlagBased() ) { idItemTeam * flag; flag = GetTeamFlag( 0 ); if ( flag ) { flag->Return(); } flag = GetTeamFlag( 1 ); if ( flag ) { flag->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( ent ) ); } } } } break; } case WARMUP: { if ( EnoughClientsToPlay() ) { NewState( COUNTDOWN ); nextState = GAMEON; nextStateSwitch = gameLocal.serverTime + 1000 * cvarSystem->GetCVarInteger( "g_countDown" ); } one = two = three = false; break; } case COUNTDOWN: { timeLeft = ( nextStateSwitch - gameLocal.serverTime ) / 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; } break; } case GAMEON: { if ( IsGametypeFlagBased() ) { /* CTF */ // totally different logic branch for CTF if ( PointLimitHit() ) { int team = WinningTeam(); assert( team != -1 ); NewState( GAMEREVIEW, NULL ); PrintMessageEvent( MSG_POINTLIMIT, team ); GameHasBeenWon(); } else if ( TimeLimitHit() ) { int team = WinningTeam(); if ( EnoughClientsToPlay() && team == -1 ) { NewState( SUDDENDEATH ); } else { NewState( GAMEREVIEW, NULL ); PrintMessageEvent( MSG_TIMELIMIT ); GameHasBeenWon(); } } break; } 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.serverTime + FRAGLIMIT_DELAY; } if ( gameLocal.serverTime > fragLimitTimeout ) { NewState( GAMEREVIEW, player ); PrintMessageEvent( MSG_FRAGLIMIT, IsGametypeTeamBased() ? player->team : player->entityNumber ); GameHasBeenWon(); } } 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( MSG_HOLYSHIT ); fragLimitTimeout = 0; NewState( SUDDENDEATH ); } else if ( TimeLimitHit() ) { player = FragLeader(); if ( !player ) { NewState( SUDDENDEATH ); } else { NewState( GAMEREVIEW, player ); PrintMessageEvent( MSG_TIMELIMIT ); GameHasBeenWon(); } } else { BalanceTeams(); } } break; } case SUDDENDEATH: { if ( IsGametypeFlagBased() ) { /* CTF */ int team = WinningTeam(); if ( team != -1 ) { // TODO : implement pointLimitTimeout NewState( GAMEREVIEW, NULL ); PrintMessageEvent( MSG_POINTLIMIT, team ); GameHasBeenWon(); } break; } player = FragLeader(); if ( player ) { if ( !fragLimitTimeout ) { common->DPrintf( "enter sudden death FragLeader timeout, player %d is leader\n", player->entityNumber ); fragLimitTimeout = gameLocal.serverTime + FRAGLIMIT_DELAY; } if ( gameLocal.serverTime > fragLimitTimeout ) { NewState( GAMEREVIEW, player ); PrintMessageEvent( MSG_FRAGLIMIT, IsGametypeTeamBased() ? player->team : player->entityNumber ); GameHasBeenWon(); } } else if ( fragLimitTimeout ) { SuddenRespawn(); PrintMessageEvent( MSG_HOLYSHIT ); fragLimitTimeout = 0; } break; } } } /* ================ idMultiplayerGame::Draw ================ */ bool idMultiplayerGame::Draw( int clientNum ) { idPlayer *player, *viewPlayer; // clear the render entities for any players that don't need // icons and which might not be thinking because they weren't in // the last snapshot. for ( int i = 0; i < gameLocal.numClients; i++ ) { player = static_cast( gameLocal.entities[ i ] ); if ( player && !player->NeedsIcon() ) { player->HidePlayerIcons(); } } player = viewPlayer = static_cast( gameLocal.entities[ clientNum ] ); if ( player == NULL ) { return false; } if ( player->spectating ) { viewPlayer = static_cast( gameLocal.entities[ player->spectator ] ); if ( viewPlayer == NULL ) { return false; } // if the player you are viewing is holding a flag, hide it. idEntity* flag = GetTeamFlag( viewPlayer->team ? 0 : 1 ); if( flag ) { if( viewPlayer->carryingFlag ) { flag->Hide(); } else { flag->Show(); } } } UpdatePlayerRanks(); UpdateHud( viewPlayer, player->hudManager ); // use the hud of the local player viewPlayer->playerView.RenderPlayerView( player->hudManager ); idStr spectatetext[ 2 ]; GetSpectateText( player, spectatetext, true ); if ( scoreboardManager != NULL ) { scoreboardManager->UpdateSpectating( spectatetext[0].c_str(), spectatetext[1].c_str() ); } DrawChat( player ); DrawScoreBoard( player ); return true; } /* ================ idMultiplayerGame::GetSpectateText ================ */ void idMultiplayerGame::GetSpectateText( idPlayer * player, idStr spectatetext[ 2 ], bool scoreboard ) { if ( !player->spectating ) { return; } if ( player->wantSpectate && !scoreboard ) { if ( gameLocal.gameType == GAME_LASTMAN && gameState == GAMEON ) { // If we're in GAMEON in lastman, you can't actully spawn, or you'll have an unfair // advantage with more lives than everyone else. spectatetext[ 0 ] = idLocalization::GetString( "#str_04246" ); spectatetext[ 0 ] += idLocalization::GetString( "#str_07003" ); } else { if ( gameLocal.gameType == GAME_TOURNEY && ( currentTourneyPlayer[0] != -1 && currentTourneyPlayer[1] != -1 ) && ( currentTourneyPlayer[0] != player->entityNumber && currentTourneyPlayer[1] != player->entityNumber ) ) { spectatetext[ 0 ] = idLocalization::GetString( "#str_04246" ); switch ( player->tourneyLine ) { case 0: spectatetext[ 0 ] += idLocalization::GetString( "#str_07003" ); break; case 1: spectatetext[ 0 ] += idLocalization::GetString( "#str_07004" ); break; case 2: spectatetext[ 0 ] += idLocalization::GetString( "#str_07005" ); break; default: spectatetext[ 0 ] += va( idLocalization::GetString( "#str_07006" ), player->tourneyLine ); break; } } else { spectatetext[ 0 ] = idLocalization::GetString( "#str_respawn_message" ); } } } else { if ( gameLocal.gameType == GAME_TOURNEY ) { spectatetext[ 0 ] = idLocalization::GetString( "#str_04246" ); switch ( player->tourneyLine ) { case 0: spectatetext[ 0 ] += idLocalization::GetString( "#str_07003" ); break; case 1: spectatetext[ 0 ] += idLocalization::GetString( "#str_07004" ); break; case 2: spectatetext[ 0 ] += idLocalization::GetString( "#str_07005" ); break; default: spectatetext[ 0 ] += va( idLocalization::GetString( "#str_07006" ), player->tourneyLine ); break; } } else if ( gameLocal.gameType == GAME_LASTMAN ) { spectatetext[ 0 ] = idLocalization::GetString( "#str_07007" ); } else { spectatetext[ 0 ] = idLocalization::GetString( "#str_04246" ); } } if ( player->spectator != player->entityNumber ) { idLobbyBase & lobby = session->GetActingGameStateLobbyBase(); spectatetext[ 1 ] = va( idLocalization::GetString( "#str_07008" ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[ player->spectator ] ) ); } } /* ================ idMultiplayerGame::UpdateHud ================ */ void idMultiplayerGame::UpdateHud( idPlayer *player, idMenuHandler_HUD * hudManager ) { if ( hudManager && hudManager->GetHud() ) { idMenuScreen_HUD * hud = hudManager->GetHud(); if ( Warmup() ) { hud->UpdateMessage( true, "#str_04251" ); if ( IsGametypeTeamBased() ) { hud->SetTeamScore( 0, 0 ); hud->SetTeamScore( 1, 0 ); } } else if ( gameState == SUDDENDEATH ) { hud->UpdateMessage( true, "#str_04252" ); } else { hud->UpdateGameTime( GameTime() ); } if ( IsGametypeTeamBased() || IsGametypeFlagBased() ) { hud->ToggleMPInfo( true, true, IsGametypeFlagBased() ); } else { hud->ToggleMPInfo( true, false ); } if ( gameState == GAMEON || gameState == COUNTDOWN || gameState == WARMUP ) { if ( IsGametypeTeamBased() && !IsGametypeFlagBased() ) { for ( int i = 0; i < gameLocal.numClients; ++i ) { idEntity * ent = gameLocal.entities[ i ]; if ( ent == NULL || !ent->IsType( idPlayer::Type ) ) { continue; } idPlayer * player = static_cast< idPlayer * >( ent ); hud->SetTeamScore( player->team, playerState[ player->entityNumber ].teamFragCount ); } } } if ( IsGametypeFlagBased() || IsGametypeTeamBased() ) { hud->SetTeam( player->team ); } else { hud->SetTeam( -1 ); } } } /* ================ idMultiplayerGame::SetScoreboardActive ================ */ void idMultiplayerGame::SetScoreboardActive( bool active ) { if( scoreboardManager != NULL ) { if( active ) { if ( IsGametypeTeamBased() || IsGametypeFlagBased() ) { scoreboardManager->SetActivationScreen( SCOREBOARD_AREA_TEAM, MENU_TRANSITION_SIMPLE ); } else { scoreboardManager->SetActivationScreen( SCOREBOARD_AREA_DEFAULT, MENU_TRANSITION_SIMPLE ); } scoreboardManager->ActivateMenu( true ); } else { scoreboardManager->ActivateMenu( false ); } } } /* ================ idMultiplayerGame::DrawScoreBoard ================ */ void idMultiplayerGame::DrawScoreBoard( idPlayer *player ) { if ( scoreboardManager && scoreboardManager->IsActive() == true ) { UpdateScoreboard( scoreboardManager, player ); } } /* =============== 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 = Sys_Milliseconds(); } /* =============== idMultiplayerGame::DrawChat =============== */ void idMultiplayerGame::DrawChat( idPlayer * player ) { int i, j; if ( player ) { if ( Sys_Milliseconds() - 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 = Sys_Milliseconds(); } if ( chatDataUpdated ) { j = 0; i = chatHistoryIndex - chatHistorySize; while ( i < chatHistoryIndex ) { player->AddChatMessage( j, Min( 4, (int)chatHistory[ i % NUM_CHAT_NOTIFY ].fade ), chatHistory[ i % NUM_CHAT_NOTIFY ].line ); j++; i++; } while ( j < NUM_CHAT_NOTIFY ) { player->ClearChatMessage( j ); j++; } chatDataUpdated = false; } } } //D3XP: Adding one to frag count to allow for the negative flag in numbers greater than 255 const int ASYNC_PLAYER_FRAG_BITS = -(idMath::BitsForInteger( MP_PLAYER_MAXFRAGS - MP_PLAYER_MINFRAGS )+1); // player can have negative frags 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( idBitMsg &msg ) const { int i; int value; // This is a hack - I need a place to read the lobby ids before the player entities are // read (SpawnPlayer requires a valid lobby id for the player). for ( int i = 0; i < gameLocal.lobbyUserIDs.Num(); ++i ) { gameLocal.lobbyUserIDs[i].WriteToMsg( msg ); } msg.WriteByte( gameState ); msg.WriteLong( nextStateSwitch ); 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.WriteShort( teamPoints[0] ); msg.WriteShort( teamPoints[1] ); msg.WriteShort( player_red_flag ); msg.WriteShort( player_blue_flag ); } /* ================ idMultiplayerGame::ReadFromSnapshot ================ */ void idMultiplayerGame::ReadFromSnapshot( const idBitMsg &msg ) { int i; gameState_t newState; // This is a hack - I need a place to read the lobby ids before the player entities are // read (SpawnPlayer requires a valid lobby id for the player). for ( int i = 0; i < gameLocal.lobbyUserIDs.Num(); ++i ) { gameLocal.lobbyUserIDs[i].ReadFromMsg( msg ); } newState = (idMultiplayerGame::gameState_t)msg.ReadByte(); nextStateSwitch = msg.ReadLong(); if ( newState != gameState && newState < STATE_COUNT ) { gameLocal.DPrintf( "%s -> %s\n", GameStateStrings[ gameState ], GameStateStrings[ newState ] ); gameState = newState; switch( gameState ) { case GAMEON: { NewState_GameOn_ServerAndClient(); break; } case GAMEREVIEW: { NewState_GameReview_ServerAndClient(); break; } case WARMUP: { NewState_Warmup_ServerAndClient(); break; } case COUNTDOWN: { NewState_Countdown_ServerAndClient(); break; } } } 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 ); } teamPoints[0] = msg.ReadShort(); teamPoints[1] = msg.ReadShort(); player_red_flag = msg.ReadShort(); player_blue_flag = msg.ReadShort(); } /* ================ idMultiplayerGame::PlayGlobalSound ================ */ void idMultiplayerGame::PlayGlobalSound( int toPlayerNum, snd_evt_t evt, const char *shader ) { if ( toPlayerNum < 0 || toPlayerNum == gameLocal.GetLocalClientNum() ) { if ( shader ) { if ( gameSoundWorld ) { gameSoundWorld->PlayShaderDirectly( shader ); } } else { if ( gameSoundWorld ) { gameSoundWorld->PlayShaderDirectly( GlobalSoundStrings[ evt ] ); } } } if ( !common->IsClient() && toPlayerNum != gameLocal.GetLocalClientNum() ) { idBitMsg outMsg; byte msgBuf[1024]; outMsg.InitWrite( msgBuf, sizeof( msgBuf ) ); int type = 0; if ( shader ) { const idSoundShader * shaderDecl = declManager->FindSound( shader ); if ( !shaderDecl ) { return; } outMsg.WriteLong( gameLocal.ServerRemapDecl( -1, DECL_SOUND, shaderDecl->Index() ) ); type = GAME_RELIABLE_MESSAGE_SOUND_INDEX; } else { outMsg.WriteByte( evt ); type = GAME_RELIABLE_MESSAGE_SOUND_EVENT; } if ( toPlayerNum >= 0 ) { session->GetActingGameStateLobbyBase().SendReliableToLobbyUser( gameLocal.lobbyUserIDs[toPlayerNum], type, outMsg ); } else { session->GetActingGameStateLobbyBase().SendReliable( type, outMsg, false ); } } } /* ================ idMultiplayerGame::PlayTeamSound ================ */ void idMultiplayerGame::PlayTeamSound( int toTeam, snd_evt_t evt, const char *shader ) { for( int i = 0; i < gameLocal.numClients; i++ ) { idEntity *ent = gameLocal.entities[ i ]; if ( !ent || !ent->IsType( idPlayer::Type ) ) { continue; } idPlayer * player = static_cast(ent); if ( player->team != toTeam ) continue; PlayGlobalSound( i, evt, shader ); } } /* ================ idMultiplayerGame::PrintMessageEvent ================ */ void idMultiplayerGame::PrintMessageEvent( msg_evt_t evt, int parm1, int parm2 ) { idLobbyBase & lobby = session->GetActingGameStateLobbyBase(); switch ( evt ) { case MSG_LEFTGAME: assert( parm1 >= 0 ); AddChatLine( idLocalization::GetString( "#str_11604" ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm1] ) ); break; case MSG_SUICIDE: assert( parm1 >= 0 ); AddChatLine( idLocalization::GetString( "#str_04293" ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm1] ) ); break; case MSG_KILLED: assert( parm1 >= 0 && parm2 >= 0 ); AddChatLine( idLocalization::GetString( "#str_04292" ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm1] ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm2] ) ); break; case MSG_KILLEDTEAM: assert( parm1 >= 0 && parm2 >= 0 ); AddChatLine( idLocalization::GetString( "#str_04291" ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm1] ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm2] ) ); break; case MSG_TELEFRAGGED: assert( parm1 >= 0 && parm2 >= 0 ); AddChatLine( idLocalization::GetString( "#str_04290" ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm1] ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm2] ) ); break; case MSG_DIED: assert( parm1 >= 0 ); AddChatLine( idLocalization::GetString( "#str_04289" ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm1] ) ); break; case MSG_SUDDENDEATH: AddChatLine( idLocalization::GetString( "#str_04287" ) ); break; case MSG_JOINEDSPEC: AddChatLine( idLocalization::GetString( "#str_04285" ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm1] ) ); break; case MSG_TIMELIMIT: AddChatLine( idLocalization::GetString( "#str_04284" ) ); break; case MSG_FRAGLIMIT: if ( gameLocal.gameType == GAME_LASTMAN ) { AddChatLine( idLocalization::GetString( "#str_04283" ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm1] ) ); } else if ( IsGametypeTeamBased() ) { /* CTF */ AddChatLine( idLocalization::GetString( "#str_04282" ), idLocalization::GetString( teamNames[ parm1 ] ) ); } else { AddChatLine( idLocalization::GetString( "#str_04281" ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm1] ) ); } break; case MSG_JOINTEAM: AddChatLine( idLocalization::GetString( "#str_04280" ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm1] ), parm2 ? idLocalization::GetString( "#str_02500" ) : idLocalization::GetString( "#str_02499" ) ); break; case MSG_HOLYSHIT: AddChatLine( idLocalization::GetString( "#str_06732" ) ); break; case MSG_POINTLIMIT: AddChatLine( idLocalization::GetString( "#str_11100" ), parm1 ? idLocalization::GetString( "#str_11110" ) : idLocalization::GetString( "#str_11111" ) ); break; case MSG_FLAGTAKEN : if ( gameLocal.GetLocalPlayer() == NULL ) break; if ( parm2 < 0 || parm2 >= MAX_CLIENTS ) break; if ( gameLocal.GetLocalPlayer()->team != parm1 ) { AddChatLine( idLocalization::GetString( "#str_11101" ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm2] ) ); // your team } else { AddChatLine( idLocalization::GetString( "#str_11102" ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm2] ) ); // enemy } break; case MSG_FLAGDROP : if ( gameLocal.GetLocalPlayer() == NULL ) break; if ( gameLocal.GetLocalPlayer()->team != parm1 ) { AddChatLine( idLocalization::GetString( "#str_11103" ) ); // your team } else { AddChatLine( idLocalization::GetString( "#str_11104" ) ); // enemy } break; case MSG_FLAGRETURN : if ( gameLocal.GetLocalPlayer() == NULL ) break; if ( parm2 >= 0 && parm2 < MAX_CLIENTS ) { if ( gameLocal.GetLocalPlayer()->team != parm1 ) { AddChatLine( idLocalization::GetString( "#str_11120" ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm2] ) ); // your team } else { AddChatLine( idLocalization::GetString( "#str_11121" ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm2] ) ); // enemy } } else { AddChatLine( idLocalization::GetString( "#str_11105" ), parm1 ? idLocalization::GetString( "#str_11110" ) : idLocalization::GetString( "#str_11111" ) ); } break; case MSG_FLAGCAPTURE : if ( gameLocal.GetLocalPlayer() == NULL ) break; if ( parm2 < 0 || parm2 >= MAX_CLIENTS ) break; if ( gameLocal.GetLocalPlayer()->team != parm1 ) { AddChatLine( idLocalization::GetString( "#str_11122" ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm2] ) ); // your team } else { AddChatLine( idLocalization::GetString( "#str_11123" ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm2] ) ); // enemy } // AddChatLine( idLocalization::GetString( "#str_11106" ), parm1 ? idLocalization::GetString( "#str_11110" ) : idLocalization::GetString( "#str_11111" ) ); break; case MSG_SCOREUPDATE: AddChatLine( idLocalization::GetString( "#str_11107" ), parm1, parm2 ); break; default: gameLocal.DPrintf( "PrintMessageEvent: unknown message type %d\n", evt ); return; } if ( !common->IsClient() ) { idBitMsg outMsg; byte msgBuf[1024]; outMsg.InitWrite( msgBuf, sizeof( msgBuf ) ); outMsg.WriteByte( evt ); outMsg.WriteByte( parm1 ); outMsg.WriteByte( parm2 ); session->GetActingGameStateLobbyBase().SendReliable( GAME_RELIABLE_MESSAGE_DB, outMsg, false ); } } /* ================ 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() { int i; if ( gameLocal.gameType != GAME_LASTMAN ) { return; } for ( i = 0; i < gameLocal.numClients; i++ ) { if ( !gameLocal.entities[ i ] || !gameLocal.entities[ i ]->IsType( idPlayer::Type ) ) { continue; } if ( !CanPlay( static_cast< idPlayer * >( gameLocal.entities[ i ] ) ) ) { continue; } if ( static_cast< idPlayer * >( gameLocal.entities[ i ] )->lastManOver ) { continue; } static_cast< idPlayer * >( gameLocal.entities[ i ] )->lastManPlayAgain = true; } } /* ================ idMultiplayerGame::CheckSpawns ================ */ void idMultiplayerGame::CheckRespawns( idPlayer *spectator ) { for( int i = 0 ; i < gameLocal.numClients ; i++ ) { idEntity *ent = gameLocal.entities[ i ]; if ( !ent || !ent->IsType( idPlayer::Type ) ) { continue; } idPlayer *p = static_cast(ent); // once we hit sudden death, nobody respawns till game has ended if ( WantRespawn( p ) || p == spectator ) { if ( gameState == SUDDENDEATH && gameLocal.gameType != GAME_LASTMAN ) { // respawn rules while sudden death are different // sudden death may trigger while a player is dead, so there are still cases where we need to respawn // don't do any respawns while we are in end game delay though if ( !fragLimitTimeout ) { if ( IsGametypeTeamBased() || p->IsLeader() ) { /* CTF */ #ifdef _DEBUG if ( gameLocal.gameType == GAME_TOURNEY ) { assert( p->entityNumber == currentTourneyPlayer[ 0 ] || p->entityNumber == currentTourneyPlayer[ 1 ] ); } #endif p->ServerSpectate( false ); } else if ( !p->IsLeader() ) { // sudden death is rolling, this player is not a leader, have him spectate p->ServerSpectate( true ); CheckAbortGame(); } } } else { if ( gameLocal.gameType == GAME_DM || // CTF : 3wave sboily, was DM really included before? IsGametypeTeamBased() ) { if ( gameState == WARMUP || gameState == COUNTDOWN || gameState == GAMEON ) { p->ServerSpectate( false ); } } else if ( gameLocal.gameType == GAME_TOURNEY ) { if ( i == currentTourneyPlayer[ 0 ] || i == currentTourneyPlayer[ 1 ] ) { if ( gameState == WARMUP || gameState == COUNTDOWN || gameState == GAMEON ) { p->ServerSpectate( false ); idLib::Printf( "TOURNEY CheckRespawns :> Player %d On Deck \n", p->entityNumber ); } } else if ( gameState == WARMUP ) { // make sure empty tourney slots get filled first FillTourneySlots( ); if ( i == currentTourneyPlayer[ 0 ] || i == currentTourneyPlayer[ 1 ] ) { p->ServerSpectate( false ); idLib::Printf( "TOURNEY CheckRespawns WARMUP :> Player %d On Deck \n", p->entityNumber ); } } } else if ( gameLocal.gameType == GAME_LASTMAN ) { if ( gameState == WARMUP || gameState == COUNTDOWN ) { // Player has spawned in game, give him lives. playerState[ i ].fragCount = gameLocal.serverInfo.GetInt( "si_fragLimit" ); 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 ); idLib::Printf( "TOURNEY CheckRespawns :> Player %d Wants Spectate \n", p->entityNumber ); UpdateTourneyLine(); CheckAbortGame(); } } } /* ================ idMultiplayerGame::DropWeapon ================ */ void idMultiplayerGame::DropWeapon( int clientNum ) { assert( !common->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 ( !common->IsMultiplayer() ) { common->Printf( "clientDropWeapon: only valid in multiplayer\n" ); return; } idBitMsg outMsg; session->GetActingGameStateLobbyBase().SendReliableToHost( GAME_RELIABLE_MESSAGE_DROPWEAPON, outMsg ); } /* ================ idMultiplayerGame::MessageMode_f ================ */ void idMultiplayerGame::MessageMode_f( const idCmdArgs &args ) { if ( !common->IsMultiplayer() ) { return; } gameLocal.mpGame.MessageMode( args ); } /* ================ idMultiplayerGame::MessageMode ================ */ void idMultiplayerGame::MessageMode( const idCmdArgs &args ) { idEntity *ent = gameLocal.entities[ gameLocal.GetLocalClientNum() ]; if ( !ent || !ent->IsType( idPlayer::Type ) ) { return; } idPlayer * player = static_cast< idPlayer* >( ent ); if ( player && !player->spectating ) { if ( args.Argc() != 2 ) { player->isChatting = 1; } else { player->isChatting = 2; } } } /* ================ idMultiplayerGame::DisconnectClient ================ */ void idMultiplayerGame::DisconnectClient( int clientNum ) { if ( lastWinner == clientNum ) { lastWinner = -1; } // Show that the user has left the game. PrintMessageEvent( MSG_LEFTGAME, clientNum, -1 ); UpdatePlayerRanks(); CheckAbortGame(); } /* ================ idMultiplayerGame::CheckAbortGame ================ */ void idMultiplayerGame::CheckAbortGame() { 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++ ) { idPlayer * player = static_cast< idPlayer * >( gameLocal.entities[ currentTourneyPlayer[ i ] ] ); if ( !gameLocal.entities[ currentTourneyPlayer[ i ] ] || player->spectating ) { NewState( GAMEREVIEW ); return; } } break; default: if ( !EnoughClientsToPlay() ) { NewState( GAMEREVIEW ); } break; } } /* ================ idMultiplayerGame::MapRestart ================ */ void idMultiplayerGame::MapRestart() { assert( !common->IsClient() ); if ( gameState != WARMUP ) { NewState( WARMUP ); nextState = INACTIVE; nextStateSwitch = 0; } teamPoints[0] = 0; teamPoints[1] = 0; BalanceTeams(); } /* ================ idMultiplayerGame::BalanceTeams ================ */ void idMultiplayerGame::BalanceTeams() { if ( !IsGametypeTeamBased() ) { return; } int teamCount[ 2 ] = { 0, 0 }; NumActualClients( false, teamCount ); int outOfBalance = abs( teamCount[0] - teamCount[1] ); if ( outOfBalance <= 1 ) { return; } // Teams are out of balance // Move N players from the large team to the small team int numPlayersToMove = outOfBalance / 2; int smallTeam = MinIndex( teamCount[0], teamCount[1] ); int largeTeam = 1 - smallTeam; idLobbyBase & lobby = session->GetActingGameStateLobbyBase(); // First move players from the large team that match a party token on the small team for ( int a = 0; a < gameLocal.numClients; a++ ) { idPlayer * playerA = gameLocal.GetClientByNum( a ); if ( playerA->team == largeTeam && CanPlay( playerA ) ) { for ( int b = 0; b < gameLocal.numClients; b++ ) { if ( a == b ) { continue; } idPlayer * playerB = gameLocal.GetClientByNum( b ); if ( playerB->team == smallTeam && CanPlay( playerB ) ) { if ( lobby.GetLobbyUserPartyToken( gameLocal.lobbyUserIDs[ a ] ) == lobby.GetLobbyUserPartyToken( gameLocal.lobbyUserIDs[ b ] ) ) { SwitchToTeam( a, largeTeam, smallTeam ); numPlayersToMove--; if ( numPlayersToMove == 0 ) { return; } break; } } } } } // Then move players from the large team that DON'T match party tokens on the large team for ( int a = 0; a < gameLocal.numClients; a++ ) { idPlayer * playerA = gameLocal.GetClientByNum( a ); if ( playerA->team == largeTeam && CanPlay( playerA ) ) { bool match = false; for ( int b = 0; b < gameLocal.numClients; b++ ) { if ( a == b ) { continue; } idPlayer * playerB = gameLocal.GetClientByNum( b ); if ( playerB->team == largeTeam && CanPlay( playerB ) ) { if ( lobby.GetLobbyUserPartyToken( gameLocal.lobbyUserIDs[ a ] ) == lobby.GetLobbyUserPartyToken( gameLocal.lobbyUserIDs[ b ] ) ) { match = true; break; } } } if ( !match ) { SwitchToTeam( a, largeTeam, smallTeam ); numPlayersToMove--; if ( numPlayersToMove == 0 ) { return; } } } } // Then move any players from the large team to the small team for ( int a = 0; a < gameLocal.numClients; a++ ) { idPlayer * playerA = gameLocal.GetClientByNum( a ); if ( playerA->team == largeTeam && CanPlay( playerA ) ) { SwitchToTeam( a, largeTeam, smallTeam ); numPlayersToMove--; if ( numPlayersToMove == 0 ) { return; } } } } /* ================ idMultiplayerGame::SwitchToTeam ================ */ void idMultiplayerGame::SwitchToTeam( int clientNum, int oldteam, int newteam ) { idPlayer * p = static_cast( gameLocal.entities[ clientNum ] ); p->team = newteam; session->GetActingGameStateLobbyBase().SetLobbyUserTeam( gameLocal.lobbyUserIDs[ clientNum ], newteam ); session->SetVoiceGroupsToTeams(); assert( IsGametypeTeamBased() ); /* CTF */ assert( oldteam != newteam ); assert( !common->IsClient() ); if ( !common->IsClient() && newteam >= 0 ) { PrintMessageEvent( MSG_JOINTEAM, clientNum, newteam ); } // assign the right teamFragCount int i; for( i = 0; i < gameLocal.numClients; i++ ) { if ( i == clientNum ) { continue; } idEntity * 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 || ( IsGametypeFlagBased() && gameState == SUDDENDEATH ) ) && oldteam != -1 ) { // when changing teams during game, kill and respawn if ( p->IsInTeleport() ) { p->ServerSendEvent( idPlayer::EVENT_ABORT_TELEPORTER, NULL, false ); p->SetPrivateCameraView( NULL ); } p->Kill( true, true ); if ( IsGametypeFlagBased() ) p->DropFlag(); CheckAbortGame(); } else if ( IsGametypeFlagBased() && oldteam != -1 ) { p->DropFlag(); } } /* ================ 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 *pfrom; idStr prefixed_name; assert( !common->IsClient() ); if ( clientNum >= 0 ) { pfrom = static_cast< idPlayer * >( gameLocal.entities[ clientNum ] ); if ( !( pfrom && pfrom->IsType( idPlayer::Type ) ) ) { return; } if ( pfrom->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 { pfrom = NULL; send_to = 0; } // put the message together outMsg.InitWrite( msgBuf, sizeof( msgBuf ) ); 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 ); session->GetActingGameStateLobbyBase().SendReliable( GAME_RELIABLE_MESSAGE_CHAT, outMsg, false ); 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; } idPlayer * pent = static_cast< idPlayer * >( ent ); if ( send_to == 1 && pent->spectating ) { if ( sound ) { PlayGlobalSound( i, SND_COUNT, sound ); } if ( i == gameLocal.GetLocalClientNum() ) { AddChatLine( "%s^0: %s\n", prefixed_name.c_str(), text ); } else { session->GetActingGameStateLobbyBase().SendReliableToLobbyUser( gameLocal.lobbyUserIDs[i], GAME_RELIABLE_MESSAGE_CHAT, outMsg ); } } else if ( send_to == 2 && pent->team == pfrom->team ) { if ( sound ) { PlayGlobalSound( i, SND_COUNT, sound ); } if ( i == gameLocal.GetLocalClientNum() ) { AddChatLine( "%s^0: %s\n", prefixed_name.c_str(), text ); } else { session->GetActingGameStateLobbyBase().SendReliableToLobbyUser( gameLocal.lobbyUserIDs[i], GAME_RELIABLE_MESSAGE_CHAT, outMsg ); } } } } } /* ================ idMultiplayerGame::Precache ================ */ void idMultiplayerGame::Precache() { if ( !common->IsMultiplayer() ) { return; } // player declManager->FindType( DECL_ENTITYDEF, gameLocal.GetMPPlayerDefName(), false ); // skins for ( int i = 0; i < numSkins; i++ ) { idStr baseSkinName = skinNames[ i ]; declManager->FindSkin( baseSkinName, false ); declManager->FindSkin( baseSkinName + "_berserk", false ); declManager->FindSkin( baseSkinName + "_invuln", false ); } // MP game sounds for ( int i = 0; i < SND_COUNT; i++ ) { declManager->FindSound( GlobalSoundStrings[ i ] ); } } /* ================ idMultiplayerGame::ToggleSpectate ================ */ void idMultiplayerGame::ToggleSpectate() { assert( common->IsClient() || gameLocal.GetLocalClientNum() == 0 ); idPlayer * player = (idPlayer *)gameLocal.entities[gameLocal.GetLocalClientNum()]; bool spectating = player->spectating; // only allow toggling to spectate if spectators are enabled. if ( !spectating && !gameLocal.serverInfo.GetBool( "si_spectators" ) ) { gameLocal.mpGame.AddChatLine( idLocalization::GetString( "#str_06747" ) ); return; } byte msgBuf[ 256 ]; idBitMsg outMsg; outMsg.InitWrite( msgBuf, sizeof( msgBuf ) ); outMsg.WriteBool( !spectating ); outMsg.WriteByteAlign(); session->GetActingGameStateLobbyBase().SendReliableToHost( GAME_RELIABLE_MESSAGE_SPECTATE, outMsg ); } /* ================ idMultiplayerGame::CanPlay ================ */ bool idMultiplayerGame::CanPlay( idPlayer *p ) { return !p->wantSpectate; } /* ================ idMultiplayerGame::WantRespawn ================ */ bool idMultiplayerGame::WantRespawn( idPlayer *p ) { return p->forceRespawn && !p->wantSpectate; } /* ================ 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 ( !common->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; } if ( gameLocal.GetLocalPlayer() == NULL ) { return; } voc = args.Argv( 1 ); spawnArgs = &gameLocal.GetLocalPlayer()->spawnArgs; 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.InitWrite( msgBuf, sizeof( msgBuf ) ); outMsg.WriteLong( index ); outMsg.WriteBits( team ? 1 : 0, 1 ); session->GetActingGameStateLobbyBase().SendReliableToHost( GAME_RELIABLE_MESSAGE_VCHAT, 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 = &p->spawnArgs; 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 = session->GetActingGameStateLobbyBase().GetLobbyUserName( gameLocal.lobbyUserIDs[ clientNum ] ); 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, lobbyUserID_t lobbyUserID ) { idBitMsg outMsg; byte msgBuf[ MAX_GAME_MESSAGE_SIZE ]; outMsg.InitWrite( msgBuf, sizeof( msgBuf ) ); outMsg.BeginWriting(); // send the game state and start time outMsg.WriteByte( gameState ); outMsg.WriteLong( matchStartedTime ); outMsg.WriteShort( startFragLimit ); // send the powerup states and the spectate states for( int i = 0; i < gameLocal.numClients; i++ ) { idEntity * ent = gameLocal.entities[ i ]; if ( i != clientNum && ent && ent->IsType( idPlayer::Type ) ) { outMsg.WriteByte( i ); outMsg.WriteBits( static_cast< idPlayer * >( ent )->inventory.powerups, 15 ); outMsg.WriteBits( static_cast< idPlayer * >( ent )->spectating, 1 ); } } outMsg.WriteByte( MAX_CLIENTS ); session->GetActingGameStateLobbyBase().SendReliableToLobbyUser( lobbyUserID, GAME_RELIABLE_MESSAGE_STARTSTATE, outMsg ); // warmup time if ( gameState == COUNTDOWN ) { outMsg.BeginWriting(); outMsg.WriteByte( GAME_RELIABLE_MESSAGE_WARMUPTIME ); outMsg.WriteLong( warmupEndTime ); session->GetActingGameStateLobbyBase().SendReliableToLobbyUser( lobbyUserID, GAME_RELIABLE_MESSAGE_WARMUPTIME, outMsg ); } } /* ================ idMultiplayerGame::ClientReadStartState ================ */ void idMultiplayerGame::ClientReadStartState( const idBitMsg &msg ) { // read the state in preparation for reading snapshot updates gameState = (idMultiplayerGame::gameState_t)msg.ReadByte(); matchStartedTime = msg.ReadLong( ); startFragLimit = msg.ReadShort( ); int client; while ( ( client = msg.ReadByte() ) != MAX_CLIENTS ) { // Do not process players that are not here. if( gameLocal.entities[ client ] == NULL ) { continue; } assert( gameLocal.entities[ client ] && gameLocal.entities[ client ]->IsType( idPlayer::Type ) ); int powerup = msg.ReadBits( 15 ); for ( int i = 0; i < MAX_POWERUPS; i++ ) { if ( powerup & ( 1 << i ) ) { static_cast< idPlayer * >( gameLocal.entities[ client ] )->GivePowerUp( i, 0, ITEM_GIVE_FEEDBACK | ITEM_GIVE_UPDATE_STATE ); } } bool spectate = ( msg.ReadBits( 1 ) != 0 ); static_cast< idPlayer * >( gameLocal.entities[ client ] )->Spectate( spectate ); } } /* ================ idMultiplayerGame::ClientReadWarmupTime ================ */ void idMultiplayerGame::ClientReadWarmupTime( const idBitMsg &msg ) { warmupEndTime = msg.ReadLong(); } /* ================ idMultiplayerGame::ClientReadWarmupTime ================ */ void idMultiplayerGame::ClientReadMatchStartedTime( const idBitMsg & msg ) { matchStartedTime = msg.ReadLong(); } /* ================ idMultiplayerGame::ClientReadAchievementUnlock ================ */ void idMultiplayerGame::ClientReadAchievementUnlock( const idBitMsg & msg ) { int playerid = msg.ReadByte(); achievement_t achieve = ( achievement_t )msg.ReadByte(); idPlayer * player = static_cast( gameLocal.entities[ playerid ] ); if( player != NULL ) { idLib::Printf( "Client Receiving Achievement\n"); player->GetAchievementManager().EventCompletesAchievement( achieve ); } } /* ================ idMultiplayerGame::IsGametypeTeamBased ================ */ bool idMultiplayerGame::IsGametypeTeamBased() /* CTF */ { switch ( gameLocal.gameType ) { case GAME_SP: case GAME_DM: case GAME_TOURNEY: case GAME_LASTMAN: return false; case GAME_CTF: case GAME_TDM: return true; default: assert( !"Add support for your new gametype here." ); } return false; } /* ================ idMultiplayerGame::IsGametypeFlagBased ================ */ bool idMultiplayerGame::IsGametypeFlagBased() { switch ( gameLocal.gameType ) { case GAME_SP: case GAME_DM: case GAME_TOURNEY: case GAME_LASTMAN: case GAME_TDM: return false; case GAME_CTF: return true; default: assert( !"Add support for your new gametype here." ); } return false; } /* ================ idMultiplayerGame::GetTeamFlag ================ */ idItemTeam * idMultiplayerGame::GetTeamFlag( int team ) { assert( team == 0 || team == 1 ); if ( !IsGametypeFlagBased() || ( team != 0 && team != 1 ) ) /* CTF */ return NULL; // TODO : just call on map start FindTeamFlags(); return teamFlags[team]; } /* ================ idMultiplayerGame::GetTeamFlag ================ */ void idMultiplayerGame::FindTeamFlags() { char * flagDefs[2] = { "team_CTF_redflag", "team_CTF_blueflag" }; for ( int i = 0; i < 2; i++) { idEntity * entity = gameLocal.FindEntityUsingDef( NULL, flagDefs[i] ); do { if ( entity == NULL ) return; idItemTeam * flag = static_cast(entity); if ( flag->team == i ) { teamFlags[i] = flag; break; } entity = gameLocal.FindEntityUsingDef( entity, flagDefs[i] ); } while( entity ); } } /* ================ idMultiplayerGame::GetFlagStatus ================ */ flagStatus_t idMultiplayerGame::GetFlagStatus( int team ) { //assert( IsGametypeFlagBased() ); idItemTeam *teamFlag = GetTeamFlag( team ); //assert( teamFlag != NULL ); if ( teamFlag != NULL ) { if ( teamFlag->carried == false && teamFlag->dropped == false ) return FLAGSTATUS_INBASE; if ( teamFlag->carried == true ) return FLAGSTATUS_TAKEN; if ( teamFlag->carried == false && teamFlag->dropped == true ) return FLAGSTATUS_STRAY; } //assert( !"Invalid flag state." ); return FLAGSTATUS_NONE; } /* ================ idMultiplayerGame::SetFlagMsgs ================ */ void idMultiplayerGame::SetFlagMsg( bool b ) { flagMsgOn = b; } /* ================ idMultiplayerGame::IsFlagMsgOn ================ */ bool idMultiplayerGame::IsFlagMsgOn() { return ( GetGameState() == WARMUP || GetGameState() == GAMEON || GetGameState() == SUDDENDEATH ) && flagMsgOn; } /* ================ idMultiplayerGame::ReloadScoreboard ================ */ void idMultiplayerGame::ReloadScoreboard() { if ( scoreboardManager != NULL ) { scoreboardManager->Initialize( "scoreboard", common->SW() ); } Precache(); } /* ================ idMultiplayerGame::GetGameModes ================ */ int idMultiplayerGame::GetGameModes( const char *** gameModes, const char *** gameModesDisplay ) { bool defaultValue = true; if( session->GetTitleStorageBool("CTF_Enabled", defaultValue ) ) { *gameModes = gameTypeNames_WithCTF; *gameModesDisplay = gameTypeDisplayNames_WithCTF; return GAME_COUNT; } else { *gameModes = gameTypeNames_WithoutCTF; *gameModesDisplay = gameTypeDisplayNames_WithoutCTF; return GAME_COUNT - 1; } }