jedi-academy/codemp/game/g_main.c

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2013-04-19 02:52:48 +00:00
// Copyright (C) 1999-2000 Id Software, Inc.
//
#include "g_local.h"
#include "g_ICARUScb.h"
#include "g_nav.h"
#include "bg_saga.h"
level_locals_t level;
int eventClearTime = 0;
static int navCalcPathTime = 0;
extern int fatalErrors;
int killPlayerTimer = 0;
typedef struct {
vmCvar_t *vmCvar;
char *cvarName;
char *defaultString;
int cvarFlags;
int modificationCount; // for tracking changes
qboolean trackChange; // track this variable, and announce if changed
qboolean teamShader; // track and if changed, update shader state
} cvarTable_t;
gentity_t g_entities[MAX_GENTITIES];
gclient_t g_clients[MAX_CLIENTS];
qboolean gDuelExit = qfalse;
vmCvar_t g_trueJedi;
vmCvar_t g_gametype;
vmCvar_t g_MaxHolocronCarry;
vmCvar_t g_ff_objectives;
vmCvar_t g_autoMapCycle;
vmCvar_t g_dmflags;
vmCvar_t g_maxForceRank;
vmCvar_t g_forceBasedTeams;
vmCvar_t g_privateDuel;
vmCvar_t g_allowNPC;
vmCvar_t g_armBreakage;
vmCvar_t g_saberLocking;
vmCvar_t g_saberLockFactor;
vmCvar_t g_saberTraceSaberFirst;
vmCvar_t d_saberKickTweak;
vmCvar_t d_powerDuelPrint;
vmCvar_t d_saberGhoul2Collision;
vmCvar_t g_saberBladeFaces;
vmCvar_t d_saberAlwaysBoxTrace;
vmCvar_t d_saberBoxTraceSize;
vmCvar_t d_siegeSeekerNPC;
vmCvar_t g_debugMelee;
vmCvar_t g_stepSlideFix;
vmCvar_t g_noSpecMove;
#ifdef _DEBUG
vmCvar_t g_disableServerG2;
#endif
vmCvar_t d_perPlayerGhoul2;
vmCvar_t d_projectileGhoul2Collision;
vmCvar_t g_g2TraceLod;
vmCvar_t g_optvehtrace;
vmCvar_t g_locationBasedDamage;
vmCvar_t g_allowHighPingDuelist;
vmCvar_t g_logClientInfo;
vmCvar_t g_slowmoDuelEnd;
vmCvar_t g_saberDamageScale;
vmCvar_t g_useWhileThrowing;
vmCvar_t g_RMG;
vmCvar_t g_svfps;
vmCvar_t g_forceRegenTime;
vmCvar_t g_spawnInvulnerability;
vmCvar_t g_forcePowerDisable;
vmCvar_t g_weaponDisable;
vmCvar_t g_duelWeaponDisable;
vmCvar_t g_allowDuelSuicide;
vmCvar_t g_fraglimitVoteCorrection;
vmCvar_t g_fraglimit;
vmCvar_t g_duel_fraglimit;
vmCvar_t g_timelimit;
vmCvar_t g_capturelimit;
vmCvar_t d_saberInterpolate;
vmCvar_t g_friendlyFire;
vmCvar_t g_friendlySaber;
vmCvar_t g_password;
vmCvar_t g_needpass;
vmCvar_t g_maxclients;
vmCvar_t g_maxGameClients;
vmCvar_t g_dedicated;
vmCvar_t g_developer;
vmCvar_t g_speed;
vmCvar_t g_gravity;
vmCvar_t g_cheats;
vmCvar_t g_knockback;
vmCvar_t g_quadfactor;
vmCvar_t g_forcerespawn;
vmCvar_t g_siegeRespawn;
vmCvar_t g_inactivity;
vmCvar_t g_debugMove;
#ifndef FINAL_BUILD
vmCvar_t g_debugDamage;
#endif
vmCvar_t g_debugAlloc;
vmCvar_t g_debugServerSkel;
vmCvar_t g_weaponRespawn;
vmCvar_t g_weaponTeamRespawn;
vmCvar_t g_adaptRespawn;
vmCvar_t g_motd;
vmCvar_t g_synchronousClients;
vmCvar_t g_warmup;
vmCvar_t g_doWarmup;
vmCvar_t g_restarted;
vmCvar_t g_log;
vmCvar_t g_logSync;
vmCvar_t g_statLog;
vmCvar_t g_statLogFile;
vmCvar_t g_blood;
vmCvar_t g_podiumDist;
vmCvar_t g_podiumDrop;
vmCvar_t g_allowVote;
vmCvar_t g_allowTeamVote;
vmCvar_t g_teamAutoJoin;
vmCvar_t g_teamForceBalance;
vmCvar_t g_banIPs;
vmCvar_t g_filterBan;
vmCvar_t g_debugForward;
vmCvar_t g_debugRight;
vmCvar_t g_debugUp;
vmCvar_t g_smoothClients;
#include "../namespace_begin.h"
vmCvar_t pmove_fixed;
vmCvar_t pmove_msec;
#include "../namespace_end.h"
vmCvar_t g_listEntity;
//vmCvar_t g_redteam;
//vmCvar_t g_blueteam;
vmCvar_t g_singlePlayer;
vmCvar_t g_enableBreath;
vmCvar_t g_dismember;
vmCvar_t g_forceDodge;
vmCvar_t g_timeouttospec;
vmCvar_t g_saberDmgVelocityScale;
vmCvar_t g_saberDmgDelay_Idle;
vmCvar_t g_saberDmgDelay_Wound;
vmCvar_t g_saberDebugPrint;
vmCvar_t g_siegeTeamSwitch;
vmCvar_t bg_fighterAltControl;
vmCvar_t g_vehAutoAimLead;
vmCvar_t g_autoKickKillSpammers;
vmCvar_t g_autoBanKillSpammers;
vmCvar_t g_autoKickTKSpammers;
vmCvar_t g_autoBanTKSpammers;
#ifdef DEBUG_SABER_BOX
vmCvar_t g_saberDebugBox;
#endif
//NPC nav debug
vmCvar_t d_altRoutes;
vmCvar_t d_patched;
vmCvar_t g_saberRealisticCombat;
vmCvar_t g_saberRestrictForce;
vmCvar_t d_saberSPStyleDamage;
vmCvar_t g_debugSaberLocks;
vmCvar_t g_saberLockRandomNess;
// nmckenzie: SABER_DAMAGE_WALLS
vmCvar_t g_saberWallDamageScale;
vmCvar_t d_saberStanceDebug;
// ai debug cvars
vmCvar_t debugNPCAI; // used to print out debug info about the bot AI
vmCvar_t debugNPCFreeze; // set to disable bot ai and temporarily freeze them in place
vmCvar_t debugNPCAimingBeam;
vmCvar_t debugBreak;
vmCvar_t debugNoRoam;
vmCvar_t d_saberCombat;
vmCvar_t d_JediAI;
vmCvar_t d_noGroupAI;
vmCvar_t d_asynchronousGroupAI;
vmCvar_t d_slowmodeath;
vmCvar_t d_noIntermissionWait;
vmCvar_t g_spskill;
vmCvar_t g_siegeTeam1;
vmCvar_t g_siegeTeam2;
vmCvar_t g_austrian;
vmCvar_t g_powerDuelStartHealth;
vmCvar_t g_powerDuelEndHealth;
// nmckenzie: temporary way to show player healths in duels - some iface gfx in game would be better, of course.
// DUEL_HEALTH
vmCvar_t g_showDuelHealths;
// bk001129 - made static to avoid aliasing
static cvarTable_t gameCvarTable[] = {
// don't override the cheat state set by the system
{ &g_cheats, "sv_cheats", "", 0, 0, qfalse },
{ &g_debugMelee, "g_debugMelee", "0", CVAR_SERVERINFO, 0, qtrue },
{ &g_stepSlideFix, "g_stepSlideFix", "1", CVAR_SERVERINFO, 0, qtrue },
{ &g_noSpecMove, "g_noSpecMove", "0", CVAR_SERVERINFO, 0, qtrue },
// noset vars
{ NULL, "gamename", GAMEVERSION , CVAR_SERVERINFO | CVAR_ROM, 0, qfalse },
{ NULL, "gamedate", __DATE__ , CVAR_ROM, 0, qfalse },
{ &g_restarted, "g_restarted", "0", CVAR_ROM, 0, qfalse },
{ NULL, "sv_mapname", "", CVAR_SERVERINFO | CVAR_ROM, 0, qfalse },
// latched vars
{ &g_gametype, "g_gametype", "0", CVAR_SERVERINFO | CVAR_LATCH, 0, qfalse },
{ &g_MaxHolocronCarry, "g_MaxHolocronCarry", "3", CVAR_SERVERINFO | CVAR_LATCH, 0, qfalse },
{ &g_maxclients, "sv_maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE, 0, qfalse },
{ &g_maxGameClients, "g_maxGameClients", "0", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE, 0, qfalse },
{ &g_trueJedi, "g_jediVmerc", "0", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE, 0, qtrue },
// change anytime vars
{ &g_ff_objectives, "g_ff_objectives", "0", /*CVAR_SERVERINFO |*/ CVAR_CHEAT | CVAR_NORESTART, 0, qtrue },
{ &g_autoMapCycle, "g_autoMapCycle", "0", CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue },
{ &g_dmflags, "dmflags", "0", CVAR_SERVERINFO | CVAR_ARCHIVE, 0, qtrue },
{ &g_maxForceRank, "g_maxForceRank", "6", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_LATCH, 0, qfalse },
{ &g_forceBasedTeams, "g_forceBasedTeams", "0", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_LATCH, 0, qfalse },
{ &g_privateDuel, "g_privateDuel", "1", CVAR_SERVERINFO | CVAR_ARCHIVE, 0, qtrue },
{ &g_allowNPC, "g_allowNPC", "1", CVAR_SERVERINFO | CVAR_CHEAT, 0, qtrue },
{ &g_armBreakage, "g_armBreakage", "0", 0, 0, qtrue },
{ &g_saberLocking, "g_saberLocking", "1", CVAR_SERVERINFO | CVAR_ARCHIVE, 0, qtrue },
{ &g_saberLockFactor, "g_saberLockFactor", "2", CVAR_ARCHIVE, 0, qtrue },
{ &g_saberTraceSaberFirst, "g_saberTraceSaberFirst", "0", CVAR_ARCHIVE, 0, qtrue },
{ &d_saberKickTweak, "d_saberKickTweak", "1", 0, 0, qtrue },
{ &d_powerDuelPrint, "d_powerDuelPrint", "0", 0, qtrue },
{ &d_saberGhoul2Collision, "d_saberGhoul2Collision", "1", CVAR_CHEAT, 0, qtrue },
{ &g_saberBladeFaces, "g_saberBladeFaces", "1", 0, 0, qtrue },
{ &d_saberAlwaysBoxTrace, "d_saberAlwaysBoxTrace", "0", CVAR_CHEAT, 0, qtrue },
{ &d_saberBoxTraceSize, "d_saberBoxTraceSize", "0", CVAR_CHEAT, 0, qtrue },
{ &d_siegeSeekerNPC, "d_siegeSeekerNPC", "0", CVAR_CHEAT, 0, qtrue },
#ifdef _DEBUG
{ &g_disableServerG2, "g_disableServerG2", "0", 0, 0, qtrue },
#endif
{ &d_perPlayerGhoul2, "d_perPlayerGhoul2", "0", CVAR_CHEAT, 0, qtrue },
{ &d_projectileGhoul2Collision, "d_projectileGhoul2Collision", "1", CVAR_CHEAT, 0, qtrue },
{ &g_g2TraceLod, "g_g2TraceLod", "3", 0, 0, qtrue },
{ &g_optvehtrace, "com_optvehtrace", "0", 0, 0, qtrue },
{ &g_locationBasedDamage, "g_locationBasedDamage", "1", 0, 0, qtrue },
{ &g_allowHighPingDuelist, "g_allowHighPingDuelist", "1", 0, 0, qtrue },
{ &g_logClientInfo, "g_logClientInfo", "0", CVAR_ARCHIVE, 0, qtrue },
{ &g_slowmoDuelEnd, "g_slowmoDuelEnd", "0", CVAR_ARCHIVE, 0, qtrue },
{ &g_saberDamageScale, "g_saberDamageScale", "1", CVAR_ARCHIVE, 0, qtrue },
{ &g_useWhileThrowing, "g_useWhileThrowing", "1", 0, 0, qtrue },
{ &g_RMG, "RMG", "0", 0, 0, qtrue },
{ &g_svfps, "sv_fps", "20", 0, 0, qtrue },
{ &g_forceRegenTime, "g_forceRegenTime", "200", CVAR_SERVERINFO | CVAR_ARCHIVE, 0, qtrue },
{ &g_spawnInvulnerability, "g_spawnInvulnerability", "3000", CVAR_ARCHIVE, 0, qtrue },
{ &g_forcePowerDisable, "g_forcePowerDisable", "0", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_LATCH, 0, qtrue },
{ &g_weaponDisable, "g_weaponDisable", "0", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_LATCH, 0, qtrue },
{ &g_duelWeaponDisable, "g_duelWeaponDisable", "1", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_LATCH, 0, qtrue },
{ &g_allowDuelSuicide, "g_allowDuelSuicide", "1", CVAR_ARCHIVE, 0, qtrue },
{ &g_fraglimitVoteCorrection, "g_fraglimitVoteCorrection", "1", CVAR_ARCHIVE, 0, qtrue },
{ &g_fraglimit, "fraglimit", "20", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue },
{ &g_duel_fraglimit, "duel_fraglimit", "10", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue },
{ &g_timelimit, "timelimit", "0", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue },
{ &g_capturelimit, "capturelimit", "8", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue },
{ &g_synchronousClients, "g_synchronousClients", "0", CVAR_SYSTEMINFO, 0, qfalse },
{ &d_saberInterpolate, "d_saberInterpolate", "0", CVAR_CHEAT, 0, qtrue },
{ &g_friendlyFire, "g_friendlyFire", "0", CVAR_ARCHIVE, 0, qtrue },
{ &g_friendlySaber, "g_friendlySaber", "0", CVAR_ARCHIVE, 0, qtrue },
{ &g_teamAutoJoin, "g_teamAutoJoin", "0", CVAR_ARCHIVE },
{ &g_teamForceBalance, "g_teamForceBalance", "0", CVAR_ARCHIVE },
{ &g_warmup, "g_warmup", "20", CVAR_ARCHIVE, 0, qtrue },
{ &g_doWarmup, "g_doWarmup", "0", 0, 0, qtrue },
{ &g_log, "g_log", "games.log", CVAR_ARCHIVE, 0, qfalse },
{ &g_logSync, "g_logSync", "0", CVAR_ARCHIVE, 0, qfalse },
{ &g_statLog, "g_statLog", "0", CVAR_ARCHIVE, 0, qfalse },
{ &g_statLogFile, "g_statLogFile", "statlog.log", CVAR_ARCHIVE, 0, qfalse },
{ &g_password, "g_password", "", CVAR_USERINFO, 0, qfalse },
{ &g_banIPs, "g_banIPs", "", CVAR_ARCHIVE, 0, qfalse },
{ &g_filterBan, "g_filterBan", "1", CVAR_ARCHIVE, 0, qfalse },
{ &g_needpass, "g_needpass", "0", CVAR_SERVERINFO | CVAR_ROM, 0, qfalse },
{ &g_dedicated, "dedicated", "0", 0, 0, qfalse },
{ &g_developer, "developer", "0", 0, 0, qfalse },
{ &g_speed, "g_speed", "250", 0, 0, qtrue },
{ &g_gravity, "g_gravity", "800", 0, 0, qtrue },
{ &g_knockback, "g_knockback", "1000", 0, 0, qtrue },
{ &g_quadfactor, "g_quadfactor", "3", 0, 0, qtrue },
{ &g_weaponRespawn, "g_weaponrespawn", "5", 0, 0, qtrue },
{ &g_weaponTeamRespawn, "g_weaponTeamRespawn", "5", 0, 0, qtrue },
{ &g_adaptRespawn, "g_adaptrespawn", "1", 0, 0, qtrue }, // Make weapons respawn faster with a lot of players.
{ &g_forcerespawn, "g_forcerespawn", "60", 0, 0, qtrue }, // One minute force respawn. Give a player enough time to reallocate force.
{ &g_siegeRespawn, "g_siegeRespawn", "20", CVAR_SERVERINFO | CVAR_ARCHIVE, 0, qtrue }, //siege respawn wave time
{ &g_inactivity, "g_inactivity", "0", 0, 0, qtrue },
{ &g_debugMove, "g_debugMove", "0", 0, 0, qfalse },
#ifndef FINAL_BUILD
{ &g_debugDamage, "g_debugDamage", "0", 0, 0, qfalse },
#endif
{ &g_debugAlloc, "g_debugAlloc", "0", 0, 0, qfalse },
{ &g_debugServerSkel, "g_debugServerSkel", "0", CVAR_CHEAT, 0, qfalse },
{ &g_motd, "g_motd", "", 0, 0, qfalse },
{ &g_blood, "com_blood", "1", 0, 0, qfalse },
{ &g_podiumDist, "g_podiumDist", "80", 0, 0, qfalse },
{ &g_podiumDrop, "g_podiumDrop", "70", 0, 0, qfalse },
{ &g_allowVote, "g_allowVote", "1", CVAR_ARCHIVE, 0, qfalse },
{ &g_allowTeamVote, "g_allowTeamVote", "1", CVAR_ARCHIVE, 0, qfalse },
{ &g_listEntity, "g_listEntity", "0", 0, 0, qfalse },
#if 0
{ &g_debugForward, "g_debugForward", "0", 0, 0, qfalse },
{ &g_debugRight, "g_debugRight", "0", 0, 0, qfalse },
{ &g_debugUp, "g_debugUp", "0", 0, 0, qfalse },
#endif
// { &g_redteam, "g_redteam", "Empire", CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_USERINFO , 0, qtrue, qtrue },
// { &g_blueteam, "g_blueteam", "Rebellion", CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_USERINFO , 0, qtrue, qtrue },
{ &g_singlePlayer, "ui_singlePlayerActive", "", 0, 0, qfalse, qfalse },
{ &g_enableBreath, "g_enableBreath", "0", 0, 0, qtrue, qfalse },
{ &g_smoothClients, "g_smoothClients", "1", 0, 0, qfalse},
{ &pmove_fixed, "pmove_fixed", "0", CVAR_SYSTEMINFO, 0, qfalse},
{ &pmove_msec, "pmove_msec", "8", CVAR_SYSTEMINFO, 0, qfalse},
{ &g_dismember, "g_dismember", "0", CVAR_ARCHIVE, 0, qtrue },
{ &g_forceDodge, "g_forceDodge", "1", 0, 0, qtrue },
{ &g_timeouttospec, "g_timeouttospec", "70", CVAR_ARCHIVE, 0, qfalse },
{ &g_saberDmgVelocityScale, "g_saberDmgVelocityScale", "0", CVAR_ARCHIVE, 0, qtrue },
{ &g_saberDmgDelay_Idle, "g_saberDmgDelay_Idle", "350", CVAR_ARCHIVE, 0, qtrue },
{ &g_saberDmgDelay_Wound, "g_saberDmgDelay_Wound", "0", CVAR_ARCHIVE, 0, qtrue },
#ifndef FINAL_BUILD
{ &g_saberDebugPrint, "g_saberDebugPrint", "0", CVAR_CHEAT, 0, qfalse },
#endif
{ &g_debugSaberLocks, "g_debugSaberLocks", "0", CVAR_CHEAT, 0, qfalse },
{ &g_saberLockRandomNess, "g_saberLockRandomNess", "2", CVAR_CHEAT, 0, qfalse },
// nmckenzie: SABER_DAMAGE_WALLS
{ &g_saberWallDamageScale, "g_saberWallDamageScale", "0.4", CVAR_SERVERINFO, 0, qfalse },
{ &d_saberStanceDebug, "d_saberStanceDebug", "0", 0, 0, qfalse },
{ &g_siegeTeamSwitch, "g_siegeTeamSwitch", "1", CVAR_SERVERINFO|CVAR_ARCHIVE, qfalse },
{ &bg_fighterAltControl, "bg_fighterAltControl", "0", CVAR_SERVERINFO, 0, qtrue },
{ &g_vehAutoAimLead, "g_vehAutoAimLead", "0", CVAR_ARCHIVE },
{ &g_autoKickKillSpammers, "g_autoKickKillSpammers", "0", CVAR_ARCHIVE, 0, qtrue },
{ &g_autoBanKillSpammers, "g_autoBanKillSpammers", "0", CVAR_ARCHIVE, 0, qtrue },
{ &g_autoKickTKSpammers, "g_autoKickTKSpammers", "0", CVAR_ARCHIVE, 0, qtrue },
{ &g_autoBanTKSpammers, "g_autoBanTKSpammers", "0", CVAR_ARCHIVE, 0, qtrue },
#ifdef DEBUG_SABER_BOX
{ &g_saberDebugBox, "g_saberDebugBox", "0", CVAR_CHEAT, 0, qfalse },
#endif
{ &d_altRoutes, "d_altRoutes", "0", CVAR_CHEAT, 0, qfalse },
{ &d_patched, "d_patched", "0", CVAR_CHEAT, 0, qfalse },
{ &g_saberRealisticCombat, "g_saberRealisticCombat", "0", CVAR_CHEAT },
{ &g_saberRestrictForce, "g_saberRestrictForce", "0", CVAR_CHEAT },
{ &d_saberSPStyleDamage, "d_saberSPStyleDamage", "1", CVAR_CHEAT },
{ &debugNoRoam, "d_noroam", "0", CVAR_CHEAT },
{ &debugNPCAimingBeam, "d_npcaiming", "0", CVAR_CHEAT },
{ &debugBreak, "d_break", "0", CVAR_CHEAT },
{ &debugNPCAI, "d_npcai", "0", CVAR_CHEAT },
{ &debugNPCFreeze, "d_npcfreeze", "0", CVAR_CHEAT },
{ &d_JediAI, "d_JediAI", "0", CVAR_CHEAT },
{ &d_noGroupAI, "d_noGroupAI", "0", CVAR_CHEAT },
{ &d_asynchronousGroupAI, "d_asynchronousGroupAI", "0", CVAR_CHEAT },
//0 = never (BORING)
//1 = kyle only
//2 = kyle and last enemy jedi
//3 = kyle and any enemy jedi
//4 = kyle and last enemy in a group
//5 = kyle and any enemy
//6 = also when kyle takes pain or enemy jedi dodges player saber swing or does an acrobatic evasion
{ &d_slowmodeath, "d_slowmodeath", "0", CVAR_CHEAT },
{ &d_saberCombat, "d_saberCombat", "0", CVAR_CHEAT },
{ &g_spskill, "g_npcspskill", "0", CVAR_ARCHIVE | CVAR_INTERNAL },
//for overriding the level defaults
{ &g_siegeTeam1, "g_siegeTeam1", "none", CVAR_ARCHIVE|CVAR_SERVERINFO, 0, qfalse },
{ &g_siegeTeam2, "g_siegeTeam2", "none", CVAR_ARCHIVE|CVAR_SERVERINFO, 0, qfalse },
//mainly for debugging with bots while I'm not around (want the server to
//cycle through levels naturally)
{ &d_noIntermissionWait, "d_noIntermissionWait", "0", CVAR_CHEAT, 0, qfalse },
{ &g_austrian, "g_austrian", "0", CVAR_ARCHIVE, 0, qfalse },
// nmckenzie:
// DUEL_HEALTH
{ &g_showDuelHealths, "g_showDuelHealths", "0", CVAR_SERVERINFO },
{ &g_powerDuelStartHealth, "g_powerDuelStartHealth", "150", CVAR_ARCHIVE, 0, qtrue },
{ &g_powerDuelEndHealth, "g_powerDuelEndHealth", "90", CVAR_ARCHIVE, 0, qtrue },
};
// bk001129 - made static to avoid aliasing
static int gameCvarTableSize = sizeof( gameCvarTable ) / sizeof( gameCvarTable[0] );
void G_InitGame ( int levelTime, int randomSeed, int restart );
void G_RunFrame ( int levelTime );
void G_ShutdownGame ( int restart );
void CheckExitRules ( void );
void G_ROFF_NotetrackCallback ( gentity_t *cent, const char *notetrack);
extern stringID_table_t setTable[];
qboolean G_ParseSpawnVars( qboolean inSubBSP );
void G_SpawnGEntityFromSpawnVars( qboolean inSubBSP );
qboolean NAV_ClearPathToPoint( gentity_t *self, vec3_t pmins, vec3_t pmaxs, vec3_t point, int clipmask, int okToHitEntNum );
qboolean NPC_ClearLOS2( gentity_t *ent, const vec3_t end );
int NAVNEW_ClearPathBetweenPoints(vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, int ignore, int clipmask);
qboolean NAV_CheckNodeFailedForEnt( gentity_t *ent, int nodeNum );
qboolean G_EntIsUnlockedDoor( int entityNum );
qboolean G_EntIsDoor( int entityNum );
qboolean G_EntIsBreakable( int entityNum );
qboolean G_EntIsRemovableUsable( int entNum );
void CP_FindCombatPointWaypoints( void );
/*
================
vmMain
This is the only way control passes into the module.
This must be the very first function compiled into the .q3vm file
================
*/
#include "../namespace_begin.h"
int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11 ) {
switch ( command ) {
case GAME_INIT:
G_InitGame( arg0, arg1, arg2 );
return 0;
case GAME_SHUTDOWN:
G_ShutdownGame( arg0 );
return 0;
case GAME_CLIENT_CONNECT:
return (int)ClientConnect( arg0, arg1, arg2 );
case GAME_CLIENT_THINK:
ClientThink( arg0, NULL );
return 0;
case GAME_CLIENT_USERINFO_CHANGED:
ClientUserinfoChanged( arg0 );
return 0;
case GAME_CLIENT_DISCONNECT:
ClientDisconnect( arg0 );
return 0;
case GAME_CLIENT_BEGIN:
ClientBegin( arg0, qtrue );
return 0;
case GAME_CLIENT_COMMAND:
ClientCommand( arg0 );
return 0;
case GAME_RUN_FRAME:
G_RunFrame( arg0 );
return 0;
case GAME_CONSOLE_COMMAND:
return ConsoleCommand();
case BOTAI_START_FRAME:
return BotAIStartFrame( arg0 );
case GAME_ROFF_NOTETRACK_CALLBACK:
G_ROFF_NotetrackCallback( &g_entities[arg0], (const char *)arg1 );
return 0;
case GAME_SPAWN_RMG_ENTITY:
if (G_ParseSpawnVars(qfalse))
{
G_SpawnGEntityFromSpawnVars(qfalse);
}
return 0;
//rww - begin icarus callbacks
case GAME_ICARUS_PLAYSOUND:
{
T_G_ICARUS_PLAYSOUND *sharedMem = (T_G_ICARUS_PLAYSOUND *)gSharedBuffer;
return Q3_PlaySound(sharedMem->taskID, sharedMem->entID, sharedMem->name, sharedMem->channel);
}
case GAME_ICARUS_SET:
{
T_G_ICARUS_SET *sharedMem = (T_G_ICARUS_SET *)gSharedBuffer;
return Q3_Set(sharedMem->taskID, sharedMem->entID, sharedMem->type_name, sharedMem->data);
}
case GAME_ICARUS_LERP2POS:
{
T_G_ICARUS_LERP2POS *sharedMem = (T_G_ICARUS_LERP2POS *)gSharedBuffer;
if (sharedMem->nullAngles)
{
Q3_Lerp2Pos(sharedMem->taskID, sharedMem->entID, sharedMem->origin, NULL, sharedMem->duration);
}
else
{
Q3_Lerp2Pos(sharedMem->taskID, sharedMem->entID, sharedMem->origin, sharedMem->angles, sharedMem->duration);
}
}
return 0;
case GAME_ICARUS_LERP2ORIGIN:
{
T_G_ICARUS_LERP2ORIGIN *sharedMem = (T_G_ICARUS_LERP2ORIGIN *)gSharedBuffer;
Q3_Lerp2Origin(sharedMem->taskID, sharedMem->entID, sharedMem->origin, sharedMem->duration);
}
return 0;
case GAME_ICARUS_LERP2ANGLES:
{
T_G_ICARUS_LERP2ANGLES *sharedMem = (T_G_ICARUS_LERP2ANGLES *)gSharedBuffer;
Q3_Lerp2Angles(sharedMem->taskID, sharedMem->entID, sharedMem->angles, sharedMem->duration);
}
return 0;
case GAME_ICARUS_GETTAG:
{
T_G_ICARUS_GETTAG *sharedMem = (T_G_ICARUS_GETTAG *)gSharedBuffer;
return Q3_GetTag(sharedMem->entID, sharedMem->name, sharedMem->lookup, sharedMem->info);
}
case GAME_ICARUS_LERP2START:
{
T_G_ICARUS_LERP2START *sharedMem = (T_G_ICARUS_LERP2START *)gSharedBuffer;
Q3_Lerp2Start(sharedMem->entID, sharedMem->taskID, sharedMem->duration);
}
return 0;
case GAME_ICARUS_LERP2END:
{
T_G_ICARUS_LERP2END *sharedMem = (T_G_ICARUS_LERP2END *)gSharedBuffer;
Q3_Lerp2End(sharedMem->entID, sharedMem->taskID, sharedMem->duration);
}
return 0;
case GAME_ICARUS_USE:
{
T_G_ICARUS_USE *sharedMem = (T_G_ICARUS_USE *)gSharedBuffer;
Q3_Use(sharedMem->entID, sharedMem->target);
}
return 0;
case GAME_ICARUS_KILL:
{
T_G_ICARUS_KILL *sharedMem = (T_G_ICARUS_KILL *)gSharedBuffer;
Q3_Kill(sharedMem->entID, sharedMem->name);
}
return 0;
case GAME_ICARUS_REMOVE:
{
T_G_ICARUS_REMOVE *sharedMem = (T_G_ICARUS_REMOVE *)gSharedBuffer;
Q3_Remove(sharedMem->entID, sharedMem->name);
}
return 0;
case GAME_ICARUS_PLAY:
{
T_G_ICARUS_PLAY *sharedMem = (T_G_ICARUS_PLAY *)gSharedBuffer;
Q3_Play(sharedMem->taskID, sharedMem->entID, sharedMem->type, sharedMem->name);
}
return 0;
case GAME_ICARUS_GETFLOAT:
{
T_G_ICARUS_GETFLOAT *sharedMem = (T_G_ICARUS_GETFLOAT *)gSharedBuffer;
return Q3_GetFloat(sharedMem->entID, sharedMem->type, sharedMem->name, &sharedMem->value);
}
case GAME_ICARUS_GETVECTOR:
{
T_G_ICARUS_GETVECTOR *sharedMem = (T_G_ICARUS_GETVECTOR *)gSharedBuffer;
return Q3_GetVector(sharedMem->entID, sharedMem->type, sharedMem->name, sharedMem->value);
}
case GAME_ICARUS_GETSTRING:
{
T_G_ICARUS_GETSTRING *sharedMem = (T_G_ICARUS_GETSTRING *)gSharedBuffer;
int r;
char *crap = NULL; //I am sorry for this -rww
char **morecrap = &crap; //and this
r = Q3_GetString(sharedMem->entID, sharedMem->type, sharedMem->name, morecrap);
if (crap)
{ //success!
strcpy(sharedMem->value, crap);
}
return r;
}
case GAME_ICARUS_SOUNDINDEX:
{
T_G_ICARUS_SOUNDINDEX *sharedMem = (T_G_ICARUS_SOUNDINDEX *)gSharedBuffer;
G_SoundIndex(sharedMem->filename);
}
return 0;
case GAME_ICARUS_GETSETIDFORSTRING:
{
T_G_ICARUS_GETSETIDFORSTRING *sharedMem = (T_G_ICARUS_GETSETIDFORSTRING *)gSharedBuffer;
return GetIDForString(setTable, sharedMem->string);
}
//rww - end icarus callbacks
case GAME_NAV_CLEARPATHTOPOINT:
return NAV_ClearPathToPoint(&g_entities[arg0], (float *)arg1, (float *)arg2, (float *)arg3, arg4, arg5);
case GAME_NAV_CLEARLOS:
return NPC_ClearLOS2(&g_entities[arg0], (const float *)arg1);
case GAME_NAV_CLEARPATHBETWEENPOINTS:
return NAVNEW_ClearPathBetweenPoints((float *)arg0, (float *)arg1, (float *)arg2, (float *)arg3, arg4, arg5);
case GAME_NAV_CHECKNODEFAILEDFORENT:
return NAV_CheckNodeFailedForEnt(&g_entities[arg0], arg1);
case GAME_NAV_ENTISUNLOCKEDDOOR:
return G_EntIsUnlockedDoor(arg0);
case GAME_NAV_ENTISDOOR:
return G_EntIsDoor(arg0);
case GAME_NAV_ENTISBREAKABLE:
return G_EntIsBreakable(arg0);
case GAME_NAV_ENTISREMOVABLEUSABLE:
return G_EntIsRemovableUsable(arg0);
case GAME_NAV_FINDCOMBATPOINTWAYPOINTS:
CP_FindCombatPointWaypoints();
return 0;
case GAME_GETITEMINDEXBYTAG:
return BG_GetItemIndexByTag(arg0, arg1);
}
return -1;
}
#include "../namespace_end.h"
void QDECL G_Printf( const char *fmt, ... ) {
va_list argptr;
char text[1024];
va_start (argptr, fmt);
vsprintf (text, fmt, argptr);
va_end (argptr);
trap_Printf( text );
}
void QDECL G_Error( const char *fmt, ... ) {
va_list argptr;
char text[1024];
va_start (argptr, fmt);
vsprintf (text, fmt, argptr);
va_end (argptr);
trap_Error( text );
}
/*
================
G_FindTeams
Chain together all entities with a matching team field.
Entity teams are used for item groups and multi-entity mover groups.
All but the first will have the FL_TEAMSLAVE flag set and teammaster field set
All but the last will have the teamchain field set to the next one
================
*/
void G_FindTeams( void ) {
gentity_t *e, *e2;
int i, j;
int c, c2;
c = 0;
c2 = 0;
for ( i=1, e=g_entities+i ; i < level.num_entities ; i++,e++ ){
if (!e->inuse)
continue;
if (!e->team)
continue;
if (e->flags & FL_TEAMSLAVE)
continue;
if (e->r.contents==CONTENTS_TRIGGER)
continue;//triggers NEVER link up in teams!
e->teammaster = e;
c++;
c2++;
for (j=i+1, e2=e+1 ; j < level.num_entities ; j++,e2++)
{
if (!e2->inuse)
continue;
if (!e2->team)
continue;
if (e2->flags & FL_TEAMSLAVE)
continue;
if (!strcmp(e->team, e2->team))
{
c2++;
e2->teamchain = e->teamchain;
e->teamchain = e2;
e2->teammaster = e;
e2->flags |= FL_TEAMSLAVE;
// make sure that targets only point at the master
if ( e2->targetname ) {
e->targetname = e2->targetname;
e2->targetname = NULL;
}
}
}
}
// G_Printf ("%i teams with %i entities\n", c, c2);
}
void G_RemapTeamShaders( void ) {
#if 0
char string[1024];
float f = level.time * 0.001;
Com_sprintf( string, sizeof(string), "team_icon/%s_red", g_redteam.string );
AddRemap("textures/ctf2/redteam01", string, f);
AddRemap("textures/ctf2/redteam02", string, f);
Com_sprintf( string, sizeof(string), "team_icon/%s_blue", g_blueteam.string );
AddRemap("textures/ctf2/blueteam01", string, f);
AddRemap("textures/ctf2/blueteam02", string, f);
trap_SetConfigstring(CS_SHADERSTATE, BuildShaderStateConfig());
#endif
}
/*
=================
G_RegisterCvars
=================
*/
void G_RegisterCvars( void ) {
int i;
cvarTable_t *cv;
qboolean remapped = qfalse;
for ( i = 0, cv = gameCvarTable ; i < gameCvarTableSize ; i++, cv++ ) {
trap_Cvar_Register( cv->vmCvar, cv->cvarName,
cv->defaultString, cv->cvarFlags );
if ( cv->vmCvar )
cv->modificationCount = cv->vmCvar->modificationCount;
if (cv->teamShader) {
remapped = qtrue;
}
}
if (remapped) {
G_RemapTeamShaders();
}
// check some things
if ( g_gametype.integer < 0 || g_gametype.integer >= GT_MAX_GAME_TYPE ) {
G_Printf( "g_gametype %i is out of range, defaulting to 0\n", g_gametype.integer );
trap_Cvar_Set( "g_gametype", "0" );
}
else if (g_gametype.integer == GT_HOLOCRON)
{
G_Printf( "This gametype is not supported.\n" );
trap_Cvar_Set( "g_gametype", "0" );
}
else if (g_gametype.integer == GT_JEDIMASTER)
{
G_Printf( "This gametype is not supported.\n" );
trap_Cvar_Set( "g_gametype", "0" );
}
else if (g_gametype.integer == GT_CTY)
{
G_Printf( "This gametype is not supported.\n" );
trap_Cvar_Set( "g_gametype", "0" );
}
level.warmupModificationCount = g_warmup.modificationCount;
}
/*
=================
G_UpdateCvars
=================
*/
void G_UpdateCvars( void ) {
int i;
cvarTable_t *cv;
qboolean remapped = qfalse;
for ( i = 0, cv = gameCvarTable ; i < gameCvarTableSize ; i++, cv++ ) {
if ( cv->vmCvar ) {
trap_Cvar_Update( cv->vmCvar );
if ( cv->modificationCount != cv->vmCvar->modificationCount ) {
cv->modificationCount = cv->vmCvar->modificationCount;
if ( cv->trackChange ) {
trap_SendServerCommand( -1, va("print \"Server: %s changed to %s\n\"",
cv->cvarName, cv->vmCvar->string ) );
}
if (cv->teamShader) {
remapped = qtrue;
}
}
}
}
if (remapped) {
G_RemapTeamShaders();
}
}
char gSharedBuffer[MAX_G_SHARED_BUFFER_SIZE];
#include "../namespace_begin.h"
void WP_SaberLoadParms( void );
void BG_VehicleLoadParms( void );
#include "../namespace_end.h"
/*
============
G_InitGame
============
*/
extern void RemoveAllWP(void);
extern void BG_ClearVehicleParseParms(void);
extern void G_LoadIPBans(void);
void G_InitGame( int levelTime, int randomSeed, int restart ) {
int i;
vmCvar_t mapname;
vmCvar_t ckSum;
#ifdef _XBOX
if(restart) {
BG_ClearVehicleParseParms();
RemoveAllWP();
}
#endif
//Init RMG to 0, it will be autoset to 1 if there is terrain on the level.
trap_Cvar_Set("RMG", "0");
g_RMG.integer = 0;
//Clean up any client-server ghoul2 instance attachments that may still exist exe-side
trap_G2API_CleanEntAttachments();
BG_InitAnimsets(); //clear it out
B_InitAlloc(); //make sure everything is clean
trap_SV_RegisterSharedMemory(gSharedBuffer);
//Load external vehicle data
BG_VehicleLoadParms();
G_Printf ("------- Game Initialization -------\n");
G_Printf ("gamename: %s\n", GAMEVERSION);
G_Printf ("gamedate: %s\n", __DATE__);
srand( randomSeed );
G_RegisterCvars();
//G_ProcessIPBans();
G_LoadIPBans();
G_InitMemory();
// set some level globals
memset( &level, 0, sizeof( level ) );
level.time = levelTime;
level.startTime = levelTime;
level.snd_fry = G_SoundIndex("sound/player/fry.wav"); // FIXME standing in lava / slime
level.snd_hack = G_SoundIndex("sound/player/hacking.wav");
level.snd_medHealed = G_SoundIndex("sound/player/supp_healed.wav");
level.snd_medSupplied = G_SoundIndex("sound/player/supp_supplied.wav");
//trap_SP_RegisterServer("mp_svgame");
#ifndef _XBOX
if ( g_log.string[0] ) {
if ( g_logSync.integer ) {
trap_FS_FOpenFile( g_log.string, &level.logFile, FS_APPEND_SYNC );
} else {
trap_FS_FOpenFile( g_log.string, &level.logFile, FS_APPEND );
}
if ( !level.logFile ) {
G_Printf( "WARNING: Couldn't open logfile: %s\n", g_log.string );
} else {
char serverinfo[MAX_INFO_STRING];
trap_GetServerinfo( serverinfo, sizeof( serverinfo ) );
G_LogPrintf("------------------------------------------------------------\n" );
G_LogPrintf("InitGame: %s\n", serverinfo );
}
} else {
G_Printf( "Not logging to disk.\n" );
}
#endif
G_LogWeaponInit();
G_InitWorldSession();
// initialize all entities for this game
memset( g_entities, 0, MAX_GENTITIES * sizeof(g_entities[0]) );
level.gentities = g_entities;
// initialize all clients for this game
level.maxclients = g_maxclients.integer;
memset( g_clients, 0, MAX_CLIENTS * sizeof(g_clients[0]) );
level.clients = g_clients;
// set client fields on player ents
for ( i=0 ; i<level.maxclients ; i++ ) {
g_entities[i].client = level.clients + i;
}
// always leave room for the max number of clients,
// even if they aren't all used, so numbers inside that
// range are NEVER anything but clients
level.num_entities = MAX_CLIENTS;
// let the server system know where the entites are
trap_LocateGameData( level.gentities, level.num_entities, sizeof( gentity_t ),
&level.clients[0].ps, sizeof( level.clients[0] ) );
//Load sabers.cfg data
WP_SaberLoadParms();
NPC_InitGame();
TIMER_Clear();
//
//ICARUS INIT START
// Com_Printf("------ ICARUS Initialization ------\n");
trap_ICARUS_Init();
// Com_Printf ("-----------------------------------\n");
//ICARUS INIT END
//
// reserve some spots for dead player bodies
InitBodyQue();
ClearRegisteredItems();
//make sure saber data is loaded before this! (so we can precache the appropriate hilts)
InitSiegeMode();
trap_Cvar_Register( &mapname, "mapname", "", CVAR_SERVERINFO | CVAR_ROM );
trap_Cvar_Register( &ckSum, "sv_mapChecksum", "", CVAR_ROM );
navCalculatePaths = ( trap_Nav_Load( mapname.string, ckSum.integer ) == qfalse );
// parse the key/value pairs and spawn gentities
G_SpawnEntitiesFromString(qfalse);
// general initialization
G_FindTeams();
// make sure we have flags for CTF, etc
if( g_gametype.integer >= GT_TEAM ) {
G_CheckTeamItems();
}
else if ( g_gametype.integer == GT_JEDIMASTER )
{
trap_SetConfigstring ( CS_CLIENT_JEDIMASTER, "-1" );
}
if (g_gametype.integer == GT_POWERDUEL)
{
trap_SetConfigstring ( CS_CLIENT_DUELISTS, va("-1|-1|-1") );
}
else
{
trap_SetConfigstring ( CS_CLIENT_DUELISTS, va("-1|-1") );
}
// nmckenzie: DUEL_HEALTH: Default.
trap_SetConfigstring ( CS_CLIENT_DUELHEALTHS, va("-1|-1|!") );
trap_SetConfigstring ( CS_CLIENT_DUELWINNER, va("-1") );
SaveRegisteredItems();
//G_Printf ("-----------------------------------\n");
if( g_gametype.integer == GT_SINGLE_PLAYER || trap_Cvar_VariableIntegerValue( "com_buildScript" ) ) {
G_ModelIndex( SP_PODIUM_MODEL );
G_SoundIndex( "sound/player/gurp1.wav" );
G_SoundIndex( "sound/player/gurp2.wav" );
}
if ( trap_Cvar_VariableIntegerValue( "bot_enable" ) ) {
BotAISetup( restart );
BotAILoadMap( restart );
G_InitBots( restart );
}
G_RemapTeamShaders();
if ( g_gametype.integer == GT_DUEL || g_gametype.integer == GT_POWERDUEL )
{
G_LogPrintf("Duel Tournament Begun: kill limit %d, win limit: %d\n", g_fraglimit.integer, g_duel_fraglimit.integer );
}
if ( navCalculatePaths )
{//not loaded - need to calc paths
navCalcPathTime = level.time + START_TIME_NAV_CALC;//make sure all ents are in and linked
}
else
{//loaded
//FIXME: if this is from a loadgame, it needs to be sure to write this
//out whenever you do a savegame since the edges and routes are dynamic...
//OR: always do a navigator.CheckBlockedEdges() on map startup after nav-load/calc-paths
//navigator.pathsCalculated = qtrue;//just to be safe? Does this get saved out? No... assumed
trap_Nav_SetPathsCalculated(qtrue);
//need to do this, because combatpoint waypoints aren't saved out...?
CP_FindCombatPointWaypoints();
navCalcPathTime = 0;
/*
if ( g_eSavedGameJustLoaded == eNO )
{//clear all the failed edges unless we just loaded the game (which would include failed edges)
trap_Nav_ClearAllFailedEdges();
}
*/
//No loading games in MP.
}
if (g_gametype.integer == GT_SIEGE)
{ //just get these configstrings registered now...
int i = 0;
while (i < MAX_CUSTOM_SIEGE_SOUNDS)
{
if (!bg_customSiegeSoundNames[i])
{
break;
}
G_SoundIndex((char *)bg_customSiegeSoundNames[i]);
i++;
}
}
}
/*
=================
G_ShutdownGame
=================
*/
extern void G_SaveBanIP( void );
void G_ShutdownGame( int restart ) {
int i = 0;
gentity_t *ent;
// G_Printf ("==== ShutdownGame ====\n");
G_SaveBanIP();
G_CleanAllFakeClients(); //get rid of dynamically allocated fake client structs.
BG_ClearAnimsets(); //free all dynamic allocations made through the engine
// Com_Printf("... Gameside GHOUL2 Cleanup\n");
while (i < MAX_GENTITIES)
{ //clean up all the ghoul2 instances
ent = &g_entities[i];
if (ent->ghoul2 && trap_G2_HaveWeGhoul2Models(ent->ghoul2))
{
trap_G2API_CleanGhoul2Models(&ent->ghoul2);
ent->ghoul2 = NULL;
}
if (ent->client)
{
int j = 0;
while (j < MAX_SABERS)
{
if (ent->client->weaponGhoul2[j] && trap_G2_HaveWeGhoul2Models(ent->client->weaponGhoul2[j]))
{
trap_G2API_CleanGhoul2Models(&ent->client->weaponGhoul2[j]);
}
j++;
}
}
i++;
}
if (g2SaberInstance && trap_G2_HaveWeGhoul2Models(g2SaberInstance))
{
trap_G2API_CleanGhoul2Models(&g2SaberInstance);
g2SaberInstance = NULL;
}
if (precachedKyle && trap_G2_HaveWeGhoul2Models(precachedKyle))
{
trap_G2API_CleanGhoul2Models(&precachedKyle);
precachedKyle = NULL;
}
// Com_Printf ("... ICARUS_Shutdown\n");
trap_ICARUS_Shutdown (); //Shut ICARUS down
// Com_Printf ("... Reference Tags Cleared\n");
TAG_Init(); //Clear the reference tags
G_LogWeaponOutput();
if ( level.logFile ) {
G_LogPrintf("ShutdownGame:\n" );
G_LogPrintf("------------------------------------------------------------\n" );
trap_FS_FCloseFile( level.logFile );
}
// write all the client session data so we can get it back
G_WriteSessionData();
trap_ROFF_Clean();
if ( trap_Cvar_VariableIntegerValue( "bot_enable" ) ) {
BotAIShutdown( restart );
}
B_CleanupAlloc(); //clean up all allocations made with B_Alloc
}
//===================================================================
#ifndef GAME_HARD_LINKED
// this is only here so the functions in q_shared.c and bg_*.c can link
void QDECL Com_Error ( int level, const char *error, ... ) {
va_list argptr;
char text[1024];
va_start (argptr, error);
vsprintf (text, error, argptr);
va_end (argptr);
G_Error( "%s", text);
}
void QDECL Com_Printf( const char *msg, ... ) {
va_list argptr;
char text[1024];
va_start (argptr, msg);
vsprintf (text, msg, argptr);
va_end (argptr);
G_Printf ("%s", text);
}
#endif
/*
========================================================================
PLAYER COUNTING / SCORE SORTING
========================================================================
*/
/*
=============
AddTournamentPlayer
If there are less than two tournament players, put a
spectator in the game and restart
=============
*/
void AddTournamentPlayer( void ) {
int i;
gclient_t *client;
gclient_t *nextInLine;
if ( level.numPlayingClients >= 2 ) {
return;
}
// never change during intermission
// if ( level.intermissiontime ) {
// return;
// }
nextInLine = NULL;
for ( i = 0 ; i < level.maxclients ; i++ ) {
client = &level.clients[i];
if ( client->pers.connected != CON_CONNECTED ) {
continue;
}
if (!g_allowHighPingDuelist.integer && client->ps.ping >= 999)
{ //don't add people who are lagging out if cvar is not set to allow it.
continue;
}
if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
continue;
}
// never select the dedicated follow or scoreboard clients
if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD ||
client->sess.spectatorClient < 0 ) {
continue;
}
if ( !nextInLine || client->sess.spectatorTime < nextInLine->sess.spectatorTime ) {
nextInLine = client;
}
}
if ( !nextInLine ) {
return;
}
level.warmupTime = -1;
// set them to free-for-all team
SetTeam( &g_entities[ nextInLine - level.clients ], "f" );
}
/*
=======================
RemoveTournamentLoser
Make the loser a spectator at the back of the line
=======================
*/
void RemoveTournamentLoser( void ) {
int clientNum;
if ( level.numPlayingClients != 2 ) {
return;
}
clientNum = level.sortedClients[1];
if ( level.clients[ clientNum ].pers.connected != CON_CONNECTED ) {
return;
}
// make them a spectator
SetTeam( &g_entities[ clientNum ], "s" );
}
void G_PowerDuelCount(int *loners, int *doubles, qboolean countSpec)
{
int i = 0;
gclient_t *cl;
while (i < MAX_CLIENTS)
{
cl = g_entities[i].client;
if (g_entities[i].inuse && cl && (countSpec || cl->sess.sessionTeam != TEAM_SPECTATOR))
{
if (cl->sess.duelTeam == DUELTEAM_LONE)
{
(*loners)++;
}
else if (cl->sess.duelTeam == DUELTEAM_DOUBLE)
{
(*doubles)++;
}
}
i++;
}
}
qboolean g_duelAssigning = qfalse;
void AddPowerDuelPlayers( void )
{
int i;
int loners = 0;
int doubles = 0;
int nonspecLoners = 0;
int nonspecDoubles = 0;
gclient_t *client;
gclient_t *nextInLine;
if ( level.numPlayingClients >= 3 )
{
return;
}
nextInLine = NULL;
G_PowerDuelCount(&nonspecLoners, &nonspecDoubles, qfalse);
if (nonspecLoners >= 1 && nonspecDoubles >= 2)
{ //we have enough people, stop
return;
}
//Could be written faster, but it's not enough to care I suppose.
G_PowerDuelCount(&loners, &doubles, qtrue);
if (loners < 1 || doubles < 2)
{ //don't bother trying to spawn anyone yet if the balance is not even set up between spectators
return;
}
//Count again, with only in-game clients in mind.
loners = nonspecLoners;
doubles = nonspecDoubles;
// G_PowerDuelCount(&loners, &doubles, qfalse);
for ( i = 0 ; i < level.maxclients ; i++ ) {
client = &level.clients[i];
if ( client->pers.connected != CON_CONNECTED ) {
continue;
}
if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
continue;
}
if (client->sess.duelTeam == DUELTEAM_FREE)
{
continue;
}
if (client->sess.duelTeam == DUELTEAM_LONE && loners >= 1)
{
continue;
}
if (client->sess.duelTeam == DUELTEAM_DOUBLE && doubles >= 2)
{
continue;
}
// never select the dedicated follow or scoreboard clients
if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD ||
client->sess.spectatorClient < 0 ) {
continue;
}
if ( !nextInLine || client->sess.spectatorTime < nextInLine->sess.spectatorTime ) {
nextInLine = client;
}
}
if ( !nextInLine ) {
return;
}
level.warmupTime = -1;
// set them to free-for-all team
SetTeam( &g_entities[ nextInLine - level.clients ], "f" );
//Call recursively until everyone is in
AddPowerDuelPlayers();
}
qboolean g_dontFrickinCheck = qfalse;
void RemovePowerDuelLosers(void)
{
int remClients[3];
int remNum = 0;
int i = 0;
gclient_t *cl;
while (i < MAX_CLIENTS && remNum < 3)
{
//cl = &level.clients[level.sortedClients[i]];
cl = &level.clients[i];
if (cl->pers.connected == CON_CONNECTED)
{
if ((cl->ps.stats[STAT_HEALTH] <= 0 || cl->iAmALoser) &&
(cl->sess.sessionTeam != TEAM_SPECTATOR || cl->iAmALoser))
{ //he was dead or he was spectating as a loser
remClients[remNum] = cl->ps.clientNum;
remNum++;
}
}
i++;
}
if (!remNum)
{ //Time ran out or something? Oh well, just remove the main guy.
remClients[remNum] = level.sortedClients[0];
remNum++;
}
i = 0;
while (i < remNum)
{ //set them all to spectator
SetTeam( &g_entities[ remClients[i] ], "s" );
i++;
}
g_dontFrickinCheck = qfalse;
//recalculate stuff now that we have reset teams.
CalculateRanks();
}
void RemoveDuelDrawLoser(void)
{
int clFirst = 0;
int clSec = 0;
int clFailure = 0;
if ( level.clients[ level.sortedClients[0] ].pers.connected != CON_CONNECTED )
{
return;
}
if ( level.clients[ level.sortedClients[1] ].pers.connected != CON_CONNECTED )
{
return;
}
clFirst = level.clients[ level.sortedClients[0] ].ps.stats[STAT_HEALTH] + level.clients[ level.sortedClients[0] ].ps.stats[STAT_ARMOR];
clSec = level.clients[ level.sortedClients[1] ].ps.stats[STAT_HEALTH] + level.clients[ level.sortedClients[1] ].ps.stats[STAT_ARMOR];
if (clFirst > clSec)
{
clFailure = 1;
}
else if (clSec > clFirst)
{
clFailure = 0;
}
else
{
clFailure = 2;
}
if (clFailure != 2)
{
SetTeam( &g_entities[ level.sortedClients[clFailure] ], "s" );
}
else
{ //we could be more elegant about this, but oh well.
SetTeam( &g_entities[ level.sortedClients[1] ], "s" );
}
}
/*
=======================
RemoveTournamentWinner
=======================
*/
void RemoveTournamentWinner( void ) {
int clientNum;
if ( level.numPlayingClients != 2 ) {
return;
}
clientNum = level.sortedClients[0];
if ( level.clients[ clientNum ].pers.connected != CON_CONNECTED ) {
return;
}
// make them a spectator
SetTeam( &g_entities[ clientNum ], "s" );
}
/*
=======================
AdjustTournamentScores
=======================
*/
void AdjustTournamentScores( void ) {
int clientNum;
if (level.clients[level.sortedClients[0]].ps.persistant[PERS_SCORE] ==
level.clients[level.sortedClients[1]].ps.persistant[PERS_SCORE] &&
level.clients[level.sortedClients[0]].pers.connected == CON_CONNECTED &&
level.clients[level.sortedClients[1]].pers.connected == CON_CONNECTED)
{
int clFirst = level.clients[ level.sortedClients[0] ].ps.stats[STAT_HEALTH] + level.clients[ level.sortedClients[0] ].ps.stats[STAT_ARMOR];
int clSec = level.clients[ level.sortedClients[1] ].ps.stats[STAT_HEALTH] + level.clients[ level.sortedClients[1] ].ps.stats[STAT_ARMOR];
int clFailure = 0;
int clSuccess = 0;
if (clFirst > clSec)
{
clFailure = 1;
clSuccess = 0;
}
else if (clSec > clFirst)
{
clFailure = 0;
clSuccess = 1;
}
else
{
clFailure = 2;
clSuccess = 2;
}
if (clFailure != 2)
{
clientNum = level.sortedClients[clSuccess];
level.clients[ clientNum ].sess.wins++;
ClientUserinfoChanged( clientNum );
trap_SetConfigstring ( CS_CLIENT_DUELWINNER, va("%i", clientNum ) );
clientNum = level.sortedClients[clFailure];
level.clients[ clientNum ].sess.losses++;
ClientUserinfoChanged( clientNum );
}
else
{
clSuccess = 0;
clFailure = 1;
clientNum = level.sortedClients[clSuccess];
level.clients[ clientNum ].sess.wins++;
ClientUserinfoChanged( clientNum );
trap_SetConfigstring ( CS_CLIENT_DUELWINNER, va("%i", clientNum ) );
clientNum = level.sortedClients[clFailure];
level.clients[ clientNum ].sess.losses++;
ClientUserinfoChanged( clientNum );
}
}
else
{
clientNum = level.sortedClients[0];
if ( level.clients[ clientNum ].pers.connected == CON_CONNECTED ) {
level.clients[ clientNum ].sess.wins++;
ClientUserinfoChanged( clientNum );
trap_SetConfigstring ( CS_CLIENT_DUELWINNER, va("%i", clientNum ) );
}
clientNum = level.sortedClients[1];
if ( level.clients[ clientNum ].pers.connected == CON_CONNECTED ) {
level.clients[ clientNum ].sess.losses++;
ClientUserinfoChanged( clientNum );
}
}
}
/*
=============
SortRanks
=============
*/
int QDECL SortRanks( const void *a, const void *b ) {
gclient_t *ca, *cb;
ca = &level.clients[*(int *)a];
cb = &level.clients[*(int *)b];
if (g_gametype.integer == GT_POWERDUEL)
{
//sort single duelists first
if (ca->sess.duelTeam == DUELTEAM_LONE && ca->sess.sessionTeam != TEAM_SPECTATOR)
{
return -1;
}
if (cb->sess.duelTeam == DUELTEAM_LONE && cb->sess.sessionTeam != TEAM_SPECTATOR)
{
return 1;
}
//others will be auto-sorted below but above spectators.
}
// sort special clients last
if ( ca->sess.spectatorState == SPECTATOR_SCOREBOARD || ca->sess.spectatorClient < 0 ) {
return 1;
}
if ( cb->sess.spectatorState == SPECTATOR_SCOREBOARD || cb->sess.spectatorClient < 0 ) {
return -1;
}
// then connecting clients
if ( ca->pers.connected == CON_CONNECTING ) {
return 1;
}
if ( cb->pers.connected == CON_CONNECTING ) {
return -1;
}
// then spectators
if ( ca->sess.sessionTeam == TEAM_SPECTATOR && cb->sess.sessionTeam == TEAM_SPECTATOR ) {
if ( ca->sess.spectatorTime < cb->sess.spectatorTime ) {
return -1;
}
if ( ca->sess.spectatorTime > cb->sess.spectatorTime ) {
return 1;
}
return 0;
}
if ( ca->sess.sessionTeam == TEAM_SPECTATOR ) {
return 1;
}
if ( cb->sess.sessionTeam == TEAM_SPECTATOR ) {
return -1;
}
// then sort by score
if ( ca->ps.persistant[PERS_SCORE]
> cb->ps.persistant[PERS_SCORE] ) {
return -1;
}
if ( ca->ps.persistant[PERS_SCORE]
< cb->ps.persistant[PERS_SCORE] ) {
return 1;
}
return 0;
}
qboolean gQueueScoreMessage = qfalse;
int gQueueScoreMessageTime = 0;
//A new duel started so respawn everyone and make sure their stats are reset
qboolean G_CanResetDuelists(void)
{
int i;
gentity_t *ent;
i = 0;
while (i < 3)
{ //precheck to make sure they are all respawnable
ent = &g_entities[level.sortedClients[i]];
if (!ent->inuse || !ent->client || ent->health <= 0 ||
ent->client->sess.sessionTeam == TEAM_SPECTATOR ||
ent->client->sess.duelTeam <= DUELTEAM_FREE)
{
return qfalse;
}
i++;
}
return qtrue;
}
qboolean g_noPDuelCheck = qfalse;
void G_ResetDuelists(void)
{
int i;
gentity_t *ent;
gentity_t *tent;
i = 0;
while (i < 3)
{
ent = &g_entities[level.sortedClients[i]];
g_noPDuelCheck = qtrue;
player_die(ent, ent, ent, 999, MOD_SUICIDE);
g_noPDuelCheck = qfalse;
trap_UnlinkEntity (ent);
ClientSpawn(ent);
// add a teleportation effect
tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_IN );
tent->s.clientNum = ent->s.clientNum;
i++;
}
}
/*
============
CalculateRanks
Recalculates the score ranks of all players
This will be called on every client connect, begin, disconnect, death,
and team change.
============
*/
void CalculateRanks( void ) {
int i;
int rank;
int score;
int newScore;
int preNumSpec = 0;
//int nonSpecIndex = -1;
gclient_t *cl;
preNumSpec = level.numNonSpectatorClients;
level.follow1 = -1;
level.follow2 = -1;
level.numConnectedClients = 0;
level.numNonSpectatorClients = 0;
level.numPlayingClients = 0;
level.numVotingClients = 0; // don't count bots
for ( i = 0; i < TEAM_NUM_TEAMS; i++ ) {
level.numteamVotingClients[i] = 0;
}
for ( i = 0 ; i < level.maxclients ; i++ ) {
if ( level.clients[i].pers.connected != CON_DISCONNECTED ) {
level.sortedClients[level.numConnectedClients] = i;
level.numConnectedClients++;
if ( level.clients[i].sess.sessionTeam != TEAM_SPECTATOR || g_gametype.integer == GT_DUEL || g_gametype.integer == GT_POWERDUEL )
{
if (level.clients[i].sess.sessionTeam != TEAM_SPECTATOR)
{
level.numNonSpectatorClients++;
//nonSpecIndex = i;
}
// decide if this should be auto-followed
if ( level.clients[i].pers.connected == CON_CONNECTED )
{
if (level.clients[i].sess.sessionTeam != TEAM_SPECTATOR || level.clients[i].iAmALoser)
{
level.numPlayingClients++;
}
if ( !(g_entities[i].r.svFlags & SVF_BOT) )
{
level.numVotingClients++;
if ( level.clients[i].sess.sessionTeam == TEAM_RED )
level.numteamVotingClients[0]++;
else if ( level.clients[i].sess.sessionTeam == TEAM_BLUE )
level.numteamVotingClients[1]++;
}
if ( level.follow1 == -1 ) {
level.follow1 = i;
} else if ( level.follow2 == -1 ) {
level.follow2 = i;
}
}
}
}
}
//if (!g_warmup.integer)
if (1)
{
level.warmupTime = 0;
}
/*
if (level.numNonSpectatorClients == 2 && preNumSpec < 2 && nonSpecIndex != -1 && g_gametype.integer == GT_DUEL && !level.warmupTime)
{
gentity_t *currentWinner = G_GetDuelWinner(&level.clients[nonSpecIndex]);
if (currentWinner && currentWinner->client)
{
trap_SendServerCommand( -1, va("cp \"%s" S_COLOR_WHITE " %s %s\n\"",
currentWinner->client->pers.netname, G_GetStringEdString("MP_SVGAME", "VERSUS"), level.clients[nonSpecIndex].pers.netname));
}
}
*/
//NOTE: for now not doing this either. May use later if appropriate.
qsort( level.sortedClients, level.numConnectedClients,
sizeof(level.sortedClients[0]), SortRanks );
// set the rank value for all clients that are connected and not spectators
if ( g_gametype.integer >= GT_TEAM ) {
// in team games, rank is just the order of the teams, 0=red, 1=blue, 2=tied
for ( i = 0; i < level.numConnectedClients; i++ ) {
cl = &level.clients[ level.sortedClients[i] ];
if ( level.teamScores[TEAM_RED] == level.teamScores[TEAM_BLUE] ) {
cl->ps.persistant[PERS_RANK] = 2;
} else if ( level.teamScores[TEAM_RED] > level.teamScores[TEAM_BLUE] ) {
cl->ps.persistant[PERS_RANK] = 0;
} else {
cl->ps.persistant[PERS_RANK] = 1;
}
}
} else {
rank = -1;
score = 0;
for ( i = 0; i < level.numPlayingClients; i++ ) {
cl = &level.clients[ level.sortedClients[i] ];
newScore = cl->ps.persistant[PERS_SCORE];
if ( i == 0 || newScore != score ) {
rank = i;
// assume we aren't tied until the next client is checked
level.clients[ level.sortedClients[i] ].ps.persistant[PERS_RANK] = rank;
} else {
// we are tied with the previous client
level.clients[ level.sortedClients[i-1] ].ps.persistant[PERS_RANK] = rank | RANK_TIED_FLAG;
level.clients[ level.sortedClients[i] ].ps.persistant[PERS_RANK] = rank | RANK_TIED_FLAG;
}
score = newScore;
if ( g_gametype.integer == GT_SINGLE_PLAYER && level.numPlayingClients == 1 ) {
level.clients[ level.sortedClients[i] ].ps.persistant[PERS_RANK] = rank | RANK_TIED_FLAG;
}
}
}
// set the CS_SCORES1/2 configstrings, which will be visible to everyone
if ( g_gametype.integer >= GT_TEAM ) {
trap_SetConfigstring( CS_SCORES1, va("%i", level.teamScores[TEAM_RED] ) );
trap_SetConfigstring( CS_SCORES2, va("%i", level.teamScores[TEAM_BLUE] ) );
} else {
if ( level.numConnectedClients == 0 ) {
trap_SetConfigstring( CS_SCORES1, va("%i", SCORE_NOT_PRESENT) );
trap_SetConfigstring( CS_SCORES2, va("%i", SCORE_NOT_PRESENT) );
} else if ( level.numConnectedClients == 1 ) {
trap_SetConfigstring( CS_SCORES1, va("%i", level.clients[ level.sortedClients[0] ].ps.persistant[PERS_SCORE] ) );
trap_SetConfigstring( CS_SCORES2, va("%i", SCORE_NOT_PRESENT) );
} else {
trap_SetConfigstring( CS_SCORES1, va("%i", level.clients[ level.sortedClients[0] ].ps.persistant[PERS_SCORE] ) );
trap_SetConfigstring( CS_SCORES2, va("%i", level.clients[ level.sortedClients[1] ].ps.persistant[PERS_SCORE] ) );
}
if (g_gametype.integer != GT_DUEL || g_gametype.integer != GT_POWERDUEL)
{ //when not in duel, use this configstring to pass the index of the player currently in first place
if ( level.numConnectedClients >= 1 )
{
trap_SetConfigstring ( CS_CLIENT_DUELWINNER, va("%i", level.sortedClients[0] ) );
}
else
{
trap_SetConfigstring ( CS_CLIENT_DUELWINNER, "-1" );
}
}
}
// see if it is time to end the level
CheckExitRules();
// if we are at the intermission or in multi-frag Duel game mode, send the new info to everyone
if ( level.intermissiontime || g_gametype.integer == GT_DUEL || g_gametype.integer == GT_POWERDUEL ) {
gQueueScoreMessage = qtrue;
gQueueScoreMessageTime = level.time + 500;
//SendScoreboardMessageToAllClients();
//rww - Made this operate on a "queue" system because it was causing large overflows
}
}
/*
========================================================================
MAP CHANGING
========================================================================
*/
/*
========================
SendScoreboardMessageToAllClients
Do this at BeginIntermission time and whenever ranks are recalculated
due to enters/exits/forced team changes
========================
*/
void SendScoreboardMessageToAllClients( void ) {
int i;
for ( i = 0 ; i < level.maxclients ; i++ ) {
if ( level.clients[ i ].pers.connected == CON_CONNECTED ) {
DeathmatchScoreboardMessage( g_entities + i );
}
}
}
/*
========================
MoveClientToIntermission
When the intermission starts, this will be called for all players.
If a new client connects, this will be called after the spawn function.
========================
*/
void MoveClientToIntermission( gentity_t *ent ) {
// take out of follow mode if needed
if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) {
StopFollowing( ent );
}
// move to the spot
VectorCopy( level.intermission_origin, ent->s.origin );
VectorCopy( level.intermission_origin, ent->client->ps.origin );
VectorCopy (level.intermission_angle, ent->client->ps.viewangles);
ent->client->ps.pm_type = PM_INTERMISSION;
// clean up powerup info
memset( ent->client->ps.powerups, 0, sizeof(ent->client->ps.powerups) );
ent->client->ps.eFlags = 0;
ent->s.eFlags = 0;
ent->s.eType = ET_GENERAL;
ent->s.modelindex = 0;
ent->s.loopSound = 0;
ent->s.loopIsSoundset = qfalse;
ent->s.event = 0;
ent->r.contents = 0;
}
/*
==================
FindIntermissionPoint
This is also used for spectator spawns
==================
*/
extern qboolean gSiegeRoundBegun;
extern qboolean gSiegeRoundEnded;
extern qboolean gSiegeRoundWinningTeam;
void FindIntermissionPoint( void ) {
gentity_t *ent = NULL;
gentity_t *target;
vec3_t dir;
// find the intermission spot
if ( g_gametype.integer == GT_SIEGE
&& level.intermissiontime
&& level.intermissiontime <= level.time
&& gSiegeRoundEnded )
{
if (gSiegeRoundWinningTeam == SIEGETEAM_TEAM1)
{
ent = G_Find (NULL, FOFS(classname), "info_player_intermission_red");
if ( ent && ent->target2 )
{
G_UseTargets2( ent, ent, ent->target2 );
}
}
else if (gSiegeRoundWinningTeam == SIEGETEAM_TEAM2)
{
ent = G_Find (NULL, FOFS(classname), "info_player_intermission_blue");
if ( ent && ent->target2 )
{
G_UseTargets2( ent, ent, ent->target2 );
}
}
}
if ( !ent )
{
ent = G_Find (NULL, FOFS(classname), "info_player_intermission");
}
if ( !ent ) { // the map creator forgot to put in an intermission point...
SelectSpawnPoint ( vec3_origin, level.intermission_origin, level.intermission_angle, TEAM_SPECTATOR );
} else {
VectorCopy (ent->s.origin, level.intermission_origin);
VectorCopy (ent->s.angles, level.intermission_angle);
// if it has a target, look towards it
if ( ent->target ) {
target = G_PickTarget( ent->target );
if ( target ) {
VectorSubtract( target->s.origin, level.intermission_origin, dir );
vectoangles( dir, level.intermission_angle );
}
}
}
}
qboolean DuelLimitHit(void);
/*
==================
BeginIntermission
==================
*/
void BeginIntermission( void ) {
int i;
gentity_t *client;
if ( level.intermissiontime ) {
return; // already active
}
// if in tournement mode, change the wins / losses
if ( g_gametype.integer == GT_DUEL || g_gametype.integer == GT_POWERDUEL ) {
trap_SetConfigstring ( CS_CLIENT_DUELWINNER, "-1" );
if (g_gametype.integer != GT_POWERDUEL)
{
AdjustTournamentScores();
}
if (DuelLimitHit())
{
gDuelExit = qtrue;
}
else
{
gDuelExit = qfalse;
}
}
level.intermissiontime = level.time;
FindIntermissionPoint();
/*
if (g_singlePlayer.integer) {
trap_Cvar_Set("ui_singlePlayerActive", "0");
UpdateTournamentInfo();
}
*/
//what the? Well, I don't want this to happen.
// move all clients to the intermission point
for (i=0 ; i< level.maxclients ; i++) {
client = g_entities + i;
if (!client->inuse)
continue;
// respawn if dead
if (client->health <= 0) {
if (g_gametype.integer != GT_POWERDUEL ||
!client->client ||
client->client->sess.sessionTeam != TEAM_SPECTATOR)
{ //don't respawn spectators in powerduel or it will mess the line order all up
respawn(client);
}
}
MoveClientToIntermission( client );
}
// send the current scoring to all clients
SendScoreboardMessageToAllClients();
}
qboolean DuelLimitHit(void)
{
int i;
gclient_t *cl;
for ( i=0 ; i< g_maxclients.integer ; i++ ) {
cl = level.clients + i;
if ( cl->pers.connected != CON_CONNECTED ) {
continue;
}
if ( g_duel_fraglimit.integer && cl->sess.wins >= g_duel_fraglimit.integer )
{
return qtrue;
}
}
return qfalse;
}
void DuelResetWinsLosses(void)
{
int i;
gclient_t *cl;
for ( i=0 ; i< g_maxclients.integer ; i++ ) {
cl = level.clients + i;
if ( cl->pers.connected != CON_CONNECTED ) {
continue;
}
cl->sess.wins = 0;
cl->sess.losses = 0;
}
}
/*
=============
ExitLevel
When the intermission has been exited, the server is either killed
or moved to a new level based on the "nextmap" cvar
=============
*/
extern void SiegeDoTeamAssign(void); //g_saga.c
extern siegePers_t g_siegePersistant; //g_saga.c
void ExitLevel (void) {
int i;
gclient_t *cl;
// if we are running a tournement map, kick the loser to spectator status,
// which will automatically grab the next spectator and restart
if ( g_gametype.integer == GT_DUEL || g_gametype.integer == GT_POWERDUEL ) {
if (!DuelLimitHit())
{
if ( !level.restarted ) {
trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" );
level.restarted = qtrue;
level.changemap = NULL;
level.intermissiontime = 0;
}
return;
}
DuelResetWinsLosses();
}
if (g_gametype.integer == GT_SIEGE &&
g_siegeTeamSwitch.integer &&
g_siegePersistant.beatingTime)
{ //restart same map...
trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" );
}
else
{
trap_SendConsoleCommand( EXEC_APPEND, "vstr nextmap\n" );
}
level.changemap = NULL;
level.intermissiontime = 0;
if (g_gametype.integer == GT_SIEGE &&
g_siegeTeamSwitch.integer)
{ //switch out now
SiegeDoTeamAssign();
}
// reset all the scores so we don't enter the intermission again
level.teamScores[TEAM_RED] = 0;
level.teamScores[TEAM_BLUE] = 0;
for ( i=0 ; i< g_maxclients.integer ; i++ ) {
cl = level.clients + i;
if ( cl->pers.connected != CON_CONNECTED ) {
continue;
}
cl->ps.persistant[PERS_SCORE] = 0;
}
// we need to do this here before chaning to CON_CONNECTING
G_WriteSessionData();
// change all client states to connecting, so the early players into the
// next level will know the others aren't done reconnecting
for (i=0 ; i< g_maxclients.integer ; i++) {
if ( level.clients[i].pers.connected == CON_CONNECTED ) {
level.clients[i].pers.connected = CON_CONNECTING;
}
}
}
/*
=================
G_LogPrintf
Print to the logfile with a time stamp if it is open
=================
*/
void QDECL G_LogPrintf( const char *fmt, ... ) {
va_list argptr;
char string[1024];
int min, tens, sec;
sec = level.time / 1000;
min = sec / 60;
sec -= min * 60;
tens = sec / 10;
sec -= tens * 10;
Com_sprintf( string, sizeof(string), "%3i:%i%i ", min, tens, sec );
va_start( argptr, fmt );
vsprintf( string +7 , fmt,argptr );
va_end( argptr );
if ( g_dedicated.integer ) {
G_Printf( "%s", string + 7 );
}
if ( !level.logFile ) {
return;
}
trap_FS_Write( string, strlen( string ), level.logFile );
}
/*
================
LogExit
Append information about this game to the log file
================
*/
void LogExit( const char *string ) {
int i, numSorted;
gclient_t *cl;
// qboolean won = qtrue;
G_LogPrintf( "Exit: %s\n", string );
level.intermissionQueued = level.time;
// this will keep the clients from playing any voice sounds
// that will get cut off when the queued intermission starts
trap_SetConfigstring( CS_INTERMISSION, "1" );
// don't send more than 32 scores (FIXME?)
numSorted = level.numConnectedClients;
if ( numSorted > 32 ) {
numSorted = 32;
}
if ( g_gametype.integer >= GT_TEAM ) {
G_LogPrintf( "red:%i blue:%i\n",
level.teamScores[TEAM_RED], level.teamScores[TEAM_BLUE] );
}
for (i=0 ; i < numSorted ; i++) {
int ping;
cl = &level.clients[level.sortedClients[i]];
if ( cl->sess.sessionTeam == TEAM_SPECTATOR ) {
continue;
}
if ( cl->pers.connected == CON_CONNECTING ) {
continue;
}
ping = cl->ps.ping < 999 ? cl->ps.ping : 999;
G_LogPrintf( "score: %i ping: %i client: %i %s\n", cl->ps.persistant[PERS_SCORE], ping, level.sortedClients[i], cl->pers.netname );
// if (g_singlePlayer.integer && (g_gametype.integer == GT_DUEL || g_gametype.integer == GT_POWERDUEL)) {
// if (g_entities[cl - level.clients].r.svFlags & SVF_BOT && cl->ps.persistant[PERS_RANK] == 0) {
// won = qfalse;
// }
// }
}
//yeah.. how about not.
/*
if (g_singlePlayer.integer) {
if (g_gametype.integer >= GT_CTF) {
won = level.teamScores[TEAM_RED] > level.teamScores[TEAM_BLUE];
}
trap_SendConsoleCommand( EXEC_APPEND, (won) ? "spWin\n" : "spLose\n" );
}
*/
}
qboolean gDidDuelStuff = qfalse; //gets reset on game reinit
/*
=================
CheckIntermissionExit
The level will stay at the intermission for a minimum of 5 seconds
If all players wish to continue, the level will then exit.
If one or more players have not acknowledged the continue, the game will
wait 10 seconds before going on.
=================
*/
void CheckIntermissionExit( void ) {
int ready, notReady;
int i;
gclient_t *cl;
int readyMask;
// see which players are ready
ready = 0;
notReady = 0;
readyMask = 0;
for (i=0 ; i< g_maxclients.integer ; i++) {
cl = level.clients + i;
if ( cl->pers.connected != CON_CONNECTED ) {
continue;
}
if ( g_entities[cl->ps.clientNum].r.svFlags & SVF_BOT ) {
continue;
}
if ( cl->readyToExit ) {
ready++;
if ( i < 16 ) {
readyMask |= 1 << i;
}
} else {
notReady++;
}
}
if ( (g_gametype.integer == GT_DUEL || g_gametype.integer == GT_POWERDUEL) && !gDidDuelStuff &&
(level.time > level.intermissiontime + 2000) )
{
gDidDuelStuff = qtrue;
if ( g_austrian.integer && g_gametype.integer != GT_POWERDUEL )
{
G_LogPrintf("Duel Results:\n");
//G_LogPrintf("Duel Time: %d\n", level.time );
G_LogPrintf("winner: %s, score: %d, wins/losses: %d/%d\n",
level.clients[level.sortedClients[0]].pers.netname,
level.clients[level.sortedClients[0]].ps.persistant[PERS_SCORE],
level.clients[level.sortedClients[0]].sess.wins,
level.clients[level.sortedClients[0]].sess.losses );
G_LogPrintf("loser: %s, score: %d, wins/losses: %d/%d\n",
level.clients[level.sortedClients[1]].pers.netname,
level.clients[level.sortedClients[1]].ps.persistant[PERS_SCORE],
level.clients[level.sortedClients[1]].sess.wins,
level.clients[level.sortedClients[1]].sess.losses );
}
// if we are running a tournement map, kick the loser to spectator status,
// which will automatically grab the next spectator and restart
if (!DuelLimitHit())
{
if (g_gametype.integer == GT_POWERDUEL)
{
RemovePowerDuelLosers();
AddPowerDuelPlayers();
}
else
{
if (level.clients[level.sortedClients[0]].ps.persistant[PERS_SCORE] ==
level.clients[level.sortedClients[1]].ps.persistant[PERS_SCORE] &&
level.clients[level.sortedClients[0]].pers.connected == CON_CONNECTED &&
level.clients[level.sortedClients[1]].pers.connected == CON_CONNECTED)
{
RemoveDuelDrawLoser();
}
else
{
RemoveTournamentLoser();
}
AddTournamentPlayer();
}
if ( g_austrian.integer )
{
if (g_gametype.integer == GT_POWERDUEL)
{
G_LogPrintf("Power Duel Initiated: %s %d/%d vs %s %d/%d and %s %d/%d, kill limit: %d\n",
level.clients[level.sortedClients[0]].pers.netname,
level.clients[level.sortedClients[0]].sess.wins,
level.clients[level.sortedClients[0]].sess.losses,
level.clients[level.sortedClients[1]].pers.netname,
level.clients[level.sortedClients[1]].sess.wins,
level.clients[level.sortedClients[1]].sess.losses,
level.clients[level.sortedClients[2]].pers.netname,
level.clients[level.sortedClients[2]].sess.wins,
level.clients[level.sortedClients[2]].sess.losses,
g_fraglimit.integer );
}
else
{
G_LogPrintf("Duel Initiated: %s %d/%d vs %s %d/%d, kill limit: %d\n",
level.clients[level.sortedClients[0]].pers.netname,
level.clients[level.sortedClients[0]].sess.wins,
level.clients[level.sortedClients[0]].sess.losses,
level.clients[level.sortedClients[1]].pers.netname,
level.clients[level.sortedClients[1]].sess.wins,
level.clients[level.sortedClients[1]].sess.losses,
g_fraglimit.integer );
}
}
if (g_gametype.integer == GT_POWERDUEL)
{
if (level.numPlayingClients >= 3 && level.numNonSpectatorClients >= 3)
{
trap_SetConfigstring ( CS_CLIENT_DUELISTS, va("%i|%i|%i", level.sortedClients[0], level.sortedClients[1], level.sortedClients[2] ) );
trap_SetConfigstring ( CS_CLIENT_DUELWINNER, "-1" );
}
}
else
{
if (level.numPlayingClients >= 2)
{
trap_SetConfigstring ( CS_CLIENT_DUELISTS, va("%i|%i", level.sortedClients[0], level.sortedClients[1] ) );
trap_SetConfigstring ( CS_CLIENT_DUELWINNER, "-1" );
}
}
return;
}
if ( g_austrian.integer && g_gametype.integer != GT_POWERDUEL )
{
G_LogPrintf("Duel Tournament Winner: %s wins/losses: %d/%d\n",
level.clients[level.sortedClients[0]].pers.netname,
level.clients[level.sortedClients[0]].sess.wins,
level.clients[level.sortedClients[0]].sess.losses );
}
if (g_gametype.integer == GT_POWERDUEL)
{
RemovePowerDuelLosers();
AddPowerDuelPlayers();
if (level.numPlayingClients >= 3 && level.numNonSpectatorClients >= 3)
{
trap_SetConfigstring ( CS_CLIENT_DUELISTS, va("%i|%i|%i", level.sortedClients[0], level.sortedClients[1], level.sortedClients[2] ) );
trap_SetConfigstring ( CS_CLIENT_DUELWINNER, "-1" );
}
}
else
{
//this means we hit the duel limit so reset the wins/losses
//but still push the loser to the back of the line, and retain the order for
//the map change
if (level.clients[level.sortedClients[0]].ps.persistant[PERS_SCORE] ==
level.clients[level.sortedClients[1]].ps.persistant[PERS_SCORE] &&
level.clients[level.sortedClients[0]].pers.connected == CON_CONNECTED &&
level.clients[level.sortedClients[1]].pers.connected == CON_CONNECTED)
{
RemoveDuelDrawLoser();
}
else
{
RemoveTournamentLoser();
}
AddTournamentPlayer();
if (level.numPlayingClients >= 2)
{
trap_SetConfigstring ( CS_CLIENT_DUELISTS, va("%i|%i", level.sortedClients[0], level.sortedClients[1] ) );
trap_SetConfigstring ( CS_CLIENT_DUELWINNER, "-1" );
}
}
}
if ((g_gametype.integer == GT_DUEL || g_gametype.integer == GT_POWERDUEL) && !gDuelExit)
{ //in duel, we have different behaviour for between-round intermissions
if ( level.time > level.intermissiontime + 4000 )
{ //automatically go to next after 4 seconds
ExitLevel();
return;
}
for (i=0 ; i< g_maxclients.integer ; i++)
{ //being in a "ready" state is not necessary here, so clear it for everyone
//yes, I also thinking holding this in a ps value uniquely for each player
//is bad and wrong, but it wasn't my idea.
cl = level.clients + i;
if ( cl->pers.connected != CON_CONNECTED )
{
continue;
}
cl->ps.stats[STAT_CLIENTS_READY] = 0;
}
return;
}
// copy the readyMask to each player's stats so
// it can be displayed on the scoreboard
for (i=0 ; i< g_maxclients.integer ; i++) {
cl = level.clients + i;
if ( cl->pers.connected != CON_CONNECTED ) {
continue;
}
cl->ps.stats[STAT_CLIENTS_READY] = readyMask;
}
// never exit in less than five seconds
if ( level.time < level.intermissiontime + 5000 ) {
return;
}
if (d_noIntermissionWait.integer)
{ //don't care who wants to go, just go.
ExitLevel();
return;
}
// if nobody wants to go, clear timer
if ( !ready ) {
level.readyToExit = qfalse;
return;
}
// if everyone wants to go, go now
if ( !notReady ) {
ExitLevel();
return;
}
// the first person to ready starts the ten second timeout
if ( !level.readyToExit ) {
level.readyToExit = qtrue;
level.exitTime = level.time;
}
// if we have waited ten seconds since at least one player
// wanted to exit, go ahead
if ( level.time < level.exitTime + 10000 ) {
return;
}
ExitLevel();
}
/*
=============
ScoreIsTied
=============
*/
qboolean ScoreIsTied( void ) {
int a, b;
if ( level.numPlayingClients < 2 ) {
return qfalse;
}
if ( g_gametype.integer >= GT_TEAM ) {
return level.teamScores[TEAM_RED] == level.teamScores[TEAM_BLUE];
}
a = level.clients[level.sortedClients[0]].ps.persistant[PERS_SCORE];
b = level.clients[level.sortedClients[1]].ps.persistant[PERS_SCORE];
return a == b;
}
/*
=================
CheckExitRules
There will be a delay between the time the exit is qualified for
and the time everyone is moved to the intermission spot, so you
can see the last frag.
=================
*/
qboolean g_endPDuel = qfalse;
void CheckExitRules( void ) {
int i;
gclient_t *cl;
char *sKillLimit;
qboolean printLimit = qtrue;
// if at the intermission, wait for all non-bots to
// signal ready, then go to next level
if ( level.intermissiontime ) {
CheckIntermissionExit ();
return;
}
if (gDoSlowMoDuel)
{ //don't go to intermission while in slow motion
return;
}
if (gEscaping)
{
int i = 0;
int numLiveClients = 0;
while (i < MAX_CLIENTS)
{
if (g_entities[i].inuse && g_entities[i].client && g_entities[i].health > 0)
{
if (g_entities[i].client->sess.sessionTeam != TEAM_SPECTATOR &&
!(g_entities[i].client->ps.pm_flags & PMF_FOLLOW))
{
numLiveClients++;
}
}
i++;
}
if (gEscapeTime < level.time)
{
gEscaping = qfalse;
LogExit( "Escape time ended." );
return;
}
if (!numLiveClients)
{
gEscaping = qfalse;
LogExit( "Everyone failed to escape." );
return;
}
}
if ( level.intermissionQueued ) {
//int time = (g_singlePlayer.integer) ? SP_INTERMISSION_DELAY_TIME : INTERMISSION_DELAY_TIME;
int time = INTERMISSION_DELAY_TIME;
if ( level.time - level.intermissionQueued >= time ) {
level.intermissionQueued = 0;
BeginIntermission();
}
return;
}
/*
if (g_gametype.integer == GT_POWERDUEL)
{
if (level.numPlayingClients < 3)
{
if (!level.intermissiontime)
{
if (d_powerDuelPrint.integer)
{
Com_Printf("POWERDUEL WIN CONDITION: Duel forfeit (1)\n");
}
LogExit("Duel forfeit.");
return;
}
}
}
*/
// check for sudden death
if (g_gametype.integer != GT_SIEGE)
{
if ( ScoreIsTied() ) {
// always wait for sudden death
if ((g_gametype.integer != GT_DUEL) || !g_timelimit.integer)
{
if (g_gametype.integer != GT_POWERDUEL)
{
return;
}
}
}
}
if (g_gametype.integer != GT_SIEGE)
{
if ( g_timelimit.integer && !level.warmupTime ) {
if ( level.time - level.startTime >= g_timelimit.integer*60000 ) {
// trap_SendServerCommand( -1, "print \"Timelimit hit.\n\"");
trap_SendServerCommand( -1, va("print \"%s.\n\"",G_GetStringEdString("MP_SVGAME", "TIMELIMIT_HIT")));
if (d_powerDuelPrint.integer)
{
Com_Printf("POWERDUEL WIN CONDITION: Timelimit hit (1)\n");
}
LogExit( "Timelimit hit." );
return;
}
}
}
if (g_gametype.integer == GT_POWERDUEL && level.numPlayingClients >= 3)
{
if (g_endPDuel)
{
g_endPDuel = qfalse;
LogExit("Powerduel ended.");
}
//yeah, this stuff was completely insane.
/*
int duelists[3];
duelists[0] = level.sortedClients[0];
duelists[1] = level.sortedClients[1];
duelists[2] = level.sortedClients[2];
if (duelists[0] != -1 &&
duelists[1] != -1 &&
duelists[2] != -1)
{
if (!g_entities[duelists[0]].inuse ||
!g_entities[duelists[0]].client ||
g_entities[duelists[0]].client->ps.stats[STAT_HEALTH] <= 0 ||
g_entities[duelists[0]].client->sess.sessionTeam != TEAM_FREE)
{ //The lone duelist lost, give the other two wins (if applicable) and him a loss
if (g_entities[duelists[0]].inuse &&
g_entities[duelists[0]].client)
{
g_entities[duelists[0]].client->sess.losses++;
ClientUserinfoChanged(duelists[0]);
}
if (g_entities[duelists[1]].inuse &&
g_entities[duelists[1]].client)
{
if (g_entities[duelists[1]].client->ps.stats[STAT_HEALTH] > 0 &&
g_entities[duelists[1]].client->sess.sessionTeam == TEAM_FREE)
{
g_entities[duelists[1]].client->sess.wins++;
}
else
{
g_entities[duelists[1]].client->sess.losses++;
}
ClientUserinfoChanged(duelists[1]);
}
if (g_entities[duelists[2]].inuse &&
g_entities[duelists[2]].client)
{
if (g_entities[duelists[2]].client->ps.stats[STAT_HEALTH] > 0 &&
g_entities[duelists[2]].client->sess.sessionTeam == TEAM_FREE)
{
g_entities[duelists[2]].client->sess.wins++;
}
else
{
g_entities[duelists[2]].client->sess.losses++;
}
ClientUserinfoChanged(duelists[2]);
}
//Will want to parse indecies for two out at some point probably
trap_SetConfigstring ( CS_CLIENT_DUELWINNER, va("%i", duelists[1] ) );
if (d_powerDuelPrint.integer)
{
Com_Printf("POWERDUEL WIN CONDITION: Coupled duelists won (1)\n");
}
LogExit( "Coupled duelists won." );
gDuelExit = qfalse;
}
else if ((!g_entities[duelists[1]].inuse ||
!g_entities[duelists[1]].client ||
g_entities[duelists[1]].client->sess.sessionTeam != TEAM_FREE ||
g_entities[duelists[1]].client->ps.stats[STAT_HEALTH] <= 0) &&
(!g_entities[duelists[2]].inuse ||
!g_entities[duelists[2]].client ||
g_entities[duelists[2]].client->sess.sessionTeam != TEAM_FREE ||
g_entities[duelists[2]].client->ps.stats[STAT_HEALTH] <= 0))
{ //the coupled duelists lost, give the lone duelist a win (if applicable) and the couple both losses
if (g_entities[duelists[1]].inuse &&
g_entities[duelists[1]].client)
{
g_entities[duelists[1]].client->sess.losses++;
ClientUserinfoChanged(duelists[1]);
}
if (g_entities[duelists[2]].inuse &&
g_entities[duelists[2]].client)
{
g_entities[duelists[2]].client->sess.losses++;
ClientUserinfoChanged(duelists[2]);
}
if (g_entities[duelists[0]].inuse &&
g_entities[duelists[0]].client &&
g_entities[duelists[0]].client->ps.stats[STAT_HEALTH] > 0 &&
g_entities[duelists[0]].client->sess.sessionTeam == TEAM_FREE)
{
g_entities[duelists[0]].client->sess.wins++;
ClientUserinfoChanged(duelists[0]);
}
trap_SetConfigstring ( CS_CLIENT_DUELWINNER, va("%i", duelists[0] ) );
if (d_powerDuelPrint.integer)
{
Com_Printf("POWERDUEL WIN CONDITION: Lone duelist won (1)\n");
}
LogExit( "Lone duelist won." );
gDuelExit = qfalse;
}
}
*/
return;
}
if ( level.numPlayingClients < 2 ) {
return;
}
if (g_gametype.integer == GT_DUEL ||
g_gametype.integer == GT_POWERDUEL)
{
if (g_fraglimit.integer > 1)
{
sKillLimit = "Kill limit hit.";
}
else
{
sKillLimit = "";
printLimit = qfalse;
}
}
else
{
sKillLimit = "Kill limit hit.";
}
if ( g_gametype.integer < GT_SIEGE && g_fraglimit.integer ) {
if ( level.teamScores[TEAM_RED] >= g_fraglimit.integer ) {
trap_SendServerCommand( -1, va("print \"Red %s\n\"", G_GetStringEdString("MP_SVGAME", "HIT_THE_KILL_LIMIT")) );
if (d_powerDuelPrint.integer)
{
Com_Printf("POWERDUEL WIN CONDITION: Kill limit (1)\n");
}
LogExit( sKillLimit );
return;
}
if ( level.teamScores[TEAM_BLUE] >= g_fraglimit.integer ) {
trap_SendServerCommand( -1, va("print \"Blue %s\n\"", G_GetStringEdString("MP_SVGAME", "HIT_THE_KILL_LIMIT")) );
if (d_powerDuelPrint.integer)
{
Com_Printf("POWERDUEL WIN CONDITION: Kill limit (2)\n");
}
LogExit( sKillLimit );
return;
}
for ( i=0 ; i< g_maxclients.integer ; i++ ) {
cl = level.clients + i;
if ( cl->pers.connected != CON_CONNECTED ) {
continue;
}
if ( cl->sess.sessionTeam != TEAM_FREE ) {
continue;
}
if ( (g_gametype.integer == GT_DUEL || g_gametype.integer == GT_POWERDUEL) && g_duel_fraglimit.integer && cl->sess.wins >= g_duel_fraglimit.integer )
{
if (d_powerDuelPrint.integer)
{
Com_Printf("POWERDUEL WIN CONDITION: Duel limit hit (1)\n");
}
LogExit( "Duel limit hit." );
gDuelExit = qtrue;
trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " hit the win limit.\n\"",
cl->pers.netname ) );
return;
}
if ( cl->ps.persistant[PERS_SCORE] >= g_fraglimit.integer ) {
if (d_powerDuelPrint.integer)
{
Com_Printf("POWERDUEL WIN CONDITION: Kill limit (3)\n");
}
LogExit( sKillLimit );
gDuelExit = qfalse;
if (printLimit)
{
trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " %s.\n\"",
cl->pers.netname,
G_GetStringEdString("MP_SVGAME", "HIT_THE_KILL_LIMIT")
)
);
}
return;
}
}
}
if ( g_gametype.integer >= GT_CTF && g_capturelimit.integer ) {
if ( level.teamScores[TEAM_RED] >= g_capturelimit.integer )
{
trap_SendServerCommand( -1, va("print \"%s \"", G_GetStringEdString("MP_SVGAME", "PRINTREDTEAM")));
trap_SendServerCommand( -1, va("print \"%s.\n\"", G_GetStringEdString("MP_SVGAME", "HIT_CAPTURE_LIMIT")));
LogExit( "Capturelimit hit." );
return;
}
if ( level.teamScores[TEAM_BLUE] >= g_capturelimit.integer ) {
trap_SendServerCommand( -1, va("print \"%s \"", G_GetStringEdString("MP_SVGAME", "PRINTBLUETEAM")));
trap_SendServerCommand( -1, va("print \"%s.\n\"", G_GetStringEdString("MP_SVGAME", "HIT_CAPTURE_LIMIT")));
LogExit( "Capturelimit hit." );
return;
}
}
}
/*
========================================================================
FUNCTIONS CALLED EVERY FRAME
========================================================================
*/
void G_RemoveDuelist(int team)
{
int i = 0;
gentity_t *ent;
while (i < MAX_CLIENTS)
{
ent = &g_entities[i];
if (ent->inuse && ent->client && ent->client->sess.sessionTeam != TEAM_SPECTATOR &&
ent->client->sess.duelTeam == team)
{
SetTeam(ent, "s");
}
i++;
}
}
/*
=============
CheckTournament
Once a frame, check for changes in tournement player state
=============
*/
int g_duelPrintTimer = 0;
void CheckTournament( void ) {
// check because we run 3 game frames before calling Connect and/or ClientBegin
// for clients on a map_restart
// if ( level.numPlayingClients == 0 && (g_gametype.integer != GT_POWERDUEL) ) {
// return;
// }
if (g_gametype.integer == GT_POWERDUEL)
{
if (level.numPlayingClients >= 3 && level.numNonSpectatorClients >= 3)
{
trap_SetConfigstring ( CS_CLIENT_DUELISTS, va("%i|%i|%i", level.sortedClients[0], level.sortedClients[1], level.sortedClients[2] ) );
}
}
else
{
if (level.numPlayingClients >= 2)
{
trap_SetConfigstring ( CS_CLIENT_DUELISTS, va("%i|%i", level.sortedClients[0], level.sortedClients[1] ) );
}
}
if ( g_gametype.integer == GT_DUEL )
{
// pull in a spectator if needed
if ( level.numPlayingClients < 2 && !level.intermissiontime && !level.intermissionQueued ) {
AddTournamentPlayer();
if (level.numPlayingClients >= 2)
{
trap_SetConfigstring ( CS_CLIENT_DUELISTS, va("%i|%i", level.sortedClients[0], level.sortedClients[1] ) );
}
}
if (level.numPlayingClients >= 2)
{
// nmckenzie: DUEL_HEALTH
if ( g_showDuelHealths.integer >= 1 )
{
playerState_t *ps1, *ps2;
ps1 = &level.clients[level.sortedClients[0]].ps;
ps2 = &level.clients[level.sortedClients[1]].ps;
trap_SetConfigstring ( CS_CLIENT_DUELHEALTHS, va("%i|%i|!",
ps1->stats[STAT_HEALTH], ps2->stats[STAT_HEALTH]));
}
}
//rww - It seems we have decided there will be no warmup in duel.
//if (!g_warmup.integer)
{ //don't care about any of this stuff then, just add people and leave me alone
level.warmupTime = 0;
return;
}
#if 0
// if we don't have two players, go back to "waiting for players"
if ( level.numPlayingClients != 2 ) {
if ( level.warmupTime != -1 ) {
level.warmupTime = -1;
trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) );
G_LogPrintf( "Warmup:\n" );
}
return;
}
if ( level.warmupTime == 0 ) {
return;
}
// if the warmup is changed at the console, restart it
if ( g_warmup.modificationCount != level.warmupModificationCount ) {
level.warmupModificationCount = g_warmup.modificationCount;
level.warmupTime = -1;
}
// if all players have arrived, start the countdown
if ( level.warmupTime < 0 ) {
if ( level.numPlayingClients == 2 ) {
// fudge by -1 to account for extra delays
level.warmupTime = level.time + ( g_warmup.integer - 1 ) * 1000;
if (level.warmupTime < (level.time + 3000))
{ //rww - this is an unpleasent hack to keep the level from resetting completely on the client (this happens when two map_restarts are issued rapidly)
level.warmupTime = level.time + 3000;
}
trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) );
}
return;
}
// if the warmup time has counted down, restart
if ( level.time > level.warmupTime ) {
level.warmupTime += 10000;
trap_Cvar_Set( "g_restarted", "1" );
trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" );
level.restarted = qtrue;
return;
}
#endif
}
else if (g_gametype.integer == GT_POWERDUEL)
{
if (level.numPlayingClients < 2)
{ //hmm, ok, pull more in.
g_dontFrickinCheck = qfalse;
}
if (level.numPlayingClients > 3)
{ //umm..yes..lets take care of that then.
int lone = 0, dbl = 0;
G_PowerDuelCount(&lone, &dbl, qfalse);
if (lone > 1)
{
G_RemoveDuelist(DUELTEAM_LONE);
}
else if (dbl > 2)
{
G_RemoveDuelist(DUELTEAM_DOUBLE);
}
}
else if (level.numPlayingClients < 3)
{ //hmm, someone disconnected or something and we need em
int lone = 0, dbl = 0;
G_PowerDuelCount(&lone, &dbl, qfalse);
if (lone < 1)
{
g_dontFrickinCheck = qfalse;
}
else if (dbl < 1)
{
g_dontFrickinCheck = qfalse;
}
}
// pull in a spectator if needed
if (level.numPlayingClients < 3 && !g_dontFrickinCheck)
{
AddPowerDuelPlayers();
if (level.numPlayingClients >= 3 &&
G_CanResetDuelists())
{
gentity_t *te = G_TempEntity(vec3_origin, EV_GLOBAL_DUEL);
te->r.svFlags |= SVF_BROADCAST;
//this is really pretty nasty, but..
te->s.otherEntityNum = level.sortedClients[0];
te->s.otherEntityNum2 = level.sortedClients[1];
te->s.groundEntityNum = level.sortedClients[2];
trap_SetConfigstring ( CS_CLIENT_DUELISTS, va("%i|%i|%i", level.sortedClients[0], level.sortedClients[1], level.sortedClients[2] ) );
G_ResetDuelists();
g_dontFrickinCheck = qtrue;
}
else if (level.numPlayingClients > 0 ||
level.numConnectedClients > 0)
{
if (g_duelPrintTimer < level.time)
{ //print once every 10 seconds
int lone = 0, dbl = 0;
G_PowerDuelCount(&lone, &dbl, qtrue);
if (lone < 1)
{
trap_SendServerCommand( -1, va("cp \"%s\n\"", G_GetStringEdString("MP_SVGAME", "DUELMORESINGLE")) );
}
else
{
trap_SendServerCommand( -1, va("cp \"%s\n\"", G_GetStringEdString("MP_SVGAME", "DUELMOREPAIRED")) );
}
g_duelPrintTimer = level.time + 10000;
}
}
if (level.numPlayingClients >= 3 && level.numNonSpectatorClients >= 3)
{ //pulled in a needed person
if (G_CanResetDuelists())
{
gentity_t *te = G_TempEntity(vec3_origin, EV_GLOBAL_DUEL);
te->r.svFlags |= SVF_BROADCAST;
//this is really pretty nasty, but..
te->s.otherEntityNum = level.sortedClients[0];
te->s.otherEntityNum2 = level.sortedClients[1];
te->s.groundEntityNum = level.sortedClients[2];
trap_SetConfigstring ( CS_CLIENT_DUELISTS, va("%i|%i|%i", level.sortedClients[0], level.sortedClients[1], level.sortedClients[2] ) );
if ( g_austrian.integer )
{
G_LogPrintf("Duel Initiated: %s %d/%d vs %s %d/%d and %s %d/%d, kill limit: %d\n",
level.clients[level.sortedClients[0]].pers.netname,
level.clients[level.sortedClients[0]].sess.wins,
level.clients[level.sortedClients[0]].sess.losses,
level.clients[level.sortedClients[1]].pers.netname,
level.clients[level.sortedClients[1]].sess.wins,
level.clients[level.sortedClients[1]].sess.losses,
level.clients[level.sortedClients[2]].pers.netname,
level.clients[level.sortedClients[2]].sess.wins,
level.clients[level.sortedClients[2]].sess.losses,
g_fraglimit.integer );
}
//trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" );
//FIXME: This seems to cause problems. But we'd like to reset things whenever a new opponent is set.
}
}
}
else
{ //if you have proper num of players then don't try to add again
g_dontFrickinCheck = qtrue;
}
level.warmupTime = 0;
return;
}
else if ( level.warmupTime != 0 ) {
int counts[TEAM_NUM_TEAMS];
qboolean notEnough = qfalse;
if ( g_gametype.integer > GT_TEAM ) {
counts[TEAM_BLUE] = TeamCount( -1, TEAM_BLUE );
counts[TEAM_RED] = TeamCount( -1, TEAM_RED );
if (counts[TEAM_RED] < 1 || counts[TEAM_BLUE] < 1) {
notEnough = qtrue;
}
} else if ( level.numPlayingClients < 2 ) {
notEnough = qtrue;
}
if ( notEnough ) {
if ( level.warmupTime != -1 ) {
level.warmupTime = -1;
trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) );
G_LogPrintf( "Warmup:\n" );
}
return; // still waiting for team members
}
if ( level.warmupTime == 0 ) {
return;
}
// if the warmup is changed at the console, restart it
/*
if ( g_warmup.modificationCount != level.warmupModificationCount ) {
level.warmupModificationCount = g_warmup.modificationCount;
level.warmupTime = -1;
}
*/
// if all players have arrived, start the countdown
if ( level.warmupTime < 0 ) {
// fudge by -1 to account for extra delays
level.warmupTime = level.time + ( g_warmup.integer - 1 ) * 1000;
trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) );
return;
}
// if the warmup time has counted down, restart
if ( level.time > level.warmupTime ) {
level.warmupTime += 10000;
trap_Cvar_Set( "g_restarted", "1" );
trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" );
level.restarted = qtrue;
return;
}
}
}
void G_KickAllBots(void)
{
int i;
char netname[36];
gclient_t *cl;
for ( i=0 ; i< g_maxclients.integer ; i++ )
{
cl = level.clients + i;
if ( cl->pers.connected != CON_CONNECTED )
{
continue;
}
if ( !(g_entities[cl->ps.clientNum].r.svFlags & SVF_BOT) )
{
continue;
}
strcpy(netname, cl->pers.netname);
Q_CleanStr(netname);
trap_SendConsoleCommand( EXEC_INSERT, va("kick \"%s\"\n", netname) );
}
}
/*
==================
CheckVote
==================
*/
void CheckVote( void ) {
if ( level.voteExecuteTime && level.voteExecuteTime < level.time ) {
level.voteExecuteTime = 0;
trap_SendConsoleCommand( EXEC_APPEND, va("%s\n", level.voteString ) );
if (level.votingGametype)
{
if (trap_Cvar_VariableIntegerValue("g_gametype") != level.votingGametypeTo)
{ //If we're voting to a different game type, be sure to refresh all the map stuff
const char *nextMap = G_RefreshNextMap(level.votingGametypeTo, qtrue);
if (level.votingGametypeTo == GT_SIEGE)
{ //ok, kick all the bots, cause the aren't supported!
G_KickAllBots();
//just in case, set this to 0 too... I guess...maybe?
//trap_Cvar_Set("bot_minplayers", "0");
}
if (nextMap && nextMap[0])
{
trap_SendConsoleCommand( EXEC_APPEND, va("map %s\n", nextMap ) );
}
}
else
{ //otherwise, just leave the map until a restart
G_RefreshNextMap(level.votingGametypeTo, qfalse);
}
if (g_fraglimitVoteCorrection.integer)
{ //This means to auto-correct fraglimit when voting to and from duel.
const int currentGT = trap_Cvar_VariableIntegerValue("g_gametype");
const int currentFL = trap_Cvar_VariableIntegerValue("fraglimit");
const int currentTL = trap_Cvar_VariableIntegerValue("timelimit");
if ((level.votingGametypeTo == GT_DUEL || level.votingGametypeTo == GT_POWERDUEL) && currentGT != GT_DUEL && currentGT != GT_POWERDUEL)
{
if (currentFL > 3 || !currentFL)
{ //if voting to duel, and fraglimit is more than 3 (or unlimited), then set it down to 3
trap_SendConsoleCommand(EXEC_APPEND, "fraglimit 3\n");
}
if (currentTL)
{ //if voting to duel, and timelimit is set, make it unlimited
trap_SendConsoleCommand(EXEC_APPEND, "timelimit 0\n");
}
}
else if ((level.votingGametypeTo != GT_DUEL && level.votingGametypeTo != GT_POWERDUEL) &&
(currentGT == GT_DUEL || currentGT == GT_POWERDUEL))
{
if (currentFL && currentFL < 20)
{ //if voting from duel, an fraglimit is less than 20, then set it up to 20
trap_SendConsoleCommand(EXEC_APPEND, "fraglimit 20\n");
}
}
}
level.votingGametype = qfalse;
level.votingGametypeTo = 0;
}
}
if ( !level.voteTime ) {
return;
}
if ( level.time - level.voteTime >= VOTE_TIME ) {
trap_SendServerCommand( -1, va("print \"%s\n\"", G_GetStringEdString("MP_SVGAME", "VOTEFAILED")) );
} else {
if ( level.voteYes > level.numVotingClients/2 ) {
// execute the command, then remove the vote
trap_SendServerCommand( -1, va("print \"%s\n\"", G_GetStringEdString("MP_SVGAME", "VOTEPASSED")) );
level.voteExecuteTime = level.time + 3000;
} else if ( level.voteNo >= level.numVotingClients/2 ) {
// same behavior as a timeout
trap_SendServerCommand( -1, va("print \"%s\n\"", G_GetStringEdString("MP_SVGAME", "VOTEFAILED")) );
} else {
// still waiting for a majority
return;
}
}
level.voteTime = 0;
trap_SetConfigstring( CS_VOTE_TIME, "" );
}
/*
==================
PrintTeam
==================
*/
void PrintTeam(int team, char *message) {
int i;
for ( i = 0 ; i < level.maxclients ; i++ ) {
if (level.clients[i].sess.sessionTeam != team)
continue;
trap_SendServerCommand( i, message );
}
}
/*
==================
SetLeader
==================
*/
void SetLeader(int team, int client) {
int i;
if ( level.clients[client].pers.connected == CON_DISCONNECTED ) {
PrintTeam(team, va("print \"%s is not connected\n\"", level.clients[client].pers.netname) );
return;
}
if (level.clients[client].sess.sessionTeam != team) {
PrintTeam(team, va("print \"%s is not on the team anymore\n\"", level.clients[client].pers.netname) );
return;
}
for ( i = 0 ; i < level.maxclients ; i++ ) {
if (level.clients[i].sess.sessionTeam != team)
continue;
if (level.clients[i].sess.teamLeader) {
level.clients[i].sess.teamLeader = qfalse;
ClientUserinfoChanged(i);
}
}
level.clients[client].sess.teamLeader = qtrue;
ClientUserinfoChanged( client );
PrintTeam(team, va("print \"%s %s\n\"", level.clients[client].pers.netname, G_GetStringEdString("MP_SVGAME", "NEWTEAMLEADER")) );
}
/*
==================
CheckTeamLeader
==================
*/
void CheckTeamLeader( int team ) {
int i;
for ( i = 0 ; i < level.maxclients ; i++ ) {
if (level.clients[i].sess.sessionTeam != team)
continue;
if (level.clients[i].sess.teamLeader)
break;
}
if (i >= level.maxclients) {
for ( i = 0 ; i < level.maxclients ; i++ ) {
if (level.clients[i].sess.sessionTeam != team)
continue;
if (!(g_entities[i].r.svFlags & SVF_BOT)) {
level.clients[i].sess.teamLeader = qtrue;
break;
}
}
for ( i = 0 ; i < level.maxclients ; i++ ) {
if (level.clients[i].sess.sessionTeam != team)
continue;
level.clients[i].sess.teamLeader = qtrue;
break;
}
}
}
/*
==================
CheckTeamVote
==================
*/
void CheckTeamVote( int team ) {
int cs_offset;
if ( team == TEAM_RED )
cs_offset = 0;
else if ( team == TEAM_BLUE )
cs_offset = 1;
else
return;
if ( !level.teamVoteTime[cs_offset] ) {
return;
}
if ( level.time - level.teamVoteTime[cs_offset] >= VOTE_TIME ) {
trap_SendServerCommand( -1, va("print \"%s\n\"", G_GetStringEdString("MP_SVGAME", "TEAMVOTEFAILED")) );
} else {
if ( level.teamVoteYes[cs_offset] > level.numteamVotingClients[cs_offset]/2 ) {
// execute the command, then remove the vote
trap_SendServerCommand( -1, va("print \"%s\n\"", G_GetStringEdString("MP_SVGAME", "TEAMVOTEPASSED")) );
//
if ( !Q_strncmp( "leader", level.teamVoteString[cs_offset], 6) ) {
//set the team leader
//SetLeader(team, atoi(level.teamVoteString[cs_offset] + 7));
}
else {
trap_SendConsoleCommand( EXEC_APPEND, va("%s\n", level.teamVoteString[cs_offset] ) );
}
} else if ( level.teamVoteNo[cs_offset] >= level.numteamVotingClients[cs_offset]/2 ) {
// same behavior as a timeout
trap_SendServerCommand( -1, va("print \"%s\n\"", G_GetStringEdString("MP_SVGAME", "TEAMVOTEFAILED")) );
} else {
// still waiting for a majority
return;
}
}
level.teamVoteTime[cs_offset] = 0;
trap_SetConfigstring( CS_TEAMVOTE_TIME + cs_offset, "" );
}
/*
==================
CheckCvars
==================
*/
void CheckCvars( void ) {
static int lastMod = -1;
if ( g_password.modificationCount != lastMod ) {
char password[MAX_INFO_STRING];
char *c = password;
lastMod = g_password.modificationCount;
strcpy( password, g_password.string );
while( *c )
{
if ( *c == '%' )
{
*c = '.';
}
c++;
}
trap_Cvar_Set("g_password", password );
if ( *g_password.string && Q_stricmp( g_password.string, "none" ) ) {
trap_Cvar_Set( "g_needpass", "1" );
} else {
trap_Cvar_Set( "g_needpass", "0" );
}
}
}
/*
=============
G_RunThink
Runs thinking code for this frame if necessary
=============
*/
void G_RunThink (gentity_t *ent) {
float thinktime;
thinktime = ent->nextthink;
if (thinktime <= 0) {
goto runicarus;
}
if (thinktime > level.time) {
goto runicarus;
}
ent->nextthink = 0;
if (!ent->think) {
//G_Error ( "NULL ent->think");
goto runicarus;
}
ent->think (ent);
runicarus:
if ( ent->inuse )
{
trap_ICARUS_MaintainTaskManager(ent->s.number);
}
}
int g_LastFrameTime = 0;
int g_TimeSinceLastFrame = 0;
qboolean gDoSlowMoDuel = qfalse;
int gSlowMoDuelTime = 0;
//#define _G_FRAME_PERFANAL
void NAV_CheckCalcPaths( void )
{
if ( navCalcPathTime && navCalcPathTime < level.time )
{//first time we've ever loaded this map...
vmCvar_t mapname;
vmCvar_t ckSum;
trap_Cvar_Register( &mapname, "mapname", "", CVAR_SERVERINFO | CVAR_ROM );
trap_Cvar_Register( &ckSum, "sv_mapChecksum", "", CVAR_ROM );
//clear all the failed edges
trap_Nav_ClearAllFailedEdges();
//Calculate all paths
NAV_CalculatePaths( mapname.string, ckSum.integer );
trap_Nav_CalculatePaths(qfalse);
#ifndef FINAL_BUILD
if ( fatalErrors )
{
Com_Printf( S_COLOR_RED"Not saving .nav file due to fatal nav errors\n" );
}
else
#endif
#ifndef _XBOX
if ( trap_Nav_Save( mapname.string, ckSum.integer ) == qfalse )
{
Com_Printf("Unable to save navigations data for map \"%s\" (checksum:%d)\n", mapname.string, ckSum.integer );
}
#endif
navCalcPathTime = 0;
}
}
//so shared code can get the local time depending on the side it's executed on
#include "../namespace_begin.h"
int BG_GetTime(void)
{
return level.time;
}
#include "../namespace_end.h"
/*
================
G_RunFrame
Advances the non-player objects in the world
================
*/
void ClearNPCGlobals( void );
void AI_UpdateGroups( void );
void ClearPlayerAlertEvents( void );
void SiegeCheckTimers(void);
void WP_SaberStartMissileBlockCheck( gentity_t *self, usercmd_t *ucmd );
extern void Jedi_Decloak( gentity_t *self );
qboolean G_PointInBounds( vec3_t point, vec3_t mins, vec3_t maxs );
int g_siegeRespawnCheck = 0;
void G_RunFrame( int levelTime ) {
int i;
gentity_t *ent;
int msec;
#ifdef _G_FRAME_PERFANAL
int iTimer_ItemRun = 0;
int iTimer_ROFF = 0;
int iTimer_ClientEndframe = 0;
int iTimer_GameChecks = 0;
int iTimer_Queues = 0;
void *timer_ItemRun;
void *timer_ROFF;
void *timer_ClientEndframe;
void *timer_GameChecks;
void *timer_Queues;
#endif
if (g_gametype.integer == GT_SIEGE &&
g_siegeRespawn.integer &&
g_siegeRespawnCheck < level.time)
{ //check for a respawn wave
int i = 0;
gentity_t *clEnt;
while (i < MAX_CLIENTS)
{
clEnt = &g_entities[i];
if (clEnt->inuse && clEnt->client &&
clEnt->client->tempSpectate > level.time &&
clEnt->client->sess.sessionTeam != TEAM_SPECTATOR)
{
respawn(clEnt);
clEnt->client->tempSpectate = 0;
}
i++;
}
g_siegeRespawnCheck = level.time + g_siegeRespawn.integer * 1000;
}
if (gDoSlowMoDuel)
{
if (level.restarted)
{
char buf[128];
float tFVal = 0;
trap_Cvar_VariableStringBuffer("timescale", buf, sizeof(buf));
tFVal = atof(buf);
trap_Cvar_Set("timescale", "1");
if (tFVal == 1.0f)
{
gDoSlowMoDuel = qfalse;
}
}
else
{
float timeDif = (level.time - gSlowMoDuelTime); //difference in time between when the slow motion was initiated and now
float useDif = 0; //the difference to use when actually setting the timescale
if (timeDif < 150)
{
trap_Cvar_Set("timescale", "0.1f");
}
else if (timeDif < 1150)
{
useDif = (timeDif/1000); //scale from 0.1 up to 1
if (useDif < 0.1)
{
useDif = 0.1;
}
if (useDif > 1.0)
{
useDif = 1.0;
}
trap_Cvar_Set("timescale", va("%f", useDif));
}
else
{
char buf[128];
float tFVal = 0;
trap_Cvar_VariableStringBuffer("timescale", buf, sizeof(buf));
tFVal = atof(buf);
trap_Cvar_Set("timescale", "1");
if (timeDif > 1500 && tFVal == 1.0f)
{
gDoSlowMoDuel = qfalse;
}
}
}
}
// if we are waiting for the level to restart, do nothing
if ( level.restarted ) {
return;
}
level.framenum++;
level.previousTime = level.time;
level.time = levelTime;
msec = level.time - level.previousTime;
if (g_allowNPC.integer)
{
NAV_CheckCalcPaths();
}
AI_UpdateGroups();
if (g_allowNPC.integer)
{
if ( d_altRoutes.integer )
{
trap_Nav_CheckAllFailedEdges();
}
trap_Nav_ClearCheckedNodes();
//remember last waypoint, clear current one
for ( i = 0; i < level.num_entities ; i++)
{
ent = &g_entities[i];
if ( !ent->inuse )
continue;
if ( ent->waypoint != WAYPOINT_NONE
&& ent->noWaypointTime < level.time )
{
ent->lastWaypoint = ent->waypoint;
ent->waypoint = WAYPOINT_NONE;
}
if ( d_altRoutes.integer )
{
trap_Nav_CheckFailedNodes( ent );
}
}
//Look to clear out old events
ClearPlayerAlertEvents();
}
g_TimeSinceLastFrame = (level.time - g_LastFrameTime);
// get any cvar changes
G_UpdateCvars();
#ifdef _G_FRAME_PERFANAL
trap_PrecisionTimer_Start(&timer_ItemRun);
#endif
//
// go through all allocated objects
//
ent = &g_entities[0];
for (i=0 ; i<level.num_entities ; i++, ent++) {
if ( !ent->inuse ) {
continue;
}
// clear events that are too old
if ( level.time - ent->eventTime > EVENT_VALID_MSEC ) {
if ( ent->s.event ) {
ent->s.event = 0; // &= EV_EVENT_BITS;
if ( ent->client ) {
ent->client->ps.externalEvent = 0;
// predicted events should never be set to zero
//ent->client->ps.events[0] = 0;
//ent->client->ps.events[1] = 0;
}
}
if ( ent->freeAfterEvent ) {
// tempEntities or dropped items completely go away after their event
if (ent->s.eFlags & EF_SOUNDTRACKER)
{ //don't trigger the event again..
ent->s.event = 0;
ent->s.eventParm = 0;
ent->s.eType = 0;
ent->eventTime = 0;
}
else
{
G_FreeEntity( ent );
continue;
}
} else if ( ent->unlinkAfterEvent ) {
// items that will respawn will hide themselves after their pickup event
ent->unlinkAfterEvent = qfalse;
trap_UnlinkEntity( ent );
}
}
// temporary entities don't think
if ( ent->freeAfterEvent ) {
continue;
}
if ( !ent->r.linked && ent->neverFree ) {
continue;
}
if ( ent->s.eType == ET_MISSILE ) {
G_RunMissile( ent );
continue;
}
if ( ent->s.eType == ET_ITEM || ent->physicsObject ) {
#if 0 //use if body dragging enabled?
if (ent->s.eType == ET_BODY)
{ //special case for bodies
float grav = 3.0f;
float mass = 0.14f;
float bounce = 1.15f;
G_RunExPhys(ent, grav, mass, bounce, qfalse, NULL, 0);
}
else
{
G_RunItem( ent );
}
#else
G_RunItem( ent );
#endif
continue;
}
if ( ent->s.eType == ET_MOVER ) {
G_RunMover( ent );
continue;
}
if ( i < MAX_CLIENTS )
{
G_CheckClientTimeouts ( ent );
if (ent->client->inSpaceIndex && ent->client->inSpaceIndex != ENTITYNUM_NONE)
{ //we're in space, check for suffocating and for exiting
gentity_t *spacetrigger = &g_entities[ent->client->inSpaceIndex];
if (!spacetrigger->inuse ||
!G_PointInBounds(ent->client->ps.origin, spacetrigger->r.absmin, spacetrigger->r.absmax))
{ //no longer in space then I suppose
ent->client->inSpaceIndex = 0;
}
else
{ //check for suffocation
if (ent->client->inSpaceSuffocation < level.time)
{ //suffocate!
if (ent->health > 0 && ent->takedamage)
{ //if they're still alive..
G_Damage(ent, spacetrigger, spacetrigger, NULL, ent->client->ps.origin, Q_irand(50, 70), DAMAGE_NO_ARMOR, MOD_SUICIDE);
if (ent->health > 0)
{ //did that last one kill them?
//play the choking sound
G_EntitySound(ent, CHAN_VOICE, G_SoundIndex(va( "*choke%d.wav", Q_irand( 1, 3 ) )));
//make them grasp their throat
ent->client->ps.forceHandExtend = HANDEXTEND_CHOKE;
ent->client->ps.forceHandExtendTime = level.time + 2000;
}
}
ent->client->inSpaceSuffocation = level.time + Q_irand(100, 200);
}
}
}
if (ent->client->isHacking)
{ //hacking checks
gentity_t *hacked = &g_entities[ent->client->isHacking];
vec3_t angDif;
VectorSubtract(ent->client->ps.viewangles, ent->client->hackingAngles, angDif);
//keep him in the "use" anim
if (ent->client->ps.torsoAnim != BOTH_CONSOLE1)
{
G_SetAnim( ent, NULL, SETANIM_TORSO, BOTH_CONSOLE1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
}
else
{
ent->client->ps.torsoTimer = 500;
}
ent->client->ps.weaponTime = ent->client->ps.torsoTimer;
if (!(ent->client->pers.cmd.buttons & BUTTON_USE))
{ //have to keep holding use
ent->client->isHacking = 0;
ent->client->ps.hackingTime = 0;
}
else if (!hacked || !hacked->inuse)
{ //shouldn't happen, but safety first
ent->client->isHacking = 0;
ent->client->ps.hackingTime = 0;
}
else if (!G_PointInBounds( ent->client->ps.origin, hacked->r.absmin, hacked->r.absmax ))
{ //they stepped outside the thing they're hacking, so reset hacking time
ent->client->isHacking = 0;
ent->client->ps.hackingTime = 0;
}
else if (VectorLength(angDif) > 10.0f)
{ //must remain facing generally the same angle as when we start
ent->client->isHacking = 0;
ent->client->ps.hackingTime = 0;
}
}
#define JETPACK_DEFUEL_RATE 200 //approx. 20 seconds of idle use from a fully charged fuel amt
#define JETPACK_REFUEL_RATE 150 //seems fair
if (ent->client->jetPackOn)
{ //using jetpack, drain fuel
if (ent->client->jetPackDebReduce < level.time)
{
if (ent->client->pers.cmd.upmove > 0)
{ //take more if they're thrusting
ent->client->ps.jetpackFuel -= 2;
}
else
{
ent->client->ps.jetpackFuel--;
}
if (ent->client->ps.jetpackFuel <= 0)
{ //turn it off
ent->client->ps.jetpackFuel = 0;
Jetpack_Off(ent);
}
ent->client->jetPackDebReduce = level.time + JETPACK_DEFUEL_RATE;
}
}
else if (ent->client->ps.jetpackFuel < 100)
{ //recharge jetpack
if (ent->client->jetPackDebRecharge < level.time)
{
ent->client->ps.jetpackFuel++;
ent->client->jetPackDebRecharge = level.time + JETPACK_REFUEL_RATE;
}
}
#define CLOAK_DEFUEL_RATE 200 //approx. 20 seconds of idle use from a fully charged fuel amt
#define CLOAK_REFUEL_RATE 150 //seems fair
if (ent->client->ps.powerups[PW_CLOAKED])
{ //using cloak, drain battery
if (ent->client->cloakDebReduce < level.time)
{
ent->client->ps.cloakFuel--;
if (ent->client->ps.cloakFuel <= 0)
{ //turn it off
ent->client->ps.cloakFuel = 0;
Jedi_Decloak(ent);
}
ent->client->cloakDebReduce = level.time + CLOAK_DEFUEL_RATE;
}
}
else if (ent->client->ps.cloakFuel < 100)
{ //recharge cloak
if (ent->client->cloakDebRecharge < level.time)
{
ent->client->ps.cloakFuel++;
ent->client->cloakDebRecharge = level.time + CLOAK_REFUEL_RATE;
}
}
if (g_gametype.integer == GT_SIEGE &&
ent->client->siegeClass != -1 &&
(bgSiegeClasses[ent->client->siegeClass].classflags & (1<<CFL_STATVIEWER)))
{ //see if it's time to send this guy an update of extended info
if (ent->client->siegeEDataSend < level.time)
{
G_SiegeClientExData(ent);
ent->client->siegeEDataSend = level.time + 1000; //once every sec seems ok
}
}
if((!level.intermissiontime)&&!(ent->client->ps.pm_flags&PMF_FOLLOW) && ent->client->sess.sessionTeam != TEAM_SPECTATOR)
{
WP_ForcePowersUpdate(ent, &ent->client->pers.cmd );
WP_SaberPositionUpdate(ent, &ent->client->pers.cmd);
WP_SaberStartMissileBlockCheck(ent, &ent->client->pers.cmd);
}
if (g_allowNPC.integer)
{
//This was originally intended to only be done for client 0.
//Make sure it doesn't slow things down too much with lots of clients in game.
NAV_FindPlayerWaypoint(i);
}
trap_ICARUS_MaintainTaskManager(ent->s.number);
G_RunClient( ent );
continue;
}
else if (ent->s.eType == ET_NPC)
{
int j;
// turn off any expired powerups
for ( j = 0 ; j < MAX_POWERUPS ; j++ ) {
if ( ent->client->ps.powerups[ j ] < level.time ) {
ent->client->ps.powerups[ j ] = 0;
}
}
WP_ForcePowersUpdate(ent, &ent->client->pers.cmd );
WP_SaberPositionUpdate(ent, &ent->client->pers.cmd);
WP_SaberStartMissileBlockCheck(ent, &ent->client->pers.cmd);
}
G_RunThink( ent );
if (g_allowNPC.integer)
{
ClearNPCGlobals();
}
}
#ifdef _G_FRAME_PERFANAL
iTimer_ItemRun = trap_PrecisionTimer_End(timer_ItemRun);
#endif
SiegeCheckTimers();
#ifdef _G_FRAME_PERFANAL
trap_PrecisionTimer_Start(&timer_ROFF);
#endif
trap_ROFF_UpdateEntities();
#ifdef _G_FRAME_PERFANAL
iTimer_ROFF = trap_PrecisionTimer_End(timer_ROFF);
#endif
#ifdef _G_FRAME_PERFANAL
trap_PrecisionTimer_Start(&timer_ClientEndframe);
#endif
// perform final fixups on the players
ent = &g_entities[0];
for (i=0 ; i < level.maxclients ; i++, ent++ ) {
if ( ent->inuse ) {
ClientEndFrame( ent );
}
}
#ifdef _G_FRAME_PERFANAL
iTimer_ClientEndframe = trap_PrecisionTimer_End(timer_ClientEndframe);
#endif
#ifdef _G_FRAME_PERFANAL
trap_PrecisionTimer_Start(&timer_GameChecks);
#endif
// see if it is time to do a tournement restart
CheckTournament();
// see if it is time to end the level
CheckExitRules();
// update to team status?
CheckTeamStatus();
// cancel vote if timed out
CheckVote();
// check team votes
CheckTeamVote( TEAM_RED );
CheckTeamVote( TEAM_BLUE );
// for tracking changes
CheckCvars();
if (g_listEntity.integer) {
for (i = 0; i < MAX_GENTITIES; i++) {
G_Printf("%4i: %s\n", i, g_entities[i].classname);
}
trap_Cvar_Set("g_listEntity", "0");
}
#ifdef _G_FRAME_PERFANAL
iTimer_GameChecks = trap_PrecisionTimer_End(timer_GameChecks);
#endif
#ifdef _G_FRAME_PERFANAL
trap_PrecisionTimer_Start(&timer_Queues);
#endif
//At the end of the frame, send out the ghoul2 kill queue, if there is one
G_SendG2KillQueue();
if (gQueueScoreMessage)
{
if (gQueueScoreMessageTime < level.time)
{
SendScoreboardMessageToAllClients();
gQueueScoreMessageTime = 0;
gQueueScoreMessage = 0;
}
}
#ifdef _G_FRAME_PERFANAL
iTimer_Queues = trap_PrecisionTimer_End(timer_Queues);
#endif
#ifdef _G_FRAME_PERFANAL
Com_Printf("---------------\nItemRun: %i\nROFF: %i\nClientEndframe: %i\nGameChecks: %i\nQueues: %i\n---------------\n",
iTimer_ItemRun,
iTimer_ROFF,
iTimer_ClientEndframe,
iTimer_GameChecks,
iTimer_Queues);
#endif
g_LastFrameTime = level.time;
}
const char *G_GetStringEdString(char *refSection, char *refName)
{
/*
static char text[1024]={0};
trap_SP_GetStringTextString(va("%s_%s", refSection, refName), text, sizeof(text));
return text;
*/
//Well, it would've been lovely doing it the above way, but it would mean mixing
//languages for the client depending on what the server is. So we'll mark this as
//a stringed reference with @@@ and send the refname to the client, and when it goes
//to print it will get scanned for the stringed reference indication and dealt with
//properly.
static char text[1024]={0};
Com_sprintf(text, sizeof(text), "@@@%s", refName);
return text;
2013-04-25 14:08:03 +00:00
}