2013-04-19 02:52:48 +00:00
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// Copyright (C) 1999-2000 Id Software, Inc.
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//
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#include "g_local.h"
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#include "g_ICARUScb.h"
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#include "g_nav.h"
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#include "bg_saga.h"
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level_locals_t level;
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int eventClearTime = 0;
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static int navCalcPathTime = 0;
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extern int fatalErrors;
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int killPlayerTimer = 0;
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typedef struct {
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vmCvar_t *vmCvar;
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char *cvarName;
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char *defaultString;
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int cvarFlags;
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int modificationCount; // for tracking changes
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qboolean trackChange; // track this variable, and announce if changed
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qboolean teamShader; // track and if changed, update shader state
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} cvarTable_t;
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gentity_t g_entities[MAX_GENTITIES];
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gclient_t g_clients[MAX_CLIENTS];
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qboolean gDuelExit = qfalse;
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vmCvar_t g_trueJedi;
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vmCvar_t g_gametype;
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vmCvar_t g_MaxHolocronCarry;
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vmCvar_t g_ff_objectives;
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vmCvar_t g_autoMapCycle;
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vmCvar_t g_dmflags;
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vmCvar_t g_maxForceRank;
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vmCvar_t g_forceBasedTeams;
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vmCvar_t g_privateDuel;
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vmCvar_t g_allowNPC;
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vmCvar_t g_armBreakage;
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vmCvar_t g_saberLocking;
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vmCvar_t g_saberLockFactor;
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vmCvar_t g_saberTraceSaberFirst;
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vmCvar_t d_saberKickTweak;
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vmCvar_t d_powerDuelPrint;
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vmCvar_t d_saberGhoul2Collision;
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vmCvar_t g_saberBladeFaces;
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vmCvar_t d_saberAlwaysBoxTrace;
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vmCvar_t d_saberBoxTraceSize;
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vmCvar_t d_siegeSeekerNPC;
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vmCvar_t g_debugMelee;
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vmCvar_t g_stepSlideFix;
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vmCvar_t g_noSpecMove;
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#ifdef _DEBUG
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vmCvar_t g_disableServerG2;
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#endif
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vmCvar_t d_perPlayerGhoul2;
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vmCvar_t d_projectileGhoul2Collision;
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vmCvar_t g_g2TraceLod;
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vmCvar_t g_optvehtrace;
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vmCvar_t g_locationBasedDamage;
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vmCvar_t g_allowHighPingDuelist;
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vmCvar_t g_logClientInfo;
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vmCvar_t g_slowmoDuelEnd;
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vmCvar_t g_saberDamageScale;
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vmCvar_t g_useWhileThrowing;
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vmCvar_t g_RMG;
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vmCvar_t g_svfps;
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vmCvar_t g_forceRegenTime;
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vmCvar_t g_spawnInvulnerability;
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vmCvar_t g_forcePowerDisable;
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vmCvar_t g_weaponDisable;
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vmCvar_t g_duelWeaponDisable;
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vmCvar_t g_allowDuelSuicide;
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vmCvar_t g_fraglimitVoteCorrection;
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vmCvar_t g_fraglimit;
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vmCvar_t g_duel_fraglimit;
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vmCvar_t g_timelimit;
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vmCvar_t g_capturelimit;
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vmCvar_t d_saberInterpolate;
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vmCvar_t g_friendlyFire;
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vmCvar_t g_friendlySaber;
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vmCvar_t g_password;
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vmCvar_t g_needpass;
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vmCvar_t g_maxclients;
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vmCvar_t g_maxGameClients;
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vmCvar_t g_dedicated;
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vmCvar_t g_developer;
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vmCvar_t g_speed;
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vmCvar_t g_gravity;
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vmCvar_t g_cheats;
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vmCvar_t g_knockback;
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vmCvar_t g_quadfactor;
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vmCvar_t g_forcerespawn;
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vmCvar_t g_siegeRespawn;
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vmCvar_t g_inactivity;
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vmCvar_t g_debugMove;
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#ifndef FINAL_BUILD
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vmCvar_t g_debugDamage;
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#endif
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vmCvar_t g_debugAlloc;
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vmCvar_t g_debugServerSkel;
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vmCvar_t g_weaponRespawn;
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vmCvar_t g_weaponTeamRespawn;
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vmCvar_t g_adaptRespawn;
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vmCvar_t g_motd;
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vmCvar_t g_synchronousClients;
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vmCvar_t g_warmup;
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vmCvar_t g_doWarmup;
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vmCvar_t g_restarted;
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vmCvar_t g_log;
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vmCvar_t g_logSync;
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vmCvar_t g_statLog;
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vmCvar_t g_statLogFile;
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vmCvar_t g_blood;
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vmCvar_t g_podiumDist;
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vmCvar_t g_podiumDrop;
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vmCvar_t g_allowVote;
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vmCvar_t g_allowTeamVote;
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vmCvar_t g_teamAutoJoin;
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vmCvar_t g_teamForceBalance;
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vmCvar_t g_banIPs;
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vmCvar_t g_filterBan;
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vmCvar_t g_debugForward;
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vmCvar_t g_debugRight;
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vmCvar_t g_debugUp;
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vmCvar_t g_smoothClients;
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#include "../namespace_begin.h"
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vmCvar_t pmove_fixed;
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vmCvar_t pmove_msec;
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#include "../namespace_end.h"
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vmCvar_t g_listEntity;
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//vmCvar_t g_redteam;
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//vmCvar_t g_blueteam;
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vmCvar_t g_singlePlayer;
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vmCvar_t g_enableBreath;
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vmCvar_t g_dismember;
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vmCvar_t g_forceDodge;
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vmCvar_t g_timeouttospec;
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vmCvar_t g_saberDmgVelocityScale;
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vmCvar_t g_saberDmgDelay_Idle;
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vmCvar_t g_saberDmgDelay_Wound;
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vmCvar_t g_saberDebugPrint;
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vmCvar_t g_siegeTeamSwitch;
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vmCvar_t bg_fighterAltControl;
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vmCvar_t g_vehAutoAimLead;
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vmCvar_t g_autoKickKillSpammers;
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vmCvar_t g_autoBanKillSpammers;
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vmCvar_t g_autoKickTKSpammers;
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vmCvar_t g_autoBanTKSpammers;
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#ifdef DEBUG_SABER_BOX
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vmCvar_t g_saberDebugBox;
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#endif
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//NPC nav debug
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vmCvar_t d_altRoutes;
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vmCvar_t d_patched;
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vmCvar_t g_saberRealisticCombat;
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vmCvar_t g_saberRestrictForce;
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vmCvar_t d_saberSPStyleDamage;
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vmCvar_t g_debugSaberLocks;
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vmCvar_t g_saberLockRandomNess;
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// nmckenzie: SABER_DAMAGE_WALLS
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vmCvar_t g_saberWallDamageScale;
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vmCvar_t d_saberStanceDebug;
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// ai debug cvars
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vmCvar_t debugNPCAI; // used to print out debug info about the bot AI
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vmCvar_t debugNPCFreeze; // set to disable bot ai and temporarily freeze them in place
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vmCvar_t debugNPCAimingBeam;
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vmCvar_t debugBreak;
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vmCvar_t debugNoRoam;
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vmCvar_t d_saberCombat;
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vmCvar_t d_JediAI;
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vmCvar_t d_noGroupAI;
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vmCvar_t d_asynchronousGroupAI;
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vmCvar_t d_slowmodeath;
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vmCvar_t d_noIntermissionWait;
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vmCvar_t g_spskill;
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vmCvar_t g_siegeTeam1;
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vmCvar_t g_siegeTeam2;
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vmCvar_t g_austrian;
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vmCvar_t g_powerDuelStartHealth;
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vmCvar_t g_powerDuelEndHealth;
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// nmckenzie: temporary way to show player healths in duels - some iface gfx in game would be better, of course.
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// DUEL_HEALTH
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vmCvar_t g_showDuelHealths;
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// bk001129 - made static to avoid aliasing
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static cvarTable_t gameCvarTable[] = {
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// don't override the cheat state set by the system
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{ &g_cheats, "sv_cheats", "", 0, 0, qfalse },
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{ &g_debugMelee, "g_debugMelee", "0", CVAR_SERVERINFO, 0, qtrue },
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{ &g_stepSlideFix, "g_stepSlideFix", "1", CVAR_SERVERINFO, 0, qtrue },
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{ &g_noSpecMove, "g_noSpecMove", "0", CVAR_SERVERINFO, 0, qtrue },
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// noset vars
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{ NULL, "gamename", GAMEVERSION , CVAR_SERVERINFO | CVAR_ROM, 0, qfalse },
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{ NULL, "gamedate", __DATE__ , CVAR_ROM, 0, qfalse },
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{ &g_restarted, "g_restarted", "0", CVAR_ROM, 0, qfalse },
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{ NULL, "sv_mapname", "", CVAR_SERVERINFO | CVAR_ROM, 0, qfalse },
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// latched vars
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{ &g_gametype, "g_gametype", "0", CVAR_SERVERINFO | CVAR_LATCH, 0, qfalse },
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{ &g_MaxHolocronCarry, "g_MaxHolocronCarry", "3", CVAR_SERVERINFO | CVAR_LATCH, 0, qfalse },
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{ &g_maxclients, "sv_maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE, 0, qfalse },
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{ &g_maxGameClients, "g_maxGameClients", "0", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE, 0, qfalse },
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{ &g_trueJedi, "g_jediVmerc", "0", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE, 0, qtrue },
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// change anytime vars
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{ &g_ff_objectives, "g_ff_objectives", "0", /*CVAR_SERVERINFO |*/ CVAR_CHEAT | CVAR_NORESTART, 0, qtrue },
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{ &g_autoMapCycle, "g_autoMapCycle", "0", CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue },
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{ &g_dmflags, "dmflags", "0", CVAR_SERVERINFO | CVAR_ARCHIVE, 0, qtrue },
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{ &g_maxForceRank, "g_maxForceRank", "6", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_LATCH, 0, qfalse },
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{ &g_forceBasedTeams, "g_forceBasedTeams", "0", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_LATCH, 0, qfalse },
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{ &g_privateDuel, "g_privateDuel", "1", CVAR_SERVERINFO | CVAR_ARCHIVE, 0, qtrue },
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{ &g_allowNPC, "g_allowNPC", "1", CVAR_SERVERINFO | CVAR_CHEAT, 0, qtrue },
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{ &g_armBreakage, "g_armBreakage", "0", 0, 0, qtrue },
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{ &g_saberLocking, "g_saberLocking", "1", CVAR_SERVERINFO | CVAR_ARCHIVE, 0, qtrue },
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{ &g_saberLockFactor, "g_saberLockFactor", "2", CVAR_ARCHIVE, 0, qtrue },
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{ &g_saberTraceSaberFirst, "g_saberTraceSaberFirst", "0", CVAR_ARCHIVE, 0, qtrue },
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{ &d_saberKickTweak, "d_saberKickTweak", "1", 0, 0, qtrue },
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{ &d_powerDuelPrint, "d_powerDuelPrint", "0", 0, qtrue },
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{ &d_saberGhoul2Collision, "d_saberGhoul2Collision", "1", CVAR_CHEAT, 0, qtrue },
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{ &g_saberBladeFaces, "g_saberBladeFaces", "1", 0, 0, qtrue },
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{ &d_saberAlwaysBoxTrace, "d_saberAlwaysBoxTrace", "0", CVAR_CHEAT, 0, qtrue },
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{ &d_saberBoxTraceSize, "d_saberBoxTraceSize", "0", CVAR_CHEAT, 0, qtrue },
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{ &d_siegeSeekerNPC, "d_siegeSeekerNPC", "0", CVAR_CHEAT, 0, qtrue },
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#ifdef _DEBUG
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{ &g_disableServerG2, "g_disableServerG2", "0", 0, 0, qtrue },
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#endif
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{ &d_perPlayerGhoul2, "d_perPlayerGhoul2", "0", CVAR_CHEAT, 0, qtrue },
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{ &d_projectileGhoul2Collision, "d_projectileGhoul2Collision", "1", CVAR_CHEAT, 0, qtrue },
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{ &g_g2TraceLod, "g_g2TraceLod", "3", 0, 0, qtrue },
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{ &g_optvehtrace, "com_optvehtrace", "0", 0, 0, qtrue },
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{ &g_locationBasedDamage, "g_locationBasedDamage", "1", 0, 0, qtrue },
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{ &g_allowHighPingDuelist, "g_allowHighPingDuelist", "1", 0, 0, qtrue },
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{ &g_logClientInfo, "g_logClientInfo", "0", CVAR_ARCHIVE, 0, qtrue },
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{ &g_slowmoDuelEnd, "g_slowmoDuelEnd", "0", CVAR_ARCHIVE, 0, qtrue },
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{ &g_saberDamageScale, "g_saberDamageScale", "1", CVAR_ARCHIVE, 0, qtrue },
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{ &g_useWhileThrowing, "g_useWhileThrowing", "1", 0, 0, qtrue },
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{ &g_RMG, "RMG", "0", 0, 0, qtrue },
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{ &g_svfps, "sv_fps", "20", 0, 0, qtrue },
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{ &g_forceRegenTime, "g_forceRegenTime", "200", CVAR_SERVERINFO | CVAR_ARCHIVE, 0, qtrue },
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{ &g_spawnInvulnerability, "g_spawnInvulnerability", "3000", CVAR_ARCHIVE, 0, qtrue },
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{ &g_forcePowerDisable, "g_forcePowerDisable", "0", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_LATCH, 0, qtrue },
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{ &g_weaponDisable, "g_weaponDisable", "0", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_LATCH, 0, qtrue },
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{ &g_duelWeaponDisable, "g_duelWeaponDisable", "1", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_LATCH, 0, qtrue },
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{ &g_allowDuelSuicide, "g_allowDuelSuicide", "1", CVAR_ARCHIVE, 0, qtrue },
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{ &g_fraglimitVoteCorrection, "g_fraglimitVoteCorrection", "1", CVAR_ARCHIVE, 0, qtrue },
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{ &g_fraglimit, "fraglimit", "20", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue },
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{ &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);
|
2013-05-07 03:56:54 +00:00
|
|
|
Q_vsnprintf (text, sizeof(text), fmt, argptr);
|
2013-04-19 02:52:48 +00:00
|
|
|
va_end (argptr);
|
|
|
|
|
|
|
|
trap_Printf( text );
|
|
|
|
}
|
|
|
|
|
|
|
|
void QDECL G_Error( const char *fmt, ... ) {
|
|
|
|
va_list argptr;
|
|
|
|
char text[1024];
|
|
|
|
|
|
|
|
va_start (argptr, fmt);
|
2013-05-07 03:56:54 +00:00
|
|
|
Q_vsnprintf (text, sizeof(text), fmt, argptr);
|
2013-04-19 02:52:48 +00:00
|
|
|
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);
|
2013-05-07 03:56:54 +00:00
|
|
|
Q_vsnprintf (text, sizeof(text), error, argptr);
|
2013-04-19 02:52:48 +00:00
|
|
|
va_end (argptr);
|
|
|
|
|
|
|
|
G_Error( "%s", text);
|
|
|
|
}
|
|
|
|
|
|
|
|
void QDECL Com_Printf( const char *msg, ... ) {
|
|
|
|
va_list argptr;
|
|
|
|
char text[1024];
|
|
|
|
|
|
|
|
va_start (argptr, msg);
|
2013-05-07 03:56:54 +00:00
|
|
|
Q_vsnprintf (text, sizeof(text), msg, argptr);
|
2013-04-19 02:52:48 +00:00
|
|
|
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 );
|
2013-05-07 03:56:54 +00:00
|
|
|
Q_vsnprintf( string +7, sizeof(string) - 7, fmt,argptr );
|
2013-04-19 02:52:48 +00:00
|
|
|
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
|
|
|
}
|