1628 lines
41 KiB
C
1628 lines
41 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
|
|
//
|
|
|
|
#include "g_local.h"
|
|
#include "g_groups.h"
|
|
|
|
void BG_LoadItemNames(void);
|
|
|
|
level_locals_t level;
|
|
extern char races[256]; //this is evil!
|
|
|
|
group_list_t group_list[MAX_GROUP_MEMBERS];
|
|
int group_count;
|
|
|
|
typedef struct {
|
|
vmCvar_t *vmCvar;
|
|
char *cvarName;
|
|
char *defaultString;
|
|
int cvarFlags;
|
|
int modificationCount; // for tracking changes
|
|
qboolean trackChange; // track this variable, and announce if changed
|
|
} cvarTable_t;
|
|
|
|
gentity_t g_entities[MAX_GENTITIES];
|
|
gclient_t g_clients[MAX_CLIENTS];
|
|
|
|
vmCvar_t g_gametype;
|
|
vmCvar_t g_dmflags;
|
|
vmCvar_t g_fraglimit;
|
|
vmCvar_t g_timelimit;
|
|
vmCvar_t g_capturelimit;
|
|
vmCvar_t g_friendlyFire;
|
|
vmCvar_t g_password;
|
|
vmCvar_t g_needpass;
|
|
vmCvar_t g_maxclients;
|
|
vmCvar_t g_maxGameClients;
|
|
vmCvar_t g_dedicated;
|
|
vmCvar_t g_speed;
|
|
vmCvar_t g_gravity;
|
|
vmCvar_t g_cheats;
|
|
vmCvar_t g_knockback;
|
|
vmCvar_t g_quadfactor;
|
|
vmCvar_t g_forcerespawn;
|
|
vmCvar_t g_inactivity;
|
|
vmCvar_t g_debugMove;
|
|
vmCvar_t g_debugDamage;
|
|
vmCvar_t g_debugAlloc;
|
|
vmCvar_t g_weaponRespawn;
|
|
vmCvar_t g_adaptRespawn;
|
|
vmCvar_t g_motd;
|
|
vmCvar_t g_syncronousClients;
|
|
vmCvar_t g_warmup;
|
|
vmCvar_t g_doWarmup;
|
|
vmCvar_t g_restarted;
|
|
vmCvar_t g_log;
|
|
vmCvar_t g_logSync;
|
|
vmCvar_t g_podiumDist;
|
|
vmCvar_t g_podiumDrop;
|
|
vmCvar_t g_allowVote;
|
|
vmCvar_t g_teamAutoJoin;
|
|
vmCvar_t g_teamForceBalance;
|
|
vmCvar_t g_banIPs;
|
|
vmCvar_t g_filterBan;
|
|
vmCvar_t g_debugForward;
|
|
vmCvar_t g_debugRight;
|
|
vmCvar_t g_debugUp;
|
|
vmCvar_t g_language;
|
|
vmCvar_t g_holoIntro;
|
|
vmCvar_t g_ghostRespawn;
|
|
vmCvar_t g_intermissionTime;
|
|
vmCvar_t g_team_group_red;
|
|
vmCvar_t g_team_group_blue;
|
|
vmCvar_t g_random_skin_limit;
|
|
|
|
|
|
cvarTable_t gameCvarTable[] = {
|
|
// don't override the cheat state set by the system
|
|
{ &g_cheats, "sv_cheats", "", 0, 0, qfalse },
|
|
|
|
// noset vars
|
|
{ NULL, "gamename", GAMEVERSION , CVAR_SERVERINFO | CVAR_ROM, 0, qfalse },
|
|
{ NULL, "gamedate", __DATE__ , CVAR_ROM, 0, qfalse },
|
|
{ &g_restarted, "g_restarted", "0", CVAR_ROM, 0, qfalse },
|
|
{ NULL, "sv_mapname", "", CVAR_SERVERINFO | CVAR_ROM, 0, qfalse },
|
|
|
|
// latched vars
|
|
{ &g_gametype, "g_gametype", "0", CVAR_SERVERINFO | CVAR_LATCH, 0, qfalse },
|
|
|
|
{ &g_maxclients, "sv_maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE, 0, qfalse },
|
|
{ &g_maxGameClients, "g_maxGameClients", "0", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE, 0, qfalse },
|
|
|
|
// change anytime vars
|
|
{ &g_dmflags, "dmflags", "0", CVAR_SERVERINFO | CVAR_ARCHIVE, 0, qtrue },
|
|
{ &g_fraglimit, "fraglimit", "20", 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_syncronousClients, "g_syncronousClients", "0", CVAR_SYSTEMINFO, 0, qfalse },
|
|
|
|
{ &g_friendlyFire, "g_friendlyFire", "0", CVAR_ARCHIVE, 0, qtrue },
|
|
|
|
{ &g_teamAutoJoin, "g_teamAutoJoin", "0", CVAR_ARCHIVE, 0, qfalse },
|
|
{ &g_teamForceBalance, "g_teamForceBalance", "1", CVAR_ARCHIVE, 0, qfalse },
|
|
|
|
{ &g_intermissionTime, "g_intermissionTime", "20", CVAR_ARCHIVE, 0, qtrue },
|
|
{ &g_warmup, "g_warmup", "20", CVAR_ARCHIVE, 0, qtrue },
|
|
{ &g_doWarmup, "g_doWarmup", "0", CVAR_ARCHIVE, 0, qtrue },
|
|
{ &g_log, "g_log", "games.log", CVAR_ARCHIVE, 0, qfalse },
|
|
{ &g_logSync, "g_logSync", "0", 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_speed, "g_speed", "250", 0, 0, qtrue }, // Quake 3 default was 320.
|
|
{ &g_gravity, "g_gravity", "800", 0, 0, qtrue },
|
|
{ &g_knockback, "g_knockback", "500", 0, 0, qtrue },
|
|
{ &g_quadfactor, "g_quadfactor", "3", 0, 0, qtrue },
|
|
{ &g_weaponRespawn, "g_weaponrespawn", "5", 0, 0, qtrue }, // Quake 3 default (with 1 ammo weapons) was 5.
|
|
{ &g_adaptRespawn, "g_adaptrespawn", "1", 0, 0, qtrue }, // Make weapons respawn faster with a lot of players.
|
|
{ &g_forcerespawn, "g_forcerespawn", "0", 0, 0, qtrue }, // Quake 3 default was 20. This is more "user friendly".
|
|
{ &g_inactivity, "g_inactivity", "0", 0, 0, qtrue },
|
|
{ &g_debugMove, "g_debugMove", "0", 0, 0, qfalse },
|
|
{ &g_debugDamage, "g_debugDamage", "0", 0, 0, qfalse },
|
|
{ &g_debugAlloc, "g_debugAlloc", "0", 0, 0, qfalse },
|
|
{ &g_motd, "g_motd", "", 0, 0, qfalse },
|
|
|
|
{ &g_podiumDist, "g_podiumDist", "80", 0, 0, qfalse },
|
|
{ &g_podiumDrop, "g_podiumDrop", "70", 0, 0, qfalse },
|
|
|
|
{ &g_allowVote, "g_allowVote", "1", 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_language, "g_language", "", CVAR_ARCHIVE, 0, qfalse },
|
|
|
|
{ &g_holoIntro, "g_holoIntro", "1", CVAR_ARCHIVE, 0, qfalse},
|
|
{ &g_ghostRespawn, "g_ghostRespawn", "5", CVAR_ARCHIVE, 0, qfalse}, // How long the player is ghosted, in seconds.
|
|
{ &g_team_group_red, "g_team_group_red", "", CVAR_LATCH, 0, qfalse }, // Used to have CVAR_ARCHIVE
|
|
{ &g_team_group_blue, "g_team_group_blue", "", CVAR_LATCH, 0, qfalse }, // Used to have CVAR_ARCHIVE
|
|
{ &g_random_skin_limit, "g_random_skin_limit", "4", CVAR_ARCHIVE, 0, qfalse },
|
|
|
|
};
|
|
|
|
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 );
|
|
|
|
|
|
/*
|
|
================
|
|
vmMain
|
|
|
|
This is the only way control passes into the module.
|
|
This must be the very first function compiled into the .q3vm file
|
|
================
|
|
*/
|
|
int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6 ) {
|
|
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 );
|
|
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 );
|
|
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 );
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
|
|
void QDECL G_Printf( const char *fmt, ... ) {
|
|
va_list argptr;
|
|
char text[1024];
|
|
|
|
va_start (argptr, fmt);
|
|
vsprintf (text, fmt, argptr);
|
|
va_end (argptr);
|
|
|
|
trap_Printf( text );
|
|
}
|
|
|
|
void QDECL G_Error( const char *fmt, ... ) {
|
|
va_list argptr;
|
|
char text[1024];
|
|
|
|
va_start (argptr, fmt);
|
|
vsprintf (text, fmt, argptr);
|
|
va_end (argptr);
|
|
|
|
trap_Error( text );
|
|
}
|
|
|
|
void G_initGroupsList(void)
|
|
{
|
|
char filename[MAX_QPATH];
|
|
char dirlist[2048];
|
|
int i;
|
|
char* dirptr;
|
|
char* race_list;
|
|
int numdirs;
|
|
int dirlen;
|
|
|
|
memset(group_list, 0, sizeof(group_list));
|
|
group_count = 0;
|
|
|
|
// search through each and every skin we can find
|
|
numdirs = trap_FS_GetFileList("models/players2", "/", dirlist, 2048 );
|
|
dirptr = dirlist;
|
|
for (i=0; i<numdirs ; i++,dirptr+=dirlen+1)
|
|
{
|
|
dirlen = strlen(dirptr);
|
|
|
|
if (dirlen && dirptr[dirlen-1]=='/')
|
|
{
|
|
dirptr[dirlen-1]='\0';
|
|
}
|
|
|
|
if (!strcmp(dirptr,".") || !strcmp(dirptr,".."))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (group_count == MAX_GROUP_MEMBERS)
|
|
{
|
|
G_Printf("Number of possible models larger than group array - limiting to first %d models\n", MAX_GROUP_MEMBERS);
|
|
break;
|
|
}
|
|
// work out racename to
|
|
Com_sprintf(filename, sizeof(filename), "models/players2/%s/groups.cfg", dirptr);
|
|
race_list = BG_RegisterRace(filename);
|
|
|
|
Q_strncpyz( group_list[group_count].name, dirptr , sizeof(group_list[0].name) );
|
|
Q_strncpyz( group_list[group_count++].text, race_list , sizeof(group_list[0].text) );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
#define MAX_GROUP_FILE_SIZE 5000
|
|
char *G_searchGroupList(char *name)
|
|
{
|
|
char *text_p = NULL;
|
|
char text[MAX_GROUP_FILE_SIZE];
|
|
int i;
|
|
char mod_name[200];
|
|
|
|
memset (races, 0, sizeof(races));
|
|
memset (text, 0, sizeof(text));
|
|
|
|
// check to see if there is a '/' on the end of the name
|
|
Q_strncpyz(mod_name, name, sizeof(mod_name));
|
|
if (mod_name[strlen(mod_name)-1] == '/')
|
|
{
|
|
mod_name[strlen(mod_name)-1] = 0;
|
|
}
|
|
|
|
// find the name in the goup list
|
|
for (i=0; i<group_count; i++)
|
|
{
|
|
if (!Q_stricmp(mod_name, group_list[i].name))
|
|
{
|
|
text_p = group_list[i].text;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// did we find this group in the list?
|
|
if (i == group_count)
|
|
{
|
|
Com_sprintf(races, sizeof(races), "unknown");
|
|
}
|
|
else
|
|
{
|
|
Com_sprintf(races, sizeof(races), text_p);
|
|
}
|
|
return races;
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
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;
|
|
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);
|
|
}
|
|
|
|
/*
|
|
=================
|
|
G_RegisterCvars
|
|
=================
|
|
*/
|
|
void G_RegisterCvars( void ) {
|
|
int i;
|
|
cvarTable_t *cv;
|
|
|
|
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;
|
|
}
|
|
|
|
// 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" );
|
|
}
|
|
|
|
level.warmupModificationCount = g_warmup.modificationCount;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
G_UpdateCvars
|
|
=================
|
|
*/
|
|
void G_UpdateCvars( void ) {
|
|
int i;
|
|
cvarTable_t *cv;
|
|
|
|
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 ) );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
G_InitGame
|
|
|
|
============
|
|
*/
|
|
void G_InitGame( int levelTime, int randomSeed, int restart ) {
|
|
int i;
|
|
|
|
G_Printf ("------- Game Initialization -------\n");
|
|
G_Printf ("gamename: %s\n", GAMEVERSION);
|
|
G_Printf ("gamedate: %s\n", __DATE__);
|
|
|
|
srand( randomSeed );
|
|
|
|
G_RegisterCvars();
|
|
|
|
G_ProcessIPBans();
|
|
|
|
G_InitMemory();
|
|
|
|
G_initGroupsList();
|
|
|
|
BG_LoadItemNames();
|
|
|
|
// set some level globals
|
|
memset( &level, 0, sizeof( level ) );
|
|
level.time = levelTime;
|
|
level.startTime = levelTime;
|
|
level.restarted = restart;
|
|
|
|
level.snd_fry = G_SoundIndex("sound/player/fry.wav"); // FIXME standing in lava / slime
|
|
|
|
if ( g_gametype.integer != GT_SINGLE_PLAYER && 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" );
|
|
}
|
|
|
|
|
|
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] ) );
|
|
|
|
// reserve some spots for dead player bodies
|
|
InitBodyQue();
|
|
|
|
ClearRegisteredItems();
|
|
|
|
// parse the key/value pairs and spawn gentities
|
|
G_SpawnEntitiesFromString();
|
|
|
|
// general initialization
|
|
G_FindTeams();
|
|
|
|
// make sure we have flags for CTF, etc
|
|
G_CheckTeamItems();
|
|
|
|
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 (g_gametype.integer >= GT_TEAM || trap_Cvar_VariableIntegerValue( "com_buildScript" ) )
|
|
{
|
|
G_ModelIndex( TEAM_PODIUM_MODEL );
|
|
}
|
|
|
|
if ( trap_Cvar_VariableIntegerValue( "bot_enable" ) ) {
|
|
BotAISetup( restart );
|
|
BotAILoadMap( restart );
|
|
G_InitBots( restart );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
=================
|
|
G_ShutdownGame
|
|
=================
|
|
*/
|
|
void G_ShutdownGame( int restart ) {
|
|
G_Printf ("==== ShutdownGame ====\n");
|
|
|
|
#if 0 // kef -- Pat sez this is causing some trouble these days
|
|
G_LogWeaponOutput();
|
|
#endif
|
|
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();
|
|
|
|
if ( trap_Cvar_VariableIntegerValue( "bot_enable" ) ) {
|
|
BotAIShutdown( restart );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//===================================================================
|
|
|
|
#ifndef GAME_HARD_LINKED
|
|
// this is only here so the functions in q_shared.c and bg_*.c can link
|
|
|
|
void QDECL Com_Error ( int level, const char *error, ... ) {
|
|
va_list argptr;
|
|
char text[1024];
|
|
|
|
va_start (argptr, error);
|
|
vsprintf (text, error, argptr);
|
|
va_end (argptr);
|
|
|
|
G_Error( "%s", text);
|
|
}
|
|
|
|
void QDECL Com_Printf( const char *msg, ... ) {
|
|
va_list argptr;
|
|
char text[1024];
|
|
|
|
va_start (argptr, msg);
|
|
vsprintf (text, msg, argptr);
|
|
va_end (argptr);
|
|
|
|
G_Printf ("%s", text);
|
|
}
|
|
|
|
#endif
|
|
|
|
/*
|
|
========================================================================
|
|
|
|
PLAYER COUNTING / SCORE SORTING
|
|
|
|
========================================================================
|
|
*/
|
|
|
|
/*
|
|
=============
|
|
AddTournamentPlayer
|
|
|
|
If there are less than two tournament players, put a
|
|
spectator in the game and restart
|
|
=============
|
|
*/
|
|
void AddTournamentPlayer( void ) {
|
|
int i;
|
|
gclient_t *client;
|
|
gclient_t *nextInLine;
|
|
|
|
if ( level.numPlayingClients >= 2 ) {
|
|
return;
|
|
}
|
|
|
|
// never change during intermission
|
|
if ( level.intermissiontime ) {
|
|
return;
|
|
}
|
|
|
|
nextInLine = NULL;
|
|
|
|
for ( i = 0 ; i < level.maxclients ; i++ ) {
|
|
client = &level.clients[i];
|
|
if ( client->pers.connected != CON_CONNECTED ) {
|
|
continue;
|
|
}
|
|
if ( 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" );
|
|
}
|
|
|
|
|
|
/*
|
|
=======================
|
|
AdjustTournamentScores
|
|
|
|
=======================
|
|
*/
|
|
void AdjustTournamentScores( void ) {
|
|
int clientNum;
|
|
|
|
clientNum = level.sortedClients[0];
|
|
if ( level.clients[ clientNum ].pers.connected == CON_CONNECTED ) {
|
|
level.clients[ clientNum ].sess.wins++;
|
|
ClientUserinfoChanged( 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];
|
|
|
|
// 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 & number of times killed
|
|
if ( ca->ps.persistant[PERS_SCORE]
|
|
> cb->ps.persistant[PERS_SCORE] ) {
|
|
return -1;
|
|
}
|
|
if ((ca->ps.persistant[PERS_SCORE] == cb->ps.persistant[PERS_SCORE]) &&
|
|
(ca->ps.persistant[PERS_KILLED] < cb->ps.persistant[PERS_KILLED]) )
|
|
{ return -1;}
|
|
|
|
if ( ca->ps.persistant[PERS_SCORE]
|
|
< cb->ps.persistant[PERS_SCORE] ) {
|
|
return 1;
|
|
}
|
|
if ((ca->ps.persistant[PERS_SCORE] == cb->ps.persistant[PERS_SCORE]) &&
|
|
(ca->ps.persistant[PERS_KILLED] > cb->ps.persistant[PERS_KILLED]) )
|
|
{ return 1;}
|
|
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
============
|
|
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;
|
|
gclient_t *cl;
|
|
|
|
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 < 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 ) {
|
|
level.numNonSpectatorClients++;
|
|
|
|
// decide if this should be auto-followed
|
|
if ( level.clients[i].pers.connected == CON_CONNECTED ) {
|
|
level.numPlayingClients++;
|
|
if ( !(g_entities[i].r.svFlags & SVF_BOT) ) {
|
|
level.numVotingClients++;
|
|
}
|
|
if ( level.follow1 == -1 ) {
|
|
level.follow1 = i;
|
|
} else if ( level.follow2 == -1 ) {
|
|
level.follow2 = i;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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] ) );
|
|
}
|
|
}
|
|
|
|
// see if it is time to end the level
|
|
CheckExitRules();
|
|
|
|
// if we are at the intermission, send the new info to everyone
|
|
if ( level.intermissiontime ) {
|
|
SendScoreboardMessageToAllClients();
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
========================================================================
|
|
|
|
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;
|
|
ent->client->ps.eFlags ^= EF_TELEPORT_BIT;
|
|
|
|
// 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.event = 0;
|
|
ent->r.contents = 0;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FindIntermissionPoint
|
|
|
|
This is also used for spectator spawns
|
|
==================
|
|
*/
|
|
void FindIntermissionPoint( void ) {
|
|
gentity_t *ent, *target;
|
|
vec3_t dir;
|
|
|
|
// find the intermission spot
|
|
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 );
|
|
} 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 );
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
==================
|
|
ClearFiringFlags
|
|
==================
|
|
*/
|
|
void ClearFiringFlags()
|
|
{
|
|
int i = 0;
|
|
gentity_t *ent = NULL;
|
|
|
|
for (i=0 ; i< level.maxclients ; i++)
|
|
{
|
|
ent = g_entities + i;
|
|
if (!ent->inuse)
|
|
continue;
|
|
// clear the firing flag
|
|
if (ent->client)
|
|
{
|
|
ent->client->ps.eFlags &= ~EF_FIRING;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
BeginIntermission
|
|
==================
|
|
*/
|
|
void BeginIntermission( void ) {
|
|
int i;
|
|
gentity_t *client;
|
|
qboolean doingLevelshot;
|
|
|
|
if (level.intermissiontime == -1)
|
|
doingLevelshot = qtrue;
|
|
else
|
|
doingLevelshot = qfalse;
|
|
|
|
if ( level.intermissiontime && level.intermissiontime != -1 ) {
|
|
return; // already active
|
|
}
|
|
|
|
// if in tournement mode, change the wins / losses
|
|
if ( g_gametype.integer == GT_TOURNAMENT ) {
|
|
AdjustTournamentScores();
|
|
}
|
|
|
|
level.intermissiontime = level.time;
|
|
FindIntermissionPoint();
|
|
|
|
// kef -- make sure none of the players are still firing (cuz we don't want weapons fx going off while
|
|
//they're on the podium)
|
|
ClearFiringFlags();
|
|
|
|
|
|
// cdr - Want to generate victory pads for all game types - except level shots (gametype 10)
|
|
UpdateTournamentInfo();
|
|
if (!doingLevelshot)
|
|
SpawnModelsOnVictoryPads();
|
|
|
|
|
|
// 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) {
|
|
respawn(client);
|
|
}
|
|
MoveClientToIntermission( client );
|
|
}
|
|
|
|
// send the current scoring to all clients
|
|
SendScoreboardMessageToAllClients();
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
ExitLevel
|
|
|
|
When the intermission has been exited, the server is either killed
|
|
or moved to a new level based on the "nextmap" cvar
|
|
|
|
=============
|
|
*/
|
|
void ExitLevel (void) {
|
|
int i;
|
|
|
|
//bot interbreeding
|
|
BotInterbreedEndMatch();
|
|
|
|
// 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_TOURNAMENT ) {
|
|
if ( !level.restarted ) {
|
|
RemoveTournamentLoser();
|
|
trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" );
|
|
level.restarted = qtrue;
|
|
level.changemap = NULL;
|
|
level.intermissiontime = 0;
|
|
}
|
|
return;
|
|
}
|
|
|
|
|
|
trap_SendConsoleCommand( EXEC_APPEND, "vstr nextmap\n" );
|
|
level.changemap = NULL;
|
|
level.intermissiontime = 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;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
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 20 seconds before going on.
|
|
=================
|
|
*/
|
|
void CheckIntermissionExit( void ) {
|
|
int ready, notReady;
|
|
int i;
|
|
gclient_t *cl;
|
|
int readyMask;
|
|
|
|
|
|
if ( level.time < level.intermissiontime + 5000 )
|
|
{
|
|
// bring up the scoreboard after 5 seconds
|
|
}
|
|
|
|
|
|
// Single player exit does not happen until menu event
|
|
if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
|
|
return;
|
|
}
|
|
|
|
// 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++;
|
|
}
|
|
}
|
|
|
|
// 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 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 g_intermissionTime seconds since at least one player
|
|
// wanted to exit, go ahead
|
|
if ( level.time < level.exitTime + (1000 * g_intermissionTime.integer) ) {
|
|
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.
|
|
=================
|
|
*/
|
|
void CheckExitRules( void ) {
|
|
int i;
|
|
gclient_t *cl;
|
|
|
|
// if at the intermission, wait for all non-bots to
|
|
// signal ready, then go to next level
|
|
if ( level.intermissiontime ) {
|
|
CheckIntermissionExit ();
|
|
return;
|
|
}
|
|
|
|
if ( level.intermissionQueued ) {
|
|
if ( level.time - level.intermissionQueued >= INTERMISSION_DELAY_TIME ) {
|
|
level.intermissionQueued = 0;
|
|
BeginIntermission();
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( g_timelimit.integer && !level.warmupTime ) {
|
|
if ( level.time - level.startTime >= g_timelimit.integer*60000 ) {
|
|
// check for sudden death
|
|
if ( g_gametype.integer != GT_CTF && ScoreIsTied() ) {
|
|
// score is tied, so don't end the game
|
|
return;
|
|
}
|
|
trap_SendServerCommand( -1, "print \"Timelimit hit.\n\"");
|
|
G_LogExit( "Timelimit hit." );
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( level.numPlayingClients < 2 ) {
|
|
return;
|
|
}
|
|
|
|
if ( g_gametype.integer != GT_CTF && g_fraglimit.integer ) {
|
|
if ( level.teamScores[TEAM_RED] >= g_fraglimit.integer ) {
|
|
trap_SendServerCommand( -1, "print \"Red hit the point limit.\n\"" );
|
|
G_LogExit( "Fraglimit hit." );
|
|
return;
|
|
}
|
|
|
|
if ( level.teamScores[TEAM_BLUE] >= g_fraglimit.integer ) {
|
|
trap_SendServerCommand( -1, "print \"Blue hit the point limit.\n\"" );
|
|
G_LogExit( "Fraglimit hit." );
|
|
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 ( cl->ps.persistant[PERS_SCORE] >= g_fraglimit.integer ) {
|
|
G_LogExit( "Fraglimit hit." );
|
|
trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " hit the point limit.\n\"",
|
|
cl->pers.netname ) );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( g_gametype.integer == GT_CTF && g_capturelimit.integer ) {
|
|
|
|
if ( level.teamScores[TEAM_RED] >= g_capturelimit.integer ) {
|
|
trap_SendServerCommand( -1, "print \"Red hit the capturelimit.\n\"" );
|
|
G_LogExit( "Capturelimit hit." );
|
|
return;
|
|
}
|
|
|
|
if ( level.teamScores[TEAM_BLUE] >= g_capturelimit.integer ) {
|
|
trap_SendServerCommand( -1, "print \"Blue hit the capturelimit.\n\"" );
|
|
G_LogExit( "Capturelimit hit." );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
========================================================================
|
|
|
|
FUNCTIONS CALLED EVERY FRAME
|
|
|
|
========================================================================
|
|
*/
|
|
|
|
|
|
/*
|
|
=============
|
|
CheckTournement
|
|
|
|
Once a frame, check for changes in tournement player state
|
|
=============
|
|
*/
|
|
void CheckTournement( void ) {
|
|
if ( level.numPlayingClients == 0 ) {
|
|
return;
|
|
}
|
|
|
|
if ( g_gametype.integer == GT_TOURNAMENT ) {
|
|
|
|
// pull in a spectator if needed
|
|
if ( level.numPlayingClients < 2 ) {
|
|
AddTournamentPlayer();
|
|
}
|
|
|
|
// 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;
|
|
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;
|
|
}
|
|
} else if ( g_gametype.integer != GT_SINGLE_PLAYER && g_doWarmup.integer ) {
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
CheckVote
|
|
==================
|
|
*/
|
|
void CheckVote( void ) {
|
|
if ( !level.voteTime ) {
|
|
return;
|
|
}
|
|
if ( level.time - level.voteTime >= VOTE_TIME ) {
|
|
trap_SendServerCommand( -1, "print \"Vote failed.\n\"" );
|
|
} else {
|
|
if ( level.voteYes > level.numVotingClients/2 ) {
|
|
// execute the command, then remove the vote
|
|
trap_SendServerCommand( -1, "print \"Vote passed.\n\"" );
|
|
trap_SendConsoleCommand( EXEC_APPEND, va("%s\n", level.voteString ) );
|
|
} else if ( level.voteNo >= level.numVotingClients/2 ) {
|
|
// same behavior as a timeout
|
|
trap_SendServerCommand( -1, "print \"Vote failed.\n\"" );
|
|
} else {
|
|
// still waiting for a majority
|
|
return;
|
|
}
|
|
}
|
|
level.voteTime = 0;
|
|
trap_SetConfigstring( CS_VOTE_TIME, "" );
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
CheckCvars
|
|
==================
|
|
*/
|
|
void CheckCvars( void ) {
|
|
static int lastMod = -1;
|
|
|
|
if ( g_password.modificationCount != lastMod ) {
|
|
lastMod = g_password.modificationCount;
|
|
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) {
|
|
return;
|
|
}
|
|
if (thinktime > level.time) {
|
|
return;
|
|
}
|
|
|
|
ent->nextthink = 0;
|
|
if (!ent->think) {
|
|
G_Error ( "NULL ent->think");
|
|
}
|
|
ent->think (ent);
|
|
}
|
|
|
|
/*
|
|
================
|
|
G_RunFrame
|
|
|
|
Advances the non-player objects in the world
|
|
================
|
|
*/
|
|
void G_RunFrame( int levelTime ) {
|
|
int i;
|
|
gentity_t *ent;
|
|
int msec;
|
|
int start, end;
|
|
|
|
// 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;
|
|
|
|
// get any cvar changes
|
|
G_UpdateCvars();
|
|
|
|
//
|
|
// go through all allocated objects
|
|
//
|
|
start = trap_Milliseconds();
|
|
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;
|
|
ent->client->ps.events[0] = 0;
|
|
ent->client->ps.events[1] = 0;
|
|
ent->client->ps.events[2] = 0;
|
|
ent->client->ps.events[3] = 0;
|
|
}
|
|
}
|
|
if ( ent->freeAfterEvent ) {
|
|
// tempEntities or dropped items completely go away after their event
|
|
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) || (ent->s.eType == ET_ALT_MISSILE) ) {
|
|
G_RunMissile( ent );
|
|
continue;
|
|
}
|
|
|
|
if ( ent->s.eType == ET_ITEM || ent->physicsObject ) {
|
|
G_RunItem( ent );
|
|
continue;
|
|
}
|
|
|
|
if ( ent->s.eType == ET_MOVER ) {
|
|
G_RunMover( ent );
|
|
continue;
|
|
}
|
|
|
|
if ( i < MAX_CLIENTS ) {
|
|
G_RunClient( ent );
|
|
continue;
|
|
}
|
|
|
|
G_RunThink( ent );
|
|
}
|
|
end = trap_Milliseconds();
|
|
|
|
start = trap_Milliseconds();
|
|
// perform final fixups on the players
|
|
ent = &g_entities[0];
|
|
for (i=0 ; i < level.maxclients ; i++, ent++ ) {
|
|
if ( ent->inuse ) {
|
|
ClientEndFrame( ent );
|
|
}
|
|
}
|
|
end = trap_Milliseconds();
|
|
|
|
// see if it is time to do a tournement restart
|
|
CheckTournement();
|
|
|
|
// see if it is time to end the level
|
|
CheckExitRules();
|
|
|
|
// update to team status?
|
|
CheckTeamStatus();
|
|
|
|
// cancel vote if timed out
|
|
CheckVote();
|
|
|
|
// for tracking changes
|
|
CheckCvars();
|
|
}
|
|
|
|
|
|
|
|
|
|
|