reaction/reaction/game/g_main.c
2002-09-02 00:06:33 +00:00

3092 lines
85 KiB
C

//-----------------------------------------------------------------------------
//
// $Id$
//
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.114 2002/09/02 00:06:33 slicer
// Small fix on the g_RQ3_maxref cvar string
//
// Revision 1.113 2002/08/30 00:00:16 makro
// Sky portals
//
// Revision 1.112 2002/08/29 23:47:10 jbravo
// Disabled drop case and fixed a padding problem in the date code.
//
// Revision 1.111 2002/08/28 23:10:06 jbravo
// Added cg_RQ3_SuicideLikeARealMan, timestamping to server logs and
// fixed stats for non-TP modes.
//
// Revision 1.110 2002/08/27 01:25:22 jbravo
// Fixed scoring in TOURNAMENT mode and made it a legit gametype.
//
// Revision 1.109 2002/08/23 14:25:05 slicer
// Added a new Referee System with multiple ref support
//
// Revision 1.108 2002/08/21 07:00:07 jbravo
// Added CTB respawn queue and fixed game <-> cgame synch problem in CTB
//
// Revision 1.107 2002/08/13 16:59:16 makro
// Fixed per-client callvote limit; added a new cvar - g_RQ3_maxClientVotes
//
// Revision 1.106 2002/08/07 20:49:21 slicer
// Adapted Vote system to Matchmode
//
// Revision 1.105 2002/07/26 22:28:38 jbravo
// Fixed the server about menu, made the UI handle illegal models and skins
// better.
//
// Revision 1.104 2002/07/26 06:46:31 jbravo
// Added a map_restart after successful callvote g_gametype votes.
//
// Revision 1.103 2002/07/24 02:17:38 jbravo
// Added a respawn delay for CTB
//
// Revision 1.102 2002/07/19 04:29:58 niceass
// include CTF in showing scoreboard at end of map
//
// Revision 1.101 2002/07/16 04:07:26 niceass
// no "sudden death" in ctb
//
// Revision 1.100 2002/07/07 18:36:13 jbravo
// Added an AntiIdle system. Can play insane sounds for idle players, drop them
// from teams or kick them. Upped version to Beta 2.1
//
// Revision 1.99 2002/07/02 09:16:12 makro
// Added g_RQ3_version cvar for server browsers
//
// Revision 1.98 2002/06/24 05:51:51 jbravo
// CTF mode is now semi working
//
// Revision 1.97 2002/06/23 19:12:17 slicer
// More Matchmode work
//
// Revision 1.96 2002/06/23 15:22:53 slicer
// Future 2.1 Matchmode Features - PART II
//
// Revision 1.95 2002/06/23 03:04:09 assimon
// Added suport for callvote map <map> and ref map <map>.
//
// Revision 1.94 2002/06/21 21:02:30 niceass
// worldspawn laserfog check
//
// Revision 1.93 2002/06/20 22:32:43 jbravo
// Added last damaged player and fixed a test2 model problem (atrimum my ass :)
// Changed g_RQ3_printOwnObits to g_RQ3_showOwnKills and it also controls $K
//
// Revision 1.92 2002/06/20 18:40:17 slicer
// Future 2.1 Matchmode Features - PART I
//
// Revision 1.91 2002/06/19 18:13:57 jbravo
// New TNG spawning system :)
//
// Revision 1.90 2002/06/19 05:21:43 niceass
// scoreboard stuff
//
// Revision 1.89 2002/06/18 09:21:48 niceass
// removed some model output
//
// Revision 1.88 2002/06/18 03:57:38 jbravo
// Committing for aasimon. Callvote nextmap removed and replaced with cyclemap for .ini
//
// Revision 1.87 2002/06/17 16:57:39 jbravo
// Items can now be dropped during bandaging
//
// Revision 1.86 2002/06/17 03:22:58 jbravo
// Base voting system is now fixed.
//
// Revision 1.85 2002/06/16 20:11:18 niceass
// unused cvar removed
//
// Revision 1.84 2002/06/16 20:06:14 jbravo
// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
//
// Revision 1.83 2002/06/16 19:25:55 slicer
// Commited aasimon's fix for capped rotation ini, and a small tweak for MM
//
// Revision 1.82 2002/06/16 17:38:00 jbravo
// Removed the MISSIONPACK ifdefs and missionpack only code.
//
// Revision 1.81 2002/06/13 23:54:40 assimon
// Dont ask what i changed...better for your health. Now comments work properly.
//
// Revision 1.80 2002/06/13 22:46:56 slicer
// another small fix
//
// Revision 1.78 2002/06/13 20:59:35 slicer
// Setting ( for real ) gender on DM
//
// Revision 1.76 2002/06/13 19:46:18 assimon
// Map defined in cfg is now played with main/team cvar settings
//
// Revision 1.75 2002/06/13 17:01:30 slicer
// Radio Gender changes according to model gender
//
// Revision 1.74 2002/06/12 15:01:01 slicer
// Removed g_RQ3_matchmode from USERINFO
//
// Revision 1.73 2002/06/12 03:37:38 blaze
// some fixes for the add bot code
//
// Revision 1.72 2002/06/11 01:43:08 blaze
// g_rq3_cvarfile allows you to change which file holds the restricted cvars
//
// Revision 1.71 2002/06/10 23:53:32 assimon
// Fixed buffer overflow. (commented the printing of the ini file contents)
//
// Revision 1.70 2002/06/10 19:10:59 jbravo
// Voting system fixed for TP
//
// Revision 1.69 2002/06/10 18:38:40 makro
// Changed default value for g_allowvote to 0
//
// Revision 1.68 2002/06/10 03:26:04 jbravo
// Fixed two small errors
//
// Revision 1.67 2002/06/09 23:18:49 assimon
// Add coments to the init parser. Added Message before intermition telling next map. New cvar: g_RQ3_NextMap
//
// Revision 1.66 2002/06/07 19:07:08 slicer
// removed cvars for teamXready, replaced by level.teamXready
//
// Revision 1.65 2002/06/07 13:06:34 jbravo
// Disabled all gametypes except FFA and TP
//
// Revision 1.64 2002/06/07 03:03:02 jbravo
// More colorfixes
//
// Revision 1.63 2002/06/05 23:36:39 niceass
// "ready" command lag fix
//
// Revision 1.62 2002/06/03 00:49:07 niceass
// match scoreboard changes
//
// Revision 1.61 2002/05/31 05:12:50 niceass
// tpcountdown default 0!1@$@#%$
//
// Revision 1.60 2002/05/28 01:17:01 jbravo
// More gib fixes. g_RQ3_gib added
//
// Revision 1.59 2002/05/23 03:07:10 blaze
// Some changes to autoaction, still need to fix up a little bit more stuff relating to getting sent 2 screenshot requests
//
// Revision 1.58 2002/05/12 12:15:05 slicer
// Added Referee command for captains
//
// Revision 1.57 2002/05/12 00:07:47 slicer
// Added Normal Radio Flood Protection
//
// Revision 1.56 2002/05/11 16:22:38 slicer
// Added a Repeat Flood Protection to Radio
//
// Revision 1.55 2002/05/09 20:58:30 jbravo
// New Obit system and a warning cleanup in zcam
//
// Revision 1.54 2002/05/06 21:41:01 slicer
// Added rq3_cmd
//
// Revision 1.53 2002/05/05 15:51:16 slicer
// Captain and subs get saved on map_restarts ( moved to "sess" )
//
// Revision 1.52 2002/05/05 04:23:00 jbravo
// Some MM fixes and cleanups
//
// Revision 1.51 2002/05/04 23:17:26 jbravo
// Fixed the model checking code a bit. It now works with the .ini file
//
// Revision 1.50 2002/04/30 11:20:12 jbravo
// Redid the teamcount cvars.
//
// Revision 1.49 2002/04/30 01:23:05 jbravo
// Changed the server logging to be more like a normal AQ server. Cleaned
// all colors from the logs.
//
// Revision 1.48 2002/04/28 23:13:08 jbravo
// Clean up the server logs
//
// Revision 1.47 2002/04/23 00:21:44 jbravo
// Cleanups of the new model code. Removed the spectator bar for zcam modes.
//
// Revision 1.46 2002/04/22 02:27:57 jbravo
// Dynamic model recognition
//
// Revision 1.45 2002/04/15 00:54:26 assimon
// Simple ini file parser that reads a ini configuration file and suports rotations.
//
// Revision 1.44 2002/04/12 18:34:31 jbravo
// Bye bye lag when somebody joins a team.
//
// Revision 1.43 2002/04/07 12:49:10 slicer
// Added 'teamname' command for MM, and tweaked the cvar system.
//
// Revision 1.42 2002/04/03 09:26:47 jbravo
// New FF system. Warns and then finally kickbans teamwounders and
// teamkillers
//
// Revision 1.41 2002/04/02 04:18:58 jbravo
// Made the TP scoreboard go down at round beginig (not for spectators) and
// pop up at intermission. Also added special to the use command
//
// Revision 1.40 2002/03/30 21:51:42 jbravo
// Removed all those ifdefs for zcam.
//
// Revision 1.39 2002/03/26 10:32:52 jbravo
// Bye bye LCA lag
//
// Revision 1.38 2002/03/25 14:55:00 jbravo
// teamCount cvars for Makro
//
// Revision 1.37 2002/03/24 06:06:53 jbravo
// Some tweaks and cleanups
//
// Revision 1.36 2002/03/23 05:50:47 jbravo
// Moved enableDust out of the missionpack
//
// Revision 1.35 2002/03/23 05:17:43 jbravo
// Major cleanup of game -> cgame communication with LCA vars.
//
// Revision 1.34 2002/03/21 15:02:05 jbravo
// More teamname cleanups and fix for fraglines.
//
// Revision 1.33 2002/03/17 20:53:44 slicer
// Small fix on CheckExitRules
//
// Revision 1.32 2002/03/17 01:44:39 jbravo
// Fixed the "xxx died" fraglines, did some code cleanups andalmost fixed
// DM. Only DM problem I can see is that bots are invisible.
//
// Revision 1.31 2002/03/17 00:40:23 jbravo
// Adding variable team names. g_RQ3_team1name and g_RQ3_team2name. Fixed
// Slicers fraglimit check.
//
// Revision 1.30 2002/03/14 23:14:19 slicer
// Added Fraglimit checks on TP ( !!! )
//
// Revision 1.29 2002/03/11 02:21:13 niceass
// client gravity fix
//
// Revision 1.28 2002/03/07 14:29:12 slicer
// Intermission ala aq2, when timelimit/roundlimit hits.
//
// Revision 1.27 2002/03/07 01:38:36 assimon
// Changed Ref System. New cvar added - g_RQ3_RefID. Now referee is peserved even on map changes or map_restarts.
//
// Revision 1.26 2002/03/07 00:00:54 assimon
// Added a skeleton referee suport, with some functional commands (map_restart and kick)
//
// Revision 1.25 2002/03/01 18:50:26 makro
// Added CVAR_ARCHIVE flag to some g_RQ3 cvars
//
// Revision 1.24 2002/02/24 18:12:19 jbravo
// Added a cvar to control sniper behavior g_RQ3_sniperup. Def 0. if set yo 1
// it makes players spawn with the sniper up.
//
// Revision 1.23 2002/02/10 04:55:28 jbravo
// Fix #1 to zcam jitter. More is probably needed.
//
// Revision 1.22 2002/02/07 23:47:06 niceass
// Score sorting for >= GT_TEAM fixed
//
// Revision 1.21 2002/02/05 23:41:27 slicer
// More on matchmode..
//
// Revision 1.20 2002/02/04 00:10:49 slicer
// Matchmode: Teams Ready/Not Ready goes by cvar MM_team1/2
//
// Revision 1.19 2002/01/31 23:51:18 slicer
// Adding Matchmode: just a few basics and files...
//
// Revision 1.18 2002/01/31 02:25:31 jbravo
// Adding limchasecam.
//
// Revision 1.17 2002/01/14 01:20:45 niceass
// No more default 800 gravity on items
// Thrown knife+Glass fix - NiceAss
//
// Revision 1.16 2002/01/11 20:20:58 jbravo
// Adding TP to main branch
//
// Revision 1.15 2002/01/11 19:48:30 jbravo
// Formatted the source in non DOS format.
//
// Revision 1.14 2001/12/31 16:28:42 jbravo
// I made a Booboo with the Log tag.
//
//
//-----------------------------------------------------------------------------
// Copyright (C) 1999-2000 Id Software, Inc.
//
#include "g_local.h"
#include "zcam.h"
#include "q_shared.h"
int trap_RealTime(qtime_t *qtime);
level_locals_t level;
typedef struct {
vmCvar_t *vmCvar;
char *cvarName;
char *defaultString;
int cvarFlags;
int modificationCount; // for tracking changes
qboolean trackChange; // track this variable, and announce if changed
qboolean teamShader; // track and if changed, update shader state
} cvarTable_t;
gentity_t g_entities[MAX_GENTITIES];
gclient_t g_clients[MAX_CLIENTS];
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_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_weaponTeamRespawn;
vmCvar_t g_motd;
vmCvar_t g_synchronousClients;
vmCvar_t g_warmup;
vmCvar_t g_doWarmup;
vmCvar_t g_restarted;
vmCvar_t g_log;
vmCvar_t g_logSync;
vmCvar_t g_blood;
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_smoothClients;
vmCvar_t pmove_fixed;
vmCvar_t pmove_msec;
vmCvar_t g_rankings;
vmCvar_t g_listEntity;
//Slicer: Matchmode
vmCvar_t g_RQ3_matchmode;
vmCvar_t g_RQ3_forceteamtalk;
vmCvar_t g_RQ3_maxplayers;
vmCvar_t g_RQ3_mmflags;
//Blaze: Reaction cvars
vmCvar_t g_rxn_knifelimit;
vmCvar_t g_RQ3_maxWeapons;
vmCvar_t g_RQ3_statLog;
vmCvar_t g_RQ3_ejectBlood;
vmCvar_t g_RQ3_respawnProtectTime;
//Elder: spam protection cvars
vmCvar_t g_RQ3_messageMaxCount;
vmCvar_t g_RQ3_messageInterval;
vmCvar_t g_RQ3_messageMaxWarnings;
vmCvar_t g_RQ3_messageWarnTime;
vmCvar_t g_RQ3_messageBanTime;
vmCvar_t g_RQ3_messageProtect;
// JBravo: adding TP cvars
vmCvar_t g_RQ3_roundlimit;
vmCvar_t g_RQ3_roundtimelimit;
vmCvar_t g_RQ3_tgren;
vmCvar_t g_RQ3_limchasecam;
vmCvar_t g_RQ3_sniperup;
vmCvar_t g_RQ3_lca;
vmCvar_t g_RQ3_team1name;
vmCvar_t g_RQ3_team2name;
vmCvar_t g_RQ3_team1model;
vmCvar_t g_RQ3_team2model;
vmCvar_t g_RQ3_tpcountdown;
vmCvar_t g_RQ3_showOwnKills;
vmCvar_t g_RQ3_gib;
vmCvar_t g_RQ3_maxteamkills;
vmCvar_t g_RQ3_twbanrounds;
vmCvar_t g_RQ3_tkbanrounds;
vmCvar_t g_RQ3_ppl_idletime;
vmCvar_t g_RQ3_idleaction;
vmCvar_t g_RQ3_ctb_respawndelay;
//Slicer: Team Status Cvars for MM
//vmCvar_t g_RQ3_team1ready;
//vmCvar_t g_RQ3_team2ready;
// aasimon: Ref System for MM
vmCvar_t g_RQ3_AllowRef;
vmCvar_t g_RQ3_RefPass;
//vmCvar_t g_RQ3_RefID;
vmCvar_t g_RQ3_maxRefs;
// aasimon: ini stuff
vmCvar_t g_RQ3_IniFile;
vmCvar_t g_RQ3_ValidIniFile;
vmCvar_t g_RQ3_NextMapID;
vmCvar_t g_RQ3_NextMap;
//Slicer Radio radio flood protect
vmCvar_t g_RQ3_radioRepeat;
vmCvar_t g_RQ3_radioRepeatTime;
vmCvar_t g_RQ3_radioBan;
vmCvar_t g_RQ3_radioFlood;
vmCvar_t g_RQ3_radioFloodTime;
// NiceAss: Taken out of the missionpack
vmCvar_t g_enableBreath;
vmCvar_t g_enableFogLaser;
// JBravo: ditto
vmCvar_t g_enableDust;
//Blaze let cvar.cfg be set by server admins
vmCvar_t g_RQ3_cvarfile;
//Makro - for server browsers
vmCvar_t g_RQ3_version;
//Makro - max votes per client
vmCvar_t g_RQ3_maxClientVotes;
// bk001129 - made static to avoid aliasing
static cvarTable_t gameCvarTable[] = {
// don't override the cheat state set by the system
{&g_cheats, "sv_cheats", "", 0, 0, qfalse},
// 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_USERINFO | CVAR_LATCH, 0, qfalse},
{&g_maxclients, "sv_maxclients", "8", CVAR_SERVERINFO | CVAR_SYSTEMINFO | 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_synchronousClients, "g_synchronousClients", "0", CVAR_SYSTEMINFO, 0, qfalse},
{&g_friendlyFire, "g_friendlyFire", "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", "reaction.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},
// Elder: slow down to 300?
{&g_speed, "g_speed", "300", 0, 0, qtrue}, // was 320
{&g_gravity, "g_gravity", "800", CVAR_SYSTEMINFO, 0, qtrue}, // shared with client (cg_gravity)
{&g_quadfactor, "g_quadfactor", "3", 0, 0, qtrue},
{&g_weaponRespawn, "g_weaponrespawn", "5", 0, 0, qtrue},
{&g_weaponTeamRespawn, "g_weaponTeamRespawn", "30", 0, 0, qtrue},
{&g_forcerespawn, "g_forcerespawn", "20", 0, 0, qtrue},
{&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_blood, "com_blood", "1", 0, 0, qfalse},
{&g_podiumDist, "g_podiumDist", "80", 0, 0, qfalse},
{&g_podiumDrop, "g_podiumDrop", "70", 0, 0, qfalse},
//Makro - changed default to 0
{&g_allowVote, "g_allowVote", "0", CVAR_ARCHIVE | CVAR_SYSTEMINFO, 0, qfalse},
{&g_listEntity, "g_listEntity", "0", 0, 0, qfalse},
// NiceAss: Taken out of the missionpack
{&g_enableBreath, "g_enableBreath", "0", CVAR_SERVERINFO, 0, qfalse},
{&g_enableBreath, "g_enableFogLaser", "1", CVAR_SERVERINFO, 0, qfalse},
// JBravo: ditto
{&g_enableDust, "g_enableDust", "0", CVAR_SERVERINFO, 0, 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_rankings, "g_rankings", "0", 0, 0, qfalse},
//Slicer: Matchmode
{&g_RQ3_matchmode, "g_RQ3_matchmode", "0", CVAR_SERVERINFO | CVAR_LATCH | CVAR_SYSTEMINFO, 0, qfalse},
{&g_RQ3_forceteamtalk, "g_RQ3_forceteamtalk", "0", 0, 0, qtrue},
{&g_RQ3_mmflags, "g_RQ3_mmflags", "31", 0, 0, qtrue},
{&g_RQ3_maxplayers, "g_RQ3_maxplayers", "0", 0, 0, qtrue},
//Slicer: radio protect
{&g_RQ3_radioFlood, "g_RQ3_radioFlood", "3", 0, 0, qfalse},
{&g_RQ3_radioFloodTime, "g_RQ3_radioFloodTime", "2", 0, 0, qfalse},
{&g_RQ3_radioRepeat, "g_RQ3_radioRepeat", "2", 0, 0, qfalse},
{&g_RQ3_radioRepeatTime, "g_RQ3_radioRepeat", "1", 0, 0, qfalse},
{&g_RQ3_radioBan, "g_RQ3_radioBan", "10", 0, 0, qfalse},
//Blaze: Reaction stuff
// Elder: these are explicit values set every time the game initializes
{&g_RQ3_ejectBlood, "g_RQ3_ejectBlood", "0", CVAR_ARCHIVE | CVAR_NORESTART, 0, qfalse},
{&g_RQ3_maxWeapons, "g_RQ3_maxWeapons", "1", 0, 0, qtrue},
{&g_RQ3_respawnProtectTime, "g_RQ3_respawnProtectTime", "2", CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue},
{&g_RQ3_statLog, "sv_RQ3_statLog", "1", CVAR_ARCHIVE | CVAR_SERVERINFO, 0, qfalse},
{&g_RQ3_messageMaxCount, "sv_RQ3_messageMaxCount", SAY_MAX_NUMBER, 0, 0, qfalse},
{&g_RQ3_messageInterval, "sv_RQ3_messageInterval", SAY_PERIOD_TIME, 0, 0, qfalse},
{&g_RQ3_messageMaxWarnings, "sv_RQ3_messageMaxWarnings", SAY_MAX_WARNINGS, 0, 0, qfalse},
{&g_RQ3_messageWarnTime, "sv_RQ3_messageWarnTime", SAY_WARNING_TIME, 0, 0, qfalse},
{&g_RQ3_messageBanTime, "sv_RQ3_messageBanTime", SAY_BAN_TIME, 0, 0, qfalse},
{&g_RQ3_messageProtect, "sv_RQ3_messageProtect", "1", CVAR_SERVERINFO, 0, qtrue},
// JBravo: still with the TP cvars
// Makro - adding CVAR_ARCHIVE so these settings work when starting up the UI
{&g_RQ3_roundlimit, "g_RQ3_roundlimit", "0", CVAR_ARCHIVE, 0, qtrue},
{&g_RQ3_roundtimelimit, "g_RQ3_roundtimelimit", "2", CVAR_ARCHIVE, 0, qtrue},
{&g_RQ3_tgren, "g_RQ3_tgren", "0", CVAR_ARCHIVE, 0, qtrue},
{&g_RQ3_limchasecam, "g_RQ3_limchasecam", "0", CVAR_ARCHIVE, 0, qtrue},
{&g_RQ3_sniperup, "g_RQ3_sniperup", "0", CVAR_ARCHIVE, 0, qtrue},
{&g_RQ3_team1name, "g_RQ3_team1name", "Robbers", CVAR_SYSTEMINFO | CVAR_SERVERINFO, 0, qfalse},
{&g_RQ3_team2name, "g_RQ3_team2name", "Swat", CVAR_SYSTEMINFO | CVAR_SERVERINFO, 0, qfalse},
{&g_RQ3_team1model, "g_RQ3_team1model", "grunt/robber", CVAR_SYSTEMINFO, 0, qfalse},
{&g_RQ3_team2model, "g_RQ3_team2model", "grunt/police", CVAR_SYSTEMINFO, 0, qfalse},
{&g_RQ3_tpcountdown, "g_RQ3_tpcountdown", "0", CVAR_ARCHIVE, 0, qfalse},
{&g_RQ3_showOwnKills, "g_RQ3_showOwnKills", "0", CVAR_ARCHIVE, 0, qfalse},
{&g_RQ3_gib, "g_RQ3_gib", "1", CVAR_ARCHIVE, 0, qtrue},
{&g_RQ3_lca, "g_RQ3_lca", "0", CVAR_ROM, 0, qfalse},
{&g_RQ3_maxteamkills, "g_RQ3_maxteamkills", "0", CVAR_ARCHIVE, 0, qtrue},
{&g_RQ3_twbanrounds, "g_RQ3_twbanrounds", "2", CVAR_ARCHIVE, 0, qtrue},
{&g_RQ3_tkbanrounds, "g_RQ3_tkbanrounds", "2", CVAR_ARCHIVE, 0, qtrue},
{&g_RQ3_ppl_idletime, "g_RQ3_ppl_idletime", "0", CVAR_ARCHIVE, 0, qtrue},
{&g_RQ3_ctb_respawndelay, "g_RQ3_ctb_respawndelay", "20", CVAR_ARCHIVE, 0, qtrue},
{&g_RQ3_idleaction, "g_RQ3_idleaction", "0", CVAR_ARCHIVE, 0, qtrue},
//Blaze: let cvar.cfg be set by the server admins
{&g_RQ3_cvarfile, "g_RQ3_cvarfile", "cvar.cfg", CVAR_ARCHIVE, 0, qtrue},
//Slicer: Team Status Cvars for MM
//{ &g_RQ3_team1ready, "g_RQ3_team1ready", "0", 0, 0, qfalse},
//{ &g_RQ3_team2ready, "g_RQ3_team2ready", "0", 0, 0, qfalse},
// aasimon: Ref system for MM,added infor for referee id (clientnumber)
{&g_RQ3_AllowRef, "g_RQ3_AllowRef", "0", CVAR_SERVERINFO, 0, qtrue},
{&g_RQ3_RefPass, "g_RQ3_RefPassword", "", CVAR_ARCHIVE, 0, qfalse},
//{&g_RQ3_RefID, "g_RQ3_RefID", "-1", CVAR_SYSTEMINFO | CVAR_ROM, 0, qfalse},
{&g_RQ3_maxRefs, "g_RQ3_maxRefs", "1", CVAR_SERVERINFO, 0, qtrue},
// aasimon: stuff for da ini file
{&g_RQ3_IniFile, "g_RQ3_IniFile", "", CVAR_SERVERINFO, 0, qfalse},
{&g_RQ3_ValidIniFile, "g_RQ3_ValidIniFile", "1", CVAR_SYSTEMINFO | CVAR_ROM, 0, qfalse},
{&g_RQ3_NextMapID, "g_RQ3_NextMapID", "-1", CVAR_SYSTEMINFO, 0, qfalse},
{&g_RQ3_NextMap, "g_RQ3_NextMap", "", CVAR_SYSTEMINFO, 0, qfalse},
//Makro - for server browsers
{&g_RQ3_version, "g_RQ3_version", "Beta 2.2", CVAR_SERVERINFO | CVAR_SYSTEMINFO | CVAR_ROM, 0, qfalse},
//Makro - max votes per client
{&g_RQ3_maxClientVotes, "g_RQ3_maxClientVotes", "3", CVAR_ARCHIVE, 0, qfalse}
};
// 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);
/*
================
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, 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);
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);
}
/*
================
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);
}
void G_RemapTeamShaders()
{
}
/*
=================
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");
}
// JBravo: lets disable the untested modes.
if (g_gametype.integer != GT_FFA && g_gametype.integer != GT_TEAMPLAY && g_gametype.integer != GT_CTF &&
g_gametype.integer != GT_TOURNAMENT) {
G_Printf("g_gametype %i is currently not supported by ReactionQuake3. 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;
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 (Q_stricmp(cv->cvarName, "g_gravity") == 0)
G_GravityChange();
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();
}
}
/*
============
RQ3_Validatemodel
JBravo: Makes sure we have a legit RQ3 model
============
*/
legitmodel_t legitmodels[MAXMODELS];
int RQ3_Validatemodel(char *model)
{
int gender;
int i;
gender = -1;
for (i = 0; i < MAXMODELS; i++) {
if (*legitmodels[i].name == 0)
break;
if (!Q_stricmp(legitmodels[i].name, model)) {
gender = legitmodels[i].gender;
break;
}
}
return gender;
}
/*
============
RQ3_loadmodels
JBravo: load modelinfo from all RQ3 models
============
*/
void RQ3_loadmodels(void)
{
int i, j, len, numdirs, modelcount, dirlen;
char *dirptr, *text_p, *token, dirlist[2048], buf[2048];
fileHandle_t file;
for (i = 0; i < MAXMODELS; i++) {
memset(&legitmodels[i], 0, sizeof(legitmodels[i]));
}
numdirs = trap_FS_GetFileList("models/players", "/", dirlist, sizeof(dirlist));
dirptr = dirlist;
modelcount = 0;
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;
// Com_Printf("models (%s)\n", dirptr);
len = trap_FS_FOpenFile(va("models/players/%s/rq3model.cfg", dirptr), &file, FS_READ);
if (file) {
trap_FS_Read(buf, len, file);
buf[len] = 0;
text_p = buf;
trap_FS_FCloseFile(file);
// Com_Printf("Adding %s as a legit model\n", dirptr);
Com_sprintf(legitmodels[modelcount].name, sizeof(legitmodels[modelcount].name), "%s", dirptr);
for (j = 0; j < 3; j++) {
token = COM_Parse(&text_p);
if (!token)
break;
if (Q_stricmp(token, "team1color") == 0) {
token = COM_Parse(&text_p);
if (token)
legitmodels[modelcount].team1color[0] = atof(token);
else
break;
token = COM_Parse(&text_p);
if (token)
legitmodels[modelcount].team1color[1] = atof(token);
else
break;
token = COM_Parse(&text_p);
if (token)
legitmodels[modelcount].team1color[2] = atof(token);
else
break;
} else if (Q_stricmp(token, "team2color") == 0) {
token = COM_Parse(&text_p);
if (token)
legitmodels[modelcount].team2color[0] = atof(token);
else
break;
token = COM_Parse(&text_p);
if (token)
legitmodels[modelcount].team2color[1] = atof(token);
else
break;
token = COM_Parse(&text_p);
if (token)
legitmodels[modelcount].team2color[2] = atof(token);
else
break;
} else if (Q_stricmp(token, "gender") == 0) {
token = COM_Parse(&text_p);
if (token)
if (!Q_stricmp(token, "male"))
legitmodels[modelcount].gender = GENDER_MALE;
else if (!Q_stricmp(token, "female"))
legitmodels[modelcount].gender = GENDER_FEMALE;
else if (!Q_stricmp(token, "neuter"))
//slicer no NEUTER
legitmodels[modelcount].gender = GENDER_MALE;
else
break;
else
break;
}
}
modelcount++;
}
}
}
/*
============
G_InitGame
============
*/
void G_InitGame(int levelTime, int randomSeed, int restart)
{
int i;
char model[MAX_STRING_CHARS], model2[MAX_STRING_CHARS];
char *s;
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();
// JBravo: Load RQ3 models
RQ3_loadmodels();
// Runs the config if the file is valid. First run will allways be valid
if (g_RQ3_ValidIniFile.integer && (g_RQ3_NextMapID.integer == -1)) {
//g_RQ3_NextMapID.integer = 0;
RQ3_ReadInitFile();
}
// 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
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_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;
}
camera_init();
// 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
if (g_gametype.integer >= GT_TEAM) {
G_CheckTeamItems();
}
//Elder: spawn unique items.
// JBravo: unless we are in Teamplay
if (g_gametype.integer != GT_TEAMPLAY && g_gametype.integer != GT_CTF) {
RQ3_StartUniqueItems();
}
// Elder: force sv_floodprotect to 0 -- remove when we finish
// recoding the weapon command and any other commands that may
// need smashing :)
if (trap_Cvar_VariableIntegerValue("sv_floodprotect") != 0) {
trap_Cvar_Set("sv_floodprotect", "0");
G_Printf("sv_floodprotect shut off for RQ3 Release 1.\n");
}
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");
}
// JBravo: reset teamplay stuff.
if (g_gametype.integer == GT_TEAMPLAY || g_gametype.integer == GT_CTF) {
//Slicer: Default Radio Gender according to MODEL gender
Q_strncpyz(model, g_RQ3_team1model.string, sizeof(model));
Q_strncpyz(model2, g_RQ3_team2model.string, sizeof(model));
s = Q_strrchr(model, '/');
if (s)
*s++ = '\0';
s = Q_strrchr(model2, '/');
if (s)
*s++ = '\0';
for (i = 0; i < MAXMODELS; i++) {
if (!Q_stricmp(legitmodels[i].name, model)) {
level.team1gender = legitmodels[i].gender;
}
if (!Q_stricmp(legitmodels[i].name, model2)) {
level.team2gender = legitmodels[i].gender;
}
}
level.team_round_countdown = 0;
level.rulecheckfrequency = 0;
level.lights_camera_action = 0;
level.holding_on_tie_check = 0;
level.current_round_length = 0;
level.team_game_going = 0;
level.team_round_going = 0;
level.fps = trap_Cvar_VariableIntegerValue("sv_fps");
level.num_potential_spawns[0] = 0;
level.num_potential_spawns[1] = 0;
level.team1respawn = level.team2respawn = 0;
}
// Slicer: reset matchmode vars
if (g_RQ3_matchmode.integer && g_gametype.integer == GT_TEAMPLAY) {
level.matchTime = 0;
level.inGame = qfalse;
level.team1ready = qfalse;
level.team2ready = qfalse;
level.paused = qfalse;
level.settingsLocked = qfalse;
refVotes[0] = refVotes[1] = NULL;
}
if (trap_Cvar_VariableIntegerValue("bot_enable")) {
BotAISetup(restart);
BotAILoadMap(restart);
G_InitBots(restart);
}
G_RemapTeamShaders();
}
/*
=================
G_ShutdownGame
=================
*/
void G_ShutdownGame(int restart)
{
G_Printf("==== ShutdownGame ====\n");
if (level.logFile) {
G_LogPrintf("ShutdownGame:\n");
G_LogPrintf("------------------------------------------------------------\n");
trap_FS_FCloseFile(level.logFile);
}
camera_shutdown();
// 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");
}
/*
=======================
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;
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];
// Added so score is the only important factor in sorting
if (g_gametype.integer < GT_TEAM) {
// 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;
}
/*
============
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, rank, score, 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 < 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 (g_gametype.integer == GT_TEAMPLAY) {
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;
}
}
} else {
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.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;
}
}
}
}
}
}
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;
// 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);
}
}
}
}
/*
==================
BeginIntermission
==================
*/
void BeginIntermission(void)
{
int i;
gentity_t *client;
if (level.intermissiontime) {
return; // already active
}
if ( g_RQ3_ValidIniFile.integer == 1 )
trap_SendServerCommand(-1, va("print \"Next map in rotation is %s\n\"", g_RQ3_NextMap.string));
// if in tournement mode, change the wins / losses
if (g_gametype.integer == GT_TOURNAMENT) {
AdjustTournamentScores();
}
level.intermissiontime = level.time;
FindIntermissionPoint();
// if single player game
if (g_gametype.integer == GT_SINGLE_PLAYER) {
UpdateTournamentInfo();
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);
// JBravo: send the TP scoreboard to players
// NiceAss: And CTF
if (g_gametype.integer == GT_TEAMPLAY || g_gametype.integer == GT_CTF)
trap_SendServerCommand(i, va("rq3_cmd %i", MAPEND));
}
// send the current scoring to all clients
if (g_gametype.integer != GT_TEAMPLAY)
SendScoreboardMessageToAllClients();
//Stop the demos
trap_SendServerCommand(-1, va("rq3_cmd %i", STOPDEMO));
//Take the screen shot
trap_SendServerCommand(-1, va("rq3_cmd %i", SCREENSHOT));
}
/*
=============
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;
gclient_t *cl;
//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" );
// Map ini stuff
if (g_RQ3_ValidIniFile.integer)
RQ3_ReadInitFile();
trap_SendConsoleCommand(EXEC_APPEND, "vstr nextmap\n");
level.changemap = NULL;
level.intermissiontime = 0;
// 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 i, l;
qtime_t now;
trap_RealTime(&now);
l = i = 0;
string[0] = '\0';
Com_sprintf(string, sizeof(string), "[%02i:%02i:%02i] ", now.tm_hour, now.tm_min, now.tm_sec);
va_start(argptr, fmt);
vsprintf(string + 11, fmt, argptr);
va_end(argptr);
if (g_dedicated.integer) {
G_Printf("%s", string + 11);
}
if (!level.logFile) {
return;
}
// JBravo: damn colors fsck up the logs and make them ugly.
for (i = 0; string[i]; i++) {
if (Q_IsColorString(&string[i])) {
i++;
continue;
}
if (string[i] > 0x7E)
continue;
if (string[i] == 0x19)
continue;
string[l++] = string[i];
}
string[l] = '\0';
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;
qtime_t now;
char* names_day[] = { "Sunday", "Monday", "Tuesday", "Wednesday", "Thursday", "Friday", "Saturday" };
char* names_month[] = { "January", "February", "March", "April", "May", "June", "July", "August",
"September", "October", "November", "December" };
trap_RealTime(&now);
G_LogPrintf("Game ending at %s %i %s %i %02i:%02i:%02i : %s\n", names_day[now.tm_wday], now.tm_mday, names_month[now.tm_mon],
(now.tm_year)+1900, now.tm_hour, now.tm_min, now.tm_sec, string);
trap_SendServerCommand(-1, va("print \"Game ending at %s %i %s %i %i:%i:%i.\n\"", names_day[now.tm_wday],
now.tm_mday, names_month[now.tm_mon], (now.tm_year)+1900, now.tm_hour,
now.tm_min, now.tm_sec, 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);
// Don't print bot statistics
if (g_RQ3_statLog.integer && !(g_entities[cl - level.clients].r.svFlags & SVF_BOT)) {
// Elder: Statistics tracking for server
G_LogPrintf("-----------------------------------\n");
G_LogPrintf("Reaction Quake 3 Statistics Results for client %i %s\n", level.sortedClients[i],
cl->pers.netname);
G_LogPrintf("Kicks: %i kills %i deaths %i\n", cl->pers.records[REC_KICKHITS],
cl->pers.records[REC_KICKKILLS], cl->pers.records[REC_KICKDEATHS]);
G_LogPrintf("Knife Throw Stats: hits/shots %i/%i kills %i deaths %i\n",
cl->pers.records[REC_KNIFETHROWHITS], cl->pers.records[REC_KNIFETHROWSHOTS],
cl->pers.records[REC_KNIFETHROWKILLS], cl->pers.records[REC_KNIFETHROWDEATHS]);
G_LogPrintf("Knife Slash Stats: hits/shots %i/%i kills %i deaths %i\n",
cl->pers.records[REC_KNIFESLASHHITS], cl->pers.records[REC_KNIFESLASHSHOTS],
cl->pers.records[REC_KNIFESLASHKILLS], cl->pers.records[REC_KNIFESLASHDEATHS]);
G_LogPrintf("MK23 Stats: hits/shots %i/%i kills %i deaths %i\n",
cl->pers.records[REC_MK23HITS], cl->pers.records[REC_MK23SHOTS],
cl->pers.records[REC_MK23KILLS], cl->pers.records[REC_MK23DEATHS]);
G_LogPrintf("MP5 Stats: hits/shots %i/%i kills %i deaths %i\n", cl->pers.records[REC_MP5HITS],
cl->pers.records[REC_MP5SHOTS], cl->pers.records[REC_MP5KILLS],
cl->pers.records[REC_MP5DEATHS]);
G_LogPrintf("M4 Stats: hits/shots %i/%i kills %i deaths %i\n", cl->pers.records[REC_M4HITS],
cl->pers.records[REC_M4SHOTS], cl->pers.records[REC_M4KILLS],
cl->pers.records[REC_M4DEATHS]);
G_LogPrintf("M3 Stats: hits/shots %i/%i kills %i deaths %i\n", cl->pers.records[REC_M3HITS],
cl->pers.records[REC_M3SHOTS], cl->pers.records[REC_M3KILLS],
cl->pers.records[REC_M3DEATHS]);
G_LogPrintf("HC Stats: hits/shots %i/%i kills %i deaths %i\n",
cl->pers.records[REC_HANDCANNONHITS], cl->pers.records[REC_HANDCANNONSHOTS],
cl->pers.records[REC_HANDCANNONKILLS], cl->pers.records[REC_HANDCANNONDEATHS]);
G_LogPrintf("SSG3000 Stats: hits/shots %i/%i kills %i deaths %i\n",
cl->pers.records[REC_SSG3000HITS], cl->pers.records[REC_SSG3000SHOTS],
cl->pers.records[REC_SSG3000KILLS], cl->pers.records[REC_SSG3000DEATHS]);
G_LogPrintf("Akimbo Stats: hits/shots %i/%i kills %i deaths %i\n",
cl->pers.records[REC_AKIMBOHITS], cl->pers.records[REC_AKIMBOSHOTS],
cl->pers.records[REC_AKIMBOKILLS], cl->pers.records[REC_AKIMBODEATHS]);
G_LogPrintf("Grenade Stats: hits/shots %i/%i kills %i deaths %i\n",
cl->pers.records[REC_GRENADEHITS], cl->pers.records[REC_GRENADESHOTS],
cl->pers.records[REC_GRENADEKILLS], cl->pers.records[REC_GRENADEDEATHS]);
G_LogPrintf("Location Shot Stats 1: head %i chest %i stomach %i leg %i\n",
cl->pers.records[REC_HEADSHOTS], cl->pers.records[REC_CHESTSHOTS],
cl->pers.records[REC_STOMACHSHOTS], cl->pers.records[REC_LEGSHOTS]);
G_LogPrintf("Location Shot Stats 2: front %i back %i left %i right %i\n",
cl->pers.records[REC_FRONTSHOTS], cl->pers.records[REC_BACKSHOTS],
cl->pers.records[REC_LEFTSHOTS], cl->pers.records[REC_RIGHTSHOTS]);
G_LogPrintf("Location Kill Stats: head %i chest %i stomach %i leg %i\n",
cl->pers.records[REC_HEADKILLS], cl->pers.records[REC_CHESTKILLS],
cl->pers.records[REC_STOMACHKILLS], cl->pers.records[REC_LEGKILLS]);
G_LogPrintf("Location Death Stats: head %i chest %i stomach %i leg %i\n",
cl->pers.records[REC_HEADDEATHS], cl->pers.records[REC_CHESTDEATHS],
cl->pers.records[REC_STOMACHDEATHS], cl->pers.records[REC_LEGDEATHS]);
G_LogPrintf("Morbid Stats: corpse shots %i gib shots %i\n", cl->pers.records[REC_CORPSESHOTS],
cl->pers.records[REC_GIBSHOTS]);
G_LogPrintf("-----------------------------------\n");
}
}
}
/*
=================
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.
Slicer: This is changed for rq3. minimum of 5 secs showing scoreboard
and then, if a player presses BUTTON_ATTACK, change the map
=================
*/
void CheckIntermissionExit(void)
{
// int ready, notReady;
int i;
gclient_t *cl;
// int readyMask;
/* 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;
}
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 (g_entities[cl->ps.clientNum].client->buttons & BUTTON_ATTACK)
ExitLevel();
}
/*
// 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.
=================
*/
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;
}
//Slicer
if (g_gametype.integer == GT_TEAMPLAY) {
//Let's check fraglimit here, everything else is on teamplay.c
if (g_fraglimit.integer > 0) {
for (i = 0; i < g_maxclients.integer; i++) {
cl = level.clients + i;
if (cl->pers.connected != CON_CONNECTED) {
continue;
}
if (cl->sess.savedTeam == TEAM_SPECTATOR) {
continue;
}
if (cl->ps.persistant[PERS_SCORE] >= g_fraglimit.integer) {
LogExit("Fraglimit hit.");
trap_SendServerCommand(-1,
va("print \"%s" S_COLOR_WHITE " hit the fraglimit.\n\"",
cl->pers.netname));
//Slicer: Start Intermission
BeginIntermission();
}
}
}
//let's return if teamplay.
return;
}
if (level.intermissionQueued) {
if (level.time - level.intermissionQueued >= INTERMISSION_DELAY_TIME) {
level.intermissionQueued = 0;
BeginIntermission();
}
return;
}
// check for sudden death
// NiceAss: Not needed in any RQ3 variant?
/*
if (ScoreIsTied()) {
// always wait for sudden death
return;
}
*/
if (g_timelimit.integer && !level.warmupTime) {
if (level.time - level.startTime >= g_timelimit.integer * 60000) {
trap_SendServerCommand(-1, "print \"Timelimit hit.\n\"");
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 fraglimit.\n\"");
LogExit("Fraglimit hit.");
return;
}
if (level.teamScores[TEAM_BLUE] >= g_fraglimit.integer) {
trap_SendServerCommand(-1, "print \"Blue hit the fraglimit.\n\"");
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) {
LogExit("Fraglimit hit.");
trap_SendServerCommand(-1, va("print \"%s" S_COLOR_WHITE " hit the fraglimit.\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\"");
LogExit("Capturelimit hit.");
return;
}
if (level.teamScores[TEAM_BLUE] >= g_capturelimit.integer) {
trap_SendServerCommand(-1, "print \"Blue hit the capturelimit.\n\"");
LogExit("Capturelimit hit.");
return;
}
}
}
/*
========================================================================
FUNCTIONS CALLED EVERY FRAME
========================================================================
*/
/*
=============
CheckTournament
Once a frame, check for changes in tournement player state
=============
*/
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) {
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 && 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;
}
}
}
/*
==================
CheckVote
==================
*/
void CheckVote(void)
{
if (level.voteExecuteTime && level.voteExecuteTime < level.time) {
level.voteExecuteTime = 0;
if (Q_stricmp(level.voteString, "cyclemap") == 0)
BeginIntermission();
else if (Q_stricmp(level.voteString, "map") == 0) {
trap_Cvar_Set("g_RQ3_ValidIniFile", "2"); // check this latter. This trap may not be necessary
g_RQ3_ValidIniFile.integer = 2;
BeginIntermission();
} else if (Q_stricmp(level.voteString, "g_gametype") == 0) {
trap_SendConsoleCommand(EXEC_APPEND, va("%s\n", level.voteString));
trap_SendConsoleCommand(EXEC_APPEND, "map_restart 0\n");
} else
trap_SendConsoleCommand(EXEC_APPEND, va("%s\n", level.voteString));
}
if (!level.voteTime) {
return;
}
if (level.time - level.voteTime >= VOTE_TIME) {
trap_SendServerCommand(-1, "print \"Vote failed.\n\"");
} else {
if ((g_RQ3_matchmode.integer ? level.voteYes == 2 : (level.voteYes > level.numVotingClients / 2))) {
// execute the command, then remove the vote
trap_SendServerCommand(-1, "print \"Vote passed.\n\"");
level.voteExecuteTime = level.time + 3000;
} else if ((g_RQ3_matchmode.integer ? level.voteNo == 1 : 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, "");
}
/*
==================
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^7 is not connected\n\"", level.clients[client].pers.netname));
return;
}
if (level.clients[client].sess.sessionTeam != team) {
PrintTeam(team, va("print \"%s^7 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^7 is the new team leader\n\"", level.clients[client].pers.netname));
}
/*
==================
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, "print \"Team vote failed.\n\"");
} else {
if (level.teamVoteYes[cs_offset] > level.numteamVotingClients[cs_offset] / 2) {
// execute the command, then remove the vote
trap_SendServerCommand(-1, "print \"Team vote passed.\n\"");
//
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, "print \"Team vote failed.\n\"");
} 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) {
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;
//Blaze: Used for droping knifes
//gitem_t *xr_item;
//gentity_t *xr_drop;
//int temp;
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) {
//G_Printf("Discarded: %i\n", ent->s.event & ~EV_EVENT_BITS);
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) {
//Elder: moved to g_missile.c where it belongs
// tempEntities or dropped items completely go away after their event
//if (!strcmp(ent->classname,"weapon_knife"))
//{
/*
xr_item = BG_FindItemForWeapon( WP_KNIFE );
//Elder: removed
//xr_drop= dropWeapon( ent, xr_item, 0, FL_THROWN_ITEM );//FL_DROPPED_ITEM |
xr_drop = LaunchItem(xr_item, ent->s.pos.trBase, 0, FL_THROWN_KNIFE);
G_FreeEntity( ent );
*/
//}
//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) {
G_RunItem(ent);
continue;
}
if (ent->s.eType == ET_MOVER) {
G_RunMover(ent);
continue;
}
/*
// Elder: run dynamic lights
if (ent->s.eType == ET_DLIGHT) {
G_RunDlight(ent);
continue;
}
*/
if (i < MAX_CLIENTS) {
G_RunClient(ent); // Basicly calls ClientThink_real()
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
// JBravo: no need if teamplay
if (g_gametype.integer != GT_TEAMPLAY) {
CheckTournament();
}
// see if it is time to end the level
// JBravo: no need if teamplay
// Slicer: We will need it now for the rotation system..
// if ( g_gametype.integer != GT_TEAMPLAY ) {
CheckExitRules();
// }
// update to team status?
// JBravo: no need if teamplay
if (g_gametype.integer != GT_TEAMPLAY) {
CheckTeamStatus();
}
// cancel vote if timed out
CheckVote();
// JBravo: this is the main function in g_teamplay that does everything
if (g_gametype.integer == GT_TEAMPLAY) {
CheckTeamRules();
}
// Slicer: matchmode
if (g_RQ3_matchmode.integer)
MM_RunFrame();
// check team votes
CheckTeamVote(TEAM_RED);
CheckTeamVote(TEAM_BLUE);
// for tracking changes
CheckCvars();
// JBravo: check for CTB respawns
if (g_gametype.integer == GT_CTF) {
if (level.team1respawn && level.time > level.team1respawn) {
RQ3_Respawn_CTB_players(TEAM_RED);
level.team1respawn = 0;
}
if (level.team2respawn && level.time > level.team2respawn) {
RQ3_Respawn_CTB_players(TEAM_BLUE);
level.team2respawn = 0;
}
}
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");
}
}
/*
==============
RQ3_StartUniqueItems
Added by Elder
Spawns items at the beginning of a level
==============
*/
void RQ3_StartUniqueItems(void)
{
gitem_t *rq3_item;
gentity_t *rq3_temp;
float angle = 0;
G_Printf("RQ3_StartUniqueItems: Starting unique item spawn code...\n");
rq3_item = BG_FindItemForHoldable(HI_SLIPPERS);
rq3_temp = (gentity_t *) SelectRandomDeathmatchSpawnPoint();
Drop_Item(rq3_temp, rq3_item, angle);
angle += 30;
rq3_item = BG_FindItemForHoldable(HI_KEVLAR);
rq3_temp = (gentity_t *) SelectRandomDeathmatchSpawnPoint();
Drop_Item(rq3_temp, rq3_item, angle);
angle += 30;
rq3_item = BG_FindItemForHoldable(HI_SILENCER);
rq3_temp = (gentity_t *) SelectRandomDeathmatchSpawnPoint();
Drop_Item(rq3_temp, rq3_item, angle);
angle += 30;
rq3_item = BG_FindItemForHoldable(HI_BANDOLIER);
rq3_temp = (gentity_t *) SelectRandomDeathmatchSpawnPoint();
Drop_Item(rq3_temp, rq3_item, angle);
angle += 30;
rq3_item = BG_FindItemForHoldable(HI_LASER);
rq3_temp = (gentity_t *) SelectRandomDeathmatchSpawnPoint();
Drop_Item(rq3_temp, rq3_item, angle);
angle += 30;
}
/*
================
All RQ3 ini config system starts here with several help funtions.
We have some functions:
loader - loads the file
parser - parses the file and reports errors
manage_info - manages all the information
cvars needed: RQ3_NextMap, RQ3_ValidInit (validates ini file so that no further processing is needed)
*/
enum RQ3_InitTag { MAIN, ROTATION, MAP, CVARS, TEAM1, TEAM2, INVALID };
enum RQ3_Parser { ERROR, TOKEN_TAG, TOKEN_CVAR, TOKEN_WORD, PARSING_OK, PARSING_ERROR, PARSING_LENGHT_ERROR };
#define CHECK_BOUND() if ((*cur_pos) > len) return PARSING_LENGHT_ERROR;
void RQ3_ReadInitFile()
{
fileHandle_t file;
char *buf;
int len;
if ( g_RQ3_ValidIniFile.integer == 3 ){
trap_Cvar_Set( "g_RQ3_ValidIniFile", "1");
trap_SendConsoleCommand(EXEC_APPEND, va("%s\n", level.voteMap));
return;
}else
if ( g_RQ3_ValidIniFile.integer == 2 ){
trap_Cvar_Set( "g_RQ3_ValidIniFile", "1");
trap_SendConsoleCommand(EXEC_APPEND, va("%s %s\n", level.voteString, level.voteMap));
return;
}
len = trap_FS_FOpenFile(g_RQ3_IniFile.string, &file, FS_READ);
if (!file)
len = trap_FS_FOpenFile("rq3.ini", &file, FS_READ);
if (!file) {
G_Printf("Could not open INI file\n");
trap_Cvar_Set("g_RQ3_ValidIniFile", "0");
return;
}
G_Printf("RQ3 config system: Lenght of file is: %i\n", len);
buf = G_Alloc(len);
trap_FS_Read(buf, len, file);
trap_FS_FCloseFile(file);
RQ3_ParseBuffer(buf, len);
}
void RQ3_ParseBuffer(char *buf, int len)
{
char tag[20];
int cur_pos, tag_type;
for (cur_pos = 0; cur_pos < len; cur_pos++) {
if (*(buf + cur_pos) == '#' || (*(buf + cur_pos) == '/' && *(buf + cur_pos + 1) == '/'))
RQ3_SkipLineComment(buf, &cur_pos);
// chop things we dont need
if ((*(buf + cur_pos) == ' ') || (*(buf + cur_pos) == '\n') || (*(buf + cur_pos) == '\t')
|| (*(buf + cur_pos) == '\r'))
continue;
if (*(buf + cur_pos) == '<') { // we are in a tag
cur_pos++;
if ((tag_type = RQ3_GetTag(buf, &cur_pos, tag, len)) == INVALID)
return;
// now we found a tag, so we start loading parameters for the kind of tag
if (RQ3_ParseBlock(tag_type, tag, &cur_pos, buf, len) == PARSING_ERROR)
return;
}
}
G_Printf("RQ3 config system: Finished loading the ini File\n");
return;
// Can't go here
//G_Printf ( "RQ3 config system: Invalid init file\n" );
}
int RQ3_GetTag(char *buf, int *cur_pos, char *tag, int len)
{
int counter = 0, tag_type;
while ((*(buf + *cur_pos) == ' ') || (*(buf + *cur_pos) == '\t'))
(*cur_pos)++;
while (*(buf + *cur_pos) != '>') {
tag[counter] = *(buf + *cur_pos);
counter++;
(*cur_pos)++;
}
(*cur_pos)++;
tag[counter] = '\0';
if ((tag_type = RQ3_CheckTag(tag)) == INVALID) {
G_Printf("RQ3 config system: Invalid tag %s\n", tag);
return tag_type;
}
return tag_type;
}
// Parser of a block
int RQ3_ParseBlock(int tag_type, char *tag, int *cur_pos, char *buf, int len)
{
int map_number = 0;
char map_to_go[4], word_buff[50], buff_map[50];
char cvar[40], value[80], model[200], *skin;
char map_now[50];
G_Printf("RQ3 config system: Processing block: <%s>\n", tag);
if (tag_type == MAIN) {
for (;;) {
if (RQ3_GetCommand(buf, cur_pos, cvar, value, len) == TOKEN_TAG)
return RQ3_CheckClosingTag(buf, cur_pos, tag_type, len);
else {
// process the cvar here
G_Printf("RQ3 config system: Found cvar: %s with value %s\n", cvar, value);
trap_Cvar_Set(cvar, value);
}
}
} else if (tag_type == TEAM1 || tag_type == TEAM2) {
if (RQ3_GetWord(buf, cur_pos, word_buff, len) != TOKEN_TAG) {
G_Printf("RQ3 config system: found team name: %s\n", word_buff);
if (tag_type == TEAM1)
trap_Cvar_Set("g_RQ3_team1name", word_buff);
else
trap_Cvar_Set("g_RQ3_team2name", word_buff);
} else
return RQ3_CheckClosingTag(buf, cur_pos, tag_type, len);
if (RQ3_GetWord(buf, cur_pos, word_buff, len) != TOKEN_TAG) {
G_Printf("RQ3 config system: found model/skin name: %s\n", word_buff);
Com_sprintf(model, sizeof(model), "%s", word_buff);
skin = Q_strrchr(word_buff, '/');
if (skin) {
*skin++ = '\0';
} else {
G_Printf("RQ3 config system: Found invalid skin\n");
return PARSING_ERROR;
}
if (RQ3_Validatemodel(word_buff) == -1) {
G_Printf("RQ3 config system: The model is not a valid RQ3 model\n");
return PARSING_ERROR;
}
if (tag_type == TEAM1) {
trap_Cvar_Set("g_RQ3_team1model", model);
} else {
trap_Cvar_Set("g_RQ3_team2model", model);
}
}
if (RQ3_GetWord(buf, cur_pos, word_buff, len) == TOKEN_TAG)
return RQ3_CheckClosingTag(buf, cur_pos, tag_type, len);
else {
G_Printf("RQ3 config system: Found invalid string in block team\n");
return PARSING_ERROR;
}
} else if (tag_type == ROTATION) {
for (;;) {
// Find a </rotation> or a <map> entrie
if (RQ3_GetCommand(buf, cur_pos, cvar, value, len) == TOKEN_TAG) {
(*cur_pos)++;
if ((*(buf + *cur_pos) == '/')) {
(*cur_pos)++;
if (RQ3_GetTag(buf, cur_pos, tag, len) == ROTATION) {
G_Printf("RQ3 config system: Block <rotation> is finished\n");
// finished rotation
map_number--;
Com_sprintf(buff_map, sizeof(buff_map), "map %s\n", map_now);
if (map_number != g_RQ3_NextMapID.integer) {
g_RQ3_NextMapID.integer++;
Com_sprintf(map_to_go, sizeof(map_to_go), "%d",
g_RQ3_NextMapID.integer);
trap_Cvar_Set("g_RQ3_NextMapID", map_to_go);
G_Printf
("RQ3 config system: finished map processing. Next Map: %s\n",
buff_map);
trap_SendConsoleCommand(EXEC_APPEND, buff_map);
return 1;
} else {
G_Printf("RQ3 config system: finished map rotation.\n");
g_RQ3_NextMapID.integer = 0;
Com_sprintf(map_to_go, sizeof(map_to_go), "%d",
g_RQ3_NextMapID.integer);
trap_Cvar_Set("g_RQ3_NextMapID", map_to_go);
trap_SendConsoleCommand(EXEC_APPEND, buff_map);
return 1;
}
} else {
G_Printf
("RQ3 config system: Invalid block closing. Needs </rotation>, found </%s>\n",
tag);
return PARSING_ERROR;
}
}
if (RQ3_GetTag(buf, cur_pos, tag, len) == MAP) {
G_Printf("RQ3 config system: Prossessing block <map>\n");
// Process the map block here
// G_Printf ("RQ3 config system: g_RQ3_NextMapID is: %d and map_number is: %d \n", g_RQ3_NextMapID.integer, map_number);
if (RQ3_GetWord(buf, cur_pos, word_buff, len) == TOKEN_TAG)
if (RQ3_CheckClosingTag(buf, cur_pos, MAP, len) == PARSING_OK) {
map_number++;
// G_Printf ("RQ3 config system: current map number is %d.\n", map_number); // ver esta merda
} else
return PARSING_ERROR;
else if (map_number != g_RQ3_NextMapID.integer) {
// this is for a first time check to set the map name correctly
// for the first rotation
if (g_RQ3_NextMapID.integer == -1) {
trap_Cvar_Set("g_RQ3_NextMapID", "0");
trap_Cvar_Set("g_RQ3_NextMap", word_buff);
// skipp everything till end of rotation
for (;;) {
if (RQ3_GetCommand(buf, cur_pos, cvar, value, len) ==
TOKEN_TAG) {
(*cur_pos)++;
if ((*(buf + *cur_pos) == '/')) {
(*cur_pos)++;
if (RQ3_GetTag(buf, cur_pos, tag, len)
== ROTATION) {
G_Printf
("RQ3 config system: Block <rotation> is finished\n");
return 1;
}
}
}
}
}
// skipp everything and go to the next map
while (*(buf + *cur_pos) != '<')
(*cur_pos)++;
if (map_number == (g_RQ3_NextMapID.integer + 1) || map_number == 0)
trap_Cvar_Set("g_RQ3_NextMap", word_buff);
if (RQ3_CheckClosingTag(buf, cur_pos, MAP, len) == PARSING_OK) {
map_number++;
// G_Printf ("RQ3 config system: current map count is %d.\n", map_number);
} else
return PARSING_ERROR;
} else {
// do something with the map name
G_Printf("RQ3 config system: map found: %s\n", word_buff);
Com_sprintf(map_now, sizeof(map_now), "%s", word_buff);
for (;;) // Here process all cvar from the map definition
if (RQ3_GetCommand(buf, cur_pos, cvar, value, len) == TOKEN_TAG)
if (RQ3_CheckClosingTag(buf, cur_pos, MAP, len) ==
PARSING_OK) {
map_number++;
break;
} else
return PARSING_ERROR; // return apropriate error code
else {
// process the cvar here
G_Printf
("RQ3 config system: Found cvar: %s with value %s\n",
cvar, value);
trap_Cvar_Set(cvar, value);
}
}
}
} else {
G_Printf
("RQ3 config system: Parser error. Found invalid command betwen <rotation> </rotation>\n");
return PARSING_ERROR;
}
}
}
return 1;
}
int RQ3_GetWord(char *buf, int *cur_pos, char *word, int len)
{
int count;
// for (;; (*cur_pos)++) {
for (;;) {
if (*(buf + *cur_pos) == '"') {
count = 0;
(*cur_pos)++;
while (*(buf + *cur_pos) != '"') {
word[count] = *(buf + *cur_pos);
count++;
(*cur_pos)++;
}
word[count] = '\0';
(*cur_pos)++;
break;
} else if (*(buf + *cur_pos) == '<') // not considered word
return TOKEN_TAG;
else if ((*(buf + *cur_pos) == '\r') || (*(buf + *cur_pos) == ' ') || (*(buf + *cur_pos) == '\n')
|| (*(buf + *cur_pos) == '\t')) {
(*cur_pos)++;
continue;
} else if (*(buf + *cur_pos) == '#' || (*(buf + *cur_pos) == '/' && *(buf + *cur_pos + 1) == '/')) {
RQ3_SkipLineComment(buf, cur_pos);
(*cur_pos)++;
} else {
count = 0;
while ((*(buf + *cur_pos) != ' ') && (*(buf + *cur_pos) != '\n') && (*(buf + *cur_pos) != '\t')
&& (*(buf + *cur_pos) != '\r')) {
word[count] = *(buf + *cur_pos);
count++;
(*cur_pos)++;
}
word[count] = '\0';
break;
}
}
// }
return TOKEN_WORD;
}
int RQ3_GetCommand(char *buf, int *cur_pos, char *cvar, char *value, int len)
{
enum were_stat { NONE, CVAR, VALUE, DONE };
int state = NONE;
int count;
// for (;; (*cur_pos)++) {
for (;;) {
if (*(buf + *cur_pos) == '<') // closing block
return TOKEN_TAG;
else if ((*(buf + *cur_pos) == '\r') || (*(buf + *cur_pos) == ' ') || (*(buf + *cur_pos) == '\n')
|| (*(buf + *cur_pos) == '\t')) {
(*cur_pos)++;
continue;
} else if (*(buf + *cur_pos) == '#' || (*(buf + *cur_pos) == '/' && *(buf + *cur_pos + 1) == '/')) {
RQ3_SkipLineComment(buf, cur_pos);
(*cur_pos)++;
} else if (state == NONE) {
state = CVAR;
count = 0;
while ((*(buf + *cur_pos) != ' ') && (*(buf + *cur_pos) != '\n') && (*(buf + *cur_pos) != '\t')
&& (*(buf + *cur_pos) != '\r')) {
cvar[count] = *(buf + *cur_pos);
count++;
(*cur_pos)++;
}
cvar[count] = '\0';
(*cur_pos)++;
} else if ((state == CVAR) && (*(buf + *cur_pos) == '"')) {
state = VALUE;
(*cur_pos)++;
count = 0;
while (*(buf + *cur_pos) != '"') {
value[count] = *(buf + *cur_pos);
count++;
(*cur_pos)++;
}
value[count] = '\0';
(*cur_pos)++;
return TOKEN_CVAR;
} else if (state == CVAR) {
state = VALUE;
count = 0;
while ((*(buf + *cur_pos) != ' ') && (*(buf + *cur_pos) != '\n') && (*(buf + *cur_pos) != '\t')
&& (*(buf + *cur_pos) != '\r')) {
value[count] = *(buf + *cur_pos);
count++;
(*cur_pos)++;
}
value[count] = '\0';
return TOKEN_CVAR;
}
}
//}
}
char *known_tags[] = { "main", "rotation", "map", "cvars", "team1", "team2" };
int RQ3_CheckTag(char *tag)
{
#define NUM_TAGS 6
int i;
for (i = 0; i < NUM_TAGS; i++)
if (Q_stricmp(known_tags[i], tag) == 0)
return i;
return INVALID;
}
int RQ3_CheckClosingTag(char *buf, int *cur_pos, int tag_type, int len)
{
char tag[20];
(*cur_pos)++;
if (*(buf + *cur_pos) == '/') {
(*cur_pos)++;
if (RQ3_GetTag(buf, cur_pos, tag, len) == tag_type) {
G_Printf("RQ3 config system: Block <%s> is finished\n", known_tags[tag_type]);
return PARSING_OK;
} else {
G_Printf("RQ3 config system: Invalid block closing. Needs </%s>, found </%s>\n",
known_tags[tag_type], tag);
return PARSING_ERROR;
}
} else {
G_Printf("RQ3 config system: Found invalid tag in block <%s>\n", known_tags[tag_type]);
return PARSING_ERROR;
}
}
void RQ3_SkipLineComment(char *buf, int *cur_pos)
{
if (*(buf + *cur_pos) == '/')
(*cur_pos) += 2;
while ((*(buf + *cur_pos) != '\n'))
(*cur_pos)++;
}