ioq3quest/code/q3_ui/ui_gameinfo.c
Thilo Schulz eb9fe030c4 Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################

- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
  NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
  in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes. 
  NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.

################################################################################
Details:
################################################################################

********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
     blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
          be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0) 
     but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be 
          ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no 
     Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered 
          if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you 
     don't play (io)Quake3 every day and know the places where it happens! ;) 
     But anyway...
     Test: start q3dm12 go to "Long Jump Canyon" (where the small platform 
     teleporter for the BFG is) place yourself at the point where the railgun 
     spawns, look in the direction where the red suspended armor is. Now shoot
     at the sloped wall on the out/leftside of the door you see. (the sloped 
     wall should be nearly in the center of your screen now). If you choose the 
     correct brush face and shoot up and down at this brush face, the impact 
     marks sometimes aren't visible.

     There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from 
         "Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
     Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not 
     restricted to that. All weapons except those two were handled correct. 
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats 
          with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here: 
      http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.

      Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
     someone tries to implement a lot of singleplayer monsters which should
walk
     slowly (like the "Crash" bot). So if someone wants to make slow down bots
     or monsters when they are walking towards a goal and alter the function
     "BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
     this is the default (also buggy) behavior they start running although they
     shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J. 
          Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
                              (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)) 
                   should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
                              (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
     "(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots 
     (test: mpq3tourney6 with many bots). If that happens, game becomes 
     unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
   I added this: 
#ifdef MISSIONPACK
    if (bs->enemy == redobelisk.entitynum || bs->enemy == 
                                                        blueobelisk.entitynum)
{
    AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
    return qfalse;
    }
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
     shooting at you, although you are on their team now. It seems that the 
     configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
     enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
         "Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
     You can test it with some regular id maps (q3dm14, q3dm12) but there are
     also many custom maps where this can happen! This is annoying because in 
     the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman. 
          Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
     (something like "Limbo" or "Meeting") because of the way the player spawn
     effect, intermission and spawning on victory pads is handled. I reworked
it
     a bit and simplified it so that the effect is handled when a client      
     respawns
     (as the name says) and not when a client begins. I think this will help 
     more
     mod makers everytime they want to make changes to spawning of players,
bots
     on victory pads or monsters... and want to avoid spectators with 
     Machineguns
     which can kill and score... :()

     NOTE: I also renamed the poorly named function "respawn" 
           to "ClientRespawn". If someone searches the code base for "respawn" 
           it was really hard to find the correct place for what was 
           meant. "respawn" is used so often, that you really get headache ... 
           now with "ClientRespawn" it's easier!

     IMPORTANT: The whole respawning, moving to intermission point and 
                everything related to that is now done in a more reliable way 
                without changing the default behavior. (How critical the whole 
                spwaning mess was did you see by yourself (ioquake3 rev. 2076). 
                With this patch it's safer. 
                Trust me, I spent hours of fixing silly problems...
-------------------------------------------------------------------------------- 
Solution: Simplified "ClientBegin" and moved the teleport event  
          to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
     drowning sounds are played together. This is silly. Moreover it's no good
     idea to let the server play client sounds! There was a solution in a mod 
     called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************

################################################################################
2011-08-01 11:39:33 +00:00

815 lines
16 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
//
// gameinfo.c
//
#include "ui_local.h"
//
// arena and bot info
//
#define POOLSIZE 128 * 1024
int ui_numBots;
static char *ui_botInfos[MAX_BOTS];
static int ui_numArenas;
static char *ui_arenaInfos[MAX_ARENAS];
static int ui_numSinglePlayerArenas;
static int ui_numSpecialSinglePlayerArenas;
static char memoryPool[POOLSIZE];
static int allocPoint, outOfMemory;
/*
===============
UI_Alloc
===============
*/
void *UI_Alloc( int size ) {
char *p;
if ( allocPoint + size > POOLSIZE ) {
outOfMemory = qtrue;
return NULL;
}
p = &memoryPool[allocPoint];
allocPoint += ( size + 31 ) & ~31;
return p;
}
/*
===============
UI_InitMemory
===============
*/
void UI_InitMemory( void ) {
allocPoint = 0;
outOfMemory = qfalse;
}
/*
===============
UI_ParseInfos
===============
*/
int UI_ParseInfos( char *buf, int max, char *infos[] ) {
char *token;
int count;
char key[MAX_TOKEN_CHARS];
char info[MAX_INFO_STRING];
count = 0;
while ( 1 ) {
token = COM_Parse( &buf );
if ( !token[0] ) {
break;
}
if ( strcmp( token, "{" ) ) {
Com_Printf( "Missing { in info file\n" );
break;
}
if ( count == max ) {
Com_Printf( "Max infos exceeded\n" );
break;
}
info[0] = '\0';
while ( 1 ) {
token = COM_ParseExt( &buf, qtrue );
if ( !token[0] ) {
Com_Printf( "Unexpected end of info file\n" );
break;
}
if ( !strcmp( token, "}" ) ) {
break;
}
Q_strncpyz( key, token, sizeof( key ) );
token = COM_ParseExt( &buf, qfalse );
if ( !token[0] ) {
strcpy( token, "<NULL>" );
}
Info_SetValueForKey( info, key, token );
}
//NOTE: extra space for arena number
infos[count] = UI_Alloc(strlen(info) + strlen("\\num\\") + strlen(va("%d", MAX_ARENAS)) + 1);
if (infos[count]) {
strcpy(infos[count], info);
count++;
}
}
return count;
}
/*
===============
UI_LoadArenasFromFile
===============
*/
static void UI_LoadArenasFromFile( char *filename ) {
int len;
fileHandle_t f;
char buf[MAX_ARENAS_TEXT];
len = trap_FS_FOpenFile( filename, &f, FS_READ );
if ( !f ) {
trap_Print( va( S_COLOR_RED "file not found: %s\n", filename ) );
return;
}
if ( len >= MAX_ARENAS_TEXT ) {
trap_Print( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i\n", filename, len, MAX_ARENAS_TEXT ) );
trap_FS_FCloseFile( f );
return;
}
trap_FS_Read( buf, len, f );
buf[len] = 0;
trap_FS_FCloseFile( f );
ui_numArenas += UI_ParseInfos( buf, MAX_ARENAS - ui_numArenas, &ui_arenaInfos[ui_numArenas] );
}
/*
===============
UI_LoadArenas
===============
*/
static void UI_LoadArenas( void ) {
int numdirs;
vmCvar_t arenasFile;
char filename[128];
char dirlist[2048];
char* dirptr;
int i, n;
int dirlen;
char *type;
char *tag;
int singlePlayerNum, specialNum, otherNum;
ui_numArenas = 0;
trap_Cvar_Register( &arenasFile, "g_arenasFile", "", CVAR_INIT|CVAR_ROM );
if( *arenasFile.string ) {
UI_LoadArenasFromFile(arenasFile.string);
}
else {
UI_LoadArenasFromFile("scripts/arenas.txt");
}
// get all arenas from .arena files
numdirs = trap_FS_GetFileList("scripts", ".arena", dirlist, 2048 );
dirptr = dirlist;
for (i = 0; i < numdirs; i++, dirptr += dirlen+1) {
dirlen = strlen(dirptr);
strcpy(filename, "scripts/");
strcat(filename, dirptr);
UI_LoadArenasFromFile(filename);
}
trap_Print( va( "%i arenas parsed\n", ui_numArenas ) );
if (outOfMemory) trap_Print(S_COLOR_YELLOW"WARNING: not anough memory in pool to load all arenas\n");
// set initial numbers
for( n = 0; n < ui_numArenas; n++ ) {
Info_SetValueForKey( ui_arenaInfos[n], "num", va( "%i", n ) );
}
// go through and count single players levels
ui_numSinglePlayerArenas = 0;
ui_numSpecialSinglePlayerArenas = 0;
for( n = 0; n < ui_numArenas; n++ ) {
// determine type
type = Info_ValueForKey( ui_arenaInfos[n], "type" );
// if no type specified, it will be treated as "ffa"
if( !*type ) {
continue;
}
if( strstr( type, "single" ) ) {
// check for special single player arenas (training, final)
tag = Info_ValueForKey( ui_arenaInfos[n], "special" );
if( *tag ) {
ui_numSpecialSinglePlayerArenas++;
continue;
}
ui_numSinglePlayerArenas++;
}
}
n = ui_numSinglePlayerArenas % ARENAS_PER_TIER;
if( n != 0 ) {
ui_numSinglePlayerArenas -= n;
trap_Print( va( "%i arenas ignored to make count divisible by %i\n", n, ARENAS_PER_TIER ) );
}
// go through once more and assign number to the levels
singlePlayerNum = 0;
specialNum = singlePlayerNum + ui_numSinglePlayerArenas;
otherNum = specialNum + ui_numSpecialSinglePlayerArenas;
for( n = 0; n < ui_numArenas; n++ ) {
// determine type
type = Info_ValueForKey( ui_arenaInfos[n], "type" );
// if no type specified, it will be treated as "ffa"
if( *type ) {
if( strstr( type, "single" ) ) {
// check for special single player arenas (training, final)
tag = Info_ValueForKey( ui_arenaInfos[n], "special" );
if( *tag ) {
Info_SetValueForKey( ui_arenaInfos[n], "num", va( "%i", specialNum++ ) );
continue;
}
Info_SetValueForKey( ui_arenaInfos[n], "num", va( "%i", singlePlayerNum++ ) );
continue;
}
}
Info_SetValueForKey( ui_arenaInfos[n], "num", va( "%i", otherNum++ ) );
}
}
/*
===============
UI_GetArenaInfoByNumber
===============
*/
const char *UI_GetArenaInfoByNumber( int num ) {
int n;
char *value;
if( num < 0 || num >= ui_numArenas ) {
trap_Print( va( S_COLOR_RED "Invalid arena number: %i\n", num ) );
return NULL;
}
for( n = 0; n < ui_numArenas; n++ ) {
value = Info_ValueForKey( ui_arenaInfos[n], "num" );
if( *value && atoi(value) == num ) {
return ui_arenaInfos[n];
}
}
return NULL;
}
/*
===============
UI_GetArenaInfoByNumber
===============
*/
const char *UI_GetArenaInfoByMap( const char *map ) {
int n;
for( n = 0; n < ui_numArenas; n++ ) {
if( Q_stricmp( Info_ValueForKey( ui_arenaInfos[n], "map" ), map ) == 0 ) {
return ui_arenaInfos[n];
}
}
return NULL;
}
/*
===============
UI_GetSpecialArenaInfo
===============
*/
const char *UI_GetSpecialArenaInfo( const char *tag ) {
int n;
for( n = 0; n < ui_numArenas; n++ ) {
if( Q_stricmp( Info_ValueForKey( ui_arenaInfos[n], "special" ), tag ) == 0 ) {
return ui_arenaInfos[n];
}
}
return NULL;
}
/*
===============
UI_LoadBotsFromFile
===============
*/
static void UI_LoadBotsFromFile( char *filename ) {
int len;
fileHandle_t f;
char buf[MAX_BOTS_TEXT];
len = trap_FS_FOpenFile( filename, &f, FS_READ );
if ( !f ) {
trap_Print( va( S_COLOR_RED "file not found: %s\n", filename ) );
return;
}
if ( len >= MAX_BOTS_TEXT ) {
trap_Print( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i\n", filename, len, MAX_BOTS_TEXT ) );
trap_FS_FCloseFile( f );
return;
}
trap_FS_Read( buf, len, f );
buf[len] = 0;
trap_FS_FCloseFile( f );
ui_numBots += UI_ParseInfos( buf, MAX_BOTS - ui_numBots, &ui_botInfos[ui_numBots] );
if (outOfMemory) trap_Print(S_COLOR_YELLOW"WARNING: not anough memory in pool to load all bots\n");
}
/*
===============
UI_LoadBots
===============
*/
static void UI_LoadBots( void ) {
vmCvar_t botsFile;
int numdirs;
char filename[128];
char dirlist[1024];
char* dirptr;
int i;
int dirlen;
ui_numBots = 0;
trap_Cvar_Register( &botsFile, "g_botsFile", "", CVAR_INIT|CVAR_ROM );
if( *botsFile.string ) {
UI_LoadBotsFromFile(botsFile.string);
}
else {
UI_LoadBotsFromFile("scripts/bots.txt");
}
// get all bots from .bot files
numdirs = trap_FS_GetFileList("scripts", ".bot", dirlist, 1024 );
dirptr = dirlist;
for (i = 0; i < numdirs; i++, dirptr += dirlen+1) {
dirlen = strlen(dirptr);
strcpy(filename, "scripts/");
strcat(filename, dirptr);
UI_LoadBotsFromFile(filename);
}
trap_Print( va( "%i bots parsed\n", ui_numBots ) );
}
/*
===============
UI_GetBotInfoByNumber
===============
*/
char *UI_GetBotInfoByNumber( int num ) {
if( num < 0 || num >= ui_numBots ) {
trap_Print( va( S_COLOR_RED "Invalid bot number: %i\n", num ) );
return NULL;
}
return ui_botInfos[num];
}
/*
===============
UI_GetBotInfoByName
===============
*/
char *UI_GetBotInfoByName( const char *name ) {
int n;
char *value;
for ( n = 0; n < ui_numBots ; n++ ) {
value = Info_ValueForKey( ui_botInfos[n], "name" );
if ( !Q_stricmp( value, name ) ) {
return ui_botInfos[n];
}
}
return NULL;
}
//
// single player game info
//
/*
===============
UI_GetBestScore
Returns the player's best finish on a given level, 0 if the have not played the level
===============
*/
void UI_GetBestScore( int level, int *score, int *skill ) {
int n;
int skillScore;
int bestScore;
int bestScoreSkill;
char arenaKey[16];
char scores[MAX_INFO_VALUE];
if( !score || !skill ) {
return;
}
if( level < 0 || level > ui_numArenas ) {
return;
}
bestScore = 0;
bestScoreSkill = 0;
for( n = 1; n <= 5; n++ ) {
trap_Cvar_VariableStringBuffer( va( "g_spScores%i", n ), scores, MAX_INFO_VALUE );
Com_sprintf( arenaKey, sizeof( arenaKey ), "l%i", level );
skillScore = atoi( Info_ValueForKey( scores, arenaKey ) );
if( skillScore < 1 || skillScore > 8 ) {
continue;
}
if( !bestScore || skillScore <= bestScore ) {
bestScore = skillScore;
bestScoreSkill = n;
}
}
*score = bestScore;
*skill = bestScoreSkill;
}
/*
===============
UI_SetBestScore
Set the player's best finish for a level
===============
*/
void UI_SetBestScore( int level, int score ) {
int skill;
int oldScore;
char arenaKey[16];
char scores[MAX_INFO_VALUE];
// validate score
if( score < 1 || score > 8 ) {
return;
}
// validate skill
skill = (int)trap_Cvar_VariableValue( "g_spSkill" );
if( skill < 1 || skill > 5 ) {
return;
}
// get scores
trap_Cvar_VariableStringBuffer( va( "g_spScores%i", skill ), scores, MAX_INFO_VALUE );
// see if this is better
Com_sprintf( arenaKey, sizeof( arenaKey ), "l%i", level );
oldScore = atoi( Info_ValueForKey( scores, arenaKey ) );
if( oldScore && oldScore <= score ) {
return;
}
// update scores
Info_SetValueForKey( scores, arenaKey, va( "%i", score ) );
trap_Cvar_Set( va( "g_spScores%i", skill ), scores );
}
/*
===============
UI_LogAwardData
===============
*/
void UI_LogAwardData( int award, int data ) {
char key[16];
char awardData[MAX_INFO_VALUE];
int oldValue;
if( data == 0 ) {
return;
}
if( award > AWARD_PERFECT ) {
trap_Print( va( S_COLOR_RED "Bad award %i in UI_LogAwardData\n", award ) );
return;
}
trap_Cvar_VariableStringBuffer( "g_spAwards", awardData, sizeof(awardData) );
Com_sprintf( key, sizeof(key), "a%i", award );
oldValue = atoi( Info_ValueForKey( awardData, key ) );
Info_SetValueForKey( awardData, key, va( "%i", oldValue + data ) );
trap_Cvar_Set( "g_spAwards", awardData );
}
/*
===============
UI_GetAwardLevel
===============
*/
int UI_GetAwardLevel( int award ) {
char key[16];
char awardData[MAX_INFO_VALUE];
trap_Cvar_VariableStringBuffer( "g_spAwards", awardData, sizeof(awardData) );
Com_sprintf( key, sizeof(key), "a%i", award );
return atoi( Info_ValueForKey( awardData, key ) );
}
/*
===============
UI_TierCompleted
===============
*/
int UI_TierCompleted( int levelWon ) {
int level;
int n;
int tier;
int score;
int skill;
const char *info;
tier = levelWon / ARENAS_PER_TIER;
level = tier * ARENAS_PER_TIER;
if( tier == UI_GetNumSPTiers() ) {
info = UI_GetSpecialArenaInfo( "training" );
if( levelWon == atoi( Info_ValueForKey( info, "num" ) ) ) {
return 0;
}
info = UI_GetSpecialArenaInfo( "final" );
if( !info || levelWon == atoi( Info_ValueForKey( info, "num" ) ) ) {
return tier + 1;
}
return -1;
}
for( n = 0; n < ARENAS_PER_TIER; n++, level++ ) {
UI_GetBestScore( level, &score, &skill );
if ( score != 1 ) {
return -1;
}
}
return tier + 1;
}
/*
===============
UI_ShowTierVideo
===============
*/
qboolean UI_ShowTierVideo( int tier ) {
char key[16];
char videos[MAX_INFO_VALUE];
if( tier <= 0 ) {
return qfalse;
}
trap_Cvar_VariableStringBuffer( "g_spVideos", videos, sizeof(videos) );
Com_sprintf( key, sizeof(key), "tier%i", tier );
if( atoi( Info_ValueForKey( videos, key ) ) ) {
return qfalse;
}
Info_SetValueForKey( videos, key, va( "%i", 1 ) );
trap_Cvar_Set( "g_spVideos", videos );
return qtrue;
}
/*
===============
UI_CanShowTierVideo
===============
*/
qboolean UI_CanShowTierVideo( int tier ) {
char key[16];
char videos[MAX_INFO_VALUE];
if( !tier ) {
return qfalse;
}
if( uis.demoversion && tier != 8 ) {
return qfalse;
}
trap_Cvar_VariableStringBuffer( "g_spVideos", videos, sizeof(videos) );
Com_sprintf( key, sizeof(key), "tier%i", tier );
if( atoi( Info_ValueForKey( videos, key ) ) ) {
return qtrue;
}
return qfalse;
}
/*
===============
UI_GetCurrentGame
Returns the next level the player has not won
===============
*/
int UI_GetCurrentGame( void ) {
int level;
int rank;
int skill;
const char *info;
info = UI_GetSpecialArenaInfo( "training" );
if( info ) {
level = atoi( Info_ValueForKey( info, "num" ) );
UI_GetBestScore( level, &rank, &skill );
if ( !rank || rank > 1 ) {
return level;
}
}
for( level = 0; level < ui_numSinglePlayerArenas; level++ ) {
UI_GetBestScore( level, &rank, &skill );
if ( !rank || rank > 1 ) {
return level;
}
}
info = UI_GetSpecialArenaInfo( "final" );
if( !info ) {
return -1;
}
return atoi( Info_ValueForKey( info, "num" ) );
}
/*
===============
UI_NewGame
Clears the scores and sets the difficutly level
===============
*/
void UI_NewGame( void ) {
trap_Cvar_Set( "g_spScores1", "" );
trap_Cvar_Set( "g_spScores2", "" );
trap_Cvar_Set( "g_spScores3", "" );
trap_Cvar_Set( "g_spScores4", "" );
trap_Cvar_Set( "g_spScores5", "" );
trap_Cvar_Set( "g_spAwards", "" );
trap_Cvar_Set( "g_spVideos", "" );
}
/*
===============
UI_GetNumArenas
===============
*/
int UI_GetNumArenas( void ) {
return ui_numArenas;
}
/*
===============
UI_GetNumSPArenas
===============
*/
int UI_GetNumSPArenas( void ) {
return ui_numSinglePlayerArenas;
}
/*
===============
UI_GetNumSPTiers
===============
*/
int UI_GetNumSPTiers( void ) {
return ui_numSinglePlayerArenas / ARENAS_PER_TIER;
}
/*
===============
UI_GetNumBots
===============
*/
int UI_GetNumBots( void ) {
return ui_numBots;
}
/*
===============
UI_SPUnlock_f
===============
*/
void UI_SPUnlock_f( void ) {
char arenaKey[16];
char scores[MAX_INFO_VALUE];
int level;
int tier;
// get scores for skill 1
trap_Cvar_VariableStringBuffer( "g_spScores1", scores, MAX_INFO_VALUE );
// update scores
for( level = 0; level < ui_numSinglePlayerArenas + ui_numSpecialSinglePlayerArenas; level++ ) {
Com_sprintf( arenaKey, sizeof( arenaKey ), "l%i", level );
Info_SetValueForKey( scores, arenaKey, "1" );
}
trap_Cvar_Set( "g_spScores1", scores );
// unlock cinematics
for( tier = 1; tier <= 8; tier++ ) {
UI_ShowTierVideo( tier );
}
trap_Print( "All levels unlocked at skill level 1\n" );
UI_SPLevelMenu_ReInit();
}
/*
===============
UI_SPUnlockMedals_f
===============
*/
void UI_SPUnlockMedals_f( void ) {
int n;
char key[16];
char awardData[MAX_INFO_VALUE];
trap_Cvar_VariableStringBuffer( "g_spAwards", awardData, MAX_INFO_VALUE );
for( n = 0; n < 6; n++ ) {
Com_sprintf( key, sizeof(key), "a%i", n );
Info_SetValueForKey( awardData, key, "100" );
}
trap_Cvar_Set( "g_spAwards", awardData );
trap_Print( "All levels unlocked at 100\n" );
}
/*
===============
UI_InitGameinfo
===============
*/
void UI_InitGameinfo( void ) {
UI_InitMemory();
UI_LoadArenas();
UI_LoadBots();
uis.demoversion = qfalse;
}