mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-12-13 05:50:47 +00:00
70e3d61006
Game sets CS_INTERMISSION to 1 at intermission, but does not clear it at map_restart so it's only sent the first time. CG_MapRestart manually clears cg.intermissionStarted (which is set to value of CS_INTERMISSION when it's modified). So subsequent intermissions do not have cg.intermissionStarted enabled. Now CS_INTERMISSION is cleared and sent each time intermission is started and cg.intermissionStarted is enabled each time. This makes subsequent intermissions not play sounds in CG_CheckLocalSounds during the 1 second between intermission starting and switching to scoreboard (PM_INTERMISSION) and makes Team Arena voice chats not play.
1869 lines
46 KiB
C
1869 lines
46 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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#include "g_local.h"
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level_locals_t level;
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typedef struct {
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vmCvar_t *vmCvar;
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char *cvarName;
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char *defaultString;
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int cvarFlags;
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int modificationCount; // for tracking changes
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qboolean trackChange; // track this variable, and announce if changed
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qboolean teamShader; // track and if changed, update shader state
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} cvarTable_t;
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gentity_t g_entities[MAX_GENTITIES];
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gclient_t g_clients[MAX_CLIENTS];
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vmCvar_t g_gametype;
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vmCvar_t g_dmflags;
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vmCvar_t g_fraglimit;
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vmCvar_t g_timelimit;
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vmCvar_t g_capturelimit;
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vmCvar_t g_friendlyFire;
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vmCvar_t g_password;
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vmCvar_t g_needpass;
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vmCvar_t g_maxclients;
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vmCvar_t g_maxGameClients;
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vmCvar_t g_dedicated;
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vmCvar_t g_speed;
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vmCvar_t g_gravity;
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vmCvar_t g_cheats;
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vmCvar_t g_knockback;
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vmCvar_t g_quadfactor;
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vmCvar_t g_forcerespawn;
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vmCvar_t g_inactivity;
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vmCvar_t g_debugMove;
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vmCvar_t g_debugDamage;
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vmCvar_t g_debugAlloc;
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vmCvar_t g_weaponRespawn;
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vmCvar_t g_weaponTeamRespawn;
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vmCvar_t g_motd;
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vmCvar_t g_synchronousClients;
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vmCvar_t g_warmup;
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vmCvar_t g_doWarmup;
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vmCvar_t g_restarted;
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vmCvar_t g_logfile;
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vmCvar_t g_logfileSync;
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vmCvar_t g_blood;
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vmCvar_t g_podiumDist;
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vmCvar_t g_podiumDrop;
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vmCvar_t g_allowVote;
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vmCvar_t g_teamAutoJoin;
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vmCvar_t g_teamForceBalance;
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vmCvar_t g_banIPs;
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vmCvar_t g_filterBan;
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vmCvar_t g_smoothClients;
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vmCvar_t pmove_fixed;
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vmCvar_t pmove_msec;
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vmCvar_t g_rankings;
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vmCvar_t g_listEntity;
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#ifdef MISSIONPACK
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vmCvar_t g_obeliskHealth;
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vmCvar_t g_obeliskRegenPeriod;
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vmCvar_t g_obeliskRegenAmount;
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vmCvar_t g_obeliskRespawnDelay;
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vmCvar_t g_cubeTimeout;
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vmCvar_t g_redteam;
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vmCvar_t g_blueteam;
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vmCvar_t g_singlePlayer;
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vmCvar_t g_enableDust;
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vmCvar_t g_enableBreath;
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vmCvar_t g_proxMineTimeout;
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#endif
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static cvarTable_t gameCvarTable[] = {
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// don't override the cheat state set by the system
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{ &g_cheats, "sv_cheats", "", 0, 0, qfalse },
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// noset vars
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{ NULL, "gamename", GAMEVERSION , CVAR_SERVERINFO | CVAR_ROM, 0, qfalse },
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{ NULL, "gamedate", __DATE__ , CVAR_ROM, 0, qfalse },
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{ &g_restarted, "g_restarted", "0", CVAR_ROM, 0, qfalse },
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// latched vars
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{ &g_gametype, "g_gametype", "0", CVAR_SERVERINFO | CVAR_USERINFO | CVAR_LATCH, 0, qfalse },
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{ &g_maxclients, "sv_maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE, 0, qfalse },
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{ &g_maxGameClients, "g_maxGameClients", "0", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE, 0, qfalse },
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// change anytime vars
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{ &g_dmflags, "dmflags", "0", CVAR_SERVERINFO | CVAR_ARCHIVE, 0, qtrue },
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{ &g_fraglimit, "fraglimit", "20", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue },
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{ &g_timelimit, "timelimit", "0", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue },
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{ &g_capturelimit, "capturelimit", "8", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue },
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{ &g_synchronousClients, "g_synchronousClients", "0", CVAR_SYSTEMINFO, 0, qfalse },
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{ &g_friendlyFire, "g_friendlyFire", "0", CVAR_ARCHIVE, 0, qtrue },
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{ &g_teamAutoJoin, "g_teamAutoJoin", "0", CVAR_ARCHIVE },
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{ &g_teamForceBalance, "g_teamForceBalance", "0", CVAR_ARCHIVE },
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{ &g_warmup, "g_warmup", "20", CVAR_ARCHIVE, 0, qtrue },
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{ &g_doWarmup, "g_doWarmup", "0", CVAR_ARCHIVE, 0, qtrue },
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{ &g_logfile, "g_log", "games.log", CVAR_ARCHIVE, 0, qfalse },
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{ &g_logfileSync, "g_logsync", "0", CVAR_ARCHIVE, 0, qfalse },
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{ &g_password, "g_password", "", CVAR_USERINFO, 0, qfalse },
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{ &g_banIPs, "g_banIPs", "", CVAR_ARCHIVE, 0, qfalse },
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{ &g_filterBan, "g_filterBan", "1", CVAR_ARCHIVE, 0, qfalse },
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{ &g_needpass, "g_needpass", "0", CVAR_SERVERINFO | CVAR_ROM, 0, qfalse },
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{ &g_dedicated, "dedicated", "0", 0, 0, qfalse },
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{ &g_speed, "g_speed", "320", 0, 0, qtrue },
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{ &g_gravity, "g_gravity", "800", 0, 0, qtrue },
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{ &g_knockback, "g_knockback", "1000", 0, 0, qtrue },
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{ &g_quadfactor, "g_quadfactor", "3", 0, 0, qtrue },
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{ &g_weaponRespawn, "g_weaponrespawn", "5", 0, 0, qtrue },
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{ &g_weaponTeamRespawn, "g_weaponTeamRespawn", "30", 0, 0, qtrue },
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{ &g_forcerespawn, "g_forcerespawn", "20", 0, 0, qtrue },
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{ &g_inactivity, "g_inactivity", "0", 0, 0, qtrue },
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{ &g_debugMove, "g_debugMove", "0", 0, 0, qfalse },
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{ &g_debugDamage, "g_debugDamage", "0", 0, 0, qfalse },
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{ &g_debugAlloc, "g_debugAlloc", "0", 0, 0, qfalse },
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{ &g_motd, "g_motd", "", 0, 0, qfalse },
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{ &g_blood, "com_blood", "1", 0, 0, qfalse },
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{ &g_podiumDist, "g_podiumDist", "80", 0, 0, qfalse },
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{ &g_podiumDrop, "g_podiumDrop", "70", 0, 0, qfalse },
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{ &g_allowVote, "g_allowVote", "1", CVAR_ARCHIVE, 0, qfalse },
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{ &g_listEntity, "g_listEntity", "0", 0, 0, qfalse },
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#ifdef MISSIONPACK
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{ &g_obeliskHealth, "g_obeliskHealth", "2500", 0, 0, qfalse },
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{ &g_obeliskRegenPeriod, "g_obeliskRegenPeriod", "1", 0, 0, qfalse },
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{ &g_obeliskRegenAmount, "g_obeliskRegenAmount", "15", 0, 0, qfalse },
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{ &g_obeliskRespawnDelay, "g_obeliskRespawnDelay", "10", CVAR_SERVERINFO, 0, qfalse },
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{ &g_cubeTimeout, "g_cubeTimeout", "30", 0, 0, qfalse },
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{ &g_redteam, "g_redteam", "Stroggs", CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_USERINFO , 0, qtrue, qtrue },
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{ &g_blueteam, "g_blueteam", "Pagans", CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_USERINFO , 0, qtrue, qtrue },
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{ &g_singlePlayer, "ui_singlePlayerActive", "", 0, 0, qfalse, qfalse },
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{ &g_enableDust, "g_enableDust", "0", CVAR_SERVERINFO, 0, qtrue, qfalse },
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{ &g_enableBreath, "g_enableBreath", "0", CVAR_SERVERINFO, 0, qtrue, qfalse },
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{ &g_proxMineTimeout, "g_proxMineTimeout", "20000", 0, 0, qfalse },
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#endif
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{ &g_smoothClients, "g_smoothClients", "1", 0, 0, qfalse},
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{ &pmove_fixed, "pmove_fixed", "0", CVAR_SYSTEMINFO, 0, qfalse},
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{ &pmove_msec, "pmove_msec", "8", CVAR_SYSTEMINFO, 0, qfalse},
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{ &g_rankings, "g_rankings", "0", 0, 0, qfalse}
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};
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static int gameCvarTableSize = ARRAY_LEN( gameCvarTable );
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void G_InitGame( int levelTime, int randomSeed, int restart );
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void G_RunFrame( int levelTime );
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void G_ShutdownGame( int restart );
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void CheckExitRules( void );
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/*
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================
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vmMain
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This is the only way control passes into the module.
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This must be the very first function compiled into the .q3vm file
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================
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*/
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Q_EXPORT intptr_t 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 ) {
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switch ( command ) {
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case GAME_INIT:
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G_InitGame( arg0, arg1, arg2 );
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return 0;
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case GAME_SHUTDOWN:
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G_ShutdownGame( arg0 );
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return 0;
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case GAME_CLIENT_CONNECT:
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return (intptr_t)ClientConnect( arg0, arg1, arg2 );
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case GAME_CLIENT_THINK:
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ClientThink( arg0 );
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return 0;
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case GAME_CLIENT_USERINFO_CHANGED:
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ClientUserinfoChanged( arg0 );
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return 0;
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case GAME_CLIENT_DISCONNECT:
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ClientDisconnect( arg0 );
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return 0;
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case GAME_CLIENT_BEGIN:
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ClientBegin( arg0 );
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return 0;
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case GAME_CLIENT_COMMAND:
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ClientCommand( arg0 );
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return 0;
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case GAME_RUN_FRAME:
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G_RunFrame( arg0 );
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return 0;
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case GAME_CONSOLE_COMMAND:
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return ConsoleCommand();
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case BOTAI_START_FRAME:
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return BotAIStartFrame( arg0 );
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}
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return -1;
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}
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void QDECL G_Printf( const char *fmt, ... ) {
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va_list argptr;
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char text[1024];
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va_start (argptr, fmt);
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Q_vsnprintf (text, sizeof(text), fmt, argptr);
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va_end (argptr);
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trap_Print( text );
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}
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void QDECL G_Error( const char *fmt, ... ) {
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va_list argptr;
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char text[1024];
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va_start (argptr, fmt);
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Q_vsnprintf (text, sizeof(text), fmt, argptr);
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va_end (argptr);
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trap_Error( text );
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}
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/*
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================
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G_FindTeams
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Chain together all entities with a matching team field.
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Entity teams are used for item groups and multi-entity mover groups.
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All but the first will have the FL_TEAMSLAVE flag set and teammaster field set
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All but the last will have the teamchain field set to the next one
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================
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*/
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void G_FindTeams( void ) {
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gentity_t *e, *e2;
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int i, j;
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int c, c2;
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c = 0;
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c2 = 0;
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for ( i=1, e=g_entities+i ; i < level.num_entities ; i++,e++ ){
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if (!e->inuse)
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continue;
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if (!e->team)
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continue;
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if (e->flags & FL_TEAMSLAVE)
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continue;
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e->teammaster = e;
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c++;
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c2++;
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for (j=i+1, e2=e+1 ; j < level.num_entities ; j++,e2++)
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{
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if (!e2->inuse)
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continue;
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if (!e2->team)
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continue;
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if (e2->flags & FL_TEAMSLAVE)
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continue;
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if (!strcmp(e->team, e2->team))
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{
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c2++;
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e2->teamchain = e->teamchain;
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e->teamchain = e2;
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e2->teammaster = e;
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e2->flags |= FL_TEAMSLAVE;
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// make sure that targets only point at the master
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if ( e2->targetname ) {
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e->targetname = e2->targetname;
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e2->targetname = NULL;
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}
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}
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}
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}
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G_Printf ("%i teams with %i entities\n", c, c2);
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}
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void G_RemapTeamShaders( void ) {
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#ifdef MISSIONPACK
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char string[1024];
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float f = level.time * 0.001;
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Com_sprintf( string, sizeof(string), "team_icon/%s_red", g_redteam.string );
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AddRemap("textures/ctf2/redteam01", string, f);
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AddRemap("textures/ctf2/redteam02", string, f);
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Com_sprintf( string, sizeof(string), "team_icon/%s_blue", g_blueteam.string );
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AddRemap("textures/ctf2/blueteam01", string, f);
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AddRemap("textures/ctf2/blueteam02", string, f);
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trap_SetConfigstring(CS_SHADERSTATE, BuildShaderStateConfig());
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#endif
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}
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/*
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=================
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G_RegisterCvars
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=================
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*/
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void G_RegisterCvars( void ) {
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int i;
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cvarTable_t *cv;
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qboolean remapped = qfalse;
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for ( i = 0, cv = gameCvarTable ; i < gameCvarTableSize ; i++, cv++ ) {
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trap_Cvar_Register( cv->vmCvar, cv->cvarName,
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cv->defaultString, cv->cvarFlags );
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if ( cv->vmCvar )
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cv->modificationCount = cv->vmCvar->modificationCount;
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if (cv->teamShader) {
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remapped = qtrue;
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}
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}
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if (remapped) {
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G_RemapTeamShaders();
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}
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// check some things
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if ( g_gametype.integer < 0 || g_gametype.integer >= GT_MAX_GAME_TYPE ) {
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G_Printf( "g_gametype %i is out of range, defaulting to 0\n", g_gametype.integer );
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trap_Cvar_Set( "g_gametype", "0" );
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trap_Cvar_Update( &g_gametype );
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}
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level.warmupModificationCount = g_warmup.modificationCount;
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}
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/*
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=================
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G_UpdateCvars
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=================
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*/
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void G_UpdateCvars( void ) {
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int i;
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cvarTable_t *cv;
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qboolean remapped = qfalse;
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for ( i = 0, cv = gameCvarTable ; i < gameCvarTableSize ; i++, cv++ ) {
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if ( cv->vmCvar ) {
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trap_Cvar_Update( cv->vmCvar );
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if ( cv->modificationCount != cv->vmCvar->modificationCount ) {
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cv->modificationCount = cv->vmCvar->modificationCount;
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if ( cv->trackChange ) {
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trap_SendServerCommand( -1, va("print \"Server: %s changed to %s\n\"",
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cv->cvarName, cv->vmCvar->string ) );
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}
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if (cv->teamShader) {
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remapped = qtrue;
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}
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}
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}
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}
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if (remapped) {
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G_RemapTeamShaders();
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}
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}
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/*
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============
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G_InitGame
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============
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*/
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void G_InitGame( int levelTime, int randomSeed, int restart ) {
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int i;
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G_Printf ("------- Game Initialization -------\n");
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G_Printf ("gamename: %s\n", GAMEVERSION);
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G_Printf ("gamedate: %s\n", __DATE__);
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srand( randomSeed );
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G_RegisterCvars();
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G_ProcessIPBans();
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G_InitMemory();
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// set some level globals
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memset( &level, 0, sizeof( level ) );
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level.time = levelTime;
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level.startTime = levelTime;
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level.snd_fry = G_SoundIndex("sound/player/fry.wav"); // FIXME standing in lava / slime
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if ( g_gametype.integer != GT_SINGLE_PLAYER && g_logfile.string[0] ) {
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if ( g_logfileSync.integer ) {
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trap_FS_FOpenFile( g_logfile.string, &level.logFile, FS_APPEND_SYNC );
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} else {
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trap_FS_FOpenFile( g_logfile.string, &level.logFile, FS_APPEND );
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}
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if ( !level.logFile ) {
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G_Printf( "WARNING: Couldn't open logfile: %s\n", g_logfile.string );
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} else {
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char serverinfo[MAX_INFO_STRING];
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trap_GetServerinfo( serverinfo, sizeof( serverinfo ) );
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G_LogPrintf("------------------------------------------------------------\n" );
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G_LogPrintf("InitGame: %s\n", serverinfo );
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}
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} else {
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G_Printf( "Not logging to disk.\n" );
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}
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G_InitWorldSession();
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|
// initialize all entities for this game
|
|
memset( g_entities, 0, MAX_GENTITIES * sizeof(g_entities[0]) );
|
|
level.gentities = g_entities;
|
|
|
|
// initialize all clients for this game
|
|
level.maxclients = g_maxclients.integer;
|
|
memset( g_clients, 0, MAX_CLIENTS * sizeof(g_clients[0]) );
|
|
level.clients = g_clients;
|
|
|
|
// set client fields on player ents
|
|
for ( i=0 ; i<level.maxclients ; i++ ) {
|
|
g_entities[i].client = level.clients + i;
|
|
}
|
|
|
|
// always leave room for the max number of clients,
|
|
// even if they aren't all used, so numbers inside that
|
|
// range are NEVER anything but clients
|
|
level.num_entities = MAX_CLIENTS;
|
|
|
|
for ( i=0 ; i<MAX_CLIENTS ; i++ ) {
|
|
g_entities[i].classname = "clientslot";
|
|
}
|
|
|
|
// 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();
|
|
}
|
|
|
|
SaveRegisteredItems();
|
|
|
|
G_Printf ("-----------------------------------\n");
|
|
|
|
if( g_gametype.integer == GT_SINGLE_PLAYER || trap_Cvar_VariableIntegerValue( "com_buildScript" ) ) {
|
|
G_ModelIndex( SP_PODIUM_MODEL );
|
|
}
|
|
|
|
if ( trap_Cvar_VariableIntegerValue( "bot_enable" ) ) {
|
|
BotAISetup( restart );
|
|
BotAILoadMap( restart );
|
|
G_InitBots( restart );
|
|
}
|
|
|
|
G_RemapTeamShaders();
|
|
|
|
trap_SetConfigstring( CS_INTERMISSION, "" );
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
=================
|
|
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 );
|
|
level.logFile = 0;
|
|
}
|
|
|
|
// write all the client session data so we can get it back
|
|
G_WriteSessionData();
|
|
|
|
if ( trap_Cvar_VariableIntegerValue( "bot_enable" ) ) {
|
|
BotAIShutdown( restart );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//===================================================================
|
|
|
|
void QDECL Com_Error ( int level, const char *error, ... ) {
|
|
va_list argptr;
|
|
char text[1024];
|
|
|
|
va_start (argptr, error);
|
|
Q_vsnprintf (text, sizeof(text), error, argptr);
|
|
va_end (argptr);
|
|
|
|
trap_Error( text );
|
|
}
|
|
|
|
void QDECL Com_Printf( const char *msg, ... ) {
|
|
va_list argptr;
|
|
char text[1024];
|
|
|
|
va_start (argptr, msg);
|
|
Q_vsnprintf (text, sizeof(text), msg, argptr);
|
|
va_end (argptr);
|
|
|
|
trap_Print( text );
|
|
}
|
|
|
|
/*
|
|
========================================================================
|
|
|
|
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.spectatorNum > nextInLine->sess.spectatorNum)
|
|
nextInLine = client;
|
|
}
|
|
|
|
if ( !nextInLine ) {
|
|
return;
|
|
}
|
|
|
|
level.warmupTime = -1;
|
|
|
|
// set them to free-for-all team
|
|
SetTeam( &g_entities[ nextInLine - level.clients ], "f" );
|
|
}
|
|
|
|
/*
|
|
=======================
|
|
AddTournamentQueue
|
|
|
|
Add client to end of tournament queue
|
|
=======================
|
|
*/
|
|
|
|
void AddTournamentQueue(gclient_t *client)
|
|
{
|
|
int index;
|
|
gclient_t *curclient;
|
|
|
|
for(index = 0; index < level.maxclients; index++)
|
|
{
|
|
curclient = &level.clients[index];
|
|
|
|
if(curclient->pers.connected != CON_DISCONNECTED)
|
|
{
|
|
if(curclient == client)
|
|
curclient->sess.spectatorNum = 0;
|
|
else if(curclient->sess.sessionTeam == TEAM_SPECTATOR)
|
|
curclient->sess.spectatorNum++;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=======================
|
|
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];
|
|
|
|
// 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.spectatorNum > cb->sess.spectatorNum ) {
|
|
return -1;
|
|
}
|
|
if ( ca->sess.spectatorNum < cb->sess.spectatorNum ) {
|
|
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;
|
|
int rank;
|
|
int score;
|
|
int newScore;
|
|
gclient_t *cl;
|
|
|
|
level.follow1 = -1;
|
|
level.follow2 = -1;
|
|
level.numConnectedClients = 0;
|
|
level.numNonSpectatorClients = 0;
|
|
level.numPlayingClients = 0;
|
|
level.numVotingClients = 0; // don't count bots
|
|
|
|
for (i = 0; i < ARRAY_LEN(level.numteamVotingClients); i++)
|
|
level.numteamVotingClients[i] = 0;
|
|
|
|
for ( i = 0 ; i < level.maxclients ; i++ ) {
|
|
if ( level.clients[i].pers.connected != CON_DISCONNECTED ) {
|
|
level.sortedClients[level.numConnectedClients] = i;
|
|
level.numConnectedClients++;
|
|
|
|
if ( level.clients[i].sess.sessionTeam != TEAM_SPECTATOR ) {
|
|
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 );
|
|
}
|
|
|
|
FindIntermissionPoint();
|
|
// 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, qfalse );
|
|
} 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 in tournement mode, change the wins / losses
|
|
if ( g_gametype.integer == GT_TOURNAMENT ) {
|
|
AdjustTournamentScores();
|
|
}
|
|
|
|
level.intermissiontime = level.time;
|
|
// 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) {
|
|
ClientRespawn(client);
|
|
}
|
|
MoveClientToIntermission( client );
|
|
}
|
|
#ifdef MISSIONPACK
|
|
if (g_singlePlayer.integer) {
|
|
trap_Cvar_Set("ui_singlePlayerActive", "0");
|
|
UpdateTournamentInfo();
|
|
}
|
|
#else
|
|
// if single player game
|
|
if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
|
|
UpdateTournamentInfo();
|
|
SpawnModelsOnVictoryPads();
|
|
}
|
|
#endif
|
|
// send the current scoring to all clients
|
|
SendScoreboardMessageToAllClients();
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
ExitLevel
|
|
|
|
When the intermission has been exited, the server is either killed
|
|
or moved to a new level based on the "nextmap" cvar
|
|
|
|
=============
|
|
*/
|
|
void ExitLevel (void) {
|
|
int i;
|
|
gclient_t *cl;
|
|
char nextmap[MAX_STRING_CHARS];
|
|
char d1[MAX_STRING_CHARS];
|
|
|
|
//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_Cvar_VariableStringBuffer( "nextmap", nextmap, sizeof(nextmap) );
|
|
trap_Cvar_VariableStringBuffer( "d1", d1, sizeof(d1) );
|
|
|
|
if( !Q_stricmp( nextmap, "map_restart 0" ) && Q_stricmp( d1, "" ) ) {
|
|
trap_Cvar_Set( "nextmap", "vstr d2" );
|
|
trap_SendConsoleCommand( EXEC_APPEND, "vstr d1\n" );
|
|
} else {
|
|
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 changing to CON_CONNECTING
|
|
G_WriteSessionData();
|
|
|
|
// change all client states to connecting, so the early players into the
|
|
// next level will know the others aren't done reconnecting
|
|
for (i=0 ; i< g_maxclients.integer ; i++) {
|
|
if ( level.clients[i].pers.connected == CON_CONNECTED ) {
|
|
level.clients[i].pers.connected = CON_CONNECTING;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
=================
|
|
G_LogPrintf
|
|
|
|
Print to the logfile with a time stamp if it is open
|
|
=================
|
|
*/
|
|
void QDECL G_LogPrintf( const char *fmt, ... ) {
|
|
va_list argptr;
|
|
char string[1024];
|
|
int min, tens, sec;
|
|
|
|
sec = ( level.time - level.startTime ) / 1000;
|
|
|
|
min = sec / 60;
|
|
sec -= min * 60;
|
|
tens = sec / 10;
|
|
sec -= tens * 10;
|
|
|
|
Com_sprintf( string, sizeof(string), "%3i:%i%i ", min, tens, sec );
|
|
|
|
va_start( argptr, fmt );
|
|
Q_vsnprintf(string + 7, sizeof(string) - 7, fmt, argptr);
|
|
va_end( argptr );
|
|
|
|
if ( g_dedicated.integer ) {
|
|
G_Printf( "%s", string + 7 );
|
|
}
|
|
|
|
if ( !level.logFile ) {
|
|
return;
|
|
}
|
|
|
|
trap_FS_Write( string, strlen( string ), level.logFile );
|
|
}
|
|
|
|
/*
|
|
================
|
|
LogExit
|
|
|
|
Append information about this game to the log file
|
|
================
|
|
*/
|
|
void LogExit( const char *string ) {
|
|
int i, numSorted;
|
|
gclient_t *cl;
|
|
#ifdef MISSIONPACK
|
|
qboolean won = qtrue;
|
|
#endif
|
|
G_LogPrintf( "Exit: %s\n", string );
|
|
|
|
level.intermissionQueued = level.time;
|
|
|
|
// this will keep the clients from playing any voice sounds
|
|
// that will get cut off when the queued intermission starts
|
|
trap_SetConfigstring( CS_INTERMISSION, "1" );
|
|
|
|
// don't send more than 32 scores (FIXME?)
|
|
numSorted = level.numConnectedClients;
|
|
if ( numSorted > 32 ) {
|
|
numSorted = 32;
|
|
}
|
|
|
|
if ( g_gametype.integer >= GT_TEAM ) {
|
|
G_LogPrintf( "red:%i blue:%i\n",
|
|
level.teamScores[TEAM_RED], level.teamScores[TEAM_BLUE] );
|
|
}
|
|
|
|
for (i=0 ; i < numSorted ; i++) {
|
|
int ping;
|
|
|
|
cl = &level.clients[level.sortedClients[i]];
|
|
|
|
if ( cl->sess.sessionTeam == TEAM_SPECTATOR ) {
|
|
continue;
|
|
}
|
|
if ( cl->pers.connected == CON_CONNECTING ) {
|
|
continue;
|
|
}
|
|
|
|
ping = cl->ps.ping < 999 ? cl->ps.ping : 999;
|
|
|
|
G_LogPrintf( "score: %i ping: %i client: %i %s\n", cl->ps.persistant[PERS_SCORE], ping, level.sortedClients[i], cl->pers.netname );
|
|
#ifdef MISSIONPACK
|
|
if (g_singlePlayer.integer && g_gametype.integer == GT_TOURNAMENT) {
|
|
if (g_entities[cl - level.clients].r.svFlags & SVF_BOT && cl->ps.persistant[PERS_RANK] == 0) {
|
|
won = qfalse;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
}
|
|
|
|
#ifdef MISSIONPACK
|
|
if (g_singlePlayer.integer) {
|
|
if (g_gametype.integer >= GT_CTF) {
|
|
won = level.teamScores[TEAM_RED] > level.teamScores[TEAM_BLUE];
|
|
}
|
|
trap_SendConsoleCommand( EXEC_APPEND, (won) ? "spWin\n" : "spLose\n" );
|
|
}
|
|
#endif
|
|
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
CheckIntermissionExit
|
|
|
|
The level will stay at the intermission for a minimum of 5 seconds
|
|
If all players wish to continue, the level will then exit.
|
|
If one or more players have not acknowledged the continue, the game will
|
|
wait 10 seconds before going on.
|
|
=================
|
|
*/
|
|
void CheckIntermissionExit( void ) {
|
|
int ready, notReady, playerCount;
|
|
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;
|
|
playerCount = 0;
|
|
for (i=0 ; i< g_maxclients.integer ; i++) {
|
|
cl = level.clients + i;
|
|
if ( cl->pers.connected != CON_CONNECTED ) {
|
|
continue;
|
|
}
|
|
if ( g_entities[i].r.svFlags & SVF_BOT ) {
|
|
continue;
|
|
}
|
|
|
|
playerCount++;
|
|
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;
|
|
}
|
|
|
|
// only test ready status when there are real players present
|
|
if ( playerCount > 0 ) {
|
|
// 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;
|
|
}
|
|
|
|
if ( level.intermissionQueued ) {
|
|
#ifdef MISSIONPACK
|
|
int time = (g_singlePlayer.integer) ? SP_INTERMISSION_DELAY_TIME : INTERMISSION_DELAY_TIME;
|
|
if ( level.time - level.intermissionQueued >= time ) {
|
|
level.intermissionQueued = 0;
|
|
BeginIntermission();
|
|
}
|
|
#else
|
|
if ( level.time - level.intermissionQueued >= INTERMISSION_DELAY_TIME ) {
|
|
level.intermissionQueued = 0;
|
|
BeginIntermission();
|
|
}
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
// check for sudden death
|
|
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 ( 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
|
|
if ( g_warmup.integer > 1 ) {
|
|
level.warmupTime = level.time + ( g_warmup.integer - 1 ) * 1000;
|
|
} else {
|
|
level.warmupTime = 0;
|
|
}
|
|
|
|
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
|
|
if ( g_warmup.integer > 1 ) {
|
|
level.warmupTime = level.time + ( g_warmup.integer - 1 ) * 1000;
|
|
} else {
|
|
level.warmupTime = 0;
|
|
}
|
|
|
|
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;
|
|
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 {
|
|
// ATVI Q3 1.32 Patch #9, WNF
|
|
if ( 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 ( 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 is not connected\n\"", level.clients[client].pers.netname) );
|
|
return;
|
|
}
|
|
if (level.clients[client].sess.sessionTeam != team) {
|
|
PrintTeam(team, va("print \"%s is not on the team anymore\n\"", level.clients[client].pers.netname) );
|
|
return;
|
|
}
|
|
for ( i = 0 ; i < level.maxclients ; i++ ) {
|
|
if (level.clients[i].sess.sessionTeam != team)
|
|
continue;
|
|
if (level.clients[i].sess.teamLeader) {
|
|
level.clients[i].sess.teamLeader = qfalse;
|
|
ClientUserinfoChanged(i);
|
|
}
|
|
}
|
|
level.clients[client].sess.teamLeader = qtrue;
|
|
ClientUserinfoChanged( client );
|
|
PrintTeam(team, va("print \"%s 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;
|
|
}
|
|
}
|
|
|
|
if (i >= level.maxclients) {
|
|
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) {
|
|
int 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;
|
|
|
|
// if we are waiting for the level to restart, do nothing
|
|
if ( level.restarted ) {
|
|
return;
|
|
}
|
|
|
|
level.framenum++;
|
|
level.previousTime = level.time;
|
|
level.time = levelTime;
|
|
|
|
// get any cvar changes
|
|
G_UpdateCvars();
|
|
|
|
//
|
|
// go through all allocated objects
|
|
//
|
|
ent = &g_entities[0];
|
|
for (i=0 ; i<level.num_entities ; i++, ent++) {
|
|
if ( !ent->inuse ) {
|
|
continue;
|
|
}
|
|
|
|
// clear events that are too old
|
|
if ( level.time - ent->eventTime > EVENT_VALID_MSEC ) {
|
|
if ( ent->s.event ) {
|
|
ent->s.event = 0; // &= EV_EVENT_BITS;
|
|
if ( ent->client ) {
|
|
ent->client->ps.externalEvent = 0;
|
|
// predicted events should never be set to zero
|
|
//ent->client->ps.events[0] = 0;
|
|
//ent->client->ps.events[1] = 0;
|
|
}
|
|
}
|
|
if ( ent->freeAfterEvent ) {
|
|
// tempEntities or dropped items completely go away after their event
|
|
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;
|
|
}
|
|
|
|
if ( i < MAX_CLIENTS ) {
|
|
G_RunClient( ent );
|
|
continue;
|
|
}
|
|
|
|
G_RunThink( ent );
|
|
}
|
|
|
|
// perform final fixups on the players
|
|
ent = &g_entities[0];
|
|
for (i=0 ; i < level.maxclients ; i++, ent++ ) {
|
|
if ( ent->inuse ) {
|
|
ClientEndFrame( ent );
|
|
}
|
|
}
|
|
|
|
// see if it is time to do a tournement restart
|
|
CheckTournament();
|
|
|
|
// see if it is time to end the level
|
|
CheckExitRules();
|
|
|
|
// update to team status?
|
|
CheckTeamStatus();
|
|
|
|
// cancel vote if timed out
|
|
CheckVote();
|
|
|
|
// check team votes
|
|
CheckTeamVote( TEAM_RED );
|
|
CheckTeamVote( TEAM_BLUE );
|
|
|
|
// for tracking changes
|
|
CheckCvars();
|
|
|
|
if (g_listEntity.integer) {
|
|
for (i = 0; i < MAX_GENTITIES; i++) {
|
|
G_Printf("%4i: %s\n", i, g_entities[i].classname);
|
|
}
|
|
trap_Cvar_Set("g_listEntity", "0");
|
|
}
|
|
}
|