lilium-voyager/code/game/g_main.c

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/*
===========================================================================
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
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
#include "g_local.h"
level_locals_t level;
typedef struct {
vmCvar_t *vmCvar;
char *cvarName;
char *defaultString;
int cvarFlags;
int modificationCount; // for tracking changes
qboolean trackChange; // track this variable, and announce if changed
qboolean teamShader; // track and if changed, update shader state
} cvarTable_t;
gentity_t g_entities[MAX_GENTITIES];
gclient_t g_clients[MAX_CLIENTS];
vmCvar_t g_gametype;
vmCvar_t g_dmflags;
vmCvar_t g_fraglimit;
vmCvar_t g_timelimit;
vmCvar_t g_capturelimit;
vmCvar_t g_friendlyFire;
vmCvar_t g_password;
vmCvar_t g_needpass;
vmCvar_t g_maxclients;
vmCvar_t g_maxGameClients;
vmCvar_t g_dedicated;
vmCvar_t g_speed;
vmCvar_t g_gravity;
vmCvar_t g_cheats;
vmCvar_t g_knockback;
vmCvar_t g_quadfactor;
vmCvar_t g_forcerespawn;
vmCvar_t g_inactivity;
vmCvar_t g_debugMove;
vmCvar_t g_debugDamage;
vmCvar_t g_debugAlloc;
vmCvar_t g_weaponRespawn;
vmCvar_t g_weaponTeamRespawn;
vmCvar_t g_motd;
vmCvar_t g_synchronousClients;
vmCvar_t g_warmup;
vmCvar_t g_doWarmup;
vmCvar_t g_restarted;
vmCvar_t g_logfile;
vmCvar_t g_logfileSync;
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vmCvar_t g_blood;
vmCvar_t g_podiumDist;
vmCvar_t g_podiumDrop;
vmCvar_t g_allowVote;
vmCvar_t g_teamAutoJoin;
vmCvar_t g_teamForceBalance;
vmCvar_t g_banIPs;
vmCvar_t g_filterBan;
vmCvar_t g_smoothClients;
vmCvar_t pmove_fixed;
vmCvar_t pmove_msec;
vmCvar_t g_rankings;
vmCvar_t g_listEntity;
#ifdef MISSIONPACK
vmCvar_t g_obeliskHealth;
vmCvar_t g_obeliskRegenPeriod;
vmCvar_t g_obeliskRegenAmount;
vmCvar_t g_obeliskRespawnDelay;
vmCvar_t g_cubeTimeout;
vmCvar_t g_redteam;
vmCvar_t g_blueteam;
vmCvar_t g_singlePlayer;
vmCvar_t g_enableDust;
vmCvar_t g_enableBreath;
vmCvar_t g_proxMineTimeout;
#endif
static cvarTable_t gameCvarTable[] = {
// don't override the cheat state set by the system
{ &g_cheats, "sv_cheats", "", 0, 0, qfalse },
// noset vars
{ NULL, "gamename", GAMEVERSION , CVAR_SERVERINFO | CVAR_ROM, 0, qfalse },
{ NULL, "gamedate", __DATE__ , CVAR_ROM, 0, qfalse },
{ &g_restarted, "g_restarted", "0", CVAR_ROM, 0, qfalse },
// latched vars
{ &g_gametype, "g_gametype", "0", CVAR_SERVERINFO | CVAR_USERINFO | CVAR_LATCH, 0, qfalse },
{ &g_maxclients, "sv_maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE, 0, qfalse },
{ &g_maxGameClients, "g_maxGameClients", "0", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE, 0, qfalse },
// change anytime vars
{ &g_dmflags, "dmflags", "0", CVAR_SERVERINFO | CVAR_ARCHIVE, 0, qtrue },
{ &g_fraglimit, "fraglimit", "20", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue },
{ &g_timelimit, "timelimit", "0", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue },
{ &g_capturelimit, "capturelimit", "8", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue },
{ &g_synchronousClients, "g_synchronousClients", "0", CVAR_SYSTEMINFO, 0, qfalse },
{ &g_friendlyFire, "g_friendlyFire", "0", CVAR_ARCHIVE, 0, qtrue },
{ &g_teamAutoJoin, "g_teamAutoJoin", "0", CVAR_ARCHIVE },
{ &g_teamForceBalance, "g_teamForceBalance", "0", CVAR_ARCHIVE },
{ &g_warmup, "g_warmup", "20", CVAR_ARCHIVE, 0, qtrue },
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{ &g_doWarmup, "g_doWarmup", "0", CVAR_ARCHIVE, 0, qtrue },
{ &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 },
{ &g_banIPs, "g_banIPs", "", CVAR_ARCHIVE, 0, qfalse },
{ &g_filterBan, "g_filterBan", "1", CVAR_ARCHIVE, 0, qfalse },
{ &g_needpass, "g_needpass", "0", CVAR_SERVERINFO | CVAR_ROM, 0, qfalse },
{ &g_dedicated, "dedicated", "0", 0, 0, qfalse },
{ &g_speed, "g_speed", "320", 0, 0, qtrue },
{ &g_gravity, "g_gravity", "800", 0, 0, qtrue },
{ &g_knockback, "g_knockback", "1000", 0, 0, qtrue },
{ &g_quadfactor, "g_quadfactor", "3", 0, 0, qtrue },
{ &g_weaponRespawn, "g_weaponrespawn", "5", 0, 0, qtrue },
{ &g_weaponTeamRespawn, "g_weaponTeamRespawn", "30", 0, 0, qtrue },
{ &g_forcerespawn, "g_forcerespawn", "20", 0, 0, qtrue },
{ &g_inactivity, "g_inactivity", "0", 0, 0, qtrue },
{ &g_debugMove, "g_debugMove", "0", 0, 0, qfalse },
{ &g_debugDamage, "g_debugDamage", "0", 0, 0, qfalse },
{ &g_debugAlloc, "g_debugAlloc", "0", 0, 0, qfalse },
{ &g_motd, "g_motd", "", 0, 0, qfalse },
{ &g_blood, "com_blood", "1", 0, 0, qfalse },
{ &g_podiumDist, "g_podiumDist", "80", 0, 0, qfalse },
{ &g_podiumDrop, "g_podiumDrop", "70", 0, 0, qfalse },
{ &g_allowVote, "g_allowVote", "1", CVAR_ARCHIVE, 0, qfalse },
{ &g_listEntity, "g_listEntity", "0", 0, 0, qfalse },
#ifdef MISSIONPACK
{ &g_obeliskHealth, "g_obeliskHealth", "2500", 0, 0, qfalse },
{ &g_obeliskRegenPeriod, "g_obeliskRegenPeriod", "1", 0, 0, qfalse },
{ &g_obeliskRegenAmount, "g_obeliskRegenAmount", "15", 0, 0, qfalse },
{ &g_obeliskRespawnDelay, "g_obeliskRespawnDelay", "10", CVAR_SERVERINFO, 0, qfalse },
{ &g_cubeTimeout, "g_cubeTimeout", "30", 0, 0, qfalse },
{ &g_redteam, "g_redteam", "Stroggs", CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_USERINFO , 0, qtrue, qtrue },
{ &g_blueteam, "g_blueteam", "Pagans", CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_USERINFO , 0, qtrue, qtrue },
{ &g_singlePlayer, "ui_singlePlayerActive", "", 0, 0, qfalse, qfalse },
{ &g_enableDust, "g_enableDust", "0", CVAR_SERVERINFO, 0, qtrue, qfalse },
{ &g_enableBreath, "g_enableBreath", "0", CVAR_SERVERINFO, 0, qtrue, qfalse },
{ &g_proxMineTimeout, "g_proxMineTimeout", "20000", 0, 0, qfalse },
#endif
{ &g_smoothClients, "g_smoothClients", "1", 0, 0, qfalse},
{ &pmove_fixed, "pmove_fixed", "0", CVAR_SYSTEMINFO, 0, qfalse},
{ &pmove_msec, "pmove_msec", "8", CVAR_SYSTEMINFO, 0, qfalse},
{ &g_rankings, "g_rankings", "0", 0, 0, qfalse}
};
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static int gameCvarTableSize = ARRAY_LEN( gameCvarTable );
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void G_InitGame( int levelTime, int randomSeed, int restart );
void G_RunFrame( int levelTime );
void G_ShutdownGame( int restart );
void CheckExitRules( void );
/*
================
vmMain
This is the only way control passes into the module.
This must be the very first function compiled into the .q3vm file
================
*/
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 ) {
case GAME_INIT:
G_InitGame( arg0, arg1, arg2 );
return 0;
case GAME_SHUTDOWN:
G_ShutdownGame( arg0 );
return 0;
case GAME_CLIENT_CONNECT:
return (intptr_t)ClientConnect( arg0, arg1, arg2 );
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case GAME_CLIENT_THINK:
ClientThink( arg0 );
return 0;
case GAME_CLIENT_USERINFO_CHANGED:
ClientUserinfoChanged( arg0 );
return 0;
case GAME_CLIENT_DISCONNECT:
ClientDisconnect( arg0 );
return 0;
case GAME_CLIENT_BEGIN:
ClientBegin( arg0 );
return 0;
case GAME_CLIENT_COMMAND:
ClientCommand( arg0 );
return 0;
case GAME_RUN_FRAME:
G_RunFrame( arg0 );
return 0;
case GAME_CONSOLE_COMMAND:
return ConsoleCommand();
case BOTAI_START_FRAME:
return BotAIStartFrame( arg0 );
}
return -1;
}
void QDECL G_Printf( const char *fmt, ... ) {
va_list argptr;
char text[1024];
va_start (argptr, fmt);
Q_vsnprintf (text, sizeof(text), fmt, argptr);
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va_end (argptr);
trap_Print( text );
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}
void QDECL G_Error( const char *fmt, ... ) {
va_list argptr;
char text[1024];
va_start (argptr, fmt);
Q_vsnprintf (text, sizeof(text), fmt, argptr);
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va_end (argptr);
trap_Error( text );
}
/*
================
G_FindTeams
Chain together all entities with a matching team field.
Entity teams are used for item groups and multi-entity mover groups.
All but the first will have the FL_TEAMSLAVE flag set and teammaster field set
All but the last will have the teamchain field set to the next one
================
*/
void G_FindTeams( void ) {
gentity_t *e, *e2;
int i, j;
int c, c2;
c = 0;
c2 = 0;
for ( i=1, e=g_entities+i ; i < level.num_entities ; i++,e++ ){
if (!e->inuse)
continue;
if (!e->team)
continue;
if (e->flags & FL_TEAMSLAVE)
continue;
e->teammaster = e;
c++;
c2++;
for (j=i+1, e2=e+1 ; j < level.num_entities ; j++,e2++)
{
if (!e2->inuse)
continue;
if (!e2->team)
continue;
if (e2->flags & FL_TEAMSLAVE)
continue;
if (!strcmp(e->team, e2->team))
{
c2++;
e2->teamchain = e->teamchain;
e->teamchain = e2;
e2->teammaster = e;
e2->flags |= FL_TEAMSLAVE;
// make sure that targets only point at the master
if ( e2->targetname ) {
e->targetname = e2->targetname;
e2->targetname = NULL;
}
}
}
}
G_Printf ("%i teams with %i entities\n", c, c2);
}
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void G_RemapTeamShaders( void ) {
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#ifdef MISSIONPACK
char string[1024];
float f = level.time * 0.001;
Com_sprintf( string, sizeof(string), "team_icon/%s_red", g_redteam.string );
AddRemap("textures/ctf2/redteam01", string, f);
AddRemap("textures/ctf2/redteam02", string, f);
Com_sprintf( string, sizeof(string), "team_icon/%s_blue", g_blueteam.string );
AddRemap("textures/ctf2/blueteam01", string, f);
AddRemap("textures/ctf2/blueteam02", string, f);
trap_SetConfigstring(CS_SHADERSTATE, BuildShaderStateConfig());
#endif
}
/*
=================
G_RegisterCvars
=================
*/
void G_RegisterCvars( void ) {
int i;
cvarTable_t *cv;
qboolean remapped = qfalse;
for ( i = 0, cv = gameCvarTable ; i < gameCvarTableSize ; i++, cv++ ) {
trap_Cvar_Register( cv->vmCvar, cv->cvarName,
cv->defaultString, cv->cvarFlags );
if ( cv->vmCvar )
cv->modificationCount = cv->vmCvar->modificationCount;
if (cv->teamShader) {
remapped = qtrue;
}
}
if (remapped) {
G_RemapTeamShaders();
}
// check some things
if ( g_gametype.integer < 0 || g_gametype.integer >= GT_MAX_GAME_TYPE ) {
G_Printf( "g_gametype %i is out of range, defaulting to 0\n", g_gametype.integer );
trap_Cvar_Set( "g_gametype", "0" );
}
level.warmupModificationCount = g_warmup.modificationCount;
}
/*
=================
G_UpdateCvars
=================
*/
void G_UpdateCvars( void ) {
int i;
cvarTable_t *cv;
qboolean remapped = qfalse;
for ( i = 0, cv = gameCvarTable ; i < gameCvarTableSize ; i++, cv++ ) {
if ( cv->vmCvar ) {
trap_Cvar_Update( cv->vmCvar );
if ( cv->modificationCount != cv->vmCvar->modificationCount ) {
cv->modificationCount = cv->vmCvar->modificationCount;
if ( cv->trackChange ) {
trap_SendServerCommand( -1, va("print \"Server: %s changed to %s\n\"",
cv->cvarName, cv->vmCvar->string ) );
}
if (cv->teamShader) {
remapped = qtrue;
}
}
}
}
if (remapped) {
G_RemapTeamShaders();
}
}
/*
============
G_InitGame
============
*/
void G_InitGame( int levelTime, int randomSeed, int restart ) {
int i;
G_Printf ("------- Game Initialization -------\n");
G_Printf ("gamename: %s\n", GAMEVERSION);
G_Printf ("gamedate: %s\n", __DATE__);
srand( randomSeed );
G_RegisterCvars();
G_ProcessIPBans();
G_InitMemory();
// set some level globals
memset( &level, 0, sizeof( level ) );
level.time = levelTime;
level.startTime = levelTime;
level.snd_fry = G_SoundIndex("sound/player/fry.wav"); // FIXME standing in lava / slime
if ( g_gametype.integer != GT_SINGLE_PLAYER && g_logfile.string[0] ) {
if ( g_logfileSync.integer ) {
trap_FS_FOpenFile( g_logfile.string, &level.logFile, FS_APPEND_SYNC );
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} else {
trap_FS_FOpenFile( g_logfile.string, &level.logFile, FS_APPEND );
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}
if ( !level.logFile ) {
G_Printf( "WARNING: Couldn't open logfile: %s\n", g_logfile.string );
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} else {
char serverinfo[MAX_INFO_STRING];
trap_GetServerinfo( serverinfo, sizeof( serverinfo ) );
G_LogPrintf("------------------------------------------------------------\n" );
G_LogPrintf("InitGame: %s\n", serverinfo );
}
} else {
G_Printf( "Not logging to disk.\n" );
}
G_InitWorldSession();
// initialize all entities for this game
memset( g_entities, 0, MAX_GENTITIES * sizeof(g_entities[0]) );
level.gentities = g_entities;
// initialize all clients for this game
level.maxclients = g_maxclients.integer;
memset( g_clients, 0, MAX_CLIENTS * sizeof(g_clients[0]) );
level.clients = g_clients;
// set client fields on player ents
for ( i=0 ; i<level.maxclients ; i++ ) {
g_entities[i].client = level.clients + i;
}
// 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";
}
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// 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();
}
/*
=================
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;
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}
// 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);
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va_end (argptr);
trap_Error( text );
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}
void QDECL Com_Printf( const char *msg, ... ) {
va_list argptr;
char text[1024];
va_start (argptr, msg);
Q_vsnprintf (text, sizeof(text), msg, argptr);
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va_end (argptr);
trap_Print( text );
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}
/*
========================================================================
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)
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nextInLine = client;
}
if ( !nextInLine ) {
return;
}
level.warmupTime = -1;
// set them to free-for-all team
SetTeam( &g_entities[ nextInLine - level.clients ], "f" );
}
/*
=======================
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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++;
}
}
}
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/*
=======================
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 ) {
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return -1;
}
if ( ca->sess.spectatorNum < cb->sess.spectatorNum ) {
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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++)
2005-08-26 17:39:27 +00:00
level.numteamVotingClients[i] = 0;
2005-08-26 17:39:27 +00:00
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 );
}
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
FindIntermissionPoint();
2005-08-26 17:39:27 +00:00
// 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 );
2005-08-26 17:39:27 +00:00
} 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;
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
// 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 );
}
2005-08-26 17:39:27 +00:00
#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];
2005-08-26 17:39:27 +00:00
//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" );
}
2005-08-26 17:39:27 +00:00
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
2005-08-26 17:39:27 +00:00
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;
2005-08-26 17:39:27 +00:00
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);
2005-08-26 17:39:27 +00:00
va_end( argptr );
if ( g_dedicated.integer ) {
G_Printf( "%s", string + 7 );
}
if ( !level.logFile ) {
return;
}
trap_FS_Write( string, strlen( string ), level.logFile );
}
/*
================
LogExit
Append information about this game to the log file
================
*/
void LogExit( const char *string ) {
int i, numSorted;
gclient_t *cl;
#ifdef MISSIONPACK
2005-08-26 17:39:27 +00:00
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;
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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;
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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 ) {
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continue;
}
playerCount++;
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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;
}
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// if everyone wants to go, go now
if ( !notReady ) {
ExitLevel();
return;
}
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}
// 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;
}
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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;
}
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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;
}
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}
}
}
/*
==================
CheckTeamVote
==================
*/
void CheckTeamVote( int team ) {
int cs_offset;
if ( team == TEAM_RED )
cs_offset = 0;
else if ( team == TEAM_BLUE )
cs_offset = 1;
else
return;
if ( !level.teamVoteTime[cs_offset] ) {
return;
}
if ( level.time - level.teamVoteTime[cs_offset] >= VOTE_TIME ) {
trap_SendServerCommand( -1, "print \"Team vote failed.\n\"" );
} else {
if ( level.teamVoteYes[cs_offset] > level.numteamVotingClients[cs_offset]/2 ) {
// execute the command, then remove the vote
trap_SendServerCommand( -1, "print \"Team vote passed.\n\"" );
//
if ( !Q_strncmp( "leader", level.teamVoteString[cs_offset], 6) ) {
//set the team leader
SetLeader(team, atoi(level.teamVoteString[cs_offset] + 7));
}
else {
trap_SendConsoleCommand( EXEC_APPEND, va("%s\n", level.teamVoteString[cs_offset] ) );
}
} else if ( level.teamVoteNo[cs_offset] >= level.numteamVotingClients[cs_offset]/2 ) {
// same behavior as a timeout
trap_SendServerCommand( -1, "print \"Team vote failed.\n\"" );
} else {
// still waiting for a majority
return;
}
}
level.teamVoteTime[cs_offset] = 0;
trap_SetConfigstring( CS_TEAMVOTE_TIME + cs_offset, "" );
}
/*
==================
CheckCvars
==================
*/
void CheckCvars( void ) {
static int lastMod = -1;
if ( g_password.modificationCount != lastMod ) {
lastMod = g_password.modificationCount;
if ( *g_password.string && Q_stricmp( g_password.string, "none" ) ) {
trap_Cvar_Set( "g_needpass", "1" );
} else {
trap_Cvar_Set( "g_needpass", "0" );
}
}
}
/*
=============
G_RunThink
Runs thinking code for this frame if necessary
=============
*/
void G_RunThink (gentity_t *ent) {
float thinktime;
thinktime = ent->nextthink;
if (thinktime <= 0) {
return;
}
if (thinktime > level.time) {
return;
}
ent->nextthink = 0;
if (!ent->think) {
G_Error ( "NULL ent->think");
}
ent->think (ent);
}
/*
================
G_RunFrame
Advances the non-player objects in the world
================
*/
void G_RunFrame( int levelTime ) {
int i;
gentity_t *ent;
// 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");
}
}