diff options
author | zakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2005-08-26 17:39:27 +0000 |
---|---|---|
committer | zakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2005-08-26 17:39:27 +0000 |
commit | 6bf20c78f5b69d40bcc4931df93d29198435ab67 (patch) | |
tree | e3eda937a05d7db42de725b7013bd0344b987f34 /code/game/g_main.c | |
parent | 872d4d7f55af706737ffb361bb76ad13e7496770 (diff) | |
download | ioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.tar.gz ioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.zip |
newlines fixed
git-svn-id: svn://svn.icculus.org/quake3/trunk@6 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/game/g_main.c')
-rwxr-xr-x | code/game/g_main.c | 3664 |
1 files changed, 1832 insertions, 1832 deletions
diff --git a/code/game/g_main.c b/code/game/g_main.c index 9f60272..821ab96 100755 --- a/code/game/g_main.c +++ b/code/game/g_main.c @@ -1,1832 +1,1832 @@ -/*
-===========================================================================
-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 Foobar; if not, write to the Free Software
-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_log;
-vmCvar_t g_logSync;
-vmCvar_t g_blood;
-vmCvar_t g_podiumDist;
-vmCvar_t g_podiumDrop;
-vmCvar_t g_allowVote;
-vmCvar_t g_teamAutoJoin;
-vmCvar_t g_teamForceBalance;
-vmCvar_t g_banIPs;
-vmCvar_t g_filterBan;
-vmCvar_t g_smoothClients;
-vmCvar_t pmove_fixed;
-vmCvar_t pmove_msec;
-vmCvar_t g_rankings;
-vmCvar_t g_listEntity;
-#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
-
-// bk001129 - made static to avoid aliasing
-static cvarTable_t gameCvarTable[] = {
- // don't override the cheat state set by the system
- { &g_cheats, "sv_cheats", "", 0, 0, qfalse },
-
- // noset vars
- { NULL, "gamename", GAMEVERSION , CVAR_SERVERINFO | CVAR_ROM, 0, qfalse },
- { NULL, "gamedate", __DATE__ , CVAR_ROM, 0, qfalse },
- { &g_restarted, "g_restarted", "0", CVAR_ROM, 0, qfalse },
- { NULL, "sv_mapname", "", CVAR_SERVERINFO | CVAR_ROM, 0, qfalse },
-
- // latched vars
- { &g_gametype, "g_gametype", "0", CVAR_SERVERINFO | CVAR_USERINFO | CVAR_LATCH, 0, qfalse },
-
- { &g_maxclients, "sv_maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE, 0, qfalse },
- { &g_maxGameClients, "g_maxGameClients", "0", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE, 0, qfalse },
-
- // change anytime vars
- { &g_dmflags, "dmflags", "0", CVAR_SERVERINFO | CVAR_ARCHIVE, 0, qtrue },
- { &g_fraglimit, "fraglimit", "20", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue },
- { &g_timelimit, "timelimit", "0", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue },
- { &g_capturelimit, "capturelimit", "8", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue },
-
- { &g_synchronousClients, "g_synchronousClients", "0", CVAR_SYSTEMINFO, 0, qfalse },
-
- { &g_friendlyFire, "g_friendlyFire", "0", CVAR_ARCHIVE, 0, qtrue },
-
- { &g_teamAutoJoin, "g_teamAutoJoin", "0", CVAR_ARCHIVE },
- { &g_teamForceBalance, "g_teamForceBalance", "0", CVAR_ARCHIVE },
-
- { &g_warmup, "g_warmup", "20", CVAR_ARCHIVE, 0, qtrue },
- { &g_doWarmup, "g_doWarmup", "0", 0, 0, qtrue },
- { &g_log, "g_log", "games.log", CVAR_ARCHIVE, 0, qfalse },
- { &g_logSync, "g_logSync", "0", CVAR_ARCHIVE, 0, qfalse },
-
- { &g_password, "g_password", "", CVAR_USERINFO, 0, qfalse },
-
- { &g_banIPs, "g_banIPs", "", CVAR_ARCHIVE, 0, qfalse },
- { &g_filterBan, "g_filterBan", "1", CVAR_ARCHIVE, 0, qfalse },
-
- { &g_needpass, "g_needpass", "0", CVAR_SERVERINFO | CVAR_ROM, 0, qfalse },
-
- { &g_dedicated, "dedicated", "0", 0, 0, qfalse },
-
- { &g_speed, "g_speed", "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}
-
-};
-
-// bk001129 - made static to avoid aliasing
-static int gameCvarTableSize = sizeof( gameCvarTable ) / sizeof( gameCvarTable[0] );
-
-
-void G_InitGame( int levelTime, int randomSeed, int restart );
-void G_RunFrame( int levelTime );
-void G_ShutdownGame( int restart );
-void CheckExitRules( void );
-
-
-/*
-================
-vmMain
-
-This is the only way control passes into the module.
-This must be the very first function compiled into the .q3vm file
-================
-*/
-int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11 ) {
- switch ( command ) {
- case GAME_INIT:
- G_InitGame( arg0, arg1, arg2 );
- return 0;
- case GAME_SHUTDOWN:
- G_ShutdownGame( arg0 );
- return 0;
- case GAME_CLIENT_CONNECT:
- return (int)ClientConnect( arg0, arg1, arg2 );
- case GAME_CLIENT_THINK:
- ClientThink( arg0 );
- return 0;
- case GAME_CLIENT_USERINFO_CHANGED:
- ClientUserinfoChanged( arg0 );
- return 0;
- case GAME_CLIENT_DISCONNECT:
- ClientDisconnect( arg0 );
- return 0;
- case GAME_CLIENT_BEGIN:
- ClientBegin( arg0 );
- return 0;
- case GAME_CLIENT_COMMAND:
- ClientCommand( arg0 );
- return 0;
- case GAME_RUN_FRAME:
- G_RunFrame( arg0 );
- return 0;
- case GAME_CONSOLE_COMMAND:
- return ConsoleCommand();
- case BOTAI_START_FRAME:
- return BotAIStartFrame( arg0 );
- }
-
- return -1;
-}
-
-
-void QDECL G_Printf( const char *fmt, ... ) {
- va_list argptr;
- char text[1024];
-
- va_start (argptr, fmt);
- vsprintf (text, fmt, argptr);
- va_end (argptr);
-
- trap_Printf( text );
-}
-
-void QDECL G_Error( const char *fmt, ... ) {
- va_list argptr;
- char text[1024];
-
- va_start (argptr, fmt);
- vsprintf (text, fmt, argptr);
- va_end (argptr);
-
- trap_Error( text );
-}
-
-/*
-================
-G_FindTeams
-
-Chain together all entities with a matching team field.
-Entity teams are used for item groups and multi-entity mover groups.
-
-All but the first will have the FL_TEAMSLAVE flag set and teammaster field set
-All but the last will have the teamchain field set to the next one
-================
-*/
-void G_FindTeams( void ) {
- gentity_t *e, *e2;
- int i, j;
- int c, c2;
-
- c = 0;
- c2 = 0;
- for ( i=1, e=g_entities+i ; i < level.num_entities ; i++,e++ ){
- if (!e->inuse)
- continue;
- if (!e->team)
- continue;
- if (e->flags & FL_TEAMSLAVE)
- continue;
- e->teammaster = e;
- c++;
- c2++;
- for (j=i+1, e2=e+1 ; j < level.num_entities ; j++,e2++)
- {
- if (!e2->inuse)
- continue;
- if (!e2->team)
- continue;
- if (e2->flags & FL_TEAMSLAVE)
- continue;
- if (!strcmp(e->team, e2->team))
- {
- c2++;
- e2->teamchain = e->teamchain;
- e->teamchain = e2;
- e2->teammaster = e;
- e2->flags |= FL_TEAMSLAVE;
-
- // make sure that targets only point at the master
- if ( e2->targetname ) {
- e->targetname = e2->targetname;
- e2->targetname = NULL;
- }
- }
- }
- }
-
- G_Printf ("%i teams with %i entities\n", c, c2);
-}
-
-void G_RemapTeamShaders() {
-#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_log.string[0] ) {
- if ( g_logSync.integer ) {
- trap_FS_FOpenFile( g_log.string, &level.logFile, FS_APPEND_SYNC );
- } else {
- trap_FS_FOpenFile( g_log.string, &level.logFile, FS_APPEND );
- }
- if ( !level.logFile ) {
- G_Printf( "WARNING: Couldn't open logfile: %s\n", g_log.string );
- } else {
- char serverinfo[MAX_INFO_STRING];
-
- trap_GetServerinfo( serverinfo, sizeof( serverinfo ) );
-
- G_LogPrintf("------------------------------------------------------------\n" );
- G_LogPrintf("InitGame: %s\n", serverinfo );
- }
- } else {
- G_Printf( "Not logging to disk.\n" );
- }
-
- G_InitWorldSession();
-
- // initialize all entities for this game
- memset( g_entities, 0, MAX_GENTITIES * sizeof(g_entities[0]) );
- level.gentities = g_entities;
-
- // initialize all clients for this game
- level.maxclients = g_maxclients.integer;
- memset( g_clients, 0, MAX_CLIENTS * sizeof(g_clients[0]) );
- level.clients = g_clients;
-
- // set client fields on player ents
- for ( i=0 ; i<level.maxclients ; i++ ) {
- g_entities[i].client = level.clients + i;
- }
-
- // always leave room for the max number of clients,
- // even if they aren't all used, so numbers inside that
- // range are NEVER anything but clients
- level.num_entities = MAX_CLIENTS;
-
- // let the server system know where the entites are
- trap_LocateGameData( level.gentities, level.num_entities, sizeof( gentity_t ),
- &level.clients[0].ps, sizeof( level.clients[0] ) );
-
- // reserve some spots for dead player bodies
- InitBodyQue();
-
- ClearRegisteredItems();
-
- // parse the key/value pairs and spawn gentities
- G_SpawnEntitiesFromString();
-
- // general initialization
- G_FindTeams();
-
- // make sure we have flags for CTF, etc
- if( g_gametype.integer >= GT_TEAM ) {
- G_CheckTeamItems();
- }
-
- SaveRegisteredItems();
-
- G_Printf ("-----------------------------------\n");
-
- if( g_gametype.integer == GT_SINGLE_PLAYER || trap_Cvar_VariableIntegerValue( "com_buildScript" ) ) {
- G_ModelIndex( SP_PODIUM_MODEL );
- G_SoundIndex( "sound/player/gurp1.wav" );
- G_SoundIndex( "sound/player/gurp2.wav" );
- }
-
- if ( 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 );
- }
-
- // write all the client session data so we can get it back
- G_WriteSessionData();
-
- if ( trap_Cvar_VariableIntegerValue( "bot_enable" ) ) {
- BotAIShutdown( restart );
- }
-}
-
-
-
-//===================================================================
-
-#ifndef GAME_HARD_LINKED
-// this is only here so the functions in q_shared.c and bg_*.c can link
-
-void QDECL Com_Error ( int level, const char *error, ... ) {
- va_list argptr;
- char text[1024];
-
- va_start (argptr, error);
- vsprintf (text, error, argptr);
- va_end (argptr);
-
- G_Error( "%s", text);
-}
-
-void QDECL Com_Printf( const char *msg, ... ) {
- va_list argptr;
- char text[1024];
-
- va_start (argptr, msg);
- vsprintf (text, msg, argptr);
- va_end (argptr);
-
- G_Printf ("%s", text);
-}
-
-#endif
-
-/*
-========================================================================
-
-PLAYER COUNTING / SCORE SORTING
-
-========================================================================
-*/
-
-/*
-=============
-AddTournamentPlayer
-
-If there are less than two tournament players, put a
-spectator in the game and restart
-=============
-*/
-void AddTournamentPlayer( void ) {
- int i;
- gclient_t *client;
- gclient_t *nextInLine;
-
- if ( level.numPlayingClients >= 2 ) {
- return;
- }
-
- // never change during intermission
- if ( level.intermissiontime ) {
- return;
- }
-
- nextInLine = NULL;
-
- for ( i = 0 ; i < level.maxclients ; i++ ) {
- client = &level.clients[i];
- if ( client->pers.connected != CON_CONNECTED ) {
- continue;
- }
- if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
- continue;
- }
- // never select the dedicated follow or scoreboard clients
- if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD ||
- client->sess.spectatorClient < 0 ) {
- continue;
- }
-
- if ( !nextInLine || client->sess.spectatorTime < nextInLine->sess.spectatorTime ) {
- nextInLine = client;
- }
- }
-
- if ( !nextInLine ) {
- return;
- }
-
- level.warmupTime = -1;
-
- // set them to free-for-all team
- SetTeam( &g_entities[ nextInLine - level.clients ], "f" );
-}
-
-/*
-=======================
-RemoveTournamentLoser
-
-Make the loser a spectator at the back of the line
-=======================
-*/
-void RemoveTournamentLoser( void ) {
- int clientNum;
-
- if ( level.numPlayingClients != 2 ) {
- return;
- }
-
- clientNum = level.sortedClients[1];
-
- if ( level.clients[ clientNum ].pers.connected != CON_CONNECTED ) {
- return;
- }
-
- // make them a spectator
- SetTeam( &g_entities[ clientNum ], "s" );
-}
-
-/*
-=======================
-RemoveTournamentWinner
-=======================
-*/
-void RemoveTournamentWinner( void ) {
- int clientNum;
-
- if ( level.numPlayingClients != 2 ) {
- return;
- }
-
- clientNum = level.sortedClients[0];
-
- if ( level.clients[ clientNum ].pers.connected != CON_CONNECTED ) {
- return;
- }
-
- // make them a spectator
- SetTeam( &g_entities[ clientNum ], "s" );
-}
-
-/*
-=======================
-AdjustTournamentScores
-=======================
-*/
-void AdjustTournamentScores( void ) {
- int clientNum;
-
- clientNum = level.sortedClients[0];
- if ( level.clients[ clientNum ].pers.connected == CON_CONNECTED ) {
- level.clients[ clientNum ].sess.wins++;
- ClientUserinfoChanged( clientNum );
- }
-
- clientNum = level.sortedClients[1];
- if ( level.clients[ clientNum ].pers.connected == CON_CONNECTED ) {
- level.clients[ clientNum ].sess.losses++;
- ClientUserinfoChanged( clientNum );
- }
-
-}
-
-/*
-=============
-SortRanks
-
-=============
-*/
-int QDECL SortRanks( const void *a, const void *b ) {
- gclient_t *ca, *cb;
-
- ca = &level.clients[*(int *)a];
- cb = &level.clients[*(int *)b];
-
- // sort special clients last
- if ( ca->sess.spectatorState == SPECTATOR_SCOREBOARD || ca->sess.spectatorClient < 0 ) {
- return 1;
- }
- if ( cb->sess.spectatorState == SPECTATOR_SCOREBOARD || cb->sess.spectatorClient < 0 ) {
- return -1;
- }
-
- // then connecting clients
- if ( ca->pers.connected == CON_CONNECTING ) {
- return 1;
- }
- if ( cb->pers.connected == CON_CONNECTING ) {
- return -1;
- }
-
-
- // then spectators
- if ( ca->sess.sessionTeam == TEAM_SPECTATOR && cb->sess.sessionTeam == TEAM_SPECTATOR ) {
- if ( ca->sess.spectatorTime < cb->sess.spectatorTime ) {
- return -1;
- }
- if ( ca->sess.spectatorTime > cb->sess.spectatorTime ) {
- return 1;
- }
- return 0;
- }
- if ( ca->sess.sessionTeam == TEAM_SPECTATOR ) {
- return 1;
- }
- if ( cb->sess.sessionTeam == TEAM_SPECTATOR ) {
- return -1;
- }
-
- // then sort by score
- if ( ca->ps.persistant[PERS_SCORE]
- > cb->ps.persistant[PERS_SCORE] ) {
- return -1;
- }
- if ( ca->ps.persistant[PERS_SCORE]
- < cb->ps.persistant[PERS_SCORE] ) {
- return 1;
- }
- return 0;
-}
-
-/*
-============
-CalculateRanks
-
-Recalculates the score ranks of all players
-This will be called on every client connect, begin, disconnect, death,
-and team change.
-============
-*/
-void CalculateRanks( void ) {
- int i;
- 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 < TEAM_NUM_TEAMS; i++ ) {
- level.numteamVotingClients[i] = 0;
- }
- for ( i = 0 ; i < level.maxclients ; i++ ) {
- if ( level.clients[i].pers.connected != CON_DISCONNECTED ) {
- level.sortedClients[level.numConnectedClients] = i;
- level.numConnectedClients++;
-
- if ( level.clients[i].sess.sessionTeam != TEAM_SPECTATOR ) {
- level.numNonSpectatorClients++;
-
- // decide if this should be auto-followed
- if ( level.clients[i].pers.connected == CON_CONNECTED ) {
- level.numPlayingClients++;
- if ( !(g_entities[i].r.svFlags & SVF_BOT) ) {
- level.numVotingClients++;
- if ( level.clients[i].sess.sessionTeam == TEAM_RED )
- level.numteamVotingClients[0]++;
- else if ( level.clients[i].sess.sessionTeam == TEAM_BLUE )
- level.numteamVotingClients[1]++;
- }
- if ( level.follow1 == -1 ) {
- level.follow1 = i;
- } else if ( level.follow2 == -1 ) {
- level.follow2 = i;
- }
- }
- }
- }
- }
-
- qsort( level.sortedClients, level.numConnectedClients,
- sizeof(level.sortedClients[0]), SortRanks );
-
- // set the rank value for all clients that are connected and not spectators
- if ( g_gametype.integer >= GT_TEAM ) {
- // in team games, rank is just the order of the teams, 0=red, 1=blue, 2=tied
- for ( i = 0; i < level.numConnectedClients; i++ ) {
- cl = &level.clients[ level.sortedClients[i] ];
- if ( level.teamScores[TEAM_RED] == level.teamScores[TEAM_BLUE] ) {
- cl->ps.persistant[PERS_RANK] = 2;
- } else if ( level.teamScores[TEAM_RED] > level.teamScores[TEAM_BLUE] ) {
- cl->ps.persistant[PERS_RANK] = 0;
- } else {
- cl->ps.persistant[PERS_RANK] = 1;
- }
- }
- } else {
- rank = -1;
- score = 0;
- for ( i = 0; i < level.numPlayingClients; i++ ) {
- cl = &level.clients[ level.sortedClients[i] ];
- newScore = cl->ps.persistant[PERS_SCORE];
- if ( i == 0 || newScore != score ) {
- rank = i;
- // assume we aren't tied until the next client is checked
- level.clients[ level.sortedClients[i] ].ps.persistant[PERS_RANK] = rank;
- } else {
- // we are tied with the previous client
- level.clients[ level.sortedClients[i-1] ].ps.persistant[PERS_RANK] = rank | RANK_TIED_FLAG;
- level.clients[ level.sortedClients[i] ].ps.persistant[PERS_RANK] = rank | RANK_TIED_FLAG;
- }
- score = newScore;
- if ( g_gametype.integer == GT_SINGLE_PLAYER && level.numPlayingClients == 1 ) {
- level.clients[ level.sortedClients[i] ].ps.persistant[PERS_RANK] = rank | RANK_TIED_FLAG;
- }
- }
- }
-
- // set the CS_SCORES1/2 configstrings, which will be visible to everyone
- if ( g_gametype.integer >= GT_TEAM ) {
- trap_SetConfigstring( CS_SCORES1, va("%i", level.teamScores[TEAM_RED] ) );
- trap_SetConfigstring( CS_SCORES2, va("%i", level.teamScores[TEAM_BLUE] ) );
- } else {
- if ( level.numConnectedClients == 0 ) {
- trap_SetConfigstring( CS_SCORES1, va("%i", SCORE_NOT_PRESENT) );
- trap_SetConfigstring( CS_SCORES2, va("%i", SCORE_NOT_PRESENT) );
- } else if ( level.numConnectedClients == 1 ) {
- trap_SetConfigstring( CS_SCORES1, va("%i", level.clients[ level.sortedClients[0] ].ps.persistant[PERS_SCORE] ) );
- trap_SetConfigstring( CS_SCORES2, va("%i", SCORE_NOT_PRESENT) );
- } else {
- trap_SetConfigstring( CS_SCORES1, va("%i", level.clients[ level.sortedClients[0] ].ps.persistant[PERS_SCORE] ) );
- trap_SetConfigstring( CS_SCORES2, va("%i", level.clients[ level.sortedClients[1] ].ps.persistant[PERS_SCORE] ) );
- }
- }
-
- // see if it is time to end the level
- CheckExitRules();
-
- // if we are at the intermission, send the new info to everyone
- if ( level.intermissiontime ) {
- SendScoreboardMessageToAllClients();
- }
-}
-
-
-/*
-========================================================================
-
-MAP CHANGING
-
-========================================================================
-*/
-
-/*
-========================
-SendScoreboardMessageToAllClients
-
-Do this at BeginIntermission time and whenever ranks are recalculated
-due to enters/exits/forced team changes
-========================
-*/
-void SendScoreboardMessageToAllClients( void ) {
- int i;
-
- for ( i = 0 ; i < level.maxclients ; i++ ) {
- if ( level.clients[ i ].pers.connected == CON_CONNECTED ) {
- DeathmatchScoreboardMessage( g_entities + i );
- }
- }
-}
-
-/*
-========================
-MoveClientToIntermission
-
-When the intermission starts, this will be called for all players.
-If a new client connects, this will be called after the spawn function.
-========================
-*/
-void MoveClientToIntermission( gentity_t *ent ) {
- // take out of follow mode if needed
- if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) {
- StopFollowing( ent );
- }
-
-
- // move to the spot
- VectorCopy( level.intermission_origin, ent->s.origin );
- VectorCopy( level.intermission_origin, ent->client->ps.origin );
- VectorCopy (level.intermission_angle, ent->client->ps.viewangles);
- ent->client->ps.pm_type = PM_INTERMISSION;
-
- // clean up powerup info
- memset( ent->client->ps.powerups, 0, sizeof(ent->client->ps.powerups) );
-
- ent->client->ps.eFlags = 0;
- ent->s.eFlags = 0;
- ent->s.eType = ET_GENERAL;
- ent->s.modelindex = 0;
- ent->s.loopSound = 0;
- ent->s.event = 0;
- ent->r.contents = 0;
-}
-
-/*
-==================
-FindIntermissionPoint
-
-This is also used for spectator spawns
-==================
-*/
-void FindIntermissionPoint( void ) {
- gentity_t *ent, *target;
- vec3_t dir;
-
- // find the intermission spot
- ent = G_Find (NULL, FOFS(classname), "info_player_intermission");
- if ( !ent ) { // the map creator forgot to put in an intermission point...
- SelectSpawnPoint ( vec3_origin, level.intermission_origin, level.intermission_angle );
- } else {
- VectorCopy (ent->s.origin, level.intermission_origin);
- VectorCopy (ent->s.angles, level.intermission_angle);
- // if it has a target, look towards it
- if ( ent->target ) {
- target = G_PickTarget( ent->target );
- if ( target ) {
- VectorSubtract( target->s.origin, level.intermission_origin, dir );
- vectoangles( dir, level.intermission_angle );
- }
- }
- }
-
-}
-
-/*
-==================
-BeginIntermission
-==================
-*/
-void BeginIntermission( void ) {
- int i;
- gentity_t *client;
-
- if ( level.intermissiontime ) {
- return; // already active
- }
-
- // if in tournement mode, change the wins / losses
- if ( g_gametype.integer == GT_TOURNAMENT ) {
- AdjustTournamentScores();
- }
-
- level.intermissiontime = level.time;
- FindIntermissionPoint();
-
-#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
-
- // move all clients to the intermission point
- for (i=0 ; i< level.maxclients ; i++) {
- client = g_entities + i;
- if (!client->inuse)
- continue;
- // respawn if dead
- if (client->health <= 0) {
- respawn(client);
- }
- MoveClientToIntermission( client );
- }
-
- // send the current scoring to all clients
- SendScoreboardMessageToAllClients();
-
-}
-
-
-/*
-=============
-ExitLevel
-
-When the intermission has been exited, the server is either killed
-or moved to a new level based on the "nextmap" cvar
-
-=============
-*/
-void ExitLevel (void) {
- int i;
- gclient_t *cl;
-
- //bot interbreeding
- BotInterbreedEndMatch();
-
- // if we are running a tournement map, kick the loser to spectator status,
- // which will automatically grab the next spectator and restart
- if ( g_gametype.integer == GT_TOURNAMENT ) {
- if ( !level.restarted ) {
- RemoveTournamentLoser();
- trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" );
- level.restarted = qtrue;
- level.changemap = NULL;
- level.intermissiontime = 0;
- }
- return;
- }
-
-
- trap_SendConsoleCommand( EXEC_APPEND, "vstr nextmap\n" );
- level.changemap = NULL;
- level.intermissiontime = 0;
-
- // reset all the scores so we don't enter the intermission again
- level.teamScores[TEAM_RED] = 0;
- level.teamScores[TEAM_BLUE] = 0;
- for ( i=0 ; i< g_maxclients.integer ; i++ ) {
- cl = level.clients + i;
- if ( cl->pers.connected != CON_CONNECTED ) {
- continue;
- }
- cl->ps.persistant[PERS_SCORE] = 0;
- }
-
- // we need to do this here before chaning to CON_CONNECTING
- G_WriteSessionData();
-
- // change all client states to connecting, so the early players into the
- // next level will know the others aren't done reconnecting
- for (i=0 ; i< g_maxclients.integer ; i++) {
- if ( level.clients[i].pers.connected == CON_CONNECTED ) {
- level.clients[i].pers.connected = CON_CONNECTING;
- }
- }
-
-}
-
-/*
-=================
-G_LogPrintf
-
-Print to the logfile with a time stamp if it is open
-=================
-*/
-void QDECL G_LogPrintf( const char *fmt, ... ) {
- va_list argptr;
- char string[1024];
- int min, tens, sec;
-
- sec = level.time / 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 );
- vsprintf( 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 // bk001205
- 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;
- int i;
- gclient_t *cl;
- int readyMask;
-
- if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
- return;
- }
-
- // see which players are ready
- ready = 0;
- notReady = 0;
- readyMask = 0;
- for (i=0 ; i< g_maxclients.integer ; i++) {
- cl = level.clients + i;
- if ( cl->pers.connected != CON_CONNECTED ) {
- continue;
- }
- if ( g_entities[cl->ps.clientNum].r.svFlags & SVF_BOT ) {
- continue;
- }
-
- if ( cl->readyToExit ) {
- ready++;
- if ( i < 16 ) {
- readyMask |= 1 << i;
- }
- } else {
- notReady++;
- }
- }
-
- // copy the readyMask to each player's stats so
- // it can be displayed on the scoreboard
- for (i=0 ; i< g_maxclients.integer ; i++) {
- cl = level.clients + i;
- if ( cl->pers.connected != CON_CONNECTED ) {
- continue;
- }
- cl->ps.stats[STAT_CLIENTS_READY] = readyMask;
- }
-
- // never exit in less than five seconds
- if ( level.time < level.intermissiontime + 5000 ) {
- return;
- }
-
- // 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 ( level.numPlayingClients < 2 ) {
- return;
- }
-
- if ( g_gametype.integer < GT_CTF && g_fraglimit.integer ) {
- if ( level.teamScores[TEAM_RED] >= g_fraglimit.integer ) {
- trap_SendServerCommand( -1, "print \"Red hit the fraglimit.\n\"" );
- LogExit( "Fraglimit hit." );
- return;
- }
-
- if ( level.teamScores[TEAM_BLUE] >= g_fraglimit.integer ) {
- trap_SendServerCommand( -1, "print \"Blue hit the fraglimit.\n\"" );
- LogExit( "Fraglimit hit." );
- return;
- }
-
- for ( i=0 ; i< g_maxclients.integer ; i++ ) {
- cl = level.clients + i;
- if ( cl->pers.connected != CON_CONNECTED ) {
- continue;
- }
- if ( cl->sess.sessionTeam != TEAM_FREE ) {
- continue;
- }
-
- if ( cl->ps.persistant[PERS_SCORE] >= g_fraglimit.integer ) {
- LogExit( "Fraglimit hit." );
- trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " hit the fraglimit.\n\"",
- cl->pers.netname ) );
- return;
- }
- }
- }
-
- if ( g_gametype.integer >= GT_CTF && g_capturelimit.integer ) {
-
- if ( level.teamScores[TEAM_RED] >= g_capturelimit.integer ) {
- trap_SendServerCommand( -1, "print \"Red hit the capturelimit.\n\"" );
- LogExit( "Capturelimit hit." );
- return;
- }
-
- if ( level.teamScores[TEAM_BLUE] >= g_capturelimit.integer ) {
- trap_SendServerCommand( -1, "print \"Blue hit the capturelimit.\n\"" );
- LogExit( "Capturelimit hit." );
- return;
- }
- }
-}
-
-
-
-/*
-========================================================================
-
-FUNCTIONS CALLED EVERY FRAME
-
-========================================================================
-*/
-
-
-/*
-=============
-CheckTournament
-
-Once a frame, check for changes in tournement player state
-=============
-*/
-void CheckTournament( void ) {
- // check because we run 3 game frames before calling Connect and/or ClientBegin
- // for clients on a map_restart
- if ( level.numPlayingClients == 0 ) {
- return;
- }
-
- if ( g_gametype.integer == GT_TOURNAMENT ) {
-
- // pull in a spectator if needed
- if ( level.numPlayingClients < 2 ) {
- AddTournamentPlayer();
- }
-
- // if we don't have two players, go back to "waiting for players"
- if ( level.numPlayingClients != 2 ) {
- if ( level.warmupTime != -1 ) {
- level.warmupTime = -1;
- trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) );
- G_LogPrintf( "Warmup:\n" );
- }
- return;
- }
-
- if ( level.warmupTime == 0 ) {
- return;
- }
-
- // if the warmup is changed at the console, restart it
- if ( g_warmup.modificationCount != level.warmupModificationCount ) {
- level.warmupModificationCount = g_warmup.modificationCount;
- level.warmupTime = -1;
- }
-
- // if all players have arrived, start the countdown
- if ( level.warmupTime < 0 ) {
- if ( level.numPlayingClients == 2 ) {
- // fudge by -1 to account for extra delays
- level.warmupTime = level.time + ( g_warmup.integer - 1 ) * 1000;
- trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) );
- }
- return;
- }
-
- // if the warmup time has counted down, restart
- if ( level.time > level.warmupTime ) {
- level.warmupTime += 10000;
- trap_Cvar_Set( "g_restarted", "1" );
- trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" );
- level.restarted = qtrue;
- return;
- }
- } else if ( g_gametype.integer != GT_SINGLE_PLAYER && level.warmupTime != 0 ) {
- int counts[TEAM_NUM_TEAMS];
- qboolean notEnough = qfalse;
-
- if ( g_gametype.integer > GT_TEAM ) {
- counts[TEAM_BLUE] = TeamCount( -1, TEAM_BLUE );
- counts[TEAM_RED] = TeamCount( -1, TEAM_RED );
-
- if (counts[TEAM_RED] < 1 || counts[TEAM_BLUE] < 1) {
- notEnough = qtrue;
- }
- } else if ( level.numPlayingClients < 2 ) {
- notEnough = qtrue;
- }
-
- if ( notEnough ) {
- if ( level.warmupTime != -1 ) {
- level.warmupTime = -1;
- trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) );
- G_LogPrintf( "Warmup:\n" );
- }
- return; // still waiting for team members
- }
-
- if ( level.warmupTime == 0 ) {
- return;
- }
-
- // if the warmup is changed at the console, restart it
- if ( g_warmup.modificationCount != level.warmupModificationCount ) {
- level.warmupModificationCount = g_warmup.modificationCount;
- level.warmupTime = -1;
- }
-
- // if all players have arrived, start the countdown
- if ( level.warmupTime < 0 ) {
- // fudge by -1 to account for extra delays
- level.warmupTime = level.time + ( g_warmup.integer - 1 ) * 1000;
- trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) );
- return;
- }
-
- // if the warmup time has counted down, restart
- if ( level.time > level.warmupTime ) {
- level.warmupTime += 10000;
- trap_Cvar_Set( "g_restarted", "1" );
- trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" );
- level.restarted = qtrue;
- return;
- }
- }
-}
-
-
-/*
-==================
-CheckVote
-==================
-*/
-void CheckVote( void ) {
- if ( level.voteExecuteTime && level.voteExecuteTime < level.time ) {
- level.voteExecuteTime = 0;
- 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;
- }
- }
- for ( i = 0 ; i < level.maxclients ; i++ ) {
- if (level.clients[i].sess.sessionTeam != team)
- continue;
- level.clients[i].sess.teamLeader = qtrue;
- break;
- }
- }
-}
-
-/*
-==================
-CheckTeamVote
-==================
-*/
-void CheckTeamVote( int team ) {
- int cs_offset;
-
- if ( team == TEAM_RED )
- cs_offset = 0;
- else if ( team == TEAM_BLUE )
- cs_offset = 1;
- else
- return;
-
- if ( !level.teamVoteTime[cs_offset] ) {
- return;
- }
- if ( level.time - level.teamVoteTime[cs_offset] >= VOTE_TIME ) {
- trap_SendServerCommand( -1, "print \"Team vote failed.\n\"" );
- } else {
- if ( level.teamVoteYes[cs_offset] > level.numteamVotingClients[cs_offset]/2 ) {
- // execute the command, then remove the vote
- trap_SendServerCommand( -1, "print \"Team vote passed.\n\"" );
- //
- if ( !Q_strncmp( "leader", level.teamVoteString[cs_offset], 6) ) {
- //set the team leader
- SetLeader(team, atoi(level.teamVoteString[cs_offset] + 7));
- }
- else {
- trap_SendConsoleCommand( EXEC_APPEND, va("%s\n", level.teamVoteString[cs_offset] ) );
- }
- } else if ( level.teamVoteNo[cs_offset] >= level.numteamVotingClients[cs_offset]/2 ) {
- // same behavior as a timeout
- trap_SendServerCommand( -1, "print \"Team vote failed.\n\"" );
- } else {
- // still waiting for a majority
- return;
- }
- }
- level.teamVoteTime[cs_offset] = 0;
- trap_SetConfigstring( CS_TEAMVOTE_TIME + cs_offset, "" );
-
-}
-
-
-/*
-==================
-CheckCvars
-==================
-*/
-void CheckCvars( void ) {
- static int lastMod = -1;
-
- if ( g_password.modificationCount != lastMod ) {
- lastMod = g_password.modificationCount;
- if ( *g_password.string && Q_stricmp( g_password.string, "none" ) ) {
- trap_Cvar_Set( "g_needpass", "1" );
- } else {
- trap_Cvar_Set( "g_needpass", "0" );
- }
- }
-}
-
-/*
-=============
-G_RunThink
-
-Runs thinking code for this frame if necessary
-=============
-*/
-void G_RunThink (gentity_t *ent) {
- float thinktime;
-
- thinktime = ent->nextthink;
- if (thinktime <= 0) {
- return;
- }
- if (thinktime > level.time) {
- return;
- }
-
- ent->nextthink = 0;
- if (!ent->think) {
- G_Error ( "NULL ent->think");
- }
- ent->think (ent);
-}
-
-/*
-================
-G_RunFrame
-
-Advances the non-player objects in the world
-================
-*/
-void G_RunFrame( int levelTime ) {
- int i;
- gentity_t *ent;
- int msec;
-int start, end;
-
- // if we are waiting for the level to restart, do nothing
- if ( level.restarted ) {
- return;
- }
-
- level.framenum++;
- level.previousTime = level.time;
- level.time = levelTime;
- msec = level.time - level.previousTime;
-
- // get any cvar changes
- G_UpdateCvars();
-
- //
- // go through all allocated objects
- //
- start = trap_Milliseconds();
- ent = &g_entities[0];
- for (i=0 ; i<level.num_entities ; i++, ent++) {
- if ( !ent->inuse ) {
- continue;
- }
-
- // clear events that are too old
- if ( level.time - ent->eventTime > EVENT_VALID_MSEC ) {
- if ( ent->s.event ) {
- ent->s.event = 0; // &= EV_EVENT_BITS;
- if ( ent->client ) {
- ent->client->ps.externalEvent = 0;
- // 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 );
- }
-end = trap_Milliseconds();
-
-start = trap_Milliseconds();
- // perform final fixups on the players
- ent = &g_entities[0];
- for (i=0 ; i < level.maxclients ; i++, ent++ ) {
- if ( ent->inuse ) {
- ClientEndFrame( ent );
- }
- }
-end = trap_Milliseconds();
-
- // see if it is time to do a tournement restart
- 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");
- }
-}
+/* +=========================================================================== +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 Foobar; if not, write to the Free Software +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_log; +vmCvar_t g_logSync; +vmCvar_t g_blood; +vmCvar_t g_podiumDist; +vmCvar_t g_podiumDrop; +vmCvar_t g_allowVote; +vmCvar_t g_teamAutoJoin; +vmCvar_t g_teamForceBalance; +vmCvar_t g_banIPs; +vmCvar_t g_filterBan; +vmCvar_t g_smoothClients; +vmCvar_t pmove_fixed; +vmCvar_t pmove_msec; +vmCvar_t g_rankings; +vmCvar_t g_listEntity; +#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 + +// bk001129 - made static to avoid aliasing +static cvarTable_t gameCvarTable[] = { + // don't override the cheat state set by the system + { &g_cheats, "sv_cheats", "", 0, 0, qfalse }, + + // noset vars + { NULL, "gamename", GAMEVERSION , CVAR_SERVERINFO | CVAR_ROM, 0, qfalse }, + { NULL, "gamedate", __DATE__ , CVAR_ROM, 0, qfalse }, + { &g_restarted, "g_restarted", "0", CVAR_ROM, 0, qfalse }, + { NULL, "sv_mapname", "", CVAR_SERVERINFO | CVAR_ROM, 0, qfalse }, + + // latched vars + { &g_gametype, "g_gametype", "0", CVAR_SERVERINFO | CVAR_USERINFO | CVAR_LATCH, 0, qfalse }, + + { &g_maxclients, "sv_maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE, 0, qfalse }, + { &g_maxGameClients, "g_maxGameClients", "0", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE, 0, qfalse }, + + // change anytime vars + { &g_dmflags, "dmflags", "0", CVAR_SERVERINFO | CVAR_ARCHIVE, 0, qtrue }, + { &g_fraglimit, "fraglimit", "20", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue }, + { &g_timelimit, "timelimit", "0", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue }, + { &g_capturelimit, "capturelimit", "8", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue }, + + { &g_synchronousClients, "g_synchronousClients", "0", CVAR_SYSTEMINFO, 0, qfalse }, + + { &g_friendlyFire, "g_friendlyFire", "0", CVAR_ARCHIVE, 0, qtrue }, + + { &g_teamAutoJoin, "g_teamAutoJoin", "0", CVAR_ARCHIVE }, + { &g_teamForceBalance, "g_teamForceBalance", "0", CVAR_ARCHIVE }, + + { &g_warmup, "g_warmup", "20", CVAR_ARCHIVE, 0, qtrue }, + { &g_doWarmup, "g_doWarmup", "0", 0, 0, qtrue }, + { &g_log, "g_log", "games.log", CVAR_ARCHIVE, 0, qfalse }, + { &g_logSync, "g_logSync", "0", CVAR_ARCHIVE, 0, qfalse }, + + { &g_password, "g_password", "", CVAR_USERINFO, 0, qfalse }, + + { &g_banIPs, "g_banIPs", "", CVAR_ARCHIVE, 0, qfalse }, + { &g_filterBan, "g_filterBan", "1", CVAR_ARCHIVE, 0, qfalse }, + + { &g_needpass, "g_needpass", "0", CVAR_SERVERINFO | CVAR_ROM, 0, qfalse }, + + { &g_dedicated, "dedicated", "0", 0, 0, qfalse }, + + { &g_speed, "g_speed", "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} + +}; + +// bk001129 - made static to avoid aliasing +static int gameCvarTableSize = sizeof( gameCvarTable ) / sizeof( gameCvarTable[0] ); + + +void G_InitGame( int levelTime, int randomSeed, int restart ); +void G_RunFrame( int levelTime ); +void G_ShutdownGame( int restart ); +void CheckExitRules( void ); + + +/* +================ +vmMain + +This is the only way control passes into the module. +This must be the very first function compiled into the .q3vm file +================ +*/ +int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11 ) { + switch ( command ) { + case GAME_INIT: + G_InitGame( arg0, arg1, arg2 ); + return 0; + case GAME_SHUTDOWN: + G_ShutdownGame( arg0 ); + return 0; + case GAME_CLIENT_CONNECT: + return (int)ClientConnect( arg0, arg1, arg2 ); + case GAME_CLIENT_THINK: + ClientThink( arg0 ); + return 0; + case GAME_CLIENT_USERINFO_CHANGED: + ClientUserinfoChanged( arg0 ); + return 0; + case GAME_CLIENT_DISCONNECT: + ClientDisconnect( arg0 ); + return 0; + case GAME_CLIENT_BEGIN: + ClientBegin( arg0 ); + return 0; + case GAME_CLIENT_COMMAND: + ClientCommand( arg0 ); + return 0; + case GAME_RUN_FRAME: + G_RunFrame( arg0 ); + return 0; + case GAME_CONSOLE_COMMAND: + return ConsoleCommand(); + case BOTAI_START_FRAME: + return BotAIStartFrame( arg0 ); + } + + return -1; +} + + +void QDECL G_Printf( const char *fmt, ... ) { + va_list argptr; + char text[1024]; + + va_start (argptr, fmt); + vsprintf (text, fmt, argptr); + va_end (argptr); + + trap_Printf( text ); +} + +void QDECL G_Error( const char *fmt, ... ) { + va_list argptr; + char text[1024]; + + va_start (argptr, fmt); + vsprintf (text, fmt, argptr); + va_end (argptr); + + trap_Error( text ); +} + +/* +================ +G_FindTeams + +Chain together all entities with a matching team field. +Entity teams are used for item groups and multi-entity mover groups. + +All but the first will have the FL_TEAMSLAVE flag set and teammaster field set +All but the last will have the teamchain field set to the next one +================ +*/ +void G_FindTeams( void ) { + gentity_t *e, *e2; + int i, j; + int c, c2; + + c = 0; + c2 = 0; + for ( i=1, e=g_entities+i ; i < level.num_entities ; i++,e++ ){ + if (!e->inuse) + continue; + if (!e->team) + continue; + if (e->flags & FL_TEAMSLAVE) + continue; + e->teammaster = e; + c++; + c2++; + for (j=i+1, e2=e+1 ; j < level.num_entities ; j++,e2++) + { + if (!e2->inuse) + continue; + if (!e2->team) + continue; + if (e2->flags & FL_TEAMSLAVE) + continue; + if (!strcmp(e->team, e2->team)) + { + c2++; + e2->teamchain = e->teamchain; + e->teamchain = e2; + e2->teammaster = e; + e2->flags |= FL_TEAMSLAVE; + + // make sure that targets only point at the master + if ( e2->targetname ) { + e->targetname = e2->targetname; + e2->targetname = NULL; + } + } + } + } + + G_Printf ("%i teams with %i entities\n", c, c2); +} + +void G_RemapTeamShaders() { +#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_log.string[0] ) { + if ( g_logSync.integer ) { + trap_FS_FOpenFile( g_log.string, &level.logFile, FS_APPEND_SYNC ); + } else { + trap_FS_FOpenFile( g_log.string, &level.logFile, FS_APPEND ); + } + if ( !level.logFile ) { + G_Printf( "WARNING: Couldn't open logfile: %s\n", g_log.string ); + } else { + char serverinfo[MAX_INFO_STRING]; + + trap_GetServerinfo( serverinfo, sizeof( serverinfo ) ); + + G_LogPrintf("------------------------------------------------------------\n" ); + G_LogPrintf("InitGame: %s\n", serverinfo ); + } + } else { + G_Printf( "Not logging to disk.\n" ); + } + + G_InitWorldSession(); + + // initialize all entities for this game + memset( g_entities, 0, MAX_GENTITIES * sizeof(g_entities[0]) ); + level.gentities = g_entities; + + // initialize all clients for this game + level.maxclients = g_maxclients.integer; + memset( g_clients, 0, MAX_CLIENTS * sizeof(g_clients[0]) ); + level.clients = g_clients; + + // set client fields on player ents + for ( i=0 ; i<level.maxclients ; i++ ) { + g_entities[i].client = level.clients + i; + } + + // always leave room for the max number of clients, + // even if they aren't all used, so numbers inside that + // range are NEVER anything but clients + level.num_entities = MAX_CLIENTS; + + // let the server system know where the entites are + trap_LocateGameData( level.gentities, level.num_entities, sizeof( gentity_t ), + &level.clients[0].ps, sizeof( level.clients[0] ) ); + + // reserve some spots for dead player bodies + InitBodyQue(); + + ClearRegisteredItems(); + + // parse the key/value pairs and spawn gentities + G_SpawnEntitiesFromString(); + + // general initialization + G_FindTeams(); + + // make sure we have flags for CTF, etc + if( g_gametype.integer >= GT_TEAM ) { + G_CheckTeamItems(); + } + + SaveRegisteredItems(); + + G_Printf ("-----------------------------------\n"); + + if( g_gametype.integer == GT_SINGLE_PLAYER || trap_Cvar_VariableIntegerValue( "com_buildScript" ) ) { + G_ModelIndex( SP_PODIUM_MODEL ); + G_SoundIndex( "sound/player/gurp1.wav" ); + G_SoundIndex( "sound/player/gurp2.wav" ); + } + + if ( 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 ); + } + + // write all the client session data so we can get it back + G_WriteSessionData(); + + if ( trap_Cvar_VariableIntegerValue( "bot_enable" ) ) { + BotAIShutdown( restart ); + } +} + + + +//=================================================================== + +#ifndef GAME_HARD_LINKED +// this is only here so the functions in q_shared.c and bg_*.c can link + +void QDECL Com_Error ( int level, const char *error, ... ) { + va_list argptr; + char text[1024]; + + va_start (argptr, error); + vsprintf (text, error, argptr); + va_end (argptr); + + G_Error( "%s", text); +} + +void QDECL Com_Printf( const char *msg, ... ) { + va_list argptr; + char text[1024]; + + va_start (argptr, msg); + vsprintf (text, msg, argptr); + va_end (argptr); + + G_Printf ("%s", text); +} + +#endif + +/* +======================================================================== + +PLAYER COUNTING / SCORE SORTING + +======================================================================== +*/ + +/* +============= +AddTournamentPlayer + +If there are less than two tournament players, put a +spectator in the game and restart +============= +*/ +void AddTournamentPlayer( void ) { + int i; + gclient_t *client; + gclient_t *nextInLine; + + if ( level.numPlayingClients >= 2 ) { + return; + } + + // never change during intermission + if ( level.intermissiontime ) { + return; + } + + nextInLine = NULL; + + for ( i = 0 ; i < level.maxclients ; i++ ) { + client = &level.clients[i]; + if ( client->pers.connected != CON_CONNECTED ) { + continue; + } + if ( client->sess.sessionTeam != TEAM_SPECTATOR ) { + continue; + } + // never select the dedicated follow or scoreboard clients + if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD || + client->sess.spectatorClient < 0 ) { + continue; + } + + if ( !nextInLine || client->sess.spectatorTime < nextInLine->sess.spectatorTime ) { + nextInLine = client; + } + } + + if ( !nextInLine ) { + return; + } + + level.warmupTime = -1; + + // set them to free-for-all team + SetTeam( &g_entities[ nextInLine - level.clients ], "f" ); +} + +/* +======================= +RemoveTournamentLoser + +Make the loser a spectator at the back of the line +======================= +*/ +void RemoveTournamentLoser( void ) { + int clientNum; + + if ( level.numPlayingClients != 2 ) { + return; + } + + clientNum = level.sortedClients[1]; + + if ( level.clients[ clientNum ].pers.connected != CON_CONNECTED ) { + return; + } + + // make them a spectator + SetTeam( &g_entities[ clientNum ], "s" ); +} + +/* +======================= +RemoveTournamentWinner +======================= +*/ +void RemoveTournamentWinner( void ) { + int clientNum; + + if ( level.numPlayingClients != 2 ) { + return; + } + + clientNum = level.sortedClients[0]; + + if ( level.clients[ clientNum ].pers.connected != CON_CONNECTED ) { + return; + } + + // make them a spectator + SetTeam( &g_entities[ clientNum ], "s" ); +} + +/* +======================= +AdjustTournamentScores +======================= +*/ +void AdjustTournamentScores( void ) { + int clientNum; + + clientNum = level.sortedClients[0]; + if ( level.clients[ clientNum ].pers.connected == CON_CONNECTED ) { + level.clients[ clientNum ].sess.wins++; + ClientUserinfoChanged( clientNum ); + } + + clientNum = level.sortedClients[1]; + if ( level.clients[ clientNum ].pers.connected == CON_CONNECTED ) { + level.clients[ clientNum ].sess.losses++; + ClientUserinfoChanged( clientNum ); + } + +} + +/* +============= +SortRanks + +============= +*/ +int QDECL SortRanks( const void *a, const void *b ) { + gclient_t *ca, *cb; + + ca = &level.clients[*(int *)a]; + cb = &level.clients[*(int *)b]; + + // sort special clients last + if ( ca->sess.spectatorState == SPECTATOR_SCOREBOARD || ca->sess.spectatorClient < 0 ) { + return 1; + } + if ( cb->sess.spectatorState == SPECTATOR_SCOREBOARD || cb->sess.spectatorClient < 0 ) { + return -1; + } + + // then connecting clients + if ( ca->pers.connected == CON_CONNECTING ) { + return 1; + } + if ( cb->pers.connected == CON_CONNECTING ) { + return -1; + } + + + // then spectators + if ( ca->sess.sessionTeam == TEAM_SPECTATOR && cb->sess.sessionTeam == TEAM_SPECTATOR ) { + if ( ca->sess.spectatorTime < cb->sess.spectatorTime ) { + return -1; + } + if ( ca->sess.spectatorTime > cb->sess.spectatorTime ) { + return 1; + } + return 0; + } + if ( ca->sess.sessionTeam == TEAM_SPECTATOR ) { + return 1; + } + if ( cb->sess.sessionTeam == TEAM_SPECTATOR ) { + return -1; + } + + // then sort by score + if ( ca->ps.persistant[PERS_SCORE] + > cb->ps.persistant[PERS_SCORE] ) { + return -1; + } + if ( ca->ps.persistant[PERS_SCORE] + < cb->ps.persistant[PERS_SCORE] ) { + return 1; + } + return 0; +} + +/* +============ +CalculateRanks + +Recalculates the score ranks of all players +This will be called on every client connect, begin, disconnect, death, +and team change. +============ +*/ +void CalculateRanks( void ) { + int i; + 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 < TEAM_NUM_TEAMS; i++ ) { + level.numteamVotingClients[i] = 0; + } + for ( i = 0 ; i < level.maxclients ; i++ ) { + if ( level.clients[i].pers.connected != CON_DISCONNECTED ) { + level.sortedClients[level.numConnectedClients] = i; + level.numConnectedClients++; + + if ( level.clients[i].sess.sessionTeam != TEAM_SPECTATOR ) { + level.numNonSpectatorClients++; + + // decide if this should be auto-followed + if ( level.clients[i].pers.connected == CON_CONNECTED ) { + level.numPlayingClients++; + if ( !(g_entities[i].r.svFlags & SVF_BOT) ) { + level.numVotingClients++; + if ( level.clients[i].sess.sessionTeam == TEAM_RED ) + level.numteamVotingClients[0]++; + else if ( level.clients[i].sess.sessionTeam == TEAM_BLUE ) + level.numteamVotingClients[1]++; + } + if ( level.follow1 == -1 ) { + level.follow1 = i; + } else if ( level.follow2 == -1 ) { + level.follow2 = i; + } + } + } + } + } + + qsort( level.sortedClients, level.numConnectedClients, + sizeof(level.sortedClients[0]), SortRanks ); + + // set the rank value for all clients that are connected and not spectators + if ( g_gametype.integer >= GT_TEAM ) { + // in team games, rank is just the order of the teams, 0=red, 1=blue, 2=tied + for ( i = 0; i < level.numConnectedClients; i++ ) { + cl = &level.clients[ level.sortedClients[i] ]; + if ( level.teamScores[TEAM_RED] == level.teamScores[TEAM_BLUE] ) { + cl->ps.persistant[PERS_RANK] = 2; + } else if ( level.teamScores[TEAM_RED] > level.teamScores[TEAM_BLUE] ) { + cl->ps.persistant[PERS_RANK] = 0; + } else { + cl->ps.persistant[PERS_RANK] = 1; + } + } + } else { + rank = -1; + score = 0; + for ( i = 0; i < level.numPlayingClients; i++ ) { + cl = &level.clients[ level.sortedClients[i] ]; + newScore = cl->ps.persistant[PERS_SCORE]; + if ( i == 0 || newScore != score ) { + rank = i; + // assume we aren't tied until the next client is checked + level.clients[ level.sortedClients[i] ].ps.persistant[PERS_RANK] = rank; + } else { + // we are tied with the previous client + level.clients[ level.sortedClients[i-1] ].ps.persistant[PERS_RANK] = rank | RANK_TIED_FLAG; + level.clients[ level.sortedClients[i] ].ps.persistant[PERS_RANK] = rank | RANK_TIED_FLAG; + } + score = newScore; + if ( g_gametype.integer == GT_SINGLE_PLAYER && level.numPlayingClients == 1 ) { + level.clients[ level.sortedClients[i] ].ps.persistant[PERS_RANK] = rank | RANK_TIED_FLAG; + } + } + } + + // set the CS_SCORES1/2 configstrings, which will be visible to everyone + if ( g_gametype.integer >= GT_TEAM ) { + trap_SetConfigstring( CS_SCORES1, va("%i", level.teamScores[TEAM_RED] ) ); + trap_SetConfigstring( CS_SCORES2, va("%i", level.teamScores[TEAM_BLUE] ) ); + } else { + if ( level.numConnectedClients == 0 ) { + trap_SetConfigstring( CS_SCORES1, va("%i", SCORE_NOT_PRESENT) ); + trap_SetConfigstring( CS_SCORES2, va("%i", SCORE_NOT_PRESENT) ); + } else if ( level.numConnectedClients == 1 ) { + trap_SetConfigstring( CS_SCORES1, va("%i", level.clients[ level.sortedClients[0] ].ps.persistant[PERS_SCORE] ) ); + trap_SetConfigstring( CS_SCORES2, va("%i", SCORE_NOT_PRESENT) ); + } else { + trap_SetConfigstring( CS_SCORES1, va("%i", level.clients[ level.sortedClients[0] ].ps.persistant[PERS_SCORE] ) ); + trap_SetConfigstring( CS_SCORES2, va("%i", level.clients[ level.sortedClients[1] ].ps.persistant[PERS_SCORE] ) ); + } + } + + // see if it is time to end the level + CheckExitRules(); + + // if we are at the intermission, send the new info to everyone + if ( level.intermissiontime ) { + SendScoreboardMessageToAllClients(); + } +} + + +/* +======================================================================== + +MAP CHANGING + +======================================================================== +*/ + +/* +======================== +SendScoreboardMessageToAllClients + +Do this at BeginIntermission time and whenever ranks are recalculated +due to enters/exits/forced team changes +======================== +*/ +void SendScoreboardMessageToAllClients( void ) { + int i; + + for ( i = 0 ; i < level.maxclients ; i++ ) { + if ( level.clients[ i ].pers.connected == CON_CONNECTED ) { + DeathmatchScoreboardMessage( g_entities + i ); + } + } +} + +/* +======================== +MoveClientToIntermission + +When the intermission starts, this will be called for all players. +If a new client connects, this will be called after the spawn function. +======================== +*/ +void MoveClientToIntermission( gentity_t *ent ) { + // take out of follow mode if needed + if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) { + StopFollowing( ent ); + } + + + // move to the spot + VectorCopy( level.intermission_origin, ent->s.origin ); + VectorCopy( level.intermission_origin, ent->client->ps.origin ); + VectorCopy (level.intermission_angle, ent->client->ps.viewangles); + ent->client->ps.pm_type = PM_INTERMISSION; + + // clean up powerup info + memset( ent->client->ps.powerups, 0, sizeof(ent->client->ps.powerups) ); + + ent->client->ps.eFlags = 0; + ent->s.eFlags = 0; + ent->s.eType = ET_GENERAL; + ent->s.modelindex = 0; + ent->s.loopSound = 0; + ent->s.event = 0; + ent->r.contents = 0; +} + +/* +================== +FindIntermissionPoint + +This is also used for spectator spawns +================== +*/ +void FindIntermissionPoint( void ) { + gentity_t *ent, *target; + vec3_t dir; + + // find the intermission spot + ent = G_Find (NULL, FOFS(classname), "info_player_intermission"); + if ( !ent ) { // the map creator forgot to put in an intermission point... + SelectSpawnPoint ( vec3_origin, level.intermission_origin, level.intermission_angle ); + } else { + VectorCopy (ent->s.origin, level.intermission_origin); + VectorCopy (ent->s.angles, level.intermission_angle); + // if it has a target, look towards it + if ( ent->target ) { + target = G_PickTarget( ent->target ); + if ( target ) { + VectorSubtract( target->s.origin, level.intermission_origin, dir ); + vectoangles( dir, level.intermission_angle ); + } + } + } + +} + +/* +================== +BeginIntermission +================== +*/ +void BeginIntermission( void ) { + int i; + gentity_t *client; + + if ( level.intermissiontime ) { + return; // already active + } + + // if in tournement mode, change the wins / losses + if ( g_gametype.integer == GT_TOURNAMENT ) { + AdjustTournamentScores(); + } + + level.intermissiontime = level.time; + FindIntermissionPoint(); + +#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 + + // move all clients to the intermission point + for (i=0 ; i< level.maxclients ; i++) { + client = g_entities + i; + if (!client->inuse) + continue; + // respawn if dead + if (client->health <= 0) { + respawn(client); + } + MoveClientToIntermission( client ); + } + + // send the current scoring to all clients + SendScoreboardMessageToAllClients(); + +} + + +/* +============= +ExitLevel + +When the intermission has been exited, the server is either killed +or moved to a new level based on the "nextmap" cvar + +============= +*/ +void ExitLevel (void) { + int i; + gclient_t *cl; + + //bot interbreeding + BotInterbreedEndMatch(); + + // if we are running a tournement map, kick the loser to spectator status, + // which will automatically grab the next spectator and restart + if ( g_gametype.integer == GT_TOURNAMENT ) { + if ( !level.restarted ) { + RemoveTournamentLoser(); + trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" ); + level.restarted = qtrue; + level.changemap = NULL; + level.intermissiontime = 0; + } + return; + } + + + trap_SendConsoleCommand( EXEC_APPEND, "vstr nextmap\n" ); + level.changemap = NULL; + level.intermissiontime = 0; + + // reset all the scores so we don't enter the intermission again + level.teamScores[TEAM_RED] = 0; + level.teamScores[TEAM_BLUE] = 0; + for ( i=0 ; i< g_maxclients.integer ; i++ ) { + cl = level.clients + i; + if ( cl->pers.connected != CON_CONNECTED ) { + continue; + } + cl->ps.persistant[PERS_SCORE] = 0; + } + + // we need to do this here before chaning to CON_CONNECTING + G_WriteSessionData(); + + // change all client states to connecting, so the early players into the + // next level will know the others aren't done reconnecting + for (i=0 ; i< g_maxclients.integer ; i++) { + if ( level.clients[i].pers.connected == CON_CONNECTED ) { + level.clients[i].pers.connected = CON_CONNECTING; + } + } + +} + +/* +================= +G_LogPrintf + +Print to the logfile with a time stamp if it is open +================= +*/ +void QDECL G_LogPrintf( const char *fmt, ... ) { + va_list argptr; + char string[1024]; + int min, tens, sec; + + sec = level.time / 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 ); + vsprintf( 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 // bk001205 + 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; + int i; + gclient_t *cl; + int readyMask; + + if ( g_gametype.integer == GT_SINGLE_PLAYER ) { + return; + } + + // see which players are ready + ready = 0; + notReady = 0; + readyMask = 0; + for (i=0 ; i< g_maxclients.integer ; i++) { + cl = level.clients + i; + if ( cl->pers.connected != CON_CONNECTED ) { + continue; + } + if ( g_entities[cl->ps.clientNum].r.svFlags & SVF_BOT ) { + continue; + } + + if ( cl->readyToExit ) { + ready++; + if ( i < 16 ) { + readyMask |= 1 << i; + } + } else { + notReady++; + } + } + + // copy the readyMask to each player's stats so + // it can be displayed on the scoreboard + for (i=0 ; i< g_maxclients.integer ; i++) { + cl = level.clients + i; + if ( cl->pers.connected != CON_CONNECTED ) { + continue; + } + cl->ps.stats[STAT_CLIENTS_READY] = readyMask; + } + + // never exit in less than five seconds + if ( level.time < level.intermissiontime + 5000 ) { + return; + } + + // 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 ( level.numPlayingClients < 2 ) { + return; + } + + if ( g_gametype.integer < GT_CTF && g_fraglimit.integer ) { + if ( level.teamScores[TEAM_RED] >= g_fraglimit.integer ) { + trap_SendServerCommand( -1, "print \"Red hit the fraglimit.\n\"" ); + LogExit( "Fraglimit hit." ); + return; + } + + if ( level.teamScores[TEAM_BLUE] >= g_fraglimit.integer ) { + trap_SendServerCommand( -1, "print \"Blue hit the fraglimit.\n\"" ); + LogExit( "Fraglimit hit." ); + return; + } + + for ( i=0 ; i< g_maxclients.integer ; i++ ) { + cl = level.clients + i; + if ( cl->pers.connected != CON_CONNECTED ) { + continue; + } + if ( cl->sess.sessionTeam != TEAM_FREE ) { + continue; + } + + if ( cl->ps.persistant[PERS_SCORE] >= g_fraglimit.integer ) { + LogExit( "Fraglimit hit." ); + trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " hit the fraglimit.\n\"", + cl->pers.netname ) ); + return; + } + } + } + + if ( g_gametype.integer >= GT_CTF && g_capturelimit.integer ) { + + if ( level.teamScores[TEAM_RED] >= g_capturelimit.integer ) { + trap_SendServerCommand( -1, "print \"Red hit the capturelimit.\n\"" ); + LogExit( "Capturelimit hit." ); + return; + } + + if ( level.teamScores[TEAM_BLUE] >= g_capturelimit.integer ) { + trap_SendServerCommand( -1, "print \"Blue hit the capturelimit.\n\"" ); + LogExit( "Capturelimit hit." ); + return; + } + } +} + + + +/* +======================================================================== + +FUNCTIONS CALLED EVERY FRAME + +======================================================================== +*/ + + +/* +============= +CheckTournament + +Once a frame, check for changes in tournement player state +============= +*/ +void CheckTournament( void ) { + // check because we run 3 game frames before calling Connect and/or ClientBegin + // for clients on a map_restart + if ( level.numPlayingClients == 0 ) { + return; + } + + if ( g_gametype.integer == GT_TOURNAMENT ) { + + // pull in a spectator if needed + if ( level.numPlayingClients < 2 ) { + AddTournamentPlayer(); + } + + // if we don't have two players, go back to "waiting for players" + if ( level.numPlayingClients != 2 ) { + if ( level.warmupTime != -1 ) { + level.warmupTime = -1; + trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) ); + G_LogPrintf( "Warmup:\n" ); + } + return; + } + + if ( level.warmupTime == 0 ) { + return; + } + + // if the warmup is changed at the console, restart it + if ( g_warmup.modificationCount != level.warmupModificationCount ) { + level.warmupModificationCount = g_warmup.modificationCount; + level.warmupTime = -1; + } + + // if all players have arrived, start the countdown + if ( level.warmupTime < 0 ) { + if ( level.numPlayingClients == 2 ) { + // fudge by -1 to account for extra delays + level.warmupTime = level.time + ( g_warmup.integer - 1 ) * 1000; + trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) ); + } + return; + } + + // if the warmup time has counted down, restart + if ( level.time > level.warmupTime ) { + level.warmupTime += 10000; + trap_Cvar_Set( "g_restarted", "1" ); + trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" ); + level.restarted = qtrue; + return; + } + } else if ( g_gametype.integer != GT_SINGLE_PLAYER && level.warmupTime != 0 ) { + int counts[TEAM_NUM_TEAMS]; + qboolean notEnough = qfalse; + + if ( g_gametype.integer > GT_TEAM ) { + counts[TEAM_BLUE] = TeamCount( -1, TEAM_BLUE ); + counts[TEAM_RED] = TeamCount( -1, TEAM_RED ); + + if (counts[TEAM_RED] < 1 || counts[TEAM_BLUE] < 1) { + notEnough = qtrue; + } + } else if ( level.numPlayingClients < 2 ) { + notEnough = qtrue; + } + + if ( notEnough ) { + if ( level.warmupTime != -1 ) { + level.warmupTime = -1; + trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) ); + G_LogPrintf( "Warmup:\n" ); + } + return; // still waiting for team members + } + + if ( level.warmupTime == 0 ) { + return; + } + + // if the warmup is changed at the console, restart it + if ( g_warmup.modificationCount != level.warmupModificationCount ) { + level.warmupModificationCount = g_warmup.modificationCount; + level.warmupTime = -1; + } + + // if all players have arrived, start the countdown + if ( level.warmupTime < 0 ) { + // fudge by -1 to account for extra delays + level.warmupTime = level.time + ( g_warmup.integer - 1 ) * 1000; + trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) ); + return; + } + + // if the warmup time has counted down, restart + if ( level.time > level.warmupTime ) { + level.warmupTime += 10000; + trap_Cvar_Set( "g_restarted", "1" ); + trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" ); + level.restarted = qtrue; + return; + } + } +} + + +/* +================== +CheckVote +================== +*/ +void CheckVote( void ) { + if ( level.voteExecuteTime && level.voteExecuteTime < level.time ) { + level.voteExecuteTime = 0; + 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; + } + } + for ( i = 0 ; i < level.maxclients ; i++ ) { + if (level.clients[i].sess.sessionTeam != team) + continue; + level.clients[i].sess.teamLeader = qtrue; + break; + } + } +} + +/* +================== +CheckTeamVote +================== +*/ +void CheckTeamVote( int team ) { + int cs_offset; + + if ( team == TEAM_RED ) + cs_offset = 0; + else if ( team == TEAM_BLUE ) + cs_offset = 1; + else + return; + + if ( !level.teamVoteTime[cs_offset] ) { + return; + } + if ( level.time - level.teamVoteTime[cs_offset] >= VOTE_TIME ) { + trap_SendServerCommand( -1, "print \"Team vote failed.\n\"" ); + } else { + if ( level.teamVoteYes[cs_offset] > level.numteamVotingClients[cs_offset]/2 ) { + // execute the command, then remove the vote + trap_SendServerCommand( -1, "print \"Team vote passed.\n\"" ); + // + if ( !Q_strncmp( "leader", level.teamVoteString[cs_offset], 6) ) { + //set the team leader + SetLeader(team, atoi(level.teamVoteString[cs_offset] + 7)); + } + else { + trap_SendConsoleCommand( EXEC_APPEND, va("%s\n", level.teamVoteString[cs_offset] ) ); + } + } else if ( level.teamVoteNo[cs_offset] >= level.numteamVotingClients[cs_offset]/2 ) { + // same behavior as a timeout + trap_SendServerCommand( -1, "print \"Team vote failed.\n\"" ); + } else { + // still waiting for a majority + return; + } + } + level.teamVoteTime[cs_offset] = 0; + trap_SetConfigstring( CS_TEAMVOTE_TIME + cs_offset, "" ); + +} + + +/* +================== +CheckCvars +================== +*/ +void CheckCvars( void ) { + static int lastMod = -1; + + if ( g_password.modificationCount != lastMod ) { + lastMod = g_password.modificationCount; + if ( *g_password.string && Q_stricmp( g_password.string, "none" ) ) { + trap_Cvar_Set( "g_needpass", "1" ); + } else { + trap_Cvar_Set( "g_needpass", "0" ); + } + } +} + +/* +============= +G_RunThink + +Runs thinking code for this frame if necessary +============= +*/ +void G_RunThink (gentity_t *ent) { + float thinktime; + + thinktime = ent->nextthink; + if (thinktime <= 0) { + return; + } + if (thinktime > level.time) { + return; + } + + ent->nextthink = 0; + if (!ent->think) { + G_Error ( "NULL ent->think"); + } + ent->think (ent); +} + +/* +================ +G_RunFrame + +Advances the non-player objects in the world +================ +*/ +void G_RunFrame( int levelTime ) { + int i; + gentity_t *ent; + int msec; +int start, end; + + // if we are waiting for the level to restart, do nothing + if ( level.restarted ) { + return; + } + + level.framenum++; + level.previousTime = level.time; + level.time = levelTime; + msec = level.time - level.previousTime; + + // get any cvar changes + G_UpdateCvars(); + + // + // go through all allocated objects + // + start = trap_Milliseconds(); + ent = &g_entities[0]; + for (i=0 ; i<level.num_entities ; i++, ent++) { + if ( !ent->inuse ) { + continue; + } + + // clear events that are too old + if ( level.time - ent->eventTime > EVENT_VALID_MSEC ) { + if ( ent->s.event ) { + ent->s.event = 0; // &= EV_EVENT_BITS; + if ( ent->client ) { + ent->client->ps.externalEvent = 0; + // 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 ); + } +end = trap_Milliseconds(); + +start = trap_Milliseconds(); + // perform final fixups on the players + ent = &g_entities[0]; + for (i=0 ; i < level.maxclients ; i++, ent++ ) { + if ( ent->inuse ) { + ClientEndFrame( ent ); + } + } +end = trap_Milliseconds(); + + // see if it is time to do a tournement restart + 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"); + } +} |