From 6bf20c78f5b69d40bcc4931df93d29198435ab67 Mon Sep 17 00:00:00 2001 From: zakk Date: Fri, 26 Aug 2005 17:39:27 +0000 Subject: newlines fixed git-svn-id: svn://svn.icculus.org/quake3/trunk@6 edf5b092-35ff-0310-97b2-ce42778d08ea --- code/game/g_main.c | 3664 ++++++++++++++++++++++++++-------------------------- 1 file changed, 1832 insertions(+), 1832 deletions(-) (limited to 'code/game/g_main.c') 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= 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 ; iinuse ) { - 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= 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 ; iinuse ) { + 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"); + } +} -- cgit v1.2.3