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-rw-r--r--src/game/g_main.c2565
1 files changed, 2565 insertions, 0 deletions
diff --git a/src/game/g_main.c b/src/game/g_main.c
new file mode 100644
index 0000000..4bc03b5
--- /dev/null
+++ b/src/game/g_main.c
@@ -0,0 +1,2565 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous 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.
+
+Tremulous 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 Tremulous; 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
+ /* certain cvars can be set in worldspawn, but we don't want those values to
+ persist, so keep track of non-worldspawn changes and restore that on map
+ end. unfortunately, if the server crashes, the value set in worldspawn may
+ persist */
+ char *explicit;
+} cvarTable_t;
+
+gentity_t g_entities[ MAX_GENTITIES ];
+gclient_t g_clients[ MAX_CLIENTS ];
+
+vmCvar_t g_timelimit;
+vmCvar_t g_suddenDeathTime;
+vmCvar_t g_friendlyFire;
+vmCvar_t g_friendlyBuildableFire;
+vmCvar_t g_dretchPunt;
+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_inactivity;
+vmCvar_t g_debugMove;
+vmCvar_t g_debugDamage;
+vmCvar_t g_motd;
+vmCvar_t g_synchronousClients;
+vmCvar_t g_warmup;
+vmCvar_t g_doWarmup;
+vmCvar_t g_restarted;
+vmCvar_t g_lockTeamsAtStart;
+vmCvar_t g_logFile;
+vmCvar_t g_logFileSync;
+vmCvar_t g_allowVote;
+vmCvar_t g_voteLimit;
+vmCvar_t g_suddenDeathVotePercent;
+vmCvar_t g_suddenDeathVoteDelay;
+vmCvar_t g_teamForceBalance;
+vmCvar_t g_smoothClients;
+vmCvar_t pmove_fixed;
+vmCvar_t pmove_msec;
+vmCvar_t g_minNameChangePeriod;
+vmCvar_t g_maxNameChanges;
+
+vmCvar_t g_alienBuildPoints;
+vmCvar_t g_alienBuildQueueTime;
+vmCvar_t g_humanBuildPoints;
+vmCvar_t g_humanBuildQueueTime;
+vmCvar_t g_humanRepeaterBuildPoints;
+vmCvar_t g_humanRepeaterBuildQueueTime;
+vmCvar_t g_humanRepeaterMaxZones;
+vmCvar_t g_humanStage;
+vmCvar_t g_humanCredits;
+vmCvar_t g_humanMaxStage;
+vmCvar_t g_humanStage2Threshold;
+vmCvar_t g_humanStage3Threshold;
+vmCvar_t g_alienStage;
+vmCvar_t g_alienCredits;
+vmCvar_t g_alienMaxStage;
+vmCvar_t g_alienStage2Threshold;
+vmCvar_t g_alienStage3Threshold;
+vmCvar_t g_teamImbalanceWarnings;
+vmCvar_t g_freeFundPeriod;
+
+vmCvar_t g_unlagged;
+
+vmCvar_t g_disabledEquipment;
+vmCvar_t g_disabledClasses;
+vmCvar_t g_disabledBuildables;
+
+vmCvar_t g_markDeconstruct;
+
+vmCvar_t g_debugMapRotation;
+vmCvar_t g_currentMapRotation;
+vmCvar_t g_mapRotationNodes;
+vmCvar_t g_mapRotationStack;
+vmCvar_t g_nextMap;
+vmCvar_t g_initialMapRotation;
+
+vmCvar_t g_debugVoices;
+vmCvar_t g_voiceChats;
+
+vmCvar_t g_shove;
+
+vmCvar_t g_mapConfigs;
+vmCvar_t g_sayAreaRange;
+
+vmCvar_t g_floodMaxDemerits;
+vmCvar_t g_floodMinTime;
+
+vmCvar_t g_layouts;
+vmCvar_t g_layoutAuto;
+
+vmCvar_t g_emoticonsAllowedInNames;
+
+vmCvar_t g_admin;
+vmCvar_t g_adminTempBan;
+vmCvar_t g_adminMaxBan;
+
+vmCvar_t g_privateMessages;
+vmCvar_t g_specChat;
+vmCvar_t g_publicAdminMessages;
+vmCvar_t g_allowTeamOverlay;
+
+vmCvar_t g_censorship;
+
+vmCvar_t g_tag;
+
+vmCvar_t g_unlimited;
+vmCvar_t g_instantBuild;
+vmCvar_t g_cuboidSizeLimit;
+vmCvar_t g_cuboidMode;
+
+vmCvar_t g_buildableDensityLimit;
+vmCvar_t g_buildableDensityLimitRange;
+
+// copy cvars that can be set in worldspawn so they can be restored later
+static char cv_gravity[ MAX_CVAR_VALUE_STRING ];
+static char cv_humanMaxStage[ MAX_CVAR_VALUE_STRING ];
+static char cv_alienMaxStage[ MAX_CVAR_VALUE_STRING ];
+
+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", GAME_VERSION , CVAR_SERVERINFO | CVAR_ROM, 0, qfalse },
+ { NULL, "gamedate", __DATE__ , CVAR_ROM, 0, qfalse },
+ { &g_restarted, "g_restarted", "0", CVAR_ROM, 0, qfalse },
+ { &g_lockTeamsAtStart, "g_lockTeamsAtStart", "0", CVAR_ROM, 0, qfalse },
+ { NULL, "sv_mapname", "", CVAR_SERVERINFO | CVAR_ROM, 0, qfalse },
+ { NULL, "P", "", CVAR_SERVERINFO | CVAR_ROM, 0, qfalse },
+
+ // latched vars
+
+ { &g_maxclients, "sv_maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE, 0, qfalse },
+
+ // change anytime vars
+ { &g_maxGameClients, "g_maxGameClients", "0", CVAR_SERVERINFO | CVAR_ARCHIVE, 0, qfalse },
+
+ { &g_timelimit, "timelimit", "0", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue },
+ { &g_suddenDeathTime, "g_suddenDeathTime", "0", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue },
+
+ { &g_synchronousClients, "g_synchronousClients", "0", CVAR_SYSTEMINFO, 0, qfalse },
+
+ { &g_friendlyFire, "g_friendlyFire", "0", CVAR_SERVERINFO | CVAR_ARCHIVE, 0, qtrue },
+ { &g_friendlyBuildableFire, "g_friendlyBuildableFire", "0", CVAR_SERVERINFO | CVAR_ARCHIVE, 0, qtrue },
+ { &g_dretchPunt, "g_dretchPunt", "1", CVAR_ARCHIVE, 0, qtrue },
+
+ { &g_teamForceBalance, "g_teamForceBalance", "0", CVAR_ARCHIVE, 0, qtrue },
+
+ { &g_warmup, "g_warmup", "10", CVAR_ARCHIVE, 0, qtrue },
+ { &g_doWarmup, "g_doWarmup", "0", CVAR_ARCHIVE, 0, qtrue },
+ { &g_logFile, "g_logFile", "games.log", CVAR_ARCHIVE, 0, qfalse },
+ { &g_logFileSync, "g_logFileSync", "0", CVAR_ARCHIVE, 0, qfalse },
+
+ { &g_password, "g_password", "", CVAR_USERINFO, 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, cv_gravity },
+ { &g_knockback, "g_knockback", "1000", 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_motd, "g_motd", "", 0, 0, qfalse },
+
+ { &g_allowVote, "g_allowVote", "1", CVAR_ARCHIVE, 0, qfalse },
+ { &g_voteLimit, "g_voteLimit", "5", CVAR_ARCHIVE, 0, qfalse },
+ { &g_suddenDeathVotePercent, "g_suddenDeathVotePercent", "74", CVAR_ARCHIVE, 0, qfalse },
+ { &g_suddenDeathVoteDelay, "g_suddenDeathVoteDelay", "180", CVAR_ARCHIVE, 0, qfalse },
+ { &g_minNameChangePeriod, "g_minNameChangePeriod", "5", 0, 0, qfalse},
+ { &g_maxNameChanges, "g_maxNameChanges", "5", 0, 0, qfalse},
+
+ { &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_alienBuildPoints, "g_alienBuildPoints", DEFAULT_ALIEN_BUILDPOINTS, 0, 0, qfalse },
+ { &g_alienBuildQueueTime, "g_alienBuildQueueTime", DEFAULT_ALIEN_QUEUE_TIME, CVAR_ARCHIVE, 0, qfalse },
+ { &g_humanBuildPoints, "g_humanBuildPoints", DEFAULT_HUMAN_BUILDPOINTS, 0, 0, qfalse },
+ { &g_humanBuildQueueTime, "g_humanBuildQueueTime", DEFAULT_HUMAN_QUEUE_TIME, CVAR_ARCHIVE, 0, qfalse },
+ { &g_humanRepeaterBuildPoints, "g_humanRepeaterBuildPoints", DEFAULT_HUMAN_REPEATER_BUILDPOINTS, CVAR_ARCHIVE, 0, qfalse },
+ { &g_humanRepeaterMaxZones, "g_humanRepeaterMaxZones", DEFAULT_HUMAN_REPEATER_MAX_ZONES, CVAR_ARCHIVE, 0, qfalse },
+ { &g_humanRepeaterBuildQueueTime, "g_humanRepeaterBuildQueueTime", DEFAULT_HUMAN_REPEATER_QUEUE_TIME, CVAR_ARCHIVE, 0, qfalse },
+ { &g_humanStage, "g_humanStage", "0", 0, 0, qfalse },
+ { &g_humanCredits, "g_humanCredits", "0", 0, 0, qfalse },
+ { &g_humanMaxStage, "g_humanMaxStage", DEFAULT_HUMAN_MAX_STAGE, 0, 0, qfalse, cv_humanMaxStage },
+ { &g_humanStage2Threshold, "g_humanStage2Threshold", DEFAULT_HUMAN_STAGE2_THRESH, 0, 0, qfalse },
+ { &g_humanStage3Threshold, "g_humanStage3Threshold", DEFAULT_HUMAN_STAGE3_THRESH, 0, 0, qfalse },
+ { &g_alienStage, "g_alienStage", "0", 0, 0, qfalse },
+ { &g_alienCredits, "g_alienCredits", "0", 0, 0, qfalse },
+ { &g_alienMaxStage, "g_alienMaxStage", DEFAULT_ALIEN_MAX_STAGE, 0, 0, qfalse, cv_alienMaxStage },
+ { &g_alienStage2Threshold, "g_alienStage2Threshold", DEFAULT_ALIEN_STAGE2_THRESH, 0, 0, qfalse },
+ { &g_alienStage3Threshold, "g_alienStage3Threshold", DEFAULT_ALIEN_STAGE3_THRESH, 0, 0, qfalse },
+ { &g_teamImbalanceWarnings, "g_teamImbalanceWarnings", "30", CVAR_ARCHIVE, 0, qfalse },
+ { &g_freeFundPeriod, "g_freeFundPeriod", DEFAULT_FREEKILL_PERIOD, CVAR_ARCHIVE, 0, qtrue },
+
+ { &g_unlagged, "g_unlagged", "1", CVAR_SERVERINFO | CVAR_ARCHIVE, 0, qtrue },
+
+ { &g_disabledEquipment, "g_disabledEquipment", "", CVAR_ROM | CVAR_SYSTEMINFO, 0, qfalse },
+ { &g_disabledClasses, "g_disabledClasses", "", CVAR_ROM | CVAR_SYSTEMINFO, 0, qfalse },
+ { &g_disabledBuildables, "g_disabledBuildables", "", CVAR_ROM | CVAR_SYSTEMINFO, 0, qfalse },
+
+ { &g_sayAreaRange, "g_sayAreaRange", "1000", CVAR_ARCHIVE, 0, qtrue },
+
+ { &g_floodMaxDemerits, "g_floodMaxDemerits", "5000", CVAR_ARCHIVE, 0, qfalse },
+ { &g_floodMinTime, "g_floodMinTime", "2000", CVAR_ARCHIVE, 0, qfalse },
+
+ { &g_markDeconstruct, "g_markDeconstruct", "3", CVAR_SERVERINFO | CVAR_ARCHIVE, 0, qtrue },
+
+ { &g_debugMapRotation, "g_debugMapRotation", "0", 0, 0, qfalse },
+ { &g_currentMapRotation, "g_currentMapRotation", "-1", 0, 0, qfalse }, // -1 = NOT_ROTATING
+ { &g_mapRotationNodes, "g_mapRotationNodes", "", CVAR_ROM, 0, qfalse },
+ { &g_mapRotationStack, "g_mapRotationStack", "", CVAR_ROM, 0, qfalse },
+ { &g_nextMap, "g_nextMap", "", 0 , 0, qtrue },
+ { &g_initialMapRotation, "g_initialMapRotation", "", CVAR_ARCHIVE, 0, qfalse },
+ { &g_debugVoices, "g_debugVoices", "0", 0, 0, qfalse },
+ { &g_voiceChats, "g_voiceChats", "1", CVAR_ARCHIVE, 0, qfalse },
+ { &g_shove, "g_shove", "0.0", CVAR_ARCHIVE, 0, qfalse },
+ { &g_mapConfigs, "g_mapConfigs", "", CVAR_ARCHIVE, 0, qfalse },
+ { NULL, "g_mapConfigsLoaded", "0", CVAR_ROM, 0, qfalse },
+
+ { &g_layouts, "g_layouts", "", CVAR_LATCH, 0, qfalse },
+ { &g_layoutAuto, "g_layoutAuto", "1", CVAR_ARCHIVE, 0, qfalse },
+
+ { &g_emoticonsAllowedInNames, "g_emoticonsAllowedInNames", "1", CVAR_LATCH|CVAR_ARCHIVE, 0, qfalse },
+
+ { &g_admin, "g_admin", "admin.dat", CVAR_ARCHIVE, 0, qfalse },
+ { &g_adminTempBan, "g_adminTempBan", "2m", CVAR_ARCHIVE, 0, qfalse },
+ { &g_adminMaxBan, "g_adminMaxBan", "2w", CVAR_ARCHIVE, 0, qfalse },
+
+ { &g_privateMessages, "g_privateMessages", "1", CVAR_ARCHIVE, 0, qfalse },
+ { &g_specChat, "g_specChat", "1", CVAR_ARCHIVE, 0, qfalse },
+ { &g_publicAdminMessages, "g_publicAdminMessages", "1", CVAR_ARCHIVE, 0, qfalse },
+ { &g_allowTeamOverlay, "g_allowTeamOverlay", "1", CVAR_ARCHIVE, 0, qtrue },
+
+ { &g_censorship, "g_censorship", "", CVAR_ARCHIVE, 0, qfalse },
+
+ { &g_tag, "g_tag", "gpp", CVAR_INIT, 0, qfalse },
+
+ { &g_unlimited, "g_unlimited", "0", CVAR_ARCHIVE | CVAR_SERVERINFO, 0, qfalse },
+ { &g_instantBuild, "g_instantBuild", "0", CVAR_ARCHIVE | CVAR_SERVERINFO, 0, qfalse },
+ { &g_cuboidSizeLimit, "g_cuboidSizeLimit", "0", CVAR_ARCHIVE, 0, qfalse },
+ { &g_cuboidMode, "g_cuboidMode", "0", CVAR_ARCHIVE, 0, qfalse },
+
+ { &g_buildableDensityLimit, "g_buildableDensityLimit", "0", CVAR_ARCHIVE, 0, qfalse },
+ { &g_buildableDensityLimitRange, "g_buildableDensityLimitRange", "0", CVAR_ARCHIVE, 0, qfalse }
+};
+
+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 );
+
+void G_CountSpawns( void );
+void G_CalculateBuildPoints( void );
+
+/*
+================
+vmMain
+
+This is the only way control passes into the module.
+This must be the very first function compiled into the .q3vm file
+================
+*/
+Q_EXPORT intptr_t vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4,
+ int arg5, int arg6, int arg7, int arg8, int arg9,
+ int arg10, int arg11 )
+{
+ switch( command )
+ {
+ case GAME_INIT:
+ G_InitGame( arg0, arg1, arg2 );
+ return 0;
+
+ case GAME_SHUTDOWN:
+ G_ShutdownGame( arg0 );
+ return 0;
+
+ case GAME_CLIENT_CONNECT:
+ return (intptr_t)ClientConnect( arg0, arg1 );
+
+ case GAME_CLIENT_THINK:
+ ClientThink( arg0 );
+ return 0;
+
+ case GAME_CLIENT_USERINFO_CHANGED:
+ ClientUserinfoChanged( arg0, qfalse );
+ 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( );
+ }
+
+ return -1;
+}
+
+
+void QDECL G_Printf( const char *fmt, ... )
+{
+ va_list argptr;
+ char text[ 1024 ];
+
+ va_start( argptr, fmt );
+ Q_vsnprintf( text, sizeof( text ), fmt, argptr );
+ va_end( argptr );
+
+ trap_Print( text );
+}
+
+void QDECL G_Error( const char *fmt, ... )
+{
+ va_list argptr;
+ char text[ 1024 ];
+
+ va_start( argptr, fmt );
+ Q_vsnprintf( text, sizeof( 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 );
+}
+
+
+/*
+=================
+G_RegisterCvars
+=================
+*/
+void G_RegisterCvars( void )
+{
+ int i;
+ cvarTable_t *cv;
+
+ 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->explicit )
+ strcpy( cv->explicit, cv->vmCvar->string );
+ }
+}
+
+/*
+=================
+G_UpdateCvars
+=================
+*/
+void G_UpdateCvars( void )
+{
+ int i;
+ cvarTable_t *cv;
+
+ 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( !level.spawning && cv->explicit )
+ strcpy( cv->explicit, cv->vmCvar->string );
+ }
+ }
+ }
+}
+
+/*
+=================
+G_RestoreCvars
+=================
+*/
+void G_RestoreCvars( void )
+{
+ int i;
+ cvarTable_t *cv;
+
+ for( i = 0, cv = gameCvarTable; i < gameCvarTableSize; i++, cv++ )
+ {
+ if( cv->vmCvar && cv->explicit )
+ trap_Cvar_Set( cv->cvarName, cv->explicit );
+ }
+}
+
+/*
+=================
+G_MapConfigs
+=================
+*/
+void G_MapConfigs( const char *mapname )
+{
+
+ if( !g_mapConfigs.string[0] )
+ return;
+
+ if( trap_Cvar_VariableIntegerValue( "g_mapConfigsLoaded" ) )
+ return;
+
+ trap_SendConsoleCommand( EXEC_APPEND,
+ va( "exec \"%s/default.cfg\"\n", g_mapConfigs.string ) );
+
+ trap_SendConsoleCommand( EXEC_APPEND,
+ va( "exec \"%s/%s.cfg\"\n", g_mapConfigs.string, mapname ) );
+
+ trap_Cvar_Set( "g_mapConfigsLoaded", "1" );
+}
+
+/*
+================
+G_CheckCuboidConfig
+
+even tokens are map names
+odd tokens are cuboid modes
+================
+*/
+void G_CheckCuboidConfig(char* mapname)
+{
+ char* token;
+ char config[MAX_CVAR_VALUE_STRING]; //should be enough for few maps
+ qboolean type=qfalse;
+ qboolean found=qfalse;
+ int mode;
+
+ mode=trap_Cvar_VariableIntegerValue("g_cuboidDefaultMode");
+ trap_Cvar_VariableStringBuffer("g_cuboidConfig",config,sizeof(config));
+
+ while(1)
+ {
+ COM_Parse(&token);
+
+ if(!token)
+ break;
+
+ if(!type)
+ if(!Q_stricmp(token,mapname))
+ found=qtrue;
+ else
+ if(found)
+ {
+ mode=atoi(token);
+ break;
+ }
+ }
+ Com_Printf("cuboids are %s%s^7 on %s\n",(mode==0?"^2ENABLED":(mode==1?"^1DISABLED ON S1":"^1DISABLED")),(found?"":" BY DEFAULT"),mapname);
+}
+
+/*
+============
+G_InitGame
+
+============
+*/
+void G_InitGame( int levelTime, int randomSeed, int restart )
+{
+ int i;
+ char map[ MAX_CVAR_VALUE_STRING ] = {""};
+
+ srand( randomSeed );
+
+ G_RegisterCvars( );
+
+ G_Printf( "------- Game Initialization -------\n" );
+ G_Printf( "gamename: %s\n", GAME_VERSION );
+ G_Printf( "gamedate: %s\n", __DATE__ );
+
+ BG_InitMemory( );
+
+ // set some level globals
+ memset( &level, 0, sizeof( level ) );
+ level.time = levelTime;
+ level.startTime = levelTime;
+ level.alienStage2Time = level.alienStage3Time =
+ level.humanStage2Time = level.humanStage3Time = level.startTime;
+
+ level.snd_fry = G_SoundIndex( "sound/misc/fry.wav" ); // FIXME standing in lava / slime
+
+ if( g_logFile.string[ 0 ] )
+ {
+ if( g_logFileSync.integer )
+ trap_FS_FOpenFile( g_logFile.string, &level.logFile, FS_APPEND_SYNC );
+ else
+ trap_FS_FOpenFile( g_logFile.string, &level.logFile, FS_APPEND );
+
+ if( !level.logFile )
+ G_Printf( "WARNING: Couldn't open logfile: %s\n", g_logFile.string );
+ else
+ {
+ char serverinfo[ MAX_INFO_STRING ];
+ qtime_t qt;
+ int t;
+
+ trap_GetServerinfo( serverinfo, sizeof( serverinfo ) );
+
+ G_LogPrintf( "------------------------------------------------------------\n" );
+ G_LogPrintf( "InitGame: %s\n", serverinfo );
+
+ t = trap_RealTime( &qt );
+ G_LogPrintf("RealTime: %04i/%02i/%02i %02i:%02i:%02i\n",
+ qt.tm_year+1900, qt.tm_mon+1, qt.tm_mday,
+ qt.tm_hour, qt.tm_min, qt.tm_sec );
+
+ }
+ }
+ else
+ G_Printf( "Not logging to disk\n" );
+
+ trap_Cvar_VariableStringBuffer( "mapname", map, sizeof( map ) );
+ G_MapConfigs( map );
+
+ // we're done with g_mapConfigs, so reset this for the next map
+ trap_Cvar_Set( "g_mapConfigsLoaded", "0" );
+
+ G_RegisterCommands( );
+ G_admin_readconfig( NULL );
+ G_LoadCensors( );
+
+ // initialize all entities for this game
+ memset( g_entities, 0, MAX_GENTITIES * sizeof( g_entities[ 0 ] ) );
+ level.gentities = g_entities;
+
+ // initialize all clients for this game
+ level.maxclients = g_maxclients.integer;
+ memset( g_clients, 0, MAX_CLIENTS * sizeof( g_clients[ 0 ] ) );
+ level.clients = g_clients;
+
+ // set client fields on player ents
+ for( i = 0; i < level.maxclients; i++ )
+ g_entities[ i ].client = level.clients + i;
+
+ // always leave room for the max number of clients,
+ // even if they aren't all used, so numbers inside that
+ // range are NEVER anything but clients
+ level.num_entities = MAX_CLIENTS;
+
+ // let the server system know where the entites are
+ trap_LocateGameData( level.gentities, level.num_entities, sizeof( gentity_t ),
+ &level.clients[ 0 ].ps, sizeof( level.clients[ 0 ] ) );
+
+ level.emoticonCount = BG_LoadEmoticons( level.emoticons, MAX_EMOTICONS );
+
+ trap_SetConfigstring( CS_INTERMISSION, "0" );
+
+ // test to see if a custom buildable layout will be loaded
+ G_LayoutSelect( );
+
+ // this has to be flipped after the first UpdateCvars
+ level.spawning = qtrue;
+ // parse the key/value pairs and spawn gentities
+ G_SpawnEntitiesFromString( );
+
+ // load up a custom building layout if there is one
+ G_LayoutLoad( );
+
+ // find out g_cuboidMode value
+ G_CheckCuboidConfig( map );
+
+ // the map might disable some things
+ BG_InitAllowedGameElements( );
+
+ // general initialization
+ G_FindTeams( );
+
+ BG_InitClassConfigs( );
+ BG_InitBuildableConfigs( );
+ G_InitDamageLocations( );
+ G_InitMapRotations( );
+ G_InitSpawnQueue( &level.alienSpawnQueue );
+ G_InitSpawnQueue( &level.humanSpawnQueue );
+
+ if( g_debugMapRotation.integer )
+ G_PrintRotations( );
+
+ level.voices = BG_VoiceInit( );
+ BG_PrintVoices( level.voices, g_debugVoices.integer );
+
+ //reset stages
+ trap_Cvar_Set( "g_alienStage", va( "%d", S1 ) );
+ trap_Cvar_Set( "g_humanStage", va( "%d", S1 ) );
+ trap_Cvar_Set( "g_alienCredits", 0 );
+ trap_Cvar_Set( "g_humanCredits", 0 );
+ level.suddenDeathBeginTime = g_suddenDeathTime.integer * 60000;
+
+ G_Printf( "-----------------------------------\n" );
+
+ // So the server counts the spawns without a client attached
+ G_CountSpawns( );
+
+ G_UpdateTeamConfigStrings( );
+
+ if( g_lockTeamsAtStart.integer )
+ {
+ level.alienTeamLocked = qtrue;
+ level.humanTeamLocked = qtrue;
+ trap_Cvar_Set( "g_lockTeamsAtStart", "0" );
+ }
+}
+
+/*
+==================
+G_ClearVotes
+
+remove all currently active votes
+==================
+*/
+static void G_ClearVotes( void )
+{
+ int i;
+ memset( level.voteTime, 0, sizeof( level.voteTime ) );
+ for( i = 0; i < NUM_TEAMS; i++ )
+ {
+ trap_SetConfigstring( CS_VOTE_TIME + i, "" );
+ trap_SetConfigstring( CS_VOTE_STRING + i, "" );
+ }
+}
+
+/*
+=================
+G_ShutdownGame
+=================
+*/
+void G_ShutdownGame( int restart )
+{
+ // in case of a map_restart
+ G_ClearVotes( );
+
+ G_RestoreCvars( );
+
+ G_Printf( "==== ShutdownGame ====\n" );
+
+ if( level.logFile )
+ {
+ G_LogPrintf( "ShutdownGame:\n" );
+ G_LogPrintf( "------------------------------------------------------------\n" );
+ trap_FS_FCloseFile( level.logFile );
+ level.logFile = 0;
+ }
+
+ // write all the client session data so we can get it back
+ G_WriteSessionData( );
+
+ G_admin_cleanup( );
+ G_namelog_cleanup( );
+ G_UnregisterCommands( );
+
+ G_ShutdownMapRotations( );
+
+ level.restarted = qfalse;
+ level.surrenderTeam = TEAM_NONE;
+ trap_SetConfigstring( CS_WINNER, "" );
+}
+
+
+
+//===================================================================
+
+void QDECL Com_Error( int level, const char *error, ... )
+{
+ va_list argptr;
+ char text[ 1024 ];
+
+ va_start( argptr, error );
+ Q_vsnprintf( text, sizeof( text ), error, argptr );
+ va_end( argptr );
+
+ G_Error( "%s", text );
+}
+
+void QDECL Com_Printf( const char *msg, ... )
+{
+ va_list argptr;
+ char text[ 1024 ];
+
+ va_start( argptr, msg );
+ Q_vsnprintf( text, sizeof( text ), msg, argptr );
+ va_end( argptr );
+
+ G_Printf( "%s", text );
+}
+
+/*
+========================================================================
+
+PLAYER COUNTING / SCORE SORTING
+
+========================================================================
+*/
+
+
+/*
+=============
+SortRanks
+
+=============
+*/
+int QDECL SortRanks( const void *a, const void *b )
+{
+ gclient_t *ca, *cb;
+
+ ca = &level.clients[ *(int *)a ];
+ cb = &level.clients[ *(int *)b ];
+
+ // 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;
+ else
+ return 0;
+}
+
+/*
+============
+G_InitSpawnQueue
+
+Initialise a spawn queue
+============
+*/
+void G_InitSpawnQueue( spawnQueue_t *sq )
+{
+ int i;
+
+ sq->back = sq->front = 0;
+ sq->back = QUEUE_MINUS1( sq->back );
+
+ //0 is a valid clientNum, so use something else
+ for( i = 0; i < MAX_CLIENTS; i++ )
+ sq->clients[ i ] = -1;
+}
+
+/*
+============
+G_GetSpawnQueueLength
+
+Return the length of a spawn queue
+============
+*/
+int G_GetSpawnQueueLength( spawnQueue_t *sq )
+{
+ int length = sq->back - sq->front + 1;
+
+ while( length < 0 )
+ length += MAX_CLIENTS;
+
+ while( length >= MAX_CLIENTS )
+ length -= MAX_CLIENTS;
+
+ return length;
+}
+
+/*
+============
+G_PopSpawnQueue
+
+Remove from front element from a spawn queue
+============
+*/
+int G_PopSpawnQueue( spawnQueue_t *sq )
+{
+ int clientNum = sq->clients[ sq->front ];
+
+ if( G_GetSpawnQueueLength( sq ) > 0 )
+ {
+ sq->clients[ sq->front ] = -1;
+ sq->front = QUEUE_PLUS1( sq->front );
+ G_StopFollowing( g_entities + clientNum );
+ g_entities[ clientNum ].client->ps.pm_flags &= ~PMF_QUEUED;
+
+ return clientNum;
+ }
+ else
+ return -1;
+}
+
+/*
+============
+G_PeekSpawnQueue
+
+Look at front element from a spawn queue
+============
+*/
+int G_PeekSpawnQueue( spawnQueue_t *sq )
+{
+ return sq->clients[ sq->front ];
+}
+
+/*
+============
+G_SearchSpawnQueue
+
+Look to see if clientNum is already in the spawnQueue
+============
+*/
+qboolean G_SearchSpawnQueue( spawnQueue_t *sq, int clientNum )
+{
+ int i;
+
+ for( i = 0; i < MAX_CLIENTS; i++ )
+ {
+ if( sq->clients[ i ] == clientNum )
+ return qtrue;
+ }
+
+ return qfalse;
+}
+
+/*
+============
+G_PushSpawnQueue
+
+Add an element to the back of the spawn queue
+============
+*/
+qboolean G_PushSpawnQueue( spawnQueue_t *sq, int clientNum )
+{
+ // don't add the same client more than once
+ if( G_SearchSpawnQueue( sq, clientNum ) )
+ return qfalse;
+
+ sq->back = QUEUE_PLUS1( sq->back );
+ sq->clients[ sq->back ] = clientNum;
+
+ g_entities[ clientNum ].client->ps.pm_flags |= PMF_QUEUED;
+ return qtrue;
+}
+
+/*
+============
+G_RemoveFromSpawnQueue
+
+remove a specific client from a spawn queue
+============
+*/
+qboolean G_RemoveFromSpawnQueue( spawnQueue_t *sq, int clientNum )
+{
+ int i = sq->front;
+
+ if( G_GetSpawnQueueLength( sq ) )
+ {
+ do
+ {
+ if( sq->clients[ i ] == clientNum )
+ {
+ //and this kids is why it would have
+ //been better to use an LL for internal
+ //representation
+ do
+ {
+ sq->clients[ i ] = sq->clients[ QUEUE_PLUS1( i ) ];
+
+ i = QUEUE_PLUS1( i );
+ } while( i != QUEUE_PLUS1( sq->back ) );
+
+ sq->back = QUEUE_MINUS1( sq->back );
+ g_entities[ clientNum ].client->ps.pm_flags &= ~PMF_QUEUED;
+
+ return qtrue;
+ }
+
+ i = QUEUE_PLUS1( i );
+ } while( i != QUEUE_PLUS1( sq->back ) );
+ }
+
+ return qfalse;
+}
+
+/*
+============
+G_GetPosInSpawnQueue
+
+Get the position of a client in a spawn queue
+============
+*/
+int G_GetPosInSpawnQueue( spawnQueue_t *sq, int clientNum )
+{
+ int i = sq->front;
+
+ if( G_GetSpawnQueueLength( sq ) )
+ {
+ do
+ {
+ if( sq->clients[ i ] == clientNum )
+ {
+ if( i < sq->front )
+ return i + MAX_CLIENTS - sq->front;
+ else
+ return i - sq->front;
+ }
+
+ i = QUEUE_PLUS1( i );
+ } while( i != QUEUE_PLUS1( sq->back ) );
+ }
+
+ return -1;
+}
+
+/*
+============
+G_PrintSpawnQueue
+
+Print the contents of a spawn queue
+============
+*/
+void G_PrintSpawnQueue( spawnQueue_t *sq )
+{
+ int i = sq->front;
+ int length = G_GetSpawnQueueLength( sq );
+
+ G_Printf( "l:%d f:%d b:%d :", length, sq->front, sq->back );
+
+ if( length > 0 )
+ {
+ do
+ {
+ if( sq->clients[ i ] == -1 )
+ G_Printf( "*:" );
+ else
+ G_Printf( "%d:", sq->clients[ i ] );
+
+ i = QUEUE_PLUS1( i );
+ } while( i != QUEUE_PLUS1( sq->back ) );
+ }
+
+ G_Printf( "\n" );
+}
+
+/*
+============
+G_SpawnClients
+
+Spawn queued clients
+============
+*/
+void G_SpawnClients( team_t team )
+{
+ int clientNum;
+ gentity_t *ent, *spawn;
+ vec3_t spawn_origin, spawn_angles;
+ spawnQueue_t *sq = NULL;
+ int numSpawns = 0;
+
+ if( team == TEAM_ALIENS )
+ {
+ sq = &level.alienSpawnQueue;
+ numSpawns = level.numAlienSpawns + level.numAlienImplantedSpawns;
+ }
+ else if( team == TEAM_HUMANS )
+ {
+ sq = &level.humanSpawnQueue;
+ numSpawns = level.numHumanSpawns + level.numHumanImplantedSpawns;
+ }
+
+ if( G_GetSpawnQueueLength( sq ) > 0 && numSpawns > 0 )
+ {
+ clientNum = G_PeekSpawnQueue( sq );
+ ent = &g_entities[ clientNum ];
+
+ if( ( spawn = G_SelectTremulousSpawnPoint( team,
+ ent->client->pers.lastDeathLocation,
+ spawn_origin, spawn_angles ) ) )
+ {
+ clientNum = G_PopSpawnQueue( sq );
+
+ if( clientNum < 0 )
+ return;
+
+ ent = &g_entities[ clientNum ];
+
+ ent->client->sess.spectatorState = SPECTATOR_NOT;
+ ClientUserinfoChanged( clientNum, qfalse );
+ ClientSpawn( ent, spawn, spawn_origin, spawn_angles );
+ }
+ }
+}
+
+/*
+============
+G_CountSpawns
+
+Counts the number of spawns for each team
+============
+*/
+void G_CountSpawns( void )
+{
+ int i;
+ gentity_t *ent;
+
+ level.numAlienSpawns = 0;
+ level.numAlienImplantedSpawns = 0;
+ level.numHumanSpawns = 0;
+ level.numHumanImplantedSpawns = 0;
+ for( i = 0, ent = g_entities + i ; i < level.num_entities ; i++, ent++ )
+ {
+ if( !ent->inuse )
+ continue;
+
+ if( ent->s.eType == ET_BUILDABLE && ent->health > 0 )
+ {
+ if( ent->s.modelindex == BA_A_SPAWN )
+ level.numAlienSpawns++;
+
+ else if( ent->s.modelindex == BA_H_SPAWN )
+ level.numHumanSpawns++;
+ }
+ else if( ent->client && ent->client->sess.spectatorState == SPECTATOR_NOT &&
+ ent->client->ps.stats[ STAT_HEALTH ] > 0 &&
+ ent->client->isImpregnated && ent->client->isImplantMature )
+ {
+ if( ent->client->pers.teamSelection == TEAM_HUMANS )
+ level.numAlienImplantedSpawns++;
+
+ else if( ent->client->pers.teamSelection == TEAM_ALIENS )
+ level.numHumanImplantedSpawns++;
+ }
+ }
+}
+
+
+/*
+============
+G_TimeTilSuddenDeath
+============
+*/
+#define SUDDENDEATHWARNING 60000
+int G_TimeTilSuddenDeath( void )
+{
+ if( ( !g_suddenDeathTime.integer && level.suddenDeathBeginTime == 0 ) ||
+ ( level.suddenDeathBeginTime < 0 ) )
+ return SUDDENDEATHWARNING + 1; // Always some time away
+
+ return ( ( level.suddenDeathBeginTime ) - ( level.time - level.startTime ) );
+}
+
+
+#define PLAYER_COUNT_MOD 5.0f
+
+/*
+============
+G_CalculateBuildPoints
+
+Recalculate the quantity of building points available to the teams
+============
+*/
+void G_CalculateBuildPoints( void )
+{
+ int i;
+ buildable_t buildable;
+ buildPointZone_t *zone;
+
+ // BP queue updates
+ while( level.alienBuildPointQueue > 0 &&
+ level.alienNextQueueTime < level.time )
+ {
+ level.alienBuildPointQueue--;
+ level.alienNextQueueTime += G_NextQueueTime( level.alienBuildPointQueue,
+ g_alienBuildPoints.integer,
+ g_alienBuildQueueTime.integer );
+ }
+
+ while( level.humanBuildPointQueue > 0 &&
+ level.humanNextQueueTime < level.time )
+ {
+ level.humanBuildPointQueue--;
+ level.humanNextQueueTime += G_NextQueueTime( level.humanBuildPointQueue,
+ g_humanBuildPoints.integer,
+ g_humanBuildQueueTime.integer );
+ }
+
+ // Sudden Death checks
+ if( G_TimeTilSuddenDeath( ) <= 0 && level.suddenDeathWarning < TW_PASSED )
+ {
+ G_LogPrintf( "Beginning Sudden Death\n" );
+ trap_SendServerCommand( -1, "cp \"Sudden Death!\"" );
+ trap_SendServerCommand( -1, "print \"Beginning Sudden Death.\n\"" );
+ level.suddenDeathWarning = TW_PASSED;
+ G_ClearDeconMarks( );
+
+ // Clear blueprints, or else structs that cost 0 BP can still be built after SD
+ for( i = 0; i < level.maxclients; i++ )
+ {
+ if( g_entities[ i ].client->ps.stats[ STAT_BUILDABLE ] != BA_NONE )
+ g_entities[ i ].client->ps.stats[ STAT_BUILDABLE ] = BA_NONE;
+ }
+ }
+ else if( G_TimeTilSuddenDeath( ) <= SUDDENDEATHWARNING &&
+ level.suddenDeathWarning < TW_IMMINENT )
+ {
+ trap_SendServerCommand( -1, va( "cp \"Sudden Death in %d seconds!\"",
+ (int)( G_TimeTilSuddenDeath( ) / 1000 ) ) );
+ trap_SendServerCommand( -1, va( "print \"Sudden Death will begin in %d seconds.\n\"",
+ (int)( G_TimeTilSuddenDeath( ) / 1000 ) ) );
+ level.suddenDeathWarning = TW_IMMINENT;
+ }
+
+ level.humanBuildPoints = g_humanBuildPoints.integer - level.humanBuildPointQueue;
+ level.alienBuildPoints = g_alienBuildPoints.integer - level.alienBuildPointQueue;
+
+ // Reset buildPointZones
+ for( i = 0; i < g_humanRepeaterMaxZones.integer; i++ )
+ {
+ buildPointZone_t *zone = &level.buildPointZones[ i ];
+
+ zone->active = qfalse;
+ zone->totalBuildPoints = g_humanRepeaterBuildPoints.integer;
+ }
+
+ // Iterate through entities
+ for( i = MAX_CLIENTS; i < level.num_entities; i++ )
+ {
+ gentity_t *ent = &g_entities[ i ];
+ buildPointZone_t *zone;
+ buildable_t buildable;
+ int cost;
+
+ if( ent->s.eType != ET_BUILDABLE || ent->s.eFlags & EF_DEAD )
+ continue;
+
+ // mark a zone as active
+ if( ent->usesBuildPointZone )
+ {
+ assert( ent->buildPointZone >= 0 && ent->buildPointZone < g_humanRepeaterMaxZones.integer );
+
+ zone = &level.buildPointZones[ ent->buildPointZone ];
+ zone->active = qtrue;
+ }
+
+ // Subtract the BP from the appropriate pool
+ buildable = ent->s.modelindex;
+ cost = BG_Buildable( buildable, ent->cuboidSize )->buildPoints;
+
+ if( ent->buildableTeam == TEAM_ALIENS )
+ level.alienBuildPoints -= cost;
+ if( buildable == BA_H_REPEATER )
+ level.humanBuildPoints -= cost;
+ else if( buildable != BA_H_REACTOR )
+ {
+ gentity_t *power = G_PowerEntityForEntity( ent );
+
+ if( power )
+ {
+ if( power->s.modelindex == BA_H_REACTOR )
+ level.humanBuildPoints -= cost;
+ else if( power->s.modelindex == BA_H_REPEATER && power->usesBuildPointZone )
+ level.buildPointZones[ power->buildPointZone ].totalBuildPoints -= cost;
+ }
+ }
+ }
+
+ // Finally, update repeater zones and their queues
+ // note that this has to be done after the used BP is calculated
+ for( i = MAX_CLIENTS; i < level.num_entities; i++ )
+ {
+ gentity_t *ent = &g_entities[ i ];
+
+ if( ent->s.eType != ET_BUILDABLE || ent->s.eFlags & EF_DEAD ||
+ ent->buildableTeam != TEAM_HUMANS )
+ continue;
+
+ buildable = ent->s.modelindex;
+
+ if( buildable != BA_H_REPEATER )
+ continue;
+
+ if( ent->usesBuildPointZone && level.buildPointZones[ ent->buildPointZone ].active )
+ {
+ zone = &level.buildPointZones[ ent->buildPointZone ];
+
+ if( G_TimeTilSuddenDeath( ) > 0 )
+ {
+ // BP queue updates
+ while( zone->queuedBuildPoints > 0 &&
+ zone->nextQueueTime < level.time )
+ {
+ zone->queuedBuildPoints--;
+ zone->nextQueueTime += G_NextQueueTime( zone->queuedBuildPoints,
+ zone->totalBuildPoints,
+ g_humanRepeaterBuildQueueTime.integer );
+ }
+ }
+ else
+ {
+ zone->totalBuildPoints = zone->queuedBuildPoints = 0;
+ }
+ }
+ }
+
+ if( level.humanBuildPoints < 0 )
+ level.humanBuildPoints = 0;
+
+ if( level.alienBuildPoints < 0 )
+ level.alienBuildPoints = 0;
+}
+
+/*
+============
+G_CalculateStages
+============
+*/
+void G_CalculateStages( void )
+{
+ float alienPlayerCountMod = level.averageNumAlienClients / PLAYER_COUNT_MOD;
+ float humanPlayerCountMod = level.averageNumHumanClients / PLAYER_COUNT_MOD;
+ int alienNextStageThreshold, humanNextStageThreshold;
+ static int lastAlienStageModCount = 1;
+ static int lastHumanStageModCount = 1;
+
+ if( alienPlayerCountMod < 0.1f )
+ alienPlayerCountMod = 0.1f;
+
+ if( humanPlayerCountMod < 0.1f )
+ humanPlayerCountMod = 0.1f;
+
+ if( g_alienCredits.integer >=
+ (int)( ceil( (float)g_alienStage2Threshold.integer * alienPlayerCountMod ) ) &&
+ g_alienStage.integer == S1 && g_alienMaxStage.integer > S1 )
+ {
+ trap_Cvar_Set( "g_alienStage", va( "%d", S2 ) );
+ level.alienStage2Time = level.time;
+ lastAlienStageModCount = g_alienStage.modificationCount;
+ G_LogPrintf("Stage: A 2: Aliens reached Stage 2\n");
+ }
+
+ if( g_alienCredits.integer >=
+ (int)( ceil( (float)g_alienStage3Threshold.integer * alienPlayerCountMod ) ) &&
+ g_alienStage.integer == S2 && g_alienMaxStage.integer > S2 )
+ {
+ trap_Cvar_Set( "g_alienStage", va( "%d", S3 ) );
+ level.alienStage3Time = level.time;
+ lastAlienStageModCount = g_alienStage.modificationCount;
+ G_LogPrintf("Stage: A 3: Aliens reached Stage 3\n");
+ }
+
+ if( g_humanCredits.integer >=
+ (int)( ceil( (float)g_humanStage2Threshold.integer * humanPlayerCountMod ) ) &&
+ g_humanStage.integer == S1 && g_humanMaxStage.integer > S1 )
+ {
+ trap_Cvar_Set( "g_humanStage", va( "%d", S2 ) );
+ level.humanStage2Time = level.time;
+ lastHumanStageModCount = g_humanStage.modificationCount;
+ G_LogPrintf("Stage: H 2: Humans reached Stage 2\n");
+ }
+
+ if( g_humanCredits.integer >=
+ (int)( ceil( (float)g_humanStage3Threshold.integer * humanPlayerCountMod ) ) &&
+ g_humanStage.integer == S2 && g_humanMaxStage.integer > S2 )
+ {
+ trap_Cvar_Set( "g_humanStage", va( "%d", S3 ) );
+ level.humanStage3Time = level.time;
+ lastHumanStageModCount = g_humanStage.modificationCount;
+ G_LogPrintf("Stage: H 3: Humans reached Stage 3\n");
+ }
+
+ if( g_alienStage.modificationCount > lastAlienStageModCount )
+ {
+ G_Checktrigger_stages( TEAM_ALIENS, g_alienStage.integer );
+
+ if( g_alienStage.integer == S2 )
+ level.alienStage2Time = level.time;
+ else if( g_alienStage.integer == S3 )
+ level.alienStage3Time = level.time;
+
+ lastAlienStageModCount = g_alienStage.modificationCount;
+ }
+
+ if( g_humanStage.modificationCount > lastHumanStageModCount )
+ {
+ G_Checktrigger_stages( TEAM_HUMANS, g_humanStage.integer );
+
+ if( g_humanStage.integer == S2 )
+ level.humanStage2Time = level.time;
+ else if( g_humanStage.integer == S3 )
+ level.humanStage3Time = level.time;
+
+ lastHumanStageModCount = g_humanStage.modificationCount;
+ }
+
+ if( g_alienStage.integer == S1 && g_alienMaxStage.integer > S1 )
+ alienNextStageThreshold = (int)( ceil( (float)g_alienStage2Threshold.integer * alienPlayerCountMod ) );
+ else if( g_alienStage.integer == S2 && g_alienMaxStage.integer > S2 )
+ alienNextStageThreshold = (int)( ceil( (float)g_alienStage3Threshold.integer * alienPlayerCountMod ) );
+ else
+ alienNextStageThreshold = -1;
+
+ if( g_humanStage.integer == S1 && g_humanMaxStage.integer > S1 )
+ humanNextStageThreshold = (int)( ceil( (float)g_humanStage2Threshold.integer * humanPlayerCountMod ) );
+ else if( g_humanStage.integer == S2 && g_humanMaxStage.integer > S2 )
+ humanNextStageThreshold = (int)( ceil( (float)g_humanStage3Threshold.integer * humanPlayerCountMod ) );
+ else
+ humanNextStageThreshold = -1;
+
+ // save a lot of bandwidth by rounding thresholds up to the nearest 100
+ if( alienNextStageThreshold > 0 )
+ alienNextStageThreshold = ceil( (float)alienNextStageThreshold / 100 ) * 100;
+
+ if( humanNextStageThreshold > 0 )
+ humanNextStageThreshold = ceil( (float)humanNextStageThreshold / 100 ) * 100;
+
+ trap_SetConfigstring( CS_ALIEN_STAGES, va( "%d %d %d",
+ g_alienStage.integer, g_alienCredits.integer,
+ alienNextStageThreshold ) );
+
+ trap_SetConfigstring( CS_HUMAN_STAGES, va( "%d %d %d",
+ g_humanStage.integer, g_humanCredits.integer,
+ humanNextStageThreshold ) );
+}
+
+/*
+============
+CalculateAvgPlayers
+
+Calculates the average number of players playing this game
+============
+*/
+void G_CalculateAvgPlayers( void )
+{
+ //there are no clients or only spectators connected, so
+ //reset the number of samples in order to avoid the situation
+ //where the average tends to 0
+ if( !level.numAlienClients )
+ {
+ level.numAlienSamples = 0;
+ trap_Cvar_Set( "g_alienCredits", "0" );
+ }
+
+ if( !level.numHumanClients )
+ {
+ level.numHumanSamples = 0;
+ trap_Cvar_Set( "g_humanCredits", "0" );
+ }
+
+ //calculate average number of clients for stats
+ level.averageNumAlienClients =
+ ( ( level.averageNumAlienClients * level.numAlienSamples )
+ + level.numAlienClients ) /
+ (float)( level.numAlienSamples + 1 );
+ level.numAlienSamples++;
+
+ level.averageNumHumanClients =
+ ( ( level.averageNumHumanClients * level.numHumanSamples )
+ + level.numHumanClients ) /
+ (float)( level.numHumanSamples + 1 );
+ level.numHumanSamples++;
+}
+
+/*
+============
+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;
+ char P[ MAX_CLIENTS + 1 ] = {""};
+
+ level.numConnectedClients = 0;
+ level.numPlayingClients = 0;
+ memset( level.numVotingClients, 0, sizeof( level.numVotingClients ) );
+ level.numAlienClients = 0;
+ level.numHumanClients = 0;
+ level.numLiveAlienClients = 0;
+ level.numLiveHumanClients = 0;
+
+ for( i = 0; i < level.maxclients; i++ )
+ {
+ P[ i ] = '-';
+ if ( level.clients[ i ].pers.connected != CON_DISCONNECTED )
+ {
+ level.sortedClients[ level.numConnectedClients ] = i;
+ level.numConnectedClients++;
+ P[ i ] = (char)'0' + level.clients[ i ].pers.teamSelection;
+
+ level.numVotingClients[ TEAM_NONE ]++;
+
+ if( level.clients[ i ].pers.connected != CON_CONNECTED )
+ continue;
+
+ if( level.clients[ i ].pers.teamSelection != TEAM_NONE )
+ {
+ level.numPlayingClients++;
+ if( level.clients[ i ].pers.teamSelection == TEAM_ALIENS )
+ {
+ level.numAlienClients++;
+ if( level.clients[ i ].sess.spectatorState == SPECTATOR_NOT )
+ level.numLiveAlienClients++;
+ }
+ else if( level.clients[ i ].pers.teamSelection == TEAM_HUMANS )
+ {
+ level.numHumanClients++;
+ if( level.clients[ i ].sess.spectatorState == SPECTATOR_NOT )
+ level.numLiveHumanClients++;
+ }
+ }
+ }
+ }
+ level.numNonSpectatorClients = level.numLiveAlienClients +
+ level.numLiveHumanClients;
+ level.numVotingClients[ TEAM_ALIENS ] = level.numAlienClients;
+ level.numVotingClients[ TEAM_HUMANS ] = level.numHumanClients;
+ P[ i ] = '\0';
+ trap_Cvar_Set( "P", P );
+
+ qsort( level.sortedClients, level.numConnectedClients,
+ sizeof( level.sortedClients[ 0 ] ), SortRanks );
+
+ // 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 )
+ ScoreboardMessage( 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 )
+ G_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.misc, 0, sizeof( ent->client->ps.misc ) );
+
+ 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...
+ G_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
+
+ level.intermissiontime = level.time;
+
+ G_ClearVotes( );
+
+ G_UpdateTeamConfigStrings( );
+
+ FindIntermissionPoint( );
+
+ // 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 moved
+to a new map based on the map rotation or the current map restarted
+=============
+*/
+void ExitLevel( void )
+{
+ int i;
+ gclient_t *cl;
+
+ if ( G_MapExists( g_nextMap.string ) )
+ trap_SendConsoleCommand( EXEC_APPEND, va("map \"%s\"\n", g_nextMap.string ) );
+ else if( G_MapRotationActive( ) )
+ G_AdvanceMapRotation( 0 );
+ else
+ trap_SendConsoleCommand( EXEC_APPEND, "map_restart\n" );
+
+ trap_Cvar_Set( "g_nextMap", "" );
+
+ level.restarted = qtrue;
+ level.changemap = NULL;
+ level.intermissiontime = 0;
+
+ // reset all the scores so we don't enter the intermission again
+ 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_AdminMessage
+
+Print to all active server admins, and to the logfile, and to the server console
+=================
+*/
+void G_AdminMessage( gentity_t *ent, const char *msg )
+{
+ char string[ 1024 ];
+ int i;
+
+ Com_sprintf( string, sizeof( string ), "chat %d %d \"%s\"",
+ ent ? ent - g_entities : -1,
+ G_admin_permission( ent, ADMF_ADMINCHAT ) ? SAY_ADMINS : SAY_ADMINS_PUBLIC,
+ msg );
+
+ // Send to all appropriate clients
+ for( i = 0; i < level.maxclients; i++ )
+ if( G_admin_permission( &g_entities[ i ], ADMF_ADMINCHAT ) )
+ trap_SendServerCommand( i, string );
+
+ // Send to the logfile and server console
+ G_LogPrintf( "%s: %d \"%s" S_COLOR_WHITE "\": " S_COLOR_MAGENTA "%s\n",
+ G_admin_permission( ent, ADMF_ADMINCHAT ) ? "AdminMsg" : "AdminMsgPublic",
+ ent ? ent - g_entities : -1, ent ? ent->client->pers.netname : "console",
+ msg );
+}
+
+
+/*
+=================
+G_LogPrintf
+
+Print to the logfile with a time stamp if it is open, and to the server console
+=================
+*/
+void QDECL G_LogPrintf( const char *fmt, ... )
+{
+ va_list argptr;
+ char string[ 1024 ], decolored[ 1024 ];
+ int min, tens, sec;
+
+ sec = ( level.time - level.startTime ) / 1000;
+
+ min = sec / 60;
+ sec -= min * 60;
+ tens = sec / 10;
+ sec -= tens * 10;
+
+ Com_sprintf( string, sizeof( string ), "%3i:%i%i ", min, tens, sec );
+
+ va_start( argptr, fmt );
+ Q_vsnprintf( string + 7, sizeof( string ) - 7, fmt, argptr );
+ va_end( argptr );
+
+ if( g_dedicated.integer )
+ {
+ G_UnEscapeString( string, decolored, sizeof( decolored ) );
+ G_Printf( "%s", decolored + 7 );
+ }
+
+ if( !level.logFile )
+ return;
+
+ G_DecolorString( string, decolored, sizeof( decolored ) );
+ trap_FS_Write( decolored, strlen( decolored ), level.logFile );
+}
+
+/*
+=================
+G_SendGameStat
+=================
+*/
+void G_SendGameStat( team_t team )
+{
+ char map[ MAX_STRING_CHARS ];
+ char teamChar;
+ char data[ BIG_INFO_STRING ];
+ char entry[ MAX_STRING_CHARS ];
+ int i, dataLength, entryLength;
+ gclient_t *cl;
+
+ // games with cheats enabled are not very good for balance statistics
+ if( g_cheats.integer )
+ return;
+
+ trap_Cvar_VariableStringBuffer( "mapname", map, sizeof( map ) );
+
+ switch( team )
+ {
+ case TEAM_ALIENS: teamChar = 'A'; break;
+ case TEAM_HUMANS: teamChar = 'H'; break;
+ case TEAM_NONE: teamChar = 'L'; break;
+ default: return;
+ }
+
+ Com_sprintf( data, BIG_INFO_STRING,
+ "%s %s T:%c A:%f H:%f M:%s D:%d SD:%d AS:%d AS2T:%d AS3T:%d HS:%d HS2T:%d HS3T:%d CL:%d",
+ Q3_VERSION,
+ g_tag.string,
+ teamChar,
+ level.averageNumAlienClients,
+ level.averageNumHumanClients,
+ map,
+ level.time - level.startTime,
+ G_TimeTilSuddenDeath( ),
+ g_alienStage.integer,
+ level.alienStage2Time - level.startTime,
+ level.alienStage3Time - level.startTime,
+ g_humanStage.integer,
+ level.humanStage2Time - level.startTime,
+ level.humanStage3Time - level.startTime,
+ level.numConnectedClients );
+
+ dataLength = strlen( data );
+
+ for( i = 0; i < level.numConnectedClients; i++ )
+ {
+ int ping;
+
+ cl = &level.clients[ level.sortedClients[ i ] ];
+
+ if( cl->pers.connected == CON_CONNECTING )
+ ping = -1;
+ else
+ ping = cl->ps.ping < 999 ? cl->ps.ping : 999;
+
+ switch( cl->ps.stats[ STAT_TEAM ] )
+ {
+ case TEAM_ALIENS: teamChar = 'A'; break;
+ case TEAM_HUMANS: teamChar = 'H'; break;
+ case TEAM_NONE: teamChar = 'S'; break;
+ default: return;
+ }
+
+ Com_sprintf( entry, MAX_STRING_CHARS,
+ " \"%s\" %c %d %d %d",
+ cl->pers.netname,
+ teamChar,
+ cl->ps.persistant[ PERS_SCORE ],
+ ping,
+ ( level.time - cl->pers.enterTime ) / 60000 );
+
+ entryLength = strlen( entry );
+
+ if( dataLength + entryLength >= BIG_INFO_STRING )
+ break;
+
+ strcpy( data + dataLength, entry );
+ dataLength += entryLength;
+ }
+
+ trap_SendGameStat( data );
+}
+
+/*
+================
+LogExit
+
+Append information about this game to the log file
+================
+*/
+void LogExit( const char *string )
+{
+ int i, numSorted;
+ gclient_t *cl;
+ gentity_t *ent;
+
+ 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;
+
+ for( i = 0; i < numSorted; i++ )
+ {
+ int ping;
+
+ cl = &level.clients[ level.sortedClients[ i ] ];
+
+ if( cl->ps.stats[ STAT_TEAM ] == TEAM_NONE )
+ 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 );
+
+ }
+
+ for( i = 1, ent = g_entities + i ; i < level.num_entities ; i++, ent++ )
+ {
+ if( !ent->inuse )
+ continue;
+
+ if( !Q_stricmp( ent->classname, "trigger_win" ) )
+ {
+ if( level.lastWin == ent->stageTeam )
+ ent->use( ent, ent, ent );
+ }
+ }
+
+ G_SendGameStat( level.lastWin );
+}
+
+
+/*
+=================
+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;
+ clientList_t readyMasks;
+
+ //if no clients are connected, just exit
+ if( level.numConnectedClients == 0 )
+ {
+ ExitLevel( );
+ return;
+ }
+
+ // see which players are ready
+ ready = 0;
+ notReady = 0;
+ Com_Memset( &readyMasks, 0, sizeof( readyMasks ) );
+ for( i = 0; i < g_maxclients.integer; i++ )
+ {
+ cl = level.clients + i;
+
+ if( cl->pers.connected != CON_CONNECTED )
+ continue;
+
+ if( cl->ps.stats[ STAT_TEAM ] == TEAM_NONE )
+ continue;
+
+ if( cl->readyToExit )
+ {
+ ready++;
+
+ Com_ClientListAdd( &readyMasks, i );
+ }
+ else
+ notReady++;
+ }
+
+ trap_SetConfigstring( CS_CLIENTS_READY, Com_ClientListString( &readyMasks ) );
+
+ // never exit in less than five seconds
+ if( level.time < level.intermissiontime + 5000 )
+ return;
+
+ // never let intermission go on for over 1 minute
+ if( level.time > level.intermissiontime + 60000 )
+ {
+ ExitLevel( );
+ return;
+ }
+
+ // if nobody wants to go, clear timer
+ if( ready == 0 && notReady > 0 )
+ {
+ level.readyToExit = qfalse;
+ return;
+ }
+
+ // if everyone wants to go, go now
+ if( notReady == 0 )
+ {
+ ExitLevel( );
+ return;
+ }
+
+ // the first person to ready starts the thirty second timeout
+ if( !level.readyToExit )
+ {
+ level.readyToExit = qtrue;
+ level.exitTime = level.time;
+ }
+
+ // if we have waited thirty seconds since at least one player
+ // wanted to exit, go ahead
+ if( level.time < level.exitTime + 30000 )
+ return;
+
+ ExitLevel( );
+}
+
+/*
+=============
+ScoreIsTied
+=============
+*/
+qboolean ScoreIsTied( void )
+{
+ int a, b;
+
+ if( level.numPlayingClients < 2 )
+ return qfalse;
+
+ 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 )
+{
+ // 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 )
+ {
+ if( level.time - level.intermissionQueued >= INTERMISSION_DELAY_TIME )
+ {
+ level.intermissionQueued = 0;
+ BeginIntermission( );
+ }
+
+ return;
+ }
+
+ if( g_timelimit.integer )
+ {
+ if( level.time - level.startTime >= g_timelimit.integer * 60000 )
+ {
+ level.lastWin = TEAM_NONE;
+ trap_SendServerCommand( -1, "print \"Timelimit hit\n\"" );
+ trap_SetConfigstring( CS_WINNER, "Stalemate" );
+ LogExit( "Timelimit hit." );
+ return;
+ }
+ else if( level.time - level.startTime >= ( g_timelimit.integer - 5 ) * 60000 &&
+ level.timelimitWarning < TW_IMMINENT )
+ {
+ trap_SendServerCommand( -1, "cp \"5 minutes remaining!\"" );
+ level.timelimitWarning = TW_IMMINENT;
+ }
+ else if( level.time - level.startTime >= ( g_timelimit.integer - 1 ) * 60000 &&
+ level.timelimitWarning < TW_PASSED )
+ {
+ trap_SendServerCommand( -1, "cp \"1 minute remaining!\"" );
+ level.timelimitWarning = TW_PASSED;
+ }
+ }
+
+ if( level.uncondHumanWin ||
+ ( !level.uncondAlienWin &&
+ ( level.time > level.startTime + 1000 ) &&
+ ( level.numAlienSpawns == 0 ) &&
+ ( level.numAlienImplantedSpawns == 0 ) &&
+ ( level.numLiveAlienClients == 0 ) ) )
+ {
+ //humans win
+ level.lastWin = TEAM_HUMANS;
+ trap_SendServerCommand( -1, "print \"Humans win\n\"");
+ trap_SetConfigstring( CS_WINNER, "Humans Win" );
+ LogExit( "Humans win." );
+ }
+ else if( level.uncondAlienWin ||
+ ( ( level.time > level.startTime + 1000 ) &&
+ ( level.numHumanSpawns == 0 ) &&
+ ( level.numHumanImplantedSpawns == 0 ) &&
+ ( level.numLiveHumanClients == 0 ) ) )
+ {
+ //aliens win
+ level.lastWin = TEAM_ALIENS;
+ trap_SendServerCommand( -1, "print \"Aliens win\n\"");
+ trap_SetConfigstring( CS_WINNER, "Aliens Win" );
+ LogExit( "Aliens win." );
+ }
+}
+
+/*
+==================
+G_Vote
+==================
+*/
+void G_Vote( gentity_t *ent, team_t team, qboolean voting )
+{
+ if( !level.voteTime[ team ] )
+ return;
+
+ if( voting && ent->client->pers.voted & ( 1 << team ) )
+ return;
+
+ if( !voting && !( ent->client->pers.voted & ( 1 << team ) ) )
+ return;
+
+ ent->client->pers.voted |= 1 << team;
+
+ if( ent->client->pers.vote & ( 1 << team ) )
+ {
+ if( voting )
+ level.voteYes[ team ]++;
+ else
+ level.voteYes[ team ]--;
+
+ trap_SetConfigstring( CS_VOTE_YES + team,
+ va( "%d", level.voteYes[ team ] ) );
+ }
+ else
+ {
+ if( voting )
+ level.voteNo[ team ]++;
+ else
+ level.voteNo[ team ]--;
+
+ trap_SetConfigstring( CS_VOTE_NO + team,
+ va( "%d", level.voteNo[ team ] ) );
+ }
+}
+
+
+/*
+========================================================================
+
+FUNCTIONS CALLED EVERY FRAME
+
+========================================================================
+*/
+
+
+void G_ExecuteVote( team_t team )
+{
+ level.voteExecuteTime[ team ] = 0;
+
+ trap_SendConsoleCommand( EXEC_APPEND, va( "%s\n",
+ level.voteString[ team ] ) );
+
+ if( !Q_stricmpn( level.voteString[ team ], "map", 3 ) )
+ level.restarted = qtrue;
+}
+
+/*
+==================
+G_CheckVote
+==================
+*/
+void G_CheckVote( team_t team )
+{
+ float votePassThreshold = (float)level.voteThreshold[ team ] / 100.0f;
+ qboolean pass = qfalse;
+ char *msg;
+ int i;
+
+ if( level.voteExecuteTime[ team ] &&
+ level.voteExecuteTime[ team ] < level.time )
+ {
+ G_ExecuteVote( team );
+ }
+
+ if( !level.voteTime[ team ] )
+ return;
+
+ if( ( level.time - level.voteTime[ team ] >= VOTE_TIME ) ||
+ ( level.voteYes[ team ] + level.voteNo[ team ] == level.numVotingClients[ team ] ) )
+ {
+ pass = ( level.voteYes[ team ] &&
+ (float)level.voteYes[ team ] / ( (float)level.voteYes[ team ] + (float)level.voteNo[ team ] ) > votePassThreshold );
+ }
+ else
+ {
+ if( (float)level.voteYes[ team ] >
+ (float)level.numVotingClients[ team ] * votePassThreshold )
+ {
+ pass = qtrue;
+ }
+ else if( (float)level.voteNo[ team ] <=
+ (float)level.numVotingClients[ team ] * ( 1.0f - votePassThreshold ) )
+ {
+ return;
+ }
+ }
+
+ if( pass )
+ level.voteExecuteTime[ team ] = level.time + level.voteDelay[ team ];
+
+ G_LogPrintf( "EndVote: %s %s %d %d %d\n",
+ team == TEAM_NONE ? "global" : BG_TeamName( team ),
+ pass ? "pass" : "fail",
+ level.voteYes[ team ], level.voteNo[ team ], level.numVotingClients[ team ] );
+
+ msg = va( "print \"%sote %sed (%d - %d)\n\"",
+ team == TEAM_NONE ? "V" : "Team v", pass ? "pass" : "fail",
+ level.voteYes[ team ], level.voteNo[ team ] );
+
+ if( team == TEAM_NONE )
+ trap_SendServerCommand( -1, msg );
+ else
+ G_TeamCommand( team, msg );
+
+ level.voteTime[ team ] = 0;
+ level.voteYes[ team ] = 0;
+ level.voteNo[ team ] = 0;
+
+ for( i = 0; i < level.maxclients; i++ )
+ level.clients[ i ].pers.voted &= ~( 1 << team );
+
+ trap_SetConfigstring( CS_VOTE_TIME + team, "" );
+ trap_SetConfigstring( CS_VOTE_STRING + team, "" );
+ trap_SetConfigstring( CS_VOTE_YES + team, "0" );
+ trap_SetConfigstring( CS_VOTE_NO + team, "0" );
+}
+
+
+/*
+==================
+CheckCvars
+==================
+*/
+void CheckCvars( void )
+{
+ static int lastPasswordModCount = -1;
+ static int lastMarkDeconModCount = -1;
+ static int lastSDTimeModCount = -1;
+ static int lastNumZones = 0;
+
+ if( g_password.modificationCount != lastPasswordModCount )
+ {
+ lastPasswordModCount = 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" );
+ }
+
+ // Unmark any structures for deconstruction when
+ // the server setting is changed
+ if( g_markDeconstruct.modificationCount != lastMarkDeconModCount )
+ {
+ lastMarkDeconModCount = g_markDeconstruct.modificationCount;
+ G_ClearDeconMarks( );
+ }
+
+ // If we change g_suddenDeathTime during a map, we need to update
+ // when sd will begin
+ if( g_suddenDeathTime.modificationCount != lastSDTimeModCount )
+ {
+ lastSDTimeModCount = g_suddenDeathTime.modificationCount;
+ level.suddenDeathBeginTime = g_suddenDeathTime.integer * 60000;
+ }
+
+ // If the number of zones changes, we need a new array
+ if( g_humanRepeaterMaxZones.integer != lastNumZones )
+ {
+ buildPointZone_t *newZones;
+ size_t newsize = g_humanRepeaterMaxZones.integer * sizeof( buildPointZone_t );
+ size_t oldsize = lastNumZones * sizeof( buildPointZone_t );
+
+ newZones = BG_Alloc( newsize );
+ if( level.buildPointZones )
+ {
+ Com_Memcpy( newZones, level.buildPointZones, MIN( oldsize, newsize ) );
+ BG_Free( level.buildPointZones );
+ }
+
+ level.buildPointZones = newZones;
+ lastNumZones = g_humanRepeaterMaxZones.integer;
+ }
+
+ level.frameMsec = trap_Milliseconds( );
+}
+
+/*
+=============
+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_EvaluateAcceleration
+
+Calculates the acceleration for an entity
+=============
+*/
+void G_EvaluateAcceleration( gentity_t *ent, int msec )
+{
+ vec3_t deltaVelocity;
+ vec3_t deltaAccel;
+
+ VectorSubtract( ent->s.pos.trDelta, ent->oldVelocity, deltaVelocity );
+ VectorScale( deltaVelocity, 1.0f / (float)msec, ent->acceleration );
+
+ VectorSubtract( ent->acceleration, ent->oldAccel, deltaAccel );
+ VectorScale( deltaAccel, 1.0f / (float)msec, ent->jerk );
+
+ VectorCopy( ent->s.pos.trDelta, ent->oldVelocity );
+ VectorCopy( ent->acceleration, ent->oldAccel );
+}
+
+/*
+================
+G_RunFrame
+
+Advances the non-player objects in the world
+================
+*/
+void G_RunFrame( int levelTime )
+{
+ int i;
+ gentity_t *ent;
+ int msec;
+ static int ptime3000 = 0;
+
+ // if we are waiting for the level to restart, do nothing
+ if( level.restarted )
+ return;
+
+ if( level.pausedTime )
+ {
+ msec = levelTime - level.time - level.pausedTime;
+ level.pausedTime = levelTime - level.time;
+
+ ptime3000 += msec;
+ while( ptime3000 > 3000 )
+ {
+ ptime3000 -= 3000;
+ trap_SendServerCommand( -1, "cp \"The game has been paused. Please wait.\"" );
+
+ if( level.pausedTime >= 110000 && level.pausedTime <= 119000 )
+ trap_SendServerCommand( -1, va( "print \"Server: Game will auto-unpause in %d seconds\n\"",
+ (int) ( (float) ( 120000 - level.pausedTime ) / 1000.0f ) ) );
+ }
+
+ // Prevents clients from getting lagged-out messages
+ for( i = 0; i < level.maxclients; i++ )
+ {
+ if( level.clients[ i ].pers.connected == CON_CONNECTED )
+ level.clients[ i ].ps.commandTime = levelTime;
+ }
+
+ if( level.pausedTime > 120000 )
+ {
+ trap_SendServerCommand( -1, "print \"Server: The game has been unpaused automatically (2 minute max)\n\"" );
+ trap_SendServerCommand( -1, "cp \"The game has been unpaused!\"" );
+ level.pausedTime = 0;
+ }
+
+ return;
+ }
+
+ level.framenum++;
+ level.previousTime = level.time;
+ level.time = levelTime;
+ msec = level.time - level.previousTime;
+
+ // get any cvar changes
+ G_UpdateCvars( );
+ CheckCvars( );
+ // now we are done spawning
+ level.spawning = qfalse;
+
+ //
+ // go through all allocated objects
+ //
+ ent = &g_entities[ 0 ];
+
+ for( i = 0; i < level.num_entities; i++, ent++ )
+ {
+ if( !ent->inuse )
+ continue;
+
+ // clear events that are too old
+ if( level.time - ent->eventTime > EVENT_VALID_MSEC )
+ {
+ if( ent->s.event )
+ {
+ ent->s.event = 0; // &= EV_EVENT_BITS;
+ if ( ent->client )
+ {
+ ent->client->ps.externalEvent = 0;
+ //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;
+
+ // calculate the acceleration of this entity
+ if( ent->evaluateAcceleration )
+ G_EvaluateAcceleration( ent, msec );
+
+ if( !ent->r.linked && ent->neverFree )
+ continue;
+
+ if( ent->s.eType == ET_MISSILE )
+ {
+ G_RunMissile( ent );
+ continue;
+ }
+
+ if( ent->s.eType == ET_BUILDABLE )
+ {
+ G_BuildableThink( ent, msec );
+ continue;
+ }
+
+ if( ent->s.eType == ET_CORPSE || ent->physicsObject )
+ {
+ G_Physics( ent, msec );
+ continue;
+ }
+
+ if( ent->s.eType == ET_MOVER )
+ {
+ G_RunMover( ent );
+ continue;
+ }
+
+ if( i < MAX_CLIENTS )
+ {
+ G_RunClient( ent );
+ continue;
+ }
+
+ G_RunThink( ent );
+ }
+
+ // perform final fixups on the players
+ ent = &g_entities[ 0 ];
+
+ for( i = 0; i < level.maxclients; i++, ent++ )
+ {
+ if( ent->inuse )
+ ClientEndFrame( ent );
+ }
+
+ // save position information for all active clients
+ G_UnlaggedStore( );
+
+ G_CountSpawns( );
+ G_CalculateBuildPoints( );
+ G_CalculateStages( );
+
+ G_SpawnClients( TEAM_ALIENS );
+ G_SpawnClients( TEAM_HUMANS );
+ G_CalculateAvgPlayers( );
+ G_UpdateZaps( msec );
+
+ // see if it is time to end the level
+ CheckExitRules( );
+
+ // update to team status?
+ CheckTeamStatus( );
+
+ // cancel vote if timed out
+ for( i = 0; i < NUM_TEAMS; i++ )
+ G_CheckVote( i );
+
+ level.frameMsec = trap_Milliseconds();
+}
+