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-rw-r--r--src/game/g_main.c2207
1 files changed, 2207 insertions, 0 deletions
diff --git a/src/game/g_main.c b/src/game/g_main.c
new file mode 100644
index 00000000..22ff74f7
--- /dev/null
+++ b/src/game/g_main.c
@@ -0,0 +1,2207 @@
+// Copyright (C) 1999-2000 Id Software, Inc.
+//
+
+/*
+ * Portions Copyright (C) 2000-2001 Tim Angus
+ *
+ * This program is free software; you can redistribute it and/or modify it
+ * under the terms of the OSML - Open Source Modification License v1.0 as
+ * described in the file COPYING which is distributed with this source
+ * code.
+ *
+ * This program 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.
+ */
+
+#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_fraglimit;
+vmCvar_t g_timelimit;
+vmCvar_t g_suddenDeathTime;
+vmCvar_t g_capturelimit;
+vmCvar_t g_friendlyFire;
+vmCvar_t g_password;
+vmCvar_t g_needpass;
+vmCvar_t g_maxclients;
+vmCvar_t g_maxGameClients;
+vmCvar_t g_dedicated;
+vmCvar_t g_speed;
+vmCvar_t g_gravity;
+vmCvar_t g_cheats;
+vmCvar_t g_knockback;
+vmCvar_t g_quadfactor;
+vmCvar_t g_forcerespawn;
+vmCvar_t g_inactivity;
+vmCvar_t g_debugMove;
+vmCvar_t g_debugDamage;
+vmCvar_t g_debugAlloc;
+vmCvar_t g_weaponRespawn;
+vmCvar_t g_weaponTeamRespawn;
+vmCvar_t g_motd;
+vmCvar_t g_synchronousClients;
+vmCvar_t g_warmup;
+vmCvar_t g_doWarmup;
+vmCvar_t g_restarted;
+vmCvar_t g_logFile;
+vmCvar_t g_logFileSync;
+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;
+vmCvar_t g_minCommandPeriod;
+
+//TA
+vmCvar_t g_humanBuildPoints;
+vmCvar_t g_alienBuildPoints;
+vmCvar_t g_humanStage;
+vmCvar_t g_humanKills;
+vmCvar_t g_humanMaxStage;
+vmCvar_t g_humanStage2Threshold;
+vmCvar_t g_humanStage3Threshold;
+vmCvar_t g_alienStage;
+vmCvar_t g_alienKills;
+vmCvar_t g_alienMaxStage;
+vmCvar_t g_alienStage2Threshold;
+vmCvar_t g_alienStage3Threshold;
+
+vmCvar_t g_disabledEquipment;
+vmCvar_t g_disabledClasses;
+vmCvar_t g_disabledBuildables;
+
+vmCvar_t g_debugMapRotation;
+vmCvar_t g_currentMapRotation;
+vmCvar_t g_currentMap;
+vmCvar_t g_initialMapRotation;
+
+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_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_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_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_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_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 },
+ { &g_minCommandPeriod, "g_minCommandPeriod", "500", 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_humanBuildPoints, "g_humanBuildPoints", "100", 0, 0, qfalse },
+ { &g_alienBuildPoints, "g_alienBuildPoints", "100", 0, 0, qfalse },
+ { &g_humanStage, "g_humanStage", "0", 0, 0, qfalse },
+ { &g_humanKills, "g_humanKills", "0", 0, 0, qfalse },
+ { &g_humanMaxStage, "g_humanMaxStage", "2", 0, 0, qfalse },
+ { &g_humanStage2Threshold, "g_humanStage2Threshold", "20", 0, 0, qfalse },
+ { &g_humanStage3Threshold, "g_humanStage3Threshold", "40", 0, 0, qfalse },
+ { &g_alienStage, "g_alienStage", "0", 0, 0, qfalse },
+ { &g_alienKills, "g_alienKills", "0", 0, 0, qfalse },
+ { &g_alienMaxStage, "g_alienMaxStage", "2", 0, 0, qfalse },
+ { &g_alienStage2Threshold, "g_alienStage2Threshold", "20", 0, 0, qfalse },
+ { &g_alienStage3Threshold, "g_alienStage3Threshold", "40", 0, 0, qfalse },
+
+ { &g_disabledEquipment, "g_disabledEquipment", "", CVAR_ROM, 0, qfalse },
+ { &g_disabledClasses, "g_disabledClasses", "", CVAR_ROM, 0, qfalse },
+ { &g_disabledBuildables, "g_disabledBuildables", "", CVAR_ROM, 0, qfalse },
+
+ { &g_debugMapRotation, "g_debugMapRotation", "0", 0, 0, qfalse },
+ { &g_currentMapRotation, "g_currentMapRotation", "-1", 0, 0, qfalse }, // -1 = NOT_ROTATING
+ { &g_currentMap, "g_currentMap", "0", 0, 0, qfalse },
+ { &g_initialMapRotation, "g_initialMapRotation", "", CVAR_ARCHIVE, 0, qfalse },
+
+ { &g_rankings, "g_rankings", "0", 0, 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
+================
+*/
+long vmMain( long command, long arg0, long arg1, long arg2, long arg3, long arg4,
+ long arg5, long arg6, long arg7, long arg8, long arg9,
+ long arg10, long 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 (long)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( );
+ }
+
+ return -1;
+}
+
+
+void QDECL G_Printf( const char *fmt, ... )
+{
+ va_list argptr;
+ char text[ 1024 ];
+ char clientText[ 1048 ];
+
+ va_start( argptr, fmt );
+ vsprintf( text, fmt, argptr );
+ va_end( argptr );
+
+ if( !g_dedicated.integer )
+ {
+ Com_sprintf( clientText, 1048, "gprintf \"%s\"", text );
+ G_SendCommandFromServer( -1, clientText );
+ }
+
+ 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( )
+{
+}
+
+
+/*
+=================
+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
+ 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 )
+ G_SendCommandFromServer( -1, va( "print \"Server: %s changed to %s\n\"",
+ cv->cvarName, cv->vmCvar->string ) );
+
+ if( cv->teamShader )
+ remapped = qtrue;
+ }
+ }
+ }
+
+ if( remapped )
+ G_RemapTeamShaders( );
+}
+
+
+/*
+===============
+G_GenerateParticleFileList
+
+Make a list of particle files for each client to parse since fsr
+the client does not have trap_FS_GetFileList
+===============
+*/
+static void G_GenerateParticleFileList( void )
+{
+ int i, numFiles, fileLen;
+ char fileList[ MAX_PARTICLE_FILES * MAX_QPATH ];
+ char fileName[ MAX_QPATH ];
+ char *filePtr;
+
+ numFiles = trap_FS_GetFileList( "scripts", ".particle", fileList, MAX_PARTICLE_FILES * MAX_QPATH );
+ filePtr = fileList;
+
+ for( i = 0; i < numFiles; i++, filePtr += fileLen + 1 )
+ {
+ fileLen = strlen( filePtr );
+ strcpy( fileName, "scripts/" );
+ strcat( fileName, filePtr );
+ trap_SetConfigstring( CS_PARTICLE_FILES + i, fileName );
+ }
+}
+
+typedef struct gameElements_s
+{
+ buildable_t buildables[ BA_NUM_BUILDABLES ];
+ pClass_t classes[ PCL_NUM_CLASSES ];
+ weapon_t weapons[ WP_NUM_WEAPONS ];
+ upgrade_t upgrades[ UP_NUM_UPGRADES ];
+} gameElements_t;
+
+static gameElements_t disabledGameElements;
+
+/*
+============
+G_InitAllowedGameElements
+============
+*/
+static void G_InitAllowedGameElements( void )
+{
+ BG_ParseCSVEquipmentList( g_disabledEquipment.string,
+ disabledGameElements.weapons, WP_NUM_WEAPONS,
+ disabledGameElements.upgrades, UP_NUM_UPGRADES );
+
+ BG_ParseCSVClassList( g_disabledClasses.string,
+ disabledGameElements.classes, PCL_NUM_CLASSES );
+
+ BG_ParseCSVBuildableList( g_disabledBuildables.string,
+ disabledGameElements.buildables, BA_NUM_BUILDABLES );
+}
+
+/*
+============
+G_WeaponIsAllowed
+============
+*/
+qboolean G_WeaponIsAllowed( weapon_t weapon )
+{
+ int i;
+
+ for( i = 0; i < WP_NUM_WEAPONS &&
+ disabledGameElements.weapons[ i ] != WP_NONE; i++ )
+ {
+ if( disabledGameElements.weapons[ i ] == weapon )
+ return qfalse;
+ }
+
+ return qtrue;
+}
+
+/*
+============
+G_UpgradeIsAllowed
+============
+*/
+qboolean G_UpgradeIsAllowed( upgrade_t upgrade )
+{
+ int i;
+
+ for( i = 0; i < UP_NUM_UPGRADES &&
+ disabledGameElements.upgrades[ i ] != UP_NONE; i++ )
+ {
+ if( disabledGameElements.upgrades[ i ] == upgrade )
+ return qfalse;
+ }
+
+ return qtrue;
+}
+
+/*
+============
+G_ClassIsAllowed
+============
+*/
+qboolean G_ClassIsAllowed( pClass_t class )
+{
+ int i;
+
+ for( i = 0; i < PCL_NUM_CLASSES &&
+ disabledGameElements.classes[ i ] != PCL_NONE; i++ )
+ {
+ if( disabledGameElements.classes[ i ] == class )
+ return qfalse;
+ }
+
+ return qtrue;
+}
+
+/*
+============
+G_BuildableIsAllowed
+============
+*/
+qboolean G_BuildableIsAllowed( buildable_t buildable )
+{
+ int i;
+
+ for( i = 0; i < BA_NUM_BUILDABLES &&
+ disabledGameElements.buildables[ i ] != BA_NONE; i++ )
+ {
+ if( disabledGameElements.buildables[ i ] == buildable )
+ return qfalse;
+ }
+
+ return qtrue;
+}
+
+/*
+============
+G_InitGame
+
+============
+*/
+void G_InitGame( int levelTime, int randomSeed, int restart )
+{
+ int i;
+
+ srand( randomSeed );
+
+ G_RegisterCvars( );
+
+ //TA: moved after G_RegisterCvars since G_Printf
+ // now depends on the value of g_dedicated
+ G_Printf( "------- Game Initialization -------\n" );
+ G_Printf( "gamename: %s\n", GAMEVERSION );
+ G_Printf( "gamedate: %s\n", __DATE__ );
+
+ 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_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 ];
+
+ trap_GetServerinfo( serverinfo, sizeof( serverinfo ) );
+
+ G_LogPrintf( "------------------------------------------------------------\n" );
+ G_LogPrintf( "InitGame: %s\n", serverinfo );
+ }
+ }
+ else
+ G_Printf( "Not logging to disk\n" );
+
+ // 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 ] ) );
+
+ trap_SetConfigstring( CS_INTERMISSION, "0" );
+
+ // parse the key/value pairs and spawn gentities
+ G_SpawnEntitiesFromString( );
+
+ // the map might disable some things
+ G_InitAllowedGameElements( );
+
+ // general initialization
+ G_FindTeams( );
+
+ //TA:
+ BG_InitClassOverrides( );
+ BG_InitBuildableOverrides( );
+ G_InitDamageLocations( );
+ G_GenerateParticleFileList( );
+ G_InitMapRotations( );
+ G_InitSpawnQueue( &level.alienSpawnQueue );
+ G_InitSpawnQueue( &level.humanSpawnQueue );
+
+ if( g_debugMapRotation.integer )
+ G_PrintRotations( );
+
+ //reset stages
+ trap_Cvar_Set( "g_alienStage", va( "%d", S1 ) );
+ trap_Cvar_Set( "g_humanStage", va( "%d", S1 ) );
+ trap_Cvar_Set( "g_alienKills", 0 );
+ trap_Cvar_Set( "g_humanKills", 0 );
+
+ G_Printf( "-----------------------------------\n" );
+
+ G_RemapTeamShaders( );
+
+ //TA: so the server counts the spawns without a client attached
+ G_CountSpawns( );
+
+ G_ResetPTRConnections( );
+}
+
+
+
+/*
+=================
+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( );
+}
+
+
+
+//===================================================================
+
+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 );
+}
+
+/*
+========================================================================
+
+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;
+ else 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 tha 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_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_PushSpawnQueue
+
+Add an element to the back of the spawn queue
+============
+*/
+void G_PushSpawnQueue( spawnQueue_t *sq, int clientNum )
+{
+ sq->back = QUEUE_PLUS1( sq->back );
+ sq->clients[ sq->back ] = clientNum;
+
+ g_entities[ clientNum ].client->ps.pm_flags |= PMF_QUEUED;
+}
+
+/*
+============
+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( pTeam_t team )
+{
+ int clientNum;
+ gentity_t *ent, *spawn;
+ vec3_t spawn_origin, spawn_angles;
+ spawnQueue_t *sq = NULL;
+ int numSpawns = 0;
+
+ if( team == PTE_ALIENS )
+ {
+ sq = &level.alienSpawnQueue;
+ numSpawns = level.numAlienSpawns;
+ }
+ else if( team == PTE_HUMANS )
+ {
+ sq = &level.humanSpawnQueue;
+ numSpawns = level.numHumanSpawns;
+ }
+
+ if( G_GetSpawnQueueLength( sq ) > 0 && numSpawns > 0 )
+ {
+ clientNum = G_PeekSpawnQueue( sq );
+ ent = &g_entities[ clientNum ];
+
+ if( ( spawn = 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.sessionTeam = TEAM_FREE;
+ ClientUserinfoChanged( clientNum );
+ 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.numHumanSpawns = 0;
+
+ for( i = 1, ent = g_entities + i ; i < level.num_entities ; i++, ent++ )
+ {
+ if( !ent->inuse )
+ continue;
+
+ if( ent->s.modelindex == BA_A_SPAWN && ent->health > 0 )
+ level.numAlienSpawns++;
+
+ if( ent->s.modelindex == BA_H_SPAWN && ent->health > 0 )
+ level.numHumanSpawns++;
+ }
+
+ //let the client know how many spawns there are
+ trap_SetConfigstring( CS_SPAWNS, va( "%d %d",
+ level.numAlienSpawns, level.numHumanSpawns ) );
+}
+
+
+#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;
+ gentity_t *ent;
+ int localHTP = g_humanBuildPoints.integer,
+ localATP = g_alienBuildPoints.integer;
+
+ if( g_suddenDeathTime.integer && !level.warmupTime &&
+ ( level.time - level.startTime >= g_suddenDeathTime.integer * 60000 ) )
+ {
+ localHTP = 0;
+ localATP = 0;
+ }
+ else
+ {
+ localHTP = g_humanBuildPoints.integer;
+ localATP = g_alienBuildPoints.integer;
+ }
+
+ level.humanBuildPoints = level.humanBuildPointsPowered = localHTP;
+ level.alienBuildPoints = localATP;
+
+ level.reactorPresent = qfalse;
+ level.overmindPresent = qfalse;
+
+ for( i = 1, ent = g_entities + i ; i < level.num_entities ; i++, ent++ )
+ {
+ if( !ent->inuse )
+ continue;
+
+ if( ent->s.eType != ET_BUILDABLE )
+ continue;
+
+ buildable = ent->s.modelindex;
+
+ if( buildable != BA_NONE )
+ {
+ if( buildable == BA_H_REACTOR && ent->spawned && ent->health > 0 )
+ level.reactorPresent = qtrue;
+
+ if( buildable == BA_A_OVERMIND && ent->spawned && ent->health > 0 )
+ level.overmindPresent = qtrue;
+
+ if( BG_FindTeamForBuildable( buildable ) == BIT_HUMANS )
+ {
+ level.humanBuildPoints -= BG_FindBuildPointsForBuildable( buildable );
+
+ if( ent->powered )
+ level.humanBuildPointsPowered -= BG_FindBuildPointsForBuildable( buildable );
+ }
+ else
+ {
+ level.alienBuildPoints -= BG_FindBuildPointsForBuildable( buildable );
+ }
+ }
+ }
+
+ if( level.humanBuildPoints < 0 )
+ {
+ localHTP -= level.humanBuildPoints;
+ level.humanBuildPointsPowered -= level.humanBuildPoints;
+ level.humanBuildPoints = 0;
+ }
+
+ if( level.alienBuildPoints < 0 )
+ {
+ localATP -= level.alienBuildPoints;
+ level.alienBuildPoints = 0;
+ }
+
+ trap_SetConfigstring( CS_BUILDPOINTS,
+ va( "%d %d %d %d %d", level.alienBuildPoints,
+ localATP,
+ level.humanBuildPoints,
+ localHTP,
+ level.humanBuildPointsPowered ) );
+
+ //may as well pump the stages here too
+ {
+ float alienPlayerCountMod = level.averageNumAlienClients / PLAYER_COUNT_MOD;
+ float humanPlayerCountMod = level.averageNumHumanClients / PLAYER_COUNT_MOD;
+ int alienNextStageThreshold, humanNextStageThreshold;
+
+ if( alienPlayerCountMod < 0.1f )
+ alienPlayerCountMod = 0.1f;
+
+ if( humanPlayerCountMod < 0.1f )
+ humanPlayerCountMod = 0.1f;
+
+ 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;
+
+ trap_SetConfigstring( CS_STAGES, va( "%d %d %d %d %d %d",
+ g_alienStage.integer, g_humanStage.integer,
+ g_alienKills.integer, g_humanKills.integer,
+ alienNextStageThreshold, humanNextStageThreshold ) );
+ }
+}
+
+/*
+============
+G_CalculateStages
+============
+*/
+void G_CalculateStages( void )
+{
+ float alienPlayerCountMod = level.averageNumAlienClients / PLAYER_COUNT_MOD;
+ float humanPlayerCountMod = level.averageNumHumanClients / PLAYER_COUNT_MOD;
+
+ if( alienPlayerCountMod < 0.1f )
+ alienPlayerCountMod = 0.1f;
+
+ if( humanPlayerCountMod < 0.1f )
+ humanPlayerCountMod = 0.1f;
+
+ if( g_alienKills.integer >=
+ (int)( ceil( (float)g_alienStage2Threshold.integer * alienPlayerCountMod ) ) &&
+ g_alienStage.integer == S1 && g_alienMaxStage.integer > S1 )
+ {
+ G_Checktrigger_stages( PTE_ALIENS, S2 );
+ trap_Cvar_Set( "g_alienStage", va( "%d", S2 ) );
+ level.alienStage2Time = level.time;
+ }
+
+ if( g_alienKills.integer >=
+ (int)( ceil( (float)g_alienStage3Threshold.integer * alienPlayerCountMod ) ) &&
+ g_alienStage.integer == S2 && g_alienMaxStage.integer > S2 )
+ {
+ G_Checktrigger_stages( PTE_ALIENS, S3 );
+ trap_Cvar_Set( "g_alienStage", va( "%d", S3 ) );
+ level.alienStage3Time = level.time;
+ }
+
+ if( g_humanKills.integer >=
+ (int)( ceil( (float)g_humanStage2Threshold.integer * humanPlayerCountMod ) ) &&
+ g_humanStage.integer == S1 && g_humanMaxStage.integer > S1 )
+ {
+ G_Checktrigger_stages( PTE_HUMANS, S2 );
+ trap_Cvar_Set( "g_humanStage", va( "%d", S2 ) );
+ level.humanStage2Time = level.time;
+ }
+
+ if( g_humanKills.integer >=
+ (int)( ceil( (float)g_humanStage3Threshold.integer * humanPlayerCountMod ) ) &&
+ g_humanStage.integer == S2 && g_humanMaxStage.integer > S2 )
+ {
+ G_Checktrigger_stages( PTE_HUMANS, S3 );
+ trap_Cvar_Set( "g_humanStage", va( "%d", S3 ) );
+ level.humanStage3Time = level.time;
+ }
+}
+
+/*
+============
+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_alienKills", "0" );
+ }
+
+ if( !level.numHumanClients )
+ {
+ level.numHumanSamples = 0;
+ trap_Cvar_Set( "g_humanKills", "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;
+ 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
+ level.numAlienClients = 0;
+ level.numHumanClients = 0;
+ level.numLiveAlienClients = 0;
+ level.numLiveHumanClients = 0;
+
+ 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 ].ps.pm_flags & PMF_FOLLOW ) )
+ {
+ //so we know when the game ends and for team leveling
+ if( level.clients[ i ].ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
+ {
+ level.numAlienClients++;
+ if( level.clients[ i ].sess.sessionTeam != TEAM_SPECTATOR )
+ level.numLiveAlienClients++;
+ }
+
+ if( level.clients[ i ].ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
+ {
+ level.numHumanClients++;
+ if( level.clients[ i ].sess.sessionTeam != TEAM_SPECTATOR )
+ level.numLiveHumanClients++;
+ }
+ }
+
+ 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 ].ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
+ level.numteamVotingClients[ 0 ]++;
+ else if( level.clients[ i ].ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
+ 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
+ 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;
+ level.clients[ level.sortedClients[ i ] ].ps.persistant[ PERS_RANK ] = rank;
+ }
+
+ score = newScore;
+ }
+
+ // set the CS_SCORES1/2 configstrings, which will be visible to everyone
+ 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 )
+ 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.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
+
+ level.intermissiontime = level.time;
+ 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 killed
+or moved to a new level based on the "nextmap" cvar
+
+=============
+*/
+void ExitLevel( void )
+{
+ int i;
+ gclient_t *cl;
+
+ if( G_MapRotationActive( ) )
+ G_AdvanceMapRotation( );
+ else
+ trap_SendConsoleCommand( EXEC_APPEND, "vstr nextmap\n" );
+
+ level.changemap = NULL;
+ level.intermissiontime = 0;
+
+ // reset all the scores so we don't enter the intermission again
+ 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;
+ 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_PTEAM ] == PTE_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 );
+ }
+ }
+}
+
+
+/*
+=================
+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, numPlayers;
+ int i;
+ gclient_t *cl;
+ int readyMask;
+
+ //if no clients are connected, just exit
+ if( !level.numConnectedClients )
+ {
+ ExitLevel( );
+ return;
+ }
+
+ // see which players are ready
+ ready = 0;
+ notReady = 0;
+ readyMask = 0;
+ numPlayers = 0;
+ for( i = 0; i < g_maxclients.integer; i++ )
+ {
+ cl = level.clients + i;
+ if( cl->pers.connected != CON_CONNECTED )
+ continue;
+
+ if( cl->ps.stats[ STAT_PTEAM ] == PTE_NONE )
+ continue;
+
+ if( g_entities[ cl->ps.clientNum ].r.svFlags & SVF_BOT )
+ continue;
+
+ if( cl->readyToExit )
+ {
+ ready++;
+ if( i < 16 )
+ readyMask |= 1 << i;
+ }
+ else
+ notReady++;
+
+ numPlayers++;
+ }
+
+ trap_SetConfigstring( CS_CLIENTS_READY, va( "%d", readyMask ) );
+
+ // never exit in less than five seconds
+ if( level.time < level.intermissiontime + 5000 )
+ return;
+
+ // if nobody wants to go, clear timer
+ if( !ready && numPlayers )
+ {
+ level.readyToExit = qfalse;
+ return;
+ }
+
+ // if everyone wants to go, go now
+ if( !notReady )
+ {
+ 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 )
+{
+ char s[ MAX_STRING_CHARS ];
+
+ trap_Cvar_VariableStringBuffer( "mapname", s, sizeof( s ) );
+
+ // 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 && !level.warmupTime )
+ {
+ if( level.time - level.startTime >= g_timelimit.integer * 60000 )
+ {
+ G_SendCommandFromServer( -1, "print \"Timelimit hit\n\"" );
+
+ G_LogPrintf( "STATS T:L A:%f H:%f M:%s D:%d AS:%d AS2T:%d AS3T:%d HS:%d HS2T:%d HS3T:%d\n",
+ level.averageNumAlienClients, level.averageNumHumanClients,
+ s, level.time - level.startTime,
+ g_alienStage.integer,
+ level.alienStage2Time - level.startTime, level.alienStage3Time - level.startTime,
+ g_humanStage.integer,
+ level.humanStage2Time - level.startTime, level.humanStage3Time - level.startTime );
+
+ level.lastWin = PTE_NONE;
+ LogExit( "Timelimit hit." );
+ return;
+ }
+ }
+
+ //TA: end the game on these conditions
+ if( level.uncondHumanWin ||
+ ( ( level.time > level.startTime + 1000 ) &&
+ ( level.numAlienSpawns == 0 ) &&
+ ( level.numLiveAlienClients == 0 ) ) )
+ {
+ //humans win
+ level.lastWin = PTE_HUMANS;
+ G_SendCommandFromServer( -1, "print \"Humans win\n\"");
+
+ G_LogPrintf( "STATS T:H A:%f H:%f M:%s D:%d AS:%d AS2T:%d AS3T:%d HS:%d HS2T:%d HS3T:%d\n",
+ level.averageNumAlienClients, level.averageNumHumanClients,
+ s, level.time - level.startTime,
+ g_alienStage.integer,
+ level.alienStage2Time - level.startTime, level.alienStage3Time - level.startTime,
+ g_humanStage.integer,
+ level.humanStage2Time - level.startTime, level.humanStage3Time - level.startTime );
+
+ LogExit( "Humans win." );
+ return;
+ }
+ else if( level.uncondAlienWin ||
+ ( ( level.time > level.startTime + 1000 ) &&
+ ( level.numHumanSpawns == 0 ) &&
+ ( level.numLiveHumanClients == 0 ) ) )
+ {
+ //aliens win
+ level.lastWin = PTE_ALIENS;
+ G_SendCommandFromServer( -1, "print \"Aliens win\n\"");
+
+ G_LogPrintf( "STATS T:A A:%f H:%f M:%s D:%d AS:%d AS2T:%d AS3T:%d HS:%d HS2T:%d HS3T:%d\n",
+ level.averageNumAlienClients, level.averageNumHumanClients,
+ s, level.time - level.startTime,
+ g_alienStage.integer,
+ level.alienStage2Time - level.startTime, level.alienStage3Time - level.startTime,
+ g_humanStage.integer,
+ level.humanStage2Time - level.startTime, level.humanStage3Time - level.startTime );
+
+ LogExit( "Aliens win." );
+ return;
+ }
+
+ if( level.numPlayingClients < 2 )
+ return;
+}
+
+
+
+/*
+========================================================================
+
+FUNCTIONS CALLED EVERY FRAME
+
+========================================================================
+*/
+
+
+/*
+==================
+CheckVote
+==================
+*/
+void CheckVote( void )
+{
+ if( level.voteExecuteTime && level.voteExecuteTime < level.time )
+ {
+ level.voteExecuteTime = 0;
+
+ //SUPAR HAK
+ if( !Q_stricmp( level.voteString, "vstr nextmap" ) )
+ {
+ level.lastWin = PTE_NONE;
+ LogExit( "Vote for next map." );
+ }
+ else
+ trap_SendConsoleCommand( EXEC_APPEND, va( "%s\n", level.voteString ) );
+ }
+
+ if( !level.voteTime )
+ return;
+
+ if( level.time - level.voteTime >= VOTE_TIME )
+ {
+ if( level.voteYes > level.voteNo )
+ {
+ // execute the command, then remove the vote
+ G_SendCommandFromServer( -1, "print \"Vote passed\n\"" );
+ level.voteExecuteTime = level.time + 3000;
+ }
+ else
+ {
+ // same behavior as a timeout
+ G_SendCommandFromServer( -1, "print \"Vote failed\n\"" );
+ }
+ }
+ else
+ {
+ if( level.voteYes > level.numConnectedClients / 2 )
+ {
+ // execute the command, then remove the vote
+ G_SendCommandFromServer( -1, "print \"Vote passed\n\"" );
+ level.voteExecuteTime = level.time + 3000;
+ }
+ else if( level.voteNo >= level.numConnectedClients / 2 )
+ {
+ // same behavior as a timeout
+ G_SendCommandFromServer( -1, "print \"Vote failed\n\"" );
+ }
+ else
+ {
+ // still waiting for a majority
+ return;
+ }
+ }
+
+ level.voteTime = 0;
+ trap_SetConfigstring( CS_VOTE_TIME, "" );
+}
+
+
+/*
+==================
+CheckTeamVote
+==================
+*/
+void CheckTeamVote( int team )
+{
+ int cs_offset;
+
+ if ( team == PTE_HUMANS )
+ cs_offset = 0;
+ else if ( team == PTE_ALIENS )
+ cs_offset = 1;
+ else
+ return;
+
+ if( !level.teamVoteTime[ cs_offset ] )
+ return;
+
+ if( level.time - level.teamVoteTime[ cs_offset ] >= VOTE_TIME )
+ {
+ G_SendCommandFromServer( -1, "print \"Team vote failed\n\"" );
+ }
+ else
+ {
+ if( level.teamVoteYes[ cs_offset ] > level.numteamVotingClients[ cs_offset ] / 2 )
+ {
+ // execute the command, then remove the vote
+ G_SendCommandFromServer( -1, "print \"Team vote passed\n\"" );
+ //
+ 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
+ G_SendCommandFromServer( -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_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;
+ 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;
+
+ //TA: seed the rng
+ srand( level.framenum );
+
+ // get any cvar changes
+ G_UpdateCvars( );
+
+ //
+ // go through all allocated objects
+ //
+ start = trap_Milliseconds( );
+ ent = &g_entities[ 0 ];
+
+ for( i = 0; i < level.num_entities; i++, ent++ )
+ {
+ if( !ent->inuse )
+ continue;
+
+ // clear events that are too old
+ if( level.time - ent->eventTime > EVENT_VALID_MSEC )
+ {
+ if( ent->s.event )
+ {
+ ent->s.event = 0; // &= EV_EVENT_BITS;
+ if ( ent->client )
+ {
+ ent->client->ps.externalEvent = 0;
+ //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;
+
+ //TA: 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 );
+ }
+ 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();
+
+ //TA:
+ G_CountSpawns( );
+ G_CalculateBuildPoints( );
+ G_CalculateStages( );
+ G_SpawnClients( PTE_ALIENS );
+ G_SpawnClients( PTE_HUMANS );
+ G_CalculateAvgPlayers( );
+ G_UpdateZaps( msec );
+
+ //send any pending commands
+ G_ProcessCommandQueues( );
+
+ // 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( PTE_HUMANS );
+ CheckTeamVote( PTE_ALIENS );
+
+ // 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" );
+ }
+}
+