diff options
Diffstat (limited to 'src/game/g_main.c')
-rw-r--r-- | src/game/g_main.c | 2207 |
1 files changed, 0 insertions, 2207 deletions
diff --git a/src/game/g_main.c b/src/game/g_main.c deleted file mode 100644 index 22ff74f7..00000000 --- a/src/game/g_main.c +++ /dev/null @@ -1,2207 +0,0 @@ -// 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" ); - } -} - |