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-rw-r--r--src/game/g_main.c2207
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" );
- }
-}
-