/* =========================================================================== Return to Castle Wolfenstein single player GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Return to Castle Wolfenstein single player GPL Source Code (“RTCW SP Source Code”). RTCW SP Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. RTCW SP Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with RTCW SP Source Code. If not, see . In addition, the RTCW SP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW SP Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #include "g_local.h" level_locals_t level; typedef struct { vmCvar_t *vmCvar; char *cvarName; char *defaultString; int cvarFlags; int modificationCount; // for tracking changes qboolean trackChange; // track this variable, and announce if changed qboolean teamShader; // track and if changed, update shader state } cvarTable_t; gentity_t g_entities[MAX_GENTITIES]; gclient_t g_clients[MAX_CLIENTS]; gentity_t *g_camEnt = NULL; //----(SA) script camera // Rafael gameskill extern int bg_pmove_gameskill_integer; // done vmCvar_t g_gametype; // Rafael gameskill vmCvar_t g_gameskill; // done vmCvar_t g_reloading; //----(SA) added vmCvar_t g_dmflags; vmCvar_t g_fraglimit; vmCvar_t g_timelimit; vmCvar_t g_capturelimit; vmCvar_t g_friendlyFire; vmCvar_t g_password; vmCvar_t g_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_debugBullets; vmCvar_t g_debugAudibleEvents; //----(SA) added vmCvar_t g_headshotMaxDist; //----(SA) added vmCvar_t g_weaponRespawn; vmCvar_t g_motd; vmCvar_t g_syncronousClients; vmCvar_t g_warmup; vmCvar_t g_restarted; vmCvar_t g_log; vmCvar_t g_logSync; vmCvar_t g_blood; vmCvar_t g_podiumDist; vmCvar_t g_podiumDrop; vmCvar_t g_allowVote; vmCvar_t g_needpass; vmCvar_t g_weaponTeamRespawn; vmCvar_t g_doWarmup; vmCvar_t g_teamAutoJoin; vmCvar_t g_teamForceBalance; vmCvar_t g_listEntity; vmCvar_t g_banIPs; vmCvar_t g_filterBan; vmCvar_t g_rankings; vmCvar_t g_enableBreath; vmCvar_t g_smoothClients; vmCvar_t pmove_fixed; vmCvar_t pmove_msec; // Rafael vmCvar_t g_autoactivate; vmCvar_t g_testPain; vmCvar_t g_missionStats; vmCvar_t ai_scriptName; // name of AI script file to run (instead of default for that map) vmCvar_t g_scriptName; // name of script file to run (instead of default for that map) vmCvar_t g_developer; vmCvar_t g_userAim; vmCvar_t g_forceModel; vmCvar_t g_mg42arc; vmCvar_t g_totalPlayTime; vmCvar_t g_attempts; vmCvar_t g_footstepAudibleRange; // JPW NERVE multiplayer reinforcement times vmCvar_t g_redlimbotime; vmCvar_t g_bluelimbotime; // charge times for character class special weapons vmCvar_t g_medicChargeTime; vmCvar_t g_engineerChargeTime; vmCvar_t g_LTChargeTime; vmCvar_t g_soldierChargeTime; // jpw vmCvar_t g_playerStart; // set when the player enters the game cvarTable_t gameCvarTable[] = { // don't override the cheat state set by the system { &g_cheats, "sv_cheats", "", 0, qfalse }, // noset vars { NULL, "gamename", GAMEVERSION, CVAR_SERVERINFO | CVAR_ROM, 0, qfalse }, { NULL, "gamedate", __DATE__, CVAR_ROM, 0, qfalse }, { &g_restarted, "g_restarted", "0", CVAR_ROM, 0, qfalse }, { NULL, "sv_mapname", "", CVAR_SERVERINFO | CVAR_ROM, 0, qfalse }, // latched vars { &g_gametype, "g_gametype", "0", CVAR_SERVERINFO | CVAR_LATCH, 0, qfalse }, // Rafael gameskill { &g_gameskill, "g_gameskill", "2", CVAR_SERVERINFO | CVAR_LATCH, 0, qfalse }, // (SA) new default '2' (was '1') // done { &g_reloading, "g_reloading", "0", CVAR_ROM }, //----(SA) added // JPW NERVE multiplayer stuffs { &g_redlimbotime, "g_redlimbotime", "30000", CVAR_SERVERINFO | CVAR_LATCH, 0, qfalse }, { &g_bluelimbotime, "g_bluelimbotime", "30000", CVAR_SERVERINFO | CVAR_LATCH, 0, qfalse }, { &g_medicChargeTime, "g_medicChargeTime", "45000", CVAR_SERVERINFO | CVAR_LATCH, 0, qfalse }, { &g_engineerChargeTime, "g_engineerChargeTime", "30000", CVAR_SERVERINFO | CVAR_LATCH, 0, qfalse }, { &g_LTChargeTime, "g_LTChargeTime", "20000", CVAR_SERVERINFO | CVAR_LATCH, 0, qfalse }, { &g_soldierChargeTime, "g_soldierChargeTime", "20000", CVAR_SERVERINFO | CVAR_LATCH, 0, qfalse }, // jpw { &g_playerStart, "g_playerStart", "0", CVAR_ROM, 0, qfalse }, { &g_maxclients, "sv_maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE, 0, qfalse }, { &g_maxGameClients, "g_maxGameClients", "0", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE, 0, qfalse }, // change anytime vars { &g_dmflags, "dmflags", "0", CVAR_SERVERINFO | CVAR_ARCHIVE, 0, qtrue }, { &g_fraglimit, "fraglimit", "20", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue }, { &g_timelimit, "timelimit", "0", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue }, { &g_capturelimit, "capturelimit", "8", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue }, { &g_syncronousClients, "g_syncronousClients", "0", CVAR_SYSTEMINFO, 0, qfalse }, { &g_friendlyFire, "g_friendlyFire", "1", CVAR_ARCHIVE, 0, qtrue }, { &g_warmup, "g_warmup", "20", CVAR_ARCHIVE, 0, qtrue }, { &g_doWarmup, "g_doWarmup", "0", 0, 0, qtrue }, { &g_log, "g_log", "games.log", CVAR_ARCHIVE, 0, qfalse }, { &g_logSync, "g_logSync", "0", CVAR_ARCHIVE, 0, qfalse }, { &g_password, "g_password", "", CVAR_USERINFO, 0, qfalse }, { &g_banIPs, "g_banIPs", "", CVAR_ARCHIVE, 0, qfalse }, { &g_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_debugBullets, "g_debugBullets", "0", CVAR_CHEAT, 0, qfalse}, //----(SA) added { &g_debugAudibleEvents, "g_debugAudibleEvents", "0", CVAR_CHEAT, 0, qfalse}, //----(SA) added { &g_headshotMaxDist, "g_headshotMaxDist", "1024", CVAR_CHEAT, 0, qfalse}, //----(SA) added { &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", 0, 0, qfalse }, { &g_listEntity, "g_listEntity", "0", 0, 0, qfalse }, { &g_enableBreath, "g_enableBreath", "1", CVAR_SERVERINFO, 0, qtrue}, { &g_testPain, "g_testPain", "0", CVAR_CHEAT, 0, qfalse }, { &g_missionStats, "g_missionStats", "0", CVAR_ROM, 0, qfalse }, { &g_developer, "developer", "0", CVAR_TEMP, 0, qfalse }, { &g_rankings, "g_rankings", "0", 0, 0, qfalse}, { &g_userAim, "g_userAim", "1", CVAR_CHEAT, 0, qfalse }, { &g_forceModel, "cg_forceModel", "0", CVAR_ARCHIVE, 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_mg42arc, "g_mg42arc", "0", CVAR_TEMP, 0, qfalse}, {&g_totalPlayTime, "g_totalPlayTime", "0", CVAR_ROM, 0, qfalse}, {&g_attempts, "g_attempts", "0", CVAR_ROM, 0, qfalse}, {&g_footstepAudibleRange, "g_footstepAudibleRange", "256", CVAR_CHEAT, 0, qfalse}, {&g_scriptName, "g_scriptName", "", CVAR_ROM, 0, qfalse}, {&ai_scriptName, "ai_scriptName", "", CVAR_ROM, 0, qfalse}, }; // bk001129 - made static to avoid aliasing static int gameCvarTableSize = sizeof( gameCvarTable ) / sizeof( gameCvarTable[0] ); void G_InitGame( int levelTime, int randomSeed, int restart ); void G_RunFrame( int levelTime ); void G_ShutdownGame( int restart ); void CheckExitRules( void ); // Ridah, Cast AI qboolean AICast_VisibleFromPos( vec3_t srcpos, int srcnum, vec3_t destpos, int destnum, qboolean updateVisPos ); qboolean AICast_CheckAttackAtPos( int entnum, int enemy, vec3_t pos, qboolean ducking, qboolean allowHitWorld ); void AICast_Init( void ); // done. void G_RetrieveMoveSpeedsFromClient( int entnum, char *text ); /* ================ vmMain This is the only way control passes into the module. This must be the very first function compiled into the .q3vm file ================ */ #if defined( __MACOS__ ) #pragma export on #endif int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6 ) { #if defined( __MACOS__ ) #pragma export off #endif switch ( command ) { case GAME_INIT: G_InitGame( arg0, arg1, arg2 ); return 0; case GAME_SHUTDOWN: G_ShutdownGame( arg0 ); return 0; case GAME_CLIENT_CONNECT: return (int)ClientConnect( arg0, arg1, arg2 ); case GAME_CLIENT_THINK: ClientThink( arg0 ); return 0; case GAME_CLIENT_USERINFO_CHANGED: ClientUserinfoChanged( arg0 ); return 0; case GAME_CLIENT_DISCONNECT: ClientDisconnect( arg0 ); return 0; case GAME_CLIENT_BEGIN: ClientBegin( arg0 ); return 0; case GAME_CLIENT_COMMAND: ClientCommand( arg0 ); return 0; case GAME_RUN_FRAME: G_RunFrame( arg0 ); return 0; case GAME_CONSOLE_COMMAND: return ConsoleCommand(); case BOTAI_START_FRAME: return BotAIStartFrame( arg0 ); // Ridah, Cast AI case AICAST_VISIBLEFROMPOS: return AICast_VisibleFromPos( (float *)arg0, arg1, (float *)arg2, arg3, arg4 ); case AICAST_CHECKATTACKATPOS: return AICast_CheckAttackAtPos( arg0, arg1, (float *)arg2, arg3, arg4 ); // done. case GAME_RETRIEVE_MOVESPEEDS_FROM_CLIENT: G_RetrieveMoveSpeedsFromClient( arg0, (char *)arg1 ); return 0; case GAME_GETMODELINFO: return G_GetModelInfo( arg0, (char *)arg1, (animModelInfo_t **)arg2 ); } return -1; } void QDECL G_Printf( const char *fmt, ... ) { va_list argptr; char text[1024]; va_start( argptr, fmt ); vsprintf( text, fmt, argptr ); va_end( argptr ); trap_Printf( text ); } void QDECL G_DPrintf( const char *fmt, ... ) { va_list argptr; char text[1024]; if ( !g_developer.integer ) { return; } va_start( argptr, fmt ); vsprintf( text, fmt, argptr ); va_end( argptr ); trap_Printf( text ); } void QDECL G_Error( const char *fmt, ... ) { va_list argptr; char text[1024]; va_start( argptr, fmt ); vsprintf( text, fmt, argptr ); va_end( argptr ); trap_Error( text ); } qboolean G_canStealthStab( int aiChar ) { switch ( aiChar ) { case AICHAR_SOLDIER: case AICHAR_AMERICAN: case AICHAR_ELITEGUARD: case AICHAR_BLACKGUARD: case AICHAR_PARTISAN: case AICHAR_CIVILIAN: return qtrue; } return qfalse; } /* ============== G_EndGame ============== */ void G_EndGame( void ) { trap_Endgame(); } #define CH_KNIFE_DIST 48 // from g_weapon.c #define CH_LADDER_DIST 100 #define CH_WATER_DIST 100 #define CH_BREAKABLE_DIST 64 #define CH_DOOR_DIST 96 #define CH_ACTIVATE_DIST 96 #define CH_EXIT_DIST 256 #define CH_FRIENDLY_DIST 1024 // distance at which you can identify if someone is a friend #define CH_MAX_DIST 1024 // use the largest value from above #define CH_MAX_DIST_ZOOM 8192 // max dist for zooming hints /* ============== G_CheckForCursorHints non-AI's check for cursor hint contacts server-side because there's info we want to show that the client just doesn't know about. (health or other info of an explosive,invisible_users,items,etc.) traceEnt is the ent hit by the trace, checkEnt is the ent that is being checked against (in case the traceent was an invisible_user or something) ============== */ static int nextCheckTime = 0; //----(SA) can't include ai_cast.h that has the 'real' defines for these #define AITEAM_NAZI 0 #define AITEAM_ALLIES 1 #define AITEAM_MONSTER 2 #define AITEAM_NEUTRAL 7 // yes, '7' void G_CheckForCursorHints( gentity_t *ent ) { vec3_t forward, right, up, offset, end; trace_t *tr; float dist; gentity_t *checkEnt, *traceEnt = 0; playerState_t *ps; int hintType, hintDist, hintVal, oldHintType; qboolean zooming, indirectHit; // indirectHit means the checkent was not the ent hit by the trace (checkEnt!=traceEnt) int trace_contents; // DHM - Nerve // FIXME: no need at all to do this trace/string comparison every frame. // stagger it at least a little bit // if(!servercursorhints) // return; if ( !ent->client ) { return; } ps = &ent->client->ps; // don't change anything if reloading. just set the exit hint if ( g_reloading.integer == RELOAD_NEXTMAP_WAITING ) { ps->serverCursorHint = HINT_EXIT; ps->serverCursorHintVal = 0; return; } // player->client->ps.serverCursorHint = HINT_EXIT; if ( ps->aiChar != AICHAR_NONE ) { return; } if ( nextCheckTime > level.time ) { return; } nextCheckTime = level.time + 100; // wait a little before checking again (10hz) indirectHit = qfalse; zooming = (qboolean)( ps->eFlags & EF_ZOOMING ); AngleVectors( ps->viewangles, forward, right, up ); //----(SA) modified to use shared routine for finding start point CalcMuzzlePointForActivate( ent, forward, right, up, offset ); if ( zooming ) { VectorMA( offset, CH_MAX_DIST_ZOOM, forward, end ); } else { VectorMA( offset, CH_MAX_DIST, forward, end ); } tr = &ps->serverCursorHintTrace; trace_contents = ( CONTENTS_TRIGGER | CONTENTS_SOLID | CONTENTS_PLAYERCLIP | CONTENTS_BODY | CONTENTS_CORPSE ); // SP fine checking corpses trap_Trace( tr, offset, NULL, NULL, end, ps->clientNum, trace_contents ); oldHintType = ps->serverCursorHint; // store the old one so we know when there's a transition // reset all hintType = ps->serverCursorHint = HINT_NONE; hintVal = ps->serverCursorHintVal = 0; if ( zooming ) { dist = tr->fraction * CH_MAX_DIST_ZOOM; hintDist = CH_MAX_DIST_ZOOM; } else { dist = tr->fraction * CH_MAX_DIST; hintDist = CH_MAX_DIST; } if ( tr->fraction == 1 ) { return; } traceEnt = &g_entities[tr->entityNum]; // // WORLD // if ( tr->entityNum == ENTITYNUM_WORLD ) { if ( tr->contents & CONTENTS_WATER ) { hintDist = CH_WATER_DIST; hintType = HINT_WATER; } // ladder else if ( ( tr->surfaceFlags & SURF_LADDER ) && !( ps->pm_flags & PMF_LADDER ) ) { hintDist = CH_LADDER_DIST; hintType = HINT_LADDER; } } // // PEOPLE // else if ( tr->entityNum < MAX_CLIENTS ) { if ( ent->s.weapon == WP_KNIFE ) { vec3_t pforward, eforward; qboolean canKnife = qfalse; // only knife certain characters if ( G_canStealthStab( traceEnt->client->ps.aiChar ) ) { canKnife = qtrue; } if ( canKnife ) { AngleVectors( ent->client->ps.viewangles, pforward, NULL, NULL ); AngleVectors( traceEnt->client->ps.viewangles, eforward, NULL, NULL ); // (SA) TODO: neutralize pitch (so only yaw is considered)? if ( DotProduct( eforward, pforward ) > 0.9f ) { // from behind hintType = HINT_KNIFE; hintDist = CH_KNIFE_DIST; } } } // check for friendly. if ( traceEnt->aiTeam == AITEAM_ALLIES || traceEnt->aiTeam == AITEAM_NEUTRAL ) { hintType = HINT_PLYR_FRIEND; hintDist = CH_FRIENDLY_DIST; // far, since this will be used to determine whether to shoot bullet weaps or not } // DHM - Nerve if ( g_gametype.integer == GT_WOLF ) { if ( ps->stats[ STAT_PLAYER_CLASS ] == PC_MEDIC ) { if ( traceEnt->client && traceEnt->client->ps.pm_type == PM_DEAD && !( traceEnt->client->ps.pm_flags & PMF_LIMBO ) ) { hintDist = CH_ACTIVATE_DIST; hintType = HINT_BUILD; hintVal = ( (float)traceEnt->client->medicHealAmt / 80.f ) * 255.f; // also send health to client for visualization if ( hintVal > 255 ) { hintVal = 255; } } } } // dhm - Nerve } // // OTHER ENTITIES // else { checkEnt = traceEnt; // check invisible_users first since you don't want to draw a hint based // on that ent, but rather on what they are targeting. // so find the target and set checkEnt to that to show the proper hint. if ( traceEnt->s.eType == ET_GENERAL ) { // ignore trigger_aidoor. can't just not trace for triggers, since I need invisible_users... // damn, I would like to ignore some of these triggers though. if ( !Q_stricmp( traceEnt->classname, "trigger_aidoor" ) ) { return; } if ( !Q_stricmp( traceEnt->classname, "func_invisible_user" ) ) { indirectHit = qtrue; // DHM - Nerve :: Put this back in only in multiplayer if ( g_gametype.integer == GT_WOLF && traceEnt->s.dmgFlags ) { // hint icon specified in entity hintType = traceEnt->s.dmgFlags; hintDist = CH_ACTIVATE_DIST; checkEnt = 0; } else { // use target for hint icon checkEnt = G_Find( NULL, FOFS( targetname ), traceEnt->target ); if ( !checkEnt ) { // no target found hintType = HINT_BAD_USER; hintDist = CH_MAX_DIST_ZOOM; // show this one from super far for debugging } } } } if ( checkEnt ) { if ( checkEnt->s.eType == ET_GENERAL ) { // this is effectively an 'exit' brush. they should be created with: // // classname = 'ai_trigger' // ainame = 'player' // target = 'endmap' // if ( !Q_stricmp( traceEnt->classname, "ai_trigger" ) ) { if ( ( !Q_stricmp( traceEnt->aiName, "player" ) ) && ( !Q_stricmp( traceEnt->target, "endmap" ) ) ) { hintDist = CH_EXIT_DIST; if ( G_SendMissionStats() ) { // update the 'time' in the exit stats if ( zooming ) { hintType = HINT_EXIT_FAR; } else { hintType = HINT_EXIT; } } else { if ( zooming ) { hintType = HINT_NOEXIT_FAR; } else { hintType = HINT_NOEXIT; } } // show distance in the cursorhint bar if ( dist <= 255 ) { hintVal = (int)dist; // range for this hint is 256, so it happens to translate nicely } else { hintVal = 255; } } } } else if ( checkEnt->s.eType == ET_MG42 ) { // DHM - Nerve :: Engineers can repair turrets if ( g_gametype.integer == GT_WOLF ) { hintDist = CH_ACTIVATE_DIST; hintType = HINT_MG42; if ( ps->stats[ STAT_PLAYER_CLASS ] == PC_ENGINEER ) { if ( !traceEnt->takedamage ) { hintType = HINT_BUILD; hintVal = traceEnt->health; if ( hintVal > 255 ) { hintVal = 255; } } } } // dhm - end else { if ( ent->s.weapon != WP_SNIPERRIFLE && ent->s.weapon != WP_SNOOPERSCOPE && ent->s.weapon != WP_FG42SCOPE ) { if ( traceEnt->takedamage ) { hintDist = CH_ACTIVATE_DIST; hintType = HINT_MG42; } } } } else if ( checkEnt->s.eType == ET_EXPLOSIVE ) { if ( checkEnt->takedamage && checkEnt->health > 0 ) { // 0 health explosives are not breakable hintDist = CH_BREAKABLE_DIST; hintType = HINT_BREAKABLE; hintVal = checkEnt->health; // also send health to client for visualization } } else if ( checkEnt->s.eType == ET_ALARMBOX ) { if ( checkEnt->health > 0 ) { // hintDist = CH_BREAKABLE_DIST; hintType = HINT_ACTIVATE; } } else if ( checkEnt->s.eType == ET_ITEM ) { gitem_t *it; it = &bg_itemlist[checkEnt->item - bg_itemlist]; hintDist = CH_ACTIVATE_DIST; switch ( it->giType ) { case IT_HEALTH: if ( !( checkEnt->s.density == ( 1 << 9 ) ) ) { // (10 bits of data transmission for density) hintType = HINT_HEALTH; } break; case IT_TREASURE: hintType = HINT_TREASURE; break; case IT_CLIPBOARD: hintType = HINT_CLIPBOARD; break; case IT_WEAPON: hintType = HINT_WEAPON; break; case IT_AMMO: hintType = HINT_AMMO; break; case IT_ARMOR: hintType = HINT_ARMOR; break; case IT_POWERUP: if ( !( checkEnt->s.density == ( 1 << 9 ) ) ) { // (10 bits of data transmission for density) hintType = HINT_POWERUP; } break; case IT_HOLDABLE: hintType = HINT_HOLDABLE; break; case IT_KEY: hintType = HINT_INVENTORY; break; case IT_TEAM: case IT_BAD: default: break; } } else if ( checkEnt->s.eType == ET_MOVER ) { if ( !Q_stricmp( checkEnt->classname, "func_door_rotating" ) ) { if ( checkEnt->moverState == MOVER_POS1ROTATE || // stationary/closed ( checkEnt->moverState == MOVER_POS2ROTATE && checkEnt->flags & FL_TOGGLE ) ) { // toggle door that's open hintDist = CH_DOOR_DIST; hintType = HINT_DOOR_ROTATING; if ( checkEnt->key >= KEY_LOCKED_TARGET ) { // locked // hintType = HINT_DOOR_ROTATING_LOCKED; } } } else if ( !Q_stricmp( checkEnt->classname, "func_door" ) ) { if ( checkEnt->moverState == MOVER_POS1 || // stationary/closed ( checkEnt->moverState == MOVER_POS2 && checkEnt->flags & FL_TOGGLE ) ) { // toggle door that's open hintDist = CH_DOOR_DIST; hintType = HINT_DOOR; if ( checkEnt->key >= KEY_LOCKED_TARGET ) { // locked // hintType = HINT_DOOR_LOCKED; } } } else if ( !Q_stricmp( checkEnt->classname, "func_button" ) ) { hintDist = CH_ACTIVATE_DIST; hintType = HINT_BUTTON; } else if ( !Q_stricmp( checkEnt->classname, "props_flamebarrel" ) ) { hintDist = CH_BREAKABLE_DIST; hintType = HINT_BREAKABLE; } else if ( !Q_stricmp( checkEnt->classname, "props_statue" ) ) { hintDist = CH_BREAKABLE_DIST; hintType = HINT_BREAKABLE; } else if ( strstr( checkEnt->classname, "chair" ) ) { hintDist = CH_ACTIVATE_DIST; hintType = HINT_CHAIR; } } // DHM - Nerve :: Handle wolf multiplayer hints if ( g_gametype.integer == GT_WOLF ) { if ( checkEnt->s.eType == ET_MISSILE ) { if ( ps->stats[ STAT_PLAYER_CLASS ] == PC_ENGINEER ) { hintDist = CH_ACTIVATE_DIST; hintType = HINT_BUILD; hintVal = checkEnt->health; // also send health to client for visualization if ( hintVal > 255 ) { hintVal = 255; } } } } // dhm - end // hint icon specified in check entity (possibly an entity targeted by an invis_user) and appropriate contact was made, so hintType was set // first try the checkent... if ( checkEnt->s.dmgFlags && hintType ) { hintType = checkEnt->s.dmgFlags; } } // then the traceent if ( traceEnt->s.dmgFlags && ( hintType || indirectHit ) ) { hintType = traceEnt->s.dmgFlags; // set up any forced max distances for specified hints switch ( hintType ) { case HINT_KNIFE: if ( ent->s.weapon == WP_KNIFE ) { hintDist = CH_KNIFE_DIST; } else { hintType = 0; // no knife, clear it } break; case HINT_BREAKABLE: hintDist = CH_BREAKABLE_DIST; break; case HINT_LADDER: hintDist = CH_LADDER_DIST; break; default: hintDist = CH_ACTIVATE_DIST; break; } } } if ( zooming ) { hintDist = CH_MAX_DIST_ZOOM; // zooming can eat a lot of potential hints switch ( hintType ) { // allow while zooming case HINT_MG42: case HINT_PLAYER: case HINT_TREASURE: case HINT_LADDER: case HINT_EXIT_FAR: case HINT_NOEXIT: case HINT_NOEXIT_FAR: case HINT_PLYR_FRIEND: case HINT_PLYR_NEUTRAL: case HINT_PLYR_ENEMY: case HINT_PLYR_UNKNOWN: break; default: return; } } if ( dist <= hintDist ) { ps->serverCursorHint = hintType; ps->serverCursorHintVal = hintVal; } // Com_Printf("hint: %d\n", ps->serverCursorHint); } /* ================ 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; } //----(SA) this was never setting a master except for tramcar's... if ( !Q_stricmp( e->classname, "func_tramcar" ) ) { if ( e->spawnflags & 8 ) { // leader e->teammaster = e; } else { continue; } } else { e->teammaster = e; } //----(SA) end 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->key = e->key; // (SA) I can't set the key here since the master door hasn't finished spawning yet and therefore has a key of -1 e2->flags |= FL_TEAMSLAVE; if ( !Q_stricmp( e2->classname, "func_tramcar" ) ) { trap_UnlinkEntity( e2 ); } // make sure that targets only point at the master if ( e2->targetname ) { e->targetname = e2->targetname; // Rafael // note to self: added this because of problems // pertaining to keys and double doors if ( Q_stricmp( e2->classname, "func_door_rotating" ) ) { e2->targetname = NULL; } } } } } if ( trap_Cvar_VariableIntegerValue( "g_gametype" ) != GT_SINGLE_PLAYER ) { G_Printf( "%i teams with %i entities\n", c, c2 ); } } /* ============== G_RemapTeamShaders ============== */ void G_RemapTeamShaders() { #ifdef MISSIONPACK char string[1024]; float f = level.time * 0.001; Com_sprintf( string, sizeof( string ), "team_icon/%s_red", g_redteam.string ); AddRemap( "textures/ctf2/redteam01", string, f ); AddRemap( "textures/ctf2/redteam02", string, f ); Com_sprintf( string, sizeof( string ), "team_icon/%s_blue", g_blueteam.string ); AddRemap( "textures/ctf2/blueteam01", string, f ); AddRemap( "textures/ctf2/blueteam02", string, f ); trap_SetConfigstring( CS_SHADERSTATE, BuildShaderStateConfig() ); #endif } /* ================= G_RegisterCvars ================= */ void G_RegisterCvars( void ) { int i; cvarTable_t *cv; qboolean remapped = qfalse; for ( i = 0, cv = gameCvarTable ; i < gameCvarTableSize ; i++, cv++ ) { trap_Cvar_Register( cv->vmCvar, cv->cvarName, cv->defaultString, cv->cvarFlags ); if ( cv->vmCvar ) { cv->modificationCount = cv->vmCvar->modificationCount; } if ( cv->teamShader ) { remapped = qtrue; } } if ( remapped ) { G_RemapTeamShaders(); } // check some things if ( g_gametype.integer < 0 || g_gametype.integer >= GT_MAX_GAME_TYPE ) { G_Printf( "g_gametype %i is out of range, defaulting to 0\n", g_gametype.integer ); trap_Cvar_Set( "g_gametype", "0" ); } // Rafael gameskill if ( g_gameskill.integer < GSKILL_EASY || g_gameskill.integer > GSKILL_MAX ) { G_Printf( "g_gameskill %i is out of range, default to medium\n", g_gameskill.integer ); trap_Cvar_Set( "g_gameskill", va( "%d", GSKILL_MEDIUM ) ); // default to medium } bg_pmove_gameskill_integer = g_gameskill.integer; // done level.warmupModificationCount = g_warmup.modificationCount; } extern void AICast_CastScriptThink( void ) ; /* ================= G_UpdateCvars ================= */ void G_UpdateCvars( void ) { int i; cvarTable_t *cv; qboolean remapped = qfalse; for ( i = 0, cv = gameCvarTable ; i < gameCvarTableSize ; i++, cv++ ) { if ( cv->vmCvar ) { trap_Cvar_Update( cv->vmCvar ); if ( cv->modificationCount != cv->vmCvar->modificationCount ) { cv->modificationCount = cv->vmCvar->modificationCount; if ( cv->trackChange ) { trap_SendServerCommand( -1, va( "print \"Server: %s changed to %s\n\"", cv->cvarName, cv->vmCvar->string ) ); } if ( cv->teamShader ) { remapped = qtrue; } // check for changed values for particular cvars if ( !Q_stricmp( cv->cvarName, "g_playerStart" ) ) { gentity_t *player; player = AICast_FindEntityForName( "player" ); if ( player && cv->vmCvar->integer ) { char filename[MAX_QPATH]; char mapname[MAX_QPATH]; // RF, we need to save the game after the "playestart" is called, but before the // camera is actually started (since the camera needs to be triggered on loading the game) // So we should call the script, but not let it actually run. Therefore upon loading, the // script should run, and the camera start. saveGamePending = qtrue; // set this temporarily so we dont actually run the script just yet AICast_ScriptEvent( AICast_GetCastState( player->s.number ), "playerstart", "" ); saveGamePending = qfalse; // set it back // save the "autosave\\" savegame, which is taken before any cameras have been played trap_Cvar_VariableStringBuffer( "mapname", mapname, sizeof( mapname ) ); Q_strncpyz( filename, "autosave\\", sizeof( filename ) ); Q_strcat( filename, sizeof( filename ), mapname ); G_SaveGame( filename ); // now let it think AICast_CastScriptThink(); // if we are not watching a cutscene, save the game if ( !g_entities[0].client->cameraPortal ) { G_SaveGame( NULL ); } trap_Cvar_Set( "cg_norender", "0" ); // camera has started, render 'on' trap_Cvar_Set( "g_playerstart", "0" ); // reset calling of "playerstart" from script } } } } } if ( remapped ) { G_RemapTeamShaders(); } } /* ============== G_SpawnScriptCamera create the game entity that's used for camera<->script communication and portal location for camera view ============== */ void G_SpawnScriptCamera( void ) { if ( g_camEnt ) { G_FreeEntity( g_camEnt ); } g_camEnt = G_Spawn(); g_camEnt->scriptName = "scriptcamera"; g_camEnt->s.eType = ET_CAMERA; g_camEnt->s.apos.trType = TR_STATIONARY; g_camEnt->s.apos.trTime = 0; g_camEnt->s.apos.trDuration = 0; VectorCopy( g_camEnt->s.angles, g_camEnt->s.apos.trBase ); VectorClear( g_camEnt->s.apos.trDelta ); g_camEnt->s.frame = 0; g_camEnt->r.svFlags |= SVF_NOCLIENT; // only broadcast when in use if ( g_camEnt->s.number >= MAX_CLIENTS && g_camEnt->scriptName ) { G_Script_ScriptParse( g_camEnt ); G_Script_ScriptEvent( g_camEnt, "spawn", "" ); } } /* ============== G_SendMissionStats for updating the g_missionStats string to the client ============== */ int G_SendMissionStats() { char cmd[MAX_QPATH]; gentity_t *player; int i, attempts = 0, playtime = 0, minutes, objs = 0, sec = 0, treas = 0; int canExit = 0; player = AICast_FindEntityForName( "player" ); if ( player ) { attempts = AICast_NumAttempts( player->s.number ) + 1; // attempts tracks '0' as attempt 1 AICast_AgePlayTime( player->s.number ); playtime = AICast_PlayTime( player->s.number ); for ( i = 0; i < 8; i++ ) { // max objectives is '8'. FIXME: use #define somewhere if ( player->missionObjectives & ( 1 << i ) ) { objs++; } } sec = player->numSecretsFound; treas = player->numTreasureFound; } memset( cmd, 0, sizeof( cmd ) ); Q_strcat( cmd, sizeof( cmd ), "s=" ); // 'kills' no longer tracked if ( playtime < 3600000 ) { minutes = ( playtime / 1000 ) / 60; } else { minutes = ( ( playtime % 3600000 ) / 1000 ) / 60; // handle hours in a map } Q_strcat( cmd, sizeof( cmd ), va( ",%i,%i,%i", ( ( playtime / 1000 ) / 60 ) / 60, minutes, ( playtime / 1000 ) % 60 ) ); // objectives Q_strcat( cmd, sizeof( cmd ), va( ",%i,%i", objs, level.numObjectives ) ); if ( objs >= level.numObjectives ) { // you're ready to go! canExit = 1; } // secrets Q_strcat( cmd, sizeof( cmd ), va( ",%i,%i", sec, level.numSecrets ) ); // treasure Q_strcat( cmd, sizeof( cmd ), va( ",%i,%i", treas, level.numTreasure ) ); // attempts Q_strcat( cmd, sizeof( cmd ), va( ",%i", attempts ) ); // trap_Cvar_Set( "g_missionStats", cmd ); // changing to a configstring (should help w/ savegame, no?) trap_SetConfigstring( CS_MISSIONSTATS, cmd ); return canExit; } /* ============ G_InitGame ============ */ extern void trap_Cvar_Reset( const char *var_name ); void G_InitGame( int levelTime, int randomSeed, int restart ) { int i; if ( trap_Cvar_VariableIntegerValue( "g_gametype" ) != GT_SINGLE_PLAYER ) { G_Printf( "------- Game Initialization -------\n" ); G_Printf( "gamename: %s\n", GAMEVERSION ); G_Printf( "gamedate: %s\n", __DATE__ ); } srand( randomSeed ); G_RegisterCvars(); G_ProcessIPBans(); G_InitMemory(); // set some level globals memset( &level, 0, sizeof( level ) ); level.time = levelTime; level.startTime = levelTime; level.numSecrets = 0; //----(SA) added // don't need it. // level.snd_fry = G_SoundIndex("sound/player/fry.wav"); // FIXME standing in lava / slime level.bulletRicochetSound = G_SoundIndex( "bulletRicochet" ); level.snipersound = G_SoundIndex( "sound/weapons/mauser/mauserf1.wav" ); //----(SA) added sound caching level.knifeSound[0] = G_SoundIndex( "sound/weapons/knife/knife_hitwall1.wav" ); //----(SA) end // RF, init the anim scripting level.animScriptData.soundIndex = G_SoundIndex; level.animScriptData.playSound = G_AnimScriptSound; if ( g_gametype.integer != GT_SINGLE_PLAYER && g_log.string[0] ) { if ( g_logSync.integer ) { trap_FS_FOpenFile( g_log.string, &level.logFile, FS_APPEND_SYNC ); } else { trap_FS_FOpenFile( g_log.string, &level.logFile, FS_APPEND ); } if ( !level.logFile ) { G_Printf( "WARNING: Couldn't open logfile: %s\n", g_log.string ); } else { char serverinfo[MAX_INFO_STRING]; trap_GetServerinfo( serverinfo, sizeof( serverinfo ) ); G_LogPrintf( "------------------------------------------------------------\n" ); G_LogPrintf( "InitGame: %s\n", serverinfo ); } } else { if ( trap_Cvar_VariableIntegerValue( "g_gametype" ) != GT_SINGLE_PLAYER ) { G_Printf( "Not logging to disk.\n" ); } } G_InitWorldSession(); // initialize all entities for this game memset( g_entities, 0, MAX_GENTITIES * sizeof( g_entities[0] ) ); level.gentities = g_entities; // initialize all clients for this game level.maxclients = g_maxclients.integer; memset( g_clients, 0, MAX_CLIENTS * sizeof( g_clients[0] ) ); level.clients = g_clients; // set client fields on player ents for ( i = 0 ; i < 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] ) ); // Ridah if ( g_gametype.integer == GT_SINGLE_PLAYER ) { char s[10]; // Ridah, initialize cast AI system // DHM - Nerve :: Moved this down so that it only happens in SinglePlayer games AICast_Init(); // done. AICast_ScriptLoad(); trap_Cvar_VariableStringBuffer( "g_missionStats", s, sizeof( s ) ); if ( strlen( s ) < 1 ) { // g_missionStats is used to get the player to press a key to begin trap_Cvar_Set( "g_missionStats", "xx" ); } for ( i = 0; i < 8; i++ ) { // max objective cvars: 8 (FIXME: use #define somewhere) trap_Cvar_Set( va( "g_objective%i", i + 1 ), "0" ); // clear the objective ROM cvars } trap_Cvar_Set( "cg_yougotMail", "0" ); } G_Script_ScriptLoad(); // done. // reserve some spots for dead player bodies InitBodyQue(); ClearRegisteredItems(); // parse the key/value pairs and spawn gentities G_SpawnEntitiesFromString(); // create the camera entity that will communicate with the scripts G_SpawnScriptCamera(); // general initialization G_FindTeams(); // make sure we have flags for CTF, etc if ( g_gametype.integer >= GT_TEAM ) { G_CheckTeamItems(); } SaveRegisteredItems(); if ( trap_Cvar_VariableIntegerValue( "g_gametype" ) != GT_SINGLE_PLAYER ) { G_Printf( "-----------------------------------\n" ); } if ( g_gametype.integer == GT_SINGLE_PLAYER || trap_Cvar_VariableIntegerValue( "com_buildScript" ) ) { G_ModelIndex( SP_PODIUM_MODEL ); G_SoundIndex( "sound/player/gurp1.wav" ); G_SoundIndex( "sound/player/gurp2.wav" ); } if ( trap_Cvar_VariableIntegerValue( "bot_enable" ) ) { BotAISetup( restart ); BotAILoadMap( restart ); // G_InitBots( restart ); } G_RemapTeamShaders(); } /* ================= G_ShutdownGame ================= */ void G_ShutdownGame( int restart ) { if ( g_gametype.integer != GT_SINGLE_PLAYER ) { G_Printf( "==== ShutdownGame ====\n" ); } if ( level.logFile ) { G_LogPrintf( "ShutdownGame:\n" ); G_LogPrintf( "------------------------------------------------------------\n" ); trap_FS_FCloseFile( level.logFile ); } // RF, update the playtime if ( g_gametype.integer == GT_SINGLE_PLAYER ) { AICast_AgePlayTime( 0 ); } // Ridah, shutdown the Botlib, so weapons and things get reset upon doing a "map xxx" command if ( trap_Cvar_VariableIntegerValue( "bot_enable" ) ) { int i; // Ridah, kill AI cast's for ( i = 0 ; i < g_maxclients.integer ; i++ ) { if ( g_entities[i].r.svFlags & SVF_CASTAI ) { trap_DropClient( i, "Drop Cast AI" ); } } // done. } // done. // write all the client session data so we can get it back G_WriteSessionData(); if ( trap_Cvar_VariableIntegerValue( "bot_enable" ) ) { BotAIShutdown( restart ); } } //=================================================================== #if !defined( GAME_HARD_LINKED ) || defined( __MACOS__ ) // this is only here so the functions in q_shared.c and bg_*.c can link void QDECL Com_Error( int level, const char *error, ... ) { va_list argptr; char text[1024]; va_start( argptr, error ); vsprintf( text, error, argptr ); va_end( argptr ); G_Error( "%s", text ); } void QDECL Com_Printf( const char *msg, ... ) { va_list argptr; char text[1024]; va_start( argptr, msg ); vsprintf( text, msg, argptr ); va_end( argptr ); G_Printf( "%s", text ); } #endif /* ======================================================================== PLAYER COUNTING / SCORE SORTING ======================================================================== */ /* ============= AddTournamentPlayer If there are less than two tournament players, put a spectator in the game and restart ============= */ void AddTournamentPlayer( void ) { int i; gclient_t *client; gclient_t *nextInLine; if ( level.numPlayingClients >= 2 ) { return; } // never change during intermission if ( level.intermissiontime ) { return; } nextInLine = NULL; for ( i = 0 ; i < level.maxclients ; i++ ) { client = &level.clients[i]; if ( client->pers.connected != CON_CONNECTED ) { continue; } if ( client->sess.sessionTeam != TEAM_SPECTATOR ) { continue; } // never select the dedicated follow or scoreboard clients if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD || client->sess.spectatorClient < 0 ) { continue; } if ( !nextInLine || client->sess.spectatorTime < nextInLine->sess.spectatorTime ) { nextInLine = client; } } if ( !nextInLine ) { return; } level.warmupTime = -1; // set them to free-for-all team SetTeam( &g_entities[ nextInLine - level.clients ], "f" ); } /* ======================= RemoveTournamentLoser Make the loser a spectator at the back of the line ======================= */ void RemoveTournamentLoser( void ) { int clientNum; if ( level.numPlayingClients != 2 ) { return; } clientNum = level.sortedClients[1]; if ( level.clients[ clientNum ].pers.connected != CON_CONNECTED ) { return; } // make them a spectator SetTeam( &g_entities[ clientNum ], "s" ); } /* ======================= AdjustTournamentScores ======================= */ void AdjustTournamentScores( void ) { int clientNum; clientNum = level.sortedClients[0]; if ( level.clients[ clientNum ].pers.connected == CON_CONNECTED ) { level.clients[ clientNum ].sess.wins++; ClientUserinfoChanged( clientNum ); } clientNum = level.sortedClients[1]; if ( level.clients[ clientNum ].pers.connected == CON_CONNECTED ) { level.clients[ clientNum ].sess.losses++; ClientUserinfoChanged( clientNum ); } } /* ============= SortRanks ============= */ int QDECL SortRanks( const void *a, const void *b ) { gclient_t *ca, *cb; ca = &level.clients[*(int *)a]; cb = &level.clients[*(int *)b]; // sort special clients last if ( ca->sess.spectatorState == SPECTATOR_SCOREBOARD || ca->sess.spectatorClient < 0 ) { return 1; } if ( cb->sess.spectatorState == SPECTATOR_SCOREBOARD || cb->sess.spectatorClient < 0 ) { return -1; } // then connecting clients if ( ca->pers.connected == CON_CONNECTING ) { return 1; } if ( cb->pers.connected == CON_CONNECTING ) { return -1; } // then spectators if ( ca->sess.sessionTeam == TEAM_SPECTATOR && cb->sess.sessionTeam == TEAM_SPECTATOR ) { if ( ca->sess.spectatorTime < cb->sess.spectatorTime ) { return -1; } if ( ca->sess.spectatorTime > cb->sess.spectatorTime ) { return 1; } return 0; } if ( ca->sess.sessionTeam == TEAM_SPECTATOR ) { return 1; } if ( cb->sess.sessionTeam == TEAM_SPECTATOR ) { return -1; } // then sort by score if ( ca->ps.persistant[PERS_SCORE] > cb->ps.persistant[PERS_SCORE] ) { return -1; } if ( ca->ps.persistant[PERS_SCORE] < cb->ps.persistant[PERS_SCORE] ) { return 1; } return 0; } /* ============ CalculateRanks Recalculates the score ranks of all players This will be called on every client connect, begin, disconnect, death, and team change. ============ */ void CalculateRanks( void ) { int i; int rank; int score; int newScore; gclient_t *cl; level.follow1 = -1; level.follow2 = -1; level.numConnectedClients = 0; level.numNonSpectatorClients = 0; level.numPlayingClients = 0; level.numVotingClients = 0; // don't count bots for ( i = 0; i < TEAM_NUM_TEAMS; i++ ) { level.numteamVotingClients[i] = 0; } for ( i = 0 ; i < level.maxclients ; i++ ) { if ( level.clients[i].pers.connected != CON_DISCONNECTED ) { level.sortedClients[level.numConnectedClients] = i; level.numConnectedClients++; if ( level.clients[i].sess.sessionTeam != TEAM_SPECTATOR ) { level.numNonSpectatorClients++; // decide if this should be auto-followed if ( level.clients[i].pers.connected == CON_CONNECTED ) { level.numPlayingClients++; if ( !( g_entities[i].r.svFlags & SVF_BOT ) ) { level.numVotingClients++; if ( level.clients[i].sess.sessionTeam == TEAM_RED ) { level.numteamVotingClients[0]++; } else if ( level.clients[i].sess.sessionTeam == TEAM_BLUE ) { level.numteamVotingClients[1]++; } } if ( level.follow1 == -1 ) { level.follow1 = i; } else if ( level.follow2 == -1 ) { level.follow2 = i; } } } } } qsort( level.sortedClients, level.numConnectedClients, sizeof( level.sortedClients[0] ), SortRanks ); // set the rank value for all clients that are connected and not spectators if ( g_gametype.integer >= GT_TEAM ) { // in team games, rank is just the order of the teams, 0=red, 1=blue, 2=tied for ( i = 0; i < level.numConnectedClients; i++ ) { cl = &level.clients[ level.sortedClients[i] ]; if ( level.teamScores[TEAM_RED] == level.teamScores[TEAM_BLUE] ) { cl->ps.persistant[PERS_RANK] = 2; } else if ( level.teamScores[TEAM_RED] > level.teamScores[TEAM_BLUE] ) { cl->ps.persistant[PERS_RANK] = 0; } else { cl->ps.persistant[PERS_RANK] = 1; } } } else { rank = -1; score = 0; for ( i = 0; i < level.numPlayingClients; i++ ) { cl = &level.clients[ level.sortedClients[i] ]; newScore = cl->ps.persistant[PERS_SCORE]; if ( i == 0 || newScore != score ) { rank = i; // assume we aren't tied until the next client is checked level.clients[ level.sortedClients[i] ].ps.persistant[PERS_RANK] = rank; } else { // we are tied with the previous client level.clients[ level.sortedClients[i - 1] ].ps.persistant[PERS_RANK] = rank | RANK_TIED_FLAG; level.clients[ level.sortedClients[i] ].ps.persistant[PERS_RANK] = rank | RANK_TIED_FLAG; } score = newScore; if ( g_gametype.integer == GT_SINGLE_PLAYER && level.numPlayingClients == 1 ) { level.clients[ level.sortedClients[i] ].ps.persistant[PERS_RANK] = rank | RANK_TIED_FLAG; } } } // set the CS_SCORES1/2 configstrings, which will be visible to everyone if ( g_gametype.integer >= GT_TEAM ) { trap_SetConfigstring( CS_SCORES1, va( "%i", level.teamScores[TEAM_RED] ) ); trap_SetConfigstring( CS_SCORES2, va( "%i", level.teamScores[TEAM_BLUE] ) ); } else { if ( level.numConnectedClients == 0 ) { trap_SetConfigstring( CS_SCORES1, va( "%i", SCORE_NOT_PRESENT ) ); trap_SetConfigstring( CS_SCORES2, va( "%i", SCORE_NOT_PRESENT ) ); } else if ( level.numConnectedClients == 1 ) { trap_SetConfigstring( CS_SCORES1, va( "%i", level.clients[ level.sortedClients[0] ].ps.persistant[PERS_SCORE] ) ); trap_SetConfigstring( CS_SCORES2, va( "%i", SCORE_NOT_PRESENT ) ); } else { trap_SetConfigstring( CS_SCORES1, va( "%i", level.clients[ level.sortedClients[0] ].ps.persistant[PERS_SCORE] ) ); trap_SetConfigstring( CS_SCORES2, va( "%i", level.clients[ level.sortedClients[1] ].ps.persistant[PERS_SCORE] ) ); } } // see if it is time to end the level CheckExitRules(); // if we are at the intermission, send the new info to everyone if ( level.intermissiontime ) { SendScoreboardMessageToAllClients(); } } /* ======================================================================== MAP CHANGING ======================================================================== */ /* ======================== SendScoreboardMessageToAllClients Do this at BeginIntermission time and whenever ranks are recalculated due to enters/exits/forced team changes ======================== */ void SendScoreboardMessageToAllClients( void ) { int i; for ( i = 0 ; i < level.maxclients ; i++ ) { if ( level.clients[ i ].pers.connected == CON_CONNECTED ) { DeathmatchScoreboardMessage( g_entities + i ); } } } /* ======================== MoveClientToIntermission When the intermission starts, this will be called for all players. If a new client connects, this will be called after the spawn function. ======================== */ void MoveClientToIntermission( gentity_t *ent ) { // take out of follow mode if needed if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) { StopFollowing( ent ); } // move to the spot VectorCopy( level.intermission_origin, ent->s.origin ); VectorCopy( level.intermission_origin, ent->client->ps.origin ); VectorCopy( level.intermission_angle, ent->client->ps.viewangles ); ent->client->ps.pm_type = PM_INTERMISSION; // clean up powerup info memset( ent->client->ps.powerups, 0, sizeof( ent->client->ps.powerups ) ); ent->client->ps.eFlags = 0; ent->s.eFlags = 0; ent->s.eType = ET_GENERAL; ent->s.modelindex = 0; ent->s.loopSound = 0; ent->s.event = 0; ent->r.contents = 0; } /* ================== FindIntermissionPoint This is also used for spectator spawns ================== */ void FindIntermissionPoint( void ) { gentity_t *ent, *target; vec3_t dir; // find the intermission spot ent = G_Find( NULL, FOFS( classname ), "info_player_intermission" ); if ( !ent ) { // the map creator forgot to put in an intermission point... SelectSpawnPoint( vec3_origin, level.intermission_origin, level.intermission_angle ); } else { VectorCopy( ent->s.origin, level.intermission_origin ); VectorCopy( ent->s.angles, level.intermission_angle ); // if it has a target, look towards it if ( ent->target ) { target = G_PickTarget( ent->target ); if ( target ) { VectorSubtract( target->s.origin, level.intermission_origin, dir ); vectoangles( dir, level.intermission_angle ); } } } } /* ================== BeginIntermission ================== */ void BeginIntermission( void ) { int i; gentity_t *client; if ( level.intermissiontime ) { return; // already active } // if in tournement mode, change the wins / losses if ( g_gametype.integer == GT_TOURNAMENT ) { AdjustTournamentScores(); } level.intermissiontime = level.time; FindIntermissionPoint(); // 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 we are running a tournement map, kick the loser to spectator status, // which will automatically grab the next spectator and restart if ( g_gametype.integer == GT_TOURNAMENT ) { if ( !level.restarted ) { RemoveTournamentLoser(); trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" ); level.restarted = qtrue; level.changemap = NULL; level.intermissiontime = 0; } return; } trap_SendConsoleCommand( EXEC_APPEND, "vstr nextmap\n" ); level.changemap = NULL; level.intermissiontime = 0; // reset all the scores so we don't enter the intermission again level.teamScores[TEAM_RED] = 0; level.teamScores[TEAM_BLUE] = 0; for ( i = 0 ; i < g_maxclients.integer ; i++ ) { cl = level.clients + i; if ( cl->pers.connected != CON_CONNECTED ) { continue; } cl->ps.persistant[PERS_SCORE] = 0; } // we need to do this here before chaning to CON_CONNECTING G_WriteSessionData(); // change all client states to connecting, so the early players into the // next level will know the others aren't done reconnecting for ( i = 0 ; i < g_maxclients.integer ; i++ ) { // Ridah, kill AI cast's if ( g_entities[i].r.svFlags & SVF_CASTAI ) { trap_DropClient( i, "Drop Cast AI" ); continue; } // done. 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; G_LogPrintf( "Exit: %s\n", string ); level.intermissionQueued = level.time; // this will keep the clients from playing any voice sounds // that will get cut off when the queued intermission starts trap_SetConfigstring( CS_INTERMISSION, "1" ); // don't send more than 32 scores (FIXME?) numSorted = level.numConnectedClients; if ( numSorted > 32 ) { numSorted = 32; } if ( g_gametype.integer >= GT_TEAM ) { G_LogPrintf( "red:%i blue:%i\n", level.teamScores[TEAM_RED], level.teamScores[TEAM_BLUE] ); } for ( i = 0 ; i < numSorted ; i++ ) { int ping; cl = &level.clients[level.sortedClients[i]]; if ( cl->sess.sessionTeam == TEAM_SPECTATOR ) { continue; } if ( cl->pers.connected == CON_CONNECTING ) { continue; } ping = cl->ps.ping < 999 ? cl->ps.ping : 999; G_LogPrintf( "score: %i ping: %i client: %i %s\n", cl->ps.persistant[PERS_SCORE], ping, level.sortedClients[i], cl->pers.netname ); } } /* ================= CheckIntermissionExit The level will stay at the intermission for a minimum of 5 seconds If all players wish to continue, the level will then exit. If one or more players have not acknowledged the continue, the game will wait 10 seconds before going on. ================= */ void CheckIntermissionExit( void ) { int ready, notReady; int i; gclient_t *cl; int readyMask; if ( g_gametype.integer == GT_SINGLE_PLAYER ) { return; } // DHM - Nerve :: Flat 10 second timer until exit if ( g_gametype.integer == GT_WOLF ) { if ( level.time < level.intermissiontime + 10000 ) { return; } ExitLevel(); return; } // dhm - end // see which players are ready ready = 0; notReady = 0; readyMask = 0; for ( i = 0 ; i < g_maxclients.integer ; i++ ) { cl = level.clients + i; if ( cl->pers.connected != CON_CONNECTED ) { continue; } if ( g_entities[cl->ps.clientNum].r.svFlags & SVF_BOT ) { continue; } if ( cl->readyToExit ) { ready++; if ( i < 16 ) { readyMask |= 1 << i; } } else { notReady++; } } // copy the readyMask to each player's stats so // it can be displayed on the scoreboard for ( i = 0 ; i < g_maxclients.integer ; i++ ) { cl = level.clients + i; if ( cl->pers.connected != CON_CONNECTED ) { continue; } cl->ps.stats[STAT_CLIENTS_READY] = readyMask; } // never exit in less than five seconds if ( level.time < level.intermissiontime + 5000 ) { return; } // if nobody wants to go, clear timer if ( !ready ) { level.readyToExit = qfalse; return; } // if everyone wants to go, go now if ( !notReady ) { ExitLevel(); return; } // the first person to ready starts the ten second timeout if ( !level.readyToExit ) { level.readyToExit = qtrue; level.exitTime = level.time; } // if we have waited ten seconds since at least one player // wanted to exit, go ahead if ( level.time < level.exitTime + 10000 ) { return; } ExitLevel(); } /* ============= ScoreIsTied ============= */ qboolean ScoreIsTied( void ) { int a, b; if ( level.numPlayingClients < 2 ) { return qfalse; } if ( g_gametype.integer >= GT_TEAM ) { return level.teamScores[TEAM_RED] == level.teamScores[TEAM_BLUE]; } a = level.clients[level.sortedClients[0]].ps.persistant[PERS_SCORE]; b = level.clients[level.sortedClients[1]].ps.persistant[PERS_SCORE]; return a == b; } /* ================= CheckExitRules There will be a delay between the time the exit is qualified for and the time everyone is moved to the intermission spot, so you can see the last frag. ================= */ void CheckExitRules( void ) { int i; gclient_t *cl; // if at the intermission, wait for all non-bots to // signal ready, then go to next level if ( level.intermissiontime ) { CheckIntermissionExit(); return; } if ( level.intermissionQueued ) { 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 ) { // check for sudden death // DHM - Nerve :: exclude GT_WOLF if ( g_gametype.integer != GT_WOLF && g_gametype.integer != GT_CTF && ScoreIsTied() ) { // score is tied, so don't end the game return; } trap_SendServerCommand( -1, "print \"Timelimit hit.\n\"" ); LogExit( "Timelimit hit." ); return; } } if ( level.numPlayingClients < 2 ) { return; } if ( g_gametype.integer != GT_CTF && g_fraglimit.integer ) { if ( level.teamScores[TEAM_RED] >= g_fraglimit.integer ) { trap_SendServerCommand( -1, "print \"Red hit the fraglimit.\n\"" ); LogExit( "Fraglimit hit." ); return; } if ( level.teamScores[TEAM_BLUE] >= g_fraglimit.integer ) { trap_SendServerCommand( -1, "print \"Blue hit the fraglimit.\n\"" ); LogExit( "Fraglimit hit." ); return; } for ( i = 0 ; i < g_maxclients.integer ; i++ ) { cl = level.clients + i; if ( cl->pers.connected != CON_CONNECTED ) { continue; } if ( cl->sess.sessionTeam != TEAM_FREE ) { continue; } if ( cl->ps.persistant[PERS_SCORE] >= g_fraglimit.integer ) { LogExit( "Fraglimit hit." ); trap_SendServerCommand( -1, va( "print \"%s" S_COLOR_WHITE " hit the fraglimit.\n\"", cl->pers.netname ) ); return; } } } if ( g_gametype.integer == GT_CTF && g_capturelimit.integer ) { if ( level.teamScores[TEAM_RED] >= g_capturelimit.integer ) { trap_SendServerCommand( -1, "print \"Red hit the capturelimit.\n\"" ); LogExit( "Capturelimit hit." ); return; } if ( level.teamScores[TEAM_BLUE] >= g_capturelimit.integer ) { trap_SendServerCommand( -1, "print \"Blue hit the capturelimit.\n\"" ); LogExit( "Capturelimit hit." ); return; } } } /* ======================================================================== FUNCTIONS CALLED EVERY FRAME ======================================================================== */ /* ============= CheckTournement Once a frame, check for changes in tournement player state ============= */ void CheckTournement( void ) { // check because we run 3 game frames before calling Connect and/or ClientBegin // for clients on a map_restart if ( g_gametype.integer != GT_TOURNAMENT ) { return; } if ( level.numPlayingClients == 0 ) { return; } // pull in a spectator if needed if ( level.numPlayingClients < 2 ) { AddTournamentPlayer(); } // if we don't have two players, go back to "waiting for players" if ( level.numPlayingClients != 2 ) { if ( level.warmupTime != -1 ) { level.warmupTime = -1; trap_SetConfigstring( CS_WARMUP, va( "%i", level.warmupTime ) ); G_LogPrintf( "Warmup:\n" ); } return; } if ( level.warmupTime == 0 ) { return; } // if the warmup is changed at the console, restart it if ( g_warmup.modificationCount != level.warmupModificationCount ) { level.warmupModificationCount = g_warmup.modificationCount; level.warmupTime = -1; } // if all players have arrived, start the countdown if ( level.warmupTime < 0 ) { if ( level.numPlayingClients == 2 ) { // fudge by -1 to account for extra delays level.warmupTime = level.time + ( g_warmup.integer - 1 ) * 1000; trap_SetConfigstring( CS_WARMUP, va( "%i", level.warmupTime ) ); } return; } // if the warmup time has counted down, restart if ( level.time > level.warmupTime ) { level.warmupTime += 10000; trap_Cvar_Set( "g_restarted", "1" ); trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" ); level.restarted = qtrue; return; } } /* ================== CheckVote ================== */ void CheckVote( void ) { if ( level.voteExecuteTime && level.voteExecuteTime < level.time ) { level.voteExecuteTime = 0; trap_SendConsoleCommand( EXEC_APPEND, va( "%s\n", level.voteString ) ); } if ( !level.voteTime ) { return; } if ( level.time - level.voteTime >= VOTE_TIME ) { trap_SendServerCommand( -1, "print \"Vote failed.\n\"" ); } else { if ( level.voteYes > level.numVotingClients / 2 ) { // execute the command, then remove the vote trap_SendServerCommand( -1, "print \"Vote passed.\n\"" ); level.voteExecuteTime = level.time + 3000; } else if ( level.voteNo >= level.numVotingClients / 2 ) { // same behavior as a timeout trap_SendServerCommand( -1, "print \"Vote failed.\n\"" ); } else { // still waiting for a majority return; } } level.voteTime = 0; trap_SetConfigstring( CS_VOTE_TIME, "" ); } /* ============= CheckReloadStatus ============= */ void CheckReloadStatus( void ) { // if we are waiting for a reload, check the delay time if ( g_reloading.integer ) { if ( level.reloadDelayTime ) { if ( level.reloadDelayTime < level.time ) { if ( g_reloading.integer == RELOAD_NEXTMAP_WAITING ) { trap_Cvar_Set( "g_reloading", va( "%d", RELOAD_NEXTMAP ) ); // set so sv_map_f will know it's okay to start a map if ( g_cheats.integer ) { trap_SendConsoleCommand( EXEC_APPEND, va( "spdevmap %s\n", level.nextMap ) ); } else { trap_SendConsoleCommand( EXEC_APPEND, va( "spmap %s\n", level.nextMap ) ); } } else if ( g_reloading.integer == RELOAD_ENDGAME ) { G_EndGame(); // kick out to the menu and start the "endgame" menu (credits, etc) } else { // set the loadgame flag, and restart the server trap_Cvar_Set( "savegame_loading", "2" ); // 2 means it's a restart, so stop rendering until we are loaded trap_SendConsoleCommand( EXEC_INSERT, "map_restart\n" ); } level.reloadDelayTime = 0; } } else if ( level.reloadPauseTime ) { if ( level.reloadPauseTime < level.time ) { trap_Cvar_Set( "g_reloading", "0" ); level.reloadPauseTime = 0; } } } } /* ================== 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; // RF, run scripting if ( ent->s.number >= MAX_CLIENTS ) { ent->scriptStatusCurrent = ent->scriptStatus; G_Script_ScriptRun( ent ); } thinktime = ent->nextthink; if ( thinktime <= 0 ) { return; } if ( thinktime > level.time ) { return; } ent->nextthink = 0; if ( !ent->think ) { G_Error( "NULL ent->think" ); } ent->think( ent ); } /* ================ G_RunFrame Advances the non-player objects in the world ================ */ void G_RunFrame( int levelTime ) { int i; gentity_t *ent; int msec; //int start, end; // if we are waiting for the level to restart, do nothing if ( level.restarted ) { return; } level.framenum++; level.previousTime = level.time; level.time = levelTime; msec = level.time - level.previousTime; // Ridah, check for loading a save game if ( g_gametype.integer == GT_SINGLE_PLAYER ) { extern void AICast_CheckLoadGame( void ); AICast_CheckLoadGame(); } // done. // 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; } // check EF_NODRAW status for non-clients if ( i > level.maxclients ) { if ( ent->flags & FL_NODRAW ) { ent->s.eFlags |= EF_NODRAW; } else { ent->s.eFlags &= ~EF_NODRAW; } } // RF, if this entity is attached to a parent, move it around with it, so the server thinks it's at least close to where the client will view it if ( ent->tagParent ) { vec3_t org; BG_EvaluateTrajectory( &ent->tagParent->s.pos, level.time, org ); G_SetOrigin( ent, org ); VectorCopy( org, ent->s.origin ); if ( ent->r.linked ) { // update position trap_LinkEntity( ent ); } } // clear events that are too old if ( ent->eventTime && level.time - ent->eventTime > EVENT_VALID_MSEC ) { if ( ent->s.event ) { ent->s.event = 0; // &= EV_EVENT_BITS; } // RF, clear all listed events (fixes hearing lots of sounds and events after vid_restart) memset( ent->s.events, 0, sizeof( ent->s.events ) ); memset( ent->s.eventParms, 0, sizeof( ent->s.eventParms ) ); ent->s.eventSequence = 0; if ( ent->client ) { memset( ent->client->ps.events, 0, sizeof( ent->client->ps.events ) ); memset( ent->client->ps.eventParms, 0, sizeof( ent->client->ps.eventParms ) ); ent->client->ps.eventSequence = 0; ent->client->ps.oldEventSequence = 0; ent->client->ps.entityEventSequence = 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 ); } ent->eventTime = 0; } // MrE: let the server know about bbox or capsule collision if ( ent->s.eFlags & EF_CAPSULE ) { ent->r.svFlags |= SVF_CAPSULE; } else { ent->r.svFlags &= ~SVF_CAPSULE; } // temporary entities don't think if ( ent->freeAfterEvent ) { continue; } if ( !ent->r.linked && ent->neverFree ) { continue; } if ( ent->s.eType == ET_MISSILE || ent->s.eType == ET_FLAMEBARREL || ent->s.eType == ET_FP_PARTS || ent->s.eType == ET_FIRE_COLUMN || ent->s.eType == ET_FIRE_COLUMN_SMOKE || ent->s.eType == ET_EXPLO_PART || ent->s.eType == ET_RAMJET ) { G_RunMissile( ent ); continue; } if ( ent->s.eType == ET_ZOMBIESPIT ) { G_RunSpit( ent ); continue; } if ( ent->s.eType == ET_CROWBAR ) { G_RunCrowbar( ent ); continue; } if ( ent->s.eType == ET_ITEM || ent->physicsObject ) { G_RunItem( ent ); continue; } if ( ent->s.eType == ET_ALARMBOX ) { if ( ent->flags & FL_TEAMSLAVE ) { continue; } G_RunThink( ent ); continue; } if ( ent->s.eType == ET_MOVER || ent->s.eType == ET_PROP ) { G_RunMover( ent ); continue; } if ( i < MAX_CLIENTS ) { G_RunClient( ent ); continue; } G_RunThink( ent ); } //end = trap_Milliseconds(); // Ridah, move the AI AICast_StartServerFrame( level.time ); //start = trap_Milliseconds(); // perform final fixups on the players ent = &g_entities[0]; for ( i = 0 ; i < level.maxclients ; i++, ent++ ) { if ( ent->inuse ) { ClientEndFrame( ent ); } } //end = trap_Milliseconds(); // see if it is time to do a tournement restart // CheckTournament(); // see if it is time to end the level CheckExitRules(); // update to team status? CheckTeamStatus(); // cancel vote if timed out CheckVote(); // check team votes // CheckTeamVote( TEAM_RED ); // CheckTeamVote( TEAM_BLUE ); // for tracking changes CheckCvars(); if ( g_listEntity.integer ) { for ( i = 0; i < MAX_GENTITIES; i++ ) { G_Printf( "%4i: %s\n", i, g_entities[i].classname ); } trap_Cvar_Set( "g_listEntity", "0" ); } // Ridah, check if we are reloading, and times have expired CheckReloadStatus(); }