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Text File | 2002-07-01 | 42.1 KB | 1,804 lines |
- // Copyright (C) 2001-2002 Raven Software.
- //
-
- #include "g_local.h"
-
- level_locals_t level;
-
- typedef struct
- {
- vmCvar_t *vmCvar;
- char *cvarName;
- char *defaultString;
- int cvarFlags;
- float mMinValue, mMaxValue;
- 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_gametype;
- vmCvar_t g_dmflags;
- vmCvar_t g_scorelimit;
- vmCvar_t g_timelimit;
- 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_forcerespawn;
- vmCvar_t g_inactivity;
- vmCvar_t g_debugMove;
- vmCvar_t g_debugDamage;
- vmCvar_t g_debugAlloc;
- vmCvar_t g_weaponRespawn;
- vmCvar_t g_backpackRespawn;
- vmCvar_t g_motd;
- vmCvar_t g_synchronousClients;
- vmCvar_t g_warmup;
- vmCvar_t g_doWarmup;
- vmCvar_t g_restarted;
- vmCvar_t g_log;
- vmCvar_t g_logSync;
- vmCvar_t g_logHits;
- vmCvar_t g_allowVote;
- vmCvar_t g_voteDuration;
- vmCvar_t g_voteKickBanTime;
- vmCvar_t g_failedVoteDelay;
- vmCvar_t g_teamAutoJoin;
- vmCvar_t g_teamForceBalance;
- vmCvar_t g_smoothClients;
- vmCvar_t pmove_fixed;
- vmCvar_t pmove_msec;
- vmCvar_t g_rankings;
- vmCvar_t g_listEntity;
- vmCvar_t g_fps;
- vmCvar_t g_respawnInterval;
- vmCvar_t g_respawnInvulnerability;
- vmCvar_t g_roundtimelimit;
- vmCvar_t g_roundjointime;
- vmCvar_t g_timeextension;
- vmCvar_t g_timeouttospec;
- vmCvar_t g_roundstartdelay;
- vmCvar_t g_availableWeapons;
- vmCvar_t g_forceFollow;
- vmCvar_t g_followEnemy;
- vmCvar_t g_mapcycle;
- vmCvar_t g_pickupsDisabled; // Whether or not pickups are available in a map (uses outfitting if not)
- vmCvar_t g_suicidePenalty; // Amount of score added for killing yourself (typically negative)
- vmCvar_t g_teamkillPenalty; // Amount of score added for killing a teammates (typically negative)
- vmCvar_t g_teamkillDamageMax; // max damage one can do to teammates before being kicked
- vmCvar_t g_teamkillDamageForgive; // amount of teamkill damage forgiven each minute
- vmCvar_t g_teamkillBanTime; // number of minutes to ban someone for after being kicked
- vmCvar_t g_voiceFloodCount; // Number of voice messages in one minute to be concidered flooding
- vmCvar_t g_voiceFloodPenalty; // Amount of time a void flooder must wait before they can use voice again
- vmCvar_t g_suddenDeath;
- vmCvar_t g_voiceTalkingGhosts; // Allow ghosts to talk to alive players
-
- vmCvar_t RMG;
- vmCvar_t g_debugRMG;
-
- static cvarTable_t gameCvarTable[] =
- {
- // don't override the cheat state set by the system
- { &g_cheats, "sv_cheats", "", 0, 0.0, 0.0, 0, qfalse },
-
- // noset vars
- { NULL, "gamename", GAMEVERSION , CVAR_SERVERINFO | CVAR_ROM, 0.0, 0.0, 0, qfalse },
- { NULL, "gamedate", __DATE__ , CVAR_ROM, 0.0, 0.0, 0, qfalse },
- { &g_restarted, "g_restarted", "0", CVAR_ROM, 0.0, 0.0, 0, qfalse },
- { NULL, "sv_mapname", "", CVAR_SERVERINFO | CVAR_ROM, 0.0, 0.0, 0, qfalse },
-
- { &g_fps, "sv_fps", "", CVAR_ROM, 0.0, 0.0, 0, qfalse },
-
- // latched vars
- { &g_gametype, "g_gametype", "dm", CVAR_SERVERINFO | CVAR_LATCH, 0.0, 0.0, 0, qfalse },
-
- { &g_maxclients, "sv_maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE, 0.0, 0.0, 0, qfalse },
- { &g_maxGameClients, "g_maxGameClients", "0", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE, 0.0, 0.0, 0, qfalse },
-
- { &g_dmflags, "dmflags", "0", CVAR_SERVERINFO | CVAR_ARCHIVE, 0.0, 0.0, 0, qtrue },
- { &g_scorelimit, "scorelimit", "20", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0.0, 0.0, 0, qtrue },
- { &g_timelimit, "timelimit", "0", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0.0, 0.0, 0, qtrue },
-
- { &g_synchronousClients, "g_synchronousClients", "0", CVAR_SYSTEMINFO, 0.0, 0.0, 0, qfalse },
-
- { &g_friendlyFire, "g_friendlyFire", "0", CVAR_SERVERINFO|CVAR_ARCHIVE, 0.0, 0.0, 0, qtrue },
-
- { &g_teamAutoJoin, "g_teamAutoJoin", "0", CVAR_ARCHIVE, 0.0, 0.0, },
- { &g_teamForceBalance, "g_teamForceBalance", "0", CVAR_ARCHIVE, 0.0, 0.0, },
-
- { &g_warmup, "g_warmup", "20", CVAR_ARCHIVE, 0.0, 0.0, 0, qtrue },
- { &g_doWarmup, "g_doWarmup", "0", 0, 0.0, 0.0, 0, qtrue },
- { &g_log, "g_log", "games.log", CVAR_ARCHIVE, 0.0, 0.0, 0, qfalse },
- { &g_logSync, "g_logSync", "0", CVAR_ARCHIVE, 0.0, 0.0, 0, qfalse },
- { &g_logHits, "g_logHits", "0", CVAR_ARCHIVE, 0.0, 0.0, 0, qfalse },
-
- { &g_password, "g_password", "", CVAR_USERINFO, 0.0, 0.0, 0, qfalse },
-
- { &g_needpass, "g_needpass", "0", CVAR_SERVERINFO | CVAR_ROM, 0.0, 0.0, 0, qfalse },
-
- { &g_dedicated, "dedicated", "0", 0, 0.0, 0.0, 0, qfalse },
-
- { &g_speed, "g_speed", "280", 0, 0.0, 0.0, 0, qtrue },
- { &g_gravity, "g_gravity", "800", 0, 0.0, 0.0, 0, qtrue },
- { &g_knockback, "g_knockback", "700", 0, 0.0, 0.0, 0, qtrue },
- { &g_weaponRespawn, "g_weaponrespawn", "15", 0, 0.0, 0.0, 0, qtrue },
- { &g_backpackRespawn, "g_backpackrespawn", "40", 0, 0.0, 0.0, 0, qtrue },
- { &g_forcerespawn, "g_forcerespawn", "20", 0, 0.0, 0.0, 0, qtrue },
- { &g_inactivity, "g_inactivity", "180", CVAR_ARCHIVE, 0.0, 0.0, 0, qtrue },
- { &g_debugMove, "g_debugMove", "0", 0, 0.0, 0.0, 0, qfalse },
- { &g_debugDamage, "g_debugDamage", "0", 0, 0.0, 0.0, 0, qfalse },
- { &g_debugAlloc, "g_debugAlloc", "0", 0, 0.0, 0.0, 0, qfalse },
- { &g_motd, "g_motd", "", 0, 0.0, 0.0, 0, qfalse },
-
- { &g_allowVote, "g_allowVote", "1", CVAR_ARCHIVE, 0.0, 0.0, 0, qfalse },
- { &g_voteDuration, "g_voteDuration", "60", CVAR_ARCHIVE, 0.0, 0.0, 0, qfalse },
- { &g_voteKickBanTime, "g_voteKickBanTime", "0", CVAR_ARCHIVE, 0.0, 0.0, 0, qfalse },
- { &g_failedVoteDelay, "g_failedVoteDelay", "1", CVAR_ARCHIVE, 0.0, 0.0, 0, qfalse },
- { &g_listEntity, "g_listEntity", "0", 0, 0.0, 0.0, 0, qfalse },
-
- { &g_smoothClients, "g_smoothClients", "1", 0, 0.0, 0.0, 0, qfalse},
- { &pmove_fixed, "pmove_fixed", "0", CVAR_SYSTEMINFO, 0.0, 0.0, 0, qfalse},
- { &pmove_msec, "pmove_msec", "8", CVAR_SYSTEMINFO, 0.0, 0.0, 0, qfalse},
-
- { &g_rankings, "g_rankings", "0", 0, 0.0, 0.0, 0, qfalse},
-
- { &g_respawnInterval, "g_respawnInterval", "15", CVAR_ARCHIVE, 0.0, 0.0, 0, qfalse },
- { &g_respawnInvulnerability, "g_respawnInvulnerability", "5", CVAR_ARCHIVE, 0.0, 0.0, 0, qfalse },
-
- { &RMG, "RMG", "0", 0, 0.0, 0.0, },
- { &g_debugRMG, "g_debugRMG", "0", 0, 0.0f, 0.0f },
-
- { &g_timeouttospec, "g_timeouttospec", "15", CVAR_ARCHIVE, 0.0, 0.0, 0, qfalse },
- { &g_roundtimelimit, "g_roundtimelimit", "5", CVAR_ARCHIVE, 0.0, 0.0, 0, qfalse },
- { &g_roundjointime, "g_roundjointime", "5", CVAR_ARCHIVE, 0.0, 0.0, 0, qfalse },
- { &g_timeextension, "g_timeextension", "15", CVAR_ARCHIVE, 0.0, 0.0, 0, qfalse },
-
- { &g_roundstartdelay, "g_roundstartdelay", "5", CVAR_ARCHIVE, 0.0, 0.0, 0, qfalse },
-
- { &g_availableWeapons, "g_availableWeapons", "22222222222211", CVAR_ARCHIVE|CVAR_SERVERINFO|CVAR_LATCH, 0.0, 0.0, 0, qfalse },
-
- { &g_forceFollow, "g_forceFollow", "0", CVAR_ARCHIVE, 0.0, 0.0, 0, qfalse },
- { &g_followEnemy, "g_followEnemy", "1", CVAR_ARCHIVE, 0.0, 0.0, 0, qfalse },
-
- { &g_mapcycle, "sv_mapcycle", "none", CVAR_ARCHIVE, 0.0, 0.0, 0, qfalse },
-
- { &g_pickupsDisabled, "g_pickupsDisabled", "0", CVAR_ARCHIVE|CVAR_LATCH, 0.0, 0.0, 0, qfalse },
-
- { &g_suicidePenalty, "g_suicidePenalty", "-1", CVAR_ARCHIVE, 0.0f, 0.0f, 0, qfalse },
-
- { &g_voiceFloodCount, "g_voiceFloodCount", "6", CVAR_ARCHIVE, 0.0f, 0.0f, 0, qfalse },
- { &g_voiceFloodPenalty, "g_voiceFloodPenalty", "60", CVAR_ARCHIVE, 0.0f, 0.0f, 0, qfalse },
-
- { &g_teamkillPenalty, "g_teamkillPenalty", "-1", CVAR_ARCHIVE, 0.0f, 0.0f, 0, qfalse },
- { &g_teamkillDamageMax, "g_teamkillDamageMax", "300", CVAR_ARCHIVE, 0.0f, 0.0f, 0, qfalse },
- { &g_teamkillDamageForgive, "g_teamkillDamageForgive", "50", CVAR_ARCHIVE, 0.0f, 0.0f, 0, qfalse },
- { &g_teamkillBanTime, "g_teamkillBanTime", "5", CVAR_ARCHIVE, 0.0f, 0.0f, 0, qfalse },
-
- { &g_suddenDeath, "g_suddenDeath", "1", CVAR_ARCHIVE, 0.0f, 0.0f, 0, qfalse },
-
- { &g_voiceTalkingGhosts, "g_voiceTalkingGhosts", "1", CVAR_ARCHIVE, 0.0f, 0.0f, 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 );
- void G_InitGhoul ( void );
- void G_ShutdownGhoul ( void );
-
- /*
- ================
- vmMain
-
- This is the only way control passes into the module.
- This must be the very first function compiled into the .q3vm file
- ================
- */
- int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11 )
- {
- switch ( command )
- {
- case GAME_GHOUL_INIT:
- G_InitGhoul ( );
- return 0;
- case GAME_GHOUL_SHUTDOWN:
- G_ShutdownGhoul ( );
- return 0;
- 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_GAMETYPE_COMMAND:
- return G_GametypeCommand ( arg0, arg1, arg2, arg3, arg4, arg5 );
- case GAME_RUN_FRAME:
- G_RunFrame( arg0 );
- return 0;
- case GAME_CONSOLE_COMMAND:
- return ConsoleCommand();
- case BOTAI_START_FRAME:
- return BotAIStartFrame( arg0 );
- case GAME_SPAWN_RMG_ENTITY:
- if (G_ParseSpawnVars(qfalse))
- {
- G_SpawnGEntityFromSpawnVars(qfalse);
- }
- return 0;
- }
-
- return -1;
- }
-
- /*
- ================
- 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;
- }
- }
- }
- }
-
- Com_Printf ("%i teams with %i entities\n", c, c2);
- }
-
- /*
- =================
- G_RemapTeamShaders
- =================
- */
- void G_RemapTeamShaders(void)
- {
- trap_SetConfigstring(CS_SHADERSTATE, BuildShaderStateConfig());
- }
-
- /*
- =================
- 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, cv->mMinValue, cv->mMaxValue );
-
- if ( cv->vmCvar )
- {
- cv->modificationCount = cv->vmCvar->modificationCount;
- }
-
- if (cv->teamShader)
- {
- remapped = qtrue;
- }
- }
-
- if (remapped)
- {
- G_RemapTeamShaders();
- }
-
- 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 )
- {
- // Handle any modified cvar checks
- if ( !Q_stricmp ( cv->cvarName, "sv_fps" ) )
- {
- if ( cv->vmCvar->integer > 50 )
- {
- trap_Cvar_Set ( "sv_fps", "50" );
- trap_Cvar_Update ( cv->vmCvar );
- }
- else if ( cv->vmCvar->integer < 10 )
- {
- trap_Cvar_Set ( "sv_fps", "10" );
- trap_Cvar_Update ( cv->vmCvar );
- }
- }
-
- 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;
- }
- }
- }
- }
-
- if (remapped)
- {
- G_RemapTeamShaders();
- }
- }
-
- /*
- ===============
- G_SetGametype
-
- Sets the current gametype to the given value, if the map doesnt support it then it will
- use the first gametype that it does support
- ===============
- */
- void G_SetGametype ( const char* gametype )
- {
- // Make sure the gametype is valid, if not default to deathmatch
- level.gametype = BG_FindGametype ( gametype );
-
- // First make sure its supported on this map
- if ( !G_DoesMapSupportGametype ( gametype ) || level.gametype == -1 )
- {
- int i = 0;
-
- // Find a gametype it does support
- for ( i = 0; i < bg_gametypeCount; i ++ )
- {
- if ( G_DoesMapSupportGametype ( bg_gametypeData[i].name ) )
- {
- break;
- }
- }
-
- // This is bad, this means the map doesnt support any gametypes
- if ( i >= bg_gametypeCount )
- {
- Com_Error ( ERR_FATAL, "map does not support any of the available gametypes" );
- }
-
- G_LogPrintf ( "gametype '%s' is not supported on this map and was defaulted to '%s'\n",
- gametype,
- bg_gametypeData[i].name );
-
- gametype = bg_gametypeData[i].name;
- trap_Cvar_Set( "g_gametype", gametype );
- trap_Cvar_Set( "RMG_mission", gametype );
- level.gametype = BG_FindGametype ( gametype );
-
- trap_Cvar_Update( &g_gametype );
- }
-
- level.gametypeData = &bg_gametypeData[level.gametype];
-
- // Copy the backpack percentage over
- bg_itemlist[MODELINDEX_BACKPACK].quantity = level.gametypeData->backpack;
-
- // Set the pickup state
- if ( RMG.integer || g_pickupsDisabled.integer || level.gametypeData->pickupsDisabled )
- {
- level.pickupsDisabled = qtrue;
- trap_SetConfigstring ( CS_PICKUPSDISABLED, "1" );
- }
- else
- {
- level.pickupsDisabled = qfalse;
- trap_SetConfigstring ( CS_PICKUPSDISABLED, "0" );
- }
- }
-
- /*
- ============
- G_InitGame
- ============
- */
- void G_InitGame( int levelTime, int randomSeed, int restart )
- {
- int i;
-
- Com_Printf ("------- Game Initialization -------\n");
- Com_Printf ("gamename: %s\n", GAMEVERSION);
- Com_Printf ("gamedate: %s\n", __DATE__);
-
- srand( randomSeed );
-
- // set some level globals
- memset( &level, 0, sizeof( level ) );
- level.time = levelTime;
- level.startTime = levelTime;
-
- G_RegisterCvars();
-
-
- // Load the list of arenas
- G_LoadArenas ( );
-
- // Build the gametype list so we can verify the given gametype
- BG_BuildGametypeList ( );
-
- // Set the current gametype
- G_SetGametype(g_gametype.string);
-
- // Set the available outfitting
- BG_SetAvailableOutfitting ( g_availableWeapons.string );
-
- // Give the game a uniqe id
- trap_SetConfigstring ( CS_GAME_ID, va("%d", randomSeed ) );
-
- if ( g_log.string[0] )
- {
- if ( g_logSync.integer )
- {
- trap_FS_FOpenFile( g_log.string, &level.logFile, FS_APPEND_SYNC_TEXT );
- }
- else
- {
- trap_FS_FOpenFile( g_log.string, &level.logFile, FS_APPEND_TEXT );
- }
-
- if ( !level.logFile )
- {
- Com_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
- {
- Com_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] ) );
-
- // Get the boundaries of the world
- trap_GetWorldBounds ( level.worldMins, level.worldMaxs );
-
- // reserve some spots for dead player bodies
- G_InitBodyQueue();
-
- ClearRegisteredItems();
-
- // parse the key/value pairs and spawn gentities
- G_SpawnEntitiesFromString(qfalse);
-
- // Now parse the gametype information that we need. This needs to be
- // done after the entity spawn so that the items and triggers can be
- // linked up properly
- G_ParseGametypeFile ( );
-
- BG_ParseInviewFile( level.pickupsDisabled );
-
- // Load in the identities
- BG_ParseNPCFiles ( );
-
- // general initialization
- G_FindTeams();
-
- SaveRegisteredItems();
-
- Com_Printf ("-----------------------------------\n");
-
- if( trap_Cvar_VariableIntegerValue( "com_buildScript" ) )
- {
- G_SoundIndex( "sound/player/gurp1.wav" );
- G_SoundIndex( "sound/player/gurp2.wav" );
- }
-
- #ifdef _SOF2_BOTS
- if ( trap_Cvar_VariableIntegerValue( "bot_enable" ) )
- {
- BotAISetup( restart );
- BotAILoadMap( restart );
- G_InitBots( restart );
- }
- #endif
-
- G_RemapTeamShaders();
-
- // Initialize the gametype
- trap_GT_Init ( g_gametype.string, restart );
-
- // Music
- if ( RMG.integer )
- {
- char temp[MAX_INFO_STRING];
-
- // start the music
- trap_Cvar_VariableStringBuffer("RMG_music", temp, MAX_QPATH);
- trap_SetConfigstring( CS_MUSIC, temp );
- }
-
- trap_SetConfigstring( CS_VOTE_TIME, "" );
- }
-
- /*
- =================
- G_ShutdownGame
- =================
- */
- void G_ShutdownGame( int restart )
- {
- Com_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();
-
- #ifdef _SOF2_BOTS
- if ( trap_Cvar_VariableIntegerValue( "bot_enable" ) )
- {
- BotAIShutdown( restart );
- }
- #endif
- }
-
-
- #ifndef GAME_HARD_LINKED
-
- void QDECL Com_Error ( int level, const char *fmt, ... )
- {
- va_list argptr;
- char text[1024];
-
- va_start (argptr, fmt);
- vsprintf (text, fmt, argptr);
- va_end (argptr);
-
- trap_Error( 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);
-
- trap_Printf( text );
- }
-
- #endif
-
- /*
- =============
- SortRanks
- =============
- */
- int QDECL SortRanks( const void *a, const void *b )
- {
- gclient_t *ca;
- gclient_t *cb;
-
- ca = &level.clients[*(int *)a];
- cb = &level.clients[*(int *)b];
-
- // sort special clients last
- if ( ca->sess.spectatorState == SPECTATOR_SCOREBOARD )
- {
- return 1;
- }
-
- if ( cb->sess.spectatorState == SPECTATOR_SCOREBOARD )
- {
- 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.team == TEAM_SPECTATOR && cb->sess.team == 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.team == TEAM_SPECTATOR )
- {
- return 1;
- }
-
- if ( cb->sess.team == TEAM_SPECTATOR )
- {
- return -1;
- }
-
- // then sort by score
- if ( ca->sess.score > cb->sess.score )
- {
- return -1;
- }
-
- if ( ca->sess.score < cb->sess.score )
- {
- return 1;
- }
-
- // then sort by kills
- if ( ca->sess.kills > cb->sess.kills )
- {
- return -1;
- }
-
- if ( ca->sess.kills < cb->sess.kills )
- {
- return 1;
- }
-
- // then sort by deaths
- if ( ca->sess.deaths > cb->sess.deaths )
- {
- return -1;
- }
-
- if ( ca->sess.deaths < cb->sess.deaths )
- {
- 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 < level.maxclients ; i++ )
- {
- if ( level.clients[i].pers.connected != CON_DISCONNECTED )
- {
- level.sortedClients[level.numConnectedClients] = i;
- level.numConnectedClients++;
-
- if ( level.clients[i].sess.team != 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.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 ( level.gametypeData->teams )
- {
- int rank;
- if ( level.teamScores[TEAM_RED] == level.teamScores[TEAM_BLUE] )
- {
- rank = 2;
- }
- else if ( level.teamScores[TEAM_RED] > level.teamScores[TEAM_BLUE] )
- {
- rank = 0;
- }
- else
- {
- rank = 1;
- }
-
- // 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] ];
- cl->ps.persistant[PERS_RANK] = rank;
- }
- }
- else
- {
- rank = -1;
- score = 0;
- for ( i = 0; i < level.numPlayingClients; i++ )
- {
- cl = &level.clients[ level.sortedClients[i] ];
- newScore = cl->sess.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;
- }
- }
-
-
- // 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 )
- {
- G_StopFollowing( ent );
- }
-
- FindIntermissionPoint ( );
-
- // move to the spot
- VectorCopy( level.intermission_origin, ent->s.origin );
- VectorCopy( level.intermission_origin, ent->r.currentOrigin );
- VectorCopy( level.intermission_origin, ent->client->ps.pvsOrigin );
- VectorCopy( level.intermission_origin, ent->client->ps.origin );
- VectorCopy (level.intermission_angle, ent->client->ps.viewangles);
-
- // Reset some client variables
- ent->client->ps.pm_type = PM_INTERMISSION;
- ent->client->ps.stats[STAT_GAMETYPE_ITEMS] = 0;
- 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 )
- {
- gspawn_t* spawn = G_SelectRandomSpawnPoint ( -1 );
- if ( spawn )
- {
- VectorCopy (spawn->origin, level.intermission_origin);
- VectorCopy (spawn->angles, level.intermission_angle);
- }
-
- return;
- }
-
- 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 *ent;
-
- if ( level.intermissiontime )
- {
- // already active
- return;
- }
-
- // Kill any votes
- level.voteTime = 0;
- trap_SetConfigstring( CS_VOTE_TIME, "" );
-
- level.intermissiontime = level.time;
- level.gametypeResetTime = level.time;
- FindIntermissionPoint();
-
- // move all clients to the intermission point
- for (i=0 ; i< level.maxclients ; i++)
- {
- ent = g_entities + i;
- if (!ent->inuse)
- {
- continue;
- }
-
- // take out of follow mode
- G_StopFollowing( ent );
-
- // Get rid of ghost state
- G_StopGhosting ( ent );
-
- // respawn if dead
- if ( G_IsClientDead ( ent->client ) )
- {
- respawn ( ent );
- }
-
- MoveClientToIntermission( ent );
- }
-
- // 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;
-
- // Next map
- trap_SendConsoleCommand( EXEC_APPEND, "mapcycle\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->sess.score = 0;
- 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), "%4i:%i%i ", min, tens, sec );
-
- va_start( argptr, fmt );
- vsprintf( string +8 , fmt,argptr );
- va_end( argptr );
-
- #ifndef _DEBUG
- if ( g_dedicated.integer ) {
- #endif
- Com_Printf( "%s", string + 8 );
- #ifndef _DEBUG
- }
- #endif
-
- 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;
- int 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 ( level.gametypeData->teams )
- {
- 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.team == 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->sess.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;
-
- // 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;
- int b;
-
- if ( level.numPlayingClients < 2 )
- {
- return qfalse;
- }
-
- if ( level.gametypeData->teams )
- {
- return level.teamScores[TEAM_RED] == level.teamScores[TEAM_BLUE];
- }
-
- a = level.clients[level.sortedClients[0]].sess.score;
- b = level.clients[level.sortedClients[1]].sess.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 )
- {
- int time = INTERMISSION_DELAY_TIME;
- if ( level.time - level.intermissionQueued >= time )
- {
- level.intermissionQueued = 0;
- BeginIntermission();
- }
-
- return;
- }
-
- // check for sudden death
- if ( g_suddenDeath.integer && ScoreIsTied() )
- {
- // always wait for sudden death
- return;
- }
-
- // Check to see if the timelimit was hit
- if ( g_timelimit.integer && !level.warmupTime )
- {
- if ( level.time - level.startTime >= (g_timelimit.integer + level.timeExtension)*60000 )
- {
- gentity_t* tent;
- tent = G_TempEntity( vec3_origin, EV_GAME_OVER );
- tent->s.eventParm = GAME_OVER_TIMELIMIT;
- tent->r.svFlags = SVF_BROADCAST;
-
- LogExit( "Timelimit hit." );
- return;
- }
- }
-
- // Check to see if the score was hit
- if ( g_scorelimit.integer )
- {
- if ( level.gametypeData->teams )
- {
- if ( level.teamScores[TEAM_RED] >= g_scorelimit.integer )
- {
- gentity_t* tent;
- tent = G_TempEntity( vec3_origin, EV_GAME_OVER );
- tent->s.eventParm = GAME_OVER_SCORELIMIT;
- tent->r.svFlags = SVF_BROADCAST;
- tent->s.otherEntityNum = TEAM_RED;
-
- LogExit( "Red team hit the score limit." );
- return;
- }
-
- if ( level.teamScores[TEAM_BLUE] >= g_scorelimit.integer )
- {
- gentity_t* tent;
- tent = G_TempEntity( vec3_origin, EV_GAME_OVER );
- tent->s.eventParm = GAME_OVER_SCORELIMIT;
- tent->r.svFlags = SVF_BROADCAST;
- tent->s.otherEntityNum = TEAM_BLUE;
-
- LogExit( "Blue team hit the score limit." );
- return;
- }
- }
- else
- {
- // Check to see if any of the clients scores have crossed the scorelimit
- for ( i = 0 ; i < level.numConnectedClients ; i++ )
- {
- cl = g_entities[level.sortedClients[i]].client;
-
- if ( cl->pers.connected != CON_CONNECTED )
- {
- continue;
- }
-
- if ( cl->sess.team != TEAM_FREE )
- {
- continue;
- }
-
- if ( cl->sess.score >= g_scorelimit.integer )
- {
- gentity_t* tent;
- tent = G_TempEntity( vec3_origin, EV_GAME_OVER );
- tent->s.eventParm = GAME_OVER_SCORELIMIT;
- tent->r.svFlags = SVF_BROADCAST;
- tent->s.otherEntityNum = level.sortedClients[i];
-
- LogExit( "Scorelimit hit." );
- return;
- }
- }
- }
- }
- }
-
- /*
- =============
- CheckWarmup
- =============
- */
- void CheckWarmup ( void )
- {
- int counts[TEAM_NUM_TEAMS];
- qboolean notEnough = qfalse;
-
- // check because we run 3 game frames before calling Connect and/or ClientBegin
- // for clients on a map_restart
- if ( level.numPlayingClients == 0 )
- {
- return;
- }
-
- if ( !level.warmupTime )
- {
- return;
- }
-
- if ( level.gametypeData->teams )
- {
- counts[TEAM_BLUE] = TeamCount( -1, TEAM_BLUE, NULL );
- counts[TEAM_RED] = TeamCount( -1, TEAM_RED, NULL );
-
- if (counts[TEAM_RED] < 1 || counts[TEAM_BLUE] < 1)
- {
- notEnough = qtrue;
- }
- }
- else if ( level.numPlayingClients < 2 )
- {
- notEnough = qtrue;
- }
-
- if ( notEnough )
- {
- if ( level.warmupTime != -1 )
- {
- level.warmupTime = -1;
- trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) );
- G_LogPrintf( "Warmup:\n" );
- }
-
- return; // still waiting for team members
- }
-
- 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 )
- {
- // 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;
- }
-
- // Update the needed clients
- trap_SetConfigstring ( CS_VOTE_NEEDED, va("%i", (level.numVotingClients / 2) + 1 ) );
-
- if ( level.time - level.voteTime >= g_voteDuration.integer*1000 )
- {
- trap_SendServerCommand( -1, "print \"Vote failed.\n\"" );
- level.clients[level.voteClient].voteDelayTime = level.time + g_failedVoteDelay.integer * 60000;
- }
- 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\"" );
- level.clients[level.voteClient].voteDelayTime = level.time + g_failedVoteDelay.integer * 60000;
- }
- else
- {
- // still waiting for a majority
- return;
- }
- }
-
- level.voteTime = 0;
- trap_SetConfigstring( CS_VOTE_TIME, "" );
- }
-
- /*
- ==================
- PrintTeam
- ==================
- */
- void PrintTeam(int team, char *message)
- {
- int i;
-
- for ( i = 0 ; i < level.maxclients ; i++ )
- {
- if (level.clients[i].sess.team != team)
- {
- continue;
- }
-
- trap_SendServerCommand( i, message );
- }
- }
-
- /*
- ==================
- 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)
- {
- Com_Error ( ERR_FATAL, "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;
-
- //NT - store the time the frame started
- level.frameStartTime = trap_Milliseconds();
-
- // 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;
-
- // get any cvar changes
- G_UpdateCvars();
-
- // go through all allocated objects
- ent = &g_entities[0];
- for (i=0 ; i<level.num_entities ; i++, ent++)
- {
- if ( !ent->inuse )
- {
- continue;
- }
-
- // clear events that are too old
- if ( level.time - ent->eventTime > EVENT_VALID_MSEC )
- {
- if ( ent->s.event )
- {
- ent->s.event = 0; // &= EV_EVENT_BITS;
- if ( ent->client )
- {
- ent->client->ps.externalEvent = 0;
- // predicted events should never be set to zero
- //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;
- }
-
- if ( !ent->r.linked && ent->neverFree )
- {
- continue;
- }
-
- if ( ent->s.eType == ET_MISSILE )
- {
- G_RunMissile( ent );
- continue;
- }
-
- if ( ent->s.eType == ET_ITEM || ent->physicsObject )
- {
- G_RunItem( ent );
- continue;
- }
-
- if ( ent->s.eType == ET_MOVER )
- {
- G_RunMover( ent );
- continue;
- }
-
- if ( i < MAX_CLIENTS )
- {
- G_CheckClientTimeouts ( ent );
- G_RunClient( ent );
- G_CheckClientTeamkill ( ent );
- continue;
- }
-
- G_RunThink( ent );
- }
-
- // perform final fixups on the players
- ent = &g_entities[0];
- for (i=0 ; i < level.maxclients ; i++, ent++ )
- {
- if ( ent->inuse )
- {
- ClientEndFrame( ent );
- }
- }
-
- // Check warmup rules
- CheckWarmup();
-
- // see if it is time to end the level
- CheckExitRules();
-
- // Update gametype stuff
- CheckGametype ();
-
- trap_GT_RunFrame ( level.time );
-
- // cancel vote if timed out
- CheckVote();
-
- // for tracking changes
- CheckCvars();
-
- if (g_listEntity.integer)
- {
- for (i = 0; i < MAX_GENTITIES; i++)
- {
- Com_Printf("%4i: %s\n", i, g_entities[i].classname);
- }
- trap_Cvar_Set("g_listEntity", "0");
- }
- }
-
- void G_InitGhoul ( void )
- {
- G_InitHitModels ( );
- }
-
- void G_ShutdownGhoul ( void )
- {
- if ( !level.serverGhoul2 )
- {
- return;
- }
-
- trap_G2API_CleanGhoul2Models ( &level.serverGhoul2 );
- level.serverGhoul2 = NULL;
- }
-
-