/** * @brief Get the next active team */ static void G_GetNextActiveTeam (void) { int i; const int lastTeam = G_GetActiveTeam(); level.activeTeam = TEAM_NO_ACTIVE; /* search next team */ for (i = 1; i < MAX_TEAMS; i++) { const int team = (lastTeam + i) % MAX_TEAMS; if (level.num_alive[team]) { /* found next player */ level.activeTeam = team; break; } } }
/** * @brief Get the next active team */ static void G_GetNextActiveTeam (void) { const int lastTeam = G_GetActiveTeam(); Com_Printf("round end from team %i\n", lastTeam); level.activeTeam = TEAM_NO_ACTIVE; /* search next team */ for (int i = 1; i < MAX_TEAMS; i++) { const int team = (lastTeam + i) % MAX_TEAMS; if (level.num_alive[team]) { /* found next player */ level.activeTeam = team; Com_Printf("round start for team %i\n", team); break; } } }
/** * @sa G_PlayerSoldiersCount */ void G_ClientEndRound (Player& player) { Player* p; const int lastTeamIndex = (G_GetActiveTeam() + level.teamOfs) % MAX_TEAMS; if (!G_IsAIPlayer(&player)) { /* inactive players can't end their inactive turn :) */ if (level.activeTeam != player.getTeam()) return; /* check for "team oszillation" */ if (level.framenum < level.nextEndRound) return; level.nextEndRound = level.framenum + 20; } /* only use this for teamplay matches like coopX or fight2on2 and above * also skip this for ai players, this is only called when all ai actors * have finished their 'thinking' */ if (!G_IsAIPlayer(&player) && sv_teamplay->integer) { /* check if all team members are ready */ if (!player.roundDone) { player.roundDone = true; G_EventEndRoundAnnounce(player); G_EventEnd(); } p = nullptr; while ((p = G_PlayerGetNextActiveHuman(p))) if (p->getTeam() == level.activeTeam && !p->roundDone && G_PlayerSoldiersCount(*p) > 0) return; p = nullptr; while ((p = G_PlayerGetNextActiveAI(p))) if (p->getTeam() == level.activeTeam && !p->roundDone && G_PlayerSoldiersCount(*p) > 0) return; } else { player.roundDone = true; } /* clear any remaining reaction fire */ G_ReactionFireOnEndTurn(); if (!G_IsAIPlayer(&player)) { if (g_lastseen->integer > 0) { Edict* ent = nullptr; while ((ent = G_EdictsGetNextActor(ent))) { if (G_IsAI(ent) && G_IsVisibleForTeam(ent, level.activeTeam)) { player.lastSeen = level.actualRound; break; } } if (level.actualRound - player.lastSeen > g_lastseen->integer) { Com_Printf("round end triggered by g_lastseen (player %i (team %i) last seen in round %i of %i rounds)\n", player.getNum(), level.activeTeam, player.lastSeen, level.actualRound); G_MatchEndTrigger(-1, 0); } } } /* let all the invisible players perish now */ G_CheckVisTeamAll(level.activeTeam, VIS_APPEAR, nullptr); G_GetNextActiveTeam(); AI_CheckRespawn(TEAM_ALIEN); /* no other team left? */ if (!G_MatchIsRunning()) return; if (lastTeamIndex > (level.activeTeam + level.teamOfs) % MAX_TEAMS) level.actualRound++; /* communicate next player in row to clients */ G_EventEndRound(); /* store the round start time to be able to abort the round after a give time */ level.roundstartTime = level.time; /* Wounded team members bleed */ G_BleedWounds(level.activeTeam); /* Update the state of stuned team-members. The actual statistics are sent below! */ G_UpdateStunState(level.activeTeam); /* Give the actors of the now active team their TUs. */ G_GiveTimeUnits(level.activeTeam); /* apply morale behaviour, reset reaction fire */ G_ReactionFireReset(level.activeTeam); if (mor_panic->integer) G_MoraleBehaviour(level.activeTeam); G_UpdateCarriedWeight(level.activeTeam); /* start ai - there is only one player for ai teams, and the last pointer must only * be updated for ai players */ p = G_GetPlayerForTeam(level.activeTeam); if (p == nullptr) gi.Error("Could not find player for team %i", level.activeTeam); /* finish off events */ G_EventEnd(); /* reset ready flag for every player on the current team (even ai players) */ p = nullptr; while ((p = G_PlayerGetNextActiveHuman(p))) { if (p->getTeam() == level.activeTeam) { p->roundDone = false; } } p = nullptr; while ((p = G_PlayerGetNextActiveAI(p))) { if (p->getTeam() == level.activeTeam) { p->roundDone = false; } } }