/* * G_ClientBegin * * Called when a client has finished connecting, and is ready * to be placed into the game. This will happen every level load. */ void G_ClientBegin(g_edict_t *ent) { char welcome[256]; int player_num = ent - g_game.edicts - 1; ent->client = g_game.clients + player_num; G_InitEdict(ent); G_InitClientLocals(ent->client); VectorClear(ent->client->cmd_angles); ent->client->persistent.first_frame = g_level.frame_num; // force spectator if match or rounds if (g_level.match || g_level.rounds) ent->client->persistent.spectator = true; else if (g_level.teams || g_level.ctf) { if (g_auto_join->value) G_AddClientToTeam(ent, G_SmallestTeam()->name); else ent->client->persistent.spectator = true; } // spawn them in G_ClientRespawn(ent, true); if (g_level.intermission_time) { G_ClientToIntermission(ent); } else { memset(welcome, 0, sizeof(welcome)); snprintf(welcome, sizeof(welcome), "^2Welcome to ^7http://quake2world.net\n" "^2Gameplay is ^1%s\n", G_GameplayName(g_level.gameplay)); if (g_level.teams) strncat(welcome, "^2Teams are enabled\n", sizeof(welcome)); if (g_level.ctf) strncat(welcome, "^2CTF is enabled\n", sizeof(welcome)); if (g_voting->value) strncat(welcome, "^2Voting is allowed\n", sizeof(welcome)); gi.ClientCenterPrint(ent, "%s", welcome); } // make sure all view stuff is valid G_ClientEndFrame(ent); srand(time(NULL)); // set random seed }
/* * @brief Returns the game name advertised by the server in info strings. */ const char *G_GameName(void) { static char name[64]; sprintf(name, "%s", G_GameplayName(g_level.gameplay)); if (g_level.ctf) { strcat(name, " / CTF"); } else if (g_level.teams) { strcat(name, " / TDM"); } return name; }
/* * G_CheckRules */ static void G_CheckRules(void) { int i, seconds; g_client_t *cl; if (g_level.intermission_time) return; // match mode, no match, or countdown underway g_level.warmup = g_level.match && (!g_level.match_time || g_level.match_time > g_level.time); // arena mode, no round, or countdown underway g_level.warmup |= g_level.rounds && (!g_level.round_time || g_level.round_time > g_level.time); if (g_level.start_match && g_level.time >= g_level.match_time) { // players have readied, begin match g_level.start_match = false; g_level.warmup = false; for (i = 0; i < sv_max_clients->integer; i++) { if (!g_game.edicts[i + 1].in_use) continue; G_ClientRespawn(&g_game.edicts[i + 1], false); } gi.Sound(&g_game.edicts[0], gi.SoundIndex("world/teleport"), ATTN_NONE); gi.BroadcastPrint(PRINT_HIGH, "Match has started\n"); } if (g_level.start_round && g_level.time >= g_level.round_time) { // pre-game expired, begin round g_level.start_round = false; g_level.warmup = false; for (i = 0; i < sv_max_clients->integer; i++) { if (!g_game.edicts[i + 1].in_use) continue; G_ClientRespawn(&g_game.edicts[i + 1], false); } gi.Sound(&g_game.edicts[0], gi.SoundIndex("world/teleport"), ATTN_NONE); gi.BroadcastPrint(PRINT_HIGH, "Round has started\n"); } seconds = g_level.time; if (g_level.rounds) { if (g_level.round_time > g_level.time) // round about to start, show pre-game countdown seconds = g_level.round_time - g_level.time; else if (g_level.round_time) seconds = g_level.time - g_level.round_time; // round started, count up else seconds = -1; } else if (g_level.match) { if (g_level.match_time > g_level.time) // match about to start, show pre-game countdown seconds = g_level.match_time - g_level.time; else if (g_level.match_time) { if (g_level.time_limit) // count down to time_limit seconds = g_level.match_time + g_level.time_limit * 60 - g_level.time; else seconds = g_level.time - g_level.match_time; // count up } else seconds = -1; } if (g_level.time_limit) { // check time_limit float t = g_level.time; if (g_level.match) // for matches t = g_level.time - g_level.match_time; else if (g_level.rounds) // and for rounds t = g_level.time - g_level.round_time; if (t >= g_level.time_limit * 60) { gi.BroadcastPrint(PRINT_HIGH, "Timelimit hit\n"); G_EndLevel(); return; } seconds = g_level.time_limit * 60 - t; // count down } if (g_level.frame_num % gi.frame_rate == 0) // send time updates once per second gi.ConfigString(CS_TIME, (g_level.warmup ? "Warmup" : G_FormatTime(seconds))); if (!g_level.ctf && g_level.frag_limit) { // check frag_limit if (g_level.teams) { // check team scores if (g_team_good.score >= g_level.frag_limit || g_team_evil.score >= g_level.frag_limit) { gi.BroadcastPrint(PRINT_HIGH, "Fraglimit hit\n"); G_EndLevel(); return; } } else { // or individual scores for (i = 0; i < sv_max_clients->integer; i++) { cl = g_game.clients + i; if (!g_game.edicts[i + 1].in_use) continue; if (cl->persistent.score >= g_level.frag_limit) { gi.BroadcastPrint(PRINT_HIGH, "Fraglimit hit\n"); G_EndLevel(); return; } } } } if (g_level.ctf && g_level.capture_limit) { // check capture limit if (g_team_good.captures >= g_level.capture_limit || g_team_evil.captures >= g_level.capture_limit) { gi.BroadcastPrint(PRINT_HIGH, "Capturelimit hit\n"); G_EndLevel(); return; } } if (g_gameplay->modified) { // change gameplay, fix items, respawn clients g_gameplay->modified = false; g_level.gameplay = G_GameplayByName(g_gameplay->string); gi.ConfigString(CS_GAMEPLAY, va("%d", g_level.gameplay)); G_RestartGame(false); // reset all clients gi.BroadcastPrint(PRINT_HIGH, "Gameplay has changed to %s\n", G_GameplayName(g_level.gameplay)); } if (g_gravity->modified) { // send gravity config string g_gravity->modified = false; g_level.gravity = g_gravity->integer; gi.ConfigString(CS_GRAVITY, va("%d", g_level.gravity)); } if (g_teams->modified) { // reset teams, scores g_teams->modified = false; g_level.teams = g_teams->integer; gi.ConfigString(CS_TEAMS, va("%d", g_level.teams)); gi.BroadcastPrint(PRINT_HIGH, "Teams have been %s\n", g_level.teams ? "enabled" : "disabled"); G_RestartGame(true); } if (g_ctf->modified) { // reset teams, scores g_ctf->modified = false; g_level.ctf = g_ctf->integer; gi.ConfigString(CS_CTF, va("%d", g_level.ctf)); gi.BroadcastPrint(PRINT_HIGH, "CTF has been %s\n", g_level.ctf ? "enabled" : "disabled"); G_RestartGame(true); } if (g_match->modified) { // reset scores g_match->modified = false; g_level.match = g_match->integer; gi.ConfigString(CS_MATCH, va("%d", g_level.match)); g_level.warmup = g_level.match; // toggle warmup gi.BroadcastPrint(PRINT_HIGH, "Match has been %s\n", g_level.match ? "enabled" : "disabled"); G_RestartGame(false); } if (g_rounds->modified) { // reset scores g_rounds->modified = false; g_level.rounds = g_rounds->integer; gi.ConfigString(CS_ROUNDS, va("%d", g_level.rounds)); g_level.warmup = g_level.rounds; // toggle warmup gi.BroadcastPrint(PRINT_HIGH, "Rounds have been %s\n", g_level.rounds ? "enabled" : "disabled"); G_RestartGame(false); } if (g_cheats->modified) { // notify when cheats changes g_cheats->modified = false; gi.BroadcastPrint(PRINT_HIGH, "Cheats have been %s\n", g_cheats->integer ? "enabled" : "disabled"); } if (g_frag_limit->modified) { g_frag_limit->modified = false; g_level.frag_limit = g_frag_limit->integer; gi.BroadcastPrint(PRINT_HIGH, "Fraglimit has been changed to %d\n", g_level.frag_limit); } if (g_round_limit->modified) { g_round_limit->modified = false; g_level.round_limit = g_round_limit->integer; gi.BroadcastPrint(PRINT_HIGH, "Roundlimit has been changed to %d\n", g_level.round_limit); } if (g_capture_limit->modified) { g_capture_limit->modified = false; g_level.capture_limit = g_capture_limit->integer; gi.BroadcastPrint(PRINT_HIGH, "Capturelimit has been changed to %d\n", g_level.capture_limit); } if (g_time_limit->modified) { g_time_limit->modified = false; g_level.time_limit = g_time_limit->value; gi.BroadcastPrint(PRINT_HIGH, "Timelimit has been changed to %d\n", (int) g_level.time_limit); } }