Пример #1
0
/*
* G_ClearSnap
* We just run G_SnapFrame, the server just sent the snap to the clients,
* it's now time to clean up snap specific data to start the next snap from clean.
*/
void G_ClearSnap( void )
{
	edict_t	*ent;

	game.realtime = trap_Milliseconds(); // level.time etc. might not be real time

	// clear gametype's clock override
	gs.gameState.longstats[GAMELONG_CLOCKOVERRIDE] = 0;

	// clear all events in the snap
	for( ent = &game.edicts[0]; ENTNUM( ent ) < game.numentities; ent++ )
	{
		if( ISEVENTENTITY( &ent->s ) )  // events do not persist after a snapshot
		{
			G_FreeEdict( ent );
			continue;
		}

		// events only last for a single message
		ent->s.events[0] = ent->s.events[1] = 0;
		ent->s.eventParms[0] = ent->s.eventParms[1] = 0;
		ent->numEvents = 0;
		ent->eventPriority[0] = ent->eventPriority[1] = false;
		ent->s.teleported = qfalse; // remove teleported bit.

		// remove effect bits that are (most likely) added from gametypes
		ent->s.effects = ( ent->s.effects & (EF_TAKEDAMAGE|EF_CARRIER|EF_FLAG_TRAIL|EF_ROTATE_AND_BOB|EF_STRONG_WEAPON|EF_GHOST) );
	}

	// recover some info, let players respawn and finally clear the snap structures
	for( ent = &game.edicts[0]; ENTNUM( ent ) < game.numentities; ent++ )
	{
		if( !GS_MatchPaused() )
		{
			// copy origin to old origin ( this old_origin is for snaps )
			if( !( ent->r.svflags & SVF_TRANSMITORIGIN2 ) )
				VectorCopy( ent->s.origin, ent->s.old_origin );

			G_CheckClientRespawnClick( ent );
		}

		if( GS_MatchPaused() )
			ent->s.sound = entity_sound_backup[ENTNUM( ent )];

		// clear the snap temp info
		memset( &ent->snap, 0, sizeof( ent->snap ) );
		if( ent->r.client && trap_GetClientState( PLAYERNUM( ent ) ) >= CS_SPAWNED )
		{
			memset( &ent->r.client->resp.snap, 0, sizeof( ent->r.client->resp.snap ) );

			// set race stats to invisible
			RS_clearHUDStats( ent->r.client ); // racesow - clear with our function
		}
	}

	g_snapStarted = false;
}
Пример #2
0
/*
* G_RunFrame
* Advances the world
*/
void G_RunFrame( unsigned int msec, unsigned int serverTime )
{
	G_CheckCvars();

	game.localTime = time( NULL );

	game.serverTime = serverTime;
	G_UpdateFrameTime( msec );

	if( !g_snapStarted )
		G_StartFrameSnap();

	G_CallVotes_Think();

	// "freeze" match clock
	if( GS_MatchWaiting() || GS_MatchPaused() )
	{
		gs.gameState.longstats[GAMELONG_MATCHSTART] += msec;
	}

	if( GS_MatchPaused() )
	{
		edict_t *ent;

		// "freeze" linear projectiles
		for( ent = game.edicts + gs.maxclients; ENTNUM( ent ) < game.numentities; ent++ )
		{
			if( ent->s.linearProjectile )
				ent->s.linearProjectileTimeStamp += msec;
		}

		G_RunClients();
		G_RunGametype();
		G_LevelGarbageCollect();
		return;
	}

	level.framenum++;
	level.time += msec;
	level.think_client_entity = G_GetNextThinkClient( level.think_client_entity );

	G_SpawnQueue_Think();

	// run the world
	G_asCallMapPreThink();
	G_RunClients();
	G_RunEntities();
	G_RunGametype();
	G_asCallMapPostThink();
	GClip_BackUpCollisionFrame();

	G_LevelGarbageCollect();
}
Пример #3
0
/*
* Cmd_Timeout_f
*/
static void Cmd_Timeout_f( edict_t *ent )
{
	int num;

	if( ent->s.team == TEAM_SPECTATOR || GS_MatchState() != MATCH_STATE_PLAYTIME )
		return;

	if( GS_TeamBasedGametype() )
		num = ent->s.team;
	else
		num = ENTNUM( ent )-1;

	if( GS_MatchPaused() && ( level.timeout.endtime - level.timeout.time ) >= 2*TIMEIN_TIME )
	{
		G_PrintMsg( ent, "Timeout already in progress\n" );
		return;
	}

	if( g_maxtimeouts->integer != -1 && level.timeout.used[num] >= g_maxtimeouts->integer )
	{
		if( g_maxtimeouts->integer == 0 )
			G_PrintMsg( ent, "Timeouts are not allowed on this server\n" );
		else if( GS_TeamBasedGametype() )
			G_PrintMsg( ent, "Your team doesn't have any timeouts left\n" );
		else
			G_PrintMsg( ent, "You don't have any timeouts left\n" );
		return;
	}

	G_PrintMsg( NULL, "%s%s called a timeout\n", ent->r.client->netname, S_COLOR_WHITE );

	if( !GS_MatchPaused() )
		G_AnnouncerSound( NULL, trap_SoundIndex( va( S_ANNOUNCER_TIMEOUT_TIMEOUT_1_to_2, ( rand()&1 )+1 ) ), GS_MAX_TEAMS, true, NULL );

	level.timeout.used[num]++;
	GS_GamestatSetFlag( GAMESTAT_FLAG_PAUSED, true );
	level.timeout.caller = num;
	level.timeout.endtime = level.timeout.time + TIMEOUT_TIME + FRAMETIME;
}
Пример #4
0
void G_Teams_Coach( edict_t *ent )
{
	if( GS_TeamBasedGametype() && !GS_InvidualGameType() && ent->s.team != TEAM_SPECTATOR )
	{
		if( !teamlist[ent->s.team].has_coach )
		{
			if( GS_MatchState() > MATCH_STATE_WARMUP && !GS_MatchPaused() )
			{
				G_PrintMsg( ent, "Can't set coach mode with the match in progress\n" );
			}
			else
			{
				// move to coach mode
				ent->r.client->teamstate.is_coach = true;
				G_GhostClient( ent );
				ent->health = ent->max_health;
				ent->deadflag = DEAD_NO;

				G_ChasePlayer( ent, NULL, true, 0 );

				//clear up his scores
				G_Match_Ready( ent ); // set ready and check readys
				memset( &ent->r.client->level.stats, 0, sizeof( ent->r.client->level.stats ) );

				teamlist[ent->s.team].has_coach = true;
				G_PrintMsg( NULL, "%s%s is now team %s coach \n", ent->r.client->netname,
					S_COLOR_WHITE, GS_TeamName( ent->s.team ) );
			}
		}
		else if( ent->r.client->teamstate.is_coach )
		{                            // if you are this team coach, resign
			ent->r.client->teamstate.is_coach = false;
			G_PrintMsg( NULL, "%s%s is no longer team %s coach \n", ent->r.client->netname,
				S_COLOR_WHITE, GS_TeamName( ent->s.team ) );

			G_Teams_SetTeam( ent, ent->s.team );
		}
		else
			G_PrintMsg( ent, "Your team already has a coach.\n" );
	}
	else
		G_PrintMsg( ent, "Coaching only valid while on a team in Team based Gametypes.\n" );
}
Пример #5
0
/*
* Cmd_Timeout_f
*/
static void Cmd_Timein_f( edict_t *ent )
{
	int num;

	if( ent->s.team == TEAM_SPECTATOR )
		return;

	if( !GS_MatchPaused() )
	{
		G_PrintMsg( ent, "No timeout in progress.\n" );
		return;
	}

	if( level.timeout.endtime - level.timeout.time <= 2 * TIMEIN_TIME )
	{
		G_PrintMsg( ent, "The timeout is about to end already.\n" );
		return;
	}

	if( GS_TeamBasedGametype() )
		num = ent->s.team;
	else
		num = ENTNUM( ent )-1;

	if( level.timeout.caller != num )
	{
		if( GS_TeamBasedGametype() )
			G_PrintMsg( ent, "Your team didn't call this timeout.\n" );
		else
			G_PrintMsg( ent, "You didn't call this timeout.\n" );
		return;
	}

	level.timeout.endtime = level.timeout.time + TIMEIN_TIME + FRAMETIME;

	G_AnnouncerSound( NULL, trap_SoundIndex( va( S_ANNOUNCER_TIMEOUT_TIMEIN_1_to_2, ( rand()&1 )+1 ) ), GS_MAX_TEAMS, true, NULL );

	G_PrintMsg( NULL, "%s%s called a timein\n", ent->r.client->netname, S_COLOR_WHITE );
}
Пример #6
0
bool AI_NodeHasTimedOut( edict_t *self )
{
	if( self->ai->goal_node == NODE_INVALID )
		return true;

	if( !GS_MatchPaused() )
		self->ai->node_timeout += game.frametime;

	// Try again?
	if( self->ai->node_timeout > NODE_TIMEOUT || self->ai->next_node == NODE_INVALID )
	{
		if( self->ai->tries++ > 3 )
			return true;
		else
			AI_SetGoal( self, self->ai->goal_node );
	}

	if( self->ai->current_node == NODE_INVALID || self->ai->next_node == NODE_INVALID )
		return true;

	return false;
}
Пример #7
0
static void Cmd_CoinToss_f( edict_t *ent )
{
	bool qtails;
	char *s;
	char upper[MAX_STRING_CHARS];

	if( GS_MatchState() > MATCH_STATE_WARMUP && !GS_MatchPaused() )
	{
		G_PrintMsg( ent, "You can only toss coins during warmup or timeouts\n" );
		return;
	}
	if( CheckFlood( ent, false ) )
		return;

	if( trap_Cmd_Argc() < 2 || ( Q_stricmp( "heads", trap_Cmd_Argv( 1 ) ) && Q_stricmp( "tails", trap_Cmd_Argv( 1 ) ) ) )
	{
		//it isn't a valid token
		G_PrintMsg( ent, "You have to choose heads or tails when tossing a coin\n" );
		return;
	}

	Q_strncpyz( upper, trap_Cmd_Argv( 1 ), sizeof( upper ) );
	s = upper;
	while( *s )
	{
		*s = toupper( *s );
		s++;
	}

	qtails = ( Q_stricmp( "heads", trap_Cmd_Argv( 1 ) ) != 0 ) ? true : false;
	if( qtails == ( rand() & 1 ) )
	{
		G_PrintMsg( NULL, S_COLOR_YELLOW "COINTOSS %s: " S_COLOR_WHITE "It was %s! %s " S_COLOR_WHITE "tossed a coin and " S_COLOR_GREEN "won!\n", upper, trap_Cmd_Argv( 1 ), ent->r.client->netname );
		return;
	}

	G_PrintMsg( NULL, S_COLOR_YELLOW "COINTOSS %s: " S_COLOR_WHITE "It was %s! %s " S_COLOR_WHITE "tossed a coin and " S_COLOR_RED "lost!\n", upper, qtails ? "heads" : "tails", ent->r.client->netname );
}
Пример #8
0
/*
* ClientThink
*/
void ClientThink( edict_t *ent, usercmd_t *ucmd, int timeDelta )
{
	gclient_t *client;
	int i, j;
	static pmove_t pm;
	int delta, count;

	client = ent->r.client;

	client->ps.POVnum = ENTNUM( ent );
	client->ps.playerNum = PLAYERNUM( ent );

	// anti-lag
	if( ent->r.svflags & SVF_FAKECLIENT )
	{
		client->timeDelta = 0;
	}
	else
	{
		int nudge;
		int fixedNudge = ( game.snapFrameTime ) * 0.5; // fixme: find where this nudge comes from.

		// add smoothing to timeDelta between the last few ucmds and a small fine-tuning nudge.
		nudge = fixedNudge + g_antilag_timenudge->integer;
		timeDelta += nudge;
		clamp( timeDelta, -g_antilag_maxtimedelta->integer, 0 );

		// smooth using last valid deltas
		i = client->timeDeltasHead - 6;
		if( i < 0 ) i = 0;
		for( count = 0, delta = 0; i < client->timeDeltasHead; i++ )
		{
			if( client->timeDeltas[i & G_MAX_TIME_DELTAS_MASK] < 0 )
			{
				delta += client->timeDeltas[i & G_MAX_TIME_DELTAS_MASK];
				count++;
			}
		}

		if( !count )
			client->timeDelta = timeDelta;
		else
		{
			delta /= count;
			client->timeDelta = ( delta + timeDelta ) * 0.5;
		}

		client->timeDeltas[client->timeDeltasHead & G_MAX_TIME_DELTAS_MASK] = timeDelta;
		client->timeDeltasHead++;

#ifdef UCMDTIMENUDGE
		client->timeDelta += client->pers.ucmdTimeNudge;
#endif
	}

	clamp( client->timeDelta, -g_antilag_maxtimedelta->integer, 0 );

	// update activity if he touched any controls
	if( ucmd->forwardmove != 0 || ucmd->sidemove != 0 || ucmd->upmove != 0 || ( ucmd->buttons & ~BUTTON_BUSYICON ) != 0
		|| client->ucmd.angles[PITCH] != ucmd->angles[PITCH] || client->ucmd.angles[YAW] != ucmd->angles[YAW] )
		G_Client_UpdateActivity( client );

	client->ucmd = *ucmd;

	// can exit intermission after two seconds, not counting postmatch
	if( GS_MatchState() == MATCH_STATE_WAITEXIT && ( ucmd->buttons & BUTTON_ATTACK ) && game.serverTime > GS_MatchStartTime() + 2000 )
		level.exitNow = true;

	// (is this really needed?:only if not cared enough about ps in the rest of the code)
	// refresh player state position from the entity
	VectorCopy( ent->s.origin, client->ps.pmove.origin );
	VectorCopy( ent->velocity, client->ps.pmove.velocity );
	VectorCopy( ent->s.angles, client->ps.viewangles );

	client->ps.pmove.gravity = level.gravity;

	if( GS_MatchState() >= MATCH_STATE_POSTMATCH || GS_MatchPaused() 
		|| ( ent->movetype != MOVETYPE_PLAYER && ent->movetype != MOVETYPE_NOCLIP ) )
		client->ps.pmove.pm_type = PM_FREEZE;
	else if( ent->s.type == ET_GIB )
		client->ps.pmove.pm_type = PM_GIB;
	else if( ent->movetype == MOVETYPE_NOCLIP || client->isTV )
		client->ps.pmove.pm_type = PM_SPECTATOR;
	else
		client->ps.pmove.pm_type = PM_NORMAL;

	// set up for pmove
	memset( &pm, 0, sizeof( pmove_t ) );
	pm.playerState = &client->ps;

	if( !client->isTV )
		pm.cmd = *ucmd;

	if( memcmp( &client->old_pmove, &client->ps.pmove, sizeof( pmove_state_t ) ) )
		pm.snapinitial = true;

	// perform a pmove
	Pmove( &pm );

	// save results of pmove
	client->old_pmove = client->ps.pmove;

	// update the entity with the new position
	VectorCopy( client->ps.pmove.origin, ent->s.origin );
	VectorCopy( client->ps.pmove.velocity, ent->velocity );
	VectorCopy( client->ps.viewangles, ent->s.angles );
	ent->viewheight = client->ps.viewheight;
	VectorCopy( pm.mins, ent->r.mins );
	VectorCopy( pm.maxs, ent->r.maxs );

	ent->waterlevel = pm.waterlevel;
	ent->watertype = pm.watertype;
	if( pm.groundentity == -1 )
	{
		ent->groundentity = NULL;
	}
	else
	{
		G_AwardResetPlayerComboStats( ent );

		ent->groundentity = &game.edicts[pm.groundentity];
		ent->groundentity_linkcount = ent->groundentity->linkcount;
	}
	
	GClip_LinkEntity( ent );

	GS_AddLaserbeamPoint( &ent->r.client->resp.trail, &ent->r.client->ps, ucmd->serverTimeStamp );

	// Regeneration
	if( ent->r.client->ps.inventory[POWERUP_REGEN] > 0 && ent->health < 200)
	{
		ent->health += ( game.frametime * 0.001f ) * 10.0f;

		// Regen expires if health reaches 200
		if ( ent->health >= 199.0f )
			ent->r.client->ps.inventory[POWERUP_REGEN]--;
	}

	// fire touch functions
	if( ent->movetype != MOVETYPE_NOCLIP )
	{
		edict_t *other;

		// touch other objects
		for( i = 0; i < pm.numtouch; i++ )
		{
			other = &game.edicts[pm.touchents[i]];
			for( j = 0; j < i; j++ )
			{
				if( &game.edicts[pm.touchents[j]] == other )
					break;
			}
			if( j != i )
				continue; // duplicated

			// player can't touch projectiles, only projectiles can touch the player
			G_CallTouch( other, ent, NULL, 0 );
		}
	}

	ent->s.weapon = GS_ThinkPlayerWeapon( &client->ps, ucmd->buttons, ucmd->msec, client->timeDelta );

	if( G_IsDead( ent ) )
	{
		if( ent->deathTimeStamp + g_respawn_delay_min->integer <= level.time )
			client->resp.snap.buttons |= ucmd->buttons;
	}
	else if( client->ps.pmove.stats[PM_STAT_NOUSERCONTROL] <= 0 )
		client->resp.snap.buttons |= ucmd->buttons;

	// trigger the instashield
	if( GS_Instagib() && g_instashield->integer )
	{
		if( client->ps.pmove.pm_type == PM_NORMAL && pm.cmd.upmove < 0 &&
			client->resp.instashieldCharge == INSTA_SHIELD_MAX && 
			client->ps.inventory[POWERUP_SHELL] == 0 )
		{
			client->ps.inventory[POWERUP_SHELL] = client->resp.instashieldCharge;
			G_Sound( ent, CHAN_AUTO, trap_SoundIndex( GS_FindItemByTag( POWERUP_SHELL )->pickup_sound ), ATTN_NORM );
		}
	}	

	// 
	if( client->ps.pmove.pm_type == PM_NORMAL )
		client->level.stats.had_playtime = true;

	// generating plrkeys (optimized for net communication)
	ClientMakePlrkeys( client, ucmd );
}
Пример #9
0
/*
* G_SnapFrame
* It's time to send a new snap, so set the world up for sending
*/
void G_SnapFrame( void )
{
	edict_t	*ent;
	game.realtime = trap_Milliseconds(); // level.time etc. might not be real time

	//others
	G_UpdateServerInfo();

	// exit level
	if( level.exitNow )
	{
		G_ExitLevel();
		return;
	}

	AITools_Frame(); //MbotGame //give think time to AI debug tools

	// finish snap
	G_SnapClients(); // build the playerstate_t structures for all players
	G_SnapEntities(); // add effects based on accumulated info along the frame

	// set entity bits (prepare entities for being sent in the snap)
	for( ent = &game.edicts[0]; ENTNUM( ent ) < game.numentities; ent++ )
	{
		if( ent->s.number != ENTNUM( ent ) )
		{
			if( developer->integer )
				G_Printf( "fixing ent->s.number (etype:%i, classname:%s)\n", ent->s.type, ent->classname ? ent->classname : "noclassname" );
			ent->s.number = ENTNUM( ent );
		}

		// temporary filter (Q2 system to ensure reliability)
		// ignore ents without visible models unless they have an effect
		if( !ent->r.inuse )
		{
			ent->r.svflags |= SVF_NOCLIENT;
			continue;
		}
		else if( ent->s.type >= ET_TOTAL_TYPES || ent->s.type < 0 )
		{
			if( developer->integer )
				G_Printf( "'G_SnapFrame': Inhibiting invalid entity type %i\n", ent->s.type );
			ent->r.svflags |= SVF_NOCLIENT;
			continue;
		}
		else if( !( ent->r.svflags & SVF_NOCLIENT ) && !ent->s.modelindex && !ent->s.effects 
			&& !ent->s.sound && !ISEVENTENTITY( &ent->s ) && !ent->s.light && !ent->r.client )
		{
			if( developer->integer )
				G_Printf( "'G_SnapFrame': fixing missing SVF_NOCLIENT flag (no effect)\n" );
			ent->r.svflags |= SVF_NOCLIENT;
			continue;
		}

		ent->s.effects &= ~EF_TAKEDAMAGE;
		if( ent->takedamage )
			ent->s.effects |= EF_TAKEDAMAGE;

		if( GS_MatchPaused() )
		{
			// when in timeout, we don't send entity sounds
			entity_sound_backup[ENTNUM( ent )] = ent->s.sound;
			ent->s.sound = 0;
		}
	}
}
Пример #10
0
/*
* G_Timeout_Update
* 
* Updates the timeout struct and informs clients about the status of the pause
*/
static void G_Timeout_Update( unsigned int msec )
{
	static int timeout_printtime = 0;
	static int timeout_last_endtime = 0;
	static int countdown_set = 1;

	if( !GS_MatchPaused() )
		return;

	game.frametime = 0;

	if( timeout_last_endtime != level.timeout.endtime ) // force print when endtime is changed
	{
		timeout_printtime = 0;
		timeout_last_endtime = level.timeout.endtime;
	}

	level.timeout.time += msec;
	if( level.timeout.endtime && level.timeout.time >= level.timeout.endtime )
	{
		level.timeout.time = 0;
		level.timeout.caller = -1;
		GS_GamestatSetFlag( GAMESTAT_FLAG_PAUSED, false );

		timeout_printtime = 0;
		timeout_last_endtime = -1;

		G_AnnouncerSound( NULL, trap_SoundIndex( va( S_ANNOUNCER_TIMEOUT_MATCH_RESUMED_1_to_2, ( rand()&1 )+1 ) ),
			GS_MAX_TEAMS, true, NULL );
		G_CenterPrintMsg( NULL, "Match resumed" );
		G_PrintMsg( NULL, "Match resumed\n" );
	}
	else if( timeout_printtime == 0 || level.timeout.time - timeout_printtime >= 1000 )
	{
		if( level.timeout.endtime )
		{
			int seconds_left = (int)( ( level.timeout.endtime - level.timeout.time ) / 1000.0 + 0.5 );

			if( seconds_left == ( TIMEIN_TIME * 2 ) / 1000 )
			{
				G_AnnouncerSound( NULL, trap_SoundIndex( va( S_ANNOUNCER_COUNTDOWN_READY_1_to_2, ( rand()&1 )+1 ) ),
					GS_MAX_TEAMS, false, NULL );
				countdown_set = ( rand()&1 )+1;
			}
			else if( seconds_left >= 1 && seconds_left <= 3 )
			{
				G_AnnouncerSound( NULL, trap_SoundIndex( va( S_ANNOUNCER_COUNTDOWN_COUNT_1_to_3_SET_1_to_2, seconds_left,
					countdown_set ) ), GS_MAX_TEAMS, false, NULL );
			}

			if( seconds_left > 1 )
				G_CenterPrintFormatMsg( NULL, "Match will resume in %s seconds", va( "%i", seconds_left ), NULL );
			else
				G_CenterPrintMsg( NULL, "Match will resume in 1 second" );
		}
		else
		{
			G_CenterPrintMsg( NULL, "Match paused" );
		}

		timeout_printtime = level.timeout.time;
	}
}
Пример #11
0
/*
* G_UpdateServerInfo
* update the cvars which show the match state at server browsers
*/
static void G_UpdateServerInfo( void )
{
	// g_match_time
	if( GS_MatchState() <= MATCH_STATE_WARMUP )
	{
		trap_Cvar_ForceSet( "g_match_time", "Warmup" );
	}
	else if( GS_MatchState() == MATCH_STATE_COUNTDOWN )
	{
		trap_Cvar_ForceSet( "g_match_time", "Countdown" );
	}
	else if( GS_MatchState() == MATCH_STATE_PLAYTIME )
	{
		// partly from G_GetMatchState
		char extra[MAX_INFO_VALUE];
		int clocktime, timelimit, mins, secs;

		if( GS_MatchDuration() )
			timelimit = ( ( GS_MatchDuration() ) * 0.001 ) / 60;
		else
			timelimit = 0;

		clocktime = (float)( game.serverTime - GS_MatchStartTime() ) * 0.001f;

		if( clocktime <= 0 )
		{
			mins = 0;
			secs = 0;
		}
		else
		{
			mins = clocktime / 60;
			secs = clocktime - mins * 60;
		}

		extra[0] = 0;
		if( GS_MatchExtended() )
		{
			if( timelimit )
				Q_strncatz( extra, " overtime", sizeof( extra ) );
			else
				Q_strncatz( extra, " suddendeath", sizeof( extra ) );
		}
		if( GS_MatchPaused() )
			Q_strncatz( extra, " (in timeout)", sizeof( extra ) );

		if( timelimit )
			trap_Cvar_ForceSet( "g_match_time", va( "%02i:%02i / %02i:00%s", mins, secs, timelimit, extra ) );
		else
			trap_Cvar_ForceSet( "g_match_time", va( "%02i:%02i%s", mins, secs, extra ) );
	}
	else
	{
		trap_Cvar_ForceSet( "g_match_time", "Finished" );
	}

	// g_match_score
	if( GS_MatchState() >= MATCH_STATE_PLAYTIME && GS_TeamBasedGametype() )
	{
		char score[MAX_INFO_STRING];

		score[0] = 0;
		Q_strncatz( score, va( " %s: %i", GS_TeamName( TEAM_ALPHA ), teamlist[TEAM_ALPHA].stats.score ), sizeof( score ) );
		Q_strncatz( score, va( " %s: %i", GS_TeamName( TEAM_BETA ), teamlist[TEAM_BETA].stats.score ), sizeof( score ) );

		if( strlen( score ) >= MAX_INFO_VALUE ) {
			// prevent "invalid info cvar value" flooding
			score[0] = '\0';
		}
		trap_Cvar_ForceSet( "g_match_score", score );
	}
	else
	{
		trap_Cvar_ForceSet( "g_match_score", "" );
	}

	// g_needpass
	if( password->modified )
	{
		if( password->string && strlen( password->string ) )
		{
			trap_Cvar_ForceSet( "g_needpass", "1" );
		}
		else
		{
			trap_Cvar_ForceSet( "g_needpass", "0" );
		}
		password->modified = false;
	}

	// g_gametypes_available
	if( g_votable_gametypes->modified || g_disable_vote_gametype->modified )
	{
		if( g_disable_vote_gametype->integer || !g_votable_gametypes->string || !strlen( g_votable_gametypes->string ) )
		{
			trap_Cvar_ForceSet( "g_gametypes_available", "" );
		}
		else
		{
			char *votable;
			char *name;
			size_t len;
			int count;

			len = 0;

			for( count = 0; ( name = G_ListNameForPosition( g_gametypes_list->string, count, CHAR_GAMETYPE_SEPARATOR ) ) != NULL; count++ )
			{
				if( G_Gametype_IsVotable( name ) )
					len += strlen( name ) + 1;
			}

			len++;
			votable = ( char * )G_Malloc( len );
			votable[0] = 0;

			for( count = 0; ( name = G_ListNameForPosition( g_gametypes_list->string, count, CHAR_GAMETYPE_SEPARATOR ) ) != NULL; count++ )
			{
				if( G_Gametype_IsVotable( name ) )
				{
					Q_strncatz( votable, name, len );
					Q_strncatz( votable, " ", len );
				}
			}

			//votable[ strlen( votable )-2 ] = 0; // remove the last space
			trap_Cvar_ForceSet( "g_gametypes_available", votable );
			G_Free( votable );
		}

		g_votable_gametypes->modified = false;
		g_disable_vote_gametype->modified = false;
	}

	if( GS_RaceGametype() ) {
		trap_Cvar_ForceSet( "g_race_gametype", "1" );
	}
	else {
		trap_Cvar_ForceSet( "g_race_gametype", "0" );
	}
}
Пример #12
0
/*
* GS_ThinkPlayerWeapon
*/
int GS_ThinkPlayerWeapon( player_state_t *playerState, int buttons, int msecs, int timeDelta )
{
	firedef_t *firedef;
	qboolean refire = qfalse;

	assert( playerState->stats[STAT_PENDING_WEAPON] >= 0 && playerState->stats[STAT_PENDING_WEAPON] < WEAP_TOTAL );

	if( GS_MatchPaused() )
		return playerState->stats[STAT_WEAPON];

	if( playerState->pmove.pm_type != PM_NORMAL )
	{
		playerState->weaponState = WEAPON_STATE_READY;
		playerState->stats[STAT_PENDING_WEAPON] = playerState->stats[STAT_WEAPON] = WEAP_NONE;
		playerState->stats[STAT_WEAPON_TIME] = 0;
		return playerState->stats[STAT_WEAPON];
	}

	if( playerState->pmove.stats[PM_STAT_NOUSERCONTROL] > 0 )
		buttons = 0;

	if( !msecs )
		goto done;

	if( playerState->stats[STAT_WEAPON_TIME] > 0 )
		playerState->stats[STAT_WEAPON_TIME] -= msecs;
	else
		playerState->stats[STAT_WEAPON_TIME] = 0;

	firedef = GS_FiredefForPlayerState( playerState, playerState->stats[STAT_WEAPON] );

	// during cool-down time it can shoot again or go into reload time
	if( playerState->weaponState == WEAPON_STATE_REFIRE || playerState->weaponState == WEAPON_STATE_REFIRESTRONG )
	{
		int last_firemode;

		if( playerState->stats[STAT_WEAPON_TIME] > 0 )
			goto done;

		last_firemode = ( playerState->weaponState == WEAPON_STATE_REFIRESTRONG ) ? FIRE_MODE_STRONG : FIRE_MODE_WEAK;
		if( last_firemode == firedef->fire_mode )
			refire = qtrue;

		playerState->weaponState = WEAPON_STATE_READY;
	}

	// nothing can be done during reload time
	if( playerState->weaponState == WEAPON_STATE_RELOADING )
	{
		if( playerState->stats[STAT_WEAPON_TIME] > 0 )
			goto done;

		playerState->weaponState = WEAPON_STATE_READY;
	}

	if( playerState->weaponState == WEAPON_STATE_NOAMMOCLICK )
	{
		if( playerState->stats[STAT_WEAPON_TIME] > 0 )
			goto done;

		if( playerState->stats[STAT_WEAPON] != playerState->stats[STAT_PENDING_WEAPON] )
			playerState->weaponState = WEAPON_STATE_READY;
	}

	// there is a weapon to be changed
	if( playerState->stats[STAT_WEAPON] != playerState->stats[STAT_PENDING_WEAPON] )
	{
		if( ( playerState->weaponState == WEAPON_STATE_READY ) ||
			( playerState->weaponState == WEAPON_STATE_DROPPING ) ||
			( playerState->weaponState == WEAPON_STATE_ACTIVATING ) )
		{
			if( playerState->weaponState != WEAPON_STATE_DROPPING )
			{
				playerState->weaponState = WEAPON_STATE_DROPPING;
				playerState->stats[STAT_WEAPON_TIME] += firedef->weapondown_time;

				if( firedef->weapondown_time )
					module_PredictedEvent( playerState->POVnum, EV_WEAPONDROP, 0 );
			}
		}
	}

	// do the change
	if( playerState->weaponState == WEAPON_STATE_DROPPING )
	{
		if( playerState->stats[STAT_WEAPON_TIME] > 0 )
			goto done;

		playerState->stats[STAT_WEAPON] = playerState->stats[STAT_PENDING_WEAPON];

		// update the firedef
		firedef = GS_FiredefForPlayerState( playerState, playerState->stats[STAT_WEAPON] );
		playerState->weaponState = WEAPON_STATE_ACTIVATING;
		playerState->stats[STAT_WEAPON_TIME] += firedef->weaponup_time;
		module_PredictedEvent( playerState->POVnum, EV_WEAPONACTIVATE, playerState->stats[STAT_WEAPON] );
	}

	if( playerState->weaponState == WEAPON_STATE_ACTIVATING )
	{
		if( playerState->stats[STAT_WEAPON_TIME] > 0 )
			goto done;

		playerState->weaponState = WEAPON_STATE_READY;
	}

	if( ( playerState->weaponState == WEAPON_STATE_READY ) || ( playerState->weaponState == WEAPON_STATE_NOAMMOCLICK ) )
	{
		if( playerState->stats[STAT_WEAPON_TIME] > 0 )
			goto done;

		if( !GS_ShootingDisabled() )
		{
			if( buttons & BUTTON_ATTACK )
			{
				if( GS_CheckAmmoInWeapon( playerState, playerState->stats[STAT_WEAPON] ) )
				{
					playerState->weaponState = WEAPON_STATE_FIRING;
				}
				else
				{
					// player has no ammo nor clips
					if( playerState->weaponState == WEAPON_STATE_NOAMMOCLICK )
					{
						playerState->weaponState = WEAPON_STATE_RELOADING;
						playerState->stats[STAT_WEAPON_TIME] += NOAMMOCLICK_AUTOSWITCH;
						if( playerState->stats[STAT_PENDING_WEAPON] == playerState->stats[STAT_WEAPON] )
							playerState->stats[STAT_PENDING_WEAPON] = GS_SelectBestWeapon( playerState );
					}
					else
					{
						playerState->weaponState = WEAPON_STATE_NOAMMOCLICK;
						playerState->stats[STAT_WEAPON_TIME] += NOAMMOCLICK_PENALTY;
						module_PredictedEvent( playerState->POVnum, EV_NOAMMOCLICK, 0 );
						goto done;
					}
				}
			}
			// gunblade auto attack is special
			else if( playerState->stats[STAT_WEAPON] == WEAP_GUNBLADE &&
				playerState->pmove.stats[PM_STAT_NOUSERCONTROL] <= 0 &&
				playerState->pmove.stats[PM_STAT_NOAUTOATTACK] <= 0 &&
				GS_CheckBladeAutoAttack( playerState, timeDelta ) )
			{
				firedef = &GS_GetWeaponDef( WEAP_GUNBLADE )->firedef_weak;
				playerState->weaponState = WEAPON_STATE_FIRING;
			}
		}
	}

	if( playerState->weaponState == WEAPON_STATE_FIRING )
	{
		int parm = playerState->stats[STAT_WEAPON];
		if( firedef->fire_mode == FIRE_MODE_STRONG )
			parm |= EV_INVERSE;

		playerState->stats[STAT_WEAPON_TIME] += firedef->reload_time;
		if( firedef->fire_mode == FIRE_MODE_STRONG )
			playerState->weaponState = WEAPON_STATE_REFIRESTRONG;
		else
			playerState->weaponState = WEAPON_STATE_REFIRE;

		if( refire && firedef->smooth_refire )
			module_PredictedEvent( playerState->POVnum, EV_SMOOTHREFIREWEAPON, parm );
		else
			module_PredictedEvent( playerState->POVnum, EV_FIREWEAPON, parm );

		// waste ammo
		if( !GS_InfiniteAmmo() )
		{
			if( firedef->ammo_id != AMMO_NONE && firedef->usage_count )
				playerState->inventory[firedef->ammo_id] -= firedef->usage_count;
		}
	}
done:
	return playerState->stats[STAT_WEAPON];
}
Пример #13
0
/*
* G_Damage
* targ		entity that is being damaged
* inflictor	entity that is causing the damage
* attacker	entity that caused the inflictor to damage targ
* example: targ=enemy, inflictor=rocket, attacker=player
*
* dir			direction of the attack
* point		point at which the damage is being inflicted
* normal		normal vector from that point
* damage		amount of damage being inflicted
* knockback	force to be applied against targ as a result of the damage
*
* dflags		these flags are used to control how T_Damage works
*/
void G_Damage( edict_t *targ, edict_t *inflictor, edict_t *attacker, const vec3_t pushdir, const vec3_t dmgdir, const vec3_t point, float damage, float knockback, float stun, int dflags, int mod )
{
	gclient_t *client;
	float take;
	float save;
	float asave;
	qboolean statDmg;

	if( !targ || !targ->takedamage )
		return;

	if( !attacker )
	{
		attacker = world;
		mod = MOD_TRIGGER_HURT;
	}

	meansOfDeath = mod;

	client = targ->r.client;

	// Cgg - race mode: players don't interact with one another
	if( GS_RaceGametype() )
	{
		if( attacker->r.client && targ->r.client && attacker != targ )
			return;
	}

	// push
	if( !( dflags & DAMAGE_NO_KNOCKBACK ) )
		G_KnockBackPush( targ, attacker, pushdir, knockback, dflags );

	// stun
	if( g_allow_stun->integer && !( dflags & (DAMAGE_NO_STUN|FL_GODMODE) )
		&& (int)stun > 0 && targ->r.client && targ->r.client->resp.takeStun &&
		!GS_IsTeamDamage( &targ->s, &attacker->s ) && ( targ != attacker ) )
	{
		if( dflags & DAMAGE_STUN_CLAMP )
		{
			if( targ->r.client->ps.pmove.stats[PM_STAT_STUN] < (int)stun )
				targ->r.client->ps.pmove.stats[PM_STAT_STUN] = (int)stun;
		}
		else
			targ->r.client->ps.pmove.stats[PM_STAT_STUN] += (int)stun;

		clamp( targ->r.client->ps.pmove.stats[PM_STAT_STUN], 0, MAX_STUN_TIME );
	}

	// dont count self-damage cause it just adds the same to both stats
	statDmg = ( attacker != targ ) && ( mod != MOD_TELEFRAG );

	// apply handicap on the damage given
	if( statDmg && attacker->r.client && !GS_Instagib() )
	{
		// handicap is a percentage value
		if( attacker->r.client->handicap != 0 )
			damage *= 1.0 - (attacker->r.client->handicap * 0.01f);
	}

	take = damage;
	save = 0;

	// check for cases where damage is protected
	if( !( dflags & DAMAGE_NO_PROTECTION ) )
	{
		// check for godmode
		if( targ->flags & FL_GODMODE )
		{
			take = 0;
			save = damage;
		}
		// never damage in timeout
		else if( GS_MatchPaused() )
		{
			take = save = 0;
		}
		// ca has self splash damage disabled
		else if( ( dflags & DAMAGE_RADIUS ) && attacker == targ && !GS_SelfDamage() )
		{
			take = save = 0;
		}
		// don't get damage from players in race
		else if( ( GS_RaceGametype() ) && attacker->r.client && targ->r.client &&
			( attacker->r.client != targ->r.client ) )
		{
			take = save = 0;
		}
		// team damage avoidance
		else if( GS_IsTeamDamage( &targ->s, &attacker->s ) && !G_Gametype_CanTeamDamage( dflags ) )
		{
			take = save = 0;
		}
		// apply warShell powerup protection
		else if( targ->r.client && targ->r.client->ps.inventory[POWERUP_SHELL] > 0 )
		{
			// warshell offers full protection in instagib
			if( GS_Instagib() )
			{
				take = 0;
				save = damage;
			}
			else
			{
				take = ( damage * 0.25f );
				save = damage - take;
			}
			// todo : add protection sound
		}
	}

	asave = G_CheckArmor( targ, take, dflags );
	take -= asave;

	//treat cheat/powerup savings the same as armor
	asave += save;

	// APPLY THE DAMAGES

	if( !take && !asave )
		return;

	// do the damage
	if( take <= 0 )
		return;

	// adding damage given/received to stats
	if( statDmg && attacker->r.client && !targ->deadflag && targ->movetype != MOVETYPE_PUSH && targ->s.type != ET_CORPSE )
	{
		attacker->r.client->level.stats.total_damage_given += take + asave;
		teamlist[attacker->s.team].stats.total_damage_given += take + asave;
		if( GS_IsTeamDamage( &targ->s, &attacker->s ) )
		{
			attacker->r.client->level.stats.total_teamdamage_given += take + asave;
			teamlist[attacker->s.team].stats.total_teamdamage_given += take + asave;
		}
	}

	G_Gametype_ScoreEvent( attacker->r.client, "dmg", va( "%i %f %i", targ->s.number, damage, attacker->s.number ) );

	if( statDmg && client )
	{
		client->level.stats.total_damage_received += take + asave;
		teamlist[targ->s.team].stats.total_damage_received += take + asave;
		if( GS_IsTeamDamage( &targ->s, &attacker->s ) )
		{
			client->level.stats.total_teamdamage_received += take + asave;
			teamlist[targ->s.team].stats.total_teamdamage_received += take + asave;
		}
	}

	// accumulate received damage for snapshot effects
	{
		vec3_t dorigin;

		if( inflictor == world && mod == MOD_FALLING ) // it's fall damage
			targ->snap.damage_fall += take + save;

		if( point[0] != 0.0f || point[1] != 0.0f || point[2] != 0.0f )
			VectorCopy( point, dorigin );
		else
			VectorSet( dorigin,
			targ->s.origin[0],
			targ->s.origin[1],
			targ->s.origin[2] + targ->viewheight );

		G_BlendFrameDamage( targ, take, &targ->snap.damage_taken, dorigin, dmgdir, targ->snap.damage_at, targ->snap.damage_dir );
		G_BlendFrameDamage( targ, save, &targ->snap.damage_saved, dorigin, dmgdir, targ->snap.damage_at, targ->snap.damage_dir );

		if( targ->r.client )
		{
			if( mod != MOD_FALLING && mod != MOD_TELEFRAG && mod != MOD_SUICIDE )
			{
				if( inflictor == world || attacker == world )
				{
					// for world inflicted damage use always 'frontal'
					G_ClientAddDamageIndicatorImpact( targ->r.client, take + save, NULL );
				}
				else if( dflags & DAMAGE_RADIUS )
				{
					// for splash hits the direction is from the inflictor origin
					G_ClientAddDamageIndicatorImpact( targ->r.client, take + save, pushdir );
				}
				else
				{	// for direct hits the direction is the projectile direction
					G_ClientAddDamageIndicatorImpact( targ->r.client, take + save, dmgdir );
				}
			}
		}
	}

	targ->health = targ->health - take;

	// add damage done to stats
	if( !GS_IsTeamDamage( &targ->s, &attacker->s ) && statDmg && G_ModToAmmo( mod ) != AMMO_NONE && client && attacker->r.client )
	{
		attacker->r.client->level.stats.accuracy_hits[G_ModToAmmo( mod )-AMMO_GUNBLADE]++;
		attacker->r.client->level.stats.accuracy_damage[G_ModToAmmo( mod )-AMMO_GUNBLADE] += damage;
		teamlist[attacker->s.team].stats.accuracy_hits[G_ModToAmmo( mod )-AMMO_GUNBLADE]++;
		teamlist[attacker->s.team].stats.accuracy_damage[G_ModToAmmo( mod )-AMMO_GUNBLADE] += damage;

		G_AwardPlayerHit( targ, attacker, mod );
	}

	// accumulate given damage for hit sounds
	if( ( take || asave ) && targ != attacker && client && !targ->deadflag )
	{
		if( attacker )
		{
			if( GS_IsTeamDamage( &targ->s, &attacker->s ) )
				attacker->snap.damageteam_given += take + asave; // we want to know how good our hit was, so saved also matters
			else
				attacker->snap.damage_given += take + asave;
		}
	}

	if( G_IsDead( targ ) )
	{
		if( client )
			targ->flags |= FL_NO_KNOCKBACK;
		G_Killed( targ, inflictor, attacker, HEALTH_TO_INT( take ), point, mod );
	}
	else 
	{
		G_CallPain( targ, attacker, knockback, take );
	}
}
Пример #14
0
/*
* CG_AddLocalSounds
*/
static void CG_AddLocalSounds( void )
{
	static bool postmatchsound_set = false, demostream = false, background = false;
	static unsigned int lastSecond = 0;

	// add local announces
	if( GS_Countdown() )
	{
		if( GS_MatchDuration() )
		{
			unsigned int duration, curtime, remainingSeconds;
			float seconds;

			curtime = GS_MatchPaused() ? cg.frame.serverTime : cg.time;
			duration = GS_MatchDuration();

			if( duration + GS_MatchStartTime() < curtime )
				duration = curtime - GS_MatchStartTime(); // avoid negative results

			seconds = (float)( GS_MatchStartTime() + duration - curtime ) * 0.001f;
			remainingSeconds = (unsigned int)seconds;

			if( remainingSeconds != lastSecond )
			{
				if( 1 + remainingSeconds < 4 )
				{
					struct sfx_s *sound = trap_S_RegisterSound( va( S_ANNOUNCER_COUNTDOWN_COUNT_1_to_3_SET_1_to_2, 1 + remainingSeconds, 1 ) );
					CG_AddAnnouncerEvent( sound, false );
				}

				lastSecond = remainingSeconds;
			}
		}
	}
	else
		lastSecond = 0;

	// add sounds from announcer
	CG_ReleaseAnnouncerEvents();

	// if in postmatch, play postmatch song
	if( GS_MatchState() >= MATCH_STATE_POSTMATCH )
	{
		if( !postmatchsound_set && !demostream )
		{
			trap_S_StartBackgroundTrack( S_PLAYLIST_POSTMATCH, NULL, 3 ); // loop random track from the playlist
			postmatchsound_set = true;
			background = false;
		}
	}
	else
	{
		if( cgs.demoPlaying && cgs.demoAudioStream && !demostream )
		{
			trap_S_StartBackgroundTrack( cgs.demoAudioStream, NULL, 0 );
			demostream = true;
		}

		if( postmatchsound_set )
		{
			trap_S_StopBackgroundTrack();
			postmatchsound_set = false;
			background = false;
		}

		if( (!postmatchsound_set && !demostream) && !background )
		{
			CG_StartBackgroundTrack();
			background = true;
		}

		// notice: these 2 sound files aren't used anymore
		//cgs.media.sfxTimerBipBip
		//cgs.media.sfxTimerPloink
	}
}