示例#1
0
/**
 * @brief Checks whether there are still actors to fight with left. If none
 * are the match end will be triggered.
 * @sa G_MatchEndTrigger
 */
void G_MatchEndCheck (void)
{
	int activeTeams;
	int i, last;

	if (level.intermissionTime > 0.0) /* already decided */
		return;

	if (!level.numplayers) {
		G_MatchEndTrigger(0, 0);
		return;
	}

	/** @todo count from 0 to get the civilians for objectives */
	for (i = 1, activeTeams = 0, last = 0; i < MAX_TEAMS; i++) {
		edict_t *ent = NULL;
		/* search for living but not stunned actors - there must at least be one actor
		 * that is still able to attack or defend himself */
		while ((ent = G_EdictsGetNextLivingActorOfTeam(ent, i)) != NULL) {
			if (!G_IsStunned(ent)) {
				last = i;
				activeTeams++;
				break;
			}
		}
	}

	/** @todo < 2 does not work when we count civilians */
	/* prepare for sending results */
	if (activeTeams < 2) {
		const int timeGap = (level.activeTeam == TEAM_ALIEN ? 10.0 : 3.0);
		G_MatchEndTrigger(activeTeams == 1 ? last : 0, timeGap);
	}
}
示例#2
0
/**
 * @brief Call the end game function with the given team
 * used to e.g. abort singleplayer games and let the aliens win
 * @sa G_MatchEndTrigger
 */
static void SVCmd_Win_f (void)
{
	int team;

	if (gi.Cmd_Argc() < 3) {
		gi.DPrintf("Usage: %s <teamnum>\n", gi.Cmd_Argv(1));
		return;
	}
	team = atoi(gi.Cmd_Argv(2));
	if (team > TEAM_CIVILIAN && team < MAX_TEAMS)
		G_MatchEndTrigger(team, 0);
	else
		gi.DPrintf("Bad team number.\n");
}
示例#3
0
/**
 * @brief Next map trigger that is going to get active once all opponents are killed
 * @sa SP_trigger_nextmap
 */
static bool Touch_NextMapTrigger (Edict* self, Edict* activator)
{
	if (activator != nullptr && activator->isSameTeamAs(self)) {
		char command[MAX_VAR];
		self->inuse = false;
		G_ClientPrintf(activator->getPlayer(), PRINT_HUD, _("Switching map!"));
		Com_sprintf(command, sizeof(command), "map %s %s\n",
				level.day ? "day" : "night", self->nextmap);
		level.mapEndCommand = (char*)G_TagMalloc(strlen(command) + 1, TAG_GAME);
		Q_strncpyz(level.mapEndCommand, command, strlen(command));

		level.nextMapSwitch = true;
		G_MatchEndTrigger(self->getTeam(), 0);
	}
	return true;
}
示例#4
0
/**
 * @note Think functions are only executed when the match is running
 * or in other word, the game has started
 */
void G_MissionThink (Edict* self)
{
	if (!G_MatchIsRunning())
		return;

	/* when every player has joined the match - spawn the mission target
	 * particle (if given) to mark the trigger */
	if (self->particle) {
		self->link = G_SpawnParticle(self->origin, self->spawnflags, self->particle);

		/* This is automatically freed on map shutdown */
		self->particle = nullptr;
	}

	Edict* chain = self->groupMaster;
	if (!chain)
		chain = self;
	while (chain) {
		if (chain->type == ET_MISSION) {
			if (chain->item) {
				const Item* ic;
				G_GetFloorItems(chain);
				ic = chain->getFloor();
				if (!ic) {
					/* reset the counter if there is no item */
					chain->count = 0;
					return;
				}
				for (; ic; ic = ic->getNext()) {
					const objDef_t* od = ic->def();
					assert(od);
					/* not the item we are looking for */
					if (Q_streq(od->id, chain->item))
						break;
				}
				if (!ic) {
					/* reset the counter if it's not the searched item */
					chain->count = 0;
					return;
				}
			}
			if (chain->time) {
				/* Check that the target zone is still occupied (last defender might have died) */
				if (!chain->item && !G_MissionIsTouched(chain)) {
						chain->count = 0;
				}
				const int endTime = level.actualRound - chain->count;
				const int spawnIndex = (chain->getTeam() + level.teamOfs) % MAX_TEAMS;
				const int currentIndex = (level.activeTeam + level.teamOfs) % MAX_TEAMS;
				/* not every edict in the group chain has
				 * been occupied long enough */
				if (!chain->count || endTime < chain->time ||
						(endTime == chain->time && spawnIndex < currentIndex))
					return;
			}
			if (chain->target && !chain->time && !chain->item) {
				if (!G_MissionIsTouched(chain))
					return;
			}
		}
		chain = chain->groupChain;
	}

	const bool endMission = self->target == nullptr;

	/* store team before the edict is released */
	const int team = self->getTeam();
	chain = self->groupMaster;
	if (!chain)
		chain = self;
	while (chain) {
		if (chain->type == ET_MISSION) {
			G_UseEdict(chain, nullptr);
			if (chain->item != nullptr) {
				Edict* item = G_GetEdictFromPos(chain->pos, ET_ITEM);
				if (item != nullptr) {
					if (!G_InventoryRemoveItemByID(chain->item, item, CID_FLOOR)) {
						Com_Printf("Could not remove item '%s' from floor edict %i\n", chain->item, item->getIdNum());
					} else if (!item->getFloor()) {
						G_EventPerish(*item);
						G_FreeEdict(item);
					}
				}
			}
			if (chain->link != nullptr) {
				Edict* particle = G_GetEdictFromPos(chain->pos, ET_PARTICLE);
				if (particle != nullptr) {
					G_AppearPerishEvent(G_VisToPM(particle->visflags), false, *particle, nullptr);
					G_FreeEdict(particle);
				}
				chain->link = nullptr;
			}

			/* Display mission message */
			if (G_ValidMessage(chain)) {
				const char* msg = chain->message;
				if (msg[0] == '_')
					++msg;
				gi.BroadcastPrintf(PRINT_HUD, "%s", msg);
			}
		}

		Edict* ent = chain->groupChain;
		/* free the group chain */
		G_FreeEdict(chain);
		chain = ent;
	}

	if (endMission)
		G_MatchEndTrigger(team, level.activeTeam == TEAM_ALIEN ? 10 : 3);
}
示例#5
0
文件: g_round.cpp 项目: cigo/ufoai
/**
 * @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;
		}
	}
}
示例#6
0
/**
 * @note Think functions are only executed when the match is running
 * or in other word, the game has started
 */
void G_MissionThink (Edict* self)
{
	if (!G_MatchIsRunning())
		return;

	/* when every player has joined the match - spawn the mission target
	 * particle (if given) to mark the trigger */
	if (self->particle) {
		self->link = G_SpawnParticle(self->origin, self->spawnflags, self->particle);

		/* This is automatically freed on map shutdown */
		self->particle = nullptr;
	}

	Edict* chain = self->groupMaster;
	if (!chain)
		chain = self;
	while (chain) {
		if (chain->type == ET_MISSION) {
			if (chain->item) {
				const Item* ic;
				G_GetFloorItems(chain);
				ic = chain->getFloor();
				if (!ic) {
					/* reset the counter if there is no item */
					chain->count = 0;
					return;
				}
				for (; ic; ic = ic->getNext()) {
					const objDef_t* od = ic->def();
					assert(od);
					/* not the item we are looking for */
					if (Q_streq(od->id, chain->item))
						break;
				}
				if (!ic) {
					/* reset the counter if it's not the searched item */
					chain->count = 0;
					return;
				}
			}
			if (chain->time) {
				const int endTime = level.actualRound - chain->count;
				const int spawnIndex = (self->getTeam() + level.teamOfs) % MAX_TEAMS;
				const int currentIndex = (level.activeTeam + level.teamOfs) % MAX_TEAMS;
				/* not every edict in the group chain has
				 * been occupied long enough */
				if (!chain->count || endTime < chain->time ||
						(endTime == level.actualRound && spawnIndex <= currentIndex))
					return;
			}
			/* not destroyed yet */
			if ((chain->flags & FL_DESTROYABLE) && chain->HP)
				return;
		}
		chain = chain->groupChain;
	}

	if (self->use)
		self->use(self, nullptr);

	/* store team before the edict is released */
	const int team = self->getTeam();
	chain = self->groupMaster;
	if (!chain)
		chain = self;
	while (chain) {
		if (chain->item != nullptr) {
			Edict* item = G_GetEdictFromPos(chain->pos, ET_ITEM);
			if (item != nullptr) {
				if (!G_InventoryRemoveItemByID(chain->item, item, CID_FLOOR)) {
					Com_Printf("Could not remove item '%s' from floor edict %i\n", chain->item, item->getIdNum());
				} else if (!item->getFloor()) {
					G_EventPerish(*item);
					G_FreeEdict(item);
				}
			}
		}
		if (chain->link != nullptr) {
			Edict* particle = G_GetEdictFromPos(chain->pos, ET_PARTICLE);
			if (particle != nullptr) {
				G_AppearPerishEvent(PM_ALL, false, *particle, nullptr);
				G_FreeEdict(particle);
			}
			chain->link = nullptr;
		}

		Edict* ent = chain->groupChain;
		/* free the trigger */
		if (chain->child())
			G_FreeEdict(chain->child());
		/* free the group chain */
		G_FreeEdict(chain);
		chain = ent;
	}
	self = nullptr;

	/* still active mission edicts left */
	Edict* ent = nullptr;
	while ((ent = G_EdictsGetNextInUse(ent)))
		if (ent->type == ET_MISSION && ent->getTeam() == team)
			return;

	G_MatchEndTrigger(team, 10);
}
示例#7
0
/**
 * @note Think functions are only executed when the match is running
 * or in other word, the game has started
 */
void G_MissionThink (edict_t *self)
{
	edict_t *chain = self->groupMaster;
	edict_t *ent;
	int team;

	if (!G_MatchIsRunning())
		return;

	/* when every player has joined the match - spawn the mission target
	 * particle (if given) to mark the trigger */
	if (self->particle) {
		G_SpawnParticle(self->origin, self->spawnflags, self->particle);

		/* This is automatically freed on map shutdown */
		self->particle = NULL;
	}

	if (!chain)
		chain = self;
	while (chain) {
		if (chain->type == ET_MISSION) {
			if (chain->item) {
				const invList_t *ic;
				G_GetFloorItems(chain);
				ic = FLOOR(chain);
				if (!ic) {
					/* reset the counter if there is no item */
					chain->count = 0;
					return;
				}
				for (; ic; ic = ic->next) {
					const objDef_t *od = ic->item.t;
					assert(od);
					/* not the item we are looking for */
					if (Q_streq(od->id, chain->item))
						break;
				}
				if (!ic) {
					/* reset the counter if it's not the searched item */
					chain->count = 0;
					return;
				}
			}
			if (chain->time) {
				/* not every edict in the group chain has
				 * been occupied long enough */
				if (!chain->count || level.actualRound - chain->count < chain->time)
					return;
			}
			/* not destroyed yet */
			if ((chain->flags & FL_DESTROYABLE) && chain->HP)
				return;
		}
		chain = chain->groupChain;
	}

	if (self->use)
		self->use(self, NULL);

	/* store team before the edict is released */
	team = self->team;

	chain = self->groupMaster;
	if (!chain)
		chain = self;
	while (chain) {
		if (chain->item != NULL) {
			edict_t *item = G_GetEdictFromPos(chain->pos, ET_ITEM);
			if (item != NULL) {
				if (!G_InventoryRemoveItemByID(chain->item, item, gi.csi->idFloor)) {
					Com_Printf("Could not remove item '%s' from floor edict %i\n",
							chain->item, item->number);
				} else {
					G_AppearPerishEvent(G_VisToPM(item->visflags), false, item, NULL);
				}
			}
		}
		if (chain->particle != NULL) {
			/** @todo not yet working - particle stays active */
			edict_t *particle = G_GetEdictFromPos(chain->pos, ET_PARTICLE);
			if (particle != NULL) {
				G_AppearPerishEvent(PM_ALL, false, particle, NULL);
				G_FreeEdict(particle);
			}
		}

		ent = chain->groupChain;
		/* free the trigger */
		if (chain->child)
			G_FreeEdict(chain->child);
		/* free the group chain */
		G_FreeEdict(chain);
		chain = ent;
	}
	self = NULL;

	/* still active mission edicts left */
	ent = NULL;
	while ((ent = G_EdictsGetNextInUse(ent)))
		if (ent->type == ET_MISSION && ent->team == team)
			return;

	G_MatchEndTrigger(team, 10);
}