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📄 g_main.c

📁 quakeIII源码这个不用我多说吧
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			return;
		}
	}
}



/*
========================================================================

FUNCTIONS CALLED EVERY FRAME

========================================================================
*/


/*
=============
CheckTournament

Once a frame, check for changes in tournement player state
=============
*/
void CheckTournament( void ) {
	// 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 ( g_gametype.integer == GT_TOURNAMENT ) {

		// pull in a spectator if needed
		if ( level.numPlayingClients < 2 ) {
			AddTournamentPlayer();
		}

		// if we don't have two players, go back to "waiting for players"
		if ( level.numPlayingClients != 2 ) {
			if ( level.warmupTime != -1 ) {
				level.warmupTime = -1;
				trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) );
				G_LogPrintf( "Warmup:\n" );
			}
			return;
		}

		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 ) {
			if ( level.numPlayingClients == 2 ) {
				// 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;
		}
	} else if ( g_gametype.integer != GT_SINGLE_PLAYER && level.warmupTime != 0 ) {
		int		counts[TEAM_NUM_TEAMS];
		qboolean	notEnough = qfalse;

		if ( g_gametype.integer > GT_TEAM ) {
			counts[TEAM_BLUE] = TeamCount( -1, TEAM_BLUE );
			counts[TEAM_RED] = TeamCount( -1, TEAM_RED );

			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;
	}
	if ( level.time - level.voteTime >= VOTE_TIME ) {
		trap_SendServerCommand( -1, "print \"Vote failed.\n\"" );
	} else {
		// ATVI Q3 1.32 Patch #9, WNF
		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\"" );
		} 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.sessionTeam != team)
			continue;
		trap_SendServerCommand( i, message );
	}
}

/*
==================
SetLeader
==================
*/
void SetLeader(int team, int client) {
	int i;

	if ( level.clients[client].pers.connected == CON_DISCONNECTED ) {
		PrintTeam(team, va("print \"%s is not connected\n\"", level.clients[client].pers.netname) );
		return;
	}
	if (level.clients[client].sess.sessionTeam != team) {
		PrintTeam(team, va("print \"%s is not on the team anymore\n\"", level.clients[client].pers.netname) );
		return;
	}
	for ( i = 0 ; i < level.maxclients ; i++ ) {
		if (level.clients[i].sess.sessionTeam != team)
			continue;
		if (level.clients[i].sess.teamLeader) {
			level.clients[i].sess.teamLeader = qfalse;
			ClientUserinfoChanged(i);
		}
	}
	level.clients[client].sess.teamLeader = qtrue;
	ClientUserinfoChanged( client );
	PrintTeam(team, va("print \"%s is the new team leader\n\"", level.clients[client].pers.netname) );
}

/*
==================
CheckTeamLeader
==================
*/
void CheckTeamLeader( int team ) {
	int i;

	for ( i = 0 ; i < level.maxclients ; i++ ) {
		if (level.clients[i].sess.sessionTeam != team)
			continue;
		if (level.clients[i].sess.teamLeader)
			break;
	}
	if (i >= level.maxclients) {
		for ( i = 0 ; i < level.maxclients ; i++ ) {
			if (level.clients[i].sess.sessionTeam != team)
				continue;
			if (!(g_entities[i].r.svFlags & SVF_BOT)) {
				level.clients[i].sess.teamLeader = qtrue;
				break;
			}
		}
		for ( i = 0 ; i < level.maxclients ; i++ ) {
			if (level.clients[i].sess.sessionTeam != team)
				continue;
			level.clients[i].sess.teamLeader = qtrue;
			break;
		}
	}
}

/*
==================
CheckTeamVote
==================
*/
void CheckTeamVote( int team ) {
	int cs_offset;

	if ( team == TEAM_RED )
		cs_offset = 0;
	else if ( team == TEAM_BLUE )
		cs_offset = 1;
	else
		return;

	if ( !level.teamVoteTime[cs_offset] ) {
		return;
	}
	if ( level.time - level.teamVoteTime[cs_offset] >= VOTE_TIME ) {
		trap_SendServerCommand( -1, "print \"Team vote failed.\n\"" );
	} else {
		if ( level.teamVoteYes[cs_offset] > level.numteamVotingClients[cs_offset]/2 ) {
			// execute the command, then remove the vote
			trap_SendServerCommand( -1, "print \"Team vote passed.\n\"" );
			//
			if ( !Q_strncmp( "leader", level.teamVoteString[cs_offset], 6) ) {
				//set the team leader
				SetLeader(team, atoi(level.teamVoteString[cs_offset] + 7));
			}
			else {
				trap_SendConsoleCommand( EXEC_APPEND, va("%s\n", level.teamVoteString[cs_offset] ) );
			}
		} else if ( level.teamVoteNo[cs_offset] >= level.numteamVotingClients[cs_offset]/2 ) {
			// same behavior as a timeout
			trap_SendServerCommand( -1, "print \"Team vote failed.\n\"" );
		} else {
			// still waiting for a majority
			return;
		}
	}
	level.teamVoteTime[cs_offset] = 0;
	trap_SetConfigstring( CS_TEAMVOTE_TIME + cs_offset, "" );

}


/*
==================
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) {
		G_Error ( "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;
int start, end;

	// 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
	//
	start = trap_Milliseconds();
	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_RunClient( ent );
			continue;
		}

		G_RunThink( ent );
	}
end = trap_Milliseconds();

start = trap_Milliseconds();
	// perform final fixups on the players
	ent = &g_entities[0];
	for (i=0 ; i < level.maxclients ; i++, ent++ ) {
		if ( ent->inuse ) {
			ClientEndFrame( ent );
		}
	}
end = trap_Milliseconds();

	// see if it is time to do a tournement restart
	CheckTournament();

	// see if it is time to end the level
	CheckExitRules();

	// update to team status?
	CheckTeamStatus();

	// cancel vote if timed out
	CheckVote();

	// check team votes
	CheckTeamVote( TEAM_RED );
	CheckTeamVote( TEAM_BLUE );

	// for tracking changes
	CheckCvars();

	if (g_listEntity.integer) {
		for (i = 0; i < MAX_GENTITIES; i++) {
			G_Printf("%4i: %s\n", i, g_entities[i].classname);
		}
		trap_Cvar_Set("g_listEntity", "0");
	}
}

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