thirtyflightsofloving/game/g_main.c

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2019-03-13 19:20:07 +00:00
/*
Copyright (C) 1997-2001 Id Software, Inc.
Copyright (C) 2000-2002 Mr. Hyde and Mad Dog
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "g_local.h"
game_locals_t game;
level_locals_t level;
game_import_t gi;
game_export_t globals;
spawn_temp_t st;
int sm_meat_index;
int snd_fry;
int meansOfDeath;
edict_t *g_edicts;
cvar_t *deathmatch;
cvar_t *coop;
cvar_t *dmflags;
cvar_t *skill;
cvar_t *fraglimit;
cvar_t *timelimit;
//ZOID
cvar_t *capturelimit;
cvar_t *instantweap;
//ZOID
cvar_t *password;
cvar_t *spectator_password;
cvar_t *needpass;
cvar_t *maxclients;
cvar_t *maxspectators;
cvar_t *maxentities;
cvar_t *g_select_empty;
cvar_t *dedicated;
cvar_t *filterban;
cvar_t *sv_maxvelocity;
cvar_t *sv_gravity;
cvar_t *sv_rollspeed;
cvar_t *sv_rollangle;
cvar_t *gun_x;
cvar_t *gun_y;
cvar_t *gun_z;
cvar_t *run_pitch;
cvar_t *run_roll;
cvar_t *bob_up;
cvar_t *bob_pitch;
cvar_t *bob_roll;
cvar_t *sv_cheats;
cvar_t *flood_msgs;
cvar_t *flood_persecond;
cvar_t *flood_waitdelay;
cvar_t *sv_maplist;
cvar_t *actorchicken;
cvar_t *actorjump;
cvar_t *actorscram;
cvar_t *alert_sounds;
cvar_t *allow_download;
cvar_t *allow_fog; // Set to 0 for no fog
// set to 0 to bypass target_changelevel clear inventory flag
// because some user maps have this erroneously set
cvar_t *allow_clear_inventory;
cvar_t *bounce_bounce;
cvar_t *bounce_minv;
cvar_t *cd_loopcount;
cvar_t *cl_gun;
cvar_t *cl_thirdperson; // Knightmare added
cvar_t *corpse_fade;
cvar_t *corpse_fadetime;
cvar_t *crosshair;
cvar_t *developer;
cvar_t *footstep_sounds;
cvar_t *fov;
cvar_t *gl_clear;
cvar_t *gl_driver;
cvar_t *gl_driver_fog;
cvar_t *hand;
cvar_t *jetpack_weenie;
cvar_t *joy_pitchsensitivity;
cvar_t *joy_yawsensitivity;
cvar_t *jump_kick;
cvar_t *lazarus_cd_loop;
cvar_t *lazarus_cl_gun;
cvar_t *lazarus_crosshair;
cvar_t *lazarus_gl_clear;
cvar_t *lazarus_joyp;
cvar_t *lazarus_joyy;
cvar_t *lazarus_pitch;
cvar_t *lazarus_yaw;
cvar_t *lights;
cvar_t *lightsmin;
cvar_t *m_pitch;
cvar_t *m_yaw;
cvar_t *monsterjump;
cvar_t *readout;
cvar_t *rocket_strafe;
cvar_t *rotate_distance;
cvar_t *s_primary;
cvar_t *shift_distance;
cvar_t *sv_maxgibs;
cvar_t *turn_rider;
cvar_t *vid_ref;
cvar_t *zoomrate;
cvar_t *zoomsnap;
cvar_t *sv_stopspeed; //PGM (this was a define in g_phys.c)
cvar_t *sv_step_fraction; // Knightmare- this was a define in p_view.c
cvar_t *blaster_color; // Knightmare added
void SpawnEntities (char *mapname, char *entities, char *spawnpoint);
void ClientThink (edict_t *ent, usercmd_t *cmd);
qboolean ClientConnect (edict_t *ent, char *userinfo);
void ClientUserinfoChanged (edict_t *ent, char *userinfo);
void ClientDisconnect (edict_t *ent);
void ClientBegin (edict_t *ent);
void ClientCommand (edict_t *ent);
void RunEntity (edict_t *ent);
void WriteGame (char *filename, qboolean autosave);
void ReadGame (char *filename);
void WriteLevel (char *filename);
void ReadLevel (char *filename);
void InitGame (void);
void G_RunFrame (void);
//===================================================================
void ShutdownGame (void)
{
gi.dprintf ("==== ShutdownGame ====\n");
if(!deathmatch->value && !coop->value) {
#ifndef KMQUAKE2_ENGINE_MOD // engine has zoom autosensitivity
gi.cvar_forceset("m_pitch", va("%f",lazarus_pitch->value));
#endif
//gi.cvar_forceset("cd_loopcount", va("%d",lazarus_cd_loop->value));
//gi.cvar_forceset("gl_clear", va("%d", lazarus_gl_clear->value));
}
// Lazarus: Turn off fog if it's on
if (!dedicated->value) {
// Fog_Off (true);
Fog_Off_Global ();
}
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gi.FreeTags (TAG_LEVEL);
gi.FreeTags (TAG_GAME);
}
game_import_t RealFunc;
int max_modelindex;
int max_soundindex;
int Debug_Modelindex (char *name)
{
int modelnum;
modelnum = RealFunc.modelindex(name);
if(modelnum > max_modelindex)
{
gi.dprintf("Model %03d %s\n",modelnum,name);
max_modelindex = modelnum;
}
return modelnum;
}
int Debug_Soundindex (char *name)
{
int soundnum;
soundnum = RealFunc.soundindex(name);
if(soundnum > max_soundindex)
{
gi.dprintf("Sound %03d %s\n",soundnum,name);
max_soundindex = soundnum;
}
return soundnum;
}
/*
=================
GetGameAPI
Returns a pointer to the structure with all entry points
and global variables
=================
*/
game_export_t *GetGameAPI (game_import_t *import)
{
gi = *import;
globals.apiversion = GAME_API_VERSION;
globals.Init = InitGame;
globals.Shutdown = ShutdownGame;
globals.SpawnEntities = SpawnEntities;
globals.WriteGame = WriteGame;
globals.ReadGame = ReadGame;
globals.WriteLevel = WriteLevel;
globals.ReadLevel = ReadLevel;
globals.ClientThink = ClientThink;
globals.ClientConnect = ClientConnect;
globals.ClientUserinfoChanged = ClientUserinfoChanged;
globals.ClientDisconnect = ClientDisconnect;
globals.ClientBegin = ClientBegin;
globals.ClientCommand = ClientCommand;
globals.RunFrame = G_RunFrame;
globals.ServerCommand = ServerCommand;
globals.edict_size = sizeof(edict_t);
gl_driver = gi.cvar ("gl_driver", "", 0);
vid_ref = gi.cvar ("vid_ref", "", 0);
gl_driver_fog = gi.cvar ("gl_driver_fog", "opengl32", CVAR_NOSET | CVAR_ARCHIVE);
Fog_Init();
developer = gi.cvar("developer", "0", CVAR_SERVERINFO);
readout = gi.cvar("readout", "0", CVAR_SERVERINFO);
if (readout->value)
{
max_modelindex = 0;
max_soundindex = 0;
RealFunc.modelindex = gi.modelindex;
gi.modelindex = Debug_Modelindex;
RealFunc.soundindex = gi.soundindex;
gi.soundindex = Debug_Soundindex;
}
return &globals;
}
#ifndef GAME_HARD_LINKED
// this is only here so the functions in q_shared.c and q_shwin.c can link
void Sys_Error (char *error, ...)
{
va_list argptr;
char text[1024];
va_start (argptr, error);
Q_vsnprintf (text, sizeof(text), error, argptr);
va_end (argptr);
gi.error (ERR_FATAL, "%s", text);
}
void Com_Printf (char *msg, ...)
{
va_list argptr;
char text[1024];
va_start (argptr, msg);
Q_vsnprintf (text, sizeof(text), msg, argptr);
va_end (argptr);
gi.dprintf ("%s", text);
}
#endif
/*
=================
ClientEndServerFrames
=================
*/
void ClientEndServerFrames (void)
{
int i;
edict_t *ent;
// calc the player views now that all pushing
// and damage has been added
for (i=0 ; i<maxclients->value ; i++)
{
ent = g_edicts + 1 + i;
if (!ent->inuse || !ent->client)
continue;
ClientEndServerFrame (ent);
}
//reflection stuff -- modified from psychospaz' original code
if (level.num_reflectors)
{
ent = &g_edicts[0];
for (i=0 ; i<globals.num_edicts ; i++, ent++) //pointers, not as slow as you think
{
if (!ent->inuse)
continue;
if (!ent->s.modelindex)
continue;
// if (ent->s.effects & EF_ROTATE)
// continue;
if (ent->flags & FL_REFLECT)
continue;
if (!ent->client && (ent->svflags & SVF_NOCLIENT))
continue;
if (ent->client && !ent->client->chasetoggle && (ent->svflags & SVF_NOCLIENT))
continue;
if (ent->svflags&SVF_MONSTER && ent->solid!=SOLID_BBOX)
continue;
if ( (ent->solid == SOLID_BSP) && (ent->movetype != MOVETYPE_PUSHABLE))
continue;
if (ent->client && (ent->client->resp.spectator || ent->health<=0 || ent->deadflag == DEAD_DEAD))
continue;
AddReflection(ent);
}
}
}
/*
=================
CreateTargetChangeLevel
Returns the created target changelevel
=================
*/
edict_t *CreateTargetChangeLevel(char *map)
{
edict_t *ent;
ent = G_Spawn ();
ent->classname = "target_changelevel";
Com_sprintf(level.nextmap, sizeof(level.nextmap), "%s", map);
ent->map = level.nextmap;
return ent;
}
/*
=================
EndDMLevel
The timelimit or fraglimit has been exceeded
=================
*/
void EndDMLevel (void)
{
edict_t *ent;
char *s, *t, *f;
static const char *seps = " ,\n\r";
// stay on same level flag
if ((int)dmflags->value & DF_SAME_LEVEL)
{
BeginIntermission (CreateTargetChangeLevel (level.mapname) );
return;
}
// see if it's in the map list
if (*sv_maplist->string) {
s = strdup(sv_maplist->string);
f = NULL;
t = strtok(s, seps);
while (t != NULL) {
if (Q_stricmp(t, level.mapname) == 0) {
// it's in the list, go to the next one
t = strtok(NULL, seps);
if (t == NULL) { // end of list, go to first one
if (f == NULL) // there isn't a first one, same level
BeginIntermission (CreateTargetChangeLevel (level.mapname) );
else
BeginIntermission (CreateTargetChangeLevel (f) );
} else
BeginIntermission (CreateTargetChangeLevel (t) );
free(s);
return;
}
if (!f)
f = t;
t = strtok(NULL, seps);
}
free(s);
}
if (level.nextmap[0]) // go to a specific map
BeginIntermission (CreateTargetChangeLevel (level.nextmap) );
else { // search for a changelevel
ent = G_Find (NULL, FOFS(classname), "target_changelevel");
if (!ent)
{ // the map designer didn't include a changelevel,
// so create a fake ent that goes back to the same level
BeginIntermission (CreateTargetChangeLevel (level.mapname) );
return;
}
BeginIntermission (ent);
}
}
/*
=================
CheckNeedPass
=================
*/
void CheckNeedPass (void)
{
int need;
// if password or spectator_password has changed, update needpass
// as needed
if (password->modified || spectator_password->modified)
{
password->modified = spectator_password->modified = false;
need = 0;
if (*password->string && Q_stricmp(password->string, "none"))
need |= 1;
if (*spectator_password->string && Q_stricmp(spectator_password->string, "none"))
need |= 2;
gi.cvar_set("needpass", va("%d", need));
}
}
/*
=================
CheckDMRules
=================
*/
void CheckDMRules (void)
{
int i;
gclient_t *cl;
if (level.intermissiontime)
return;
if (!deathmatch->value)
return;
if (timelimit->value)
{
if (level.time >= timelimit->value*60)
{
safe_bprintf (PRINT_HIGH, "Timelimit hit.\n");
EndDMLevel ();
return;
}
}
if (fraglimit->value)
{
for (i=0 ; i<maxclients->value ; i++)
{
cl = game.clients + i;
if (!g_edicts[i+1].inuse)
continue;
if (cl->resp.score >= fraglimit->value)
{
safe_bprintf (PRINT_HIGH, "Fraglimit hit.\n");
EndDMLevel ();
return;
}
}
}
}
/*
=============
ExitLevel
=============
*/
void ExitLevel (void)
{
int i;
edict_t *ent;
char command [256];
Com_sprintf (command, sizeof(command), "gamemap \"%s\"\n", level.changemap);
gi.AddCommandString (command);
level.changemap = NULL;
level.exitintermission = 0;
level.intermissiontime = 0;
ClientEndServerFrames ();
// clear some things before going to next level
for (i=0 ; i<maxclients->value ; i++)
{
ent = g_edicts + 1 + i;
if (!ent->inuse)
continue;
if (ent->health > ent->client->pers.max_health)
ent->health = ent->client->pers.max_health;
}
// mxd added
gibsthisframe = 0;
lastgibframe = 0;
}
/*
================
G_RunFrame
Advances the world by 0.1 seconds
================
*/
void CheckNumTechs(void);
void G_RunFrame (void)
{
int i;
edict_t *ent;
// Knightmare- dm pause
if (paused && deathmatch->value)
return;
if(level.freeze)
{
level.freezeframes++;
if(level.freezeframes >= sk_stasis_time->value*10)
level.freeze = false;
} else
level.framenum++;
level.time = level.framenum*FRAMETIME;
// choose a client for monsters to target this frame
AI_SetSightClient ();
// exit intermissions
if (level.exitintermission)
{
ExitLevel ();
return;
}
if (use_techs->value || (ctf->value && !((int)dmflags->value & DF_CTF_NO_TECH)) )
CheckNumTechs ();
//
// treat each object in turn
// even the world gets a chance to think
//
ent = &g_edicts[0];
for (i=0 ; i<globals.num_edicts ; i++, ent++)
{
if (!ent->inuse)
continue;
level.current_entity = ent;
VectorCopy (ent->s.origin, ent->s.old_origin);
// if the ground entity moved, make sure we are still on it
if ((ent->groundentity) && (ent->groundentity->linkcount != ent->groundentity_linkcount))
{
ent->groundentity = NULL;
if ( !(ent->flags & (FL_SWIM|FL_FLY)) && (ent->svflags & SVF_MONSTER) )
{
M_CheckGround (ent);
}
}
if (i > 0 && i <= maxclients->value)
{
ClientBeginServerFrame (ent);
// ACEBOT_ADD
if (!ent->is_bot) // Bots need G_RunEntity called
continue;
// ACEBOT_END
}
G_RunEntity (ent);
}
// see if it is time to end a deathmatch
CheckDMRules ();
// see if needpass needs updated
CheckNeedPass ();
// build the playerstate_t structures for all players
ClientEndServerFrames ();
}