/* =========================================================================== Copyright (C) 1997-2001 Id Software, Inc. Copyright (C) 2000-2002 Mr. Hyde and Mad Dog This file is part of Lazarus Quake 2 Mod source code. Lazarus Quake 2 Mod source code 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. Lazarus Quake 2 Mod source code 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 Lazarus Quake 2 Mod source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 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 *g_showlogic; // Knightmare added // Knightmare- simulated pause for deathmatch qboolean paused; 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 (); } 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 (const 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 ; ivalue ; 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 ; iinuse) 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 ; ivalue ; 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 ; ivalue ; 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 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 ; iinuse) 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 (); }