/* =========================================================================== 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" #define Function(f) {#f, f} mmove_t mmove_reloc; field_t fields[] = { {"classname", FOFS(classname), F_LSTRING}, {"model", FOFS(model), F_LSTRING}, {"spawnflags", FOFS(spawnflags), F_INT}, {"speed", FOFS(speed), F_FLOAT}, {"accel", FOFS(accel), F_FLOAT}, {"decel", FOFS(decel), F_FLOAT}, {"target", FOFS(target), F_LSTRING}, {"targetname", FOFS(targetname), F_LSTRING}, {"pathtarget", FOFS(pathtarget), F_LSTRING}, {"deathtarget", FOFS(deathtarget), F_LSTRING}, {"killtarget", FOFS(killtarget), F_LSTRING}, {"combattarget", FOFS(combattarget), F_LSTRING}, {"message", FOFS(message), F_LSTRING}, {"key_message", FOFS(key_message), F_LSTRING}, {"team", FOFS(team), F_LSTRING}, {"wait", FOFS(wait), F_FLOAT}, {"delay", FOFS(delay), F_FLOAT}, {"random", FOFS(random), F_FLOAT}, {"move_origin", FOFS(move_origin), F_VECTOR}, {"move_angles", FOFS(move_angles), F_VECTOR}, {"style", FOFS(style), F_INT}, {"count", FOFS(count), F_INT}, {"health", FOFS(health), F_INT}, {"health2", FOFS(health2), F_INT}, {"sounds", FOFS(sounds), F_INT}, {"light", 0, F_IGNORE}, {"dmg", FOFS(dmg), F_INT}, {"mass", FOFS(mass), F_INT}, {"volume", FOFS(volume), F_FLOAT}, {"attenuation", FOFS(attenuation), F_FLOAT}, {"map", FOFS(map), F_LSTRING}, {"origin", FOFS(s.origin), F_VECTOR}, {"angles", FOFS(s.angles), F_VECTOR}, {"angle", FOFS(s.angles), F_ANGLEHACK}, {"goalentity", FOFS(goalentity), F_EDICT, FFL_NOSPAWN}, {"movetarget", FOFS(movetarget), F_EDICT, FFL_NOSPAWN}, {"enemy", FOFS(enemy), F_EDICT, FFL_NOSPAWN}, {"oldenemy", FOFS(oldenemy), F_EDICT, FFL_NOSPAWN}, {"activator", FOFS(activator), F_EDICT, FFL_NOSPAWN}, {"groundentity", FOFS(groundentity), F_EDICT, FFL_NOSPAWN}, {"teamchain", FOFS(teamchain), F_EDICT, FFL_NOSPAWN}, {"teammaster", FOFS(teammaster), F_EDICT, FFL_NOSPAWN}, {"owner", FOFS(owner), F_EDICT, FFL_NOSPAWN}, {"mynoise", FOFS(mynoise), F_EDICT, FFL_NOSPAWN}, {"mynoise2", FOFS(mynoise2), F_EDICT, FFL_NOSPAWN}, {"target_ent", FOFS(target_ent), F_EDICT, FFL_NOSPAWN}, {"chain", FOFS(chain), F_EDICT, FFL_NOSPAWN}, {"prethink", FOFS(prethink), F_FUNCTION, FFL_NOSPAWN}, {"think", FOFS(think), F_FUNCTION, FFL_NOSPAWN}, {"postthink", FOFS(postthink), F_FUNCTION, FFL_NOSPAWN}, // Knightmare added {"blocked", FOFS(blocked), F_FUNCTION, FFL_NOSPAWN}, {"touch", FOFS(touch), F_FUNCTION, FFL_NOSPAWN}, {"use", FOFS(use), F_FUNCTION, FFL_NOSPAWN}, {"pain", FOFS(pain), F_FUNCTION, FFL_NOSPAWN}, {"die", FOFS(die), F_FUNCTION, FFL_NOSPAWN}, {"stand", FOFS(monsterinfo.stand), F_FUNCTION, FFL_NOSPAWN}, {"idle", FOFS(monsterinfo.idle), F_FUNCTION, FFL_NOSPAWN}, {"search", FOFS(monsterinfo.search), F_FUNCTION, FFL_NOSPAWN}, {"walk", FOFS(monsterinfo.walk), F_FUNCTION, FFL_NOSPAWN}, {"run", FOFS(monsterinfo.run), F_FUNCTION, FFL_NOSPAWN}, {"dodge", FOFS(monsterinfo.dodge), F_FUNCTION, FFL_NOSPAWN}, {"attack", FOFS(monsterinfo.attack), F_FUNCTION, FFL_NOSPAWN}, {"melee", FOFS(monsterinfo.melee), F_FUNCTION, FFL_NOSPAWN}, {"sight", FOFS(monsterinfo.sight), F_FUNCTION, FFL_NOSPAWN}, {"jump", FOFS(monsterinfo.jump), F_FUNCTION, FFL_NOSPAWN}, {"checkattack", FOFS(monsterinfo.checkattack), F_FUNCTION, FFL_NOSPAWN}, {"currentmove", FOFS(monsterinfo.currentmove), F_MMOVE, FFL_NOSPAWN}, {"endfunc", FOFS(moveinfo.endfunc), F_FUNCTION, FFL_NOSPAWN}, // temp spawn vars -- only valid when the spawn function is called {"lip", STOFS(lip), F_INT, FFL_SPAWNTEMP}, {"distance", STOFS(distance), F_INT, FFL_SPAWNTEMP}, {"height", STOFS(height), F_INT, FFL_SPAWNTEMP}, {"noise", STOFS(noise), F_LSTRING, FFL_SPAWNTEMP}, {"pausetime", STOFS(pausetime), F_FLOAT, FFL_SPAWNTEMP}, {"phase", STOFS(phase), F_FLOAT, FFL_SPAWNTEMP}, {"item", STOFS(item), F_LSTRING, FFL_SPAWNTEMP}, {"shift", STOFS(shift), F_FLOAT, FFL_SPAWNTEMP}, // need for item field in edict struct, FFL_SPAWNTEMP item will be skipped on saves {"item", FOFS(item), F_ITEM}, {"gravity", STOFS(gravity), F_LSTRING, FFL_SPAWNTEMP}, {"sky", STOFS(sky), F_LSTRING, FFL_SPAWNTEMP}, {"skyrotate", STOFS(skyrotate), F_FLOAT, FFL_SPAWNTEMP}, {"skyaxis", STOFS(skyaxis), F_VECTOR, FFL_SPAWNTEMP}, {"minyaw", STOFS(minyaw), F_FLOAT, FFL_SPAWNTEMP}, {"maxyaw", STOFS(maxyaw), F_FLOAT, FFL_SPAWNTEMP}, {"minpitch", STOFS(minpitch), F_FLOAT, FFL_SPAWNTEMP}, {"maxpitch", STOFS(maxpitch), F_FLOAT, FFL_SPAWNTEMP}, {"nextmap", STOFS(nextmap), F_LSTRING, FFL_SPAWNTEMP}, #ifdef KMQUAKE2_ENGINE_MOD {"salpha", FOFS(s.alpha), F_FLOAT}, // Knightmare- hack for setting alpha #endif {"musictrack", FOFS(musictrack), F_LSTRING}, // Knightmare- movetype backup {"oldmovetype", FOFS(oldmovetype), F_INT}, {"relative_velocity", FOFS(relative_velocity), F_VECTOR}, //relative velocity {"relative_avelocity", FOFS(relative_avelocity), F_VECTOR}, //relative angular velocity {"oldvelocity", FOFS(oldvelocity), F_VECTOR}, //relative angular velocity {"width", FOFS(width), F_FLOAT}, // Knightmare- these are needed to update func_door_secret's positions {"length", FOFS(length), F_FLOAT}, {"side", FOFS(side), F_FLOAT}, // Lazarus additions {"actor_current_weapon", FOFS(actor_current_weapon), F_INT}, {"aiflags", FOFS(monsterinfo.aiflags), F_INT}, {"alpha", FOFS(alpha), F_FLOAT}, {"axis", FOFS(axis), F_INT}, {"base_radius", FOFS(base_radius), F_FLOAT}, {"bleft", FOFS(bleft), F_VECTOR}, {"blood_type", FOFS(blood_type), F_INT}, {"bob", FOFS(bob), F_FLOAT}, {"bobframe", FOFS(bobframe), F_INT}, {"busy", FOFS(busy), F_INT}, {"child", FOFS(child), F_EDICT}, {"class_id", FOFS(class_id), F_INT}, {"color", FOFS(color), F_VECTOR}, {"crane_beam", FOFS(crane_beam), F_EDICT, FFL_NOSPAWN}, {"crane_bonk", FOFS(crane_bonk), F_VECTOR}, {"crane_cable", FOFS(crane_cable), F_EDICT, FFL_NOSPAWN}, {"crane_cargo", FOFS(crane_cargo), F_EDICT, FFL_NOSPAWN}, {"crane_control", FOFS(crane_control), F_EDICT, FFL_NOSPAWN}, {"crane_dir", FOFS(crane_dir), F_INT}, {"crane_hoist", FOFS(crane_hoist), F_EDICT, FFL_NOSPAWN}, {"crane_hook", FOFS(crane_hook), F_EDICT, FFL_NOSPAWN}, {"crane_increment", FOFS(crane_increment), F_INT}, {"crane_light", FOFS(crane_light), F_EDICT, FFL_NOSPAWN}, {"crane_onboard_control", FOFS(crane_onboard_control), F_EDICT, FFL_NOSPAWN}, {"datafile", FOFS(datafile), F_LSTRING}, {"deadflag", FOFS(deadflag), F_INT}, {"show_hostile", FOFS(show_hostile), F_INT}, // Knightmare added {"powerarmor_time", FOFS(powerarmor_time), F_FLOAT}, // Knightmare added {"density", FOFS(density), F_FLOAT}, {"destroytarget", FOFS(destroytarget), F_LSTRING}, {"dmgteam", FOFS(dmgteam), F_LSTRING}, {"do_not_rotate", FOFS(do_not_rotate), F_INT}, {"duration", FOFS(duration), F_FLOAT}, {"effects", FOFS(effects), F_INT}, {"fadein", FOFS(fadein), F_FLOAT}, {"fadeout", FOFS(fadeout), F_FLOAT}, {"flies", FOFS(monsterinfo.flies), F_FLOAT}, {"fog_color", FOFS(fog_color), F_VECTOR}, {"fog_density", FOFS(fog_density), F_FLOAT}, {"fog_far", FOFS(fog_far), F_FLOAT}, {"fog_model", FOFS(fog_model), F_INT}, {"fog_near", FOFS(fog_near), F_FLOAT}, {"fogclip", FOFS(fogclip), F_INT}, {"followtarget", FOFS(followtarget), F_LSTRING}, {"frame", FOFS(s.frame), F_INT}, {"framenumbers", FOFS(framenumbers), F_INT}, {"gib_health", FOFS(gib_health), F_INT}, {"gib_type", FOFS(gib_type), F_INT}, {"health2", FOFS(health2), F_INT}, {"holdtime", FOFS(holdtime), F_FLOAT}, {"id", FOFS(id), F_INT}, {"idle_noise", FOFS(idle_noise), F_LSTRING}, {"jumpdn", FOFS(monsterinfo.jumpdn), F_FLOAT}, {"jumpup", FOFS(monsterinfo.jumpup), F_FLOAT}, {"mass2", FOFS(mass2), F_INT}, {"max_health", FOFS(max_health), F_INT}, {"max_range", FOFS(monsterinfo.max_range), F_FLOAT}, {"moreflags", FOFS(moreflags), F_INT}, {"movewith", FOFS(movewith), F_LSTRING}, {"movewith_ent", FOFS(movewith_ent), F_EDICT}, {"movewith_next", FOFS(movewith_next), F_EDICT}, {"movewith_offset", FOFS(movewith_offset), F_VECTOR}, {"move_to", FOFS(move_to), F_LSTRING}, {"muzzle", FOFS(muzzle), F_VECTOR}, {"muzzle2", FOFS(muzzle2), F_VECTOR}, {"newtargetname", FOFS(newtargetname), F_LSTRING}, {"next_grenade", FOFS(next_grenade), F_EDICT, FFL_NOSPAWN}, {"origin_offset", FOFS(origin_offset), F_VECTOR}, {"offset", FOFS(offset), F_VECTOR}, {"org_maxs", FOFS(org_maxs), F_VECTOR}, {"org_mins", FOFS(org_mins), F_VECTOR}, {"org_size", FOFS(org_size), F_VECTOR}, {"owner_id", FOFS(owner_id), F_INT}, {"parent_attach_angles", FOFS(parent_attach_angles), F_VECTOR}, {"child_attach_angles", FOFS(child_attach_angles), F_VECTOR}, // Knightmare added {"pitch_speed", FOFS(pitch_speed), F_FLOAT}, {"powerarmor", FOFS(powerarmor), F_INT}, {"prev_grenade", FOFS(prev_grenade), F_EDICT, FFL_NOSPAWN}, {"prevpath", FOFS(prevpath), F_EDICT}, {"radius", FOFS(radius), F_FLOAT}, {"renderfx", FOFS(renderfx), F_INT}, {"roll", FOFS(roll), F_FLOAT}, {"roll_speed", FOFS(roll_speed), F_FLOAT}, {"skinnum", FOFS(s.skinnum), F_INT}, {"speaker", FOFS(speaker), F_EDICT, FFL_NOSPAWN}, {"smooth_movement", FOFS(smooth_movement), F_INT}, {"solidstate", FOFS(solidstate), F_INT}, {"source", FOFS(source), F_LSTRING}, {"startframe", FOFS(startframe), F_INT}, {"target2", FOFS(target2), F_LSTRING}, {"tright", FOFS(tright), F_VECTOR}, {"turn_rider", FOFS(turn_rider), F_INT}, {"turret", FOFS(turret), F_EDICT}, {"usermodel", FOFS(usermodel), F_LSTRING}, {"vehicle", FOFS(vehicle), F_EDICT, FFL_NOSPAWN}, {"viewer", FOFS(viewer), F_EDICT}, {"viewheight", FOFS(viewheight), F_INT}, {"viewmessage", FOFS(viewmessage), F_LSTRING}, {"yaw_speed", FOFS(yaw_speed), F_FLOAT}, {"crosshair", FOFS(crosshair), F_EDICT}, {"from", FOFS(from), F_EDICT}, {"to", FOFS(to), F_EDICT}, {"flash", FOFS(flash), F_EDICT}, // FIXME: how to save 6-part reflection field? // fields added by Rogue mission pack {"bad_area", FOFS(bad_area), F_EDICT}, {"hint_chain", FOFS(hint_chain), F_EDICT}, {"monster_hint_chain", FOFS(monster_hint_chain), F_EDICT}, {"target_hint_chain", FOFS(target_hint_chain), F_EDICT}, {"goal_hint", FOFS(monsterinfo.goal_hint), F_EDICT}, {"badMedic1", FOFS(monsterinfo.badMedic1), F_EDICT}, {"badMedic2", FOFS(monsterinfo.badMedic2), F_EDICT}, {"last_player_enemy", FOFS(monsterinfo.last_player_enemy), F_EDICT}, {"commander", FOFS(monsterinfo.commander), F_EDICT}, {"blocked", FOFS(monsterinfo.blocked), F_FUNCTION, FFL_NOSPAWN}, {"duck", FOFS(monsterinfo.duck), F_FUNCTION, FFL_NOSPAWN}, {"unduck", FOFS(monsterinfo.unduck), F_FUNCTION, FFL_NOSPAWN}, {"sidestep", FOFS(monsterinfo.sidestep), F_FUNCTION, FFL_NOSPAWN}, // {"blocked", FOFS(monsterinfo.blocked), F_MMOVE, FFL_NOSPAWN}, // {"duck", FOFS(monsterinfo.duck), F_MMOVE, FFL_NOSPAWN}, // {"unduck", FOFS(monsterinfo.unduck), F_MMOVE, FFL_NOSPAWN}, // {"sidestep", FOFS(monsterinfo.sidestep), F_MMOVE, FFL_NOSPAWN}, // ACEBOT_ADD {"is_bot", FOFS(is_bot), F_INT}, {"is_jumping", FOFS(is_jumping), F_INT}, {"move_vector", FOFS(move_vector), F_VECTOR}, {"next_move_time", FOFS(next_move_time), F_FLOAT}, {"wander_timeout", FOFS(wander_timeout), F_FLOAT}, {"suicide_timeout", FOFS(suicide_timeout), F_FLOAT}, {"current_node", FOFS(current_node), F_INT}, {"goal_node", FOFS(goal_node), F_INT}, {"next_node", FOFS(next_node), F_INT}, {"node_timeout", FOFS(node_timeout), F_INT}, {"last_node", FOFS(last_node), F_INT}, {"tries", FOFS(tries), F_INT}, {"state", FOFS(state), F_INT}, // ACEBOT_END {0, 0, 0, 0} }; field_t levelfields[] = { {"changemap", LLOFS(changemap), F_LSTRING}, {"sight_client", LLOFS(sight_client), F_EDICT}, {"sight_entity", LLOFS(sight_entity), F_EDICT}, {"sound_entity", LLOFS(sound_entity), F_EDICT}, {"sound2_entity", LLOFS(sound2_entity), F_EDICT}, {"disguise_violator", LLOFS(disguise_violator), F_EDICT}, {NULL, 0, F_INT} }; field_t clientfields[] = { {"pers.weapon", CLOFS(pers.weapon), F_ITEM}, {"pers.lastweapon", CLOFS(pers.lastweapon), F_ITEM}, {"newweapon", CLOFS(newweapon), F_ITEM}, {"chasecam", CLOFS(chasecam), F_EDICT}, {"oldplayer", CLOFS(oldplayer), F_EDICT}, {NULL, 0, F_INT} }; /* ============ InitGame This will be called when the dll is first loaded, which only happens when a new game is started or a save game is loaded. ============ */ void InitGame (void) { gi.dprintf ("==== InitGame (Lazarus) ====\n"); gi.dprintf ("by Mr. Hyde & Mad Dog\ne-mail: rascal@vicksburg.com\n\n"); // Knightmare- init lithium cvars InitLithiumVars (); gun_x = gi.cvar ("gun_x", "0", 0); gun_y = gi.cvar ("gun_y", "0", 0); gun_z = gi.cvar ("gun_z", "0", 0); //FIXME: sv_ prefix is wrong for these sv_rollspeed = gi.cvar ("sv_rollspeed", "200", 0); sv_rollangle = gi.cvar ("sv_rollangle", "2", 0); sv_maxvelocity = gi.cvar ("sv_maxvelocity", "2000", 0); sv_gravity = gi.cvar ("sv_gravity", "800", 0); sv_stopspeed = gi.cvar ("sv_stopspeed", "100", 0); // PGM - was #define in g_phys.c sv_step_fraction = gi.cvar ("sv_step_fraction", "0.90", 0); // Knightmare- this was a define in p_view.c // noset vars dedicated = gi.cvar ("dedicated", "0", CVAR_NOSET); // latched vars sv_cheats = gi.cvar ("cheats", "0", CVAR_SERVERINFO|CVAR_LATCH); gi.cvar ("gamename", GAMEVERSION , CVAR_SERVERINFO | CVAR_LATCH); gi.cvar ("gamedate", __DATE__ , CVAR_SERVERINFO | CVAR_LATCH); maxclients = gi.cvar ("maxclients", "4", CVAR_SERVERINFO | CVAR_LATCH); maxspectators = gi.cvar ("maxspectators", "4", CVAR_SERVERINFO); deathmatch = gi.cvar ("deathmatch", "0", CVAR_LATCH); coop = gi.cvar ("coop", "0", CVAR_LATCH); skill = gi.cvar ("skill", "1", CVAR_LATCH); // Knightmare- increase maxentities //maxentities = gi.cvar ("maxentities", "1024", CVAR_LATCH); maxentities = gi.cvar ("maxentities", va("%i",MAX_EDICTS), CVAR_LATCH); // change anytime vars dmflags = gi.cvar ("dmflags", "0", CVAR_SERVERINFO); fraglimit = gi.cvar ("fraglimit", "0", CVAR_SERVERINFO); timelimit = gi.cvar ("timelimit", "0", CVAR_SERVERINFO); //ZOID capturelimit = gi.cvar ("capturelimit", "0", CVAR_SERVERINFO); instantweap = gi.cvar ("instantweap", "0", CVAR_SERVERINFO); //ZOID password = gi.cvar ("password", "", CVAR_USERINFO); spectator_password = gi.cvar ("spectator_password", "", CVAR_USERINFO); needpass = gi.cvar ("needpass", "0", CVAR_SERVERINFO); filterban = gi.cvar ("filterban", "1", 0); g_select_empty = gi.cvar ("g_select_empty", "0", CVAR_ARCHIVE); run_pitch = gi.cvar ("run_pitch", "0.002", 0); run_roll = gi.cvar ("run_roll", "0.005", 0); bob_up = gi.cvar ("bob_up", "0.005", 0); bob_pitch = gi.cvar ("bob_pitch", "0.002", 0); bob_roll = gi.cvar ("bob_roll", "0.002", 0); // flood control flood_msgs = gi.cvar ("flood_msgs", "4", 0); flood_persecond = gi.cvar ("flood_persecond", "4", 0); flood_waitdelay = gi.cvar ("flood_waitdelay", "10", 0); // dm map list sv_maplist = gi.cvar ("sv_maplist", "", 0); // Lazarus actorchicken = gi.cvar("actorchicken", "1", CVAR_SERVERINFO|CVAR_LATCH); actorjump = gi.cvar("actorjump", "1", CVAR_SERVERINFO|CVAR_LATCH); actorscram = gi.cvar("actorscram", "1", CVAR_SERVERINFO|CVAR_LATCH); alert_sounds = gi.cvar("alert_sounds", "0", CVAR_SERVERINFO|CVAR_LATCH); allow_fog = gi.cvar ("allow_fog", "1", CVAR_ARCHIVE); // set to 0 to bypass target_changelevel clear inventory flag // because some user maps have this erroneously set allow_clear_inventory = gi.cvar ("allow_clear_inventory", "1", CVAR_ARCHIVE); cd_loopcount = gi.cvar("cd_loopcount","4",0); cl_gun = gi.cvar("cl_gun", "1", 0); cl_thirdperson = gi.cvar(CLIENT_THIRDPERSON_CVAR, "0", 0); // Knightmare added corpse_fade = gi.cvar("corpse_fade", "0", CVAR_SERVERINFO|CVAR_LATCH); corpse_fadetime = gi.cvar("corpse_fadetime", "20", 0); crosshair = gi.cvar("crosshair", "1", 0); footstep_sounds = gi.cvar("footstep_sounds", "0", CVAR_SERVERINFO|CVAR_LATCH); fov = gi.cvar("fov", "90", 0); hand = gi.cvar("hand", "0", 0); jetpack_weenie = gi.cvar("jetpack_weenie", "0", CVAR_SERVERINFO); joy_pitchsensitivity = gi.cvar("joy_pitchsensitivity", "1", 0); joy_yawsensitivity = gi.cvar("joy_yawsensitivity", "-1", 0); jump_kick = gi.cvar("jump_kick", "0", CVAR_SERVERINFO|CVAR_LATCH); lights = gi.cvar("lights", "1", 0); lightsmin = gi.cvar("lightsmin", "a", CVAR_SERVERINFO); m_pitch = gi.cvar("m_pitch", "0.022", 0); m_yaw = gi.cvar("m_yaw", "0.022", 0); monsterjump = gi.cvar("monsterjump", "1", CVAR_SERVERINFO|CVAR_LATCH); rocket_strafe = gi.cvar("rocket_strafe", "0", 0); s_primary = gi.cvar("s_primary", "0", 0); #ifdef KMQUAKE2_ENGINE_MOD sv_maxgibs = gi.cvar("sv_maxgibs", "160", CVAR_SERVERINFO); #else sv_maxgibs = gi.cvar("sv_maxgibs", "20", CVAR_SERVERINFO); #endif turn_rider = gi.cvar("turn_rider", "1", CVAR_SERVERINFO); zoomrate = gi.cvar("zoomrate", "80", CVAR_ARCHIVE); zoomsnap = gi.cvar("zoomsnap", "20", CVAR_ARCHIVE); // shift_ and rotate_distance only used for debugging stuff - this is the distance // an entity will be moved by "item_left", "item_right", etc. shift_distance = gi.cvar("shift_distance", "1", CVAR_SERVERINFO); rotate_distance = gi.cvar("rotate_distance", "1", CVAR_SERVERINFO); // GL stuff gl_clear = gi.cvar("gl_clear", "0", 0); // Lazarus saved cvars that we may or may not manipulate, but need to // restore to original values upon map exit. lazarus_cd_loop = gi.cvar("lazarus_cd_loop", "0", 0); lazarus_gl_clear= gi.cvar("lazarus_gl_clear","0", 0); lazarus_pitch = gi.cvar("lazarus_pitch", "0", 0); lazarus_yaw = gi.cvar("lazarus_yaw", "0", 0); lazarus_joyp = gi.cvar("lazarus_joyp", "0", 0); lazarus_joyy = gi.cvar("lazarus_joyy", "0", 0); lazarus_cl_gun = gi.cvar("lazarus_cl_gun", "0", 0); lazarus_crosshair = gi.cvar("lazarus_crosshair", "0", 0); /*if(lazarus_gl_clear->value) gi.cvar_forceset("gl_clear", va("%d",lazarus_gl_clear->value)); else gi.cvar_forceset("lazarus_gl_clear", va("%d",gl_clear->value));*/ if(!deathmatch->value && !coop->value) { /*if(lazarus_pitch->value) { gi.cvar_forceset("cd_loopcount", va("%d",(int)(lazarus_cd_loop->value))); gi.cvar_forceset("m_pitch", va("%f",lazarus_pitch->value)); gi.cvar_forceset("m_yaw", va("%f",lazarus_yaw->value)); gi.cvar_forceset("cl_gun", va("%d",(int)(lazarus_cl_gun->value))); gi.cvar_forceset("crosshair", va("%d",(int)(lazarus_crosshair->value))); } else {*/ gi.cvar_forceset("lazarus_cd_loop", va("%d",(int)(cd_loopcount->value))); #ifndef KMQUAKE2_ENGINE_MOD // engine has zoom autosensitivity gi.cvar_forceset("lazarus_pitch", va("%f",m_pitch->value)); gi.cvar_forceset("lazarus_yaw", va("%f",m_yaw->value)); gi.cvar_forceset("lazarus_joyp", va("%f",joy_pitchsensitivity->value)); gi.cvar_forceset("lazarus_joyy", va("%f",joy_yawsensitivity->value)); #endif gi.cvar_forceset("lazarus_cl_gun", va("%d",(int)(cl_gun->value))); gi.cvar_forceset("lazarus_crosshair", va("%d",(int)(crosshair->value))); //} } tpp = gi.cvar ("tpp", "0", CVAR_ARCHIVE); tpp_auto = gi.cvar ("tpp_auto", "1", 0); crossh = gi.cvar ("crossh", "1", 0); allow_download = gi.cvar("allow_download", "0", 0); blaster_color = gi.cvar("blaster_color", "1", 0); // Knightmare added // If this is an SP game and "readout" is not set, force allow_download off // so we don't get the annoying "Refusing to download path with .." messages // due to misc_actor sounds. #ifndef KMQUAKE2_ENGINE_MOD // engine skips downloading on local server if (allow_download->value && !readout->value && !deathmatch->value) gi.cvar_forceset("allow_download", "0"); #endif bounce_bounce = gi.cvar("bounce_bounce", "0.5", 0); bounce_minv = gi.cvar("bounce_minv", "60", 0); // items InitItems (); Com_sprintf (game.helpmessage1, sizeof(game.helpmessage1), ""); Com_sprintf (game.helpmessage2, sizeof(game.helpmessage2), ""); // initialize all entities for this game game.maxentities = maxentities->value; g_edicts = gi.TagMalloc (game.maxentities * sizeof(g_edicts[0]), TAG_GAME); globals.edicts = g_edicts; globals.max_edicts = game.maxentities; // initialize all clients for this game game.maxclients = maxclients->value; game.clients = gi.TagMalloc (game.maxclients * sizeof(game.clients[0]), TAG_GAME); globals.num_edicts = game.maxclients+1; //ZOID CTFInit(); //ZOID } //========================================================= #ifdef SAVEGAME_USE_FUNCTION_TABLE typedef struct { char *funcStr; byte *funcPtr; } functionList_t; typedef struct { char *mmoveStr; mmove_t *mmovePtr; } mmoveList_t; #include "g_func_decs.h" functionList_t functionList[] = { #include "g_func_list.h" }; #include "g_mmove_decs.h" mmoveList_t mmoveList[] = { #include "g_mmove_list.h" }; functionList_t *GetFunctionByAddress (byte *adr) { int i; for (i=0; functionList[i].funcStr; i++) { if (functionList[i].funcPtr == adr) return &functionList[i]; } return NULL; } byte *FindFunctionByName (char *name) { int i; for (i=0; functionList[i].funcStr; i++) { if (!strcmp(name, functionList[i].funcStr)) return functionList[i].funcPtr; } return NULL; } mmoveList_t *GetMmoveByAddress (mmove_t *adr) { int i; for (i=0; mmoveList[i].mmoveStr; i++) { if (mmoveList[i].mmovePtr == adr) return &mmoveList[i]; } return NULL; } mmove_t *FindMmoveByName (char *name) { int i; for (i=0; mmoveList[i].mmoveStr; i++) { if (!strcmp(name, mmoveList[i].mmoveStr)) return mmoveList[i].mmovePtr; } return NULL; } #endif // SAVEGAME_USE_FUNCTION_TABLE //========================================================= void WriteField1 (FILE *f, field_t *field, byte *base) { void *p; int len; int index; #ifdef SAVEGAME_USE_FUNCTION_TABLE functionList_t *func; mmoveList_t *mmove; #endif if (field->flags & FFL_SPAWNTEMP) return; p = (void *)(base + field->ofs); switch (field->type) { case F_INT: case F_FLOAT: case F_ANGLEHACK: case F_VECTOR: case F_IGNORE: break; case F_LSTRING: case F_GSTRING: if ( *(char **)p ) len = (int)strlen(*(char **)p) + 1; else len = 0; *(int *)p = len; break; case F_EDICT: if ( *(edict_t **)p == NULL) index = -1; else index = *(edict_t **)p - g_edicts; *(int *)p = index; break; case F_CLIENT: if ( *(gclient_t **)p == NULL) index = -1; else index = *(gclient_t **)p - game.clients; *(int *)p = index; break; case F_ITEM: if ( *(edict_t **)p == NULL) index = -1; else index = *(gitem_t **)p - itemlist; *(int *)p = index; break; #ifdef SAVEGAME_USE_FUNCTION_TABLE // Matches with an address in the function list, which is generated by extractfuncs.exe. // Actual name of function is saved as a string, allowing version-independent savegames. case F_FUNCTION: if (*(byte **)p == NULL) len = 0; else { func = GetFunctionByAddress (*(byte **)p); if (!func) gi.error ("WriteField1: function not in list, can't save game"); len = (int)strlen(func->funcStr)+1; } *(int *)p = len; break; // Matches with an address in the mmove list, which is generated by extractfuncs.exe. // Actual name of mmove is saved as a string, allowing version-independent savegames. case F_MMOVE: if (*(byte **)p == NULL) len = 0; else { mmove = GetMmoveByAddress (*(mmove_t **)p); if (!mmove) gi.error ("WriteField1: mmove not in list, can't save game"); len = (int)strlen(mmove->mmoveStr)+1; } *(int *)p = len; break; #else // SAVEGAME_USE_FUNCTION_TABLE // relative to code segment case F_FUNCTION: if (*(byte **)p == NULL) index = 0; else index = *(byte **)p - ((byte *)InitGame); *(int *)p = index; break; // relative to data segment case F_MMOVE: if (*(byte **)p == NULL) index = 0; else index = *(byte **)p - (byte *)&mmove_reloc; *(int *)p = index; break; #endif // SAVEGAME_USE_FUNCTION_TABLE default: gi.error ("WriteEdict: unknown field type"); } } void WriteField2 (FILE *f, field_t *field, byte *base) { int len; void *p; #ifdef SAVEGAME_USE_FUNCTION_TABLE functionList_t *func; mmoveList_t *mmove; #endif if (field->flags & FFL_SPAWNTEMP) return; p = (void *)(base + field->ofs); switch (field->type) { case F_LSTRING: if ( *(char **)p ) { len = (int)strlen(*(char **)p) + 1; fwrite (*(char **)p, len, 1, f); } break; #ifdef SAVEGAME_USE_FUNCTION_TABLE case F_FUNCTION: if ( *(byte **)p ) { func = GetFunctionByAddress (*(byte **)p); if (!func) gi.error ("WriteField2: function not in list, can't save game"); len = (int)strlen(func->funcStr)+1; fwrite (func->funcStr, len, 1, f); } break; case F_MMOVE: if ( *(byte **)p ) { mmove = GetMmoveByAddress (*(mmove_t **)p); if (!mmove) gi.error ("WriteField2: mmove not in list, can't save game"); len = (int)strlen(mmove->mmoveStr)+1; fwrite (mmove->mmoveStr, len, 1, f); } break; #endif } } void ReadField (FILE *f, field_t *field, byte *base) { void *p; int len; int index; #ifdef SAVEGAME_USE_FUNCTION_TABLE char funcStr[512]; #endif if (field->flags & FFL_SPAWNTEMP) return; p = (void *)(base + field->ofs); switch (field->type) { case F_INT: case F_FLOAT: case F_ANGLEHACK: case F_VECTOR: case F_IGNORE: break; case F_LSTRING: len = *(int *)p; if (!len) *(char **)p = NULL; else { *(char **)p = gi.TagMalloc (len, TAG_LEVEL); fread (*(char **)p, len, 1, f); } break; case F_EDICT: index = *(int *)p; if ( index == -1 ) *(edict_t **)p = NULL; else *(edict_t **)p = &g_edicts[index]; break; case F_CLIENT: index = *(int *)p; if ( index == -1 ) *(gclient_t **)p = NULL; else *(gclient_t **)p = &game.clients[index]; break; case F_ITEM: index = *(int *)p; if ( index == -1 ) *(gitem_t **)p = NULL; else *(gitem_t **)p = &itemlist[index]; break; #ifdef SAVEGAME_USE_FUNCTION_TABLE // Matches with a string in the function list, which is generated by extractfuncs.exe. // Actual address of function is loaded from list, allowing version-independent savegames. case F_FUNCTION: len = *(int *)p; if (!len) *(byte **)p = NULL; else { if (len > sizeof(funcStr)) gi.error ("ReadField: function name is longer than buffer (%i chars)", sizeof(funcStr)); fread (funcStr, len, 1, f); if ( !(*(byte **)p = FindFunctionByName (funcStr)) ) gi.error ("ReadField: function %s not found in table, can't load game", funcStr); } break; // Matches with a string in the mmove list, which is generated by extractfuncs.exe. // Actual address of mmove is loaded from list, allowing version-independent savegames. case F_MMOVE: len = *(int *)p; if (!len) *(byte **)p = NULL; else { if (len > sizeof(funcStr)) gi.error ("ReadField: mmove name is longer than buffer (%i chars)", sizeof(funcStr)); fread (funcStr, len, 1, f); if ( !(*(mmove_t **)p = FindMmoveByName (funcStr)) ) gi.error ("ReadField: mmove %s not found in table, can't load game", funcStr); } break; #else // SAVEGAME_USE_FUNCTION_TABLE // relative to code segment case F_FUNCTION: index = *(int *)p; if ( index == 0 ) *(byte **)p = NULL; else *(byte **)p = ((byte *)InitGame) + index; break; // relative to data segment case F_MMOVE: index = *(int *)p; if (index == 0) *(byte **)p = NULL; else *(byte **)p = (byte *)&mmove_reloc + index; break; #endif // SAVEGAME_USE_FUNCTION_TABLE default: gi.error ("ReadEdict: unknown field type"); } } //========================================================= /* ============== WriteClient All pointer variables (except function pointers) must be handled specially. ============== */ void WriteClient (FILE *f, gclient_t *client) { field_t *field; gclient_t temp; // all of the ints, floats, and vectors stay as they are temp = *client; // change the pointers to lengths or indexes for (field=clientfields; field->name; field++) { WriteField1 (f, field, (byte *)&temp); } // write the block fwrite (&temp, sizeof(temp), 1, f); // now write any allocated data following the edict for (field=clientfields; field->name; field++) { WriteField2 (f, field, (byte *)client); } } /* ============== ReadClient All pointer variables (except function pointers) must be handled specially. ============== */ void ReadClient (FILE *f, gclient_t *client) { field_t *field; fread (client, sizeof(*client), 1, f); client->pers.spawn_landmark = false; client->pers.spawn_levelchange = false; for (field=clientfields; field->name; field++) { ReadField (f, field, (byte *)client); } // Knightmare- fix/hack for loading game with textdisplay open client->textdisplay = NULL; client->showscores = false; } /* ============ WriteGame This will be called whenever the game goes to a new level, and when the user explicitly saves the game. Game information include cross level data, like multi level triggers, help computer info, and all client states. A single player death will automatically restore from the last save position. ============ */ void WriteGame (char *filename, qboolean autosave) { FILE *f; int i; char str[16]; #ifdef SAVEGAME_USE_FUNCTION_TABLE char str2[64]; #endif if (developer->value) gi.dprintf ("==== WriteGame ====\n"); if (!autosave) { game.transition_ents = 0; SaveClientData (); } f = fopen (filename, "wb"); if (!f) gi.error ("Couldn't open %s", filename); memset (str, 0, sizeof(str)); Q_strncpyz (str, __DATE__, sizeof(str)); fwrite (str, sizeof(str), 1, f); #ifdef SAVEGAME_USE_FUNCTION_TABLE // use modname and save version for compatibility instead of build date memset (str2, 0, sizeof(str2)); Q_strncpyz (str2, SAVEGAME_DLLNAME, sizeof(str2)); fwrite (str2, sizeof(str2), 1, f); i = SAVEGAME_VERSION; fwrite (&i, sizeof(i), 1, f); #endif game.autosaved = autosave; fwrite (&game, sizeof(game), 1, f); game.autosaved = false; for (i=0; ivalue) gi.dprintf ("==== ReadGame ====\n"); gi.FreeTags (TAG_GAME); f = fopen (filename, "rb"); if (!f) gi.error ("Couldn't open %s", filename); fread (str, sizeof(str), 1, f); #ifndef SAVEGAME_USE_FUNCTION_TABLE if (strcmp (str, __DATE__)) { fclose (f); gi.error ("Savegame from an older version.\n"); } #else // SAVEGAME_USE_FUNCTION_TABLE // check modname and save version for compatibility instead of build date fread (str2, sizeof(str2), 1, f); if (strcmp (str2, SAVEGAME_DLLNAME)) { fclose (f); gi.error ("Savegame from a different game DLL.\n"); } fread (&i, sizeof(i), 1, f); if (i != SAVEGAME_VERSION) { fclose (f); gi.error ("ReadGame: savegame %s is wrong version (%i, should be %i)\n", filename, i, SAVEGAME_VERSION); } #endif // SAVEGAME_USE_FUNCTION_TABLE g_edicts = gi.TagMalloc (game.maxentities * sizeof(g_edicts[0]), TAG_GAME); globals.edicts = g_edicts; fread (&game, sizeof(game), 1, f); game.clients = gi.TagMalloc (game.maxclients * sizeof(game.clients[0]), TAG_GAME); for (i=0; ivalue) { if (ent->classname && strlen(ent->classname)) gi.dprintf("WriteEdict: %s\n", ent->classname); else gi.dprintf("WriteEdict: unknown entity\n"); } #endif // change the pointers to lengths or indexes for (field=fields; field->name; field++) { WriteField1 (f, field, (byte *)&temp); } // write the block fwrite (&temp, sizeof(temp), 1, f); // now write any allocated data following the edict for (field=fields; field->name; field++) { WriteField2 (f, field, (byte *)ent); } } /* ============== WriteLevelLocals All pointer variables (except function pointers) must be handled specially. ============== */ void WriteLevelLocals (FILE *f) { field_t *field; level_locals_t temp; // all of the ints, floats, and vectors stay as they are temp = level; // change the pointers to lengths or indexes for (field=levelfields; field->name; field++) { WriteField1 (f, field, (byte *)&temp); } // write the block fwrite (&temp, sizeof(temp), 1, f); // now write any allocated data following the edict for (field=levelfields; field->name; field++) { WriteField2 (f, field, (byte *)&level); } } /* ============== ReadEdict All pointer variables (except function pointers) must be handled specially. ============== */ void ReadEdict (FILE *f, edict_t *ent) { field_t *field; int i; // Knightmare added fread (ent, sizeof(*ent), 1, f); for (field=fields; field->name; field++) { ReadField (f, field, (byte *)ent); } // Knightmare- nullify reflection pointers to prevent crash for (i=0; i<6; i++) ent->reflection[i] = NULL; } /* ============== ReadLevelLocals All pointer variables (except function pointers) must be handled specially. ============== */ void ReadLevelLocals (FILE *f) { field_t *field; fread (&level, sizeof(level), 1, f); for (field=levelfields; field->name; field++) { ReadField (f, field, (byte *)&level); } } /* ================= WriteLevel ================= */ void WriteLevel (char *filename) { int i; edict_t *ent; FILE *f; void *base; if (developer->value) gi.dprintf ("==== WriteLevel ====\n"); f = fopen (filename, "wb"); if (!f) gi.error ("Couldn't open %s", filename); // write out edict size for checking i = sizeof(edict_t); fwrite (&i, sizeof(i), 1, f); // write out a function pointer for checking base = (void *)InitGame; fwrite (&base, sizeof(base), 1, f); // write out level_locals_t WriteLevelLocals (f); // write out all the entities for (i=0; iinuse) continue; // Knightmare- don't save reflections if (ent->flags & FL_REFLECT) continue; fwrite (&i, sizeof(i), 1, f); WriteEdict (f, ent); } i = -1; fwrite (&i, sizeof(i), 1, f); fclose (f); } /* ================= ReadLevel SpawnEntities will allready have been called on the level the same way it was when the level was saved. That is necessary to get the baselines set up identically. The server will have cleared all of the world links before calling ReadLevel. No clients are connected yet. ================= */ void LoadTransitionEnts(); void ReadLevel (char *filename) { int entnum; FILE *f; int i; void *base; edict_t *ent; if (developer->value) gi.dprintf ("==== ReadLevel ====\n"); f = fopen (filename, "rb"); if (!f) gi.error ("Couldn't open %s", filename); // free any dynamic memory allocated by loading the level // base state gi.FreeTags (TAG_LEVEL); // wipe all the entities memset (g_edicts, 0, game.maxentities*sizeof(g_edicts[0])); globals.num_edicts = maxclients->value+1; // check edict size fread (&i, sizeof(i), 1, f); if (i != sizeof(edict_t)) { fclose (f); gi.error ("ReadLevel: mismatched edict size"); } // check function pointer base address fread (&base, sizeof(base), 1, f); /* Lazarus: The __DATE__ check in ReadGame is sufficient for a version check. The following is reported to fail under some circumstances (though I've never seen it). #ifdef _WIN32 if (base != (void *)InitGame) { fclose (f); gi.error ("ReadLevel: function pointers have moved"); } #else gi.dprintf("Function offsets %d\n", ((byte *)base) - ((byte *)InitGame)); #endif */ // load the level locals ReadLevelLocals (f); // load all the entities while (1) { if (fread (&entnum, sizeof(entnum), 1, f) != 1) { fclose (f); gi.error ("ReadLevel: failed to read entnum"); } if (entnum == -1) break; if (entnum >= globals.num_edicts) globals.num_edicts = entnum+1; ent = &g_edicts[entnum]; ReadEdict (f, ent); // let the server rebuild world links for this ent memset (&ent->area, 0, sizeof(ent->area)); gi.linkentity (ent); } fclose (f); // mark all clients as unconnected for (i=0; ivalue; i++) { ent = &g_edicts[i+1]; ent->client = game.clients + i; ent->client->pers.connected = false; } // do any load time things at this point for (i=0; iinuse) continue; // fire any cross-level triggers if (ent->classname) if (strcmp(ent->classname, "target_crosslevel_target") == 0) ent->nextthink = level.time + ent->delay; } // DWH: Load transition entities if (game.transition_ents) { LoadTransitionEnts(); actor_files(); } }