thirtyflightsofloving/game/g_main.c
Knightmare66 95295401a4 Added support for custom client railgun colors in 3ZB2, Awakening2, and Zaero DLLs.
Added weapon balancing and tech control cvars to 3ZB2 DLL.
Added Vampire and Ammogen techs to 3ZB2 game DLL.
Fixed func_door_secret movement bug (when built with origin brush) in Zaero DLL.
Fixed armor stacking bug in default Lazarus, missionpack, and Zaero DLLs.
Removed unused tech cvars in default Lazarus DLL.
Changed parsing of TE_BLASTER_COLORED tempent.
2021-10-31 03:53:09 -04:00

614 lines
13 KiB
C

/*
===========================================================================
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 ; 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 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 ();
}