mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 00:41:21 +00:00
3ce18b138c
Simplified loading and saving of cvars in slider menu control. Enlarged text in Game, Multiplayer, and Options menus. Fixed repeat of failed file causing HTTP downloads to restart. Added cl_zoommode cvar to simplify Lazarus zoom command. Changed zoom command to use new cl_zoommode cvar in default Lazarus and missionpack DLLs. Removed unused "crossh" cvar in default Lazarus and missionpack DLLs. Fixed Makron not having a classname when spawned from Jorg in default Lazarus and missionpack DLLs. Made Tactician Gunner ignore small amounts of damage in missionpack DLL.
578 lines
12 KiB
C
578 lines
12 KiB
C
#include "./g_local.h"
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game_locals_t game;
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level_locals_t level;
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game_import_t gi;
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game_export_t globals;
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spawn_temp_t st;
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//int _stdcall LibMain (int a, int b, int c) {}
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int sm_meat_index;
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int snd_fry;
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int meansOfDeath;
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edict_t *g_edicts;
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cvar_t *deathmatch;
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cvar_t *coop;
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cvar_t *dmflags;
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cvar_t *zdmflags; // Zaero added
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cvar_t *skill;
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cvar_t *fraglimit;
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cvar_t *timelimit;
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cvar_t *password;
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cvar_t *spectator_password;
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cvar_t *maxclients;
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cvar_t *maxspectators;
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cvar_t *maxentities;
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cvar_t *g_select_empty;
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cvar_t *dedicated;
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cvar_t *filterban;
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cvar_t *sv_maxvelocity;
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cvar_t *sv_gravity;
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cvar_t *sv_rollspeed;
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cvar_t *sv_rollangle;
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cvar_t *gun_x;
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cvar_t *gun_y;
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cvar_t *gun_z;
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cvar_t *run_pitch;
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cvar_t *run_roll;
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cvar_t *bob_up;
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cvar_t *bob_pitch;
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cvar_t *bob_roll;
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cvar_t *sv_cheats;
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cvar_t *flood_msgs;
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cvar_t *flood_persecond;
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cvar_t *flood_waitdelay;
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cvar_t *sv_maplist;
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cvar_t *actorchicken;
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cvar_t *actorjump;
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cvar_t *actorscram;
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cvar_t *alert_sounds;
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cvar_t *allow_download;
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cvar_t *allow_fog; // Set to 0 for no fog
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// set to 0 to bypass target_changelevel clear inventory flag
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// because some user maps have this erroneously set
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cvar_t *allow_clear_inventory;
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cvar_t *bounce_bounce;
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cvar_t *bounce_minv;
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cvar_t *cd_loopcount;
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cvar_t *cl_gun;
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cvar_t *cl_thirdperson; // Knightmare added
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cvar_t *corpse_fade;
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cvar_t *corpse_fadetime;
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cvar_t *crosshair;
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//cvar_t *crossh;
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cvar_t *developer;
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cvar_t *fmod_nomusic;
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cvar_t *footstep_sounds;
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cvar_t *fov;
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cvar_t *gl_clear;
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cvar_t *gl_driver;
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cvar_t *gl_driver_fog;
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cvar_t *hand;
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cvar_t *jetpack_weenie;
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cvar_t *joy_pitchsensitivity;
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cvar_t *joy_yawsensitivity;
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cvar_t *jump_kick;
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cvar_t *lazarus_cd_loop;
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cvar_t *lazarus_cl_gun;
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cvar_t *lazarus_crosshair;
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cvar_t *lazarus_gl_clear;
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cvar_t *lazarus_joyp;
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cvar_t *lazarus_joyy;
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cvar_t *lazarus_pitch;
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cvar_t *lazarus_yaw;
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cvar_t *lights;
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cvar_t *lightsmin;
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cvar_t *m_pitch;
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cvar_t *m_yaw;
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cvar_t *monsterjump;
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cvar_t *packet_fmod_playback;
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cvar_t *readout;
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cvar_t *rocket_strafe;
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cvar_t *rotate_distance;
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cvar_t *s_primary;
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cvar_t *shift_distance;
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cvar_t *sv_maxgibs;
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cvar_t *turn_rider;
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cvar_t *vid_ref;
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cvar_t *zoomrate;
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cvar_t *zoomsnap;
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cvar_t *tpp;
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cvar_t *sv_stopspeed; //PGM (this was a define in g_phys.c)
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cvar_t *sv_step_fraction; // Knightmare- this was a define in p_view.c
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//ROGUE cvars
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cvar_t *g_showlogic;
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cvar_t *gamerules;
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cvar_t *huntercam;
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cvar_t *strong_mines;
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cvar_t *randomrespawn;
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//ROGUE
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void SpawnEntities (char *mapname, char *entities, char *spawnpoint);
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void ClientThink (edict_t *ent, usercmd_t *cmd);
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qboolean ClientConnect (edict_t *ent, char *userinfo);
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void ClientUserinfoChanged (edict_t *ent, char *userinfo);
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void ClientDisconnect (edict_t *ent);
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void ClientBegin (edict_t *ent);
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void ClientCommand (edict_t *ent);
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void RunEntity (edict_t *ent);
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void WriteGame (char *filename, qboolean autosave);
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void ReadGame (char *filename);
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void WriteLevel (char *filename);
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void ReadLevel (char *filename);
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void InitGame (void);
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void G_RunFrame (void);
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//===================================================================
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void ShutdownGame (void)
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{
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gi.dprintf ("==== ShutdownGame ====\n");
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if(!deathmatch->value && !coop->value)
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{
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#ifndef KMQUAKE2_ENGINE_MOD // engine has zoom autosensitivity
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gi.cvar_forceset("m_pitch", va("%f",lazarus_pitch->value));
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#endif
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// gi.cvar_forceset("cd_loopcount", va("%d", lazarus_cd_loop->value));
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// gi.cvar_forceset("gl_clear", va("%d", lazarus_gl_clear->value));
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}
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// Lazarus: Turn off fog if it's on
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if (!dedicated->value) {
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// Fog_Off (true);
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Fog_Off_Global ();
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}
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// and shut down FMOD
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FMOD_Shutdown();
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gi.FreeTags (TAG_LEVEL);
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gi.FreeTags (TAG_GAME);
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}
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game_import_t RealFunc;
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int max_modelindex;
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int max_soundindex;
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int Debug_Modelindex (char *name)
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{
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int modelnum;
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modelnum = RealFunc.modelindex(name);
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if(modelnum > max_modelindex)
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{
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gi.dprintf("Model %03d %s\n",modelnum,name);
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max_modelindex = modelnum;
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}
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return modelnum;
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}
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int Debug_Soundindex (char *name)
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{
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int soundnum;
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soundnum = RealFunc.soundindex(name);
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if(soundnum > max_soundindex)
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{
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gi.dprintf("Sound %03d %s\n",soundnum,name);
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max_soundindex = soundnum;
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}
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return soundnum;
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}
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/*
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=================
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GetGameAPI
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Returns a pointer to the structure with all entry points
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and global variables
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=================
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*/
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game_export_t *GetGameAPI (game_import_t *import)
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{
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gi = *import;
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globals.apiversion = GAME_API_VERSION;
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globals.Init = InitGame;
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globals.Shutdown = ShutdownGame;
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globals.SpawnEntities = SpawnEntities;
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globals.WriteGame = WriteGame;
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globals.ReadGame = ReadGame;
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globals.WriteLevel = WriteLevel;
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globals.ReadLevel = ReadLevel;
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globals.ClientThink = ClientThink;
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globals.ClientConnect = ClientConnect;
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globals.ClientUserinfoChanged = ClientUserinfoChanged;
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globals.ClientDisconnect = ClientDisconnect;
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globals.ClientBegin = ClientBegin;
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globals.ClientCommand = ClientCommand;
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globals.RunFrame = G_RunFrame;
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globals.ServerCommand = ServerCommand;
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globals.edict_size = sizeof(edict_t);
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gl_driver = gi.cvar ("gl_driver", "", 0);
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vid_ref = gi.cvar ("vid_ref", "", 0);
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gl_driver_fog = gi.cvar ("gl_driver_fog", "opengl32", CVAR_NOSET | CVAR_ARCHIVE);
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Fog_Init();
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developer = gi.cvar("developer", "0", CVAR_SERVERINFO);
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readout = gi.cvar("readout", "0", CVAR_SERVERINFO);
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if(readout->value)
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{
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max_modelindex = 0;
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max_soundindex = 0;
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RealFunc.modelindex = gi.modelindex;
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gi.modelindex = Debug_Modelindex;
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RealFunc.soundindex = gi.soundindex;
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gi.soundindex = Debug_Soundindex;
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}
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return &globals;
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}
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#ifndef GAME_HARD_LINKED
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// this is only here so the functions in q_shared.c and q_shwin.c can link
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void Sys_Error (char *error, ...)
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{
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va_list argptr;
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char text[1024];
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va_start (argptr, error);
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Q_vsnprintf (text, sizeof(text), error, argptr);
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va_end (argptr);
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gi.error (ERR_FATAL, "%s", text);
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}
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void Com_Printf (char *msg, ...)
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{
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va_list argptr;
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char text[1024];
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va_start (argptr, msg);
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Q_vsnprintf (text, sizeof(text), msg, argptr);
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va_end (argptr);
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gi.dprintf ("%s", text);
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}
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#endif
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//======================================================================
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/*
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=================
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ClientEndServerFrames
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=================
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*/
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void ClientEndServerFrames (void)
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{
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int i;
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edict_t *ent;
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// calc the player views now that all pushing
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// and damage has been added
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for (i=0 ; i<maxclients->value ; i++)
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{
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ent = g_edicts + 1 + i;
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if (!ent->inuse || !ent->client)
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continue;
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ClientEndServerFrame (ent);
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}
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// reflection stuff -- modified from psychospaz' original code
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if (level.num_reflectors)
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{
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ent = &g_edicts[0];
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for (i=0 ; i<globals.num_edicts ; i++, ent++) // pointers, not as slow as you think
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{
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if (!ent->inuse)
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continue;
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if (!ent->s.modelindex)
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continue;
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// if (ent->s.effects & EF_ROTATE)
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// continue;
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if (ent->flags & FL_REFLECT)
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continue;
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if (!ent->client && (ent->svflags & SVF_NOCLIENT))
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continue;
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if (ent->client && !ent->client->chaseactive && (ent->svflags & SVF_NOCLIENT) )
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continue;
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if ( (ent->svflags & SVF_MONSTER) && (ent->solid != SOLID_BBOX) )
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continue;
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if ( (ent->solid == SOLID_BSP) && (ent->movetype != MOVETYPE_PUSHABLE))
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continue;
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if (ent->client && (ent->client->resp.spectator || (ent->health <= 0) || (ent->deadflag == DEAD_DEAD)) )
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continue;
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if (ent->moreflags & FL2_DO_NOT_REFLECT) // Knightmare- don't reflect flagged entities
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continue;
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AddReflection(ent);
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}
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}
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}
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/*
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=================
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CreateTargetChangeLevel
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Returns the created target changelevel
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=================
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*/
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edict_t *CreateTargetChangeLevel(char *map)
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{
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edict_t *ent;
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ent = G_Spawn ();
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ent->classname = "target_changelevel";
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Com_sprintf(level.nextmap, sizeof(level.nextmap), "%s", map);
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ent->map = level.nextmap;
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ent->spawnflags2 = 0; // Zaero added
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return ent;
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}
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/*
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=================
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EndDMLevel
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The timelimit or fraglimit has been exceeded
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=================
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*/
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void EndDMLevel (void)
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{
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edict_t *ent;
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char *s, *t, *f;
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static const char *seps = " ,\n\r";
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// stay on same level flag
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if ((int)dmflags->value & DF_SAME_LEVEL)
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{
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BeginIntermission (CreateTargetChangeLevel (level.mapname) );
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return;
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}
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// see if it's in the map list
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if (*sv_maplist->string) {
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s = strdup(sv_maplist->string);
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f = NULL;
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t = strtok(s, seps);
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while (t != NULL) {
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if (Q_stricmp(t, level.mapname) == 0) {
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// it's in the list, go to the next one
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t = strtok(NULL, seps);
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if (t == NULL) { // end of list, go to first one
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if (f == NULL) // there isn't a first one, same level
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BeginIntermission (CreateTargetChangeLevel (level.mapname) );
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else
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BeginIntermission (CreateTargetChangeLevel (f) );
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} else
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BeginIntermission (CreateTargetChangeLevel (t) );
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free(s);
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return;
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}
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if (!f)
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f = t;
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t = strtok(NULL, seps);
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}
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free(s);
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}
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if (level.nextmap[0]) // go to a specific map
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BeginIntermission (CreateTargetChangeLevel (level.nextmap) );
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else { // search for a changelevel
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ent = G_Find (NULL, FOFS(classname), "target_changelevel");
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if (!ent)
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{ // the map designer didn't include a changelevel,
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// so create a fake ent that goes back to the same level
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BeginIntermission (CreateTargetChangeLevel (level.mapname) );
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return;
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}
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BeginIntermission (ent);
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}
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}
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/*
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=================
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CheckDMRules
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=================
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*/
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void CheckDMRules (void)
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{
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int i;
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gclient_t *cl;
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if (level.intermissiontime)
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return;
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if (!deathmatch->value)
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return;
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//=======
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//ROGUE
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if (gamerules && gamerules->value && DMGame.CheckDMRules)
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{
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if(DMGame.CheckDMRules())
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return;
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}
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//ROGUE
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//=======
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if (timelimit->value)
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{
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if (level.time >= timelimit->value*60)
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{
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gi.bprintf (PRINT_HIGH, "Timelimit hit.\n");
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EndDMLevel ();
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return;
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}
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}
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if (fraglimit->value)
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{
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for (i=0 ; i<maxclients->value ; i++)
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{
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cl = game.clients + i;
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if (!g_edicts[i+1].inuse)
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continue;
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if (cl->resp.score >= fraglimit->value)
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{
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gi.bprintf (PRINT_HIGH, "Fraglimit hit.\n");
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EndDMLevel ();
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return;
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}
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}
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}
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}
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/*
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=============
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ExitLevel
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=============
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*/
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void ExitLevel (void)
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{
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int i;
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edict_t *ent;
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char command [256];
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Com_sprintf (command, sizeof(command), "gamemap \"%s\"\n", level.changemap);
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gi.AddCommandString (command);
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level.changemap = NULL;
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level.exitintermission = 0;
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level.intermissiontime = 0;
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ClientEndServerFrames ();
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// clear some things before going to next level
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for (i=0 ; i<maxclients->value ; i++)
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{
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ent = g_edicts + 1 + i;
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if (!ent->inuse)
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continue;
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if (ent->health > ent->client->pers.max_health)
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ent->health = ent->client->pers.max_health;
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}
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// mxd added
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gibsthisframe = 0;
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lastgibframe = 0;
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}
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/*
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================
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G_RunFrame
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Advances the world by 0.1 seconds
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================
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*/
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void G_RunFrame (void)
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{
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int i;
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edict_t *ent;
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// added stasis generator support
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if(level.freeze)
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{
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level.freezeframes++;
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if(level.freezeframes >= sk_stasis_time->value*10) // was 300
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level.freeze = false;
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}
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else
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level.framenum++;
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level.time = level.framenum*FRAMETIME;
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// choose a client for monsters to target this frame
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AI_SetSightClient ();
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// exit intermissions
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if (level.exitintermission)
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{
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ExitLevel ();
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return;
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}
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//
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// treat each object in turn
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// even the world gets a chance to think
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//
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ent = &g_edicts[0];
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for (i=0 ; i<globals.num_edicts ; i++, ent++)
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{
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if (!ent->inuse)
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continue;
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level.current_entity = ent;
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VectorCopy (ent->s.origin, ent->s.old_origin);
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|
|
|
// 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);
|
|
continue;
|
|
}
|
|
|
|
G_RunEntity (ent);
|
|
}
|
|
|
|
// FMOD stuff:
|
|
if ( (level.num_3D_sounds > 0) && (game.maxclients == 1))
|
|
FMOD_UpdateListenerPos();
|
|
|
|
// see if it is time to end a deathmatch
|
|
CheckDMRules ();
|
|
|
|
// build the playerstate_t structures for all players
|
|
ClientEndServerFrames ();
|
|
}
|
|
|