#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 *zdmflags; cvar_t *skill; cvar_t *fraglimit; cvar_t *timelimit; cvar_t *password; cvar_t *maxclients; cvar_t *maxentities; cvar_t *g_select_empty; cvar_t *dedicated; 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 *gamedir; cvar_t *sv_cheats; #ifdef CACHE_SOUND cvar_t *printSoundRejects; int internalSoundIndex(char *name); int (*actual_soundindex) (char *name); #endif 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 ServerCommand(void); //=================================================================== void ShutdownGame (void) { gi.dprintf ("==== ShutdownGame ====\n"); gi.FreeTags (TAG_LEVEL); gi.FreeTags (TAG_GAME); } /* ================= GetGameAPI Returns a pointer to the structure with all entry points and global variables ================= */ game_export_t *GetGameAPI (game_import_t *import) { gi = *import; #ifdef CACHE_SOUND actual_soundindex = gi.soundindex; gi.soundindex = internalSoundIndex; #endif 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); return &globals; } #ifndef GAME_HARD_LINKED // this is only here so the functions in q_shared.c and q_shwin.c can link void Sys_Error (char *error, ...) { va_list argptr; char text[1024]; va_start (argptr, error); vsprintf (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); vsprintf (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); } } /* ================= EndDMLevel The timelimit or fraglimit has been exceeded ================= */ void EndDMLevel (void) { edict_t *ent; // stay on same level flag if ((int)dmflags->value & DF_SAME_LEVEL) { ent = G_Spawn (); ent->classname = "target_changelevel"; ent->map = level.mapname; ent->spawnflags2 = 0; } else if (level.nextmap[0]) { // go to a specific map ent = G_Spawn (); ent->classname = "target_changelevel"; ent->map = level.nextmap; ent->spawnflags2 = 0; } else { // search for a changeleve 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 ent = G_Spawn (); ent->classname = "target_changelevel"; ent->map = level.mapname; ent->spawnflags2 = 0; } } BeginIntermission (ent); } /* ================= 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) { gi.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) { gi.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; 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; } level.fadeFrames = 0; level.exitintermission = 0; level.intermissiontime = 0; } /* ================ G_RunFrame Advances the world by 0.1 seconds ================ */ void G_RunFrame (void) { int i; edict_t *ent; level.framenum++; level.time = level.framenum*FRAMETIME; // choose a client for monsters to target this frame AI_SetSightClient (); // exit intermissions if (level.fadeFrames > 1) { level.fadeFrames--; } else if (level.exitintermission) { ExitLevel (); return; } // // 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; if(!(ent->flags & FL_DONTSETOLDORIGIN)) { 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); continue; } G_RunEntity (ent); } // see if it is time to end a deathmatch CheckDMRules (); // build the playerstate_t structures for all players ClientEndServerFrames (); }