mirror of
https://git.code.sf.net/p/quake/quake2forge
synced 2024-12-12 13:42:21 +00:00
12689a70b9
* Moved ctf/ to game/ctf
429 lines
8.4 KiB
C
429 lines
8.4 KiB
C
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#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 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 *skill;
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cvar_t *fraglimit;
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cvar_t *timelimit;
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//ZOID
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cvar_t *capturelimit;
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cvar_t *instantweap;
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//ZOID
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cvar_t *password;
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cvar_t *maxclients;
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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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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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gi.FreeTags (TAG_LEVEL);
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gi.FreeTags (TAG_GAME);
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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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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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vsprintf (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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vsprintf (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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}
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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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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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if (*level.forcemap) {
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BeginIntermission (CreateTargetChangeLevel (level.forcemap) );
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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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//ZOID
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if (ctf->value && CTFCheckRules()) {
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EndDMLevel ();
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return;
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}
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if (CTFInMatch())
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return; // no checking in match mode
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//ZOID
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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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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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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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level.exitintermission = 0;
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level.intermissiontime = 0;
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if (CTFNextMap())
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return;
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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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ClientEndServerFrames ();
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level.changemap = NULL;
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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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}
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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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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
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if ((ent->groundentity) && (ent->groundentity->linkcount != ent->groundentity_linkcount))
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{
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ent->groundentity = NULL;
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if ( !(ent->flags & (FL_SWIM|FL_FLY)) && (ent->svflags & SVF_MONSTER) )
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{
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M_CheckGround (ent);
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}
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}
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if (i > 0 && i <= maxclients->value)
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{
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ClientBeginServerFrame (ent);
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continue;
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}
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G_RunEntity (ent);
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}
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// see if it is time to end a deathmatch
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CheckDMRules ();
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// build the playerstate_t structures for all players
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ClientEndServerFrames ();
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}
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