kingpin-sdk/gamesrc/G_main.c
2000-03-27 00:00:00 +00:00

905 lines
19 KiB
C

#include "g_local.h"
#include "voice_bitch.h"
#include "voice_punk.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;
cast_memory_t *g_cast_memory;
cast_group_t *g_cast_groups;
int num_object_bounds=0;
object_bounds_t *g_objbnds[MAX_OBJECT_BOUNDS];
cvar_t *deathmatch;
// RAFAEL
// cvar_t *marines;
cvar_t *coop;
cvar_t *dmflags;
cvar_t *skill;
cvar_t *fraglimit;
cvar_t *timelimit;
cvar_t *cashlimit;
cvar_t *password;
cvar_t *maxclients;
cvar_t *maxentities;
cvar_t *g_select_empty;
cvar_t *dedicated;
cvar_t *maxrate;
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;
// Ridah, new cvar's
cvar_t *developer;
cvar_t *ai_debug_memory;
cvar_t *g_vehicle_test;
cvar_t *dm_locational_damage;
cvar_t *showlights;
cvar_t *r_directional_lighting;
cvar_t *cl_captions;
cvar_t *sv_runscale; // 2.0 = double speed, 0.0 = zero movement
cvar_t *burn_enabled;
cvar_t *burn_size;
cvar_t *burn_intensity;
cvar_t *burn_r;
cvar_t *burn_g;
cvar_t *burn_b;
cvar_t *timescale;
cvar_t *teamplay;
cvar_t *g_cashspawndelay;
cvar_t *cl_parental_lock;
cvar_t *cl_parental_override;
cvar_t *dm_realmode;
cvar_t *g_mapcycle_file;
// Ridah, done.
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);
// JOSEPH 23-OCT-98
void Killed (edict_t *targ, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point, int mdx_part, int mdx_subobject);
//===================================================================
int gameinc=0;
void ShutdownGame (void)
{
gi.dprintf ("==== ShutdownGame ====\n");
// BEGIN: Xatrix/Ridah/Navigator/21-mar-1998
NAV_PurgeActiveNodes (level.node_data);
// END: Xatrix/Ridah/Navigator/21-mar-1998
// Ridah, clear the lightpaint buffers
if (num_lpbuf > 0)
{
int i;
for (i=0; i<num_lpbuf; i++)
free( lpbuf[i] );
}
gi.FreeTags (TAG_LEVEL);
gi.FreeTags (TAG_GAME);
gi.ClearObjectBoundsCached(); // make sure we wipe the cached list
}
int *GetNumObjectBounds (void)
{
return &num_object_bounds;
}
void *GetObjectBoundsPointer (void)
{
return (void *)(&g_objbnds);
}
int GetNumJuniors (void)
{
return level.num_light_sources;
}
/*
=================
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);
globals.GetNumObjectBounds = GetNumObjectBounds;
globals.GetObjectBoundsPointer = GetObjectBoundsPointer;
globals.GetNumJuniors = GetNumJuniors;
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 ; i<maxclients->value ; i++)
{
ent = g_edicts + 1 + i;
if (!ent->inuse || !ent->client)
continue;
ClientEndServerFrame (ent);
}
}
/*
=================
MapCycleNext
Uses maps.lst and teammaps.lst to cycle the maps during deathmatch
=================
*/
char *MapCycleNext( char *map )
{
char *basevars[] = {"basedir", "cddir", NULL}; // consol variables that point to possible file locations
cvar_t *game_dir, *base_dir;
char filename[MAX_QPATH], dir[MAX_QPATH];
FILE *f;
static char nextmap[MAX_QPATH];
char firstmap[MAX_QPATH];
char travmap[MAX_QPATH];
qboolean matched = false;
int i;
char ch;
qboolean eof = false;
game_dir = gi.cvar("game", "", 0);
// dir, eg: .\gamedir\routes
for (i=0; basevars[i]; i++)
{
base_dir = gi.cvar(basevars[i], ".", 0);
strcpy( dir, base_dir->string);
if (dir[strlen(dir)-1] != DIR_SLASH[0])
strcat( dir, DIR_SLASH);
if (strlen(game_dir->string) == 0)
strcat( dir, "main");
else
strcat( dir, game_dir->string);
// filename, eg: .\gamedir\maps.lst
strcpy( filename, dir);
strcat( filename, DIR_SLASH);
if (g_mapcycle_file->string && strlen(g_mapcycle_file->string) > 0)
strcat( filename, g_mapcycle_file->string);
else if (!teamplay->value)
strcat( filename, "maps.lst");
else
strcat( filename, "teammaps.lst");
// try and open the file for reading
f = fopen ( filename, "rb");
if (f)
break; // we have a valid file
}
if (!f) // no valid file found
return NULL;
// read in the first map
fscanf( f, "%s", firstmap );
strcpy( travmap, firstmap );
ch = 0;
while (ch!='\n' && !feof(f))
fscanf(f, "%c", &ch);
do
{
eof = feof(f);
if (!Q_stricmp( travmap, level.mapname ))
{
matched = true;
}
if (!eof)
{
fscanf( f, "%s", travmap );
ch = 0;
while (ch!='\n' && !feof(f))
fscanf(f, "%c", &ch);
}
if (matched)
{
if (strcmp(travmap, level.mapname) != 0 && strlen(travmap) > 1)
{ // take this map
strcpy( nextmap, travmap );
}
else
{ // use the firstmap
strcpy( nextmap, firstmap );
}
fclose(f);
return nextmap;
}
}
while (!eof);
fclose(f);
// no match, so return nothing
return NULL;
}
/*
=================
EndDMLevel
The timelimit or fraglimit has been exceeded
=================
*/
void EndDMLevel (void)
{
edict_t *ent;
char *nextmap;
// stay on same level flag
if ((int)dmflags->value & DF_SAME_LEVEL)
{
ent = G_Spawn ();
ent->classname = "target_changelevel";
ent->map = level.mapname;
goto done;
}
if (nextmap = MapCycleNext( level.mapname ))
{
ent = G_Spawn ();
ent->classname = "target_changelevel";
ent->map = nextmap;
goto done;
}
if (level.nextmap[0])
{ // go to a specific map
ent = G_Spawn ();
ent->classname = "target_changelevel";
ent->map = level.nextmap;
}
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;
}
}
done:
if (ent && ent->map)
gi.dprintf("DM changelevel: %s (time: %i secs)\n", ent->map, (int)level.time );
// Ridah, play a random music clip
gi.WriteByte( svc_stufftext );
gi.WriteString( va("play world/cypress%i.wav", 2+(rand()%4)) );
gi.multicast (vec3_origin, MULTICAST_ALL);
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 ; i<maxclients->value ; 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;
}
}
}
if (cashlimit->value)
{
if ((team_cash[1] >= cashlimit->value) || (team_cash[2] >= cashlimit->value))
{
gi.bprintf (PRINT_HIGH, "Cashlimit 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 ();
// RAFAEL
level.cut_scene_time = 0;
level.speaktime = 0;
// JOSEPH 25-FEB-99
level.cut_scene_end_count = 0;
level.fadeendtime = 0;
level.totalfade = 0;
// END JOSEPH
// JOSEPH 13-JUN-99
level.helpchange = 0;
// END JOSEPH
if (level.bar_lvl)
{
extern void Cmd_HolsterBar_f (edict_t *ent);
edict_t *player;
player = &g_edicts[1];
level.bar_lvl = false;
Cmd_HolsterBar_f (player);
}
// level.pawn_time = 0;
// level.pawn_exit = false;
// 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;
}
// BEGIN: Xatrix/Ridah/19-apr-1998
// make sure Nav data isn't carried over to next level
NAV_PurgeActiveNodes(level.node_data);
level.node_data = NULL;
// BEGIN: Xatrix/Ridah/19-apr-1998
}
/*
================
G_RunFrame
Advances the world by 0.1 seconds
================
*/
extern int bbox_cnt;
extern edict_t *mdx_bbox[];
void AI_ProcessCombat (void);
void G_RunFrame (void)
{
int i;
edict_t *ent;
level.framenum++;
level.time = level.framenum*FRAMETIME;
// exit intermissions
if (level.exitintermission)
{
ExitLevel ();
return;
}
// do character sighting/memory stuff
if ((maxclients->value > 1) && !(deathmatch->value))
{ // coop server, do more checking here
if (dedicated->value)
AI_UpdateCharacterMemories( 256 );
}
// Process Generic Combat AI layer
AI_ProcessCombat ();
//
// 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 (ent->svflags & SVF_MONSTER || ent->client)
{
if (ent->waterlevel > 1)
{
ent->onfiretime = 0;
}
// On fire
if (ent->onfiretime < 0)
{
ent->onfiretime++;
}
else if (ent->onfiretime > 0)
{
vec3_t point, org, dir;
int i,j;
float dist;
// Deathmatch flames done on client-side
if ((!deathmatch->value /*|| ent->onfiretime == 1*/) && (deathmatch->value || !ent->client))
{
VectorSubtract( g_edicts[1].s.origin, ent->s.origin, dir );
dist = VectorNormalize( dir );
// Ridah, spawn flames at each body part
MDX_HitCheck( ent, world, world, vec3_origin, vec3_origin, vec3_origin, 0, 0, 0, 0, vec3_origin );
for (i = 0; i < bbox_cnt; i++)
{
// don't draw so many if the client is up close
if (dist < 256)
{
if (random() > dist/256)
continue;
}
VectorAdd( mdx_bbox[i]->s.origin, dir, org );
if (!deathmatch->value)
{
for (j=0; j<2; j++)
{
point[2] = (org[2] + ((rand()%18) - 6) + 6);
point[1] = (org[1] + ((rand()%10) - 5));
point[0] = (org[0] + ((rand()%10) - 5));
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_SFXFIREGO);
gi.WritePosition (point);
if (ent->onfiretime == 1)
gi.WriteByte (1.2 * 10.0);
else
gi.WriteByte (0.6 * 10.0);
gi.multicast (point, MULTICAST_PVS);
}
}
// just do one smoke cloud
if ((ent->onfiretime == 1) && (rand()%2))
{
point[2] = (org[2] + 20);// + ((rand()&31) - 16) + 20);
point[1] = (org[1]);// + ((rand()%14) - 7));
point[0] = (org[0]);// + ((rand()%14) - 7));
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_SFXSMOKE);
gi.WritePosition (point);
// gi.WriteDir (ent->s.angles);
gi.WriteByte (16 + (rand()%24));
gi.WriteByte (0);
gi.multicast (point, MULTICAST_PVS);
}
}
}
if (!ent->deadflag)
{
edict_t *trav=NULL;
float damage=1;
if (!deathmatch->value)
damage;// *= 3;
else
damage;// *= 2;
T_Damage( ent, ent->onfireent, ent->onfireent, vec3_origin, ent->s.origin, vec3_origin, damage, 0, DAMAGE_NO_KNOCKBACK, MOD_FLAMETHROWER );
// make sure they are in the "catch_fire" motion
if (!deathmatch->value && (ent->health > 0) && ent->cast_info.catch_fire)
{
ent->cast_info.catch_fire( ent, ent->onfireent );
}
}
ent->onfiretime--;
if (ent->onfiretime <= 0)
{
ent->onfireent = NULL;
ent->onfiretime = 0;
}
// JOSEPH 3-JUN-99
if (ent->health > 0 && ent->onfiretime == 0)
{
ent->s.model_parts[PART_GUN].invisible_objects = 0;
ent->s.model_parts[PART_GUN2].invisible_objects = 0;
}
else
{
ent->s.model_parts[PART_GUN].invisible_objects = (1<<0 | 1<<1);
ent->s.model_parts[PART_GUN2].invisible_objects = (1<<0 | 1<<1);
}
// END JOSEPH
if (ent->health > 0)
{
// use voice tables for this?
// gi.dprintf( "SOUND TODO: ARRRGGGHH!!! (on fire)\n" );
}
else // dead
{
if (ent->onfiretime > 20)
ent->onfiretime = 20;
if (ent->onfiretime == 1)
{
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_BURN_TO_A_CRISP);
gi.WritePosition (ent->s.origin);
gi.multicast (ent->s.origin, MULTICAST_PVS);
}
}
}
}
if (ent->svflags & SVF_MONSTER)
{
// float alpha;
// Blood trail
// JOSEPH 24-JAN-99
if ((!ent->deadflag) && (ent->health < ent->max_health) && (!(ent->svflags & SVF_PROP))/*&& ((ent->healtimer&3) == 2)*/)
// END JOSEPH
{
vec3_t stop;
vec3_t start;
trace_t trace;
VectorCopy(ent->s.origin, start);
start[0] += ((rand()&15)-8);
start[1] += ((rand()&15)-8);
VectorCopy(start, stop);
stop[2] -= 16*16;
trace = gi.trace (start, NULL, NULL, stop, ent, MASK_DEADSOLID);
if (trace.fraction < 1)
{
float rnd;
rnd = (0.2 + 1.5*random());
SurfaceSpriteEffect(SFX_SPRITE_SURF_BLOOD1, (byte)(rnd * SFX_BLOOD_WIDTH), (byte)(rnd * SFX_BLOOD_HEIGHT),
trace.ent, trace.endpos, trace.plane.normal);
}
}
// Heal thy self (healspeed -1 = no heal, healspeed 0 = 1, healspeed >1 = value)
if ((!ent->deadflag) && (ent->health < ent->max_health) && (ent->healspeed >= 0)
&& (!ent->leader || ent->cast_group != 1 || (((int)timescale->value) == 1)) // Ridah, added this or they can set timescale = 100 and followers will restore full health in second
&& (ent->healtimer++ > 30))
// END JOSEPH
{
int i, i2, baseskin;
ent->healtimer = 0;
if (!ent->healspeed)
ent->health += 1;
else
ent->health += ent->healspeed;
if (ent->health > ent->max_health)
ent->health = ent->max_health;
for (i = 0; i < MAX_MODEL_PARTS; i++)
{
for (i2 = 0; i2 < MAX_MODELPART_OBJECTS; i2++)
{
baseskin = ent->s.model_parts[i].baseskin;
if (ent->s.model_parts[i].skinnum[i2] > baseskin)
{
if (ent->health > (ent->max_health * 0.75))
{
ent->s.model_parts[i].skinnum[i2] = baseskin;
}
else if (ent->health > (ent->max_health * 0.5))
{
if (cl_parental_lock->value && !cl_parental_override->value)
ent->s.model_parts[i].skinnum[i2] = baseskin;
else
ent->s.model_parts[i].skinnum[i2] = baseskin + 1;
}
}
}
}
}
}
// END JOSEPH
// 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);
}
else
{
G_RunEntity (ent);
// Ridah, fast walking speed
if ( (ent->cast_info.aiflags & AI_FASTWALK)
&& (ent->svflags & SVF_MONSTER)
&& (ent->cast_info.currentmove)
// && (ent->cast_info.currentmove->frame->aifunc == ai_run)
&& (ent->cast_info.currentmove->frame->dist < 20)
&& (!ent->enemy))
{
G_RunEntity (ent);
// JOSEPH 12-MAR-99
if (ent->think) ent->think(ent);
// END JOSEPH
}
}
// Ridah, update lights if using directional lighting
if (!(r_directional_lighting->value) && !deathmatch->value)
{
if (ent->s.renderfx2 & RF2_DIR_LIGHTS)
{
VectorSet( ent->s.last_lighting_update_pos, -9999, -9999, -9999 );
}
}
else if (((ent->s.renderfx2 & RF2_DIR_LIGHTS) || (ent->client) || deathmatch->value))
{
if (!level.num_light_sources) // no lights to source from, so default back to no dir lighting
{
ent->s.renderfx2 &= ~RF2_DIR_LIGHTS;
}
else
{
if (ent->client)
ent->s.renderfx2 |= RF2_DIR_LIGHTS;
// if single player, only calculate if it's visible to our player
if ( (!VectorCompare(ent->s.last_lighting_update_pos, ent->s.origin))
&& ( (ent->client && !deathmatch->value)
|| ( (VectorDistance( ent->s.origin, ent->s.last_lighting_update_pos ) > (deathmatch->value ? 128 : 64))
&& ( (deathmatch->value)
|| (level.cut_scene_time)
|| ( (gi.inPVS( g_edicts[1].s.origin, ent->s.origin))
&& (infront( &g_edicts[1], ent ) ))))))
{
UpdateDirLights( ent );
VectorCopy( ent->s.origin, ent->s.last_lighting_update_pos );
}
else if (showlights->value && gi.inPVS( g_edicts[1].s.origin, ent->s.origin))
{
UpdateDirLights( ent );
}
}
}
}
// see if it is time to end a deathmatch
CheckDMRules ();
// build the playerstate_t structures for all players
ClientEndServerFrames ();
}