xatrix/src/g_main.c
Yamagi Burmeister 08a6bfd4df Fix current health being reset to 100 if >100 at level change.
This is another code inconsistency, we must not clamp the current health
to the client max health (which apparently is always 100) but to the
current max health of the player entity.

Analyzed and fix suggest by @BjossiAlfreds, fixes yquake2/yquake2#441.
2019-09-06 07:13:29 +02:00

459 lines
8 KiB
C

/*
* =======================================================================
*
* Jump in into the game.so and support functions.
*
* =======================================================================
*/
#include "header/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;
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 *gib_on;
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");
gi.FreeTags(TAG_LEVEL);
gi.FreeTags(TAG_GAME);
}
/*
* 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);
/* Initalize the PRNG */
randk_seed();
return &globals;
}
void
Sys_Error(char *error, ...)
{
va_list argptr;
char text[1024];
va_start(argptr, error);
vsprintf(text, error, argptr);
va_end(argptr);
gi.error("%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);
}
/* ====================================================================== */
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);
}
}
/*
* Returns the created target changelevel
*/
edict_t *
CreateTargetChangeLevel(char *map)
{
edict_t *ent;
if (!map)
{
return NULL;
}
ent = G_Spawn();
ent->classname = "target_changelevel";
Com_sprintf(level.nextmap, sizeof(level.nextmap), "%s", map);
ent->map = level.nextmap;
return ent;
}
/*
* 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);
}
}
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));
}
}
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;
}
}
}
}
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->max_health)
{
ent->health = ent->max_health;
}
}
debristhisframe = 0;
gibsthisframe = 0;
}
/*
* Advances the world by 0.1 seconds
*/
void
G_RunFrame(void)
{
int i;
edict_t *ent;
level.framenum++;
level.time = level.framenum * FRAMETIME;
debristhisframe = 0;
gibsthisframe = 0;
/* choose a client for monsters to target this frame */
AI_SetSightClient();
/* exit intermissions */
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; 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);
continue;
}
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();
}