/* Copyright (C) 1997-2001 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #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 *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 *sv_features; void SpawnEntities(const char *mapname, const char *entities, const 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(const char *filename, qboolean autosave); void ReadGame(const char *filename); void WriteLevel(const char *filename); void ReadLevel(const char *filename); void InitGame(void); void G_RunFrame(void); //=================================================================== void ShutdownGame(void) { gi.dprintf("==== ShutdownGame ====\n"); gi.FreeTags(TAG_LEVEL); gi.FreeTags(TAG_GAME); } /* ============ InitGame This will be called when the dll is first loaded, which only happens when a new game is started or a save game is loaded. ============ */ void InitGame(void) { gi.dprintf("==== InitGame ====\n"); gun_x = gi.cvar("gun_x", "0", 0); gun_y = gi.cvar("gun_y", "0", 0); gun_z = gi.cvar("gun_z", "0", 0); //FIXME: sv_ prefix is wrong for these sv_rollspeed = gi.cvar("sv_rollspeed", "200", 0); sv_rollangle = gi.cvar("sv_rollangle", "2", 0); sv_maxvelocity = gi.cvar("sv_maxvelocity", "2000", 0); sv_gravity = gi.cvar("sv_gravity", "800", 0); // noset vars dedicated = gi.cvar("dedicated", "0", CVAR_NOSET); // latched vars sv_cheats = gi.cvar("cheats", "0", CVAR_SERVERINFO | CVAR_LATCH); gi.cvar("gamename", GAMEVERSION , CVAR_SERVERINFO | CVAR_LATCH); gi.cvar("gamedate", __DATE__ , CVAR_SERVERINFO | CVAR_LATCH); maxclients = gi.cvar("maxclients", "4", CVAR_SERVERINFO | CVAR_LATCH); maxspectators = gi.cvar("maxspectators", "4", CVAR_SERVERINFO); deathmatch = gi.cvar("deathmatch", "0", CVAR_LATCH); coop = gi.cvar("coop", "0", CVAR_LATCH); skill = gi.cvar("skill", "1", CVAR_LATCH); maxentities = gi.cvar("maxentities", "1024", CVAR_LATCH); // change anytime vars dmflags = gi.cvar("dmflags", "0", CVAR_SERVERINFO); fraglimit = gi.cvar("fraglimit", "0", CVAR_SERVERINFO); timelimit = gi.cvar("timelimit", "0", CVAR_SERVERINFO); password = gi.cvar("password", "", CVAR_USERINFO); spectator_password = gi.cvar("spectator_password", "", CVAR_USERINFO); needpass = gi.cvar("needpass", "0", CVAR_SERVERINFO); filterban = gi.cvar("filterban", "1", 0); g_select_empty = gi.cvar("g_select_empty", "0", CVAR_ARCHIVE); run_pitch = gi.cvar("run_pitch", "0.002", 0); run_roll = gi.cvar("run_roll", "0.005", 0); bob_up = gi.cvar("bob_up", "0.005", 0); bob_pitch = gi.cvar("bob_pitch", "0.002", 0); bob_roll = gi.cvar("bob_roll", "0.002", 0); // flood control flood_msgs = gi.cvar("flood_msgs", "4", 0); flood_persecond = gi.cvar("flood_persecond", "4", 0); flood_waitdelay = gi.cvar("flood_waitdelay", "10", 0); // dm map list sv_maplist = gi.cvar("sv_maplist", "", 0); // obtain server features sv_features = gi.cvar("sv_features", NULL, 0); // export our own features gi.cvar_forceset("g_features", va("%d", G_FEATURES)); // items InitItems(); game.helpmessage1[0] = 0; game.helpmessage2[0] = 0; // initialize all entities for this game game.maxentities = maxentities->value; clamp(game.maxentities, (int)maxclients->value + 1, MAX_EDICTS); g_edicts = gi.TagMalloc(game.maxentities * sizeof(g_edicts[0]), TAG_GAME); globals.edicts = g_edicts; globals.max_edicts = game.maxentities; // initialize all clients for this game game.maxclients = maxclients->value; game.clients = gi.TagMalloc(game.maxclients * sizeof(game.clients[0]), TAG_GAME); globals.num_edicts = game.maxclients + 1; } /* ================= GetGameAPI Returns a pointer to the structure with all entry points and global variables ================= */ q_exported 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); return &globals; } #ifndef GAME_HARD_LINKED // this is only here so the functions in q_shared.c can link void Com_LPrintf(print_type_t type, const char *fmt, ...) { va_list argptr; char text[MAX_STRING_CHARS]; if (type == PRINT_DEVELOPER) { return; } va_start(argptr, fmt); Q_vsnprintf(text, sizeof(text), fmt, argptr); va_end(argptr); gi.dprintf("%s", text); } void Com_Error(error_type_t type, const char *fmt, ...) { va_list argptr; char text[MAX_STRING_CHARS]; va_start(argptr, fmt); Q_vsnprintf(text, sizeof(text), fmt, argptr); va_end(argptr); gi.error("%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); } } /* ================= CreateTargetChangeLevel Returns the created target changelevel ================= */ edict_t *CreateTargetChangeLevel(char *map) { edict_t *ent; ent = G_Spawn(); ent->classname = "target_changelevel"; Q_snprintf(level.nextmap, sizeof(level.nextmap), "%s", map); ent->map = level.nextmap; return ent; } /* ================= EndDMLevel 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); } } /* ================= CheckNeedPass ================= */ 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 = qfalse; 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)); } } /* ================= 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; } } } } /* ============= ExitLevel ============= */ void ExitLevel(void) { int i; edict_t *ent; char command [256]; Q_snprintf(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->client->pers.max_health) ent->health = ent->client->pers.max_health; } } /* ================ 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.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(); }