/* * Copyright(c) 1997-2001 Id Software, Inc. * Copyright(c) 2002 The Quakeforge Project. * Copyright(c) 2006 Quetoo. * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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; 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 InitGame(void); void G_RunFrame(void); /* InitGame This will be called when the dll is first loaded, which only happens when a new game is started. */ 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); // items InitItems(); game.helpmessage1[0] = 0; game.helpmessage2[0] = 0; // initialize all entities for this game game.maxentities = maxentities->value; 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; } void ShutdownGame(void){ gi.dprintf("==== ShutdownGame ====\n"); gi.FreeTags(TAG_LEVEL); gi.FreeTags(TAG_GAME); } /* We stub out some things that other engines will require so that our mods can be run on them. */ void WriteGame(char *filename, qboolean autosave){} void ReadGame(char *filename){} void WriteLevel(char *filename){} void ReadLevel(char *filename){} /* 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); return &globals; } /* Com_Printf Redefined here so functions in q_shared.c can link. */ 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); } /* 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"; Com_sprintf(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 = 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)); } } /* 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]; 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->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(); }