1 /**
2  * @file
3  * @brief Main game functions.
4  */
5 
6 /*
7 All original material Copyright (C) 2002-2013 UFO: Alien Invasion.
8 
9 Original file from Quake 2 v3.21: quake2-2.31/game/g_main.c
10 Copyright (C) 1997-2001 Id Software, Inc.
11 
12 This program is free software; you can redistribute it and/or
13 modify it under the terms of the GNU General Public License
14 as published by the Free Software Foundation; either version 2
15 of the License, or (at your option) any later version.
16 
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
20 
21 See the GNU General Public License for more details.
22 
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
26 
27 */
28 
29 #include "g_local.h"
30 #include "g_ai.h"
31 #include "g_client.h"
32 #include "g_edicts.h"
33 #include "g_match.h"
34 #include "g_spawn.h"
35 #include "g_utils.h"
36 
37 game_locals_t game;
38 level_locals_t level;
39 game_import_t gi;
40 game_export_t globals;
41 
42 #ifndef HARD_LINKED_GAME
43 cvar_t* sv_maxclients;
44 cvar_t* sv_dedicated;
45 cvar_t* developer;
46 #endif
47 
48 cvar_t* logstats;
49 FILE *logstatsfile;
50 
51 cvar_t* sv_needpass;
52 cvar_t* sv_maxplayersperteam;
53 cvar_t* sv_maxsoldiersperteam;
54 cvar_t* sv_maxsoldiersperplayer;
55 cvar_t* sv_enablemorale;
56 cvar_t* sv_roundtimelimit;
57 cvar_t* sv_maxentities;
58 cvar_t* sv_filterban;
59 cvar_t* sv_maxteams;
60 cvar_t* sv_ai;
61 cvar_t* sv_teamplay;
62 cvar_t* sv_hurtaliens;
63 cvar_t* sv_shot_origin;
64 static cvar_t* sv_cheats;
65 static cvar_t* sv_send_edicts;
66 
67 cvar_t* password;
68 
69 cvar_t* ai_alienteam;
70 cvar_t* ai_civilianteam;
71 cvar_t* ai_equipment;
72 cvar_t* ai_singleplayeraliens;
73 cvar_t* ai_numcivilians;
74 cvar_t* ai_multiplayeraliens;
75 
76 /* morale cvars */
77 cvar_t* mob_death;
78 cvar_t* mob_wound;
79 cvar_t* mof_watching;
80 cvar_t* mof_teamkill;
81 cvar_t* mof_civilian;
82 cvar_t* mof_enemy;
83 cvar_t* mor_pain;
84 
85 /*everyone gets this times morale damage */
86 cvar_t* mor_default;
87 
88 /*at this distance the following two get halfed (exponential scale) */
89 cvar_t* mor_distance;
90 
91 /*at this distance the following two get halfed (exponential scale) */
92 cvar_t* mor_victim;
93 
94 /*at this distance the following two get halfed (exponential scale) */
95 cvar_t* mor_attacker;
96 
97 /* how much the morale depends on the size of the damaged team */
98 cvar_t* mon_teamfactor;
99 
100 cvar_t* mor_regeneration;
101 cvar_t* mor_shaken;
102 cvar_t* mor_panic;
103 cvar_t* mor_brave;
104 
105 cvar_t* m_sanity;
106 cvar_t* m_rage;
107 cvar_t* m_rage_stop;
108 cvar_t* m_panic_stop;
109 
110 cvar_t* g_endlessaliens;
111 cvar_t* g_ailua;
112 cvar_t* g_aihumans;
113 cvar_t* g_aidebug;
114 cvar_t* g_drawtraces;
115 cvar_t* g_nodamage;
116 cvar_t* g_notu;
117 cvar_t* g_nospawn;
118 cvar_t* g_actorspeed;
119 cvar_t* g_lastseen;
120 cvar_t* flood_msgs;
121 cvar_t* flood_persecond;
122 cvar_t* flood_waitdelay;
123 
124 cvar_t* g_difficulty;
125 
126 static const int TAG_INVENTORY = 2389;
127 
G_FreeInventory(void * data)128 static void G_FreeInventory (void* data)
129 {
130 	G_MemFree(data);
131 }
132 
G_AllocInventoryMemory(size_t size)133 static void* G_AllocInventoryMemory (size_t size)
134 {
135 	return G_TagMalloc(size, TAG_INVENTORY);
136 }
137 
G_FreeAllInventory(void)138 static void G_FreeAllInventory (void)
139 {
140 	G_FreeTags(TAG_INVENTORY);
141 }
142 
143 static const inventoryImport_t inventoryImport = { G_FreeInventory, G_FreeAllInventory, G_AllocInventoryMemory };
144 
145 
146 /**
147  * @brief This will be called when the game library is first loaded
148  * @note only happens when a new game/map is started
149  */
G_Init(void)150 static void G_Init (void)
151 {
152 	gi.DPrintf("==== InitGame ====\n");
153 
154 	/* noset vars */
155 	sv_dedicated = gi.Cvar_Get("sv_dedicated", "0", CVAR_SERVERINFO | CVAR_NOSET, "Is this a dedicated server?");
156 
157 	/* latched vars */
158 	sv_cheats = gi.Cvar_Get("sv_cheats", "0", CVAR_SERVERINFO | CVAR_LATCH, "Activate cheats");
159 	gi.Cvar_Get("gamename", GAMEVERSION, CVAR_SERVERINFO | CVAR_LATCH, nullptr);
160 	gi.Cvar_Get("gamedate", __DATE__, CVAR_SERVERINFO | CVAR_LATCH, nullptr);
161 	developer = gi.Cvar_Get("developer", "0", 0, "Print out a lot of developer debug messages - useful to track down bugs");
162 	logstats = gi.Cvar_Get("logstats", "1", CVAR_ARCHIVE, "Server logfile output for kills");
163 
164 	/* max. players per team (original quake) */
165 	sv_maxplayersperteam = gi.Cvar_Get("sv_maxplayersperteam", "8", CVAR_SERVERINFO | CVAR_LATCH, "How many players (humans) may a team have");
166 	/* max. soldiers per team */
167 	sv_maxsoldiersperteam = gi.Cvar_Get("sv_maxsoldiersperteam", "4", CVAR_ARCHIVE | CVAR_SERVERINFO, "How many soldiers may one team have");
168 	/* max soldiers per player */
169 	sv_maxsoldiersperplayer = gi.Cvar_Get("sv_maxsoldiersperplayer", DOUBLEQUOTE(MAX_ACTIVETEAM), CVAR_ARCHIVE | CVAR_SERVERINFO, "How many soldiers one player is able to control in a given team");
170 	/* enable moralestates in multiplayer */
171 	sv_enablemorale = gi.Cvar_Get("sv_enablemorale", "1", CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_LATCH, "Enable morale behaviour for actors");
172 	sv_roundtimelimit = gi.Cvar_Get("sv_roundtimelimit", "90", CVAR_ARCHIVE | CVAR_SERVERINFO, "Timelimit in seconds for multiplayer rounds");
173 	sv_roundtimelimit->modified = false;
174 	sv_maxentities = gi.Cvar_Get("sv_maxentities", "1024", CVAR_LATCH, nullptr);
175 
176 	sv_maxteams = gi.Cvar_Get("sv_maxteams", "2", CVAR_SERVERINFO, "How many teams for current running map");
177 	sv_maxteams->modified = false;
178 
179 	/* change anytime vars */
180 	password = gi.Cvar_Get("password", "", CVAR_USERINFO, nullptr);
181 	sv_needpass = gi.Cvar_Get("sv_needpass", "0", CVAR_SERVERINFO, nullptr);
182 	sv_filterban = gi.Cvar_Get("sv_filterban", "1", 0, nullptr);
183 	sv_ai = gi.Cvar_Get("sv_ai", "1", 0, "Activate or deativate the ai");
184 	sv_teamplay = gi.Cvar_Get("sv_teamplay", "0", CVAR_ARCHIVE | CVAR_LATCH | CVAR_SERVERINFO, "Is teamplay activated? see sv_maxclients, sv_maxplayersperteam, sv_maxsoldiersperteam and sv_maxsoldiersperplayer");
185 	/* how many connected clients */
186 	sv_maxclients = gi.Cvar_Get("sv_maxclients", "1", CVAR_SERVERINFO, "If sv_maxclients is 1 we are in singleplayer - otherwise we are mutliplayer mode (see sv_teamplay)");
187 	sv_shot_origin = gi.Cvar_Get("sv_shot_origin", "8", 0, "Assumed distance of muzzle from model");
188 	sv_send_edicts = gi.Cvar_Get("sv_send_edicts", "0", CVAR_ARCHIVE | CVAR_CHEAT, "Send server side edicts for client display like triggers");
189 	sv_hurtaliens = gi.Cvar_Get("sv_hurtaliens", "0", CVAR_SERVERINFO, "Spawn hurt aliens");
190 
191 	ai_alienteam = gi.Cvar_Get("ai_alienteam", "ortnok", 0, "Alien team");
192 	ai_civilianteam = gi.Cvar_Get("ai_civilianteam", "europe", 0, "Civilian team");
193 	/* this cvar is set in singleplayer via campaign definition */
194 	ai_equipment = gi.Cvar_Get("ai_equipment", "multiplayer_alien", 0, "Initial equipment definition for aliens");
195 	/* aliens in singleplayer (can differ each mission) */
196 	ai_singleplayeraliens = gi.Cvar_Get("ai_singleplayeraliens", "30", 0, "How many aliens in this battle (singleplayer)");
197 	/* civilians for singleplayer */
198 	ai_numcivilians = gi.Cvar_Get("ai_numcivilians", "10", 0, "How many civilians in this battle");
199 	/* aliens in multiplayer */
200 	ai_multiplayeraliens = gi.Cvar_Get("ai_multiplayeraliens", "8", CVAR_ARCHIVE, "How many (ai controlled) actors in this battle (multiplayer)");
201 
202 	mob_death = gi.Cvar_Get("mob_death", "10", CVAR_LATCH|CVAR_NOSET, nullptr);
203 	mob_wound = gi.Cvar_Get("mob_wound", "0.1", CVAR_LATCH|CVAR_NOSET, nullptr);
204 	mof_watching = gi.Cvar_Get("mof_watching", "1.7", CVAR_LATCH|CVAR_NOSET, nullptr);
205 	mof_teamkill = gi.Cvar_Get("mof_teamkill", "2.0", CVAR_LATCH|CVAR_NOSET, nullptr);
206 	mof_civilian = gi.Cvar_Get("mof_civilian", "0.3", CVAR_LATCH|CVAR_NOSET, nullptr);
207 	mof_enemy = gi.Cvar_Get("mof_ememy", "0.5", CVAR_LATCH|CVAR_NOSET, nullptr);
208 	mor_pain = gi.Cvar_Get("mof_pain", "3.6", CVAR_LATCH|CVAR_NOSET, nullptr);
209 	/* everyone gets this times morale damage */
210 	mor_default = gi.Cvar_Get("mor_default", "0.3", CVAR_LATCH|CVAR_NOSET, "Everyone gets this times morale damage");
211 	/* at this distance the following two get halved (exponential scale) */
212 	mor_distance = gi.Cvar_Get("mor_distance", "120", CVAR_LATCH|CVAR_NOSET, "At this distance the following two get halved (exponential scale)");
213 	/* at this distance the following two get halved (exponential scale) */
214 	mor_victim = gi.Cvar_Get("mor_victim", "0.7", CVAR_LATCH|CVAR_NOSET, "At this distance the following two get halved (exponential scale)");
215 	/* at this distance the following two get halved (exponential scale) */
216 	mor_attacker = gi.Cvar_Get("mor_attacker", "0.3", CVAR_LATCH|CVAR_NOSET, "At this distance the following two get halved (exponential scale)");
217 	/* how much the morale depends on the size of the damaged team */
218 	mon_teamfactor = gi.Cvar_Get("mon_teamfactor", "0.6", CVAR_LATCH|CVAR_NOSET, "How much the morale depends on the size of the damaged team");
219 
220 	mor_regeneration = gi.Cvar_Get("mor_regeneration", "15", CVAR_LATCH|CVAR_NOSET, nullptr);
221 	mor_shaken = gi.Cvar_Get("mor_shaken", "50", CVAR_LATCH|CVAR_NOSET, nullptr);
222 	mor_panic = gi.Cvar_Get("mor_panic", "30", CVAR_LATCH|CVAR_NOSET, nullptr);
223 	mor_brave = gi.Cvar_Get("mor_brave", "85", CVAR_LATCH|CVAR_NOSET, nullptr);
224 
225 	m_sanity = gi.Cvar_Get("m_sanity", "1.0", CVAR_LATCH|CVAR_NOSET, nullptr);
226 	m_rage = gi.Cvar_Get("m_rage", "0.6", CVAR_LATCH|CVAR_NOSET, nullptr);
227 	m_rage_stop = gi.Cvar_Get("m_rage_stop", "2.0", CVAR_LATCH|CVAR_NOSET, nullptr);
228 	m_panic_stop = gi.Cvar_Get("m_panic_stop", "1.0", CVAR_LATCH|CVAR_NOSET, nullptr);
229 
230 	g_endlessaliens = gi.Cvar_Get("g_endlessaliens", "0", CVAR_LATCH|CVAR_SERVERINFO, "Spawn endless aliens");
231 	g_ailua = gi.Cvar_Get("g_ailua", "0", 0, "Activate or deactivate the LUA AI");
232 	g_aihumans = gi.Cvar_Get("g_aihumans", "0", CVAR_DEVELOPER, "Activate or deactivate the ai for human actors");
233 	g_aidebug = gi.Cvar_Get("g_aidebug", "0", CVAR_DEVELOPER|CVAR_CHEAT, "All AI actors are visible");
234 	g_drawtraces = gi.Cvar_Get("g_drawtraces", "0", CVAR_DEVELOPER, "All traces will be rendered");
235 	g_nodamage = gi.Cvar_Get("g_nodamage", "0", CVAR_DEVELOPER|CVAR_CHEAT, "No damage in developer mode");
236 	g_notu = gi.Cvar_Get("g_notu", "0", CVAR_DEVELOPER|CVAR_CHEAT, "No TU costs while performing any action");
237 	g_actorspeed = gi.Cvar_Get("g_actorspeed", "1.0", CVAR_ARCHIVE|CVAR_SERVERINFO, "Moving speed of the actor");
238 	g_lastseen = gi.Cvar_Get("g_lastseen", "20", CVAR_ARCHIVE|CVAR_SERVERINFO, "Quit the match if no player was seen in this amount of rounds");
239 	g_nospawn = gi.Cvar_Get("g_nospawn", "0", CVAR_DEVELOPER|CVAR_CHEAT, "Do not spawn a soldier");
240 
241 	/* flood control */
242 	flood_msgs = gi.Cvar_Get("flood_msgs", "4", 0, nullptr);
243 	flood_persecond = gi.Cvar_Get("flood_persecond", "4", 0, nullptr);
244 	flood_waitdelay = gi.Cvar_Get("flood_waitdelay", "10", 0, "Delay until someone is unlocked from talking again");
245 
246 	g_difficulty = gi.Cvar_Get("g_difficulty", "0", CVAR_NOSET, "Singleplayer difficulty level");
247 
248 	game.sv_maxentities = sv_maxentities->integer;
249 	game.sv_maxplayersperteam = sv_maxplayersperteam->integer;
250 
251 	/* initialize the entity storage */
252 	globals.edicts = G_EdictsConstruct();
253 	globals.max_edicts = game.sv_maxentities;
254 	globals.num_edicts = game.sv_maxplayersperteam;
255 
256 	/* initialize all players for this game */
257 	/* game.sv_maxplayersperteam for human controlled players
258 	 * + game.sv_maxplayer for ai */
259 	game.players = (player_t*)G_TagMalloc(game.sv_maxplayersperteam * 2 * sizeof(game.players[0]), TAG_GAME);
260 	globals.players = game.players;
261 	globals.maxplayersperteam = game.sv_maxplayersperteam;
262 
263 	/* init csi and inventory */
264 	INVSH_InitCSI(gi.csi);
265 	game.i.initInventory("game", gi.csi, &inventoryImport);
266 
267 	if (logstats->integer)
268 		logstatsfile = fopen(va("%s/stats.log", gi.FS_Gamedir()), "a");
269 	else
270 		logstatsfile = nullptr;
271 
272 	AI_Init();
273 	AIL_Init();
274 }
275 
276 /**
277  * @brief Free the tags TAG_LEVEL and TAG_GAME
278  * @sa Mem_FreeTags
279  */
G_Shutdown(void)280 static void G_Shutdown (void)
281 {
282 	gi.DPrintf("==== ShutdownGame ====\n");
283 
284 	AIL_Shutdown();
285 
286 	if (logstatsfile)
287 		fclose(logstatsfile);
288 	logstatsfile = nullptr;
289 
290 	G_FreeTags(TAG_LEVEL);
291 	G_FreeTags(TAG_GAME);
292 	G_FreeAllInventory();
293 
294 	Com_Printf("Used inventory slots in game on shutdown: %i\n", game.i.GetUsedSlots());
295 }
296 
297 /**
298  * @brief If password has changed, update sv_needpass cvar as needed
299  */
CheckNeedPass(void)300 static void CheckNeedPass (void)
301 {
302 	if (password->modified) {
303 		password->modified = false;
304 
305 		const int need = Q_strvalid(password->string) && Q_strcasecmp(password->string, "none") ? 1 : 0;
306 		gi.Cvar_Set("sv_needpass", "%i", need);
307 	}
308 }
309 
G_SendBoundingBoxes(void)310 static void G_SendBoundingBoxes (void)
311 {
312 	if (!sv_send_edicts->integer)
313 		return;
314 
315 	Edict* ent = G_EdictsGetFirst();	/* skip the world */
316 	while ((ent = G_EdictsGetNextInUse(ent)))
317 		G_EventSendEdict(*ent);
318 }
319 
320 /**
321  * @sa SV_RunGameFrame
322  * @sa G_MatchEndTrigger
323  * @sa AI_Run
324  * @return true if game reaches its end - false otherwise
325  */
G_RunFrame(void)326 static bool G_RunFrame (void)
327 {
328 	level.framenum++;
329 	/* server is running at 10 fps */
330 	level.time = level.framenum * SERVER_FRAME_SECONDS;
331 
332 	/* this doesn't belong here, but it works */
333 	if (!level.routed) {
334 		level.routed = true;
335 		G_CompleteRecalcRouting();
336 	}
337 
338 	/* still waiting for other players */
339 	if (!G_MatchIsRunning()) {
340 		if (sv_maxteams->modified) {
341 			/* inform the client */
342 			gi.ConfigString(CS_MAXTEAMS, "%i", sv_maxteams->integer);
343 			sv_maxteams->modified = false;
344 		}
345 	}
346 
347 	if (G_IsMultiPlayer()) {
348 		if (sv_roundtimelimit->modified) {
349 			/* some played around here - restart the count down */
350 			level.roundstartTime = level.time;
351 			/* don't allow smaller values here */
352 			if (sv_roundtimelimit->integer < 30 && sv_roundtimelimit->integer > 0) {
353 				gi.DPrintf("The minimum value for sv_roundtimelimit is 30\n");
354 				gi.Cvar_Set("sv_roundtimelimit", "30");
355 			}
356 			sv_roundtimelimit->modified = false;
357 		}
358 		G_CheckForceEndRound();
359 	}
360 
361 	/* end this game? */
362 	if (G_MatchDoEnd())
363 		return true;
364 
365 	CheckNeedPass();
366 
367 	/* run ai */
368 	AI_Run();
369 
370 	/* not all teams are spawned or game has already ended */
371 	if (G_MatchIsRunning())
372 		G_EdictsThink();
373 
374 	G_SendBoundingBoxes();
375 
376 	return false;
377 }
378 
379 /**
380  * @brief Returns a pointer to the structure with all entry points and global variables
381  */
GetGameAPI(game_import_t * import)382 game_export_t* GetGameAPI (game_import_t* import)
383 {
384 	gi = *import;
385 	srand(gi.seed);
386 
387 	globals.apiversion = GAME_API_VERSION;
388 	globals.Init = G_Init;
389 	globals.Shutdown = G_Shutdown;
390 	globals.SpawnEntities = G_SpawnEntities;
391 
392 	globals.ClientConnect = G_ClientConnect;
393 	globals.ClientUserinfoChanged = G_ClientUserinfoChanged;
394 	globals.ClientDisconnect = G_ClientDisconnect;
395 	globals.ClientBegin = G_ClientBegin;
396 	globals.ClientStartMatch = G_ClientStartMatch;
397 	globals.ClientCommand = G_ClientCommand;
398 	globals.ClientAction = G_ClientAction;
399 	globals.ClientEndRound = G_ClientEndRound;
400 	globals.ClientTeamInfo = G_ClientTeamInfo;
401 	globals.ClientInitActorStates = G_ClientInitActorStates;
402 	globals.ClientGetTeamNum = G_ClientGetTeamNum;
403 	globals.ClientIsReady = G_ClientIsReady;
404 	globals.ClientGetName = G_GetPlayerName;
405 	globals.ClientGetActiveTeam = G_GetActiveTeam;
406 
407 	globals.RunFrame = G_RunFrame;
408 
409 	globals.ServerCommand = G_ServerCommand;
410 
411 	globals.edict_size = sizeof(Edict);
412 	globals.player_size = sizeof(player_t);
413 
414 	return &globals;
415 }
416 
417 #ifndef HARD_LINKED_GAME
418 /* this is only here so the functions in the shared code can link */
Sys_Error(const char * error,...)419 void Sys_Error (const char* error, ...)
420 {
421 	va_list argptr;
422 	char text[1024];
423 
424 	va_start(argptr, error);
425 	Q_vsnprintf(text, sizeof(text), error, argptr);
426 	va_end(argptr);
427 
428 	gi.Error("%s", text);
429 }
430 
Com_Printf(const char * msg,...)431 void Com_Printf (const char* msg, ...)
432 {
433 	va_list argptr;
434 	char text[1024];
435 
436 	va_start(argptr, msg);
437 	Q_vsnprintf(text, sizeof(text), msg, argptr);
438 	va_end(argptr);
439 
440 	gi.DPrintf("%s", text);
441 }
442 
Com_DPrintf(int level,const char * msg,...)443 void Com_DPrintf (int level, const char* msg, ...)
444 {
445 	va_list argptr;
446 	char text[1024];
447 
448 	/* don't confuse non-developers with techie stuff... */
449 	if (!developer || developer->integer == 0)
450 		return;
451 
452 	if (!(developer->integer & level))
453 		return;
454 
455 	va_start(argptr, msg);
456 	Q_vsnprintf(text, sizeof(text), msg, argptr);
457 	va_end(argptr);
458 
459 	gi.DPrintf("%s", text);
460 }
461 #endif
462