1 
2 #include "g_local.h"
3 
4 game_locals_t	game;
5 level_locals_t	level;
6 game_import_t	gi;
7 game_export_t	globals;
8 spawn_temp_t	st;
9 
10 int	sm_meat_index;
11 int	snd_fry;
12 int meansOfDeath;
13 
14 edict_t		*g_edicts;
15 
16 cvar_t	*deathmatch;
17 cvar_t	*coop;
18 cvar_t	*dmflags;
19 cvar_t	*skill;
20 cvar_t	*fraglimit;
21 cvar_t	*timelimit;
22 cvar_t	*password;
23 cvar_t	*spectator_password;
24 cvar_t	*maxclients;
25 cvar_t	*maxspectators;
26 cvar_t	*maxentities;
27 cvar_t	*g_select_empty;
28 cvar_t	*dedicated;
29 
30 cvar_t	*filterban;
31 
32 cvar_t	*sv_maxvelocity;
33 cvar_t	*sv_gravity;
34 
35 cvar_t	*sv_rollspeed;
36 cvar_t	*sv_rollangle;
37 cvar_t	*gun_x;
38 cvar_t	*gun_y;
39 cvar_t	*gun_z;
40 
41 cvar_t	*run_pitch;
42 cvar_t	*run_roll;
43 cvar_t	*bob_up;
44 cvar_t	*bob_pitch;
45 cvar_t	*bob_roll;
46 
47 cvar_t	*sv_cheats;
48 
49 cvar_t	*flood_msgs;
50 cvar_t	*flood_persecond;
51 cvar_t	*flood_waitdelay;
52 
53 cvar_t	*sv_maplist;
54 
55 #ifdef WITH_ACEBOT
56 cvar_t	*botchat; //<-------botchat
57 cvar_t	*botauto_respawn;
58 #endif
59 #ifdef GAME_MOD
60 cvar_t	*weap_shell;
61 cvar_t  *alt_fire_blaster;
62 cvar_t	*eject_bullets;
63 cvar_t	*eject_bullets_dm_coop;
64 cvar_t  *opt_dm_scoreboard;
65 cvar_t  *help_min;
66 cvar_t  *camoffset;
67 #endif
68 
69 void SpawnEntities (char *mapname, char *entities, char *spawnpoint);
70 void ClientThink (edict_t *ent, usercmd_t *cmd);
71 qboolean ClientConnect (edict_t *ent, char *userinfo);
72 void ClientUserinfoChanged (edict_t *ent, char *userinfo);
73 void ClientDisconnect (edict_t *ent);
74 void ClientBegin (edict_t *ent);
75 void ClientCommand (edict_t *ent);
76 void RunEntity (edict_t *ent);
77 void WriteGame (char *filename, qboolean autosave);
78 void ReadGame (char *filename);
79 void WriteLevel (char *filename);
80 void ReadLevel (char *filename);
81 void InitGame (void);
82 void G_RunFrame (void);
83 
84 
85 //===================================================================
86 
87 
ShutdownGame(void)88 void ShutdownGame (void)
89 {
90 	gi.dprintf ("==== ShutdownGame ====\n");
91 
92 	gi.FreeTags (TAG_LEVEL);
93 	gi.FreeTags (TAG_GAME);
94 }
95 
96 
97 /*
98 =================
99 GetGameAPI
100 
101 Returns a pointer to the structure with all entry points
102 and global variables
103 =================
104 */
GetGameAPI(game_import_t * import)105 game_export_t *GetGameAPI (game_import_t *import)
106 {
107 	gi = *import;
108 
109 	globals.apiversion = GAME_API_VERSION;
110 	globals.Init = InitGame;
111 	globals.Shutdown = ShutdownGame;
112 	globals.SpawnEntities = SpawnEntities;
113 
114 	globals.WriteGame = WriteGame;
115 	globals.ReadGame = ReadGame;
116 	globals.WriteLevel = WriteLevel;
117 	globals.ReadLevel = ReadLevel;
118 
119 	globals.ClientThink = ClientThink;
120 	globals.ClientConnect = ClientConnect;
121 	globals.ClientUserinfoChanged = ClientUserinfoChanged;
122 	globals.ClientDisconnect = ClientDisconnect;
123 	globals.ClientBegin = ClientBegin;
124 	globals.ClientCommand = ClientCommand;
125 
126 	globals.RunFrame = G_RunFrame;
127 
128 	globals.ServerCommand = ServerCommand;
129 
130 	globals.edict_size = sizeof(edict_t);
131 
132 	return &globals;
133 }
134 
135 #ifndef GAME_HARD_LINKED
136 // this is only here so the functions in q_shared.c and q_shwin.c can link
Sys_Error(char * error,...)137 void Sys_Error (char *error, ...)
138 {
139 	va_list		argptr;
140 	char		text[1024];
141 
142 	va_start (argptr, error);
143 	vsprintf (text, error, argptr);
144 	va_end (argptr);
145 
146 	gi.error (ERR_FATAL, "%s", text);
147 }
148 
Com_Printf(char * msg,...)149 void Com_Printf (char *msg, ...)
150 {
151 	va_list		argptr;
152 	char		text[1024];
153 
154 	va_start (argptr, msg);
155 	vsprintf (text, msg, argptr);
156 	va_end (argptr);
157 
158 	gi.dprintf ("%s", text);
159 }
160 
161 #endif
162 
163 //======================================================================
164 
165 
166 /*
167 =================
168 ClientEndServerFrames
169 =================
170 */
ClientEndServerFrames(void)171 void ClientEndServerFrames (void)
172 {
173 	int		i;
174 	edict_t	*ent;
175 
176 	// calc the player views now that all pushing
177 	// and damage has been added
178 	for (i=0 ; i<maxclients->value ; i++)
179 	{
180 		ent = g_edicts + 1 + i;
181 		if (!ent->inuse || !ent->client)
182 			continue;
183 		ClientEndServerFrame (ent);
184 	}
185 
186 }
187 
188 /*
189 =================
190 CreateTargetChangeLevel
191 
192 Returns the created target changelevel
193 =================
194 */
CreateTargetChangeLevel(char * map)195 edict_t *CreateTargetChangeLevel(char *map)
196 {
197 	edict_t *ent;
198 
199 	ent = G_Spawn ();
200 	ent->classname = "target_changelevel";
201 	Com_sprintf(level.nextmap, sizeof(level.nextmap), "%s", map);
202 	ent->map = level.nextmap;
203 	return ent;
204 }
205 
206 /*
207 =================
208 EndDMLevel
209 
210 The timelimit or fraglimit has been exceeded
211 =================
212 */
EndDMLevel(void)213 void EndDMLevel (void)
214 {
215 	edict_t		*ent;
216 	char *s, *t, *f;
217 	static const char *seps = " ,\n\r";
218 
219 	// stay on same level flag
220 	if ((int)dmflags->value & DF_SAME_LEVEL)
221 	{
222 		BeginIntermission (CreateTargetChangeLevel (level.mapname) );
223 		return;
224 	}
225 
226 	// see if it's in the map list
227 	if (*sv_maplist->string) {
228 		s = strdup(sv_maplist->string);
229 		f = NULL;
230 		t = strtok(s, seps);
231 		while (t != NULL) {
232 			if (Q_stricmp(t, level.mapname) == 0) {
233 				// it's in the list, go to the next one
234 				t = strtok(NULL, seps);
235 				if (t == NULL) { // end of list, go to first one
236 					if (f == NULL) // there isn't a first one, same level
237 						BeginIntermission (CreateTargetChangeLevel (level.mapname) );
238 					else
239 						BeginIntermission (CreateTargetChangeLevel (f) );
240 				} else
241 					BeginIntermission (CreateTargetChangeLevel (t) );
242 				free(s);
243 				return;
244 			}
245 			if (!f)
246 				f = t;
247 			t = strtok(NULL, seps);
248 		}
249 		free(s);
250 	}
251 
252 	if (level.nextmap[0]) // go to a specific map
253 		BeginIntermission (CreateTargetChangeLevel (level.nextmap) );
254 	else {	// search for a changelevel
255 		ent = G_Find (NULL, FOFS(classname), "target_changelevel");
256 		if (!ent)
257 		{	// the map designer didn't include a changelevel,
258 			// so create a fake ent that goes back to the same level
259 			BeginIntermission (CreateTargetChangeLevel (level.mapname) );
260 			return;
261 		}
262 		BeginIntermission (ent);
263 	}
264 }
265 
266 /*
267 =================
268 CheckDMRules
269 =================
270 */
CheckDMRules(void)271 void CheckDMRules (void)
272 {
273 	int			i;
274 	gclient_t	*cl;
275 
276 	if (level.intermissiontime)
277 		return;
278 
279 	if (!deathmatch->value)
280 		return;
281 
282 	if (timelimit->value)
283 	{
284 		if (level.time >= timelimit->value*60)
285 		{
286 #ifdef WITH_ACEBOT
287 			safe_bprintf
288 #else
289 			gi.bprintf
290 #endif
291 			 (PRINT_HIGH, "Timelimit hit.\n");
292 			EndDMLevel ();
293 			return;
294 		}
295 	}
296 
297 	if (fraglimit->value)
298 	{
299 		for (i=0 ; i<maxclients->value ; i++)
300 		{
301 			cl = game.clients + i;
302 			if (!g_edicts[i+1].inuse)
303 				continue;
304 
305 			if (cl->resp.score >= fraglimit->value)
306 			{
307 #ifdef WITH_ACEBOT
308 			safe_bprintf
309 #else
310 			gi.bprintf
311 #endif
312 				 (PRINT_HIGH, "Fraglimit hit.\n");
313 				EndDMLevel ();
314 				return;
315 			}
316 		}
317 	}
318 }
319 
320 
321 /*
322 =============
323 ExitLevel
324 =============
325 */
ExitLevel(void)326 void ExitLevel (void)
327 {
328 	int		i;
329 	edict_t	*ent;
330 	char	command [256];
331 
332 	Com_sprintf (command, sizeof(command), "gamemap \"%s\"\n", level.changemap);
333 	gi.AddCommandString (command);
334 	level.changemap = NULL;
335 	level.exitintermission = 0;
336 	level.intermissiontime = 0;
337 	ClientEndServerFrames ();
338 
339 	// clear some things before going to next level
340 	for (i=0 ; i<maxclients->value ; i++)
341 	{
342 		ent = g_edicts + 1 + i;
343 		if (!ent->inuse)
344 			continue;
345 		if (ent->health > ent->client->pers.max_health)
346 			ent->health = ent->client->pers.max_health;
347 	}
348 
349 }
350 
351 /*
352 ================
353 G_RunFrame
354 
355 Advances the world by 0.1 seconds
356 ================
357 */
G_RunFrame(void)358 void G_RunFrame (void)
359 {
360 	int		i;
361 	edict_t	*ent;
362 
363 #ifdef GAME_MOD
364 	Blinky_BeginRunFrame();
365 #endif
366 
367 	level.framenum++;
368 	level.time = level.framenum*FRAMETIME;
369 
370 	// choose a client for monsters to target this frame
371 	AI_SetSightClient ();
372 
373 	// exit intermissions
374 
375 	if (level.exitintermission)
376 	{
377 		ExitLevel ();
378 		return;
379 	}
380 
381 	//
382 	// treat each object in turn
383 	// even the world gets a chance to think
384 	//
385 	ent = &g_edicts[0];
386 	for (i=0 ; i<globals.num_edicts ; i++, ent++)
387 	{
388 		if (!ent->inuse)
389 			continue;
390 
391 		level.current_entity = ent;
392 
393 		VectorCopy (ent->s.origin, ent->s.old_origin);
394 
395 		// if the ground entity moved, make sure we are still on it
396 		if ((ent->groundentity) && (ent->groundentity->linkcount != ent->groundentity_linkcount))
397 		{
398 			ent->groundentity = NULL;
399 			if ( !(ent->flags & (FL_SWIM|FL_FLY)) && (ent->svflags & SVF_MONSTER) )
400 			{
401 				M_CheckGround (ent);
402 			}
403 		}
404 
405 		if (i > 0 && i <= maxclients->value)
406 		{
407 			ClientBeginServerFrame (ent);
408 #ifdef WITH_ACEBOT
409 //			continue;
410 #else
411 			continue;
412 #endif
413 		}
414 
415 		G_RunEntity (ent);
416 	}
417 
418 	// see if it is time to end a deathmatch
419 	CheckDMRules ();
420 
421 	// build the playerstate_t structures for all players
422 	ClientEndServerFrames ();
423 }
424 
425