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 *needpass;
25 cvar_t *maxclients;
26 cvar_t *maxspectators;
27 cvar_t *maxentities;
28 cvar_t *g_select_empty;
29 cvar_t *dedicated;
30
31 cvar_t *filterban;
32
33 cvar_t *sv_maxvelocity;
34 cvar_t *sv_gravity;
35
36 cvar_t *sv_rollspeed;
37 cvar_t *sv_rollangle;
38 cvar_t *gun_x;
39 cvar_t *gun_y;
40 cvar_t *gun_z;
41
42 cvar_t *run_pitch;
43 cvar_t *run_roll;
44 cvar_t *bob_up;
45 cvar_t *bob_pitch;
46 cvar_t *bob_roll;
47
48 cvar_t *sv_cheats;
49
50 cvar_t *flood_msgs;
51 cvar_t *flood_persecond;
52 cvar_t *flood_waitdelay;
53
54 cvar_t *sv_maplist;
55
56 void SpawnEntities (char *mapname, char *entities, char *spawnpoint);
57 void ClientThink (edict_t *ent, usercmd_t *cmd);
58 qboolean ClientConnect (edict_t *ent, char *userinfo);
59 void ClientUserinfoChanged (edict_t *ent, char *userinfo);
60 void ClientDisconnect (edict_t *ent);
61 void ClientBegin (edict_t *ent);
62 void ClientCommand (edict_t *ent);
63 void RunEntity (edict_t *ent);
64 void WriteGame (char *filename, qboolean autosave);
65 void ReadGame (char *filename);
66 void WriteLevel (char *filename);
67 void ReadLevel (char *filename);
68 void InitGame (void);
69 void G_RunFrame (void);
70
71
72 //===================================================================
73
74
ShutdownGame(void)75 void ShutdownGame (void)
76 {
77 gi.dprintf ("==== ShutdownGame ====\n");
78
79 gi.FreeTags (TAG_LEVEL);
80 gi.FreeTags (TAG_GAME);
81 }
82
83
84 /*
85 =================
86 GetGameAPI
87
88 Returns a pointer to the structure with all entry points
89 and global variables
90 =================
91 */
GetGameAPI(game_import_t * import)92 game_export_t *GetGameAPI (game_import_t *import)
93 {
94 gi = *import;
95
96 globals.apiversion = GAME_API_VERSION;
97 globals.Init = InitGame;
98 globals.Shutdown = ShutdownGame;
99 globals.SpawnEntities = SpawnEntities;
100
101 globals.WriteGame = WriteGame;
102 globals.ReadGame = ReadGame;
103 globals.WriteLevel = WriteLevel;
104 globals.ReadLevel = ReadLevel;
105
106 globals.ClientThink = ClientThink;
107 globals.ClientConnect = ClientConnect;
108 globals.ClientUserinfoChanged = ClientUserinfoChanged;
109 globals.ClientDisconnect = ClientDisconnect;
110 globals.ClientBegin = ClientBegin;
111 globals.ClientCommand = ClientCommand;
112
113 globals.RunFrame = G_RunFrame;
114
115 globals.ServerCommand = ServerCommand;
116
117 globals.edict_size = sizeof(edict_t);
118
119 return &globals;
120 }
121
122 #ifndef GAME_HARD_LINKED
123 // this is only here so the functions in q_shared.c and q_shwin.c can link
Sys_Error(char * error,...)124 void Sys_Error (char *error, ...)
125 {
126 va_list argptr;
127 char text[1024];
128
129 va_start (argptr, error);
130 vsprintf (text, error, argptr);
131 va_end (argptr);
132
133 gi.error (ERR_FATAL, "%s", text);
134 }
135
Com_Printf(char * msg,...)136 void Com_Printf (char *msg, ...)
137 {
138 va_list argptr;
139 char text[1024];
140
141 va_start (argptr, msg);
142 vsprintf (text, msg, argptr);
143 va_end (argptr);
144
145 gi.dprintf ("%s", text);
146 }
147
148 #endif
149
150 //======================================================================
151
152
153 /*
154 =================
155 ClientEndServerFrames
156 =================
157 */
ClientEndServerFrames(void)158 void ClientEndServerFrames (void)
159 {
160 int i;
161 edict_t *ent;
162
163 // calc the player views now that all pushing
164 // and damage has been added
165 for (i=0 ; i<maxclients->value ; i++)
166 {
167 ent = g_edicts + 1 + i;
168 if (!ent->inuse || !ent->client)
169 continue;
170 ClientEndServerFrame (ent);
171 }
172
173 }
174
175 /*
176 =================
177 CreateTargetChangeLevel
178
179 Returns the created target changelevel
180 =================
181 */
CreateTargetChangeLevel(char * map)182 edict_t *CreateTargetChangeLevel(char *map)
183 {
184 edict_t *ent;
185
186 ent = G_Spawn ();
187 ent->classname = "target_changelevel";
188 Com_sprintf(level.nextmap, sizeof(level.nextmap), "%s", map);
189 ent->map = level.nextmap;
190 return ent;
191 }
192
193 /*
194 =================
195 EndDMLevel
196
197 The timelimit or fraglimit has been exceeded
198 =================
199 */
EndDMLevel(void)200 void EndDMLevel (void)
201 {
202 edict_t *ent;
203 char *s, *t, *f;
204 static const char *seps = " ,\n\r";
205
206 // stay on same level flag
207 if ((int)dmflags->value & DF_SAME_LEVEL)
208 {
209 BeginIntermission (CreateTargetChangeLevel (level.mapname) );
210 return;
211 }
212
213 // see if it's in the map list
214 if (*sv_maplist->string) {
215 s = strdup(sv_maplist->string);
216 f = NULL;
217 t = strtok(s, seps);
218 while (t != NULL) {
219 if (Q_stricmp(t, level.mapname) == 0) {
220 // it's in the list, go to the next one
221 t = strtok(NULL, seps);
222 if (t == NULL) { // end of list, go to first one
223 if (f == NULL) // there isn't a first one, same level
224 BeginIntermission (CreateTargetChangeLevel (level.mapname) );
225 else
226 BeginIntermission (CreateTargetChangeLevel (f) );
227 } else
228 BeginIntermission (CreateTargetChangeLevel (t) );
229 free(s);
230 return;
231 }
232 if (!f)
233 f = t;
234 t = strtok(NULL, seps);
235 }
236 free(s);
237 }
238
239 if (level.nextmap[0]) // go to a specific map
240 BeginIntermission (CreateTargetChangeLevel (level.nextmap) );
241 else { // search for a changelevel
242 ent = G_Find (NULL, FOFS(classname), "target_changelevel");
243 if (!ent)
244 { // the map designer didn't include a changelevel,
245 // so create a fake ent that goes back to the same level
246 BeginIntermission (CreateTargetChangeLevel (level.mapname) );
247 return;
248 }
249 BeginIntermission (ent);
250 }
251 }
252
253
254 /*
255 =================
256 CheckNeedPass
257 =================
258 */
CheckNeedPass(void)259 void CheckNeedPass (void)
260 {
261 int need;
262
263 // if password or spectator_password has changed, update needpass
264 // as needed
265 if (password->modified || spectator_password->modified)
266 {
267 password->modified = spectator_password->modified = false;
268
269 need = 0;
270
271 if (*password->string && Q_stricmp(password->string, "none"))
272 need |= 1;
273 if (*spectator_password->string && Q_stricmp(spectator_password->string, "none"))
274 need |= 2;
275
276 gi.cvar_set("needpass", va("%d", need));
277 }
278 }
279
280 /*
281 =================
282 CheckDMRules
283 =================
284 */
CheckDMRules(void)285 void CheckDMRules (void)
286 {
287 int i;
288 gclient_t *cl;
289
290 if (level.intermissiontime)
291 return;
292
293 if (!deathmatch->value)
294 return;
295
296 if (timelimit->value)
297 {
298 if (level.time >= timelimit->value*60)
299 {
300 gi.bprintf (PRINT_HIGH, "Timelimit hit.\n");
301 EndDMLevel ();
302 return;
303 }
304 }
305
306 if (fraglimit->value)
307 {
308 for (i=0 ; i<maxclients->value ; i++)
309 {
310 cl = game.clients + i;
311 if (!g_edicts[i+1].inuse)
312 continue;
313
314 if (cl->resp.score >= fraglimit->value)
315 {
316 gi.bprintf (PRINT_HIGH, "Fraglimit hit.\n");
317 EndDMLevel ();
318 return;
319 }
320 }
321 }
322 }
323
324
325 /*
326 =============
327 ExitLevel
328 =============
329 */
ExitLevel(void)330 void ExitLevel (void)
331 {
332 int i;
333 edict_t *ent;
334 char command [256];
335
336 Com_sprintf (command, sizeof(command), "gamemap \"%s\"\n", level.changemap);
337 gi.AddCommandString (command);
338 level.changemap = NULL;
339 level.exitintermission = 0;
340 level.intermissiontime = 0;
341 ClientEndServerFrames ();
342
343 // clear some things before going to next level
344 for (i=0 ; i<maxclients->value ; i++)
345 {
346 ent = g_edicts + 1 + i;
347 if (!ent->inuse)
348 continue;
349 if (ent->health > ent->client->pers.max_health)
350 ent->health = ent->client->pers.max_health;
351 }
352
353 }
354
355 /*
356 ================
357 G_RunFrame
358
359 Advances the world by 0.1 seconds
360 ================
361 */
G_RunFrame(void)362 void G_RunFrame (void)
363 {
364 int i;
365 edict_t *ent;
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 continue;
409 }
410
411 G_RunEntity (ent);
412 }
413
414 // see if it is time to end a deathmatch
415 CheckDMRules ();
416
417 // see if needpass needs updated
418 CheckNeedPass ();
419
420 // build the playerstate_t structures for all players
421 ClientEndServerFrames ();
422 }
423
424