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/**
* @file
* @brief Main game functions.
*/
/*
All original material Copyright (C) 2002-2013 UFO: Alien Invasion.
Original file from Quake 2 v3.21: quake2-2.31/game/g_main.c
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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "g_local.h"
#include "g_ai.h"
#include "g_client.h"
#include "g_edicts.h"
#include "g_match.h"
#include "g_spawn.h"
#include "g_utils.h"
game_locals_t game;
level_locals_t level;
game_import_t gi;
game_export_t globals;
#ifndef HARD_LINKED_GAME
cvar_t* sv_maxclients;
cvar_t* sv_dedicated;
cvar_t* developer;
#endif
cvar_t* logstats;
FILE *logstatsfile;
cvar_t* sv_needpass;
cvar_t* sv_maxplayersperteam;
cvar_t* sv_maxsoldiersperteam;
cvar_t* sv_maxsoldiersperplayer;
cvar_t* sv_enablemorale;
cvar_t* sv_roundtimelimit;
cvar_t* sv_maxentities;
cvar_t* sv_filterban;
cvar_t* sv_maxteams;
cvar_t* sv_ai;
cvar_t* sv_teamplay;
cvar_t* sv_hurtaliens;
cvar_t* sv_shot_origin;
static cvar_t* sv_cheats;
static cvar_t* sv_send_edicts;
cvar_t* password;
cvar_t* ai_alienteam;
cvar_t* ai_civilianteam;
cvar_t* ai_equipment;
cvar_t* ai_singleplayeraliens;
cvar_t* ai_numcivilians;
cvar_t* ai_multiplayeraliens;
/* morale cvars */
cvar_t* mob_death;
cvar_t* mob_wound;
cvar_t* mof_watching;
cvar_t* mof_teamkill;
cvar_t* mof_civilian;
cvar_t* mof_enemy;
cvar_t* mor_pain;
/*everyone gets this times morale damage */
cvar_t* mor_default;
/*at this distance the following two get halfed (exponential scale) */
cvar_t* mor_distance;
/*at this distance the following two get halfed (exponential scale) */
cvar_t* mor_victim;
/*at this distance the following two get halfed (exponential scale) */
cvar_t* mor_attacker;
/* how much the morale depends on the size of the damaged team */
cvar_t* mon_teamfactor;
cvar_t* mor_regeneration;
cvar_t* mor_shaken;
cvar_t* mor_panic;
cvar_t* mor_brave;
cvar_t* m_sanity;
cvar_t* m_rage;
cvar_t* m_rage_stop;
cvar_t* m_panic_stop;
cvar_t* g_endlessaliens;
cvar_t* g_ailua;
cvar_t* g_aihumans;
cvar_t* g_aidebug;
cvar_t* g_drawtraces;
cvar_t* g_nodamage;
cvar_t* g_notu;
cvar_t* g_nospawn;
cvar_t* g_actorspeed;
cvar_t* g_lastseen;
cvar_t* flood_msgs;
cvar_t* flood_persecond;
cvar_t* flood_waitdelay;
cvar_t* g_difficulty;
static const int TAG_INVENTORY = 2389;
static void G_FreeInventory (void* data)
{
G_MemFree(data);
}
static void* G_AllocInventoryMemory (size_t size)
{
return G_TagMalloc(size, TAG_INVENTORY);
}
static void G_FreeAllInventory (void)
{
G_FreeTags(TAG_INVENTORY);
}
static const inventoryImport_t inventoryImport = { G_FreeInventory, G_FreeAllInventory, G_AllocInventoryMemory };
/**
* @brief This will be called when the game library is first loaded
* @note only happens when a new game/map is started
*/
static void G_Init (void)
{
gi.DPrintf("==== InitGame ====\n");
/* noset vars */
sv_dedicated = gi.Cvar_Get("sv_dedicated", "0", CVAR_SERVERINFO | CVAR_NOSET, "Is this a dedicated server?");
/* latched vars */
sv_cheats = gi.Cvar_Get("sv_cheats", "0", CVAR_SERVERINFO | CVAR_LATCH, "Activate cheats");
gi.Cvar_Get("gamename", GAMEVERSION, CVAR_SERVERINFO | CVAR_LATCH, nullptr);
gi.Cvar_Get("gamedate", __DATE__, CVAR_SERVERINFO | CVAR_LATCH, nullptr);
developer = gi.Cvar_Get("developer", "0", 0, "Print out a lot of developer debug messages - useful to track down bugs");
logstats = gi.Cvar_Get("logstats", "1", CVAR_ARCHIVE, "Server logfile output for kills");
/* max. players per team (original quake) */
sv_maxplayersperteam = gi.Cvar_Get("sv_maxplayersperteam", "8", CVAR_SERVERINFO | CVAR_LATCH, "How many players (humans) may a team have");
/* max. soldiers per team */
sv_maxsoldiersperteam = gi.Cvar_Get("sv_maxsoldiersperteam", "4", CVAR_ARCHIVE | CVAR_SERVERINFO, "How many soldiers may one team have");
/* max soldiers per player */
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");
/* enable moralestates in multiplayer */
sv_enablemorale = gi.Cvar_Get("sv_enablemorale", "1", CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_LATCH, "Enable morale behaviour for actors");
sv_roundtimelimit = gi.Cvar_Get("sv_roundtimelimit", "90", CVAR_ARCHIVE | CVAR_SERVERINFO, "Timelimit in seconds for multiplayer rounds");
sv_roundtimelimit->modified = false;
sv_maxentities = gi.Cvar_Get("sv_maxentities", "1024", CVAR_LATCH, nullptr);
sv_maxteams = gi.Cvar_Get("sv_maxteams", "2", CVAR_SERVERINFO, "How many teams for current running map");
sv_maxteams->modified = false;
/* change anytime vars */
password = gi.Cvar_Get("password", "", CVAR_USERINFO, nullptr);
sv_needpass = gi.Cvar_Get("sv_needpass", "0", CVAR_SERVERINFO, nullptr);
sv_filterban = gi.Cvar_Get("sv_filterban", "1", 0, nullptr);
sv_ai = gi.Cvar_Get("sv_ai", "1", 0, "Activate or deativate the ai");
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");
/* how many connected clients */
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)");
sv_shot_origin = gi.Cvar_Get("sv_shot_origin", "8", 0, "Assumed distance of muzzle from model");
sv_send_edicts = gi.Cvar_Get("sv_send_edicts", "0", CVAR_ARCHIVE | CVAR_CHEAT, "Send server side edicts for client display like triggers");
sv_hurtaliens = gi.Cvar_Get("sv_hurtaliens", "0", CVAR_SERVERINFO, "Spawn hurt aliens");
ai_alienteam = gi.Cvar_Get("ai_alienteam", "ortnok", 0, "Alien team");
ai_civilianteam = gi.Cvar_Get("ai_civilianteam", "europe", 0, "Civilian team");
/* this cvar is set in singleplayer via campaign definition */
ai_equipment = gi.Cvar_Get("ai_equipment", "multiplayer_alien", 0, "Initial equipment definition for aliens");
/* aliens in singleplayer (can differ each mission) */
ai_singleplayeraliens = gi.Cvar_Get("ai_singleplayeraliens", "30", 0, "How many aliens in this battle (singleplayer)");
/* civilians for singleplayer */
ai_numcivilians = gi.Cvar_Get("ai_numcivilians", "10", 0, "How many civilians in this battle");
/* aliens in multiplayer */
ai_multiplayeraliens = gi.Cvar_Get("ai_multiplayeraliens", "8", CVAR_ARCHIVE, "How many (ai controlled) actors in this battle (multiplayer)");
mob_death = gi.Cvar_Get("mob_death", "10", CVAR_LATCH|CVAR_NOSET, nullptr);
mob_wound = gi.Cvar_Get("mob_wound", "0.1", CVAR_LATCH|CVAR_NOSET, nullptr);
mof_watching = gi.Cvar_Get("mof_watching", "1.7", CVAR_LATCH|CVAR_NOSET, nullptr);
mof_teamkill = gi.Cvar_Get("mof_teamkill", "2.0", CVAR_LATCH|CVAR_NOSET, nullptr);
mof_civilian = gi.Cvar_Get("mof_civilian", "0.3", CVAR_LATCH|CVAR_NOSET, nullptr);
mof_enemy = gi.Cvar_Get("mof_ememy", "0.5", CVAR_LATCH|CVAR_NOSET, nullptr);
mor_pain = gi.Cvar_Get("mof_pain", "3.6", CVAR_LATCH|CVAR_NOSET, nullptr);
/* everyone gets this times morale damage */
mor_default = gi.Cvar_Get("mor_default", "0.3", CVAR_LATCH|CVAR_NOSET, "Everyone gets this times morale damage");
/* at this distance the following two get halved (exponential scale) */
mor_distance = gi.Cvar_Get("mor_distance", "120", CVAR_LATCH|CVAR_NOSET, "At this distance the following two get halved (exponential scale)");
/* at this distance the following two get halved (exponential scale) */
mor_victim = gi.Cvar_Get("mor_victim", "0.7", CVAR_LATCH|CVAR_NOSET, "At this distance the following two get halved (exponential scale)");
/* at this distance the following two get halved (exponential scale) */
mor_attacker = gi.Cvar_Get("mor_attacker", "0.3", CVAR_LATCH|CVAR_NOSET, "At this distance the following two get halved (exponential scale)");
/* how much the morale depends on the size of the damaged team */
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");
mor_regeneration = gi.Cvar_Get("mor_regeneration", "15", CVAR_LATCH|CVAR_NOSET, nullptr);
mor_shaken = gi.Cvar_Get("mor_shaken", "50", CVAR_LATCH|CVAR_NOSET, nullptr);
mor_panic = gi.Cvar_Get("mor_panic", "30", CVAR_LATCH|CVAR_NOSET, nullptr);
mor_brave = gi.Cvar_Get("mor_brave", "85", CVAR_LATCH|CVAR_NOSET, nullptr);
m_sanity = gi.Cvar_Get("m_sanity", "1.0", CVAR_LATCH|CVAR_NOSET, nullptr);
m_rage = gi.Cvar_Get("m_rage", "0.6", CVAR_LATCH|CVAR_NOSET, nullptr);
m_rage_stop = gi.Cvar_Get("m_rage_stop", "2.0", CVAR_LATCH|CVAR_NOSET, nullptr);
m_panic_stop = gi.Cvar_Get("m_panic_stop", "1.0", CVAR_LATCH|CVAR_NOSET, nullptr);
g_endlessaliens = gi.Cvar_Get("g_endlessaliens", "0", CVAR_LATCH|CVAR_SERVERINFO, "Spawn endless aliens");
g_ailua = gi.Cvar_Get("g_ailua", "0", 0, "Activate or deactivate the LUA AI");
g_aihumans = gi.Cvar_Get("g_aihumans", "0", CVAR_DEVELOPER, "Activate or deactivate the ai for human actors");
g_aidebug = gi.Cvar_Get("g_aidebug", "0", CVAR_DEVELOPER|CVAR_CHEAT, "All AI actors are visible");
g_drawtraces = gi.Cvar_Get("g_drawtraces", "0", CVAR_DEVELOPER, "All traces will be rendered");
g_nodamage = gi.Cvar_Get("g_nodamage", "0", CVAR_DEVELOPER|CVAR_CHEAT, "No damage in developer mode");
g_notu = gi.Cvar_Get("g_notu", "0", CVAR_DEVELOPER|CVAR_CHEAT, "No TU costs while performing any action");
g_actorspeed = gi.Cvar_Get("g_actorspeed", "1.0", CVAR_ARCHIVE|CVAR_SERVERINFO, "Moving speed of the actor");
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");
g_nospawn = gi.Cvar_Get("g_nospawn", "0", CVAR_DEVELOPER|CVAR_CHEAT, "Do not spawn a soldier");
/* flood control */
flood_msgs = gi.Cvar_Get("flood_msgs", "4", 0, nullptr);
flood_persecond = gi.Cvar_Get("flood_persecond", "4", 0, nullptr);
flood_waitdelay = gi.Cvar_Get("flood_waitdelay", "10", 0, "Delay until someone is unlocked from talking again");
g_difficulty = gi.Cvar_Get("g_difficulty", "0", CVAR_NOSET, "Singleplayer difficulty level");
game.sv_maxentities = sv_maxentities->integer;
game.sv_maxplayersperteam = sv_maxplayersperteam->integer;
/* initialize the entity storage */
globals.edicts = G_EdictsConstruct();
globals.max_edicts = game.sv_maxentities;
globals.num_edicts = game.sv_maxplayersperteam;
/* initialize all players for this game */
/* game.sv_maxplayersperteam for human controlled players
* + game.sv_maxplayer for ai */
game.players = (player_t*)G_TagMalloc(game.sv_maxplayersperteam * 2 * sizeof(game.players[0]), TAG_GAME);
globals.players = game.players;
globals.maxplayersperteam = game.sv_maxplayersperteam;
/* init csi and inventory */
INVSH_InitCSI(gi.csi);
game.i.initInventory("game", gi.csi, &inventoryImport);
if (logstats->integer)
logstatsfile = fopen(va("%s/stats.log", gi.FS_Gamedir()), "a");
else
logstatsfile = nullptr;
AI_Init();
AIL_Init();
}
/**
* @brief Free the tags TAG_LEVEL and TAG_GAME
* @sa Mem_FreeTags
*/
static void G_Shutdown (void)
{
gi.DPrintf("==== ShutdownGame ====\n");
AIL_Shutdown();
if (logstatsfile)
fclose(logstatsfile);
logstatsfile = nullptr;
G_FreeTags(TAG_LEVEL);
G_FreeTags(TAG_GAME);
G_FreeAllInventory();
Com_Printf("Used inventory slots in game on shutdown: %i\n", game.i.GetUsedSlots());
}
/**
* @brief If password has changed, update sv_needpass cvar as needed
*/
static void CheckNeedPass (void)
{
if (password->modified) {
password->modified = false;
const int need = Q_strvalid(password->string) && Q_strcasecmp(password->string, "none") ? 1 : 0;
gi.Cvar_Set("sv_needpass", "%i", need);
}
}
static void G_SendBoundingBoxes (void)
{
if (!sv_send_edicts->integer)
return;
Edict* ent = G_EdictsGetFirst(); /* skip the world */
while ((ent = G_EdictsGetNextInUse(ent)))
G_EventSendEdict(*ent);
}
/**
* @sa SV_RunGameFrame
* @sa G_MatchEndTrigger
* @sa AI_Run
* @return true if game reaches its end - false otherwise
*/
static bool G_RunFrame (void)
{
level.framenum++;
/* server is running at 10 fps */
level.time = level.framenum * SERVER_FRAME_SECONDS;
/* this doesn't belong here, but it works */
if (!level.routed) {
level.routed = true;
G_CompleteRecalcRouting();
}
/* still waiting for other players */
if (!G_MatchIsRunning()) {
if (sv_maxteams->modified) {
/* inform the client */
gi.ConfigString(CS_MAXTEAMS, "%i", sv_maxteams->integer);
sv_maxteams->modified = false;
}
}
if (G_IsMultiPlayer()) {
if (sv_roundtimelimit->modified) {
/* some played around here - restart the count down */
level.roundstartTime = level.time;
/* don't allow smaller values here */
if (sv_roundtimelimit->integer < 30 && sv_roundtimelimit->integer > 0) {
gi.DPrintf("The minimum value for sv_roundtimelimit is 30\n");
gi.Cvar_Set("sv_roundtimelimit", "30");
}
sv_roundtimelimit->modified = false;
}
G_CheckForceEndRound();
}
/* end this game? */
if (G_MatchDoEnd())
return true;
CheckNeedPass();
/* run ai */
AI_Run();
/* not all teams are spawned or game has already ended */
if (G_MatchIsRunning())
G_EdictsThink();
G_SendBoundingBoxes();
return false;
}
/**
* @brief Returns a pointer to the structure with all entry points and global variables
*/
game_export_t* GetGameAPI (game_import_t* import)
{
gi = *import;
srand(gi.seed);
globals.apiversion = GAME_API_VERSION;
globals.Init = G_Init;
globals.Shutdown = G_Shutdown;
globals.SpawnEntities = G_SpawnEntities;
globals.ClientConnect = G_ClientConnect;
globals.ClientUserinfoChanged = G_ClientUserinfoChanged;
globals.ClientDisconnect = G_ClientDisconnect;
globals.ClientBegin = G_ClientBegin;
globals.ClientStartMatch = G_ClientStartMatch;
globals.ClientCommand = G_ClientCommand;
globals.ClientAction = G_ClientAction;
globals.ClientEndRound = G_ClientEndRound;
globals.ClientTeamInfo = G_ClientTeamInfo;
globals.ClientInitActorStates = G_ClientInitActorStates;
globals.ClientGetTeamNum = G_ClientGetTeamNum;
globals.ClientIsReady = G_ClientIsReady;
globals.ClientGetName = G_GetPlayerName;
globals.ClientGetActiveTeam = G_GetActiveTeam;
globals.RunFrame = G_RunFrame;
globals.ServerCommand = G_ServerCommand;
globals.edict_size = sizeof(Edict);
globals.player_size = sizeof(player_t);
return &globals;
}
#ifndef HARD_LINKED_GAME
/* this is only here so the functions in the shared code can link */
void Sys_Error (const char* error, ...)
{
va_list argptr;
char text[1024];
va_start(argptr, error);
Q_vsnprintf(text, sizeof(text), error, argptr);
va_end(argptr);
gi.Error("%s", text);
}
void Com_Printf (const char* msg, ...)
{
va_list argptr;
char text[1024];
va_start(argptr, msg);
Q_vsnprintf(text, sizeof(text), msg, argptr);
va_end(argptr);
gi.DPrintf("%s", text);
}
void Com_DPrintf (int level, const char* msg, ...)
{
va_list argptr;
char text[1024];
/* don't confuse non-developers with techie stuff... */
if (!developer || developer->integer == 0)
return;
if (!(developer->integer & level))
return;
va_start(argptr, msg);
Q_vsnprintf(text, sizeof(text), msg, argptr);
va_end(argptr);
gi.DPrintf("%s", text);
}
#endif
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