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00029 #include "g_local.h"
00030 #include "g_ai.h"
00031
00032 game_locals_t game;
00033 level_locals_t level;
00034 game_import_t gi;
00035 game_export_t globals;
00036
00037 cvar_t *password;
00038
00039 cvar_t *sv_needpass;
00040 cvar_t *sv_maxplayersperteam;
00041 cvar_t *sv_maxsoldiersperteam;
00042 cvar_t *sv_maxsoldiersperplayer;
00043 cvar_t *sv_enablemorale;
00044 cvar_t *sv_roundtimelimit;
00045 cvar_t *sv_maxentities;
00046 cvar_t *sv_dedicated;
00047 cvar_t *developer;
00048
00049 cvar_t *logstats;
00050 FILE *logstatsfile;
00051
00052 cvar_t *sv_filterban;
00053
00054 static cvar_t *sv_cheats;
00055
00056 cvar_t *sv_maxteams;
00057
00058 cvar_t *sv_ai;
00059 cvar_t *sv_teamplay;
00060 cvar_t *sv_maxclients;
00061 cvar_t *sv_hurtaliens;
00062 cvar_t *sv_shot_origin;
00063 static cvar_t *sv_send_edicts;
00064
00065 cvar_t *ai_alien;
00066 cvar_t *ai_civilian;
00067 cvar_t *ai_equipment;
00068 cvar_t *ai_numaliens;
00069 cvar_t *ai_numcivilians;
00070 cvar_t *ai_numactors;
00071
00072
00073 cvar_t *mob_death;
00074 cvar_t *mob_wound;
00075 cvar_t *mof_watching;
00076 cvar_t *mof_teamkill;
00077 cvar_t *mof_civilian;
00078 cvar_t *mof_enemy;
00079 cvar_t *mor_pain;
00080
00081
00082 cvar_t *mor_default;
00083
00084
00085 cvar_t *mor_distance;
00086
00087
00088 cvar_t *mor_victim;
00089
00090
00091 cvar_t *mor_attacker;
00092
00093
00094 cvar_t *mon_teamfactor;
00095
00096 cvar_t *mor_regeneration;
00097 cvar_t *mor_shaken;
00098 cvar_t *mor_panic;
00099 cvar_t *mor_brave;
00100
00101 cvar_t *m_sanity;
00102 cvar_t *m_rage;
00103 cvar_t *m_rage_stop;
00104 cvar_t *m_panic_stop;
00105
00106 cvar_t *g_reaction_fair;
00107 cvar_t *g_ailua;
00108 cvar_t *g_aidebug;
00109 cvar_t *g_drawtraces;
00110 cvar_t *g_nodamage;
00111 cvar_t *g_notu;
00112 cvar_t *g_nospawn;
00113 cvar_t *g_actorspeed;
00114 cvar_t *flood_msgs;
00115 cvar_t *flood_persecond;
00116 cvar_t *flood_waitdelay;
00117
00118 cvar_t *difficulty;
00119
00120 static const int TAG_INVENTORY = 2389;
00121
00122 static void G_FreeInventory (void *data)
00123 {
00124 G_MemFree(data);
00125 }
00126
00127 static void *G_AllocInventoryMemory (size_t size)
00128 {
00129 return G_TagMalloc(size, TAG_INVENTORY);
00130 }
00131
00132 static void G_FreeAllInventory (void)
00133 {
00134 G_FreeTags(TAG_INVENTORY);
00135 }
00136
00137 static const inventoryImport_t inventoryImport = { G_FreeInventory, G_FreeAllInventory, G_AllocInventoryMemory };
00138
00139
00144 static void G_Init (void)
00145 {
00146 gi.DPrintf("==== InitGame ====\n");
00147
00148
00149 sv_dedicated = gi.Cvar_Get("sv_dedicated", "0", CVAR_SERVERINFO | CVAR_NOSET, "Is this a dedicated server?");
00150
00151
00152 sv_cheats = gi.Cvar_Get("sv_cheats", "0", CVAR_SERVERINFO | CVAR_LATCH, "Activate cheats");
00153 gi.Cvar_Get("gamename", GAMEVERSION, CVAR_SERVERINFO | CVAR_LATCH, NULL);
00154 gi.Cvar_Get("gamedate", __DATE__, CVAR_SERVERINFO | CVAR_LATCH, NULL);
00155 developer = gi.Cvar_Get("developer", "0", 0, "Print out a lot of developer debug messages - useful to track down bugs");
00156 logstats = gi.Cvar_Get("logstats", "1", CVAR_ARCHIVE, "Server logfile output for kills");
00157
00158
00159 sv_maxplayersperteam = gi.Cvar_Get("sv_maxplayersperteam", "8", CVAR_SERVERINFO | CVAR_LATCH, "How many players (humans) may a team have");
00160
00161 sv_maxsoldiersperteam = gi.Cvar_Get("sv_maxsoldiersperteam", "4", CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_LATCH, "How many soldiers may one team have");
00162
00163 sv_maxsoldiersperplayer = gi.Cvar_Get("sv_maxsoldiersperplayer", "8", CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_LATCH, "How many soldiers one player is able to control in a given team");
00164
00165 sv_enablemorale = gi.Cvar_Get("sv_enablemorale", "1", CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_LATCH, "Enable morale behaviour for actors");
00166 sv_roundtimelimit = gi.Cvar_Get("sv_roundtimelimit", "0", CVAR_SERVERINFO, "Timelimit in seconds for multiplayer rounds");
00167 sv_roundtimelimit->modified = qfalse;
00168 sv_maxentities = gi.Cvar_Get("sv_maxentities", "1024", CVAR_LATCH, NULL);
00169
00170 sv_maxteams = gi.Cvar_Get("sv_maxteams", "2", CVAR_SERVERINFO, "How many teams for current running map");
00171 sv_maxteams->modified = qfalse;
00172
00173
00174 password = gi.Cvar_Get("password", "", CVAR_USERINFO, NULL);
00175 sv_needpass = gi.Cvar_Get("sv_needpass", "0", CVAR_SERVERINFO, NULL);
00176 sv_filterban = gi.Cvar_Get("sv_filterban", "1", 0, NULL);
00177 sv_ai = gi.Cvar_Get("sv_ai", "1", 0, "Activate or deativate the ai");
00178 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");
00179
00180 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)");
00181 sv_shot_origin = gi.Cvar_Get("sv_shot_origin", "8", 0, "Assumed distance of muzzle from model");
00182 sv_send_edicts = gi.Cvar_Get("sv_send_edicts", "0", CVAR_ARCHIVE | CVAR_CHEAT, "Send server side edicts for client display like triggers");
00183 sv_hurtaliens = gi.Cvar_Get("sv_hurtaliens", "0", CVAR_SERVERINFO, "Spawn hurt aliens");
00184
00185 ai_alien = gi.Cvar_Get("ai_alien", "ortnok", 0, "Alien team");
00186 ai_civilian = gi.Cvar_Get("ai_civilian", "europe", 0, "Civilian team");
00187
00188 ai_equipment = gi.Cvar_Get("ai_equipment", "multiplayer_alien", 0, "Initial equipment definition for aliens");
00189
00190 ai_numaliens = gi.Cvar_Get("ai_numaliens", "30", 0, "How many aliens in this battle (singleplayer)");
00191
00192 ai_numcivilians = gi.Cvar_Get("ai_numcivilians", "10", 0, "How many civilians in this battle");
00193
00194 ai_numactors = gi.Cvar_Get("ai_numactors", "8", CVAR_ARCHIVE, "How many (ai controlled) actors in this battle (multiplayer)");
00195
00196 mob_death = gi.Cvar_Get("mob_death", "10", CVAR_LATCH|CVAR_NOSET, NULL);
00197 mob_wound = gi.Cvar_Get("mob_wound", "0.1", CVAR_LATCH|CVAR_NOSET, NULL);
00198 mof_watching = gi.Cvar_Get("mof_watching", "1.7", CVAR_LATCH|CVAR_NOSET, NULL);
00199 mof_teamkill = gi.Cvar_Get("mof_teamkill", "2.0", CVAR_LATCH|CVAR_NOSET, NULL);
00200 mof_civilian = gi.Cvar_Get("mof_civilian", "0.3", CVAR_LATCH|CVAR_NOSET, NULL);
00201 mof_enemy = gi.Cvar_Get("mof_ememy", "0.5", CVAR_LATCH|CVAR_NOSET, NULL);
00202 mor_pain = gi.Cvar_Get("mof_pain", "3.6", CVAR_LATCH|CVAR_NOSET, NULL);
00203
00204 mor_default = gi.Cvar_Get("mor_default", "0.3", CVAR_LATCH|CVAR_NOSET, "Everyone gets this times morale damage");
00205
00206 mor_distance = gi.Cvar_Get("mor_distance", "120", CVAR_LATCH|CVAR_NOSET, "At this distance the following two get halved (exponential scale)");
00207
00208 mor_victim = gi.Cvar_Get("mor_victim", "0.7", CVAR_LATCH|CVAR_NOSET, "At this distance the following two get halved (exponential scale)");
00209
00210 mor_attacker = gi.Cvar_Get("mor_attacker", "0.3", CVAR_LATCH|CVAR_NOSET, "At this distance the following two get halved (exponential scale)");
00211
00212 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");
00213
00214 mor_regeneration = gi.Cvar_Get("mor_regeneration", "15", CVAR_LATCH|CVAR_NOSET, NULL);
00215 mor_shaken = gi.Cvar_Get("mor_shaken", "50", CVAR_LATCH|CVAR_NOSET, NULL);
00216 mor_panic = gi.Cvar_Get("mor_panic", "30", CVAR_LATCH|CVAR_NOSET, NULL);
00217 mor_brave = gi.Cvar_Get("mor_panic", "85", CVAR_LATCH|CVAR_NOSET, NULL);
00218
00219 m_sanity = gi.Cvar_Get("m_sanity", "1.0", CVAR_LATCH|CVAR_NOSET, NULL);
00220 m_rage = gi.Cvar_Get("m_rage", "0.6", CVAR_LATCH|CVAR_NOSET, NULL);
00221 m_rage_stop = gi.Cvar_Get("m_rage_stop", "2.0", CVAR_LATCH|CVAR_NOSET, NULL);
00222 m_panic_stop = gi.Cvar_Get("m_panic_stop", "1.0", CVAR_LATCH|CVAR_NOSET, NULL);
00223
00224 g_reaction_fair = gi.Cvar_Get("g_reaction_fair", "1", CVAR_LATCH | CVAR_SERVERINFO, "Enable or disable fair reaction fire mode");
00225 g_ailua = gi.Cvar_Get("g_ailua", "0", 0, "Activate or deactivate the LUA AI");
00226 g_aidebug = gi.Cvar_Get("g_aidebug", "0", CVAR_DEVELOPER, "All AI actors are visible");
00227 g_drawtraces = gi.Cvar_Get("g_drawtraces", "0", CVAR_DEVELOPER, "All traces will be rendered");
00228 g_nodamage = gi.Cvar_Get("g_nodamage", "0", CVAR_DEVELOPER|CVAR_CHEAT, "No damage in developer mode");
00229 g_notu = gi.Cvar_Get("g_notu", "0", CVAR_DEVELOPER|CVAR_CHEAT, "No TU costs while moving around (e.g. for map testing)");
00230 g_actorspeed = gi.Cvar_Get("g_actorspeed", "1.0", CVAR_ARCHIVE|CVAR_SERVERINFO, "Moving speed of the actor");
00231 g_nospawn = gi.Cvar_Get("g_nospawn", "0", CVAR_DEVELOPER|CVAR_CHEAT, "Do not spawn a soldier");
00232
00233
00234 flood_msgs = gi.Cvar_Get("flood_msgs", "4", 0, NULL);
00235 flood_persecond = gi.Cvar_Get("flood_persecond", "4", 0, NULL);
00236 flood_waitdelay = gi.Cvar_Get("flood_waitdelay", "10", 0, "Delay until someone is unlocked from talking again");
00237
00238 difficulty = gi.Cvar_Get("difficulty", "0", CVAR_NOSET, "Difficulty level");
00239
00240 game.sv_maxentities = sv_maxentities->integer;
00241 game.sv_maxplayersperteam = sv_maxplayersperteam->integer;
00242
00243
00244 globals.edicts = G_EdictsInit();
00245 globals.max_edicts = game.sv_maxentities;
00246 globals.num_edicts = game.sv_maxplayersperteam;
00247
00248
00249
00250
00251 game.players = (player_t *)G_TagMalloc(game.sv_maxplayersperteam * 2 * sizeof(game.players[0]), TAG_GAME);
00252 globals.players = game.players;
00253 globals.maxplayersperteam = game.sv_maxplayersperteam;
00254
00255
00256 INVSH_InitCSI(gi.csi);
00257 INV_InitInventory("game", &game.i, gi.csi, &inventoryImport);
00258
00259 if (logstats->integer)
00260 logstatsfile = fopen(va("%s/stats.log", gi.FS_Gamedir()), "a");
00261 else
00262 logstatsfile = NULL;
00263
00264 AIL_Init();
00265 }
00266
00271 static void G_Shutdown (void)
00272 {
00273 gi.DPrintf("==== ShutdownGame ====\n");
00274
00275 AIL_Shutdown();
00276
00277 if (logstatsfile)
00278 fclose(logstatsfile);
00279 logstatsfile = NULL;
00280
00281 G_FreeTags(TAG_LEVEL);
00282 G_FreeTags(TAG_GAME);
00283 G_FreeAllInventory();
00284
00285 Com_Printf("Free inventory slots in game on shutdown: %i\n", game.i.GetUsedSlots(&game.i));
00286 }
00287
00288
00292 game_export_t *GetGameAPI (game_import_t * import)
00293 {
00294 gi = *import;
00295 srand(gi.seed);
00296
00297 globals.apiversion = GAME_API_VERSION;
00298 globals.Init = G_Init;
00299 globals.Shutdown = G_Shutdown;
00300 globals.SpawnEntities = G_SpawnEntities;
00301
00302 globals.ClientConnect = G_ClientConnect;
00303 globals.ClientUserinfoChanged = G_ClientUserinfoChanged;
00304 globals.ClientDisconnect = G_ClientDisconnect;
00305 globals.ClientBegin = G_ClientBegin;
00306 globals.ClientSpawn = G_ClientSpawn;
00307 globals.ClientCommand = G_ClientCommand;
00308 globals.ClientAction = G_ClientAction;
00309 globals.ClientEndRound = G_ClientEndRound;
00310 globals.ClientTeamInfo = G_ClientTeamInfo;
00311 globals.ClientInitActorStates = G_ClientInitActorStates;
00312 globals.ClientGetTeamNum = G_ClientGetTeamNum;
00313 globals.ClientGetTeamNumPref = G_ClientGetTeamNumPref;
00314 globals.ClientIsReady = G_ClientIsReady;
00315 globals.ClientGetName = G_GetPlayerName;
00316 globals.ClientGetActiveTeam = G_GetActiveTeam;
00317
00318 globals.RunFrame = G_RunFrame;
00319
00320 globals.ServerCommand = G_ServerCommand;
00321
00322 globals.edict_size = sizeof(edict_t);
00323 globals.player_size = sizeof(player_t);
00324
00325 return &globals;
00326 }
00327
00328 #ifndef HARD_LINKED_GAME
00329
00330 void Sys_Error (const char *error, ...)
00331 {
00332 va_list argptr;
00333 char text[1024];
00334
00335 va_start(argptr, error);
00336 Q_vsnprintf(text, sizeof(text), error, argptr);
00337 va_end(argptr);
00338
00339 gi.Error("%s", text);
00340 }
00341
00342 void Com_Printf (const char *msg, ...)
00343 {
00344 va_list argptr;
00345 char text[1024];
00346
00347 va_start(argptr, msg);
00348 Q_vsnprintf(text, sizeof(text), msg, argptr);
00349 va_end(argptr);
00350
00351 gi.DPrintf("%s", text);
00352 }
00353
00354 void Com_DPrintf (int level, const char *msg, ...)
00355 {
00356 va_list argptr;
00357 char text[1024];
00358
00359
00360 if (!developer || developer->integer == 0)
00361 return;
00362
00363 if (!(developer->integer & level))
00364 return;
00365
00366 va_start(argptr, msg);
00367 Q_vsnprintf(text, sizeof(text), msg, argptr);
00368 va_end(argptr);
00369
00370 gi.DPrintf("%s", text);
00371 }
00372 #endif
00373
00377 static void CheckNeedPass (void)
00378 {
00379 if (password->modified) {
00380 const char *need = "0";
00381 password->modified = qfalse;
00382
00383 if (password->string[0] != '\0' && Q_strcasecmp(password->string, "none"))
00384 need = "1";
00385
00386 gi.Cvar_Set("sv_needpass", need);
00387 }
00388 }
00389
00390 static void G_SendBoundingBoxes (void)
00391 {
00392 if (sv_send_edicts->integer) {
00393 edict_t *ent = G_EdictsGetFirst();
00394 while ((ent = G_EdictsGetNextInUse(ent)))
00395 G_EventSendEdict(ent);
00396 }
00397 }
00398
00405 qboolean G_RunFrame (void)
00406 {
00407 level.framenum++;
00408
00409 level.time = level.framenum * SERVER_FRAME_SECONDS;
00410
00411
00412 if (!level.routed) {
00413 level.routed = qtrue;
00414 G_CompleteRecalcRouting();
00415 }
00416
00417
00418 if (!G_MatchIsRunning()) {
00419 if (sv_maxteams->modified) {
00420
00421 gi.ConfigString(CS_MAXTEAMS, "%i", sv_maxteams->integer);
00422 sv_maxteams->modified = qfalse;
00423 }
00424 }
00425
00426 if (sv_maxclients->integer > 1) {
00427 if (sv_roundtimelimit->modified) {
00428
00429 level.roundstartTime = level.time;
00430
00431 if (sv_roundtimelimit->integer < 30 && sv_roundtimelimit->integer > 0) {
00432 gi.DPrintf("The minimum value for sv_roundtimelimit is 30\n");
00433 gi.Cvar_Set("sv_roundtimelimit", "30");
00434 }
00435 sv_roundtimelimit->modified = qfalse;
00436 }
00437 G_CheckForceEndRound();
00438 }
00439
00440
00441 if (G_MatchDoEnd())
00442 return qtrue;
00443
00444 CheckNeedPass();
00445
00446
00447 AI_Run();
00448 G_PhysicsRun();
00449
00450 G_SendBoundingBoxes();
00451
00452 return qfalse;
00453 }