/* =========================================================================== Copyright (C) 2024 the OpenMoHAA team This file is part of OpenMoHAA source code. OpenMoHAA source code 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. OpenMoHAA source code 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 OpenMoHAA source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // #include "g_local.h" #include "g_spawn.h" #include "g_phys.h" #include "debuglines.h" #include "entity.h" #include "gamecmds.h" #include "dm_manager.h" #include "player.h" #include "scriptmaster.h" #include "scriptexception.h" #include "lightstyleclass.h" #include "lodthing.h" #include "viewthing.h" #include "smokesprite.h" #include "playerbot.h" #include "g_bot.h" #include #ifdef WIN32 # include #endif #define SAVEGAME_VERSION 80 #define PERSISTANT_VERSION 2 static char G_ErrorMessage[4096]; profGame_t G_profStruct; qboolean LoadingSavegame = false; qboolean LoadingServer = false; Archiver *currentArc = NULL; game_export_t globals; game_import_t gi; gentity_t active_edicts; gentity_t free_edicts; int sv_numtraces = 0; int sv_numpmtraces = 0; int g_protocol = 0; target_game_e g_target_game = target_game_e::TG_INVALID; gentity_t *g_entities; qboolean g_iInThinks = 0; qboolean g_bBeforeThinks = qfalse; static float g_fMsecPerClock = 0; usercmd_t *current_ucmd; usereyes_t *current_eyeinfo; Player *g_pPlayer; gclient_t g_clients[MAX_CLIENTS]; void (*SV_Error)(int type, const char *fmt, ...); void *(*SV_Malloc)(int size); void (*SV_Free)(void *ptr); qboolean LevelArchiveValid(Archiver& arc); void ClosePlayerLogFile(void); /* =============== G_Printf =============== */ void QDECL G_Printf(const char *fmt, ...) { va_list argptr; char text[1024]; va_start(argptr, fmt); Q_vsnprintf(text, sizeof(text), fmt, argptr); va_end(argptr); gi.Printf(text); } /* =============== G_Error =============== */ void QDECL G_Error(const char *fmt, ...) { va_list argptr; char text[1024]; va_start(argptr, fmt); Q_vsnprintf(text, sizeof(text), fmt, argptr); va_end(argptr); gi.Error(ERR_DROP, text); } /* =============== G_Error =============== */ void QDECL G_Error(int type, const char *fmt, ...) { va_list argptr; char text[1024]; va_start(argptr, fmt); Q_vsnprintf(text, sizeof(text), fmt, argptr); va_end(argptr); // need to manually crash otherwise visual studio fuck up with the stack pointer... //*( int * )0 = 0; assert(!text); } /* =============== G_ExitWithError Calls the server's error function with the last error that occurred. Should only be called after an exception. =============== */ void G_ExitWithError(const char *error) { //ServerError( ERR_DROP, error ); Q_strncpyz(G_ErrorMessage, error, sizeof(G_ErrorMessage)); globals.errorMessage = G_ErrorMessage; } void G_RemapTeamShaders(void) { #ifdef MISSIONPACK char string[1024]; float f = level.time * 0.001; Com_sprintf(string, sizeof(string), "team_icon/%s_red", g_redteam.string); AddRemap("textures/ctf2/redteam01", string, f); AddRemap("textures/ctf2/redteam02", string, f); Com_sprintf(string, sizeof(string), "team_icon/%s_blue", g_blueteam.string); AddRemap("textures/ctf2/blueteam01", string, f); AddRemap("textures/ctf2/blueteam02", string, f); gi.setConfigstring(CS_SHADERSTATE, BuildShaderStateConfig()); #endif } void G_SetFogInfo(int cull, float distance, vec3_t farplane_color) { // cg.farplane_cull cg.farplane_distance cg.farplane_color[3] // gi.SetConfigstring(CS_FOGINFO,va("%i %f %f %f %f",0,4096.f,1.f,1.f,1.f)); } void G_AllocGameData(void) { int i; // de-allocate from previous level G_DeAllocGameData(); // Initialize debug lines G_AllocDebugLines(); // Initialize debug strings G_AllocDebugStrings(); // initialize all entities for this game game.maxentities = maxentities->integer; g_entities = (gentity_t *)gi.Malloc(game.maxentities * sizeof(g_entities[0])); // clear out the entities memset(g_entities, 0, game.maxentities * sizeof(g_entities[0])); globals.gentities = g_entities; globals.max_entities = game.maxentities; // Add all the edicts to the free list LL_Reset(&free_edicts, next, prev); LL_Reset(&active_edicts, next, prev); for (i = 0; i < game.maxentities; i++) { LL_Add(&free_edicts, &g_entities[i], next, prev); } // initialize all clients for this game game.clients = (gclient_t *)gi.Malloc(game.maxclients * sizeof(game.clients[0])); memset(game.clients, 0, game.maxclients * sizeof(game.clients[0])); for (i = 0; i < game.maxclients; i++) { // set client fields on player ents g_entities[i].client = game.clients + i; G_InitClientPersistant(&game.clients[i]); } globals.num_entities = game.maxclients; // Tell the server about our data gi.LocateGameData( g_entities, globals.num_entities, sizeof(gentity_t), &game.clients[0].ps, sizeof(game.clients[0]) ); } void G_DeAllocGameData(void) { // Initialize debug lines G_DeAllocDebugLines(); // free up the entities if (g_entities) { gi.Free(g_entities); g_entities = NULL; } // free up the clients if (game.clients) { gi.Free(game.clients); game.clients = NULL; } } /* ============ G_InitGame ============ */ void G_InitGame(int levelTime, int randomSeed) { G_Printf("==== InitGame ====\n"); G_Printf("gamename: %s\n", GAMEVERSION); G_Printf("gamedate: %s\n", __DATE__); g_protocol = gi.Cvar_Get("com_protocol", "", 0)->integer; g_target_game = (target_game_e)gi.Cvar_Get("com_target_game", "0", 0)->integer; srand(randomSeed); CVAR_Init(); game.Vars()->ClearList(); // set some level globals level.svsStartTime = levelTime; G_InitConsoleCommands(); Director.Reset(); Actor::Init(); G_BotInit(); sv_numtraces = 0; sv_numpmtraces = 0; if (developer->integer && g_gametype->integer == GT_SINGLE_PLAYER) { Viewmodel.Init(); LODModel.Init(); } game.maxentities = maxentities->integer; if (game.maxclients * 8 > maxentities->integer) { game.maxentities = game.maxclients * 8; } game.maxclients = maxclients->integer + sv_maxbots->integer; L_InitEvents(); G_AllocGameData(); if (g_target_game < TG_MOHTA) { // Added in OPM // This frees alias list to avoid filling up memory gi.GlobalAlias_Clear(); } } /* ============ G_SpawnEntities ============ */ void G_SpawnEntities(char *entities, int svsTime) { level.SpawnEntities(entities, svsTime); } /* ================= G_ShutdownGame ================= */ void G_ShutdownGame() { gi.Printf("==== ShutdownGame ====\n"); // write all the client session data so we can get it back G_WriteSessionData(); ClosePlayerLogFile(); level.CleanUp(); L_ShutdownEvents(); G_DeAllocGameData(); } //=================================================================== void QDECL Com_Error(int level, const char *error, ...) { va_list argptr; char text[1024]; va_start(argptr, error); Q_vsnprintf(text, sizeof(text), error, argptr); va_end(argptr); G_Error("%s", text); } void QDECL 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); } /* ================ G_Precache Calls precache scripts ================ */ void G_Precache(void) { level.Precache(); } /* ================ G_Precache Called when server finished initializating ================ */ void G_ServerSpawned(void) { try { level.ServerSpawned(); G_BotPostInit(); } catch (const ScriptException& e) { G_ExitWithError(e.string.c_str()); } } /* ================ G_AddGEntity ================ */ void G_AddGEntity(gentity_t *edict, qboolean showentnums) { unsigned long long start, end; Entity *ent = edict->entity; if (g_timeents->integer) { start = clock(); G_RunEntity(ent); end = clock(); gi.DebugPrintf( "%d: <%s> '%s'(%d) : %d clocks, %.1f msec\n", level.framenum, ent->getClassname(), ent->targetname.c_str(), end - start, g_fMsecPerClock ); } else { G_RunEntity(ent); } // remove the entity in case of invalid server flags if ((edict->r.svFlags & SVF_SENDONCE) && (edict->r.svFlags & SVF_SENT)) { ent->PostEvent(EV_Remove, 0); } if (showentnums) { G_DrawDebugNumber(ent->origin + Vector(0, 0, ent->maxs.z), ent->entnum, 2.0f, 1.0f, 1.0f, 0.0f); } if (g_entinfo->integer && (g_pPlayer && (edict->r.lastNetTime >= level.inttime - 200 || ent->IsSubclassOfPlayer()))) { float fDist = (g_pPlayer->centroid - g_pPlayer->EyePosition()).length(); if (fDist != 0.0f) { float fDot = _DotProduct(g_vEyeDir, (g_pPlayer->centroid - g_pPlayer->EyePosition())); ent->ShowInfo(0, fDist); } } } /* ================ G_RunFrame Advances the non-player objects in the world ================ */ void G_RunFrame(int levelTime, int frameTime) { gentity_t *edict; int num; qboolean showentnums; unsigned long long start; unsigned long long end; static int processed[MAX_GENTITIES] = {0}; static int processedFrameID = 0; try { g_iInThinks = 0; if (g_showmem->integer) { DisplayMemoryUsage(); } // exit intermissions if (level.exitintermission) { if (level.nextmap != level.current_map) { G_ExitLevel(); } else { G_RestartLevelWithDelay(0.1f); level.nextmap = ""; level.intermissiontime = 0; level.exitintermission = qfalse; } return; } level.setFrametime(frameTime); level.setTime(levelTime); if (level.intermissiontime || level.died_already) { L_ProcessPendingEvents(); G_ClientDoBlends(); if (g_gametype->integer != GT_SINGLE_PLAYER && g_maxintermission->value != 0.0f) { if (level.time - level.intermissiontime > g_maxintermission->value) { level.exitintermission = true; } } return; } if (g_scripttrace->integer) { gi.DPrintf2("====SERVER FRAME==========================================================================\n"); } g_bBeforeThinks = true; Director.AllowPause(false); // Process most of the events before the physics are run // so that we can affect the physics immediately L_ProcessPendingEvents(); Director.AllowPause(true); Director.Pause(); Director.SetTime(level.inttime); // // treat each object in turn // for (edict = active_edicts.next; edict != &active_edicts; edict = edict->next) { assert(edict); assert(edict->inuse); assert(edict->entity); Actor *actor = static_cast(edict->entity); if (actor->IsSubclassOfActor()) { actor->m_bUpdateAnimDoneFlags = false; if (actor->m_bAnimating) { actor->PreAnimate(); } } } g_iInThinks++; Director.Unpause(); g_iInThinks--; // Process any pending events that got posted during the script code L_ProcessPendingEvents(); path_checksthisframe = 0; // Reset debug lines G_InitDebugLines(); G_InitDebugStrings(); PathManager.ShowNodes(); showentnums = (sv_showentnums->integer && (g_gametype->integer == GT_SINGLE_PLAYER || sv_cheats->integer)); g_iInThinks++; G_UpdateSmokeSprites(); level.UpdateBadPlaces(); processedFrameID++; if (g_entinfo->integer) { g_pPlayer = (Player *)G_GetEntity(0); if (!g_pPlayer->IsSubclassOfPlayer()) { g_pPlayer = NULL; } else { Vector vAngles = g_pPlayer->GetViewAngles(); vAngles.AngleVectorsLeft(&g_vEyeDir); } } if (g_timeents->integer) { g_fMsecPerClock = 1.0f / gi.Cvar_Get("CPS", "1", 0)->value; start = clock(); } G_BotFrame(); for (edict = active_edicts.next; edict != &active_edicts; edict = edict->next) { for (num = edict->s.parent; num != ENTITYNUM_NONE; num = g_entities[num].s.parent) { if (processed[num] == processedFrameID) { break; } processed[num] = processedFrameID; G_AddGEntity(&g_entities[num], showentnums); } if (processed[edict - g_entities] != processedFrameID) { processed[edict - g_entities] = processedFrameID; G_AddGEntity(edict, showentnums); } } if (g_timeents->integer) { gi.cvar_set("g_timeents", va("%d", g_timeents->integer - 1)); end = clock(); gi.DebugPrintf( "\n%i total: %d (%.1f)\n-----------------------\n", level.framenum, end - start, static_cast(end - start) * g_fMsecPerClock ); } g_iInThinks--; g_bBeforeThinks = qfalse; // Process any pending events that got posted during the physics code. L_ProcessPendingEvents(); level.DoEarthquakes(); // build the playerstate_t structures for all players G_ClientEndServerFrames(); level.Unregister(STRING_POSTTHINK); // Process any pending events that got posted during the script code L_ProcessPendingEvents(); // show how many traces the game code is doing if (sv_traceinfo->integer) { if (sv_traceinfo->integer == 3) { if (sv_drawtrace->integer <= 1) { gi.DebugPrintf("%0.2f : Total traces %3d\n", level.time, sv_numtraces); } else { gi.DebugPrintf( "%0.2f : Total traces %3d pmove traces %3d\n", level.time, sv_numtraces, sv_numpmtraces ); } } else { if (sv_drawtrace->integer <= 1) { gi.DebugPrintf("%0.2f : Total traces %3d\n", level.time, sv_numtraces); } else { gi.DebugPrintf( "%0.2f : Total traces %3d pmove traces %3d\n", level.time, sv_numtraces, sv_numpmtraces ); } } } // reset out count of the number of game traces sv_numtraces = 0; sv_numpmtraces = 0; level.framenum++; if (developer->integer) { G_ClientDrawBoundingBoxes(); G_ClientDrawTags(); } G_UpdateMatchEndTime(); G_CheckExitRules(); G_CheckStartRules(); gi.setConfigstring(CS_WARMUP, va("%.0f", dmManager.GetMatchStartTime())); if (g_gametype->integer != GT_SINGLE_PLAYER) { level.CheckVote(); } if (g_animdump->integer) { for (edict = active_edicts.next; edict != &active_edicts; edict = edict->next) { Animate *anim = (Animate *)edict->entity; if (anim->IsSubclassOfAnimate()) { anim->DumpAnimInfo(); } } } if (g_shownpc->integer) { if (g_shownpc->integer > 1) { g_shownpc->integer--; } else { int numActiveAllies = 0; int numActiveAxis = 0; int numAllies = 0; int numAxis = 0; for (edict = active_edicts.next; edict != &active_edicts; edict = edict->next) { Actor *actor; if (edict->entity->IsSubclassOfActor()) { actor = static_cast(edict->entity); if (actor->health > 0) { if (actor->m_Team == TEAM_AMERICAN) { numAllies++; if (actor->m_bDoAI) { numActiveAllies++; } } else { numAxis++; if (actor->m_bDoAI) { numActiveAxis++; } } } } } gi.locationprintf( &g_entities[0], 94, 28, va("NPCS: Allies %d(%d) Axis %d(%d)", numActiveAllies, numAllies, numActiveAxis, numAxis) ); g_shownpc->integer = 60; } } if (level.Spawned()) { // // Added in OPM // // Add or delete bots that were added using addbot/removebot G_SpawnBots(); } } catch (const char *error) { G_ExitWithError(error); } } /* ================= G_ClientDrawBoundingBoxes ================= */ void G_ClientDrawBoundingBoxes(void) { gentity_t *edict; Entity *ent; Vector eye; // don't show bboxes during deathmatch if ((!sv_showbboxes->integer) || (g_gametype->integer != GT_SINGLE_PLAYER && !sv_cheats->integer)) { return; } if (sv_showbboxes->integer) { edict = g_entities; ent = edict->entity; if (ent) { eye = ent->origin; ent = findradius(NULL, eye, 1000); while (ent) { ent->DrawBoundingBox(sv_showbboxes->integer); ent = findradius(ent, eye, 1000); } } } } /* ================= G_ClientDrawTags Added in 2.0. This draws tag position and orientation for entities in a radius of 1000 units. ================= */ void G_ClientDrawTags(void) { Entity *player; Entity *ent; const char *tagName; Vector origin; orientation_t ori; int numTags; int i; if (!sv_showtags->string || !sv_showtags->string[0]) { return; } if (sv_showtags->string[0] != '*' && !sv_showtags->string[1] && sv_showtags->integer == 0) { // The variable is defined but set to 0 return; } if (g_gametype->integer != GT_SINGLE_PLAYER && !sv_cheats->integer) { return; } player = G_GetEntity(0); origin = player->origin; for (ent = findradius(NULL, origin, 1000); ent; ent = findradius(ent, origin, 1000)) { if (!ent->edict->tiki) { continue; } if (ent == player) { continue; } numTags = gi.TIKI_NumTags(ent->edict->tiki); for (i = 0; i < numTags; i++) { tagName = gi.Tag_NameForNum(ent->edict->tiki, i); if (Q_stricmp(sv_showtags->string, "*")) { // // If it's not a wildcard, check to see if // the tag name partially matches // if (Q_stricmpn(tagName, sv_showtags->string, strlen(sv_showtags->string))) { continue; } } ent->GetTagPositionAndOrientation(i, &ori); G_DebugString(ori.origin + Vector(0, 0, 8), 1, 1, 1, 0, "%s", tagName); G_DebugCircle(ori.origin, 10, 1, 1, 1, 1, true); G_DebugLine(ori.origin, ori.origin + Vector(ori.axis[0]) * 32, 1, 0, 0, 1); G_DebugLine(ori.origin, ori.origin + Vector(ori.axis[1]) * 32, 0, 1, 0, 1); G_DebugLine(ori.origin, ori.origin + Vector(ori.axis[2]) * 32, 0, 0, 1, 1); } } } // Used to tell the server about the edict pose, such as the player pose // so that G_Trace with tracedeep will set the location void G_UpdatePoseInternal(gentity_t *edict) { if (edict->s.number != ENTITYNUM_NONE) { if (level.skel_index[edict->s.number] == level.frame_skel_index) { // no need to update return; } level.skel_index[edict->s.number] = level.frame_skel_index; } gi.TIKI_SetPoseInternal( edict->tiki, edict->s.number, edict->s.frameInfo, edict->s.bone_tag, edict->s.bone_quat, edict->s.actionWeight ); } orientation_t G_TIKI_Orientation(gentity_t *edict, int num) { orientation_t orient; G_UpdatePoseInternal(edict); orient = gi.TIKI_OrientationInternal(edict->tiki, edict->s.number, num, edict->s.scale); return orient; } SkelMat4 *G_TIKI_Transform(gentity_t *edict, int num) { G_UpdatePoseInternal(edict); return (SkelMat4 *)gi.TIKI_TransformInternal(edict->tiki, edict->s.number, num); } qboolean G_TIKI_IsOnGround(gentity_t *edict, int num, float threshold) { G_UpdatePoseInternal(edict); return gi.TIKI_IsOnGroundInternal(edict->tiki, edict->s.number, num, threshold); } void G_PrepFrame(void) {} void G_RegisterSoundsForFile(const char *name) { int startTime; int endTime; Com_Printf("\n\n-----------PARSING '%s' (SERVER)------------\n", name); Com_Printf( "Any SetCurrentTiki errors means that tiki wasn't prefetched and tiki-specific sounds for it won't work. To " "fix prefetch the tiki. Ignore if you don't use that tiki on this level.\n" ); startTime = gi.Milliseconds(); G_Command_ProcessFile(name, qfalse); endTime = gi.Milliseconds(); Com_Printf("Parse/Load time: %f seconds.\n", (float)(endTime - startTime) / 1000.0); Com_Printf("-------------PARSING '%s' DONE (SERVER)---------------\n\n", name); } int qsort_compare_strings(const void *s1, const void *s2) { return Q_stricmp(*(const char **)s1, *(const char **)s2); } void G_RegisterSounds(void) { char **fileList; int numFiles; int i; if (g_target_game >= TG_MOHTA) { gi.GlobalAlias_Clear(); } else if (!dedicated->integer) { // In 1.11 and below, the entire ubersound folder is parsed // only in dedicated mode return; } fileList = gi.FS_ListFiles("ubersound/", "scr", qfalse, &numFiles); qsort(fileList, numFiles, sizeof(char *), &qsort_compare_strings); for (i = 0; i < numFiles; i++) { // Added in 2.0 // Since 2.0, all files in the ubersound folder // are parsed G_RegisterSoundsForFile(va("ubersound/%s", fileList[i])); } gi.FS_FreeFileList(fileList); } void G_Restart(void) { G_InitWorldSession(); // Added in 2.0 G_ResetSmokeSprites(); } void G_SetFrameNumber(int framenum) { level.frame_skel_index = framenum; } void G_SetMap(const char *mapname) { level.SetMap(mapname); } void G_SetTime(int svsStartTime, int svsTime) { if (level.svsStartTime != svsTime) { gi.setConfigstring(CS_LEVEL_START_TIME, va("%i", svsTime)); } level.svsStartTime = svsStartTime; level.setTime(svsTime); } /* ================= G_LevelArchiveValid ================= */ qboolean G_LevelArchiveValid(const char *filename) { try { qboolean ret; Archiver arc; if (!arc.Read(filename)) { return qfalse; } ret = LevelArchiveValid(arc); arc.Close(); return ret; } catch (const char *error) { G_ExitWithError(error); return qfalse; } } void G_SoundCallback(int entNum, soundChannel_t channelNumber, const char *name) { gentity_t *ent = &g_entities[entNum]; Entity *entity = ent->entity; if (!entity) { ScriptError("ERROR: wait on playsound only works on entities that still exist when the sound is done playing." ); } entity->CancelEventsOfType(EV_SoundDone); Event *ev = new Event(EV_SoundDone); ev->AddInteger(channelNumber); ev->AddString(name); entity->PostEvent(ev, level.frametime); } qboolean G_Command_ProcessFile(const char *filename, qboolean quiet) { char *buffer; const char *bufstart; const char *token; int numTokens = 0; char tempName[65]; if (gi.FS_ReadFile(filename, (void **)&buffer, quiet) == -1) { return qfalse; } if (!quiet) { gi.DPrintf("G_Command_ProcessFile: %s\n", filename); } bufstart = buffer; Com_sprintf(tempName, sizeof(tempName), "m%s", filename); gi.LoadResource(tempName); while (1) { // grab each line as we go token = COM_ParseExt(&buffer, qtrue); if (!token[0]) { break; } if (!Q_stricmp(token, "end") || !Q_stricmp(token, "server")) { // skip the line while (1) { token = COM_ParseExt(&buffer, qfalse); if (!token[0]) { break; } } continue; } // Create the event Event ev(token); // get the rest of the line while (1) { token = COM_ParseExt(&buffer, qfalse); if (!token[0]) { break; } ev.AddToken(token); } Director.ProcessEvent(ev); } gi.FS_FreeFile((void *)bufstart); Com_sprintf(tempName, sizeof(tempName), "o%s", filename); gi.LoadResource(tempName); return qtrue; } qboolean G_AllowPaused(void) { return (!level.exitintermission) && (level.intermissiontime == 0.0f) && (!level.died_already); } void G_UpdateMatchEndTime(void) { int endtime = 0; if (dmManager.GameHasRounds() && dmManager.GetRoundLimit()) { endtime = dmManager.GetMatchStartTime() * 1000.0f + (level.svsStartTime + 60000 * dmManager.GetRoundLimit()); } else if (timelimit->integer) { endtime = level.svsStartTime + 60000 * timelimit->integer; } if (level.svsEndTime != endtime) { level.svsEndTime = endtime; gi.setConfigstring(CS_MATCHEND, va("%i", endtime)); } } void G_ArchiveFloat(float *fl) { currentArc->ArchiveFloat(fl); } void G_ArchiveInteger(int *i) { currentArc->ArchiveInteger(i); } void G_ArchiveString(char *s) { if (currentArc->Loading()) { str string; currentArc->ArchiveString(&string); strcpy(s, string.c_str()); } else { str string = s; currentArc->ArchiveString(&string); } } void G_ArchiveSvsTime(int *pi) { currentArc->ArchiveSvsTime(pi); } void G_ArchivePersistantData(Archiver& arc) { gentity_t *ed; int i; for (i = 0; i < game.maxclients; i++) { Entity *ent; ed = &g_entities[i]; if (!ed->inuse || !ed->entity) { continue; } ent = ed->entity; if (!ent->IsSubclassOfPlayer()) { continue; } ((Player *)ent)->ArchivePersistantData(arc); } } void G_ArchivePersistant(const char *name, qboolean loading) { int version; Archiver arc; if (loading) { if (!arc.Read(name, qfalse)) { return; } arc.ArchiveInteger(&version); if (version < PERSISTANT_VERSION) { gi.Printf("Persistent data from an older version (%d) of MOHAA.\n", version); arc.Close(); return; } else if (version > PERSISTANT_VERSION) { gi.DPrintf("Persistent data from newer version %d of MOHAA.\n", version); arc.Close(); return; } } else { arc.Create(name); version = PERSISTANT_VERSION; arc.ArchiveInteger(&version); } arc.ArchiveObject(game.Vars()); G_ArchivePersistantData(arc); arc.Close(); return; } qboolean G_ReadPersistant(const char *name) { try { G_ArchivePersistant(name, qtrue); } catch (const char *error) { G_ExitWithError(error); } return qfalse; } /* ============ G_WritePersistant This will be called whenever the game goes to a new level, A single player death will automatically restore from the last save position. ============ */ void G_WritePersistant(const char *name) { try { G_ArchivePersistant(name, qfalse); } catch (const char *error) { G_ExitWithError(error); } } void G_Cleanup(qboolean samemap) { gi.Printf("==== CleanupGame ====\n"); G_WriteSessionData(); level.CleanUp(samemap, qtrue); } void ArchiveAliases(Archiver& arc) { int i; byte another; AliasList_t *alias_list; AliasListNode_t *alias_node; str alias_name; str model_name; const char *name; dtikianim_t *modelanim; Container animlist; if (arc.Saving()) { for (i = 0; i < MAX_MODELS; i++) { name = gi.getConfigstring(CS_MODELS + i); if (name && *name && *name != '*') { const char *p = name; while (true) { p = strchr(name, '|'); if (!p) { break; } name = p + 1; } modelanim = gi.modeltikianim(name); if (modelanim && !animlist.IndexOfObject(modelanim)) { animlist.AddObject(modelanim); alias_list = (AliasList_t *)modelanim->alias_list; if (alias_list) { alias_node = alias_list->data_list; if (alias_node) { another = true; arc.ArchiveByte(&another); alias_name = name; arc.ArchiveString(&alias_name); for (; alias_node != NULL; alias_node = alias_node->next) { another = true; arc.ArchiveByte(&another); alias_name = alias_node->alias_name; arc.ArchiveString(&alias_name); } another = false; arc.ArchiveByte(&another); } } } } } another = false; arc.ArchiveByte(&another); } else { arc.ArchiveByte(&another); while (another) { arc.ArchiveString(&model_name); modelanim = gi.modeltikianim(model_name.c_str()); arc.ArchiveByte(&another); while (another) { // Read in aliases arc.ArchiveString(&alias_name); gi.Alias_UpdateDialog(modelanim, alias_name.c_str()); arc.ArchiveByte(&another); } arc.ArchiveByte(&another); } } } /* ================= LevelArchiveValid ================= */ qboolean LevelArchiveValid(Archiver& arc) { int version; int savegame_version; // read the version number arc.ArchiveInteger(&version); arc.ArchiveInteger(&savegame_version); if (version < GAME_API_VERSION) { gi.Printf("Savegame from an older version (%d) of MOHAA.\n", version); return qfalse; } else if (version > GAME_API_VERSION) { gi.Printf("Savegame from version %d of MOHAA.\n", version); return qfalse; } if (savegame_version < SAVEGAME_VERSION) { gi.Printf("Savegame from an older version (%d) of MoHAA.\n", version); return qfalse; } else if (savegame_version > SAVEGAME_VERSION) { gi.Printf("Savegame from version %d of MoHAA.\n", version); return qfalse; } return qtrue; } /* ================= G_ArchiveLevel ================= */ qboolean G_ArchiveLevel( const char *filename, byte **savedCgameState, size_t *savedCgameStateSize, qboolean autosave, qboolean loading ) { try { int i; int num; Archiver arc; gentity_t *edict; char szSaveName[MAX_STRING_TOKENS]; const char *pszSaveName; cvar_t *cvar; COM_StripExtension(filename, szSaveName, sizeof(szSaveName)); pszSaveName = COM_SkipPath(szSaveName); gi.cvar_set("g_lastsave", pszSaveName); if (loading) { LoadingSavegame = true; arc.Read(filename); if (!LevelArchiveValid(arc)) { arc.Close(); return qfalse; } // Read in the pending events. These are read in first in case // later objects need to post events. L_UnarchiveEvents(arc); } else { int temp; arc.Create(filename); // write out the version number temp = GAME_API_VERSION; arc.ArchiveInteger(&temp); temp = SAVEGAME_VERSION; arc.ArchiveInteger(&temp); // Write out the pending events. These are written first in case // later objects need to post events when reading the archive. L_ArchiveEvents(arc); } if (!arc.Saving()) { arc.ArchiveInteger(&num); *savedCgameStateSize = num; if (*savedCgameStateSize) { *savedCgameState = (byte *)gi.Malloc(*savedCgameStateSize); } else { *savedCgameState = NULL; } } else { num = (int)*savedCgameStateSize; arc.ArchiveInteger(&num); } arc.ArchiveRaw(*savedCgameState, *savedCgameStateSize); if (arc.Saving()) { str s; num = 0; for (cvar = gi.NextCvar(NULL); cvar != NULL; cvar = gi.NextCvar(cvar)) { if (cvar->flags & CVAR_SAVEGAME) { num++; } } arc.ArchiveInteger(&num); for (cvar = gi.NextCvar(NULL); cvar != NULL; cvar = gi.NextCvar(cvar)) { if (cvar->flags & CVAR_SAVEGAME) { s = cvar->name; arc.ArchiveString(&s); s = cvar->string; arc.ArchiveString(&s); arc.ArchiveBoolean(&cvar->modified); arc.ArchiveInteger(&cvar->modificationCount); arc.ArchiveFloat(&cvar->value); arc.ArchiveInteger(&cvar->integer); } } } else { str sName, sValue; arc.ArchiveInteger(&num); for (int i = 0; i < num; i++) { arc.ArchiveString(&sName); arc.ArchiveString(&sValue); cvar = gi.cvar_set2(sName, sValue, qfalse); arc.ArchiveBoolean(&cvar->modified); arc.ArchiveInteger(&cvar->modificationCount); arc.ArchiveFloat(&cvar->value); arc.ArchiveInteger(&cvar->integer); } } // archive the game object arc.ArchiveObject(&game); // archive Level arc.ArchiveObject(&level); // archive camera paths arc.ArchiveObject(&CameraMan); // archive paths arc.ArchiveObject(&PathManager); // archive script controller arc.ArchiveObject(&Director); // archive lightstyles arc.ArchiveObject(&lightStyles); if (arc.Saving()) { // count the entities num = 0; for (edict = active_edicts.next; edict != &active_edicts; edict = edict->next) { if (edict == world->edict || !edict->entity || (edict->entity->flags & FL_DONTSAVE)) { continue; } num++; } } // archive all the entities arc.ArchiveInteger(&globals.num_entities); arc.ArchiveInteger(&num); if (arc.Saving()) { // write out the world arc.ArchiveObject(world); for (edict = active_edicts.next; edict != &active_edicts; edict = edict->next) { if (edict == world->edict || !edict->entity || (edict->entity->flags & FL_DONTSAVE)) { continue; } arc.ArchiveObject(edict->entity); } } else { // Tell the server about our data gi.LocateGameData( g_entities, globals.num_entities, sizeof(gentity_t), &game.clients[0].ps, sizeof(game.clients[0]) ); // read in the world arc.ReadObject(); // load pathnodes PathSearch::LoadNodes(); for (i = 0; i < num; i++) { arc.ReadObject(); } } // // simple archived entities // if (!arc.Loading()) { num = level.m_SimpleArchivedEntities.NumObjects(); } arc.ArchiveInteger(&num); if (arc.Saving()) { for (i = 1; i <= num; i++) { arc.ArchiveObject(level.m_SimpleArchivedEntities.ObjectAt(i)); } } else { for (i = 1; i <= num; i++) { arc.ReadObject(); } } ArchiveAliases(arc); // Added in 2.0 G_ArchiveSmokeSprites(arc); currentArc = &arc; gi.ArchiveLevel(arc.Loading()); currentArc = NULL; PathSearch::ArchiveDynamic(arc); if (arc.Loading()) { // Make sure all code that needs to setup the player after they have been loaded is run for (i = 0; i < game.maxclients; i++) { edict = &g_entities[i]; if (edict->inuse && edict->entity) { Player *player = (Player *)edict->entity; player->Loaded(); } } } if (arc.Loading()) { arc.Close(); LoadingSavegame = false; gi.Printf(HUD_MESSAGE_YELLOW "%s\n", gi.LV_ConvertString("Game Loaded")); } else { arc.Close(); gi.Printf(HUD_MESSAGE_YELLOW "%s\n", gi.LV_ConvertString("Game Saved")); } return qtrue; } catch (const char *error) { G_ExitWithError(error); } return qfalse; } /* ================= G_WriteLevel ================= */ void G_WriteLevel(const char *filename, qboolean autosave, byte **savedCgameState, size_t *savedCgameStateSize) { game.autosaved = autosave; G_ArchiveLevel(filename, savedCgameState, savedCgameStateSize, autosave, qfalse); game.autosaved = false; } /* ================= G_ReadLevel SpawnEntities will already have been called on the level the same way it was when the level was saved. That is necessary to get the baselines set up identically. The server will have cleared all of the world links before calling ReadLevel. No clients are connected yet. ================= */ qboolean G_ReadLevel(const char *filename, byte **savedCgameState, size_t *savedCgameStateSize) { qboolean status; status = G_ArchiveLevel(filename, savedCgameState, savedCgameStateSize, qfalse, qtrue); // if the level load failed make sure that these variables are not set if (!status) { LoadingSavegame = false; LoadingServer = false; } return status; } /* ================ GetGameAPI Gets game imports and returns game exports ================ */ extern "C" game_export_t *GetGameAPI(game_import_t *import) { gi = *import; globals.apiversion = GAME_API_VERSION; globals.AllowPaused = G_AllowPaused; globals.ArchiveFloat = G_ArchiveFloat; globals.ArchiveInteger = G_ArchiveInteger; globals.ArchivePersistant = G_ArchivePersistant; globals.ArchiveString = G_ArchiveString; globals.ArchiveSvsTime = G_ArchiveSvsTime; globals.BotBegin = G_BotBegin; globals.BotThink = G_BotThink; globals.Cleanup = G_Cleanup; globals.ClientCommand = G_ClientCommand; globals.ClientConnect = G_ClientConnect; globals.ClientBegin = G_ClientBegin; globals.ClientThink = G_ClientThink; globals.ClientDisconnect = G_ClientDisconnect; globals.ClientThink = G_ClientThink; globals.ClientUserinfoChanged = G_ClientUserinfoChanged; globals.ConsoleCommand = G_ConsoleCommand; globals.DebugCircle = G_DebugCircle; globals.errorMessage = NULL; globals.gentities = g_entities; globals.gentitySize = sizeof(g_entities[0]); globals.Init = G_InitGame; globals.LevelArchiveValid = G_LevelArchiveValid; globals.Precache = G_Precache; globals.SpawnEntities = G_SpawnEntities; globals.PrepFrame = G_PrepFrame; globals.profStruct = &G_profStruct; globals.ReadLevel = G_ReadLevel; globals.WriteLevel = G_WriteLevel; globals.RegisterSounds = G_RegisterSounds; globals.Restart = G_Restart; globals.RunFrame = G_RunFrame; globals.ServerSpawned = G_ServerSpawned; globals.SetFrameNumber = G_SetFrameNumber; globals.SetMap = G_SetMap; globals.SetTime = G_SetTime; globals.Shutdown = G_ShutdownGame; globals.SoundCallback = G_SoundCallback; globals.SpawnEntities = G_SpawnEntities; globals.TIKI_Orientation = G_TIKI_Orientation; return &globals; } /* ================= G_ClientEndServerFrames ================= */ void G_ClientEndServerFrames(void) { int i; gentity_t *ent; // calc the player views now that all pushing // and damage has been added for (i = 0; i < game.maxclients; i++) { ent = g_entities + i; if (!ent->inuse || !ent->client || !ent->entity) { continue; } ent->entity->EndFrame(); } } /* =============== G_ClientDoBlends =============== */ void G_ClientDoBlends(void) { gentity_t *edict; int i; for (i = 0, edict = g_entities; i < game.maxclients; i++, edict++) { if (!edict->inuse || !edict->client || !edict->entity) { continue; } edict->entity->CalcBlend(); } } /* =============== FindIntermissionPoint =============== */ void FindIntermissionPoint(void) { SimpleEntity *sent; SimpleEntity *starget; vec3_t dir; sent = static_cast(G_FindClass(NULL, "info_player_intermission")); if (!sent) { level.m_intermission_origin = vec_zero; level.m_intermission_angle = vec_zero; return; } level.m_intermission_origin = sent->origin; level.m_intermission_angle = sent->angles; if (!sent->target.length()) { return; } starget = static_cast(G_FindTarget(NULL, sent->Target())); if (!starget) { return; } VectorSubtract(starget->origin, level.m_intermission_origin, dir); vectoangles(dir, level.m_intermission_angle); } /* =============== G_MoveClientToIntermission =============== */ void G_MoveClientToIntermission(Entity *ent) { G_DisplayScores(ent); ent->flags |= FL_IMMOBILE; } /* =============== G_DisplayScores =============== */ void G_DisplayScores(Entity *ent) { ent->client->ps.pm_flags |= PMF_INTERMISSION; } /* =============== G_HideScores =============== */ void G_HideScores(Entity *ent) { ent->client->ps.pm_flags &= ~PMF_INTERMISSION; } /* =============== G_BeginIntermission2 =============== */ void G_BeginIntermission2(void) { gentity_t *client; Entity *ent; int i; if (level.intermissiontime) { return; } level.playerfrozen = qtrue; level.intermissiontime = level.time; ent = (Entity *)G_FindClass(NULL, "info_player_intermission"); G_FadeSound(4.0f); if (ent) { SetCamera(ent, 0.5f); } else { G_FadeOut(2.0f); } for (i = 0, client = g_entities; i < game.maxclients; i++, client++) { if (!client->inuse || !client->entity || !client->client) { continue; } G_MoveClientToIntermission(client->entity); } } /* =============== G_BeginIntermission =============== */ void G_BeginIntermission(const char *map_name, INTTYPE_e transtype, bool no_fade) { Entity *camera; Entity *node; Event *ev; gentity_t *client; int i; if (level.intermissiontime || g_gametype->integer != GT_SINGLE_PLAYER) { return; } level.intermissiontime = level.time; level.intermissiontype = transtype; if (!no_fade) { G_FadeOut(2.0f); } G_FadeSound(4.0f); level.nextmap = map_name; camera = (Entity *)G_FindClass(NULL, "info_player_intermission"); if (camera) { SetCamera(camera, 0.5f); ev = new Event(EV_Camera_Orbit); node = (Entity *)G_FindTarget(NULL, "endnode1"); if (node && node->IsSubclassOfEntity()) { ev->AddEntity(node); camera->ProcessEvent(ev); camera->ProcessEvent(EV_Camera_Cut); } } for (i = 0, client = g_entities; i < game.maxclients; client++, i++) { if (!client->inuse || !client->entity) { continue; } client->entity->flags |= FL_IMMOBILE; client->entity->PostEvent(EV_Player_EnterIntermission, 3.0f); } } /* =============== G_ExitLevel =============== */ void G_ExitLevel(void) { static const char *seps = " ,\n\r"; char command[256]; int j; gentity_t *ent; // Don't allow exit level if the mission was failed if (level.mission_failed) { return; } // close the player log file if necessary ClosePlayerLogFile(); // kill the sounds Com_sprintf(command, sizeof(command), "stopsound\n"); gi.SendConsoleCommand(command); if (g_gametype->integer != GT_SINGLE_PLAYER) { if (strlen(sv_nextmap->string)) { // The nextmap cvar was set (possibly by a vote - so go ahead and use it) level.nextmap = sv_nextmap->string; gi.cvar_set("nextmap", ""); } else // Use the next map in the maplist { char *s, *f, *t; f = NULL; s = strdup(sv_maplist->string); t = strtok(s, seps); while (t != NULL) { if (!Q_stricmp(t, level.mapname.c_str())) { // it's in the list, go to the next one t = strtok(NULL, seps); if (t == NULL) // end of list, go to first one { if (f == NULL) // there isn't a first one, same level { level.nextmap = level.mapname; } else { level.nextmap = f; } } else { level.nextmap = t; } free(s); goto out; } // set the first map if (!f) { f = t; } t = strtok(NULL, seps); } free(s); } out: // level.nextmap should be set now, but if it isn't use the same map if (level.nextmap.length() == 0) { // Stay on the same map since no nextmap was set Com_sprintf(command, sizeof(command), "restart\n"); gi.SendConsoleCommand(command); } else if (level.nextmap == level.mapname) { // Stay on the same map if it's the same as the current map Com_sprintf(command, sizeof(command), "restart\n"); gi.SendConsoleCommand(command); } else if (!Q_stricmpn(level.nextmap, "vstr", 4)) { // alias on another map Q_strncpyz(command, level.nextmap, sizeof(command)); gi.SendConsoleCommand(command); } else // use the level.nextmap variable { Com_sprintf(command, sizeof(command), "gamemap \"%s\"\n", level.nextmap.c_str()); gi.SendConsoleCommand(command); } } else { Com_sprintf(command, sizeof(command), "gamemap \"%s\"\n", level.nextmap.c_str()); gi.SendConsoleCommand(command); } // Tell all the clients that the level is done for (j = 0; j < game.maxclients; j++) { ent = &g_entities[j]; if (!ent->inuse || !ent->entity) { continue; } ent->entity->ProcessEvent(EV_Player_EndLevel); } level.nextmap = ""; level.exitintermission = 0; level.intermissiontime = 0; G_ClientEndServerFrames(); } /* =============== G_CheckIntermissionExit =============== */ void G_CheckIntermissionExit(void) { if (!level.exitintermission && g_maxintermission->value > level.time - level.intermissiontime) { return; } if (level.nextmap != level.current_map) { G_ExitLevel(); } else { G_RestartLevelWithDelay(0.1f); level.nextmap = ""; level.intermissiontime = 0; level.exitintermission = qfalse; } } /* =============== G_ExitIntermission =============== */ void G_ExitIntermission(void) { level.exitintermission = qtrue; } /* =============== G_CheckStartRules =============== */ void G_CheckStartRules(void) { if ((!dmManager.IsGameActive()) && (!dmManager.WaitingForPlayers())) { dmManager.StartRound(); } } /* =============== G_CheckExitRules =============== */ void G_CheckExitRules(void) { if (g_gametype->integer != GT_SINGLE_PLAYER) { if (level.intermissiontime == 0.0f) { dmManager.CheckEndMatch(); } else { G_CheckIntermissionExit(); } } } /* =============== G_DisplayScoresToAllClients =============== */ void G_DisplayScoresToAllClients(void) { gentity_t *ent; int i; for (i = 0, ent = g_entities; i < game.maxclients; ent++, i++) { if (!ent->inuse || !ent->entity) { continue; } G_DisplayScores(ent->entity); } } /* =============== G_HideScoresToAllClients =============== */ void G_HideScoresToAllClients(void) { gentity_t *ent; int i; for (i = 0, ent = g_entities; i < game.maxclients; ent++, i++) { if (!ent->inuse || !ent->entity) { continue; } G_HideScores(ent->entity); } }