/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). Doom 3 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 3 of the License, or (at your option) any later version. Doom 3 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 Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #include "sys/platform.h" #include "idlib/LangDict.h" #include "idlib/Timer.h" #include "framework/async/NetworkSystem.h" #include "framework/BuildVersion.h" #include "framework/DeclEntityDef.h" #include "framework/FileSystem.h" #include "renderer/ModelManager.h" #include "gamesys/SysCvar.h" #include "gamesys/SysCmds.h" #include "script/Script_Thread.h" #include "ai/AI.h" #include "anim/Anim_Testmodel.h" #include "Camera.h" #include "SmokeParticles.h" #include "Player.h" #include "WorldSpawn.h" #include "Misc.h" #include "Trigger.h" #include "Game_local.h" const int NUM_RENDER_PORTAL_BITS = idMath::BitsForInteger( PS_BLOCK_ALL ); const float DEFAULT_GRAVITY = 1066.0f; const idVec3 DEFAULT_GRAVITY_VEC3( 0, 0, -DEFAULT_GRAVITY ); const int CINEMATIC_SKIP_DELAY = SEC2MS( 2.0f ); #ifdef GAME_DLL idSys * sys = NULL; idCommon * common = NULL; idCmdSystem * cmdSystem = NULL; idCVarSystem * cvarSystem = NULL; idFileSystem * fileSystem = NULL; idNetworkSystem * networkSystem = NULL; idRenderSystem * renderSystem = NULL; idSoundSystem * soundSystem = NULL; idRenderModelManager * renderModelManager = NULL; idUserInterfaceManager * uiManager = NULL; idDeclManager * declManager = NULL; idAASFileManager * AASFileManager = NULL; idCollisionModelManager * collisionModelManager = NULL; idCVar * idCVar::staticVars = NULL; idCVar com_forceGenericSIMD( "com_forceGenericSIMD", "0", CVAR_BOOL|CVAR_SYSTEM, "force generic platform independent SIMD" ); #endif idRenderWorld * gameRenderWorld = NULL; // all drawing is done to this world idSoundWorld * gameSoundWorld = NULL; // all audio goes to this world static gameExport_t gameExport; // global animation lib idAnimManager animationLib; // the rest of the engine will only reference the "game" variable, while all local aspects stay hidden idGameLocal gameLocal; idGame * game = &gameLocal; // statically pointed at an idGameLocal const char *idGameLocal::sufaceTypeNames[ MAX_SURFACE_TYPES ] = { "none", "metal", "stone", "flesh", "wood", "cardboard", "liquid", "glass", "plastic", "ricochet", "surftype10", "surftype11", "surftype12", "surftype13", "surftype14", "surftype15" }; #ifdef _D3XP // List of all defs used by the player that will stay on the fast timeline static const char* fastEntityList[] = { "player_doommarine", "weapon_chainsaw", "weapon_fists", "weapon_flashlight", "weapon_rocketlauncher", "projectile_rocket", "weapon_machinegun", "projectile_bullet_machinegun", "weapon_pistol", "projectile_bullet_pistol", "weapon_handgrenade", "projectile_grenade", "weapon_bfg", "projectile_bfg", "weapon_chaingun", "projectile_chaingunbullet", "weapon_pda", "weapon_plasmagun", "projectile_plasmablast", "weapon_shotgun", "projectile_bullet_shotgun", "weapon_soulcube", "projectile_soulblast", "weapon_shotgun_double", "projectile_shotgunbullet_double", "weapon_grabber", "weapon_bloodstone_active1", "weapon_bloodstone_active2", "weapon_bloodstone_active3", "weapon_bloodstone_passive", NULL }; #endif /* =========== GetGameAPI ============ */ #if __MWERKS__ #pragma export on #endif #if __GNUC__ >= 4 #pragma GCC visibility push(default) #endif extern "C" gameExport_t *GetGameAPI( gameImport_t *import ) { #if __MWERKS__ #pragma export off #endif if ( import->version == GAME_API_VERSION ) { // set interface pointers used by the game sys = import->sys; common = import->common; cmdSystem = import->cmdSystem; cvarSystem = import->cvarSystem; fileSystem = import->fileSystem; networkSystem = import->networkSystem; renderSystem = import->renderSystem; soundSystem = import->soundSystem; renderModelManager = import->renderModelManager; uiManager = import->uiManager; declManager = import->declManager; AASFileManager = import->AASFileManager; collisionModelManager = import->collisionModelManager; } // set interface pointers used by idLib idLib::sys = sys; idLib::common = common; idLib::cvarSystem = cvarSystem; idLib::fileSystem = fileSystem; // setup export interface gameExport.version = GAME_API_VERSION; gameExport.game = game; gameExport.gameEdit = gameEdit; return &gameExport; } #if __GNUC__ >= 4 #pragma GCC visibility pop #endif /* =========== TestGameAPI ============ */ void TestGameAPI( void ) { gameImport_t testImport; gameExport_t testExport; testImport.sys = ::sys; testImport.common = ::common; testImport.cmdSystem = ::cmdSystem; testImport.cvarSystem = ::cvarSystem; testImport.fileSystem = ::fileSystem; testImport.networkSystem = ::networkSystem; testImport.renderSystem = ::renderSystem; testImport.soundSystem = ::soundSystem; testImport.renderModelManager = ::renderModelManager; testImport.uiManager = ::uiManager; testImport.declManager = ::declManager; testImport.AASFileManager = ::AASFileManager; testImport.collisionModelManager = ::collisionModelManager; testExport = *GetGameAPI( &testImport ); } /* =========== idGameLocal::idGameLocal ============ */ idGameLocal::idGameLocal() { Clear(); } /* =========== idGameLocal::Clear ============ */ void idGameLocal::Clear( void ) { int i; serverInfo.Clear(); numClients = 0; for ( i = 0; i < MAX_CLIENTS; i++ ) { userInfo[i].Clear(); persistentPlayerInfo[i].Clear(); } memset( usercmds, 0, sizeof( usercmds ) ); memset( entities, 0, sizeof( entities ) ); memset( spawnIds, -1, sizeof( spawnIds ) ); firstFreeIndex = 0; num_entities = 0; spawnedEntities.Clear(); activeEntities.Clear(); numEntitiesToDeactivate = 0; sortPushers = false; sortTeamMasters = false; persistentLevelInfo.Clear(); memset( globalShaderParms, 0, sizeof( globalShaderParms ) ); random.SetSeed( 0 ); world = NULL; frameCommandThread = NULL; testmodel = NULL; testFx = NULL; clip.Shutdown(); pvs.Shutdown(); sessionCommand.Clear(); locationEntities = NULL; smokeParticles = NULL; editEntities = NULL; entityHash.Clear( 1024, MAX_GENTITIES ); inCinematic = false; cinematicSkipTime = 0; cinematicStopTime = 0; cinematicMaxSkipTime = 0; framenum = 0; previousTime = 0; time = 0; vacuumAreaNum = 0; mapFileName.Clear(); mapFile = NULL; spawnCount = INITIAL_SPAWN_COUNT; mapSpawnCount = 0; camera = NULL; aasList.Clear(); aasNames.Clear(); lastAIAlertEntity = NULL; lastAIAlertTime = 0; spawnArgs.Clear(); gravity.Set( 0, 0, -1 ); playerPVS.h = -1; playerConnectedAreas.h = -1; gamestate = GAMESTATE_UNINITIALIZED; skipCinematic = false; influenceActive = false; localClientNum = 0; isMultiplayer = false; isServer = false; isClient = false; realClientTime = 0; isNewFrame = true; clientSmoothing = 0.1f; entityDefBits = 0; nextGibTime = 0; globalMaterial = NULL; newInfo.Clear(); lastGUIEnt = NULL; lastGUI = 0; memset( clientEntityStates, 0, sizeof( clientEntityStates ) ); memset( clientPVS, 0, sizeof( clientPVS ) ); memset( clientSnapshots, 0, sizeof( clientSnapshots ) ); eventQueue.Init(); savedEventQueue.Init(); memset( lagometer, 0, sizeof( lagometer ) ); #ifdef _D3XP portalSkyEnt = NULL; portalSkyActive = false; ResetSlowTimeVars(); #endif } /* =========== idGameLocal::Init initialize the game object, only happens once at startup, not each level load ============ */ void idGameLocal::Init( void ) { const idDict *dict; idAAS *aas; #ifndef GAME_DLL TestGameAPI(); #else // initialize idLib idLib::Init(); // register static cvars declared in the game idCVar::RegisterStaticVars(); // initialize processor specific SIMD idSIMD::InitProcessor( "game", com_forceGenericSIMD.GetBool() ); #endif Printf( "--------- Initializing Game ----------\n" ); Printf( "gamename: %s\n", GAME_VERSION ); Printf( "gamedate: %s\n", __DATE__ ); // register game specific decl types declManager->RegisterDeclType( "model", DECL_MODELDEF, idDeclAllocator ); declManager->RegisterDeclType( "export", DECL_MODELEXPORT, idDeclAllocator ); // register game specific decl folders declManager->RegisterDeclFolder( "def", ".def", DECL_ENTITYDEF ); declManager->RegisterDeclFolder( "fx", ".fx", DECL_FX ); declManager->RegisterDeclFolder( "particles", ".prt", DECL_PARTICLE ); declManager->RegisterDeclFolder( "af", ".af", DECL_AF ); declManager->RegisterDeclFolder( "newpdas", ".pda", DECL_PDA ); cmdSystem->AddCommand( "listModelDefs", idListDecls_f, CMD_FL_SYSTEM|CMD_FL_GAME, "lists model defs" ); cmdSystem->AddCommand( "printModelDefs", idPrintDecls_f, CMD_FL_SYSTEM|CMD_FL_GAME, "prints a model def", idCmdSystem::ArgCompletion_Decl ); Clear(); idEvent::Init(); idClass::Init(); InitConsoleCommands(); #ifdef _D3XP if(!g_xp_bind_run_once.GetBool()) { //The default config file contains remapped controls that support the XP weapons //We want to run this once after the base doom config file has run so we can //have the correct xp binds cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "exec default.cfg\n" ); cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "seta g_xp_bind_run_once 1\n" ); cmdSystem->ExecuteCommandBuffer(); } #endif // load default scripts program.Startup( SCRIPT_DEFAULT ); #ifdef _D3XP //BSM Nerve: Loads a game specific main script file idStr gamedir; int i; for ( i = 0; i < 2; i++ ) { if ( i == 0 ) { gamedir = cvarSystem->GetCVarString( "fs_game_base" ); } else if ( i == 1 ) { gamedir = cvarSystem->GetCVarString( "fs_game" ); } if( gamedir.Length() > 0 ) { idStr scriptFile = va( "script/%s_main.script", gamedir.c_str() ); if ( fileSystem->ReadFile( scriptFile.c_str(), NULL ) > 0 ) { program.CompileFile( scriptFile.c_str() ); program.FinishCompilation(); } } } #endif smokeParticles = new idSmokeParticles; // set up the aas dict = FindEntityDefDict( "aas_types" ); if ( !dict ) { Error( "Unable to find entityDef for 'aas_types'" ); } // allocate space for the aas const idKeyValue *kv = dict->MatchPrefix( "type" ); while( kv != NULL ) { aas = idAAS::Alloc(); aasList.Append( aas ); aasNames.Append( kv->GetValue() ); kv = dict->MatchPrefix( "type", kv ); } gamestate = GAMESTATE_NOMAP; Printf( "...%d aas types\n", aasList.Num() ); Printf( "game initialized.\n" ); Printf( "--------------------------------------\n" ); } /* =========== idGameLocal::Shutdown shut down the entire game ============ */ void idGameLocal::Shutdown( void ) { if ( !common ) { return; } Printf( "------------ Game Shutdown -----------\n" ); mpGame.Shutdown(); MapShutdown(); aasList.DeleteContents( true ); aasNames.Clear(); idAI::FreeObstacleAvoidanceNodes(); // shutdown the model exporter idModelExport::Shutdown(); idEvent::Shutdown(); delete[] locationEntities; locationEntities = NULL; delete smokeParticles; smokeParticles = NULL; idClass::Shutdown(); // clear list with forces idForce::ClearForceList(); // free the program data program.FreeData(); // delete the .map file delete mapFile; mapFile = NULL; // free the collision map collisionModelManager->FreeMap(); ShutdownConsoleCommands(); // free memory allocated by class objects Clear(); // shut down the animation manager animationLib.Shutdown(); Printf( "--------------------------------------\n" ); #ifdef GAME_DLL // remove auto-completion function pointers pointing into this DLL cvarSystem->RemoveFlaggedAutoCompletion( CVAR_GAME ); // enable leak test Mem_EnableLeakTest( "game" ); // shutdown idLib idLib::ShutDown(); #endif } /* =========== idGameLocal::SaveGame save the current player state, level name, and level state the session may have written some data to the file already ============ */ void idGameLocal::SaveGame( idFile *f ) { int i; idEntity *ent; idEntity *link; idSaveGame savegame( f ); if (g_flushSave.GetBool( ) == true ) { // force flushing with each write... for tracking down // save game bugs. f->ForceFlush(); } savegame.WriteBuildNumber( BUILD_NUMBER ); // go through all entities and threads and add them to the object list for( i = 0; i < MAX_GENTITIES; i++ ) { ent = entities[i]; if ( ent ) { if ( ent->GetTeamMaster() && ent->GetTeamMaster() != ent ) { continue; } for ( link = ent; link != NULL; link = link->GetNextTeamEntity() ) { savegame.AddObject( link ); } } } idList threads; threads = idThread::GetThreads(); for( i = 0; i < threads.Num(); i++ ) { savegame.AddObject( threads[i] ); } // write out complete object list savegame.WriteObjectList(); program.Save( &savegame ); savegame.WriteInt( g_skill.GetInteger() ); savegame.WriteDict( &serverInfo ); savegame.WriteInt( numClients ); for( i = 0; i < numClients; i++ ) { savegame.WriteDict( &userInfo[ i ] ); savegame.WriteUsercmd( usercmds[ i ] ); savegame.WriteDict( &persistentPlayerInfo[ i ] ); } for( i = 0; i < MAX_GENTITIES; i++ ) { savegame.WriteObject( entities[ i ] ); savegame.WriteInt( spawnIds[ i ] ); } savegame.WriteInt( firstFreeIndex ); savegame.WriteInt( num_entities ); // enityHash is restored by idEntity::Restore setting the entity name. savegame.WriteObject( world ); savegame.WriteInt( spawnedEntities.Num() ); for( ent = spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) { savegame.WriteObject( ent ); } savegame.WriteInt( activeEntities.Num() ); for( ent = activeEntities.Next(); ent != NULL; ent = ent->activeNode.Next() ) { savegame.WriteObject( ent ); } savegame.WriteInt( numEntitiesToDeactivate ); savegame.WriteBool( sortPushers ); savegame.WriteBool( sortTeamMasters ); savegame.WriteDict( &persistentLevelInfo ); for( i = 0; i < MAX_GLOBAL_SHADER_PARMS; i++ ) { savegame.WriteFloat( globalShaderParms[ i ] ); } savegame.WriteInt( random.GetSeed() ); savegame.WriteObject( frameCommandThread ); // clip // push // pvs testmodel = NULL; testFx = NULL; savegame.WriteString( sessionCommand ); // FIXME: save smoke particles savegame.WriteInt( cinematicSkipTime ); savegame.WriteInt( cinematicStopTime ); savegame.WriteInt( cinematicMaxSkipTime ); savegame.WriteBool( inCinematic ); savegame.WriteBool( skipCinematic ); savegame.WriteBool( isMultiplayer ); savegame.WriteInt( gameType ); savegame.WriteInt( framenum ); savegame.WriteInt( previousTime ); savegame.WriteInt( time ); #ifdef _D3XP savegame.WriteInt( msec ); #endif savegame.WriteInt( vacuumAreaNum ); savegame.WriteInt( entityDefBits ); savegame.WriteBool( isServer ); savegame.WriteBool( isClient ); savegame.WriteInt( localClientNum ); // snapshotEntities is used for multiplayer only savegame.WriteInt( realClientTime ); savegame.WriteBool( isNewFrame ); savegame.WriteFloat( clientSmoothing ); #ifdef _D3XP portalSkyEnt.Save( &savegame ); savegame.WriteBool( portalSkyActive ); fast.Save( &savegame ); slow.Save( &savegame ); savegame.WriteInt( slowmoState ); savegame.WriteFloat( slowmoMsec ); savegame.WriteBool( quickSlowmoReset ); #endif savegame.WriteBool( mapCycleLoaded ); savegame.WriteInt( spawnCount ); if ( !locationEntities ) { savegame.WriteInt( 0 ); } else { savegame.WriteInt( gameRenderWorld->NumAreas() ); for( i = 0; i < gameRenderWorld->NumAreas(); i++ ) { savegame.WriteObject( locationEntities[ i ] ); } } savegame.WriteObject( camera ); savegame.WriteMaterial( globalMaterial ); lastAIAlertEntity.Save( &savegame ); savegame.WriteInt( lastAIAlertTime ); savegame.WriteDict( &spawnArgs ); savegame.WriteInt( playerPVS.i ); savegame.WriteInt( playerPVS.h ); savegame.WriteInt( playerConnectedAreas.i ); savegame.WriteInt( playerConnectedAreas.h ); savegame.WriteVec3( gravity ); // gamestate savegame.WriteBool( influenceActive ); savegame.WriteInt( nextGibTime ); // spawnSpots // initialSpots // currentInitialSpot // newInfo // makingBuild // shakeSounds // write out pending events idEvent::Save( &savegame ); savegame.Close(); } /* =========== idGameLocal::GetPersistentPlayerInfo ============ */ const idDict &idGameLocal::GetPersistentPlayerInfo( int clientNum ) { idEntity *ent; persistentPlayerInfo[ clientNum ].Clear(); ent = entities[ clientNum ]; if ( ent && ent->IsType( idPlayer::Type ) ) { static_cast(ent)->SavePersistantInfo(); } return persistentPlayerInfo[ clientNum ]; } /* =========== idGameLocal::SetPersistentPlayerInfo ============ */ void idGameLocal::SetPersistentPlayerInfo( int clientNum, const idDict &playerInfo ) { persistentPlayerInfo[ clientNum ] = playerInfo; } /* ============ idGameLocal::Printf ============ */ void idGameLocal::Printf( const char *fmt, ... ) const { va_list argptr; char text[MAX_STRING_CHARS]; va_start( argptr, fmt ); idStr::vsnPrintf( text, sizeof( text ), fmt, argptr ); va_end( argptr ); common->Printf( "%s", text ); } /* ============ idGameLocal::DPrintf ============ */ void idGameLocal::DPrintf( const char *fmt, ... ) const { va_list argptr; char text[MAX_STRING_CHARS]; if ( !developer.GetBool() ) { return; } va_start( argptr, fmt ); idStr::vsnPrintf( text, sizeof( text ), fmt, argptr ); va_end( argptr ); common->Printf( "%s", text ); } /* ============ idGameLocal::Warning ============ */ void idGameLocal::Warning( const char *fmt, ... ) const { va_list argptr; char text[MAX_STRING_CHARS]; idThread * thread; va_start( argptr, fmt ); idStr::vsnPrintf( text, sizeof( text ), fmt, argptr ); va_end( argptr ); thread = idThread::CurrentThread(); if ( thread ) { thread->Warning( "%s", text ); } else { common->Warning( "%s", text ); } } /* ============ idGameLocal::DWarning ============ */ void idGameLocal::DWarning( const char *fmt, ... ) const { va_list argptr; char text[MAX_STRING_CHARS]; idThread * thread; if ( !developer.GetBool() ) { return; } va_start( argptr, fmt ); idStr::vsnPrintf( text, sizeof( text ), fmt, argptr ); va_end( argptr ); thread = idThread::CurrentThread(); if ( thread ) { thread->Warning( "%s", text ); } else { common->DWarning( "%s", text ); } } /* ============ idGameLocal::Error ============ */ void idGameLocal::Error( const char *fmt, ... ) const { va_list argptr; char text[MAX_STRING_CHARS]; idThread * thread; va_start( argptr, fmt ); idStr::vsnPrintf( text, sizeof( text ), fmt, argptr ); va_end( argptr ); thread = idThread::CurrentThread(); if ( thread ) { thread->Error( "%s", text ); } else { common->Error( "%s", text ); } } /* =============== gameError =============== */ void gameError( const char *fmt, ... ) { va_list argptr; char text[MAX_STRING_CHARS]; va_start( argptr, fmt ); idStr::vsnPrintf( text, sizeof( text ), fmt, argptr ); va_end( argptr ); gameLocal.Error( "%s", text ); } /* =========== idGameLocal::SetLocalClient ============ */ void idGameLocal::SetLocalClient( int clientNum ) { localClientNum = clientNum; } /* =========== idGameLocal::SetUserInfo ============ */ const idDict* idGameLocal::SetUserInfo( int clientNum, const idDict &userInfo, bool isClient, bool canModify ) { int i; bool modifiedInfo = false; this->isClient = isClient; if ( clientNum >= 0 && clientNum < MAX_CLIENTS ) { idGameLocal::userInfo[ clientNum ] = userInfo; // server sanity if ( canModify ) { // don't let numeric nicknames, it can be exploited to go around kick and ban commands from the server if ( idStr::IsNumeric( this->userInfo[ clientNum ].GetString( "ui_name" ) ) ) { idGameLocal::userInfo[ clientNum ].Set( "ui_name", va( "%s_", idGameLocal::userInfo[ clientNum ].GetString( "ui_name" ) ) ); modifiedInfo = true; } // don't allow dupe nicknames for ( i = 0; i < numClients; i++ ) { if ( i == clientNum ) { continue; } if ( entities[ i ] && entities[ i ]->IsType( idPlayer::Type ) ) { if ( !idStr::Icmp( idGameLocal::userInfo[ clientNum ].GetString( "ui_name" ), idGameLocal::userInfo[ i ].GetString( "ui_name" ) ) ) { idGameLocal::userInfo[ clientNum ].Set( "ui_name", va( "%s_", idGameLocal::userInfo[ clientNum ].GetString( "ui_name" ) ) ); modifiedInfo = true; i = -1; // rescan continue; } } } } if ( entities[ clientNum ] && entities[ clientNum ]->IsType( idPlayer::Type ) ) { modifiedInfo |= static_cast( entities[ clientNum ] )->UserInfoChanged( canModify ); } if ( !isClient ) { // now mark this client in game mpGame.EnterGame( clientNum ); } } if ( modifiedInfo ) { assert( canModify ); newInfo = idGameLocal::userInfo[ clientNum ]; return &newInfo; } return NULL; } /* =========== idGameLocal::GetUserInfo ============ */ const idDict* idGameLocal::GetUserInfo( int clientNum ) { if ( entities[ clientNum ] && entities[ clientNum ]->IsType( idPlayer::Type ) ) { return &userInfo[ clientNum ]; } return NULL; } /* =========== idGameLocal::SetServerInfo ============ */ void idGameLocal::SetServerInfo( const idDict &_serverInfo ) { idBitMsg outMsg; byte msgBuf[MAX_GAME_MESSAGE_SIZE]; serverInfo = _serverInfo; UpdateServerInfoFlags(); if ( !isClient ) { // Let our clients know the server info changed outMsg.Init( msgBuf, sizeof( msgBuf ) ); outMsg.WriteByte( GAME_RELIABLE_MESSAGE_SERVERINFO ); outMsg.WriteDeltaDict( gameLocal.serverInfo, NULL ); networkSystem->ServerSendReliableMessage( -1, outMsg ); } } /* =================== idGameLocal::LoadMap Initializes all map variables common to both save games and spawned games. =================== */ void idGameLocal::LoadMap( const char *mapName, int randseed ) { int i; bool sameMap = (mapFile && idStr::Icmp(mapFileName, mapName) == 0); // clear the sound system gameSoundWorld->ClearAllSoundEmitters(); #ifdef _D3XP // clear envirosuit sound fx gameSoundWorld->SetEnviroSuit( false ); gameSoundWorld->SetSlowmo( false ); #endif InitAsyncNetwork(); if ( !sameMap || ( mapFile && mapFile->NeedsReload() ) ) { // load the .map file if ( mapFile ) { delete mapFile; } mapFile = new idMapFile; if ( !mapFile->Parse( idStr( mapName ) + ".map" ) ) { delete mapFile; mapFile = NULL; Error( "Couldn't load %s", mapName ); } } mapFileName = mapFile->GetName(); // load the collision map collisionModelManager->LoadMap( mapFile ); numClients = 0; // initialize all entities for this game memset( entities, 0, sizeof( entities ) ); memset( usercmds, 0, sizeof( usercmds ) ); memset( spawnIds, -1, sizeof( spawnIds ) ); spawnCount = INITIAL_SPAWN_COUNT; spawnedEntities.Clear(); activeEntities.Clear(); numEntitiesToDeactivate = 0; sortTeamMasters = false; sortPushers = false; lastGUIEnt = NULL; lastGUI = 0; globalMaterial = NULL; memset( globalShaderParms, 0, sizeof( globalShaderParms ) ); // always leave room for the max number of clients, // even if they aren't all used, so numbers inside that // range are NEVER anything but clients num_entities = MAX_CLIENTS; firstFreeIndex = MAX_CLIENTS; // reset the random number generator. random.SetSeed( isMultiplayer ? randseed : 0 ); camera = NULL; world = NULL; testmodel = NULL; testFx = NULL; lastAIAlertEntity = NULL; lastAIAlertTime = 0; previousTime = 0; time = 0; framenum = 0; sessionCommand = ""; nextGibTime = 0; #ifdef _D3XP portalSkyEnt = NULL; portalSkyActive = false; ResetSlowTimeVars(); #endif vacuumAreaNum = -1; // if an info_vacuum is spawned, it will set this if ( !editEntities ) { editEntities = new idEditEntities; } gravity.Set( 0, 0, -g_gravity.GetFloat() ); spawnArgs.Clear(); skipCinematic = false; inCinematic = false; cinematicSkipTime = 0; cinematicStopTime = 0; cinematicMaxSkipTime = 0; clip.Init(); pvs.Init(); playerPVS.i = -1; playerConnectedAreas.i = -1; // load navigation system for all the different monster sizes for( i = 0; i < aasNames.Num(); i++ ) { aasList[ i ]->Init( idStr( mapFileName ).SetFileExtension( aasNames[ i ] ).c_str(), mapFile->GetGeometryCRC() ); } // clear the smoke particle free list smokeParticles->Init(); // cache miscellanious media references FindEntityDef( "preCacheExtras", false ); if ( !sameMap ) { mapFile->RemovePrimitiveData(); } } /* =================== idGameLocal::LocalMapRestart =================== */ void idGameLocal::LocalMapRestart( ) { int i, latchSpawnCount; Printf( "----------- Game Map Restart ------------\n" ); gamestate = GAMESTATE_SHUTDOWN; for ( i = 0; i < MAX_CLIENTS; i++ ) { if ( entities[ i ] && entities[ i ]->IsType( idPlayer::Type ) ) { static_cast< idPlayer * >( entities[ i ] )->PrepareForRestart(); } } eventQueue.Shutdown(); savedEventQueue.Shutdown(); MapClear( false ); // clear the smoke particle free list smokeParticles->Init(); // clear the sound system if ( gameSoundWorld ) { gameSoundWorld->ClearAllSoundEmitters(); #ifdef _D3XP // clear envirosuit sound fx gameSoundWorld->SetEnviroSuit( false ); gameSoundWorld->SetSlowmo( false ); #endif } // the spawnCount is reset to zero temporarily to spawn the map entities with the same spawnId // if we don't do that, network clients are confused and don't show any map entities latchSpawnCount = spawnCount; spawnCount = INITIAL_SPAWN_COUNT; gamestate = GAMESTATE_STARTUP; program.Restart(); InitScriptForMap(); MapPopulate(); // once the map is populated, set the spawnCount back to where it was so we don't risk any collision // (note that if there are no players in the game, we could just leave it at it's current value) spawnCount = latchSpawnCount; // setup the client entities again for ( i = 0; i < MAX_CLIENTS; i++ ) { if ( entities[ i ] && entities[ i ]->IsType( idPlayer::Type ) ) { static_cast< idPlayer * >( entities[ i ] )->Restart(); } } gamestate = GAMESTATE_ACTIVE; Printf( "--------------------------------------\n" ); } /* =================== idGameLocal::MapRestart =================== */ void idGameLocal::MapRestart( ) { idBitMsg outMsg; byte msgBuf[MAX_GAME_MESSAGE_SIZE]; idDict newInfo; int i; const idKeyValue *keyval, *keyval2; #ifdef _D3XP if ( isMultiplayer && isServer ) { char buf[ MAX_STRING_CHARS ]; idStr gametype; GetBestGameType( si_map.GetString(), si_gameType.GetString(), buf ); gametype = buf; if ( gametype != si_gameType.GetString() ) { cvarSystem->SetCVarString( "si_gameType", gametype ); } } #endif if ( isClient ) { LocalMapRestart(); } else { newInfo = *cvarSystem->MoveCVarsToDict( CVAR_SERVERINFO ); for ( i = 0; i < newInfo.GetNumKeyVals(); i++ ) { keyval = newInfo.GetKeyVal( i ); keyval2 = serverInfo.FindKey( keyval->GetKey() ); if ( !keyval2 ) { break; } // a select set of si_ changes will cause a full restart of the server if ( keyval->GetValue().Cmp( keyval2->GetValue() ) && ( !keyval->GetKey().Cmp( "si_pure" ) || !keyval->GetKey().Cmp( "si_map" ) ) ) { break; } } cmdSystem->BufferCommandText( CMD_EXEC_NOW, "rescanSI" ); if ( i != newInfo.GetNumKeyVals() ) { cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "nextMap" ); } else { outMsg.Init( msgBuf, sizeof( msgBuf ) ); outMsg.WriteByte( GAME_RELIABLE_MESSAGE_RESTART ); outMsg.WriteBits( 1, 1 ); outMsg.WriteDeltaDict( serverInfo, NULL ); networkSystem->ServerSendReliableMessage( -1, outMsg ); LocalMapRestart(); mpGame.MapRestart(); } } #ifdef CTF if ( isMultiplayer ) { gameLocal.mpGame.ReloadScoreboard(); // gameLocal.mpGame.Reset(); // force reconstruct the GUIs when reloading maps, different gametypes have different GUIs // gameLocal.mpGame.UpdateMainGui(); // gameLocal.mpGame.StartMenu(); // gameLocal.mpGame.DisableMenu(); // gameLocal.mpGame.Precache(); } #endif } /* =================== idGameLocal::MapRestart_f =================== */ void idGameLocal::MapRestart_f( const idCmdArgs &args ) { if ( !gameLocal.isMultiplayer || gameLocal.isClient ) { common->Printf( "server is not running - use spawnServer\n" ); cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "spawnServer\n" ); return; } gameLocal.MapRestart( ); } /* =================== idGameLocal::NextMap =================== */ bool idGameLocal::NextMap( void ) { const function_t *func; idThread *thread; idDict newInfo; const idKeyValue *keyval, *keyval2; int i; if ( !g_mapCycle.GetString()[0] ) { Printf( common->GetLanguageDict()->GetString( "#str_04294" ) ); return false; } if ( fileSystem->ReadFile( g_mapCycle.GetString(), NULL, NULL ) < 0 ) { if ( fileSystem->ReadFile( va( "%s.scriptcfg", g_mapCycle.GetString() ), NULL, NULL ) < 0 ) { Printf( "map cycle script '%s': not found\n", g_mapCycle.GetString() ); return false; } else { g_mapCycle.SetString( va( "%s.scriptcfg", g_mapCycle.GetString() ) ); } } Printf( "map cycle script: '%s'\n", g_mapCycle.GetString() ); func = program.FindFunction( "mapcycle::cycle" ); if ( !func ) { program.CompileFile( g_mapCycle.GetString() ); func = program.FindFunction( "mapcycle::cycle" ); } if ( !func ) { Printf( "Couldn't find mapcycle::cycle\n" ); return false; } thread = new idThread( func ); thread->Start(); delete thread; newInfo = *cvarSystem->MoveCVarsToDict( CVAR_SERVERINFO ); for ( i = 0; i < newInfo.GetNumKeyVals(); i++ ) { keyval = newInfo.GetKeyVal( i ); keyval2 = serverInfo.FindKey( keyval->GetKey() ); if ( !keyval2 || keyval->GetValue().Cmp( keyval2->GetValue() ) ) { break; } } return ( i != newInfo.GetNumKeyVals() ); } /* =================== idGameLocal::NextMap_f =================== */ void idGameLocal::NextMap_f( const idCmdArgs &args ) { if ( !gameLocal.isMultiplayer || gameLocal.isClient ) { common->Printf( "server is not running\n" ); return; } gameLocal.NextMap( ); // next map was either voted for or triggered by a server command - always restart gameLocal.MapRestart( ); } /* =================== idGameLocal::MapPopulate =================== */ void idGameLocal::MapPopulate( void ) { if ( isMultiplayer ) { cvarSystem->SetCVarBool( "r_skipSpecular", false ); } // parse the key/value pairs and spawn entities SpawnMapEntities(); // mark location entities in all connected areas SpreadLocations(); // prepare the list of randomized initial spawn spots RandomizeInitialSpawns(); // spawnCount - 1 is the number of entities spawned into the map, their indexes started at MAX_CLIENTS (included) // mapSpawnCount is used as the max index of map entities, it's the first index of non-map entities mapSpawnCount = MAX_CLIENTS + spawnCount - 1; // execute pending events before the very first game frame // this makes sure the map script main() function is called // before the physics are run so entities can bind correctly Printf( "==== Processing events ====\n" ); idEvent::ServiceEvents(); } /* =================== idGameLocal::InitFromNewMap =================== */ void idGameLocal::InitFromNewMap( const char *mapName, idRenderWorld *renderWorld, idSoundWorld *soundWorld, bool isServer, bool isClient, int randseed ) { this->isServer = isServer; this->isClient = isClient; this->isMultiplayer = isServer || isClient; if ( mapFileName.Length() ) { MapShutdown(); } Printf( "----------- Game Map Init ------------\n" ); gamestate = GAMESTATE_STARTUP; gameRenderWorld = renderWorld; gameSoundWorld = soundWorld; LoadMap( mapName, randseed ); InitScriptForMap(); MapPopulate(); mpGame.Reset(); mpGame.Precache(); // free up any unused animations animationLib.FlushUnusedAnims(); gamestate = GAMESTATE_ACTIVE; Printf( "--------------------------------------\n" ); } /* ================= idGameLocal::InitFromSaveGame ================= */ bool idGameLocal::InitFromSaveGame( const char *mapName, idRenderWorld *renderWorld, idSoundWorld *soundWorld, idFile *saveGameFile ) { int i; int num; idEntity *ent; idDict si; if ( mapFileName.Length() ) { MapShutdown(); } Printf( "------- Game Map Init SaveGame -------\n" ); gamestate = GAMESTATE_STARTUP; gameRenderWorld = renderWorld; gameSoundWorld = soundWorld; idRestoreGame savegame( saveGameFile ); savegame.ReadBuildNumber(); // Create the list of all objects in the game savegame.CreateObjects(); // Load the idProgram, also checking to make sure scripting hasn't changed since the savegame if ( program.Restore( &savegame ) == false ) { // Abort the load process, and let the session know so that it can restart the level // with the player persistent data. savegame.DeleteObjects(); program.Restart(); return false; } // load the map needed for this savegame LoadMap( mapName, 0 ); savegame.ReadInt( i ); g_skill.SetInteger( i ); // precache the player FindEntityDef( "player_doommarine", false ); // precache any media specified in the map for ( i = 0; i < mapFile->GetNumEntities(); i++ ) { idMapEntity *mapEnt = mapFile->GetEntity( i ); if ( !InhibitEntitySpawn( mapEnt->epairs ) ) { CacheDictionaryMedia( &mapEnt->epairs ); const char *classname = mapEnt->epairs.GetString( "classname" ); if ( classname != '\0' ) { FindEntityDef( classname, false ); } } } savegame.ReadDict( &si ); SetServerInfo( si ); savegame.ReadInt( numClients ); for( i = 0; i < numClients; i++ ) { savegame.ReadDict( &userInfo[ i ] ); savegame.ReadUsercmd( usercmds[ i ] ); savegame.ReadDict( &persistentPlayerInfo[ i ] ); } for( i = 0; i < MAX_GENTITIES; i++ ) { savegame.ReadObject( reinterpret_cast( entities[ i ] ) ); savegame.ReadInt( spawnIds[ i ] ); // restore the entityNumber if ( entities[ i ] != NULL ) { entities[ i ]->entityNumber = i; } } savegame.ReadInt( firstFreeIndex ); savegame.ReadInt( num_entities ); // enityHash is restored by idEntity::Restore setting the entity name. savegame.ReadObject( reinterpret_cast( world ) ); savegame.ReadInt( num ); for( i = 0; i < num; i++ ) { savegame.ReadObject( reinterpret_cast( ent ) ); assert( ent ); if ( ent ) { ent->spawnNode.AddToEnd( spawnedEntities ); } } savegame.ReadInt( num ); for( i = 0; i < num; i++ ) { savegame.ReadObject( reinterpret_cast( ent ) ); assert( ent ); if ( ent ) { ent->activeNode.AddToEnd( activeEntities ); } } savegame.ReadInt( numEntitiesToDeactivate ); savegame.ReadBool( sortPushers ); savegame.ReadBool( sortTeamMasters ); savegame.ReadDict( &persistentLevelInfo ); for( i = 0; i < MAX_GLOBAL_SHADER_PARMS; i++ ) { savegame.ReadFloat( globalShaderParms[ i ] ); } savegame.ReadInt( i ); random.SetSeed( i ); savegame.ReadObject( reinterpret_cast( frameCommandThread ) ); // clip // push // pvs // testmodel = "" // testFx = "" savegame.ReadString( sessionCommand ); // FIXME: save smoke particles savegame.ReadInt( cinematicSkipTime ); savegame.ReadInt( cinematicStopTime ); savegame.ReadInt( cinematicMaxSkipTime ); savegame.ReadBool( inCinematic ); savegame.ReadBool( skipCinematic ); savegame.ReadBool( isMultiplayer ); savegame.ReadInt( (int &)gameType ); savegame.ReadInt( framenum ); savegame.ReadInt( previousTime ); savegame.ReadInt( time ); #ifdef _D3XP savegame.ReadInt( msec ); #endif savegame.ReadInt( vacuumAreaNum ); savegame.ReadInt( entityDefBits ); savegame.ReadBool( isServer ); savegame.ReadBool( isClient ); savegame.ReadInt( localClientNum ); // snapshotEntities is used for multiplayer only savegame.ReadInt( realClientTime ); savegame.ReadBool( isNewFrame ); savegame.ReadFloat( clientSmoothing ); #ifdef _D3XP portalSkyEnt.Restore( &savegame ); savegame.ReadBool( portalSkyActive ); fast.Restore( &savegame ); slow.Restore( &savegame ); int blah; savegame.ReadInt( blah ); slowmoState = (slowmoState_t)blah; savegame.ReadFloat( slowmoMsec ); savegame.ReadBool( quickSlowmoReset ); if ( slowmoState == SLOWMO_STATE_OFF ) { if ( gameSoundWorld ) { gameSoundWorld->SetSlowmo( false ); } } else { if ( gameSoundWorld ) { gameSoundWorld->SetSlowmo( true ); } } if ( gameSoundWorld ) { gameSoundWorld->SetSlowmoSpeed( slowmoMsec / (float)USERCMD_MSEC ); } #endif savegame.ReadBool( mapCycleLoaded ); savegame.ReadInt( spawnCount ); savegame.ReadInt( num ); if ( num ) { if ( num != gameRenderWorld->NumAreas() ) { savegame.Error( "idGameLocal::InitFromSaveGame: number of areas in map differs from save game." ); } locationEntities = new idLocationEntity *[ num ]; for( i = 0; i < num; i++ ) { savegame.ReadObject( reinterpret_cast( locationEntities[ i ] ) ); } } savegame.ReadObject( reinterpret_cast( camera ) ); savegame.ReadMaterial( globalMaterial ); lastAIAlertEntity.Restore( &savegame ); savegame.ReadInt( lastAIAlertTime ); savegame.ReadDict( &spawnArgs ); savegame.ReadInt( playerPVS.i ); savegame.ReadInt( (int &)playerPVS.h ); savegame.ReadInt( playerConnectedAreas.i ); savegame.ReadInt( (int &)playerConnectedAreas.h ); savegame.ReadVec3( gravity ); // gamestate is restored after restoring everything else savegame.ReadBool( influenceActive ); savegame.ReadInt( nextGibTime ); // spawnSpots // initialSpots // currentInitialSpot // newInfo // makingBuild // shakeSounds // Read out pending events idEvent::Restore( &savegame ); savegame.RestoreObjects(); mpGame.Reset(); mpGame.Precache(); // free up any unused animations animationLib.FlushUnusedAnims(); gamestate = GAMESTATE_ACTIVE; Printf( "--------------------------------------\n" ); return true; } /* =========== idGameLocal::MapClear =========== */ void idGameLocal::MapClear( bool clearClients ) { int i; for( i = ( clearClients ? 0 : MAX_CLIENTS ); i < MAX_GENTITIES; i++ ) { delete entities[ i ]; // ~idEntity is in charge of setting the pointer to NULL // it will also clear pending events for this entity assert( !entities[ i ] ); spawnIds[ i ] = -1; } entityHash.Clear( 1024, MAX_GENTITIES ); if ( !clearClients ) { // add back the hashes of the clients for ( i = 0; i < MAX_CLIENTS; i++ ) { if ( !entities[ i ] ) { continue; } entityHash.Add( entityHash.GenerateKey( entities[ i ]->name.c_str(), true ), i ); } } delete frameCommandThread; frameCommandThread = NULL; if ( editEntities ) { delete editEntities; editEntities = NULL; } delete[] locationEntities; locationEntities = NULL; } /* =========== idGameLocal::MapShutdown ============ */ void idGameLocal::MapShutdown( void ) { Printf( "--------- Game Map Shutdown ----------\n" ); gamestate = GAMESTATE_SHUTDOWN; if ( gameRenderWorld ) { // clear any debug lines, text, and polygons gameRenderWorld->DebugClearLines( 0 ); gameRenderWorld->DebugClearPolygons( 0 ); } // clear out camera if we're in a cinematic if ( inCinematic ) { camera = NULL; inCinematic = false; } MapClear( true ); // reset the script to the state it was before the map was started program.Restart(); if ( smokeParticles ) { smokeParticles->Shutdown(); } pvs.Shutdown(); clip.Shutdown(); idClipModel::ClearTraceModelCache(); ShutdownAsyncNetwork(); mapFileName.Clear(); gameRenderWorld = NULL; gameSoundWorld = NULL; gamestate = GAMESTATE_NOMAP; Printf( "--------------------------------------\n" ); } /* =================== idGameLocal::DumpOggSounds =================== */ void idGameLocal::DumpOggSounds( void ) { int i, j, k, size, totalSize; idFile *file; idStrList oggSounds, weaponSounds; const idSoundShader *soundShader; const soundShaderParms_t *parms; idStr soundName; for ( i = 0; i < declManager->GetNumDecls( DECL_SOUND ); i++ ) { soundShader = static_cast(declManager->DeclByIndex( DECL_SOUND, i, false )); parms = soundShader->GetParms(); if ( soundShader->EverReferenced() && soundShader->GetState() != DS_DEFAULTED ) { const_cast(soundShader)->EnsureNotPurged(); for ( j = 0; j < soundShader->GetNumSounds(); j++ ) { soundName = soundShader->GetSound( j ); soundName.BackSlashesToSlashes(); #ifdef _D3XP // D3XP :: don't add sounds that are in Doom 3's pak files if ( fileSystem->FileIsInPAK( soundName ) ) { continue; } else { // Also check for a pre-ogg'd version in the pak file idStr testName = soundName; testName.SetFileExtension( ".ogg" ); if ( fileSystem->FileIsInPAK( testName ) ) { continue; } } #endif // don't OGG sounds that cause a shake because that would // cause continuous seeking on the OGG file which is expensive if ( parms->shakes != 0.0f ) { shakeSounds.AddUnique( soundName ); continue; } // if not voice over or combat chatter if ( soundName.Find( "/vo/", false ) == -1 && soundName.Find( "/combat_chatter/", false ) == -1 && soundName.Find( "/bfgcarnage/", false ) == -1 && soundName.Find( "/enpro/", false ) == - 1 && soundName.Find( "/soulcube/energize_01.wav", false ) == -1 ) { // don't OGG weapon sounds if ( soundName.Find( "weapon", false ) != -1 || soundName.Find( "gun", false ) != -1 || soundName.Find( "bullet", false ) != -1 || soundName.Find( "bfg", false ) != -1 || soundName.Find( "plasma", false ) != -1 ) { weaponSounds.AddUnique( soundName ); continue; } } for ( k = 0; k < shakeSounds.Num(); k++ ) { if ( shakeSounds[k].IcmpPath( soundName ) == 0 ) { break; } } if ( k < shakeSounds.Num() ) { continue; } oggSounds.AddUnique( soundName ); } } } file = fileSystem->OpenFileWrite( "makeogg.bat", "fs_savepath" ); if ( file == NULL ) { common->Warning( "Couldn't open makeogg.bat" ); return; } // list all the shake sounds totalSize = 0; for ( i = 0; i < shakeSounds.Num(); i++ ) { size = fileSystem->ReadFile( shakeSounds[i], NULL, NULL ); totalSize += size; shakeSounds[i].Replace( "/", "\\" ); file->Printf( "echo \"%s\" (%d kB)\n", shakeSounds[i].c_str(), size >> 10 ); } file->Printf( "echo %d kB in shake sounds\n\n\n", totalSize >> 10 ); // list all the weapon sounds totalSize = 0; for ( i = 0; i < weaponSounds.Num(); i++ ) { size = fileSystem->ReadFile( weaponSounds[i], NULL, NULL ); totalSize += size; weaponSounds[i].Replace( "/", "\\" ); file->Printf( "echo \"%s\" (%d kB)\n", weaponSounds[i].c_str(), size >> 10 ); } file->Printf( "echo %d kB in weapon sounds\n\n\n", totalSize >> 10 ); // list commands to convert all other sounds to ogg totalSize = 0; for ( i = 0; i < oggSounds.Num(); i++ ) { size = fileSystem->ReadFile( oggSounds[i], NULL, NULL ); totalSize += size; oggSounds[i].Replace( "/", "\\" ); file->Printf( "z:\\d3xp\\ogg\\oggenc -q 0 \"%s\\d3xp\\%s\"\n", cvarSystem->GetCVarString( "fs_basepath" ), oggSounds[i].c_str() ); file->Printf( "del \"%s\\d3xp\\%s\"\n", cvarSystem->GetCVarString( "fs_basepath" ), oggSounds[i].c_str() ); } file->Printf( "\n\necho %d kB in OGG sounds\n\n\n", totalSize >> 10 ); fileSystem->CloseFile( file ); shakeSounds.Clear(); } /* =================== idGameLocal::GetShakeSounds =================== */ void idGameLocal::GetShakeSounds( const idDict *dict ) { const idSoundShader *soundShader; const char *soundShaderName; idStr soundName; soundShaderName = dict->GetString( "s_shader" ); if ( soundShaderName != '\0' && dict->GetFloat( "s_shakes" ) != 0.0f ) { soundShader = declManager->FindSound( soundShaderName ); for ( int i = 0; i < soundShader->GetNumSounds(); i++ ) { soundName = soundShader->GetSound( i ); soundName.BackSlashesToSlashes(); shakeSounds.AddUnique( soundName ); } } } /* =================== idGameLocal::CacheDictionaryMedia This is called after parsing an EntityDef and for each entity spawnArgs before merging the entitydef. It could be done post-merge, but that would avoid the fast pre-cache check associated with each entityDef =================== */ void idGameLocal::CacheDictionaryMedia( const idDict *dict ) { const idKeyValue *kv; if ( dict == NULL ) { if ( cvarSystem->GetCVarBool( "com_makingBuild") ) { DumpOggSounds(); } return; } if ( cvarSystem->GetCVarBool( "com_makingBuild" ) ) { GetShakeSounds( dict ); } kv = dict->MatchPrefix( "model" ); while( kv ) { if ( kv->GetValue().Length() ) { declManager->MediaPrint( "Precaching model %s\n", kv->GetValue().c_str() ); // precache model/animations if ( declManager->FindType( DECL_MODELDEF, kv->GetValue(), false ) == NULL ) { // precache the render model renderModelManager->FindModel( kv->GetValue() ); // precache .cm files only collisionModelManager->LoadModel( kv->GetValue(), true ); } } kv = dict->MatchPrefix( "model", kv ); } kv = dict->FindKey( "s_shader" ); if ( kv && kv->GetValue().Length() ) { declManager->FindType( DECL_SOUND, kv->GetValue() ); } kv = dict->MatchPrefix( "snd", NULL ); while( kv ) { if ( kv->GetValue().Length() ) { declManager->FindType( DECL_SOUND, kv->GetValue() ); } kv = dict->MatchPrefix( "snd", kv ); } kv = dict->MatchPrefix( "gui", NULL ); while( kv ) { if ( kv->GetValue().Length() ) { if ( !idStr::Icmp( kv->GetKey(), "gui_noninteractive" ) || !idStr::Icmpn( kv->GetKey(), "gui_parm", 8 ) || !idStr::Icmp( kv->GetKey(), "gui_inventory" ) ) { // unfortunate flag names, they aren't actually a gui } else { declManager->MediaPrint( "Precaching gui %s\n", kv->GetValue().c_str() ); idUserInterface *gui = uiManager->Alloc(); if ( gui ) { gui->InitFromFile( kv->GetValue() ); uiManager->DeAlloc( gui ); } } } kv = dict->MatchPrefix( "gui", kv ); } kv = dict->FindKey( "texture" ); if ( kv && kv->GetValue().Length() ) { declManager->FindType( DECL_MATERIAL, kv->GetValue() ); } kv = dict->MatchPrefix( "mtr", NULL ); while( kv ) { if ( kv->GetValue().Length() ) { declManager->FindType( DECL_MATERIAL, kv->GetValue() ); } kv = dict->MatchPrefix( "mtr", kv ); } // handles hud icons kv = dict->MatchPrefix( "inv_icon", NULL ); while ( kv ) { if ( kv->GetValue().Length() ) { declManager->FindType( DECL_MATERIAL, kv->GetValue() ); } kv = dict->MatchPrefix( "inv_icon", kv ); } // handles teleport fx.. this is not ideal but the actual decision on which fx to use // is handled by script code based on the teleport number kv = dict->MatchPrefix( "teleport", NULL ); if ( kv && kv->GetValue().Length() ) { int teleportType = atoi( kv->GetValue() ); const char *p = ( teleportType ) ? va( "fx/teleporter%i.fx", teleportType ) : "fx/teleporter.fx"; declManager->FindType( DECL_FX, p ); } kv = dict->MatchPrefix( "fx", NULL ); while( kv ) { if ( kv->GetValue().Length() ) { declManager->MediaPrint( "Precaching fx %s\n", kv->GetValue().c_str() ); declManager->FindType( DECL_FX, kv->GetValue() ); } kv = dict->MatchPrefix( "fx", kv ); } kv = dict->MatchPrefix( "smoke", NULL ); while( kv ) { if ( kv->GetValue().Length() ) { idStr prtName = kv->GetValue(); int dash = prtName.Find('-'); if ( dash > 0 ) { prtName = prtName.Left( dash ); } declManager->FindType( DECL_PARTICLE, prtName ); } kv = dict->MatchPrefix( "smoke", kv ); } kv = dict->MatchPrefix( "skin", NULL ); while( kv ) { if ( kv->GetValue().Length() ) { declManager->MediaPrint( "Precaching skin %s\n", kv->GetValue().c_str() ); declManager->FindType( DECL_SKIN, kv->GetValue() ); } kv = dict->MatchPrefix( "skin", kv ); } kv = dict->MatchPrefix( "def", NULL ); while( kv ) { if ( kv->GetValue().Length() ) { FindEntityDef( kv->GetValue().c_str(), false ); } kv = dict->MatchPrefix( "def", kv ); } kv = dict->MatchPrefix( "pda_name", NULL ); while( kv ) { if ( kv->GetValue().Length() ) { declManager->FindType( DECL_PDA, kv->GetValue().c_str(), false ); } kv = dict->MatchPrefix( "pda_name", kv ); } kv = dict->MatchPrefix( "video", NULL ); while( kv ) { if ( kv->GetValue().Length() ) { declManager->FindType( DECL_VIDEO, kv->GetValue().c_str(), false ); } kv = dict->MatchPrefix( "video", kv ); } kv = dict->MatchPrefix( "audio", NULL ); while( kv ) { if ( kv->GetValue().Length() ) { declManager->FindType( DECL_AUDIO, kv->GetValue().c_str(), false ); } kv = dict->MatchPrefix( "audio", kv ); } } /* =========== idGameLocal::InitScriptForMap ============ */ void idGameLocal::InitScriptForMap( void ) { // create a thread to run frame commands on frameCommandThread = new idThread(); frameCommandThread->ManualDelete(); frameCommandThread->SetThreadName( "frameCommands" ); // run the main game script function (not the level specific main) const function_t *func = program.FindFunction( SCRIPT_DEFAULTFUNC ); if ( func != NULL ) { idThread *thread = new idThread( func ); if ( thread->Start() ) { // thread has finished executing, so delete it delete thread; } } } /* =========== idGameLocal::SpawnPlayer ============ */ void idGameLocal::SpawnPlayer( int clientNum ) { idEntity *ent; idDict args; // they can connect Printf( "SpawnPlayer: %i\n", clientNum ); args.SetInt( "spawn_entnum", clientNum ); args.Set( "name", va( "player%d", clientNum + 1 ) ); #ifdef CTF if ( isMultiplayer && gameType != GAME_CTF ) args.Set( "classname", "player_doommarine_mp" ); else if ( isMultiplayer && gameType == GAME_CTF ) args.Set( "classname", "player_doommarine_ctf" ); else args.Set( "classname", "player_doommarine" ); #else args.Set( "classname", isMultiplayer ? "player_doommarine_mp" : "player_doommarine" ); #endif if ( !SpawnEntityDef( args, &ent ) || !entities[ clientNum ] ) { Error( "Failed to spawn player as '%s'", args.GetString( "classname" ) ); } // make sure it's a compatible class if ( !ent->IsType( idPlayer::Type ) ) { Error( "'%s' spawned the player as a '%s'. Player spawnclass must be a subclass of idPlayer.", args.GetString( "classname" ), ent->GetClassname() ); } if ( clientNum >= numClients ) { numClients = clientNum + 1; } mpGame.SpawnPlayer( clientNum ); } /* ================ idGameLocal::GetClientByNum ================ */ idPlayer *idGameLocal::GetClientByNum( int current ) const { if ( current < 0 || current >= numClients ) { current = 0; } if ( entities[current] ) { return static_cast( entities[ current ] ); } return NULL; } /* ================ idGameLocal::GetClientByName ================ */ idPlayer *idGameLocal::GetClientByName( const char *name ) const { int i; idEntity *ent; for ( i = 0 ; i < numClients ; i++ ) { ent = entities[ i ]; if ( ent && ent->IsType( idPlayer::Type ) ) { if ( idStr::IcmpNoColor( name, userInfo[ i ].GetString( "ui_name" ) ) == 0 ) { return static_cast( ent ); } } } return NULL; } /* ================ idGameLocal::GetClientByCmdArgs ================ */ idPlayer *idGameLocal::GetClientByCmdArgs( const idCmdArgs &args ) const { idPlayer *player; idStr client = args.Argv( 1 ); if ( !client.Length() ) { return NULL; } // we don't allow numeric ui_name so this can't go wrong if ( client.IsNumeric() ) { player = GetClientByNum( atoi( client.c_str() ) ); } else { player = GetClientByName( client.c_str() ); } if ( !player ) { common->Printf( "Player '%s' not found\n", client.c_str() ); } return player; } /* ================ idGameLocal::GetNextClientNum ================ */ int idGameLocal::GetNextClientNum( int _current ) const { int i, current; current = 0; for ( i = 0; i < numClients; i++) { current = ( _current + i + 1 ) % numClients; if ( entities[ current ] && entities[ current ]->IsType( idPlayer::Type ) ) { return current; } } return current; } /* ================ idGameLocal::GetLocalPlayer Nothing in the game tic should EVER make a decision based on what the local client number is, it shouldn't even be aware that there is a draw phase even happening. This just returns client 0, which will be correct for single player. ================ */ idPlayer *idGameLocal::GetLocalPlayer() const { if ( localClientNum < 0 ) { return NULL; } if ( !entities[ localClientNum ] || !entities[ localClientNum ]->IsType( idPlayer::Type ) ) { // not fully in game yet return NULL; } return static_cast( entities[ localClientNum ] ); } /* ================ idGameLocal::SetupClientPVS ================ */ pvsHandle_t idGameLocal::GetClientPVS( idPlayer *player, pvsType_t type ) { if ( player->GetPrivateCameraView() ) { return pvs.SetupCurrentPVS( player->GetPrivateCameraView()->GetPVSAreas(), player->GetPrivateCameraView()->GetNumPVSAreas() ); } else if ( camera ) { return pvs.SetupCurrentPVS( camera->GetPVSAreas(), camera->GetNumPVSAreas() ); } else { return pvs.SetupCurrentPVS( player->GetPVSAreas(), player->GetNumPVSAreas() ); } } /* ================ idGameLocal::SetupPlayerPVS ================ */ void idGameLocal::SetupPlayerPVS( void ) { int i; idEntity * ent; idPlayer * player; pvsHandle_t otherPVS, newPVS; playerPVS.i = -1; for ( i = 0; i < numClients; i++ ) { ent = entities[i]; if ( !ent || !ent->IsType( idPlayer::Type ) ) { continue; } player = static_cast(ent); if ( playerPVS.i == -1 ) { playerPVS = GetClientPVS( player, PVS_NORMAL ); } else { otherPVS = GetClientPVS( player, PVS_NORMAL ); newPVS = pvs.MergeCurrentPVS( playerPVS, otherPVS ); pvs.FreeCurrentPVS( playerPVS ); pvs.FreeCurrentPVS( otherPVS ); playerPVS = newPVS; } if ( playerConnectedAreas.i == -1 ) { playerConnectedAreas = GetClientPVS( player, PVS_CONNECTED_AREAS ); } else { otherPVS = GetClientPVS( player, PVS_CONNECTED_AREAS ); newPVS = pvs.MergeCurrentPVS( playerConnectedAreas, otherPVS ); pvs.FreeCurrentPVS( playerConnectedAreas ); pvs.FreeCurrentPVS( otherPVS ); playerConnectedAreas = newPVS; } #ifdef _D3XP // if portalSky is preset, then merge into pvs so we get rotating brushes, etc if ( portalSkyEnt.GetEntity() ) { idEntity *skyEnt = portalSkyEnt.GetEntity(); otherPVS = pvs.SetupCurrentPVS( skyEnt->GetPVSAreas(), skyEnt->GetNumPVSAreas() ); newPVS = pvs.MergeCurrentPVS( playerPVS, otherPVS ); pvs.FreeCurrentPVS( playerPVS ); pvs.FreeCurrentPVS( otherPVS ); playerPVS = newPVS; otherPVS = pvs.SetupCurrentPVS( skyEnt->GetPVSAreas(), skyEnt->GetNumPVSAreas() ); newPVS = pvs.MergeCurrentPVS( playerConnectedAreas, otherPVS ); pvs.FreeCurrentPVS( playerConnectedAreas ); pvs.FreeCurrentPVS( otherPVS ); playerConnectedAreas = newPVS; } #endif } } /* ================ idGameLocal::FreePlayerPVS ================ */ void idGameLocal::FreePlayerPVS( void ) { if ( playerPVS.i != -1 ) { pvs.FreeCurrentPVS( playerPVS ); playerPVS.i = -1; } if ( playerConnectedAreas.i != -1 ) { pvs.FreeCurrentPVS( playerConnectedAreas ); playerConnectedAreas.i = -1; } } /* ================ idGameLocal::InPlayerPVS should only be called during entity thinking and event handling ================ */ bool idGameLocal::InPlayerPVS( idEntity *ent ) const { if ( playerPVS.i == -1 ) { return false; } return pvs.InCurrentPVS( playerPVS, ent->GetPVSAreas(), ent->GetNumPVSAreas() ); } /* ================ idGameLocal::InPlayerConnectedArea should only be called during entity thinking and event handling ================ */ bool idGameLocal::InPlayerConnectedArea( idEntity *ent ) const { if ( playerConnectedAreas.i == -1 ) { return false; } return pvs.InCurrentPVS( playerConnectedAreas, ent->GetPVSAreas(), ent->GetNumPVSAreas() ); } /* ================ idGameLocal::UpdateGravity ================ */ void idGameLocal::UpdateGravity( void ) { idEntity *ent; if ( g_gravity.IsModified() ) { if ( g_gravity.GetFloat() == 0.0f ) { g_gravity.SetFloat( 1.0f ); } gravity.Set( 0, 0, -g_gravity.GetFloat() ); // update all physics objects for( ent = spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) { if ( ent->IsType( idAFEntity_Generic::Type ) ) { idPhysics *phys = ent->GetPhysics(); if ( phys ) { phys->SetGravity( gravity ); } } } g_gravity.ClearModified(); } } /* ================ idGameLocal::GetGravity ================ */ const idVec3 &idGameLocal::GetGravity( void ) const { return gravity; } /* ================ idGameLocal::SortActiveEntityList Sorts the active entity list such that pushing entities come first, actors come next and physics team slaves appear after their master. ================ */ void idGameLocal::SortActiveEntityList( void ) { idEntity *ent, *next_ent, *master, *part; // if the active entity list needs to be reordered to place physics team masters at the front if ( sortTeamMasters ) { for ( ent = activeEntities.Next(); ent != NULL; ent = next_ent ) { next_ent = ent->activeNode.Next(); master = ent->GetTeamMaster(); if ( master && master == ent ) { ent->activeNode.Remove(); ent->activeNode.AddToFront( activeEntities ); } } } // if the active entity list needs to be reordered to place pushers at the front if ( sortPushers ) { for ( ent = activeEntities.Next(); ent != NULL; ent = next_ent ) { next_ent = ent->activeNode.Next(); master = ent->GetTeamMaster(); if ( !master || master == ent ) { // check if there is an actor on the team for ( part = ent; part != NULL; part = part->GetNextTeamEntity() ) { if ( part->GetPhysics()->IsType( idPhysics_Actor::Type ) ) { break; } } // if there is an actor on the team if ( part ) { ent->activeNode.Remove(); ent->activeNode.AddToFront( activeEntities ); } } } for ( ent = activeEntities.Next(); ent != NULL; ent = next_ent ) { next_ent = ent->activeNode.Next(); master = ent->GetTeamMaster(); if ( !master || master == ent ) { // check if there is an entity on the team using parametric physics for ( part = ent; part != NULL; part = part->GetNextTeamEntity() ) { if ( part->GetPhysics()->IsType( idPhysics_Parametric::Type ) ) { break; } } // if there is an entity on the team using parametric physics if ( part ) { ent->activeNode.Remove(); ent->activeNode.AddToFront( activeEntities ); } } } } sortTeamMasters = false; sortPushers = false; } #ifdef _D3XP /* ================ idGameLocal::RunTimeGroup2 ================ */ void idGameLocal::RunTimeGroup2() { idEntity *ent; int num = 0; fast.Increment(); fast.Get( time, previousTime, msec, framenum, realClientTime ); for( ent = activeEntities.Next(); ent != NULL; ent = ent->activeNode.Next() ) { if ( ent->timeGroup != TIME_GROUP2 ) { continue; } ent->Think(); num++; } slow.Get( time, previousTime, msec, framenum, realClientTime ); } #endif /* ================ idGameLocal::RunFrame ================ */ gameReturn_t idGameLocal::RunFrame( const usercmd_t *clientCmds ) { idEntity * ent; int num; float ms; idTimer timer_think, timer_events, timer_singlethink; gameReturn_t ret; idPlayer *player; const renderView_t *view; #ifdef _DEBUG if ( isMultiplayer ) { assert( !isClient ); } #endif player = GetLocalPlayer(); #ifdef _D3XP ComputeSlowMsec(); slow.Get( time, previousTime, msec, framenum, realClientTime ); msec = slowmoMsec; #endif if ( !isMultiplayer && g_stopTime.GetBool() ) { // clear any debug lines from a previous frame gameRenderWorld->DebugClearLines( time + 1 ); // set the user commands for this frame memcpy( usercmds, clientCmds, numClients * sizeof( usercmds[ 0 ] ) ); if ( player ) { player->Think(); } } else do { // update the game time framenum++; previousTime = time; time += msec; realClientTime = time; #ifdef _D3XP slow.Set( time, previousTime, msec, framenum, realClientTime ); #endif #ifdef GAME_DLL // allow changing SIMD usage on the fly if ( com_forceGenericSIMD.IsModified() ) { idSIMD::InitProcessor( "game", com_forceGenericSIMD.GetBool() ); } #endif // make sure the random number counter is used each frame so random events // are influenced by the player's actions random.RandomInt(); if ( player ) { // update the renderview so that any gui videos play from the right frame view = player->GetRenderView(); if ( view ) { gameRenderWorld->SetRenderView( view ); } } // clear any debug lines from a previous frame gameRenderWorld->DebugClearLines( time ); // clear any debug polygons from a previous frame gameRenderWorld->DebugClearPolygons( time ); // set the user commands for this frame memcpy( usercmds, clientCmds, numClients * sizeof( usercmds[ 0 ] ) ); // free old smoke particles smokeParticles->FreeSmokes(); // process events on the server ServerProcessEntityNetworkEventQueue(); // update our gravity vector if needed. UpdateGravity(); // create a merged pvs for all players SetupPlayerPVS(); // sort the active entity list SortActiveEntityList(); timer_think.Clear(); timer_think.Start(); // let entities think if ( g_timeentities.GetFloat() ) { num = 0; for( ent = activeEntities.Next(); ent != NULL; ent = ent->activeNode.Next() ) { if ( g_cinematic.GetBool() && inCinematic && !ent->cinematic ) { ent->GetPhysics()->UpdateTime( time ); continue; } timer_singlethink.Clear(); timer_singlethink.Start(); ent->Think(); timer_singlethink.Stop(); ms = timer_singlethink.Milliseconds(); if ( ms >= g_timeentities.GetFloat() ) { Printf( "%d: entity '%s': %.1f ms\n", time, ent->name.c_str(), ms ); } num++; } } else { if ( inCinematic ) { num = 0; for( ent = activeEntities.Next(); ent != NULL; ent = ent->activeNode.Next() ) { if ( g_cinematic.GetBool() && !ent->cinematic ) { ent->GetPhysics()->UpdateTime( time ); continue; } ent->Think(); num++; } } else { num = 0; for( ent = activeEntities.Next(); ent != NULL; ent = ent->activeNode.Next() ) { #ifdef _D3XP if ( ent->timeGroup != TIME_GROUP1 ) { continue; } #endif ent->Think(); num++; } } } #ifdef _D3XP RunTimeGroup2(); #endif // remove any entities that have stopped thinking if ( numEntitiesToDeactivate ) { idEntity *next_ent; int c = 0; for( ent = activeEntities.Next(); ent != NULL; ent = next_ent ) { next_ent = ent->activeNode.Next(); if ( !ent->thinkFlags ) { ent->activeNode.Remove(); c++; } } //assert( numEntitiesToDeactivate == c ); numEntitiesToDeactivate = 0; } timer_think.Stop(); timer_events.Clear(); timer_events.Start(); // service any pending events idEvent::ServiceEvents(); #ifdef _D3XP // service pending fast events fast.Get( time, previousTime, msec, framenum, realClientTime ); idEvent::ServiceFastEvents(); slow.Get( time, previousTime, msec, framenum, realClientTime ); #endif timer_events.Stop(); // free the player pvs FreePlayerPVS(); // do multiplayer related stuff if ( isMultiplayer ) { mpGame.Run(); } // display how long it took to calculate the current game frame if ( g_frametime.GetBool() ) { Printf( "game %d: all:%.1f th:%.1f ev:%.1f %d ents \n", time, timer_think.Milliseconds() + timer_events.Milliseconds(), timer_think.Milliseconds(), timer_events.Milliseconds(), num ); } // build the return value ret.consistencyHash = 0; ret.sessionCommand[0] = 0; if ( !isMultiplayer && player ) { ret.health = player->health; ret.heartRate = player->heartRate; ret.stamina = idMath::FtoiFast( player->stamina ); // combat is a 0-100 value based on lastHitTime and lastDmgTime // each make up 50% of the time spread over 10 seconds ret.combat = 0; if ( player->lastDmgTime > 0 && time < player->lastDmgTime + 10000 ) { ret.combat += 50.0f * (float) ( time - player->lastDmgTime ) / 10000; } if ( player->lastHitTime > 0 && time < player->lastHitTime + 10000 ) { ret.combat += 50.0f * (float) ( time - player->lastHitTime ) / 10000; } } // see if a target_sessionCommand has forced a changelevel if ( sessionCommand.Length() ) { strncpy( ret.sessionCommand, sessionCommand, sizeof( ret.sessionCommand ) ); break; } // make sure we don't loop forever when skipping a cinematic if ( skipCinematic && ( time > cinematicMaxSkipTime ) ) { Warning( "Exceeded maximum cinematic skip length. Cinematic may be looping infinitely." ); skipCinematic = false; break; } } while( ( inCinematic || ( time < cinematicStopTime ) ) && skipCinematic ); ret.syncNextGameFrame = skipCinematic; if ( skipCinematic ) { soundSystem->SetMute( false ); skipCinematic = false; } // show any debug info for this frame RunDebugInfo(); D_DrawDebugLines(); return ret; } /* ====================================================================== Game view drawing ====================================================================== */ /* ==================== idGameLocal::CalcFov Calculates the horizontal and vertical field of view based on a horizontal field of view and custom aspect ratio ==================== */ void idGameLocal::CalcFov( float base_fov, float &fov_x, float &fov_y ) const { float x; float y; float ratio_x; float ratio_y; if ( !sys->FPU_StackIsEmpty() ) { Printf( sys->FPU_GetState() ); Error( "idGameLocal::CalcFov: FPU stack not empty" ); } // first, calculate the vertical fov based on a 640x480 view x = 640.0f / tan( base_fov / 360.0f * idMath::PI ); y = atan2( 480.0f, x ); fov_y = y * 360.0f / idMath::PI; // FIXME: somehow, this is happening occasionally assert( fov_y > 0 ); if ( fov_y <= 0 ) { Printf( sys->FPU_GetState() ); Error( "idGameLocal::CalcFov: bad result" ); } switch( r_aspectRatio.GetInteger() ) { default : case 0 : // 4:3 fov_x = base_fov; return; break; case 1 : // 16:9 ratio_x = 16.0f; ratio_y = 9.0f; break; case 2 : // 16:10 ratio_x = 16.0f; ratio_y = 10.0f; break; } y = ratio_y / tan( fov_y / 360.0f * idMath::PI ); fov_x = atan2( ratio_x, y ) * 360.0f / idMath::PI; if ( fov_x < base_fov ) { fov_x = base_fov; x = ratio_x / tan( fov_x / 360.0f * idMath::PI ); fov_y = atan2( ratio_y, x ) * 360.0f / idMath::PI; } // FIXME: somehow, this is happening occasionally assert( ( fov_x > 0 ) && ( fov_y > 0 ) ); if ( ( fov_y <= 0 ) || ( fov_x <= 0 ) ) { Printf( sys->FPU_GetState() ); Error( "idGameLocal::CalcFov: bad result" ); } } /* ================ idGameLocal::Draw makes rendering and sound system calls ================ */ bool idGameLocal::Draw( int clientNum ) { if ( isMultiplayer ) { return mpGame.Draw( clientNum ); } idPlayer *player = static_cast(entities[ clientNum ]); if ( !player ) { return false; } // render the scene player->playerView.RenderPlayerView( player->hud ); return true; } /* ================ idGameLocal::HandleESC ================ */ escReply_t idGameLocal::HandleESC( idUserInterface **gui ) { if ( isMultiplayer ) { *gui = StartMenu(); // we may set the gui back to NULL to hide it return ESC_GUI; } idPlayer *player = GetLocalPlayer(); if ( player ) { if ( player->HandleESC() ) { return ESC_IGNORE; } else { return ESC_MAIN; } } return ESC_MAIN; } /* ================ idGameLocal::StartMenu ================ */ idUserInterface* idGameLocal::StartMenu( void ) { if ( !isMultiplayer ) { return NULL; } return mpGame.StartMenu(); } /* ================ idGameLocal::HandleGuiCommands ================ */ const char* idGameLocal::HandleGuiCommands( const char *menuCommand ) { if ( !isMultiplayer ) { return NULL; } return mpGame.HandleGuiCommands( menuCommand ); } /* ================ idGameLocal::HandleMainMenuCommands ================ */ void idGameLocal::HandleMainMenuCommands( const char *menuCommand, idUserInterface *gui ) { } /* ================ idGameLocal::GetLevelMap should only be used for in-game level editing ================ */ idMapFile *idGameLocal::GetLevelMap( void ) { if ( mapFile && mapFile->HasPrimitiveData()) { return mapFile; } if ( !mapFileName.Length() ) { return NULL; } if ( mapFile ) { delete mapFile; } mapFile = new idMapFile; if ( !mapFile->Parse( mapFileName ) ) { delete mapFile; mapFile = NULL; } return mapFile; } /* ================ idGameLocal::GetMapName ================ */ const char *idGameLocal::GetMapName( void ) const { return mapFileName.c_str(); } /* ================ idGameLocal::CallFrameCommand ================ */ void idGameLocal::CallFrameCommand( idEntity *ent, const function_t *frameCommand ) { frameCommandThread->CallFunction( ent, frameCommand, true ); frameCommandThread->Execute(); } /* ================ idGameLocal::CallObjectFrameCommand ================ */ void idGameLocal::CallObjectFrameCommand( idEntity *ent, const char *frameCommand ) { const function_t *func; func = ent->scriptObject.GetFunction( frameCommand ); if ( !func ) { if ( !ent->IsType( idTestModel::Type ) ) { Error( "Unknown function '%s' called for frame command on entity '%s'", frameCommand, ent->name.c_str() ); } } else { frameCommandThread->CallFunction( ent, func, true ); frameCommandThread->Execute(); } } /* ================ idGameLocal::ShowTargets ================ */ void idGameLocal::ShowTargets( void ) { idMat3 axis = GetLocalPlayer()->viewAngles.ToMat3(); idVec3 up = axis[ 2 ] * 5.0f; const idVec3 &viewPos = GetLocalPlayer()->GetPhysics()->GetOrigin(); idBounds viewTextBounds( viewPos ); idBounds viewBounds( viewPos ); idBounds box( idVec3( -4.0f, -4.0f, -4.0f ), idVec3( 4.0f, 4.0f, 4.0f ) ); idEntity *ent; idEntity *target; int i; idBounds totalBounds; viewTextBounds.ExpandSelf( 128.0f ); viewBounds.ExpandSelf( 512.0f ); for( ent = spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) { totalBounds = ent->GetPhysics()->GetAbsBounds(); for( i = 0; i < ent->targets.Num(); i++ ) { target = ent->targets[ i ].GetEntity(); if ( target ) { totalBounds.AddBounds( target->GetPhysics()->GetAbsBounds() ); } } if ( !viewBounds.IntersectsBounds( totalBounds ) ) { continue; } float dist; idVec3 dir = totalBounds.GetCenter() - viewPos; dir.NormalizeFast(); totalBounds.RayIntersection( viewPos, dir, dist ); float frac = ( 512.0f - dist ) / 512.0f; if ( frac < 0.0f ) { continue; } gameRenderWorld->DebugBounds( ( ent->IsHidden() ? colorLtGrey : colorOrange ) * frac, ent->GetPhysics()->GetAbsBounds() ); if ( viewTextBounds.IntersectsBounds( ent->GetPhysics()->GetAbsBounds() ) ) { idVec3 center = ent->GetPhysics()->GetAbsBounds().GetCenter(); gameRenderWorld->DrawText( ent->name.c_str(), center - up, 0.1f, colorWhite * frac, axis, 1 ); gameRenderWorld->DrawText( ent->GetEntityDefName(), center, 0.1f, colorWhite * frac, axis, 1 ); gameRenderWorld->DrawText( va( "#%d", ent->entityNumber ), center + up, 0.1f, colorWhite * frac, axis, 1 ); } for( i = 0; i < ent->targets.Num(); i++ ) { target = ent->targets[ i ].GetEntity(); if ( target ) { gameRenderWorld->DebugArrow( colorYellow * frac, ent->GetPhysics()->GetAbsBounds().GetCenter(), target->GetPhysics()->GetOrigin(), 10, 0 ); gameRenderWorld->DebugBounds( colorGreen * frac, box, target->GetPhysics()->GetOrigin() ); } } } } /* ================ idGameLocal::RunDebugInfo ================ */ void idGameLocal::RunDebugInfo( void ) { idEntity *ent; idPlayer *player; player = GetLocalPlayer(); if ( !player ) { return; } const idVec3 &origin = player->GetPhysics()->GetOrigin(); if ( g_showEntityInfo.GetBool() ) { idMat3 axis = player->viewAngles.ToMat3(); idVec3 up = axis[ 2 ] * 5.0f; idBounds viewTextBounds( origin ); idBounds viewBounds( origin ); viewTextBounds.ExpandSelf( 128.0f ); viewBounds.ExpandSelf( 512.0f ); for( ent = spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) { // don't draw the worldspawn if ( ent == world ) { continue; } // skip if the entity is very far away if ( !viewBounds.IntersectsBounds( ent->GetPhysics()->GetAbsBounds() ) ) { continue; } const idBounds &entBounds = ent->GetPhysics()->GetAbsBounds(); int contents = ent->GetPhysics()->GetContents(); if ( contents & CONTENTS_BODY ) { gameRenderWorld->DebugBounds( colorCyan, entBounds ); } else if ( contents & CONTENTS_TRIGGER ) { gameRenderWorld->DebugBounds( colorOrange, entBounds ); } else if ( contents & CONTENTS_SOLID ) { gameRenderWorld->DebugBounds( colorGreen, entBounds ); } else { if ( !entBounds.GetVolume() ) { gameRenderWorld->DebugBounds( colorMdGrey, entBounds.Expand( 8.0f ) ); } else { gameRenderWorld->DebugBounds( colorMdGrey, entBounds ); } } if ( viewTextBounds.IntersectsBounds( entBounds ) ) { gameRenderWorld->DrawText( ent->name.c_str(), entBounds.GetCenter(), 0.1f, colorWhite, axis, 1 ); gameRenderWorld->DrawText( va( "#%d", ent->entityNumber ), entBounds.GetCenter() + up, 0.1f, colorWhite, axis, 1 ); } } } // debug tool to draw bounding boxes around active entities if ( g_showActiveEntities.GetBool() ) { for( ent = activeEntities.Next(); ent != NULL; ent = ent->activeNode.Next() ) { idBounds b = ent->GetPhysics()->GetBounds(); if ( b.GetVolume() <= 0 ) { b[0][0] = b[0][1] = b[0][2] = -8; b[1][0] = b[1][1] = b[1][2] = 8; } if ( ent->fl.isDormant ) { gameRenderWorld->DebugBounds( colorYellow, b, ent->GetPhysics()->GetOrigin() ); } else { gameRenderWorld->DebugBounds( colorGreen, b, ent->GetPhysics()->GetOrigin() ); } } } if ( g_showTargets.GetBool() ) { ShowTargets(); } if ( g_showTriggers.GetBool() ) { idTrigger::DrawDebugInfo(); } if ( ai_showCombatNodes.GetBool() ) { idCombatNode::DrawDebugInfo(); } if ( ai_showPaths.GetBool() ) { idPathCorner::DrawDebugInfo(); } if ( g_editEntityMode.GetBool() ) { editEntities->DisplayEntities(); } if ( g_showCollisionWorld.GetBool() ) { collisionModelManager->DrawModel( 0, vec3_origin, mat3_identity, origin, 128.0f ); } if ( g_showCollisionModels.GetBool() ) { clip.DrawClipModels( player->GetEyePosition(), g_maxShowDistance.GetFloat(), pm_thirdPerson.GetBool() ? NULL : player ); } if ( g_showCollisionTraces.GetBool() ) { clip.PrintStatistics(); } if ( g_showPVS.GetInteger() ) { pvs.DrawPVS( origin, ( g_showPVS.GetInteger() == 2 ) ? PVS_ALL_PORTALS_OPEN : PVS_NORMAL ); } if ( aas_test.GetInteger() >= 0 ) { idAAS *aas = GetAAS( aas_test.GetInteger() ); if ( aas ) { aas->Test( origin ); if ( ai_testPredictPath.GetBool() ) { idVec3 velocity; predictedPath_t path; velocity.x = cos( DEG2RAD( player->viewAngles.yaw ) ) * 100.0f; velocity.y = sin( DEG2RAD( player->viewAngles.yaw ) ) * 100.0f; velocity.z = 0.0f; idAI::PredictPath( player, aas, origin, velocity, 1000, 100, SE_ENTER_OBSTACLE | SE_BLOCKED | SE_ENTER_LEDGE_AREA, path ); } } } if ( ai_showObstacleAvoidance.GetInteger() == 2 ) { idAAS *aas = GetAAS( 0 ); if ( aas ) { idVec3 seekPos; obstaclePath_t path; seekPos = player->GetPhysics()->GetOrigin() + player->viewAxis[0] * 200.0f; idAI::FindPathAroundObstacles( player->GetPhysics(), aas, NULL, player->GetPhysics()->GetOrigin(), seekPos, path ); } } // collision map debug output collisionModelManager->DebugOutput( player->GetEyePosition() ); } /* ================== idGameLocal::NumAAS ================== */ int idGameLocal::NumAAS( void ) const { return aasList.Num(); } /* ================== idGameLocal::GetAAS ================== */ idAAS *idGameLocal::GetAAS( int num ) const { if ( ( num >= 0 ) && ( num < aasList.Num() ) ) { if ( aasList[ num ] && aasList[ num ]->GetSettings() ) { return aasList[ num ]; } } return NULL; } /* ================== idGameLocal::GetAAS ================== */ idAAS *idGameLocal::GetAAS( const char *name ) const { int i; for ( i = 0; i < aasNames.Num(); i++ ) { if ( aasNames[ i ] == name ) { if ( !aasList[ i ]->GetSettings() ) { return NULL; } else { return aasList[ i ]; } } } return NULL; } /* ================== idGameLocal::SetAASAreaState ================== */ void idGameLocal::SetAASAreaState( const idBounds &bounds, const int areaContents, bool closed ) { int i; for( i = 0; i < aasList.Num(); i++ ) { aasList[ i ]->SetAreaState( bounds, areaContents, closed ); } } /* ================== idGameLocal::AddAASObstacle ================== */ aasHandle_t idGameLocal::AddAASObstacle( const idBounds &bounds ) { int i; aasHandle_t obstacle; aasHandle_t check id_attribute((unused)); if ( !aasList.Num() ) { return -1; } obstacle = aasList[ 0 ]->AddObstacle( bounds ); for( i = 1; i < aasList.Num(); i++ ) { check = aasList[ i ]->AddObstacle( bounds ); assert( check == obstacle ); } return obstacle; } /* ================== idGameLocal::RemoveAASObstacle ================== */ void idGameLocal::RemoveAASObstacle( const aasHandle_t handle ) { int i; for( i = 0; i < aasList.Num(); i++ ) { aasList[ i ]->RemoveObstacle( handle ); } } /* ================== idGameLocal::RemoveAllAASObstacles ================== */ void idGameLocal::RemoveAllAASObstacles( void ) { int i; for( i = 0; i < aasList.Num(); i++ ) { aasList[ i ]->RemoveAllObstacles(); } } /* ================== idGameLocal::CheatsOk ================== */ bool idGameLocal::CheatsOk( bool requirePlayer ) { idPlayer *player; if ( isMultiplayer && !cvarSystem->GetCVarBool( "net_allowCheats" ) ) { Printf( "Not allowed in multiplayer.\n" ); return false; } if ( developer.GetBool() ) { return true; } player = GetLocalPlayer(); if ( !requirePlayer || ( player && ( player->health > 0 ) ) ) { return true; } Printf( "You must be alive to use this command.\n" ); return false; } /* =================== idGameLocal::RegisterEntity =================== */ void idGameLocal::RegisterEntity( idEntity *ent ) { int spawn_entnum; if ( spawnCount >= ( 1 << ( 32 - GENTITYNUM_BITS ) ) ) { Error( "idGameLocal::RegisterEntity: spawn count overflow" ); } if ( !spawnArgs.GetInt( "spawn_entnum", "0", spawn_entnum ) ) { while( entities[firstFreeIndex] && firstFreeIndex < ENTITYNUM_MAX_NORMAL ) { firstFreeIndex++; } if ( firstFreeIndex >= ENTITYNUM_MAX_NORMAL ) { Error( "no free entities" ); } spawn_entnum = firstFreeIndex++; } entities[ spawn_entnum ] = ent; spawnIds[ spawn_entnum ] = spawnCount++; ent->entityNumber = spawn_entnum; ent->spawnNode.AddToEnd( spawnedEntities ); ent->spawnArgs.TransferKeyValues( spawnArgs ); if ( spawn_entnum >= num_entities ) { num_entities++; } } /* =================== idGameLocal::UnregisterEntity =================== */ void idGameLocal::UnregisterEntity( idEntity *ent ) { assert( ent ); if ( editEntities ) { editEntities->RemoveSelectedEntity( ent ); } if ( ( ent->entityNumber != ENTITYNUM_NONE ) && ( entities[ ent->entityNumber ] == ent ) ) { ent->spawnNode.Remove(); entities[ ent->entityNumber ] = NULL; spawnIds[ ent->entityNumber ] = -1; if ( ent->entityNumber >= MAX_CLIENTS && ent->entityNumber < firstFreeIndex ) { firstFreeIndex = ent->entityNumber; } ent->entityNumber = ENTITYNUM_NONE; } } /* ================ idGameLocal::SpawnEntityType ================ */ idEntity *idGameLocal::SpawnEntityType( const idTypeInfo &classdef, const idDict *args, bool bIsClientReadSnapshot ) { idClass *obj; #if _DEBUG if ( isClient ) { assert( bIsClientReadSnapshot ); } #endif if ( !classdef.IsType( idEntity::Type ) ) { Error( "Attempted to spawn non-entity class '%s'", classdef.classname ); } try { if ( args ) { spawnArgs = *args; } else { spawnArgs.Clear(); } obj = classdef.CreateInstance(); obj->CallSpawn(); } catch( idAllocError & ) { obj = NULL; } spawnArgs.Clear(); return static_cast(obj); } /* =================== idGameLocal::SpawnEntityDef Finds the spawn function for the entity and calls it, returning false if not found =================== */ bool idGameLocal::SpawnEntityDef( const idDict &args, idEntity **ent, bool setDefaults ) { const char *classname; const char *spawn; idTypeInfo *cls; idClass *obj; idStr error; const char *name; if ( ent ) { *ent = NULL; } spawnArgs = args; if ( spawnArgs.GetString( "name", "", &name ) ) { sprintf( error, " on '%s'", name); } spawnArgs.GetString( "classname", NULL, &classname ); const idDeclEntityDef *def = FindEntityDef( classname, false ); if ( !def ) { Warning( "Unknown classname '%s'%s.", classname, error.c_str() ); return false; } spawnArgs.SetDefaults( &def->dict ); #ifdef _D3XP if ( !spawnArgs.FindKey( "slowmo" ) ) { bool slowmo = true; for ( int i = 0; fastEntityList[i]; i++ ) { if ( !idStr::Cmp( classname, fastEntityList[i] ) ) { slowmo = false; break; } } if ( !slowmo ) { spawnArgs.SetBool( "slowmo", slowmo ); } } #endif // check if we should spawn a class object spawnArgs.GetString( "spawnclass", NULL, &spawn ); if ( spawn ) { cls = idClass::GetClass( spawn ); if ( !cls ) { Warning( "Could not spawn '%s'. Class '%s' not found %s.", classname, spawn, error.c_str() ); return false; } obj = cls->CreateInstance(); if ( !obj ) { Warning( "Could not spawn '%s'. Instance could not be created %s.", classname, error.c_str() ); return false; } obj->CallSpawn(); if ( ent && obj->IsType( idEntity::Type ) ) { *ent = static_cast(obj); } return true; } // check if we should call a script function to spawn spawnArgs.GetString( "spawnfunc", NULL, &spawn ); if ( spawn ) { const function_t *func = program.FindFunction( spawn ); if ( !func ) { Warning( "Could not spawn '%s'. Script function '%s' not found%s.", classname, spawn, error.c_str() ); return false; } idThread *thread = new idThread( func ); thread->DelayedStart( 0 ); return true; } Warning( "%s doesn't include a spawnfunc or spawnclass%s.", classname, error.c_str() ); return false; } /* ================ idGameLocal::FindEntityDef ================ */ const idDeclEntityDef *idGameLocal::FindEntityDef( const char *name, bool makeDefault ) const { const idDecl *decl = NULL; if ( isMultiplayer ) { decl = declManager->FindType( DECL_ENTITYDEF, va( "%s_mp", name ), false ); } if ( !decl ) { decl = declManager->FindType( DECL_ENTITYDEF, name, makeDefault ); } return static_cast( decl ); } /* ================ idGameLocal::FindEntityDefDict ================ */ const idDict *idGameLocal::FindEntityDefDict( const char *name, bool makeDefault ) const { const idDeclEntityDef *decl = FindEntityDef( name, makeDefault ); return decl ? &decl->dict : NULL; } /* ================ idGameLocal::InhibitEntitySpawn ================ */ bool idGameLocal::InhibitEntitySpawn( idDict &spawnArgs ) { bool result = false; if ( isMultiplayer ) { spawnArgs.GetBool( "not_multiplayer", "0", result ); } else if ( g_skill.GetInteger() == 0 ) { spawnArgs.GetBool( "not_easy", "0", result ); } else if ( g_skill.GetInteger() == 1 ) { spawnArgs.GetBool( "not_medium", "0", result ); } else { spawnArgs.GetBool( "not_hard", "0", result ); #ifdef _D3XP if ( !result && g_skill.GetInteger() == 3 ) { spawnArgs.GetBool( "not_nightmare", "0", result ); } #endif } const char *name; #ifndef ID_DEMO_BUILD if ( g_skill.GetInteger() == 3 ) { name = spawnArgs.GetString( "classname" ); // _D3XP :: remove moveable medkit packs also if ( idStr::Icmp( name, "item_medkit" ) == 0 || idStr::Icmp( name, "item_medkit_small" ) == 0 || idStr::Icmp( name, "moveable_item_medkit" ) == 0 || idStr::Icmp( name, "moveable_item_medkit_small" ) == 0 ) { result = true; } } #endif if ( gameLocal.isMultiplayer ) { name = spawnArgs.GetString( "classname" ); if ( idStr::Icmp( name, "weapon_bfg" ) == 0 || idStr::Icmp( name, "weapon_soulcube" ) == 0 ) { result = true; } } return result; } /* ================ idGameLocal::SetSkill ================ */ void idGameLocal::SetSkill( int value ) { int skill_level; if ( value < 0 ) { skill_level = 0; } else if ( value > 3 ) { skill_level = 3; } else { skill_level = value; } g_skill.SetInteger( skill_level ); } /* ============== idGameLocal::GameState Used to allow entities to know if they're being spawned during the initial spawn. ============== */ gameState_t idGameLocal::GameState( void ) const { return gamestate; } /* ============== idGameLocal::SpawnMapEntities Parses textual entity definitions out of an entstring and spawns gentities. ============== */ void idGameLocal::SpawnMapEntities( void ) { int i; int num; int inhibit; idMapEntity *mapEnt; int numEntities; idDict args; Printf( "Spawning entities\n" ); if ( mapFile == NULL ) { Printf("No mapfile present\n"); return; } SetSkill( g_skill.GetInteger() ); numEntities = mapFile->GetNumEntities(); if ( numEntities == 0 ) { Error( "...no entities" ); } // the worldspawn is a special that performs any global setup // needed by a level mapEnt = mapFile->GetEntity( 0 ); args = mapEnt->epairs; args.SetInt( "spawn_entnum", ENTITYNUM_WORLD ); if ( !SpawnEntityDef( args ) || !entities[ ENTITYNUM_WORLD ] || !entities[ ENTITYNUM_WORLD ]->IsType( idWorldspawn::Type ) ) { Error( "Problem spawning world entity" ); } num = 1; inhibit = 0; for ( i = 1 ; i < numEntities ; i++ ) { mapEnt = mapFile->GetEntity( i ); args = mapEnt->epairs; if ( !InhibitEntitySpawn( args ) ) { // precache any media specified in the map entity CacheDictionaryMedia( &args ); SpawnEntityDef( args ); num++; } else { inhibit++; } } Printf( "...%i entities spawned, %i inhibited\n\n", num, inhibit ); } /* ================ idGameLocal::AddEntityToHash ================ */ void idGameLocal::AddEntityToHash( const char *name, idEntity *ent ) { if ( FindEntity( name ) ) { Error( "Multiple entities named '%s'", name ); } entityHash.Add( entityHash.GenerateKey( name, true ), ent->entityNumber ); } /* ================ idGameLocal::RemoveEntityFromHash ================ */ bool idGameLocal::RemoveEntityFromHash( const char *name, idEntity *ent ) { int hash, i; hash = entityHash.GenerateKey( name, true ); for ( i = entityHash.First( hash ); i != -1; i = entityHash.Next( i ) ) { if ( entities[i] && entities[i] == ent && entities[i]->name.Icmp( name ) == 0 ) { entityHash.Remove( hash, i ); return true; } } return false; } /* ================ idGameLocal::GetTargets ================ */ int idGameLocal::GetTargets( const idDict &args, idList< idEntityPtr > &list, const char *ref ) const { int i, num, refLength; const idKeyValue *arg; idEntity *ent; list.Clear(); refLength = strlen( ref ); num = args.GetNumKeyVals(); for( i = 0; i < num; i++ ) { arg = args.GetKeyVal( i ); if ( arg->GetKey().Icmpn( ref, refLength ) == 0 ) { ent = FindEntity( arg->GetValue() ); if ( ent ) { idEntityPtr &entityPtr = list.Alloc(); entityPtr = ent; } } } return list.Num(); } /* ============= idGameLocal::GetTraceEntity returns the master entity of a trace. for example, if the trace entity is the player's head, it will return the player. ============= */ idEntity *idGameLocal::GetTraceEntity( const trace_t &trace ) const { idEntity *master; if ( !entities[ trace.c.entityNum ] ) { return NULL; } master = entities[ trace.c.entityNum ]->GetBindMaster(); if ( master ) { return master; } return entities[ trace.c.entityNum ]; } /* ============= idGameLocal::ArgCompletion_EntityName Argument completion for entity names ============= */ void idGameLocal::ArgCompletion_EntityName( const idCmdArgs &args, void(*callback)( const char *s ) ) { int i; for( i = 0; i < gameLocal.num_entities; i++ ) { if ( gameLocal.entities[ i ] ) { callback( va( "%s %s", args.Argv( 0 ), gameLocal.entities[ i ]->name.c_str() ) ); } } } /* ============= idGameLocal::FindEntity Returns the entity whose name matches the specified string. ============= */ idEntity *idGameLocal::FindEntity( const char *name ) const { int hash, i; hash = entityHash.GenerateKey( name, true ); for ( i = entityHash.First( hash ); i != -1; i = entityHash.Next( i ) ) { if ( entities[i] && entities[i]->name.Icmp( name ) == 0 ) { return entities[i]; } } return NULL; } /* ============= idGameLocal::FindEntityUsingDef Searches all active entities for the next one using the specified entityDef. Searches beginning at the entity after from, or the beginning if NULL NULL will be returned if the end of the list is reached. ============= */ idEntity *idGameLocal::FindEntityUsingDef( idEntity *from, const char *match ) const { idEntity *ent; if ( !from ) { ent = spawnedEntities.Next(); } else { ent = from->spawnNode.Next(); } for ( ; ent != NULL; ent = ent->spawnNode.Next() ) { assert( ent ); if ( idStr::Icmp( ent->GetEntityDefName(), match ) == 0 ) { return ent; } } return NULL; } /* ============= idGameLocal::FindTraceEntity Searches all active entities for the closest ( to start ) match that intersects the line start,end ============= */ idEntity *idGameLocal::FindTraceEntity( idVec3 start, idVec3 end, const idTypeInfo &c, const idEntity *skip ) const { idEntity *ent; idEntity *bestEnt; float scale; float bestScale; idBounds b; bestEnt = NULL; bestScale = 1.0f; for( ent = spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) { if ( ent->IsType( c ) && ent != skip ) { b = ent->GetPhysics()->GetAbsBounds().Expand( 16 ); if ( b.RayIntersection( start, end-start, scale ) ) { if ( scale >= 0.0f && scale < bestScale ) { bestEnt = ent; bestScale = scale; } } } } return bestEnt; } /* ================ idGameLocal::EntitiesWithinRadius ================ */ int idGameLocal::EntitiesWithinRadius( const idVec3 org, float radius, idEntity **entityList, int maxCount ) const { idEntity *ent; idBounds bo( org ); int entCount = 0; bo.ExpandSelf( radius ); for( ent = spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) { if ( ent->GetPhysics()->GetAbsBounds().IntersectsBounds( bo ) ) { entityList[entCount++] = ent; } } return entCount; } /* ================= idGameLocal::KillBox Kills all entities that would touch the proposed new positioning of ent. The ent itself will not being killed. Checks if player entities are in the teleporter, and marks them to die at teleport exit instead of immediately. If catch_teleport, this only marks teleport players for death on exit ================= */ void idGameLocal::KillBox( idEntity *ent, bool catch_teleport ) { int i; int num; idEntity * hit; idClipModel *cm; idClipModel *clipModels[ MAX_GENTITIES ]; idPhysics *phys; phys = ent->GetPhysics(); if ( !phys->GetNumClipModels() ) { return; } num = clip.ClipModelsTouchingBounds( phys->GetAbsBounds(), phys->GetClipMask(), clipModels, MAX_GENTITIES ); for ( i = 0; i < num; i++ ) { cm = clipModels[ i ]; // don't check render entities if ( cm->IsRenderModel() ) { continue; } hit = cm->GetEntity(); if ( ( hit == ent ) || !hit->fl.takedamage ) { continue; } if ( !phys->ClipContents( cm ) ) { continue; } // nail it if ( hit->IsType( idPlayer::Type ) && static_cast< idPlayer * >( hit )->IsInTeleport() ) { static_cast< idPlayer * >( hit )->TeleportDeath( ent->entityNumber ); } else if ( !catch_teleport ) { hit->Damage( ent, ent, vec3_origin, "damage_telefrag", 1.0f, INVALID_JOINT ); } if ( !gameLocal.isMultiplayer ) { // let the mapper know about it Warning( "'%s' telefragged '%s'", ent->name.c_str(), hit->name.c_str() ); } } } /* ================ idGameLocal::RequirementMet ================ */ bool idGameLocal::RequirementMet( idEntity *activator, const idStr &requires, int removeItem ) { if ( requires.Length() ) { if ( activator->IsType( idPlayer::Type ) ) { idPlayer *player = static_cast(activator); idDict *item = player->FindInventoryItem( requires ); if ( item ) { if ( removeItem ) { player->RemoveInventoryItem( item ); } return true; } else { return false; } } } return true; } /* ============ idGameLocal::AlertAI ============ */ void idGameLocal::AlertAI( idEntity *ent ) { if ( ent && ent->IsType( idActor::Type ) ) { // alert them for the next frame lastAIAlertTime = time + msec; lastAIAlertEntity = static_cast( ent ); } } /* ============ idGameLocal::GetAlertEntity ============ */ idActor *idGameLocal::GetAlertEntity( void ) { #ifdef _D3XP int timeGroup = 0; if ( lastAIAlertTime && lastAIAlertEntity.GetEntity() ) { timeGroup = lastAIAlertEntity.GetEntity()->timeGroup; } SetTimeState ts( timeGroup ); #endif if ( lastAIAlertTime >= time ) { return lastAIAlertEntity.GetEntity(); } return NULL; } /* ============ idGameLocal::RadiusDamage ============ */ void idGameLocal::RadiusDamage( const idVec3 &origin, idEntity *inflictor, idEntity *attacker, idEntity *ignoreDamage, idEntity *ignorePush, const char *damageDefName, float dmgPower ) { float dist, damageScale, attackerDamageScale, attackerPushScale; idEntity * ent; idEntity * entityList[ MAX_GENTITIES ]; int numListedEntities; idBounds bounds; idVec3 v, damagePoint, dir; int i, e, damage, radius, push; const idDict *damageDef = FindEntityDefDict( damageDefName, false ); if ( !damageDef ) { Warning( "Unknown damageDef '%s'", damageDefName ); return; } damageDef->GetInt( "damage", "20", damage ); damageDef->GetInt( "radius", "50", radius ); damageDef->GetInt( "push", va( "%d", damage * 100 ), push ); damageDef->GetFloat( "attackerDamageScale", "0.5", attackerDamageScale ); damageDef->GetFloat( "attackerPushScale", "0", attackerPushScale ); if ( radius < 1 ) { radius = 1; } bounds = idBounds( origin ).Expand( radius ); // get all entities touching the bounds numListedEntities = clip.EntitiesTouchingBounds( bounds, -1, entityList, MAX_GENTITIES ); if ( inflictor && inflictor->IsType( idAFAttachment::Type ) ) { inflictor = static_cast(inflictor)->GetBody(); } if ( attacker && attacker->IsType( idAFAttachment::Type ) ) { attacker = static_cast(attacker)->GetBody(); } if ( ignoreDamage && ignoreDamage->IsType( idAFAttachment::Type ) ) { ignoreDamage = static_cast(ignoreDamage)->GetBody(); } // apply damage to the entities for ( e = 0; e < numListedEntities; e++ ) { ent = entityList[ e ]; assert( ent ); if ( !ent->fl.takedamage ) { continue; } if ( ent == inflictor || ( ent->IsType( idAFAttachment::Type ) && static_cast(ent)->GetBody() == inflictor ) ) { continue; } if ( ent == ignoreDamage || ( ent->IsType( idAFAttachment::Type ) && static_cast(ent)->GetBody() == ignoreDamage ) ) { continue; } // don't damage a dead player if ( isMultiplayer && ent->entityNumber < MAX_CLIENTS && ent->IsType( idPlayer::Type ) && static_cast< idPlayer * >( ent )->health < 0 ) { continue; } // find the distance from the edge of the bounding box for ( i = 0; i < 3; i++ ) { if ( origin[ i ] < ent->GetPhysics()->GetAbsBounds()[0][ i ] ) { v[ i ] = ent->GetPhysics()->GetAbsBounds()[0][ i ] - origin[ i ]; } else if ( origin[ i ] > ent->GetPhysics()->GetAbsBounds()[1][ i ] ) { v[ i ] = origin[ i ] - ent->GetPhysics()->GetAbsBounds()[1][ i ]; } else { v[ i ] = 0; } } dist = v.Length(); if ( dist >= radius ) { continue; } if ( ent->CanDamage( origin, damagePoint ) ) { // push the center of mass higher than the origin so players // get knocked into the air more dir = ent->GetPhysics()->GetOrigin() - origin; dir[ 2 ] += 24; // get the damage scale damageScale = dmgPower * ( 1.0f - dist / radius ); if ( ent == attacker || ( ent->IsType( idAFAttachment::Type ) && static_cast(ent)->GetBody() == attacker ) ) { damageScale *= attackerDamageScale; } ent->Damage( inflictor, attacker, dir, damageDefName, damageScale, INVALID_JOINT ); } } // push physics objects if ( push ) { RadiusPush( origin, radius, push * dmgPower, attacker, ignorePush, attackerPushScale, false ); } } /* ============== idGameLocal::RadiusPush ============== */ void idGameLocal::RadiusPush( const idVec3 &origin, const float radius, const float push, const idEntity *inflictor, const idEntity *ignore, float inflictorScale, const bool quake ) { int i, numListedClipModels; idClipModel *clipModel; idClipModel *clipModelList[ MAX_GENTITIES ]; idVec3 dir; idBounds bounds; modelTrace_t result; idEntity *ent; float scale; dir.Set( 0.0f, 0.0f, 1.0f ); bounds = idBounds( origin ).Expand( radius ); // get all clip models touching the bounds numListedClipModels = clip.ClipModelsTouchingBounds( bounds, -1, clipModelList, MAX_GENTITIES ); if ( inflictor && inflictor->IsType( idAFAttachment::Type ) ) { inflictor = static_cast(inflictor)->GetBody(); } if ( ignore && ignore->IsType( idAFAttachment::Type ) ) { ignore = static_cast(ignore)->GetBody(); } // apply impact to all the clip models through their associated physics objects for ( i = 0; i < numListedClipModels; i++ ) { clipModel = clipModelList[i]; // never push render models if ( clipModel->IsRenderModel() ) { continue; } ent = clipModel->GetEntity(); // never push projectiles if ( ent->IsType( idProjectile::Type ) ) { continue; } // players use "knockback" in idPlayer::Damage if ( ent->IsType( idPlayer::Type ) && !quake ) { continue; } // don't push the ignore entity if ( ent == ignore || ( ent->IsType( idAFAttachment::Type ) && static_cast(ent)->GetBody() == ignore ) ) { continue; } if ( gameRenderWorld->FastWorldTrace( result, origin, clipModel->GetOrigin() ) ) { continue; } // scale the push for the inflictor if ( ent == inflictor || ( ent->IsType( idAFAttachment::Type ) && static_cast(ent)->GetBody() == inflictor ) ) { scale = inflictorScale; } else { scale = 1.0f; } if ( quake ) { clipModel->GetEntity()->ApplyImpulse( world, clipModel->GetId(), clipModel->GetOrigin(), scale * push * dir ); } else { RadiusPushClipModel( origin, scale * push, clipModel ); } } } /* ============== idGameLocal::RadiusPushClipModel ============== */ void idGameLocal::RadiusPushClipModel( const idVec3 &origin, const float push, const idClipModel *clipModel ) { int i, j; float dot, dist, area; const idTraceModel *trm; const traceModelPoly_t *poly; idFixedWinding w; idVec3 v, localOrigin, center, impulse; trm = clipModel->GetTraceModel(); if ( !trm || 1 ) { impulse = clipModel->GetAbsBounds().GetCenter() - origin; impulse.Normalize(); impulse.z += 1.0f; clipModel->GetEntity()->ApplyImpulse( world, clipModel->GetId(), clipModel->GetOrigin(), push * impulse ); return; } localOrigin = ( origin - clipModel->GetOrigin() ) * clipModel->GetAxis().Transpose(); for ( i = 0; i < trm->numPolys; i++ ) { poly = &trm->polys[i]; center.Zero(); for ( j = 0; j < poly->numEdges; j++ ) { v = trm->verts[ trm->edges[ abs(poly->edges[j]) ].v[ INTSIGNBITSET( poly->edges[j] ) ] ]; center += v; v -= localOrigin; v.NormalizeFast(); // project point on a unit sphere w.AddPoint( v ); } center /= poly->numEdges; v = center - localOrigin; dist = v.NormalizeFast(); dot = v * poly->normal; if ( dot > 0.0f ) { continue; } area = w.GetArea(); // impulse in polygon normal direction impulse = poly->normal * clipModel->GetAxis(); // always push up for nicer effect impulse.z -= 1.0f; // scale impulse based on visible surface area and polygon angle impulse *= push * ( dot * area * ( 1.0f / ( 4.0f * idMath::PI ) ) ); // scale away distance for nicer effect impulse *= ( dist * 2.0f ); // impulse is applied to the center of the polygon center = clipModel->GetOrigin() + center * clipModel->GetAxis(); clipModel->GetEntity()->ApplyImpulse( world, clipModel->GetId(), center, impulse ); } } /* =============== idGameLocal::ProjectDecal =============== */ void idGameLocal::ProjectDecal( const idVec3 &origin, const idVec3 &dir, float depth, bool parallel, float size, const char *material, float angle ) { float s, c; idMat3 axis, axistemp; idFixedWinding winding; idVec3 windingOrigin, projectionOrigin; static idVec3 decalWinding[4] = { idVec3( 1.0f, 1.0f, 0.0f ), idVec3( -1.0f, 1.0f, 0.0f ), idVec3( -1.0f, -1.0f, 0.0f ), idVec3( 1.0f, -1.0f, 0.0f ) }; if ( !g_decals.GetBool() ) { return; } // randomly rotate the decal winding idMath::SinCos16( ( angle ) ? angle : random.RandomFloat() * idMath::TWO_PI, s, c ); // winding orientation axis[2] = dir; axis[2].Normalize(); axis[2].NormalVectors( axistemp[0], axistemp[1] ); axis[0] = axistemp[ 0 ] * c + axistemp[ 1 ] * -s; axis[1] = axistemp[ 0 ] * -s + axistemp[ 1 ] * -c; windingOrigin = origin + depth * axis[2]; if ( parallel ) { projectionOrigin = origin - depth * axis[2]; } else { projectionOrigin = origin; } size *= 0.5f; winding.Clear(); winding += idVec5( windingOrigin + ( axis * decalWinding[0] ) * size, idVec2( 1, 1 ) ); winding += idVec5( windingOrigin + ( axis * decalWinding[1] ) * size, idVec2( 0, 1 ) ); winding += idVec5( windingOrigin + ( axis * decalWinding[2] ) * size, idVec2( 0, 0 ) ); winding += idVec5( windingOrigin + ( axis * decalWinding[3] ) * size, idVec2( 1, 0 ) ); gameRenderWorld->ProjectDecalOntoWorld( winding, projectionOrigin, parallel, depth * 0.5f, declManager->FindMaterial( material ), gameLocal.slow.time /* _D3XP */ ); } /* ============== idGameLocal::BloodSplat ============== */ void idGameLocal::BloodSplat( const idVec3 &origin, const idVec3 &dir, float size, const char *material ) { float halfSize = size * 0.5f; idVec3 verts[] = { idVec3( 0.0f, +halfSize, +halfSize ), idVec3( 0.0f, +halfSize, -halfSize ), idVec3( 0.0f, -halfSize, -halfSize ), idVec3( 0.0f, -halfSize, +halfSize ) }; idTraceModel trm; idClipModel mdl; trace_t results; // FIXME: get from damage def if ( !g_bloodEffects.GetBool() ) { return; } size = halfSize + random.RandomFloat() * halfSize; trm.SetupPolygon( verts, 4 ); mdl.LoadModel( trm ); clip.Translation( results, origin, origin + dir * 64.0f, &mdl, mat3_identity, CONTENTS_SOLID, NULL ); ProjectDecal( results.endpos, dir, 2.0f * size, true, size, material ); } /* ============= idGameLocal::SetCamera ============= */ void idGameLocal::SetCamera( idCamera *cam ) { int i; idEntity *ent; idAI *ai; // this should fix going into a cinematic when dead.. rare but happens idPlayer *client = GetLocalPlayer(); if ( client->health <= 0 || client->AI_DEAD ) { return; } camera = cam; if ( camera ) { inCinematic = true; if ( skipCinematic && camera->spawnArgs.GetBool( "disconnect" ) ) { camera->spawnArgs.SetBool( "disconnect", false ); cvarSystem->SetCVarFloat( "r_znear", 3.0f ); cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "disconnect\n" ); skipCinematic = false; return; } if ( time > cinematicStopTime ) { cinematicSkipTime = time + CINEMATIC_SKIP_DELAY; } // set r_znear so that transitioning into/out of the player's head doesn't clip through the view cvarSystem->SetCVarFloat( "r_znear", 1.0f ); // hide all the player models for( i = 0; i < numClients; i++ ) { if ( entities[ i ] ) { client = static_cast< idPlayer* >( entities[ i ] ); client->EnterCinematic(); } } if ( !cam->spawnArgs.GetBool( "ignore_enemies" ) ) { // kill any active monsters that are enemies of the player for ( ent = spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) { if ( ent->cinematic || ent->fl.isDormant ) { // only kill entities that aren't needed for cinematics and aren't dormant continue; } if ( ent->IsType( idAI::Type ) ) { ai = static_cast( ent ); if ( !ai->GetEnemy() || !ai->IsActive() ) { // no enemy, or inactive, so probably safe to ignore continue; } } else if ( ent->IsType( idProjectile::Type ) ) { // remove all projectiles } else if ( ent->spawnArgs.GetBool( "cinematic_remove" ) ) { // remove anything marked to be removed during cinematics } else { // ignore everything else continue; } // remove it DPrintf( "removing '%s' for cinematic\n", ent->GetName() ); ent->PostEventMS( &EV_Remove, 0 ); } } } else { inCinematic = false; cinematicStopTime = time + msec; // restore r_znear cvarSystem->SetCVarFloat( "r_znear", 3.0f ); // show all the player models for( i = 0; i < numClients; i++ ) { if ( entities[ i ] ) { idPlayer *client = static_cast< idPlayer* >( entities[ i ] ); client->ExitCinematic(); } } } } /* ============= idGameLocal::GetCamera ============= */ idCamera *idGameLocal::GetCamera( void ) const { return camera; } /* ============= idGameLocal::SkipCinematic ============= */ bool idGameLocal::SkipCinematic( void ) { if ( camera ) { if ( camera->spawnArgs.GetBool( "disconnect" ) ) { camera->spawnArgs.SetBool( "disconnect", false ); cvarSystem->SetCVarFloat( "r_znear", 3.0f ); cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "disconnect\n" ); skipCinematic = false; return false; } if ( camera->spawnArgs.GetBool( "instantSkip" ) ) { camera->Stop(); return false; } } soundSystem->SetMute( true ); if ( !skipCinematic ) { skipCinematic = true; cinematicMaxSkipTime = gameLocal.time + SEC2MS( g_cinematicMaxSkipTime.GetFloat() ); } return true; } /* ====================== idGameLocal::SpreadLocations Now that everything has been spawned, associate areas with location entities ====================== */ void idGameLocal::SpreadLocations() { idEntity *ent; // allocate the area table int numAreas = gameRenderWorld->NumAreas(); locationEntities = new idLocationEntity *[ numAreas ]; memset( locationEntities, 0, numAreas * sizeof( *locationEntities ) ); // for each location entity, make pointers from every area it touches for( ent = spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) { if ( !ent->IsType( idLocationEntity::Type ) ) { continue; } idVec3 point = ent->spawnArgs.GetVector( "origin" ); int areaNum = gameRenderWorld->PointInArea( point ); if ( areaNum < 0 ) { Printf( "SpreadLocations: location '%s' is not in a valid area\n", ent->spawnArgs.GetString( "name" ) ); continue; } if ( areaNum >= numAreas ) { Error( "idGameLocal::SpreadLocations: areaNum >= gameRenderWorld->NumAreas()" ); } if ( locationEntities[areaNum] ) { Warning( "location entity '%s' overlaps '%s'", ent->spawnArgs.GetString( "name" ), locationEntities[areaNum]->spawnArgs.GetString( "name" ) ); continue; } locationEntities[areaNum] = static_cast(ent); // spread to all other connected areas for ( int i = 0 ; i < numAreas ; i++ ) { if ( i == areaNum ) { continue; } if ( gameRenderWorld->AreasAreConnected( areaNum, i, PS_BLOCK_LOCATION ) ) { locationEntities[i] = static_cast(ent); } } } } /* =================== idGameLocal::LocationForPoint The player checks the location each frame to update the HUD text display May return NULL =================== */ idLocationEntity *idGameLocal::LocationForPoint( const idVec3 &point ) { if ( !locationEntities ) { // before SpreadLocations() has been called return NULL; } int areaNum = gameRenderWorld->PointInArea( point ); if ( areaNum < 0 ) { return NULL; } if ( areaNum >= gameRenderWorld->NumAreas() ) { Error( "idGameLocal::LocationForPoint: areaNum >= gameRenderWorld->NumAreas()" ); } return locationEntities[ areaNum ]; } /* ============ idGameLocal::SetPortalState ============ */ void idGameLocal::SetPortalState( qhandle_t portal, int blockingBits ) { idBitMsg outMsg; byte msgBuf[ MAX_GAME_MESSAGE_SIZE ]; if ( !gameLocal.isClient ) { outMsg.Init( msgBuf, sizeof( msgBuf ) ); outMsg.WriteByte( GAME_RELIABLE_MESSAGE_PORTAL ); outMsg.WriteLong( portal ); outMsg.WriteBits( blockingBits, NUM_RENDER_PORTAL_BITS ); networkSystem->ServerSendReliableMessage( -1, outMsg ); } gameRenderWorld->SetPortalState( portal, blockingBits ); } /* ============ idGameLocal::sortSpawnPoints ============ */ int idGameLocal::sortSpawnPoints( const void *ptr1, const void *ptr2 ) { const spawnSpot_t *spot1 = static_cast( ptr1 ); const spawnSpot_t *spot2 = static_cast( ptr2 ); float diff; diff = spot1->dist - spot2->dist; if ( diff < 0.0f ) { return 1; } else if ( diff > 0.0f ) { return -1; } else { return 0; } } /* =========== idGameLocal::RandomizeInitialSpawns randomize the order of the initial spawns prepare for a sequence of initial player spawns ============ */ void idGameLocal::RandomizeInitialSpawns( void ) { spawnSpot_t spot; int i, j; #ifdef CTF int k; #endif idEntity *ent; if ( !isMultiplayer || isClient ) { return; } spawnSpots.Clear(); initialSpots.Clear(); #ifdef CTF teamSpawnSpots[0].Clear(); teamSpawnSpots[1].Clear(); teamInitialSpots[0].Clear(); teamInitialSpots[1].Clear(); #endif spot.dist = 0; spot.ent = FindEntityUsingDef( NULL, "info_player_deathmatch" ); while( spot.ent ) { #ifdef CTF spot.ent->spawnArgs.GetInt( "team", "-1", spot.team ); if ( mpGame.IsGametypeFlagBased() ) /* CTF */ { if ( spot.team == 0 || spot.team == 1 ) teamSpawnSpots[spot.team].Append( spot ); else common->Warning( "info_player_deathmatch : invalid or no team attached to spawn point\n"); } #endif spawnSpots.Append( spot ); if ( spot.ent->spawnArgs.GetBool( "initial" ) ) { #ifdef CTF if ( mpGame.IsGametypeFlagBased() ) /* CTF */ { assert( spot.team == 0 || spot.team == 1 ); teamInitialSpots[ spot.team ].Append( spot.ent ); } #endif initialSpots.Append( spot.ent ); } spot.ent = FindEntityUsingDef( spot.ent, "info_player_deathmatch" ); } #ifdef CTF if ( mpGame.IsGametypeFlagBased() ) /* CTF */ { if ( !teamSpawnSpots[0].Num() ) common->Warning( "red team : no info_player_deathmatch in map" ); if ( !teamSpawnSpots[1].Num() ) common->Warning( "blue team : no info_player_deathmatch in map" ); if ( !teamSpawnSpots[0].Num() || !teamSpawnSpots[1].Num() ) return; } #endif if ( !spawnSpots.Num() ) { common->Warning( "no info_player_deathmatch in map" ); return; } #ifdef CTF if ( mpGame.IsGametypeFlagBased() ) /* CTF */ { common->Printf( "red team : %d spawns (%d initials)\n", teamSpawnSpots[ 0 ].Num(), teamInitialSpots[ 0 ].Num() ); // if there are no initial spots in the map, consider they can all be used as initial if ( !teamInitialSpots[ 0 ].Num() ) { common->Warning( "red team : no info_player_deathmatch entities marked initial in map" ); for ( i = 0; i < teamSpawnSpots[ 0 ].Num(); i++ ) { teamInitialSpots[ 0 ].Append( teamSpawnSpots[ 0 ][ i ].ent ); } } common->Printf( "blue team : %d spawns (%d initials)\n", teamSpawnSpots[ 1 ].Num(), teamInitialSpots[ 1 ].Num() ); // if there are no initial spots in the map, consider they can all be used as initial if ( !teamInitialSpots[ 1 ].Num() ) { common->Warning( "blue team : no info_player_deathmatch entities marked initial in map" ); for ( i = 0; i < teamSpawnSpots[ 1 ].Num(); i++ ) { teamInitialSpots[ 1 ].Append( teamSpawnSpots[ 1 ][ i ].ent ); } } } #endif common->Printf( "%d spawns (%d initials)\n", spawnSpots.Num(), initialSpots.Num() ); // if there are no initial spots in the map, consider they can all be used as initial if ( !initialSpots.Num() ) { common->Warning( "no info_player_deathmatch entities marked initial in map" ); for ( i = 0; i < spawnSpots.Num(); i++ ) { initialSpots.Append( spawnSpots[ i ].ent ); } } #ifdef CTF for ( k = 0; k < 2; k++ ) for ( i = 0; i < teamInitialSpots[ k ].Num(); i++ ) { j = random.RandomInt( teamInitialSpots[ k ].Num() ); ent = teamInitialSpots[ k ][ i ]; teamInitialSpots[ k ][ i ] = teamInitialSpots[ k ][ j ]; teamInitialSpots[ k ][ j ] = ent; } #endif for ( i = 0; i < initialSpots.Num(); i++ ) { j = random.RandomInt( initialSpots.Num() ); ent = initialSpots[ i ]; initialSpots[ i ] = initialSpots[ j ]; initialSpots[ j ] = ent; } // reset the counter currentInitialSpot = 0; #ifdef CTF teamCurrentInitialSpot[0] = 0; teamCurrentInitialSpot[1] = 0; #endif } /* =========== idGameLocal::SelectInitialSpawnPoint spectators are spawned randomly anywhere in-game clients are spawned based on distance to active players (randomized on the first half) upon map restart, initial spawns are used (randomized ordered list of spawns flagged "initial") if there are more players than initial spots, overflow to regular spawning ============ */ idEntity *idGameLocal::SelectInitialSpawnPoint( idPlayer *player ) { int i, j, which; spawnSpot_t spot; idVec3 pos; float dist; bool alone; #ifdef CTF if ( !isMultiplayer || !spawnSpots.Num() || ( mpGame.IsGametypeFlagBased() && ( !teamSpawnSpots[0].Num() || !teamSpawnSpots[1].Num() ) ) ) { /* CTF */ #else if ( !isMultiplayer || !spawnSpots.Num() ) { #endif spot.ent = FindEntityUsingDef( NULL, "info_player_start" ); if ( !spot.ent ) { Error( "No info_player_start on map.\n" ); } return spot.ent; } #ifdef CTF bool useInitialSpots = false; if ( mpGame.IsGametypeFlagBased() ) { /* CTF */ assert( player->team == 0 || player->team == 1 ); useInitialSpots = player->useInitialSpawns && teamCurrentInitialSpot[ player->team ] < teamInitialSpots[ player->team ].Num(); } else { useInitialSpots = player->useInitialSpawns && currentInitialSpot < initialSpots.Num(); } #endif if ( player->spectating ) { // plain random spot, don't bother return spawnSpots[ random.RandomInt( spawnSpots.Num() ) ].ent; #ifdef CTF } else if ( useInitialSpots ) { if ( mpGame.IsGametypeFlagBased() ) { /* CTF */ assert( player->team == 0 || player->team == 1 ); player->useInitialSpawns = false; // only use the initial spawn once return teamInitialSpots[ player->team ][ teamCurrentInitialSpot[ player->team ]++ ]; } return initialSpots[ currentInitialSpot++ ]; #else } else if ( player->useInitialSpawns && currentInitialSpot < initialSpots.Num() ) { return initialSpots[ currentInitialSpot++ ]; #endif } else { // check if we are alone in map alone = true; for ( j = 0; j < MAX_CLIENTS; j++ ) { if ( entities[ j ] && entities[ j ] != player ) { alone = false; break; } } if ( alone ) { #ifdef CTF if ( mpGame.IsGametypeFlagBased() ) /* CTF */ { assert( player->team == 0 || player->team == 1 ); return teamSpawnSpots[ player->team ][ random.RandomInt( teamSpawnSpots[ player->team ].Num() ) ].ent; } #endif // don't do distance-based return spawnSpots[ random.RandomInt( spawnSpots.Num() ) ].ent; } #ifdef CTF if ( mpGame.IsGametypeFlagBased() ) /* CTF */ { // TODO : make as reusable method, same code as below int team = player->team; assert( team == 0 || team == 1 ); // find the distance to the closest active player for each spawn spot for( i = 0; i < teamSpawnSpots[ team ].Num(); i++ ) { pos = teamSpawnSpots[ team ][ i ].ent->GetPhysics()->GetOrigin(); // skip initial spawn points for CTF if ( teamSpawnSpots[ team ][ i ].ent->spawnArgs.GetBool("initial") ) { teamSpawnSpots[ team ][ i ].dist = 0x0; continue; } teamSpawnSpots[ team ][ i ].dist = 0x7fffffff; for( j = 0; j < MAX_CLIENTS; j++ ) { if ( !entities[ j ] || !entities[ j ]->IsType( idPlayer::Type ) || entities[ j ] == player || static_cast< idPlayer * >( entities[ j ] )->spectating ) { continue; } dist = ( pos - entities[ j ]->GetPhysics()->GetOrigin() ).LengthSqr(); if ( dist < teamSpawnSpots[ team ][ i ].dist ) { teamSpawnSpots[ team ][ i ].dist = dist; } } } // sort the list qsort( ( void * )teamSpawnSpots[ team ].Ptr(), teamSpawnSpots[ team ].Num(), sizeof( spawnSpot_t ), ( int (*)(const void *, const void *) )sortSpawnPoints ); // choose a random one in the top half which = random.RandomInt( teamSpawnSpots[ team ].Num() / 2 ); spot = teamSpawnSpots[ team ][ which ]; // assert( teamSpawnSpots[ team ][ which ].dist != 0 ); return spot.ent; } #endif // find the distance to the closest active player for each spawn spot for( i = 0; i < spawnSpots.Num(); i++ ) { pos = spawnSpots[ i ].ent->GetPhysics()->GetOrigin(); spawnSpots[ i ].dist = 0x7fffffff; for( j = 0; j < MAX_CLIENTS; j++ ) { if ( !entities[ j ] || !entities[ j ]->IsType( idPlayer::Type ) || entities[ j ] == player || static_cast< idPlayer * >( entities[ j ] )->spectating ) { continue; } dist = ( pos - entities[ j ]->GetPhysics()->GetOrigin() ).LengthSqr(); if ( dist < spawnSpots[ i ].dist ) { spawnSpots[ i ].dist = dist; } } } // sort the list qsort( ( void * )spawnSpots.Ptr(), spawnSpots.Num(), sizeof( spawnSpot_t ), ( int (*)(const void *, const void *) )sortSpawnPoints ); // choose a random one in the top half which = random.RandomInt( spawnSpots.Num() / 2 ); spot = spawnSpots[ which ]; } return spot.ent; } /* ================ idGameLocal::UpdateServerInfoFlags ================ */ void idGameLocal::UpdateServerInfoFlags() { gameType = GAME_SP; if ( ( idStr::Icmp( serverInfo.GetString( "si_gameType" ), "deathmatch" ) == 0 ) ) { gameType = GAME_DM; } else if ( ( idStr::Icmp( serverInfo.GetString( "si_gameType" ), "Tourney" ) == 0 ) ) { gameType = GAME_TOURNEY; } else if ( ( idStr::Icmp( serverInfo.GetString( "si_gameType" ), "Team DM" ) == 0 ) ) { gameType = GAME_TDM; } else if ( ( idStr::Icmp( serverInfo.GetString( "si_gameType" ), "Last Man" ) == 0 ) ) { gameType = GAME_LASTMAN; } #ifdef CTF else if ( ( idStr::Icmp( serverInfo.GetString( "si_gameType" ), "CTF" ) == 0 ) ) { gameType = GAME_CTF; } #endif if ( gameType == GAME_LASTMAN ) { if ( !serverInfo.GetInt( "si_warmup" ) ) { common->Warning( "Last Man Standing - forcing warmup on" ); serverInfo.SetInt( "si_warmup", 1 ); } if ( serverInfo.GetInt( "si_fraglimit" ) <= 0 ) { common->Warning( "Last Man Standing - setting fraglimit 1" ); serverInfo.SetInt( "si_fraglimit", 1 ); } } } /* ================ idGameLocal::SetGlobalMaterial ================ */ void idGameLocal::SetGlobalMaterial( const idMaterial *mat ) { globalMaterial = mat; } /* ================ idGameLocal::GetGlobalMaterial ================ */ const idMaterial *idGameLocal::GetGlobalMaterial() { return globalMaterial; } /* ================ idGameLocal::GetSpawnId ================ */ int idGameLocal::GetSpawnId( const idEntity* ent ) const { return ( gameLocal.spawnIds[ ent->entityNumber ] << GENTITYNUM_BITS ) | ent->entityNumber; } /* ================ idGameLocal::ThrottleUserInfo ================ */ void idGameLocal::ThrottleUserInfo( void ) { mpGame.ThrottleUserInfo(); } #ifdef _D3XP /* ================= idPlayer::SetPortalSkyEnt ================= */ void idGameLocal::SetPortalSkyEnt( idEntity *ent ) { portalSkyEnt = ent; } /* ================= idPlayer::IsPortalSkyAcive ================= */ bool idGameLocal::IsPortalSkyAcive() { return portalSkyActive; } /* =========== idGameLocal::SelectTimeGroup ============ */ void idGameLocal::SelectTimeGroup( int timeGroup ) { if ( timeGroup ) { fast.Get( time, previousTime, msec, framenum, realClientTime ); } else { slow.Get( time, previousTime, msec, framenum, realClientTime ); } } /* =========== idGameLocal::GetTimeGroupTime ============ */ int idGameLocal::GetTimeGroupTime( int timeGroup ) { if ( timeGroup ) { return fast.time; } else { return slow.time; } } /* =============== idGameLocal::GetBestGameType =============== */ void idGameLocal::GetBestGameType( const char* map, const char* gametype, char buf[ MAX_STRING_CHARS ] ) { idStr aux = mpGame.GetBestGametype( map, gametype ); strncpy( buf, aux.c_str(), MAX_STRING_CHARS ); buf[ MAX_STRING_CHARS - 1 ] = '\0'; } /* =========== idGameLocal::ComputeSlowMsec ============ */ void idGameLocal::ComputeSlowMsec() { idPlayer *player; bool powerupOn; float delta; // check if we need to do a quick reset if ( quickSlowmoReset ) { quickSlowmoReset = false; // stop the sounds if ( gameSoundWorld ) { gameSoundWorld->SetSlowmo( false ); gameSoundWorld->SetSlowmoSpeed( 1 ); } // stop the state slowmoState = SLOWMO_STATE_OFF; slowmoMsec = USERCMD_MSEC; } // check the player state player = GetLocalPlayer(); powerupOn = false; if ( player && player->PowerUpActive( HELLTIME ) ) { powerupOn = true; } else if ( g_enableSlowmo.GetBool() ) { powerupOn = true; } // determine proper slowmo state if ( powerupOn && slowmoState == SLOWMO_STATE_OFF ) { slowmoState = SLOWMO_STATE_RAMPUP; slowmoMsec = msec; if ( gameSoundWorld ) { gameSoundWorld->SetSlowmo( true ); gameSoundWorld->SetSlowmoSpeed( slowmoMsec / (float)USERCMD_MSEC ); } } else if ( !powerupOn && slowmoState == SLOWMO_STATE_ON ) { slowmoState = SLOWMO_STATE_RAMPDOWN; // play the stop sound if ( player ) { player->PlayHelltimeStopSound(); } } // do any necessary ramping if ( slowmoState == SLOWMO_STATE_RAMPUP ) { delta = 4 - slowmoMsec; if ( fabs( delta ) < g_slowmoStepRate.GetFloat() ) { slowmoMsec = 4; slowmoState = SLOWMO_STATE_ON; } else { slowmoMsec += delta * g_slowmoStepRate.GetFloat(); } if ( gameSoundWorld ) { gameSoundWorld->SetSlowmoSpeed( slowmoMsec / (float)USERCMD_MSEC ); } } else if ( slowmoState == SLOWMO_STATE_RAMPDOWN ) { delta = 16 - slowmoMsec; if ( fabs( delta ) < g_slowmoStepRate.GetFloat() ) { slowmoMsec = 16; slowmoState = SLOWMO_STATE_OFF; if ( gameSoundWorld ) { gameSoundWorld->SetSlowmo( false ); } } else { slowmoMsec += delta * g_slowmoStepRate.GetFloat(); } if ( gameSoundWorld ) { gameSoundWorld->SetSlowmoSpeed( slowmoMsec / (float)USERCMD_MSEC ); } } } /* =========== idGameLocal::ResetSlowTimeVars ============ */ void idGameLocal::ResetSlowTimeVars() { msec = USERCMD_MSEC; slowmoMsec = USERCMD_MSEC; slowmoState = SLOWMO_STATE_OFF; fast.framenum = 0; fast.previousTime = 0; fast.time = 0; fast.msec = USERCMD_MSEC; slow.framenum = 0; slow.previousTime = 0; slow.time = 0; slow.msec = USERCMD_MSEC; } /* =========== idGameLocal::QuickSlowmoReset ============ */ void idGameLocal::QuickSlowmoReset() { quickSlowmoReset = true; } /* =============== idGameLocal::NeedRestart =============== */ bool idGameLocal::NeedRestart() { idDict newInfo; const idKeyValue *keyval, *keyval2; newInfo = *cvarSystem->MoveCVarsToDict( CVAR_SERVERINFO ); for ( int i = 0; i < newInfo.GetNumKeyVals(); i++ ) { keyval = newInfo.GetKeyVal( i ); keyval2 = serverInfo.FindKey( keyval->GetKey() ); if ( !keyval2 ) { return true; } // a select set of si_ changes will cause a full restart of the server if ( keyval->GetValue().Cmp( keyval2->GetValue() ) && ( !keyval->GetKey().Cmp( "si_pure" ) || !keyval->GetKey().Cmp( "si_map" ) ) ) { return true; } } return false; } #endif /* ================ idGameLocal::GetClientStats ================ */ void idGameLocal::GetClientStats( int clientNum, char *data, const int len ) { mpGame.PlayerStats( clientNum, data, len ); } /* ================ idGameLocal::SwitchTeam ================ */ void idGameLocal::SwitchTeam( int clientNum, int team ) { idPlayer * player; player = static_cast< idPlayer * >( entities[ clientNum ] ); int oldTeam = player->team ; // Put in spectator mode if ( team == -1 ) { static_cast< idPlayer * >( entities[ clientNum ] )->Spectate( true ); } // Switch to a team else { mpGame.SwitchToTeam ( clientNum, oldTeam, team ); } player->forceRespawn = true ; } /* =============== idGameLocal::GetMapLoadingGUI =============== */ void idGameLocal::GetMapLoadingGUI( char gui[ MAX_STRING_CHARS ] ) { }