dhewm3/neo/game/Game_local.cpp
Daniel Gibson e1e8103982 HARDLINK_GAME option in cmake
to compile game code into executable instead of base.dll/d3xp.dll

allows using UBsan
2022-11-06 03:09:05 +01:00

4445 lines
111 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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 <SDL_endian.h>
#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 "framework/Licensee.h" // DG: for ID__DATE__
#include "Game_local.h"
#ifndef GAME_DLL
#include "tools/compilers/aas/AASFileManager.h"
#endif
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"
};
/*
===========
GetGameAPI
============
*/
extern "C" ID_GAME_API gameExport_t *GetGameAPI( gameImport_t *import ) {
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;
}
/*
===========
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 = (unsigned int)-1;
playerConnectedAreas.h = (unsigned int)-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 ) );
}
// DG: hack to support the Demo version of Doom3
// NOTE: I couldn't just make this a global bool variable that's initialized
// in idGameLocal::Init(), because we decide whether it's the demo
// after loading and initializing the game DLL (when loading the main menu)
static bool (*isDemoFnPtr)(void) = NULL;
bool IsDoom3DemoVersion()
{
bool ret = isDemoFnPtr ? isDemoFnPtr() : false;
return ret;
}
static bool ( *updateDebuggerFnPtr )( idInterpreter *interpreter, idProgram *program, int instructionPointer ) = NULL;
bool updateGameDebugger( idInterpreter *interpreter, idProgram *program, int instructionPointer ) {
bool ret = false;
if ( interpreter != NULL && program != NULL ) {
ret = updateDebuggerFnPtr ? updateDebuggerFnPtr( interpreter, program, instructionPointer ) : false;
}
return ret;
}
/*
===========
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", ID__DATE__ );
// register game specific decl types
declManager->RegisterDeclType( "model", DECL_MODELDEF, idDeclAllocator<idDeclModelDef> );
declManager->RegisterDeclType( "export", DECL_MODELEXPORT, idDeclAllocator<idDecl> );
// 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<DECL_MODELDEF>, CMD_FL_SYSTEM|CMD_FL_GAME, "lists model defs" );
cmdSystem->AddCommand( "printModelDefs", idPrintDecls_f<DECL_MODELDEF>, CMD_FL_SYSTEM|CMD_FL_GAME, "prints a model def", idCmdSystem::ArgCompletion_Decl<DECL_MODELDEF> );
Clear();
idEvent::Init();
idClass::Init();
InitConsoleCommands();
// load default scripts
program.Startup( SCRIPT_DEFAULT );
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() );
// DG: hack to support the Demo version of Doom3
common->GetAdditionalFunction(idCommon::FT_IsDemo, (idCommon::FunctionPointer*)&isDemoFnPtr, NULL);
//debugger support
common->GetAdditionalFunction(idCommon::FT_UpdateDebugger,(idCommon::FunctionPointer*) &updateDebuggerFnPtr,NULL);
}
/*
===========
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();
#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 );
// DG: add some more information to savegame to make future quirks easier
savegame.WriteInt( INTERNAL_SAVEGAME_VERSION ); // to be independent of BUILD_NUMBER
savegame.WriteString( D3_OSTYPE ); // operating system - from CMake
savegame.WriteString( D3_ARCH ); // CPU architecture (e.g. "x86" or "x86_64") - from CMake
savegame.WriteString( ENGINE_VERSION );
savegame.WriteShort( (short)sizeof(void*) ); // tells us if it's from a 32bit (4) or 64bit system (8)
savegame.WriteShort( SDL_BYTEORDER ) ; // SDL_LIL_ENDIAN or SDL_BIG_ENDIAN
// DG end
// 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<idThread *> 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 );
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 );
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<idPlayer *>(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<idPlayer *>( 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();
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;
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();
}
// 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;
}
/*
===================
idGameLocal::MapRestart
===================
*/
void idGameLocal::MapRestart( ) {
idBitMsg outMsg;
byte msgBuf[MAX_GAME_MESSAGE_SIZE];
idDict newInfo;
int i;
const idKeyValue *keyval, *keyval2;
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();
}
}
}
/*
===================
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;
}
/*
=================
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();
// DG: I enhanced the information in savegames a bit for dhewm3 1.5.1
// for which I bumped th BUILD_NUMBER to 1305
if( savegame.GetBuildNumber() >= 1305 )
{
savegame.ReadInternalSavegameVersion();
if( savegame.GetInternalSavegameVersion() > INTERNAL_SAVEGAME_VERSION ) {
Warning( "Savegame from newer dhewm3 version, don't know how to load! (its version is %d, only up to %d supported)",
savegame.GetInternalSavegameVersion(), INTERNAL_SAVEGAME_VERSION );
return false;
}
idStr osType;
idStr cpuArch;
idStr engineVersion;
short ptrSize = 0;
short byteorder = 0;
savegame.ReadString( osType ); // operating system the savegame was crated on (written from D3_OSTYPE)
savegame.ReadString( cpuArch ); // written from D3_ARCH (which is set in CMake), like "x86" or "x86_64"
savegame.ReadString( engineVersion ); // written from ENGINE_VERSION
savegame.ReadShort( ptrSize ); // sizeof(void*) of system that created the savegame, 4 on 32bit systems, 8 on 64bit systems
savegame.ReadShort( byteorder ); // SDL_LIL_ENDIAN or SDL_BIG_ENDIAN
Printf( "Savegame was created by %s on %s %s. BuildNumber was %d, savegameversion %d\n",
engineVersion.c_str(), osType.c_str(), cpuArch.c_str(), savegame.GetBuildNumber(),
savegame.GetInternalSavegameVersion() );
// right now I have no further use for this information, but in the future
// it can be used for quirks for (then-) old savegames
}
// DG end
// 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;
if ( mapEnt->epairs.GetString( "classname", "", &classname ) ) {
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<idClass *&>( 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<idClass *&>( world ) );
savegame.ReadInt( num );
for( i = 0; i < num; i++ ) {
savegame.ReadObject( reinterpret_cast<idClass *&>( ent ) );
assert( ent );
if ( ent ) {
ent->spawnNode.AddToEnd( spawnedEntities );
}
}
savegame.ReadInt( num );
for( i = 0; i < num; i++ ) {
savegame.ReadObject( reinterpret_cast<idClass *&>( 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<idClass *&>( frameCommandThread ) );
// clip
// push
// pvs
// testmodel = "<NULL>"
// testFx = "<NULL>"
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 );
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 );
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<idClass *&>( locationEntities[ i ] ) );
}
}
savegame.ReadObject( reinterpret_cast<idClass *&>( 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;
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;
}
/*
===================
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<const idSoundShader *>(declManager->DeclByIndex( DECL_SOUND, i, false ));
parms = soundShader->GetParms();
if ( soundShader->EverReferenced() && soundShader->GetState() != DS_DEFAULTED ) {
const_cast<idSoundShader *>(soundShader)->EnsureNotPurged();
for ( j = 0; j < soundShader->GetNumSounds(); j++ ) {
soundName = soundShader->GetSound( j );
soundName.BackSlashesToSlashes();
// 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( "w:\\doom\\ogg\\oggenc -q 0 \"c:\\doom\\base\\%s\"\n", oggSounds[i].c_str() );
file->Printf( "del \"c:\\doom\\base\\%s\"\n", 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;
if ( dict->GetString( "s_shader", "", &soundShaderName )
&& 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 ) );
args.Set( "classname", isMultiplayer ? "player_doommarine_mp" : "player_doommarine" );
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<idPlayer *>( 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<idPlayer *>( 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<idPlayer *>( 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<idPlayer *>(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;
}
}
}
/*
================
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;
}
/*
================
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();
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 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() ) {
ent->Think();
num++;
}
}
}
// 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();
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:%u th:%u ev:%u %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() ) {
idStr::Copynz( 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;
// 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 ) {
Error( "idGameLocal::CalcFov: bad result, fov_y == %f, base_fov == %f", fov_y, base_fov );
}
switch( r_aspectRatio.GetInteger() ) {
default :
case -1 :
// auto mode => use aspect ratio from resolution, assuming screen's pixels are squares
ratio_x = renderSystem->GetScreenWidth();
ratio_y = renderSystem->GetScreenHeight();
if(ratio_x <= 0.0f || ratio_y <= 0.0f)
{
// for some reason (maybe this is a dedicated server?) GetScreenWidth()/Height()
// returned 0. Assume default 4:3 to avoid assert()/Error() below.
fov_x = base_fov;
return;
}
break;
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 ) ) {
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<idPlayer *>(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<idEntity *>(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 );
// 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<idEntity *>(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<const idDeclEntityDef *>( 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 );
}
const char *name;
if ( g_skill.GetInteger() == 3 ) {
name = spawnArgs.GetString( "classname" );
if ( idStr::Icmp( name, "item_medkit" ) == 0 || idStr::Icmp( name, "item_medkit_small" ) == 0 ) {
result = true;
}
}
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<idEntity> > &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<idEntity> &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<idPlayer *>(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<idActor *>( ent );
}
}
/*
============
idGameLocal::GetAlertEntity
============
*/
idActor *idGameLocal::GetAlertEntity( void ) {
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<idAFAttachment*>(inflictor)->GetBody();
}
if ( attacker && attacker->IsType( idAFAttachment::Type ) ) {
attacker = static_cast<idAFAttachment*>(attacker)->GetBody();
}
if ( ignoreDamage && ignoreDamage->IsType( idAFAttachment::Type ) ) {
ignoreDamage = static_cast<idAFAttachment*>(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<idAFAttachment*>(ent)->GetBody() == inflictor ) ) {
continue;
}
if ( ent == ignoreDamage || ( ent->IsType( idAFAttachment::Type ) && static_cast<idAFAttachment*>(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<idAFAttachment*>(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<const idAFAttachment*>(inflictor)->GetBody();
}
if ( ignore && ignore->IsType( idAFAttachment::Type ) ) {
ignore = static_cast<const idAFAttachment*>(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<idAFAttachment*>(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<idAFAttachment*>(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 ), time );
}
/*
==============
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<idAI *>( 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<idLocationEntity *>(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<idLocationEntity *>(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.WriteInt( 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<const spawnSpot_t *>( ptr1 );
const spawnSpot_t *spot2 = static_cast<const spawnSpot_t *>( 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;
idEntity *ent;
if ( !isMultiplayer || isClient ) {
return;
}
spawnSpots.Clear();
initialSpots.Clear();
spot.dist = 0;
spot.ent = FindEntityUsingDef( NULL, "info_player_deathmatch" );
while( spot.ent ) {
spawnSpots.Append( spot );
if ( spot.ent->spawnArgs.GetBool( "initial" ) ) {
initialSpots.Append( spot.ent );
}
spot.ent = FindEntityUsingDef( spot.ent, "info_player_deathmatch" );
}
if ( !spawnSpots.Num() ) {
common->Warning( "no info_player_deathmatch in map" );
return;
}
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 );
}
}
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;
}
/*
===========
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;
if ( !isMultiplayer || !spawnSpots.Num() ) {
spot.ent = FindEntityUsingDef( NULL, "info_player_start" );
if ( !spot.ent ) {
Error( "No info_player_start on map.\n" );
}
return spot.ent;
}
if ( player->spectating ) {
// plain random spot, don't bother
return spawnSpots[ random.RandomInt( spawnSpots.Num() ) ].ent;
} else if ( player->useInitialSpawns && currentInitialSpot < initialSpots.Num() ) {
return initialSpots[ currentInitialSpot++ ];
} 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 ) {
// don't do distance-based
return spawnSpots[ random.RandomInt( spawnSpots.Num() ) ].ent;
}
// 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;
}
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();
}
/*
===========
idGameLocal::SelectTimeGroup
============
*/
void idGameLocal::SelectTimeGroup( int timeGroup ) { }
/*
===========
idGameLocal::GetTimeGroupTime
============
*/
int idGameLocal::GetTimeGroupTime( int timeGroup ) {
return gameLocal.time;
}
/*
===========
idGameLocal::GetBestGameType
============
*/
void idGameLocal::GetBestGameType( const char* map, const char* gametype, char buf[ MAX_STRING_CHARS ] ) {
idStr::Copynz( buf, gametype, MAX_STRING_CHARS );
buf[ MAX_STRING_CHARS - 1 ] = '\0';
}
/*
===========
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;
}
/*
================
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 = clientNum >= 0 ? static_cast<idPlayer *>( gameLocal.entities[ clientNum ] ) : NULL;
if ( !player )
return;
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 );
}
}
/*
===============
idGameLocal::GetMapLoadingGUI
===============
*/
void idGameLocal::GetMapLoadingGUI( char gui[ MAX_STRING_CHARS ] ) { }