mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 08:51:57 +00:00
5833 lines
132 KiB
C++
5833 lines
132 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition 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 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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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.
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===========================================================================
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*/
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "Game_local.h"
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#ifdef GAME_DLL
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idSys* sys = NULL;
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idCommon* common = NULL;
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idCmdSystem* cmdSystem = NULL;
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idCVarSystem* cvarSystem = NULL;
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idFileSystem* fileSystem = NULL;
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idRenderSystem* renderSystem = NULL;
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idSoundSystem* soundSystem = NULL;
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idRenderModelManager* renderModelManager = NULL;
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idUserInterfaceManager* uiManager = NULL;
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idDeclManager* declManager = NULL;
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idAASFileManager* AASFileManager = NULL;
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idCollisionModelManager* collisionModelManager = NULL;
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idCVar* idCVar::staticVars = NULL;
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idCVar com_forceGenericSIMD( "com_forceGenericSIMD", "0", CVAR_BOOL | CVAR_SYSTEM, "force generic platform independent SIMD" );
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#endif
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idRenderWorld* gameRenderWorld = NULL; // all drawing is done to this world
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idSoundWorld* gameSoundWorld = NULL; // all audio goes to this world
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static gameExport_t gameExport;
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// global animation lib
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idAnimManager animationLib;
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// the rest of the engine will only reference the "game" variable, while all local aspects stay hidden
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idGameLocal gameLocal;
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idGame* game = &gameLocal; // statically pointed at an idGameLocal
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const char* idGameLocal::sufaceTypeNames[ MAX_SURFACE_TYPES ] =
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{
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"none", "metal", "stone", "flesh", "wood", "cardboard", "liquid", "glass", "plastic",
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"ricochet", "surftype10", "surftype11", "surftype12", "surftype13", "surftype14", "surftype15"
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};
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idCVar net_usercmd_timing_debug( "net_usercmd_timing_debug", "0", CVAR_BOOL, "Print messages about usercmd timing." );
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// List of all defs used by the player that will stay on the fast timeline
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static char* fastEntityList[] =
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{
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"player_doommarine",
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"weapon_chainsaw",
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"weapon_fists",
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"weapon_flashlight",
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"weapon_rocketlauncher",
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"projectile_rocket",
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"weapon_machinegun",
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"projectile_bullet_machinegun",
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"weapon_pistol",
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"projectile_bullet_pistol",
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"weapon_handgrenade",
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"projectile_grenade",
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"weapon_bfg",
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"projectile_bfg",
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"weapon_chaingun",
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"projectile_chaingunbullet",
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"weapon_pda",
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"weapon_plasmagun",
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"projectile_plasmablast",
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"weapon_shotgun",
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"projectile_bullet_shotgun",
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"weapon_soulcube",
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"projectile_soulblast",
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"weapon_shotgun_double",
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"projectile_shotgunbullet_double",
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"weapon_grabber",
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"weapon_bloodstone_active1",
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"weapon_bloodstone_active2",
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"weapon_bloodstone_active3",
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"weapon_bloodstone_passive",
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NULL
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};
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/*
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===========
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GetGameAPI
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============
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*/
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#if __MWERKS__
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#pragma export on
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#endif
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#if __GNUC__ >= 4
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#pragma GCC visibility push(default)
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#endif
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extern "C" gameExport_t* GetGameAPI( gameImport_t* import )
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{
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#if __MWERKS__
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#pragma export off
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#endif
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if( import->version == GAME_API_VERSION )
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{
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// set interface pointers used by the game
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sys = import->sys;
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common = import->common;
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cmdSystem = import->cmdSystem;
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cvarSystem = import->cvarSystem;
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fileSystem = import->fileSystem;
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renderSystem = import->renderSystem;
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soundSystem = import->soundSystem;
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renderModelManager = import->renderModelManager;
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uiManager = import->uiManager;
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declManager = import->declManager;
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AASFileManager = import->AASFileManager;
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collisionModelManager = import->collisionModelManager;
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}
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// set interface pointers used by idLib
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idLib::sys = sys;
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idLib::common = common;
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idLib::cvarSystem = cvarSystem;
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idLib::fileSystem = fileSystem;
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// setup export interface
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gameExport.version = GAME_API_VERSION;
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gameExport.game = game;
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gameExport.gameEdit = gameEdit;
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return &gameExport;
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}
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#if __GNUC__ >= 4
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#pragma GCC visibility pop
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#endif
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/*
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===========
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TestGameAPI
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============
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*/
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void TestGameAPI()
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{
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gameImport_t testImport;
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gameExport_t testExport;
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testImport.sys = ::sys;
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testImport.common = ::common;
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testImport.cmdSystem = ::cmdSystem;
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testImport.cvarSystem = ::cvarSystem;
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testImport.fileSystem = ::fileSystem;
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testImport.renderSystem = ::renderSystem;
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testImport.soundSystem = ::soundSystem;
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testImport.renderModelManager = ::renderModelManager;
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testImport.uiManager = ::uiManager;
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testImport.declManager = ::declManager;
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testImport.AASFileManager = ::AASFileManager;
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testImport.collisionModelManager = ::collisionModelManager;
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testExport = *GetGameAPI( &testImport );
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}
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/*
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===========
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idGameLocal::idGameLocal
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============
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*/
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idGameLocal::idGameLocal()
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{
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Clear();
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}
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/*
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===========
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idGameLocal::Clear
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============
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*/
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void idGameLocal::Clear()
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{
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int i;
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serverInfo.Clear();
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numClients = 0;
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for( i = 0; i < MAX_CLIENTS; i++ )
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{
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persistentPlayerInfo[i].Clear();
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}
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memset( entities, 0, sizeof( entities ) );
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memset( spawnIds, -1, sizeof( spawnIds ) );
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firstFreeEntityIndex[0] = 0;
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firstFreeEntityIndex[1] = ENTITYNUM_FIRST_NON_REPLICATED;
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num_entities = 0;
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spawnedEntities.Clear();
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activeEntities.Clear();
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numEntitiesToDeactivate = 0;
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sortPushers = false;
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sortTeamMasters = false;
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persistentLevelInfo.Clear();
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memset( globalShaderParms, 0, sizeof( globalShaderParms ) );
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random.SetSeed( 0 );
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world = NULL;
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frameCommandThread = NULL;
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testmodel = NULL;
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testFx = NULL;
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clip.Shutdown();
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pvs.Shutdown();
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sessionCommand.Clear();
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locationEntities = NULL;
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smokeParticles = NULL;
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editEntities = NULL;
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entityHash.Clear( 1024, MAX_GENTITIES );
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inCinematic = false;
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framenum = 0;
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previousTime = 0;
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time = 0;
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vacuumAreaNum = 0;
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mapFileName.Clear();
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mapFile = NULL;
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spawnCount = INITIAL_SPAWN_COUNT;
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mapSpawnCount = 0;
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camera = NULL;
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aasList.Clear();
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aasNames.Clear();
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lastAIAlertEntity = NULL;
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lastAIAlertTime = 0;
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spawnArgs.Clear();
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gravity.Set( 0, 0, -1 );
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playerPVS.h = ( unsigned int ) - 1;
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playerConnectedAreas.h = ( unsigned int ) - 1;
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gamestate = GAMESTATE_UNINITIALIZED;
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influenceActive = false;
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realClientTime = 0;
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isNewFrame = true;
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clientSmoothing = 0.1f;
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entityDefBits = 0;
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nextGibTime = 0;
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globalMaterial = NULL;
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newInfo.Clear();
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lastGUIEnt = NULL;
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lastGUI = 0;
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eventQueue.Init();
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savedEventQueue.Init();
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shellHandler = NULL;
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selectedGroup = 0;
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portalSkyEnt = NULL;
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portalSkyActive = false;
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ResetSlowTimeVars();
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lastCmdRunTimeOnClient.Zero();
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lastCmdRunTimeOnServer.Zero();
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}
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/*
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===========
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idGameLocal::Init
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initialize the game object, only happens once at startup, not each level load
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============
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*/
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void idGameLocal::Init()
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{
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const idDict* dict;
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idAAS* aas;
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#ifndef GAME_DLL
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TestGameAPI();
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#else
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// initialize idLib
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idLib::Init();
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// register static cvars declared in the game
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idCVar::RegisterStaticVars();
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// initialize processor specific SIMD
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idSIMD::InitProcessor( "game", com_forceGenericSIMD.GetBool() );
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#endif
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Printf( "--------- Initializing Game ----------\n" );
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Printf( "gamename: %s\n", GAME_VERSION );
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Printf( "gamedate: %s\n", __DATE__ );
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// register game specific decl types
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declManager->RegisterDeclType( "model", DECL_MODELDEF, idDeclAllocator<idDeclModelDef> );
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declManager->RegisterDeclType( "export", DECL_MODELEXPORT, idDeclAllocator<idDecl> );
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// register game specific decl folders
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declManager->RegisterDeclFolder( "def", ".def", DECL_ENTITYDEF );
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declManager->RegisterDeclFolder( "fx", ".fx", DECL_FX );
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declManager->RegisterDeclFolder( "particles", ".prt", DECL_PARTICLE );
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declManager->RegisterDeclFolder( "af", ".af", DECL_AF );
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declManager->RegisterDeclFolder( "newpdas", ".pda", DECL_PDA );
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cmdSystem->AddCommand( "listModelDefs", idListDecls_f<DECL_MODELDEF>, CMD_FL_SYSTEM | CMD_FL_GAME, "lists model defs" );
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cmdSystem->AddCommand( "printModelDefs", idPrintDecls_f<DECL_MODELDEF>, CMD_FL_SYSTEM | CMD_FL_GAME, "prints a model def", idCmdSystem::ArgCompletion_Decl<DECL_MODELDEF> );
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Clear();
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idEvent::Init();
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idClass::Init();
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InitConsoleCommands();
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shellHandler = new( TAG_SWF ) idMenuHandler_Shell();
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if( !g_xp_bind_run_once.GetBool() )
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{
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//The default config file contains remapped controls that support the XP weapons
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//We want to run this once after the base doom config file has run so we can
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//have the correct xp binds
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cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "exec default.cfg\n" );
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cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "seta g_xp_bind_run_once 1\n" );
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cmdSystem->ExecuteCommandBuffer();
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}
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// load default scripts
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program.Startup( SCRIPT_DEFAULT );
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smokeParticles = new( TAG_PARTICLE ) idSmokeParticles;
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// set up the aas
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dict = FindEntityDefDict( "aas_types" );
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if( dict == NULL )
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{
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Error( "Unable to find entityDef for 'aas_types'" );
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return;
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}
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// allocate space for the aas
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const idKeyValue* kv = dict->MatchPrefix( "type" );
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while( kv != NULL )
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{
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aas = idAAS::Alloc();
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aasList.Append( aas );
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aasNames.Append( kv->GetValue() );
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kv = dict->MatchPrefix( "type", kv );
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}
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gamestate = GAMESTATE_NOMAP;
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Printf( "...%d aas types\n", aasList.Num() );
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Printf( "game initialized.\n" );
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Printf( "--------------------------------------\n" );
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}
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/*
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===========
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idGameLocal::Shutdown
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shut down the entire game
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============
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*/
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void idGameLocal::Shutdown()
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{
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if( !common )
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{
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return;
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}
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Printf( "------------ Game Shutdown -----------\n" );
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Shell_Cleanup();
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mpGame.Shutdown();
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MapShutdown();
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aasList.DeleteContents( true );
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aasNames.Clear();
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idAI::FreeObstacleAvoidanceNodes();
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idEvent::Shutdown();
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delete[] locationEntities;
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locationEntities = NULL;
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delete smokeParticles;
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smokeParticles = NULL;
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idClass::Shutdown();
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// clear list with forces
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idForce::ClearForceList();
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// free the program data
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program.FreeData();
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// delete the .map file
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delete mapFile;
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mapFile = NULL;
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// free the collision map
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collisionModelManager->FreeMap();
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ShutdownConsoleCommands();
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// free memory allocated by class objects
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Clear();
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// shut down the animation manager
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animationLib.Shutdown();
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Printf( "--------------------------------------\n" );
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#ifdef GAME_DLL
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// remove auto-completion function pointers pointing into this DLL
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cvarSystem->RemoveFlaggedAutoCompletion( CVAR_GAME );
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// enable leak test
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Mem_EnableLeakTest( "game" );
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// shutdown idLib
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idLib::ShutDown();
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#endif
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}
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idCVar g_recordSaveGameTrace( "g_recordSaveGameTrace", "0", CVAR_BOOL, "" );
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/*
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===========
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idGameLocal::SaveGame
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save the current player state, level name, and level state
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the session may have written some data to the file already
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============
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*/
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void idGameLocal::SaveGame( idFile* f, idFile* strings )
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{
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int i;
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idEntity* ent;
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idEntity* link;
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int startTimeMs = Sys_Milliseconds();
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if( g_recordSaveGameTrace.GetBool() )
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{
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bool result = BeginTraceRecording( "e:\\savegame_trace.pix2" );
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if( !result )
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{
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//idLib::Printf( "BeginTraceRecording: error %d\n", GetLastError() );
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}
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}
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idSaveGame savegame( f, strings, BUILD_NUMBER );
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if( g_flushSave.GetBool( ) == true )
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{
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// force flushing with each write... for tracking down
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// save game bugs.
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f->ForceFlush();
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}
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// go through all entities and threads and add them to the object list
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for( i = 0; i < MAX_GENTITIES; i++ )
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{
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ent = entities[i];
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if( ent )
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{
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if( ent->GetTeamMaster() && ent->GetTeamMaster() != ent )
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{
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continue;
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}
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for( link = ent; link != NULL; link = link->GetNextTeamEntity() )
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{
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savegame.AddObject( link );
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}
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}
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}
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idList<idThread*> threads;
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threads = idThread::GetThreads();
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for( i = 0; i < threads.Num(); i++ )
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{
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savegame.AddObject( threads[i] );
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}
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// write out complete object list
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savegame.WriteObjectList();
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program.Save( &savegame );
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savegame.WriteInt( g_skill.GetInteger() );
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savegame.WriteDecls();
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savegame.WriteDict( &serverInfo );
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savegame.WriteInt( numClients );
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for( i = 0; i < numClients; i++ )
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{
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//savegame.WriteUsercmd( usercmds[ i ] );
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// Now that usercmds are handled by the idUserCmdMgr,
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// do we need another solution here?
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usercmd_t dummy;
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savegame.WriteUsercmd( dummy );
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savegame.WriteDict( &persistentPlayerInfo[ i ] );
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}
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for( i = 0; i < MAX_GENTITIES; i++ )
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{
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savegame.WriteObject( entities[ i ] );
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savegame.WriteInt( spawnIds[ i ] );
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}
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// There shouldn't be any non-replicated entities in SP,
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// so we shouldn't have to save the first free replicated entity index.
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savegame.WriteInt( firstFreeEntityIndex[0] );
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savegame.WriteInt( num_entities );
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// enityHash is restored by idEntity::Restore setting the entity name.
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savegame.WriteObject( world );
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savegame.WriteInt( spawnedEntities.Num() );
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for( ent = spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() )
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{
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savegame.WriteObject( ent );
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}
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savegame.WriteInt( activeEntities.Num() );
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for( ent = activeEntities.Next(); ent != NULL; ent = ent->activeNode.Next() )
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{
|
|
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.WriteBool( inCinematic );
|
|
|
|
savegame.WriteInt( gameType );
|
|
|
|
savegame.WriteInt( framenum );
|
|
savegame.WriteInt( previousTime );
|
|
savegame.WriteInt( time );
|
|
|
|
savegame.WriteInt( vacuumAreaNum );
|
|
|
|
savegame.WriteInt( entityDefBits );
|
|
|
|
savegame.WriteInt( GetLocalClientNum() );
|
|
|
|
// snapshotEntities is used for multiplayer only
|
|
|
|
savegame.WriteInt( realClientTime );
|
|
savegame.WriteBool( isNewFrame );
|
|
savegame.WriteFloat( clientSmoothing );
|
|
|
|
portalSkyEnt.Save( &savegame );
|
|
savegame.WriteBool( portalSkyActive );
|
|
|
|
fast.Save( &savegame );
|
|
slow.Save( &savegame );
|
|
|
|
savegame.WriteInt( slowmoState );
|
|
savegame.WriteFloat( slowmoScale );
|
|
savegame.WriteBool( quickSlowmoReset );
|
|
|
|
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();
|
|
|
|
int endTimeMs = Sys_Milliseconds();
|
|
idLib::Printf( "Save time: %dms\n", ( endTimeMs - startTimeMs ) );
|
|
|
|
if( g_recordSaveGameTrace.GetBool() )
|
|
{
|
|
EndTraceRecording();
|
|
g_recordSaveGameTrace.SetBool( false );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===========
|
|
idGameLocal::GetSaveGameDetails
|
|
============
|
|
*/
|
|
void idGameLocal::GetSaveGameDetails( idSaveGameDetails& gameDetails )
|
|
{
|
|
idLocationEntity* locationEnt = LocationForPoint( gameLocal.GetLocalPlayer()->GetEyePosition() );
|
|
const char* locationStr = locationEnt ? locationEnt->GetLocation() : idLocalization::GetString( "#str_02911" );
|
|
|
|
idStrStatic< MAX_OSPATH > shortMapName = mapFileName;
|
|
shortMapName.StripFileExtension();
|
|
shortMapName.StripLeading( "maps/" );
|
|
|
|
const idDeclEntityDef* mapDef = static_cast<const idDeclEntityDef*>( declManager->FindType( DECL_MAPDEF, shortMapName, false ) );
|
|
const char* mapPrettyName = mapDef ? idLocalization::GetString( mapDef->dict.GetString( "name", shortMapName ) ) : shortMapName.c_str();
|
|
idPlayer* player = GetClientByNum( 0 );
|
|
int playTime = player ? player->GetPlayedTime() : 0;
|
|
gameExpansionType_t expansionType = player ? player->GetExpansionType() : GAME_BASE;
|
|
|
|
gameDetails.descriptors.Clear();
|
|
gameDetails.descriptors.SetInt( SAVEGAME_DETAIL_FIELD_EXPANSION, expansionType );
|
|
gameDetails.descriptors.Set( SAVEGAME_DETAIL_FIELD_MAP, mapPrettyName );
|
|
gameDetails.descriptors.Set( SAVEGAME_DETAIL_FIELD_MAP_LOCATE, locationStr );
|
|
gameDetails.descriptors.SetInt( SAVEGAME_DETAIL_FIELD_SAVE_VERSION, BUILD_NUMBER );
|
|
gameDetails.descriptors.SetInt( SAVEGAME_DETAIL_FIELD_DIFFICULTY, g_skill.GetInteger() );
|
|
gameDetails.descriptors.SetInt( SAVEGAME_DETAIL_FIELD_PLAYTIME, playTime );
|
|
|
|
// PS3 only strings that use the dict just set
|
|
|
|
// even though we don't use this when we enumerate, when we save, we use this descriptors file later so we need the date populated now
|
|
gameDetails.date = ::time( NULL );
|
|
}
|
|
|
|
/*
|
|
===========
|
|
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::SetServerGameTimeMs
|
|
========================
|
|
*/
|
|
void idGameLocal::SetServerGameTimeMs( const int time )
|
|
{
|
|
previousServerTime = this->serverTime;
|
|
this->serverTime = time;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idGameLocal::GetServerGameTimeMs
|
|
========================
|
|
*/
|
|
int idGameLocal::GetServerGameTimeMs() const
|
|
{
|
|
return serverTime;
|
|
}
|
|
|
|
/*
|
|
===========
|
|
idGameLocal::SetServerInfo
|
|
============
|
|
*/
|
|
void idGameLocal::SetServerInfo( const idDict& _serverInfo )
|
|
{
|
|
serverInfo = _serverInfo;
|
|
|
|
if( gameType == GAME_LASTMAN )
|
|
{
|
|
if( serverInfo.GetInt( "si_fraglimit" ) <= 0 )
|
|
{
|
|
common->Warning( "Last Man Standing - setting fraglimit 1" );
|
|
serverInfo.SetInt( "si_fraglimit", 1 );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
===========
|
|
idGameLocal::GetServerInfo
|
|
============
|
|
*/
|
|
const idDict& idGameLocal::GetServerInfo()
|
|
{
|
|
return serverInfo;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idGameLocal::LoadMap
|
|
|
|
Initializes all map variables common to both save games and spawned games.
|
|
===================
|
|
*/
|
|
void idGameLocal::LoadMap( const char* mapName, int randseed )
|
|
{
|
|
bool sameMap = ( mapFile && idStr::Icmp( mapFileName, mapName ) == 0 );
|
|
|
|
// clear the sound system
|
|
gameSoundWorld->ClearAllSoundEmitters();
|
|
|
|
// clear envirosuit sound fx
|
|
gameSoundWorld->SetEnviroSuit( false );
|
|
gameSoundWorld->SetSlowmoSpeed( 1.0f );
|
|
|
|
InitAsyncNetwork();
|
|
|
|
if( !sameMap || ( mapFile && mapFile->NeedsReload() ) )
|
|
{
|
|
// load the .map file
|
|
if( mapFile )
|
|
{
|
|
delete mapFile;
|
|
}
|
|
mapFile = new( TAG_GAME ) 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 );
|
|
collisionModelManager->Preload( mapName );
|
|
|
|
numClients = 0;
|
|
|
|
// initialize all entities for this game
|
|
memset( entities, 0, sizeof( entities ) );
|
|
memset( spawnIds, -1, sizeof( spawnIds ) );
|
|
spawnCount = INITIAL_SPAWN_COUNT;
|
|
|
|
spawnedEntities.Clear();
|
|
activeEntities.Clear();
|
|
aimAssistEntities.Clear();
|
|
numEntitiesToDeactivate = 0;
|
|
sortTeamMasters = false;
|
|
sortPushers = false;
|
|
lastGUIEnt = NULL;
|
|
lastGUI = 0;
|
|
|
|
globalMaterial = NULL;
|
|
|
|
memset( globalShaderParms, 0, sizeof( globalShaderParms ) );
|
|
|
|
// These used to be a non-pot adjustment for portal skies
|
|
// they're no longer needed, but we can't update the materials
|
|
globalShaderParms[4] = 1.0f;
|
|
globalShaderParms[5] = 1.0f;
|
|
|
|
// 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;
|
|
firstFreeEntityIndex[0] = MAX_CLIENTS;
|
|
|
|
// reset the random number generator.
|
|
random.SetSeed( common->IsMultiplayer() ? randseed : 0 );
|
|
|
|
camera = NULL;
|
|
world = NULL;
|
|
testmodel = NULL;
|
|
testFx = NULL;
|
|
|
|
lastAIAlertEntity = NULL;
|
|
lastAIAlertTime = 0;
|
|
|
|
previousTime = 0;
|
|
time = 0;
|
|
framenum = 0;
|
|
sessionCommand = "";
|
|
nextGibTime = 0;
|
|
|
|
portalSkyEnt = NULL;
|
|
portalSkyActive = false;
|
|
|
|
ResetSlowTimeVars();
|
|
|
|
vacuumAreaNum = -1; // if an info_vacuum is spawned, it will set this
|
|
|
|
if( !editEntities )
|
|
{
|
|
editEntities = new( TAG_GAME ) idEditEntities;
|
|
}
|
|
|
|
gravity.Set( 0, 0, -g_gravity.GetFloat() );
|
|
|
|
spawnArgs.Clear();
|
|
|
|
inCinematic = false;
|
|
|
|
clip.Init();
|
|
|
|
common->UpdateLevelLoadPacifier();
|
|
|
|
pvs.Init();
|
|
|
|
common->UpdateLevelLoadPacifier();
|
|
|
|
playerPVS.i = -1;
|
|
playerConnectedAreas.i = -1;
|
|
|
|
// load navigation system for all the different monster sizes
|
|
for( int 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();
|
|
|
|
common->UpdateLevelLoadPacifier();
|
|
|
|
// cache miscellaneous media references
|
|
FindEntityDef( "preCacheExtras", false );
|
|
FindEntityDef( "ammo_types", false );
|
|
FindEntityDef( "ammo_names", false );
|
|
FindEntityDef( "ammo_types_d3xp", false );
|
|
|
|
FindEntityDef( "damage_noair", false );
|
|
FindEntityDef( "damage_moverCrush", false );
|
|
FindEntityDef( "damage_crush", false );
|
|
FindEntityDef( "damage_triggerhurt_1000", false );
|
|
FindEntityDef( "damage_telefrag", false );
|
|
FindEntityDef( "damage_suicide", false );
|
|
FindEntityDef( "damage_explosion", false );
|
|
FindEntityDef( "damage_generic", false );
|
|
FindEntityDef( "damage_painTrigger", false );
|
|
FindEntityDef( "damage_thrown_ragdoll", false );
|
|
FindEntityDef( "damage_gib", false );
|
|
FindEntityDef( "damage_softfall", false );
|
|
FindEntityDef( "damage_hardfall", false );
|
|
FindEntityDef( "damage_fatalfall", false );
|
|
|
|
FindEntityDef( "envirosuit_light", false );
|
|
|
|
declManager->FindType( DECL_EMAIL, "highScore", false );
|
|
declManager->FindType( DECL_EMAIL, "MartianBuddyGameComplete", false );
|
|
|
|
declManager->FindMaterial( "itemHighlightShell" );
|
|
|
|
common->UpdateLevelLoadPacifier();
|
|
|
|
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();
|
|
// clear envirosuit sound fx
|
|
gameSoundWorld->SetEnviroSuit( false );
|
|
gameSoundWorld->SetSlowmoSpeed( 1.0f );
|
|
}
|
|
|
|
// the spawnCount is reset to zero temporarily to spawn the map entities with the same spawnId
|
|
// if we don't do that, network clients are confused and don't show any map entities
|
|
latchSpawnCount = spawnCount;
|
|
spawnCount = INITIAL_SPAWN_COUNT;
|
|
|
|
gamestate = GAMESTATE_STARTUP;
|
|
|
|
program.Restart();
|
|
|
|
InitScriptForMap();
|
|
|
|
MapPopulate();
|
|
|
|
// once the map is populated, set the spawnCount back to where it was so we don't risk any collision
|
|
// (note that if there are no players in the game, we could just leave it at it's current value)
|
|
spawnCount = latchSpawnCount;
|
|
|
|
// setup the client entities again
|
|
for( i = 0; i < MAX_CLIENTS; i++ )
|
|
{
|
|
if( entities[ i ] && entities[ i ]->IsType( idPlayer::Type ) )
|
|
{
|
|
static_cast< idPlayer* >( entities[ i ] )->Restart();
|
|
}
|
|
}
|
|
|
|
gamestate = GAMESTATE_ACTIVE;
|
|
|
|
Printf( "--------------------------------------\n" );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idGameLocal::MapRestart
|
|
===================
|
|
*/
|
|
void idGameLocal::MapRestart()
|
|
{
|
|
if( common->IsClient() )
|
|
{
|
|
LocalMapRestart();
|
|
}
|
|
else
|
|
{
|
|
idBitMsg msg;
|
|
session->GetActingGameStateLobbyBase().SendReliable( GAME_RELIABLE_MESSAGE_RESTART, msg, false );
|
|
|
|
LocalMapRestart();
|
|
mpGame.MapRestart();
|
|
}
|
|
|
|
if( common->IsMultiplayer() )
|
|
{
|
|
gameLocal.mpGame.ReloadScoreboard();
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idGameLocal::MapRestart_f
|
|
===================
|
|
*/
|
|
void idGameLocal::MapRestart_f( const idCmdArgs& args )
|
|
{
|
|
if( !common->IsMultiplayer() || common->IsClient() )
|
|
{
|
|
common->Printf( "server is not running - use spawnServer\n" );
|
|
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "spawnServer\n" );
|
|
return;
|
|
}
|
|
|
|
gameLocal.MapRestart( );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idGameLocal::MapPopulate
|
|
===================
|
|
*/
|
|
void idGameLocal::MapPopulate()
|
|
{
|
|
|
|
if( common->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();
|
|
|
|
// Must set GAME_FPS for script after populating, because some maps run their own scripts
|
|
// when spawning the world, and GAME_FPS will not be found before then.
|
|
SetScriptFPS( com_engineHz_latched );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idGameLocal::InitFromNewMap
|
|
===================
|
|
*/
|
|
void idGameLocal::InitFromNewMap( const char* mapName, idRenderWorld* renderWorld, idSoundWorld* soundWorld, int gameMode, int randseed )
|
|
{
|
|
|
|
this->gameType = ( gameType_t )idMath::ClampInt( GAME_SP, GAME_COUNT - 1, gameMode );
|
|
|
|
if( mapFileName.Length() )
|
|
{
|
|
MapShutdown();
|
|
}
|
|
|
|
Printf( "----------- Game Map Init ------------\n" );
|
|
|
|
gamestate = GAMESTATE_STARTUP;
|
|
|
|
gameRenderWorld = renderWorld;
|
|
gameSoundWorld = soundWorld;
|
|
|
|
if( common->IsMultiplayer() )
|
|
{
|
|
g_skill.SetInteger( 1 );
|
|
}
|
|
else
|
|
{
|
|
g_skill.SetInteger( idMath::ClampInt( 0, 3, g_skill.GetInteger() ) );
|
|
}
|
|
|
|
LoadMap( mapName, randseed );
|
|
|
|
InitScriptForMap();
|
|
|
|
MapPopulate();
|
|
|
|
mpGame.Reset();
|
|
mpGame.Precache();
|
|
|
|
SyncPlayersWithLobbyUsers( true );
|
|
|
|
// free up any unused animations
|
|
animationLib.FlushUnusedAnims();
|
|
|
|
gamestate = GAMESTATE_ACTIVE;
|
|
|
|
Printf( "--------------------------------------\n" );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idGameLocal::InitFromSaveGame
|
|
=================
|
|
*/
|
|
bool idGameLocal::InitFromSaveGame( const char* mapName, idRenderWorld* renderWorld, idSoundWorld* soundWorld, idFile* saveGameFile, idFile* stringTableFile, int saveGameVersion )
|
|
{
|
|
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;
|
|
|
|
SetScriptFPS( com_engineHz_latched );
|
|
|
|
// load the map needed for this savegame
|
|
LoadMap( mapName, 0 );
|
|
|
|
idFile_SaveGamePipelined* pipelineFile = new( TAG_SAVEGAMES ) idFile_SaveGamePipelined();
|
|
pipelineFile->OpenForReading( saveGameFile );
|
|
idRestoreGame savegame( pipelineFile, stringTableFile, saveGameVersion );
|
|
|
|
// 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;
|
|
}
|
|
|
|
savegame.ReadInt( i );
|
|
g_skill.SetInteger( i );
|
|
|
|
// precache any media specified in the map
|
|
savegame.ReadDecls();
|
|
|
|
savegame.ReadDict( &si );
|
|
SetServerInfo( si );
|
|
|
|
savegame.ReadInt( numClients );
|
|
for( i = 0; i < numClients; i++ )
|
|
{
|
|
//savegame.ReadUsercmd( usercmds[ i ] );
|
|
// Now that usercmds are handled by the idUserCmdMgr,
|
|
// do we need another solution here?
|
|
usercmd_t dummy;
|
|
savegame.ReadUsercmd( dummy );
|
|
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;
|
|
}
|
|
}
|
|
|
|
// Connect players with lobby users
|
|
// There should only be 1 player and 1 lobby user, but I'm using a loop just to be safe
|
|
idLobbyBase& lobby = session->GetActingGameStateLobbyBase();
|
|
int numLobbyUsers = lobby.GetNumLobbyUsers();
|
|
int lobbyUserNum = 0;
|
|
assert( numLobbyUsers == 1 );
|
|
for( int i = 0; i < MAX_PLAYERS && lobbyUserNum < numLobbyUsers; i++ )
|
|
{
|
|
if( entities[i] == NULL )
|
|
{
|
|
continue;
|
|
}
|
|
lobbyUserIDs[i] = lobby.GetLobbyUserIdByOrdinal( lobbyUserNum++ );
|
|
}
|
|
|
|
savegame.ReadInt( firstFreeEntityIndex[0] );
|
|
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.ReadBool( inCinematic );
|
|
|
|
savegame.ReadInt( ( int& )gameType );
|
|
|
|
savegame.ReadInt( framenum );
|
|
savegame.ReadInt( previousTime );
|
|
savegame.ReadInt( time );
|
|
|
|
savegame.ReadInt( vacuumAreaNum );
|
|
|
|
savegame.ReadInt( entityDefBits );
|
|
|
|
// the localClientNum member of idGameLocal was removed,
|
|
// but to preserve savegame compatibility, we still need
|
|
// to read an int here even though it's not used.
|
|
int dummyLocalClientNum = 0;
|
|
savegame.ReadInt( dummyLocalClientNum );
|
|
|
|
// snapshotEntities is used for multiplayer only
|
|
|
|
savegame.ReadInt( realClientTime );
|
|
savegame.ReadBool( isNewFrame );
|
|
savegame.ReadFloat( clientSmoothing );
|
|
|
|
portalSkyEnt.Restore( &savegame );
|
|
savegame.ReadBool( portalSkyActive );
|
|
|
|
fast.Restore( &savegame );
|
|
slow.Restore( &savegame );
|
|
|
|
framenum = MSEC_TO_FRAME_FLOOR( fast.time );
|
|
|
|
int blah;
|
|
savegame.ReadInt( blah );
|
|
slowmoState = ( slowmoState_t )blah;
|
|
|
|
savegame.ReadFloat( slowmoScale );
|
|
savegame.ReadBool( quickSlowmoReset );
|
|
|
|
if( gameSoundWorld )
|
|
{
|
|
gameSoundWorld->SetSlowmoSpeed( slowmoScale );
|
|
}
|
|
|
|
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( TAG_GAME ) 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;
|
|
|
|
Printf( "--------------------------------------\n" );
|
|
|
|
delete pipelineFile;
|
|
pipelineFile = NULL;
|
|
|
|
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()
|
|
{
|
|
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 );
|
|
|
|
common->UpdateLevelLoadPacifier();
|
|
|
|
// reset the script to the state it was before the map was started
|
|
program.Restart();
|
|
|
|
if( smokeParticles )
|
|
{
|
|
smokeParticles->Shutdown();
|
|
}
|
|
|
|
pvs.Shutdown();
|
|
|
|
common->UpdateLevelLoadPacifier();
|
|
|
|
clip.Shutdown();
|
|
idClipModel::ClearTraceModelCache();
|
|
|
|
common->UpdateLevelLoadPacifier();
|
|
|
|
collisionModelManager->FreeMap(); // Fixes an issue where when maps were reloaded the materials wouldn't get their surfaceFlags re-set. Now we free the map collision model forcing materials to be reparsed.
|
|
|
|
common->UpdateLevelLoadPacifier();
|
|
|
|
ShutdownAsyncNetwork();
|
|
|
|
idStrStatic< MAX_OSPATH > mapName = mapFileName;
|
|
mapName.StripPath();
|
|
mapName.StripFileExtension();
|
|
fileSystem->UnloadMapResources( mapName );
|
|
|
|
mapFileName.Clear();
|
|
|
|
gameRenderWorld = NULL;
|
|
gameSoundWorld = NULL;
|
|
|
|
gamestate = GAMESTATE_NOMAP;
|
|
|
|
Printf( "--------------------------------------\n" );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idGameLocal::GetAimAssistAngles
|
|
========================
|
|
*/
|
|
void idGameLocal::GetAimAssistAngles( idAngles& angles )
|
|
{
|
|
angles.Zero();
|
|
|
|
// Take a look at serializing this to the clients
|
|
idPlayer* player = GetLocalPlayer();
|
|
if( player == NULL )
|
|
{
|
|
return;
|
|
}
|
|
|
|
idAimAssist* aimAssist = player->GetAimAssist();
|
|
if( aimAssist == NULL )
|
|
{
|
|
return;
|
|
}
|
|
|
|
aimAssist->GetAngleCorrection( angles );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idGameLocal::GetAimAssistSensitivity
|
|
========================
|
|
*/
|
|
float idGameLocal::GetAimAssistSensitivity()
|
|
{
|
|
// Take a look at serializing this to the clients
|
|
idPlayer* player = GetLocalPlayer();
|
|
if( player == NULL )
|
|
{
|
|
return 1.0f;
|
|
}
|
|
|
|
idAimAssist* aimAssist = player->GetAimAssist();
|
|
if( aimAssist == NULL )
|
|
{
|
|
return 1.0f;
|
|
}
|
|
|
|
return aimAssist->GetFrictionScalar();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idGameLocal::MapPeerToClient
|
|
========================
|
|
*/
|
|
int idGameLocal::MapPeerToClient( int peer ) const
|
|
{
|
|
idLobbyBase& lobby = session->GetActingGameStateLobbyBase();
|
|
for( int userNum = 0; userNum < lobbyUserIDs.Num(); ++userNum )
|
|
{
|
|
const int peerForUser = lobby.PeerIndexFromLobbyUser( lobbyUserIDs[userNum] );
|
|
if( peerForUser == peer )
|
|
{
|
|
return userNum;
|
|
}
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idGameLocal::GetLocalClientNum
|
|
========================
|
|
*/
|
|
int idGameLocal::GetLocalClientNum() const
|
|
{
|
|
localUserHandle_t localUserHandle = session->GetSignInManager().GetMasterLocalUserHandle();
|
|
if( !localUserHandle.IsValid() )
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
for( int i = 0; i < lobbyUserIDs.Num(); i++ )
|
|
{
|
|
lobbyUserID_t lobbyUserID = lobbyUserIDs[i];
|
|
if( localUserHandle == lobbyUserID.GetLocalUserHandle() )
|
|
{
|
|
return i;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idGameLocal::Preload
|
|
|
|
===================
|
|
*/
|
|
void idGameLocal::Preload( const idPreloadManifest& manifest )
|
|
{
|
|
animationLib.Preload( manifest );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
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;
|
|
|
|
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() );
|
|
}
|
|
}
|
|
kv = dict->MatchPrefix( "model", kv );
|
|
}
|
|
|
|
kv = dict->FindKey( "s_shader" );
|
|
if( kv != NULL && kv->GetValue().Length() )
|
|
{
|
|
declManager->FindType( DECL_SOUND, kv->GetValue() );
|
|
}
|
|
|
|
kv = dict->MatchPrefix( "snd", NULL );
|
|
while( kv != NULL )
|
|
{
|
|
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 != NULL && kv->GetValue().Length() )
|
|
{
|
|
declManager->FindType( DECL_MATERIAL, kv->GetValue() );
|
|
}
|
|
|
|
kv = dict->MatchPrefix( "mtr", NULL );
|
|
while( kv != NULL )
|
|
{
|
|
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 != NULL )
|
|
{
|
|
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 != NULL && 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 != NULL )
|
|
{
|
|
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 != NULL )
|
|
{
|
|
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 != NULL )
|
|
{
|
|
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 != NULL )
|
|
{
|
|
if( kv->GetValue().Length() )
|
|
{
|
|
FindEntityDef( kv->GetValue().c_str(), false );
|
|
}
|
|
kv = dict->MatchPrefix( "def", kv );
|
|
}
|
|
|
|
// Precache all available grabber "catch" damage decls
|
|
kv = dict->MatchPrefix( "def_damage", NULL );
|
|
while( kv != NULL )
|
|
{
|
|
if( kv->GetValue().Length() )
|
|
{
|
|
FindEntityDef( kv->GetValue() + "_catch", false );
|
|
}
|
|
kv = dict->MatchPrefix( "def_damage", kv );
|
|
}
|
|
|
|
// Should have been def_monster_damage!!
|
|
kv = dict->FindKey( "monster_damage" );
|
|
if( kv != NULL && kv->GetValue().Length() )
|
|
{
|
|
FindEntityDef( kv->GetValue(), false );
|
|
}
|
|
|
|
kv = dict->MatchPrefix( "item", NULL );
|
|
while( kv != NULL )
|
|
{
|
|
if( kv->GetValue().Length() )
|
|
{
|
|
FindEntityDefDict( kv->GetValue().c_str(), false );
|
|
}
|
|
kv = dict->MatchPrefix( "item", kv );
|
|
}
|
|
|
|
kv = dict->MatchPrefix( "pda_name", NULL );
|
|
while( kv != NULL )
|
|
{
|
|
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 != NULL )
|
|
{
|
|
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 != NULL )
|
|
{
|
|
if( kv->GetValue().Length() )
|
|
{
|
|
declManager->FindType( DECL_AUDIO, kv->GetValue().c_str(), false );
|
|
}
|
|
kv = dict->MatchPrefix( "audio", kv );
|
|
}
|
|
|
|
kv = dict->MatchPrefix( "email", NULL );
|
|
while( kv != NULL )
|
|
{
|
|
if( kv->GetValue().Length() )
|
|
{
|
|
declManager->FindType( DECL_EMAIL, kv->GetValue().c_str(), false );
|
|
}
|
|
kv = dict->MatchPrefix( "email", kv );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===========
|
|
idGameLocal::InitScriptForMap
|
|
============
|
|
*/
|
|
void idGameLocal::InitScriptForMap()
|
|
{
|
|
// 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::SetScriptFPS
|
|
===================
|
|
*/
|
|
void idGameLocal::SetScriptFPS( const float engineHz )
|
|
{
|
|
idVarDef* fpsDef = program.GetDef( &type_float, "GAME_FPS", &def_namespace );
|
|
if( fpsDef != NULL )
|
|
{
|
|
eval_t fpsValue;
|
|
fpsValue._float = engineHz;
|
|
fpsDef->SetValue( fpsValue, false );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===========
|
|
idGameLocal::GetMPPlayerDefName
|
|
============
|
|
*/
|
|
const char* idGameLocal::GetMPPlayerDefName() const
|
|
{
|
|
if( gameType == GAME_CTF )
|
|
{
|
|
return "player_doommarine_ctf";
|
|
}
|
|
|
|
return "player_doommarine_mp";
|
|
}
|
|
|
|
/*
|
|
===========
|
|
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 ) );
|
|
if( common->IsMultiplayer() )
|
|
{
|
|
args.Set( "classname", GetMPPlayerDefName() );
|
|
}
|
|
else
|
|
{
|
|
// precache the player
|
|
args.Set( "classname", gameLocal.world->spawnArgs.GetString( "def_player", "player_doommarine" ) );
|
|
}
|
|
|
|
// It's important that we increment numClients before calling SpawnEntityDef, because some
|
|
// entities want to check gameLocal.numClients to see who to operate on (such as target_removeweapons)
|
|
if( clientNum >= numClients )
|
|
{
|
|
numClients = clientNum + 1;
|
|
}
|
|
|
|
if( !SpawnEntityDef( args, &ent ) || clientNum >= MAX_GENTITIES || entities[ clientNum ] == NULL )
|
|
{
|
|
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() );
|
|
}
|
|
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::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( GetLocalClientNum() < 0 )
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
if( !entities[ GetLocalClientNum() ] || !entities[ GetLocalClientNum() ]->IsType( idPlayer::Type ) )
|
|
{
|
|
// not fully in game yet
|
|
return NULL;
|
|
}
|
|
return static_cast<idPlayer*>( entities[ GetLocalClientNum() ] );
|
|
}
|
|
|
|
/*
|
|
================
|
|
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()
|
|
{
|
|
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;
|
|
}
|
|
|
|
// if portalSky is preset, then merge into pvs so we get rotating brushes, etc
|
|
if( portalSkyEnt.GetEntity() )
|
|
{
|
|
idEntity* skyEnt = portalSkyEnt.GetEntity();
|
|
|
|
otherPVS = pvs.SetupCurrentPVS( skyEnt->GetPVSAreas(), skyEnt->GetNumPVSAreas() );
|
|
newPVS = pvs.MergeCurrentPVS( playerPVS, otherPVS );
|
|
pvs.FreeCurrentPVS( playerPVS );
|
|
pvs.FreeCurrentPVS( otherPVS );
|
|
playerPVS = newPVS;
|
|
|
|
otherPVS = pvs.SetupCurrentPVS( skyEnt->GetPVSAreas(), skyEnt->GetNumPVSAreas() );
|
|
newPVS = pvs.MergeCurrentPVS( playerConnectedAreas, otherPVS );
|
|
pvs.FreeCurrentPVS( playerConnectedAreas );
|
|
pvs.FreeCurrentPVS( otherPVS );
|
|
playerConnectedAreas = newPVS;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idGameLocal::FreePlayerPVS
|
|
================
|
|
*/
|
|
void idGameLocal::FreePlayerPVS()
|
|
{
|
|
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()
|
|
{
|
|
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() 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()
|
|
{
|
|
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::SetInterpolation
|
|
========================
|
|
*/
|
|
void idGameLocal::SetInterpolation( const float fraction, const int serverGameMS, const int ssStartTime, const int ssEndTime )
|
|
{
|
|
netInterpolationInfo.previousServerGameMs = netInterpolationInfo.serverGameMs;
|
|
netInterpolationInfo.pct = fraction;
|
|
netInterpolationInfo.serverGameMs = serverGameMS;
|
|
netInterpolationInfo.ssStartTime = ssStartTime;
|
|
netInterpolationInfo.ssEndTime = ssEndTime;
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
idGameLocal::RunTimeGroup2
|
|
================
|
|
*/
|
|
void idGameLocal::RunTimeGroup2( idUserCmdMgr& userCmdMgr )
|
|
{
|
|
idEntity* ent;
|
|
int num = 0;
|
|
|
|
SelectTimeGroup( true );
|
|
|
|
for( ent = activeEntities.Next(); ent != NULL; ent = ent->activeNode.Next() )
|
|
{
|
|
if( ent->timeGroup != TIME_GROUP2 )
|
|
{
|
|
continue;
|
|
}
|
|
RunEntityThink( *ent, userCmdMgr );
|
|
num++;
|
|
}
|
|
|
|
SelectTimeGroup( false );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idGameLocal::RunEntityThink
|
|
================
|
|
*/
|
|
void idGameLocal::RunEntityThink( idEntity& ent, idUserCmdMgr& userCmdMgr )
|
|
{
|
|
if( ent.entityNumber < MAX_PLAYERS )
|
|
{
|
|
// Players may run more than one think per frame in MP,
|
|
// if there is a large buffer of usercmds from the network.
|
|
// Players will always run exactly one think in singleplayer.
|
|
RunAllUserCmdsForPlayer( userCmdMgr, ent.entityNumber );
|
|
}
|
|
else
|
|
{
|
|
// Non-player entities always run one think.
|
|
ent.Think();
|
|
}
|
|
}
|
|
|
|
idCVar g_recordTrace( "g_recordTrace", "0", CVAR_BOOL, "" );
|
|
|
|
/*
|
|
================
|
|
idGameLocal::RunFrame
|
|
================
|
|
*/
|
|
void idGameLocal::RunFrame( idUserCmdMgr& cmdMgr, gameReturn_t& ret )
|
|
{
|
|
idEntity* ent;
|
|
int num;
|
|
float ms;
|
|
idTimer timer_think, timer_events, timer_singlethink;
|
|
|
|
idPlayer* player;
|
|
const renderView_t* view;
|
|
|
|
if( g_recordTrace.GetBool() )
|
|
{
|
|
bool result = BeginTraceRecording( "e:\\gametrace.pix2" );
|
|
if( !result )
|
|
{
|
|
//idLib::Printf( "BeginTraceRecording: error %d\n", GetLastError() );
|
|
}
|
|
}
|
|
|
|
#ifdef _DEBUG
|
|
if( common->IsMultiplayer() )
|
|
{
|
|
assert( !common->IsClient() );
|
|
}
|
|
#endif
|
|
|
|
if( gameRenderWorld == NULL )
|
|
{
|
|
return;
|
|
}
|
|
|
|
SyncPlayersWithLobbyUsers( false );
|
|
ServerSendNetworkSyncCvars();
|
|
|
|
player = GetLocalPlayer();
|
|
|
|
if( !common->IsMultiplayer() && g_stopTime.GetBool() )
|
|
{
|
|
// clear any debug lines from a previous frame
|
|
gameRenderWorld->DebugClearLines( time + 1 );
|
|
|
|
// set the user commands for this frame
|
|
if( player )
|
|
{
|
|
player->HandleUserCmds( cmdMgr.GetUserCmdForPlayer( GetLocalClientNum() ) );
|
|
cmdMgr.MakeReadPtrCurrentForPlayer( GetLocalClientNum() );
|
|
player->Think();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// update the game time
|
|
framenum++;
|
|
fast.previousTime = FRAME_TO_MSEC( framenum - 1 );
|
|
fast.time = FRAME_TO_MSEC( framenum );
|
|
fast.realClientTime = fast.time;
|
|
SetServerGameTimeMs( fast.time );
|
|
|
|
ComputeSlowScale();
|
|
|
|
slow.previousTime = slow.time;
|
|
slow.time += idMath::Ftoi( ( fast.time - fast.previousTime ) * slowmoScale );
|
|
slow.realClientTime = slow.time;
|
|
|
|
SelectTimeGroup( false );
|
|
|
|
#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 );
|
|
|
|
// 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();
|
|
RunEntityThink( *ent, cmdMgr );
|
|
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;
|
|
}
|
|
RunEntityThink( *ent, cmdMgr );
|
|
num++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
num = 0;
|
|
for( ent = activeEntities.Next(); ent != NULL; ent = ent->activeNode.Next() )
|
|
{
|
|
if( ent->timeGroup != TIME_GROUP1 )
|
|
{
|
|
continue;
|
|
}
|
|
RunEntityThink( *ent, cmdMgr );
|
|
num++;
|
|
}
|
|
}
|
|
}
|
|
|
|
RunTimeGroup2( cmdMgr );
|
|
|
|
// Run catch-up for any client projectiles.
|
|
// This is done after the main think so that all projectiles will be up-to-date
|
|
// when snapshots are created.
|
|
//if ( common->IsMultiplayer() ) {
|
|
//while ( SimulateProjectiles() ) {
|
|
//clientGame.gameLibEffects.Update( clientGame.GetGameMs(), clientGame.GetGameMsPerFrame(), clientGame.GetServerGameTime() );
|
|
//}
|
|
//}
|
|
|
|
|
|
// 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();
|
|
|
|
// service pending fast events
|
|
SelectTimeGroup( true );
|
|
idEvent::ServiceFastEvents();
|
|
SelectTimeGroup( false );
|
|
|
|
timer_events.Stop();
|
|
|
|
// free the player pvs
|
|
FreePlayerPVS();
|
|
|
|
// do multiplayer related stuff
|
|
if( common->IsMultiplayer() )
|
|
{
|
|
mpGame.Run();
|
|
}
|
|
|
|
// display how long it took to calculate the current game frame
|
|
if( g_frametime.GetBool() )
|
|
{
|
|
Printf( "game %d: all:%.1f th:%.1f ev:%.1f %d ents \n",
|
|
time, timer_think.Milliseconds() + timer_events.Milliseconds(),
|
|
timer_think.Milliseconds(), timer_events.Milliseconds(), num );
|
|
}
|
|
|
|
BuildReturnValue( ret );
|
|
}
|
|
|
|
// show any debug info for this frame
|
|
RunDebugInfo();
|
|
D_DrawDebugLines();
|
|
|
|
if( g_recordTrace.GetBool() )
|
|
{
|
|
EndTraceRecording();
|
|
g_recordTrace.SetBool( false );
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idGameLocal::BuildReturnValue
|
|
|
|
Fills out gameReturn_t, called on server and clients.
|
|
====================
|
|
*/
|
|
void idGameLocal::BuildReturnValue( gameReturn_t& ret )
|
|
{
|
|
ret.sessionCommand[0] = 0;
|
|
|
|
if( GetLocalPlayer() != NULL )
|
|
{
|
|
GetLocalPlayer()->GetControllerShake( ret.vibrationLow, ret.vibrationHigh );
|
|
}
|
|
else
|
|
{
|
|
// Dedicated server?
|
|
ret.vibrationLow = 0;
|
|
ret.vibrationHigh = 0;
|
|
}
|
|
|
|
// see if a target_sessionCommand has forced a changelevel
|
|
if( sessionCommand.Length() )
|
|
{
|
|
strncpy( ret.sessionCommand, sessionCommand, sizeof( ret.sessionCommand ) );
|
|
sessionCommand.Clear(); // Fixes a double loading bug for the e3 demo. Since we run the game thread in SMP mode, we could run this twice and re-set the ret.sessionCommand to a stale sessionCommand (since that doesn't get cleared until LoadMap is called!)
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idGameLocal::RunSinglelUserCmd
|
|
|
|
Runs a Think or a ClientThink for a player. Will write the client's
|
|
position and firecount to the usercmd.
|
|
====================
|
|
*/
|
|
void idGameLocal::RunSingleUserCmd( usercmd_t& cmd, idPlayer& player )
|
|
{
|
|
player.HandleUserCmds( cmd );
|
|
|
|
// To fix the stupid chaingun script that depends on frame counts instead of
|
|
// milliseconds in the case of the server running at 60Hz and the client running
|
|
// at 120Hz, we need to set the script's GAME_FPS value to the client's effective rate.
|
|
// (I'd like to just fix the script to use milliseconds, but we don't want to change assets
|
|
// at this point.)
|
|
if( !player.IsLocallyControlled() )
|
|
{
|
|
const float usercmdMillisecondDelta = player.usercmd.clientGameMilliseconds - player.oldCmd.clientGameMilliseconds;
|
|
const float clientEngineHz = 1000.0f / usercmdMillisecondDelta;
|
|
|
|
// Force to 60 or 120, those are the only values allowed in multiplayer.
|
|
const float forcedClientEngineHz = ( clientEngineHz < 90.0f ) ? 60.0f : 120.0f;
|
|
SetScriptFPS( forcedClientEngineHz );
|
|
}
|
|
|
|
if( !common->IsMultiplayer() || common->IsServer() )
|
|
{
|
|
player.Think();
|
|
|
|
// Keep track of the client time of the usercmd we just ran. We will send this back to clients
|
|
// in a snapshot so they know when they can stop predicting certain things.
|
|
usercmdLastClientMilliseconds[ player.GetEntityNumber() ] = cmd.clientGameMilliseconds;
|
|
}
|
|
else
|
|
{
|
|
player.ClientThink( netInterpolationInfo.serverGameMs, netInterpolationInfo.pct, true );
|
|
}
|
|
|
|
// Since the client is authoritative on its position, we have to update the usercmd
|
|
// that will be sent over the network after the player thinks.
|
|
cmd.pos = player.usercmd.pos;
|
|
cmd.fireCount = player.GetClientFireCount();
|
|
if( player.GetPhysics() )
|
|
{
|
|
cmd.speedSquared = player.GetPhysics()->GetLinearVelocity().LengthSqr();
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idGameLocal::RunAllUserCmdsForPlayer
|
|
Runs a Think or ClientThink for each usercmd, but leaves a few cmds in the buffer
|
|
so that we have something to process while we wait for more from the network.
|
|
====================
|
|
*/
|
|
void idGameLocal::RunAllUserCmdsForPlayer( idUserCmdMgr& cmdMgr, const int playerNumber )
|
|
{
|
|
//idLib::Printf( "Frame: %i = [%i-%i] ", gameLocal.framenum,
|
|
//cmdMgr.readFrame[0], cmdMgr.writeFrame[0] ); // !@#
|
|
|
|
// Run thinks on any players that have queued up usercmds for networking.
|
|
assert( playerNumber < MAX_PLAYERS );
|
|
|
|
if( entities[ playerNumber ] == NULL )
|
|
{
|
|
return;
|
|
}
|
|
|
|
idPlayer& player = static_cast< idPlayer& >( *entities[ playerNumber ] );
|
|
|
|
// Only run a single userCmd each game frame for local players, otherwise when
|
|
// we are running < 60fps things like footstep sounds may get started right on top
|
|
// of each other instead of spread out in time.
|
|
if( player.IsLocallyControlled() )
|
|
{
|
|
if( cmdMgr.HasUserCmdForPlayer( playerNumber ) )
|
|
{
|
|
if( net_usercmd_timing_debug.GetBool() )
|
|
{
|
|
idLib::Printf( "[%d]Running local cmd for player %d, %d buffered.\n",
|
|
common->GetGameFrame(), playerNumber, cmdMgr.GetNumUnreadFrames( playerNumber ) );
|
|
}
|
|
RunSingleUserCmd( cmdMgr.GetWritableUserCmdForPlayer( playerNumber ), player );
|
|
}
|
|
else
|
|
{
|
|
RunSingleUserCmd( player.usercmd, player );
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Only the server runs remote commands.
|
|
if( common->IsClient() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Make sure to run a command for remote players. May duplicate the previous command
|
|
// if the server is running faster, or run an "empty" command if the buffer
|
|
// underflows.
|
|
if( cmdMgr.HasUserCmdForPlayer( player.GetEntityNumber() ) )
|
|
{
|
|
const int clientTimeOfNextCommand = cmdMgr.GetNextUserCmdClientTime( playerNumber );
|
|
const int timeDeltaBetweenClientCommands = clientTimeOfNextCommand - lastCmdRunTimeOnClient[ playerNumber ];
|
|
const int timeSinceServerRanLastCommand = gameLocal.time - lastCmdRunTimeOnServer[ playerNumber ];
|
|
int clientTimeRunSoFar = 0;
|
|
|
|
// Handle clients who may be running faster than the server. Potentiallly runs multiple
|
|
// usercmds so that the server can catch up.
|
|
if( timeDeltaBetweenClientCommands - timeSinceServerRanLastCommand <= 1 )
|
|
{
|
|
while( clientTimeRunSoFar < ( timeSinceServerRanLastCommand - 1 ) && cmdMgr.HasUserCmdForPlayer( player.GetEntityNumber() ) )
|
|
{
|
|
usercmd_t& currentCommand = cmdMgr.GetWritableUserCmdForPlayer( playerNumber );
|
|
RunSingleUserCmd( currentCommand, player );
|
|
lastCmdRunTimeOnClient[ playerNumber ] = currentCommand.clientGameMilliseconds;
|
|
lastCmdRunTimeOnServer[ playerNumber ] = gameLocal.serverTime;
|
|
clientTimeRunSoFar += timeDeltaBetweenClientCommands;
|
|
if( clientTimeRunSoFar == 0 )
|
|
{
|
|
// Hack to avoid infinite loop
|
|
break;
|
|
}
|
|
if( net_usercmd_timing_debug.GetBool() )
|
|
{
|
|
idLib::Printf( "[%d]Running initial cmd for player %d, %d buffered, %d so far, %d serverDelta.\n",
|
|
common->GetGameFrame(), playerNumber, cmdMgr.GetNumUnreadFrames( playerNumber ),
|
|
clientTimeRunSoFar, timeSinceServerRanLastCommand );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If we get here, it is likely that the client is running at 60Hz but the server
|
|
// is running at 120Hz. Duplicate the previous
|
|
// usercmd and run it so that the server doesn't starve.
|
|
usercmd_t lastPlayerCmd = player.usercmd;
|
|
RunSingleUserCmd( lastPlayerCmd, player );
|
|
if( net_usercmd_timing_debug.GetBool() )
|
|
{
|
|
idLib::Printf( "[%d]Running duplicated command for player %d to prevent server from starving. clientCmdTimeDelta = %d, runCmdTimeDeltaOnServer = %d.\n",
|
|
common->GetGameFrame(), playerNumber, timeDeltaBetweenClientCommands, timeSinceServerRanLastCommand );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Run an "empty" cmd, ran out of buffer.
|
|
usercmd_t emptyCmd = player.usercmd;
|
|
emptyCmd.forwardmove = 0;
|
|
emptyCmd.rightmove = 0;
|
|
RunSingleUserCmd( emptyCmd, player );
|
|
lastCmdRunTimeOnServer[ playerNumber ] = gameLocal.serverTime;
|
|
if( net_usercmd_timing_debug.GetBool() )
|
|
{
|
|
idLib::Printf( "[%d]Ran out of commands for player %d.\n", common->GetGameFrame(), playerNumber );
|
|
}
|
|
}
|
|
|
|
// For remote players on the server, run enough commands
|
|
// to leave only a buffer that will hold us over for a
|
|
// number of milliseconds equal to the net_ucmdRate + one frame.
|
|
const int MaxExtraCommandsPerFrame = 15;
|
|
int numPasses = 0;
|
|
|
|
for( ; numPasses < MaxExtraCommandsPerFrame; numPasses++ )
|
|
{
|
|
// Run remote player extra commands
|
|
extern idCVar net_ucmdRate;
|
|
// Add some extra time to smooth out network inconsistencies.
|
|
const int extraFrameMilliseconds = FRAME_TO_MSEC( common->GetGameFrame() + 2 ) - FRAME_TO_MSEC( common->GetGameFrame() );
|
|
const int millisecondBuffer = MSEC_ALIGN_TO_FRAME( net_ucmdRate.GetInteger() + extraFrameMilliseconds );
|
|
|
|
const bool hasNextCmd = cmdMgr.HasUserCmdForClientTimeBuffer( playerNumber, millisecondBuffer );
|
|
|
|
if( hasNextCmd )
|
|
{
|
|
usercmd_t& currentCommand = cmdMgr.GetWritableUserCmdForPlayer( playerNumber );
|
|
|
|
if( net_usercmd_timing_debug.GetBool() )
|
|
{
|
|
idLib::Printf( "[%d]Pass %d, running extra cmd for player %d, %d buffered\n", common->GetGameFrame(), numPasses, playerNumber, cmdMgr.GetNumUnreadFrames( playerNumber ) );
|
|
}
|
|
|
|
RunSingleUserCmd( currentCommand, player );
|
|
lastCmdRunTimeOnClient[ playerNumber ] = currentCommand.clientGameMilliseconds;
|
|
lastCmdRunTimeOnServer[ playerNumber ] = gameLocal.serverTime;
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Reset the script FPS in case it was changed to accomodate an MP client
|
|
// running at a different framerate.
|
|
SetScriptFPS( com_engineHz_latched );
|
|
|
|
//idLib::Printf( "\n" );//!@#
|
|
}
|
|
|
|
|
|
/*
|
|
======================================================================
|
|
|
|
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
|
|
{
|
|
const int width = renderSystem->GetWidth();
|
|
const int height = renderSystem->GetHeight();
|
|
if( width == height )
|
|
{
|
|
// this is the Rift, so don't mess with our aspect ratio corrections
|
|
fov_x = base_fov;
|
|
fov_y = base_fov;
|
|
return;
|
|
}
|
|
|
|
// Calculate the fov_y based on an ideal aspect ratio
|
|
const float ideal_ratio_x = 16.0f;
|
|
const float ideal_ratio_y = 9.0f;
|
|
const float tanHalfX = idMath::Tan( DEG2RAD( base_fov * 0.5f ) );
|
|
fov_y = 2.0f * RAD2DEG( idMath::ATan( ideal_ratio_y * tanHalfX, ideal_ratio_x ) );
|
|
|
|
// Then calculate fov_x based on the true aspect ratio
|
|
const float ratio_x = width * renderSystem->GetPixelAspect();
|
|
const float ratio_y = height;
|
|
const float tanHalfY = idMath::Tan( DEG2RAD( fov_y * 0.5f ) );
|
|
fov_x = 2.0f * RAD2DEG( idMath::ATan( ratio_x * tanHalfY, ratio_y ) );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idGameLocal::Draw
|
|
|
|
makes rendering and sound system calls
|
|
================
|
|
*/
|
|
bool idGameLocal::Draw( int clientNum )
|
|
{
|
|
|
|
if( clientNum == -1 )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if( common->IsMultiplayer() && session->GetState() == idSession::INGAME )
|
|
{
|
|
return mpGame.Draw( clientNum );
|
|
}
|
|
|
|
// chose the optimized or legacy device context code
|
|
uiManager->SetDrawingDC();
|
|
|
|
idPlayer* player = static_cast<idPlayer*>( entities[ clientNum ] );
|
|
|
|
if( ( player == NULL ) || ( player->GetRenderView() == NULL ) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// render the scene
|
|
player->playerView.RenderPlayerView( player->hudManager );
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idGameLocal::HandleGuiCommands
|
|
================
|
|
*/
|
|
bool idGameLocal::HandlePlayerGuiEvent( const sysEvent_t* ev )
|
|
{
|
|
|
|
idPlayer* player = GetLocalPlayer();
|
|
bool handled = false;
|
|
|
|
if( player != NULL )
|
|
{
|
|
handled = player->HandleGuiEvents( ev );
|
|
}
|
|
|
|
if( common->IsMultiplayer() && !handled )
|
|
{
|
|
handled = mpGame.HandleGuiEvent( ev );
|
|
}
|
|
|
|
return handled;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idGameLocal::GetLevelMap
|
|
|
|
should only be used for in-game level editing
|
|
================
|
|
*/
|
|
idMapFile* idGameLocal::GetLevelMap()
|
|
{
|
|
if( mapFile && mapFile->HasPrimitiveData() )
|
|
{
|
|
return mapFile;
|
|
}
|
|
if( !mapFileName.Length() )
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
if( mapFile )
|
|
{
|
|
delete mapFile;
|
|
}
|
|
|
|
mapFile = new( TAG_GAME ) idMapFile;
|
|
if( !mapFile->Parse( mapFileName ) )
|
|
{
|
|
delete mapFile;
|
|
mapFile = NULL;
|
|
}
|
|
|
|
return mapFile;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idGameLocal::GetMapName
|
|
================
|
|
*/
|
|
const char* idGameLocal::GetMapName() 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()
|
|
{
|
|
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()
|
|
{
|
|
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() 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;
|
|
|
|
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()
|
|
{
|
|
int i;
|
|
|
|
for( i = 0; i < aasList.Num(); i++ )
|
|
{
|
|
aasList[ i ]->RemoveAllObstacles();
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
idGameLocal::CheatsOk
|
|
==================
|
|
*/
|
|
bool idGameLocal::CheatsOk( bool requirePlayer )
|
|
{
|
|
extern idCVar net_allowCheats;
|
|
if( common->IsMultiplayer() && !net_allowCheats.GetBool() )
|
|
{
|
|
Printf( "Not allowed in multiplayer.\n" );
|
|
return false;
|
|
}
|
|
|
|
if( developer.GetBool() )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
idPlayer* player = GetLocalPlayer();
|
|
if( !requirePlayer || ( player != NULL && ( 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 forceSpawnId, const idDict& spawnArgsToCopy )
|
|
{
|
|
int spawn_entnum;
|
|
|
|
ent->fl.skipReplication = spawnArgsToCopy.GetBool( "net_skip_replication", false );
|
|
|
|
if( spawnCount >= ( 1 << ( 32 - GENTITYNUM_BITS ) ) )
|
|
{
|
|
Error( "idGameLocal::RegisterEntity: spawn count overflow" );
|
|
}
|
|
|
|
if( !spawnArgsToCopy.GetInt( "spawn_entnum", "0", spawn_entnum ) )
|
|
{
|
|
const int freeListType = ( common->IsMultiplayer() && ent->GetSkipReplication() ) ? 1 : 0;
|
|
const int maxEntityNum = ( common->IsMultiplayer() && !ent->GetSkipReplication() ) ? ENTITYNUM_FIRST_NON_REPLICATED : ENTITYNUM_MAX_NORMAL;
|
|
int freeIndex = firstFreeEntityIndex[ freeListType ];
|
|
|
|
while( entities[ freeIndex ] != NULL && freeIndex < maxEntityNum )
|
|
{
|
|
freeIndex++;
|
|
}
|
|
if( freeIndex >= maxEntityNum )
|
|
{
|
|
Error( "no free entities[%d]", freeListType );
|
|
}
|
|
spawn_entnum = freeIndex++;
|
|
|
|
firstFreeEntityIndex[ freeListType ] = freeIndex;
|
|
}
|
|
|
|
entities[ spawn_entnum ] = ent;
|
|
spawnIds[ spawn_entnum ] = ( forceSpawnId >= 0 ) ? forceSpawnId : spawnCount++;
|
|
ent->entityNumber = spawn_entnum;
|
|
ent->spawnNode.AddToEnd( spawnedEntities );
|
|
|
|
// Make a copy because TransferKeyValues clears the input parameter.
|
|
idDict copiedArgs = spawnArgsToCopy;
|
|
ent->spawnArgs.TransferKeyValues( copiedArgs );
|
|
|
|
if( spawn_entnum >= num_entities )
|
|
{
|
|
num_entities++;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idGameLocal::UnregisterEntity
|
|
===================
|
|
*/
|
|
void idGameLocal::UnregisterEntity( idEntity* ent )
|
|
{
|
|
assert( ent );
|
|
|
|
if( editEntities )
|
|
{
|
|
editEntities->RemoveSelectedEntity( ent );
|
|
}
|
|
|
|
if( !verify( ent->entityNumber < MAX_GENTITIES ) )
|
|
{
|
|
idLib::Error( "invalid entity number" );
|
|
return;
|
|
}
|
|
|
|
if( ( ent->entityNumber != ENTITYNUM_NONE ) && ( entities[ ent->entityNumber ] == ent ) )
|
|
{
|
|
ent->spawnNode.Remove();
|
|
entities[ ent->entityNumber ] = NULL;
|
|
spawnIds[ ent->entityNumber ] = -1;
|
|
|
|
int freeListType = ( common->IsMultiplayer() && ent->entityNumber >= ENTITYNUM_FIRST_NON_REPLICATED ) ? 1 : 0;
|
|
|
|
if( ent->entityNumber >= MAX_CLIENTS && ent->entityNumber < firstFreeEntityIndex[ freeListType ] )
|
|
{
|
|
firstFreeEntityIndex[ freeListType ] = ent->entityNumber;
|
|
}
|
|
ent->entityNumber = ENTITYNUM_NONE;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idGameLocal::SpawnEntityType
|
|
================
|
|
*/
|
|
idEntity* idGameLocal::SpawnEntityType( const idTypeInfo& classdef, const idDict* args, bool bIsClientReadSnapshot )
|
|
{
|
|
idClass* obj;
|
|
|
|
#if _DEBUG
|
|
if( common->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 );
|
|
|
|
if( !spawnArgs.FindKey( "slowmo" ) )
|
|
{
|
|
bool slowmo = true;
|
|
|
|
for( int i = 0; fastEntityList[i]; i++ )
|
|
{
|
|
if( !idStr::Cmp( classname, fastEntityList[i] ) )
|
|
{
|
|
slowmo = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if( !slowmo )
|
|
{
|
|
spawnArgs.SetBool( "slowmo", slowmo );
|
|
}
|
|
}
|
|
|
|
// 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( common->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( common->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 );
|
|
if( !result && g_skill.GetInteger() == 3 )
|
|
{
|
|
spawnArgs.GetBool( "not_nightmare", "0", result );
|
|
}
|
|
}
|
|
|
|
if( g_skill.GetInteger() == 3 )
|
|
{
|
|
const char* name = spawnArgs.GetString( "classname" );
|
|
// _D3XP :: remove moveable medkit packs also
|
|
if( idStr::Icmp( name, "item_medkit" ) == 0 || idStr::Icmp( name, "item_medkit_small" ) == 0 ||
|
|
idStr::Icmp( name, "moveable_item_medkit" ) == 0 || idStr::Icmp( name, "moveable_item_medkit_small" ) == 0 )
|
|
{
|
|
|
|
result = true;
|
|
}
|
|
}
|
|
|
|
if( common->IsMultiplayer() )
|
|
{
|
|
const char* name = spawnArgs.GetString( "classname" );
|
|
if( idStr::Icmp( name, "weapon_bfg" ) == 0 || idStr::Icmp( name, "weapon_soulcube" ) == 0 )
|
|
{
|
|
result = true;
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idGameLocal::GameState
|
|
|
|
Used to allow entities to know if they're being spawned during the initial spawn.
|
|
==============
|
|
*/
|
|
gameState_t idGameLocal::GameState() const
|
|
{
|
|
return gamestate;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idGameLocal::SpawnMapEntities
|
|
|
|
Parses textual entity definitions out of an entstring and spawns gentities.
|
|
==============
|
|
*/
|
|
void idGameLocal::SpawnMapEntities()
|
|
{
|
|
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;
|
|
}
|
|
|
|
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++ )
|
|
{
|
|
common->UpdateLevelLoadPacifier();
|
|
|
|
|
|
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
|
|
idPlayer* otherPlayer = NULL;
|
|
if( hit->IsType( idPlayer::Type ) )
|
|
{
|
|
otherPlayer = static_cast< idPlayer* >( hit );
|
|
}
|
|
if( otherPlayer != NULL )
|
|
{
|
|
if( otherPlayer->IsInTeleport() )
|
|
{
|
|
otherPlayer->TeleportDeath( ent->entityNumber );
|
|
}
|
|
else if( !catch_teleport )
|
|
{
|
|
hit->Damage( ent, ent, vec3_origin, "damage_telefrag", 1.0f, INVALID_JOINT );
|
|
}
|
|
}
|
|
else if( !catch_teleport )
|
|
{
|
|
hit->Damage( ent, ent, vec3_origin, "damage_telefrag", 1.0f, INVALID_JOINT );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
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 + 1;
|
|
lastAIAlertEntity = static_cast<idActor*>( ent );
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
idGameLocal::GetAlertEntity
|
|
============
|
|
*/
|
|
idActor* idGameLocal::GetAlertEntity()
|
|
{
|
|
int timeGroup = 0;
|
|
if( lastAIAlertTime && lastAIAlertEntity.GetEntity() )
|
|
{
|
|
timeGroup = lastAIAlertEntity.GetEntity()->timeGroup;
|
|
}
|
|
SetTimeState ts( timeGroup );
|
|
|
|
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( common->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;
|
|
}
|
|
|
|
bool killedBySplash = true;
|
|
|
|
if( ent->health <= 0 )
|
|
{
|
|
killedBySplash = false;
|
|
}
|
|
|
|
ent->Damage( inflictor, attacker, dir, damageDefName, damageScale, INVALID_JOINT );
|
|
|
|
|
|
// If the player is local. SHAkkkkkkeeee!
|
|
if( !common->IsMultiplayer() && ent->entityNumber == GetLocalClientNum() )
|
|
{
|
|
|
|
if( ent->IsType( idPlayer::Type ) )
|
|
{
|
|
idPlayer* player = static_cast< idPlayer* >( ent );
|
|
if( player )
|
|
{
|
|
player->ControllerShakeFromDamage( damage );
|
|
}
|
|
}
|
|
}
|
|
|
|
// if our inflictor is a projectile, we want to count up how many kills the splash damage has chalked up.
|
|
if( ent->health <= 0 && killedBySplash )
|
|
{
|
|
if( inflictor && inflictor->IsType( idProjectile::Type ) )
|
|
{
|
|
if( attacker && attacker->IsType( idPlayer::Type ) )
|
|
{
|
|
if( ent->IsType( idActor::Type ) && ent != attacker )
|
|
{
|
|
idPlayer* player = static_cast<idPlayer*>( attacker );
|
|
player->AddProjectileKills();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
// 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[ INT32_SIGNBITSET( poly->edges[j] ) ] ];
|
|
center += v;
|
|
v -= localOrigin;
|
|
v.NormalizeFast(); // project point on a unit sphere
|
|
w.AddPoint( v );
|
|
}
|
|
center /= poly->numEdges;
|
|
v = center - localOrigin;
|
|
dist = v.NormalizeFast();
|
|
dot = v * poly->normal;
|
|
if( dot > 0.0f )
|
|
{
|
|
continue;
|
|
}
|
|
area = w.GetArea();
|
|
// impulse in polygon normal direction
|
|
impulse = poly->normal * clipModel->GetAxis();
|
|
// always push up for nicer effect
|
|
impulse.z -= 1.0f;
|
|
// scale impulse based on visible surface area and polygon angle
|
|
impulse *= push * ( dot * area * ( 1.0f / ( 4.0f * idMath::PI ) ) );
|
|
// scale away distance for nicer effect
|
|
impulse *= ( dist * 2.0f );
|
|
// impulse is applied to the center of the polygon
|
|
center = clipModel->GetOrigin() + center * clipModel->GetAxis();
|
|
|
|
clipModel->GetEntity()->ApplyImpulse( world, clipModel->GetId(), center, impulse );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idGameLocal::ProjectDecal
|
|
===============
|
|
*/
|
|
void idGameLocal::ProjectDecal( const idVec3& origin, const idVec3& dir, float depth, bool parallel, float size, const char* material, float angle )
|
|
{
|
|
float s, c;
|
|
idMat3 axis, axistemp;
|
|
idFixedWinding winding;
|
|
idVec3 windingOrigin, projectionOrigin;
|
|
|
|
static idVec3 decalWinding[4] =
|
|
{
|
|
idVec3( 1.0f, 1.0f, 0.0f ),
|
|
idVec3( -1.0f, 1.0f, 0.0f ),
|
|
idVec3( -1.0f, -1.0f, 0.0f ),
|
|
idVec3( 1.0f, -1.0f, 0.0f )
|
|
};
|
|
|
|
if( !g_decals.GetBool() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// randomly rotate the decal winding
|
|
idMath::SinCos16( ( angle ) ? angle : random.RandomFloat() * idMath::TWO_PI, s, c );
|
|
|
|
// winding orientation
|
|
axis[2] = dir;
|
|
axis[2].Normalize();
|
|
axis[2].NormalVectors( axistemp[0], axistemp[1] );
|
|
axis[0] = axistemp[ 0 ] * c + axistemp[ 1 ] * -s;
|
|
axis[1] = axistemp[ 0 ] * -s + axistemp[ 1 ] * -c;
|
|
|
|
windingOrigin = origin + depth * axis[2];
|
|
if( parallel )
|
|
{
|
|
projectionOrigin = origin - depth * axis[2];
|
|
}
|
|
else
|
|
{
|
|
projectionOrigin = origin;
|
|
}
|
|
|
|
size *= 0.5f;
|
|
|
|
winding.Clear();
|
|
winding += idVec5( windingOrigin + ( axis * decalWinding[0] ) * size, idVec2( 1, 1 ) );
|
|
winding += idVec5( windingOrigin + ( axis * decalWinding[1] ) * size, idVec2( 0, 1 ) );
|
|
winding += idVec5( windingOrigin + ( axis * decalWinding[2] ) * size, idVec2( 0, 0 ) );
|
|
winding += idVec5( windingOrigin + ( axis * decalWinding[3] ) * size, idVec2( 1, 0 ) );
|
|
gameRenderWorld->ProjectDecalOntoWorld( winding, projectionOrigin, parallel, depth * 0.5f, declManager->FindMaterial( material ), gameLocal.slow.time /* _D3XP */ );
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idGameLocal::BloodSplat
|
|
==============
|
|
*/
|
|
void idGameLocal::BloodSplat( const idVec3& origin, const idVec3& dir, float size, const char* material )
|
|
{
|
|
float halfSize = size * 0.5f;
|
|
idVec3 verts[] = { idVec3( 0.0f, +halfSize, +halfSize ),
|
|
idVec3( 0.0f, +halfSize, -halfSize ),
|
|
idVec3( 0.0f, -halfSize, -halfSize ),
|
|
idVec3( 0.0f, -halfSize, +halfSize )
|
|
};
|
|
idTraceModel trm;
|
|
idClipModel mdl;
|
|
trace_t results;
|
|
|
|
// FIXME: get from damage def
|
|
if( !g_bloodEffects.GetBool() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
size = halfSize + random.RandomFloat() * halfSize;
|
|
trm.SetupPolygon( verts, 4 );
|
|
mdl.LoadModel( trm );
|
|
clip.Translation( results, origin, origin + dir * 64.0f, &mdl, mat3_identity, CONTENTS_SOLID, NULL );
|
|
ProjectDecal( results.endpos, dir, 2.0f * size, true, size, material );
|
|
}
|
|
|
|
/*
|
|
=============
|
|
idGameLocal::SetCamera
|
|
=============
|
|
*/
|
|
void idGameLocal::SetCamera( idCamera* cam )
|
|
{
|
|
int i;
|
|
idEntity* ent;
|
|
idAI* ai;
|
|
|
|
// this should fix going into a cinematic when dead.. rare but happens
|
|
idPlayer* client = GetLocalPlayer();
|
|
if( client->health <= 0 || client->AI_DEAD )
|
|
{
|
|
return;
|
|
}
|
|
|
|
camera = cam;
|
|
if( camera )
|
|
{
|
|
inCinematic = true;
|
|
|
|
// 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;
|
|
|
|
// 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() const
|
|
{
|
|
return camera;
|
|
}
|
|
|
|
/*
|
|
======================
|
|
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( TAG_GAME ) 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 )
|
|
{
|
|
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()
|
|
{
|
|
spawnSpot_t spot;
|
|
int i, j;
|
|
int k;
|
|
|
|
idEntity* ent;
|
|
|
|
if( !common->IsServer() )
|
|
{
|
|
return;
|
|
}
|
|
spawnSpots.Clear();
|
|
initialSpots.Clear();
|
|
teamSpawnSpots[0].Clear();
|
|
teamSpawnSpots[1].Clear();
|
|
teamInitialSpots[0].Clear();
|
|
teamInitialSpots[1].Clear();
|
|
|
|
spot.dist = 0;
|
|
spot.ent = FindEntityUsingDef( NULL, "info_player_deathmatch" );
|
|
while( spot.ent )
|
|
{
|
|
spot.ent->spawnArgs.GetInt( "team", "-1", spot.team );
|
|
|
|
if( mpGame.IsGametypeFlagBased() ) /* CTF */
|
|
{
|
|
if( spot.team == 0 || spot.team == 1 )
|
|
teamSpawnSpots[spot.team].Append( spot );
|
|
else
|
|
common->Warning( "info_player_deathmatch : invalid or no team attached to spawn point\n" );
|
|
}
|
|
spawnSpots.Append( spot );
|
|
if( spot.ent->spawnArgs.GetBool( "initial" ) )
|
|
{
|
|
if( mpGame.IsGametypeFlagBased() ) /* CTF */
|
|
{
|
|
assert( spot.team == 0 || spot.team == 1 );
|
|
teamInitialSpots[ spot.team ].Append( spot.ent );
|
|
}
|
|
|
|
initialSpots.Append( spot.ent );
|
|
}
|
|
spot.ent = FindEntityUsingDef( spot.ent, "info_player_deathmatch" );
|
|
}
|
|
|
|
if( mpGame.IsGametypeFlagBased() ) /* CTF */
|
|
{
|
|
if( !teamSpawnSpots[0].Num() )
|
|
common->Warning( "red team : no info_player_deathmatch in map" );
|
|
if( !teamSpawnSpots[1].Num() )
|
|
common->Warning( "blue team : no info_player_deathmatch in map" );
|
|
|
|
if( !teamSpawnSpots[0].Num() || !teamSpawnSpots[1].Num() )
|
|
return;
|
|
}
|
|
|
|
if( !spawnSpots.Num() )
|
|
{
|
|
common->Warning( "no info_player_deathmatch in map" );
|
|
return;
|
|
}
|
|
|
|
if( mpGame.IsGametypeFlagBased() ) /* CTF */
|
|
{
|
|
common->Printf( "red team : %d spawns (%d initials)\n", teamSpawnSpots[ 0 ].Num(), teamInitialSpots[ 0 ].Num() );
|
|
// if there are no initial spots in the map, consider they can all be used as initial
|
|
if( !teamInitialSpots[ 0 ].Num() )
|
|
{
|
|
common->Warning( "red team : no info_player_deathmatch entities marked initial in map" );
|
|
for( i = 0; i < teamSpawnSpots[ 0 ].Num(); i++ )
|
|
{
|
|
teamInitialSpots[ 0 ].Append( teamSpawnSpots[ 0 ][ i ].ent );
|
|
}
|
|
}
|
|
|
|
common->Printf( "blue team : %d spawns (%d initials)\n", teamSpawnSpots[ 1 ].Num(), teamInitialSpots[ 1 ].Num() );
|
|
// if there are no initial spots in the map, consider they can all be used as initial
|
|
if( !teamInitialSpots[ 1 ].Num() )
|
|
{
|
|
common->Warning( "blue team : no info_player_deathmatch entities marked initial in map" );
|
|
for( i = 0; i < teamSpawnSpots[ 1 ].Num(); i++ )
|
|
{
|
|
teamInitialSpots[ 1 ].Append( teamSpawnSpots[ 1 ][ i ].ent );
|
|
}
|
|
}
|
|
}
|
|
|
|
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( k = 0; k < 2; k++ )
|
|
{
|
|
for( i = 0; i < teamInitialSpots[ k ].Num(); i++ )
|
|
{
|
|
j = random.RandomInt( teamInitialSpots[ k ].Num() );
|
|
ent = teamInitialSpots[ k ][ i ];
|
|
teamInitialSpots[ k ][ i ] = teamInitialSpots[ k ][ j ];
|
|
teamInitialSpots[ k ][ j ] = ent;
|
|
}
|
|
}
|
|
|
|
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;
|
|
|
|
teamCurrentInitialSpot[0] = 0;
|
|
teamCurrentInitialSpot[1] = 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( !common->IsMultiplayer() || !spawnSpots.Num() || ( mpGame.IsGametypeFlagBased() && ( !teamSpawnSpots[0].Num() || !teamSpawnSpots[1].Num() ) ) ) /* CTF */
|
|
{
|
|
spot.ent = FindEntityUsingDef( NULL, "info_player_start" );
|
|
if( !spot.ent )
|
|
{
|
|
Error( "No info_player_start on map.\n" );
|
|
}
|
|
return spot.ent;
|
|
}
|
|
|
|
bool useInitialSpots = false;
|
|
if( mpGame.IsGametypeFlagBased() ) /* CTF */
|
|
{
|
|
assert( player->team == 0 || player->team == 1 );
|
|
useInitialSpots = player->useInitialSpawns && teamCurrentInitialSpot[ player->team ] < teamInitialSpots[ player->team ].Num();
|
|
}
|
|
else
|
|
{
|
|
useInitialSpots = player->useInitialSpawns && currentInitialSpot < initialSpots.Num();
|
|
}
|
|
|
|
if( player->spectating )
|
|
{
|
|
// plain random spot, don't bother
|
|
return spawnSpots[ random.RandomInt( spawnSpots.Num() ) ].ent;
|
|
}
|
|
else if( useInitialSpots )
|
|
{
|
|
if( mpGame.IsGametypeFlagBased() ) /* CTF */
|
|
{
|
|
assert( player->team == 0 || player->team == 1 );
|
|
player->useInitialSpawns = false; // only use the initial spawn once
|
|
return teamInitialSpots[ player->team ][ teamCurrentInitialSpot[ player->team ]++ ];
|
|
}
|
|
return initialSpots[ currentInitialSpot++ ];
|
|
}
|
|
else
|
|
{
|
|
// 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 )
|
|
{
|
|
if( mpGame.IsGametypeFlagBased() ) /* CTF */
|
|
{
|
|
assert( player->team == 0 || player->team == 1 );
|
|
return teamSpawnSpots[ player->team ][ random.RandomInt( teamSpawnSpots[ player->team ].Num() ) ].ent;
|
|
}
|
|
// don't do distance-based
|
|
return spawnSpots[ random.RandomInt( spawnSpots.Num() ) ].ent;
|
|
}
|
|
|
|
if( mpGame.IsGametypeFlagBased() ) /* CTF */
|
|
{
|
|
// TODO : make as reusable method, same code as below
|
|
int team = player->team;
|
|
assert( team == 0 || team == 1 );
|
|
|
|
// find the distance to the closest active player for each spawn spot
|
|
for( i = 0; i < teamSpawnSpots[ team ].Num(); i++ )
|
|
{
|
|
pos = teamSpawnSpots[ team ][ i ].ent->GetPhysics()->GetOrigin();
|
|
|
|
// skip initial spawn points for CTF
|
|
if( teamSpawnSpots[ team ][ i ].ent->spawnArgs.GetBool( "initial" ) )
|
|
{
|
|
teamSpawnSpots[ team ][ i ].dist = 0x0;
|
|
continue;
|
|
}
|
|
|
|
teamSpawnSpots[ team ][ i ].dist = 0x7fffffff;
|
|
|
|
for( j = 0; j < MAX_CLIENTS; j++ )
|
|
{
|
|
if( !entities[ j ] || !entities[ j ]->IsType( idPlayer::Type )
|
|
|| entities[ j ] == player
|
|
|| static_cast< idPlayer* >( entities[ j ] )->spectating )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
dist = ( pos - entities[ j ]->GetPhysics()->GetOrigin() ).LengthSqr();
|
|
if( dist < teamSpawnSpots[ team ][ i ].dist )
|
|
{
|
|
teamSpawnSpots[ team ][ i ].dist = dist;
|
|
}
|
|
}
|
|
}
|
|
|
|
// sort the list
|
|
qsort( ( void* )teamSpawnSpots[ team ].Ptr(), teamSpawnSpots[ team ].Num(), sizeof( spawnSpot_t ), ( int (* )( const void*, const void* ) )sortSpawnPoints );
|
|
|
|
// choose a random one in the top half
|
|
which = random.RandomInt( teamSpawnSpots[ team ].Num() / 2 );
|
|
spot = teamSpawnSpots[ team ][ which ];
|
|
// assert( teamSpawnSpots[ team ][ which ].dist != 0 );
|
|
|
|
return spot.ent;
|
|
}
|
|
|
|
// 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::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;
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
idPlayer::SetPortalSkyEnt
|
|
=================
|
|
*/
|
|
void idGameLocal::SetPortalSkyEnt( idEntity* ent )
|
|
{
|
|
portalSkyEnt = ent;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idPlayer::IsPortalSkyAcive
|
|
=================
|
|
*/
|
|
bool idGameLocal::IsPortalSkyAcive()
|
|
{
|
|
return portalSkyActive;
|
|
}
|
|
|
|
/*
|
|
===========
|
|
idGameLocal::SelectTimeGroup
|
|
============
|
|
*/
|
|
void idGameLocal::SelectTimeGroup( int timeGroup )
|
|
{
|
|
if( timeGroup )
|
|
{
|
|
fast.Get( time, previousTime, realClientTime );
|
|
}
|
|
else
|
|
{
|
|
slow.Get( time, previousTime, realClientTime );
|
|
}
|
|
|
|
selectedGroup = timeGroup;
|
|
}
|
|
|
|
/*
|
|
===========
|
|
idGameLocal::GetTimeGroupTime
|
|
============
|
|
*/
|
|
int idGameLocal::GetTimeGroupTime( int timeGroup )
|
|
{
|
|
if( timeGroup )
|
|
{
|
|
return fast.time;
|
|
}
|
|
else
|
|
{
|
|
return slow.time;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===========
|
|
idGameLocal::ComputeSlowScale
|
|
============
|
|
*/
|
|
void idGameLocal::ComputeSlowScale()
|
|
{
|
|
|
|
// check if we need to do a quick reset
|
|
if( quickSlowmoReset )
|
|
{
|
|
quickSlowmoReset = false;
|
|
|
|
// stop the sounds
|
|
if( gameSoundWorld )
|
|
{
|
|
gameSoundWorld->SetSlowmoSpeed( 1.0f );
|
|
}
|
|
|
|
// stop the state
|
|
slowmoState = SLOWMO_STATE_OFF;
|
|
slowmoScale = 1.0f;
|
|
}
|
|
|
|
// check the player state
|
|
idPlayer* player = GetLocalPlayer();
|
|
bool powerupOn = false;
|
|
|
|
if( player != NULL && player->PowerUpActive( HELLTIME ) )
|
|
{
|
|
powerupOn = true;
|
|
}
|
|
else if( g_enableSlowmo.GetBool() )
|
|
{
|
|
powerupOn = true;
|
|
}
|
|
|
|
// determine proper slowmo state
|
|
if( powerupOn && slowmoState == SLOWMO_STATE_OFF )
|
|
{
|
|
slowmoState = SLOWMO_STATE_RAMPUP;
|
|
|
|
if( gameSoundWorld )
|
|
{
|
|
gameSoundWorld->SetSlowmoSpeed( slowmoScale );
|
|
}
|
|
}
|
|
else if( !powerupOn && slowmoState == SLOWMO_STATE_ON )
|
|
{
|
|
slowmoState = SLOWMO_STATE_RAMPDOWN;
|
|
|
|
// play the stop sound
|
|
if( player != NULL )
|
|
{
|
|
player->PlayHelltimeStopSound();
|
|
}
|
|
}
|
|
|
|
// do any necessary ramping
|
|
if( slowmoState == SLOWMO_STATE_RAMPUP )
|
|
{
|
|
float delta = ( 0.25f - slowmoScale );
|
|
|
|
if( fabs( delta ) < g_slowmoStepRate.GetFloat() )
|
|
{
|
|
slowmoScale = 0.25f;
|
|
slowmoState = SLOWMO_STATE_ON;
|
|
}
|
|
else
|
|
{
|
|
slowmoScale += delta * g_slowmoStepRate.GetFloat();
|
|
}
|
|
|
|
if( gameSoundWorld != NULL )
|
|
{
|
|
gameSoundWorld->SetSlowmoSpeed( slowmoScale );
|
|
}
|
|
}
|
|
else if( slowmoState == SLOWMO_STATE_RAMPDOWN )
|
|
{
|
|
float delta = ( 1.0f - slowmoScale );
|
|
|
|
if( fabs( delta ) < g_slowmoStepRate.GetFloat() )
|
|
{
|
|
slowmoScale = 1.0f;
|
|
slowmoState = SLOWMO_STATE_OFF;
|
|
}
|
|
else
|
|
{
|
|
slowmoScale += delta * g_slowmoStepRate.GetFloat();
|
|
}
|
|
|
|
if( gameSoundWorld != NULL )
|
|
{
|
|
gameSoundWorld->SetSlowmoSpeed( slowmoScale );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
===========
|
|
idGameLocal::ResetSlowTimeVars
|
|
============
|
|
*/
|
|
void idGameLocal::ResetSlowTimeVars()
|
|
{
|
|
slowmoScale = 1.0f;
|
|
slowmoState = SLOWMO_STATE_OFF;
|
|
|
|
fast.previousTime = 0;
|
|
fast.time = 0;
|
|
|
|
slow.previousTime = 0;
|
|
slow.time = 0;
|
|
}
|
|
|
|
/*
|
|
===========
|
|
idGameLocal::QuickSlowmoReset
|
|
============
|
|
*/
|
|
void idGameLocal::QuickSlowmoReset()
|
|
{
|
|
quickSlowmoReset = true;
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
idGameLocal::GetClientStats
|
|
================
|
|
*/
|
|
void idGameLocal::GetClientStats( int clientNum, char* data, const int len )
|
|
{
|
|
mpGame.PlayerStats( clientNum, data, len );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idGameLocal::GetMPGameModes
|
|
================
|
|
*/
|
|
int idGameLocal::GetMPGameModes( const char** * gameModes, const char** * gameModesDisplay )
|
|
{
|
|
return mpGame.GetGameModes( gameModes, gameModesDisplay );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idGameLocal::IsPDAOpen
|
|
========================
|
|
*/
|
|
bool idGameLocal::IsPDAOpen() const
|
|
{
|
|
return GetLocalPlayer() && GetLocalPlayer()->objectiveSystemOpen;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idGameLocal::IsPlayerChatting
|
|
========================
|
|
*/
|
|
bool idGameLocal::IsPlayerChatting() const
|
|
{
|
|
return GetLocalPlayer() && ( GetLocalPlayer()->isChatting > 0 ) && !GetLocalPlayer()->spectating;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idGameLocal::InhibitControls
|
|
========================
|
|
*/
|
|
bool idGameLocal::InhibitControls()
|
|
{
|
|
return ( Shell_IsActive() || IsPDAOpen() || IsPlayerChatting() || ( common->IsMultiplayer() && mpGame.IsScoreboardActive() ) );
|
|
}
|
|
|
|
/*
|
|
===============================
|
|
idGameLocal::Leaderboards_Init
|
|
===============================
|
|
*/
|
|
void idGameLocal::Leaderboards_Init()
|
|
{
|
|
LeaderboardLocal_Init();
|
|
}
|
|
|
|
/*
|
|
===============================
|
|
idGameLocal::Leaderboards_Shutdown
|
|
===============================
|
|
*/
|
|
void idGameLocal::Leaderboards_Shutdown()
|
|
{
|
|
LeaderboardLocal_Shutdown();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idGameLocal::Shell_ClearRepeater
|
|
========================
|
|
*/
|
|
void idGameLocal::Shell_ClearRepeater()
|
|
{
|
|
if( shellHandler != NULL )
|
|
{
|
|
shellHandler->ClearWidgetActionRepeater();
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idGameLocal::Shell_Init
|
|
========================
|
|
*/
|
|
void idGameLocal::Shell_Init( const char* filename, idSoundWorld* sw )
|
|
{
|
|
if( shellHandler != NULL )
|
|
{
|
|
shellHandler->Initialize( filename, sw );
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idGameLocal::Shell_Init
|
|
========================
|
|
*/
|
|
void idGameLocal::Shell_Cleanup()
|
|
{
|
|
if( shellHandler != NULL )
|
|
{
|
|
delete shellHandler;
|
|
shellHandler = NULL;
|
|
}
|
|
|
|
mpGame.CleanupScoreboard();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idGameLocal::Shell_CreateMenu
|
|
========================
|
|
*/
|
|
void idGameLocal::Shell_CreateMenu( bool inGame )
|
|
{
|
|
Shell_ResetMenu();
|
|
|
|
if( shellHandler != NULL )
|
|
{
|
|
if( !inGame )
|
|
{
|
|
shellHandler->SetInGame( false );
|
|
Shell_Init( "shell", common->MenuSW() );
|
|
}
|
|
else
|
|
{
|
|
shellHandler->SetInGame( true );
|
|
if( common->IsMultiplayer() )
|
|
{
|
|
Shell_Init( "pause", common->SW() );
|
|
}
|
|
else
|
|
{
|
|
Shell_Init( "pause", common->MenuSW() );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idGameLocal::Shell_ClosePause
|
|
========================
|
|
*/
|
|
void idGameLocal::Shell_ClosePause()
|
|
{
|
|
if( shellHandler != NULL )
|
|
{
|
|
|
|
if( !common->IsMultiplayer() && GetLocalPlayer() && GetLocalPlayer()->health <= 0 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if( shellHandler->GetGameComplete() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
shellHandler->SetNextScreen( SHELL_AREA_INVALID, MENU_TRANSITION_SIMPLE );
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idGameLocal::Shell_Show
|
|
========================
|
|
*/
|
|
void idGameLocal::Shell_Show( bool show )
|
|
{
|
|
if( shellHandler != NULL )
|
|
{
|
|
shellHandler->ActivateMenu( show );
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idGameLocal::Shell_IsActive
|
|
========================
|
|
*/
|
|
bool idGameLocal::Shell_IsActive() const
|
|
{
|
|
if( shellHandler != NULL )
|
|
{
|
|
return shellHandler->IsActive();
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idGameLocal::Shell_HandleGuiEvent
|
|
========================
|
|
*/
|
|
bool idGameLocal::Shell_HandleGuiEvent( const sysEvent_t* sev )
|
|
{
|
|
if( shellHandler != NULL )
|
|
{
|
|
return shellHandler->HandleGuiEvent( sev );
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idGameLocal::Shell_Render
|
|
========================
|
|
*/
|
|
void idGameLocal::Shell_Render()
|
|
{
|
|
if( shellHandler != NULL )
|
|
{
|
|
shellHandler->Update();
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idGameLocal::Shell_ResetMenu
|
|
========================
|
|
*/
|
|
void idGameLocal::Shell_ResetMenu()
|
|
{
|
|
if( shellHandler != NULL )
|
|
{
|
|
delete shellHandler;
|
|
shellHandler = new( TAG_SWF ) idMenuHandler_Shell();
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idGameLocal::Shell_SyncWithSession
|
|
=================
|
|
*/
|
|
void idGameLocal::Shell_SyncWithSession()
|
|
{
|
|
if( shellHandler == NULL )
|
|
{
|
|
return;
|
|
}
|
|
switch( session->GetState() )
|
|
{
|
|
case idSession::PRESS_START:
|
|
shellHandler->SetShellState( SHELL_STATE_PRESS_START );
|
|
break;
|
|
case idSession::INGAME:
|
|
shellHandler->SetShellState( SHELL_STATE_PAUSED );
|
|
break;
|
|
case idSession::IDLE:
|
|
shellHandler->SetShellState( SHELL_STATE_IDLE );
|
|
break;
|
|
case idSession::PARTY_LOBBY:
|
|
shellHandler->SetShellState( SHELL_STATE_PARTY_LOBBY );
|
|
break;
|
|
case idSession::GAME_LOBBY:
|
|
shellHandler->SetShellState( SHELL_STATE_GAME_LOBBY );
|
|
break;
|
|
case idSession::SEARCHING:
|
|
shellHandler->SetShellState( SHELL_STATE_SEARCHING );
|
|
break;
|
|
case idSession::LOADING:
|
|
shellHandler->SetShellState( SHELL_STATE_LOADING );
|
|
break;
|
|
case idSession::CONNECTING:
|
|
shellHandler->SetShellState( SHELL_STATE_CONNECTING );
|
|
break;
|
|
case idSession::BUSY:
|
|
shellHandler->SetShellState( SHELL_STATE_BUSY );
|
|
break;
|
|
}
|
|
}
|
|
|
|
void idGameLocal::Shell_SetGameComplete()
|
|
{
|
|
if( shellHandler != NULL )
|
|
{
|
|
shellHandler->SetGameComplete();
|
|
Shell_Show( true );
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idGameLocal::Shell_SetState_GameLobby
|
|
========================
|
|
*/
|
|
void idGameLocal::Shell_UpdateSavedGames()
|
|
{
|
|
if( shellHandler != NULL )
|
|
{
|
|
shellHandler->UpdateSavedGames();
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idGameLocal::Shell_SetCanContinue
|
|
========================
|
|
*/
|
|
void idGameLocal::Shell_SetCanContinue( bool valid )
|
|
{
|
|
if( shellHandler != NULL )
|
|
{
|
|
shellHandler->SetCanContinue( valid );
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idGameLocal::Shell_SetState_GameLobby
|
|
========================
|
|
*/
|
|
void idGameLocal::Shell_UpdateClientCountdown( int countdown )
|
|
{
|
|
if( shellHandler != NULL )
|
|
{
|
|
shellHandler->SetTimeRemaining( countdown );
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idGameLocal::Shell_SetState_GameLobby
|
|
========================
|
|
*/
|
|
void idGameLocal::Shell_UpdateLeaderboard( const idLeaderboardCallback* callback )
|
|
{
|
|
if( shellHandler != NULL )
|
|
{
|
|
shellHandler->UpdateLeaderboard( callback );
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idGameLocal::SimulateProjectiles
|
|
========================
|
|
*/
|
|
bool idGameLocal::SimulateProjectiles()
|
|
{
|
|
bool moreProjectiles = false;
|
|
// Simulate projectiles
|
|
for( int i = 0; i < idProjectile::MAX_SIMULATED_PROJECTILES; i++ )
|
|
{
|
|
if( idProjectile::projectilesToSimulate[i].projectile != NULL && idProjectile::projectilesToSimulate[i].startTime != 0 )
|
|
{
|
|
const int startTime = idProjectile::projectilesToSimulate[i].startTime;
|
|
const int startFrame = MSEC_TO_FRAME_FLOOR( startTime );
|
|
const int endFrame = startFrame + 1;
|
|
const int endTime = FRAME_TO_MSEC( endFrame );
|
|
|
|
idProjectile::projectilesToSimulate[i].projectile->SimulateProjectileFrame( endTime - startTime, endTime );
|
|
|
|
if( idProjectile::projectilesToSimulate[i].projectile != NULL )
|
|
{
|
|
if( endTime >= previousServerTime )
|
|
{
|
|
idProjectile::projectilesToSimulate[i].projectile->PostSimulate( endTime );
|
|
idProjectile::projectilesToSimulate[i].startTime = 0;
|
|
idProjectile::projectilesToSimulate[i].projectile = NULL;
|
|
}
|
|
else
|
|
{
|
|
idProjectile::projectilesToSimulate[i].startTime = endTime;
|
|
moreProjectiles = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return moreProjectiles;
|
|
}
|