// leave this line at the top for all g_xxxx.cpp files... #include "g_headers.h" #include "g_local.h" #include "g_functions.h" #include "Q3_Interface.h" #include "g_nav.h" #include "g_roff.h" #include "g_navigator.h" #include "b_local.h" #include "anims.h" #include "objectives.h" #include "../cgame/cg_local.h" // yeah I know this is naughty, but we're shipping soon... //rww - RAGDOLL_BEGIN #include "../ghoul2/ghoul2_gore.h" //rww - RAGDOLL_END extern void WP_SaberLoadParms( void ); extern qboolean G_PlayerSpawned( void ); extern void Rail_Initialize( void ); extern void Rail_Update( void ); extern void Rail_Reset(void); extern void Troop_Initialize( void ); extern void Troop_Update( void ); extern void Troop_Reset(void); extern void Pilot_Reset(void); extern void Pilot_Update(void); extern void G_ASPreCacheFree(void); static int navCalcPathTime = 0; int eventClearTime = 0; extern qboolean g_bCollidableRoffs; #define STEPSIZE 18 level_locals_t level; game_import_t gi; game_export_t globals; gentity_t g_entities[MAX_GENTITIES]; unsigned int g_entityInUseBits[MAX_GENTITIES/32]; static void ClearAllInUse(void) { memset(g_entityInUseBits,0,sizeof(g_entityInUseBits)); } void SetInUse(gentity_t *ent) { assert(((unsigned int)ent)>=(unsigned int)g_entities); assert(((unsigned int)ent)<=(unsigned int)(g_entities+MAX_GENTITIES-1)); unsigned int entNum=ent-g_entities; g_entityInUseBits[entNum/32]|=((unsigned int)1)<<(entNum&0x1f); } void ClearInUse(gentity_t *ent) { assert(((unsigned int)ent)>=(unsigned int)g_entities); assert(((unsigned int)ent)<=(unsigned int)(g_entities+MAX_GENTITIES-1)); unsigned int entNum=ent-g_entities; g_entityInUseBits[entNum/32]&=~(((unsigned int)1)<<(entNum&0x1f)); } qboolean PInUse(unsigned int entNum) { assert(entNum>=0); assert(entNum=(unsigned int)g_entities); assert(((unsigned int)ent)<=(unsigned int)(g_entities+MAX_GENTITIES-1)); unsigned int entNum=ent-g_entities; return((g_entityInUseBits[entNum/32]&(((unsigned int)1)<<(entNum&0x1f)))!=0); } */ void WriteInUseBits(void) { gi.AppendToSaveGame('INUS', &g_entityInUseBits, sizeof(g_entityInUseBits) ); } void ReadInUseBits(void) { gi.ReadFromSaveGame('INUS', &g_entityInUseBits, sizeof(g_entityInUseBits)); // This is only temporary. Once I have converted all the ent->inuse refs, // it won;t be needed -MW. for(int i=0;ihealth <= 0 && player->max_health > 0 ) {//defeat music if ( level.dmState != DM_DEATH ) { level.dmState = DM_DEATH; } } if ( level.dmState == DM_DEATH ) { gi.SetConfigstring( CS_DYNAMIC_MUSIC_STATE, "death" ); return; } if ( level.dmState == DM_BOSS ) { gi.SetConfigstring( CS_DYNAMIC_MUSIC_STATE, "boss" ); return; } if ( level.dmState == DM_SILENCE ) { gi.SetConfigstring( CS_DYNAMIC_MUSIC_STATE, "silence" ); return; } if ( level.dmBeatTime > level.time ) {//not on a beat return; } level.dmBeatTime = level.time + 1000;//1 second beats if ( player->health <= 20 ) { danger = 1; } //enemy-based VectorCopy( player->currentOrigin, center ); for ( i = 0 ; i < 3 ; i++ ) { mins[i] = center[i] - radius; maxs[i] = center[i] + radius; } numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for ( e = 0 ; e < numListedEntities ; e++ ) { ent = entityList[ e ]; if ( !ent || !ent->inuse ) { continue; } if ( !ent->client || !ent->NPC ) { if ( ent->classname && (!Q_stricmp( "PAS", ent->classname )||!Q_stricmp( "misc_turret", ent->classname )) ) {//a turret entTeam = ent->noDamageTeam; } else { continue; } } else {//an NPC entTeam = ent->client->playerTeam; } if ( entTeam == player->client->playerTeam ) {//ally continue; } if ( entTeam == TEAM_NEUTRAL && (!ent->enemy || !ent->enemy->client || ent->enemy->client->playerTeam != player->client->playerTeam) ) {//a droid that is not mad at me or my allies continue; } if ( !gi.inPVS( player->currentOrigin, ent->currentOrigin ) ) {//not potentially visible continue; } if ( ent->client && ent->s.weapon == WP_NONE ) {//they don't have a weapon... FIXME: only do this for droids? continue; } LOScalced = clearLOS = qfalse; if ( (ent->enemy==player&&(!ent->NPC||ent->NPC->confusionTimeclient&&ent->client->ps.weaponTime) || (!ent->client&&ent->attackDebounceTime>level.time)) {//mad if ( ent->health > 0 ) {//alive //FIXME: do I really need this check? if ( ent->s.weapon == WP_SABER && ent->client && !ent->client->ps.SaberActive() && ent->enemy != player ) {//a Jedi who has not yet gotten made at me continue; } if ( ent->NPC && ent->NPC->behaviorState == BS_CINEMATIC ) {//they're not actually going to do anything about being mad at me... continue; } //okay, they're in my PVS, but how close are they? Are they actively attacking me? if ( !ent->client && ent->s.weapon == WP_TURRET && ent->fly_sound_debounce_time && ent->fly_sound_debounce_time - level.time < 10000 ) {//a turret that shot at me less than ten seconds ago } else if ( ent->client && ent->client->ps.lastShotTime && ent->client->ps.lastShotTime - level.time < 10000 ) {//an NPC that shot at me less than ten seconds ago } else {//not actively attacking me lately, see how far away they are distSq = DistanceSquared( ent->currentOrigin, player->currentOrigin ); if ( distSq > 4194304/*2048*2048*/ ) {//> 2048 away continue; } else if ( distSq > 1048576/*1024*1024*/ ) {//> 1024 away clearLOS = G_ClearLOS( player, player->client->renderInfo.eyePoint, ent ); LOScalced = qtrue; if ( clearLOS == qfalse ) {//No LOS continue; } } } battle++; } } if ( level.dmState == DM_EXPLORE ) {//only do these visibility checks if you're still in exploration mode if ( !InFront( ent->currentOrigin, player->currentOrigin, player->client->ps.viewangles, 0.0f) ) {//not in front continue; } if ( !LOScalced ) { clearLOS = G_ClearLOS( player, player->client->renderInfo.eyePoint, ent ); } if ( !clearLOS ) {//can't see them directly continue; } } if ( ent->health <= 0 ) {//dead if ( !ent->client || level.time - ent->s.time > 10000 ) {//corpse has been dead for more than 10 seconds //FIXME: coming across corpses should cause danger sounds too? continue; } } //we see enemies and/or corpses danger++; } if ( !battle ) {//no active enemies, but look for missiles, shot impacts, etc... int alert = G_CheckAlertEvents( player, qtrue, qtrue, 1024, 1024, -1, qfalse, AEL_SUSPICIOUS ); if ( alert != -1 ) {//FIXME: maybe tripwires and other FIXED things need their own sound, some kind of danger/caution theme if ( G_CheckForDanger( player, alert ) ) {//found danger near by danger++; battle = 1; } else if ( level.alertEvents[alert].owner && (level.alertEvents[alert].owner == player->enemy || (level.alertEvents[alert].owner->client && level.alertEvents[alert].owner->client->playerTeam == player->client->enemyTeam) ) ) {//NPC on enemy team of player made some noise switch ( level.alertEvents[alert].level ) { case AEL_DISCOVERED: dangerNear = qtrue; break; case AEL_SUSPICIOUS: suspicious = qtrue; break; case AEL_MINOR: //distraction = qtrue; break; } } } } if ( battle ) {//battle - this can interrupt level.dmDebounceTime of lower intensity levels //play battle if ( level.dmState != DM_ACTION ) { gi.SetConfigstring( CS_DYNAMIC_MUSIC_STATE, "action" ); } level.dmState = DM_ACTION; if ( battle > 5 ) { //level.dmDebounceTime = level.time + 8000;//don't change again for 5 seconds } else { //level.dmDebounceTime = level.time + 3000 + 1000*battle; } } else { if ( level.dmDebounceTime > level.time ) {//not ready to switch yet return; } else {//at least 1 second (for beats) //level.dmDebounceTime = level.time + 1000;//FIXME: define beat time? } /* if ( danger || dangerNear ) {//danger //stay on whatever we were on, action or exploration if ( !danger ) {//minimum danger = 1; } if ( danger > 3 ) { level.dmDebounceTime = level.time + 5000; } else { level.dmDebounceTime = level.time + 2000 + 1000*danger; } } else */ {//still nothing dangerous going on if ( level.dmState != DM_EXPLORE ) {//just went to explore, hold it for a couple seconds at least //level.dmDebounceTime = level.time + 2000; gi.SetConfigstring( CS_DYNAMIC_MUSIC_STATE, "explore" ); } level.dmState = DM_EXPLORE; //FIXME: look for interest points and play "mysterious" music instead of exploration? //FIXME: suspicious and distraction sounds should play some cue or change music in a subtle way? //play exploration } //FIXME: when do we go to silence? } } void G_ConnectNavs( const char *mapname, int checkSum ) { NAV::LoadFromEntitiesAndSaveToFile(mapname, checkSum); CP_FindCombatPointWaypoints(); } /* ================ G_FindTeams Chain together all entities with a matching team field. Entity teams are used for item groups and multi-entity mover groups. All but the first will have the FL_TEAMSLAVE flag set and teammaster field set All but the last will have the teamchain field set to the next one ================ */ void G_FindTeams( void ) { gentity_t *e, *e2; int i, j; int c, c2; c = 0; c2 = 0; // for ( i=1, e=g_entities,i ; i < globals.num_entities ; i++,e++ ) for ( i=1 ; i < globals.num_entities ; i++ ) { // if (!e->inuse) // continue; if(!PInUse(i)) continue; e=&g_entities[i]; if (!e->team) continue; if (e->flags & FL_TEAMSLAVE) continue; e->teammaster = e; c++; c2++; // for (j=i+1, e2=e+1 ; j < globals.num_entities ; j++,e2++) for (j=i+1; j < globals.num_entities ; j++) { // if (!e2->inuse) // continue; if(!PInUse(j)) continue; e2=&g_entities[j]; if (!e2->team) continue; if (e2->flags & FL_TEAMSLAVE) continue; if (!strcmp(e->team, e2->team)) { c2++; e2->teamchain = e->teamchain; e->teamchain = e2; e2->teammaster = e; e2->flags |= FL_TEAMSLAVE; // make sure that targets only point at the master if ( e2->targetname ) { e->targetname = G_NewString(e2->targetname); e2->targetname = NULL; } } } } //gi.Printf ("%i teams with %i entities\n", c, c2); } /* ============ G_InitCvars ============ */ void G_InitCvars( void ) { // don't override the cheat state set by the system g_cheats = gi.cvar ("helpUsObi", "", 0); g_developer = gi.cvar ("developer", "", 0); // noset vars gi.cvar( "gamename", GAMEVERSION , CVAR_SERVERINFO | CVAR_ROM ); gi.cvar( "gamedate", __DATE__ , CVAR_ROM ); g_skippingcin = gi.cvar ("skippingCinematic", "0", CVAR_ROM); // latched vars // change anytime vars g_speed = gi.cvar( "g_speed", "250", CVAR_CHEAT ); g_gravity = gi.cvar( "g_gravity", "800", CVAR_SAVEGAME|CVAR_ROM ); g_stepSlideFix = gi.cvar( "g_stepSlideFix", "1", CVAR_ARCHIVE ); g_sex = gi.cvar ("sex", "f", CVAR_USERINFO | CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); g_spskill = gi.cvar ("g_spskill", "0", CVAR_ARCHIVE | CVAR_SAVEGAME|CVAR_NORESTART); g_knockback = gi.cvar( "g_knockback", "1000", CVAR_CHEAT ); g_dismemberment = gi.cvar ( "g_dismemberment", "3", CVAR_ARCHIVE );//0 = none, 1 = arms and hands, 2 = legs, 3 = waist and head // for now I'm making default 10 seconds g_corpseRemovalTime = gi.cvar ( "g_corpseRemovalTime", "10", CVAR_ARCHIVE );//number of seconds bodies stick around for, at least... 0 = never go away g_synchSplitAnims = gi.cvar ( "g_synchSplitAnims", "1", 0 ); #ifndef FINAL_BUILD g_AnimWarning = gi.cvar ( "g_AnimWarning", "1", 0 ); #endif g_noFootSlide = gi.cvar ( "g_noFootSlide", "1", 0 ); g_noFootSlideRunScale = gi.cvar ( "g_noFootSlideRunScale", "150.0", 0 ); g_noFootSlideWalkScale = gi.cvar ( "g_noFootSlideWalkScale", "50.0", 0 ); g_nav1 = gi.cvar ( "g_nav1", "", 0 ); g_nav2 = gi.cvar ( "g_nav2", "", 0 ); g_bobaDebug = gi.cvar ( "g_bobaDebug", "", 0 ); #if defined(FINAL_BUILD) || defined(_XBOX) g_delayedShutdown = gi.cvar ( "g_delayedShutdown", "0", 0 ); #else g_delayedShutdown = gi.cvar ( "g_delayedShutdown", "1", 0 ); #endif g_inactivity = gi.cvar ("g_inactivity", "0", 0); g_debugMove = gi.cvar ("g_debugMove", "0", CVAR_CHEAT ); g_debugDamage = gi.cvar ("g_debugDamage", "0", CVAR_CHEAT ); g_ICARUSDebug = gi.cvar( "g_ICARUSDebug", "0", CVAR_CHEAT ); g_timescale = gi.cvar( "timescale", "1", 0 ); g_npcdebug = gi.cvar( "g_npcdebug", "0", 0 ); g_navSafetyChecks = gi.cvar( "g_navSafetyChecks", "0", 0 ); // NOTE : I also create this is UI_Init() g_subtitles = gi.cvar( "g_subtitles", "0", CVAR_ARCHIVE ); com_buildScript = gi.cvar ("com_buildscript", "0", 0); g_saberAutoBlocking = gi.cvar( "g_saberAutoBlocking", "1", CVAR_CHEAT );//must press +block button to do any blocking g_saberRealisticCombat = gi.cvar( "g_saberMoreRealistic", "0", CVAR_CHEAT|CVAR_INIT );//makes collision more precise, increases damage debug_subdivision = gi.cvar( "debug_subdivision", "0", CVAR_CHEAT|CVAR_INIT );//debug for dismemberment g_dismemberProbabilities = gi.cvar ( "g_dismemberProbabilities", "1", CVAR_CHEAT|CVAR_INIT );//0 = ignore probabilities, 1 = use probabilities g_saberDamageCapping = gi.cvar( "g_saberDamageCapping", "1", CVAR_CHEAT );//caps damage of sabers vs players and NPC who use sabers g_saberMoveSpeed = gi.cvar( "g_saberMoveSpeed", "1", CVAR_CHEAT );//how fast you run while attacking with a saber g_saberAnimSpeed = gi.cvar( "g_saberAnimSpeed", "1", CVAR_CHEAT );//how fast saber animations run g_saberAutoAim = gi.cvar( "g_saberAutoAim", "1", CVAR_CHEAT );//auto-aims at enemies when not moving or when just running forward g_saberNewControlScheme = gi.cvar( "g_saberNewControlScheme", "0", CVAR_ARCHIVE );//use +forcefocus to pull off all the special moves g_debugSaberLock = gi.cvar( "g_debugSaberLock", "0", CVAR_CHEAT );//just for debugging/development, makes saberlocks happen all the time g_saberLockRandomNess = gi.cvar( "g_saberLockRandomNess", "2", CVAR_ARCHIVE );//just for debugging/development, controls frequency of saberlocks g_debugMelee = gi.cvar( "g_debugMelee", "0", CVAR_CHEAT );//just for debugging/development, test kicks and grabs g_saberRestrictForce = gi.cvar( "g_saberRestrictForce", "0", CVAR_ARCHIVE );//restricts certain force powers when using a 2-handed saber or 2 sabers g_saberPickuppableDroppedSabers = gi.cvar( "g_saberPickuppableDroppedSabers", "0", CVAR_CHEAT );//lets you pick up sabers that are dropped g_AIsurrender = gi.cvar( "g_AIsurrender", "0", CVAR_CHEAT ); g_numEntities = gi.cvar( "g_numEntities", "0", 0 ); gi.cvar( "newTotalSecrets", "0", CVAR_ROM ); gi.cvar_set("newTotalSecrets", "0");//used to carry over the count from SP_target_secret to ClientBegin //g_iscensored = gi.cvar( "ui_iscensored", "0", CVAR_ARCHIVE|CVAR_ROM|CVAR_INIT|CVAR_CHEAT|CVAR_NORESTART ); g_speederControlScheme = gi.cvar( "g_speederControlScheme", "2", CVAR_ARCHIVE|CVAR_ROM );//2 is default, 1 is alternate g_char_model = gi.cvar( "g_char_model", "jedi_tf", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); g_char_skin_head = gi.cvar( "g_char_skin_head", "head_a1", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); g_char_skin_torso = gi.cvar( "g_char_skin_torso", "torso_a1", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); g_char_skin_legs = gi.cvar( "g_char_skin_legs", "lower_a1", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); g_char_color_red = gi.cvar( "g_char_color_red", "255", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); g_char_color_green = gi.cvar( "g_char_color_green", "255", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); g_char_color_blue = gi.cvar( "g_char_color_blue", "255", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); g_saber = gi.cvar( "g_saber", "single_1", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); g_saber2 = gi.cvar( "g_saber2", "", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); g_saber_color = gi.cvar( "g_saber_color", "yellow", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); g_saber2_color = gi.cvar( "g_saber2_color", "yellow", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); g_saberDarkSideSaberColor = gi.cvar( "g_saberDarkSideSaberColor", "0", CVAR_ARCHIVE ); //when you turn evil, it turns your saber red! g_broadsword = gi.cvar( "broadsword", "1", 0); gi.cvar( "tier_storyinfo", "0", CVAR_ROM|CVAR_SAVEGAME|CVAR_NORESTART); gi.cvar( "tiers_complete", "", CVAR_ROM|CVAR_SAVEGAME|CVAR_NORESTART); gi.cvar( "ui_prisonerobj_currtotal", "0", CVAR_ROM|CVAR_SAVEGAME|CVAR_NORESTART); gi.cvar( "ui_prisonerobj_maxtotal", "0", CVAR_ROM|CVAR_SAVEGAME|CVAR_NORESTART); gi.cvar( "g_clearstats", "1", CVAR_ROM|CVAR_NORESTART); } /* ============ InitGame ============ */ // I'm just declaring a global here which I need to get at in NAV_GenerateSquadPaths for deciding if pre-calc'd // data is valid, and this saves changing the proto of G_SpawnEntitiesFromString() to include a checksum param which // may get changed anyway if a new nav system is ever used. This way saves messing with g_local.h each time -slc int giMapChecksum; SavedGameJustLoaded_e g_eSavedGameJustLoaded; qboolean g_qbLoadTransition = qfalse; void InitGame( const char *mapname, const char *spawntarget, int checkSum, const char *entities, int levelTime, int randomSeed, int globalTime, SavedGameJustLoaded_e eSavedGameJustLoaded, qboolean qbLoadTransition ) { //rww - default this to 0, we will auto-set it to 1 if we run into a terrain ent gi.cvar_set("RMG", "0"); g_bCollidableRoffs = false; giMapChecksum = checkSum; g_eSavedGameJustLoaded = eSavedGameJustLoaded; g_qbLoadTransition = qbLoadTransition; gi.Printf ("------- Game Initialization -------\n"); gi.Printf ("gamename: %s\n", GAMEVERSION); gi.Printf ("gamedate: %s\n", __DATE__); srand( randomSeed ); G_InitCvars(); G_InitMemory(); // set some level globals memset( &level, 0, sizeof( level ) ); level.time = levelTime; level.globalTime = globalTime; Q_strncpyz( level.mapname, mapname, sizeof(level.mapname) ); if ( spawntarget != NULL && spawntarget[0] ) { Q_strncpyz( level.spawntarget, spawntarget, sizeof(level.spawntarget) ); } else { level.spawntarget[0] = 0; } G_InitWorldSession(); // initialize all entities for this game memset( g_entities, 0, MAX_GENTITIES * sizeof(g_entities[0]) ); globals.gentities = g_entities; ClearAllInUse(); // initialize all clients for this game level.maxclients = 1; level.clients = (struct gclient_s *) G_Alloc( level.maxclients * sizeof(level.clients[0]) ); memset(level.clients, 0, level.maxclients * sizeof(level.clients[0])); // set client fields on player g_entities[0].client = level.clients; // 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 globals.num_entities = MAX_CLIENTS; //Load sabers.cfg data WP_SaberLoadParms(); //Set up NPC init data NPC_InitGame(); TIMER_Clear(); Rail_Reset(); Troop_Reset(); Pilot_Reset(); IT_LoadItemParms (); ClearRegisteredItems(); // clear out old nav info, attempt to load from file NAV::LoadFromFile(level.mapname, giMapChecksum); // parse the key/value pairs and spawn gentities G_SpawnEntitiesFromString( entities ); // general initialization G_FindTeams(); // SaveRegisteredItems(); gi.Printf ("-----------------------------------\n"); Rail_Initialize(); Troop_Initialize(); player = &g_entities[0]; //Init dynamic music level.dmState = DM_EXPLORE; level.dmDebounceTime = 0; level.dmBeatTime = 0; level.curAlertID = 1;//0 is default for lastAlertEvent, so... eventClearTime = 0; #ifdef _XBOX // clear out NPC water detection data npcsToUpdateTop = 0; npcsToUpdateCount = 0; memset(npcsToUpdate, -1, 2 * MAX_NPC_WATER_UPDATE); #endif // _XBOX } /* ================= ShutdownGame ================= */ void ShutdownGame( void ) { // write all the client session data so we can get it back G_WriteSessionData(); #ifdef _XBOX // The following functions, cleverly disguised as memory freeing and dealloction, // actually allocate small blocks. Fooled you! extern void Z_SetNewDeleteTemporary(bool bTemp); Z_SetNewDeleteTemporary( true ); #endif // Destroy the Game Interface. IGameInterface::Destroy(); // Shut ICARUS down. IIcarusInterface::DestroyIcarus(); // Destroy the Game Interface again. Only way to really free everything. IGameInterface::Destroy(); #ifdef _XBOX Z_SetNewDeleteTemporary( false ); #endif TAG_Init(); //Clear the reference tags /* Ghoul2 Insert Start */ for (int i=0; is.number] ) {//not playing a voice sound //return task_complete Q3_TaskIDComplete( ent, TID_CHAN_VOICE ); } } if ( Q3_TaskIDPending( ent, TID_LOCATION ) ) { char *currentLoc = G_GetLocationForEnt( ent ); if ( currentLoc && currentLoc[0] && Q_stricmp( ent->message, currentLoc ) == 0 ) {//we're in the desired location Q3_TaskIDComplete( ent, TID_LOCATION ); } //FIXME: else see if were in other trigger_locations? } } static void G_CheckSpecialPersistentEvents( gentity_t *ent ) {//special-case alerts that would be a pain in the ass to have the ent's think funcs generate if ( ent == NULL ) { return; } if ( ent->s.eType == ET_MISSILE && ent->s.weapon == WP_THERMAL && ent->s.pos.trType == TR_STATIONARY ) { if ( eventClearTime == level.time + ALERT_CLEAR_TIME ) {//events were just cleared out so add me again AddSoundEvent( ent->owner, ent->currentOrigin, ent->splashRadius*2, AEL_DANGER, qfalse, qtrue ); AddSightEvent( ent->owner, ent->currentOrigin, ent->splashRadius*2, AEL_DANGER ); } } if ( ent->forcePushTime >= level.time ) {//being pushed if ( eventClearTime == level.time + ALERT_CLEAR_TIME ) {//events were just cleared out so add me again //NOTE: presumes the player did the pushing, this is not always true, but shouldn't really matter? if ( ent->item && ent->item->giTag == INV_SECURITY_KEY ) { AddSightEvent( player, ent->currentOrigin, 128, AEL_DISCOVERED );//security keys are more important } else { AddSightEvent( player, ent->currentOrigin, 128, AEL_SUSPICIOUS );//hmm... or should this always be discovered? } } } if ( ent->contents == CONTENTS_LIGHTSABER && !Q_stricmp( "lightsaber", ent->classname ) ) {//lightsaber if( ent->owner && ent->owner->client ) { if ( ent->owner->client->ps.SaberLength() > 0 ) {//it's on //sight event AddSightEvent( ent->owner, ent->currentOrigin, 512, AEL_DISCOVERED ); } } } } /* ============= G_RunThink Runs thinking code for this frame if necessary ============= */ void G_RunThink (gentity_t *ent) { if ( (ent->nextthink <= 0) || (ent->nextthink > level.time) ) { goto runicarus; } ent->nextthink = 0; if ( ent->e_ThinkFunc == thinkF_NULL ) // actually you don't need this since I check for it in the next function -slc { goto runicarus; } GEntity_ThinkFunc( ent ); runicarus: if ( ent->inuse ) // GEntity_ThinkFunc( ent ) can have freed up this ent if it was a type flier_child (stasis1 crash) { if ( ent->NPC == NULL ) { if ( ent->m_iIcarusID != IIcarusInterface::ICARUS_INVALID && !stop_icarus ) { IIcarusInterface::GetIcarus()->Update( ent->m_iIcarusID ); } } } } /* ------------------------- G_Animate ------------------------- */ static void G_Animate ( gentity_t *self ) { if ( self->s.eFlags & EF_SHADER_ANIM ) { return; } if ( self->s.frame == self->endFrame ) { if ( self->svFlags & SVF_ANIMATING ) { // ghoul2 requires some extra checks to see if the animation is done since it doesn't set the current frame directly if ( self->ghoul2.size() ) { float frame, junk2; int junk; // I guess query ghoul2 to find out what the current frame is and see if we are done. gi.G2API_GetBoneAnimIndex( &self->ghoul2[self->playerModel], self->rootBone, (cg.time?cg.time:level.time), &frame, &junk, &junk, &junk, &junk2, NULL ); // It NEVER seems to get to what you'd think the last frame would be, so I'm doing this to try and catch when the animation has stopped if ( frame + 1 >= self->endFrame ) { self->svFlags &= ~SVF_ANIMATING; Q3_TaskIDComplete( self, TID_ANIM_BOTH ); } } else // not ghoul2 { if ( self->loopAnim ) { self->s.frame = self->startFrame; } else { self->svFlags &= ~SVF_ANIMATING; } //Finished sequence - FIXME: only do this once even on looping anims? Q3_TaskIDComplete( self, TID_ANIM_BOTH ); } } return; } self->svFlags |= SVF_ANIMATING; // With ghoul2, we'll just set the desired start and end frame and let it do it's thing. if ( self->ghoul2.size()) { self->s.frame = self->endFrame; gi.G2API_SetBoneAnimIndex( &self->ghoul2[self->playerModel], self->rootBone, self->startFrame, self->endFrame, BONE_ANIM_OVERRIDE_FREEZE, 1.0f, cg.time ); return; } if ( self->startFrame < self->endFrame ) { if ( self->s.frame < self->startFrame || self->s.frame > self->endFrame ) { self->s.frame = self->startFrame; } else { self->s.frame++; } } else if ( self->startFrame > self->endFrame ) { if ( self->s.frame > self->startFrame || self->s.frame < self->endFrame ) { self->s.frame = self->startFrame; } else { self->s.frame--; } } else { self->s.frame = self->endFrame; } } /* ------------------------- ResetTeamCounters ------------------------- */ /* void ResetTeamCounters( void ) { //clear team enemy counters for ( int team = TEAM_FREE; team < TEAM_NUM_TEAMS; team++ ) { teamEnemyCount[team] = 0; teamCount[team] = 0; } } */ /* ------------------------- UpdateTeamCounters ------------------------- */ /* void UpdateTeamCounters( gentity_t *ent ) { if ( !ent->NPC ) { return; } if ( !ent->client ) { return; } if ( ent->health <= 0 ) { return; } if ( (ent->s.eFlags&EF_NODRAW) ) { return; } if ( ent->client->playerTeam == TEAM_FREE ) { return; } //this is an NPC who is alive and visible and is on a specific team teamCount[ent->client->playerTeam]++; if ( !ent->enemy ) { return; } //ent has an enemy if ( !ent->enemy->client ) {//enemy is a normal ent if ( ent->noDamageTeam == ent->client->playerTeam ) {//it's on my team, don't count it as an enemy return; } } else {//enemy is another NPC/player if ( ent->enemy->client->playerTeam == ent->client->playerTeam) {//enemy is on the same team, don't count it as an enemy return; } } //ent's enemy is not on the same team teamLastEnemyTime[ent->client->playerTeam] = level.time; teamEnemyCount[ent->client->playerTeam]++; } */ void G_PlayerGuiltDeath( void ) { if ( player && player->client ) {//simulate death player->client->ps.stats[STAT_HEALTH] = 0; //turn off saber if ( player->client->ps.weapon == WP_SABER && player->client->ps.SaberActive() ) { G_SoundIndexOnEnt( player, CHAN_WEAPON, player->client->ps.saber[0].soundOff ); player->client->ps.SaberDeactivate(); } //play the "what have I done?!" anim NPC_SetAnim( player, SETANIM_BOTH, BOTH_FORCEHEAL_START, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); player->client->ps.legsAnimTimer = player->client->ps.torsoAnimTimer = -1; //look at yourself player->client->ps.stats[STAT_DEAD_YAW] = player->client->ps.viewangles[YAW]+180; } } extern void NPC_SetAnim(gentity_t *ent,int setAnimParts,int anim,int setAnimFlags, int iBlend); extern void G_MakeTeamVulnerable( void ); int killPlayerTimer = 0; static void G_CheckEndLevelTimers( gentity_t *ent ) { if ( killPlayerTimer && level.time > killPlayerTimer ) { killPlayerTimer = 0; ent->health = 0; if ( ent->client && ent->client->ps.stats[STAT_HEALTH] > 0 ) { G_PlayerGuiltDeath(); //cg.missionStatusShow = qtrue; statusTextIndex = MISSIONFAILED_TURNED; //debounce respawn time ent->client->respawnTime = level.time + 2000; //stop all scripts stop_icarus = qtrue; //make the team killable G_MakeTeamVulnerable(); } } } //rww - RAGDOLL_BEGIN class CGameRagDollUpdateParams : public CRagDollUpdateParams { void EffectorCollision(const SRagDollEffectorCollision &data) { //Com_Printf("Effector Collision at (%f %f %f)\n",data.effectorPosition[0],data.effectorPosition[1],data.effectorPosition[2]); vec3_t effectorPosDif; if (data.useTracePlane) { float magicFactor42=64.0f; VectorScale(data.tr.plane.normal,magicFactor42,effectorPosDif); } else { gentity_t *thisguy = &g_entities[me]; if (thisguy && thisguy->client) { VectorSubtract(thisguy->client->ps.origin, data.effectorPosition, effectorPosDif); } else { return; } } VectorAdd(effectorTotal, effectorPosDif, effectorTotal); hasEffectorData = qtrue; return; } void RagDollBegin() { return; } virtual void RagDollSettled() { return; } void Collision() // we had a collision, please stop animating and (sometime soon) call SetRagDoll RP_DEATH_COLLISION { return; } #ifdef _DEBUG void DebugLine(vec3_t p1,vec3_t p2,int color,bool bbox) { if (!bbox) { CG_TestLine(p1, p2, 50, color, 1); } return; } #endif public: vec3_t effectorTotal; qboolean hasEffectorData; }; //list of valid ragdoll effectors static const char *g_effectorStringTable[] = { //commented out the ones I don't want dragging to affect // "thoracic", // "rhand", "lhand", "rtibia", "ltibia", "rtalus", "ltalus", // "rradiusX", "lradiusX", "rfemurX", "lfemurX", // "ceyebrow", NULL //always terminate }; extern qboolean G_StandardHumanoid( gentity_t *self ); extern void PM_SetTorsoAnimTimer( gentity_t *ent, int *torsoAnimTimer, int time ); extern void PM_SetLegsAnimTimer( gentity_t *ent, int *legsAnimTimer, int time ); extern qboolean G_ReleaseEntity( gentity_t *grabber ); static void G_BodyDragUpdate(gentity_t *ent, gentity_t *dragger) { vec3_t handVec; float handDist; assert(ent && ent->inuse && ent->client && ent->ghoul2.size() && dragger && dragger->inuse && dragger->client && dragger->ghoul2.size()); VectorSubtract(dragger->client->renderInfo.handRPoint, ent->client->renderInfo.torsoPoint, handVec); handDist = VectorLength(handVec); if (handDist > 64.0f) { G_ReleaseEntity(dragger); } else if (handDist > 12.0f) { VectorNormalize(handVec); VectorScale(handVec, 256.0f, handVec); handVec[2] = 0; //VectorAdd(ent->client->ps.velocity, handVec, ent->client->ps.velocity); //VectorCopy(handVec, ent->client->ps.velocity); ent->client->ps.velocity[0] = handVec[0]; ent->client->ps.velocity[1] = handVec[1]; } } //we want to see which way the pelvis is facing to get a relatively oriented base settling frame //this is to avoid the arms stretching in opposite directions on the body trying to reach the base //pose if the pelvis is flipped opposite of the base pose or something -rww static int G_RagAnimForPositioning(gentity_t *ent) { vec3_t dir; mdxaBone_t matrix; assert(ent->client); vec3_t G2Angles = {0, ent->client->ps.viewangles[YAW], 0}; assert(ent->ghoul2.size() > 0); assert(ent->crotchBolt > -1); gi.G2API_GetBoltMatrix(ent->ghoul2, ent->playerModel, ent->crotchBolt, &matrix, G2Angles, ent->client->ps.origin, (cg.time?cg.time:level.time), NULL, ent->s.modelScale); gi.G2API_GiveMeVectorFromMatrix(matrix, NEGATIVE_Z, dir); if (dir[2] > 0.1f) { //facing up return BOTH_DEADFLOP2; } else { //facing down return BOTH_DEADFLOP1; } } static inline qboolean G_RagWantsHumanoidsOnly( CGhoul2Info *ghlInfo ) { char *GLAName; GLAName = gi.G2API_GetGLAName( ghlInfo ); assert(GLAName); if ( !Q_stricmp( "models/players/_humanoid/_humanoid", GLAName ) ) {//only _humanoid skeleton is expected to have these return qtrue; } return qfalse; } //rww - game interface for the ragdoll stuff. //Returns qtrue if the entity is now in a ragdoll state, otherwise qfalse. //(ported from MP's CG version) qboolean G_RagDoll(gentity_t *ent, vec3_t forcedAngles) { vec3_t G2Angles; vec3_t usedOrg; qboolean inSomething = qfalse; int ragAnim; //int ragVar = gi.Cvar_VariableIntegerValue("broadsword"); int ragVar = g_broadsword->integer; if (!ragVar) { return qfalse; } if (!ent || !ent->inuse || !ent->client || ent->health > 0 || ent->client->noRagTime >= level.time || ent->client->noRagTime==-1 || (ent->s.powerups & (1 << PW_DISRUPTION)) || !ent->e_DieFunc || ent->playerModel < 0 || !ent->ghoul2.size() || !G_RagWantsHumanoidsOnly(&ent->ghoul2[ent->playerModel]) ) { return qfalse; } VectorCopy(forcedAngles, G2Angles); //forcedAngles[0] = forcedAngles[2] = 0; if (ent->client->ps.heldByClient <= ENTITYNUM_WORLD) { gentity_t *grabbedBy = &g_entities[ent->client->ps.heldByClient]; if (grabbedBy->inuse && grabbedBy->client && grabbedBy->ghoul2.size()) { G_BodyDragUpdate(ent, grabbedBy); } } //--FIXME: do not go into ragdoll if in a spinning death anim or something, it really messes things up //rww 12/17/02 - should be ok now actually with my new stuff VectorCopy(ent->client->ps.origin, usedOrg); if (!ent->client->isRagging) { //If we're not in a ragdoll state, perform the checks. if (ent->client->ps.heldByClient <= ENTITYNUM_WORLD) { //want to rag no matter what then inSomething = qtrue; } else if (ent->client->ps.groundEntityNum == ENTITYNUM_NONE) { vec3_t cVel; VectorCopy(ent->client->ps.velocity, cVel); if (VectorNormalize(cVel) > 400) { //if he's flying through the air at a good enough speed, switch into ragdoll inSomething = qtrue; } } if (ragVar > 1) { //go into rag instantly upon death inSomething = qtrue; //also shove them a tad so they don't just collapse onto the floor //VectorScale(ent->client->ps.velocity, 1.3f, ent->client->ps.velocity); ent->client->ps.velocity[2] += 32; } if (!inSomething) { int i = 0; int boltChecks[5]; vec3_t boltPoints[5]; vec3_t trStart, trEnd; vec3_t tAng; qboolean deathDone = qfalse; trace_t tr; mdxaBone_t boltMatrix; VectorSet( tAng, 0, ent->client->ps.viewangles[YAW], 0 ); if (ent->client->ps.legsAnimTimer <= 0) { //Looks like the death anim is done playing deathDone = qtrue; } //if (deathDone) if (1) { //only trace from the hands if the death anim is already done. boltChecks[0] = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "rhand"); boltChecks[1] = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "lhand"); } else { //otherwise start the trace loop at the cranium. i = 2; } boltChecks[2] = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "cranium"); boltChecks[3] = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "rtalus"); boltChecks[4] = gi.G2API_AddBolt(&ent->ghoul2[ent->playerModel], "ltalus"); //Do the head first, because the hands reference it anyway. gi.G2API_GetBoltMatrix(ent->ghoul2, ent->playerModel, boltChecks[2], &boltMatrix, tAng, ent->client->ps.origin, (cg.time?cg.time:level.time), NULL, ent->s.modelScale); gi.G2API_GiveMeVectorFromMatrix(boltMatrix, ORIGIN, boltPoints[2]); while (i < 5) { if (i < 2) { //when doing hands, trace to the head instead of origin gi.G2API_GetBoltMatrix(ent->ghoul2, ent->playerModel, boltChecks[i], &boltMatrix, tAng, ent->client->ps.origin, (cg.time?cg.time:level.time), NULL, ent->s.modelScale); gi.G2API_GiveMeVectorFromMatrix(boltMatrix, ORIGIN, boltPoints[i]); VectorCopy(boltPoints[i], trStart); VectorCopy(boltPoints[2], trEnd); } else { if (i > 2) { //2 is the head, which already has the bolt point. gi.G2API_GetBoltMatrix(ent->ghoul2, ent->playerModel, boltChecks[i], &boltMatrix, tAng, ent->client->ps.origin, (cg.time?cg.time:level.time), NULL, ent->s.modelScale); gi.G2API_GiveMeVectorFromMatrix(boltMatrix, ORIGIN, boltPoints[i]); } VectorCopy(boltPoints[i], trStart); VectorCopy(ent->client->ps.origin, trEnd); } //Now that we have all that sorted out, trace between the two points we desire. gi.trace(&tr, trStart, NULL, NULL, trEnd, ent->s.number, MASK_SOLID); if (tr.fraction != 1.0 || tr.startsolid || tr.allsolid) { //Hit something or start in solid, so flag it and break. //This is a slight hack, but if we aren't done with the death anim, we don't really want to //go into ragdoll unless our body has a relatively "flat" pitch. #if 0 vec3_t vSub; //Check the pitch from the head to the right foot (should be reasonable) VectorSubtract(boltPoints[2], boltPoints[3], vSub); VectorNormalize(vSub); vectoangles(vSub, vSub); if (deathDone || (vSub[PITCH] < 50 && vSub[PITCH] > -50)) { inSomething = qtrue; } #else inSomething = qtrue; #endif break; } i++; } } if (inSomething) { /* PM_SetTorsoAnimTimer( ent, &ent->client->ps.torsoAnimTimer, 0 ); PM_SetLegsAnimTimer( ent, &ent->client->ps.legsAnimTimer, 0 ); PM_SetAnimFinal(&ent->client->ps.torsoAnim,&ent->client->ps.legsAnim,SETANIM_BOTH,ragAnim,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, &ent->client->ps.torsoAnimTimer,&ent->client->ps.legsAnimTimer,ent,500); */ ent->client->isRagging = qtrue; } } if (ent->client->isRagging) { //We're in a ragdoll state, so make the call to keep our positions updated and whatnot. CRagDollParams tParms; CGameRagDollUpdateParams tuParms; ragAnim = G_RagAnimForPositioning(ent); /* if (ent->ikStatus) { //ik must be reset before ragdoll is started, or you'll get some interesting results. trap_G2API_SetBoneIKState(cent->ghoul2, cg.time, NULL, IKS_NONE, NULL); cent->ikStatus = qfalse; } */ //these will be used as "base" frames for the ragoll settling. tParms.startFrame = level.knownAnimFileSets[ent->client->clientInfo.animFileIndex].animations[ragAnim].firstFrame; tParms.endFrame = level.knownAnimFileSets[ent->client->clientInfo.animFileIndex].animations[ragAnim].firstFrame+level.knownAnimFileSets[ent->client->clientInfo.animFileIndex].animations[ragAnim].numFrames; #if 1 { float currentFrame; int startFrame, endFrame; int flags; float animSpeed; if (gi.G2API_GetBoneAnim(&ent->ghoul2[0], "model_root", (cg.time?cg.time:level.time), ¤tFrame, &startFrame, &endFrame, &flags, &animSpeed, NULL)) { //lock the anim on the current frame. int blendTime = 500; gi.G2API_SetBoneAnim(&ent->ghoul2[0], "lower_lumbar", currentFrame, currentFrame+1, flags, animSpeed,(cg.time?cg.time:level.time), currentFrame, blendTime); gi.G2API_SetBoneAnim(&ent->ghoul2[0], "model_root", currentFrame, currentFrame+1, flags, animSpeed, (cg.time?cg.time:level.time), currentFrame, blendTime); gi.G2API_SetBoneAnim(&ent->ghoul2[0], "Motion", currentFrame, currentFrame+1, flags, animSpeed, (cg.time?cg.time:level.time), currentFrame, blendTime); } } #endif gi.G2API_SetBoneAngles( &ent->ghoul2[ent->playerModel], "upper_lumbar", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 100, (cg.time?cg.time:level.time) ); gi.G2API_SetBoneAngles( &ent->ghoul2[ent->playerModel], "lower_lumbar", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 100, (cg.time?cg.time:level.time) ); gi.G2API_SetBoneAngles( &ent->ghoul2[ent->playerModel], "thoracic", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 100, (cg.time?cg.time:level.time) ); gi.G2API_SetBoneAngles( &ent->ghoul2[ent->playerModel], "cervical", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 100, (cg.time?cg.time:level.time) ); VectorCopy(G2Angles, tParms.angles); VectorCopy(usedOrg, tParms.position); VectorCopy(ent->s.modelScale, tParms.scale); tParms.me = ent->s.number; tParms.groundEnt = ent->client->ps.groundEntityNum; tParms.collisionType = 1; tParms.RagPhase=CRagDollParams::RP_DEATH_COLLISION; tParms.fShotStrength = 4; gi.G2API_SetRagDoll(ent->ghoul2, &tParms); tuParms.hasEffectorData = qfalse; VectorClear(tuParms.effectorTotal); VectorCopy(G2Angles, tuParms.angles); VectorCopy(usedOrg, tuParms.position); VectorCopy(ent->s.modelScale, tuParms.scale); tuParms.me = ent->s.number; tuParms.settleFrame = tParms.endFrame-1; tuParms.groundEnt = ent->client->ps.groundEntityNum; if (ent->client->ps.groundEntityNum != ENTITYNUM_NONE) { VectorClear(tuParms.velocity); } else { VectorScale(ent->client->ps.velocity, 0.4f, tuParms.velocity); } gi.G2API_AnimateG2Models(ent->ghoul2, (cg.time?cg.time:level.time), &tuParms); if (ent->client->ps.heldByClient <= ENTITYNUM_WORLD) { gentity_t *grabEnt; grabEnt = &g_entities[ent->client->ps.heldByClient]; if (grabEnt->client && grabEnt->ghoul2.size()) { vec3_t bOrg; vec3_t thisHand; vec3_t hands; vec3_t pcjMin, pcjMax; vec3_t pDif; vec3_t thorPoint; float difLen; //Get the person who is holding our hand's hand location //gi.G2API_GetBoltMatrix(grabEnt->ghoul2, 0, grabEnt->gent->client->renderInfo.handRPoint, &matrix, grabEnt->turAngles, grabEnt->lerpOrigin, // cg.time, cgs.gameModels, grabEnt->modelScale); //BG_GiveMeVectorFromMatrix(&matrix, ORIGIN, bOrg); VectorCopy(grabEnt->client->renderInfo.handRPoint, bOrg); //Get our hand's location //trap_G2API_GetBoltMatrix(cent->ghoul2, 0, 0, &matrix, cent->turAngles, cent->lerpOrigin, // cg.time, cgs.gameModels, cent->modelScale); //BG_GiveMeVectorFromMatrix(&matrix, ORIGIN, thisHand); VectorCopy(ent->client->renderInfo.handRPoint, thisHand); //Get the position of the thoracic bone for hinting its velocity later on //thorBolt = trap_G2API_AddBolt(cent->ghoul2, 0, "thoracic"); //trap_G2API_GetBoltMatrix(cent->ghoul2, 0, thorBolt, &matrix, cent->turAngles, cent->lerpOrigin, // cg.time, cgs.gameModels, cent->modelScale); //BG_GiveMeVectorFromMatrix(&matrix, ORIGIN, thorPoint); VectorCopy(ent->client->renderInfo.torsoPoint, thorPoint); VectorSubtract(bOrg, thisHand, hands); if (VectorLength(hands) < 3.0f) { gi.G2API_RagForceSolve(ent->ghoul2, qfalse); } else { gi.G2API_RagForceSolve(ent->ghoul2, qtrue); } //got the hand pos of him, now we want to make our hand go to it gi.G2API_RagEffectorGoal(ent->ghoul2, "rhand", bOrg); gi.G2API_RagEffectorGoal(ent->ghoul2, "rradius", bOrg); gi.G2API_RagEffectorGoal(ent->ghoul2, "rradiusX", bOrg); gi.G2API_RagEffectorGoal(ent->ghoul2, "rhumerusX", bOrg); gi.G2API_RagEffectorGoal(ent->ghoul2, "rhumerus", bOrg); //Make these two solve quickly so we can update decently gi.G2API_RagPCJGradientSpeed(ent->ghoul2, "rhumerus", 1.5f); gi.G2API_RagPCJGradientSpeed(ent->ghoul2, "rradius", 1.5f); //Break the constraints on them I suppose VectorSet(pcjMin, -999, -999, -999); VectorSet(pcjMax, 999, 999, 999); gi.G2API_RagPCJConstraint(ent->ghoul2, "rhumerus", pcjMin, pcjMax); gi.G2API_RagPCJConstraint(ent->ghoul2, "rradius", pcjMin, pcjMax); ent->client->overridingBones = level.time + 2000; //hit the thoracic velocity to the hand point VectorSubtract(bOrg, thorPoint, hands); VectorNormalize(hands); VectorScale(hands, 2048.0f, hands); gi.G2API_RagEffectorKick(ent->ghoul2, "thoracic", hands); gi.G2API_RagEffectorKick(ent->ghoul2, "ceyebrow", hands); VectorSubtract(ent->client->ragLastOrigin, ent->client->ps.origin, pDif); VectorCopy(ent->client->ps.origin, ent->client->ragLastOrigin); if (ent->client->ragLastOriginTime >= level.time && ent->client->ps.groundEntityNum != ENTITYNUM_NONE) { //make sure it's reasonably updated difLen = VectorLength(pDif); if (difLen > 0.0f) { //if we're being dragged, then kick all the bones around a bit vec3_t dVel; vec3_t rVel; int i = 0; if (difLen < 12.0f) { VectorScale(pDif, 12.0f/difLen, pDif); difLen = 12.0f; } while (g_effectorStringTable[i]) { VectorCopy(pDif, dVel); dVel[2] = 0; //Factor in a random velocity VectorSet(rVel, Q_flrand(-0.1f, 0.1f), Q_flrand(-0.1f, 0.1f), Q_flrand(0.1f, 0.5)); VectorScale(rVel, 8.0f, rVel); VectorAdd(dVel, rVel, dVel); VectorScale(dVel, 10.0f, dVel); gi.G2API_RagEffectorKick(ent->ghoul2, g_effectorStringTable[i], dVel); i++; } } } ent->client->ragLastOriginTime = level.time + 1000; } } else if (ent->client->overridingBones) { //reset things to their normal rag state vec3_t pcjMin, pcjMax; vec3_t dVel; //got the hand pos of him, now we want to make our hand go to it gi.G2API_RagEffectorGoal(ent->ghoul2, "rhand", NULL); gi.G2API_RagEffectorGoal(ent->ghoul2, "rradius", NULL); gi.G2API_RagEffectorGoal(ent->ghoul2, "rradiusX", NULL); gi.G2API_RagEffectorGoal(ent->ghoul2, "rhumerusX", NULL); gi.G2API_RagEffectorGoal(ent->ghoul2, "rhumerus", NULL); VectorSet(dVel, 0.0f, 0.0f, -64.0f); gi.G2API_RagEffectorKick(ent->ghoul2, "rhand", dVel); gi.G2API_RagPCJGradientSpeed(ent->ghoul2, "rhumerus", 0.0f); gi.G2API_RagPCJGradientSpeed(ent->ghoul2, "rradius", 0.0f); VectorSet(pcjMin,-100.0f,-40.0f,-15.0f); VectorSet(pcjMax,-15.0f,80.0f,15.0f); gi.G2API_RagPCJConstraint(ent->ghoul2, "rhumerus", pcjMin, pcjMax); VectorSet(pcjMin,-25.0f,-20.0f,-20.0f); VectorSet(pcjMax,90.0f,20.0f,-20.0f); gi.G2API_RagPCJConstraint(ent->ghoul2, "rradius", pcjMin, pcjMax); if (ent->client->overridingBones < level.time) { gi.G2API_RagForceSolve(ent->ghoul2, qfalse); ent->client->overridingBones = 0; } else { gi.G2API_RagForceSolve(ent->ghoul2, qtrue); } } if (tuParms.hasEffectorData) { /* vec3_t efDir; vec3_t existingVelocity; float evValue = 0; VectorCopy(tuParms.effectorTotal, efDir); VectorNormalize(efDir); VectorCopy(ent->client->ps.velocity, existingVelocity); evValue = VectorNormalize(existingVelocity); if (evValue < 32) { ent->client->ps.velocity[0] += efDir[0]*64; ent->client->ps.velocity[1] += efDir[1]*64; ent->client->ps.velocity[2] += efDir[2]*64; } */ VectorNormalize(tuParms.effectorTotal); VectorScale(tuParms.effectorTotal, 7.0f, tuParms.effectorTotal); VectorAdd(ent->client->ps.velocity, tuParms.effectorTotal, ent->client->ps.velocity); } return qtrue; } return qfalse; } //rww - RAGDOLL_END /* ================ G_RunFrame Advances the non-player objects in the world ================ */ #if AI_TIMERS int AITime = 0; int navTime = 0; #endif// AI_TIMERS void G_RunFrame( int levelTime ) { int i; gentity_t *ent; int msec; int ents_inuse=0; // someone's gonna be pissed I put this here... #if AI_TIMERS AITime = 0; navTime = 0; #endif// AI_TIMERS level.framenum++; level.previousTime = level.time; level.time = levelTime; msec = level.time - level.previousTime; //ResetTeamCounters(); NAV::DecayDangerSenses(); Rail_Update(); Troop_Update(); Pilot_Update(); if (player && gi.WE_IsShaking(player->currentOrigin)) { CGCam_Shake(0.45f, 100); } AI_UpdateGroups(); //Look to clear out old events ClearPlayerAlertEvents(); //Run the frame for all entities // for ( i = 0, ent = &g_entities[0]; i < globals.num_entities ; i++, ent++) for ( i = 0; i < globals.num_entities ; i++) { // if ( !ent->inuse ) // continue; if(!PInUse(i)) continue; ents_inuse++; ent = &g_entities[i]; // clear events that are too old if ( level.time - ent->eventTime > EVENT_VALID_MSEC ) { if ( ent->s.event ) { ent->s.event = 0; // &= EV_EVENT_BITS; if ( ent->client ) { ent->client->ps.externalEvent = 0; } } if ( ent->freeAfterEvent ) { // tempEntities or dropped items completely go away after their event G_FreeEntity( ent ); continue; } /* // This is never set to true anywhere. Killing the field (BTO - VV) else if ( ent->unlinkAfterEvent ) { // items that will respawn will hide themselves after their pickup event ent->unlinkAfterEvent = qfalse; gi.unlinkentity( ent ); } */ } // temporary entities don't think if ( ent->freeAfterEvent ) continue; G_CheckTasksCompleted(ent); G_Roff( ent ); if( !ent->client ) { if ( !(ent->svFlags & SVF_SELF_ANIMATING) ) {//FIXME: make sure this is done only for models with frames? //Or just flag as animating? if ( ent->s.eFlags & EF_ANIM_ONCE ) { ent->s.frame++; } else if ( !(ent->s.eFlags & EF_ANIM_ALLFAST) ) { G_Animate( ent ); } } } G_CheckSpecialPersistentEvents( ent ); if ( ent->s.eType == ET_MISSILE ) { G_RunMissile( ent ); continue; } if ( ent->s.eType == ET_ITEM ) { G_RunItem( ent ); continue; } if ( ent->s.eType == ET_MOVER ) { if ( ent->model && Q_stricmp( "models/test/mikeg/tie_fighter.md3", ent->model ) == 0 ) { TieFighterThink( ent ); } G_RunMover( ent ); continue; } //The player if ( i == 0 ) { // decay batteries if the goggles are active if ( cg.zoomMode == 1 && ent->client->ps.batteryCharge > 0 ) { ent->client->ps.batteryCharge--; } else if ( cg.zoomMode == 3 && ent->client->ps.batteryCharge > 0 ) { ent->client->ps.batteryCharge -= 2; if ( ent->client->ps.batteryCharge < 0 ) { ent->client->ps.batteryCharge = 0; } } G_CheckEndLevelTimers( ent ); //Recalculate the nearest waypoint for the coming NPC updates NAV::GetNearestNode( ent ); if( ent->m_iIcarusID != IIcarusInterface::ICARUS_INVALID && !stop_icarus ) { IIcarusInterface::GetIcarus()->Update( ent->m_iIcarusID ); } //dead if ( ent->health <= 0 ) { if ( ent->client->ps.groundEntityNum != ENTITYNUM_NONE ) {//on the ground pitch_roll_for_slope( ent ); } } continue; // players are ucmd driven } G_RunThink( ent ); // be aware that ent may be free after returning from here, at least one func frees them ClearNPCGlobals(); // but these 2 funcs are ok //UpdateTeamCounters( ent ); // to call anyway on a freed ent. } // perform final fixups on the player ent = &g_entities[0]; if ( ent->inuse ) { ClientEndFrame( ent ); } if( g_numEntities->integer ) { gi.Printf( S_COLOR_WHITE"Number of Entities in use : %d\n", ents_inuse ); } //DEBUG STUFF NAV::ShowDebugInfo(ent->currentOrigin, ent->waypoint); NPC_ShowDebugInfo(); G_DynamicMusicUpdate(); #if AI_TIMERS AITime -= navTime; if ( AITime > 20 ) { gi.Printf( S_COLOR_RED"ERROR: total AI time: %d\n", AITime ); } else if ( AITime > 10 ) { gi.Printf( S_COLOR_YELLOW"WARNING: total AI time: %d\n", AITime ); } else if ( AITime > 2 ) { gi.Printf( S_COLOR_GREEN"total AI time: %d\n", AITime ); } if ( navTime > 20 ) { gi.Printf( S_COLOR_RED"ERROR: total nav time: %d\n", navTime ); } else if ( navTime > 10 ) { gi.Printf( S_COLOR_YELLOW"WARNING: total nav time: %d\n", navTime ); } else if ( navTime > 2 ) { gi.Printf( S_COLOR_GREEN"total nav time: %d\n", navTime ); } #endif// AI_TIMERS extern int delayedShutDown; if ( g_delayedShutdown->integer && delayedShutDown != 0 && delayedShutDown < level.time ) { assert(0); G_Error( "Game Errors. Scroll up the console to read them.\n" ); } #ifdef _DEBUG if(!(level.framenum&0xff)) { ValidateInUseBits(); } #endif #ifdef _XBOX // update the water levels for npcs extern void UpdateNPCWaterLevels(void); UpdateNPCWaterLevels(); #endif // _XBOX } extern qboolean player_locked; void G_LoadSave_WriteMiscData(void) { gi.AppendToSaveGame('LCKD', &player_locked, sizeof(player_locked)); } void G_LoadSave_ReadMiscData(void) { gi.ReadFromSaveGame('LCKD', &player_locked, sizeof(player_locked)); } /* void PrintEntClassname( int gentNum ) { Com_Printf( "%d: %s in snapshot\n", gentNum, g_entities[gentNum].classname ); } */ IGhoul2InfoArray &TheGameGhoul2InfoArray() { return gi.TheGhoul2InfoArray(); }