jediacademy/code/game/g_main.cpp

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2013-04-04 22:35:38 +00:00
// 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<MAX_GENTITIES);
return((g_entityInUseBits[entNum/32]&(((unsigned int)1)<<(entNum&0x1f)))!=0);
}
/*qboolean PInUse2(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;
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;i<MAX_GENTITIES;i++)
{
g_entities[i].inuse=PInUse(i);
}
}
#ifdef _DEBUG
static void ValidateInUseBits(void)
{
for(int i=0;i<MAX_GENTITIES;i++)
{
assert(g_entities[i].inuse==PInUse(i));
}
}
#endif
gentity_t *player;
cvar_t *g_speed;
cvar_t *g_gravity;
cvar_t *g_stepSlideFix;
cvar_t *g_sex;
cvar_t *g_spskill;
cvar_t *g_cheats;
cvar_t *g_developer;
cvar_t *g_timescale;
cvar_t *g_knockback;
cvar_t *g_dismemberment;
cvar_t *g_corpseRemovalTime;
cvar_t *g_synchSplitAnims;
#ifndef FINAL_BUILD
cvar_t *g_AnimWarning;
#endif
cvar_t *g_noFootSlide;
cvar_t *g_noFootSlideRunScale;
cvar_t *g_noFootSlideWalkScale;
cvar_t *g_nav1;
cvar_t *g_nav2;
cvar_t *g_bobaDebug;
cvar_t *g_delayedShutdown;
cvar_t *g_inactivity;
cvar_t *g_debugMove;
cvar_t *g_debugDamage;
cvar_t *g_weaponRespawn;
cvar_t *g_subtitles;
cvar_t *g_ICARUSDebug;
#ifdef _XBOX
extern cvar_t *com_buildScript;
#else
cvar_t *com_buildScript;
#endif
cvar_t *g_skippingcin;
cvar_t *g_AIsurrender;
cvar_t *g_numEntities;
//cvar_t *g_iscensored;
cvar_t *g_saberAutoBlocking;
cvar_t *g_saberRealisticCombat;
cvar_t *g_saberDamageCapping;
cvar_t *g_saberMoveSpeed;
cvar_t *g_saberAnimSpeed;
cvar_t *g_saberAutoAim;
cvar_t *g_saberNewControlScheme;
cvar_t *g_debugSaberLock;
cvar_t *g_saberLockRandomNess;
cvar_t *g_debugMelee;
cvar_t *g_saberRestrictForce;
cvar_t *g_speederControlScheme;
cvar_t *g_char_model;
cvar_t *g_char_skin_head;
cvar_t *g_char_skin_torso;
cvar_t *g_char_skin_legs;
cvar_t *g_char_color_red;
cvar_t *g_char_color_green;
cvar_t *g_char_color_blue;
cvar_t *g_saber;
cvar_t *g_saber2;
cvar_t *g_saber_color;
cvar_t *g_saber2_color;
cvar_t *g_saberDarkSideSaberColor;
// kef -- used with DebugTraceForNPC
cvar_t *g_npcdebug;
// mcg -- testing: make NPCs obey do not enter brushes better?
cvar_t *g_navSafetyChecks;
cvar_t *g_broadsword;
qboolean stop_icarus = qfalse;
extern char *G_GetLocationForEnt( gentity_t *ent );
extern void CP_FindCombatPointWaypoints( void );
extern qboolean InFront( vec3_t spot, vec3_t from, vec3_t fromAngles, float threshHold = 0.0f );
void G_RunFrame (int levelTime);
void PrintEntClassname( int gentNum );
void ClearNPCGlobals( void );
extern void AI_UpdateGroups( void );
void ClearPlayerAlertEvents( void );
extern void NPC_ShowDebugInfo (void);
extern int killPlayerTimer;
/*
static void G_DynamicMusicUpdate( usercmd_t *ucmd )
FIXME: can we merge any of this with the G_ChooseLookEnemy stuff?
*/
static void G_DynamicMusicUpdate( void )
{
gentity_t *ent;
gentity_t *entityList[MAX_GENTITIES];
int numListedEntities;
vec3_t mins, maxs;
int i, e;
int distSq, radius = 2048;
vec3_t center;
int danger = 0;
int battle = 0;
int entTeam;
qboolean dangerNear = qfalse;
qboolean suspicious = qfalse;
qboolean LOScalced = qfalse, clearLOS = qfalse;
//FIXME: intro and/or other cues? (one-shot music sounds)
//loops
//player-based
if ( !player )
{//WTF?
player = &g_entities[0];
return;
}
if ( !G_PlayerSpawned() )
{//player hasn't spawned yet!
return;
}
if ( player->health <= 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->confusionTime<level.time)) || (ent->client&&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, 4 = mega dismemberment
// 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
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_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; i<MAX_GENTITIES; i++)
{
gi.G2API_CleanGhoul2Models(g_entities[i].ghoul2);
}
/*
Ghoul2 Insert End
*/
G_ASPreCacheFree();
}
//===================================================================
static void G_Cvar_Create( const char *var_name, const char *var_value, int flags ) {
gi.cvar( var_name, var_value, flags );
}
//BEGIN GAMESIDE RMG
qboolean G_ParseSpawnVars( const char **data );
void G_SpawnGEntityFromSpawnVars( void );
void G_GameSpawnRMGEntity(char *s)
{
if (G_ParseSpawnVars((const char **)&s))
{
G_SpawnGEntityFromSpawnVars();
}
}
//END GAMESIDE RMG
/*
=================
GetGameAPI
Returns a pointer to the structure with all entry points
and global variables
=================
*/
extern int PM_ValidateAnimRange( const int startFrame, const int endFrame, const float animSpeed );
game_export_t *GetGameAPI( game_import_t *import ) {
gameinfo_import_t gameinfo_import;
gi = *import;
globals.apiversion = GAME_API_VERSION;
globals.Init = InitGame;
globals.Shutdown = ShutdownGame;
globals.WriteLevel = WriteLevel;
globals.ReadLevel = ReadLevel;
globals.GameAllowedToSaveHere = GameAllowedToSaveHere;
globals.ClientThink = ClientThink;
globals.ClientConnect = ClientConnect;
globals.ClientUserinfoChanged = ClientUserinfoChanged;
globals.ClientDisconnect = ClientDisconnect;
globals.ClientBegin = ClientBegin;
globals.ClientCommand = ClientCommand;
globals.RunFrame = G_RunFrame;
globals.ConnectNavs = G_ConnectNavs;
globals.ConsoleCommand = ConsoleCommand;
//globals.PrintEntClassname = PrintEntClassname;
//globals.ValidateAnimRange = PM_ValidateAnimRange;
globals.GameSpawnRMGEntity = G_GameSpawnRMGEntity;
globals.gentitySize = sizeof(gentity_t);
gameinfo_import.FS_FOpenFile = gi.FS_FOpenFile;
gameinfo_import.FS_Read = gi.FS_Read;
gameinfo_import.FS_FCloseFile = gi.FS_FCloseFile;
gameinfo_import.Cvar_Set = gi.cvar_set;
gameinfo_import.Cvar_VariableStringBuffer = gi.Cvar_VariableStringBuffer;
gameinfo_import.Cvar_Create = G_Cvar_Create;
GI_Init( &gameinfo_import );
return &globals;
}
void QDECL G_Error( const char *fmt, ... ) {
va_list argptr;
char text[1024];
va_start (argptr, fmt);
vsprintf (text, fmt, argptr);
va_end (argptr);
gi.Error( ERR_DROP, "%s", text);
}
#ifndef GAME_HARD_LINKED
// this is only here so the functions in q_shared.c and bg_*.c can link
/*
-------------------------
Com_Error
-------------------------
*/
void Com_Error ( int level, const char *error, ... ) {
va_list argptr;
char text[1024];
va_start (argptr, error);
vsprintf (text, error, argptr);
va_end (argptr);
gi.Error( level, "%s", text);
}
/*
-------------------------
Com_Printf
-------------------------
*/
void Com_Printf( const char *msg, ... ) {
va_list argptr;
char text[1024];
va_start (argptr, msg);
vsprintf (text, msg, argptr);
va_end (argptr);
gi.Printf ("%s", text);
}
#endif
/*
========================================================================
MAP CHANGING
========================================================================
*/
/*
========================================================================
FUNCTIONS CALLED EVERY FRAME
========================================================================
*/
static void G_CheckTasksCompleted (gentity_t *ent)
{
if ( Q3_TaskIDPending( ent, TID_CHAN_VOICE ) )
{
if ( !gi.VoiceVolume[ent->s.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), &currentFrame, &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::ERagPhase::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();
}