jedioutcast/code/game/g_main.cpp
2013-04-04 13:07:40 -05:00

1420 lines
34 KiB
C++

// 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 "g_icarus.h"
#include "../cgame/cg_local.h" // yeah I know this is naughty, but we're shipping soon...
extern CNavigator navigator;
static int navCalcPathTime = 0;
#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];
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);
}
}
void ValidateInUseBits(void)
{
for(int i=0;i<MAX_GENTITIES;i++)
{
assert(g_entities[i].inuse==PInUse(i));
}
}
class CGEntCleaner
{
public:
~CGEntCleaner()
{
for (int i=0; i<MAX_GENTITIES; i++)
{
gi.G2API_CleanGhoul2Models(g_entities[i].ghoul2);
}
}
};
// CGEntCleaner TheGEntCleaner; I don't think we want this
gentity_t *player;
cvar_t *g_speed;
cvar_t *g_gravity;
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_dismemberProbabilities;
cvar_t *g_inactivity;
cvar_t *g_debugMove;
cvar_t *g_debugDamage;
cvar_t *g_weaponRespawn;
cvar_t *g_subtitles;
cvar_t *g_ICARUSDebug;
cvar_t *com_buildScript;
cvar_t *g_skippingcin;
cvar_t *g_autoBlocking;
cvar_t *g_realisticSaberDamage;
cvar_t *g_AIsurrender;
qboolean stop_icarus = qfalse;
extern char *G_GetLocationForEnt( gentity_t *ent );
extern void pitch_roll_for_slope( gentity_t *forwhom, vec3_t pass_slope );
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 CG_LoadInterface (void);
void ClearNPCGlobals( void );
extern void AI_UpdateGroups( void );
void ClearPlayerAlertEvents( void );
int eventClearTime = 0;
extern void NPC_ShowDebugInfo (void);
extern int killPlayerTimer;
extern cvar_t *d_altRoutes;
/*
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 radius = 2048;
vec3_t center;
int danger = 0;
int battle = 0;
int entTeam;
qboolean dangerNear = qfalse;
qboolean suspicious = qfalse;
//qboolean distraction = qfalse;
//qboolean mysterious = qfalse;
//FIXME: intro and/or other cues? (one-shot music sounds)
//loops
//player-based
if ( !player )
{//WTF?
player = &g_entities[0];
return;
}
if ( !player->client || player->client->pers.teamState.state != TEAM_ACTIVE )
{//player hasn't spawned yet
return;
}
if ( player->health <= 0 )
{//FIXME: defeat music?
if ( level.dmState != DM_DEATH )
{
gi.SetConfigstring( CS_DYNAMIC_MUSIC_STATE, "death" );
level.dmState = DM_DEATH;
}
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;
}
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;
}
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 ( !G_ClearLOS( player, player->client->renderInfo.eyePoint, ent ) )
{//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, 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?
}
}
/*
================
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 = 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 ("sv_cheats", "", 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_USERINFO|CVAR_CHEAT ); //using userinfo as savegame flag
g_sex = gi.cvar ("sex", "male", CVAR_USERINFO | CVAR_ARCHIVE );
g_spskill = gi.cvar ("g_spskill", "0", CVAR_ARCHIVE | CVAR_USERINFO); //using userinfo as savegame flag
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
g_dismemberProbabilities = gi.cvar ( "g_dismemberProbabilities", "1", CVAR_ARCHIVE );//0 = ignore probabilities, 1 = use probabilities
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_subtitles = gi.cvar( "g_subtitles", "2", CVAR_ARCHIVE );
com_buildScript = gi.cvar ("com_buildscript", "0", 0);
g_autoBlocking = gi.cvar( "autoBlocking", "1", 0 );
g_realisticSaberDamage = gi.cvar( "g_realisticSaberDamage", "0", CVAR_CHEAT );
g_AIsurrender = gi.cvar( "g_AIsurrender", "0", CVAR_CHEAT );
}
/*
============
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;
#ifndef FINAL_BUILD
extern int fatalErrors;
#endif
void InitGame( const char *mapname, const char *spawntarget, int checkSum, const char *entities, int levelTime, int randomSeed, int globalTime, SavedGameJustLoaded_e eSavedGameJustLoaded, qboolean qbLoadTransition )
{
int i;
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]) );
// 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;
//Set up NPC init data
NPC_InitGame();
TIMER_Clear();
//
//ICARUS INIT START
gi.Printf("------ ICARUS Initialization ------\n");
gi.Printf("ICARUS version : %1.2f\n", ICARUS_VERSION);
Interface_Init( &interface_export );
ICARUS_Init();
gi.Printf ("-----------------------------------\n");
//ICARUS INIT END
//
IT_LoadItemParms ();
ClearRegisteredItems();
//FIXME: if this is from a loadgame, it needs to be sure to write this out whenever you do a savegame since the edges and routes are dynamic...
navCalculatePaths = ( navigator.Load( mapname, checkSum ) == qfalse );
// parse the key/value pairs and spawn gentities
G_SpawnEntitiesFromString( entities );
// general initialization
G_FindTeams();
SaveRegisteredItems();
gi.Printf ("-----------------------------------\n");
//randomize the rand functions
byte num_calls = (byte)timeGetTime();
for(i = 0; i < (int)num_calls; i++)
{
rand();
}
if ( navCalculatePaths )
{//not loaded - need to calc paths
navCalcPathTime = level.time + START_TIME_NAV_CALC;//make sure all ents are in and linked
}
else
{//loaded
//FIXME: if this is from a loadgame, it needs to be sure to write this
//out whenever you do a savegame since the edges and routes are dynamic...
//OR: always do a navigator.CheckBlockedEdges() on map startup after nav-load/calc-paths
navigator.pathsCalculated = qtrue;//just to be safe? Does this get saved out? No... assumed
//need to do this, because combatpoint waypoints aren't saved out...?
CP_FindCombatPointWaypoints();
navCalcPathTime = 0;
if ( g_eSavedGameJustLoaded == eNO )
{//clear all the failed edges unless we just loaded the game (which would include failed edges)
navigator.ClearAllFailedEdges();
}
}
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...
}
/*
=================
ShutdownGame
=================
*/
void ShutdownGame( void ) {
gi.Printf ("==== ShutdownGame ====\n");
gi.Printf ("... ICARUS_Shutdown\n");
ICARUS_Shutdown (); //Shut ICARUS down
gi.Printf ("... Reference Tags Cleared\n");
TAG_Init(); //Clear the reference tags
gi.Printf ("... Navigation Data Cleared\n");
NAV_Shutdown();
// write all the client session data so we can get it back
G_WriteSessionData();
/*
Ghoul2 Insert Start
*/
gi.Printf ("... Ghoul2 Models Shutdown\n");
for (int i=0; i<MAX_GENTITIES; i++)
{
gi.G2API_CleanGhoul2Models(g_entities[i].ghoul2);
}
/*
Ghoul2 Insert End
*/
}
//===================================================================
static void G_Cvar_Create( const char *var_name, const char *var_value, int flags ) {
gi.cvar( var_name, var_value, flags );
}
/*
=================
GetGameAPI
Returns a pointer to the structure with all entry points
and global variables
=================
*/
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.ConsoleCommand = ConsoleCommand;
globals.PrintEntClassname = PrintEntClassname;
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
========================================================================
*/
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?
}
}
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 );
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_KEY1 )
{
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)
{
float thinktime;
/*
if ( ent->NPC == NULL )
{
if ( ent->taskManager && !stop_icarus )
{
ent->taskManager->Update( );
}
}
*/
thinktime = ent->nextthink;
if ( thinktime <= 0 )
{
goto runicarus;
}
if ( thinktime > level.time )
{
goto runicarus;
}
ent->nextthink = 0;
if ( ent->e_ThinkFunc == thinkF_NULL ) // actually you don't need this if I check for it in the next function -slc
{
//gi.Error ( "NULL ent->think");
goto runicarus;
}
GEntity_ThinkFunc( ent ); // ent->think (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->taskManager && !stop_icarus )
{
ent->taskManager->Update( );
}
}
}
}
/*
-------------------------
G_Animate
-------------------------
*/
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]++;
}
*/
extern void NPC_SetAnim(gentity_t *ent,int type,int anim,int priority);
extern void G_MakeTeamVulnerable( void );
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 )
{
//simulate death
ent->client->ps.stats[STAT_HEALTH] = 0;
//debounce respawn time
ent->client->respawnTime = level.time + 2000;
//play the "what have I done?!" anim
// NPC_SetAnim( ent, SETANIM_BOTH, BOTH_GUILT1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
/*
NPC_SetAnim( ent, SETANIM_TORSO, BOTH_SIT2TO1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
NPC_SetAnim( ent, SETANIM_LEGS, LEGS_KNEELDOWN1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
*/
ent->client->ps.torsoAnimTimer = -1;
ent->client->ps.legsAnimTimer = -1;
//look at yourself
ent->client->ps.stats[STAT_DEAD_YAW] = ent->client->ps.viewangles[YAW]+180;
//stop all scripts
if (Q_stricmpn(level.mapname,"_holo",5)) {
stop_icarus = qtrue;
}
//make the team killable
G_MakeTeamVulnerable();
}
}
}
void NAV_CheckCalcPaths( void )
{
if ( navCalcPathTime && navCalcPathTime < level.time )
{//first time we've ever loaded this map...
//clear all the failed edges
navigator.ClearAllFailedEdges();
//Calculate all paths
NAV_CalculatePaths( level.mapname, giMapChecksum );
navigator.CalculatePaths();
#ifndef FINAL_BUILD
if ( fatalErrors )
{
gi.Printf( S_COLOR_RED"Not saving .nav file due to fatal nav errors\n" );
}
else
#endif
if ( navigator.Save( level.mapname, giMapChecksum ) == qfalse )
{
gi.Printf("Unable to save navigations data for map \"%s\" (checksum:%d)\n", level.mapname, giMapChecksum );
}
navCalcPathTime = 0;
}
}
/*
================
G_RunFrame
Advances the non-player objects in the world
================
*/
#if AI_TIMERS
int AITime = 0;
int navTime = 0;
#endif// AI_TIMERS
#ifndef FINAL_BUILD
extern int delayedShutDown;
#endif
void G_RunFrame( int levelTime ) {
int i;
gentity_t *ent;
int msec;
#if AI_TIMERS
AITime = 0;
navTime = 0;
#endif// AI_TIMERS
level.framenum++;
level.previousTime = level.time;
level.time = levelTime;
msec = level.time - level.previousTime;
NAV_CheckCalcPaths();
//ResetTeamCounters();
AI_UpdateGroups();
if ( d_altRoutes->integer )
{
navigator.CheckAllFailedEdges();
}
navigator.ClearCheckedNodes();
//remember last waypoint, clear current one
// 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;
ent = &g_entities[i];
if ( ent->waypoint != WAYPOINT_NONE
&& ent->noWaypointTime < level.time )
{
ent->lastWaypoint = ent->waypoint;
ent->waypoint = WAYPOINT_NONE;
}
if ( d_altRoutes->integer )
{
navigator.CheckFailedNodes( ent );
}
}
//Look to clear out old events
if ( eventClearTime < level.time )
{
ClearPlayerAlertEvents();
eventClearTime = level.time + ALERT_CLEAR_TIME;
}
//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;
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;
} 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 );
}
}
}
/*
Ghoul2 Insert Start
*/
if (ent->ghoul2.IsValid())
{
gi.G2API_AnimateG2Models(ent->ghoul2, cg.time);
}
/*
Ghoul2 Insert End
*/
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_FindPlayerWaypoint();
if( ent->taskManager && !stop_icarus )
{
ent->taskManager->Update();
}
//dead
if ( ent->health <= 0 )
{
if ( ent->client->ps.groundEntityNum != ENTITYNUM_NONE )
{//on the ground
pitch_roll_for_slope( ent, NULL );
}
}
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 );
}
//DEBUG STUFF
NAV_ShowDebugInfo();
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
#ifndef FINAL_BUILD
if ( delayedShutDown != 0 && delayedShutDown < level.time )
{
G_Error( "Game Errors. Scroll up the console to read them.\n" );
}
#endif
#ifdef _DEBUG
if(!(level.framenum&0xff))
{
ValidateInUseBits();
}
#endif
}
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();
}