8509 lines
217 KiB
C++
8509 lines
217 KiB
C++
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "Game_local.h"
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// RAVEN BEGIN
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#include "../bse/BSEInterface.h"
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#include "Projectile.h"
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#include "client/ClientEffect.h"
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#include "ai/AI.h"
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#include "ai/AI_Manager.h"
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#include "ai/AAS_tactical.h"
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#include "Game_Log.h"
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// RAVEN END
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//#define UI_DEBUG 1
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#ifdef GAME_DLL
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idSys * sys = NULL;
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idCommon * common = NULL;
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idCmdSystem * cmdSystem = NULL;
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idCVarSystem * cvarSystem = NULL;
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idFileSystem * fileSystem = NULL;
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idNetworkSystem * networkSystem = NULL;
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idRenderSystem * renderSystem = NULL;
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idSoundSystem * soundSystem = NULL;
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idRenderModelManager * renderModelManager = NULL;
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idUserInterfaceManager * uiManager = NULL;
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idDeclManager * declManager = NULL;
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idAASFileManager * AASFileManager = NULL;
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idCollisionModelManager * collisionModelManager = NULL;
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// RAVEN BEGIN
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// jscott: game interface to the fx system
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rvBSEManager * bse = NULL;
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// RAVEN END
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idCVar * idCVar::staticVars = NULL;
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// RAVEN BEGIN
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// rjohnson: new help system for cvar ui
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idCVarHelp * idCVarHelp::staticCVarHelps = NULL;
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idCVarHelp * idCVarHelp::staticCVarHelpsTail = NULL;
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// RAVEN END
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idCVar com_forceGenericSIMD( "com_forceGenericSIMD", "0", CVAR_BOOL|CVAR_SYSTEM, "force generic platform independent SIMD" );
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#endif
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idRenderWorld * gameRenderWorld = NULL; // all drawing is done to this world
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static gameExport_t gameExport;
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// global animation lib
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// RAVEN BEGIN
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// jsinger: changed to a pointer to prevent its constructor from allocating
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// memory before the unified allocator could be initialized
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idAnimManager *animationLib = NULL;
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// RAVEN END
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// the rest of the engine will only reference the "game" variable, while all local aspects stay hidden
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idGameLocal gameLocal;
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idGame * game = &gameLocal; // statically pointed at an idGameLocal
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const char *idGameLocal::sufaceTypeNames[ MAX_SURFACE_TYPES ] = {
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"none", "metal", "stone", "flesh", "wood", "cardboard", "liquid", "glass", "plastic",
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"ricochet", "surftype10", "surftype11", "surftype12", "surftype13", "surftype14", "surftype15"
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};
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/*
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===========
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GetGameAPI
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============
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*/
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#if __GNUC__ >= 4
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#pragma GCC visibility push(default)
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#endif
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extern "C" gameExport_t *GetGameAPI( gameImport_t *import ) {
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if ( import->version == GAME_API_VERSION ) {
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// set interface pointers used by the game
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sys = import->sys;
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common = import->common;
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cmdSystem = import->cmdSystem;
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cvarSystem = import->cvarSystem;
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fileSystem = import->fileSystem;
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networkSystem = import->networkSystem;
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renderSystem = import->renderSystem;
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soundSystem = import->soundSystem;
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renderModelManager = import->renderModelManager;
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uiManager = import->uiManager;
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declManager = import->declManager;
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AASFileManager = import->AASFileManager;
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collisionModelManager = import->collisionModelManager;
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// RAVEN BEGIN
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// jscott: import the fx system
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bse = import->bse;
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// RAVEN END
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// RAVEN BEGIN
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// dluetscher: import the memory system variables
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#ifdef _RV_MEM_SYS_SUPPORT
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::currentHeapArena = import->heapArena;
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rvSetAllSysHeaps( import->systemHeapArray );
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#endif
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// RAVEN END
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}
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// set interface pointers used by idLib
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idLib::sys = sys;
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idLib::common = common;
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idLib::cvarSystem = cvarSystem;
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idLib::fileSystem = fileSystem;
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// setup export interface
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gameExport.version = GAME_API_VERSION;
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gameExport.game = game;
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gameExport.gameEdit = gameEdit;
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// RAVEN BEGIN
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// bdube: game log
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gameExport.gameLog = gameLog;
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// RAVEN END
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return &gameExport;
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}
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#if __GNUC__ >= 4
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#pragma GCC visibility pop
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#endif
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/*
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===========
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TestGameAPI
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============
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*/
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void TestGameAPI( void ) {
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gameImport_t testImport;
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gameExport_t testExport;
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testImport.sys = ::sys;
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testImport.common = ::common;
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testImport.cmdSystem = ::cmdSystem;
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testImport.cvarSystem = ::cvarSystem;
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testImport.fileSystem = ::fileSystem;
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testImport.networkSystem = ::networkSystem;
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testImport.renderSystem = ::renderSystem;
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testImport.soundSystem = ::soundSystem;
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testImport.renderModelManager = ::renderModelManager;
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testImport.uiManager = ::uiManager;
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testImport.declManager = ::declManager;
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testImport.AASFileManager = ::AASFileManager;
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testImport.collisionModelManager = ::collisionModelManager;
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// RAVEN BEGIN
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// jscott: import the fx system
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testImport.bse = ::bse;
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// RAVEN END
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testExport = *GetGameAPI( &testImport );
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}
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/*
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================
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idGameLocal::BuildModList
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================
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*/
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void idGameLocal::BuildModList( ) {
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int i;
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idStr currentMod;
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int numServers = networkSystem->GetNumScannedServers();
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if ( filterMod >= 0 && filterMod < modList.Num() ) {
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currentMod = modList[ filterMod ];
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} else {
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currentMod = "";
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}
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modList.Clear();
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for (i = 0; i < numServers; i++) {
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const scannedServer_t *server;
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idStr modname;
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server = networkSystem->GetScannedServerInfo( i );
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server->serverInfo.GetString( "fs_game", "", modname );
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modname.ToLower();
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modList.AddUnique( modname );
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}
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modList.Sort();
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if ( modList.Num() > 0 && (modList[ 0 ].Cmp( "" ) == 0) ) {
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modList.RemoveIndex( 0 );
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}
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filterMod = modList.Num();
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for (i = 0; i < modList.Num(); i++) {
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if ( modList[ i ].Icmp( currentMod ) == 0 ) {
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filterMod = i;
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}
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}
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}
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/*
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================
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FilterByMod
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================
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*/
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static int FilterByMod( const int* serverIndex ) {
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const scannedServer_t *server;
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if ( gameLocal.filterMod < 0 || gameLocal.filterMod >= gameLocal.modList.Num() ) {
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return (int)false;
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}
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server = networkSystem->GetScannedServerInfo( *serverIndex );
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return (int)(gameLocal.modList[ gameLocal.filterMod ].Icmp( server->serverInfo.GetString( "fs_game" ) ) != 0);
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}
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static sortInfo_t filterByMod = {
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SC_ALL,
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NULL,
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FilterByMod,
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"#str_123006"
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};
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/*
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===========
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idGameLocal::idGameLocal
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============
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*/
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idGameLocal::idGameLocal() {
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Clear();
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}
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/*
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===========
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idGameLocal::Clear
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============
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*/
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void idGameLocal::Clear( void ) {
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int i;
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serverInfo.Clear();
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numClients = 0;
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for ( i = 0; i < MAX_CLIENTS; i++ ) {
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userInfo[i].Clear();
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persistentPlayerInfo[i].Clear();
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}
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usercmds = NULL;
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memset( entities, 0, sizeof( entities ) );
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memset( spawnIds, -1, sizeof( spawnIds ) );
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firstFreeIndex = 0;
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num_entities = 0;
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spawnedEntities.Clear();
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activeEntities.Clear();
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numEntitiesToDeactivate = 0;
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sortPushers = false;
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sortTeamMasters = false;
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persistentLevelInfo.Clear();
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memset( globalShaderParms, 0, sizeof( globalShaderParms ) );
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random.SetSeed( 0 );
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world = NULL;
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frameCommandThread = NULL;
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testmodel = NULL;
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// RAVEN BEGIN
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// bdube: not using id effects
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// testFx = NULL;
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// ddynerman: multiple clip worlds
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ShutdownInstances();
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// mwhitlock: Dynamic memory consolidation
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clip.Clear();
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// RAVEN END
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for ( i = 0; i < MAX_CLIENTS; i++ ) {
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clientsPVS[ i ].i = -1;
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clientsPVS[ i ].h = -1;
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}
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freePlayerPVS = false;
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pvs.Shutdown();
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sessionCommand.Clear();
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locationEntities = NULL;
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editEntities = NULL;
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entityHash.Clear( 1024, MAX_GENTITIES );
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inCinematic = false;
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cinematicSkipTime = 0;
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cinematicStopTime = 0;
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cinematicMaxSkipTime = 0;
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framenum = 0;
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previousTime = 0;
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time = 0;
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vacuumAreaNum = 0;
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// RAVEN BEGIN
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// abahr
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gravityInfo.Clear();
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scriptObjectProxies.Clear();
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// RAVEN END
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mapFileName.Clear();
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// RAVEN BEGIN
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// rjohnson: entity usage stats
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mapFileNameStripped.Clear();
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// RAVEN END
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mapFile = NULL;
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spawnCount = INITIAL_SPAWN_COUNT;
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memset( isMapEntity, 0, sizeof( bool ) * MAX_GENTITIES );
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camera = NULL;
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// RAVEN BEGIN
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// jscott: for portal skies
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portalSky = NULL;
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// RAVEN END
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aasList.Clear();
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aasNames.Clear();
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// RAVEN BEGIN
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// bdube: added
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lastAIAlertEntity = NULL;
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lastAIAlertEntityTime = 0;
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lastAIAlertActor = NULL;
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lastAIAlertActorTime = 0;
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// RAVEN END
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spawnArgs.Clear();
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gravity.Set( 0, 0, -1 );
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playerPVS.i = -1;
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playerPVS.h = -1;
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playerConnectedAreas.i = -1;
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playerConnectedAreas.h = -1;
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gamestate = GAMESTATE_UNINITIALIZED;
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skipCinematic = false;
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influenceActive = false;
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localClientNum = 0;
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isMultiplayer = false;
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isServer = false;
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isClient = false;
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realClientTime = 0;
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isNewFrame = true;
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entityDefBits = 0;
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nextGibTime = 0;
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// RITUAL BEGIN
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// squirrel: added DeadZone multiplayer mode
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unFreezeTime = 0;
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isFrozen = false;
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// RITUAL END
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globalMaterial = NULL;
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newInfo.Clear();
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lastGUIEnt = NULL;
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lastGUI = 0;
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memset( clientEntityStates, 0, sizeof( clientEntityStates ) );
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memset( clientPVS, 0, sizeof( clientPVS ) );
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memset( clientSnapshots, 0, sizeof( clientSnapshots ) );
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eventQueue.Init();
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clientSpawnCount = INITIAL_SPAWN_COUNT;
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clientSpawnedEntities.Clear();
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memset( clientEntities, 0, sizeof( clientEntities ) );
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memset( clientSpawnIds, -1, sizeof( clientSpawnIds ) );
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gameDebug.Shutdown();
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gameLogLocal.Shutdown();
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currentThinkingEntity = NULL;
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memset( lagometer, 0, sizeof( lagometer ) );
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demoState = DEMO_NONE;
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serverDemo = false;
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timeDemo = false;
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memset( &usercmd, 0, sizeof( usercmd ) );
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memset( &oldUsercmd, 0, sizeof( oldUsercmd ) );
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followPlayer = -1; // start free flying
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demo_hud = NULL;
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demo_mphud = NULL;
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demo_cursor = NULL;
|
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demo_protocol = 0;
|
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|
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instancesEntityIndexWatermarks.Clear();
|
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clientInstanceFirstFreeIndex = MAX_CLIENTS;
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minSpawnIndex = MAX_CLIENTS;
|
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modList.Clear();
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filterMod = -1;
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if ( networkSystem ) {
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networkSystem->UseSortFunction( filterByMod, false );
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}
|
||
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}
|
||
|
|
||
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/*
|
||
|
===========
|
||
|
idGameLocal::Init
|
||
|
|
||
|
initialize the game object, only happens once at startup, not each level load
|
||
|
============
|
||
|
*/
|
||
|
// RAVEN BEGIN
|
||
|
// jsinger: attempt to eliminate cross-DLL allocation issues
|
||
|
extern idHashTable<rvViseme> *visemeTable100;
|
||
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extern idHashTable<rvViseme> *visemeTable66;
|
||
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extern idHashTable<rvViseme> *visemeTable33;
|
||
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#ifdef RV_UNIFIED_ALLOCATOR
|
||
|
void idGameLocal::Init( void *(*allocator)(size_t size), void (*deallocator)( void *ptr ), size_t (*msize)(void *ptr) ) {
|
||
|
#else
|
||
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void idGameLocal::Init( void ) {
|
||
|
#endif
|
||
|
// RAVEN END
|
||
|
const idDict *dict;
|
||
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idAAS *aas;
|
||
|
|
||
|
#ifndef GAME_DLL
|
||
|
|
||
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TestGameAPI();
|
||
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|
||
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#else
|
||
|
|
||
|
mHz = common->GetUserCmdHz();
|
||
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msec = common->GetUserCmdMSec();
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// jsinger: attempt to eliminate cross-DLL allocation issues
|
||
|
#ifdef RV_UNIFIED_ALLOCATOR
|
||
|
Memory::InitAllocator(allocator, deallocator, msize);
|
||
|
#endif
|
||
|
// RAVEN END
|
||
|
// initialize idLib
|
||
|
idLib::Init();
|
||
|
|
||
|
// register static cvars declared in the game
|
||
|
idCVar::RegisterStaticVars();
|
||
|
|
||
|
// initialize processor specific SIMD
|
||
|
idSIMD::InitProcessor( "game", com_forceGenericSIMD.GetBool() );
|
||
|
|
||
|
#endif
|
||
|
// RAVEN BEGIN
|
||
|
// jsinger: these need to be initialized after the InitAllocator call above in order
|
||
|
// to avoid crashes when the allocator is used.
|
||
|
animationLib = new idAnimManager();
|
||
|
visemeTable100 = new idHashTable<rvViseme>;
|
||
|
visemeTable66 = new idHashTable<rvViseme>;
|
||
|
visemeTable33 = new idHashTable<rvViseme>;
|
||
|
// RAVEN END
|
||
|
|
||
|
Printf( "------------- Initializing Game -------------\n" );
|
||
|
Printf( "gamename: %s\n", GAME_VERSION );
|
||
|
Printf( "gamedate: %s\n", __DATE__ );
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// rjohnson: new help system for cvar ui
|
||
|
idCVarHelp::RegisterStatics();
|
||
|
|
||
|
// jsinger: added to support serialization/deserialization of binary decls
|
||
|
#ifdef RV_BINARYDECLS
|
||
|
idStr prefix="";
|
||
|
if(cvarSystem->GetCVarBool("com_binaryDeclRead"))
|
||
|
{
|
||
|
prefix = "binary/";
|
||
|
}
|
||
|
declManager->RegisterDeclType( "model", DECL_MODELDEF, idDeclAllocator<idDeclModelDef>, idDeclStreamAllocator<idDeclModelDef> );
|
||
|
//declManager->RegisterDeclType( "export", DECL_MODELEXPORT, idDeclAllocator<idDecl>, idDeclStreamAllocator<idDecl> );
|
||
|
declManager->RegisterDeclType( "camera", DECL_CAMERADEF, idDeclAllocator<idDeclCameraDef>, idDeclStreamAllocator<idDeclCameraDef> );
|
||
|
declManager->RegisterDeclFolderWrapper( prefix + "def", ".def", DECL_ENTITYDEF );
|
||
|
declManager->RegisterDeclFolderWrapper( prefix + "af", ".af", DECL_AF );
|
||
|
#else
|
||
|
// RAVEN END
|
||
|
// register game specific decl types
|
||
|
declManager->RegisterDeclType( "model", DECL_MODELDEF, idDeclAllocator<idDeclModelDef> );
|
||
|
declManager->RegisterDeclType( "export", DECL_MODELEXPORT, idDeclAllocator<idDecl> );
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// rjohnson: camera is now contained in a def for frame commands
|
||
|
declManager->RegisterDeclType( "camera", DECL_CAMERADEF, idDeclAllocator<idDeclCameraDef> );
|
||
|
// RAVEN END
|
||
|
// register game specific decl folders
|
||
|
// RAVEN BEGIN
|
||
|
#ifndef RV_SINGLE_DECL_FILE
|
||
|
declManager->RegisterDeclFolderWrapper( "def", ".def", DECL_ENTITYDEF );
|
||
|
// bdube: not used in quake 4
|
||
|
// declManager->RegisterDeclFolder( "fx", ".fx", DECL_FX );
|
||
|
// declManager->RegisterDeclFolder( "particles", ".prt", DECL_PARTICLE );
|
||
|
declManager->RegisterDeclFolderWrapper( "af", ".af", DECL_AF );
|
||
|
// declManager->RegisterDeclFolderWrapper( "newpdas", ".pda", DECL_PDA );
|
||
|
#else
|
||
|
if(!cvarSystem->GetCVarBool("com_SingleDeclFile"))
|
||
|
{
|
||
|
declManager->RegisterDeclFolderWrapper( "def", ".def", DECL_ENTITYDEF );
|
||
|
declManager->RegisterDeclFolderWrapper( "af", ".af", DECL_AF );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// loads the second set of decls from the file which will contain
|
||
|
// modles, cameras
|
||
|
declManager->LoadDeclsFromFile();
|
||
|
declManager->FinishLoadingDecls();
|
||
|
}
|
||
|
#endif
|
||
|
#endif // RV_BINARYDECLS
|
||
|
// RAVEN END
|
||
|
|
||
|
cmdSystem->AddCommand( "listModelDefs", idListDecls_f<DECL_MODELDEF>, CMD_FL_SYSTEM|CMD_FL_GAME, "lists model defs" );
|
||
|
cmdSystem->AddCommand( "printModelDefs", idPrintDecls_f<DECL_MODELDEF>, CMD_FL_SYSTEM|CMD_FL_GAME, "prints a model def", idCmdSystem::ArgCompletion_Decl<DECL_MODELDEF> );
|
||
|
|
||
|
Clear();
|
||
|
|
||
|
idEvent::Init();
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Register subclasses explicitly so they aren't dead-stripped
|
||
|
idClass::RegisterClasses();
|
||
|
// RAVEN END
|
||
|
idClass::Init();
|
||
|
|
||
|
InitConsoleCommands();
|
||
|
// load default scripts
|
||
|
program.Startup( SCRIPT_DEFAULT );
|
||
|
|
||
|
// set up the aas
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: added false as 2nd parameter, otherwise def will be created
|
||
|
dict = FindEntityDefDict( "aas_types", false );
|
||
|
// RAVEN END
|
||
|
if ( !dict ) {
|
||
|
Error( "Unable to find entityDef for 'aas_types'" );
|
||
|
}
|
||
|
|
||
|
// allocate space for the aas
|
||
|
const idKeyValue *kv = dict->MatchPrefix( "type" );
|
||
|
while( kv != NULL ) {
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Tag scope and callees to track allocations using "new".
|
||
|
MEM_SCOPED_TAG(tag,MA_AAS);
|
||
|
// RAVEN END
|
||
|
aas = idAAS::Alloc();
|
||
|
aasList.Append( aas );
|
||
|
aasNames.Append( kv->GetValue() );
|
||
|
kv = dict->MatchPrefix( "type", kv );
|
||
|
}
|
||
|
|
||
|
gamestate = GAMESTATE_NOMAP;
|
||
|
|
||
|
Printf( "...%d aas types\n", aasList.Num() );
|
||
|
Printf( "game initialized.\n" );
|
||
|
Printf( "---------------------------------------------\n" );
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: debug stuff
|
||
|
gameDebug.Init();
|
||
|
gameLogLocal.Init();
|
||
|
|
||
|
// jscott: facial animation init
|
||
|
if( !FAS_Init( "annosoft" ) ) {
|
||
|
common->Warning( "Failed to load viseme file" );
|
||
|
}
|
||
|
|
||
|
// jnewquist: Tag scope and callees to track allocations using "new".
|
||
|
MEM_SCOPED_TAG(tag,MA_RENDER);
|
||
|
// shouchard: make sure ban list starts out in a known state
|
||
|
banListLoaded = false;
|
||
|
banListChanged = false;
|
||
|
memset( clientGuids, 0, sizeof( clientGuids ) );
|
||
|
// RAVEN END
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// mwhitlock: Dynamic memory consolidation
|
||
|
#if defined(_RV_MEM_SYS_SUPPORT)
|
||
|
for(int i=0;i<MAX_CLIENTS;i++)
|
||
|
{
|
||
|
persistentPlayerInfo[i].SetAllocatorHeap(rvGetSysHeap(RV_HEAP_ID_PERMANENT));
|
||
|
}
|
||
|
entityHash.SetAllocatorHeap(rvGetSysHeap(RV_HEAP_ID_LEVEL));
|
||
|
gravityInfo.SetAllocatorHeap(rvGetSysHeap(RV_HEAP_ID_LEVEL));
|
||
|
scriptObjectProxies.SetAllocatorHeap(rvGetSysHeap(RV_HEAP_ID_LEVEL));
|
||
|
entityUsageList.SetAllocatorHeap(rvGetSysHeap(RV_HEAP_ID_LEVEL));
|
||
|
ambientLights.SetAllocatorHeap(rvGetSysHeap(RV_HEAP_ID_LEVEL));
|
||
|
instances.SetAllocatorHeap(rvGetSysHeap(RV_HEAP_ID_LEVEL));
|
||
|
clip.SetAllocatorHeap(rvGetSysHeap(RV_HEAP_ID_LEVEL));
|
||
|
#endif
|
||
|
// RAVEN END
|
||
|
|
||
|
networkSystem->AddSortFunction( filterByMod );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
idGameLocal::Shutdown
|
||
|
|
||
|
shut down the entire game
|
||
|
============
|
||
|
*/
|
||
|
void idGameLocal::Shutdown( void ) {
|
||
|
|
||
|
int i;
|
||
|
|
||
|
if ( !common ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// jscott: FAS
|
||
|
FAS_Shutdown();
|
||
|
// shouchard: clean up ban list stuff
|
||
|
SaveBanList();
|
||
|
FlushBanList();
|
||
|
// RAVEN END
|
||
|
|
||
|
Printf( "--------------- Game Shutdown ---------------\n" );
|
||
|
|
||
|
networkSystem->RemoveSortFunction( filterByMod );
|
||
|
|
||
|
mpGame.Shutdown();
|
||
|
|
||
|
MapShutdown();
|
||
|
|
||
|
aasList.DeleteContents( true );
|
||
|
aasNames.Clear();
|
||
|
|
||
|
idAI::FreeObstacleAvoidanceNodes();
|
||
|
|
||
|
// shutdown the model exporter
|
||
|
idModelExport::Shutdown();
|
||
|
|
||
|
idEvent::Shutdown();
|
||
|
|
||
|
program.Shutdown();
|
||
|
|
||
|
idClass::Shutdown();
|
||
|
|
||
|
// clear list with forces
|
||
|
idForce::ClearForceList();
|
||
|
|
||
|
// free the program data
|
||
|
program.FreeData();
|
||
|
|
||
|
// delete the .map file
|
||
|
delete mapFile;
|
||
|
mapFile = NULL;
|
||
|
|
||
|
// free the collision map
|
||
|
collisionModelManager->FreeMap( GetMapName() );
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// jscott: free up static objects
|
||
|
for( i = 0; i < MAX_CLIENTS; i++ ) {
|
||
|
userInfo[i].Clear();
|
||
|
persistentPlayerInfo[i].Clear();
|
||
|
}
|
||
|
|
||
|
for( i = 0; i < entityUsageList.Num(); i++ ) {
|
||
|
entityUsageList[i].Clear();
|
||
|
}
|
||
|
|
||
|
serverInfo.Clear();
|
||
|
persistentLevelInfo.Clear();
|
||
|
sessionCommand.Clear();
|
||
|
mapFileName.Clear();
|
||
|
mapFileNameStripped.Clear();
|
||
|
entityUsageList.Clear();
|
||
|
|
||
|
newInfo.Clear();
|
||
|
spawnArgs.Clear();
|
||
|
shakeSounds.Clear();
|
||
|
aiManager.Clear();
|
||
|
// RAVEN END
|
||
|
|
||
|
ShutdownConsoleCommands();
|
||
|
|
||
|
// free memory allocated by class objects
|
||
|
Clear();
|
||
|
|
||
|
// shut down the animation manager
|
||
|
// RAVEN BEGIN
|
||
|
// jsinger: animationLib changed to a pointer
|
||
|
animationLib->Shutdown();
|
||
|
// RAVEN END
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// rjohnson: entity usage stats
|
||
|
entityUsageList.Clear();
|
||
|
// RAVEN END
|
||
|
|
||
|
freeView.Shutdown();
|
||
|
|
||
|
Printf( "---------------------------------------------\n" );
|
||
|
|
||
|
instances.DeleteContents( true );
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
|
||
|
// remove auto-completion function pointers pointing into this DLL
|
||
|
cvarSystem->RemoveFlaggedAutoCompletion( CVAR_GAME );
|
||
|
|
||
|
// enable leak test
|
||
|
Mem_EnableLeakTest( "game" );
|
||
|
|
||
|
// shutdown idLib
|
||
|
idLib::ShutDown();
|
||
|
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
idGameLocal::SaveGame
|
||
|
|
||
|
save the current player state, level name, and level state
|
||
|
the session may have written some data to the file already
|
||
|
============
|
||
|
*/
|
||
|
// RAVEN BEGIN
|
||
|
// mekberg: added saveTypes
|
||
|
void idGameLocal::SaveGame( idFile *f, saveType_t saveType ) {
|
||
|
// RAVEN END
|
||
|
int i;
|
||
|
idEntity *ent;
|
||
|
idEntity *link;
|
||
|
|
||
|
//remove weapon effect entites from the world
|
||
|
if( GetLocalPlayer() &&
|
||
|
!GetLocalPlayer()->IsInVehicle() &&
|
||
|
GetLocalPlayer()->weapon ) {
|
||
|
|
||
|
GetLocalPlayer()->weapon->PreSave();
|
||
|
}
|
||
|
|
||
|
idSaveGame savegame( f );
|
||
|
|
||
|
if (g_flushSave.GetBool( ) == true ) {
|
||
|
// force flushing with each write... for tracking down
|
||
|
// save game bugs.
|
||
|
f->ForceFlush();
|
||
|
}
|
||
|
|
||
|
savegame.WriteBuildNumber( BUILD_NUMBER );
|
||
|
|
||
|
// go through all entities and threads and add them to the object list
|
||
|
for( i = 0; i < MAX_GENTITIES; i++ ) {
|
||
|
ent = entities[i];
|
||
|
|
||
|
if ( ent ) {
|
||
|
if ( ent->GetTeamMaster() && ent->GetTeamMaster() != ent ) {
|
||
|
continue;
|
||
|
}
|
||
|
for ( link = ent; link != NULL; link = link->GetNextTeamEntity() ) {
|
||
|
savegame.AddObject( link );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
idList<idThread *> threads;
|
||
|
threads = idThread::GetThreads();
|
||
|
|
||
|
for( i = 0; i < threads.Num(); i++ ) {
|
||
|
savegame.AddObject( threads[i] );
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// abahr: saving clientEntities
|
||
|
rvClientEntity* clientEnt = NULL;
|
||
|
for( i = 0; i < MAX_CENTITIES; ++i ) {
|
||
|
clientEnt = clientEntities[ i ];
|
||
|
if( !clientEnt ) {
|
||
|
continue;
|
||
|
}
|
||
|
// if( clientEnt->IsType( rvClientEffect::GetClassType() )){
|
||
|
// continue;
|
||
|
// }
|
||
|
savegame.AddObject( clientEnt );
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
// write out complete object list
|
||
|
savegame.WriteObjectList();
|
||
|
|
||
|
program.Save( &savegame );
|
||
|
|
||
|
savegame.WriteInt( g_skill.GetInteger() );
|
||
|
|
||
|
savegame.WriteDict( &serverInfo );
|
||
|
|
||
|
savegame.WriteInt( numClients );
|
||
|
for( i = 0; i < numClients; i++ ) {
|
||
|
// RAVEN BEGIN
|
||
|
// mekberg: don't write out userinfo. Grab from cvars
|
||
|
// savegame.WriteDict( &userInfo[ i ] );
|
||
|
// RAVEN END
|
||
|
// savegame.WriteUsercmd( usercmds[ i ] );
|
||
|
savegame.WriteDict( &persistentPlayerInfo[ i ] );
|
||
|
}
|
||
|
|
||
|
for( i = 0; i < MAX_GENTITIES; i++ ) {
|
||
|
savegame.WriteObject( entities[ i ] );
|
||
|
savegame.WriteInt( spawnIds[ i ] );
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// abahr: more clientEntities saving
|
||
|
for( i = 0; i < MAX_CENTITIES; i++ ) {
|
||
|
// if( clientEntities[ i ] && clientEntities[ i ]->IsType( rvClientEffect::GetClassType() )){
|
||
|
// continue;
|
||
|
// }
|
||
|
savegame.WriteObject( clientEntities[ i ] );
|
||
|
savegame.WriteInt( clientSpawnIds[ i ] );
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
savegame.WriteInt( firstFreeIndex );
|
||
|
savegame.WriteInt( num_entities );
|
||
|
|
||
|
// enityHash is restored by idEntity::Restore setting the entity name.
|
||
|
|
||
|
savegame.WriteObject( world );
|
||
|
|
||
|
savegame.WriteInt( spawnedEntities.Num() );
|
||
|
for( ent = spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
|
||
|
savegame.WriteObject( ent );
|
||
|
}
|
||
|
|
||
|
savegame.WriteInt( scriptObjectProxies.Num() );
|
||
|
for( i = 0; i < scriptObjectProxies.Num(); ++i ) {
|
||
|
scriptObjectProxies[i].Save( &savegame );
|
||
|
}
|
||
|
// used to write clientSpawnedEntities.Num() then iterate through the spawn nodes
|
||
|
// this is fragile however, as some elsewhere get those out of sync (mantis #70)
|
||
|
int countClientSpawnedEntities = 0;
|
||
|
for ( clientEnt = clientSpawnedEntities.Next(); clientEnt != NULL; clientEnt = clientEnt->spawnNode.Next() ) {
|
||
|
countClientSpawnedEntities++;
|
||
|
}
|
||
|
if ( countClientSpawnedEntities != clientSpawnedEntities.Num() ) {
|
||
|
common->Warning( "countClientSpawnedEntities %d != clientSpawnedEntities.Num() %d\n", countClientSpawnedEntities, clientSpawnedEntities.Num() );
|
||
|
}
|
||
|
savegame.WriteInt( countClientSpawnedEntities );
|
||
|
for ( clientEnt = clientSpawnedEntities.Next(); clientEnt != NULL; clientEnt = clientEnt->spawnNode.Next() ) {
|
||
|
savegame.WriteObject( clientEnt );
|
||
|
}
|
||
|
// same as above. haven't seen a problem with that one but I can't trust it either
|
||
|
int countActiveEntities = 0;
|
||
|
for ( ent = activeEntities.Next(); ent != NULL; ent = ent->activeNode.Next() ) {
|
||
|
countActiveEntities++;
|
||
|
}
|
||
|
if ( countActiveEntities != activeEntities.Num() ) {
|
||
|
common->Warning( "countActiveEntities %d != activeEntities.Num() %d\n", countActiveEntities, activeEntities.Num() );
|
||
|
}
|
||
|
savegame.WriteInt( countActiveEntities );
|
||
|
for ( ent = activeEntities.Next(); ent != NULL; ent = ent->activeNode.Next() ) {
|
||
|
savegame.WriteObject( ent );
|
||
|
}
|
||
|
|
||
|
savegame.WriteInt( numEntitiesToDeactivate );
|
||
|
savegame.WriteBool( sortPushers );
|
||
|
savegame.WriteBool( sortTeamMasters );
|
||
|
savegame.WriteDict( &persistentLevelInfo );
|
||
|
|
||
|
for( i = 0; i < MAX_GLOBAL_SHADER_PARMS; i++ ) {
|
||
|
savegame.WriteFloat( globalShaderParms[ i ] );
|
||
|
}
|
||
|
|
||
|
savegame.WriteInt( random.GetSeed() );
|
||
|
savegame.WriteObject( frameCommandThread );
|
||
|
|
||
|
// clip
|
||
|
// push
|
||
|
// pvs
|
||
|
|
||
|
testmodel = NULL;
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: no test fx
|
||
|
// testFx = NULL;
|
||
|
// RAVEN END
|
||
|
|
||
|
savegame.WriteString( sessionCommand );
|
||
|
// RAVEN BEGIN
|
||
|
// nmckenzie: Let the AI system save itself too.
|
||
|
aiManager.Save( &savegame );
|
||
|
// RAVEN END
|
||
|
|
||
|
// FIXME: save smoke particles
|
||
|
|
||
|
savegame.WriteInt( cinematicSkipTime );
|
||
|
savegame.WriteInt( cinematicStopTime );
|
||
|
savegame.WriteInt( cinematicMaxSkipTime );
|
||
|
savegame.WriteBool( inCinematic );
|
||
|
savegame.WriteBool( skipCinematic );
|
||
|
|
||
|
savegame.WriteBool( isMultiplayer );
|
||
|
savegame.WriteInt( gameType );
|
||
|
|
||
|
savegame.WriteInt( framenum );
|
||
|
savegame.WriteInt( previousTime );
|
||
|
savegame.WriteInt( time );
|
||
|
|
||
|
savegame.WriteInt( vacuumAreaNum );
|
||
|
|
||
|
savegame.WriteInt( entityDefBits );
|
||
|
savegame.WriteBool( isServer );
|
||
|
savegame.WriteBool( isClient );
|
||
|
// RAVEN BEGIN
|
||
|
savegame.WriteBool( isListenServer );
|
||
|
// RAVEN END
|
||
|
|
||
|
savegame.WriteInt( localClientNum );
|
||
|
|
||
|
// snapshotEntities is used for multiplayer only
|
||
|
|
||
|
savegame.WriteInt( realClientTime );
|
||
|
savegame.WriteBool( isNewFrame );
|
||
|
|
||
|
savegame.WriteBool( mapCycleLoaded );
|
||
|
savegame.WriteInt( spawnCount );
|
||
|
|
||
|
if ( !locationEntities ) {
|
||
|
savegame.WriteInt( 0 );
|
||
|
} else {
|
||
|
savegame.WriteInt( gameRenderWorld->NumAreas() );
|
||
|
for( i = 0; i < gameRenderWorld->NumAreas(); i++ ) {
|
||
|
savegame.WriteObject( locationEntities[ i ] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
savegame.WriteObject( camera );
|
||
|
|
||
|
savegame.WriteMaterial( globalMaterial );
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: added
|
||
|
lastAIAlertActor.Save( &savegame );
|
||
|
lastAIAlertEntity.Save( &savegame );
|
||
|
savegame.WriteInt( lastAIAlertEntityTime );
|
||
|
savegame.WriteInt( lastAIAlertActorTime );
|
||
|
// RAVEN END
|
||
|
|
||
|
savegame.WriteDict( &spawnArgs );
|
||
|
|
||
|
savegame.WriteInt( playerPVS.i );
|
||
|
savegame.WriteInt( playerPVS.h );
|
||
|
savegame.WriteInt( playerConnectedAreas.i );
|
||
|
savegame.WriteInt( playerConnectedAreas.h );
|
||
|
|
||
|
savegame.WriteVec3( gravity );
|
||
|
|
||
|
// gamestate
|
||
|
|
||
|
savegame.WriteBool( influenceActive );
|
||
|
savegame.WriteInt( nextGibTime );
|
||
|
|
||
|
// spawnSpots
|
||
|
// initialSpots
|
||
|
// currentInitialSpot
|
||
|
// newInfo
|
||
|
// makingBuild
|
||
|
// shakeSounds
|
||
|
|
||
|
// write out pending events
|
||
|
idEvent::Save( &savegame );
|
||
|
|
||
|
savegame.Close();
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// mekberg: added saveTypes and wrapped saveMessage
|
||
|
if ( saveType != ST_AUTO && GetLocalPlayer() && GetLocalPlayer()->GetHud() ) {
|
||
|
GetLocalPlayer()->SaveMessage();
|
||
|
}
|
||
|
|
||
|
// jshepard: resume weapon operation
|
||
|
if( GetLocalPlayer() &&
|
||
|
!GetLocalPlayer()->IsInVehicle() &&
|
||
|
GetLocalPlayer()->weapon ) {
|
||
|
GetLocalPlayer()->weapon->PostSave();
|
||
|
}
|
||
|
// RAVEN END
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
idGameLocal::GetPersistentPlayerInfo
|
||
|
============
|
||
|
*/
|
||
|
const idDict &idGameLocal::GetPersistentPlayerInfo( int clientNum ) {
|
||
|
idEntity *ent;
|
||
|
|
||
|
persistentPlayerInfo[ clientNum ].Clear();
|
||
|
ent = entities[ clientNum ];
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if ( ent && ent->IsType( idPlayer::GetClassType() ) ) {
|
||
|
// RAVEN END
|
||
|
static_cast<idPlayer *>(ent)->SavePersistantInfo();
|
||
|
}
|
||
|
|
||
|
return persistentPlayerInfo[ clientNum ];
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
idGameLocal::SetPersistentPlayerInfo
|
||
|
============
|
||
|
*/
|
||
|
void idGameLocal::SetPersistentPlayerInfo( int clientNum, const idDict &playerInfo ) {
|
||
|
TIME_THIS_SCOPE( __FUNCLINE__);
|
||
|
persistentPlayerInfo[ clientNum ] = playerInfo;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
idGameLocal::Printf
|
||
|
============
|
||
|
*/
|
||
|
void idGameLocal::Printf( const char *fmt, ... ) const {
|
||
|
va_list argptr;
|
||
|
char text[MAX_STRING_CHARS];
|
||
|
|
||
|
va_start( argptr, fmt );
|
||
|
idStr::vsnPrintf( text, sizeof( text ), fmt, argptr );
|
||
|
va_end( argptr );
|
||
|
|
||
|
common->Printf( "%s", text );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
idGameLocal::DPrintf
|
||
|
============
|
||
|
*/
|
||
|
void idGameLocal::DPrintf( const char *fmt, ... ) const {
|
||
|
va_list argptr;
|
||
|
char text[MAX_STRING_CHARS];
|
||
|
|
||
|
if ( !developer.GetBool() ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
va_start( argptr, fmt );
|
||
|
idStr::vsnPrintf( text, sizeof( text ), fmt, argptr );
|
||
|
va_end( argptr );
|
||
|
|
||
|
common->Printf( "%s", text );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
idGameLocal::Warning
|
||
|
============
|
||
|
*/
|
||
|
void idGameLocal::Warning( const char *fmt, ... ) const {
|
||
|
va_list argptr;
|
||
|
char text[MAX_STRING_CHARS];
|
||
|
idThread * thread;
|
||
|
|
||
|
va_start( argptr, fmt );
|
||
|
idStr::vsnPrintf( text, sizeof( text ), fmt, argptr );
|
||
|
va_end( argptr );
|
||
|
|
||
|
thread = idThread::CurrentThread();
|
||
|
// MERGE:FIXME - the following now gets into a recursive stack overflow when enemies are killed. Not sure why.
|
||
|
// nmckenzie:
|
||
|
/* if ( thread ) {
|
||
|
thread->Warning( "%s", text );
|
||
|
} else {*/
|
||
|
common->Warning( "%s", text );
|
||
|
// }
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
idGameLocal::DWarning
|
||
|
============
|
||
|
*/
|
||
|
void idGameLocal::DWarning( const char *fmt, ... ) const {
|
||
|
va_list argptr;
|
||
|
char text[MAX_STRING_CHARS];
|
||
|
idThread * thread;
|
||
|
|
||
|
if ( !developer.GetBool() ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
va_start( argptr, fmt );
|
||
|
idStr::vsnPrintf( text, sizeof( text ), fmt, argptr );
|
||
|
va_end( argptr );
|
||
|
|
||
|
thread = idThread::CurrentThread();
|
||
|
if ( thread ) {
|
||
|
thread->Warning( "%s", text );
|
||
|
} else {
|
||
|
common->DWarning( "%s", text );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
idGameLocal::Error
|
||
|
============
|
||
|
*/
|
||
|
void idGameLocal::Error( const char *fmt, ... ) const {
|
||
|
va_list argptr;
|
||
|
char text[MAX_STRING_CHARS];
|
||
|
idThread * thread;
|
||
|
|
||
|
va_start( argptr, fmt );
|
||
|
idStr::vsnPrintf( text, sizeof( text ), fmt, argptr );
|
||
|
va_end( argptr );
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// scork: some model errors arrive here during validation which kills the whole process, so let's just warn about them instead...
|
||
|
if ( common->DoingDeclValidation() ) {
|
||
|
this->Warning( "%s", text );
|
||
|
return;
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
thread = idThread::CurrentThread();
|
||
|
if ( thread ) {
|
||
|
thread->Error( "%s", text );
|
||
|
} else {
|
||
|
common->Error( "%s", text );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
gameError
|
||
|
===============
|
||
|
*/
|
||
|
void gameError( const char *fmt, ... ) {
|
||
|
va_list argptr;
|
||
|
char text[MAX_STRING_CHARS];
|
||
|
|
||
|
va_start( argptr, fmt );
|
||
|
idStr::vsnPrintf( text, sizeof( text ), fmt, argptr );
|
||
|
va_end( argptr );
|
||
|
|
||
|
gameLocal.Error( "%s", text );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
idGameLocal::SetLocalClient
|
||
|
============
|
||
|
*/
|
||
|
void idGameLocal::SetLocalClient( int clientNum ) {
|
||
|
localClientNum = clientNum;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
idGameLocal::SetUserInfo
|
||
|
============
|
||
|
*/
|
||
|
const idDict* idGameLocal::SetUserInfo( int clientNum, const idDict &userInfo, bool isClient ) {
|
||
|
|
||
|
TIME_THIS_SCOPE( __FUNCLINE__);
|
||
|
|
||
|
int i;
|
||
|
bool modifiedInfo = false;
|
||
|
|
||
|
this->isClient = isClient;
|
||
|
|
||
|
if ( clientNum >= 0 && clientNum < MAX_CLIENTS ) {
|
||
|
idGameLocal::userInfo[ clientNum ] = userInfo;
|
||
|
|
||
|
// server sanity
|
||
|
if ( !isClient ) {
|
||
|
|
||
|
// don't let numeric nicknames, it can be exploited to go around kick and ban commands from the server
|
||
|
if ( idStr::IsNumeric( this->userInfo[ clientNum ].GetString( "ui_name" ) ) ) {
|
||
|
#if UI_DEBUG
|
||
|
common->Printf( "SetUserInfo: client %d changed name from %s to %s_\n",
|
||
|
clientNum, idGameLocal::userInfo[ clientNum ].GetString( "ui_name" ), idGameLocal::userInfo[ clientNum ].GetString( "ui_name" ) );
|
||
|
#endif
|
||
|
idGameLocal::userInfo[ clientNum ].Set( "ui_name", va( "%s_", idGameLocal::userInfo[ clientNum ].GetString( "ui_name" ) ) );
|
||
|
modifiedInfo = true;
|
||
|
}
|
||
|
|
||
|
// don't allow dupe nicknames
|
||
|
for ( i = 0; i < numClients; i++ ) {
|
||
|
if ( i == clientNum ) {
|
||
|
continue;
|
||
|
}
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if ( entities[ i ] && entities[ i ]->IsType( idPlayer::GetClassType() ) ) {
|
||
|
// RAVEN END
|
||
|
if ( !idStr::Icmp( idGameLocal::userInfo[ clientNum ].GetString( "ui_name" ), idGameLocal::userInfo[ i ].GetString( "ui_name" ) ) ) {
|
||
|
#if UI_DEBUG
|
||
|
common->Printf( "SetUserInfo: client %d changed name from %s to %s_ because of client %d\n",
|
||
|
clientNum, idGameLocal::userInfo[ clientNum ].GetString( "ui_name" ), idGameLocal::userInfo[ clientNum ].GetString( "ui_name" ), i );
|
||
|
#endif
|
||
|
idGameLocal::userInfo[ clientNum ].Set( "ui_name", va( "%s_", idGameLocal::userInfo[ clientNum ].GetString( "ui_name" ) ) );
|
||
|
modifiedInfo = true;
|
||
|
i = -1; // rescan
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if ( entities[ clientNum ] && entities[ clientNum ]->IsType( idPlayer::GetClassType() ) ) {
|
||
|
// RAVEN END
|
||
|
modifiedInfo |= static_cast<idPlayer *>( entities[ clientNum ] )->UserInfoChanged();
|
||
|
}
|
||
|
|
||
|
if ( !isClient ) {
|
||
|
// now mark this client in game
|
||
|
mpGame.EnterGame( clientNum );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( modifiedInfo ) {
|
||
|
newInfo = idGameLocal::userInfo[ clientNum ];
|
||
|
return &newInfo;
|
||
|
}
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
idGameLocal::GetUserInfo
|
||
|
============
|
||
|
*/
|
||
|
const idDict* idGameLocal::GetUserInfo( int clientNum ) {
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if ( entities[ clientNum ] && entities[ clientNum ]->IsType( idPlayer::GetClassType() ) ) {
|
||
|
// RAVEN END
|
||
|
return &userInfo[ clientNum ];
|
||
|
}
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
idGameLocal::IsClientActive
|
||
|
============
|
||
|
*/
|
||
|
bool idGameLocal::IsClientActive( int clientNum ) {
|
||
|
if ( entities[ clientNum ] && entities[ clientNum ]->IsType( idPlayer::GetClassType() ) ) {
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
idGameLocal::SetServerInfo
|
||
|
============
|
||
|
*/
|
||
|
void idGameLocal::SetServerInfo( const idDict &_serverInfo ) {
|
||
|
TIME_THIS_SCOPE( __FUNCLINE__);
|
||
|
|
||
|
idBitMsg outMsg;
|
||
|
byte msgBuf[MAX_GAME_MESSAGE_SIZE];
|
||
|
bool timeLimitChanged = false;
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// mekberg: clear announcer and reschedule time announcements
|
||
|
if ( ( isClient || isListenServer ) && mpGame.GetGameState( ) && mpGame.GetGameState( )->GetMPGameState( ) == GAMEON &&
|
||
|
serverInfo.GetInt( "si_timelimit" ) != _serverInfo.GetInt( "si_timelimit" ) ) {
|
||
|
timeLimitChanged = true;
|
||
|
}
|
||
|
|
||
|
serverInfo = _serverInfo;
|
||
|
|
||
|
if ( timeLimitChanged ) {
|
||
|
mpGame.ClearAnnouncerSounds( );
|
||
|
mpGame.ScheduleTimeAnnouncements( );
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
if ( isServer ) {
|
||
|
|
||
|
// Let our clients know the server info changed
|
||
|
outMsg.Init( msgBuf, sizeof( msgBuf ) );
|
||
|
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_SERVERINFO );
|
||
|
outMsg.WriteDeltaDict( gameLocal.serverInfo, NULL );
|
||
|
networkSystem->ServerSendReliableMessage( -1, outMsg );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::LoadMap
|
||
|
|
||
|
Initializes all map variables common to both save games and spawned games.
|
||
|
===================
|
||
|
*/
|
||
|
void idGameLocal::LoadMap( const char *mapName, int randseed ) {
|
||
|
int i;
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Tag scope and callees to track allocations using "new".
|
||
|
MEM_SCOPED_TAG(tag,MA_PARSER);
|
||
|
// RAVEN END
|
||
|
bool sameMap = (mapFile && idStr::Icmp(mapFile->GetName(), mapName) == 0);
|
||
|
|
||
|
networkSystem->SetLoadingText( mapName );
|
||
|
|
||
|
InitAsyncNetwork();
|
||
|
|
||
|
// these can changed based upon sp / mp
|
||
|
mHz = common->GetUserCmdHz();
|
||
|
msec = common->GetUserCmdMSec();
|
||
|
|
||
|
if ( !sameMap || ( mapFile && mapFile->NeedsReload() ) ) {
|
||
|
// load the .map file
|
||
|
if ( mapFile ) {
|
||
|
delete mapFile;
|
||
|
}
|
||
|
mapFile = new idMapFile;
|
||
|
if ( !mapFile->Parse( idStr( mapName ) + ".map" ) ) {
|
||
|
delete mapFile;
|
||
|
mapFile = NULL;
|
||
|
Error( "Couldn't load %s", mapName );
|
||
|
}
|
||
|
// RAVEN BEGIN
|
||
|
// rjohnson: added resolve for handling func_groups and other aspects. Before, radiant would do this processing on a map destroying the original data
|
||
|
mapFile->Resolve();
|
||
|
// RAVEN END
|
||
|
}
|
||
|
mapFileName = mapFile->GetName();
|
||
|
|
||
|
assert(!idStr::Cmp(mapFileName, mapFile->GetName()));
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// rjohnson: entity usage stats
|
||
|
mapFileNameStripped = mapFileName;
|
||
|
mapFileNameStripped.StripFileExtension();
|
||
|
mapFileNameStripped.StripPath();
|
||
|
|
||
|
const char* entityFilter;
|
||
|
|
||
|
gameLocal.serverInfo.GetString( "si_entityFilter", "", &entityFilter );
|
||
|
if ( entityFilter && *entityFilter ) {
|
||
|
mapFileNameStripped += " ";
|
||
|
mapFileNameStripped += entityFilter;
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
// load the collision map
|
||
|
networkSystem->SetLoadingText( common->GetLocalizedString( "#str_107668" ) );
|
||
|
collisionModelManager->LoadMap( mapFile, false );
|
||
|
|
||
|
numClients = 0;
|
||
|
|
||
|
// initialize all entities for this game
|
||
|
memset( entities, 0, sizeof( entities ) );
|
||
|
usercmds = NULL;
|
||
|
memset( spawnIds, -1, sizeof( spawnIds ) );
|
||
|
spawnCount = INITIAL_SPAWN_COUNT;
|
||
|
|
||
|
spawnedEntities.Clear();
|
||
|
activeEntities.Clear();
|
||
|
numEntitiesToDeactivate = 0;
|
||
|
sortTeamMasters = false;
|
||
|
sortPushers = false;
|
||
|
lastGUIEnt = NULL;
|
||
|
lastGUI = 0;
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: client entities
|
||
|
clientSpawnCount = INITIAL_SPAWN_COUNT;
|
||
|
clientSpawnedEntities.Clear();
|
||
|
memset ( clientSpawnIds, -1, sizeof(clientSpawnIds ) );
|
||
|
memset ( clientEntities, 0, sizeof(clientEntities) );
|
||
|
firstFreeClientIndex = 0;
|
||
|
// RAVEN END
|
||
|
|
||
|
globalMaterial = NULL;
|
||
|
|
||
|
memset( globalShaderParms, 0, sizeof( globalShaderParms ) );
|
||
|
|
||
|
// always leave room for the max number of clients,
|
||
|
// even if they aren't all used, so numbers inside that
|
||
|
// range are NEVER anything but clients
|
||
|
num_entities = MAX_CLIENTS;
|
||
|
firstFreeIndex = MAX_CLIENTS;
|
||
|
|
||
|
// reset the random number generator.
|
||
|
random.SetSeed( isMultiplayer ? randseed : 0 );
|
||
|
|
||
|
camera = NULL;
|
||
|
world = NULL;
|
||
|
testmodel = NULL;
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: not using id effects
|
||
|
// testFx = NULL;
|
||
|
// RAVEN END
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: merged
|
||
|
lastAIAlertEntity = NULL;
|
||
|
lastAIAlertEntityTime = 0;
|
||
|
lastAIAlertActor = NULL;
|
||
|
lastAIAlertActorTime = 0;
|
||
|
// RAVEN END
|
||
|
|
||
|
previousTime = 0;
|
||
|
time = 0;
|
||
|
framenum = 0;
|
||
|
sessionCommand = "";
|
||
|
nextGibTime = 0;
|
||
|
// RITUAL BEGIN
|
||
|
// squirrel: added DeadZone multiplayer mode
|
||
|
unFreezeTime = 0;
|
||
|
isFrozen = 0;
|
||
|
// RITUAL END
|
||
|
|
||
|
vacuumAreaNum = -1; // if an info_vacuum is spawned, it will set this
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// abahr
|
||
|
gravityInfo.Clear();
|
||
|
scriptObjectProxies.Clear();
|
||
|
// RAVEN END
|
||
|
|
||
|
if ( !editEntities ) {
|
||
|
editEntities = new idEditEntities;
|
||
|
}
|
||
|
|
||
|
if ( gameLocal.isMultiplayer ) {
|
||
|
gravity.Set( 0, 0, -g_mp_gravity.GetFloat() );
|
||
|
} else {
|
||
|
gravity.Set( 0, 0, -g_gravity.GetFloat() );
|
||
|
}
|
||
|
|
||
|
spawnArgs.Clear();
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// nmckenzie:
|
||
|
//make sure we clear all reachabilities we marked as blocked!
|
||
|
aiManager.UnMarkAllReachBlocked();
|
||
|
aiManager.Clear();
|
||
|
// RAVEN END
|
||
|
|
||
|
skipCinematic = false;
|
||
|
inCinematic = false;
|
||
|
cinematicSkipTime = 0;
|
||
|
cinematicStopTime = 0;
|
||
|
cinematicMaxSkipTime = 0;
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: main world instance
|
||
|
PACIFIER_UPDATE;
|
||
|
AddInstance( 0, true );
|
||
|
assert( instances.Num() == 1 && instances[ 0 ]->GetInstanceID() == 0 );
|
||
|
// RAVEN END
|
||
|
pvs.Init();
|
||
|
// RAVEN BEGIN
|
||
|
// mwhitlock: Xenon texture streaming
|
||
|
#if defined(_XENON)
|
||
|
// Experimental use of game's PVS for reducing amount of stuff streamed. Will
|
||
|
// do this a bit more cleanly if I decide to keep this.
|
||
|
extern idPVS* pvsForStreaming;
|
||
|
pvsForStreaming=&pvs;
|
||
|
#endif
|
||
|
// RAVEN END
|
||
|
|
||
|
playerPVS.i = -1;
|
||
|
playerConnectedAreas.i = -1;
|
||
|
|
||
|
// load navigation system for all the different monster sizes
|
||
|
for( i = 0; i < aasNames.Num(); i++ ) {
|
||
|
aasList[ i ]->Init( idStr( mapFileName ).SetFileExtension( aasNames[ i ] ).c_str(), mapFile->GetGeometryCRC() );
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// cdr: Obstacle Avoidance
|
||
|
AI_MoveInitialize();
|
||
|
// RAVEN END
|
||
|
|
||
|
FindEntityDef( "preCacheExtras", false );
|
||
|
|
||
|
if ( !sameMap ) {
|
||
|
mapFile->RemovePrimitiveData();
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: ambient light list
|
||
|
ambientLights.Clear();
|
||
|
// RAVEN END
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::LocalMapRestart
|
||
|
===================
|
||
|
*/
|
||
|
void idGameLocal::LocalMapRestart( int instance ) {
|
||
|
int i, latchSpawnCount;
|
||
|
|
||
|
Printf( "----------- Game Map Restart (%s) ------------\n", instance == -1 ? "all instances" : va( "instance %d", instance ) );
|
||
|
|
||
|
// client always respawns everything, so make sure it picks up the right map entities
|
||
|
if( instance == -1 || isClient ) {
|
||
|
memset( isMapEntity, 0, sizeof(bool) * MAX_GENTITIES );
|
||
|
} else {
|
||
|
assert( instance >= 0 && instance < instances.Num() );
|
||
|
|
||
|
for( int i = 0; i < instances[ instance ]->GetNumMapEntities(); i++ ) {
|
||
|
if ( instances[ instance ]->GetMapEntityNumber( i ) >= 0 && instances[ instance ]->GetMapEntityNumber( i ) < MAX_GENTITIES ) {
|
||
|
isMapEntity[ instances[ instance ]->GetMapEntityNumber( i ) ] = false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
gamestate = GAMESTATE_SHUTDOWN;
|
||
|
|
||
|
for ( i = 0; i < MAX_CLIENTS; i++ ) {
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if ( entities[ i ] && entities[ i ]->IsType( idPlayer::GetClassType() ) && (isClient || instance == -1 || entities[ i ]->GetInstance() == instance ) ) {
|
||
|
// RAVEN END
|
||
|
static_cast< idPlayer * >( entities[ i ] )->PrepareForRestart();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
eventQueue.Shutdown();
|
||
|
|
||
|
MapClear( false, instance );
|
||
|
|
||
|
// clear the sound system
|
||
|
soundSystem->StopAllSounds( SOUNDWORLD_GAME );
|
||
|
|
||
|
// clear icons
|
||
|
iconManager->Shutdown();
|
||
|
|
||
|
// the spawnCount is reset to zero temporarily to spawn the map entities with the same spawnId
|
||
|
// if we don't do that, network clients are confused and don't show any map entities
|
||
|
latchSpawnCount = spawnCount;
|
||
|
spawnCount = INITIAL_SPAWN_COUNT;
|
||
|
|
||
|
gamestate = GAMESTATE_STARTUP;
|
||
|
|
||
|
program.Restart();
|
||
|
|
||
|
InitScriptForMap();
|
||
|
|
||
|
MapPopulate( instance );
|
||
|
|
||
|
// once the map is populated, set the spawnCount back to where it was so we don't risk any collision
|
||
|
// (note that if there are no players in the game, we could just leave it at it's current value)
|
||
|
spawnCount = latchSpawnCount;
|
||
|
|
||
|
// setup the client entities again
|
||
|
for ( i = 0; i < MAX_CLIENTS; i++ ) {
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if ( entities[ i ] && entities[ i ]->IsType( idPlayer::GetClassType() ) && (isClient || instance == -1 || entities[ i ]->GetInstance() == instance ) ) {
|
||
|
// RAVEN END
|
||
|
static_cast< idPlayer * >( entities[ i ] )->Restart();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
gamestate = GAMESTATE_ACTIVE;
|
||
|
|
||
|
Printf( "--------------------------------------\n" );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::MapRestart
|
||
|
===================
|
||
|
*/
|
||
|
void idGameLocal::MapRestart( int instance ) {
|
||
|
idBitMsg outMsg;
|
||
|
byte msgBuf[MAX_GAME_MESSAGE_SIZE];
|
||
|
idDict newInfo;
|
||
|
int i;
|
||
|
const idKeyValue *keyval, *keyval2;
|
||
|
|
||
|
if ( isClient ) {
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: check if gametype changed
|
||
|
SetGameType();
|
||
|
// RAVEN END
|
||
|
LocalMapRestart( instance );
|
||
|
} else {
|
||
|
|
||
|
if ( mpGame.PickMap( "", true ) ) {
|
||
|
common->Warning( "map %s and gametype %s are incompatible, aborting map change", si_map.GetString(), si_gameType.GetString() );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
newInfo = *cvarSystem->MoveCVarsToDict( CVAR_SERVERINFO );
|
||
|
// this has to be after the cvars are moved to the dict
|
||
|
for ( i = 0; i < newInfo.GetNumKeyVals(); i++ ) {
|
||
|
|
||
|
keyval = newInfo.GetKeyVal( i );
|
||
|
keyval2 = serverInfo.FindKey( keyval->GetKey() );
|
||
|
if ( !keyval2 ) {
|
||
|
break;
|
||
|
}
|
||
|
// a select set of si_ changes will cause a full restart of the server
|
||
|
if ( keyval->GetValue().Icmp( keyval2->GetValue() ) &&
|
||
|
( !keyval->GetKey().Icmp( "si_pure" ) || !keyval->GetKey().Icmp( "si_map" ) ) ) {
|
||
|
break;
|
||
|
}
|
||
|
//RAVEN BEGIN
|
||
|
//asalmon: need to restart if the game type has changed but the map has not cause someone could be connecting
|
||
|
if( keyval->GetValue().Icmp( keyval2->GetValue() ) && (!keyval->GetKey().Icmp("si_gametype")))
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
//RAVEN END
|
||
|
}
|
||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "rescanSI" " " __FILE__ " " __LINESTR__ );
|
||
|
|
||
|
SetGameType();
|
||
|
|
||
|
mpGame.isBuyingAllowedRightNow = false;
|
||
|
|
||
|
if ( i != newInfo.GetNumKeyVals() ) {
|
||
|
gameLocal.sessionCommand = "nextMap";
|
||
|
} else {
|
||
|
outMsg.Init( msgBuf, sizeof( msgBuf ) );
|
||
|
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_RESTART );
|
||
|
outMsg.WriteBits( 1, 1 );
|
||
|
outMsg.WriteDeltaDict( serverInfo, NULL );
|
||
|
networkSystem->ServerSendReliableMessage( -1, outMsg );
|
||
|
|
||
|
LocalMapRestart( instance );
|
||
|
mpGame.MapRestart();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::VerifyServerSettings_f
|
||
|
===================
|
||
|
*/
|
||
|
void idGameLocal::VerifyServerSettings_f( const idCmdArgs &args ) {
|
||
|
gameLocal.mpGame.PickMap( si_gameType.GetString() );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::MapRestart_f
|
||
|
===================
|
||
|
*/
|
||
|
void idGameLocal::MapRestart_f( const idCmdArgs &args ) {
|
||
|
if ( !gameLocal.isMultiplayer || gameLocal.isClient ) {
|
||
|
common->Printf( "server is not running - use spawnServer\n" );
|
||
|
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "spawnServer\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
int instance = -1;
|
||
|
if( args.Argc() > 1 ) {
|
||
|
instance = atoi( args.Args( 1 ) );
|
||
|
if( instance < 0 || instance >= gameLocal.GetNumInstances() ) {
|
||
|
common->Warning( "idGameLocal::MapRestart_f() - Invalid instance '%d' specified\n", instance );
|
||
|
return;
|
||
|
}
|
||
|
gameLocal.LocalMapRestart( instance );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
gameLocal.MapRestart( instance );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::NextMap
|
||
|
===================
|
||
|
*/
|
||
|
bool idGameLocal::NextMap( void ) {
|
||
|
const function_t *func;
|
||
|
idThread *thread;
|
||
|
idDict newInfo;
|
||
|
const idKeyValue *keyval, *keyval2;
|
||
|
int i;
|
||
|
const char *mapCycleList, *currentMap;
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// rjohnson: traditional map cycle
|
||
|
// si_mapCycle "mp/q4dm4;mp/q4dm5;mp/q4dm6"
|
||
|
mapCycleList = si_mapCycle.GetString();
|
||
|
if ( mapCycleList && strlen( mapCycleList ) ) {
|
||
|
idLexer src;
|
||
|
idToken token, firstFound;
|
||
|
int numMaps = 0;
|
||
|
bool foundMap = false;
|
||
|
|
||
|
src.FreeSource();
|
||
|
src.SetFlags( LEXFL_NOFATALERRORS | LEXFL_ALLOWPATHNAMES | LEXFL_ALLOWMULTICHARLITERALS | LEXFL_ALLOWBACKSLASHSTRINGCONCAT );
|
||
|
src.LoadMemory( mapCycleList, strlen( mapCycleList ), "idGameLocal::NextMap" );
|
||
|
if ( src.IsLoaded() ) {
|
||
|
|
||
|
currentMap = si_map.GetString();
|
||
|
while( src.ReadToken( &token ) ) {
|
||
|
if ( token == ";" ) {
|
||
|
continue;
|
||
|
}
|
||
|
numMaps++;
|
||
|
|
||
|
if ( numMaps == 1 ) {
|
||
|
// guarantee that we use a map no matter what ( or when we wrap )
|
||
|
firstFound = token;
|
||
|
}
|
||
|
if ( foundMap ) {
|
||
|
firstFound = token;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( idStr::Icmp( token, currentMap ) == 0 ) {
|
||
|
foundMap = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( firstFound != "" ) {
|
||
|
si_map.SetString( firstFound );
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
if ( !g_mapCycle.GetString()[0] ) {
|
||
|
Printf( common->GetLocalizedString( "#str_104294" ) );
|
||
|
return false;
|
||
|
}
|
||
|
if ( fileSystem->ReadFile( g_mapCycle.GetString(), NULL, NULL ) < 0 ) {
|
||
|
if ( fileSystem->ReadFile( va( "%s.scriptcfg", g_mapCycle.GetString() ), NULL, NULL ) < 0 ) {
|
||
|
Printf( "map cycle script '%s': not found\n", g_mapCycle.GetString() );
|
||
|
return false;
|
||
|
} else {
|
||
|
g_mapCycle.SetString( va( "%s.scriptcfg", g_mapCycle.GetString() ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Printf( "map cycle script: '%s'\n", g_mapCycle.GetString() );
|
||
|
func = program.FindFunction( "mapcycle::cycle" );
|
||
|
if ( !func ) {
|
||
|
program.CompileFile( g_mapCycle.GetString() );
|
||
|
func = program.FindFunction( "mapcycle::cycle" );
|
||
|
}
|
||
|
if ( !func ) {
|
||
|
Printf( "Couldn't find mapcycle::cycle\n" );
|
||
|
return false;
|
||
|
}
|
||
|
thread = new idThread( func );
|
||
|
thread->Start();
|
||
|
delete thread;
|
||
|
|
||
|
newInfo = *cvarSystem->MoveCVarsToDict( CVAR_SERVERINFO );
|
||
|
for ( i = 0; i < newInfo.GetNumKeyVals(); i++ ) {
|
||
|
keyval = newInfo.GetKeyVal( i );
|
||
|
keyval2 = serverInfo.FindKey( keyval->GetKey() );
|
||
|
if ( !keyval2 || keyval->GetValue().Icmp( keyval2->GetValue() ) ) {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
return ( i != newInfo.GetNumKeyVals() );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::NextMap_f
|
||
|
===================
|
||
|
*/
|
||
|
void idGameLocal::NextMap_f( const idCmdArgs &args ) {
|
||
|
if ( !gameLocal.isMultiplayer || gameLocal.isClient ) {
|
||
|
common->Printf( "server is not running\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
gameLocal.NextMap( );
|
||
|
// next map was either voted for or triggered by a server command - always restart
|
||
|
gameLocal.MapRestart( );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idGameLocal::GetStartingIndexForInstance
|
||
|
===============
|
||
|
*/
|
||
|
int idGameLocal::GetStartingIndexForInstance( int instanceID ) {
|
||
|
if ( isServer ) {
|
||
|
assert( instancesEntityIndexWatermarks.Num() >= instanceID );
|
||
|
if ( instanceID == 0 ) {
|
||
|
return MAX_CLIENTS;
|
||
|
} else {
|
||
|
// the high watermark of the previous instance is the starting index of the next one
|
||
|
return instancesEntityIndexWatermarks[ instanceID - 1 ];
|
||
|
}
|
||
|
} else {
|
||
|
assert( instanceID == 0 );
|
||
|
return clientInstanceFirstFreeIndex;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idGameLocal::ServerSetEntityIndexWatermark
|
||
|
keep track of the entity layout at the server - specially when there are multiple instances ( tourney )
|
||
|
===============
|
||
|
*/
|
||
|
void idGameLocal::ServerSetEntityIndexWatermark( int instanceID ) {
|
||
|
if ( isClient ) {
|
||
|
return;
|
||
|
}
|
||
|
instancesEntityIndexWatermarks.AssureSize( instanceID + 1, MAX_CLIENTS );
|
||
|
// make sure there is no drift. if a value was already set it has to match
|
||
|
// otherwise that means the server is repopulating with different indexes, and that would likely lead to net corruption
|
||
|
assert( instancesEntityIndexWatermarks[ instanceID ] == MAX_CLIENTS || instancesEntityIndexWatermarks[ instanceID ] == firstFreeIndex );
|
||
|
instancesEntityIndexWatermarks[ instanceID ] = firstFreeIndex;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idGameLocal::ServerSetMinSpawnIndex
|
||
|
===============
|
||
|
*/
|
||
|
void idGameLocal::ServerSetMinSpawnIndex( void ) {
|
||
|
if ( isClient ) {
|
||
|
return;
|
||
|
}
|
||
|
// setup minSpawnIndex with enough headroom so gameplay entities don't cause bad offsets
|
||
|
// only needed on server, clients are completely slaved up to server entity layout
|
||
|
if ( !idStr::Icmp( serverInfo.GetString( "si_gameType" ), "Tourney" ) ) {
|
||
|
minSpawnIndex = MAX_CLIENTS + GetNumMapEntities() * MAX_INSTANCES;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::MapPopulate
|
||
|
===================
|
||
|
*/
|
||
|
void idGameLocal::MapPopulate( int instance ) {
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Tag scope and callees to track allocations using "new".
|
||
|
MEM_SCOPED_TAG(tag,MA_ENTITY);
|
||
|
// RAVEN END
|
||
|
|
||
|
if ( isMultiplayer ) {
|
||
|
cvarSystem->SetCVarBool( "r_skipSpecular", false );
|
||
|
}
|
||
|
|
||
|
minSpawnIndex = MAX_CLIENTS;
|
||
|
|
||
|
// parse the key/value pairs and spawn entities
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: instance code
|
||
|
// reload the instances
|
||
|
if ( instance == -1 ) {
|
||
|
int i;
|
||
|
firstFreeIndex = MAX_CLIENTS;
|
||
|
for ( i = 0; i < instances.Num(); i++ ) {
|
||
|
if ( instances[ i ] ) {
|
||
|
instances[ i ]->Restart();
|
||
|
|
||
|
ServerSetEntityIndexWatermark( i );
|
||
|
}
|
||
|
}
|
||
|
} else {
|
||
|
assert( instance >= 0 && instance < instances.Num() );
|
||
|
instances[ instance ]->Restart();
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
ServerSetMinSpawnIndex();
|
||
|
|
||
|
// mark location entities in all connected areas
|
||
|
SpreadLocations();
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: prepare the list of spawn spots
|
||
|
InitializeSpawns();
|
||
|
// RAVEN END
|
||
|
|
||
|
// execute pending events before the very first game frame
|
||
|
// this makes sure the map script main() function is called
|
||
|
// before the physics are run so entities can bind correctly
|
||
|
Printf( "------------ Processing events --------------\n" );
|
||
|
idEvent::ServiceEvents();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::InitFromNewMap
|
||
|
===================
|
||
|
*/
|
||
|
void idGameLocal::InitFromNewMap( const char *mapName, idRenderWorld *renderWorld, bool isServer, bool isClient, int randseed ) {
|
||
|
|
||
|
TIME_THIS_SCOPE( __FUNCLINE__);
|
||
|
|
||
|
this->isServer = isServer;
|
||
|
this->isClient = isClient;
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: listen server
|
||
|
this->isListenServer = isServer && !cvarSystem->GetCVarBool( "net_serverDedicated" );
|
||
|
// RAVEN END
|
||
|
this->isMultiplayer = isServer || isClient;
|
||
|
|
||
|
if ( this->isMultiplayer )
|
||
|
gameLocal.Error( "This mod is for singleplayer only" );
|
||
|
|
||
|
PACIFIER_UPDATE;
|
||
|
|
||
|
//RAVEN BEGIN
|
||
|
//asalmon: stats for single player
|
||
|
if (!this->isMultiplayer) {
|
||
|
#ifdef _MPBETA
|
||
|
return;
|
||
|
#else
|
||
|
statManager->EndGame();
|
||
|
#ifdef _XENON
|
||
|
Live()->DeleteSPSession(true);
|
||
|
#endif
|
||
|
statManager->Shutdown();
|
||
|
statManager->Init();
|
||
|
statManager->BeginGame();
|
||
|
statManager->ClientConnect(0);
|
||
|
#ifdef _XENON
|
||
|
Live()->CreateSPSession();
|
||
|
#endif
|
||
|
#endif // _MPBETA
|
||
|
}
|
||
|
//RAVEN END
|
||
|
|
||
|
if ( mapFileName.Length() ) {
|
||
|
MapShutdown();
|
||
|
}
|
||
|
|
||
|
Printf( "-------------- Game Map Init ----------------\n" );
|
||
|
|
||
|
gamestate = GAMESTATE_STARTUP;
|
||
|
|
||
|
gameRenderWorld = renderWorld;
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// mwhitlock: Dynamic memory consolidation
|
||
|
#if defined(_RV_MEM_SYS_SUPPORT)
|
||
|
animationLib->BeginLevelLoad();
|
||
|
#endif
|
||
|
|
||
|
// ddynerman: set gametype
|
||
|
SetGameType();
|
||
|
// RAVEN END
|
||
|
|
||
|
LoadMap( mapName, randseed );
|
||
|
|
||
|
InitScriptForMap();
|
||
|
|
||
|
MapPopulate();
|
||
|
|
||
|
mpGame.Reset();
|
||
|
|
||
|
mpGame.Precache();
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// mwhitlock: Dynamic memory consolidation
|
||
|
#if defined(_RV_MEM_SYS_SUPPORT)
|
||
|
animationLib->EndLevelLoad();
|
||
|
#endif
|
||
|
// RAVEN END
|
||
|
|
||
|
// free up any unused animations
|
||
|
// RAVEN BEGIN
|
||
|
// jsinger: animationLib changed to a pointer
|
||
|
animationLib->FlushUnusedAnims();
|
||
|
// RAVEN END
|
||
|
|
||
|
gamestate = GAMESTATE_ACTIVE;
|
||
|
|
||
|
Printf( "---------------------------------------------\n" );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idGameLocal::InitFromSaveGame
|
||
|
=================
|
||
|
*/
|
||
|
bool idGameLocal::InitFromSaveGame( const char *mapName, idRenderWorld *renderWorld, idFile *saveGameFile ) {
|
||
|
TIME_THIS_SCOPE( __FUNCLINE__);
|
||
|
|
||
|
int i;
|
||
|
int num;
|
||
|
idEntity *ent;
|
||
|
idDict si;
|
||
|
|
||
|
if ( mapFileName.Length() ) {
|
||
|
MapShutdown();
|
||
|
}
|
||
|
|
||
|
Printf( "---------- Game Map Init SaveGame -----------\n" );
|
||
|
|
||
|
gamestate = GAMESTATE_STARTUP;
|
||
|
|
||
|
gameRenderWorld = renderWorld;
|
||
|
|
||
|
idRestoreGame savegame( saveGameFile );
|
||
|
|
||
|
savegame.ReadBuildNumber();
|
||
|
|
||
|
// Create the list of all objects in the game
|
||
|
savegame.CreateObjects();
|
||
|
|
||
|
// Load the idProgram, also checking to make sure scripting hasn't changed since the savegame
|
||
|
if ( program.Restore( &savegame ) == false ) {
|
||
|
|
||
|
// Abort the load process, and let the session know so that it can restart the level
|
||
|
// with the player persistent data.
|
||
|
savegame.DeleteObjects();
|
||
|
program.Restart();
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// load the map needed for this savegame
|
||
|
LoadMap( mapName, 0 );
|
||
|
|
||
|
savegame.ReadInt( i );
|
||
|
g_skill.SetInteger( i );
|
||
|
|
||
|
// precache any media specified in the map
|
||
|
for ( i = 0; i < mapFile->GetNumEntities(); i++ ) {
|
||
|
idMapEntity *mapEnt = mapFile->GetEntity( i );
|
||
|
|
||
|
if ( !InhibitEntitySpawn( mapEnt->epairs ) ) {
|
||
|
CacheDictionaryMedia( &mapEnt->epairs );
|
||
|
const char *classname = mapEnt->epairs.GetString( "classname" );
|
||
|
if ( classname != '\0' ) {
|
||
|
FindEntityDef( classname, false );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
savegame.ReadDict( &si );
|
||
|
SetServerInfo( si );
|
||
|
|
||
|
savegame.ReadInt( numClients );
|
||
|
for( i = 0; i < numClients; i++ ) {
|
||
|
// RAVEN BEGIN
|
||
|
// mekberg: don't read in userinfo. Grab from cvars
|
||
|
// savegame.ReadDict( &userInfo[ i ] );
|
||
|
// RAVEN END
|
||
|
// savegame.ReadUsercmd( usercmds[ i ] );
|
||
|
savegame.ReadDict( &persistentPlayerInfo[ i ] );
|
||
|
}
|
||
|
|
||
|
for( i = 0; i < MAX_GENTITIES; i++ ) {
|
||
|
savegame.ReadObject( reinterpret_cast<idClass *&>( entities[ i ] ) );
|
||
|
savegame.ReadInt( spawnIds[ i ] );
|
||
|
|
||
|
// restore the entityNumber
|
||
|
if ( entities[ i ] != NULL ) {
|
||
|
entities[ i ]->entityNumber = i;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Precache the player
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: changed so we actually cache stuff
|
||
|
FindEntityDef( idPlayer::GetSpawnClassname() );
|
||
|
|
||
|
// abahr: saving clientEntities
|
||
|
for( i = 0; i < MAX_CENTITIES; i++ ) {
|
||
|
savegame.ReadObject( reinterpret_cast<idClass *&>( clientEntities[ i ] ) );
|
||
|
savegame.ReadInt( clientSpawnIds[ i ] );
|
||
|
|
||
|
// restore the entityNumber
|
||
|
if ( clientEntities[ i ] != NULL ) {
|
||
|
clientEntities[ i ]->entityNumber = i;
|
||
|
}
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
savegame.ReadInt( firstFreeIndex );
|
||
|
savegame.ReadInt( num_entities );
|
||
|
|
||
|
// enityHash is restored by idEntity::Restore setting the entity name.
|
||
|
|
||
|
savegame.ReadObject( reinterpret_cast<idClass *&>( world ) );
|
||
|
|
||
|
savegame.ReadInt( num );
|
||
|
for( i = 0; i < num; i++ ) {
|
||
|
savegame.ReadObject( reinterpret_cast<idClass *&>( ent ) );
|
||
|
assert( ent );
|
||
|
if ( ent ) {
|
||
|
ent->spawnNode.AddToEnd( spawnedEntities );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// abahr: save scriptObject proxies
|
||
|
savegame.ReadInt( num );
|
||
|
scriptObjectProxies.SetNum( num );
|
||
|
for( i = 0; i < num; ++i ) {
|
||
|
scriptObjectProxies[i].Restore( &savegame );
|
||
|
}
|
||
|
// abahr: save client entity stuff
|
||
|
rvClientEntity* clientEnt = NULL;
|
||
|
savegame.ReadInt( num );
|
||
|
for( i = 0; i < num; ++i ) {
|
||
|
savegame.ReadObject( reinterpret_cast<idClass *&>( clientEnt ) );
|
||
|
assert( clientEnt );
|
||
|
if ( clientEnt ) {
|
||
|
clientEnt->spawnNode.AddToEnd( clientSpawnedEntities );
|
||
|
}
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
savegame.ReadInt( num );
|
||
|
for( i = 0; i < num; i++ ) {
|
||
|
savegame.ReadObject( reinterpret_cast<idClass *&>( ent ) );
|
||
|
assert( ent );
|
||
|
if ( ent ) {
|
||
|
ent->activeNode.AddToEnd( activeEntities );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
savegame.ReadInt( numEntitiesToDeactivate );
|
||
|
savegame.ReadBool( sortPushers );
|
||
|
savegame.ReadBool( sortTeamMasters );
|
||
|
savegame.ReadDict( &persistentLevelInfo );
|
||
|
|
||
|
for( i = 0; i < MAX_GLOBAL_SHADER_PARMS; i++ ) {
|
||
|
savegame.ReadFloat( globalShaderParms[ i ] );
|
||
|
}
|
||
|
|
||
|
savegame.ReadInt( i );
|
||
|
random.SetSeed( i );
|
||
|
|
||
|
savegame.ReadObject( reinterpret_cast<idClass *&>( frameCommandThread ) );
|
||
|
|
||
|
// clip
|
||
|
// push
|
||
|
// pvs
|
||
|
|
||
|
// testmodel = "<NULL>"
|
||
|
// testFx = "<NULL>"
|
||
|
|
||
|
savegame.ReadString( sessionCommand );
|
||
|
// RAVEN BEGIN
|
||
|
// nmckenzie: Let the AI system load itself too.
|
||
|
aiManager.Restore( &savegame );
|
||
|
// RAVEN END
|
||
|
|
||
|
// FIXME: save smoke particles
|
||
|
|
||
|
savegame.ReadInt( cinematicSkipTime );
|
||
|
savegame.ReadInt( cinematicStopTime );
|
||
|
savegame.ReadInt( cinematicMaxSkipTime );
|
||
|
savegame.ReadBool( inCinematic );
|
||
|
savegame.ReadBool( skipCinematic );
|
||
|
|
||
|
savegame.ReadBool( isMultiplayer );
|
||
|
savegame.ReadInt( (int &)gameType );
|
||
|
|
||
|
savegame.ReadInt( framenum );
|
||
|
savegame.ReadInt( previousTime );
|
||
|
savegame.ReadInt( time );
|
||
|
|
||
|
savegame.ReadInt( vacuumAreaNum );
|
||
|
|
||
|
savegame.ReadInt( entityDefBits );
|
||
|
savegame.ReadBool( isServer );
|
||
|
savegame.ReadBool( isClient );
|
||
|
// RAVEN BEGIN
|
||
|
savegame.ReadBool( isListenServer );
|
||
|
// RAVEN END
|
||
|
|
||
|
savegame.ReadInt( localClientNum );
|
||
|
|
||
|
// snapshotEntities is used for multiplayer only
|
||
|
|
||
|
savegame.ReadInt( realClientTime );
|
||
|
savegame.ReadBool( isNewFrame );
|
||
|
|
||
|
savegame.ReadBool( mapCycleLoaded );
|
||
|
savegame.ReadInt( spawnCount );
|
||
|
|
||
|
savegame.ReadInt( num );
|
||
|
if ( num ) {
|
||
|
if ( num != gameRenderWorld->NumAreas() ) {
|
||
|
savegame.Error( "idGameLocal::InitFromSaveGame: number of areas in map differs from save game." );
|
||
|
}
|
||
|
|
||
|
locationEntities = new idLocationEntity *[ num ];
|
||
|
for( i = 0; i < num; i++ ) {
|
||
|
savegame.ReadObject( reinterpret_cast<idClass *&>( locationEntities[ i ] ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
savegame.ReadObject( reinterpret_cast<idClass *&>( camera ) );
|
||
|
|
||
|
savegame.ReadMaterial( globalMaterial );
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: added
|
||
|
lastAIAlertEntity.Restore( &savegame );
|
||
|
savegame.ReadInt( lastAIAlertEntityTime );
|
||
|
lastAIAlertActor.Restore( &savegame );
|
||
|
savegame.ReadInt( lastAIAlertActorTime );
|
||
|
// RAVEN END
|
||
|
|
||
|
savegame.ReadDict( &spawnArgs );
|
||
|
|
||
|
savegame.ReadInt( playerPVS.i );
|
||
|
savegame.ReadInt( (int &)playerPVS.h );
|
||
|
savegame.ReadInt( playerConnectedAreas.i );
|
||
|
savegame.ReadInt( (int &)playerConnectedAreas.h );
|
||
|
|
||
|
savegame.ReadVec3( gravity );
|
||
|
|
||
|
// gamestate is restored after restoring everything else
|
||
|
|
||
|
savegame.ReadBool( influenceActive );
|
||
|
savegame.ReadInt( nextGibTime );
|
||
|
|
||
|
// spawnSpots
|
||
|
// initialSpots
|
||
|
// currentInitialSpot
|
||
|
// newInfo
|
||
|
// makingBuild
|
||
|
// shakeSounds
|
||
|
|
||
|
// Read out pending events
|
||
|
idEvent::Restore( &savegame );
|
||
|
|
||
|
// call the restore functions to read out all the data from the entities
|
||
|
savegame.RestoreObjects();
|
||
|
|
||
|
mpGame.Reset();
|
||
|
|
||
|
mpGame.Precache();
|
||
|
|
||
|
// free up any unused animations
|
||
|
// RAVEN BEGIN
|
||
|
// jsinger: animationLib changed to a pointer
|
||
|
animationLib->FlushUnusedAnims();
|
||
|
// RAVEN END
|
||
|
|
||
|
gamestate = GAMESTATE_ACTIVE;
|
||
|
|
||
|
Printf( "--------------------------------------\n" );
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
idGameLocal::MapClear
|
||
|
===========
|
||
|
*/
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: multiple instances
|
||
|
void idGameLocal::MapClear( bool clearClients, int instance ) {
|
||
|
// RAVEN END
|
||
|
int i;
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: delete client entities first since they reference real entities
|
||
|
for( i = 0; i < MAX_CENTITIES; i++ ) {
|
||
|
// on the server we need to keep around client entities bound to entities in our instance2
|
||
|
if( gameLocal.isServer && gameLocal.GetLocalPlayer() && instance != -1 &&
|
||
|
instance != gameLocal.GetLocalPlayer()->GetInstance() &&
|
||
|
clientEntities[ i ] && clientEntities[ i ]->GetBindMaster() &&
|
||
|
clientEntities[ i ]->GetBindMaster()->GetInstance() == gameLocal.GetLocalPlayer()->GetInstance() ) {
|
||
|
continue;
|
||
|
}
|
||
|
delete clientEntities[ i ];
|
||
|
clientEntities[ i ] = NULL;
|
||
|
clientSpawnIds[ i ] = -1;
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
for( i = ( clearClients ? 0 : MAX_CLIENTS ); i < MAX_GENTITIES; i++ ) {
|
||
|
if( instance >= 0 && entities[ i ] && entities[ i ]->GetInstance() != instance ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
delete entities[ i ];
|
||
|
// ~idEntity is in charge of setting the pointer to NULL
|
||
|
// it will also clear pending events for this entity
|
||
|
assert( !entities[ i ] );
|
||
|
// RAVEN BEGIN
|
||
|
// see FIXME in idRestoreGame::Error
|
||
|
entities[ i ] = NULL;
|
||
|
// RAVEN END
|
||
|
spawnIds[ i ] = -1;
|
||
|
}
|
||
|
|
||
|
entityHash.Clear( 1024, MAX_GENTITIES );
|
||
|
// RAVEN BEGIN
|
||
|
// rjohnson: reset spawnedEntities during clear to ensure no left over pieces that get remapped to a new id ( causing bad snapshot reading )
|
||
|
if ( instance == -1 ) {
|
||
|
spawnedEntities.Clear();
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
if ( !clearClients ) {
|
||
|
// add back the hashes of the clients/stuff in other instances
|
||
|
for ( i = 0; i < MAX_GENTITIES; i++ ) {
|
||
|
if ( !entities[ i ] ) {
|
||
|
continue;
|
||
|
}
|
||
|
entityHash.Add( entityHash.GenerateKey( entities[ i ]->name.c_str(), true ), i );
|
||
|
// RAVEN BEGIN
|
||
|
// rjohnson: reset spawnedEntities during clear to ensure no left over pieces that get remapped to a new id ( causing bad snapshot reading )
|
||
|
if ( instance == -1 ) {
|
||
|
entities[ i ]->spawnNode.AddToEnd( spawnedEntities );
|
||
|
}
|
||
|
// RAVEN END
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// jscott: clear out portal skies
|
||
|
portalSky = NULL;
|
||
|
// abahr:
|
||
|
gravityInfo.Clear();
|
||
|
scriptObjectProxies.Clear();
|
||
|
// RAVEN END
|
||
|
|
||
|
delete frameCommandThread;
|
||
|
frameCommandThread = NULL;
|
||
|
|
||
|
if ( editEntities ) {
|
||
|
delete editEntities;
|
||
|
editEntities = NULL;
|
||
|
}
|
||
|
|
||
|
delete[] locationEntities;
|
||
|
locationEntities = NULL;
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: mp clear
|
||
|
if( gameLocal.isMultiplayer ) {
|
||
|
ClearForwardSpawns();
|
||
|
for( i = 0; i < TEAM_MAX; i++ ) {
|
||
|
teamSpawnSpots[ i ].Clear();
|
||
|
}
|
||
|
mpGame.ClearMap();
|
||
|
}
|
||
|
ambientLights.Clear();
|
||
|
// RAVEN END
|
||
|
|
||
|
// set the free index back at MAX_CLIENTS for registering entities again
|
||
|
// the deletion of map entities causes the index to go down, but it may not have been left exactly at 32
|
||
|
// under such conditions, the map populate that will follow may be offset
|
||
|
firstFreeIndex = MAX_CLIENTS;
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: instance-specific clear
|
||
|
void idGameLocal::InstanceClear( void ) {
|
||
|
// note: clears all ents EXCEPT those in the instance
|
||
|
int i;
|
||
|
|
||
|
for( i = 0; i < MAX_CENTITIES; i++ ) {
|
||
|
delete clientEntities[ i ];
|
||
|
assert( !clientEntities[ i ] );
|
||
|
clientSpawnIds[ i ] = -1;
|
||
|
}
|
||
|
|
||
|
for( i = MAX_CLIENTS; i < MAX_GENTITIES; i++ ) {
|
||
|
if( i == ENTITYNUM_CLIENT || i == ENTITYNUM_WORLD ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if( entities[ i ] && entities[ i ]->fl.persistAcrossInstances ) {
|
||
|
//common->DPrintf( "Instance %d: persistant: excluding ent from clear: %s (%s)\n", instance, entities[ i ]->name.c_str(), entities[ i ]->GetClassname() );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
//if( entities[ i ] ) {
|
||
|
//Printf( "Instance %d: CLEARING ent from clear: %s (%s)\n", instance, entities[ i ]->name.c_str(), entities[ i ]->GetClassname() );
|
||
|
//}
|
||
|
|
||
|
delete entities[ i ];
|
||
|
// ~idEntity is in charge of setting the pointer to NULL
|
||
|
// it will also clear pending events for this entity
|
||
|
assert( !entities[ i ] );
|
||
|
// RAVEN BEGIN
|
||
|
// see FIXME in idRestoreGame::Error
|
||
|
entities[ i ] = NULL;
|
||
|
// RAVEN END
|
||
|
spawnIds[ i ] = -1;
|
||
|
}
|
||
|
|
||
|
entityHash.Clear( 1024, MAX_GENTITIES );
|
||
|
|
||
|
for ( i = 0; i < MAX_CLIENTS; i++ ) {
|
||
|
if ( !entities[ i ] ) {
|
||
|
continue;
|
||
|
}
|
||
|
entityHash.Add( entityHash.GenerateKey( entities[ i ]->name.c_str(), true ), i );
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// jscott: clear out portal skies
|
||
|
portalSky = NULL;
|
||
|
// abahr:
|
||
|
gravityInfo.Clear();
|
||
|
scriptObjectProxies.Clear();
|
||
|
// RAVEN END
|
||
|
|
||
|
delete frameCommandThread;
|
||
|
frameCommandThread = NULL;
|
||
|
|
||
|
if ( editEntities ) {
|
||
|
delete editEntities;
|
||
|
editEntities = NULL;
|
||
|
}
|
||
|
|
||
|
delete[] locationEntities;
|
||
|
locationEntities = NULL;
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: mp clear
|
||
|
if( gameLocal.isMultiplayer ) {
|
||
|
ClearForwardSpawns();
|
||
|
for( i = 0; i < TEAM_MAX; i++ ) {
|
||
|
teamSpawnSpots[ i ].Clear();
|
||
|
}
|
||
|
mpGame.ClearMap();
|
||
|
}
|
||
|
ambientLights.Clear();
|
||
|
|
||
|
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
idGameLocal::MapShutdown
|
||
|
============
|
||
|
*/
|
||
|
void idGameLocal::MapShutdown( void ) {
|
||
|
Printf( "------------ Game Map Shutdown --------------\n" );
|
||
|
|
||
|
gamestate = GAMESTATE_SHUTDOWN;
|
||
|
|
||
|
if ( soundSystem ) {
|
||
|
soundSystem->ResetListener();
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// rjohnson: new blur special effect
|
||
|
renderSystem->ShutdownSpecialEffects();
|
||
|
// RAVEN END
|
||
|
|
||
|
// clear out camera if we're in a cinematic
|
||
|
if ( inCinematic ) {
|
||
|
camera = NULL;
|
||
|
inCinematic = false;
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// jscott: cleanup playbacks
|
||
|
gameEdit->ShutdownPlaybacks();
|
||
|
// RAVEN END
|
||
|
|
||
|
MapClear( true );
|
||
|
|
||
|
instancesEntityIndexWatermarks.Clear();
|
||
|
clientInstanceFirstFreeIndex = MAX_CLIENTS;
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// jscott: make sure any spurious events are killed
|
||
|
idEvent::ClearEventList();
|
||
|
|
||
|
// reset the script to the state it was before the map was started
|
||
|
program.Restart();
|
||
|
|
||
|
// bdube: game debug
|
||
|
gameDebug.Shutdown( );
|
||
|
gameLogLocal.Shutdown( );
|
||
|
// RAVEN END
|
||
|
|
||
|
iconManager->Shutdown();
|
||
|
|
||
|
pvs.Shutdown();
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: MP multiple instances
|
||
|
ShutdownInstances();
|
||
|
// mwhitlock: Dynamic memory consolidation
|
||
|
clip.Clear();
|
||
|
// RAVEN END
|
||
|
idClipModel::ClearTraceModelCache();
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// mwhitlock: Dynamic memory consolidation
|
||
|
#if defined(_RV_MEM_SYS_SUPPORT)
|
||
|
idForce::ClearForceList();
|
||
|
#endif
|
||
|
// RAVEN END
|
||
|
|
||
|
ShutdownAsyncNetwork();
|
||
|
|
||
|
mapFileName.Clear();
|
||
|
|
||
|
gameRenderWorld = NULL;
|
||
|
|
||
|
gamestate = GAMESTATE_NOMAP;
|
||
|
|
||
|
Printf( "---------------------------------------------\n" );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::DumpOggSounds
|
||
|
===================
|
||
|
*/
|
||
|
void idGameLocal::DumpOggSounds( void ) {
|
||
|
int i, j, k, size, totalSize;
|
||
|
idFile *file;
|
||
|
idStrList oggSounds, weaponSounds;
|
||
|
const idSoundShader *soundShader;
|
||
|
const soundShaderParms_t *parms;
|
||
|
idStr soundName;
|
||
|
|
||
|
for ( i = 0; i < declManager->GetNumDecls( DECL_SOUND ); i++ ) {
|
||
|
soundShader = static_cast<const idSoundShader *>(declManager->DeclByIndex( DECL_SOUND, i, false ));
|
||
|
parms = soundShader->GetParms();
|
||
|
|
||
|
if ( soundShader->EverReferenced() && soundShader->GetState() != DS_DEFAULTED ) {
|
||
|
|
||
|
const_cast<idSoundShader *>(soundShader)->EnsureNotPurged();
|
||
|
|
||
|
for ( j = 0; j < soundShader->GetNumSounds(); j++ ) {
|
||
|
soundName = soundShader->GetSound( j );
|
||
|
soundName.BackSlashesToSlashes();
|
||
|
|
||
|
// don't OGG sounds that cause a shake because that would
|
||
|
// cause continuous seeking on the OGG file which is expensive
|
||
|
if ( parms->shakes != 0.0f ) {
|
||
|
shakeSounds.AddUnique( soundName );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// if not voice over or combat chatter
|
||
|
if ( soundName.Find( "/vo/", false ) == -1 &&
|
||
|
soundName.Find( "/combat_chatter/", false ) == -1 &&
|
||
|
soundName.Find( "/bfgcarnage/", false ) == -1 &&
|
||
|
soundName.Find( "/enpro/", false ) == - 1 &&
|
||
|
soundName.Find( "/soulcube/energize_01.wav", false ) == -1 ) {
|
||
|
// don't OGG weapon sounds
|
||
|
if ( soundName.Find( "weapon", false ) != -1 ||
|
||
|
soundName.Find( "gun", false ) != -1 ||
|
||
|
soundName.Find( "bullet", false ) != -1 ||
|
||
|
soundName.Find( "bfg", false ) != -1 ||
|
||
|
soundName.Find( "plasma", false ) != -1 ) {
|
||
|
weaponSounds.AddUnique( soundName );
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for ( k = 0; k < shakeSounds.Num(); k++ ) {
|
||
|
if ( shakeSounds[k].IcmpPath( soundName ) == 0 ) {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
if ( k < shakeSounds.Num() ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
oggSounds.AddUnique( soundName );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
file = fileSystem->OpenFileWrite( "makeogg.bat", "fs_savepath" );
|
||
|
if ( file == NULL ) {
|
||
|
common->Warning( "Couldn't open makeogg.bat" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// list all the shake sounds
|
||
|
totalSize = 0;
|
||
|
for ( i = 0; i < shakeSounds.Num(); i++ ) {
|
||
|
size = fileSystem->ReadFile( shakeSounds[i], NULL, NULL );
|
||
|
totalSize += size;
|
||
|
shakeSounds[i].Replace( "/", "\\" );
|
||
|
file->Printf( "echo \"%s\" (%d kB)\n", shakeSounds[i].c_str(), size >> 10 );
|
||
|
}
|
||
|
file->Printf( "echo %d kB in shake sounds\n\n\n", totalSize >> 10 );
|
||
|
|
||
|
// list all the weapon sounds
|
||
|
totalSize = 0;
|
||
|
for ( i = 0; i < weaponSounds.Num(); i++ ) {
|
||
|
size = fileSystem->ReadFile( weaponSounds[i], NULL, NULL );
|
||
|
totalSize += size;
|
||
|
weaponSounds[i].Replace( "/", "\\" );
|
||
|
file->Printf( "echo \"%s\" (%d kB)\n", weaponSounds[i].c_str(), size >> 10 );
|
||
|
}
|
||
|
file->Printf( "echo %d kB in weapon sounds\n\n\n", totalSize >> 10 );
|
||
|
|
||
|
// list commands to convert all other sounds to ogg
|
||
|
totalSize = 0;
|
||
|
for ( i = 0; i < oggSounds.Num(); i++ ) {
|
||
|
// RAVEN BEGIN
|
||
|
// rjohnson: changed path to raven's directories
|
||
|
// jnewquist: Use filesystem search path to get absolute file path
|
||
|
idStr tempFile;
|
||
|
idFile *f = fileSystem->OpenFileRead( oggSounds[i] );
|
||
|
if ( !f ) {
|
||
|
continue;
|
||
|
}
|
||
|
size = f->Length();
|
||
|
totalSize += size;
|
||
|
tempFile = f->GetFullPath();
|
||
|
fileSystem->CloseFile(f);
|
||
|
f = NULL;
|
||
|
tempFile.Replace( "/", "\\" );
|
||
|
|
||
|
// jnewquist: prevent alterations to files relative to cdpath
|
||
|
const char *cdPath = cvarSystem->GetCVarString("fs_cdpath");
|
||
|
const int cdPathLen = idStr::Length(cdPath);
|
||
|
if ( cdPathLen > 0 && idStr::Icmpn(cdPath, tempFile, cdPathLen) == 0 ) {
|
||
|
file->Printf( "rem Ignored file from CD path: %s\n", tempFile.c_str() );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
file->Printf( "echo %d / %d\n", i, oggSounds.Num() );
|
||
|
file->Printf( "k:\\utility\\oggenc -q 0 \"%s\"\n", tempFile.c_str() );
|
||
|
file->Printf( "del \"%s\"\n", tempFile.c_str() );
|
||
|
// RAVEN END
|
||
|
}
|
||
|
file->Printf( "\n\necho %d kB in OGG sounds\n\n\n", totalSize >> 10 );
|
||
|
|
||
|
fileSystem->CloseFile( file );
|
||
|
|
||
|
shakeSounds.Clear();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::GetShakeSounds
|
||
|
===================
|
||
|
*/
|
||
|
void idGameLocal::GetShakeSounds( const idDict *dict ) {
|
||
|
const idSoundShader *soundShader;
|
||
|
const char *soundShaderName;
|
||
|
idStr soundName;
|
||
|
|
||
|
soundShaderName = dict->GetString( "s_shader" );
|
||
|
if ( soundShaderName != '\0' && dict->GetFloat( "s_shakes" ) != 0.0f ) {
|
||
|
soundShader = declManager->FindSound( soundShaderName );
|
||
|
|
||
|
for ( int i = 0; i < soundShader->GetNumSounds(); i++ ) {
|
||
|
soundName = soundShader->GetSound( i );
|
||
|
soundName.BackSlashesToSlashes();
|
||
|
|
||
|
shakeSounds.AddUnique( soundName );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::CacheDictionaryMedia
|
||
|
|
||
|
This is called after parsing an EntityDef and for each entity spawnArgs before
|
||
|
merging the entitydef. It could be done post-merge, but that would
|
||
|
avoid the fast pre-cache check associated with each entityDef
|
||
|
===================
|
||
|
*/
|
||
|
void idGameLocal::CacheDictionaryMedia( const idDict *dict ) {
|
||
|
idDict spawnerArgs;
|
||
|
|
||
|
TIME_THIS_SCOPE( __FUNCLINE__);
|
||
|
|
||
|
if ( dict == NULL ) {
|
||
|
#ifndef _CONSOLE
|
||
|
if ( cvarSystem->GetCVarBool( "com_makingBuild") ) {
|
||
|
DumpOggSounds();
|
||
|
}
|
||
|
#endif
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
#ifndef _CONSOLE
|
||
|
if ( cvarSystem->GetCVarBool( "com_makingBuild" ) ) {
|
||
|
GetShakeSounds( dict );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
int numVals = dict->GetNumKeyVals();
|
||
|
|
||
|
for ( int i = 0; i < numVals; ++i ) {
|
||
|
const idKeyValue *kv = dict->GetKeyVal( i );
|
||
|
|
||
|
#define MATCH(s) \
|
||
|
(!kv->GetKey().Icmpn( s, strlen(s) ))
|
||
|
/**/
|
||
|
|
||
|
if ( !kv || !kv->GetValue().Length() ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( MATCH( "model" ) ) {
|
||
|
|
||
|
TIME_THIS_SCOPE( __FUNCLINE__);
|
||
|
|
||
|
MEM_SCOPED_TAG(tag,MA_MODEL);
|
||
|
declManager->MediaPrint( "Precaching model %s\n", kv->GetValue().c_str() );
|
||
|
// precache model/animations
|
||
|
if ( declManager->FindType( DECL_MODELDEF, kv->GetValue(), false ) == NULL ) {
|
||
|
// precache the render model
|
||
|
renderModelManager->FindModel( kv->GetValue() );
|
||
|
// precache .cm files only
|
||
|
collisionModelManager->PreCacheModel( GetMapName(), kv->GetValue() );
|
||
|
}
|
||
|
} else if ( MATCH( "s_shader" ) ) {
|
||
|
|
||
|
TIME_THIS_SCOPE( __FUNCLINE__);
|
||
|
|
||
|
MEM_SCOPED_TAG(tag,MA_SOUND);
|
||
|
declManager->FindType( DECL_SOUND, kv->GetValue() );
|
||
|
} else if ( MATCH( "snd_" ) ) {
|
||
|
|
||
|
TIME_THIS_SCOPE( __FUNCLINE__);
|
||
|
|
||
|
MEM_SCOPED_TAG(tag,MA_SOUND);
|
||
|
declManager->FindType( DECL_SOUND, kv->GetValue() );
|
||
|
} else if ( MATCH( "gui_" ) ) {
|
||
|
|
||
|
TIME_THIS_SCOPE( __FUNCLINE__);
|
||
|
|
||
|
MEM_SCOPED_TAG(tag,MA_GUI);
|
||
|
if ( !idStr::Icmp( kv->GetKey(), "gui_noninteractive" )
|
||
|
|| !idStr::Icmpn( kv->GetKey(), "gui_parm", 8 )
|
||
|
|| !idStr::Icmp( kv->GetKey(), "gui_inventory" ) ) {
|
||
|
// unfortunate flag names, they aren't actually a gui
|
||
|
} else {
|
||
|
declManager->MediaPrint( "Precaching gui %s\n", kv->GetValue().c_str() );
|
||
|
uiManager->FindGui( kv->GetValue().c_str(), true );
|
||
|
}
|
||
|
} else if ( MATCH( "texture" ) ) {
|
||
|
|
||
|
TIME_THIS_SCOPE( __FUNCLINE__);
|
||
|
|
||
|
MEM_SCOPED_TAG(tag,MA_MATERIAL);
|
||
|
declManager->FindType( DECL_MATERIAL, kv->GetValue() );
|
||
|
} else if ( MATCH( "mtr_" ) ) {
|
||
|
|
||
|
TIME_THIS_SCOPE( __FUNCLINE__);
|
||
|
|
||
|
MEM_SCOPED_TAG(tag,MA_MATERIAL);
|
||
|
declManager->FindType( DECL_MATERIAL, kv->GetValue() );
|
||
|
} else if ( MATCH( "screenShot" ) ) {
|
||
|
|
||
|
TIME_THIS_SCOPE( __FUNCLINE__);
|
||
|
|
||
|
MEM_SCOPED_TAG(tag,MA_MATERIAL);
|
||
|
declManager->FindType( DECL_MATERIAL, kv->GetValue() );
|
||
|
} else if ( MATCH( "inv_icon" ) ) {
|
||
|
|
||
|
TIME_THIS_SCOPE( __FUNCLINE__);
|
||
|
|
||
|
MEM_SCOPED_TAG(tag,MA_MATERIAL);
|
||
|
declManager->FindType( DECL_MATERIAL, kv->GetValue() );
|
||
|
} else if ( MATCH( "teleport" ) ) {
|
||
|
|
||
|
TIME_THIS_SCOPE( __FUNCLINE__);
|
||
|
|
||
|
MEM_SCOPED_TAG(tag,MA_EFFECT);
|
||
|
int teleportType = atoi( kv->GetValue() );
|
||
|
const char *p = ( teleportType ) ? va( "effects/teleporter%i.fx", teleportType ) : "effects/teleporter.fx";
|
||
|
declManager->FindType( DECL_EFFECT, p );
|
||
|
} else if ( MATCH( "fx_" ) ) {
|
||
|
|
||
|
TIME_THIS_SCOPE( __FUNCLINE__);
|
||
|
|
||
|
MEM_SCOPED_TAG(tag,MA_EFFECT);
|
||
|
declManager->MediaPrint( "Precaching fx %s\n", kv->GetValue().c_str() );
|
||
|
declManager->FindEffect( kv->GetValue() );
|
||
|
} else if ( MATCH( "skin" ) ) {
|
||
|
|
||
|
TIME_THIS_SCOPE( __FUNCLINE__);
|
||
|
|
||
|
MEM_SCOPED_TAG(tag,MA_MATERIAL);
|
||
|
declManager->MediaPrint( "Precaching skin %s\n", kv->GetValue().c_str() );
|
||
|
declManager->FindType( DECL_SKIN, kv->GetValue() );
|
||
|
} else if ( MATCH( "def_" ) ) {
|
||
|
|
||
|
TIME_THIS_SCOPE( __FUNCLINE__);
|
||
|
|
||
|
MEM_SCOPED_TAG(tag,MA_DECL);
|
||
|
FindEntityDef( kv->GetValue().c_str(), false );
|
||
|
} else if ( MATCH( "playback_" ) ) {
|
||
|
|
||
|
TIME_THIS_SCOPE( __FUNCLINE__);
|
||
|
|
||
|
MEM_SCOPED_TAG(tag,MA_ANIM);
|
||
|
declManager->MediaPrint( "Precaching playback %s\n", kv->GetValue().c_str() );
|
||
|
declManager->FindPlayback( kv->GetValue() );
|
||
|
} else if ( MATCH( "lipsync_" ) ) {
|
||
|
|
||
|
TIME_THIS_SCOPE( __FUNCLINE__);
|
||
|
|
||
|
MEM_SCOPED_TAG(tag,MA_ANIM);
|
||
|
declManager->MediaPrint( "Precaching lipsync %s\n", kv->GetValue().c_str() );
|
||
|
declManager->FindLipSync( kv->GetValue() );
|
||
|
declManager->FindSound ( kv->GetValue() );
|
||
|
} else if ( MATCH( "icon " ) ) {
|
||
|
|
||
|
TIME_THIS_SCOPE( __FUNCLINE__);
|
||
|
|
||
|
MEM_SCOPED_TAG(tag,MA_MATERIAL);
|
||
|
idLexer src ( LEXFL_ALLOWPATHNAMES );
|
||
|
idToken token;
|
||
|
idToken token2;
|
||
|
src.LoadMemory( kv->GetValue(), kv->GetValue().Length(), "icon" );
|
||
|
|
||
|
src.ReadToken ( &token );
|
||
|
if ( src.CheckTokenString ( "," ) ) {
|
||
|
int x, y, w, h;
|
||
|
src.ReadToken ( &token2 ) ;
|
||
|
x = token2.GetIntValue ( );
|
||
|
src.ExpectTokenString ( "," );
|
||
|
|
||
|
src.ReadToken ( &token2 ) ;
|
||
|
y = token2.GetIntValue ( );
|
||
|
src.ExpectTokenString ( "," );
|
||
|
|
||
|
src.ReadToken ( &token2 ) ;
|
||
|
w = token2.GetIntValue ( );
|
||
|
src.ExpectTokenString ( "," );
|
||
|
|
||
|
src.ReadToken ( &token2 ) ;
|
||
|
h = token2.GetIntValue ( );
|
||
|
|
||
|
uiManager->RegisterIcon ( kv->GetKey ( ).c_str() + 5, token, x, y, w, h );
|
||
|
} else {
|
||
|
uiManager->RegisterIcon ( kv->GetKey ( ).c_str() + 5, token );
|
||
|
}
|
||
|
} else if ( MATCH( "spawn_" ) ) {
|
||
|
|
||
|
TIME_THIS_SCOPE( __FUNCLINE__);
|
||
|
|
||
|
MEM_SCOPED_TAG(tag,MA_DECL);
|
||
|
spawnerArgs.Set ( kv->GetKey ( ).c_str() + 6, kv->GetValue ( ) );
|
||
|
}
|
||
|
|
||
|
#undef MATCH
|
||
|
}
|
||
|
|
||
|
if ( spawnerArgs.GetNumKeyVals() ) {
|
||
|
CacheDictionaryMedia ( &spawnerArgs );
|
||
|
}
|
||
|
// RAVEN END
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
idGameLocal::InitScriptForMap
|
||
|
============
|
||
|
*/
|
||
|
void idGameLocal::InitScriptForMap( void ) {
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Tag scope and callees to track allocations using "new".
|
||
|
MEM_SCOPED_TAG(tag,MA_DEFAULT);
|
||
|
// RAVEN END
|
||
|
// create a thread to run frame commands on
|
||
|
frameCommandThread = new idThread();
|
||
|
frameCommandThread->ManualDelete();
|
||
|
frameCommandThread->SetThreadName( "frameCommands" );
|
||
|
|
||
|
|
||
|
// jnewquist: Tag scope and callees to track allocations using "new".
|
||
|
MEM_SCOPED_TAG_SET(tag,MA_SCRIPT);
|
||
|
|
||
|
// run the main game script function (not the level specific main)
|
||
|
const function_t *func = program.FindFunction( SCRIPT_DEFAULTFUNC );
|
||
|
|
||
|
|
||
|
// jnewquist: Tag scope and callees to track allocations using "new".
|
||
|
MEM_SCOPED_TAG_SET(tag,MA_DEFAULT);
|
||
|
|
||
|
if ( func != NULL ) {
|
||
|
idThread *thread = new idThread( func );
|
||
|
if ( thread->Start() ) {
|
||
|
// thread has finished executing, so delete it
|
||
|
delete thread;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// RAVEN END
|
||
|
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
idGameLocal::SpawnPlayer
|
||
|
============
|
||
|
*/
|
||
|
void idGameLocal::SpawnPlayer( int clientNum ) {
|
||
|
|
||
|
TIME_THIS_SCOPE( __FUNCLINE__);
|
||
|
|
||
|
idEntity *ent;
|
||
|
idDict args;
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Tag scope and callees to track allocations using "new".
|
||
|
MEM_SCOPED_TAG(tag,MA_ENTITY);
|
||
|
// RAVEN END
|
||
|
|
||
|
// they can connect
|
||
|
common->DPrintf( "SpawnPlayer: %i\n", clientNum );
|
||
|
|
||
|
args.SetInt( "spawn_entnum", clientNum );
|
||
|
args.Set( "name", va( "player%d", clientNum + 1 ) );
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: changed marine class
|
||
|
args.Set( "classname", idPlayer::GetSpawnClassname() );
|
||
|
// RAVEN END
|
||
|
|
||
|
// This takes a really long time.
|
||
|
PACIFIER_UPDATE;
|
||
|
if ( !SpawnEntityDef( args, &ent ) || !entities[ clientNum ] ) {
|
||
|
Error( "Failed to spawn player as '%s'", args.GetString( "classname" ) );
|
||
|
}
|
||
|
|
||
|
// make sure it's a compatible class
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if ( !ent->IsType( idPlayer::GetClassType() ) ) {
|
||
|
// RAVEN END
|
||
|
Error( "'%s' spawned the player as a '%s'. Player spawnclass must be a subclass of idPlayer.", args.GetString( "classname" ), ent->GetClassname() );
|
||
|
}
|
||
|
|
||
|
if ( clientNum >= numClients ) {
|
||
|
numClients = clientNum + 1;
|
||
|
}
|
||
|
|
||
|
PACIFIER_UPDATE;
|
||
|
mpGame.SpawnPlayer( clientNum );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::GetClientByNum
|
||
|
================
|
||
|
*/
|
||
|
idPlayer *idGameLocal::GetClientByNum( int current ) const {
|
||
|
if ( current == MAX_CLIENTS ) {
|
||
|
return NULL;
|
||
|
}
|
||
|
if ( current < 0 || current >= numClients ) {
|
||
|
// that's a bit nasty but I suppose it has it's use
|
||
|
current = 0;
|
||
|
}
|
||
|
if ( entities[current] ) {
|
||
|
return static_cast<idPlayer *>( entities[ current ] );
|
||
|
}
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::GetClientByName
|
||
|
================
|
||
|
*/
|
||
|
idPlayer *idGameLocal::GetClientByName( const char *name ) const {
|
||
|
int i;
|
||
|
idEntity *ent;
|
||
|
for ( i = 0 ; i < numClients ; i++ ) {
|
||
|
ent = entities[ i ];
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if ( ent && ent->IsType( idPlayer::GetClassType() ) ) {
|
||
|
// RAVEN END
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: escape codes
|
||
|
if ( idStr::IcmpNoEscape( name, userInfo[ i ].GetString( "ui_name" ) ) == 0 ) {
|
||
|
// RAVEN END
|
||
|
return static_cast<idPlayer *>( ent );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::GetClientByCmdArgs
|
||
|
================
|
||
|
*/
|
||
|
idPlayer *idGameLocal::GetClientByCmdArgs( const idCmdArgs &args ) const {
|
||
|
idPlayer *player;
|
||
|
idStr client = args.Argv( 1 );
|
||
|
if ( !client.Length() ) {
|
||
|
return NULL;
|
||
|
}
|
||
|
// we don't allow numeric ui_name so this can't go wrong
|
||
|
if ( client.IsNumeric() ) {
|
||
|
player = GetClientByNum( atoi( client.c_str() ) );
|
||
|
} else {
|
||
|
player = GetClientByName( client.c_str() );
|
||
|
}
|
||
|
if ( !player ) {
|
||
|
common->Printf( "Player '%s' not found\n", client.c_str() );
|
||
|
}
|
||
|
return player;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::GetClientNumByName
|
||
|
================
|
||
|
*/
|
||
|
int idGameLocal::GetClientNumByName( const char *name ) const {
|
||
|
int i;
|
||
|
idEntity *ent;
|
||
|
for ( i = 0 ; i < numClients ; i++ ) {
|
||
|
ent = entities[ i ];
|
||
|
|
||
|
if ( ent && ent->IsType( idPlayer::GetClassType() ) ) {
|
||
|
if ( idStr::IcmpNoEscape( name, userInfo[ i ].GetString( "ui_name" ) ) == 0 ) {
|
||
|
return i;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::GetNextClientNum
|
||
|
================
|
||
|
*/
|
||
|
int idGameLocal::GetNextClientNum( int _current ) const {
|
||
|
int i, current;
|
||
|
|
||
|
current = 0;
|
||
|
for ( i = 0; i < numClients; i++) {
|
||
|
current = ( _current + i + 1 ) % numClients;
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if ( entities[ current ] && entities[ current ]->IsType( idPlayer::GetClassType() ) ) {
|
||
|
// RAVEN END
|
||
|
return current;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return current;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::GetLocalPlayer
|
||
|
|
||
|
Nothing in the game tic should EVER make a decision based on what the
|
||
|
local client number is, it shouldn't even be aware that there is a
|
||
|
draw phase even happening.
|
||
|
|
||
|
localClientNum == MAX_CLIENTS when playing server demos
|
||
|
don't send back the wrong entity obviously
|
||
|
================
|
||
|
*/
|
||
|
idPlayer *idGameLocal::GetLocalPlayer() const {
|
||
|
if ( localClientNum < 0 || localClientNum == MAX_CLIENTS ) {
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
if ( !entities[ localClientNum ] || !entities[ localClientNum ]->IsType( idPlayer::GetClassType() ) ) {
|
||
|
// not fully in game yet
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
// through idGameLocal::MapShutdown, deleting player ents, calls idEntity::StopSound
|
||
|
// calls in here and triggers the assert because proper type info is already gone
|
||
|
//assert( gamestate == GAMESTATE_SHUTDOWN || entities[ localClientNum ]->IsType( idPlayer::GetClassType() ) );
|
||
|
|
||
|
return static_cast<idPlayer *>( entities[ localClientNum ] );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::SetupClientPVS
|
||
|
for client spectating others, get the pvs of spectated
|
||
|
================
|
||
|
*/
|
||
|
pvsHandle_t idGameLocal::GetClientPVS( idPlayer *player, pvsType_t type ) {
|
||
|
if ( player->GetPrivateCameraView() ) {
|
||
|
return pvs.SetupCurrentPVS( player->GetPrivateCameraView()->GetPVSAreas(), player->GetPrivateCameraView()->GetNumPVSAreas() );
|
||
|
} else if ( camera ) {
|
||
|
return pvs.SetupCurrentPVS( camera->GetPVSAreas(), camera->GetNumPVSAreas() );
|
||
|
} else {
|
||
|
if ( player->spectating && player->spectator != player->entityNumber && entities[ player->spectator ] ) {
|
||
|
player = static_cast<idPlayer*>( entities[ player->spectator ] );
|
||
|
}
|
||
|
return pvs.SetupCurrentPVS( player->GetPVSAreas(), player->GetNumPVSAreas() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// jscott: for portal skies
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::GetSpawnCount
|
||
|
================
|
||
|
*/
|
||
|
int idGameLocal::GetSpawnCount ( void ) const {
|
||
|
return spawnCount;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::SetupPortalSkyPVS
|
||
|
================
|
||
|
*/
|
||
|
bool idGameLocal::SetupPortalSkyPVS( idPlayer *player ) {
|
||
|
|
||
|
int i, count, numAreas;
|
||
|
const int *areaNums;
|
||
|
bool *visibleAreas;
|
||
|
|
||
|
if( !portalSky ) {
|
||
|
|
||
|
return( false );
|
||
|
}
|
||
|
|
||
|
// Allocate room for the area flags
|
||
|
numAreas = gameRenderWorld->NumAreas();
|
||
|
visibleAreas = ( bool * )_alloca( numAreas );
|
||
|
memset( visibleAreas, 0, numAreas );
|
||
|
|
||
|
// Grab the areas the player can see....
|
||
|
count = player->GetNumPVSAreas();
|
||
|
areaNums = player->GetPVSAreas();
|
||
|
for( i = 0; i < count; i++ ) {
|
||
|
|
||
|
// Work out the referenced areas
|
||
|
gameRenderWorld->FindVisibleAreas( player->GetPhysics()->GetOrigin(), areaNums[i], visibleAreas );
|
||
|
}
|
||
|
|
||
|
// Do any of the visible areas have a skybox?
|
||
|
for( i = 0; i < numAreas; i++ ) {
|
||
|
|
||
|
if( !visibleAreas[i] ) {
|
||
|
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if( gameRenderWorld->HasSkybox( i ) ) {
|
||
|
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// .. if any one has a skybox component, then merge in the portal sky
|
||
|
return ( i != numAreas );
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idGameLocal::UpdateClientsPVS
|
||
|
===============
|
||
|
*/
|
||
|
void idGameLocal::UpdateClientsPVS( void ) {
|
||
|
int i;
|
||
|
for ( i = 0; i < numClients; i++ ) {
|
||
|
if ( !entities[ i ] ) {
|
||
|
continue;
|
||
|
}
|
||
|
assert( clientsPVS[ i ].i == -1 );
|
||
|
clientsPVS[ i ] = GetClientPVS( static_cast< idPlayer * >( entities[ i ] ), PVS_NORMAL );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::SetupPlayerPVS
|
||
|
================
|
||
|
*/
|
||
|
void idGameLocal::SetupPlayerPVS( void ) {
|
||
|
int i = 0;
|
||
|
idPlayer * player = NULL;
|
||
|
pvsHandle_t otherPVS, newPVS;
|
||
|
|
||
|
UpdateClientsPVS( );
|
||
|
|
||
|
playerPVS.i = -1;
|
||
|
for ( i = 0; i < numClients; i++ ) {
|
||
|
if ( !entities[i] ) {
|
||
|
return;
|
||
|
}
|
||
|
assert( entities[i]->IsType( idPlayer::GetClassType() ) );
|
||
|
|
||
|
player = static_cast<idPlayer *>( entities[ i ] );
|
||
|
|
||
|
if ( playerPVS.i == -1 ) {
|
||
|
playerPVS = clientsPVS[ i ];
|
||
|
freePlayerPVS = false; // don't try to free it as long as we stick to the client PVS
|
||
|
} else {
|
||
|
otherPVS = clientsPVS[ i ];
|
||
|
newPVS = pvs.MergeCurrentPVS( playerPVS, otherPVS );
|
||
|
if ( freePlayerPVS ) {
|
||
|
pvs.FreeCurrentPVS( playerPVS );
|
||
|
freePlayerPVS = false;
|
||
|
}
|
||
|
playerPVS = newPVS;
|
||
|
freePlayerPVS = true; // that merged one will need to be freed
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// jscott: for portal skies
|
||
|
portalSkyVisible = SetupPortalSkyPVS( player );
|
||
|
if ( portalSkyVisible ) {
|
||
|
|
||
|
otherPVS = pvs.SetupCurrentPVS( portalSky->GetPVSAreas(), portalSky->GetNumPVSAreas() );
|
||
|
newPVS = pvs.MergeCurrentPVS( playerPVS, otherPVS );
|
||
|
|
||
|
if ( freePlayerPVS ) {
|
||
|
pvs.FreeCurrentPVS( playerPVS );
|
||
|
freePlayerPVS = false;
|
||
|
}
|
||
|
pvs.FreeCurrentPVS( otherPVS );
|
||
|
playerPVS = newPVS;
|
||
|
freePlayerPVS = true;
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
if ( playerConnectedAreas.i == -1 ) {
|
||
|
playerConnectedAreas = GetClientPVS( player, PVS_CONNECTED_AREAS );
|
||
|
} else {
|
||
|
otherPVS = GetClientPVS( player, PVS_CONNECTED_AREAS );
|
||
|
newPVS = pvs.MergeCurrentPVS( playerConnectedAreas, otherPVS );
|
||
|
pvs.FreeCurrentPVS( playerConnectedAreas );
|
||
|
pvs.FreeCurrentPVS( otherPVS );
|
||
|
playerConnectedAreas = newPVS;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::FreePlayerPVS
|
||
|
================
|
||
|
*/
|
||
|
void idGameLocal::FreePlayerPVS( void ) {
|
||
|
int i;
|
||
|
|
||
|
// only clear playerPVS if it's a different handle than the one in clientsPVS
|
||
|
if ( freePlayerPVS && playerPVS.i != -1 ) {
|
||
|
pvs.FreeCurrentPVS( playerPVS );
|
||
|
freePlayerPVS = false;
|
||
|
}
|
||
|
playerPVS.i = -1;
|
||
|
for ( i = 0; i < MAX_CLIENTS; i++ ) {
|
||
|
if ( clientsPVS[ i ].i >= 0 ) {
|
||
|
pvs.FreeCurrentPVS( clientsPVS[ i ] );
|
||
|
clientsPVS[i].i = -1;
|
||
|
}
|
||
|
}
|
||
|
if ( playerConnectedAreas.i != -1 ) {
|
||
|
pvs.FreeCurrentPVS( playerConnectedAreas );
|
||
|
playerConnectedAreas.i = -1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::InPlayerPVS
|
||
|
|
||
|
should only be called during entity thinking and event handling
|
||
|
================
|
||
|
*/
|
||
|
bool idGameLocal::InPlayerPVS( idEntity *ent ) const {
|
||
|
if ( playerPVS.i == -1 ) {
|
||
|
return false;
|
||
|
}
|
||
|
return pvs.InCurrentPVS( playerPVS, ent->GetPVSAreas(), ent->GetNumPVSAreas() );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::InPlayerConnectedArea
|
||
|
|
||
|
should only be called during entity thinking and event handling
|
||
|
================
|
||
|
*/
|
||
|
bool idGameLocal::InPlayerConnectedArea( idEntity *ent ) const {
|
||
|
if ( playerConnectedAreas.i == -1 ) {
|
||
|
return false;
|
||
|
}
|
||
|
return pvs.InCurrentPVS( playerConnectedAreas, ent->GetPVSAreas(), ent->GetNumPVSAreas() );
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::UpdateGravity
|
||
|
================
|
||
|
*/
|
||
|
void idGameLocal::UpdateGravity( void ) {
|
||
|
idEntity *ent;
|
||
|
|
||
|
idCVar* gravityCVar = NULL;
|
||
|
|
||
|
if( gameLocal.isMultiplayer ) {
|
||
|
gravityCVar = &g_mp_gravity;
|
||
|
} else {
|
||
|
gravityCVar = &g_gravity;
|
||
|
}
|
||
|
|
||
|
if ( gravityCVar->IsModified() ) {
|
||
|
if ( gravityCVar->GetFloat() == 0.0f ) {
|
||
|
gravityCVar->SetFloat( 1.0f );
|
||
|
}
|
||
|
gravity.Set( 0, 0, -gravityCVar->GetFloat() );
|
||
|
|
||
|
// update all physics objects
|
||
|
for( ent = spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if ( ent->IsType( idAFEntity_Generic::GetClassType() ) ) {
|
||
|
// RAVEN END
|
||
|
idPhysics *phys = ent->GetPhysics();
|
||
|
if ( phys ) {
|
||
|
phys->SetGravity( gravity );
|
||
|
}
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: jump pads
|
||
|
} else if ( ent->IsType( rvJumpPad::GetClassType() ) ) {
|
||
|
ent->PostEventMS( &EV_FindTargets, 0 );
|
||
|
}
|
||
|
// RAVEN END
|
||
|
}
|
||
|
gravityCVar->ClearModified();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::GetGravity
|
||
|
================
|
||
|
*/
|
||
|
const idVec3 &idGameLocal::GetGravity( void ) const {
|
||
|
return gravity;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::SortActiveEntityList
|
||
|
|
||
|
Sorts the active entity list such that pushing entities come first,
|
||
|
actors come next and physics team slaves appear after their master.
|
||
|
================
|
||
|
*/
|
||
|
void idGameLocal::SortActiveEntityList( void ) {
|
||
|
idEntity *ent, *next_ent, *master, *part;
|
||
|
|
||
|
// if the active entity list needs to be reordered to place physics team masters at the front
|
||
|
if ( sortTeamMasters ) {
|
||
|
// Sort bind masters first
|
||
|
for ( ent = activeEntities.Next(); ent != NULL; ent = next_ent ) {
|
||
|
next_ent = ent->activeNode.Next();
|
||
|
for ( part = ent->GetBindMaster ( ); part; part = part->GetBindMaster ( ) ) {
|
||
|
// Ensure we dont rerun the whole active entity list if our cached next_ent is one
|
||
|
// of the entities we are moving
|
||
|
if ( next_ent == part ) {
|
||
|
next_ent = next_ent->activeNode.Next();
|
||
|
part = ent->GetBindMaster ( );
|
||
|
continue;
|
||
|
}
|
||
|
part->activeNode.Remove();
|
||
|
part->activeNode.AddToFront( activeEntities );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for ( ent = activeEntities.Next(); ent != NULL; ent = next_ent ) {
|
||
|
next_ent = ent->activeNode.Next();
|
||
|
master = ent->GetTeamMaster();
|
||
|
if ( master && master == ent ) {
|
||
|
ent->activeNode.Remove();
|
||
|
ent->activeNode.AddToFront( activeEntities );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// if the active entity list needs to be reordered to place pushers at the front
|
||
|
if ( sortPushers ) {
|
||
|
|
||
|
for ( ent = activeEntities.Next(); ent != NULL; ent = next_ent ) {
|
||
|
next_ent = ent->activeNode.Next();
|
||
|
master = ent->GetTeamMaster();
|
||
|
if ( !master || master == ent ) {
|
||
|
// check if there is an actor on the team
|
||
|
for ( part = ent; part != NULL; part = part->GetNextTeamEntity() ) {
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if ( part->GetPhysics()->IsType( idPhysics_Actor::GetClassType() ) ) {
|
||
|
// RAVEN END
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
// if there is an actor on the team
|
||
|
if ( part ) {
|
||
|
ent->activeNode.Remove();
|
||
|
ent->activeNode.AddToFront( activeEntities );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for ( ent = activeEntities.Next(); ent != NULL; ent = next_ent ) {
|
||
|
next_ent = ent->activeNode.Next();
|
||
|
master = ent->GetTeamMaster();
|
||
|
if ( !master || master == ent ) {
|
||
|
// check if there is an entity on the team using parametric physics
|
||
|
for ( part = ent; part != NULL; part = part->GetNextTeamEntity() ) {
|
||
|
if ( part->GetPhysics()->IsType( idPhysics_Parametric::GetClassType() ) ) {
|
||
|
break;
|
||
|
}
|
||
|
if ( part->GetPhysics()->IsType( rvPhysics_Spline::GetClassType() ) ) {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
// if there is an entity on the team using parametric physics
|
||
|
if ( part ) {
|
||
|
ent->activeNode.Remove();
|
||
|
ent->activeNode.AddToFront( activeEntities );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
sortTeamMasters = false;
|
||
|
sortPushers = false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::MenuFrame
|
||
|
Called each session frame when a map is not running (e.g. usually in the main menu)
|
||
|
================
|
||
|
*/
|
||
|
void idGameLocal::MenuFrame( void ) { }
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::RunFrame
|
||
|
================
|
||
|
*/
|
||
|
// RAVEN BEGIN
|
||
|
gameReturn_t idGameLocal::RunFrame( const usercmd_t *clientCmds, int activeEditors, bool lastCatchupFrame, int serverGameFrame ) {
|
||
|
idEntity * ent;
|
||
|
int num;
|
||
|
float ms;
|
||
|
idTimer timer_think, timer_events, timer_singlethink;
|
||
|
idTimer timer_misc, timer_misc2;
|
||
|
gameReturn_t ret;
|
||
|
idPlayer *player;
|
||
|
const renderView_t *view;
|
||
|
|
||
|
editors = activeEditors;
|
||
|
isLastPredictFrame = lastCatchupFrame;
|
||
|
|
||
|
assert( !isClient );
|
||
|
|
||
|
player = GetLocalPlayer();
|
||
|
|
||
|
if ( !isMultiplayer && g_stopTime.GetBool() ) {
|
||
|
|
||
|
// set the user commands for this frame
|
||
|
usercmds = clientCmds;
|
||
|
|
||
|
if ( player ) {
|
||
|
// ddynerman: save the current thinking entity for instance-dependent
|
||
|
currentThinkingEntity = player;
|
||
|
player->Think();
|
||
|
currentThinkingEntity = NULL;
|
||
|
}
|
||
|
} else do {
|
||
|
// update the game time
|
||
|
framenum++;
|
||
|
previousTime = time;
|
||
|
// bdube: use GetMSec access rather than USERCMD_TIME
|
||
|
time += GetMSec();
|
||
|
|
||
|
realClientTime = time;
|
||
|
{
|
||
|
TIME_THIS_SCOPE("idGameLocal::RunFrame - gameDebug.BeginFrame()");
|
||
|
// bdube: added advanced debug support
|
||
|
gameDebug.BeginFrame( );
|
||
|
gameLogLocal.BeginFrame( time );
|
||
|
}
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
// allow changing SIMD usage on the fly
|
||
|
if ( com_forceGenericSIMD.IsModified() ) {
|
||
|
idSIMD::InitProcessor( "game", com_forceGenericSIMD.GetBool() );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
// make sure the random number counter is used each frame so random events
|
||
|
// are influenced by the player's actions
|
||
|
random.RandomInt();
|
||
|
|
||
|
if ( player ) {
|
||
|
// update the renderview so that any gui videos play from the right frame
|
||
|
view = player->GetRenderView();
|
||
|
if ( view ) {
|
||
|
gameRenderWorld->SetRenderView( view );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// If modview is running then let it think
|
||
|
common->ModViewThink( );
|
||
|
|
||
|
// rjohnson: added option for guis to always think
|
||
|
common->RunAlwaysThinkGUIs( time );
|
||
|
|
||
|
// nmckenzie: Let AI System stuff update itself.
|
||
|
if ( !isMultiplayer ) {
|
||
|
#ifndef _MPBETA
|
||
|
aiManager.RunFrame();
|
||
|
#endif // !_MPBETA
|
||
|
}
|
||
|
|
||
|
timer_misc.Start();
|
||
|
|
||
|
// set the user commands for this frame
|
||
|
usercmds = clientCmds;
|
||
|
|
||
|
// create a merged pvs for all players
|
||
|
// do this before we process events, which may rely on PVS info
|
||
|
SetupPlayerPVS();
|
||
|
|
||
|
// process events on the server
|
||
|
ServerProcessEntityNetworkEventQueue();
|
||
|
|
||
|
// update our gravity vector if needed.
|
||
|
UpdateGravity();
|
||
|
|
||
|
if ( isLastPredictFrame ) {
|
||
|
// jscott: effect system uses gravity and the player PVS
|
||
|
bse->StartFrame();
|
||
|
}
|
||
|
|
||
|
// sort the active entity list
|
||
|
SortActiveEntityList();
|
||
|
|
||
|
timer_think.Clear();
|
||
|
timer_think.Start();
|
||
|
|
||
|
// jscott: for timing and effect handling
|
||
|
timer_misc2.Start();
|
||
|
timer_misc.Stop();
|
||
|
|
||
|
// let entities think
|
||
|
if ( g_timeentities.GetFloat() ) {
|
||
|
// rjohnson: will now draw entity info for long thinkers
|
||
|
idPlayer *player;
|
||
|
idVec3 origin;
|
||
|
|
||
|
player = GetLocalPlayer();
|
||
|
if ( player ) {
|
||
|
origin = player->GetPhysics()->GetOrigin();
|
||
|
}
|
||
|
|
||
|
idBounds viewTextBounds( origin );
|
||
|
viewTextBounds.ExpandSelf( 128.0f );
|
||
|
|
||
|
num = 0;
|
||
|
|
||
|
for( ent = activeEntities.Next(); ent != NULL; ent = ent->activeNode.Next() ) {
|
||
|
if ( g_cinematic.GetBool() && inCinematic && !ent->cinematic ) {
|
||
|
ent->GetPhysics()->UpdateTime( time );
|
||
|
continue;
|
||
|
}
|
||
|
timer_singlethink.Clear();
|
||
|
timer_singlethink.Start();
|
||
|
// ddynerman: save the current thinking entity for instance-dependent
|
||
|
currentThinkingEntity = ent;
|
||
|
ent->Think();
|
||
|
currentThinkingEntity = NULL;
|
||
|
timer_singlethink.Stop();
|
||
|
ms = timer_singlethink.Milliseconds();
|
||
|
if ( ms >= g_timeentities.GetFloat() ) {
|
||
|
// rjohnson: will now draw entity info for long thinkers
|
||
|
Printf( "%d: entity '%s' [%s]: %.1f ms\n", time, ent->name.c_str(), ent->GetPhysics()->GetOrigin().ToString(), ms );
|
||
|
|
||
|
if ( ms >= g_timeentities.GetFloat() * 3.0f )
|
||
|
{
|
||
|
ent->mLastLongThinkColor = colorRed;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->mLastLongThinkColor[0] = 1.0f;
|
||
|
ent->mLastLongThinkColor[1] = 2.0f - (( ms - g_timeentities.GetFloat()) / g_timeentities.GetFloat() );
|
||
|
ent->mLastLongThinkColor[2] = 0.0f;
|
||
|
ent->mLastLongThinkColor[3] = 1.0f;
|
||
|
}
|
||
|
ent->DrawDebugEntityInfo( 0, &viewTextBounds, &ent->mLastLongThinkColor );
|
||
|
ent->mLastLongThinkTime = time + 2000;
|
||
|
}
|
||
|
else if ( ent->mLastLongThinkTime > time )
|
||
|
{
|
||
|
ent->DrawDebugEntityInfo( 0, &viewTextBounds, &ent->mLastLongThinkColor );
|
||
|
}
|
||
|
num++;
|
||
|
}
|
||
|
} else {
|
||
|
if ( inCinematic ) {
|
||
|
num = 0;
|
||
|
for( ent = activeEntities.Next(); ent != NULL; ent = ent->activeNode.Next() ) {
|
||
|
if ( g_cinematic.GetBool() && !ent->cinematic ) {
|
||
|
ent->GetPhysics()->UpdateTime( time );
|
||
|
continue;
|
||
|
}
|
||
|
// ddynerman: save the current thinking entity for instance-dependent
|
||
|
currentThinkingEntity = ent;
|
||
|
ent->Think();
|
||
|
currentThinkingEntity = NULL;
|
||
|
num++;
|
||
|
}
|
||
|
} else {
|
||
|
num = 0;
|
||
|
for( ent = activeEntities.Next(); ent != NULL; ent = ent->activeNode.Next() ) {
|
||
|
// ddynerman: save the current thinking entity for instance-dependent
|
||
|
currentThinkingEntity = ent;
|
||
|
ent->Think();
|
||
|
currentThinkingEntity = NULL;
|
||
|
num++;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// remove any entities that have stopped thinking
|
||
|
if ( numEntitiesToDeactivate ) {
|
||
|
idEntity *next_ent;
|
||
|
int c = 0;
|
||
|
for( ent = activeEntities.Next(); ent != NULL; ent = next_ent ) {
|
||
|
next_ent = ent->activeNode.Next();
|
||
|
if ( !ent->thinkFlags ) {
|
||
|
ent->activeNode.Remove();
|
||
|
c++;
|
||
|
}
|
||
|
}
|
||
|
//assert( numEntitiesToDeactivate == c );
|
||
|
numEntitiesToDeactivate = 0;
|
||
|
}
|
||
|
|
||
|
timer_think.Stop();
|
||
|
timer_events.Clear();
|
||
|
timer_events.Start();
|
||
|
|
||
|
if ( isLastPredictFrame ) {
|
||
|
// bdube: client entities
|
||
|
rvClientEntity* cent;
|
||
|
for( cent = clientSpawnedEntities.Next(); cent != NULL; cent = cent->spawnNode.Next() ) {
|
||
|
cent->Think();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// service any pending events
|
||
|
idEvent::ServiceEvents();
|
||
|
|
||
|
// nrausch: player could have been deleted in an event
|
||
|
player = GetLocalPlayer();
|
||
|
|
||
|
timer_events.Stop();
|
||
|
|
||
|
if ( isLastPredictFrame ) {
|
||
|
// jscott: effect system uses gravity and the player PVS
|
||
|
bse->EndFrame();
|
||
|
}
|
||
|
|
||
|
// do multiplayer related stuff
|
||
|
if ( isMultiplayer ) {
|
||
|
mpGame.Run();
|
||
|
}
|
||
|
|
||
|
// free the player pvs
|
||
|
FreePlayerPVS();
|
||
|
|
||
|
// display how long it took to calculate the current game frame
|
||
|
if ( g_frametime.GetBool() ) {
|
||
|
Printf( "game %d: all:%.1f th:%.1f ev:%.1f %d ents \n",
|
||
|
time, timer_think.Milliseconds() + timer_events.Milliseconds(),
|
||
|
timer_think.Milliseconds(), timer_events.Milliseconds(), num );
|
||
|
}
|
||
|
|
||
|
// build the return value
|
||
|
ret.consistencyHash = 0;
|
||
|
ret.sessionCommand[0] = 0;
|
||
|
|
||
|
if ( !isMultiplayer && player ) {
|
||
|
ret.health = player->health;
|
||
|
ret.heartRate = 0.0f;
|
||
|
ret.stamina = 0.0f;
|
||
|
// combat is a 0-100 value based on lastHitTime and lastDmgTime
|
||
|
// each make up 50% of the time spread over 10 seconds
|
||
|
ret.combat = 0;
|
||
|
if ( player->lastDmgTime > 0 && time < player->lastDmgTime + 10000 ) {
|
||
|
ret.combat += 50.0f * (float) ( time - player->lastDmgTime ) / 10000;
|
||
|
}
|
||
|
if ( player->lastHitTime > 0 && time < player->lastHitTime + 10000 ) {
|
||
|
ret.combat += 50.0f * (float) ( time - player->lastHitTime ) / 10000;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// see if a target_sessionCommand has forced a changelevel
|
||
|
if ( sessionCommand.Length() ) {
|
||
|
strncpy( ret.sessionCommand, sessionCommand, sizeof( ret.sessionCommand ) );
|
||
|
sessionCommand = "";
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// make sure we don't loop forever when skipping a cinematic
|
||
|
if ( skipCinematic && ( time > cinematicMaxSkipTime ) ) {
|
||
|
Warning( "Exceeded maximum cinematic skip length. Cinematic may be looping infinitely." );
|
||
|
skipCinematic = false;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// jscott: additional timings
|
||
|
timer_misc2.Stop();
|
||
|
|
||
|
if ( g_frametime.GetInteger() > 1 ) {
|
||
|
gameLocal.Printf( "misc:%.1f misc2:%.1f\n", timer_misc.Milliseconds(), timer_misc2.Milliseconds() );
|
||
|
}
|
||
|
// bdube: let gameDebug know that its not in a game frame anymore
|
||
|
gameDebug.EndFrame( );
|
||
|
gameLogLocal.EndFrame( );
|
||
|
|
||
|
} while( ( inCinematic || ( time < cinematicStopTime ) ) && skipCinematic );
|
||
|
|
||
|
ret.syncNextGameFrame = skipCinematic;
|
||
|
if ( skipCinematic ) {
|
||
|
soundSystem->EndCinematic();
|
||
|
soundSystem->SetMute( false );
|
||
|
skipCinematic = false;
|
||
|
}
|
||
|
|
||
|
// show any debug info for this frame
|
||
|
RunDebugInfo();
|
||
|
D_DrawDebugLines();
|
||
|
|
||
|
g_simpleItems.ClearModified();
|
||
|
return ret;
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
|
||
|
/*
|
||
|
======================================================================
|
||
|
|
||
|
Game view drawing
|
||
|
|
||
|
======================================================================
|
||
|
*/
|
||
|
|
||
|
/*
|
||
|
====================
|
||
|
idGameLocal::CalcFov
|
||
|
|
||
|
Calculates the horizontal and vertical field of view based on a horizontal field of view and custom aspect ratio
|
||
|
====================
|
||
|
*/
|
||
|
void idGameLocal::CalcFov( float base_fov, float &fov_x, float &fov_y ) const {
|
||
|
float x;
|
||
|
float y;
|
||
|
float ratio_x;
|
||
|
float ratio_y;
|
||
|
|
||
|
if ( !sys->FPU_StackIsEmpty() ) {
|
||
|
Printf( sys->FPU_GetState() );
|
||
|
Error( "idGameLocal::CalcFov: FPU stack not empty" );
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Option to adjust vertical fov instead of horizontal for non 4:3 modes
|
||
|
if ( g_fixedHorizFOV.GetBool() ) {
|
||
|
int aspectChoice = cvarSystem->GetCVarInteger( "r_aspectRatio" );
|
||
|
switch( aspectChoice ) {
|
||
|
default :
|
||
|
case 0 :
|
||
|
// 4:3
|
||
|
ratio_x = 4.0f;
|
||
|
ratio_y = 3.0f;
|
||
|
break;
|
||
|
|
||
|
case 1 :
|
||
|
// 16:9
|
||
|
ratio_x = 16.0f;
|
||
|
ratio_y = 9.0f;
|
||
|
break;
|
||
|
|
||
|
case 2 :
|
||
|
// 16:10
|
||
|
ratio_x = 16.0f;
|
||
|
ratio_y = 10.0f;
|
||
|
break;
|
||
|
}
|
||
|
x = ratio_x / idMath::Tan( base_fov / 360.0f * idMath::PI );
|
||
|
y = idMath::ATan( ratio_y, x );
|
||
|
fov_y = y * 360.0f / idMath::PI;
|
||
|
fov_x = base_fov;
|
||
|
return;
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
// first, calculate the vertical fov based on a 640x480 view
|
||
|
x = 640.0f / idMath::Tan( base_fov / 360.0f * idMath::PI );
|
||
|
y = idMath::ATan( 480.0f, x );
|
||
|
fov_y = y * 360.0f / idMath::PI;
|
||
|
|
||
|
// FIXME: somehow, this is happening occasionally
|
||
|
assert( fov_y > 0 );
|
||
|
if ( fov_y <= 0 ) {
|
||
|
Printf( sys->FPU_GetState() );
|
||
|
Error( "idGameLocal::CalcFov: bad result" );
|
||
|
}
|
||
|
|
||
|
int aspectChoice = cvarSystem->GetCVarInteger( "r_aspectRatio" );
|
||
|
switch( aspectChoice ) {
|
||
|
default :
|
||
|
case 0 :
|
||
|
// 4:3
|
||
|
fov_x = base_fov;
|
||
|
return;
|
||
|
break;
|
||
|
|
||
|
case 1 :
|
||
|
// 16:9
|
||
|
ratio_x = 16.0f;
|
||
|
ratio_y = 9.0f;
|
||
|
break;
|
||
|
|
||
|
case 2 :
|
||
|
// 16:10
|
||
|
ratio_x = 16.0f;
|
||
|
ratio_y = 10.0f;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
y = ratio_y / idMath::Tan( fov_y / 360.0f * idMath::PI );
|
||
|
fov_x = idMath::ATan( ratio_x, y ) * 360.0f / idMath::PI;
|
||
|
|
||
|
if ( fov_x < base_fov ) {
|
||
|
fov_x = base_fov;
|
||
|
x = ratio_x / idMath::Tan( fov_x / 360.0f * idMath::PI );
|
||
|
fov_y = idMath::ATan( ratio_y, x ) * 360.0f / idMath::PI;
|
||
|
}
|
||
|
|
||
|
// FIXME: somehow, this is happening occasionally
|
||
|
assert( ( fov_x > 0 ) && ( fov_y > 0 ) );
|
||
|
if ( ( fov_y <= 0 ) || ( fov_x <= 0 ) ) {
|
||
|
Printf( sys->FPU_GetState() );
|
||
|
Error( "idGameLocal::CalcFov: bad result" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void ClearClipProfile( void );
|
||
|
void DisplayClipProfile( void );
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::Draw
|
||
|
|
||
|
makes rendering and sound system calls
|
||
|
================
|
||
|
*/
|
||
|
bool idGameLocal::Draw( int clientNum ) {
|
||
|
// DisplayClipProfile( );
|
||
|
// ClearClipProfile( );
|
||
|
|
||
|
if ( isMultiplayer ) {
|
||
|
return mpGame.Draw( clientNum );
|
||
|
}
|
||
|
|
||
|
idPlayer *player = static_cast<idPlayer *>(entities[ clientNum ]);
|
||
|
|
||
|
if ( !player ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// mwhitlock: Xenon texture streaming.
|
||
|
#if defined(_XENON)
|
||
|
renderView_t *view = player->GetRenderView();
|
||
|
// nrausch: view doesn't necessarily exist yet
|
||
|
if ( !view ) {
|
||
|
player->CalculateRenderView();
|
||
|
view = player->GetRenderView();
|
||
|
}
|
||
|
#endif
|
||
|
// RAVEN END
|
||
|
// render the scene
|
||
|
player->playerView.RenderPlayerView( player->hud );
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: debugging HUD
|
||
|
gameDebug.DrawHud( );
|
||
|
// RAVEN END
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::HandleESC
|
||
|
================
|
||
|
*/
|
||
|
escReply_t idGameLocal::HandleESC( idUserInterface **gui ) {
|
||
|
|
||
|
//RAVEN BEGIN
|
||
|
//asalmon: xbox dedicated server needs to bring up a special menu
|
||
|
#ifdef _XBOX
|
||
|
if( cvarSystem->GetCVarBool( "net_serverDedicated" ))
|
||
|
{
|
||
|
return ESC_MAIN;
|
||
|
}
|
||
|
#endif
|
||
|
//RAVEN END
|
||
|
|
||
|
if ( isMultiplayer ) {
|
||
|
*gui = StartMenu();
|
||
|
// we may set the gui back to NULL to hide it
|
||
|
return ESC_GUI;
|
||
|
}
|
||
|
idPlayer *player = GetLocalPlayer();
|
||
|
if ( player ) {
|
||
|
if ( player->HandleESC() ) {
|
||
|
return ESC_IGNORE;
|
||
|
} else {
|
||
|
return ESC_MAIN;
|
||
|
}
|
||
|
}
|
||
|
return ESC_MAIN;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::UpdatePlayerPostMainMenu
|
||
|
================
|
||
|
*/
|
||
|
void idGameLocal::UpdatePlayerPostMainMenu() {
|
||
|
idPlayer* player = GetLocalPlayer();
|
||
|
|
||
|
//dedicated server?
|
||
|
if( !player) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//crosshair may have changed
|
||
|
player->UpdateHudWeapon();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::StartMenu
|
||
|
================
|
||
|
*/
|
||
|
idUserInterface* idGameLocal::StartMenu( void ) {
|
||
|
if ( !isMultiplayer ) {
|
||
|
return NULL;
|
||
|
}
|
||
|
return mpGame.StartMenu();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::GetClientStats
|
||
|
================
|
||
|
*/
|
||
|
void idGameLocal::GetClientStats( int clientNum, char *data, const int len ) {
|
||
|
mpGame.PlayerStats( clientNum, data, len );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::SwitchTeam
|
||
|
================
|
||
|
*/
|
||
|
void idGameLocal::SwitchTeam( int clientNum, int team ) {
|
||
|
|
||
|
idPlayer * player;
|
||
|
player = clientNum >= 0 ? static_cast<idPlayer *>( gameLocal.entities[ clientNum ] ) : NULL;
|
||
|
|
||
|
if ( !player ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
int oldTeam = player->team;
|
||
|
|
||
|
// Put in spectator mode
|
||
|
if ( team == -1 ) {
|
||
|
static_cast< idPlayer * >( entities[ clientNum ] )->Spectate( true );
|
||
|
}
|
||
|
// Switch to a team
|
||
|
else {
|
||
|
mpGame.SwitchToTeam ( clientNum, oldTeam, team );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::HandleGuiCommands
|
||
|
================
|
||
|
*/
|
||
|
const char* idGameLocal::HandleGuiCommands( const char *menuCommand ) {
|
||
|
if ( !isMultiplayer ) {
|
||
|
return NULL;
|
||
|
}
|
||
|
return mpGame.HandleGuiCommands( menuCommand );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::HandleMainMenuCommands
|
||
|
================
|
||
|
*/
|
||
|
void idGameLocal::HandleMainMenuCommands( const char *menuCommand, idUserInterface *gui ) {
|
||
|
if ( !idStr::Icmp( menuCommand, "initCreateServerSettings" ) ) {
|
||
|
int guiValue = 0;
|
||
|
|
||
|
switch ( mpGame.GameTypeToVote( si_gameType.GetString() ) ) {
|
||
|
case idMultiplayerGame::VOTE_GAMETYPE_DM:
|
||
|
guiValue = 0;
|
||
|
break;
|
||
|
case idMultiplayerGame::VOTE_GAMETYPE_TOURNEY:
|
||
|
guiValue = 1;
|
||
|
break;
|
||
|
case idMultiplayerGame::VOTE_GAMETYPE_TDM:
|
||
|
guiValue = 2;
|
||
|
break;
|
||
|
case idMultiplayerGame::VOTE_GAMETYPE_CTF:
|
||
|
guiValue = 3;
|
||
|
break;
|
||
|
case idMultiplayerGame::VOTE_GAMETYPE_ARENA_CTF:
|
||
|
guiValue = 4;
|
||
|
break;
|
||
|
case idMultiplayerGame::VOTE_GAMETYPE_DEADZONE:
|
||
|
guiValue = 5;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
gui->SetStateInt( "currentGametype", guiValue );
|
||
|
} else if ( !idStr::Icmp( menuCommand, "filterByNextMod" ) ) {
|
||
|
BuildModList();
|
||
|
|
||
|
if ( modList.Num() > 0 && (filterMod < 0 || filterMod >= modList.Num()) ) {
|
||
|
filterMod = 0;
|
||
|
networkSystem->UseSortFunction( filterByMod, true );
|
||
|
gui->SetStateString( "filterMod", modList[ filterMod ].c_str() );
|
||
|
} else {
|
||
|
++filterMod;
|
||
|
if ( filterMod < modList.Num() ) {
|
||
|
networkSystem->UseSortFunction( filterByMod, true );
|
||
|
gui->SetStateString( "filterMod", modList[ filterMod ].c_str() );
|
||
|
} else {
|
||
|
filterMod = -1;
|
||
|
networkSystem->UseSortFunction( filterByMod, false );
|
||
|
gui->SetStateString( "filterMod", common->GetLocalizedString( "#str_123008" ) );
|
||
|
}
|
||
|
}
|
||
|
} else if ( !idStr::Icmp( menuCommand, "filterByPrevMod" ) ) {
|
||
|
BuildModList();
|
||
|
|
||
|
if ( modList.Num() > 0 && (filterMod < 0 || filterMod >= modList.Num()) ) {
|
||
|
filterMod = modList.Num() - 1;
|
||
|
networkSystem->UseSortFunction( filterByMod, true );
|
||
|
gui->SetStateString( "filterMod", modList[ filterMod ].c_str() );
|
||
|
} else {
|
||
|
--filterMod;
|
||
|
if ( filterMod >= 0 ) {
|
||
|
networkSystem->UseSortFunction( filterByMod, true );
|
||
|
gui->SetStateString( "filterMod", modList[ filterMod ].c_str() );
|
||
|
} else {
|
||
|
filterMod = -1;
|
||
|
networkSystem->UseSortFunction( filterByMod, false );
|
||
|
gui->SetStateString( "filterMod", common->GetLocalizedString( "#str_123008" ) );
|
||
|
}
|
||
|
}
|
||
|
} else if ( !idStr::Icmp( menuCommand, "updateFilterByMod" ) ) {
|
||
|
if ( filterMod < 0 || filterMod >= modList.Num() ) {
|
||
|
gui->SetStateString( "filterMod", common->GetLocalizedString( "#str_123008" ) );
|
||
|
} else {
|
||
|
gui->SetStateString( "filterMod", modList[ filterMod ].c_str() );
|
||
|
}
|
||
|
} else if ( !idStr::Icmp( menuCommand, "server_clearSort" ) ) {
|
||
|
filterMod = -1;
|
||
|
gui->SetStateString( "filterMod", common->GetLocalizedString( "#str_123008" ) );
|
||
|
}
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::GetLevelMap
|
||
|
|
||
|
should only be used for in-game level editing
|
||
|
================
|
||
|
*/
|
||
|
idMapFile *idGameLocal::GetLevelMap( void ) {
|
||
|
// RAVEN BEGIN
|
||
|
// rhummer: Added the HasBeenResolved check, if resolve has been run then it doesn't have func_groups.
|
||
|
// Which we probably don't want, so force the map to be reloaded.
|
||
|
if ( mapFile && mapFile->HasPrimitiveData() && !mapFile->HasBeenResloved() ) {
|
||
|
// RAVEN END
|
||
|
return mapFile;
|
||
|
}
|
||
|
if ( !mapFileName.Length() ) {
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
if ( mapFile ) {
|
||
|
delete mapFile;
|
||
|
}
|
||
|
|
||
|
mapFile = new idMapFile;
|
||
|
if ( !mapFile->Parse( mapFileName ) ) {
|
||
|
delete mapFile;
|
||
|
mapFile = NULL;
|
||
|
}
|
||
|
|
||
|
return mapFile;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::GetMapName
|
||
|
================
|
||
|
*/
|
||
|
const char *idGameLocal::GetMapName( void ) const {
|
||
|
return mapFileName.c_str();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::CallFrameCommand
|
||
|
================
|
||
|
*/
|
||
|
void idGameLocal::CallFrameCommand( idEntity* ent, const char* frameCommand ) {
|
||
|
const function_t *func = program.FindFunction( frameCommand );
|
||
|
if ( !func ) {
|
||
|
Warning( "Script function '%s' not found.", frameCommand );
|
||
|
return;
|
||
|
}
|
||
|
CallFrameCommand ( ent, func );
|
||
|
}
|
||
|
|
||
|
void idGameLocal::CallFrameCommand( idEntity *ent, const function_t *frameCommand ) {
|
||
|
frameCommandThread->CallFunction( ent, frameCommand, true );
|
||
|
frameCommandThread->Execute();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::CallObjectFrameCommand
|
||
|
================
|
||
|
*/
|
||
|
void idGameLocal::CallObjectFrameCommand( idEntity *ent, const char *frameCommand ) {
|
||
|
const function_t *func;
|
||
|
|
||
|
func = ent->scriptObject.GetFunction( frameCommand );
|
||
|
if ( !func ) {
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if ( !ent->IsType( idTestModel::GetClassType() ) ) {
|
||
|
// RAVEN END
|
||
|
Error( "Unknown function '%s' called for frame command on entity '%s'", frameCommand, ent->name.c_str() );
|
||
|
}
|
||
|
} else {
|
||
|
frameCommandThread->CallFunction( ent, func, true );
|
||
|
frameCommandThread->Execute();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::ShowTargets
|
||
|
================
|
||
|
*/
|
||
|
void idGameLocal::ShowTargets( void ) {
|
||
|
idMat3 axis = GetLocalPlayer()->viewAngles.ToMat3();
|
||
|
idVec3 up = axis[ 2 ] * 5.0f;
|
||
|
const idVec3 &viewPos = GetLocalPlayer()->GetPhysics()->GetOrigin();
|
||
|
idBounds viewTextBounds( viewPos );
|
||
|
idBounds viewBounds( viewPos );
|
||
|
idBounds box( idVec3( -4.0f, -4.0f, -4.0f ), idVec3( 4.0f, 4.0f, 4.0f ) );
|
||
|
idEntity *ent;
|
||
|
idEntity *target;
|
||
|
int i;
|
||
|
idBounds totalBounds;
|
||
|
|
||
|
viewTextBounds.ExpandSelf( 128.0f );
|
||
|
viewBounds.ExpandSelf( 512.0f );
|
||
|
for( ent = spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
|
||
|
totalBounds = ent->GetPhysics()->GetAbsBounds();
|
||
|
for( i = 0; i < ent->targets.Num(); i++ ) {
|
||
|
target = ent->targets[ i ].GetEntity();
|
||
|
if ( target ) {
|
||
|
totalBounds.AddBounds( target->GetPhysics()->GetAbsBounds() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !viewBounds.IntersectsBounds( totalBounds ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
float dist;
|
||
|
idVec3 dir = totalBounds.GetCenter() - viewPos;
|
||
|
dir.NormalizeFast();
|
||
|
totalBounds.RayIntersection( viewPos, dir, dist );
|
||
|
float frac = ( 512.0f - dist ) / 512.0f;
|
||
|
if ( frac < 0.0f ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
gameRenderWorld->DebugBounds( ( ent->IsHidden() ? colorLtGrey : colorOrange ) * frac, ent->GetPhysics()->GetAbsBounds() );
|
||
|
if ( viewTextBounds.IntersectsBounds( ent->GetPhysics()->GetAbsBounds() ) ) {
|
||
|
idVec3 center = ent->GetPhysics()->GetAbsBounds().GetCenter();
|
||
|
gameRenderWorld->DrawText( ent->name.c_str(), center - up, 0.1f, colorWhite * frac, axis, 1 );
|
||
|
gameRenderWorld->DrawText( ent->GetEntityDefName(), center, 0.1f, colorWhite * frac, axis, 1 );
|
||
|
gameRenderWorld->DrawText( va( "#%d", ent->entityNumber ), center + up, 0.1f, colorWhite * frac, axis, 1 );
|
||
|
}
|
||
|
|
||
|
for( i = 0; i < ent->targets.Num(); i++ ) {
|
||
|
target = ent->targets[ i ].GetEntity();
|
||
|
if ( target ) {
|
||
|
gameRenderWorld->DebugArrow( colorYellow * frac, ent->GetPhysics()->GetAbsBounds().GetCenter(), target->GetPhysics()->GetOrigin(), 10, 0 );
|
||
|
gameRenderWorld->DebugBounds( colorGreen * frac, box, target->GetPhysics()->GetOrigin() );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::RunDebugInfo
|
||
|
================
|
||
|
*/
|
||
|
void idGameLocal::RunDebugInfo( void ) {
|
||
|
idEntity *ent;
|
||
|
idPlayer *player;
|
||
|
|
||
|
player = GetLocalPlayer();
|
||
|
if ( !player ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
const idVec3 &origin = player->GetPhysics()->GetOrigin();
|
||
|
|
||
|
if ( g_showEntityInfo.GetBool() ) {
|
||
|
idBounds viewTextBounds( origin );
|
||
|
idBounds viewBounds( origin );
|
||
|
|
||
|
viewTextBounds.ExpandSelf( 128.0f );
|
||
|
viewBounds.ExpandSelf( 512.0f );
|
||
|
for( ent = spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
|
||
|
// don't draw the worldspawn
|
||
|
if ( ent == world ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// rjohnson: moved entity info out of idGameLocal into its own function
|
||
|
ent->DrawDebugEntityInfo(&viewBounds, &viewTextBounds);
|
||
|
// RAVEN END
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// debug tool to draw bounding boxes around active entities
|
||
|
if ( g_showActiveEntities.GetBool() ) {
|
||
|
for( ent = activeEntities.Next(); ent != NULL; ent = ent->activeNode.Next() ) {
|
||
|
idBounds b = ent->GetPhysics()->GetBounds();
|
||
|
if ( b.GetVolume() <= 0 ) {
|
||
|
b[0][0] = b[0][1] = b[0][2] = -8;
|
||
|
b[1][0] = b[1][1] = b[1][2] = 8;
|
||
|
}
|
||
|
if ( ent->fl.isDormant ) {
|
||
|
gameRenderWorld->DebugBounds( colorYellow, b, ent->GetPhysics()->GetOrigin() );
|
||
|
} else {
|
||
|
gameRenderWorld->DebugBounds( colorGreen, b, ent->GetPhysics()->GetOrigin() );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: client entities
|
||
|
if ( cl_showEntityInfo.GetBool ( ) ) {
|
||
|
rvClientEntity* cent;
|
||
|
for( cent = clientSpawnedEntities.Next(); cent != NULL; cent = cent->spawnNode.Next() ) {
|
||
|
cent->DrawDebugInfo ( );
|
||
|
}
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
if ( g_showTargets.GetBool() ) {
|
||
|
ShowTargets();
|
||
|
}
|
||
|
|
||
|
if ( g_showTriggers.GetBool() ) {
|
||
|
idTrigger::DrawDebugInfo();
|
||
|
}
|
||
|
|
||
|
if ( ai_showCombatNodes.GetBool() ) {
|
||
|
// idCombatNode::DrawDebugInfo();
|
||
|
}
|
||
|
|
||
|
if ( ai_showPaths.GetBool() ) {
|
||
|
idPathCorner::DrawDebugInfo();
|
||
|
}
|
||
|
|
||
|
if ( g_editEntityMode.GetBool() ) {
|
||
|
if ( gameLocal.isMultiplayer ) {
|
||
|
g_editEntityMode.SetInteger(0);
|
||
|
Printf( "Not allowed in multiplayer.\n" );
|
||
|
} else {
|
||
|
editEntities->DisplayEntities();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( g_showCollisionWorld.GetBool() ) {
|
||
|
// use g_maxShowDistance value instead of 128.0f
|
||
|
collisionModelManager->DrawModel( clip[0]->GetWorldCollisionModel(), vec3_origin, mat3_identity, origin, mat3_identity, g_maxShowDistance.GetFloat() );
|
||
|
}
|
||
|
|
||
|
if ( g_showCollisionModels.GetBool() ) {
|
||
|
if( g_showCollisionModels.GetInteger() == 2 ) {
|
||
|
clip[ 0 ]->DrawClipModels( player->GetEyePosition(), g_maxShowDistance.GetFloat(), pm_thirdPerson.GetBool() ? NULL : player, &idPlayer::GetClassType() );
|
||
|
} else {
|
||
|
clip[ 0 ]->DrawClipModels( player->GetEyePosition(), g_maxShowDistance.GetFloat(), pm_thirdPerson.GetBool() ? NULL : player );
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( g_showCollisionTraces.GetBool() ) {
|
||
|
clip[ 0 ]->PrintStatistics();
|
||
|
}
|
||
|
|
||
|
if ( g_showPVS.GetInteger() ) {
|
||
|
pvs.DrawPVS( origin, ( g_showPVS.GetInteger() == 2 ) ? PVS_ALL_PORTALS_OPEN : PVS_NORMAL );
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// rjohnson: added debug hud
|
||
|
if ( gameDebug.IsHudActive ( DBGHUD_PHYSICS ) ) {
|
||
|
clip[ 0 ]->DebugHudStatistics();
|
||
|
}
|
||
|
|
||
|
clip[ 0 ]->ClearStatistics();
|
||
|
// RAVEN END
|
||
|
|
||
|
if ( aas_test.GetInteger() >= 0 ) {
|
||
|
idAAS *aas = GetAAS( aas_test.GetInteger() );
|
||
|
if ( aas ) {
|
||
|
aas->Test( origin );
|
||
|
if ( ai_testPredictPath.GetBool() ) {
|
||
|
idVec3 velocity;
|
||
|
predictedPath_t path;
|
||
|
|
||
|
velocity.x = idMath::Cos( DEG2RAD( player->viewAngles.yaw ) ) * 100.0f;
|
||
|
velocity.y = idMath::Sin( DEG2RAD( player->viewAngles.yaw ) ) * 100.0f;
|
||
|
velocity.z = 0.0f;
|
||
|
idAI::PredictPath( player, aas, origin, velocity, 1000, 100, SE_ENTER_OBSTACLE | SE_BLOCKED | SE_ENTER_LEDGE_AREA, path );
|
||
|
}
|
||
|
}
|
||
|
// RAVEN BEGIN
|
||
|
// rjohnson: added more debug drawing
|
||
|
if ( aas_showAreas.GetInteger() == 3 ) {
|
||
|
for( int i=0; i<aasNames.Num(); i++ ) {
|
||
|
aas = GetAAS( i );
|
||
|
if ( !aas || !aas->IsValid() ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( aas->GetSettings()->debugDraw ) {
|
||
|
aas->ShowAreas( origin );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if ( aas_showProblemAreas.GetInteger() == 3 ) {
|
||
|
for( int i=0; i<aasNames.Num(); i++ ) {
|
||
|
aas = GetAAS( i );
|
||
|
if ( !aas || !aas->IsValid() ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( aas->GetSettings()->debugDraw ) {
|
||
|
aas->ShowAreas( origin, true );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
// RAVEN END
|
||
|
}
|
||
|
|
||
|
if ( ai_showObstacleAvoidance.GetInteger() == 2 ) {
|
||
|
idAAS *aas = GetAAS( 0 );
|
||
|
if ( aas ) {
|
||
|
idVec3 seekPos;
|
||
|
obstaclePath_t path;
|
||
|
|
||
|
seekPos = player->GetPhysics()->GetOrigin() + player->viewAxis[0] * 200.0f;
|
||
|
idAI::FindPathAroundObstacles( player->GetPhysics(), aas, NULL, player->GetPhysics()->GetOrigin(), seekPos, path );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// collision map debug output
|
||
|
collisionModelManager->DebugOutput( player->GetEyePosition(), mat3_identity );
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// jscott: for debugging playbacks
|
||
|
if( g_showPlayback.GetInteger() ) {
|
||
|
gameEdit->DrawPlaybackDebugInfo();
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: SD's clip sector code
|
||
|
if ( g_showClipSectors.GetBool() ) {
|
||
|
clip[ 0 ]->DrawClipSectors();
|
||
|
}
|
||
|
|
||
|
if ( g_showAreaClipSectors.GetFloat() ) {
|
||
|
clip[ 0 ]->DrawAreaClipSectors( g_showAreaClipSectors.GetFloat() );
|
||
|
}
|
||
|
// RAVEN END
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idGameLocal::NumAAS
|
||
|
==================
|
||
|
*/
|
||
|
int idGameLocal::NumAAS( void ) const {
|
||
|
return aasList.Num();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idGameLocal::GetAAS
|
||
|
==================
|
||
|
*/
|
||
|
idAAS *idGameLocal::GetAAS( int num ) const {
|
||
|
if ( ( num >= 0 ) && ( num < aasList.Num() ) ) {
|
||
|
if ( aasList[ num ] && aasList[ num ]->GetSettings() ) {
|
||
|
return aasList[ num ];
|
||
|
}
|
||
|
}
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idGameLocal::GetAAS
|
||
|
==================
|
||
|
*/
|
||
|
idAAS *idGameLocal::GetAAS( const char *name ) const {
|
||
|
int i;
|
||
|
|
||
|
for ( i = 0; i < aasNames.Num(); i++ ) {
|
||
|
if ( aasNames[ i ] == name ) {
|
||
|
if ( !aasList[ i ]->GetSettings() ) {
|
||
|
return NULL;
|
||
|
} else {
|
||
|
return aasList[ i ];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idGameLocal::SetAASAreaState
|
||
|
==================
|
||
|
*/
|
||
|
void idGameLocal::SetAASAreaState( const idBounds &bounds, const int areaContents, bool closed ) {
|
||
|
int i;
|
||
|
|
||
|
for( i = 0; i < aasList.Num(); i++ ) {
|
||
|
aasList[ i ]->SetAreaState( bounds, areaContents, closed );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idGameLocal::AddAASObstacle
|
||
|
==================
|
||
|
*/
|
||
|
aasHandle_t idGameLocal::AddAASObstacle( const idBounds &bounds ) {
|
||
|
int i;
|
||
|
aasHandle_t obstacle;
|
||
|
aasHandle_t check;
|
||
|
|
||
|
if ( !aasList.Num() ) {
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
obstacle = aasList[ 0 ]->AddObstacle( bounds );
|
||
|
for( i = 1; i < aasList.Num(); i++ ) {
|
||
|
check = aasList[ i ]->AddObstacle( bounds );
|
||
|
assert( check == obstacle );
|
||
|
}
|
||
|
|
||
|
return obstacle;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idGameLocal::RemoveAASObstacle
|
||
|
==================
|
||
|
*/
|
||
|
void idGameLocal::RemoveAASObstacle( const aasHandle_t handle ) {
|
||
|
int i;
|
||
|
|
||
|
for( i = 0; i < aasList.Num(); i++ ) {
|
||
|
aasList[ i ]->RemoveObstacle( handle );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idGameLocal::RemoveAllAASObstacles
|
||
|
==================
|
||
|
*/
|
||
|
void idGameLocal::RemoveAllAASObstacles( void ) {
|
||
|
int i;
|
||
|
|
||
|
for( i = 0; i < aasList.Num(); i++ ) {
|
||
|
aasList[ i ]->RemoveAllObstacles();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// mwhitlock: added entity memory usage stuff.
|
||
|
/*
|
||
|
==================
|
||
|
idGameLocal::GetEntityMemoryUsage
|
||
|
|
||
|
Compute combined total memory footprint of server and client entity storage.
|
||
|
==================
|
||
|
*/
|
||
|
|
||
|
size_t idGameLocal::GetEntityMemoryUsage ( void ) const {
|
||
|
|
||
|
// Server ents.
|
||
|
size_t serverEntitiesSize = 0;
|
||
|
for( idEntity *ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
|
||
|
serverEntitiesSize += sizeof( idEntity );
|
||
|
}
|
||
|
|
||
|
// Client ents.
|
||
|
size_t clientEntitiesSize = 0;
|
||
|
for( rvClientEntity *ent = gameLocal.clientSpawnedEntities.Next() ; ent != NULL; ent = ent->spawnNode.Next() ) {
|
||
|
clientEntitiesSize += ent->Size();
|
||
|
}
|
||
|
|
||
|
return serverEntitiesSize + clientEntitiesSize;
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idGameLocal::CheatsOk
|
||
|
==================
|
||
|
*/
|
||
|
bool idGameLocal::CheatsOk( bool requirePlayer ) {
|
||
|
idPlayer *player;
|
||
|
|
||
|
if ( isMultiplayer && !cvarSystem->GetCVarBool( "net_allowCheats" ) ) {
|
||
|
Printf( "Not allowed in multiplayer.\n" );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( developer.GetBool() ) {
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
player = GetLocalPlayer();
|
||
|
if ( !requirePlayer || ( player && ( player->health > 0 ) ) ) {
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
Printf( "You must be alive to use this command.\n" );
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::RegisterEntity
|
||
|
===================
|
||
|
*/
|
||
|
void idGameLocal::RegisterEntity( idEntity *ent ) {
|
||
|
int spawn_entnum;
|
||
|
|
||
|
if ( spawnCount >= ( 1 << ( 32 - GENTITYNUM_BITS ) ) ) {
|
||
|
Error( "idGameLocal::RegisterEntity: spawn count overflow" );
|
||
|
}
|
||
|
|
||
|
firstFreeIndex = Max( minSpawnIndex, firstFreeIndex );
|
||
|
|
||
|
if ( !spawnArgs.GetInt( "spawn_entnum", "0", spawn_entnum ) ) {
|
||
|
while ( entities[firstFreeIndex] && firstFreeIndex < ENTITYNUM_MAX_NORMAL ) {
|
||
|
firstFreeIndex++;
|
||
|
}
|
||
|
if ( firstFreeIndex >= ENTITYNUM_MAX_NORMAL ) {
|
||
|
Error( "no free entities" );
|
||
|
}
|
||
|
spawn_entnum = firstFreeIndex++;
|
||
|
} else {
|
||
|
assert( spawn_entnum < MAX_CLIENTS || spawn_entnum >= minSpawnIndex );
|
||
|
}
|
||
|
|
||
|
entities[ spawn_entnum ] = ent;
|
||
|
spawnIds[ spawn_entnum ] = spawnCount++;
|
||
|
ent->entityNumber = spawn_entnum;
|
||
|
ent->spawnNode.AddToEnd( spawnedEntities );
|
||
|
ent->spawnArgs.TransferKeyValues( spawnArgs );
|
||
|
|
||
|
if ( spawn_entnum >= num_entities ) {
|
||
|
num_entities++;
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: keep track of last time an entity was registered
|
||
|
entityRegisterTime = time;
|
||
|
// RAVEN END
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::UnregisterEntity
|
||
|
===================
|
||
|
*/
|
||
|
void idGameLocal::UnregisterEntity( idEntity *ent ) {
|
||
|
assert( ent );
|
||
|
|
||
|
if ( editEntities ) {
|
||
|
editEntities->RemoveSelectedEntity( ent );
|
||
|
}
|
||
|
|
||
|
if ( ( ent->entityNumber != ENTITYNUM_NONE ) && ( entities[ ent->entityNumber ] == ent ) ) {
|
||
|
ent->spawnNode.Remove();
|
||
|
entities[ ent->entityNumber ] = NULL;
|
||
|
spawnIds[ ent->entityNumber ] = -1;
|
||
|
if ( ent->entityNumber >= MAX_CLIENTS && ent->entityNumber < firstFreeIndex ) {
|
||
|
firstFreeIndex = ent->entityNumber;
|
||
|
}
|
||
|
ent->entityNumber = ENTITYNUM_NONE;
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: keep track of last time an entity was registered
|
||
|
entityRegisterTime = time;
|
||
|
// RAVEN END
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idGameLocal::SkipEntityIndex
|
||
|
===============
|
||
|
*/
|
||
|
void idGameLocal::SkipEntityIndex( void ) {
|
||
|
assert( entities[ firstFreeIndex ] == NULL );
|
||
|
firstFreeIndex++;
|
||
|
if ( firstFreeIndex >= ENTITYNUM_MAX_NORMAL ) {
|
||
|
Error( "no free entities" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::SpawnEntityType
|
||
|
================
|
||
|
*/
|
||
|
idEntity *idGameLocal::SpawnEntityType( const idTypeInfo &classdef, const idDict *args, bool bIsClientReadSnapshot ) {
|
||
|
idClass *obj;
|
||
|
|
||
|
#ifdef _DEBUG
|
||
|
if ( isClient ) {
|
||
|
assert( bIsClientReadSnapshot );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if ( !classdef.IsType( idEntity::GetClassType() ) ) {
|
||
|
// RAVEN END
|
||
|
Error( "Attempted to spawn non-entity class '%s'", classdef.classname );
|
||
|
}
|
||
|
|
||
|
try {
|
||
|
if ( args ) {
|
||
|
spawnArgs = *args;
|
||
|
} else {
|
||
|
spawnArgs.Clear();
|
||
|
}
|
||
|
obj = classdef.CreateInstance();
|
||
|
obj->CallSpawn();
|
||
|
}
|
||
|
|
||
|
catch( idAllocError & ) {
|
||
|
obj = NULL;
|
||
|
}
|
||
|
spawnArgs.Clear();
|
||
|
|
||
|
return static_cast<idEntity *>(obj);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::SpawnClientEntityDef
|
||
|
|
||
|
Finds the spawn function for the client entity and calls it,
|
||
|
returning false if not found
|
||
|
===================
|
||
|
*/
|
||
|
bool idGameLocal::SpawnClientEntityDef( const idDict &args, rvClientEntity **cent, bool setDefaults, const char* spawn ) {
|
||
|
const char *classname;
|
||
|
idTypeInfo *cls;
|
||
|
idClass *obj;
|
||
|
idStr error;
|
||
|
const char *name;
|
||
|
|
||
|
if ( cent ) {
|
||
|
*cent = NULL;
|
||
|
}
|
||
|
|
||
|
spawnArgs = args;
|
||
|
|
||
|
if ( spawnArgs.GetBool( "nospawn" ) ){
|
||
|
//not meant to actually spawn, just there for some compiling process
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( spawnArgs.GetString( "name", "", &name ) ) {
|
||
|
error = va( " on '%s'", name );
|
||
|
}
|
||
|
|
||
|
spawnArgs.GetString( "classname", NULL, &classname );
|
||
|
|
||
|
const idDeclEntityDef *def = FindEntityDef( classname, false );
|
||
|
if ( !def ) {
|
||
|
// RAVEN BEGIN
|
||
|
// jscott: a NULL classname would crash Warning()
|
||
|
if( classname ) {
|
||
|
Warning( "Unknown classname '%s'%s.", classname, error.c_str() );
|
||
|
}
|
||
|
// RAVEN END
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
spawnArgs.SetDefaults( &def->dict );
|
||
|
|
||
|
// check if we should spawn a class object
|
||
|
if( spawn == NULL ) {
|
||
|
spawnArgs.GetString( "spawnclass", NULL, &spawn );
|
||
|
}
|
||
|
|
||
|
if ( spawn ) {
|
||
|
|
||
|
cls = idClass::GetClass( spawn );
|
||
|
if ( !cls ) {
|
||
|
Warning( "Could not spawn '%s'. Class '%s' not found%s.", classname, spawn, error.c_str() );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
obj = cls->CreateInstance();
|
||
|
if ( !obj ) {
|
||
|
Warning( "Could not spawn '%s'. Instance could not be created%s.", classname, error.c_str() );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
obj->CallSpawn();
|
||
|
|
||
|
if ( cent && obj->IsType( rvClientEntity::GetClassType() ) ) {
|
||
|
*cent = static_cast<rvClientEntity*>(obj);
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
Warning( "%s doesn't include a spawnfunc%s.", classname, error.c_str() );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::SpawnEntityDef
|
||
|
|
||
|
Finds the spawn function for the entity and calls it,
|
||
|
returning false if not found
|
||
|
===================
|
||
|
*/
|
||
|
bool idGameLocal::SpawnEntityDef( const idDict &args, idEntity **ent, bool setDefaults ) {
|
||
|
const char *classname;
|
||
|
const char *spawn;
|
||
|
idTypeInfo *cls;
|
||
|
idClass *obj;
|
||
|
idStr error;
|
||
|
const char *name;
|
||
|
|
||
|
TIME_THIS_SCOPE( __FUNCLINE__);
|
||
|
|
||
|
if ( ent ) {
|
||
|
*ent = NULL;
|
||
|
}
|
||
|
|
||
|
spawnArgs = args;
|
||
|
|
||
|
if ( spawnArgs.GetBool( "nospawn" ) )
|
||
|
{//not meant to actually spawn, just there for some compiling process
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( spawnArgs.GetString( "name", "", &name ) ) {
|
||
|
// RAVEN BEGIN
|
||
|
// jscott: fixed sprintf to idStr
|
||
|
error = va( " on '%s'", name );
|
||
|
// RAVEN END
|
||
|
}
|
||
|
spawnArgs.GetString( "classname", NULL, &classname );
|
||
|
|
||
|
const idDeclEntityDef *def = FindEntityDef( classname, false );
|
||
|
if ( !def ) {
|
||
|
// RAVEN BEGIN
|
||
|
// jscott: a NULL classname would crash Warning()
|
||
|
if( classname ) {
|
||
|
Warning( "Unknown classname '%s'%s.", classname, error.c_str() );
|
||
|
}
|
||
|
// RAVEN END
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
spawnArgs.SetDefaults( &def->dict );
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// rjohnson: entity usage stats
|
||
|
if ( g_keepEntityStats.GetBool() ) {
|
||
|
if ( idStr::Icmp( classname, "func_spawner" ) == 0 ||
|
||
|
idStr::Icmp( classname, "func_spawner_enemy" ) == 0 ) {
|
||
|
// special case for spawners
|
||
|
for( int i = 1; ; i++ ) {
|
||
|
char tempSpawn[128];
|
||
|
const char *tempClassname;
|
||
|
|
||
|
sprintf( tempSpawn, "def_spawn_type%d", i );
|
||
|
tempClassname = spawnArgs.GetString( tempSpawn, NULL );
|
||
|
if ( tempClassname ) {
|
||
|
const idDeclEntityDef *tempDef = FindEntityDef( tempClassname, false );
|
||
|
|
||
|
if ( tempDef ) {
|
||
|
idDict tempArgs = tempDef->dict;
|
||
|
|
||
|
tempArgs.Set( "mapFileName", mapFileNameStripped );
|
||
|
entityUsageList.Insert( tempArgs );
|
||
|
}
|
||
|
} else {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if ( def->dict.GetBool( "report_stats" ) ) {
|
||
|
idDict tempArgs = spawnArgs;
|
||
|
tempArgs.Set( "mapFileName", mapFileNameStripped );
|
||
|
entityUsageList.Insert( tempArgs );
|
||
|
}
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
// check if we should spawn a class object
|
||
|
spawnArgs.GetString( "spawnclass", NULL, &spawn );
|
||
|
if ( spawn ) {
|
||
|
|
||
|
cls = idClass::GetClass( spawn );
|
||
|
if ( !cls ) {
|
||
|
Warning( "Could not spawn '%s'. Class '%s' not found%s.", classname, spawn, error.c_str() );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
obj = cls->CreateInstance();
|
||
|
if ( !obj ) {
|
||
|
Warning( "Could not spawn '%s'. Instance could not be created%s.", classname, error.c_str() );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
obj->CallSpawn();
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if ( ent && obj->IsType( idEntity::GetClassType() ) ) {
|
||
|
// RAVEN END
|
||
|
*ent = static_cast<idEntity *>(obj);
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// check if we should call a script function to spawn
|
||
|
spawnArgs.GetString( "spawnfunc", NULL, &spawn );
|
||
|
if ( spawn ) {
|
||
|
const function_t *func = program.FindFunction( spawn );
|
||
|
if ( !func ) {
|
||
|
Warning( "Could not spawn '%s'. Script function '%s' not found%s.", classname, spawn, error.c_str() );
|
||
|
return false;
|
||
|
}
|
||
|
idThread *thread = new idThread( func );
|
||
|
thread->DelayedStart( 0 );
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
Warning( "%s doesn't include a spawnfunc or spawnclass%s.", classname, error.c_str() );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// abahr:
|
||
|
idEntity* idGameLocal::SpawnEntityDef( const char* entityDefName, const idDict* additionalArgs ) {
|
||
|
idDict finalArgs;
|
||
|
const idDict* entityDict = NULL;
|
||
|
idEntity* entity = NULL;
|
||
|
|
||
|
TIME_THIS_SCOPE( __FUNCLINE__);
|
||
|
|
||
|
if( !entityDefName ) {
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
entityDict = FindEntityDefDict( entityDefName, false );
|
||
|
if( !entityDict ) {
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
if( !additionalArgs ) {
|
||
|
SpawnEntityDef( *entityDict, &entity );
|
||
|
} else {
|
||
|
finalArgs.Copy( *entityDict );
|
||
|
finalArgs.Copy( *additionalArgs );
|
||
|
SpawnEntityDef( finalArgs, &entity );
|
||
|
}
|
||
|
|
||
|
return entity;
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::FindEntityDef
|
||
|
================
|
||
|
*/
|
||
|
const idDeclEntityDef *idGameLocal::FindEntityDef( const char *name, bool makeDefault ) const {
|
||
|
TIME_THIS_SCOPE( __FUNCLINE__);
|
||
|
const idDecl *decl = NULL;
|
||
|
if ( isMultiplayer ) {
|
||
|
decl = declManager->FindType( DECL_ENTITYDEF, va( "%s_mp", name ), false );
|
||
|
}
|
||
|
if ( !decl ) {
|
||
|
decl = declManager->FindType( DECL_ENTITYDEF, name, makeDefault );
|
||
|
}
|
||
|
return static_cast<const idDeclEntityDef *>( decl );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::FindEntityDefDict
|
||
|
================
|
||
|
*/
|
||
|
const idDict *idGameLocal::FindEntityDefDict( const char *name, bool makeDefault ) const {
|
||
|
TIME_THIS_SCOPE( __FUNCLINE__);
|
||
|
const idDeclEntityDef *decl = FindEntityDef( name, makeDefault );
|
||
|
return decl ? &decl->dict : NULL;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::InhibitEntitySpawn
|
||
|
================
|
||
|
*/
|
||
|
bool idGameLocal::InhibitEntitySpawn( idDict &spawnArgs ) {
|
||
|
|
||
|
bool result = false;
|
||
|
|
||
|
if ( isMultiplayer ) {
|
||
|
spawnArgs.GetBool( "not_multiplayer", "0", result );
|
||
|
} else if ( g_skill.GetInteger() == 0 ) {
|
||
|
spawnArgs.GetBool( "not_easy", "0", result );
|
||
|
} else if ( g_skill.GetInteger() == 1 ) {
|
||
|
spawnArgs.GetBool( "not_medium", "0", result );
|
||
|
} else {
|
||
|
spawnArgs.GetBool( "not_hard", "0", result );
|
||
|
}
|
||
|
|
||
|
const char *name;
|
||
|
#ifndef ID_DEMO_BUILD
|
||
|
if ( g_skill.GetInteger() == 3 ) {
|
||
|
name = spawnArgs.GetString( "classname" );
|
||
|
if ( idStr::Icmp( name, "item_medkit" ) == 0 || idStr::Icmp( name, "item_medkit_small" ) == 0 ) {
|
||
|
result = true;
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: suppress ents that don't match the entity filter
|
||
|
const char* entityFilter;
|
||
|
if ( serverInfo.GetString( "si_entityFilter", "", &entityFilter ) && *entityFilter ) {
|
||
|
if ( spawnArgs.MatchPrefix ( "filter_" ) && !spawnArgs.GetBool ( va("filter_%s", entityFilter) ) ) {
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
// RITUAL BEGIN
|
||
|
// squirrel: suppress ents that aren't supported in Buying modes (if that's the mode we're in)
|
||
|
if ( mpGame.IsBuyingAllowedInTheCurrentGameMode() ) {
|
||
|
if ( spawnArgs.GetBool( "disableSpawnInBuying", "0" ) ) {
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/// Don't spawn weapons or armor vests or ammo in Buying modes
|
||
|
idStr classname = spawnArgs.GetString( "classname" );
|
||
|
if( idStr::FindText( classname, "weapon_" ) == 0 ||
|
||
|
idStr::FindText( classname, "item_armor_small" ) == 0 ||
|
||
|
idStr::FindText( classname, "ammo_" ) == 0 ||
|
||
|
idStr::FindText( classname, "item_armor_large" ) == 0 )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
// RITUAL END
|
||
|
|
||
|
// suppress deadzone triggers if we're not running DZ
|
||
|
if ( idStr::Icmp( serverInfo.GetString( "si_gameType" ), "DeadZone" ) != 0 ) {
|
||
|
if ( idStr::Icmp( spawnArgs.GetString( "classname" ), "trigger_controlzone" ) == 0 ) {
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::SetSkill
|
||
|
================
|
||
|
*/
|
||
|
void idGameLocal::SetSkill( int value ) {
|
||
|
int skill_level;
|
||
|
|
||
|
if ( value < 0 ) {
|
||
|
skill_level = 0;
|
||
|
} else if ( value > 3 ) {
|
||
|
skill_level = 3;
|
||
|
} else {
|
||
|
skill_level = value;
|
||
|
}
|
||
|
|
||
|
g_skill.SetInteger( skill_level );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idGameLocal::GameState
|
||
|
|
||
|
Used to allow entities to know if they're being spawned during the initial spawn.
|
||
|
==============
|
||
|
*/
|
||
|
gameState_t idGameLocal::GameState( void ) const {
|
||
|
return gamestate;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idGameLocal::SpawnMapEntities
|
||
|
|
||
|
Parses textual entity definitions out of an entstring and spawns gentities.
|
||
|
==============
|
||
|
*/
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: multiple game instances
|
||
|
void idGameLocal::SpawnMapEntities( int instance, unsigned short* entityNumIn, unsigned short* entityNumOut, int* startSpawnCount ) {
|
||
|
// RAVEN END
|
||
|
int i;
|
||
|
int num;
|
||
|
int inhibit;
|
||
|
int latchedSpawnCount = -1;
|
||
|
idMapEntity *mapEnt;
|
||
|
int numEntities;
|
||
|
idDict args;
|
||
|
idDict items;
|
||
|
|
||
|
bool proto69 = ( GetCurrentDemoProtocol() == 69 );
|
||
|
|
||
|
Printf( "Spawning entities\n" );
|
||
|
|
||
|
TIME_THIS_SCOPE( __FUNCLINE__);
|
||
|
|
||
|
if ( mapFile == NULL ) {
|
||
|
Printf("No mapfile present\n");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
SetSkill( g_skill.GetInteger() );
|
||
|
|
||
|
numEntities = mapFile->GetNumEntities();
|
||
|
if ( numEntities == 0 ) {
|
||
|
Error( "...no entities" );
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: on the server, perform world-initialization when spawning instance 0 only and while starting up
|
||
|
// on the client, perform world-init when spawning while starting up, as client main instance may not be ID 0
|
||
|
// always spawn world-init in single-player
|
||
|
num = inhibit = 0;
|
||
|
|
||
|
// the worldspawn is a special that performs any global setup
|
||
|
// needed by a level
|
||
|
if ( ( gameLocal.isServer && instance == 0 && gamestate == GAMESTATE_STARTUP ) || ( gameLocal.isClient && gamestate == GAMESTATE_STARTUP ) || !gameLocal.isMultiplayer ) {
|
||
|
mapEnt = mapFile->GetEntity( 0 );
|
||
|
args = mapEnt->epairs;
|
||
|
args.SetInt( "spawn_entnum", ENTITYNUM_WORLD );
|
||
|
|
||
|
// on the client, spawnCount won't always start at INITIAL_SPAWN_COUNT (see rvInstance::Populate())
|
||
|
// make sure the world and physics ent get the right spawn id
|
||
|
if( gameLocal.isClient && spawnCount != INITIAL_SPAWN_COUNT ) {
|
||
|
latchedSpawnCount = spawnCount;
|
||
|
spawnCount = INITIAL_SPAWN_COUNT;
|
||
|
}
|
||
|
|
||
|
// abahr: precache stuff on worldSpawn like player def and other misc things
|
||
|
CacheDictionaryMedia( &args );
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if ( !SpawnEntityDef( args ) || !entities[ ENTITYNUM_WORLD ] || !entities[ ENTITYNUM_WORLD ]->IsType( idWorldspawn::GetClassType() ) ) {
|
||
|
Error( "Problem spawning world entity" );
|
||
|
}
|
||
|
num++;
|
||
|
|
||
|
// bdube: dummy entity for client entities with physics
|
||
|
args.Clear();
|
||
|
args.SetInt( "spawn_entnum", ENTITYNUM_CLIENT );
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if ( !SpawnEntityType( rvClientPhysics::GetClassType(), &args, true ) || !entities[ ENTITYNUM_CLIENT ] ) {
|
||
|
Error( "Problem spawning client physics entity" );
|
||
|
}
|
||
|
|
||
|
if( gameLocal.isClient && latchedSpawnCount != -1 ) {
|
||
|
spawnCount = latchedSpawnCount;
|
||
|
}
|
||
|
|
||
|
isMapEntity[ ENTITYNUM_CLIENT ] = true;
|
||
|
isMapEntity[ ENTITYNUM_WORLD ] = true;
|
||
|
// RAVEN END
|
||
|
}
|
||
|
|
||
|
// capture spawn count of start of map entities (after we've spawned in the physics ents)
|
||
|
if ( startSpawnCount ) {
|
||
|
(*startSpawnCount) = spawnCount;
|
||
|
}
|
||
|
|
||
|
for ( i = 1 ; i < numEntities ; i++ ) {
|
||
|
|
||
|
mapEnt = mapFile->GetEntity( i );
|
||
|
args = mapEnt->epairs;
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: merge the dicts ahead of SpawnEntityDef() so we can inhibit using merged info
|
||
|
const idDeclEntityDef* entityDef = FindEntityDef( args.GetString( "classname" ), false );
|
||
|
|
||
|
if( entityDef == NULL ) {
|
||
|
gameLocal.Error( "idGameLocal::SpawnMapEntities() - Unknown entity classname '%s'\n", args.GetString( "classname" ) );
|
||
|
return;
|
||
|
}
|
||
|
args.SetDefaults( &(entityDef->dict) );
|
||
|
// RAVEN END
|
||
|
|
||
|
if ( !InhibitEntitySpawn( args ) ) {
|
||
|
|
||
|
if( args.GetBool( "inv_item" ) ) {
|
||
|
if( !items.GetBool( args.GetString( "inv_icon" ) ) ) {
|
||
|
networkSystem->AddLoadingIcon( args.GetString( "inv_icon" ) );
|
||
|
networkSystem->SetLoadingText( common->GetLocalizedString( args.GetString( "inv_name" ) ) );
|
||
|
items.SetBool( args.GetString( "inv_icon" ), true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// precache any media specified in the map entity
|
||
|
CacheDictionaryMedia( &args );
|
||
|
// RAVEN BEGIN
|
||
|
if ( instance != 0 ) {
|
||
|
// ddynerman: allow this function to be called multiple-times to respawn map entities in other instances
|
||
|
args.SetInt( "instance", instance );
|
||
|
args.Set( "name", va( "%s_instance%d", args.GetString( "name" ), instance ) );
|
||
|
//gameLocal.Printf( "Instance %d: Spawning %s (class: %s)\n", instance, args.GetString( "name" ), args.GetString( "classname" ) );
|
||
|
|
||
|
// need a better way to do this - map entities that target other map entities need
|
||
|
// to target the ones in the correct instance.
|
||
|
idStr target;
|
||
|
if( args.GetString( "target", "", target ) ) {
|
||
|
args.Set( "target", va( "%s_instance%d", target.c_str(), instance ) );
|
||
|
}
|
||
|
|
||
|
// and also udpate binds on a per-instance bases
|
||
|
idStr bind;
|
||
|
if( args.GetString( "bind", "", bind ) ) {
|
||
|
args.Set( "bind", va( "%s_instance%d", bind.c_str(), instance ) );
|
||
|
}
|
||
|
|
||
|
// and also door triggers
|
||
|
idStr triggerOnOpen;
|
||
|
if( args.GetString( "triggerOnOpen", "", triggerOnOpen ) ) {
|
||
|
args.Set( "triggerOnOpen", va( "%s_instance%d", triggerOnOpen.c_str(), instance ) );
|
||
|
}
|
||
|
|
||
|
idStr triggerOpened;
|
||
|
if( args.GetString( "triggerOpened", "", triggerOpened ) ) {
|
||
|
args.Set( "triggerOpened", va( "%s_instance%d", triggerOpened.c_str(), instance ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// backward compatible 1.2 playback: proto69 reads the entity mapping list from the server
|
||
|
// only 1.2 backward replays should get passed a != NULL entityNumIn
|
||
|
assert( entityNumIn == NULL || proto69 );
|
||
|
if ( proto69 && entityNumIn ) {
|
||
|
assert( gameLocal.isClient );
|
||
|
if ( entityNumIn[ i ] < 0 || entityNumIn[ i ] >= MAX_GENTITIES ) {
|
||
|
// this entity was not spawned in on the server, ignore it here
|
||
|
// this is one of the symptoms of net corruption <= 1.2 - fix here acted as a band aid
|
||
|
// if you replay a 1.2 netdemo and hit this, it's likely other things will go wrong in the replay
|
||
|
common->Warning( "entity inhibited on server not properly inhibited on client - map ent %d ( %s )", i, args.GetString( "name" ) );
|
||
|
inhibit++;
|
||
|
continue;
|
||
|
}
|
||
|
args.SetInt( "spawn_entnum", entityNumIn[ i ] );
|
||
|
}
|
||
|
|
||
|
idEntity* ent = NULL;
|
||
|
SpawnEntityDef( args, &ent );
|
||
|
//common->Printf( "pop: spawn map ent %d at %d ( %s )\n", i, ent->entityNumber, args.GetString( "name" ) );
|
||
|
|
||
|
if ( ent && entityNumOut ) {
|
||
|
entityNumOut[ i ] = ent->entityNumber;
|
||
|
}
|
||
|
|
||
|
if ( gameLocal.GetLocalPlayer() && ent && gameLocal.isServer && instance != gameLocal.GetLocalPlayer()->GetInstance() ) {
|
||
|
// if we're spawning entities not in our instance, tell them not to draw
|
||
|
ent->BecomeInactive( TH_UPDATEVISUALS );
|
||
|
}
|
||
|
|
||
|
if ( ent ) {
|
||
|
isMapEntity[ ent->entityNumber ] = true;
|
||
|
}
|
||
|
// RAVEN END
|
||
|
num++;
|
||
|
} else {
|
||
|
if ( !proto69 ) {
|
||
|
// keep counting and leave an empty slot in the entity list for inhibited entities
|
||
|
// this so we maintain the same layout as the server and don't change it across restarts with different inhibit schemes
|
||
|
//common->Printf( "pop: skip map ent %d at index %d ( %s )\n", i, firstFreeIndex, args.GetString( "name" ) );
|
||
|
SkipEntityIndex();
|
||
|
} else {
|
||
|
// backward 1.2 netdemo replay compatibility - no skipping
|
||
|
// they might net corrupt but there's no fix client side
|
||
|
assert( isClient );
|
||
|
}
|
||
|
inhibit++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Printf( "...%i entities spawned, %i inhibited\n\n", num, inhibit );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::AddEntityToHash
|
||
|
================
|
||
|
*/
|
||
|
void idGameLocal::AddEntityToHash( const char *name, idEntity *ent ) {
|
||
|
if ( FindEntity( name ) ) {
|
||
|
Error( "Multiple entities named '%s'", name );
|
||
|
}
|
||
|
entityHash.Add( entityHash.GenerateKey( name, true ), ent->entityNumber );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::RemoveEntityFromHash
|
||
|
================
|
||
|
*/
|
||
|
bool idGameLocal::RemoveEntityFromHash( const char *name, idEntity *ent ) {
|
||
|
int hash, i;
|
||
|
|
||
|
hash = entityHash.GenerateKey( name, true );
|
||
|
for ( i = entityHash.First( hash ); i != -1; i = entityHash.Next( i ) ) {
|
||
|
if ( entities[i] && entities[i] == ent && entities[i]->name.Icmp( name ) == 0 ) {
|
||
|
entityHash.Remove( hash, i );
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::GetTargets
|
||
|
================
|
||
|
*/
|
||
|
int idGameLocal::GetTargets( const idDict &args, idList< idEntityPtr<idEntity> > &list, const char *ref ) const {
|
||
|
int i, num, refLength;
|
||
|
const idKeyValue *arg;
|
||
|
idEntity *ent;
|
||
|
|
||
|
list.Clear();
|
||
|
|
||
|
refLength = strlen( ref );
|
||
|
num = args.GetNumKeyVals();
|
||
|
for( i = 0; i < num; i++ ) {
|
||
|
|
||
|
arg = args.GetKeyVal( i );
|
||
|
if ( arg->GetKey().Icmpn( ref, refLength ) == 0 ) {
|
||
|
|
||
|
ent = FindEntity( arg->GetValue() );
|
||
|
if ( ent ) {
|
||
|
idEntityPtr<idEntity> &entityPtr = list.Alloc();
|
||
|
entityPtr = ent;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return list.Num();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idGameLocal::GetTraceEntity
|
||
|
|
||
|
returns the master entity of a trace. for example, if the trace entity is the player's head, it will return the player.
|
||
|
=============
|
||
|
*/
|
||
|
idEntity *idGameLocal::GetTraceEntity( const trace_t &trace ) const {
|
||
|
idEntity *master;
|
||
|
|
||
|
if ( !entities[ trace.c.entityNum ] ) {
|
||
|
return NULL;
|
||
|
}
|
||
|
master = entities[ trace.c.entityNum ]->GetBindMaster();
|
||
|
if ( master ) {
|
||
|
return master;
|
||
|
}
|
||
|
return entities[ trace.c.entityNum ];
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idGameLocal::ArgCompletion_EntityName
|
||
|
|
||
|
Argument completion for entity names
|
||
|
=============
|
||
|
*/
|
||
|
void idGameLocal::ArgCompletion_EntityName( const idCmdArgs &args, void(*callback)( const char *s ) ) {
|
||
|
int i;
|
||
|
|
||
|
for( i = 0; i < gameLocal.num_entities; i++ ) {
|
||
|
if ( gameLocal.entities[ i ] ) {
|
||
|
callback( va( "%s %s", args.Argv( 0 ), gameLocal.entities[ i ]->name.c_str() ) );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idGameLocal::ArgCompletion_AIName
|
||
|
|
||
|
Argument completion for idAI entity names
|
||
|
=============
|
||
|
*/
|
||
|
void idGameLocal::ArgCompletion_AIName( const idCmdArgs &args, void(*callback)( const char *s ) ) {
|
||
|
int i;
|
||
|
|
||
|
for( i = 0; i < gameLocal.num_entities; i++ ) {
|
||
|
if ( gameLocal.entities[ i ] && gameLocal.entities[ i ]->IsType( idAI::GetClassType() ) ) {
|
||
|
callback( va( "%s %s", args.Argv( 0 ), gameLocal.entities[ i ]->name.c_str() ) );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idGameLocal::FindEntity
|
||
|
|
||
|
Returns the entity whose name matches the specified string.
|
||
|
=============
|
||
|
*/
|
||
|
idEntity *idGameLocal::FindEntity( const char *name ) const {
|
||
|
int hash, i;
|
||
|
|
||
|
hash = entityHash.GenerateKey( name, true );
|
||
|
for ( i = entityHash.First( hash ); i != -1; i = entityHash.Next( i ) ) {
|
||
|
if ( entities[i] && entities[i]->name.Icmp( name ) == 0 ) {
|
||
|
return entities[i];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idGameLocal::FindEntityUsingDef
|
||
|
|
||
|
Searches all active entities for the next one using the specified entityDef.
|
||
|
|
||
|
Searches beginning at the entity after from, or the beginning if NULL
|
||
|
NULL will be returned if the end of the list is reached.
|
||
|
=============
|
||
|
*/
|
||
|
idEntity *idGameLocal::FindEntityUsingDef( idEntity *from, const char *match ) const {
|
||
|
idEntity *ent;
|
||
|
|
||
|
if ( !from ) {
|
||
|
ent = spawnedEntities.Next();
|
||
|
} else {
|
||
|
ent = from->spawnNode.Next();
|
||
|
}
|
||
|
|
||
|
for ( ; ent != NULL; ent = ent->spawnNode.Next() ) {
|
||
|
assert( ent );
|
||
|
if ( idStr::Icmp( ent->GetEntityDefName(), match ) == 0 ) {
|
||
|
return ent;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idGameLocal::FindTraceEntity
|
||
|
|
||
|
Searches all active entities for the closest ( to start ) match that intersects
|
||
|
the line start,end
|
||
|
=============
|
||
|
*/
|
||
|
idEntity *idGameLocal::FindTraceEntity( idVec3 start, idVec3 end, const idTypeInfo &c, const idEntity *skip ) const {
|
||
|
idEntity *ent;
|
||
|
idEntity *bestEnt;
|
||
|
float scale;
|
||
|
float bestScale;
|
||
|
idBounds b;
|
||
|
|
||
|
bestEnt = NULL;
|
||
|
bestScale = 1.0f;
|
||
|
for( ent = spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
|
||
|
if ( ent->IsType( c ) && ent != skip ) {
|
||
|
b = ent->GetPhysics()->GetAbsBounds().Expand( 16 );
|
||
|
if ( b.RayIntersection( start, end-start, scale ) ) {
|
||
|
if ( scale >= 0.0f && scale < bestScale ) {
|
||
|
bestEnt = ent;
|
||
|
bestScale = scale;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return bestEnt;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::EntitiesWithinRadius
|
||
|
================
|
||
|
*/
|
||
|
int idGameLocal::EntitiesWithinRadius( const idVec3 org, float radius, idEntity **entityList, int maxCount ) const {
|
||
|
idEntity *ent;
|
||
|
idBounds bo( org );
|
||
|
int entCount = 0;
|
||
|
|
||
|
bo.ExpandSelf( radius );
|
||
|
for( ent = spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
|
||
|
if ( ent->GetPhysics()->GetAbsBounds().IntersectsBounds( bo ) ) {
|
||
|
entityList[entCount++] = ent;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return entCount;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idGameLocal::KillBox
|
||
|
|
||
|
Kills all entities that would touch the proposed new positioning of ent. The ent itself will not being killed.
|
||
|
Checks if player entities are in the teleporter, and marks them to die at teleport exit instead of immediately.
|
||
|
If catch_teleport, this only marks teleport players for death on exit
|
||
|
=================
|
||
|
*/
|
||
|
void idGameLocal::KillBox( idEntity *ent, bool catch_teleport ) {
|
||
|
int i;
|
||
|
int num;
|
||
|
idEntity * hit;
|
||
|
idClipModel *cm;
|
||
|
idClipModel *clipModels[ MAX_GENTITIES ];
|
||
|
idPhysics *phys;
|
||
|
|
||
|
phys = ent->GetPhysics();
|
||
|
if ( !phys->GetNumClipModels() ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: multiple clip worlds
|
||
|
num = ClipModelsTouchingBounds( ent, phys->GetAbsBounds(), phys->GetClipMask(), clipModels, MAX_GENTITIES );
|
||
|
// RAVEN END
|
||
|
for ( i = 0; i < num; i++ ) {
|
||
|
cm = clipModels[ i ];
|
||
|
|
||
|
// don't check render entities
|
||
|
if ( cm->IsRenderModel() ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
hit = cm->GetEntity();
|
||
|
if ( ( hit == ent ) || !hit->fl.takedamage ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( !phys->ClipContents( cm ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// nail it
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if ( hit->IsType( idPlayer::GetClassType() ) && static_cast< idPlayer * >( hit )->IsInTeleport() ) {
|
||
|
// RAVEN END
|
||
|
static_cast< idPlayer * >( hit )->TeleportDeath( ent->entityNumber );
|
||
|
} else if ( !catch_teleport ) {
|
||
|
hit->Damage( ent, ent, vec3_origin, "damage_telefrag", 1.0f, INVALID_JOINT );
|
||
|
}
|
||
|
|
||
|
if ( !gameLocal.isMultiplayer ) {
|
||
|
// let the mapper know about it
|
||
|
Warning( "'%s' telefragged '%s'", ent->name.c_str(), hit->name.c_str() );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::RequirementMet
|
||
|
================
|
||
|
*/
|
||
|
bool idGameLocal::RequirementMet( idEntity *activator, const idStr &requires, int removeItem ) {
|
||
|
if ( requires.Length() ) {
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if ( activator->IsType( idPlayer::GetClassType() ) ) {
|
||
|
// RAVEN END
|
||
|
idPlayer *player = static_cast<idPlayer *>(activator);
|
||
|
idDict *item = player->FindInventoryItem( requires );
|
||
|
if ( item ) {
|
||
|
if ( removeItem ) {
|
||
|
player->RemoveInventoryItem( item );
|
||
|
}
|
||
|
return true;
|
||
|
} else {
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::IsWeaponsStayOn
|
||
|
================
|
||
|
*/
|
||
|
bool idGameLocal::IsWeaponsStayOn( void ) {
|
||
|
/// Override weapons stay when buying is active
|
||
|
if( isMultiplayer && mpGame.IsBuyingAllowedInTheCurrentGameMode() ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return serverInfo.GetBool( "si_weaponStay" );
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
idGameLocal::AlertAI
|
||
|
============
|
||
|
*/
|
||
|
void idGameLocal::AlertAI( idEntity *ent ) {
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: merged
|
||
|
if ( ent ) {
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if ( ent->IsType( idActor::GetClassType() ) ) {
|
||
|
// RAVEN END
|
||
|
// alert them for the next frame
|
||
|
lastAIAlertActorTime = time + GetMSec();
|
||
|
lastAIAlertActor = static_cast<idActor *>( ent );
|
||
|
} else {
|
||
|
lastAIAlertEntityTime = time + GetMSec();
|
||
|
lastAIAlertEntity = ent;
|
||
|
}
|
||
|
} else {
|
||
|
lastAIAlertEntityTime = 0;
|
||
|
lastAIAlertActorTime = 0;
|
||
|
lastAIAlertEntity = NULL;
|
||
|
lastAIAlertActor = NULL;
|
||
|
}
|
||
|
// RAVEN END
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: alert entity returns an entity, alert actor a an actor
|
||
|
/*
|
||
|
============
|
||
|
idGameLocal::GetAlertEntity
|
||
|
============
|
||
|
*/
|
||
|
idEntity *idGameLocal::GetAlertEntity( void ) {
|
||
|
if ( lastAIAlertEntityTime >= time ) {
|
||
|
return lastAIAlertEntity.GetEntity();
|
||
|
}
|
||
|
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
idGameLocal::GetAlertActor
|
||
|
============
|
||
|
*/
|
||
|
idActor *idGameLocal::GetAlertActor( void ) {
|
||
|
if ( lastAIAlertActorTime >= time ) {
|
||
|
return lastAIAlertActor.GetEntity();
|
||
|
}
|
||
|
|
||
|
return NULL;
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
SortClipModelsByEntity
|
||
|
============
|
||
|
*/
|
||
|
static int SortClipModelsByEntity( const void* left, const void* right ) {
|
||
|
idEntity* leftEntity = left ? (*((const idClipModel**)left))->GetEntity() : NULL;
|
||
|
idEntity* rightEntity = right ? (*((const idClipModel**)right))->GetEntity() : NULL;
|
||
|
|
||
|
int entityNumLeft = (leftEntity) ? leftEntity->entityNumber : 0;
|
||
|
int entityNumRight = (rightEntity) ? rightEntity->entityNumber : 0;
|
||
|
|
||
|
return entityNumLeft - entityNumRight;
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
/*
|
||
|
============
|
||
|
idGameLocal::RadiusDamage
|
||
|
Returns the number of actors damaged
|
||
|
============
|
||
|
*/
|
||
|
// abahr: changed to work with deathPush
|
||
|
void idGameLocal::RadiusDamage( const idVec3 &origin, idEntity *inflictor, idEntity *attacker, idEntity *ignoreDamage, idEntity *ignorePush, const char *damageDefName, float dmgPower, int* hitCount ) {
|
||
|
float dist, damageScale, attackerDamageScale, attackerPushScale;
|
||
|
idEntity* ent = NULL;
|
||
|
idEntity* lastEnt = NULL;
|
||
|
idClipModel* clipModel = NULL;
|
||
|
idClipModel* clipModelList[ MAX_GENTITIES ];
|
||
|
int numListedClipModels;
|
||
|
modelTrace_t result;
|
||
|
idVec3 v, damagePoint, dir;
|
||
|
int i, damage, radius, push;
|
||
|
|
||
|
const idDict *damageDef = FindEntityDefDict( damageDefName, false );
|
||
|
if ( !damageDef ) {
|
||
|
Warning( "Unknown damageDef '%s'", damageDefName );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
damageDef->GetInt( "damage", "20", damage );
|
||
|
damageDef->GetInt( "radius", "50", radius );
|
||
|
damageDef->GetInt( "push", va( "%d", damage * 100 ), push );
|
||
|
damageDef->GetFloat( "attackerDamageScale", "0.5", attackerDamageScale );
|
||
|
if( gameLocal.isMultiplayer ) {
|
||
|
damageDef->GetFloat( "attackerPushScale", "2", attackerPushScale );
|
||
|
} else {
|
||
|
damageDef->GetFloat( "attackerPushScale", "0", attackerPushScale );
|
||
|
}
|
||
|
|
||
|
if ( radius < 1 ) {
|
||
|
radius = 1;
|
||
|
}
|
||
|
|
||
|
|
||
|
// ddynerman: multiple clip worlds
|
||
|
numListedClipModels = ClipModelsTouchingBounds( inflictor, idBounds(origin).Expand(radius), MASK_ALL, clipModelList, MAX_GENTITIES );
|
||
|
if( numListedClipModels > 0 ) {
|
||
|
//Sort list by unique entities for easier searching
|
||
|
qsort( clipModelList, numListedClipModels, sizeof(clipModelList[0]), SortClipModelsByEntity );
|
||
|
}
|
||
|
|
||
|
if ( inflictor ) {
|
||
|
inflictor = inflictor->GetDamageEntity ( );
|
||
|
}
|
||
|
if ( attacker ) {
|
||
|
attacker = attacker->GetDamageEntity ( );
|
||
|
}
|
||
|
if ( ignoreDamage ) {
|
||
|
ignoreDamage = ignoreDamage->GetDamageEntity ( );
|
||
|
}
|
||
|
|
||
|
for( int c = 0; c < numListedClipModels; ++c ) {
|
||
|
clipModel = clipModelList[ c ];
|
||
|
assert( clipModel );
|
||
|
|
||
|
ent = clipModel->GetEntity();
|
||
|
|
||
|
// Skip all entitys that arent primary damage entities
|
||
|
if ( !ent || ent != ent->GetDamageEntity ( ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// Dont damage inflictor or the ignore entity
|
||
|
if( ent == inflictor || ent == ignoreDamage ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
idBounds absBounds = clipModel->GetAbsBounds();
|
||
|
|
||
|
// find the distance from the edge of the bounding box
|
||
|
for ( i = 0; i < 3; i++ ) {
|
||
|
if ( origin[ i ] < absBounds[0][ i ] ) {
|
||
|
v[ i ] = absBounds[0][ i ] - origin[ i ];
|
||
|
} else if ( origin[ i ] > absBounds[1][ i ] ) {
|
||
|
v[ i ] = origin[ i ] - absBounds[1][ i ];
|
||
|
} else {
|
||
|
v[ i ] = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
dist = v.Length();
|
||
|
if ( dist >= radius ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if( gameRenderWorld->FastWorldTrace(result, origin, absBounds.GetCenter()) ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
RadiusPushClipModel ( inflictor, origin, push, clipModel );
|
||
|
|
||
|
// Only damage unique entities. This works because we have a sorted list
|
||
|
if( lastEnt == ent ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
lastEnt = ent;
|
||
|
|
||
|
if ( ent->CanDamage( origin, damagePoint, ignoreDamage ) ) {
|
||
|
// push the center of mass higher than the origin so players
|
||
|
// get knocked into the air more
|
||
|
if( gameLocal.isMultiplayer ) {
|
||
|
// fudge the direction in MP to account for player height difference and origin shift
|
||
|
// 31.875 = origin is 23.875 units lower in Q4 than Q3 + player is 8 units taller in Q4
|
||
|
dir = ( ent->GetPhysics()->GetOrigin() + idVec3( 0.0f, 0.0f, 31.875f ) ) - origin;
|
||
|
} else {
|
||
|
dir = ent->GetPhysics()->GetOrigin() - origin;
|
||
|
}
|
||
|
|
||
|
dir[2] += 24;
|
||
|
|
||
|
// get the damage scale
|
||
|
damageScale = dmgPower * ( 1.0f - dist / radius );
|
||
|
|
||
|
if ( ent == attacker ) {
|
||
|
damageScale *= attackerDamageScale;
|
||
|
}
|
||
|
|
||
|
dir.Normalize();
|
||
|
ent->Damage( inflictor, attacker, dir, damageDefName, damageScale, CLIPMODEL_ID_TO_JOINT_HANDLE(ent->GetPhysics()->GetClipModel()->GetId()) );
|
||
|
|
||
|
// for stats, count the first
|
||
|
if( attacker && attacker->IsType( idPlayer::GetClassType() ) && inflictor && inflictor->IsType( idProjectile::GetClassType() ) && ent->IsType( idPlayer::GetClassType() ) && hitCount ) {
|
||
|
// with splash damage projectiles, one projectile fire can damage multiple people. If anyone is hit,
|
||
|
// the shot counts as a hit but only report accuracy on the first one to avoid accuracies > 100%
|
||
|
statManager->WeaponHit( (const idActor*)attacker, ent, ((idProjectile*)inflictor)->methodOfDeath, (*hitCount) == 0 );
|
||
|
(*hitCount)++;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idGameLocal::RadiusPush
|
||
|
==============
|
||
|
*/
|
||
|
void idGameLocal::RadiusPush( const idVec3 &origin, const float radius, const float push, const idEntity *inflictor, const idEntity *ignore, float inflictorScale, const bool quake ) {
|
||
|
int i, numListedClipModels;
|
||
|
idClipModel *clipModel;
|
||
|
idClipModel *clipModelList[ MAX_GENTITIES ];
|
||
|
idVec3 dir;
|
||
|
idBounds bounds;
|
||
|
modelTrace_t result;
|
||
|
idEntity *ent;
|
||
|
float scale;
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// abahr: need to use gravity instead of assuming z is up
|
||
|
dir = -GetCurrentGravity( const_cast<idEntity*>(inflictor) ).ToNormal();
|
||
|
// RAVEN END
|
||
|
|
||
|
bounds = idBounds( origin ).Expand( radius );
|
||
|
|
||
|
// get all clip models touching the bounds
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: multiple clip worlds
|
||
|
numListedClipModels = ClipModelsTouchingBounds( inflictor, bounds, -1, clipModelList, MAX_GENTITIES );
|
||
|
|
||
|
// bdube: getdamageentity
|
||
|
if ( inflictor ) {
|
||
|
inflictor = ((idEntity*)inflictor)->GetDamageEntity ( );
|
||
|
}
|
||
|
if ( ignore ) {
|
||
|
ignore = ((idEntity*)ignore)->GetDamageEntity ( );
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
// apply impact to all the clip models through their associated physics objects
|
||
|
for ( i = 0; i < numListedClipModels; i++ ) {
|
||
|
|
||
|
clipModel = clipModelList[i];
|
||
|
|
||
|
// never push render models
|
||
|
if ( clipModel->IsRenderModel() ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
ent = clipModel->GetEntity();
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: damage entity
|
||
|
if ( !ent || ent != ent->GetDamageEntity ( ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
// never push projectiles
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if ( ent->IsType( idProjectile::GetClassType() ) ) {
|
||
|
// RAVEN END
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// players use "knockback" in idPlayer::Damage
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if ( ent->IsType( idPlayer::GetClassType() ) && !quake ) {
|
||
|
// RAVEN END
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// don't push the ignore entity
|
||
|
if ( ent == ignore ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( gameRenderWorld->FastWorldTrace( result, origin, clipModel->GetOrigin() ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// scale the push for the inflictor
|
||
|
if ( ent == inflictor ) {
|
||
|
scale = inflictorScale;
|
||
|
} else {
|
||
|
scale = 1.0f;
|
||
|
}
|
||
|
|
||
|
if ( quake ) {
|
||
|
clipModel->GetEntity()->ApplyImpulse( world, clipModel->GetId(), clipModel->GetOrigin(), scale * push * dir );
|
||
|
} else {
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: inflictor
|
||
|
RadiusPushClipModel( (idEntity*)inflictor, origin, scale * push, clipModel );
|
||
|
// RAVEN END
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idGameLocal::RadiusPushClipModel
|
||
|
==============
|
||
|
*/
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: inflictor
|
||
|
void idGameLocal::RadiusPushClipModel( idEntity* inflictor, const idVec3 &origin, const float push, const idClipModel *clipModel ) {
|
||
|
// RAVEN END
|
||
|
int i, j;
|
||
|
float dot, dist, area;
|
||
|
const idTraceModel *trm;
|
||
|
const traceModelPoly_t *poly;
|
||
|
idFixedWinding w;
|
||
|
idVec3 v, localOrigin, center, impulse;
|
||
|
|
||
|
trm = clipModel->GetTraceModel();
|
||
|
if ( !trm || 1 ) {
|
||
|
impulse = clipModel->GetAbsBounds().GetCenter() - origin;
|
||
|
impulse.Normalize();
|
||
|
// RAVEN BEGIN
|
||
|
// abahr: removed because z isn't always up
|
||
|
//impulse.z += 1.0f;
|
||
|
//impulse = idVec3( 0.0, 0.0, 1.0 );
|
||
|
clipModel->GetEntity()->ApplyImpulse( inflictor, clipModel->GetId(), clipModel->GetOrigin(), push * impulse, true );
|
||
|
// RAVEN END
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
localOrigin = ( origin - clipModel->GetOrigin() ) * clipModel->GetAxis().Transpose();
|
||
|
for ( i = 0; i < trm->numPolys; i++ ) {
|
||
|
poly = &trm->polys[i];
|
||
|
|
||
|
center.Zero();
|
||
|
for ( j = 0; j < poly->numEdges; j++ ) {
|
||
|
v = trm->verts[ trm->edges[ abs(poly->edges[j]) ].v[ INTSIGNBITSET( poly->edges[j] ) ] ];
|
||
|
center += v;
|
||
|
v -= localOrigin;
|
||
|
v.NormalizeFast(); // project point on a unit sphere
|
||
|
w.AddPoint( v );
|
||
|
}
|
||
|
center /= poly->numEdges;
|
||
|
v = center - localOrigin;
|
||
|
dist = v.NormalizeFast();
|
||
|
dot = v * poly->normal;
|
||
|
if ( dot > 0.0f ) {
|
||
|
continue;
|
||
|
}
|
||
|
area = w.GetArea();
|
||
|
// impulse in polygon normal direction
|
||
|
impulse = poly->normal * clipModel->GetAxis();
|
||
|
// always push up for nicer effect
|
||
|
impulse.z -= 1.0f;
|
||
|
// scale impulse based on visible surface area and polygon angle
|
||
|
impulse *= push * ( dot * area * ( 1.0f / ( 4.0f * idMath::PI ) ) );
|
||
|
// scale away distance for nicer effect
|
||
|
impulse *= ( dist * 2.0f );
|
||
|
// impulse is applied to the center of the polygon
|
||
|
center = clipModel->GetOrigin() + center * clipModel->GetAxis();
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: inflictor
|
||
|
clipModel->GetEntity()->ApplyImpulse( inflictor, clipModel->GetId(), center, impulse );
|
||
|
// RAVEN END
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idGameLocal::ProjectDecal
|
||
|
===============
|
||
|
*/
|
||
|
void idGameLocal::ProjectDecal( const idVec3 &origin, const idVec3 &dir, float depth, bool parallel, float size, const char *material, float angle ) {
|
||
|
float s, c;
|
||
|
idMat3 axis, axistemp;
|
||
|
idFixedWinding winding;
|
||
|
idVec3 windingOrigin, projectionOrigin;
|
||
|
|
||
|
static idVec3 decalWinding[4] = {
|
||
|
idVec3( 1.0f, 1.0f, 0.0f ),
|
||
|
idVec3( -1.0f, 1.0f, 0.0f ),
|
||
|
idVec3( -1.0f, -1.0f, 0.0f ),
|
||
|
idVec3( 1.0f, -1.0f, 0.0f )
|
||
|
};
|
||
|
|
||
|
if ( !g_decals.GetBool() ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// rjohnson: no decals on dedicated server
|
||
|
if ( isMultiplayer && !isClient && !isListenServer ) {
|
||
|
// no decals on dedicated server
|
||
|
return;
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
// randomly rotate the decal winding
|
||
|
idMath::SinCos16( ( angle ) ? angle : random.RandomFloat() * idMath::TWO_PI, s, c );
|
||
|
|
||
|
// winding orientation
|
||
|
axis[2] = dir;
|
||
|
axis[2].Normalize();
|
||
|
axis[2].NormalVectors( axistemp[0], axistemp[1] );
|
||
|
axis[0] = axistemp[ 0 ] * c + axistemp[ 1 ] * -s;
|
||
|
axis[1] = axistemp[ 0 ] * -s + axistemp[ 1 ] * -c;
|
||
|
|
||
|
windingOrigin = origin + depth * axis[2];
|
||
|
if ( parallel ) {
|
||
|
projectionOrigin = origin - depth * axis[2];
|
||
|
} else {
|
||
|
projectionOrigin = origin;
|
||
|
}
|
||
|
|
||
|
size *= 0.5f;
|
||
|
|
||
|
winding.Clear();
|
||
|
winding += idVec5( windingOrigin + ( axis * decalWinding[0] ) * size, idVec2( 1, 1 ) );
|
||
|
winding += idVec5( windingOrigin + ( axis * decalWinding[1] ) * size, idVec2( 0, 1 ) );
|
||
|
winding += idVec5( windingOrigin + ( axis * decalWinding[2] ) * size, idVec2( 0, 0 ) );
|
||
|
winding += idVec5( windingOrigin + ( axis * decalWinding[3] ) * size, idVec2( 1, 0 ) );
|
||
|
gameRenderWorld->ProjectDecalOntoWorld( winding, projectionOrigin, parallel, depth * 0.5f, declManager->FindMaterial( material ), time );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idGameLocal::BloodSplat
|
||
|
==============
|
||
|
*/
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: multiple collision models
|
||
|
void idGameLocal::BloodSplat( const idEntity* ent, const idVec3 &origin, const idVec3 &dirArg, float size, const char *material ) {
|
||
|
|
||
|
float halfSize = size * 0.5f;
|
||
|
idVec3 verts[] = { idVec3( 0.0f, +halfSize, +halfSize ),
|
||
|
idVec3( 0.0f, +halfSize, -halfSize ),
|
||
|
idVec3( 0.0f, -halfSize, -halfSize ),
|
||
|
idVec3( 0.0f, -halfSize, +halfSize ) };
|
||
|
idVec3 dir = dirArg;
|
||
|
idTraceModel trm;
|
||
|
idClipModel mdl;
|
||
|
trace_t results;
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// mekberg: changed from g_bloodEffects to g_decals
|
||
|
if ( !g_decals.GetBool() ) {
|
||
|
return;
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
size = halfSize + random.RandomFloat() * halfSize;
|
||
|
trm.SetupPolygon( verts, 4 );
|
||
|
mdl.LoadModel( trm, NULL );
|
||
|
|
||
|
// I don't want dir to be axis aligned, as it is more likely to streak them (because most architecture is axis aligned
|
||
|
dir.Set( dirArg.x*.1f, dirArg.y*.1f, -1 );
|
||
|
dir.Normalize();
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: multiple clip worlds
|
||
|
Translation( ent, results, origin, origin + dir * 72.0f, &mdl, mat3_identity, CONTENTS_SOLID, NULL );
|
||
|
// RAVEN END
|
||
|
ProjectDecal( results.endpos, dir, 2.0f * size, true, size, material );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idGameLocal::SetCamera
|
||
|
=============
|
||
|
*/
|
||
|
void idGameLocal::SetCamera( idCamera *cam ) {
|
||
|
int i;
|
||
|
idEntity *ent;
|
||
|
idAI *ai;
|
||
|
|
||
|
// this should fix going into a cinematic when dead.. rare but happens
|
||
|
idPlayer *client = GetLocalPlayer();
|
||
|
if ( client->health <= 0 || client->pfl.dead ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
camera = cam;
|
||
|
if ( camera ) {
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: tool support
|
||
|
inCinematic = false;
|
||
|
if( !( gameLocal.editors & ( EDITOR_MODVIEW | EDITOR_PLAYBACKS ) ) ) {
|
||
|
inCinematic = true;
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
if ( skipCinematic && camera->spawnArgs.GetBool( "disconnect" ) ) {
|
||
|
camera->spawnArgs.SetBool( "disconnect", false );
|
||
|
cvarSystem->SetCVarFloat( "r_znear", 3.0f );
|
||
|
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "disconnect\n" );
|
||
|
skipCinematic = false;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( time > cinematicStopTime ) {
|
||
|
cinematicSkipTime = time + CINEMATIC_SKIP_DELAY;
|
||
|
}
|
||
|
|
||
|
// set r_znear so that transitioning into/out of the player's head doesn't clip through the view
|
||
|
cvarSystem->SetCVarFloat( "r_znear", 1.0f );
|
||
|
|
||
|
// hide all the player models
|
||
|
for( i = 0; i < numClients; i++ ) {
|
||
|
if ( entities[ i ] ) {
|
||
|
client = static_cast< idPlayer* >( entities[ i ] );
|
||
|
client->EnterCinematic();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !cam->spawnArgs.GetBool( "ignore_enemies" ) ) {
|
||
|
// kill any active monsters that are enemies of the player
|
||
|
for ( ent = spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
|
||
|
if ( ent->cinematic || ent->fl.isDormant ) {
|
||
|
// only kill entities that aren't needed for cinematics and aren't dormant
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if ( ent->IsType( idAI::GetClassType() ) ) {
|
||
|
// RAVEN END
|
||
|
ai = static_cast<idAI *>( ent );
|
||
|
if ( !ai->GetEnemy() || !ai->IsActive() ) {
|
||
|
// no enemy, or inactive, so probably safe to ignore
|
||
|
continue;
|
||
|
}
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
} else if ( ent->IsType( idProjectile::GetClassType() ) ) {
|
||
|
// RAVEN END
|
||
|
// remove all projectiles
|
||
|
} else if ( ent->spawnArgs.GetBool( "cinematic_remove" ) ) {
|
||
|
// remove anything marked to be removed during cinematics
|
||
|
} else {
|
||
|
// ignore everything else
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// remove it
|
||
|
DPrintf( "removing '%s' for cinematic\n", ent->GetName() );
|
||
|
ent->PostEventMS( &EV_Remove, 0 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
} else {
|
||
|
inCinematic = false;
|
||
|
cinematicStopTime = time + msec;
|
||
|
|
||
|
// restore r_znear
|
||
|
cvarSystem->SetCVarFloat( "r_znear", 3.0f );
|
||
|
|
||
|
// show all the player models
|
||
|
for( i = 0; i < numClients; i++ ) {
|
||
|
if ( entities[ i ] ) {
|
||
|
idPlayer *client = static_cast< idPlayer* >( entities[ i ] );
|
||
|
client->ExitCinematic();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// jscott: for portal skies
|
||
|
/*
|
||
|
=============
|
||
|
idGameLocal::GetPortalSky
|
||
|
=============
|
||
|
*/
|
||
|
idCamera *idGameLocal::GetPortalSky( void ) const
|
||
|
{
|
||
|
if( !portalSkyVisible ) {
|
||
|
|
||
|
return( NULL );
|
||
|
}
|
||
|
return( portalSky );
|
||
|
}
|
||
|
/*
|
||
|
=============
|
||
|
idGameLocal::SetPortalSky
|
||
|
=============
|
||
|
*/
|
||
|
void idGameLocal::SetPortalSky( idCamera *cam )
|
||
|
{
|
||
|
portalSky = cam;
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idGameLocal::GetCamera
|
||
|
=============
|
||
|
*/
|
||
|
idCamera *idGameLocal::GetCamera( void ) const {
|
||
|
return camera;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idGameLocal::SkipCinematic
|
||
|
=============
|
||
|
*/
|
||
|
bool idGameLocal::SkipCinematic( void ) {
|
||
|
if ( camera ) {
|
||
|
if ( camera->spawnArgs.GetBool( "disconnect" ) ) {
|
||
|
camera->spawnArgs.SetBool( "disconnect", false );
|
||
|
cvarSystem->SetCVarFloat( "r_znear", 3.0f );
|
||
|
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "disconnect\n" );
|
||
|
skipCinematic = false;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( camera->spawnArgs.GetBool( "instantSkip" ) ) {
|
||
|
camera->Stop();
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
soundSystem->SetMute( true );
|
||
|
if ( !skipCinematic ) {
|
||
|
skipCinematic = true;
|
||
|
cinematicMaxSkipTime = gameLocal.time + SEC2MS( g_cinematicMaxSkipTime.GetFloat() );
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
/*
|
||
|
======================
|
||
|
idGameLocal::StartViewEffect
|
||
|
|
||
|
For passing in an effect triggered view effect
|
||
|
======================
|
||
|
*/
|
||
|
void idGameLocal::StartViewEffect( int type, float time, float scale )
|
||
|
{
|
||
|
idPlayer *player;
|
||
|
idPlayerView *view;
|
||
|
|
||
|
player = GetLocalPlayer();
|
||
|
if( player )
|
||
|
{
|
||
|
view = &player->playerView;
|
||
|
|
||
|
switch( type )
|
||
|
{
|
||
|
case VIEWEFFECT_DOUBLEVISION:
|
||
|
view->SetDoubleVisionParms( time, scale );
|
||
|
break;
|
||
|
|
||
|
case VIEWEFFECT_SHAKE:
|
||
|
if( !gameLocal.isMultiplayer ) {
|
||
|
view->SetShakeParms( time, scale );
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case VIEWEFFECT_TUNNEL:
|
||
|
view->SetTunnelParms( time, scale );
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
gameLocal.Warning( "Invalid view effect" );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
======================
|
||
|
idGameLocal::GetPlayerView
|
||
|
======================
|
||
|
*/
|
||
|
void idGameLocal::GetPlayerView( idVec3 &origin, idMat3 &axis )
|
||
|
{
|
||
|
idPlayer *player;
|
||
|
renderView_t *view;
|
||
|
|
||
|
player = GetLocalPlayer();
|
||
|
if( player )
|
||
|
{
|
||
|
view = player->GetRenderView();
|
||
|
origin = view->vieworg;
|
||
|
axis = view->viewaxis;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
origin = vec3_origin;
|
||
|
axis = mat3_identity;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
======================
|
||
|
idGameLocal::Translation
|
||
|
|
||
|
small portion of physics required for the effects system
|
||
|
======================
|
||
|
*/
|
||
|
void idGameLocal::Translation( trace_t &trace, idVec3 &source, idVec3 &dest, idTraceModel *trm, int clipMask ) {
|
||
|
|
||
|
if( !trm ) {
|
||
|
// HACK
|
||
|
clip[0]->Translation( trace, source, dest, NULL, mat3_identity, clipMask, NULL, NULL );
|
||
|
}
|
||
|
else {
|
||
|
idClipModel cm;
|
||
|
|
||
|
cm.LoadModel( *trm, NULL );
|
||
|
// HACK
|
||
|
clip[0]->Translation( trace, source, dest, &cm, mat3_identity, clipMask, NULL, NULL );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
======================
|
||
|
idGameLocal::SpawnClientMoveable
|
||
|
======================
|
||
|
*/
|
||
|
void idGameLocal::SpawnClientMoveable( const char* name, int lifetime, const idVec3& origin, const idMat3& axis, const idVec3& velocity, const idVec3& angular_velocity ) {
|
||
|
// find the debris def
|
||
|
const idDict* args = gameLocal.FindEntityDefDict( name, false );
|
||
|
if ( !args ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Ensure client moveables never last forever
|
||
|
if ( lifetime <= 0 ) {
|
||
|
lifetime = SEC2MS(args->GetFloat( "duration", "5" ));
|
||
|
}
|
||
|
int burn_time = idMath::ClampInt( 0, lifetime, SEC2MS(args->GetFloat( "burn_time", "2.5" )) );
|
||
|
|
||
|
// Spawn the debris
|
||
|
|
||
|
rvClientMoveable* cent = NULL;
|
||
|
// force the args to spawn a rvClientMoveable
|
||
|
SpawnClientEntityDef( *args, (rvClientEntity**)(¢), false, "rvClientMoveable" );
|
||
|
|
||
|
if( !cent ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
cent->SetOrigin( origin );
|
||
|
cent->SetAxis( axis );
|
||
|
|
||
|
cent->GetPhysics()->SetLinearVelocity( velocity );
|
||
|
cent->GetPhysics()->SetAngularVelocity( angular_velocity );
|
||
|
|
||
|
if ( !burn_time ) {
|
||
|
//just disappear
|
||
|
cent->PostEventMS( &EV_Remove, lifetime );
|
||
|
} else {
|
||
|
cent->PostEventMS( &CL_FadeOut, lifetime-burn_time, burn_time );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
======================
|
||
|
idGameLocal::DebugSet
|
||
|
======================
|
||
|
*/
|
||
|
void idGameLocal::DebugSetString( const char* name, const char* value ) {
|
||
|
gameDebug.SetString( name, value );
|
||
|
}
|
||
|
void idGameLocal::DebugSetFloat( const char* name, float value ) {
|
||
|
gameDebug.SetFloat( name, value );
|
||
|
}
|
||
|
void idGameLocal::DebugSetInt( const char* name, int value ) {
|
||
|
gameDebug.SetInt( name, value );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
======================
|
||
|
idGameLocal::DebugGetStat
|
||
|
======================
|
||
|
*/
|
||
|
const char* idGameLocal::DebugGetStatString ( const char* name ) {
|
||
|
return gameDebug.GetStatString( name );
|
||
|
}
|
||
|
|
||
|
int idGameLocal::DebugGetStatInt ( const char* name ) {
|
||
|
return gameDebug.GetStatInt( name );
|
||
|
}
|
||
|
|
||
|
float idGameLocal::DebugGetStatFloat ( const char* name ) {
|
||
|
return gameDebug.GetStatFloat( name );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
======================
|
||
|
idGameLocal::IsDebugHudActive
|
||
|
======================
|
||
|
*/
|
||
|
bool idGameLocal::IsDebugHudActive ( void ) const {
|
||
|
return gameDebug.IsHudActive( DBGHUD_ANY );
|
||
|
}
|
||
|
|
||
|
|
||
|
// rjohnson: added player info support for note taking system
|
||
|
/*
|
||
|
======================
|
||
|
idGameLocal::GetPlayerInfo
|
||
|
======================
|
||
|
*/
|
||
|
bool idGameLocal::GetPlayerInfo( idVec3 &origin, idMat3 &axis, int PlayerNum, idAngles *deltaViewAngles, int reqClientNum ) {
|
||
|
idPlayer *player;
|
||
|
|
||
|
if ( PlayerNum == -1 ) {
|
||
|
player = GetLocalPlayer();
|
||
|
} else {
|
||
|
player = GetClientByNum( PlayerNum );
|
||
|
}
|
||
|
|
||
|
if( reqClientNum != -1 ) {
|
||
|
idPlayer* reqClient = GetClientByNum( reqClientNum );
|
||
|
if( reqClient && player ) {
|
||
|
if( reqClient->GetInstance() != player->GetInstance() ) {
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !player ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
player->GetViewPos( origin, axis );
|
||
|
origin = player->GetPhysics()->GetOrigin();
|
||
|
|
||
|
if ( deltaViewAngles ) {
|
||
|
*deltaViewAngles = player->GetDeltaViewAngles();
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
======================
|
||
|
idGameLocal::SetCurrentPlayerInfo
|
||
|
======================
|
||
|
*/
|
||
|
void idGameLocal::SetPlayerInfo( idVec3 &origin, idMat3 &axis, int PlayerNum ) {
|
||
|
idPlayer *player;
|
||
|
|
||
|
if ( PlayerNum == -1 ) {
|
||
|
player = GetLocalPlayer();
|
||
|
} else {
|
||
|
player = GetClientByNum( PlayerNum );
|
||
|
}
|
||
|
|
||
|
if ( !player ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
player->Teleport( origin, axis.ToAngles(), NULL );
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: save the current thinking entity for instance-dependent
|
||
|
currentThinkingEntity = player;
|
||
|
player->CalculateFirstPersonView();
|
||
|
player->CalculateRenderView();
|
||
|
currentThinkingEntity = NULL;
|
||
|
// RAVEN END
|
||
|
|
||
|
return;
|
||
|
};
|
||
|
|
||
|
bool idGameLocal::PlayerChatDisabled( int clientNum ) {
|
||
|
if( clientNum < 0 || clientNum >= MAX_CLIENTS || !entities[ clientNum ] ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return !( ((idPlayer*)entities[ clientNum ])->isChatting || ((idPlayer*)entities[ clientNum ])->pfl.dead );
|
||
|
}
|
||
|
|
||
|
void idGameLocal::SetViewComments( const char *text ) {
|
||
|
idPlayer *player;
|
||
|
|
||
|
player = GetLocalPlayer();
|
||
|
|
||
|
if ( !player ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( text ) {
|
||
|
player->hud->SetStateString( "viewcomments", text );
|
||
|
player->hud->HandleNamedEvent( "showViewComments" );
|
||
|
}
|
||
|
else {
|
||
|
player->hud->SetStateString( "viewcomments", "" );
|
||
|
player->hud->HandleNamedEvent( "hideViewComments" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::GetNumGravityAreas
|
||
|
===================
|
||
|
*/
|
||
|
int idGameLocal::GetNumGravityAreas() const {
|
||
|
return gravityInfo.Num();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::GetGravityInfo
|
||
|
===================
|
||
|
*/
|
||
|
const rvGravityArea* idGameLocal::GetGravityInfo( int index ) const {
|
||
|
return gravityInfo[ index ];
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::SetGravityArea
|
||
|
===================
|
||
|
*/
|
||
|
void idGameLocal::SetGravityInfo( int index, rvGravityArea* info ) {
|
||
|
gravityInfo[ index ] = info;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::AddUniqueGravityInfo
|
||
|
===================
|
||
|
*/
|
||
|
void idGameLocal::AddUniqueGravityInfo( rvGravityArea* info ) {
|
||
|
gravityInfo.AddUnique( info );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::GetCurrentGravityInfoIndex
|
||
|
===================
|
||
|
*/
|
||
|
int idGameLocal::GetCurrentGravityInfoIndex( const idVec3& origin ) const {
|
||
|
int numGravityAreas = GetNumGravityAreas();
|
||
|
if( !numGravityAreas ) {
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
int areaNum = gameRenderWorld->PointInArea( origin );
|
||
|
|
||
|
for( int ix = 0; ix < numGravityAreas; ++ix ) {
|
||
|
if( !gameRenderWorld->AreasAreConnected(GetGravityInfo(ix)->GetArea(), areaNum, PS_BLOCK_GRAVITY) ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
return ix;
|
||
|
}
|
||
|
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::InGravityArea
|
||
|
===================
|
||
|
*/
|
||
|
bool idGameLocal::InGravityArea( idEntity* entity ) const {
|
||
|
return GetCurrentGravityInfoIndex( entity ) >= 0;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::GetCurrentGravityInfoIndex
|
||
|
===================
|
||
|
*/
|
||
|
int idGameLocal::GetCurrentGravityInfoIndex( idEntity* entity ) const {
|
||
|
return GetCurrentGravityInfoIndex( entity->GetPhysics()->GetOrigin() );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::GetCurrentGravity
|
||
|
===================
|
||
|
*/
|
||
|
const idVec3 idGameLocal::GetCurrentGravity( idEntity* entity ) const {
|
||
|
int index = GetCurrentGravityInfoIndex( entity );
|
||
|
return (index >= 0) ? gravityInfo[ index ]->GetGravity(entity) : GetGravity();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::GetCurrentGravity
|
||
|
===================
|
||
|
*/
|
||
|
const idVec3 idGameLocal::GetCurrentGravity( const idVec3& origin, const idMat3& axis ) const {
|
||
|
int index = GetCurrentGravityInfoIndex( origin );
|
||
|
return (index >= 0) ? gravityInfo[ index ]->GetGravity(origin, axis, MASK_SOLID, NULL) : GetGravity();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::InGravityArea
|
||
|
===================
|
||
|
*/
|
||
|
bool idGameLocal::InGravityArea( rvClientEntity* entity ) const {
|
||
|
return GetCurrentGravityInfoIndex( entity ) >= 0;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::GetCurrentGravityInfoIndex
|
||
|
===================
|
||
|
*/
|
||
|
int idGameLocal::GetCurrentGravityInfoIndex( rvClientEntity* entity ) const {
|
||
|
return GetCurrentGravityInfoIndex( entity->GetPhysics()->GetOrigin() );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::GetCurrentGravity
|
||
|
===================
|
||
|
*/
|
||
|
const idVec3 idGameLocal::GetCurrentGravity( rvClientEntity* entity ) const {
|
||
|
int index = GetCurrentGravityInfoIndex( entity );
|
||
|
return (index >= 0) ? gravityInfo[ index ]->GetGravity(entity) : GetGravity();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::ReferenceScriptObjectProxy
|
||
|
===================
|
||
|
*/
|
||
|
idEntity* idGameLocal::ReferenceScriptObjectProxy( const char* scriptObjectName ) {
|
||
|
idEntity* proxy = NULL;
|
||
|
idEntityPtr<idEntity> safeProxy;
|
||
|
idDict args;
|
||
|
idScriptObject* object = NULL;
|
||
|
|
||
|
for( int ix = 0; ix < scriptObjectProxies.Num(); ++ix ) {
|
||
|
proxy = scriptObjectProxies[ ix ].GetEntity();
|
||
|
assert( proxy );
|
||
|
|
||
|
object = &proxy->scriptObject;
|
||
|
if( !object->data ) {
|
||
|
object->SetType( scriptObjectName );
|
||
|
proxy->ConstructScriptObject();
|
||
|
return proxy;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
args.Set( "classname", "func_static" );
|
||
|
args.Set( "scriptobject", scriptObjectName );
|
||
|
args.SetBool( "noclipmodel", true );
|
||
|
bool spawned = SpawnEntityDef(args, &proxy);
|
||
|
if ( !spawned ) {
|
||
|
assert( 0 );
|
||
|
}
|
||
|
safeProxy = proxy;
|
||
|
scriptObjectProxies.AddUnique( safeProxy );
|
||
|
return proxy;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::ReleaseScriptObjectProxy
|
||
|
===================
|
||
|
*/
|
||
|
void idGameLocal::ReleaseScriptObjectProxy( const char* proxyName ) {
|
||
|
idScriptObject* object = NULL;
|
||
|
idEntity* entity = NULL;
|
||
|
|
||
|
for( int ix = 0; ix < scriptObjectProxies.Num(); ++ix ) {
|
||
|
entity = scriptObjectProxies[ ix ].GetEntity();
|
||
|
if( entity && !idStr::Icmp(entity->GetName(), proxyName) ) {
|
||
|
object = &entity->scriptObject;
|
||
|
if( !object ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
entity->DeconstructScriptObject();
|
||
|
object->Free();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// rjohnson: entity usage stats
|
||
|
void idGameLocal::ListEntityStats( const idCmdArgs &args ) {
|
||
|
int i, j;
|
||
|
idStr currentMap;
|
||
|
idList<idStr> uniqueMapNames;
|
||
|
|
||
|
|
||
|
for( i = 1; i < args.Argc(); i++ ) {
|
||
|
if ( idStr::Icmp( args.Argv( i ), "clear" ) == 0 ) {
|
||
|
entityUsageList.Clear();
|
||
|
common->Printf("Entity stats cleared.\n");
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for( i = 0; i < entityUsageList.Num(); i++ ) {
|
||
|
entityUsageList[ i ].SetInt( "reported_stat", false );
|
||
|
}
|
||
|
|
||
|
for( i = 0; i < entityUsageList.Num(); i++ ) {
|
||
|
idStr mapFileName, className;
|
||
|
int count;
|
||
|
|
||
|
if ( entityUsageList[ i ].GetInt( "reported_stat" ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
entityUsageList[ i ].GetString( "mapFileName", "none", mapFileName );
|
||
|
if ( currentMap != mapFileName )
|
||
|
{
|
||
|
if ( i ) {
|
||
|
common->Printf( "\n" );
|
||
|
}
|
||
|
common->Printf( "================ %s ================\n", mapFileName.c_str() );
|
||
|
currentMap = mapFileName;
|
||
|
uniqueMapNames.Insert( mapFileName );
|
||
|
}
|
||
|
|
||
|
entityUsageList[ i ].GetString( "classname", "none", className );
|
||
|
count = 0;
|
||
|
|
||
|
for( j = i; j < entityUsageList.Num(); j++ ) {
|
||
|
idStr checkMapFileName, checkClassName;
|
||
|
|
||
|
entityUsageList[ j ].GetString( "mapFileName", "none", checkMapFileName );
|
||
|
if ( checkMapFileName != mapFileName ) {
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
entityUsageList[ j ].GetString( "classname", "none", checkClassName );
|
||
|
|
||
|
if ( checkClassName == className ) {
|
||
|
entityUsageList[ j ].SetInt( "reported_stat", 1 );
|
||
|
count++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
common->Printf("%d\t%s\n", count, className.c_str() );
|
||
|
}
|
||
|
|
||
|
common->Printf( "\n" );
|
||
|
common->Printf( "\n" );
|
||
|
common->Printf( "================ OVERALL ================\n" );
|
||
|
|
||
|
for( i = 0; i < entityUsageList.Num(); i++ ) {
|
||
|
idStr mapFileName, className;
|
||
|
int count;
|
||
|
|
||
|
if ( entityUsageList[ i ].GetInt( "reported_stat" ) == 2 ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
entityUsageList[ i ].GetString( "classname", "none", className );
|
||
|
count = 0;
|
||
|
|
||
|
for( j = i; j < entityUsageList.Num(); j++ ) {
|
||
|
idStr checkClassName;
|
||
|
|
||
|
entityUsageList[ j ].GetString( "classname", "none", checkClassName );
|
||
|
|
||
|
if ( checkClassName == className ) {
|
||
|
entityUsageList[ j ].SetInt( "reported_stat", 2 );
|
||
|
count++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
common->Printf("%d\t%s\n", count, className.c_str() );
|
||
|
}
|
||
|
|
||
|
idFile *FH = fileSystem->OpenFileWrite( "EntityStats.csv" );
|
||
|
if ( FH ) {
|
||
|
int size = sizeof( int ) * uniqueMapNames.Num();
|
||
|
int *count = ( int * )_alloca( size );
|
||
|
|
||
|
FH->Printf("\"Definition\"");
|
||
|
for( i = 0; i < uniqueMapNames.Num(); i++ ) {
|
||
|
FH->Printf( ",\"%s\"", uniqueMapNames[ i ].c_str() );
|
||
|
}
|
||
|
FH->Printf(",Total\n");
|
||
|
|
||
|
for( i = 0; i < entityUsageList.Num(); i++ ) {
|
||
|
idStr className;
|
||
|
int total;
|
||
|
|
||
|
if ( entityUsageList[ i ].GetInt( "reported_stat" ) == 3 ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
entityUsageList[ i ].GetString( "classname", "none", className );
|
||
|
|
||
|
memset( count, 0, size );
|
||
|
for( j = i; j < entityUsageList.Num(); j++ )
|
||
|
{
|
||
|
idStr checkMapFileName, checkClassName;
|
||
|
|
||
|
entityUsageList[ j ].GetString( "classname", "none", checkClassName );
|
||
|
|
||
|
if ( checkClassName == className ) {
|
||
|
entityUsageList[ j ].SetInt( "reported_stat", 3 );
|
||
|
entityUsageList[ j ].GetString( "mapFileName", "none", checkMapFileName );
|
||
|
|
||
|
int loc = uniqueMapNames.FindIndex( checkMapFileName );
|
||
|
if ( loc >= 0 ) {
|
||
|
count[ loc ]++;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
total = 0;
|
||
|
FH->Printf( "\"%s\"", className.c_str() );
|
||
|
for( j = 0; j < uniqueMapNames.Num(); j++ ) {
|
||
|
FH->Printf( ",%d", count[ j ] );
|
||
|
total += count[ j ];
|
||
|
}
|
||
|
FH->Printf( ",%d\n", total );
|
||
|
}
|
||
|
|
||
|
fileSystem->CloseFile( FH );
|
||
|
}
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
/*
|
||
|
======================
|
||
|
idGameLocal::SpreadLocations
|
||
|
|
||
|
Now that everything has been spawned, associate areas with location entities
|
||
|
======================
|
||
|
*/
|
||
|
void idGameLocal::SpreadLocations() {
|
||
|
idEntity *ent;
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
if( !gameRenderWorld ) {
|
||
|
common->Error( "GameRenderWorld is NULL!" );
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
// allocate the area table
|
||
|
int numAreas = gameRenderWorld->NumAreas();
|
||
|
locationEntities = new idLocationEntity *[ numAreas ];
|
||
|
memset( locationEntities, 0, numAreas * sizeof( *locationEntities ) );
|
||
|
|
||
|
// for each location entity, make pointers from every area it touches
|
||
|
for( ent = spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if ( !ent->IsType( idLocationEntity::GetClassType() ) ) {
|
||
|
// RAVEN END
|
||
|
continue;
|
||
|
}
|
||
|
idVec3 point = ent->spawnArgs.GetVector( "origin" );
|
||
|
int areaNum = gameRenderWorld->PointInArea( point );
|
||
|
if ( areaNum < 0 ) {
|
||
|
Printf( "SpreadLocations: location '%s' is not in a valid area\n", ent->spawnArgs.GetString( "name" ) );
|
||
|
continue;
|
||
|
}
|
||
|
if ( areaNum >= numAreas ) {
|
||
|
Error( "idGameLocal::SpreadLocations: areaNum >= gameRenderWorld->NumAreas()" );
|
||
|
}
|
||
|
if ( locationEntities[areaNum] ) {
|
||
|
Warning( "location entity '%s' overlaps '%s'", ent->spawnArgs.GetString( "name" ),
|
||
|
locationEntities[areaNum]->spawnArgs.GetString( "name" ) );
|
||
|
continue;
|
||
|
}
|
||
|
locationEntities[areaNum] = static_cast<idLocationEntity *>(ent);
|
||
|
|
||
|
// spread to all other connected areas
|
||
|
for ( int i = 0 ; i < numAreas ; i++ ) {
|
||
|
if ( i == areaNum ) {
|
||
|
continue;
|
||
|
}
|
||
|
if ( gameRenderWorld->AreasAreConnected( areaNum, i, PS_BLOCK_LOCATION ) ) {
|
||
|
locationEntities[i] = static_cast<idLocationEntity *>(ent);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::AddLocation
|
||
|
===================
|
||
|
*/
|
||
|
idLocationEntity* idGameLocal::AddLocation( const idVec3& point, const char* name ) {
|
||
|
int areaNum = gameRenderWorld->PointInArea( point );
|
||
|
if ( areaNum < 0 ) {
|
||
|
Warning ( "idGameLocal::AddLocation: cannot add location entity '%s' at '%g %g %g'\n", name, point.x, point.y, point.z );
|
||
|
return NULL;
|
||
|
}
|
||
|
if ( areaNum >= gameRenderWorld->NumAreas() ) {
|
||
|
Error( "idGameLocal::AddLocation: areaNum >= gameRenderWorld->NumAreas()" );
|
||
|
}
|
||
|
if ( locationEntities[areaNum] ) {
|
||
|
Warning ( "idGameLocal::AddLocation: location '%s' already exists at '%g %g %g'\n", locationEntities[areaNum]->GetName(), point.x, point.y, point.z );
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
// Spawn the new location entity
|
||
|
idDict args;
|
||
|
args.Set ( "location", name );
|
||
|
locationEntities[areaNum] = static_cast<idLocationEntity*>(SpawnEntityType ( idLocationEntity::GetClassType(), &args ));
|
||
|
|
||
|
// spread to all other connected areas
|
||
|
for ( int i = gameRenderWorld->NumAreas() - 1 ; i >= 0 ; i-- ) {
|
||
|
if ( i == areaNum ) {
|
||
|
continue;
|
||
|
}
|
||
|
if ( gameRenderWorld->AreasAreConnected( areaNum, i, PS_BLOCK_LOCATION ) ) {
|
||
|
locationEntities[i] = static_cast<idLocationEntity *>(locationEntities[areaNum]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return locationEntities[areaNum];
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::LocationForPoint
|
||
|
|
||
|
The player checks the location each frame to update the HUD text display
|
||
|
May return NULL
|
||
|
===================
|
||
|
*/
|
||
|
idLocationEntity *idGameLocal::LocationForPoint( const idVec3 &point ) {
|
||
|
if ( !locationEntities ) {
|
||
|
// before SpreadLocations() has been called
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
int areaNum = gameRenderWorld->PointInArea( point );
|
||
|
if ( areaNum < 0 ) {
|
||
|
return NULL;
|
||
|
}
|
||
|
if ( areaNum >= gameRenderWorld->NumAreas() ) {
|
||
|
Error( "idGameLocal::LocationForPoint: areaNum >= gameRenderWorld->NumAreas()" );
|
||
|
}
|
||
|
|
||
|
return locationEntities[ areaNum ];
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
idGameLocal::SetPortalState
|
||
|
============
|
||
|
*/
|
||
|
void idGameLocal::SetPortalState( qhandle_t portal, int blockingBits ) {
|
||
|
idBitMsg outMsg;
|
||
|
byte msgBuf[ MAX_GAME_MESSAGE_SIZE ];
|
||
|
|
||
|
if ( !gameLocal.isClient ) {
|
||
|
outMsg.Init( msgBuf, sizeof( msgBuf ) );
|
||
|
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_PORTAL );
|
||
|
outMsg.WriteLong( portal );
|
||
|
outMsg.WriteBits( blockingBits, NUM_RENDER_PORTAL_BITS );
|
||
|
networkSystem->ServerSendReliableMessage( -1, outMsg );
|
||
|
}
|
||
|
gameRenderWorld->SetPortalState( portal, blockingBits );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
idGameLocal::sortSpawnPoints
|
||
|
============
|
||
|
*/
|
||
|
int idGameLocal::sortSpawnPoints( const void *ptr1, const void *ptr2 ) {
|
||
|
const spawnSpot_t *spot1 = static_cast<const spawnSpot_t *>( ptr1 );
|
||
|
const spawnSpot_t *spot2 = static_cast<const spawnSpot_t *>( ptr2 );
|
||
|
float diff;
|
||
|
|
||
|
diff = spot1->dist - spot2->dist;
|
||
|
if ( diff < 0.0f ) {
|
||
|
return 1;
|
||
|
} else if ( diff > 0.0f ) {
|
||
|
return -1;
|
||
|
} else {
|
||
|
return 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: new gametype specific spawn code
|
||
|
// TODO this should be moved to idMultiplayerGame
|
||
|
/*
|
||
|
===========
|
||
|
idGameLocal::InitializeSpawns
|
||
|
randomize the order of the initial spawns
|
||
|
prepare for a sequence of initial player spawns
|
||
|
============
|
||
|
*/
|
||
|
void idGameLocal::InitializeSpawns( void ) {
|
||
|
idEntity* spot = NULL;
|
||
|
|
||
|
// initialize the spawns for clients as well, need them for free fly demo replays
|
||
|
if ( !isMultiplayer ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
spawnSpots.Clear();
|
||
|
|
||
|
for( int i = 0; i < TEAM_MAX; i++ ) {
|
||
|
teamSpawnSpots[i].Clear();
|
||
|
}
|
||
|
|
||
|
spot = FindEntityUsingDef( NULL, "info_player_team" );
|
||
|
while( spot ) {
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if( spot->IsType ( idPlayerStart::GetClassType() ) ) {
|
||
|
// RAVEN END
|
||
|
if( !idStr::Icmp(spot->spawnArgs.GetString("team"), "strogg") ) {
|
||
|
teamSpawnSpots[TEAM_STROGG].Append( static_cast<idPlayerStart*>(spot) );
|
||
|
} else if( !idStr::Icmp(spot->spawnArgs.GetString("team"), "marine") ) {
|
||
|
teamSpawnSpots[TEAM_MARINE].Append( static_cast<idPlayerStart*>(spot) );
|
||
|
}
|
||
|
|
||
|
// spawnSpots contains info_player_team as well as info_player_deathmatch
|
||
|
spawnSpots.Append ( static_cast<idPlayerStart*>(spot) );
|
||
|
|
||
|
}
|
||
|
|
||
|
spot = FindEntityUsingDef( spot, "info_player_team" );
|
||
|
}
|
||
|
|
||
|
spot = FindEntityUsingDef( NULL, "info_player_deathmatch" );
|
||
|
while( spot ) {
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if( spot->IsType ( idPlayerStart::GetClassType() ) ) {
|
||
|
// RAVEN END
|
||
|
spawnSpots.Append ( static_cast<idPlayerStart*>(spot) );
|
||
|
}
|
||
|
spot = FindEntityUsingDef( spot, "info_player_deathmatch" );
|
||
|
}
|
||
|
|
||
|
while( spot ) {
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if( spot->IsType ( idPlayerStart::GetClassType() ) ) {
|
||
|
// RAVEN END
|
||
|
if( !idStr::Icmp(spot->spawnArgs.GetString("team"), "strogg") ) {
|
||
|
teamSpawnSpots[TEAM_STROGG].Append( static_cast<idPlayerStart*>(spot) );
|
||
|
} else if( !idStr::Icmp(spot->spawnArgs.GetString("team"), "marine") ) {
|
||
|
teamSpawnSpots[TEAM_MARINE].Append( static_cast<idPlayerStart*>(spot) );
|
||
|
}
|
||
|
|
||
|
// spawnSpots contains info_player_team as well as info_player_deathmatch
|
||
|
spawnSpots.Append ( static_cast<idPlayerStart*>(spot) );
|
||
|
|
||
|
}
|
||
|
|
||
|
spot = FindEntityUsingDef( spot, "info_player_team" );
|
||
|
}
|
||
|
|
||
|
if( IsFlagGameType() && ( teamSpawnSpots[ TEAM_STROGG ].Num() == 0 || teamSpawnSpots[ TEAM_MARINE ].Num() == 0 ) ) {
|
||
|
Error( "InitializeSpawns() - Map must have at least one Marine and one Strogg spawn for CTF gametype.");
|
||
|
}
|
||
|
|
||
|
if( spawnSpots.Num() == 0 ) {
|
||
|
Error( "InitializeSpawns() - Map must have a spawn spot." );
|
||
|
}
|
||
|
|
||
|
common->Printf( "%d general spawns\n", spawnSpots.Num() );
|
||
|
common->Printf( "%d team spawns (%d strogg/%d marine)\n", teamSpawnSpots[TEAM_STROGG].Num() + teamSpawnSpots[TEAM_MARINE].Num(),
|
||
|
teamSpawnSpots[TEAM_STROGG].Num(), teamSpawnSpots[TEAM_MARINE].Num());
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
idGameLocal::UpdateForwardSpawn
|
||
|
ddynerman: Updates forward spawn lists
|
||
|
===========
|
||
|
*/
|
||
|
void idGameLocal::UpdateForwardSpawns( rvCTFAssaultPlayerStart* point, int team ) {
|
||
|
teamForwardSpawnSpots[ team ].Append( point );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
idGameLocal::ClearForwardSpawn
|
||
|
ddynerman: Clears forward spawn lists
|
||
|
===========
|
||
|
*/
|
||
|
void idGameLocal::ClearForwardSpawns( void ) {
|
||
|
for( int i = 0; i < TEAM_MAX; i++ ) {
|
||
|
teamForwardSpawnSpots[ i ].Clear();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
idGameLocal::SpotWouldTelefrag
|
||
|
===========
|
||
|
*/
|
||
|
bool idGameLocal::SpotWouldTelefrag( idPlayer* player, idPlayerStart* spawn ) {
|
||
|
idPlayer* playerList[ MAX_CLIENTS ];
|
||
|
idBounds bound = player->GetPhysics()->GetBounds();
|
||
|
|
||
|
bound.TranslateSelf( spawn->GetPhysics()->GetOrigin() );
|
||
|
int numEntities = PlayersTouchingBounds( player, bound, CONTENTS_BODY, playerList, MAX_CLIENTS );
|
||
|
|
||
|
return !( numEntities == 0 );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
idGameLocal::SelectSpawnSpot
|
||
|
ddynerman: Selects a spawn spot randomly from spots furthest from the player
|
||
|
This is taken from q3
|
||
|
===========
|
||
|
*/
|
||
|
idEntity* idGameLocal::SelectSpawnPoint( idPlayer* player ) {
|
||
|
if( !isMultiplayer ) {
|
||
|
idEntity* ent = FindEntityUsingDef( NULL, "info_player_start" );
|
||
|
if ( !ent ) {
|
||
|
Error( "No info_player_start on map.\n" );
|
||
|
}
|
||
|
return ent;
|
||
|
}
|
||
|
|
||
|
if ( player == NULL ) {
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
// Give spectators any old random spot
|
||
|
if ( player->team < 0 || player->team >= TEAM_MAX || player->spectating ) {
|
||
|
common->DPrintf("Returning a random spot\n");
|
||
|
return spawnSpots[ random.RandomInt( spawnSpots.Num() ) ];
|
||
|
}
|
||
|
|
||
|
idList<spawnSpot_t> weightedSpawns;
|
||
|
idList<idPlayerStart*>* spawnArray = NULL;
|
||
|
|
||
|
// Pick which spawns to use based on gametype
|
||
|
// RITUAL BEGIN
|
||
|
// squirrel: added DeadZone multiplayer mode
|
||
|
if( gameLocal.gameType == GAME_DM || gameLocal.gameType == GAME_TDM || gameLocal.gameType == GAME_TOURNEY ) {
|
||
|
spawnArray = &spawnSpots;
|
||
|
}
|
||
|
else if( IsFlagGameType() || gameLocal.gameType == GAME_DEADZONE ) {
|
||
|
if( teamForwardSpawnSpots[ player->team ].Num() ) {
|
||
|
spawnArray = &teamForwardSpawnSpots[ player->team ];
|
||
|
} else {
|
||
|
spawnArray = &teamSpawnSpots[ player->team ];
|
||
|
}
|
||
|
}
|
||
|
// RITUAL END
|
||
|
|
||
|
if ( spawnArray == NULL ) {
|
||
|
Error( "SelectSpawnPoint() - invalid spawn list." );
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
idVec3 refPos;
|
||
|
if ( player->lastKiller != NULL && !player->lastKiller->spectating && player->lastKiller->GetInstance() == player->GetInstance() ) {
|
||
|
refPos = player->lastKiller->GetPhysics()->GetOrigin();
|
||
|
} else {
|
||
|
refPos = player->GetPhysics()->GetOrigin();
|
||
|
}
|
||
|
|
||
|
for ( int i = 0; i < spawnArray->Num(); i++ ) {
|
||
|
idPlayerStart* spot = (*spawnArray)[i];
|
||
|
|
||
|
if ( spot->GetInstance() != player->GetInstance() || SpotWouldTelefrag( player, spot ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
idVec3 pos = spot->GetPhysics()->GetOrigin();
|
||
|
float dist = ( pos - refPos ).LengthSqr();
|
||
|
|
||
|
spawnSpot_t newSpot;
|
||
|
|
||
|
newSpot.dist = dist;
|
||
|
newSpot.ent = (*spawnArray)[ i ];
|
||
|
weightedSpawns.Append( newSpot );
|
||
|
}
|
||
|
|
||
|
if ( weightedSpawns.Num() == 0 ) {
|
||
|
// no spawns avaialable, spawn randomly
|
||
|
common->DPrintf("no spawns avaialable, spawn randomly\n");
|
||
|
return (*spawnArray)[ random.RandomInt( spawnArray->Num() ) ];
|
||
|
}
|
||
|
|
||
|
qsort( ( void * )weightedSpawns.Ptr(), weightedSpawns.Num(), sizeof( spawnSpot_t ), ( int (*)(const void *, const void *) )sortSpawnPoints );
|
||
|
|
||
|
int rnd = rvRandom::flrand( 0.0, 1.0 ) * (weightedSpawns.Num() / 2);
|
||
|
return weightedSpawns[ rnd ].ent;
|
||
|
}
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::UpdateServerInfoFlags
|
||
|
================
|
||
|
*/
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: new gametype strings
|
||
|
void idGameLocal::SetGameType( void ) {
|
||
|
gameType = GAME_SP;
|
||
|
|
||
|
if ( idStr::Icmp( serverInfo.GetString( "si_gameType" ), "singleplayer" ) ) {
|
||
|
mpGame.SetGameType();
|
||
|
}
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::SetGlobalMaterial
|
||
|
================
|
||
|
*/
|
||
|
void idGameLocal::SetGlobalMaterial( const idMaterial *mat ) {
|
||
|
globalMaterial = mat;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::GetGlobalMaterial
|
||
|
================
|
||
|
*/
|
||
|
const idMaterial *idGameLocal::GetGlobalMaterial() {
|
||
|
return globalMaterial;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::GetSpawnId
|
||
|
================
|
||
|
*/
|
||
|
int idGameLocal::GetSpawnId( const idEntity* ent ) const {
|
||
|
return ( gameLocal.spawnIds[ ent->entityNumber ] << GENTITYNUM_BITS ) | ent->entityNumber;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::ThrottleUserInfo
|
||
|
================
|
||
|
*/
|
||
|
void idGameLocal::ThrottleUserInfo( void ) {
|
||
|
mpGame.ThrottleUserInfo();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
idGameLocal::ValidateServerSettings
|
||
|
============
|
||
|
*/
|
||
|
bool idGameLocal::ValidateServerSettings( const char* map, const char* gametype ) {
|
||
|
// PickMap uses si_map directly
|
||
|
// PickMap returns wether we would have to change the maps, which means settings are invalid
|
||
|
assert( !idStr::Icmp( si_map.GetString(), map ) );
|
||
|
if ( mpGame.PickMap( gametype, true ) ) {
|
||
|
common->Printf( "map '%s' and gametype '%s' are not compatible\n", map, gametype );
|
||
|
return false;
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
idGameLocal::NeedRestart
|
||
|
============
|
||
|
*/
|
||
|
bool idGameLocal::NeedRestart() {
|
||
|
|
||
|
idDict newInfo;
|
||
|
const idKeyValue *keyval, *keyval2;
|
||
|
|
||
|
newInfo = *cvarSystem->MoveCVarsToDict( CVAR_SERVERINFO );
|
||
|
|
||
|
for ( int i = 0; i < newInfo.GetNumKeyVals(); i++ ) {
|
||
|
keyval = newInfo.GetKeyVal( i );
|
||
|
keyval2 = serverInfo.FindKey( keyval->GetKey() );
|
||
|
if ( !keyval2 ) {
|
||
|
return true;
|
||
|
}
|
||
|
// a select set of si_ changes will cause a full restart of the server
|
||
|
if ( keyval->GetValue().Icmp( keyval2->GetValue() ) && ( !keyval->GetKey().Icmp( "si_pure" ) || !keyval->GetKey().Icmp( "si_map" ) ) ) {
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// jshepard: update player hud to alert to end of level
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::UpdateEndLevel
|
||
|
===================
|
||
|
*/
|
||
|
void idGameLocal::UpdateEndLevel() {
|
||
|
idPlayer * player = GetLocalPlayer();
|
||
|
|
||
|
if( player && player->GetHud() ) {
|
||
|
player->GetHud()->HandleNamedEvent( "showExit" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// bdube: added
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::GetEffect
|
||
|
|
||
|
Get the handle of the effect with the given name
|
||
|
================
|
||
|
*/
|
||
|
const idDecl *idGameLocal::GetEffect ( const idDict& args, const char* effectName, const rvDeclMatType* materialType ) {
|
||
|
const char *effectFile = NULL;
|
||
|
|
||
|
float chance = args.GetFloat ( idStr("effectchance ") + effectName, "1" );
|
||
|
if ( random.RandomFloat ( ) > chance ) {
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
// we should ALWAYS be playing sounds from the def.
|
||
|
// hardcoded sounds MUST be avoided at all times because they won't get precached.
|
||
|
assert( !idStr::Icmpn( effectName, "fx_", 3 ) );
|
||
|
|
||
|
if ( materialType ) {
|
||
|
idStr temp;
|
||
|
const char* result = NULL;
|
||
|
|
||
|
temp = effectName;
|
||
|
temp += "_";
|
||
|
temp += materialType->GetName();
|
||
|
|
||
|
// See if the given material effect is specified
|
||
|
if ( isMultiplayer ) {
|
||
|
idStr testMP = temp;
|
||
|
testMP += "_mp";
|
||
|
|
||
|
result = args.GetString( testMP );
|
||
|
}
|
||
|
if ( !result || !*result ) {
|
||
|
result = args.GetString( temp );
|
||
|
}
|
||
|
if ( result && *result) {
|
||
|
return( ( const idDecl * )declManager->FindEffect( result ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// grab the non material effect name
|
||
|
if ( isMultiplayer ) {
|
||
|
idStr testMP = effectName;
|
||
|
testMP += "_mp";
|
||
|
|
||
|
effectFile = args.GetString( testMP );
|
||
|
}
|
||
|
|
||
|
if ( !effectFile || !*effectFile ) {
|
||
|
effectFile = args.GetString( effectName );
|
||
|
}
|
||
|
|
||
|
if ( !effectFile || !*effectFile ) {
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
return( ( const idDecl * )declManager->FindEffect( effectFile ) );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::PlayEffect
|
||
|
|
||
|
Plays an effect at the given origin using the given direction
|
||
|
================
|
||
|
*/
|
||
|
rvClientEffect* idGameLocal::PlayEffect(
|
||
|
const idDecl *effect,
|
||
|
const idVec3& origin,
|
||
|
const idMat3& axis,
|
||
|
bool loop,
|
||
|
const idVec3& endOrigin,
|
||
|
bool broadcast,
|
||
|
bool predictBit,
|
||
|
effectCategory_t category,
|
||
|
const idVec4& effectTint ) {
|
||
|
|
||
|
if ( !effect ) {
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
if ( !gameLocal.isNewFrame ) {
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
if ( isServer && broadcast ) {
|
||
|
idBitMsg msg;
|
||
|
byte msgBuf[MAX_GAME_MESSAGE_SIZE];
|
||
|
idCQuat quat;
|
||
|
|
||
|
quat = axis.ToCQuat();
|
||
|
msg.Init( msgBuf, sizeof( msgBuf ) );
|
||
|
msg.BeginWriting();
|
||
|
msg.WriteByte( GAME_UNRELIABLE_MESSAGE_EFFECT );
|
||
|
idGameLocal::WriteDecl( msg, effect );
|
||
|
msg.WriteFloat( origin.x );
|
||
|
msg.WriteFloat( origin.y );
|
||
|
msg.WriteFloat( origin.z );
|
||
|
msg.WriteFloat( quat.x );
|
||
|
msg.WriteFloat( quat.y );
|
||
|
msg.WriteFloat( quat.z );
|
||
|
msg.WriteBits( loop, 1 );
|
||
|
msg.WriteFloat( endOrigin.x );
|
||
|
msg.WriteFloat( endOrigin.y );
|
||
|
msg.WriteFloat( endOrigin.z );
|
||
|
msg.WriteByte( category );
|
||
|
|
||
|
// send to everyone who has start or end in it's PVS
|
||
|
SendUnreliableMessagePVS( msg, currentThinkingEntity, pvs.GetPVSArea( origin ), pvs.GetPVSArea( endOrigin ) );
|
||
|
}
|
||
|
|
||
|
if ( isServer && localClientNum < 0 ) {
|
||
|
// no effects on dedicated server
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
if ( bse->Filtered( effect->GetName(), category ) ) {
|
||
|
// Effect filtered out
|
||
|
return NULL;
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
if ( gameLocal.isListenServer && currentThinkingEntity && gameLocal.GetLocalPlayer() ) {
|
||
|
if ( currentThinkingEntity->GetInstance() != gameLocal.GetLocalPlayer()->GetInstance() ) {
|
||
|
return NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// mwhitlock: Dynamic memory consolidation
|
||
|
RV_PUSH_SYS_HEAP_ID(RV_HEAP_ID_MULTIPLE_FRAME);
|
||
|
rvClientEffect* clientEffect = new rvClientEffect( effect );
|
||
|
RV_POP_HEAP();
|
||
|
|
||
|
if( !clientEffect ) {
|
||
|
common->Warning( "Failed to create effect \'%s\'\n", effect->GetName() );
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
if( clientEffect->entityNumber == -1 ) {
|
||
|
common->Warning( "Failed to spawn effect \'%s\'\n", effect->GetName() );
|
||
|
delete clientEffect;
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
clientEffect->SetOrigin( origin );
|
||
|
clientEffect->SetAxis( axis );
|
||
|
clientEffect->SetGravity( GetCurrentGravity( origin, axis ) );
|
||
|
if ( !clientEffect->Play( gameLocal.time, loop, endOrigin ) ) {
|
||
|
delete clientEffect;
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
clientEffect->GetRenderEffect()->shaderParms[ SHADERPARM_RED ] = effectTint[ 0 ];
|
||
|
clientEffect->GetRenderEffect()->shaderParms[ SHADERPARM_GREEN ] = effectTint[ 1 ];
|
||
|
clientEffect->GetRenderEffect()->shaderParms[ SHADERPARM_BLUE ] = effectTint[ 2 ];
|
||
|
clientEffect->GetRenderEffect()->shaderParms[ SHADERPARM_ALPHA ] = effectTint[ 3 ];
|
||
|
|
||
|
return clientEffect;
|
||
|
}
|
||
|
|
||
|
void idGameLocal::CheckPlayerWhizzBy( idVec3 start, idVec3 end, idEntity* hitEnt, idEntity *attacker )
|
||
|
{
|
||
|
//FIXME: make this client-side? Work in MP?
|
||
|
if ( gameLocal.isMultiplayer ) {
|
||
|
return;
|
||
|
}
|
||
|
idPlayer* player = gameLocal.GetLocalPlayer();
|
||
|
if ( !player ) {
|
||
|
return;
|
||
|
}
|
||
|
if ( player->IsHidden() ) {
|
||
|
return;
|
||
|
}
|
||
|
if ( player == attacker ) {
|
||
|
return;
|
||
|
}
|
||
|
if ( player == hitEnt ) {
|
||
|
return;
|
||
|
}
|
||
|
idVec3 center = player->firstPersonViewOrigin;
|
||
|
idVec3 diff = end-center;
|
||
|
if ( diff.Length() < 64.0f ) {
|
||
|
//hit too close - didn't actually pass by, will hear impact sound instead
|
||
|
return;
|
||
|
}
|
||
|
idVec3 closestPoint = player->firstPersonViewOrigin;
|
||
|
if ( closestPoint.ProjectToLineSeg( start, end ) ) {
|
||
|
//on line seg
|
||
|
diff = closestPoint-center;
|
||
|
if ( diff.Length() < 48.0f ) {
|
||
|
//close enough to hear whizz-by
|
||
|
idVec3 dir = end-start;
|
||
|
dir.Normalize();
|
||
|
idVec3 fxStart = closestPoint+dir*-32.0f;
|
||
|
idVec3 fxEnd = closestPoint+dir*32.0f;
|
||
|
player->PlayEffect( "fx_whizby", fxStart, player->firstPersonViewAxis, false, fxEnd );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::HitScan
|
||
|
|
||
|
Run a hitscan trace from the given origin and direction
|
||
|
================
|
||
|
*/
|
||
|
idEntity* idGameLocal::HitScan(
|
||
|
const idDict& hitscanDict,
|
||
|
const idVec3& origOrigin,
|
||
|
const idVec3& origDir,
|
||
|
const idVec3& origFxOrigin,
|
||
|
idEntity* owner,
|
||
|
bool noFX,
|
||
|
float damageScale,
|
||
|
// twhitaker: added additionalIgnore parameter
|
||
|
idEntity* additionalIgnore,
|
||
|
int areas[ 2 ]
|
||
|
) {
|
||
|
|
||
|
idVec3 dir;
|
||
|
idVec3 origin;
|
||
|
idVec3 fxOrigin;
|
||
|
idVec3 fxDir;
|
||
|
idVec3 impulse;
|
||
|
idVec4 hitscanTint( 1.0f, 1.0f, 1.0f, 1.0f );
|
||
|
int reflect;
|
||
|
float tracerChance;
|
||
|
idEntity* ignore;
|
||
|
float penetrate;
|
||
|
|
||
|
if ( areas ) {
|
||
|
areas[ 0 ] = pvs.GetPVSArea( origFxOrigin );
|
||
|
areas[ 1 ] = -1;
|
||
|
}
|
||
|
|
||
|
ignore = owner;
|
||
|
penetrate = hitscanDict.GetFloat( "penetrate" );
|
||
|
|
||
|
if( hitscanDict.GetBool( "hitscanTint" ) && owner->IsType( idPlayer::GetClassType() ) ) {
|
||
|
hitscanTint = ((idPlayer*)owner)->GetHitscanTint();
|
||
|
}
|
||
|
|
||
|
// twhitaker: additionalIgnore parameter
|
||
|
if ( !additionalIgnore ) {
|
||
|
additionalIgnore = ignore;
|
||
|
}
|
||
|
|
||
|
origin = origOrigin;
|
||
|
fxOrigin = origFxOrigin;
|
||
|
dir = origDir;
|
||
|
tracerChance = ((g_perfTest_weaponNoFX.GetBool())?0:hitscanDict.GetFloat( "tracerchance", "0" ));
|
||
|
|
||
|
// Apply player powerups
|
||
|
if ( owner && owner->IsType( idPlayer::GetClassType() ) ) {
|
||
|
damageScale *= static_cast<idPlayer*>(owner)->PowerUpModifier(PMOD_PROJECTILE_DAMAGE);
|
||
|
}
|
||
|
|
||
|
// Run reflections
|
||
|
for ( reflect = hitscanDict.GetFloat( "reflect", "0" ); reflect >= 0; reflect-- ) {
|
||
|
idVec3 start;
|
||
|
idVec3 end;
|
||
|
idEntity* ent;
|
||
|
idEntity* actualHitEnt;
|
||
|
trace_t tr;
|
||
|
int contents;
|
||
|
int collisionArea;
|
||
|
idVec3 collisionPoint;
|
||
|
bool tracer;
|
||
|
|
||
|
// Calculate the end point of the trace
|
||
|
start = origin;
|
||
|
if ( g_perfTest_hitscanShort.GetBool() ) {
|
||
|
end = start + (dir.ToMat3() * idVec3(idMath::ClampFloat(0,2048,hitscanDict.GetFloat ( "range", "2048" )),0,0));
|
||
|
} else {
|
||
|
end = start + (dir.ToMat3() * idVec3(hitscanDict.GetFloat ( "range", "40000" ),0,0));
|
||
|
}
|
||
|
if ( g_perfTest_hitscanBBox.GetBool() ) {
|
||
|
contents = MASK_SHOT_BOUNDINGBOX|CONTENTS_PROJECTILE;
|
||
|
} else {
|
||
|
contents = MASK_SHOT_RENDERMODEL|CONTENTS_WATER|CONTENTS_PROJECTILE;
|
||
|
}
|
||
|
|
||
|
// Loop the traces to handle cases where something can be shot through
|
||
|
while ( 1 ) {
|
||
|
// Trace to see if we hit any entities
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: multiple clip worlds
|
||
|
if ( hitscanDict.GetFloat( "trace_size", "0" ) > 0.0f )
|
||
|
{
|
||
|
float range = hitscanDict.GetFloat ( "range", "1024" );
|
||
|
if ( range > 4096.0f )
|
||
|
{
|
||
|
assert( !(range > 4096.0f) );
|
||
|
Warning( "idGameLocal::HitScan: hitscan def (%s) with trace_size must have max range of 4096!", hitscanDict.GetString( "classname" ) );
|
||
|
range = idMath::ClampFloat( 0.0f, 4096.0f, range );
|
||
|
}
|
||
|
end = start + (dir * range);
|
||
|
|
||
|
idBounds traceBounds;
|
||
|
traceBounds.Zero();
|
||
|
traceBounds.ExpandSelf( hitscanDict.GetFloat( "trace_size", "0" ) );
|
||
|
// twhitaker: additionalIgnore parameter
|
||
|
TraceBounds( owner, tr, start, end, traceBounds, contents, additionalIgnore );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// twhitaker: additionalIgnore parameter
|
||
|
TracePoint( owner, tr, start, end, contents, additionalIgnore );
|
||
|
}
|
||
|
//gameRenderWorld->DebugArrow( colorRed, start, end, 10, 5000 );
|
||
|
// RAVEN END
|
||
|
|
||
|
// If the hitscan hit a no impact surface we can just return out
|
||
|
//assert( tr.c.material );
|
||
|
if ( tr.fraction >= 1.0f || (tr.c.material && tr.c.material->GetSurfaceFlags() & SURF_NOIMPACT) ) {
|
||
|
PlayEffect( hitscanDict, "fx_path", fxOrigin, dir.ToMat3(), false, tr.endpos, false, EC_IGNORE, hitscanTint );
|
||
|
if ( random.RandomFloat( ) < tracerChance ) {
|
||
|
PlayEffect( hitscanDict, "fx_tracer", fxOrigin, dir.ToMat3(), false, tr.endpos );
|
||
|
tracer = true;
|
||
|
} else {
|
||
|
tracer = false;
|
||
|
}
|
||
|
|
||
|
if ( areas ) {
|
||
|
collisionArea = pvs.GetPVSArea( tr.endpos );
|
||
|
if ( collisionArea != areas[0] ) {
|
||
|
areas[1] = collisionArea;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
// computing the collisionArea from the collisionPoint fails sometimes
|
||
|
if ( areas ) {
|
||
|
collisionArea = pvs.GetPVSArea( tr.c.point );
|
||
|
if ( collisionArea != areas[0] ) {
|
||
|
areas[1] = collisionArea;
|
||
|
}
|
||
|
}
|
||
|
collisionPoint = tr.c.point - ( tr.c.normal * tr.c.point - tr.c.dist ) * tr.c.normal;
|
||
|
ent = entities[ tr.c.entityNum ];
|
||
|
actualHitEnt = NULL;
|
||
|
start = collisionPoint;
|
||
|
|
||
|
// Keep tracing if we hit water
|
||
|
if ( (ent->GetPhysics()->GetContents() & CONTENTS_WATER) || (tr.c.material && (tr.c.material->GetContentFlags() & CONTENTS_WATER)) ) {
|
||
|
// Apply force to the water entity that was hit
|
||
|
ent->ApplyImpulse( owner, tr.c.id, tr.c.point, -(hitscanDict.GetFloat( "push", "5000" )) * tr.c.normal );
|
||
|
// Continue on excluding water
|
||
|
contents &= (~CONTENTS_WATER);
|
||
|
|
||
|
if ( !g_perfTest_weaponNoFX.GetBool() ) {
|
||
|
if ( ent->CanPlayImpactEffect( owner, ent ) ) {
|
||
|
if ( ent->IsType( idMover::GetClassType( ) ) ) {
|
||
|
ent->PlayEffect( GetEffect( hitscanDict, "fx_impact", tr.c.materialType ), collisionPoint, tr.c.normal.ToMat3(), false, vec3_origin, false, EC_IMPACT, hitscanTint );
|
||
|
} else {
|
||
|
gameLocal.PlayEffect( GetEffect( hitscanDict, "fx_impact", tr.c.materialType ), collisionPoint, tr.c.normal.ToMat3(), false, vec3_origin, false, false, EC_IMPACT, hitscanTint );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
continue;
|
||
|
// Reflect off a bounce target?
|
||
|
} else if ( (tr.c.material->GetSurfaceFlags ( ) & SURF_BOUNCE) && !hitscanDict.GetBool ( "noBounce" ) ) {
|
||
|
reflect++;
|
||
|
}
|
||
|
|
||
|
// If the hit entity is bound to an actor use the actor instead
|
||
|
if ( ent->fl.takedamage && ent->GetTeamMaster( ) && ent->GetTeamMaster( )->IsType ( idActor::GetClassType() ) ) {
|
||
|
actualHitEnt = ent;
|
||
|
ent = ent->GetTeamMaster( );
|
||
|
}
|
||
|
|
||
|
if ( !gameLocal.isClient ) {
|
||
|
|
||
|
// Apply force to the entity that was hit
|
||
|
ent->ApplyImpulse( owner, tr.c.id, tr.c.point, -tr.c.normal, &hitscanDict );
|
||
|
|
||
|
// Handle damage to the entity
|
||
|
if ( ent->fl.takedamage && !(( tr.c.material != NULL ) && ( tr.c.material->GetSurfaceFlags() & SURF_NODAMAGE )) ) {
|
||
|
const char* damage;
|
||
|
|
||
|
damage = NULL;
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// jdischler: code from the other project..to ensure that if an attached head is hit, the body will use the head joint
|
||
|
// otherwise damage zones for head attachments no-worky
|
||
|
int hitJoint = CLIPMODEL_ID_TO_JOINT_HANDLE(tr.c.id);
|
||
|
if ( ent->IsType(idActor::GetClassType()) )
|
||
|
{
|
||
|
idActor* entActor = static_cast<idActor*>(ent);
|
||
|
if ( entActor && entActor->GetHead() && entActor->GetHead()->IsType(idAFAttachment::GetClassType()) )
|
||
|
{
|
||
|
idAFAttachment* headEnt = static_cast<idAFAttachment*>(entActor->GetHead());
|
||
|
if ( headEnt && headEnt->entityNumber == tr.c.entityNum )
|
||
|
{//hit ent's head, get the proper joint for the head
|
||
|
hitJoint = entActor->GetAnimator()->GetJointHandle("head");
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
// RAVEN END
|
||
|
// Inflict damage
|
||
|
if ( tr.c.materialType ) {
|
||
|
damage = hitscanDict.GetString( va("def_damage_%s", tr.c.materialType->GetName()) );
|
||
|
}
|
||
|
if ( !damage || !*damage ) {
|
||
|
damage = hitscanDict.GetString ( "def_damage" );
|
||
|
}
|
||
|
|
||
|
if ( damage && damage[0] ) {
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: stats
|
||
|
if( owner->IsType( idPlayer::GetClassType() ) && ent->IsType( idActor::GetClassType() ) && ent != owner && !((idPlayer*)owner)->pfl.dead ) {
|
||
|
statManager->WeaponHit( (idActor*)owner, ent, ((idPlayer*)owner)->GetCurrentWeapon() );
|
||
|
}
|
||
|
// RAVEN END
|
||
|
ent->Damage( owner, owner, dir, damage, damageScale, hitJoint );
|
||
|
}
|
||
|
|
||
|
// Let the entity add its own damage effect
|
||
|
if ( !g_perfTest_weaponNoFX.GetBool() ) {
|
||
|
ent->AddDamageEffect ( tr, dir, damage, owner );
|
||
|
}
|
||
|
} else {
|
||
|
if ( actualHitEnt
|
||
|
&& actualHitEnt != ent
|
||
|
&& (tr.c.material->GetSurfaceFlags ( ) & SURF_BOUNCE)
|
||
|
&& actualHitEnt->spawnArgs.GetBool( "takeBounceDamage" ) )
|
||
|
{//bleh...
|
||
|
const char* damage = NULL;
|
||
|
// Inflict damage
|
||
|
if ( tr.c.materialType ) {
|
||
|
damage = hitscanDict.GetString( va("def_damage_%s", tr.c.materialType->GetName()) );
|
||
|
}
|
||
|
if ( !damage || !*damage ) {
|
||
|
damage = hitscanDict.GetString ( "def_damage" );
|
||
|
}
|
||
|
if ( damage && damage[0] ) {
|
||
|
actualHitEnt->Damage( owner, owner, dir, damage, damageScale, CLIPMODEL_ID_TO_JOINT_HANDLE( tr.c.id ) );
|
||
|
}
|
||
|
}
|
||
|
if ( !g_perfTest_weaponNoFX.GetBool() ) {
|
||
|
ent->AddDamageEffect( tr, dir, hitscanDict.GetString ( "def_damage" ), owner );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// Pass through actors
|
||
|
if ( ent->IsType ( idActor::GetClassType() ) && penetrate > 0.0f ) {
|
||
|
start = collisionPoint;
|
||
|
additionalIgnore = ent;
|
||
|
damageScale *= penetrate;
|
||
|
continue;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// Path effect
|
||
|
fxDir = collisionPoint - fxOrigin;
|
||
|
fxDir.Normalize( );
|
||
|
PlayEffect( hitscanDict, "fx_path", fxOrigin, fxDir.ToMat3(), false, collisionPoint, false, EC_IGNORE, hitscanTint );
|
||
|
if ( !ent->fl.takedamage && random.RandomFloat ( ) < tracerChance ) {
|
||
|
PlayEffect( hitscanDict, "fx_tracer", fxOrigin, fxDir.ToMat3(), false, collisionPoint );
|
||
|
tracer = true;
|
||
|
} else {
|
||
|
tracer = false;
|
||
|
}
|
||
|
|
||
|
if ( !reflect ) {
|
||
|
//on initial trace only
|
||
|
if ( hitscanDict.GetBool( "doWhizz" ) ) {
|
||
|
//play whizz-by sound if trace is close to player's head
|
||
|
CheckPlayerWhizzBy( origin, collisionPoint, ent, owner );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Play a different effect when reflecting
|
||
|
if ( !reflect || ent->fl.takedamage ) {
|
||
|
idMat3 axis;
|
||
|
|
||
|
// Effect axis when hitting actors is along the direction of impact because actor models are
|
||
|
// very detailed.
|
||
|
if ( ent->IsType ( idActor::GetClassType() ) ) {
|
||
|
axis = ((-dir + tr.c.normal) * 0.5f).ToMat3();
|
||
|
} else {
|
||
|
axis = tr.c.normal.ToMat3();
|
||
|
}
|
||
|
|
||
|
if ( !g_perfTest_weaponNoFX.GetBool() ) {
|
||
|
if ( ent->CanPlayImpactEffect( owner, ent ) ) {
|
||
|
if ( ent->IsType( idMover::GetClassType( ) ) ) {
|
||
|
ent->PlayEffect( GetEffect( hitscanDict, "fx_impact", tr.c.materialType ), collisionPoint, axis, false, vec3_origin, false, EC_IMPACT, hitscanTint );
|
||
|
} else {
|
||
|
gameLocal.PlayEffect( GetEffect( hitscanDict, "fx_impact", tr.c.materialType ), collisionPoint, axis, false, vec3_origin, false, false, EC_IMPACT, hitscanTint );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// End of reflection
|
||
|
return ent;
|
||
|
} else {
|
||
|
PlayEffect( GetEffect( hitscanDict, "fx_reflect", tr.c.materialType ), collisionPoint, tr.c.normal.ToMat3() );
|
||
|
}
|
||
|
|
||
|
// Calc new diretion based on bounce
|
||
|
origin = start;
|
||
|
fxOrigin = start;
|
||
|
dir = ( dir - ( 2.0f * DotProduct( dir, tr.c.normal ) * tr.c.normal ) );
|
||
|
dir.Normalize( );
|
||
|
|
||
|
// Increase damage scale on reflect
|
||
|
damageScale += hitscanDict.GetFloat( "reflect_powerup", "0" );
|
||
|
}
|
||
|
|
||
|
assert( false );
|
||
|
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::RegisterClientEntity
|
||
|
===================
|
||
|
*/
|
||
|
void idGameLocal::RegisterClientEntity( rvClientEntity *cent ) {
|
||
|
int entityNumber;
|
||
|
|
||
|
assert ( cent );
|
||
|
|
||
|
if ( clientSpawnCount >= ( 1 << ( 32 - CENTITYNUM_BITS ) ) ) {
|
||
|
// Error( "idGameLocal::RegisterClientEntity: spawn count overflow" );
|
||
|
clientSpawnCount = INITIAL_SPAWN_COUNT;
|
||
|
}
|
||
|
|
||
|
// Find a free entity index to use
|
||
|
while( clientEntities[firstFreeClientIndex] && firstFreeClientIndex < MAX_CENTITIES ) {
|
||
|
firstFreeClientIndex++;
|
||
|
}
|
||
|
|
||
|
if ( firstFreeClientIndex >= MAX_CENTITIES ) {
|
||
|
cent->PostEventMS ( &EV_Remove, 0 );
|
||
|
Warning( "idGameLocal::RegisterClientEntity: no free client entities" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
entityNumber = firstFreeClientIndex++;
|
||
|
|
||
|
// Add the client entity to the lists
|
||
|
clientEntities[ entityNumber ] = cent;
|
||
|
clientSpawnIds[ entityNumber ] = clientSpawnCount++;
|
||
|
cent->entityNumber = entityNumber;
|
||
|
cent->spawnNode.AddToEnd( clientSpawnedEntities );
|
||
|
cent->spawnArgs.TransferKeyValues( spawnArgs );
|
||
|
|
||
|
if ( entityNumber >= num_clientEntities ) {
|
||
|
num_clientEntities++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::UnregisterClientEntity
|
||
|
===================
|
||
|
*/
|
||
|
void idGameLocal::UnregisterClientEntity( rvClientEntity* cent ) {
|
||
|
assert( cent );
|
||
|
|
||
|
// No entity number then it failed to register
|
||
|
if ( cent->entityNumber == -1 ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
cent->spawnNode.Remove ( );
|
||
|
cent->bindNode.Remove ( );
|
||
|
|
||
|
if ( clientEntities [ cent->entityNumber ] == cent ) {
|
||
|
clientEntities [ cent->entityNumber ] = NULL;
|
||
|
clientSpawnIds[ cent->entityNumber ] = -1;
|
||
|
if ( cent->entityNumber < firstFreeClientIndex ) {
|
||
|
firstFreeClientIndex = cent->entityNumber;
|
||
|
}
|
||
|
cent->entityNumber = -1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: idClip wrapper functions
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::Translation
|
||
|
===================
|
||
|
*/
|
||
|
bool idGameLocal::Translation( const idEntity* ent, trace_t &results, const idVec3 &start, const idVec3 &end, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity, const idEntity *passEntity2 ) {
|
||
|
idClip* clipWorld = GetEntityClipWorld( ent );
|
||
|
|
||
|
if( clipWorld ) {
|
||
|
return clipWorld->Translation( results, start, end, mdl, trmAxis, contentMask, passEntity, passEntity2 );
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::Rotation
|
||
|
===================
|
||
|
*/
|
||
|
bool idGameLocal::Rotation( const idEntity* ent, trace_t &results, const idVec3 &start, const idRotation &rotation, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity ) {
|
||
|
idClip* clipWorld = GetEntityClipWorld( ent );
|
||
|
|
||
|
if( clipWorld ) {
|
||
|
return clipWorld->Rotation( results, start, rotation, mdl, trmAxis, contentMask, passEntity );
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::Motion
|
||
|
===================
|
||
|
*/
|
||
|
bool idGameLocal::Motion( const idEntity* ent, trace_t &results, const idVec3 &start, const idVec3 &end, const idRotation &rotation, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity ) {
|
||
|
idClip* clipWorld = GetEntityClipWorld( ent );
|
||
|
|
||
|
if( clipWorld ) {
|
||
|
return clipWorld->Motion( results, start, end, rotation, mdl, trmAxis, contentMask, passEntity );
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::Contacts
|
||
|
===================
|
||
|
*/
|
||
|
int idGameLocal::Contacts( const idEntity* ent, contactInfo_t *contacts, const int maxContacts, const idVec3 &start, const idVec6 &dir, const float depth, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity ) {
|
||
|
idClip* clipWorld = GetEntityClipWorld( ent );
|
||
|
|
||
|
if( clipWorld ) {
|
||
|
return clipWorld->Contacts( contacts, maxContacts, start, dir, depth, mdl, trmAxis, contentMask, passEntity );
|
||
|
}
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::Contents
|
||
|
===================
|
||
|
*/
|
||
|
int idGameLocal::Contents( const idEntity* ent, const idVec3 &start, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity, idEntity **touchedEntity ) {
|
||
|
idClip* clipWorld = GetEntityClipWorld( ent );
|
||
|
|
||
|
if( clipWorld ) {
|
||
|
return clipWorld->Contents( start, mdl, trmAxis, contentMask, passEntity, touchedEntity );
|
||
|
}
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::TracePoint
|
||
|
===================
|
||
|
*/
|
||
|
bool idGameLocal::TracePoint( const idEntity* ent, trace_t &results, const idVec3 &start, const idVec3 &end, int contentMask, const idEntity *passEntity ) {
|
||
|
idClip* clipWorld = GetEntityClipWorld( ent );
|
||
|
|
||
|
if( clipWorld ) {
|
||
|
return clipWorld->TracePoint( results, start, end, contentMask, passEntity );
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::TraceBounds
|
||
|
===================
|
||
|
*/
|
||
|
bool idGameLocal::TraceBounds( const idEntity* ent, trace_t &results, const idVec3 &start, const idVec3 &end, const idBounds &bounds, int contentMask, const idEntity *passEntity ) {
|
||
|
idClip* clipWorld = GetEntityClipWorld( ent );
|
||
|
|
||
|
if( clipWorld ) {
|
||
|
return clipWorld->TraceBounds( results, start, end, bounds, contentMask, passEntity );
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::TranslationModel
|
||
|
===================
|
||
|
*/
|
||
|
void idGameLocal::TranslationModel( const idEntity* ent, trace_t &results, const idVec3 &start, const idVec3 &end, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, idCollisionModel *model, const idVec3 &modelOrigin, const idMat3 &modelAxis ) {
|
||
|
idClip* clipWorld = GetEntityClipWorld( ent );
|
||
|
|
||
|
if( clipWorld ) {
|
||
|
clipWorld->TranslationModel( results, start, end, mdl, trmAxis, contentMask, model, modelOrigin, modelAxis );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::RotationModel
|
||
|
===================
|
||
|
*/
|
||
|
void idGameLocal::RotationModel( const idEntity* ent, trace_t &results, const idVec3 &start, const idRotation &rotation, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, idCollisionModel *model, const idVec3 &modelOrigin, const idMat3 &modelAxis ) {
|
||
|
idClip* clipWorld = GetEntityClipWorld( ent );
|
||
|
|
||
|
if( clipWorld ) {
|
||
|
clipWorld->RotationModel( results, start, rotation, mdl, trmAxis, contentMask, model, modelOrigin, modelAxis );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::ContactsModel
|
||
|
===================
|
||
|
*/
|
||
|
int idGameLocal::ContactsModel( const idEntity* ent, contactInfo_t *contacts, const int maxContacts, const idVec3 &start, const idVec6 &dir, const float depth, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, idCollisionModel *model, const idVec3 &modelOrigin, const idMat3 &modelAxis ) {
|
||
|
idClip* clipWorld = GetEntityClipWorld( ent );
|
||
|
|
||
|
if( clipWorld ) {
|
||
|
return clipWorld->ContactsModel( contacts, maxContacts, start, dir, depth, mdl, trmAxis, contentMask, model, modelOrigin, modelAxis );
|
||
|
}
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::ContentsModel
|
||
|
===================
|
||
|
*/
|
||
|
int idGameLocal::ContentsModel( const idEntity* ent, const idVec3 &start, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, idCollisionModel *model, const idVec3 &modelOrigin, const idMat3 &modelAxis ) {
|
||
|
idClip* clipWorld = GetEntityClipWorld( ent );
|
||
|
|
||
|
if( clipWorld ) {
|
||
|
return clipWorld->ContentsModel( start, mdl, trmAxis, contentMask, model, modelOrigin, modelAxis );
|
||
|
}
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::TranslationEntities
|
||
|
===================
|
||
|
*/
|
||
|
void idGameLocal::TranslationEntities( const idEntity* ent, trace_t &results, const idVec3 &start, const idVec3 &end, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity, const idEntity *passEntity2 ) {
|
||
|
idClip* clipWorld = GetEntityClipWorld( ent );
|
||
|
|
||
|
if( clipWorld ) {
|
||
|
clipWorld->TranslationEntities( results, start, end, mdl, trmAxis, contentMask, passEntity, passEntity2 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::GetModelContactFeature
|
||
|
===================
|
||
|
*/
|
||
|
bool idGameLocal::GetModelContactFeature( const idEntity* ent, const contactInfo_t &contact, const idClipModel *clipModel, idFixedWinding &winding ) const {
|
||
|
const idClip* clipWorld = GetEntityClipWorld( ent );
|
||
|
|
||
|
if( clipWorld ) {
|
||
|
return clipWorld->GetModelContactFeature( contact, clipModel, winding );
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::EntitiesTouchingBounds
|
||
|
===================
|
||
|
*/
|
||
|
int idGameLocal::EntitiesTouchingBounds ( const idEntity* ent, const idBounds &bounds, int contentMask, idEntity **entityList, int maxCount ) const {
|
||
|
const idClip* clipWorld = GetEntityClipWorld( ent );
|
||
|
|
||
|
if( clipWorld ) {
|
||
|
return clipWorld->EntitiesTouchingBounds( bounds, contentMask, entityList, maxCount );
|
||
|
}
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::ClipModelsTouchingBounds
|
||
|
===================
|
||
|
*/
|
||
|
int idGameLocal::ClipModelsTouchingBounds( const idEntity* ent, const idBounds &bounds, int contentMask, idClipModel **clipModelList, int maxCount ) const {
|
||
|
const idClip* clipWorld = GetEntityClipWorld( ent );
|
||
|
|
||
|
if( clipWorld ) {
|
||
|
return clipWorld->ClipModelsTouchingBounds( bounds, contentMask, clipModelList, maxCount );
|
||
|
}
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::PlayersTouchingBounds
|
||
|
===================
|
||
|
*/
|
||
|
int idGameLocal::PlayersTouchingBounds ( const idEntity* ent, const idBounds &bounds, int contentMask, idPlayer **entityList, int maxCount ) const {
|
||
|
const idClip* clipWorld = GetEntityClipWorld( ent );
|
||
|
|
||
|
if( clipWorld ) {
|
||
|
return clipWorld->PlayersTouchingBounds( bounds, contentMask, entityList, maxCount );
|
||
|
}
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::GetWorldBounds
|
||
|
===================
|
||
|
*/
|
||
|
const idBounds& idGameLocal::GetWorldBounds( const idEntity* ent ) const {
|
||
|
const idClip* clipWorld = GetEntityClipWorld( ent );
|
||
|
|
||
|
if ( clipWorld ) {
|
||
|
return clipWorld->GetWorldBounds();
|
||
|
}
|
||
|
|
||
|
return clip[ 0 ]->GetWorldBounds();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::GetEntityClipWorld
|
||
|
===================
|
||
|
*/
|
||
|
idClip* idGameLocal::GetEntityClipWorld( const idEntity* ent ) {
|
||
|
if( ent == NULL ) {
|
||
|
return clip[ 0 ];
|
||
|
}
|
||
|
|
||
|
if( ent->GetClipWorld() < 0 || ent->GetClipWorld() >= clip.Num() ) {
|
||
|
Warning( "idGameLocal::GetEntityClipWorld() - invalid clip world %d on entity %s (valid range: 0 - %d)\n", ent->GetClipWorld(), ent->GetClassname(), clip.Num() - 1 );
|
||
|
return NULL;
|
||
|
}
|
||
|
return clip[ ent->GetClipWorld() ];
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::GetEntityClipWorld
|
||
|
===================
|
||
|
*/
|
||
|
const idClip* idGameLocal::GetEntityClipWorld( const idEntity* ent ) const {
|
||
|
if( ent == NULL ) {
|
||
|
return clip[ 0 ];
|
||
|
}
|
||
|
|
||
|
if( ent->GetClipWorld() < 0 || ent->GetClipWorld() >= clip.Num() ) {
|
||
|
Warning( "idGameLocal::GetEntityClipWorld() - invalid clip world %d on entity %s (valid range: 0 - %d)\n", ent->GetClipWorld(), ent->GetClassname(), clip.Num() - 1 );
|
||
|
return NULL;
|
||
|
}
|
||
|
return clip[ ent->GetClipWorld() ];
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::AddClipWorld
|
||
|
===================
|
||
|
*/
|
||
|
int idGameLocal::AddClipWorld( int id ) {
|
||
|
if( id >= clip.Num() ) {
|
||
|
// if we want an index higher in the list, fill the intermediate indices with empties
|
||
|
for( int i = clip.Num(); i <= id; i++ ) {
|
||
|
clip.Append( NULL );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( clip[ id ] == NULL ) {
|
||
|
// RAVEN BEGIN
|
||
|
// mwhitlock: Dynamic memory consolidation
|
||
|
RV_PUSH_SYS_HEAP_ID(RV_HEAP_ID_LEVEL);
|
||
|
// RAVEN END
|
||
|
clip[ id ] = new idClip();
|
||
|
// RAVEN BEGIN
|
||
|
// mwhitlock: Dynamic memory consolidation
|
||
|
RV_POP_HEAP();
|
||
|
// RAVEN END
|
||
|
clip[ id ]->Init();
|
||
|
}
|
||
|
return id;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::RemoveClipWorld
|
||
|
===================
|
||
|
*/
|
||
|
void idGameLocal::RemoveClipWorld( int id ) {
|
||
|
assert( id >= 0 && id < clip.Num() );
|
||
|
|
||
|
clip[ id ]->Shutdown();
|
||
|
delete clip[ id ];
|
||
|
clip[ id ] = NULL;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::ShutdownInstances
|
||
|
===================
|
||
|
*/
|
||
|
void idGameLocal::ShutdownInstances( void ) {
|
||
|
if( gamestate == GAMESTATE_UNINITIALIZED ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
instances.DeleteContents( true );
|
||
|
|
||
|
// free the trace model used for the defaultClipModel
|
||
|
idClip::FreeDefaultClipModel();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::AddInstance
|
||
|
===================
|
||
|
*/
|
||
|
int idGameLocal::AddInstance( int id, bool deferPopulate ) {
|
||
|
if ( id == -1 ) {
|
||
|
id = instances.Num();
|
||
|
}
|
||
|
|
||
|
if ( id >= instances.Num() ) {
|
||
|
// if we want an index higher in the list, fill the intermediate indices with empties
|
||
|
for( int i = instances.Num(); i <= id; i++ ) {
|
||
|
instances.Append( NULL );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( instances[ id ] == NULL ) {
|
||
|
// RAVEN BEGIN
|
||
|
// mwhitlock: Dynamic memory consolidation
|
||
|
RV_PUSH_SYS_HEAP_ID(RV_HEAP_ID_LEVEL);
|
||
|
instances[ id ] = new rvInstance( id, deferPopulate );
|
||
|
RV_POP_HEAP();
|
||
|
// RAVEN END
|
||
|
|
||
|
if ( !deferPopulate ) {
|
||
|
// keep track of the high watermark
|
||
|
ServerSetEntityIndexWatermark( id );
|
||
|
}
|
||
|
|
||
|
common->DPrintf( "idGameLocal::AddInstance(): Adding instance %d\n", instances[ id ]->GetInstanceID() );
|
||
|
} else {
|
||
|
common->DPrintf( "idGameLocal::AddInstance(): Instance %d already exists\n", instances[ id ]->GetInstanceID() );
|
||
|
}
|
||
|
|
||
|
// keep the min spawn index correctly set
|
||
|
ServerSetMinSpawnIndex();
|
||
|
|
||
|
return instances[ id ]->GetInstanceID();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::RemoveInstance
|
||
|
===================
|
||
|
*/
|
||
|
void idGameLocal::RemoveInstance( int id ) {
|
||
|
delete instances[ id ];
|
||
|
instances[ id ] = NULL;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::GetPlayerName
|
||
|
Returns the specified player name, max of 64 chars
|
||
|
===================
|
||
|
*/
|
||
|
void idGameLocal::GetPlayerName( int clientNum, char* name ) {
|
||
|
if( !gameLocal.entities[ clientNum ] ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
strncpy( name, gameLocal.GetUserInfo( clientNum )->GetString( "ui_name" ), 64 );
|
||
|
name[ 63 ] = 0;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::GetPlayerClan
|
||
|
Returns the specified player clan, max of 64 chars
|
||
|
===================
|
||
|
*/
|
||
|
void idGameLocal::GetPlayerClan( int clientNum, char* clan ) {
|
||
|
if( !gameLocal.entities[ clientNum ] ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
strncpy( clan, gameLocal.GetUserInfo( clientNum )->GetString( "ui_clan" ), 64 );
|
||
|
clan[ 63 ] = 0;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::SetFriend
|
||
|
===================
|
||
|
*/
|
||
|
void idGameLocal::SetFriend( int clientNum, bool isFriend ) {
|
||
|
if( !gameLocal.GetLocalPlayer() ) {
|
||
|
Warning( "idGameLocal::SetFriend() - SetFriend() called with NULL local player\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
gameLocal.GetLocalPlayer()->SetFriend( clientNum, isFriend );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::GetLongGametypeName
|
||
|
===================
|
||
|
*/
|
||
|
const char* idGameLocal::GetLongGametypeName( const char* gametype ) {
|
||
|
return mpGame.GetLongGametypeName( gametype );
|
||
|
}
|
||
|
|
||
|
void idGameLocal::Cmd_PrintMapEntityNumbers_f( const idCmdArgs& args ) {
|
||
|
int instance = 0;
|
||
|
|
||
|
if ( args.Argc() > 1 ) {
|
||
|
instance = atoi( args.Argv( 1 ) );
|
||
|
}
|
||
|
|
||
|
if( gameLocal.instances[ instance ] ) {
|
||
|
gameLocal.instances[ instance ]->PrintMapNumbers();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void idGameLocal::Cmd_PrintSpawnIds_f( const idCmdArgs& args ) {
|
||
|
for( int i = 0; i < MAX_GENTITIES; i++ ) {
|
||
|
if( gameLocal.entities[ i ] ) {
|
||
|
gameLocal.Printf( "Spawn id %d: %d\n", i, gameLocal.spawnIds[ i ] );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idGameLocal::GetDemoHud
|
||
|
===============
|
||
|
*/
|
||
|
idUserInterface *idGameLocal::GetDemoHud( void ) {
|
||
|
if ( !demo_hud ) {
|
||
|
demo_hud = uiManager->FindGui( "guis/hud.gui", true, false, true );
|
||
|
assert( demo_hud );
|
||
|
}
|
||
|
return demo_hud;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idGameLocal::GetDemoMphud
|
||
|
===============
|
||
|
*/
|
||
|
idUserInterface *idGameLocal::GetDemoMphud( void ) {
|
||
|
if ( !demo_mphud ) {
|
||
|
demo_mphud = uiManager->FindGui( "guis/mphud.gui", true, false, true );
|
||
|
assert( demo_mphud );
|
||
|
}
|
||
|
return demo_mphud;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idGameLocal::GetDemoCursor
|
||
|
===============
|
||
|
*/
|
||
|
idUserInterface *idGameLocal::GetDemoCursor( void ) {
|
||
|
if ( !demo_cursor ) {
|
||
|
demo_cursor = uiManager->FindGui( "guis/cursor.gui", true, false, true );
|
||
|
assert( demo_cursor );
|
||
|
}
|
||
|
return demo_cursor;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idGameLocal::IsTeamPowerups
|
||
|
===============
|
||
|
*/
|
||
|
bool idGameLocal::IsTeamPowerups( void ) {
|
||
|
if ( !serverInfo.GetBool( "si_isBuyingEnabled" ) ) {
|
||
|
return false;
|
||
|
}
|
||
|
if ( !IsTeamGameType() ) {
|
||
|
return false;
|
||
|
}
|
||
|
return ( gameType != GAME_ARENA_CTF );
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// mwhitlock: Dynamic memory consolidation
|
||
|
#if defined(_RV_MEM_SYS_SUPPORT)
|
||
|
/*
|
||
|
===================
|
||
|
idGameLocal::FlushBeforelevelLoad
|
||
|
===================
|
||
|
*/
|
||
|
void idGameLocal::FlushBeforelevelLoad( void )
|
||
|
{
|
||
|
TIME_THIS_SCOPE( __FUNCLINE__);
|
||
|
|
||
|
#ifndef _XENON
|
||
|
MapShutdown();
|
||
|
#else
|
||
|
mpGame.Clear();
|
||
|
#endif
|
||
|
for(int i = 0; i < aasNames.Num(); i++)
|
||
|
{
|
||
|
aasList[i]->Shutdown();
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
// RAVEN END
|
||
|
|
||
|
// dluetscher: moved the overloaded new/delete to sys_local.cpp and Game_local.cpp (from Heap.h)
|
||
|
// so that the tools.dll will link.
|
||
|
#if !defined(_XBOX) && (defined(ID_REDIRECT_NEWDELETE) || defined(_RV_MEM_SYS_SUPPORT))
|
||
|
|
||
|
#undef new
|
||
|
#undef delete
|
||
|
#undef Mem_Alloc
|
||
|
#undef Mem_Free
|
||
|
|
||
|
#ifdef ID_DEBUG_MEMORY
|
||
|
void *operator new( size_t s, int t1, int t2, char *fileName, int lineNumber ) {
|
||
|
return Mem_Alloc( s, fileName, lineNumber, MemScopedTag_GetTopTag() );
|
||
|
}
|
||
|
|
||
|
void operator delete( void *p, int t1, int t2, char *fileName, int lineNumber ) {
|
||
|
Mem_Free( p, fileName, lineNumber );
|
||
|
}
|
||
|
|
||
|
void *operator new[]( size_t s, int t1, int t2, char *fileName, int lineNumber ) {
|
||
|
return Mem_Alloc( s, fileName, lineNumber, MemScopedTag_GetTopTag() );
|
||
|
}
|
||
|
|
||
|
void operator delete[]( void *p, int t1, int t2, char *fileName, int lineNumber ) {
|
||
|
Mem_Free( p, fileName, lineNumber );
|
||
|
}
|
||
|
|
||
|
void *operator new( size_t s ) {
|
||
|
return Mem_Alloc( s, "", 0, MemScopedTag_GetTopTag() );
|
||
|
}
|
||
|
|
||
|
void operator delete( void *p ) {
|
||
|
Mem_Free( p, "", 0 );
|
||
|
}
|
||
|
|
||
|
void *operator new[]( size_t s ) {
|
||
|
return Mem_Alloc( s, "", 0, MemScopedTag_GetTopTag() );
|
||
|
}
|
||
|
|
||
|
void operator delete[]( void *p ) {
|
||
|
Mem_Free( p, "", 0 );
|
||
|
}
|
||
|
|
||
|
#else // #ifdef ID_DEBUG_MEMORY
|
||
|
|
||
|
void *operator new( size_t s ) {
|
||
|
return Mem_Alloc( s, MemScopedTag_GetTopTag() );
|
||
|
}
|
||
|
|
||
|
void operator delete( void *p ) {
|
||
|
Mem_Free( p );
|
||
|
}
|
||
|
|
||
|
void *operator new[]( size_t s ) {
|
||
|
return Mem_Alloc( s, MemScopedTag_GetTopTag() );
|
||
|
}
|
||
|
|
||
|
void operator delete[]( void *p ) {
|
||
|
Mem_Free( p );
|
||
|
}
|
||
|
#endif // #else #ifdef ID_DEBUG_MEMORY
|
||
|
#endif // #if defined(ID_REDIRECT_NEWDELETE) || defined(_RV_MEM_SYS_SUPPORT)
|
||
|
// RAVEN END
|