stvoy-sp-sdk/game/g_main.cpp

951 lines
21 KiB
C++

#include "g_local.h"
#include "g_functions.h"
#include "Q3_Interface.h"
#include "g_nav.h"
#include "boltOns.h"
#include "g_roff.h"
#include "g_navigator.h"
#include "anims.h"
extern CNavigator navigator;
#define STEPSIZE 18
level_locals_t level;
game_import_t gi;
game_export_t globals;
gentity_t *g_entities;
gentity_t *playerEnt = &g_entities[0];
cvar_t *g_speed;
cvar_t *g_gravity;
cvar_t *g_sex;
cvar_t *g_spskill;
cvar_t *g_cheats;
cvar_t *g_developer;
cvar_t *g_timescale;
cvar_t *g_knockback;
cvar_t *g_inactivity;
cvar_t *g_debugMove;
cvar_t *g_debugDamage;
cvar_t *g_weaponRespawn;
cvar_t *g_subtitles;
cvar_t *g_language;
cvar_t *g_ICARUSDebug;
cvar_t *com_buildScript;
cvar_t *g_skippingcin;
cvar_t *g_virtualVoyager;
qboolean stop_icarus = qfalse;
extern char *G_GetLocationForEnt( gentity_t *ent );
void G_RunFrame (int levelTime);
void CG_LoadInterface (void);
void ClearNPCGlobals( void );
void ClearPlayerAlertEvents( void );
#define ALERT_CLEAR_TIME 200
int eventClearTime = 0;
int form_shot_traces = 0;
int form_updateseg_traces = 0;
int form_leaderseg_traces = 0;
int form_closestSP_traces = 0;
int form_clearpath_traces = 0;
extern void NPC_ShowDebugInfo (void);
extern int ffireForgivenessTimer;
extern int ffireLevel;
extern int killPlayerTimer;
extern int loadBrigTimer;
extern const int FFIRE_LEVEL_RETALIATION;
int teamCount[TEAM_NUM_TEAMS];
int teamLastEnemyTime[TEAM_NUM_TEAMS];
int teamEnemyCount[TEAM_NUM_TEAMS];
/*
================
G_FindTeams
Chain together all entities with a matching team field.
Entity teams are used for item groups and multi-entity mover groups.
All but the first will have the FL_TEAMSLAVE flag set and teammaster field set
All but the last will have the teamchain field set to the next one
================
*/
void G_FindTeams( void ) {
gentity_t *e, *e2;
int i, j;
int c, c2;
c = 0;
c2 = 0;
for ( i=1, e=g_entities,i ; i < globals.num_entities ; i++,e++ ){
if (!e->inuse)
continue;
if (!e->team)
continue;
if (e->flags & FL_TEAMSLAVE)
continue;
e->teammaster = e;
c++;
c2++;
for (j=i+1, e2=e+1 ; j < globals.num_entities ; j++,e2++)
{
if (!e2->inuse)
continue;
if (!e2->team)
continue;
if (e2->flags & FL_TEAMSLAVE)
continue;
if (!strcmp(e->team, e2->team))
{
c2++;
e2->teamchain = e->teamchain;
e->teamchain = e2;
e2->teammaster = e;
e2->flags |= FL_TEAMSLAVE;
// make sure that targets only point at the master
if ( e2->targetname ) {
e->targetname = e2->targetname;
e2->targetname = NULL;
}
}
}
}
gi.Printf ("%i teams with %i entities\n", c, c2);
}
/*
============
G_InitCvars
============
*/
void G_InitCvars( void ) {
// don't override the cheat state set by the system
g_cheats = gi.cvar ("sv_cheats", "", 0);
g_developer = gi.cvar ("developer", "", 0);
// noset vars
gi.cvar( "gamename", GAMEVERSION , CVAR_SERVERINFO | CVAR_ROM );
gi.cvar( "gamedate", __DATE__ , CVAR_ROM );
g_skippingcin = gi.cvar ("skippingCinematic", "0", CVAR_ROM);
// latched vars
// change anytime vars
g_speed = gi.cvar( "g_speed", "250", 0 );
g_gravity = gi.cvar( "g_gravity", "800", CVAR_USERINFO ); //using userinfo as savegame flag
g_sex = gi.cvar ("sex", "male", CVAR_USERINFO | CVAR_ARCHIVE );
g_spskill = gi.cvar ("g_spskill", "0", CVAR_ARCHIVE | CVAR_USERINFO); //using userinfo as savegame flag
g_knockback = gi.cvar( "g_knockback", "1000", 0 );
g_inactivity = gi.cvar ("g_inactivity", "0", 0);
g_debugMove = gi.cvar ("g_debugMove", "0", 0);
g_debugDamage = gi.cvar ("g_debugDamage", "0", 0);
g_ICARUSDebug = gi.cvar( "g_ICARUSDebug", "0", 0 );
g_timescale = gi.cvar( "timescale", "1", 0 );
g_virtualVoyager = gi.cvar( "cg_virtualvoyager", "0", CVAR_NORESTART );
g_subtitles = gi.cvar ("g_subtitles", "2", CVAR_ARCHIVE);
g_language = gi.cvar ("g_language", "", CVAR_ARCHIVE | CVAR_NORESTART);
com_buildScript = gi.cvar ("com_buildscript", "0", 0);
}
/*
============
InitGame
============
*/
extern void Q3_SetPrecacheFile (const char *file); //q3_interface
// I'm just declaring a global here which I need to get at in NAV_GenerateSquadPaths for deciding if pre-calc'd
// data is valid, and this saves changing the proto of G_SpawnEntitiesFromString() to include a checksum param which
// may get changed anyway if a new nav system is ever used. This way saves messing with g_local.h each time -slc
int giMapChecksum;
SavedGameJustLoaded_e g_eSavedGameJustLoaded;
qboolean g_qbLoadTransition = qfalse;
void InitGame( const char *mapname, const char *spawntarget, int checkSum, const char *entities, int levelTime, int randomSeed, int globalTime, SavedGameJustLoaded_e eSavedGameJustLoaded, qboolean qbLoadTransition )
{
int i;
giMapChecksum = checkSum;
g_eSavedGameJustLoaded = eSavedGameJustLoaded;
g_qbLoadTransition = qbLoadTransition;
gi.Printf ("------- Game Initialization -------\n");
gi.Printf ("gamename: %s\n", GAMEVERSION);
gi.Printf ("gamedate: %s\n", __DATE__);
srand( randomSeed );
G_InitCvars();
G_InitMemory();
// set some level globals
memset( &level, 0, sizeof( level ) );
level.time = levelTime;
level.globalTime = globalTime;
Q_strncpyz( level.mapname, mapname, sizeof(level.mapname) );
if ( spawntarget != NULL && spawntarget[0] )
{
Q_strncpyz( level.spawntarget, spawntarget, sizeof(level.spawntarget) );
}
else
{
level.spawntarget[0] = 0;
}
G_InitWorldSession();
// initialize all entities for this game
g_entities = (struct gentity_s *) G_Alloc( MAX_GENTITIES * sizeof(g_entities[0]) );
memset( g_entities, 0, MAX_GENTITIES * sizeof(g_entities[0]) );
globals.gentities = g_entities;
// initialize all clients for this game
level.maxclients = 1;
level.clients = (struct gclient_s *) G_Alloc( level.maxclients * sizeof(level.clients[0]) );
// set client fields on player
g_entities[0].client = level.clients;
// always leave room for the max number of clients,
// even if they aren't all used, so numbers inside that
// range are NEVER anything but clients
globals.num_entities = MAX_CLIENTS;
//Load bolt-on list
G_LoadBoltOns();
//Sets intial squadpoint data
G_SquadPathsInit();
//Set up NPC init data
NPC_InitGame();
TIMER_Clear();
//
//ICARUS INIT START
gi.Printf("------ ICARUS Initialization ------\n");
gi.Printf("ICARUS version : %1.2f\n", ICARUS_VERSION);
Interface_Init( &interface_export );
ICARUS_Init();
gi.Printf ("-----------------------------------\n");
//ICARUS INIT END
//
IT_LoadItemParms ();
IS_LoadInfoItemParms();
OBJ_LoadObjectives();
OBJ_LoadTactical();
ClearRegisteredItems();
navCalculatePaths = ( navigator.Load( mapname, checkSum ) == qfalse );
// parse the key/value pairs and spawn gentities
G_SpawnEntitiesFromString( entities );
// general initialization
G_FindTeams();
SaveRegisteredItems();
gi.Printf ("-----------------------------------\n");
//randomize the rand functions
byte num_calls = (byte)timeGetTime();
for(i = 0; i < (int)num_calls; i++)
{
rand();
}
//Calculate all paths
if ( navCalculatePaths )
{
NAV_CalculatePaths( mapname, checkSum );
navigator.CalculatePaths();
if ( navigator.Save( mapname, checkSum ) == qfalse )
{
gi.Printf("Unable to save navigations data for map \"%s\" (checksum:%d)\n", mapname, checkSum );
}
}
//Precache the auto-built dialogue .pre file
if (strrchr(mapname,'/')) {
Q3_SetPrecacheFile (va("%s/behaved",strrchr(mapname,'/')));
} else {
Q3_SetPrecacheFile (va("%s/behaved",mapname));
}
//Precache the designer-made extras .pre file
if (strrchr(mapname,'/')) {
Q3_SetPrecacheFile (va("%s/extra",strrchr(mapname,'/')));
} else {
Q3_SetPrecacheFile (va("%s/extra",mapname));
}
}
/*
=================
ShutdownGame
=================
*/
void ShutdownGame( void ) {
gi.Printf ("==== ShutdownGame ====\n");
gi.Printf ("... ICARUS_Shutdown\n");
ICARUS_Shutdown (); //Shut ICARUS down
gi.Printf ("... Reference Tags Cleared\n");
TAG_Init(); //Clear the reference tags
gi.Printf ("... Navigation Data Cleared\n");
NAV_Shutdown();
// write all the client session data so we can get it back
G_WriteSessionData();
}
//===================================================================
static void G_Cvar_Create( const char *var_name, const char *var_value, int flags ) {
gi.cvar( var_name, var_value, flags );
}
/*
=================
GetGameAPI
Returns a pointer to the structure with all entry points
and global variables
=================
*/
game_export_t *GetGameAPI( game_import_t *import ) {
gameinfo_import_t gameinfo_import;
gi = *import;
globals.apiversion = GAME_API_VERSION;
globals.Init = InitGame;
globals.Shutdown = ShutdownGame;
globals.WriteLevel = WriteLevel;
globals.ReadLevel = ReadLevel;
globals.GameAllowedToSaveHere = GameAllowedToSaveHere;
globals.ClientThink = ClientThink;
globals.ClientConnect = ClientConnect;
globals.ClientUserinfoChanged = ClientUserinfoChanged;
globals.ClientDisconnect = ClientDisconnect;
globals.ClientBegin = ClientBegin;
globals.ClientCommand = ClientCommand;
globals.RunFrame = G_RunFrame;
globals.ConsoleCommand = ConsoleCommand;
globals.gentitySize = sizeof(gentity_t);
gameinfo_import.FS_FOpenFile = gi.FS_FOpenFile;
gameinfo_import.FS_Read = gi.FS_Read;
gameinfo_import.FS_FCloseFile = gi.FS_FCloseFile;
gameinfo_import.Cvar_Set = gi.cvar_set;
gameinfo_import.Cvar_VariableStringBuffer = gi.Cvar_VariableStringBuffer;
gameinfo_import.Cvar_Create = G_Cvar_Create;
GI_Init( &gameinfo_import );
return &globals;
}
void QDECL G_Error( const char *fmt, ... ) {
va_list argptr;
char text[1024];
va_start (argptr, fmt);
vsprintf (text, fmt, argptr);
va_end (argptr);
gi.Error( ERR_DROP, "%s", text);
}
#ifndef GAME_HARD_LINKED
// this is only here so the functions in q_shared.c and bg_*.c can link
/*
-------------------------
Com_Error
-------------------------
*/
void Com_Error ( int level, const char *error, ... ) {
va_list argptr;
char text[1024];
va_start (argptr, error);
vsprintf (text, error, argptr);
va_end (argptr);
gi.Error( level, "%s", text);
}
/*
-------------------------
Com_Printf
-------------------------
*/
void Com_Printf( const char *msg, ... ) {
va_list argptr;
char text[1024];
va_start (argptr, msg);
vsprintf (text, msg, argptr);
va_end (argptr);
gi.Printf ("%s", text);
}
#endif
/*
========================================================================
MAP CHANGING
========================================================================
*/
/*
========================================================================
FUNCTIONS CALLED EVERY FRAME
========================================================================
*/
void G_CheckTasksCompleted (gentity_t *ent)
{
if ( Q3_TaskIDPending( ent, TID_CHAN_VOICE ) )
{
if ( !gi.S_Override[ent->s.number] )
{//not playing a voice sound
//return task_complete
Q3_TaskIDComplete( ent, TID_CHAN_VOICE );
}
}
if ( Q3_TaskIDPending( ent, TID_LOCATION ) )
{
char *currentLoc = G_GetLocationForEnt( ent );
if ( currentLoc && currentLoc[0] && Q_stricmp( ent->message, currentLoc ) == 0 )
{//we're in the desired location
Q3_TaskIDComplete( ent, TID_LOCATION );
}
//FIXME: else see if were in other trigger_locations?
}
}
/*
=============
G_RunThink
Runs thinking code for this frame if necessary
=============
*/
void G_RunThink (gentity_t *ent)
{
float thinktime;
/*
if ( ent->NPC == NULL )
{
if ( ent->taskManager && !stop_icarus )
{
ent->taskManager->Update( );
}
}
*/
thinktime = ent->nextthink;
if ( thinktime <= 0 )
{
goto runicarus;
}
if ( thinktime > level.time )
{
goto runicarus;
}
ent->nextthink = 0;
if ( ent->e_ThinkFunc == thinkF_NULL ) // actually you don't need this if I check for it in the next function -slc
{
//gi.Error ( "NULL ent->think");
goto runicarus;
}
GEntity_ThinkFunc( ent ); // ent->think (ent);
runicarus:
if ( ent->inuse ) // GEntity_ThinkFunc( ent ) can have freed up this ent if it was a type flier_child (stasis1 crash)
{
if ( ent->NPC == NULL )
{
if ( ent->taskManager && !stop_icarus )
{
ent->taskManager->Update( );
}
}
}
}
/*
-------------------------
G_Animate
-------------------------
*/
void G_Animate ( gentity_t *self )
{
if ( self->s.frame == self->endFrame )
{
if ( self->svFlags & SVF_ANIMATING )
{
if ( self->loopAnim )
{
self->s.frame = self->startFrame;
}
else
{
self->svFlags &= ~SVF_ANIMATING;
}
//Finished sequence - FIXME: only do this once even on looping anims?
Q3_TaskIDComplete( self, TID_ANIM_BOTH );
}
return;
}
self->svFlags |= SVF_ANIMATING;
if ( self->startFrame < self->endFrame )
{
if ( self->s.frame < self->startFrame || self->s.frame > self->endFrame )
{
self->s.frame = self->startFrame;
}
else
{
self->s.frame++;
}
}
else if ( self->startFrame > self->endFrame )
{
if ( self->s.frame > self->startFrame || self->s.frame < self->endFrame )
{
self->s.frame = self->startFrame;
}
else
{
self->s.frame--;
}
}
else
{
self->s.frame = self->endFrame;
}
}
/*
-------------------------
G_AnimateBoltOn
-------------------------
*/
void G_AnimateBoltOn ( boltOnInfo_t *boltOn )
{
if ( boltOn->frame == boltOn->endFrame )
{
if ( boltOn->loopAnim )
{
boltOn->frame = boltOn->startFrame;
}
return;
}
if ( boltOn->startFrame < boltOn->endFrame )
{
if ( boltOn->frame < boltOn->startFrame || boltOn->frame > boltOn->endFrame )
{
boltOn->frame = boltOn->startFrame;
}
else
{
boltOn->frame++;
}
}
else if ( boltOn->startFrame > boltOn->endFrame )
{
if ( boltOn->frame > boltOn->startFrame || boltOn->frame < boltOn->endFrame )
{
boltOn->frame = boltOn->startFrame;
}
else
{
boltOn->frame--;
}
}
else
{
boltOn->frame = boltOn->endFrame;
}
/*
-------------------------
G_AnimateBoltOns
-------------------------
*/
}
void G_AnimateBoltOns (gentity_t *self)
{
//Go through all my boltOns and animate them if needbe
if ( !self->client )
{
if ( self->boltOn.index >= 0 && self->boltOn.index < numBoltOns )
{
G_AnimateBoltOn( &self->boltOn );
}
}
else
{
for ( int i = 0; i < MAX_BOLT_ONS; i++ )
{
if ( self->client->renderInfo.boltOns[i].index >= 0 && self->client->renderInfo.boltOns[i].index < numBoltOns )
{
G_AnimateBoltOn( &self->client->renderInfo.boltOns[i] );
}
}
}
}
/*
-------------------------
ResetTeamCounters
-------------------------
*/
void ResetTeamCounters( void )
{
//clear team enemy counters
for ( int team = TEAM_FREE; team < TEAM_NUM_TEAMS; team++ )
{
teamEnemyCount[team] = 0;
teamCount[team] = 0;
}
}
/*
-------------------------
UpdateTeamCounters
-------------------------
*/
void UpdateTeamCounters( gentity_t *ent )
{
if ( !ent->NPC )
{
return;
}
if ( !ent->client )
{
return;
}
if ( ent->health <= 0 )
{
return;
}
if ( (ent->s.eFlags&EF_NODRAW) )
{
return;
}
if ( ent->client->playerTeam == TEAM_FREE )
{
return;
}
//this is an NPC who is alive and visible and is on a specific team
teamCount[ent->client->playerTeam]++;
if ( !ent->enemy )
{
return;
}
//ent has an enemy
if ( !ent->enemy->client )
{//enemy is a normal ent
if ( ent->noDamageTeam == ent->client->playerTeam )
{//it's on my team, don't count it as an enemy
return;
}
}
else
{//enemy is another NPC/player
if ( ent->enemy->client->playerTeam == ent->client->playerTeam)
{//enemy is on the same team, don't count it as an enemy
return;
}
}
//ent's enemy is not on the same team
teamLastEnemyTime[ent->client->playerTeam] = level.time;
teamEnemyCount[ent->client->playerTeam]++;
}
extern void NPC_SetAnim(gentity_t *ent,int type,int anim,int priority);
extern void G_MakeTeamVulnerable( void );
void G_CheckEndLevelTimers( gentity_t *ent )
{
if ( killPlayerTimer && level.time > killPlayerTimer )
{
killPlayerTimer = 0;
ent->health = 0;
if ( ent->client && ent->client->ps.stats[STAT_HEALTH] > 0 )
{
//simulate death
ent->client->ps.stats[STAT_HEALTH] = 0;
//debounce respawn time
ent->client->respawnTime = level.time + 2000;
//play the "what have I done?!" anim
NPC_SetAnim( ent, SETANIM_BOTH, BOTH_GUILT1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
/*
NPC_SetAnim( ent, SETANIM_TORSO, BOTH_SIT2TO1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
NPC_SetAnim( ent, SETANIM_LEGS, LEGS_KNEELDOWN1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
*/
ent->client->ps.torsoAnimTimer = -1;
ent->client->ps.legsAnimTimer = -1;
//look at yourself
ent->client->ps.stats[STAT_DEAD_YAW] = ent->client->ps.viewangles[YAW]+180;
//stop all scripts
if (Q_stricmpn(level.mapname,"_holo",5)) {
stop_icarus = qtrue;
}
//make the team killable
G_MakeTeamVulnerable();
}
}
if ( loadBrigTimer && level.time > loadBrigTimer )
{
gentity_t *brigent = NULL;
loadBrigTimer = 0;
while( (brigent = G_Find(brigent, FOFS(classname), "target_level_change" )) != NULL )
{
if ( Q_stricmp("_brig", brigent->message) == 0 )
{
break;
}
}
if ( brigent )
{
GEntity_UseFunc( brigent, ent, ent );
}
else
{//somehow it was lost, do a manual load
gi.SendConsoleCommand( "wait;maptransition _brig\n" );
}
}
}
/*
================
G_RunFrame
Advances the non-player objects in the world
================
*/
void G_RunFrame( int levelTime ) {
int i;
gentity_t *ent;
int msec;
level.framenum++;
level.previousTime = level.time;
level.time = levelTime;
msec = level.time - level.previousTime;
ResetTeamCounters();
//remember last waypoint, clear current one
for ( i = 0, ent = &g_entities[0]; i < globals.num_entities ; i++, ent++)
{
if ( ent->waypoint != WAYPOINT_NONE )
{
ent->lastWaypoint = ent->waypoint;
ent->waypoint = WAYPOINT_NONE;
}
}
//Look to clear out old events
if ( eventClearTime < level.time )
{
ClearPlayerAlertEvents();
eventClearTime = level.time + ALERT_CLEAR_TIME;
}
//Run the frame for all entities
for ( i = 0, ent = &g_entities[0]; i < globals.num_entities ; i++, ent++)
{
if ( !ent->inuse )
continue;
// clear events that are too old
if ( level.time - ent->eventTime > EVENT_VALID_MSEC ) {
if ( ent->s.event ) {
ent->s.event = 0; // &= EV_EVENT_BITS;
if ( ent->client ) {
ent->client->ps.externalEvent = 0;
}
}
if ( ent->freeAfterEvent ) {
// tempEntities or dropped items completely go away after their event
G_FreeEntity( ent );
continue;
} else if ( ent->unlinkAfterEvent ) {
// items that will respawn will hide themselves after their pickup event
ent->unlinkAfterEvent = qfalse;
gi.unlinkentity( ent );
}
}
// temporary entities don't think
if ( ent->freeAfterEvent )
continue;
G_CheckTasksCompleted(ent);
G_Roff( ent );
if( !ent->client )
{
if ( !(ent->svFlags & SVF_SELF_ANIMATING) )
{//FIXME: make sure this is done only for models with frames?
//Or just flag as animating?
if ( ent->s.eFlags & EF_ANIM_ONCE )
{
ent->s.frame++;
}
else if ( !(ent->s.eFlags & EF_ANIM_ALLFAST) )
{
G_Animate( ent );
}
}
}
else
{
G_AnimateBoltOns( ent );
}
if ( ent->s.eType == ET_MISSILE )
{
G_RunMissile( ent );
continue;
}
if ( ent->s.eType == ET_ITEM )
{
G_RunItem( ent );
continue;
}
if ( ent->s.eType == ET_MOVER )
{
G_RunMover( ent );
continue;
}
//The player
if ( i == 0 )
{
G_CheckEndLevelTimers( ent );
//Recalculate the nearest waypoint for the coming NPC updates
NAV_FindPlayerWaypoint();
if( ent->taskManager && !stop_icarus )
{
ent->taskManager->Update();
}
continue; // players are ucmd driven
}
G_RunThink( ent ); // be aware that ent may be free after returning from here, at least one func frees them
ClearNPCGlobals(); // but these 2 funcs are ok
UpdateTeamCounters( ent ); // to call anyway on a freed ent.
}
// perform final fixups on the player
ent = &g_entities[0];
if ( ent->inuse ) {
ClientEndFrame( ent );
}
//DEBUG STUFF
NAV_ShowDebugInfo();
NPC_ShowDebugInfo();
//handle the ffire counter
if ( ffireLevel < FFIRE_LEVEL_RETALIATION )
{//if we haven't reached the retaliation point, clear the counter
if ( level.time - teamLastEnemyTime[TEAM_STARFLEET] < 10000 ||//teammates have had an enemy in the last 10 seconds
level.time - ffireForgivenessTimer > 120000 )//Haven't shot your teammates in the past 2 minutes
{
//reset friendly fire counter
ffireLevel = 0;
}
}
}
extern qboolean player_locked;
void G_LoadSave_WriteMiscData(void)
{
gi.AppendToSaveGame('LCKD', &player_locked, sizeof(player_locked));
}
void G_LoadSave_ReadMiscData(void)
{
gi.ReadFromSaveGame('LCKD', &player_locked, sizeof(player_locked));
}