/* =========================================================================== Copyright (C) 1999 - 2005, Id Software, Inc. Copyright (C) 2000 - 2013, Raven Software, Inc. Copyright (C) 2001 - 2013, Activision, Inc. Copyright (C) 2013 - 2015, OpenJK contributors This file is part of the OpenJK source code. OpenJK is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, see . =========================================================================== */ #include "g_headers.h" #include "g_local.h" #include "g_functions.h" #include "Q3_Interface.h" #include "g_nav.h" #include "g_roff.h" #include "g_navigator.h" #include "b_local.h" #include "anims.h" #include "g_icarus.h" #include "objectives.h" #include "../cgame/cg_local.h" // yeah I know this is naughty, but we're shipping soon... #include "time.h" #include "../code/qcommon/ojk_saved_game_helper.h" #include "qcommon/q_version.h" extern CNavigator navigator; static int navCalcPathTime = 0; int eventClearTime = 0; #define STEPSIZE 18 level_locals_t level; game_import_t gi; game_export_t globals; gentity_t g_entities[MAX_GENTITIES]; unsigned int g_entityInUseBits[MAX_GENTITIES/32]; void G_ASPreCacheFree(void); void ClearAllInUse(void) { memset(g_entityInUseBits,0,sizeof(g_entityInUseBits)); } void SetInUse(gentity_t *ent) { assert(((uintptr_t)ent)>=(uintptr_t)g_entities); assert(((uintptr_t)ent)<=(uintptr_t)(g_entities+MAX_GENTITIES-1)); unsigned int entNum=ent-g_entities; g_entityInUseBits[entNum/32]|=((unsigned int)1)<<(entNum&0x1f); } void ClearInUse(gentity_t *ent) { assert(((uintptr_t)ent)>=(uintptr_t)g_entities); assert(((uintptr_t)ent)<=(uintptr_t)(g_entities+MAX_GENTITIES-1)); unsigned int entNum=ent-g_entities; g_entityInUseBits[entNum/32]&=~(((unsigned int)1)<<(entNum&0x1f)); } qboolean PInUse(unsigned int entNum) { assert(entNum>=0); assert(entNum=(uintptr_t)g_entities); assert(((uintptr_t)ent)<=(uintptr_t)(g_entities+MAX_GENTITIES-1)); unsigned int entNum=ent-g_entities; return (qboolean)((g_entityInUseBits[entNum / 32] & (1u << (entNum & 0x1f))) != 0); } void WriteInUseBits() { ojk::SavedGameHelper saved_game( ::gi.saved_game); saved_game.write_chunk( INT_ID('I', 'N', 'U', 'S'), ::g_entityInUseBits); } void ReadInUseBits() { ojk::SavedGameHelper saved_game( ::gi.saved_game); saved_game.read_chunk( INT_ID('I', 'N', 'U', 'S'), ::g_entityInUseBits); // This is only temporary. Once I have converted all the ent->inuse refs, // it won;t be needed -MW. for(int i=0;iclient || player->client->pers.teamState.state != TEAM_ACTIVE || level.time - player->client->pers.enterTime < 100 ) {//player hasn't spawned yet return; } if ( player->health <= 0 && player->max_health > 0 ) {//defeat music if ( level.dmState != DM_DEATH ) { level.dmState = DM_DEATH; } } if ( level.dmState == DM_DEATH ) { gi.SetConfigstring( CS_DYNAMIC_MUSIC_STATE, "death" ); return; } if ( level.dmState == DM_BOSS ) { gi.SetConfigstring( CS_DYNAMIC_MUSIC_STATE, "boss" ); return; } if ( level.dmState == DM_SILENCE ) { gi.SetConfigstring( CS_DYNAMIC_MUSIC_STATE, "silence" ); return; } if ( level.dmBeatTime > level.time ) {//not on a beat return; } level.dmBeatTime = level.time + 1000;//1 second beats if ( player->health <= 20 ) { danger = 1; } //enemy-based VectorCopy( player->currentOrigin, center ); for ( i = 0 ; i < 3 ; i++ ) { mins[i] = center[i] - radius; maxs[i] = center[i] + radius; } numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for ( e = 0 ; e < numListedEntities ; e++ ) { ent = entityList[ e ]; if ( !ent || !ent->inuse ) { continue; } if ( !ent->client || !ent->NPC ) { if ( ent->classname && (!Q_stricmp( "PAS", ent->classname )||!Q_stricmp( "misc_turret", ent->classname )) ) {//a turret entTeam = ent->noDamageTeam; } else { continue; } } else {//an NPC entTeam = ent->client->playerTeam; } if ( entTeam == player->client->playerTeam ) {//ally continue; } if ( entTeam == TEAM_NEUTRAL && (!ent->enemy || !ent->enemy->client || ent->enemy->client->playerTeam != player->client->playerTeam) ) {//a droid that is not mad at me or my allies continue; } if ( !gi.inPVS( player->currentOrigin, ent->currentOrigin ) ) {//not potentially visible continue; } if ( ent->client && ent->s.weapon == WP_NONE ) {//they don't have a weapon... FIXME: only do this for droids? continue; } LOScalced = clearLOS = qfalse; if ( (ent->enemy==player&&(!ent->NPC||ent->NPC->confusionTimeclient&&ent->client->ps.weaponTime) || (!ent->client&&ent->attackDebounceTime>level.time)) {//mad if ( ent->health > 0 ) {//alive //FIXME: do I really need this check? if ( ent->s.weapon == WP_SABER && ent->client && !ent->client->ps.saberActive && ent->enemy != player ) {//a Jedi who has not yet gotten made at me continue; } if ( ent->NPC && ent->NPC->behaviorState == BS_CINEMATIC ) {//they're not actually going to do anything about being mad at me... continue; } //okay, they're in my PVS, but how close are they? Are they actively attacking me? if ( !ent->client && ent->s.weapon == WP_TURRET && ent->fly_sound_debounce_time && ent->fly_sound_debounce_time - level.time < 10000 ) {//a turret that shot at me less than ten seconds ago } else if ( ent->client && ent->client->ps.lastShotTime && ent->client->ps.lastShotTime - level.time < 10000 ) {//an NPC that shot at me less than ten seconds ago } else {//not actively attacking me lately, see how far away they are distSq = DistanceSquared( ent->currentOrigin, player->currentOrigin ); if ( distSq > 4194304/*2048*2048*/ ) {//> 2048 away continue; } else if ( distSq > 1048576/*1024*1024*/ ) {//> 1024 away clearLOS = G_ClearLOS( player, player->client->renderInfo.eyePoint, ent ); LOScalced = qtrue; if ( clearLOS == qfalse ) {//No LOS continue; } } } battle++; } } if ( level.dmState == DM_EXPLORE ) {//only do these visibility checks if you're still in exploration mode if ( !InFront( ent->currentOrigin, player->currentOrigin, player->client->ps.viewangles, 0.0f) ) {//not in front continue; } if ( !LOScalced ) { clearLOS = G_ClearLOS( player, player->client->renderInfo.eyePoint, ent ); } if ( !clearLOS ) {//can't see them directly continue; } } if ( ent->health <= 0 ) {//dead if ( !ent->client || level.time - ent->s.time > 10000 ) {//corpse has been dead for more than 10 seconds //FIXME: coming across corpses should cause danger sounds too? continue; } } //we see enemies and/or corpses danger++; } if ( !battle ) {//no active enemies, but look for missiles, shot impacts, etc... int alert = G_CheckAlertEvents( player, qtrue, qtrue, 1024, 1024, -1, qfalse, AEL_SUSPICIOUS ); if ( alert != -1 ) {//FIXME: maybe tripwires and other FIXED things need their own sound, some kind of danger/caution theme if ( G_CheckForDanger( player, alert ) ) {//found danger near by danger++; battle = 1; } else if ( level.alertEvents[alert].owner && (level.alertEvents[alert].owner == player->enemy || (level.alertEvents[alert].owner->client && level.alertEvents[alert].owner->client->playerTeam == player->client->enemyTeam) ) ) {//NPC on enemy team of player made some noise switch ( level.alertEvents[alert].level ) { case AEL_DISCOVERED: //dangerNear = qtrue; break; case AEL_SUSPICIOUS: //suspicious = qtrue; break; case AEL_MINOR: //distraction = qtrue; break; default: break; } } } } if ( battle ) {//battle - this can interrupt level.dmDebounceTime of lower intensity levels //play battle if ( level.dmState != DM_ACTION ) { gi.SetConfigstring( CS_DYNAMIC_MUSIC_STATE, "action" ); } level.dmState = DM_ACTION; if ( battle > 5 ) { //level.dmDebounceTime = level.time + 8000;//don't change again for 5 seconds } else { //level.dmDebounceTime = level.time + 3000 + 1000*battle; } } else { if ( level.dmDebounceTime > level.time ) {//not ready to switch yet return; } else {//at least 1 second (for beats) //level.dmDebounceTime = level.time + 1000;//FIXME: define beat time? } /* if ( danger || dangerNear ) {//danger //stay on whatever we were on, action or exploration if ( !danger ) {//minimum danger = 1; } if ( danger > 3 ) { level.dmDebounceTime = level.time + 5000; } else { level.dmDebounceTime = level.time + 2000 + 1000*danger; } } else */ {//still nothing dangerous going on if ( level.dmState != DM_EXPLORE ) {//just went to explore, hold it for a couple seconds at least //level.dmDebounceTime = level.time + 2000; gi.SetConfigstring( CS_DYNAMIC_MUSIC_STATE, "explore" ); } level.dmState = DM_EXPLORE; //FIXME: look for interest points and play "mysterious" music instead of exploration? //FIXME: suspicious and distraction sounds should play some cue or change music in a subtle way? //play exploration } //FIXME: when do we go to silence? } } /* ================ G_FindTeams Chain together all entities with a matching team field. Entity teams are used for item groups and multi-entity mover groups. All but the first will have the FL_TEAMSLAVE flag set and teammaster field set All but the last will have the teamchain field set to the next one ================ */ void G_FindTeams( void ) { gentity_t *e, *e2; int i, j; int c, c2; c = 0; c2 = 0; // for ( i=1, e=g_entities,i ; i < globals.num_entities ; i++,e++ ) for ( i=1 ; i < globals.num_entities ; i++ ) { // if (!e->inuse) // continue; if(!PInUse(i)) continue; e=&g_entities[i]; if (!e->team) continue; if (e->flags & FL_TEAMSLAVE) continue; e->teammaster = e; c++; c2++; // for (j=i+1, e2=e+1 ; j < globals.num_entities ; j++,e2++) for (j=i+1; j < globals.num_entities ; j++) { // if (!e2->inuse) // continue; if(!PInUse(j)) continue; e2=&g_entities[j]; if (!e2->team) continue; if (e2->flags & FL_TEAMSLAVE) continue; if (!strcmp(e->team, e2->team)) { c2++; e2->teamchain = e->teamchain; e->teamchain = e2; e2->teammaster = e; e2->flags |= FL_TEAMSLAVE; // make sure that targets only point at the master if ( e2->targetname ) { e->targetname = e2->targetname; e2->targetname = NULL; } } } } gi.Printf ("%i teams with %i entities\n", c, c2); } /* ============ G_InitCvars ============ */ void G_InitCvars( void ) { // don't override the cheat state set by the system g_cheats = gi.cvar ("helpUsObi", "", 0); g_developer = gi.cvar ("developer", "", 0); // noset vars gi.cvar( "gamename", GAMEVERSION , CVAR_SERVERINFO | CVAR_ROM ); gi.cvar( "gamedate", SOURCE_DATE , CVAR_ROM ); g_skippingcin = gi.cvar ("skippingCinematic", "0", CVAR_ROM); // latched vars // change anytime vars g_speed = gi.cvar( "g_speed", "250", CVAR_CHEAT ); g_gravity = gi.cvar( "g_gravity", "800", CVAR_SAVEGAME|CVAR_ROM ); g_sex = gi.cvar ("sex", "male", CVAR_USERINFO | CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); g_spskill = gi.cvar ("g_spskill", "0", CVAR_ARCHIVE | CVAR_SAVEGAME|CVAR_NORESTART); g_knockback = gi.cvar( "g_knockback", "1000", CVAR_CHEAT ); g_dismemberment = gi.cvar ( "g_dismemberment", "3", CVAR_ARCHIVE );//0 = none, 1 = arms and hands, 2 = legs, 3 = waist and head, 4 = mega dismemberment g_dismemberProbabilities = gi.cvar ( "g_dismemberProbabilities", "100", CVAR_ARCHIVE );//0 = ignore probabilities, 1 = use probabilities g_synchSplitAnims = gi.cvar ( "g_synchSplitAnims", "1", 0 ); g_inactivity = gi.cvar ("g_inactivity", "0", 0); g_debugMove = gi.cvar ("g_debugMove", "0", CVAR_CHEAT ); g_debugDamage = gi.cvar ("g_debugDamage", "0", CVAR_CHEAT ); g_ICARUSDebug = gi.cvar( "g_ICARUSDebug", "0", CVAR_CHEAT ); g_timescale = gi.cvar( "timescale", "1", 0 ); g_subtitles = gi.cvar( "g_subtitles", "0", CVAR_ARCHIVE ); com_buildScript = gi.cvar ("com_buildscript", "0", 0); g_TeamBeefDirectorsCut = gi.cvar( "g_TeamBeefDirectorsCut", "1", CVAR_ARCHIVE ); // Team Beef Director's Cut tweaks g_saberAutoDeflect1stPerson = gi.cvar( "g_saberAutoDeflect1stPerson", "0", CVAR_ARCHIVE );//Whether the saber will auto deflect missiles in first person g_saberAutoBlocking = gi.cvar( "g_saberAutoBlocking", "1", CVAR_ARCHIVE|CVAR_CHEAT );//must press +block button to do any blocking g_saberRealisticCombat = gi.cvar( "g_saberRealisticCombat", "1", CVAR_ARCHIVE );//makes collision more precise, increases damage g_saberMoveSpeed = gi.cvar( "g_saberMoveSpeed", "1", CVAR_ARCHIVE|CVAR_CHEAT );//how fast you run while attacking with a saber g_saberAnimSpeed = gi.cvar( "g_saberAnimSpeed", "1.2", CVAR_ARCHIVE|CVAR_CHEAT );//how fast saber animations run g_saberAutoAim = gi.cvar( "g_saberAutoAim", "1", CVAR_ARCHIVE|CVAR_CHEAT );//auto-aims at enemies when not moving or when just running forward g_AIsurrender = gi.cvar( "g_AIsurrender", "0", CVAR_CHEAT ); g_numEntities = gi.cvar( "g_numEntities", "0", CVAR_CHEAT ); gi.cvar( "newTotalSecrets", "0", CVAR_ROM ); gi.cvar_set("newTotalSecrets", "0");//used to carry over the count from SP_target_secret to ClientBegin g_iscensored = gi.cvar( "ui_iscensored", "0", CVAR_ARCHIVE|CVAR_ROM|CVAR_INIT|CVAR_CHEAT|CVAR_NORESTART ); gi.cvar( "g_JKXRHelpEnabled", "1", CVAR_ARCHIVE ); // Help menu item } /* ============ InitGame ============ */ // I'm just declaring a global here which I need to get at in NAV_GenerateSquadPaths for deciding if pre-calc'd // data is valid, and this saves changing the proto of G_SpawnEntitiesFromString() to include a checksum param which // may get changed anyway if a new nav system is ever used. This way saves messing with g_local.h each time -slc int giMapChecksum; SavedGameJustLoaded_e g_eSavedGameJustLoaded; qboolean g_qbLoadTransition = qfalse; #ifndef FINAL_BUILD extern int fatalErrors; #endif void InitGame( const char *mapname, const char *spawntarget, int checkSum, const char *entities, int levelTime, int randomSeed, int globalTime, SavedGameJustLoaded_e eSavedGameJustLoaded, qboolean qbLoadTransition ) { giMapChecksum = checkSum; g_eSavedGameJustLoaded = eSavedGameJustLoaded; g_qbLoadTransition = qbLoadTransition; gi.Printf ("------- Game Initialization -------\n"); gi.Printf ("gamename: %s\n", GAMEVERSION); gi.Printf ("gamedate: %s\n", SOURCE_DATE); srand( randomSeed ); G_InitCvars(); G_InitMemory(); // set some level globals memset( &level, 0, sizeof( level ) ); level.time = levelTime; level.globalTime = globalTime; Q_strncpyz( level.mapname, mapname, sizeof(level.mapname) ); if ( spawntarget != NULL && spawntarget[0] ) { Q_strncpyz( level.spawntarget, spawntarget, sizeof(level.spawntarget) ); } else { level.spawntarget[0] = 0; } G_InitWorldSession(); // initialize all entities for this game memset( g_entities, 0, MAX_GENTITIES * sizeof(g_entities[0]) ); globals.gentities = g_entities; ClearAllInUse(); // initialize all clients for this game level.maxclients = 1; level.clients = (gclient_t *) G_Alloc( level.maxclients * sizeof(level.clients[0]) ); memset(level.clients, 0, level.maxclients * sizeof(level.clients[0])); // set client fields on player g_entities[0].client = level.clients; // always leave room for the max number of clients, // even if they aren't all used, so numbers inside that // range are NEVER anything but clients globals.num_entities = MAX_CLIENTS; //Set up NPC init data NPC_InitGame(); TIMER_Clear(); // //ICARUS INIT START gi.Printf("------ ICARUS Initialization ------\n"); gi.Printf("ICARUS version : %1.2f\n", ICARUS_VERSION); Interface_Init( &interface_export ); ICARUS_Init(); gi.Printf ("-----------------------------------\n"); //ICARUS INIT END // IT_LoadItemParms (); ClearRegisteredItems(); //FIXME: if this is from a loadgame, it needs to be sure to write this out whenever you do a savegame since the edges and routes are dynamic... navCalculatePaths = ( navigator.Load( mapname, checkSum ) == qfalse ); // parse the key/value pairs and spawn gentities G_SpawnEntitiesFromString( entities ); // general initialization G_FindTeams(); // SaveRegisteredItems(); gi.Printf ("-----------------------------------\n"); if ( navCalculatePaths ) {//not loaded - need to calc paths navCalcPathTime = level.time + START_TIME_NAV_CALC;//make sure all ents are in and linked } else {//loaded //FIXME: if this is from a loadgame, it needs to be sure to write this //out whenever you do a savegame since the edges and routes are dynamic... //OR: always do a navigator.CheckBlockedEdges() on map startup after nav-load/calc-paths navigator.pathsCalculated = qtrue;//just to be safe? Does this get saved out? No... assumed //need to do this, because combatpoint waypoints aren't saved out...? CP_FindCombatPointWaypoints(); navCalcPathTime = 0; if ( g_eSavedGameJustLoaded == eNO ) {//clear all the failed edges unless we just loaded the game (which would include failed edges) navigator.ClearAllFailedEdges(); } } player = &g_entities[0]; //Init dynamic music level.dmState = DM_EXPLORE; level.dmDebounceTime = 0; level.dmBeatTime = 0; level.curAlertID = 1;//0 is default for lastAlertEvent, so... eventClearTime = 0; } /* ================= ShutdownGame ================= */ void ShutdownGame( void ) { gi.Printf ("==== ShutdownGame ====\n"); gi.Printf ("... ICARUS_Shutdown\n"); ICARUS_Shutdown (); //Shut ICARUS down gi.Printf ("... Reference Tags Cleared\n"); TAG_Init(); //Clear the reference tags gi.Printf ("... Navigation Data Cleared\n"); NAV_Shutdown(); // write all the client session data so we can get it back G_WriteSessionData(); /* Ghoul2 Insert Start */ gi.Printf ("... Ghoul2 Models Shutdown\n"); for (int i=0; is.number] ) {//not playing a voice sound //return task_complete Q3_TaskIDComplete( ent, TID_CHAN_VOICE ); } } if ( Q3_TaskIDPending( ent, TID_LOCATION ) ) { char *currentLoc = G_GetLocationForEnt( ent ); if ( currentLoc && currentLoc[0] && Q_stricmp( ent->message, currentLoc ) == 0 ) {//we're in the desired location Q3_TaskIDComplete( ent, TID_LOCATION ); } //FIXME: else see if were in other trigger_locations? } } static void G_CheckSpecialPersistentEvents( gentity_t *ent ) {//special-case alerts that would be a pain in the ass to have the ent's think funcs generate if ( ent == NULL ) { return; } if ( ent->s.eType == ET_MISSILE && ent->s.weapon == WP_THERMAL && ent->s.pos.trType == TR_STATIONARY ) { if ( eventClearTime == level.time + ALERT_CLEAR_TIME ) {//events were just cleared out so add me again AddSoundEvent( ent->owner, ent->currentOrigin, ent->splashRadius*2, AEL_DANGER ); AddSightEvent( ent->owner, ent->currentOrigin, ent->splashRadius*2, AEL_DANGER ); } } if ( ent->forcePushTime >= level.time ) {//being pushed if ( eventClearTime == level.time + ALERT_CLEAR_TIME ) {//events were just cleared out so add me again //NOTE: presumes the player did the pushing, this is not always true, but shouldn't really matter? if ( ent->item && ent->item->giTag == INV_SECURITY_KEY ) { AddSightEvent( player, ent->currentOrigin, 128, AEL_DISCOVERED );//security keys are more important } else { AddSightEvent( player, ent->currentOrigin, 128, AEL_SUSPICIOUS );//hmm... or should this always be discovered? } } } if ( ent->contents == CONTENTS_LIGHTSABER && !Q_stricmp( "lightsaber", ent->classname ) ) {//lightsaber if( ent->owner && ent->owner->client ) { if ( ent->owner->client->ps.saberLength > 0 ) {//it's on //sight event AddSightEvent( ent->owner, ent->currentOrigin, 512, AEL_DISCOVERED ); } } } } /* ============= G_RunThink Runs thinking code for this frame if necessary ============= */ void G_RunThink (gentity_t *ent) { float thinktime; /* if ( ent->NPC == NULL ) { if ( ent->taskManager && !stop_icarus ) { ent->taskManager->Update( ); } } */ thinktime = ent->nextthink; if ( thinktime <= 0 ) { goto runicarus; } if ( thinktime > level.time ) { goto runicarus; } ent->nextthink = 0; if ( ent->e_ThinkFunc == thinkF_NULL ) // actually you don't need this if I check for it in the next function -slc { //gi.Error ( "NULL ent->think"); goto runicarus; } GEntity_ThinkFunc( ent ); // ent->think (ent); runicarus: if ( ent->inuse ) // GEntity_ThinkFunc( ent ) can have freed up this ent if it was a type flier_child (stasis1 crash) { if ( ent->NPC == NULL ) { if ( ent->taskManager && !stop_icarus ) { ent->taskManager->Update( ); } } } } /* ------------------------- G_Animate ------------------------- */ void G_Animate ( gentity_t *self ) { if ( self->s.eFlags & EF_SHADER_ANIM ) { return; } if ( self->s.frame == self->endFrame ) { if ( self->svFlags & SVF_ANIMATING ) { // ghoul2 requires some extra checks to see if the animation is done since it doesn't set the current frame directly if ( self->ghoul2.size() ) { float frame, junk2; int junk; // I guess query ghoul2 to find out what the current frame is and see if we are done. gi.G2API_GetBoneAnimIndex( &self->ghoul2[self->playerModel], self->rootBone, (cg.time?cg.time:level.time), &frame, &junk, &junk, &junk, &junk2, NULL ); // It NEVER seems to get to what you'd think the last frame would be, so I'm doing this to try and catch when the animation has stopped if ( frame + 1 >= self->endFrame ) { self->svFlags &= ~SVF_ANIMATING; Q3_TaskIDComplete( self, TID_ANIM_BOTH ); } } else // not ghoul2 { if ( self->loopAnim ) { self->s.frame = self->startFrame; } else { self->svFlags &= ~SVF_ANIMATING; } //Finished sequence - FIXME: only do this once even on looping anims? Q3_TaskIDComplete( self, TID_ANIM_BOTH ); } } return; } self->svFlags |= SVF_ANIMATING; // With ghoul2, we'll just set the desired start and end frame and let it do it's thing. if ( self->ghoul2.size()) { self->s.frame = self->endFrame; gi.G2API_SetBoneAnimIndex( &self->ghoul2[self->playerModel], self->rootBone, self->startFrame, self->endFrame, BONE_ANIM_OVERRIDE_FREEZE, 1.0f, cg.time, -1, -1 ); return; } if ( self->startFrame < self->endFrame ) { if ( self->s.frame < self->startFrame || self->s.frame > self->endFrame ) { self->s.frame = self->startFrame; } else { self->s.frame++; } } else if ( self->startFrame > self->endFrame ) { if ( self->s.frame > self->startFrame || self->s.frame < self->endFrame ) { self->s.frame = self->startFrame; } else { self->s.frame--; } } else { self->s.frame = self->endFrame; } } /* ------------------------- ResetTeamCounters ------------------------- */ /* void ResetTeamCounters( void ) { //clear team enemy counters for ( int team = TEAM_FREE; team < TEAM_NUM_TEAMS; team++ ) { teamEnemyCount[team] = 0; teamCount[team] = 0; } } */ /* ------------------------- UpdateTeamCounters ------------------------- */ /* void UpdateTeamCounters( gentity_t *ent ) { if ( !ent->NPC ) { return; } if ( !ent->client ) { return; } if ( ent->health <= 0 ) { return; } if ( (ent->s.eFlags&EF_NODRAW) ) { return; } if ( ent->client->playerTeam == TEAM_FREE ) { return; } //this is an NPC who is alive and visible and is on a specific team teamCount[ent->client->playerTeam]++; if ( !ent->enemy ) { return; } //ent has an enemy if ( !ent->enemy->client ) {//enemy is a normal ent if ( ent->noDamageTeam == ent->client->playerTeam ) {//it's on my team, don't count it as an enemy return; } } else {//enemy is another NPC/player if ( ent->enemy->client->playerTeam == ent->client->playerTeam) {//enemy is on the same team, don't count it as an enemy return; } } //ent's enemy is not on the same team teamLastEnemyTime[ent->client->playerTeam] = level.time; teamEnemyCount[ent->client->playerTeam]++; } */ extern void G_SoundOnEnt( gentity_t *ent, soundChannel_t channel, const char *soundPath ); void G_PlayerGuiltDeath( void ) { if ( player && player->client ) {//simulate death player->client->ps.stats[STAT_HEALTH] = 0; //turn off saber if ( player->client->ps.weapon == WP_SABER && player->client->ps.saberActive ) { G_SoundOnEnt( player, CHAN_WEAPON, "sound/weapons/saber/saberoff.wav" ); player->client->ps.saberActive = qfalse; } //play the "what have I done?!" anim NPC_SetAnim( player, SETANIM_BOTH, BOTH_FORCEHEAL_START, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); player->client->ps.legsAnimTimer = player->client->ps.torsoAnimTimer = -1; //look at yourself player->client->ps.stats[STAT_DEAD_YAW] = player->client->ps.viewangles[YAW]+180; } } extern void NPC_SetAnim(gentity_t *ent,int type,int anim,int priority); extern void G_MakeTeamVulnerable( void ); int killPlayerTimer = 0; void G_CheckEndLevelTimers( gentity_t *ent ) { if ( killPlayerTimer && level.time > killPlayerTimer ) { killPlayerTimer = 0; ent->health = 0; if ( ent->client && ent->client->ps.stats[STAT_HEALTH] > 0 ) { G_PlayerGuiltDeath(); //cg.missionStatusShow = qtrue; statusTextIndex = MAX_MISSIONFAILED; //debounce respawn time ent->client->respawnTime = level.time + 2000; //stop all scripts stop_icarus = qtrue; //make the team killable G_MakeTeamVulnerable(); } } } void NAV_CheckCalcPaths( void ) { if ( navCalcPathTime && navCalcPathTime < level.time ) {//first time we've ever loaded this map... //clear all the failed edges navigator.ClearAllFailedEdges(); //Calculate all paths NAV_CalculatePaths( level.mapname, giMapChecksum ); navigator.CalculatePaths(); #ifndef FINAL_BUILD if ( fatalErrors ) { gi.Printf( S_COLOR_RED"Not saving .nav file due to fatal nav errors\n" ); } else #endif if ( navigator.Save( level.mapname, giMapChecksum ) == qfalse ) { gi.Printf("Unable to save navigations data for map \"%s\" (checksum:%d)\n", level.mapname, giMapChecksum ); } navCalcPathTime = 0; } } /* ================ G_RunFrame Advances the non-player objects in the world ================ */ #if AI_TIMERS int AITime = 0; int navTime = 0; #endif// AI_TIMERS #ifndef FINAL_BUILD extern int delayedShutDown; #endif void G_RunFrame( int levelTime ) { int i; gentity_t *ent; int ents_inuse=0; // someone's gonna be pissed I put this here... #if AI_TIMERS AITime = 0; navTime = 0; #endif// AI_TIMERS level.framenum++; level.previousTime = level.time; level.time = levelTime; //msec = level.time - level.previousTime; NAV_CheckCalcPaths(); //ResetTeamCounters(); AI_UpdateGroups(); if ( d_altRoutes->integer ) { navigator.CheckAllFailedEdges(); } navigator.ClearCheckedNodes(); //remember last waypoint, clear current one // for ( i = 0, ent = &g_entities[0]; i < globals.num_entities ; i++, ent++) for ( i = 0; i < globals.num_entities ; i++) { // if ( !ent->inuse ) // continue; if(!PInUse(i)) continue; ent = &g_entities[i]; if ( ent->waypoint != WAYPOINT_NONE && ent->noWaypointTime < level.time ) { ent->lastWaypoint = ent->waypoint; ent->waypoint = WAYPOINT_NONE; } if ( d_altRoutes->integer ) { navigator.CheckFailedNodes( ent ); } } //Look to clear out old events ClearPlayerAlertEvents(); //Run the frame for all entities // for ( i = 0, ent = &g_entities[0]; i < globals.num_entities ; i++, ent++) for ( i = 0; i < globals.num_entities ; i++) { // if ( !ent->inuse ) // continue; if(!PInUse(i)) continue; ents_inuse++; ent = &g_entities[i]; // clear events that are too old if ( level.time - ent->eventTime > EVENT_VALID_MSEC ) { if ( ent->s.event ) { ent->s.event = 0; // &= EV_EVENT_BITS; if ( ent->client ) { ent->client->ps.externalEvent = 0; } } if ( ent->freeAfterEvent ) { // tempEntities or dropped items completely go away after their event G_FreeEntity( ent ); continue; } else if ( ent->unlinkAfterEvent ) { // items that will respawn will hide themselves after their pickup event ent->unlinkAfterEvent = qfalse; gi.unlinkentity( ent ); } } // temporary entities don't think if ( ent->freeAfterEvent ) continue; G_CheckTasksCompleted(ent); G_Roff( ent ); if( !ent->client ) { if ( !(ent->svFlags & SVF_SELF_ANIMATING) ) {//FIXME: make sure this is done only for models with frames? //Or just flag as animating? if ( ent->s.eFlags & EF_ANIM_ONCE ) { ent->s.frame++; } else if ( !(ent->s.eFlags & EF_ANIM_ALLFAST) ) { G_Animate( ent ); } } } G_CheckSpecialPersistentEvents( ent ); if ( ent->s.eType == ET_MISSILE ) { G_RunMissile( ent ); continue; } if ( ent->s.eType == ET_ITEM ) { G_RunItem( ent ); continue; } if ( ent->s.eType == ET_MOVER ) { if ( ent->model && Q_stricmp( "models/test/mikeg/tie_fighter.md3", ent->model ) == 0 ) { TieFighterThink( ent ); } G_RunMover( ent ); continue; } //The player if ( i == 0 ) { // decay batteries if the goggles are active if ( cg.zoomMode == 1 && ent->client->ps.batteryCharge > 0 ) { ent->client->ps.batteryCharge--; } else if ( cg.zoomMode == 3 && ent->client->ps.batteryCharge > 0 ) { ent->client->ps.batteryCharge -= 2; if ( ent->client->ps.batteryCharge < 0 ) { ent->client->ps.batteryCharge = 0; } } G_CheckEndLevelTimers( ent ); //Recalculate the nearest waypoint for the coming NPC updates NAV_FindPlayerWaypoint(); if( ent->taskManager && !stop_icarus ) { ent->taskManager->Update(); } //dead if ( ent->health <= 0 ) { if ( ent->client->ps.groundEntityNum != ENTITYNUM_NONE ) {//on the ground pitch_roll_for_slope( ent, NULL ); } } continue; // players are ucmd driven } G_RunThink( ent ); // be aware that ent may be free after returning from here, at least one func frees them ClearNPCGlobals(); // but these 2 funcs are ok //UpdateTeamCounters( ent ); // to call anyway on a freed ent. } // perform final fixups on the player ent = &g_entities[0]; if ( ent->inuse ) { ClientEndFrame( ent ); } if( g_numEntities->integer ) { gi.Printf( S_COLOR_WHITE"Number of Entities in use : %d\n", ents_inuse ); } //DEBUG STUFF NAV_ShowDebugInfo(); NPC_ShowDebugInfo(); G_DynamicMusicUpdate(); #if AI_TIMERS AITime -= navTime; if ( AITime > 20 ) { gi.Printf( S_COLOR_RED"ERROR: total AI time: %d\n", AITime ); } else if ( AITime > 10 ) { gi.Printf( S_COLOR_YELLOW"WARNING: total AI time: %d\n", AITime ); } else if ( AITime > 2 ) { gi.Printf( S_COLOR_GREEN"total AI time: %d\n", AITime ); } if ( navTime > 20 ) { gi.Printf( S_COLOR_RED"ERROR: total nav time: %d\n", navTime ); } else if ( navTime > 10 ) { gi.Printf( S_COLOR_YELLOW"WARNING: total nav time: %d\n", navTime ); } else if ( navTime > 2 ) { gi.Printf( S_COLOR_GREEN"total nav time: %d\n", navTime ); } #endif// AI_TIMERS #ifndef FINAL_BUILD if ( delayedShutDown != 0 && delayedShutDown < level.time ) { G_Error( "Game Errors. Scroll up the console to read them." ); } #endif #ifdef _DEBUG if(!(level.framenum&0xff)) { ValidateInUseBits(); } #endif } extern qboolean player_locked; void G_LoadSave_WriteMiscData(void) { ojk::SavedGameHelper saved_game( ::gi.saved_game); saved_game.write_chunk( INT_ID('L', 'C', 'K', 'D'), ::player_locked); } void G_LoadSave_ReadMiscData(void) { ojk::SavedGameHelper saved_game( ::gi.saved_game); saved_game.read_chunk( INT_ID('L', 'C', 'K', 'D'), ::player_locked); } void PrintEntClassname( int gentNum ) { Com_Printf( "%d: %s in snapshot\n", gentNum, g_entities[gentNum].classname ); } IGhoul2InfoArray &TheGameGhoul2InfoArray() { return gi.TheGhoul2InfoArray(); }