mirror of
https://github.com/DrBeef/JKXR.git
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4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
1522 lines
37 KiB
C++
1522 lines
37 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999 - 2005, Id Software, Inc.
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#include "g_headers.h"
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#include "g_local.h"
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#include "g_functions.h"
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#include "Q3_Interface.h"
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#include "g_nav.h"
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#include "g_roff.h"
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#include "g_navigator.h"
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#include "b_local.h"
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#include "anims.h"
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#include "g_icarus.h"
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#include "objectives.h"
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#include "../cgame/cg_local.h" // yeah I know this is naughty, but we're shipping soon...
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#include "time.h"
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#include "../code/qcommon/ojk_saved_game_helper.h"
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#include "qcommon/q_version.h"
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extern CNavigator navigator;
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static int navCalcPathTime = 0;
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int eventClearTime = 0;
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#define STEPSIZE 18
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level_locals_t level;
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game_import_t gi;
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game_export_t globals;
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gentity_t g_entities[MAX_GENTITIES];
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unsigned int g_entityInUseBits[MAX_GENTITIES/32];
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void G_ASPreCacheFree(void);
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void ClearAllInUse(void)
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{
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memset(g_entityInUseBits,0,sizeof(g_entityInUseBits));
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}
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void SetInUse(gentity_t *ent)
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{
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assert(((uintptr_t)ent)>=(uintptr_t)g_entities);
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assert(((uintptr_t)ent)<=(uintptr_t)(g_entities+MAX_GENTITIES-1));
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unsigned int entNum=ent-g_entities;
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g_entityInUseBits[entNum/32]|=((unsigned int)1)<<(entNum&0x1f);
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}
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void ClearInUse(gentity_t *ent)
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{
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assert(((uintptr_t)ent)>=(uintptr_t)g_entities);
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assert(((uintptr_t)ent)<=(uintptr_t)(g_entities+MAX_GENTITIES-1));
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unsigned int entNum=ent-g_entities;
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g_entityInUseBits[entNum/32]&=~(((unsigned int)1)<<(entNum&0x1f));
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}
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qboolean PInUse(unsigned int entNum)
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{
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assert(entNum>=0);
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assert(entNum<MAX_GENTITIES);
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return (qboolean)((g_entityInUseBits[entNum / 32] & (1u << (entNum & 0x1f))) != 0);
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}
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qboolean PInUse2(gentity_t *ent)
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{
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assert(((uintptr_t)ent)>=(uintptr_t)g_entities);
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assert(((uintptr_t)ent)<=(uintptr_t)(g_entities+MAX_GENTITIES-1));
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unsigned int entNum=ent-g_entities;
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return (qboolean)((g_entityInUseBits[entNum / 32] & (1u << (entNum & 0x1f))) != 0);
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}
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void WriteInUseBits()
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{
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ojk::SavedGameHelper saved_game(
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::gi.saved_game);
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saved_game.write_chunk<uint32_t>(
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INT_ID('I', 'N', 'U', 'S'),
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::g_entityInUseBits);
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}
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void ReadInUseBits()
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{
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ojk::SavedGameHelper saved_game(
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::gi.saved_game);
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saved_game.read_chunk<uint32_t>(
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INT_ID('I', 'N', 'U', 'S'),
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::g_entityInUseBits);
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// This is only temporary. Once I have converted all the ent->inuse refs,
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// it won;t be needed -MW.
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for(int i=0;i<MAX_GENTITIES;i++)
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{
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g_entities[i].inuse=PInUse(i);
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}
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}
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void ValidateInUseBits(void)
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{
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for(int i=0;i<MAX_GENTITIES;i++)
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{
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assert(g_entities[i].inuse==PInUse(i));
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}
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}
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class CGEntCleaner
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{
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public:
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~CGEntCleaner()
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{
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for (int i=0; i<MAX_GENTITIES; i++)
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{
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gi.G2API_CleanGhoul2Models(g_entities[i].ghoul2);
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}
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}
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};
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// CGEntCleaner TheGEntCleaner; I don't think we want this
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gentity_t *player;
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cvar_t *g_speed;
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cvar_t *g_gravity;
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cvar_t *g_sex;
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cvar_t *g_spskill;
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cvar_t *g_cheats;
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cvar_t *g_developer;
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cvar_t *g_timescale;
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cvar_t *g_knockback;
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cvar_t *g_dismemberment;
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cvar_t *g_dismemberProbabilities;
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cvar_t *g_synchSplitAnims;
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cvar_t *g_inactivity;
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cvar_t *g_debugMove;
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cvar_t *g_debugDamage;
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cvar_t *g_weaponRespawn;
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cvar_t *g_subtitles;
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cvar_t *g_ICARUSDebug;
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cvar_t *com_buildScript;
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cvar_t *g_skippingcin;
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cvar_t *g_AIsurrender;
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cvar_t *g_numEntities;
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cvar_t *g_iscensored;
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cvar_t *g_saberAutoBlocking;
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cvar_t *g_saberRealisticCombat;
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cvar_t *g_saberMoveSpeed;
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cvar_t *g_saberAnimSpeed;
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cvar_t *g_saberAutoAim;
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qboolean stop_icarus = qfalse;
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extern char *G_GetLocationForEnt( gentity_t *ent );
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extern void pitch_roll_for_slope( gentity_t *forwhom, vec3_t pass_slope );
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extern void CP_FindCombatPointWaypoints( void );
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extern qboolean InFront( vec3_t spot, vec3_t from, vec3_t fromAngles, float threshHold = 0.0f );
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void G_RunFrame (int levelTime);
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void PrintEntClassname( int gentNum );
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void CG_LoadInterface (void);
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void ClearNPCGlobals( void );
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extern void AI_UpdateGroups( void );
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void ClearPlayerAlertEvents( void );
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extern void NPC_ShowDebugInfo (void);
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extern int killPlayerTimer;
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extern cvar_t *d_altRoutes;
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/*
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static void G_DynamicMusicUpdate( usercmd_t *ucmd )
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FIXME: can we merge any of this with the G_ChooseLookEnemy stuff?
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*/
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static void G_DynamicMusicUpdate( void )
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{
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gentity_t *ent;
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gentity_t *entityList[MAX_GENTITIES];
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int numListedEntities;
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vec3_t mins, maxs;
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int i, e;
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int distSq, radius = 2048;
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vec3_t center;
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int danger = 0;
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int battle = 0;
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int entTeam;
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qboolean LOScalced = qfalse, clearLOS = qfalse;
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//FIXME: intro and/or other cues? (one-shot music sounds)
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//loops
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//player-based
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if ( !player )
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{//WTF?
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player = &g_entities[0];
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return;
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}
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if ( !player->client
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|| player->client->pers.teamState.state != TEAM_ACTIVE
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|| level.time - player->client->pers.enterTime < 100 )
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{//player hasn't spawned yet
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return;
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}
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if ( player->health <= 0 && player->max_health > 0 )
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{//defeat music
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if ( level.dmState != DM_DEATH )
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{
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level.dmState = DM_DEATH;
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}
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}
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if ( level.dmState == DM_DEATH )
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{
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gi.SetConfigstring( CS_DYNAMIC_MUSIC_STATE, "death" );
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return;
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}
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if ( level.dmState == DM_BOSS )
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{
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gi.SetConfigstring( CS_DYNAMIC_MUSIC_STATE, "boss" );
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return;
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}
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if ( level.dmState == DM_SILENCE )
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{
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gi.SetConfigstring( CS_DYNAMIC_MUSIC_STATE, "silence" );
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return;
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}
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if ( level.dmBeatTime > level.time )
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{//not on a beat
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return;
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}
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level.dmBeatTime = level.time + 1000;//1 second beats
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if ( player->health <= 20 )
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{
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danger = 1;
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}
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//enemy-based
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VectorCopy( player->currentOrigin, center );
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for ( i = 0 ; i < 3 ; i++ )
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{
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mins[i] = center[i] - radius;
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maxs[i] = center[i] + radius;
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}
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numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
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for ( e = 0 ; e < numListedEntities ; e++ )
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{
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ent = entityList[ e ];
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if ( !ent || !ent->inuse )
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{
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continue;
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}
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if ( !ent->client || !ent->NPC )
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{
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if ( ent->classname && (!Q_stricmp( "PAS", ent->classname )||!Q_stricmp( "misc_turret", ent->classname )) )
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{//a turret
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entTeam = ent->noDamageTeam;
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}
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else
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{
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continue;
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}
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}
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else
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{//an NPC
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entTeam = ent->client->playerTeam;
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}
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if ( entTeam == player->client->playerTeam )
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{//ally
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continue;
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}
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if ( entTeam == TEAM_NEUTRAL && (!ent->enemy || !ent->enemy->client || ent->enemy->client->playerTeam != player->client->playerTeam) )
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{//a droid that is not mad at me or my allies
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continue;
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}
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if ( !gi.inPVS( player->currentOrigin, ent->currentOrigin ) )
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{//not potentially visible
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continue;
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}
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if ( ent->client && ent->s.weapon == WP_NONE )
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{//they don't have a weapon... FIXME: only do this for droids?
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continue;
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}
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LOScalced = clearLOS = qfalse;
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if ( (ent->enemy==player&&(!ent->NPC||ent->NPC->confusionTime<level.time)) || (ent->client&&ent->client->ps.weaponTime) || (!ent->client&&ent->attackDebounceTime>level.time))
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{//mad
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if ( ent->health > 0 )
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{//alive
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//FIXME: do I really need this check?
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if ( ent->s.weapon == WP_SABER && ent->client && !ent->client->ps.saberActive && ent->enemy != player )
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{//a Jedi who has not yet gotten made at me
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continue;
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}
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if ( ent->NPC && ent->NPC->behaviorState == BS_CINEMATIC )
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{//they're not actually going to do anything about being mad at me...
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continue;
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}
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//okay, they're in my PVS, but how close are they? Are they actively attacking me?
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if ( !ent->client && ent->s.weapon == WP_TURRET && ent->fly_sound_debounce_time && ent->fly_sound_debounce_time - level.time < 10000 )
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{//a turret that shot at me less than ten seconds ago
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}
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else if ( ent->client && ent->client->ps.lastShotTime && ent->client->ps.lastShotTime - level.time < 10000 )
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{//an NPC that shot at me less than ten seconds ago
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}
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else
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{//not actively attacking me lately, see how far away they are
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distSq = DistanceSquared( ent->currentOrigin, player->currentOrigin );
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if ( distSq > 4194304/*2048*2048*/ )
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{//> 2048 away
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continue;
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}
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else if ( distSq > 1048576/*1024*1024*/ )
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{//> 1024 away
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clearLOS = G_ClearLOS( player, player->client->renderInfo.eyePoint, ent );
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LOScalced = qtrue;
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if ( clearLOS == qfalse )
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{//No LOS
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continue;
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}
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}
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}
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battle++;
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}
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}
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if ( level.dmState == DM_EXPLORE )
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{//only do these visibility checks if you're still in exploration mode
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if ( !InFront( ent->currentOrigin, player->currentOrigin, player->client->ps.viewangles, 0.0f) )
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{//not in front
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continue;
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}
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if ( !LOScalced )
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{
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clearLOS = G_ClearLOS( player, player->client->renderInfo.eyePoint, ent );
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}
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if ( !clearLOS )
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{//can't see them directly
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continue;
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}
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}
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if ( ent->health <= 0 )
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{//dead
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if ( !ent->client || level.time - ent->s.time > 10000 )
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{//corpse has been dead for more than 10 seconds
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//FIXME: coming across corpses should cause danger sounds too?
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continue;
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}
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}
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//we see enemies and/or corpses
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danger++;
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}
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if ( !battle )
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{//no active enemies, but look for missiles, shot impacts, etc...
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int alert = G_CheckAlertEvents( player, qtrue, qtrue, 1024, 1024, -1, qfalse, AEL_SUSPICIOUS );
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if ( alert != -1 )
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{//FIXME: maybe tripwires and other FIXED things need their own sound, some kind of danger/caution theme
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if ( G_CheckForDanger( player, alert ) )
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{//found danger near by
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danger++;
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battle = 1;
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}
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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) ) )
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{//NPC on enemy team of player made some noise
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switch ( level.alertEvents[alert].level )
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{
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case AEL_DISCOVERED:
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//dangerNear = qtrue;
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break;
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case AEL_SUSPICIOUS:
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//suspicious = qtrue;
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break;
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case AEL_MINOR:
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//distraction = qtrue;
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break;
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default:
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break;
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}
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}
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}
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}
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if ( battle )
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{//battle - this can interrupt level.dmDebounceTime of lower intensity levels
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//play battle
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if ( level.dmState != DM_ACTION )
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{
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gi.SetConfigstring( CS_DYNAMIC_MUSIC_STATE, "action" );
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}
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level.dmState = DM_ACTION;
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if ( battle > 5 )
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{
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//level.dmDebounceTime = level.time + 8000;//don't change again for 5 seconds
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}
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else
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{
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//level.dmDebounceTime = level.time + 3000 + 1000*battle;
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}
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}
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else
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{
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if ( level.dmDebounceTime > level.time )
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{//not ready to switch yet
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return;
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}
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else
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{//at least 1 second (for beats)
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//level.dmDebounceTime = level.time + 1000;//FIXME: define beat time?
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}
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/*
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if ( danger || dangerNear )
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{//danger
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//stay on whatever we were on, action or exploration
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if ( !danger )
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{//minimum
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danger = 1;
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}
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if ( danger > 3 )
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{
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level.dmDebounceTime = level.time + 5000;
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}
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else
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{
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level.dmDebounceTime = level.time + 2000 + 1000*danger;
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}
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}
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else
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*/
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{//still nothing dangerous going on
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if ( level.dmState != DM_EXPLORE )
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{//just went to explore, hold it for a couple seconds at least
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//level.dmDebounceTime = level.time + 2000;
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gi.SetConfigstring( CS_DYNAMIC_MUSIC_STATE, "explore" );
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}
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level.dmState = DM_EXPLORE;
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//FIXME: look for interest points and play "mysterious" music instead of exploration?
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//FIXME: suspicious and distraction sounds should play some cue or change music in a subtle way?
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//play exploration
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}
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//FIXME: when do we go to silence?
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}
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}
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/*
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================
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G_FindTeams
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|
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Chain together all entities with a matching team field.
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Entity teams are used for item groups and multi-entity mover groups.
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All but the first will have the FL_TEAMSLAVE flag set and teammaster field set
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All but the last will have the teamchain field set to the next one
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================
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*/
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void G_FindTeams( void ) {
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gentity_t *e, *e2;
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int i, j;
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int c, c2;
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c = 0;
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c2 = 0;
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// for ( i=1, e=g_entities,i ; i < globals.num_entities ; i++,e++ )
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for ( i=1 ; i < globals.num_entities ; i++ )
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{
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// if (!e->inuse)
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// continue;
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if(!PInUse(i))
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continue;
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e=&g_entities[i];
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if (!e->team)
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continue;
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if (e->flags & FL_TEAMSLAVE)
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continue;
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e->teammaster = e;
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c++;
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c2++;
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// for (j=i+1, e2=e+1 ; j < globals.num_entities ; j++,e2++)
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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", "1", 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", "2", CVAR_ARCHIVE );
|
|
com_buildScript = gi.cvar ("com_buildscript", "0", 0);
|
|
|
|
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", "0", 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", 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 );
|
|
}
|
|
|
|
/*
|
|
============
|
|
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; i<MAX_GENTITIES; i++)
|
|
{
|
|
gi.G2API_CleanGhoul2Models(g_entities[i].ghoul2);
|
|
}
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
G_ASPreCacheFree();
|
|
}
|
|
|
|
|
|
|
|
//===================================================================
|
|
|
|
static void G_Cvar_Create( const char *var_name, const char *var_value, int flags ) {
|
|
gi.cvar( var_name, var_value, flags );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
GetGameAPI
|
|
|
|
Returns a pointer to the structure with all entry points
|
|
and global variables
|
|
=================
|
|
*/
|
|
extern int PM_ValidateAnimRange( int startFrame, int endFrame, float animSpeed );
|
|
extern "C" Q_EXPORT game_export_t* QDECL GetGameAPI( game_import_t *import ) {
|
|
gameinfo_import_t gameinfo_import;
|
|
|
|
gi = *import;
|
|
|
|
globals.apiversion = GAME_API_VERSION;
|
|
globals.Init = InitGame;
|
|
globals.Shutdown = ShutdownGame;
|
|
|
|
globals.WriteLevel = WriteLevel;
|
|
globals.ReadLevel = ReadLevel;
|
|
globals.GameAllowedToSaveHere = GameAllowedToSaveHere;
|
|
|
|
globals.ClientThink = ClientThink;
|
|
globals.ClientConnect = ClientConnect;
|
|
globals.ClientUserinfoChanged = ClientUserinfoChanged;
|
|
globals.ClientDisconnect = ClientDisconnect;
|
|
globals.ClientBegin = ClientBegin;
|
|
globals.ClientCommand = ClientCommand;
|
|
|
|
globals.RunFrame = G_RunFrame;
|
|
|
|
globals.ConsoleCommand = ConsoleCommand;
|
|
// globals.PrintEntClassname = PrintEntClassname;
|
|
|
|
// globals.ValidateAnimRange = PM_ValidateAnimRange;
|
|
|
|
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);
|
|
Q_vsnprintf (text, sizeof(text), fmt, argptr);
|
|
va_end (argptr);
|
|
|
|
gi.Error( ERR_DROP, "%s", text);
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
Com_Error
|
|
-------------------------
|
|
*/
|
|
|
|
void Com_Error ( int level, const char *error, ... ) {
|
|
va_list argptr;
|
|
char text[1024];
|
|
|
|
va_start (argptr, error);
|
|
Q_vsnprintf (text, sizeof(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);
|
|
Q_vsnprintf (text, sizeof(text), msg, argptr);
|
|
va_end (argptr);
|
|
|
|
gi.Printf ("%s", text);
|
|
}
|
|
|
|
/*
|
|
========================================================================
|
|
|
|
MAP CHANGING
|
|
|
|
========================================================================
|
|
*/
|
|
|
|
|
|
/*
|
|
========================================================================
|
|
|
|
FUNCTIONS CALLED EVERY FRAME
|
|
|
|
========================================================================
|
|
*/
|
|
|
|
static void G_CheckTasksCompleted (gentity_t *ent)
|
|
{
|
|
if ( Q3_TaskIDPending( ent, TID_CHAN_VOICE ) )
|
|
{
|
|
if ( !gi.VoiceVolume[ent->s.number] )
|
|
{//not playing a voice sound
|
|
//return task_complete
|
|
Q3_TaskIDComplete( ent, TID_CHAN_VOICE );
|
|
}
|
|
}
|
|
|
|
if ( Q3_TaskIDPending( ent, TID_LOCATION ) )
|
|
{
|
|
char *currentLoc = G_GetLocationForEnt( ent );
|
|
|
|
if ( currentLoc && currentLoc[0] && Q_stricmp( ent->message, currentLoc ) == 0 )
|
|
{//we're in the desired location
|
|
Q3_TaskIDComplete( ent, TID_LOCATION );
|
|
}
|
|
//FIXME: else see if were in other trigger_locations?
|
|
}
|
|
}
|
|
|
|
static void G_CheckSpecialPersistentEvents( gentity_t *ent )
|
|
{//special-case alerts that would be a pain in the ass to have the ent's think funcs generate
|
|
if ( ent == NULL )
|
|
{
|
|
return;
|
|
}
|
|
if ( ent->s.eType == ET_MISSILE && ent->s.weapon == WP_THERMAL && ent->s.pos.trType == TR_STATIONARY )
|
|
{
|
|
if ( eventClearTime == level.time + ALERT_CLEAR_TIME )
|
|
{//events were just cleared out so add me again
|
|
AddSoundEvent( ent->owner, ent->currentOrigin, ent->splashRadius*2, AEL_DANGER );
|
|
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<int32_t>(
|
|
INT_ID('L', 'C', 'K', 'D'),
|
|
::player_locked);
|
|
}
|
|
|
|
|
|
|
|
void G_LoadSave_ReadMiscData(void)
|
|
{
|
|
ojk::SavedGameHelper saved_game(
|
|
::gi.saved_game);
|
|
|
|
saved_game.read_chunk<int32_t>(
|
|
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();
|
|
}
|