jkxr/Projects/Android/jni/OpenJK/codeJK2/game/g_main.cpp
Simon 19ee9179e8 Many improvements
Added cvar g_saberAutoDeflect1stPerson so saber is only ever used to deflect lasers in first person
Made selector always draw using HMD YAW so it remains in front when turning i.r.l
Updated the hand model (@baggyg)
Updated the crawler text with the patron credits
Added @MuadDib's menu changes
Aligned all weapons
Scaled the saber hilt down a little bit

Co-Authored-By: Grant Bagwell <general@grantbagwell.co.uk>
2022-10-13 23:19:44 +01:00

1524 lines
37 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
===========================================================================
*/
#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<MAX_GENTITIES);
return (qboolean)((g_entityInUseBits[entNum / 32] & (1u << (entNum & 0x1f))) != 0);
}
qboolean PInUse2(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;
return (qboolean)((g_entityInUseBits[entNum / 32] & (1u << (entNum & 0x1f))) != 0);
}
void WriteInUseBits()
{
ojk::SavedGameHelper saved_game(
::gi.saved_game);
saved_game.write_chunk<uint32_t>(
INT_ID('I', 'N', 'U', 'S'),
::g_entityInUseBits);
}
void ReadInUseBits()
{
ojk::SavedGameHelper saved_game(
::gi.saved_game);
saved_game.read_chunk<uint32_t>(
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;i<MAX_GENTITIES;i++)
{
g_entities[i].inuse=PInUse(i);
}
}
void ValidateInUseBits(void)
{
for(int i=0;i<MAX_GENTITIES;i++)
{
assert(g_entities[i].inuse==PInUse(i));
}
}
class CGEntCleaner
{
public:
~CGEntCleaner()
{
for (int i=0; i<MAX_GENTITIES; i++)
{
gi.G2API_CleanGhoul2Models(g_entities[i].ghoul2);
}
}
};
// CGEntCleaner TheGEntCleaner; I don't think we want this
gentity_t *player;
cvar_t *g_speed;
cvar_t *g_gravity;
cvar_t *g_sex;
cvar_t *g_spskill;
cvar_t *g_cheats;
cvar_t *g_developer;
cvar_t *g_timescale;
cvar_t *g_knockback;
cvar_t *g_dismemberment;
cvar_t *g_dismemberProbabilities;
cvar_t *g_synchSplitAnims;
cvar_t *g_inactivity;
cvar_t *g_debugMove;
cvar_t *g_debugDamage;
cvar_t *g_weaponRespawn;
cvar_t *g_subtitles;
cvar_t *g_ICARUSDebug;
cvar_t *com_buildScript;
cvar_t *g_skippingcin;
cvar_t *g_AIsurrender;
cvar_t *g_numEntities;
cvar_t *g_iscensored;
cvar_t *g_saberAutoDeflect1stPerson;
cvar_t *g_saberAutoBlocking;
cvar_t *g_saberRealisticCombat;
cvar_t *g_saberMoveSpeed;
cvar_t *g_saberAnimSpeed;
cvar_t *g_saberAutoAim;
qboolean stop_icarus = qfalse;
extern char *G_GetLocationForEnt( gentity_t *ent );
extern void pitch_roll_for_slope( gentity_t *forwhom, vec3_t pass_slope );
extern void CP_FindCombatPointWaypoints( void );
extern qboolean InFront( vec3_t spot, vec3_t from, vec3_t fromAngles, float threshHold = 0.0f );
void G_RunFrame (int levelTime);
void PrintEntClassname( int gentNum );
void CG_LoadInterface (void);
void ClearNPCGlobals( void );
extern void AI_UpdateGroups( void );
void ClearPlayerAlertEvents( void );
extern void NPC_ShowDebugInfo (void);
extern int killPlayerTimer;
extern cvar_t *d_altRoutes;
/*
static void G_DynamicMusicUpdate( usercmd_t *ucmd )
FIXME: can we merge any of this with the G_ChooseLookEnemy stuff?
*/
static void G_DynamicMusicUpdate( void )
{
gentity_t *ent;
gentity_t *entityList[MAX_GENTITIES];
int numListedEntities;
vec3_t mins, maxs;
int i, e;
int distSq, radius = 2048;
vec3_t center;
int danger = 0;
int battle = 0;
int entTeam;
qboolean LOScalced = qfalse, clearLOS = qfalse;
//FIXME: intro and/or other cues? (one-shot music sounds)
//loops
//player-based
if ( !player )
{//WTF?
player = &g_entities[0];
return;
}
if ( !player->client
|| player->client->pers.teamState.state != TEAM_ACTIVE
|| 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->confusionTime<level.time)) || (ent->client&&ent->client->ps.weaponTime) || (!ent->client&&ent->attackDebounceTime>level.time))
{//mad
if ( ent->health > 0 )
{//alive
//FIXME: do I really need this check?
if ( ent->s.weapon == WP_SABER && ent->client && !ent->client->ps.saberActive && ent->enemy != player )
{//a Jedi who has not yet gotten made at me
continue;
}
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", "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", "0", CVAR_ARCHIVE );
com_buildScript = gi.cvar ("com_buildscript", "0", 0);
g_saberAutoDeflect1stPerson = gi.cvar( "g_saberAutoDeflect1stPerson", "0", CVAR_ARCHIVE|CVAR_CHEAT );//Whether the saber will auto deflect missiles in first person
g_saberAutoBlocking = gi.cvar( "g_saberAutoBlocking", "0", 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", 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();
}