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g_main.cpp
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// leave this line at the top for all g_xxxx.cpp files...
#include "g_headers.h"
#include <xtl.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 "objectives.h"
#include "../cgame/cg_local.h" // yeah I know this is naughty, but we're shipping soon...
//rww - RAGDOLL_BEGIN
#include "../ghoul2/ghoul2_gore.h"
//rww - RAGDOLL_END
extern void WP_SaberLoadParms( void );
extern qboolean G_PlayerSpawned( void );
extern void Rail_Initialize( void );
extern void Rail_Update( void );
extern void Rail_Reset(void);
extern void Troop_Initialize( void );
extern void Troop_Update( void );
extern void Troop_Reset(void);
extern void Pilot_Reset(void);
extern void Pilot_Update(void);
extern void G_ASPreCacheFree(void);
static int navCalcPathTime = 0;
int eventClearTime = 0;
extern qboolean g_bCollidableRoffs;
#define STEPSIZE 18
level_locals_t level;
game_import_t gi;
game_export_t globals;
//gentity_t g_entities[MAX_GENTITIES];
gentity_t *g_entities = NULL;
unsigned int g_entityInUseBits[MAX_GENTITIES/32];
static void ClearAllInUse(void)
{
memset(g_entityInUseBits,0,sizeof(g_entityInUseBits));
}
void SetInUse(gentity_t *ent)
{
assert(((unsigned int)ent)>=(unsigned int)g_entities);
assert(((unsigned int)ent)<=(unsigned int)(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(((unsigned int)ent)>=(unsigned int)g_entities);
assert(((unsigned int)ent)<=(unsigned int)(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((g_entityInUseBits[entNum/32]&(((unsigned int)1)<<(entNum&0x1f)))!=0);
}
/*qboolean PInUse2(gentity_t *ent)
{
assert(((unsigned int)ent)>=(unsigned int)g_entities);
assert(((unsigned int)ent)<=(unsigned int)(g_entities+MAX_GENTITIES-1));
unsigned int entNum=ent-g_entities;
return((g_entityInUseBits[entNum/32]&(((unsigned int)1)<<(entNum&0x1f)))!=0);
}
*/
void WriteInUseBits(void)
{
gi.AppendToSaveGame('INUS', &g_entityInUseBits, sizeof(g_entityInUseBits) );
}
void ReadInUseBits(void)
{
gi.ReadFromSaveGame('INUS', &g_entityInUseBits, sizeof(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);
}
}
#ifdef _DEBUG
static void ValidateInUseBits(void)
{
for(int i=0;i<MAX_GENTITIES;i++)
{
assert(g_entities[i].inuse==PInUse(i));
}
}
#endif
gentity_t *player;
cvar_t *g_speed;
cvar_t *g_gravity;
cvar_t *g_stepSlideFix;
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_corpseRemovalTime;
cvar_t *g_synchSplitAnims;
#ifndef FINAL_BUILD
cvar_t *g_AnimWarning;
#endif
cvar_t *g_noFootSlide;
cvar_t *g_noFootSlideRunScale;
cvar_t *g_noFootSlideWalkScale;
cvar_t *g_nav1;
cvar_t *g_nav2;
cvar_t *g_bobaDebug;
cvar_t *g_delayedShutdown;
cvar_t *g_inactivity;
cvar_t *g_debugMove;
cvar_t *g_debugDamage;
cvar_t *g_weaponRespawn;
cvar_t *g_subtitles;
cvar_t *g_ICARUSDebug;
#ifdef _XBOX
extern cvar_t *com_buildScript;
#else
cvar_t *com_buildScript;
#endif
cvar_t *g_skippingcin;
cvar_t *g_AIsurrender;
cvar_t *g_numEntities;
//cvar_t *g_iscensored;
cvar_t *g_saberAutoBlocking;
cvar_t *g_saberRealisticCombat;
cvar_t *g_saberDamageCapping;
cvar_t *g_saberMoveSpeed;
cvar_t *g_saberAnimSpeed;
cvar_t *g_saberAutoAim;
cvar_t *g_saberNewControlScheme;
cvar_t *g_debugSaberLock;
cvar_t *g_saberLockRandomNess;
cvar_t *g_debugMelee;
cvar_t *g_saberRestrictForce;
cvar_t *g_speederControlScheme;
cvar_t *g_char_model;
cvar_t *g_char_skin_head;
cvar_t *g_char_skin_torso;
cvar_t *g_char_skin_legs;
cvar_t *g_char_color_red;
cvar_t *g_char_color_green;
cvar_t *g_char_color_blue;
cvar_t *g_saber;
cvar_t *g_saber2;
cvar_t *g_saber_color;
cvar_t *g_saber2_color;
cvar_t *g_saberDarkSideSaberColor;
// kef -- used with DebugTraceForNPC
cvar_t *g_npcdebug;
// mcg -- testing: make NPCs obey do not enter brushes better?
cvar_t *g_navSafetyChecks;
cvar_t *g_broadsword;
qboolean stop_icarus = qfalse;
extern char *G_GetLocationForEnt( gentity_t *ent );
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 ClearNPCGlobals( void );
extern void AI_UpdateGroups( void );
void ClearPlayerAlertEvents( void );
extern void NPC_ShowDebugInfo (void);
extern int killPlayerTimer;
/*
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 dangerNear = qfalse;
qboolean suspicious = qfalse;
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 ( !G_PlayerSpawned() )
{//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;
}
}
}
}
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?
}
}
void G_ConnectNavs( const char *mapname, int checkSum )
{
NAV::LoadFromEntitiesAndSaveToFile(mapname, checkSum);
CP_FindCombatPointWaypoints();
}
/*
================
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 = G_NewString(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", __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_stepSlideFix = gi.cvar( "g_stepSlideFix", "1", CVAR_ARCHIVE );
g_sex = gi.cvar ("sex", "f", 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
// for now I'm making default 10 seconds
g_corpseRemovalTime = gi.cvar ( "g_corpseRemovalTime", "10", CVAR_ARCHIVE );//number of seconds bodies stick around for, at least... 0 = never go away
g_synchSplitAnims = gi.cvar ( "g_synchSplitAnims", "1", 0 );
#ifndef FINAL_BUILD
g_AnimWarning = gi.cvar ( "g_AnimWarning", "1", 0 );
#endif
g_noFootSlide = gi.cvar ( "g_noFootSlide", "1", 0 );
g_noFootSlideRunScale = gi.cvar ( "g_noFootSlideRunScale", "150.0", 0 );
g_noFootSlideWalkScale = gi.cvar ( "g_noFootSlideWalkScale", "50.0", 0 );
g_nav1 = gi.cvar ( "g_nav1", "", 0 );
g_nav2 = gi.cvar ( "g_nav2", "", 0 );
g_bobaDebug = gi.cvar ( "g_bobaDebug", "", 0 );
#if defined(FINAL_BUILD) || defined(_XBOX)
g_delayedShutdown = gi.cvar ( "g_delayedShutdown", "0", 0 );
#else
g_delayedShutdown = gi.cvar ( "g_delayedShutdown", "1", 0 );
#endif
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_npcdebug = gi.cvar( "g_npcdebug", "0", 0 );
g_navSafetyChecks = gi.cvar( "g_navSafetyChecks", "0", 0 );
// NOTE : I also create this is UI_Init()
g_subtitles = gi.cvar( "g_subtitles", "0", CVAR_ARCHIVE );
com_buildScript = gi.cvar ("com_buildscript", "0", 0);
g_saberAutoBlocking = gi.cvar( "g_saberAutoBlocking", "1", CVAR_CHEAT );//must press +block button to do any blocking
g_saberRealisticCombat = gi.cvar( "g_saberRealisticCombat", "0", CVAR_CHEAT );//makes collision more precise, increases damage
g_saberDamageCapping = gi.cvar( "g_saberDamageCapping", "1", CVAR_CHEAT );//caps damage of sabers vs players and NPC who use sabers
g_saberMoveSpeed = gi.cvar( "g_saberMoveSpeed", "1", CVAR_CHEAT );//how fast you run while attacking with a saber
g_saberAnimSpeed = gi.cvar( "g_saberAnimSpeed", "1", CVAR_CHEAT );//how fast saber animations run
g_saberAutoAim = gi.cvar( "g_saberAutoAim", "1", CVAR_CHEAT );//auto-aims at enemies when not moving or when just running forward
g_saberNewControlScheme = gi.cvar( "g_saberNewControlScheme", "0", CVAR_ARCHIVE );//use +forcefocus to pull off all the special moves
g_debugSaberLock = gi.cvar( "g_debugSaberLock", "0", CVAR_CHEAT );//just for debugging/development, makes saberlocks happen all the time
g_saberLockRandomNess = gi.cvar( "g_saberLockRandomNess", "2", CVAR_ARCHIVE );//just for debugging/development, controls frequency of saberlocks
g_debugMelee = gi.cvar( "g_debugMelee", "0", CVAR_CHEAT );//just for debugging/development, test kicks and grabs
g_saberRestrictForce = gi.cvar( "g_saberRestrictForce", "0", CVAR_ARCHIVE );//restricts certain force powers when using a 2-handed saber or 2 sabers
g_AIsurrender = gi.cvar( "g_AIsurrender", "0", CVAR_CHEAT );
g_numEntities = gi.cvar( "g_numEntities", "0", 0 );
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 );
g_speederControlScheme = gi.cvar( "g_speederControlScheme", "2", CVAR_ARCHIVE|CVAR_ROM );//2 is default, 1 is alternate
g_char_model = gi.cvar( "g_char_model", "jedi_tf", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
g_char_skin_head = gi.cvar( "g_char_skin_head", "head_a1", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
g_char_skin_torso = gi.cvar( "g_char_skin_torso", "torso_a1", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
g_char_skin_legs = gi.cvar( "g_char_skin_legs", "lower_a1", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
g_char_color_red = gi.cvar( "g_char_color_red", "255", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
g_char_color_green = gi.cvar( "g_char_color_green", "255", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
g_char_color_blue = gi.cvar( "g_char_color_blue", "255", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
g_saber = gi.cvar( "g_saber", "single_1", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
g_saber2 = gi.cvar( "g_saber2", "", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
g_saber_color = gi.cvar( "g_saber_color", "yellow", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
g_saber2_color = gi.cvar( "g_saber2_color", "yellow", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
g_saberDarkSideSaberColor = gi.cvar( "g_saberDarkSideSaberColor", "0", CVAR_ARCHIVE ); //when you turn evil, it turns your saber red!
g_broadsword = gi.cvar( "broadsword", "1", 0);
gi.cvar( "tier_storyinfo", "0", CVAR_ROM|CVAR_SAVEGAME|CVAR_NORESTART);
gi.cvar( "tiers_complete", "", CVAR_ROM|CVAR_SAVEGAME|CVAR_NORESTART);
gi.cvar( "ui_prisonerobj_currtotal", "0", CVAR_ROM|CVAR_SAVEGAME|CVAR_NORESTART);
gi.cvar( "ui_prisonerobj_maxtotal", "0", CVAR_ROM|CVAR_SAVEGAME|CVAR_NORESTART);
gi.cvar( "g_clearstats", "1", CVAR_ROM|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;
void InitGame( const char *mapname, const char *spawntarget, int checkSum, const char *entities, int levelTime, int randomSeed, int globalTime, SavedGameJustLoaded_e eSavedGameJustLoaded, qboolean qbLoadTransition )
{
//rww - default this to 0, we will auto-set it to 1 if we run into a terrain ent
gi.cvar_set("RMG", "0");
g_bCollidableRoffs = false;
giMapChecksum = checkSum;
g_eSavedGameJustLoaded = eSavedGameJustLoaded;
g_qbLoadTransition = qbLoadTransition;
gi.Printf ("------- Game Initialization -------\n");
gi.Printf ("gamename: %s\n", GAMEVERSION);
gi.Printf ("gamedate: %s\n", __DATE__);
srand( randomSeed );
G_InitCvars();
G_InitMemory();
// set some level globals
memset( &level, 0, sizeof( level ) );
level.time = levelTime;
level.globalTime = globalTime;
Q_strncpyz( level.mapname, mapname, sizeof(level.mapname) );
if ( spawntarget != NULL && spawntarget[0] )
{
Q_strncpyz( level.spawntarget, spawntarget, sizeof(level.spawntarget) );
}
else
{
level.spawntarget[0] = 0;
}
G_InitWorldSession();
// initialize all entities for this game
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 = (struct gclient_s *) 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;
//Load sabers.cfg data
WP_SaberLoadParms();
//Set up NPC init data
NPC_InitGame();
TIMER_Clear();
Rail_Reset();
Troop_Reset();
Pilot_Reset();
IT_LoadItemParms ();
ClearRegisteredItems();
// clear out old nav info, attempt to load from file
NAV::LoadFromFile(level.mapname, giMapChecksum);
// parse the key/value pairs and spawn gentities
G_SpawnEntitiesFromString( entities );
// general initialization
G_FindTeams();
// SaveRegisteredItems();
gi.Printf ("-----------------------------------\n");
Rail_Initialize();
Troop_Initialize();
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;
#ifdef _XBOX
// clear out NPC water detection data
npcsToUpdateTop = 0;
npcsToUpdateCount = 0;
memset(npcsToUpdate, -1, 2 * MAX_NPC_WATER_UPDATE);
#endif // _XBOX
}
/*
=================
ShutdownGame
=================
*/
void ShutdownGame( void )
{
// write all the client session data so we can get it back
G_WriteSessionData();
#ifdef _XBOX
// The following functions, cleverly disguised as memory freeing and dealloction,
// actually allocate small blocks. Fooled you!
extern void Z_SetNewDeleteTemporary(bool bTemp);
Z_SetNewDeleteTemporary( true );
#endif
// Destroy the Game Interface.
IGameInterface::Destroy();
// Shut ICARUS down.
IIcarusInterface::DestroyIcarus();
// Destroy the Game Interface again. Only way to really free everything.
IGameInterface::Destroy();
#ifdef _XBOX
Z_SetNewDeleteTemporary( false );
#endif
TAG_Init(); //Clear the reference tags
/*
Ghoul2 Insert Start
*/
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 );
}
//BEGIN GAMESIDE RMG
qboolean G_ParseSpawnVars( const char **data );
void G_SpawnGEntityFromSpawnVars( void );
void G_GameSpawnRMGEntity(char *s)
{
if (G_ParseSpawnVars((const char **)&s))
{
G_SpawnGEntityFromSpawnVars();
}
}
//END GAMESIDE RMG
/*
=================
GetGameAPI
Returns a pointer to the structure with all entry points
and global variables
=================
*/
extern int PM_ValidateAnimRange( const int startFrame, const int endFrame, const float animSpeed );
game_export_t *GetGameAPI( game_import_t *import ) {
gameinfo_import_t gameinfo_import;
gi = *import;
globals.apiversion = GAME_API_VERSION;
globals.Init = InitGame;
globals.Shutdown = ShutdownGame;
globals.WriteLevel = WriteLevel;
globals.ReadLevel = ReadLevel;
globals.GameAllowedToSaveHere = GameAllowedToSaveHere;
globals.ClientThink = ClientThink;
globals.ClientConnect = ClientConnect;
globals.ClientUserinfoChanged = ClientUserinfoChanged;
globals.ClientDisconnect = ClientDisconnect;
globals.ClientBegin = ClientBegin;
globals.ClientCommand = ClientCommand;
globals.RunFrame = G_RunFrame;
globals.ConnectNavs = G_ConnectNavs;
globals.ConsoleCommand = ConsoleCommand;
//globals.PrintEntClassname = PrintEntClassname;
//globals.ValidateAnimRange = PM_ValidateAnimRange;
globals.GameSpawnRMGEntity = G_GameSpawnRMGEntity;
globals.gentitySize = sizeof(gentity_t);
gameinfo_import.FS_FOpenFile = gi.FS_FOpenFile;
gameinfo_import.FS_Read = gi.FS_Read;
gameinfo_import.FS_FCloseFile = gi.FS_FCloseFile;
gameinfo_import.Cvar_Set = gi.cvar_set;
gameinfo_import.Cvar_VariableStringBuffer = gi.Cvar_VariableStringBuffer;
gameinfo_import.Cvar_Create = G_Cvar_Create;
GI_Init( &gameinfo_import );
return &globals;
}
void QDECL G_Error( const char *fmt, ... ) {
va_list argptr;
char text[1024];
va_start (argptr, fmt);
vsprintf (text, fmt, argptr);
va_end (argptr);
gi.Error( ERR_DROP, "%s", text);
}
#ifndef GAME_HARD_LINKED
// this is only here so the functions in q_shared.c and bg_*.c can link
/*
-------------------------
Com_Error
-------------------------
*/
void Com_Error ( int level, const char *error, ... ) {
va_list argptr;
char text[1024];
va_start (argptr, error);
vsprintf (text, error, argptr);
va_end (argptr);
gi.Error( level, "%s", text);
}
/*
-------------------------
Com_Printf
-------------------------
*/
void Com_Printf( const char *msg, ... ) {
va_list argptr;
char text[1024];
va_start (argptr, msg);
vsprintf (text, msg, argptr);
va_end (argptr);
gi.Printf ("%s", text);
}
#endif
/*
========================================================================
MAP CHANGING
========================================================================
*/
/*
========================================================================
FUNCTIONS CALLED EVERY FRAME
========================================================================
*/
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 );