コード例 #1
0
ファイル: g_main.cpp プロジェクト: BSzili/OpenJK
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;
	}
}
コード例 #2
0
ファイル: dllMain.cpp プロジェクト: mrwonko/jagamex86proxy
/**
	@brief First function called when the DLL is loaded: Server API?
**/
extern "C" __declspec( dllexport ) game_export_t* __cdecl GetGameAPI( game_import_t* imports )
{
	// static global variables are guaranteed to be 0, I heard. Let's assert that.
	assert( !g_exports );
	assert( !g_originalJagamex86 );
	assert( !g_modJagamex86 );
	assert( !g_inShutdown );
	assert( !g_realDllEntry );
	assert( !g_realGetGameAPI );
	assert( !g_originalJagamex86 );
	assert( !g_realShutdown );
	assert( !g_realVmMain );
	assert( !g_modShutdown );

	imports->Printf( "^5Loading original_jagamex86.dll\n" );
	g_inShutdown = qfalse;

	g_originalJagamex86 = LoadLibrary( "original_jagamex86.dll" );
	if( !g_originalJagamex86 )
	{
		// imports->Error would be a bad idea because that'd jmp out of the cleanup code for failed dll loading, causing "Sys_GetGameAPI without Sys_UnloadingGame"
		imports->Printf( "^1Error: Could not load original_jagamex86.dll!\n" );
		return 0;
	}

	// Get the original functions
	if( ! (g_realGetGameAPI = (GetGameAPI_t) GetProcAddress( g_originalJagamex86, "GetGameAPI" ) ) )
	{
		imports->Printf( "^1Error: No GetGameAPI in original_jagamex86.dll!\n" );
		return 0;
	}
	if( ! (g_realDllEntry = (dllEntry_t) GetProcAddress( g_originalJagamex86, "dllEntry" ) ) )
	{
		imports->Printf( "^1Error: No dllEntry in original_jagamex86.dll!\n" );
		return 0;
	}
	if( ! (g_realVmMain = (vmMain_t) GetProcAddress( g_originalJagamex86, "vmMain" ) ) )
	{
		imports->Printf( "^1Error: No vmMain in original_jagamex86.dll!\n" );
		return 0;
	}

	// save the imports for later usage
	g_imports = *imports;

	// Get the active mod
	char fs_game[ 256 + 1 ]; // variables can be up to 256 chars - not sure about trailing \0, so + 1
	g_imports.Cvar_VariableStringBuffer( "fs_game", fs_game, sizeof( fs_game ) / sizeof( char ) );
	if( *fs_game == '\0' )
	{
		fs_game[0] = 'b';
		fs_game[1] = 'a';
		fs_game[2] = 's';
		fs_game[3] = 'e';
		fs_game[4] = '\0';
	}
	g_imports.Printf( "fs_game = %s\n", fs_game );

	if( strcmp( fs_game, "base" ) )
	{
		char dllName[ MAX_QPATH + 19 ]; // "/mod_jagamex86.dll\0" is 19 chars.
		sprintf_s( dllName, 256 + 19, "%s/mod_jagamex86.dll", fs_game );
		g_modJagamex86 = LoadLibrary( dllName );
		if( g_modJagamex86 )
		{
			g_imports.Printf( "^5Found %s - looking for functions.\n", dllName );
			GetGameAPI_t modGetGameAPI;
			vmMain_t modVmMain;
			dllEntry_t modDllEntry;
			SetOriginalFunctions_t modSetOriginalFunctions;

			if( !FindProcAddress( "GetGameAPI", dllName, modGetGameAPI ) ||
				!FindProcAddress( "vmMain", dllName, modVmMain ) ||
				!FindProcAddress( "dllEntry", dllName, modDllEntry ) ||
				!FindProcAddress( "SetOriginalFunctions", dllName, modSetOriginalFunctions ) )
			{
				FreeLibrary( g_modJagamex86 );
				g_modJagamex86 = 0;
			}
			else
			{
				FindProcAddress( "Shutdown", dllName, g_modShutdown ); // optional - not bad if it fails.
				modSetOriginalFunctions( g_realGetGameAPI, g_realDllEntry, g_realVmMain );
				g_realGetGameAPI = modGetGameAPI;
				g_realDllEntry = modDllEntry;
				g_realVmMain = modVmMain;
			}
		}
		else
		{
			g_imports.Printf( "^5No %s available - forwarding to original_jagamex86.dll.\n", dllName );
		}
	}

	// call the "real" GetGameAPI
	g_exports = g_realGetGameAPI( &g_imports );
	if( !g_exports )
	{
		// if that failed, clean up and pass on failure
		g_realGetGameAPI = 0;
		g_realDllEntry = 0;
		g_realVmMain = 0;
		assert( FreeLibrary( g_originalJagamex86 ) );
		g_originalJagamex86 = 0;
		return 0;
	}
	// Change Shutdown to our own wrapper which prepares for library freeing
	g_realShutdown = g_exports->Shutdown;
	g_exports->Shutdown = ShutdownWrapper;

	g_imports.Printf( "^5Successfully loaded original_jagamex86.dll\n" );
	return g_exports;
}
コード例 #3
0
ファイル: g_main.cpp プロジェクト: BSzili/OpenJK
static void G_Cvar_Create( const char *var_name, const char *var_value, int flags ) {
	gi.cvar( var_name, var_value, flags );
}
コード例 #4
0
ファイル: g_main.cpp プロジェクト: BSzili/OpenJK
void WriteInUseBits(void)
{
	gi.AppendToSaveGame(INT_ID('I','N','U','S'), &g_entityInUseBits, sizeof(g_entityInUseBits) );
}
コード例 #5
0
ファイル: g_main.cpp プロジェクト: BSzili/OpenJK
/*
============
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_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|CVAR_CHEAT );//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 );
}
コード例 #6
0
ファイル: g_main.cpp プロジェクト: BSzili/OpenJK
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", __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;

	//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;
}
コード例 #7
0
ファイル: g_main.cpp プロジェクト: BSzili/OpenJK
/*
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?
	}
}
コード例 #8
0
ファイル: g_main.cpp プロジェクト: BSzili/OpenJK
IGhoul2InfoArray &TheGameGhoul2InfoArray()
{
	return gi.TheGhoul2InfoArray();
}
コード例 #9
0
ファイル: g_main.cpp プロジェクト: BSzili/OpenJK
void G_LoadSave_ReadMiscData(void)
{
	gi.ReadFromSaveGame(INT_ID('L','C','K','D'), &player_locked, sizeof(player_locked), NULL);
}
コード例 #10
0
ファイル: g_main.cpp プロジェクト: BSzili/OpenJK
void G_LoadSave_WriteMiscData(void)
{
	gi.AppendToSaveGame(INT_ID('L','C','K','D'), &player_locked, sizeof(player_locked));
}
コード例 #11
0
ファイル: g_main.cpp プロジェクト: BSzili/OpenJK
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
}