Files
astromaddie--HaloCE-VR/source/game/game.c
T
2026-10-01 12:03:52 +13:00

942 lines
23 KiB
C

/*
GAME.C
symbols in this file:
00095260 0110:
_game_initialize (0000)
00095370 00c0:
_game_dispose (0000)
00095430 01f0:
_game_precache_new_map (0000)
00095620 0020:
_game_map_loading_in_progress (0000)
00095640 0080:
_game_unload (0000)
000956C0 00c0:
_game_dispose_from_old_map (0000)
00095780 00a0:
_game_frame (0000)
00095820 00b0:
_remove_quitting_players_from_game (0000)
000958D0 0110:
_game_tick (0000)
000959E0 0030:
_game_options_new (0000)
00095A10 0020:
_game_options_verify (0000)
00095A30 0050:
_game_initial_pulse (0000)
00095A80 0020:
_game_set_players_are_double_speed (0000)
00095AA0 0010:
_game_players_are_double_speed (0000)
00095AB0 0020:
_game_difficulty_level_set (0000)
00095AD0 0010:
_game_difficulty_level_get (0000)
00095AE0 0020:
_game_difficulty_level_get_ignore_easy (0000)
00095B00 0030:
_game_set_game_variant (0000)
00095B30 0030:
_game_set_game_engine_index (0000)
00095B60 0040:
_game_all_quiet (0000)
00095BA0 0140:
_game_safe_to_save (0000)
00095CE0 0020:
_game_safe_to_speak (0000)
00095D00 0010:
_game_is_cooperative (0000)
00095D10 0010:
_set_random_seed (0000)
00095D20 00d0:
_game_load (0000)
00095DF0 0160:
_game_initialize_for_new_map (0000)
00095F50 0060:
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0025B0B4 0019:
??_C@_0BJ@CDJMHJAA@game_globals?9?$DOmap_loaded?$AA@ (0000)
002DDDB0 0608:
_global_game_difficulty_level_names (0000)
0043E48C 0004:
_game_globals (0000)
*/
struct game_options;
/* ---------- headers */
#include "cseries/cseries.h"
#include "game/game.h"
#include "ai/ai.h"
#include "bink/bink_playback.h"
#include "bungie_net/network/transport.h"
#include "cache/cache_files.h"
#include "camera/director.h"
#include "camera/observer.h"
#include "cseries/errors.h"
#include "cseries/profile.h"
#include "cutscene/cinematics.h"
#include "cutscene/recorded_animations.h"
#include "editor/editor_stubs.h"
#include "effects/contrails.h"
#include "effects/decals.h"
#include "effects/effects.h"
#include "effects/particle_systems.h"
#include "effects/particles.h"
#include "effects/player_effects.h"
#include "effects/weather_particle_systems.h"
#include "game/cheats.h"
#include "game/game_allegiance.h"
#include "game/game_engine.h"
#include "game/player_queues_new.h"
#include "game/player_rumble.h"
#include "game/players.h"
#include "hs/hs.h"
#include "input/input_abstraction.h"
#include "interface/event_manager.h"
#include "interface/first_person_weapons.h"
#include "interface/hud.h"
#include "interface/interface.h"
#include "interface/player_ui.h"
#include "interface/progress_bar.h"
#include "interface/ui_widget.h"
#include "items/items.h"
#include "items/projectiles.h"
#include "main/main.h"
#include "main/console.h"
#include "math/real_math.h"
#include "memory/data.h"
#include "networking/network_messages.h"
#include "networking/telnet_console.h"
#include "objects/objects.h"
#include "objects/widgets/widgets.h"
#include "physics/breakable_surfaces.h"
#include "physics/collision_usage.h"
#include "physics/point_physics.h"
#include "rasterizer/common/rasterizer_common.h"
#include "rasterizer/rasterizer.h"
#include "render/render.h"
#include "saved games/game_state.h"
#include "saved games/saved_game_files.h"
#include "scenario/scenario.h"
#include "shaders/shaders.h"
#include "sound/game_sound.h"
#include "sound/sound_classes.h"
#include "sound/sound_manager.h"
#include "structures/structures.h"
#include "units/units.h"
#include "units/vehicles.h"
/* network_game_globals.c's */
boolean network_game_distributed_client(void);
/* ---------- constants */
/* ---------- macros */
/* ---------- structures */
struct game_options
{
unsigned long flags;
short code_version;
short difficulty;
unsigned long random_seed;
char map_name[256];
};
struct game_runtime_globals_prefix
{
boolean map_loaded;
boolean active;
boolean players_are_double_speed;
boolean map_load_in_progress;
real loading_progress;
struct game_options options;
};
typedef char verify_game_options_size[
sizeof(struct game_options) == 0x10C ? 1 : -1];
typedef char verify_game_options_code_version_offset[
offsetof(struct game_options, code_version) == 0x4 ? 1 : -1];
typedef char verify_game_options_difficulty_offset[
offsetof(struct game_options, difficulty) == 0x6 ? 1 : -1];
typedef char verify_game_options_random_seed_offset[
offsetof(struct game_options, random_seed) == 0x8 ? 1 : -1];
typedef char verify_game_options_map_name_offset[
offsetof(struct game_options, map_name) == 0xC ? 1 : -1];
typedef char verify_game_runtime_globals_players_are_double_speed_offset[
offsetof(struct game_runtime_globals_prefix, players_are_double_speed) == 0x2 ? 1 : -1];
typedef char verify_game_runtime_globals_difficulty_offset[
offsetof(struct game_runtime_globals_prefix, options) +
offsetof(struct game_options, difficulty) == 0xE ? 1 : -1];
/* ---------- prototypes */
/* ---------- globals */
static struct game_runtime_globals_prefix *game_globals = NULL;
extern struct game_variant game_variant_global;
extern struct data_array *player_data;
char const *global_game_difficulty_level_names[NUMBER_OF_GAME_DIFFICULTY_LEVELS] =
{
"easy",
"normal",
"hard",
"impossible"
};
static struct profile_section game_update_section = {"game_update", NONE, TRUE};
/* ---------- public code */
void game_initialize(
void)
{
game_globals = game_state_malloc(
"game globals",
NULL,
sizeof(*game_globals));
csmemset(game_globals, 0, sizeof(*game_globals));
csmemset(&game_variant_global, 0, sizeof(game_variant_global));
real_math_reset_precision();
game_time_initialize();
game_engine_initialize(&game_variant_global);
game_allegiance_initialize();
interface_initialize();
scenario_initialize();
director_initialize();
observer_initialize();
render_initialize();
objects_initialize();
structures_initialize();
breakable_surfaces_initialize();
decals_initialize();
collision_log_initialize();
players_initialize();
contrails_initialize();
particles_initialize();
effects_initialize();
weather_particle_systems_initialize();
particle_systems_initialize();
sound_classes_initialize();
game_sound_initialize();
rumble_initialize();
player_effect_initialize();
ai_initialize();
editor_initialize();
ui_widgets_initialize();
hs_initialize();
recorded_animations_initialize();
cheats_initialize();
transport_initialize();
telnet_console_initialize();
initialize_network_game_packets();
cinematic_initialize();
saved_game_files_initialize();
event_manager_initialize();
input_abstraction_initialize();
player_ui_initialize();
bink_playback_initialize();
progress_bar_initialize();
return;
}
void game_tick(
void)
{
real seconds_per_tick;
profile_tick_start();
collision_log_begin_period(0);
real_math_reset_precision();
profile_enter(game_update_section);
match_assert(
"c:\\halo\\SOURCE\\game\\game.c",
0x28D,
game_globals->active);
/* port: a client of another's game, the host's rules (its own cheats and
game speed, set before it joined too, put back) */
cheats_network_client_enforce();
remove_quitting_players_from_game();
game_allegiance_update();
units_update();
/* (the host's actors drive the host's units, which a client of the
distributed netcode has from the host: its own would fight the host's
positions, and could place objects of their own) */
if (!network_game_distributed_client())
ai_update();
players_update_before_game();
seconds_per_tick = game_globals->players_are_double_speed
? 1.0f / (2 * TICKS_PER_SECOND)
: 1.0f / TICKS_PER_SECOND;
effects_update(seconds_per_tick);
lock_global_random_seed();
rumble_update();
first_person_weapons_update();
unlock_global_random_seed();
game_engine_update();
editor_update();
hs_update();
recorded_animations_update();
objects_update();
players_update_after_game();
hud_update();
player_effect_update();
profile_exit(game_update_section);
collision_log_end_period();
profile_tick_end();
return;
}
void game_options_new(
struct game_options *options)
{
csmemset(options, 0, sizeof(*options));
options->code_version = 0;
options->difficulty = _game_difficulty_level_normal;
options->random_seed = 0xDEADBEEF;
return;
}
boolean game_options_verify(
struct game_options *options)
{
if (!VALID_INDEX(options->difficulty, NUMBER_OF_GAME_DIFFICULTY_LEVELS))
return FALSE;
return TRUE;
}
void game_initial_pulse(
void)
{
struct data_iterator iterator;
data_iterator_new(&iterator, player_data);
while (data_iterator_next(&iterator))
game_engine_player_added(iterator.datum_index);
game_engine_game_starting();
return;
}
void game_set_players_are_double_speed(
boolean players_are_double_speed)
{
game_globals->players_are_double_speed = players_are_double_speed;
return;
}
boolean game_players_are_double_speed(
void)
{
return game_globals->players_are_double_speed;
}
void game_difficulty_level_set(
short difficulty)
{
game_globals->options.difficulty = difficulty;
return;
}
short game_difficulty_level_get(
void)
{
return game_globals->options.difficulty;
}
short game_difficulty_level_get_ignore_easy(
void)
{
short difficulty = game_globals->options.difficulty;
return difficulty > _game_difficulty_level_normal ? difficulty : _game_difficulty_level_normal;
}
void game_set_game_variant(
struct game_variant *variant)
{
if (!variant)
{
csmemset(&game_variant_global, 0, sizeof(game_variant_global));
}
else
{
game_variant_global = *variant;
}
return;
}
void game_set_game_engine_index(
short index)
{
match_assert(
"c:\\halo\\SOURCE\\game\\game.c",
0x311,
!"this is broken and should get updated for the variants, ask michael");
return;
}
boolean game_all_quiet(
void)
{
if (dangerous_projectiles_near_player() ||
dangerous_items_near_player() ||
dangerous_effects_near_player() ||
any_unit_is_dangerous() ||
ai_enemies_can_see_player())
{
return FALSE;
}
return TRUE;
}
boolean game_safe_to_save(
void)
{
boolean safe = TRUE;
if (ai_enemies_can_see_player())
{
if (debug_game_save)
console_warning("not safe to save: ai_enemies_can_see_player");
safe = FALSE;
}
if (safe && dangerous_projectiles_near_player())
{
if (debug_game_save)
console_warning("not safe to save: dangerous_projectiles_near_player");
safe = FALSE;
}
if (safe && dangerous_items_near_player())
{
if (debug_game_save)
console_warning("not safe to save: dangerous_items_near_player");
safe = FALSE;
}
if (safe && dangerous_effects_near_player())
{
if (debug_game_save)
console_warning("not safe to save: dangerous_effects_near_player");
safe = FALSE;
}
if (safe && any_unit_is_dangerous())
{
if (debug_game_save)
console_warning("not safe to save: any_unit_is_dangerous");
safe = FALSE;
}
if (safe && any_player_is_in_the_air())
{
if (debug_game_save)
console_warning("not safe to save: any_player_is_in_the_air");
safe = FALSE;
}
if (safe && any_player_is_dead())
{
if (debug_game_save)
console_warning("not safe to save: any_player_is_dead");
safe = FALSE;
}
if (safe && vehicle_moving_near_any_player())
{
if (debug_game_save)
console_warning("not safe to save: vehicle_moving_near_any_player");
safe = FALSE;
}
return safe;
}
boolean game_safe_to_speak(
void)
{
if (dangerous_projectiles_near_player() ||
any_player_is_dead())
{
return FALSE;
}
return TRUE;
}
boolean game_is_cooperative(
void)
{
return player_spawn_count > 1;
}
boolean game_load(
struct game_options *options)
{
match_assert(
"c:\\halo\\SOURCE\\game\\game.c",
0x192,
!game_globals->active);
match_assert(
"c:\\halo\\SOURCE\\game\\game.c",
0x193,
!game_globals->map_loaded);
match_assert(
"c:\\halo\\SOURCE\\game\\game.c",
0x194,
game_options_verify(options));
random_seed_debug_log(TRUE);
csmemcpy(&game_globals->options, options, sizeof(*options));
if (scenario_load(options->map_name))
{
game_globals->map_loaded = TRUE;
}
return game_globals->map_loaded;
}
void network_distributed_new_game(void);
void network_objects_placed(void);
void game_initialize_for_new_map(
void)
{
match_assert(
"c:\\halo\\SOURCE\\game\\game.c",
0x1D1,
game_globals->map_loaded);
match_assert(
"c:\\halo\\SOURCE\\game\\game.c",
0x1D2,
!game_globals->active);
set_random_seed(game_globals->options.random_seed);
game_engine_dispose();
game_engine_initialize(&game_variant_global);
real_math_reset_precision();
rasterizer_initialize_for_new_map();
game_state_initialize_for_new_map();
game_time_initialize_for_new_map();
interface_initialize_for_new_map();
game_allegiance_initialize_for_new_map();
players_initialize_for_new_map();
scenario_initialize_for_new_map();
objects_initialize_for_new_map();
/* nothing of the distributed netcode's carried into the new game
(port/linux/game/network_distributed.c), before anything of the map
makes an object: a client makes the map's objects, and the game type's
(the flags of capture the flag, game_engine_initialize_for_new_map), at
the host's indices, not its own objects' of the last game's */
network_distributed_new_game();
render_interpolation_reset();
render_initialize_for_new_map();
structures_initialize_for_new_map();
breakable_surfaces_initialize_for_new_map();
decals_initialize_for_new_map();
director_initialize_for_new_map();
observer_initialize_for_new_map();
contrails_initialize_for_new_map();
particles_initialize_for_new_map();
effects_initialize_for_new_map();
particle_systems_initialize_for_new_map();
sound_initialize_for_new_map();
sound_classes_initialize_for_new_map();
game_sound_initialize_for_new_map();
weather_particle_systems_initialize_for_new_map();
point_physics_initialize_for_new_map();
game_engine_initialize_for_new_map();
game_statistics_start();
update_server_new();
player_control_initialize_for_new_map();
rumble_initialize_for_new_map();
player_effect_initialize_for_new_map();
ai_initialize_for_new_map();
console_initialize_for_new_map();
editor_initialize_for_new_map();
cinematic_initialize_for_new_map();
hs_initialize_for_new_map();
recorded_animations_initialize_for_new_map();
cheats_initialize_for_new_map();
game_globals->active = TRUE;
objects_place();
if (!game_in_editor())
ai_place();
/* (the map's objects, placed as on the host: a distributed client's own
from now on go elsewhere, port/linux/game/network_objects.c) */
network_objects_placed();
ui_widgets_safe_to_load(TRUE);
return;
}
boolean game_map_loading_in_progress(
real *progress)
{
struct game_runtime_globals_prefix *globals = game_globals;
if (progress)
*progress = globals->loading_progress;
return globals->map_load_in_progress;
}
void game_unload(
void)
{
if (cache_files_precache_in_progress())
{
long map_status;
game_globals->map_load_in_progress = TRUE;
ui_widget_load_progress_widget();
do
{
map_status = cache_files_precache_map_status(&game_globals->loading_progress);
main_pregame_render();
main_rasterizer_throttle();
main_present_frame();
}
while (!map_status);
ui_widgets_close_all();
if (map_status == 2)
display_error_damaged_media();
cache_files_precache_map_end();
}
if (game_globals->map_loaded)
{
scenario_unload();
random_seed_debug_log(FALSE);
game_globals->map_loaded = FALSE;
}
return;
}
void game_dispose(
void)
{
recorded_animations_dispose();
cinematic_dispose();
hs_dispose();
cheats_dispose();
ui_widgets_dispose();
editor_dispose();
ai_dispose();
player_effect_dispose();
rumble_dispose();
game_sound_dispose();
sound_classes_dispose();
game_engine_dispose();
particle_systems_dispose();
weather_particle_systems_dispose();
effects_dispose();
particles_dispose();
contrails_dispose();
players_dispose();
decals_dispose();
breakable_surfaces_dispose();
structures_dispose();
render_dispose();
objects_dispose();
director_dispose();
interface_dispose();
game_allegiance_dispose();
game_time_dispose();
saved_game_files_dispose();
event_manager_dispose();
input_abstraction_dispose();
player_ui_dispose();
game_state_dispose();
telnet_console_dispose();
transport_dispose();
bink_playback_dispose();
progress_bar_dispose();
return;
}
void game_precache_new_map(
char *map_name,
boolean blocking)
{
long map_status;
if (!cache_files_precache_map_loaded(map_name))
{
if (cache_files_precache_in_progress() &&
!cache_files_precache_is_copying_map(map_name))
{
if (blocking)
{
cache_files_precache_map_end();
}
else
{
cache_files_precache_map_queue_end();
main_queue_map_name(map_name);
}
}
if (!cache_files_precache_in_progress() &&
!cache_files_precache_map_begin(map_name, blocking))
{
error(
_error_silent,
"shouldn't be here... map '%s' doesn't exist",
map_name);
if (blocking)
{
match_vassert(
"c:\\halo\\SOURCE\\game\\game.c",
0xF9,
FALSE,
"read the last error message for which map failed to load");
}
}
cache_files_precache_set_priority(blocking);
if (blocking)
{
struct game_runtime_globals_prefix *globals = game_globals;
globals->map_load_in_progress = TRUE;
globals->loading_progress = 0.0f;
match_assert(
"c:\\halo\\SOURCE\\game\\game.c",
0x105,
cache_files_precache_in_progress() &&
cache_files_precache_is_copying_map(map_name));
ui_widget_load_progress_widget();
progress_bar_begin(global_scenario_index != NONE);
do
{
map_status = cache_files_precache_map_status(
&game_globals->loading_progress);
main_pregame_render();
main_rasterizer_throttle();
main_present_frame();
}
while (!map_status);
progress_bar_end();
ui_widgets_close_all();
if (map_status == _cached_map_file_failed)
display_error_damaged_media();
cache_files_precache_map_end();
match_assert(
"c:\\halo\\SOURCE\\game\\game.c",
0x11A,
cache_files_precache_map_loaded(map_name));
globals = game_globals;
globals->map_load_in_progress = FALSE;
globals->loading_progress = 1.0f;
}
}
if (blocking)
{
match_assert(
"c:\\halo\\SOURCE\\game\\game.c",
0x123,
cache_files_precache_map_loaded(map_name));
main_save_current_solo_map(map_name);
main_queue_map_name(NULL);
if (cache_files_precache_in_progress())
cache_files_precache_map_end();
if (player_spawn_count == 1)
player_ui_remember_player1_profile(TRUE);
}
return;
}
void game_dispose_from_old_map(
void)
{
rasterizer_dispose_from_old_map();
game_state_dispose_from_old_map();
cheats_dispose_from_old_map();
recorded_animations_dispose_from_old_map();
hs_dispose_from_old_map();
cinematic_dispose_from_old_map();
editor_dispose_from_old_map();
ai_dispose_from_old_map();
player_effect_dispose_from_old_map();
rumble_dispose_from_old_map();
point_physics_dispose_from_old_map();
particle_systems_dispose_from_old_map();
weather_particle_systems_dispose_from_old_map();
decals_dispose_from_old_map();
breakable_surfaces_dispose_from_old_map();
structures_dispose_from_old_map();
render_dispose_from_old_map();
objects_dispose_from_old_map();
director_dispose_from_old_map();
observer_dispose_from_old_map();
interface_dispose_from_old_map();
players_dispose_from_old_map();
contrails_dispose_from_old_map();
particles_dispose_from_old_map();
effects_dispose_from_old_map();
game_sound_dispose_from_old_map();
sound_classes_dispose_from_old_map();
sound_dispose_from_old_map();
game_allegiance_dispose_from_old_map();
update_server_delete();
game_engine_dispose_from_old_map();
scenario_dispose_from_old_map();
game_time_dispose_from_old_map();
ui_widgets_close_all();
ui_widgets_safe_to_load(FALSE);
game_globals->active = FALSE;
return;
}
void game_frame(
real dt)
{
real frame_dt;
if (game_globals->players_are_double_speed)
frame_dt = dt * 0.5f;
else
frame_dt = dt;
match_assert(
"c:\\halo\\SOURCE\\game\\game.c",
585,
game_globals->active);
collision_log_begin_period(1);
particles_update(frame_dt);
contrails_update(frame_dt);
particle_systems_update(frame_dt);
widgets_update(frame_dt);
game_sound_update(frame_dt);
scenario_frame_update(frame_dt);
rasterizer_frame_update(frame_dt);
numeric_countdown_timer_update();
collision_log_end_period();
return;
}
void remove_quitting_players_from_game(
void)
{
struct data_iterator iterator;
struct player_datum *player;
long current_time;
if (!game_engine_running())
return;
current_time = game_time_get();
data_iterator_new(&iterator, player_data);
while ((player = (struct player_datum *)data_iterator_next(&iterator)) != NULL)
{
long quit_time = player->quit_out_of_game_time;
if (quit_time != NONE && !player->quit_out_of_game)
{
/* port: at its time or past it (a client's clock may jump the
ticks it missed to the host's, game_time_set_distributed) */
if (current_time >= quit_time)
{
long unit_index = player->unit_index;
player->quit_out_of_game = TRUE;
if (unit_index != NONE)
{
unit_get(unit_index);
unit_kill_no_statistics(player->unit_index);
}
}
}
}
return;
}
void game_set_game_variant_from_name(
const char *name)
{
struct game_variant variant;
struct game_variant temporary_variant;
variant = *game_engine_get_variant_by_name(&temporary_variant, name);
game_set_game_variant(&variant);
return;
}
/* ---------- private code */