// g_utils.c -- misc utility functions for game module #include "./g_local.h" #define SF_PLAYBACK_3D 16 void sentien_laser_off (edict_t *self); // Zaero add void G_ProjectSource (vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result) { result[0] = point[0] + forward[0] * distance[0] + right[0] * distance[1]; result[1] = point[1] + forward[1] * distance[0] + right[1] * distance[1]; result[2] = point[2] + forward[2] * distance[0] + right[2] * distance[1] + distance[2]; } void G_ProjectSource2 (vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t up, vec3_t result) { result[0] = point[0] + forward[0] * distance[0] + right[0] * distance[1] + up[0] * distance[2]; result[1] = point[1] + forward[1] * distance[0] + right[1] * distance[1] + up[1] * distance[2]; result[2] = point[2] + forward[2] * distance[0] + right[2] * distance[1] + up[2] * distance[2]; } /* ============= G_Find Searches all active entities for the next one that holds the matching string at fieldofs (use the FOFS() macro) in the structure. Searches beginning at the edict after from, or the beginning if NULL NULL will be returned if the end of the list is reached. ============= */ edict_t *G_Find (edict_t *from, size_t fieldofs, char *match) // Knightmare- changed fieldofs from int { char *s; if (!from) from = g_edicts; else from++; for ( ; from < &g_edicts[globals.num_edicts] ; from++) { if (!from->inuse) continue; s = *(char **) ((byte *)from + fieldofs); if (!s) continue; if (!Q_stricmp (s, match)) return from; } return NULL; } /* ================= findradius Returns entities that have origins within a spherical area findradius (origin, radius) ================= */ edict_t *findradius (edict_t *from, vec3_t org, float rad) { vec3_t eorg; int j; if (!from) from = g_edicts; else from++; for ( ; from < &g_edicts[globals.num_edicts]; from++) { if (!from->inuse) continue; if (from->solid == SOLID_NOT) continue; for (j=0 ; j<3 ; j++) eorg[j] = org[j] - (from->s.origin[j] + (from->mins[j] + from->maxs[j])*0.5); if (VectorLength(eorg) > rad) continue; return from; } return NULL; } /* ================= findradius2 Returns entities that have origins within a spherical area ROGUE - tweaks for performance for tesla specific code only returns entities that can be damaged only returns entities that are SVF_DAMAGEABLE findradius2 (origin, radius) ================= */ edict_t *findradius2 (edict_t *from, vec3_t org, float rad) { // rad must be positive vec3_t eorg; int j; if (!from) from = g_edicts; else from++; for ( ; from < &g_edicts[globals.num_edicts]; from++) { if (!from->inuse) continue; if (from->solid == SOLID_NOT) continue; if (!from->takedamage) continue; if (!(from->svflags & SVF_DAMAGEABLE)) continue; for (j=0 ; j<3 ; j++) eorg[j] = org[j] - (from->s.origin[j] + (from->mins[j] + from->maxs[j])*0.5); if (VectorLength(eorg) > rad) continue; return from; } return NULL; } /* ============= G_PickTarget Searches all active entities for the next one that holds the matching string at fieldofs (use the FOFS() macro) in the structure. Searches beginning at the edict after from, or the beginning if NULL NULL will be returned if the end of the list is reached. ============= */ #define MAXCHOICES 8 edict_t *G_PickTarget (char *targetname) { edict_t *ent = NULL; int num_choices = 0; edict_t *choice[MAXCHOICES]; if (!targetname) { gi.dprintf("G_PickTarget called with NULL targetname\n"); return NULL; } while (1) { ent = G_Find (ent, FOFS(targetname), targetname); if (!ent) break; choice[num_choices++] = ent; if (num_choices == MAXCHOICES) break; } if (!num_choices) { gi.dprintf("G_PickTarget: target %s not found\n", targetname); return NULL; } return choice[rand() % num_choices]; } void Think_Delay (edict_t *ent) { G_UseTargets (ent, ent->activator); G_FreeEdict (ent); } /* ============================== G_UseTargets the global "activator" should be set to the entity that initiated the firing. If self.delay is set, a DelayedUse entity will be created that will actually do the SUB_UseTargets after that many seconds have passed. Centerprints any self.message to the activator. Search for (string)targetname in all entities that match (string)self.target and call their .use function ============================== */ void G_UseTargets (edict_t *ent, edict_t *activator) { edict_t *t; edict_t *master; qboolean done = false; if (!ent) // sanity check return; // // check for a delay // if (ent->delay) { // create a temp object to fire at a later time t = G_Spawn(); t->classname = "DelayedUse"; t->nextthink = level.time + ent->delay; t->think = Think_Delay; t->activator = activator; if (!activator) gi.dprintf ("Think_Delay with no activator\n"); t->message = ent->message; t->target = ent->target; t->killtarget = ent->killtarget; return; } // // print the message // if ( (ent->message) && (activator) && !(activator->svflags & SVF_MONSTER) ) { // Lazarus - change so that noise_index < 0 means no sound gi.centerprintf (activator, "%s", ent->message); if (ent->noise_index > 0) gi.sound (activator, CHAN_AUTO, ent->noise_index, 1, ATTN_NORM, 0); else gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0); } // // kill killtargets // if (ent->killtarget) { t = NULL; while ((t = G_Find (t, FOFS(targetname), ent->killtarget))) { // Lazarus: remove LIVE killtargeted monsters from total_monsters if ( (t->svflags & SVF_MONSTER) && (t->deadflag == DEAD_NO) ) { if ( !t->dmgteam || strcmp(t->dmgteam, "player") ) { // if ( !(t->monsterinfo.aiflags & AI_GOOD_GUY) ) // Zaero- spawnflag 16 = do not count if ( !(t->monsterinfo.aiflags & AI_GOOD_GUY) && !(t->monsterinfo.monsterflags & MFL_DO_NOT_COUNT) && !( (level.maptype == MAPTYPE_ZAERO) && (t->spawnflags & 16) ) ) level.total_monsters--; } } // and decrement secret count if target_secret is removed else if ( !Q_stricmp(t->classname, "target_secret") ) level.total_secrets--; // same deal with target_goal, but also turn off CD music if applicable else if ( !Q_stricmp(t->classname, "target_goal") ) { level.total_goals--; if (level.found_goals >= level.total_goals) gi.configstring (CS_CDTRACK, "0"); } // PMM - if this entity is part of a train, cleanly remove it else if (t->flags & FL_TEAMSLAVE) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("Removing %s from train!\n", t->classname); if (t->teammaster) { master = t->teammaster; while (!done) { if (master->teamchain == t) { master->teamchain = t->teamchain; done = true; } master = master->teamchain; if (!master) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("Couldn't find myself in master's chain, ignoring!\n"); // Knightmare- why the hell didin't Rogue put this here? Ijits. break; } } } else { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("No master to free myself from, ignoring!\n"); } } // PMM // Zaero- free sentien's laser first! if (Q_stricmp(t->classname, "monster_sentien") == 0) { if (t->flash) { // gi.dprintf ("removing sentien laser before removing sentien.\n"); sentien_laser_off (t->flash); G_FreeEdict (t->flash); t->flash = NULL; } } // Also free the Titan's hook if (Q_stricmp(t->classname, "monster_zboss") == 0) { if (t->laser) { // gi.dprintf ("removing titan hook before removing titan.\n"); G_FreeEdict (t->laser); t->laser = NULL; } } // end Zaero G_FreeEdict (t); if (!ent->inuse) { gi.dprintf("entity was removed while using killtargets\n"); return; } } } // // fire targets // if (ent->target) { t = NULL; while ((t = G_Find (t, FOFS(targetname), ent->target))) { // doors fire area portals in a specific way if (!Q_stricmp(t->classname, "func_areaportal") && (!Q_stricmp(ent->classname, "func_door") || !Q_stricmp(ent->classname, "func_door_rotating") /*DWH*/ || !Q_stricmp(ent->classname,"func_door_rot_dh") /*Knightmare*/|| !Q_stricmp(ent->classname, "func_door_secret") || !Q_stricmp(ent->classname, "func_door_secret2"))) continue; if (t == ent) { gi.dprintf ("WARNING: Entity used itself.\n"); } else { if (t->use) t->use (t, ent, activator); } if (!ent->inuse) { gi.dprintf("entity was removed while using targets\n"); return; } } } } /* ============= TempVector This is just a convenience function for making temporary vectors for function calls ============= */ float *tv (float x, float y, float z) { static int index; static vec3_t vecs[8]; float *v; // use an array so that multiple tempvectors won't collide // for a while v = vecs[index]; index = (index + 1)&7; v[0] = x; v[1] = y; v[2] = z; return v; } /* ============= VectorToString This is just a convenience function for printing vectors ============= */ char *vtos (vec3_t v) { static int index; static char str[8][32]; char *s; // use an array so that multiple vtos won't collide s = str[index]; index = (index + 1)&7; Com_sprintf (s, 32, "(%i %i %i)", (int)v[0], (int)v[1], (int)v[2]); return s; } vec3_t VEC_UP = {0, -1, 0}; vec3_t MOVEDIR_UP = {0, 0, 1}; vec3_t VEC_DOWN = {0, -2, 0}; vec3_t MOVEDIR_DOWN = {0, 0, -1}; void G_SetMovedir (vec3_t angles, vec3_t movedir) { if (VectorCompare (angles, VEC_UP)) { VectorCopy (MOVEDIR_UP, movedir); } else if (VectorCompare (angles, VEC_DOWN)) { VectorCopy (MOVEDIR_DOWN, movedir); } else { AngleVectors (angles, movedir, NULL, NULL); } VectorClear (angles); } //Knightmare- this is almost the same as G_SetMovedir, //only it doesn't clear the source vector //useful for point entities that use movedir void G_SetMovedir2 (vec3_t angles, vec3_t movedir) { if (VectorCompare (angles, VEC_UP)) { VectorCopy (MOVEDIR_UP, movedir); } else if (VectorCompare (angles, VEC_DOWN)) { VectorCopy (MOVEDIR_DOWN, movedir); } else { AngleVectors (angles, movedir, NULL, NULL); } } float vectoyaw (vec3_t vec) { float yaw; // PMM - fixed to correct for pitch of 0 if (/*vec[YAW] == 0 &&*/ vec[PITCH] == 0) if (vec[YAW] == 0) yaw = 0; else if (vec[YAW] > 0) yaw = 90; else yaw = 270; else { yaw = (int) (atan2(vec[YAW], vec[PITCH]) * 180 / M_PI); if (yaw < 0) yaw += 360; } return yaw; } float vectoyaw2 (vec3_t vec) { float yaw; // PMM - fixed to correct for pitch of 0 if (/*vec[YAW] == 0 &&*/ vec[PITCH] == 0) if (vec[YAW] == 0) yaw = 0; else if (vec[YAW] > 0) yaw = 90; else yaw = 270; else { yaw = (atan2(vec[YAW], vec[PITCH]) * 180 / M_PI); if (yaw < 0) yaw += 360; } return yaw; } //Knightmare float vectopitch (vec3_t vec) { float pitch; float forward; if (vec[2] == 0) //no pitch if vector has no vertical value pitch = 0; else if (vec[1] == 0 && vec[0] == 0) //if x & y components are zero { if (vec[2] > 0) //straight up pitch = 90; else //straight down pitch = -90; } else { forward = sqrt (vec[0]*vec[0] + vec[1]*vec[1]); //get combined length of horizontal parts pitch = (int) (atan2(vec[2], forward) * 180 / M_PI); if (pitch < -90) pitch += 180; } return (pitch * -1); } void vectoangles (vec3_t value1, vec3_t angles) { float forward; float yaw, pitch; if (value1[1] == 0 && value1[0] == 0) { yaw = 0; if (value1[2] > 0) pitch = 90; else pitch = 270; } else { // PMM - fixed to correct for pitch of 0 if (value1[0]) yaw = (int) (atan2(value1[1], value1[0]) * 180 / M_PI); else if (value1[1] > 0) yaw = 90; else yaw = 270; if (yaw < 0) yaw += 360; forward = sqrt (value1[0]*value1[0] + value1[1]*value1[1]); pitch = (int) (atan2(value1[2], forward) * 180 / M_PI); if (pitch < 0) pitch += 360; } angles[PITCH] = -pitch; angles[YAW] = yaw; angles[ROLL] = 0; } void vectoangles2 (vec3_t value1, vec3_t angles) { float forward; float yaw, pitch; if (value1[1] == 0 && value1[0] == 0) { yaw = 0; if (value1[2] > 0) pitch = 90; else pitch = 270; } else { // PMM - fixed to correct for pitch of 0 if (value1[0]) yaw = (atan2(value1[1], value1[0]) * 180 / M_PI); else if (value1[1] > 0) yaw = 90; else yaw = 270; if (yaw < 0) yaw += 360; forward = sqrt (value1[0]*value1[0] + value1[1]*value1[1]); pitch = (atan2(value1[2], forward) * 180 / M_PI); if (pitch < 0) pitch += 360; } angles[PITCH] = -pitch; angles[YAW] = yaw; angles[ROLL] = 0; } char *G_CopyString (char *in) { char *out; size_t outSize; outSize = strlen(in)+1; out = gi.TagMalloc (outSize, TAG_LEVEL); Com_strcpy (out, outSize, in); return out; } void G_InitEdict (edict_t *e) { // ROGUE // FIXME - // this fixes a bug somewhere that is settling "nextthink" for an entity that has // already been released. nextthink is being set to FRAMETIME after level.time, // since freetime = nextthink - 0.1 if (e->nextthink) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("G_SPAWN: Fixed bad nextthink time\n"); e->nextthink = 0; } // ROGUE e->inuse = true; e->classname = "noclass"; e->gravity = 1.0; e->s.number = e - g_edicts; //PGM - do this before calling the spawn function so it can be overridden. #ifdef ROGUE_GRAVITY e->gravityVector[0] = 0.0; e->gravityVector[1] = 0.0; e->gravityVector[2] = -1.0; #endif //PGM } /* ================= G_Spawn Either finds a free edict, or allocates a new one. Try to avoid reusing an entity that was recently freed, because it can cause the client to think the entity morphed into something else instead of being removed and recreated, which can cause interpolated angles and bad trails. ================= */ edict_t *G_Spawn (void) { int i; edict_t *e; e = &g_edicts[(int)maxclients->value+1]; for ( i=maxclients->value+1 ; iinuse && ( e->freetime < 2 || level.time - e->freetime > 0.5 ) ) { G_InitEdict (e); return e; } } if (i == game.maxentities) gi.error ("ED_Alloc: no free edicts"); globals.num_edicts++; G_InitEdict (e); return e; } /* ================= G_FreeEdict Marks the edict as free ================= */ void G_FreeEdict (edict_t *ed) { // Lazarus - if part of a movewith chain, remove from // the chain and repair broken links /* if (ed->movewith) { edict_t *e; edict_t *parent = NULL; int i; for (i=1; imovewith_next == ed) parent = e; } if (parent) parent->movewith_next = ed->movewith_next; }*/ if (ed->speaker) // recursively remove train's speaker entity G_FreeEdict (ed->speaker); // Knightmare- stop target_playback if (ed->classname && (strlen(ed->classname) > 0) && !strcmp(ed->classname, "target_playback")) { // if it's 3D, decrement level 3D count for efficiency if (ed->spawnflags & SF_PLAYBACK_3D) level.num_3D_sounds--; FMOD_StopSound (ed, false); } gi.unlinkentity (ed); // unlink from world if ((ed - g_edicts) <= (maxclients->value + BODY_QUEUE_SIZE)) { // gi.dprintf("tried to free special edict\n"); return; } // Lazarus: actor muzzle flash if (ed->flash) { memset (ed->flash, 0, sizeof(*ed)); ed->flash->classname = "freed"; ed->flash->freetime = level.time; ed->flash->inuse = false; } // Lazarus: reflections if (!(ed->flags & FL_REFLECT)) DeleteReflection(ed,-1); memset (ed, 0, sizeof(*ed)); ed->classname = "freed"; ed->freetime = level.time; ed->inuse = false; } /* ============ G_TouchTriggers ============ */ void G_TouchTriggers (edict_t *ent) { int i, num; static edict_t *touch[MAX_EDICTS]; // Knightmare- made static due to stack size edict_t *hit; // added stasis generator support // Lazarus: nothing touches anything if game is frozen if (level.freeze) return; // dead things don't activate triggers! if ((ent->client || (ent->svflags & SVF_MONSTER)) && (ent->health <= 0)) return; num = gi.BoxEdicts (ent->absmin, ent->absmax, touch, MAX_EDICTS, AREA_TRIGGERS); // be careful, it is possible to have an entity in this // list removed before we get to it (killtriggered) for (i=0 ; iinuse) continue; if (!hit->touch) continue; if (ent->client && ent->client->spycam && !(hit->svflags & SVF_TRIGGER_CAMOWNER)) continue; hit->touch (hit, ent, NULL, NULL); } } /* ============ G_TouchSolids Call after linking a new trigger in during gameplay to force all entities it covers to immediately touch it ============ */ void G_TouchSolids (edict_t *ent) { int i, num; static edict_t *touch[MAX_EDICTS]; // Knightmare- made static due to stack size edict_t *hit; num = gi.BoxEdicts (ent->absmin, ent->absmax, touch, MAX_EDICTS, AREA_SOLID); // be careful, it is possible to have an entity in this // list removed before we get to it (killtriggered) for (i=0 ; iinuse) continue; if (ent->touch) ent->touch (hit, ent, NULL, NULL); if (!ent->inuse) break; } } /* ============================================================================== Kill box ============================================================================== */ /* ================= KillBox Kills all entities that would touch the proposed new positioning of ent. Ent should be unlinked before calling this! ================= */ qboolean KillBox (edict_t *ent) { trace_t tr; while (1) { tr = gi.trace (ent->s.origin, ent->mins, ent->maxs, ent->s.origin, NULL, MASK_PLAYERSOLID); if (!tr.ent) break; // nail it T_Damage (tr.ent, ent, ent, vec3_origin, ent->s.origin, vec3_origin, 100000, 0, DAMAGE_NO_PROTECTION, MOD_TELEFRAG); // if we didn't kill it, fail if (tr.ent->solid) return false; } return true; // all clear } // Zaero add /* ================= MonsterPlayerKillBox Kills all entities except players that would touch the proposed new positioning of ent. Ent should be unlinked before calling this! ================= */ qboolean MonsterPlayerKillBox (edict_t *ent) { trace_t tr; while (1) { tr = gi.trace (ent->s.origin, ent->mins, ent->maxs, ent->s.origin, ent, MASK_PLAYERSOLID); if (!tr.ent) break; if ((ent->svflags & SVF_MONSTER) && tr.ent->client && tr.ent->health) { // nail myself T_Damage (ent, ent, ent, vec3_origin, ent->s.origin, vec3_origin, 100000, 0, DAMAGE_NO_PROTECTION, MOD_TELEFRAG); return true; } else { // nail it T_Damage (tr.ent, ent, ent, vec3_origin, ent->s.origin, vec3_origin, 100000, 0, DAMAGE_NO_PROTECTION, MOD_TELEFRAG); } // if we didn't kill it, fail if (tr.ent->solid) return false; } return true; // all clear } // end Zaero void AnglesNormalize(vec3_t vec) { while (vec[0] > 180) vec[0] -= 360; while (vec[0] < -180) vec[0] += 360; while (vec[1] > 360) vec[1] -= 360; while (vec[1] < 0) vec[1] += 360; } float SnapToEights(float x) { x *= 8.0; if (x > 0.0) x += 0.5; else x -= 0.5; return 0.125 * (int)x; } /* Lazarus - added functions */ void stuffcmd (edict_t *ent, char *s) { gi.WriteByte (11); gi.WriteString (s); gi.unicast (ent, true); } qboolean point_infront (edict_t *self, vec3_t point) { vec3_t vec; float dot; vec3_t forward; AngleVectors (self->s.angles, forward, NULL, NULL); VectorSubtract (point, self->s.origin, vec); VectorNormalize (vec); dot = DotProduct (vec, forward); if (dot > 0.3) return true; return false; } float AtLeast (float x, float dx) { float xx; xx = (float)(floor(x/dx - 0.5)+1.)*dx; if (xx < x) xx += dx; return xx; } edict_t *LookingAt (edict_t *ent, int filter, vec3_t endpos, float *range) { edict_t *who; static edict_t *trigger[MAX_EDICTS]; // Knightmare- made static due to stack size edict_t *ignore; trace_t tr; vec_t r; vec3_t end, forward, start; vec3_t dir, entp, mins, maxs; int i, num; if (!ent->client) { if (endpos) VectorClear(endpos); if (range) *range = 0; return NULL; } VectorClear(end); if (ent->client->chasetoggle) { AngleVectors(ent->client->v_angle, forward, NULL, NULL); VectorCopy(ent->client->chasecam->s.origin,start); ignore = ent->client->chasecam; } else if (ent->client->spycam) { AngleVectors(ent->client->ps.viewangles, forward, NULL, NULL); VectorCopy(ent->s.origin,start); ignore = ent->client->spycam; } else { AngleVectors(ent->client->v_angle, forward, NULL, NULL); VectorCopy(ent->s.origin, start); start[2] += ent->viewheight; ignore = ent; } VectorMA(start, WORLD_SIZE, forward, end); // was 8192 /* First check for looking directly at a pickup item */ VectorSet(mins, MIN_WORLD_COORD, MIN_WORLD_COORD, MIN_WORLD_COORD); // was -4096, -4096, -4096 VectorSet(maxs, MAX_WORLD_COORD, MAX_WORLD_COORD, MAX_WORLD_COORD); // was 4096, 4096, 4096 num = gi.BoxEdicts (mins, maxs, trigger, MAX_EDICTS, AREA_TRIGGERS); for (i=0 ; iinuse) continue; if (!who->item) continue; if (!visible(ent,who)) continue; if (!infront(ent,who)) continue; VectorSubtract(who->s.origin,start,dir); r = VectorLength(dir); VectorMA(start, r, forward, entp); if (entp[0] < who->s.origin[0] - 17) continue; if (entp[1] < who->s.origin[1] - 17) continue; if (entp[2] < who->s.origin[2] - 17) continue; if (entp[0] > who->s.origin[0] + 17) continue; if (entp[1] > who->s.origin[1] + 17) continue; if (entp[2] > who->s.origin[2] + 17) continue; if (endpos) VectorCopy(who->s.origin,endpos); if (range) *range = r; return who; } tr = gi.trace (start, NULL, NULL, end, ignore, MASK_SHOT); if (tr.fraction == 1.0) { // too far away gi.sound (ent, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0); return NULL; } if (!tr.ent) { // no hit gi.sound (ent, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0); return NULL; } if (!tr.ent->classname) { // should never happen gi.sound (ent, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0); return NULL; } if ((strstr(tr.ent->classname,"func_") != NULL) && (filter & LOOKAT_NOBRUSHMODELS)) { // don't hit on brush models gi.sound (ent, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0); return NULL; } if ((Q_stricmp(tr.ent->classname,"worldspawn") == 0) && (filter & LOOKAT_NOWORLD)) { // world brush gi.sound (ent, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0); return NULL; } if (endpos) { endpos[0] = tr.endpos[0]; endpos[1] = tr.endpos[1]; endpos[2] = tr.endpos[2]; } if (range) { VectorSubtract(tr.endpos,start,start); *range = VectorLength(start); } return tr.ent; } void GameDirRelativePath (const char *filename, char *output, size_t outputSize) { #ifdef KMQUAKE2_ENGINE_MOD Com_sprintf(output, outputSize, "%s/%s", gi.GameDir(), filename); #else // KMQUAKE2_ENGINE_MOD cvar_t *basedir, *gamedir; basedir = gi.cvar("basedir", "", 0); gamedir = gi.cvar("gamedir", "", 0); if (strlen(gamedir->string)) Com_sprintf(output, outputSize, "%s/%s/%s", basedir->string, gamedir->string, filename); else Com_sprintf(output, outputSize, "%s/baseq2/%s", basedir->string, filename); #endif // KMQUAKE2_ENGINE_MOD } void SavegameDirRelativePath (const char *filename, char *output, size_t outputSize) { #ifdef KMQUAKE2_ENGINE_MOD Com_sprintf(output, outputSize, "%s/%s", gi.SaveGameDir(), filename); #else // KMQUAKE2_ENGINE_MOD cvar_t *basedir, *gamedir; basedir = gi.cvar("basedir", "", 0); gamedir = gi.cvar("gamedir", "", 0); if (strlen(gamedir->string)) Com_sprintf(output, outputSize, "%s/%s/%s", basedir->string, gamedir->string, filename); else Com_sprintf(output, outputSize, "%s/baseq2/%s", basedir->string, filename); #endif // KMQUAKE2_ENGINE_MOD } void CreatePath (const char *path) { #ifdef KMQUAKE2_ENGINE_MOD gi.CreatePath (path); #else // KMQUAKE2_ENGINE_MOD char tmpBuf[MAX_OSPATH]; char *ofs; if (strstr(path, "..") || strstr(path, "::") || strstr(path, "\\\\") || strstr(path, "//")) { gi.dprintf("WARNING: refusing to create relative path '%s'\n", path); return; } Com_strcpy (tmpBuf, sizeof(tmpBuf), path); for (ofs = tmpBuf+1 ; *ofs ; ofs++) { if (*ofs == '/' || *ofs == '\\') { // create the directory *ofs = 0; _mkdir (tmpBuf); *ofs = '/'; } } #endif // KMQUAKE2_ENGINE_MOD } /* Lazarus: G_UseTarget is similar to G_UseTargets, but only triggers a single target rather than all entities matching target criteria. It *does*, however, kill all killtargets */ void Think_Delay_Single (edict_t *ent) { G_UseTarget (ent, ent->activator, ent->target_ent); G_FreeEdict (ent); } void G_UseTarget (edict_t *ent, edict_t *activator, edict_t *target) { edict_t *t; // // check for a delay // if (ent->delay) { // create a temp object to fire at a later time t = G_Spawn(); t->classname = "DelayedUse"; t->nextthink = level.time + ent->delay; t->think = Think_Delay_Single; t->activator = activator; t->target_ent = target; if (!activator) gi.dprintf ("Think_Delay_Single with no activator\n"); t->message = ent->message; t->target = ent->target; t->killtarget = ent->killtarget; t->noise_index = ent->noise_index; return; } // // print the message // if ((ent->message) && !(activator->svflags & SVF_MONSTER)) { gi.centerprintf (activator, "%s", ent->message); if (ent->noise_index > 0) gi.sound (activator, CHAN_AUTO, ent->noise_index, 1, ATTN_NORM, 0); else if (ent->noise_index == 0) gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0); } // // kill killtargets // if (ent->killtarget) { t = NULL; while ((t = G_Find (t, FOFS(targetname), ent->killtarget))) { // Lazarus: remove killtargeted monsters from total_monsters if (t->svflags & SVF_MONSTER) { if (!t->dmgteam || strcmp(t->dmgteam,"player")) if (!(t->monsterinfo.aiflags & AI_GOOD_GUY)) level.total_monsters--; } G_FreeEdict (t); if (!ent->inuse) { gi.dprintf("entity was removed while using killtargets\n"); return; } } } // // fire target // if (target) { // doors fire area portals in a specific way if (!Q_stricmp(target->classname, "func_areaportal") && (!Q_stricmp(ent->classname, "func_door") || !Q_stricmp(ent->classname, "func_door_rotating") || !Q_stricmp(ent->classname,"func_door_rot_dh"))) return; if (target == ent) { gi.dprintf ("WARNING: Entity used itself.\n"); } else { if (target->use) target->use (target, ent, activator); } if (!ent->inuse) { gi.dprintf("entity was removed while using target\n"); return; } } } // Knightmare added /* ==================== IsIdMap Checks if the current map is a stock id map, this is used for certain hacks. ==================== */ qboolean IsIdMap (void) { if (Q_stricmp(level.mapname, "base1") == 0) return true; if (Q_stricmp(level.mapname, "base2") == 0) return true; if (Q_stricmp(level.mapname, "base3") == 0) return true; if (Q_stricmp(level.mapname, "biggun") == 0) return true; if (Q_stricmp(level.mapname, "boss1") == 0) return true; if (Q_stricmp(level.mapname, "boss2") == 0) return true; if (Q_stricmp(level.mapname, "bunk1") == 0) return true; if (Q_stricmp(level.mapname, "city1") == 0) return true; if (Q_stricmp(level.mapname, "city2") == 0) return true; if (Q_stricmp(level.mapname, "city3") == 0) return true; if (Q_stricmp(level.mapname, "command") == 0) return true; if (Q_stricmp(level.mapname, "cool1") == 0) return true; if (Q_stricmp(level.mapname, "fact1") == 0) return true; if (Q_stricmp(level.mapname, "fact2") == 0) return true; if (Q_stricmp(level.mapname, "fact3") == 0) return true; if (Q_stricmp(level.mapname, "hangar1") == 0) return true; if (Q_stricmp(level.mapname, "hangar2") == 0) return true; if (Q_stricmp(level.mapname, "jail1") == 0) return true; if (Q_stricmp(level.mapname, "jail2") == 0) return true; if (Q_stricmp(level.mapname, "jail3") == 0) return true; if (Q_stricmp(level.mapname, "jail4") == 0) return true; if (Q_stricmp(level.mapname, "jail5") == 0) return true; if (Q_stricmp(level.mapname, "lab") == 0) return true; if (Q_stricmp(level.mapname, "mine1") == 0) return true; if (Q_stricmp(level.mapname, "mine2") == 0) return true; if (Q_stricmp(level.mapname, "mine3") == 0) return true; if (Q_stricmp(level.mapname, "mine4") == 0) return true; if (Q_stricmp(level.mapname, "mintro") == 0) return true; if (Q_stricmp(level.mapname, "power1") == 0) return true; if (Q_stricmp(level.mapname, "power2") == 0) return true; if (Q_stricmp(level.mapname, "security") == 0) return true; if (Q_stricmp(level.mapname, "space") == 0) return true; if (Q_stricmp(level.mapname, "strike") == 0) return true; if (Q_stricmp(level.mapname, "train") == 0) return true; if (Q_stricmp(level.mapname, "ware1") == 0) return true; if (Q_stricmp(level.mapname, "ware2") == 0) return true; if (Q_stricmp(level.mapname, "waste1") == 0) return true; if (Q_stricmp(level.mapname, "waste2") == 0) return true; if (Q_stricmp(level.mapname, "waste3") == 0) return true; if (Q_stricmp(level.mapname, "q2dm1") == 0) return true; if (Q_stricmp(level.mapname, "q2dm2") == 0) return true; if (Q_stricmp(level.mapname, "q2dm3") == 0) return true; if (Q_stricmp(level.mapname, "q2dm4") == 0) return true; if (Q_stricmp(level.mapname, "q2dm5") == 0) return true; if (Q_stricmp(level.mapname, "q2dm6") == 0) return true; if (Q_stricmp(level.mapname, "q2dm7") == 0) return true; if (Q_stricmp(level.mapname, "q2dm8") == 0) return true; if (Q_stricmp(level.mapname, "base64") == 0) return true; if (Q_stricmp(level.mapname, "city64") == 0) return true; if (Q_stricmp(level.mapname, "sewer64") == 0) return true; return false; } // Knightmare added /* ==================== IsXatrixMap Checks if the current map is from the Xatrix mission pack. This is used for certain hacks. ==================== */ qboolean IsXatrixMap (void) { if (Q_stricmp(level.mapname, "badlands") == 0) return true; if (Q_stricmp(level.mapname, "industry") == 0) return true; if (Q_stricmp(level.mapname, "outbase") == 0) return true; if (Q_stricmp(level.mapname, "refinery") == 0) return true; if (Q_stricmp(level.mapname, "w_treat") == 0) return true; if (Q_stricmp(level.mapname, "xcompnd1") == 0) return true; if (Q_stricmp(level.mapname, "xcompnd2") == 0) return true; if (Q_stricmp(level.mapname, "xhangar1") == 0) return true; if (Q_stricmp(level.mapname, "xhangar2") == 0) return true; if (Q_stricmp(level.mapname, "xintell") == 0) return true; if (Q_stricmp(level.mapname, "xmoon1") == 0) return true; if (Q_stricmp(level.mapname, "xmoon2") == 0) return true; if (Q_stricmp(level.mapname, "xreactor") == 0) return true; if (Q_stricmp(level.mapname, "xsewer1") == 0) return true; if (Q_stricmp(level.mapname, "xsewer2") == 0) return true; if (Q_stricmp(level.mapname, "xship") == 0) return true; if (Q_stricmp(level.mapname, "xswamp") == 0) return true; if (Q_stricmp(level.mapname, "xware") == 0) return true; if (Q_stricmp(level.mapname, "xdm1") == 0) return true; if (Q_stricmp(level.mapname, "xdm2") == 0) return true; if (Q_stricmp(level.mapname, "xdm3") == 0) return true; if (Q_stricmp(level.mapname, "xdm4") == 0) return true; if (Q_stricmp(level.mapname, "xdm5") == 0) return true; if (Q_stricmp(level.mapname, "xdm6") == 0) return true; if (Q_stricmp(level.mapname, "xdm7") == 0) return true; return false; } // Knightmare added /* ==================== IsRogueMap Checks if the current map is from the Rogue mission pack. This is used for certain hacks. ==================== */ qboolean IsRogueMap (void) { if (Q_stricmp(level.mapname, "rammo1") == 0) return true; if (Q_stricmp(level.mapname, "rammo2") == 0) return true; if (Q_stricmp(level.mapname, "rbase1") == 0) return true; if (Q_stricmp(level.mapname, "rbase2") == 0) return true; if (Q_stricmp(level.mapname, "rboss") == 0) return true; if (Q_stricmp(level.mapname, "rhangar1") == 0) return true; if (Q_stricmp(level.mapname, "rhangar2") == 0) return true; if (Q_stricmp(level.mapname, "rlava1") == 0) return true; if (Q_stricmp(level.mapname, "rlava2") == 0) return true; if (Q_stricmp(level.mapname, "rmine1") == 0) return true; if (Q_stricmp(level.mapname, "rmine2") == 0) return true; if (Q_stricmp(level.mapname, "rsewer1") == 0) return true; if (Q_stricmp(level.mapname, "rsewer2") == 0) return true; if (Q_stricmp(level.mapname, "rware1") == 0) return true; if (Q_stricmp(level.mapname, "rware2") == 0) return true; if (Q_stricmp(level.mapname, "rdm1") == 0) return true; if (Q_stricmp(level.mapname, "rdm2") == 0) return true; if (Q_stricmp(level.mapname, "rdm3") == 0) return true; if (Q_stricmp(level.mapname, "rdm4") == 0) return true; if (Q_stricmp(level.mapname, "rdm5") == 0) return true; if (Q_stricmp(level.mapname, "rdm6") == 0) return true; if (Q_stricmp(level.mapname, "rdm7") == 0) return true; if (Q_stricmp(level.mapname, "rdm8") == 0) return true; if (Q_stricmp(level.mapname, "rdm9") == 0) return true; if (Q_stricmp(level.mapname, "rdm10") == 0) return true; if (Q_stricmp(level.mapname, "rdm11") == 0) return true; if (Q_stricmp(level.mapname, "rdm12") == 0) return true; if (Q_stricmp(level.mapname, "rdm13") == 0) return true; if (Q_stricmp(level.mapname, "rdm14") == 0) return true; return false; } // Knightmare added /* ==================== IsZaeroMap Checks if the current map is from the Zaero mission pack. This is used for certain hacks. ==================== */ qboolean IsZaeroMap (void) { if (Q_stricmp(level.mapname, "zbase1") == 0) return true; if (Q_stricmp(level.mapname, "zbase2") == 0) return true; if (Q_stricmp(level.mapname, "zboss") == 0) return true; if (Q_stricmp(level.mapname, "zdef1") == 0) return true; if (Q_stricmp(level.mapname, "zdef2") == 0) return true; if (Q_stricmp(level.mapname, "zdef3") == 0) return true; if (Q_stricmp(level.mapname, "zdef4") == 0) return true; if (Q_stricmp(level.mapname, "ztomb1") == 0) return true; if (Q_stricmp(level.mapname, "ztomb2") == 0) return true; if (Q_stricmp(level.mapname, "ztomb3") == 0) return true; if (Q_stricmp(level.mapname, "ztomb4") == 0) return true; if (Q_stricmp(level.mapname, "zwaste1") == 0) return true; if (Q_stricmp(level.mapname, "zwaste2") == 0) return true; if (Q_stricmp(level.mapname, "zwaste3") == 0) return true; return false; } // Knightmare added /* ==================== IsZaeroRailgunHackMap Checks if the current map is from the Zaero mission pack and needs to allow the player to shoot the railgun through windows to progress. ==================== */ qboolean IsZaeroRailgunHackMap (void) { if (Q_stricmp(level.mapname, "zdef4") == 0) return true; return false; } /* ==================== CheckCoop_MapHacks Checks if the entity needs to be modified for coop. Returns true if entity is to be inhibited. ==================== */ qboolean CheckCoop_MapHacks (edict_t *ent) { if ( !coop->value || !ent ) return false; if (level.maptype == MAPTYPE_XATRIX) { if ( !Q_stricmp(level.mapname, "xsewer1") ) // FS: Coop: Progress breaker hack in xsewer1.bsp { if ( ent->classname && !Q_stricmp(ent->classname, "trigger_relay") && ent->target && !Q_stricmp(ent->target, "t3") && ent->targetname && !Q_stricmp(ent->targetname, "t2") ) { return true; } if ( ent->classname && !Q_stricmp(ent->classname, "func_button") && ent->target && !Q_stricmp(ent->target, "t16") && ent->model && !Q_stricmp(ent->model, "*71") ) { ent->message = "Overflow valve maintenance\nhatch A opened."; return false; } if ( ent->classname && !Q_stricmp(ent->classname, "trigger_once") && ent->model && !Q_stricmp(ent->model, "*3") ) { ent->message = "Overflow valve maintenance\nhatch B opened."; return false; } } } return false; } // Knightmare added /* ==================== UseSpecialGoodGuyFlag Checks the classname to see if a monster should use a non-standard goodguy flag (e.g. gekk and stalker). ==================== */ qboolean UseSpecialGoodGuyFlag (edict_t *monster) { // check for bad entity reference if (!monster || !monster->inuse || !monster->classname) return false; if ( !strcmp(monster->classname, "monster_gekk") || !strcmp(monster->classname, "monster_stalker") || !strcmp(monster->classname, "monster_vulture") || !strcmp(monster->classname, "monster_handler") ) return true; return false; } // Knightmare added /* ==================== UseRegularGoodGuyFlag Checks the classname to see if a monster should use the standard goodguy flag (e.g. not a gekk, stalker, turret, or fixbot). ==================== */ qboolean UseRegularGoodGuyFlag (edict_t *monster) { // check for bad entity reference if (!monster || !monster->inuse || !monster->classname) return false; if ( strcmp(monster->classname, "monster_gekk") && strcmp(monster->classname, "monster_stalker") && strcmp(monster->classname, "monster_vulture") && strcmp(monster->classname, "monster_turret") && strcmp(monster->classname, "monster_fixbot") && strcmp(monster->classname, "monster_handler") && strcmp(monster->classname, "misc_insane") ) return true; return false; }