jedi-academy/codemp/game/bg_misc.c
2013-05-07 22:20:03 +10:00

3408 lines
78 KiB
C

// Copyright (C) 1999-2000 Id Software, Inc.
//
// bg_misc.c -- both games misc functions, all completely stateless
#include "q_shared.h"
#include "bg_public.h"
#include "bg_strap.h"
#ifdef QAGAME
#include "g_local.h"
#endif
#ifdef UI_EXPORTS
#include "../ui/ui_local.h"
#endif
#ifndef UI_EXPORTS
#ifndef QAGAME
#include "../cgame/cg_local.h"
#endif
#endif
#ifdef _XBOX
extern void *Z_Malloc(int iSize, memtag_t eTag, qboolean bZeroit, int iAlign);
extern void Z_Free(void *pvAddress);
#endif
#ifdef QAGAME
extern void Q3_SetParm (int entID, int parmNum, const char *parmValue);
#endif
#include "../namespace_begin.h"
const char *bgToggleableSurfaces[BG_NUM_TOGGLEABLE_SURFACES] =
{
"l_arm_key", //0
"torso_canister1",
"torso_canister2",
"torso_canister3",
"torso_tube1",
"torso_tube2", //5
"torso_tube3",
"torso_tube4",
"torso_tube5",
"torso_tube6",
"r_arm", //10
"l_arm",
"torso_shield",
"torso_galaktorso",
"torso_collar",
// "torso_eyes_mouth", //15
// "torso_galakhead",
// "torso_galakface",
// "torso_antenna_base_cap",
// "torso_antenna",
// "l_arm_augment", //20
// "l_arm_middle",
// "l_arm_wrist",
// "r_arm_middle", //yeah.. galak's surf stuff is no longer auto, sorry! need the space for vehicle surfs.
"r_wing1", //15
"r_wing2",
"l_wing1",
"l_wing2",
"r_gear",
"l_gear", //20
"nose",
"blah4",
"blah5",
"l_hand",
"r_hand", //25
"helmet",
"head",
"head_concussion_charger",
"head_light_blaster_cann", //29
NULL
};
const int bgToggleableSurfaceDebris[BG_NUM_TOGGLEABLE_SURFACES] =
{
0, //0
0,
0,
0,
0,
0, //5
0,
0,
0,
0,
0, //10
0,
0,
0,
0, //>= 2 means it should create a flame trail when destroyed (for vehicles)
3, //15
5, //rwing2
4,
6, //lwing2
0, //rgear
0, //lgear //20
7, //nose
0, //blah
0, //blah
0,
0, //25
0,
0,
0,
0, //29
-1
};
const char *bg_customSiegeSoundNames[MAX_CUSTOM_SIEGE_SOUNDS] =
{
"*att_attack",
"*att_primary",
"*att_second",
"*def_guns",
"*def_position",
"*def_primary",
"*def_second",
"*reply_coming",
"*reply_go",
"*reply_no",
"*reply_stay",
"*reply_yes",
"*req_assist",
"*req_demo",
"*req_hvy",
"*req_medic",
"*req_sup",
"*req_tech",
"*spot_air",
"*spot_defenses",
"*spot_emplaced",
"*spot_sniper",
"*spot_troops",
"*tac_cover",
"*tac_fallback",
"*tac_follow",
"*tac_hold",
"*tac_split",
"*tac_together",
NULL
};
//rww - not putting @ in front of these because
//we don't need them in a cgame StringEd lookup.
//Let me know if this causes problems, pat.
char *forceMasteryLevels[NUM_FORCE_MASTERY_LEVELS] =
{
"MASTERY0", //"Uninitiated", // FORCE_MASTERY_UNINITIATED,
"MASTERY1", //"Initiate", // FORCE_MASTERY_INITIATE,
"MASTERY2", //"Padawan", // FORCE_MASTERY_PADAWAN,
"MASTERY3", //"Jedi", // FORCE_MASTERY_JEDI,
"MASTERY4", //"Jedi Adept", // FORCE_MASTERY_JEDI_GUARDIAN,
"MASTERY5", //"Jedi Guardian", // FORCE_MASTERY_JEDI_ADEPT,
"MASTERY6", //"Jedi Knight", // FORCE_MASTERY_JEDI_KNIGHT,
"MASTERY7", //"Jedi Master" // FORCE_MASTERY_JEDI_MASTER,
};
int forceMasteryPoints[NUM_FORCE_MASTERY_LEVELS] =
{
0, // FORCE_MASTERY_UNINITIATED,
5, // FORCE_MASTERY_INITIATE,
10, // FORCE_MASTERY_PADAWAN,
20, // FORCE_MASTERY_JEDI,
30, // FORCE_MASTERY_JEDI_GUARDIAN,
50, // FORCE_MASTERY_JEDI_ADEPT,
75, // FORCE_MASTERY_JEDI_KNIGHT,
100 // FORCE_MASTERY_JEDI_MASTER,
};
int bgForcePowerCost[NUM_FORCE_POWERS][NUM_FORCE_POWER_LEVELS] = //0 == neutral
{
{ 0, 2, 4, 6 }, // Heal // FP_HEAL
{ 0, 0, 2, 6 }, // Jump //FP_LEVITATION,//hold/duration
{ 0, 2, 4, 6 }, // Speed //FP_SPEED,//duration
{ 0, 1, 3, 6 }, // Push //FP_PUSH,//hold/duration
{ 0, 1, 3, 6 }, // Pull //FP_PULL,//hold/duration
{ 0, 4, 6, 8 }, // Mind Trick //FP_TELEPATHY,//instant
{ 0, 1, 3, 6 }, // Grip //FP_GRIP,//hold/duration
{ 0, 2, 5, 8 }, // Lightning //FP_LIGHTNING,//hold/duration
{ 0, 4, 6, 8 }, // Dark Rage //FP_RAGE,//duration
{ 0, 2, 5, 8 }, // Protection //FP_PROTECT,//duration
{ 0, 1, 3, 6 }, // Absorb //FP_ABSORB,//duration
{ 0, 1, 3, 6 }, // Team Heal //FP_TEAM_HEAL,//instant
{ 0, 1, 3, 6 }, // Team Force //FP_TEAM_FORCE,//instant
{ 0, 2, 4, 6 }, // Drain //FP_DRAIN,//hold/duration
{ 0, 2, 5, 8 }, // Sight //FP_SEE,//duration
{ 0, 1, 5, 8 }, // Saber Attack //FP_SABER_OFFENSE,
{ 0, 1, 5, 8 }, // Saber Defend //FP_SABER_DEFENSE,
{ 0, 4, 6, 8 } // Saber Throw //FP_SABERTHROW,
//NUM_FORCE_POWERS
};
int forcePowerSorted[NUM_FORCE_POWERS] =
{ //rww - always use this order when drawing force powers for any reason
FP_TELEPATHY,
FP_HEAL,
FP_ABSORB,
FP_PROTECT,
FP_TEAM_HEAL,
FP_LEVITATION,
FP_SPEED,
FP_PUSH,
FP_PULL,
FP_SEE,
FP_LIGHTNING,
FP_DRAIN,
FP_RAGE,
FP_GRIP,
FP_TEAM_FORCE,
FP_SABER_OFFENSE,
FP_SABER_DEFENSE,
FP_SABERTHROW
};
int forcePowerDarkLight[NUM_FORCE_POWERS] = //0 == neutral
{ //nothing should be usable at rank 0..
FORCE_LIGHTSIDE,//FP_HEAL,//instant
0,//FP_LEVITATION,//hold/duration
0,//FP_SPEED,//duration
0,//FP_PUSH,//hold/duration
0,//FP_PULL,//hold/duration
FORCE_LIGHTSIDE,//FP_TELEPATHY,//instant
FORCE_DARKSIDE,//FP_GRIP,//hold/duration
FORCE_DARKSIDE,//FP_LIGHTNING,//hold/duration
FORCE_DARKSIDE,//FP_RAGE,//duration
FORCE_LIGHTSIDE,//FP_PROTECT,//duration
FORCE_LIGHTSIDE,//FP_ABSORB,//duration
FORCE_LIGHTSIDE,//FP_TEAM_HEAL,//instant
FORCE_DARKSIDE,//FP_TEAM_FORCE,//instant
FORCE_DARKSIDE,//FP_DRAIN,//hold/duration
0,//FP_SEE,//duration
0,//FP_SABER_OFFENSE,
0,//FP_SABER_DEFENSE,
0//FP_SABERTHROW,
//NUM_FORCE_POWERS
};
int WeaponReadyAnim[WP_NUM_WEAPONS] =
{
TORSO_DROPWEAP1,//WP_NONE,
TORSO_WEAPONREADY3,//WP_STUN_BATON,
TORSO_WEAPONREADY3,//WP_MELEE,
BOTH_STAND2,//WP_SABER,
TORSO_WEAPONREADY2,//WP_BRYAR_PISTOL,
TORSO_WEAPONREADY3,//WP_BLASTER,
TORSO_WEAPONREADY3,//TORSO_WEAPONREADY4,//WP_DISRUPTOR,
TORSO_WEAPONREADY3,//TORSO_WEAPONREADY5,//WP_BOWCASTER,
TORSO_WEAPONREADY3,//TORSO_WEAPONREADY6,//WP_REPEATER,
TORSO_WEAPONREADY3,//TORSO_WEAPONREADY7,//WP_DEMP2,
TORSO_WEAPONREADY3,//TORSO_WEAPONREADY8,//WP_FLECHETTE,
TORSO_WEAPONREADY3,//TORSO_WEAPONREADY9,//WP_ROCKET_LAUNCHER,
TORSO_WEAPONREADY10,//WP_THERMAL,
TORSO_WEAPONREADY10,//TORSO_WEAPONREADY11,//WP_TRIP_MINE,
TORSO_WEAPONREADY10,//TORSO_WEAPONREADY12,//WP_DET_PACK,
TORSO_WEAPONREADY3,//WP_CONCUSSION
TORSO_WEAPONREADY2,//WP_BRYAR_OLD,
//NOT VALID (e.g. should never really be used):
BOTH_STAND1,//WP_EMPLACED_GUN,
TORSO_WEAPONREADY1//WP_TURRET,
};
int WeaponReadyLegsAnim[WP_NUM_WEAPONS] =
{
BOTH_STAND1,//WP_NONE,
BOTH_STAND1,//WP_STUN_BATON,
BOTH_STAND1,//WP_MELEE,
BOTH_STAND2,//WP_SABER,
BOTH_STAND1,//WP_BRYAR_PISTOL,
BOTH_STAND1,//WP_BLASTER,
BOTH_STAND1,//TORSO_WEAPONREADY4,//WP_DISRUPTOR,
BOTH_STAND1,//TORSO_WEAPONREADY5,//WP_BOWCASTER,
BOTH_STAND1,//TORSO_WEAPONREADY6,//WP_REPEATER,
BOTH_STAND1,//TORSO_WEAPONREADY7,//WP_DEMP2,
BOTH_STAND1,//TORSO_WEAPONREADY8,//WP_FLECHETTE,
BOTH_STAND1,//TORSO_WEAPONREADY9,//WP_ROCKET_LAUNCHER,
BOTH_STAND1,//WP_THERMAL,
BOTH_STAND1,//TORSO_WEAPONREADY11,//WP_TRIP_MINE,
BOTH_STAND1,//TORSO_WEAPONREADY12,//WP_DET_PACK,
BOTH_STAND1,//WP_CONCUSSION
BOTH_STAND1,//WP_BRYAR_OLD,
//NOT VALID (e.g. should never really be used):
BOTH_STAND1,//WP_EMPLACED_GUN,
BOTH_STAND1//WP_TURRET,
};
int WeaponAttackAnim[WP_NUM_WEAPONS] =
{
BOTH_ATTACK1,//WP_NONE, //(shouldn't happen)
BOTH_ATTACK3,//WP_STUN_BATON,
BOTH_ATTACK3,//WP_MELEE,
BOTH_STAND2,//WP_SABER, //(has its own handling)
BOTH_ATTACK2,//WP_BRYAR_PISTOL,
BOTH_ATTACK3,//WP_BLASTER,
BOTH_ATTACK3,//BOTH_ATTACK4,//WP_DISRUPTOR,
BOTH_ATTACK3,//BOTH_ATTACK5,//WP_BOWCASTER,
BOTH_ATTACK3,//BOTH_ATTACK6,//WP_REPEATER,
BOTH_ATTACK3,//BOTH_ATTACK7,//WP_DEMP2,
BOTH_ATTACK3,//BOTH_ATTACK8,//WP_FLECHETTE,
BOTH_ATTACK3,//BOTH_ATTACK9,//WP_ROCKET_LAUNCHER,
BOTH_THERMAL_THROW,//WP_THERMAL,
BOTH_ATTACK3,//BOTH_ATTACK11,//WP_TRIP_MINE,
BOTH_ATTACK3,//BOTH_ATTACK12,//WP_DET_PACK,
BOTH_ATTACK2,//WP_BRYAR_OLD,
//NOT VALID (e.g. should never really be used):
BOTH_STAND1,//WP_EMPLACED_GUN,
BOTH_ATTACK1//WP_TURRET,
};
qboolean BG_FileExists(const char *fileName)
{
if (fileName && fileName[0])
{
int fh = 0;
trap_FS_FOpenFile(fileName, &fh, FS_READ);
if (fh > 0)
{
trap_FS_FCloseFile(fh);
return qtrue;
}
}
return qfalse;
}
#ifndef UI_EXPORTS //don't need this stuff in the ui
// Following functions don't need to be in namespace, they're already
// different per-module
#include "../namespace_end.h"
#ifdef QAGAME
char *G_NewString( const char *string );
#else
char *CG_NewString( const char *string );
#endif
#include "../namespace_begin.h"
/*
===============
BG_ParseField
Takes a key/value pair and sets the binary values
in a gentity/centity/whatever the hell you want
===============
*/
void BG_ParseField( BG_field_t *l_fields, const char *key, const char *value, byte *ent )
{
BG_field_t *f;
byte *b;
float v;
vec3_t vec;
for ( f=l_fields ; f->name ; f++ ) {
if ( !Q_stricmp(f->name, key) ) {
// found it
b = (byte *)ent;
switch( f->type ) {
case F_LSTRING:
#ifdef QAGAME
*(char **)(b+f->ofs) = G_NewString (value);
#else
*(char **)(b+f->ofs) = CG_NewString (value);
#endif
break;
case F_VECTOR:
sscanf (value, "%f %f %f", &vec[0], &vec[1], &vec[2]);
((float *)(b+f->ofs))[0] = vec[0];
((float *)(b+f->ofs))[1] = vec[1];
((float *)(b+f->ofs))[2] = vec[2];
break;
case F_INT:
*(int *)(b+f->ofs) = atoi(value);
break;
case F_FLOAT:
*(float *)(b+f->ofs) = atof(value);
break;
case F_ANGLEHACK:
v = atof(value);
((float *)(b+f->ofs))[0] = 0;
((float *)(b+f->ofs))[1] = v;
((float *)(b+f->ofs))[2] = 0;
break;
#ifdef QAGAME
case F_PARM1:
case F_PARM2:
case F_PARM3:
case F_PARM4:
case F_PARM5:
case F_PARM6:
case F_PARM7:
case F_PARM8:
case F_PARM9:
case F_PARM10:
case F_PARM11:
case F_PARM12:
case F_PARM13:
case F_PARM14:
case F_PARM15:
case F_PARM16:
Q3_SetParm( ((gentity_t *)(ent))->s.number, (f->type - F_PARM1), (char *) value );
break;
#endif
default:
case F_IGNORE:
break;
}
return;
}
}
}
#endif
/*
================
BG_LegalizedForcePowers
The magical function to end all functions.
This will take the force power string in powerOut and parse through it, then legalize
it based on the supposed rank and spit it into powerOut, returning true if it was legal
to begin with and false if not.
fpDisabled is actually only expected (needed) from the server, because the ui disables
force power selection anyway when force powers are disabled on the server.
================
*/
qboolean BG_LegalizedForcePowers(char *powerOut, int maxRank, qboolean freeSaber, int teamForce, int gametype, int fpDisabled)
{
char powerBuf[128];
char readBuf[128];
qboolean maintainsValidity = qtrue;
int powerLen = strlen(powerOut);
int i = 0;
int c = 0;
int allowedPoints = 0;
int usedPoints = 0;
int countDown = 0;
int final_Side;
int final_Powers[NUM_FORCE_POWERS];
if (powerLen >= 128)
{ //This should not happen. If it does, this is obviously a bogus string.
//They can have this string. Because I said so.
Q_strncpyz(powerBuf, "7-1-032330000000001333", sizeof(powerBuf));
maintainsValidity = qfalse;
}
else
{
Q_strncpyz(powerBuf, powerOut, sizeof(powerBuf)); //copy it as the original
}
if (maxRank < 1 || maxRank > MAX_FORCE_RANK)
maxRank = 1; // set to rank 1 on invalid rank
//first of all, print the max rank into the string as the rank
strcpy(powerOut, va("%i-", maxRank));
while (i < 128 && powerBuf[i] && powerBuf[i] != '-')
{
i++;
}
i++;
while (i < 128 && powerBuf[i] && powerBuf[i] != '-')
{
readBuf[c] = powerBuf[i];
c++;
i++;
}
readBuf[c] = 0;
i++;
//at this point, readBuf contains the intended side
final_Side = atoi(readBuf);
if (final_Side != FORCE_LIGHTSIDE &&
final_Side != FORCE_DARKSIDE)
{ //Not a valid side. You will be dark. Because I said so. (this is something that should never actually happen unless you purposely feed in an invalid config)
final_Side = FORCE_DARKSIDE;
maintainsValidity = qfalse;
}
if (teamForce)
{ //If we are under force-aligned teams, make sure we're on the right side.
if (final_Side != teamForce)
{
final_Side = teamForce;
//maintainsValidity = qfalse;
//Not doing this, for now. Let them join the team with their filtered powers.
}
}
//Now we have established a valid rank, and a valid side.
//Read the force powers in, and cut them down based on the various rules supplied.
c = 0;
while (i < 128 && powerBuf[i] && powerBuf[i] != '\n' && c < NUM_FORCE_POWERS)
{
int forcePowerLevel;
readBuf[0] = powerBuf[i];
readBuf[1] = 0;
forcePowerLevel = atoi(readBuf);
if (forcePowerLevel < FORCE_LEVEL_0 || forcePowerLevel >= NUM_FORCE_POWER_LEVELS)
{
forcePowerLevel = FORCE_LEVEL_0; // set invalid levels to 0
}
final_Powers[c] = forcePowerLevel;
c++;
i++;
}
//final_Powers now contains all the stuff from the string
//Set the maximum allowed points used based on the max rank level, and count the points actually used.
allowedPoints = forceMasteryPoints[maxRank];
i = 0;
while (i < NUM_FORCE_POWERS)
{ //if this power doesn't match the side we're on, then 0 it now.
if (final_Powers[i] &&
forcePowerDarkLight[i] &&
forcePowerDarkLight[i] != final_Side)
{
final_Powers[i] = 0;
//This is only likely to happen with g_forceBasedTeams. Let it slide.
}
if ( final_Powers[i] &&
(fpDisabled & (1 << i)) )
{ //if this power is disabled on the server via said server option, then we don't get it.
final_Powers[i] = 0;
}
i++;
}
if (gametype < GT_TEAM)
{ //don't bother with team powers then
final_Powers[FP_TEAM_HEAL] = 0;
final_Powers[FP_TEAM_FORCE] = 0;
}
usedPoints = 0;
i = 0;
while (i < NUM_FORCE_POWERS)
{
countDown = 0;
countDown = final_Powers[i];
while (countDown > 0)
{
usedPoints += bgForcePowerCost[i][countDown]; //[fp index][fp level]
//if this is jump, or we have a free saber and it's offense or defense, take the level back down on level 1
if ( countDown == 1 &&
((i == FP_LEVITATION) ||
(i == FP_SABER_OFFENSE && freeSaber) ||
(i == FP_SABER_DEFENSE && freeSaber)) )
{
usedPoints -= bgForcePowerCost[i][countDown];
}
countDown--;
}
i++;
}
if (usedPoints > allowedPoints)
{ //Time to do the fancy stuff. (meaning, slowly cut parts off while taking a guess at what is most or least important in the config)
int attemptedCycles = 0;
int powerCycle = 2;
int minPow = 0;
if (freeSaber)
{
minPow = 1;
}
maintainsValidity = qfalse;
while (usedPoints > allowedPoints)
{
c = 0;
while (c < NUM_FORCE_POWERS && usedPoints > allowedPoints)
{
if (final_Powers[c] && final_Powers[c] < powerCycle)
{ //kill in order of lowest powers, because the higher powers are probably more important
if (c == FP_SABER_OFFENSE &&
(final_Powers[FP_SABER_DEFENSE] > minPow || final_Powers[FP_SABERTHROW] > 0))
{ //if we're on saber attack, only suck it down if we have no def or throw either
int whichOne = FP_SABERTHROW; //first try throw
if (!final_Powers[whichOne])
{
whichOne = FP_SABER_DEFENSE; //if no throw, drain defense
}
while (final_Powers[whichOne] > 0 && usedPoints > allowedPoints)
{
if ( final_Powers[whichOne] > 1 ||
( (whichOne != FP_SABER_OFFENSE || !freeSaber) &&
(whichOne != FP_SABER_DEFENSE || !freeSaber) ) )
{ //don't take attack or defend down on level 1 still, if it's free
usedPoints -= bgForcePowerCost[whichOne][final_Powers[whichOne]];
final_Powers[whichOne]--;
}
else
{
break;
}
}
}
else
{
while (final_Powers[c] > 0 && usedPoints > allowedPoints)
{
if ( final_Powers[c] > 1 ||
((c != FP_LEVITATION) &&
(c != FP_SABER_OFFENSE || !freeSaber) &&
(c != FP_SABER_DEFENSE || !freeSaber)) )
{
usedPoints -= bgForcePowerCost[c][final_Powers[c]];
final_Powers[c]--;
}
else
{
break;
}
}
}
}
c++;
}
powerCycle++;
attemptedCycles++;
if (attemptedCycles > NUM_FORCE_POWERS)
{ //I think this should be impossible. But just in case.
break;
}
}
if (usedPoints > allowedPoints)
{ //Still? Fine then.. we will kill all of your powers, except the freebies.
i = 0;
while (i < NUM_FORCE_POWERS)
{
final_Powers[i] = 0;
if (i == FP_LEVITATION ||
(i == FP_SABER_OFFENSE && freeSaber) ||
(i == FP_SABER_DEFENSE && freeSaber))
{
final_Powers[i] = 1;
}
i++;
}
usedPoints = 0;
}
}
if (freeSaber)
{
if (final_Powers[FP_SABER_OFFENSE] < 1)
{
final_Powers[FP_SABER_OFFENSE] = 1;
}
if (final_Powers[FP_SABER_DEFENSE] < 1)
{
final_Powers[FP_SABER_DEFENSE] = 1;
}
}
if (final_Powers[FP_LEVITATION] < 1)
{
final_Powers[FP_LEVITATION] = 1;
}
i = 0;
while (i < NUM_FORCE_POWERS)
{
if (final_Powers[i] > FORCE_LEVEL_3)
{
final_Powers[i] = FORCE_LEVEL_3;
}
i++;
}
if (fpDisabled)
{ //If we specifically have attack or def disabled, force them up to level 3. It's the way
//things work for the case of all powers disabled.
//If jump is disabled, down-cap it to level 1. Otherwise don't do a thing.
if (fpDisabled & (1 << FP_LEVITATION))
{
final_Powers[FP_LEVITATION] = 1;
}
if (fpDisabled & (1 << FP_SABER_OFFENSE))
{
final_Powers[FP_SABER_OFFENSE] = 3;
}
if (fpDisabled & (1 << FP_SABER_DEFENSE))
{
final_Powers[FP_SABER_DEFENSE] = 3;
}
}
if (final_Powers[FP_SABER_OFFENSE] < 1)
{
final_Powers[FP_SABER_DEFENSE] = 0;
final_Powers[FP_SABERTHROW] = 0;
}
//We finally have all the force powers legalized and stored locally.
//Put them all into the string and return the result. We already have
//the rank there, so print the side and the powers now.
Q_strcat(powerOut, 128, va("%i-", final_Side));
i = strlen(powerOut);
c = 0;
while (c < NUM_FORCE_POWERS)
{
strcpy(readBuf, va("%i", final_Powers[c]));
powerOut[i] = readBuf[0];
c++;
i++;
}
powerOut[i] = 0;
return maintainsValidity;
}
#ifdef __LCC__
// given a boltmatrix, return in vec a normalised vector for the axis requested in flags
void BG_GiveMeVectorFromMatrix(mdxaBone_t *boltMatrix, int flags, vec3_t vec)
{
switch (flags)
{
case ORIGIN:
vec[0] = boltMatrix->matrix[0][3];
vec[1] = boltMatrix->matrix[1][3];
vec[2] = boltMatrix->matrix[2][3];
break;
case POSITIVE_Y:
vec[0] = boltMatrix->matrix[0][1];
vec[1] = boltMatrix->matrix[1][1];
vec[2] = boltMatrix->matrix[2][1];
break;
case POSITIVE_X:
vec[0] = boltMatrix->matrix[0][0];
vec[1] = boltMatrix->matrix[1][0];
vec[2] = boltMatrix->matrix[2][0];
break;
case POSITIVE_Z:
vec[0] = boltMatrix->matrix[0][2];
vec[1] = boltMatrix->matrix[1][2];
vec[2] = boltMatrix->matrix[2][2];
break;
case NEGATIVE_Y:
vec[0] = -boltMatrix->matrix[0][1];
vec[1] = -boltMatrix->matrix[1][1];
vec[2] = -boltMatrix->matrix[2][1];
break;
case NEGATIVE_X:
vec[0] = -boltMatrix->matrix[0][0];
vec[1] = -boltMatrix->matrix[1][0];
vec[2] = -boltMatrix->matrix[2][0];
break;
case NEGATIVE_Z:
vec[0] = -boltMatrix->matrix[0][2];
vec[1] = -boltMatrix->matrix[1][2];
vec[2] = -boltMatrix->matrix[2][2];
break;
}
}
#endif
/*QUAKED item_***** ( 0 0 0 ) (-16 -16 -16) (16 16 16) suspended
DO NOT USE THIS CLASS, IT JUST HOLDS GENERAL INFORMATION.
The suspended flag will allow items to hang in the air, otherwise they are dropped to the next surface.
If an item is the target of another entity, it will not spawn in until fired.
An item fires all of its targets when it is picked up. If the toucher can't carry it, the targets won't be fired.
"notfree" if set to 1, don't spawn in free for all games
"notteam" if set to 1, don't spawn in team games
"notsingle" if set to 1, don't spawn in single player games
"wait" override the default wait before respawning. -1 = never respawn automatically, which can be used with targeted spawning.
"random" random number of plus or minus seconds varied from the respawn time
"count" override quantity or duration on most items.
*/
gitem_t bg_itemlist[] =
{
{
NULL, // classname
NULL, // pickup_sound
{ NULL, // world_model[0]
NULL, // world_model[1]
0, 0} , // world_model[2],[3]
NULL, // view_model
/* icon */ NULL, // icon
/* pickup */ //NULL, // pickup_name
0, // quantity
0, // giType (IT_*)
0, // giTag
/* precache */ "", // precaches
/* sounds */ "", // sounds
"" // description
}, // leave index 0 alone
//
// Pickups
//
/*QUAKED item_shield_sm_instant (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
Instant shield pickup, restores 25
*/
{
"item_shield_sm_instant",
"sound/player/pickupshield.wav",
{ "models/map_objects/mp/psd_sm.md3",
0, 0, 0},
/* view */ NULL,
/* icon */ "gfx/mp/small_shield",
/* pickup */// "Shield Small",
25,
IT_ARMOR,
1, //special for shield - max on pickup is maxhealth*tag, thus small shield goes up to 100 shield
/* precache */ "",
/* sounds */ ""
"" // description
},
/*QUAKED item_shield_lrg_instant (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
Instant shield pickup, restores 100
*/
{
"item_shield_lrg_instant",
"sound/player/pickupshield.wav",
{ "models/map_objects/mp/psd.md3",
0, 0, 0},
/* view */ NULL,
/* icon */ "gfx/mp/large_shield",
/* pickup */// "Shield Large",
100,
IT_ARMOR,
2, //special for shield - max on pickup is maxhealth*tag, thus large shield goes up to 200 shield
/* precache */ "",
/* sounds */ "",
"" // description
},
/*QUAKED item_medpak_instant (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
Instant medpack pickup, heals 25
*/
{
"item_medpak_instant",
"sound/player/pickuphealth.wav",
{ "models/map_objects/mp/medpac.md3",
0, 0, 0 },
/* view */ NULL,
/* icon */ "gfx/hud/i_icon_medkit",
/* pickup */// "Medpack",
25,
IT_HEALTH,
0,
/* precache */ "",
/* sounds */ "",
"" // description
},
//
// ITEMS
//
/*QUAKED item_seeker (.3 .3 1) (-8 -8 -0) (8 8 16) suspended
30 seconds of seeker drone
*/
{
"item_seeker",
"sound/weapons/w_pkup.wav",
{ "models/items/remote.md3",
0, 0, 0} ,
/* view */ NULL,
/* icon */ "gfx/hud/i_icon_seeker",
/* pickup */// "Seeker Drone",
120,
IT_HOLDABLE,
HI_SEEKER,
/* precache */ "",
/* sounds */ "",
"@MENUS_AN_ATTACK_DRONE_SIMILAR" // description
},
/*QUAKED item_shield (.3 .3 1) (-8 -8 -0) (8 8 16) suspended
Portable shield
*/
{
"item_shield",
"sound/weapons/w_pkup.wav",
{ "models/map_objects/mp/shield.md3",
0, 0, 0} ,
/* view */ NULL,
/* icon */ "gfx/hud/i_icon_shieldwall",
/* pickup */// "Forcefield",
120,
IT_HOLDABLE,
HI_SHIELD,
/* precache */ "",
/* sounds */ "sound/weapons/detpack/stick.wav sound/movers/doors/forcefield_on.wav sound/movers/doors/forcefield_off.wav sound/movers/doors/forcefield_lp.wav sound/effects/bumpfield.wav",
"@MENUS_THIS_STATIONARY_ENERGY" // description
},
/*QUAKED item_medpac (.3 .3 1) (-8 -8 -0) (8 8 16) suspended
Bacta canister pickup, heals 25 on use
*/
{
"item_medpac", //should be item_bacta
"sound/weapons/w_pkup.wav",
{ "models/map_objects/mp/bacta.md3",
0, 0, 0} ,
/* view */ NULL,
/* icon */ "gfx/hud/i_icon_bacta",
/* pickup */// "Bacta Canister",
25,
IT_HOLDABLE,
HI_MEDPAC,
/* precache */ "",
/* sounds */ "",
"@SP_INGAME_BACTA_DESC" // description
},
/*QUAKED item_medpac_big (.3 .3 1) (-8 -8 -0) (8 8 16) suspended
Big bacta canister pickup, heals 50 on use
*/
{
"item_medpac_big", //should be item_bacta
"sound/weapons/w_pkup.wav",
{ "models/items/big_bacta.md3",
0, 0, 0} ,
/* view */ NULL,
/* icon */ "gfx/hud/i_icon_big_bacta",
/* pickup */// "Bacta Canister",
25,
IT_HOLDABLE,
HI_MEDPAC_BIG,
/* precache */ "",
/* sounds */ "",
"@SP_INGAME_BACTA_DESC" // description
},
/*QUAKED item_binoculars (.3 .3 1) (-8 -8 -0) (8 8 16) suspended
These will be standard equipment on the player - DO NOT PLACE
*/
{
"item_binoculars",
"sound/weapons/w_pkup.wav",
{ "models/items/binoculars.md3",
0, 0, 0} ,
/* view */ NULL,
/* icon */ "gfx/hud/i_icon_zoom",
/* pickup */// "Binoculars",
60,
IT_HOLDABLE,
HI_BINOCULARS,
/* precache */ "",
/* sounds */ "",
"@SP_INGAME_LA_GOGGLES_DESC" // description
},
/*QUAKED item_sentry_gun (.3 .3 1) (-8 -8 -0) (8 8 16) suspended
Sentry gun inventory pickup.
*/
{
"item_sentry_gun",
"sound/weapons/w_pkup.wav",
{ "models/items/psgun.glm",
0, 0, 0} ,
/* view */ NULL,
/* icon */ "gfx/hud/i_icon_sentrygun",
/* pickup */// "Sentry Gun",
120,
IT_HOLDABLE,
HI_SENTRY_GUN,
/* precache */ "",
/* sounds */ "",
"@MENUS_THIS_DEADLY_WEAPON_IS" // description
},
/*QUAKED item_jetpack (.3 .3 1) (-8 -8 -0) (8 8 16) suspended
Do not place.
*/
{
"item_jetpack",
"sound/weapons/w_pkup.wav",
{ "models/items/psgun.glm", //FIXME: no model
0, 0, 0} ,
/* view */ NULL,
/* icon */ "gfx/hud/i_icon_jetpack",
/* pickup */// "Sentry Gun",
120,
IT_HOLDABLE,
HI_JETPACK,
/* precache */ "effects/boba/jet.efx",
/* sounds */ "sound/chars/boba/JETON.wav sound/chars/boba/JETHOVER.wav sound/effects/fire_lp.wav",
"@MENUS_JETPACK_DESC" // description
},
/*QUAKED item_healthdisp (.3 .3 1) (-8 -8 -0) (8 8 16) suspended
Do not place. For siege classes ONLY.
*/
{
"item_healthdisp",
"sound/weapons/w_pkup.wav",
{ "models/map_objects/mp/bacta.md3", //replace me
0, 0, 0} ,
/* view */ NULL,
/* icon */ "gfx/hud/i_icon_healthdisp",
/* pickup */// "Sentry Gun",
120,
IT_HOLDABLE,
HI_HEALTHDISP,
/* precache */ "",
/* sounds */ "",
"" // description
},
/*QUAKED item_ammodisp (.3 .3 1) (-8 -8 -0) (8 8 16) suspended
Do not place. For siege classes ONLY.
*/
{
"item_ammodisp",
"sound/weapons/w_pkup.wav",
{ "models/map_objects/mp/bacta.md3", //replace me
0, 0, 0} ,
/* view */ NULL,
/* icon */ "gfx/hud/i_icon_ammodisp",
/* pickup */// "Sentry Gun",
120,
IT_HOLDABLE,
HI_AMMODISP,
/* precache */ "",
/* sounds */ "",
"" // description
},
/*QUAKED item_eweb_holdable (.3 .3 1) (-8 -8 -0) (8 8 16) suspended
Do not place. For siege classes ONLY.
*/
{
"item_eweb_holdable",
"sound/interface/shieldcon_empty",
{ "models/map_objects/hoth/eweb_model.glm",
0, 0, 0} ,
/* view */ NULL,
/* icon */ "gfx/hud/i_icon_eweb",
/* pickup */// "Sentry Gun",
120,
IT_HOLDABLE,
HI_EWEB,
/* precache */ "",
/* sounds */ "",
"@MENUS_EWEB_DESC" // description
},
/*QUAKED item_seeker (.3 .3 1) (-8 -8 -0) (8 8 16) suspended
30 seconds of seeker drone
*/
{
"item_cloak",
"sound/weapons/w_pkup.wav",
{ "models/items/psgun.glm", //FIXME: no model
0, 0, 0} ,
/* view */ NULL,
/* icon */ "gfx/hud/i_icon_cloak",
/* pickup */// "Seeker Drone",
120,
IT_HOLDABLE,
HI_CLOAK,
/* precache */ "",
/* sounds */ "",
"@MENUS_CLOAK_DESC" // description
},
/*QUAKED item_force_enlighten_light (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
Adds one rank to all Force powers temporarily. Only light jedi can use.
*/
{
"item_force_enlighten_light",
"sound/player/enlightenment.wav",
{ "models/map_objects/mp/jedi_enlightenment.md3",
0, 0, 0} ,
/* view */ NULL,
/* icon */ "gfx/hud/mpi_jlight",
/* pickup */// "Light Force Enlightenment",
25,
IT_POWERUP,
PW_FORCE_ENLIGHTENED_LIGHT,
/* precache */ "",
/* sounds */ "",
"" // description
},
/*QUAKED item_force_enlighten_dark (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
Adds one rank to all Force powers temporarily. Only dark jedi can use.
*/
{
"item_force_enlighten_dark",
"sound/player/enlightenment.wav",
{ "models/map_objects/mp/dk_enlightenment.md3",
0, 0, 0} ,
/* view */ NULL,
/* icon */ "gfx/hud/mpi_dklight",
/* pickup */// "Dark Force Enlightenment",
25,
IT_POWERUP,
PW_FORCE_ENLIGHTENED_DARK,
/* precache */ "",
/* sounds */ "",
"" // description
},
/*QUAKED item_force_boon (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
Unlimited Force Pool for a short time.
*/
{
"item_force_boon",
"sound/player/boon.wav",
{ "models/map_objects/mp/force_boon.md3",
0, 0, 0} ,
/* view */ NULL,
/* icon */ "gfx/hud/mpi_fboon",
/* pickup */// "Force Boon",
25,
IT_POWERUP,
PW_FORCE_BOON,
/* precache */ "",
/* sounds */ "",
"" // description
},
/*QUAKED item_ysalimari (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
A small lizard carried on the player, which prevents the possessor from using any Force power. However, he is unaffected by any Force power.
*/
{
"item_ysalimari",
"sound/player/ysalimari.wav",
{ "models/map_objects/mp/ysalimari.md3",
0, 0, 0} ,
/* view */ NULL,
/* icon */ "gfx/hud/mpi_ysamari",
/* pickup */// "Ysalamiri",
25,
IT_POWERUP,
PW_YSALAMIRI,
/* precache */ "",
/* sounds */ "",
"" // description
},
//
// WEAPONS
//
/*QUAKED weapon_stun_baton (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
Don't place this
*/
{
"weapon_stun_baton",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/stun_baton/baton_w.glm",
0, 0, 0},
/* view */ "models/weapons2/stun_baton/baton.md3",
/* icon */ "gfx/hud/w_icon_stunbaton",
/* pickup */// "Stun Baton",
100,
IT_WEAPON,
WP_STUN_BATON,
/* precache */ "",
/* sounds */ "",
"" // description
},
/*QUAKED weapon_melee (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
Don't place this
*/
{
"weapon_melee",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/stun_baton/baton_w.glm",
0, 0, 0},
/* view */ "models/weapons2/stun_baton/baton.md3",
/* icon */ "gfx/hud/w_icon_melee",
/* pickup */// "Stun Baton",
100,
IT_WEAPON,
WP_MELEE,
/* precache */ "",
/* sounds */ "",
"@MENUS_MELEE_DESC" // description
},
/*QUAKED weapon_saber (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
Don't place this
*/
{
"weapon_saber",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/saber/saber_w.glm",
0, 0, 0},
/* view */ "models/weapons2/saber/saber_w.md3",
/* icon */ "gfx/hud/w_icon_lightsaber",
/* pickup */// "Lightsaber",
100,
IT_WEAPON,
WP_SABER,
/* precache */ "",
/* sounds */ "",
"@MENUS_AN_ELEGANT_WEAPON_FOR" // description
},
/*QUAKED weapon_bryar_pistol (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
Don't place this
*/
{
//"weapon_bryar_pistol",
"weapon_blaster_pistol",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/blaster_pistol/blaster_pistol_w.glm",//"models/weapons2/briar_pistol/briar_pistol_w.glm",
0, 0, 0},
/* view */ "models/weapons2/blaster_pistol/blaster_pistol.md3",//"models/weapons2/briar_pistol/briar_pistol.md3",
/* icon */ "gfx/hud/w_icon_blaster_pistol",//"gfx/hud/w_icon_rifle",
/* pickup */// "Bryar Pistol",
100,
IT_WEAPON,
WP_BRYAR_PISTOL,
/* precache */ "",
/* sounds */ "",
"@MENUS_BLASTER_PISTOL_DESC" // description
},
/*QUAKED weapon_concussion_rifle (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"weapon_concussion_rifle",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/concussion/c_rifle_w.glm",
0, 0, 0},
/* view */ "models/weapons2/concussion/c_rifle.md3",
/* icon */ "gfx/hud/w_icon_c_rifle",//"gfx/hud/w_icon_rifle",
/* pickup */// "Concussion Rifle",
50,
IT_WEAPON,
WP_CONCUSSION,
/* precache */ "",
/* sounds */ "",
"@MENUS_CONC_RIFLE_DESC" // description
},
/*QUAKED weapon_bryar_pistol_old (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
Don't place this
*/
{
"weapon_bryar_pistol",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/briar_pistol/briar_pistol_w.glm",
0, 0, 0},
/* view */ "models/weapons2/briar_pistol/briar_pistol.md3",
/* icon */ "gfx/hud/w_icon_briar",//"gfx/hud/w_icon_rifle",
/* pickup */// "Bryar Pistol",
100,
IT_WEAPON,
WP_BRYAR_OLD,
/* precache */ "",
/* sounds */ "",
"@SP_INGAME_BLASTER_PISTOL" // description
},
/*QUAKED weapon_blaster (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"weapon_blaster",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/blaster_r/blaster_w.glm",
0, 0, 0},
/* view */ "models/weapons2/blaster_r/blaster.md3",
/* icon */ "gfx/hud/w_icon_blaster",
/* pickup */// "E11 Blaster Rifle",
100,
IT_WEAPON,
WP_BLASTER,
/* precache */ "",
/* sounds */ "",
"@MENUS_THE_PRIMARY_WEAPON_OF" // description
},
/*QUAKED weapon_disruptor (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"weapon_disruptor",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/disruptor/disruptor_w.glm",
0, 0, 0},
/* view */ "models/weapons2/disruptor/disruptor.md3",
/* icon */ "gfx/hud/w_icon_disruptor",
/* pickup */// "Tenloss Disruptor Rifle",
100,
IT_WEAPON,
WP_DISRUPTOR,
/* precache */ "",
/* sounds */ "",
"@MENUS_THIS_NEFARIOUS_WEAPON" // description
},
/*QUAKED weapon_bowcaster (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"weapon_bowcaster",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/bowcaster/bowcaster_w.glm",
0, 0, 0},
/* view */ "models/weapons2/bowcaster/bowcaster.md3",
/* icon */ "gfx/hud/w_icon_bowcaster",
/* pickup */// "Wookiee Bowcaster",
100,
IT_WEAPON,
WP_BOWCASTER,
/* precache */ "",
/* sounds */ "",
"@MENUS_THIS_ARCHAIC_LOOKING" // description
},
/*QUAKED weapon_repeater (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"weapon_repeater",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/heavy_repeater/heavy_repeater_w.glm",
0, 0, 0},
/* view */ "models/weapons2/heavy_repeater/heavy_repeater.md3",
/* icon */ "gfx/hud/w_icon_repeater",
/* pickup */// "Imperial Heavy Repeater",
100,
IT_WEAPON,
WP_REPEATER,
/* precache */ "",
/* sounds */ "",
"@MENUS_THIS_DESTRUCTIVE_PROJECTILE" // description
},
/*QUAKED weapon_demp2 (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
NOTENOTE This weapon is not yet complete. Don't place it.
*/
{
"weapon_demp2",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/demp2/demp2_w.glm",
0, 0, 0},
/* view */ "models/weapons2/demp2/demp2.md3",
/* icon */ "gfx/hud/w_icon_demp2",
/* pickup */// "DEMP2",
100,
IT_WEAPON,
WP_DEMP2,
/* precache */ "",
/* sounds */ "",
"@MENUS_COMMONLY_REFERRED_TO" // description
},
/*QUAKED weapon_flechette (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"weapon_flechette",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/golan_arms/golan_arms_w.glm",
0, 0, 0},
/* view */ "models/weapons2/golan_arms/golan_arms.md3",
/* icon */ "gfx/hud/w_icon_flechette",
/* pickup */// "Golan Arms Flechette",
100,
IT_WEAPON,
WP_FLECHETTE,
/* precache */ "",
/* sounds */ "",
"@MENUS_WIDELY_USED_BY_THE_CORPORATE" // description
},
/*QUAKED weapon_rocket_launcher (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"weapon_rocket_launcher",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/merr_sonn/merr_sonn_w.glm",
0, 0, 0},
/* view */ "models/weapons2/merr_sonn/merr_sonn.md3",
/* icon */ "gfx/hud/w_icon_merrsonn",
/* pickup */// "Merr-Sonn Missile System",
3,
IT_WEAPON,
WP_ROCKET_LAUNCHER,
/* precache */ "",
/* sounds */ "",
"@MENUS_THE_PLX_2M_IS_AN_EXTREMELY" // description
},
/*QUAKED ammo_thermal (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"ammo_thermal",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/thermal/thermal_pu.md3",
"models/weapons2/thermal/thermal_w.glm", 0, 0},
/* view */ "models/weapons2/thermal/thermal.md3",
/* icon */ "gfx/hud/w_icon_thermal",
/* pickup */// "Thermal Detonators",
4,
IT_AMMO,
AMMO_THERMAL,
/* precache */ "",
/* sounds */ "",
"@MENUS_THE_THERMAL_DETONATOR" // description
},
/*QUAKED ammo_tripmine (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"ammo_tripmine",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/laser_trap/laser_trap_pu.md3",
"models/weapons2/laser_trap/laser_trap_w.glm", 0, 0},
/* view */ "models/weapons2/laser_trap/laser_trap.md3",
/* icon */ "gfx/hud/w_icon_tripmine",
/* pickup */// "Trip Mines",
3,
IT_AMMO,
AMMO_TRIPMINE,
/* precache */ "",
/* sounds */ "",
"@MENUS_TRIP_MINES_CONSIST_OF" // description
},
/*QUAKED ammo_detpack (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"ammo_detpack",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/detpack/det_pack_pu.md3", "models/weapons2/detpack/det_pack_proj.glm", "models/weapons2/detpack/det_pack_w.glm", 0},
/* view */ "models/weapons2/detpack/det_pack.md3",
/* icon */ "gfx/hud/w_icon_detpack",
/* pickup */// "Det Packs",
3,
IT_AMMO,
AMMO_DETPACK,
/* precache */ "",
/* sounds */ "",
"@MENUS_A_DETONATION_PACK_IS" // description
},
/*QUAKED weapon_thermal (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"weapon_thermal",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/thermal/thermal_w.glm", "models/weapons2/thermal/thermal_pu.md3",
0, 0 },
/* view */ "models/weapons2/thermal/thermal.md3",
/* icon */ "gfx/hud/w_icon_thermal",
/* pickup */// "Thermal Detonator",
4,
IT_WEAPON,
WP_THERMAL,
/* precache */ "",
/* sounds */ "",
"@MENUS_THE_THERMAL_DETONATOR" // description
},
/*QUAKED weapon_trip_mine (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"weapon_trip_mine",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/laser_trap/laser_trap_w.glm", "models/weapons2/laser_trap/laser_trap_pu.md3",
0, 0},
/* view */ "models/weapons2/laser_trap/laser_trap.md3",
/* icon */ "gfx/hud/w_icon_tripmine",
/* pickup */// "Trip Mine",
3,
IT_WEAPON,
WP_TRIP_MINE,
/* precache */ "",
/* sounds */ "",
"@MENUS_TRIP_MINES_CONSIST_OF" // description
},
/*QUAKED weapon_det_pack (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"weapon_det_pack",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/detpack/det_pack_proj.glm", "models/weapons2/detpack/det_pack_pu.md3", "models/weapons2/detpack/det_pack_w.glm", 0},
/* view */ "models/weapons2/detpack/det_pack.md3",
/* icon */ "gfx/hud/w_icon_detpack",
/* pickup */// "Det Pack",
3,
IT_WEAPON,
WP_DET_PACK,
/* precache */ "",
/* sounds */ "",
"@MENUS_A_DETONATION_PACK_IS" // description
},
/*QUAKED weapon_emplaced (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"weapon_emplaced",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/blaster_r/blaster_w.glm",
0, 0, 0},
/* view */ "models/weapons2/blaster_r/blaster.md3",
/* icon */ "gfx/hud/w_icon_blaster",
/* pickup */// "Emplaced Gun",
50,
IT_WEAPON,
WP_EMPLACED_GUN,
/* precache */ "",
/* sounds */ "",
"" // description
},
//NOTE: This is to keep things from messing up because the turret weapon type isn't real
{
"weapon_turretwp",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/blaster_r/blaster_w.glm",
0, 0, 0},
/* view */ "models/weapons2/blaster_r/blaster.md3",
/* icon */ "gfx/hud/w_icon_blaster",
/* pickup */// "Turret Gun",
50,
IT_WEAPON,
WP_TURRET,
/* precache */ "",
/* sounds */ "",
"" // description
},
//
// AMMO ITEMS
//
/*QUAKED ammo_force (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
Don't place this
*/
{
"ammo_force",
"sound/player/pickupenergy.wav",
{ "models/items/energy_cell.md3",
0, 0, 0},
/* view */ NULL,
/* icon */ "gfx/hud/w_icon_blaster",
/* pickup */// "Force??",
100,
IT_AMMO,
AMMO_FORCE,
/* precache */ "",
/* sounds */ "",
"" // description
},
/*QUAKED ammo_blaster (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
Ammo for the Bryar and Blaster pistols.
*/
{
"ammo_blaster",
"sound/player/pickupenergy.wav",
{ "models/items/energy_cell.md3",
0, 0, 0},
/* view */ NULL,
/* icon */ "gfx/hud/i_icon_battery",
/* pickup */// "Blaster Pack",
100,
IT_AMMO,
AMMO_BLASTER,
/* precache */ "",
/* sounds */ "",
"" // description
},
/*QUAKED ammo_powercell (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
Ammo for Tenloss Disruptor, Wookie Bowcaster, and the Destructive Electro Magnetic Pulse (demp2 ) guns
*/
{
"ammo_powercell",
"sound/player/pickupenergy.wav",
{ "models/items/power_cell.md3",
0, 0, 0},
/* view */ NULL,
/* icon */ "gfx/mp/ammo_power_cell",
/* pickup */// "Power Cell",
100,
IT_AMMO,
AMMO_POWERCELL,
/* precache */ "",
/* sounds */ "",
"" // description
},
/*QUAKED ammo_metallic_bolts (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
Ammo for Imperial Heavy Repeater and the Golan Arms Flechette
*/
{
"ammo_metallic_bolts",
"sound/player/pickupenergy.wav",
{ "models/items/metallic_bolts.md3",
0, 0, 0},
/* view */ NULL,
/* icon */ "gfx/mp/ammo_metallic_bolts",
/* pickup */// "Metallic Bolts",
100,
IT_AMMO,
AMMO_METAL_BOLTS,
/* precache */ "",
/* sounds */ "",
"" // description
},
/*QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
Ammo for Merr-Sonn portable missile launcher
*/
{
"ammo_rockets",
"sound/player/pickupenergy.wav",
{ "models/items/rockets.md3",
0, 0, 0},
/* view */ NULL,
/* icon */ "gfx/mp/ammo_rockets",
/* pickup */// "Rockets",
3,
IT_AMMO,
AMMO_ROCKETS,
/* precache */ "",
/* sounds */ "",
"" // description
},
/*QUAKED ammo_all (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
DO NOT PLACE in a map, this is only for siege classes that have ammo
dispensing ability
*/
{
"ammo_all",
"sound/player/pickupenergy.wav",
{ "models/items/battery.md3", //replace me
0, 0, 0},
/* view */ NULL,
/* icon */ "gfx/mp/ammo_rockets", //replace me
/* pickup */// "Rockets",
0,
IT_AMMO,
-1,
/* precache */ "",
/* sounds */ "",
"" // description
},
//
// POWERUP ITEMS
//
/*QUAKED team_CTF_redflag (1 0 0) (-16 -16 -16) (16 16 16)
Only in CTF games
*/
{
"team_CTF_redflag",
NULL,
{ "models/flags/r_flag.md3",
"models/flags/r_flag_ysal.md3", 0, 0 },
/* view */ NULL,
/* icon */ "gfx/hud/mpi_rflag",
/* pickup */// "Red Flag",
0,
IT_TEAM,
PW_REDFLAG,
/* precache */ "",
/* sounds */ "",
"" // description
},
/*QUAKED team_CTF_blueflag (0 0 1) (-16 -16 -16) (16 16 16)
Only in CTF games
*/
{
"team_CTF_blueflag",
NULL,
{ "models/flags/b_flag.md3",
"models/flags/b_flag_ysal.md3", 0, 0 },
/* view */ NULL,
/* icon */ "gfx/hud/mpi_bflag",
/* pickup */// "Blue Flag",
0,
IT_TEAM,
PW_BLUEFLAG,
/* precache */ "",
/* sounds */ "",
"" // description
},
//
// PERSISTANT POWERUP ITEMS
//
/*QUAKED team_CTF_neutralflag (0 0 1) (-16 -16 -16) (16 16 16)
Only in One Flag CTF games
*/
{
"team_CTF_neutralflag",
NULL,
{ "models/flags/n_flag.md3",
0, 0, 0 },
/* view */ NULL,
/* icon */ "icons/iconf_neutral1",
/* pickup */// "Neutral Flag",
0,
IT_TEAM,
PW_NEUTRALFLAG,
/* precache */ "",
/* sounds */ "",
"" // description
},
{
"item_redcube",
"sound/player/pickupenergy.wav",
{ "models/powerups/orb/r_orb.md3",
0, 0, 0 },
/* view */ NULL,
/* icon */ "icons/iconh_rorb",
/* pickup */// "Red Cube",
0,
IT_TEAM,
0,
/* precache */ "",
/* sounds */ "",
"" // description
},
{
"item_bluecube",
"sound/player/pickupenergy.wav",
{ "models/powerups/orb/b_orb.md3",
0, 0, 0 },
/* view */ NULL,
/* icon */ "icons/iconh_borb",
/* pickup */// "Blue Cube",
0,
IT_TEAM,
0,
/* precache */ "",
/* sounds */ "",
"" // description
},
// end of list marker
{NULL}
};
int bg_numItems = sizeof(bg_itemlist) / sizeof(bg_itemlist[0]) - 1;
float vectoyaw( const vec3_t vec ) {
float yaw;
if (vec[YAW] == 0 && vec[PITCH] == 0) {
yaw = 0;
} else {
if (vec[PITCH]) {
yaw = ( atan2( vec[YAW], vec[PITCH]) * 180 / M_PI );
} else if (vec[YAW] > 0) {
yaw = 90;
} else {
yaw = 270;
}
if (yaw < 0) {
yaw += 360;
}
}
return yaw;
}
qboolean BG_HasYsalamiri(int gametype, playerState_t *ps)
{
if (gametype == GT_CTY &&
(ps->powerups[PW_REDFLAG] || ps->powerups[PW_BLUEFLAG]))
{
return qtrue;
}
if (ps->powerups[PW_YSALAMIRI])
{
return qtrue;
}
return qfalse;
}
qboolean BG_CanUseFPNow(int gametype, playerState_t *ps, int time, forcePowers_t power)
{
if (BG_HasYsalamiri(gametype, ps))
{
return qfalse;
}
if ( ps->forceRestricted || ps->trueNonJedi )
{
return qfalse;
}
if (ps->weapon == WP_EMPLACED_GUN)
{ //can't use any of your powers while on an emplaced weapon
return qfalse;
}
if (ps->m_iVehicleNum)
{ //can't use powers while riding a vehicle (this may change, I don't know)
return qfalse;
}
if (ps->duelInProgress)
{
if (power != FP_SABER_OFFENSE && power != FP_SABER_DEFENSE && /*power != FP_SABERTHROW &&*/
power != FP_LEVITATION)
{
if (!ps->saberLockFrame || power != FP_PUSH)
{
return qfalse;
}
}
}
if (ps->saberLockFrame || ps->saberLockTime > time)
{
if (power != FP_PUSH)
{
return qfalse;
}
}
if (ps->fallingToDeath)
{
return qfalse;
}
if ((ps->brokenLimbs & (1 << BROKENLIMB_RARM)) ||
(ps->brokenLimbs & (1 << BROKENLIMB_LARM)))
{ //powers we can't use with a broken arm
switch (power)
{
case FP_PUSH:
case FP_PULL:
case FP_GRIP:
case FP_LIGHTNING:
case FP_DRAIN:
return qfalse;
default:
break;
}
}
return qtrue;
}
/*
==============
BG_FindItemForPowerup
==============
*/
gitem_t *BG_FindItemForPowerup( powerup_t pw ) {
int i;
for ( i = 0 ; i < bg_numItems ; i++ ) {
if ( (bg_itemlist[i].giType == IT_POWERUP ||
bg_itemlist[i].giType == IT_TEAM) &&
bg_itemlist[i].giTag == pw ) {
return &bg_itemlist[i];
}
}
return NULL;
}
/*
==============
BG_FindItemForHoldable
==============
*/
gitem_t *BG_FindItemForHoldable( holdable_t pw ) {
int i;
for ( i = 0 ; i < bg_numItems ; i++ ) {
if ( bg_itemlist[i].giType == IT_HOLDABLE && bg_itemlist[i].giTag == pw ) {
return &bg_itemlist[i];
}
}
Com_Error( ERR_DROP, "HoldableItem not found" );
return NULL;
}
/*
===============
BG_FindItemForWeapon
===============
*/
gitem_t *BG_FindItemForWeapon( weapon_t weapon ) {
gitem_t *it;
for ( it = bg_itemlist + 1 ; it->classname ; it++) {
if ( it->giType == IT_WEAPON && it->giTag == weapon ) {
return it;
}
}
Com_Error( ERR_DROP, "Couldn't find item for weapon %i", weapon);
return NULL;
}
/*
===============
BG_FindItemForAmmo
===============
*/
gitem_t *BG_FindItemForAmmo( ammo_t ammo ) {
gitem_t *it;
for ( it = bg_itemlist + 1 ; it->classname ; it++) {
if ( it->giType == IT_AMMO && it->giTag == ammo ) {
return it;
}
}
Com_Error( ERR_DROP, "Couldn't find item for ammo %i", ammo);
return NULL;
}
/*
===============
BG_FindItem
===============
*/
gitem_t *BG_FindItem( const char *classname ) {
gitem_t *it;
for ( it = bg_itemlist + 1 ; it->classname ; it++ ) {
if ( !Q_stricmp( it->classname, classname) )
return it;
}
return NULL;
}
/*
============
BG_PlayerTouchesItem
Items can be picked up without actually touching their physical bounds to make
grabbing them easier
============
*/
qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime ) {
vec3_t origin;
BG_EvaluateTrajectory( &item->pos, atTime, origin );
// we are ignoring ducked differences here
if ( ps->origin[0] - origin[0] > 44
|| ps->origin[0] - origin[0] < -50
|| ps->origin[1] - origin[1] > 36
|| ps->origin[1] - origin[1] < -36
|| ps->origin[2] - origin[2] > 36
|| ps->origin[2] - origin[2] < -36 ) {
return qfalse;
}
return qtrue;
}
int BG_ProperForceIndex(int power)
{
int i = 0;
while (i < NUM_FORCE_POWERS)
{
if (forcePowerSorted[i] == power)
{
return i;
}
i++;
}
return -1;
}
void BG_CycleForce(playerState_t *ps, int direction)
{
int i = ps->fd.forcePowerSelected;
int x = i;
int presel = i;
int foundnext = -1;
if (!ps->fd.forcePowersKnown & (1 << x) ||
x >= NUM_FORCE_POWERS ||
x == -1)
{ //apparently we have no valid force powers
return;
}
x = BG_ProperForceIndex(x);
presel = x;
if (direction == 1)
{ //get the next power
x++;
}
else
{ //get the previous power
x--;
}
if (x >= NUM_FORCE_POWERS)
{ //cycled off the end.. cycle around to the first
x = 0;
}
if (x < 0)
{ //cycled off the beginning.. cycle around to the last
x = NUM_FORCE_POWERS-1;
}
i = forcePowerSorted[x]; //the "sorted" value of this power
while (x != presel)
{ //loop around to the current force power
if (ps->fd.forcePowersKnown & (1 << i) && i != ps->fd.forcePowerSelected)
{ //we have the force power
if (i != FP_LEVITATION &&
i != FP_SABER_OFFENSE &&
i != FP_SABER_DEFENSE &&
i != FP_SABERTHROW)
{ //it's selectable
foundnext = i;
break;
}
}
if (direction == 1)
{ //next
x++;
}
else
{ //previous
x--;
}
if (x >= NUM_FORCE_POWERS)
{ //loop around
x = 0;
}
if (x < 0)
{ //loop around
x = NUM_FORCE_POWERS-1;
}
i = forcePowerSorted[x]; //set to the sorted value again
}
if (foundnext != -1)
{ //found one, select it
ps->fd.forcePowerSelected = foundnext;
}
}
int BG_GetItemIndexByTag(int tag, int type)
{ //Get the itemlist index from the tag and type
int i = 0;
while (i < bg_numItems)
{
if (bg_itemlist[i].giTag == tag &&
bg_itemlist[i].giType == type)
{
return i;
}
i++;
}
return 0;
}
//yeah..
qboolean BG_IsItemSelectable(playerState_t *ps, int item)
{
if (item == HI_HEALTHDISP || item == HI_AMMODISP ||
item == HI_JETPACK)
{
return qfalse;
}
return qtrue;
}
void BG_CycleInven(playerState_t *ps, int direction)
{
int i;
int dontFreeze = 0;
int original;
i = bg_itemlist[ps->stats[STAT_HOLDABLE_ITEM]].giTag;
original = i;
if (direction == 1)
{ //next
i++;
if (i == HI_NUM_HOLDABLE)
{
i = 1;
}
}
else
{ //previous
i--;
if (i == 0)
{
i = HI_NUM_HOLDABLE-1;
}
}
while (i != original)
{ //go in a full loop until hitting something, if hit nothing then select nothing
if (ps->stats[STAT_HOLDABLE_ITEMS] & (1 << i))
{ //we have it, select it.
if (BG_IsItemSelectable(ps, i))
{
ps->stats[STAT_HOLDABLE_ITEM] = BG_GetItemIndexByTag(i, IT_HOLDABLE);
break;
}
}
if (direction == 1)
{ //next
i++;
}
else
{ //previous
i--;
}
if (i <= 0)
{ //wrap around to the last
i = HI_NUM_HOLDABLE-1;
}
else if (i >= HI_NUM_HOLDABLE)
{ //wrap around to the first
i = 1;
}
dontFreeze++;
if (dontFreeze >= 32)
{ //yeah, sure, whatever (it's 2 am and I'm paranoid and can't frickin think)
break;
}
}
}
/*
================
BG_CanItemBeGrabbed
Returns false if the item should not be picked up.
This needs to be the same for client side prediction and server use.
================
*/
qboolean BG_CanItemBeGrabbed( int gametype, const entityState_t *ent, const playerState_t *ps ) {
gitem_t *item;
if ( ent->modelindex < 1 || ent->modelindex >= bg_numItems ) {
Com_Error( ERR_DROP, "BG_CanItemBeGrabbed: index out of range" );
}
item = &bg_itemlist[ent->modelindex];
if ( ps )
{
if ( ps->trueJedi )
{//force powers and saber only
if ( item->giType != IT_TEAM //not a flag
&& item->giType != IT_ARMOR//not shields
&& (item->giType != IT_WEAPON || item->giTag != WP_SABER)//not a saber
&& (item->giType != IT_HOLDABLE || item->giTag != HI_SEEKER)//not a seeker
&& (item->giType != IT_POWERUP || item->giTag == PW_YSALAMIRI) )//not a force pick-up
{
return qfalse;
}
}
else if ( ps->trueNonJedi )
{//can't pick up force powerups
if ( (item->giType == IT_POWERUP && item->giTag != PW_YSALAMIRI) //if a powerup, can only can pick up ysalamiri
|| (item->giType == IT_HOLDABLE && item->giTag == HI_SEEKER)//if holdable, cannot pick up seeker
|| (item->giType == IT_WEAPON && item->giTag == WP_SABER ) )//or if it's a saber
{
return qfalse;
}
}
if ( ps->isJediMaster && item && (item->giType == IT_WEAPON || item->giType == IT_AMMO))
{//jedi master cannot pick up weapons
return qfalse;
}
if ( ps->duelInProgress )
{ //no picking stuff up while in a duel, no matter what the type is
return qfalse;
}
}
else
{//safety return since below code assumes a non-null ps
return qfalse;
}
switch( item->giType ) {
case IT_WEAPON:
if (ent->generic1 == ps->clientNum && ent->powerups)
{
return qfalse;
}
if (!(ent->eFlags & EF_DROPPEDWEAPON) && (ps->stats[STAT_WEAPONS] & (1 << item->giTag)) &&
item->giTag != WP_THERMAL && item->giTag != WP_TRIP_MINE && item->giTag != WP_DET_PACK)
{ //weaponstay stuff.. if this isn't dropped, and you already have it, you don't get it.
return qfalse;
}
if (item->giTag == WP_THERMAL || item->giTag == WP_TRIP_MINE || item->giTag == WP_DET_PACK)
{ //check to see if full on ammo for this, if so, then..
int ammoIndex = weaponData[item->giTag].ammoIndex;
if (ps->ammo[ammoIndex] >= ammoData[ammoIndex].max)
{ //don't need it
return qfalse;
}
}
return qtrue; // weapons are always picked up
case IT_AMMO:
if (item->giTag == -1)
{ //special case for "all ammo" packs
return qtrue;
}
if ( ps->ammo[item->giTag] >= ammoData[item->giTag].max) {
return qfalse; // can't hold any more
}
return qtrue;
case IT_ARMOR:
if ( ps->stats[STAT_ARMOR] >= ps->stats[STAT_MAX_HEALTH]/* * item->giTag*/ ) {
return qfalse;
}
return qtrue;
case IT_HEALTH:
// small and mega healths will go over the max, otherwise
// don't pick up if already at max
if ((ps->fd.forcePowersActive & (1 << FP_RAGE)))
{
return qfalse;
}
if ( item->quantity == 5 || item->quantity == 100 ) {
if ( ps->stats[STAT_HEALTH] >= ps->stats[STAT_MAX_HEALTH] * 2 ) {
return qfalse;
}
return qtrue;
}
if ( ps->stats[STAT_HEALTH] >= ps->stats[STAT_MAX_HEALTH] ) {
return qfalse;
}
return qtrue;
case IT_POWERUP:
if (ps && (ps->powerups[PW_YSALAMIRI]))
{
if (item->giTag != PW_YSALAMIRI)
{
return qfalse;
}
}
return qtrue; // powerups are always picked up
case IT_TEAM: // team items, such as flags
if( gametype == GT_CTF || gametype == GT_CTY ) {
// ent->modelindex2 is non-zero on items if they are dropped
// we need to know this because we can pick up our dropped flag (and return it)
// but we can't pick up our flag at base
if (ps->persistant[PERS_TEAM] == TEAM_RED) {
if (item->giTag == PW_BLUEFLAG ||
(item->giTag == PW_REDFLAG && ent->modelindex2) ||
(item->giTag == PW_REDFLAG && ps->powerups[PW_BLUEFLAG]) )
return qtrue;
} else if (ps->persistant[PERS_TEAM] == TEAM_BLUE) {
if (item->giTag == PW_REDFLAG ||
(item->giTag == PW_BLUEFLAG && ent->modelindex2) ||
(item->giTag == PW_BLUEFLAG && ps->powerups[PW_REDFLAG]) )
return qtrue;
}
}
return qfalse;
case IT_HOLDABLE:
if ( ps->stats[STAT_HOLDABLE_ITEMS] & (1 << item->giTag))
{
return qfalse;
}
return qtrue;
case IT_BAD:
Com_Error( ERR_DROP, "BG_CanItemBeGrabbed: IT_BAD" );
default:
#ifndef Q3_VM
#ifndef NDEBUG // bk0001204
Com_Printf("BG_CanItemBeGrabbed: unknown enum %d\n", item->giType );
#endif
#endif
break;
}
return qfalse;
}
//======================================================================
/*
================
BG_EvaluateTrajectory
================
*/
void BG_EvaluateTrajectory( const trajectory_t *tr, int atTime, vec3_t result ) {
float deltaTime;
float phase;
switch( tr->trType ) {
case TR_STATIONARY:
case TR_INTERPOLATE:
VectorCopy( tr->trBase, result );
break;
case TR_LINEAR:
deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
break;
case TR_SINE:
deltaTime = ( atTime - tr->trTime ) / (float) tr->trDuration;
phase = sin( deltaTime * M_PI * 2 );
VectorMA( tr->trBase, phase, tr->trDelta, result );
break;
case TR_LINEAR_STOP:
if ( atTime > tr->trTime + tr->trDuration ) {
atTime = tr->trTime + tr->trDuration;
}
deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
if ( deltaTime < 0 ) {
deltaTime = 0;
}
VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
break;
case TR_NONLINEAR_STOP:
if ( atTime > tr->trTime + tr->trDuration )
{
atTime = tr->trTime + tr->trDuration;
}
//new slow-down at end
if ( atTime - tr->trTime > tr->trDuration || atTime - tr->trTime <= 0 )
{
deltaTime = 0;
}
else
{//FIXME: maybe scale this somehow? So that it starts out faster and stops faster?
deltaTime = tr->trDuration*0.001f*((float)cos( DEG2RAD(90.0f - (90.0f*((float)atTime-tr->trTime)/(float)tr->trDuration)) ));
}
VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
break;
case TR_GRAVITY:
deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
result[2] -= 0.5 * DEFAULT_GRAVITY * deltaTime * deltaTime; // FIXME: local gravity...
break;
default:
#ifdef QAGAME
Com_Error( ERR_DROP, "BG_EvaluateTrajectory: [GAME SIDE] unknown trType: %i", tr->trType );
#else
Com_Error( ERR_DROP, "BG_EvaluateTrajectory: [CLIENTGAME SIDE] unknown trType: %i", tr->trType );
#endif
break;
}
}
/*
================
BG_EvaluateTrajectoryDelta
For determining velocity at a given time
================
*/
void BG_EvaluateTrajectoryDelta( const trajectory_t *tr, int atTime, vec3_t result ) {
float deltaTime;
float phase;
switch( tr->trType ) {
case TR_STATIONARY:
case TR_INTERPOLATE:
VectorClear( result );
break;
case TR_LINEAR:
VectorCopy( tr->trDelta, result );
break;
case TR_SINE:
deltaTime = ( atTime - tr->trTime ) / (float) tr->trDuration;
phase = cos( deltaTime * M_PI * 2 ); // derivative of sin = cos
phase *= 0.5;
VectorScale( tr->trDelta, phase, result );
break;
case TR_LINEAR_STOP:
if ( atTime > tr->trTime + tr->trDuration ) {
VectorClear( result );
return;
}
VectorCopy( tr->trDelta, result );
break;
case TR_NONLINEAR_STOP:
if ( atTime - tr->trTime > tr->trDuration || atTime - tr->trTime <= 0 )
{
VectorClear( result );
return;
}
deltaTime = tr->trDuration*0.001f*((float)cos( DEG2RAD(90.0f - (90.0f*((float)atTime-tr->trTime)/(float)tr->trDuration)) ));
VectorScale( tr->trDelta, deltaTime, result );
break;
case TR_GRAVITY:
deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
VectorCopy( tr->trDelta, result );
result[2] -= DEFAULT_GRAVITY * deltaTime; // FIXME: local gravity...
break;
default:
Com_Error( ERR_DROP, "BG_EvaluateTrajectoryDelta: unknown trType: %i", tr->trTime );
break;
}
}
char *eventnames[] = {
"EV_NONE",
"EV_CLIENTJOIN",
"EV_FOOTSTEP",
"EV_FOOTSTEP_METAL",
"EV_FOOTSPLASH",
"EV_FOOTWADE",
"EV_SWIM",
"EV_STEP_4",
"EV_STEP_8",
"EV_STEP_12",
"EV_STEP_16",
"EV_FALL",
"EV_JUMP_PAD", // boing sound at origin", jump sound on player
"EV_GHOUL2_MARK", //create a projectile impact mark on something with a client-side g2 instance.
"EV_GLOBAL_DUEL",
"EV_PRIVATE_DUEL",
"EV_JUMP",
"EV_ROLL",
"EV_WATER_TOUCH", // foot touches
"EV_WATER_LEAVE", // foot leaves
"EV_WATER_UNDER", // head touches
"EV_WATER_CLEAR", // head leaves
"EV_ITEM_PICKUP", // normal item pickups are predictable
"EV_GLOBAL_ITEM_PICKUP", // powerup / team sounds are broadcast to everyone
"EV_VEH_FIRE",
"EV_NOAMMO",
"EV_CHANGE_WEAPON",
"EV_FIRE_WEAPON",
"EV_ALT_FIRE",
"EV_SABER_ATTACK",
"EV_SABER_HIT",
"EV_SABER_BLOCK",
"EV_SABER_CLASHFLARE",
"EV_SABER_UNHOLSTER",
"EV_BECOME_JEDIMASTER",
"EV_DISRUPTOR_MAIN_SHOT",
"EV_DISRUPTOR_SNIPER_SHOT",
"EV_DISRUPTOR_SNIPER_MISS",
"EV_DISRUPTOR_HIT",
"EV_DISRUPTOR_ZOOMSOUND",
"EV_PREDEFSOUND",
"EV_TEAM_POWER",
"EV_SCREENSHAKE",
"EV_LOCALTIMER",
"EV_USE", // +Use key
"EV_USE_ITEM0",
"EV_USE_ITEM1",
"EV_USE_ITEM2",
"EV_USE_ITEM3",
"EV_USE_ITEM4",
"EV_USE_ITEM5",
"EV_USE_ITEM6",
"EV_USE_ITEM7",
"EV_USE_ITEM8",
"EV_USE_ITEM9",
"EV_USE_ITEM10",
"EV_USE_ITEM11",
"EV_USE_ITEM12",
"EV_USE_ITEM13",
"EV_USE_ITEM14",
"EV_USE_ITEM15",
"EV_ITEMUSEFAIL",
"EV_ITEM_RESPAWN",
"EV_ITEM_POP",
"EV_PLAYER_TELEPORT_IN",
"EV_PLAYER_TELEPORT_OUT",
"EV_GRENADE_BOUNCE", // eventParm will be the soundindex
"EV_MISSILE_STICK",
"EV_PLAY_EFFECT",
"EV_PLAY_EFFECT_ID", //finally gave in and added it..
"EV_PLAY_PORTAL_EFFECT_ID",
"EV_PLAYDOORSOUND",
"EV_PLAYDOORLOOPSOUND",
"EV_BMODEL_SOUND",
"EV_MUTE_SOUND",
"EV_VOICECMD_SOUND",
"EV_GENERAL_SOUND",
"EV_GLOBAL_SOUND", // no attenuation
"EV_GLOBAL_TEAM_SOUND",
"EV_ENTITY_SOUND",
"EV_PLAY_ROFF",
"EV_GLASS_SHATTER",
"EV_DEBRIS",
"EV_MISC_MODEL_EXP",
"EV_CONC_ALT_IMPACT",
"EV_MISSILE_HIT",
"EV_MISSILE_MISS",
"EV_MISSILE_MISS_METAL",
"EV_BULLET", // otherEntity is the shooter
"EV_PAIN",
"EV_DEATH1",
"EV_DEATH2",
"EV_DEATH3",
"EV_OBITUARY",
"EV_POWERUP_QUAD",
"EV_POWERUP_BATTLESUIT",
//"EV_POWERUP_REGEN",
"EV_FORCE_DRAINED",
"EV_GIB_PLAYER", // gib a previously living player
"EV_SCOREPLUM", // score plum
"EV_CTFMESSAGE",
"EV_BODYFADE",
"EV_SIEGE_ROUNDOVER",
"EV_SIEGE_OBJECTIVECOMPLETE",
"EV_DESTROY_GHOUL2_INSTANCE",
"EV_DESTROY_WEAPON_MODEL",
"EV_GIVE_NEW_RANK",
"EV_SET_FREE_SABER",
"EV_SET_FORCE_DISABLE",
"EV_WEAPON_CHARGE",
"EV_WEAPON_CHARGE_ALT",
"EV_SHIELD_HIT",
"EV_DEBUG_LINE",
"EV_TESTLINE",
"EV_STOPLOOPINGSOUND",
"EV_STARTLOOPINGSOUND",
"EV_TAUNT",
//fixme, added a bunch that aren't here!
};
/*
===============
BG_AddPredictableEventToPlayerstate
Handles the sequence numbers
===============
*/
//void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );
void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps ) {
#ifdef _DEBUG
{
static vmCvar_t showEvents;
static qboolean isRegistered = qfalse;
if (!isRegistered)
{
trap_Cvar_Register(&showEvents, "showevents", "0", 0);
isRegistered = qtrue;
}
if ( showEvents.integer != 0 ) {
#ifdef QAGAME
Com_Printf(" game event svt %5d -> %5d: num = %20s parm %d\n", ps->pmove_framecount/*ps->commandTime*/, ps->eventSequence, eventnames[newEvent], eventParm);
#else
Com_Printf("Cgame event svt %5d -> %5d: num = %20s parm %d\n", ps->pmove_framecount/*ps->commandTime*/, ps->eventSequence, eventnames[newEvent], eventParm);
#endif
}
}
#endif
ps->events[ps->eventSequence & (MAX_PS_EVENTS-1)] = newEvent;
ps->eventParms[ps->eventSequence & (MAX_PS_EVENTS-1)] = eventParm;
ps->eventSequence++;
}
/*
========================
BG_TouchJumpPad
========================
*/
void BG_TouchJumpPad( playerState_t *ps, entityState_t *jumppad ) {
vec3_t angles;
float p;
int effectNum;
// spectators don't use jump pads
if ( ps->pm_type != PM_NORMAL && ps->pm_type != PM_JETPACK && ps->pm_type != PM_FLOAT ) {
return;
}
// if we didn't hit this same jumppad the previous frame
// then don't play the event sound again if we are in a fat trigger
if ( ps->jumppad_ent != jumppad->number ) {
vectoangles( jumppad->origin2, angles);
p = fabs( AngleNormalize180( angles[PITCH] ) );
if( p < 45 ) {
effectNum = 0;
} else {
effectNum = 1;
}
}
// remember hitting this jumppad this frame
ps->jumppad_ent = jumppad->number;
ps->jumppad_frame = ps->pmove_framecount;
// give the player the velocity from the jumppad
VectorCopy( jumppad->origin2, ps->velocity );
}
/*
=================
BG_EmplacedView
Shared code for emplaced angle gun constriction
=================
*/
int BG_EmplacedView(vec3_t baseAngles, vec3_t angles, float *newYaw, float constraint)
{
float dif = AngleSubtract(baseAngles[YAW], angles[YAW]);
if (dif > constraint ||
dif < -constraint)
{
float amt;
if (dif > constraint)
{
amt = (dif-constraint);
dif = constraint;
}
else if (dif < -constraint)
{
amt = (dif+constraint);
dif = -constraint;
}
else
{
amt = 0.0f;
}
*newYaw = AngleSubtract(angles[YAW], -dif);
if (amt > 1.0f || amt < -1.0f)
{ //significant, force the view
return 2;
}
else
{ //just a little out of range
return 1;
}
}
return 0;
}
//To see if the client is trying to use one of the included skins not meant for MP.
//I don't much care for hardcoded strings, but this seems the best way to go.
qboolean BG_IsValidCharacterModel(const char *modelName, const char *skinName)
{
if (!Q_stricmp(skinName, "menu"))
{
return qfalse;
}
else if (!Q_stricmp(modelName, "kyle"))
{
if (!Q_stricmp(skinName, "fpls"))
{
return qfalse;
}
else if (!Q_stricmp(skinName, "fpls2"))
{
return qfalse;
}
else if (!Q_stricmp(skinName, "fpls3"))
{
return qfalse;
}
}
return qtrue;
}
qboolean BG_ValidateSkinForTeam( const char *modelName, char *skinName, int team, float *colors )
{
if (!Q_stricmpn(modelName, "jedi_",5))
{ //argh, it's a custom player skin!
if (team == TEAM_RED && colors)
{
colors[0] = 1.0f;
colors[1] = 0.0f;
colors[2] = 0.0f;
}
else if (team == TEAM_BLUE && colors)
{
colors[0] = 0.0f;
colors[1] = 0.0f;
colors[2] = 1.0f;
}
return qtrue;
}
if (team == TEAM_RED)
{
if ( Q_stricmp( "red", skinName ) != 0 )
{//not "red"
if ( Q_stricmp( "blue", skinName ) == 0
|| Q_stricmp( "default", skinName ) == 0
|| strchr(skinName, '|')//a multi-skin playerModel
|| !BG_IsValidCharacterModel(modelName, skinName) )
{
Q_strncpyz(skinName, "red", MAX_QPATH);
return qfalse;
}
else
{//need to set it to red
int len = strlen( skinName );
if ( len < 3 )
{//too short to be "red"
Q_strcat(skinName, MAX_QPATH, "_red");
}
else
{
char *start = &skinName[len-3];
if ( Q_strncmp( "red", start, 3 ) != 0 )
{//doesn't already end in "red"
if ( len+4 >= MAX_QPATH )
{//too big to append "_red"
Q_strncpyz(skinName, "red", MAX_QPATH);
return qfalse;
}
else
{
Q_strcat(skinName, MAX_QPATH, "_red");
}
}
}
//if file does not exist, set to "red"
if ( !BG_FileExists( va( "models/players/%s/model_%s.skin", modelName, skinName ) ) )
{
Q_strncpyz(skinName, "red", MAX_QPATH);
}
return qfalse;
}
}
}
else if (team == TEAM_BLUE)
{
if ( Q_stricmp( "blue", skinName ) != 0 )
{
if ( Q_stricmp( "red", skinName ) == 0
|| Q_stricmp( "default", skinName ) == 0
|| strchr(skinName, '|')//a multi-skin playerModel
|| !BG_IsValidCharacterModel(modelName, skinName) )
{
Q_strncpyz(skinName, "blue", MAX_QPATH);
return qfalse;
}
else
{//need to set it to blue
int len = strlen( skinName );
if ( len < 4 )
{//too short to be "blue"
Q_strcat(skinName, MAX_QPATH, "_blue");
}
else
{
char *start = &skinName[len-4];
if ( Q_strncmp( "blue", start, 4 ) != 0 )
{//doesn't already end in "blue"
if ( len+5 >= MAX_QPATH )
{//too big to append "_blue"
Q_strncpyz(skinName, "blue", MAX_QPATH);
return qfalse;
}
else
{
Q_strcat(skinName, MAX_QPATH, "_blue");
}
}
}
//if file does not exist, set to "blue"
if ( !BG_FileExists( va( "models/players/%s/model_%s.skin", modelName, skinName ) ) )
{
Q_strncpyz(skinName, "blue", MAX_QPATH);
}
return qfalse;
}
}
}
return qtrue;
}
/*
========================
BG_PlayerStateToEntityState
This is done after each set of usercmd_t on the server,
and after local prediction on the client
========================
*/
void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap ) {
int i;
if ( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR ) {
s->eType = ET_INVISIBLE;
} else if ( ps->stats[STAT_HEALTH] <= GIB_HEALTH ) {
s->eType = ET_INVISIBLE;
} else {
s->eType = ET_PLAYER;
}
s->number = ps->clientNum;
s->pos.trType = TR_INTERPOLATE;
VectorCopy( ps->origin, s->pos.trBase );
if ( snap ) {
SnapVector( s->pos.trBase );
}
// set the trDelta for flag direction
VectorCopy( ps->velocity, s->pos.trDelta );
s->apos.trType = TR_INTERPOLATE;
VectorCopy( ps->viewangles, s->apos.trBase );
if ( snap ) {
SnapVector( s->apos.trBase );
}
s->trickedentindex = ps->fd.forceMindtrickTargetIndex;
s->trickedentindex2 = ps->fd.forceMindtrickTargetIndex2;
s->trickedentindex3 = ps->fd.forceMindtrickTargetIndex3;
s->trickedentindex4 = ps->fd.forceMindtrickTargetIndex4;
s->forceFrame = ps->saberLockFrame;
s->emplacedOwner = ps->electrifyTime;
s->speed = ps->speed;
s->genericenemyindex = ps->genericEnemyIndex;
s->activeForcePass = ps->activeForcePass;
s->angles2[YAW] = ps->movementDir;
s->legsAnim = ps->legsAnim;
s->torsoAnim = ps->torsoAnim;
s->legsFlip = ps->legsFlip;
s->torsoFlip = ps->torsoFlip;
s->clientNum = ps->clientNum; // ET_PLAYER looks here instead of at number
// so corpses can also reference the proper config
s->eFlags = ps->eFlags;
s->eFlags2 = ps->eFlags2;
s->saberInFlight = ps->saberInFlight;
s->saberEntityNum = ps->saberEntityNum;
s->saberMove = ps->saberMove;
s->forcePowersActive = ps->fd.forcePowersActive;
if (ps->duelInProgress)
{
s->bolt1 = 1;
}
else
{
s->bolt1 = 0;
}
s->otherEntityNum2 = ps->emplacedIndex;
s->saberHolstered = ps->saberHolstered;
if (ps->genericEnemyIndex != -1)
{
s->eFlags |= EF_SEEKERDRONE;
}
if ( ps->stats[STAT_HEALTH] <= 0 ) {
s->eFlags |= EF_DEAD;
} else {
s->eFlags &= ~EF_DEAD;
}
if ( ps->externalEvent ) {
s->event = ps->externalEvent;
s->eventParm = ps->externalEventParm;
} else if ( ps->entityEventSequence < ps->eventSequence ) {
int seq;
if ( ps->entityEventSequence < ps->eventSequence - MAX_PS_EVENTS) {
ps->entityEventSequence = ps->eventSequence - MAX_PS_EVENTS;
}
seq = ps->entityEventSequence & (MAX_PS_EVENTS-1);
s->event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 );
s->eventParm = ps->eventParms[ seq ];
ps->entityEventSequence++;
}
s->weapon = ps->weapon;
s->groundEntityNum = ps->groundEntityNum;
s->powerups = 0;
for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
if ( ps->powerups[ i ] ) {
s->powerups |= 1 << i;
}
}
s->loopSound = ps->loopSound;
s->generic1 = ps->generic1;
//NOT INCLUDED IN ENTITYSTATETOPLAYERSTATE:
s->modelindex2 = ps->weaponstate;
s->constantLight = ps->weaponChargeTime;
VectorCopy(ps->lastHitLoc, s->origin2);
s->isJediMaster = ps->isJediMaster;
s->time2 = ps->holocronBits;
s->fireflag = ps->fd.saberAnimLevel;
s->heldByClient = ps->heldByClient;
s->ragAttach = ps->ragAttach;
s->iModelScale = ps->iModelScale;
s->brokenLimbs = ps->brokenLimbs;
s->hasLookTarget = ps->hasLookTarget;
s->lookTarget = ps->lookTarget;
s->customRGBA[0] = ps->customRGBA[0];
s->customRGBA[1] = ps->customRGBA[1];
s->customRGBA[2] = ps->customRGBA[2];
s->customRGBA[3] = ps->customRGBA[3];
s->m_iVehicleNum = ps->m_iVehicleNum;
}
/*
========================
BG_PlayerStateToEntityStateExtraPolate
This is done after each set of usercmd_t on the server,
and after local prediction on the client
========================
*/
void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboolean snap ) {
int i;
if ( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR ) {
s->eType = ET_INVISIBLE;
} else if ( ps->stats[STAT_HEALTH] <= GIB_HEALTH ) {
s->eType = ET_INVISIBLE;
} else {
s->eType = ET_PLAYER;
}
s->number = ps->clientNum;
s->pos.trType = TR_LINEAR_STOP;
VectorCopy( ps->origin, s->pos.trBase );
if ( snap ) {
SnapVector( s->pos.trBase );
}
// set the trDelta for flag direction and linear prediction
VectorCopy( ps->velocity, s->pos.trDelta );
// set the time for linear prediction
s->pos.trTime = time;
// set maximum extra polation time
s->pos.trDuration = 50; // 1000 / sv_fps (default = 20)
s->apos.trType = TR_INTERPOLATE;
VectorCopy( ps->viewangles, s->apos.trBase );
if ( snap ) {
SnapVector( s->apos.trBase );
}
s->trickedentindex = ps->fd.forceMindtrickTargetIndex;
s->trickedentindex2 = ps->fd.forceMindtrickTargetIndex2;
s->trickedentindex3 = ps->fd.forceMindtrickTargetIndex3;
s->trickedentindex4 = ps->fd.forceMindtrickTargetIndex4;
s->forceFrame = ps->saberLockFrame;
s->emplacedOwner = ps->electrifyTime;
s->speed = ps->speed;
s->genericenemyindex = ps->genericEnemyIndex;
s->activeForcePass = ps->activeForcePass;
s->angles2[YAW] = ps->movementDir;
s->legsAnim = ps->legsAnim;
s->torsoAnim = ps->torsoAnim;
s->legsFlip = ps->legsFlip;
s->torsoFlip = ps->torsoFlip;
s->clientNum = ps->clientNum; // ET_PLAYER looks here instead of at number
// so corpses can also reference the proper config
s->eFlags = ps->eFlags;
s->eFlags2 = ps->eFlags2;
s->saberInFlight = ps->saberInFlight;
s->saberEntityNum = ps->saberEntityNum;
s->saberMove = ps->saberMove;
s->forcePowersActive = ps->fd.forcePowersActive;
if (ps->duelInProgress)
{
s->bolt1 = 1;
}
else
{
s->bolt1 = 0;
}
s->otherEntityNum2 = ps->emplacedIndex;
s->saberHolstered = ps->saberHolstered;
if (ps->genericEnemyIndex != -1)
{
s->eFlags |= EF_SEEKERDRONE;
}
if ( ps->stats[STAT_HEALTH] <= 0 ) {
s->eFlags |= EF_DEAD;
} else {
s->eFlags &= ~EF_DEAD;
}
if ( ps->externalEvent ) {
s->event = ps->externalEvent;
s->eventParm = ps->externalEventParm;
} else if ( ps->entityEventSequence < ps->eventSequence ) {
int seq;
if ( ps->entityEventSequence < ps->eventSequence - MAX_PS_EVENTS) {
ps->entityEventSequence = ps->eventSequence - MAX_PS_EVENTS;
}
seq = ps->entityEventSequence & (MAX_PS_EVENTS-1);
s->event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 );
s->eventParm = ps->eventParms[ seq ];
ps->entityEventSequence++;
}
s->weapon = ps->weapon;
s->groundEntityNum = ps->groundEntityNum;
s->powerups = 0;
for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
if ( ps->powerups[ i ] ) {
s->powerups |= 1 << i;
}
}
s->loopSound = ps->loopSound;
s->generic1 = ps->generic1;
//NOT INCLUDED IN ENTITYSTATETOPLAYERSTATE:
s->modelindex2 = ps->weaponstate;
s->constantLight = ps->weaponChargeTime;
VectorCopy(ps->lastHitLoc, s->origin2);
s->isJediMaster = ps->isJediMaster;
s->time2 = ps->holocronBits;
s->fireflag = ps->fd.saberAnimLevel;
s->heldByClient = ps->heldByClient;
s->ragAttach = ps->ragAttach;
s->iModelScale = ps->iModelScale;
s->brokenLimbs = ps->brokenLimbs;
s->hasLookTarget = ps->hasLookTarget;
s->lookTarget = ps->lookTarget;
s->customRGBA[0] = ps->customRGBA[0];
s->customRGBA[1] = ps->customRGBA[1];
s->customRGBA[2] = ps->customRGBA[2];
s->customRGBA[3] = ps->customRGBA[3];
s->m_iVehicleNum = ps->m_iVehicleNum;
}
/*
=============================================================================
PLAYER ANGLES
=============================================================================
*/
//perform the appropriate model precache routine
#ifdef QAGAME //game
extern int trap_G2API_InitGhoul2Model(void **ghoul2Ptr, const char *fileName, int modelIndex, qhandle_t customSkin,
qhandle_t customShader, int modelFlags, int lodBias); //exists on game/cgame/ui, only used on game
extern void trap_G2API_CleanGhoul2Models(void **ghoul2Ptr); //exists on game/cgame/ui, only used on game
#else //cgame/ui
extern qhandle_t trap_R_RegisterModel( const char *name ); //exists on cgame/ui
#endif
//game/cgame/ui
extern qhandle_t trap_R_RegisterSkin( const char *name ); //exists on game/cgame/ui
int BG_ModelCache(const char *modelName, const char *skinName)
{
#ifdef QAGAME
void *g2 = NULL;
if (skinName && skinName[0])
{
trap_R_RegisterSkin(skinName);
}
//I could hook up a precache ghoul2 function, but oh well, this works
trap_G2API_InitGhoul2Model(&g2, modelName, 0, 0, 0, 0, 0);
if (g2)
{ //now get rid of it
trap_G2API_CleanGhoul2Models(&g2);
}
return 0;
#else
if (skinName && skinName[0])
{
trap_R_RegisterSkin(skinName);
}
return trap_R_RegisterModel(modelName);
#endif
}
#ifdef _XBOX // Hacky BG_Alloc replacement
// This file claims to be stateless. Yeah, right. Regardless, I'm not setting
// aside 5.5 MB of static buffers for this crap. Let's use Z_Malloc. Of course,
// we still need to deal with the fact that any code using BG_Malloc is almost
// certainly leaking memory like a sieve.
// Dave addendum - TAG_BG_ALLOC is entirely freed when the level starts.
void *BG_Alloc ( int size )
{
return Z_Malloc(size, TAG_BG_ALLOC, qfalse, 4);
}
void *BG_AllocUnaligned ( int size )
{
// Ignore the unaligned hint, this function isn't called anyway
return Z_Malloc(size, TAG_BG_ALLOC, qfalse, 4);
}
// Because the interface to BG_TempAlloc/BG_TempFree is brain-dead, we need
// to remember our last few temporary allocations performed.
#define MAX_TEMP_ALLOCS 3
static void *tempAllocPointers[MAX_TEMP_ALLOCS] = { 0 };
static int tempAllocSizes[MAX_TEMP_ALLOCS] = { 0 };
void *BG_TempAlloc( int size )
{
int i;
// Do we have a free spot?
for (i = 0; i < MAX_TEMP_ALLOCS; ++i)
if (!tempAllocPointers[i])
break;
if (i == MAX_TEMP_ALLOCS)
{
assert(!"No space for TempAlloc -> Increase MAX_TEMP_ALLOCS");
return NULL;
}
tempAllocPointers[i] = Z_Malloc(size, TAG_TEMP_WORKSPACE, qfalse, 4);
tempAllocSizes[i] = size;
return tempAllocPointers[i];
}
void BG_TempFree( int size )
{
int i;
// Find the allocation
for (i = MAX_TEMP_ALLOCS - 1; i >= 0; --i)
if (tempAllocPointers[i] && (tempAllocSizes[i] == size))
break;
if (i < 0)
{
assert(!"BG_TempFree doesn't match a call to BG_TempAlloc");
return;
}
Z_Free(tempAllocPointers[i]);
tempAllocPointers[i] = 0;
tempAllocSizes[i] = 0;
return;
}
char *BG_StringAlloc ( const char *source )
{
char *dest;
dest = (char *) BG_Alloc ( strlen ( source ) + 1 );
strcpy ( dest, source );
return dest;
}
qboolean BG_OutOfMemory ( void )
{
// Never called
return qfalse;
}
#else // _XBOX
#ifdef QAGAME
#define MAX_POOL_SIZE 3000000 //1024000
#elif defined CGAME //don't need as much for cgame stuff. 2mb will be fine.
#define MAX_POOL_SIZE 2048000
#else //And for the ui the only thing we'll be using this for anyway is allocating anim data for g2 menu models
#define MAX_POOL_SIZE 512000
#endif
//I am using this for all the stuff like NPC client structures on server/client and
//non-humanoid animations as well until/if I can get dynamic memory working properly
//with casted datatypes, which is why it is so large.
static char bg_pool[MAX_POOL_SIZE];
static int bg_poolSize = 0;
static int bg_poolTail = MAX_POOL_SIZE;
void *BG_Alloc ( int size )
{
bg_poolSize = ((bg_poolSize + 0x00000003) & 0xfffffffc);
if (bg_poolSize + size > bg_poolTail)
{
Com_Error( ERR_DROP, "BG_Alloc: buffer exceeded tail (%d > %d)", bg_poolSize + size, bg_poolTail);
return 0;
}
bg_poolSize += size;
return &bg_pool[bg_poolSize-size];
}
void *BG_AllocUnaligned ( int size )
{
if (bg_poolSize + size > bg_poolTail)
{
Com_Error( ERR_DROP, "BG_AllocUnaligned: buffer exceeded tail (%d > %d)", bg_poolSize + size, bg_poolTail);
return 0;
}
bg_poolSize += size;
return &bg_pool[bg_poolSize-size];
}
void *BG_TempAlloc( int size )
{
size = ((size + 0x00000003) & 0xfffffffc);
if (bg_poolTail - size < bg_poolSize)
{
Com_Error( ERR_DROP, "BG_TempAlloc: buffer exceeded head (%d > %d)", bg_poolTail - size, bg_poolSize);
return 0;
}
bg_poolTail -= size;
return &bg_pool[bg_poolTail];
}
void BG_TempFree( int size )
{
size = ((size + 0x00000003) & 0xfffffffc);
if (bg_poolTail+size > MAX_POOL_SIZE)
{
Com_Error( ERR_DROP, "BG_TempFree: tail greater than size (%d > %d)", bg_poolTail+size, MAX_POOL_SIZE );
}
bg_poolTail += size;
}
char *BG_StringAlloc ( const char *source )
{
char *dest;
dest = BG_Alloc ( strlen ( source ) + 1 );
strcpy ( dest, source );
return dest;
}
qboolean BG_OutOfMemory ( void )
{
return bg_poolSize >= MAX_POOL_SIZE;
}
#endif // _XBOX && QAGAME
#include "../namespace_end.h"