mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-29 07:22:23 +00:00
2315 lines
53 KiB
C
2315 lines
53 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// g_utils.c -- misc utility functions for game module
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#include "g_local.h"
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#include "bg_saga.h"
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#include "q_shared.h"
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typedef struct {
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char oldShader[MAX_QPATH];
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char newShader[MAX_QPATH];
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float timeOffset;
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} shaderRemap_t;
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#define MAX_SHADER_REMAPS 128
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int remapCount = 0;
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shaderRemap_t remappedShaders[MAX_SHADER_REMAPS];
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void AddRemap(const char *oldShader, const char *newShader, float timeOffset) {
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int i;
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for (i = 0; i < remapCount; i++) {
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if (Q_stricmp(oldShader, remappedShaders[i].oldShader) == 0) {
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// found it, just update this one
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strcpy(remappedShaders[i].newShader,newShader);
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remappedShaders[i].timeOffset = timeOffset;
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return;
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}
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}
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if (remapCount < MAX_SHADER_REMAPS) {
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strcpy(remappedShaders[remapCount].newShader,newShader);
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strcpy(remappedShaders[remapCount].oldShader,oldShader);
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remappedShaders[remapCount].timeOffset = timeOffset;
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remapCount++;
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}
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}
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const char *BuildShaderStateConfig(void) {
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static char buff[MAX_STRING_CHARS*4];
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char out[(MAX_QPATH * 2) + 5];
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int i;
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memset(buff, 0, MAX_STRING_CHARS);
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for (i = 0; i < remapCount; i++) {
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Com_sprintf(out, (MAX_QPATH * 2) + 5, "%s=%s:%5.2f@", remappedShaders[i].oldShader, remappedShaders[i].newShader, remappedShaders[i].timeOffset);
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Q_strcat( buff, sizeof( buff ), out);
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}
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return buff;
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}
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/*
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=========================================================================
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model / sound configstring indexes
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=========================================================================
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*/
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/*
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================
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G_FindConfigstringIndex
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================
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*/
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static int G_FindConfigstringIndex( const char *name, int start, int max, qboolean create ) {
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int i;
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char s[MAX_STRING_CHARS];
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if ( !name || !name[0] ) {
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return 0;
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}
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for ( i=1 ; i<max ; i++ ) {
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trap_GetConfigstring( start + i, s, sizeof( s ) );
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if ( !s[0] ) {
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break;
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}
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if ( !strcmp( s, name ) ) {
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return i;
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}
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}
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if ( !create ) {
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return 0;
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}
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if ( i == max ) {
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G_Error( "G_FindConfigstringIndex: overflow" );
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}
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trap_SetConfigstring( start + i, name );
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return i;
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}
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/*
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Ghoul2 Insert Start
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*/
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int G_BoneIndex( const char *name ) {
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return G_FindConfigstringIndex (name, CS_G2BONES, MAX_G2BONES, qtrue);
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}
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/*
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Ghoul2 Insert End
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*/
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int G_ModelIndex( const char *name ) {
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#ifdef _DEBUG_MODEL_PATH_ON_SERVER
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//debug to see if we are shoving data into configstrings for models that don't exist, and if
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//so, where we are doing it from -rww
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fileHandle_t fh;
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trap_FS_FOpenFile(name, &fh, FS_READ);
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if (!fh)
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{ //try models/ then, this is assumed for registering models
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trap_FS_FOpenFile(va("models/%s", name), &fh, FS_READ);
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if (!fh)
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{
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Com_Printf("ERROR: Server tried to modelindex %s but it doesn't exist.\n", name);
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}
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}
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if (fh)
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{
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trap_FS_FCloseFile(fh);
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}
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#endif
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return G_FindConfigstringIndex (name, CS_MODELS, MAX_MODELS, qtrue);
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}
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int G_IconIndex( const char* name )
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{
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assert(name && name[0]);
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return G_FindConfigstringIndex (name, CS_ICONS, MAX_ICONS, qtrue);
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}
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int G_SoundIndex( const char *name ) {
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assert(name && name[0]);
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return G_FindConfigstringIndex (name, CS_SOUNDS, MAX_SOUNDS, qtrue);
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}
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int G_SoundSetIndex(const char *name)
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{
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return G_FindConfigstringIndex (name, CS_AMBIENT_SET, MAX_AMBIENT_SETS, qtrue);
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}
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int G_EffectIndex( const char *name )
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{
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return G_FindConfigstringIndex (name, CS_EFFECTS, MAX_FX, qtrue);
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}
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int G_BSPIndex( const char *name )
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{
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return G_FindConfigstringIndex (name, CS_BSP_MODELS, MAX_SUB_BSP, qtrue);
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}
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//=====================================================================
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//see if we can or should allow this guy to use a custom skeleton -rww
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qboolean G_PlayerHasCustomSkeleton(gentity_t *ent)
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{
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/*
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siegeClass_t *scl;
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if (g_gametype.integer != GT_SIEGE)
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{ //only in siege
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return qfalse;
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}
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if (ent->s.number >= MAX_CLIENTS ||
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!ent->client ||
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ent->client->siegeClass == -1)
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{ //invalid class
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return qfalse;
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}
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scl = &bgSiegeClasses[ent->client->siegeClass];
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if (!(scl->classflags & (1<<CFL_CUSTOMSKEL)))
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{ //class is not flagged for this
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return qfalse;
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}
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return qtrue;
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*/
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return qfalse;
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}
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/*
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================
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G_TeamCommand
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Broadcasts a command to only a specific team
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================
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*/
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void G_TeamCommand( team_t team, char *cmd ) {
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int i;
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for ( i = 0 ; i < level.maxclients ; i++ ) {
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if ( level.clients[i].pers.connected == CON_CONNECTED ) {
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if ( level.clients[i].sess.sessionTeam == team ) {
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trap_SendServerCommand( i, va("%s", cmd ));
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}
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}
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}
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}
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/*
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=============
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G_Find
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Searches all active entities for the next one that holds
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the matching string at fieldofs (use the FOFS() macro) in the structure.
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Searches beginning at the entity after from, or the beginning if NULL
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NULL will be returned if the end of the list is reached.
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=============
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*/
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gentity_t *G_Find (gentity_t *from, int fieldofs, const char *match)
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{
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char *s;
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if (!from)
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from = g_entities;
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else
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from++;
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for ( ; from < &g_entities[level.num_entities] ; from++)
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{
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if (!from->inuse)
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continue;
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s = *(char **) ((byte *)from + fieldofs);
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if (!s)
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continue;
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if (!Q_stricmp (s, match))
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return from;
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}
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return NULL;
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}
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/*
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============
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G_RadiusList - given an origin and a radius, return all entities that are in use that are within the list
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============
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*/
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int G_RadiusList ( vec3_t origin, float radius, gentity_t *ignore, qboolean takeDamage, gentity_t *ent_list[MAX_GENTITIES])
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{
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float dist;
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gentity_t *ent;
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int entityList[MAX_GENTITIES];
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int numListedEntities;
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vec3_t mins, maxs;
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vec3_t v;
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int i, e;
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int ent_count = 0;
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if ( radius < 1 )
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{
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radius = 1;
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}
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for ( i = 0 ; i < 3 ; i++ )
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{
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mins[i] = origin[i] - radius;
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maxs[i] = origin[i] + radius;
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}
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numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
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for ( e = 0 ; e < numListedEntities ; e++ )
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{
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ent = &g_entities[entityList[ e ]];
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if ((ent == ignore) || !(ent->inuse) || ent->takedamage != takeDamage)
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continue;
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// find the distance from the edge of the bounding box
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for ( i = 0 ; i < 3 ; i++ )
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{
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if ( origin[i] < ent->r.absmin[i] )
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{
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v[i] = ent->r.absmin[i] - origin[i];
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} else if ( origin[i] > ent->r.absmax[i] )
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{
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v[i] = origin[i] - ent->r.absmax[i];
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} else
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{
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v[i] = 0;
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}
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}
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dist = VectorLength( v );
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if ( dist >= radius )
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{
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continue;
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}
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// ok, we are within the radius, add us to the incoming list
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ent_list[ent_count] = ent;
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ent_count++;
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}
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// we are done, return how many we found
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return(ent_count);
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}
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//----------------------------------------------------------
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void G_Throw( gentity_t *targ, vec3_t newDir, float push )
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//----------------------------------------------------------
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{
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vec3_t kvel;
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float mass;
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if ( targ->physicsBounce > 0 ) //overide the mass
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{
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mass = targ->physicsBounce;
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}
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else
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{
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mass = 200;
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}
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if ( g_gravity.value > 0 )
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{
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VectorScale( newDir, g_knockback.value * (float)push / mass * 0.8, kvel );
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kvel[2] = newDir[2] * g_knockback.value * (float)push / mass * 1.5;
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}
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else
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{
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VectorScale( newDir, g_knockback.value * (float)push / mass, kvel );
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}
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if ( targ->client )
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{
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VectorAdd( targ->client->ps.velocity, kvel, targ->client->ps.velocity );
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}
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else if ( targ->s.pos.trType != TR_STATIONARY && targ->s.pos.trType != TR_LINEAR_STOP && targ->s.pos.trType != TR_NONLINEAR_STOP )
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{
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VectorAdd( targ->s.pos.trDelta, kvel, targ->s.pos.trDelta );
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VectorCopy( targ->r.currentOrigin, targ->s.pos.trBase );
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targ->s.pos.trTime = level.time;
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}
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// set the timer so that the other client can't cancel
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// out the movement immediately
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if ( targ->client && !targ->client->ps.pm_time )
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{
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int t;
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t = push * 2;
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if ( t < 50 )
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{
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t = 50;
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}
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if ( t > 200 )
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{
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t = 200;
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}
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targ->client->ps.pm_time = t;
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targ->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
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}
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}
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//methods of creating/freeing "fake" dynamically allocated client entity structures.
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//You ABSOLUTELY MUST free this client after creating it before game shutdown. If
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//it is left around you will have a memory leak, because true dynamic memory is
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//allocated by the exe.
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void G_FreeFakeClient(gclient_t **cl)
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{ //or not, the dynamic stuff is busted somehow at the moment. Yet it still works in the test.
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//I think something is messed up in being able to cast the memory to stuff to modify it,
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//while modifying it directly seems to work fine.
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//trap_TrueFree((void **)cl);
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}
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//allocate a veh object
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#define MAX_VEHICLES_AT_A_TIME 128
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static Vehicle_t g_vehiclePool[MAX_VEHICLES_AT_A_TIME];
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static qboolean g_vehiclePoolOccupied[MAX_VEHICLES_AT_A_TIME];
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static qboolean g_vehiclePoolInit = qfalse;
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void G_AllocateVehicleObject(Vehicle_t **pVeh)
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{
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int i = 0;
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if (!g_vehiclePoolInit)
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{
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g_vehiclePoolInit = qtrue;
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memset(g_vehiclePoolOccupied, 0, sizeof(g_vehiclePoolOccupied));
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}
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while (i < MAX_VEHICLES_AT_A_TIME)
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{ //iterate through and try to find a free one
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if (!g_vehiclePoolOccupied[i])
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{
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g_vehiclePoolOccupied[i] = qtrue;
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memset(&g_vehiclePool[i], 0, sizeof(Vehicle_t));
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*pVeh = &g_vehiclePool[i];
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return;
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}
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i++;
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}
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Com_Error(ERR_DROP, "Ran out of vehicle pool slots.");
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}
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//free the pointer, sort of a lame method
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void G_FreeVehicleObject(Vehicle_t *pVeh)
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{
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int i = 0;
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while (i < MAX_VEHICLES_AT_A_TIME)
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{
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if (g_vehiclePoolOccupied[i] &&
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&g_vehiclePool[i] == pVeh)
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{ //guess this is it
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g_vehiclePoolOccupied[i] = qfalse;
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break;
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}
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i++;
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}
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}
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gclient_t *gClPtrs[MAX_GENTITIES];
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void G_CreateFakeClient(int entNum, gclient_t **cl)
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{
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//trap_TrueMalloc((void **)cl, sizeof(gclient_t));
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if (!gClPtrs[entNum])
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{
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gClPtrs[entNum] = (gclient_t *) BG_Alloc(sizeof(gclient_t));
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}
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*cl = gClPtrs[entNum];
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}
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#ifdef _XBOX
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void G_ClPtrClear(void)
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{
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for(int i=0; i<MAX_GENTITIES; i++) {
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gClPtrs[i] = NULL;
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}
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}
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#endif
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//call this on game shutdown to run through and get rid of all the lingering client pointers.
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void G_CleanAllFakeClients(void)
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{
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int i = MAX_CLIENTS; //start off here since all ents below have real client structs.
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gentity_t *ent;
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while (i < MAX_GENTITIES)
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{
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ent = &g_entities[i];
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if (ent->inuse && ent->s.eType == ET_NPC && ent->client)
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{
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G_FreeFakeClient(&ent->client);
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}
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i++;
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}
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}
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/*
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=============
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G_SetAnim
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Finally reworked PM_SetAnim to allow non-pmove calls, so we take our
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local anim index into account and make the call -rww
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=============
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*/
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#include "../namespace_begin.h"
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void BG_SetAnim(playerState_t *ps, animation_t *animations, int setAnimParts,int anim,int setAnimFlags, int blendTime);
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#include "../namespace_end.h"
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void G_SetAnim(gentity_t *ent, usercmd_t *ucmd, int setAnimParts, int anim, int setAnimFlags, int blendTime)
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{
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#if 0 //old hackish way
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pmove_t pmv;
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assert(ent && ent->inuse && ent->client);
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memset (&pmv, 0, sizeof(pmv));
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pmv.ps = &ent->client->ps;
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pmv.animations = bgAllAnims[ent->localAnimIndex].anims;
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if (!ucmd)
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{
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pmv.cmd = ent->client->pers.cmd;
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}
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else
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{
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pmv.cmd = *ucmd;
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}
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pmv.trace = trap_Trace;
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pmv.pointcontents = trap_PointContents;
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pmv.gametype = g_gametype.integer;
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//don't need to bother with ghoul2 stuff, it's not even used in PM_SetAnim.
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pm = &pmv;
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PM_SetAnim(setAnimParts, anim, setAnimFlags, blendTime);
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#else //new clean and shining way!
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assert(ent->client);
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BG_SetAnim(&ent->client->ps, bgAllAnims[ent->localAnimIndex].anims, setAnimParts,
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anim, setAnimFlags, blendTime);
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#endif
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}
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/*
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=============
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G_PickTarget
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Selects a random entity from among the targets
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=============
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*/
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#define MAXCHOICES 32
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gentity_t *G_PickTarget (char *targetname)
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{
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gentity_t *ent = NULL;
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int num_choices = 0;
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gentity_t *choice[MAXCHOICES];
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if (!targetname)
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{
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G_Printf("G_PickTarget called with NULL targetname\n");
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return NULL;
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}
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while(1)
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{
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ent = G_Find (ent, FOFS(targetname), targetname);
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if (!ent)
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break;
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choice[num_choices++] = ent;
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if (num_choices == MAXCHOICES)
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break;
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}
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if (!num_choices)
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{
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G_Printf("G_PickTarget: target %s not found\n", targetname);
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return NULL;
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}
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return choice[rand() % num_choices];
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}
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void GlobalUse(gentity_t *self, gentity_t *other, gentity_t *activator)
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{
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if (!self || (self->flags & FL_INACTIVE))
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{
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return;
|
|
}
|
|
|
|
if (!self->use)
|
|
{
|
|
return;
|
|
}
|
|
self->use(self, other, activator);
|
|
}
|
|
|
|
void G_UseTargets2( gentity_t *ent, gentity_t *activator, const char *string ) {
|
|
gentity_t *t;
|
|
|
|
if ( !ent ) {
|
|
return;
|
|
}
|
|
|
|
if (ent->targetShaderName && ent->targetShaderNewName) {
|
|
float f = level.time * 0.001;
|
|
AddRemap(ent->targetShaderName, ent->targetShaderNewName, f);
|
|
trap_SetConfigstring(CS_SHADERSTATE, BuildShaderStateConfig());
|
|
}
|
|
|
|
if ( !string || !string[0] ) {
|
|
return;
|
|
}
|
|
|
|
t = NULL;
|
|
while ( (t = G_Find (t, FOFS(targetname), string)) != NULL ) {
|
|
if ( t == ent ) {
|
|
G_Printf ("WARNING: Entity used itself.\n");
|
|
} else {
|
|
if ( t->use ) {
|
|
GlobalUse(t, ent, activator);
|
|
}
|
|
}
|
|
if ( !ent->inuse ) {
|
|
G_Printf("entity was removed while using targets\n");
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
/*
|
|
==============================
|
|
G_UseTargets
|
|
|
|
"activator" should be set to the entity that initiated the firing.
|
|
|
|
Search for (string)targetname in all entities that
|
|
match (string)self.target and call their .use function
|
|
|
|
==============================
|
|
*/
|
|
void G_UseTargets( gentity_t *ent, gentity_t *activator )
|
|
{
|
|
if (!ent)
|
|
{
|
|
return;
|
|
}
|
|
G_UseTargets2(ent, activator, ent->target);
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
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( const 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;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
G_SetMovedir
|
|
|
|
The editor only specifies a single value for angles (yaw),
|
|
but we have special constants to generate an up or down direction.
|
|
Angles will be cleared, because it is being used to represent a direction
|
|
instead of an orientation.
|
|
===============
|
|
*/
|
|
void G_SetMovedir( vec3_t angles, vec3_t movedir ) {
|
|
static vec3_t VEC_UP = {0, -1, 0};
|
|
static vec3_t MOVEDIR_UP = {0, 0, 1};
|
|
static vec3_t VEC_DOWN = {0, -2, 0};
|
|
static vec3_t MOVEDIR_DOWN = {0, 0, -1};
|
|
|
|
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 );
|
|
}
|
|
|
|
void G_InitGentity( gentity_t *e ) {
|
|
e->inuse = qtrue;
|
|
e->classname = "noclass";
|
|
e->s.number = e - g_entities;
|
|
e->r.ownerNum = ENTITYNUM_NONE;
|
|
e->s.modelGhoul2 = 0; //assume not
|
|
|
|
trap_ICARUS_FreeEnt( e ); //ICARUS information must be added after this point
|
|
}
|
|
|
|
//give us some decent info on all the active ents -rww
|
|
static void G_SpewEntList(void)
|
|
{
|
|
int i = 0;
|
|
int numNPC = 0;
|
|
int numProjectile = 0;
|
|
int numTempEnt = 0;
|
|
int numTempEntST = 0;
|
|
char className[MAX_STRING_CHARS];
|
|
gentity_t *ent;
|
|
char *str;
|
|
#ifdef FINAL_BUILD
|
|
#define VM_OR_FINAL_BUILD
|
|
#elif defined Q3_VM
|
|
#define VM_OR_FINAL_BUILD
|
|
#endif
|
|
|
|
#ifndef VM_OR_FINAL_BUILD
|
|
fileHandle_t fh;
|
|
trap_FS_FOpenFile("entspew.txt", &fh, FS_WRITE);
|
|
#endif
|
|
|
|
while (i < ENTITYNUM_MAX_NORMAL)
|
|
{
|
|
ent = &g_entities[i];
|
|
if (ent->inuse)
|
|
{
|
|
if (ent->s.eType == ET_NPC)
|
|
{
|
|
numNPC++;
|
|
}
|
|
else if (ent->s.eType == ET_MISSILE)
|
|
{
|
|
numProjectile++;
|
|
}
|
|
else if (ent->freeAfterEvent)
|
|
{
|
|
numTempEnt++;
|
|
if (ent->s.eFlags & EF_SOUNDTRACKER)
|
|
{
|
|
numTempEntST++;
|
|
}
|
|
|
|
str = va("TEMPENT %4i: EV %i\n", ent->s.number, ent->s.eType-ET_EVENTS);
|
|
Com_Printf(str);
|
|
#ifndef VM_OR_FINAL_BUILD
|
|
if (fh)
|
|
{
|
|
trap_FS_Write(str, strlen(str), fh);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
if (ent->classname && ent->classname[0])
|
|
{
|
|
strcpy(className, ent->classname);
|
|
}
|
|
else
|
|
{
|
|
strcpy(className, "Unknown");
|
|
}
|
|
str = va("ENT %4i: Classname %s\n", ent->s.number, className);
|
|
Com_Printf(str);
|
|
#ifndef VM_OR_FINAL_BUILD
|
|
if (fh)
|
|
{
|
|
trap_FS_Write(str, strlen(str), fh);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
i++;
|
|
}
|
|
|
|
str = va("TempEnt count: %i\nTempEnt ST: %i\nNPC count: %i\nProjectile count: %i\n", numTempEnt, numTempEntST, numNPC, numProjectile);
|
|
Com_Printf(str);
|
|
#ifndef VM_OR_FINAL_BUILD
|
|
if (fh)
|
|
{
|
|
trap_FS_Write(str, strlen(str), fh);
|
|
trap_FS_FCloseFile(fh);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
=================
|
|
G_Spawn
|
|
|
|
Either finds a free entity, or allocates a new one.
|
|
|
|
The slots from 0 to MAX_CLIENTS-1 are always reserved for clients, and will
|
|
never be used by anything else.
|
|
|
|
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.
|
|
=================
|
|
*/
|
|
gentity_t *G_Spawn( void ) {
|
|
int i, force;
|
|
gentity_t *e;
|
|
|
|
e = NULL; // shut up warning
|
|
i = 0; // shut up warning
|
|
for ( force = 0 ; force < 2 ; force++ ) {
|
|
// if we go through all entities and can't find one to free,
|
|
// override the normal minimum times before use
|
|
e = &g_entities[MAX_CLIENTS];
|
|
for ( i = MAX_CLIENTS ; i<level.num_entities ; i++, e++) {
|
|
if ( e->inuse ) {
|
|
continue;
|
|
}
|
|
|
|
// the first couple seconds of server time can involve a lot of
|
|
// freeing and allocating, so relax the replacement policy
|
|
if ( !force && e->freetime > level.startTime + 2000 && level.time - e->freetime < 1000 )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// reuse this slot
|
|
G_InitGentity( e );
|
|
return e;
|
|
}
|
|
if ( i != MAX_GENTITIES ) {
|
|
break;
|
|
}
|
|
}
|
|
if ( i == ENTITYNUM_MAX_NORMAL ) {
|
|
/*
|
|
for (i = 0; i < MAX_GENTITIES; i++) {
|
|
G_Printf("%4i: %s\n", i, g_entities[i].classname);
|
|
}
|
|
*/
|
|
G_SpewEntList();
|
|
G_Error( "G_Spawn: no free entities" );
|
|
}
|
|
|
|
// open up a new slot
|
|
level.num_entities++;
|
|
|
|
// let the server system know that there are more entities
|
|
trap_LocateGameData( level.gentities, level.num_entities, sizeof( gentity_t ),
|
|
&level.clients[0].ps, sizeof( level.clients[0] ) );
|
|
|
|
G_InitGentity( e );
|
|
return e;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
G_EntitiesFree
|
|
=================
|
|
*/
|
|
qboolean G_EntitiesFree( void ) {
|
|
int i;
|
|
gentity_t *e;
|
|
|
|
e = &g_entities[MAX_CLIENTS];
|
|
for ( i = MAX_CLIENTS; i < level.num_entities; i++, e++) {
|
|
if ( e->inuse ) {
|
|
continue;
|
|
}
|
|
// slot available
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
#define MAX_G2_KILL_QUEUE 256
|
|
|
|
int gG2KillIndex[MAX_G2_KILL_QUEUE];
|
|
int gG2KillNum = 0;
|
|
|
|
void G_SendG2KillQueue(void)
|
|
{
|
|
char g2KillString[1024];
|
|
int i = 0;
|
|
|
|
if (!gG2KillNum)
|
|
{
|
|
return;
|
|
}
|
|
|
|
Com_sprintf(g2KillString, 1024, "kg2");
|
|
|
|
while (i < gG2KillNum && i < 64)
|
|
{ //send 64 at once, max...
|
|
Q_strcat(g2KillString, 1024, va(" %i", gG2KillIndex[i]));
|
|
i++;
|
|
}
|
|
|
|
trap_SendServerCommand(-1, g2KillString);
|
|
|
|
//Clear the count because we just sent off the whole queue
|
|
gG2KillNum -= i;
|
|
if (gG2KillNum < 0)
|
|
{ //hmm, should be impossible, but I'm paranoid as we're far past beta.
|
|
assert(0);
|
|
gG2KillNum = 0;
|
|
}
|
|
}
|
|
|
|
void G_KillG2Queue(int entNum)
|
|
{
|
|
if (gG2KillNum >= MAX_G2_KILL_QUEUE)
|
|
{ //This would be considered a Bad Thing.
|
|
#ifdef _DEBUG
|
|
Com_Printf("WARNING: Exceeded the MAX_G2_KILL_QUEUE count for this frame!\n");
|
|
#endif
|
|
//Since we're out of queue slots, just send it now as a seperate command (eats more bandwidth, but we have no choice)
|
|
trap_SendServerCommand(-1, va("kg2 %i", entNum));
|
|
return;
|
|
}
|
|
|
|
gG2KillIndex[gG2KillNum] = entNum;
|
|
gG2KillNum++;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
G_FreeEntity
|
|
|
|
Marks the entity as free
|
|
=================
|
|
*/
|
|
void G_FreeEntity( gentity_t *ed ) {
|
|
//gentity_t *te;
|
|
|
|
if (ed->isSaberEntity)
|
|
{
|
|
#ifdef _DEBUG
|
|
Com_Printf("Tried to remove JM saber!\n");
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
trap_UnlinkEntity (ed); // unlink from world
|
|
|
|
trap_ICARUS_FreeEnt( ed ); //ICARUS information must be added after this point
|
|
|
|
if ( ed->neverFree ) {
|
|
return;
|
|
}
|
|
|
|
//rww - this may seem a bit hackish, but unfortunately we have no access
|
|
//to anything ghoul2-related on the server and thus must send a message
|
|
//to let the client know he needs to clean up all the g2 stuff for this
|
|
//now-removed entity
|
|
if (ed->s.modelGhoul2)
|
|
{ //force all clients to accept an event to destroy this instance, right now
|
|
/*
|
|
te = G_TempEntity( vec3_origin, EV_DESTROY_GHOUL2_INSTANCE );
|
|
te->r.svFlags |= SVF_BROADCAST;
|
|
te->s.eventParm = ed->s.number;
|
|
*/
|
|
//Or not. Events can be dropped, so that would be a bad thing.
|
|
G_KillG2Queue(ed->s.number);
|
|
}
|
|
|
|
//And, free the server instance too, if there is one.
|
|
if (ed->ghoul2)
|
|
{
|
|
trap_G2API_CleanGhoul2Models(&(ed->ghoul2));
|
|
}
|
|
|
|
if (ed->s.eType == ET_NPC && ed->m_pVehicle)
|
|
{ //tell the "vehicle pool" that this one is now free
|
|
G_FreeVehicleObject(ed->m_pVehicle);
|
|
}
|
|
|
|
if (ed->s.eType == ET_NPC && ed->client)
|
|
{ //this "client" structure is one of our dynamically allocated ones, so free the memory
|
|
int saberEntNum = -1;
|
|
int i = 0;
|
|
if (ed->client->ps.saberEntityNum)
|
|
{
|
|
saberEntNum = ed->client->ps.saberEntityNum;
|
|
}
|
|
else if (ed->client->saberStoredIndex)
|
|
{
|
|
saberEntNum = ed->client->saberStoredIndex;
|
|
}
|
|
|
|
if (saberEntNum > 0 && g_entities[saberEntNum].inuse)
|
|
{
|
|
g_entities[saberEntNum].neverFree = qfalse;
|
|
G_FreeEntity(&g_entities[saberEntNum]);
|
|
}
|
|
|
|
while (i < MAX_SABERS)
|
|
{
|
|
if (ed->client->weaponGhoul2[i] && trap_G2_HaveWeGhoul2Models(ed->client->weaponGhoul2[i]))
|
|
{
|
|
trap_G2API_CleanGhoul2Models(&ed->client->weaponGhoul2[i]);
|
|
}
|
|
i++;
|
|
}
|
|
|
|
G_FreeFakeClient(&ed->client);
|
|
}
|
|
|
|
if (ed->s.eFlags & EF_SOUNDTRACKER)
|
|
{
|
|
int i = 0;
|
|
gentity_t *ent;
|
|
|
|
while (i < MAX_CLIENTS)
|
|
{
|
|
ent = &g_entities[i];
|
|
|
|
if (ent && ent->inuse && ent->client)
|
|
{
|
|
int ch = TRACK_CHANNEL_NONE-50;
|
|
|
|
while (ch < NUM_TRACK_CHANNELS-50)
|
|
{
|
|
if (ent->client->ps.fd.killSoundEntIndex[ch] == ed->s.number)
|
|
{
|
|
ent->client->ps.fd.killSoundEntIndex[ch] = 0;
|
|
}
|
|
|
|
ch++;
|
|
}
|
|
}
|
|
|
|
i++;
|
|
}
|
|
|
|
//make sure clientside loop sounds are killed on the tracker and client
|
|
trap_SendServerCommand(-1, va("kls %i %i", ed->s.trickedentindex, ed->s.number));
|
|
}
|
|
|
|
memset (ed, 0, sizeof(*ed));
|
|
ed->classname = "freed";
|
|
ed->freetime = level.time;
|
|
ed->inuse = qfalse;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
G_TempEntity
|
|
|
|
Spawns an event entity that will be auto-removed
|
|
The origin will be snapped to save net bandwidth, so care
|
|
must be taken if the origin is right on a surface (snap towards start vector first)
|
|
=================
|
|
*/
|
|
gentity_t *G_TempEntity( vec3_t origin, int event ) {
|
|
gentity_t *e;
|
|
vec3_t snapped;
|
|
|
|
e = G_Spawn();
|
|
e->s.eType = ET_EVENTS + event;
|
|
|
|
e->classname = "tempEntity";
|
|
e->eventTime = level.time;
|
|
e->freeAfterEvent = qtrue;
|
|
|
|
VectorCopy( origin, snapped );
|
|
SnapVector( snapped ); // save network bandwidth
|
|
G_SetOrigin( e, snapped );
|
|
//WTF? Why aren't we setting the s.origin? (like below)
|
|
//cg_events.c code checks origin all over the place!!!
|
|
//Trying to save bandwidth...?
|
|
//VectorCopy( snapped, e->s.origin );
|
|
|
|
// find cluster for PVS
|
|
trap_LinkEntity( e );
|
|
|
|
return e;
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
G_SoundTempEntity
|
|
|
|
Special event entity that keeps sound trackers in mind
|
|
=================
|
|
*/
|
|
gentity_t *G_SoundTempEntity( vec3_t origin, int event, int channel ) {
|
|
gentity_t *e;
|
|
vec3_t snapped;
|
|
|
|
e = G_Spawn();
|
|
|
|
e->s.eType = ET_EVENTS + event;
|
|
e->inuse = qtrue;
|
|
|
|
e->classname = "tempEntity";
|
|
e->eventTime = level.time;
|
|
e->freeAfterEvent = qtrue;
|
|
|
|
VectorCopy( origin, snapped );
|
|
SnapVector( snapped ); // save network bandwidth
|
|
G_SetOrigin( e, snapped );
|
|
|
|
// find cluster for PVS
|
|
trap_LinkEntity( e );
|
|
|
|
return e;
|
|
}
|
|
|
|
|
|
//scale health down below 1024 to fit in health bits
|
|
void G_ScaleNetHealth(gentity_t *self)
|
|
{
|
|
int maxHealth = self->maxHealth;
|
|
|
|
if (maxHealth < 1000)
|
|
{ //it's good then
|
|
self->s.maxhealth = maxHealth;
|
|
self->s.health = self->health;
|
|
|
|
if (self->s.health < 0)
|
|
{ //don't let it wrap around
|
|
self->s.health = 0;
|
|
}
|
|
return;
|
|
}
|
|
|
|
//otherwise, scale it down
|
|
self->s.maxhealth = (maxHealth/100);
|
|
self->s.health = (self->health/100);
|
|
|
|
if (self->s.health < 0)
|
|
{ //don't let it wrap around
|
|
self->s.health = 0;
|
|
}
|
|
|
|
if (self->health > 0 &&
|
|
self->s.health <= 0)
|
|
{ //don't let it scale to 0 if the thing is still not "dead"
|
|
self->s.health = 1;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
Kill box
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
/*
|
|
=================
|
|
G_KillBox
|
|
|
|
Kills all entities that would touch the proposed new positioning
|
|
of ent. Ent should be unlinked before calling this!
|
|
=================
|
|
*/
|
|
void G_KillBox (gentity_t *ent) {
|
|
int i, num;
|
|
int touch[MAX_GENTITIES];
|
|
gentity_t *hit;
|
|
vec3_t mins, maxs;
|
|
|
|
VectorAdd( ent->client->ps.origin, ent->r.mins, mins );
|
|
VectorAdd( ent->client->ps.origin, ent->r.maxs, maxs );
|
|
num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
|
|
|
|
for (i=0 ; i<num ; i++) {
|
|
hit = &g_entities[touch[i]];
|
|
if ( !hit->client ) {
|
|
continue;
|
|
}
|
|
|
|
if (hit->s.number == ent->s.number)
|
|
{ //don't telefrag yourself!
|
|
continue;
|
|
}
|
|
|
|
if (ent->r.ownerNum == hit->s.number)
|
|
{ //don't telefrag your vehicle!
|
|
continue;
|
|
}
|
|
|
|
// nail it
|
|
G_Damage ( hit, ent, ent, NULL, NULL,
|
|
100000, DAMAGE_NO_PROTECTION, MOD_TELEFRAG);
|
|
}
|
|
|
|
}
|
|
|
|
//==============================================================================
|
|
|
|
/*
|
|
===============
|
|
G_AddPredictableEvent
|
|
|
|
Use for non-pmove events that would also be predicted on the
|
|
client side: jumppads and item pickups
|
|
Adds an event+parm and twiddles the event counter
|
|
===============
|
|
*/
|
|
void G_AddPredictableEvent( gentity_t *ent, int event, int eventParm ) {
|
|
if ( !ent->client ) {
|
|
return;
|
|
}
|
|
BG_AddPredictableEventToPlayerstate( event, eventParm, &ent->client->ps );
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
G_AddEvent
|
|
|
|
Adds an event+parm and twiddles the event counter
|
|
===============
|
|
*/
|
|
void G_AddEvent( gentity_t *ent, int event, int eventParm ) {
|
|
int bits;
|
|
|
|
if ( !event ) {
|
|
G_Printf( "G_AddEvent: zero event added for entity %i\n", ent->s.number );
|
|
return;
|
|
}
|
|
|
|
// clients need to add the event in playerState_t instead of entityState_t
|
|
if ( ent->client ) {
|
|
bits = ent->client->ps.externalEvent & EV_EVENT_BITS;
|
|
bits = ( bits + EV_EVENT_BIT1 ) & EV_EVENT_BITS;
|
|
ent->client->ps.externalEvent = event | bits;
|
|
ent->client->ps.externalEventParm = eventParm;
|
|
ent->client->ps.externalEventTime = level.time;
|
|
} else {
|
|
bits = ent->s.event & EV_EVENT_BITS;
|
|
bits = ( bits + EV_EVENT_BIT1 ) & EV_EVENT_BITS;
|
|
ent->s.event = event | bits;
|
|
ent->s.eventParm = eventParm;
|
|
}
|
|
ent->eventTime = level.time;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
G_PlayEffect
|
|
=============
|
|
*/
|
|
gentity_t *G_PlayEffect(int fxID, vec3_t org, vec3_t ang)
|
|
{
|
|
gentity_t *te;
|
|
|
|
te = G_TempEntity( org, EV_PLAY_EFFECT );
|
|
VectorCopy(ang, te->s.angles);
|
|
VectorCopy(org, te->s.origin);
|
|
te->s.eventParm = fxID;
|
|
|
|
return te;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
G_PlayEffectID
|
|
=============
|
|
*/
|
|
gentity_t *G_PlayEffectID(const int fxID, vec3_t org, vec3_t ang)
|
|
{ //play an effect by the G_EffectIndex'd ID instead of a predefined effect ID
|
|
gentity_t *te;
|
|
|
|
te = G_TempEntity( org, EV_PLAY_EFFECT_ID );
|
|
VectorCopy(ang, te->s.angles);
|
|
VectorCopy(org, te->s.origin);
|
|
te->s.eventParm = fxID;
|
|
|
|
if (!te->s.angles[0] &&
|
|
!te->s.angles[1] &&
|
|
!te->s.angles[2])
|
|
{ //play off this dir by default then.
|
|
te->s.angles[1] = 1;
|
|
}
|
|
|
|
return te;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
G_ScreenShake
|
|
=============
|
|
*/
|
|
gentity_t *G_ScreenShake(vec3_t org, gentity_t *target, float intensity, int duration, qboolean global)
|
|
{
|
|
gentity_t *te;
|
|
|
|
te = G_TempEntity( org, EV_SCREENSHAKE );
|
|
VectorCopy(org, te->s.origin);
|
|
te->s.angles[0] = intensity;
|
|
te->s.time = duration;
|
|
|
|
if (target)
|
|
{
|
|
te->s.modelindex = target->s.number+1;
|
|
}
|
|
else
|
|
{
|
|
te->s.modelindex = 0;
|
|
}
|
|
|
|
if (global)
|
|
{
|
|
te->r.svFlags |= SVF_BROADCAST;
|
|
}
|
|
|
|
return te;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
G_MuteSound
|
|
=============
|
|
*/
|
|
void G_MuteSound( int entnum, int channel )
|
|
{
|
|
gentity_t *te, *e;
|
|
|
|
te = G_TempEntity( vec3_origin, EV_MUTE_SOUND );
|
|
te->r.svFlags = SVF_BROADCAST;
|
|
te->s.trickedentindex2 = entnum;
|
|
te->s.trickedentindex = channel;
|
|
|
|
e = &g_entities[entnum];
|
|
|
|
if (e && (e->s.eFlags & EF_SOUNDTRACKER))
|
|
{
|
|
G_FreeEntity(e);
|
|
e->s.eFlags = 0;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
G_Sound
|
|
=============
|
|
*/
|
|
void G_Sound( gentity_t *ent, int channel, int soundIndex ) {
|
|
gentity_t *te;
|
|
|
|
assert(soundIndex);
|
|
|
|
te = G_SoundTempEntity( ent->r.currentOrigin, EV_GENERAL_SOUND, channel );
|
|
te->s.eventParm = soundIndex;
|
|
te->s.saberEntityNum = channel;
|
|
|
|
if (ent && ent->client && channel > TRACK_CHANNEL_NONE)
|
|
{ //let the client remember the index of the player entity so he can kill the most recent sound on request
|
|
if (g_entities[ent->client->ps.fd.killSoundEntIndex[channel-50]].inuse &&
|
|
ent->client->ps.fd.killSoundEntIndex[channel-50] > MAX_CLIENTS)
|
|
{
|
|
G_MuteSound(ent->client->ps.fd.killSoundEntIndex[channel-50], CHAN_VOICE);
|
|
if (ent->client->ps.fd.killSoundEntIndex[channel-50] > MAX_CLIENTS && g_entities[ent->client->ps.fd.killSoundEntIndex[channel-50]].inuse)
|
|
{
|
|
G_FreeEntity(&g_entities[ent->client->ps.fd.killSoundEntIndex[channel-50]]);
|
|
}
|
|
ent->client->ps.fd.killSoundEntIndex[channel-50] = 0;
|
|
}
|
|
|
|
ent->client->ps.fd.killSoundEntIndex[channel-50] = te->s.number;
|
|
te->s.trickedentindex = ent->s.number;
|
|
te->s.eFlags = EF_SOUNDTRACKER;
|
|
//te->freeAfterEvent = qfalse;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
G_SoundAtLoc
|
|
=============
|
|
*/
|
|
void G_SoundAtLoc( vec3_t loc, int channel, int soundIndex ) {
|
|
gentity_t *te;
|
|
|
|
te = G_TempEntity( loc, EV_GENERAL_SOUND );
|
|
te->s.eventParm = soundIndex;
|
|
te->s.saberEntityNum = channel;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
G_EntitySound
|
|
=============
|
|
*/
|
|
void G_EntitySound( gentity_t *ent, int channel, int soundIndex ) {
|
|
gentity_t *te;
|
|
|
|
te = G_TempEntity( ent->r.currentOrigin, EV_ENTITY_SOUND );
|
|
te->s.eventParm = soundIndex;
|
|
te->s.clientNum = ent->s.number;
|
|
te->s.trickedentindex = channel;
|
|
}
|
|
|
|
//To make porting from SP easier.
|
|
void G_SoundOnEnt( gentity_t *ent, int channel, const char *soundPath )
|
|
{
|
|
gentity_t *te;
|
|
|
|
te = G_TempEntity( ent->r.currentOrigin, EV_ENTITY_SOUND );
|
|
te->s.eventParm = G_SoundIndex((char *)soundPath);
|
|
te->s.clientNum = ent->s.number;
|
|
te->s.trickedentindex = channel;
|
|
|
|
}
|
|
|
|
#ifdef _XBOX
|
|
//-----------------------------
|
|
void G_EntityPosition( int i, vec3_t ret )
|
|
{
|
|
if ( /*g_entities &&*/ i >= 0 && i < MAX_GENTITIES && g_entities[i].inuse)
|
|
{
|
|
#if 0 // VVFIXME - Do we really care about doing this? It's slow and unnecessary
|
|
gentity_t *ent = g_entities + i;
|
|
|
|
if (ent->bmodel)
|
|
{
|
|
vec3_t mins, maxs;
|
|
clipHandle_t h = CM_InlineModel( ent->s.modelindex );
|
|
CM_ModelBounds( cmg, h, mins, maxs );
|
|
ret[0] = (mins[0] + maxs[0]) / 2 + ent->currentOrigin[0];
|
|
ret[1] = (mins[1] + maxs[1]) / 2 + ent->currentOrigin[1];
|
|
ret[2] = (mins[2] + maxs[2]) / 2 + ent->currentOrigin[2];
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
VectorCopy(g_entities[i].r.currentOrigin, ret);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ret[0] = ret[1] = ret[2] = 0;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
//==============================================================================
|
|
|
|
/*
|
|
==============
|
|
ValidUseTarget
|
|
|
|
Returns whether or not the targeted entity is useable
|
|
==============
|
|
*/
|
|
qboolean ValidUseTarget( gentity_t *ent )
|
|
{
|
|
if ( !ent->use )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if ( ent->flags & FL_INACTIVE )
|
|
{//set by target_deactivate
|
|
return qfalse;
|
|
}
|
|
|
|
if ( !(ent->r.svFlags & SVF_PLAYER_USABLE) )
|
|
{//Check for flag that denotes BUTTON_USE useability
|
|
return qfalse;
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
//use an ammo/health dispenser on another client
|
|
void G_UseDispenserOn(gentity_t *ent, int dispType, gentity_t *target)
|
|
{
|
|
if (dispType == HI_HEALTHDISP)
|
|
{
|
|
target->client->ps.stats[STAT_HEALTH] += 4;
|
|
|
|
if (target->client->ps.stats[STAT_HEALTH] > target->client->ps.stats[STAT_MAX_HEALTH])
|
|
{
|
|
target->client->ps.stats[STAT_HEALTH] = target->client->ps.stats[STAT_MAX_HEALTH];
|
|
}
|
|
|
|
target->client->isMedHealed = level.time + 500;
|
|
target->health = target->client->ps.stats[STAT_HEALTH];
|
|
}
|
|
else if (dispType == HI_AMMODISP)
|
|
{
|
|
if (ent->client->medSupplyDebounce < level.time)
|
|
{ //do the next increment
|
|
//increment based on the amount of ammo used per normal shot.
|
|
target->client->ps.ammo[weaponData[target->client->ps.weapon].ammoIndex] += weaponData[target->client->ps.weapon].energyPerShot;
|
|
|
|
if (target->client->ps.ammo[weaponData[target->client->ps.weapon].ammoIndex] > ammoData[weaponData[target->client->ps.weapon].ammoIndex].max)
|
|
{ //cap it off
|
|
target->client->ps.ammo[weaponData[target->client->ps.weapon].ammoIndex] = ammoData[weaponData[target->client->ps.weapon].ammoIndex].max;
|
|
}
|
|
|
|
//base the next supply time on how long the weapon takes to fire. Seems fair enough.
|
|
ent->client->medSupplyDebounce = level.time + weaponData[target->client->ps.weapon].fireTime;
|
|
}
|
|
target->client->isMedSupplied = level.time + 500;
|
|
}
|
|
}
|
|
|
|
//see if this guy needs servicing from a specific type of dispenser
|
|
int G_CanUseDispOn(gentity_t *ent, int dispType)
|
|
{
|
|
if (!ent->client || !ent->inuse || ent->health < 1 ||
|
|
ent->client->ps.stats[STAT_HEALTH] < 1)
|
|
{ //dead or invalid
|
|
return 0;
|
|
}
|
|
|
|
if (dispType == HI_HEALTHDISP)
|
|
{
|
|
if (ent->client->ps.stats[STAT_HEALTH] < ent->client->ps.stats[STAT_MAX_HEALTH])
|
|
{ //he's hurt
|
|
return 1;
|
|
}
|
|
|
|
//otherwise no
|
|
return 0;
|
|
}
|
|
else if (dispType == HI_AMMODISP)
|
|
{
|
|
if (ent->client->ps.weapon <= WP_NONE || ent->client->ps.weapon > LAST_USEABLE_WEAPON)
|
|
{ //not a player-useable weapon
|
|
return 0;
|
|
}
|
|
|
|
if (ent->client->ps.ammo[weaponData[ent->client->ps.weapon].ammoIndex] < ammoData[weaponData[ent->client->ps.weapon].ammoIndex].max)
|
|
{ //needs more ammo for current weapon
|
|
return 1;
|
|
}
|
|
|
|
//needs none
|
|
return 0;
|
|
}
|
|
|
|
//invalid type?
|
|
return 0;
|
|
}
|
|
|
|
qboolean TryHeal(gentity_t *ent, gentity_t *target)
|
|
{
|
|
if (g_gametype.integer == GT_SIEGE && ent->client->siegeClass != -1 &&
|
|
target && target->inuse && target->maxHealth && target->healingclass &&
|
|
target->healingclass[0] && target->health > 0 && target->health < target->maxHealth)
|
|
{ //it's not dead yet...
|
|
siegeClass_t *scl = &bgSiegeClasses[ent->client->siegeClass];
|
|
|
|
if (!Q_stricmp(scl->name, target->healingclass))
|
|
{ //this thing can be healed by the class this player is using
|
|
if (target->healingDebounce < level.time)
|
|
{ //do the actual heal
|
|
target->health += 10;
|
|
if (target->health > target->maxHealth)
|
|
{ //don't go too high
|
|
target->health = target->maxHealth;
|
|
}
|
|
target->healingDebounce = level.time + target->healingrate;
|
|
if (target->healingsound && target->healingsound[0])
|
|
{ //play it
|
|
if (target->s.solid == SOLID_BMODEL)
|
|
{ //ok, well, just play it on the client then.
|
|
G_Sound(ent, CHAN_AUTO, G_SoundIndex(target->healingsound));
|
|
}
|
|
else
|
|
{
|
|
G_Sound(target, CHAN_AUTO, G_SoundIndex(target->healingsound));
|
|
}
|
|
}
|
|
|
|
//update net health for bar
|
|
G_ScaleNetHealth(target);
|
|
if (target->target_ent &&
|
|
target->target_ent->maxHealth)
|
|
{
|
|
target->target_ent->health = target->health;
|
|
G_ScaleNetHealth(target->target_ent);
|
|
}
|
|
}
|
|
|
|
//keep them in the healing anim even when the healing debounce is not yet expired
|
|
if (ent->client->ps.torsoAnim == BOTH_BUTTON_HOLD ||
|
|
ent->client->ps.torsoAnim == BOTH_CONSOLE1)
|
|
{ //extend the time
|
|
ent->client->ps.torsoTimer = 500;
|
|
}
|
|
else
|
|
{
|
|
G_SetAnim( ent, NULL, SETANIM_TORSO, BOTH_BUTTON_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
TryUse
|
|
|
|
Try and use an entity in the world, directly ahead of us
|
|
==============
|
|
*/
|
|
|
|
#define USE_DISTANCE 64.0f
|
|
|
|
extern void Touch_Button(gentity_t *ent, gentity_t *other, trace_t *trace );
|
|
extern qboolean gSiegeRoundBegun;
|
|
static vec3_t playerMins = {-15, -15, DEFAULT_MINS_2};
|
|
static vec3_t playerMaxs = {15, 15, DEFAULT_MAXS_2};
|
|
void TryUse( gentity_t *ent )
|
|
{
|
|
gentity_t *target;
|
|
trace_t trace;
|
|
vec3_t src, dest, vf;
|
|
vec3_t viewspot;
|
|
|
|
if (g_gametype.integer == GT_SIEGE &&
|
|
!gSiegeRoundBegun)
|
|
{ //nothing can be used til the round starts.
|
|
return;
|
|
}
|
|
|
|
if (!ent || !ent->client || (ent->client->ps.weaponTime > 0 && ent->client->ps.torsoAnim != BOTH_BUTTON_HOLD && ent->client->ps.torsoAnim != BOTH_CONSOLE1) || ent->health < 1 ||
|
|
(ent->client->ps.pm_flags & PMF_FOLLOW) || ent->client->sess.sessionTeam == TEAM_SPECTATOR ||
|
|
(ent->client->ps.forceHandExtend != HANDEXTEND_NONE && ent->client->ps.forceHandExtend != HANDEXTEND_DRAGGING))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (ent->client->ps.emplacedIndex)
|
|
{ //on an emplaced gun or using a vehicle, don't do anything when hitting use key
|
|
return;
|
|
}
|
|
|
|
if (ent->s.number < MAX_CLIENTS && ent->client && ent->client->ps.m_iVehicleNum)
|
|
{
|
|
gentity_t *currentVeh = &g_entities[ent->client->ps.m_iVehicleNum];
|
|
if (currentVeh->inuse && currentVeh->m_pVehicle)
|
|
{
|
|
Vehicle_t *pVeh = currentVeh->m_pVehicle;
|
|
if (!pVeh->m_iBoarding)
|
|
{
|
|
pVeh->m_pVehicleInfo->Eject( pVeh, (bgEntity_t *)ent, qfalse );
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (ent->client->jetPackOn)
|
|
{ //can't use anything else to jp is off
|
|
goto tryJetPack;
|
|
}
|
|
|
|
if (ent->client->bodyGrabIndex != ENTITYNUM_NONE)
|
|
{ //then hitting the use key just means let go
|
|
if (ent->client->bodyGrabTime < level.time)
|
|
{
|
|
gentity_t *grabbed = &g_entities[ent->client->bodyGrabIndex];
|
|
|
|
if (grabbed->inuse)
|
|
{
|
|
if (grabbed->client)
|
|
{
|
|
grabbed->client->ps.ragAttach = 0;
|
|
}
|
|
else
|
|
{
|
|
grabbed->s.ragAttach = 0;
|
|
}
|
|
}
|
|
ent->client->bodyGrabIndex = ENTITYNUM_NONE;
|
|
ent->client->bodyGrabTime = level.time + 1000;
|
|
}
|
|
return;
|
|
}
|
|
|
|
VectorCopy(ent->client->ps.origin, viewspot);
|
|
viewspot[2] += ent->client->ps.viewheight;
|
|
|
|
VectorCopy( viewspot, src );
|
|
AngleVectors( ent->client->ps.viewangles, vf, NULL, NULL );
|
|
|
|
VectorMA( src, USE_DISTANCE, vf, dest );
|
|
|
|
//Trace ahead to find a valid target
|
|
trap_Trace( &trace, src, vec3_origin, vec3_origin, dest, ent->s.number, MASK_OPAQUE|CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_ITEM|CONTENTS_CORPSE );
|
|
|
|
if ( trace.fraction == 1.0f || trace.entityNum < 1 )
|
|
{
|
|
goto tryJetPack;
|
|
}
|
|
|
|
target = &g_entities[trace.entityNum];
|
|
|
|
//Enable for corpse dragging
|
|
#if 0
|
|
if (target->inuse && target->s.eType == ET_BODY &&
|
|
ent->client->bodyGrabTime < level.time)
|
|
{ //then grab the body
|
|
target->s.eFlags |= EF_RAG; //make sure it's in rag state
|
|
if (!ent->s.number)
|
|
{ //switch cl 0 and entitynum_none, so we can operate on the "if non-0" concept
|
|
target->s.ragAttach = ENTITYNUM_NONE;
|
|
}
|
|
else
|
|
{
|
|
target->s.ragAttach = ent->s.number;
|
|
}
|
|
ent->client->bodyGrabTime = level.time + 1000;
|
|
ent->client->bodyGrabIndex = target->s.number;
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
if (target && target->m_pVehicle && target->client &&
|
|
target->s.NPC_class == CLASS_VEHICLE &&
|
|
!ent->client->ps.zoomMode)
|
|
{ //if target is a vehicle then perform appropriate checks
|
|
Vehicle_t *pVeh = target->m_pVehicle;
|
|
|
|
if (pVeh->m_pVehicleInfo)
|
|
{
|
|
if ( ent->r.ownerNum == target->s.number )
|
|
{ //user is already on this vehicle so eject him
|
|
pVeh->m_pVehicleInfo->Eject( pVeh, (bgEntity_t *)ent, qfalse );
|
|
}
|
|
else
|
|
{ // Otherwise board this vehicle.
|
|
if (g_gametype.integer < GT_TEAM ||
|
|
!target->alliedTeam ||
|
|
(target->alliedTeam == ent->client->sess.sessionTeam))
|
|
{ //not belonging to a team, or client is on same team
|
|
pVeh->m_pVehicleInfo->Board( pVeh, (bgEntity_t *)ent );
|
|
}
|
|
}
|
|
//clear the damn button!
|
|
ent->client->pers.cmd.buttons &= ~BUTTON_USE;
|
|
return;
|
|
}
|
|
}
|
|
|
|
#if 0 //ye olde method
|
|
if (ent->client->ps.stats[STAT_HOLDABLE_ITEM] > 0 &&
|
|
bg_itemlist[ent->client->ps.stats[STAT_HOLDABLE_ITEM]].giType == IT_HOLDABLE)
|
|
{
|
|
if (bg_itemlist[ent->client->ps.stats[STAT_HOLDABLE_ITEM]].giTag == HI_HEALTHDISP ||
|
|
bg_itemlist[ent->client->ps.stats[STAT_HOLDABLE_ITEM]].giTag == HI_AMMODISP)
|
|
{ //has a dispenser item selected
|
|
if (target && target->client && target->health > 0 && OnSameTeam(ent, target) &&
|
|
G_CanUseDispOn(target, bg_itemlist[ent->client->ps.stats[STAT_HOLDABLE_ITEM]].giTag))
|
|
{ //a live target that's on my team, we can use him
|
|
G_UseDispenserOn(ent, bg_itemlist[ent->client->ps.stats[STAT_HOLDABLE_ITEM]].giTag, target);
|
|
|
|
//for now, we will use the standard use anim
|
|
if (ent->client->ps.torsoAnim == BOTH_BUTTON_HOLD)
|
|
{ //extend the time
|
|
ent->client->ps.torsoTimer = 500;
|
|
}
|
|
else
|
|
{
|
|
G_SetAnim( ent, NULL, SETANIM_TORSO, BOTH_BUTTON_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
|
|
}
|
|
ent->client->ps.weaponTime = ent->client->ps.torsoTimer;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
#else
|
|
if ( ((ent->client->ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_HEALTHDISP)) || (ent->client->ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_AMMODISP))) &&
|
|
target && target->inuse && target->client && target->health > 0 && OnSameTeam(ent, target) &&
|
|
(G_CanUseDispOn(target, HI_HEALTHDISP) || G_CanUseDispOn(target, HI_AMMODISP)) )
|
|
{ //a live target that's on my team, we can use him
|
|
if (G_CanUseDispOn(target, HI_HEALTHDISP))
|
|
{
|
|
G_UseDispenserOn(ent, HI_HEALTHDISP, target);
|
|
}
|
|
if (G_CanUseDispOn(target, HI_AMMODISP))
|
|
{
|
|
G_UseDispenserOn(ent, HI_AMMODISP, target);
|
|
}
|
|
|
|
//for now, we will use the standard use anim
|
|
if (ent->client->ps.torsoAnim == BOTH_BUTTON_HOLD)
|
|
{ //extend the time
|
|
ent->client->ps.torsoTimer = 500;
|
|
}
|
|
else
|
|
{
|
|
G_SetAnim( ent, NULL, SETANIM_TORSO, BOTH_BUTTON_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
|
|
}
|
|
ent->client->ps.weaponTime = ent->client->ps.torsoTimer;
|
|
return;
|
|
}
|
|
|
|
#endif
|
|
|
|
//Check for a use command
|
|
if ( ValidUseTarget( target )
|
|
&& (g_gametype.integer != GT_SIEGE
|
|
|| !target->alliedTeam
|
|
|| target->alliedTeam != ent->client->sess.sessionTeam
|
|
|| g_ff_objectives.integer) )
|
|
{
|
|
if (ent->client->ps.torsoAnim == BOTH_BUTTON_HOLD ||
|
|
ent->client->ps.torsoAnim == BOTH_CONSOLE1)
|
|
{ //extend the time
|
|
ent->client->ps.torsoTimer = 500;
|
|
}
|
|
else
|
|
{
|
|
G_SetAnim( ent, NULL, SETANIM_TORSO, BOTH_BUTTON_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
|
|
}
|
|
ent->client->ps.weaponTime = ent->client->ps.torsoTimer;
|
|
/*
|
|
NPC_SetAnim( ent, SETANIM_TORSO, BOTH_FORCEPUSH, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
if ( !VectorLengthSquared( ent->client->ps.velocity ) )
|
|
{
|
|
NPC_SetAnim( ent, SETANIM_LEGS, BOTH_FORCEPUSH, SETANIM_FLAG_NORMAL|SETANIM_FLAG_HOLD );
|
|
}
|
|
*/
|
|
if ( target->touch == Touch_Button )
|
|
{//pretend we touched it
|
|
target->touch(target, ent, NULL);
|
|
}
|
|
else
|
|
{
|
|
GlobalUse(target, ent, ent);
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (TryHeal(ent, target))
|
|
{
|
|
return;
|
|
}
|
|
|
|
tryJetPack:
|
|
//if we got here, we didn't actually use anything else, so try to toggle jetpack if we are in the air, or if it is already on
|
|
if (ent->client->ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_JETPACK))
|
|
{
|
|
if (ent->client->jetPackOn || ent->client->ps.groundEntityNum == ENTITYNUM_NONE)
|
|
{
|
|
ItemUse_Jetpack(ent);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( (ent->client->ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_AMMODISP)) /*&&
|
|
G_ItemUsable(&ent->client->ps, HI_AMMODISP)*/ )
|
|
{ //if you used nothing, then try spewing out some ammo
|
|
trace_t trToss;
|
|
vec3_t fAng;
|
|
vec3_t fwd;
|
|
|
|
VectorSet(fAng, 0.0f, ent->client->ps.viewangles[YAW], 0.0f);
|
|
AngleVectors(fAng, fwd, 0, 0);
|
|
|
|
VectorMA(ent->client->ps.origin, 64.0f, fwd, fwd);
|
|
trap_Trace(&trToss, ent->client->ps.origin, playerMins, playerMaxs, fwd, ent->s.number, ent->clipmask);
|
|
if (trToss.fraction == 1.0f && !trToss.allsolid && !trToss.startsolid)
|
|
{
|
|
ItemUse_UseDisp(ent, HI_AMMODISP);
|
|
G_AddEvent(ent, EV_USE_ITEM0+HI_AMMODISP, 0);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
qboolean G_PointInBounds( vec3_t point, vec3_t mins, vec3_t maxs )
|
|
{
|
|
int i;
|
|
|
|
for(i = 0; i < 3; i++ )
|
|
{
|
|
if ( point[i] < mins[i] )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( point[i] > maxs[i] )
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
qboolean G_BoxInBounds( vec3_t point, vec3_t mins, vec3_t maxs, vec3_t boundsMins, vec3_t boundsMaxs )
|
|
{
|
|
vec3_t boxMins;
|
|
vec3_t boxMaxs;
|
|
|
|
VectorAdd( point, mins, boxMins );
|
|
VectorAdd( point, maxs, boxMaxs );
|
|
|
|
if(boxMaxs[0]>boundsMaxs[0])
|
|
return qfalse;
|
|
|
|
if(boxMaxs[1]>boundsMaxs[1])
|
|
return qfalse;
|
|
|
|
if(boxMaxs[2]>boundsMaxs[2])
|
|
return qfalse;
|
|
|
|
if(boxMins[0]<boundsMins[0])
|
|
return qfalse;
|
|
|
|
if(boxMins[1]<boundsMins[1])
|
|
return qfalse;
|
|
|
|
if(boxMins[2]<boundsMins[2])
|
|
return qfalse;
|
|
|
|
//box is completely contained within bounds
|
|
return qtrue;
|
|
}
|
|
|
|
|
|
void G_SetAngles( gentity_t *ent, vec3_t angles )
|
|
{
|
|
VectorCopy( angles, ent->r.currentAngles );
|
|
VectorCopy( angles, ent->s.angles );
|
|
VectorCopy( angles, ent->s.apos.trBase );
|
|
}
|
|
|
|
qboolean G_ClearTrace( vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int ignore, int clipmask )
|
|
{
|
|
static trace_t tr;
|
|
|
|
trap_Trace( &tr, start, mins, maxs, end, ignore, clipmask );
|
|
|
|
if ( tr.allsolid || tr.startsolid || tr.fraction < 1.0 )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
================
|
|
G_SetOrigin
|
|
|
|
Sets the pos trajectory for a fixed position
|
|
================
|
|
*/
|
|
void G_SetOrigin( gentity_t *ent, vec3_t origin ) {
|
|
VectorCopy( origin, ent->s.pos.trBase );
|
|
ent->s.pos.trType = TR_STATIONARY;
|
|
ent->s.pos.trTime = 0;
|
|
ent->s.pos.trDuration = 0;
|
|
VectorClear( ent->s.pos.trDelta );
|
|
|
|
VectorCopy( origin, ent->r.currentOrigin );
|
|
}
|
|
|
|
qboolean G_CheckInSolid (gentity_t *self, qboolean fix)
|
|
{
|
|
trace_t trace;
|
|
vec3_t end, mins;
|
|
|
|
VectorCopy(self->r.currentOrigin, end);
|
|
end[2] += self->r.mins[2];
|
|
VectorCopy(self->r.mins, mins);
|
|
mins[2] = 0;
|
|
|
|
trap_Trace(&trace, self->r.currentOrigin, mins, self->r.maxs, end, self->s.number, self->clipmask);
|
|
if(trace.allsolid || trace.startsolid)
|
|
{
|
|
return qtrue;
|
|
}
|
|
|
|
if(trace.fraction < 1.0)
|
|
{
|
|
if(fix)
|
|
{//Put them at end of trace and check again
|
|
vec3_t neworg;
|
|
|
|
VectorCopy(trace.endpos, neworg);
|
|
neworg[2] -= self->r.mins[2];
|
|
G_SetOrigin(self, neworg);
|
|
trap_LinkEntity(self);
|
|
|
|
return G_CheckInSolid(self, qfalse);
|
|
}
|
|
else
|
|
{
|
|
return qtrue;
|
|
}
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
================
|
|
DebugLine
|
|
|
|
debug polygons only work when running a local game
|
|
with r_debugSurface set to 2
|
|
================
|
|
*/
|
|
int DebugLine(vec3_t start, vec3_t end, int color) {
|
|
vec3_t points[4], dir, cross, up = {0, 0, 1};
|
|
float dot;
|
|
|
|
VectorCopy(start, points[0]);
|
|
VectorCopy(start, points[1]);
|
|
//points[1][2] -= 2;
|
|
VectorCopy(end, points[2]);
|
|
//points[2][2] -= 2;
|
|
VectorCopy(end, points[3]);
|
|
|
|
|
|
VectorSubtract(end, start, dir);
|
|
VectorNormalize(dir);
|
|
dot = DotProduct(dir, up);
|
|
if (dot > 0.99 || dot < -0.99) VectorSet(cross, 1, 0, 0);
|
|
else CrossProduct(dir, up, cross);
|
|
|
|
VectorNormalize(cross);
|
|
|
|
VectorMA(points[0], 2, cross, points[0]);
|
|
VectorMA(points[1], -2, cross, points[1]);
|
|
VectorMA(points[2], -2, cross, points[2]);
|
|
VectorMA(points[3], 2, cross, points[3]);
|
|
|
|
return trap_DebugPolygonCreate(color, 4, points);
|
|
}
|
|
|
|
void G_ROFF_NotetrackCallback( gentity_t *cent, const char *notetrack)
|
|
{
|
|
char type[256];
|
|
int i = 0;
|
|
int addlArg = 0;
|
|
|
|
if (!cent || !notetrack)
|
|
{
|
|
return;
|
|
}
|
|
|
|
while (notetrack[i] && notetrack[i] != ' ')
|
|
{
|
|
type[i] = notetrack[i];
|
|
i++;
|
|
}
|
|
|
|
type[i] = '\0';
|
|
|
|
if (!i || !type[0])
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (notetrack[i] == ' ')
|
|
{
|
|
addlArg = 1;
|
|
}
|
|
|
|
if (strcmp(type, "loop") == 0)
|
|
{
|
|
if (addlArg) //including an additional argument means reset to original position before loop
|
|
{
|
|
VectorCopy(cent->s.origin2, cent->s.pos.trBase);
|
|
VectorCopy(cent->s.origin2, cent->r.currentOrigin);
|
|
VectorCopy(cent->s.angles2, cent->s.apos.trBase);
|
|
VectorCopy(cent->s.angles2, cent->r.currentAngles);
|
|
}
|
|
|
|
trap_ROFF_Play(cent->s.number, cent->roffid, qfalse);
|
|
}
|
|
}
|
|
|
|
void G_SpeechEvent( gentity_t *self, int event )
|
|
{
|
|
G_AddEvent(self, event, 0);
|
|
}
|
|
|
|
qboolean G_ExpandPointToBBox( vec3_t point, const vec3_t mins, const vec3_t maxs, int ignore, int clipmask )
|
|
{
|
|
trace_t tr;
|
|
vec3_t start, end;
|
|
int i;
|
|
|
|
VectorCopy( point, start );
|
|
|
|
for ( i = 0; i < 3; i++ )
|
|
{
|
|
VectorCopy( start, end );
|
|
end[i] += mins[i];
|
|
trap_Trace( &tr, start, vec3_origin, vec3_origin, end, ignore, clipmask );
|
|
if ( tr.allsolid || tr.startsolid )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( tr.fraction < 1.0 )
|
|
{
|
|
VectorCopy( start, end );
|
|
end[i] += maxs[i]-(mins[i]*tr.fraction);
|
|
trap_Trace( &tr, start, vec3_origin, vec3_origin, end, ignore, clipmask );
|
|
if ( tr.allsolid || tr.startsolid )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( tr.fraction < 1.0 )
|
|
{
|
|
return qfalse;
|
|
}
|
|
VectorCopy( end, start );
|
|
}
|
|
}
|
|
//expanded it, now see if it's all clear
|
|
trap_Trace( &tr, start, mins, maxs, start, ignore, clipmask );
|
|
if ( tr.allsolid || tr.startsolid )
|
|
{
|
|
return qfalse;
|
|
}
|
|
VectorCopy( start, point );
|
|
return qtrue;
|
|
}
|
|
|
|
extern qboolean G_FindClosestPointOnLineSegment( const vec3_t start, const vec3_t end, const vec3_t from, vec3_t result );
|
|
float ShortestLineSegBewteen2LineSegs( vec3_t start1, vec3_t end1, vec3_t start2, vec3_t end2, vec3_t close_pnt1, vec3_t close_pnt2 )
|
|
{
|
|
float current_dist, new_dist;
|
|
vec3_t new_pnt;
|
|
//start1, end1 : the first segment
|
|
//start2, end2 : the second segment
|
|
|
|
//output, one point on each segment, the closest two points on the segments.
|
|
|
|
//compute some temporaries:
|
|
//vec start_dif = start2 - start1
|
|
vec3_t start_dif;
|
|
vec3_t v1;
|
|
vec3_t v2;
|
|
float v1v1, v2v2, v1v2;
|
|
float denom;
|
|
|
|
VectorSubtract( start2, start1, start_dif );
|
|
//vec v1 = end1 - start1
|
|
VectorSubtract( end1, start1, v1 );
|
|
//vec v2 = end2 - start2
|
|
VectorSubtract( end2, start2, v2 );
|
|
//
|
|
v1v1 = DotProduct( v1, v1 );
|
|
v2v2 = DotProduct( v2, v2 );
|
|
v1v2 = DotProduct( v1, v2 );
|
|
|
|
//the main computation
|
|
|
|
denom = (v1v2 * v1v2) - (v1v1 * v2v2);
|
|
|
|
//if denom is small, then skip all this and jump to the section marked below
|
|
if ( fabs(denom) > 0.001f )
|
|
{
|
|
float s = -( (v2v2*DotProduct( v1, start_dif )) - (v1v2*DotProduct( v2, start_dif )) ) / denom;
|
|
float t = ( (v1v1*DotProduct( v2, start_dif )) - (v1v2*DotProduct( v1, start_dif )) ) / denom;
|
|
qboolean done = qtrue;
|
|
|
|
if ( s < 0 )
|
|
{
|
|
done = qfalse;
|
|
s = 0;// and see note below
|
|
}
|
|
|
|
if ( s > 1 )
|
|
{
|
|
done = qfalse;
|
|
s = 1;// and see note below
|
|
}
|
|
|
|
if ( t < 0 )
|
|
{
|
|
done = qfalse;
|
|
t = 0;// and see note below
|
|
}
|
|
|
|
if ( t > 1 )
|
|
{
|
|
done = qfalse;
|
|
t = 1;// and see note below
|
|
}
|
|
|
|
//vec close_pnt1 = start1 + s * v1
|
|
VectorMA( start1, s, v1, close_pnt1 );
|
|
//vec close_pnt2 = start2 + t * v2
|
|
VectorMA( start2, t, v2, close_pnt2 );
|
|
|
|
current_dist = Distance( close_pnt1, close_pnt2 );
|
|
//now, if none of those if's fired, you are done.
|
|
if ( done )
|
|
{
|
|
return current_dist;
|
|
}
|
|
//If they did fire, then we need to do some additional tests.
|
|
|
|
//What we are gonna do is see if we can find a shorter distance than the above
|
|
//involving the endpoints.
|
|
}
|
|
else
|
|
{
|
|
//******start here for paralell lines with current_dist = infinity****
|
|
current_dist = Q3_INFINITE;
|
|
}
|
|
|
|
//test 2 close_pnts first
|
|
/*
|
|
G_FindClosestPointOnLineSegment( start1, end1, close_pnt2, new_pnt );
|
|
new_dist = Distance( close_pnt2, new_pnt );
|
|
if ( new_dist < current_dist )
|
|
{//then update close_pnt1 close_pnt2 and current_dist
|
|
VectorCopy( new_pnt, close_pnt1 );
|
|
VectorCopy( close_pnt2, close_pnt2 );
|
|
current_dist = new_dist;
|
|
}
|
|
|
|
G_FindClosestPointOnLineSegment( start2, end2, close_pnt1, new_pnt );
|
|
new_dist = Distance( close_pnt1, new_pnt );
|
|
if ( new_dist < current_dist )
|
|
{//then update close_pnt1 close_pnt2 and current_dist
|
|
VectorCopy( close_pnt1, close_pnt1 );
|
|
VectorCopy( new_pnt, close_pnt2 );
|
|
current_dist = new_dist;
|
|
}
|
|
*/
|
|
//test all the endpoints
|
|
new_dist = Distance( start1, start2 );
|
|
if ( new_dist < current_dist )
|
|
{//then update close_pnt1 close_pnt2 and current_dist
|
|
VectorCopy( start1, close_pnt1 );
|
|
VectorCopy( start2, close_pnt2 );
|
|
current_dist = new_dist;
|
|
}
|
|
|
|
new_dist = Distance( start1, end2 );
|
|
if ( new_dist < current_dist )
|
|
{//then update close_pnt1 close_pnt2 and current_dist
|
|
VectorCopy( start1, close_pnt1 );
|
|
VectorCopy( end2, close_pnt2 );
|
|
current_dist = new_dist;
|
|
}
|
|
|
|
new_dist = Distance( end1, start2 );
|
|
if ( new_dist < current_dist )
|
|
{//then update close_pnt1 close_pnt2 and current_dist
|
|
VectorCopy( end1, close_pnt1 );
|
|
VectorCopy( start2, close_pnt2 );
|
|
current_dist = new_dist;
|
|
}
|
|
|
|
new_dist = Distance( end1, end2 );
|
|
if ( new_dist < current_dist )
|
|
{//then update close_pnt1 close_pnt2 and current_dist
|
|
VectorCopy( end1, close_pnt1 );
|
|
VectorCopy( end2, close_pnt2 );
|
|
current_dist = new_dist;
|
|
}
|
|
|
|
//Then we have 4 more point / segment tests
|
|
|
|
G_FindClosestPointOnLineSegment( start2, end2, start1, new_pnt );
|
|
new_dist = Distance( start1, new_pnt );
|
|
if ( new_dist < current_dist )
|
|
{//then update close_pnt1 close_pnt2 and current_dist
|
|
VectorCopy( start1, close_pnt1 );
|
|
VectorCopy( new_pnt, close_pnt2 );
|
|
current_dist = new_dist;
|
|
}
|
|
|
|
G_FindClosestPointOnLineSegment( start2, end2, end1, new_pnt );
|
|
new_dist = Distance( end1, new_pnt );
|
|
if ( new_dist < current_dist )
|
|
{//then update close_pnt1 close_pnt2 and current_dist
|
|
VectorCopy( end1, close_pnt1 );
|
|
VectorCopy( new_pnt, close_pnt2 );
|
|
current_dist = new_dist;
|
|
}
|
|
|
|
G_FindClosestPointOnLineSegment( start1, end1, start2, new_pnt );
|
|
new_dist = Distance( start2, new_pnt );
|
|
if ( new_dist < current_dist )
|
|
{//then update close_pnt1 close_pnt2 and current_dist
|
|
VectorCopy( new_pnt, close_pnt1 );
|
|
VectorCopy( start2, close_pnt2 );
|
|
current_dist = new_dist;
|
|
}
|
|
|
|
G_FindClosestPointOnLineSegment( start1, end1, end2, new_pnt );
|
|
new_dist = Distance( end2, new_pnt );
|
|
if ( new_dist < current_dist )
|
|
{//then update close_pnt1 close_pnt2 and current_dist
|
|
VectorCopy( new_pnt, close_pnt1 );
|
|
VectorCopy( end2, close_pnt2 );
|
|
current_dist = new_dist;
|
|
}
|
|
|
|
return current_dist;
|
|
}
|
|
|
|
void GetAnglesForDirection( const vec3_t p1, const vec3_t p2, vec3_t out )
|
|
{
|
|
vec3_t v;
|
|
|
|
VectorSubtract( p2, p1, v );
|
|
vectoangles( v, out );
|
|
}
|