2013-04-04 22:35:38 +00:00
// g_utils.c -- misc utility functions for game module
// leave this line at the top for all g_xxxx.cpp files...
# include "g_headers.h"
# include "Q3_Interface.h"
# include "g_local.h"
# include "g_functions.h"
# ifdef _XBOX
# include "anims.h"
# include "..\renderer\mdx_format.h"
# include "..\qcommon\cm_public.h"
# include "..\qcommon\cm_local.h"
# endif
# define ACT_ACTIVE qtrue
# define ACT_INACTIVE qfalse
extern void NPC_UseResponse ( gentity_t * self , gentity_t * user , qboolean useWhenDone ) ;
extern qboolean PM_CrouchAnim ( int anim ) ;
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
model / sound configstring indexes
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
/*
= = = = = = = = = = = = = = = =
G_FindConfigstringIndex
= = = = = = = = = = = = = = = =
*/
extern void ForceTelepathy ( gentity_t * self ) ;
int G_FindConfigstringIndex ( const char * name , int start , int max , qboolean create ) {
int i ;
char s [ MAX_STRING_CHARS ] ;
if ( ! name | | ! name [ 0 ] ) {
return 0 ;
}
for ( i = 1 ; i < max ; i + + ) {
gi . GetConfigstring ( start + i , s , sizeof ( s ) ) ;
if ( ! s [ 0 ] ) {
break ;
}
if ( ! stricmp ( s , name ) ) {
return i ;
}
}
if ( ! create ) {
return 0 ;
}
if ( i = = max ) {
G_Error ( " G_FindConfigstringIndex: overflow adding %s to set %d-%d " , name , start , max ) ;
}
gi . SetConfigstring ( start + i , name ) ;
return i ;
}
/*
Ghoul2 Insert Start
*/
int G_SkinIndex ( const char * name ) {
return G_FindConfigstringIndex ( name , CS_CHARSKINS , MAX_CHARSKINS , qtrue ) ;
}
/*
Ghoul2 Insert End
*/
int G_ModelIndex ( const char * name ) {
return G_FindConfigstringIndex ( name , CS_MODELS , MAX_MODELS , qtrue ) ;
}
int G_SoundIndex ( const char * name ) {
assert ( name & & name [ 0 ] ) ;
char stripped [ MAX_QPATH ] ;
COM_StripExtension ( name , stripped ) ;
return G_FindConfigstringIndex ( stripped , CS_SOUNDS , MAX_SOUNDS , qtrue ) ;
}
int G_EffectIndex ( const char * name )
{
char temp [ MAX_QPATH ] ;
// We just don't want extensions on the things we are registering
COM_StripExtension ( name , temp ) ;
return G_FindConfigstringIndex ( temp , CS_EFFECTS , MAX_FX , qtrue ) ;
}
int G_BSPIndex ( char * name )
{
return G_FindConfigstringIndex ( name , CS_BSP_MODELS , MAX_SUB_BSP , qtrue ) ;
}
# define FX_ENT_RADIUS 32
//-----------------------------
// Effect playing utilities
//-----------------------------
//-----------------------------
void G_PlayEffect ( int fxID , const vec3_t origin , const vec3_t fwd )
{
gentity_t * tent ;
vec3_t temp ;
tent = G_TempEntity ( origin , EV_PLAY_EFFECT ) ;
tent - > s . eventParm = fxID ;
VectorSet ( tent - > maxs , FX_ENT_RADIUS , FX_ENT_RADIUS , FX_ENT_RADIUS ) ;
VectorScale ( tent - > maxs , - 1 , tent - > mins ) ;
VectorCopy ( fwd , tent - > pos3 ) ;
// Assume angles, we'll do a cross product on the other end to finish up
MakeNormalVectors ( fwd , tent - > pos4 , temp ) ;
gi . linkentity ( tent ) ;
}
// Play an effect at the origin of the specified entity
//----------------------------
void G_PlayEffect ( int fxID , int entNum , const vec3_t fwd )
{
gentity_t * tent ;
vec3_t temp ;
tent = G_TempEntity ( g_entities [ entNum ] . currentOrigin , EV_PLAY_EFFECT ) ;
tent - > s . eventParm = fxID ;
tent - > s . otherEntityNum = entNum ;
VectorSet ( tent - > maxs , FX_ENT_RADIUS , FX_ENT_RADIUS , FX_ENT_RADIUS ) ;
VectorScale ( tent - > maxs , - 1 , tent - > mins ) ;
VectorCopy ( fwd , tent - > pos3 ) ;
// Assume angles, we'll do a cross product on the other end to finish up
MakeNormalVectors ( fwd , tent - > pos4 , temp ) ;
}
// Play an effect bolted onto the muzzle of the specified client
//----------------------------
void G_PlayEffect ( const char * name , int clientNum )
{
gentity_t * tent ;
tent = G_TempEntity ( g_entities [ clientNum ] . currentOrigin , EV_PLAY_MUZZLE_EFFECT ) ;
tent - > s . eventParm = G_EffectIndex ( name ) ;
tent - > s . otherEntityNum = clientNum ;
VectorSet ( tent - > maxs , FX_ENT_RADIUS , FX_ENT_RADIUS , FX_ENT_RADIUS ) ;
VectorScale ( tent - > maxs , - 1 , tent - > mins ) ;
}
# ifdef _IMMERSION
// Play an effect at a position on an entity.
// Mostly for G_MissileBounceEffect so we can play an effect on the bouncee.
//-----------------------------
void G_PlayEffect ( int fxID , int clientNum , const vec3_t origin , const vec3_t fwd )
{
gentity_t * tent ;
vec3_t temp ;
tent = G_TempEntity ( origin , EV_PLAY_EFFECT ) ;
tent - > s . eventParm = fxID ;
if ( clientNum ! = - 1 )
{
tent - > s . saberActive = 1 ;
tent - > s . otherEntityNum = clientNum ;
}
VectorSet ( tent - > maxs , FX_ENT_RADIUS , FX_ENT_RADIUS , FX_ENT_RADIUS ) ;
VectorScale ( tent - > maxs , - 1 , tent - > mins ) ;
VectorCopy ( fwd , tent - > pos3 ) ;
// Assume angles, we'll do a cross product on the other end to finish up
MakeNormalVectors ( fwd , tent - > pos4 , temp ) ;
}
//-----------------------------
void G_PlayEffect ( const char * name , int clientNum , const vec3_t origin , const vec3_t fwd )
{
G_PlayEffect ( G_EffectIndex ( name ) , clientNum , origin , fwd ) ;
}
# endif // _IMMERSION
//-----------------------------
void G_PlayEffect ( int fxID , const vec3_t origin , const vec3_t axis [ 3 ] )
{
gentity_t * tent ;
tent = G_TempEntity ( origin , EV_PLAY_EFFECT ) ;
tent - > s . eventParm = fxID ;
VectorSet ( tent - > maxs , FX_ENT_RADIUS , FX_ENT_RADIUS , FX_ENT_RADIUS ) ;
VectorScale ( tent - > maxs , - 1 , tent - > mins ) ;
// We can just assume axis[2] from doing a cross product on these.
VectorCopy ( axis [ 0 ] , tent - > pos3 ) ;
VectorCopy ( axis [ 1 ] , tent - > pos4 ) ;
}
// Effect playing utilities - bolt an effect to a ghoul2 models bolton point
//-----------------------------
void G_PlayEffect ( int fxID , const int modelIndex , const int boltIndex , const int entNum , const vec3_t origin , int iLoopTime , qboolean isRelative ) //iLoopTime 0 = not looping, 1 for infinite, else duration
{
gentity_t * tent ;
tent = G_TempEntity ( origin , EV_PLAY_EFFECT ) ;
tent - > s . eventParm = fxID ;
tent - > s . loopSound = iLoopTime ;
tent - > s . weapon = isRelative ;
tent - > svFlags | = SVF_BROADCAST ;
gi . G2API_AttachEnt ( & tent - > s . boltInfo , & g_entities [ entNum ] . ghoul2 [ modelIndex ] , boltIndex , entNum , modelIndex ) ;
}
//-----------------------------
void G_PlayEffect ( const char * name , const vec3_t origin )
{
vec3_t up = { 0 , 0 , 1 } ;
G_PlayEffect ( G_EffectIndex ( name ) , origin , up ) ;
}
2013-04-04 23:21:13 +00:00
void G_PlayEffect ( int fxID , const vec3_t origin )
{
vec3_t up = { 0 , 0 , 1 } ;
G_PlayEffect ( fxID , origin , up ) ;
}
2013-04-04 22:35:38 +00:00
//-----------------------------
void G_PlayEffect ( const char * name , const vec3_t origin , const vec3_t fwd )
{
G_PlayEffect ( G_EffectIndex ( name ) , origin , fwd ) ;
}
//-----------------------------
void G_PlayEffect ( const char * name , const vec3_t origin , const vec3_t axis [ 3 ] )
{
G_PlayEffect ( G_EffectIndex ( name ) , origin , axis ) ;
}
void G_StopEffect ( int fxID , const int modelIndex , const int boltIndex , const int entNum )
{
gentity_t * tent ;
tent = G_TempEntity ( g_entities [ entNum ] . currentOrigin , EV_STOP_EFFECT ) ;
tent - > s . eventParm = fxID ;
tent - > svFlags | = SVF_BROADCAST ;
gi . G2API_AttachEnt ( & tent - > s . boltInfo , & g_entities [ entNum ] . ghoul2 [ modelIndex ] , boltIndex , entNum , modelIndex ) ;
}
void G_StopEffect ( const char * name , const int modelIndex , const int boltIndex , const int entNum )
{
G_StopEffect ( G_EffectIndex ( name ) , modelIndex , boltIndex , entNum ) ;
}
# ifdef _XBOX
//-----------------------------
void G_EntityPosition ( int i , vec3_t ret )
{
if ( /*g_entities &&*/ i > = 0 & & i < MAX_GENTITIES & & g_entities [ i ] . inuse )
{
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
{
VectorCopy ( g_entities [ i ] . currentOrigin , ret ) ;
}
}
else
{
ret [ 0 ] = ret [ 1 ] = ret [ 2 ] = 0 ;
}
}
# endif
//===Bypass network for sounds on specific channels====================
extern void cgi_S_StartSound ( const vec3_t origin , int entityNum , int entchannel , sfxHandle_t sfx ) ;
# include "..\cgame\cg_media.h" //access to cgs
extern qboolean CG_TryPlayCustomSound ( vec3_t origin , int entityNum , soundChannel_t channel , const char * soundName , int customSoundSet ) ;
extern cvar_t * g_timescale ;
//NOTE: Do NOT Try to use this before the cgame DLL is valid, it will NOT work!
void G_SoundOnEnt ( gentity_t * ent , soundChannel_t channel , const char * soundPath )
{
int index = G_SoundIndex ( ( char * ) soundPath ) ;
if ( ! ent )
{
return ;
}
if ( g_timescale - > integer > 50 )
{ //Skip the sound!
return ;
}
cgi_S_UpdateEntityPosition ( ent - > s . number , ent - > currentOrigin ) ;
if ( cgs . sound_precache [ index ] )
{
cgi_S_StartSound ( NULL , ent - > s . number , channel , cgs . sound_precache [ index ] ) ;
}
else
{
CG_TryPlayCustomSound ( NULL , ent - > s . number , channel , soundPath , - 1 ) ;
}
}
void G_SoundIndexOnEnt ( gentity_t * ent , soundChannel_t channel , int index )
{
if ( ! ent )
{
return ;
}
cgi_S_UpdateEntityPosition ( ent - > s . number , ent - > currentOrigin ) ;
if ( cgs . sound_precache [ index ] )
{
cgi_S_StartSound ( NULL , ent - > s . number , channel , cgs . sound_precache [ index ] ) ;
}
}
extern cvar_t * g_skippingcin ;
void G_SpeechEvent ( gentity_t * self , int event )
{
if ( in_camera
& & g_skippingcin
& & g_skippingcin - > integer )
{ //Skipping a cinematic, so skip NPC voice sounds...
return ;
}
//update entity pos, too
cgi_S_UpdateEntityPosition ( self - > s . number , self - > currentOrigin ) ;
switch ( event )
{
case EV_ANGER1 : //Say when acquire an enemy when didn't have one before
case EV_ANGER2 :
case EV_ANGER3 :
CG_TryPlayCustomSound ( NULL , self - > s . number , CHAN_VOICE , va ( " *anger%i.wav " , event - EV_ANGER1 + 1 ) , CS_COMBAT ) ;
break ;
case EV_VICTORY1 : //Say when killed an enemy
case EV_VICTORY2 :
case EV_VICTORY3 :
CG_TryPlayCustomSound ( NULL , self - > s . number , CHAN_VOICE , va ( " *victory%i.wav " , event - EV_VICTORY1 + 1 ) , CS_COMBAT ) ;
break ;
case EV_CONFUSE1 : //Say when confused
case EV_CONFUSE2 :
case EV_CONFUSE3 :
CG_TryPlayCustomSound ( NULL , self - > s . number , CHAN_VOICE , va ( " *confuse%i.wav " , event - EV_CONFUSE1 + 1 ) , CS_COMBAT ) ;
break ;
case EV_PUSHED1 : //Say when pushed
case EV_PUSHED2 :
case EV_PUSHED3 :
CG_TryPlayCustomSound ( NULL , self - > s . number , CHAN_VOICE , va ( " *pushed%i.wav " , event - EV_PUSHED1 + 1 ) , CS_COMBAT ) ;
break ;
case EV_CHOKE1 : //Say when choking
case EV_CHOKE2 :
case EV_CHOKE3 :
CG_TryPlayCustomSound ( NULL , self - > s . number , CHAN_VOICE , va ( " *choke%i.wav " , event - EV_CHOKE1 + 1 ) , CS_COMBAT ) ;
break ;
case EV_FFWARN : //Warn ally to stop shooting you
CG_TryPlayCustomSound ( NULL , self - > s . number , CHAN_VOICE , " *ffwarn.wav " , CS_COMBAT ) ;
break ;
case EV_FFTURN : //Turn on ally after being shot by them
CG_TryPlayCustomSound ( NULL , self - > s . number , CHAN_VOICE , " *ffturn.wav " , CS_COMBAT ) ;
break ;
//extra sounds for ST
case EV_CHASE1 :
case EV_CHASE2 :
case EV_CHASE3 :
if ( ! CG_TryPlayCustomSound ( NULL , self - > s . number , CHAN_VOICE , va ( " *chase%i.wav " , event - EV_CHASE1 + 1 ) , CS_EXTRA ) )
{
CG_TryPlayCustomSound ( NULL , self - > s . number , CHAN_VOICE , va ( " *anger%i.wav " , Q_irand ( 1 , 3 ) ) , CS_COMBAT ) ;
}
break ;
case EV_COVER1 :
case EV_COVER2 :
case EV_COVER3 :
case EV_COVER4 :
case EV_COVER5 :
CG_TryPlayCustomSound ( NULL , self - > s . number , CHAN_VOICE , va ( " *cover%i.wav " , event - EV_COVER1 + 1 ) , CS_EXTRA ) ;
break ;
case EV_DETECTED1 :
case EV_DETECTED2 :
case EV_DETECTED3 :
case EV_DETECTED4 :
case EV_DETECTED5 :
CG_TryPlayCustomSound ( NULL , self - > s . number , CHAN_VOICE , va ( " *detected%i.wav " , event - EV_DETECTED1 + 1 ) , CS_EXTRA ) ;
break ;
case EV_GIVEUP1 :
case EV_GIVEUP2 :
case EV_GIVEUP3 :
case EV_GIVEUP4 :
CG_TryPlayCustomSound ( NULL , self - > s . number , CHAN_VOICE , va ( " *giveup%i.wav " , event - EV_GIVEUP1 + 1 ) , CS_EXTRA ) ;
break ;
case EV_LOOK1 :
case EV_LOOK2 :
CG_TryPlayCustomSound ( NULL , self - > s . number , CHAN_VOICE , va ( " *look%i.wav " , event - EV_LOOK1 + 1 ) , CS_EXTRA ) ;
break ;
case EV_LOST1 :
CG_TryPlayCustomSound ( NULL , self - > s . number , CHAN_VOICE , " *lost1.wav " , CS_EXTRA ) ;
break ;
case EV_OUTFLANK1 :
case EV_OUTFLANK2 :
CG_TryPlayCustomSound ( NULL , self - > s . number , CHAN_VOICE , va ( " *outflank%i.wav " , event - EV_OUTFLANK1 + 1 ) , CS_EXTRA ) ;
break ;
case EV_ESCAPING1 :
case EV_ESCAPING2 :
case EV_ESCAPING3 :
CG_TryPlayCustomSound ( NULL , self - > s . number , CHAN_VOICE , va ( " *escaping%i.wav " , event - EV_ESCAPING1 + 1 ) , CS_EXTRA ) ;
break ;
case EV_SIGHT1 :
case EV_SIGHT2 :
case EV_SIGHT3 :
CG_TryPlayCustomSound ( NULL , self - > s . number , CHAN_VOICE , va ( " *sight%i.wav " , event - EV_SIGHT1 + 1 ) , CS_EXTRA ) ;
break ;
case EV_SOUND1 :
case EV_SOUND2 :
case EV_SOUND3 :
CG_TryPlayCustomSound ( NULL , self - > s . number , CHAN_VOICE , va ( " *sound%i.wav " , event - EV_SOUND1 + 1 ) , CS_EXTRA ) ;
break ;
case EV_SUSPICIOUS1 :
case EV_SUSPICIOUS2 :
case EV_SUSPICIOUS3 :
case EV_SUSPICIOUS4 :
case EV_SUSPICIOUS5 :
CG_TryPlayCustomSound ( NULL , self - > s . number , CHAN_VOICE , va ( " *suspicious%i.wav " , event - EV_SUSPICIOUS1 + 1 ) , CS_EXTRA ) ;
break ;
//extra sounds for Jedi
case EV_COMBAT1 :
case EV_COMBAT2 :
case EV_COMBAT3 :
CG_TryPlayCustomSound ( NULL , self - > s . number , CHAN_VOICE , va ( " *combat%i.wav " , event - EV_COMBAT1 + 1 ) , CS_JEDI ) ;
break ;
case EV_JDETECTED1 :
case EV_JDETECTED2 :
case EV_JDETECTED3 :
CG_TryPlayCustomSound ( NULL , self - > s . number , CHAN_VOICE , va ( " *jdetected%i.wav " , event - EV_JDETECTED1 + 1 ) , CS_JEDI ) ;
break ;
case EV_TAUNT1 :
case EV_TAUNT2 :
case EV_TAUNT3 :
CG_TryPlayCustomSound ( NULL , self - > s . number , CHAN_VOICE , va ( " *taunt%i.wav " , event - EV_TAUNT1 + 1 ) , CS_JEDI ) ;
break ;
case EV_JCHASE1 :
case EV_JCHASE2 :
case EV_JCHASE3 :
CG_TryPlayCustomSound ( NULL , self - > s . number , CHAN_VOICE , va ( " *jchase%i.wav " , event - EV_JCHASE1 + 1 ) , CS_JEDI ) ;
break ;
case EV_JLOST1 :
case EV_JLOST2 :
case EV_JLOST3 :
CG_TryPlayCustomSound ( NULL , self - > s . number , CHAN_VOICE , va ( " *jlost%i.wav " , event - EV_JLOST1 + 1 ) , CS_JEDI ) ;
break ;
case EV_DEFLECT1 :
case EV_DEFLECT2 :
case EV_DEFLECT3 :
CG_TryPlayCustomSound ( NULL , self - > s . number , CHAN_VOICE , va ( " *deflect%i.wav " , event - EV_DEFLECT1 + 1 ) , CS_JEDI ) ;
break ;
case EV_GLOAT1 :
case EV_GLOAT2 :
case EV_GLOAT3 :
CG_TryPlayCustomSound ( NULL , self - > s . number , CHAN_VOICE , va ( " *gloat%i.wav " , event - EV_GLOAT1 + 1 ) , CS_JEDI ) ;
break ;
case EV_PUSHFAIL :
CG_TryPlayCustomSound ( NULL , self - > s . number , CHAN_VOICE , " *pushfail.wav " , CS_JEDI ) ;
break ;
}
}
//=====================================================================
/*
= = = = = = = = = = = = =
G_Find
Searches all active entities for the next one that holds
the matching string at fieldofs ( use the FOFS ( ) macro ) in the structure .
Searches beginning at the entity after from , or the beginning if NULL
NULL will be returned if the end of the list is reached .
= = = = = = = = = = = = =
*/
gentity_t * G_Find ( gentity_t * from , int fieldofs , const char * match )
{
char * s ;
if ( ! match | | ! match [ 0 ] )
{
return NULL ;
}
if ( ! from )
from = g_entities ;
else
from + + ;
// for ( ; from < &g_entities[globals.num_entities] ; from++)
int i = from - g_entities ;
for ( ; i < globals . num_entities ; i + + )
{
// if (!from->inuse)
if ( ! PInUse ( i ) )
continue ;
from = & g_entities [ i ] ;
s = * ( char * * ) ( ( byte * ) from + fieldofs ) ;
if ( ! s )
continue ;
if ( ! Q_stricmp ( s , match ) )
return from ;
}
return NULL ;
}
/*
= = = = = = = = = = = =
G_RadiusList - given an origin and a radius , return all entities that are in use that are within the list
= = = = = = = = = = = =
*/
int G_RadiusList ( vec3_t origin , float radius , gentity_t * ignore , qboolean takeDamage , gentity_t * ent_list [ MAX_GENTITIES ] )
{
float dist ;
gentity_t * ent ;
gentity_t * entityList [ MAX_GENTITIES ] ;
int numListedEntities ;
vec3_t mins , maxs ;
vec3_t v ;
int i , e ;
int ent_count = 0 ;
if ( radius < 1 )
{
radius = 1 ;
}
for ( i = 0 ; i < 3 ; i + + )
{
mins [ i ] = origin [ i ] - radius ;
maxs [ i ] = origin [ i ] + radius ;
}
numListedEntities = gi . EntitiesInBox ( mins , maxs , entityList , MAX_GENTITIES ) ;
radius * = radius ; //square for the length squared below
for ( e = 0 ; e < numListedEntities ; e + + )
{
ent = entityList [ e ] ;
if ( ( ent = = ignore ) | | ! ( ent - > inuse ) | | ent - > takedamage ! = takeDamage )
continue ;
// find the distance from the edge of the bounding box
for ( i = 0 ; i < 3 ; i + + )
{
if ( origin [ i ] < ent - > absmin [ i ] )
{
v [ i ] = ent - > absmin [ i ] - origin [ i ] ;
} else if ( origin [ i ] > ent - > absmax [ i ] )
{
v [ i ] = origin [ i ] - ent - > absmax [ i ] ;
} else
{
v [ i ] = 0 ;
}
}
dist = VectorLengthSquared ( v ) ;
if ( dist > = radius )
{
continue ;
}
// ok, we are within the radius, add us to the incoming list
ent_list [ ent_count ] = ent ;
ent_count + + ;
}
// we are done, return how many we found
return ( ent_count ) ;
}
/*
= = = = = = = = = = = = =
G_PickTarget
Selects a random entity from among the targets
= = = = = = = = = = = = =
*/
# define MAXCHOICES 32
gentity_t * G_PickTarget ( char * targetname )
{
gentity_t * ent = NULL ;
int num_choices = 0 ;
gentity_t * choice [ MAXCHOICES ] ;
if ( ! targetname )
{
gi . Printf ( " G_PickTarget called with NULL targetname \n " ) ;
return NULL ;
}
while ( 1 )
{
ent = G_Find ( ent , FOFS ( targetname ) , targetname ) ;
if ( ! ent )
break ;
choice [ num_choices + + ] = ent ;
if ( num_choices = = MAXCHOICES )
break ;
}
if ( ! num_choices )
{
gi . Printf ( " G_PickTarget: target %s not found \n " , targetname ) ;
return NULL ;
}
return choice [ rand ( ) % num_choices ] ;
}
void G_UseTargets2 ( gentity_t * ent , gentity_t * activator , const char * string )
{
gentity_t * t ;
//
// fire targets
//
if ( string )
{
if ( ! stricmp ( string , " self " ) )
{
t = ent ;
if ( t - > e_UseFunc ! = useF_NULL ) // check can be omitted
{
GEntity_UseFunc ( t , ent , activator ) ;
}
if ( ! ent - > inuse )
{
gi . Printf ( " entity was removed while using targets \n " ) ;
return ;
}
}
else
{
t = NULL ;
while ( ( t = G_Find ( t , FOFS ( targetname ) , ( char * ) string ) ) ! = NULL )
{
if ( t = = ent )
{
// gi.Printf ("WARNING: Entity used itself.\n");
}
if ( t - > e_UseFunc ! = useF_NULL ) // check can be omitted
{
GEntity_UseFunc ( t , ent , activator ) ;
}
if ( ! ent - > inuse )
{
gi . 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 )
{
//
// fire targets
//
G_UseTargets2 ( ent , activator , ent - > target ) ;
}
/*
= = = = = = = = = = = = =
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 , " (%4.2f %4.2f %4.2f) " , v [ 0 ] , v [ 1 ] , 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 ) ;
}
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 ;
}
void G_InitGentity ( gentity_t * e , qboolean bFreeG2 )
{
e - > inuse = qtrue ;
SetInUse ( e ) ;
e - > m_iIcarusID = IIcarusInterface : : ICARUS_INVALID ;
e - > classname = " noclass " ;
e - > s . number = e - g_entities ;
// remove any ghoul2 models here in case we're reusing
if ( bFreeG2 & & e - > ghoul2 . IsValid ( ) )
{
gi . G2API_CleanGhoul2Models ( e - > ghoul2 ) ;
}
//Navigational setups
e - > waypoint = WAYPOINT_NONE ;
e - > lastWaypoint = WAYPOINT_NONE ;
}
/*
= = = = = = = = = = = = = = = = =
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<globals.num_entities ; i++, e++)
// {
// if ( e->inuse )
// {
// continue;
// }
for ( i = MAX_CLIENTS ; i < globals . num_entities ; i + + )
{
if ( PInUse ( i ) )
{
continue ;
}
e = & g_entities [ i ] ;
// the first couple seconds of server time can involve a lot of
// freeing and allocating, so relax the replacement policy
if ( ! force & & e - > freetime > 2000 & & level . time - e - > freetime < 1000 ) {
continue ;
}
// reuse this slot
G_InitGentity ( e , qtrue ) ;
return e ;
}
e = & g_entities [ i ] ;
if ( i ! = ENTITYNUM_MAX_NORMAL )
{
break ;
}
}
if ( i = = ENTITYNUM_MAX_NORMAL )
{
# ifndef _XBOX
//#ifndef FINAL_BUILD
e = & g_entities [ 0 ] ;
//--------------Use this to dump directly to a file
char buff [ 256 ] ;
FILE * fp ;
fp = fopen ( " c:/nofreeentities.txt " , " w " ) ;
for ( i = 0 ; i < globals . num_entities ; i + + , e + + )
{
if ( e - > classname )
{
sprintf ( buff , " %d: %s \n " , i , e - > classname ) ;
}
fputs ( buff , fp ) ;
}
fclose ( fp ) ;
/*
//---------------Or use this to dump to the console -- beware though, the console will fill quickly and you probably won't see the full list
for ( i = 0 ; i < globals . num_entities ; i + + , e + + )
{
if ( e - > classname )
{
Com_Printf ( " %d: %s \n " , i , e - > classname ) ;
}
}
*/
# endif //FINAL_BUILD
G_Error ( " G_Spawn: no free entities " ) ;
}
// open up a new slot
globals . num_entities + + ;
G_InitGentity ( e , qtrue ) ;
return e ;
}
extern void Vehicle_Remove ( gentity_t * ent ) ;
/*
= = = = = = = = = = = = = = = = =
G_FreeEntity
Marks the entity as free
= = = = = = = = = = = = = = = = =
*/
void G_FreeEntity ( gentity_t * ed ) {
gi . unlinkentity ( ed ) ; // unlink from world
// Free the Game Element (the entity) and delete the Icarus ID.
Quake3Game ( ) - > FreeEntity ( ed ) ;
/*if ( ed->neverFree ) {
return ;
} */
if ( ed - > wayedge ! = 0 )
{
NAV : : WayEdgesNowClear ( ed ) ;
}
// remove any ghoul2 models here
gi . G2API_CleanGhoul2Models ( ed - > ghoul2 ) ;
if ( ed - > client & & ed - > client - > NPC_class = = CLASS_VEHICLE )
{
Vehicle_Remove ( ed ) ;
if ( ed - > m_pVehicle )
{
gi . Free ( ed - > m_pVehicle ) ;
}
//CVehicleNPC *pVeh = static_cast< CVehicleNPC * >( ed->NPC );
//delete pVeh;
//gi.Free((char*)ed->NPC-4);//crazy hack for class vtables
}
//free this stuff now, rather than waiting until the level ends.
if ( ed - > NPC )
{
gi . Free ( ed - > NPC ) ;
if ( ed - > client - > clientInfo . customBasicSoundDir & & gi . bIsFromZone ( ed - > client - > clientInfo . customBasicSoundDir , TAG_G_ALLOC ) ) {
gi . Free ( ed - > client - > clientInfo . customBasicSoundDir ) ;
}
if ( ed - > client - > clientInfo . customCombatSoundDir ) {
assert ( * ( int * ) ed - > client - > clientInfo . customCombatSoundDir ! = 0xfeeefeee ) ;
gi . Free ( ed - > client - > clientInfo . customCombatSoundDir ) ;
}
if ( ed - > client - > clientInfo . customExtraSoundDir ) {
assert ( * ( int * ) ed - > client - > clientInfo . customExtraSoundDir ! = 0xfeeefeee ) ;
gi . Free ( ed - > client - > clientInfo . customExtraSoundDir ) ;
}
if ( ed - > client - > clientInfo . customJediSoundDir ) {
gi . Free ( ed - > client - > clientInfo . customJediSoundDir ) ;
}
if ( ed - > client - > ps . saber [ 0 ] . name & & gi . bIsFromZone ( ed - > client - > ps . saber [ 0 ] . name , TAG_G_ALLOC ) ) {
gi . Free ( ed - > client - > ps . saber [ 0 ] . name ) ;
}
if ( ed - > client - > ps . saber [ 0 ] . model & & gi . bIsFromZone ( ed - > client - > ps . saber [ 0 ] . model , TAG_G_ALLOC ) ) {
gi . Free ( ed - > client - > ps . saber [ 0 ] . model ) ;
}
if ( ed - > client - > ps . saber [ 1 ] . name & & gi . bIsFromZone ( ed - > client - > ps . saber [ 1 ] . name , TAG_G_ALLOC ) ) {
gi . Free ( ed - > client - > ps . saber [ 1 ] . name ) ;
}
if ( ed - > client - > ps . saber [ 1 ] . model & & gi . bIsFromZone ( ed - > client - > ps . saber [ 1 ] . model , TAG_G_ALLOC ) ) {
gi . Free ( ed - > client - > ps . saber [ 1 ] . model ) ;
}
gi . Free ( ed - > client ) ;
}
if ( ed - > soundSet & & gi . bIsFromZone ( ed - > soundSet , TAG_G_ALLOC ) ) {
gi . Free ( ed - > soundSet ) ;
}
if ( ed - > targetname & & gi . bIsFromZone ( ed - > targetname , TAG_G_ALLOC ) ) {
gi . Free ( ed - > targetname ) ;
}
if ( ed - > NPC_targetname & & gi . bIsFromZone ( ed - > NPC_targetname , TAG_G_ALLOC ) ) {
gi . Free ( ed - > NPC_targetname ) ;
}
if ( ed - > NPC_type & & gi . bIsFromZone ( ed - > NPC_type , TAG_G_ALLOC ) ) {
gi . Free ( ed - > NPC_type ) ;
}
if ( ed - > classname & & gi . bIsFromZone ( ed - > classname , TAG_G_ALLOC ) ) {
gi . Free ( ed - > classname ) ;
}
if ( ed - > message & & gi . bIsFromZone ( ed - > message , TAG_G_ALLOC ) ) {
gi . Free ( ed - > message ) ;
}
if ( ed - > model & & gi . bIsFromZone ( ed - > model , TAG_G_ALLOC ) ) {
gi . Free ( ed - > model ) ;
}
//scripting
if ( ed - > script_targetname & & gi . bIsFromZone ( ed - > script_targetname , TAG_G_ALLOC ) ) {
gi . Free ( ed - > script_targetname ) ;
}
if ( ed - > cameraGroup & & gi . bIsFromZone ( ed - > cameraGroup , TAG_G_ALLOC ) ) {
gi . Free ( ed - > cameraGroup ) ;
}
if ( ed - > paintarget & & gi . bIsFromZone ( ed - > paintarget , TAG_G_ALLOC ) ) {
gi . Free ( ed - > paintarget ) ;
}
if ( ed - > parms ) {
gi . Free ( ed - > parms ) ;
}
//Limbs
if ( ed - > target & & gi . bIsFromZone ( ed - > target , TAG_G_ALLOC ) ) {
gi . Free ( ed - > target ) ;
}
if ( ed - > target2 & & gi . bIsFromZone ( ed - > target2 , TAG_G_ALLOC ) ) {
gi . Free ( ed - > target2 ) ;
}
if ( ed - > target3 & & gi . bIsFromZone ( ed - > target3 , TAG_G_ALLOC ) ) {
gi . Free ( ed - > target3 ) ;
}
if ( ed - > target4 & & gi . bIsFromZone ( ed - > target4 , TAG_G_ALLOC ) ) {
gi . Free ( ed - > target4 ) ;
}
if ( ed - > opentarget ) {
gi . Free ( ed - > opentarget ) ;
}
if ( ed - > closetarget ) {
gi . Free ( ed - > closetarget ) ;
}
// Free any associated timers
TIMER_Clear ( ed - > s . number ) ;
memset ( ed , 0 , sizeof ( * ed ) ) ;
ed - > s . number = ENTITYNUM_NONE ;
ed - > classname = " freed " ;
ed - > freetime = level . time ;
ed - > inuse = qfalse ;
ClearInUse ( ed ) ;
}
/*
= = = = = = = = = = = = = = = = =
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 ( const 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 ) ;
// find cluster for PVS
gi . linkentity ( e ) ;
return e ;
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
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 ;
gentity_t * touch [ MAX_GENTITIES ] , * hit ;
vec3_t mins , maxs ;
VectorAdd ( ent - > client - > ps . origin , ent - > mins , mins ) ;
VectorAdd ( ent - > client - > ps . origin , ent - > maxs , maxs ) ;
num = gi . EntitiesInBox ( mins , maxs , touch , MAX_GENTITIES ) ;
for ( i = 0 ; i < num ; i + + ) {
hit = touch [ i ] ;
if ( ! hit - > client ) {
continue ;
}
if ( hit = = ent ) {
continue ;
}
if ( ent - > s . number & & hit - > client - > ps . stats [ STAT_HEALTH ] < = 0 )
{ //NPC
continue ;
}
if ( ent - > s . number )
{ //NPC
if ( ! ( hit - > contents & CONTENTS_BODY ) )
{
continue ;
}
}
else
{ //player
if ( ! ( hit - > contents & ent - > contents ) )
{
continue ;
}
}
// nail it
G_Damage ( hit , ent , ent , NULL , NULL ,
100000 , DAMAGE_NO_PROTECTION , MOD_UNKNOWN ) ;
}
}
//==============================================================================
/*
= = = = = = = = = = = = = = =
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 ) {
gi . Printf ( " G_AddEvent: zero event added for entity %i \n " , ent - > s . number ) ;
return ;
}
#if 0 // FIXME: allow multiple events on an entity
// if the entity has an event that hasn't expired yet, don't overwrite
// it unless it is identical (repeated footsteps / muzzleflashes / etc )
if ( ent - > s . event & & ent - > s . event ! = event ) {
gentity_t * temp ;
// generate a temp entity that references the original entity
gi . Printf ( " eventPush \n " ) ;
temp = G_Spawn ( ) ;
temp - > s . eType = ET_EVENT_ONLY ;
temp - > s . otherEntityNum = ent - > s . number ;
G_SetOrigin ( temp , ent - > s . origin ) ;
G_AddEvent ( temp , event , eventParm ) ;
temp - > freeAfterEvent = qtrue ;
gi . linkentity ( temp ) ;
return ;
}
# endif
// clients need to add the event in playerState_t instead of entityState_t
if ( ! ent - > s . number ) //only one client
{
#if 0
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 ;
# endif
if ( eventParm > 255 )
{
if ( event = = EV_PAIN )
{ //must have cheated, in undying?
eventParm = 255 ;
}
else
{
assert ( eventParm < 256 ) ;
}
}
AddEventToPlayerstate ( event , eventParm , & ent - > client - > ps ) ;
} 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_Sound
= = = = = = = = = = = = =
*/
void G_Sound ( gentity_t * ent , int soundIndex )
{
gentity_t * te ;
te = G_TempEntity ( ent - > currentOrigin , EV_GENERAL_SOUND ) ;
te - > s . eventParm = soundIndex ;
}
/*
= = = = = = = = = = = = =
G_Sound
= = = = = = = = = = = = =
*/
void G_SoundAtSpot ( vec3_t org , int soundIndex , qboolean broadcast )
{
gentity_t * te ;
te = G_TempEntity ( org , EV_GENERAL_SOUND ) ;
te - > s . eventParm = soundIndex ;
if ( broadcast )
{
te - > svFlags | = SVF_BROADCAST ;
}
}
/*
= = = = = = = = = = = = =
G_SoundBroadcast
Plays sound that can permeate PVS blockage
= = = = = = = = = = = = =
*/
void G_SoundBroadcast ( gentity_t * ent , int soundIndex )
{
gentity_t * te ;
te = G_TempEntity ( ent - > currentOrigin , EV_GLOBAL_SOUND ) ; //full volume
te - > s . eventParm = soundIndex ;
te - > svFlags | = SVF_BROADCAST ;
}
//==============================================================================
# ifdef _IMMERSION
int G_ForceIndex ( const char * name , int channel )
{
if ( channel > = 0 & & channel < FF_CHANNEL_MAX )
{
// no point in storing a name with a bogus channel
// (registering an effect on multiple channels will eat up memory)
char temp [ 512 ] ;
sprintf ( temp , " %d,%s " , channel , name ) ;
return G_FindConfigstringIndex ( temp , CS_FORCES , MAX_FORCES , qtrue ) ;
}
return 0 ;
}
gentity_t * G_OwnerClient ( gentity_t * ent )
{
// This test is not adequate... should check for the following...
// 1) owned entity is touching client entity
// 2) owned entity is a weapon being used by client
for
(
; ent
& & ! ent - > client
; ent = ent - > owner
) ;
return ent ;
}
void G_Force ( gentity_t * ent , int forceIndex )
{
gentity_t * client = G_OwnerClient ( ent ) ;
if ( client )
{
G_AddEvent ( client , EV_ENTITY_FORCE , forceIndex ) ;
}
}
void G_ForceArea ( gentity_t * ent , int forceIndex )
{
gentity_t * te ;
te = G_TempEntity ( ent - > s . origin , EV_AREA_FORCE ) ;
te - > s . eventParm = forceIndex ;
}
void G_ForceBroadcast ( gentity_t * ent , int forceIndex )
{
gentity_t * te ;
te = G_TempEntity ( ent - > s . origin , EV_GLOBAL_FORCE ) ;
te - > s . eventParm = forceIndex ;
te - > svFlags | = SVF_BROADCAST ;
}
void G_ForceStop ( gentity_t * ent , int forceIndex )
{
G_AddEvent ( ent , EV_FORCE_STOP , forceIndex ) ;
}
# endif // _IMMERSION
/*
= = = = = = = = = = = = = = = =
G_SetOrigin
Sets the pos trajectory for a fixed position
= = = = = = = = = = = = = = = =
*/
void G_SetOrigin ( gentity_t * ent , const vec3_t origin )
{
VectorCopy ( origin , ent - > s . pos . trBase ) ;
if ( ent - > client )
{
VectorCopy ( origin , ent - > client - > ps . origin ) ;
VectorCopy ( origin , ent - > s . origin ) ;
}
else
{
ent - > s . pos . trType = TR_STATIONARY ;
}
ent - > s . pos . trTime = 0 ;
ent - > s . pos . trDuration = 0 ;
VectorClear ( ent - > s . pos . trDelta ) ;
VectorCopy ( origin , ent - > currentOrigin ) ;
// clear waypoints
if ( ent - > client & & ent - > NPC )
{
ent - > waypoint = 0 ;
ent - > lastWaypoint = 0 ;
if ( NAV : : HasPath ( ent ) )
{
NAV : : ClearPath ( ent ) ;
}
}
}
qboolean G_CheckInSolidTeleport ( const vec3_t & teleportPos , gentity_t * self )
{
trace_t trace ;
vec3_t end , mins ;
VectorCopy ( teleportPos , end ) ;
end [ 2 ] + = self - > mins [ 2 ] ;
VectorCopy ( self - > mins , mins ) ;
mins [ 2 ] = 0 ;
gi . trace ( & trace , teleportPos , mins , self - > maxs , end , self - > s . number , self - > clipmask ) ;
if ( trace . allsolid | | trace . startsolid )
{
return qtrue ;
}
return qfalse ;
}
//===============================================================================
qboolean G_CheckInSolid ( gentity_t * self , qboolean fix )
{
trace_t trace ;
vec3_t end , mins ;
VectorCopy ( self - > currentOrigin , end ) ;
end [ 2 ] + = self - > mins [ 2 ] ;
VectorCopy ( self - > mins , mins ) ;
mins [ 2 ] = 0 ;
gi . trace ( & trace , self - > currentOrigin , mins , self - > maxs , end , self - > s . number , self - > clipmask ) ;
if ( trace . allsolid | | trace . startsolid )
{
return qtrue ;
}
# ifdef _DEBUG
if ( trace . fraction < 0.99999713 )
# else
if ( trace . fraction < 1.0 )
# endif
{
if ( fix )
{ //Put them at end of trace and check again
vec3_t neworg ;
VectorCopy ( trace . endpos , neworg ) ;
neworg [ 2 ] - = self - > mins [ 2 ] ;
G_SetOrigin ( self , neworg ) ;
gi . linkentity ( self ) ;
return G_CheckInSolid ( self , qfalse ) ;
}
else
{
return qtrue ;
}
}
return qfalse ;
}
qboolean infront ( gentity_t * from , gentity_t * to )
{
vec3_t angles , dir , forward ;
float dot ;
angles [ PITCH ] = angles [ ROLL ] = 0 ;
angles [ YAW ] = from - > s . angles [ YAW ] ;
AngleVectors ( angles , forward , NULL , NULL ) ;
VectorSubtract ( to - > s . origin , from - > s . origin , dir ) ;
VectorNormalize ( dir ) ;
dot = DotProduct ( forward , dir ) ;
if ( dot < 0.0f )
{
return qfalse ;
}
return qtrue ;
}
void Svcmd_Use_f ( void )
{
char * cmd1 = gi . argv ( 1 ) ;
if ( ! cmd1 | | ! cmd1 [ 0 ] )
{
//FIXME: warning message
gi . Printf ( " 'use' takes targetname of ent or 'list' (lists all usable ents) \n " ) ;
return ;
}
else if ( ! Q_stricmp ( " list " , cmd1 ) )
{
gentity_t * ent ;
gi . Printf ( " Listing all usable entities: \n " ) ;
for ( int i = 1 ; i < ENTITYNUM_WORLD ; i + + )
{
ent = & g_entities [ i ] ;
if ( ent )
{
if ( ent - > targetname & & ent - > targetname [ 0 ] )
{
if ( ent - > e_UseFunc ! = useF_NULL )
{
if ( ent - > NPC )
{
gi . Printf ( " %s (NPC) \n " , ent - > targetname ) ;
}
else
{
gi . Printf ( " %s \n " , ent - > targetname ) ;
}
}
}
}
}
gi . Printf ( " End of list. \n " ) ;
}
else
{
G_UseTargets2 ( & g_entities [ 0 ] , & g_entities [ 0 ] , cmd1 ) ;
}
}
//======================================================
void G_SetActiveState ( char * targetstring , qboolean actState )
{
gentity_t * target = NULL ;
while ( NULL ! = ( target = G_Find ( target , FOFS ( targetname ) , targetstring ) ) )
{
target - > svFlags = actState ? ( target - > svFlags & ~ SVF_INACTIVE ) : ( target - > svFlags | SVF_INACTIVE ) ;
}
}
void target_activate_use ( gentity_t * self , gentity_t * other , gentity_t * activator )
{
G_ActivateBehavior ( self , BSET_USE ) ;
G_SetActiveState ( self - > target , ACT_ACTIVE ) ;
}
void target_deactivate_use ( gentity_t * self , gentity_t * other , gentity_t * activator )
{
G_ActivateBehavior ( self , BSET_USE ) ;
G_SetActiveState ( self - > target , ACT_INACTIVE ) ;
}
//FIXME: make these apply to doors, etc too?
/*QUAKED target_activate (1 0 0) (-4 -4 -4) (4 4 4)
Will set the target ( s ) to be usable / triggerable
*/
void SP_target_activate ( gentity_t * self )
{
G_SetOrigin ( self , self - > s . origin ) ;
self - > e_UseFunc = useF_target_activate_use ;
}
/*QUAKED target_deactivate (1 0 0) (-4 -4 -4) (4 4 4)
Will set the target ( s ) to be non - usable / triggerable
*/
void SP_target_deactivate ( gentity_t * self )
{
G_SetOrigin ( self , self - > s . origin ) ;
self - > e_UseFunc = useF_target_deactivate_use ;
}
//======================================================
/*
= = = = = = = = = = = = = =
ValidUseTarget
Returns whether or not the targeted entity is useable
= = = = = = = = = = = = = =
*/
qboolean ValidUseTarget ( gentity_t * ent )
{
if ( ent - > e_UseFunc = = useF_NULL )
{
return qfalse ;
}
if ( ent - > svFlags & SVF_INACTIVE )
{ //set by target_deactivate
return qfalse ;
}
if ( ! ( ent - > svFlags & SVF_PLAYER_USABLE ) )
{ //Check for flag that denotes BUTTON_USE useability
return qfalse ;
}
//FIXME: This is only a temp fix..
if ( ! Q_strncmp ( ent - > classname , " trigger " , 7 ) )
{
return qfalse ;
}
return qtrue ;
}
static void DebugTraceForNPC ( gentity_t * ent )
{
trace_t trace ;
vec3_t src , dest , vf ;
VectorCopy ( ent - > client - > renderInfo . eyePoint , src ) ;
AngleVectors ( ent - > client - > ps . viewangles , vf , NULL , NULL ) ; //ent->client->renderInfo.eyeAngles was cg.refdef.viewangles, basically
//extend to find end of use trace
VectorMA ( src , 4096 , vf , dest ) ;
//Trace ahead to find a valid target
gi . trace ( & trace , src , vec3_origin , vec3_origin , dest , ent - > s . number , MASK_OPAQUE | CONTENTS_SOLID | CONTENTS_TERRAIN | CONTENTS_BODY | CONTENTS_ITEM | CONTENTS_CORPSE ) ;
if ( trace . fraction < 0.99f )
{
gentity_t * found = & g_entities [ trace . entityNum ] ;
if ( found )
{
const char * targetName = found - > targetname ;
const char * className = found - > classname ;
if ( targetName = = 0 )
{
targetName = " <NULL> " ;
}
if ( className = = 0 )
{
className = " <NULL> " ;
}
Com_Printf ( " found targetname '%s', classname '%s' \n " , targetName , className ) ;
}
}
}
static qboolean G_ValidActivateBehavior ( gentity_t * self , int bset )
{
if ( ! self )
{
return qfalse ;
}
const char * bs_name = self - > behaviorSet [ bset ] ;
if ( ! ( VALIDSTRING ( bs_name ) ) )
{
return qfalse ;
}
return qtrue ;
}
static qboolean G_IsTriggerUsable ( gentity_t * self , gentity_t * other )
{
if ( self - > svFlags & SVF_INACTIVE )
{ //set by target_deactivate
return qfalse ;
}
if ( self - > noDamageTeam )
{
if ( other - > client - > playerTeam ! = self - > noDamageTeam )
{
return qfalse ;
}
}
if ( self - > spawnflags & 4 )
{ //USE_BUTTON
if ( ! other - > client )
{
return qfalse ;
}
}
else
{
return qfalse ;
}
if ( self - > spawnflags & 2 )
{ //FACING
vec3_t forward ;
if ( other - > client )
{
AngleVectors ( other - > client - > ps . viewangles , forward , NULL , NULL ) ;
}
else
{
AngleVectors ( other - > currentAngles , forward , NULL , NULL ) ;
}
if ( DotProduct ( self - > movedir , forward ) < 0.5 )
{ //Not Within 45 degrees
return qfalse ;
}
}
if ( ( ! G_ValidActivateBehavior ( self , BSET_USE ) & & ! self - > target ) | |
( self - > target & &
( stricmp ( self - > target , " n " ) = = 0 | |
( stricmp ( self - > target , " neveropen " ) = = 0 | |
( stricmp ( self - > target , " run_gran_drop " ) = = 0 ) | |
( stricmp ( self - > target , " speaker " ) = = 0 ) | |
( stricmp ( self - > target , " locked " ) = = 0 )
) ) ) )
{
return qfalse ;
}
/*
//NOTE: This doesn't stop you from using it, just delays the use action!
if ( self - > delay & & self - > painDebounceTime < ( level . time + self - > delay ) )
{
return qfalse ;
}
*/
return qtrue ;
}
static qboolean CanUseInfrontOfPartOfLevel ( gentity_t * ent ) //originally from VV
{
int i , num ;
gentity_t * touch [ MAX_GENTITIES ] , * hit ;
vec3_t mins , maxs ;
const vec3_t range = { 40 , 40 , 52 } ;
if ( ! ent - > client ) {
return qfalse ;
}
VectorSubtract ( ent - > client - > ps . origin , range , mins ) ;
VectorAdd ( ent - > client - > ps . origin , range , maxs ) ;
num = gi . EntitiesInBox ( mins , maxs , touch , MAX_GENTITIES ) ;
// can't use ent->absmin, because that has a one unit pad
VectorAdd ( ent - > client - > ps . origin , ent - > mins , mins ) ;
VectorAdd ( ent - > client - > ps . origin , ent - > maxs , maxs ) ;
for ( i = 0 ; i < num ; i + + ) {
hit = touch [ i ] ;
if ( ( hit - > e_TouchFunc = = touchF_NULL ) & & ( ent - > e_TouchFunc = = touchF_NULL ) ) {
continue ;
}
if ( ! ( hit - > contents & CONTENTS_TRIGGER ) ) {
continue ;
}
if ( ! gi . EntityContact ( mins , maxs , hit ) ) {
continue ;
}
if ( hit - > e_TouchFunc ! = touchF_NULL ) {
switch ( hit - > e_TouchFunc )
{
case touchF_Touch_Multi :
if ( G_IsTriggerUsable ( hit , ent ) )
{
return qtrue ;
}
continue ;
break ;
default :
continue ;
}
}
}
return qfalse ;
}
# define USE_DISTANCE 64.0f
extern qboolean eweb_can_be_used ( gentity_t * self , gentity_t * other , gentity_t * activator ) ;
qboolean CanUseInfrontOf ( gentity_t * ent )
{
gentity_t * target ;
trace_t trace ;
vec3_t src , dest , vf ;
if ( ent - > s . number & & ent - > client - > NPC_class = = CLASS_ATST )
{ //a player trying to get out of his ATST
// GEntity_UseFunc( ent->activator, ent, ent );
return qfalse ;
}
if ( ent - > client - > ps . viewEntity ! = ent - > s . number )
{
ent = & g_entities [ ent - > client - > ps . viewEntity ] ;
if ( ! Q_stricmp ( " misc_camera " , ent - > classname ) )
{ // we are in a camera
gentity_t * next = 0 ;
if ( ent - > target2 ! = NULL )
{
next = G_Find ( NULL , FOFS ( targetname ) , ent - > target2 ) ;
}
if ( next )
{ //found another one
if ( ! Q_stricmp ( " misc_camera " , next - > classname ) )
{ //make sure it's another camera
return qtrue ;
}
}
else //if ( ent->health > 0 )
{ //I was the last (only?) one, clear out the viewentity
return qfalse ;
}
}
}
if ( ! ent - > client ) {
return qfalse ;
}
//FIXME: this does not match where the new accurate crosshair aims...
//cg.refdef.vieworg, basically
VectorCopy ( ent - > client - > renderInfo . eyePoint , src ) ;
AngleVectors ( ent - > client - > ps . viewangles , vf , NULL , NULL ) ;
//extend to find end of use trace
VectorMA ( src , USE_DISTANCE , vf , dest ) ;
//Trace ahead to find a valid target
gi . trace ( & trace , src , vec3_origin , vec3_origin , dest , ent - > s . number , MASK_OPAQUE | CONTENTS_SOLID | CONTENTS_TERRAIN | CONTENTS_BODY | CONTENTS_ITEM | CONTENTS_CORPSE , G2_NOCOLLIDE , 10 ) ;
if ( trace . fraction = = 1.0f | | trace . entityNum > = ENTITYNUM_WORLD )
{
return ( CanUseInfrontOfPartOfLevel ( ent ) ) ;
}
target = & g_entities [ trace . entityNum ] ;
if ( target & & target - > client & & target - > client - > NPC_class = = CLASS_VEHICLE )
{
// Attempt to board this vehicle.
return qtrue ;
}
//Check for a use command
if ( ValidUseTarget ( target ) ) {
if ( target - > s . eType = = ET_ITEM )
{ //item, see if we could actually pick it up
2013-04-04 23:21:13 +00:00
if ( ( target - > spawnflags & 128 /*ITMSF_USEPICKUP*/ ) )
{ //player has to be touching me and hit use to pick it up, so don't allow this
if ( ! G_BoundsOverlap ( target - > absmin , target - > absmax , ent - > absmin , ent - > absmax ) )
{ //not touching
return qfalse ;
}
}
2013-04-04 22:35:38 +00:00
if ( ! BG_CanItemBeGrabbed ( & target - > s , & ent - > client - > ps ) )
{ //nope, so don't indicate that we can use it
return qfalse ;
}
}
else if ( target - > e_UseFunc = = useF_misc_atst_use )
{ //drivable AT-ST from JK2
if ( ent - > client - > ps . groundEntityNum ! = target - > s . number )
{ //must be standing on it to use it
return qfalse ;
}
}
else if ( target - > NPC ! = NULL & & target - > health < = 0 )
{
return qfalse ;
}
else if ( target - > e_UseFunc = = useF_eweb_use )
{
if ( ! eweb_can_be_used ( target , ent , ent ) )
{
return qfalse ;
}
}
return qtrue ;
}
if ( target - > client
& & target - > client - > ps . pm_type < PM_DEAD
& & target - > NPC ! = NULL
& & target - > client - > playerTeam
& & ( target - > client - > playerTeam = = ent - > client - > playerTeam | | target - > client - > playerTeam = = TEAM_NEUTRAL )
& & ! ( target - > NPC - > scriptFlags & SCF_NO_RESPONSE )
& & G_ValidActivateBehavior ( target , BSET_USE ) )
{
return qtrue ;
}
if ( CanUseInfrontOfPartOfLevel ( ent ) ) {
return qtrue ;
}
return qfalse ;
}
/*
= = = = = = = = = = = = = =
TryUse
Try and use an entity in the world , directly ahead of us
= = = = = = = = = = = = = =
*/
void TryUse ( gentity_t * ent )
{
gentity_t * target ;
trace_t trace ;
vec3_t src , dest , vf ;
if ( ent - > s . number = = 0 & & g_npcdebug - > integer = = 1 )
{
DebugTraceForNPC ( ent ) ;
}
if ( ent - > s . number = = 0 & & ent - > client - > NPC_class = = CLASS_ATST )
{ //a player trying to get out of his ATST
GEntity_UseFunc ( ent - > activator , ent , ent ) ;
return ;
}
// TODO: turo-boost.
/* if ( ent->client->ps.vehicleIndex != VEHICLE_NONE )
{ //in a vehicle, use key makes you turbo-boost
return ;
} */
//FIXME: this does not match where the new accurate crosshair aims...
//cg.refdef.vieworg, basically
VectorCopy ( ent - > client - > renderInfo . eyePoint , src ) ;
AngleVectors ( ent - > client - > ps . viewangles , vf , NULL , NULL ) ; //ent->client->renderInfo.eyeAngles was cg.refdef.viewangles, basically
//extend to find end of use trace
VectorMA ( src , USE_DISTANCE , vf , dest ) ;
//Trace ahead to find a valid target
gi . trace ( & trace , src , vec3_origin , vec3_origin , dest , ent - > s . number , MASK_OPAQUE | CONTENTS_SOLID | CONTENTS_TERRAIN | CONTENTS_BODY | CONTENTS_ITEM | CONTENTS_CORPSE , G2_NOCOLLIDE , 10 ) ;
if ( trace . fraction = = 1.0f | | trace . entityNum > = ENTITYNUM_WORLD )
{
//TODO: Play a failure sound
/*
if ( ent - > s . number = = 0 )
{ //if nothing else, try the force telepathy power
ForceTelepathy ( ent ) ;
}
*/
return ;
}
target = & g_entities [ trace . entityNum ] ;
if ( target & & target - > client & & target - > client - > NPC_class = = CLASS_VEHICLE )
{
// Attempt to board this vehicle.
target - > m_pVehicle - > m_pVehicleInfo - > Board ( target - > m_pVehicle , ent ) ;
return ;
}
//Check for a use command
if ( ValidUseTarget ( target ) )
{
NPC_SetAnim ( ent , SETANIM_TORSO , BOTH_BUTTON_HOLD , SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD ) ;
/*
if ( ! VectorLengthSquared ( ent - > client - > ps . velocity ) & & ! PM_CrouchAnim ( ent - > client - > ps . legsAnim ) )
{
NPC_SetAnim ( ent , SETANIM_LEGS , BOTH_BUTTON_HOLD , SETANIM_FLAG_NORMAL | SETANIM_FLAG_HOLD ) ;
}
*/
//ent->client->ps.weaponTime = ent->client->ps.torsoAnimTimer;
GEntity_UseFunc ( target , ent , ent ) ;
return ;
}
else if ( target - > client
& & target - > client - > ps . pm_type < PM_DEAD
& & target - > NPC ! = NULL
& & target - > client - > playerTeam
& & ( target - > client - > playerTeam = = ent - > client - > playerTeam | | target - > client - > playerTeam = = TEAM_NEUTRAL )
& & ! ( target - > NPC - > scriptFlags & SCF_NO_RESPONSE ) )
{
NPC_UseResponse ( target , ent , qfalse ) ;
return ;
}
/*
if ( ent - > s . number = = 0 )
{ //if nothing else, try the force telepathy power
ForceTelepathy ( ent ) ;
}
*/
}
extern int killPlayerTimer ;
void G_ChangeMap ( const char * mapname , const char * spawntarget , qboolean hub )
{
// gi.Printf("Loading...");
//ignore if player is dead
if ( g_entities [ 0 ] . client - > ps . pm_type = = PM_DEAD )
return ;
if ( killPlayerTimer )
{ //can't go to next map if your allies have turned on you
return ;
}
if ( mapname [ 0 ] = = ' + ' ) //fire up the menu instead
{
gi . SendConsoleCommand ( va ( " uimenu %s \n " , mapname + 1 ) ) ;
gi . cvar_set ( " skippingCinematic " , " 0 " ) ;
gi . cvar_set ( " timescale " , " 1 " ) ;
return ;
}
if ( spawntarget = = NULL ) {
spawntarget = " " ; //prevent it from becoming "(null)"
}
if ( hub = = qtrue )
{
gi . SendConsoleCommand ( va ( " loadtransition %s %s \n " , mapname , spawntarget ) ) ;
}
else
{
gi . SendConsoleCommand ( va ( " maptransition %s %s \n " , mapname , spawntarget ) ) ;
}
}
qboolean G_PointInBounds ( const vec3_t point , const vec3_t mins , const vec3_t maxs )
{
for ( int i = 0 ; i < 3 ; i + + )
{
if ( point [ i ] < mins [ i ] )
{
return qfalse ;
}
if ( point [ i ] > maxs [ i ] )
{
return qfalse ;
}
}
return qtrue ;
}
qboolean G_BoxInBounds ( const vec3_t point , const vec3_t mins , const vec3_t maxs , const vec3_t boundsMins , const 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 , const vec3_t angles )
{
VectorCopy ( angles , ent - > currentAngles ) ;
VectorCopy ( angles , ent - > s . angles ) ;
VectorCopy ( angles , ent - > s . apos . trBase ) ;
}
qboolean G_ClearTrace ( const vec3_t start , const vec3_t mins , const vec3_t maxs , const vec3_t end , int ignore , int clipmask )
{
static trace_t tr ;
gi . trace ( & tr , start , mins , maxs , end , ignore , clipmask ) ;
if ( tr . allsolid | | tr . startsolid | | tr . fraction < 1.0 )
{
return qfalse ;
}
return qtrue ;
}
extern void CG_TestLine ( vec3_t start , vec3_t end , int time , unsigned int color , int radius ) ;
void G_DebugLine ( vec3_t A , vec3_t B , int duration , int color , qboolean deleteornot )
{
/*
gentity_t * tent = G_TempEntity ( A , EV_DEBUG_LINE ) ;
VectorCopy ( B , tent - > s . origin2 ) ;
tent - > s . time = duration ; // Pause
tent - > s . time2 = color ; // Color
tent - > s . weapon = 1 ; // Dimater
tent - > freeAfterEvent = deleteornot ;
*/
CG_TestLine ( A , B , duration , color , 1 ) ;
}
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 ;
VectorCopy ( point , start ) ;
for ( int i = 0 ; i < 3 ; i + + )
{
VectorCopy ( start , end ) ;
end [ i ] + = mins [ i ] ;
gi . 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 ) ;
gi . 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
gi . trace ( & tr , start , mins , maxs , start , ignore , clipmask ) ;
if ( tr . allsolid | | tr . startsolid )
{
return qfalse ;
}
VectorCopy ( start , point ) ;
return qtrue ;
}
/*
Ghoul2 Insert Start
*/
void removeBoltSurface ( gentity_t * ent )
{
gentity_t * hitEnt = & g_entities [ ent - > cantHitEnemyCounter ] ;
// check first to be sure the bolt is still there on the model
if ( ( hitEnt - > ghoul2 . size ( ) > ent - > damage ) & &
( hitEnt - > ghoul2 [ ent - > damage ] . mModelindex ! = - 1 ) & &
( hitEnt - > ghoul2 [ ent - > damage ] . mSlist . size ( ) > ent - > aimDebounceTime ) & &
( hitEnt - > ghoul2 [ ent - > damage ] . mSlist [ ent - > aimDebounceTime ] . surface ! = - 1 ) & &
( hitEnt - > ghoul2 [ ent - > damage ] . mSlist [ ent - > aimDebounceTime ] . offFlags = = G2SURFACEFLAG_GENERATED ) )
{
// remove the bolt
gi . G2API_RemoveBolt ( & hitEnt - > ghoul2 [ ent - > damage ] , ent - > attackDebounceTime ) ;
// now remove a surface if there is one
if ( ent - > aimDebounceTime ! = - 1 )
{
gi . G2API_RemoveSurface ( & hitEnt - > ghoul2 [ ent - > damage ] , ent - > aimDebounceTime ) ;
}
}
// we are done with this entity.
G_FreeEntity ( ent ) ;
}
void G_SetBoltSurfaceRemoval ( const int entNum , const int modelIndex , const int boltIndex , const int surfaceIndex , float duration ) {
gentity_t * e ;
vec3_t snapped = { 0 , 0 , 0 } ;
e = G_Spawn ( ) ;
e - > classname = " BoltRemoval " ;
e - > cantHitEnemyCounter = entNum ;
e - > damage = modelIndex ;
e - > attackDebounceTime = boltIndex ;
e - > aimDebounceTime = surfaceIndex ;
G_SetOrigin ( e , snapped ) ;
// find cluster for PVS
gi . linkentity ( e ) ;
e - > nextthink = level . time + duration ;
e - > e_ThinkFunc = thinkF_removeBoltSurface ;
}
/*
Ghoul2 Insert End
*/