jedioutcast/code/game/g_utils.cpp

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// 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 "g_local.h"
#include "g_functions.h"
#include "g_nav.h"
#include "g_icarus.h"
#include "b_local.h"
#include "anims.h"
#include "..\renderer\mdx_format.h"
#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 ) {
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 );
}
#define FX_ENT_RADIUS 32
//-----------------------------
// Effect playing utilities
//-----------------------------
//-----------------------------
void G_PlayEffect( int fxID, vec3_t origin, 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 );
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VectorCopy( fwd, tent->pos3 );
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// Assume angles, we'll do a cross product on the other end to finish up
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MakeNormalVectors( fwd, tent->pos4, temp );
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gi.linkentity( tent );
}
// Play an effect at the origin of the specified entity
//----------------------------
void G_PlayEffect( int fxID, int entNum, 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 );
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VectorCopy( fwd, tent->pos3 );
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// Assume angles, we'll do a cross product on the other end to finish up
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MakeNormalVectors( fwd, tent->pos4, temp );
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}
// 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 );
}
//-----------------------------
void G_PlayEffect( int fxID, vec3_t origin, 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.
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VectorCopy( axis[0], tent->pos3 );
VectorCopy( axis[1], tent->pos4 );
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}
// 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)
{
gentity_t *tent;
vec3_t origin = {0,0,0};
tent = G_TempEntity( origin, EV_PLAY_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_PlayEffect( const char *name, vec3_t origin )
{
vec3_t up = {0, 0, 1};
G_PlayEffect( G_EffectIndex( name ), origin, up );
}
//-----------------------------
void G_PlayEffect( const char *name, vec3_t origin, vec3_t fwd )
{
G_PlayEffect( G_EffectIndex( name ), origin, fwd );
}
//-----------------------------
void G_PlayEffect( const char *name, vec3_t origin, vec3_t axis[3] )
{
G_PlayEffect( G_EffectIndex( name ), origin, axis );
}
//-----------------------------
void G_PlayEffect( const char *name, const int modelIndex, const int boltIndex, const int entNum )
{
G_PlayEffect( G_EffectIndex( name ), modelIndex, boltIndex, entNum );
}
//===Bypass network for sounds on specific channels====================
extern void cgi_S_StartSound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx );
#include "..\cgame\cg_media.h" //access to cgs
extern void CG_TryPlayCustomSound( vec3_t origin, int entityNum, soundChannel_t channel, const char *soundName, int customSoundSet );
//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;
}
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_SpeechEvent( gentity_t *self, int event )
{
//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;
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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;
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//extra sounds for ST
case EV_CHASE1:
case EV_CHASE2:
case EV_CHASE3:
CG_TryPlayCustomSound( NULL, self->s.number, CHAN_VOICE, va("*chase%i.wav", event - EV_CHASE1 + 1), CS_EXTRA );
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;
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if(!match || !match[0])
{
return NULL;
}
if (!from)
from = g_entities;
else
from++;
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// for ( ; from < &g_entities[globals.num_entities] ; from++)
int i=from-g_entities;
for ( ; i < globals.num_entities ; i++)
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{
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// if (!from->inuse)
if(!PInUse(i))
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continue;
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from=&g_entities[i];
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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 );
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 = VectorLength( 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)
{
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);
}
/*
=============
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, "(%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 )
{
e->inuse = qtrue;
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SetInUse(e);
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e->classname = "noclass";
e->s.number = e - g_entities;
ICARUS_FreeEnt( e ); //ICARUS information must be added after this point
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// remove any ghoul2 models here
//let not gi.G2API_CleanGhoul2Models(e->ghoul2);
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//Navigational setups
e->waypoint = WAYPOINT_NONE;
e->lastWaypoint = WAYPOINT_NONE;
e->lastValidWaypoint = 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
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for ( force = 0 ; force < 2 ; force++ )
{
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// 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];
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// 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))
{
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continue;
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}
e=&g_entities[i];
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// 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 );
return e;
}
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e=&g_entities[i];
if ( i != ENTITYNUM_MAX_NORMAL )
{
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break;
}
}
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if ( i == ENTITYNUM_MAX_NORMAL )
{
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/*
e = &g_entities[0];
//--------------Use this to dump directly to a file
char buff[256];
FILE *fp;
fp = fopen( "c:/dump.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 );
}
}
*/
G_Error( "G_Spawn: no free entities" );
}
// open up a new slot
globals.num_entities++;
G_InitGentity( e );
return e;
}
/*
=================
G_FreeEntity
Marks the entity as free
=================
*/
void G_FreeEntity( gentity_t *ed ) {
gi.unlinkentity (ed); // unlink from world
ICARUS_FreeEnt( ed );
/*if ( ed->neverFree ) {
return;
}*/
// remove any ghoul2 models here
gi.G2API_CleanGhoul2Models(ed->ghoul2);
memset (ed, 0, sizeof(*ed));
//FIXME: This sets the entity number to zero, which is the player.
// This is really fucking stupid and has caused us no end of
// trouble!!! Change it to set the s.number to the proper index
// (ed - g_entities) *OR* ENTITYNUM_NONE!!!
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ed->s.number = ENTITYNUM_NONE;
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ed->classname = "freed";
ed->freetime = level.time;
ed->inuse = qfalse;
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ClearInUse(ed);
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}
/*
=================
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 );
// 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;
}
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if ( ent->s.number && hit->client->ps.stats[STAT_HEALTH] <= 0 )
{//NPC
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continue;
}
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if ( ent->s.number )
{//NPC
if ( !(hit->contents&CONTENTS_BODY) )
{
continue;
}
}
else
{//player
if ( !(hit->contents & ent->contents) )
{
continue;
}
}
2013-04-04 14:52:42 +00:00
// 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 )
{
gentity_t *te;
te = G_TempEntity( org, EV_GENERAL_SOUND );
te->s.eventParm = soundIndex;
}
/*
=============
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;
}
//==============================================================================
/*
================
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 );
}
//===============================================================================
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;
}
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->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 ( !strncmp( ent->classname, "trigger", 7) )
{
return qfalse;
}
return qtrue;
}
/*
==============
TryUse
Try and use an entity in the world, directly ahead of us
==============
*/
#define USE_DISTANCE 64.0f
void TryUse( gentity_t *ent )
{
gentity_t *target;
trace_t trace;
vec3_t src, dest, vf;
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;
}
//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_BODY|CONTENTS_ITEM|CONTENTS_CORPSE );
if ( trace.fraction == 1.0f || trace.entityNum < 1 )
{
//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];
//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;
}
2013-04-04 18:24:26 +00:00
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) )
2013-04-04 14:52:42 +00:00
{
NPC_UseResponse ( target, ent, qfalse );
return;
}
/*
if ( ent->s.number == 0 )
{//if nothing else, try the force telepathy power
ForceTelepathy( ent );
}
*/
}
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 ( 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
*/