1504 lines
36 KiB
C++
1504 lines
36 KiB
C++
// g_utils.c -- misc utility functions for game module
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// leave this line at the top for all g_xxxx.cpp files...
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#include "g_headers.h"
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#include "g_local.h"
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#include "g_functions.h"
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#include "g_nav.h"
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#include "g_icarus.h"
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#include "b_local.h"
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#include "anims.h"
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#include "..\renderer\mdx_format.h"
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#define ACT_ACTIVE qtrue
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#define ACT_INACTIVE qfalse
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extern void NPC_UseResponse ( gentity_t *self, gentity_t *user, qboolean useWhenDone );
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extern qboolean PM_CrouchAnim( int anim );
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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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extern void ForceTelepathy( gentity_t *self );
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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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gi.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 ( !stricmp( 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 adding %s to set %d-%d", name, start, max );
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}
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gi.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_SkinIndex( const char *name ) {
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return G_FindConfigstringIndex (name, CS_CHARSKINS, MAX_CHARSKINS, 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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return G_FindConfigstringIndex (name, CS_MODELS, MAX_MODELS, qtrue);
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}
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int G_SoundIndex( const char *name ) {
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char stripped[MAX_QPATH];
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COM_StripExtension(name, stripped);
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return G_FindConfigstringIndex (stripped, CS_SOUNDS, MAX_SOUNDS, qtrue);
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}
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int G_EffectIndex( const char *name )
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{
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char temp[MAX_QPATH];
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// We just don't want extensions on the things we are registering
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COM_StripExtension( name, temp );
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return G_FindConfigstringIndex( temp, CS_EFFECTS, MAX_FX, qtrue );
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}
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#define FX_ENT_RADIUS 32
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//-----------------------------
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// Effect playing utilities
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//-----------------------------
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//-----------------------------
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void G_PlayEffect( int fxID, vec3_t origin, vec3_t fwd )
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{
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gentity_t *tent;
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vec3_t temp;
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tent = G_TempEntity( origin, EV_PLAY_EFFECT );
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tent->s.eventParm = fxID;
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VectorSet( tent->maxs, FX_ENT_RADIUS, FX_ENT_RADIUS, FX_ENT_RADIUS );
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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 );
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}
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// Play an effect at the origin of the specified entity
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//----------------------------
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void G_PlayEffect( int fxID, int entNum, vec3_t fwd )
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{
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gentity_t *tent;
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vec3_t temp;
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tent = G_TempEntity( g_entities[entNum].currentOrigin, EV_PLAY_EFFECT );
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tent->s.eventParm = fxID;
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tent->s.otherEntityNum = entNum;
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VectorSet( tent->maxs, FX_ENT_RADIUS, FX_ENT_RADIUS, FX_ENT_RADIUS );
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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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}
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// Play an effect bolted onto the muzzle of the specified client
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//----------------------------
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void G_PlayEffect( const char *name, int clientNum )
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{
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gentity_t *tent;
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tent = G_TempEntity( g_entities[clientNum].currentOrigin, EV_PLAY_MUZZLE_EFFECT );
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tent->s.eventParm = G_EffectIndex( name );
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tent->s.otherEntityNum = clientNum;
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VectorSet( tent->maxs, FX_ENT_RADIUS, FX_ENT_RADIUS, FX_ENT_RADIUS );
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VectorScale( tent->maxs, -1, tent->mins );
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}
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//-----------------------------
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void G_PlayEffect( int fxID, vec3_t origin, vec3_t axis[3] )
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{
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gentity_t *tent;
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tent = G_TempEntity( origin, EV_PLAY_EFFECT );
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tent->s.eventParm = fxID;
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VectorSet( tent->maxs, FX_ENT_RADIUS, FX_ENT_RADIUS, FX_ENT_RADIUS );
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VectorScale( tent->maxs, -1, tent->mins );
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// We can just assume axis[2] from doing a cross product on these.
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VectorCopy( axis[0], tent->pos3 );
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VectorCopy( axis[1], tent->pos4 );
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}
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// Effect playing utilities - bolt an effect to a ghoul2 models bolton point
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//-----------------------------
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void G_PlayEffect( int fxID, const int modelIndex, const int boltIndex, const int entNum)
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{
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gentity_t *tent;
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vec3_t origin = {0,0,0};
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tent = G_TempEntity( origin, EV_PLAY_EFFECT );
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tent->s.eventParm = fxID;
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tent->svFlags |=SVF_BROADCAST;
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gi.G2API_AttachEnt(&tent->s.boltInfo, &g_entities[entNum].ghoul2[modelIndex], boltIndex, entNum, modelIndex);
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}
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//-----------------------------
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void G_PlayEffect( const char *name, vec3_t origin )
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{
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vec3_t up = {0, 0, 1};
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G_PlayEffect( G_EffectIndex( name ), origin, up );
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}
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//-----------------------------
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void G_PlayEffect( const char *name, vec3_t origin, vec3_t fwd )
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{
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G_PlayEffect( G_EffectIndex( name ), origin, fwd );
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}
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//-----------------------------
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void G_PlayEffect( const char *name, vec3_t origin, vec3_t axis[3] )
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{
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G_PlayEffect( G_EffectIndex( name ), origin, axis );
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}
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//-----------------------------
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void G_PlayEffect( const char *name, const int modelIndex, const int boltIndex, const int entNum )
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{
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G_PlayEffect( G_EffectIndex( name ), modelIndex, boltIndex, entNum );
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}
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//===Bypass network for sounds on specific channels====================
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extern void cgi_S_StartSound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx );
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#include "..\cgame\cg_media.h" //access to cgs
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extern void CG_TryPlayCustomSound( vec3_t origin, int entityNum, soundChannel_t channel, const char *soundName, int customSoundSet );
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//NOTE: Do NOT Try to use this before the cgame DLL is valid, it will NOT work!
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void G_SoundOnEnt (gentity_t *ent, soundChannel_t channel, const char *soundPath)
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{
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int index = G_SoundIndex( (char *)soundPath );
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if ( !ent )
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{
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return;
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}
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cgi_S_UpdateEntityPosition( ent->s.number, ent->currentOrigin );
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if ( cgs.sound_precache[ index ] )
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{
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cgi_S_StartSound( NULL, ent->s.number, channel, cgs.sound_precache[ index ] );
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}
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else
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{
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CG_TryPlayCustomSound( NULL, ent->s.number, channel, soundPath, -1 );
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}
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}
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void G_SpeechEvent( gentity_t *self, int event )
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{
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//update entity pos, too
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cgi_S_UpdateEntityPosition( self->s.number, self->currentOrigin );
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switch ( event )
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{
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case EV_ANGER1: //Say when acquire an enemy when didn't have one before
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case EV_ANGER2:
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case EV_ANGER3:
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CG_TryPlayCustomSound( NULL, self->s.number, CHAN_VOICE, va("*anger%i.wav", event - EV_ANGER1 + 1), CS_COMBAT );
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break;
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case EV_VICTORY1: //Say when killed an enemy
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case EV_VICTORY2:
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case EV_VICTORY3:
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CG_TryPlayCustomSound( NULL, self->s.number, CHAN_VOICE, va("*victory%i.wav", event - EV_VICTORY1 + 1), CS_COMBAT );
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break;
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case EV_CONFUSE1: //Say when confused
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case EV_CONFUSE2:
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case EV_CONFUSE3:
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CG_TryPlayCustomSound( NULL, self->s.number, CHAN_VOICE, va("*confuse%i.wav", event - EV_CONFUSE1 + 1), CS_COMBAT );
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break;
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case EV_PUSHED1: //Say when pushed
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case EV_PUSHED2:
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case EV_PUSHED3:
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CG_TryPlayCustomSound( NULL, self->s.number, CHAN_VOICE, va("*pushed%i.wav", event - EV_PUSHED1 + 1), CS_COMBAT );
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break;
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case EV_CHOKE1: //Say when choking
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case EV_CHOKE2:
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case EV_CHOKE3:
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CG_TryPlayCustomSound( NULL, self->s.number, CHAN_VOICE, va("*choke%i.wav", event - EV_CHOKE1 + 1), CS_COMBAT );
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break;
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//extra sounds for ST
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case EV_CHASE1:
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case EV_CHASE2:
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case EV_CHASE3:
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CG_TryPlayCustomSound( NULL, self->s.number, CHAN_VOICE, va("*chase%i.wav", event - EV_CHASE1 + 1), CS_EXTRA );
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break;
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case EV_COVER1:
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case EV_COVER2:
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case EV_COVER3:
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case EV_COVER4:
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case EV_COVER5:
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CG_TryPlayCustomSound( NULL, self->s.number, CHAN_VOICE, va("*cover%i.wav", event - EV_COVER1 + 1), CS_EXTRA );
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break;
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case EV_DETECTED1:
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case EV_DETECTED2:
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case EV_DETECTED3:
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case EV_DETECTED4:
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case EV_DETECTED5:
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CG_TryPlayCustomSound( NULL, self->s.number, CHAN_VOICE, va("*detected%i.wav", event - EV_DETECTED1 + 1), CS_EXTRA );
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break;
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case EV_GIVEUP1:
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case EV_GIVEUP2:
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case EV_GIVEUP3:
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case EV_GIVEUP4:
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CG_TryPlayCustomSound( NULL, self->s.number, CHAN_VOICE, va("*giveup%i.wav", event - EV_GIVEUP1 + 1), CS_EXTRA );
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break;
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case EV_LOOK1:
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case EV_LOOK2:
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CG_TryPlayCustomSound( NULL, self->s.number, CHAN_VOICE, va("*look%i.wav", event - EV_LOOK1 + 1), CS_EXTRA );
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break;
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case EV_LOST1:
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CG_TryPlayCustomSound( NULL, self->s.number, CHAN_VOICE, "*lost1.wav", CS_EXTRA );
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break;
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case EV_OUTFLANK1:
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case EV_OUTFLANK2:
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CG_TryPlayCustomSound( NULL, self->s.number, CHAN_VOICE, va("*outflank%i.wav", event - EV_OUTFLANK1 + 1), CS_EXTRA );
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break;
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case EV_ESCAPING1:
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case EV_ESCAPING2:
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case EV_ESCAPING3:
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CG_TryPlayCustomSound( NULL, self->s.number, CHAN_VOICE, va("*escaping%i.wav", event - EV_ESCAPING1 + 1), CS_EXTRA );
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break;
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case EV_SIGHT1:
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case EV_SIGHT2:
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case EV_SIGHT3:
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CG_TryPlayCustomSound( NULL, self->s.number, CHAN_VOICE, va("*sight%i.wav", event - EV_SIGHT1 + 1), CS_EXTRA );
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break;
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case EV_SOUND1:
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case EV_SOUND2:
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case EV_SOUND3:
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CG_TryPlayCustomSound( NULL, self->s.number, CHAN_VOICE, va("*sound%i.wav", event - EV_SOUND1 + 1), CS_EXTRA );
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break;
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case EV_SUSPICIOUS1:
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case EV_SUSPICIOUS2:
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case EV_SUSPICIOUS3:
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case EV_SUSPICIOUS4:
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case EV_SUSPICIOUS5:
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CG_TryPlayCustomSound( NULL, self->s.number, CHAN_VOICE, va("*suspicious%i.wav", event - EV_SUSPICIOUS1 + 1), CS_EXTRA );
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break;
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//extra sounds for Jedi
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case EV_COMBAT1:
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case EV_COMBAT2:
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case EV_COMBAT3:
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CG_TryPlayCustomSound( NULL, self->s.number, CHAN_VOICE, va("*combat%i.wav", event - EV_COMBAT1 + 1), CS_JEDI );
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break;
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case EV_JDETECTED1:
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case EV_JDETECTED2:
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case EV_JDETECTED3:
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CG_TryPlayCustomSound( NULL, self->s.number, CHAN_VOICE, va("*jdetected%i.wav", event - EV_JDETECTED1 + 1), CS_JEDI );
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break;
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case EV_TAUNT1:
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case EV_TAUNT2:
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case EV_TAUNT3:
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CG_TryPlayCustomSound( NULL, self->s.number, CHAN_VOICE, va("*taunt%i.wav", event - EV_TAUNT1 + 1), CS_JEDI );
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break;
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case EV_JCHASE1:
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case EV_JCHASE2:
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case EV_JCHASE3:
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CG_TryPlayCustomSound( NULL, self->s.number, CHAN_VOICE, va("*jchase%i.wav", event - EV_JCHASE1 + 1), CS_JEDI );
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break;
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case EV_JLOST1:
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case EV_JLOST2:
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case EV_JLOST3:
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CG_TryPlayCustomSound( NULL, self->s.number, CHAN_VOICE, va("*jlost%i.wav", event - EV_JLOST1 + 1), CS_JEDI );
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break;
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case EV_DEFLECT1:
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case EV_DEFLECT2:
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case EV_DEFLECT3:
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CG_TryPlayCustomSound( NULL, self->s.number, CHAN_VOICE, va("*deflect%i.wav", event - EV_DEFLECT1 + 1), CS_JEDI );
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break;
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case EV_GLOAT1:
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case EV_GLOAT2:
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case EV_GLOAT3:
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CG_TryPlayCustomSound( NULL, self->s.number, CHAN_VOICE, va("*gloat%i.wav", event - EV_GLOAT1 + 1), CS_JEDI );
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break;
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case EV_PUSHFAIL:
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CG_TryPlayCustomSound( NULL, self->s.number, CHAN_VOICE, "*pushfail.wav", CS_JEDI );
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break;
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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(!match || !match[0])
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{
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return NULL;
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}
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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[globals.num_entities] ; from++)
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int i=from-g_entities;
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for ( ; i < globals.num_entities ; i++)
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{
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// if (!from->inuse)
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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);
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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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gentity_t *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 = gi.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 = 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->absmin[i] )
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{
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v[i] = ent->absmin[i] - origin[i];
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} else if ( origin[i] > ent->absmax[i] )
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{
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v[i] = origin[i] - ent->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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=============
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G_PickTarget
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Selects a random entity from among the targets
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|
=============
|
|
*/
|
|
#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;
|
|
SetInUse(e);
|
|
e->classname = "noclass";
|
|
e->s.number = e - g_entities;
|
|
|
|
ICARUS_FreeEnt( e ); //ICARUS information must be added after this point
|
|
|
|
// remove any ghoul2 models here
|
|
//let not gi.G2API_CleanGhoul2Models(e->ghoul2);
|
|
|
|
//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
|
|
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 );
|
|
return e;
|
|
}
|
|
e=&g_entities[i];
|
|
if ( i != ENTITYNUM_MAX_NORMAL )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
if ( i == ENTITYNUM_MAX_NORMAL )
|
|
{
|
|
/*
|
|
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!!!
|
|
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( 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 )
|
|
{
|
|
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;
|
|
}
|
|
else if ( target->client && target->client->ps.pm_type < PM_DEAD && target->NPC!=NULL && target->client->playerTeam && target->client->playerTeam == ent->client->playerTeam && !(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 );
|
|
}
|
|
*/
|
|
}
|
|
|
|
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
|
|
*/
|
|
|