2355 lines
44 KiB
C++
2355 lines
44 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Quake 2 Engine/Sin/code/game/g_utils.cpp $
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// $Revision:: 71 $
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// $Author:: Markd $
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// $Date:: 5/20/99 6:41p $
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//
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// Copyright (C) 1998 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// $Log:: /Quake 2 Engine/Sin/code/game/g_utils.cpp $
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//
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// 71 5/20/99 6:41p Markd
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// Fixed debug number code
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//
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// 70 5/19/99 4:57p Markd
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// fixed some errors
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//
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// 69 3/02/99 9:14p Aldie
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// Added CTF game code
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//
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// 2 2/16/99 4:08p Aldie
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//
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// 1 2/11/99 1:38p Aldie
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//
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// 68 12/15/98 6:17p Jimdose
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// made SelectSpawnPoint handle progressive starts
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//
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// 67 11/19/98 9:28p Jimdose
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// Made killbox work better
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//
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// 66 11/15/98 7:51p Markd
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// Made location based stuff case insensitive
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//
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// 65 11/06/98 10:04p Jimdose
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// Added G_AllocDebugLines
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// Added g_numdebuglines
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//
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// 64 11/06/98 5:47p Markd
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// got rid of edict event archiving
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//
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// 63 10/28/98 4:46p Jimdose
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// G_ArchiveEdict was accessing edict->owner->entity, which may be cleared out
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// when called.
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//
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// 62 10/27/98 9:46p Aldie
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// Changed training cvar to level.training
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//
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// 61 10/26/98 3:50a Markd
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// put in prediction
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//
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// 60 10/26/98 2:41a Aldie
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// Training startpoint
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//
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// 59 10/24/98 12:42a Markd
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// changed origins to worldorigins where appropriate
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//
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// 58 10/21/98 6:42p Markd
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// Added sv_drawtrace
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//
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// 57 10/18/98 3:23a Jimdose
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// Added G_Milliseconds and G_DebugPrintf
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//
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// 56 10/16/98 7:18p Markd
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// Changed ExecuteThread a little bit
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//
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// 55 10/10/98 1:27a Jimdose
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// Added G_LoadAndExecScript
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// added edict archiving functions
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//
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// 54 10/09/98 4:53p Markd
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// Added ExecuteThread code
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//
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// 53 10/09/98 4:33p Aldie
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// Added some team functions
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//
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// 52 10/09/98 2:05a Aldie
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// Updated DMFLAGS
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//
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// 51 10/07/98 11:48p Jimdose
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// changed game.spawnpoint to a str
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//
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// 50 10/03/98 1:09p Aldie
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// Added findclientsinradius
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//
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// 49 9/28/98 5:50p Markd
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// Changed Swamp to Duct
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//
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// 48 9/22/98 4:23p Markd
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// Fixed some targetname stuff for lights, doors and scriptobjects
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//
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// 47 9/14/98 5:41p Jimdose
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// Added G_CalcBoundsOfMove
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//
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// 46 9/01/98 7:49p Markd
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// Put code into findradius that will return NULL if world is NULL
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//
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// 45 9/01/98 7:45p Aldie
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// Updated location string stuff
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//
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// 44 8/31/98 7:49p Jimdose
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// Made M_CheckBottom allow greater falls
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//
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// 43 8/31/98 7:45p Aldie
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// Updated surface data structure and removed surfinfo field
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//
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// 42 8/29/98 9:43p Jimdose
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// Made all function names consistantly begin with G_
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// Added call info to G_Trace
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// Added G_ShowTrace
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// Moved all of DebugLines functions into g_utils
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//
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// 41 8/29/98 2:53p Aldie
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// Added status meter for loading levels.
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//
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// 40 8/28/98 3:46p Markd
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// Put in centroid support for find radius
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//
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// 39 8/27/98 9:05p Jimdose
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// Moved several short functions to g_utils.h as inline
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//
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// 38 8/25/98 7:47p Jimdose
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// Added gravaxis to SelectSpawnPoint
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//
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// 37 8/24/98 4:56p Markd
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// Added G_CalculateImpulse
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//
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// 36 8/18/98 11:51p Jimdose
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// Changed G_TouchTriggers to check for the entity touching itself
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//
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// 35 8/14/98 4:21p Aldie
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// Changed rad to rad2 in findradius
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//
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// 34 8/13/98 4:57p Jimdose
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// Made findradius not do a squareroot calculation.
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//
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// 33 8/08/98 7:50p Jimdose
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// changed realWorld to world
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//
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// 32 8/03/98 7:55p Jimdose
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// Added G_DrawDebugNumber
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//
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// 31 7/23/98 6:17p Aldie
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// Updated damage system and fixed some damage related bugs. Also put tracers
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// back to the way they were, and added gib event to funcscriptmodels
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//
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// 30 7/21/98 1:10p Aldie
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// Added meansofdeath to obituaries
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//
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// 29 7/17/98 7:57p Markd
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// Added radius to FullTrace
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//
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// 28 6/15/98 10:07p Jimdose
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// Added G_FullTrace
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//
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// 27 6/10/98 2:10p Aldie
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// Updated damage function.
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//
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// 26 5/26/98 4:22p Markd
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// Rewrote G_GetTarget
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//
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// 25 5/24/98 8:55p Jimdose
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// Removed the char * cast from Q_stricmp call
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//
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// 24 5/24/98 8:46p Jimdose
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// Made a lot of functions more str-friendly.
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// Got rid of a lot of char * based strings
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// Cleaned up get spawn arg functions and sound functions
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// sound functions now use consistant syntax
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//
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// 23 5/24/98 4:48p Jimdose
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// Made char *'s const
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//
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// 22 5/20/98 7:17p Markd
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// Added G_DebugBBox
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//
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// 21 5/20/98 11:11a Markd
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// removed char * dependency
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//
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// 20 5/14/98 10:12p Jimdose
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// Added G_NextEntity
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//
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// 19 5/03/98 4:44p Jimdose
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// changed Vector class
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// added line drawing utility functions similar to OpenGL
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//
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// 18 5/02/98 12:01a Jimdose
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// added groundplane, groundsurface, groundcontents
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//
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//
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// 17 4/29/98 5:05p Jimdose
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// SelectSpawnPoint was using the world as the spawnspot when no spawn spot
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// existed
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//
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// 16 4/16/98 2:04p Jimdose
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// G_InitEdict inits frame and prevframe
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// Working on M_CheckBottom
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//
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// 15 4/10/98 4:56p Jimdose
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// Set spawntime in G_InitEdict
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//
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// 14 4/06/98 5:43p Jimdose
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// G_InitEdict sets RF_FRAMELERP on new ents
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//
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// 13 4/04/98 6:04p Jimdose
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// Added G_GetNameForSurface
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//
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// 12 3/28/98 4:36p Jimdose
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// Added deathmatch starts
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//
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// 11 3/26/98 8:19p Jimdose
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// Changed groundentity to an edict_t *
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// Fixed killbox
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//
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// 10 3/24/98 4:55p Jimdose
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// Fixed G_GetMovedir to return a vector properly (points to bug with Vector.h)
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//
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// 9 3/23/98 1:31p Jimdose
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// Revamped event and command system
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//
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// 8 3/11/98 2:27p Jimdose
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// G_GetMovedir had a bug where the result was rotated 90 degrees
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//
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// 7 3/05/98 7:18p Markd
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// Added default scale to InitEdict
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//
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// 6 3/02/98 5:45p Jimdose
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// Added findradius
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// Removed unused Q2 code
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//
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// 5 2/19/98 5:02p Jimdose
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// Moved G_Entity, G_Random, and G_CRandom to g_utils
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//
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// 4 2/18/98 8:07p Jimdose
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// Added IsNumeric
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//
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// 3 2/06/98 5:51p Jimdose
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// Added KillBox
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// Changed G_TouchTriggers and M_CheckBottom to be .cpp compatible
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//
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// 2 2/03/98 10:50a Jimdose
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// Created file.
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// Merged with pre-Q2 dlls
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//
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// DESCRIPTION:
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//
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#include "g_local.h"
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#include "g_utils.h"
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#include "ctype.h"
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#include "worldspawn.h"
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#include "scriptmaster.h"
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#include "windows.h"
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#include "ctf.h"
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cvar_t *g_numdebuglines;
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debugline_t *DebugLines = NULL;
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Vector currentVertex( 0, 0, 0 );
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Vector vertColor( 1, 1, 1 );
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float vertAlpha = 1;
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float vertexIndex = 0;
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/*
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============
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G_TouchTriggers
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============
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*/
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void G_TouchTriggers
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(
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Entity *ent
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)
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{
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int i;
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int num;
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edict_t *touch[ MAX_EDICTS ];
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edict_t *hit;
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Event *ev;
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// dead things don't activate triggers!
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if ( ( ent->client || ( ent->edict->svflags & SVF_MONSTER ) ) && ( ent->health <= 0 ) )
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{
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return;
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}
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num = gi.BoxEdicts( ent->absmin.vec3(), ent->absmax.vec3(), touch, MAX_EDICTS, AREA_TRIGGERS );
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// be careful, it is possible to have an entity in this
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// list removed before we get to it (killtriggered)
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for( i = 0; i < num; i++ )
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{
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hit = touch[ i ];
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if ( !hit->inuse || ( hit->entity == ent ) )
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{
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continue;
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}
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assert( hit->entity );
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// FIXME
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// should we post the events on the list with zero time
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ev = new Event( EV_Touch );
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ev->AddEntity( ent );
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hit->entity->ProcessEvent( ev );
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}
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}
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/*
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============
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G_TouchSolids
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Call after linking a new trigger in during gameplay
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to force all entities it covers to immediately touch it
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============
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*/
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void G_TouchSolids
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(
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Entity *ent
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)
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{
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int i;
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int num;
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edict_t *touch[ MAX_EDICTS ];
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edict_t *hit;
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Event *ev;
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num = gi.BoxEdicts( ent->absmin.vec3(), ent->absmax.vec3(), touch, MAX_EDICTS, AREA_SOLID );
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// be careful, it is possible to have an entity in this
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// list removed before we get to it (killtriggered)
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for( i = 0; i < num; i++ )
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{
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hit = touch[ i ];
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if ( !hit->inuse )
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{
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continue;
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}
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assert( hit->entity );
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//FIXME
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// should we post the events so that we don't have to worry about any entities going away
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ev = new Event( EV_Touch );
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ev->AddEntity( ent );
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hit->entity->ProcessEvent( ev );
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}
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}
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EXPORT_FROM_DLL void G_ShowTrace
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(
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trace_t *trace,
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edict_t *passent,
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const char *reason
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)
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{
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str text;
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str pass;
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str hit;
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assert( reason );
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assert( trace );
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if ( passent )
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{
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pass = va( "'%s'(%d)", passent->entname, passent->s.number );
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}
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else
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{
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pass = "NULL";
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}
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if ( trace->ent )
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{
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hit = va( "'%s'(%d)", trace->ent->entname, trace->ent->s.number );
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}
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else
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{
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hit = "NULL";
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}
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text = va( "%0.1f : Pass %s Frac %f Hit %s : '%s'\n",
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level.time, pass.c_str(), trace->fraction, hit.c_str(), reason ? reason : "" );
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if ( sv_traceinfo->value == 3 )
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{
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G_DebugPrintf( text.c_str() );
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}
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else
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{
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gi.dprintf( "%s", text.c_str() );
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}
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}
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EXPORT_FROM_DLL void G_CalcBoundsOfMove
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(
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Vector &start,
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Vector &end,
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Vector &mins,
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Vector &maxs,
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Vector *minbounds,
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Vector *maxbounds
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)
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{
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Vector bmin;
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Vector bmax;
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ClearBounds( bmin.vec3(), bmax.vec3() );
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AddPointToBounds( start.vec3(), bmin.vec3(), bmax.vec3() );
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AddPointToBounds( end.vec3(), bmin.vec3(), bmax.vec3() );
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bmin += mins;
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bmax += maxs;
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if ( minbounds )
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{
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*minbounds = bmin;
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}
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if ( maxbounds )
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{
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*maxbounds = bmax;
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}
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}
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EXPORT_FROM_DLL trace_t G_Trace
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(
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vec3_t start,
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vec3_t mins,
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vec3_t maxs,
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vec3_t end,
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edict_t *passent,
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int contentmask,
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const char *reason
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)
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{
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trace_t trace;
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trace = gi.trace( start, mins, maxs, end, passent, contentmask );
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assert( !trace.ent || trace.ent->entity );
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if ( sv_traceinfo->value > 1 )
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{
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G_ShowTrace( &trace, passent, reason );
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}
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sv_numtraces++;
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if ( sv_drawtrace->value )
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{
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G_DebugLine( Vector( start ), Vector( end ), 1, 1, 0, 1 );
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}
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return trace;
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}
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EXPORT_FROM_DLL trace_t G_Trace
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(
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Vector &start,
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Vector &mins,
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Vector &maxs,
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Vector &end,
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Entity *passent,
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int contentmask,
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const char *reason
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)
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{
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edict_t *ent;
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trace_t trace;
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assert( reason );
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if ( passent == NULL )
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{
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ent = NULL;
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}
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else
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{
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ent = passent->edict;
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}
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trace = gi.trace( start.vec3(), mins.vec3(), maxs.vec3(), end.vec3(), ent, contentmask );
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assert( !trace.ent || trace.ent->entity );
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if ( sv_traceinfo->value > 1 )
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{
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G_ShowTrace( &trace, ent, reason );
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}
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sv_numtraces++;
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if ( sv_drawtrace->value )
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{
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G_DebugLine( start, end, 1, 1, 0, 1 );
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}
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return trace;
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}
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EXPORT_FROM_DLL trace_t G_FullTrace
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(
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Vector &start,
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Vector &mins,
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Vector &maxs,
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Vector &end,
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float radius,
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Entity *passent,
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int contentmask,
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const char *reason
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)
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|
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{
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edict_t *ent;
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trace_t trace;
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|
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if ( passent == NULL )
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{
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ent = NULL;
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}
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else
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{
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ent = passent->edict;
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}
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trace = gi.fulltrace( start.vec3(), mins.vec3(), maxs.vec3(), end.vec3(), radius, ent, contentmask );
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assert( !trace.ent || trace.ent->entity );
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if ( sv_traceinfo->value > 1 )
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{
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G_ShowTrace( &trace, ent, reason );
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}
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sv_numtraces++;
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if ( sv_drawtrace->value )
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{
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G_DebugLine( start, end, 0, 1, 1, 1 );
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}
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return trace;
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}
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EXPORT_FROM_DLL trace_t G_FullTrace
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(
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vec3_t start,
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vec3_t mins,
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vec3_t maxs,
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vec3_t end,
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float radius,
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edict_t *passent,
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int contentmask,
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const char *reason
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)
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{
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trace_t trace;
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trace = gi.fulltrace( start, mins, maxs, end, radius, passent, contentmask );
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assert( !trace.ent || trace.ent->entity );
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if ( sv_traceinfo->value > 1 )
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{
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G_ShowTrace( &trace, passent, reason );
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}
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sv_numtraces++;
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if ( sv_drawtrace->value )
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{
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G_DebugLine( Vector( start ), Vector( end ), 0, 1, 1, 1 );
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}
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return trace;
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}
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|
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/*
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=======================================================================
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|
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SelectSpawnPoint
|
|
|
|
=======================================================================
|
|
*/
|
|
|
|
/*
|
|
================
|
|
PlayersRangeFromSpot
|
|
|
|
Returns the distance to the nearest player from the given spot
|
|
================
|
|
*/
|
|
float PlayersRangeFromSpot
|
|
(
|
|
Entity *spot
|
|
)
|
|
|
|
{
|
|
Entity *player;
|
|
float bestplayerdistance;
|
|
Vector v;
|
|
int n;
|
|
float playerdistance;
|
|
|
|
bestplayerdistance = 9999999;
|
|
for( n = 1; n <= maxclients->value; n++ )
|
|
{
|
|
if ( !g_edicts[ n ].inuse || !g_edicts[ n ].entity )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
player = g_edicts[ n ].entity;
|
|
if ( player->health <= 0 )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
v = spot->worldorigin - player->worldorigin;
|
|
playerdistance = v.length();
|
|
|
|
if ( playerdistance < bestplayerdistance )
|
|
{
|
|
bestplayerdistance = playerdistance;
|
|
}
|
|
}
|
|
|
|
return bestplayerdistance;
|
|
}
|
|
|
|
/*
|
|
================
|
|
SelectRandomDeathmatchSpawnPoint
|
|
|
|
go to a random point, but NOT the two points closest
|
|
to other players
|
|
================
|
|
*/
|
|
Entity *SelectRandomDeathmatchSpawnPoint
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
Entity *spot, *spot1, *spot2;
|
|
int count = 0;
|
|
int selection;
|
|
int num;
|
|
float range, range1, range2;
|
|
|
|
spot = NULL;
|
|
range1 = range2 = 99999;
|
|
spot1 = spot2 = NULL;
|
|
|
|
num = 0;
|
|
while( ( num = G_FindClass( num, "info_player_deathmatch" ) ) != 0 )
|
|
{
|
|
spot = G_GetEntity( num );
|
|
count++;
|
|
range = PlayersRangeFromSpot( spot );
|
|
if ( range < range1 )
|
|
{
|
|
range1 = range;
|
|
spot1 = spot;
|
|
}
|
|
else if (range < range2)
|
|
{
|
|
range2 = range;
|
|
spot2 = spot;
|
|
}
|
|
}
|
|
|
|
if ( !count )
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
if ( count <= 2 )
|
|
{
|
|
spot1 = spot2 = NULL;
|
|
}
|
|
else
|
|
{
|
|
count -= 2;
|
|
}
|
|
|
|
selection = rand() % count;
|
|
|
|
spot = NULL;
|
|
num = 0;
|
|
do
|
|
{
|
|
num = G_FindClass( num, "info_player_deathmatch" );
|
|
spot = G_GetEntity( num );
|
|
if ( spot == spot1 || spot == spot2 )
|
|
{
|
|
selection++;
|
|
}
|
|
}
|
|
while( selection-- );
|
|
|
|
return spot;
|
|
}
|
|
|
|
/*
|
|
================
|
|
SelectFarthestDeathmatchSpawnPoint
|
|
|
|
================
|
|
*/
|
|
Entity *SelectFarthestDeathmatchSpawnPoint
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
Entity *bestspot;
|
|
float bestdistance;
|
|
float bestplayerdistance;
|
|
Entity *spot;
|
|
int num;
|
|
|
|
spot = NULL;
|
|
bestspot = NULL;
|
|
bestdistance = 0;
|
|
num = 0;
|
|
while( ( num = G_FindClass( num, "info_player_deathmatch" ) ) != NULL )
|
|
{
|
|
spot = G_GetEntity( num );
|
|
|
|
bestplayerdistance = PlayersRangeFromSpot( spot );
|
|
if ( bestplayerdistance > bestdistance )
|
|
{
|
|
bestspot = spot;
|
|
bestdistance = bestplayerdistance;
|
|
}
|
|
}
|
|
|
|
if ( bestspot )
|
|
{
|
|
return bestspot;
|
|
}
|
|
|
|
// if there is a player just spawned on each and every start spot
|
|
// we have no choice to turn one into a telefrag meltdown
|
|
num = G_FindClass( 0, "info_player_deathmatch" );
|
|
spot = G_GetEntity( num );
|
|
|
|
return spot;
|
|
}
|
|
|
|
|
|
Entity *SelectDeathmatchSpawnPoint
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
if ( DM_FLAG( DF_SPAWN_FARTHEST ) )
|
|
{
|
|
return SelectFarthestDeathmatchSpawnPoint();
|
|
}
|
|
else
|
|
{
|
|
return SelectRandomDeathmatchSpawnPoint();
|
|
}
|
|
}
|
|
|
|
Entity *SelectCoopSpawnPoint
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
const char *tname;
|
|
Entity *spot = NULL;
|
|
int num;
|
|
|
|
num = 0;
|
|
while( ( num = G_FindClass( num, "info_player_coop" ) ) != 0 )
|
|
{
|
|
spot = G_GetEntity( num );
|
|
tname = spot->TargetName();
|
|
if ( !game.spawnpoint.length() || !tname || !tname[ 0 ] )
|
|
{
|
|
break;
|
|
}
|
|
|
|
if ( Q_stricmp( game.spawnpoint.c_str(), spot->TargetName() ) == 0 )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
return spot;
|
|
}
|
|
|
|
|
|
/*
|
|
===========
|
|
SelectSpawnPoint
|
|
|
|
Chooses a player start, deathmatch start, coop start, etc
|
|
============
|
|
*/
|
|
void SelectSpawnPoint
|
|
(
|
|
Vector &origin,
|
|
Vector &angles,
|
|
edict_t *edict,
|
|
int *gravaxis
|
|
)
|
|
|
|
{
|
|
const char * tname;
|
|
Entity *spot = NULL;
|
|
Entity *spot2 = NULL;
|
|
int num;
|
|
|
|
if ( ( level.training == 2 ) && game.spawnpoint.length() )
|
|
{
|
|
num = 0;
|
|
while( ( num = G_FindClass( num, "info_player_progressivestart" ) ) != 0 )
|
|
{
|
|
spot2 = G_GetEntity( num );
|
|
tname = spot2->TargetName();
|
|
if ( !tname || !tname[ 0 ] )
|
|
{
|
|
break;
|
|
}
|
|
|
|
if ( Q_stricmp( game.spawnpoint.c_str(), spot2->TargetName() ) == 0 )
|
|
{
|
|
spot = spot2;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else if ( ctf->value )
|
|
{
|
|
spot = SelectCTFSpawnPoint( edict );
|
|
}
|
|
else if ( deathmatch->value || level.training == 1 )
|
|
{
|
|
spot = SelectDeathmatchSpawnPoint();
|
|
}
|
|
else if ( coop->value )
|
|
{
|
|
spot = SelectCoopSpawnPoint();
|
|
}
|
|
|
|
// find a single player start spot
|
|
if ( !spot )
|
|
{
|
|
num = 0;
|
|
while( ( num = G_FindClass( num, "info_player_start" ) ) != 0 )
|
|
{
|
|
spot = G_GetEntity( num );
|
|
tname = spot->TargetName();
|
|
if ( !game.spawnpoint.length() || !tname || !tname[ 0 ] )
|
|
{
|
|
break;
|
|
}
|
|
|
|
if ( Q_stricmp( game.spawnpoint.c_str(), spot->TargetName() ) == 0 )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( !spot )
|
|
{
|
|
if ( !game.spawnpoint.length() )
|
|
{
|
|
// there wasn't a spawnpoint without a target, so use any
|
|
num = G_FindClass( 0, "info_player_start" );
|
|
spot = G_GetEntity( num );
|
|
}
|
|
|
|
if ( !spot || !spot->entnum )
|
|
{
|
|
gi.error( "Couldn't find spawn point %s\n", game.spawnpoint.c_str() );
|
|
}
|
|
}
|
|
}
|
|
|
|
origin = spot->worldorigin + "0 0 9";
|
|
angles = spot->angles;
|
|
if ( gravaxis )
|
|
{
|
|
*gravaxis = spot->gravaxis;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
M_CheckBottom
|
|
|
|
Returns false if any part of the bottom of the entity is off an edge that
|
|
is not a staircase.
|
|
|
|
=============
|
|
*/
|
|
int c_yes, c_no;
|
|
|
|
qboolean M_CheckBottom
|
|
(
|
|
Entity *ent
|
|
)
|
|
|
|
{
|
|
Vector mins, maxs, start, stop;
|
|
trace_t trace;
|
|
int x, y;
|
|
float mid, bottom;
|
|
|
|
mins = ent->worldorigin + ent->mins * 0.5;
|
|
maxs = ent->worldorigin + ent->maxs * 0.5;
|
|
|
|
// if all of the points under the corners are solid world, don't bother
|
|
// with the tougher checks
|
|
// the corners must be within 16 of the midpoint
|
|
start[ 2 ] = mins[ 2 ] - 1;
|
|
|
|
for( x = 0; x <= 1; x++ )
|
|
{
|
|
for( y = 0; y <= 1; y++ )
|
|
{
|
|
start[ 0 ] = x ? maxs[ 0 ] : mins[ 0 ];
|
|
start[ 1 ] = y ? maxs[ 1 ] : mins[ 1 ];
|
|
if ( gi.pointcontents( start.vec3() ) != CONTENTS_SOLID )
|
|
{
|
|
goto realcheck;
|
|
}
|
|
}
|
|
}
|
|
|
|
c_yes++;
|
|
return true; // we got out easy
|
|
|
|
realcheck:
|
|
|
|
c_no++;
|
|
|
|
//
|
|
// check it for real...
|
|
//
|
|
start[ 2 ] = mins[ 2 ];
|
|
|
|
// the midpoint must be within 16 of the bottom
|
|
start[ 0 ] = stop[ 0 ] = ( mins[ 0 ] + maxs[ 0 ] ) * 0.5;
|
|
start[ 1 ] = stop[ 1 ] = ( mins[ 1 ] + maxs[ 1 ] ) * 0.5;
|
|
stop[ 2 ] = start[ 2 ] - 3 * STEPSIZE;//2 * STEPSIZE;
|
|
|
|
trace = G_Trace( start, vec_zero, vec_zero, stop, ent, MASK_MONSTERSOLID, "M_CheckBottom 1" );
|
|
|
|
if ( trace.fraction == 1.0 )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
mid = bottom = trace.endpos[ 2 ];
|
|
|
|
// the corners must be within 16 of the midpoint
|
|
for( x = 0; x <= 1; x++ )
|
|
{
|
|
for( y = 0; y <= 1; y++ )
|
|
{
|
|
start[ 0 ] = stop[ 0 ] = x ? maxs[ 0 ] : mins[ 0 ];
|
|
start[ 1 ] = stop[ 1 ] = y ? maxs[ 1 ] : mins[ 1 ];
|
|
|
|
trace = G_Trace( start, vec_zero, vec_zero, stop, ent, MASK_MONSTERSOLID, "M_CheckBottom 2" );
|
|
|
|
if ( trace.fraction != 1.0 && trace.endpos[ 2 ] > bottom )
|
|
{
|
|
bottom = trace.endpos[ 2 ];
|
|
}
|
|
|
|
if ( trace.fraction == 1.0 || mid - trace.endpos[ 2 ] > STEPSIZE )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
c_yes++;
|
|
return true;
|
|
}
|
|
|
|
char *G_CopyString
|
|
(
|
|
const char *in
|
|
)
|
|
|
|
{
|
|
char *newb;
|
|
char *new_p;
|
|
int i,l;
|
|
|
|
assert( in );
|
|
|
|
l = strlen( in ) + 1;
|
|
|
|
newb = ( char * )gi.TagMalloc( l, TAG_LEVEL );
|
|
new_p = newb;
|
|
|
|
for( i = 0; i < l; i++ )
|
|
{
|
|
if ( ( in[ i ] == '\\' ) && ( i < l - 1 ) )
|
|
{
|
|
i++;
|
|
if ( in[ i ] == 'n' )
|
|
{
|
|
*new_p++ = '\n';
|
|
}
|
|
else
|
|
{
|
|
*new_p++ = '\\';
|
|
}
|
|
}
|
|
else
|
|
{
|
|
*new_p++ = in[ i ];
|
|
}
|
|
}
|
|
|
|
return newb;
|
|
}
|
|
|
|
int G_FindClass
|
|
(
|
|
int entnum,
|
|
const char *classname
|
|
)
|
|
|
|
{
|
|
edict_t *from;
|
|
|
|
for ( from = &g_edicts[ entnum + 1 ]; from < &g_edicts[ globals.num_edicts ] ; from++ )
|
|
{
|
|
if ( !from->inuse )
|
|
{
|
|
continue;
|
|
}
|
|
if ( !Q_stricmp ( from->entity->getClassID(), classname ) )
|
|
{
|
|
return from->s.number;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
int G_FindTarget
|
|
(
|
|
int entnum,
|
|
const char *name
|
|
)
|
|
|
|
{
|
|
edict_t *from;
|
|
Entity *next;
|
|
|
|
if ( name && name[ 0 ] )
|
|
{
|
|
from = &g_edicts[ entnum ];
|
|
next = world->GetNextEntity( str( name ), from->entity );
|
|
if ( next )
|
|
{
|
|
return next->entnum;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
EXPORT_FROM_DLL Entity *G_NextEntity
|
|
(
|
|
Entity *ent
|
|
)
|
|
|
|
{
|
|
edict_t *from;
|
|
|
|
if ( !g_edicts )
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
if ( !ent )
|
|
{
|
|
ent = world;
|
|
}
|
|
|
|
if ( !ent )
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
for ( from = ent->edict + 1; from < &g_edicts[ globals.num_edicts ] ; from++ )
|
|
{
|
|
if ( !from->inuse || !from->entity )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
return from->entity;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
//
|
|
// QuakeEd only writes a single float for angles (bad idea), so up and down are
|
|
// just constant angles.
|
|
//
|
|
Vector G_GetMovedir
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
float angle;
|
|
|
|
angle = G_GetFloatArg( "angle" );
|
|
if ( angle == -1 )
|
|
{
|
|
return Vector( 0, 0, 1 );
|
|
}
|
|
else if ( angle == -2 )
|
|
{
|
|
return Vector( 0, 0, -1 );
|
|
}
|
|
|
|
angle *= ( M_PI * 2 / 360 );
|
|
return Vector( cos( angle ), sin( angle ), 0 );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
KillBox
|
|
|
|
Kills all entities that would touch the proposed new positioning
|
|
of ent. Ent should be unlinked before calling this!
|
|
=================
|
|
*/
|
|
qboolean KillBox
|
|
(
|
|
Entity *ent
|
|
)
|
|
|
|
{
|
|
int i;
|
|
int num;
|
|
edict_t *touch[ MAX_EDICTS ];
|
|
edict_t *hit;
|
|
Vector min;
|
|
Vector max;
|
|
int fail;
|
|
|
|
fail = 0;
|
|
|
|
min = ent->worldorigin + ent->mins;
|
|
max = ent->worldorigin + ent->maxs;
|
|
num = gi.BoxEdicts( min.vec3(), max.vec3(), touch, MAX_EDICTS, AREA_SOLID );
|
|
for( i = 0; i < num; i++ )
|
|
{
|
|
hit = touch[ i ];
|
|
|
|
if ( !hit->inuse || ( hit->entity == ent ) || !hit->entity || ( hit->entity == world ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
hit->entity->Damage( ent, ent, hit->entity->health + 100000, ent->worldorigin, vec_zero, vec_zero,
|
|
0, DAMAGE_NO_PROTECTION, MOD_TELEFRAG, -1, -1, 1.0f );
|
|
|
|
//
|
|
// if we didn't kill it, fail
|
|
//
|
|
if ( hit->entity->getSolidType() != SOLID_NOT )
|
|
{
|
|
fail++;
|
|
}
|
|
}
|
|
|
|
//
|
|
// all clear
|
|
//
|
|
return !fail;
|
|
}
|
|
|
|
qboolean IsNumeric
|
|
(
|
|
const char *str
|
|
)
|
|
|
|
{
|
|
int len;
|
|
int i;
|
|
qboolean dot;
|
|
|
|
if ( *str == '-' )
|
|
{
|
|
str++;
|
|
}
|
|
|
|
dot = false;
|
|
len = strlen( str );
|
|
for( i = 0; i < len; i++ )
|
|
{
|
|
if ( !isdigit( str[ i ] ) )
|
|
{
|
|
if ( ( str[ i ] == '.' ) && !dot )
|
|
{
|
|
dot = true;
|
|
continue;
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void G_InitEdict
|
|
(
|
|
edict_t *e
|
|
)
|
|
|
|
{
|
|
e->inuse = true;
|
|
e->s.number = e - g_edicts;
|
|
|
|
// make sure a default scale gets set
|
|
e->s.scale = 1.0f;
|
|
e->s.renderfx |= RF_FRAMELERP;
|
|
e->spawntime = level.time;
|
|
e->s.frame = 0;
|
|
e->s.prevframe = -1;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
findradius
|
|
|
|
Returns entities that have origins within a spherical area
|
|
|
|
findradius (origin, radius)
|
|
=================
|
|
*/
|
|
Entity *findradius
|
|
(
|
|
Entity *startent,
|
|
Vector org,
|
|
float rad
|
|
)
|
|
|
|
{
|
|
Vector eorg;
|
|
edict_t *from;
|
|
float r2;
|
|
|
|
if ( !startent )
|
|
{
|
|
startent = world;
|
|
}
|
|
|
|
if ( !startent )
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
// square the radius so that we don't have to do a square root
|
|
r2 = rad * rad;
|
|
|
|
assert( startent->edict );
|
|
for ( from = startent->edict + 1; from < &g_edicts[ globals.num_edicts ]; from++ )
|
|
{
|
|
if ( !from->inuse )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
assert( from->entity );
|
|
|
|
eorg = org - from->entity->centroid;
|
|
|
|
// dot product returns length squared
|
|
if ( ( eorg * eorg ) <= r2 )
|
|
{
|
|
return from->entity;
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
findclientinradius
|
|
|
|
Returns clients that have origins within a spherical area
|
|
|
|
findclientinradius (origin, radius)
|
|
=================
|
|
*/
|
|
Entity *findclientsinradius
|
|
(
|
|
Entity *startent,
|
|
Vector org,
|
|
float rad
|
|
)
|
|
|
|
{
|
|
Vector eorg;
|
|
edict_t *ed;
|
|
float r2;
|
|
int i;
|
|
|
|
// square the radius so that we don't have to do a square root
|
|
r2 = rad * rad;
|
|
|
|
for( i = startent->entnum; i < game.maxclients; i++ )
|
|
{
|
|
ed = &g_edicts[ 1 + i ];
|
|
|
|
if ( !ed->inuse || !ed->entity )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
eorg = org - ed->entity->centroid;
|
|
|
|
// dot product returns length squared
|
|
if ( ( eorg * eorg ) <= r2 )
|
|
{
|
|
return ed->entity;
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
const char *G_GetNameForSurface
|
|
(
|
|
csurface_t *s
|
|
)
|
|
|
|
{
|
|
switch( s->flags & MASK_SURF_TYPE )
|
|
{
|
|
case SURF_TYPE_WOOD :
|
|
return "wood";
|
|
|
|
case SURF_TYPE_METAL :
|
|
return "metal";
|
|
|
|
case SURF_TYPE_STONE :
|
|
return "stone";
|
|
|
|
case SURF_TYPE_CONCRETE :
|
|
return "concrete";
|
|
|
|
case SURF_TYPE_DIRT :
|
|
return "dirt";
|
|
|
|
case SURF_TYPE_FLESH :
|
|
return "flesh";
|
|
|
|
case SURF_TYPE_GRILL :
|
|
return "grill";
|
|
|
|
case SURF_TYPE_GLASS :
|
|
return "glass";
|
|
|
|
case SURF_TYPE_FABRIC :
|
|
return "fabric";
|
|
|
|
case SURF_TYPE_MONITOR :
|
|
return "monitor";
|
|
|
|
case SURF_TYPE_GRAVEL :
|
|
return "gravel";
|
|
|
|
case SURF_TYPE_VEGETATION :
|
|
return "vegetation";
|
|
|
|
case SURF_TYPE_PAPER :
|
|
return "paper";
|
|
|
|
case SURF_TYPE_DUCT :
|
|
return "duct";
|
|
|
|
case SURF_TYPE_WATER :
|
|
return "water";
|
|
}
|
|
|
|
return "";
|
|
}
|
|
|
|
void G_InitDebugLines
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
*gi.DebugLines = DebugLines;
|
|
*gi.numDebugLines = 0;
|
|
|
|
currentVertex = vec_zero;
|
|
vertColor = Vector( 1, 1, 1 );
|
|
vertAlpha = 1;
|
|
vertexIndex = 0;
|
|
}
|
|
|
|
void G_AllocDebugLines
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
g_numdebuglines = gi.cvar( "g_numdebuglines", "4096", CVAR_LATCH );
|
|
|
|
DebugLines = ( debugline_t * )gi.TagMalloc( ( int )g_numdebuglines->value * sizeof( debugline_t ), TAG_GAME );
|
|
|
|
G_InitDebugLines();
|
|
}
|
|
|
|
void G_DebugLine
|
|
(
|
|
Vector start,
|
|
Vector end,
|
|
float r,
|
|
float g,
|
|
float b,
|
|
float alpha
|
|
)
|
|
|
|
{
|
|
debugline_t *line;
|
|
|
|
if ( !g_numdebuglines )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( *gi.numDebugLines >= g_numdebuglines->value )
|
|
{
|
|
gi.dprintf( "G_DebugLine: Exceeded MAX_DEBUG_LINES\n" );
|
|
return;
|
|
}
|
|
|
|
line = &DebugLines[ *gi.numDebugLines ];
|
|
( *gi.numDebugLines )++;
|
|
|
|
VectorCopy( start.vec3(), line->start );
|
|
VectorCopy( end.vec3(), line->end );
|
|
VectorSet( line->color, r, g, b );
|
|
line->alpha = alpha;
|
|
}
|
|
|
|
void G_Color3f
|
|
(
|
|
float r,
|
|
float g,
|
|
float b
|
|
)
|
|
|
|
{
|
|
vertColor = Vector( r, g, b );
|
|
}
|
|
|
|
void G_Color3v
|
|
(
|
|
Vector color
|
|
)
|
|
|
|
{
|
|
vertColor = color;
|
|
}
|
|
|
|
void G_Color4f
|
|
(
|
|
float r,
|
|
float g,
|
|
float b,
|
|
float alpha
|
|
)
|
|
|
|
{
|
|
vertColor = Vector( r, g, b );
|
|
vertAlpha = alpha;
|
|
}
|
|
|
|
void G_Color3vf
|
|
(
|
|
Vector color,
|
|
float alpha
|
|
)
|
|
|
|
{
|
|
vertColor = color;
|
|
vertAlpha = alpha;
|
|
}
|
|
|
|
void G_BeginLine
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
currentVertex = vec_zero;
|
|
vertexIndex = 0;
|
|
}
|
|
|
|
void G_Vertex
|
|
(
|
|
Vector v
|
|
)
|
|
|
|
{
|
|
vertexIndex++;
|
|
if ( vertexIndex > 1 )
|
|
{
|
|
G_DebugLine( currentVertex, v, vertColor[ 0 ], vertColor[ 1 ], vertColor[ 2 ], vertAlpha );
|
|
}
|
|
currentVertex = v;
|
|
}
|
|
|
|
void G_EndLine
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
currentVertex = vec_zero;
|
|
vertexIndex = 0;
|
|
}
|
|
|
|
void G_DebugBBox
|
|
(
|
|
Vector origin,
|
|
Vector mins,
|
|
Vector maxs,
|
|
float r,
|
|
float g,
|
|
float b,
|
|
float alpha
|
|
)
|
|
{
|
|
int i;
|
|
Vector points[8];
|
|
|
|
/*
|
|
** compute a full bounding box
|
|
*/
|
|
for ( i = 0; i < 8; i++ )
|
|
{
|
|
Vector tmp;
|
|
|
|
if ( i & 1 )
|
|
tmp[0] = origin[0] + mins[0];
|
|
else
|
|
tmp[0] = origin[0] + maxs[0];
|
|
|
|
if ( i & 2 )
|
|
tmp[1] = origin[1] + mins[1];
|
|
else
|
|
tmp[1] = origin[1] + maxs[1];
|
|
|
|
if ( i & 4 )
|
|
tmp[2] = origin[2] + mins[2];
|
|
else
|
|
tmp[2] = origin[2] + maxs[2];
|
|
|
|
points[i] = tmp;
|
|
}
|
|
|
|
G_Color4f( r, g, b, alpha );
|
|
|
|
G_BeginLine();
|
|
G_Vertex( points[0] );
|
|
G_Vertex( points[1] );
|
|
G_Vertex( points[3] );
|
|
G_Vertex( points[2] );
|
|
G_Vertex( points[0] );
|
|
G_EndLine();
|
|
|
|
G_BeginLine();
|
|
G_Vertex( points[4] );
|
|
G_Vertex( points[5] );
|
|
G_Vertex( points[7] );
|
|
G_Vertex( points[6] );
|
|
G_Vertex( points[4] );
|
|
G_EndLine();
|
|
|
|
for ( i = 0; i < 4; i++ )
|
|
{
|
|
G_BeginLine();
|
|
G_Vertex( points[i] );
|
|
G_Vertex( points[4 + i] );
|
|
G_EndLine();
|
|
}
|
|
}
|
|
|
|
//
|
|
// LED style digits
|
|
//
|
|
// ****1***
|
|
// * * 8 == /
|
|
// 6 *4
|
|
// * * *
|
|
// ****2***
|
|
// * * *
|
|
// 7 *--8 5 9
|
|
// ** * **10
|
|
// ****3*** 12**
|
|
// 11
|
|
|
|
static int Numbers[ 12 ][ 8 ] =
|
|
{
|
|
{ 1, 3, 4, 5, 6, 7, 0, 0 }, // 0
|
|
{ 4, 5, 0, 0, 0, 0, 0, 0 }, // 1
|
|
{ 1, 4, 2, 7, 3, 0, 0, 0 }, // 2
|
|
{ 1, 4, 2, 5, 3, 0, 0, 0 }, // 3
|
|
{ 6, 4, 2, 5, 0, 0, 0, 0 }, // 4
|
|
{ 1, 6, 2, 5, 3, 0, 0, 0 }, // 5
|
|
{ 1, 6, 2, 5, 7, 3, 0, 0 }, // 6
|
|
{ 1, 8, 0, 0, 0, 0, 0, 0 }, // 7
|
|
{ 1, 2, 3, 4, 5, 6, 7, 0 }, // 8
|
|
{ 1, 6, 4, 2, 5, 3, 0, 0 }, // 9
|
|
{ 9, 10, 11, 12, 0, 0, 0, 0 }, // .
|
|
{ 2, 0, 0, 0, 0, 0, 0, 0 }, // -
|
|
};
|
|
|
|
static float Lines[ 13 ][ 4 ] =
|
|
{
|
|
{ 0, 0, 0, 0 }, // Unused
|
|
{ -4, 8, 4, 8 }, // 1
|
|
{ -4, 4, 4, 4 }, // 2
|
|
{ -4, 0, 4, 0 }, // 3
|
|
{ 4, 8, 4, 4 }, // 4
|
|
{ 4, 4, 4, 0 }, // 5
|
|
{ -4, 8, -4, 4 }, // 6
|
|
{ -4, 4, -4, 0 }, // 7
|
|
{ 4, 8, -4, 0 }, // 8
|
|
|
|
{ -1, 2, 1, 2 }, // 9
|
|
{ 1, 2, 1, 0 }, // 10
|
|
{ -1, 0, 1, 0 }, // 11
|
|
{ -1, 0, -1, 2 }, // 12
|
|
};
|
|
|
|
void G_DrawDebugNumber
|
|
(
|
|
Vector org,
|
|
float number,
|
|
float scale,
|
|
float r,
|
|
float g,
|
|
float b,
|
|
int precision
|
|
)
|
|
|
|
{
|
|
int i;
|
|
int j;
|
|
int l;
|
|
int num;
|
|
Vector up;
|
|
Vector right;
|
|
Vector pos;
|
|
Vector start;
|
|
Vector ang;
|
|
str text;
|
|
Vector delta;
|
|
char format[ 20 ];
|
|
|
|
// only draw entity numbers within a certain radius
|
|
delta = Vector( g_edicts[ 1 ].s.origin ) - org;
|
|
if ( ( delta * delta ) > ( 1000 * 1000 ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
G_Color4f( r, g, b, 1.0 );
|
|
|
|
ang = game.clients[ 0 ].ps.viewangles;
|
|
ang.AngleVectors( NULL, &right, &up );
|
|
|
|
up *= scale;
|
|
right *= scale;
|
|
|
|
if ( precision > 0 )
|
|
{
|
|
sprintf( format, "%%.%df", precision );
|
|
text = va( format, number );
|
|
}
|
|
else
|
|
{
|
|
text = va( "%d", ( int )number );
|
|
}
|
|
|
|
start = org - ( text.length() - 1 ) * 5 * right;
|
|
|
|
for( i = 0; i < text.length(); i++ )
|
|
{
|
|
if ( text[ i ] == '.' )
|
|
{
|
|
num = 10;
|
|
}
|
|
else if ( text[ i ] == '-' )
|
|
{
|
|
num = 11;
|
|
}
|
|
else
|
|
{
|
|
num = text[ i ] - '0';
|
|
}
|
|
|
|
for( j = 0; j < 8; j++ )
|
|
{
|
|
l = Numbers[ num ][ j ];
|
|
if ( l == 0 )
|
|
{
|
|
break;
|
|
}
|
|
|
|
G_BeginLine();
|
|
|
|
pos = start + Lines[ l ][ 0 ] * right + Lines[ l ][ 1 ] * up;
|
|
G_Vertex( pos );
|
|
|
|
pos = start + Lines[ l ][ 2 ] * right + Lines[ l ][ 3 ] * up;
|
|
G_Vertex( pos );
|
|
|
|
G_EndLine();
|
|
}
|
|
|
|
start += 10 * right;
|
|
}
|
|
}
|
|
#if 0
|
|
//
|
|
// LED style digits
|
|
//
|
|
// ****1***
|
|
// * * 8 == /
|
|
// 6 *4
|
|
// * * *
|
|
// ****2***
|
|
// * * *
|
|
// 7 *--8 5
|
|
// ** *
|
|
// ****3***
|
|
//
|
|
|
|
static int Numbers[ 10 ][ 8 ] =
|
|
{
|
|
{ 1, 3, 4, 5, 6, 7, 0, 0 }, // 0
|
|
{ 4, 5, 0, 0, 0, 0, 0, 0 }, // 1
|
|
{ 1, 4, 2, 7, 3, 0, 0, 0 }, // 2
|
|
{ 1, 4, 2, 5, 3, 0, 0, 0 }, // 3
|
|
{ 6, 4, 2, 5, 0, 0, 0, 0 }, // 4
|
|
{ 1, 6, 2, 5, 3, 0, 0, 0 }, // 5
|
|
{ 1, 6, 2, 5, 7, 3, 0, 0 }, // 6
|
|
{ 1, 8, 0, 0, 0, 0, 0, 0 }, // 7
|
|
{ 1, 2, 3, 4, 5, 6, 7, 0 }, // 8
|
|
{ 1, 6, 4, 2, 5, 3, 0, 0 }, // 9
|
|
};
|
|
|
|
static float Lines[ 9 ][ 4 ] =
|
|
{
|
|
{ 0, 0, 0, 0 }, // Unused
|
|
{ -4, 8, 4, 8 }, // 1
|
|
{ -4, 4, 4, 4 }, // 2
|
|
{ -4, 0, 4, 0 }, // 3
|
|
{ 4, 8, 4, 4 }, // 4
|
|
{ 4, 4, 4, 0 }, // 5
|
|
{ -4, 8, -4, 4 }, // 6
|
|
{ -4, 4, -4, 0 }, // 7
|
|
{ 4, 8, -4, 0 }, // 8
|
|
};
|
|
|
|
void G_DrawDebugNumber
|
|
(
|
|
Vector origin,
|
|
float number,
|
|
float scale,
|
|
float r,
|
|
float g,
|
|
float b,
|
|
int precision
|
|
)
|
|
|
|
{
|
|
int i;
|
|
int j;
|
|
int l;
|
|
int num;
|
|
Vector up;
|
|
Vector right;
|
|
Vector pos;
|
|
Vector start;
|
|
Vector ang;
|
|
str text;
|
|
Vector delta;
|
|
char format[ 20 ];
|
|
|
|
// only draw entity numbers within a certain radius
|
|
delta = Vector( g_edicts[ 1 ].s.origin ) - origin;
|
|
if ( ( delta * delta ) > ( 1000 * 1000 ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
G_Color4f( r, g, b, 1.0 );
|
|
|
|
ang = game.clients[ 0 ].ps.viewangles;
|
|
ang.AngleVectors( NULL, &right, &up );
|
|
|
|
up *= scale;
|
|
right *= scale;
|
|
|
|
if ( precision > 0 )
|
|
{
|
|
sprintf( format, "%%.%df", precision );
|
|
text = va( format, number );
|
|
}
|
|
else
|
|
{
|
|
text = va( "%d", ( int )number );
|
|
}
|
|
|
|
start = origin - ( text.length() - 1 ) * 5 * right;
|
|
|
|
for( i = 0; i < text.length(); i++ )
|
|
{
|
|
num = text[ i ] - '0';
|
|
for( j = 0; j < 8; j++ )
|
|
{
|
|
l = Numbers[ num ][ j ];
|
|
if ( l == 0 )
|
|
{
|
|
break;
|
|
}
|
|
if ( ( l < 0 ) || ( l > 8 ) )
|
|
{
|
|
break;
|
|
}
|
|
|
|
G_BeginLine();
|
|
|
|
pos = start + Lines[ l ][ 0 ] * right + Lines[ l ][ 1 ] * up;
|
|
G_Vertex( pos );
|
|
|
|
pos = start + Lines[ l ][ 2 ] * right + Lines[ l ][ 3 ] * up;
|
|
G_Vertex( pos );
|
|
|
|
G_EndLine();
|
|
}
|
|
|
|
start += 10 * right;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
Vector G_CalculateImpulse
|
|
(
|
|
Vector start,
|
|
Vector end,
|
|
float speed,
|
|
float gravity
|
|
)
|
|
|
|
{
|
|
float traveltime, vertical_speed;
|
|
Vector dir, xydir, velocity;
|
|
|
|
dir = end - start;
|
|
xydir = dir;
|
|
xydir.z = 0;
|
|
traveltime = xydir.length() / speed;
|
|
vertical_speed = ( dir.z / traveltime ) + ( 0.5f * gravity * sv_gravity->value * traveltime );
|
|
xydir.normalize();
|
|
|
|
velocity = speed * xydir;
|
|
velocity.z = vertical_speed;
|
|
return velocity;
|
|
}
|
|
|
|
Vector G_PredictPosition
|
|
(
|
|
Vector start,
|
|
Vector target,
|
|
Vector targetvelocity,
|
|
float speed
|
|
)
|
|
|
|
{
|
|
Vector projected;
|
|
float traveltime;
|
|
Vector dir, xydir;
|
|
|
|
dir = target - start;
|
|
xydir = dir;
|
|
xydir.z = 0;
|
|
traveltime = xydir.length() / speed;
|
|
projected = target + ( targetvelocity * traveltime );
|
|
|
|
return projected;
|
|
}
|
|
|
|
const char *ExpandLocation
|
|
(
|
|
const char *location
|
|
)
|
|
|
|
{
|
|
if ( !strcmpi( location, "all" ) )
|
|
return NULL;
|
|
|
|
if ( !strnicmp( location, "torso", 5 ) )
|
|
{
|
|
if ( location[6] == 'u' )
|
|
{
|
|
return ( "upper chest" );
|
|
}
|
|
else if (location[6] == 'l')
|
|
{
|
|
return ( "lower chest" );
|
|
}
|
|
else
|
|
{
|
|
return ( "chest" );
|
|
}
|
|
}
|
|
else if ( !strnicmp( location, "leg", 3 ) )
|
|
{
|
|
if ( location[9] == 'u' )
|
|
{
|
|
return ( "upper leg" );
|
|
}
|
|
else if (location[9] == 'l')
|
|
{
|
|
return ( "lower leg" );
|
|
}
|
|
else
|
|
{
|
|
return ( "leg" );
|
|
}
|
|
}
|
|
else if ( !strnicmp( location, "arm", 3 ) )
|
|
{
|
|
return ( "arm" );
|
|
}
|
|
else if ( !strnicmp( location, "head", 4 ) )
|
|
{
|
|
return ( "head" );
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
char *ClientTeam
|
|
(
|
|
edict_t *ent
|
|
)
|
|
|
|
{
|
|
static char value[512];
|
|
|
|
value[0] = 0;
|
|
|
|
if (!ent->client)
|
|
return value;
|
|
|
|
if ( DM_FLAG( DF_MODELTEAMS ) )
|
|
COM_StripExtension( Info_ValueForKey( ent->client->pers.userinfo, "model" ), value );
|
|
else if ( DM_FLAG( DF_SKINTEAMS ) )
|
|
COM_StripExtension( Info_ValueForKey( ent->client->pers.userinfo, "skin" ), value );
|
|
|
|
return( value );
|
|
}
|
|
|
|
|
|
qboolean OnSameTeam
|
|
(
|
|
Entity *ent1,
|
|
Entity *ent2
|
|
)
|
|
|
|
{
|
|
char ent1Team [512];
|
|
char ent2Team [512];
|
|
|
|
// CTF check for same team
|
|
if ( ctf->value )
|
|
{
|
|
if ( !ent1->client || !ent2->client )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( ent1->client->resp.ctf_team == ent2->client->resp.ctf_team )
|
|
{
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if ( !DM_FLAG( DF_MODELTEAMS | DF_SKINTEAMS ) )
|
|
return false;
|
|
|
|
strcpy (ent1Team, ClientTeam (ent1->edict));
|
|
strcpy (ent2Team, ClientTeam (ent2->edict));
|
|
|
|
if ( !strcmp( ent1Team, ent2Team ) )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
G_LoadAndExecScript
|
|
|
|
Like the man says...
|
|
==============
|
|
*/
|
|
void G_LoadAndExecScript
|
|
(
|
|
const char *filename,
|
|
const char *label
|
|
)
|
|
|
|
{
|
|
ScriptThread *pThread;
|
|
|
|
if ( gi.LoadFile( filename, NULL, 0 ) != -1 )
|
|
{
|
|
pThread = Director.CreateThread( filename, LEVEL_SCRIPT, label );
|
|
if ( pThread )
|
|
{
|
|
// start right away
|
|
pThread->Start( -1 );
|
|
}
|
|
else
|
|
{
|
|
gi.dprintf( "G_LoadAndExecScript : %s could not create thread.", filename );
|
|
}
|
|
}
|
|
}
|
|
|
|
ScriptThread * ExecuteThread
|
|
(
|
|
str thread_name,
|
|
qboolean start
|
|
)
|
|
{
|
|
GameScript * s;
|
|
|
|
if ( thread_name.length() )
|
|
{
|
|
ScriptThread * pThread;
|
|
|
|
s = ScriptLib.GetScript( ScriptLib.GetGameScript() );
|
|
if ( !s )
|
|
{
|
|
gi.dprintf( "StartThread::Null game script\n" );
|
|
return false;
|
|
}
|
|
pThread = Director.CreateThread( s, thread_name.c_str() );
|
|
if ( pThread )
|
|
{
|
|
if ( start )
|
|
{
|
|
// start right away
|
|
pThread->Start( -1 );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
gi.dprintf( "StartThread::unable to go to %s\n", thread_name.c_str() );
|
|
return NULL;
|
|
}
|
|
return pThread;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
G_ArchiveEdict
|
|
==============
|
|
*/
|
|
void G_ArchiveEdict
|
|
(
|
|
Archiver &arc,
|
|
edict_t *edict
|
|
)
|
|
|
|
{
|
|
assert( edict );
|
|
|
|
if ( edict->client )
|
|
{
|
|
arc.WriteRaw( edict->client, sizeof( *edict->client ) );
|
|
}
|
|
|
|
arc.WriteVector( Vector( edict->s.origin ) );
|
|
arc.WriteVector( Vector( edict->s.angles ) );
|
|
|
|
arc.WriteQuat( Quat( edict->s.quat ) );
|
|
arc.WriteQuat( Quat( edict->s.mat ) );
|
|
|
|
arc.WriteVector( Vector( edict->s.old_origin ) );
|
|
arc.WriteInteger( edict->s.modelindex );
|
|
arc.WriteInteger( edict->s.frame );
|
|
arc.WriteInteger( edict->s.prevframe );
|
|
|
|
arc.WriteVector( Vector( edict->s.vieworigin ) );
|
|
arc.WriteVector( Vector( edict->s.viewangles ) );
|
|
|
|
arc.WriteInteger( edict->s.anim );
|
|
arc.WriteFloat( edict->s.scale );
|
|
arc.WriteFloat( edict->s.alpha );
|
|
arc.WriteFloat( edict->s.color_r );
|
|
arc.WriteFloat( edict->s.color_g );
|
|
arc.WriteFloat( edict->s.color_b );
|
|
arc.WriteInteger( edict->s.radius );
|
|
arc.WriteRaw( &edict->s.bone, sizeof( edict->s.bone ) );
|
|
arc.WriteInteger( edict->s.parent );
|
|
arc.WriteInteger( edict->s.numgroups );
|
|
arc.WriteRaw( &edict->s.groups, sizeof( edict->s.groups ) );
|
|
arc.WriteInteger( edict->s.gunanim );
|
|
arc.WriteInteger( edict->s.gunframe );
|
|
// index into configstrings
|
|
arc.WriteInteger( edict->s.gunmodelindex );
|
|
arc.WriteInteger( edict->s.lightofs );
|
|
arc.WriteInteger( edict->s.skinnum );
|
|
arc.WriteInteger( edict->s.effects );
|
|
arc.WriteInteger( edict->s.renderfx );
|
|
arc.WriteInteger( edict->s.solid );
|
|
// index into configstrings
|
|
arc.WriteInteger( edict->s.sound );
|
|
// arc.WriteInteger( edict->s.event );
|
|
|
|
arc.WriteInteger( edict->svflags );
|
|
arc.WriteVector( Vector( edict->mins ) );
|
|
arc.WriteVector( Vector( edict->maxs ) );
|
|
arc.WriteVector( Vector( edict->absmin ) );
|
|
arc.WriteVector( Vector( edict->absmax ) );
|
|
arc.WriteVector( Vector( edict->size ) );
|
|
arc.WriteVector( Vector( edict->fullmins ) );
|
|
arc.WriteVector( Vector( edict->fullmaxs ) );
|
|
arc.WriteFloat( edict->fullradius );
|
|
arc.WriteVector( Vector( edict->centroid ) );
|
|
arc.WriteInteger( ( int )edict->solid );
|
|
arc.WriteInteger( edict->clipmask );
|
|
if ( edict->owner )
|
|
{
|
|
// s.number may be cleared out, so write the actual number
|
|
arc.WriteInteger( edict->owner - g_edicts );
|
|
}
|
|
else
|
|
{
|
|
arc.WriteInteger( -1 );
|
|
}
|
|
|
|
arc.WriteFloat( edict->freetime );
|
|
arc.WriteFloat( edict->spawntime );
|
|
arc.WriteString( str( edict->entname ) );
|
|
}
|
|
|
|
/*
|
|
==============
|
|
G_UnarchiveEdict
|
|
==============
|
|
*/
|
|
void G_UnarchiveEdict
|
|
(
|
|
Archiver &arc,
|
|
edict_t *edict
|
|
)
|
|
|
|
{
|
|
Vector tempvec;
|
|
str tempstr;
|
|
Quat q;
|
|
int temp;
|
|
|
|
assert( edict );
|
|
|
|
//
|
|
// edict will already be setup as far as entnum is concerned
|
|
//
|
|
if ( edict->client )
|
|
{
|
|
arc.ReadRaw( edict->client, sizeof( *edict->client ) );
|
|
}
|
|
|
|
tempvec = arc.ReadVector();
|
|
tempvec.copyTo( edict->s.origin );
|
|
tempvec = arc.ReadVector();
|
|
tempvec.copyTo( edict->s.angles );
|
|
|
|
q = arc.ReadQuat();
|
|
edict->s.quat[ 0 ] = q.x;
|
|
edict->s.quat[ 1 ] = q.y;
|
|
edict->s.quat[ 2 ] = q.z;
|
|
edict->s.quat[ 3 ] = q.w;
|
|
|
|
q = arc.ReadQuat();
|
|
QuatToMat( q.vec4(), edict->s.mat );
|
|
|
|
tempvec = arc.ReadVector();
|
|
tempvec.copyTo( edict->s.old_origin );
|
|
arc.ReadInteger( &edict->s.modelindex );
|
|
arc.ReadInteger( &edict->s.frame );
|
|
arc.ReadInteger( &edict->s.prevframe );
|
|
|
|
tempvec = arc.ReadVector();
|
|
tempvec.copyTo( edict->s.vieworigin );
|
|
tempvec = arc.ReadVector();
|
|
tempvec.copyTo( edict->s.viewangles );
|
|
|
|
arc.ReadInteger( &edict->s.anim );
|
|
arc.ReadFloat( &edict->s.scale );
|
|
arc.ReadFloat( &edict->s.alpha );
|
|
arc.ReadFloat( &edict->s.color_r );
|
|
arc.ReadFloat( &edict->s.color_g );
|
|
arc.ReadFloat( &edict->s.color_b );
|
|
arc.ReadInteger( &edict->s.radius );
|
|
arc.ReadRaw( &edict->s.bone, sizeof( edict->s.bone ) );
|
|
arc.ReadInteger( &edict->s.parent );
|
|
arc.ReadInteger( &edict->s.numgroups );
|
|
arc.ReadRaw( &edict->s.groups, sizeof( edict->s.groups ) );
|
|
arc.ReadInteger( &edict->s.gunanim );
|
|
arc.ReadInteger( &edict->s.gunframe );
|
|
// index into configstrings
|
|
arc.ReadInteger( &edict->s.gunmodelindex );
|
|
arc.ReadInteger( &edict->s.lightofs );
|
|
arc.ReadInteger( &edict->s.skinnum );
|
|
arc.ReadInteger( &edict->s.effects );
|
|
arc.ReadInteger( &edict->s.renderfx );
|
|
arc.ReadInteger( &edict->s.solid );
|
|
// index into configstrings
|
|
arc.ReadInteger( &edict->s.sound );
|
|
// arc.ReadInteger( &edict->s.event );
|
|
|
|
arc.ReadInteger( &edict->svflags );
|
|
|
|
tempvec = arc.ReadVector();
|
|
tempvec.copyTo( edict->mins );
|
|
tempvec = arc.ReadVector();
|
|
tempvec.copyTo( edict->maxs );
|
|
tempvec = arc.ReadVector();
|
|
tempvec.copyTo( edict->absmin );
|
|
tempvec = arc.ReadVector();
|
|
tempvec.copyTo( edict->absmax );
|
|
tempvec = arc.ReadVector();
|
|
tempvec.copyTo( edict->size );
|
|
tempvec = arc.ReadVector();
|
|
tempvec.copyTo( edict->fullmins );
|
|
tempvec = arc.ReadVector();
|
|
tempvec.copyTo( edict->fullmaxs );
|
|
arc.ReadFloat( &edict->fullradius );
|
|
tempvec = arc.ReadVector();
|
|
tempvec.copyTo( edict->centroid );
|
|
|
|
edict->solid = ( solid_t )arc.ReadInteger();
|
|
arc.ReadInteger( &edict->clipmask );
|
|
|
|
temp = arc.ReadInteger();
|
|
if ( temp < 0 )
|
|
{
|
|
edict->owner = NULL;
|
|
}
|
|
else
|
|
{
|
|
edict->owner = &g_edicts[ temp ];
|
|
}
|
|
|
|
arc.ReadFloat( &edict->freetime );
|
|
arc.ReadFloat( &edict->spawntime );
|
|
tempstr = arc.ReadString();
|
|
strcpy( edict->entname, tempstr.c_str() );
|
|
|
|
gi.linkentity( edict );
|
|
}
|
|
|
|
/*
|
|
================
|
|
G_Milliseconds
|
|
================
|
|
*/
|
|
int G_Milliseconds
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
#ifdef _WIN32
|
|
static int base;
|
|
static qboolean initialized = false;
|
|
|
|
if ( !initialized )
|
|
{
|
|
// let base retain 16 bits of effectively random data
|
|
base = timeGetTime() & 0xffff0000;
|
|
initialized = true;
|
|
}
|
|
|
|
return timeGetTime() - base;
|
|
#else
|
|
//FIXME
|
|
return 0;
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
===============
|
|
G_DebugPrintf
|
|
|
|
Outputs a string to the debug window
|
|
===============
|
|
*/
|
|
void G_DebugPrintf
|
|
(
|
|
const char *fmt,
|
|
...
|
|
)
|
|
|
|
{
|
|
va_list argptr;
|
|
char message[ 1024 ];
|
|
|
|
va_start( argptr, fmt );
|
|
vsprintf( message, fmt, argptr );
|
|
va_end( argptr );
|
|
|
|
#ifdef _WIN32
|
|
OutputDebugString( message );
|
|
#else
|
|
gi.dprintf( message );
|
|
#endif
|
|
}
|