From 87478789d6eb42bfa51ad41336e45bbaf3b0f01c Mon Sep 17 00:00:00 2001 From: Yamagi Burmeister Date: Sun, 9 Oct 2011 16:11:15 +0000 Subject: [PATCH] Move ctf/ into it's own subproject. --- src/g_ai.c | 1094 +++++++++++++ src/g_chase.c | 158 ++ src/g_cmds.c | 1066 ++++++++++++ src/g_combat.c | 595 +++++++ src/g_ctf.c | 4098 +++++++++++++++++++++++++++++++++++++++++++++++ src/g_ctf.h | 192 +++ src/g_func.c | 2043 +++++++++++++++++++++++ src/g_items.c | 2443 ++++++++++++++++++++++++++++ src/g_local.h | 1146 +++++++++++++ src/g_main.c | 429 +++++ src/g_misc.c | 1898 ++++++++++++++++++++++ src/g_monster.c | 737 +++++++++ src/g_phys.c | 950 +++++++++++ src/g_save.c | 747 +++++++++ src/g_spawn.c | 927 +++++++++++ src/g_svcmds.c | 300 ++++ src/g_target.c | 810 ++++++++++ src/g_trigger.c | 598 +++++++ src/g_utils.c | 568 +++++++ src/g_weapon.c | 921 +++++++++++ src/game.h | 243 +++ src/m_move.c | 557 +++++++ src/m_player.h | 225 +++ src/p_client.c | 1739 ++++++++++++++++++++ src/p_hud.c | 554 +++++++ src/p_menu.c | 257 +++ src/p_menu.h | 50 + src/p_trail.c | 147 ++ src/p_view.c | 1125 +++++++++++++ src/p_weapon.c | 1466 +++++++++++++++++ 30 files changed, 28083 insertions(+) create mode 100644 src/g_ai.c create mode 100644 src/g_chase.c create mode 100644 src/g_cmds.c create mode 100644 src/g_combat.c create mode 100644 src/g_ctf.c create mode 100644 src/g_ctf.h create mode 100644 src/g_func.c create mode 100644 src/g_items.c create mode 100644 src/g_local.h create mode 100644 src/g_main.c create mode 100644 src/g_misc.c create mode 100644 src/g_monster.c create mode 100644 src/g_phys.c create mode 100644 src/g_save.c create mode 100644 src/g_spawn.c create mode 100644 src/g_svcmds.c create mode 100644 src/g_target.c create mode 100644 src/g_trigger.c create mode 100644 src/g_utils.c create mode 100644 src/g_weapon.c create mode 100644 src/game.h create mode 100644 src/m_move.c create mode 100644 src/m_player.h create mode 100644 src/p_client.c create mode 100644 src/p_hud.c create mode 100644 src/p_menu.c create mode 100644 src/p_menu.h create mode 100644 src/p_trail.c create mode 100644 src/p_view.c create mode 100644 src/p_weapon.c diff --git a/src/g_ai.c b/src/g_ai.c new file mode 100644 index 0000000..292a23a --- /dev/null +++ b/src/g_ai.c @@ -0,0 +1,1094 @@ +/* +Copyright (C) 1997-2001 Id Software, Inc. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ +// g_ai.c + +#include "g_local.h" + +qboolean FindTarget (edict_t *self); +extern cvar_t *maxclients; + +qboolean ai_checkattack (edict_t *self, float dist); + +qboolean enemy_vis; +qboolean enemy_infront; +int enemy_range; +float enemy_yaw; + +//============================================================================ + + +/* +================= +AI_SetSightClient + +Called once each frame to set level.sight_client to the +player to be checked for in findtarget. + +If all clients are either dead or in notarget, sight_client +will be null. + +In coop games, sight_client will cycle between the clients. +================= +*/ +void AI_SetSightClient (void) +{ + edict_t *ent; + int start, check; + + if (level.sight_client == NULL) + start = 1; + else + start = level.sight_client - g_edicts; + + check = start; + while (1) + { + check++; + if (check > game.maxclients) + check = 1; + ent = &g_edicts[check]; + if (ent->inuse + && ent->health > 0 + && !(ent->flags & FL_NOTARGET) ) + { + level.sight_client = ent; + return; // got one + } + if (check == start) + { + level.sight_client = NULL; + return; // nobody to see + } + } +} + +//============================================================================ + +/* +============= +ai_move + +Move the specified distance at current facing. +This replaces the QC functions: ai_forward, ai_back, ai_pain, and ai_painforward +============== +*/ +void ai_move (edict_t *self, float dist) +{ + M_walkmove (self, self->s.angles[YAW], dist); +} + + +/* +============= +ai_stand + +Used for standing around and looking for players +Distance is for slight position adjustments needed by the animations +============== +*/ +void ai_stand (edict_t *self, float dist) +{ + vec3_t v; + + if (dist) + M_walkmove (self, self->s.angles[YAW], dist); + + if (self->monsterinfo.aiflags & AI_STAND_GROUND) + { + if (self->enemy) + { + VectorSubtract (self->enemy->s.origin, self->s.origin, v); + self->ideal_yaw = vectoyaw(v); + if (self->s.angles[YAW] != self->ideal_yaw && self->monsterinfo.aiflags & AI_TEMP_STAND_GROUND) + { + self->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_TEMP_STAND_GROUND); + self->monsterinfo.run (self); + } + M_ChangeYaw (self); + ai_checkattack (self, 0); + } + else + FindTarget (self); + return; + } + + if (FindTarget (self)) + return; + + if (level.time > self->monsterinfo.pausetime) + { + self->monsterinfo.walk (self); + return; + } + + if (!(self->spawnflags & 1) && (self->monsterinfo.idle) && (level.time > self->monsterinfo.idle_time)) + { + if (self->monsterinfo.idle_time) + { + self->monsterinfo.idle (self); + self->monsterinfo.idle_time = level.time + 15 + random() * 15; + } + else + { + self->monsterinfo.idle_time = level.time + random() * 15; + } + } +} + + +/* +============= +ai_walk + +The monster is walking it's beat +============= +*/ +void ai_walk (edict_t *self, float dist) +{ + M_MoveToGoal (self, dist); + + // check for noticing a player + if (FindTarget (self)) + return; + + if ((self->monsterinfo.search) && (level.time > self->monsterinfo.idle_time)) + { + if (self->monsterinfo.idle_time) + { + self->monsterinfo.search (self); + self->monsterinfo.idle_time = level.time + 15 + random() * 15; + } + else + { + self->monsterinfo.idle_time = level.time + random() * 15; + } + } +} + + +/* +============= +ai_charge + +Turns towards target and advances +Use this call with a distnace of 0 to replace ai_face +============== +*/ +void ai_charge (edict_t *self, float dist) +{ + vec3_t v; + + VectorSubtract (self->enemy->s.origin, self->s.origin, v); + self->ideal_yaw = vectoyaw(v); + M_ChangeYaw (self); + + if (dist) + M_walkmove (self, self->s.angles[YAW], dist); +} + + +/* +============= +ai_turn + +don't move, but turn towards ideal_yaw +Distance is for slight position adjustments needed by the animations +============= +*/ +void ai_turn (edict_t *self, float dist) +{ + if (dist) + M_walkmove (self, self->s.angles[YAW], dist); + + if (FindTarget (self)) + return; + + M_ChangeYaw (self); +} + + +/* + +.enemy +Will be world if not currently angry at anyone. + +.movetarget +The next path spot to walk toward. If .enemy, ignore .movetarget. +When an enemy is killed, the monster will try to return to it's path. + +.hunt_time +Set to time + something when the player is in sight, but movement straight for +him is blocked. This causes the monster to use wall following code for +movement direction instead of sighting on the player. + +.ideal_yaw +A yaw angle of the intended direction, which will be turned towards at up +to 45 deg / state. If the enemy is in view and hunt_time is not active, +this will be the exact line towards the enemy. + +.pausetime +A monster will leave it's stand state and head towards it's .movetarget when +time > .pausetime. + +walkmove(angle, speed) primitive is all or nothing +*/ + +/* +============= +range + +returns the range catagorization of an entity reletive to self +0 melee range, will become hostile even if back is turned +1 visibility and infront, or visibility and show hostile +2 infront and show hostile +3 only triggered by damage +============= +*/ +int range (edict_t *self, edict_t *other) +{ + vec3_t v; + float len; + + VectorSubtract (self->s.origin, other->s.origin, v); + len = VectorLength (v); + if (len < MELEE_DISTANCE) + return RANGE_MELEE; + if (len < 500) + return RANGE_NEAR; + if (len < 1000) + return RANGE_MID; + return RANGE_FAR; +} + +/* +============= +visible + +returns 1 if the entity is visible to self, even if not infront () +============= +*/ +qboolean visible (edict_t *self, edict_t *other) +{ + vec3_t spot1; + vec3_t spot2; + trace_t trace; + + VectorCopy (self->s.origin, spot1); + spot1[2] += self->viewheight; + VectorCopy (other->s.origin, spot2); + spot2[2] += other->viewheight; + trace = gi.trace (spot1, vec3_origin, vec3_origin, spot2, self, MASK_OPAQUE); + + if (trace.fraction == 1.0) + return true; + return false; +} + + +/* +============= +infront + +returns 1 if the entity is in front (in sight) of self +============= +*/ +qboolean infront (edict_t *self, edict_t *other) +{ + vec3_t vec; + float dot; + vec3_t forward; + + if ((self == NULL) || (other == NULL)) + return false; + + AngleVectors (self->s.angles, forward, NULL, NULL); + + if ((self == NULL) || (other == NULL)) + return false; + + VectorSubtract (other->s.origin, self->s.origin, vec); + VectorNormalize (vec); + dot = DotProduct (vec, forward); + + if (dot > 0.3) + return true; + return false; +} + + +//============================================================================ + +void HuntTarget (edict_t *self) +{ + vec3_t vec; + + self->goalentity = self->enemy; + if (self->monsterinfo.aiflags & AI_STAND_GROUND) + self->monsterinfo.stand (self); + else + self->monsterinfo.run (self); + VectorSubtract (self->enemy->s.origin, self->s.origin, vec); + self->ideal_yaw = vectoyaw(vec); + // wait a while before first attack + if (!(self->monsterinfo.aiflags & AI_STAND_GROUND)) + AttackFinished (self, 1); +} + +void FoundTarget (edict_t *self) +{ + // let other monsters see this monster for a while + if (self->enemy->client) + { + level.sight_entity = self; + level.sight_entity_framenum = level.framenum; + level.sight_entity->light_level = 128; + } + + self->show_hostile = level.time + 1; // wake up other monsters + + VectorCopy(self->enemy->s.origin, self->monsterinfo.last_sighting); + self->monsterinfo.trail_time = level.time; + + if (!self->combattarget) + { + HuntTarget (self); + return; + } + + self->goalentity = self->movetarget = G_PickTarget(self->combattarget); + if (!self->movetarget) + { + self->goalentity = self->movetarget = self->enemy; + HuntTarget (self); + gi.dprintf("%s at %s, combattarget %s not found\n", self->classname, vtos(self->s.origin), self->combattarget); + return; + } + + // clear out our combattarget, these are a one shot deal + self->combattarget = NULL; + self->monsterinfo.aiflags |= AI_COMBAT_POINT; + + // clear the targetname, that point is ours! + self->movetarget->targetname = NULL; + self->monsterinfo.pausetime = 0; + + // run for it + self->monsterinfo.run (self); +} + + +/* +=========== +FindTarget + +Self is currently not attacking anything, so try to find a target + +Returns TRUE if an enemy was sighted + +When a player fires a missile, the point of impact becomes a fakeplayer so +that monsters that see the impact will respond as if they had seen the +player. + +To avoid spending too much time, only a single client (or fakeclient) is +checked each frame. This means multi player games will have slightly +slower noticing monsters. +============ +*/ +qboolean FindTarget (edict_t *self) +{ + edict_t *client; + qboolean heardit; + int r; + + if (self->monsterinfo.aiflags & AI_GOOD_GUY) + { + //FIXME look for monsters? + return false; + } + + // if we're going to a combat point, just proceed + if (self->monsterinfo.aiflags & AI_COMBAT_POINT) + return false; + + // if the first spawnflag bit is set, the monster will only wake up on + // really seeing the player, not another monster getting angry or hearing + // something + + // revised behavior so they will wake up if they "see" a player make a noise + // but not weapon impact/explosion noises + + heardit = false; + if ((level.sight_entity_framenum >= (level.framenum - 1)) && !(self->spawnflags & 1) ) + { + client = level.sight_entity; + if (client->enemy == self->enemy) + { + return false; + } + } + else if (level.sound_entity_framenum >= (level.framenum - 1)) + { + client = level.sound_entity; + heardit = true; + } + else if (!(self->enemy) && (level.sound2_entity_framenum >= (level.framenum - 1)) && !(self->spawnflags & 1) ) + { + client = level.sound2_entity; + heardit = true; + } + else + { + client = level.sight_client; + if (!client) + return false; // no clients to get mad at + } + + // if the entity went away, forget it + if (!client->inuse) + return false; + + if (client == self->enemy) + return true; // JDC false; + + if (client->client) + { + if (client->flags & FL_NOTARGET) + return false; + } + else if (client->svflags & SVF_MONSTER) + { + if (!client->enemy) + return false; + if (client->enemy->flags & FL_NOTARGET) + return false; + } + else if (heardit) + { + if (client->owner->flags & FL_NOTARGET) + return false; + } + else + return false; + + if (!heardit) + { + r = range (self, client); + + if (r == RANGE_FAR) + return false; + + // this is where we would check invisibility + + // is client in an spot too dark to be seen? + if (client->light_level <= 5) + return false; + + if (!visible (self, client)) + { + return false; + } + + if (r == RANGE_NEAR) + { + if (client->show_hostile < level.time && !infront (self, client)) + { + return false; + } + } + else if (r == RANGE_MID) + { + if (!infront (self, client)) + { + return false; + } + } + + self->enemy = client; + + if (strcmp(self->enemy->classname, "player_noise") != 0) + { + self->monsterinfo.aiflags &= ~AI_SOUND_TARGET; + + if (!self->enemy->client) + { + self->enemy = self->enemy->enemy; + if (!self->enemy->client) + { + self->enemy = NULL; + return false; + } + } + } + } + else // heardit + { + vec3_t temp; + + if (self->spawnflags & 1) + { + if (!visible (self, client)) + return false; + } + else + { + if (!gi.inPHS(self->s.origin, client->s.origin)) + return false; + } + + VectorSubtract (client->s.origin, self->s.origin, temp); + + if (VectorLength(temp) > 1000) // too far to hear + { + return false; + } + + // check area portals - if they are different and not connected then we can't hear it + if (client->areanum != self->areanum) + if (!gi.AreasConnected(self->areanum, client->areanum)) + return false; + + self->ideal_yaw = vectoyaw(temp); + M_ChangeYaw (self); + + // hunt the sound for a bit; hopefully find the real player + self->monsterinfo.aiflags |= AI_SOUND_TARGET; + self->enemy = client; + } + + // + // got one + // + FoundTarget (self); + + if (!(self->monsterinfo.aiflags & AI_SOUND_TARGET) && (self->monsterinfo.sight)) + self->monsterinfo.sight (self, self->enemy); + + return true; +} + + +//============================================================================= + +/* +============ +FacingIdeal + +============ +*/ +qboolean FacingIdeal(edict_t *self) +{ + float delta; + + delta = anglemod(self->s.angles[YAW] - self->ideal_yaw); + if (delta > 45 && delta < 315) + return false; + return true; +} + + +//============================================================================= + +qboolean M_CheckAttack (edict_t *self) +{ + vec3_t spot1, spot2; + float chance; + trace_t tr; + + if (self->enemy->health > 0) + { + // see if any entities are in the way of the shot + VectorCopy (self->s.origin, spot1); + spot1[2] += self->viewheight; + VectorCopy (self->enemy->s.origin, spot2); + spot2[2] += self->enemy->viewheight; + + tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA|CONTENTS_WINDOW); + + // do we have a clear shot? + if (tr.ent != self->enemy) + return false; + } + + // melee attack + if (enemy_range == RANGE_MELEE) + { + // don't always melee in easy mode + if (skill->value == 0 && (rand()&3) ) + return false; + if (self->monsterinfo.melee) + self->monsterinfo.attack_state = AS_MELEE; + else + self->monsterinfo.attack_state = AS_MISSILE; + return true; + } + + // missile attack + if (!self->monsterinfo.attack) + return false; + + if (level.time < self->monsterinfo.attack_finished) + return false; + + if (enemy_range == RANGE_FAR) + return false; + + if (self->monsterinfo.aiflags & AI_STAND_GROUND) + { + chance = 0.4; + } + else if (enemy_range == RANGE_MELEE) + { + chance = 0.2; + } + else if (enemy_range == RANGE_NEAR) + { + chance = 0.1; + } + else if (enemy_range == RANGE_MID) + { + chance = 0.02; + } + else + { + return false; + } + + if (skill->value == 0) + chance *= 0.5; + else if (skill->value >= 2) + chance *= 2; + + if (random () < chance) + { + self->monsterinfo.attack_state = AS_MISSILE; + self->monsterinfo.attack_finished = level.time + 2*random(); + return true; + } + + if (self->flags & FL_FLY) + { + if (random() < 0.3) + self->monsterinfo.attack_state = AS_SLIDING; + else + self->monsterinfo.attack_state = AS_STRAIGHT; + } + + return false; +} + + +/* +============= +ai_run_melee + +Turn and close until within an angle to launch a melee attack +============= +*/ +void ai_run_melee(edict_t *self) +{ + self->ideal_yaw = enemy_yaw; + M_ChangeYaw (self); + + if (FacingIdeal(self)) + { + self->monsterinfo.melee (self); + self->monsterinfo.attack_state = AS_STRAIGHT; + } +} + + +/* +============= +ai_run_missile + +Turn in place until within an angle to launch a missile attack +============= +*/ +void ai_run_missile(edict_t *self) +{ + self->ideal_yaw = enemy_yaw; + M_ChangeYaw (self); + + if (FacingIdeal(self)) + { + self->monsterinfo.attack (self); + self->monsterinfo.attack_state = AS_STRAIGHT; + } +} + + +/* +============= +ai_run_slide + +Strafe sideways, but stay at aproximately the same range +============= +*/ +void ai_run_slide(edict_t *self, float distance) +{ + float ofs; + + self->ideal_yaw = enemy_yaw; + M_ChangeYaw (self); + + if (self->monsterinfo.lefty) + ofs = 90; + else + ofs = -90; + + if (M_walkmove (self, self->ideal_yaw + ofs, distance)) + return; + + self->monsterinfo.lefty = 1 - self->monsterinfo.lefty; + M_walkmove (self, self->ideal_yaw - ofs, distance); +} + + +/* +============= +ai_checkattack + +Decides if we're going to attack or do something else +used by ai_run and ai_stand +============= +*/ +qboolean ai_checkattack (edict_t *self, float dist) +{ + vec3_t temp; + qboolean hesDeadJim; + + // this causes monsters to run blindly to the combat point w/o firing + if (self->goalentity) + { + if (self->monsterinfo.aiflags & AI_COMBAT_POINT) + return false; + + if (self->monsterinfo.aiflags & AI_SOUND_TARGET) + { + if ((level.time - self->enemy->teleport_time) > 5.0) + { + if (self->goalentity == self->enemy) + { + if (self->movetarget) + self->goalentity = self->movetarget; + else + self->goalentity = NULL; + } + self->monsterinfo.aiflags &= ~AI_SOUND_TARGET; + if (self->monsterinfo.aiflags & AI_TEMP_STAND_GROUND) + self->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_TEMP_STAND_GROUND); + } + else + { + self->show_hostile = level.time + 1; + return false; + } + } + } + + enemy_vis = false; + + // see if the enemy is dead + hesDeadJim = false; + if ((!self->enemy) || (!self->enemy->inuse)) + { + hesDeadJim = true; + } + else if (self->monsterinfo.aiflags & AI_MEDIC) + { + if (self->enemy->health > 0) + { + hesDeadJim = true; + self->monsterinfo.aiflags &= ~AI_MEDIC; + } + } + else + { + if (self->monsterinfo.aiflags & AI_BRUTAL) + { + if (self->enemy->health <= -80) + hesDeadJim = true; + } + else + { + if (self->enemy->health <= 0) + hesDeadJim = true; + } + } + + if (hesDeadJim) + { + self->enemy = NULL; + // FIXME: look all around for other targets + if (self->oldenemy && self->oldenemy->health > 0) + { + self->enemy = self->oldenemy; + self->oldenemy = NULL; + HuntTarget (self); + } + else + { + if (self->movetarget) + { + self->goalentity = self->movetarget; + self->monsterinfo.walk (self); + } + else + { + // we need the pausetime otherwise the stand code + // will just revert to walking with no target and + // the monsters will wonder around aimlessly trying + // to hunt the world entity + self->monsterinfo.pausetime = level.time + 100000000; + self->monsterinfo.stand (self); + } + return true; + } + } + + self->show_hostile = level.time + 1; // wake up other monsters + + // check knowledge of enemy + enemy_vis = visible(self, self->enemy); + if (enemy_vis) + { + self->monsterinfo.search_time = level.time + 5; + VectorCopy (self->enemy->s.origin, self->monsterinfo.last_sighting); + } + + enemy_infront = infront(self, self->enemy); + enemy_range = range(self, self->enemy); + VectorSubtract (self->enemy->s.origin, self->s.origin, temp); + enemy_yaw = vectoyaw(temp); + + + if (self->monsterinfo.attack_state == AS_MISSILE) + { + ai_run_missile (self); + return true; + } + if (self->monsterinfo.attack_state == AS_MELEE) + { + ai_run_melee (self); + return true; + } + + // if enemy is not currently visible, we will never attack + if (!enemy_vis) + return false; + + return self->monsterinfo.checkattack (self); +} + + +/* +============= +ai_run + +The monster has an enemy it is trying to kill +============= +*/ +void ai_run (edict_t *self, float dist) +{ + vec3_t v; + edict_t *tempgoal; + edict_t *save; + qboolean new; + edict_t *marker; + float d1, d2; + trace_t tr; + vec3_t v_forward, v_right; + float left, center, right; + vec3_t left_target, right_target; + + // if we're going to a combat point, just proceed + if (self->monsterinfo.aiflags & AI_COMBAT_POINT) + { + M_MoveToGoal (self, dist); + return; + } + + if (self->monsterinfo.aiflags & AI_SOUND_TARGET) + { + VectorSubtract (self->s.origin, self->enemy->s.origin, v); + if (VectorLength(v) < 64) + { + self->monsterinfo.aiflags |= (AI_STAND_GROUND | AI_TEMP_STAND_GROUND); + self->monsterinfo.stand (self); + return; + } + + M_MoveToGoal (self, dist); + + if (!FindTarget (self)) + return; + } + + if (ai_checkattack (self, dist)) + return; + + if (self->monsterinfo.attack_state == AS_SLIDING) + { + ai_run_slide (self, dist); + return; + } + + if (enemy_vis) + { + M_MoveToGoal (self, dist); + self->monsterinfo.aiflags &= ~AI_LOST_SIGHT; + VectorCopy (self->enemy->s.origin, self->monsterinfo.last_sighting); + self->monsterinfo.trail_time = level.time; + return; + } + + // coop will change to another enemy if visible + if (coop->value) + { // FIXME: insane guys get mad with this, which causes crashes! + if (FindTarget (self)) + return; + } + + if ((self->monsterinfo.search_time) && (level.time > (self->monsterinfo.search_time + 20))) + { + M_MoveToGoal (self, dist); + self->monsterinfo.search_time = 0; + return; + } + + save = self->goalentity; + tempgoal = G_Spawn(); + self->goalentity = tempgoal; + + new = false; + + if (!(self->monsterinfo.aiflags & AI_LOST_SIGHT)) + { + // just lost sight of the player, decide where to go first + self->monsterinfo.aiflags |= (AI_LOST_SIGHT | AI_PURSUIT_LAST_SEEN); + self->monsterinfo.aiflags &= ~(AI_PURSUE_NEXT | AI_PURSUE_TEMP); + new = true; + } + + if (self->monsterinfo.aiflags & AI_PURSUE_NEXT) + { + self->monsterinfo.aiflags &= ~AI_PURSUE_NEXT; + + // give ourself more time since we got this far + self->monsterinfo.search_time = level.time + 5; + + if (self->monsterinfo.aiflags & AI_PURSUE_TEMP) + { + self->monsterinfo.aiflags &= ~AI_PURSUE_TEMP; + marker = NULL; + VectorCopy (self->monsterinfo.saved_goal, self->monsterinfo.last_sighting); + new = true; + } + else if (self->monsterinfo.aiflags & AI_PURSUIT_LAST_SEEN) + { + self->monsterinfo.aiflags &= ~AI_PURSUIT_LAST_SEEN; + marker = PlayerTrail_PickFirst (self); + } + else + { + marker = PlayerTrail_PickNext (self); + } + + if (marker) + { + VectorCopy (marker->s.origin, self->monsterinfo.last_sighting); + self->monsterinfo.trail_time = marker->timestamp; + self->s.angles[YAW] = self->ideal_yaw = marker->s.angles[YAW]; + new = true; + } + } + + VectorSubtract (self->s.origin, self->monsterinfo.last_sighting, v); + d1 = VectorLength(v); + if (d1 <= dist) + { + self->monsterinfo.aiflags |= AI_PURSUE_NEXT; + dist = d1; + } + + VectorCopy (self->monsterinfo.last_sighting, self->goalentity->s.origin); + + if (new) + { + tr = gi.trace(self->s.origin, self->mins, self->maxs, self->monsterinfo.last_sighting, self, MASK_PLAYERSOLID); + if (tr.fraction < 1) + { + VectorSubtract (self->goalentity->s.origin, self->s.origin, v); + d1 = VectorLength(v); + center = tr.fraction; + d2 = d1 * ((center+1)/2); + self->s.angles[YAW] = self->ideal_yaw = vectoyaw(v); + AngleVectors(self->s.angles, v_forward, v_right, NULL); + + VectorSet(v, d2, -16, 0); + G_ProjectSource (self->s.origin, v, v_forward, v_right, left_target); + tr = gi.trace(self->s.origin, self->mins, self->maxs, left_target, self, MASK_PLAYERSOLID); + left = tr.fraction; + + VectorSet(v, d2, 16, 0); + G_ProjectSource (self->s.origin, v, v_forward, v_right, right_target); + tr = gi.trace(self->s.origin, self->mins, self->maxs, right_target, self, MASK_PLAYERSOLID); + right = tr.fraction; + + center = (d1*center)/d2; + if (left >= center && left > right) + { + if (left < 1) + { + VectorSet(v, d2 * left * 0.5, -16, 0); + G_ProjectSource (self->s.origin, v, v_forward, v_right, left_target); + } + VectorCopy (self->monsterinfo.last_sighting, self->monsterinfo.saved_goal); + self->monsterinfo.aiflags |= AI_PURSUE_TEMP; + VectorCopy (left_target, self->goalentity->s.origin); + VectorCopy (left_target, self->monsterinfo.last_sighting); + VectorSubtract (self->goalentity->s.origin, self->s.origin, v); + self->s.angles[YAW] = self->ideal_yaw = vectoyaw(v); + } + else if (right >= center && right > left) + { + if (right < 1) + { + VectorSet(v, d2 * right * 0.5, 16, 0); + G_ProjectSource (self->s.origin, v, v_forward, v_right, right_target); + } + VectorCopy (self->monsterinfo.last_sighting, self->monsterinfo.saved_goal); + self->monsterinfo.aiflags |= AI_PURSUE_TEMP; + VectorCopy (right_target, self->goalentity->s.origin); + VectorCopy (right_target, self->monsterinfo.last_sighting); + VectorSubtract (self->goalentity->s.origin, self->s.origin, v); + self->s.angles[YAW] = self->ideal_yaw = vectoyaw(v); + } + } + } + + M_MoveToGoal (self, dist); + + G_FreeEdict(tempgoal); + + if (self) + self->goalentity = save; +} + diff --git a/src/g_chase.c b/src/g_chase.c new file mode 100644 index 0000000..8245d2b --- /dev/null +++ b/src/g_chase.c @@ -0,0 +1,158 @@ +/* +Copyright (C) 1997-2001 Id Software, Inc. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ +#include "g_local.h" + + +void UpdateChaseCam(edict_t *ent) +{ + vec3_t o, ownerv, goal; + edict_t *targ; + vec3_t forward, right; + trace_t trace; + int i; + vec3_t oldgoal; + vec3_t angles; + + // is our chase target gone? + if (!ent->client->chase_target->inuse) { + ent->client->chase_target = NULL; + return; + } + + targ = ent->client->chase_target; + + VectorCopy(targ->s.origin, ownerv); + VectorCopy(ent->s.origin, oldgoal); + + ownerv[2] += targ->viewheight; + + VectorCopy(targ->client->v_angle, angles); + if (angles[PITCH] > 56) + angles[PITCH] = 56; + AngleVectors (angles, forward, right, NULL); + VectorNormalize(forward); + VectorMA(ownerv, -30, forward, o); + + if (o[2] < targ->s.origin[2] + 20) + o[2] = targ->s.origin[2] + 20; + + // jump animation lifts + if (!targ->groundentity) + o[2] += 16; + + trace = gi.trace(ownerv, vec3_origin, vec3_origin, o, targ, MASK_SOLID); + + VectorCopy(trace.endpos, goal); + + VectorMA(goal, 2, forward, goal); + + // pad for floors and ceilings + VectorCopy(goal, o); + o[2] += 6; + trace = gi.trace(goal, vec3_origin, vec3_origin, o, targ, MASK_SOLID); + if (trace.fraction < 1) { + VectorCopy(trace.endpos, goal); + goal[2] -= 6; + } + + VectorCopy(goal, o); + o[2] -= 6; + trace = gi.trace(goal, vec3_origin, vec3_origin, o, targ, MASK_SOLID); + if (trace.fraction < 1) { + VectorCopy(trace.endpos, goal); + goal[2] += 6; + } + + ent->client->ps.pmove.pm_type = PM_FREEZE; + + VectorCopy(goal, ent->s.origin); + for (i=0 ; i<3 ; i++) + ent->client->ps.pmove.delta_angles[i] = ANGLE2SHORT(targ->client->v_angle[i] - ent->client->resp.cmd_angles[i]); + + VectorCopy(targ->client->v_angle, ent->client->ps.viewangles); + VectorCopy(targ->client->v_angle, ent->client->v_angle); + + ent->viewheight = 0; + ent->client->ps.pmove.pm_flags |= PMF_NO_PREDICTION; + gi.linkentity(ent); + + if ((!ent->client->showscores && !ent->client->menu && + !ent->client->showinventory && !ent->client->showhelp && + !(level.framenum & 31)) || ent->client->update_chase) { + char s[1024]; + + ent->client->update_chase = false; + sprintf(s, "xv 0 yb -68 string2 \"Chasing %s\"", + targ->client->pers.netname); + gi.WriteByte (svc_layout); + gi.WriteString (s); + gi.unicast(ent, false); + } + +} + +void ChaseNext(edict_t *ent) +{ + int i; + edict_t *e; + + if (!ent->client->chase_target) + return; + + i = ent->client->chase_target - g_edicts; + do { + i++; + if (i > maxclients->value) + i = 1; + e = g_edicts + i; + if (!e->inuse) + continue; + if (e->solid != SOLID_NOT) + break; + } while (e != ent->client->chase_target); + + ent->client->chase_target = e; + ent->client->update_chase = true; +} + +void ChasePrev(edict_t *ent) +{ + int i; + edict_t *e; + + if (!ent->client->chase_target) + return; + + i = ent->client->chase_target - g_edicts; + do { + i--; + if (i < 1) + i = maxclients->value; + e = g_edicts + i; + if (!e->inuse) + continue; + if (e->solid != SOLID_NOT) + break; + } while (e != ent->client->chase_target); + + ent->client->chase_target = e; + ent->client->update_chase = true; +} + diff --git a/src/g_cmds.c b/src/g_cmds.c new file mode 100644 index 0000000..8b5383a --- /dev/null +++ b/src/g_cmds.c @@ -0,0 +1,1066 @@ +/* +Copyright (C) 1997-2001 Id Software, Inc. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ +#include "g_local.h" +#include "m_player.h" + + +char *ClientTeam (edict_t *ent) +{ + char *p; + static char value[512]; + + value[0] = 0; + + if (!ent->client) + return value; + + strcpy(value, Info_ValueForKey (ent->client->pers.userinfo, "skin")); + p = strchr(value, '/'); + if (!p) + return value; + + if ((int)(dmflags->value) & DF_MODELTEAMS) + { + *p = 0; + return value; + } + + return ++p; +} + +qboolean OnSameTeam (edict_t *ent1, edict_t *ent2) +{ + char ent1Team [512]; + char ent2Team [512]; + + if (!((int)(dmflags->value) & (DF_MODELTEAMS | DF_SKINTEAMS))) + return false; + + strcpy (ent1Team, ClientTeam (ent1)); + strcpy (ent2Team, ClientTeam (ent2)); + + if (strcmp(ent1Team, ent2Team) == 0) + return true; + return false; +} + + +void SelectNextItem (edict_t *ent, int itflags) +{ + gclient_t *cl; + int i, index; + gitem_t *it; + + cl = ent->client; + + //ZOID + if (cl->menu) { + PMenu_Next(ent); + return; + } else if (cl->chase_target) { + ChaseNext(ent); + return; + } + //ZOID + + // scan for the next valid one + for (i=1 ; i<=MAX_ITEMS ; i++) + { + index = (cl->pers.selected_item + i)%MAX_ITEMS; + if (!cl->pers.inventory[index]) + continue; + it = &itemlist[index]; + if (!it->use) + continue; + if (!(it->flags & itflags)) + continue; + + cl->pers.selected_item = index; + return; + } + + cl->pers.selected_item = -1; +} + +void SelectPrevItem (edict_t *ent, int itflags) +{ + gclient_t *cl; + int i, index; + gitem_t *it; + + cl = ent->client; + + //ZOID + if (cl->menu) { + PMenu_Prev(ent); + return; + } else if (cl->chase_target) { + ChasePrev(ent); + return; + } + //ZOID + + // scan for the next valid one + for (i=1 ; i<=MAX_ITEMS ; i++) + { + index = (cl->pers.selected_item + MAX_ITEMS - i)%MAX_ITEMS; + if (!cl->pers.inventory[index]) + continue; + it = &itemlist[index]; + if (!it->use) + continue; + if (!(it->flags & itflags)) + continue; + + cl->pers.selected_item = index; + return; + } + + cl->pers.selected_item = -1; +} + +void ValidateSelectedItem (edict_t *ent) +{ + gclient_t *cl; + + cl = ent->client; + + if (cl->pers.inventory[cl->pers.selected_item]) + return; // valid + + SelectNextItem (ent, -1); +} + + +//================================================================================= + +/* +================== +Cmd_Give_f + +Give items to a client +================== +*/ +void Cmd_Give_f (edict_t *ent) +{ + char *name; + gitem_t *it; + int index; + int i; + qboolean give_all; + edict_t *it_ent; + + if (deathmatch->value && !sv_cheats->value) + { + gi.cprintf (ent, PRINT_HIGH, "You must run the server with '+set cheats 1' to enable this command.\n"); + return; + } + + name = gi.args(); + + if (Q_stricmp(name, "all") == 0) + give_all = true; + else + give_all = false; + + if (give_all || Q_stricmp(gi.argv(1), "health") == 0) + { + if (gi.argc() == 3) + ent->health = atoi(gi.argv(2)); + else + ent->health = ent->max_health; + if (!give_all) + return; + } + + if (give_all || Q_stricmp(name, "weapons") == 0) + { + for (i=0 ; ipickup) + continue; + if (!(it->flags & IT_WEAPON)) + continue; + ent->client->pers.inventory[i] += 1; + } + if (!give_all) + return; + } + + if (give_all || Q_stricmp(name, "ammo") == 0) + { + for (i=0 ; ipickup) + continue; + if (!(it->flags & IT_AMMO)) + continue; + Add_Ammo (ent, it, 1000); + } + if (!give_all) + return; + } + + if (give_all || Q_stricmp(name, "armor") == 0) + { + gitem_armor_t *info; + + it = FindItem("Jacket Armor"); + ent->client->pers.inventory[ITEM_INDEX(it)] = 0; + + it = FindItem("Combat Armor"); + ent->client->pers.inventory[ITEM_INDEX(it)] = 0; + + it = FindItem("Body Armor"); + info = (gitem_armor_t *)it->info; + ent->client->pers.inventory[ITEM_INDEX(it)] = info->max_count; + + if (!give_all) + return; + } + + if (give_all || Q_stricmp(name, "Power Shield") == 0) + { + it = FindItem("Power Shield"); + it_ent = G_Spawn(); + it_ent->classname = it->classname; + SpawnItem (it_ent, it); + Touch_Item (it_ent, ent, NULL, NULL); + if (it_ent->inuse) + G_FreeEdict(it_ent); + + if (!give_all) + return; + } + + if (give_all) + { + for (i=0 ; ipickup) + continue; + if (it->flags & (IT_ARMOR|IT_WEAPON|IT_AMMO)) + continue; + ent->client->pers.inventory[i] = 1; + } + return; + } + + it = FindItem (name); + if (!it) + { + name = gi.argv(1); + it = FindItem (name); + if (!it) + { + gi.cprintf (ent, PRINT_HIGH, "unknown item\n"); + return; + } + } + + if (!it->pickup) + { + gi.cprintf (ent, PRINT_HIGH, "non-pickup item\n"); + return; + } + + index = ITEM_INDEX(it); + + if (it->flags & IT_AMMO) + { + if (gi.argc() == 3) + ent->client->pers.inventory[index] = atoi(gi.argv(2)); + else + ent->client->pers.inventory[index] += it->quantity; + } + else + { + it_ent = G_Spawn(); + it_ent->classname = it->classname; + SpawnItem (it_ent, it); + Touch_Item (it_ent, ent, NULL, NULL); + if (it_ent->inuse) + G_FreeEdict(it_ent); + } +} + + +/* +================== +Cmd_God_f + +Sets client to godmode + +argv(0) god +================== +*/ +void Cmd_God_f (edict_t *ent) +{ + char *msg; + + if (deathmatch->value && !sv_cheats->value) + { + gi.cprintf (ent, PRINT_HIGH, "You must run the server with '+set cheats 1' to enable this command.\n"); + return; + } + + ent->flags ^= FL_GODMODE; + if (!(ent->flags & FL_GODMODE) ) + msg = "godmode OFF\n"; + else + msg = "godmode ON\n"; + + gi.cprintf (ent, PRINT_HIGH, msg); +} + + +/* +================== +Cmd_Notarget_f + +Sets client to notarget + +argv(0) notarget +================== +*/ +void Cmd_Notarget_f (edict_t *ent) +{ + char *msg; + + if (deathmatch->value && !sv_cheats->value) + { + gi.cprintf (ent, PRINT_HIGH, "You must run the server with '+set cheats 1' to enable this command.\n"); + return; + } + + ent->flags ^= FL_NOTARGET; + if (!(ent->flags & FL_NOTARGET) ) + msg = "notarget OFF\n"; + else + msg = "notarget ON\n"; + + gi.cprintf (ent, PRINT_HIGH, msg); +} + + +/* +================== +Cmd_Noclip_f + +argv(0) noclip +================== +*/ +void Cmd_Noclip_f (edict_t *ent) +{ + char *msg; + + if (deathmatch->value && !sv_cheats->value) + { + gi.cprintf (ent, PRINT_HIGH, "You must run the server with '+set cheats 1' to enable this command.\n"); + return; + } + + if (ent->movetype == MOVETYPE_NOCLIP) + { + ent->movetype = MOVETYPE_WALK; + msg = "noclip OFF\n"; + } + else + { + ent->movetype = MOVETYPE_NOCLIP; + msg = "noclip ON\n"; + } + + gi.cprintf (ent, PRINT_HIGH, msg); +} + + +/* +================== +Cmd_Use_f + +Use an inventory item +================== +*/ +void Cmd_Use_f (edict_t *ent) +{ + int index; + gitem_t *it; + char *s; + + s = gi.args(); + it = FindItem (s); + if (!it) + { + gi.cprintf (ent, PRINT_HIGH, "unknown item: %s\n", s); + return; + } + if (!it->use) + { + gi.cprintf (ent, PRINT_HIGH, "Item is not usable.\n"); + return; + } + index = ITEM_INDEX(it); + if (!ent->client->pers.inventory[index]) + { + gi.cprintf (ent, PRINT_HIGH, "Out of item: %s\n", s); + return; + } + + it->use (ent, it); +} + + +/* +================== +Cmd_Drop_f + +Drop an inventory item +================== +*/ +void Cmd_Drop_f (edict_t *ent) +{ + int index; + gitem_t *it; + char *s; + + //ZOID--special case for tech powerups + if (Q_stricmp(gi.args(), "tech") == 0 && (it = CTFWhat_Tech(ent)) != NULL) { + it->drop (ent, it); + return; + } + //ZOID + + s = gi.args(); + it = FindItem (s); + if (!it) + { + gi.cprintf (ent, PRINT_HIGH, "unknown item: %s\n", s); + return; + } + if (!it->drop) + { + gi.cprintf (ent, PRINT_HIGH, "Item is not dropable.\n"); + return; + } + index = ITEM_INDEX(it); + if (!ent->client->pers.inventory[index]) + { + gi.cprintf (ent, PRINT_HIGH, "Out of item: %s\n", s); + return; + } + + it->drop (ent, it); +} + + +/* +================= +Cmd_Inven_f +================= +*/ +void Cmd_Inven_f (edict_t *ent) +{ + int i; + gclient_t *cl; + + cl = ent->client; + + cl->showscores = false; + cl->showhelp = false; + + //ZOID + if (ent->client->menu) { + PMenu_Close(ent); + ent->client->update_chase = true; + return; + } + //ZOID + + if (cl->showinventory) + { + cl->showinventory = false; + return; + } + + //ZOID + if (ctf->value && cl->resp.ctf_team == CTF_NOTEAM) { + CTFOpenJoinMenu(ent); + return; + } + //ZOID + + cl->showinventory = true; + + gi.WriteByte (svc_inventory); + for (i=0 ; ipers.inventory[i]); + } + gi.unicast (ent, true); +} + +/* +================= +Cmd_InvUse_f +================= +*/ +void Cmd_InvUse_f (edict_t *ent) +{ + gitem_t *it; + + //ZOID + if (ent->client->menu) { + PMenu_Select(ent); + return; + } + //ZOID + + ValidateSelectedItem (ent); + + if (ent->client->pers.selected_item == -1) + { + gi.cprintf (ent, PRINT_HIGH, "No item to use.\n"); + return; + } + + it = &itemlist[ent->client->pers.selected_item]; + if (!it->use) + { + gi.cprintf (ent, PRINT_HIGH, "Item is not usable.\n"); + return; + } + it->use (ent, it); +} + +//ZOID +/* +================= +Cmd_LastWeap_f +================= +*/ +void Cmd_LastWeap_f (edict_t *ent) +{ + gclient_t *cl; + + cl = ent->client; + + if (!cl->pers.weapon || !cl->pers.lastweapon) + return; + + cl->pers.lastweapon->use (ent, cl->pers.lastweapon); +} +//ZOID + +/* +================= +Cmd_WeapPrev_f +================= +*/ +void Cmd_WeapPrev_f (edict_t *ent) +{ + gclient_t *cl; + int i, index; + gitem_t *it; + int selected_weapon; + + cl = ent->client; + + if (!cl->pers.weapon) + return; + + selected_weapon = ITEM_INDEX(cl->pers.weapon); + + // scan for the next valid one + for (i=1 ; i<=MAX_ITEMS ; i++) + { + index = (selected_weapon + i)%MAX_ITEMS; + if (!cl->pers.inventory[index]) + continue; + it = &itemlist[index]; + if (!it->use) + continue; + if (! (it->flags & IT_WEAPON) ) + continue; + it->use (ent, it); + if (cl->pers.weapon == it) + return; // successful + } +} + +/* +================= +Cmd_WeapNext_f +================= +*/ +void Cmd_WeapNext_f (edict_t *ent) +{ + gclient_t *cl; + int i, index; + gitem_t *it; + int selected_weapon; + + cl = ent->client; + + if (!cl->pers.weapon) + return; + + selected_weapon = ITEM_INDEX(cl->pers.weapon); + + // scan for the next valid one + for (i=1 ; i<=MAX_ITEMS ; i++) + { + index = (selected_weapon + MAX_ITEMS - i)%MAX_ITEMS; + if (!cl->pers.inventory[index]) + continue; + it = &itemlist[index]; + if (!it->use) + continue; + if (! (it->flags & IT_WEAPON) ) + continue; + it->use (ent, it); + if (cl->pers.weapon == it) + return; // successful + } +} + +/* +================= +Cmd_WeapLast_f +================= +*/ +void Cmd_WeapLast_f (edict_t *ent) +{ + gclient_t *cl; + int index; + gitem_t *it; + + cl = ent->client; + + if (!cl->pers.weapon || !cl->pers.lastweapon) + return; + + index = ITEM_INDEX(cl->pers.lastweapon); + if (!cl->pers.inventory[index]) + return; + it = &itemlist[index]; + if (!it->use) + return; + if (! (it->flags & IT_WEAPON) ) + return; + it->use (ent, it); +} + +/* +================= +Cmd_InvDrop_f +================= +*/ +void Cmd_InvDrop_f (edict_t *ent) +{ + gitem_t *it; + + ValidateSelectedItem (ent); + + if (ent->client->pers.selected_item == -1) + { + gi.cprintf (ent, PRINT_HIGH, "No item to drop.\n"); + return; + } + + it = &itemlist[ent->client->pers.selected_item]; + if (!it->drop) + { + gi.cprintf (ent, PRINT_HIGH, "Item is not dropable.\n"); + return; + } + it->drop (ent, it); +} + +/* +================= +Cmd_Kill_f +================= +*/ +void Cmd_Kill_f (edict_t *ent) +{ + //ZOID + if (ent->solid == SOLID_NOT) + return; + //ZOID + + if((level.time - ent->client->respawn_time) < 5) + return; + ent->flags &= ~FL_GODMODE; + ent->health = 0; + meansOfDeath = MOD_SUICIDE; + player_die (ent, ent, ent, 100000, vec3_origin); +} + +/* +================= +Cmd_PutAway_f +================= +*/ +void Cmd_PutAway_f (edict_t *ent) +{ + ent->client->showscores = false; + ent->client->showhelp = false; + ent->client->showinventory = false; + //ZOID + if (ent->client->menu) + PMenu_Close(ent); + ent->client->update_chase = true; + //ZOID +} + + +int PlayerSort (void const *a, void const *b) +{ + int anum, bnum; + + anum = *(int *)a; + bnum = *(int *)b; + + anum = game.clients[anum].ps.stats[STAT_FRAGS]; + bnum = game.clients[bnum].ps.stats[STAT_FRAGS]; + + if (anum < bnum) + return -1; + if (anum > bnum) + return 1; + return 0; +} + +/* +================= +Cmd_Players_f +================= +*/ +void Cmd_Players_f (edict_t *ent) +{ + int i; + int count; + char small[64]; + char large[1280]; + int index[256]; + + count = 0; + for (i = 0 ; i < maxclients->value ; i++) + if (game.clients[i].pers.connected) + { + index[count] = i; + count++; + } + + // sort by frags + qsort (index, count, sizeof(index[0]), PlayerSort); + + // print information + large[0] = 0; + + for (i = 0 ; i < count ; i++) + { + Com_sprintf (small, sizeof(small), "%3i %s\n", + game.clients[index[i]].ps.stats[STAT_FRAGS], + game.clients[index[i]].pers.netname); + if (strlen (small) + strlen(large) > sizeof(large) - 100 ) + { // can't print all of them in one packet + strcat (large, "...\n"); + break; + } + strcat (large, small); + } + + gi.cprintf (ent, PRINT_HIGH, "%s\n%i players\n", large, count); +} + +/* +================= +Cmd_Wave_f +================= +*/ +void Cmd_Wave_f (edict_t *ent) +{ + int i; + + i = atoi (gi.argv(1)); + + // can't wave when ducked + if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) + return; + + if (ent->client->anim_priority > ANIM_WAVE) + return; + + ent->client->anim_priority = ANIM_WAVE; + + switch (i) + { + case 0: + gi.cprintf (ent, PRINT_HIGH, "flipoff\n"); + ent->s.frame = FRAME_flip01-1; + ent->client->anim_end = FRAME_flip12; + break; + case 1: + gi.cprintf (ent, PRINT_HIGH, "salute\n"); + ent->s.frame = FRAME_salute01-1; + ent->client->anim_end = FRAME_salute11; + break; + case 2: + gi.cprintf (ent, PRINT_HIGH, "taunt\n"); + ent->s.frame = FRAME_taunt01-1; + ent->client->anim_end = FRAME_taunt17; + break; + case 3: + gi.cprintf (ent, PRINT_HIGH, "wave\n"); + ent->s.frame = FRAME_wave01-1; + ent->client->anim_end = FRAME_wave11; + break; + case 4: + default: + gi.cprintf (ent, PRINT_HIGH, "point\n"); + ent->s.frame = FRAME_point01-1; + ent->client->anim_end = FRAME_point12; + break; + } +} + +qboolean CheckFlood(edict_t *ent) +{ + int i; + gclient_t *cl; + + if (flood_msgs->value) { + cl = ent->client; + + if (level.time < cl->flood_locktill) { + gi.cprintf(ent, PRINT_HIGH, "You can't talk for %d more seconds\n", + (int)(cl->flood_locktill - level.time)); + return true; + } + i = cl->flood_whenhead - flood_msgs->value + 1; + if (i < 0) + i = (sizeof(cl->flood_when)/sizeof(cl->flood_when[0])) + i; + if (cl->flood_when[i] && + level.time - cl->flood_when[i] < flood_persecond->value) { + cl->flood_locktill = level.time + flood_waitdelay->value; + gi.cprintf(ent, PRINT_CHAT, "Flood protection: You can't talk for %d seconds.\n", + (int)flood_waitdelay->value); + return true; + } + cl->flood_whenhead = (cl->flood_whenhead + 1) % + (sizeof(cl->flood_when)/sizeof(cl->flood_when[0])); + cl->flood_when[cl->flood_whenhead] = level.time; + } + return false; +} + +/* +================== +Cmd_Say_f +================== +*/ +void Cmd_Say_f (edict_t *ent, qboolean team, qboolean arg0) +{ + int j; + edict_t *other; + char *p; + char text[2048]; + + if (gi.argc () < 2 && !arg0) + return; + + if (!((int)(dmflags->value) & (DF_MODELTEAMS | DF_SKINTEAMS))) + team = false; + + if (team) + Com_sprintf (text, sizeof(text), "(%s): ", ent->client->pers.netname); + else + Com_sprintf (text, sizeof(text), "%s: ", ent->client->pers.netname); + + if (arg0) + { + strcat (text, gi.argv(0)); + strcat (text, " "); + strcat (text, gi.args()); + } + else + { + p = gi.args(); + + if (*p == '"') + { + p++; + p[strlen(p)-1] = 0; + } + strcat(text, p); + } + + // don't let text be too long for malicious reasons + if (strlen(text) > 150) + text[150] = 0; + + strcat(text, "\n"); + + if (CheckFlood(ent)) + return; + + if (dedicated->value) + gi.cprintf(NULL, PRINT_CHAT, "%s", text); + + for (j = 1; j <= game.maxclients; j++) + { + other = &g_edicts[j]; + if (!other->inuse) + continue; + if (!other->client) + continue; + if (team) + { + if (!OnSameTeam(ent, other)) + continue; + } + gi.cprintf(other, PRINT_CHAT, "%s", text); + } +} + +/* +================= +ClientCommand +================= +*/ +void ClientCommand (edict_t *ent) +{ + char *cmd; + + if (!ent->client) + return; // not fully in game yet + + cmd = gi.argv(0); + + if (Q_stricmp (cmd, "players") == 0) + { + Cmd_Players_f (ent); + return; + } + if (Q_stricmp (cmd, "say") == 0) + { + Cmd_Say_f (ent, false, false); + return; + } + if (Q_stricmp (cmd, "say_team") == 0 || Q_stricmp (cmd, "steam") == 0) + { + CTFSay_Team(ent, gi.args()); + return; + } + if (Q_stricmp (cmd, "score") == 0) + { + Cmd_Score_f (ent); + return; + } + if (Q_stricmp (cmd, "help") == 0) + { + Cmd_Help_f (ent); + return; + } + + if (level.intermissiontime) + return; + + if (Q_stricmp (cmd, "use") == 0) + Cmd_Use_f (ent); + else if (Q_stricmp (cmd, "drop") == 0) + Cmd_Drop_f (ent); + else if (Q_stricmp (cmd, "give") == 0) + Cmd_Give_f (ent); + else if (Q_stricmp (cmd, "god") == 0) + Cmd_God_f (ent); + else if (Q_stricmp (cmd, "notarget") == 0) + Cmd_Notarget_f (ent); + else if (Q_stricmp (cmd, "noclip") == 0) + Cmd_Noclip_f (ent); + else if (Q_stricmp (cmd, "inven") == 0) + Cmd_Inven_f (ent); + else if (Q_stricmp (cmd, "invnext") == 0) + SelectNextItem (ent, -1); + else if (Q_stricmp (cmd, "invprev") == 0) + SelectPrevItem (ent, -1); + else if (Q_stricmp (cmd, "invnextw") == 0) + SelectNextItem (ent, IT_WEAPON); + else if (Q_stricmp (cmd, "invprevw") == 0) + SelectPrevItem (ent, IT_WEAPON); + else if (Q_stricmp (cmd, "invnextp") == 0) + SelectNextItem (ent, IT_POWERUP); + else if (Q_stricmp (cmd, "invprevp") == 0) + SelectPrevItem (ent, IT_POWERUP); + else if (Q_stricmp (cmd, "invuse") == 0) + Cmd_InvUse_f (ent); + else if (Q_stricmp (cmd, "invdrop") == 0) + Cmd_InvDrop_f (ent); + else if (Q_stricmp (cmd, "weapprev") == 0) + Cmd_WeapPrev_f (ent); + else if (Q_stricmp (cmd, "weapnext") == 0) + Cmd_WeapNext_f (ent); + else if (Q_stricmp (cmd, "weaplast") == 0) + Cmd_WeapLast_f (ent); + else if (Q_stricmp (cmd, "kill") == 0) + Cmd_Kill_f (ent); + else if (Q_stricmp (cmd, "putaway") == 0) + Cmd_PutAway_f (ent); + else if (Q_stricmp (cmd, "wave") == 0) + Cmd_Wave_f (ent); + //ZOID + else if (Q_stricmp (cmd, "team") == 0) + { + CTFTeam_f (ent); + } else if (Q_stricmp(cmd, "id") == 0) { + CTFID_f (ent); + } else if (Q_stricmp(cmd, "yes") == 0) { + CTFVoteYes(ent); + } else if (Q_stricmp(cmd, "no") == 0) { + CTFVoteNo(ent); + } else if (Q_stricmp(cmd, "ready") == 0) { + CTFReady(ent); + } else if (Q_stricmp(cmd, "notready") == 0) { + CTFNotReady(ent); + } else if (Q_stricmp(cmd, "ghost") == 0) { + CTFGhost(ent); + } else if (Q_stricmp(cmd, "admin") == 0) { + CTFAdmin(ent); + } else if (Q_stricmp(cmd, "stats") == 0) { + CTFStats(ent); + } else if (Q_stricmp(cmd, "warp") == 0) { + CTFWarp(ent); + } else if (Q_stricmp(cmd, "boot") == 0) { + CTFBoot(ent); + } else if (Q_stricmp(cmd, "playerlist") == 0) { + CTFPlayerList(ent); + } else if (Q_stricmp(cmd, "observer") == 0) { + CTFObserver(ent); + } + //ZOID + else // anything that doesn't match a command will be a chat + Cmd_Say_f (ent, false, true); +} + diff --git a/src/g_combat.c b/src/g_combat.c new file mode 100644 index 0000000..1d33ca8 --- /dev/null +++ b/src/g_combat.c @@ -0,0 +1,595 @@ +/* +Copyright (C) 1997-2001 Id Software, Inc. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ +// g_combat.c + +#include "g_local.h" + +/* +============ +CanDamage + +Returns true if the inflictor can directly damage the target. Used for +explosions and melee attacks. +============ +*/ +qboolean CanDamage (edict_t *targ, edict_t *inflictor) +{ + vec3_t dest; + trace_t trace; + + // bmodels need special checking because their origin is 0,0,0 + if (targ->movetype == MOVETYPE_PUSH) + { + VectorAdd (targ->absmin, targ->absmax, dest); + VectorScale (dest, 0.5, dest); + trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID); + if (trace.fraction == 1.0) + return true; + if (trace.ent == targ) + return true; + return false; + } + + trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, targ->s.origin, inflictor, MASK_SOLID); + if (trace.fraction == 1.0) + return true; + + VectorCopy (targ->s.origin, dest); + dest[0] += 15.0; + dest[1] += 15.0; + trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID); + if (trace.fraction == 1.0) + return true; + + VectorCopy (targ->s.origin, dest); + dest[0] += 15.0; + dest[1] -= 15.0; + trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID); + if (trace.fraction == 1.0) + return true; + + VectorCopy (targ->s.origin, dest); + dest[0] -= 15.0; + dest[1] += 15.0; + trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID); + if (trace.fraction == 1.0) + return true; + + VectorCopy (targ->s.origin, dest); + dest[0] -= 15.0; + dest[1] -= 15.0; + trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID); + if (trace.fraction == 1.0) + return true; + + + return false; +} + + +/* +============ +Killed +============ +*/ +void Killed (edict_t *targ, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) +{ + if (targ->health < -999) + targ->health = -999; + + targ->enemy = attacker; + + if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD)) + { + if (!(targ->monsterinfo.aiflags & AI_GOOD_GUY)) + { + level.killed_monsters++; + if (coop->value && attacker->client) + attacker->client->resp.score++; + // medics won't heal monsters that they kill themselves + if (strcmp(attacker->classname, "monster_medic") == 0) + targ->owner = attacker; + } + } + + if (targ->movetype == MOVETYPE_PUSH || targ->movetype == MOVETYPE_STOP || targ->movetype == MOVETYPE_NONE) + { // doors, triggers, etc + targ->die (targ, inflictor, attacker, damage, point); + return; + } + + if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD)) + { + targ->touch = NULL; + monster_death_use (targ); + } + + targ->die (targ, inflictor, attacker, damage, point); +} + + +/* +================ +SpawnDamage +================ +*/ +void SpawnDamage (int type, vec3_t origin, vec3_t normal, int damage) +{ + if (damage > 255) + damage = 255; + gi.WriteByte (svc_temp_entity); + gi.WriteByte (type); + gi.WritePosition (origin); + gi.WriteDir (normal); + gi.multicast (origin, MULTICAST_PVS); +} + + +/* +============ +T_Damage + +targ entity that is being damaged +inflictor entity that is causing the damage +attacker entity that caused the inflictor to damage targ + example: targ=monster, inflictor=rocket, attacker=player + +dir direction of the attack +point point at which the damage is being inflicted +normal normal vector from that point +damage amount of damage being inflicted +knockback force to be applied against targ as a result of the damage + +dflags these flags are used to control how T_Damage works + DAMAGE_RADIUS damage was indirect (from a nearby explosion) + DAMAGE_NO_ARMOR armor does not protect from this damage + DAMAGE_ENERGY damage is from an energy based weapon + DAMAGE_NO_KNOCKBACK do not affect velocity, just view angles + DAMAGE_BULLET damage is from a bullet (used for ricochets) + DAMAGE_NO_PROTECTION kills godmode, armor, everything +============ +*/ +static int CheckPowerArmor (edict_t *ent, vec3_t point, vec3_t normal, int damage, int dflags) +{ + gclient_t *client; + int save; + int power_armor_type; + int index = 0; + int damagePerCell; + int pa_te_type; + int power = 0; + int power_used; + + if (!damage) + return 0; + + client = ent->client; + + if (dflags & DAMAGE_NO_ARMOR) + return 0; + + if (client) + { + power_armor_type = PowerArmorType (ent); + if (power_armor_type != POWER_ARMOR_NONE) + { + index = ITEM_INDEX(FindItem("Cells")); + power = client->pers.inventory[index]; + } + } + else if (ent->svflags & SVF_MONSTER) + { + power_armor_type = ent->monsterinfo.power_armor_type; + power = ent->monsterinfo.power_armor_power; + index = 0; + } + else + return 0; + + if (power_armor_type == POWER_ARMOR_NONE) + return 0; + if (!power) + return 0; + + if (power_armor_type == POWER_ARMOR_SCREEN) + { + vec3_t vec; + float dot; + vec3_t forward; + + // only works if damage point is in front + AngleVectors (ent->s.angles, forward, NULL, NULL); + VectorSubtract (point, ent->s.origin, vec); + VectorNormalize (vec); + dot = DotProduct (vec, forward); + if (dot <= 0.3) + return 0; + + damagePerCell = 1; + pa_te_type = TE_SCREEN_SPARKS; + damage = damage / 3; + } + else + { + damagePerCell = 1; // power armor is weaker in CTF + pa_te_type = TE_SHIELD_SPARKS; + damage = (2 * damage) / 3; + } + + save = power * damagePerCell; + if (!save) + return 0; + if (save > damage) + save = damage; + + SpawnDamage (pa_te_type, point, normal, save); + ent->powerarmor_time = level.time + 0.2; + + power_used = save / damagePerCell; + + if (client) + client->pers.inventory[index] -= power_used; + else + ent->monsterinfo.power_armor_power -= power_used; + return save; +} + +static int CheckArmor (edict_t *ent, vec3_t point, vec3_t normal, int damage, int te_sparks, int dflags) +{ + gclient_t *client; + int save; + int index; + gitem_t *armor; + + if (!damage) + return 0; + + client = ent->client; + + if (!client) + return 0; + + if (dflags & DAMAGE_NO_ARMOR) + return 0; + + index = ArmorIndex (ent); + if (!index) + return 0; + + armor = GetItemByIndex (index); + + if (dflags & DAMAGE_ENERGY) + save = ceil(((gitem_armor_t *)armor->info)->energy_protection*damage); + else + save = ceil(((gitem_armor_t *)armor->info)->normal_protection*damage); + if (save >= client->pers.inventory[index]) + save = client->pers.inventory[index]; + + if (!save) + return 0; + + client->pers.inventory[index] -= save; + SpawnDamage (te_sparks, point, normal, save); + + return save; +} + +void M_ReactToDamage (edict_t *targ, edict_t *attacker) +{ + if (!(attacker->client) && !(attacker->svflags & SVF_MONSTER)) + return; + + if (attacker == targ || attacker == targ->enemy) + return; + + // if we are a good guy monster and our attacker is a player + // or another good guy, do not get mad at them + if (targ->monsterinfo.aiflags & AI_GOOD_GUY) + { + if (attacker->client || (attacker->monsterinfo.aiflags & AI_GOOD_GUY)) + return; + } + + // we now know that we are not both good guys + + // if attacker is a client, get mad at them because he's good and we're not + if (attacker->client) + { + // this can only happen in coop (both new and old enemies are clients) + // only switch if can't see the current enemy + if (targ->enemy && targ->enemy->client) + { + if (visible(targ, targ->enemy)) + { + targ->oldenemy = attacker; + return; + } + targ->oldenemy = targ->enemy; + } + targ->enemy = attacker; + if (!(targ->monsterinfo.aiflags & AI_DUCKED)) + FoundTarget (targ); + return; + } + + // it's the same base (walk/swim/fly) type and a different classname and it's not a tank + // (they spray too much), get mad at them + if (((targ->flags & (FL_FLY|FL_SWIM)) == (attacker->flags & (FL_FLY|FL_SWIM))) && + (strcmp (targ->classname, attacker->classname) != 0) && + (strcmp(attacker->classname, "monster_tank") != 0) && + (strcmp(attacker->classname, "monster_supertank") != 0) && + (strcmp(attacker->classname, "monster_makron") != 0) && + (strcmp(attacker->classname, "monster_jorg") != 0) ) + { + if (targ->enemy) + if (targ->enemy->client) + targ->oldenemy = targ->enemy; + targ->enemy = attacker; + if (!(targ->monsterinfo.aiflags & AI_DUCKED)) + FoundTarget (targ); + } + else + // otherwise get mad at whoever they are mad at (help our buddy) + { + if (targ->enemy) + if (targ->enemy->client) + targ->oldenemy = targ->enemy; + targ->enemy = attacker->enemy; + FoundTarget (targ); + } +} + +qboolean CheckTeamDamage (edict_t *targ, edict_t *attacker) +{ + //ZOID + if (ctf->value && targ->client && attacker->client) + if (targ->client->resp.ctf_team == attacker->client->resp.ctf_team && + targ != attacker) + return true; + //ZOID + + //FIXME make the next line real and uncomment this block + return false; +} + +void T_Damage (edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t normal, int damage, int knockback, int dflags, int mod) +{ + gclient_t *client; + int take; + int save; + int asave; + int psave; + int te_sparks; + + if (!targ->takedamage) + return; + + // friendly fire avoidance + // if enabled you can't hurt teammates (but you can hurt yourself) + // knockback still occurs + if ((targ != attacker) && ((deathmatch->value && ((int)(dmflags->value) & (DF_MODELTEAMS | DF_SKINTEAMS))) || coop->value)) + { + if (OnSameTeam (targ, attacker)) + { + if ((int)(dmflags->value) & DF_NO_FRIENDLY_FIRE) + damage = 0; + else + mod |= MOD_FRIENDLY_FIRE; + } + } + meansOfDeath = mod; + + // easy mode takes half damage + if (skill->value == 0 && deathmatch->value == 0 && targ->client) + { + damage *= 0.5; + if (!damage) + damage = 1; + } + + client = targ->client; + + if (dflags & DAMAGE_BULLET) + te_sparks = TE_BULLET_SPARKS; + else + te_sparks = TE_SPARKS; + + VectorNormalize(dir); + + // bonus damage for suprising a monster + if (!(dflags & DAMAGE_RADIUS) && (targ->svflags & SVF_MONSTER) && (attacker->client) && (!targ->enemy) && (targ->health > 0)) + damage *= 2; + + //ZOID + //strength tech + damage = CTFApplyStrength(attacker, damage); + //ZOID + + if (targ->flags & FL_NO_KNOCKBACK) + knockback = 0; + + // figure momentum add + if (!(dflags & DAMAGE_NO_KNOCKBACK)) + { + if ((knockback) && (targ->movetype != MOVETYPE_NONE) && (targ->movetype != MOVETYPE_BOUNCE) && (targ->movetype != MOVETYPE_PUSH) && (targ->movetype != MOVETYPE_STOP)) + { + vec3_t kvel; + float mass; + + if (targ->mass < 50) + mass = 50; + else + mass = targ->mass; + + if (targ->client && attacker == targ) + VectorScale (dir, 1600.0 * (float)knockback / mass, kvel); // the rocket jump hack... + else + VectorScale (dir, 500.0 * (float)knockback / mass, kvel); + + VectorAdd (targ->velocity, kvel, targ->velocity); + } + } + + take = damage; + save = 0; + + // check for godmode + if ( (targ->flags & FL_GODMODE) && !(dflags & DAMAGE_NO_PROTECTION) ) + { + take = 0; + save = damage; + SpawnDamage (te_sparks, point, normal, save); + } + + // check for invincibility + if ((client && client->invincible_framenum > level.framenum ) && !(dflags & DAMAGE_NO_PROTECTION)) + { + if (targ->pain_debounce_time < level.time) + { + gi.sound(targ, CHAN_ITEM, gi.soundindex("items/protect4.wav"), 1, ATTN_NORM, 0); + targ->pain_debounce_time = level.time + 2; + } + take = 0; + save = damage; + } + + //ZOID + //team armor protect + if (ctf->value && targ->client && attacker->client && + targ->client->resp.ctf_team == attacker->client->resp.ctf_team && + targ != attacker && ((int)dmflags->value & DF_ARMOR_PROTECT)) { + psave = asave = 0; + } else { + //ZOID + psave = CheckPowerArmor (targ, point, normal, take, dflags); + take -= psave; + + asave = CheckArmor (targ, point, normal, take, te_sparks, dflags); + take -= asave; + } + + //treat cheat/powerup savings the same as armor + asave += save; + + //ZOID + //resistance tech + take = CTFApplyResistance(targ, take); + //ZOID + + // team damage avoidance + if (!(dflags & DAMAGE_NO_PROTECTION) && CheckTeamDamage (targ, attacker)) + return; + + //ZOID + CTFCheckHurtCarrier(targ, attacker); + //ZOID + + // do the damage + if (take) + { + if ((targ->svflags & SVF_MONSTER) || (client)) + SpawnDamage (TE_BLOOD, point, normal, take); + else + SpawnDamage (te_sparks, point, normal, take); + + if (!CTFMatchSetup()) + targ->health = targ->health - take; + + if (targ->health <= 0) + { + if ((targ->svflags & SVF_MONSTER) || (client)) + targ->flags |= FL_NO_KNOCKBACK; + Killed (targ, inflictor, attacker, take, point); + return; + } + } + + if (targ->svflags & SVF_MONSTER) + { + M_ReactToDamage (targ, attacker); + if (!(targ->monsterinfo.aiflags & AI_DUCKED) && (take)) + { + targ->pain (targ, attacker, knockback, take); + // nightmare mode monsters don't go into pain frames often + if (skill->value == 3) + targ->pain_debounce_time = level.time + 5; + } + } + else if (client) + { + if (!(targ->flags & FL_GODMODE) && (take) && !CTFMatchSetup()) + targ->pain (targ, attacker, knockback, take); + } + else if (take) + { + if (targ->pain) + targ->pain (targ, attacker, knockback, take); + } + + // add to the damage inflicted on a player this frame + // the total will be turned into screen blends and view angle kicks + // at the end of the frame + if (client) + { + client->damage_parmor += psave; + client->damage_armor += asave; + client->damage_blood += take; + client->damage_knockback += knockback; + VectorCopy (point, client->damage_from); + } +} + + +/* +============ +T_RadiusDamage +============ +*/ +void T_RadiusDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod) +{ + float points; + edict_t *ent = NULL; + vec3_t v; + vec3_t dir; + + while ((ent = findradius(ent, inflictor->s.origin, radius)) != NULL) + { + if (ent == ignore) + continue; + if (!ent->takedamage) + continue; + + VectorAdd (ent->mins, ent->maxs, v); + VectorMA (ent->s.origin, 0.5, v, v); + VectorSubtract (inflictor->s.origin, v, v); + points = damage - 0.5 * VectorLength (v); + if (ent == attacker) + points = points * 0.5; + if (points > 0) + { + if (CanDamage (ent, inflictor)) + { + VectorSubtract (ent->s.origin, inflictor->s.origin, dir); + T_Damage (ent, inflictor, attacker, dir, inflictor->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod); + } + } + } +} + diff --git a/src/g_ctf.c b/src/g_ctf.c new file mode 100644 index 0000000..ebda32c --- /dev/null +++ b/src/g_ctf.c @@ -0,0 +1,4098 @@ +/* +Copyright (C) 1997-2001 Id Software, Inc. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ +#include "g_local.h" +#include "m_player.h" + +typedef enum match_s { + MATCH_NONE, + MATCH_SETUP, + MATCH_PREGAME, + MATCH_GAME, + MATCH_POST +} match_t; + +typedef enum { + ELECT_NONE, + ELECT_MATCH, + ELECT_ADMIN, + ELECT_MAP +} elect_t; + +typedef struct ctfgame_s +{ + int team1, team2; + int total1, total2; // these are only set when going into intermission! + float last_flag_capture; + int last_capture_team; + + match_t match; // match state + float matchtime; // time for match start/end (depends on state) + int lasttime; // last time update + qboolean countdown; // has audio countdown started? + + elect_t election; // election type + edict_t *etarget; // for admin election, who's being elected + char elevel[32]; // for map election, target level + int evotes; // votes so far + int needvotes; // votes needed + float electtime; // remaining time until election times out + char emsg[256]; // election name + int warnactive; // true if stat string 30 is active + + + ghost_t ghosts[MAX_CLIENTS]; // ghost codes +} ctfgame_t; + +ctfgame_t ctfgame; + +cvar_t *ctf; +cvar_t *ctf_forcejoin; + +cvar_t *competition; +cvar_t *matchlock; +cvar_t *electpercentage; +cvar_t *matchtime; +cvar_t *matchsetuptime; +cvar_t *matchstarttime; +cvar_t *admin_password; +cvar_t *allow_admin; +cvar_t *warp_list; +cvar_t *warn_unbalanced; + +// Index for various CTF pics, this saves us from calling gi.imageindex +// all the time and saves a few CPU cycles since we don't have to do +// a bunch of string compares all the time. +// These are set in CTFPrecache() called from worldspawn +int imageindex_i_ctf1; +int imageindex_i_ctf2; +int imageindex_i_ctf1d; +int imageindex_i_ctf2d; +int imageindex_i_ctf1t; +int imageindex_i_ctf2t; +int imageindex_i_ctfj; +int imageindex_sbfctf1; +int imageindex_sbfctf2; +int imageindex_ctfsb1; +int imageindex_ctfsb2; + +char *ctf_statusbar = +"yb -24 " + +// health +"xv 0 " +"hnum " +"xv 50 " +"pic 0 " + +// ammo +"if 2 " +" xv 100 " +" anum " +" xv 150 " +" pic 2 " +"endif " + +// armor +"if 4 " +" xv 200 " +" rnum " +" xv 250 " +" pic 4 " +"endif " + +// selected item +"if 6 " +" xv 296 " +" pic 6 " +"endif " + +"yb -50 " + +// picked up item +"if 7 " +" xv 0 " +" pic 7 " +" xv 26 " +" yb -42 " +" stat_string 8 " +" yb -50 " +"endif " + +// timer +"if 9 " + "xv 246 " + "num 2 10 " + "xv 296 " + "pic 9 " +"endif " + +// help / weapon icon +"if 11 " + "xv 148 " + "pic 11 " +"endif " + +// frags +"xr -50 " +"yt 2 " +"num 3 14 " + +//tech +"yb -129 " +"if 26 " + "xr -26 " + "pic 26 " +"endif " + +// red team +"yb -102 " +"if 17 " + "xr -26 " + "pic 17 " +"endif " +"xr -62 " +"num 2 18 " +//joined overlay +"if 22 " + "yb -104 " + "xr -28 " + "pic 22 " +"endif " + +// blue team +"yb -75 " +"if 19 " + "xr -26 " + "pic 19 " +"endif " +"xr -62 " +"num 2 20 " +"if 23 " + "yb -77 " + "xr -28 " + "pic 23 " +"endif " + +// have flag graph +"if 21 " + "yt 26 " + "xr -24 " + "pic 21 " +"endif " + +// id view state +"if 27 " + "xv 112 " + "yb -58 " + "stat_string 27 " +"endif " + +"if 29 " + "xv 96 " + "yb -58 " + "pic 29 " +"endif " + +"if 28 " + "xl 0 " + "yb -78 " + "stat_string 28 " +"endif " + +"if 30 " + "xl 0 " + "yb -88 " + "stat_string 30 " +"endif " +; + +static char *tnames[] = { + "item_tech1", "item_tech2", "item_tech3", "item_tech4", + NULL +}; + +void stuffcmd(edict_t *ent, char *s) +{ + gi.WriteByte (11); + gi.WriteString (s); + gi.unicast (ent, true); +} + +/*--------------------------------------------------------------------------*/ + +/* +================= +findradius + +Returns entities that have origins within a spherical area + +findradius (origin, radius) +================= +*/ +static edict_t *loc_findradius (edict_t *from, vec3_t org, float rad) +{ + vec3_t eorg; + int j; + + if (!from) + from = g_edicts; + else + from++; + for ( ; from < &g_edicts[globals.num_edicts]; from++) + { + if (!from->inuse) + continue; + for (j=0 ; j<3 ; j++) + eorg[j] = org[j] - (from->s.origin[j] + (from->mins[j] + from->maxs[j])*0.5); + if (VectorLength(eorg) > rad) + continue; + return from; + } + + return NULL; +} + +static void loc_buildboxpoints(vec3_t p[8], vec3_t org, vec3_t mins, vec3_t maxs) +{ + VectorAdd(org, mins, p[0]); + VectorCopy(p[0], p[1]); + p[1][0] -= mins[0]; + VectorCopy(p[0], p[2]); + p[2][1] -= mins[1]; + VectorCopy(p[0], p[3]); + p[3][0] -= mins[0]; + p[3][1] -= mins[1]; + VectorAdd(org, maxs, p[4]); + VectorCopy(p[4], p[5]); + p[5][0] -= maxs[0]; + VectorCopy(p[0], p[6]); + p[6][1] -= maxs[1]; + VectorCopy(p[0], p[7]); + p[7][0] -= maxs[0]; + p[7][1] -= maxs[1]; +} + +static qboolean loc_CanSee (edict_t *targ, edict_t *inflictor) +{ + trace_t trace; + vec3_t targpoints[8]; + int i; + vec3_t viewpoint; + + // bmodels need special checking because their origin is 0,0,0 + if (targ->movetype == MOVETYPE_PUSH) + return false; // bmodels not supported + + loc_buildboxpoints(targpoints, targ->s.origin, targ->mins, targ->maxs); + + VectorCopy(inflictor->s.origin, viewpoint); + viewpoint[2] += inflictor->viewheight; + + for (i = 0; i < 8; i++) { + trace = gi.trace (viewpoint, vec3_origin, vec3_origin, targpoints[i], inflictor, MASK_SOLID); + if (trace.fraction == 1.0) + return true; + } + + return false; +} + +/*--------------------------------------------------------------------------*/ + +static gitem_t *flag1_item; +static gitem_t *flag2_item; + +void CTFSpawn(void) +{ + if (!flag1_item) + flag1_item = FindItemByClassname("item_flag_team1"); + if (!flag2_item) + flag2_item = FindItemByClassname("item_flag_team2"); + memset(&ctfgame, 0, sizeof(ctfgame)); + CTFSetupTechSpawn(); + + if (competition->value > 1) { + ctfgame.match = MATCH_SETUP; + ctfgame.matchtime = level.time + matchsetuptime->value * 60; + } +} + +void CTFInit(void) +{ + ctf = gi.cvar("ctf", "1", CVAR_SERVERINFO); + ctf_forcejoin = gi.cvar("ctf_forcejoin", "", 0); + competition = gi.cvar("competition", "0", CVAR_SERVERINFO); + matchlock = gi.cvar("matchlock", "1", CVAR_SERVERINFO); + electpercentage = gi.cvar("electpercentage", "66", 0); + matchtime = gi.cvar("matchtime", "20", CVAR_SERVERINFO); + matchsetuptime = gi.cvar("matchsetuptime", "10", 0); + matchstarttime = gi.cvar("matchstarttime", "20", 0); + admin_password = gi.cvar("admin_password", "", 0); + allow_admin = gi.cvar("allow_admin", "1", 0); + warp_list = gi.cvar("warp_list", "q2ctf1 q2ctf2 q2ctf3 q2ctf4 q2ctf5", 0); + warn_unbalanced = gi.cvar("warn_unbalanced", "1", 0); +} + +/* + * Precache CTF items + */ + +void CTFPrecache(void) +{ + imageindex_i_ctf1 = gi.imageindex("i_ctf1"); + imageindex_i_ctf2 = gi.imageindex("i_ctf2"); + imageindex_i_ctf1d = gi.imageindex("i_ctf1d"); + imageindex_i_ctf2d = gi.imageindex("i_ctf2d"); + imageindex_i_ctf1t = gi.imageindex("i_ctf1t"); + imageindex_i_ctf2t = gi.imageindex("i_ctf2t"); + imageindex_i_ctfj = gi.imageindex("i_ctfj"); + imageindex_sbfctf1 = gi.imageindex("sbfctf1"); + imageindex_sbfctf2 = gi.imageindex("sbfctf2"); + imageindex_ctfsb1 = gi.imageindex("ctfsb1"); + imageindex_ctfsb2 = gi.imageindex("ctfsb2"); +} + +/*--------------------------------------------------------------------------*/ + +char *CTFTeamName(int team) +{ + switch (team) { + case CTF_TEAM1: + return "RED"; + case CTF_TEAM2: + return "BLUE"; + } + return "UNKNOWN"; // Hanzo pointed out this was spelled wrong as "UKNOWN" +} + +char *CTFOtherTeamName(int team) +{ + switch (team) { + case CTF_TEAM1: + return "BLUE"; + case CTF_TEAM2: + return "RED"; + } + return "UNKNOWN"; // Hanzo pointed out this was spelled wrong as "UKNOWN" +} + +int CTFOtherTeam(int team) +{ + switch (team) { + case CTF_TEAM1: + return CTF_TEAM2; + case CTF_TEAM2: + return CTF_TEAM1; + } + return -1; // invalid value +} + +/*--------------------------------------------------------------------------*/ + +edict_t *SelectRandomDeathmatchSpawnPoint (void); +edict_t *SelectFarthestDeathmatchSpawnPoint (void); +float PlayersRangeFromSpot (edict_t *spot); + +void CTFAssignSkin(edict_t *ent, char *s) +{ + int playernum = ent-g_edicts-1; + char *p; + char t[64]; + + Com_sprintf(t, sizeof(t), "%s", s); + + if ((p = strchr(t, '/')) != NULL) + p[1] = 0; + else + strcpy(t, "male/"); + + switch (ent->client->resp.ctf_team) { + case CTF_TEAM1: + gi.configstring (CS_PLAYERSKINS+playernum, va("%s\\%s%s", + ent->client->pers.netname, t, CTF_TEAM1_SKIN) ); + break; + case CTF_TEAM2: + gi.configstring (CS_PLAYERSKINS+playernum, + va("%s\\%s%s", ent->client->pers.netname, t, CTF_TEAM2_SKIN) ); + break; + default: + gi.configstring (CS_PLAYERSKINS+playernum, + va("%s\\%s", ent->client->pers.netname, s) ); + break; + } +} + +void CTFAssignTeam(gclient_t *who) +{ + edict_t *player; + int i; + int team1count = 0, team2count = 0; + + who->resp.ctf_state = 0; + + if (!((int)dmflags->value & DF_CTF_FORCEJOIN)) { + who->resp.ctf_team = CTF_NOTEAM; + return; + } + + for (i = 1; i <= maxclients->value; i++) { + player = &g_edicts[i]; + + if (!player->inuse || player->client == who) + continue; + + switch (player->client->resp.ctf_team) { + case CTF_TEAM1: + team1count++; + break; + case CTF_TEAM2: + team2count++; + } + } + if (team1count < team2count) + who->resp.ctf_team = CTF_TEAM1; + else if (team2count < team1count) + who->resp.ctf_team = CTF_TEAM2; + else if (rand() & 1) + who->resp.ctf_team = CTF_TEAM1; + else + who->resp.ctf_team = CTF_TEAM2; +} + +/* +================ +SelectCTFSpawnPoint + +go to a ctf point, but NOT the two points closest +to other players +================ +*/ +edict_t *SelectCTFSpawnPoint (edict_t *ent) +{ + edict_t *spot, *spot1, *spot2; + int count = 0; + int selection; + float range, range1, range2; + char *cname; + + if (ent->client->resp.ctf_state) + { + if ( (int)(dmflags->value) & DF_SPAWN_FARTHEST) + return SelectFarthestDeathmatchSpawnPoint (); + else + return SelectRandomDeathmatchSpawnPoint (); + } + + ent->client->resp.ctf_state++; + + switch (ent->client->resp.ctf_team) { + case CTF_TEAM1: + cname = "info_player_team1"; + break; + case CTF_TEAM2: + cname = "info_player_team2"; + break; + default: + return SelectRandomDeathmatchSpawnPoint(); + } + + spot = NULL; + range1 = range2 = 99999; + spot1 = spot2 = NULL; + + while ((spot = G_Find (spot, FOFS(classname), cname)) != NULL) + { + count++; + range = PlayersRangeFromSpot(spot); + if (range < range1) + { + range1 = range; + spot1 = spot; + } + else if (range < range2) + { + range2 = range; + spot2 = spot; + } + } + + if (!count) + return SelectRandomDeathmatchSpawnPoint(); + + if (count <= 2) + { + spot1 = spot2 = NULL; + } + else + count -= 2; + + selection = rand() % count; + + spot = NULL; + do + { + spot = G_Find (spot, FOFS(classname), cname); + if (spot == spot1 || spot == spot2) + selection++; + } while(selection--); + + return spot; +} + +/*------------------------------------------------------------------------*/ +/* +CTFFragBonuses + +Calculate the bonuses for flag defense, flag carrier defense, etc. +Note that bonuses are not cumaltive. You get one, they are in importance +order. +*/ +void CTFFragBonuses(edict_t *targ, edict_t *inflictor, edict_t *attacker) +{ + int i; + edict_t *ent; + gitem_t *flag_item, *enemy_flag_item; + int otherteam; + edict_t *flag, *carrier; + char *c; + vec3_t v1, v2; + + if (targ->client && attacker->client) { + if (attacker->client->resp.ghost) + if (attacker != targ) + attacker->client->resp.ghost->kills++; + if (targ->client->resp.ghost) + targ->client->resp.ghost->deaths++; + } + + // no bonus for fragging yourself + if (!targ->client || !attacker->client || targ == attacker) + return; + + otherteam = CTFOtherTeam(targ->client->resp.ctf_team); + if (otherteam < 0) + return; // whoever died isn't on a team + + // same team, if the flag at base, check to he has the enemy flag + if (targ->client->resp.ctf_team == CTF_TEAM1) { + flag_item = flag1_item; + enemy_flag_item = flag2_item; + } else { + flag_item = flag2_item; + enemy_flag_item = flag1_item; + } + + // did the attacker frag the flag carrier? + if (targ->client->pers.inventory[ITEM_INDEX(enemy_flag_item)]) { + attacker->client->resp.ctf_lastfraggedcarrier = level.time; + attacker->client->resp.score += CTF_FRAG_CARRIER_BONUS; + gi.cprintf(attacker, PRINT_MEDIUM, "BONUS: %d points for fragging enemy flag carrier.\n", + CTF_FRAG_CARRIER_BONUS); + + // the target had the flag, clear the hurt carrier + // field on the other team + for (i = 1; i <= maxclients->value; i++) { + ent = g_edicts + i; + if (ent->inuse && ent->client->resp.ctf_team == otherteam) + ent->client->resp.ctf_lasthurtcarrier = 0; + } + return; + } + + if (targ->client->resp.ctf_lasthurtcarrier && + level.time - targ->client->resp.ctf_lasthurtcarrier < CTF_CARRIER_DANGER_PROTECT_TIMEOUT && + !attacker->client->pers.inventory[ITEM_INDEX(flag_item)]) { + // attacker is on the same team as the flag carrier and + // fragged a guy who hurt our flag carrier + attacker->client->resp.score += CTF_CARRIER_DANGER_PROTECT_BONUS; + gi.bprintf(PRINT_MEDIUM, "%s defends %s's flag carrier against an agressive enemy\n", + attacker->client->pers.netname, + CTFTeamName(attacker->client->resp.ctf_team)); + if (attacker->client->resp.ghost) + attacker->client->resp.ghost->carrierdef++; + return; + } + + // flag and flag carrier area defense bonuses + // we have to find the flag and carrier entities + // find the flag + switch (attacker->client->resp.ctf_team) { + case CTF_TEAM1: + c = "item_flag_team1"; + break; + case CTF_TEAM2: + c = "item_flag_team2"; + break; + default: + return; + } + + flag = NULL; + while ((flag = G_Find (flag, FOFS(classname), c)) != NULL) { + if (!(flag->spawnflags & DROPPED_ITEM)) + break; + } + + if (!flag) + return; // can't find attacker's flag + + carrier = NULL; + + // find attacker's team's flag carrier + for (i = 1; i <= maxclients->value; i++) { + carrier = g_edicts + i; + if (carrier->inuse && + carrier->client->pers.inventory[ITEM_INDEX(flag_item)]) + break; + carrier = NULL; + } + + // ok we have the attackers flag and a pointer to the carrier + + // check to see if we are defending the base's flag + VectorSubtract(targ->s.origin, flag->s.origin, v1); + VectorSubtract(attacker->s.origin, flag->s.origin, v2); + + if ((VectorLength(v1) < CTF_TARGET_PROTECT_RADIUS || + VectorLength(v2) < CTF_TARGET_PROTECT_RADIUS || + loc_CanSee(flag, targ) || loc_CanSee(flag, attacker)) && + attacker->client->resp.ctf_team != targ->client->resp.ctf_team) { + // we defended the base flag + attacker->client->resp.score += CTF_FLAG_DEFENSE_BONUS; + if (flag->solid == SOLID_NOT) + gi.bprintf(PRINT_MEDIUM, "%s defends the %s base.\n", + attacker->client->pers.netname, + CTFTeamName(attacker->client->resp.ctf_team)); + else + gi.bprintf(PRINT_MEDIUM, "%s defends the %s flag.\n", + attacker->client->pers.netname, + CTFTeamName(attacker->client->resp.ctf_team)); + if (attacker->client->resp.ghost) + attacker->client->resp.ghost->basedef++; + return; + } + + if (carrier && carrier != attacker) { + VectorSubtract(targ->s.origin, carrier->s.origin, v1); + VectorSubtract(attacker->s.origin, carrier->s.origin, v1); + + if (VectorLength(v1) < CTF_ATTACKER_PROTECT_RADIUS || + VectorLength(v2) < CTF_ATTACKER_PROTECT_RADIUS || + loc_CanSee(carrier, targ) || loc_CanSee(carrier, attacker)) { + attacker->client->resp.score += CTF_CARRIER_PROTECT_BONUS; + gi.bprintf(PRINT_MEDIUM, "%s defends the %s's flag carrier.\n", + attacker->client->pers.netname, + CTFTeamName(attacker->client->resp.ctf_team)); + if (attacker->client->resp.ghost) + attacker->client->resp.ghost->carrierdef++; + return; + } + } +} + +void CTFCheckHurtCarrier(edict_t *targ, edict_t *attacker) +{ + gitem_t *flag_item; + + if (!targ->client || !attacker->client) + return; + + if (targ->client->resp.ctf_team == CTF_TEAM1) + flag_item = flag2_item; + else + flag_item = flag1_item; + + if (targ->client->pers.inventory[ITEM_INDEX(flag_item)] && + targ->client->resp.ctf_team != attacker->client->resp.ctf_team) + attacker->client->resp.ctf_lasthurtcarrier = level.time; +} + + +/*------------------------------------------------------------------------*/ + +void CTFResetFlag(int ctf_team) +{ + char *c; + edict_t *ent; + + switch (ctf_team) { + case CTF_TEAM1: + c = "item_flag_team1"; + break; + case CTF_TEAM2: + c = "item_flag_team2"; + break; + default: + return; + } + + ent = NULL; + while ((ent = G_Find (ent, FOFS(classname), c)) != NULL) { + if (ent->spawnflags & DROPPED_ITEM) + G_FreeEdict(ent); + else { + ent->svflags &= ~SVF_NOCLIENT; + ent->solid = SOLID_TRIGGER; + gi.linkentity(ent); + ent->s.event = EV_ITEM_RESPAWN; + } + } +} + +void CTFResetFlags(void) +{ + CTFResetFlag(CTF_TEAM1); + CTFResetFlag(CTF_TEAM2); +} + +qboolean CTFPickup_Flag(edict_t *ent, edict_t *other) +{ + int ctf_team; + int i; + edict_t *player; + gitem_t *flag_item, *enemy_flag_item; + + // figure out what team this flag is + if (strcmp(ent->classname, "item_flag_team1") == 0) + ctf_team = CTF_TEAM1; + else if (strcmp(ent->classname, "item_flag_team2") == 0) + ctf_team = CTF_TEAM2; + else { + gi.cprintf(ent, PRINT_HIGH, "Don't know what team the flag is on.\n"); + return false; + } + + // same team, if the flag at base, check to he has the enemy flag + if (ctf_team == CTF_TEAM1) { + flag_item = flag1_item; + enemy_flag_item = flag2_item; + } else { + flag_item = flag2_item; + enemy_flag_item = flag1_item; + } + + if (ctf_team == other->client->resp.ctf_team) { + + if (!(ent->spawnflags & DROPPED_ITEM)) { + // the flag is at home base. if the player has the enemy + // flag, he's just won! + + if (other->client->pers.inventory[ITEM_INDEX(enemy_flag_item)]) { + gi.bprintf(PRINT_HIGH, "%s captured the %s flag!\n", + other->client->pers.netname, CTFOtherTeamName(ctf_team)); + other->client->pers.inventory[ITEM_INDEX(enemy_flag_item)] = 0; + + ctfgame.last_flag_capture = level.time; + ctfgame.last_capture_team = ctf_team; + if (ctf_team == CTF_TEAM1) + ctfgame.team1++; + else + ctfgame.team2++; + + gi.sound (ent, CHAN_RELIABLE+CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex("ctf/flagcap.wav"), 1, ATTN_NONE, 0); + + // other gets another 10 frag bonus + other->client->resp.score += CTF_CAPTURE_BONUS; + if (other->client->resp.ghost) + other->client->resp.ghost->caps++; + + // Ok, let's do the player loop, hand out the bonuses + for (i = 1; i <= maxclients->value; i++) { + player = &g_edicts[i]; + if (!player->inuse) + continue; + + if (player->client->resp.ctf_team != other->client->resp.ctf_team) + player->client->resp.ctf_lasthurtcarrier = -5; + else if (player->client->resp.ctf_team == other->client->resp.ctf_team) { + if (player != other) + player->client->resp.score += CTF_TEAM_BONUS; + // award extra points for capture assists + if (player->client->resp.ctf_lastreturnedflag + CTF_RETURN_FLAG_ASSIST_TIMEOUT > level.time) { + gi.bprintf(PRINT_HIGH, "%s gets an assist for returning the flag!\n", player->client->pers.netname); + player->client->resp.score += CTF_RETURN_FLAG_ASSIST_BONUS; + } + if (player->client->resp.ctf_lastfraggedcarrier + CTF_FRAG_CARRIER_ASSIST_TIMEOUT > level.time) { + gi.bprintf(PRINT_HIGH, "%s gets an assist for fragging the flag carrier!\n", player->client->pers.netname); + player->client->resp.score += CTF_FRAG_CARRIER_ASSIST_BONUS; + } + } + } + + CTFResetFlags(); + return false; + } + return false; // its at home base already + } + // hey, its not home. return it by teleporting it back + gi.bprintf(PRINT_HIGH, "%s returned the %s flag!\n", + other->client->pers.netname, CTFTeamName(ctf_team)); + other->client->resp.score += CTF_RECOVERY_BONUS; + other->client->resp.ctf_lastreturnedflag = level.time; + gi.sound (ent, CHAN_RELIABLE+CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex("ctf/flagret.wav"), 1, ATTN_NONE, 0); + //CTFResetFlag will remove this entity! We must return false + CTFResetFlag(ctf_team); + return false; + } + + // hey, its not our flag, pick it up + gi.bprintf(PRINT_HIGH, "%s got the %s flag!\n", + other->client->pers.netname, CTFTeamName(ctf_team)); + other->client->resp.score += CTF_FLAG_BONUS; + + other->client->pers.inventory[ITEM_INDEX(flag_item)] = 1; + other->client->resp.ctf_flagsince = level.time; + + // pick up the flag + // if it's not a dropped flag, we just make is disappear + // if it's dropped, it will be removed by the pickup caller + if (!(ent->spawnflags & DROPPED_ITEM)) { + ent->flags |= FL_RESPAWN; + ent->svflags |= SVF_NOCLIENT; + ent->solid = SOLID_NOT; + } + return true; +} + +static void CTFDropFlagTouch(edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf) +{ + //owner (who dropped us) can't touch for two secs + if (other == ent->owner && + ent->nextthink - level.time > CTF_AUTO_FLAG_RETURN_TIMEOUT-2) + return; + + Touch_Item (ent, other, plane, surf); +} + +static void CTFDropFlagThink(edict_t *ent) +{ + // auto return the flag + // reset flag will remove ourselves + if (strcmp(ent->classname, "item_flag_team1") == 0) { + CTFResetFlag(CTF_TEAM1); + gi.bprintf(PRINT_HIGH, "The %s flag has returned!\n", + CTFTeamName(CTF_TEAM1)); + } else if (strcmp(ent->classname, "item_flag_team2") == 0) { + CTFResetFlag(CTF_TEAM2); + gi.bprintf(PRINT_HIGH, "The %s flag has returned!\n", + CTFTeamName(CTF_TEAM2)); + } +} + +// Called from PlayerDie, to drop the flag from a dying player +void CTFDeadDropFlag(edict_t *self) +{ + edict_t *dropped = NULL; + + if (self->client->pers.inventory[ITEM_INDEX(flag1_item)]) { + dropped = Drop_Item(self, flag1_item); + self->client->pers.inventory[ITEM_INDEX(flag1_item)] = 0; + gi.bprintf(PRINT_HIGH, "%s lost the %s flag!\n", + self->client->pers.netname, CTFTeamName(CTF_TEAM1)); + } else if (self->client->pers.inventory[ITEM_INDEX(flag2_item)]) { + dropped = Drop_Item(self, flag2_item); + self->client->pers.inventory[ITEM_INDEX(flag2_item)] = 0; + gi.bprintf(PRINT_HIGH, "%s lost the %s flag!\n", + self->client->pers.netname, CTFTeamName(CTF_TEAM2)); + } + + if (dropped) { + dropped->think = CTFDropFlagThink; + dropped->nextthink = level.time + CTF_AUTO_FLAG_RETURN_TIMEOUT; + dropped->touch = CTFDropFlagTouch; + } +} + +void CTFDrop_Flag(edict_t *ent, gitem_t *item) +{ + if (rand() & 1) + gi.cprintf(ent, PRINT_HIGH, "Only lusers drop flags.\n"); + else + gi.cprintf(ent, PRINT_HIGH, "Winners don't drop flags.\n"); +} + +static void CTFFlagThink(edict_t *ent) +{ + if (ent->solid != SOLID_NOT) + ent->s.frame = 173 + (((ent->s.frame - 173) + 1) % 16); + ent->nextthink = level.time + FRAMETIME; +} + + +void CTFFlagSetup (edict_t *ent) +{ + trace_t tr; + vec3_t dest; + float *v; + + v = tv(-15,-15,-15); + VectorCopy (v, ent->mins); + v = tv(15,15,15); + VectorCopy (v, ent->maxs); + + if (ent->model) + gi.setmodel (ent, ent->model); + else + gi.setmodel (ent, ent->item->world_model); + ent->solid = SOLID_TRIGGER; + ent->movetype = MOVETYPE_TOSS; + ent->touch = Touch_Item; + + v = tv(0,0,-128); + VectorAdd (ent->s.origin, v, dest); + + tr = gi.trace (ent->s.origin, ent->mins, ent->maxs, dest, ent, MASK_SOLID); + if (tr.startsolid) + { + gi.dprintf ("CTFFlagSetup: %s startsolid at %s\n", ent->classname, vtos(ent->s.origin)); + G_FreeEdict (ent); + return; + } + + VectorCopy (tr.endpos, ent->s.origin); + + gi.linkentity (ent); + + ent->nextthink = level.time + FRAMETIME; + ent->think = CTFFlagThink; +} + +void CTFEffects(edict_t *player) +{ + player->s.effects &= ~(EF_FLAG1 | EF_FLAG2); + if (player->health > 0) { + if (player->client->pers.inventory[ITEM_INDEX(flag1_item)]) { + player->s.effects |= EF_FLAG1; + } + if (player->client->pers.inventory[ITEM_INDEX(flag2_item)]) { + player->s.effects |= EF_FLAG2; + } + } + + if (player->client->pers.inventory[ITEM_INDEX(flag1_item)]) + player->s.modelindex3 = gi.modelindex("players/male/flag1.md2"); + else if (player->client->pers.inventory[ITEM_INDEX(flag2_item)]) + player->s.modelindex3 = gi.modelindex("players/male/flag2.md2"); + else + player->s.modelindex3 = 0; +} + +// called when we enter the intermission +void CTFCalcScores(void) +{ + int i; + + ctfgame.total1 = ctfgame.total2 = 0; + for (i = 0; i < maxclients->value; i++) { + if (!g_edicts[i+1].inuse) + continue; + if (game.clients[i].resp.ctf_team == CTF_TEAM1) + ctfgame.total1 += game.clients[i].resp.score; + else if (game.clients[i].resp.ctf_team == CTF_TEAM2) + ctfgame.total2 += game.clients[i].resp.score; + } +} + +void CTFID_f (edict_t *ent) +{ + if (ent->client->resp.id_state) { + gi.cprintf(ent, PRINT_HIGH, "Disabling player identication display.\n"); + ent->client->resp.id_state = false; + } else { + gi.cprintf(ent, PRINT_HIGH, "Activating player identication display.\n"); + ent->client->resp.id_state = true; + } +} + +static void CTFSetIDView(edict_t *ent) +{ + vec3_t forward, dir; + trace_t tr; + edict_t *who, *best; + float bd = 0, d; + int i; + + // only check every few frames + if (level.time - ent->client->resp.lastidtime < 0.25) + return; + ent->client->resp.lastidtime = level.time; + + ent->client->ps.stats[STAT_CTF_ID_VIEW] = 0; + ent->client->ps.stats[STAT_CTF_ID_VIEW_COLOR] = 0; + + AngleVectors(ent->client->v_angle, forward, NULL, NULL); + VectorScale(forward, 1024, forward); + VectorAdd(ent->s.origin, forward, forward); + tr = gi.trace(ent->s.origin, NULL, NULL, forward, ent, MASK_SOLID); + if (tr.fraction < 1 && tr.ent && tr.ent->client) { + ent->client->ps.stats[STAT_CTF_ID_VIEW] = + CS_GENERAL + (tr.ent - g_edicts - 1); + if (tr.ent->client->resp.ctf_team == CTF_TEAM1) + ent->client->ps.stats[STAT_CTF_ID_VIEW_COLOR] = imageindex_sbfctf1; + else if (tr.ent->client->resp.ctf_team == CTF_TEAM2) + ent->client->ps.stats[STAT_CTF_ID_VIEW_COLOR] = imageindex_sbfctf2; + return; + } + + AngleVectors(ent->client->v_angle, forward, NULL, NULL); + best = NULL; + for (i = 1; i <= maxclients->value; i++) { + who = g_edicts + i; + if (!who->inuse || who->solid == SOLID_NOT) + continue; + VectorSubtract(who->s.origin, ent->s.origin, dir); + VectorNormalize(dir); + d = DotProduct(forward, dir); + if (d > bd && loc_CanSee(ent, who)) { + bd = d; + best = who; + } + } + if (bd > 0.90) { + ent->client->ps.stats[STAT_CTF_ID_VIEW] = + CS_GENERAL + (best - g_edicts - 1); + if (best->client->resp.ctf_team == CTF_TEAM1) + ent->client->ps.stats[STAT_CTF_ID_VIEW_COLOR] = imageindex_sbfctf1; + else if (best->client->resp.ctf_team == CTF_TEAM2) + ent->client->ps.stats[STAT_CTF_ID_VIEW_COLOR] = imageindex_sbfctf2; + } +} + +void SetCTFStats(edict_t *ent) +{ + gitem_t *tech; + int i; + int p1, p2; + edict_t *e; + + if (ctfgame.match > MATCH_NONE) + ent->client->ps.stats[STAT_CTF_MATCH] = CONFIG_CTF_MATCH; + else + ent->client->ps.stats[STAT_CTF_MATCH] = 0; + + if (ctfgame.warnactive) + ent->client->ps.stats[STAT_CTF_TEAMINFO] = CONFIG_CTF_TEAMINFO; + else + ent->client->ps.stats[STAT_CTF_TEAMINFO] = 0; + + //ghosting + if (ent->client->resp.ghost) { + ent->client->resp.ghost->score = ent->client->resp.score; + strcpy(ent->client->resp.ghost->netname, ent->client->pers.netname); + ent->client->resp.ghost->number = ent->s.number; + } + + // logo headers for the frag display + ent->client->ps.stats[STAT_CTF_TEAM1_HEADER] = imageindex_ctfsb1; + ent->client->ps.stats[STAT_CTF_TEAM2_HEADER] = imageindex_ctfsb2; + + // if during intermission, we must blink the team header of the winning team + if (level.intermissiontime && (level.framenum & 8)) { // blink 1/8th second + // note that ctfgame.total[12] is set when we go to intermission + if (ctfgame.team1 > ctfgame.team2) + ent->client->ps.stats[STAT_CTF_TEAM1_HEADER] = 0; + else if (ctfgame.team2 > ctfgame.team1) + ent->client->ps.stats[STAT_CTF_TEAM2_HEADER] = 0; + else if (ctfgame.total1 > ctfgame.total2) // frag tie breaker + ent->client->ps.stats[STAT_CTF_TEAM1_HEADER] = 0; + else if (ctfgame.total2 > ctfgame.total1) + ent->client->ps.stats[STAT_CTF_TEAM2_HEADER] = 0; + else { // tie game! + ent->client->ps.stats[STAT_CTF_TEAM1_HEADER] = 0; + ent->client->ps.stats[STAT_CTF_TEAM2_HEADER] = 0; + } + } + + // tech icon + i = 0; + ent->client->ps.stats[STAT_CTF_TECH] = 0; + while (tnames[i]) { + if ((tech = FindItemByClassname(tnames[i])) != NULL && + ent->client->pers.inventory[ITEM_INDEX(tech)]) { + ent->client->ps.stats[STAT_CTF_TECH] = gi.imageindex(tech->icon); + break; + } + i++; + } + + // figure out what icon to display for team logos + // three states: + // flag at base + // flag taken + // flag dropped + p1 = imageindex_i_ctf1; + e = G_Find(NULL, FOFS(classname), "item_flag_team1"); + if (e != NULL) { + if (e->solid == SOLID_NOT) { + int i; + + // not at base + // check if on player + p1 = imageindex_i_ctf1d; // default to dropped + for (i = 1; i <= maxclients->value; i++) + if (g_edicts[i].inuse && + g_edicts[i].client->pers.inventory[ITEM_INDEX(flag1_item)]) { + // enemy has it + p1 = imageindex_i_ctf1t; + break; + } + } else if (e->spawnflags & DROPPED_ITEM) + p1 = imageindex_i_ctf1d; // must be dropped + } + p2 = imageindex_i_ctf2; + e = G_Find(NULL, FOFS(classname), "item_flag_team2"); + if (e != NULL) { + if (e->solid == SOLID_NOT) { + int i; + + // not at base + // check if on player + p2 = imageindex_i_ctf2d; // default to dropped + for (i = 1; i <= maxclients->value; i++) + if (g_edicts[i].inuse && + g_edicts[i].client->pers.inventory[ITEM_INDEX(flag2_item)]) { + // enemy has it + p2 = imageindex_i_ctf2t; + break; + } + } else if (e->spawnflags & DROPPED_ITEM) + p2 = imageindex_i_ctf2d; // must be dropped + } + + + ent->client->ps.stats[STAT_CTF_TEAM1_PIC] = p1; + ent->client->ps.stats[STAT_CTF_TEAM2_PIC] = p2; + + if (ctfgame.last_flag_capture && level.time - ctfgame.last_flag_capture < 5) { + if (ctfgame.last_capture_team == CTF_TEAM1) + if (level.framenum & 8) + ent->client->ps.stats[STAT_CTF_TEAM1_PIC] = p1; + else + ent->client->ps.stats[STAT_CTF_TEAM1_PIC] = 0; + else + if (level.framenum & 8) + ent->client->ps.stats[STAT_CTF_TEAM2_PIC] = p2; + else + ent->client->ps.stats[STAT_CTF_TEAM2_PIC] = 0; + } + + ent->client->ps.stats[STAT_CTF_TEAM1_CAPS] = ctfgame.team1; + ent->client->ps.stats[STAT_CTF_TEAM2_CAPS] = ctfgame.team2; + + ent->client->ps.stats[STAT_CTF_FLAG_PIC] = 0; + if (ent->client->resp.ctf_team == CTF_TEAM1 && + ent->client->pers.inventory[ITEM_INDEX(flag2_item)] && + (level.framenum & 8)) + ent->client->ps.stats[STAT_CTF_FLAG_PIC] = imageindex_i_ctf2; + + else if (ent->client->resp.ctf_team == CTF_TEAM2 && + ent->client->pers.inventory[ITEM_INDEX(flag1_item)] && + (level.framenum & 8)) + ent->client->ps.stats[STAT_CTF_FLAG_PIC] = imageindex_i_ctf1; + + ent->client->ps.stats[STAT_CTF_JOINED_TEAM1_PIC] = 0; + ent->client->ps.stats[STAT_CTF_JOINED_TEAM2_PIC] = 0; + if (ent->client->resp.ctf_team == CTF_TEAM1) + ent->client->ps.stats[STAT_CTF_JOINED_TEAM1_PIC] = imageindex_i_ctfj; + else if (ent->client->resp.ctf_team == CTF_TEAM2) + ent->client->ps.stats[STAT_CTF_JOINED_TEAM2_PIC] = imageindex_i_ctfj; + + if (ent->client->resp.id_state) + CTFSetIDView(ent); + else { + ent->client->ps.stats[STAT_CTF_ID_VIEW] = 0; + ent->client->ps.stats[STAT_CTF_ID_VIEW_COLOR] = 0; + } +} + +/*------------------------------------------------------------------------*/ + +/*QUAKED info_player_team1 (1 0 0) (-16 -16 -24) (16 16 32) +potential team1 spawning position for ctf games +*/ +void SP_info_player_team1(edict_t *self) +{ +} + +/*QUAKED info_player_team2 (0 0 1) (-16 -16 -24) (16 16 32) +potential team2 spawning position for ctf games +*/ +void SP_info_player_team2(edict_t *self) +{ +} + + +/*------------------------------------------------------------------------*/ +/* GRAPPLE */ +/*------------------------------------------------------------------------*/ + +// ent is player +void CTFPlayerResetGrapple(edict_t *ent) +{ + if (ent->client && ent->client->ctf_grapple) + CTFResetGrapple(ent->client->ctf_grapple); +} + +// self is grapple, not player +void CTFResetGrapple(edict_t *self) +{ + if (self->owner->client->ctf_grapple) { + float volume = 1.0; + gclient_t *cl; + + if (self->owner->client->silencer_shots) + volume = 0.2; + + gi.sound (self->owner, CHAN_RELIABLE+CHAN_WEAPON, gi.soundindex("weapons/grapple/grreset.wav"), volume, ATTN_NORM, 0); + cl = self->owner->client; + cl->ctf_grapple = NULL; + cl->ctf_grapplereleasetime = level.time; + cl->ctf_grapplestate = CTF_GRAPPLE_STATE_FLY; // we're firing, not on hook + cl->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION; + G_FreeEdict(self); + } +} + +void CTFGrappleTouch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) +{ + float volume = 1.0; + + if (other == self->owner) + return; + + if (self->owner->client->ctf_grapplestate != CTF_GRAPPLE_STATE_FLY) + return; + + if (surf && (surf->flags & SURF_SKY)) + { + CTFResetGrapple(self); + return; + } + + VectorCopy(vec3_origin, self->velocity); + + PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT); + + if (other->takedamage) { + T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, 0, MOD_GRAPPLE); + CTFResetGrapple(self); + return; + } + + self->owner->client->ctf_grapplestate = CTF_GRAPPLE_STATE_PULL; // we're on hook + self->enemy = other; + + self->solid = SOLID_NOT; + + if (self->owner->client->silencer_shots) + volume = 0.2; + + gi.sound (self->owner, CHAN_RELIABLE+CHAN_WEAPON, gi.soundindex("weapons/grapple/grpull.wav"), volume, ATTN_NORM, 0); + gi.sound (self, CHAN_WEAPON, gi.soundindex("weapons/grapple/grhit.wav"), volume, ATTN_NORM, 0); + + gi.WriteByte (svc_temp_entity); + gi.WriteByte (TE_SPARKS); + gi.WritePosition (self->s.origin); + if (!plane) + gi.WriteDir (vec3_origin); + else + gi.WriteDir (plane->normal); + gi.multicast (self->s.origin, MULTICAST_PVS); +} + +// draw beam between grapple and self +void CTFGrappleDrawCable(edict_t *self) +{ + vec3_t offset, start, end, f, r; + vec3_t dir; + float distance; + + AngleVectors (self->owner->client->v_angle, f, r, NULL); + VectorSet(offset, 16, 16, self->owner->viewheight-8); + P_ProjectSource (self->owner->client, self->owner->s.origin, offset, f, r, start); + + VectorSubtract(start, self->owner->s.origin, offset); + + VectorSubtract (start, self->s.origin, dir); + distance = VectorLength(dir); + // don't draw cable if close + if (distance < 64) + return; + + // adjust start for beam origin being in middle of a segment + VectorCopy (self->s.origin, end); + + gi.WriteByte (svc_temp_entity); + gi.WriteByte (TE_GRAPPLE_CABLE); + gi.WriteShort (self->owner - g_edicts); + gi.WritePosition (self->owner->s.origin); + gi.WritePosition (end); + gi.WritePosition (offset); + gi.multicast (self->s.origin, MULTICAST_PVS); +} + +void SV_AddGravity (edict_t *ent); + +// pull the player toward the grapple +void CTFGrapplePull(edict_t *self) +{ + vec3_t hookdir, v; + float vlen; + + if (strcmp(self->owner->client->pers.weapon->classname, "weapon_grapple") == 0 && + !self->owner->client->newweapon && + self->owner->client->weaponstate != WEAPON_FIRING && + self->owner->client->weaponstate != WEAPON_ACTIVATING) { + CTFResetGrapple(self); + return; + } + + if (self->enemy) { + if (self->enemy->solid == SOLID_NOT) { + CTFResetGrapple(self); + return; + } + if (self->enemy->solid == SOLID_BBOX) { + VectorScale(self->enemy->size, 0.5, v); + VectorAdd(v, self->enemy->s.origin, v); + VectorAdd(v, self->enemy->mins, self->s.origin); + gi.linkentity (self); + } else + VectorCopy(self->enemy->velocity, self->velocity); + if (self->enemy->takedamage && + !CheckTeamDamage (self->enemy, self->owner)) { + float volume = 1.0; + + if (self->owner->client->silencer_shots) + volume = 0.2; + + T_Damage (self->enemy, self, self->owner, self->velocity, self->s.origin, vec3_origin, 1, 1, 0, MOD_GRAPPLE); + gi.sound (self, CHAN_WEAPON, gi.soundindex("weapons/grapple/grhurt.wav"), volume, ATTN_NORM, 0); + } + if (self->enemy->deadflag) { // he died + CTFResetGrapple(self); + return; + } + } + + CTFGrappleDrawCable(self); + + if (self->owner->client->ctf_grapplestate > CTF_GRAPPLE_STATE_FLY) { + // pull player toward grapple + // this causes icky stuff with prediction, we need to extend + // the prediction layer to include two new fields in the player + // move stuff: a point and a velocity. The client should add + // that velociy in the direction of the point + vec3_t forward, up; + + AngleVectors (self->owner->client->v_angle, forward, NULL, up); + VectorCopy(self->owner->s.origin, v); + v[2] += self->owner->viewheight; + VectorSubtract (self->s.origin, v, hookdir); + + vlen = VectorLength(hookdir); + + if (self->owner->client->ctf_grapplestate == CTF_GRAPPLE_STATE_PULL && + vlen < 64) { + float volume = 1.0; + + if (self->owner->client->silencer_shots) + volume = 0.2; + + self->owner->client->ps.pmove.pm_flags |= PMF_NO_PREDICTION; + gi.sound (self->owner, CHAN_RELIABLE+CHAN_WEAPON, gi.soundindex("weapons/grapple/grhang.wav"), volume, ATTN_NORM, 0); + self->owner->client->ctf_grapplestate = CTF_GRAPPLE_STATE_HANG; + } + + VectorNormalize (hookdir); + VectorScale(hookdir, CTF_GRAPPLE_PULL_SPEED, hookdir); + VectorCopy(hookdir, self->owner->velocity); + SV_AddGravity(self->owner); + } +} + +void CTFFireGrapple (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect) +{ + edict_t *grapple; + trace_t tr; + + VectorNormalize (dir); + + grapple = G_Spawn(); + VectorCopy (start, grapple->s.origin); + VectorCopy (start, grapple->s.old_origin); + vectoangles (dir, grapple->s.angles); + VectorScale (dir, speed, grapple->velocity); + grapple->movetype = MOVETYPE_FLYMISSILE; + grapple->clipmask = MASK_SHOT; + grapple->solid = SOLID_BBOX; + grapple->s.effects |= effect; + VectorClear (grapple->mins); + VectorClear (grapple->maxs); + grapple->s.modelindex = gi.modelindex ("models/weapons/grapple/hook/tris.md2"); + grapple->owner = self; + grapple->touch = CTFGrappleTouch; + grapple->dmg = damage; + self->client->ctf_grapple = grapple; + self->client->ctf_grapplestate = CTF_GRAPPLE_STATE_FLY; // we're firing, not on hook + gi.linkentity (grapple); + + tr = gi.trace (self->s.origin, NULL, NULL, grapple->s.origin, grapple, MASK_SHOT); + if (tr.fraction < 1.0) + { + VectorMA (grapple->s.origin, -10, dir, grapple->s.origin); + grapple->touch (grapple, tr.ent, NULL, NULL); + } +} + +void CTFGrappleFire (edict_t *ent, vec3_t g_offset, int damage, int effect) +{ + vec3_t forward, right; + vec3_t start; + vec3_t offset; + float volume = 1.0; + + if (ent->client->ctf_grapplestate > CTF_GRAPPLE_STATE_FLY) + return; // it's already out + + AngleVectors (ent->client->v_angle, forward, right, NULL); + VectorSet(offset, 24, 8, ent->viewheight-8+2); + VectorAdd (offset, g_offset, offset); + P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); + + VectorScale (forward, -2, ent->client->kick_origin); + ent->client->kick_angles[0] = -1; + + if (ent->client->silencer_shots) + volume = 0.2; + + gi.sound (ent, CHAN_RELIABLE+CHAN_WEAPON, gi.soundindex("weapons/grapple/grfire.wav"), volume, ATTN_NORM, 0); + CTFFireGrapple (ent, start, forward, damage, CTF_GRAPPLE_SPEED, effect); + PlayerNoise(ent, start, PNOISE_WEAPON); +} + + +void CTFWeapon_Grapple_Fire (edict_t *ent) +{ + int damage; + + damage = 10; + CTFGrappleFire (ent, vec3_origin, damage, 0); + ent->client->ps.gunframe++; +} + +void CTFWeapon_Grapple (edict_t *ent) +{ + static int pause_frames[] = {10, 18, 27, 0}; + static int fire_frames[] = {6, 0}; + int prevstate; + + // if the the attack button is still down, stay in the firing frame + if ((ent->client->buttons & BUTTON_ATTACK) && + ent->client->weaponstate == WEAPON_FIRING && + ent->client->ctf_grapple) + ent->client->ps.gunframe = 9; + + if (!(ent->client->buttons & BUTTON_ATTACK) && + ent->client->ctf_grapple) { + CTFResetGrapple(ent->client->ctf_grapple); + if (ent->client->weaponstate == WEAPON_FIRING) + ent->client->weaponstate = WEAPON_READY; + } + + + if (ent->client->newweapon && + ent->client->ctf_grapplestate > CTF_GRAPPLE_STATE_FLY && + ent->client->weaponstate == WEAPON_FIRING) { + // he wants to change weapons while grappled + ent->client->weaponstate = WEAPON_DROPPING; + ent->client->ps.gunframe = 32; + } + + prevstate = ent->client->weaponstate; + Weapon_Generic (ent, 5, 9, 31, 36, pause_frames, fire_frames, + CTFWeapon_Grapple_Fire); + + // if we just switched back to grapple, immediately go to fire frame + if (prevstate == WEAPON_ACTIVATING && + ent->client->weaponstate == WEAPON_READY && + ent->client->ctf_grapplestate > CTF_GRAPPLE_STATE_FLY) { + if (!(ent->client->buttons & BUTTON_ATTACK)) + ent->client->ps.gunframe = 9; + else + ent->client->ps.gunframe = 5; + ent->client->weaponstate = WEAPON_FIRING; + } +} + +void CTFTeam_f (edict_t *ent) +{ + char *t, *s; + int desired_team; + + t = gi.args(); + if (!*t) { + gi.cprintf(ent, PRINT_HIGH, "You are on the %s team.\n", + CTFTeamName(ent->client->resp.ctf_team)); + return; + } + + if (ctfgame.match > MATCH_SETUP) { + gi.cprintf(ent, PRINT_HIGH, "Can't change teams in a match.\n"); + return; + } + + if (Q_stricmp(t, "red") == 0) + desired_team = CTF_TEAM1; + else if (Q_stricmp(t, "blue") == 0) + desired_team = CTF_TEAM2; + else { + gi.cprintf(ent, PRINT_HIGH, "Unknown team %s.\n", t); + return; + } + + if (ent->client->resp.ctf_team == desired_team) { + gi.cprintf(ent, PRINT_HIGH, "You are already on the %s team.\n", + CTFTeamName(ent->client->resp.ctf_team)); + return; + } + + ent->svflags = 0; + ent->flags &= ~FL_GODMODE; + ent->client->resp.ctf_team = desired_team; + ent->client->resp.ctf_state = 0; + s = Info_ValueForKey (ent->client->pers.userinfo, "skin"); + CTFAssignSkin(ent, s); + + if (ent->solid == SOLID_NOT) { // spectator + PutClientInServer (ent); + // add a teleportation effect + ent->s.event = EV_PLAYER_TELEPORT; + // hold in place briefly + ent->client->ps.pmove.pm_flags = PMF_TIME_TELEPORT; + ent->client->ps.pmove.pm_time = 14; + gi.bprintf(PRINT_HIGH, "%s joined the %s team.\n", + ent->client->pers.netname, CTFTeamName(desired_team)); + return; + } + + ent->health = 0; + player_die (ent, ent, ent, 100000, vec3_origin); + // don't even bother waiting for death frames + ent->deadflag = DEAD_DEAD; + respawn (ent); + + ent->client->resp.score = 0; + + gi.bprintf(PRINT_HIGH, "%s changed to the %s team.\n", + ent->client->pers.netname, CTFTeamName(desired_team)); +} + +/* +================== +CTFScoreboardMessage +================== +*/ +void CTFScoreboardMessage (edict_t *ent, edict_t *killer) +{ + char entry[1024]; + char string[1400]; + int len; + int i, j, k, n; + int sorted[2][MAX_CLIENTS]; + int sortedscores[2][MAX_CLIENTS]; + int score, total[2], totalscore[2]; + int last[2]; + gclient_t *cl; + edict_t *cl_ent; + int team; + int maxsize = 1000; + + // sort the clients by team and score + total[0] = total[1] = 0; + last[0] = last[1] = 0; + totalscore[0] = totalscore[1] = 0; + for (i=0 ; iinuse) + continue; + if (game.clients[i].resp.ctf_team == CTF_TEAM1) + team = 0; + else if (game.clients[i].resp.ctf_team == CTF_TEAM2) + team = 1; + else + continue; // unknown team? + + score = game.clients[i].resp.score; + for (j=0 ; j sortedscores[team][j]) + break; + } + for (k=total[team] ; k>j ; k--) + { + sorted[team][k] = sorted[team][k-1]; + sortedscores[team][k] = sortedscores[team][k-1]; + } + sorted[team][j] = i; + sortedscores[team][j] = score; + totalscore[team] += score; + total[team]++; + } + + // print level name and exit rules + // add the clients in sorted order + *string = 0; + len = 0; + + // team one + sprintf(string, "if 24 xv 8 yv 8 pic 24 endif " + "xv 40 yv 28 string \"%4d/%-3d\" " + "xv 98 yv 12 num 2 18 " + "if 25 xv 168 yv 8 pic 25 endif " + "xv 200 yv 28 string \"%4d/%-3d\" " + "xv 256 yv 12 num 2 20 ", + totalscore[0], total[0], + totalscore[1], total[1]); + len = strlen(string); + + for (i=0 ; i<16 ; i++) + { + if (i >= total[0] && i >= total[1]) + break; // we're done + + *entry = 0; + + // left side + if (i < total[0]) { + cl = &game.clients[sorted[0][i]]; + cl_ent = g_edicts + 1 + sorted[0][i]; + + sprintf(entry+strlen(entry), + "ctf 0 %d %d %d %d ", + 42 + i * 8, + sorted[0][i], + cl->resp.score, + cl->ping > 999 ? 999 : cl->ping); + + if (cl_ent->client->pers.inventory[ITEM_INDEX(flag2_item)]) + sprintf(entry + strlen(entry), "xv 56 yv %d picn sbfctf2 ", + 42 + i * 8); + + if (maxsize - len > strlen(entry)) { + strcat(string, entry); + len = strlen(string); + last[0] = i; + } + } + + // right side + if (i < total[1]) { + cl = &game.clients[sorted[1][i]]; + cl_ent = g_edicts + 1 + sorted[1][i]; + + sprintf(entry+strlen(entry), + "ctf 160 %d %d %d %d ", + 42 + i * 8, + sorted[1][i], + cl->resp.score, + cl->ping > 999 ? 999 : cl->ping); + + if (cl_ent->client->pers.inventory[ITEM_INDEX(flag1_item)]) + sprintf(entry + strlen(entry), "xv 216 yv %d picn sbfctf1 ", + 42 + i * 8); + if (maxsize - len > strlen(entry)) { + strcat(string, entry); + len = strlen(string); + last[1] = i; + } + } + } + + // put in spectators if we have enough room + if (last[0] > last[1]) + j = last[0]; + else + j = last[1]; + j = (j + 2) * 8 + 42; + + k = n = 0; + if (maxsize - len > 50) { + for (i = 0; i < maxclients->value; i++) { + cl_ent = g_edicts + 1 + i; + cl = &game.clients[i]; + if (!cl_ent->inuse || + cl_ent->solid != SOLID_NOT || + cl_ent->client->resp.ctf_team != CTF_NOTEAM) + continue; + + if (!k) { + k = 1; + sprintf(entry, "xv 0 yv %d string2 \"Spectators\" ", j); + strcat(string, entry); + len = strlen(string); + j += 8; + } + + sprintf(entry+strlen(entry), + "ctf %d %d %d %d %d ", + (n & 1) ? 160 : 0, // x + j, // y + i, // playernum + cl->resp.score, + cl->ping > 999 ? 999 : cl->ping); + if (maxsize - len > strlen(entry)) { + strcat(string, entry); + len = strlen(string); + } + + if (n & 1) + j += 8; + n++; + } + } + + if (total[0] - last[0] > 1) // couldn't fit everyone + sprintf(string + strlen(string), "xv 8 yv %d string \"..and %d more\" ", + 42 + (last[0]+1)*8, total[0] - last[0] - 1); + if (total[1] - last[1] > 1) // couldn't fit everyone + sprintf(string + strlen(string), "xv 168 yv %d string \"..and %d more\" ", + 42 + (last[1]+1)*8, total[1] - last[1] - 1); + + gi.WriteByte (svc_layout); + gi.WriteString (string); +} + +/*------------------------------------------------------------------------*/ +/* TECH */ +/*------------------------------------------------------------------------*/ + +void CTFHasTech(edict_t *who) +{ + if (level.time - who->client->ctf_lasttechmsg > 2) { + gi.centerprintf(who, "You already have a TECH powerup."); + who->client->ctf_lasttechmsg = level.time; + } +} + +gitem_t *CTFWhat_Tech(edict_t *ent) +{ + gitem_t *tech; + int i; + + i = 0; + while (tnames[i]) { + if ((tech = FindItemByClassname(tnames[i])) != NULL && + ent->client->pers.inventory[ITEM_INDEX(tech)]) { + return tech; + } + i++; + } + return NULL; +} + +qboolean CTFPickup_Tech (edict_t *ent, edict_t *other) +{ + gitem_t *tech; + int i; + + i = 0; + while (tnames[i]) { + if ((tech = FindItemByClassname(tnames[i])) != NULL && + other->client->pers.inventory[ITEM_INDEX(tech)]) { + CTFHasTech(other); + return false; // has this one + } + i++; + } + + // client only gets one tech + other->client->pers.inventory[ITEM_INDEX(ent->item)]++; + other->client->ctf_regentime = level.time; + return true; +} + +static void SpawnTech(gitem_t *item, edict_t *spot); + +static edict_t *FindTechSpawn(void) +{ + edict_t *spot = NULL; + int i = rand() % 16; + + while (i--) + spot = G_Find (spot, FOFS(classname), "info_player_deathmatch"); + if (!spot) + spot = G_Find (spot, FOFS(classname), "info_player_deathmatch"); + return spot; +} + +static void TechThink(edict_t *tech) +{ + edict_t *spot; + + if ((spot = FindTechSpawn()) != NULL) { + SpawnTech(tech->item, spot); + G_FreeEdict(tech); + } else { + tech->nextthink = level.time + CTF_TECH_TIMEOUT; + tech->think = TechThink; + } +} + +void CTFDrop_Tech(edict_t *ent, gitem_t *item) +{ + edict_t *tech; + + tech = Drop_Item(ent, item); + tech->nextthink = level.time + CTF_TECH_TIMEOUT; + tech->think = TechThink; + ent->client->pers.inventory[ITEM_INDEX(item)] = 0; +} + +void CTFDeadDropTech(edict_t *ent) +{ + gitem_t *tech; + edict_t *dropped; + int i; + + i = 0; + while (tnames[i]) { + if ((tech = FindItemByClassname(tnames[i])) != NULL && + ent->client->pers.inventory[ITEM_INDEX(tech)]) { + dropped = Drop_Item(ent, tech); + // hack the velocity to make it bounce random + dropped->velocity[0] = (rand() % 600) - 300; + dropped->velocity[1] = (rand() % 600) - 300; + dropped->nextthink = level.time + CTF_TECH_TIMEOUT; + dropped->think = TechThink; + dropped->owner = NULL; + ent->client->pers.inventory[ITEM_INDEX(tech)] = 0; + } + i++; + } +} + +static void SpawnTech(gitem_t *item, edict_t *spot) +{ + edict_t *ent; + vec3_t forward, right; + vec3_t angles; + + ent = G_Spawn(); + + ent->classname = item->classname; + ent->item = item; + ent->spawnflags = DROPPED_ITEM; + ent->s.effects = item->world_model_flags; + ent->s.renderfx = RF_GLOW; + VectorSet (ent->mins, -15, -15, -15); + VectorSet (ent->maxs, 15, 15, 15); + gi.setmodel (ent, ent->item->world_model); + ent->solid = SOLID_TRIGGER; + ent->movetype = MOVETYPE_TOSS; + ent->touch = Touch_Item; + ent->owner = ent; + + angles[0] = 0; + angles[1] = rand() % 360; + angles[2] = 0; + + AngleVectors (angles, forward, right, NULL); + VectorCopy (spot->s.origin, ent->s.origin); + ent->s.origin[2] += 16; + VectorScale (forward, 100, ent->velocity); + ent->velocity[2] = 300; + + ent->nextthink = level.time + CTF_TECH_TIMEOUT; + ent->think = TechThink; + + gi.linkentity (ent); +} + +static void SpawnTechs(edict_t *ent) +{ + gitem_t *tech; + edict_t *spot; + int i; + + i = 0; + while (tnames[i]) { + if ((tech = FindItemByClassname(tnames[i])) != NULL && + (spot = FindTechSpawn()) != NULL) + SpawnTech(tech, spot); + i++; + } + if (ent) + G_FreeEdict(ent); +} + +// frees the passed edict! +void CTFRespawnTech(edict_t *ent) +{ + edict_t *spot; + + if ((spot = FindTechSpawn()) != NULL) + SpawnTech(ent->item, spot); + G_FreeEdict(ent); +} + +void CTFSetupTechSpawn(void) +{ + edict_t *ent; + + if (((int)dmflags->value & DF_CTF_NO_TECH)) + return; + + ent = G_Spawn(); + ent->nextthink = level.time + 2; + ent->think = SpawnTechs; +} + +void CTFResetTech(void) +{ + edict_t *ent; + int i; + + for (ent = g_edicts + 1, i = 1; i < globals.num_edicts; i++, ent++) { + if (ent->inuse) + if (ent->item && (ent->item->flags & IT_TECH)) + G_FreeEdict(ent); + } + SpawnTechs(NULL); +} + +int CTFApplyResistance(edict_t *ent, int dmg) +{ + static gitem_t *tech = NULL; + float volume = 1.0; + + if (ent->client && ent->client->silencer_shots) + volume = 0.2; + + if (!tech) + tech = FindItemByClassname("item_tech1"); + if (dmg && tech && ent->client && ent->client->pers.inventory[ITEM_INDEX(tech)]) { + // make noise + gi.sound(ent, CHAN_VOICE, gi.soundindex("ctf/tech1.wav"), volume, ATTN_NORM, 0); + return dmg / 2; + } + return dmg; +} + +int CTFApplyStrength(edict_t *ent, int dmg) +{ + static gitem_t *tech = NULL; + + if (!tech) + tech = FindItemByClassname("item_tech2"); + if (dmg && tech && ent->client && ent->client->pers.inventory[ITEM_INDEX(tech)]) { + return dmg * 2; + } + return dmg; +} + +qboolean CTFApplyStrengthSound(edict_t *ent) +{ + static gitem_t *tech = NULL; + float volume = 1.0; + + if (ent->client && ent->client->silencer_shots) + volume = 0.2; + + if (!tech) + tech = FindItemByClassname("item_tech2"); + if (tech && ent->client && + ent->client->pers.inventory[ITEM_INDEX(tech)]) { + if (ent->client->ctf_techsndtime < level.time) { + ent->client->ctf_techsndtime = level.time + 1; + if (ent->client->quad_framenum > level.framenum) + gi.sound(ent, CHAN_VOICE, gi.soundindex("ctf/tech2x.wav"), volume, ATTN_NORM, 0); + else + gi.sound(ent, CHAN_VOICE, gi.soundindex("ctf/tech2.wav"), volume, ATTN_NORM, 0); + } + return true; + } + return false; +} + + +qboolean CTFApplyHaste(edict_t *ent) +{ + static gitem_t *tech = NULL; + + if (!tech) + tech = FindItemByClassname("item_tech3"); + if (tech && ent->client && + ent->client->pers.inventory[ITEM_INDEX(tech)]) + return true; + return false; +} + +void CTFApplyHasteSound(edict_t *ent) +{ + static gitem_t *tech = NULL; + float volume = 1.0; + + if (ent->client && ent->client->silencer_shots) + volume = 0.2; + + if (!tech) + tech = FindItemByClassname("item_tech3"); + if (tech && ent->client && + ent->client->pers.inventory[ITEM_INDEX(tech)] && + ent->client->ctf_techsndtime < level.time) { + ent->client->ctf_techsndtime = level.time + 1; + gi.sound(ent, CHAN_VOICE, gi.soundindex("ctf/tech3.wav"), volume, ATTN_NORM, 0); + } +} + +void CTFApplyRegeneration(edict_t *ent) +{ + static gitem_t *tech = NULL; + qboolean noise = false; + gclient_t *client; + int index; + float volume = 1.0; + + client = ent->client; + if (!client) + return; + + if (ent->client->silencer_shots) + volume = 0.2; + + if (!tech) + tech = FindItemByClassname("item_tech4"); + if (tech && client->pers.inventory[ITEM_INDEX(tech)]) { + if (client->ctf_regentime < level.time) { + client->ctf_regentime = level.time; + if (ent->health < 150) { + ent->health += 5; + if (ent->health > 150) + ent->health = 150; + client->ctf_regentime += 0.5; + noise = true; + } + index = ArmorIndex (ent); + if (index && client->pers.inventory[index] < 150) { + client->pers.inventory[index] += 5; + if (client->pers.inventory[index] > 150) + client->pers.inventory[index] = 150; + client->ctf_regentime += 0.5; + noise = true; + } + } + if (noise && ent->client->ctf_techsndtime < level.time) { + ent->client->ctf_techsndtime = level.time + 1; + gi.sound(ent, CHAN_VOICE, gi.soundindex("ctf/tech4.wav"), volume, ATTN_NORM, 0); + } + } +} + +qboolean CTFHasRegeneration(edict_t *ent) +{ + static gitem_t *tech = NULL; + + if (!tech) + tech = FindItemByClassname("item_tech4"); + if (tech && ent->client && + ent->client->pers.inventory[ITEM_INDEX(tech)]) + return true; + return false; +} + +/* +====================================================================== + +SAY_TEAM + +====================================================================== +*/ + +// This array is in 'importance order', it indicates what items are +// more important when reporting their names. +struct { + char *classname; + int priority; +} loc_names[] = +{ + { "item_flag_team1", 1 }, + { "item_flag_team2", 1 }, + { "item_quad", 2 }, + { "item_invulnerability", 2 }, + { "weapon_bfg", 3 }, + { "weapon_railgun", 4 }, + { "weapon_rocketlauncher", 4 }, + { "weapon_hyperblaster", 4 }, + { "weapon_chaingun", 4 }, + { "weapon_grenadelauncher", 4 }, + { "weapon_machinegun", 4 }, + { "weapon_supershotgun", 4 }, + { "weapon_shotgun", 4 }, + { "item_power_screen", 5 }, + { "item_power_shield", 5 }, + { "item_armor_body", 6 }, + { "item_armor_combat", 6 }, + { "item_armor_jacket", 6 }, + { "item_silencer", 7 }, + { "item_breather", 7 }, + { "item_enviro", 7 }, + { "item_adrenaline", 7 }, + { "item_bandolier", 8 }, + { "item_pack", 8 }, + { NULL, 0 } +}; + + +static void CTFSay_Team_Location(edict_t *who, char *buf) +{ + edict_t *what = NULL; + edict_t *hot = NULL; + float hotdist = 999999, newdist; + vec3_t v; + int hotindex = 999; + int i; + gitem_t *item; + int nearteam = -1; + edict_t *flag1, *flag2; + qboolean hotsee = false; + qboolean cansee; + + while ((what = loc_findradius(what, who->s.origin, 1024)) != NULL) { + // find what in loc_classnames + for (i = 0; loc_names[i].classname; i++) + if (strcmp(what->classname, loc_names[i].classname) == 0) + break; + if (!loc_names[i].classname) + continue; + // something we can see get priority over something we can't + cansee = loc_CanSee(what, who); + if (cansee && !hotsee) { + hotsee = true; + hotindex = loc_names[i].priority; + hot = what; + VectorSubtract(what->s.origin, who->s.origin, v); + hotdist = VectorLength(v); + continue; + } + // if we can't see this, but we have something we can see, skip it + if (hotsee && !cansee) + continue; + if (hotsee && hotindex < loc_names[i].priority) + continue; + VectorSubtract(what->s.origin, who->s.origin, v); + newdist = VectorLength(v); + if (newdist < hotdist || + (cansee && loc_names[i].priority < hotindex)) { + hot = what; + hotdist = newdist; + hotindex = i; + hotsee = loc_CanSee(hot, who); + } + } + + if (!hot) { + strcpy(buf, "nowhere"); + return; + } + + // we now have the closest item + // see if there's more than one in the map, if so + // we need to determine what team is closest + what = NULL; + while ((what = G_Find(what, FOFS(classname), hot->classname)) != NULL) { + if (what == hot) + continue; + // if we are here, there is more than one, find out if hot + // is closer to red flag or blue flag + if ((flag1 = G_Find(NULL, FOFS(classname), "item_flag_team1")) != NULL && + (flag2 = G_Find(NULL, FOFS(classname), "item_flag_team2")) != NULL) { + VectorSubtract(hot->s.origin, flag1->s.origin, v); + hotdist = VectorLength(v); + VectorSubtract(hot->s.origin, flag2->s.origin, v); + newdist = VectorLength(v); + if (hotdist < newdist) + nearteam = CTF_TEAM1; + else if (hotdist > newdist) + nearteam = CTF_TEAM2; + } + break; + } + + if ((item = FindItemByClassname(hot->classname)) == NULL) { + strcpy(buf, "nowhere"); + return; + } + + // in water? + if (who->waterlevel) + strcpy(buf, "in the water "); + else + *buf = 0; + + // near or above + VectorSubtract(who->s.origin, hot->s.origin, v); + if (fabs(v[2]) > fabs(v[0]) && fabs(v[2]) > fabs(v[1])) + if (v[2] > 0) + strcat(buf, "above "); + else + strcat(buf, "below "); + else + strcat(buf, "near "); + + if (nearteam == CTF_TEAM1) + strcat(buf, "the red "); + else if (nearteam == CTF_TEAM2) + strcat(buf, "the blue "); + else + strcat(buf, "the "); + + strcat(buf, item->pickup_name); +} + +static void CTFSay_Team_Armor(edict_t *who, char *buf) +{ + gitem_t *item; + int index, cells; + int power_armor_type; + + *buf = 0; + + power_armor_type = PowerArmorType (who); + if (power_armor_type) + { + cells = who->client->pers.inventory[ITEM_INDEX(FindItem ("cells"))]; + if (cells) + sprintf(buf+strlen(buf), "%s with %i cells ", + (power_armor_type == POWER_ARMOR_SCREEN) ? + "Power Screen" : "Power Shield", cells); + } + + index = ArmorIndex (who); + if (index) + { + item = GetItemByIndex (index); + if (item) { + if (*buf) + strcat(buf, "and "); + sprintf(buf+strlen(buf), "%i units of %s", + who->client->pers.inventory[index], item->pickup_name); + } + } + + if (!*buf) + strcpy(buf, "no armor"); +} + +static void CTFSay_Team_Health(edict_t *who, char *buf) +{ + if (who->health <= 0) + strcpy(buf, "dead"); + else + sprintf(buf, "%i health", who->health); +} + +static void CTFSay_Team_Tech(edict_t *who, char *buf) +{ + gitem_t *tech; + int i; + + // see if the player has a tech powerup + i = 0; + while (tnames[i]) { + if ((tech = FindItemByClassname(tnames[i])) != NULL && + who->client->pers.inventory[ITEM_INDEX(tech)]) { + sprintf(buf, "the %s", tech->pickup_name); + return; + } + i++; + } + strcpy(buf, "no powerup"); +} + +static void CTFSay_Team_Weapon(edict_t *who, char *buf) +{ + if (who->client->pers.weapon) + strcpy(buf, who->client->pers.weapon->pickup_name); + else + strcpy(buf, "none"); +} + +static void CTFSay_Team_Sight(edict_t *who, char *buf) +{ + int i; + edict_t *targ; + int n = 0; + char s[1024]; + char s2[1024]; + + *s = *s2 = 0; + for (i = 1; i <= maxclients->value; i++) { + targ = g_edicts + i; + if (!targ->inuse || + targ == who || + !loc_CanSee(targ, who)) + continue; + if (*s2) { + if (strlen(s) + strlen(s2) + 3 < sizeof(s)) { + if (n) + strcat(s, ", "); + strcat(s, s2); + *s2 = 0; + } + n++; + } + strcpy(s2, targ->client->pers.netname); + } + if (*s2) { + if (strlen(s) + strlen(s2) + 6 < sizeof(s)) { + if (n) + strcat(s, " and "); + strcat(s, s2); + } + strcpy(buf, s); + } else + strcpy(buf, "no one"); +} + +void CTFSay_Team(edict_t *who, char *msg) +{ + char outmsg[256]; + char buf[256]; + int i; + char *p; + edict_t *cl_ent; + + if (CheckFlood(who)) + return; + + outmsg[0] = 0; + + if (*msg == '\"') { + msg[strlen(msg) - 1] = 0; + msg++; + } + + for (p = outmsg; *msg && (p - outmsg) < sizeof(outmsg) - 2; msg++) { + if (*msg == '%') { + switch (*++msg) { + case 'l' : + case 'L' : + CTFSay_Team_Location(who, buf); + if (strlen(buf) + (p - outmsg) < sizeof(outmsg) - 2) { + strcpy(p, buf); + p += strlen(buf); + } + break; + case 'a' : + case 'A' : + CTFSay_Team_Armor(who, buf); + if (strlen(buf) + (p - outmsg) < sizeof(outmsg) - 2) { + strcpy(p, buf); + p += strlen(buf); + } + break; + case 'h' : + case 'H' : + CTFSay_Team_Health(who, buf); + if (strlen(buf) + (p - outmsg) < sizeof(outmsg) - 2) { + strcpy(p, buf); + p += strlen(buf); + } + break; + case 't' : + case 'T' : + CTFSay_Team_Tech(who, buf); + if (strlen(buf) + (p - outmsg) < sizeof(outmsg) - 2) { + strcpy(p, buf); + p += strlen(buf); + } + break; + case 'w' : + case 'W' : + CTFSay_Team_Weapon(who, buf); + if (strlen(buf) + (p - outmsg) < sizeof(outmsg) - 2) { + strcpy(p, buf); + p += strlen(buf); + } + break; + + case 'n' : + case 'N' : + CTFSay_Team_Sight(who, buf); + if (strlen(buf) + (p - outmsg) < sizeof(outmsg) - 2) { + strcpy(p, buf); + p += strlen(buf); + } + break; + + default : + *p++ = *msg; + } + } else + *p++ = *msg; + } + *p = 0; + + for (i = 0; i < maxclients->value; i++) { + cl_ent = g_edicts + 1 + i; + if (!cl_ent->inuse) + continue; + if (cl_ent->client->resp.ctf_team == who->client->resp.ctf_team) + gi.cprintf(cl_ent, PRINT_CHAT, "(%s): %s\n", + who->client->pers.netname, outmsg); + } +} + +/*-----------------------------------------------------------------------*/ +/*QUAKED misc_ctf_banner (1 .5 0) (-4 -64 0) (4 64 248) TEAM2 +The origin is the bottom of the banner. +The banner is 248 tall. +*/ +static void misc_ctf_banner_think (edict_t *ent) +{ + ent->s.frame = (ent->s.frame + 1) % 16; + ent->nextthink = level.time + FRAMETIME; +} + +void SP_misc_ctf_banner (edict_t *ent) +{ + ent->movetype = MOVETYPE_NONE; + ent->solid = SOLID_NOT; + ent->s.modelindex = gi.modelindex ("models/ctf/banner/tris.md2"); + if (ent->spawnflags & 1) // team2 + ent->s.skinnum = 1; + + ent->s.frame = rand() % 16; + gi.linkentity (ent); + + ent->think = misc_ctf_banner_think; + ent->nextthink = level.time + FRAMETIME; +} + +/*QUAKED misc_ctf_small_banner (1 .5 0) (-4 -32 0) (4 32 124) TEAM2 +The origin is the bottom of the banner. +The banner is 124 tall. +*/ +void SP_misc_ctf_small_banner (edict_t *ent) +{ + ent->movetype = MOVETYPE_NONE; + ent->solid = SOLID_NOT; + ent->s.modelindex = gi.modelindex ("models/ctf/banner/small.md2"); + if (ent->spawnflags & 1) // team2 + ent->s.skinnum = 1; + + ent->s.frame = rand() % 16; + gi.linkentity (ent); + + ent->think = misc_ctf_banner_think; + ent->nextthink = level.time + FRAMETIME; +} + +/*-----------------------------------------------------------------------*/ + +static void SetLevelName(pmenu_t *p) +{ + static char levelname[33]; + + levelname[0] = '*'; + if (g_edicts[0].message) + strncpy(levelname+1, g_edicts[0].message, sizeof(levelname) - 2); + else + strncpy(levelname+1, level.mapname, sizeof(levelname) - 2); + levelname[sizeof(levelname) - 1] = 0; + p->text = levelname; +} + + +/*-----------------------------------------------------------------------*/ + + +/* ELECTIONS */ + +qboolean CTFBeginElection(edict_t *ent, elect_t type, char *msg) +{ + int i; + int count; + edict_t *e; + + if (electpercentage->value == 0) { + gi.cprintf(ent, PRINT_HIGH, "Elections are disabled, only an admin can process this action.\n"); + return false; + } + + + if (ctfgame.election != ELECT_NONE) { + gi.cprintf(ent, PRINT_HIGH, "Election already in progress.\n"); + return false; + } + + // clear votes + count = 0; + for (i = 1; i <= maxclients->value; i++) { + e = g_edicts + i; + e->client->resp.voted = false; + if (e->inuse) + count++; + } + + if (count < 2) { + gi.cprintf(ent, PRINT_HIGH, "Not enough players for election.\n"); + return false; + } + + ctfgame.etarget = ent; + ctfgame.election = type; + ctfgame.evotes = 0; + ctfgame.needvotes = (count * electpercentage->value) / 100; + ctfgame.electtime = level.time + 20; // twenty seconds for election + strncpy(ctfgame.emsg, msg, sizeof(ctfgame.emsg) - 1); + + // tell everyone + gi.bprintf(PRINT_CHAT, "%s\n", ctfgame.emsg); + gi.bprintf(PRINT_HIGH, "Type YES or NO to vote on this request.\n"); + gi.bprintf(PRINT_HIGH, "Votes: %d Needed: %d Time left: %ds\n", ctfgame.evotes, ctfgame.needvotes, + (int)(ctfgame.electtime - level.time)); + + return true; +} + +void DoRespawn (edict_t *ent); + +void CTFResetAllPlayers(void) +{ + int i; + edict_t *ent; + + for (i = 1; i <= maxclients->value; i++) { + ent = g_edicts + i; + if (!ent->inuse) + continue; + + if (ent->client->menu) + PMenu_Close(ent); + + CTFPlayerResetGrapple(ent); + CTFDeadDropFlag(ent); + CTFDeadDropTech(ent); + + ent->client->resp.ctf_team = CTF_NOTEAM; + ent->client->resp.ready = false; + + ent->svflags = 0; + ent->flags &= ~FL_GODMODE; + PutClientInServer(ent); + } + + // reset the level + CTFResetTech(); + CTFResetFlags(); + + for (ent = g_edicts + 1, i = 1; i < globals.num_edicts; i++, ent++) { + if (ent->inuse && !ent->client) { + if (ent->solid == SOLID_NOT && ent->think == DoRespawn && + ent->nextthink >= level.time) { + ent->nextthink = 0; + DoRespawn(ent); + } + } + } + if (ctfgame.match == MATCH_SETUP) + ctfgame.matchtime = level.time + matchsetuptime->value * 60; +} + +void CTFAssignGhost(edict_t *ent) +{ + int ghost, i; + + for (ghost = 0; ghost < MAX_CLIENTS; ghost++) + if (!ctfgame.ghosts[ghost].code) + break; + if (ghost == MAX_CLIENTS) + return; + ctfgame.ghosts[ghost].team = ent->client->resp.ctf_team; + ctfgame.ghosts[ghost].score = 0; + for (;;) { + ctfgame.ghosts[ghost].code = 10000 + (rand() % 90000); + for (i = 0; i < MAX_CLIENTS; i++) + if (i != ghost && ctfgame.ghosts[i].code == ctfgame.ghosts[ghost].code) + break; + if (i == MAX_CLIENTS) + break; + } + ctfgame.ghosts[ghost].ent = ent; + strcpy(ctfgame.ghosts[ghost].netname, ent->client->pers.netname); + ent->client->resp.ghost = ctfgame.ghosts + ghost; + gi.cprintf(ent, PRINT_CHAT, "Your ghost code is **** %d ****\n", ctfgame.ghosts[ghost].code); + gi.cprintf(ent, PRINT_HIGH, "If you lose connection, you can rejoin with your score " + "intact by typing \"ghost %d\".\n", ctfgame.ghosts[ghost].code); +} + +// start a match +void CTFStartMatch(void) +{ + int i; + edict_t *ent; + + ctfgame.match = MATCH_GAME; + ctfgame.matchtime = level.time + matchtime->value * 60; + ctfgame.countdown = false; + + ctfgame.team1 = ctfgame.team2 = 0; + + memset(ctfgame.ghosts, 0, sizeof(ctfgame.ghosts)); + + for (i = 1; i <= maxclients->value; i++) { + ent = g_edicts + i; + if (!ent->inuse) + continue; + + ent->client->resp.score = 0; + ent->client->resp.ctf_state = 0; + ent->client->resp.ghost = NULL; + + gi.centerprintf(ent, "******************\n\nMATCH HAS STARTED!\n\n******************"); + + if (ent->client->resp.ctf_team != CTF_NOTEAM) { + // make up a ghost code + CTFAssignGhost(ent); + CTFPlayerResetGrapple(ent); + ent->svflags = SVF_NOCLIENT; + ent->flags &= ~FL_GODMODE; + + ent->client->respawn_time = level.time + 1.0 + ((rand()%30)/10.0); + ent->client->ps.pmove.pm_type = PM_DEAD; + ent->client->anim_priority = ANIM_DEATH; + ent->s.frame = FRAME_death308-1; + ent->client->anim_end = FRAME_death308; + ent->deadflag = DEAD_DEAD; + ent->movetype = MOVETYPE_NOCLIP; + ent->client->ps.gunindex = 0; + gi.linkentity (ent); + } + } +} + +void CTFEndMatch(void) +{ + ctfgame.match = MATCH_POST; + gi.bprintf(PRINT_CHAT, "MATCH COMPLETED!\n"); + + CTFCalcScores(); + + gi.bprintf(PRINT_HIGH, "RED TEAM: %d captures, %d points\n", + ctfgame.team1, ctfgame.total1); + gi.bprintf(PRINT_HIGH, "BLUE TEAM: %d captures, %d points\n", + ctfgame.team2, ctfgame.total2); + + if (ctfgame.team1 > ctfgame.team2) + gi.bprintf(PRINT_CHAT, "RED team won over the BLUE team by %d CAPTURES!\n", + ctfgame.team1 - ctfgame.team2); + else if (ctfgame.team2 > ctfgame.team1) + gi.bprintf(PRINT_CHAT, "BLUE team won over the RED team by %d CAPTURES!\n", + ctfgame.team2 - ctfgame.team1); + else if (ctfgame.total1 > ctfgame.total2) // frag tie breaker + gi.bprintf(PRINT_CHAT, "RED team won over the BLUE team by %d POINTS!\n", + ctfgame.total1 - ctfgame.total2); + else if (ctfgame.total2 > ctfgame.total1) + gi.bprintf(PRINT_CHAT, "BLUE team won over the RED team by %d POINTS!\n", + ctfgame.total2 - ctfgame.total1); + else + gi.bprintf(PRINT_CHAT, "TIE GAME!\n"); + + EndDMLevel(); +} + +qboolean CTFNextMap(void) +{ + if (ctfgame.match == MATCH_POST) { + ctfgame.match = MATCH_SETUP; + CTFResetAllPlayers(); + return true; + } + return false; +} + +void CTFWinElection(void) +{ + switch (ctfgame.election) { + case ELECT_MATCH : + // reset into match mode + if (competition->value < 3) + gi.cvar_set("competition", "2"); + ctfgame.match = MATCH_SETUP; + CTFResetAllPlayers(); + break; + + case ELECT_ADMIN : + ctfgame.etarget->client->resp.admin = true; + gi.bprintf(PRINT_HIGH, "%s has become an admin.\n", ctfgame.etarget->client->pers.netname); + gi.cprintf(ctfgame.etarget, PRINT_HIGH, "Type 'admin' to access the adminstration menu.\n"); + break; + + case ELECT_MAP : + gi.bprintf(PRINT_HIGH, "%s is warping to level %s.\n", + ctfgame.etarget->client->pers.netname, ctfgame.elevel); + strncpy(level.forcemap, ctfgame.elevel, sizeof(level.forcemap) - 1); + EndDMLevel(); + break; + default: + break; + } + ctfgame.election = ELECT_NONE; +} + +void CTFVoteYes(edict_t *ent) +{ + if (ctfgame.election == ELECT_NONE) { + gi.cprintf(ent, PRINT_HIGH, "No election is in progress.\n"); + return; + } + if (ent->client->resp.voted) { + gi.cprintf(ent, PRINT_HIGH, "You already voted.\n"); + return; + } + if (ctfgame.etarget == ent) { + gi.cprintf(ent, PRINT_HIGH, "You can't vote for yourself.\n"); + return; + } + + ent->client->resp.voted = true; + + ctfgame.evotes++; + if (ctfgame.evotes == ctfgame.needvotes) { + // the election has been won + CTFWinElection(); + return; + } + gi.bprintf(PRINT_HIGH, "%s\n", ctfgame.emsg); + gi.bprintf(PRINT_CHAT, "Votes: %d Needed: %d Time left: %ds\n", ctfgame.evotes, ctfgame.needvotes, + (int)(ctfgame.electtime - level.time)); +} + +void CTFVoteNo(edict_t *ent) +{ + if (ctfgame.election == ELECT_NONE) { + gi.cprintf(ent, PRINT_HIGH, "No election is in progress.\n"); + return; + } + if (ent->client->resp.voted) { + gi.cprintf(ent, PRINT_HIGH, "You already voted.\n"); + return; + } + if (ctfgame.etarget == ent) { + gi.cprintf(ent, PRINT_HIGH, "You can't vote for yourself.\n"); + return; + } + + ent->client->resp.voted = true; + + gi.bprintf(PRINT_HIGH, "%s\n", ctfgame.emsg); + gi.bprintf(PRINT_CHAT, "Votes: %d Needed: %d Time left: %ds\n", ctfgame.evotes, ctfgame.needvotes, + (int)(ctfgame.electtime - level.time)); +} + +void CTFReady(edict_t *ent) +{ + int i, j; + edict_t *e; + int t1, t2; + + if (ent->client->resp.ctf_team == CTF_NOTEAM) { + gi.cprintf(ent, PRINT_HIGH, "Pick a team first (hit for menu)\n"); + return; + } + + if (ctfgame.match != MATCH_SETUP) { + gi.cprintf(ent, PRINT_HIGH, "A match is not being setup.\n"); + return; + } + + if (ent->client->resp.ready) { + gi.cprintf(ent, PRINT_HIGH, "You have already commited.\n"); + return; + } + + ent->client->resp.ready = true; + gi.bprintf(PRINT_HIGH, "%s is ready.\n", ent->client->pers.netname); + + t1 = t2 = 0; + for (j = 0, i = 1; i <= maxclients->value; i++) { + e = g_edicts + i; + if (!e->inuse) + continue; + if (e->client->resp.ctf_team != CTF_NOTEAM && !e->client->resp.ready) + j++; + if (e->client->resp.ctf_team == CTF_TEAM1) + t1++; + else if (e->client->resp.ctf_team == CTF_TEAM2) + t2++; + } + if (!j && t1 && t2) { + // everyone has commited + gi.bprintf(PRINT_CHAT, "All players have commited. Match starting\n"); + ctfgame.match = MATCH_PREGAME; + ctfgame.matchtime = level.time + matchstarttime->value; + ctfgame.countdown = false; + gi.positioned_sound (world->s.origin, world, CHAN_AUTO | CHAN_RELIABLE, gi.soundindex("misc/talk1.wav"), 1, ATTN_NONE, 0); + } +} + +void CTFNotReady(edict_t *ent) +{ + if (ent->client->resp.ctf_team == CTF_NOTEAM) { + gi.cprintf(ent, PRINT_HIGH, "Pick a team first (hit for menu)\n"); + return; + } + + if (ctfgame.match != MATCH_SETUP && ctfgame.match != MATCH_PREGAME) { + gi.cprintf(ent, PRINT_HIGH, "A match is not being setup.\n"); + return; + } + + if (!ent->client->resp.ready) { + gi.cprintf(ent, PRINT_HIGH, "You haven't commited.\n"); + return; + } + + ent->client->resp.ready = false; + gi.bprintf(PRINT_HIGH, "%s is no longer ready.\n", ent->client->pers.netname); + + if (ctfgame.match == MATCH_PREGAME) { + gi.bprintf(PRINT_CHAT, "Match halted.\n"); + ctfgame.match = MATCH_SETUP; + ctfgame.matchtime = level.time + matchsetuptime->value * 60; + } +} + +void CTFGhost(edict_t *ent) +{ + int i; + int n; + + if (gi.argc() < 2) { + gi.cprintf(ent, PRINT_HIGH, "Usage: ghost \n"); + return; + } + + if (ent->client->resp.ctf_team != CTF_NOTEAM) { + gi.cprintf(ent, PRINT_HIGH, "You are already in the game.\n"); + return; + } + if (ctfgame.match != MATCH_GAME) { + gi.cprintf(ent, PRINT_HIGH, "No match is in progress.\n"); + return; + } + + n = atoi(gi.argv(1)); + + for (i = 0; i < MAX_CLIENTS; i++) { + if (ctfgame.ghosts[i].code && ctfgame.ghosts[i].code == n) { + gi.cprintf(ent, PRINT_HIGH, "Ghost code accepted, your position has been reinstated.\n"); + ctfgame.ghosts[i].ent->client->resp.ghost = NULL; + ent->client->resp.ctf_team = ctfgame.ghosts[i].team; + ent->client->resp.ghost = ctfgame.ghosts + i; + ent->client->resp.score = ctfgame.ghosts[i].score; + ent->client->resp.ctf_state = 0; + ctfgame.ghosts[i].ent = ent; + ent->svflags = 0; + ent->flags &= ~FL_GODMODE; + PutClientInServer(ent); + gi.bprintf(PRINT_HIGH, "%s has been reinstated to %s team.\n", + ent->client->pers.netname, CTFTeamName(ent->client->resp.ctf_team)); + return; + } + } + gi.cprintf(ent, PRINT_HIGH, "Invalid ghost code.\n"); +} + +qboolean CTFMatchSetup(void) +{ + if (ctfgame.match == MATCH_SETUP || ctfgame.match == MATCH_PREGAME) + return true; + return false; +} + +qboolean CTFMatchOn(void) +{ + if (ctfgame.match == MATCH_GAME) + return true; + return false; +} + + +/*-----------------------------------------------------------------------*/ + +void CTFJoinTeam1(edict_t *ent, pmenuhnd_t *p); +void CTFJoinTeam2(edict_t *ent, pmenuhnd_t *p); +void CTFCredits(edict_t *ent, pmenuhnd_t *p); +void CTFReturnToMain(edict_t *ent, pmenuhnd_t *p); +void CTFChaseCam(edict_t *ent, pmenuhnd_t *p); + +pmenu_t creditsmenu[] = { + { "*Quake II", PMENU_ALIGN_CENTER, NULL }, + { "*ThreeWave Capture the Flag", PMENU_ALIGN_CENTER, NULL }, + { NULL, PMENU_ALIGN_CENTER, NULL }, + { "*Programming", PMENU_ALIGN_CENTER, NULL }, + { "Dave 'Zoid' Kirsch", PMENU_ALIGN_CENTER, NULL }, + { "*Level Design", PMENU_ALIGN_CENTER, NULL }, + { "Christian Antkow", PMENU_ALIGN_CENTER, NULL }, + { "Tim Willits", PMENU_ALIGN_CENTER, NULL }, + { "Dave 'Zoid' Kirsch", PMENU_ALIGN_CENTER, NULL }, + { "*Art", PMENU_ALIGN_CENTER, NULL }, + { "Adrian Carmack Paul Steed", PMENU_ALIGN_CENTER, NULL }, + { "Kevin Cloud", PMENU_ALIGN_CENTER, NULL }, + { "*Sound", PMENU_ALIGN_CENTER, NULL }, + { "Tom 'Bjorn' Klok", PMENU_ALIGN_CENTER, NULL }, + { "*Original CTF Art Design", PMENU_ALIGN_CENTER, NULL }, + { "Brian 'Whaleboy' Cozzens", PMENU_ALIGN_CENTER, NULL }, + { NULL, PMENU_ALIGN_CENTER, NULL }, + { "Return to Main Menu", PMENU_ALIGN_LEFT, CTFReturnToMain } +}; + +static const int jmenu_level = 2; +static const int jmenu_match = 3; +static const int jmenu_red = 5; +static const int jmenu_blue = 7; +static const int jmenu_chase = 9; +static const int jmenu_reqmatch = 11; + +pmenu_t joinmenu[] = { + { "*Quake II", PMENU_ALIGN_CENTER, NULL }, + { "*ThreeWave Capture the Flag", PMENU_ALIGN_CENTER, NULL }, + { NULL, PMENU_ALIGN_CENTER, NULL }, + { NULL, PMENU_ALIGN_CENTER, NULL }, + { NULL, PMENU_ALIGN_CENTER, NULL }, + { "Join Red Team", PMENU_ALIGN_LEFT, CTFJoinTeam1 }, + { NULL, PMENU_ALIGN_LEFT, NULL }, + { "Join Blue Team", PMENU_ALIGN_LEFT, CTFJoinTeam2 }, + { NULL, PMENU_ALIGN_LEFT, NULL }, + { "Chase Camera", PMENU_ALIGN_LEFT, CTFChaseCam }, + { "Credits", PMENU_ALIGN_LEFT, CTFCredits }, + { NULL, PMENU_ALIGN_LEFT, NULL }, + { NULL, PMENU_ALIGN_LEFT, NULL }, + { "Use [ and ] to move cursor", PMENU_ALIGN_LEFT, NULL }, + { "ENTER to select", PMENU_ALIGN_LEFT, NULL }, + { "ESC to Exit Menu", PMENU_ALIGN_LEFT, NULL }, + { "(TAB to Return)", PMENU_ALIGN_LEFT, NULL }, + { "v" CTF_STRING_VERSION, PMENU_ALIGN_RIGHT, NULL }, +}; + +pmenu_t nochasemenu[] = { + { "*Quake II", PMENU_ALIGN_CENTER, NULL }, + { "*ThreeWave Capture the Flag", PMENU_ALIGN_CENTER, NULL }, + { NULL, PMENU_ALIGN_CENTER, NULL }, + { NULL, PMENU_ALIGN_CENTER, NULL }, + { "No one to chase", PMENU_ALIGN_LEFT, NULL }, + { NULL, PMENU_ALIGN_CENTER, NULL }, + { "Return to Main Menu", PMENU_ALIGN_LEFT, CTFReturnToMain } +}; + +void CTFJoinTeam(edict_t *ent, int desired_team) +{ + char *s; + + PMenu_Close(ent); + + ent->svflags &= ~SVF_NOCLIENT; + ent->client->resp.ctf_team = desired_team; + ent->client->resp.ctf_state = 0; + s = Info_ValueForKey (ent->client->pers.userinfo, "skin"); + CTFAssignSkin(ent, s); + + // assign a ghost if we are in match mode + if (ctfgame.match == MATCH_GAME) { + if (ent->client->resp.ghost) + ent->client->resp.ghost->code = 0; + ent->client->resp.ghost = NULL; + CTFAssignGhost(ent); + } + + PutClientInServer (ent); + // add a teleportation effect + ent->s.event = EV_PLAYER_TELEPORT; + // hold in place briefly + ent->client->ps.pmove.pm_flags = PMF_TIME_TELEPORT; + ent->client->ps.pmove.pm_time = 14; + gi.bprintf(PRINT_HIGH, "%s joined the %s team.\n", + ent->client->pers.netname, CTFTeamName(desired_team)); + + if (ctfgame.match == MATCH_SETUP) { + gi.centerprintf(ent, "***********************\n" + "Type \"ready\" in console\n" + "to ready up.\n" + "***********************"); + } +} + +void CTFJoinTeam1(edict_t *ent, pmenuhnd_t *p) +{ + CTFJoinTeam(ent, CTF_TEAM1); +} + +void CTFJoinTeam2(edict_t *ent, pmenuhnd_t *p) +{ + CTFJoinTeam(ent, CTF_TEAM2); +} + +void CTFChaseCam(edict_t *ent, pmenuhnd_t *p) +{ + int i; + edict_t *e; + + if (ent->client->chase_target) { + ent->client->chase_target = NULL; + ent->client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION; + PMenu_Close(ent); + return; + } + + for (i = 1; i <= maxclients->value; i++) { + e = g_edicts + i; + if (e->inuse && e->solid != SOLID_NOT) { + ent->client->chase_target = e; + PMenu_Close(ent); + ent->client->update_chase = true; + return; + } + } + + SetLevelName(nochasemenu + jmenu_level); + + PMenu_Close(ent); + PMenu_Open(ent, nochasemenu, -1, sizeof(nochasemenu) / sizeof(pmenu_t), NULL); +} + +void CTFReturnToMain(edict_t *ent, pmenuhnd_t *p) +{ + PMenu_Close(ent); + CTFOpenJoinMenu(ent); +} + +void CTFRequestMatch(edict_t *ent, pmenuhnd_t *p) +{ + char text[1024]; + + PMenu_Close(ent); + + sprintf(text, "%s has requested to switch to competition mode.", + ent->client->pers.netname); + CTFBeginElection(ent, ELECT_MATCH, text); +} + +void DeathmatchScoreboard (edict_t *ent); + +void CTFShowScores(edict_t *ent, pmenu_t *p) +{ + PMenu_Close(ent); + + ent->client->showscores = true; + ent->client->showinventory = false; + DeathmatchScoreboard (ent); +} + +int CTFUpdateJoinMenu(edict_t *ent) +{ + static char team1players[32]; + static char team2players[32]; + int num1, num2, i; + + if (ctfgame.match >= MATCH_PREGAME && matchlock->value) { + joinmenu[jmenu_red].text = "MATCH IS LOCKED"; + joinmenu[jmenu_red].SelectFunc = NULL; + joinmenu[jmenu_blue].text = " (entry is not permitted)"; + joinmenu[jmenu_blue].SelectFunc = NULL; + } else { + if (ctfgame.match >= MATCH_PREGAME) { + joinmenu[jmenu_red].text = "Join Red MATCH Team"; + joinmenu[jmenu_blue].text = "Join Blue MATCH Team"; + } else { + joinmenu[jmenu_red].text = "Join Red Team"; + joinmenu[jmenu_blue].text = "Join Blue Team"; + } + joinmenu[jmenu_red].SelectFunc = CTFJoinTeam1; + joinmenu[jmenu_blue].SelectFunc = CTFJoinTeam2; + } + + if (ctf_forcejoin->string && *ctf_forcejoin->string) { + if (Q_stricmp(ctf_forcejoin->string, "red") == 0) { + joinmenu[jmenu_blue].text = NULL; + joinmenu[jmenu_blue].SelectFunc = NULL; + } else if (Q_stricmp(ctf_forcejoin->string, "blue") == 0) { + joinmenu[jmenu_red].text = NULL; + joinmenu[jmenu_red].SelectFunc = NULL; + } + } + + if (ent->client->chase_target) + joinmenu[jmenu_chase].text = "Leave Chase Camera"; + else + joinmenu[jmenu_chase].text = "Chase Camera"; + + SetLevelName(joinmenu + jmenu_level); + + num1 = num2 = 0; + for (i = 0; i < maxclients->value; i++) { + if (!g_edicts[i+1].inuse) + continue; + if (game.clients[i].resp.ctf_team == CTF_TEAM1) + num1++; + else if (game.clients[i].resp.ctf_team == CTF_TEAM2) + num2++; + } + + sprintf(team1players, " (%d players)", num1); + sprintf(team2players, " (%d players)", num2); + + switch (ctfgame.match) { + case MATCH_NONE : + joinmenu[jmenu_match].text = NULL; + break; + + case MATCH_SETUP : + joinmenu[jmenu_match].text = "*MATCH SETUP IN PROGRESS"; + break; + + case MATCH_PREGAME : + joinmenu[jmenu_match].text = "*MATCH STARTING"; + break; + + case MATCH_GAME : + joinmenu[jmenu_match].text = "*MATCH IN PROGRESS"; + break; + default: + break; + } + + if (joinmenu[jmenu_red].text) + joinmenu[jmenu_red+1].text = team1players; + else + joinmenu[jmenu_red+1].text = NULL; + if (joinmenu[jmenu_blue].text) + joinmenu[jmenu_blue+1].text = team2players; + else + joinmenu[jmenu_blue+1].text = NULL; + + joinmenu[jmenu_reqmatch].text = NULL; + joinmenu[jmenu_reqmatch].SelectFunc = NULL; + if (competition->value && ctfgame.match < MATCH_SETUP) { + joinmenu[jmenu_reqmatch].text = "Request Match"; + joinmenu[jmenu_reqmatch].SelectFunc = CTFRequestMatch; + } + + if (num1 > num2) + return CTF_TEAM1; + else if (num2 > num1) + return CTF_TEAM2; + return (rand() & 1) ? CTF_TEAM1 : CTF_TEAM2; +} + +void CTFOpenJoinMenu(edict_t *ent) +{ + int team; + + team = CTFUpdateJoinMenu(ent); + if (ent->client->chase_target) + team = 8; + else if (team == CTF_TEAM1) + team = 4; + else + team = 6; + PMenu_Open(ent, joinmenu, team, sizeof(joinmenu) / sizeof(pmenu_t), NULL); +} + +void CTFCredits(edict_t *ent, pmenuhnd_t *p) +{ + PMenu_Close(ent); + PMenu_Open(ent, creditsmenu, -1, sizeof(creditsmenu) / sizeof(pmenu_t), NULL); +} + +qboolean CTFStartClient(edict_t *ent) +{ + if (ent->client->resp.ctf_team != CTF_NOTEAM) + return false; + + if (!((int)dmflags->value & DF_CTF_FORCEJOIN) || ctfgame.match >= MATCH_SETUP) { + // start as 'observer' + ent->movetype = MOVETYPE_NOCLIP; + ent->solid = SOLID_NOT; + ent->svflags |= SVF_NOCLIENT; + ent->client->resp.ctf_team = CTF_NOTEAM; + ent->client->ps.gunindex = 0; + gi.linkentity (ent); + + CTFOpenJoinMenu(ent); + return true; + } + return false; +} + +void CTFObserver(edict_t *ent) +{ + char userinfo[MAX_INFO_STRING]; + + // start as 'observer' + if (ent->movetype == MOVETYPE_NOCLIP) + + CTFPlayerResetGrapple(ent); + CTFDeadDropFlag(ent); + CTFDeadDropTech(ent); + + ent->deadflag = DEAD_NO; + ent->movetype = MOVETYPE_NOCLIP; + ent->solid = SOLID_NOT; + ent->svflags |= SVF_NOCLIENT; + ent->client->resp.ctf_team = CTF_NOTEAM; + ent->client->ps.gunindex = 0; + ent->client->resp.score = 0; + memcpy (userinfo, ent->client->pers.userinfo, sizeof(userinfo)); + InitClientPersistant(ent->client); + ClientUserinfoChanged (ent, userinfo); + gi.linkentity (ent); + CTFOpenJoinMenu(ent); +} + +qboolean CTFInMatch(void) +{ + if (ctfgame.match > MATCH_NONE) + return true; + return false; +} + +qboolean CTFCheckRules(void) +{ + int t; + int i, j; + char text[64]; + edict_t *ent; + + if (ctfgame.election != ELECT_NONE && ctfgame.electtime <= level.time) { + gi.bprintf(PRINT_CHAT, "Election timed out and has been cancelled.\n"); + ctfgame.election = ELECT_NONE; + } + + if (ctfgame.match != MATCH_NONE) { + t = ctfgame.matchtime - level.time; + + // no team warnings in match mode + ctfgame.warnactive = 0; + + if (t <= 0) { // time ended on something + switch (ctfgame.match) { + case MATCH_SETUP : + // go back to normal mode + if (competition->value < 3) { + ctfgame.match = MATCH_NONE; + gi.cvar_set("competition", "1"); + CTFResetAllPlayers(); + } else { + // reset the time + ctfgame.matchtime = level.time + matchsetuptime->value * 60; + } + return false; + + case MATCH_PREGAME : + // match started! + CTFStartMatch(); + gi.positioned_sound (world->s.origin, world, CHAN_AUTO | CHAN_RELIABLE, gi.soundindex("misc/tele_up.wav"), 1, ATTN_NONE, 0); + return false; + + case MATCH_GAME : + // match ended! + CTFEndMatch(); + gi.positioned_sound (world->s.origin, world, CHAN_AUTO | CHAN_RELIABLE, gi.soundindex("misc/bigtele.wav"), 1, ATTN_NONE, 0); + return false; + default: + break; + } + } + + if (t == ctfgame.lasttime) + return false; + + ctfgame.lasttime = t; + + switch (ctfgame.match) { + case MATCH_SETUP : + for (j = 0, i = 1; i <= maxclients->value; i++) { + ent = g_edicts + i; + if (!ent->inuse) + continue; + if (ent->client->resp.ctf_team != CTF_NOTEAM && + !ent->client->resp.ready) + j++; + } + + if (competition->value < 3) + sprintf(text, "%02d:%02d SETUP: %d not ready", + t / 60, t % 60, j); + else + sprintf(text, "SETUP: %d not ready", j); + + gi.configstring (CONFIG_CTF_MATCH, text); + break; + + + case MATCH_PREGAME : + sprintf(text, "%02d:%02d UNTIL START", + t / 60, t % 60); + gi.configstring (CONFIG_CTF_MATCH, text); + + if (t <= 10 && !ctfgame.countdown) { + ctfgame.countdown = true; + gi.positioned_sound (world->s.origin, world, CHAN_AUTO | CHAN_RELIABLE, gi.soundindex("world/10_0.wav"), 1, ATTN_NONE, 0); + } + break; + + case MATCH_GAME: + sprintf(text, "%02d:%02d MATCH", + t / 60, t % 60); + gi.configstring (CONFIG_CTF_MATCH, text); + if (t <= 10 && !ctfgame.countdown) { + ctfgame.countdown = true; + gi.positioned_sound (world->s.origin, world, CHAN_AUTO | CHAN_RELIABLE, gi.soundindex("world/10_0.wav"), 1, ATTN_NONE, 0); + } + break; + default: + break; + } + return false; + + } else { + int team1 = 0, team2 = 0; + + if (level.time == ctfgame.lasttime) + return false; + ctfgame.lasttime = level.time; + // this is only done in non-match (public) mode + + if (warn_unbalanced->value) { + // count up the team totals + for (i = 1; i <= maxclients->value; i++) { + ent = g_edicts + i; + if (!ent->inuse) + continue; + if (ent->client->resp.ctf_team == CTF_TEAM1) + team1++; + else if (ent->client->resp.ctf_team == CTF_TEAM2) + team2++; + } + + if (team1 - team2 >= 2 && team2 >= 2) { + if (ctfgame.warnactive != CTF_TEAM1) { + ctfgame.warnactive = CTF_TEAM1; + gi.configstring (CONFIG_CTF_TEAMINFO, "WARNING: Red has too many players"); + } + } else if (team2 - team1 >= 2 && team1 >= 2) { + if (ctfgame.warnactive != CTF_TEAM2) { + ctfgame.warnactive = CTF_TEAM2; + gi.configstring (CONFIG_CTF_TEAMINFO, "WARNING: Blue has too many players"); + } + } else + ctfgame.warnactive = 0; + } else + ctfgame.warnactive = 0; + + } + + + + if (capturelimit->value && + (ctfgame.team1 >= capturelimit->value || + ctfgame.team2 >= capturelimit->value)) { + gi.bprintf (PRINT_HIGH, "Capturelimit hit.\n"); + return true; + } + return false; +} + +/*-------------------------------------------------------------------------- + * just here to help old map conversions + *--------------------------------------------------------------------------*/ + +static void old_teleporter_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) +{ + edict_t *dest; + int i; + vec3_t forward; + + if (!other->client) + return; + dest = G_Find (NULL, FOFS(targetname), self->target); + if (!dest) + { + gi.dprintf ("Couldn't find destination\n"); + return; + } + + //ZOID + CTFPlayerResetGrapple(other); + //ZOID + + // unlink to make sure it can't possibly interfere with KillBox + gi.unlinkentity (other); + + VectorCopy (dest->s.origin, other->s.origin); + VectorCopy (dest->s.origin, other->s.old_origin); + + // clear the velocity and hold them in place briefly + VectorClear (other->velocity); + other->client->ps.pmove.pm_time = 160>>3; // hold time + other->client->ps.pmove.pm_flags |= PMF_TIME_TELEPORT; + + // draw the teleport splash at source and on the player + self->enemy->s.event = EV_PLAYER_TELEPORT; + other->s.event = EV_PLAYER_TELEPORT; + + // set angles + for (i=0 ; i<3 ; i++) + other->client->ps.pmove.delta_angles[i] = ANGLE2SHORT(dest->s.angles[i] - other->client->resp.cmd_angles[i]); + + other->s.angles[PITCH] = 0; + other->s.angles[YAW] = dest->s.angles[YAW]; + other->s.angles[ROLL] = 0; + VectorCopy (dest->s.angles, other->client->ps.viewangles); + VectorCopy (dest->s.angles, other->client->v_angle); + + // give a little forward velocity + AngleVectors (other->client->v_angle, forward, NULL, NULL); + VectorScale(forward, 200, other->velocity); + + // kill anything at the destination + if (!KillBox (other)) + { + } + + gi.linkentity (other); +} + +/*QUAKED trigger_teleport (0.5 0.5 0.5) ? +Players touching this will be teleported +*/ +void SP_trigger_teleport (edict_t *ent) +{ + edict_t *s; + int i; + + if (!ent->target) + { + gi.dprintf ("teleporter without a target.\n"); + G_FreeEdict (ent); + return; + } + + ent->svflags |= SVF_NOCLIENT; + ent->solid = SOLID_TRIGGER; + ent->touch = old_teleporter_touch; + gi.setmodel (ent, ent->model); + gi.linkentity (ent); + + // noise maker and splash effect dude + s = G_Spawn(); + ent->enemy = s; + for (i = 0; i < 3; i++) + s->s.origin[i] = ent->mins[i] + (ent->maxs[i] - ent->mins[i])/2; + s->s.sound = gi.soundindex ("world/hum1.wav"); + gi.linkentity(s); + +} + +/*QUAKED info_teleport_destination (0.5 0.5 0.5) (-16 -16 -24) (16 16 32) +Point trigger_teleports at these. +*/ +void SP_info_teleport_destination (edict_t *ent) +{ + ent->s.origin[2] += 16; +} + +/*----------------------------------------------------------------------------------*/ +/* ADMIN */ + +typedef struct admin_settings_s { + int matchlen; + int matchsetuplen; + int matchstartlen; + qboolean weaponsstay; + qboolean instantitems; + qboolean quaddrop; + qboolean instantweap; + qboolean matchlock; +} admin_settings_t; + +#define SETMENU_SIZE (7 + 5) + +void CTFAdmin_UpdateSettings(edict_t *ent, pmenuhnd_t *setmenu); +void CTFOpenAdminMenu(edict_t *ent); + +void CTFAdmin_SettingsApply(edict_t *ent, pmenuhnd_t *p) +{ + admin_settings_t *settings = p->arg; + char st[80]; + int i; + + if (settings->matchlen != matchtime->value) { + gi.bprintf(PRINT_HIGH, "%s changed the match length to %d minutes.\n", + ent->client->pers.netname, settings->matchlen); + if (ctfgame.match == MATCH_GAME) { + // in the middle of a match, change it on the fly + ctfgame.matchtime = (ctfgame.matchtime - matchtime->value*60) + settings->matchlen*60; + } + sprintf(st, "%d", settings->matchlen); + gi.cvar_set("matchtime", st); + } + + if (settings->matchsetuplen != matchsetuptime->value) { + gi.bprintf(PRINT_HIGH, "%s changed the match setup time to %d minutes.\n", + ent->client->pers.netname, settings->matchsetuplen); + if (ctfgame.match == MATCH_SETUP) { + // in the middle of a match, change it on the fly + ctfgame.matchtime = (ctfgame.matchtime - matchsetuptime->value*60) + settings->matchsetuplen*60; + } + sprintf(st, "%d", settings->matchsetuplen); + gi.cvar_set("matchsetuptime", st); + } + + if (settings->matchstartlen != matchstarttime->value) { + gi.bprintf(PRINT_HIGH, "%s changed the match start time to %d seconds.\n", + ent->client->pers.netname, settings->matchstartlen); + if (ctfgame.match == MATCH_PREGAME) { + // in the middle of a match, change it on the fly + ctfgame.matchtime = (ctfgame.matchtime - matchstarttime->value) + settings->matchstartlen; + } + sprintf(st, "%d", settings->matchstartlen); + gi.cvar_set("matchstarttime", st); + } + + if (settings->weaponsstay != !!((int)dmflags->value & DF_WEAPONS_STAY)) { + gi.bprintf(PRINT_HIGH, "%s turned %s weapons stay.\n", + ent->client->pers.netname, settings->weaponsstay ? "on" : "off"); + i = (int)dmflags->value; + if (settings->weaponsstay) + i |= DF_WEAPONS_STAY; + else + i &= ~DF_WEAPONS_STAY; + sprintf(st, "%d", i); + gi.cvar_set("dmflags", st); + } + + if (settings->instantitems != !!((int)dmflags->value & DF_INSTANT_ITEMS)) { + gi.bprintf(PRINT_HIGH, "%s turned %s instant items.\n", + ent->client->pers.netname, settings->instantitems ? "on" : "off"); + i = (int)dmflags->value; + if (settings->instantitems) + i |= DF_INSTANT_ITEMS; + else + i &= ~DF_INSTANT_ITEMS; + sprintf(st, "%d", i); + gi.cvar_set("dmflags", st); + } + + if (settings->quaddrop != !!((int)dmflags->value & DF_QUAD_DROP)) { + gi.bprintf(PRINT_HIGH, "%s turned %s quad drop.\n", + ent->client->pers.netname, settings->quaddrop ? "on" : "off"); + i = (int)dmflags->value; + if (settings->quaddrop) + i |= DF_QUAD_DROP; + else + i &= ~DF_QUAD_DROP; + sprintf(st, "%d", i); + gi.cvar_set("dmflags", st); + } + + if (settings->instantweap != !!((int)instantweap->value)) { + gi.bprintf(PRINT_HIGH, "%s turned %s instant weapons.\n", + ent->client->pers.netname, settings->instantweap ? "on" : "off"); + sprintf(st, "%d", (int)settings->instantweap); + gi.cvar_set("instantweap", st); + } + + if (settings->matchlock != !!((int)matchlock->value)) { + gi.bprintf(PRINT_HIGH, "%s turned %s match lock.\n", + ent->client->pers.netname, settings->matchlock ? "on" : "off"); + sprintf(st, "%d", (int)settings->matchlock); + gi.cvar_set("matchlock", st); + } + + PMenu_Close(ent); + CTFOpenAdminMenu(ent); +} + +void CTFAdmin_SettingsCancel(edict_t *ent, pmenuhnd_t *p) +{ + PMenu_Close(ent); + CTFOpenAdminMenu(ent); +} + +void CTFAdmin_ChangeMatchLen(edict_t *ent, pmenuhnd_t *p) +{ + admin_settings_t *settings = p->arg; + + settings->matchlen = (settings->matchlen % 60) + 5; + if (settings->matchlen < 5) + settings->matchlen = 5; + + CTFAdmin_UpdateSettings(ent, p); +} + +void CTFAdmin_ChangeMatchSetupLen(edict_t *ent, pmenuhnd_t *p) +{ + admin_settings_t *settings = p->arg; + + settings->matchsetuplen = (settings->matchsetuplen % 60) + 5; + if (settings->matchsetuplen < 5) + settings->matchsetuplen = 5; + + CTFAdmin_UpdateSettings(ent, p); +} + +void CTFAdmin_ChangeMatchStartLen(edict_t *ent, pmenuhnd_t *p) +{ + admin_settings_t *settings = p->arg; + + settings->matchstartlen = (settings->matchstartlen % 600) + 10; + if (settings->matchstartlen < 20) + settings->matchstartlen = 20; + + CTFAdmin_UpdateSettings(ent, p); +} + +void CTFAdmin_ChangeWeapStay(edict_t *ent, pmenuhnd_t *p) +{ + admin_settings_t *settings = p->arg; + + settings->weaponsstay = !settings->weaponsstay; + CTFAdmin_UpdateSettings(ent, p); +} + +void CTFAdmin_ChangeInstantItems(edict_t *ent, pmenuhnd_t *p) +{ + admin_settings_t *settings = p->arg; + + settings->instantitems = !settings->instantitems; + CTFAdmin_UpdateSettings(ent, p); +} + +void CTFAdmin_ChangeQuadDrop(edict_t *ent, pmenuhnd_t *p) +{ + admin_settings_t *settings = p->arg; + + settings->quaddrop = !settings->quaddrop; + CTFAdmin_UpdateSettings(ent, p); +} + +void CTFAdmin_ChangeInstantWeap(edict_t *ent, pmenuhnd_t *p) +{ + admin_settings_t *settings = p->arg; + + settings->instantweap = !settings->instantweap; + CTFAdmin_UpdateSettings(ent, p); +} + +void CTFAdmin_ChangeMatchLock(edict_t *ent, pmenuhnd_t *p) +{ + admin_settings_t *settings = p->arg; + + settings->matchlock = !settings->matchlock; + CTFAdmin_UpdateSettings(ent, p); +} + +void CTFAdmin_UpdateSettings(edict_t *ent, pmenuhnd_t *setmenu) +{ + int i = 2; + char text[64]; + admin_settings_t *settings = setmenu->arg; + + sprintf(text, "Match Len: %2d mins", settings->matchlen); + PMenu_UpdateEntry(setmenu->entries + i, text, PMENU_ALIGN_LEFT, CTFAdmin_ChangeMatchLen); + i++; + + sprintf(text, "Match Setup Len: %2d mins", settings->matchsetuplen); + PMenu_UpdateEntry(setmenu->entries + i, text, PMENU_ALIGN_LEFT, CTFAdmin_ChangeMatchSetupLen); + i++; + + sprintf(text, "Match Start Len: %2d secs", settings->matchstartlen); + PMenu_UpdateEntry(setmenu->entries + i, text, PMENU_ALIGN_LEFT, CTFAdmin_ChangeMatchStartLen); + i++; + + sprintf(text, "Weapons Stay: %s", settings->weaponsstay ? "Yes" : "No"); + PMenu_UpdateEntry(setmenu->entries + i, text, PMENU_ALIGN_LEFT, CTFAdmin_ChangeWeapStay); + i++; + + sprintf(text, "Instant Items: %s", settings->instantitems ? "Yes" : "No"); + PMenu_UpdateEntry(setmenu->entries + i, text, PMENU_ALIGN_LEFT, CTFAdmin_ChangeInstantItems); + i++; + + sprintf(text, "Quad Drop: %s", settings->quaddrop ? "Yes" : "No"); + PMenu_UpdateEntry(setmenu->entries + i, text, PMENU_ALIGN_LEFT, CTFAdmin_ChangeQuadDrop); + i++; + + sprintf(text, "Instant Weapons: %s", settings->instantweap ? "Yes" : "No"); + PMenu_UpdateEntry(setmenu->entries + i, text, PMENU_ALIGN_LEFT, CTFAdmin_ChangeInstantWeap); + i++; + + sprintf(text, "Match Lock: %s", settings->matchlock ? "Yes" : "No"); + PMenu_UpdateEntry(setmenu->entries + i, text, PMENU_ALIGN_LEFT, CTFAdmin_ChangeMatchLock); + i++; + + PMenu_Update(ent); +} + +pmenu_t def_setmenu[] = { + { "*Settings Menu", PMENU_ALIGN_CENTER, NULL }, + { NULL, PMENU_ALIGN_CENTER, NULL }, + { NULL, PMENU_ALIGN_LEFT, NULL }, //int matchlen; + { NULL, PMENU_ALIGN_LEFT, NULL }, //int matchsetuplen; + { NULL, PMENU_ALIGN_LEFT, NULL }, //int matchstartlen; + { NULL, PMENU_ALIGN_LEFT, NULL }, //qboolean weaponsstay; + { NULL, PMENU_ALIGN_LEFT, NULL }, //qboolean instantitems; + { NULL, PMENU_ALIGN_LEFT, NULL }, //qboolean quaddrop; + { NULL, PMENU_ALIGN_LEFT, NULL }, //qboolean instantweap; + { NULL, PMENU_ALIGN_LEFT, NULL }, //qboolean matchlock; + { NULL, PMENU_ALIGN_LEFT, NULL }, + { "Apply", PMENU_ALIGN_LEFT, CTFAdmin_SettingsApply }, + { "Cancel", PMENU_ALIGN_LEFT, CTFAdmin_SettingsCancel } +}; + +void CTFAdmin_Settings(edict_t *ent, pmenuhnd_t *p) +{ + admin_settings_t *settings; + pmenuhnd_t *menu; + + PMenu_Close(ent); + + settings = malloc(sizeof(*settings)); + + settings->matchlen = matchtime->value; + settings->matchsetuplen = matchsetuptime->value; + settings->matchstartlen = matchstarttime->value; + settings->weaponsstay = !!((int)dmflags->value & DF_WEAPONS_STAY); + settings->instantitems = !!((int)dmflags->value & DF_INSTANT_ITEMS); + settings->quaddrop = !!((int)dmflags->value & DF_QUAD_DROP); + settings->instantweap = instantweap->value != 0; + settings->matchlock = matchlock->value != 0; + + menu = PMenu_Open(ent, def_setmenu, -1, sizeof(def_setmenu) / sizeof(pmenu_t), settings); + CTFAdmin_UpdateSettings(ent, menu); +} + +void CTFAdmin_MatchSet(edict_t *ent, pmenuhnd_t *p) +{ + PMenu_Close(ent); + + if (ctfgame.match == MATCH_SETUP) { + gi.bprintf(PRINT_CHAT, "Match has been forced to start.\n"); + ctfgame.match = MATCH_PREGAME; + ctfgame.matchtime = level.time + matchstarttime->value; + gi.positioned_sound (world->s.origin, world, CHAN_AUTO | CHAN_RELIABLE, gi.soundindex("misc/talk1.wav"), 1, ATTN_NONE, 0); + ctfgame.countdown = false; + } else if (ctfgame.match == MATCH_GAME) { + gi.bprintf(PRINT_CHAT, "Match has been forced to terminate.\n"); + ctfgame.match = MATCH_SETUP; + ctfgame.matchtime = level.time + matchsetuptime->value * 60; + CTFResetAllPlayers(); + } +} + +void CTFAdmin_MatchMode(edict_t *ent, pmenuhnd_t *p) +{ + PMenu_Close(ent); + + if (ctfgame.match != MATCH_SETUP) { + if (competition->value < 3) + gi.cvar_set("competition", "2"); + ctfgame.match = MATCH_SETUP; + CTFResetAllPlayers(); + } +} + +void CTFAdmin_Reset(edict_t *ent, pmenuhnd_t *p) +{ + PMenu_Close(ent); + + // go back to normal mode + gi.bprintf(PRINT_CHAT, "Match mode has been terminated, reseting to normal game.\n"); + ctfgame.match = MATCH_NONE; + gi.cvar_set("competition", "1"); + CTFResetAllPlayers(); +} + +void CTFAdmin_Cancel(edict_t *ent, pmenuhnd_t *p) +{ + PMenu_Close(ent); +} + + +pmenu_t adminmenu[] = { + { "*Administration Menu", PMENU_ALIGN_CENTER, NULL }, + { NULL, PMENU_ALIGN_CENTER, NULL }, // blank + { "Settings", PMENU_ALIGN_LEFT, CTFAdmin_Settings }, + { NULL, PMENU_ALIGN_LEFT, NULL }, + { NULL, PMENU_ALIGN_LEFT, NULL }, + { "Cancel", PMENU_ALIGN_LEFT, CTFAdmin_Cancel }, + { NULL, PMENU_ALIGN_CENTER, NULL }, +}; + +void CTFOpenAdminMenu(edict_t *ent) +{ + adminmenu[3].text = NULL; + adminmenu[3].SelectFunc = NULL; + adminmenu[4].text = NULL; + adminmenu[4].SelectFunc = NULL; + if (ctfgame.match == MATCH_SETUP) { + adminmenu[3].text = "Force start match"; + adminmenu[3].SelectFunc = CTFAdmin_MatchSet; + adminmenu[4].text = "Reset to pickup mode"; + adminmenu[4].SelectFunc = CTFAdmin_Reset; + } else if (ctfgame.match == MATCH_GAME || ctfgame.match == MATCH_PREGAME) { + adminmenu[3].text = "Cancel match"; + adminmenu[3].SelectFunc = CTFAdmin_MatchSet; + } else if (ctfgame.match == MATCH_NONE && competition->value) { + adminmenu[3].text = "Switch to match mode"; + adminmenu[3].SelectFunc = CTFAdmin_MatchMode; + } + + + PMenu_Open(ent, adminmenu, -1, sizeof(adminmenu) / sizeof(pmenu_t), NULL); +} + +void CTFAdmin(edict_t *ent) +{ + char text[1024]; + + if (!allow_admin->value) { + gi.cprintf(ent, PRINT_HIGH, "Administration is disabled\n"); + return; + } + + if (gi.argc() > 1 && admin_password->string && *admin_password->string && + !ent->client->resp.admin && strcmp(admin_password->string, gi.argv(1)) == 0) { + ent->client->resp.admin = true; + gi.bprintf(PRINT_HIGH, "%s has become an admin.\n", ent->client->pers.netname); + gi.cprintf(ent, PRINT_HIGH, "Type 'admin' to access the adminstration menu.\n"); + } + + if (!ent->client->resp.admin) { + sprintf(text, "%s has requested admin rights.", + ent->client->pers.netname); + CTFBeginElection(ent, ELECT_ADMIN, text); + return; + } + + if (ent->client->menu) + PMenu_Close(ent); + + CTFOpenAdminMenu(ent); +} + +/*----------------------------------------------------------------*/ + +void CTFStats(edict_t *ent) +{ + int i, e; + ghost_t *g; + char st[80]; + char text[1024]; + edict_t *e2; + + *text = 0; + if (ctfgame.match == MATCH_SETUP) { + for (i = 1; i <= maxclients->value; i++) { + e2 = g_edicts + i; + if (!e2->inuse) + continue; + if (!e2->client->resp.ready && e2->client->resp.ctf_team != CTF_NOTEAM) { + sprintf(st, "%s is not ready.\n", e2->client->pers.netname); + if (strlen(text) + strlen(st) < sizeof(text) - 50) + strcat(text, st); + } + } + } + + for (i = 0, g = ctfgame.ghosts; i < MAX_CLIENTS; i++, g++) + if (g->ent) + break; + + if (i == MAX_CLIENTS) { + if (*text) + gi.cprintf(ent, PRINT_HIGH, "%s", text); + gi.cprintf(ent, PRINT_HIGH, "No statistics available.\n"); + return; + } + + strcat(text, " #|Name |Score|Kills|Death|BasDf|CarDf|Effcy|\n"); + + for (i = 0, g = ctfgame.ghosts; i < MAX_CLIENTS; i++, g++) { + if (!*g->netname) + continue; + + if (g->deaths + g->kills == 0) + e = 50; + else + e = g->kills * 100 / (g->kills + g->deaths); + sprintf(st, "%3d|%-16.16s|%5d|%5d|%5d|%5d|%5d|%4d%%|\n", + g->number, + g->netname, + g->score, + g->kills, + g->deaths, + g->basedef, + g->carrierdef, + e); + if (strlen(text) + strlen(st) > sizeof(text) - 50) { + sprintf(text+strlen(text), "And more...\n"); + gi.cprintf(ent, PRINT_HIGH, "%s", text); + return; + } + strcat(text, st); + } + gi.cprintf(ent, PRINT_HIGH, "%s", text); +} + +void CTFPlayerList(edict_t *ent) +{ + int i; + char st[80]; + char text[1400]; + edict_t *e2; + + // number, name, connect time, ping, score, admin + + *text = 0; + for (i = 1; i <= maxclients->value; i++) { + e2 = g_edicts + i; + if (!e2->inuse) + continue; + + Com_sprintf(st, sizeof(st), "%3d %-16.16s %02d:%02d %4d %3d%s%s\n", + i, + e2->client->pers.netname, + (level.framenum - e2->client->resp.enterframe) / 600, + ((level.framenum - e2->client->resp.enterframe) % 600)/10, + e2->client->ping, + e2->client->resp.score, + (ctfgame.match == MATCH_SETUP || ctfgame.match == MATCH_PREGAME) ? + (e2->client->resp.ready ? " (ready)" : " (notready)") : "", + e2->client->resp.admin ? " (admin)" : ""); + + if (strlen(text) + strlen(st) > sizeof(text) - 50) { + sprintf(text+strlen(text), "And more...\n"); + gi.cprintf(ent, PRINT_HIGH, "%s", text); + return; + } + strcat(text, st); + } + gi.cprintf(ent, PRINT_HIGH, "%s", text); +} + + +void CTFWarp(edict_t *ent) +{ + char text[1024]; + char *mlist, *token; + static const char *seps = " \t\n\r"; + + if (gi.argc() < 2) { + gi.cprintf(ent, PRINT_HIGH, "Where do you want to warp to?\n"); + gi.cprintf(ent, PRINT_HIGH, "Available levels are: %s\n", warp_list->string); + return; + } + + mlist = strdup(warp_list->string); + + token = strtok(mlist, seps); + while (token != NULL) { + if (Q_stricmp(token, gi.argv(1)) == 0) + break; + token = strtok(NULL, seps); + } + + if (token == NULL) { + gi.cprintf(ent, PRINT_HIGH, "Unknown CTF level.\n"); + gi.cprintf(ent, PRINT_HIGH, "Available levels are: %s\n", warp_list->string); + free(mlist); + return; + } + + free(mlist); + + + if (ent->client->resp.admin) { + gi.bprintf(PRINT_HIGH, "%s is warping to level %s.\n", + ent->client->pers.netname, gi.argv(1)); + strncpy(level.forcemap, gi.argv(1), sizeof(level.forcemap) - 1); + EndDMLevel(); + return; + } + + sprintf(text, "%s has requested warping to level %s.", + ent->client->pers.netname, gi.argv(1)); + if (CTFBeginElection(ent, ELECT_MAP, text)) + strncpy(ctfgame.elevel, gi.argv(1), sizeof(ctfgame.elevel) - 1); +} + +void CTFBoot(edict_t *ent) +{ + int i; + edict_t *targ; + char text[80]; + + if (!ent->client->resp.admin) { + gi.cprintf(ent, PRINT_HIGH, "You are not an admin.\n"); + return; + } + + if (gi.argc() < 2) { + gi.cprintf(ent, PRINT_HIGH, "Who do you want to kick?\n"); + return; + } + + if (*gi.argv(1) < '0' && *gi.argv(1) > '9') { + gi.cprintf(ent, PRINT_HIGH, "Specify the player number to kick.\n"); + return; + } + + i = atoi(gi.argv(1)); + if (i < 1 || i > maxclients->value) { + gi.cprintf(ent, PRINT_HIGH, "Invalid player number.\n"); + return; + } + + targ = g_edicts + i; + if (!targ->inuse) { + gi.cprintf(ent, PRINT_HIGH, "That player number is not connected.\n"); + return; + } + + sprintf(text, "kick %d\n", i - 1); + gi.AddCommandString(text); +} + + +void CTFSetPowerUpEffect(edict_t *ent, int def) +{ + if (ent->client->resp.ctf_team == CTF_TEAM1) + ent->s.effects |= EF_PENT; // red + else if (ent->client->resp.ctf_team == CTF_TEAM2) + ent->s.effects |= EF_QUAD; // red + else + ent->s.effects |= def; +} + diff --git a/src/g_ctf.h b/src/g_ctf.h new file mode 100644 index 0000000..6801a88 --- /dev/null +++ b/src/g_ctf.h @@ -0,0 +1,192 @@ +/* +Copyright (C) 1997-2001 Id Software, Inc. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ + +#define CTF_VERSION 1.52 +#define CTF_VSTRING2(x) #x +#define CTF_VSTRING(x) CTF_VSTRING2(x) +#define CTF_STRING_VERSION CTF_VSTRING(CTF_VERSION) + +#define STAT_CTF_TEAM1_PIC 17 +#define STAT_CTF_TEAM1_CAPS 18 +#define STAT_CTF_TEAM2_PIC 19 +#define STAT_CTF_TEAM2_CAPS 20 +#define STAT_CTF_FLAG_PIC 21 +#define STAT_CTF_JOINED_TEAM1_PIC 22 +#define STAT_CTF_JOINED_TEAM2_PIC 23 +#define STAT_CTF_TEAM1_HEADER 24 +#define STAT_CTF_TEAM2_HEADER 25 +#define STAT_CTF_TECH 26 +#define STAT_CTF_ID_VIEW 27 +#define STAT_CTF_MATCH 28 +#define STAT_CTF_ID_VIEW_COLOR 29 +#define STAT_CTF_TEAMINFO 30 + +#define CONFIG_CTF_MATCH (CS_AIRACCEL-1) +#define CONFIG_CTF_TEAMINFO (CS_AIRACCEL-2) + +typedef enum { + CTF_NOTEAM, + CTF_TEAM1, + CTF_TEAM2 +} ctfteam_t; + +typedef enum { + CTF_GRAPPLE_STATE_FLY, + CTF_GRAPPLE_STATE_PULL, + CTF_GRAPPLE_STATE_HANG +} ctfgrapplestate_t; + +typedef struct ghost_s { + char netname[16]; + int number; + + // stats + int deaths; + int kills; + int caps; + int basedef; + int carrierdef; + + int code; // ghost code + int team; // team + int score; // frags at time of disconnect + edict_t *ent; +} ghost_t; + +extern cvar_t *ctf; + +#define CTF_TEAM1_SKIN "ctf_r" +#define CTF_TEAM2_SKIN "ctf_b" + +#define DF_CTF_FORCEJOIN 131072 +#define DF_ARMOR_PROTECT 262144 +#define DF_CTF_NO_TECH 524288 + +#define CTF_CAPTURE_BONUS 15 // what you get for capture +#define CTF_TEAM_BONUS 10 // what your team gets for capture +#define CTF_RECOVERY_BONUS 1 // what you get for recovery +#define CTF_FLAG_BONUS 0 // what you get for picking up enemy flag +#define CTF_FRAG_CARRIER_BONUS 2 // what you get for fragging enemy flag carrier +#define CTF_FLAG_RETURN_TIME 40 // seconds until auto return + +#define CTF_CARRIER_DANGER_PROTECT_BONUS 2 // bonus for fraggin someone who has recently hurt your flag carrier +#define CTF_CARRIER_PROTECT_BONUS 1 // bonus for fraggin someone while either you or your target are near your flag carrier +#define CTF_FLAG_DEFENSE_BONUS 1 // bonus for fraggin someone while either you or your target are near your flag +#define CTF_RETURN_FLAG_ASSIST_BONUS 1 // awarded for returning a flag that causes a capture to happen almost immediately +#define CTF_FRAG_CARRIER_ASSIST_BONUS 2 // award for fragging a flag carrier if a capture happens almost immediately + +#define CTF_TARGET_PROTECT_RADIUS 400 // the radius around an object being defended where a target will be worth extra frags +#define CTF_ATTACKER_PROTECT_RADIUS 400 // the radius around an object being defended where an attacker will get extra frags when making kills + +#define CTF_CARRIER_DANGER_PROTECT_TIMEOUT 8 +#define CTF_FRAG_CARRIER_ASSIST_TIMEOUT 10 +#define CTF_RETURN_FLAG_ASSIST_TIMEOUT 10 + +#define CTF_AUTO_FLAG_RETURN_TIMEOUT 30 // number of seconds before dropped flag auto-returns + +#define CTF_TECH_TIMEOUT 60 // seconds before techs spawn again + +#define CTF_GRAPPLE_SPEED 650 // speed of grapple in flight +#define CTF_GRAPPLE_PULL_SPEED 650 // speed player is pulled at + +void CTFInit(void); +void CTFSpawn(void); +void CTFPrecache(void); + +void SP_info_player_team1(edict_t *self); +void SP_info_player_team2(edict_t *self); + +char *CTFTeamName(int team); +char *CTFOtherTeamName(int team); +void CTFAssignSkin(edict_t *ent, char *s); +void CTFAssignTeam(gclient_t *who); +edict_t *SelectCTFSpawnPoint (edict_t *ent); +qboolean CTFPickup_Flag(edict_t *ent, edict_t *other); +void CTFDrop_Flag(edict_t *ent, gitem_t *item); +void CTFEffects(edict_t *player); +void CTFCalcScores(void); +void SetCTFStats(edict_t *ent); +void CTFDeadDropFlag(edict_t *self); +void CTFScoreboardMessage (edict_t *ent, edict_t *killer); +void CTFTeam_f (edict_t *ent); +void CTFID_f (edict_t *ent); +void CTFSay_Team(edict_t *who, char *msg); +void CTFFlagSetup (edict_t *ent); +void CTFResetFlag(int ctf_team); +void CTFFragBonuses(edict_t *targ, edict_t *inflictor, edict_t *attacker); +void CTFCheckHurtCarrier(edict_t *targ, edict_t *attacker); + +// GRAPPLE +void CTFWeapon_Grapple (edict_t *ent); +void CTFPlayerResetGrapple(edict_t *ent); +void CTFGrapplePull(edict_t *self); +void CTFResetGrapple(edict_t *self); + +//TECH +gitem_t *CTFWhat_Tech(edict_t *ent); +qboolean CTFPickup_Tech (edict_t *ent, edict_t *other); +void CTFDrop_Tech(edict_t *ent, gitem_t *item); +void CTFDeadDropTech(edict_t *ent); +void CTFSetupTechSpawn(void); +int CTFApplyResistance(edict_t *ent, int dmg); +int CTFApplyStrength(edict_t *ent, int dmg); +qboolean CTFApplyStrengthSound(edict_t *ent); +qboolean CTFApplyHaste(edict_t *ent); +void CTFApplyHasteSound(edict_t *ent); +void CTFApplyRegeneration(edict_t *ent); +qboolean CTFHasRegeneration(edict_t *ent); +void CTFRespawnTech(edict_t *ent); +void CTFResetTech(void); + +void CTFOpenJoinMenu(edict_t *ent); +qboolean CTFStartClient(edict_t *ent); +void CTFVoteYes(edict_t *ent); +void CTFVoteNo(edict_t *ent); +void CTFReady(edict_t *ent); +void CTFNotReady(edict_t *ent); +qboolean CTFNextMap(void); +qboolean CTFMatchSetup(void); +qboolean CTFMatchOn(void); +void CTFGhost(edict_t *ent); +void CTFAdmin(edict_t *ent); +qboolean CTFInMatch(void); +void CTFStats(edict_t *ent); +void CTFWarp(edict_t *ent); +void CTFBoot(edict_t *ent); +void CTFPlayerList(edict_t *ent); + +qboolean CTFCheckRules(void); + +void SP_misc_ctf_banner (edict_t *ent); +void SP_misc_ctf_small_banner (edict_t *ent); + +extern char *ctf_statusbar; + +void UpdateChaseCam(edict_t *ent); +void ChaseNext(edict_t *ent); +void ChasePrev(edict_t *ent); + +void CTFObserver(edict_t *ent); + +void SP_trigger_teleport (edict_t *ent); +void SP_info_teleport_destination (edict_t *ent); + +void CTFSetPowerUpEffect(edict_t *ent, int def); + diff --git a/src/g_func.c b/src/g_func.c new file mode 100644 index 0000000..ccdc00d --- /dev/null +++ b/src/g_func.c @@ -0,0 +1,2043 @@ +/* +Copyright (C) 1997-2001 Id Software, Inc. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ +#include "g_local.h" + +/* +========================================================= + + PLATS + + movement options: + + linear + smooth start, hard stop + smooth start, smooth stop + + start + end + acceleration + speed + deceleration + begin sound + end sound + target fired when reaching end + wait at end + + object characteristics that use move segments + --------------------------------------------- + movetype_push, or movetype_stop + action when touched + action when blocked + action when used + disabled? + auto trigger spawning + + +========================================================= +*/ + +#define PLAT_LOW_TRIGGER 1 + +#define STATE_TOP 0 +#define STATE_BOTTOM 1 +#define STATE_UP 2 +#define STATE_DOWN 3 + +#define DOOR_START_OPEN 1 +#define DOOR_REVERSE 2 +#define DOOR_CRUSHER 4 +#define DOOR_NOMONSTER 8 +#define DOOR_TOGGLE 32 +#define DOOR_X_AXIS 64 +#define DOOR_Y_AXIS 128 + + +// +// Support routines for movement (changes in origin using velocity) +// + +void Move_Done (edict_t *ent) +{ + VectorClear (ent->velocity); + ent->moveinfo.endfunc (ent); +} + +void Move_Final (edict_t *ent) +{ + if (ent->moveinfo.remaining_distance == 0) + { + Move_Done (ent); + return; + } + + VectorScale (ent->moveinfo.dir, ent->moveinfo.remaining_distance / FRAMETIME, ent->velocity); + + ent->think = Move_Done; + ent->nextthink = level.time + FRAMETIME; +} + +void Move_Begin (edict_t *ent) +{ + float frames; + + if ((ent->moveinfo.speed * FRAMETIME) >= ent->moveinfo.remaining_distance) + { + Move_Final (ent); + return; + } + VectorScale (ent->moveinfo.dir, ent->moveinfo.speed, ent->velocity); + frames = floor((ent->moveinfo.remaining_distance / ent->moveinfo.speed) / FRAMETIME); + ent->moveinfo.remaining_distance -= frames * ent->moveinfo.speed * FRAMETIME; + ent->nextthink = level.time + (frames * FRAMETIME); + ent->think = Move_Final; +} + +void Think_AccelMove (edict_t *ent); + +void Move_Calc (edict_t *ent, vec3_t dest, void(*func)(edict_t*)) +{ + VectorClear (ent->velocity); + VectorSubtract (dest, ent->s.origin, ent->moveinfo.dir); + ent->moveinfo.remaining_distance = VectorNormalize (ent->moveinfo.dir); + ent->moveinfo.endfunc = func; + + if (ent->moveinfo.speed == ent->moveinfo.accel && ent->moveinfo.speed == ent->moveinfo.decel) + { + if (level.current_entity == ((ent->flags & FL_TEAMSLAVE) ? ent->teammaster : ent)) + { + Move_Begin (ent); + } + else + { + ent->nextthink = level.time + FRAMETIME; + ent->think = Move_Begin; + } + } + else + { + // accelerative + ent->moveinfo.current_speed = 0; + ent->think = Think_AccelMove; + ent->nextthink = level.time + FRAMETIME; + } +} + + +// +// Support routines for angular movement (changes in angle using avelocity) +// + +void AngleMove_Done (edict_t *ent) +{ + VectorClear (ent->avelocity); + ent->moveinfo.endfunc (ent); +} + +void AngleMove_Final (edict_t *ent) +{ + vec3_t move; + + if (ent->moveinfo.state == STATE_UP) + VectorSubtract (ent->moveinfo.end_angles, ent->s.angles, move); + else + VectorSubtract (ent->moveinfo.start_angles, ent->s.angles, move); + + if (VectorCompare (move, vec3_origin)) + { + AngleMove_Done (ent); + return; + } + + VectorScale (move, 1.0/FRAMETIME, ent->avelocity); + + ent->think = AngleMove_Done; + ent->nextthink = level.time + FRAMETIME; +} + +void AngleMove_Begin (edict_t *ent) +{ + vec3_t destdelta; + float len; + float traveltime; + float frames; + + // set destdelta to the vector needed to move + if (ent->moveinfo.state == STATE_UP) + VectorSubtract (ent->moveinfo.end_angles, ent->s.angles, destdelta); + else + VectorSubtract (ent->moveinfo.start_angles, ent->s.angles, destdelta); + + // calculate length of vector + len = VectorLength (destdelta); + + // divide by speed to get time to reach dest + traveltime = len / ent->moveinfo.speed; + + if (traveltime < FRAMETIME) + { + AngleMove_Final (ent); + return; + } + + frames = floor(traveltime / FRAMETIME); + + // scale the destdelta vector by the time spent traveling to get velocity + VectorScale (destdelta, 1.0 / traveltime, ent->avelocity); + + // set nextthink to trigger a think when dest is reached + ent->nextthink = level.time + frames * FRAMETIME; + ent->think = AngleMove_Final; +} + +void AngleMove_Calc (edict_t *ent, void(*func)(edict_t*)) +{ + VectorClear (ent->avelocity); + ent->moveinfo.endfunc = func; + if (level.current_entity == ((ent->flags & FL_TEAMSLAVE) ? ent->teammaster : ent)) + { + AngleMove_Begin (ent); + } + else + { + ent->nextthink = level.time + FRAMETIME; + ent->think = AngleMove_Begin; + } +} + + +/* +============== +Think_AccelMove + +The team has completed a frame of movement, so +change the speed for the next frame +============== +*/ +#define AccelerationDistance(target, rate) (target * ((target / rate) + 1) / 2) + +void plat_CalcAcceleratedMove(moveinfo_t *moveinfo) +{ + float accel_dist; + float decel_dist; + + moveinfo->move_speed = moveinfo->speed; + + if (moveinfo->remaining_distance < moveinfo->accel) + { + moveinfo->current_speed = moveinfo->remaining_distance; + return; + } + + accel_dist = AccelerationDistance (moveinfo->speed, moveinfo->accel); + decel_dist = AccelerationDistance (moveinfo->speed, moveinfo->decel); + + if ((moveinfo->remaining_distance - accel_dist - decel_dist) < 0) + { + float f; + + f = (moveinfo->accel + moveinfo->decel) / (moveinfo->accel * moveinfo->decel); + moveinfo->move_speed = (-2 + sqrt(4 - 4 * f * (-2 * moveinfo->remaining_distance))) / (2 * f); + decel_dist = AccelerationDistance (moveinfo->move_speed, moveinfo->decel); + } + + moveinfo->decel_distance = decel_dist; +} + +void plat_Accelerate (moveinfo_t *moveinfo) +{ + // are we decelerating? + if (moveinfo->remaining_distance <= moveinfo->decel_distance) + { + if (moveinfo->remaining_distance < moveinfo->decel_distance) + { + if (moveinfo->next_speed) + { + moveinfo->current_speed = moveinfo->next_speed; + moveinfo->next_speed = 0; + return; + } + if (moveinfo->current_speed > moveinfo->decel) + moveinfo->current_speed -= moveinfo->decel; + } + return; + } + + // are we at full speed and need to start decelerating during this move? + if (moveinfo->current_speed == moveinfo->move_speed) + if ((moveinfo->remaining_distance - moveinfo->current_speed) < moveinfo->decel_distance) + { + float p1_distance; + float p2_distance; + float distance; + + p1_distance = moveinfo->remaining_distance - moveinfo->decel_distance; + p2_distance = moveinfo->move_speed * (1.0 - (p1_distance / moveinfo->move_speed)); + distance = p1_distance + p2_distance; + moveinfo->current_speed = moveinfo->move_speed; + moveinfo->next_speed = moveinfo->move_speed - moveinfo->decel * (p2_distance / distance); + return; + } + + // are we accelerating? + if (moveinfo->current_speed < moveinfo->speed) + { + float old_speed; + float p1_distance; + float p1_speed; + float p2_distance; + float distance; + + old_speed = moveinfo->current_speed; + + // figure simple acceleration up to move_speed + moveinfo->current_speed += moveinfo->accel; + if (moveinfo->current_speed > moveinfo->speed) + moveinfo->current_speed = moveinfo->speed; + + // are we accelerating throughout this entire move? + if ((moveinfo->remaining_distance - moveinfo->current_speed) >= moveinfo->decel_distance) + return; + + // during this move we will accelrate from current_speed to move_speed + // and cross over the decel_distance; figure the average speed for the + // entire move + p1_distance = moveinfo->remaining_distance - moveinfo->decel_distance; + p1_speed = (old_speed + moveinfo->move_speed) / 2.0; + p2_distance = moveinfo->move_speed * (1.0 - (p1_distance / p1_speed)); + distance = p1_distance + p2_distance; + moveinfo->current_speed = (p1_speed * (p1_distance / distance)) + (moveinfo->move_speed * (p2_distance / distance)); + moveinfo->next_speed = moveinfo->move_speed - moveinfo->decel * (p2_distance / distance); + return; + } + + // we are at constant velocity (move_speed) + return; +} + +void Think_AccelMove (edict_t *ent) +{ + ent->moveinfo.remaining_distance -= ent->moveinfo.current_speed; + + if (ent->moveinfo.current_speed == 0) // starting or blocked + plat_CalcAcceleratedMove(&ent->moveinfo); + + plat_Accelerate (&ent->moveinfo); + + // will the entire move complete on next frame? + if (ent->moveinfo.remaining_distance <= ent->moveinfo.current_speed) + { + Move_Final (ent); + return; + } + + VectorScale (ent->moveinfo.dir, ent->moveinfo.current_speed*10, ent->velocity); + ent->nextthink = level.time + FRAMETIME; + ent->think = Think_AccelMove; +} + + +void plat_go_down (edict_t *ent); + +void plat_hit_top (edict_t *ent) +{ + if (!(ent->flags & FL_TEAMSLAVE)) + { + if (ent->moveinfo.sound_end) + gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_end, 1, ATTN_STATIC, 0); + ent->s.sound = 0; + } + ent->moveinfo.state = STATE_TOP; + + ent->think = plat_go_down; + ent->nextthink = level.time + 3; +} + +void plat_hit_bottom (edict_t *ent) +{ + if (!(ent->flags & FL_TEAMSLAVE)) + { + if (ent->moveinfo.sound_end) + gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_end, 1, ATTN_STATIC, 0); + ent->s.sound = 0; + } + ent->moveinfo.state = STATE_BOTTOM; +} + +void plat_go_down (edict_t *ent) +{ + if (!(ent->flags & FL_TEAMSLAVE)) + { + if (ent->moveinfo.sound_start) + gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_start, 1, ATTN_STATIC, 0); + ent->s.sound = ent->moveinfo.sound_middle; + } + ent->moveinfo.state = STATE_DOWN; + Move_Calc (ent, ent->moveinfo.end_origin, plat_hit_bottom); +} + +void plat_go_up (edict_t *ent) +{ + if (!(ent->flags & FL_TEAMSLAVE)) + { + if (ent->moveinfo.sound_start) + gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_start, 1, ATTN_STATIC, 0); + ent->s.sound = ent->moveinfo.sound_middle; + } + ent->moveinfo.state = STATE_UP; + Move_Calc (ent, ent->moveinfo.start_origin, plat_hit_top); +} + +void plat_blocked (edict_t *self, edict_t *other) +{ + if (!(other->svflags & SVF_MONSTER) && (!other->client) ) + { + // give it a chance to go away on it's own terms (like gibs) + T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH); + // if it's still there, nuke it + if (other) + BecomeExplosion1 (other); + return; + } + + T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH); + + if (self->moveinfo.state == STATE_UP) + plat_go_down (self); + else if (self->moveinfo.state == STATE_DOWN) + plat_go_up (self); +} + + +void Use_Plat (edict_t *ent, edict_t *other, edict_t *activator) +{ + if (ent->think) + return; // already down + plat_go_down (ent); +} + + +void Touch_Plat_Center (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf) +{ + if (!other->client) + return; + + if (other->health <= 0) + return; + + ent = ent->enemy; // now point at the plat, not the trigger + if (ent->moveinfo.state == STATE_BOTTOM) + plat_go_up (ent); + else if (ent->moveinfo.state == STATE_TOP) + ent->nextthink = level.time + 1; // the player is still on the plat, so delay going down +} + +void plat_spawn_inside_trigger (edict_t *ent) +{ + edict_t *trigger; + vec3_t tmin, tmax; + + // + // middle trigger + // + trigger = G_Spawn(); + trigger->touch = Touch_Plat_Center; + trigger->movetype = MOVETYPE_NONE; + trigger->solid = SOLID_TRIGGER; + trigger->enemy = ent; + + tmin[0] = ent->mins[0] + 25; + tmin[1] = ent->mins[1] + 25; + tmin[2] = ent->mins[2]; + + tmax[0] = ent->maxs[0] - 25; + tmax[1] = ent->maxs[1] - 25; + tmax[2] = ent->maxs[2] + 8; + + tmin[2] = tmax[2] - (ent->pos1[2] - ent->pos2[2] + st.lip); + + if (ent->spawnflags & PLAT_LOW_TRIGGER) + tmax[2] = tmin[2] + 8; + + if (tmax[0] - tmin[0] <= 0) + { + tmin[0] = (ent->mins[0] + ent->maxs[0]) *0.5; + tmax[0] = tmin[0] + 1; + } + if (tmax[1] - tmin[1] <= 0) + { + tmin[1] = (ent->mins[1] + ent->maxs[1]) *0.5; + tmax[1] = tmin[1] + 1; + } + + VectorCopy (tmin, trigger->mins); + VectorCopy (tmax, trigger->maxs); + + gi.linkentity (trigger); +} + + +/*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER +speed default 150 + +Plats are always drawn in the extended position, so they will light correctly. + +If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is trigger, when it will lower and become a normal plat. + +"speed" overrides default 200. +"accel" overrides default 500 +"lip" overrides default 8 pixel lip + +If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determoveinfoned by the model's height. + +Set "sounds" to one of the following: +1) base fast +2) chain slow +*/ +void SP_func_plat (edict_t *ent) +{ + VectorClear (ent->s.angles); + ent->solid = SOLID_BSP; + ent->movetype = MOVETYPE_PUSH; + + gi.setmodel (ent, ent->model); + + ent->blocked = plat_blocked; + + if (!ent->speed) + ent->speed = 20; + else + ent->speed *= 0.1; + + if (!ent->accel) + ent->accel = 5; + else + ent->accel *= 0.1; + + if (!ent->decel) + ent->decel = 5; + else + ent->decel *= 0.1; + + if (!ent->dmg) + ent->dmg = 2; + + if (!st.lip) + st.lip = 8; + + // pos1 is the top position, pos2 is the bottom + VectorCopy (ent->s.origin, ent->pos1); + VectorCopy (ent->s.origin, ent->pos2); + if (st.height) + ent->pos2[2] -= st.height; + else + ent->pos2[2] -= (ent->maxs[2] - ent->mins[2]) - st.lip; + + ent->use = Use_Plat; + + plat_spawn_inside_trigger (ent); // the "start moving" trigger + + if (ent->targetname) + { + ent->moveinfo.state = STATE_UP; + } + else + { + VectorCopy (ent->pos2, ent->s.origin); + gi.linkentity (ent); + ent->moveinfo.state = STATE_BOTTOM; + } + + ent->moveinfo.speed = ent->speed; + ent->moveinfo.accel = ent->accel; + ent->moveinfo.decel = ent->decel; + ent->moveinfo.wait = ent->wait; + VectorCopy (ent->pos1, ent->moveinfo.start_origin); + VectorCopy (ent->s.angles, ent->moveinfo.start_angles); + VectorCopy (ent->pos2, ent->moveinfo.end_origin); + VectorCopy (ent->s.angles, ent->moveinfo.end_angles); + + ent->moveinfo.sound_start = gi.soundindex ("plats/pt1_strt.wav"); + ent->moveinfo.sound_middle = gi.soundindex ("plats/pt1_mid.wav"); + ent->moveinfo.sound_end = gi.soundindex ("plats/pt1_end.wav"); +} + +//==================================================================== + +/*QUAKED func_rotating (0 .5 .8) ? START_ON REVERSE X_AXIS Y_AXIS TOUCH_PAIN STOP ANIMATED ANIMATED_FAST +You need to have an origin brush as part of this entity. The center of that brush will be +the point around which it is rotated. It will rotate around the Z axis by default. You can +check either the X_AXIS or Y_AXIS box to change that. + +"speed" determines how fast it moves; default value is 100. +"dmg" damage to inflict when blocked (2 default) + +REVERSE will cause the it to rotate in the opposite direction. +STOP mean it will stop moving instead of pushing entities +*/ + +void rotating_blocked (edict_t *self, edict_t *other) +{ + T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH); +} + +void rotating_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) +{ + if (self->avelocity[0] || self->avelocity[1] || self->avelocity[2]) + T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH); +} + +void rotating_use (edict_t *self, edict_t *other, edict_t *activator) +{ + if (!VectorCompare (self->avelocity, vec3_origin)) + { + self->s.sound = 0; + VectorClear (self->avelocity); + self->touch = NULL; + } + else + { + self->s.sound = self->moveinfo.sound_middle; + VectorScale (self->movedir, self->speed, self->avelocity); + if (self->spawnflags & 16) + self->touch = rotating_touch; + } +} + +void SP_func_rotating (edict_t *ent) +{ + ent->solid = SOLID_BSP; + if (ent->spawnflags & 32) + ent->movetype = MOVETYPE_STOP; + else + ent->movetype = MOVETYPE_PUSH; + + // set the axis of rotation + VectorClear(ent->movedir); + if (ent->spawnflags & 4) + ent->movedir[2] = 1.0; + else if (ent->spawnflags & 8) + ent->movedir[0] = 1.0; + else // Z_AXIS + ent->movedir[1] = 1.0; + + // check for reverse rotation + if (ent->spawnflags & 2) + VectorNegate (ent->movedir, ent->movedir); + + if (!ent->speed) + ent->speed = 100; + if (!ent->dmg) + ent->dmg = 2; + + ent->use = rotating_use; + if (ent->dmg) + ent->blocked = rotating_blocked; + + if (ent->spawnflags & 1) + ent->use (ent, NULL, NULL); + + if (ent->spawnflags & 64) + ent->s.effects |= EF_ANIM_ALL; + if (ent->spawnflags & 128) + ent->s.effects |= EF_ANIM_ALLFAST; + + gi.setmodel (ent, ent->model); + gi.linkentity (ent); +} + +/* +====================================================================== + +BUTTONS + +====================================================================== +*/ + +/*QUAKED func_button (0 .5 .8) ? +When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again. + +"angle" determines the opening direction +"target" all entities with a matching targetname will be used +"speed" override the default 40 speed +"wait" override the default 1 second wait (-1 = never return) +"lip" override the default 4 pixel lip remaining at end of move +"health" if set, the button must be killed instead of touched +"sounds" +1) silent +2) steam metal +3) wooden clunk +4) metallic click +5) in-out +*/ + +void button_done (edict_t *self) +{ + self->moveinfo.state = STATE_BOTTOM; + self->s.effects &= ~EF_ANIM23; + self->s.effects |= EF_ANIM01; +} + +void button_return (edict_t *self) +{ + self->moveinfo.state = STATE_DOWN; + + Move_Calc (self, self->moveinfo.start_origin, button_done); + + self->s.frame = 0; + + if (self->health) + self->takedamage = DAMAGE_YES; +} + +void button_wait (edict_t *self) +{ + self->moveinfo.state = STATE_TOP; + self->s.effects &= ~EF_ANIM01; + self->s.effects |= EF_ANIM23; + + G_UseTargets (self, self->activator); + self->s.frame = 1; + if (self->moveinfo.wait >= 0) + { + self->nextthink = level.time + self->moveinfo.wait; + self->think = button_return; + } +} + +void button_fire (edict_t *self) +{ + if (self->moveinfo.state == STATE_UP || self->moveinfo.state == STATE_TOP) + return; + + self->moveinfo.state = STATE_UP; + if (self->moveinfo.sound_start && !(self->flags & FL_TEAMSLAVE)) + gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0); + Move_Calc (self, self->moveinfo.end_origin, button_wait); +} + +void button_use (edict_t *self, edict_t *other, edict_t *activator) +{ + self->activator = activator; + button_fire (self); +} + +void button_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) +{ + if (!other->client) + return; + + if (other->health <= 0) + return; + + self->activator = other; + button_fire (self); +} + +void button_killed (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) +{ + self->activator = attacker; + self->health = self->max_health; + self->takedamage = DAMAGE_NO; + button_fire (self); +} + +void SP_func_button (edict_t *ent) +{ + vec3_t abs_movedir; + float dist; + + G_SetMovedir (ent->s.angles, ent->movedir); + ent->movetype = MOVETYPE_STOP; + ent->solid = SOLID_BSP; + gi.setmodel (ent, ent->model); + + if (ent->sounds != 1) + ent->moveinfo.sound_start = gi.soundindex ("switches/butn2.wav"); + + if (!ent->speed) + ent->speed = 40; + if (!ent->accel) + ent->accel = ent->speed; + if (!ent->decel) + ent->decel = ent->speed; + + if (!ent->wait) + ent->wait = 3; + if (!st.lip) + st.lip = 4; + + VectorCopy (ent->s.origin, ent->pos1); + abs_movedir[0] = fabs(ent->movedir[0]); + abs_movedir[1] = fabs(ent->movedir[1]); + abs_movedir[2] = fabs(ent->movedir[2]); + dist = abs_movedir[0] * ent->size[0] + abs_movedir[1] * ent->size[1] + abs_movedir[2] * ent->size[2] - st.lip; + VectorMA (ent->pos1, dist, ent->movedir, ent->pos2); + + ent->use = button_use; + ent->s.effects |= EF_ANIM01; + + if (ent->health) + { + ent->max_health = ent->health; + ent->die = button_killed; + ent->takedamage = DAMAGE_YES; + } + else if (! ent->targetname) + ent->touch = button_touch; + + ent->moveinfo.state = STATE_BOTTOM; + + ent->moveinfo.speed = ent->speed; + ent->moveinfo.accel = ent->accel; + ent->moveinfo.decel = ent->decel; + ent->moveinfo.wait = ent->wait; + VectorCopy (ent->pos1, ent->moveinfo.start_origin); + VectorCopy (ent->s.angles, ent->moveinfo.start_angles); + VectorCopy (ent->pos2, ent->moveinfo.end_origin); + VectorCopy (ent->s.angles, ent->moveinfo.end_angles); + + gi.linkentity (ent); +} + +/* +====================================================================== + +DOORS + + spawn a trigger surrounding the entire team unless it is + allready targeted by another + +====================================================================== +*/ + +/*QUAKED func_door (0 .5 .8) ? START_OPEN x CRUSHER NOMONSTER ANIMATED TOGGLE ANIMATED_FAST +TOGGLE wait in both the start and end states for a trigger event. +START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors). +NOMONSTER monsters will not trigger this door + +"message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet +"angle" determines the opening direction +"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door. +"health" if set, door must be shot open +"speed" movement speed (100 default) +"wait" wait before returning (3 default, -1 = never return) +"lip" lip remaining at end of move (8 default) +"dmg" damage to inflict when blocked (2 default) +"sounds" +1) silent +2) light +3) medium +4) heavy +*/ + +void door_use_areaportals (edict_t *self, qboolean open) +{ + edict_t *t = NULL; + + if (!self->target) + return; + + while ((t = G_Find (t, FOFS(targetname), self->target))) + { + if (Q_stricmp(t->classname, "func_areaportal") == 0) + { + gi.SetAreaPortalState (t->style, open); + } + } +} + +void door_go_down (edict_t *self); + +void door_hit_top (edict_t *self) +{ + if (!(self->flags & FL_TEAMSLAVE)) + { + if (self->moveinfo.sound_end) + gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_end, 1, ATTN_STATIC, 0); + self->s.sound = 0; + } + self->moveinfo.state = STATE_TOP; + if (self->spawnflags & DOOR_TOGGLE) + return; + if (self->moveinfo.wait >= 0) + { + self->think = door_go_down; + self->nextthink = level.time + self->moveinfo.wait; + } +} + +void door_hit_bottom (edict_t *self) +{ + if (!(self->flags & FL_TEAMSLAVE)) + { + if (self->moveinfo.sound_end) + gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_end, 1, ATTN_STATIC, 0); + self->s.sound = 0; + } + self->moveinfo.state = STATE_BOTTOM; + door_use_areaportals (self, false); +} + +void door_go_down (edict_t *self) +{ + if (!(self->flags & FL_TEAMSLAVE)) + { + if (self->moveinfo.sound_start) + gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0); + self->s.sound = self->moveinfo.sound_middle; + } + if (self->max_health) + { + self->takedamage = DAMAGE_YES; + self->health = self->max_health; + } + + self->moveinfo.state = STATE_DOWN; + if (strcmp(self->classname, "func_door") == 0) + Move_Calc (self, self->moveinfo.start_origin, door_hit_bottom); + else if (strcmp(self->classname, "func_door_rotating") == 0) + AngleMove_Calc (self, door_hit_bottom); +} + +void door_go_up (edict_t *self, edict_t *activator) +{ + if (self->moveinfo.state == STATE_UP) + return; // already going up + + if (self->moveinfo.state == STATE_TOP) + { // reset top wait time + if (self->moveinfo.wait >= 0) + self->nextthink = level.time + self->moveinfo.wait; + return; + } + + if (!(self->flags & FL_TEAMSLAVE)) + { + if (self->moveinfo.sound_start) + gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0); + self->s.sound = self->moveinfo.sound_middle; + } + self->moveinfo.state = STATE_UP; + if (strcmp(self->classname, "func_door") == 0) + Move_Calc (self, self->moveinfo.end_origin, door_hit_top); + else if (strcmp(self->classname, "func_door_rotating") == 0) + AngleMove_Calc (self, door_hit_top); + + G_UseTargets (self, activator); + door_use_areaportals (self, true); +} + +void door_use (edict_t *self, edict_t *other, edict_t *activator) +{ + edict_t *ent; + + if (self->flags & FL_TEAMSLAVE) + return; + + if (self->spawnflags & DOOR_TOGGLE) + { + if (self->moveinfo.state == STATE_UP || self->moveinfo.state == STATE_TOP) + { + // trigger all paired doors + for (ent = self ; ent ; ent = ent->teamchain) + { + ent->message = NULL; + ent->touch = NULL; + door_go_down (ent); + } + return; + } + } + + // trigger all paired doors + for (ent = self ; ent ; ent = ent->teamchain) + { + ent->message = NULL; + ent->touch = NULL; + door_go_up (ent, activator); + } +} + +void Touch_DoorTrigger (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) +{ + if (other->health <= 0) + return; + + if (!(other->svflags & SVF_MONSTER) && (!other->client)) + return; + + if ((self->owner->spawnflags & DOOR_NOMONSTER) && (other->svflags & SVF_MONSTER)) + return; + + if (level.time < self->touch_debounce_time) + return; + self->touch_debounce_time = level.time + 1.0; + + door_use (self->owner, other, other); +} + +void Think_CalcMoveSpeed (edict_t *self) +{ + edict_t *ent; + float min; + float time; + float newspeed; + float ratio; + float dist; + + if (self->flags & FL_TEAMSLAVE) + return; // only the team master does this + + // find the smallest distance any member of the team will be moving + min = fabs(self->moveinfo.distance); + for (ent = self->teamchain; ent; ent = ent->teamchain) + { + dist = fabs(ent->moveinfo.distance); + if (dist < min) + min = dist; + } + + time = min / self->moveinfo.speed; + + // adjust speeds so they will all complete at the same time + for (ent = self; ent; ent = ent->teamchain) + { + newspeed = fabs(ent->moveinfo.distance) / time; + ratio = newspeed / ent->moveinfo.speed; + if (ent->moveinfo.accel == ent->moveinfo.speed) + ent->moveinfo.accel = newspeed; + else + ent->moveinfo.accel *= ratio; + if (ent->moveinfo.decel == ent->moveinfo.speed) + ent->moveinfo.decel = newspeed; + else + ent->moveinfo.decel *= ratio; + ent->moveinfo.speed = newspeed; + } +} + +void Think_SpawnDoorTrigger (edict_t *ent) +{ + edict_t *other; + vec3_t mins, maxs; + + if (ent->flags & FL_TEAMSLAVE) + return; // only the team leader spawns a trigger + + VectorCopy (ent->absmin, mins); + VectorCopy (ent->absmax, maxs); + + for (other = ent->teamchain ; other ; other=other->teamchain) + { + AddPointToBounds (other->absmin, mins, maxs); + AddPointToBounds (other->absmax, mins, maxs); + } + + // expand + mins[0] -= 60; + mins[1] -= 60; + maxs[0] += 60; + maxs[1] += 60; + + other = G_Spawn (); + VectorCopy (mins, other->mins); + VectorCopy (maxs, other->maxs); + other->owner = ent; + other->solid = SOLID_TRIGGER; + other->movetype = MOVETYPE_NONE; + other->touch = Touch_DoorTrigger; + gi.linkentity (other); + + if (ent->spawnflags & DOOR_START_OPEN) + door_use_areaportals (ent, true); + + Think_CalcMoveSpeed (ent); +} + +void door_blocked (edict_t *self, edict_t *other) +{ + edict_t *ent; + + if (!(other->svflags & SVF_MONSTER) && (!other->client) ) + { + // give it a chance to go away on it's own terms (like gibs) + T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH); + // if it's still there, nuke it + if (other) + BecomeExplosion1 (other); + return; + } + + T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH); + + if (self->spawnflags & DOOR_CRUSHER) + return; + + + // if a door has a negative wait, it would never come back if blocked, + // so let it just squash the object to death real fast + if (self->moveinfo.wait >= 0) + { + if (self->moveinfo.state == STATE_DOWN) + { + for (ent = self->teammaster ; ent ; ent = ent->teamchain) + door_go_up (ent, ent->activator); + } + else + { + for (ent = self->teammaster ; ent ; ent = ent->teamchain) + door_go_down (ent); + } + } +} + +void door_killed (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) +{ + edict_t *ent; + + for (ent = self->teammaster ; ent ; ent = ent->teamchain) + { + ent->health = ent->max_health; + ent->takedamage = DAMAGE_NO; + } + door_use (self->teammaster, attacker, attacker); +} + +void door_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) +{ + if (!other->client) + return; + + if (level.time < self->touch_debounce_time) + return; + self->touch_debounce_time = level.time + 5.0; + + gi.centerprintf (other, "%s", self->message); + gi.sound (other, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0); +} + +void SP_func_door (edict_t *ent) +{ + vec3_t abs_movedir; + + if (ent->sounds != 1) + { + ent->moveinfo.sound_start = gi.soundindex ("doors/dr1_strt.wav"); + ent->moveinfo.sound_middle = gi.soundindex ("doors/dr1_mid.wav"); + ent->moveinfo.sound_end = gi.soundindex ("doors/dr1_end.wav"); + } + + G_SetMovedir (ent->s.angles, ent->movedir); + ent->movetype = MOVETYPE_PUSH; + ent->solid = SOLID_BSP; + gi.setmodel (ent, ent->model); + + ent->blocked = door_blocked; + ent->use = door_use; + + if (!ent->speed) + ent->speed = 100; + if (deathmatch->value) + ent->speed *= 2; + + if (!ent->accel) + ent->accel = ent->speed; + if (!ent->decel) + ent->decel = ent->speed; + + if (!ent->wait) + ent->wait = 3; + if (!st.lip) + st.lip = 8; + if (!ent->dmg) + ent->dmg = 2; + + // calculate second position + VectorCopy (ent->s.origin, ent->pos1); + abs_movedir[0] = fabs(ent->movedir[0]); + abs_movedir[1] = fabs(ent->movedir[1]); + abs_movedir[2] = fabs(ent->movedir[2]); + ent->moveinfo.distance = abs_movedir[0] * ent->size[0] + abs_movedir[1] * ent->size[1] + abs_movedir[2] * ent->size[2] - st.lip; + VectorMA (ent->pos1, ent->moveinfo.distance, ent->movedir, ent->pos2); + + // if it starts open, switch the positions + if (ent->spawnflags & DOOR_START_OPEN) + { + VectorCopy (ent->pos2, ent->s.origin); + VectorCopy (ent->pos1, ent->pos2); + VectorCopy (ent->s.origin, ent->pos1); + } + + ent->moveinfo.state = STATE_BOTTOM; + + if (ent->health) + { + ent->takedamage = DAMAGE_YES; + ent->die = door_killed; + ent->max_health = ent->health; + } + else if (ent->targetname && ent->message) + { + gi.soundindex ("misc/talk.wav"); + ent->touch = door_touch; + } + + ent->moveinfo.speed = ent->speed; + ent->moveinfo.accel = ent->accel; + ent->moveinfo.decel = ent->decel; + ent->moveinfo.wait = ent->wait; + VectorCopy (ent->pos1, ent->moveinfo.start_origin); + VectorCopy (ent->s.angles, ent->moveinfo.start_angles); + VectorCopy (ent->pos2, ent->moveinfo.end_origin); + VectorCopy (ent->s.angles, ent->moveinfo.end_angles); + + if (ent->spawnflags & 16) + ent->s.effects |= EF_ANIM_ALL; + if (ent->spawnflags & 64) + ent->s.effects |= EF_ANIM_ALLFAST; + + // to simplify logic elsewhere, make non-teamed doors into a team of one + if (!ent->team) + ent->teammaster = ent; + + gi.linkentity (ent); + + ent->nextthink = level.time + FRAMETIME; + if (ent->health || ent->targetname) + ent->think = Think_CalcMoveSpeed; + else + ent->think = Think_SpawnDoorTrigger; +} + + +/*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER NOMONSTER ANIMATED TOGGLE X_AXIS Y_AXIS +TOGGLE causes the door to wait in both the start and end states for a trigger event. + +START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors). +NOMONSTER monsters will not trigger this door + +You need to have an origin brush as part of this entity. The center of that brush will be +the point around which it is rotated. It will rotate around the Z axis by default. You can +check either the X_AXIS or Y_AXIS box to change that. + +"distance" is how many degrees the door will be rotated. +"speed" determines how fast the door moves; default value is 100. + +REVERSE will cause the door to rotate in the opposite direction. + +"message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet +"angle" determines the opening direction +"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door. +"health" if set, door must be shot open +"speed" movement speed (100 default) +"wait" wait before returning (3 default, -1 = never return) +"dmg" damage to inflict when blocked (2 default) +"sounds" +1) silent +2) light +3) medium +4) heavy +*/ + +void SP_func_door_rotating (edict_t *ent) +{ + VectorClear (ent->s.angles); + + // set the axis of rotation + VectorClear(ent->movedir); + if (ent->spawnflags & DOOR_X_AXIS) + ent->movedir[2] = 1.0; + else if (ent->spawnflags & DOOR_Y_AXIS) + ent->movedir[0] = 1.0; + else // Z_AXIS + ent->movedir[1] = 1.0; + + // check for reverse rotation + if (ent->spawnflags & DOOR_REVERSE) + VectorNegate (ent->movedir, ent->movedir); + + if (!st.distance) + { + gi.dprintf("%s at %s with no distance set\n", ent->classname, vtos(ent->s.origin)); + st.distance = 90; + } + + VectorCopy (ent->s.angles, ent->pos1); + VectorMA (ent->s.angles, st.distance, ent->movedir, ent->pos2); + ent->moveinfo.distance = st.distance; + + ent->movetype = MOVETYPE_PUSH; + ent->solid = SOLID_BSP; + gi.setmodel (ent, ent->model); + + ent->blocked = door_blocked; + ent->use = door_use; + + if (!ent->speed) + ent->speed = 100; + if (!ent->accel) + ent->accel = ent->speed; + if (!ent->decel) + ent->decel = ent->speed; + + if (!ent->wait) + ent->wait = 3; + if (!ent->dmg) + ent->dmg = 2; + + if (ent->sounds != 1) + { + ent->moveinfo.sound_start = gi.soundindex ("doors/dr1_strt.wav"); + ent->moveinfo.sound_middle = gi.soundindex ("doors/dr1_mid.wav"); + ent->moveinfo.sound_end = gi.soundindex ("doors/dr1_end.wav"); + } + + // if it starts open, switch the positions + if (ent->spawnflags & DOOR_START_OPEN) + { + VectorCopy (ent->pos2, ent->s.angles); + VectorCopy (ent->pos1, ent->pos2); + VectorCopy (ent->s.angles, ent->pos1); + VectorNegate (ent->movedir, ent->movedir); + } + + if (ent->health) + { + ent->takedamage = DAMAGE_YES; + ent->die = door_killed; + ent->max_health = ent->health; + } + + if (ent->targetname && ent->message) + { + gi.soundindex ("misc/talk.wav"); + ent->touch = door_touch; + } + + ent->moveinfo.state = STATE_BOTTOM; + ent->moveinfo.speed = ent->speed; + ent->moveinfo.accel = ent->accel; + ent->moveinfo.decel = ent->decel; + ent->moveinfo.wait = ent->wait; + VectorCopy (ent->s.origin, ent->moveinfo.start_origin); + VectorCopy (ent->pos1, ent->moveinfo.start_angles); + VectorCopy (ent->s.origin, ent->moveinfo.end_origin); + VectorCopy (ent->pos2, ent->moveinfo.end_angles); + + if (ent->spawnflags & 16) + ent->s.effects |= EF_ANIM_ALL; + + // to simplify logic elsewhere, make non-teamed doors into a team of one + if (!ent->team) + ent->teammaster = ent; + + gi.linkentity (ent); + + ent->nextthink = level.time + FRAMETIME; + if (ent->health || ent->targetname) + ent->think = Think_CalcMoveSpeed; + else + ent->think = Think_SpawnDoorTrigger; +} + + +/*QUAKED func_water (0 .5 .8) ? START_OPEN +func_water is a moveable water brush. It must be targeted to operate. Use a non-water texture at your own risk. + +START_OPEN causes the water to move to its destination when spawned and operate in reverse. + +"angle" determines the opening direction (up or down only) +"speed" movement speed (25 default) +"wait" wait before returning (-1 default, -1 = TOGGLE) +"lip" lip remaining at end of move (0 default) +"sounds" (yes, these need to be changed) +0) no sound +1) water +2) lava +*/ + +void SP_func_water (edict_t *self) +{ + vec3_t abs_movedir; + + G_SetMovedir (self->s.angles, self->movedir); + self->movetype = MOVETYPE_PUSH; + self->solid = SOLID_BSP; + gi.setmodel (self, self->model); + + switch (self->sounds) + { + default: + break; + + case 1: // water + self->moveinfo.sound_start = gi.soundindex ("world/mov_watr.wav"); + self->moveinfo.sound_end = gi.soundindex ("world/stp_watr.wav"); + break; + + case 2: // lava + self->moveinfo.sound_start = gi.soundindex ("world/mov_watr.wav"); + self->moveinfo.sound_end = gi.soundindex ("world/stp_watr.wav"); + break; + } + + // calculate second position + VectorCopy (self->s.origin, self->pos1); + abs_movedir[0] = fabs(self->movedir[0]); + abs_movedir[1] = fabs(self->movedir[1]); + abs_movedir[2] = fabs(self->movedir[2]); + self->moveinfo.distance = abs_movedir[0] * self->size[0] + abs_movedir[1] * self->size[1] + abs_movedir[2] * self->size[2] - st.lip; + VectorMA (self->pos1, self->moveinfo.distance, self->movedir, self->pos2); + + // if it starts open, switch the positions + if (self->spawnflags & DOOR_START_OPEN) + { + VectorCopy (self->pos2, self->s.origin); + VectorCopy (self->pos1, self->pos2); + VectorCopy (self->s.origin, self->pos1); + } + + VectorCopy (self->pos1, self->moveinfo.start_origin); + VectorCopy (self->s.angles, self->moveinfo.start_angles); + VectorCopy (self->pos2, self->moveinfo.end_origin); + VectorCopy (self->s.angles, self->moveinfo.end_angles); + + self->moveinfo.state = STATE_BOTTOM; + + if (!self->speed) + self->speed = 25; + self->moveinfo.accel = self->moveinfo.decel = self->moveinfo.speed = self->speed; + + if (!self->wait) + self->wait = -1; + self->moveinfo.wait = self->wait; + + self->use = door_use; + + if (self->wait == -1) + self->spawnflags |= DOOR_TOGGLE; + + self->classname = "func_door"; + + gi.linkentity (self); +} + + +#define TRAIN_START_ON 1 +#define TRAIN_TOGGLE 2 +#define TRAIN_BLOCK_STOPS 4 + +/*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS +Trains are moving platforms that players can ride. +The targets origin specifies the min point of the train at each corner. +The train spawns at the first target it is pointing at. +If the train is the target of a button or trigger, it will not begin moving until activated. +speed default 100 +dmg default 2 +noise looping sound to play when the train is in motion + +*/ +void train_next (edict_t *self); + +void train_blocked (edict_t *self, edict_t *other) +{ + if (!(other->svflags & SVF_MONSTER) && (!other->client) ) + { + // give it a chance to go away on it's own terms (like gibs) + T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH); + // if it's still there, nuke it + if (other) + BecomeExplosion1 (other); + return; + } + + if (level.time < self->touch_debounce_time) + return; + + if (!self->dmg) + return; + self->touch_debounce_time = level.time + 0.5; + T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH); +} + +void train_wait (edict_t *self) +{ + if (self->target_ent->pathtarget) + { + char *savetarget; + edict_t *ent; + + ent = self->target_ent; + savetarget = ent->target; + ent->target = ent->pathtarget; + G_UseTargets (ent, self->activator); + ent->target = savetarget; + + // make sure we didn't get killed by a killtarget + if (!self->inuse) + return; + } + + if (self->moveinfo.wait) + { + if (self->moveinfo.wait > 0) + { + self->nextthink = level.time + self->moveinfo.wait; + self->think = train_next; + } + else if (self->spawnflags & TRAIN_TOGGLE) // && wait < 0 + { + train_next (self); + self->spawnflags &= ~TRAIN_START_ON; + VectorClear (self->velocity); + self->nextthink = 0; + } + + if (!(self->flags & FL_TEAMSLAVE)) + { + if (self->moveinfo.sound_end) + gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_end, 1, ATTN_STATIC, 0); + self->s.sound = 0; + } + } + else + { + train_next (self); + } + +} + +void train_next (edict_t *self) +{ + edict_t *ent; + vec3_t dest; + qboolean first; + + first = true; +again: + if (!self->target) + { + return; + } + + ent = G_PickTarget (self->target); + if (!ent) + { + gi.dprintf ("train_next: bad target %s\n", self->target); + return; + } + + self->target = ent->target; + + // check for a teleport path_corner + if (ent->spawnflags & 1) + { + if (!first) + { + gi.dprintf ("connected teleport path_corners, see %s at %s\n", ent->classname, vtos(ent->s.origin)); + return; + } + first = false; + VectorSubtract (ent->s.origin, self->mins, self->s.origin); + VectorCopy (self->s.origin, self->s.old_origin); + gi.linkentity (self); + goto again; + } + + self->moveinfo.wait = ent->wait; + self->target_ent = ent; + + if (!(self->flags & FL_TEAMSLAVE)) + { + if (self->moveinfo.sound_start) + gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0); + self->s.sound = self->moveinfo.sound_middle; + } + + VectorSubtract (ent->s.origin, self->mins, dest); + self->moveinfo.state = STATE_TOP; + VectorCopy (self->s.origin, self->moveinfo.start_origin); + VectorCopy (dest, self->moveinfo.end_origin); + Move_Calc (self, dest, train_wait); + self->spawnflags |= TRAIN_START_ON; +} + +void train_resume (edict_t *self) +{ + edict_t *ent; + vec3_t dest; + + ent = self->target_ent; + + VectorSubtract (ent->s.origin, self->mins, dest); + self->moveinfo.state = STATE_TOP; + VectorCopy (self->s.origin, self->moveinfo.start_origin); + VectorCopy (dest, self->moveinfo.end_origin); + Move_Calc (self, dest, train_wait); + self->spawnflags |= TRAIN_START_ON; +} + +void func_train_find (edict_t *self) +{ + edict_t *ent; + + if (!self->target) + { + gi.dprintf ("train_find: no target\n"); + return; + } + ent = G_PickTarget (self->target); + if (!ent) + { + gi.dprintf ("train_find: target %s not found\n", self->target); + return; + } + self->target = ent->target; + + VectorSubtract (ent->s.origin, self->mins, self->s.origin); + gi.linkentity (self); + + // if not triggered, start immediately + if (!self->targetname) + self->spawnflags |= TRAIN_START_ON; + + if (self->spawnflags & TRAIN_START_ON) + { + self->nextthink = level.time + FRAMETIME; + self->think = train_next; + self->activator = self; + } +} + +void train_use (edict_t *self, edict_t *other, edict_t *activator) +{ + self->activator = activator; + + if (self->spawnflags & TRAIN_START_ON) + { + if (!(self->spawnflags & TRAIN_TOGGLE)) + return; + self->spawnflags &= ~TRAIN_START_ON; + VectorClear (self->velocity); + self->nextthink = 0; + } + else + { + if (self->target_ent) + train_resume(self); + else + train_next(self); + } +} + +void SP_func_train (edict_t *self) +{ + self->movetype = MOVETYPE_PUSH; + + VectorClear (self->s.angles); + self->blocked = train_blocked; + if (self->spawnflags & TRAIN_BLOCK_STOPS) + self->dmg = 0; + else + { + if (!self->dmg) + self->dmg = 100; + } + self->solid = SOLID_BSP; + gi.setmodel (self, self->model); + + if (st.noise) + self->moveinfo.sound_middle = gi.soundindex (st.noise); + + if (!self->speed) + self->speed = 100; + + self->moveinfo.speed = self->speed; + self->moveinfo.accel = self->moveinfo.decel = self->moveinfo.speed; + + self->use = train_use; + + gi.linkentity (self); + + if (self->target) + { + // start trains on the second frame, to make sure their targets have had + // a chance to spawn + self->nextthink = level.time + FRAMETIME; + self->think = func_train_find; + } + else + { + gi.dprintf ("func_train without a target at %s\n", vtos(self->absmin)); + } +} + + +/*QUAKED trigger_elevator (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) +*/ +void trigger_elevator_use (edict_t *self, edict_t *other, edict_t *activator) +{ + edict_t *target; + + if (self->movetarget->nextthink) + { + return; + } + + if (!other->pathtarget) + { + gi.dprintf("elevator used with no pathtarget\n"); + return; + } + + target = G_PickTarget (other->pathtarget); + if (!target) + { + gi.dprintf("elevator used with bad pathtarget: %s\n", other->pathtarget); + return; + } + + self->movetarget->target_ent = target; + train_resume (self->movetarget); +} + +void trigger_elevator_init (edict_t *self) +{ + if (!self->target) + { + gi.dprintf("trigger_elevator has no target\n"); + return; + } + self->movetarget = G_PickTarget (self->target); + if (!self->movetarget) + { + gi.dprintf("trigger_elevator unable to find target %s\n", self->target); + return; + } + if (strcmp(self->movetarget->classname, "func_train") != 0) + { + gi.dprintf("trigger_elevator target %s is not a train\n", self->target); + return; + } + + self->use = trigger_elevator_use; + self->svflags = SVF_NOCLIENT; + +} + +void SP_trigger_elevator (edict_t *self) +{ + self->think = trigger_elevator_init; + self->nextthink = level.time + FRAMETIME; +} + + +/*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON +"wait" base time between triggering all targets, default is 1 +"random" wait variance, default is 0 + +so, the basic time between firing is a random time between +(wait - random) and (wait + random) + +"delay" delay before first firing when turned on, default is 0 + +"pausetime" additional delay used only the very first time + and only if spawned with START_ON + +These can used but not touched. +*/ +void func_timer_think (edict_t *self) +{ + G_UseTargets (self, self->activator); + self->nextthink = level.time + self->wait + crandom() * self->random; +} + +void func_timer_use (edict_t *self, edict_t *other, edict_t *activator) +{ + self->activator = activator; + + // if on, turn it off + if (self->nextthink) + { + self->nextthink = 0; + return; + } + + // turn it on + if (self->delay) + self->nextthink = level.time + self->delay; + else + func_timer_think (self); +} + +void SP_func_timer (edict_t *self) +{ + if (!self->wait) + self->wait = 1.0; + + self->use = func_timer_use; + self->think = func_timer_think; + + if (self->random >= self->wait) + { + self->random = self->wait - FRAMETIME; + gi.dprintf("func_timer at %s has random >= wait\n", vtos(self->s.origin)); + } + + if (self->spawnflags & 1) + { + self->nextthink = level.time + 1.0 + st.pausetime + self->delay + self->wait + crandom() * self->random; + self->activator = self; + } + + self->svflags = SVF_NOCLIENT; +} + + +/*QUAKED func_conveyor (0 .5 .8) ? START_ON TOGGLE +Conveyors are stationary brushes that move what's on them. +The brush should be have a surface with at least one current content enabled. +speed default 100 +*/ + +void func_conveyor_use (edict_t *self, edict_t *other, edict_t *activator) +{ + if (self->spawnflags & 1) + { + self->speed = 0; + self->spawnflags &= ~1; + } + else + { + self->speed = self->count; + self->spawnflags |= 1; + } + + if (!(self->spawnflags & 2)) + self->count = 0; +} + +void SP_func_conveyor (edict_t *self) +{ + if (!self->speed) + self->speed = 100; + + if (!(self->spawnflags & 1)) + { + self->count = self->speed; + self->speed = 0; + } + + self->use = func_conveyor_use; + + gi.setmodel (self, self->model); + self->solid = SOLID_BSP; + gi.linkentity (self); +} + + +/*QUAKED func_door_secret (0 .5 .8) ? always_shoot 1st_left 1st_down +A secret door. Slide back and then to the side. + +open_once doors never closes +1st_left 1st move is left of arrow +1st_down 1st move is down from arrow +always_shoot door is shootebale even if targeted + +"angle" determines the direction +"dmg" damage to inflic when blocked (default 2) +"wait" how long to hold in the open position (default 5, -1 means hold) +*/ + +#define SECRET_ALWAYS_SHOOT 1 +#define SECRET_1ST_LEFT 2 +#define SECRET_1ST_DOWN 4 + +void door_secret_move1 (edict_t *self); +void door_secret_move2 (edict_t *self); +void door_secret_move3 (edict_t *self); +void door_secret_move4 (edict_t *self); +void door_secret_move5 (edict_t *self); +void door_secret_move6 (edict_t *self); +void door_secret_done (edict_t *self); + +void door_secret_use (edict_t *self, edict_t *other, edict_t *activator) +{ + // make sure we're not already moving + if (!VectorCompare(self->s.origin, vec3_origin)) + return; + + Move_Calc (self, self->pos1, door_secret_move1); + door_use_areaportals (self, true); +} + +void door_secret_move1 (edict_t *self) +{ + self->nextthink = level.time + 1.0; + self->think = door_secret_move2; +} + +void door_secret_move2 (edict_t *self) +{ + Move_Calc (self, self->pos2, door_secret_move3); +} + +void door_secret_move3 (edict_t *self) +{ + if (self->wait == -1) + return; + self->nextthink = level.time + self->wait; + self->think = door_secret_move4; +} + +void door_secret_move4 (edict_t *self) +{ + Move_Calc (self, self->pos1, door_secret_move5); +} + +void door_secret_move5 (edict_t *self) +{ + self->nextthink = level.time + 1.0; + self->think = door_secret_move6; +} + +void door_secret_move6 (edict_t *self) +{ + Move_Calc (self, vec3_origin, door_secret_done); +} + +void door_secret_done (edict_t *self) +{ + if (!(self->targetname) || (self->spawnflags & SECRET_ALWAYS_SHOOT)) + { + self->health = 0; + self->takedamage = DAMAGE_YES; + } + door_use_areaportals (self, false); +} + +void door_secret_blocked (edict_t *self, edict_t *other) +{ + if (!(other->svflags & SVF_MONSTER) && (!other->client) ) + { + // give it a chance to go away on it's own terms (like gibs) + T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH); + // if it's still there, nuke it + if (other) + BecomeExplosion1 (other); + return; + } + + if (level.time < self->touch_debounce_time) + return; + self->touch_debounce_time = level.time + 0.5; + + T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH); +} + +void door_secret_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) +{ + self->takedamage = DAMAGE_NO; + door_secret_use (self, attacker, attacker); +} + +void SP_func_door_secret (edict_t *ent) +{ + vec3_t forward, right, up; + float side; + float width; + float length; + + ent->moveinfo.sound_start = gi.soundindex ("doors/dr1_strt.wav"); + ent->moveinfo.sound_middle = gi.soundindex ("doors/dr1_mid.wav"); + ent->moveinfo.sound_end = gi.soundindex ("doors/dr1_end.wav"); + + ent->movetype = MOVETYPE_PUSH; + ent->solid = SOLID_BSP; + gi.setmodel (ent, ent->model); + + ent->blocked = door_secret_blocked; + ent->use = door_secret_use; + + if (!(ent->targetname) || (ent->spawnflags & SECRET_ALWAYS_SHOOT)) + { + ent->health = 0; + ent->takedamage = DAMAGE_YES; + ent->die = door_secret_die; + } + + if (!ent->dmg) + ent->dmg = 2; + + if (!ent->wait) + ent->wait = 5; + + ent->moveinfo.accel = + ent->moveinfo.decel = + ent->moveinfo.speed = 50; + + // calculate positions + AngleVectors (ent->s.angles, forward, right, up); + VectorClear (ent->s.angles); + side = 1.0 - (ent->spawnflags & SECRET_1ST_LEFT); + if (ent->spawnflags & SECRET_1ST_DOWN) + width = fabs(DotProduct(up, ent->size)); + else + width = fabs(DotProduct(right, ent->size)); + length = fabs(DotProduct(forward, ent->size)); + if (ent->spawnflags & SECRET_1ST_DOWN) + VectorMA (ent->s.origin, -1 * width, up, ent->pos1); + else + VectorMA (ent->s.origin, side * width, right, ent->pos1); + VectorMA (ent->pos1, length, forward, ent->pos2); + + if (ent->health) + { + ent->takedamage = DAMAGE_YES; + ent->die = door_killed; + ent->max_health = ent->health; + } + else if (ent->targetname && ent->message) + { + gi.soundindex ("misc/talk.wav"); + ent->touch = door_touch; + } + + ent->classname = "func_door"; + + gi.linkentity (ent); +} + + +/*QUAKED func_killbox (1 0 0) ? +Kills everything inside when fired, irrespective of protection. +*/ +void use_killbox (edict_t *self, edict_t *other, edict_t *activator) +{ + KillBox (self); +} + +void SP_func_killbox (edict_t *ent) +{ + gi.setmodel (ent, ent->model); + ent->use = use_killbox; + ent->svflags = SVF_NOCLIENT; +} + diff --git a/src/g_items.c b/src/g_items.c new file mode 100644 index 0000000..f705cef --- /dev/null +++ b/src/g_items.c @@ -0,0 +1,2443 @@ +/* +Copyright (C) 1997-2001 Id Software, Inc. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ +#include "g_local.h" + + +qboolean Pickup_Weapon (edict_t *ent, edict_t *other); +void Use_Weapon (edict_t *ent, gitem_t *inv); +void Drop_Weapon (edict_t *ent, gitem_t *inv); + +void Weapon_Blaster (edict_t *ent); +void Weapon_Shotgun (edict_t *ent); +void Weapon_SuperShotgun (edict_t *ent); +void Weapon_Machinegun (edict_t *ent); +void Weapon_Chaingun (edict_t *ent); +void Weapon_HyperBlaster (edict_t *ent); +void Weapon_RocketLauncher (edict_t *ent); +void Weapon_Grenade (edict_t *ent); +void Weapon_GrenadeLauncher (edict_t *ent); +void Weapon_Railgun (edict_t *ent); +void Weapon_BFG (edict_t *ent); + +gitem_armor_t jacketarmor_info = { 25, 50, .30, .00, ARMOR_JACKET}; +gitem_armor_t combatarmor_info = { 50, 100, .60, .30, ARMOR_COMBAT}; +gitem_armor_t bodyarmor_info = {100, 200, .80, .60, ARMOR_BODY}; + +static int jacket_armor_index; +static int combat_armor_index; +static int body_armor_index; +static int power_screen_index; +static int power_shield_index; + +#define HEALTH_IGNORE_MAX 1 +#define HEALTH_TIMED 2 + +void Use_Quad (edict_t *ent, gitem_t *item); +static int quad_drop_timeout_hack; + +//====================================================================== + +/* +=============== +GetItemByIndex +=============== +*/ +gitem_t *GetItemByIndex (int index) +{ + if (index == 0 || index >= game.num_items) + return NULL; + + return &itemlist[index]; +} + + +/* +=============== +FindItemByClassname + +=============== +*/ +gitem_t *FindItemByClassname (char *classname) +{ + int i; + gitem_t *it; + + it = itemlist; + for (i=0 ; iclassname) + continue; + if (!Q_stricmp(it->classname, classname)) + return it; + } + + return NULL; +} + +/* +=============== +FindItem + +=============== +*/ +gitem_t *FindItem (char *pickup_name) +{ + int i; + gitem_t *it; + + it = itemlist; + for (i=0 ; ipickup_name) + continue; + if (!Q_stricmp(it->pickup_name, pickup_name)) + return it; + } + + return NULL; +} + +//====================================================================== + +void DoRespawn (edict_t *ent) +{ + if (ent->team) + { + edict_t *master; + int count; + int choice; + + master = ent->teammaster; + + //ZOID + //in ctf, when we are weapons stay, only the master of a team of weapons + //is spawned + if (ctf->value && + ((int)dmflags->value & DF_WEAPONS_STAY) && + master->item && (master->item->flags & IT_WEAPON)) + ent = master; + else { + //ZOID + + for (count = 0, ent = master; ent; ent = ent->chain, count++) + ; + + choice = rand() % count; + + for (count = 0, ent = master; count < choice; ent = ent->chain, count++) + ; + } + } + + ent->svflags &= ~SVF_NOCLIENT; + ent->solid = SOLID_TRIGGER; + gi.linkentity (ent); + + // send an effect + ent->s.event = EV_ITEM_RESPAWN; +} + +void SetRespawn (edict_t *ent, float delay) +{ + ent->flags |= FL_RESPAWN; + ent->svflags |= SVF_NOCLIENT; + ent->solid = SOLID_NOT; + ent->nextthink = level.time + delay; + ent->think = DoRespawn; + gi.linkentity (ent); +} + + +//====================================================================== + +qboolean Pickup_Powerup (edict_t *ent, edict_t *other) +{ + int quantity; + + quantity = other->client->pers.inventory[ITEM_INDEX(ent->item)]; + if ((skill->value == 1 && quantity >= 2) || (skill->value >= 2 && quantity >= 1)) + return false; + + if ((coop->value) && (ent->item->flags & IT_STAY_COOP) && (quantity > 0)) + return false; + + other->client->pers.inventory[ITEM_INDEX(ent->item)]++; + + if (deathmatch->value) + { + if (!(ent->spawnflags & DROPPED_ITEM) ) + SetRespawn (ent, ent->item->quantity); + if (((int)dmflags->value & DF_INSTANT_ITEMS) || ((ent->item->use == Use_Quad) && (ent->spawnflags & DROPPED_PLAYER_ITEM))) + { + if ((ent->item->use == Use_Quad) && (ent->spawnflags & DROPPED_PLAYER_ITEM)) + quad_drop_timeout_hack = (ent->nextthink - level.time) / FRAMETIME; + ent->item->use (other, ent->item); + } + } + + return true; +} + +void Drop_General (edict_t *ent, gitem_t *item) +{ + Drop_Item (ent, item); + ent->client->pers.inventory[ITEM_INDEX(item)]--; + ValidateSelectedItem (ent); +} + + +//====================================================================== + +qboolean Pickup_Adrenaline (edict_t *ent, edict_t *other) +{ + if (!deathmatch->value) + other->max_health += 1; + + if (other->health < other->max_health) + other->health = other->max_health; + + if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value)) + SetRespawn (ent, ent->item->quantity); + + return true; +} + +qboolean Pickup_AncientHead (edict_t *ent, edict_t *other) +{ + other->max_health += 2; + + if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value)) + SetRespawn (ent, ent->item->quantity); + + return true; +} + +qboolean Pickup_Bandolier (edict_t *ent, edict_t *other) +{ + gitem_t *item; + int index; + + if (other->client->pers.max_bullets < 250) + other->client->pers.max_bullets = 250; + if (other->client->pers.max_shells < 150) + other->client->pers.max_shells = 150; + if (other->client->pers.max_cells < 250) + other->client->pers.max_cells = 250; + if (other->client->pers.max_slugs < 75) + other->client->pers.max_slugs = 75; + + item = FindItem("Bullets"); + if (item) + { + index = ITEM_INDEX(item); + other->client->pers.inventory[index] += item->quantity; + if (other->client->pers.inventory[index] > other->client->pers.max_bullets) + other->client->pers.inventory[index] = other->client->pers.max_bullets; + } + + item = FindItem("Shells"); + if (item) + { + index = ITEM_INDEX(item); + other->client->pers.inventory[index] += item->quantity; + if (other->client->pers.inventory[index] > other->client->pers.max_shells) + other->client->pers.inventory[index] = other->client->pers.max_shells; + } + + if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value)) + SetRespawn (ent, ent->item->quantity); + + return true; +} + +qboolean Pickup_Pack (edict_t *ent, edict_t *other) +{ + gitem_t *item; + int index; + + if (other->client->pers.max_bullets < 300) + other->client->pers.max_bullets = 300; + if (other->client->pers.max_shells < 200) + other->client->pers.max_shells = 200; + if (other->client->pers.max_rockets < 100) + other->client->pers.max_rockets = 100; + if (other->client->pers.max_grenades < 100) + other->client->pers.max_grenades = 100; + if (other->client->pers.max_cells < 300) + other->client->pers.max_cells = 300; + if (other->client->pers.max_slugs < 100) + other->client->pers.max_slugs = 100; + + item = FindItem("Bullets"); + if (item) + { + index = ITEM_INDEX(item); + other->client->pers.inventory[index] += item->quantity; + if (other->client->pers.inventory[index] > other->client->pers.max_bullets) + other->client->pers.inventory[index] = other->client->pers.max_bullets; + } + + item = FindItem("Shells"); + if (item) + { + index = ITEM_INDEX(item); + other->client->pers.inventory[index] += item->quantity; + if (other->client->pers.inventory[index] > other->client->pers.max_shells) + other->client->pers.inventory[index] = other->client->pers.max_shells; + } + + item = FindItem("Cells"); + if (item) + { + index = ITEM_INDEX(item); + other->client->pers.inventory[index] += item->quantity; + if (other->client->pers.inventory[index] > other->client->pers.max_cells) + other->client->pers.inventory[index] = other->client->pers.max_cells; + } + + item = FindItem("Grenades"); + if (item) + { + index = ITEM_INDEX(item); + other->client->pers.inventory[index] += item->quantity; + if (other->client->pers.inventory[index] > other->client->pers.max_grenades) + other->client->pers.inventory[index] = other->client->pers.max_grenades; + } + + item = FindItem("Rockets"); + if (item) + { + index = ITEM_INDEX(item); + other->client->pers.inventory[index] += item->quantity; + if (other->client->pers.inventory[index] > other->client->pers.max_rockets) + other->client->pers.inventory[index] = other->client->pers.max_rockets; + } + + item = FindItem("Slugs"); + if (item) + { + index = ITEM_INDEX(item); + other->client->pers.inventory[index] += item->quantity; + if (other->client->pers.inventory[index] > other->client->pers.max_slugs) + other->client->pers.inventory[index] = other->client->pers.max_slugs; + } + + if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value)) + SetRespawn (ent, ent->item->quantity); + + return true; +} + +//====================================================================== + +void Use_Quad (edict_t *ent, gitem_t *item) +{ + int timeout; + + ent->client->pers.inventory[ITEM_INDEX(item)]--; + ValidateSelectedItem (ent); + + if (quad_drop_timeout_hack) + { + timeout = quad_drop_timeout_hack; + quad_drop_timeout_hack = 0; + } + else + { + timeout = 300; + } + + if (ent->client->quad_framenum > level.framenum) + ent->client->quad_framenum += timeout; + else + ent->client->quad_framenum = level.framenum + timeout; + + gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage.wav"), 1, ATTN_NORM, 0); +} + +//====================================================================== + +void Use_Breather (edict_t *ent, gitem_t *item) +{ + ent->client->pers.inventory[ITEM_INDEX(item)]--; + ValidateSelectedItem (ent); + + if (ent->client->breather_framenum > level.framenum) + ent->client->breather_framenum += 300; + else + ent->client->breather_framenum = level.framenum + 300; + +} + +//====================================================================== + +void Use_Envirosuit (edict_t *ent, gitem_t *item) +{ + ent->client->pers.inventory[ITEM_INDEX(item)]--; + ValidateSelectedItem (ent); + + if (ent->client->enviro_framenum > level.framenum) + ent->client->enviro_framenum += 300; + else + ent->client->enviro_framenum = level.framenum + 300; + +} + +//====================================================================== + +void Use_Invulnerability (edict_t *ent, gitem_t *item) +{ + ent->client->pers.inventory[ITEM_INDEX(item)]--; + ValidateSelectedItem (ent); + + if (ent->client->invincible_framenum > level.framenum) + ent->client->invincible_framenum += 300; + else + ent->client->invincible_framenum = level.framenum + 300; + + gi.sound(ent, CHAN_ITEM, gi.soundindex("items/protect.wav"), 1, ATTN_NORM, 0); +} + +//====================================================================== + +void Use_Silencer (edict_t *ent, gitem_t *item) +{ + ent->client->pers.inventory[ITEM_INDEX(item)]--; + ValidateSelectedItem (ent); + ent->client->silencer_shots += 30; +} + +//====================================================================== + +qboolean Pickup_Key (edict_t *ent, edict_t *other) +{ + if (coop->value) + { + if (strcmp(ent->classname, "key_power_cube") == 0) + { + if (other->client->pers.power_cubes & ((ent->spawnflags & 0x0000ff00)>> 8)) + return false; + other->client->pers.inventory[ITEM_INDEX(ent->item)]++; + other->client->pers.power_cubes |= ((ent->spawnflags & 0x0000ff00) >> 8); + } + else + { + if (other->client->pers.inventory[ITEM_INDEX(ent->item)]) + return false; + other->client->pers.inventory[ITEM_INDEX(ent->item)] = 1; + } + return true; + } + other->client->pers.inventory[ITEM_INDEX(ent->item)]++; + return true; +} + +//====================================================================== + +qboolean Add_Ammo (edict_t *ent, gitem_t *item, int count) +{ + int index; + int max; + + if (!ent->client) + return false; + + if (item->tag == AMMO_BULLETS) + max = ent->client->pers.max_bullets; + else if (item->tag == AMMO_SHELLS) + max = ent->client->pers.max_shells; + else if (item->tag == AMMO_ROCKETS) + max = ent->client->pers.max_rockets; + else if (item->tag == AMMO_GRENADES) + max = ent->client->pers.max_grenades; + else if (item->tag == AMMO_CELLS) + max = ent->client->pers.max_cells; + else if (item->tag == AMMO_SLUGS) + max = ent->client->pers.max_slugs; + else + return false; + + index = ITEM_INDEX(item); + + if (ent->client->pers.inventory[index] == max) + return false; + + ent->client->pers.inventory[index] += count; + + if (ent->client->pers.inventory[index] > max) + ent->client->pers.inventory[index] = max; + + return true; +} + +qboolean Pickup_Ammo (edict_t *ent, edict_t *other) +{ + int oldcount; + int count; + qboolean weapon; + + weapon = (ent->item->flags & IT_WEAPON); + if ( (weapon) && ( (int)dmflags->value & DF_INFINITE_AMMO ) ) + count = 1000; + else if (ent->count) + count = ent->count; + else + count = ent->item->quantity; + + oldcount = other->client->pers.inventory[ITEM_INDEX(ent->item)]; + + if (!Add_Ammo (other, ent->item, count)) + return false; + + if (weapon && !oldcount) + { + if (other->client->pers.weapon != ent->item && ( !deathmatch->value || other->client->pers.weapon == FindItem("blaster") ) ) + other->client->newweapon = ent->item; + } + + if (!(ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM)) && (deathmatch->value)) + SetRespawn (ent, 30); + return true; +} + +void Drop_Ammo (edict_t *ent, gitem_t *item) +{ + edict_t *dropped; + int index; + + index = ITEM_INDEX(item); + dropped = Drop_Item (ent, item); + if (ent->client->pers.inventory[index] >= item->quantity) + dropped->count = item->quantity; + else + dropped->count = ent->client->pers.inventory[index]; + ent->client->pers.inventory[index] -= dropped->count; + ValidateSelectedItem (ent); +} + + +//====================================================================== + +void MegaHealth_think (edict_t *self) +{ + if (self->owner->health > self->owner->max_health + //ZOID + && !CTFHasRegeneration(self->owner) + //ZOID + ) + { + self->nextthink = level.time + 1; + self->owner->health -= 1; + return; + } + + if (!(self->spawnflags & DROPPED_ITEM) && (deathmatch->value)) + SetRespawn (self, 20); + else + G_FreeEdict (self); +} + +qboolean Pickup_Health (edict_t *ent, edict_t *other) +{ + if (!(ent->style & HEALTH_IGNORE_MAX)) + if (other->health >= other->max_health) + return false; + + //ZOID + if (other->health >= 250 && ent->count > 25) + return false; + //ZOID + + other->health += ent->count; + + //ZOID + if (other->health > 250 && ent->count > 25) + other->health = 250; + //ZOID + + if (!(ent->style & HEALTH_IGNORE_MAX)) + { + if (other->health > other->max_health) + other->health = other->max_health; + } + + //ZOID + if ((ent->style & HEALTH_TIMED) + && !CTFHasRegeneration(other) + //ZOID + ) + { + ent->think = MegaHealth_think; + ent->nextthink = level.time + 5; + ent->owner = other; + ent->flags |= FL_RESPAWN; + ent->svflags |= SVF_NOCLIENT; + ent->solid = SOLID_NOT; + } + else + { + if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value)) + SetRespawn (ent, 30); + } + + return true; +} + +//====================================================================== + +int ArmorIndex (edict_t *ent) +{ + if (!ent->client) + return 0; + + if (ent->client->pers.inventory[jacket_armor_index] > 0) + return jacket_armor_index; + + if (ent->client->pers.inventory[combat_armor_index] > 0) + return combat_armor_index; + + if (ent->client->pers.inventory[body_armor_index] > 0) + return body_armor_index; + + return 0; +} + +qboolean Pickup_Armor (edict_t *ent, edict_t *other) +{ + int old_armor_index; + gitem_armor_t *oldinfo; + gitem_armor_t *newinfo; + int newcount; + float salvage; + int salvagecount; + + // get info on new armor + newinfo = (gitem_armor_t *)ent->item->info; + + old_armor_index = ArmorIndex (other); + + // handle armor shards specially + if (ent->item->tag == ARMOR_SHARD) + { + if (!old_armor_index) + other->client->pers.inventory[jacket_armor_index] = 2; + else + other->client->pers.inventory[old_armor_index] += 2; + } + + // if player has no armor, just use it + else if (!old_armor_index) + { + other->client->pers.inventory[ITEM_INDEX(ent->item)] = newinfo->base_count; + } + + // use the better armor + else + { + // get info on old armor + if (old_armor_index == jacket_armor_index) + oldinfo = &jacketarmor_info; + else if (old_armor_index == combat_armor_index) + oldinfo = &combatarmor_info; + else // (old_armor_index == body_armor_index) + oldinfo = &bodyarmor_info; + + if (newinfo->normal_protection > oldinfo->normal_protection) + { + // calc new armor values + salvage = oldinfo->normal_protection / newinfo->normal_protection; + salvagecount = salvage * other->client->pers.inventory[old_armor_index]; + newcount = newinfo->base_count + salvagecount; + if (newcount > newinfo->max_count) + newcount = newinfo->max_count; + + // zero count of old armor so it goes away + other->client->pers.inventory[old_armor_index] = 0; + + // change armor to new item with computed value + other->client->pers.inventory[ITEM_INDEX(ent->item)] = newcount; + } + else + { + // calc new armor values + salvage = newinfo->normal_protection / oldinfo->normal_protection; + salvagecount = salvage * newinfo->base_count; + newcount = other->client->pers.inventory[old_armor_index] + salvagecount; + if (newcount > oldinfo->max_count) + newcount = oldinfo->max_count; + + // if we're already maxed out then we don't need the new armor + if (other->client->pers.inventory[old_armor_index] >= newcount) + return false; + + // update current armor value + other->client->pers.inventory[old_armor_index] = newcount; + } + } + + if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value)) + SetRespawn (ent, 20); + + return true; +} + +//====================================================================== + +int PowerArmorType (edict_t *ent) +{ + if (!ent->client) + return POWER_ARMOR_NONE; + + if (!(ent->flags & FL_POWER_ARMOR)) + return POWER_ARMOR_NONE; + + if (ent->client->pers.inventory[power_shield_index] > 0) + return POWER_ARMOR_SHIELD; + + if (ent->client->pers.inventory[power_screen_index] > 0) + return POWER_ARMOR_SCREEN; + + return POWER_ARMOR_NONE; +} + +void Use_PowerArmor (edict_t *ent, gitem_t *item) +{ + int index; + + if (ent->flags & FL_POWER_ARMOR) + { + ent->flags &= ~FL_POWER_ARMOR; + gi.sound(ent, CHAN_AUTO, gi.soundindex("misc/power2.wav"), 1, ATTN_NORM, 0); + } + else + { + index = ITEM_INDEX(FindItem("cells")); + if (!ent->client->pers.inventory[index]) + { + gi.cprintf (ent, PRINT_HIGH, "No cells for power armor.\n"); + return; + } + ent->flags |= FL_POWER_ARMOR; + gi.sound(ent, CHAN_AUTO, gi.soundindex("misc/power1.wav"), 1, ATTN_NORM, 0); + } +} + +qboolean Pickup_PowerArmor (edict_t *ent, edict_t *other) +{ + int quantity; + + quantity = other->client->pers.inventory[ITEM_INDEX(ent->item)]; + + other->client->pers.inventory[ITEM_INDEX(ent->item)]++; + + if (deathmatch->value) + { + if (!(ent->spawnflags & DROPPED_ITEM) ) + SetRespawn (ent, ent->item->quantity); + // auto-use for DM only if we didn't already have one + if (!quantity) + ent->item->use (other, ent->item); + } + + return true; +} + +void Drop_PowerArmor (edict_t *ent, gitem_t *item) +{ + if ((ent->flags & FL_POWER_ARMOR) && (ent->client->pers.inventory[ITEM_INDEX(item)] == 1)) + Use_PowerArmor (ent, item); + Drop_General (ent, item); +} + +//====================================================================== + +/* +=============== +Touch_Item +=============== +*/ +void Touch_Item (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf) +{ + qboolean taken; + + if (!other->client) + return; + if (other->health < 1) + return; // dead people can't pickup + if (!ent->item->pickup) + return; // not a grabbable item? + + if (CTFMatchSetup()) + return; // can't pick stuff up right now + + taken = ent->item->pickup(ent, other); + + if (taken) + { + // flash the screen + other->client->bonus_alpha = 0.25; + + // show icon and name on status bar + other->client->ps.stats[STAT_PICKUP_ICON] = gi.imageindex(ent->item->icon); + other->client->ps.stats[STAT_PICKUP_STRING] = CS_ITEMS+ITEM_INDEX(ent->item); + other->client->pickup_msg_time = level.time + 3.0; + + // change selected item + if (ent->item->use) + other->client->pers.selected_item = other->client->ps.stats[STAT_SELECTED_ITEM] = ITEM_INDEX(ent->item); + + if (ent->item->pickup == Pickup_Health) + { + if (ent->count == 2) + gi.sound(other, CHAN_ITEM, gi.soundindex("items/s_health.wav"), 1, ATTN_NORM, 0); + else if (ent->count == 10) + gi.sound(other, CHAN_ITEM, gi.soundindex("items/n_health.wav"), 1, ATTN_NORM, 0); + else if (ent->count == 25) + gi.sound(other, CHAN_ITEM, gi.soundindex("items/l_health.wav"), 1, ATTN_NORM, 0); + else // (ent->count == 100) + gi.sound(other, CHAN_ITEM, gi.soundindex("items/m_health.wav"), 1, ATTN_NORM, 0); + } + else if (ent->item->pickup_sound) + { + gi.sound(other, CHAN_ITEM, gi.soundindex(ent->item->pickup_sound), 1, ATTN_NORM, 0); + } + } + + if (!(ent->spawnflags & ITEM_TARGETS_USED)) + { + G_UseTargets (ent, other); + ent->spawnflags |= ITEM_TARGETS_USED; + } + + if (!taken) + return; + + if (!((coop->value) && (ent->item->flags & IT_STAY_COOP)) || (ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM))) + { + if (ent->flags & FL_RESPAWN) + ent->flags &= ~FL_RESPAWN; + else + G_FreeEdict (ent); + } +} + +//====================================================================== + +static void drop_temp_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf) +{ + if (other == ent->owner) + return; + + Touch_Item (ent, other, plane, surf); +} + +static void drop_make_touchable (edict_t *ent) +{ + ent->touch = Touch_Item; + if (deathmatch->value) + { + ent->nextthink = level.time + 29; + ent->think = G_FreeEdict; + } +} + +edict_t *Drop_Item (edict_t *ent, gitem_t *item) +{ + edict_t *dropped; + vec3_t forward, right; + vec3_t offset; + + dropped = G_Spawn(); + + dropped->classname = item->classname; + dropped->item = item; + dropped->spawnflags = DROPPED_ITEM; + dropped->s.effects = item->world_model_flags; + dropped->s.renderfx = RF_GLOW; + VectorSet (dropped->mins, -15, -15, -15); + VectorSet (dropped->maxs, 15, 15, 15); + gi.setmodel (dropped, dropped->item->world_model); + dropped->solid = SOLID_TRIGGER; + dropped->movetype = MOVETYPE_TOSS; + dropped->touch = drop_temp_touch; + dropped->owner = ent; + + if (ent->client) + { + trace_t trace; + + AngleVectors (ent->client->v_angle, forward, right, NULL); + VectorSet(offset, 24, 0, -16); + G_ProjectSource (ent->s.origin, offset, forward, right, dropped->s.origin); + trace = gi.trace (ent->s.origin, dropped->mins, dropped->maxs, + dropped->s.origin, ent, CONTENTS_SOLID); + VectorCopy (trace.endpos, dropped->s.origin); + } + else + { + AngleVectors (ent->s.angles, forward, right, NULL); + VectorCopy (ent->s.origin, dropped->s.origin); + } + + VectorScale (forward, 100, dropped->velocity); + dropped->velocity[2] = 300; + + dropped->think = drop_make_touchable; + dropped->nextthink = level.time + 1; + + gi.linkentity (dropped); + + return dropped; +} + +void Use_Item (edict_t *ent, edict_t *other, edict_t *activator) +{ + ent->svflags &= ~SVF_NOCLIENT; + ent->use = NULL; + + if (ent->spawnflags & ITEM_NO_TOUCH) + { + ent->solid = SOLID_BBOX; + ent->touch = NULL; + } + else + { + ent->solid = SOLID_TRIGGER; + ent->touch = Touch_Item; + } + + gi.linkentity (ent); +} + +//====================================================================== + +/* +================ +droptofloor +================ +*/ +void droptofloor (edict_t *ent) +{ + trace_t tr; + vec3_t dest; + float *v; + + v = tv(-15,-15,-15); + VectorCopy (v, ent->mins); + v = tv(15,15,15); + VectorCopy (v, ent->maxs); + + if (ent->model) + gi.setmodel (ent, ent->model); + else + gi.setmodel (ent, ent->item->world_model); + ent->solid = SOLID_TRIGGER; + ent->movetype = MOVETYPE_TOSS; + ent->touch = Touch_Item; + + v = tv(0,0,-128); + VectorAdd (ent->s.origin, v, dest); + + tr = gi.trace (ent->s.origin, ent->mins, ent->maxs, dest, ent, MASK_SOLID); + if (tr.startsolid) + { + gi.dprintf ("droptofloor: %s startsolid at %s\n", ent->classname, vtos(ent->s.origin)); + G_FreeEdict (ent); + return; + } + + VectorCopy (tr.endpos, ent->s.origin); + + if (ent->team) + { + ent->flags &= ~FL_TEAMSLAVE; + ent->chain = ent->teamchain; + ent->teamchain = NULL; + + ent->svflags |= SVF_NOCLIENT; + ent->solid = SOLID_NOT; + if (ent == ent->teammaster) + { + ent->nextthink = level.time + FRAMETIME; + ent->think = DoRespawn; + } + } + + if (ent->spawnflags & ITEM_NO_TOUCH) + { + ent->solid = SOLID_BBOX; + ent->touch = NULL; + ent->s.effects &= ~EF_ROTATE; + ent->s.renderfx &= ~RF_GLOW; + } + + if (ent->spawnflags & ITEM_TRIGGER_SPAWN) + { + ent->svflags |= SVF_NOCLIENT; + ent->solid = SOLID_NOT; + ent->use = Use_Item; + } + + gi.linkentity (ent); +} + + +/* +=============== +PrecacheItem + +Precaches all data needed for a given item. +This will be called for each item spawned in a level, +and for each item in each client's inventory. +=============== +*/ +void PrecacheItem (gitem_t *it) +{ + char *s, *start; + char data[MAX_QPATH]; + int len; + gitem_t *ammo; + + if (!it) + return; + + if (it->pickup_sound) + gi.soundindex (it->pickup_sound); + if (it->world_model) + gi.modelindex (it->world_model); + if (it->view_model) + gi.modelindex (it->view_model); + if (it->icon) + gi.imageindex (it->icon); + + // parse everything for its ammo + if (it->ammo && it->ammo[0]) + { + ammo = FindItem (it->ammo); + if (ammo != it) + PrecacheItem (ammo); + } + + // parse the space seperated precache string for other items + s = it->precaches; + if (!s || !s[0]) + return; + + while (*s) + { + start = s; + while (*s && *s != ' ') + s++; + + len = s-start; + if (len >= MAX_QPATH || len < 5) + gi.error ("PrecacheItem: %s has bad precache string", it->classname); + memcpy (data, start, len); + data[len] = 0; + if (*s) + s++; + + // determine type based on extension + if (!strcmp(data+len-3, "md2")) + gi.modelindex (data); + else if (!strcmp(data+len-3, "sp2")) + gi.modelindex (data); + else if (!strcmp(data+len-3, "wav")) + gi.soundindex (data); + if (!strcmp(data+len-3, "pcx")) + gi.imageindex (data); + } +} + +/* +============ +SpawnItem + +Sets the clipping size and plants the object on the floor. + +Items can't be immediately dropped to floor, because they might +be on an entity that hasn't spawned yet. +============ +*/ +void SpawnItem (edict_t *ent, gitem_t *item) +{ + PrecacheItem (item); + + if (ent->spawnflags) + { + if (strcmp(ent->classname, "key_power_cube") != 0) + { + ent->spawnflags = 0; + gi.dprintf("%s at %s has invalid spawnflags set\n", ent->classname, vtos(ent->s.origin)); + } + } + + // some items will be prevented in deathmatch + if (deathmatch->value) + { + if ( (int)dmflags->value & DF_NO_ARMOR ) + { + if (item->pickup == Pickup_Armor || item->pickup == Pickup_PowerArmor) + { + G_FreeEdict (ent); + return; + } + } + if ( (int)dmflags->value & DF_NO_ITEMS ) + { + if (item->pickup == Pickup_Powerup) + { + G_FreeEdict (ent); + return; + } + } + if ( (int)dmflags->value & DF_NO_HEALTH ) + { + if (item->pickup == Pickup_Health || item->pickup == Pickup_Adrenaline || item->pickup == Pickup_AncientHead) + { + G_FreeEdict (ent); + return; + } + } + if ( (int)dmflags->value & DF_INFINITE_AMMO ) + { + if ( (item->flags == IT_AMMO) || (strcmp(ent->classname, "weapon_bfg") == 0) ) + { + G_FreeEdict (ent); + return; + } + } + } + + if (coop->value && (strcmp(ent->classname, "key_power_cube") == 0)) + { + ent->spawnflags |= (1 << (8 + level.power_cubes)); + level.power_cubes++; + } + + // don't let them drop items that stay in a coop game + if ((coop->value) && (item->flags & IT_STAY_COOP)) + { + item->drop = NULL; + } + + //ZOID + //Don't spawn the flags unless enabled + if (!ctf->value && + (strcmp(ent->classname, "item_flag_team1") == 0 || + strcmp(ent->classname, "item_flag_team2") == 0)) { + G_FreeEdict(ent); + return; + } + //ZOID + + ent->item = item; + ent->nextthink = level.time + 2 * FRAMETIME; // items start after other solids + ent->think = droptofloor; + ent->s.effects = item->world_model_flags; + ent->s.renderfx = RF_GLOW; + if (ent->model) + gi.modelindex (ent->model); + + //ZOID + //flags are server animated and have special handling + if (strcmp(ent->classname, "item_flag_team1") == 0 || + strcmp(ent->classname, "item_flag_team2") == 0) { + ent->think = CTFFlagSetup; + } + //ZOID + +} + +//====================================================================== + +gitem_t itemlist[] = +{ + { + NULL + }, // leave index 0 alone + + // + // ARMOR + // + +/*QUAKED item_armor_body (.3 .3 1) (-16 -16 -16) (16 16 16) +*/ + { + "item_armor_body", + Pickup_Armor, + NULL, + NULL, + NULL, + "misc/ar1_pkup.wav", + "models/items/armor/body/tris.md2", EF_ROTATE, + NULL, +/* icon */ "i_bodyarmor", +/* pickup */ "Body Armor", +/* width */ 3, + 0, + NULL, + IT_ARMOR, + 0, + &bodyarmor_info, + ARMOR_BODY, +/* precache */ "" + }, + +/*QUAKED item_armor_combat (.3 .3 1) (-16 -16 -16) (16 16 16) +*/ + { + "item_armor_combat", + Pickup_Armor, + NULL, + NULL, + NULL, + "misc/ar1_pkup.wav", + "models/items/armor/combat/tris.md2", EF_ROTATE, + NULL, +/* icon */ "i_combatarmor", +/* pickup */ "Combat Armor", +/* width */ 3, + 0, + NULL, + IT_ARMOR, + 0, + &combatarmor_info, + ARMOR_COMBAT, +/* precache */ "" + }, + +/*QUAKED item_armor_jacket (.3 .3 1) (-16 -16 -16) (16 16 16) +*/ + { + "item_armor_jacket", + Pickup_Armor, + NULL, + NULL, + NULL, + "misc/ar1_pkup.wav", + "models/items/armor/jacket/tris.md2", EF_ROTATE, + NULL, +/* icon */ "i_jacketarmor", +/* pickup */ "Jacket Armor", +/* width */ 3, + 0, + NULL, + IT_ARMOR, + 0, + &jacketarmor_info, + ARMOR_JACKET, +/* precache */ "" + }, + +/*QUAKED item_armor_shard (.3 .3 1) (-16 -16 -16) (16 16 16) +*/ + { + "item_armor_shard", + Pickup_Armor, + NULL, + NULL, + NULL, + "misc/ar2_pkup.wav", + "models/items/armor/shard/tris.md2", EF_ROTATE, + NULL, +/* icon */ "i_jacketarmor", +/* pickup */ "Armor Shard", +/* width */ 3, + 0, + NULL, + IT_ARMOR, + 0, + NULL, + ARMOR_SHARD, +/* precache */ "" + }, + + +/*QUAKED item_power_screen (.3 .3 1) (-16 -16 -16) (16 16 16) +*/ + { + "item_power_screen", + Pickup_PowerArmor, + Use_PowerArmor, + Drop_PowerArmor, + NULL, + "misc/ar3_pkup.wav", + "models/items/armor/screen/tris.md2", EF_ROTATE, + NULL, +/* icon */ "i_powerscreen", +/* pickup */ "Power Screen", +/* width */ 0, + 60, + NULL, + IT_ARMOR, + 0, + NULL, + 0, +/* precache */ "" + }, + +/*QUAKED item_power_shield (.3 .3 1) (-16 -16 -16) (16 16 16) +*/ + { + "item_power_shield", + Pickup_PowerArmor, + Use_PowerArmor, + Drop_PowerArmor, + NULL, + "misc/ar3_pkup.wav", + "models/items/armor/shield/tris.md2", EF_ROTATE, + NULL, +/* icon */ "i_powershield", +/* pickup */ "Power Shield", +/* width */ 0, + 60, + NULL, + IT_ARMOR, + 0, + NULL, + 0, +/* precache */ "misc/power2.wav misc/power1.wav" + }, + + + // + // WEAPONS + // + +/* weapon_grapple (.3 .3 1) (-16 -16 -16) (16 16 16) +always owned, never in the world +*/ + { + "weapon_grapple", + NULL, + Use_Weapon, + NULL, + CTFWeapon_Grapple, + "misc/w_pkup.wav", + NULL, 0, + "models/weapons/grapple/tris.md2", +/* icon */ "w_grapple", +/* pickup */ "Grapple", + 0, + 0, + NULL, + IT_WEAPON, + WEAP_GRAPPLE, + NULL, + 0, +/* precache */ "weapons/grapple/grfire.wav weapons/grapple/grpull.wav weapons/grapple/grhang.wav weapons/grapple/grreset.wav weapons/grapple/grhit.wav" + }, + +/* weapon_blaster (.3 .3 1) (-16 -16 -16) (16 16 16) +always owned, never in the world +*/ + { + "weapon_blaster", + NULL, + Use_Weapon, + NULL, + Weapon_Blaster, + "misc/w_pkup.wav", + NULL, 0, + "models/weapons/v_blast/tris.md2", +/* icon */ "w_blaster", +/* pickup */ "Blaster", + 0, + 0, + NULL, + IT_WEAPON|IT_STAY_COOP, + WEAP_BLASTER, + NULL, + 0, +/* precache */ "weapons/blastf1a.wav misc/lasfly.wav" + }, + + +/*QUAKED weapon_shotgun (.3 .3 1) (-16 -16 -16) (16 16 16) +*/ + { + "weapon_shotgun", + Pickup_Weapon, + Use_Weapon, + Drop_Weapon, + Weapon_Shotgun, + "misc/w_pkup.wav", + "models/weapons/g_shotg/tris.md2", EF_ROTATE, + "models/weapons/v_shotg/tris.md2", +/* icon */ "w_shotgun", +/* pickup */ "Shotgun", + 0, + 1, + "Shells", + IT_WEAPON|IT_STAY_COOP, + WEAP_SHOTGUN, + NULL, + 0, +/* precache */ "weapons/shotgf1b.wav weapons/shotgr1b.wav" + }, + +/*QUAKED weapon_supershotgun (.3 .3 1) (-16 -16 -16) (16 16 16) +*/ + { + "weapon_supershotgun", + Pickup_Weapon, + Use_Weapon, + Drop_Weapon, + Weapon_SuperShotgun, + "misc/w_pkup.wav", + "models/weapons/g_shotg2/tris.md2", EF_ROTATE, + "models/weapons/v_shotg2/tris.md2", +/* icon */ "w_sshotgun", +/* pickup */ "Super Shotgun", + 0, + 2, + "Shells", + IT_WEAPON|IT_STAY_COOP, + WEAP_SUPERSHOTGUN, + NULL, + 0, +/* precache */ "weapons/sshotf1b.wav" + }, + +/*QUAKED weapon_machinegun (.3 .3 1) (-16 -16 -16) (16 16 16) +*/ + { + "weapon_machinegun", + Pickup_Weapon, + Use_Weapon, + Drop_Weapon, + Weapon_Machinegun, + "misc/w_pkup.wav", + "models/weapons/g_machn/tris.md2", EF_ROTATE, + "models/weapons/v_machn/tris.md2", +/* icon */ "w_machinegun", +/* pickup */ "Machinegun", + 0, + 1, + "Bullets", + IT_WEAPON|IT_STAY_COOP, + WEAP_MACHINEGUN, + NULL, + 0, +/* precache */ "weapons/machgf1b.wav weapons/machgf2b.wav weapons/machgf3b.wav weapons/machgf4b.wav weapons/machgf5b.wav" + }, + +/*QUAKED weapon_chaingun (.3 .3 1) (-16 -16 -16) (16 16 16) +*/ + { + "weapon_chaingun", + Pickup_Weapon, + Use_Weapon, + Drop_Weapon, + Weapon_Chaingun, + "misc/w_pkup.wav", + "models/weapons/g_chain/tris.md2", EF_ROTATE, + "models/weapons/v_chain/tris.md2", +/* icon */ "w_chaingun", +/* pickup */ "Chaingun", + 0, + 1, + "Bullets", + IT_WEAPON|IT_STAY_COOP, + WEAP_CHAINGUN, + NULL, + 0, +/* precache */ "weapons/chngnu1a.wav weapons/chngnl1a.wav weapons/machgf3b.wav` weapons/chngnd1a.wav" + }, + +/*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16) +*/ + { + "ammo_grenades", + Pickup_Ammo, + Use_Weapon, + Drop_Ammo, + Weapon_Grenade, + "misc/am_pkup.wav", + "models/items/ammo/grenades/medium/tris.md2", 0, + "models/weapons/v_handgr/tris.md2", +/* icon */ "a_grenades", +/* pickup */ "Grenades", +/* width */ 3, + 5, + "grenades", + IT_AMMO|IT_WEAPON, + WEAP_GRENADES, + NULL, + AMMO_GRENADES, +/* precache */ "weapons/hgrent1a.wav weapons/hgrena1b.wav weapons/hgrenc1b.wav weapons/hgrenb1a.wav weapons/hgrenb2a.wav " + }, + +/*QUAKED weapon_grenadelauncher (.3 .3 1) (-16 -16 -16) (16 16 16) +*/ + { + "weapon_grenadelauncher", + Pickup_Weapon, + Use_Weapon, + Drop_Weapon, + Weapon_GrenadeLauncher, + "misc/w_pkup.wav", + "models/weapons/g_launch/tris.md2", EF_ROTATE, + "models/weapons/v_launch/tris.md2", +/* icon */ "w_glauncher", +/* pickup */ "Grenade Launcher", + 0, + 1, + "Grenades", + IT_WEAPON|IT_STAY_COOP, + WEAP_GRENADELAUNCHER, + NULL, + 0, +/* precache */ "models/objects/grenade/tris.md2 weapons/grenlf1a.wav weapons/grenlr1b.wav weapons/grenlb1b.wav" + }, + +/*QUAKED weapon_rocketlauncher (.3 .3 1) (-16 -16 -16) (16 16 16) +*/ + { + "weapon_rocketlauncher", + Pickup_Weapon, + Use_Weapon, + Drop_Weapon, + Weapon_RocketLauncher, + "misc/w_pkup.wav", + "models/weapons/g_rocket/tris.md2", EF_ROTATE, + "models/weapons/v_rocket/tris.md2", +/* icon */ "w_rlauncher", +/* pickup */ "Rocket Launcher", + 0, + 1, + "Rockets", + IT_WEAPON|IT_STAY_COOP, + WEAP_ROCKETLAUNCHER, + NULL, + 0, +/* precache */ "models/objects/rocket/tris.md2 weapons/rockfly.wav weapons/rocklf1a.wav weapons/rocklr1b.wav models/objects/debris2/tris.md2" + }, + +/*QUAKED weapon_hyperblaster (.3 .3 1) (-16 -16 -16) (16 16 16) +*/ + { + "weapon_hyperblaster", + Pickup_Weapon, + Use_Weapon, + Drop_Weapon, + Weapon_HyperBlaster, + "misc/w_pkup.wav", + "models/weapons/g_hyperb/tris.md2", EF_ROTATE, + "models/weapons/v_hyperb/tris.md2", +/* icon */ "w_hyperblaster", +/* pickup */ "HyperBlaster", + 0, + 1, + "Cells", + IT_WEAPON|IT_STAY_COOP, + WEAP_HYPERBLASTER, + NULL, + 0, +/* precache */ "weapons/hyprbu1a.wav weapons/hyprbl1a.wav weapons/hyprbf1a.wav weapons/hyprbd1a.wav misc/lasfly.wav" + }, + +/*QUAKED weapon_railgun (.3 .3 1) (-16 -16 -16) (16 16 16) +*/ + { + "weapon_railgun", + Pickup_Weapon, + Use_Weapon, + Drop_Weapon, + Weapon_Railgun, + "misc/w_pkup.wav", + "models/weapons/g_rail/tris.md2", EF_ROTATE, + "models/weapons/v_rail/tris.md2", +/* icon */ "w_railgun", +/* pickup */ "Railgun", + 0, + 1, + "Slugs", + IT_WEAPON|IT_STAY_COOP, + WEAP_RAILGUN, + NULL, + 0, +/* precache */ "weapons/rg_hum.wav" + }, + +/*QUAKED weapon_bfg (.3 .3 1) (-16 -16 -16) (16 16 16) +*/ + { + "weapon_bfg", + Pickup_Weapon, + Use_Weapon, + Drop_Weapon, + Weapon_BFG, + "misc/w_pkup.wav", + "models/weapons/g_bfg/tris.md2", EF_ROTATE, + "models/weapons/v_bfg/tris.md2", +/* icon */ "w_bfg", +/* pickup */ "BFG10K", + 0, + 50, + "Cells", + IT_WEAPON|IT_STAY_COOP, + WEAP_BFG, + NULL, + 0, +/* precache */ "sprites/s_bfg1.sp2 sprites/s_bfg2.sp2 sprites/s_bfg3.sp2 weapons/bfg__f1y.wav weapons/bfg__l1a.wav weapons/bfg__x1b.wav weapons/bfg_hum.wav" + }, + +#if 0 +//ZOID +/*QUAKED weapon_laser (.3 .3 1) (-16 -16 -16) (16 16 16) +*/ + { + "weapon_laser", + Pickup_Weapon, + Use_Weapon, + Drop_Weapon, + Weapon_Laser, + "misc/w_pkup.wav", + "models/weapons/g_laser/tris.md2", EF_ROTATE, + "models/weapons/v_laser/tris.md2", +/* icon */ "w_bfg", +/* pickup */ "Flashlight Laser", + 0, + 1, + "Cells", + IT_WEAPON, + 0, + NULL, + 0, +/* precache */ "" + }, +#endif + + // + // AMMO ITEMS + // + +/*QUAKED ammo_shells (.3 .3 1) (-16 -16 -16) (16 16 16) +*/ + { + "ammo_shells", + Pickup_Ammo, + NULL, + Drop_Ammo, + NULL, + "misc/am_pkup.wav", + "models/items/ammo/shells/medium/tris.md2", 0, + NULL, +/* icon */ "a_shells", +/* pickup */ "Shells", +/* width */ 3, + 10, + NULL, + IT_AMMO, + 0, + NULL, + AMMO_SHELLS, +/* precache */ "" + }, + +/*QUAKED ammo_bullets (.3 .3 1) (-16 -16 -16) (16 16 16) +*/ + { + "ammo_bullets", + Pickup_Ammo, + NULL, + Drop_Ammo, + NULL, + "misc/am_pkup.wav", + "models/items/ammo/bullets/medium/tris.md2", 0, + NULL, +/* icon */ "a_bullets", +/* pickup */ "Bullets", +/* width */ 3, + 50, + NULL, + IT_AMMO, + 0, + NULL, + AMMO_BULLETS, +/* precache */ "" + }, + +/*QUAKED ammo_cells (.3 .3 1) (-16 -16 -16) (16 16 16) +*/ + { + "ammo_cells", + Pickup_Ammo, + NULL, + Drop_Ammo, + NULL, + "misc/am_pkup.wav", + "models/items/ammo/cells/medium/tris.md2", 0, + NULL, +/* icon */ "a_cells", +/* pickup */ "Cells", +/* width */ 3, + 50, + NULL, + IT_AMMO, + 0, + NULL, + AMMO_CELLS, +/* precache */ "" + }, + +/*QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16) +*/ + { + "ammo_rockets", + Pickup_Ammo, + NULL, + Drop_Ammo, + NULL, + "misc/am_pkup.wav", + "models/items/ammo/rockets/medium/tris.md2", 0, + NULL, +/* icon */ "a_rockets", +/* pickup */ "Rockets", +/* width */ 3, + 5, + NULL, + IT_AMMO, + 0, + NULL, + AMMO_ROCKETS, +/* precache */ "" + }, + +/*QUAKED ammo_slugs (.3 .3 1) (-16 -16 -16) (16 16 16) +*/ + { + "ammo_slugs", + Pickup_Ammo, + NULL, + Drop_Ammo, + NULL, + "misc/am_pkup.wav", + "models/items/ammo/slugs/medium/tris.md2", 0, + NULL, +/* icon */ "a_slugs", +/* pickup */ "Slugs", +/* width */ 3, + 10, + NULL, + IT_AMMO, + 0, + NULL, + AMMO_SLUGS, +/* precache */ "" + }, + + + // + // POWERUP ITEMS + // +/*QUAKED item_quad (.3 .3 1) (-16 -16 -16) (16 16 16) +*/ + { + "item_quad", + Pickup_Powerup, + Use_Quad, + Drop_General, + NULL, + "items/pkup.wav", + "models/items/quaddama/tris.md2", EF_ROTATE, + NULL, +/* icon */ "p_quad", +/* pickup */ "Quad Damage", +/* width */ 2, + 60, + NULL, + IT_POWERUP, + 0, + NULL, + 0, +/* precache */ "items/damage.wav items/damage2.wav items/damage3.wav" + }, + +/*QUAKED item_invulnerability (.3 .3 1) (-16 -16 -16) (16 16 16) +*/ + { + "item_invulnerability", + Pickup_Powerup, + Use_Invulnerability, + Drop_General, + NULL, + "items/pkup.wav", + "models/items/invulner/tris.md2", EF_ROTATE, + NULL, +/* icon */ "p_invulnerability", +/* pickup */ "Invulnerability", +/* width */ 2, + 300, + NULL, + IT_POWERUP, + 0, + NULL, + 0, +/* precache */ "items/protect.wav items/protect2.wav items/protect4.wav" + }, + +/*QUAKED item_silencer (.3 .3 1) (-16 -16 -16) (16 16 16) +*/ + { + "item_silencer", + Pickup_Powerup, + Use_Silencer, + Drop_General, + NULL, + "items/pkup.wav", + "models/items/silencer/tris.md2", EF_ROTATE, + NULL, +/* icon */ "p_silencer", +/* pickup */ "Silencer", +/* width */ 2, + 60, + NULL, + IT_POWERUP, + 0, + NULL, + 0, +/* precache */ "" + }, + +/*QUAKED item_breather (.3 .3 1) (-16 -16 -16) (16 16 16) +*/ + { + "item_breather", + Pickup_Powerup, + Use_Breather, + Drop_General, + NULL, + "items/pkup.wav", + "models/items/breather/tris.md2", EF_ROTATE, + NULL, +/* icon */ "p_rebreather", +/* pickup */ "Rebreather", +/* width */ 2, + 60, + NULL, + IT_STAY_COOP|IT_POWERUP, + 0, + NULL, + 0, +/* precache */ "items/airout.wav" + }, + +/*QUAKED item_enviro (.3 .3 1) (-16 -16 -16) (16 16 16) +*/ + { + "item_enviro", + Pickup_Powerup, + Use_Envirosuit, + Drop_General, + NULL, + "items/pkup.wav", + "models/items/enviro/tris.md2", EF_ROTATE, + NULL, +/* icon */ "p_envirosuit", +/* pickup */ "Environment Suit", +/* width */ 2, + 60, + NULL, + IT_STAY_COOP|IT_POWERUP, + 0, + NULL, + 0, +/* precache */ "items/airout.wav" + }, + +/*QUAKED item_ancient_head (.3 .3 1) (-16 -16 -16) (16 16 16) +Special item that gives +2 to maximum health +*/ + { + "item_ancient_head", + Pickup_AncientHead, + NULL, + NULL, + NULL, + "items/pkup.wav", + "models/items/c_head/tris.md2", EF_ROTATE, + NULL, +/* icon */ "i_fixme", +/* pickup */ "Ancient Head", +/* width */ 2, + 60, + NULL, + 0, + 0, + NULL, + 0, +/* precache */ "" + }, + +/*QUAKED item_adrenaline (.3 .3 1) (-16 -16 -16) (16 16 16) +gives +1 to maximum health +*/ + { + "item_adrenaline", + Pickup_Adrenaline, + NULL, + NULL, + NULL, + "items/pkup.wav", + "models/items/adrenal/tris.md2", EF_ROTATE, + NULL, +/* icon */ "p_adrenaline", +/* pickup */ "Adrenaline", +/* width */ 2, + 60, + NULL, + 0, + 0, + NULL, + 0, +/* precache */ "" + }, + +/*QUAKED item_bandolier (.3 .3 1) (-16 -16 -16) (16 16 16) +*/ + { + "item_bandolier", + Pickup_Bandolier, + NULL, + NULL, + NULL, + "items/pkup.wav", + "models/items/band/tris.md2", EF_ROTATE, + NULL, +/* icon */ "p_bandolier", +/* pickup */ "Bandolier", +/* width */ 2, + 60, + NULL, + 0, + 0, + NULL, + 0, +/* precache */ "" + }, + +/*QUAKED item_pack (.3 .3 1) (-16 -16 -16) (16 16 16) +*/ + { + "item_pack", + Pickup_Pack, + NULL, + NULL, + NULL, + "items/pkup.wav", + "models/items/pack/tris.md2", EF_ROTATE, + NULL, +/* icon */ "i_pack", +/* pickup */ "Ammo Pack", +/* width */ 2, + 180, + NULL, + 0, + 0, + NULL, + 0, +/* precache */ "" + }, + + // + // KEYS + // +/*QUAKED key_data_cd (0 .5 .8) (-16 -16 -16) (16 16 16) +key for computer centers +*/ + { + "key_data_cd", + Pickup_Key, + NULL, + Drop_General, + NULL, + "items/pkup.wav", + "models/items/keys/data_cd/tris.md2", EF_ROTATE, + NULL, + "k_datacd", + "Data CD", + 2, + 0, + NULL, + IT_STAY_COOP|IT_KEY, + 0, + NULL, + 0, +/* precache */ "" + }, + +/*QUAKED key_power_cube (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH +warehouse circuits +*/ + { + "key_power_cube", + Pickup_Key, + NULL, + Drop_General, + NULL, + "items/pkup.wav", + "models/items/keys/power/tris.md2", EF_ROTATE, + NULL, + "k_powercube", + "Power Cube", + 2, + 0, + NULL, + IT_STAY_COOP|IT_KEY, + 0, + NULL, + 0, +/* precache */ "" + }, + +/*QUAKED key_pyramid (0 .5 .8) (-16 -16 -16) (16 16 16) +key for the entrance of jail3 +*/ + { + "key_pyramid", + Pickup_Key, + NULL, + Drop_General, + NULL, + "items/pkup.wav", + "models/items/keys/pyramid/tris.md2", EF_ROTATE, + NULL, + "k_pyramid", + "Pyramid Key", + 2, + 0, + NULL, + IT_STAY_COOP|IT_KEY, + 0, + NULL, + 0, +/* precache */ "" + }, + +/*QUAKED key_data_spinner (0 .5 .8) (-16 -16 -16) (16 16 16) +key for the city computer +*/ + { + "key_data_spinner", + Pickup_Key, + NULL, + Drop_General, + NULL, + "items/pkup.wav", + "models/items/keys/spinner/tris.md2", EF_ROTATE, + NULL, + "k_dataspin", + "Data Spinner", + 2, + 0, + NULL, + IT_STAY_COOP|IT_KEY, + 0, + NULL, + 0, +/* precache */ "" + }, + +/*QUAKED key_pass (0 .5 .8) (-16 -16 -16) (16 16 16) +security pass for the security level +*/ + { + "key_pass", + Pickup_Key, + NULL, + Drop_General, + NULL, + "items/pkup.wav", + "models/items/keys/pass/tris.md2", EF_ROTATE, + NULL, + "k_security", + "Security Pass", + 2, + 0, + NULL, + IT_STAY_COOP|IT_KEY, + 0, + NULL, + 0, +/* precache */ "" + }, + +/*QUAKED key_blue_key (0 .5 .8) (-16 -16 -16) (16 16 16) +normal door key - blue +*/ + { + "key_blue_key", + Pickup_Key, + NULL, + Drop_General, + NULL, + "items/pkup.wav", + "models/items/keys/key/tris.md2", EF_ROTATE, + NULL, + "k_bluekey", + "Blue Key", + 2, + 0, + NULL, + IT_STAY_COOP|IT_KEY, + 0, + NULL, + 0, +/* precache */ "" + }, + +/*QUAKED key_red_key (0 .5 .8) (-16 -16 -16) (16 16 16) +normal door key - red +*/ + { + "key_red_key", + Pickup_Key, + NULL, + Drop_General, + NULL, + "items/pkup.wav", + "models/items/keys/red_key/tris.md2", EF_ROTATE, + NULL, + "k_redkey", + "Red Key", + 2, + 0, + NULL, + IT_STAY_COOP|IT_KEY, + 0, + NULL, + 0, +/* precache */ "" + }, + +/*QUAKED key_commander_head (0 .5 .8) (-16 -16 -16) (16 16 16) +tank commander's head +*/ + { + "key_commander_head", + Pickup_Key, + NULL, + Drop_General, + NULL, + "items/pkup.wav", + "models/monsters/commandr/head/tris.md2", EF_GIB, + NULL, +/* icon */ "k_comhead", +/* pickup */ "Commander's Head", +/* width */ 2, + 0, + NULL, + IT_STAY_COOP|IT_KEY, + 0, + NULL, + 0, +/* precache */ "" + }, + +/*QUAKED key_airstrike_target (0 .5 .8) (-16 -16 -16) (16 16 16) +tank commander's head +*/ + { + "key_airstrike_target", + Pickup_Key, + NULL, + Drop_General, + NULL, + "items/pkup.wav", + "models/items/keys/target/tris.md2", EF_ROTATE, + NULL, +/* icon */ "i_airstrike", +/* pickup */ "Airstrike Marker", +/* width */ 2, + 0, + NULL, + IT_STAY_COOP|IT_KEY, + 0, + NULL, + 0, +/* precache */ "" + }, + + { + NULL, + Pickup_Health, + NULL, + NULL, + NULL, + "items/pkup.wav", + NULL, 0, + NULL, +/* icon */ "i_health", +/* pickup */ "Health", +/* width */ 3, + 0, + NULL, + 0, + 0, + NULL, + 0, +/* precache */ "items/s_health.wav items/n_health.wav items/l_health.wav items/m_health.wav" + }, + + +//ZOID +/*QUAKED item_flag_team1 (1 0.2 0) (-16 -16 -24) (16 16 32) +*/ + { + "item_flag_team1", + CTFPickup_Flag, + NULL, + CTFDrop_Flag, //Should this be null if we don't want players to drop it manually? + NULL, + "ctf/flagtk.wav", + "players/male/flag1.md2", EF_FLAG1, + NULL, +/* icon */ "i_ctf1", +/* pickup */ "Red Flag", +/* width */ 2, + 0, + NULL, + 0, + 0, + NULL, + 0, +/* precache */ "ctf/flagcap.wav" + }, + +/*QUAKED item_flag_team2 (1 0.2 0) (-16 -16 -24) (16 16 32) +*/ + { + "item_flag_team2", + CTFPickup_Flag, + NULL, + CTFDrop_Flag, //Should this be null if we don't want players to drop it manually? + NULL, + "ctf/flagtk.wav", + "players/male/flag2.md2", EF_FLAG2, + NULL, +/* icon */ "i_ctf2", +/* pickup */ "Blue Flag", +/* width */ 2, + 0, + NULL, + 0, + 0, + NULL, + 0, +/* precache */ "ctf/flagcap.wav" + }, + +/* Resistance Tech */ + { + "item_tech1", + CTFPickup_Tech, + NULL, + CTFDrop_Tech, //Should this be null if we don't want players to drop it manually? + NULL, + "items/pkup.wav", + "models/ctf/resistance/tris.md2", EF_ROTATE, + NULL, +/* icon */ "tech1", +/* pickup */ "Disruptor Shield", +/* width */ 2, + 0, + NULL, + IT_TECH, + 0, + NULL, + 0, +/* precache */ "ctf/tech1.wav" + }, + +/* Strength Tech */ + { + "item_tech2", + CTFPickup_Tech, + NULL, + CTFDrop_Tech, //Should this be null if we don't want players to drop it manually? + NULL, + "items/pkup.wav", + "models/ctf/strength/tris.md2", EF_ROTATE, + NULL, +/* icon */ "tech2", +/* pickup */ "Power Amplifier", +/* width */ 2, + 0, + NULL, + IT_TECH, + 0, + NULL, + 0, +/* precache */ "ctf/tech2.wav ctf/tech2x.wav" + }, + +/* Haste Tech */ + { + "item_tech3", + CTFPickup_Tech, + NULL, + CTFDrop_Tech, //Should this be null if we don't want players to drop it manually? + NULL, + "items/pkup.wav", + "models/ctf/haste/tris.md2", EF_ROTATE, + NULL, +/* icon */ "tech3", +/* pickup */ "Time Accel", +/* width */ 2, + 0, + NULL, + IT_TECH, + 0, + NULL, + 0, +/* precache */ "ctf/tech3.wav" + }, + +/* Regeneration Tech */ + { + "item_tech4", + CTFPickup_Tech, + NULL, + CTFDrop_Tech, //Should this be null if we don't want players to drop it manually? + NULL, + "items/pkup.wav", + "models/ctf/regeneration/tris.md2", EF_ROTATE, + NULL, +/* icon */ "tech4", +/* pickup */ "AutoDoc", +/* width */ 2, + 0, + NULL, + IT_TECH, + 0, + NULL, + 0, +/* precache */ "ctf/tech4.wav" + }, + +//ZOID + + // end of list marker + {NULL} +}; + + +/*QUAKED item_health (.3 .3 1) (-16 -16 -16) (16 16 16) +*/ +void SP_item_health (edict_t *self) +{ + if ( deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH) ) + { + G_FreeEdict (self); + return; + } + + self->model = "models/items/healing/medium/tris.md2"; + self->count = 10; + SpawnItem (self, FindItem ("Health")); + gi.soundindex ("items/n_health.wav"); +} + +/*QUAKED item_health_small (.3 .3 1) (-16 -16 -16) (16 16 16) +*/ +void SP_item_health_small (edict_t *self) +{ + if ( deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH) ) + { + G_FreeEdict (self); + return; + } + + self->model = "models/items/healing/stimpack/tris.md2"; + self->count = 2; + SpawnItem (self, FindItem ("Health")); + self->style = HEALTH_IGNORE_MAX; + gi.soundindex ("items/s_health.wav"); +} + +/*QUAKED item_health_large (.3 .3 1) (-16 -16 -16) (16 16 16) +*/ +void SP_item_health_large (edict_t *self) +{ + if ( deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH) ) + { + G_FreeEdict (self); + return; + } + + self->model = "models/items/healing/large/tris.md2"; + self->count = 25; + SpawnItem (self, FindItem ("Health")); + gi.soundindex ("items/l_health.wav"); +} + +/*QUAKED item_health_mega (.3 .3 1) (-16 -16 -16) (16 16 16) +*/ +void SP_item_health_mega (edict_t *self) +{ + if ( deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH) ) + { + G_FreeEdict (self); + return; + } + + self->model = "models/items/mega_h/tris.md2"; + self->count = 100; + SpawnItem (self, FindItem ("Health")); + gi.soundindex ("items/m_health.wav"); + self->style = HEALTH_IGNORE_MAX|HEALTH_TIMED; +} + + +void InitItems (void) +{ + game.num_items = sizeof(itemlist)/sizeof(itemlist[0]) - 1; +} + + + +/* +=============== +SetItemNames + +Called by worldspawn +=============== +*/ +void SetItemNames (void) +{ + int i; + gitem_t *it; + + for (i=0 ; ipickup_name); + } + + jacket_armor_index = ITEM_INDEX(FindItem("Jacket Armor")); + combat_armor_index = ITEM_INDEX(FindItem("Combat Armor")); + body_armor_index = ITEM_INDEX(FindItem("Body Armor")); + power_screen_index = ITEM_INDEX(FindItem("Power Screen")); + power_shield_index = ITEM_INDEX(FindItem("Power Shield")); +} + diff --git a/src/g_local.h b/src/g_local.h new file mode 100644 index 0000000..b72923d --- /dev/null +++ b/src/g_local.h @@ -0,0 +1,1146 @@ +/* +Copyright (C) 1997-2001 Id Software, Inc. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ +// g_local.h -- local definitions for game module + +#include "../../common/header/shared.h" + +// define GAME_INCLUDE so that game.h does not define the +// short, server-visible gclient_t and edict_t structures, +// because we define the full size ones in this file +#define GAME_INCLUDE +#include "game.h" + +//ZOID +#include "p_menu.h" +//ZOID + +// the "gameversion" client command will print this plus compile date +#define GAMEVERSION "baseq2" + +// protocol bytes that can be directly added to messages +#define svc_muzzleflash 1 +#define svc_muzzleflash2 2 +#define svc_temp_entity 3 +#define svc_layout 4 +#define svc_inventory 5 + +//================================================================== + +// view pitching times +#define DAMAGE_TIME 0.5 +#define FALL_TIME 0.3 + + +// edict->spawnflags +// these are set with checkboxes on each entity in the map editor +#define SPAWNFLAG_NOT_EASY 0x00000100 +#define SPAWNFLAG_NOT_MEDIUM 0x00000200 +#define SPAWNFLAG_NOT_HARD 0x00000400 +#define SPAWNFLAG_NOT_DEATHMATCH 0x00000800 +#define SPAWNFLAG_NOT_COOP 0x00001000 + +// edict->flags +#define FL_FLY 0x00000001 +#define FL_SWIM 0x00000002 // implied immunity to drowining +#define FL_IMMUNE_LASER 0x00000004 +#define FL_INWATER 0x00000008 +#define FL_GODMODE 0x00000010 +#define FL_NOTARGET 0x00000020 +#define FL_IMMUNE_SLIME 0x00000040 +#define FL_IMMUNE_LAVA 0x00000080 +#define FL_PARTIALGROUND 0x00000100 // not all corners are valid +#define FL_WATERJUMP 0x00000200 // player jumping out of water +#define FL_TEAMSLAVE 0x00000400 // not the first on the team +#define FL_NO_KNOCKBACK 0x00000800 +#define FL_POWER_ARMOR 0x00001000 // power armor (if any) is active +#define FL_RESPAWN 0x80000000 // used for item respawning + + +#define FRAMETIME 0.1 + +// memory tags to allow dynamic memory to be cleaned up +#define TAG_GAME 765 // clear when unloading the dll +#define TAG_LEVEL 766 // clear when loading a new level + + +#define MELEE_DISTANCE 80 + +#define BODY_QUEUE_SIZE 8 + +typedef enum +{ + DAMAGE_NO, + DAMAGE_YES, // will take damage if hit + DAMAGE_AIM // auto targeting recognizes this +} damage_t; + +typedef enum +{ + WEAPON_READY, + WEAPON_ACTIVATING, + WEAPON_DROPPING, + WEAPON_FIRING +} weaponstate_t; + +typedef enum +{ + AMMO_BULLETS, + AMMO_SHELLS, + AMMO_ROCKETS, + AMMO_GRENADES, + AMMO_CELLS, + AMMO_SLUGS +} ammo_t; + + +//deadflag +#define DEAD_NO 0 +#define DEAD_DYING 1 +#define DEAD_DEAD 2 +#define DEAD_RESPAWNABLE 3 + +//range +#define RANGE_MELEE 0 +#define RANGE_NEAR 1 +#define RANGE_MID 2 +#define RANGE_FAR 3 + +//gib types +#define GIB_ORGANIC 0 +#define GIB_METALLIC 1 + +//monster ai flags +#define AI_STAND_GROUND 0x00000001 +#define AI_TEMP_STAND_GROUND 0x00000002 +#define AI_SOUND_TARGET 0x00000004 +#define AI_LOST_SIGHT 0x00000008 +#define AI_PURSUIT_LAST_SEEN 0x00000010 +#define AI_PURSUE_NEXT 0x00000020 +#define AI_PURSUE_TEMP 0x00000040 +#define AI_HOLD_FRAME 0x00000080 +#define AI_GOOD_GUY 0x00000100 +#define AI_BRUTAL 0x00000200 +#define AI_NOSTEP 0x00000400 +#define AI_DUCKED 0x00000800 +#define AI_COMBAT_POINT 0x00001000 +#define AI_MEDIC 0x00002000 +#define AI_RESURRECTING 0x00004000 + +//monster attack state +#define AS_STRAIGHT 1 +#define AS_SLIDING 2 +#define AS_MELEE 3 +#define AS_MISSILE 4 + +// armor types +#define ARMOR_NONE 0 +#define ARMOR_JACKET 1 +#define ARMOR_COMBAT 2 +#define ARMOR_BODY 3 +#define ARMOR_SHARD 4 + +// power armor types +#define POWER_ARMOR_NONE 0 +#define POWER_ARMOR_SCREEN 1 +#define POWER_ARMOR_SHIELD 2 + +// handedness values +#define RIGHT_HANDED 0 +#define LEFT_HANDED 1 +#define CENTER_HANDED 2 + + +// game.serverflags values +#define SFL_CROSS_TRIGGER_1 0x00000001 +#define SFL_CROSS_TRIGGER_2 0x00000002 +#define SFL_CROSS_TRIGGER_3 0x00000004 +#define SFL_CROSS_TRIGGER_4 0x00000008 +#define SFL_CROSS_TRIGGER_5 0x00000010 +#define SFL_CROSS_TRIGGER_6 0x00000020 +#define SFL_CROSS_TRIGGER_7 0x00000040 +#define SFL_CROSS_TRIGGER_8 0x00000080 +#define SFL_CROSS_TRIGGER_MASK 0x000000ff + + +// noise types for PlayerNoise +#define PNOISE_SELF 0 +#define PNOISE_WEAPON 1 +#define PNOISE_IMPACT 2 + + +// edict->movetype values +typedef enum +{ +MOVETYPE_NONE, // never moves +MOVETYPE_NOCLIP, // origin and angles change with no interaction +MOVETYPE_PUSH, // no clip to world, push on box contact +MOVETYPE_STOP, // no clip to world, stops on box contact + +MOVETYPE_WALK, // gravity +MOVETYPE_STEP, // gravity, special edge handling +MOVETYPE_FLY, +MOVETYPE_TOSS, // gravity +MOVETYPE_FLYMISSILE, // extra size to monsters +MOVETYPE_BOUNCE +} movetype_t; + + + +typedef struct +{ + int base_count; + int max_count; + float normal_protection; + float energy_protection; + int armor; +} gitem_armor_t; + + +// gitem_t->flags +#define IT_WEAPON 1 // use makes active weapon +#define IT_AMMO 2 +#define IT_ARMOR 4 +#define IT_STAY_COOP 8 +#define IT_KEY 16 +#define IT_POWERUP 32 +//ZOID +#define IT_TECH 64 +//ZOID + +// gitem_t->weapmodel for weapons indicates model index +#define WEAP_BLASTER 1 +#define WEAP_SHOTGUN 2 +#define WEAP_SUPERSHOTGUN 3 +#define WEAP_MACHINEGUN 4 +#define WEAP_CHAINGUN 5 +#define WEAP_GRENADES 6 +#define WEAP_GRENADELAUNCHER 7 +#define WEAP_ROCKETLAUNCHER 8 +#define WEAP_HYPERBLASTER 9 +#define WEAP_RAILGUN 10 +#define WEAP_BFG 11 +#define WEAP_GRAPPLE 12 + +typedef struct gitem_s +{ + char *classname; // spawning name + qboolean (*pickup)(struct edict_s *ent, struct edict_s *other); + void (*use)(struct edict_s *ent, struct gitem_s *item); + void (*drop)(struct edict_s *ent, struct gitem_s *item); + void (*weaponthink)(struct edict_s *ent); + char *pickup_sound; + char *world_model; + int world_model_flags; + char *view_model; + + // client side info + char *icon; + char *pickup_name; // for printing on pickup + int count_width; // number of digits to display by icon + + int quantity; // for ammo how much, for weapons how much is used per shot + char *ammo; // for weapons + int flags; // IT_* flags + + int weapmodel; // weapon model index (for weapons) + + void *info; + int tag; + + char *precaches; // string of all models, sounds, and images this item will use +} gitem_t; + + + +// +// this structure is left intact through an entire game +// it should be initialized at dll load time, and read/written to +// the server.ssv file for savegames +// +typedef struct +{ + char helpmessage1[512]; + char helpmessage2[512]; + int helpchanged; // flash F1 icon if non 0, play sound + // and increment only if 1, 2, or 3 + + gclient_t *clients; // [maxclients] + + // can't store spawnpoint in level, because + // it would get overwritten by the savegame restore + char spawnpoint[512]; // needed for coop respawns + + // store latched cvars here that we want to get at often + int maxclients; + int maxentities; + + // cross level triggers + int serverflags; + + // items + int num_items; + + qboolean autosaved; +} game_locals_t; + + +// +// this structure is cleared as each map is entered +// it is read/written to the level.sav file for savegames +// +typedef struct +{ + int framenum; + float time; + + char level_name[MAX_QPATH]; // the descriptive name (Outer Base, etc) + char mapname[MAX_QPATH]; // the server name (base1, etc) + char nextmap[MAX_QPATH]; // go here when fraglimit is hit + char forcemap[MAX_QPATH]; // go here + + // intermission state + float intermissiontime; // time the intermission was started + char *changemap; + int exitintermission; + vec3_t intermission_origin; + vec3_t intermission_angle; + + edict_t *sight_client; // changed once each frame for coop games + + edict_t *sight_entity; + int sight_entity_framenum; + edict_t *sound_entity; + int sound_entity_framenum; + edict_t *sound2_entity; + int sound2_entity_framenum; + + int pic_health; + + int total_secrets; + int found_secrets; + + int total_goals; + int found_goals; + + int total_monsters; + int killed_monsters; + + edict_t *current_entity; // entity running from G_RunFrame + int body_que; // dead bodies + + int power_cubes; // ugly necessity for coop +} level_locals_t; + + +// spawn_temp_t is only used to hold entity field values that +// can be set from the editor, but aren't actualy present +// in edict_t during gameplay +typedef struct +{ + // world vars + char *sky; + float skyrotate; + vec3_t skyaxis; + char *nextmap; + + int lip; + int distance; + int height; + char *noise; + float pausetime; + char *item; + char *gravity; + + float minyaw; + float maxyaw; + float minpitch; + float maxpitch; +} spawn_temp_t; + + +typedef struct +{ + // fixed data + vec3_t start_origin; + vec3_t start_angles; + vec3_t end_origin; + vec3_t end_angles; + + int sound_start; + int sound_middle; + int sound_end; + + float accel; + float speed; + float decel; + float distance; + + float wait; + + // state data + int state; + vec3_t dir; + float current_speed; + float move_speed; + float next_speed; + float remaining_distance; + float decel_distance; + void (*endfunc)(edict_t *); +} moveinfo_t; + + +typedef struct +{ + void (*aifunc)(edict_t *self, float dist); + float dist; + void (*thinkfunc)(edict_t *self); +} mframe_t; + +typedef struct +{ + int firstframe; + int lastframe; + mframe_t *frame; + void (*endfunc)(edict_t *self); +} mmove_t; + +typedef struct +{ + mmove_t *currentmove; + int aiflags; + int nextframe; + float scale; + + void (*stand)(edict_t *self); + void (*idle)(edict_t *self); + void (*search)(edict_t *self); + void (*walk)(edict_t *self); + void (*run)(edict_t *self); + void (*dodge)(edict_t *self, edict_t *other, float eta); + void (*attack)(edict_t *self); + void (*melee)(edict_t *self); + void (*sight)(edict_t *self, edict_t *other); + qboolean (*checkattack)(edict_t *self); + + float pausetime; + float attack_finished; + + vec3_t saved_goal; + float search_time; + float trail_time; + vec3_t last_sighting; + int attack_state; + int lefty; + float idle_time; + int linkcount; + + int power_armor_type; + int power_armor_power; +} monsterinfo_t; + + + +extern game_locals_t game; +extern level_locals_t level; +extern game_import_t gi; +extern game_export_t globals; +extern spawn_temp_t st; + +extern int sm_meat_index; +extern int snd_fry; + + +// means of death +#define MOD_UNKNOWN 0 +#define MOD_BLASTER 1 +#define MOD_SHOTGUN 2 +#define MOD_SSHOTGUN 3 +#define MOD_MACHINEGUN 4 +#define MOD_CHAINGUN 5 +#define MOD_GRENADE 6 +#define MOD_G_SPLASH 7 +#define MOD_ROCKET 8 +#define MOD_R_SPLASH 9 +#define MOD_HYPERBLASTER 10 +#define MOD_RAILGUN 11 +#define MOD_BFG_LASER 12 +#define MOD_BFG_BLAST 13 +#define MOD_BFG_EFFECT 14 +#define MOD_HANDGRENADE 15 +#define MOD_HG_SPLASH 16 +#define MOD_WATER 17 +#define MOD_SLIME 18 +#define MOD_LAVA 19 +#define MOD_CRUSH 20 +#define MOD_TELEFRAG 21 +#define MOD_FALLING 22 +#define MOD_SUICIDE 23 +#define MOD_HELD_GRENADE 24 +#define MOD_EXPLOSIVE 25 +#define MOD_BARREL 26 +#define MOD_BOMB 27 +#define MOD_EXIT 28 +#define MOD_SPLASH 29 +#define MOD_TARGET_LASER 30 +#define MOD_TRIGGER_HURT 31 +#define MOD_HIT 32 +#define MOD_TARGET_BLASTER 33 +#define MOD_GRAPPLE 34 +#define MOD_FRIENDLY_FIRE 0x8000000 + +extern int meansOfDeath; + + +extern edict_t *g_edicts; + +#define FOFS(x) (size_t)&(((edict_t *)0)->x) +#define STOFS(x) (size_t)&(((spawn_temp_t *)0)->x) +#define LLOFS(x) (size_t)&(((level_locals_t *)0)->x) +#define CLOFS(x) (size_t)&(((gclient_t *)0)->x) + +#define random() ((rand () & 0x7fff) / ((float)0x7fff)) +#define crandom() (2.0 * (random() - 0.5)) + +extern cvar_t *maxentities; +extern cvar_t *deathmatch; +extern cvar_t *coop; +extern cvar_t *dmflags; +extern cvar_t *skill; +extern cvar_t *fraglimit; +extern cvar_t *timelimit; +//ZOID +extern cvar_t *capturelimit; +extern cvar_t *instantweap; +//ZOID +extern cvar_t *password; +extern cvar_t *g_select_empty; +extern cvar_t *dedicated; + +extern cvar_t *filterban; + +extern cvar_t *sv_gravity; +extern cvar_t *sv_maxvelocity; + +extern cvar_t *gun_x, *gun_y, *gun_z; +extern cvar_t *sv_rollspeed; +extern cvar_t *sv_rollangle; + +extern cvar_t *run_pitch; +extern cvar_t *run_roll; +extern cvar_t *bob_up; +extern cvar_t *bob_pitch; +extern cvar_t *bob_roll; + +extern cvar_t *sv_cheats; +extern cvar_t *maxclients; + +extern cvar_t *flood_msgs; +extern cvar_t *flood_persecond; +extern cvar_t *flood_waitdelay; + +extern cvar_t *sv_maplist; + + +#define world (&g_edicts[0]) + +// item spawnflags +#define ITEM_TRIGGER_SPAWN 0x00000001 +#define ITEM_NO_TOUCH 0x00000002 +// 6 bits reserved for editor flags +// 8 bits used as power cube id bits for coop games +#define DROPPED_ITEM 0x00010000 +#define DROPPED_PLAYER_ITEM 0x00020000 +#define ITEM_TARGETS_USED 0x00040000 + +// +// fields are needed for spawning from the entity string +// and saving / loading games +// +#define FFL_SPAWNTEMP 1 + +typedef enum { + F_INT, + F_FLOAT, + F_LSTRING, // string on disk, pointer in memory, TAG_LEVEL + F_GSTRING, // string on disk, pointer in memory, TAG_GAME + F_VECTOR, + F_ANGLEHACK, + F_EDICT, // index on disk, pointer in memory + F_ITEM, // index on disk, pointer in memory + F_CLIENT, // index on disk, pointer in memory + F_IGNORE +} fieldtype_t; + +typedef struct +{ + char *name; + int ofs; + fieldtype_t type; + int flags; +} field_t; + + +extern field_t fields[]; +extern gitem_t itemlist[]; + + +// +// g_cmds.c +// +qboolean CheckFlood(edict_t *ent); +void Cmd_Help_f (edict_t *ent); +void Cmd_Score_f (edict_t *ent); + +// +// g_items.c +// +void PrecacheItem (gitem_t *it); +void InitItems (void); +void SetItemNames (void); +gitem_t *FindItem (char *pickup_name); +gitem_t *FindItemByClassname (char *classname); +#define ITEM_INDEX(x) ((x)-itemlist) +edict_t *Drop_Item (edict_t *ent, gitem_t *item); +void SetRespawn (edict_t *ent, float delay); +void ChangeWeapon (edict_t *ent); +void SpawnItem (edict_t *ent, gitem_t *item); +void Think_Weapon (edict_t *ent); +int ArmorIndex (edict_t *ent); +int PowerArmorType (edict_t *ent); +gitem_t *GetItemByIndex (int index); +qboolean Add_Ammo (edict_t *ent, gitem_t *item, int count); +void Touch_Item (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf); + +// +// g_utils.c +// +qboolean KillBox (edict_t *ent); +void G_ProjectSource (vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result); +edict_t *G_Find (edict_t *from, int fieldofs, char *match); +edict_t *findradius (edict_t *from, vec3_t org, float rad); +edict_t *G_PickTarget (char *targetname); +void G_UseTargets (edict_t *ent, edict_t *activator); +void G_SetMovedir (vec3_t angles, vec3_t movedir); + +void G_InitEdict (edict_t *e); +edict_t *G_Spawn (void); +void G_FreeEdict (edict_t *e); + +void G_TouchTriggers (edict_t *ent); +void G_TouchSolids (edict_t *ent); + +char *G_CopyString (char *in); + +float *tv (float x, float y, float z); +char *vtos (vec3_t v); + +float vectoyaw (vec3_t vec); +void vectoangles (vec3_t vec, vec3_t angles); + +// +// g_combat.c +// +qboolean OnSameTeam (edict_t *ent1, edict_t *ent2); +qboolean CanDamage (edict_t *targ, edict_t *inflictor); +qboolean CheckTeamDamage (edict_t *targ, edict_t *attacker); +void T_Damage (edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t normal, int damage, int knockback, int dflags, int mod); +void T_RadiusDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod); + +// damage flags +#define DAMAGE_RADIUS 0x00000001 // damage was indirect +#define DAMAGE_NO_ARMOR 0x00000002 // armour does not protect from this damage +#define DAMAGE_ENERGY 0x00000004 // damage is from an energy based weapon +#define DAMAGE_NO_KNOCKBACK 0x00000008 // do not affect velocity, just view angles +#define DAMAGE_BULLET 0x00000010 // damage is from a bullet (used for ricochets) +#define DAMAGE_NO_PROTECTION 0x00000020 // armor, shields, invulnerability, and godmode have no effect + +#define DEFAULT_BULLET_HSPREAD 300 +#define DEFAULT_BULLET_VSPREAD 500 +#define DEFAULT_SHOTGUN_HSPREAD 1000 +#define DEFAULT_SHOTGUN_VSPREAD 500 +#define DEFAULT_DEATHMATCH_SHOTGUN_COUNT 12 +#define DEFAULT_SHOTGUN_COUNT 12 +#define DEFAULT_SSHOTGUN_COUNT 20 + +// +// g_monster.c +// +void monster_fire_bullet (edict_t *self, vec3_t start, vec3_t dir, int damage, int kick, int hspread, int vspread, int flashtype); +void monster_fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int flashtype); +void monster_fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect); +void monster_fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int flashtype); +void monster_fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype); +void monster_fire_railgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int flashtype); +void monster_fire_bfg (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int kick, float damage_radius, int flashtype); +void M_droptofloor (edict_t *ent); +void monster_think (edict_t *self); +void walkmonster_start (edict_t *self); +void swimmonster_start (edict_t *self); +void flymonster_start (edict_t *self); +void AttackFinished (edict_t *self, float time); +void monster_death_use (edict_t *self); +void M_CatagorizePosition (edict_t *ent); +qboolean M_CheckAttack (edict_t *self); +void M_FlyCheck (edict_t *self); +void M_CheckGround (edict_t *ent); + +// +// g_misc.c +// +void ThrowHead (edict_t *self, char *gibname, int damage, int type); +void ThrowClientHead (edict_t *self, int damage); +void ThrowGib (edict_t *self, char *gibname, int damage, int type); +void BecomeExplosion1(edict_t *self); + +// +// g_ai.c +// +void AI_SetSightClient (void); + +void ai_stand (edict_t *self, float dist); +void ai_move (edict_t *self, float dist); +void ai_walk (edict_t *self, float dist); +void ai_turn (edict_t *self, float dist); +void ai_run (edict_t *self, float dist); +void ai_charge (edict_t *self, float dist); +int range (edict_t *self, edict_t *other); + +void FoundTarget (edict_t *self); +qboolean infront (edict_t *self, edict_t *other); +qboolean visible (edict_t *self, edict_t *other); +qboolean FacingIdeal(edict_t *self); + +// +// g_weapon.c +// +void ThrowDebris (edict_t *self, char *modelname, float speed, vec3_t origin); +qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick); +void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod); +void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod); +void fire_blaster (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int effect, qboolean hyper); +void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius); +void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held); +void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage); +void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick); +void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius); + +// +// g_ptrail.c +// +void PlayerTrail_Init (void); +void PlayerTrail_Add (vec3_t spot); +void PlayerTrail_New (vec3_t spot); +edict_t *PlayerTrail_PickFirst (edict_t *self); +edict_t *PlayerTrail_PickNext (edict_t *self); +edict_t *PlayerTrail_LastSpot (void); + + +// +// g_client.c +// +void respawn (edict_t *ent); +void BeginIntermission (edict_t *targ); +void PutClientInServer (edict_t *ent); +void InitClientPersistant (gclient_t *client); +void InitClientResp (gclient_t *client); +void InitBodyQue (void); +void ClientBeginServerFrame (edict_t *ent); +void ClientUserinfoChanged (edict_t *ent, char *userinfo); + +// +// g_player.c +// +void player_pain (edict_t *self, edict_t *other, float kick, int damage); +void player_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point); + +// +// g_svcmds.c +// +void ServerCommand (void); + +// +// p_view.c +// +void ClientEndServerFrame (edict_t *ent); + +// +// p_hud.c +// +void MoveClientToIntermission (edict_t *client); +void G_SetStats (edict_t *ent); +void ValidateSelectedItem (edict_t *ent); +void DeathmatchScoreboardMessage (edict_t *client, edict_t *killer); + +// +// g_pweapon.c +// +void PlayerNoise(edict_t *who, vec3_t where, int type); +void P_ProjectSource (gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result); +void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void (*fire)(edict_t *ent)); + +// +// m_move.c +// +qboolean M_CheckBottom (edict_t *ent); +qboolean M_walkmove (edict_t *ent, float yaw, float dist); +void M_MoveToGoal (edict_t *ent, float dist); +void M_ChangeYaw (edict_t *ent); + +// +// g_phys.c +// +void G_RunEntity (edict_t *ent); + +// +// g_main.c +// +void SaveClientData (void); +void FetchClientEntData (edict_t *ent); +void EndDMLevel (void); + +// +// g_svcmds.c +// +qboolean SV_FilterPacket (char *from); + +//============================================================================ + +// client_t->anim_priority +#define ANIM_BASIC 0 // stand / run +#define ANIM_WAVE 1 +#define ANIM_JUMP 2 +#define ANIM_PAIN 3 +#define ANIM_ATTACK 4 +#define ANIM_DEATH 5 +#define ANIM_REVERSE 6 + + +// client data that stays across multiple level loads +typedef struct +{ + char userinfo[MAX_INFO_STRING]; + char netname[16]; + int hand; + + qboolean connected; // a loadgame will leave valid entities that + // just don't have a connection yet + + // values saved and restored from edicts when changing levels + int health; + int max_health; + int savedFlags; + + int selected_item; + int inventory[MAX_ITEMS]; + + // ammo capacities + int max_bullets; + int max_shells; + int max_rockets; + int max_grenades; + int max_cells; + int max_slugs; + + gitem_t *weapon; + gitem_t *lastweapon; + + int power_cubes; // used for tracking the cubes in coop games + int score; // for calculating total unit score in coop games +} client_persistant_t; + +// client data that stays across deathmatch respawns +typedef struct +{ + client_persistant_t coop_respawn; // what to set client->pers to on a respawn + int enterframe; // level.framenum the client entered the game + int score; // frags, etc + //ZOID + int ctf_team; // CTF team + int ctf_state; + float ctf_lasthurtcarrier; + float ctf_lastreturnedflag; + float ctf_flagsince; + float ctf_lastfraggedcarrier; + qboolean id_state; + float lastidtime; + qboolean voted; // for elections + qboolean ready; + qboolean admin; + struct ghost_s *ghost; // for ghost codes + //ZOID + vec3_t cmd_angles; // angles sent over in the last command + int game_helpchanged; + int helpchanged; +} client_respawn_t; + +// this structure is cleared on each PutClientInServer(), +// except for 'client->pers' +struct gclient_s +{ + // known to server + player_state_t ps; // communicated by server to clients + int ping; + + // private to game + client_persistant_t pers; + client_respawn_t resp; + pmove_state_t old_pmove; // for detecting out-of-pmove changes + + qboolean showscores; // set layout stat + //ZOID + qboolean inmenu; // in menu + pmenuhnd_t *menu; // current menu + //ZOID + qboolean showinventory; // set layout stat + qboolean showhelp; + qboolean showhelpicon; + + int ammo_index; + + int buttons; + int oldbuttons; + int latched_buttons; + + qboolean weapon_thunk; + + gitem_t *newweapon; + + // sum up damage over an entire frame, so + // shotgun blasts give a single big kick + int damage_armor; // damage absorbed by armor + int damage_parmor; // damage absorbed by power armor + int damage_blood; // damage taken out of health + int damage_knockback; // impact damage + vec3_t damage_from; // origin for vector calculation + + float killer_yaw; // when dead, look at killer + + weaponstate_t weaponstate; + vec3_t kick_angles; // weapon kicks + vec3_t kick_origin; + float v_dmg_roll, v_dmg_pitch, v_dmg_time; // damage kicks + float fall_time, fall_value; // for view drop on fall + float damage_alpha; + float bonus_alpha; + vec3_t damage_blend; + vec3_t v_angle; // aiming direction + float bobtime; // so off-ground doesn't change it + vec3_t oldviewangles; + vec3_t oldvelocity; + + float next_drown_time; + int old_waterlevel; + int breather_sound; + + int machinegun_shots; // for weapon raising + + // animation vars + int anim_end; + int anim_priority; + qboolean anim_duck; + qboolean anim_run; + + // powerup timers + float quad_framenum; + float invincible_framenum; + float breather_framenum; + float enviro_framenum; + + qboolean grenade_blew_up; + float grenade_time; + int silencer_shots; + int weapon_sound; + + float pickup_msg_time; + + float flood_locktill; // locked from talking + float flood_when[10]; // when messages were said + int flood_whenhead; // head pointer for when said + + float respawn_time; // can respawn when time > this + + //ZOID + void *ctf_grapple; // entity of grapple + int ctf_grapplestate; // true if pulling + float ctf_grapplereleasetime; // time of grapple release + float ctf_regentime; // regen tech + float ctf_techsndtime; + float ctf_lasttechmsg; + edict_t *chase_target; + qboolean update_chase; + float menutime; // time to update menu + qboolean menudirty; + //ZOID +}; + + +struct edict_s +{ + entity_state_t s; + struct gclient_s *client; // NULL if not a player + // the server expects the first part + // of gclient_s to be a player_state_t + // but the rest of it is opaque + + qboolean inuse; + int linkcount; + + // FIXME: move these fields to a server private sv_entity_t + link_t area; // linked to a division node or leaf + + int num_clusters; // if -1, use headnode instead + int clusternums[MAX_ENT_CLUSTERS]; + int headnode; // unused if num_clusters != -1 + int areanum, areanum2; + + //================================ + + int svflags; + vec3_t mins, maxs; + vec3_t absmin, absmax, size; + solid_t solid; + int clipmask; + edict_t *owner; + + + // DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER + // EXPECTS THE FIELDS IN THAT ORDER! + + //================================ + int movetype; + int flags; + + char *model; + float freetime; // sv.time when the object was freed + + // + // only used locally in game, not by server + // + char *message; + char *classname; + int spawnflags; + + float timestamp; + + float angle; // set in qe3, -1 = up, -2 = down + char *target; + char *targetname; + char *killtarget; + char *team; + char *pathtarget; + char *deathtarget; + char *combattarget; + edict_t *target_ent; + + float speed, accel, decel; + vec3_t movedir; + vec3_t pos1, pos2; + + vec3_t velocity; + vec3_t avelocity; + int mass; + float air_finished; + float gravity; // per entity gravity multiplier (1.0 is normal) + // use for lowgrav artifact, flares + + edict_t *goalentity; + edict_t *movetarget; + float yaw_speed; + float ideal_yaw; + + float nextthink; + void (*prethink) (edict_t *ent); + void (*think)(edict_t *self); + void (*blocked)(edict_t *self, edict_t *other); //move to moveinfo? + void (*touch)(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf); + void (*use)(edict_t *self, edict_t *other, edict_t *activator); + void (*pain)(edict_t *self, edict_t *other, float kick, int damage); + void (*die)(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point); + + float touch_debounce_time; // are all these legit? do we need more/less of them? + float pain_debounce_time; + float damage_debounce_time; + float fly_sound_debounce_time; //move to clientinfo + float last_move_time; + + int health; + int max_health; + int gib_health; + int deadflag; + qboolean show_hostile; + + float powerarmor_time; + + char *map; // target_changelevel + + int viewheight; // height above origin where eyesight is determined + int takedamage; + int dmg; + int radius_dmg; + float dmg_radius; + int sounds; //make this a spawntemp var? + int count; + + edict_t *chain; + edict_t *enemy; + edict_t *oldenemy; + edict_t *activator; + edict_t *groundentity; + int groundentity_linkcount; + edict_t *teamchain; + edict_t *teammaster; + + edict_t *mynoise; // can go in client only + edict_t *mynoise2; + + int noise_index; + int noise_index2; + float volume; + float attenuation; + + // timing variables + float wait; + float delay; // before firing targets + float random; + + float teleport_time; + + int watertype; + int waterlevel; + + vec3_t move_origin; + vec3_t move_angles; + + // move this to clientinfo? + int light_level; + + int style; // also used as areaportal number + + gitem_t *item; // for bonus items + + // common data blocks + moveinfo_t moveinfo; + monsterinfo_t monsterinfo; +}; + +//ZOID +#include "g_ctf.h" +//ZOID + diff --git a/src/g_main.c b/src/g_main.c new file mode 100644 index 0000000..6d9e478 --- /dev/null +++ b/src/g_main.c @@ -0,0 +1,429 @@ +/* +Copyright (C) 1997-2001 Id Software, Inc. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ + +#include "g_local.h" + +game_locals_t game; +level_locals_t level; +game_import_t gi; +game_export_t globals; +spawn_temp_t st; + +int sm_meat_index; +int snd_fry; +int meansOfDeath; + +edict_t *g_edicts; + +cvar_t *deathmatch; +cvar_t *coop; +cvar_t *dmflags; +cvar_t *skill; +cvar_t *fraglimit; +cvar_t *timelimit; +//ZOID +cvar_t *capturelimit; +cvar_t *instantweap; +//ZOID +cvar_t *password; +cvar_t *maxclients; +cvar_t *maxentities; +cvar_t *g_select_empty; +cvar_t *dedicated; + +cvar_t *filterban; + +cvar_t *sv_maxvelocity; +cvar_t *sv_gravity; + +cvar_t *sv_rollspeed; +cvar_t *sv_rollangle; +cvar_t *gun_x; +cvar_t *gun_y; +cvar_t *gun_z; + +cvar_t *run_pitch; +cvar_t *run_roll; +cvar_t *bob_up; +cvar_t *bob_pitch; +cvar_t *bob_roll; + +cvar_t *sv_cheats; + +cvar_t *flood_msgs; +cvar_t *flood_persecond; +cvar_t *flood_waitdelay; + +cvar_t *sv_maplist; + +void SpawnEntities (char *mapname, char *entities, char *spawnpoint); +void ClientThink (edict_t *ent, usercmd_t *cmd); +qboolean ClientConnect (edict_t *ent, char *userinfo); +void ClientUserinfoChanged (edict_t *ent, char *userinfo); +void ClientDisconnect (edict_t *ent); +void ClientBegin (edict_t *ent); +void ClientCommand (edict_t *ent); +void RunEntity (edict_t *ent); +void WriteGame (char *filename, qboolean autosave); +void ReadGame (char *filename); +void WriteLevel (char *filename); +void ReadLevel (char *filename); +void InitGame (void); +void G_RunFrame (void); + + +//=================================================================== + + +void ShutdownGame (void) +{ + gi.dprintf ("==== ShutdownGame ====\n"); + + gi.FreeTags (TAG_LEVEL); + gi.FreeTags (TAG_GAME); +} + + +/* +================= +GetGameAPI + +Returns a pointer to the structure with all entry points +and global variables +================= +*/ +game_export_t *GetGameAPI (game_import_t *import) +{ + gi = *import; + + globals.apiversion = GAME_API_VERSION; + globals.Init = InitGame; + globals.Shutdown = ShutdownGame; + globals.SpawnEntities = SpawnEntities; + + globals.WriteGame = WriteGame; + globals.ReadGame = ReadGame; + globals.WriteLevel = WriteLevel; + globals.ReadLevel = ReadLevel; + + globals.ClientThink = ClientThink; + globals.ClientConnect = ClientConnect; + globals.ClientUserinfoChanged = ClientUserinfoChanged; + globals.ClientDisconnect = ClientDisconnect; + globals.ClientBegin = ClientBegin; + globals.ClientCommand = ClientCommand; + + globals.RunFrame = G_RunFrame; + + globals.ServerCommand = ServerCommand; + + globals.edict_size = sizeof(edict_t); + + return &globals; +} + +#ifndef GAME_HARD_LINKED +// this is only here so the functions in q_shared.c and q_shwin.c can link +void Sys_Error (char *error, ...) +{ + va_list argptr; + char text[1024]; + + va_start (argptr, error); + vsprintf (text, error, argptr); + va_end (argptr); + + gi.error (ERR_FATAL, "%s", text); +} + +void Com_Printf (char *msg, ...) +{ + va_list argptr; + char text[1024]; + + va_start (argptr, msg); + vsprintf (text, msg, argptr); + va_end (argptr); + + gi.dprintf ("%s", text); +} + +#endif + +//====================================================================== + + +/* +================= +ClientEndServerFrames +================= +*/ +void ClientEndServerFrames (void) +{ + int i; + edict_t *ent; + + // calc the player views now that all pushing + // and damage has been added + for (i=0 ; ivalue ; i++) + { + ent = g_edicts + 1 + i; + if (!ent->inuse || !ent->client) + continue; + ClientEndServerFrame (ent); + } + +} + +/* +================= +CreateTargetChangeLevel + +Returns the created target changelevel +================= +*/ +edict_t *CreateTargetChangeLevel(char *map) +{ + edict_t *ent; + + ent = G_Spawn (); + ent->classname = "target_changelevel"; + Com_sprintf(level.nextmap, sizeof(level.nextmap), "%s", map); + ent->map = level.nextmap; + return ent; +} + +/* +================= +EndDMLevel + +The timelimit or fraglimit has been exceeded +================= +*/ +void EndDMLevel (void) +{ + edict_t *ent; + char *s, *t, *f; + static const char *seps = " ,\n\r"; + + // stay on same level flag + if ((int)dmflags->value & DF_SAME_LEVEL) + { + BeginIntermission (CreateTargetChangeLevel (level.mapname) ); + return; + } + + if (*level.forcemap) { + BeginIntermission (CreateTargetChangeLevel (level.forcemap) ); + return; + } + + // see if it's in the map list + if (*sv_maplist->string) { + s = strdup(sv_maplist->string); + f = NULL; + t = strtok(s, seps); + while (t != NULL) { + if (Q_stricmp(t, level.mapname) == 0) { + // it's in the list, go to the next one + t = strtok(NULL, seps); + if (t == NULL) { // end of list, go to first one + if (f == NULL) // there isn't a first one, same level + BeginIntermission (CreateTargetChangeLevel (level.mapname) ); + else + BeginIntermission (CreateTargetChangeLevel (f) ); + } else + BeginIntermission (CreateTargetChangeLevel (t) ); + free(s); + return; + } + if (!f) + f = t; + t = strtok(NULL, seps); + } + free(s); + } + + if (level.nextmap[0]) // go to a specific map + BeginIntermission (CreateTargetChangeLevel (level.nextmap) ); + else { // search for a changelevel + ent = G_Find (NULL, FOFS(classname), "target_changelevel"); + if (!ent) + { // the map designer didn't include a changelevel, + // so create a fake ent that goes back to the same level + BeginIntermission (CreateTargetChangeLevel (level.mapname) ); + return; + } + BeginIntermission (ent); + } +} + +/* +================= +CheckDMRules +================= +*/ +void CheckDMRules (void) +{ + int i; + gclient_t *cl; + + if (level.intermissiontime) + return; + + if (!deathmatch->value) + return; + + //ZOID + if (ctf->value && CTFCheckRules()) { + EndDMLevel (); + return; + } + if (CTFInMatch()) + return; // no checking in match mode + //ZOID + + if (timelimit->value) + { + if (level.time >= timelimit->value*60) + { + gi.bprintf (PRINT_HIGH, "Timelimit hit.\n"); + EndDMLevel (); + return; + } + } + + if (fraglimit->value) + for (i=0 ; ivalue ; i++) + { + cl = game.clients + i; + if (!g_edicts[i+1].inuse) + continue; + + if (cl->resp.score >= fraglimit->value) + { + gi.bprintf (PRINT_HIGH, "Fraglimit hit.\n"); + EndDMLevel (); + return; + } + } +} + + +/* +============= +ExitLevel +============= +*/ +void ExitLevel (void) +{ + int i; + edict_t *ent; + char command [256]; + + level.exitintermission = 0; + level.intermissiontime = 0; + + if (CTFNextMap()) + return; + + Com_sprintf (command, sizeof(command), "gamemap \"%s\"\n", level.changemap); + gi.AddCommandString (command); + ClientEndServerFrames (); + + level.changemap = NULL; + + // clear some things before going to next level + for (i=0 ; ivalue ; i++) + { + ent = g_edicts + 1 + i; + if (!ent->inuse) + continue; + if (ent->health > ent->client->pers.max_health) + ent->health = ent->client->pers.max_health; + } +} + +/* +================ +G_RunFrame + +Advances the world by 0.1 seconds +================ +*/ +void G_RunFrame (void) +{ + int i; + edict_t *ent; + + level.framenum++; + level.time = level.framenum*FRAMETIME; + + // choose a client for monsters to target this frame + AI_SetSightClient (); + + // exit intermissions + + if (level.exitintermission) + { + ExitLevel (); + return; + } + + // + // treat each object in turn + // even the world gets a chance to think + // + ent = &g_edicts[0]; + for (i=0 ; iinuse) + continue; + + level.current_entity = ent; + + VectorCopy (ent->s.origin, ent->s.old_origin); + + // if the ground entity moved, make sure we are still on it + if ((ent->groundentity) && (ent->groundentity->linkcount != ent->groundentity_linkcount)) + { + ent->groundentity = NULL; + if ( !(ent->flags & (FL_SWIM|FL_FLY)) && (ent->svflags & SVF_MONSTER) ) + { + M_CheckGround (ent); + } + } + + if (i > 0 && i <= maxclients->value) + { + ClientBeginServerFrame (ent); + continue; + } + + G_RunEntity (ent); + } + + // see if it is time to end a deathmatch + CheckDMRules (); + + // build the playerstate_t structures for all players + ClientEndServerFrames (); +} + diff --git a/src/g_misc.c b/src/g_misc.c new file mode 100644 index 0000000..89069b9 --- /dev/null +++ b/src/g_misc.c @@ -0,0 +1,1898 @@ +/* +Copyright (C) 1997-2001 Id Software, Inc. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ +// g_misc.c + +#include "g_local.h" + + +/*QUAKED func_group (0 0 0) ? +Used to group brushes together just for editor convenience. +*/ + +//===================================================== + +void Use_Areaportal (edict_t *ent, edict_t *other, edict_t *activator) +{ + ent->count ^= 1; // toggle state +// gi.dprintf ("portalstate: %i = %i\n", ent->style, ent->count); + gi.SetAreaPortalState (ent->style, ent->count); +} + +/*QUAKED func_areaportal (0 0 0) ? + +This is a non-visible object that divides the world into +areas that are seperated when this portal is not activated. +Usually enclosed in the middle of a door. +*/ +void SP_func_areaportal (edict_t *ent) +{ + ent->use = Use_Areaportal; + ent->count = 0; // allways start closed; +} + +//===================================================== + + +/* +================= +Misc functions +================= +*/ +void VelocityForDamage (int damage, vec3_t v) +{ + v[0] = 100.0 * crandom(); + v[1] = 100.0 * crandom(); + v[2] = 200.0 + 100.0 * random(); + + if (damage < 50) + VectorScale (v, 0.7, v); + else + VectorScale (v, 1.2, v); +} + +void ClipGibVelocity (edict_t *ent) +{ + if (ent->velocity[0] < -300) + ent->velocity[0] = -300; + else if (ent->velocity[0] > 300) + ent->velocity[0] = 300; + if (ent->velocity[1] < -300) + ent->velocity[1] = -300; + else if (ent->velocity[1] > 300) + ent->velocity[1] = 300; + if (ent->velocity[2] < 200) + ent->velocity[2] = 200; // always some upwards + else if (ent->velocity[2] > 500) + ent->velocity[2] = 500; +} + + +/* +================= +gibs +================= +*/ +void gib_think (edict_t *self) +{ + self->s.frame++; + self->nextthink = level.time + FRAMETIME; + + if (self->s.frame == 10) + { + self->think = G_FreeEdict; + self->nextthink = level.time + 8 + random()*10; + } +} + +void gib_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) +{ + vec3_t normal_angles, right; + + if (!self->groundentity) + return; + + self->touch = NULL; + + if (plane) + { + gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/fhit3.wav"), 1, ATTN_NORM, 0); + + vectoangles (plane->normal, normal_angles); + AngleVectors (normal_angles, NULL, right, NULL); + vectoangles (right, self->s.angles); + + if (self->s.modelindex == sm_meat_index) + { + self->s.frame++; + self->think = gib_think; + self->nextthink = level.time + FRAMETIME; + } + } +} + +void gib_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) +{ + G_FreeEdict (self); +} + +void ThrowGib (edict_t *self, char *gibname, int damage, int type) +{ + edict_t *gib; + vec3_t vd; + vec3_t origin; + vec3_t size; + float vscale; + + gib = G_Spawn(); + + VectorScale (self->size, 0.5, size); + VectorAdd (self->absmin, size, origin); + gib->s.origin[0] = origin[0] + crandom() * size[0]; + gib->s.origin[1] = origin[1] + crandom() * size[1]; + gib->s.origin[2] = origin[2] + crandom() * size[2]; + + gi.setmodel (gib, gibname); + gib->solid = SOLID_NOT; + gib->s.effects |= EF_GIB; + gib->flags |= FL_NO_KNOCKBACK; + gib->takedamage = DAMAGE_YES; + gib->die = gib_die; + + if (type == GIB_ORGANIC) + { + gib->movetype = MOVETYPE_TOSS; + gib->touch = gib_touch; + vscale = 0.5; + } + else + { + gib->movetype = MOVETYPE_BOUNCE; + vscale = 1.0; + } + + VelocityForDamage (damage, vd); + VectorMA (self->velocity, vscale, vd, gib->velocity); + ClipGibVelocity (gib); + gib->avelocity[0] = random()*600; + gib->avelocity[1] = random()*600; + gib->avelocity[2] = random()*600; + + gib->think = G_FreeEdict; + gib->nextthink = level.time + 10 + random()*10; + + gi.linkentity (gib); +} + +void ThrowHead (edict_t *self, char *gibname, int damage, int type) +{ + vec3_t vd; + float vscale; + + self->s.skinnum = 0; + self->s.frame = 0; + VectorClear (self->mins); + VectorClear (self->maxs); + + self->s.modelindex2 = 0; + gi.setmodel (self, gibname); + self->solid = SOLID_NOT; + self->s.effects |= EF_GIB; + self->s.effects &= ~EF_FLIES; + self->s.sound = 0; + self->flags |= FL_NO_KNOCKBACK; + self->svflags &= ~SVF_MONSTER; + self->takedamage = DAMAGE_YES; + self->die = gib_die; + + if (type == GIB_ORGANIC) + { + self->movetype = MOVETYPE_TOSS; + self->touch = gib_touch; + vscale = 0.5; + } + else + { + self->movetype = MOVETYPE_BOUNCE; + vscale = 1.0; + } + + VelocityForDamage (damage, vd); + VectorMA (self->velocity, vscale, vd, self->velocity); + ClipGibVelocity (self); + + self->avelocity[YAW] = crandom()*600; + + self->think = G_FreeEdict; + self->nextthink = level.time + 10 + random()*10; + + gi.linkentity (self); +} + + +void ThrowClientHead (edict_t *self, int damage) +{ + vec3_t vd; + char *gibname; + + if (rand()&1) + { + gibname = "models/objects/gibs/head2/tris.md2"; + self->s.skinnum = 1; // second skin is player + } + else + { + gibname = "models/objects/gibs/skull/tris.md2"; + self->s.skinnum = 0; + } + + self->s.origin[2] += 32; + self->s.frame = 0; + gi.setmodel (self, gibname); + VectorSet (self->mins, -16, -16, 0); + VectorSet (self->maxs, 16, 16, 16); + + self->takedamage = DAMAGE_NO; + self->solid = SOLID_NOT; + self->s.effects = EF_GIB; + self->s.sound = 0; + self->flags |= FL_NO_KNOCKBACK; + + self->movetype = MOVETYPE_BOUNCE; + VelocityForDamage (damage, vd); + VectorAdd (self->velocity, vd, self->velocity); + + if (self->client) // bodies in the queue don't have a client anymore + { + self->client->anim_priority = ANIM_DEATH; + self->client->anim_end = self->s.frame; + } + + gi.linkentity (self); +} + + +/* +================= +debris +================= +*/ +void debris_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) +{ + G_FreeEdict (self); +} + +void ThrowDebris (edict_t *self, char *modelname, float speed, vec3_t origin) +{ + edict_t *chunk; + vec3_t v; + + chunk = G_Spawn(); + VectorCopy (origin, chunk->s.origin); + gi.setmodel (chunk, modelname); + v[0] = 100 * crandom(); + v[1] = 100 * crandom(); + v[2] = 100 + 100 * crandom(); + VectorMA (self->velocity, speed, v, chunk->velocity); + chunk->movetype = MOVETYPE_BOUNCE; + chunk->solid = SOLID_NOT; + chunk->avelocity[0] = random()*600; + chunk->avelocity[1] = random()*600; + chunk->avelocity[2] = random()*600; + chunk->think = G_FreeEdict; + chunk->nextthink = level.time + 5 + random()*5; + chunk->s.frame = 0; + chunk->flags = 0; + chunk->classname = "debris"; + chunk->takedamage = DAMAGE_YES; + chunk->die = debris_die; + gi.linkentity (chunk); +} + + +void BecomeExplosion1 (edict_t *self) +{ + //ZOID + //flags are important + if (strcmp(self->classname, "item_flag_team1") == 0) { + CTFResetFlag(CTF_TEAM1); // this will free self! + gi.bprintf(PRINT_HIGH, "The %s flag has returned!\n", + CTFTeamName(CTF_TEAM1)); + return; + } + if (strcmp(self->classname, "item_flag_team2") == 0) { + CTFResetFlag(CTF_TEAM2); // this will free self! + gi.bprintf(PRINT_HIGH, "The %s flag has returned!\n", + CTFTeamName(CTF_TEAM1)); + return; + } + // techs are important too + if (self->item && (self->item->flags & IT_TECH)) { + CTFRespawnTech(self); // this frees self! + return; + } + //ZOID + + gi.WriteByte (svc_temp_entity); + gi.WriteByte (TE_EXPLOSION1); + gi.WritePosition (self->s.origin); + gi.multicast (self->s.origin, MULTICAST_PVS); + + G_FreeEdict (self); +} + + +void BecomeExplosion2 (edict_t *self) +{ + gi.WriteByte (svc_temp_entity); + gi.WriteByte (TE_EXPLOSION2); + gi.WritePosition (self->s.origin); + gi.multicast (self->s.origin, MULTICAST_PVS); + + G_FreeEdict (self); +} + + +/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8) TELEPORT +Target: next path corner +Pathtarget: gets used when an entity that has + this path_corner targeted touches it +*/ + +void path_corner_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) +{ + vec3_t v; + edict_t *next; + + if (other->movetarget != self) + return; + + if (other->enemy) + return; + + if (self->pathtarget) + { + char *savetarget; + + savetarget = self->target; + self->target = self->pathtarget; + G_UseTargets (self, other); + self->target = savetarget; + } + + if (self->target) + next = G_PickTarget(self->target); + else + next = NULL; + + if ((next) && (next->spawnflags & 1)) + { + VectorCopy (next->s.origin, v); + v[2] += next->mins[2]; + v[2] -= other->mins[2]; + VectorCopy (v, other->s.origin); + next = G_PickTarget(next->target); + } + + other->goalentity = other->movetarget = next; + + if (self->wait) + { + other->monsterinfo.pausetime = level.time + self->wait; + other->monsterinfo.stand (other); + return; + } + + if (!other->movetarget) + { + other->monsterinfo.pausetime = level.time + 100000000; + other->monsterinfo.stand (other); + } + else + { + VectorSubtract (other->goalentity->s.origin, other->s.origin, v); + other->ideal_yaw = vectoyaw (v); + } +} + +void SP_path_corner (edict_t *self) +{ + if (!self->targetname) + { + gi.dprintf ("path_corner with no targetname at %s\n", vtos(self->s.origin)); + G_FreeEdict (self); + return; + } + + self->solid = SOLID_TRIGGER; + self->touch = path_corner_touch; + VectorSet (self->mins, -8, -8, -8); + VectorSet (self->maxs, 8, 8, 8); + self->svflags |= SVF_NOCLIENT; + gi.linkentity (self); +} + + +/*QUAKED point_combat (0.5 0.3 0) (-8 -8 -8) (8 8 8) Hold +Makes this the target of a monster and it will head here +when first activated before going after the activator. If +hold is selected, it will stay here. +*/ +void point_combat_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) +{ + edict_t *activator; + + if (other->movetarget != self) + return; + + if (self->target) + { + other->target = self->target; + other->goalentity = other->movetarget = G_PickTarget(other->target); + if (!other->goalentity) + { + gi.dprintf("%s at %s target %s does not exist\n", self->classname, vtos(self->s.origin), self->target); + other->movetarget = self; + } + self->target = NULL; + } + else if ((self->spawnflags & 1) && !(other->flags & (FL_SWIM|FL_FLY))) + { + other->monsterinfo.pausetime = level.time + 100000000; + other->monsterinfo.aiflags |= AI_STAND_GROUND; + other->monsterinfo.stand (other); + } + + if (other->movetarget == self) + { + other->target = NULL; + other->movetarget = NULL; + other->goalentity = other->enemy; + other->monsterinfo.aiflags &= ~AI_COMBAT_POINT; + } + + if (self->pathtarget) + { + char *savetarget; + + savetarget = self->target; + self->target = self->pathtarget; + if (other->enemy && other->enemy->client) + activator = other->enemy; + else if (other->oldenemy && other->oldenemy->client) + activator = other->oldenemy; + else if (other->activator && other->activator->client) + activator = other->activator; + else + activator = other; + G_UseTargets (self, activator); + self->target = savetarget; + } +} + +void SP_point_combat (edict_t *self) +{ + if (deathmatch->value) + { + G_FreeEdict (self); + return; + } + self->solid = SOLID_TRIGGER; + self->touch = point_combat_touch; + VectorSet (self->mins, -8, -8, -16); + VectorSet (self->maxs, 8, 8, 16); + self->svflags = SVF_NOCLIENT; + gi.linkentity (self); +} + + +/*QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8) +Just for the debugging level. Don't use +*/ +static int robotron[4]; + +void TH_viewthing(edict_t *ent) +{ + ent->s.frame = (ent->s.frame + 1) % 7; + ent->nextthink = level.time + FRAMETIME; + + if (ent->spawnflags) + { + if (ent->s.frame == 0) + { + ent->spawnflags = (ent->spawnflags + 1) % 4 + 1; + ent->s.modelindex = robotron[ent->spawnflags - 1]; + } + } +} + +void SP_viewthing(edict_t *ent) +{ + gi.dprintf ("viewthing spawned\n"); + + ent->movetype = MOVETYPE_NONE; + ent->solid = SOLID_BBOX; + ent->s.renderfx = RF_FRAMELERP; + VectorSet (ent->mins, -16, -16, -24); + VectorSet (ent->maxs, 16, 16, 32); + ent->s.modelindex = gi.modelindex ("models/objects/banner/tris.md2"); + gi.linkentity (ent); + ent->nextthink = level.time + 0.5; + ent->think = TH_viewthing; + return; +} + + +/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4) +Used as a positional target for spotlights, etc. +*/ +void SP_info_null (edict_t *self) +{ + G_FreeEdict (self); +} + + +/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4) +Used as a positional target for lightning. +*/ +void SP_info_notnull (edict_t *self) +{ + VectorCopy (self->s.origin, self->absmin); + VectorCopy (self->s.origin, self->absmax); +} + + +/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF +Non-displayed light. +Default light value is 300. +Default style is 0. +If targeted, will toggle between on and off. +Default _cone value is 10 (used to set size of light for spotlights) +*/ + +#define START_OFF 1 + +static void light_use (edict_t *self, edict_t *other, edict_t *activator) +{ + if (self->spawnflags & START_OFF) + { + gi.configstring (CS_LIGHTS+self->style, "m"); + self->spawnflags &= ~START_OFF; + } + else + { + gi.configstring (CS_LIGHTS+self->style, "a"); + self->spawnflags |= START_OFF; + } +} + +void SP_light (edict_t *self) +{ + // no targeted lights in deathmatch, because they cause global messages + if (!self->targetname || deathmatch->value) + { + G_FreeEdict (self); + return; + } + + if (self->style >= 32) + { + self->use = light_use; + if (self->spawnflags & START_OFF) + gi.configstring (CS_LIGHTS+self->style, "a"); + else + gi.configstring (CS_LIGHTS+self->style, "m"); + } +} + + +/*QUAKED func_wall (0 .5 .8) ? TRIGGER_SPAWN TOGGLE START_ON ANIMATED ANIMATED_FAST +This is just a solid wall if not inhibited + +TRIGGER_SPAWN the wall will not be present until triggered + it will then blink in to existance; it will + kill anything that was in it's way + +TOGGLE only valid for TRIGGER_SPAWN walls + this allows the wall to be turned on and off + +START_ON only valid for TRIGGER_SPAWN walls + the wall will initially be present +*/ + +void func_wall_use (edict_t *self, edict_t *other, edict_t *activator) +{ + if (self->solid == SOLID_NOT) + { + self->solid = SOLID_BSP; + self->svflags &= ~SVF_NOCLIENT; + KillBox (self); + } + else + { + self->solid = SOLID_NOT; + self->svflags |= SVF_NOCLIENT; + } + gi.linkentity (self); + + if (!(self->spawnflags & 2)) + self->use = NULL; +} + +void SP_func_wall (edict_t *self) +{ + self->movetype = MOVETYPE_PUSH; + gi.setmodel (self, self->model); + + if (self->spawnflags & 8) + self->s.effects |= EF_ANIM_ALL; + if (self->spawnflags & 16) + self->s.effects |= EF_ANIM_ALLFAST; + + // just a wall + if ((self->spawnflags & 7) == 0) + { + self->solid = SOLID_BSP; + gi.linkentity (self); + return; + } + + // it must be TRIGGER_SPAWN + if (!(self->spawnflags & 1)) + { + self->spawnflags |= 1; + } + + // yell if the spawnflags are odd + if (self->spawnflags & 4) + { + if (!(self->spawnflags & 2)) + { + gi.dprintf("func_wall START_ON without TOGGLE\n"); + self->spawnflags |= 2; + } + } + + self->use = func_wall_use; + if (self->spawnflags & 4) + { + self->solid = SOLID_BSP; + } + else + { + self->solid = SOLID_NOT; + self->svflags |= SVF_NOCLIENT; + } + gi.linkentity (self); +} + + +/*QUAKED func_object (0 .5 .8) ? TRIGGER_SPAWN ANIMATED ANIMATED_FAST +This is solid bmodel that will fall if it's support it removed. +*/ + +void func_object_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) +{ + // only squash thing we fall on top of + if (!plane) + return; + if (plane->normal[2] < 1.0) + return; + if (other->takedamage == DAMAGE_NO) + return; + T_Damage (other, self, self, vec3_origin, self->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH); +} + +void func_object_release (edict_t *self) +{ + self->movetype = MOVETYPE_TOSS; + self->touch = func_object_touch; +} + +void func_object_use (edict_t *self, edict_t *other, edict_t *activator) +{ + self->solid = SOLID_BSP; + self->svflags &= ~SVF_NOCLIENT; + self->use = NULL; + KillBox (self); + func_object_release (self); +} + +void SP_func_object (edict_t *self) +{ + gi.setmodel (self, self->model); + + self->mins[0] += 1; + self->mins[1] += 1; + self->mins[2] += 1; + self->maxs[0] -= 1; + self->maxs[1] -= 1; + self->maxs[2] -= 1; + + if (!self->dmg) + self->dmg = 100; + + if (self->spawnflags == 0) + { + self->solid = SOLID_BSP; + self->movetype = MOVETYPE_PUSH; + self->think = func_object_release; + self->nextthink = level.time + 2 * FRAMETIME; + } + else + { + self->solid = SOLID_NOT; + self->movetype = MOVETYPE_PUSH; + self->use = func_object_use; + self->svflags |= SVF_NOCLIENT; + } + + if (self->spawnflags & 2) + self->s.effects |= EF_ANIM_ALL; + if (self->spawnflags & 4) + self->s.effects |= EF_ANIM_ALLFAST; + + self->clipmask = MASK_MONSTERSOLID; + + gi.linkentity (self); +} + + +/*QUAKED func_explosive (0 .5 .8) ? Trigger_Spawn ANIMATED ANIMATED_FAST +Any brush that you want to explode or break apart. If you want an +ex0plosion, set dmg and it will do a radius explosion of that amount +at the center of the bursh. + +If targeted it will not be shootable. + +health defaults to 100. + +mass defaults to 75. This determines how much debris is emitted when +it explodes. You get one large chunk per 100 of mass (up to 8) and +one small chunk per 25 of mass (up to 16). So 800 gives the most. +*/ +void func_explosive_explode (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) +{ + vec3_t origin; + vec3_t chunkorigin; + vec3_t size; + int count; + int mass; + + // bmodel origins are (0 0 0), we need to adjust that here + VectorScale (self->size, 0.5, size); + VectorAdd (self->absmin, size, origin); + VectorCopy (origin, self->s.origin); + + self->takedamage = DAMAGE_NO; + + if (self->dmg) + T_RadiusDamage (self, attacker, self->dmg, NULL, self->dmg+40, MOD_EXPLOSIVE); + + VectorSubtract (self->s.origin, inflictor->s.origin, self->velocity); + VectorNormalize (self->velocity); + VectorScale (self->velocity, 150, self->velocity); + + // start chunks towards the center + VectorScale (size, 0.5, size); + + mass = self->mass; + if (!mass) + mass = 75; + + // big chunks + if (mass >= 100) + { + count = mass / 100; + if (count > 8) + count = 8; + while(count--) + { + chunkorigin[0] = origin[0] + crandom() * size[0]; + chunkorigin[1] = origin[1] + crandom() * size[1]; + chunkorigin[2] = origin[2] + crandom() * size[2]; + ThrowDebris (self, "models/objects/debris1/tris.md2", 1, chunkorigin); + } + } + + // small chunks + count = mass / 25; + if (count > 16) + count = 16; + while(count--) + { + chunkorigin[0] = origin[0] + crandom() * size[0]; + chunkorigin[1] = origin[1] + crandom() * size[1]; + chunkorigin[2] = origin[2] + crandom() * size[2]; + ThrowDebris (self, "models/objects/debris2/tris.md2", 2, chunkorigin); + } + + G_UseTargets (self, attacker); + + if (self->dmg) + BecomeExplosion1 (self); + else + G_FreeEdict (self); +} + +void func_explosive_use(edict_t *self, edict_t *other, edict_t *activator) +{ + func_explosive_explode (self, self, other, self->health, vec3_origin); +} + +void func_explosive_spawn (edict_t *self, edict_t *other, edict_t *activator) +{ + self->solid = SOLID_BSP; + self->svflags &= ~SVF_NOCLIENT; + self->use = NULL; + KillBox (self); + gi.linkentity (self); +} + +void SP_func_explosive (edict_t *self) +{ + if (deathmatch->value) + { // auto-remove for deathmatch + G_FreeEdict (self); + return; + } + + self->movetype = MOVETYPE_PUSH; + + gi.modelindex ("models/objects/debris1/tris.md2"); + gi.modelindex ("models/objects/debris2/tris.md2"); + + gi.setmodel (self, self->model); + + if (self->spawnflags & 1) + { + self->svflags |= SVF_NOCLIENT; + self->solid = SOLID_NOT; + self->use = func_explosive_spawn; + } + else + { + self->solid = SOLID_BSP; + if (self->targetname) + self->use = func_explosive_use; + } + + if (self->spawnflags & 2) + self->s.effects |= EF_ANIM_ALL; + if (self->spawnflags & 4) + self->s.effects |= EF_ANIM_ALLFAST; + + if (self->use != func_explosive_use) + { + if (!self->health) + self->health = 100; + self->die = func_explosive_explode; + self->takedamage = DAMAGE_YES; + } + + gi.linkentity (self); +} + + +/*QUAKED misc_explobox (0 .5 .8) (-16 -16 0) (16 16 40) +Large exploding box. You can override its mass (100), +health (80), and dmg (150). +*/ + +void barrel_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) + +{ + float ratio; + vec3_t v; + + if ((!other->groundentity) || (other->groundentity == self)) + return; + + ratio = (float)other->mass / (float)self->mass; + VectorSubtract (self->s.origin, other->s.origin, v); + M_walkmove (self, vectoyaw(v), 20 * ratio * FRAMETIME); +} + +void barrel_explode (edict_t *self) +{ + vec3_t org; + float spd; + vec3_t save; + + T_RadiusDamage (self, self->activator, self->dmg, NULL, self->dmg+40, MOD_BARREL); + + VectorCopy (self->s.origin, save); + VectorMA (self->absmin, 0.5, self->size, self->s.origin); + + // a few big chunks + spd = 1.5 * (float)self->dmg / 200.0; + org[0] = self->s.origin[0] + crandom() * self->size[0]; + org[1] = self->s.origin[1] + crandom() * self->size[1]; + org[2] = self->s.origin[2] + crandom() * self->size[2]; + ThrowDebris (self, "models/objects/debris1/tris.md2", spd, org); + org[0] = self->s.origin[0] + crandom() * self->size[0]; + org[1] = self->s.origin[1] + crandom() * self->size[1]; + org[2] = self->s.origin[2] + crandom() * self->size[2]; + ThrowDebris (self, "models/objects/debris1/tris.md2", spd, org); + + // bottom corners + spd = 1.75 * (float)self->dmg / 200.0; + VectorCopy (self->absmin, org); + ThrowDebris (self, "models/objects/debris3/tris.md2", spd, org); + VectorCopy (self->absmin, org); + org[0] += self->size[0]; + ThrowDebris (self, "models/objects/debris3/tris.md2", spd, org); + VectorCopy (self->absmin, org); + org[1] += self->size[1]; + ThrowDebris (self, "models/objects/debris3/tris.md2", spd, org); + VectorCopy (self->absmin, org); + org[0] += self->size[0]; + org[1] += self->size[1]; + ThrowDebris (self, "models/objects/debris3/tris.md2", spd, org); + + // a bunch of little chunks + spd = 2 * self->dmg / 200; + org[0] = self->s.origin[0] + crandom() * self->size[0]; + org[1] = self->s.origin[1] + crandom() * self->size[1]; + org[2] = self->s.origin[2] + crandom() * self->size[2]; + ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org); + org[0] = self->s.origin[0] + crandom() * self->size[0]; + org[1] = self->s.origin[1] + crandom() * self->size[1]; + org[2] = self->s.origin[2] + crandom() * self->size[2]; + ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org); + org[0] = self->s.origin[0] + crandom() * self->size[0]; + org[1] = self->s.origin[1] + crandom() * self->size[1]; + org[2] = self->s.origin[2] + crandom() * self->size[2]; + ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org); + org[0] = self->s.origin[0] + crandom() * self->size[0]; + org[1] = self->s.origin[1] + crandom() * self->size[1]; + org[2] = self->s.origin[2] + crandom() * self->size[2]; + ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org); + org[0] = self->s.origin[0] + crandom() * self->size[0]; + org[1] = self->s.origin[1] + crandom() * self->size[1]; + org[2] = self->s.origin[2] + crandom() * self->size[2]; + ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org); + org[0] = self->s.origin[0] + crandom() * self->size[0]; + org[1] = self->s.origin[1] + crandom() * self->size[1]; + org[2] = self->s.origin[2] + crandom() * self->size[2]; + ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org); + org[0] = self->s.origin[0] + crandom() * self->size[0]; + org[1] = self->s.origin[1] + crandom() * self->size[1]; + org[2] = self->s.origin[2] + crandom() * self->size[2]; + ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org); + org[0] = self->s.origin[0] + crandom() * self->size[0]; + org[1] = self->s.origin[1] + crandom() * self->size[1]; + org[2] = self->s.origin[2] + crandom() * self->size[2]; + ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org); + + VectorCopy (save, self->s.origin); + if (self->groundentity) + BecomeExplosion2 (self); + else + BecomeExplosion1 (self); +} + +void barrel_delay (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) +{ + self->takedamage = DAMAGE_NO; + self->nextthink = level.time + 2 * FRAMETIME; + self->think = barrel_explode; + self->activator = attacker; +} + +void SP_misc_explobox (edict_t *self) +{ + if (deathmatch->value) + { // auto-remove for deathmatch + G_FreeEdict (self); + return; + } + + gi.modelindex ("models/objects/debris1/tris.md2"); + gi.modelindex ("models/objects/debris2/tris.md2"); + gi.modelindex ("models/objects/debris3/tris.md2"); + + self->solid = SOLID_BBOX; + self->movetype = MOVETYPE_STEP; + + self->model = "models/objects/barrels/tris.md2"; + self->s.modelindex = gi.modelindex (self->model); + VectorSet (self->mins, -16, -16, 0); + VectorSet (self->maxs, 16, 16, 40); + + if (!self->mass) + self->mass = 400; + if (!self->health) + self->health = 10; + if (!self->dmg) + self->dmg = 150; + + self->die = barrel_delay; + self->takedamage = DAMAGE_YES; + self->monsterinfo.aiflags = AI_NOSTEP; + + self->touch = barrel_touch; + + self->think = M_droptofloor; + self->nextthink = level.time + 2 * FRAMETIME; + + gi.linkentity (self); +} + + +// +// miscellaneous specialty items +// + +/*QUAKED misc_blackhole (1 .5 0) (-8 -8 -8) (8 8 8) +*/ + +void misc_blackhole_use (edict_t *ent, edict_t *other, edict_t *activator) +{ + G_FreeEdict (ent); +} + +void misc_blackhole_think (edict_t *self) +{ + if (++self->s.frame < 19) + self->nextthink = level.time + FRAMETIME; + else + { + self->s.frame = 0; + self->nextthink = level.time + FRAMETIME; + } +} + +void SP_misc_blackhole (edict_t *ent) +{ + ent->movetype = MOVETYPE_NONE; + ent->solid = SOLID_NOT; + VectorSet (ent->mins, -64, -64, 0); + VectorSet (ent->maxs, 64, 64, 8); + ent->s.modelindex = gi.modelindex ("models/objects/black/tris.md2"); + ent->s.renderfx = RF_TRANSLUCENT; + ent->use = misc_blackhole_use; + ent->think = misc_blackhole_think; + ent->nextthink = level.time + 2 * FRAMETIME; + gi.linkentity (ent); +} + +/*QUAKED misc_eastertank (1 .5 0) (-32 -32 -16) (32 32 32) +*/ + +void misc_eastertank_think (edict_t *self) +{ + if (++self->s.frame < 293) + self->nextthink = level.time + FRAMETIME; + else + { + self->s.frame = 254; + self->nextthink = level.time + FRAMETIME; + } +} + +void SP_misc_eastertank (edict_t *ent) +{ + ent->movetype = MOVETYPE_NONE; + ent->solid = SOLID_BBOX; + VectorSet (ent->mins, -32, -32, -16); + VectorSet (ent->maxs, 32, 32, 32); + ent->s.modelindex = gi.modelindex ("models/monsters/tank/tris.md2"); + ent->s.frame = 254; + ent->think = misc_eastertank_think; + ent->nextthink = level.time + 2 * FRAMETIME; + gi.linkentity (ent); +} + +/*QUAKED misc_easterchick (1 .5 0) (-32 -32 0) (32 32 32) +*/ + + +void misc_easterchick_think (edict_t *self) +{ + if (++self->s.frame < 247) + self->nextthink = level.time + FRAMETIME; + else + { + self->s.frame = 208; + self->nextthink = level.time + FRAMETIME; + } +} + +void SP_misc_easterchick (edict_t *ent) +{ + ent->movetype = MOVETYPE_NONE; + ent->solid = SOLID_BBOX; + VectorSet (ent->mins, -32, -32, 0); + VectorSet (ent->maxs, 32, 32, 32); + ent->s.modelindex = gi.modelindex ("models/monsters/bitch/tris.md2"); + ent->s.frame = 208; + ent->think = misc_easterchick_think; + ent->nextthink = level.time + 2 * FRAMETIME; + gi.linkentity (ent); +} + +/*QUAKED misc_easterchick2 (1 .5 0) (-32 -32 0) (32 32 32) +*/ + + +void misc_easterchick2_think (edict_t *self) +{ + if (++self->s.frame < 287) + self->nextthink = level.time + FRAMETIME; + else + { + self->s.frame = 248; + self->nextthink = level.time + FRAMETIME; + } +} + +void SP_misc_easterchick2 (edict_t *ent) +{ + ent->movetype = MOVETYPE_NONE; + ent->solid = SOLID_BBOX; + VectorSet (ent->mins, -32, -32, 0); + VectorSet (ent->maxs, 32, 32, 32); + ent->s.modelindex = gi.modelindex ("models/monsters/bitch/tris.md2"); + ent->s.frame = 248; + ent->think = misc_easterchick2_think; + ent->nextthink = level.time + 2 * FRAMETIME; + gi.linkentity (ent); +} + + +/*QUAKED monster_commander_body (1 .5 0) (-32 -32 0) (32 32 48) +Not really a monster, this is the Tank Commander's decapitated body. +There should be a item_commander_head that has this as it's target. +*/ + +void commander_body_think (edict_t *self) +{ + if (++self->s.frame < 24) + self->nextthink = level.time + FRAMETIME; + else + self->nextthink = 0; + + if (self->s.frame == 22) + gi.sound (self, CHAN_BODY, gi.soundindex ("tank/thud.wav"), 1, ATTN_NORM, 0); +} + +void commander_body_use (edict_t *self, edict_t *other, edict_t *activator) +{ + self->think = commander_body_think; + self->nextthink = level.time + FRAMETIME; + gi.sound (self, CHAN_BODY, gi.soundindex ("tank/pain.wav"), 1, ATTN_NORM, 0); +} + +void commander_body_drop (edict_t *self) +{ + self->movetype = MOVETYPE_TOSS; + self->s.origin[2] += 2; +} + +void SP_monster_commander_body (edict_t *self) +{ + self->movetype = MOVETYPE_NONE; + self->solid = SOLID_BBOX; + self->model = "models/monsters/commandr/tris.md2"; + self->s.modelindex = gi.modelindex (self->model); + VectorSet (self->mins, -32, -32, 0); + VectorSet (self->maxs, 32, 32, 48); + self->use = commander_body_use; + self->takedamage = DAMAGE_YES; + self->flags = FL_GODMODE; + self->s.renderfx |= RF_FRAMELERP; + gi.linkentity (self); + + gi.soundindex ("tank/thud.wav"); + gi.soundindex ("tank/pain.wav"); + + self->think = commander_body_drop; + self->nextthink = level.time + 5 * FRAMETIME; +} + + +/*QUAKED misc_banner (1 .5 0) (-4 -4 -4) (4 4 4) +The origin is the bottom of the banner. +The banner is 128 tall. +*/ +void misc_banner_think (edict_t *ent) +{ + ent->s.frame = (ent->s.frame + 1) % 16; + ent->nextthink = level.time + FRAMETIME; +} + +void SP_misc_banner (edict_t *ent) +{ + ent->movetype = MOVETYPE_NONE; + ent->solid = SOLID_NOT; + ent->s.modelindex = gi.modelindex ("models/objects/banner/tris.md2"); + ent->s.frame = rand() % 16; + gi.linkentity (ent); + + ent->think = misc_banner_think; + ent->nextthink = level.time + FRAMETIME; +} + +/*QUAKED misc_deadsoldier (1 .5 0) (-16 -16 0) (16 16 16) ON_BACK ON_STOMACH BACK_DECAP FETAL_POS SIT_DECAP IMPALED +This is the dead player model. Comes in 6 exciting different poses! +*/ +void misc_deadsoldier_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) +{ + int n; + + if (self->health > -80) + return; + + gi.sound (self, CHAN_BODY, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0); + for (n= 0; n < 4; n++) + ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); + ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC); +} + +void SP_misc_deadsoldier (edict_t *ent) +{ + if (deathmatch->value) + { // auto-remove for deathmatch + G_FreeEdict (ent); + return; + } + + ent->movetype = MOVETYPE_NONE; + ent->solid = SOLID_BBOX; + ent->s.modelindex=gi.modelindex ("models/deadbods/dude/tris.md2"); + + // Defaults to frame 0 + if (ent->spawnflags & 2) + ent->s.frame = 1; + else if (ent->spawnflags & 4) + ent->s.frame = 2; + else if (ent->spawnflags & 8) + ent->s.frame = 3; + else if (ent->spawnflags & 16) + ent->s.frame = 4; + else if (ent->spawnflags & 32) + ent->s.frame = 5; + else + ent->s.frame = 0; + + VectorSet (ent->mins, -16, -16, 0); + VectorSet (ent->maxs, 16, 16, 16); + ent->deadflag = DEAD_DEAD; + ent->takedamage = DAMAGE_YES; + ent->svflags |= SVF_MONSTER|SVF_DEADMONSTER; + ent->die = misc_deadsoldier_die; + ent->monsterinfo.aiflags |= AI_GOOD_GUY; + + gi.linkentity (ent); +} + +/*QUAKED misc_viper (1 .5 0) (-16 -16 0) (16 16 32) +This is the Viper for the flyby bombing. +It is trigger_spawned, so you must have something use it for it to show up. +There must be a path for it to follow once it is activated. + +"speed" How fast the Viper should fly +*/ + +extern void train_use (edict_t *self, edict_t *other, edict_t *activator); +extern void func_train_find (edict_t *self); + +void misc_viper_use (edict_t *self, edict_t *other, edict_t *activator) +{ + self->svflags &= ~SVF_NOCLIENT; + self->use = train_use; + train_use (self, other, activator); +} + +void SP_misc_viper (edict_t *ent) +{ + if (!ent->target) + { + gi.dprintf ("misc_viper without a target at %s\n", vtos(ent->absmin)); + G_FreeEdict (ent); + return; + } + + if (!ent->speed) + ent->speed = 300; + + ent->movetype = MOVETYPE_PUSH; + ent->solid = SOLID_NOT; + ent->s.modelindex = gi.modelindex ("models/ships/viper/tris.md2"); + VectorSet (ent->mins, -16, -16, 0); + VectorSet (ent->maxs, 16, 16, 32); + + ent->think = func_train_find; + ent->nextthink = level.time + FRAMETIME; + ent->use = misc_viper_use; + ent->svflags |= SVF_NOCLIENT; + ent->moveinfo.accel = ent->moveinfo.decel = ent->moveinfo.speed = ent->speed; + + gi.linkentity (ent); +} + + +/*QUAKED misc_bigviper (1 .5 0) (-176 -120 -24) (176 120 72) +This is a large stationary viper as seen in Paul's intro +*/ +void SP_misc_bigviper (edict_t *ent) +{ + ent->movetype = MOVETYPE_NONE; + ent->solid = SOLID_BBOX; + VectorSet (ent->mins, -176, -120, -24); + VectorSet (ent->maxs, 176, 120, 72); + ent->s.modelindex = gi.modelindex ("models/ships/bigviper/tris.md2"); + gi.linkentity (ent); +} + + +/*QUAKED misc_viper_bomb (1 0 0) (-8 -8 -8) (8 8 8) +"dmg" how much boom should the bomb make? +*/ +void misc_viper_bomb_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) +{ + G_UseTargets (self, self->activator); + + self->s.origin[2] = self->absmin[2] + 1; + T_RadiusDamage (self, self, self->dmg, NULL, self->dmg+40, MOD_BOMB); + BecomeExplosion2 (self); +} + +void misc_viper_bomb_prethink (edict_t *self) +{ + vec3_t v; + float diff; + + self->groundentity = NULL; + + diff = self->timestamp - level.time; + if (diff < -1.0) + diff = -1.0; + + VectorScale (self->moveinfo.dir, 1.0 + diff, v); + v[2] = diff; + + diff = self->s.angles[2]; + vectoangles (v, self->s.angles); + self->s.angles[2] = diff + 10; +} + +void misc_viper_bomb_use (edict_t *self, edict_t *other, edict_t *activator) +{ + edict_t *viper; + + self->solid = SOLID_BBOX; + self->svflags &= ~SVF_NOCLIENT; + self->s.effects |= EF_ROCKET; + self->use = NULL; + self->movetype = MOVETYPE_TOSS; + self->prethink = misc_viper_bomb_prethink; + self->touch = misc_viper_bomb_touch; + self->activator = activator; + + viper = G_Find (NULL, FOFS(classname), "misc_viper"); + VectorScale (viper->moveinfo.dir, viper->moveinfo.speed, self->velocity); + + self->timestamp = level.time; + VectorCopy (viper->moveinfo.dir, self->moveinfo.dir); +} + +void SP_misc_viper_bomb (edict_t *self) +{ + self->movetype = MOVETYPE_NONE; + self->solid = SOLID_NOT; + VectorSet (self->mins, -8, -8, -8); + VectorSet (self->maxs, 8, 8, 8); + + self->s.modelindex = gi.modelindex ("models/objects/bomb/tris.md2"); + + if (!self->dmg) + self->dmg = 1000; + + self->use = misc_viper_bomb_use; + self->svflags |= SVF_NOCLIENT; + + gi.linkentity (self); +} + + +/*QUAKED misc_strogg_ship (1 .5 0) (-16 -16 0) (16 16 32) +This is a Storgg ship for the flybys. +It is trigger_spawned, so you must have something use it for it to show up. +There must be a path for it to follow once it is activated. + +"speed" How fast it should fly +*/ + +extern void train_use (edict_t *self, edict_t *other, edict_t *activator); +extern void func_train_find (edict_t *self); + +void misc_strogg_ship_use (edict_t *self, edict_t *other, edict_t *activator) +{ + self->svflags &= ~SVF_NOCLIENT; + self->use = train_use; + train_use (self, other, activator); +} + +void SP_misc_strogg_ship (edict_t *ent) +{ + if (!ent->target) + { + gi.dprintf ("%s without a target at %s\n", ent->classname, vtos(ent->absmin)); + G_FreeEdict (ent); + return; + } + + if (!ent->speed) + ent->speed = 300; + + ent->movetype = MOVETYPE_PUSH; + ent->solid = SOLID_NOT; + ent->s.modelindex = gi.modelindex ("models/ships/strogg1/tris.md2"); + VectorSet (ent->mins, -16, -16, 0); + VectorSet (ent->maxs, 16, 16, 32); + + ent->think = func_train_find; + ent->nextthink = level.time + FRAMETIME; + ent->use = misc_strogg_ship_use; + ent->svflags |= SVF_NOCLIENT; + ent->moveinfo.accel = ent->moveinfo.decel = ent->moveinfo.speed = ent->speed; + + gi.linkentity (ent); +} + + +/*QUAKED misc_satellite_dish (1 .5 0) (-64 -64 0) (64 64 128) +*/ +void misc_satellite_dish_think (edict_t *self) +{ + self->s.frame++; + if (self->s.frame < 38) + self->nextthink = level.time + FRAMETIME; +} + +void misc_satellite_dish_use (edict_t *self, edict_t *other, edict_t *activator) +{ + self->s.frame = 0; + self->think = misc_satellite_dish_think; + self->nextthink = level.time + FRAMETIME; +} + +void SP_misc_satellite_dish (edict_t *ent) +{ + ent->movetype = MOVETYPE_NONE; + ent->solid = SOLID_BBOX; + VectorSet (ent->mins, -64, -64, 0); + VectorSet (ent->maxs, 64, 64, 128); + ent->s.modelindex = gi.modelindex ("models/objects/satellite/tris.md2"); + ent->use = misc_satellite_dish_use; + gi.linkentity (ent); +} + + +/*QUAKED light_mine1 (0 1 0) (-2 -2 -12) (2 2 12) +*/ +void SP_light_mine1 (edict_t *ent) +{ + ent->movetype = MOVETYPE_NONE; + ent->solid = SOLID_BBOX; + ent->s.modelindex = gi.modelindex ("models/objects/minelite/light1/tris.md2"); + gi.linkentity (ent); +} + + +/*QUAKED light_mine2 (0 1 0) (-2 -2 -12) (2 2 12) +*/ +void SP_light_mine2 (edict_t *ent) +{ + ent->movetype = MOVETYPE_NONE; + ent->solid = SOLID_BBOX; + ent->s.modelindex = gi.modelindex ("models/objects/minelite/light2/tris.md2"); + gi.linkentity (ent); +} + + +/*QUAKED misc_gib_arm (1 0 0) (-8 -8 -8) (8 8 8) +Intended for use with the target_spawner +*/ +void SP_misc_gib_arm (edict_t *ent) +{ + gi.setmodel (ent, "models/objects/gibs/arm/tris.md2"); + ent->solid = SOLID_NOT; + ent->s.effects |= EF_GIB; + ent->takedamage = DAMAGE_YES; + ent->die = gib_die; + ent->movetype = MOVETYPE_TOSS; + ent->svflags |= SVF_MONSTER; + ent->deadflag = DEAD_DEAD; + ent->avelocity[0] = random()*200; + ent->avelocity[1] = random()*200; + ent->avelocity[2] = random()*200; + ent->think = G_FreeEdict; + ent->nextthink = level.time + 30; + gi.linkentity (ent); +} + +/*QUAKED misc_gib_leg (1 0 0) (-8 -8 -8) (8 8 8) +Intended for use with the target_spawner +*/ +void SP_misc_gib_leg (edict_t *ent) +{ + gi.setmodel (ent, "models/objects/gibs/leg/tris.md2"); + ent->solid = SOLID_NOT; + ent->s.effects |= EF_GIB; + ent->takedamage = DAMAGE_YES; + ent->die = gib_die; + ent->movetype = MOVETYPE_TOSS; + ent->svflags |= SVF_MONSTER; + ent->deadflag = DEAD_DEAD; + ent->avelocity[0] = random()*200; + ent->avelocity[1] = random()*200; + ent->avelocity[2] = random()*200; + ent->think = G_FreeEdict; + ent->nextthink = level.time + 30; + gi.linkentity (ent); +} + +/*QUAKED misc_gib_head (1 0 0) (-8 -8 -8) (8 8 8) +Intended for use with the target_spawner +*/ +void SP_misc_gib_head (edict_t *ent) +{ + gi.setmodel (ent, "models/objects/gibs/head/tris.md2"); + ent->solid = SOLID_NOT; + ent->s.effects |= EF_GIB; + ent->takedamage = DAMAGE_YES; + ent->die = gib_die; + ent->movetype = MOVETYPE_TOSS; + ent->svflags |= SVF_MONSTER; + ent->deadflag = DEAD_DEAD; + ent->avelocity[0] = random()*200; + ent->avelocity[1] = random()*200; + ent->avelocity[2] = random()*200; + ent->think = G_FreeEdict; + ent->nextthink = level.time + 30; + gi.linkentity (ent); +} + +//===================================================== + +/*QUAKED target_character (0 0 1) ? +used with target_string (must be on same "team") +"count" is position in the string (starts at 1) +*/ + +void SP_target_character (edict_t *self) +{ + self->movetype = MOVETYPE_PUSH; + gi.setmodel (self, self->model); + self->solid = SOLID_BSP; + self->s.frame = 12; + gi.linkentity (self); + return; +} + + +/*QUAKED target_string (0 0 1) (-8 -8 -8) (8 8 8) +*/ + +void target_string_use (edict_t *self, edict_t *other, edict_t *activator) +{ + edict_t *e; + int n, l; + char c; + + l = strlen(self->message); + for (e = self->teammaster; e; e = e->teamchain) + { + if (!e->count) + continue; + n = e->count - 1; + if (n > l) + { + e->s.frame = 12; + continue; + } + + c = self->message[n]; + if (c >= '0' && c <= '9') + e->s.frame = c - '0'; + else if (c == '-') + e->s.frame = 10; + else if (c == ':') + e->s.frame = 11; + else + e->s.frame = 12; + } +} + +void SP_target_string (edict_t *self) +{ + if (!self->message) + self->message = ""; + self->use = target_string_use; +} + + +/*QUAKED func_clock (0 0 1) (-8 -8 -8) (8 8 8) TIMER_UP TIMER_DOWN START_OFF MULTI_USE +target a target_string with this + +The default is to be a time of day clock + +TIMER_UP and TIMER_DOWN run for "count" seconds and the fire "pathtarget" +If START_OFF, this entity must be used before it starts + +"style" 0 "xx" + 1 "xx:xx" + 2 "xx:xx:xx" +*/ + +#define CLOCK_MESSAGE_SIZE 16 + +// don't let field width of any clock messages change, or it +// could cause an overwrite after a game load + +static void func_clock_reset (edict_t *self) +{ + self->activator = NULL; + if (self->spawnflags & 1) + { + self->health = 0; + self->wait = self->count; + } + else if (self->spawnflags & 2) + { + self->health = self->count; + self->wait = 0; + } +} + +static void func_clock_format_countdown (edict_t *self) +{ + if (self->style == 0) + { + Com_sprintf (self->message, CLOCK_MESSAGE_SIZE, "%2i", self->health); + return; + } + + if (self->style == 1) + { + Com_sprintf(self->message, CLOCK_MESSAGE_SIZE, "%2i:%2i", self->health / 60, self->health % 60); + if (self->message[3] == ' ') + self->message[3] = '0'; + return; + } + + if (self->style == 2) + { + Com_sprintf(self->message, CLOCK_MESSAGE_SIZE, "%2i:%2i:%2i", self->health / 3600, (self->health - (self->health / 3600) * 3600) / 60, self->health % 60); + if (self->message[3] == ' ') + self->message[3] = '0'; + if (self->message[6] == ' ') + self->message[6] = '0'; + return; + } +} + +void func_clock_think (edict_t *self) +{ + if (!self->enemy) + { + self->enemy = G_Find (NULL, FOFS(targetname), self->target); + if (!self->enemy) + return; + } + + if (self->spawnflags & 1) + { + func_clock_format_countdown (self); + self->health++; + } + else if (self->spawnflags & 2) + { + func_clock_format_countdown (self); + self->health--; + } + else + { + struct tm *ltime; + time_t gmtime; + + time(&gmtime); + ltime = localtime(&gmtime); + Com_sprintf (self->message, CLOCK_MESSAGE_SIZE, "%2i:%2i:%2i", ltime->tm_hour, ltime->tm_min, ltime->tm_sec); + if (self->message[3] == ' ') + self->message[3] = '0'; + if (self->message[6] == ' ') + self->message[6] = '0'; + } + + self->enemy->message = self->message; + self->enemy->use (self->enemy, self, self); + + if (((self->spawnflags & 1) && (self->health > self->wait)) || + ((self->spawnflags & 2) && (self->health < self->wait))) + { + if (self->pathtarget) + { + char *savetarget; + char *savemessage; + + savetarget = self->target; + savemessage = self->message; + self->target = self->pathtarget; + self->message = NULL; + G_UseTargets (self, self->activator); + self->target = savetarget; + self->message = savemessage; + } + + if (!(self->spawnflags & 8)) + return; + + func_clock_reset (self); + + if (self->spawnflags & 4) + return; + } + + self->nextthink = level.time + 1; +} + +void func_clock_use (edict_t *self, edict_t *other, edict_t *activator) +{ + if (!(self->spawnflags & 8)) + self->use = NULL; + if (self->activator) + return; + self->activator = activator; + self->think (self); +} + +void SP_func_clock (edict_t *self) +{ + if (!self->target) + { + gi.dprintf("%s with no target at %s\n", self->classname, vtos(self->s.origin)); + G_FreeEdict (self); + return; + } + + if ((self->spawnflags & 2) && (!self->count)) + { + gi.dprintf("%s with no count at %s\n", self->classname, vtos(self->s.origin)); + G_FreeEdict (self); + return; + } + + if ((self->spawnflags & 1) && (!self->count)) + self->count = 60*60;; + + func_clock_reset (self); + + self->message = gi.TagMalloc (CLOCK_MESSAGE_SIZE, TAG_LEVEL); + + self->think = func_clock_think; + + if (self->spawnflags & 4) + self->use = func_clock_use; + else + self->nextthink = level.time + 1; +} + +//================================================================================= + +void teleporter_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) +{ + edict_t *dest; + int i; + + if (!other->client) + return; + dest = G_Find (NULL, FOFS(targetname), self->target); + if (!dest) + { + gi.dprintf ("Couldn't find destination\n"); + return; + } + + //ZOID + CTFPlayerResetGrapple(other); + //ZOID + + // unlink to make sure it can't possibly interfere with KillBox + gi.unlinkentity (other); + + VectorCopy (dest->s.origin, other->s.origin); + VectorCopy (dest->s.origin, other->s.old_origin); + other->s.origin[2] += 10; + + // clear the velocity and hold them in place briefly + VectorClear (other->velocity); + other->client->ps.pmove.pm_time = 160>>3; // hold time + other->client->ps.pmove.pm_flags |= PMF_TIME_TELEPORT; + + // draw the teleport splash at source and on the player + self->owner->s.event = EV_PLAYER_TELEPORT; + other->s.event = EV_PLAYER_TELEPORT; + + // set angles + for (i=0 ; i<3 ; i++) + other->client->ps.pmove.delta_angles[i] = ANGLE2SHORT(dest->s.angles[i] - other->client->resp.cmd_angles[i]); + + VectorClear (other->s.angles); + VectorClear (other->client->ps.viewangles); + VectorClear (other->client->v_angle); + + // kill anything at the destination + KillBox (other); + + gi.linkentity (other); +} + +/*QUAKED misc_teleporter (1 0 0) (-32 -32 -24) (32 32 -16) +Stepping onto this disc will teleport players to the targeted misc_teleporter_dest object. +*/ +void SP_misc_teleporter (edict_t *ent) +{ + edict_t *trig; + + if (!ent->target) + { + gi.dprintf ("teleporter without a target.\n"); + G_FreeEdict (ent); + return; + } + + gi.setmodel (ent, "models/objects/dmspot/tris.md2"); + ent->s.skinnum = 1; + ent->s.effects = EF_TELEPORTER; + ent->s.sound = gi.soundindex ("world/amb10.wav"); + ent->solid = SOLID_BBOX; + + VectorSet (ent->mins, -32, -32, -24); + VectorSet (ent->maxs, 32, 32, -16); + gi.linkentity (ent); + + trig = G_Spawn (); + trig->touch = teleporter_touch; + trig->solid = SOLID_TRIGGER; + trig->target = ent->target; + trig->owner = ent; + VectorCopy (ent->s.origin, trig->s.origin); + VectorSet (trig->mins, -8, -8, 8); + VectorSet (trig->maxs, 8, 8, 24); + gi.linkentity (trig); + +} + +/*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16) +Point teleporters at these. +*/ +void SP_misc_teleporter_dest (edict_t *ent) +{ + gi.setmodel (ent, "models/objects/dmspot/tris.md2"); + ent->s.skinnum = 0; + ent->solid = SOLID_BBOX; + VectorSet (ent->mins, -32, -32, -24); + VectorSet (ent->maxs, 32, 32, -16); + gi.linkentity (ent); +} + diff --git a/src/g_monster.c b/src/g_monster.c new file mode 100644 index 0000000..d7bcaea --- /dev/null +++ b/src/g_monster.c @@ -0,0 +1,737 @@ +/* +Copyright (C) 1997-2001 Id Software, Inc. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ +#include "g_local.h" + + +// +// monster weapons +// + +//FIXME mosnters should call these with a totally accurate direction +// and we can mess it up based on skill. Spread should be for normal +// and we can tighten or loosen based on skill. We could muck with +// the damages too, but I'm not sure that's such a good idea. +void monster_fire_bullet (edict_t *self, vec3_t start, vec3_t dir, int damage, int kick, int hspread, int vspread, int flashtype) +{ + fire_bullet (self, start, dir, damage, kick, hspread, vspread, MOD_UNKNOWN); + + gi.WriteByte (svc_muzzleflash2); + gi.WriteShort (self - g_edicts); + gi.WriteByte (flashtype); + gi.multicast (start, MULTICAST_PVS); +} + +void monster_fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int flashtype) +{ + fire_shotgun (self, start, aimdir, damage, kick, hspread, vspread, count, MOD_UNKNOWN); + + gi.WriteByte (svc_muzzleflash2); + gi.WriteShort (self - g_edicts); + gi.WriteByte (flashtype); + gi.multicast (start, MULTICAST_PVS); +} + +void monster_fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect) +{ + fire_blaster (self, start, dir, damage, speed, effect, false); + + gi.WriteByte (svc_muzzleflash2); + gi.WriteShort (self - g_edicts); + gi.WriteByte (flashtype); + gi.multicast (start, MULTICAST_PVS); +} + +void monster_fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int flashtype) +{ + fire_grenade (self, start, aimdir, damage, speed, 2.5, damage+40); + + gi.WriteByte (svc_muzzleflash2); + gi.WriteShort (self - g_edicts); + gi.WriteByte (flashtype); + gi.multicast (start, MULTICAST_PVS); +} + +void monster_fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype) +{ + fire_rocket (self, start, dir, damage, speed, damage+20, damage); + + gi.WriteByte (svc_muzzleflash2); + gi.WriteShort (self - g_edicts); + gi.WriteByte (flashtype); + gi.multicast (start, MULTICAST_PVS); +} + +void monster_fire_railgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int flashtype) +{ + fire_rail (self, start, aimdir, damage, kick); + + gi.WriteByte (svc_muzzleflash2); + gi.WriteShort (self - g_edicts); + gi.WriteByte (flashtype); + gi.multicast (start, MULTICAST_PVS); +} + +void monster_fire_bfg (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int kick, float damage_radius, int flashtype) +{ + fire_bfg (self, start, aimdir, damage, speed, damage_radius); + + gi.WriteByte (svc_muzzleflash2); + gi.WriteShort (self - g_edicts); + gi.WriteByte (flashtype); + gi.multicast (start, MULTICAST_PVS); +} + + + +// +// Monster utility functions +// + +static void M_FliesOff (edict_t *self) +{ + self->s.effects &= ~EF_FLIES; + self->s.sound = 0; +} + +static void M_FliesOn (edict_t *self) +{ + if (self->waterlevel) + return; + self->s.effects |= EF_FLIES; + self->s.sound = gi.soundindex ("infantry/inflies1.wav"); + self->think = M_FliesOff; + self->nextthink = level.time + 60; +} + +void M_FlyCheck (edict_t *self) +{ + if (self->waterlevel) + return; + + if (random() > 0.5) + return; + + self->think = M_FliesOn; + self->nextthink = level.time + 5 + 10 * random(); +} + +void AttackFinished (edict_t *self, float time) +{ + self->monsterinfo.attack_finished = level.time + time; +} + + +void M_CheckGround (edict_t *ent) +{ + vec3_t point; + trace_t trace; + + if (ent->flags & (FL_SWIM|FL_FLY)) + return; + + if (ent->velocity[2] > 100) + { + ent->groundentity = NULL; + return; + } + + // if the hull point one-quarter unit down is solid the entity is on ground + point[0] = ent->s.origin[0]; + point[1] = ent->s.origin[1]; + point[2] = ent->s.origin[2] - 0.25; + + trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, point, ent, MASK_MONSTERSOLID); + + // check steepness + if ( trace.plane.normal[2] < 0.7 && !trace.startsolid) + { + ent->groundentity = NULL; + return; + } + + if (!trace.startsolid && !trace.allsolid) + { + VectorCopy (trace.endpos, ent->s.origin); + ent->groundentity = trace.ent; + ent->groundentity_linkcount = trace.ent->linkcount; + ent->velocity[2] = 0; + } +} + + +void M_CatagorizePosition (edict_t *ent) +{ + vec3_t point; + int cont; + + // + // get waterlevel + // + point[0] = ent->s.origin[0]; + point[1] = ent->s.origin[1]; + point[2] = ent->s.origin[2] + ent->mins[2] + 1; + cont = gi.pointcontents (point); + + if (!(cont & MASK_WATER)) + { + ent->waterlevel = 0; + ent->watertype = 0; + return; + } + + ent->watertype = cont; + ent->waterlevel = 1; + point[2] += 26; + cont = gi.pointcontents (point); + if (!(cont & MASK_WATER)) + return; + + ent->waterlevel = 2; + point[2] += 22; + cont = gi.pointcontents (point); + if (cont & MASK_WATER) + ent->waterlevel = 3; +} + + +void M_WorldEffects (edict_t *ent) +{ + int dmg; + + if (ent->health > 0) + { + if (!(ent->flags & FL_SWIM)) + { + if (ent->waterlevel < 3) + { + ent->air_finished = level.time + 12; + } + else if (ent->air_finished < level.time) + { // drown! + if (ent->pain_debounce_time < level.time) + { + dmg = 2 + 2 * floor(level.time - ent->air_finished); + if (dmg > 15) + dmg = 15; + T_Damage (ent, world, world, vec3_origin, ent->s.origin, vec3_origin, dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER); + ent->pain_debounce_time = level.time + 1; + } + } + } + else + { + if (ent->waterlevel > 0) + { + ent->air_finished = level.time + 9; + } + else if (ent->air_finished < level.time) + { // suffocate! + if (ent->pain_debounce_time < level.time) + { + dmg = 2 + 2 * floor(level.time - ent->air_finished); + if (dmg > 15) + dmg = 15; + T_Damage (ent, world, world, vec3_origin, ent->s.origin, vec3_origin, dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER); + ent->pain_debounce_time = level.time + 1; + } + } + } + } + + if (ent->waterlevel == 0) + { + if (ent->flags & FL_INWATER) + { + gi.sound (ent, CHAN_BODY, gi.soundindex("player/watr_out.wav"), 1, ATTN_NORM, 0); + ent->flags &= ~FL_INWATER; + } + return; + } + + if ((ent->watertype & CONTENTS_LAVA) && !(ent->flags & FL_IMMUNE_LAVA)) + { + if (ent->damage_debounce_time < level.time) + { + ent->damage_debounce_time = level.time + 0.2; + T_Damage (ent, world, world, vec3_origin, ent->s.origin, vec3_origin, 10*ent->waterlevel, 0, 0, MOD_LAVA); + } + } + if ((ent->watertype & CONTENTS_SLIME) && !(ent->flags & FL_IMMUNE_SLIME)) + { + if (ent->damage_debounce_time < level.time) + { + ent->damage_debounce_time = level.time + 1; + T_Damage (ent, world, world, vec3_origin, ent->s.origin, vec3_origin, 4*ent->waterlevel, 0, 0, MOD_SLIME); + } + } + + if ( !(ent->flags & FL_INWATER) ) + { + if (!(ent->svflags & SVF_DEADMONSTER)) + { + if (ent->watertype & CONTENTS_LAVA) + if (random() <= 0.5) + gi.sound (ent, CHAN_BODY, gi.soundindex("player/lava1.wav"), 1, ATTN_NORM, 0); + else + gi.sound (ent, CHAN_BODY, gi.soundindex("player/lava2.wav"), 1, ATTN_NORM, 0); + else if (ent->watertype & CONTENTS_SLIME) + gi.sound (ent, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0); + else if (ent->watertype & CONTENTS_WATER) + gi.sound (ent, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0); + } + + ent->flags |= FL_INWATER; + ent->damage_debounce_time = 0; + } +} + + +void M_droptofloor (edict_t *ent) +{ + vec3_t end; + trace_t trace; + + ent->s.origin[2] += 1; + VectorCopy (ent->s.origin, end); + end[2] -= 256; + + trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID); + + if (trace.fraction == 1 || trace.allsolid) + return; + + VectorCopy (trace.endpos, ent->s.origin); + + gi.linkentity (ent); + M_CheckGround (ent); + M_CatagorizePosition (ent); +} + + +void M_SetEffects (edict_t *ent) +{ + ent->s.effects &= ~(EF_COLOR_SHELL|EF_POWERSCREEN); + ent->s.renderfx &= ~(RF_SHELL_RED|RF_SHELL_GREEN|RF_SHELL_BLUE); + + if (ent->monsterinfo.aiflags & AI_RESURRECTING) + { + ent->s.effects |= EF_COLOR_SHELL; + ent->s.renderfx |= RF_SHELL_RED; + } + + if (ent->health <= 0) + return; + + if (ent->powerarmor_time > level.time) + { + if (ent->monsterinfo.power_armor_type == POWER_ARMOR_SCREEN) + { + ent->s.effects |= EF_POWERSCREEN; + } + else if (ent->monsterinfo.power_armor_type == POWER_ARMOR_SHIELD) + { + ent->s.effects |= EF_COLOR_SHELL; + ent->s.renderfx |= RF_SHELL_GREEN; + } + } +} + + +void M_MoveFrame (edict_t *self) +{ + mmove_t *move; + int index; + + move = self->monsterinfo.currentmove; + self->nextthink = level.time + FRAMETIME; + + if ((self->monsterinfo.nextframe) && (self->monsterinfo.nextframe >= move->firstframe) && (self->monsterinfo.nextframe <= move->lastframe)) + { + self->s.frame = self->monsterinfo.nextframe; + self->monsterinfo.nextframe = 0; + } + else + { + if (self->s.frame == move->lastframe) + { + if (move->endfunc) + { + move->endfunc (self); + + // regrab move, endfunc is very likely to change it + move = self->monsterinfo.currentmove; + + // check for death + if (self->svflags & SVF_DEADMONSTER) + return; + } + } + + if (self->s.frame < move->firstframe || self->s.frame > move->lastframe) + { + self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; + self->s.frame = move->firstframe; + } + else + { + if (!(self->monsterinfo.aiflags & AI_HOLD_FRAME)) + { + self->s.frame++; + if (self->s.frame > move->lastframe) + self->s.frame = move->firstframe; + } + } + } + + index = self->s.frame - move->firstframe; + if (move->frame[index].aifunc) + { + if (!(self->monsterinfo.aiflags & AI_HOLD_FRAME)) + move->frame[index].aifunc (self, move->frame[index].dist * self->monsterinfo.scale); + else + move->frame[index].aifunc (self, 0); + } + if (move->frame[index].thinkfunc) + move->frame[index].thinkfunc (self); +} + + +void monster_think (edict_t *self) +{ + M_MoveFrame (self); + if (self->linkcount != self->monsterinfo.linkcount) + { + self->monsterinfo.linkcount = self->linkcount; + M_CheckGround (self); + } + M_CatagorizePosition (self); + M_WorldEffects (self); + M_SetEffects (self); +} + + +/* +================ +monster_use + +Using a monster makes it angry at the current activator +================ +*/ +void monster_use (edict_t *self, edict_t *other, edict_t *activator) +{ + if (self->enemy) + return; + if (self->health <= 0) + return; + if (activator->flags & FL_NOTARGET) + return; + if (!(activator->client) && !(activator->monsterinfo.aiflags & AI_GOOD_GUY)) + return; + + // delay reaction so if the monster is teleported, its sound is still heard + self->enemy = activator; + FoundTarget (self); +} + + +void monster_start_go (edict_t *self); + + +void monster_triggered_spawn (edict_t *self) +{ + self->s.origin[2] += 1; + KillBox (self); + + self->solid = SOLID_BBOX; + self->movetype = MOVETYPE_STEP; + self->svflags &= ~SVF_NOCLIENT; + self->air_finished = level.time + 12; + gi.linkentity (self); + + monster_start_go (self); + + if (self->enemy && !(self->spawnflags & 1) && !(self->enemy->flags & FL_NOTARGET)) + { + FoundTarget (self); + } + else + { + self->enemy = NULL; + } +} + +void monster_triggered_spawn_use (edict_t *self, edict_t *other, edict_t *activator) +{ + // we have a one frame delay here so we don't telefrag the guy who activated us + self->think = monster_triggered_spawn; + self->nextthink = level.time + FRAMETIME; + if (activator->client) + self->enemy = activator; + self->use = monster_use; +} + +void monster_triggered_start (edict_t *self) +{ + self->solid = SOLID_NOT; + self->movetype = MOVETYPE_NONE; + self->svflags |= SVF_NOCLIENT; + self->nextthink = 0; + self->use = monster_triggered_spawn_use; +} + + +/* +================ +monster_death_use + +When a monster dies, it fires all of its targets with the current +enemy as activator. +================ +*/ +void monster_death_use (edict_t *self) +{ + self->flags &= ~(FL_FLY|FL_SWIM); + self->monsterinfo.aiflags &= AI_GOOD_GUY; + + if (self->item) + { + Drop_Item (self, self->item); + self->item = NULL; + } + + if (self->deathtarget) + self->target = self->deathtarget; + + if (!self->target) + return; + + G_UseTargets (self, self->enemy); +} + + +//============================================================================ + +qboolean monster_start (edict_t *self) +{ + if (deathmatch->value) + { + G_FreeEdict (self); + return false; + } + + if ((self->spawnflags & 4) && !(self->monsterinfo.aiflags & AI_GOOD_GUY)) + { + self->spawnflags &= ~4; + self->spawnflags |= 1; + } + + if (!(self->monsterinfo.aiflags & AI_GOOD_GUY)) + level.total_monsters++; + + self->nextthink = level.time + FRAMETIME; + self->svflags |= SVF_MONSTER; + self->s.renderfx |= RF_FRAMELERP; + self->takedamage = DAMAGE_AIM; + self->air_finished = level.time + 12; + self->use = monster_use; + self->max_health = self->health; + self->clipmask = MASK_MONSTERSOLID; + + self->s.skinnum = 0; + self->deadflag = DEAD_NO; + self->svflags &= ~SVF_DEADMONSTER; + + if (!self->monsterinfo.checkattack) + self->monsterinfo.checkattack = M_CheckAttack; + VectorCopy (self->s.origin, self->s.old_origin); + + if (st.item) + { + self->item = FindItemByClassname (st.item); + if (!self->item) + gi.dprintf("%s at %s has bad item: %s\n", self->classname, vtos(self->s.origin), st.item); + } + + // randomize what frame they start on + if (self->monsterinfo.currentmove) + self->s.frame = self->monsterinfo.currentmove->firstframe + (rand() % (self->monsterinfo.currentmove->lastframe - self->monsterinfo.currentmove->firstframe + 1)); + + return true; +} + +void monster_start_go (edict_t *self) +{ + vec3_t v; + + if (self->health <= 0) + return; + + // check for target to combat_point and change to combattarget + if (self->target) + { + qboolean notcombat; + qboolean fixup; + edict_t *target; + + target = NULL; + notcombat = false; + fixup = false; + while ((target = G_Find (target, FOFS(targetname), self->target)) != NULL) + { + if (strcmp(target->classname, "point_combat") == 0) + { + self->combattarget = self->target; + fixup = true; + } + else + { + notcombat = true; + } + } + if (notcombat && self->combattarget) + gi.dprintf("%s at %s has target with mixed types\n", self->classname, vtos(self->s.origin)); + if (fixup) + self->target = NULL; + } + + // validate combattarget + if (self->combattarget) + { + edict_t *target; + + target = NULL; + while ((target = G_Find (target, FOFS(targetname), self->combattarget)) != NULL) + { + if (strcmp(target->classname, "point_combat") != 0) + { + gi.dprintf("%s at (%i %i %i) has a bad combattarget %s : %s at (%i %i %i)\n", + self->classname, (int)self->s.origin[0], (int)self->s.origin[1], (int)self->s.origin[2], + self->combattarget, target->classname, (int)target->s.origin[0], (int)target->s.origin[1], + (int)target->s.origin[2]); + } + } + } + + if (self->target) + { + self->goalentity = self->movetarget = G_PickTarget(self->target); + if (!self->movetarget) + { + gi.dprintf ("%s can't find target %s at %s\n", self->classname, self->target, vtos(self->s.origin)); + self->target = NULL; + self->monsterinfo.pausetime = 100000000; + self->monsterinfo.stand (self); + } + else if (strcmp (self->movetarget->classname, "path_corner") == 0) + { + VectorSubtract (self->goalentity->s.origin, self->s.origin, v); + self->ideal_yaw = self->s.angles[YAW] = vectoyaw(v); + self->monsterinfo.walk (self); + self->target = NULL; + } + else + { + self->goalentity = self->movetarget = NULL; + self->monsterinfo.pausetime = 100000000; + self->monsterinfo.stand (self); + } + } + else + { + self->monsterinfo.pausetime = 100000000; + self->monsterinfo.stand (self); + } + + self->think = monster_think; + self->nextthink = level.time + FRAMETIME; +} + + +void walkmonster_start_go (edict_t *self) +{ + if (!(self->spawnflags & 2) && level.time < 1) + { + M_droptofloor (self); + + if (self->groundentity) + if (!M_walkmove (self, 0, 0)) + gi.dprintf ("%s in solid at %s\n", self->classname, vtos(self->s.origin)); + } + + if (!self->yaw_speed) + self->yaw_speed = 20; + self->viewheight = 25; + + monster_start_go (self); + + if (self->spawnflags & 2) + monster_triggered_start (self); +} + +void walkmonster_start (edict_t *self) +{ + self->think = walkmonster_start_go; + monster_start (self); +} + + +void flymonster_start_go (edict_t *self) +{ + if (!M_walkmove (self, 0, 0)) + gi.dprintf ("%s in solid at %s\n", self->classname, vtos(self->s.origin)); + + if (!self->yaw_speed) + self->yaw_speed = 10; + self->viewheight = 25; + + monster_start_go (self); + + if (self->spawnflags & 2) + monster_triggered_start (self); +} + + +void flymonster_start (edict_t *self) +{ + self->flags |= FL_FLY; + self->think = flymonster_start_go; + monster_start (self); +} + + +void swimmonster_start_go (edict_t *self) +{ + if (!self->yaw_speed) + self->yaw_speed = 10; + self->viewheight = 10; + + monster_start_go (self); + + if (self->spawnflags & 2) + monster_triggered_start (self); +} + +void swimmonster_start (edict_t *self) +{ + self->flags |= FL_SWIM; + self->think = swimmonster_start_go; + monster_start (self); +} + diff --git a/src/g_phys.c b/src/g_phys.c new file mode 100644 index 0000000..2b7caa9 --- /dev/null +++ b/src/g_phys.c @@ -0,0 +1,950 @@ +/* +Copyright (C) 1997-2001 Id Software, Inc. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ +// g_phys.c + +#include "g_local.h" + +/* + + +pushmove objects do not obey gravity, and do not interact with each other or trigger fields, but block normal movement and push normal objects when they move. + +onground is set for toss objects when they come to a complete rest. it is set for steping or walking objects + +doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH +bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS +corpses are SOLID_NOT and MOVETYPE_TOSS +crates are SOLID_BBOX and MOVETYPE_TOSS +walking monsters are SOLID_SLIDEBOX and MOVETYPE_STEP +flying/floating monsters are SOLID_SLIDEBOX and MOVETYPE_FLY + +solid_edge items only clip against bsp models. + +*/ + + +/* +============ +SV_TestEntityPosition + +============ +*/ +edict_t *SV_TestEntityPosition (edict_t *ent) +{ + trace_t trace; + int mask; + + + if (ent->clipmask) + mask = ent->clipmask; + else + mask = MASK_SOLID; + trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, ent->s.origin, ent, mask); + + if (trace.startsolid) + return g_edicts; + + return NULL; +} + + +/* +================ +SV_CheckVelocity +================ +*/ +void SV_CheckVelocity (edict_t *ent) +{ + int i; + + // + // bound velocity + // + for (i=0 ; i<3 ; i++) + { + if (ent->velocity[i] > sv_maxvelocity->value) + ent->velocity[i] = sv_maxvelocity->value; + else if (ent->velocity[i] < -sv_maxvelocity->value) + ent->velocity[i] = -sv_maxvelocity->value; + } +} + +/* +============= +SV_RunThink + +Runs thinking code for this frame if necessary +============= +*/ +qboolean SV_RunThink (edict_t *ent) +{ + float thinktime; + + thinktime = ent->nextthink; + if (thinktime <= 0) + return true; + if (thinktime > level.time+0.001) + return true; + + ent->nextthink = 0; + if (!ent->think) + gi.error ("NULL ent->think"); + ent->think (ent); + + return false; +} + +/* +================== +SV_Impact + +Two entities have touched, so run their touch functions +================== +*/ +void SV_Impact (edict_t *e1, trace_t *trace) +{ + edict_t *e2; +// cplane_t backplane; + + e2 = trace->ent; + + if (e1->touch && e1->solid != SOLID_NOT) + e1->touch (e1, e2, &trace->plane, trace->surface); + + if (e2->touch && e2->solid != SOLID_NOT) + e2->touch (e2, e1, NULL, NULL); +} + + +/* +================== +ClipVelocity + +Slide off of the impacting object +returns the blocked flags (1 = floor, 2 = step / wall) +================== +*/ +#define STOP_EPSILON 0.1 + +int ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce) +{ + float backoff; + float change; + int i, blocked; + + blocked = 0; + if (normal[2] > 0) + blocked |= 1; // floor + if (!normal[2]) + blocked |= 2; // step + + backoff = DotProduct (in, normal) * overbounce; + + for (i=0 ; i<3 ; i++) + { + change = normal[i]*backoff; + out[i] = in[i] - change; + if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON) + out[i] = 0; + } + + return blocked; +} + + +/* +============ +SV_FlyMove + +The basic solid body movement clip that slides along multiple planes +Returns the clipflags if the velocity was modified (hit something solid) +1 = floor +2 = wall / step +4 = dead stop +============ +*/ +#define MAX_CLIP_PLANES 5 +int SV_FlyMove (edict_t *ent, float time, int mask) +{ + edict_t *hit; + int bumpcount, numbumps; + vec3_t dir; + float d; + int numplanes; + vec3_t planes[MAX_CLIP_PLANES]; + vec3_t primal_velocity, original_velocity, new_velocity; + int i, j; + trace_t trace; + vec3_t end; + float time_left; + int blocked; + + numbumps = 4; + + blocked = 0; + VectorCopy (ent->velocity, original_velocity); + VectorCopy (ent->velocity, primal_velocity); + numplanes = 0; + + time_left = time; + + ent->groundentity = NULL; + for (bumpcount=0 ; bumpcounts.origin[i] + time_left * ent->velocity[i]; + + trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, end, ent, mask); + + if (trace.allsolid) + { // entity is trapped in another solid + VectorCopy (vec3_origin, ent->velocity); + return 3; + } + + if (trace.fraction > 0) + { // actually covered some distance + VectorCopy (trace.endpos, ent->s.origin); + VectorCopy (ent->velocity, original_velocity); + numplanes = 0; + } + + if (trace.fraction == 1) + break; // moved the entire distance + + hit = trace.ent; + + if (trace.plane.normal[2] > 0.7) + { + blocked |= 1; // floor + if ( hit->solid == SOLID_BSP) + { + ent->groundentity = hit; + ent->groundentity_linkcount = hit->linkcount; + } + } + if (!trace.plane.normal[2]) + { + blocked |= 2; // step + } + + // + // run the impact function + // + SV_Impact (ent, &trace); + if (!ent->inuse) + break; // removed by the impact function + + + time_left -= time_left * trace.fraction; + + // cliped to another plane + if (numplanes >= MAX_CLIP_PLANES) + { // this shouldn't really happen + VectorCopy (vec3_origin, ent->velocity); + return 3; + } + + VectorCopy (trace.plane.normal, planes[numplanes]); + numplanes++; + + // + // modify original_velocity so it parallels all of the clip planes + // + for (i=0 ; ivelocity); + } + else + { // go along the crease + if (numplanes != 2) + { + VectorCopy (vec3_origin, ent->velocity); + return 7; + } + CrossProduct (planes[0], planes[1], dir); + d = DotProduct (dir, ent->velocity); + VectorScale (dir, d, ent->velocity); + } + + // + // if original velocity is against the original velocity, stop dead + // to avoid tiny occilations in sloping corners + // + if (DotProduct (ent->velocity, primal_velocity) <= 0) + { + VectorCopy (vec3_origin, ent->velocity); + return blocked; + } + } + + return blocked; +} + + +/* +============ +SV_AddGravity + +============ +*/ +void SV_AddGravity (edict_t *ent) +{ + ent->velocity[2] -= ent->gravity * sv_gravity->value * FRAMETIME; +} + +/* +=============================================================================== + +PUSHMOVE + +=============================================================================== +*/ + +/* +============ +SV_PushEntity + +Does not change the entities velocity at all +============ +*/ +trace_t SV_PushEntity (edict_t *ent, vec3_t push) +{ + trace_t trace; + vec3_t start; + vec3_t end; + int mask; + + VectorCopy (ent->s.origin, start); + VectorAdd (start, push, end); + +retry: + if (ent->clipmask) + mask = ent->clipmask; + else + mask = MASK_SOLID; + + trace = gi.trace (start, ent->mins, ent->maxs, end, ent, mask); + + VectorCopy (trace.endpos, ent->s.origin); + gi.linkentity (ent); + + if (trace.fraction != 1.0) + { + SV_Impact (ent, &trace); + + // if the pushed entity went away and the pusher is still there + if (!trace.ent->inuse && ent->inuse) + { + // move the pusher back and try again + VectorCopy (start, ent->s.origin); + gi.linkentity (ent); + goto retry; + } + } + + if (ent->inuse) + G_TouchTriggers (ent); + + return trace; +} + + +typedef struct +{ + edict_t *ent; + vec3_t origin; + vec3_t angles; + float deltayaw; +} pushed_t; +pushed_t pushed[MAX_EDICTS], *pushed_p; + +edict_t *obstacle; + +/* +============ +SV_Push + +Objects need to be moved back on a failed push, +otherwise riders would continue to slide. +============ +*/ +qboolean SV_Push (edict_t *pusher, vec3_t move, vec3_t amove) +{ + int i, e; + edict_t *check, *block; + vec3_t mins, maxs; + pushed_t *p; + vec3_t org, org2, move2, forward, right, up; + + // clamp the move to 1/8 units, so the position will + // be accurate for client side prediction + for (i=0 ; i<3 ; i++) + { + float temp; + temp = move[i]*8.0; + if (temp > 0.0) + temp += 0.5; + else + temp -= 0.5; + move[i] = 0.125 * (int)temp; + } + + // find the bounding box + for (i=0 ; i<3 ; i++) + { + mins[i] = pusher->absmin[i] + move[i]; + maxs[i] = pusher->absmax[i] + move[i]; + } + + // we need this for pushing things later + VectorSubtract (vec3_origin, amove, org); + AngleVectors (org, forward, right, up); + + // save the pusher's original position + pushed_p->ent = pusher; + VectorCopy (pusher->s.origin, pushed_p->origin); + VectorCopy (pusher->s.angles, pushed_p->angles); + if (pusher->client) + pushed_p->deltayaw = pusher->client->ps.pmove.delta_angles[YAW]; + pushed_p++; + + // move the pusher to it's final position + VectorAdd (pusher->s.origin, move, pusher->s.origin); + VectorAdd (pusher->s.angles, amove, pusher->s.angles); + gi.linkentity (pusher); + + // see if any solid entities are inside the final position + check = g_edicts+1; + for (e = 1; e < globals.num_edicts; e++, check++) + { + if (!check->inuse) + continue; + if (check->movetype == MOVETYPE_PUSH + || check->movetype == MOVETYPE_STOP + || check->movetype == MOVETYPE_NONE + || check->movetype == MOVETYPE_NOCLIP) + continue; + + if (!check->area.prev) + continue; // not linked in anywhere + + // if the entity is standing on the pusher, it will definitely be moved + if (check->groundentity != pusher) + { + // see if the ent needs to be tested + if ( check->absmin[0] >= maxs[0] + || check->absmin[1] >= maxs[1] + || check->absmin[2] >= maxs[2] + || check->absmax[0] <= mins[0] + || check->absmax[1] <= mins[1] + || check->absmax[2] <= mins[2] ) + continue; + + // see if the ent's bbox is inside the pusher's final position + if (!SV_TestEntityPosition (check)) + continue; + } + + if ((pusher->movetype == MOVETYPE_PUSH) || (check->groundentity == pusher)) + { + // move this entity + pushed_p->ent = check; + VectorCopy (check->s.origin, pushed_p->origin); + VectorCopy (check->s.angles, pushed_p->angles); + pushed_p++; + + // try moving the contacted entity + VectorAdd (check->s.origin, move, check->s.origin); + if (check->client) + { // FIXME: doesn't rotate monsters? + check->client->ps.pmove.delta_angles[YAW] += amove[YAW]; + } + + // figure movement due to the pusher's amove + VectorSubtract (check->s.origin, pusher->s.origin, org); + org2[0] = DotProduct (org, forward); + org2[1] = -DotProduct (org, right); + org2[2] = DotProduct (org, up); + VectorSubtract (org2, org, move2); + VectorAdd (check->s.origin, move2, check->s.origin); + + // may have pushed them off an edge + if (check->groundentity != pusher) + check->groundentity = NULL; + + block = SV_TestEntityPosition (check); + if (!block) + { // pushed ok + gi.linkentity (check); + // impact? + continue; + } + + // if it is ok to leave in the old position, do it + // this is only relevent for riding entities, not pushed + // FIXME: this doesn't acount for rotation + VectorSubtract (check->s.origin, move, check->s.origin); + block = SV_TestEntityPosition (check); + if (!block) + { + pushed_p--; + continue; + } + } + + // save off the obstacle so we can call the block function + obstacle = check; + + // move back any entities we already moved + // go backwards, so if the same entity was pushed + // twice, it goes back to the original position + for (p=pushed_p-1 ; p>=pushed ; p--) + { + VectorCopy (p->origin, p->ent->s.origin); + VectorCopy (p->angles, p->ent->s.angles); + if (p->ent->client) + { + p->ent->client->ps.pmove.delta_angles[YAW] = p->deltayaw; + } + gi.linkentity (p->ent); + } + return false; + } + + //FIXME: is there a better way to handle this? + // see if anything we moved has touched a trigger + for (p=pushed_p-1 ; p>=pushed ; p--) + G_TouchTriggers (p->ent); + + return true; +} + +/* +================ +SV_Physics_Pusher + +Bmodel objects don't interact with each other, but +push all box objects +================ +*/ +void SV_Physics_Pusher (edict_t *ent) +{ + vec3_t move, amove; + edict_t *part, *mv; + + // if not a team captain, so movement will be handled elsewhere + if ( ent->flags & FL_TEAMSLAVE) + return; + + // make sure all team slaves can move before commiting + // any moves or calling any think functions + // if the move is blocked, all moved objects will be backed out + pushed_p = pushed; + for (part = ent ; part ; part=part->teamchain) + { + if (part->velocity[0] || part->velocity[1] || part->velocity[2] || + part->avelocity[0] || part->avelocity[1] || part->avelocity[2] + ) + { // object is moving + VectorScale (part->velocity, FRAMETIME, move); + VectorScale (part->avelocity, FRAMETIME, amove); + + if (!SV_Push (part, move, amove)) + break; // move was blocked + } + } + if (pushed_p > &pushed[MAX_EDICTS]) + gi.error (ERR_FATAL, "pushed_p > &pushed[MAX_EDICTS], memory corrupted"); + + if (part) + { + // the move failed, bump all nextthink times and back out moves + for (mv = ent ; mv ; mv=mv->teamchain) + { + if (mv->nextthink > 0) + mv->nextthink += FRAMETIME; + } + + // if the pusher has a "blocked" function, call it + // otherwise, just stay in place until the obstacle is gone + if (part->blocked) + part->blocked (part, obstacle); + } + else + { + // the move succeeded, so call all think functions + for (part = ent ; part ; part=part->teamchain) + { + SV_RunThink (part); + } + } +} + +//================================================================== + +/* +============= +SV_Physics_None + +Non moving objects can only think +============= +*/ +void SV_Physics_None (edict_t *ent) +{ + // regular thinking + SV_RunThink (ent); +} + +/* +============= +SV_Physics_Noclip + +A moving object that doesn't obey physics +============= +*/ +void SV_Physics_Noclip (edict_t *ent) +{ + // regular thinking + if (!SV_RunThink (ent)) + return; + + VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles); + VectorMA (ent->s.origin, FRAMETIME, ent->velocity, ent->s.origin); + + gi.linkentity (ent); +} + +/* +============================================================================== + +TOSS / BOUNCE + +============================================================================== +*/ + +/* +============= +SV_Physics_Toss + +Toss, bounce, and fly movement. When onground, do nothing. +============= +*/ +void SV_Physics_Toss (edict_t *ent) +{ + trace_t trace; + vec3_t move; + float backoff; + edict_t *slave; + qboolean wasinwater; + qboolean isinwater; + vec3_t old_origin; + + // regular thinking + SV_RunThink (ent); + + // if not a team captain, so movement will be handled elsewhere + if ( ent->flags & FL_TEAMSLAVE) + return; + + if (ent->velocity[2] > 0) + ent->groundentity = NULL; + + // check for the groundentity going away + if (ent->groundentity) + if (!ent->groundentity->inuse) + ent->groundentity = NULL; + + // if onground, return without moving + if ( ent->groundentity ) + return; + + VectorCopy (ent->s.origin, old_origin); + + SV_CheckVelocity (ent); + + // add gravity + if (ent->movetype != MOVETYPE_FLY + && ent->movetype != MOVETYPE_FLYMISSILE) + SV_AddGravity (ent); + + // move angles + VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles); + + // move origin + VectorScale (ent->velocity, FRAMETIME, move); + trace = SV_PushEntity (ent, move); + if (!ent->inuse) + return; + + if (trace.fraction < 1) + { + if (ent->movetype == MOVETYPE_BOUNCE) + backoff = 1.5; + else + backoff = 1; + + ClipVelocity (ent->velocity, trace.plane.normal, ent->velocity, backoff); + + // stop if on ground + if (trace.plane.normal[2] > 0.7) + { + if (ent->velocity[2] < 60 || ent->movetype != MOVETYPE_BOUNCE ) + { + ent->groundentity = trace.ent; + ent->groundentity_linkcount = trace.ent->linkcount; + VectorCopy (vec3_origin, ent->velocity); + VectorCopy (vec3_origin, ent->avelocity); + } + } + } + + // check for water transition + wasinwater = (ent->watertype & MASK_WATER); + ent->watertype = gi.pointcontents (ent->s.origin); + isinwater = ent->watertype & MASK_WATER; + + if (isinwater) + ent->waterlevel = 1; + else + ent->waterlevel = 0; + + if (!wasinwater && isinwater) + gi.positioned_sound (old_origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0); + else if (wasinwater && !isinwater) + gi.positioned_sound (ent->s.origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0); + + // move teamslaves + for (slave = ent->teamchain; slave; slave = slave->teamchain) + { + VectorCopy (ent->s.origin, slave->s.origin); + gi.linkentity (slave); + } +} + +/* +=============================================================================== + +STEPPING MOVEMENT + +=============================================================================== +*/ + +/* +============= +SV_Physics_Step + +Monsters freefall when they don't have a ground entity, otherwise +all movement is done with discrete steps. + +This is also used for objects that have become still on the ground, but +will fall if the floor is pulled out from under them. +FIXME: is this true? +============= +*/ + +//FIXME: hacked in for E3 demo +#define sv_stopspeed 100 +#define sv_friction 6 +#define sv_waterfriction 1 + +void SV_AddRotationalFriction (edict_t *ent) +{ + int n; + float adjustment; + + VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles); + adjustment = FRAMETIME * sv_stopspeed * sv_friction; + for (n = 0; n < 3; n++) + { + if (ent->avelocity[n] > 0) + { + ent->avelocity[n] -= adjustment; + if (ent->avelocity[n] < 0) + ent->avelocity[n] = 0; + } + else + { + ent->avelocity[n] += adjustment; + if (ent->avelocity[n] > 0) + ent->avelocity[n] = 0; + } + } +} + +void SV_Physics_Step (edict_t *ent) +{ + qboolean wasonground; + qboolean hitsound = false; + float *vel; + float speed, newspeed, control; + float friction; + edict_t *groundentity; + int mask; + + // airborn monsters should always check for ground + if (!ent->groundentity) + M_CheckGround (ent); + + groundentity = ent->groundentity; + + SV_CheckVelocity (ent); + + if (groundentity) + wasonground = true; + else + wasonground = false; + + if (ent->avelocity[0] || ent->avelocity[1] || ent->avelocity[2]) + SV_AddRotationalFriction (ent); + + // add gravity except: + // flying monsters + // swimming monsters who are in the water + if (! wasonground) + if (!(ent->flags & FL_FLY)) + if (!((ent->flags & FL_SWIM) && (ent->waterlevel > 2))) + { + if (ent->velocity[2] < sv_gravity->value*-0.1) + hitsound = true; + if (ent->waterlevel == 0) + SV_AddGravity (ent); + } + + // friction for flying monsters that have been given vertical velocity + if ((ent->flags & FL_FLY) && (ent->velocity[2] != 0)) + { + speed = fabs(ent->velocity[2]); + control = speed < sv_stopspeed ? sv_stopspeed : speed; + friction = sv_friction/3; + newspeed = speed - (FRAMETIME * control * friction); + if (newspeed < 0) + newspeed = 0; + newspeed /= speed; + ent->velocity[2] *= newspeed; + } + + // friction for flying monsters that have been given vertical velocity + if ((ent->flags & FL_SWIM) && (ent->velocity[2] != 0)) + { + speed = fabs(ent->velocity[2]); + control = speed < sv_stopspeed ? sv_stopspeed : speed; + newspeed = speed - (FRAMETIME * control * sv_waterfriction * ent->waterlevel); + if (newspeed < 0) + newspeed = 0; + newspeed /= speed; + ent->velocity[2] *= newspeed; + } + + if (ent->velocity[2] || ent->velocity[1] || ent->velocity[0]) + { + // apply friction + // let dead monsters who aren't completely onground slide + if ((wasonground) || (ent->flags & (FL_SWIM|FL_FLY))) + if (!(ent->health <= 0.0 && !M_CheckBottom(ent))) + { + vel = ent->velocity; + speed = sqrt(vel[0]*vel[0] +vel[1]*vel[1]); + if (speed) + { + friction = sv_friction; + + control = speed < sv_stopspeed ? sv_stopspeed : speed; + newspeed = speed - FRAMETIME*control*friction; + + if (newspeed < 0) + newspeed = 0; + newspeed /= speed; + + vel[0] *= newspeed; + vel[1] *= newspeed; + } + } + + if (ent->svflags & SVF_MONSTER) + mask = MASK_MONSTERSOLID; + else + mask = MASK_SOLID; + SV_FlyMove (ent, FRAMETIME, mask); + + gi.linkentity (ent); + G_TouchTriggers (ent); + + if (ent->groundentity) + if (!wasonground) + if (hitsound) + gi.sound (ent, 0, gi.soundindex("world/land.wav"), 1, 1, 0); + } + +// regular thinking + SV_RunThink (ent); +} + +//============================================================================ +/* +================ +G_RunEntity + +================ +*/ +void G_RunEntity (edict_t *ent) +{ + if (ent->prethink) + ent->prethink (ent); + + switch ( (int)ent->movetype) + { + case MOVETYPE_PUSH: + case MOVETYPE_STOP: + SV_Physics_Pusher (ent); + break; + case MOVETYPE_NONE: + SV_Physics_None (ent); + break; + case MOVETYPE_NOCLIP: + SV_Physics_Noclip (ent); + break; + case MOVETYPE_STEP: + SV_Physics_Step (ent); + break; + case MOVETYPE_TOSS: + case MOVETYPE_BOUNCE: + case MOVETYPE_FLY: + case MOVETYPE_FLYMISSILE: + SV_Physics_Toss (ent); + break; + default: + gi.error ("SV_Physics: bad movetype %i", (int)ent->movetype); + } +} + diff --git a/src/g_save.c b/src/g_save.c new file mode 100644 index 0000000..8f5623f --- /dev/null +++ b/src/g_save.c @@ -0,0 +1,747 @@ +/* +Copyright (C) 1997-2001 Id Software, Inc. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ + +#include "g_local.h" + +field_t fields[] = { + {"classname", FOFS(classname), F_LSTRING}, + {"origin", FOFS(s.origin), F_VECTOR}, + {"model", FOFS(model), F_LSTRING}, + {"spawnflags", FOFS(spawnflags), F_INT}, + {"speed", FOFS(speed), F_FLOAT}, + {"accel", FOFS(accel), F_FLOAT}, + {"decel", FOFS(decel), F_FLOAT}, + {"target", FOFS(target), F_LSTRING}, + {"targetname", FOFS(targetname), F_LSTRING}, + {"pathtarget", FOFS(pathtarget), F_LSTRING}, + {"deathtarget", FOFS(deathtarget), F_LSTRING}, + {"killtarget", FOFS(killtarget), F_LSTRING}, + {"combattarget", FOFS(combattarget), F_LSTRING}, + {"message", FOFS(message), F_LSTRING}, + {"team", FOFS(team), F_LSTRING}, + {"wait", FOFS(wait), F_FLOAT}, + {"delay", FOFS(delay), F_FLOAT}, + {"random", FOFS(random), F_FLOAT}, + {"move_origin", FOFS(move_origin), F_VECTOR}, + {"move_angles", FOFS(move_angles), F_VECTOR}, + {"style", FOFS(style), F_INT}, + {"count", FOFS(count), F_INT}, + {"health", FOFS(health), F_INT}, + {"sounds", FOFS(sounds), F_INT}, + {"light", 0, F_IGNORE}, + {"dmg", FOFS(dmg), F_INT}, + {"angles", FOFS(s.angles), F_VECTOR}, + {"angle", FOFS(s.angles), F_ANGLEHACK}, + {"mass", FOFS(mass), F_INT}, + {"volume", FOFS(volume), F_FLOAT}, + {"attenuation", FOFS(attenuation), F_FLOAT}, + {"map", FOFS(map), F_LSTRING}, + + // temp spawn vars -- only valid when the spawn function is called + {"lip", STOFS(lip), F_INT, FFL_SPAWNTEMP}, + {"distance", STOFS(distance), F_INT, FFL_SPAWNTEMP}, + {"height", STOFS(height), F_INT, FFL_SPAWNTEMP}, + {"noise", STOFS(noise), F_LSTRING, FFL_SPAWNTEMP}, + {"pausetime", STOFS(pausetime), F_FLOAT, FFL_SPAWNTEMP}, + {"item", STOFS(item), F_LSTRING, FFL_SPAWNTEMP}, + {"gravity", STOFS(gravity), F_LSTRING, FFL_SPAWNTEMP}, + {"sky", STOFS(sky), F_LSTRING, FFL_SPAWNTEMP}, + {"skyrotate", STOFS(skyrotate), F_FLOAT, FFL_SPAWNTEMP}, + {"skyaxis", STOFS(skyaxis), F_VECTOR, FFL_SPAWNTEMP}, + {"minyaw", STOFS(minyaw), F_FLOAT, FFL_SPAWNTEMP}, + {"maxyaw", STOFS(maxyaw), F_FLOAT, FFL_SPAWNTEMP}, + {"minpitch", STOFS(minpitch), F_FLOAT, FFL_SPAWNTEMP}, + {"maxpitch", STOFS(maxpitch), F_FLOAT, FFL_SPAWNTEMP}, + {"nextmap", STOFS(nextmap), F_LSTRING, FFL_SPAWNTEMP} +}; + +// -------- just for savegames ---------- +// all pointer fields should be listed here, or savegames +// won't work properly (they will crash and burn). +// this wasn't just tacked on to the fields array, because +// these don't need names, we wouldn't want map fields using +// some of these, and if one were accidentally present twice +// it would double swizzle (fuck) the pointer. + +field_t savefields[] = +{ + {"", FOFS(classname), F_LSTRING}, + {"", FOFS(target), F_LSTRING}, + {"", FOFS(targetname), F_LSTRING}, + {"", FOFS(killtarget), F_LSTRING}, + {"", FOFS(team), F_LSTRING}, + {"", FOFS(pathtarget), F_LSTRING}, + {"", FOFS(deathtarget), F_LSTRING}, + {"", FOFS(combattarget), F_LSTRING}, + {"", FOFS(model), F_LSTRING}, + {"", FOFS(map), F_LSTRING}, + {"", FOFS(message), F_LSTRING}, + + {"", FOFS(client), F_CLIENT}, + {"", FOFS(item), F_ITEM}, + + {"", FOFS(goalentity), F_EDICT}, + {"", FOFS(movetarget), F_EDICT}, + {"", FOFS(enemy), F_EDICT}, + {"", FOFS(oldenemy), F_EDICT}, + {"", FOFS(activator), F_EDICT}, + {"", FOFS(groundentity), F_EDICT}, + {"", FOFS(teamchain), F_EDICT}, + {"", FOFS(teammaster), F_EDICT}, + {"", FOFS(owner), F_EDICT}, + {"", FOFS(mynoise), F_EDICT}, + {"", FOFS(mynoise2), F_EDICT}, + {"", FOFS(target_ent), F_EDICT}, + {"", FOFS(chain), F_EDICT}, + + {NULL, 0, F_INT} +}; + +field_t levelfields[] = +{ + {"", LLOFS(changemap), F_LSTRING}, + + {"", LLOFS(sight_client), F_EDICT}, + {"", LLOFS(sight_entity), F_EDICT}, + {"", LLOFS(sound_entity), F_EDICT}, + {"", LLOFS(sound2_entity), F_EDICT}, + + {NULL, 0, F_INT} +}; + +field_t clientfields[] = +{ + {"", CLOFS(pers.weapon), F_ITEM}, + {"", CLOFS(pers.lastweapon), F_ITEM}, + {"", CLOFS(newweapon), F_ITEM}, + + {NULL, 0, F_INT} +}; + +/* +============ +InitGame + +This will be called when the dll is first loaded, which +only happens when a new game is started or a save game +is loaded. +============ +*/ +void InitGame (void) +{ + gi.dprintf ("Game is starting up.\n"); + gi.dprintf ("Game is ctf.\n"); + + gun_x = gi.cvar ("gun_x", "0", 0); + gun_y = gi.cvar ("gun_y", "0", 0); + gun_z = gi.cvar ("gun_z", "0", 0); + + //FIXME: sv_ prefix is wrong for these + sv_rollspeed = gi.cvar ("sv_rollspeed", "200", 0); + sv_rollangle = gi.cvar ("sv_rollangle", "2", 0); + sv_maxvelocity = gi.cvar ("sv_maxvelocity", "2000", 0); + sv_gravity = gi.cvar ("sv_gravity", "800", 0); + + // noset vars + dedicated = gi.cvar ("dedicated", "0", CVAR_NOSET); + + // latched vars + sv_cheats = gi.cvar ("cheats", "0", CVAR_SERVERINFO|CVAR_LATCH); + gi.cvar ("gamename", GAMEVERSION , CVAR_SERVERINFO | CVAR_LATCH); + gi.cvar ("gamedate", __DATE__ , CVAR_SERVERINFO | CVAR_LATCH); + + maxclients = gi.cvar ("maxclients", "4", CVAR_SERVERINFO | CVAR_LATCH); + deathmatch = gi.cvar ("deathmatch", "0", CVAR_LATCH); + coop = gi.cvar ("coop", "0", CVAR_LATCH); + skill = gi.cvar ("skill", "1", CVAR_LATCH); + maxentities = gi.cvar ("maxentities", "1024", CVAR_LATCH); + + //ZOID + //This game.dll only supports deathmatch + if (!deathmatch->value) { + gi.dprintf("Forcing deathmatch.\n"); + gi.cvar_set("deathmatch", "1"); + } + //force coop off + if (coop->value) + gi.cvar_set("coop", "0"); + //ZOID + + + // change anytime vars + dmflags = gi.cvar ("dmflags", "0", CVAR_SERVERINFO); + fraglimit = gi.cvar ("fraglimit", "0", CVAR_SERVERINFO); + timelimit = gi.cvar ("timelimit", "0", CVAR_SERVERINFO); + //ZOID + capturelimit = gi.cvar ("capturelimit", "0", CVAR_SERVERINFO); + instantweap = gi.cvar ("instantweap", "0", CVAR_SERVERINFO); + //ZOID + password = gi.cvar ("password", "", CVAR_USERINFO); + filterban = gi.cvar ("filterban", "1", 0); + + g_select_empty = gi.cvar ("g_select_empty", "0", CVAR_ARCHIVE); + + run_pitch = gi.cvar ("run_pitch", "0.002", 0); + run_roll = gi.cvar ("run_roll", "0.005", 0); + bob_up = gi.cvar ("bob_up", "0.005", 0); + bob_pitch = gi.cvar ("bob_pitch", "0.002", 0); + bob_roll = gi.cvar ("bob_roll", "0.002", 0); + + // flood control + flood_msgs = gi.cvar ("flood_msgs", "4", 0); + flood_persecond = gi.cvar ("flood_persecond", "4", 0); + flood_waitdelay = gi.cvar ("flood_waitdelay", "10", 0); + + // dm map list + sv_maplist = gi.cvar ("sv_maplist", "", 0); + + // items + InitItems (); + + Com_sprintf (game.helpmessage1, sizeof(game.helpmessage1), ""); + + Com_sprintf (game.helpmessage2, sizeof(game.helpmessage2), ""); + + // initialize all entities for this game + game.maxentities = maxentities->value; + g_edicts = gi.TagMalloc (game.maxentities * sizeof(g_edicts[0]), TAG_GAME); + globals.edicts = g_edicts; + globals.max_edicts = game.maxentities; + + // initialize all clients for this game + game.maxclients = maxclients->value; + game.clients = gi.TagMalloc (game.maxclients * sizeof(game.clients[0]), TAG_GAME); + globals.num_edicts = game.maxclients+1; + + //ZOID + CTFInit(); + //ZOID +} + +//========================================================= + +void WriteField1 (FILE *f, field_t *field, byte *base) +{ + void *p; + int len; + int index; + + p = (void *)(base + field->ofs); + switch (field->type) + { + case F_INT: + case F_FLOAT: + case F_ANGLEHACK: + case F_VECTOR: + case F_IGNORE: + break; + + case F_LSTRING: + case F_GSTRING: + if ( *(char **)p ) + len = strlen(*(char **)p) + 1; + else + len = 0; + *(int *)p = len; + break; + case F_EDICT: + if ( *(edict_t **)p == NULL) + index = -1; + else + index = *(edict_t **)p - g_edicts; + *(int *)p = index; + break; + case F_CLIENT: + if ( *(gclient_t **)p == NULL) + index = -1; + else + index = *(gclient_t **)p - game.clients; + *(int *)p = index; + break; + case F_ITEM: + if ( *(edict_t **)p == NULL) + index = -1; + else + index = *(gitem_t **)p - itemlist; + *(int *)p = index; + break; + + default: + gi.error ("WriteEdict: unknown field type"); + } +} + +void WriteField2 (FILE *f, field_t *field, byte *base) +{ + int len; + void *p; + + p = (void *)(base + field->ofs); + switch (field->type) + { + case F_LSTRING: + case F_GSTRING: + if ( *(char **)p ) + { + len = strlen(*(char **)p) + 1; + fwrite (*(char **)p, len, 1, f); + } + break; + default: + break; + } +} + +void ReadField (FILE *f, field_t *field, byte *base) +{ + void *p; + int len; + int index; + + p = (void *)(base + field->ofs); + switch (field->type) + { + case F_INT: + case F_FLOAT: + case F_ANGLEHACK: + case F_VECTOR: + case F_IGNORE: + break; + + case F_LSTRING: + len = *(int *)p; + if (!len) + *(char **)p = NULL; + else + { + *(char **)p = gi.TagMalloc (len, TAG_LEVEL); + fread (*(char **)p, len, 1, f); + } + break; + case F_GSTRING: + len = *(int *)p; + if (!len) + *(char **)p = NULL; + else + { + *(char **)p = gi.TagMalloc (len, TAG_GAME); + fread (*(char **)p, len, 1, f); + } + break; + case F_EDICT: + index = *(int *)p; + if ( index == -1 ) + *(edict_t **)p = NULL; + else + *(edict_t **)p = &g_edicts[index]; + break; + case F_CLIENT: + index = *(int *)p; + if ( index == -1 ) + *(gclient_t **)p = NULL; + else + *(gclient_t **)p = &game.clients[index]; + break; + case F_ITEM: + index = *(int *)p; + if ( index == -1 ) + *(gitem_t **)p = NULL; + else + *(gitem_t **)p = &itemlist[index]; + break; + + default: + gi.error ("ReadEdict: unknown field type"); + } +} + +//========================================================= + +/* +============== +WriteClient + +All pointer variables (except function pointers) must be handled specially. +============== +*/ +void WriteClient (FILE *f, gclient_t *client) +{ + field_t *field; + gclient_t temp; + + // all of the ints, floats, and vectors stay as they are + temp = *client; + + // change the pointers to lengths or indexes + for (field=clientfields ; field->name ; field++) + { + WriteField1 (f, field, (byte *)&temp); + } + + // write the block + fwrite (&temp, sizeof(temp), 1, f); + + // now write any allocated data following the edict + for (field=clientfields ; field->name ; field++) + { + WriteField2 (f, field, (byte *)client); + } +} + +/* +============== +ReadClient + +All pointer variables (except function pointers) must be handled specially. +============== +*/ +void ReadClient (FILE *f, gclient_t *client) +{ + field_t *field; + + fread (client, sizeof(*client), 1, f); + + for (field=clientfields ; field->name ; field++) + { + ReadField (f, field, (byte *)client); + } +} + +/* +============ +WriteGame + +This will be called whenever the game goes to a new level, +and when the user explicitly saves the game. + +Game information include cross level data, like multi level +triggers, help computer info, and all client states. + +A single player death will automatically restore from the +last save position. +============ +*/ +void WriteGame (char *filename, qboolean autosave) +{ + FILE *f; + int i; + char str[16]; + + if (!autosave) + SaveClientData (); + + f = fopen (filename, "wb"); + if (!f) + gi.error ("Couldn't open %s", filename); + + memset (str, 0, sizeof(str)); + strcpy (str, __DATE__); + fwrite (str, sizeof(str), 1, f); + + game.autosaved = autosave; + fwrite (&game, sizeof(game), 1, f); + game.autosaved = false; + + for (i=0 ; iname ; field++) + { + WriteField1 (f, field, (byte *)&temp); + } + + // write the block + fwrite (&temp, sizeof(temp), 1, f); + + // now write any allocated data following the edict + for (field=savefields ; field->name ; field++) + { + WriteField2 (f, field, (byte *)ent); + } + +} + +/* +============== +WriteLevelLocals + +All pointer variables (except function pointers) must be handled specially. +============== +*/ +void WriteLevelLocals (FILE *f) +{ + field_t *field; + level_locals_t temp; + + // all of the ints, floats, and vectors stay as they are + temp = level; + + // change the pointers to lengths or indexes + for (field=levelfields ; field->name ; field++) + { + WriteField1 (f, field, (byte *)&temp); + } + + // write the block + fwrite (&temp, sizeof(temp), 1, f); + + // now write any allocated data following the edict + for (field=levelfields ; field->name ; field++) + { + WriteField2 (f, field, (byte *)&level); + } +} + + +/* +============== +ReadEdict + +All pointer variables (except function pointers) must be handled specially. +============== +*/ +void ReadEdict (FILE *f, edict_t *ent) +{ + field_t *field; + + fread (ent, sizeof(*ent), 1, f); + + for (field=savefields ; field->name ; field++) + { + ReadField (f, field, (byte *)ent); + } +} + +/* +============== +ReadLevelLocals + +All pointer variables (except function pointers) must be handled specially. +============== +*/ +void ReadLevelLocals (FILE *f) +{ + field_t *field; + + fread (&level, sizeof(level), 1, f); + + for (field=levelfields ; field->name ; field++) + { + ReadField (f, field, (byte *)&level); + } +} + +/* +================= +WriteLevel + +================= +*/ +void WriteLevel (char *filename) +{ + int i; + edict_t *ent; + FILE *f; + void *base; + + f = fopen (filename, "wb"); + if (!f) + gi.error ("Couldn't open %s", filename); + + // write out edict size for checking + i = sizeof(edict_t); + fwrite (&i, sizeof(i), 1, f); + + // write out a function pointer for checking + base = (void *)InitGame; + fwrite (&base, sizeof(base), 1, f); + + // write out level_locals_t + WriteLevelLocals (f); + + // write out all the entities + for (i=0 ; iinuse) + continue; + fwrite (&i, sizeof(i), 1, f); + WriteEdict (f, ent); + } + i = -1; + fwrite (&i, sizeof(i), 1, f); + + fclose (f); +} + + +/* +================= +ReadLevel + +SpawnEntities will allready have been called on the +level the same way it was when the level was saved. + +That is necessary to get the baselines +set up identically. + +The server will have cleared all of the world links before +calling ReadLevel. + +No clients are connected yet. +================= +*/ +void ReadLevel (char *filename) +{ + int entnum; + FILE *f; + int i; + void *base; + edict_t *ent; + + f = fopen (filename, "rb"); + if (!f) + gi.error ("Couldn't open %s", filename); + + // free any dynamic memory allocated by loading the level + // base state + gi.FreeTags (TAG_LEVEL); + + // wipe all the entities + memset (g_edicts, 0, game.maxentities*sizeof(g_edicts[0])); + globals.num_edicts = maxclients->value+1; + + // check edict size + fread (&i, sizeof(i), 1, f); + if (i != sizeof(edict_t)) + { + fclose (f); + gi.error ("ReadLevel: mismatched edict size"); + } + + // check function pointer base address + fread (&base, sizeof(base), 1, f); + if (base != (void *)InitGame) + { + fclose (f); + gi.error ("ReadLevel: function pointers have moved"); + } + + // load the level locals + ReadLevelLocals (f); + + // load all the entities + while (1) + { + if (fread (&entnum, sizeof(entnum), 1, f) != 1) + { + fclose (f); + gi.error ("ReadLevel: failed to read entnum"); + } + if (entnum == -1) + break; + if (entnum >= globals.num_edicts) + globals.num_edicts = entnum+1; + + ent = &g_edicts[entnum]; + ReadEdict (f, ent); + + // let the server rebuild world links for this ent + memset (&ent->area, 0, sizeof(ent->area)); + gi.linkentity (ent); + } + + fclose (f); + + // mark all clients as unconnected + for (i=0 ; ivalue ; i++) + { + ent = &g_edicts[i+1]; + ent->client = game.clients + i; + ent->client->pers.connected = false; + } + + // do any load time things at this point + for (i=0 ; iinuse) + continue; + + // fire any cross-level triggers + if (ent->classname) + if (strcmp(ent->classname, "target_crosslevel_target") == 0) + ent->nextthink = level.time + ent->delay; + } +} + diff --git a/src/g_spawn.c b/src/g_spawn.c new file mode 100644 index 0000000..b4341d3 --- /dev/null +++ b/src/g_spawn.c @@ -0,0 +1,927 @@ +/* +Copyright (C) 1997-2001 Id Software, Inc. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ + +#include "g_local.h" + +typedef struct +{ + char *name; + void (*spawn)(edict_t *ent); +} spawn_t; + + +void SP_item_health (edict_t *self); +void SP_item_health_small (edict_t *self); +void SP_item_health_large (edict_t *self); +void SP_item_health_mega (edict_t *self); + +void SP_info_player_start (edict_t *ent); +void SP_info_player_deathmatch (edict_t *ent); +void SP_info_player_coop (edict_t *ent); +void SP_info_player_intermission (edict_t *ent); + +void SP_func_plat (edict_t *ent); +void SP_func_rotating (edict_t *ent); +void SP_func_button (edict_t *ent); +void SP_func_door (edict_t *ent); +void SP_func_door_secret (edict_t *ent); +void SP_func_door_rotating (edict_t *ent); +void SP_func_water (edict_t *ent); +void SP_func_train (edict_t *ent); +void SP_func_conveyor (edict_t *self); +void SP_func_wall (edict_t *self); +void SP_func_object (edict_t *self); +void SP_func_explosive (edict_t *self); +void SP_func_timer (edict_t *self); +void SP_func_areaportal (edict_t *ent); +void SP_func_clock (edict_t *ent); +void SP_func_killbox (edict_t *ent); + +void SP_trigger_always (edict_t *ent); +void SP_trigger_once (edict_t *ent); +void SP_trigger_multiple (edict_t *ent); +void SP_trigger_relay (edict_t *ent); +void SP_trigger_push (edict_t *ent); +void SP_trigger_hurt (edict_t *ent); +void SP_trigger_key (edict_t *ent); +void SP_trigger_counter (edict_t *ent); +void SP_trigger_elevator (edict_t *ent); +void SP_trigger_gravity (edict_t *ent); +void SP_trigger_monsterjump (edict_t *ent); + +void SP_target_temp_entity (edict_t *ent); +void SP_target_speaker (edict_t *ent); +void SP_target_explosion (edict_t *ent); +void SP_target_changelevel (edict_t *ent); +void SP_target_secret (edict_t *ent); +void SP_target_goal (edict_t *ent); +void SP_target_splash (edict_t *ent); +void SP_target_spawner (edict_t *ent); +void SP_target_blaster (edict_t *ent); +void SP_target_crosslevel_trigger (edict_t *ent); +void SP_target_crosslevel_target (edict_t *ent); +void SP_target_laser (edict_t *self); +void SP_target_help (edict_t *ent); +void SP_target_actor (edict_t *ent); +void SP_target_lightramp (edict_t *self); +void SP_target_earthquake (edict_t *ent); +void SP_target_character (edict_t *ent); +void SP_target_string (edict_t *ent); + +void SP_worldspawn (edict_t *ent); +void SP_viewthing (edict_t *ent); + +void SP_light (edict_t *self); +void SP_light_mine1 (edict_t *ent); +void SP_light_mine2 (edict_t *ent); +void SP_info_null (edict_t *self); +void SP_info_notnull (edict_t *self); +void SP_path_corner (edict_t *self); +void SP_point_combat (edict_t *self); + +void SP_misc_explobox (edict_t *self); +void SP_misc_banner (edict_t *self); +void SP_misc_satellite_dish (edict_t *self); +void SP_misc_actor (edict_t *self); +void SP_misc_gib_arm (edict_t *self); +void SP_misc_gib_leg (edict_t *self); +void SP_misc_gib_head (edict_t *self); +void SP_misc_insane (edict_t *self); +void SP_misc_deadsoldier (edict_t *self); +void SP_misc_viper (edict_t *self); +void SP_misc_viper_bomb (edict_t *self); +void SP_misc_bigviper (edict_t *self); +void SP_misc_strogg_ship (edict_t *self); +void SP_misc_teleporter (edict_t *self); +void SP_misc_teleporter_dest (edict_t *self); +void SP_misc_blackhole (edict_t *self); +void SP_misc_eastertank (edict_t *self); +void SP_misc_easterchick (edict_t *self); +void SP_misc_easterchick2 (edict_t *self); + +void SP_monster_berserk (edict_t *self); +void SP_monster_gladiator (edict_t *self); +void SP_monster_gunner (edict_t *self); +void SP_monster_infantry (edict_t *self); +void SP_monster_soldier_light (edict_t *self); +void SP_monster_soldier (edict_t *self); +void SP_monster_soldier_ss (edict_t *self); +void SP_monster_tank (edict_t *self); +void SP_monster_medic (edict_t *self); +void SP_monster_flipper (edict_t *self); +void SP_monster_chick (edict_t *self); +void SP_monster_parasite (edict_t *self); +void SP_monster_flyer (edict_t *self); +void SP_monster_brain (edict_t *self); +void SP_monster_floater (edict_t *self); +void SP_monster_hover (edict_t *self); +void SP_monster_mutant (edict_t *self); +void SP_monster_supertank (edict_t *self); +void SP_monster_boss2 (edict_t *self); +void SP_monster_jorg (edict_t *self); +void SP_monster_boss3_stand (edict_t *self); + +void SP_monster_commander_body (edict_t *self); + +void SP_turret_breach (edict_t *self); +void SP_turret_base (edict_t *self); +void SP_turret_driver (edict_t *self); + + +spawn_t spawns[] = { + {"item_health", SP_item_health}, + {"item_health_small", SP_item_health_small}, + {"item_health_large", SP_item_health_large}, + {"item_health_mega", SP_item_health_mega}, + + {"info_player_start", SP_info_player_start}, + {"info_player_deathmatch", SP_info_player_deathmatch}, + {"info_player_coop", SP_info_player_coop}, + {"info_player_intermission", SP_info_player_intermission}, + //ZOID + {"info_player_team1", SP_info_player_team1}, + {"info_player_team2", SP_info_player_team2}, + //ZOID + + {"func_plat", SP_func_plat}, + {"func_button", SP_func_button}, + {"func_door", SP_func_door}, + {"func_door_secret", SP_func_door_secret}, + {"func_door_rotating", SP_func_door_rotating}, + {"func_rotating", SP_func_rotating}, + {"func_train", SP_func_train}, + {"func_water", SP_func_water}, + {"func_conveyor", SP_func_conveyor}, + {"func_areaportal", SP_func_areaportal}, + {"func_clock", SP_func_clock}, + {"func_wall", SP_func_wall}, + {"func_object", SP_func_object}, + {"func_timer", SP_func_timer}, + {"func_explosive", SP_func_explosive}, + {"func_killbox", SP_func_killbox}, + + {"trigger_always", SP_trigger_always}, + {"trigger_once", SP_trigger_once}, + {"trigger_multiple", SP_trigger_multiple}, + {"trigger_relay", SP_trigger_relay}, + {"trigger_push", SP_trigger_push}, + {"trigger_hurt", SP_trigger_hurt}, + {"trigger_key", SP_trigger_key}, + {"trigger_counter", SP_trigger_counter}, + {"trigger_elevator", SP_trigger_elevator}, + {"trigger_gravity", SP_trigger_gravity}, + {"trigger_monsterjump", SP_trigger_monsterjump}, + + {"target_temp_entity", SP_target_temp_entity}, + {"target_speaker", SP_target_speaker}, + {"target_explosion", SP_target_explosion}, + {"target_changelevel", SP_target_changelevel}, + {"target_secret", SP_target_secret}, + {"target_goal", SP_target_goal}, + {"target_splash", SP_target_splash}, + {"target_spawner", SP_target_spawner}, + {"target_blaster", SP_target_blaster}, + {"target_crosslevel_trigger", SP_target_crosslevel_trigger}, + {"target_crosslevel_target", SP_target_crosslevel_target}, + {"target_laser", SP_target_laser}, + {"target_help", SP_target_help}, + {"target_lightramp", SP_target_lightramp}, + {"target_earthquake", SP_target_earthquake}, + {"target_character", SP_target_character}, + {"target_string", SP_target_string}, + + {"worldspawn", SP_worldspawn}, + {"viewthing", SP_viewthing}, + + {"light", SP_light}, + {"light_mine1", SP_light_mine1}, + {"light_mine2", SP_light_mine2}, + {"info_null", SP_info_null}, + {"func_group", SP_info_null}, + {"info_notnull", SP_info_notnull}, + {"path_corner", SP_path_corner}, + {"point_combat", SP_point_combat}, + + {"misc_explobox", SP_misc_explobox}, + {"misc_banner", SP_misc_banner}, + //ZOID + {"misc_ctf_banner", SP_misc_ctf_banner}, + {"misc_ctf_small_banner", SP_misc_ctf_small_banner}, + //ZOID + {"misc_satellite_dish", SP_misc_satellite_dish}, + {"misc_gib_arm", SP_misc_gib_arm}, + {"misc_gib_leg", SP_misc_gib_leg}, + {"misc_gib_head", SP_misc_gib_head}, + {"misc_viper", SP_misc_viper}, + {"misc_viper_bomb", SP_misc_viper_bomb}, + {"misc_bigviper", SP_misc_bigviper}, + {"misc_strogg_ship", SP_misc_strogg_ship}, + {"misc_teleporter", SP_misc_teleporter}, + {"misc_teleporter_dest", SP_misc_teleporter_dest}, + //ZOID + {"trigger_teleport", SP_trigger_teleport}, + {"info_teleport_destination", SP_info_teleport_destination}, + //ZOID + {"misc_blackhole", SP_misc_blackhole}, + {"misc_eastertank", SP_misc_eastertank}, + {"misc_easterchick", SP_misc_easterchick}, + {"misc_easterchick2", SP_misc_easterchick2}, + + {NULL, NULL} +}; + +/* +=============== +ED_CallSpawn + +Finds the spawn function for the entity and calls it +=============== +*/ +void ED_CallSpawn (edict_t *ent) +{ + spawn_t *s; + gitem_t *item; + int i; + + if (!ent->classname) + { + gi.dprintf ("ED_CallSpawn: NULL classname\n"); + return; + } + + // check item spawn functions + for (i=0,item=itemlist ; iclassname) + continue; + if (!strcmp(item->classname, ent->classname)) + { // found it + SpawnItem (ent, item); + return; + } + } + + // check normal spawn functions + for (s=spawns ; s->name ; s++) + { + if (!strcmp(s->name, ent->classname)) + { // found it + s->spawn (ent); + return; + } + } + gi.dprintf ("%s doesn't have a spawn function\n", ent->classname); +} + +/* +============= +ED_NewString +============= +*/ +char *ED_NewString (char *string) +{ + char *newb, *new_p; + int i,l; + + l = strlen(string) + 1; + + newb = gi.TagMalloc (l, TAG_LEVEL); + + new_p = newb; + + for (i=0 ; i< l ; i++) + { + if (string[i] == '\\' && i < l-1) + { + i++; + if (string[i] == 'n') + *new_p++ = '\n'; + else + *new_p++ = '\\'; + } + else + *new_p++ = string[i]; + } + + return newb; +} + + + + +/* +=============== +ED_ParseField + +Takes a key/value pair and sets the binary values +in an edict +=============== +*/ +void ED_ParseField (char *key, char *value, edict_t *ent) +{ + field_t *f; + byte *b; + float v; + vec3_t vec; + + for (f=fields ; f->name ; f++) + { + if (!Q_stricmp(f->name, key)) + { // found it + if (f->flags & FFL_SPAWNTEMP) + b = (byte *)&st; + else + b = (byte *)ent; + + switch (f->type) + { + case F_LSTRING: + *(char **)(b+f->ofs) = ED_NewString (value); + break; + case F_VECTOR: + sscanf (value, "%f %f %f", &vec[0], &vec[1], &vec[2]); + ((float *)(b+f->ofs))[0] = vec[0]; + ((float *)(b+f->ofs))[1] = vec[1]; + ((float *)(b+f->ofs))[2] = vec[2]; + break; + case F_INT: + *(int *)(b+f->ofs) = atoi(value); + break; + case F_FLOAT: + *(float *)(b+f->ofs) = atof(value); + break; + case F_ANGLEHACK: + v = atof(value); + ((float *)(b+f->ofs))[0] = 0; + ((float *)(b+f->ofs))[1] = v; + ((float *)(b+f->ofs))[2] = 0; + break; + case F_IGNORE: + break; + default: + break; + } + return; + } + } + gi.dprintf ("%s is not a field\n", key); +} + +/* +==================== +ED_ParseEdict + +Parses an edict out of the given string, returning the new position +ed should be a properly initialized empty edict. +==================== +*/ +char *ED_ParseEdict (char *data, edict_t *ent) +{ + qboolean init; + char keyname[256]; + char *com_token; + + init = false; + memset (&st, 0, sizeof(st)); + + // go through all the dictionary pairs + while (1) + { + // parse key + com_token = COM_Parse (&data); + if (com_token[0] == '}') + break; + if (!data) + gi.error ("ED_ParseEntity: EOF without closing brace"); + + strncpy (keyname, com_token, sizeof(keyname)-1); + + // parse value + com_token = COM_Parse (&data); + if (!data) + gi.error ("ED_ParseEntity: EOF without closing brace"); + + if (com_token[0] == '}') + gi.error ("ED_ParseEntity: closing brace without data"); + + init = true; + + // keynames with a leading underscore are used for utility comments, + // and are immediately discarded by quake + if (keyname[0] == '_') + continue; + + ED_ParseField (keyname, com_token, ent); + } + + if (!init) + memset (ent, 0, sizeof(*ent)); + + return data; +} + + +/* +================ +G_FindTeams + +Chain together all entities with a matching team field. + +All but the first will have the FL_TEAMSLAVE flag set. +All but the last will have the teamchain field set to the next one +================ +*/ +void G_FindTeams (void) +{ + edict_t *e, *e2, *chain; + int i, j; + int c, c2; + + c = 0; + c2 = 0; + for (i=1, e=g_edicts+i ; i < globals.num_edicts ; i++,e++) + { + if (!e->inuse) + continue; + if (!e->team) + continue; + if (e->flags & FL_TEAMSLAVE) + continue; + chain = e; + e->teammaster = e; + c++; + c2++; + for (j=i+1, e2=e+1 ; j < globals.num_edicts ; j++,e2++) + { + if (!e2->inuse) + continue; + if (!e2->team) + continue; + if (e2->flags & FL_TEAMSLAVE) + continue; + if (!strcmp(e->team, e2->team)) + { + c2++; + chain->teamchain = e2; + e2->teammaster = e; + chain = e2; + e2->flags |= FL_TEAMSLAVE; + } + } + } + + gi.dprintf ("%i teams with %i entities.\n", c, c2); +} + +/* +============== +SpawnEntities + +Creates a server's entity / program execution context by +parsing textual entity definitions out of an ent file. +============== +*/ +void SpawnEntities (char *mapname, char *entities, char *spawnpoint) +{ + edict_t *ent; + int inhibit; + char *com_token; + int i; + float skill_level; + + skill_level = floor (skill->value); + if (skill_level < 0) + skill_level = 0; + if (skill_level > 3) + skill_level = 3; + if (skill->value != skill_level) + gi.cvar_forceset("skill", va("%f", skill_level)); + + SaveClientData (); + + gi.FreeTags (TAG_LEVEL); + + memset (&level, 0, sizeof(level)); + memset (g_edicts, 0, game.maxentities * sizeof (g_edicts[0])); + + strncpy (level.mapname, mapname, sizeof(level.mapname)-1); + strncpy (game.spawnpoint, spawnpoint, sizeof(game.spawnpoint)-1); + + // set client fields on player ents + for (i=0 ; iclassname, "trigger_once") && !Q_stricmp(ent->model, "*27")) + ent->spawnflags &= ~SPAWNFLAG_NOT_HARD; + + // remove things (except the world) from different skill levels or deathmatch + if (ent != g_edicts) + { + if (deathmatch->value) + { + if ( ent->spawnflags & SPAWNFLAG_NOT_DEATHMATCH ) + { + G_FreeEdict (ent); + inhibit++; + continue; + } + } + else + { + if ( /* ((coop->value) && (ent->spawnflags & SPAWNFLAG_NOT_COOP)) || */ + ((skill->value == 0) && (ent->spawnflags & SPAWNFLAG_NOT_EASY)) || + ((skill->value == 1) && (ent->spawnflags & SPAWNFLAG_NOT_MEDIUM)) || + (((skill->value == 2) || (skill->value == 3)) && (ent->spawnflags & SPAWNFLAG_NOT_HARD)) + ) + { + G_FreeEdict (ent); + inhibit++; + continue; + } + } + + ent->spawnflags &= ~(SPAWNFLAG_NOT_EASY|SPAWNFLAG_NOT_MEDIUM|SPAWNFLAG_NOT_HARD|SPAWNFLAG_NOT_COOP|SPAWNFLAG_NOT_DEATHMATCH); + } + + ED_CallSpawn (ent); + } + + gi.dprintf ("%i entities inhibited.\n", inhibit); + + G_FindTeams (); + + PlayerTrail_Init (); + + //ZOID + CTFSpawn(); + //ZOID +} + + +//=================================================================== + +char *single_statusbar = +"yb -24 " + +// health +"xv 0 " +"hnum " +"xv 50 " +"pic 0 " + +// ammo +"if 2 " +" xv 100 " +" anum " +" xv 150 " +" pic 2 " +"endif " + +// armor +"if 4 " +" xv 200 " +" rnum " +" xv 250 " +" pic 4 " +"endif " + +// selected item +"if 6 " +" xv 296 " +" pic 6 " +"endif " + +"yb -50 " + +// picked up item +"if 7 " +" xv 0 " +" pic 7 " +" xv 26 " +" yb -42 " +" stat_string 8 " +" yb -50 " +"endif " + +// timer +"if 9 " +" xv 262 " +" num 2 10 " +" xv 296 " +" pic 9 " +"endif " + +// help / weapon icon +"if 11 " +" xv 148 " +" pic 11 " +"endif " +; + +char *dm_statusbar = +"yb -24 " + +// health +"xv 0 " +"hnum " +"xv 50 " +"pic 0 " + +// ammo +"if 2 " +" xv 100 " +" anum " +" xv 150 " +" pic 2 " +"endif " + +// armor +"if 4 " +" xv 200 " +" rnum " +" xv 250 " +" pic 4 " +"endif " + +// selected item +"if 6 " +" xv 296 " +" pic 6 " +"endif " + +"yb -50 " + +// picked up item +"if 7 " +" xv 0 " +" pic 7 " +" xv 26 " +" yb -42 " +" stat_string 8 " +" yb -50 " +"endif " + +// timer +"if 9 " +" xv 246 " +" num 2 10 " +" xv 296 " +" pic 9 " +"endif " + +// help / weapon icon +"if 11 " +" xv 148 " +" pic 11 " +"endif " + +// frags +"xr -50 " +"yt 2 " +"num 3 14" +; + + +/*QUAKED worldspawn (0 0 0) ? + +Only used for the world. +"sky" environment map name +"skyaxis" vector axis for rotating sky +"skyrotate" speed of rotation in degrees/second +"sounds" music cd track number +"gravity" 800 is default gravity +"message" text to print at user logon +*/ +void SP_worldspawn (edict_t *ent) +{ + ent->movetype = MOVETYPE_PUSH; + ent->solid = SOLID_BSP; + ent->inuse = true; // since the world doesn't use G_Spawn() + ent->s.modelindex = 1; // world model is always index 1 + + //--------------- + + // reserve some spots for dead player bodies for coop / deathmatch + InitBodyQue (); + + // set configstrings for items + SetItemNames (); + + if (st.nextmap) + strcpy (level.nextmap, st.nextmap); + + // make some data visible to the server + + if (ent->message && ent->message[0]) + { + gi.configstring (CS_NAME, ent->message); + strncpy (level.level_name, ent->message, sizeof(level.level_name)); + } + else + strncpy (level.level_name, level.mapname, sizeof(level.level_name)); + + if (st.sky && st.sky[0]) + gi.configstring (CS_SKY, st.sky); + else + gi.configstring (CS_SKY, "unit1_"); + + gi.configstring (CS_SKYROTATE, va("%f", st.skyrotate) ); + + gi.configstring (CS_SKYAXIS, va("%f %f %f", + st.skyaxis[0], st.skyaxis[1], st.skyaxis[2]) ); + + gi.configstring (CS_CDTRACK, va("%i", ent->sounds) ); + + gi.configstring (CS_MAXCLIENTS, va("%i", (int)(maxclients->value) ) ); + + // status bar program + if (deathmatch->value) + //ZOID + if (ctf->value) { + gi.configstring (CS_STATUSBAR, ctf_statusbar); + CTFPrecache(); + } else + //ZOID + gi.configstring (CS_STATUSBAR, dm_statusbar); + else + gi.configstring (CS_STATUSBAR, single_statusbar); + + //--------------- + + + // help icon for statusbar + gi.imageindex ("i_help"); + level.pic_health = gi.imageindex ("i_health"); + gi.imageindex ("help"); + gi.imageindex ("field_3"); + + if (!st.gravity) + gi.cvar_set("sv_gravity", "800"); + else + gi.cvar_set("sv_gravity", st.gravity); + + snd_fry = gi.soundindex ("player/fry.wav"); // standing in lava / slime + + PrecacheItem (FindItem ("Blaster")); + + gi.soundindex ("player/lava1.wav"); + gi.soundindex ("player/lava2.wav"); + + gi.soundindex ("misc/pc_up.wav"); + gi.soundindex ("misc/talk1.wav"); + + gi.soundindex ("misc/udeath.wav"); + + // gibs + gi.soundindex ("items/respawn1.wav"); + + // sexed sounds + gi.soundindex ("*death1.wav"); + gi.soundindex ("*death2.wav"); + gi.soundindex ("*death3.wav"); + gi.soundindex ("*death4.wav"); + gi.soundindex ("*fall1.wav"); + gi.soundindex ("*fall2.wav"); + gi.soundindex ("*gurp1.wav"); // drowning damage + gi.soundindex ("*gurp2.wav"); + gi.soundindex ("*jump1.wav"); // player jump + gi.soundindex ("*pain25_1.wav"); + gi.soundindex ("*pain25_2.wav"); + gi.soundindex ("*pain50_1.wav"); + gi.soundindex ("*pain50_2.wav"); + gi.soundindex ("*pain75_1.wav"); + gi.soundindex ("*pain75_2.wav"); + gi.soundindex ("*pain100_1.wav"); + gi.soundindex ("*pain100_2.wav"); + + // sexed models + // THIS ORDER MUST MATCH THE DEFINES IN g_local.h + // you can add more, max 15 + gi.modelindex ("#w_blaster.md2"); + gi.modelindex ("#w_shotgun.md2"); + gi.modelindex ("#w_sshotgun.md2"); + gi.modelindex ("#w_machinegun.md2"); + gi.modelindex ("#w_chaingun.md2"); + gi.modelindex ("#a_grenades.md2"); + gi.modelindex ("#w_glauncher.md2"); + gi.modelindex ("#w_rlauncher.md2"); + gi.modelindex ("#w_hyperblaster.md2"); + gi.modelindex ("#w_railgun.md2"); + gi.modelindex ("#w_bfg.md2"); + gi.modelindex ("#w_grapple.md2"); + + //------------------- + + gi.soundindex ("player/gasp1.wav"); // gasping for air + gi.soundindex ("player/gasp2.wav"); // head breaking surface, not gasping + + gi.soundindex ("player/watr_in.wav"); // feet hitting water + gi.soundindex ("player/watr_out.wav"); // feet leaving water + + gi.soundindex ("player/watr_un.wav"); // head going underwater + + gi.soundindex ("player/u_breath1.wav"); + gi.soundindex ("player/u_breath2.wav"); + + gi.soundindex ("items/pkup.wav"); // bonus item pickup + gi.soundindex ("world/land.wav"); // landing thud + gi.soundindex ("misc/h2ohit1.wav"); // landing splash + + gi.soundindex ("items/damage.wav"); + gi.soundindex ("items/protect.wav"); + gi.soundindex ("items/protect4.wav"); + gi.soundindex ("weapons/noammo.wav"); + + gi.soundindex ("infantry/inflies1.wav"); + + sm_meat_index = gi.modelindex ("models/objects/gibs/sm_meat/tris.md2"); + gi.modelindex ("models/objects/gibs/arm/tris.md2"); + gi.modelindex ("models/objects/gibs/bone/tris.md2"); + gi.modelindex ("models/objects/gibs/bone2/tris.md2"); + gi.modelindex ("models/objects/gibs/chest/tris.md2"); + gi.modelindex ("models/objects/gibs/skull/tris.md2"); + gi.modelindex ("models/objects/gibs/head2/tris.md2"); + + // + // Setup light animation tables. 'a' is total darkness, 'z' is doublebright. + // + + // 0 normal + gi.configstring(CS_LIGHTS+0, "m"); + + // 1 FLICKER (first variety) + gi.configstring(CS_LIGHTS+1, "mmnmmommommnonmmonqnmmo"); + + // 2 SLOW STRONG PULSE + gi.configstring(CS_LIGHTS+2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba"); + + // 3 CANDLE (first variety) + gi.configstring(CS_LIGHTS+3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg"); + + // 4 FAST STROBE + gi.configstring(CS_LIGHTS+4, "mamamamamama"); + + // 5 GENTLE PULSE 1 + gi.configstring(CS_LIGHTS+5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj"); + + // 6 FLICKER (second variety) + gi.configstring(CS_LIGHTS+6, "nmonqnmomnmomomno"); + + // 7 CANDLE (second variety) + gi.configstring(CS_LIGHTS+7, "mmmaaaabcdefgmmmmaaaammmaamm"); + + // 8 CANDLE (third variety) + gi.configstring(CS_LIGHTS+8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa"); + + // 9 SLOW STROBE (fourth variety) + gi.configstring(CS_LIGHTS+9, "aaaaaaaazzzzzzzz"); + + // 10 FLUORESCENT FLICKER + gi.configstring(CS_LIGHTS+10, "mmamammmmammamamaaamammma"); + + // 11 SLOW PULSE NOT FADE TO BLACK + gi.configstring(CS_LIGHTS+11, "abcdefghijklmnopqrrqponmlkjihgfedcba"); + + // styles 32-62 are assigned by the light program for switchable lights + + // 63 testing + gi.configstring(CS_LIGHTS+63, "a"); +} + diff --git a/src/g_svcmds.c b/src/g_svcmds.c new file mode 100644 index 0000000..6868633 --- /dev/null +++ b/src/g_svcmds.c @@ -0,0 +1,300 @@ +/* +Copyright (C) 1997-2001 Id Software, Inc. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ + +#include "g_local.h" + + +void Svcmd_Test_f (void) +{ + gi.cprintf (NULL, PRINT_HIGH, "Svcmd_Test_f()\n"); +} + +/* +============================================================================== + +PACKET FILTERING + + +You can add or remove addresses from the filter list with: + +addip +removeip + +The ip address is specified in dot format, and any unspecified digits will match any value, so you can specify an entire class C network with "addip 192.246.40". + +Removeip will only remove an address specified exactly the same way. You cannot addip a subnet, then removeip a single host. + +listip +Prints the current list of filters. + +writeip +Dumps "addip " commands to listip.cfg so it can be execed at a later date. The filter lists are not saved and restored by default, because I beleive it would cause too much confusion. + +filterban <0 or 1> + +If 1 (the default), then ip addresses matching the current list will be prohibited from entering the game. This is the default setting. + +If 0, then only addresses matching the list will be allowed. This lets you easily set up a private game, or a game that only allows players from your local network. + + +============================================================================== +*/ + +typedef struct +{ + unsigned mask; + unsigned compare; +} ipfilter_t; + +#define MAX_IPFILTERS 1024 + +ipfilter_t ipfilters[MAX_IPFILTERS]; +int numipfilters; + +/* +================= +StringToFilter +================= +*/ +static qboolean StringToFilter (char *s, ipfilter_t *f) +{ + char num[128]; + int i, j; + byte b[4]; + byte m[4]; + + for (i=0 ; i<4 ; i++) + { + b[i] = 0; + m[i] = 0; + } + + for (i=0 ; i<4 ; i++) + { + if (*s < '0' || *s > '9') + { + gi.cprintf(NULL, PRINT_HIGH, "Bad filter address: %s\n", s); + return false; + } + + j = 0; + while (*s >= '0' && *s <= '9') + { + num[j++] = *s++; + } + num[j] = 0; + b[i] = atoi(num); + if (b[i] != 0) + m[i] = 255; + + if (!*s) + break; + s++; + } + + f->mask = *(unsigned *)m; + f->compare = *(unsigned *)b; + + return true; +} + +/* +================= +SV_FilterPacket +================= +*/ +qboolean SV_FilterPacket (char *from) +{ + int i; + unsigned in; + byte m[4]; + char *p; + + i = 0; + p = from; + while (*p && i < 4) { + m[i] = 0; + while (*p >= '0' && *p <= '9') { + m[i] = m[i]*10 + (*p - '0'); + p++; + } + if (!*p || *p == ':') + break; + i++, p++; + } + + in = *(unsigned *)m; + + for (i=0 ; ivalue; + + return (int)!filterban->value; +} + + +/* +================= +SV_AddIP_f +================= +*/ +void SVCmd_AddIP_f (void) +{ + int i; + + if (gi.argc() < 3) { + gi.cprintf(NULL, PRINT_HIGH, "Usage: addip \n"); + return; + } + + for (i=0 ; i\n"); + return; + } + + if (!StringToFilter (gi.argv(2), &f)) + return; + + for (i=0 ; istring) + sprintf (name, "%s/listip.cfg", GAMEVERSION); + else + sprintf (name, "%s/listip.cfg", game->string); + + gi.cprintf (NULL, PRINT_HIGH, "Writing %s.\n", name); + + f = fopen (name, "wb"); + if (!f) + { + gi.cprintf (NULL, PRINT_HIGH, "Couldn't open %s\n", name); + return; + } + + fprintf(f, "set filterban %d\n", (int)filterban->value); + + for (i=0 ; istyle); + gi.WritePosition (ent->s.origin); + gi.multicast (ent->s.origin, MULTICAST_PVS); +} + +void SP_target_temp_entity (edict_t *ent) +{ + ent->use = Use_Target_Tent; +} + + +//========================================================== + +//========================================================== + +/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) looped-on looped-off reliable +"noise" wav file to play +"attenuation" +-1 = none, send to whole level +1 = normal fighting sounds +2 = idle sound level +3 = ambient sound level +"volume" 0.0 to 1.0 + +Normal sounds play each time the target is used. The reliable flag can be set for crucial voiceovers. + +Looped sounds are allways atten 3 / vol 1, and the use function toggles it on/off. +Multiple identical looping sounds will just increase volume without any speed cost. +*/ +void Use_Target_Speaker (edict_t *ent, edict_t *other, edict_t *activator) +{ + int chan; + + if (ent->spawnflags & 3) + { // looping sound toggles + if (ent->s.sound) + ent->s.sound = 0; // turn it off + else + ent->s.sound = ent->noise_index; // start it + } + else + { // normal sound + if (ent->spawnflags & 4) + chan = CHAN_VOICE|CHAN_RELIABLE; + else + chan = CHAN_VOICE; + // use a positioned_sound, because this entity won't normally be + // sent to any clients because it is invisible + gi.positioned_sound (ent->s.origin, ent, chan, ent->noise_index, ent->volume, ent->attenuation, 0); + } +} + +void SP_target_speaker (edict_t *ent) +{ + char buffer[MAX_QPATH]; + + if(!st.noise) + { + gi.dprintf("target_speaker with no noise set at %s\n", vtos(ent->s.origin)); + return; + } + if (!strstr (st.noise, ".wav")) + Com_sprintf (buffer, sizeof(buffer), "%s.wav", st.noise); + else + strncpy (buffer, st.noise, sizeof(buffer)); + ent->noise_index = gi.soundindex (buffer); + + if (!ent->volume) + ent->volume = 1.0; + + if (!ent->attenuation) + ent->attenuation = 1.0; + else if (ent->attenuation == -1) // use -1 so 0 defaults to 1 + ent->attenuation = 0; + + // check for prestarted looping sound + if (ent->spawnflags & 1) + ent->s.sound = ent->noise_index; + + ent->use = Use_Target_Speaker; + + // must link the entity so we get areas and clusters so + // the server can determine who to send updates to + gi.linkentity (ent); +} + + +//========================================================== + +void Use_Target_Help (edict_t *ent, edict_t *other, edict_t *activator) +{ + if (ent->spawnflags & 1) + strncpy (game.helpmessage1, ent->message, sizeof(game.helpmessage2)-1); + else + strncpy (game.helpmessage2, ent->message, sizeof(game.helpmessage1)-1); + + game.helpchanged++; +} + +/*QUAKED target_help (1 0 1) (-16 -16 -24) (16 16 24) help1 +When fired, the "message" key becomes the current personal computer string, and the message light will be set on all clients status bars. +*/ +void SP_target_help(edict_t *ent) +{ + if (deathmatch->value) + { // auto-remove for deathmatch + G_FreeEdict (ent); + return; + } + + if (!ent->message) + { + gi.dprintf ("%s with no message at %s\n", ent->classname, vtos(ent->s.origin)); + G_FreeEdict (ent); + return; + } + ent->use = Use_Target_Help; +} + +//========================================================== + +/*QUAKED target_secret (1 0 1) (-8 -8 -8) (8 8 8) +Counts a secret found. +These are single use targets. +*/ +void use_target_secret (edict_t *ent, edict_t *other, edict_t *activator) +{ + gi.sound (ent, CHAN_VOICE, ent->noise_index, 1, ATTN_NORM, 0); + + level.found_secrets++; + + G_UseTargets (ent, activator); + G_FreeEdict (ent); +} + +void SP_target_secret (edict_t *ent) +{ + if (deathmatch->value) + { // auto-remove for deathmatch + G_FreeEdict (ent); + return; + } + + ent->use = use_target_secret; + if (!st.noise) + st.noise = "misc/secret.wav"; + ent->noise_index = gi.soundindex (st.noise); + ent->svflags = SVF_NOCLIENT; + level.total_secrets++; + // map bug hack + if (!Q_stricmp(level.mapname, "mine3") && ent->s.origin[0] == 280 && ent->s.origin[1] == -2048 && ent->s.origin[2] == -624) + ent->message = "You have found a secret area."; +} + +//========================================================== + +/*QUAKED target_goal (1 0 1) (-8 -8 -8) (8 8 8) +Counts a goal completed. +These are single use targets. +*/ +void use_target_goal (edict_t *ent, edict_t *other, edict_t *activator) +{ + gi.sound (ent, CHAN_VOICE, ent->noise_index, 1, ATTN_NORM, 0); + + level.found_goals++; + + if (level.found_goals == level.total_goals) + gi.configstring (CS_CDTRACK, "0"); + + G_UseTargets (ent, activator); + G_FreeEdict (ent); +} + +void SP_target_goal (edict_t *ent) +{ + if (deathmatch->value) + { // auto-remove for deathmatch + G_FreeEdict (ent); + return; + } + + ent->use = use_target_goal; + if (!st.noise) + st.noise = "misc/secret.wav"; + ent->noise_index = gi.soundindex (st.noise); + ent->svflags = SVF_NOCLIENT; + level.total_goals++; +} + +//========================================================== + + +/*QUAKED target_explosion (1 0 0) (-8 -8 -8) (8 8 8) +Spawns an explosion temporary entity when used. + +"delay" wait this long before going off +"dmg" how much radius damage should be done, defaults to 0 +*/ +void target_explosion_explode (edict_t *self) +{ + float save; + + gi.WriteByte (svc_temp_entity); + gi.WriteByte (TE_EXPLOSION1); + gi.WritePosition (self->s.origin); + gi.multicast (self->s.origin, MULTICAST_PHS); + + T_RadiusDamage (self, self->activator, self->dmg, NULL, self->dmg+40, MOD_EXPLOSIVE); + + save = self->delay; + self->delay = 0; + G_UseTargets (self, self->activator); + self->delay = save; +} + +void use_target_explosion (edict_t *self, edict_t *other, edict_t *activator) +{ + self->activator = activator; + + if (!self->delay) + { + target_explosion_explode (self); + return; + } + + self->think = target_explosion_explode; + self->nextthink = level.time + self->delay; +} + +void SP_target_explosion (edict_t *ent) +{ + ent->use = use_target_explosion; + ent->svflags = SVF_NOCLIENT; +} + + +//========================================================== + +/*QUAKED target_changelevel (1 0 0) (-8 -8 -8) (8 8 8) +Changes level to "map" when fired +*/ +void use_target_changelevel (edict_t *self, edict_t *other, edict_t *activator) +{ + if (level.intermissiontime) + return; // allready activated + + if (!deathmatch->value && !coop->value) + { + if (g_edicts[1].health <= 0) + return; + } + + // if noexit, do a ton of damage to other + if (deathmatch->value && !( (int)dmflags->value & DF_ALLOW_EXIT) && other != world) + { + T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 10 * other->max_health, 1000, 0, MOD_EXIT); + return; + } + + // if multiplayer, let everyone know who hit the exit + if (deathmatch->value) + { + if (activator && activator->client) + gi.bprintf (PRINT_HIGH, "%s exited the level.\n", activator->client->pers.netname); + } + + // if going to a new unit, clear cross triggers + if (strstr(self->map, "*")) + game.serverflags &= ~(SFL_CROSS_TRIGGER_MASK); + + BeginIntermission (self); +} + +void SP_target_changelevel (edict_t *ent) +{ + if (!ent->map) + { + gi.dprintf("target_changelevel with no map at %s\n", vtos(ent->s.origin)); + G_FreeEdict (ent); + return; + } + + // ugly hack because *SOMEBODY* screwed up their map + if((Q_stricmp(level.mapname, "fact1") == 0) && (Q_stricmp(ent->map, "fact3") == 0)) + ent->map = "fact3$secret1"; + + ent->use = use_target_changelevel; + ent->svflags = SVF_NOCLIENT; +} + + +//========================================================== + +/*QUAKED target_splash (1 0 0) (-8 -8 -8) (8 8 8) +Creates a particle splash effect when used. + +Set "sounds" to one of the following: + 1) sparks + 2) blue water + 3) brown water + 4) slime + 5) lava + 6) blood + +"count" how many pixels in the splash +"dmg" if set, does a radius damage at this location when it splashes + useful for lava/sparks +*/ + +void use_target_splash (edict_t *self, edict_t *other, edict_t *activator) +{ + gi.WriteByte (svc_temp_entity); + gi.WriteByte (TE_SPLASH); + gi.WriteByte (self->count); + gi.WritePosition (self->s.origin); + gi.WriteDir (self->movedir); + gi.WriteByte (self->sounds); + gi.multicast (self->s.origin, MULTICAST_PVS); + + if (self->dmg) + T_RadiusDamage (self, activator, self->dmg, NULL, self->dmg+40, MOD_SPLASH); +} + +void SP_target_splash (edict_t *self) +{ + self->use = use_target_splash; + G_SetMovedir (self->s.angles, self->movedir); + + if (!self->count) + self->count = 32; + + self->svflags = SVF_NOCLIENT; +} + + +//========================================================== + +/*QUAKED target_spawner (1 0 0) (-8 -8 -8) (8 8 8) +Set target to the type of entity you want spawned. +Useful for spawning monsters and gibs in the factory levels. + +For monsters: + Set direction to the facing you want it to have. + +For gibs: + Set direction if you want it moving and + speed how fast it should be moving otherwise it + will just be dropped +*/ +void ED_CallSpawn (edict_t *ent); + +void use_target_spawner (edict_t *self, edict_t *other, edict_t *activator) +{ + edict_t *ent; + + ent = G_Spawn(); + ent->classname = self->target; + VectorCopy (self->s.origin, ent->s.origin); + VectorCopy (self->s.angles, ent->s.angles); + ED_CallSpawn (ent); + gi.unlinkentity (ent); + KillBox (ent); + gi.linkentity (ent); + if (self->speed) + VectorCopy (self->movedir, ent->velocity); +} + +void SP_target_spawner (edict_t *self) +{ + self->use = use_target_spawner; + self->svflags = SVF_NOCLIENT; + if (self->speed) + { + G_SetMovedir (self->s.angles, self->movedir); + VectorScale (self->movedir, self->speed, self->movedir); + } +} + +//========================================================== + +/*QUAKED target_blaster (1 0 0) (-8 -8 -8) (8 8 8) NOTRAIL NOEFFECTS +Fires a blaster bolt in the set direction when triggered. + +dmg default is 15 +speed default is 1000 +*/ + +void use_target_blaster (edict_t *self, edict_t *other, edict_t *activator) +{ + int effect; + + if (self->spawnflags & 2) + effect = 0; + else if (self->spawnflags & 1) + effect = EF_HYPERBLASTER; + else + effect = EF_BLASTER; + + fire_blaster (self, self->s.origin, self->movedir, self->dmg, self->speed, EF_BLASTER, MOD_TARGET_BLASTER); + gi.sound (self, CHAN_VOICE, self->noise_index, 1, ATTN_NORM, 0); +} + +void SP_target_blaster (edict_t *self) +{ + self->use = use_target_blaster; + G_SetMovedir (self->s.angles, self->movedir); + self->noise_index = gi.soundindex ("weapons/laser2.wav"); + + if (!self->dmg) + self->dmg = 15; + if (!self->speed) + self->speed = 1000; + + self->svflags = SVF_NOCLIENT; +} + + +//========================================================== + +/*QUAKED target_crosslevel_trigger (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8 +Once this trigger is touched/used, any trigger_crosslevel_target with the same trigger number is automatically used when a level is started within the same unit. It is OK to check multiple triggers. Message, delay, target, and killtarget also work. +*/ +void trigger_crosslevel_trigger_use (edict_t *self, edict_t *other, edict_t *activator) +{ + game.serverflags |= self->spawnflags; + G_FreeEdict (self); +} + +void SP_target_crosslevel_trigger (edict_t *self) +{ + self->svflags = SVF_NOCLIENT; + self->use = trigger_crosslevel_trigger_use; +} + +/*QUAKED target_crosslevel_target (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8 +Triggered by a trigger_crosslevel elsewhere within a unit. If multiple triggers are checked, all must be true. Delay, target and +killtarget also work. + +"delay" delay before using targets if the trigger has been activated (default 1) +*/ +void target_crosslevel_target_think (edict_t *self) +{ + if (self->spawnflags == (game.serverflags & SFL_CROSS_TRIGGER_MASK & self->spawnflags)) + { + G_UseTargets (self, self); + G_FreeEdict (self); + } +} + +void SP_target_crosslevel_target (edict_t *self) +{ + if (! self->delay) + self->delay = 1; + self->svflags = SVF_NOCLIENT; + + self->think = target_crosslevel_target_think; + self->nextthink = level.time + self->delay; +} + +//========================================================== + +/*QUAKED target_laser (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON RED GREEN BLUE YELLOW ORANGE FAT +When triggered, fires a laser. You can either set a target +or a direction. +*/ + +void target_laser_think (edict_t *self) +{ + edict_t *ignore; + vec3_t start; + vec3_t end; + trace_t tr; + vec3_t point; + vec3_t last_movedir; + int count; + + if (self->spawnflags & 0x80000000) + count = 8; + else + count = 4; + + if (self->enemy) + { + VectorCopy (self->movedir, last_movedir); + VectorMA (self->enemy->absmin, 0.5, self->enemy->size, point); + VectorSubtract (point, self->s.origin, self->movedir); + VectorNormalize (self->movedir); + if (!VectorCompare(self->movedir, last_movedir)) + self->spawnflags |= 0x80000000; + } + + ignore = self; + VectorCopy (self->s.origin, start); + VectorMA (start, 2048, self->movedir, end); + while(1) + { + tr = gi.trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER); + + if (!tr.ent) + break; + + // hurt it if we can + if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER)) + T_Damage (tr.ent, self, self->activator, self->movedir, tr.endpos, vec3_origin, self->dmg, 1, DAMAGE_ENERGY, MOD_TARGET_LASER); + + // if we hit something that's not a monster or player or is immune to lasers, we're done + if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client)) + { + if (self->spawnflags & 0x80000000) + { + self->spawnflags &= ~0x80000000; + gi.WriteByte (svc_temp_entity); + gi.WriteByte (TE_LASER_SPARKS); + gi.WriteByte (count); + gi.WritePosition (tr.endpos); + gi.WriteDir (tr.plane.normal); + gi.WriteByte (self->s.skinnum); + gi.multicast (tr.endpos, MULTICAST_PVS); + } + break; + } + + ignore = tr.ent; + VectorCopy (tr.endpos, start); + } + + VectorCopy (tr.endpos, self->s.old_origin); + + self->nextthink = level.time + FRAMETIME; +} + +void target_laser_on (edict_t *self) +{ + if (!self->activator) + self->activator = self; + self->spawnflags |= 0x80000001; + self->svflags &= ~SVF_NOCLIENT; + target_laser_think (self); +} + +void target_laser_off (edict_t *self) +{ + self->spawnflags &= ~1; + self->svflags |= SVF_NOCLIENT; + self->nextthink = 0; +} + +void target_laser_use (edict_t *self, edict_t *other, edict_t *activator) +{ + self->activator = activator; + if (self->spawnflags & 1) + target_laser_off (self); + else + target_laser_on (self); +} + +void target_laser_start (edict_t *self) +{ + edict_t *ent; + + self->movetype = MOVETYPE_NONE; + self->solid = SOLID_NOT; + self->s.renderfx |= RF_BEAM|RF_TRANSLUCENT; + self->s.modelindex = 1; // must be non-zero + + // set the beam diameter + if (self->spawnflags & 64) + self->s.frame = 16; + else + self->s.frame = 4; + + // set the color + if (self->spawnflags & 2) + self->s.skinnum = 0xf2f2f0f0; + else if (self->spawnflags & 4) + self->s.skinnum = 0xd0d1d2d3; + else if (self->spawnflags & 8) + self->s.skinnum = 0xf3f3f1f1; + else if (self->spawnflags & 16) + self->s.skinnum = 0xdcdddedf; + else if (self->spawnflags & 32) + self->s.skinnum = 0xe0e1e2e3; + + if (!self->enemy) + { + if (self->target) + { + ent = G_Find (NULL, FOFS(targetname), self->target); + if (!ent) + gi.dprintf ("%s at %s: %s is a bad target\n", self->classname, vtos(self->s.origin), self->target); + self->enemy = ent; + } + else + { + G_SetMovedir (self->s.angles, self->movedir); + } + } + self->use = target_laser_use; + self->think = target_laser_think; + + if (!self->dmg) + self->dmg = 1; + + VectorSet (self->mins, -8, -8, -8); + VectorSet (self->maxs, 8, 8, 8); + gi.linkentity (self); + + if (self->spawnflags & 1) + target_laser_on (self); + else + target_laser_off (self); +} + +void SP_target_laser (edict_t *self) +{ + // let everything else get spawned before we start firing + self->think = target_laser_start; + self->nextthink = level.time + 1; +} + +//========================================================== + +/*QUAKED target_lightramp (0 .5 .8) (-8 -8 -8) (8 8 8) TOGGLE +speed How many seconds the ramping will take +message two letters; starting lightlevel and ending lightlevel +*/ + +void target_lightramp_think (edict_t *self) +{ + char style[2]; + + style[0] = 'a' + self->movedir[0] + (level.time - self->timestamp) / FRAMETIME * self->movedir[2]; + style[1] = 0; + gi.configstring (CS_LIGHTS+self->enemy->style, style); + + if ((level.time - self->timestamp) < self->speed) + { + self->nextthink = level.time + FRAMETIME; + } + else if (self->spawnflags & 1) + { + char temp; + + temp = self->movedir[0]; + self->movedir[0] = self->movedir[1]; + self->movedir[1] = temp; + self->movedir[2] *= -1; + } +} + +void target_lightramp_use (edict_t *self, edict_t *other, edict_t *activator) +{ + if (!self->enemy) + { + edict_t *e; + + // check all the targets + e = NULL; + while (1) + { + e = G_Find (e, FOFS(targetname), self->target); + if (!e) + break; + if (strcmp(e->classname, "light") != 0) + { + gi.dprintf("%s at %s ", self->classname, vtos(self->s.origin)); + gi.dprintf("target %s (%s at %s) is not a light\n", self->target, e->classname, vtos(e->s.origin)); + } + else + { + self->enemy = e; + } + } + + if (!self->enemy) + { + gi.dprintf("%s target %s not found at %s\n", self->classname, self->target, vtos(self->s.origin)); + G_FreeEdict (self); + return; + } + } + + self->timestamp = level.time; + target_lightramp_think (self); +} + +void SP_target_lightramp (edict_t *self) +{ + if (!self->message || strlen(self->message) != 2 || self->message[0] < 'a' || self->message[0] > 'z' || self->message[1] < 'a' || self->message[1] > 'z' || self->message[0] == self->message[1]) + { + gi.dprintf("target_lightramp has bad ramp (%s) at %s\n", self->message, vtos(self->s.origin)); + G_FreeEdict (self); + return; + } + + if (deathmatch->value) + { + G_FreeEdict (self); + return; + } + + if (!self->target) + { + gi.dprintf("%s with no target at %s\n", self->classname, vtos(self->s.origin)); + G_FreeEdict (self); + return; + } + + self->svflags |= SVF_NOCLIENT; + self->use = target_lightramp_use; + self->think = target_lightramp_think; + + self->movedir[0] = self->message[0] - 'a'; + self->movedir[1] = self->message[1] - 'a'; + self->movedir[2] = (self->movedir[1] - self->movedir[0]) / (self->speed / FRAMETIME); +} + +//========================================================== + +/*QUAKED target_earthquake (1 0 0) (-8 -8 -8) (8 8 8) +When triggered, this initiates a level-wide earthquake. +All players and monsters are affected. +"speed" severity of the quake (default:200) +"count" duration of the quake (default:5) +*/ + +void target_earthquake_think (edict_t *self) +{ + int i; + edict_t *e; + + if (self->last_move_time < level.time) + { + gi.positioned_sound (self->s.origin, self, CHAN_AUTO, self->noise_index, 1.0, ATTN_NONE, 0); + self->last_move_time = level.time + 0.5; + } + + for (i=1, e=g_edicts+i; i < globals.num_edicts; i++,e++) + { + if (!e->inuse) + continue; + if (!e->client) + continue; + if (!e->groundentity) + continue; + + e->groundentity = NULL; + e->velocity[0] += crandom()* 150; + e->velocity[1] += crandom()* 150; + e->velocity[2] = self->speed * (100.0 / e->mass); + } + + if (level.time < self->timestamp) + self->nextthink = level.time + FRAMETIME; +} + +void target_earthquake_use (edict_t *self, edict_t *other, edict_t *activator) +{ + self->timestamp = level.time + self->count; + self->nextthink = level.time + FRAMETIME; + self->activator = activator; + self->last_move_time = 0; +} + +void SP_target_earthquake (edict_t *self) +{ + if (!self->targetname) + gi.dprintf("untargeted %s at %s\n", self->classname, vtos(self->s.origin)); + + if (!self->count) + self->count = 5; + + if (!self->speed) + self->speed = 200; + + self->svflags |= SVF_NOCLIENT; + self->think = target_earthquake_think; + self->use = target_earthquake_use; + + self->noise_index = gi.soundindex ("world/quake.wav"); +} + diff --git a/src/g_trigger.c b/src/g_trigger.c new file mode 100644 index 0000000..a04ef12 --- /dev/null +++ b/src/g_trigger.c @@ -0,0 +1,598 @@ +/* +Copyright (C) 1997-2001 Id Software, Inc. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ +#include "g_local.h" + + +void InitTrigger (edict_t *self) +{ + if (!VectorCompare (self->s.angles, vec3_origin)) + G_SetMovedir (self->s.angles, self->movedir); + + self->solid = SOLID_TRIGGER; + self->movetype = MOVETYPE_NONE; + gi.setmodel (self, self->model); + self->svflags = SVF_NOCLIENT; +} + + +// the wait time has passed, so set back up for another activation +void multi_wait (edict_t *ent) +{ + ent->nextthink = 0; +} + + +// the trigger was just activated +// ent->activator should be set to the activator so it can be held through a delay +// so wait for the delay time before firing +void multi_trigger (edict_t *ent) +{ + if (ent->nextthink) + return; // already been triggered + + G_UseTargets (ent, ent->activator); + + if (ent->wait > 0) + { + ent->think = multi_wait; + ent->nextthink = level.time + ent->wait; + } + else + { // we can't just remove (self) here, because this is a touch function + // called while looping through area links... + ent->touch = NULL; + ent->nextthink = level.time + FRAMETIME; + ent->think = G_FreeEdict; + } +} + +void Use_Multi (edict_t *ent, edict_t *other, edict_t *activator) +{ + ent->activator = activator; + multi_trigger (ent); +} + +void Touch_Multi (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) +{ + if(other->client) + { + if (self->spawnflags & 2) + return; + } + else if (other->svflags & SVF_MONSTER) + { + if (!(self->spawnflags & 1)) + return; + } + else + return; + + if (!VectorCompare(self->movedir, vec3_origin)) + { + vec3_t forward; + + AngleVectors(other->s.angles, forward, NULL, NULL); + if (_DotProduct(forward, self->movedir) < 0) + return; + } + + self->activator = other; + multi_trigger (self); +} + +/*QUAKED trigger_multiple (.5 .5 .5) ? MONSTER NOT_PLAYER TRIGGERED +Variable sized repeatable trigger. Must be targeted at one or more entities. +If "delay" is set, the trigger waits some time after activating before firing. +"wait" : Seconds between triggerings. (.2 default) +sounds +1) secret +2) beep beep +3) large switch +4) +set "message" to text string +*/ +void trigger_enable (edict_t *self, edict_t *other, edict_t *activator) +{ + self->solid = SOLID_TRIGGER; + self->use = Use_Multi; + gi.linkentity (self); +} + +void SP_trigger_multiple (edict_t *ent) +{ + if (ent->sounds == 1) + ent->noise_index = gi.soundindex ("misc/secret.wav"); + else if (ent->sounds == 2) + ent->noise_index = gi.soundindex ("misc/talk.wav"); + else if (ent->sounds == 3) + ent->noise_index = gi.soundindex ("misc/trigger1.wav"); + + if (!ent->wait) + ent->wait = 0.2; + ent->touch = Touch_Multi; + ent->movetype = MOVETYPE_NONE; + ent->svflags |= SVF_NOCLIENT; + + + if (ent->spawnflags & 4) + { + ent->solid = SOLID_NOT; + ent->use = trigger_enable; + } + else + { + ent->solid = SOLID_TRIGGER; + ent->use = Use_Multi; + } + + if (!VectorCompare(ent->s.angles, vec3_origin)) + G_SetMovedir (ent->s.angles, ent->movedir); + + gi.setmodel (ent, ent->model); + gi.linkentity (ent); +} + + +/*QUAKED trigger_once (.5 .5 .5) ? x x TRIGGERED +Triggers once, then removes itself. +You must set the key "target" to the name of another object in the level that has a matching "targetname". + +If TRIGGERED, this trigger must be triggered before it is live. + +sounds + 1) secret + 2) beep beep + 3) large switch + 4) + +"message" string to be displayed when triggered +*/ + +void SP_trigger_once(edict_t *ent) +{ + // make old maps work because I messed up on flag assignments here + // triggered was on bit 1 when it should have been on bit 4 + if (ent->spawnflags & 1) + { + vec3_t v; + + VectorMA (ent->mins, 0.5, ent->size, v); + ent->spawnflags &= ~1; + ent->spawnflags |= 4; + gi.dprintf("fixed TRIGGERED flag on %s at %s\n", ent->classname, vtos(v)); + } + + ent->wait = -1; + SP_trigger_multiple (ent); +} + +/*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8) +This fixed size trigger cannot be touched, it can only be fired by other events. +*/ +void trigger_relay_use (edict_t *self, edict_t *other, edict_t *activator) +{ + G_UseTargets (self, activator); +} + +void SP_trigger_relay (edict_t *self) +{ + self->use = trigger_relay_use; +} + + +/* +============================================================================== + +trigger_key + +============================================================================== +*/ + +/*QUAKED trigger_key (.5 .5 .5) (-8 -8 -8) (8 8 8) +A relay trigger that only fires it's targets if player has the proper key. +Use "item" to specify the required key, for example "key_data_cd" +*/ +void trigger_key_use (edict_t *self, edict_t *other, edict_t *activator) +{ + int index; + + if (!self->item) + return; + if (!activator->client) + return; + + index = ITEM_INDEX(self->item); + if (!activator->client->pers.inventory[index]) + { + if (level.time < self->touch_debounce_time) + return; + self->touch_debounce_time = level.time + 5.0; + gi.centerprintf (activator, "You need the %s", self->item->pickup_name); + gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/keytry.wav"), 1, ATTN_NORM, 0); + return; + } + + gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/keyuse.wav"), 1, ATTN_NORM, 0); + if (coop->value) + { + int player; + edict_t *ent; + + if (strcmp(self->item->classname, "key_power_cube") == 0) + { + int cube; + + for (cube = 0; cube < 8; cube++) + if (activator->client->pers.power_cubes & (1 << cube)) + break; + for (player = 1; player <= game.maxclients; player++) + { + ent = &g_edicts[player]; + if (!ent->inuse) + continue; + if (!ent->client) + continue; + if (ent->client->pers.power_cubes & (1 << cube)) + { + ent->client->pers.inventory[index]--; + ent->client->pers.power_cubes &= ~(1 << cube); + } + } + } + else + { + for (player = 1; player <= game.maxclients; player++) + { + ent = &g_edicts[player]; + if (!ent->inuse) + continue; + if (!ent->client) + continue; + ent->client->pers.inventory[index] = 0; + } + } + } + else + { + activator->client->pers.inventory[index]--; + } + + G_UseTargets (self, activator); + + self->use = NULL; +} + +void SP_trigger_key (edict_t *self) +{ + if (!st.item) + { + gi.dprintf("no key item for trigger_key at %s\n", vtos(self->s.origin)); + return; + } + self->item = FindItemByClassname (st.item); + + if (!self->item) + { + gi.dprintf("item %s not found for trigger_key at %s\n", st.item, vtos(self->s.origin)); + return; + } + + if (!self->target) + { + gi.dprintf("%s at %s has no target\n", self->classname, vtos(self->s.origin)); + return; + } + + gi.soundindex ("misc/keytry.wav"); + gi.soundindex ("misc/keyuse.wav"); + + self->use = trigger_key_use; +} + + +/* +============================================================================== + +trigger_counter + +============================================================================== +*/ + +/*QUAKED trigger_counter (.5 .5 .5) ? nomessage +Acts as an intermediary for an action that takes multiple inputs. + +If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished. + +After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself. +*/ + +void trigger_counter_use(edict_t *self, edict_t *other, edict_t *activator) +{ + if (self->count == 0) + return; + + self->count--; + + if (self->count) + { + if (! (self->spawnflags & 1)) + { + gi.centerprintf(activator, "%i more to go...", self->count); + gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0); + } + return; + } + + if (! (self->spawnflags & 1)) + { + gi.centerprintf(activator, "Sequence completed!"); + gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0); + } + self->activator = activator; + multi_trigger (self); +} + +void SP_trigger_counter (edict_t *self) +{ + self->wait = -1; + if (!self->count) + self->count = 2; + + self->use = trigger_counter_use; +} + + +/* +============================================================================== + +trigger_always + +============================================================================== +*/ + +/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8) +This trigger will always fire. It is activated by the world. +*/ +void SP_trigger_always (edict_t *ent) +{ + // we must have some delay to make sure our use targets are present + if (ent->delay < 0.2) + ent->delay = 0.2; + G_UseTargets(ent, ent); +} + + +/* +============================================================================== + +trigger_push + +============================================================================== +*/ + +#define PUSH_ONCE 1 + +static int windsound; + +void trigger_push_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) +{ + if (strcmp(other->classname, "grenade") == 0) + { + VectorScale (self->movedir, self->speed * 10, other->velocity); + } + else if (other->health > 0) + { + VectorScale (self->movedir, self->speed * 10, other->velocity); + + if (other->client) + { + // don't take falling damage immediately from this + VectorCopy (other->velocity, other->client->oldvelocity); + if (other->fly_sound_debounce_time < level.time) + { + other->fly_sound_debounce_time = level.time + 1.5; + gi.sound (other, CHAN_AUTO, windsound, 1, ATTN_NORM, 0); + } + } + } + if (self->spawnflags & PUSH_ONCE) + G_FreeEdict (self); +} + + +/*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE +Pushes the player +"speed" defaults to 1000 +*/ +void SP_trigger_push (edict_t *self) +{ + InitTrigger (self); + windsound = gi.soundindex ("misc/windfly.wav"); + self->touch = trigger_push_touch; + if (!self->speed) + self->speed = 1000; + gi.linkentity (self); +} + + +/* +============================================================================== + +trigger_hurt + +============================================================================== +*/ + +/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW +Any entity that touches this will be hurt. + +It does dmg points of damage each server frame + +SILENT supresses playing the sound +SLOW changes the damage rate to once per second +NO_PROTECTION *nothing* stops the damage + +"dmg" default 5 (whole numbers only) + +*/ +void hurt_use (edict_t *self, edict_t *other, edict_t *activator) +{ + if (self->solid == SOLID_NOT) + self->solid = SOLID_TRIGGER; + else + self->solid = SOLID_NOT; + gi.linkentity (self); + + if (!(self->spawnflags & 2)) + self->use = NULL; +} + + +void hurt_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) +{ + int dflags; + + if (!other->takedamage) + return; + + if (self->timestamp > level.time) + return; + + if (self->spawnflags & 16) + self->timestamp = level.time + 1; + else + self->timestamp = level.time + FRAMETIME; + + if (!(self->spawnflags & 4)) + { + if ((level.framenum % 10) == 0) + gi.sound (other, CHAN_AUTO, self->noise_index, 1, ATTN_NORM, 0); + } + + if (self->spawnflags & 8) + dflags = DAMAGE_NO_PROTECTION; + else + dflags = 0; + T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, self->dmg, dflags, MOD_TRIGGER_HURT); +} + +void SP_trigger_hurt (edict_t *self) +{ + InitTrigger (self); + + self->noise_index = gi.soundindex ("world/electro.wav"); + self->touch = hurt_touch; + + if (!self->dmg) + self->dmg = 5; + + if (self->spawnflags & 1) + self->solid = SOLID_NOT; + else + self->solid = SOLID_TRIGGER; + + if (self->spawnflags & 2) + self->use = hurt_use; + + gi.linkentity (self); +} + + +/* +============================================================================== + +trigger_gravity + +============================================================================== +*/ + +/*QUAKED trigger_gravity (.5 .5 .5) ? +Changes the touching entites gravity to +the value of "gravity". 1.0 is standard +gravity for the level. +*/ + +void trigger_gravity_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) +{ + other->gravity = self->gravity; +} + +void SP_trigger_gravity (edict_t *self) +{ + if (st.gravity == 0) + { + gi.dprintf("trigger_gravity without gravity set at %s\n", vtos(self->s.origin)); + G_FreeEdict (self); + return; + } + + InitTrigger (self); + self->gravity = atoi(st.gravity); + self->touch = trigger_gravity_touch; +} + + +/* +============================================================================== + +trigger_monsterjump + +============================================================================== +*/ + +/*QUAKED trigger_monsterjump (.5 .5 .5) ? +Walking monsters that touch this will jump in the direction of the trigger's angle +"speed" default to 200, the speed thrown forward +"height" default to 200, the speed thrown upwards +*/ + +void trigger_monsterjump_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) +{ + if (other->flags & (FL_FLY | FL_SWIM) ) + return; + if (other->svflags & SVF_DEADMONSTER) + return; + if ( !(other->svflags & SVF_MONSTER)) + return; + + // set XY even if not on ground, so the jump will clear lips + other->velocity[0] = self->movedir[0] * self->speed; + other->velocity[1] = self->movedir[1] * self->speed; + + if (!other->groundentity) + return; + + other->groundentity = NULL; + other->velocity[2] = self->movedir[2]; +} + +void SP_trigger_monsterjump (edict_t *self) +{ + if (!self->speed) + self->speed = 200; + if (!st.height) + st.height = 200; + if (self->s.angles[YAW] == 0) + self->s.angles[YAW] = 360; + InitTrigger (self); + self->touch = trigger_monsterjump_touch; + self->movedir[2] = st.height; +} + diff --git a/src/g_utils.c b/src/g_utils.c new file mode 100644 index 0000000..e446aba --- /dev/null +++ b/src/g_utils.c @@ -0,0 +1,568 @@ +/* +Copyright (C) 1997-2001 Id Software, Inc. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ +// g_utils.c -- misc utility functions for game module + +#include "g_local.h" + + +void G_ProjectSource (vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result) +{ + result[0] = point[0] + forward[0] * distance[0] + right[0] * distance[1]; + result[1] = point[1] + forward[1] * distance[0] + right[1] * distance[1]; + result[2] = point[2] + forward[2] * distance[0] + right[2] * distance[1] + distance[2]; +} + + +/* +============= +G_Find + +Searches all active entities for the next one that holds +the matching string at fieldofs (use the FOFS() macro) in the structure. + +Searches beginning at the edict after from, or the beginning if NULL +NULL will be returned if the end of the list is reached. + +============= +*/ +edict_t *G_Find (edict_t *from, int fieldofs, char *match) +{ + char *s; + + if (!from) + from = g_edicts; + else + from++; + + for ( ; from < &g_edicts[globals.num_edicts] ; from++) + { + if (!from->inuse) + continue; + s = *(char **) ((byte *)from + fieldofs); + if (!s) + continue; + if (!Q_stricmp (s, match)) + return from; + } + + return NULL; +} + + +/* +================= +findradius + +Returns entities that have origins within a spherical area + +findradius (origin, radius) +================= +*/ +edict_t *findradius (edict_t *from, vec3_t org, float rad) +{ + vec3_t eorg; + int j; + + if (!from) + from = g_edicts; + else + from++; + for ( ; from < &g_edicts[globals.num_edicts]; from++) + { + if (!from->inuse) + continue; + if (from->solid == SOLID_NOT) + continue; + for (j=0 ; j<3 ; j++) + eorg[j] = org[j] - (from->s.origin[j] + (from->mins[j] + from->maxs[j])*0.5); + if (VectorLength(eorg) > rad) + continue; + return from; + } + + return NULL; +} + + +/* +============= +G_PickTarget + +Searches all active entities for the next one that holds +the matching string at fieldofs (use the FOFS() macro) in the structure. + +Searches beginning at the edict after from, or the beginning if NULL +NULL will be returned if the end of the list is reached. + +============= +*/ +#define MAXCHOICES 8 + +edict_t *G_PickTarget (char *targetname) +{ + edict_t *ent = NULL; + int num_choices = 0; + edict_t *choice[MAXCHOICES]; + + if (!targetname) + { + gi.dprintf("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.dprintf("G_PickTarget: target %s not found\n", targetname); + return NULL; + } + + return choice[rand() % num_choices]; +} + + + +void Think_Delay (edict_t *ent) +{ + G_UseTargets (ent, ent->activator); + G_FreeEdict (ent); +} + +/* +============================== +G_UseTargets + +the global "activator" should be set to the entity that initiated the firing. + +If self.delay is set, a DelayedUse entity will be created that will actually +do the SUB_UseTargets after that many seconds have passed. + +Centerprints any self.message to the activator. + +Search for (string)targetname in all entities that +match (string)self.target and call their .use function + +============================== +*/ +void G_UseTargets (edict_t *ent, edict_t *activator) +{ + edict_t *t; + + // + // check for a delay + // + if (ent->delay) + { + // create a temp object to fire at a later time + t = G_Spawn(); + t->classname = "DelayedUse"; + t->nextthink = level.time + ent->delay; + t->think = Think_Delay; + t->activator = activator; + if (!activator) + gi.dprintf ("Think_Delay with no activator\n"); + t->message = ent->message; + t->target = ent->target; + t->killtarget = ent->killtarget; + return; + } + + + // + // print the message + // + if ((ent->message) && !(activator->svflags & SVF_MONSTER)) + { + gi.centerprintf (activator, "%s", ent->message); + if (ent->noise_index) + gi.sound (activator, CHAN_AUTO, ent->noise_index, 1, ATTN_NORM, 0); + else + gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0); + } + + // + // kill killtargets + // + if (ent->killtarget) + { + t = NULL; + while ((t = G_Find (t, FOFS(targetname), ent->killtarget))) + { + G_FreeEdict (t); + if (!ent->inuse) + { + gi.dprintf("entity was removed while using killtargets\n"); + return; + } + } + } + + // + // fire targets + // + if (ent->target) + { + t = NULL; + while ((t = G_Find (t, FOFS(targetname), ent->target))) + { + // doors fire area portals in a specific way + if (!Q_stricmp(t->classname, "func_areaportal") && + (!Q_stricmp(ent->classname, "func_door") || !Q_stricmp(ent->classname, "func_door_rotating"))) + continue; + + if (t == ent) + { + gi.dprintf ("WARNING: Entity used itself.\n"); + } + else + { + if (t->use) + t->use (t, ent, activator); + } + if (!ent->inuse) + { + gi.dprintf("entity was removed while using targets\n"); + return; + } + } + } +} + + +/* +============= +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 (vec3_t v) +{ + static int index; + static char str[8][32]; + char *s; + + // use an array so that multiple vtos won't collide + s = str[index]; + index = (index + 1)&7; + + Com_sprintf (s, 32, "(%i %i %i)", (int)v[0], (int)v[1], (int)v[2]); + + return s; +} + + +vec3_t VEC_UP = {0, -1, 0}; +vec3_t MOVEDIR_UP = {0, 0, 1}; +vec3_t VEC_DOWN = {0, -2, 0}; +vec3_t MOVEDIR_DOWN = {0, 0, -1}; + +void G_SetMovedir (vec3_t angles, vec3_t movedir) +{ + 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 (vec3_t vec) +{ + float yaw; + + if (/* vec[YAW] == 0 && */ vec[PITCH] == 0) + { + yaw = 0; + if (vec[YAW] > 0) + yaw = 90; + else if (vec[YAW] < 0) + yaw = -90; + } + else + { + yaw = (int) (atan2(vec[YAW], vec[PITCH]) * 180 / M_PI); + if (yaw < 0) + yaw += 360; + } + + return yaw; +} + + +void vectoangles (vec3_t value1, vec3_t angles) +{ + float forward; + float yaw, pitch; + + if (value1[1] == 0 && value1[0] == 0) + { + yaw = 0; + if (value1[2] > 0) + pitch = 90; + else + pitch = 270; + } + else + { + if (value1[0]) + yaw = (int) (atan2(value1[1], value1[0]) * 180 / M_PI); + else if (value1[1] > 0) + yaw = 90; + else + yaw = -90; + if (yaw < 0) + yaw += 360; + + forward = sqrt (value1[0]*value1[0] + value1[1]*value1[1]); + pitch = (int) (atan2(value1[2], forward) * 180 / M_PI); + if (pitch < 0) + pitch += 360; + } + + angles[PITCH] = -pitch; + angles[YAW] = yaw; + angles[ROLL] = 0; +} + +char *G_CopyString (char *in) +{ + char *out; + + out = gi.TagMalloc (strlen(in)+1, TAG_LEVEL); + strcpy (out, in); + return out; +} + + +void G_InitEdict (edict_t *e) +{ + e->inuse = true; + e->classname = "noclass"; + e->gravity = 1.0; + e->s.number = e - g_edicts; +} + +/* +================= +G_Spawn + +Either finds a free edict, or allocates a new one. +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. +================= +*/ +edict_t *G_Spawn (void) +{ + int i; + edict_t *e; + + e = &g_edicts[(int)maxclients->value+1]; + for ( i=maxclients->value+1 ; iinuse && ( e->freetime < 2 || level.time - e->freetime > 0.5 ) ) + { + G_InitEdict (e); + return e; + } + } + + if (i == game.maxentities) + gi.error ("ED_Alloc: no free edicts"); + + globals.num_edicts++; + G_InitEdict (e); + return e; +} + +/* +================= +G_FreeEdict + +Marks the edict as free +================= +*/ +void G_FreeEdict (edict_t *ed) +{ + gi.unlinkentity (ed); // unlink from world + + if ((ed - g_edicts) <= (maxclients->value + BODY_QUEUE_SIZE)) + { + return; + } + + memset (ed, 0, sizeof(*ed)); + ed->classname = "freed"; + ed->freetime = level.time; + ed->inuse = false; +} + + +/* +============ +G_TouchTriggers + +============ +*/ +void G_TouchTriggers (edict_t *ent) +{ + int i, num; + edict_t *touch[MAX_EDICTS], *hit; + + // dead things don't activate triggers! + if ((ent->client || (ent->svflags & SVF_MONSTER)) && (ent->health <= 0)) + return; + + num = gi.BoxEdicts (ent->absmin, ent->absmax, touch + , MAX_EDICTS, AREA_TRIGGERS); + + // be careful, it is possible to have an entity in this + // list removed before we get to it (killtriggered) + for (i=0 ; iinuse) + continue; + if (!hit->touch) + continue; + hit->touch (hit, ent, NULL, NULL); + } +} + +/* +============ +G_TouchSolids + +Call after linking a new trigger in during gameplay +to force all entities it covers to immediately touch it +============ +*/ +void G_TouchSolids (edict_t *ent) +{ + int i, num; + edict_t *touch[MAX_EDICTS], *hit; + + num = gi.BoxEdicts (ent->absmin, ent->absmax, touch + , MAX_EDICTS, AREA_SOLID); + + // be careful, it is possible to have an entity in this + // list removed before we get to it (killtriggered) + for (i=0 ; iinuse) + continue; + if (ent->touch) + ent->touch (hit, ent, NULL, NULL); + if (!ent->inuse) + break; + } +} + + + + +/* +============================================================================== + +Kill box + +============================================================================== +*/ + +/* +================= +KillBox + +Kills all entities that would touch the proposed new positioning +of ent. Ent should be unlinked before calling this! +================= +*/ +qboolean KillBox (edict_t *ent) +{ + trace_t tr; + + while (1) + { + tr = gi.trace (ent->s.origin, ent->mins, ent->maxs, ent->s.origin, NULL, MASK_PLAYERSOLID); + if (!tr.ent) + break; + + // nail it + T_Damage (tr.ent, ent, ent, vec3_origin, ent->s.origin, vec3_origin, 100000, 0, DAMAGE_NO_PROTECTION, MOD_TELEFRAG); + + // if we didn't kill it, fail + if (tr.ent->solid) + return false; + } + + return true; // all clear +} + diff --git a/src/g_weapon.c b/src/g_weapon.c new file mode 100644 index 0000000..5394a9f --- /dev/null +++ b/src/g_weapon.c @@ -0,0 +1,921 @@ +/* +Copyright (C) 1997-2001 Id Software, Inc. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ +#include "g_local.h" + + +/* +================= +check_dodge + +This is a support routine used when a client is firing +a non-instant attack weapon. It checks to see if a +monster's dodge function should be called. +================= +*/ +static void check_dodge (edict_t *self, vec3_t start, vec3_t dir, int speed) +{ + vec3_t end; + vec3_t v; + trace_t tr; + float eta; + + // easy mode only ducks one quarter the time + if (skill->value == 0) + { + if (random() > 0.25) + return; + } + VectorMA (start, 8192, dir, end); + tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT); + if ((tr.ent) && (tr.ent->svflags & SVF_MONSTER) && (tr.ent->health > 0) && (tr.ent->monsterinfo.dodge) && infront(tr.ent, self)) + { + VectorSubtract (tr.endpos, start, v); + eta = (VectorLength(v) - tr.ent->maxs[0]) / speed; + tr.ent->monsterinfo.dodge (tr.ent, self, eta); + } +} + + +/* +================= +fire_hit + +Used for all impact (hit/punch/slash) attacks +================= +*/ +qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick) +{ + trace_t tr; + vec3_t forward, right, up; + vec3_t v; + vec3_t point; + float range; + vec3_t dir; + + //see if enemy is in range + VectorSubtract (self->enemy->s.origin, self->s.origin, dir); + range = VectorLength(dir); + if (range > aim[0]) + return false; + + if (aim[1] > self->mins[0] && aim[1] < self->maxs[0]) + { + // the hit is straight on so back the range up to the edge of their bbox + range -= self->enemy->maxs[0]; + } + else + { + // this is a side hit so adjust the "right" value out to the edge of their bbox + if (aim[1] < 0) + aim[1] = self->enemy->mins[0]; + else + aim[1] = self->enemy->maxs[0]; + } + + VectorMA (self->s.origin, range, dir, point); + + tr = gi.trace (self->s.origin, NULL, NULL, point, self, MASK_SHOT); + if (tr.fraction < 1) + { + if (!tr.ent->takedamage) + return false; + // if it will hit any client/monster then hit the one we wanted to hit + if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client)) + tr.ent = self->enemy; + } + + AngleVectors(self->s.angles, forward, right, up); + VectorMA (self->s.origin, range, forward, point); + VectorMA (point, aim[1], right, point); + VectorMA (point, aim[2], up, point); + VectorSubtract (point, self->enemy->s.origin, dir); + + // do the damage + T_Damage (tr.ent, self, self, dir, point, vec3_origin, damage, kick/2, DAMAGE_NO_KNOCKBACK, MOD_HIT); + + if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client)) + return false; + + // do our special form of knockback here + VectorMA (self->enemy->absmin, 0.5, self->enemy->size, v); + VectorSubtract (v, point, v); + VectorNormalize (v); + VectorMA (self->enemy->velocity, kick, v, self->enemy->velocity); + if (self->enemy->velocity[2] > 0) + self->enemy->groundentity = NULL; + return true; +} + + +/* +================= +fire_lead + +This is an internal support routine used for bullet/pellet based weapons. +================= +*/ +static void fire_lead (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int te_impact, int hspread, int vspread, int mod) +{ + trace_t tr; + vec3_t dir; + vec3_t forward, right, up; + vec3_t end; + float r; + float u; + vec3_t water_start; + qboolean water = false; + int content_mask = MASK_SHOT | MASK_WATER; + + tr = gi.trace (self->s.origin, NULL, NULL, start, self, MASK_SHOT); + if (!(tr.fraction < 1.0)) + { + vectoangles (aimdir, dir); + AngleVectors (dir, forward, right, up); + + r = crandom()*hspread; + u = crandom()*vspread; + VectorMA (start, 8192, forward, end); + VectorMA (end, r, right, end); + VectorMA (end, u, up, end); + + if (gi.pointcontents (start) & MASK_WATER) + { + water = true; + VectorCopy (start, water_start); + content_mask &= ~MASK_WATER; + } + + tr = gi.trace (start, NULL, NULL, end, self, content_mask); + + // see if we hit water + if (tr.contents & MASK_WATER) + { + int color; + + water = true; + VectorCopy (tr.endpos, water_start); + + if (!VectorCompare (start, tr.endpos)) + { + if (tr.contents & CONTENTS_WATER) + { + if (strcmp(tr.surface->name, "*brwater") == 0) + color = SPLASH_BROWN_WATER; + else + color = SPLASH_BLUE_WATER; + } + else if (tr.contents & CONTENTS_SLIME) + color = SPLASH_SLIME; + else if (tr.contents & CONTENTS_LAVA) + color = SPLASH_LAVA; + else + color = SPLASH_UNKNOWN; + + if (color != SPLASH_UNKNOWN) + { + gi.WriteByte (svc_temp_entity); + gi.WriteByte (TE_SPLASH); + gi.WriteByte (8); + gi.WritePosition (tr.endpos); + gi.WriteDir (tr.plane.normal); + gi.WriteByte (color); + gi.multicast (tr.endpos, MULTICAST_PVS); + } + + // change bullet's course when it enters water + VectorSubtract (end, start, dir); + vectoangles (dir, dir); + AngleVectors (dir, forward, right, up); + r = crandom()*hspread*2; + u = crandom()*vspread*2; + VectorMA (water_start, 8192, forward, end); + VectorMA (end, r, right, end); + VectorMA (end, u, up, end); + } + + // re-trace ignoring water this time + tr = gi.trace (water_start, NULL, NULL, end, self, MASK_SHOT); + } + } + + // send gun puff / flash + if (!((tr.surface) && (tr.surface->flags & SURF_SKY))) + { + if (tr.fraction < 1.0) + { + if (tr.ent->takedamage) + { + T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_BULLET, mod); + } + else + { + if (strncmp (tr.surface->name, "sky", 3) != 0) + { + gi.WriteByte (svc_temp_entity); + gi.WriteByte (te_impact); + gi.WritePosition (tr.endpos); + gi.WriteDir (tr.plane.normal); + gi.multicast (tr.endpos, MULTICAST_PVS); + + if (self->client) + PlayerNoise(self, tr.endpos, PNOISE_IMPACT); + } + } + } + } + + // if went through water, determine where the end and make a bubble trail + if (water) + { + vec3_t pos; + + VectorSubtract (tr.endpos, water_start, dir); + VectorNormalize (dir); + VectorMA (tr.endpos, -2, dir, pos); + if (gi.pointcontents (pos) & MASK_WATER) + VectorCopy (pos, tr.endpos); + else + tr = gi.trace (pos, NULL, NULL, water_start, tr.ent, MASK_WATER); + + VectorAdd (water_start, tr.endpos, pos); + VectorScale (pos, 0.5, pos); + + gi.WriteByte (svc_temp_entity); + gi.WriteByte (TE_BUBBLETRAIL); + gi.WritePosition (water_start); + gi.WritePosition (tr.endpos); + gi.multicast (pos, MULTICAST_PVS); + } +} + + +/* +================= +fire_bullet + +Fires a single round. Used for machinegun and chaingun. Would be fine for +pistols, rifles, etc.... +================= +*/ +void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod) +{ + fire_lead (self, start, aimdir, damage, kick, TE_GUNSHOT, hspread, vspread, mod); +} + + +/* +================= +fire_shotgun + +Shoots shotgun pellets. Used by shotgun and super shotgun. +================= +*/ +void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod) +{ + int i; + + for (i = 0; i < count; i++) + fire_lead (self, start, aimdir, damage, kick, TE_SHOTGUN, hspread, vspread, mod); +} + + +/* +================= +fire_blaster + +Fires a single blaster bolt. Used by the blaster and hyper blaster. +================= +*/ +void blaster_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) +{ + int mod; + + if (other == self->owner) + return; + + if (surf && (surf->flags & SURF_SKY)) + { + G_FreeEdict (self); + return; + } + + if (self->owner->client) + PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT); + + if (other->takedamage) + { + if (self->spawnflags & 1) + mod = MOD_HYPERBLASTER; + else + mod = MOD_BLASTER; + T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, mod); + } + else + { + gi.WriteByte (svc_temp_entity); + gi.WriteByte (TE_BLASTER); + gi.WritePosition (self->s.origin); + if (!plane) + gi.WriteDir (vec3_origin); + else + gi.WriteDir (plane->normal); + gi.multicast (self->s.origin, MULTICAST_PVS); + } + + G_FreeEdict (self); +} + +void fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect, qboolean hyper) +{ + edict_t *bolt; + trace_t tr; + + VectorNormalize (dir); + + bolt = G_Spawn(); + bolt->svflags = SVF_PROJECTILE; // special net code is used for projectiles + VectorCopy (start, bolt->s.origin); + VectorCopy (start, bolt->s.old_origin); + vectoangles (dir, bolt->s.angles); + VectorScale (dir, speed, bolt->velocity); + bolt->movetype = MOVETYPE_FLYMISSILE; + bolt->clipmask = MASK_SHOT; + bolt->solid = SOLID_BBOX; + bolt->s.effects |= effect; + VectorClear (bolt->mins); + VectorClear (bolt->maxs); + bolt->s.modelindex = gi.modelindex ("models/objects/laser/tris.md2"); + bolt->s.sound = gi.soundindex ("misc/lasfly.wav"); + bolt->owner = self; + bolt->touch = blaster_touch; + bolt->nextthink = level.time + 2; + bolt->think = G_FreeEdict; + bolt->dmg = damage; + bolt->classname = "bolt"; + if (hyper) + bolt->spawnflags = 1; + gi.linkentity (bolt); + + if (self->client) + check_dodge (self, bolt->s.origin, dir, speed); + + tr = gi.trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT); + if (tr.fraction < 1.0) + { + VectorMA (bolt->s.origin, -10, dir, bolt->s.origin); + bolt->touch (bolt, tr.ent, NULL, NULL); + } +} + + +/* +================= +fire_grenade +================= +*/ +static void Grenade_Explode (edict_t *ent) +{ + vec3_t origin; + int mod; + + if (ent->owner->client) + PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT); + + //FIXME: if we are onground then raise our Z just a bit since we are a point? + if (ent->enemy) + { + float points; + vec3_t v; + vec3_t dir; + + VectorAdd (ent->enemy->mins, ent->enemy->maxs, v); + VectorMA (ent->enemy->s.origin, 0.5, v, v); + VectorSubtract (ent->s.origin, v, v); + points = ent->dmg - 0.5 * VectorLength (v); + VectorSubtract (ent->enemy->s.origin, ent->s.origin, dir); + if (ent->spawnflags & 1) + mod = MOD_HANDGRENADE; + else + mod = MOD_GRENADE; + T_Damage (ent->enemy, ent, ent->owner, dir, ent->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod); + } + + if (ent->spawnflags & 2) + mod = MOD_HELD_GRENADE; + else if (ent->spawnflags & 1) + mod = MOD_HG_SPLASH; + else + mod = MOD_G_SPLASH; + T_RadiusDamage(ent, ent->owner, ent->dmg, ent->enemy, ent->dmg_radius, mod); + + VectorMA (ent->s.origin, -0.02, ent->velocity, origin); + gi.WriteByte (svc_temp_entity); + if (ent->waterlevel) + { + if (ent->groundentity) + gi.WriteByte (TE_GRENADE_EXPLOSION_WATER); + else + gi.WriteByte (TE_ROCKET_EXPLOSION_WATER); + } + else + { + if (ent->groundentity) + gi.WriteByte (TE_GRENADE_EXPLOSION); + else + gi.WriteByte (TE_ROCKET_EXPLOSION); + } + gi.WritePosition (origin); + gi.multicast (ent->s.origin, MULTICAST_PHS); + + G_FreeEdict (ent); +} + +static void Grenade_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf) +{ + if (other == ent->owner) + return; + + if (surf && (surf->flags & SURF_SKY)) + { + G_FreeEdict (ent); + return; + } + + if (!other->takedamage) + { + if (ent->spawnflags & 1) + { + if (random() > 0.5) + gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0); + else + gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0); + } + else + { + gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenlb1b.wav"), 1, ATTN_NORM, 0); + } + return; + } + + ent->enemy = other; + Grenade_Explode (ent); +} + +void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius) +{ + edict_t *grenade; + vec3_t dir; + vec3_t forward, right, up; + + vectoangles (aimdir, dir); + AngleVectors (dir, forward, right, up); + + grenade = G_Spawn(); + VectorCopy (start, grenade->s.origin); + VectorScale (aimdir, speed, grenade->velocity); + VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity); + VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity); + VectorSet (grenade->avelocity, 300, 300, 300); + grenade->movetype = MOVETYPE_BOUNCE; + grenade->clipmask = MASK_SHOT; + grenade->solid = SOLID_BBOX; + grenade->s.effects |= EF_GRENADE; + VectorClear (grenade->mins); + VectorClear (grenade->maxs); + grenade->s.modelindex = gi.modelindex ("models/objects/grenade/tris.md2"); + grenade->owner = self; + grenade->touch = Grenade_Touch; + grenade->nextthink = level.time + timer; + grenade->think = Grenade_Explode; + grenade->dmg = damage; + grenade->dmg_radius = damage_radius; + grenade->classname = "grenade"; + + gi.linkentity (grenade); +} + +void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held) +{ + edict_t *grenade; + vec3_t dir; + vec3_t forward, right, up; + + vectoangles (aimdir, dir); + AngleVectors (dir, forward, right, up); + + grenade = G_Spawn(); + VectorCopy (start, grenade->s.origin); + VectorScale (aimdir, speed, grenade->velocity); + VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity); + VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity); + VectorSet (grenade->avelocity, 300, 300, 300); + grenade->movetype = MOVETYPE_BOUNCE; + grenade->clipmask = MASK_SHOT; + grenade->solid = SOLID_BBOX; + grenade->s.effects |= EF_GRENADE; + VectorClear (grenade->mins); + VectorClear (grenade->maxs); + grenade->s.modelindex = gi.modelindex ("models/objects/grenade2/tris.md2"); + grenade->owner = self; + grenade->touch = Grenade_Touch; + grenade->nextthink = level.time + timer; + grenade->think = Grenade_Explode; + grenade->dmg = damage; + grenade->dmg_radius = damage_radius; + grenade->classname = "hgrenade"; + if (held) + grenade->spawnflags = 3; + else + grenade->spawnflags = 1; + grenade->s.sound = gi.soundindex("weapons/hgrenc1b.wav"); + + if (timer <= 0.0) + Grenade_Explode (grenade); + else + { + gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0); + gi.linkentity (grenade); + } +} + + +/* +================= +fire_rocket +================= +*/ +void rocket_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf) +{ + vec3_t origin; + int n; + + if (other == ent->owner) + return; + + if (surf && (surf->flags & SURF_SKY)) + { + G_FreeEdict (ent); + return; + } + + if (ent->owner->client) + PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT); + + // calculate position for the explosion entity + VectorMA (ent->s.origin, -0.02, ent->velocity, origin); + + if (other->takedamage) + { + T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0, MOD_ROCKET); + } + else + { + // don't throw any debris in net games + if (!deathmatch->value && !coop->value) + { + if ((surf) && !(surf->flags & (SURF_WARP|SURF_TRANS33|SURF_TRANS66|SURF_FLOWING))) + { + n = rand() % 5; + while(n--) + ThrowDebris (ent, "models/objects/debris2/tris.md2", 2, ent->s.origin); + } + } + } + + T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_R_SPLASH); + + gi.WriteByte (svc_temp_entity); + if (ent->waterlevel) + gi.WriteByte (TE_ROCKET_EXPLOSION_WATER); + else + gi.WriteByte (TE_ROCKET_EXPLOSION); + gi.WritePosition (origin); + gi.multicast (ent->s.origin, MULTICAST_PHS); + + G_FreeEdict (ent); +} + +void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage) +{ + edict_t *rocket; + + rocket = G_Spawn(); + VectorCopy (start, rocket->s.origin); + VectorCopy (dir, rocket->movedir); + vectoangles (dir, rocket->s.angles); + VectorScale (dir, speed, rocket->velocity); + rocket->movetype = MOVETYPE_FLYMISSILE; + rocket->clipmask = MASK_SHOT; + rocket->solid = SOLID_BBOX; + rocket->s.effects |= EF_ROCKET; + VectorClear (rocket->mins); + VectorClear (rocket->maxs); + rocket->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2"); + rocket->owner = self; + rocket->touch = rocket_touch; + rocket->nextthink = level.time + 8000/speed; + rocket->think = G_FreeEdict; + rocket->dmg = damage; + rocket->radius_dmg = radius_damage; + rocket->dmg_radius = damage_radius; + rocket->s.sound = gi.soundindex ("weapons/rockfly.wav"); + rocket->classname = "rocket"; + + if (self->client) + check_dodge (self, rocket->s.origin, dir, speed); + + gi.linkentity (rocket); +} + + +/* +================= +fire_rail +================= +*/ +void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick) +{ + vec3_t from; + vec3_t end; + trace_t tr; + edict_t *ignore; + int mask; + qboolean water; + + VectorMA (start, 8192, aimdir, end); + VectorCopy (start, from); + ignore = self; + water = false; + mask = MASK_SHOT|CONTENTS_SLIME|CONTENTS_LAVA; + while (ignore) + { + tr = gi.trace (from, NULL, NULL, end, ignore, mask); + + if (tr.contents & (CONTENTS_SLIME|CONTENTS_LAVA)) + { + mask &= ~(CONTENTS_SLIME|CONTENTS_LAVA); + water = true; + } + else + { + //ZOID--added so rail goes through SOLID_BBOX entities (gibs, etc) + if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client) || + (tr.ent->solid == SOLID_BBOX)) + ignore = tr.ent; + else + ignore = NULL; + + if ((tr.ent != self) && (tr.ent->takedamage)) + T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, 0, MOD_RAILGUN); + } + + VectorCopy (tr.endpos, from); + } + + // send gun puff / flash + gi.WriteByte (svc_temp_entity); + gi.WriteByte (TE_RAILTRAIL); + gi.WritePosition (start); + gi.WritePosition (tr.endpos); + gi.multicast (self->s.origin, MULTICAST_PHS); + if (water) + { + gi.WriteByte (svc_temp_entity); + gi.WriteByte (TE_RAILTRAIL); + gi.WritePosition (start); + gi.WritePosition (tr.endpos); + gi.multicast (tr.endpos, MULTICAST_PHS); + } + + if (self->client) + PlayerNoise(self, tr.endpos, PNOISE_IMPACT); +} + + +/* +================= +fire_bfg +================= +*/ +void bfg_explode (edict_t *self) +{ + edict_t *ent; + float points; + vec3_t v; + float dist; + + if (self->s.frame == 0) + { + // the BFG effect + ent = NULL; + while ((ent = findradius(ent, self->s.origin, self->dmg_radius)) != NULL) + { + if (!ent->takedamage) + continue; + if (ent == self->owner) + continue; + if (!CanDamage (ent, self)) + continue; + if (!CanDamage (ent, self->owner)) + continue; + + VectorAdd (ent->mins, ent->maxs, v); + VectorMA (ent->s.origin, 0.5, v, v); + VectorSubtract (self->s.origin, v, v); + dist = VectorLength(v); + points = self->radius_dmg * (1.0 - sqrt(dist/self->dmg_radius)); + if (ent == self->owner) + points = points * 0.5; + + gi.WriteByte (svc_temp_entity); + gi.WriteByte (TE_BFG_EXPLOSION); + gi.WritePosition (ent->s.origin); + gi.multicast (ent->s.origin, MULTICAST_PHS); + T_Damage (ent, self, self->owner, self->velocity, ent->s.origin, vec3_origin, (int)points, 0, DAMAGE_ENERGY, MOD_BFG_EFFECT); + } + } + + self->nextthink = level.time + FRAMETIME; + self->s.frame++; + if (self->s.frame == 5) + self->think = G_FreeEdict; +} + +void bfg_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) +{ + if (other == self->owner) + return; + + if (surf && (surf->flags & SURF_SKY)) + { + G_FreeEdict (self); + return; + } + + if (self->owner->client) + PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT); + + // core explosion - prevents firing it into the wall/floor + if (other->takedamage) + T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, 200, 0, 0, MOD_BFG_BLAST); + T_RadiusDamage(self, self->owner, 200, other, 100, MOD_BFG_BLAST); + + gi.sound (self, CHAN_VOICE, gi.soundindex ("weapons/bfg__x1b.wav"), 1, ATTN_NORM, 0); + self->solid = SOLID_NOT; + self->touch = NULL; + VectorMA (self->s.origin, -1 * FRAMETIME, self->velocity, self->s.origin); + VectorClear (self->velocity); + self->s.modelindex = gi.modelindex ("sprites/s_bfg3.sp2"); + self->s.frame = 0; + self->s.sound = 0; + self->s.effects &= ~EF_ANIM_ALLFAST; + self->think = bfg_explode; + self->nextthink = level.time + FRAMETIME; + self->enemy = other; + + gi.WriteByte (svc_temp_entity); + gi.WriteByte (TE_BFG_BIGEXPLOSION); + gi.WritePosition (self->s.origin); + gi.multicast (self->s.origin, MULTICAST_PVS); +} + + +void bfg_think (edict_t *self) +{ + edict_t *ent; + edict_t *ignore; + vec3_t point; + vec3_t dir; + vec3_t start; + vec3_t end; + int dmg; + trace_t tr; + + if (deathmatch->value) + dmg = 5; + else + dmg = 10; + + ent = NULL; + while ((ent = findradius(ent, self->s.origin, 256)) != NULL) + { + if (ent == self) + continue; + + if (ent == self->owner) + continue; + + if (!ent->takedamage) + continue; + + if (!(ent->svflags & SVF_MONSTER) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0)) + continue; + + //ZOID + //don't target players in CTF + if (ctf->value && ent->client && + self->owner->client && + ent->client->resp.ctf_team == self->owner->client->resp.ctf_team) + continue; + //ZOID + + VectorMA (ent->absmin, 0.5, ent->size, point); + + VectorSubtract (point, self->s.origin, dir); + VectorNormalize (dir); + + ignore = self; + VectorCopy (self->s.origin, start); + VectorMA (start, 2048, dir, end); + while(1) + { + tr = gi.trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER); + + if (!tr.ent) + break; + + // hurt it if we can + if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER) && (tr.ent != self->owner)) + T_Damage (tr.ent, self, self->owner, dir, tr.endpos, vec3_origin, dmg, 1, DAMAGE_ENERGY, MOD_BFG_LASER); + + // if we hit something that's not a monster or player we're done + if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client)) + { + gi.WriteByte (svc_temp_entity); + gi.WriteByte (TE_LASER_SPARKS); + gi.WriteByte (4); + gi.WritePosition (tr.endpos); + gi.WriteDir (tr.plane.normal); + gi.WriteByte (self->s.skinnum); + gi.multicast (tr.endpos, MULTICAST_PVS); + break; + } + + ignore = tr.ent; + VectorCopy (tr.endpos, start); + } + + gi.WriteByte (svc_temp_entity); + gi.WriteByte (TE_BFG_LASER); + gi.WritePosition (self->s.origin); + gi.WritePosition (tr.endpos); + gi.multicast (self->s.origin, MULTICAST_PHS); + } + + self->nextthink = level.time + FRAMETIME; +} + + +void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius) +{ + edict_t *bfg; + + bfg = G_Spawn(); + VectorCopy (start, bfg->s.origin); + VectorCopy (dir, bfg->movedir); + vectoangles (dir, bfg->s.angles); + VectorScale (dir, speed, bfg->velocity); + bfg->movetype = MOVETYPE_FLYMISSILE; + bfg->clipmask = MASK_SHOT; + bfg->solid = SOLID_BBOX; + bfg->s.effects |= EF_BFG | EF_ANIM_ALLFAST; + VectorClear (bfg->mins); + VectorClear (bfg->maxs); + bfg->s.modelindex = gi.modelindex ("sprites/s_bfg1.sp2"); + bfg->owner = self; + bfg->touch = bfg_touch; + bfg->nextthink = level.time + 8000/speed; + bfg->think = G_FreeEdict; + bfg->radius_dmg = damage; + bfg->dmg_radius = damage_radius; + bfg->classname = "bfg blast"; + bfg->s.sound = gi.soundindex ("weapons/bfg__l1a.wav"); + + bfg->think = bfg_think; + bfg->nextthink = level.time + FRAMETIME; + bfg->teammaster = bfg; + bfg->teamchain = NULL; + + if (self->client) + check_dodge (self, bfg->s.origin, dir, speed); + + gi.linkentity (bfg); +} + diff --git a/src/game.h b/src/game.h new file mode 100644 index 0000000..bc6c1d3 --- /dev/null +++ b/src/game.h @@ -0,0 +1,243 @@ +/* +Copyright (C) 1997-2001 Id Software, Inc. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ + +// game.h -- game dll information visible to server + +#define GAME_API_VERSION 3 + +// edict->svflags + +#define SVF_NOCLIENT 0x00000001 // don't send entity to clients, even if it has effects +#define SVF_DEADMONSTER 0x00000002 // treat as CONTENTS_DEADMONSTER for collision +#define SVF_MONSTER 0x00000004 // treat as CONTENTS_MONSTER for collision +//ZOID +#define SVF_PROJECTILE 0x00000008 // entity is simple projectile, used for network optimization +// if an entity is projectile, the model index/x/y/z/pitch/yaw are sent, encoded into +// seven (or eight) bytes. This is to speed up projectiles. Currently, only the +// hyperblaster makes use of this. use for items that are moving with a constant +// velocity that don't change direction or model +//ZOID + +// edict->solid values + +typedef enum +{ +SOLID_NOT, // no interaction with other objects +SOLID_TRIGGER, // only touch when inside, after moving +SOLID_BBOX, // touch on edge +SOLID_BSP // bsp clip, touch on edge +} solid_t; + +//=============================================================== + +// link_t is only used for entity area links now +typedef struct link_s +{ + struct link_s *prev, *next; +} link_t; + +#define MAX_ENT_CLUSTERS 16 + + +typedef struct edict_s edict_t; +typedef struct gclient_s gclient_t; + + +#ifndef GAME_INCLUDE + +struct gclient_s +{ + player_state_t ps; // communicated by server to clients + int ping; + // the game dll can add anything it wants after + // this point in the structure +}; + + +struct edict_s +{ + entity_state_t s; + struct gclient_s *client; + qboolean inuse; + int linkcount; + + // FIXME: move these fields to a server private sv_entity_t + link_t area; // linked to a division node or leaf + + int num_clusters; // if -1, use headnode instead + int clusternums[MAX_ENT_CLUSTERS]; + int headnode; // unused if num_clusters != -1 + int areanum, areanum2; + + //================================ + + int svflags; // SVF_NOCLIENT, SVF_DEADMONSTER, SVF_MONSTER, etc + vec3_t mins, maxs; + vec3_t absmin, absmax, size; + solid_t solid; + int clipmask; + edict_t *owner; + + // the game dll can add anything it wants after + // this point in the structure +}; + +#endif // GAME_INCLUDE + +//=============================================================== + +// +// functions provided by the main engine +// +typedef struct +{ + // special messages + void (*bprintf) (int printlevel, char *fmt, ...); + void (*dprintf) (char *fmt, ...); + void (*cprintf) (edict_t *ent, int printlevel, char *fmt, ...); + void (*centerprintf) (edict_t *ent, char *fmt, ...); + void (*sound) (edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs); + void (*positioned_sound) (vec3_t origin, edict_t *ent, int channel, int soundinedex, float volume, float attenuation, float timeofs); + + // config strings hold all the index strings, the lightstyles, + // and misc data like the sky definition and cdtrack. + // All of the current configstrings are sent to clients when + // they connect, and changes are sent to all connected clients. + void (*configstring) (int num, char *string); + + void (*error) (char *fmt, ...); + + // the *index functions create configstrings and some internal server state + int (*modelindex) (char *name); + int (*soundindex) (char *name); + int (*imageindex) (char *name); + + void (*setmodel) (edict_t *ent, char *name); + + // collision detection + trace_t (*trace) (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, edict_t *passent, int contentmask); + int (*pointcontents) (vec3_t point); + qboolean (*inPVS) (vec3_t p1, vec3_t p2); + qboolean (*inPHS) (vec3_t p1, vec3_t p2); + void (*SetAreaPortalState) (int portalnum, qboolean open); + qboolean (*AreasConnected) (int area1, int area2); + + // an entity will never be sent to a client or used for collision + // if it is not passed to linkentity. If the size, position, or + // solidity changes, it must be relinked. + void (*linkentity) (edict_t *ent); + void (*unlinkentity) (edict_t *ent); // call before removing an interactive edict + int (*BoxEdicts) (vec3_t mins, vec3_t maxs, edict_t **list, int maxcount, int areatype); + void (*Pmove) (pmove_t *pmove); // player movement code common with client prediction + + // network messaging + void (*multicast) (vec3_t origin, multicast_t to); + void (*unicast) (edict_t *ent, qboolean reliable); + void (*WriteChar) (int c); + void (*WriteByte) (int c); + void (*WriteShort) (int c); + void (*WriteLong) (int c); + void (*WriteFloat) (float f); + void (*WriteString) (char *s); + void (*WritePosition) (vec3_t pos); // some fractional bits + void (*WriteDir) (vec3_t pos); // single byte encoded, very coarse + void (*WriteAngle) (float f); + + // managed memory allocation + void *(*TagMalloc) (int size, int tag); + void (*TagFree) (void *block); + void (*FreeTags) (int tag); + + // console variable interaction + cvar_t *(*cvar) (char *var_name, char *value, int flags); + cvar_t *(*cvar_set) (char *var_name, char *value); + cvar_t *(*cvar_forceset) (char *var_name, char *value); + + // ClientCommand and ServerCommand parameter access + int (*argc) (void); + char *(*argv) (int n); + char *(*args) (void); // concatenation of all argv >= 1 + + // add commands to the server console as if they were typed in + // for map changing, etc + void (*AddCommandString) (char *text); + + void (*DebugGraph) (float value, int color); +} game_import_t; + +// +// functions exported by the game subsystem +// +typedef struct +{ + int apiversion; + + // the init function will only be called when a game starts, + // not each time a level is loaded. Persistant data for clients + // and the server can be allocated in init + void (*Init) (void); + void (*Shutdown) (void); + + // each new level entered will cause a call to SpawnEntities + void (*SpawnEntities) (char *mapname, char *entstring, char *spawnpoint); + + // Read/Write Game is for storing persistant cross level information + // about the world state and the clients. + // WriteGame is called every time a level is exited. + // ReadGame is called on a loadgame. + void (*WriteGame) (char *filename, qboolean autosave); + void (*ReadGame) (char *filename); + + // ReadLevel is called after the default map information has been + // loaded with SpawnEntities + void (*WriteLevel) (char *filename); + void (*ReadLevel) (char *filename); + + qboolean (*ClientConnect) (edict_t *ent, char *userinfo); + void (*ClientBegin) (edict_t *ent); + void (*ClientUserinfoChanged) (edict_t *ent, char *userinfo); + void (*ClientDisconnect) (edict_t *ent); + void (*ClientCommand) (edict_t *ent); + void (*ClientThink) (edict_t *ent, usercmd_t *cmd); + + void (*RunFrame) (void); + + // ServerCommand will be called when an "sv " command is issued on the + // server console. + // The game can issue gi.argc() / gi.argv() commands to get the rest + // of the parameters + void (*ServerCommand) (void); + + // + // global variables shared between game and server + // + + // The edict array is allocated in the game dll so it + // can vary in size from one game to another. + // + // The size will be fixed when ge->Init() is called + struct edict_s *edicts; + int edict_size; + int num_edicts; // current number, <= max_edicts + int max_edicts; +} game_export_t; + +game_export_t *GetGameApi (game_import_t *import); + diff --git a/src/m_move.c b/src/m_move.c new file mode 100644 index 0000000..747dc63 --- /dev/null +++ b/src/m_move.c @@ -0,0 +1,557 @@ +/* +Copyright (C) 1997-2001 Id Software, Inc. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ +// m_move.c -- monster movement + +#include "g_local.h" + +#define STEPSIZE 18 + +/* +============= +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 (edict_t *ent) +{ + vec3_t mins, maxs, start, stop; + trace_t trace; + int x, y; + float mid, bottom; + + VectorAdd (ent->s.origin, ent->mins, mins); + VectorAdd (ent->s.origin, ent->maxs, maxs); + + // 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) != 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] - 2*STEPSIZE; + trace = gi.trace (start, vec3_origin, vec3_origin, stop, ent, MASK_MONSTERSOLID); + + 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 = gi.trace (start, vec3_origin, vec3_origin, stop, ent, MASK_MONSTERSOLID); + + 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; +} + + +/* +============= +SV_movestep + +Called by monster program code. +The move will be adjusted for slopes and stairs, but if the move isn't +possible, no move is done, false is returned, and +pr_global_struct->trace_normal is set to the normal of the blocking wall +============= +*/ +//FIXME since we need to test end position contents here, can we avoid doing +//it again later in catagorize position? +qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink) +{ + float dz; + vec3_t oldorg, neworg, end; + trace_t trace; + int i; + float stepsize; + vec3_t test; + int contents; + + // try the move + VectorCopy (ent->s.origin, oldorg); + VectorAdd (ent->s.origin, move, neworg); + + // flying monsters don't step up + if ( ent->flags & (FL_SWIM | FL_FLY) ) + { + // try one move with vertical motion, then one without + for (i=0 ; i<2 ; i++) + { + VectorAdd (ent->s.origin, move, neworg); + if (i == 0 && ent->enemy) + { + if (!ent->goalentity) + ent->goalentity = ent->enemy; + dz = ent->s.origin[2] - ent->goalentity->s.origin[2]; + if (ent->goalentity->client) + { + if (dz > 40) + neworg[2] -= 8; + if (!((ent->flags & FL_SWIM) && (ent->waterlevel < 2))) + if (dz < 30) + neworg[2] += 8; + } + else + { + if (dz > 8) + neworg[2] -= 8; + else if (dz > 0) + neworg[2] -= dz; + else if (dz < -8) + neworg[2] += 8; + else + neworg[2] += dz; + } + } + trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, neworg, ent, MASK_MONSTERSOLID); + + // fly monsters don't enter water voluntarily + if (ent->flags & FL_FLY) + { + if (!ent->waterlevel) + { + test[0] = trace.endpos[0]; + test[1] = trace.endpos[1]; + test[2] = trace.endpos[2] + ent->mins[2] + 1; + contents = gi.pointcontents(test); + if (contents & MASK_WATER) + return false; + } + } + + // swim monsters don't exit water voluntarily + if (ent->flags & FL_SWIM) + { + if (ent->waterlevel < 2) + { + test[0] = trace.endpos[0]; + test[1] = trace.endpos[1]; + test[2] = trace.endpos[2] + ent->mins[2] + 1; + contents = gi.pointcontents(test); + if (!(contents & MASK_WATER)) + return false; + } + } + + if (trace.fraction == 1) + { + VectorCopy (trace.endpos, ent->s.origin); + if (relink) + { + gi.linkentity (ent); + G_TouchTriggers (ent); + } + return true; + } + + if (!ent->enemy) + break; + } + + return false; + } + + // push down from a step height above the wished position + if (!(ent->monsterinfo.aiflags & AI_NOSTEP)) + stepsize = STEPSIZE; + else + stepsize = 1; + + neworg[2] += stepsize; + VectorCopy (neworg, end); + end[2] -= stepsize*2; + + trace = gi.trace (neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID); + + if (trace.allsolid) + return false; + + if (trace.startsolid) + { + neworg[2] -= stepsize; + trace = gi.trace (neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID); + if (trace.allsolid || trace.startsolid) + return false; + } + + + // don't go in to water + if (ent->waterlevel == 0) + { + test[0] = trace.endpos[0]; + test[1] = trace.endpos[1]; + test[2] = trace.endpos[2] + ent->mins[2] + 1; + contents = gi.pointcontents(test); + + if (contents & MASK_WATER) + return false; + } + + if (trace.fraction == 1) + { + // if monster had the ground pulled out, go ahead and fall + if ( ent->flags & FL_PARTIALGROUND ) + { + VectorAdd (ent->s.origin, move, ent->s.origin); + if (relink) + { + gi.linkentity (ent); + G_TouchTriggers (ent); + } + ent->groundentity = NULL; + return true; + } + + return false; // walked off an edge + } + + // check point traces down for dangling corners + VectorCopy (trace.endpos, ent->s.origin); + + if (!M_CheckBottom (ent)) + { + if ( ent->flags & FL_PARTIALGROUND ) + { // entity had floor mostly pulled out from underneath it + // and is trying to correct + if (relink) + { + gi.linkentity (ent); + G_TouchTriggers (ent); + } + return true; + } + VectorCopy (oldorg, ent->s.origin); + return false; + } + + if ( ent->flags & FL_PARTIALGROUND ) + { + ent->flags &= ~FL_PARTIALGROUND; + } + ent->groundentity = trace.ent; + ent->groundentity_linkcount = trace.ent->linkcount; + + // the move is ok + if (relink) + { + gi.linkentity (ent); + G_TouchTriggers (ent); + } + return true; +} + + +//============================================================================ + +/* +=============== +M_ChangeYaw + +=============== +*/ +void M_ChangeYaw (edict_t *ent) +{ + float ideal; + float current; + float move; + float speed; + + current = anglemod(ent->s.angles[YAW]); + ideal = ent->ideal_yaw; + + if (current == ideal) + return; + + move = ideal - current; + speed = ent->yaw_speed; + if (ideal > current) + { + if (move >= 180) + move = move - 360; + } + else + { + if (move <= -180) + move = move + 360; + } + if (move > 0) + { + if (move > speed) + move = speed; + } + else + { + if (move < -speed) + move = -speed; + } + + ent->s.angles[YAW] = anglemod (current + move); +} + + +/* +====================== +SV_StepDirection + +Turns to the movement direction, and walks the current distance if +facing it. + +====================== +*/ +qboolean SV_StepDirection (edict_t *ent, float yaw, float dist) +{ + vec3_t move, oldorigin; + float delta; + + ent->ideal_yaw = yaw; + M_ChangeYaw (ent); + + yaw = yaw*M_PI*2 / 360; + move[0] = cos(yaw)*dist; + move[1] = sin(yaw)*dist; + move[2] = 0; + + VectorCopy (ent->s.origin, oldorigin); + if (SV_movestep (ent, move, false)) + { + delta = ent->s.angles[YAW] - ent->ideal_yaw; + if (delta > 45 && delta < 315) + { // not turned far enough, so don't take the step + VectorCopy (oldorigin, ent->s.origin); + } + gi.linkentity (ent); + G_TouchTriggers (ent); + return true; + } + gi.linkentity (ent); + G_TouchTriggers (ent); + return false; +} + +/* +====================== +SV_FixCheckBottom + +====================== +*/ +void SV_FixCheckBottom (edict_t *ent) +{ + ent->flags |= FL_PARTIALGROUND; +} + + + +/* +================ +SV_NewChaseDir + +================ +*/ +#define DI_NODIR -1 +void SV_NewChaseDir (edict_t *actor, edict_t *enemy, float dist) +{ + float deltax,deltay; + float d[3]; + float tdir, olddir, turnaround; + + //FIXME: how did we get here with no enemy + if (!enemy) + return; + + olddir = anglemod( (int)(actor->ideal_yaw/45)*45 ); + turnaround = anglemod(olddir - 180); + + deltax = enemy->s.origin[0] - actor->s.origin[0]; + deltay = enemy->s.origin[1] - actor->s.origin[1]; + if (deltax>10) + d[1]= 0; + else if (deltax<-10) + d[1]= 180; + else + d[1]= DI_NODIR; + if (deltay<-10) + d[2]= 270; + else if (deltay>10) + d[2]= 90; + else + d[2]= DI_NODIR; + + // try direct route + if (d[1] != DI_NODIR && d[2] != DI_NODIR) + { + if (d[1] == 0) + tdir = d[2] == 90 ? 45 : 315; + else + tdir = d[2] == 90 ? 135 : 215; + + if (tdir != turnaround && SV_StepDirection(actor, tdir, dist)) + return; + } + + // try other directions + if ( ((rand()&3) & 1) || abs(deltay)>abs(deltax)) + { + tdir=d[1]; + d[1]=d[2]; + d[2]=tdir; + } + + if (d[1]!=DI_NODIR && d[1]!=turnaround + && SV_StepDirection(actor, d[1], dist)) + return; + + if (d[2]!=DI_NODIR && d[2]!=turnaround + && SV_StepDirection(actor, d[2], dist)) + return; + + /* there is no direct path to the player, so pick another direction */ + + if (olddir!=DI_NODIR && SV_StepDirection(actor, olddir, dist)) + return; + + if (rand()&1) /*randomly determine direction of search*/ + { + for (tdir=0 ; tdir<=315 ; tdir += 45) + if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) + return; + } + else + { + for (tdir=315 ; tdir >=0 ; tdir -= 45) + if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) + return; + } + + if (turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist) ) + return; + + actor->ideal_yaw = olddir; // can't move + + // if a bridge was pulled out from underneath a monster, it may not have + // a valid standing position at all + + if (!M_CheckBottom (actor)) + SV_FixCheckBottom (actor); +} + +/* +====================== +SV_CloseEnough + +====================== +*/ +qboolean SV_CloseEnough (edict_t *ent, edict_t *goal, float dist) +{ + int i; + + for (i=0 ; i<3 ; i++) + { + if (goal->absmin[i] > ent->absmax[i] + dist) + return false; + if (goal->absmax[i] < ent->absmin[i] - dist) + return false; + } + return true; +} + + +/* +====================== +M_MoveToGoal +====================== +*/ +void M_MoveToGoal (edict_t *ent, float dist) +{ + edict_t *goal; + + goal = ent->goalentity; + + if (!ent->groundentity && !(ent->flags & (FL_FLY|FL_SWIM))) + return; + + // if the next step hits the enemy, return immediately + if (ent->enemy && SV_CloseEnough (ent, ent->enemy, dist) ) + return; + + // bump around... + if ( (rand()&3)==1 || !SV_StepDirection (ent, ent->ideal_yaw, dist)) + { + if (ent->inuse) + SV_NewChaseDir (ent, goal, dist); + } +} + + +/* +=============== +M_walkmove +=============== +*/ +qboolean M_walkmove (edict_t *ent, float yaw, float dist) +{ + vec3_t move; + + if (!ent->groundentity && !(ent->flags & (FL_FLY|FL_SWIM))) + return false; + + yaw = yaw*M_PI*2 / 360; + + move[0] = cos(yaw)*dist; + move[1] = sin(yaw)*dist; + move[2] = 0; + + return SV_movestep(ent, move, true); +} + diff --git a/src/m_player.h b/src/m_player.h new file mode 100644 index 0000000..001bd8f --- /dev/null +++ b/src/m_player.h @@ -0,0 +1,225 @@ +/* +Copyright (C) 1997-2001 Id Software, Inc. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ +// G:\quake2\baseq2\models/player_x/frames + +// This file generated by qdata - Do NOT Modify + +#define FRAME_stand01 0 +#define FRAME_stand02 1 +#define FRAME_stand03 2 +#define FRAME_stand04 3 +#define FRAME_stand05 4 +#define FRAME_stand06 5 +#define FRAME_stand07 6 +#define FRAME_stand08 7 +#define FRAME_stand09 8 +#define FRAME_stand10 9 +#define FRAME_stand11 10 +#define FRAME_stand12 11 +#define FRAME_stand13 12 +#define FRAME_stand14 13 +#define FRAME_stand15 14 +#define FRAME_stand16 15 +#define FRAME_stand17 16 +#define FRAME_stand18 17 +#define FRAME_stand19 18 +#define FRAME_stand20 19 +#define FRAME_stand21 20 +#define FRAME_stand22 21 +#define FRAME_stand23 22 +#define FRAME_stand24 23 +#define FRAME_stand25 24 +#define FRAME_stand26 25 +#define FRAME_stand27 26 +#define FRAME_stand28 27 +#define FRAME_stand29 28 +#define FRAME_stand30 29 +#define FRAME_stand31 30 +#define FRAME_stand32 31 +#define FRAME_stand33 32 +#define FRAME_stand34 33 +#define FRAME_stand35 34 +#define FRAME_stand36 35 +#define FRAME_stand37 36 +#define FRAME_stand38 37 +#define FRAME_stand39 38 +#define FRAME_stand40 39 +#define FRAME_run1 40 +#define FRAME_run2 41 +#define FRAME_run3 42 +#define FRAME_run4 43 +#define FRAME_run5 44 +#define FRAME_run6 45 +#define FRAME_attack1 46 +#define FRAME_attack2 47 +#define FRAME_attack3 48 +#define FRAME_attack4 49 +#define FRAME_attack5 50 +#define FRAME_attack6 51 +#define FRAME_attack7 52 +#define FRAME_attack8 53 +#define FRAME_pain101 54 +#define FRAME_pain102 55 +#define FRAME_pain103 56 +#define FRAME_pain104 57 +#define FRAME_pain201 58 +#define FRAME_pain202 59 +#define FRAME_pain203 60 +#define FRAME_pain204 61 +#define FRAME_pain301 62 +#define FRAME_pain302 63 +#define FRAME_pain303 64 +#define FRAME_pain304 65 +#define FRAME_jump1 66 +#define FRAME_jump2 67 +#define FRAME_jump3 68 +#define FRAME_jump4 69 +#define FRAME_jump5 70 +#define FRAME_jump6 71 +#define FRAME_flip01 72 +#define FRAME_flip02 73 +#define FRAME_flip03 74 +#define FRAME_flip04 75 +#define FRAME_flip05 76 +#define FRAME_flip06 77 +#define FRAME_flip07 78 +#define FRAME_flip08 79 +#define FRAME_flip09 80 +#define FRAME_flip10 81 +#define FRAME_flip11 82 +#define FRAME_flip12 83 +#define FRAME_salute01 84 +#define FRAME_salute02 85 +#define FRAME_salute03 86 +#define FRAME_salute04 87 +#define FRAME_salute05 88 +#define FRAME_salute06 89 +#define FRAME_salute07 90 +#define FRAME_salute08 91 +#define FRAME_salute09 92 +#define FRAME_salute10 93 +#define FRAME_salute11 94 +#define FRAME_taunt01 95 +#define FRAME_taunt02 96 +#define FRAME_taunt03 97 +#define FRAME_taunt04 98 +#define FRAME_taunt05 99 +#define FRAME_taunt06 100 +#define FRAME_taunt07 101 +#define FRAME_taunt08 102 +#define FRAME_taunt09 103 +#define FRAME_taunt10 104 +#define FRAME_taunt11 105 +#define FRAME_taunt12 106 +#define FRAME_taunt13 107 +#define FRAME_taunt14 108 +#define FRAME_taunt15 109 +#define FRAME_taunt16 110 +#define FRAME_taunt17 111 +#define FRAME_wave01 112 +#define FRAME_wave02 113 +#define FRAME_wave03 114 +#define FRAME_wave04 115 +#define FRAME_wave05 116 +#define FRAME_wave06 117 +#define FRAME_wave07 118 +#define FRAME_wave08 119 +#define FRAME_wave09 120 +#define FRAME_wave10 121 +#define FRAME_wave11 122 +#define FRAME_point01 123 +#define FRAME_point02 124 +#define FRAME_point03 125 +#define FRAME_point04 126 +#define FRAME_point05 127 +#define FRAME_point06 128 +#define FRAME_point07 129 +#define FRAME_point08 130 +#define FRAME_point09 131 +#define FRAME_point10 132 +#define FRAME_point11 133 +#define FRAME_point12 134 +#define FRAME_crstnd01 135 +#define FRAME_crstnd02 136 +#define FRAME_crstnd03 137 +#define FRAME_crstnd04 138 +#define FRAME_crstnd05 139 +#define FRAME_crstnd06 140 +#define FRAME_crstnd07 141 +#define FRAME_crstnd08 142 +#define FRAME_crstnd09 143 +#define FRAME_crstnd10 144 +#define FRAME_crstnd11 145 +#define FRAME_crstnd12 146 +#define FRAME_crstnd13 147 +#define FRAME_crstnd14 148 +#define FRAME_crstnd15 149 +#define FRAME_crstnd16 150 +#define FRAME_crstnd17 151 +#define FRAME_crstnd18 152 +#define FRAME_crstnd19 153 +#define FRAME_crwalk1 154 +#define FRAME_crwalk2 155 +#define FRAME_crwalk3 156 +#define FRAME_crwalk4 157 +#define FRAME_crwalk5 158 +#define FRAME_crwalk6 159 +#define FRAME_crattak1 160 +#define FRAME_crattak2 161 +#define FRAME_crattak3 162 +#define FRAME_crattak4 163 +#define FRAME_crattak5 164 +#define FRAME_crattak6 165 +#define FRAME_crattak7 166 +#define FRAME_crattak8 167 +#define FRAME_crattak9 168 +#define FRAME_crpain1 169 +#define FRAME_crpain2 170 +#define FRAME_crpain3 171 +#define FRAME_crpain4 172 +#define FRAME_crdeath1 173 +#define FRAME_crdeath2 174 +#define FRAME_crdeath3 175 +#define FRAME_crdeath4 176 +#define FRAME_crdeath5 177 +#define FRAME_death101 178 +#define FRAME_death102 179 +#define FRAME_death103 180 +#define FRAME_death104 181 +#define FRAME_death105 182 +#define FRAME_death106 183 +#define FRAME_death201 184 +#define FRAME_death202 185 +#define FRAME_death203 186 +#define FRAME_death204 187 +#define FRAME_death205 188 +#define FRAME_death206 189 +#define FRAME_death301 190 +#define FRAME_death302 191 +#define FRAME_death303 192 +#define FRAME_death304 193 +#define FRAME_death305 194 +#define FRAME_death306 195 +#define FRAME_death307 196 +#define FRAME_death308 197 + +#define MODEL_SCALE 1.000000 + + diff --git a/src/p_client.c b/src/p_client.c new file mode 100644 index 0000000..197626e --- /dev/null +++ b/src/p_client.c @@ -0,0 +1,1739 @@ +/* +Copyright (C) 1997-2001 Id Software, Inc. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ +#include "g_local.h" +#include "m_player.h" + +void SP_misc_teleporter_dest (edict_t *ent); + +// +// Gross, ugly, disgustuing hack section +// + +// this function is an ugly as hell hack to fix some map flaws +// +// the coop spawn spots on some maps are SNAFU. There are coop spots +// with the wrong targetname as well as spots with no name at all +// +// we use carnal knowledge of the maps to fix the coop spot targetnames to match +// that of the nearest named single player spot + +static void SP_FixCoopSpots (edict_t *self) +{ + edict_t *spot; + vec3_t d; + + spot = NULL; + + while(1) + { + spot = G_Find(spot, FOFS(classname), "info_player_start"); + if (!spot) + return; + if (!spot->targetname) + continue; + VectorSubtract(self->s.origin, spot->s.origin, d); + if (VectorLength(d) < 384) + { + if ((!self->targetname) || Q_stricmp(self->targetname, spot->targetname) != 0) + { + self->targetname = spot->targetname; + } + return; + } + } +} + +// now if that one wasn't ugly enough for you then try this one on for size +// some maps don't have any coop spots at all, so we need to create them +// where they should have been + +static void SP_CreateCoopSpots (edict_t *self) +{ + edict_t *spot; + + if(Q_stricmp(level.mapname, "security") == 0) + { + spot = G_Spawn(); + spot->classname = "info_player_coop"; + spot->s.origin[0] = 188 - 64; + spot->s.origin[1] = -164; + spot->s.origin[2] = 80; + spot->targetname = "jail3"; + spot->s.angles[1] = 90; + + spot = G_Spawn(); + spot->classname = "info_player_coop"; + spot->s.origin[0] = 188 + 64; + spot->s.origin[1] = -164; + spot->s.origin[2] = 80; + spot->targetname = "jail3"; + spot->s.angles[1] = 90; + + spot = G_Spawn(); + spot->classname = "info_player_coop"; + spot->s.origin[0] = 188 + 128; + spot->s.origin[1] = -164; + spot->s.origin[2] = 80; + spot->targetname = "jail3"; + spot->s.angles[1] = 90; + + return; + } +} + + +/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32) +The normal starting point for a level. +*/ +void SP_info_player_start(edict_t *self) +{ + if (!coop->value) + return; + if(Q_stricmp(level.mapname, "security") == 0) + { + // invoke one of our gross, ugly, disgusting hacks + self->think = SP_CreateCoopSpots; + self->nextthink = level.time + FRAMETIME; + } +} + +/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) +potential spawning position for deathmatch games +*/ +void SP_info_player_deathmatch(edict_t *self) +{ + if (!deathmatch->value) + { + G_FreeEdict (self); + return; + } + SP_misc_teleporter_dest (self); +} + +/*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 32) +potential spawning position for coop games +*/ + +void SP_info_player_coop(edict_t *self) +{ + if (!coop->value) + { + G_FreeEdict (self); + return; + } + + if((Q_stricmp(level.mapname, "jail2") == 0) || + (Q_stricmp(level.mapname, "jail4") == 0) || + (Q_stricmp(level.mapname, "mine1") == 0) || + (Q_stricmp(level.mapname, "mine2") == 0) || + (Q_stricmp(level.mapname, "mine3") == 0) || + (Q_stricmp(level.mapname, "mine4") == 0) || + (Q_stricmp(level.mapname, "lab") == 0) || + (Q_stricmp(level.mapname, "boss1") == 0) || + (Q_stricmp(level.mapname, "fact3") == 0) || + (Q_stricmp(level.mapname, "biggun") == 0) || + (Q_stricmp(level.mapname, "space") == 0) || + (Q_stricmp(level.mapname, "command") == 0) || + (Q_stricmp(level.mapname, "power2") == 0) || + (Q_stricmp(level.mapname, "strike") == 0)) + { + // invoke one of our gross, ugly, disgusting hacks + self->think = SP_FixCoopSpots; + self->nextthink = level.time + FRAMETIME; + } +} + + +/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32) +The deathmatch intermission point will be at one of these +Use 'angles' instead of 'angle', so you can set pitch or roll as well as yaw. 'pitch yaw roll' +*/ +void SP_info_player_intermission(void) +{ +} + + +//======================================================================= + + +void player_pain (edict_t *self, edict_t *other, float kick, int damage) +{ + // player pain is handled at the end of the frame in P_DamageFeedback +} + + +qboolean IsFemale (edict_t *ent) +{ + char *info; + + if (!ent->client) + return false; + + info = Info_ValueForKey (ent->client->pers.userinfo, "skin"); + if (info[0] == 'f' || info[0] == 'F') + return true; + return false; +} + + +void ClientObituary (edict_t *self, edict_t *inflictor, edict_t *attacker) +{ + int mod; + char *message; + char *message2; + qboolean ff; + + + if (coop->value && attacker->client) + meansOfDeath |= MOD_FRIENDLY_FIRE; + + if (deathmatch->value || coop->value) + { + ff = meansOfDeath & MOD_FRIENDLY_FIRE; + mod = meansOfDeath & ~MOD_FRIENDLY_FIRE; + message = NULL; + message2 = ""; + + switch (mod) + { + case MOD_SUICIDE: + message = "suicides"; + break; + case MOD_FALLING: + message = "cratered"; + break; + case MOD_CRUSH: + message = "was squished"; + break; + case MOD_WATER: + message = "sank like a rock"; + break; + case MOD_SLIME: + message = "melted"; + break; + case MOD_LAVA: + message = "does a back flip into the lava"; + break; + case MOD_EXPLOSIVE: + case MOD_BARREL: + message = "blew up"; + break; + case MOD_EXIT: + message = "found a way out"; + break; + case MOD_TARGET_LASER: + message = "saw the light"; + break; + case MOD_TARGET_BLASTER: + message = "got blasted"; + break; + case MOD_BOMB: + case MOD_SPLASH: + case MOD_TRIGGER_HURT: + message = "was in the wrong place"; + break; + } + if (attacker == self) + { + switch (mod) + { + case MOD_HELD_GRENADE: + message = "tried to put the pin back in"; + break; + case MOD_HG_SPLASH: + case MOD_G_SPLASH: + if (IsFemale(self)) + message = "tripped on her own grenade"; + else + message = "tripped on his own grenade"; + break; + case MOD_R_SPLASH: + if (IsFemale(self)) + message = "blew herself up"; + else + message = "blew himself up"; + break; + case MOD_BFG_BLAST: + message = "should have used a smaller gun"; + break; + default: + if (IsFemale(self)) + message = "killed herself"; + else + message = "killed himself"; + break; + } + } + if (message) + { + gi.bprintf (PRINT_MEDIUM, "%s %s.\n", self->client->pers.netname, message); + if (deathmatch->value) + self->client->resp.score--; + self->enemy = NULL; + return; + } + + self->enemy = attacker; + if (attacker && attacker->client) + { + switch (mod) + { + case MOD_BLASTER: + message = "was blasted by"; + break; + case MOD_SHOTGUN: + message = "was gunned down by"; + break; + case MOD_SSHOTGUN: + message = "was blown away by"; + message2 = "'s super shotgun"; + break; + case MOD_MACHINEGUN: + message = "was machinegunned by"; + break; + case MOD_CHAINGUN: + message = "was cut in half by"; + message2 = "'s chaingun"; + break; + case MOD_GRENADE: + message = "was popped by"; + message2 = "'s grenade"; + break; + case MOD_G_SPLASH: + message = "was shredded by"; + message2 = "'s shrapnel"; + break; + case MOD_ROCKET: + message = "ate"; + message2 = "'s rocket"; + break; + case MOD_R_SPLASH: + message = "almost dodged"; + message2 = "'s rocket"; + break; + case MOD_HYPERBLASTER: + message = "was melted by"; + message2 = "'s hyperblaster"; + break; + case MOD_RAILGUN: + message = "was railed by"; + break; + case MOD_BFG_LASER: + message = "saw the pretty lights from"; + message2 = "'s BFG"; + break; + case MOD_BFG_BLAST: + message = "was disintegrated by"; + message2 = "'s BFG blast"; + break; + case MOD_BFG_EFFECT: + message = "couldn't hide from"; + message2 = "'s BFG"; + break; + case MOD_HANDGRENADE: + message = "caught"; + message2 = "'s handgrenade"; + break; + case MOD_HG_SPLASH: + message = "didn't see"; + message2 = "'s handgrenade"; + break; + case MOD_HELD_GRENADE: + message = "feels"; + message2 = "'s pain"; + break; + case MOD_TELEFRAG: + message = "tried to invade"; + message2 = "'s personal space"; + break; + //ZOID + case MOD_GRAPPLE: + message = "was caught by"; + message2 = "'s grapple"; + break; + //ZOID + + } + if (message) + { + gi.bprintf (PRINT_MEDIUM,"%s %s %s%s\n", self->client->pers.netname, message, attacker->client->pers.netname, message2); + if (deathmatch->value) + { + if (ff) + attacker->client->resp.score--; + else + attacker->client->resp.score++; + } + return; + } + } + } + + gi.bprintf (PRINT_MEDIUM,"%s died.\n", self->client->pers.netname); + if (deathmatch->value) + self->client->resp.score--; +} + + +void Touch_Item (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf); + +void TossClientWeapon (edict_t *self) +{ + gitem_t *item; + edict_t *drop; + qboolean quad; + float spread; + + if (!deathmatch->value) + return; + + item = self->client->pers.weapon; + if (! self->client->pers.inventory[self->client->ammo_index] ) + item = NULL; + if (item && (strcmp (item->pickup_name, "Blaster") == 0)) + item = NULL; + + if (!((int)(dmflags->value) & DF_QUAD_DROP)) + quad = false; + else + quad = (self->client->quad_framenum > (level.framenum + 10)); + + if (item && quad) + spread = 22.5; + else + spread = 0.0; + + if (item) + { + self->client->v_angle[YAW] -= spread; + drop = Drop_Item (self, item); + self->client->v_angle[YAW] += spread; + drop->spawnflags = DROPPED_PLAYER_ITEM; + } + + if (quad) + { + self->client->v_angle[YAW] += spread; + drop = Drop_Item (self, FindItemByClassname ("item_quad")); + self->client->v_angle[YAW] -= spread; + drop->spawnflags |= DROPPED_PLAYER_ITEM; + + drop->touch = Touch_Item; + drop->nextthink = level.time + (self->client->quad_framenum - level.framenum) * FRAMETIME; + drop->think = G_FreeEdict; + } +} + + +/* +================== +LookAtKiller +================== +*/ +void LookAtKiller (edict_t *self, edict_t *inflictor, edict_t *attacker) +{ + vec3_t dir; + + if (attacker && attacker != world && attacker != self) + { + VectorSubtract (attacker->s.origin, self->s.origin, dir); + } + else if (inflictor && inflictor != world && inflictor != self) + { + VectorSubtract (inflictor->s.origin, self->s.origin, dir); + } + else + { + self->client->killer_yaw = self->s.angles[YAW]; + return; + } + + if (dir[0]) + self->client->killer_yaw = 180/M_PI*atan2(dir[1], dir[0]); + else { + self->client->killer_yaw = 0; + if (dir[1] > 0) + self->client->killer_yaw = 90; + else if (dir[1] < 0) + self->client->killer_yaw = -90; + } + if (self->client->killer_yaw < 0) + self->client->killer_yaw += 360; +} + +/* +================== +player_die +================== +*/ +void player_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) +{ + int n; + + VectorClear (self->avelocity); + + self->takedamage = DAMAGE_YES; + self->movetype = MOVETYPE_TOSS; + + self->s.modelindex2 = 0; // remove linked weapon model + //ZOID + self->s.modelindex3 = 0; // remove linked ctf flag + //ZOID + + self->s.angles[0] = 0; + self->s.angles[2] = 0; + + self->s.sound = 0; + self->client->weapon_sound = 0; + + self->maxs[2] = -8; + + self->svflags |= SVF_DEADMONSTER; + + if (!self->deadflag) + { + self->client->respawn_time = level.time + 1.0; + LookAtKiller (self, inflictor, attacker); + self->client->ps.pmove.pm_type = PM_DEAD; + ClientObituary (self, inflictor, attacker); + //ZOID + // if at start and same team, clear + if (ctf->value && meansOfDeath == MOD_TELEFRAG && + self->client->resp.ctf_state < 2 && + self->client->resp.ctf_team == attacker->client->resp.ctf_team) { + attacker->client->resp.score--; + self->client->resp.ctf_state = 0; + } + + CTFFragBonuses(self, inflictor, attacker); + //ZOID + TossClientWeapon (self); + //ZOID + CTFPlayerResetGrapple(self); + CTFDeadDropFlag(self); + CTFDeadDropTech(self); + //ZOID + if (deathmatch->value && !self->client->showscores) + Cmd_Help_f (self); // show scores + } + + // remove powerups + self->client->quad_framenum = 0; + self->client->invincible_framenum = 0; + self->client->breather_framenum = 0; + self->client->enviro_framenum = 0; + self->flags &= ~FL_POWER_ARMOR; + + // clear inventory + memset(self->client->pers.inventory, 0, sizeof(self->client->pers.inventory)); + + if (self->health < -40) + { // gib + gi.sound (self, CHAN_BODY, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0); + for (n= 0; n < 4; n++) + ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); + ThrowClientHead (self, damage); + //ZOID + self->client->anim_priority = ANIM_DEATH; + self->client->anim_end = 0; + //ZOID + self->takedamage = DAMAGE_NO; + } + else + { // normal death + if (!self->deadflag) + { + static int i; + + i = (i+1)%3; + // start a death animation + self->client->anim_priority = ANIM_DEATH; + if (self->client->ps.pmove.pm_flags & PMF_DUCKED) + { + self->s.frame = FRAME_crdeath1-1; + self->client->anim_end = FRAME_crdeath5; + } + else switch (i) + { + case 0: + self->s.frame = FRAME_death101-1; + self->client->anim_end = FRAME_death106; + break; + case 1: + self->s.frame = FRAME_death201-1; + self->client->anim_end = FRAME_death206; + break; + case 2: + self->s.frame = FRAME_death301-1; + self->client->anim_end = FRAME_death308; + break; + } + gi.sound (self, CHAN_VOICE, gi.soundindex(va("*death%i.wav", (rand()%4)+1)), 1, ATTN_NORM, 0); + } + } + + self->deadflag = DEAD_DEAD; + + gi.linkentity (self); +} + +//======================================================================= + +/* +============== +InitClientPersistant + +This is only called when the game first initializes in single player, +but is called after each death and level change in deathmatch +============== +*/ +void InitClientPersistant (gclient_t *client) +{ + gitem_t *item; + + memset (&client->pers, 0, sizeof(client->pers)); + + item = FindItem("Blaster"); + client->pers.selected_item = ITEM_INDEX(item); + client->pers.inventory[client->pers.selected_item] = 1; + + client->pers.weapon = item; + //ZOID + client->pers.lastweapon = item; + //ZOID + + //ZOID + item = FindItem("Grapple"); + client->pers.inventory[ITEM_INDEX(item)] = 1; + //ZOID + + client->pers.health = 100; + client->pers.max_health = 100; + + client->pers.max_bullets = 200; + client->pers.max_shells = 100; + client->pers.max_rockets = 50; + client->pers.max_grenades = 50; + client->pers.max_cells = 200; + client->pers.max_slugs = 50; + + client->pers.connected = true; +} + + +void InitClientResp (gclient_t *client) +{ + //ZOID + int ctf_team = client->resp.ctf_team; + qboolean id_state = client->resp.id_state; + //ZOID + + memset (&client->resp, 0, sizeof(client->resp)); + + //ZOID + client->resp.ctf_team = ctf_team; + client->resp.id_state = id_state; + //ZOID + + client->resp.enterframe = level.framenum; + client->resp.coop_respawn = client->pers; + + //ZOID + if (ctf->value && client->resp.ctf_team < CTF_TEAM1) + CTFAssignTeam(client); + //ZOID +} + +/* +================== +SaveClientData + +Some information that should be persistant, like health, +is still stored in the edict structure, so it needs to +be mirrored out to the client structure before all the +edicts are wiped. +================== +*/ +void SaveClientData (void) +{ + int i; + edict_t *ent; + + for (i=0 ; iinuse) + continue; + game.clients[i].pers.health = ent->health; + game.clients[i].pers.max_health = ent->max_health; + game.clients[i].pers.savedFlags = (ent->flags & (FL_GODMODE|FL_NOTARGET|FL_POWER_ARMOR)); + if (coop->value) + game.clients[i].pers.score = ent->client->resp.score; + } +} + +void FetchClientEntData (edict_t *ent) +{ + ent->health = ent->client->pers.health; + ent->max_health = ent->client->pers.max_health; + ent->flags |= ent->client->pers.savedFlags; + if (coop->value) + ent->client->resp.score = ent->client->pers.score; +} + + + +/* +======================================================================= + + SelectSpawnPoint + +======================================================================= +*/ + +/* +================ +PlayersRangeFromSpot + +Returns the distance to the nearest player from the given spot +================ +*/ +float PlayersRangeFromSpot (edict_t *spot) +{ + edict_t *player; + float bestplayerdistance; + vec3_t v; + int n; + float playerdistance; + + + bestplayerdistance = 9999999; + + for (n = 1; n <= maxclients->value; n++) + { + player = &g_edicts[n]; + + if (!player->inuse) + continue; + + if (player->health <= 0) + continue; + + VectorSubtract (spot->s.origin, player->s.origin, v); + playerdistance = VectorLength (v); + + if (playerdistance < bestplayerdistance) + bestplayerdistance = playerdistance; + } + + return bestplayerdistance; +} + +/* +================ +SelectRandomDeathmatchSpawnPoint + +go to a random point, but NOT the two points closest +to other players +================ +*/ +edict_t *SelectRandomDeathmatchSpawnPoint (void) +{ + edict_t *spot, *spot1, *spot2; + int count = 0; + int selection; + float range, range1, range2; + + spot = NULL; + range1 = range2 = 99999; + spot1 = spot2 = NULL; + + while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) + { + 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; + do + { + spot = G_Find (spot, FOFS(classname), "info_player_deathmatch"); + if (spot == spot1 || spot == spot2) + selection++; + } while(selection--); + + return spot; +} + +/* +================ +SelectFarthestDeathmatchSpawnPoint + +================ +*/ +edict_t *SelectFarthestDeathmatchSpawnPoint (void) +{ + edict_t *bestspot; + float bestdistance, bestplayerdistance; + edict_t *spot; + + + spot = NULL; + bestspot = NULL; + bestdistance = 0; + while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) + { + 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 + spot = G_Find (NULL, FOFS(classname), "info_player_deathmatch"); + + return spot; +} + +edict_t *SelectDeathmatchSpawnPoint (void) +{ + if ( (int)(dmflags->value) & DF_SPAWN_FARTHEST) + return SelectFarthestDeathmatchSpawnPoint (); + else + return SelectRandomDeathmatchSpawnPoint (); +} + + +edict_t *SelectCoopSpawnPoint (edict_t *ent) +{ + int index; + edict_t *spot = NULL; + char *target; + + index = ent->client - game.clients; + + // player 0 starts in normal player spawn point + if (!index) + return NULL; + + spot = NULL; + + // assume there are four coop spots at each spawnpoint + while (1) + { + spot = G_Find (spot, FOFS(classname), "info_player_coop"); + if (!spot) + return NULL; // we didn't have enough... + + target = spot->targetname; + if (!target) + target = ""; + if ( Q_stricmp(game.spawnpoint, target) == 0 ) + { // this is a coop spawn point for one of the clients here + index--; + if (!index) + return spot; // this is it + } + } + + + return spot; +} + + +/* +=========== +SelectSpawnPoint + +Chooses a player start, deathmatch start, coop start, etc +============ +*/ +void SelectSpawnPoint (edict_t *ent, vec3_t origin, vec3_t angles) +{ + edict_t *spot = NULL; + + if (deathmatch->value) + //ZOID + if (ctf->value) + spot = SelectCTFSpawnPoint(ent); + else + //ZOID + spot = SelectDeathmatchSpawnPoint (); + else if (coop->value) + spot = SelectCoopSpawnPoint (ent); + + // find a single player start spot + if (!spot) + { + while ((spot = G_Find (spot, FOFS(classname), "info_player_start")) != NULL) + { + if (!game.spawnpoint[0] && !spot->targetname) + break; + + if (!game.spawnpoint[0] || !spot->targetname) + continue; + + if (Q_stricmp(game.spawnpoint, spot->targetname) == 0) + break; + } + + if (!spot) + { + if (!game.spawnpoint[0]) + { // there wasn't a spawnpoint without a target, so use any + spot = G_Find (spot, FOFS(classname), "info_player_start"); + } + if (!spot) + gi.error ("Couldn't find spawn point %s\n", game.spawnpoint); + } + } + + VectorCopy (spot->s.origin, origin); + origin[2] += 9; + VectorCopy (spot->s.angles, angles); +} + +//====================================================================== + + +void InitBodyQue (void) +{ + int i; + edict_t *ent; + + level.body_que = 0; + for (i=0; iclassname = "bodyque"; + } +} + +void body_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) +{ + int n; + + if (self->health < -40) + { + gi.sound (self, CHAN_BODY, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0); + for (n= 0; n < 4; n++) + ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); + self->s.origin[2] -= 48; + ThrowClientHead (self, damage); + self->takedamage = DAMAGE_NO; + } +} + +void CopyToBodyQue (edict_t *ent) +{ + edict_t *body; + + + // grab a body que and cycle to the next one + body = &g_edicts[(int)maxclients->value + level.body_que + 1]; + level.body_que = (level.body_que + 1) % BODY_QUEUE_SIZE; + + // FIXME: send an effect on the removed body + + gi.unlinkentity (ent); + + gi.unlinkentity (body); + body->s = ent->s; + body->s.number = body - g_edicts; + + body->svflags = ent->svflags; + VectorCopy (ent->mins, body->mins); + VectorCopy (ent->maxs, body->maxs); + VectorCopy (ent->absmin, body->absmin); + VectorCopy (ent->absmax, body->absmax); + VectorCopy (ent->size, body->size); + body->solid = ent->solid; + body->clipmask = ent->clipmask; + body->owner = ent->owner; + body->movetype = ent->movetype; + + body->die = body_die; + body->takedamage = DAMAGE_YES; + + gi.linkentity (body); +} + + +void respawn (edict_t *self) +{ + if (deathmatch->value || coop->value) + { + if (self->movetype != MOVETYPE_NOCLIP) + CopyToBodyQue (self); + self->svflags &= ~SVF_NOCLIENT; + PutClientInServer (self); + + // add a teleportation effect + self->s.event = EV_PLAYER_TELEPORT; + + // hold in place briefly + self->client->ps.pmove.pm_flags = PMF_TIME_TELEPORT; + self->client->ps.pmove.pm_time = 14; + + self->client->respawn_time = level.time; + + return; + } + + // restart the entire server + gi.AddCommandString ("menu_loadgame\n"); +} + +//============================================================== + + +/* +=========== +PutClientInServer + +Called when a player connects to a server or respawns in +a deathmatch. +============ +*/ +void PutClientInServer (edict_t *ent) +{ + vec3_t mins = {-16, -16, -24}; + vec3_t maxs = {16, 16, 32}; + int index; + vec3_t spawn_origin, spawn_angles; + gclient_t *client; + int i; + client_persistant_t saved; + client_respawn_t resp; + + // find a spawn point + // do it before setting health back up, so farthest + // ranging doesn't count this client + SelectSpawnPoint (ent, spawn_origin, spawn_angles); + + index = ent-g_edicts-1; + client = ent->client; + + // deathmatch wipes most client data every spawn + if (deathmatch->value) + { + char userinfo[MAX_INFO_STRING]; + + resp = client->resp; + memcpy (userinfo, client->pers.userinfo, sizeof(userinfo)); + InitClientPersistant (client); + ClientUserinfoChanged (ent, userinfo); + } + else if (coop->value) + { + int n; + char userinfo[MAX_INFO_STRING]; + + resp = client->resp; + memcpy (userinfo, client->pers.userinfo, sizeof(userinfo)); + // this is kind of ugly, but it's how we want to handle keys in coop + for (n = 0; n < MAX_ITEMS; n++) + { + if (itemlist[n].flags & IT_KEY) + resp.coop_respawn.inventory[n] = client->pers.inventory[n]; + } + client->pers = resp.coop_respawn; + ClientUserinfoChanged (ent, userinfo); + if (resp.score > client->pers.score) + client->pers.score = resp.score; + } + else + { + memset (&resp, 0, sizeof(resp)); + } + + // clear everything but the persistant data + saved = client->pers; + memset (client, 0, sizeof(*client)); + client->pers = saved; + if (client->pers.health <= 0) + InitClientPersistant(client); + client->resp = resp; + + // copy some data from the client to the entity + FetchClientEntData (ent); + + // clear entity values + ent->groundentity = NULL; + ent->client = &game.clients[index]; + ent->takedamage = DAMAGE_AIM; + ent->movetype = MOVETYPE_WALK; + ent->viewheight = 22; + ent->inuse = true; + ent->classname = "player"; + ent->mass = 200; + ent->solid = SOLID_BBOX; + ent->deadflag = DEAD_NO; + ent->air_finished = level.time + 12; + ent->clipmask = MASK_PLAYERSOLID; + ent->model = "players/male/tris.md2"; + ent->pain = player_pain; + ent->die = player_die; + ent->waterlevel = 0; + ent->watertype = 0; + ent->flags &= ~FL_NO_KNOCKBACK; + ent->svflags &= ~SVF_DEADMONSTER; + + VectorCopy (mins, ent->mins); + VectorCopy (maxs, ent->maxs); + VectorClear (ent->velocity); + + // clear playerstate values + memset (&ent->client->ps, 0, sizeof(client->ps)); + + client->ps.pmove.origin[0] = spawn_origin[0]*8; + client->ps.pmove.origin[1] = spawn_origin[1]*8; + client->ps.pmove.origin[2] = spawn_origin[2]*8; + //ZOID + client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION; + //ZOID + + if (deathmatch->value && ((int)dmflags->value & DF_FIXED_FOV)) + { + client->ps.fov = 90; + } + else + { + client->ps.fov = atoi(Info_ValueForKey(client->pers.userinfo, "fov")); + if (client->ps.fov < 1) + client->ps.fov = 90; + else if (client->ps.fov > 160) + client->ps.fov = 160; + } + + client->ps.gunindex = gi.modelindex(client->pers.weapon->view_model); + + // clear entity state values + ent->s.effects = 0; + ent->s.skinnum = ent - g_edicts - 1; + ent->s.modelindex = 255; // will use the skin specified model + ent->s.modelindex2 = 255; // custom gun model + // sknum is player num and weapon number + // weapon number will be added in changeweapon + ent->s.skinnum = ent - g_edicts - 1; + + ent->s.frame = 0; + VectorCopy (spawn_origin, ent->s.origin); + ent->s.origin[2] += 1; // make sure off ground + VectorCopy (ent->s.origin, ent->s.old_origin); + + // set the delta angle + for (i=0 ; i<3 ; i++) + client->ps.pmove.delta_angles[i] = ANGLE2SHORT(spawn_angles[i] - client->resp.cmd_angles[i]); + + ent->s.angles[PITCH] = 0; + ent->s.angles[YAW] = spawn_angles[YAW]; + ent->s.angles[ROLL] = 0; + VectorCopy (ent->s.angles, client->ps.viewangles); + VectorCopy (ent->s.angles, client->v_angle); + + //ZOID + if (CTFStartClient(ent)) + return; + //ZOID + + if (!KillBox (ent)) + { // could't spawn in? + } + + gi.linkentity (ent); + + // force the current weapon up + client->newweapon = client->pers.weapon; + ChangeWeapon (ent); +} + +/* +===================== +ClientBeginDeathmatch + +A client has just connected to the server in +deathmatch mode, so clear everything out before starting them. +===================== +*/ +void ClientBeginDeathmatch (edict_t *ent) +{ + G_InitEdict (ent); + + InitClientResp (ent->client); + + // locate ent at a spawn point + PutClientInServer (ent); + + if (level.intermissiontime) + { + MoveClientToIntermission (ent); + } + else + { + // send effect + gi.WriteByte (svc_muzzleflash); + gi.WriteShort (ent-g_edicts); + gi.WriteByte (MZ_LOGIN); + gi.multicast (ent->s.origin, MULTICAST_PVS); + } + + gi.bprintf (PRINT_HIGH, "%s entered the game\n", ent->client->pers.netname); + + // make sure all view stuff is valid + ClientEndServerFrame (ent); +} + + +/* +=========== +ClientBegin + +called when a client has finished connecting, and is ready +to be placed into the game. This will happen every level load. +============ +*/ +void ClientBegin (edict_t *ent) +{ + int i; + + ent->client = game.clients + (ent - g_edicts - 1); + + if (deathmatch->value) + { + ClientBeginDeathmatch (ent); + return; + } + + // if there is already a body waiting for us (a loadgame), just + // take it, otherwise spawn one from scratch + if (ent->inuse == true) + { + // the client has cleared the client side viewangles upon + // connecting to the server, which is different than the + // state when the game is saved, so we need to compensate + // with deltaangles + for (i=0 ; i<3 ; i++) + ent->client->ps.pmove.delta_angles[i] = ANGLE2SHORT(ent->client->ps.viewangles[i]); + } + else + { + // a spawn point will completely reinitialize the entity + // except for the persistant data that was initialized at + // ClientConnect() time + G_InitEdict (ent); + ent->classname = "player"; + InitClientResp (ent->client); + PutClientInServer (ent); + } + + if (level.intermissiontime) + { + MoveClientToIntermission (ent); + } + else + { + // send effect if in a multiplayer game + if (game.maxclients > 1) + { + gi.WriteByte (svc_muzzleflash); + gi.WriteShort (ent-g_edicts); + gi.WriteByte (MZ_LOGIN); + gi.multicast (ent->s.origin, MULTICAST_PVS); + + gi.bprintf (PRINT_HIGH, "%s entered the game\n", ent->client->pers.netname); + } + } + + // make sure all view stuff is valid + ClientEndServerFrame (ent); +} + +/* +=========== +ClientUserInfoChanged + +called whenever the player updates a userinfo variable. + +The game can override any of the settings in place +(forcing skins or names, etc) before copying it off. +============ +*/ +void ClientUserinfoChanged (edict_t *ent, char *userinfo) +{ + char *s; + int playernum; + + // check for malformed or illegal info strings + if (!Info_Validate(userinfo)) + { + strcpy (userinfo, "\\name\\badinfo\\skin\\male/grunt"); + } + + // set name + s = Info_ValueForKey (userinfo, "name"); + strncpy (ent->client->pers.netname, s, sizeof(ent->client->pers.netname)-1); + + // set skin + s = Info_ValueForKey (userinfo, "skin"); + + playernum = ent-g_edicts-1; + + // combine name and skin into a configstring + //ZOID + if (ctf->value) + CTFAssignSkin(ent, s); + else + //ZOID + gi.configstring (CS_PLAYERSKINS+playernum, va("%s\\%s", ent->client->pers.netname, s) ); + + //ZOID + // set player name field (used in id_state view) + gi.configstring (CS_GENERAL+playernum, ent->client->pers.netname); + //ZOID + + // fov + if (deathmatch->value && ((int)dmflags->value & DF_FIXED_FOV)) + { + ent->client->ps.fov = 90; + } + else + { + ent->client->ps.fov = atoi(Info_ValueForKey(userinfo, "fov")); + if (ent->client->ps.fov < 1) + ent->client->ps.fov = 90; + else if (ent->client->ps.fov > 160) + ent->client->ps.fov = 160; + } + + // handedness + s = Info_ValueForKey (userinfo, "hand"); + if (strlen(s)) + { + ent->client->pers.hand = atoi(s); + } + + // save off the userinfo in case we want to check something later + strncpy (ent->client->pers.userinfo, userinfo, sizeof(ent->client->pers.userinfo)-1); +} + + +/* +=========== +ClientConnect + +Called when a player begins connecting to the server. +The game can refuse entrance to a client by returning false. +If the client is allowed, the connection process will continue +and eventually get to ClientBegin() +Changing levels will NOT cause this to be called again, but +loadgames will. +============ +*/ +qboolean ClientConnect (edict_t *ent, char *userinfo) +{ + char *value; + + // check to see if they are on the banned IP list + value = Info_ValueForKey (userinfo, "ip"); + if (SV_FilterPacket(value)) { + Info_SetValueForKey(userinfo, "rejmsg", "Banned."); + return false; + } + + + // check for a password + value = Info_ValueForKey (userinfo, "password"); + if (*password->string && strcmp(password->string, "none") && + strcmp(password->string, value)) { + Info_SetValueForKey(userinfo, "rejmsg", "Password required or incorrect."); + return false; + } + + // they can connect + ent->client = game.clients + (ent - g_edicts - 1); + + // if there is already a body waiting for us (a loadgame), just + // take it, otherwise spawn one from scratch + if (ent->inuse == false) + { + // clear the respawning variables + //ZOID -- force team join + ent->client->resp.ctf_team = -1; + ent->client->resp.id_state = true; + //ZOID + InitClientResp (ent->client); + if (!game.autosaved || !ent->client->pers.weapon) + InitClientPersistant (ent->client); + } + + ClientUserinfoChanged (ent, userinfo); + + if (game.maxclients > 1) + gi.dprintf ("%s connected\n", ent->client->pers.netname); + + ent->client->pers.connected = true; + return true; +} + +/* +=========== +ClientDisconnect + +Called when a player drops from the server. +Will not be called between levels. +============ +*/ +void ClientDisconnect (edict_t *ent) +{ + int playernum; + + if (!ent->client) + return; + + gi.bprintf (PRINT_HIGH, "%s disconnected\n", ent->client->pers.netname); + + //ZOID + CTFDeadDropFlag(ent); + CTFDeadDropTech(ent); + //ZOID + + // send effect + gi.WriteByte (svc_muzzleflash); + gi.WriteShort (ent-g_edicts); + gi.WriteByte (MZ_LOGOUT); + gi.multicast (ent->s.origin, MULTICAST_PVS); + + gi.unlinkentity (ent); + ent->s.modelindex = 0; + ent->solid = SOLID_NOT; + ent->inuse = false; + ent->classname = "disconnected"; + ent->client->pers.connected = false; + + playernum = ent-g_edicts-1; + gi.configstring (CS_PLAYERSKINS+playernum, ""); +} + + +//============================================================== + + +edict_t *pm_passent; + +// pmove doesn't need to know about passent and contentmask +trace_t PM_trace (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end) +{ + if (pm_passent->health > 0) + return gi.trace (start, mins, maxs, end, pm_passent, MASK_PLAYERSOLID); + else + return gi.trace (start, mins, maxs, end, pm_passent, MASK_DEADSOLID); +} + +unsigned CheckBlock (void *b, int c) +{ + int v,i; + v = 0; + for (i=0 ; is, sizeof(pm->s)); + c2 = CheckBlock (&pm->cmd, sizeof(pm->cmd)); + Com_Printf ("sv %3i:%i %i\n", pm->cmd.impulse, c1, c2); +} + +/* +============== +ClientThink + +This will be called once for each client frame, which will +usually be a couple times for each server frame. +============== +*/ +void ClientThink (edict_t *ent, usercmd_t *ucmd) +{ + gclient_t *client; + edict_t *other; + int i, j; + pmove_t pm; + + level.current_entity = ent; + client = ent->client; + + if (level.intermissiontime) + { + client->ps.pmove.pm_type = PM_FREEZE; + // can exit intermission after five seconds + if (level.time > level.intermissiontime + 5.0 + && (ucmd->buttons & BUTTON_ANY) ) + level.exitintermission = true; + return; + } + + pm_passent = ent; + + //ZOID + if (ent->client->chase_target) { + client->resp.cmd_angles[0] = SHORT2ANGLE(ucmd->angles[0]); + client->resp.cmd_angles[1] = SHORT2ANGLE(ucmd->angles[1]); + client->resp.cmd_angles[2] = SHORT2ANGLE(ucmd->angles[2]); + return; + } + //ZOID + + // set up for pmove + memset (&pm, 0, sizeof(pm)); + + if (ent->movetype == MOVETYPE_NOCLIP) + client->ps.pmove.pm_type = PM_SPECTATOR; + else if (ent->s.modelindex != 255) + client->ps.pmove.pm_type = PM_GIB; + else if (ent->deadflag) + client->ps.pmove.pm_type = PM_DEAD; + else + client->ps.pmove.pm_type = PM_NORMAL; + + client->ps.pmove.gravity = sv_gravity->value; + pm.s = client->ps.pmove; + + for (i=0 ; i<3 ; i++) + { + pm.s.origin[i] = ent->s.origin[i]*8; + pm.s.velocity[i] = ent->velocity[i]*8; + } + + if (memcmp(&client->old_pmove, &pm.s, sizeof(pm.s))) + { + pm.snapinitial = true; + } + + pm.cmd = *ucmd; + + pm.trace = PM_trace; // adds default parms + pm.pointcontents = gi.pointcontents; + + // perform a pmove + gi.Pmove (&pm); + + // save results of pmove + client->ps.pmove = pm.s; + client->old_pmove = pm.s; + + for (i=0 ; i<3 ; i++) + { + ent->s.origin[i] = pm.s.origin[i]*0.125; + ent->velocity[i] = pm.s.velocity[i]*0.125; + } + + VectorCopy (pm.mins, ent->mins); + VectorCopy (pm.maxs, ent->maxs); + + client->resp.cmd_angles[0] = SHORT2ANGLE(ucmd->angles[0]); + client->resp.cmd_angles[1] = SHORT2ANGLE(ucmd->angles[1]); + client->resp.cmd_angles[2] = SHORT2ANGLE(ucmd->angles[2]); + + if (ent->groundentity && !pm.groundentity && (pm.cmd.upmove >= 10) && (pm.waterlevel == 0)) + { + gi.sound(ent, CHAN_VOICE, gi.soundindex("*jump1.wav"), 1, ATTN_NORM, 0); + PlayerNoise(ent, ent->s.origin, PNOISE_SELF); + } + + ent->viewheight = pm.viewheight; + ent->waterlevel = pm.waterlevel; + ent->watertype = pm.watertype; + ent->groundentity = pm.groundentity; + if (pm.groundentity) + ent->groundentity_linkcount = pm.groundentity->linkcount; + + if (ent->deadflag) + { + client->ps.viewangles[ROLL] = 40; + client->ps.viewangles[PITCH] = -15; + client->ps.viewangles[YAW] = client->killer_yaw; + } + else + { + VectorCopy (pm.viewangles, client->v_angle); + VectorCopy (pm.viewangles, client->ps.viewangles); + } + + //ZOID + if (client->ctf_grapple) + CTFGrapplePull(client->ctf_grapple); + //ZOID + + gi.linkentity (ent); + + if (ent->movetype != MOVETYPE_NOCLIP) + G_TouchTriggers (ent); + + // touch other objects + for (i=0 ; itouch) + continue; + other->touch (other, ent, NULL, NULL); + } + + + client->oldbuttons = client->buttons; + client->buttons = ucmd->buttons; + client->latched_buttons |= client->buttons & ~client->oldbuttons; + + // save light level the player is standing on for + // monster sighting AI + ent->light_level = ucmd->lightlevel; + + // fire weapon from final position if needed + if (client->latched_buttons & BUTTON_ATTACK + //ZOID + && ent->movetype != MOVETYPE_NOCLIP + //ZOID + ) + { + if (!client->weapon_thunk) + { + client->weapon_thunk = true; + Think_Weapon (ent); + } + } + + //ZOID + //regen tech + CTFApplyRegeneration(ent); + //ZOID + + //ZOID + for (i = 1; i <= maxclients->value; i++) { + other = g_edicts + i; + if (other->inuse && other->client->chase_target == ent) + UpdateChaseCam(other); + } + + if (client->menudirty && client->menutime <= level.time) { + PMenu_Do_Update(ent); + gi.unicast (ent, true); + client->menutime = level.time; + client->menudirty = false; + } + //ZOID +} + + +/* +============== +ClientBeginServerFrame + +This will be called once for each server frame, before running +any other entities in the world. +============== +*/ +void ClientBeginServerFrame (edict_t *ent) +{ + gclient_t *client; + int buttonMask; + + if (level.intermissiontime) + return; + + client = ent->client; + + // run weapon animations if it hasn't been done by a ucmd_t + if (!client->weapon_thunk + //ZOID + && ent->movetype != MOVETYPE_NOCLIP + //ZOID + ) + Think_Weapon (ent); + else + client->weapon_thunk = false; + + if (ent->deadflag) + { + // wait for any button just going down + if ( level.time > client->respawn_time) + { + // in deathmatch, only wait for attack button + if (deathmatch->value) + buttonMask = BUTTON_ATTACK; + else + buttonMask = -1; + + if ( ( client->latched_buttons & buttonMask ) || + (deathmatch->value && ((int)dmflags->value & DF_FORCE_RESPAWN) ) || + CTFMatchOn()) + { + respawn(ent); + client->latched_buttons = 0; + } + } + return; + } + + // add player trail so monsters can follow + if (!deathmatch->value) + if (!visible (ent, PlayerTrail_LastSpot() ) ) + PlayerTrail_Add (ent->s.old_origin); + + client->latched_buttons = 0; +} + diff --git a/src/p_hud.c b/src/p_hud.c new file mode 100644 index 0000000..27143db --- /dev/null +++ b/src/p_hud.c @@ -0,0 +1,554 @@ +/* +Copyright (C) 1997-2001 Id Software, Inc. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ +#include "g_local.h" + + + +/* +====================================================================== + +INTERMISSION + +====================================================================== +*/ + +void MoveClientToIntermission (edict_t *ent) +{ + if (deathmatch->value || coop->value) + ent->client->showscores = true; + VectorCopy (level.intermission_origin, ent->s.origin); + ent->client->ps.pmove.origin[0] = level.intermission_origin[0]*8; + ent->client->ps.pmove.origin[1] = level.intermission_origin[1]*8; + ent->client->ps.pmove.origin[2] = level.intermission_origin[2]*8; + VectorCopy (level.intermission_angle, ent->client->ps.viewangles); + ent->client->ps.pmove.pm_type = PM_FREEZE; + ent->client->ps.gunindex = 0; + ent->client->ps.blend[3] = 0; + ent->client->ps.rdflags &= ~RDF_UNDERWATER; + + // clean up powerup info + ent->client->quad_framenum = 0; + ent->client->invincible_framenum = 0; + ent->client->breather_framenum = 0; + ent->client->enviro_framenum = 0; + ent->client->grenade_blew_up = false; + ent->client->grenade_time = 0; + + ent->viewheight = 0; + ent->s.modelindex = 0; + ent->s.modelindex2 = 0; + ent->s.modelindex3 = 0; + ent->s.modelindex = 0; + ent->s.effects = 0; + ent->s.sound = 0; + ent->solid = SOLID_NOT; + + // add the layout + + if (deathmatch->value || coop->value) + { + DeathmatchScoreboardMessage (ent, NULL); + gi.unicast (ent, true); + } + +} + +void BeginIntermission (edict_t *targ) +{ + int i, n; + edict_t *ent, *client; + + if (level.intermissiontime) + return; // allready activated + + //ZOID + if (deathmatch->value && ctf->value) + CTFCalcScores(); + //ZOID + + game.autosaved = false; + + // respawn any dead clients + for (i=0 ; ivalue ; i++) + { + client = g_edicts + 1 + i; + if (!client->inuse) + continue; + if (client->health <= 0) + respawn(client); + } + + level.intermissiontime = level.time; + level.changemap = targ->map; + + if (strstr(level.changemap, "*")) + { + if (coop->value) + { + for (i=0 ; ivalue ; i++) + { + client = g_edicts + 1 + i; + if (!client->inuse) + continue; + // strip players of all keys between units + for (n = 0; n < MAX_ITEMS; n++) + { + if (itemlist[n].flags & IT_KEY) + client->client->pers.inventory[n] = 0; + } + } + } + } + else + { + if (!deathmatch->value) + { + level.exitintermission = 1; // go immediately to the next level + return; + } + } + + level.exitintermission = 0; + + // find an intermission spot + ent = G_Find (NULL, FOFS(classname), "info_player_intermission"); + if (!ent) + { // the map creator forgot to put in an intermission point... + ent = G_Find (NULL, FOFS(classname), "info_player_start"); + if (!ent) + ent = G_Find (NULL, FOFS(classname), "info_player_deathmatch"); + } + else + { // chose one of four spots + i = rand() & 3; + while (i--) + { + ent = G_Find (ent, FOFS(classname), "info_player_intermission"); + if (!ent) // wrap around the list + ent = G_Find (ent, FOFS(classname), "info_player_intermission"); + } + } + + VectorCopy (ent->s.origin, level.intermission_origin); + VectorCopy (ent->s.angles, level.intermission_angle); + + // move all clients to the intermission point + for (i=0 ; ivalue ; i++) + { + client = g_edicts + 1 + i; + if (!client->inuse) + continue; + MoveClientToIntermission (client); + } +} + + +/* +================== +DeathmatchScoreboardMessage + +================== +*/ +void DeathmatchScoreboardMessage (edict_t *ent, edict_t *killer) +{ + char entry[1024]; + char string[1400]; + int stringlength; + int i, j, k; + int sorted[MAX_CLIENTS]; + int sortedscores[MAX_CLIENTS]; + int score, total; + int picnum; + int x, y; + gclient_t *cl; + edict_t *cl_ent; + char *tag; + + //ZOID + if (ctf->value) { + CTFScoreboardMessage (ent, killer); + return; + } + //ZOID + + // sort the clients by score + total = 0; + for (i=0 ; iinuse) + continue; + score = game.clients[i].resp.score; + for (j=0 ; j sortedscores[j]) + break; + } + for (k=total ; k>j ; k--) + { + sorted[k] = sorted[k-1]; + sortedscores[k] = sortedscores[k-1]; + } + sorted[j] = i; + sortedscores[j] = score; + total++; + } + + // print level name and exit rules + string[0] = 0; + + stringlength = strlen(string); + + // add the clients in sorted order + if (total > 12) + total = 12; + + for (i=0 ; i=6) ? 160 : 0; + y = 32 + 32 * (i%6); + + // add a dogtag + if (cl_ent == ent) + tag = "tag1"; + else if (cl_ent == killer) + tag = "tag2"; + else + tag = NULL; + if (tag) + { + Com_sprintf (entry, sizeof(entry), + "xv %i yv %i picn %s ",x+32, y, tag); + j = strlen(entry); + if (stringlength + j > 1024) + break; + strcpy (string + stringlength, entry); + stringlength += j; + } + + // send the layout + Com_sprintf (entry, sizeof(entry), + "client %i %i %i %i %i %i ", + x, y, sorted[i], cl->resp.score, cl->ping, (level.framenum - cl->resp.enterframe)/600); + j = strlen(entry); + if (stringlength + j > 1024) + break; + strcpy (string + stringlength, entry); + stringlength += j; + } + + gi.WriteByte (svc_layout); + gi.WriteString (string); +} + + +/* +================== +DeathmatchScoreboard + +Draw instead of help message. +Note that it isn't that hard to overflow the 1400 byte message limit! +================== +*/ +void DeathmatchScoreboard (edict_t *ent) +{ + DeathmatchScoreboardMessage (ent, ent->enemy); + gi.unicast (ent, true); +} + + +/* +================== +Cmd_Score_f + +Display the scoreboard +================== +*/ +void Cmd_Score_f (edict_t *ent) +{ + ent->client->showinventory = false; + ent->client->showhelp = false; + //ZOID + if (ent->client->menu) + PMenu_Close(ent); + //ZOID + + if (!deathmatch->value && !coop->value) + return; + + if (ent->client->showscores) + { + ent->client->showscores = false; + ent->client->update_chase = true; + return; + } + + ent->client->showscores = true; + + DeathmatchScoreboard (ent); +} + + +/* +================== +HelpComputer + +Draw help computer. +================== +*/ +void HelpComputer (edict_t *ent) +{ + char string[1024]; + char *sk; + + if (skill->value == 0) + sk = "easy"; + else if (skill->value == 1) + sk = "medium"; + else if (skill->value == 2) + sk = "hard"; + else + sk = "hard+"; + + // send the layout + Com_sprintf (string, sizeof(string), + "xv 32 yv 8 picn help " // background + "xv 202 yv 12 string2 \"%s\" " // skill + "xv 0 yv 24 cstring2 \"%s\" " // level name + "xv 0 yv 54 cstring2 \"%s\" " // help 1 + "xv 0 yv 110 cstring2 \"%s\" " // help 2 + "xv 50 yv 164 string2 \" kills goals secrets\" " + "xv 50 yv 172 string2 \"%3i/%3i %i/%i %i/%i\" ", + sk, + level.level_name, + game.helpmessage1, + game.helpmessage2, + level.killed_monsters, level.total_monsters, + level.found_goals, level.total_goals, + level.found_secrets, level.total_secrets); + + gi.WriteByte (svc_layout); + gi.WriteString (string); + gi.unicast (ent, true); +} + + +/* +================== +Cmd_Help_f + +Display the current help message +================== +*/ +void Cmd_Help_f (edict_t *ent) +{ + // this is for backwards compatability + if (deathmatch->value) + { + Cmd_Score_f (ent); + return; + } + + ent->client->showinventory = false; + ent->client->showscores = false; + + if (ent->client->showhelp && (ent->client->resp.game_helpchanged == game.helpchanged)) + { + ent->client->showhelp = false; + return; + } + + ent->client->showhelp = true; + ent->client->resp.helpchanged = 0; + HelpComputer (ent); +} + + +//======================================================================= + +/* +=============== +G_SetStats +=============== +*/ +void G_SetStats (edict_t *ent) +{ + gitem_t *item; + int index, cells; + int power_armor_type; + + // + // health + // + ent->client->ps.stats[STAT_HEALTH_ICON] = level.pic_health; + ent->client->ps.stats[STAT_HEALTH] = ent->health; + + // + // ammo + // + if (!ent->client->ammo_index /* || !ent->client->pers.inventory[ent->client->ammo_index] */) + { + ent->client->ps.stats[STAT_AMMO_ICON] = 0; + ent->client->ps.stats[STAT_AMMO] = 0; + } + else + { + item = &itemlist[ent->client->ammo_index]; + ent->client->ps.stats[STAT_AMMO_ICON] = gi.imageindex (item->icon); + ent->client->ps.stats[STAT_AMMO] = ent->client->pers.inventory[ent->client->ammo_index]; + } + + cells = 0; + + // + // armor + // + power_armor_type = PowerArmorType (ent); + if (power_armor_type) + { + cells = ent->client->pers.inventory[ITEM_INDEX(FindItem ("cells"))]; + if (cells == 0) + { // ran out of cells for power armor + ent->flags &= ~FL_POWER_ARMOR; + gi.sound(ent, CHAN_ITEM, gi.soundindex("misc/power2.wav"), 1, ATTN_NORM, 0); + power_armor_type = 0;; + } + } + + index = ArmorIndex (ent); + if (power_armor_type && (!index || (level.framenum & 8) ) ) + { // flash between power armor and other armor icon + ent->client->ps.stats[STAT_ARMOR_ICON] = gi.imageindex ("i_powershield"); + ent->client->ps.stats[STAT_ARMOR] = cells; + } + else if (index) + { + item = GetItemByIndex (index); + ent->client->ps.stats[STAT_ARMOR_ICON] = gi.imageindex (item->icon); + ent->client->ps.stats[STAT_ARMOR] = ent->client->pers.inventory[index]; + } + else + { + ent->client->ps.stats[STAT_ARMOR_ICON] = 0; + ent->client->ps.stats[STAT_ARMOR] = 0; + } + + // + // pickup message + // + if (level.time > ent->client->pickup_msg_time) + { + ent->client->ps.stats[STAT_PICKUP_ICON] = 0; + ent->client->ps.stats[STAT_PICKUP_STRING] = 0; + } + + // + // timers + // + if (ent->client->quad_framenum > level.framenum) + { + ent->client->ps.stats[STAT_TIMER_ICON] = gi.imageindex ("p_quad"); + ent->client->ps.stats[STAT_TIMER] = (ent->client->quad_framenum - level.framenum)/10; + } + else if (ent->client->invincible_framenum > level.framenum) + { + ent->client->ps.stats[STAT_TIMER_ICON] = gi.imageindex ("p_invulnerability"); + ent->client->ps.stats[STAT_TIMER] = (ent->client->invincible_framenum - level.framenum)/10; + } + else if (ent->client->enviro_framenum > level.framenum) + { + ent->client->ps.stats[STAT_TIMER_ICON] = gi.imageindex ("p_envirosuit"); + ent->client->ps.stats[STAT_TIMER] = (ent->client->enviro_framenum - level.framenum)/10; + } + else if (ent->client->breather_framenum > level.framenum) + { + ent->client->ps.stats[STAT_TIMER_ICON] = gi.imageindex ("p_rebreather"); + ent->client->ps.stats[STAT_TIMER] = (ent->client->breather_framenum - level.framenum)/10; + } + else + { + ent->client->ps.stats[STAT_TIMER_ICON] = 0; + ent->client->ps.stats[STAT_TIMER] = 0; + } + + // + // selected item + // + if (ent->client->pers.selected_item == -1) + ent->client->ps.stats[STAT_SELECTED_ICON] = 0; + else + ent->client->ps.stats[STAT_SELECTED_ICON] = gi.imageindex (itemlist[ent->client->pers.selected_item].icon); + + ent->client->ps.stats[STAT_SELECTED_ITEM] = ent->client->pers.selected_item; + + // + // layouts + // + ent->client->ps.stats[STAT_LAYOUTS] = 0; + + if (deathmatch->value) + { + if (ent->client->pers.health <= 0 || level.intermissiontime + || ent->client->showscores) + ent->client->ps.stats[STAT_LAYOUTS] |= 1; + if (ent->client->showinventory && ent->client->pers.health > 0) + ent->client->ps.stats[STAT_LAYOUTS] |= 2; + } + else + { + if (ent->client->showscores || ent->client->showhelp) + ent->client->ps.stats[STAT_LAYOUTS] |= 1; + if (ent->client->showinventory && ent->client->pers.health > 0) + ent->client->ps.stats[STAT_LAYOUTS] |= 2; + } + + // + // frags + // + ent->client->ps.stats[STAT_FRAGS] = ent->client->resp.score; + + // + // help icon / current weapon if not shown + // + if (ent->client->resp.helpchanged && (level.framenum&8) ) + ent->client->ps.stats[STAT_HELPICON] = gi.imageindex ("i_help"); + else if ( (ent->client->pers.hand == CENTER_HANDED || ent->client->ps.fov > 91) + && ent->client->pers.weapon) + { + cvar_t *gun; + gun = gi.cvar("cl_gun", "2", 0); + + if(gun->value != 2) + ent->client->ps.stats[STAT_HELPICON] = gi.imageindex (ent->client->pers.weapon->icon); + else + ent->client->ps.stats[STAT_HELPICON] = 0; + } + else + ent->client->ps.stats[STAT_HELPICON] = 0; + + //ZOID + SetCTFStats(ent); + //ZOID +} + diff --git a/src/p_menu.c b/src/p_menu.c new file mode 100644 index 0000000..870b3d8 --- /dev/null +++ b/src/p_menu.c @@ -0,0 +1,257 @@ +/* +Copyright (C) 1997-2001 Id Software, Inc. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ +#include "g_local.h" + +// Note that the pmenu entries are duplicated +// this is so that a static set of pmenu entries can be used +// for multiple clients and changed without interference +// note that arg will be freed when the menu is closed, it must be allocated memory +pmenuhnd_t *PMenu_Open(edict_t *ent, pmenu_t *entries, int cur, int num, void *arg) +{ + pmenuhnd_t *hnd; + pmenu_t *p; + int i; + + if (!ent->client) + return NULL; + + if (ent->client->menu) { + gi.dprintf("warning, ent already has a menu\n"); + PMenu_Close(ent); + } + + hnd = malloc(sizeof(*hnd)); + + hnd->arg = arg; + hnd->entries = malloc(sizeof(pmenu_t) * num); + memcpy(hnd->entries, entries, sizeof(pmenu_t) * num); + // duplicate the strings since they may be from static memory + for (i = 0; i < num; i++) + if (entries[i].text) + hnd->entries[i].text = strdup(entries[i].text); + + hnd->num = num; + + if (cur < 0 || !entries[cur].SelectFunc) { + for (i = 0, p = entries; i < num; i++, p++) + if (p->SelectFunc) + break; + } else + i = cur; + + if (i >= num) + hnd->cur = -1; + else + hnd->cur = i; + + ent->client->showscores = true; + ent->client->inmenu = true; + ent->client->menu = hnd; + + PMenu_Do_Update(ent); + gi.unicast (ent, true); + + return hnd; +} + +void PMenu_Close(edict_t *ent) +{ + int i; + pmenuhnd_t *hnd; + + if (!ent->client->menu) + return; + + hnd = ent->client->menu; + for (i = 0; i < hnd->num; i++) + if (hnd->entries[i].text) + free(hnd->entries[i].text); + free(hnd->entries); + if (hnd->arg) + free(hnd->arg); + free(hnd); + ent->client->menu = NULL; + ent->client->showscores = false; +} + +// only use on pmenu's that have been called with PMenu_Open +void PMenu_UpdateEntry(pmenu_t *entry, const char *text, int align, SelectFunc_t SelectFunc) +{ + if (entry->text) + free(entry->text); + entry->text = strdup(text); + entry->align = align; + entry->SelectFunc = SelectFunc; +} + +void PMenu_Do_Update(edict_t *ent) +{ + char string[1400]; + int i; + pmenu_t *p; + int x; + pmenuhnd_t *hnd; + char *t; + qboolean alt = false; + + if (!ent->client->menu) { + gi.dprintf("warning: ent has no menu\n"); + return; + } + + hnd = ent->client->menu; + + strcpy(string, "xv 32 yv 8 picn inventory "); + + for (i = 0, p = hnd->entries; i < hnd->num; i++, p++) { + if (!p->text || !*(p->text)) + continue; // blank line + t = p->text; + if (*t == '*') { + alt = true; + t++; + } + sprintf(string + strlen(string), "yv %d ", 32 + i * 8); + if (p->align == PMENU_ALIGN_CENTER) + x = 196/2 - strlen(t)*4 + 64; + else if (p->align == PMENU_ALIGN_RIGHT) + x = 64 + (196 - strlen(t)*8); + else + x = 64; + + sprintf(string + strlen(string), "xv %d ", + x - ((hnd->cur == i) ? 8 : 0)); + + if (hnd->cur == i) + sprintf(string + strlen(string), "string2 \"\x0d%s\" ", t); + else if (alt) + sprintf(string + strlen(string), "string2 \"%s\" ", t); + else + sprintf(string + strlen(string), "string \"%s\" ", t); + alt = false; + } + + gi.WriteByte (svc_layout); + gi.WriteString (string); +} + +void PMenu_Update(edict_t *ent) +{ + if (!ent->client->menu) { + gi.dprintf("warning: ent has no menu\n"); + return; + } + + if (level.time - ent->client->menutime >= 1.0) { + // been a second or more since last update, update now + PMenu_Do_Update(ent); + gi.unicast (ent, true); + ent->client->menutime = level.time; + ent->client->menudirty = false; + } + ent->client->menutime = level.time + 0.2; + ent->client->menudirty = true; +} + +void PMenu_Next(edict_t *ent) +{ + pmenuhnd_t *hnd; + int i; + pmenu_t *p; + + if (!ent->client->menu) { + gi.dprintf("warning: ent has no menu\n"); + return; + } + + hnd = ent->client->menu; + + if (hnd->cur < 0) + return; // no selectable entries + + i = hnd->cur; + p = hnd->entries + hnd->cur; + do { + i++, p++; + if (i == hnd->num) + i = 0, p = hnd->entries; + if (p->SelectFunc) + break; + } while (i != hnd->cur); + + hnd->cur = i; + + PMenu_Update(ent); +} + +void PMenu_Prev(edict_t *ent) +{ + pmenuhnd_t *hnd; + int i; + pmenu_t *p; + + if (!ent->client->menu) { + gi.dprintf("warning: ent has no menu\n"); + return; + } + + hnd = ent->client->menu; + + if (hnd->cur < 0) + return; // no selectable entries + + i = hnd->cur; + p = hnd->entries + hnd->cur; + do { + if (i == 0) { + i = hnd->num - 1; + p = hnd->entries + i; + } else + i--, p--; + if (p->SelectFunc) + break; + } while (i != hnd->cur); + + hnd->cur = i; + + PMenu_Update(ent); +} + +void PMenu_Select(edict_t *ent) +{ + pmenuhnd_t *hnd; + pmenu_t *p; + + if (!ent->client->menu) { + gi.dprintf("warning: ent has no menu\n"); + return; + } + + hnd = ent->client->menu; + + if (hnd->cur < 0) + return; // no selectable entries + + p = hnd->entries + hnd->cur; + + if (p->SelectFunc) + p->SelectFunc(ent, hnd); +} + diff --git a/src/p_menu.h b/src/p_menu.h new file mode 100644 index 0000000..1e0cf6c --- /dev/null +++ b/src/p_menu.h @@ -0,0 +1,50 @@ +/* +Copyright (C) 1997-2001 Id Software, Inc. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ + +enum { + PMENU_ALIGN_LEFT, + PMENU_ALIGN_CENTER, + PMENU_ALIGN_RIGHT +}; + +typedef struct pmenuhnd_s { + struct pmenu_s *entries; + int cur; + int num; + void *arg; +} pmenuhnd_t; + +typedef void (*SelectFunc_t)(edict_t *ent, pmenuhnd_t *hnd); + +typedef struct pmenu_s { + char *text; + int align; + SelectFunc_t SelectFunc; +} pmenu_t; + +pmenuhnd_t *PMenu_Open(edict_t *ent, pmenu_t *entries, int cur, int num, void *arg); +void PMenu_Close(edict_t *ent); +void PMenu_UpdateEntry(pmenu_t *entry, const char *text, int align, SelectFunc_t SelectFunc); +void PMenu_Do_Update(edict_t *ent); +void PMenu_Update(edict_t *ent); +void PMenu_Next(edict_t *ent); +void PMenu_Prev(edict_t *ent); +void PMenu_Select(edict_t *ent); + diff --git a/src/p_trail.c b/src/p_trail.c new file mode 100644 index 0000000..aeb3f42 --- /dev/null +++ b/src/p_trail.c @@ -0,0 +1,147 @@ +/* +Copyright (C) 1997-2001 Id Software, Inc. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ +#include "g_local.h" + + +/* +============================================================================== + +PLAYER TRAIL + +============================================================================== + +This is a circular list containing the a list of points of where +the player has been recently. It is used by monsters for pursuit. + +.origin the spot +.owner forward link +.aiment backward link +*/ + + +#define TRAIL_LENGTH 8 + +edict_t *trail[TRAIL_LENGTH]; +int trail_head; +qboolean trail_active = false; + +#define NEXT(n) (((n) + 1) & (TRAIL_LENGTH - 1)) +#define PREV(n) (((n) - 1) & (TRAIL_LENGTH - 1)) + + +void PlayerTrail_Init (void) +{ + int n; + + if (deathmatch->value /* FIXME || coop */) + return; + + for (n = 0; n < TRAIL_LENGTH; n++) + { + trail[n] = G_Spawn(); + trail[n]->classname = "player_trail"; + } + + trail_head = 0; + trail_active = true; +} + + +void PlayerTrail_Add (vec3_t spot) +{ + vec3_t temp; + + if (!trail_active) + return; + + VectorCopy (spot, trail[trail_head]->s.origin); + + trail[trail_head]->timestamp = level.time; + + VectorSubtract (spot, trail[PREV(trail_head)]->s.origin, temp); + trail[trail_head]->s.angles[1] = vectoyaw (temp); + + trail_head = NEXT(trail_head); +} + + +void PlayerTrail_New (vec3_t spot) +{ + if (!trail_active) + return; + + PlayerTrail_Init (); + PlayerTrail_Add (spot); +} + + +edict_t *PlayerTrail_PickFirst (edict_t *self) +{ + int marker; + int n; + + if (!trail_active) + return NULL; + + for (marker = trail_head, n = TRAIL_LENGTH; n; n--) + { + if(trail[marker]->timestamp <= self->monsterinfo.trail_time) + marker = NEXT(marker); + else + break; + } + + if (visible(self, trail[marker])) + { + return trail[marker]; + } + + if (visible(self, trail[PREV(marker)])) + { + return trail[PREV(marker)]; + } + + return trail[marker]; +} + +edict_t *PlayerTrail_PickNext (edict_t *self) +{ + int marker; + int n; + + if (!trail_active) + return NULL; + + for (marker = trail_head, n = TRAIL_LENGTH; n; n--) + { + if(trail[marker]->timestamp <= self->monsterinfo.trail_time) + marker = NEXT(marker); + else + break; + } + + return trail[marker]; +} + +edict_t *PlayerTrail_LastSpot (void) +{ + return trail[PREV(trail_head)]; +} + diff --git a/src/p_view.c b/src/p_view.c new file mode 100644 index 0000000..43910a4 --- /dev/null +++ b/src/p_view.c @@ -0,0 +1,1125 @@ +/* +Copyright (C) 1997-2001 Id Software, Inc. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ + +#include "g_local.h" +#include "m_player.h" + + + +static edict_t *current_player; +static gclient_t *current_client; + +static vec3_t forward, right, up; +float xyspeed; + +float bobmove; +int bobcycle; // odd cycles are right foot going forward +float bobfracsin; // sin(bobfrac*M_PI) + +/* +=============== +SV_CalcRoll + +=============== +*/ +float SV_CalcRoll (vec3_t angles, vec3_t velocity) +{ + float sign; + float side; + float value; + + side = DotProduct (velocity, right); + sign = side < 0 ? -1 : 1; + side = fabs(side); + + value = sv_rollangle->value; + + if (side < sv_rollspeed->value) + side = side * value / sv_rollspeed->value; + else + side = value; + + return side*sign; + +} + + +/* +=============== +P_DamageFeedback + +Handles color blends and view kicks +=============== +*/ +void P_DamageFeedback (edict_t *player) +{ + gclient_t *client; + float side; + float realcount, count, kick; + vec3_t v; + int r, l; + static vec3_t power_color = {0.0, 1.0, 0.0}; + static vec3_t acolor = {1.0, 1.0, 1.0}; + static vec3_t bcolor = {1.0, 0.0, 0.0}; + + client = player->client; + + // flash the backgrounds behind the status numbers + client->ps.stats[STAT_FLASHES] = 0; + if (client->damage_blood) + client->ps.stats[STAT_FLASHES] |= 1; + if (client->damage_armor && !(player->flags & FL_GODMODE) && (client->invincible_framenum <= level.framenum)) + client->ps.stats[STAT_FLASHES] |= 2; + + // total points of damage shot at the player this frame + count = (client->damage_blood + client->damage_armor + client->damage_parmor); + if (count == 0) + return; // didn't take any damage + + // start a pain animation if still in the player model + if (client->anim_priority < ANIM_PAIN && player->s.modelindex == 255) + { + static int i; + + client->anim_priority = ANIM_PAIN; + if (client->ps.pmove.pm_flags & PMF_DUCKED) + { + player->s.frame = FRAME_crpain1-1; + client->anim_end = FRAME_crpain4; + } + else + { + i = (i+1)%3; + switch (i) + { + case 0: + player->s.frame = FRAME_pain101-1; + client->anim_end = FRAME_pain104; + break; + case 1: + player->s.frame = FRAME_pain201-1; + client->anim_end = FRAME_pain204; + break; + case 2: + player->s.frame = FRAME_pain301-1; + client->anim_end = FRAME_pain304; + break; + } + } + } + + realcount = count; + if (count < 10) + count = 10; // allways make a visible effect + + // play an apropriate pain sound + if ((level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE) && (client->invincible_framenum <= level.framenum)) + { + r = 1 + (rand()&1); + player->pain_debounce_time = level.time + 0.7; + if (player->health < 25) + l = 25; + else if (player->health < 50) + l = 50; + else if (player->health < 75) + l = 75; + else + l = 100; + gi.sound (player, CHAN_VOICE, gi.soundindex(va("*pain%i_%i.wav", l, r)), 1, ATTN_NORM, 0); + } + + // the total alpha of the blend is allways proportional to count + if (client->damage_alpha < 0) + client->damage_alpha = 0; + client->damage_alpha += count*0.01; + if (client->damage_alpha < 0.2) + client->damage_alpha = 0.2; + if (client->damage_alpha > 0.6) + client->damage_alpha = 0.6; // don't go too saturated + + // the color of the blend will vary based on how much was absorbed + // by different armors + VectorClear (v); + if (client->damage_parmor) + VectorMA (v, (float)client->damage_parmor/realcount, power_color, v); + if (client->damage_armor) + VectorMA (v, (float)client->damage_armor/realcount, acolor, v); + if (client->damage_blood) + VectorMA (v, (float)client->damage_blood/realcount, bcolor, v); + VectorCopy (v, client->damage_blend); + + + // + // calculate view angle kicks + // + kick = abs(client->damage_knockback); + if (kick && player->health > 0) // kick of 0 means no view adjust at all + { + kick = kick * 100 / player->health; + + if (kick < count*0.5) + kick = count*0.5; + if (kick > 50) + kick = 50; + + VectorSubtract (client->damage_from, player->s.origin, v); + VectorNormalize (v); + + side = DotProduct (v, right); + client->v_dmg_roll = kick*side*0.3; + + side = -DotProduct (v, forward); + client->v_dmg_pitch = kick*side*0.3; + + client->v_dmg_time = level.time + DAMAGE_TIME; + } + + // + // clear totals + // + client->damage_blood = 0; + client->damage_armor = 0; + client->damage_parmor = 0; + client->damage_knockback = 0; +} + + + + +/* +=============== +SV_CalcViewOffset + +Auto pitching on slopes? + + fall from 128: 400 = 160000 + fall from 256: 580 = 336400 + fall from 384: 720 = 518400 + fall from 512: 800 = 640000 + fall from 640: 960 = + + damage = deltavelocity*deltavelocity * 0.0001 + +=============== +*/ +void SV_CalcViewOffset (edict_t *ent) +{ + float *angles; + float bob; + float ratio; + float delta; + vec3_t v; + + +//=================================== + + // base angles + angles = ent->client->ps.kick_angles; + + // if dead, fix the angle and don't add any kick + if (ent->deadflag) + { + VectorClear (angles); + + ent->client->ps.viewangles[ROLL] = 40; + ent->client->ps.viewangles[PITCH] = -15; + ent->client->ps.viewangles[YAW] = ent->client->killer_yaw; + } + else + { + // add angles based on weapon kick + + VectorCopy (ent->client->kick_angles, angles); + + // add angles based on damage kick + + ratio = (ent->client->v_dmg_time - level.time) / DAMAGE_TIME; + if (ratio < 0) + { + ratio = 0; + ent->client->v_dmg_pitch = 0; + ent->client->v_dmg_roll = 0; + } + angles[PITCH] += ratio * ent->client->v_dmg_pitch; + angles[ROLL] += ratio * ent->client->v_dmg_roll; + + // add pitch based on fall kick + + ratio = (ent->client->fall_time - level.time) / FALL_TIME; + if (ratio < 0) + ratio = 0; + angles[PITCH] += ratio * ent->client->fall_value; + + // add angles based on velocity + + delta = DotProduct (ent->velocity, forward); + angles[PITCH] += delta*run_pitch->value; + + delta = DotProduct (ent->velocity, right); + angles[ROLL] += delta*run_roll->value; + + // add angles based on bob + + delta = bobfracsin * bob_pitch->value * xyspeed; + if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) + delta *= 6; // crouching + angles[PITCH] += delta; + delta = bobfracsin * bob_roll->value * xyspeed; + if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) + delta *= 6; // crouching + if (bobcycle & 1) + delta = -delta; + angles[ROLL] += delta; + } + +//=================================== + + // base origin + + VectorClear (v); + + // add view height + + v[2] += ent->viewheight; + + // add fall height + + ratio = (ent->client->fall_time - level.time) / FALL_TIME; + if (ratio < 0) + ratio = 0; + v[2] -= ratio * ent->client->fall_value * 0.4; + + // add bob height + + bob = bobfracsin * xyspeed * bob_up->value; + if (bob > 6) + bob = 6; + v[2] += bob; + + // add kick offset + + VectorAdd (v, ent->client->kick_origin, v); + + // absolutely bound offsets + // so the view can never be outside the player box + + if (v[0] < -14) + v[0] = -14; + else if (v[0] > 14) + v[0] = 14; + if (v[1] < -14) + v[1] = -14; + else if (v[1] > 14) + v[1] = 14; + if (v[2] < -22) + v[2] = -22; + else if (v[2] > 30) + v[2] = 30; + + VectorCopy (v, ent->client->ps.viewoffset); +} + +/* +============== +SV_CalcGunOffset +============== +*/ +void SV_CalcGunOffset (edict_t *ent) +{ + int i; + float delta; + + // gun angles from bobbing + ent->client->ps.gunangles[ROLL] = xyspeed * bobfracsin * 0.005; + ent->client->ps.gunangles[YAW] = xyspeed * bobfracsin * 0.01; + if (bobcycle & 1) + { + ent->client->ps.gunangles[ROLL] = -ent->client->ps.gunangles[ROLL]; + ent->client->ps.gunangles[YAW] = -ent->client->ps.gunangles[YAW]; + } + + ent->client->ps.gunangles[PITCH] = xyspeed * bobfracsin * 0.005; + + // gun angles from delta movement + for (i=0 ; i<3 ; i++) + { + delta = ent->client->oldviewangles[i] - ent->client->ps.viewangles[i]; + if (delta > 180) + delta -= 360; + if (delta < -180) + delta += 360; + if (delta > 45) + delta = 45; + if (delta < -45) + delta = -45; + if (i == YAW) + ent->client->ps.gunangles[ROLL] += 0.1*delta; + ent->client->ps.gunangles[i] += 0.2 * delta; + } + + // gun height + VectorClear (ent->client->ps.gunoffset); + + // gun_x / gun_y / gun_z are development tools + for (i=0 ; i<3 ; i++) + { + ent->client->ps.gunoffset[i] += forward[i]*(gun_y->value); + ent->client->ps.gunoffset[i] += right[i]*gun_x->value; + ent->client->ps.gunoffset[i] += up[i]* (-gun_z->value); + } +} + + +/* +============= +SV_AddBlend +============= +*/ +void SV_AddBlend (float r, float g, float b, float a, float *v_blend) +{ + float a2, a3; + + if (a <= 0) + return; + a2 = v_blend[3] + (1-v_blend[3])*a; // new total alpha + a3 = v_blend[3]/a2; // fraction of color from old + + v_blend[0] = v_blend[0]*a3 + r*(1-a3); + v_blend[1] = v_blend[1]*a3 + g*(1-a3); + v_blend[2] = v_blend[2]*a3 + b*(1-a3); + v_blend[3] = a2; +} + + +/* +============= +SV_CalcBlend +============= +*/ +void SV_CalcBlend (edict_t *ent) +{ + int contents; + vec3_t vieworg; + int remaining; + + ent->client->ps.blend[0] = ent->client->ps.blend[1] = + ent->client->ps.blend[2] = ent->client->ps.blend[3] = 0; + + // add for contents + VectorAdd (ent->s.origin, ent->client->ps.viewoffset, vieworg); + contents = gi.pointcontents (vieworg); + if (contents & (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER) ) + ent->client->ps.rdflags |= RDF_UNDERWATER; + else + ent->client->ps.rdflags &= ~RDF_UNDERWATER; + + if (contents & (CONTENTS_SOLID|CONTENTS_LAVA)) + SV_AddBlend (1.0, 0.3, 0.0, 0.6, ent->client->ps.blend); + else if (contents & CONTENTS_SLIME) + SV_AddBlend (0.0, 0.1, 0.05, 0.6, ent->client->ps.blend); + else if (contents & CONTENTS_WATER) + SV_AddBlend (0.5, 0.3, 0.2, 0.4, ent->client->ps.blend); + + // add for powerups + if (ent->client->quad_framenum > level.framenum) + { + remaining = ent->client->quad_framenum - level.framenum; + if (remaining == 30) // beginning to fade + gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage2.wav"), 1, ATTN_NORM, 0); + if (remaining > 30 || (remaining & 4) ) + SV_AddBlend (0, 0, 1, 0.08, ent->client->ps.blend); + } + else if (ent->client->invincible_framenum > level.framenum) + { + remaining = ent->client->invincible_framenum - level.framenum; + if (remaining == 30) // beginning to fade + gi.sound(ent, CHAN_ITEM, gi.soundindex("items/protect2.wav"), 1, ATTN_NORM, 0); + if (remaining > 30 || (remaining & 4) ) + SV_AddBlend (1, 1, 0, 0.08, ent->client->ps.blend); + } + else if (ent->client->enviro_framenum > level.framenum) + { + remaining = ent->client->enviro_framenum - level.framenum; + if (remaining == 30) // beginning to fade + gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0); + if (remaining > 30 || (remaining & 4) ) + SV_AddBlend (0, 1, 0, 0.08, ent->client->ps.blend); + } + else if (ent->client->breather_framenum > level.framenum) + { + remaining = ent->client->breather_framenum - level.framenum; + if (remaining == 30) // beginning to fade + gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0); + if (remaining > 30 || (remaining & 4) ) + SV_AddBlend (0.4, 1, 0.4, 0.04, ent->client->ps.blend); + } + + // add for damage + if (ent->client->damage_alpha > 0) + SV_AddBlend (ent->client->damage_blend[0],ent->client->damage_blend[1] + ,ent->client->damage_blend[2], ent->client->damage_alpha, ent->client->ps.blend); + + if (ent->client->bonus_alpha > 0) + SV_AddBlend (0.85, 0.7, 0.3, ent->client->bonus_alpha, ent->client->ps.blend); + + // drop the damage value + ent->client->damage_alpha -= 0.06; + if (ent->client->damage_alpha < 0) + ent->client->damage_alpha = 0; + + // drop the bonus value + ent->client->bonus_alpha -= 0.1; + if (ent->client->bonus_alpha < 0) + ent->client->bonus_alpha = 0; +} + + +/* +================= +P_FallingDamage +================= +*/ +void P_FallingDamage (edict_t *ent) +{ + float delta; + int damage; + vec3_t dir; + + if (ent->s.modelindex != 255) + return; // not in the player model + + if (ent->movetype == MOVETYPE_NOCLIP) + return; + + if ((ent->client->oldvelocity[2] < 0) && (ent->velocity[2] > ent->client->oldvelocity[2]) && (!ent->groundentity)) + { + delta = ent->client->oldvelocity[2]; + } + else + { + if (!ent->groundentity) + return; + delta = ent->velocity[2] - ent->client->oldvelocity[2]; + } + delta = delta*delta * 0.0001; + + //ZOID + // never take damage if just release grapple or on grapple + if (level.time - ent->client->ctf_grapplereleasetime <= FRAMETIME * 2 || + (ent->client->ctf_grapple && + ent->client->ctf_grapplestate > CTF_GRAPPLE_STATE_FLY)) + return; + //ZOID + + // never take falling damage if completely underwater + if (ent->waterlevel == 3) + return; + if (ent->waterlevel == 2) + delta *= 0.25; + if (ent->waterlevel == 1) + delta *= 0.5; + + if (delta < 1) + return; + + if (delta < 15) + { + ent->s.event = EV_FOOTSTEP; + return; + } + + ent->client->fall_value = delta*0.5; + if (ent->client->fall_value > 40) + ent->client->fall_value = 40; + ent->client->fall_time = level.time + FALL_TIME; + + if (delta > 30) + { + if (ent->health > 0) + { + if (delta >= 55) + ent->s.event = EV_FALLFAR; + else + ent->s.event = EV_FALL; + } + ent->pain_debounce_time = level.time; // no normal pain sound + damage = (delta-30)/2; + if (damage < 1) + damage = 1; + VectorSet (dir, 0, 0, 1); + + if (!deathmatch->value || !((int)dmflags->value & DF_NO_FALLING) ) + T_Damage (ent, world, world, dir, ent->s.origin, vec3_origin, damage, 0, 0, MOD_FALLING); + } + else + { + ent->s.event = EV_FALLSHORT; + return; + } +} + + + +/* +============= +P_WorldEffects +============= +*/ +void P_WorldEffects (void) +{ + qboolean breather; + qboolean envirosuit; + int waterlevel, old_waterlevel; + + if (current_player->movetype == MOVETYPE_NOCLIP) + { + current_player->air_finished = level.time + 12; // don't need air + return; + } + + waterlevel = current_player->waterlevel; + old_waterlevel = current_client->old_waterlevel; + current_client->old_waterlevel = waterlevel; + + breather = current_client->breather_framenum > level.framenum; + envirosuit = current_client->enviro_framenum > level.framenum; + + // + // if just entered a water volume, play a sound + // + if (!old_waterlevel && waterlevel) + { + PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF); + if (current_player->watertype & CONTENTS_LAVA) + gi.sound (current_player, CHAN_BODY, gi.soundindex("player/lava_in.wav"), 1, ATTN_NORM, 0); + else if (current_player->watertype & CONTENTS_SLIME) + gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0); + else if (current_player->watertype & CONTENTS_WATER) + gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0); + current_player->flags |= FL_INWATER; + + // clear damage_debounce, so the pain sound will play immediately + current_player->damage_debounce_time = level.time - 1; + } + + // + // if just completely exited a water volume, play a sound + // + if (old_waterlevel && ! waterlevel) + { + PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF); + gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_out.wav"), 1, ATTN_NORM, 0); + current_player->flags &= ~FL_INWATER; + } + + // + // check for head just going under water + // + if (old_waterlevel != 3 && waterlevel == 3) + { + gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_un.wav"), 1, ATTN_NORM, 0); + } + + // + // check for head just coming out of water + // + if (old_waterlevel == 3 && waterlevel != 3) + { + if (current_player->air_finished < level.time) + { // gasp for air + gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/gasp1.wav"), 1, ATTN_NORM, 0); + PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF); + } + else if (current_player->air_finished < level.time + 11) + { // just break surface + gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/gasp2.wav"), 1, ATTN_NORM, 0); + } + } + + // + // check for drowning + // + if (waterlevel == 3) + { + // breather or envirosuit give air + if (breather || envirosuit) + { + current_player->air_finished = level.time + 10; + + if (((int)(current_client->breather_framenum - level.framenum) % 25) == 0) + { + if (!current_client->breather_sound) + gi.sound (current_player, CHAN_AUTO, gi.soundindex("player/u_breath1.wav"), 1, ATTN_NORM, 0); + else + gi.sound (current_player, CHAN_AUTO, gi.soundindex("player/u_breath2.wav"), 1, ATTN_NORM, 0); + current_client->breather_sound ^= 1; + PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF); + //FIXME: release a bubble? + } + } + + // if out of air, start drowning + if (current_player->air_finished < level.time) + { // drown! + if (current_player->client->next_drown_time < level.time + && current_player->health > 0) + { + current_player->client->next_drown_time = level.time + 1; + + // take more damage the longer underwater + current_player->dmg += 2; + if (current_player->dmg > 15) + current_player->dmg = 15; + + // play a gurp sound instead of a normal pain sound + if (current_player->health <= current_player->dmg) + gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/drown1.wav"), 1, ATTN_NORM, 0); + else if (rand()&1) + gi.sound (current_player, CHAN_VOICE, gi.soundindex("*gurp1.wav"), 1, ATTN_NORM, 0); + else + gi.sound (current_player, CHAN_VOICE, gi.soundindex("*gurp2.wav"), 1, ATTN_NORM, 0); + + current_player->pain_debounce_time = level.time; + + T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, current_player->dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER); + } + } + } + else + { + current_player->air_finished = level.time + 12; + current_player->dmg = 2; + } + + // + // check for sizzle damage + // + if (waterlevel && (current_player->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) + { + if (current_player->watertype & CONTENTS_LAVA) + { + if (current_player->health > 0 + && current_player->pain_debounce_time <= level.time + && current_client->invincible_framenum < level.framenum) + { + if (rand()&1) + gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/burn1.wav"), 1, ATTN_NORM, 0); + else + gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/burn2.wav"), 1, ATTN_NORM, 0); + current_player->pain_debounce_time = level.time + 1; + } + + if (envirosuit) // take 1/3 damage with envirosuit + T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 1*waterlevel, 0, 0, MOD_LAVA); + else + T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 3*waterlevel, 0, 0, MOD_LAVA); + } + + if (current_player->watertype & CONTENTS_SLIME) + { + if (!envirosuit) + { // no damage from slime with envirosuit + T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 1*waterlevel, 0, 0, MOD_SLIME); + } + } + } +} + + +/* +=============== +G_SetClientEffects +=============== +*/ +void G_SetClientEffects (edict_t *ent) +{ + int pa_type; + int remaining; + + ent->s.effects = 0; + ent->s.renderfx = 0; + + if (ent->health <= 0 || level.intermissiontime) + return; + + if (ent->powerarmor_time > level.time) + { + pa_type = PowerArmorType (ent); + if (pa_type == POWER_ARMOR_SCREEN) + { + ent->s.effects |= EF_POWERSCREEN; + } + else if (pa_type == POWER_ARMOR_SHIELD) + { + ent->s.effects |= EF_COLOR_SHELL; + ent->s.renderfx |= RF_SHELL_GREEN; + } + } + + //ZOID + CTFEffects(ent); + //ZOID + + if (ent->client->quad_framenum > level.framenum) + { + remaining = ent->client->quad_framenum - level.framenum; + if (remaining > 30 || (remaining & 4) ) + CTFSetPowerUpEffect(ent, EF_QUAD); + } + + if (ent->client->invincible_framenum > level.framenum) + { + remaining = ent->client->invincible_framenum - level.framenum; + if (remaining > 30 || (remaining & 4) ) + CTFSetPowerUpEffect(ent, EF_PENT); + } + + // show cheaters!!! + if (ent->flags & FL_GODMODE) + { + ent->s.effects |= EF_COLOR_SHELL; + ent->s.renderfx |= (RF_SHELL_RED|RF_SHELL_GREEN|RF_SHELL_BLUE); + } +} + + +/* +=============== +G_SetClientEvent +=============== +*/ +void G_SetClientEvent (edict_t *ent) +{ + if (ent->s.event) + return; + + if ( ent->groundentity && xyspeed > 225) + { + if ( (int)(current_client->bobtime+bobmove) != bobcycle ) + ent->s.event = EV_FOOTSTEP; + } +} + +/* +=============== +G_SetClientSound +=============== +*/ +void G_SetClientSound (edict_t *ent) +{ + char *weap; + + if (ent->client->resp.game_helpchanged != game.helpchanged) + { + ent->client->resp.game_helpchanged = game.helpchanged; + ent->client->resp.helpchanged = 1; + } + + // help beep (no more than three times) + if (ent->client->resp.helpchanged && ent->client->resp.helpchanged <= 3 && !(level.framenum&63) ) + { + ent->client->resp.helpchanged++; + gi.sound (ent, CHAN_VOICE, gi.soundindex ("misc/pc_up.wav"), 1, ATTN_STATIC, 0); + } + + + if (ent->client->pers.weapon) + weap = ent->client->pers.weapon->classname; + else + weap = ""; + + if (ent->waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) + ent->s.sound = snd_fry; + else if (strcmp(weap, "weapon_railgun") == 0) + ent->s.sound = gi.soundindex("weapons/rg_hum.wav"); + else if (strcmp(weap, "weapon_bfg") == 0) + ent->s.sound = gi.soundindex("weapons/bfg_hum.wav"); + else if (ent->client->weapon_sound) + ent->s.sound = ent->client->weapon_sound; + else + ent->s.sound = 0; +} + +/* +=============== +G_SetClientFrame +=============== +*/ +void G_SetClientFrame (edict_t *ent) +{ + gclient_t *client; + qboolean duck, run; + + if (ent->s.modelindex != 255) + return; // not in the player model + + client = ent->client; + + if (client->ps.pmove.pm_flags & PMF_DUCKED) + duck = true; + else + duck = false; + if (xyspeed) + run = true; + else + run = false; + + // check for stand/duck and stop/go transitions + if (duck != client->anim_duck && client->anim_priority < ANIM_DEATH) + goto newanim; + if (run != client->anim_run && client->anim_priority == ANIM_BASIC) + goto newanim; + if (!ent->groundentity && client->anim_priority <= ANIM_WAVE) + goto newanim; + + if(client->anim_priority == ANIM_REVERSE) + { + if(ent->s.frame > client->anim_end) + { + ent->s.frame--; + return; + } + } + else if (ent->s.frame < client->anim_end) + { // continue an animation + ent->s.frame++; + return; + } + + if (client->anim_priority == ANIM_DEATH) + return; // stay there + if (client->anim_priority == ANIM_JUMP) + { + if (!ent->groundentity) + return; // stay there + ent->client->anim_priority = ANIM_WAVE; + ent->s.frame = FRAME_jump3; + ent->client->anim_end = FRAME_jump6; + return; + } + +newanim: + // return to either a running or standing frame + client->anim_priority = ANIM_BASIC; + client->anim_duck = duck; + client->anim_run = run; + + if (!ent->groundentity) + { + //ZOID: if on grapple, don't go into jump frame, go into standing + //frame + if (client->ctf_grapple) { + ent->s.frame = FRAME_stand01; + client->anim_end = FRAME_stand40; + } else { + //ZOID + client->anim_priority = ANIM_JUMP; + if (ent->s.frame != FRAME_jump2) + ent->s.frame = FRAME_jump1; + client->anim_end = FRAME_jump2; + } + } + else if (run) + { // running + if (duck) + { + ent->s.frame = FRAME_crwalk1; + client->anim_end = FRAME_crwalk6; + } + else + { + ent->s.frame = FRAME_run1; + client->anim_end = FRAME_run6; + } + } + else + { // standing + if (duck) + { + ent->s.frame = FRAME_crstnd01; + client->anim_end = FRAME_crstnd19; + } + else + { + ent->s.frame = FRAME_stand01; + client->anim_end = FRAME_stand40; + } + } +} + + +/* +================= +ClientEndServerFrame + +Called for each player at the end of the server frame +and right after spawning +================= +*/ +void ClientEndServerFrame (edict_t *ent) +{ + float bobtime; + int i; + + current_player = ent; + current_client = ent->client; + + // + // If the origin or velocity have changed since ClientThink(), + // update the pmove values. This will happen when the client + // is pushed by a bmodel or kicked by an explosion. + // + // If it wasn't updated here, the view position would lag a frame + // behind the body position when pushed -- "sinking into plats" + // + for (i=0 ; i<3 ; i++) + { + current_client->ps.pmove.origin[i] = ent->s.origin[i]*8.0; + current_client->ps.pmove.velocity[i] = ent->velocity[i]*8.0; + } + + // + // If the end of unit layout is displayed, don't give + // the player any normal movement attributes + // + if (level.intermissiontime) + { + // FIXME: add view drifting here? + current_client->ps.blend[3] = 0; + current_client->ps.fov = 90; + G_SetStats (ent); + return; + } + + AngleVectors (ent->client->v_angle, forward, right, up); + + // burn from lava, etc + P_WorldEffects (); + + // + // set model angles from view angles so other things in + // the world can tell which direction you are looking + // + if (ent->client->v_angle[PITCH] > 180) + ent->s.angles[PITCH] = (-360 + ent->client->v_angle[PITCH])/3; + else + ent->s.angles[PITCH] = ent->client->v_angle[PITCH]/3; + ent->s.angles[YAW] = ent->client->v_angle[YAW]; + ent->s.angles[ROLL] = 0; + ent->s.angles[ROLL] = SV_CalcRoll (ent->s.angles, ent->velocity)*4; + + // + // calculate speed and cycle to be used for + // all cyclic walking effects + // + xyspeed = sqrt(ent->velocity[0]*ent->velocity[0] + ent->velocity[1]*ent->velocity[1]); + + if (xyspeed < 5) + { + bobmove = 0; + current_client->bobtime = 0; // start at beginning of cycle again + } + else if (ent->groundentity) + { // so bobbing only cycles when on ground + if (xyspeed > 210) + bobmove = 0.25; + else if (xyspeed > 100) + bobmove = 0.125; + else + bobmove = 0.0625; + } + + bobtime = (current_client->bobtime += bobmove); + + if (current_client->ps.pmove.pm_flags & PMF_DUCKED) + bobtime *= 4; + + bobcycle = (int)bobtime; + bobfracsin = fabs(sin(bobtime*M_PI)); + + // detect hitting the floor + P_FallingDamage (ent); + + // apply all the damage taken this frame + P_DamageFeedback (ent); + + // determine the view offsets + SV_CalcViewOffset (ent); + + // determine the gun offsets + SV_CalcGunOffset (ent); + + // determine the full screen color blend + // must be after viewoffset, so eye contents can be + // accurately determined + // FIXME: with client prediction, the contents + // should be determined by the client + SV_CalcBlend (ent); + + //ZOID + if (!ent->client->chase_target) + //ZOID + G_SetStats (ent); + + //ZOID + //update chasecam follower stats + for (i = 1; i <= maxclients->value; i++) { + edict_t *e = g_edicts + i; + if (!e->inuse || e->client->chase_target != ent) + continue; + memcpy(e->client->ps.stats, + ent->client->ps.stats, + sizeof(ent->client->ps.stats)); + e->client->ps.stats[STAT_LAYOUTS] = 1; + break; + } + //ZOID + + + G_SetClientEvent (ent); + + G_SetClientEffects (ent); + + G_SetClientSound (ent); + + G_SetClientFrame (ent); + + VectorCopy (ent->velocity, ent->client->oldvelocity); + VectorCopy (ent->client->ps.viewangles, ent->client->oldviewangles); + + // clear weapon kicks + VectorClear (ent->client->kick_origin); + VectorClear (ent->client->kick_angles); + + // if the scoreboard is up, update it + if (ent->client->showscores && !(level.framenum & 31) ) + { + //ZOID + if (ent->client->menu) { + PMenu_Do_Update(ent); + ent->client->menudirty = false; + ent->client->menutime = level.time; + } else + //ZOID + DeathmatchScoreboardMessage (ent, ent->enemy); + gi.unicast (ent, false); + } +} + diff --git a/src/p_weapon.c b/src/p_weapon.c new file mode 100644 index 0000000..d8508bf --- /dev/null +++ b/src/p_weapon.c @@ -0,0 +1,1466 @@ +/* +Copyright (C) 1997-2001 Id Software, Inc. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ +// g_weapon.c + +#include "g_local.h" +#include "m_player.h" + + +static qboolean is_quad; +static byte is_silenced; + + +void weapon_grenade_fire (edict_t *ent, qboolean held); + + +void P_ProjectSource (gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result) +{ + vec3_t _distance; + + VectorCopy (distance, _distance); + if (client->pers.hand == LEFT_HANDED) + _distance[1] *= -1; + else if (client->pers.hand == CENTER_HANDED) + _distance[1] = 0; + G_ProjectSource (point, _distance, forward, right, result); +} + + +/* +=============== +PlayerNoise + +Each player can have two noise objects associated with it: +a personal noise (jumping, pain, weapon firing), and a weapon +target noise (bullet wall impacts) + +Monsters that don't directly see the player can move +to a noise in hopes of seeing the player from there. +=============== +*/ +void PlayerNoise(edict_t *who, vec3_t where, int type) +{ + edict_t *noise; + + if (type == PNOISE_WEAPON) + { + if (who->client->silencer_shots) + { + who->client->silencer_shots--; + return; + } + } + + if (deathmatch->value) + return; + + if (who->flags & FL_NOTARGET) + return; + + + if (!who->mynoise) + { + noise = G_Spawn(); + noise->classname = "player_noise"; + VectorSet (noise->mins, -8, -8, -8); + VectorSet (noise->maxs, 8, 8, 8); + noise->owner = who; + noise->svflags = SVF_NOCLIENT; + who->mynoise = noise; + + noise = G_Spawn(); + noise->classname = "player_noise"; + VectorSet (noise->mins, -8, -8, -8); + VectorSet (noise->maxs, 8, 8, 8); + noise->owner = who; + noise->svflags = SVF_NOCLIENT; + who->mynoise2 = noise; + } + + if (type == PNOISE_SELF || type == PNOISE_WEAPON) + { + noise = who->mynoise; + level.sound_entity = noise; + level.sound_entity_framenum = level.framenum; + } + else // type == PNOISE_IMPACT + { + noise = who->mynoise2; + level.sound2_entity = noise; + level.sound2_entity_framenum = level.framenum; + } + + VectorCopy (where, noise->s.origin); + VectorSubtract (where, noise->maxs, noise->absmin); + VectorAdd (where, noise->maxs, noise->absmax); + noise->teleport_time = level.time; + gi.linkentity (noise); +} + + +qboolean Pickup_Weapon (edict_t *ent, edict_t *other) +{ + int index; + gitem_t *ammo; + + index = ITEM_INDEX(ent->item); + + if ( ( ((int)(dmflags->value) & DF_WEAPONS_STAY) || coop->value) + && other->client->pers.inventory[index]) + { + if (!(ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM) ) ) + return false; // leave the weapon for others to pickup + } + + other->client->pers.inventory[index]++; + + if (!(ent->spawnflags & DROPPED_ITEM) ) + { + // give them some ammo with it + ammo = FindItem (ent->item->ammo); + if ( (int)dmflags->value & DF_INFINITE_AMMO ) + Add_Ammo (other, ammo, 1000); + else + Add_Ammo (other, ammo, ammo->quantity); + + if (! (ent->spawnflags & DROPPED_PLAYER_ITEM) ) + { + if (deathmatch->value) + { + if ((int)(dmflags->value) & DF_WEAPONS_STAY) + ent->flags |= FL_RESPAWN; + else + SetRespawn (ent, 30); + } + if (coop->value) + ent->flags |= FL_RESPAWN; + } + } + + if (other->client->pers.weapon != ent->item && + (other->client->pers.inventory[index] == 1) && + ( !deathmatch->value || other->client->pers.weapon == FindItem("blaster") ) ) + other->client->newweapon = ent->item; + + return true; +} + + +/* +=============== +ChangeWeapon + +The old weapon has been dropped all the way, so make the new one +current +=============== +*/ +void ChangeWeapon (edict_t *ent) +{ + int i; + + if (ent->client->grenade_time) + { + ent->client->grenade_time = level.time; + ent->client->weapon_sound = 0; + weapon_grenade_fire (ent, false); + ent->client->grenade_time = 0; + } + + ent->client->pers.lastweapon = ent->client->pers.weapon; + ent->client->pers.weapon = ent->client->newweapon; + ent->client->newweapon = NULL; + ent->client->machinegun_shots = 0; + + // set visible model + if (ent->s.modelindex == 255) { + if (ent->client->pers.weapon) + i = ((ent->client->pers.weapon->weapmodel & 0xff) << 8); + else + i = 0; + ent->s.skinnum = (ent - g_edicts - 1) | i; + } + + if (ent->client->pers.weapon && ent->client->pers.weapon->ammo) + ent->client->ammo_index = ITEM_INDEX(FindItem(ent->client->pers.weapon->ammo)); + else + ent->client->ammo_index = 0; + + if (!ent->client->pers.weapon) + { // dead + ent->client->ps.gunindex = 0; + return; + } + + ent->client->weaponstate = WEAPON_ACTIVATING; + ent->client->ps.gunframe = 0; + ent->client->ps.gunindex = gi.modelindex(ent->client->pers.weapon->view_model); + + ent->client->anim_priority = ANIM_PAIN; + if(ent->client->ps.pmove.pm_flags & PMF_DUCKED) + { + ent->s.frame = FRAME_crpain1; + ent->client->anim_end = FRAME_crpain4; + } + else + { + ent->s.frame = FRAME_pain301; + ent->client->anim_end = FRAME_pain304; + + } +} + +/* +================= +NoAmmoWeaponChange +================= +*/ +void NoAmmoWeaponChange (edict_t *ent) +{ + if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("slugs"))] + && ent->client->pers.inventory[ITEM_INDEX(FindItem("railgun"))] ) + { + ent->client->newweapon = FindItem ("railgun"); + return; + } + if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("cells"))] + && ent->client->pers.inventory[ITEM_INDEX(FindItem("hyperblaster"))] ) + { + ent->client->newweapon = FindItem ("hyperblaster"); + return; + } + if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("bullets"))] + && ent->client->pers.inventory[ITEM_INDEX(FindItem("chaingun"))] ) + { + ent->client->newweapon = FindItem ("chaingun"); + return; + } + if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("bullets"))] + && ent->client->pers.inventory[ITEM_INDEX(FindItem("machinegun"))] ) + { + ent->client->newweapon = FindItem ("machinegun"); + return; + } + if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("shells"))] > 1 + && ent->client->pers.inventory[ITEM_INDEX(FindItem("super shotgun"))] ) + { + ent->client->newweapon = FindItem ("super shotgun"); + return; + } + if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("shells"))] + && ent->client->pers.inventory[ITEM_INDEX(FindItem("shotgun"))] ) + { + ent->client->newweapon = FindItem ("shotgun"); + return; + } + ent->client->newweapon = FindItem ("blaster"); +} + +/* +================= +Think_Weapon + +Called by ClientBeginServerFrame and ClientThink +================= +*/ +void Think_Weapon (edict_t *ent) +{ + // if just died, put the weapon away + if (ent->health < 1) + { + ent->client->newweapon = NULL; + ChangeWeapon (ent); + } + + // call active weapon think routine + if (ent->client->pers.weapon && ent->client->pers.weapon->weaponthink) + { + is_quad = (ent->client->quad_framenum > level.framenum); + if (ent->client->silencer_shots) + is_silenced = MZ_SILENCED; + else + is_silenced = 0; + ent->client->pers.weapon->weaponthink (ent); + } +} + + +/* +================ +Use_Weapon + +Make the weapon ready if there is ammo +================ +*/ +void Use_Weapon (edict_t *ent, gitem_t *item) +{ + int ammo_index; + gitem_t *ammo_item; + + // see if we're already using it + if (item == ent->client->pers.weapon) + return; + + if (item->ammo && !g_select_empty->value && !(item->flags & IT_AMMO)) + { + ammo_item = FindItem(item->ammo); + ammo_index = ITEM_INDEX(ammo_item); + + if (!ent->client->pers.inventory[ammo_index]) + { + gi.cprintf (ent, PRINT_HIGH, "No %s for %s.\n", ammo_item->pickup_name, item->pickup_name); + return; + } + + if (ent->client->pers.inventory[ammo_index] < item->quantity) + { + gi.cprintf (ent, PRINT_HIGH, "Not enough %s for %s.\n", ammo_item->pickup_name, item->pickup_name); + return; + } + } + + // change to this weapon when down + ent->client->newweapon = item; +} + + + +/* +================ +Drop_Weapon +================ +*/ +void Drop_Weapon (edict_t *ent, gitem_t *item) +{ + int index; + + if ((int)(dmflags->value) & DF_WEAPONS_STAY) + return; + + index = ITEM_INDEX(item); + // see if we're already using it + if ( ((item == ent->client->pers.weapon) || (item == ent->client->newweapon))&& (ent->client->pers.inventory[index] == 1) ) + { + gi.cprintf (ent, PRINT_HIGH, "Can't drop current weapon\n"); + return; + } + + Drop_Item (ent, item); + ent->client->pers.inventory[index]--; +} + + +/* +================ +Weapon_Generic + +A generic function to handle the basics of weapon thinking +================ +*/ +#define FRAME_FIRE_FIRST (FRAME_ACTIVATE_LAST + 1) +#define FRAME_IDLE_FIRST (FRAME_FIRE_LAST + 1) +#define FRAME_DEACTIVATE_FIRST (FRAME_IDLE_LAST + 1) + +static void Weapon_Generic2 (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void (*fire)(edict_t *ent)) +{ + int n; + + if(ent->deadflag || ent->s.modelindex != 255) // VWep animations screw up corpses + { + return; + } + + if (ent->client->weaponstate == WEAPON_DROPPING) + { + if (ent->client->ps.gunframe == FRAME_DEACTIVATE_LAST) + { + ChangeWeapon (ent); + return; + } + else if ((FRAME_DEACTIVATE_LAST - ent->client->ps.gunframe) == 4) + { + ent->client->anim_priority = ANIM_REVERSE; + if(ent->client->ps.pmove.pm_flags & PMF_DUCKED) + { + ent->s.frame = FRAME_crpain4+1; + ent->client->anim_end = FRAME_crpain1; + } + else + { + ent->s.frame = FRAME_pain304+1; + ent->client->anim_end = FRAME_pain301; + + } + } + + ent->client->ps.gunframe++; + return; + } + + if (ent->client->weaponstate == WEAPON_ACTIVATING) + { + if (ent->client->ps.gunframe == FRAME_ACTIVATE_LAST || instantweap->value) + { + ent->client->weaponstate = WEAPON_READY; + ent->client->ps.gunframe = FRAME_IDLE_FIRST; + return; + } + + ent->client->ps.gunframe++; + return; + } + + if ((ent->client->newweapon) && (ent->client->weaponstate != WEAPON_FIRING)) + { + ent->client->weaponstate = WEAPON_DROPPING; + if (instantweap->value) { + ChangeWeapon(ent); + return; + } else + ent->client->ps.gunframe = FRAME_DEACTIVATE_FIRST; + + if ((FRAME_DEACTIVATE_LAST - FRAME_DEACTIVATE_FIRST) < 4) + { + ent->client->anim_priority = ANIM_REVERSE; + if(ent->client->ps.pmove.pm_flags & PMF_DUCKED) + { + ent->s.frame = FRAME_crpain4+1; + ent->client->anim_end = FRAME_crpain1; + } + else + { + ent->s.frame = FRAME_pain304+1; + ent->client->anim_end = FRAME_pain301; + + } + } + return; + } + + if (ent->client->weaponstate == WEAPON_READY) + { + if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTON_ATTACK) ) + { + ent->client->latched_buttons &= ~BUTTON_ATTACK; + if ((!ent->client->ammo_index) || + ( ent->client->pers.inventory[ent->client->ammo_index] >= ent->client->pers.weapon->quantity)) + { + ent->client->ps.gunframe = FRAME_FIRE_FIRST; + ent->client->weaponstate = WEAPON_FIRING; + + // start the animation + ent->client->anim_priority = ANIM_ATTACK; + if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) + { + ent->s.frame = FRAME_crattak1-1; + ent->client->anim_end = FRAME_crattak9; + } + else + { + ent->s.frame = FRAME_attack1-1; + ent->client->anim_end = FRAME_attack8; + } + } + else + { + if (level.time >= ent->pain_debounce_time) + { + gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0); + ent->pain_debounce_time = level.time + 1; + } + NoAmmoWeaponChange (ent); + } + } + else + { + if (ent->client->ps.gunframe == FRAME_IDLE_LAST) + { + ent->client->ps.gunframe = FRAME_IDLE_FIRST; + return; + } + + if (pause_frames) + { + for (n = 0; pause_frames[n]; n++) + { + if (ent->client->ps.gunframe == pause_frames[n]) + { + if (rand()&15) + return; + } + } + } + + ent->client->ps.gunframe++; + return; + } + } + + if (ent->client->weaponstate == WEAPON_FIRING) + { + for (n = 0; fire_frames[n]; n++) + { + if (ent->client->ps.gunframe == fire_frames[n]) + { + //ZOID + if (!CTFApplyStrengthSound(ent)) + //ZOID + if (ent->client->quad_framenum > level.framenum) + gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage3.wav"), 1, ATTN_NORM, 0); + //ZOID + CTFApplyHasteSound(ent); + //ZOID + + fire (ent); + break; + } + } + + if (!fire_frames[n]) + ent->client->ps.gunframe++; + + if (ent->client->ps.gunframe == FRAME_IDLE_FIRST+1) + ent->client->weaponstate = WEAPON_READY; + } +} + +//ZOID +void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void (*fire)(edict_t *ent)) +{ + int oldstate = ent->client->weaponstate; + + Weapon_Generic2 (ent, FRAME_ACTIVATE_LAST, FRAME_FIRE_LAST, + FRAME_IDLE_LAST, FRAME_DEACTIVATE_LAST, pause_frames, + fire_frames, fire); + + // run the weapon frame again if hasted + if (Q_stricmp(ent->client->pers.weapon->pickup_name, "Grapple") == 0 && + ent->client->weaponstate == WEAPON_FIRING) + return; + + if ((CTFApplyHaste(ent) || + (Q_stricmp(ent->client->pers.weapon->pickup_name, "Grapple") == 0 && + ent->client->weaponstate != WEAPON_FIRING)) + && oldstate == ent->client->weaponstate) { + Weapon_Generic2 (ent, FRAME_ACTIVATE_LAST, FRAME_FIRE_LAST, + FRAME_IDLE_LAST, FRAME_DEACTIVATE_LAST, pause_frames, + fire_frames, fire); + } +} +//ZOID + +/* +====================================================================== + +GRENADE + +====================================================================== +*/ + +#define GRENADE_TIMER 3.0 +#define GRENADE_MINSPEED 400 +#define GRENADE_MAXSPEED 800 + +void weapon_grenade_fire (edict_t *ent, qboolean held) +{ + vec3_t offset; + vec3_t forward, right; + vec3_t start; + int damage = 125; + float timer; + int speed; + float radius; + + radius = damage+40; + if (is_quad) + damage *= 4; + + VectorSet(offset, 8, 8, ent->viewheight-8); + AngleVectors (ent->client->v_angle, forward, right, NULL); + P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); + + timer = ent->client->grenade_time - level.time; + speed = GRENADE_MINSPEED + (GRENADE_TIMER - timer) * ((GRENADE_MAXSPEED - GRENADE_MINSPEED) / GRENADE_TIMER); + fire_grenade2 (ent, start, forward, damage, speed, timer, radius, held); + + if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) + ent->client->pers.inventory[ent->client->ammo_index]--; + + ent->client->grenade_time = level.time + 1.0; + + if(ent->deadflag || ent->s.modelindex != 255) // VWep animations screw up corpses + { + return; + } + + if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) + { + ent->client->anim_priority = ANIM_ATTACK; + ent->s.frame = FRAME_crattak1-1; + ent->client->anim_end = FRAME_crattak3; + } + else + { + ent->client->anim_priority = ANIM_REVERSE; + ent->s.frame = FRAME_wave08; + ent->client->anim_end = FRAME_wave01; + } +} + +void Weapon_Grenade (edict_t *ent) +{ + if ((ent->client->newweapon) && (ent->client->weaponstate == WEAPON_READY)) + { + ChangeWeapon (ent); + return; + } + + if (ent->client->weaponstate == WEAPON_ACTIVATING) + { + ent->client->weaponstate = WEAPON_READY; + ent->client->ps.gunframe = 16; + return; + } + + if (ent->client->weaponstate == WEAPON_READY) + { + if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTON_ATTACK) ) + { + ent->client->latched_buttons &= ~BUTTON_ATTACK; + if (ent->client->pers.inventory[ent->client->ammo_index]) + { + ent->client->ps.gunframe = 1; + ent->client->weaponstate = WEAPON_FIRING; + ent->client->grenade_time = 0; + } + else + { + if (level.time >= ent->pain_debounce_time) + { + gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0); + ent->pain_debounce_time = level.time + 1; + } + NoAmmoWeaponChange (ent); + } + return; + } + + if ((ent->client->ps.gunframe == 29) || (ent->client->ps.gunframe == 34) || (ent->client->ps.gunframe == 39) || (ent->client->ps.gunframe == 48)) + { + if (rand()&15) + return; + } + + if (++ent->client->ps.gunframe > 48) + ent->client->ps.gunframe = 16; + return; + } + + if (ent->client->weaponstate == WEAPON_FIRING) + { + if (ent->client->ps.gunframe == 5) + gi.sound(ent, CHAN_WEAPON, gi.soundindex("weapons/hgrena1b.wav"), 1, ATTN_NORM, 0); + + if (ent->client->ps.gunframe == 11) + { + if (!ent->client->grenade_time) + { + ent->client->grenade_time = level.time + GRENADE_TIMER + 0.2; + ent->client->weapon_sound = gi.soundindex("weapons/hgrenc1b.wav"); + } + + // they waited too long, detonate it in their hand + if (!ent->client->grenade_blew_up && level.time >= ent->client->grenade_time) + { + ent->client->weapon_sound = 0; + weapon_grenade_fire (ent, true); + ent->client->grenade_blew_up = true; + } + + if (ent->client->buttons & BUTTON_ATTACK) + return; + + if (ent->client->grenade_blew_up) + { + if (level.time >= ent->client->grenade_time) + { + ent->client->ps.gunframe = 15; + ent->client->grenade_blew_up = false; + } + else + { + return; + } + } + } + + if (ent->client->ps.gunframe == 12) + { + ent->client->weapon_sound = 0; + weapon_grenade_fire (ent, false); + } + + if ((ent->client->ps.gunframe == 15) && (level.time < ent->client->grenade_time)) + return; + + ent->client->ps.gunframe++; + + if (ent->client->ps.gunframe == 16) + { + ent->client->grenade_time = 0; + ent->client->weaponstate = WEAPON_READY; + } + } +} + +/* +====================================================================== + +GRENADE LAUNCHER + +====================================================================== +*/ + +void weapon_grenadelauncher_fire (edict_t *ent) +{ + vec3_t offset; + vec3_t forward, right; + vec3_t start; + int damage = 120; + float radius; + + radius = damage+40; + if (is_quad) + damage *= 4; + + VectorSet(offset, 8, 8, ent->viewheight-8); + AngleVectors (ent->client->v_angle, forward, right, NULL); + P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); + + VectorScale (forward, -2, ent->client->kick_origin); + ent->client->kick_angles[0] = -1; + + fire_grenade (ent, start, forward, damage, 600, 2.5, radius); + + gi.WriteByte (svc_muzzleflash); + gi.WriteShort (ent-g_edicts); + gi.WriteByte (MZ_GRENADE | is_silenced); + gi.multicast (ent->s.origin, MULTICAST_PVS); + + ent->client->ps.gunframe++; + + PlayerNoise(ent, start, PNOISE_WEAPON); + + if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) + ent->client->pers.inventory[ent->client->ammo_index]--; +} + +void Weapon_GrenadeLauncher (edict_t *ent) +{ + static int pause_frames[] = {34, 51, 59, 0}; + static int fire_frames[] = {6, 0}; + + Weapon_Generic (ent, 5, 16, 59, 64, pause_frames, fire_frames, weapon_grenadelauncher_fire); +} + +/* +====================================================================== + +ROCKET + +====================================================================== +*/ + +void Weapon_RocketLauncher_Fire (edict_t *ent) +{ + vec3_t offset, start; + vec3_t forward, right; + int damage; + float damage_radius; + int radius_damage; + + damage = 100 + (int)(random() * 20.0); + radius_damage = 120; + damage_radius = 120; + if (is_quad) + { + damage *= 4; + radius_damage *= 4; + } + + AngleVectors (ent->client->v_angle, forward, right, NULL); + + VectorScale (forward, -2, ent->client->kick_origin); + ent->client->kick_angles[0] = -1; + + VectorSet(offset, 8, 8, ent->viewheight-8); + P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); + fire_rocket (ent, start, forward, damage, 650, damage_radius, radius_damage); + + // send muzzle flash + gi.WriteByte (svc_muzzleflash); + gi.WriteShort (ent-g_edicts); + gi.WriteByte (MZ_ROCKET | is_silenced); + gi.multicast (ent->s.origin, MULTICAST_PVS); + + ent->client->ps.gunframe++; + + PlayerNoise(ent, start, PNOISE_WEAPON); + + if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) + ent->client->pers.inventory[ent->client->ammo_index]--; +} + +void Weapon_RocketLauncher (edict_t *ent) +{ + static int pause_frames[] = {25, 33, 42, 50, 0}; + static int fire_frames[] = {5, 0}; + + Weapon_Generic (ent, 4, 12, 50, 54, pause_frames, fire_frames, Weapon_RocketLauncher_Fire); +} + + +/* +====================================================================== + +BLASTER / HYPERBLASTER + +====================================================================== +*/ + +void Blaster_Fire (edict_t *ent, vec3_t g_offset, int damage, qboolean hyper, int effect) +{ + vec3_t forward, right; + vec3_t start; + vec3_t offset; + + if (is_quad) + damage *= 4; + AngleVectors (ent->client->v_angle, forward, right, NULL); + VectorSet(offset, 24, 8, ent->viewheight-8); + VectorAdd (offset, g_offset, offset); + P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); + + VectorScale (forward, -2, ent->client->kick_origin); + ent->client->kick_angles[0] = -1; + + fire_blaster (ent, start, forward, damage, 1000, effect, hyper); + + // send muzzle flash + gi.WriteByte (svc_muzzleflash); + gi.WriteShort (ent-g_edicts); + if (hyper) + gi.WriteByte (MZ_HYPERBLASTER | is_silenced); + else + gi.WriteByte (MZ_BLASTER | is_silenced); + gi.multicast (ent->s.origin, MULTICAST_PVS); + + PlayerNoise(ent, start, PNOISE_WEAPON); +} + + +void Weapon_Blaster_Fire (edict_t *ent) +{ + int damage; + + if (deathmatch->value) + damage = 15; + else + damage = 10; + Blaster_Fire (ent, vec3_origin, damage, false, EF_BLASTER); + ent->client->ps.gunframe++; +} + +void Weapon_Blaster (edict_t *ent) +{ + static int pause_frames[] = {19, 32, 0}; + static int fire_frames[] = {5, 0}; + + Weapon_Generic (ent, 4, 8, 52, 55, pause_frames, fire_frames, Weapon_Blaster_Fire); +} + + +void Weapon_HyperBlaster_Fire (edict_t *ent) +{ + float rotation; + vec3_t offset; + int effect; + int damage; + + ent->client->weapon_sound = gi.soundindex("weapons/hyprbl1a.wav"); + + if (!(ent->client->buttons & BUTTON_ATTACK)) + { + ent->client->ps.gunframe++; + } + else + { + if (! ent->client->pers.inventory[ent->client->ammo_index] ) + { + if (level.time >= ent->pain_debounce_time) + { + gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0); + ent->pain_debounce_time = level.time + 1; + } + NoAmmoWeaponChange (ent); + } + else + { + rotation = (ent->client->ps.gunframe - 5) * 2*M_PI/6; + offset[0] = -4 * sin(rotation); + offset[1] = 0; + offset[2] = 4 * cos(rotation); + + if ((ent->client->ps.gunframe == 6) || (ent->client->ps.gunframe == 9)) + effect = EF_HYPERBLASTER; + else + effect = 0; + if (deathmatch->value) + damage = 15; + else + damage = 20; + Blaster_Fire (ent, offset, damage, true, effect); + if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) + ent->client->pers.inventory[ent->client->ammo_index]--; + + ent->client->anim_priority = ANIM_ATTACK; + if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) + { + ent->s.frame = FRAME_crattak1 - 1; + ent->client->anim_end = FRAME_crattak9; + } + else + { + ent->s.frame = FRAME_attack1 - 1; + ent->client->anim_end = FRAME_attack8; + } + } + + ent->client->ps.gunframe++; + if (ent->client->ps.gunframe == 12 && ent->client->pers.inventory[ent->client->ammo_index]) + ent->client->ps.gunframe = 6; + } + + if (ent->client->ps.gunframe == 12) + { + gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/hyprbd1a.wav"), 1, ATTN_NORM, 0); + ent->client->weapon_sound = 0; + } + +} + +void Weapon_HyperBlaster (edict_t *ent) +{ + static int pause_frames[] = {0}; + static int fire_frames[] = {6, 7, 8, 9, 10, 11, 0}; + + Weapon_Generic (ent, 5, 20, 49, 53, pause_frames, fire_frames, Weapon_HyperBlaster_Fire); +} + +/* +====================================================================== + +MACHINEGUN / CHAINGUN + +====================================================================== +*/ + +void Machinegun_Fire (edict_t *ent) +{ + int i; + vec3_t start; + vec3_t forward, right; + vec3_t angles; + int damage = 8; + int kick = 2; + vec3_t offset; + + if (!(ent->client->buttons & BUTTON_ATTACK)) + { + ent->client->machinegun_shots = 0; + ent->client->ps.gunframe++; + return; + } + + if (ent->client->ps.gunframe == 5) + ent->client->ps.gunframe = 4; + else + ent->client->ps.gunframe = 5; + + if (ent->client->pers.inventory[ent->client->ammo_index] < 1) + { + ent->client->ps.gunframe = 6; + if (level.time >= ent->pain_debounce_time) + { + gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0); + ent->pain_debounce_time = level.time + 1; + } + NoAmmoWeaponChange (ent); + return; + } + + if (is_quad) + { + damage *= 4; + kick *= 4; + } + + for (i=1 ; i<3 ; i++) + { + ent->client->kick_origin[i] = crandom() * 0.35; + ent->client->kick_angles[i] = crandom() * 0.7; + } + ent->client->kick_origin[0] = crandom() * 0.35; + ent->client->kick_angles[0] = ent->client->machinegun_shots * -1.5; + + // raise the gun as it is firing + if (!deathmatch->value) + { + ent->client->machinegun_shots++; + if (ent->client->machinegun_shots > 9) + ent->client->machinegun_shots = 9; + } + + // get start / end positions + VectorAdd (ent->client->v_angle, ent->client->kick_angles, angles); + AngleVectors (angles, forward, right, NULL); + VectorSet(offset, 0, 8, ent->viewheight-8); + P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); + fire_bullet (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_MACHINEGUN); + + gi.WriteByte (svc_muzzleflash); + gi.WriteShort (ent-g_edicts); + gi.WriteByte (MZ_MACHINEGUN | is_silenced); + gi.multicast (ent->s.origin, MULTICAST_PVS); + + PlayerNoise(ent, start, PNOISE_WEAPON); + + if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) + ent->client->pers.inventory[ent->client->ammo_index]--; + + ent->client->anim_priority = ANIM_ATTACK; + if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) + { + ent->s.frame = FRAME_crattak1 - (int) (random()+0.25); + ent->client->anim_end = FRAME_crattak9; + } + else + { + ent->s.frame = FRAME_attack1 - (int) (random()+0.25); + ent->client->anim_end = FRAME_attack8; + } +} + +void Weapon_Machinegun (edict_t *ent) +{ + static int pause_frames[] = {23, 45, 0}; + static int fire_frames[] = {4, 5, 0}; + + Weapon_Generic (ent, 3, 5, 45, 49, pause_frames, fire_frames, Machinegun_Fire); +} + +void Chaingun_Fire (edict_t *ent) +{ + int i; + int shots; + vec3_t start; + vec3_t forward, right, up; + float r, u; + vec3_t offset; + int damage; + int kick = 2; + + if (deathmatch->value) + damage = 6; + else + damage = 8; + + if (ent->client->ps.gunframe == 5) + gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/chngnu1a.wav"), 1, ATTN_IDLE, 0); + + if ((ent->client->ps.gunframe == 14) && !(ent->client->buttons & BUTTON_ATTACK)) + { + ent->client->ps.gunframe = 32; + ent->client->weapon_sound = 0; + return; + } + else if ((ent->client->ps.gunframe == 21) && (ent->client->buttons & BUTTON_ATTACK) + && ent->client->pers.inventory[ent->client->ammo_index]) + { + ent->client->ps.gunframe = 15; + } + else + { + ent->client->ps.gunframe++; + } + + if (ent->client->ps.gunframe == 22) + { + ent->client->weapon_sound = 0; + gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/chngnd1a.wav"), 1, ATTN_IDLE, 0); + } + else + { + ent->client->weapon_sound = gi.soundindex("weapons/chngnl1a.wav"); + } + + ent->client->anim_priority = ANIM_ATTACK; + if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) + { + ent->s.frame = FRAME_crattak1 - (ent->client->ps.gunframe & 1); + ent->client->anim_end = FRAME_crattak9; + } + else + { + ent->s.frame = FRAME_attack1 - (ent->client->ps.gunframe & 1); + ent->client->anim_end = FRAME_attack8; + } + + if (ent->client->ps.gunframe <= 9) + shots = 1; + else if (ent->client->ps.gunframe <= 14) + { + if (ent->client->buttons & BUTTON_ATTACK) + shots = 2; + else + shots = 1; + } + else + shots = 3; + + if (ent->client->pers.inventory[ent->client->ammo_index] < shots) + shots = ent->client->pers.inventory[ent->client->ammo_index]; + + if (!shots) + { + if (level.time >= ent->pain_debounce_time) + { + gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0); + ent->pain_debounce_time = level.time + 1; + } + NoAmmoWeaponChange (ent); + return; + } + + if (is_quad) + { + damage *= 4; + kick *= 4; + } + + for (i=0 ; i<3 ; i++) + { + ent->client->kick_origin[i] = crandom() * 0.35; + ent->client->kick_angles[i] = crandom() * 0.7; + } + + for (i=0 ; iclient->v_angle, forward, right, up); + r = 7 + crandom()*4; + u = crandom()*4; + VectorSet(offset, 0, r, u + ent->viewheight-8); + P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); + + fire_bullet (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_CHAINGUN); + } + + // send muzzle flash + gi.WriteByte (svc_muzzleflash); + gi.WriteShort (ent-g_edicts); + gi.WriteByte ((MZ_CHAINGUN1 + shots - 1) | is_silenced); + gi.multicast (ent->s.origin, MULTICAST_PVS); + + PlayerNoise(ent, start, PNOISE_WEAPON); + + if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) + ent->client->pers.inventory[ent->client->ammo_index] -= shots; +} + + +void Weapon_Chaingun (edict_t *ent) +{ + static int pause_frames[] = {38, 43, 51, 61, 0}; + static int fire_frames[] = {5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 0}; + + Weapon_Generic (ent, 4, 31, 61, 64, pause_frames, fire_frames, Chaingun_Fire); +} + + +/* +====================================================================== + +SHOTGUN / SUPERSHOTGUN + +====================================================================== +*/ + +void weapon_shotgun_fire (edict_t *ent) +{ + vec3_t start; + vec3_t forward, right; + vec3_t offset; + int damage = 4; + int kick = 8; + + if (ent->client->ps.gunframe == 9) + { + ent->client->ps.gunframe++; + return; + } + + AngleVectors (ent->client->v_angle, forward, right, NULL); + + VectorScale (forward, -2, ent->client->kick_origin); + ent->client->kick_angles[0] = -2; + + VectorSet(offset, 0, 8, ent->viewheight-8); + P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); + + if (is_quad) + { + damage *= 4; + kick *= 4; + } + + if (deathmatch->value) + fire_shotgun (ent, start, forward, damage, kick, 500, 500, DEFAULT_DEATHMATCH_SHOTGUN_COUNT, MOD_SHOTGUN); + else + fire_shotgun (ent, start, forward, damage, kick, 500, 500, DEFAULT_SHOTGUN_COUNT, MOD_SHOTGUN); + + // send muzzle flash + gi.WriteByte (svc_muzzleflash); + gi.WriteShort (ent-g_edicts); + gi.WriteByte (MZ_SHOTGUN | is_silenced); + gi.multicast (ent->s.origin, MULTICAST_PVS); + + ent->client->ps.gunframe++; + PlayerNoise(ent, start, PNOISE_WEAPON); + + if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) + ent->client->pers.inventory[ent->client->ammo_index]--; +} + +void Weapon_Shotgun (edict_t *ent) +{ + static int pause_frames[] = {22, 28, 34, 0}; + static int fire_frames[] = {8, 9, 0}; + + Weapon_Generic (ent, 7, 18, 36, 39, pause_frames, fire_frames, weapon_shotgun_fire); +} + + +void weapon_supershotgun_fire (edict_t *ent) +{ + vec3_t start; + vec3_t forward, right; + vec3_t offset; + vec3_t v; + int damage = 6; + int kick = 12; + + AngleVectors (ent->client->v_angle, forward, right, NULL); + + VectorScale (forward, -2, ent->client->kick_origin); + ent->client->kick_angles[0] = -2; + + VectorSet(offset, 0, 8, ent->viewheight-8); + P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); + + if (is_quad) + { + damage *= 4; + kick *= 4; + } + + v[PITCH] = ent->client->v_angle[PITCH]; + v[YAW] = ent->client->v_angle[YAW] - 5; + v[ROLL] = ent->client->v_angle[ROLL]; + AngleVectors (v, forward, NULL, NULL); + fire_shotgun (ent, start, forward, damage, kick, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT/2, MOD_SSHOTGUN); + v[YAW] = ent->client->v_angle[YAW] + 5; + AngleVectors (v, forward, NULL, NULL); + fire_shotgun (ent, start, forward, damage, kick, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT/2, MOD_SSHOTGUN); + + // send muzzle flash + gi.WriteByte (svc_muzzleflash); + gi.WriteShort (ent-g_edicts); + gi.WriteByte (MZ_SSHOTGUN | is_silenced); + gi.multicast (ent->s.origin, MULTICAST_PVS); + + ent->client->ps.gunframe++; + PlayerNoise(ent, start, PNOISE_WEAPON); + + if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) + ent->client->pers.inventory[ent->client->ammo_index] -= 2; +} + +void Weapon_SuperShotgun (edict_t *ent) +{ + static int pause_frames[] = {29, 42, 57, 0}; + static int fire_frames[] = {7, 0}; + + Weapon_Generic (ent, 6, 17, 57, 61, pause_frames, fire_frames, weapon_supershotgun_fire); +} + + + +/* +====================================================================== + +RAILGUN + +====================================================================== +*/ + +void weapon_railgun_fire (edict_t *ent) +{ + vec3_t start; + vec3_t forward, right; + vec3_t offset; + int damage; + int kick; + + if (deathmatch->value) + { // normal damage is too extreme in dm + damage = 100; + kick = 200; + } + else + { + damage = 150; + kick = 250; + } + + if (is_quad) + { + damage *= 4; + kick *= 4; + } + + AngleVectors (ent->client->v_angle, forward, right, NULL); + + VectorScale (forward, -3, ent->client->kick_origin); + ent->client->kick_angles[0] = -3; + + VectorSet(offset, 0, 7, ent->viewheight-8); + P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); + fire_rail (ent, start, forward, damage, kick); + + // send muzzle flash + gi.WriteByte (svc_muzzleflash); + gi.WriteShort (ent-g_edicts); + gi.WriteByte (MZ_RAILGUN | is_silenced); + gi.multicast (ent->s.origin, MULTICAST_PVS); + + ent->client->ps.gunframe++; + PlayerNoise(ent, start, PNOISE_WEAPON); + + if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) + ent->client->pers.inventory[ent->client->ammo_index]--; +} + + +void Weapon_Railgun (edict_t *ent) +{ + static int pause_frames[] = {56, 0}; + static int fire_frames[] = {4, 0}; + + Weapon_Generic (ent, 3, 18, 56, 61, pause_frames, fire_frames, weapon_railgun_fire); +} + + +/* +====================================================================== + +BFG10K + +====================================================================== +*/ + +void weapon_bfg_fire (edict_t *ent) +{ + vec3_t offset, start; + vec3_t forward, right; + int damage; + float damage_radius = 1000; + + if (deathmatch->value) + damage = 200; + else + damage = 500; + + if (ent->client->ps.gunframe == 9) + { + // send muzzle flash + gi.WriteByte (svc_muzzleflash); + gi.WriteShort (ent-g_edicts); + gi.WriteByte (MZ_BFG | is_silenced); + gi.multicast (ent->s.origin, MULTICAST_PVS); + + ent->client->ps.gunframe++; + + PlayerNoise(ent, start, PNOISE_WEAPON); + return; + } + + // cells can go down during windup (from power armor hits), so + // check again and abort firing if we don't have enough now + if (ent->client->pers.inventory[ent->client->ammo_index] < 50) + { + ent->client->ps.gunframe++; + return; + } + + if (is_quad) + damage *= 4; + + AngleVectors (ent->client->v_angle, forward, right, NULL); + + VectorScale (forward, -2, ent->client->kick_origin); + + // make a big pitch kick with an inverse fall + ent->client->v_dmg_pitch = -40; + ent->client->v_dmg_roll = crandom()*8; + ent->client->v_dmg_time = level.time + DAMAGE_TIME; + + VectorSet(offset, 8, 8, ent->viewheight-8); + P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); + fire_bfg (ent, start, forward, damage, 400, damage_radius); + + ent->client->ps.gunframe++; + + PlayerNoise(ent, start, PNOISE_WEAPON); + + if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) + ent->client->pers.inventory[ent->client->ammo_index] -= 50; +} + +void Weapon_BFG (edict_t *ent) +{ + static int pause_frames[] = {39, 45, 50, 55, 0}; + static int fire_frames[] = {9, 17, 0}; + + Weapon_Generic (ent, 8, 32, 55, 58, pause_frames, fire_frames, weapon_bfg_fire); +} + + +//====================================================================== +