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authorTim Angus <tim@ngus.net>2002-09-09 23:32:27 +0000
committerTim Angus <tim@ngus.net>2002-09-09 23:32:27 +0000
commitc0e95997d9e9fcaa220704c8c67b50d6761d1b66 (patch)
tree307242d290de1715df0f4f28dd7e08ccb7006f5c /src/game/bg_misc.c
parent9af7c524043a8f296ea5f45ec7f73c16e29921b5 (diff)
* General tidy up and beautification of code
* Removal of most of the legacy Q3A stuff * Cursor no longer displayed on load screen * (Biggest commit EVAR?)
Diffstat (limited to 'src/game/bg_misc.c')
-rw-r--r--src/game/bg_misc.c360
1 files changed, 167 insertions, 193 deletions
diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c
index e3bba6e8..8870abe0 100644
--- a/src/game/bg_misc.c
+++ b/src/game/bg_misc.c
@@ -373,39 +373,7 @@ buildableAttributes_t bg_buildableList[ ] =
qfalse //qboolean reactorTest;
},
{
- BA_H_DEF1, //int buildNum;
- "plasmaturret", //char *buildName;
- "Plasma Turret", //char *humanName;
- "team_human_def1", //char *entityName;
- { "base.md3", "barrel.md3", "top.md3", 0 },
- { -24, -24, -11 }, //vec3_t mins;
- { 24, 24, 11 }, //vec3_t maxs;
- TR_GRAVITY, //trType_t traj;
- 0.0, //float bounce;
- 80, //int buildPoints;
- ( 1 << S2 )|( 1 << S3 ), //int stages
- 1000, //int health;
- 0, //int regenRate;
- 50, //int damage;
- 20, //int splashDamage;
- 50, //int splashRadius;
- MOD_HSPAWN, //int meansOfDeath;
- BIT_HUMANS, //int team;
- ( 1 << WP_HBUILD2 ), //weapon_t buildWeapon;
- BANIM_IDLE1, //int idleAnim;
- 50, //int nextthink;
- 500, //int turretFireSpeed;
- 500, //int turretRange;
- WP_PLASMAGUN, //weapon_t turretProjType;
- 0.707f, //float minNormal;
- qfalse, //qboolean invertNormal;
- qfalse, //qboolean creepTest;
- 0, //int creepSize;
- qfalse, //qboolean dccTest;
- qfalse //qboolean reactorTest;
- },
- {
- BA_H_DEF2, //int buildNum;
+ BA_H_MGTURRET, //int buildNum;
"mgturret", //char *buildName;
"Machinegun Turret", //char *humanName;
"team_human_def2", //char *entityName;
@@ -439,7 +407,7 @@ buildableAttributes_t bg_buildableList[ ] =
qfalse //qboolean reactorTest;
},
{
- BA_H_DEF3, //int buildNum;
+ BA_H_TESLAGEN, //int buildNum;
"tesla", //char *buildName;
"Tesla Generator", //char *humanName;
"team_human_tesla", //char *entityName;
@@ -2608,28 +2576,6 @@ weaponAttributes_t bg_weapons[ ] =
qfalse, //qboolean purchasable;
0, //int buildDelay;
WUT_HUMANS //WUTeam_t team;
- },
- {
- WP_PLASMAGUN, //int weaponNum;
- 100, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
- SLOT_WEAPON, //int slots;
- "plasmagun", //char *weaponName;
- "Plasma Gun", //char *weaponHumanName;
- { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
- "icons/iconw_gauntlet",
- 0, //int quan;
- 0, //int clips;
- 0, //int maxClips;
- qtrue, //int infiniteAmmo;
- qtrue, //int usesEnergy;
- 500, //int repeatRate;
- 0, //int reloadTime;
- qfalse, //qboolean hasAltMode;
- qfalse, //qboolean hasThirdMode;
- qfalse, //qboolean purchasable;
- 0, //int buildDelay;
- WUT_HUMANS //WUTeam_t team;
}
};
@@ -3344,47 +3290,55 @@ BG_EvaluateTrajectory
================
*/
-void BG_EvaluateTrajectory( const trajectory_t *tr, int atTime, vec3_t result ) {
+void BG_EvaluateTrajectory( const trajectory_t *tr, int atTime, vec3_t result )
+{
float deltaTime;
float phase;
- switch( tr->trType ) {
- case TR_STATIONARY:
- case TR_INTERPOLATE:
- VectorCopy( tr->trBase, result );
- break;
- case TR_LINEAR:
- deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
- VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
- break;
- case TR_SINE:
- deltaTime = ( atTime - tr->trTime ) / (float) tr->trDuration;
- phase = sin( deltaTime * M_PI * 2 );
- VectorMA( tr->trBase, phase, tr->trDelta, result );
- break;
- case TR_LINEAR_STOP:
- if ( atTime > tr->trTime + tr->trDuration ) {
- atTime = tr->trTime + tr->trDuration;
- }
- deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
- if ( deltaTime < 0 ) {
- deltaTime = 0;
- }
- VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
- break;
- case TR_GRAVITY:
- deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
- VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
- result[2] -= 0.5 * DEFAULT_GRAVITY * deltaTime * deltaTime; // FIXME: local gravity...
- break;
- case TR_BUOYANCY:
- deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
- VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
- result[2] += 0.5 * DEFAULT_GRAVITY * deltaTime * deltaTime; // FIXME: local gravity...
- break;
- default:
- Com_Error( ERR_DROP, "BG_EvaluateTrajectory: unknown trType: %i", tr->trTime );
- break;
+ switch( tr->trType )
+ {
+ case TR_STATIONARY:
+ case TR_INTERPOLATE:
+ VectorCopy( tr->trBase, result );
+ break;
+
+ case TR_LINEAR:
+ deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
+ VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
+ break;
+
+ case TR_SINE:
+ deltaTime = ( atTime - tr->trTime ) / (float)tr->trDuration;
+ phase = sin( deltaTime * M_PI * 2 );
+ VectorMA( tr->trBase, phase, tr->trDelta, result );
+ break;
+
+ case TR_LINEAR_STOP:
+ if( atTime > tr->trTime + tr->trDuration )
+ atTime = tr->trTime + tr->trDuration;
+
+ deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
+ if( deltaTime < 0 )
+ deltaTime = 0;
+
+ VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
+ break;
+
+ case TR_GRAVITY:
+ deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
+ VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
+ result[ 2 ] -= 0.5 * DEFAULT_GRAVITY * deltaTime * deltaTime; // FIXME: local gravity...
+ break;
+
+ case TR_BUOYANCY:
+ deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
+ VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
+ result[ 2 ] += 0.5 * DEFAULT_GRAVITY * deltaTime * deltaTime; // FIXME: local gravity...
+ break;
+
+ default:
+ Com_Error( ERR_DROP, "BG_EvaluateTrajectory: unknown trType: %i", tr->trTime );
+ break;
}
}
@@ -3395,48 +3349,58 @@ BG_EvaluateTrajectoryDelta
For determining velocity at a given time
================
*/
-void BG_EvaluateTrajectoryDelta( const trajectory_t *tr, int atTime, vec3_t result ) {
+void BG_EvaluateTrajectoryDelta( const trajectory_t *tr, int atTime, vec3_t result )
+{
float deltaTime;
float phase;
- switch( tr->trType ) {
- case TR_STATIONARY:
- case TR_INTERPOLATE:
- VectorClear( result );
- break;
- case TR_LINEAR:
- VectorCopy( tr->trDelta, result );
- break;
- case TR_SINE:
- deltaTime = ( atTime - tr->trTime ) / (float) tr->trDuration;
- phase = cos( deltaTime * M_PI * 2 ); // derivative of sin = cos
- phase *= 0.5;
- VectorScale( tr->trDelta, phase, result );
- break;
- case TR_LINEAR_STOP:
- if ( atTime > tr->trTime + tr->trDuration ) {
+ switch( tr->trType )
+ {
+ case TR_STATIONARY:
+ case TR_INTERPOLATE:
VectorClear( result );
- return;
- }
- VectorCopy( tr->trDelta, result );
- break;
- case TR_GRAVITY:
- deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
- VectorCopy( tr->trDelta, result );
- result[2] -= DEFAULT_GRAVITY * deltaTime; // FIXME: local gravity...
- break;
- case TR_BUOYANCY:
- deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
- VectorCopy( tr->trDelta, result );
- result[2] += DEFAULT_GRAVITY * deltaTime; // FIXME: local gravity...
- break;
- default:
- Com_Error( ERR_DROP, "BG_EvaluateTrajectoryDelta: unknown trType: %i", tr->trTime );
- break;
- }
-}
-
-char *eventnames[] = {
+ break;
+
+ case TR_LINEAR:
+ VectorCopy( tr->trDelta, result );
+ break;
+
+ case TR_SINE:
+ deltaTime = ( atTime - tr->trTime ) / (float)tr->trDuration;
+ phase = cos( deltaTime * M_PI * 2 ); // derivative of sin = cos
+ phase *= 0.5;
+ VectorScale( tr->trDelta, phase, result );
+ break;
+
+ case TR_LINEAR_STOP:
+ if( atTime > tr->trTime + tr->trDuration )
+ {
+ VectorClear( result );
+ return;
+ }
+ VectorCopy( tr->trDelta, result );
+ break;
+
+ case TR_GRAVITY:
+ deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
+ VectorCopy( tr->trDelta, result );
+ result[ 2 ] -= DEFAULT_GRAVITY * deltaTime; // FIXME: local gravity...
+ break;
+
+ case TR_BUOYANCY:
+ deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
+ VectorCopy( tr->trDelta, result );
+ result[ 2 ] += DEFAULT_GRAVITY * deltaTime; // FIXME: local gravity...
+ break;
+
+ default:
+ Com_Error( ERR_DROP, "BG_EvaluateTrajectoryDelta: unknown trType: %i", tr->trTime );
+ break;
+ }
+}
+
+char *eventnames[ ] =
+{
"EV_NONE",
"EV_FOOTSTEP",
@@ -3515,7 +3479,7 @@ char *eventnames[] = {
"EV_MISSILE_HIT",
"EV_MISSILE_MISS",
"EV_MISSILE_MISS_METAL",
- "EV_ITEM_EXPLOSION", //TA: human item explosions
+ "EV_BUILDABLE_EXPLOSION", //TA: human item explosions
"EV_RAILTRAIL",
"EV_TESLATRAIL",
"EV_ALIENZAP",
@@ -3565,22 +3529,27 @@ Handles the sequence numbers
void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );
-void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps ) {
+void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps )
+{
#ifdef _DEBUG
{
- char buf[256];
- trap_Cvar_VariableStringBuffer("showevents", buf, sizeof(buf));
- if ( atof(buf) != 0 ) {
+ char buf[ 256 ];
+ trap_Cvar_VariableStringBuffer( "showevents", buf, sizeof( buf ) );
+
+ if( atof( buf ) != 0 )
+ {
#ifdef QAGAME
- Com_Printf(" game event svt %5d -> %5d: num = %20s parm %d\n", ps->pmove_framecount/*ps->commandTime*/, ps->eventSequence, eventnames[newEvent], eventParm);
+ Com_Printf( " game event svt %5d -> %5d: num = %20s parm %d\n",
+ ps->pmove_framecount/*ps->commandTime*/, ps->eventSequence, eventnames[ newEvent ], eventParm);
#else
- Com_Printf("Cgame event svt %5d -> %5d: num = %20s parm %d\n", ps->pmove_framecount/*ps->commandTime*/, ps->eventSequence, eventnames[newEvent], eventParm);
+ Com_Printf( "Cgame event svt %5d -> %5d: num = %20s parm %d\n",
+ ps->pmove_framecount/*ps->commandTime*/, ps->eventSequence, eventnames[ newEvent ], eventParm);
#endif
}
}
#endif
- ps->events[ps->eventSequence & (MAX_PS_EVENTS-1)] = newEvent;
- ps->eventParms[ps->eventSequence & (MAX_PS_EVENTS-1)] = eventParm;
+ ps->events[ ps->eventSequence & ( MAX_PS_EVENTS - 1 ) ] = newEvent;
+ ps->eventParms[ ps->eventSequence & ( MAX_PS_EVENTS - 1 ) ] = eventParm;
ps->eventSequence++;
}
@@ -3590,34 +3559,32 @@ void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerSta
BG_TouchJumpPad
========================
*/
-void BG_TouchJumpPad( playerState_t *ps, entityState_t *jumppad ) {
+void BG_TouchJumpPad( playerState_t *ps, entityState_t *jumppad )
+{
vec3_t angles;
- float p;
- int effectNum;
+ float p;
+ int effectNum;
// spectators don't use jump pads
- if ( ps->pm_type != PM_NORMAL ) {
+ if( ps->pm_type != PM_NORMAL )
return;
- }
-
- // flying characters don't hit bounce pads
- if ( ps->powerups[PW_FLIGHT] ) {
- return;
- }
// if we didn't hit this same jumppad the previous frame
// then don't play the event sound again if we are in a fat trigger
- if ( ps->jumppad_ent != jumppad->number ) {
-
+ if( ps->jumppad_ent != jumppad->number )
+ {
vectoangles( jumppad->origin2, angles);
- p = fabs( AngleNormalize180( angles[PITCH] ) );
- if( p < 45 ) {
+
+ p = fabs( AngleNormalize180( angles[ PITCH ] ) );
+
+ if( p < 45 )
effectNum = 0;
- } else {
+ else
effectNum = 1;
- }
+
BG_AddPredictableEventToPlayerstate( EV_JUMP_PAD, effectNum, ps );
}
+
// remember hitting this jumppad this frame
ps->jumppad_ent = jumppad->number;
ps->jumppad_frame = ps->pmove_framecount;
@@ -3634,33 +3601,34 @@ This is done after each set of usercmd_t on the server,
and after local prediction on the client
========================
*/
-void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap ) {
- int i;
+void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap )
+{
+ int i;
vec3_t ceilingNormal = { 0, 0, -1 };
- if ( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR || ps->pm_type == PM_FREEZE ) {
+ if( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR || ps->pm_type == PM_FREEZE )
s->eType = ET_INVISIBLE;
- } else if ( ps->stats[STAT_HEALTH] <= GIB_HEALTH ) {
+ else if ( ps->stats[STAT_HEALTH] <= GIB_HEALTH )
s->eType = ET_INVISIBLE;
- } else {
+ else
s->eType = ET_PLAYER;
- }
s->number = ps->clientNum;
s->pos.trType = TR_INTERPOLATE;
VectorCopy( ps->origin, s->pos.trBase );
- if ( snap ) {
+
+ if( snap )
SnapVector( s->pos.trBase );
- }
+
//set the trDelta for flag direction
VectorCopy( ps->velocity, s->pos.trDelta );
s->apos.trType = TR_INTERPOLATE;
VectorCopy( ps->viewangles, s->apos.trBase );
- if ( snap ) {
+
+ if( snap )
SnapVector( s->apos.trBase );
- }
//TA: i need for other things :)
//s->angles2[YAW] = ps->movementDir;
@@ -3670,22 +3638,24 @@ void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean
s->clientNum = ps->clientNum; // ET_PLAYER looks here instead of at number
// so corpses can also reference the proper config
s->eFlags = ps->eFlags;
- if ( ps->stats[STAT_HEALTH] <= 0 ) {
+ if( ps->stats[STAT_HEALTH] <= 0 )
s->eFlags |= EF_DEAD;
- } else {
+ else
s->eFlags &= ~EF_DEAD;
- }
- if ( ps->externalEvent ) {
+ if( ps->externalEvent )
+ {
s->event = ps->externalEvent;
s->eventParm = ps->externalEventParm;
- } else if ( ps->entityEventSequence < ps->eventSequence ) {
+ }
+ else if( ps->entityEventSequence < ps->eventSequence )
+ {
int seq;
- if ( ps->entityEventSequence < ps->eventSequence - MAX_PS_EVENTS) {
+ if( ps->entityEventSequence < ps->eventSequence - MAX_PS_EVENTS )
ps->entityEventSequence = ps->eventSequence - MAX_PS_EVENTS;
- }
- seq = ps->entityEventSequence & (MAX_PS_EVENTS-1);
+
+ seq = ps->entityEventSequence & ( MAX_PS_EVENTS - 1 );
s->event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 );
s->eventParm = ps->eventParms[ seq ];
ps->entityEventSequence++;
@@ -3729,25 +3699,26 @@ This is done after each set of usercmd_t on the server,
and after local prediction on the client
========================
*/
-void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboolean snap ) {
- int i;
+void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboolean snap )
+{
+ int i;
vec3_t ceilingNormal = { 0, 0, -1 };
- if ( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR || ps->pm_type == PM_FREEZE ) {
+ if( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR || ps->pm_type == PM_FREEZE )
s->eType = ET_INVISIBLE;
- } else if ( ps->stats[STAT_HEALTH] <= GIB_HEALTH ) {
+ else if( ps->stats[STAT_HEALTH] <= GIB_HEALTH )
s->eType = ET_INVISIBLE;
- } else {
+ else
s->eType = ET_PLAYER;
- }
s->number = ps->clientNum;
s->pos.trType = TR_LINEAR_STOP;
VectorCopy( ps->origin, s->pos.trBase );
- if ( snap ) {
+
+ if( snap )
SnapVector( s->pos.trBase );
- }
+
// set the trDelta for flag direction and linear prediction
VectorCopy( ps->velocity, s->pos.trDelta );
// set the time for linear prediction
@@ -3757,9 +3728,8 @@ void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s
s->apos.trType = TR_INTERPOLATE;
VectorCopy( ps->viewangles, s->apos.trBase );
- if ( snap ) {
+ if( snap )
SnapVector( s->apos.trBase );
- }
//TA: i need for other things :)
//s->angles2[YAW] = ps->movementDir;
@@ -3769,22 +3739,25 @@ void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s
s->clientNum = ps->clientNum; // ET_PLAYER looks here instead of at number
// so corpses can also reference the proper config
s->eFlags = ps->eFlags;
- if ( ps->stats[STAT_HEALTH] <= 0 ) {
+
+ if( ps->stats[STAT_HEALTH] <= 0 )
s->eFlags |= EF_DEAD;
- } else {
+ else
s->eFlags &= ~EF_DEAD;
- }
- if ( ps->externalEvent ) {
+ if( ps->externalEvent )
+ {
s->event = ps->externalEvent;
s->eventParm = ps->externalEventParm;
- } else if ( ps->entityEventSequence < ps->eventSequence ) {
+ }
+ else if( ps->entityEventSequence < ps->eventSequence )
+ {
int seq;
- if ( ps->entityEventSequence < ps->eventSequence - MAX_PS_EVENTS) {
+ if( ps->entityEventSequence < ps->eventSequence - MAX_PS_EVENTS )
ps->entityEventSequence = ps->eventSequence - MAX_PS_EVENTS;
- }
- seq = ps->entityEventSequence & (MAX_PS_EVENTS-1);
+
+ seq = ps->entityEventSequence & ( MAX_PS_EVENTS - 1 );
s->event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 );
s->eventParm = ps->eventParms[ seq ];
ps->entityEventSequence++;
@@ -3796,6 +3769,7 @@ void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s
//store items held and active items in otherEntityNum
s->modelindex = 0;
s->modelindex2 = 0;
+
for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ )
{
if( BG_gotItem( i, ps->stats ) )