diff options
author | Tim Angus <tim@ngus.net> | 2005-12-10 03:23:37 +0000 |
---|---|---|
committer | Tim Angus <tim@ngus.net> | 2005-12-10 03:23:37 +0000 |
commit | bf23ecf17f432cf8e47302ef7464612c17be9bbe (patch) | |
tree | 6e3d28ecaa038199d6ba63830e81f05270b199c3 /src/game | |
parent | 22f322884cf7715c01500ef0b4579b87b1cb1973 (diff) |
* Move the game source from mod/src/ to src/
Diffstat (limited to 'src/game')
37 files changed, 41899 insertions, 0 deletions
diff --git a/src/game/bg_lib.c b/src/game/bg_lib.c new file mode 100644 index 00000000..d940c6d8 --- /dev/null +++ b/src/game/bg_lib.c @@ -0,0 +1,1940 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// bg_lib,c -- standard C library replacement routines used by code +// compiled for the virtual machine + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +#include "q_shared.h" + +/*- + * Copyright (c) 1992, 1993 + * The Regents of the University of California. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * 1. Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * 2. Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * 3. All advertising materials mentioning features or use of this software + * must display the following acknowledgement: + * This product includes software developed by the University of + * California, Berkeley and its contributors. + * 4. Neither the name of the University nor the names of its contributors + * may be used to endorse or promote products derived from this software + * without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND + * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE + * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL + * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS + * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) + * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT + * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY + * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF + * SUCH DAMAGE. + */ + +#include "bg_lib.h" + +#if defined(LIBC_SCCS) && !defined(lint) +#if 0 +static char sccsid[] = "@(#)qsort.c 8.1 (Berkeley) 6/4/93"; +#endif +static const char rcsid[] = + "$Id$"; +#endif /* LIBC_SCCS and not lint */ + +// bk001127 - needed for DLL's +#if !defined( Q3_VM ) +typedef int cmp_t(const void *, const void *); +#endif + +static char* med3(char *, char *, char *, cmp_t *); +static void swapfunc(char *, char *, int, int); + +#ifndef min +#define min(a, b) (a) < (b) ? a : b +#endif + +/* + * Qsort routine from Bentley & McIlroy's "Engineering a Sort Function". + */ +#define swapcode(TYPE, parmi, parmj, n) { \ + long i = (n) / sizeof (TYPE); \ + register TYPE *pi = (TYPE *) (parmi); \ + register TYPE *pj = (TYPE *) (parmj); \ + do { \ + register TYPE t = *pi; \ + *pi++ = *pj; \ + *pj++ = t; \ + } while (--i > 0); \ +} + +#define SWAPINIT(a, es) swaptype = ((char *)a - (char *)0) % sizeof(long) || \ + es % sizeof(long) ? 2 : es == sizeof(long)? 0 : 1; + +static void +swapfunc(a, b, n, swaptype) + char *a, *b; + int n, swaptype; +{ + if(swaptype <= 1) + swapcode(long, a, b, n) + else + swapcode(char, a, b, n) +} + +#define swap(a, b) \ + if (swaptype == 0) { \ + long t = *(long *)(a); \ + *(long *)(a) = *(long *)(b); \ + *(long *)(b) = t; \ + } else \ + swapfunc(a, b, es, swaptype) + +#define vecswap(a, b, n) if ((n) > 0) swapfunc(a, b, n, swaptype) + +static char * +med3(a, b, c, cmp) + char *a, *b, *c; + cmp_t *cmp; +{ + return cmp(a, b) < 0 ? + (cmp(b, c) < 0 ? b : (cmp(a, c) < 0 ? c : a )) + :(cmp(b, c) > 0 ? b : (cmp(a, c) < 0 ? a : c )); +} + +void +qsort(a, n, es, cmp) + void *a; + size_t n, es; + cmp_t *cmp; +{ + char *pa, *pb, *pc, *pd, *pl, *pm, *pn; + int d, r, swaptype, swap_cnt; + +loop: SWAPINIT(a, es); + swap_cnt = 0; + if (n < 7) { + for (pm = (char *)a + es; pm < (char *)a + n * es; pm += es) + for (pl = pm; pl > (char *)a && cmp(pl - es, pl) > 0; + pl -= es) + swap(pl, pl - es); + return; + } + pm = (char *)a + (n / 2) * es; + if (n > 7) { + pl = a; + pn = (char *)a + (n - 1) * es; + if (n > 40) { + d = (n / 8) * es; + pl = med3(pl, pl + d, pl + 2 * d, cmp); + pm = med3(pm - d, pm, pm + d, cmp); + pn = med3(pn - 2 * d, pn - d, pn, cmp); + } + pm = med3(pl, pm, pn, cmp); + } + swap(a, pm); + pa = pb = (char *)a + es; + + pc = pd = (char *)a + (n - 1) * es; + for (;;) { + while (pb <= pc && (r = cmp(pb, a)) <= 0) { + if (r == 0) { + swap_cnt = 1; + swap(pa, pb); + pa += es; + } + pb += es; + } + while (pb <= pc && (r = cmp(pc, a)) >= 0) { + if (r == 0) { + swap_cnt = 1; + swap(pc, pd); + pd -= es; + } + pc -= es; + } + if (pb > pc) + break; + swap(pb, pc); + swap_cnt = 1; + pb += es; + pc -= es; + } + if (swap_cnt == 0) { /* Switch to insertion sort */ + for (pm = (char *)a + es; pm < (char *)a + n * es; pm += es) + for (pl = pm; pl > (char *)a && cmp(pl - es, pl) > 0; + pl -= es) + swap(pl, pl - es); + return; + } + + pn = (char *)a + n * es; + r = min(pa - (char *)a, pb - pa); + vecswap(a, pb - r, r); + r = min(pd - pc, pn - pd - es); + vecswap(pb, pn - r, r); + if ((r = pb - pa) > es) + qsort(a, r / es, es, cmp); + if ((r = pd - pc) > es) { + /* Iterate rather than recurse to save stack space */ + a = pn - r; + n = r / es; + goto loop; + } +/* qsort(pn - r, r / es, es, cmp);*/ +} + +//================================================================================== + + +// this file is excluded from release builds because of intrinsics + +// bk001211 - gcc errors on compiling strcpy: parse error before `__extension__' +#if defined ( Q3_VM ) + +size_t strlen( const char *string ) +{ + const char *s; + + s = string; + while( *s ) + s++; + + return s - string; +} + + +char *strcat( char *strDestination, const char *strSource ) +{ + char *s; + + s = strDestination; + while( *s ) + s++; + + while( *strSource ) + *s++ = *strSource++; + + *s = 0; + return strDestination; +} + +char *strcpy( char *strDestination, const char *strSource ) +{ + char *s; + + s = strDestination; + + while( *strSource ) + *s++ = *strSource++; + + *s = 0; + return strDestination; +} + + +int strcmp( const char *string1, const char *string2 ) +{ + while( *string1 == *string2 && *string1 && *string2 ) + { + string1++; + string2++; + } + + return *string1 - *string2; +} + +//TA: +char *strrchr( const char *string, int c ) +{ + int i, length = strlen( string ); + char *p; + + for( i = length - 1; i >= 0; i-- ) + { + p = (char *)&string[ i ]; + + if( *p == c ) + return (char *)p; + } + + return (char *)0; +} + +char *strchr( const char *string, int c ) +{ + while( *string ) + { + if( *string == c ) + return ( char * )string; + + string++; + } + return (char *)0; +} + +char *strstr( const char *string, const char *strCharSet ) +{ + while( *string ) + { + int i; + + for( i = 0; strCharSet[ i ]; i++ ) + { + if( string[ i ] != strCharSet[ i ] ) + break; + } + + if( !strCharSet[ i ] ) + return (char *)string; + + string++; + } + return (char *)0; +} + +#endif // bk001211 + +#if defined ( Q3_VM ) + +int tolower( int c ) +{ + if( c >= 'A' && c <= 'Z' ) + c += 'a' - 'A'; + + return c; +} + + +int toupper( int c ) +{ + if( c >= 'a' && c <= 'z' ) + c += 'A' - 'a'; + + return c; +} + +#endif + +void *memmove( void *dest, const void *src, size_t count ) +{ + int i; + + if( dest > src ) + { + for( i = count - 1; i >= 0; i-- ) + ( (char *)dest )[ i ] = ( (char *)src )[ i ]; + } + else + { + for( i = 0; i < count; i++ ) + ( (char *)dest )[ i ] = ( (char *)src )[ i ]; + } + + return dest; +} + + +#if 0 + +double floor( double x ) { + return (int)(x + 0x40000000) - 0x40000000; +} + +void *memset( void *dest, int c, size_t count ) { + while ( count-- ) { + ((char *)dest)[count] = c; + } + return dest; +} + +void *memcpy( void *dest, const void *src, size_t count ) { + while ( count-- ) { + ((char *)dest)[count] = ((char *)src)[count]; + } + return dest; +} + +char *strncpy( char *strDest, const char *strSource, size_t count ) { + char *s; + + s = strDest; + while ( *strSource && count ) { + *s++ = *strSource++; + count--; + } + while ( count-- ) { + *s++ = 0; + } + return strDest; +} + +double sqrt( double x ) { + float y; + float delta; + float maxError; + + if ( x <= 0 ) { + return 0; + } + + // initial guess + y = x / 2; + + // refine + maxError = x * 0.001; + + do { + delta = ( y * y ) - x; + y -= delta / ( 2 * y ); + } while ( delta > maxError || delta < -maxError ); + + return y; +} + + +float sintable[1024] = { 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sintable[index]; + case 1: + return sintable[1023-index]; + case 2: + return -sintable[index]; + case 3: + return -sintable[1023-index]; + } + return 0; +} + + +double cos( double x ) { + int index; + int quad; + + index = 1024 * x / (M_PI * 0.5); + quad = ( index >> 10 ) & 3; + index &= 1023; + switch ( quad ) { + case 3: + return sintable[index]; + case 0: + return sintable[1023-index]; + case 1: + return -sintable[index]; + case 2: + return -sintable[1023-index]; + } + return 0; +} + + +/* +void create_acostable( void ) { + int i; + FILE *fp; + float a; + + fp = fopen("c:\\acostable.txt", "w"); + fprintf(fp, "float acostable[] = {"); + for (i = 0; i < 1024; i++) { + if (!(i & 7)) + fprintf(fp, "\n"); + a = acos( (float) -1 + i / 512 ); + fprintf(fp, "%1.8f,", a); + } + fprintf(fp, "\n}\n"); + fclose(fp); +} +*/ + + +float acostable[] = { +3.14159265,3.07908248,3.05317551,3.03328655,3.01651113,3.00172442,2.98834964,2.97604422, 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+0.43646903,0.43182577,0.42713525,0.42239588,0.41760600,0.41276385,0.40786755,0.40291513, +0.39790449,0.39283339,0.38769946,0.38250016,0.37723277,0.37189441,0.36648196,0.36099209, +0.35542120,0.34976542,0.34402054,0.33818204,0.33224495,0.32620390,0.32005298,0.31378574, +0.30739505,0.30087304,0.29421096,0.28739907,0.28042645,0.27328078,0.26594810,0.25841250, +0.25065566,0.24265636,0.23438976,0.22582651,0.21693146,0.20766198,0.19796546,0.18777575, +0.17700769,0.16554844,0.15324301,0.13986823,0.12508152,0.10830610,0.08841715,0.06251018, +}; + +double acos( double x ) { + int index; + + if (x < -1) + x = -1; + if (x > 1) + x = 1; + index = (float) (1.0 + x) * 511.9; + return acostable[index]; +} + + +double atan2( double y, double x ) { + float base; + float temp; + float dir; + float test; + int i; + + if ( x < 0 ) { + if ( y >= 0 ) { + // quad 1 + base = M_PI / 2; + temp = x; + x = y; + y = -temp; + } else { + // quad 2 + base = M_PI; + x = -x; + y = -y; + } + } else { + if ( y < 0 ) { + // quad 3 + base = 3 * M_PI / 2; + temp = x; + x = -y; + y = temp; + } + } + + if ( y > x ) { + base += M_PI/2; + temp = x; + x = y; + y = temp; + dir = -1; + } else { + dir = 1; + } + + // calcualte angle in octant 0 + if ( x == 0 ) { + return base; + } + y /= x; + + for ( i = 0 ; i < 512 ; i++ ) { + test = sintable[i] / sintable[1023-i]; + if ( test > y ) { + break; + } + } + + return base + dir * i * ( M_PI/2048); +} + + +#endif + +#ifdef Q3_VM +// bk001127 - guarded this tan replacement +// ld: undefined versioned symbol name tan@@GLIBC_2.0 +double tan( double x ) +{ + return sin( x ) / cos( x ); +} + +/* + * ==================================================== + * Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved. + * + * Developed at SunPro, a Sun Microsystems, Inc. business. + * Permission to use, copy, modify, and distribute this + * software is freely granted, provided that this notice + * is preserved. + * ==================================================== + */ + +typedef union +{ + float value; + unsigned int word; +} ieee_float_shape_type; + +/* Get a 32 bit int from a float. */ + +#define GET_FLOAT_WORD(i,d) \ +do { \ + ieee_float_shape_type gf_u; \ + gf_u.value = (d); \ + (i) = gf_u.word; \ +} while (0) + +/* Set a float from a 32 bit int. */ + +#define SET_FLOAT_WORD(d,i) \ +do { \ + ieee_float_shape_type sf_u; \ + sf_u.word = (i); \ + (d) = sf_u.value; \ +} while (0) + +/* A union which permits us to convert between a float and a 32 bit + int. */ + +//acos +static const float +pi = 3.1415925026e+00, /* 0x40490fda */ +pio2_hi = 1.5707962513e+00, /* 0x3fc90fda */ +pio2_lo = 7.5497894159e-08, /* 0x33a22168 */ +pS0 = 1.6666667163e-01, /* 0x3e2aaaab */ +pS1 = -3.2556581497e-01, /* 0xbea6b090 */ +pS2 = 2.0121252537e-01, /* 0x3e4e0aa8 */ +pS3 = -4.0055535734e-02, /* 0xbd241146 */ +pS4 = 7.9153501429e-04, /* 0x3a4f7f04 */ +pS5 = 3.4793309169e-05, /* 0x3811ef08 */ +qS1 = -2.4033949375e+00, /* 0xc019d139 */ +qS2 = 2.0209457874e+00, /* 0x4001572d */ +qS3 = -6.8828397989e-01, /* 0xbf303361 */ +qS4 = 7.7038154006e-02; /* 0x3d9dc62e */ + +/* +================== +acos +================== +*/ +double acos( double x ) +{ + float z, subp, p, q, r, w, s, c, df; + int hx, ix; + + GET_FLOAT_WORD( hx, x ); + ix = hx & 0x7fffffff; + + if( ix == 0x3f800000 ) + { // |x|==1 + if( hx > 0 ) + return 0.0; // acos(1) = 0 + else + return pi + (float)2.0 * pio2_lo; // acos(-1)= pi + } + else if( ix > 0x3f800000 ) + { // |x| >= 1 + return (x-x)/(x-x); // acos(|x|>1) is NaN + } + + if( ix < 0x3f000000 ) + { // |x| < 0.5 + if( ix <= 0x23000000 ) + return pio2_hi + pio2_lo;//if|x|<2**-57 + + z = x * x; + subp = pS3 + z * ( pS4 + z * pS5 ); + // chop up expression to keep mac register based stack happy + p = z * ( pS0 + z * ( pS1 + z * ( pS2 + z * subp ) ) ); + q = 1.0 + z * ( qS1 + z * ( qS2 + z * ( qS3 + z * qS4 ) ) ); + r = p / q; + return pio2_hi - ( x - ( pio2_lo - x * r ) ); + } + else if( hx < 0 ) + { // x < -0.5 + z = ( 1.0 + x ) * (float)0.5; + subp = pS3 + z * ( pS4 + z * pS5 ); + // chop up expression to keep mac register based stack happy + p = z * ( pS0 + z * ( pS1 + z * ( pS2 + z * subp ) ) ); + q = 1.0 + z * ( qS1 + z * ( qS2 + z * ( qS3 + z * qS4 ) ) ); + s = sqrt( z ); + r = p / q; + w = r * s - pio2_lo; + return pi - (float)2.0 * ( s + w ); + } + else + { // x > 0.5 + int idf; + z = ( 1.0 - x ) * (float)0.5; + s = sqrt( z ); + df = s; + GET_FLOAT_WORD( idf, df ); + SET_FLOAT_WORD( df, idf & 0xfffff000 ); + c = ( z - df * df ) / ( s + df ); + subp = pS3 + z * ( pS4 + z * pS5 ); + // chop up expression to keep mac register based stack happy + p = z * ( pS0 + z * ( pS1 + z * ( pS2 + z * subp ) ) ); + q = 1.0 + z * ( qS1 + z * ( qS2 + z * ( qS3 + z * qS4 ) ) ); + r = p / q; + w = r * s + c; + return (double)( 2.0 * ( df + w ) ); + } +} + +//pow +static const float +bp[ ] = { 1.0, 1.5, }, +dp_h[ ] = { 0.0, 5.84960938e-01, }, /* 0x3f15c000 */ +dp_l[ ] = { 0.0, 1.56322085e-06, }, /* 0x35d1cfdc */ +huge = 1.0e+30, +tiny = 1.0e-30, +zero = 0.0, +one = 1.0, +two = 2.0, +two24 = 16777216.0, /* 0x4b800000 */ +two25 = 3.355443200e+07, /* 0x4c000000 */ +twom25 = 2.9802322388e-08, /* 0x33000000 */ + /* poly coefs for (3/2)*(log(x)-2s-2/3*s**3 */ +L1 = 6.0000002384e-01, /* 0x3f19999a */ +L2 = 4.2857143283e-01, /* 0x3edb6db7 */ +L3 = 3.3333334327e-01, /* 0x3eaaaaab */ +L4 = 2.7272811532e-01, /* 0x3e8ba305 */ +L5 = 2.3066075146e-01, /* 0x3e6c3255 */ +L6 = 2.0697501302e-01, /* 0x3e53f142 */ +P1 = 1.6666667163e-01, /* 0x3e2aaaab */ +P2 = -2.7777778450e-03, /* 0xbb360b61 */ +P3 = 6.6137559770e-05, /* 0x388ab355 */ +P4 = -1.6533901999e-06, /* 0xb5ddea0e */ +P5 = 4.1381369442e-08, /* 0x3331bb4c */ +lg2 = 6.9314718246e-01, /* 0x3f317218 */ +lg2_h = 6.93145752e-01, /* 0x3f317200 */ +lg2_l = 1.42860654e-06, /* 0x35bfbe8c */ +ovt = 4.2995665694e-08, /* -(128-log2(ovfl+.5ulp)) */ +cp = 9.6179670095e-01, /* 0x3f76384f =2/(3ln2) */ +cp_h = 9.6179199219e-01, /* 0x3f763800 =head of cp */ +cp_l = 4.7017383622e-06, /* 0x369dc3a0 =tail of cp_h */ +ivln2 = 1.4426950216e+00, /* 0x3fb8aa3b =1/ln2 */ +ivln2_h = 1.4426879883e+00, /* 0x3fb8aa00 =16b 1/ln2*/ +ivln2_l = 7.0526075433e-06; /* 0x36eca570 =1/ln2 tail*/ + +/* +================== +copysignf +================== +*/ +static float copysignf( float x, float y ) +{ + unsigned int ix, iy; + + GET_FLOAT_WORD( ix, x ); + GET_FLOAT_WORD( iy, y ); + SET_FLOAT_WORD( x, ( ix & 0x7fffffff ) | ( iy & 0x80000000 ) ); + return x; +} + +/* +================== +__scalbnf +================== +*/ +static float __scalbnf( float x, int n ) +{ + int k, ix; + + GET_FLOAT_WORD( ix, x ); + + k = ( ix & 0x7f800000 ) >> 23; /* extract exponent */ + + if( k == 0 ) + { /* 0 or subnormal x */ + if( ( ix & 0x7fffffff ) == 0 ) + return x; /* +-0 */ + + x *= two25; + GET_FLOAT_WORD( ix, x ); + k = ( ( ix & 0x7f800000 ) >> 23 ) - 25; + } + if( k == 0xff ) + return x+x; /* NaN or Inf */ + + k = k + n; + + if( n > 50000 || k > 0xfe ) + return huge * copysignf( huge, x ); /* overflow */ + if ( n < -50000 ) + return tiny * copysignf( tiny, x ); /*underflow*/ + if( k > 0 ) /* normal result */ + { + SET_FLOAT_WORD( x, ( ix & 0x807fffff ) | ( k << 23 ) ); + return x; + } + if( k <= -25 ) + return tiny * copysignf( tiny, x ); /*underflow*/ + + k += 25; /* subnormal result */ + SET_FLOAT_WORD( x, ( ix & 0x807fffff ) | ( k << 23 ) ); + return x * twom25; +} + +/* +================== +pow +================== +*/ +float pow( float x, float y ) +{ + float z, ax, z_h, z_l, p_h, p_l; + float y1, subt1, t1, t2, subr, r, s, t, u, v, w; + int i, j, k, yisint, n; + int hx, hy, ix, iy, is; + + /*TA: for some reason the Q3 VM goes apeshit when x = 1.0 + and y > 1.0. Curiously this doesn't happen with gcc + hence this hack*/ + if( x == 1.0 ) + return x; + + GET_FLOAT_WORD( hx, x ); + GET_FLOAT_WORD( hy, y ); + ix = hx & 0x7fffffff; + iy = hy & 0x7fffffff; + + /* y==zero: x**0 = 1 */ + if( iy == 0 ) + return one; + + /* +-NaN return x+y */ + if( ix > 0x7f800000 || iy > 0x7f800000 ) + return x + y; + + /* determine if y is an odd int when x < 0 + * yisint = 0 ... y is not an integer + * yisint = 1 ... y is an odd int + * yisint = 2 ... y is an even int + */ + yisint = 0; + if( hx < 0 ) + { + if( iy >= 0x4b800000 ) + yisint = 2; /* even integer y */ + else if( iy >= 0x3f800000 ) + { + k = ( iy >> 23 ) - 0x7f; /* exponent */ + j = iy >> ( 23 - k ); + if( ( j << ( 23 - k ) ) == iy ) + yisint = 2 - ( j & 1 ); + } + } + + /* special value of y */ + if( iy == 0x7f800000 ) + { /* y is +-inf */ + if( ix == 0x3f800000 ) + return y - y; /* inf**+-1 is NaN */ + else if( ix > 0x3f800000 )/* (|x|>1)**+-inf = inf,0 */ + return ( hy >= 0 ) ? y : zero; + else /* (|x|<1)**-,+inf = inf,0 */ + return ( hy < 0 ) ? -y : zero; + } + + if( iy == 0x3f800000 ) + { /* y is +-1 */ + if( hy < 0 ) + return one / x; + else + return x; + } + + if( hy == 0x40000000 ) + return x * x; /* y is 2 */ + + if( hy == 0x3f000000 ) + { /* y is 0.5 */ + if( hx >= 0 ) /* x >= +0 */ + return sqrt( x ); + } + + ax = fabs( x ); + + /* special value of x */ + if( ix == 0x7f800000 || ix == 0 || ix == 0x3f800000 ) + { + z = ax; /*x is +-0,+-inf,+-1*/ + if( hy < 0 ) + z = one / z; /* z = (1/|x|) */ + if( hx < 0 ) + { + if( ( ( ix - 0x3f800000 ) | yisint ) == 0 ) + z = ( z - z ) / ( z - z ); /* (-1)**non-int is NaN */ + else if( yisint == 1 ) + z = -z; /* (x<0)**odd = -(|x|**odd) */ + } + + return z; + } + + /* (x<0)**(non-int) is NaN */ + if( ( ( ( (unsigned int)hx >> 31 ) - 1 ) | yisint ) == 0 ) + return ( x - x ) / ( x - x ); + + /* |y| is huge */ + if( iy > 0x4d000000 ) + { /* if |y| > 2**27 */ + /* over/underflow if x is not close to one */ + if( ix < 0x3f7ffff8 ) + return ( hy < 0 ) ? huge * huge : tiny * tiny; + + if( ix > 0x3f800007 ) + return ( hy > 0 ) ? huge * huge : tiny * tiny; + /* now |1-x| is tiny <= 2**-20, suffice to compute + log(x) by x-x^2/2+x^3/3-x^4/4 */ + t = x - 1; /* t has 20 trailing zeros */ + w = ( t * t ) * ( (float)0.5 - t * ( (float)0.333333333333 - t * (float)0.25 ) ); + u = ivln2_h * t; /* ivln2_h has 16 sig. bits */ + v = t * ivln2_l - w * ivln2; + t1 = u + v; + GET_FLOAT_WORD( is, t1 ); + SET_FLOAT_WORD( t1, is & 0xfffff000 ); + t2 = v - ( t1 - u ); + } + else + { + float s2, s_h, s_l, t_h, t_l; + n = 0; + /* take care subnormal number */ + if( ix < 0x00800000 ) + { + ax *= two24; + n -= 24; + GET_FLOAT_WORD( ix, ax ); + } + + n += ( ( ix ) >> 23 ) - 0x7f; + j = ix & 0x007fffff; + + /* determine interval */ + ix = j | 0x3f800000; /* normalize ix */ + if( j <= 0x1cc471 ) + k = 0; /* |x|<sqrt(3/2) */ + else if( j < 0x5db3d7 ) + k = 1; /* |x|<sqrt(3) */ + else + { + k = 0; + n += 1; + ix -= 0x00800000; + } + SET_FLOAT_WORD( ax, ix ); + + /* compute s = s_h+s_l = (x-1)/(x+1) or (x-1.5)/(x+1.5) */ + u = ax - bp[ k ]; /* bp[0]=1.0, bp[1]=1.5 */ + v = one / ( ax + bp[ k ] ); + s = u * v; + s_h = s; + GET_FLOAT_WORD( is, s_h ); + SET_FLOAT_WORD( s_h, is & 0xfffff000 ); + /* t_h=ax+bp[k] High */ + SET_FLOAT_WORD( t_h, ( ( ix >> 1 ) | 0x20000000 ) + 0x0040000 + ( k << 21 ) ); + t_l = ax - ( t_h - bp[ k ] ); + s_l = v * ( ( u - s_h * t_h ) - s_h * t_l ); + /* compute log(ax) */ + s2 = s * s; + subr = L3 + s2 * ( L4 + s2 * ( L5 + s2 * L6 ) ); + // chop up expression to keep mac register based stack happy + r = s2 * s2 * ( L1 + s2 * ( L2 + s2 * subr ) ); + r += s_l * ( s_h + s ); + s2 = s_h * s_h; + t_h = (float)3.0 + s2 + r; + GET_FLOAT_WORD( is, t_h ); + SET_FLOAT_WORD( t_h, is & 0xfffff000 ); + t_l = r - ( ( t_h - (float)3.0 ) - s2 ); + /* u+v = s*(1+...) */ + u = s_h * t_h; + v = s_l * t_h + t_l * s; + /* 2/(3log2)*(s+...) */ + p_h = u + v; + GET_FLOAT_WORD( is, p_h ); + SET_FLOAT_WORD( p_h, is & 0xfffff000 ); + p_l = v - ( p_h - u ); + z_h = cp_h * p_h; /* cp_h+cp_l = 2/(3*log2) */ + z_l = cp_l * p_h + p_l * cp + dp_l[ k ]; + /* log2(ax) = (s+..)*2/(3*log2) = n + dp_h + z_h + z_l */ + t = (float)n; + t1 = ( ( ( z_h + z_l ) + dp_h[ k ] ) + t ); + GET_FLOAT_WORD( is, t1 ); + SET_FLOAT_WORD( t1, is & 0xfffff000 ); + t2 = z_l - ( ( ( t1 - t ) - dp_h[ k ] ) - z_h ); + } + + s = one; /* s (sign of result -ve**odd) = -1 else = 1 */ + if( ( ( ( (unsigned int)hx >> 31 ) - 1 ) | ( yisint - 1 ) ) == 0 ) + s = -one; /* (-ve)**(odd int) */ + + /* split up y into y1+y2 and compute (y1+y2)*(t1+t2) */ + GET_FLOAT_WORD( is, y ); + SET_FLOAT_WORD( y1, is & 0xfffff000 ); + p_l = ( y - y1 ) * t1 + y * t2; + p_h = y1 * t1; + z = p_l + p_h; + GET_FLOAT_WORD( j, z ); + + if( j > 0x43000000 ) /* if z > 128 */ + return s * huge * huge; /* overflow */ + else if( j == 0x43000000 ) + { /* if z == 128 */ + if( p_l + ovt > z - p_h ) + return s * huge * huge; /* overflow */ + } + else if( ( j & 0x7fffffff ) > 0x43160000 ) /* z <= -150 */ + return s * tiny * tiny; /* underflow */ + else if( (unsigned int)j == 0xc3160000 ) + { /* z == -150 */ + if( p_l <= z - p_h ) + return s * tiny * tiny; /* underflow */ + } + + /* + * compute 2**(p_h+p_l) + */ + i = j & 0x7fffffff; + k = ( i >> 23 ) - 0x7f; + n = 0; + + if( i > 0x3f000000 ) + { /* if |z| > 0.5, set n = [z+0.5] */ + n = j + ( 0x00800000 >> ( k + 1 ) ); + k = ( ( n & 0x7fffffff ) >> 23 ) - 0x7f; /* new k for n */ + SET_FLOAT_WORD( t, n & ~( 0x007fffff >> k ) ); + n = ( ( n & 0x007fffff ) | 0x00800000 ) >> ( 23 - k ); + + if( j < 0 ) + n = -n; + + p_h -= t; + } + + t = p_l + p_h; + GET_FLOAT_WORD( is, t ); + SET_FLOAT_WORD( t, is & 0xfffff000 ); + u = t * lg2_h; + v = ( p_l - ( t - p_h ) ) * lg2 + t * lg2_l; + z = u + v; + w = v - ( z - u ); + t = z * z; + subt1 = P3 + t * ( P4 + t * P5 ); + // chop up expression to keep mac register based stack happy + t1 = z - t * ( P1 + t * ( P2 + t * subt1 ) ); + r = ( z * t1 ) / ( t1 - two ) - ( w + z * w ); + z = one - ( r - z ); + GET_FLOAT_WORD( j, z ); + j += (n << 23 ); + + if( ( j >> 23 ) <= 0 ) + z = __scalbnf( z, n ); /* subnormal output */ + else + SET_FLOAT_WORD( z, j ); + + return s * z; +} + +#endif + + + +static int randSeed = 0; + +void srand( unsigned seed ) +{ + randSeed = seed; +} + +int rand( void ) +{ + randSeed = ( 69069 * randSeed + 1 ); + return randSeed & 0x7fff; +} + +double atof( const char *string ) +{ + float sign; + float value; + int c; + + // skip whitespace + while( *string <= ' ' ) + { + if( !*string ) + return 0; + + string++; + } + + // check sign + switch( *string ) + { + case '+': + string++; + sign = 1; + break; + + case '-': + string++; + sign = -1; + break; + + default: + sign = 1; + break; + } + + // read digits + value = 0; + c = string[ 0 ]; + + if( c != '.' ) + { + do + { + c = *string++; + if( c < '0' || c > '9' ) + break; + + c -= '0'; + value = value * 10 + c; + } while( 1 ); + } + else + string++; + + // check for decimal point + if( c == '.' ) + { + double fraction; + + fraction = 0.1; + do + { + c = *string++; + if( c < '0' || c > '9' ) + break; + + c -= '0'; + value += c * fraction; + fraction *= 0.1; + } while( 1 ); + + } + + // not handling 10e10 notation... + + return value * sign; +} + +double _atof( const char **stringPtr ) +{ + const char *string; + float sign; + float value; + int c = '0'; // bk001211 - uninitialized use possible + + string = *stringPtr; + + // skip whitespace + while( *string <= ' ' ) + { + if( !*string ) + { + *stringPtr = string; + return 0; + } + + string++; + } + + // check sign + switch( *string ) + { + case '+': + string++; + sign = 1; + break; + + case '-': + string++; + sign = -1; + break; + + default: + sign = 1; + break; + } + + // read digits + value = 0; + if( string[ 0 ] != '.' ) + { + do + { + c = *string++; + if( c < '0' || c > '9' ) + break; + + c -= '0'; + value = value * 10 + c; + } while( 1 ); + } + + // check for decimal point + if( c == '.' ) + { + double fraction; + + fraction = 0.1; + do + { + c = *string++; + if( c < '0' || c > '9' ) + break; + + c -= '0'; + value += c * fraction; + fraction *= 0.1; + } while( 1 ); + + } + + // not handling 10e10 notation... + *stringPtr = string; + + return value * sign; +} + + +#if defined ( Q3_VM ) + +int atoi( const char *string ) +{ + int sign; + int value; + int c; + + // skip whitespace + while( *string <= ' ' ) + { + if( !*string ) + return 0; + + string++; + } + + // check sign + switch( *string ) + { + case '+': + string++; + sign = 1; + break; + + case '-': + string++; + sign = -1; + break; + + default: + sign = 1; + break; + } + + // read digits + value = 0; + do + { + c = *string++; + if( c < '0' || c > '9' ) + break; + + c -= '0'; + value = value * 10 + c; + } while( 1 ); + + // not handling 10e10 notation... + + return value * sign; +} + + +int _atoi( const char **stringPtr ) +{ + int sign; + int value; + int c; + const char *string; + + string = *stringPtr; + + // skip whitespace + while( *string <= ' ' ) + { + if( !*string ) + return 0; + + string++; + } + + // check sign + switch( *string ) + { + case '+': + string++; + sign = 1; + break; + + case '-': + string++; + sign = -1; + break; + + default: + sign = 1; + break; + } + + // read digits + value = 0; + do + { + c = *string++; + if( c < '0' || c > '9' ) + break; + + c -= '0'; + value = value * 10 + c; + } while( 1 ); + + // not handling 10e10 notation... + + *stringPtr = string; + + return value * sign; +} + +int abs( int n ) +{ + return n < 0 ? -n : n; +} + +double fabs( double x ) +{ + return x < 0 ? -x : x; +} + + + +//========================================================= + + +#define ALT 0x00000001 /* alternate form */ +#define HEXPREFIX 0x00000002 /* add 0x or 0X prefix */ +#define LADJUST 0x00000004 /* left adjustment */ +#define LONGDBL 0x00000008 /* long double */ +#define LONGINT 0x00000010 /* long integer */ +#define QUADINT 0x00000020 /* quad integer */ +#define SHORTINT 0x00000040 /* short integer */ +#define ZEROPAD 0x00000080 /* zero (as opposed to blank) pad */ +#define FPT 0x00000100 /* floating point number */ + +#define to_digit(c) ((c) - '0') +#define is_digit(c) ((unsigned)to_digit(c) <= 9) +#define to_char(n) ((n) + '0') + +void AddInt( char **buf_p, int val, int width, int flags ) +{ + char text[ 32 ]; + int digits; + int signedVal; + char *buf; + + digits = 0; + signedVal = val; + if( val < 0 ) + val = -val; + + do + { + text[ digits++ ] = '0' + val % 10; + val /= 10; + } while( val ); + + if( signedVal < 0 ) + text[ digits++ ] = '-'; + + buf = *buf_p; + + if( !( flags & LADJUST ) ) + { + while( digits < width ) + { + *buf++ = ( flags & ZEROPAD ) ? '0' : ' '; + width--; + } + } + + while( digits-- ) + { + *buf++ = text[ digits ]; + width--; + } + + if( flags & LADJUST ) + { + while( width-- ) + *buf++ = ( flags & ZEROPAD ) ? '0' : ' '; + } + + *buf_p = buf; +} + +void AddFloat( char **buf_p, float fval, int width, int prec ) +{ + char text[ 32 ]; + int digits; + float signedVal; + char *buf; + int val; + + // get the sign + signedVal = fval; + if( fval < 0 ) + fval = -fval; + + // write the float number + digits = 0; + val = (int)fval; + + do + { + text[ digits++ ] = '0' + val % 10; + val /= 10; + } while( val ); + + if( signedVal < 0 ) + text[digits++] = '-'; + + buf = *buf_p; + + while( digits < width ) + *buf++ = ' '; + width--; + + while( digits-- ) + *buf++ = text[ digits ]; + + *buf_p = buf; + + if( prec < 0 ) + prec = 6; + + // write the fraction + digits = 0; + + while( digits < prec ) + { + fval -= (int)fval; + fval *= 10.0; + val = (int)fval; + text[ digits++ ] = '0' + val % 10; + } + + if( digits > 0 ) + { + buf = *buf_p; + *buf++ = '.'; + for( prec = 0; prec < digits; prec++ ) + *buf++ = text[ prec ]; + + *buf_p = buf; + } +} + +void AddVec3_t( char **buf_p, vec3_t v, int width, int prec ) +{ + char *buf; + + buf = *buf_p; + + *buf++ = '['; + + AddFloat( &buf, v[ 0 ], width, prec ); + buf += width; + *buf++ = ' '; + + AddFloat( &buf, v[ 1 ], width, prec ); + buf += width; + *buf++ = ' '; + + AddFloat( &buf, v[ 2 ], width, prec ); + buf += width; + *buf++ = ']'; + + *buf_p = buf; +} + +void AddString( char **buf_p, char *string, int width, int prec ) +{ + int size; + char *buf; + + buf = *buf_p; + + if( string == NULL ) + { + string = "(null)"; + prec = -1; + } + + if( prec >= 0 ) + { + for( size = 0; size < prec; size++ ) + { + if( string[ size ] == '\0' ) + break; + } + } + else + size = strlen( string ); + + width -= size; + + while( size-- ) + *buf++ = *string++; + + while( width-- > 0 ) + *buf++ = ' '; + + *buf_p = buf; +} + +/* +vsprintf + +I'm not going to support a bunch of the more arcane stuff in here +just to keep it simpler. For example, the '*' and '$' are not +currently supported. I've tried to make it so that it will just +parse and ignore formats we don't support. +*/ +int vsprintf( char *buffer, const char *fmt, va_list argptr ) +{ + int *arg; + char *buf_p; + char ch; + int flags; + int width; + int prec; + int n; + char sign; + + buf_p = buffer; + arg = (int *)argptr; + + while( qtrue ) + { + // run through the format string until we hit a '%' or '\0' + for( ch = *fmt; ( ch = *fmt ) != '\0' && ch != '%'; fmt++ ) + *buf_p++ = ch; + + if( ch == '\0' ) + goto done; + + // skip over the '%' + fmt++; + + // reset formatting state + flags = 0; + width = 0; + prec = -1; + sign = '\0'; + +rflag: + ch = *fmt++; +reswitch: + switch( ch ) + { + case '-': + flags |= LADJUST; + goto rflag; + + case '.': + n = 0; + while( is_digit( ( ch = *fmt++ ) ) ) + n = 10 * n + ( ch - '0' ); + + prec = n < 0 ? -1 : n; + goto reswitch; + + case '0': + flags |= ZEROPAD; + goto rflag; + + case '1': + case '2': + case '3': + case '4': + case '5': + case '6': + case '7': + case '8': + case '9': + n = 0; + do + { + n = 10 * n + ( ch - '0' ); + ch = *fmt++; + } while( is_digit( ch ) ); + + width = n; + goto reswitch; + + case 'c': + *buf_p++ = (char)*arg; + arg++; + break; + + case 'd': + case 'i': + AddInt( &buf_p, *arg, width, flags ); + arg++; + break; + + case 'f': + AddFloat( &buf_p, *(double *)arg, width, prec ); +#ifdef Q3_VM + arg += 1; // everything is 32 bit in my compiler +#else + arg += 2; +#endif + break; + + case 's': + AddString( &buf_p, (char *)*arg, width, prec ); + arg++; + break; + + case 'v': + AddVec3_t( &buf_p, (vec_t *)*arg, width, prec ); + arg++; + break; + + case '%': + *buf_p++ = ch; + break; + + default: + *buf_p++ = (char)*arg; + arg++; + break; + } + } + +done: + *buf_p = 0; + return buf_p - buffer; +} + + +/* this is really crappy */ +int sscanf( const char *buffer, const char *fmt, ... ) +{ + int cmd; + int **arg; + int count; + + arg = (int **)&fmt + 1; + count = 0; + + while( *fmt ) + { + if( fmt[ 0 ] != '%' ) + { + fmt++; + continue; + } + + cmd = fmt[ 1 ]; + fmt += 2; + + switch( cmd ) + { + case 'i': + case 'd': + case 'u': + **arg = _atoi( &buffer ); + break; + case 'f': + *(float *)*arg = _atof( &buffer ); + break; + } + + arg++; + } + + return count; +} + +#endif diff --git a/src/game/bg_lib.h b/src/game/bg_lib.h new file mode 100644 index 00000000..61d64025 --- /dev/null +++ b/src/game/bg_lib.h @@ -0,0 +1,92 @@ +// bg_lib.h -- standard C library replacement routines used by code +// compiled for the virtual machine + +// This file is NOT included on native builds +#ifndef BG_LIB_H +#define BG_LIB_H + +#ifndef NULL +#define NULL ((void *)0) +#endif + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +typedef int size_t; + +typedef char * va_list; +#define _INTSIZEOF(n) ( (sizeof(n) + sizeof(int) - 1) & ~(sizeof(int) - 1) ) +#define va_start(ap,v) ( ap = (va_list)&v + _INTSIZEOF(v) ) +#define va_arg(ap,t) ( *(t *)((ap += _INTSIZEOF(t)) - _INTSIZEOF(t)) ) +#define va_end(ap) ( ap = (va_list)0 ) + +#define CHAR_BIT 8 /* number of bits in a char */ +#define SCHAR_MIN (-128) /* minimum signed char value */ +#define SCHAR_MAX 127 /* maximum signed char value */ +#define UCHAR_MAX 0xff /* maximum unsigned char value */ + +#define SHRT_MIN (-32768) /* minimum (signed) short value */ +#define SHRT_MAX 32767 /* maximum (signed) short value */ +#define USHRT_MAX 0xffff /* maximum unsigned short value */ +#define INT_MIN (-2147483647 - 1) /* minimum (signed) int value */ +#define INT_MAX 2147483647 /* maximum (signed) int value */ +#define UINT_MAX 0xffffffff /* maximum unsigned int value */ +#define LONG_MIN (-2147483647L - 1) /* minimum (signed) long value */ +#define LONG_MAX 2147483647L /* maximum (signed) long value */ +#define ULONG_MAX 0xffffffffUL /* maximum unsigned long value */ + +// Misc functions +typedef int cmp_t( const void *, const void * ); +void qsort( void *a, size_t n, size_t es, cmp_t *cmp ); +void srand( unsigned seed ); +int rand( void ); + +// String functions +size_t strlen( const char *string ); +char *strcat( char *strDestination, const char *strSource ); +char *strcpy( char *strDestination, const char *strSource ); +int strcmp( const char *string1, const char *string2 ); +char *strchr( const char *string, int c ); +char *strrchr( const char *string, int c ); +char *strstr( const char *string, const char *strCharSet ); +char *strncpy( char *strDest, const char *strSource, size_t count ); +int tolower( int c ); +int toupper( int c ); + +double atof( const char *string ); +double _atof( const char **stringPtr ); +int atoi( const char *string ); +int _atoi( const char **stringPtr ); + +int vsprintf( char *buffer, const char *fmt, va_list argptr ); +int sscanf( const char *buffer, const char *fmt, ... ); + +// Memory functions +void *memmove( void *dest, const void *src, size_t count ); +void *memset( void *dest, int c, size_t count ); +void *memcpy( void *dest, const void *src, size_t count ); + +// Math functions +double ceil( double x ); +double floor( double x ); +double sqrt( double x ); +double sin( double x ); +double cos( double x ); +double atan2( double y, double x ); +double tan( double x ); +int abs( int n ); +double fabs( double x ); +double acos( double x ); +float pow( float x, float y ); + +#endif // BG_LIB_H diff --git a/src/game/bg_local.h b/src/game/bg_local.h new file mode 100644 index 00000000..7e5ea46f --- /dev/null +++ b/src/game/bg_local.h @@ -0,0 +1,80 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// bg_local.h -- local definitions for the bg (both games) files + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +#define MIN_WALK_NORMAL 0.7f // can't walk on very steep slopes + +#define STEPSIZE 18 + +#define TIMER_LAND 130 +#define TIMER_GESTURE (34*66+50) +#define TIMER_ATTACK 500 //nonsegmented models + +#define OVERCLIP 1.001f + +#define FALLING_THRESHOLD -900.0f //what vertical speed to start falling sound at + + +// all of the locals will be zeroed before each +// pmove, just to make damn sure we don't have +// any differences when running on client or server +typedef struct +{ + vec3_t forward, right, up; + float frametime; + + int msec; + + qboolean walking; + qboolean groundPlane; + qboolean ladder; + trace_t groundTrace; + + float impactSpeed; + + vec3_t previous_origin; + vec3_t previous_velocity; + int previous_waterlevel; +} pml_t; + +extern pmove_t *pm; +extern pml_t pml; + +// movement parameters +extern float pm_stopspeed; +extern float pm_duckScale; +extern float pm_swimScale; +extern float pm_wadeScale; + +extern float pm_accelerate; +extern float pm_airaccelerate; +extern float pm_wateraccelerate; +extern float pm_flyaccelerate; + +extern float pm_friction; +extern float pm_waterfriction; +extern float pm_flightfriction; + +extern int c_pmove; + +void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce ); +void PM_AddTouchEnt( int entityNum ); +void PM_AddEvent( int newEvent ); + +qboolean PM_SlideMove( qboolean gravity ); +void PM_StepEvent( vec3_t from, vec3_t to, vec3_t normal ); +qboolean PM_StepSlideMove( qboolean gravity, qboolean predictive ); +qboolean PM_PredictStepMove( void ); diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c new file mode 100644 index 00000000..727190af --- /dev/null +++ b/src/game/bg_misc.c @@ -0,0 +1,5248 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// bg_misc.c -- both games misc functions, all completely stateless + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +#include "q_shared.h" +#include "bg_public.h" + +int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode ); +void trap_FS_Read( void *buffer, int len, fileHandle_t f ); +void trap_FS_Write( const void *buffer, int len, fileHandle_t f ); +void trap_FS_FCloseFile( fileHandle_t f ); +void trap_FS_Seek( fileHandle_t f, long offset, fsOrigin_t origin ); // fsOrigin_t + +buildableAttributes_t bg_buildableList[ ] = +{ + { + BA_A_SPAWN, //int buildNum; + "eggpod", //char *buildName; + "Egg", //char *humanName; + "team_alien_spawn", //char *entityName; + { "models/buildables/eggpod/eggpod.md3", 0, 0, 0 }, + 1.0f, //float modelScale; + { -15, -15, -15 }, //vec3_t mins; + { 15, 15, 15 }, //vec3_t maxs; + 0.0f, //float zOffset; + TR_GRAVITY, //trType_t traj; + 0.0, //float bounce; + ASPAWN_BP, //int buildPoints; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ASPAWN_HEALTH, //int health; + ASPAWN_REGEN, //int regenRate; + ASPAWN_SPLASHDAMAGE, //int splashDamage; + ASPAWN_SPLASHRADIUS, //int splashRadius; + MOD_ASPAWN, //int meansOfDeath; + BIT_ALIENS, //int team; + ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; + BANIM_IDLE1, //int idleAnim; + 100, //int nextthink; + ASPAWN_BT, //int buildTime; + qfalse, //qboolean usable; + 0, //int turretRange; + 0, //int turretFireSpeed; + WP_NONE, //weapon_t turretProjType; + 0.5f, //float minNormal; + qtrue, //qboolean invertNormal; + qfalse, //qboolean creepTest; + ASPAWN_CREEPSIZE, //int creepSize; + qfalse, //qboolean dccTest; + qfalse //qboolean reactorTest; + }, + { + BA_A_BARRICADE, //int buildNum; + "barricade", //char *buildName; + "Barricade", //char *humanName; + "team_alien_barricade",//char *entityName; + { "models/buildables/barricade/barricade.md3", 0, 0, 0 }, + 1.0f, //float modelScale; + { -35, -35, -15 }, //vec3_t mins; + { 35, 35, 60 }, //vec3_t maxs; + 0.0f, //float zOffset; + TR_GRAVITY, //trType_t traj; + 0.0, //float bounce; + BARRICADE_BP, //int buildPoints; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + BARRICADE_HEALTH, //int health; + BARRICADE_REGEN, //int regenRate; + BARRICADE_SPLASHDAMAGE,//int splashDamage; + BARRICADE_SPLASHRADIUS,//int splashRadius; + MOD_ASPAWN, //int meansOfDeath; + BIT_ALIENS, //int team; + ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; + BANIM_IDLE1, //int idleAnim; + 100, //int nextthink; + BARRICADE_BT, //int buildTime; + qfalse, //qboolean usable; + 0, //int turretRange; + 0, //int turretFireSpeed; + WP_NONE, //weapon_t turretProjType; + 0.707f, //float minNormal; + qfalse, //qboolean invertNormal; + qtrue, //qboolean creepTest; + BARRICADE_CREEPSIZE, //int creepSize; + qfalse, //qboolean dccTest; + qfalse //qboolean reactorTest; + }, + { + BA_A_BOOSTER, //int buildNum; + "booster", //char *buildName; + "Booster", //char *humanName; + "team_alien_booster", //char *entityName; + { "models/buildables/booster/booster.md3", 0, 0, 0 }, + 1.0f, //float modelScale; + { -26, -26, -9 }, //vec3_t mins; + { 26, 26, 9 }, //vec3_t maxs; + 0.0f, //float zOffset; + TR_GRAVITY, //trType_t traj; + 0.0, //float bounce; + BOOSTER_BP, //int buildPoints; + ( 1 << S2 )|( 1 << S3 ), //int stages + BOOSTER_HEALTH, //int health; + BOOSTER_REGEN, //int regenRate; + BOOSTER_SPLASHDAMAGE, //int splashDamage; + BOOSTER_SPLASHRADIUS, //int splashRadius; + MOD_ASPAWN, //int meansOfDeath; + BIT_ALIENS, //int team; + ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; + BANIM_IDLE1, //int idleAnim; + 100, //int nextthink; + BOOSTER_BT, //int buildTime; + qfalse, //qboolean usable; + 0, //int turretRange; + 0, //int turretFireSpeed; + WP_NONE, //weapon_t turretProjType; + 0.707f, //float minNormal; + qfalse, //qboolean invertNormal; + qtrue, //qboolean creepTest; + BOOSTER_CREEPSIZE, //int creepSize; + qfalse, //qboolean dccTest; + qfalse //qboolean reactorTest; + }, + { + BA_A_ACIDTUBE, //int buildNum; + "acid_tube", //char *buildName; + "Acid Tube", //char *humanName; + "team_alien_acid_tube",//char *entityName; + { "models/buildables/acid_tube/acid_tube.md3", 0, 0, 0 }, + 1.0f, //float modelScale; + { -25, -25, -25 }, //vec3_t mins; + { 25, 25, 25 }, //vec3_t maxs; + -15.0f, //float zOffset; + TR_GRAVITY, //trType_t traj; + 0.0, //float bounce; + ACIDTUBE_BP, //int buildPoints; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ACIDTUBE_HEALTH, //int health; + ACIDTUBE_REGEN, //int regenRate; + ACIDTUBE_SPLASHDAMAGE, //int splashDamage; + ACIDTUBE_SPLASHRADIUS, //int splashRadius; + MOD_ATUBE, //int meansOfDeath; + BIT_ALIENS, //int team; + ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; + BANIM_IDLE1, //int idleAnim; + 200, //int nextthink; + ACIDTUBE_BT, //int buildTime; + qfalse, //qboolean usable; + 0, //int turretRange; + 0, //int turretFireSpeed; + WP_NONE, //weapon_t turretProjType; + 0.0f, //float minNormal; + qtrue, //qboolean invertNormal; + qtrue, //qboolean creepTest; + ACIDTUBE_CREEPSIZE, //int creepSize; + qfalse, //qboolean dccTest; + qfalse //qboolean reactorTest; + }, + { + BA_A_HIVE, //int buildNum; + "hive", //char *buildName; + "Hive", //char *humanName; + "team_alien_hive", //char *entityName; + { "models/buildables/acid_tube/acid_tube.md3", 0, 0, 0 }, + 1.0f, //float modelScale; + { -35, -35, -25 }, //vec3_t mins; + { 35, 35, 25 }, //vec3_t maxs; + -15.0f, //float zOffset; + TR_GRAVITY, //trType_t traj; + 0.0, //float bounce; + HIVE_BP, //int buildPoints; + ( 1 << S3 ), //int stages + HIVE_HEALTH, //int health; + HIVE_REGEN, //int regenRate; + HIVE_SPLASHDAMAGE, //int splashDamage; + HIVE_SPLASHRADIUS, //int splashRadius; + MOD_ASPAWN, //int meansOfDeath; + BIT_ALIENS, //int team; + ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; + BANIM_IDLE1, //int idleAnim; + 500, //int nextthink; + HIVE_BT, //int buildTime; + qfalse, //qboolean usable; + 0, //int turretRange; + 0, //int turretFireSpeed; + WP_HIVE, //weapon_t turretProjType; + 0.0f, //float minNormal; + qtrue, //qboolean invertNormal; + qtrue, //qboolean creepTest; + HIVE_CREEPSIZE, //int creepSize; + qfalse, //qboolean dccTest; + qfalse //qboolean reactorTest; + }, + { + BA_A_TRAPPER, //int buildNum; + "trapper", //char *buildName; + "Trapper", //char *humanName; + "team_alien_trapper", //char *entityName; + { "models/buildables/trapper/trapper.md3", 0, 0, 0 }, + 1.0f, //float modelScale; + { -15, -15, -15 }, //vec3_t mins; + { 15, 15, 15 }, //vec3_t maxs; + 0.0f, //float zOffset; + TR_GRAVITY, //trType_t traj; + 0.0, //float bounce; + TRAPPER_BP, //int buildPoints; + ( 1 << S2 )|( 1 << S3 ), //int stages //NEEDS ADV BUILDER SO S2 AND UP + TRAPPER_HEALTH, //int health; + TRAPPER_REGEN, //int regenRate; + TRAPPER_SPLASHDAMAGE, //int splashDamage; + TRAPPER_SPLASHRADIUS, //int splashRadius; + MOD_ASPAWN, //int meansOfDeath; + BIT_ALIENS, //int team; + ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; + BANIM_IDLE1, //int idleAnim; + 100, //int nextthink; + TRAPPER_BT, //int buildTime; + qfalse, //qboolean usable; + TRAPPER_RANGE, //int turretRange; + TRAPPER_REPEAT, //int turretFireSpeed; + WP_LOCKBLOB_LAUNCHER, //weapon_t turretProjType; + 0.0f, //float minNormal; + qtrue, //qboolean invertNormal; + qtrue, //qboolean creepTest; + TRAPPER_CREEPSIZE, //int creepSize; + qfalse, //qboolean dccTest; + qfalse //qboolean reactorTest; + }, + { + BA_A_OVERMIND, //int buildNum; + "overmind", //char *buildName; + "Overmind", //char *humanName; + "team_alien_overmind", //char *entityName; + { "models/buildables/overmind/overmind.md3", 0, 0, 0 }, + 1.0f, //float modelScale; + { -45, -45, -15 }, //vec3_t mins; + { 45, 45, 95 }, //vec3_t maxs; + 0.0f, //float zOffset; + TR_GRAVITY, //trType_t traj; + 0.0, //float bounce; + OVERMIND_BP, //int buildPoints; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + OVERMIND_HEALTH, //int health; + OVERMIND_REGEN, //int regenRate; + OVERMIND_SPLASHDAMAGE, //int splashDamage; + OVERMIND_SPLASHRADIUS, //int splashRadius; + MOD_ASPAWN, //int meansOfDeath; + BIT_ALIENS, //int team; + ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; + BANIM_IDLE1, //int idleAnim; + OVERMIND_ATTACK_REPEAT,//int nextthink; + OVERMIND_BT, //int buildTime; + qfalse, //qboolean usable; + 0, //int turretRange; + 0, //int turretFireSpeed; + WP_NONE, //weapon_t turretProjType; + 0.95f, //float minNormal; + qfalse, //qboolean invertNormal; + qfalse, //qboolean creepTest; + OVERMIND_CREEPSIZE, //int creepSize; + qfalse, //qboolean dccTest; + qtrue //qboolean reactorTest; + }, + { + BA_A_HOVEL, //int buildNum; + "hovel", //char *buildName; + "Hovel", //char *humanName; + "team_alien_hovel", //char *entityName; + { "models/buildables/hovel/hovel.md3", 0, 0, 0 }, + 1.0f, //float modelScale; + { -50, -50, -20 }, //vec3_t mins; + { 50, 50, 20 }, //vec3_t maxs; + 0.0f, //float zOffset; + TR_GRAVITY, //trType_t traj; + 0.0, //float bounce; + HOVEL_BP, //int buildPoints; + ( 1 << S3 ), //int stages + HOVEL_HEALTH, //int health; + HOVEL_REGEN, //int regenRate; + HOVEL_SPLASHDAMAGE, //int splashDamage; + HOVEL_SPLASHRADIUS, //int splashRadius; + MOD_ASPAWN, //int meansOfDeath; + BIT_ALIENS, //int team; + ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; + BANIM_IDLE1, //int idleAnim; + 150, //int nextthink; + HOVEL_BT, //int buildTime; + qtrue, //qboolean usable; + 0, //int turretRange; + 0, //int turretFireSpeed; + WP_NONE, //weapon_t turretProjType; + 0.95f, //float minNormal; + qfalse, //qboolean invertNormal; + qtrue, //qboolean creepTest; + HOVEL_CREEPSIZE, //int creepSize; + qfalse, //qboolean dccTest; + qtrue //qboolean reactorTest; + }, + { + BA_H_SPAWN, //int buildNum; + "telenode", //char *buildName; + "Telenode", //char *humanName; + "team_human_spawn", //char *entityName; + { "models/buildables/telenode/telenode.md3", 0, 0, 0 }, + 1.0f, //float modelScale; + { -40, -40, -4 }, //vec3_t mins; + { 40, 40, 4 }, //vec3_t maxs; + 0.0f, //float zOffset; + TR_GRAVITY, //trType_t traj; + 0.0, //float bounce; + HSPAWN_BP, //int buildPoints; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + HSPAWN_HEALTH, //int health; + 0, //int regenRate; + HSPAWN_SPLASHDAMAGE, //int splashDamage; + HSPAWN_SPLASHRADIUS, //int splashRadius; + MOD_HSPAWN, //int meansOfDeath; + BIT_HUMANS, //int team; + ( 1 << WP_HBUILD )|( 1 << WP_HBUILD2 ), //weapon_t buildWeapon; + BANIM_IDLE1, //int idleAnim; + 100, //int nextthink; + HSPAWN_BT, //int buildTime; + qfalse, //qboolean usable; + 0, //int turretRange; + 0, //int turretFireSpeed; + WP_NONE, //weapon_t turretProjType; + 0.95f, //float minNormal; + qfalse, //qboolean invertNormal; + qfalse, //qboolean creepTest; + 0, //int creepSize; + qfalse, //qboolean dccTest; + qfalse //qboolean reactorTest; + }, + { + BA_H_MEDISTAT, //int buildNum; + "medistat", //char *buildName; + "Medistation", //char *humanName; + "team_human_medistat", //char *entityName; + { "models/buildables/medistat/medistat.md3", 0, 0, 0 }, + 1.0f, //float modelScale; + { -35, -35, -7 }, //vec3_t mins; + { 35, 35, 7 }, //vec3_t maxs; + 0.0f, //float zOffset; + TR_GRAVITY, //trType_t traj; + 0.0, //float bounce; + MEDISTAT_BP, //int buildPoints; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + MEDISTAT_HEALTH, //int health; + 0, //int regenRate; + MEDISTAT_SPLASHDAMAGE, //int splashDamage; + MEDISTAT_SPLASHRADIUS, //int splashRadius; + MOD_HSPAWN, //int meansOfDeath; + BIT_HUMANS, //int team; + ( 1 << WP_HBUILD )|( 1 << WP_HBUILD2 ), //weapon_t buildWeapon; + BANIM_IDLE1, //int idleAnim; + 100, //int nextthink; + MEDISTAT_BT, //int buildTime; + qfalse, //qboolean usable; + 0, //int turretRange; + 0, //int turretFireSpeed; + WP_NONE, //weapon_t turretProjType; + 0.95f, //float minNormal; + qfalse, //qboolean invertNormal; + qfalse, //qboolean creepTest; + 0, //int creepSize; + qfalse, //qboolean dccTest; + qfalse //qboolean reactorTest; + }, + { + BA_H_MGTURRET, //int buildNum; + "mgturret", //char *buildName; + "Machinegun Turret", //char *humanName; + "team_human_mgturret", //char *entityName; + { "models/buildables/mgturret/turret_base.md3", + "models/buildables/mgturret/turret_barrel.md3", + "models/buildables/mgturret/turret_top.md3", 0 }, + 1.0f, //float modelScale; + { -25, -25, -20 }, //vec3_t mins; + { 25, 25, 20 }, //vec3_t maxs; + 0.0f, //float zOffset; + TR_GRAVITY, //trType_t traj; + 0.0, //float bounce; + MGTURRET_BP, //int buildPoints; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + MGTURRET_HEALTH, //int health; + 0, //int regenRate; + MGTURRET_SPLASHDAMAGE, //int splashDamage; + MGTURRET_SPLASHRADIUS, //int splashRadius; + MOD_HSPAWN, //int meansOfDeath; + BIT_HUMANS, //int team; + ( 1 << WP_HBUILD )|( 1 << WP_HBUILD2 ), //weapon_t buildWeapon; + BANIM_IDLE1, //int idleAnim; + 50, //int nextthink; + MGTURRET_BT, //int buildTime; + qfalse, //qboolean usable; + MGTURRET_RANGE, //int turretRange; + MGTURRET_REPEAT, //int turretFireSpeed; + WP_MGTURRET, //weapon_t turretProjType; + 0.95f, //float minNormal; + qfalse, //qboolean invertNormal; + qfalse, //qboolean creepTest; + 0, //int creepSize; + qfalse, //qboolean dccTest; + qfalse //qboolean reactorTest; + }, + { + BA_H_TESLAGEN, //int buildNum; + "tesla", //char *buildName; + "Tesla Generator", //char *humanName; + "team_human_tesla", //char *entityName; + { "models/buildables/tesla/tesla.md3", 0, 0, 0 }, + 1.0f, //float modelScale; + { -22, -22, -40 }, //vec3_t mins; + { 22, 22, 40 }, //vec3_t maxs; + 0.0f, //float zOffset; + TR_GRAVITY, //trType_t traj; + 0.0, //float bounce; + TESLAGEN_BP, //int buildPoints; + ( 1 << S3 ), //int stages + TESLAGEN_HEALTH, //int health; + 0, //int regenRate; + TESLAGEN_SPLASHDAMAGE, //int splashDamage; + TESLAGEN_SPLASHRADIUS, //int splashRadius; + MOD_HSPAWN, //int meansOfDeath; + BIT_HUMANS, //int team; + ( 1 << WP_HBUILD2 ), //weapon_t buildWeapon; + BANIM_IDLE1, //int idleAnim; + 150, //int nextthink; + TESLAGEN_BT, //int buildTime; + qfalse, //qboolean usable; + TESLAGEN_RANGE, //int turretRange; + TESLAGEN_REPEAT, //int turretFireSpeed; + WP_TESLAGEN, //weapon_t turretProjType; + 0.95f, //float minNormal; + qfalse, //qboolean invertNormal; + qfalse, //qboolean creepTest; + 0, //int creepSize; + qtrue, //qboolean dccTest; + qfalse //qboolean reactorTest; + }, + { + BA_H_DCC, //int buildNum; + "dcc", //char *buildName; + "Defence Computer", //char *humanName; + "team_human_dcc", //char *entityName; + { "models/buildables/dcc/dcc.md3", 0, 0, 0 }, + 1.0f, //float modelScale; + { -35, -35, -13 }, //vec3_t mins; + { 35, 35, 47 }, //vec3_t maxs; + 0.0f, //float zOffset; + TR_GRAVITY, //trType_t traj; + 0.0, //float bounce; + DC_BP, //int buildPoints; + ( 1 << S2 )|( 1 << S3 ), //int stages + DC_HEALTH, //int health; + 0, //int regenRate; + DC_SPLASHDAMAGE, //int splashDamage; + DC_SPLASHRADIUS, //int splashRadius; + MOD_HSPAWN, //int meansOfDeath; + BIT_HUMANS, //int team; + ( 1 << WP_HBUILD2 ), //weapon_t buildWeapon; + BANIM_IDLE1, //int idleAnim; + 100, //int nextthink; + DC_BT, //int buildTime; + qfalse, //qboolean usable; + 0, //int turretRange; + 0, //int turretFireSpeed; + WP_NONE, //weapon_t turretProjType; + 0.95f, //float minNormal; + qfalse, //qboolean invertNormal; + qfalse, //qboolean creepTest; + 0, //int creepSize; + qfalse, //qboolean dccTest; + qfalse //qboolean reactorTest; + }, + { + BA_H_ARMOURY, //int buildNum; + "arm", //char *buildName; + "Armoury", //char *humanName; + "team_human_armoury", //char *entityName; + { "models/buildables/arm/arm.md3", 0, 0, 0 }, + 1.0f, //float modelScale; + { -40, -40, -13 }, //vec3_t mins; + { 40, 40, 50 }, //vec3_t maxs; + 0.0f, //float zOffset; + TR_GRAVITY, //trType_t traj; + 0.0, //float bounce; + ARMOURY_BP, //int buildPoints; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + ARMOURY_HEALTH, //int health; + 0, //int regenRate; + ARMOURY_SPLASHDAMAGE, //int splashDamage; + ARMOURY_SPLASHRADIUS, //int splashRadius; + MOD_HSPAWN, //int meansOfDeath; + BIT_HUMANS, //int team; + ( 1 << WP_HBUILD )|( 1 << WP_HBUILD2 ), //weapon_t buildWeapon; + BANIM_IDLE1, //int idleAnim; + 100, //int nextthink; + ARMOURY_BT, //int buildTime; + qtrue, //qboolean usable; + 0, //int turretRange; + 0, //int turretFireSpeed; + WP_NONE, //weapon_t turretProjType; + 0.95f, //float minNormal; + qfalse, //qboolean invertNormal; + qfalse, //qboolean creepTest; + 0, //int creepSize; + qfalse, //qboolean dccTest; + qfalse //qboolean reactorTest; + }, + { + BA_H_REACTOR, //int buildNum; + "reactor", //char *buildName; + "Reactor", //char *humanName; + "team_human_reactor", //char *entityName; + { "models/buildables/reactor/reactor.md3", 0, 0, 0 }, + 1.0f, //float modelScale; + { -50, -50, -15 }, //vec3_t mins; + { 50, 50, 95 }, //vec3_t maxs; + 0.0f, //float zOffset; + TR_GRAVITY, //trType_t traj; + 0.0, //float bounce; + REACTOR_BP, //int buildPoints; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + REACTOR_HEALTH, //int health; + 0, //int regenRate; + REACTOR_SPLASHDAMAGE, //int splashDamage; + REACTOR_SPLASHRADIUS, //int splashRadius; + MOD_HSPAWN, //int meansOfDeath; + BIT_HUMANS, //int team; + ( 1 << WP_HBUILD )|( 1 << WP_HBUILD2 ), //weapon_t buildWeapon; + BANIM_IDLE1, //int idleAnim; + REACTOR_ATTACK_REPEAT, //int nextthink; + REACTOR_BT, //int buildTime; + qtrue, //qboolean usable; + 0, //int turretRange; + 0, //int turretFireSpeed; + WP_NONE, //weapon_t turretProjType; + 0.95f, //float minNormal; + qfalse, //qboolean invertNormal; + qfalse, //qboolean creepTest; + 0, //int creepSize; + qfalse, //qboolean dccTest; + qtrue //qboolean reactorTest; + }, + { + BA_H_REPEATER, //int buildNum; + "repeater", //char *buildName; + "Repeater", //char *humanName; + "team_human_repeater", //char *entityName; + { "models/buildables/repeater/repeater.md3", 0, 0, 0 }, + 1.0f, //float modelScale; + { -15, -15, -15 }, //vec3_t mins; + { 15, 15, 25 }, //vec3_t maxs; + 0.0f, //float zOffset; + TR_GRAVITY, //trType_t traj; + 0.0, //float bounce; + REPEATER_BP, //int buildPoints; + ( 1 << S2 )|( 1 << S3 ), //int stages + REPEATER_HEALTH, //int health; + 0, //int regenRate; + REPEATER_SPLASHDAMAGE, //int splashDamage; + REPEATER_SPLASHRADIUS, //int splashRadius; + MOD_HSPAWN, //int meansOfDeath; + BIT_HUMANS, //int team; + ( 1 << WP_HBUILD )|( 1 << WP_HBUILD2 ), //weapon_t buildWeapon; + BANIM_IDLE1, //int idleAnim; + 100, //int nextthink; + REPEATER_BT, //int buildTime; + qtrue, //qboolean usable; + 0, //int turretRange; + 0, //int turretFireSpeed; + WP_NONE, //weapon_t turretProjType; + 0.95f, //float minNormal; + qfalse, //qboolean invertNormal; + qfalse, //qboolean creepTest; + 0, //int creepSize; + qfalse, //qboolean dccTest; + qfalse //qboolean reactorTest; + } +}; + +int bg_numBuildables = sizeof( bg_buildableList ) / sizeof( bg_buildableList[ 0 ] ); + +//separate from bg_buildableList to work around char struct init bug +buildableAttributeOverrides_t bg_buildableOverrideList[ BA_NUM_BUILDABLES ]; + +/* +============== +BG_FindBuildNumForName +============== +*/ +int BG_FindBuildNumForName( char *name ) +{ + int i; + + for( i = 0; i < bg_numBuildables; i++ ) + { + if( !Q_stricmp( bg_buildableList[ i ].buildName, name ) ) + return bg_buildableList[ i ].buildNum; + } + + //wimp out + return BA_NONE; +} + +/* +============== +BG_FindBuildNumForEntityName +============== +*/ +int BG_FindBuildNumForEntityName( char *name ) +{ + int i; + + for( i = 0; i < bg_numBuildables; i++ ) + { + if( !Q_stricmp( bg_buildableList[ i ].entityName, name ) ) + return bg_buildableList[ i ].buildNum; + } + + //wimp out + return BA_NONE; +} + +/* +============== +BG_FindNameForBuildNum +============== +*/ +char *BG_FindNameForBuildable( int bclass ) +{ + int i; + + for( i = 0; i < bg_numBuildables; i++ ) + { + if( bg_buildableList[ i ].buildNum == bclass ) + return bg_buildableList[ i ].buildName; + } + + //wimp out + return 0; +} + +/* +============== +BG_FindHumanNameForBuildNum +============== +*/ +char *BG_FindHumanNameForBuildable( int bclass ) +{ + int i; + + for( i = 0; i < bg_numBuildables; i++ ) + { + if( bg_buildableList[ i ].buildNum == bclass ) + return bg_buildableList[ i ].humanName; + } + + //wimp out + return 0; +} + +/* +============== +BG_FindEntityNameForBuildNum +============== +*/ +char *BG_FindEntityNameForBuildable( int bclass ) +{ + int i; + + for( i = 0; i < bg_numBuildables; i++ ) + { + if( bg_buildableList[ i ].buildNum == bclass ) + return bg_buildableList[ i ].entityName; + } + + //wimp out + return 0; +} + +/* +============== +BG_FindModelsForBuildNum +============== +*/ +char *BG_FindModelsForBuildable( int bclass, int modelNum ) +{ + int i; + + if( bg_buildableOverrideList[ bclass ].models[ modelNum ][ 0 ] != 0 ) + return bg_buildableOverrideList[ bclass ].models[ modelNum ]; + + for( i = 0; i < bg_numBuildables; i++ ) + { + if( bg_buildableList[ i ].buildNum == bclass ) + return bg_buildableList[ i ].models[ modelNum ]; + } + + //wimp out + return 0; +} + +/* +============== +BG_FindModelScaleForBuildable +============== +*/ +float BG_FindModelScaleForBuildable( int bclass ) +{ + int i; + + if( bg_buildableOverrideList[ bclass ].modelScale != 0.0f ) + return bg_buildableOverrideList[ bclass ].modelScale; + + for( i = 0; i < bg_numBuildables; i++ ) + { + if( bg_buildableList[ i ].buildNum == bclass ) + return bg_buildableList[ i ].modelScale; + } + + Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindModelScaleForBuildable( %d )\n", bclass ); + return 1.0f; +} + +/* +============== +BG_FindBBoxForBuildable +============== +*/ +void BG_FindBBoxForBuildable( int bclass, vec3_t mins, vec3_t maxs ) +{ + int i; + + for( i = 0; i < bg_numBuildables; i++ ) + { + if( bg_buildableList[ i ].buildNum == bclass ) + { + if( mins != NULL ) + { + VectorCopy( bg_buildableList[ i ].mins, mins ); + + if( VectorLength( bg_buildableOverrideList[ bclass ].mins ) ) + VectorCopy( bg_buildableOverrideList[ bclass ].mins, mins ); + } + + if( maxs != NULL ) + { + VectorCopy( bg_buildableList[ i ].maxs, maxs ); + + if( VectorLength( bg_buildableOverrideList[ bclass ].maxs ) ) + VectorCopy( bg_buildableOverrideList[ bclass ].maxs, maxs ); + } + + return; + } + } + + if( mins != NULL ) + VectorCopy( bg_buildableList[ 0 ].mins, mins ); + + if( maxs != NULL ) + VectorCopy( bg_buildableList[ 0 ].maxs, maxs ); +} + +/* +============== +BG_FindZOffsetForBuildable +============== +*/ +float BG_FindZOffsetForBuildable( int bclass ) +{ + int i; + + if( bg_buildableOverrideList[ bclass ].zOffset != 0.0f ) + return bg_buildableOverrideList[ bclass ].zOffset; + + for( i = 0; i < bg_numBuildables; i++ ) + { + if( bg_buildableList[ i ].buildNum == bclass ) + { + return bg_buildableList[ i ].zOffset; + } + } + + return 0.0f; +} + +/* +============== +BG_FindTrajectoryForBuildable +============== +*/ +trType_t BG_FindTrajectoryForBuildable( int bclass ) +{ + int i; + + for( i = 0; i < bg_numBuildables; i++ ) + { + if( bg_buildableList[ i ].buildNum == bclass ) + { + return bg_buildableList[ i ].traj; + } + } + + return TR_GRAVITY; +} + +/* +============== +BG_FindBounceForBuildable +============== +*/ +float BG_FindBounceForBuildable( int bclass ) +{ + int i; + + for( i = 0; i < bg_numBuildables; i++ ) + { + if( bg_buildableList[ i ].buildNum == bclass ) + { + return bg_buildableList[ i ].bounce; + } + } + + return 0.0; +} + +/* +============== +BG_FindBuildPointsForBuildable +============== +*/ +int BG_FindBuildPointsForBuildable( int bclass ) +{ + int i; + + for( i = 0; i < bg_numBuildables; i++ ) + { + if( bg_buildableList[ i ].buildNum == bclass ) + { + return bg_buildableList[ i ].buildPoints; + } + } + + return 1000; +} + +/* +============== +BG_FindStagesForBuildable +============== +*/ +qboolean BG_FindStagesForBuildable( int bclass, stage_t stage ) +{ + int i; + + for( i = 0; i < bg_numBuildables; i++ ) + { + if( bg_buildableList[ i ].buildNum == bclass ) + { + if( bg_buildableList[ i ].stages & ( 1 << stage ) ) + return qtrue; + else + return qfalse; + } + } + + return qfalse; +} + +/* +============== +BG_FindHealthForBuildable +============== +*/ +int BG_FindHealthForBuildable( int bclass ) +{ + int i; + + for( i = 0; i < bg_numBuildables; i++ ) + { + if( bg_buildableList[ i ].buildNum == bclass ) + { + return bg_buildableList[ i ].health; + } + } + + return 1000; +} + +/* +============== +BG_FindRegenRateForBuildable +============== +*/ +int BG_FindRegenRateForBuildable( int bclass ) +{ + int i; + + for( i = 0; i < bg_numBuildables; i++ ) + { + if( bg_buildableList[ i ].buildNum == bclass ) + { + return bg_buildableList[ i ].regenRate; + } + } + + return 0; +} + +/* +============== +BG_FindSplashDamageForBuildable +============== +*/ +int BG_FindSplashDamageForBuildable( int bclass ) +{ + int i; + + for( i = 0; i < bg_numBuildables; i++ ) + { + if( bg_buildableList[ i ].buildNum == bclass ) + { + return bg_buildableList[ i ].splashDamage; + } + } + + return 50; +} + +/* +============== +BG_FindSplashRadiusForBuildable +============== +*/ +int BG_FindSplashRadiusForBuildable( int bclass ) +{ + int i; + + for( i = 0; i < bg_numBuildables; i++ ) + { + if( bg_buildableList[ i ].buildNum == bclass ) + { + return bg_buildableList[ i ].splashRadius; + } + } + + return 200; +} + +/* +============== +BG_FindMODForBuildable +============== +*/ +int BG_FindMODForBuildable( int bclass ) +{ + int i; + + for( i = 0; i < bg_numBuildables; i++ ) + { + if( bg_buildableList[ i ].buildNum == bclass ) + { + return bg_buildableList[ i ].meansOfDeath; + } + } + + return MOD_UNKNOWN; +} + +/* +============== +BG_FindTeamForBuildable +============== +*/ +int BG_FindTeamForBuildable( int bclass ) +{ + int i; + + for( i = 0; i < bg_numBuildables; i++ ) + { + if( bg_buildableList[ i ].buildNum == bclass ) + { + return bg_buildableList[ i ].team; + } + } + + return BIT_NONE; +} + +/* +============== +BG_FindBuildWeaponForBuildable +============== +*/ +weapon_t BG_FindBuildWeaponForBuildable( int bclass ) +{ + int i; + + for( i = 0; i < bg_numBuildables; i++ ) + { + if( bg_buildableList[ i ].buildNum == bclass ) + { + return bg_buildableList[ i ].buildWeapon; + } + } + + return BA_NONE; +} + +/* +============== +BG_FindAnimForBuildable +============== +*/ +int BG_FindAnimForBuildable( int bclass ) +{ + int i; + + for( i = 0; i < bg_numBuildables; i++ ) + { + if( bg_buildableList[ i ].buildNum == bclass ) + { + return bg_buildableList[ i ].idleAnim; + } + } + + return BANIM_IDLE1; +} + +/* +============== +BG_FindNextThinkForBuildable +============== +*/ +int BG_FindNextThinkForBuildable( int bclass ) +{ + int i; + + for( i = 0; i < bg_numBuildables; i++ ) + { + if( bg_buildableList[ i ].buildNum == bclass ) + { + return bg_buildableList[ i ].nextthink; + } + } + + return 100; +} + +/* +============== +BG_FindBuildTimeForBuildable +============== +*/ +int BG_FindBuildTimeForBuildable( int bclass ) +{ + int i; + + for( i = 0; i < bg_numBuildables; i++ ) + { + if( bg_buildableList[ i ].buildNum == bclass ) + { + return bg_buildableList[ i ].buildTime; + } + } + + return 10000; +} + +/* +============== +BG_FindUsableForBuildable +============== +*/ +qboolean BG_FindUsableForBuildable( int bclass ) +{ + int i; + + for( i = 0; i < bg_numBuildables; i++ ) + { + if( bg_buildableList[ i ].buildNum == bclass ) + { + return bg_buildableList[ i ].usable; + } + } + + return qfalse; +} + +/* +============== +BG_FindFireSpeedForBuildable +============== +*/ +int BG_FindFireSpeedForBuildable( int bclass ) +{ + int i; + + for( i = 0; i < bg_numBuildables; i++ ) + { + if( bg_buildableList[ i ].buildNum == bclass ) + { + return bg_buildableList[ i ].turretFireSpeed; + } + } + + return 1000; +} + +/* +============== +BG_FindRangeForBuildable +============== +*/ +int BG_FindRangeForBuildable( int bclass ) +{ + int i; + + for( i = 0; i < bg_numBuildables; i++ ) + { + if( bg_buildableList[ i ].buildNum == bclass ) + { + return bg_buildableList[ i ].turretRange; + } + } + + return 1000; +} + +/* +============== +BG_FindProjTypeForBuildable +============== +*/ +weapon_t BG_FindProjTypeForBuildable( int bclass ) +{ + int i; + + for( i = 0; i < bg_numBuildables; i++ ) + { + if( bg_buildableList[ i ].buildNum == bclass ) + { + return bg_buildableList[ i ].turretProjType; + } + } + + return WP_NONE; +} + +/* +============== +BG_FindMinNormalForBuildable +============== +*/ +float BG_FindMinNormalForBuildable( int bclass ) +{ + int i; + + for( i = 0; i < bg_numBuildables; i++ ) + { + if( bg_buildableList[ i ].buildNum == bclass ) + { + return bg_buildableList[ i ].minNormal; + } + } + + return 0.707f; +} + +/* +============== +BG_FindInvertNormalForBuildable +============== +*/ +qboolean BG_FindInvertNormalForBuildable( int bclass ) +{ + int i; + + for( i = 0; i < bg_numBuildables; i++ ) + { + if( bg_buildableList[ i ].buildNum == bclass ) + { + return bg_buildableList[ i ].invertNormal; + } + } + + return qfalse; +} + +/* +============== +BG_FindCreepTestForBuildable +============== +*/ +int BG_FindCreepTestForBuildable( int bclass ) +{ + int i; + + for( i = 0; i < bg_numBuildables; i++ ) + { + if( bg_buildableList[ i ].buildNum == bclass ) + { + return bg_buildableList[ i ].creepTest; + } + } + + return qfalse; +} + +/* +============== +BG_FindCreepSizeForBuildable +============== +*/ +int BG_FindCreepSizeForBuildable( int bclass ) +{ + int i; + + for( i = 0; i < bg_numBuildables; i++ ) + { + if( bg_buildableList[ i ].buildNum == bclass ) + { + return bg_buildableList[ i ].creepSize; + } + } + + return CREEP_BASESIZE; +} + +/* +============== +BG_FindDCCTestForBuildable +============== +*/ +int BG_FindDCCTestForBuildable( int bclass ) +{ + int i; + + for( i = 0; i < bg_numBuildables; i++ ) + { + if( bg_buildableList[ i ].buildNum == bclass ) + { + return bg_buildableList[ i ].dccTest; + } + } + + return qfalse; +} + +/* +============== +BG_FindUniqueTestForBuildable +============== +*/ +int BG_FindUniqueTestForBuildable( int bclass ) +{ + int i; + + for( i = 0; i < bg_numBuildables; i++ ) + { + if( bg_buildableList[ i ].buildNum == bclass ) + { + return bg_buildableList[ i ].reactorTest; + } + } + + return qfalse; +} + +/* +============== +BG_FindOverrideForBuildable +============== +*/ +static buildableAttributeOverrides_t *BG_FindOverrideForBuildable( int bclass ) +{ + return &bg_buildableOverrideList[ bclass ]; +} + +/* +====================== +BG_ParseBuildableFile + +Parses a configuration file describing a builable +====================== +*/ +static qboolean BG_ParseBuildableFile( const char *filename, buildableAttributeOverrides_t *bao ) +{ + char *text_p; + int i; + int len; + char *token; + char text[ 20000 ]; + fileHandle_t f; + float scale; + + + // load the file + len = trap_FS_FOpenFile( filename, &f, FS_READ ); + if( len <= 0 ) + return qfalse; + + if( len >= sizeof( text ) - 1 ) + { + Com_Printf( S_COLOR_RED "ERROR: Buildable file %s too long\n", filename ); + return qfalse; + } + + trap_FS_Read( text, len, f ); + text[ len ] = 0; + trap_FS_FCloseFile( f ); + + // parse the text + text_p = text; + + // read optional parameters + while( 1 ) + { + token = COM_Parse( &text_p ); + + if( !token ) + break; + + if( !Q_stricmp( token, "" ) ) + break; + + if( !Q_stricmp( token, "model" ) ) + { + int index = 0; + + token = COM_Parse( &text_p ); + if( !token ) + break; + + index = atoi( token ); + + if( index < 0 ) + index = 0; + else if( index > 3 ) + index = 3; + + token = COM_Parse( &text_p ); + if( !token ) + break; + + Q_strncpyz( bao->models[ index ], token, sizeof( bao->models[ 0 ] ) ); + + continue; + } + else if( !Q_stricmp( token, "modelScale" ) ) + { + token = COM_Parse( &text_p ); + if( !token ) + break; + + scale = atof( token ); + + if( scale < 0.0f ) + scale = 0.0f; + + bao->modelScale = scale; + + continue; + } + else if( !Q_stricmp( token, "mins" ) ) + { + for( i = 0; i <= 2; i++ ) + { + token = COM_Parse( &text_p ); + if( !token ) + break; + + bao->mins[ i ] = atof( token ); + } + + continue; + } + else if( !Q_stricmp( token, "maxs" ) ) + { + for( i = 0; i <= 2; i++ ) + { + token = COM_Parse( &text_p ); + if( !token ) + break; + + bao->maxs[ i ] = atof( token ); + } + + continue; + } + else if( !Q_stricmp( token, "zOffset" ) ) + { + float offset; + + token = COM_Parse( &text_p ); + if( !token ) + break; + + offset = atof( token ); + + bao->zOffset = offset; + + continue; + } + + + Com_Printf( S_COLOR_RED "ERROR: unknown token '%s'\n", token ); + return qfalse; + } + + return qtrue; +} + +/* +=============== +BG_InitBuildableOverrides + +Set any overrides specfied by file +=============== +*/ +void BG_InitBuildableOverrides( void ) +{ + int i; + buildableAttributeOverrides_t *bao; + + for( i = BA_NONE + 1; i < BA_NUM_BUILDABLES; i++ ) + { + bao = BG_FindOverrideForBuildable( i ); + + BG_ParseBuildableFile( va( "overrides/buildables/%s.cfg", BG_FindNameForBuildable( i ) ), bao ); + } +} + +//////////////////////////////////////////////////////////////////////////////// + +classAttributes_t bg_classList[ ] = +{ + { + PCL_NONE, //int classnum; + "spectator", //char *className; + "Spectator", //char *humanName; + "", //char *modelname; + 1.0f, //float modelScale; + "", //char *skinname; + 1.0f, //float shadowScale; + "", //char *hudname; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + { -15, -15, -15 }, //vec3_t mins; + { 15, 15, 15 }, //vec3_t maxs; + { 15, 15, 15 }, //vec3_t crouchmaxs; + { -15, -15, -15 }, //vec3_t deadmins; + { 15, 15, 15 }, //vec3_t deadmaxs; + 0.0f, //float zOffset + 0, 0, //int viewheight, crouchviewheight; + 0, //int health; + 0.0f, //float fallDamage; + 0, //int regenRate; + 0, //int abilities; + WP_NONE, //weapon_t startWeapon + 0.0f, //float buildDist; + 90, //int fov; + 0.000f, //float bob; + 1.0f, //float bobCycle; + 0, //int steptime; + 600, //float speed; + 10.0f, //float acceleration; + 1.0f, //float airAcceleration; + 6.0f, //float friction; + 100.0f, //float stopSpeed; + 270.0f, //float jumpMagnitude; + 1.0f, //float knockbackScale; + { PCL_NONE, PCL_NONE, PCL_NONE }, //int children[ 3 ]; + 0, //int cost; + 0 //int value; + }, + { + PCL_ALIEN_BUILDER0, //int classnum; + "builder", //char *className; + "Builder", //char *humanName; + "builder", //char *modelname; + 1.0f, //float modelScale; + "default", //char *skinname; + 1.0f, //float shadowScale; + "alien_builder_hud", //char *hudname; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + { -15, -15, -20 }, //vec3_t mins; + { 15, 15, 20 }, //vec3_t maxs; + { 15, 15, 20 }, //vec3_t crouchmaxs; + { -15, -15, -4 }, //vec3_t deadmins; + { 15, 15, 4 }, //vec3_t deadmaxs; + 0.0f, //float zOffset + 0, 0, //int viewheight, crouchviewheight; + ABUILDER_HEALTH, //int health; + 0.2f, //float fallDamage; + ABUILDER_REGEN, //int regenRate; + SCA_TAKESFALLDAMAGE|SCA_FOVWARPS|SCA_ALIENSENSE,//int abilities; + WP_ABUILD, //weapon_t startWeapon + 95.0f, //float buildDist; + 80, //int fov; + 0.001f, //float bob; + 2.0f, //float bobCycle; + 150, //int steptime; + ABUILDER_SPEED, //float speed; + 10.0f, //float acceleration; + 1.0f, //float airAcceleration; + 6.0f, //float friction; + 100.0f, //float stopSpeed; + 195.0f, //float jumpMagnitude; + 1.0f, //float knockbackScale; + { PCL_ALIEN_BUILDER0_UPG, PCL_ALIEN_LEVEL0, PCL_NONE }, //int children[ 3 ]; + ABUILDER_COST, //int cost; + ABUILDER_VALUE //int value; + }, + { + PCL_ALIEN_BUILDER0_UPG, //int classnum; + "builderupg", //char *classname; + "Advanced Builder", //char *humanname; + "builder", //char *modelname; + 1.0f, //float modelScale; + "advanced", //char *skinname; + 1.0f, //float shadowScale; + "alien_builder_hud", //char *hudname; + ( 1 << S2 )|( 1 << S3 ), //int stages + { -20, -20, -20 }, //vec3_t mins; + { 20, 20, 20 }, //vec3_t maxs; + { 20, 20, 20 }, //vec3_t crouchmaxs; + { -20, -20, -4 }, //vec3_t deadmins; + { 20, 20, 4 }, //vec3_t deadmaxs; + 0.0f, //float zOffset + 0, 0, //int viewheight, crouchviewheight; + ABUILDER_UPG_HEALTH, //int health; + 0.0f, //float fallDamage; + ABUILDER_UPG_REGEN, //int regenRate; + SCA_FOVWARPS|SCA_WALLCLIMBER|SCA_ALIENSENSE, //int abilities; + WP_ABUILD2, //weapon_t startWeapon + 105.0f, //float buildDist; + 110, //int fov; + 0.001f, //float bob; + 2.0f, //float bobCycle; + 100, //int steptime; + ABUILDER_UPG_SPEED, //float speed; + 10.0f, //float acceleration; + 1.0f, //float airAcceleration; + 6.0f, //float friction; + 100.0f, //float stopSpeed; + 270.0f, //float jumpMagnitude; + 1.0f, //float knockbackScale; + { PCL_ALIEN_LEVEL0, PCL_NONE, PCL_NONE }, //int children[ 3 ]; + ABUILDER_UPG_COST, //int cost; + ABUILDER_UPG_VALUE //int value; + }, + { + PCL_ALIEN_LEVEL0, //int classnum; + "level0", //char *classname; + "Soldier", //char *humanname; + "jumper", //char *modelname; + 0.2f, //float modelScale; + "default", //char *skinname; + 0.3f, //float shadowScale; + "alien_general_hud", //char *hudname; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + { -15, -15, -15 }, //vec3_t mins; + { 15, 15, 15 }, //vec3_t maxs; + { 15, 15, 15 }, //vec3_t crouchmaxs; + { -15, -15, -4 }, //vec3_t deadmins; + { 15, 15, 4 }, //vec3_t deadmaxs; + -8.0f, //float zOffset + 0, 0, //int viewheight, crouchviewheight; + LEVEL0_HEALTH, //int health; + 0.0f, //float fallDamage; + LEVEL0_REGEN, //int regenRate; + SCA_WALLCLIMBER|SCA_NOWEAPONDRIFT| + SCA_FOVWARPS|SCA_ALIENSENSE, //int abilities; + WP_ALEVEL0, //weapon_t startWeapon + 0.0f, //float buildDist; + 140, //int fov; + 0.0f, //float bob; + 2.5f, //float bobCycle; + 25, //int steptime; + LEVEL0_SPEED, //float speed; + 10.0f, //float acceleration; + 1.0f, //float airAcceleration; + 6.0f, //float friction; + 400.0f, //float stopSpeed; + 250.0f, //float jumpMagnitude; + 2.0f, //float knockbackScale; + { PCL_ALIEN_LEVEL1, PCL_NONE, PCL_NONE }, //int children[ 3 ]; + LEVEL0_COST, //int cost; + LEVEL0_VALUE //int value; + }, + { + PCL_ALIEN_LEVEL1, //int classnum; + "level1", //char *classname; + "Hydra", //char *humanname; + "spitter", //char *modelname; + 0.6f, //float modelScale; + "default", //char *skinname; + 1.0f, //float shadowScale; + "alien_general_hud", //char *hudname; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + { -18, -18, -18 }, //vec3_t mins; + { 18, 18, 18 }, //vec3_t maxs; + { 18, 18, 18 }, //vec3_t crouchmaxs; + { -18, -18, -4 }, //vec3_t deadmins; + { 18, 18, 4 }, //vec3_t deadmaxs; + 0.0f, //float zOffset + 0, 0, //int viewheight, crouchviewheight; + LEVEL1_HEALTH, //int health; + 0.0f, //float fallDamage; + LEVEL1_REGEN, //int regenRate; + SCA_NOWEAPONDRIFT| + SCA_FOVWARPS|SCA_WALLCLIMBER|SCA_ALIENSENSE, //int abilities; + WP_ALEVEL1, //weapon_t startWeapon + 0.0f, //float buildDist; + 120, //int fov; + 0.001f, //float bob; + 1.8f, //float bobCycle; + 60, //int steptime; + LEVEL1_SPEED, //float speed; + 10.0f, //float acceleration; + 1.0f, //float airAcceleration; + 6.0f, //float friction; + 300.0f, //float stopSpeed; + 270.0f, //float jumpMagnitude; + 1.2f, //float knockbackScale; + { PCL_ALIEN_LEVEL2, PCL_ALIEN_LEVEL1_UPG, PCL_NONE }, //int children[ 3 ]; + LEVEL1_COST, //int cost; + LEVEL1_VALUE //int value; + }, + { + PCL_ALIEN_LEVEL1_UPG, //int classnum; + "level1upg", //char *classname; + "Hydra Upgrade", //char *humanname; + "spitter", //char *modelname; + 0.7f, //float modelScale; + "blue", //char *skinname; + 1.0f, //float shadowScale; + "alien_general_hud", //char *hudname; + ( 1 << S2 )|( 1 << S3 ), //int stages + { -20, -20, -20 }, //vec3_t mins; + { 20, 20, 20 }, //vec3_t maxs; + { 20, 20, 20 }, //vec3_t crouchmaxs; + { -20, -20, -4 }, //vec3_t deadmins; + { 20, 20, 4 }, //vec3_t deadmaxs; + 0.0f, //float zOffset + 0, 0, //int viewheight, crouchviewheight; + LEVEL1_UPG_HEALTH, //int health; + 0.0f, //float fallDamage; + LEVEL1_UPG_REGEN, //int regenRate; + SCA_NOWEAPONDRIFT|SCA_FOVWARPS| + SCA_WALLCLIMBER|SCA_ALIENSENSE, //int abilities; + WP_ALEVEL1_UPG, //weapon_t startWeapon + 0.0f, //float buildDist; + 120, //int fov; + 0.001f, //float bob; + 1.8f, //float bobCycle; + 60, //int steptime; + LEVEL1_UPG_SPEED, //float speed; + 10.0f, //float acceleration; + 1.0f, //float airAcceleration; + 6.0f, //float friction; + 300.0f, //float stopSpeed; + 270.0f, //float jumpMagnitude; + 1.1f, //float knockbackScale; + { PCL_ALIEN_LEVEL2, PCL_NONE, PCL_NONE }, //int children[ 3 ]; + LEVEL1_UPG_COST, //int cost; + LEVEL1_UPG_VALUE //int value; + }, + { + PCL_ALIEN_LEVEL2, //int classnum; + "level2", //char *classname; + "Chimera", //char *humanname; + "tarantula", //char *modelname; + 0.75f, //float modelScale; + "default", //char *skinname; + 1.0f, //float shadowScale; + "alien_general_hud", //char *hudname; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + { -22, -22, -22 }, //vec3_t mins; + { 22, 22, 22 }, //vec3_t maxs; + { 22, 22, 22 }, //vec3_t crouchmaxs; + { -22, -22, -4 }, //vec3_t deadmins; + { 22, 22, 4 }, //vec3_t deadmaxs; + 0.0f, //float zOffset + 10, 10, //int viewheight, crouchviewheight; + LEVEL2_HEALTH, //int health; + 0.0f, //float fallDamage; + LEVEL2_REGEN, //int regenRate; + SCA_NOWEAPONDRIFT|SCA_WALLJUMPER| + SCA_FOVWARPS|SCA_ALIENSENSE, //int abilities; + WP_ALEVEL2, //weapon_t startWeapon + 0.0f, //float buildDist; + 90, //int fov; + 0.001f, //float bob; + 1.5f, //float bobCycle; + 80, //int steptime; + LEVEL2_SPEED, //float speed; + 10.0f, //float acceleration; + 2.0f, //float airAcceleration; + 6.0f, //float friction; + 100.0f, //float stopSpeed; + 400.0f, //float jumpMagnitude; + 0.8f, //float knockbackScale; + { PCL_ALIEN_LEVEL3, PCL_ALIEN_LEVEL2_UPG, PCL_NONE }, //int children[ 3 ]; + LEVEL2_COST, //int cost; + LEVEL2_VALUE //int value; + }, + { + PCL_ALIEN_LEVEL2_UPG, //int classnum; + "level2upg", //char *classname; + "Chimera Upgrade", //char *humanname; + "tarantula", //char *modelname; + 0.9f, //float modelScale; + "red", //char *skinname; + 1.0f, //float shadowScale; + "alien_general_hud", //char *hudname; + ( 1 << S2 )|( 1 << S3 ), //int stages + { -24, -24, -24 }, //vec3_t mins; + { 24, 24, 24 }, //vec3_t maxs; + { 24, 24, 24 }, //vec3_t crouchmaxs; + { -24, -24, -4 }, //vec3_t deadmins; + { 24, 24, 4 }, //vec3_t deadmaxs; + 0.0f, //float zOffset + 12, 12, //int viewheight, crouchviewheight; + LEVEL2_UPG_HEALTH, //int health; + 0.0f, //float fallDamage; + LEVEL2_UPG_REGEN, //int regenRate; + SCA_NOWEAPONDRIFT|SCA_WALLJUMPER| + SCA_FOVWARPS|SCA_ALIENSENSE, //int abilities; + WP_ALEVEL2_UPG, //weapon_t startWeapon + 0.0f, //float buildDist; + 90, //int fov; + 0.001f, //float bob; + 1.5f, //float bobCycle; + 80, //int steptime; + LEVEL2_UPG_SPEED, //float speed; + 10.0f, //float acceleration; + 2.0f, //float airAcceleration; + 6.0f, //float friction; + 100.0f, //float stopSpeed; + 400.0f, //float jumpMagnitude; + 0.7f, //float knockbackScale; + { PCL_ALIEN_LEVEL3, PCL_NONE, PCL_NONE }, //int children[ 3 ]; + LEVEL2_UPG_COST, //int cost; + LEVEL2_UPG_VALUE //int value; + }, + { + PCL_ALIEN_LEVEL3, //int classnum; + "level3", //char *classname; + "Dragoon", //char *humanname; + "prowl", //char *modelname; + 1.0f, //float modelScale; + "default", //char *skinname; + 1.0f, //float shadowScale; + "alien_general_hud", //char *hudname; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + { -32, -32, -21 }, //vec3_t mins; + { 32, 32, 21 }, //vec3_t maxs; + { 32, 32, 21 }, //vec3_t crouchmaxs; + { -32, -32, -4 }, //vec3_t deadmins; + { 32, 32, 4 }, //vec3_t deadmaxs; + 0.0f, //float zOffset + 24, 24, //int viewheight, crouchviewheight; + LEVEL3_HEALTH, //int health; + 0.0f, //float fallDamage; + LEVEL3_REGEN, //int regenRate; + SCA_NOWEAPONDRIFT| + SCA_FOVWARPS|SCA_ALIENSENSE, //int abilities; + WP_ALEVEL3, //weapon_t startWeapon + 0.0f, //float buildDist; + 110, //int fov; + 0.0005f, //float bob; + 1.3f, //float bobCycle; + 90, //int steptime; + LEVEL3_SPEED, //float speed; + 10.0f, //float acceleration; + 1.0f, //float airAcceleration; + 6.0f, //float friction; + 200.0f, //float stopSpeed; + 270.0f, //float jumpMagnitude; + 0.5f, //float knockbackScale; + { PCL_ALIEN_LEVEL4, PCL_ALIEN_LEVEL3_UPG, PCL_NONE }, //int children[ 3 ]; + LEVEL3_COST, //int cost; + LEVEL3_VALUE //int value; + }, + { + PCL_ALIEN_LEVEL3_UPG, //int classnum; + "level3upg", //char *classname; + "Dragoon Upgrade", //char *humanname; + "prowl", //char *modelname; + 1.0f, //float modelScale; + "default", //char *skinname; + 1.0f, //float shadowScale; + "alien_general_hud", //char *hudname; + ( 1 << S3 ), //int stages + { -32, -32, -21 }, //vec3_t mins; + { 32, 32, 21 }, //vec3_t maxs; + { 32, 32, 21 }, //vec3_t crouchmaxs; + { -32, -32, -4 }, //vec3_t deadmins; + { 32, 32, 4 }, //vec3_t deadmaxs; + 0.0f, //float zOffset + 27, 27, //int viewheight, crouchviewheight; + LEVEL3_UPG_HEALTH, //int health; + 0.0f, //float fallDamage; + LEVEL3_UPG_REGEN, //int regenRate; + SCA_NOWEAPONDRIFT| + SCA_FOVWARPS|SCA_ALIENSENSE, //int abilities; + WP_ALEVEL3_UPG, //weapon_t startWeapon + 0.0f, //float buildDist; + 110, //int fov; + 0.0005f, //float bob; + 1.3f, //float bobCycle; + 90, //int steptime; + LEVEL3_UPG_SPEED, //float speed; + 10.0f, //float acceleration; + 1.0f, //float airAcceleration; + 6.0f, //float friction; + 200.0f, //float stopSpeed; + 270.0f, //float jumpMagnitude; + 0.4f, //float knockbackScale; + { PCL_ALIEN_LEVEL4, PCL_NONE, PCL_NONE }, //int children[ 3 ]; + LEVEL3_UPG_COST, //int cost; + LEVEL3_UPG_VALUE //int value; + }, + { + PCL_ALIEN_LEVEL4, //int classnum; + "level4", //char *classname; + "Big Mofo", //char *humanname; + "mofo", //char *modelname; + 1.0f, //float modelScale; + "default", //char *skinname; + 2.0f, //float shadowScale; + "alien_general_hud", //char *hudname; + ( 1 << S3 ), //int stages + { -30, -30, -20 }, //vec3_t mins; + { 30, 30, 20 }, //vec3_t maxs; + { 30, 30, 20 }, //vec3_t crouchmaxs; + { -15, -15, -4 }, //vec3_t deadmins; + { 15, 15, 4 }, //vec3_t deadmaxs; + 0.0f, //float zOffset + 35, 35, //int viewheight, crouchviewheight; + LEVEL4_HEALTH, //int health; + 0.0f, //float fallDamage; + LEVEL4_REGEN, //int regenRate; + SCA_NOWEAPONDRIFT| + SCA_FOVWARPS|SCA_ALIENSENSE, //int abilities; + WP_ALEVEL4, //weapon_t startWeapon + 0.0f, //float buildDist; + 90, //int fov; + 0.001f, //float bob; + 1.1f, //float bobCycle; + 100, //int steptime; + LEVEL4_SPEED, //float speed; + 10.0f, //float acceleration; + 1.0f, //float airAcceleration; + 6.0f, //float friction; + 100.0f, //float stopSpeed; + 170.0f, //float jumpMagnitude; + 0.1f, //float knockbackScale; + { PCL_NONE, PCL_NONE, PCL_NONE }, //int children[ 3 ]; + LEVEL4_COST, //int cost; + LEVEL4_VALUE //int value; + }, + { + PCL_HUMAN, //int classnum; + "human_base", //char *classname; + "Human", //char *humanname; + "sarge", //char *modelname; + 1.0f, //float modelScale; + "default", //char *skinname; + 1.0f, //float shadowScale; + "human_hud", //char *hudname; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + { -15, -15, -24 }, //vec3_t mins; + { 15, 15, 32 }, //vec3_t maxs; + { 15, 15, 16 }, //vec3_t crouchmaxs; + { -15, -15, -4 }, //vec3_t deadmins; + { 15, 15, 4 }, //vec3_t deadmaxs; + 0.0f, //float zOffset + 26, 12, //int viewheight, crouchviewheight; + 100, //int health; + 1.0f, //float fallDamage; + 0, //int regenRate; + SCA_TAKESFALLDAMAGE| + SCA_CANUSELADDERS, //int abilities; + WP_NONE, //special-cased in g_client.c //weapon_t startWeapon + 110.0f, //float buildDist; + 90, //int fov; + 0.002f, //float bob; + 1.0f, //float bobCycle; + 100, //int steptime; + 1.0f, //float speed; + 10.0f, //float acceleration; + 1.0f, //float airAcceleration; + 6.0f, //float friction; + 100.0f, //float stopSpeed; + 220.0f, //float jumpMagnitude; + 1.0f, //float knockbackScale; + { PCL_NONE, PCL_NONE, PCL_NONE }, //int children[ 3 ]; + 0, //int cost; + 0 //int value; + }, + { + //this isn't a real class, but a dummy to force the client to precache the model + //FIXME: one day do this in a less hacky fashion + PCL_HUMAN_BSUIT, "human_bsuit", "bsuit", + + "keel", + 1.0f, + "default", + 1.0f, + + "bsuit", ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), { 0, 0, 0 }, { 0, 0, 0, }, + { 0, 0, 0, }, { 0, 0, 0, }, { 0, 0, 0, }, 0.0f, 0, 0, 0, 0.0f, 0, 0, WP_NONE, 0.0f, 0, + 0.0f, 1.0f, 0, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 270.0f, 1.0f, { PCL_NONE, PCL_NONE, PCL_NONE }, 0, 0 + } +}; + +int bg_numPclasses = sizeof( bg_classList ) / sizeof( bg_classList[ 0 ] ); + +//separate from bg_classList to work around char struct init bug +classAttributeOverrides_t bg_classOverrideList[ PCL_NUM_CLASSES ]; + +/* +============== +BG_FindClassNumForName +============== +*/ +int BG_FindClassNumForName( char *name ) +{ + int i; + + for( i = 0; i < bg_numPclasses; i++ ) + { + if( !Q_stricmp( bg_classList[ i ].className, name ) ) + return bg_classList[ i ].classNum; + } + + //wimp out + return PCL_NONE; +} + +/* +============== +BG_FindNameForClassNum +============== +*/ +char *BG_FindNameForClassNum( int pclass ) +{ + int i; + + for( i = 0; i < bg_numPclasses; i++ ) + { + if( bg_classList[ i ].classNum == pclass ) + return bg_classList[ i ].className; + } + + Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindNameForClassNum\n" ); + //wimp out + return 0; +} + +/* +============== +BG_FindHumanNameForClassNum +============== +*/ +char *BG_FindHumanNameForClassNum( int pclass ) +{ + int i; + + if( bg_classOverrideList[ pclass ].humanName[ 0 ] != 0 ) + return bg_classOverrideList[ pclass ].humanName; + + for( i = 0; i < bg_numPclasses; i++ ) + { + if( bg_classList[ i ].classNum == pclass ) + return bg_classList[ i ].humanName; + } + + Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindHumanNameForClassNum\n" ); + //wimp out + return 0; +} + +/* +============== +BG_FindModelNameForClass +============== +*/ +char *BG_FindModelNameForClass( int pclass ) +{ + int i; + + if( bg_classOverrideList[ pclass ].modelName[ 0 ] != 0 ) + return bg_classOverrideList[ pclass ].modelName; + + for( i = 0; i < bg_numPclasses; i++ ) + { + if( bg_classList[ i ].classNum == pclass ) + return bg_classList[ i ].modelName; + } + + Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindModelNameForClass\n" ); + //note: must return a valid modelName! + return bg_classList[ 0 ].modelName; +} + +/* +============== +BG_FindModelScaleForClass +============== +*/ +float BG_FindModelScaleForClass( int pclass ) +{ + int i; + + if( bg_classOverrideList[ pclass ].modelScale != 0.0f ) + return bg_classOverrideList[ pclass ].modelScale; + + for( i = 0; i < bg_numPclasses; i++ ) + { + if( bg_classList[ i ].classNum == pclass ) + { + return bg_classList[ i ].modelScale; + } + } + + Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindModelScaleForClass( %d )\n", pclass ); + return 1.0f; +} + +/* +============== +BG_FindSkinNameForClass +============== +*/ +char *BG_FindSkinNameForClass( int pclass ) +{ + int i; + + if( bg_classOverrideList[ pclass ].skinName[ 0 ] != 0 ) + return bg_classOverrideList[ pclass ].skinName; + + for( i = 0; i < bg_numPclasses; i++ ) + { + if( bg_classList[ i ].classNum == pclass ) + return bg_classList[ i ].skinName; + } + + Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindSkinNameForClass\n" ); + //note: must return a valid modelName! + return bg_classList[ 0 ].skinName; +} + +/* +============== +BG_FindShadowScaleForClass +============== +*/ +float BG_FindShadowScaleForClass( int pclass ) +{ + int i; + + if( bg_classOverrideList[ pclass ].shadowScale != 0.0f ) + return bg_classOverrideList[ pclass ].shadowScale; + + for( i = 0; i < bg_numPclasses; i++ ) + { + if( bg_classList[ i ].classNum == pclass ) + { + return bg_classList[ i ].shadowScale; + } + } + + Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindShadowScaleForClass( %d )\n", pclass ); + return 1.0f; +} + +/* +============== +BG_FindHudNameForClass +============== +*/ +char *BG_FindHudNameForClass( int pclass ) +{ + int i; + + if( bg_classOverrideList[ pclass ].hudName[ 0 ] != 0 ) + return bg_classOverrideList[ pclass ].hudName; + + for( i = 0; i < bg_numPclasses; i++ ) + { + if( bg_classList[ i ].classNum == pclass ) + return bg_classList[ i ].hudName; + } + + Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindHudNameForClass\n" ); + //note: must return a valid hudName! + return bg_classList[ 0 ].hudName; +} + +/* +============== +BG_FindStagesForClass +============== +*/ +qboolean BG_FindStagesForClass( int pclass, stage_t stage ) +{ + int i; + + for( i = 0; i < bg_numPclasses; i++ ) + { + if( bg_classList[ i ].classNum == pclass ) + { + if( bg_classList[ i ].stages & ( 1 << stage ) ) + return qtrue; + else + return qfalse; + } + } + + Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindStagesForClass\n" ); + return qfalse; +} + +/* +============== +BG_FindBBoxForClass +============== +*/ +void BG_FindBBoxForClass( int pclass, vec3_t mins, vec3_t maxs, vec3_t cmaxs, vec3_t dmins, vec3_t dmaxs ) +{ + int i; + + for( i = 0; i < bg_numPclasses; i++ ) + { + if( bg_classList[ i ].classNum == pclass ) + { + if( mins != NULL ) + { + VectorCopy( bg_classList[ i ].mins, mins ); + + if( VectorLength( bg_classOverrideList[ pclass ].mins ) ) + VectorCopy( bg_classOverrideList[ pclass ].mins, mins ); + } + + if( maxs != NULL ) + { + VectorCopy( bg_classList[ i ].maxs, maxs ); + + if( VectorLength( bg_classOverrideList[ pclass ].maxs ) ) + VectorCopy( bg_classOverrideList[ pclass ].maxs, maxs ); + } + + if( cmaxs != NULL ) + { + VectorCopy( bg_classList[ i ].crouchMaxs, cmaxs ); + + if( VectorLength( bg_classOverrideList[ pclass ].crouchMaxs ) ) + VectorCopy( bg_classOverrideList[ pclass ].crouchMaxs, cmaxs ); + } + + if( dmins != NULL ) + { + VectorCopy( bg_classList[ i ].deadMins, dmins ); + + if( VectorLength( bg_classOverrideList[ pclass ].deadMins ) ) + VectorCopy( bg_classOverrideList[ pclass ].deadMins, dmins ); + } + + if( dmaxs != NULL ) + { + VectorCopy( bg_classList[ i ].deadMaxs, dmaxs ); + + if( VectorLength( bg_classOverrideList[ pclass ].deadMaxs ) ) + VectorCopy( bg_classOverrideList[ pclass ].deadMaxs, dmaxs ); + } + + return; + } + } + + if( mins != NULL ) + VectorCopy( bg_classList[ 0 ].mins, mins ); + + if( maxs != NULL ) + VectorCopy( bg_classList[ 0 ].maxs, maxs ); + + if( cmaxs != NULL ) + VectorCopy( bg_classList[ 0 ].crouchMaxs, cmaxs ); + + if( dmins != NULL ) + VectorCopy( bg_classList[ 0 ].deadMins, dmins ); + + if( dmaxs != NULL ) + VectorCopy( bg_classList[ 0 ].deadMaxs, dmaxs ); +} + +/* +============== +BG_FindZOffsetForClass +============== +*/ +float BG_FindZOffsetForClass( int pclass ) +{ + int i; + + if( bg_classOverrideList[ pclass ].zOffset != 0.0f ) + return bg_classOverrideList[ pclass ].zOffset; + + for( i = 0; i < bg_numPclasses; i++ ) + { + if( bg_classList[ i ].classNum == pclass ) + { + return bg_classList[ i ].zOffset; + } + } + + Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindZOffsetForClass\n" ); + return 0.0f; +} + +/* +============== +BG_FindViewheightForClass +============== +*/ +void BG_FindViewheightForClass( int pclass, int *viewheight, int *cViewheight ) +{ + int i; + + for( i = 0; i < bg_numPclasses; i++ ) + { + if( bg_classList[ i ].classNum == pclass ) + { + if( viewheight != NULL ) + *viewheight = bg_classList[ i ].viewheight; + + if( cViewheight != NULL ) + *cViewheight = bg_classList[ i ].crouchViewheight; + + return; + } + } + + if( viewheight != NULL ) + *viewheight = bg_classList[ 0 ].viewheight; + + if( cViewheight != NULL ) + *cViewheight = bg_classList[ 0 ].crouchViewheight; +} + +/* +============== +BG_FindHealthForClass +============== +*/ +int BG_FindHealthForClass( int pclass ) +{ + int i; + + for( i = 0; i < bg_numPclasses; i++ ) + { + if( bg_classList[ i ].classNum == pclass ) + { + return bg_classList[ i ].health; + } + } + + Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindHealthForClass\n" ); + return 100; +} + +/* +============== +BG_FindFallDamageForClass +============== +*/ +float BG_FindFallDamageForClass( int pclass ) +{ + int i; + + for( i = 0; i < bg_numPclasses; i++ ) + { + if( bg_classList[ i ].classNum == pclass ) + { + return bg_classList[ i ].fallDamage; + } + } + + Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindFallDamageForClass\n" ); + return 100; +} + +/* +============== +BG_FindRegenRateForClass +============== +*/ +int BG_FindRegenRateForClass( int pclass ) +{ + int i; + + for( i = 0; i < bg_numPclasses; i++ ) + { + if( bg_classList[ i ].classNum == pclass ) + { + return bg_classList[ i ].regenRate; + } + } + + Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindRegenRateForClass\n" ); + return 0; +} + +/* +============== +BG_FindFovForClass +============== +*/ +int BG_FindFovForClass( int pclass ) +{ + int i; + + for( i = 0; i < bg_numPclasses; i++ ) + { + if( bg_classList[ i ].classNum == pclass ) + { + return bg_classList[ i ].fov; + } + } + + Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindFovForClass\n" ); + return 90; +} + +/* +============== +BG_FindBobForClass +============== +*/ +float BG_FindBobForClass( int pclass ) +{ + int i; + + for( i = 0; i < bg_numPclasses; i++ ) + { + if( bg_classList[ i ].classNum == pclass ) + { + return bg_classList[ i ].bob; + } + } + + Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindBobForClass\n" ); + return 0.002; +} + +/* +============== +BG_FindBobCycleForClass +============== +*/ +float BG_FindBobCycleForClass( int pclass ) +{ + int i; + + for( i = 0; i < bg_numPclasses; i++ ) + { + if( bg_classList[ i ].classNum == pclass ) + { + return bg_classList[ i ].bobCycle; + } + } + + Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindBobCycleForClass\n" ); + return 1.0f; +} + +/* +============== +BG_FindSpeedForClass +============== +*/ +float BG_FindSpeedForClass( int pclass ) +{ + int i; + + for( i = 0; i < bg_numPclasses; i++ ) + { + if( bg_classList[ i ].classNum == pclass ) + { + return bg_classList[ i ].speed; + } + } + + Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindSpeedForClass\n" ); + return 1.0f; +} + +/* +============== +BG_FindAccelerationForClass +============== +*/ +float BG_FindAccelerationForClass( int pclass ) +{ + int i; + + for( i = 0; i < bg_numPclasses; i++ ) + { + if( bg_classList[ i ].classNum == pclass ) + { + return bg_classList[ i ].acceleration; + } + } + + Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindAccelerationForClass\n" ); + return 10.0f; +} + +/* +============== +BG_FindAirAccelerationForClass +============== +*/ +float BG_FindAirAccelerationForClass( int pclass ) +{ + int i; + + for( i = 0; i < bg_numPclasses; i++ ) + { + if( bg_classList[ i ].classNum == pclass ) + { + return bg_classList[ i ].airAcceleration; + } + } + + Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindAirAccelerationForClass\n" ); + return 1.0f; +} + +/* +============== +BG_FindFrictionForClass +============== +*/ +float BG_FindFrictionForClass( int pclass ) +{ + int i; + + for( i = 0; i < bg_numPclasses; i++ ) + { + if( bg_classList[ i ].classNum == pclass ) + { + return bg_classList[ i ].friction; + } + } + + Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindFrictionForClass\n" ); + return 6.0f; +} + +/* +============== +BG_FindStopSpeedForClass +============== +*/ +float BG_FindStopSpeedForClass( int pclass ) +{ + int i; + + for( i = 0; i < bg_numPclasses; i++ ) + { + if( bg_classList[ i ].classNum == pclass ) + { + return bg_classList[ i ].stopSpeed; + } + } + + Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindStopSpeedForClass\n" ); + return 100.0f; +} + +/* +============== +BG_FindJumpMagnitudeForClass +============== +*/ +float BG_FindJumpMagnitudeForClass( int pclass ) +{ + int i; + + for( i = 0; i < bg_numPclasses; i++ ) + { + if( bg_classList[ i ].classNum == pclass ) + { + return bg_classList[ i ].jumpMagnitude; + } + } + + Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindJumpMagnitudeForClass\n" ); + return 270.0f; +} + +/* +============== +BG_FindKnockbackScaleForClass +============== +*/ +float BG_FindKnockbackScaleForClass( int pclass ) +{ + int i; + + for( i = 0; i < bg_numPclasses; i++ ) + { + if( bg_classList[ i ].classNum == pclass ) + { + return bg_classList[ i ].knockbackScale; + } + } + + Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindKnockbackScaleForClass\n" ); + return 1.0f; +} + +/* +============== +BG_FindSteptimeForClass +============== +*/ +int BG_FindSteptimeForClass( int pclass ) +{ + int i; + + for( i = 0; i < bg_numPclasses; i++ ) + { + if( bg_classList[ i ].classNum == pclass ) + { + return bg_classList[ i ].steptime; + } + } + + Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindSteptimeForClass\n" ); + return 200; +} + +/* +============== +BG_ClassHasAbility +============== +*/ +qboolean BG_ClassHasAbility( int pclass, int ability ) +{ + int i; + + for( i = 0; i < bg_numPclasses; i++ ) + { + if( bg_classList[ i ].classNum == pclass ) + { + return ( bg_classList[ i ].abilities & ability ); + } + } + + return qfalse; +} + +/* +============== +BG_FindStartWeaponForClass +============== +*/ +weapon_t BG_FindStartWeaponForClass( int pclass ) +{ + int i; + + for( i = 0; i < bg_numPclasses; i++ ) + { + if( bg_classList[ i ].classNum == pclass ) + { + return bg_classList[ i ].startWeapon; + } + } + + Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindStartWeaponForClass\n" ); + return WP_NONE; +} + +/* +============== +BG_FindBuildDistForClass +============== +*/ +float BG_FindBuildDistForClass( int pclass ) +{ + int i; + + for( i = 0; i < bg_numPclasses; i++ ) + { + if( bg_classList[ i ].classNum == pclass ) + { + return bg_classList[ i ].buildDist; + } + } + + Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindBuildDistForClass\n" ); + return 0.0f; +} + +/* +============== +BG_ClassCanEvolveFromTo +============== +*/ +int BG_ClassCanEvolveFromTo( int fclass, int tclass, int credits, int num ) +{ + int i, j, cost; + + cost = BG_FindCostOfClass( tclass ); + + //base case + if( credits < cost ) + return -1; + + if( fclass == PCL_NONE || tclass == PCL_NONE ) + return -1; + + for( i = 0; i < bg_numPclasses; i++ ) + { + if( bg_classList[ i ].classNum == fclass ) + { + for( j = 0; j < 3; j++ ) + if( bg_classList[ i ].children[ j ] == tclass ) + return num + cost; + + for( j = 0; j < 3; j++ ) + { + int sub; + + cost = BG_FindCostOfClass( bg_classList[ i ].children[ j ] ); + sub = BG_ClassCanEvolveFromTo( bg_classList[ i ].children[ j ], + tclass, credits - cost, num + cost ); + if( sub >= 0 ) + return sub; + } + + return -1; //may as well return by this point + } + } + + return -1; +} + +/* +============== +BG_FindValueOfClass +============== +*/ +int BG_FindValueOfClass( int pclass ) +{ + int i; + + for( i = 0; i < bg_numPclasses; i++ ) + { + if( bg_classList[ i ].classNum == pclass ) + { + return bg_classList[ i ].value; + } + } + + Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindValueOfClass\n" ); + return 0; +} + +/* +============== +BG_FindCostOfClass +============== +*/ +int BG_FindCostOfClass( int pclass ) +{ + int i; + + for( i = 0; i < bg_numPclasses; i++ ) + { + if( bg_classList[ i ].classNum == pclass ) + { + return bg_classList[ i ].cost; + } + } + + Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindCostOfClass\n" ); + return 0; +} + +/* +============== +BG_FindOverrideForClass +============== +*/ +static classAttributeOverrides_t *BG_FindOverrideForClass( int pclass ) +{ + return &bg_classOverrideList[ pclass ]; +} + +/* +====================== +BG_ParseClassFile + +Parses a configuration file describing a class +====================== +*/ +static qboolean BG_ParseClassFile( const char *filename, classAttributeOverrides_t *cao ) +{ + char *text_p; + int i; + int len; + char *token; + char text[ 20000 ]; + fileHandle_t f; + float scale = 0.0f; + + + // load the file + len = trap_FS_FOpenFile( filename, &f, FS_READ ); + if( len <= 0 ) + return qfalse; + + if( len >= sizeof( text ) - 1 ) + { + Com_Printf( S_COLOR_RED "ERROR: Class file %s too long\n", filename ); + return qfalse; + } + + trap_FS_Read( text, len, f ); + text[ len ] = 0; + trap_FS_FCloseFile( f ); + + // parse the text + text_p = text; + + // read optional parameters + while( 1 ) + { + token = COM_Parse( &text_p ); + + if( !token ) + break; + + if( !Q_stricmp( token, "" ) ) + break; + + if( !Q_stricmp( token, "model" ) ) + { + token = COM_Parse( &text_p ); + if( !token ) + break; + + Q_strncpyz( cao->modelName, token, sizeof( cao->modelName ) ); + + continue; + } + else if( !Q_stricmp( token, "skin" ) ) + { + token = COM_Parse( &text_p ); + if( !token ) + break; + + Q_strncpyz( cao->skinName, token, sizeof( cao->skinName ) ); + + continue; + } + else if( !Q_stricmp( token, "hud" ) ) + { + token = COM_Parse( &text_p ); + if( !token ) + break; + + Q_strncpyz( cao->hudName, token, sizeof( cao->hudName ) ); + + continue; + } + else if( !Q_stricmp( token, "modelScale" ) ) + { + token = COM_Parse( &text_p ); + if( !token ) + break; + + scale = atof( token ); + + if( scale < 0.0f ) + scale = 0.0f; + + cao->modelScale = scale; + + continue; + } + else if( !Q_stricmp( token, "shadowScale" ) ) + { + token = COM_Parse( &text_p ); + if( !token ) + break; + + scale = atof( token ); + + if( scale < 0.0f ) + scale = 0.0f; + + cao->shadowScale = scale; + + continue; + } + else if( !Q_stricmp( token, "mins" ) ) + { + for( i = 0; i <= 2; i++ ) + { + token = COM_Parse( &text_p ); + if( !token ) + break; + + cao->mins[ i ] = atof( token ); + } + + continue; + } + else if( !Q_stricmp( token, "maxs" ) ) + { + for( i = 0; i <= 2; i++ ) + { + token = COM_Parse( &text_p ); + if( !token ) + break; + + cao->maxs[ i ] = atof( token ); + } + + continue; + } + else if( !Q_stricmp( token, "deadMins" ) ) + { + for( i = 0; i <= 2; i++ ) + { + token = COM_Parse( &text_p ); + if( !token ) + break; + + cao->deadMins[ i ] = atof( token ); + } + + continue; + } + else if( !Q_stricmp( token, "deadMaxs" ) ) + { + for( i = 0; i <= 2; i++ ) + { + token = COM_Parse( &text_p ); + if( !token ) + break; + + cao->deadMaxs[ i ] = atof( token ); + } + + continue; + } + else if( !Q_stricmp( token, "crouchMaxs" ) ) + { + for( i = 0; i <= 2; i++ ) + { + token = COM_Parse( &text_p ); + if( !token ) + break; + + cao->crouchMaxs[ i ] = atof( token ); + } + + continue; + } + else if( !Q_stricmp( token, "zOffset" ) ) + { + float offset; + + token = COM_Parse( &text_p ); + if( !token ) + break; + + offset = atof( token ); + + cao->zOffset = offset; + + continue; + } + else if( !Q_stricmp( token, "name" ) ) + { + token = COM_Parse( &text_p ); + if( !token ) + break; + + Q_strncpyz( cao->humanName, token, sizeof( cao->humanName ) ); + + continue; + } + + + Com_Printf( S_COLOR_RED "ERROR: unknown token '%s'\n", token ); + return qfalse; + } + + return qtrue; +} + +/* +=============== +BG_InitClassOverrides + +Set any overrides specfied by file +=============== +*/ +void BG_InitClassOverrides( void ) +{ + int i; + classAttributeOverrides_t *cao; + + for( i = PCL_NONE + 1; i < PCL_NUM_CLASSES; i++ ) + { + cao = BG_FindOverrideForClass( i ); + + BG_ParseClassFile( va( "overrides/classes/%s.cfg", BG_FindNameForClassNum( i ) ), cao ); + } +} + +//////////////////////////////////////////////////////////////////////////////// + +weaponAttributes_t bg_weapons[ ] = +{ + { + WP_BLASTER, //int weaponNum; + 0, //int price; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + 0, //int slots; + "blaster", //char *weaponName; + "Blaster", //char *weaponHumanName; + 0, //int maxAmmo; + 0, //int maxClips; + qtrue, //int infiniteAmmo; + qfalse, //int usesEnergy; + BLASTER_REPEAT, //int repeatRate1; + 0, //int repeatRate2; + 0, //int repeatRate3; + 0, //int reloadTime; + qfalse, //qboolean hasAltMode; + qfalse, //qboolean hasThirdMode; + qfalse, //qboolean canZoom; + 90.0f, //float zoomFov; + qfalse, //qboolean purchasable; + 0, //int buildDelay; + WUT_HUMANS //WUTeam_t team; + }, + { + WP_MACHINEGUN, //int weaponNum; + RIFLE_PRICE, //int price; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + SLOT_WEAPON, //int slots; + "rifle", //char *weaponName; + "Rifle", //char *weaponHumanName; + RIFLE_CLIPSIZE, //int maxAmmo; + RIFLE_MAXCLIPS, //int maxClips; + qfalse, //int infiniteAmmo; + qfalse, //int usesEnergy; + RIFLE_REPEAT, //int repeatRate1; + 0, //int repeatRate2; + 0, //int repeatRate3; + RIFLE_RELOAD, //int reloadTime; + qfalse, //qboolean hasAltMode; + qfalse, //qboolean hasThirdMode; + qfalse, //qboolean canZoom; + 90.0f, //float zoomFov; + qtrue, //qboolean purchasable; + 0, //int buildDelay; + WUT_HUMANS //WUTeam_t team; + }, + { + WP_SHOTGUN, //int weaponNum; + SHOTGUN_PRICE, //int price; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + SLOT_WEAPON, //int slots; + "shotgun", //char *weaponName; + "Shotgun", //char *weaponHumanName; + SHOTGUN_SHELLS, //int maxAmmo; + SHOTGUN_MAXCLIPS, //int maxClips; + qfalse, //int infiniteAmmo; + qfalse, //int usesEnergy; + SHOTGUN_REPEAT, //int repeatRate1; + 0, //int repeatRate2; + 0, //int repeatRate3; + SHOTGUN_RELOAD, //int reloadTime; + qfalse, //qboolean hasAltMode; + qfalse, //qboolean hasThirdMode; + qfalse, //qboolean canZoom; + 90.0f, //float zoomFov; + qtrue, //qboolean purchasable; + 0, //int buildDelay; + WUT_HUMANS //WUTeam_t team; + }, + { + WP_FLAMER, //int weaponNum; + FLAMER_PRICE, //int price; + ( 1 << S2 )|( 1 << S3 ), //int stages + SLOT_WEAPON, //int slots; + "flamer", //char *weaponName; + "Flame Thrower", //char *weaponHumanName; + FLAMER_GAS, //int maxAmmo; + 0, //int maxClips; + qfalse, //int infiniteAmmo; + qfalse, //int usesEnergy; + FLAMER_REPEAT, //int repeatRate1; + 0, //int repeatRate2; + 0, //int repeatRate3; + 0, //int reloadTime; + qfalse, //qboolean hasAltMode; + qfalse, //qboolean hasThirdMode; + qfalse, //qboolean canZoom; + 90.0f, //float zoomFov; + qtrue, //qboolean purchasable; + 0, //int buildDelay; + WUT_HUMANS //WUTeam_t team; + }, + { + WP_CHAINGUN, //int weaponNum; + CHAINGUN_PRICE, //int price; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + SLOT_WEAPON, //int slots; + "chaingun", //char *weaponName; + "Chaingun", //char *weaponHumanName; + CHAINGUN_BULLETS, //int maxAmmo; + 0, //int maxClips; + qfalse, //int infiniteAmmo; + qfalse, //int usesEnergy; + CHAINGUN_REPEAT, //int repeatRate1; + 0, //int repeatRate2; + 0, //int repeatRate3; + 0, //int reloadTime; + qfalse, //qboolean hasAltMode; + qfalse, //qboolean hasThirdMode; + qfalse, //qboolean canZoom; + 90.0f, //float zoomFov; + qtrue, //qboolean purchasable; + 0, //int buildDelay; + WUT_HUMANS //WUTeam_t team; + }, + { + WP_MASS_DRIVER, //int weaponNum; + MDRIVER_PRICE, //int price; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + SLOT_WEAPON, //int slots; + "mdriver", //char *weaponName; + "Mass Driver", //char *weaponHumanName; + MDRIVER_CLIPSIZE, //int maxAmmo; + MDRIVER_MAXCLIPS, //int maxClips; + qfalse, //int infiniteAmmo; + qtrue, //int usesEnergy; + MDRIVER_REPEAT, //int repeatRate1; + 0, //int repeatRate2; + 0, //int repeatRate3; + MDRIVER_RELOAD, //int reloadTime; + qfalse, //qboolean hasAltMode; + qfalse, //qboolean hasThirdMode; + qtrue, //qboolean canZoom; + 20.0f, //float zoomFov; + qtrue, //qboolean purchasable; + 0, //int buildDelay; + WUT_HUMANS //WUTeam_t team; + }, + { + WP_PULSE_RIFLE, //int weaponNum; + PRIFLE_PRICE, //int price; + ( 1 << S2 )|( 1 << S3 ), //int stages + SLOT_WEAPON, //int slots; + "prifle", //char *weaponName; + "Pulse Rifle", //char *weaponHumanName; + PRIFLE_CLIPS, //int maxAmmo; + PRIFLE_MAXCLIPS, //int maxClips; + qfalse, //int infiniteAmmo; + qtrue, //int usesEnergy; + PRIFLE_REPEAT, //int repeatRate1; + 0, //int repeatRate2; + 0, //int repeatRate3; + PRIFLE_RELOAD, //int reloadTime; + qfalse, //qboolean hasAltMode; + qfalse, //qboolean hasThirdMode; + qfalse, //qboolean canZoom; + 90.0f, //float zoomFov; + qtrue, //qboolean purchasable; + 0, //int buildDelay; + WUT_HUMANS //WUTeam_t team; + }, + { + WP_LUCIFER_CANNON, //int weaponNum; + LCANNON_PRICE, //int price; + ( 1 << S3 ), //int stages + SLOT_WEAPON, //int slots; + "lcannon", //char *weaponName; + "Lucifer Cannon", //char *weaponHumanName; + LCANNON_AMMO, //int maxAmmo; + 0, //int maxClips; + qfalse, //int infiniteAmmo; + qtrue, //int usesEnergy; + LCANNON_REPEAT, //int repeatRate1; + LCANNON_CHARGEREPEAT, //int repeatRate2; + 0, //int repeatRate3; + LCANNON_RELOAD, //int reloadTime; + qtrue, //qboolean hasAltMode; + qfalse, //qboolean hasThirdMode; + qfalse, //qboolean canZoom; + 90.0f, //float zoomFov; + qtrue, //qboolean purchasable; + 0, //int buildDelay; + WUT_HUMANS //WUTeam_t team; + }, + { + WP_LAS_GUN, //int weaponNum; + LASGUN_PRICE, //int price; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + SLOT_WEAPON, //int slots; + "lgun", //char *weaponName; + "Las Gun", //char *weaponHumanName; + LASGUN_AMMO, //int maxAmmo; + 0, //int maxClips; + qfalse, //int infiniteAmmo; + qtrue, //int usesEnergy; + LASGUN_REPEAT, //int repeatRate1; + 0, //int repeatRate2; + 0, //int repeatRate3; + LASGUN_RELOAD, //int reloadTime; + qfalse, //qboolean hasAltMode; + qfalse, //qboolean hasThirdMode; + qfalse, //qboolean canZoom; + 90.0f, //float zoomFov; + qtrue, //qboolean purchasable; + 0, //int buildDelay; + WUT_HUMANS //WUTeam_t team; + }, + { + WP_PAIN_SAW, //int weaponNum; + PAINSAW_PRICE, //int price; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + SLOT_WEAPON, //int slots; + "psaw", //char *weaponName; + "Pain Saw", //char *weaponHumanName; + 0, //int maxAmmo; + 0, //int maxClips; + qtrue, //int infiniteAmmo; + qfalse, //int usesEnergy; + PAINSAW_REPEAT, //int repeatRate1; + 0, //int repeatRate2; + 0, //int repeatRate3; + 0, //int reloadTime; + qfalse, //qboolean hasAltMode; + qfalse, //qboolean hasThirdMode; + qfalse, //qboolean canZoom; + 90.0f, //float zoomFov; + qtrue, //qboolean purchasable; + 0, //int buildDelay; + WUT_HUMANS //WUTeam_t team; + }, + { + WP_GRENADE, //int weaponNum; + GRENADE_PRICE, //int price; + ( 1 << S2 )|( 1 << S3 ), //int stages + SLOT_NONE, //int slots; + "grenade", //char *weaponName; + "Grenade", //char *weaponHumanName; + 1, //int maxAmmo; + 0, //int maxClips; + qfalse, //int infiniteAmmo; + qfalse, //int usesEnergy; + GRENADE_REPEAT, //int repeatRate1; + 0, //int repeatRate2; + 0, //int repeatRate3; + 0, //int reloadTime; + qfalse, //qboolean hasAltMode; + qfalse, //qboolean hasThirdMode; + qfalse, //qboolean canZoom; + 90.0f, //float zoomFov; + qfalse, //qboolean purchasable; + 0, //int buildDelay; + WUT_HUMANS //WUTeam_t team; + }, + { + WP_HBUILD, //int weaponNum; + HBUILD_PRICE, //int price; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + SLOT_WEAPON, //int slots; + "ckit", //char *weaponName; + "Construction Kit", //char *weaponHumanName; + 0, //int maxAmmo; + 0, //int maxClips; + qtrue, //int infiniteAmmo; + qfalse, //int usesEnergy; + HBUILD_REPEAT, //int repeatRate1; + HBUILD_REPEAT, //int repeatRate2; + 0, //int repeatRate3; + 0, //int reloadTime; + qtrue, //qboolean hasAltMode; + qfalse, //qboolean hasThirdMode; + qfalse, //qboolean canZoom; + 90.0f, //float zoomFov; + qtrue, //qboolean purchasable; + HBUILD_DELAY, //int buildDelay; + WUT_HUMANS //WUTeam_t team; + }, + { + WP_HBUILD2, //int weaponNum; + HBUILD2_PRICE, //int price; + ( 1 << S2 )|( 1 << S3 ), //int stages + SLOT_WEAPON, //int slots; + "ackit", //char *weaponName; + "Adv Construction Kit",//char *weaponHumanName; + 0, //int maxAmmo; + 0, //int maxClips; + qtrue, //int infiniteAmmo; + qfalse, //int usesEnergy; + HBUILD2_REPEAT, //int repeatRate1; + HBUILD2_REPEAT, //int repeatRate2; + 0, //int repeatRate3; + 0, //int reloadTime; + qtrue, //qboolean hasAltMode; + qfalse, //qboolean hasThirdMode; + qfalse, //qboolean canZoom; + 90.0f, //float zoomFov; + qtrue, //qboolean purchasable; + HBUILD2_DELAY, //int buildDelay; + WUT_HUMANS //WUTeam_t team; + }, + { + WP_ABUILD, //int weaponNum; + 0, //int price; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + SLOT_WEAPON, //int slots; + "abuild", //char *weaponName; + "Alien build weapon", //char *weaponHumanName; + 0, //int maxAmmo; + 0, //int maxClips; + qtrue, //int infiniteAmmo; + qfalse, //int usesEnergy; + ABUILDER_BUILD_REPEAT,//int repeatRate1; + ABUILDER_BUILD_REPEAT,//int repeatRate2; + 0, //int repeatRate3; + 0, //int reloadTime; + qtrue, //qboolean hasAltMode; + qfalse, //qboolean hasThirdMode; + qfalse, //qboolean canZoom; + 90.0f, //float zoomFov; + qtrue, //qboolean purchasable; + ABUILDER_BASE_DELAY, //int buildDelay; + WUT_ALIENS //WUTeam_t team; + }, + { + WP_ABUILD2, //int weaponNum; + 0, //int price; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + SLOT_WEAPON, //int slots; + "abuild2", //char *weaponName; + "Alien build weapon2",//char *weaponHumanName; + 0, //int maxAmmo; + 0, //int maxClips; + qtrue, //int infiniteAmmo; + qfalse, //int usesEnergy; + ABUILDER_BUILD_REPEAT,//int repeatRate1; + ABUILDER_CLAW_REPEAT, //int repeatRate2; + ABUILDER_BLOB_REPEAT, //int repeatRate3; + 0, //int reloadTime; + qtrue, //qboolean hasAltMode; + qtrue, //qboolean hasThirdMode; + qfalse, //qboolean canZoom; + 90.0f, //float zoomFov; + qtrue, //qboolean purchasable; + ABUILDER_ADV_DELAY, //int buildDelay; + WUT_ALIENS //WUTeam_t team; + }, + { + WP_ALEVEL0, //int weaponNum; + 0, //int price; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + SLOT_WEAPON, //int slots; + "bite", //char *weaponName; + "Bite", //char *weaponHumanName; + 0, //int maxAmmo; + 0, //int maxClips; + qtrue, //int infiniteAmmo; + qfalse, //int usesEnergy; + LEVEL0_BITE_REPEAT, //int repeatRate1; + 0, //int repeatRate2; + 0, //int repeatRate3; + 0, //int reloadTime; + qfalse, //qboolean hasAltMode; + qfalse, //qboolean hasThirdMode; + qfalse, //qboolean canZoom; + 90.0f, //float zoomFov; + qfalse, //qboolean purchasable; + 0, //int buildDelay; + WUT_ALIENS //WUTeam_t team; + }, + { + WP_ALEVEL3, //int weaponNum; + 0, //int price; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + SLOT_WEAPON, //int slots; + "pounce", //char *weaponName; + "Claw and pounce", //char *weaponHumanName; + 0, //int maxAmmo; + 0, //int maxClips; + qtrue, //int infiniteAmmo; + qfalse, //int usesEnergy; + LEVEL3_CLAW_REPEAT, //int repeatRate1; + 0, //int repeatRate2; + 0, //int repeatRate3; + 0, //int reloadTime; + qfalse, //qboolean hasAltMode; + qfalse, //qboolean hasThirdMode; + qfalse, //qboolean canZoom; + 90.0f, //float zoomFov; + qfalse, //qboolean purchasable; + 0, //int buildDelay; + WUT_ALIENS //WUTeam_t team; + }, + { + WP_ALEVEL3_UPG, //int weaponNum; + 0, //int price; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + SLOT_WEAPON, //int slots; + "pounce_upgrade", //char *weaponName; + "Claw and pounce (upgrade)", //char *weaponHumanName; + 3, //int maxAmmo; + 0, //int maxClips; + qtrue, //int infiniteAmmo; + qfalse, //int usesEnergy; + LEVEL3_CLAW_U_REPEAT,//int repeatRate1; + 0, //int repeatRate2; + LEVEL3_BOUNCEBALL_REPEAT,//int repeatRate3; + 0, //int reloadTime; + qfalse, //qboolean hasAltMode; + qtrue, //qboolean hasThirdMode; + qfalse, //qboolean canZoom; + 90.0f, //float zoomFov; + qfalse, //qboolean purchasable; + 0, //int buildDelay; + WUT_ALIENS //WUTeam_t team; + }, + { + WP_ALEVEL1, //int weaponNum; + 0, //int price; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + SLOT_WEAPON, //int slots; + "grabandclaw", //char *weaponName; + "Claws", //char *weaponHumanName; + 0, //int maxAmmo; + 0, //int maxClips; + qtrue, //int infiniteAmmo; + qfalse, //int usesEnergy; + LEVEL1_CLAW_REPEAT, //int repeatRate1; + 0, //int repeatRate2; + 0, //int repeatRate3; + 0, //int reloadTime; + qfalse, //qboolean hasAltMode; + qfalse, //qboolean hasThirdMode; + qfalse, //qboolean canZoom; + 90.0f, //float zoomFov; + qfalse, //qboolean purchasable; + 0, //int buildDelay; + WUT_ALIENS //WUTeam_t team; + }, + { + WP_ALEVEL1_UPG, //int weaponNum; + 0, //int price; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + SLOT_WEAPON, //int slots; + "grabandclaw_upgrade",//char *weaponName; + "Claws Upgrade", //char *weaponHumanName; + 0, //int maxAmmo; + 0, //int maxClips; + qtrue, //int infiniteAmmo; + qfalse, //int usesEnergy; + LEVEL1_CLAW_U_REPEAT, //int repeatRate1; + LEVEL1_PCLOUD_REPEAT, //int repeatRate2; + 0, //int repeatRate3; + 0, //int reloadTime; + qtrue, //qboolean hasAltMode; + qfalse, //qboolean hasThirdMode; + qfalse, //qboolean canZoom; + 90.0f, //float zoomFov; + qfalse, //qboolean purchasable; + 0, //int buildDelay; + WUT_ALIENS //WUTeam_t team; + }, + { + WP_ALEVEL2, //int weaponNum; + 0, //int price; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + SLOT_WEAPON, //int slots; + "areazap", //char *weaponName; + "Area Zap", //char *weaponHumanName; + 0, //int maxAmmo; + 0, //int maxClips; + qtrue, //int infiniteAmmo; + qfalse, //int usesEnergy; + LEVEL2_CLAW_REPEAT, //int repeatRate1; + 0, //int repeatRate2; + 0, //int repeatRate3; + 0, //int reloadTime; + qfalse, //qboolean hasAltMode; + qfalse, //qboolean hasThirdMode; + qfalse, //qboolean canZoom; + 90.0f, //float zoomFov; + qfalse, //qboolean purchasable; + 0, //int buildDelay; + WUT_ALIENS //WUTeam_t team; + }, + { + WP_ALEVEL2_UPG, //int weaponNum; + 0, //int price; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + SLOT_WEAPON, //int slots; + "directzap", //char *weaponName; + "Directed Zap", //char *weaponHumanName; + 0, //int maxAmmo; + 0, //int maxClips; + qtrue, //int infiniteAmmo; + qfalse, //int usesEnergy; + LEVEL2_CLAW_U_REPEAT,//int repeatRate1; + LEVEL2_AREAZAP_REPEAT,//int repeatRate2; + 0, //int repeatRate3; + 0, //int reloadTime; + qtrue, //qboolean hasAltMode; + qfalse, //qboolean hasThirdMode; + qfalse, //qboolean canZoom; + 90.0f, //float zoomFov; + qfalse, //qboolean purchasable; + 0, //int buildDelay; + WUT_ALIENS //WUTeam_t team; + }, + { + WP_ALEVEL4, //int weaponNum; + 0, //int price; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + SLOT_WEAPON, //int slots; + "charge", //char *weaponName; + "Charge", //char *weaponHumanName; + 0, //int maxAmmo; + 0, //int maxClips; + qtrue, //int infiniteAmmo; + qfalse, //int usesEnergy; + LEVEL4_CLAW_REPEAT, //int repeatRate1; + 0, //int repeatRate2; + 0, //int repeatRate3; + 0, //int reloadTime; + qfalse, //qboolean hasAltMode; + qfalse, //qboolean hasThirdMode; + qfalse, //qboolean canZoom; + 90.0f, //float zoomFov; + qfalse, //qboolean purchasable; + 0, //int buildDelay; + WUT_ALIENS //WUTeam_t team; + }, + { + WP_LOCKBLOB_LAUNCHER, //int weaponNum; + 0, //int price; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + SLOT_WEAPON, //int slots; + "lockblob", //char *weaponName; + "Lock Blob", //char *weaponHumanName; + 0, //int maxAmmo; + 0, //int maxClips; + qtrue, //int infiniteAmmo; + qfalse, //int usesEnergy; + 500, //int repeatRate1; + 500, //int repeatRate2; + 500, //int repeatRate3; + 0, //int reloadTime; + qfalse, //qboolean hasAltMode; + qfalse, //qboolean hasThirdMode; + qfalse, //qboolean canZoom; + 90.0f, //float zoomFov; + qfalse, //qboolean purchasable; + 0, //int buildDelay; + WUT_ALIENS //WUTeam_t team; + }, + { + WP_HIVE, //int weaponNum; + 0, //int price; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + SLOT_WEAPON, //int slots; + "hive", //char *weaponName; + "Hive", //char *weaponHumanName; + 0, //int maxAmmo; + 0, //int maxClips; + qtrue, //int infiniteAmmo; + qfalse, //int usesEnergy; + 500, //int repeatRate1; + 500, //int repeatRate2; + 500, //int repeatRate3; + 0, //int reloadTime; + qfalse, //qboolean hasAltMode; + qfalse, //qboolean hasThirdMode; + qfalse, //qboolean canZoom; + 90.0f, //float zoomFov; + qfalse, //qboolean purchasable; + 0, //int buildDelay; + WUT_ALIENS //WUTeam_t team; + }, + { + WP_MGTURRET, //int weaponNum; + 0, //int price; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + SLOT_WEAPON, //int slots; + "mgturret", //char *weaponName; + "Machinegun Turret", //char *weaponHumanName; + 0, //int maxAmmo; + 0, //int maxClips; + qtrue, //int infiniteAmmo; + qfalse, //int usesEnergy; + 0, //int repeatRate1; + 0, //int repeatRate2; + 0, //int repeatRate3; + 0, //int reloadTime; + qfalse, //qboolean hasAltMode; + qfalse, //qboolean hasThirdMode; + qfalse, //qboolean canZoom; + 90.0f, //float zoomFov; + qfalse, //qboolean purchasable; + 0, //int buildDelay; + WUT_HUMANS //WUTeam_t team; + }, + { + WP_TESLAGEN, //int weaponNum; + 0, //int price; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + SLOT_WEAPON, //int slots; + "teslagen", //char *weaponName; + "Tesla Generator", //char *weaponHumanName; + 0, //int maxAmmo; + 0, //int maxClips; + qtrue, //int infiniteAmmo; + qtrue, //int usesEnergy; + 500, //int repeatRate1; + 500, //int repeatRate2; + 500, //int repeatRate3; + 0, //int reloadTime; + qfalse, //qboolean hasAltMode; + qfalse, //qboolean hasThirdMode; + qfalse, //qboolean canZoom; + 90.0f, //float zoomFov; + qfalse, //qboolean purchasable; + 0, //int buildDelay; + WUT_HUMANS //WUTeam_t team; + } +}; + +int bg_numWeapons = sizeof( bg_weapons ) / sizeof( bg_weapons[ 0 ] ); + +/* +============== +BG_FindPriceForWeapon +============== +*/ +int BG_FindPriceForWeapon( int weapon ) +{ + int i; + + for( i = 0; i < bg_numWeapons; i++ ) + { + if( bg_weapons[ i ].weaponNum == weapon ) + { + return bg_weapons[ i ].price; + } + } + + return 100; +} + +/* +============== +BG_FindStagesForWeapon +============== +*/ +qboolean BG_FindStagesForWeapon( int weapon, stage_t stage ) +{ + int i; + + for( i = 0; i < bg_numWeapons; i++ ) + { + if( bg_weapons[ i ].weaponNum == weapon ) + { + if( bg_weapons[ i ].stages & ( 1 << stage ) ) + return qtrue; + else + return qfalse; + } + } + + return qfalse; +} + +/* +============== +BG_FindSlotsForWeapon +============== +*/ +int BG_FindSlotsForWeapon( int weapon ) +{ + int i; + + for( i = 0; i < bg_numWeapons; i++ ) + { + if( bg_weapons[ i ].weaponNum == weapon ) + { + return bg_weapons[ i ].slots; + } + } + + return SLOT_WEAPON; +} + +/* +============== +BG_FindNameForWeapon +============== +*/ +char *BG_FindNameForWeapon( int weapon ) +{ + int i; + + for( i = 0; i < bg_numWeapons; i++ ) + { + if( bg_weapons[ i ].weaponNum == weapon ) + return bg_weapons[ i ].weaponName; + } + + //wimp out + return 0; +} + +/* +============== +BG_FindWeaponNumForName +============== +*/ +int BG_FindWeaponNumForName( char *name ) +{ + int i; + + for( i = 0; i < bg_numWeapons; i++ ) + { + if( !Q_stricmp( bg_weapons[ i ].weaponName, name ) ) + return bg_weapons[ i ].weaponNum; + } + + //wimp out + return WP_NONE; +} + +/* +============== +BG_FindHumanNameForWeapon +============== +*/ +char *BG_FindHumanNameForWeapon( int weapon ) +{ + int i; + + for( i = 0; i < bg_numWeapons; i++ ) + { + if( bg_weapons[ i ].weaponNum == weapon ) + return bg_weapons[ i ].weaponHumanName; + } + + //wimp out + return 0; +} + +/* +============== +BG_FindAmmoForWeapon +============== +*/ +void BG_FindAmmoForWeapon( int weapon, int *maxAmmo, int *maxClips ) +{ + int i; + + for( i = 0; i < bg_numWeapons; i++ ) + { + if( bg_weapons[ i ].weaponNum == weapon ) + { + if( maxAmmo != NULL ) + *maxAmmo = bg_weapons[ i ].maxAmmo; + if( maxClips != NULL ) + *maxClips = bg_weapons[ i ].maxClips; + + //no need to keep going + break; + } + } +} + +/* +============== +BG_FindInfinteAmmoForWeapon +============== +*/ +qboolean BG_FindInfinteAmmoForWeapon( int weapon ) +{ + int i; + + for( i = 0; i < bg_numWeapons; i++ ) + { + if( bg_weapons[ i ].weaponNum == weapon ) + { + return bg_weapons[ i ].infiniteAmmo; + } + } + + return qfalse; +} + +/* +============== +BG_FindUsesEnergyForWeapon +============== +*/ +qboolean BG_FindUsesEnergyForWeapon( int weapon ) +{ + int i; + + for( i = 0; i < bg_numWeapons; i++ ) + { + if( bg_weapons[ i ].weaponNum == weapon ) + { + return bg_weapons[ i ].usesEnergy; + } + } + + return qfalse; +} + +/* +============== +BG_FindRepeatRate1ForWeapon +============== +*/ +int BG_FindRepeatRate1ForWeapon( int weapon ) +{ + int i; + + for( i = 0; i < bg_numWeapons; i++ ) + { + if( bg_weapons[ i ].weaponNum == weapon ) + return bg_weapons[ i ].repeatRate1; + } + + return 1000; +} + +/* +============== +BG_FindRepeatRate2ForWeapon +============== +*/ +int BG_FindRepeatRate2ForWeapon( int weapon ) +{ + int i; + + for( i = 0; i < bg_numWeapons; i++ ) + { + if( bg_weapons[ i ].weaponNum == weapon ) + return bg_weapons[ i ].repeatRate2; + } + + return 1000; +} + +/* +============== +BG_FindRepeatRate3ForWeapon +============== +*/ +int BG_FindRepeatRate3ForWeapon( int weapon ) +{ + int i; + + for( i = 0; i < bg_numWeapons; i++ ) + { + if( bg_weapons[ i ].weaponNum == weapon ) + return bg_weapons[ i ].repeatRate3; + } + + return 1000; +} + +/* +============== +BG_FindReloadTimeForWeapon +============== +*/ +int BG_FindReloadTimeForWeapon( int weapon ) +{ + int i; + + for( i = 0; i < bg_numWeapons; i++ ) + { + if( bg_weapons[ i ].weaponNum == weapon ) + { + return bg_weapons[ i ].reloadTime; + } + } + + return 1000; +} + +/* +============== +BG_WeaponHasAltMode +============== +*/ +qboolean BG_WeaponHasAltMode( int weapon ) +{ + int i; + + for( i = 0; i < bg_numWeapons; i++ ) + { + if( bg_weapons[ i ].weaponNum == weapon ) + { + return bg_weapons[ i ].hasAltMode; + } + } + + return qfalse; +} + +/* +============== +BG_WeaponHasThirdMode +============== +*/ +qboolean BG_WeaponHasThirdMode( int weapon ) +{ + int i; + + for( i = 0; i < bg_numWeapons; i++ ) + { + if( bg_weapons[ i ].weaponNum == weapon ) + { + return bg_weapons[ i ].hasThirdMode; + } + } + + return qfalse; +} + +/* +============== +BG_WeaponCanZoom +============== +*/ +qboolean BG_WeaponCanZoom( int weapon ) +{ + int i; + + for( i = 0; i < bg_numWeapons; i++ ) + { + if( bg_weapons[ i ].weaponNum == weapon ) + { + return bg_weapons[ i ].canZoom; + } + } + + return qfalse; +} + +/* +============== +BG_FindZoomFovForWeapon +============== +*/ +float BG_FindZoomFovForWeapon( int weapon ) +{ + int i; + + for( i = 0; i < bg_numWeapons; i++ ) + { + if( bg_weapons[ i ].weaponNum == weapon ) + { + return bg_weapons[ i ].zoomFov; + } + } + + return qfalse; +} + +/* +============== +BG_FindPurchasableForWeapon +============== +*/ +qboolean BG_FindPurchasableForWeapon( int weapon ) +{ + int i; + + for( i = 0; i < bg_numWeapons; i++ ) + { + if( bg_weapons[ i ].weaponNum == weapon ) + { + return bg_weapons[ i ].purchasable; + } + } + + return qfalse; +} + +/* +============== +BG_FindBuildDelayForWeapon +============== +*/ +int BG_FindBuildDelayForWeapon( int weapon ) +{ + int i; + + for( i = 0; i < bg_numWeapons; i++ ) + { + if( bg_weapons[ i ].weaponNum == weapon ) + { + return bg_weapons[ i ].buildDelay; + } + } + + return 0; +} + +/* +============== +BG_FindTeamForWeapon +============== +*/ +WUTeam_t BG_FindTeamForWeapon( int weapon ) +{ + int i; + + for( i = 0; i < bg_numWeapons; i++ ) + { + if( bg_weapons[ i ].weaponNum == weapon ) + { + return bg_weapons[ i ].team; + } + } + + return WUT_NONE; +} + +//////////////////////////////////////////////////////////////////////////////// + +upgradeAttributes_t bg_upgrades[ ] = +{ + { + UP_LIGHTARMOUR, //int upgradeNum; + LIGHTARMOUR_PRICE, //int price; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + SLOT_TORSO|SLOT_ARMS|SLOT_LEGS, //int slots; + "larmour", //char *upgradeName; + "Light Armour", //char *upgradeHumanName; + "icons/iconu_larmour", + qtrue, //qboolean purchasable + WUT_HUMANS //WUTeam_t team; + }, + { + UP_HELMET, //int upgradeNum; + HELMET_PRICE, //int price; + ( 1 << S2 )|( 1 << S3 ), //int stages + SLOT_HEAD, //int slots; + "helmet", //char *upgradeName; + "Helmet", //char *upgradeHumanName; + "icons/iconu_helmet", + qtrue, //qboolean purchasable + WUT_HUMANS //WUTeam_t team; + }, + { + UP_MEDKIT, //int upgradeNum; + MEDKIT_PRICE, //int price; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + SLOT_NONE, //int slots; + "medkit", //char *upgradeName; + "Medkit", //char *upgradeHumanName; + "icons/iconu_atoxin", + qfalse, //qboolean purchasable + WUT_HUMANS //WUTeam_t team; + }, + { + UP_BATTPACK, //int upgradeNum; + BATTPACK_PRICE, //int price; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + SLOT_BACKPACK, //int slots; + "battpack", //char *upgradeName; + "Battery Pack", //char *upgradeHumanName; + "icons/iconu_battpack", + qtrue, //qboolean purchasable + WUT_HUMANS //WUTeam_t team; + }, + { + UP_JETPACK, //int upgradeNum; + JETPACK_PRICE, //int price; + ( 1 << S2 )|( 1 << S3 ), //int stages + SLOT_BACKPACK, //int slots; + "jetpack", //char *upgradeName; + "Jet Pack", //char *upgradeHumanName; + "icons/iconu_jetpack", + qtrue, //qboolean purchasable + WUT_HUMANS //WUTeam_t team; + }, + { + UP_BATTLESUIT, //int upgradeNum; + BSUIT_PRICE, //int price; + ( 1 << S3 ), //int stages + SLOT_HEAD|SLOT_TORSO|SLOT_ARMS|SLOT_LEGS|SLOT_BACKPACK, //int slots; + "bsuit", //char *upgradeName; + "Battlesuit", //char *upgradeHumanName; + "icons/iconu_bsuit", + qtrue, //qboolean purchasable + WUT_HUMANS //WUTeam_t team; + }, + { + UP_GRENADE, //int upgradeNum; + GRENADE_PRICE, //int price; + ( 1 << S2 )|( 1 << S3 ),//int stages + SLOT_NONE, //int slots; + "gren", //char *upgradeName; + "Grenade", //char *upgradeHumanName; + 0, + qtrue, //qboolean purchasable + WUT_HUMANS //WUTeam_t team; + }, + { + UP_AMMO, //int upgradeNum; + 0, //int price; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + SLOT_NONE, //int slots; + "ammo", //char *upgradeName; + "Ammunition", //char *upgradeHumanName; + 0, + qtrue, //qboolean purchasable + WUT_HUMANS //WUTeam_t team; + } +}; + +int bg_numUpgrades = sizeof( bg_upgrades ) / sizeof( bg_upgrades[ 0 ] ); + +/* +============== +BG_FindPriceForUpgrade +============== +*/ +int BG_FindPriceForUpgrade( int upgrade ) +{ + int i; + + for( i = 0; i < bg_numUpgrades; i++ ) + { + if( bg_upgrades[ i ].upgradeNum == upgrade ) + { + return bg_upgrades[ i ].price; + } + } + + return 100; +} + +/* +============== +BG_FindStagesForUpgrade +============== +*/ +qboolean BG_FindStagesForUpgrade( int upgrade, stage_t stage ) +{ + int i; + + for( i = 0; i < bg_numUpgrades; i++ ) + { + if( bg_upgrades[ i ].upgradeNum == upgrade ) + { + if( bg_upgrades[ i ].stages & ( 1 << stage ) ) + return qtrue; + else + return qfalse; + } + } + + return qfalse; +} + +/* +============== +BG_FindSlotsForUpgrade +============== +*/ +int BG_FindSlotsForUpgrade( int upgrade ) +{ + int i; + + for( i = 0; i < bg_numUpgrades; i++ ) + { + if( bg_upgrades[ i ].upgradeNum == upgrade ) + { + return bg_upgrades[ i ].slots; + } + } + + return SLOT_NONE; +} + +/* +============== +BG_FindNameForUpgrade +============== +*/ +char *BG_FindNameForUpgrade( int upgrade ) +{ + int i; + + for( i = 0; i < bg_numUpgrades; i++ ) + { + if( bg_upgrades[ i ].upgradeNum == upgrade ) + return bg_upgrades[ i ].upgradeName; + } + + //wimp out + return 0; +} + +/* +============== +BG_FindUpgradeNumForName +============== +*/ +int BG_FindUpgradeNumForName( char *name ) +{ + int i; + + for( i = 0; i < bg_numUpgrades; i++ ) + { + if( !Q_stricmp( bg_upgrades[ i ].upgradeName, name ) ) + return bg_upgrades[ i ].upgradeNum; + } + + //wimp out + return UP_NONE; +} + +/* +============== +BG_FindHumanNameForUpgrade +============== +*/ +char *BG_FindHumanNameForUpgrade( int upgrade ) +{ + int i; + + for( i = 0; i < bg_numUpgrades; i++ ) + { + if( bg_upgrades[ i ].upgradeNum == upgrade ) + return bg_upgrades[ i ].upgradeHumanName; + } + + //wimp out + return 0; +} + +/* +============== +BG_FindIconForUpgrade +============== +*/ +char *BG_FindIconForUpgrade( int upgrade ) +{ + int i; + + for( i = 0; i < bg_numUpgrades; i++ ) + { + if( bg_upgrades[ i ].upgradeNum == upgrade ) + return bg_upgrades[ i ].icon; + } + + //wimp out + return 0; +} + +/* +============== +BG_FindPurchasableForUpgrade +============== +*/ +qboolean BG_FindPurchasableForUpgrade( int upgrade ) +{ + int i; + + for( i = 0; i < bg_numUpgrades; i++ ) + { + if( bg_upgrades[ i ].upgradeNum == upgrade ) + return bg_upgrades[ i ].purchasable; + } + + return qfalse; +} + +/* +============== +BG_FindTeamForUpgrade +============== +*/ +WUTeam_t BG_FindTeamForUpgrade( int upgrade ) +{ + int i; + + for( i = 0; i < bg_numUpgrades; i++ ) + { + if( bg_upgrades[ i ].upgradeNum == upgrade ) + { + return bg_upgrades[ i ].team; + } + } + + return WUT_NONE; +} + +//////////////////////////////////////////////////////////////////////////////// + +/* +================ +BG_EvaluateTrajectory + +================ +*/ +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; + } +} + +/* +================ +BG_EvaluateTrajectoryDelta + +For determining velocity at a given time +================ +*/ +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 ) + { + 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", + "EV_FOOTSTEP_METAL", + "EV_FOOTSTEP_SQUELCH", + "EV_FOOTSPLASH", + "EV_FOOTWADE", + "EV_SWIM", + + "EV_STEP_4", + "EV_STEP_8", + "EV_STEP_12", + "EV_STEP_16", + + "EV_STEPDN_4", + "EV_STEPDN_8", + "EV_STEPDN_12", + "EV_STEPDN_16", + + "EV_FALL_SHORT", + "EV_FALL_MEDIUM", + "EV_FALL_FAR", + "EV_FALLING", + + "EV_JUMP", + "EV_WATER_TOUCH", // foot touches + "EV_WATER_LEAVE", // foot leaves + "EV_WATER_UNDER", // head touches + "EV_WATER_CLEAR", // head leaves + + "EV_NOAMMO", + "EV_CHANGE_WEAPON", + "EV_FIRE_WEAPON", + "EV_FIRE_WEAPON2", + "EV_FIRE_WEAPON3", + + "EV_PLAYER_RESPAWN", //TA: for fovwarp effects + "EV_PLAYER_TELEPORT_IN", + "EV_PLAYER_TELEPORT_OUT", + + "EV_GRENADE_BOUNCE", // eventParm will be the soundindex + + "EV_GENERAL_SOUND", + "EV_GLOBAL_SOUND", // no attenuation + + "EV_BULLET_HIT_FLESH", + "EV_BULLET_HIT_WALL", + + "EV_SHOTGUN", + + "EV_MISSILE_HIT", + "EV_MISSILE_MISS", + "EV_MISSILE_MISS_METAL", + "EV_TESLATRAIL", + "EV_BULLET", // otherEntity is the shooter + + "EV_LEV1_GRAB", + "EV_LEV4_CHARGE_PREPARE", + "EV_LEV4_CHARGE_START", + + "EV_PAIN", + "EV_DEATH1", + "EV_DEATH2", + "EV_DEATH3", + "EV_OBITUARY", + + "EV_GIB_PLAYER", // gib a previously living player + + "EV_BUILD_CONSTRUCT", //TA + "EV_BUILD_DESTROY", //TA + "EV_BUILD_DELAY", //TA: can't build yet + "EV_BUILD_REPAIR", //TA: repairing buildable + "EV_BUILD_REPAIRED", //TA: buildable has full health + "EV_HUMAN_BUILDABLE_EXPLOSION", + "EV_ALIEN_BUILDABLE_EXPLOSION", + "EV_ALIEN_ACIDTUBE", + + "EV_MEDKIT_USED", + + "EV_ALIEN_EVOLVE", + "EV_ALIEN_EVOLVE_FAILED", + + "EV_DEBUG_LINE", + "EV_STOPLOOPINGSOUND", + "EV_TAUNT", + + "EV_OVERMIND_ATTACK", //TA: overmind under attack + "EV_OVERMIND_DYING", //TA: overmind close to death + "EV_OVERMIND_SPAWNS", //TA: overmind needs spawns + + "EV_DCC_ATTACK", //TA: dcc under attack + + "EV_RPTUSE_SOUND" //TA: trigger a sound +}; + +/* +=============== +BG_AddPredictableEventToPlayerstate + +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 ) +{ +#ifdef _DEBUG + { + 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); +#else + 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->eventSequence++; +} + + +/* +======================== +BG_PlayerStateToEntityState + +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; + + if( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR || ps->pm_type == PM_FREEZE ) + s->eType = ET_INVISIBLE; + else if( ps->persistant[ PERS_TEAM ] == TEAM_SPECTATOR ) + s->eType = ET_INVISIBLE; + else + s->eType = ET_PLAYER; + + s->number = ps->clientNum; + + s->pos.trType = TR_INTERPOLATE; + VectorCopy( ps->origin, s->pos.trBase ); + + 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 ) + SnapVector( s->apos.trBase ); + + //TA: i need for other things :) + //s->angles2[YAW] = ps->movementDir; + s->time2 = ps->movementDir; + s->legsAnim = ps->legsAnim; + s->torsoAnim = ps->torsoAnim; + 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 ) + s->eFlags |= EF_DEAD; + else + s->eFlags &= ~EF_DEAD; + + if( ps->stats[ STAT_STATE ] & SS_BLOBLOCKED ) + s->eFlags |= EF_BLOBLOCKED; + else + s->eFlags &= ~EF_BLOBLOCKED; + + if( ps->externalEvent ) + { + s->event = ps->externalEvent; + s->eventParm = ps->externalEventParm; + } + else if( ps->entityEventSequence < ps->eventSequence ) + { + int seq; + + if( ps->entityEventSequence < ps->eventSequence - MAX_PS_EVENTS ) + ps->entityEventSequence = ps->eventSequence - MAX_PS_EVENTS; + + seq = ps->entityEventSequence & ( MAX_PS_EVENTS - 1 ); + s->event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 ); + s->eventParm = ps->eventParms[ seq ]; + ps->entityEventSequence++; + } + + s->weapon = ps->weapon; + s->groundEntityNum = ps->groundEntityNum; + + //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_InventoryContainsUpgrade( i, ps->stats ) ) + { + s->modelindex |= 1 << i; + + if( BG_UpgradeIsActive( i, ps->stats ) ) + s->modelindex2 |= 1 << i; + } + } + + //TA: use powerups field to store team/class info: + s->powerups = ps->stats[ STAT_PTEAM ] | ( ps->stats[ STAT_PCLASS ] << 8 ); + + //TA: have to get the surfNormal thru somehow... + VectorCopy( ps->grapplePoint, s->angles2 ); + if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) + s->eFlags |= EF_WALLCLIMBCEILING; + + s->loopSound = ps->loopSound; + s->generic1 = ps->generic1; + + if( s->generic1 <= WPM_NONE || s->generic1 >= WPM_NUM_WEAPONMODES ) + s->generic1 = WPM_PRIMARY; +} + + +/* +======================== +BG_PlayerStateToEntityStateExtraPolate + +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; + + if( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR || ps->pm_type == PM_FREEZE ) + s->eType = ET_INVISIBLE; + else if( ps->persistant[ PERS_TEAM ] == TEAM_SPECTATOR ) + s->eType = ET_INVISIBLE; + else + s->eType = ET_PLAYER; + + s->number = ps->clientNum; + + s->pos.trType = TR_LINEAR_STOP; + VectorCopy( ps->origin, s->pos.trBase ); + + 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 + s->pos.trTime = time; + // set maximum extra polation time + s->pos.trDuration = 50; // 1000 / sv_fps (default = 20) + + s->apos.trType = TR_INTERPOLATE; + VectorCopy( ps->viewangles, s->apos.trBase ); + if( snap ) + SnapVector( s->apos.trBase ); + + //TA: i need for other things :) + //s->angles2[YAW] = ps->movementDir; + s->time2 = ps->movementDir; + s->legsAnim = ps->legsAnim; + s->torsoAnim = ps->torsoAnim; + 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 ) + s->eFlags |= EF_DEAD; + else + s->eFlags &= ~EF_DEAD; + + if( ps->stats[ STAT_STATE ] & SS_BLOBLOCKED ) + s->eFlags |= EF_BLOBLOCKED; + else + s->eFlags &= ~EF_BLOBLOCKED; + + if( ps->externalEvent ) + { + s->event = ps->externalEvent; + s->eventParm = ps->externalEventParm; + } + else if( ps->entityEventSequence < ps->eventSequence ) + { + int seq; + + if( ps->entityEventSequence < ps->eventSequence - MAX_PS_EVENTS ) + ps->entityEventSequence = ps->eventSequence - MAX_PS_EVENTS; + + seq = ps->entityEventSequence & ( MAX_PS_EVENTS - 1 ); + s->event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 ); + s->eventParm = ps->eventParms[ seq ]; + ps->entityEventSequence++; + } + + s->weapon = ps->weapon; + s->groundEntityNum = ps->groundEntityNum; + + //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_InventoryContainsUpgrade( i, ps->stats ) ) + { + s->modelindex |= 1 << i; + + if( BG_UpgradeIsActive( i, ps->stats ) ) + s->modelindex2 |= 1 << i; + } + } + + //TA: use powerups field to store team/class info: + s->powerups = ps->stats[ STAT_PTEAM ] | ( ps->stats[ STAT_PCLASS ] << 8 ); + + //TA: have to get the surfNormal thru somehow... + VectorCopy( ps->grapplePoint, s->angles2 ); + if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) + s->eFlags |= EF_WALLCLIMBCEILING; + + s->loopSound = ps->loopSound; + s->generic1 = ps->generic1; + + if( s->generic1 <= WPM_NONE || s->generic1 >= WPM_NUM_WEAPONMODES ) + s->generic1 = WPM_PRIMARY; +} + +/* +======================== +BG_UnpackAmmoArray + +Extract the ammo quantity from the array +======================== +*/ +void BG_UnpackAmmoArray( int weapon, int psAmmo[ ], int psAmmo2[ ], int *ammo, int *clips ) +{ + int ammoarray[ 32 ]; + int i; + + for( i = 0; i <= 15; i++ ) + ammoarray[ i ] = psAmmo[ i ]; + + for( i = 16; i <= 31; i++ ) + ammoarray[ i ] = psAmmo2[ i - 16 ]; + + if( ammo != NULL ) + *ammo = ammoarray[ weapon ] & 0x0FFF; + + if( clips != NULL ) + *clips = ( ammoarray[ weapon ] >> 12 ) & 0x0F; +} + +/* +======================== +BG_PackAmmoArray + +Pack the ammo quantity into the array +======================== +*/ +void BG_PackAmmoArray( int weapon, int psAmmo[ ], int psAmmo2[ ], int ammo, int clips ) +{ + int weaponvalue; + + weaponvalue = ammo | ( clips << 12 ); + + if( weapon <= 15 ) + psAmmo[ weapon ] = weaponvalue; + else if( weapon >= 16 ) + psAmmo2[ weapon - 16 ] = weaponvalue; +} + +/* +======================== +BG_WeaponIsFull + +Check if a weapon has full ammo +======================== +*/ +qboolean BG_WeaponIsFull( weapon_t weapon, int stats[ ], int psAmmo[ ], int psAmmo2[ ] ) +{ + int maxAmmo, maxClips; + int ammo, clips; + + BG_FindAmmoForWeapon( weapon, &maxAmmo, &maxClips ); + BG_UnpackAmmoArray( weapon, psAmmo, psAmmo2, &ammo, &clips ); + + if( BG_InventoryContainsUpgrade( UP_BATTPACK, stats ) ) + maxAmmo = (int)( (float)maxAmmo * BATTPACK_MODIFIER ); + + return ( maxAmmo == ammo ) && ( maxClips == clips ); +} + +/* +======================== +BG_AddWeaponToInventory + +Give a player a weapon +======================== +*/ +void BG_AddWeaponToInventory( int weapon, int stats[ ] ) +{ + int weaponList; + + weaponList = ( stats[ STAT_WEAPONS ] & 0x0000FFFF ) | ( ( stats[ STAT_WEAPONS2 ] << 16 ) & 0xFFFF0000 ); + + weaponList |= ( 1 << weapon ); + + stats[ STAT_WEAPONS ] = weaponList & 0x0000FFFF; + stats[ STAT_WEAPONS2 ] = ( weaponList & 0xFFFF0000 ) >> 16; + + if( stats[ STAT_SLOTS ] & BG_FindSlotsForWeapon( weapon ) ) + Com_Printf( S_COLOR_YELLOW "WARNING: Held items conflict with weapon %d\n", weapon ); + + stats[ STAT_SLOTS ] |= BG_FindSlotsForWeapon( weapon ); +} + +/* +======================== +BG_RemoveWeaponToInventory + +Take a weapon from a player +======================== +*/ +void BG_RemoveWeaponFromInventory( int weapon, int stats[ ] ) +{ + int weaponList; + + weaponList = ( stats[ STAT_WEAPONS ] & 0x0000FFFF ) | ( ( stats[ STAT_WEAPONS2 ] << 16 ) & 0xFFFF0000 ); + + weaponList &= ~( 1 << weapon ); + + stats[ STAT_WEAPONS ] = weaponList & 0x0000FFFF; + stats[ STAT_WEAPONS2 ] = ( weaponList & 0xFFFF0000 ) >> 16; + + stats[ STAT_SLOTS ] &= ~BG_FindSlotsForWeapon( weapon ); +} + +/* +======================== +BG_InventoryContainsWeapon + +Does the player hold a weapon? +======================== +*/ +qboolean BG_InventoryContainsWeapon( int weapon, int stats[ ] ) +{ + int weaponList; + + weaponList = ( stats[ STAT_WEAPONS ] & 0x0000FFFF ) | ( ( stats[ STAT_WEAPONS2 ] << 16 ) & 0xFFFF0000 ); + + return( weaponList & ( 1 << weapon ) ); +} + +/* +======================== +BG_AddUpgradeToInventory + +Give the player an upgrade +======================== +*/ +void BG_AddUpgradeToInventory( int item, int stats[ ] ) +{ + stats[ STAT_ITEMS ] |= ( 1 << item ); + + if( stats[ STAT_SLOTS ] & BG_FindSlotsForUpgrade( item ) ) + Com_Printf( S_COLOR_YELLOW "WARNING: Held items conflict with upgrade %d\n", item ); + + stats[ STAT_SLOTS ] |= BG_FindSlotsForUpgrade( item ); +} + +/* +======================== +BG_RemoveUpgradeFromInventory + +Take an upgrade from the player +======================== +*/ +void BG_RemoveUpgradeFromInventory( int item, int stats[ ] ) +{ + stats[ STAT_ITEMS ] &= ~( 1 << item ); + + stats[ STAT_SLOTS ] &= ~BG_FindSlotsForUpgrade( item ); +} + +/* +======================== +BG_InventoryContainsUpgrade + +Does the player hold an upgrade? +======================== +*/ +qboolean BG_InventoryContainsUpgrade( int item, int stats[ ] ) +{ + return( stats[ STAT_ITEMS ] & ( 1 << item ) ); +} + +/* +======================== +BG_ActivateUpgrade + +Activates an upgrade +======================== +*/ +void BG_ActivateUpgrade( int item, int stats[ ] ) +{ + stats[ STAT_ACTIVEITEMS ] |= ( 1 << item ); +} + +/* +======================== +BG_DeactivateUpgrade + +Deactivates an upgrade +======================== +*/ +void BG_DeactivateUpgrade( int item, int stats[ ] ) +{ + stats[ STAT_ACTIVEITEMS ] &= ~( 1 << item ); +} + +/* +======================== +BG_UpgradeIsActive + +Is this upgrade active? +======================== +*/ +qboolean BG_UpgradeIsActive( int item, int stats[ ] ) +{ + return( stats[ STAT_ACTIVEITEMS ] & ( 1 << item ) ); +} + +/* +=============== +BG_RotateAxis + +Shared axis rotation function +=============== +*/ +qboolean BG_RotateAxis( vec3_t surfNormal, vec3_t inAxis[ 3 ], + vec3_t outAxis[ 3 ], qboolean inverse, qboolean ceiling ) +{ + vec3_t refNormal = { 0.0f, 0.0f, 1.0f }; + vec3_t ceilingNormal = { 0.0f, 0.0f, -1.0f }; + vec3_t localNormal, xNormal; + float rotAngle; + + //the grapplePoint being a surfNormal rotation Normal hack... see above :) + if( ceiling ) + { + VectorCopy( ceilingNormal, localNormal ); + VectorCopy( surfNormal, xNormal ); + } + else + { + //cross the reference normal and the surface normal to get the rotation axis + VectorCopy( surfNormal, localNormal ); + CrossProduct( localNormal, refNormal, xNormal ); + VectorNormalize( xNormal ); + } + + //can't rotate with no rotation vector + if( VectorLength( xNormal ) != 0.0f ) + { + rotAngle = RAD2DEG( acos( DotProduct( localNormal, refNormal ) ) ); + + if( inverse ) + rotAngle = -rotAngle; + + AngleNormalize180( rotAngle ); + + //hmmm could get away with only one rotation and some clever stuff later... but i'm lazy + RotatePointAroundVector( outAxis[ 0 ], xNormal, inAxis[ 0 ], -rotAngle ); + RotatePointAroundVector( outAxis[ 1 ], xNormal, inAxis[ 1 ], -rotAngle ); + RotatePointAroundVector( outAxis[ 2 ], xNormal, inAxis[ 2 ], -rotAngle ); + } + else + return qfalse; + + return qtrue; +} + +/* +=============== +BG_PositionBuildableRelativeToPlayer + +Find a place to build a buildable +=============== +*/ +void BG_PositionBuildableRelativeToPlayer( const playerState_t *ps, + const vec3_t mins, const vec3_t maxs, + void (*trace)( trace_t *, const vec3_t, const vec3_t, + const vec3_t, const vec3_t, int, int ), + vec3_t outOrigin, vec3_t outAngles, trace_t *tr ) +{ + vec3_t forward, entityOrigin, targetOrigin; + vec3_t angles, playerOrigin, playerNormal; + float buildDist; + + if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) + { + if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) + VectorSet( playerNormal, 0.0f, 0.0f, -1.0f ); + else + VectorCopy( ps->grapplePoint, playerNormal ); + } + else + VectorSet( playerNormal, 0.0f, 0.0f, 1.0f ); + + VectorCopy( ps->viewangles, angles ); + VectorCopy( ps->origin, playerOrigin ); + buildDist = BG_FindBuildDistForClass( ps->stats[ STAT_PCLASS ] ); + + AngleVectors( angles, forward, NULL, NULL ); + ProjectPointOnPlane( forward, forward, playerNormal ); + VectorNormalize( forward ); + + VectorMA( playerOrigin, buildDist, forward, entityOrigin ); + + VectorCopy( entityOrigin, targetOrigin ); + + //so buildings can be placed facing slopes + VectorMA( entityOrigin, 32, playerNormal, entityOrigin ); + + //so buildings drop to floor + VectorMA( targetOrigin, -128, playerNormal, targetOrigin ); + + (*trace)( tr, entityOrigin, mins, maxs, targetOrigin, ps->clientNum, MASK_PLAYERSOLID ); + VectorCopy( tr->endpos, entityOrigin ); + VectorMA( entityOrigin, 0.1f, playerNormal, outOrigin ); + vectoangles( forward, outAngles ); +} + +/* +=============== +BG_GetValueOfHuman + +Returns the kills value of some human player +=============== +*/ +int BG_GetValueOfHuman( playerState_t *ps ) +{ + int i, worth = 0; + float portion; + + for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ ) + { + if( BG_InventoryContainsUpgrade( i, ps->stats ) ) + worth += BG_FindPriceForUpgrade( i ); + } + + for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ ) + { + if( BG_InventoryContainsWeapon( i, ps->stats ) ) + worth += BG_FindPriceForWeapon( i ); + } + + portion = worth / (float)HUMAN_MAXED; + + if( portion < 0.01f ) + portion = 0.01f; + else if( portion > 1.0f ) + portion = 1.0f; + + return ceil( ALIEN_MAX_SINGLE_KILLS * portion ); +} + +/* +=============== +atof_neg + +atof with an allowance for negative values +=============== +*/ +float atof_neg( char *token, qboolean allowNegative ) +{ + float value; + + value = atof( token ); + + if( !allowNegative && value < 0.0f ) + value = 1.0f; + + return value; +} + +/* +=============== +atoi_neg + +atoi with an allowance for negative values +=============== +*/ +int atoi_neg( char *token, qboolean allowNegative ) +{ + int value; + + value = atoi( token ); + + if( !allowNegative && value < 0 ) + value = 1; + + return value; +} + +/* +=============== +BG_ParseCSVEquipmentList +=============== +*/ +void BG_ParseCSVEquipmentList( const char *string, weapon_t *weapons, int weaponsSize, + upgrade_t *upgrades, int upgradesSize ) +{ + char buffer[ MAX_STRING_CHARS ]; + int i = 0, j = 0; + char *p, *q; + qboolean EOS = qfalse; + + Q_strncpyz( buffer, string, MAX_STRING_CHARS ); + + p = q = buffer; + + while( *p != '\0' ) + { + //skip to first , or EOS + while( *p != ',' && *p != '\0' ) + p++; + + if( *p == '\0' ) + EOS = qtrue; + + *p = '\0'; + + //strip leading whitespace + while( *q == ' ' ) + q++; + + if( weaponsSize ) + weapons[ i ] = BG_FindWeaponNumForName( q ); + + if( upgradesSize ) + upgrades[ j ] = BG_FindUpgradeNumForName( q ); + + if( weaponsSize && weapons[ i ] == WP_NONE && + upgradesSize && upgrades[ j ] == UP_NONE ) + Com_Printf( S_COLOR_YELLOW "WARNING: unknown equipment %s\n", q ); + else if( weaponsSize && weapons[ i ] != WP_NONE ) + i++; + else if( upgradesSize && upgrades[ j ] != UP_NONE ) + j++; + + if( !EOS ) + { + p++; + q = p; + } + else + break; + + if( i == ( weaponsSize - 1 ) || j == ( upgradesSize - 1 ) ) + break; + } + + if( weaponsSize ) + weapons[ i ] = WP_NONE; + + if( upgradesSize ) + upgrades[ j ] = UP_NONE; +} + +/* +=============== +BG_ParseCSVClassList +=============== +*/ +void BG_ParseCSVClassList( const char *string, pClass_t *classes, int classesSize ) +{ + char buffer[ MAX_STRING_CHARS ]; + int i = 0; + char *p, *q; + qboolean EOS = qfalse; + + Q_strncpyz( buffer, string, MAX_STRING_CHARS ); + + p = q = buffer; + + while( *p != '\0' ) + { + //skip to first , or EOS + while( *p != ',' && *p != '\0' ) + p++; + + if( *p == '\0' ) + EOS = qtrue; + + *p = '\0'; + + //strip leading whitespace + while( *q == ' ' ) + q++; + + classes[ i ] = BG_FindClassNumForName( q ); + + if( classes[ i ] == PCL_NONE ) + Com_Printf( S_COLOR_YELLOW "WARNING: unknown class %s\n", q ); + else + i++; + + if( !EOS ) + { + p++; + q = p; + } + else + break; + } + + classes[ i ] = PCL_NONE; +} + +/* +=============== +BG_ParseCSVBuildableList +=============== +*/ +void BG_ParseCSVBuildableList( const char *string, buildable_t *buildables, int buildablesSize ) +{ + char buffer[ MAX_STRING_CHARS ]; + int i = 0; + char *p, *q; + qboolean EOS = qfalse; + + Q_strncpyz( buffer, string, MAX_STRING_CHARS ); + + p = q = buffer; + + while( *p != '\0' ) + { + //skip to first , or EOS + while( *p != ',' && *p != '\0' ) + p++; + + if( *p == '\0' ) + EOS = qtrue; + + *p = '\0'; + + //strip leading whitespace + while( *q == ' ' ) + q++; + + buildables[ i ] = BG_FindClassNumForName( q ); + + if( buildables[ i ] == BA_NONE ) + Com_Printf( S_COLOR_YELLOW "WARNING: unknown buildable %s\n", q ); + else + i++; + + if( !EOS ) + { + p++; + q = p; + } + else + break; + } + + buildables[ i ] = BA_NONE; +} diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c new file mode 100644 index 00000000..88432f81 --- /dev/null +++ b/src/game/bg_pmove.c @@ -0,0 +1,3471 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// bg_pmove.c -- both games player movement code +// takes a playerstate and a usercmd as input and returns a modifed playerstate + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +#include "q_shared.h" +#include "bg_public.h" +#include "bg_local.h" + +pmove_t *pm; +pml_t pml; + +// movement parameters +float pm_stopspeed = 100.0f; +float pm_duckScale = 0.25f; +float pm_swimScale = 0.50f; +float pm_wadeScale = 0.70f; + +float pm_accelerate = 10.0f; +float pm_airaccelerate = 1.0f; +float pm_wateraccelerate = 4.0f; +float pm_flyaccelerate = 4.0f; + +float pm_friction = 6.0f; +float pm_waterfriction = 1.0f; +float pm_flightfriction = 6.0f; +float pm_spectatorfriction = 5.0f; + +int c_pmove = 0; + +/* +=============== +PM_AddEvent + +=============== +*/ +void PM_AddEvent( int newEvent ) +{ + BG_AddPredictableEventToPlayerstate( newEvent, 0, pm->ps ); +} + +/* +=============== +PM_AddTouchEnt +=============== +*/ +void PM_AddTouchEnt( int entityNum ) +{ + int i; + + if( entityNum == ENTITYNUM_WORLD ) + return; + + if( pm->numtouch == MAXTOUCH ) + return; + + // see if it is already added + for( i = 0 ; i < pm->numtouch ; i++ ) + { + if( pm->touchents[ i ] == entityNum ) + return; + } + + // add it + pm->touchents[ pm->numtouch ] = entityNum; + pm->numtouch++; +} + +/* +=================== +PM_StartTorsoAnim +=================== +*/ +static void PM_StartTorsoAnim( int anim ) +{ + if( pm->ps->pm_type >= PM_DEAD ) + return; + + pm->ps->torsoAnim = ( ( pm->ps->torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) + | anim; +} + +/* +=================== +PM_StartLegsAnim +=================== +*/ +static void PM_StartLegsAnim( int anim ) +{ + if( pm->ps->pm_type >= PM_DEAD ) + return; + + //legsTimer is clamped too tightly for nonsegmented models + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + { + if( pm->ps->legsTimer > 0 ) + return; // a high priority animation is running + } + else + { + if( pm->ps->torsoTimer > 0 ) + return; // a high priority animation is running + } + + pm->ps->legsAnim = ( ( pm->ps->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) + | anim; +} + +/* +=================== +PM_ContinueLegsAnim +=================== +*/ +static void PM_ContinueLegsAnim( int anim ) +{ + if( ( pm->ps->legsAnim & ~ANIM_TOGGLEBIT ) == anim ) + return; + + //legsTimer is clamped too tightly for nonsegmented models + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + { + if( pm->ps->legsTimer > 0 ) + return; // a high priority animation is running + } + else + { + if( pm->ps->torsoTimer > 0 ) + return; // a high priority animation is running + } + + PM_StartLegsAnim( anim ); +} + +/* +=================== +PM_ContinueTorsoAnim +=================== +*/ +static void PM_ContinueTorsoAnim( int anim ) +{ + if( ( pm->ps->torsoAnim & ~ANIM_TOGGLEBIT ) == anim ) + return; + + if( pm->ps->torsoTimer > 0 ) + return; // a high priority animation is running + + PM_StartTorsoAnim( anim ); +} + +/* +=================== +PM_ForceLegsAnim +=================== +*/ +static void PM_ForceLegsAnim( int anim ) +{ + //legsTimer is clamped too tightly for nonsegmented models + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + pm->ps->legsTimer = 0; + else + pm->ps->torsoTimer = 0; + + PM_StartLegsAnim( anim ); +} + + +/* +================== +PM_ClipVelocity + +Slide off of the impacting surface +================== +*/ +void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce ) +{ + float backoff; + float change; + int i; + + backoff = DotProduct( in, normal ); + + //Com_Printf( "%1.0f ", backoff ); + + if( backoff < 0 ) + backoff *= overbounce; + else + backoff /= overbounce; + + for( i = 0; i < 3; i++ ) + { + change = normal[ i ] * backoff; + //Com_Printf( "%1.0f ", change ); + out[ i ] = in[ i ] - change; + } + + //Com_Printf( " " ); +} + + +/* +================== +PM_Friction + +Handles both ground friction and water friction +================== +*/ +static void PM_Friction( void ) +{ + vec3_t vec; + float *vel; + float speed, newspeed, control; + float drop; + + vel = pm->ps->velocity; + + //TA: make sure vertical velocity is NOT set to zero when wall climbing + VectorCopy( vel, vec ); + if( pml.walking && !( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) ) + vec[ 2 ] = 0; // ignore slope movement + + speed = VectorLength( vec ); + + if( speed < 1 ) + { + vel[ 0 ] = 0; + vel[ 1 ] = 0; // allow sinking underwater + // FIXME: still have z friction underwater? + return; + } + + drop = 0; + + // apply ground friction + if( pm->waterlevel <= 1 ) + { + if( ( pml.walking || pml.ladder ) && !( pml.groundTrace.surfaceFlags & SURF_SLICK ) ) + { + // if getting knocked back, no friction + if( !( pm->ps->pm_flags & PMF_TIME_KNOCKBACK ) ) + { + float stopSpeed = BG_FindStopSpeedForClass( pm->ps->stats[ STAT_PCLASS ] ); + + control = speed < stopSpeed ? stopSpeed : speed; + drop += control * BG_FindFrictionForClass( pm->ps->stats[ STAT_PCLASS ] ) * pml.frametime; + } + } + } + + // apply water friction even if just wading + if( pm->waterlevel ) + drop += speed * pm_waterfriction * pm->waterlevel * pml.frametime; + + // apply flying friction + if( pm->ps->pm_type == PM_JETPACK ) + drop += speed * pm_flightfriction * pml.frametime; + + if( pm->ps->pm_type == PM_SPECTATOR ) + drop += speed * pm_spectatorfriction * pml.frametime; + + // scale the velocity + newspeed = speed - drop; + if( newspeed < 0 ) + newspeed = 0; + + newspeed /= speed; + + vel[ 0 ] = vel[ 0 ] * newspeed; + vel[ 1 ] = vel[ 1 ] * newspeed; + vel[ 2 ] = vel[ 2 ] * newspeed; +} + + +/* +============== +PM_Accelerate + +Handles user intended acceleration +============== +*/ +static void PM_Accelerate( vec3_t wishdir, float wishspeed, float accel ) +{ +#if 1 + // q2 style + int i; + float addspeed, accelspeed, currentspeed; + + currentspeed = DotProduct( pm->ps->velocity, wishdir ); + addspeed = wishspeed - currentspeed; + if( addspeed <= 0 ) + return; + + accelspeed = accel * pml.frametime * wishspeed; + if( accelspeed > addspeed ) + accelspeed = addspeed; + + for( i = 0; i < 3; i++ ) + pm->ps->velocity[ i ] += accelspeed * wishdir[ i ]; +#else + // proper way (avoids strafe jump maxspeed bug), but feels bad + vec3_t wishVelocity; + vec3_t pushDir; + float pushLen; + float canPush; + + VectorScale( wishdir, wishspeed, wishVelocity ); + VectorSubtract( wishVelocity, pm->ps->velocity, pushDir ); + pushLen = VectorNormalize( pushDir ); + + canPush = accel * pml.frametime * wishspeed; + if( canPush > pushLen ) + canPush = pushLen; + + VectorMA( pm->ps->velocity, canPush, pushDir, pm->ps->velocity ); +#endif +} + + + +/* +============ +PM_CmdScale + +Returns the scale factor to apply to cmd movements +This allows the clients to use axial -127 to 127 values for all directions +without getting a sqrt(2) distortion in speed. +============ +*/ +static float PM_CmdScale( usercmd_t *cmd ) +{ + int max; + float total; + float scale; + float modifier = 1.0f; + + if( pm->ps->stats[ STAT_PTEAM ] == PTE_HUMANS && pm->ps->pm_type == PM_NORMAL ) + { + if( pm->ps->stats[ STAT_STATE ] & SS_SPEEDBOOST ) + modifier *= HUMAN_SPRINT_MODIFIER; + else + modifier *= HUMAN_JOG_MODIFIER; + + if( cmd->forwardmove < 0 ) + { + //can't run backwards + modifier *= HUMAN_BACK_MODIFIER; + } + else if( cmd->rightmove ) + { + //can't move that fast sideways + modifier *= HUMAN_SIDE_MODIFIER; + } + + //must have +ve stamina to jump + if( pm->ps->stats[ STAT_STAMINA ] < 0 ) + cmd->upmove = 0; + + //slow down once stamina depletes + if( pm->ps->stats[ STAT_STAMINA ] <= -500 ) + modifier *= (float)( pm->ps->stats[ STAT_STAMINA ] + 1000 ) / 500.0f; + + if( pm->ps->stats[ STAT_STATE ] & SS_CREEPSLOWED ) + { + if( BG_InventoryContainsUpgrade( UP_LIGHTARMOUR, pm->ps->stats ) || + BG_InventoryContainsUpgrade( UP_BATTLESUIT, pm->ps->stats ) ) + modifier *= CREEP_ARMOUR_MODIFIER; + else + modifier *= CREEP_MODIFIER; + } + } + + if( pm->ps->weapon == WP_ALEVEL4 && pm->ps->pm_flags & PMF_CHARGE ) + modifier *= ( 1.0f + ( pm->ps->stats[ STAT_MISC ] / (float)LEVEL4_CHARGE_TIME ) * + ( LEVEL4_CHARGE_SPEED - 1.0f ) ); + + //slow player if charging up for a pounce + if( ( pm->ps->weapon == WP_ALEVEL3 || pm->ps->weapon == WP_ALEVEL3_UPG ) && + cmd->buttons & BUTTON_ATTACK2 ) + modifier *= LEVEL3_POUNCE_SPEED_MOD; + + //slow the player if slow locked + if( pm->ps->stats[ STAT_STATE ] & SS_SLOWLOCKED ) + modifier *= ABUILDER_BLOB_SPEED_MOD; + + if( pm->ps->pm_type == PM_GRABBED ) + modifier = 0.0f; + + if( pm->ps->pm_type != PM_SPECTATOR && pm->ps->pm_type != PM_NOCLIP ) + { + if( BG_FindJumpMagnitudeForClass( pm->ps->stats[ STAT_PCLASS ] ) == 0.0f ) + cmd->upmove = 0; + + //prevent speed distortions for non ducking classes + if( !( pm->ps->pm_flags & PMF_DUCKED ) && pm->ps->pm_type != PM_JETPACK && cmd->upmove < 0 ) + cmd->upmove = 0; + } + + max = abs( cmd->forwardmove ); + if( abs( cmd->rightmove ) > max ) + max = abs( cmd->rightmove ); + + if( abs( cmd->upmove ) > max ) + max = abs( cmd->upmove ); + + if( !max ) + return 0; + + total = sqrt( cmd->forwardmove * cmd->forwardmove + + cmd->rightmove * cmd->rightmove + cmd->upmove * cmd->upmove ); + + scale = (float)pm->ps->speed * max / ( 127.0 * total ) * modifier; + + return scale; +} + + +/* +================ +PM_SetMovementDir + +Determine the rotation of the legs reletive +to the facing dir +================ +*/ +static void PM_SetMovementDir( void ) +{ + if( pm->cmd.forwardmove || pm->cmd.rightmove ) + { + if( pm->cmd.rightmove == 0 && pm->cmd.forwardmove > 0 ) + pm->ps->movementDir = 0; + else if( pm->cmd.rightmove < 0 && pm->cmd.forwardmove > 0 ) + pm->ps->movementDir = 1; + else if( pm->cmd.rightmove < 0 && pm->cmd.forwardmove == 0 ) + pm->ps->movementDir = 2; + else if( pm->cmd.rightmove < 0 && pm->cmd.forwardmove < 0 ) + pm->ps->movementDir = 3; + else if( pm->cmd.rightmove == 0 && pm->cmd.forwardmove < 0 ) + pm->ps->movementDir = 4; + else if( pm->cmd.rightmove > 0 && pm->cmd.forwardmove < 0 ) + pm->ps->movementDir = 5; + else if( pm->cmd.rightmove > 0 && pm->cmd.forwardmove == 0 ) + pm->ps->movementDir = 6; + else if( pm->cmd.rightmove > 0 && pm->cmd.forwardmove > 0 ) + pm->ps->movementDir = 7; + } + else + { + // if they aren't actively going directly sideways, + // change the animation to the diagonal so they + // don't stop too crooked + if( pm->ps->movementDir == 2 ) + pm->ps->movementDir = 1; + else if( pm->ps->movementDir == 6 ) + pm->ps->movementDir = 7; + } +} + + +/* +============= +PM_CheckCharge +============= +*/ +static void PM_CheckCharge( void ) +{ + if( pm->ps->weapon != WP_ALEVEL4 ) + return; + + if( pm->cmd.buttons & BUTTON_ATTACK2 && + !( pm->ps->stats[ STAT_STATE ] & SS_CHARGING ) ) + { + pm->ps->pm_flags &= ~PMF_CHARGE; + return; + } + + if( pm->ps->stats[ STAT_MISC ] > 0 ) + pm->ps->pm_flags |= PMF_CHARGE; + else + pm->ps->pm_flags &= ~PMF_CHARGE; +} + +/* +============= +PM_CheckPounce +============= +*/ +static qboolean PM_CheckPounce( void ) +{ + if( pm->ps->weapon != WP_ALEVEL3 && + pm->ps->weapon != WP_ALEVEL3_UPG ) + return qfalse; + + if( pm->cmd.buttons & BUTTON_ATTACK2 ) + { + pm->ps->pm_flags &= ~PMF_CHARGE; + return qfalse; + } + + if( pm->ps->pm_flags & PMF_CHARGE ) + return qfalse; + + if( pm->ps->stats[ STAT_MISC ] == 0 ) + return qfalse; + + pml.groundPlane = qfalse; // jumping away + pml.walking = qfalse; + + pm->ps->pm_flags |= PMF_CHARGE; + + pm->ps->groundEntityNum = ENTITYNUM_NONE; + + VectorMA( pm->ps->velocity, pm->ps->stats[ STAT_MISC ], pml.forward, pm->ps->velocity ); + + PM_AddEvent( EV_JUMP ); + + if( pm->cmd.forwardmove >= 0 ) + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ForceLegsAnim( LEGS_JUMP ); + else + PM_ForceLegsAnim( NSPA_JUMP ); + + pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP; + } + else + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ForceLegsAnim( LEGS_JUMPB ); + else + PM_ForceLegsAnim( NSPA_JUMPBACK ); + + pm->ps->pm_flags |= PMF_BACKWARDS_JUMP; + } + + return qtrue; +} + +/* +============= +PM_CheckWallJump +============= +*/ +static qboolean PM_CheckWallJump( void ) +{ + vec3_t dir, forward, right; + vec3_t refNormal = { 0.0f, 0.0f, 1.0f }; + float normalFraction = 1.5f; + float cmdFraction = 1.0f; + float upFraction = 1.5f; + + if( pm->ps->pm_flags & PMF_RESPAWNED ) + return qfalse; // don't allow jump until all buttons are up + + if( pm->cmd.upmove < 10 ) + // not holding jump + return qfalse; + + if( pm->ps->pm_flags & PMF_TIME_WALLJUMP ) + return qfalse; + + // must wait for jump to be released + if( pm->ps->pm_flags & PMF_JUMP_HELD && + pm->ps->grapplePoint[ 2 ] == 1.0f ) + { + // clear upmove so cmdscale doesn't lower running speed + pm->cmd.upmove = 0; + return qfalse; + } + + pm->ps->pm_flags |= PMF_TIME_WALLJUMP; + pm->ps->pm_time = 200; + + pml.groundPlane = qfalse; // jumping away + pml.walking = qfalse; + pm->ps->pm_flags |= PMF_JUMP_HELD; + + pm->ps->groundEntityNum = ENTITYNUM_NONE; + + ProjectPointOnPlane( forward, pml.forward, pm->ps->grapplePoint ); + ProjectPointOnPlane( right, pml.right, pm->ps->grapplePoint ); + + VectorScale( pm->ps->grapplePoint, normalFraction, dir ); + + if( pm->cmd.forwardmove > 0 ) + VectorMA( dir, cmdFraction, forward, dir ); + else if( pm->cmd.forwardmove < 0 ) + VectorMA( dir, -cmdFraction, forward, dir ); + + if( pm->cmd.rightmove > 0 ) + VectorMA( dir, cmdFraction, right, dir ); + else if( pm->cmd.rightmove < 0 ) + VectorMA( dir, -cmdFraction, right, dir ); + + VectorMA( dir, upFraction, refNormal, dir ); + VectorNormalize( dir ); + + VectorMA( pm->ps->velocity, BG_FindJumpMagnitudeForClass( pm->ps->stats[ STAT_PCLASS ] ), + dir, pm->ps->velocity ); + + //for a long run of wall jumps the velocity can get pretty large, this caps it + if( VectorLength( pm->ps->velocity ) > LEVEL2_WALLJUMP_MAXSPEED ) + { + VectorNormalize( pm->ps->velocity ); + VectorScale( pm->ps->velocity, LEVEL2_WALLJUMP_MAXSPEED, pm->ps->velocity ); + } + + PM_AddEvent( EV_JUMP ); + + if( pm->cmd.forwardmove >= 0 ) + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ForceLegsAnim( LEGS_JUMP ); + else + PM_ForceLegsAnim( NSPA_JUMP ); + + pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP; + } + else + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ForceLegsAnim( LEGS_JUMPB ); + else + PM_ForceLegsAnim( NSPA_JUMPBACK ); + + pm->ps->pm_flags |= PMF_BACKWARDS_JUMP; + } + + return qtrue; +} + +/* +============= +PM_CheckJump +============= +*/ +static qboolean PM_CheckJump( void ) +{ + if( BG_FindJumpMagnitudeForClass( pm->ps->stats[ STAT_PCLASS ] ) == 0.0f ) + return qfalse; + + if( BG_ClassHasAbility( pm->ps->stats[ STAT_PCLASS ], SCA_WALLJUMPER ) ) + return PM_CheckWallJump( ); + + //can't jump and pounce at the same time + if( ( pm->ps->weapon == WP_ALEVEL3 || + pm->ps->weapon == WP_ALEVEL3_UPG ) && + pm->ps->stats[ STAT_MISC ] > 0 ) + return qfalse; + + //can't jump and charge at the same time + if( ( pm->ps->weapon == WP_ALEVEL4 ) && + pm->ps->stats[ STAT_MISC ] > 0 ) + return qfalse; + + if( ( pm->ps->stats[ STAT_PTEAM ] == PTE_HUMANS ) && + ( pm->ps->stats[ STAT_STAMINA ] < 0 ) ) + return qfalse; + + if( pm->ps->pm_flags & PMF_RESPAWNED ) + return qfalse; // don't allow jump until all buttons are up + + if( pm->cmd.upmove < 10 ) + // not holding jump + return qfalse; + + //can't jump whilst grabbed + if( pm->ps->pm_type == PM_GRABBED ) + { + pm->cmd.upmove = 0; + return qfalse; + } + + // must wait for jump to be released + if( pm->ps->pm_flags & PMF_JUMP_HELD ) + { + // clear upmove so cmdscale doesn't lower running speed + pm->cmd.upmove = 0; + return qfalse; + } + + pml.groundPlane = qfalse; // jumping away + pml.walking = qfalse; + pm->ps->pm_flags |= PMF_JUMP_HELD; + + //TA: take some stamina off + if( pm->ps->stats[ STAT_PTEAM ] == PTE_HUMANS ) + pm->ps->stats[ STAT_STAMINA ] -= 500; + + pm->ps->groundEntityNum = ENTITYNUM_NONE; + + //TA: jump away from wall + if( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) + { + vec3_t normal = { 0, 0, -1 }; + + if( !( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) ) + VectorCopy( pm->ps->grapplePoint, normal ); + + VectorMA( pm->ps->velocity, BG_FindJumpMagnitudeForClass( pm->ps->stats[ STAT_PCLASS ] ), + normal, pm->ps->velocity ); + } + else + pm->ps->velocity[ 2 ] = BG_FindJumpMagnitudeForClass( pm->ps->stats[ STAT_PCLASS ] ); + + PM_AddEvent( EV_JUMP ); + + if( pm->cmd.forwardmove >= 0 ) + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ForceLegsAnim( LEGS_JUMP ); + else + PM_ForceLegsAnim( NSPA_JUMP ); + + pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP; + } + else + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ForceLegsAnim( LEGS_JUMPB ); + else + PM_ForceLegsAnim( NSPA_JUMPBACK ); + + pm->ps->pm_flags |= PMF_BACKWARDS_JUMP; + } + + return qtrue; +} + +/* +============= +PM_CheckWaterJump +============= +*/ +static qboolean PM_CheckWaterJump( void ) +{ + vec3_t spot; + int cont; + vec3_t flatforward; + + if( pm->ps->pm_time ) + return qfalse; + + // check for water jump + if( pm->waterlevel != 2 ) + return qfalse; + + flatforward[ 0 ] = pml.forward[ 0 ]; + flatforward[ 1 ] = pml.forward[ 1 ]; + flatforward[ 2 ] = 0; + VectorNormalize( flatforward ); + + VectorMA( pm->ps->origin, 30, flatforward, spot ); + spot[ 2 ] += 4; + cont = pm->pointcontents( spot, pm->ps->clientNum ); + + if( !( cont & CONTENTS_SOLID ) ) + return qfalse; + + spot[ 2 ] += 16; + cont = pm->pointcontents( spot, pm->ps->clientNum ); + + if( cont ) + return qfalse; + + // jump out of water + VectorScale( pml.forward, 200, pm->ps->velocity ); + pm->ps->velocity[ 2 ] = 350; + + pm->ps->pm_flags |= PMF_TIME_WATERJUMP; + pm->ps->pm_time = 2000; + + return qtrue; +} + +//============================================================================ + + +/* +=================== +PM_WaterJumpMove + +Flying out of the water +=================== +*/ +static void PM_WaterJumpMove( void ) +{ + // waterjump has no control, but falls + + PM_StepSlideMove( qtrue, qfalse ); + + pm->ps->velocity[ 2 ] -= pm->ps->gravity * pml.frametime; + if( pm->ps->velocity[ 2 ] < 0 ) + { + // cancel as soon as we are falling down again + pm->ps->pm_flags &= ~PMF_ALL_TIMES; + pm->ps->pm_time = 0; + } +} + +/* +=================== +PM_WaterMove + +=================== +*/ +static void PM_WaterMove( void ) +{ + int i; + vec3_t wishvel; + float wishspeed; + vec3_t wishdir; + float scale; + float vel; + + if( PM_CheckWaterJump( ) ) + { + PM_WaterJumpMove(); + return; + } +#if 0 + // jump = head for surface + if ( pm->cmd.upmove >= 10 ) { + if (pm->ps->velocity[2] > -300) { + if ( pm->watertype == CONTENTS_WATER ) { + pm->ps->velocity[2] = 100; + } else if (pm->watertype == CONTENTS_SLIME) { + pm->ps->velocity[2] = 80; + } else { + pm->ps->velocity[2] = 50; + } + } + } +#endif + PM_Friction( ); + + scale = PM_CmdScale( &pm->cmd ); + // + // user intentions + // + if( !scale ) + { + wishvel[ 0 ] = 0; + wishvel[ 1 ] = 0; + wishvel[ 2 ] = -60; // sink towards bottom + } + else + { + for( i = 0; i < 3; i++ ) + wishvel[ i ] = scale * pml.forward[ i ] * pm->cmd.forwardmove + scale * pml.right[ i ] * pm->cmd.rightmove; + + wishvel[ 2 ] += scale * pm->cmd.upmove; + } + + VectorCopy( wishvel, wishdir ); + wishspeed = VectorNormalize( wishdir ); + + if( wishspeed > pm->ps->speed * pm_swimScale ) + wishspeed = pm->ps->speed * pm_swimScale; + + PM_Accelerate( wishdir, wishspeed, pm_wateraccelerate ); + + // make sure we can go up slopes easily under water + if( pml.groundPlane && DotProduct( pm->ps->velocity, pml.groundTrace.plane.normal ) < 0 ) + { + vel = VectorLength( pm->ps->velocity ); + // slide along the ground plane + PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal, + pm->ps->velocity, OVERCLIP ); + + VectorNormalize( pm->ps->velocity ); + VectorScale( pm->ps->velocity, vel, pm->ps->velocity ); + } + + PM_SlideMove( qfalse ); +} + +/* +=================== +PM_JetPackMove + +Only with the jetpack +=================== +*/ +static void PM_JetPackMove( void ) +{ + int i; + vec3_t wishvel; + float wishspeed; + vec3_t wishdir; + float scale; + + //normal slowdown + PM_Friction( ); + + scale = PM_CmdScale( &pm->cmd ); + + // user intentions + for( i = 0; i < 2; i++ ) + wishvel[ i ] = scale * pml.forward[ i ] * pm->cmd.forwardmove + scale * pml.right[ i ] * pm->cmd.rightmove; + + if( pm->cmd.upmove > 0.0f ) + wishvel[ 2 ] = JETPACK_FLOAT_SPEED; + if( pm->cmd.upmove < 0.0f ) + wishvel[ 2 ] = -JETPACK_SINK_SPEED; + + VectorCopy( wishvel, wishdir ); + wishspeed = VectorNormalize( wishdir ); + + PM_Accelerate( wishdir, wishspeed, pm_flyaccelerate ); + + PM_StepSlideMove( qfalse, qfalse ); + + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ContinueLegsAnim( LEGS_LAND ); + else + PM_ContinueLegsAnim( NSPA_LAND ); +} + + + + +/* +=================== +PM_FlyMove + +Only with the flight powerup +=================== +*/ +static void PM_FlyMove( void ) +{ + int i; + vec3_t wishvel; + float wishspeed; + vec3_t wishdir; + float scale; + + // normal slowdown + PM_Friction( ); + + scale = PM_CmdScale( &pm->cmd ); + // + // user intentions + // + if( !scale ) + { + wishvel[ 0 ] = 0; + wishvel[ 1 ] = 0; + wishvel[ 2 ] = 0; + } + else + { + for( i = 0; i < 3; i++ ) + wishvel[ i ] = scale * pml.forward[ i ] * pm->cmd.forwardmove + scale * pml.right[ i ] * pm->cmd.rightmove; + + wishvel[ 2 ] += scale * pm->cmd.upmove; + } + + VectorCopy( wishvel, wishdir ); + wishspeed = VectorNormalize( wishdir ); + + PM_Accelerate( wishdir, wishspeed, pm_flyaccelerate ); + + PM_StepSlideMove( qfalse, qfalse ); +} + + +/* +=================== +PM_AirMove + +=================== +*/ +static void PM_AirMove( void ) +{ + int i; + vec3_t wishvel; + float fmove, smove; + vec3_t wishdir; + float wishspeed; + float scale; + usercmd_t cmd; + + PM_Friction( ); + + fmove = pm->cmd.forwardmove; + smove = pm->cmd.rightmove; + + cmd = pm->cmd; + scale = PM_CmdScale( &cmd ); + + // set the movementDir so clients can rotate the legs for strafing + PM_SetMovementDir( ); + + // project moves down to flat plane + pml.forward[ 2 ] = 0; + pml.right[ 2 ] = 0; + VectorNormalize( pml.forward ); + VectorNormalize( pml.right ); + + for( i = 0; i < 2; i++ ) + wishvel[ i ] = pml.forward[ i ] * fmove + pml.right[ i ] * smove; + + wishvel[ 2 ] = 0; + + VectorCopy( wishvel, wishdir ); + wishspeed = VectorNormalize( wishdir ); + wishspeed *= scale; + + // not on ground, so little effect on velocity + PM_Accelerate( wishdir, wishspeed, + BG_FindAirAccelerationForClass( pm->ps->stats[ STAT_PCLASS ] ) ); + + // we may have a ground plane that is very steep, even + // though we don't have a groundentity + // slide along the steep plane + if( pml.groundPlane ) + PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal, + pm->ps->velocity, OVERCLIP ); + + PM_StepSlideMove( qtrue, qfalse ); +} + +/* +=================== +PM_ClimbMove + +=================== +*/ +static void PM_ClimbMove( void ) +{ + int i; + vec3_t wishvel; + float fmove, smove; + vec3_t wishdir; + float wishspeed; + float scale; + usercmd_t cmd; + float accelerate; + float vel; + + if( pm->waterlevel > 2 && DotProduct( pml.forward, pml.groundTrace.plane.normal ) > 0 ) + { + // begin swimming + PM_WaterMove( ); + return; + } + + + if( PM_CheckJump( ) || PM_CheckPounce( ) ) + { + // jumped away + if( pm->waterlevel > 1 ) + PM_WaterMove( ); + else + PM_AirMove( ); + + return; + } + + PM_Friction( ); + + fmove = pm->cmd.forwardmove; + smove = pm->cmd.rightmove; + + cmd = pm->cmd; + scale = PM_CmdScale( &cmd ); + + // set the movementDir so clients can rotate the legs for strafing + PM_SetMovementDir( ); + + // project the forward and right directions onto the ground plane + PM_ClipVelocity( pml.forward, pml.groundTrace.plane.normal, pml.forward, OVERCLIP ); + PM_ClipVelocity( pml.right, pml.groundTrace.plane.normal, pml.right, OVERCLIP ); + // + VectorNormalize( pml.forward ); + VectorNormalize( pml.right ); + + for( i = 0; i < 3; i++ ) + wishvel[ i ] = pml.forward[ i ] * fmove + pml.right[ i ] * smove; + + // when going up or down slopes the wish velocity should Not be zero +// wishvel[2] = 0; + + VectorCopy( wishvel, wishdir ); + wishspeed = VectorNormalize( wishdir ); + wishspeed *= scale; + + // clamp the speed lower if ducking + if( pm->ps->pm_flags & PMF_DUCKED ) + { + if( wishspeed > pm->ps->speed * pm_duckScale ) + wishspeed = pm->ps->speed * pm_duckScale; + } + + // clamp the speed lower if wading or walking on the bottom + if( pm->waterlevel ) + { + float waterScale; + + waterScale = pm->waterlevel / 3.0; + waterScale = 1.0 - ( 1.0 - pm_swimScale ) * waterScale; + if( wishspeed > pm->ps->speed * waterScale ) + wishspeed = pm->ps->speed * waterScale; + } + + // when a player gets hit, they temporarily lose + // full control, which allows them to be moved a bit + if( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || pm->ps->pm_flags & PMF_TIME_KNOCKBACK ) + accelerate = BG_FindAirAccelerationForClass( pm->ps->stats[ STAT_PCLASS ] ); + else + accelerate = BG_FindAccelerationForClass( pm->ps->stats[ STAT_PCLASS ] ); + + PM_Accelerate( wishdir, wishspeed, accelerate ); + + if( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || pm->ps->pm_flags & PMF_TIME_KNOCKBACK ) + pm->ps->velocity[ 2 ] -= pm->ps->gravity * pml.frametime; + + vel = VectorLength( pm->ps->velocity ); + + // slide along the ground plane + PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal, + pm->ps->velocity, OVERCLIP ); + + // don't decrease velocity when going up or down a slope + VectorNormalize( pm->ps->velocity ); + VectorScale( pm->ps->velocity, vel, pm->ps->velocity ); + + // don't do anything if standing still + if( !pm->ps->velocity[ 0 ] && !pm->ps->velocity[ 1 ] && !pm->ps->velocity[ 2 ] ) + return; + + PM_StepSlideMove( qfalse, qfalse ); +} + + +/* +=================== +PM_WalkMove + +=================== +*/ +static void PM_WalkMove( void ) +{ + int i; + vec3_t wishvel; + float fmove, smove; + vec3_t wishdir; + float wishspeed; + float scale; + usercmd_t cmd; + float accelerate; + float vel; + + if( pm->waterlevel > 2 && DotProduct( pml.forward, pml.groundTrace.plane.normal ) > 0 ) + { + // begin swimming + PM_WaterMove( ); + return; + } + + + if( PM_CheckJump( ) || PM_CheckPounce( ) ) + { + // jumped away + if( pm->waterlevel > 1 ) + PM_WaterMove( ); + else + PM_AirMove( ); + + return; + } + + //charging + PM_CheckCharge( ); + + PM_Friction( ); + + fmove = pm->cmd.forwardmove; + smove = pm->cmd.rightmove; + + cmd = pm->cmd; + scale = PM_CmdScale( &cmd ); + + // set the movementDir so clients can rotate the legs for strafing + PM_SetMovementDir( ); + + // project moves down to flat plane + pml.forward[ 2 ] = 0; + pml.right[ 2 ] = 0; + + // project the forward and right directions onto the ground plane + PM_ClipVelocity( pml.forward, pml.groundTrace.plane.normal, pml.forward, OVERCLIP ); + PM_ClipVelocity( pml.right, pml.groundTrace.plane.normal, pml.right, OVERCLIP ); + // + VectorNormalize( pml.forward ); + VectorNormalize( pml.right ); + + for( i = 0; i < 3; i++ ) + wishvel[ i ] = pml.forward[ i ] * fmove + pml.right[ i ] * smove; + + // when going up or down slopes the wish velocity should Not be zero +// wishvel[2] = 0; + + VectorCopy( wishvel, wishdir ); + wishspeed = VectorNormalize( wishdir ); + wishspeed *= scale; + + // clamp the speed lower if ducking + if( pm->ps->pm_flags & PMF_DUCKED ) + { + if( wishspeed > pm->ps->speed * pm_duckScale ) + wishspeed = pm->ps->speed * pm_duckScale; + } + + // clamp the speed lower if wading or walking on the bottom + if( pm->waterlevel ) + { + float waterScale; + + waterScale = pm->waterlevel / 3.0; + waterScale = 1.0 - ( 1.0 - pm_swimScale ) * waterScale; + if( wishspeed > pm->ps->speed * waterScale ) + wishspeed = pm->ps->speed * waterScale; + } + + // when a player gets hit, they temporarily lose + // full control, which allows them to be moved a bit + if( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || pm->ps->pm_flags & PMF_TIME_KNOCKBACK ) + accelerate = BG_FindAirAccelerationForClass( pm->ps->stats[ STAT_PCLASS ] ); + else + accelerate = BG_FindAccelerationForClass( pm->ps->stats[ STAT_PCLASS ] ); + + PM_Accelerate( wishdir, wishspeed, accelerate ); + + //Com_Printf("velocity = %1.1f %1.1f %1.1f\n", pm->ps->velocity[0], pm->ps->velocity[1], pm->ps->velocity[2]); + //Com_Printf("velocity1 = %1.1f\n", VectorLength(pm->ps->velocity)); + + if( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || pm->ps->pm_flags & PMF_TIME_KNOCKBACK ) + pm->ps->velocity[ 2 ] -= pm->ps->gravity * pml.frametime; + else + { + // don't reset the z velocity for slopes +// pm->ps->velocity[2] = 0; + } + + vel = VectorLength( pm->ps->velocity ); + + // slide along the ground plane + PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal, + pm->ps->velocity, OVERCLIP ); + + // don't decrease velocity when going up or down a slope + VectorNormalize( pm->ps->velocity ); + VectorScale( pm->ps->velocity, vel, pm->ps->velocity ); + + // don't do anything if standing still + if( !pm->ps->velocity[ 0 ] && !pm->ps->velocity[ 1 ] ) + return; + + PM_StepSlideMove( qfalse, qfalse ); + + //Com_Printf("velocity2 = %1.1f\n", VectorLength(pm->ps->velocity)); + +} + + +/* +=================== +PM_LadderMove + +Basically a rip of PM_WaterMove with a few changes +=================== +*/ +static void PM_LadderMove( void ) +{ + int i; + vec3_t wishvel; + float wishspeed; + vec3_t wishdir; + float scale; + float vel; + + PM_Friction( ); + + scale = PM_CmdScale( &pm->cmd ); + + for( i = 0; i < 3; i++ ) + wishvel[ i ] = scale * pml.forward[ i ] * pm->cmd.forwardmove + scale * pml.right[ i ] * pm->cmd.rightmove; + + wishvel[ 2 ] += scale * pm->cmd.upmove; + + VectorCopy( wishvel, wishdir ); + wishspeed = VectorNormalize( wishdir ); + + if( wishspeed > pm->ps->speed * pm_swimScale ) + wishspeed = pm->ps->speed * pm_swimScale; + + PM_Accelerate( wishdir, wishspeed, pm_accelerate ); + + //slanty ladders + if( pml.groundPlane && DotProduct( pm->ps->velocity, pml.groundTrace.plane.normal ) < 0.0f ) + { + vel = VectorLength( pm->ps->velocity ); + + // slide along the ground plane + PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal, + pm->ps->velocity, OVERCLIP ); + + VectorNormalize( pm->ps->velocity ); + VectorScale( pm->ps->velocity, vel, pm->ps->velocity ); + } + + PM_SlideMove( qfalse ); +} + + +/* +============= +PM_CheckLadder + +Check to see if the player is on a ladder or not +============= +*/ +static void PM_CheckLadder( void ) +{ + vec3_t forward, end; + trace_t trace; + + //test if class can use ladders + if( !BG_ClassHasAbility( pm->ps->stats[ STAT_PCLASS ], SCA_CANUSELADDERS ) ) + { + pml.ladder = qfalse; + return; + } + + VectorCopy( pml.forward, forward ); + forward[ 2 ] = 0.0f; + + VectorMA( pm->ps->origin, 1.0f, forward, end ); + + pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, end, pm->ps->clientNum, MASK_PLAYERSOLID ); + + if( ( trace.fraction < 1.0f ) && ( trace.surfaceFlags & SURF_LADDER ) ) + pml.ladder = qtrue; + else + pml.ladder = qfalse; +} + + +/* +============== +PM_DeadMove +============== +*/ +static void PM_DeadMove( void ) +{ + float forward; + + if( !pml.walking ) + return; + + // extra friction + + forward = VectorLength( pm->ps->velocity ); + forward -= 20; + + if( forward <= 0 ) + VectorClear( pm->ps->velocity ); + else + { + VectorNormalize( pm->ps->velocity ); + VectorScale( pm->ps->velocity, forward, pm->ps->velocity ); + } +} + + +/* +=============== +PM_NoclipMove +=============== +*/ +static void PM_NoclipMove( void ) +{ + float speed, drop, friction, control, newspeed; + int i; + vec3_t wishvel; + float fmove, smove; + vec3_t wishdir; + float wishspeed; + float scale; + + pm->ps->viewheight = DEFAULT_VIEWHEIGHT; + + // friction + + speed = VectorLength( pm->ps->velocity ); + + if( speed < 1 ) + { + VectorCopy( vec3_origin, pm->ps->velocity ); + } + else + { + drop = 0; + + friction = pm_friction * 1.5; // extra friction + control = speed < pm_stopspeed ? pm_stopspeed : speed; + drop += control * friction * pml.frametime; + + // scale the velocity + newspeed = speed - drop; + + if( newspeed < 0 ) + newspeed = 0; + + newspeed /= speed; + + VectorScale( pm->ps->velocity, newspeed, pm->ps->velocity ); + } + + // accelerate + scale = PM_CmdScale( &pm->cmd ); + + fmove = pm->cmd.forwardmove; + smove = pm->cmd.rightmove; + + for( i = 0; i < 3; i++ ) + wishvel[ i ] = pml.forward[ i ] * fmove + pml.right[ i ] * smove; + + wishvel[ 2 ] += pm->cmd.upmove; + + VectorCopy( wishvel, wishdir ); + wishspeed = VectorNormalize( wishdir ); + wishspeed *= scale; + + PM_Accelerate( wishdir, wishspeed, pm_accelerate ); + + // move + VectorMA( pm->ps->origin, pml.frametime, pm->ps->velocity, pm->ps->origin ); +} + +//============================================================================ + +/* +================ +PM_FootstepForSurface + +Returns an event number apropriate for the groundsurface +================ +*/ +static int PM_FootstepForSurface( void ) +{ + //TA: + if( pm->ps->stats[ STAT_STATE ] & SS_CREEPSLOWED ) + return EV_FOOTSTEP_SQUELCH; + + if( pml.groundTrace.surfaceFlags & SURF_NOSTEPS ) + return 0; + + if( pml.groundTrace.surfaceFlags & SURF_METALSTEPS ) + return EV_FOOTSTEP_METAL; + + return EV_FOOTSTEP; +} + + +/* +================= +PM_CrashLand + +Check for hard landings that generate sound events +================= +*/ +static void PM_CrashLand( void ) +{ + float delta; + float dist; + float vel, acc; + float t; + float a, b, c, den; + + // decide which landing animation to use + if( pm->ps->pm_flags & PMF_BACKWARDS_JUMP ) + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ForceLegsAnim( LEGS_LANDB ); + else + PM_ForceLegsAnim( NSPA_LANDBACK ); + } + else + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ForceLegsAnim( LEGS_LAND ); + else + PM_ForceLegsAnim( NSPA_LAND ); + } + + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + pm->ps->legsTimer = TIMER_LAND; + else + pm->ps->torsoTimer = TIMER_LAND; + + // calculate the exact velocity on landing + dist = pm->ps->origin[ 2 ] - pml.previous_origin[ 2 ]; + vel = pml.previous_velocity[ 2 ]; + acc = -pm->ps->gravity; + + a = acc / 2; + b = vel; + c = -dist; + + den = b * b - 4 * a * c; + if( den < 0 ) + return; + + t = (-b - sqrt( den ) ) / ( 2 * a ); + + delta = vel + t * acc; + delta = delta*delta * 0.0001; + + // ducking while falling doubles damage + if( pm->ps->pm_flags & PMF_DUCKED ) + delta *= 2; + + // never take falling damage if completely underwater + if( pm->waterlevel == 3 ) + return; + + // reduce falling damage if there is standing water + if( pm->waterlevel == 2 ) + delta *= 0.25; + + if( pm->waterlevel == 1 ) + delta *= 0.5; + + if( delta < 1 ) + return; + + // create a local entity event to play the sound + + // SURF_NODAMAGE is used for bounce pads where you don't ever + // want to take damage or play a crunch sound + if( !( pml.groundTrace.surfaceFlags & SURF_NODAMAGE ) ) + { + pm->ps->stats[ STAT_FALLDIST ] = delta; + + if( delta > AVG_FALL_DISTANCE ) + { + PM_AddEvent( EV_FALL_FAR ); + } + else if( delta > MIN_FALL_DISTANCE ) + { + // this is a pain grunt, so don't play it if dead + if( pm->ps->stats[STAT_HEALTH] > 0 ) + PM_AddEvent( EV_FALL_MEDIUM ); + } + else + { + if( delta > 7 ) + PM_AddEvent( EV_FALL_SHORT ); + else + PM_AddEvent( PM_FootstepForSurface( ) ); + } + } + + // start footstep cycle over + pm->ps->bobCycle = 0; +} + + +/* +============= +PM_CorrectAllSolid +============= +*/ +static int PM_CorrectAllSolid( trace_t *trace ) +{ + int i, j, k; + vec3_t point; + + if( pm->debugLevel ) + Com_Printf("%i:allsolid\n", c_pmove); + + // jitter around + for( i = -1; i <= 1; i++ ) + { + for( j = -1; j <= 1; j++ ) + { + for( k = -1; k <= 1; k++ ) + { + VectorCopy( pm->ps->origin, point ); + point[ 0 ] += (float)i; + point[ 1 ] += (float)j; + point[ 2 ] += (float)k; + pm->trace( trace, point, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask ); + + if( !trace->allsolid ) + { + point[ 0 ] = pm->ps->origin[ 0 ]; + point[ 1 ] = pm->ps->origin[ 1 ]; + point[ 2 ] = pm->ps->origin[ 2 ] - 0.25; + + pm->trace( trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask ); + pml.groundTrace = *trace; + return qtrue; + } + } + } + } + + pm->ps->groundEntityNum = ENTITYNUM_NONE; + pml.groundPlane = qfalse; + pml.walking = qfalse; + + return qfalse; +} + + +/* +============= +PM_GroundTraceMissed + +The ground trace didn't hit a surface, so we are in freefall +============= +*/ +static void PM_GroundTraceMissed( void ) +{ + trace_t trace; + vec3_t point; + + if( pm->ps->groundEntityNum != ENTITYNUM_NONE ) + { + // we just transitioned into freefall + if( pm->debugLevel ) + Com_Printf( "%i:lift\n", c_pmove ); + + // if they aren't in a jumping animation and the ground is a ways away, force into it + // if we didn't do the trace, the player would be backflipping down staircases + VectorCopy( pm->ps->origin, point ); + point[ 2 ] -= 64.0f; + + pm->trace( &trace, pm->ps->origin, NULL, NULL, point, pm->ps->clientNum, pm->tracemask ); + if( trace.fraction == 1.0f ) + { + if( pm->cmd.forwardmove >= 0 ) + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ForceLegsAnim( LEGS_JUMP ); + else + PM_ForceLegsAnim( NSPA_JUMP ); + + pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP; + } + else + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ForceLegsAnim( LEGS_JUMPB ); + else + PM_ForceLegsAnim( NSPA_JUMPBACK ); + + pm->ps->pm_flags |= PMF_BACKWARDS_JUMP; + } + } + } + + if( BG_ClassHasAbility( pm->ps->stats[ STAT_PCLASS ], SCA_TAKESFALLDAMAGE ) ) + { + if( pm->ps->velocity[ 2 ] < FALLING_THRESHOLD && pml.previous_velocity[ 2 ] >= FALLING_THRESHOLD ) + PM_AddEvent( EV_FALLING ); + } + + pm->ps->groundEntityNum = ENTITYNUM_NONE; + pml.groundPlane = qfalse; + pml.walking = qfalse; +} + + +/* +============= +PM_GroundClimbTrace +============= +*/ +static void PM_GroundClimbTrace( void ) +{ + vec3_t surfNormal, movedir, lookdir, point; + vec3_t refNormal = { 0.0f, 0.0f, 1.0f }; + vec3_t ceilingNormal = { 0.0f, 0.0f, -1.0f }; + vec3_t toAngles, surfAngles; + trace_t trace; + int i; + + //used for delta correction + vec3_t traceCROSSsurf, traceCROSSref, surfCROSSref; + float traceDOTsurf, traceDOTref, surfDOTref, rTtDOTrTsTt; + float traceANGsurf, traceANGref, surfANGref; + vec3_t horizontal = { 1.0f, 0.0f, 0.0f }; //arbituary vector perpendicular to refNormal + vec3_t refTOtrace, refTOsurfTOtrace, tempVec; + int rTtANGrTsTt; + float ldDOTtCs, d; + vec3_t abc; + + //TA: If we're on the ceiling then grapplePoint is a rotation normal.. otherwise its a surface normal. + // would have been nice if Carmack had left a few random variables in the ps struct for mod makers + if( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) + VectorCopy( ceilingNormal, surfNormal ); + else + VectorCopy( pm->ps->grapplePoint, surfNormal ); + + //construct a vector which reflects the direction the player is looking wrt the surface normal + ProjectPointOnPlane( movedir, pml.forward, surfNormal ); + VectorNormalize( movedir ); + + VectorCopy( movedir, lookdir ); + + if( pm->cmd.forwardmove < 0 ) + VectorNegate( movedir, movedir ); + + //allow strafe transitions + if( pm->cmd.rightmove ) + { + VectorCopy( pml.right, movedir ); + + if( pm->cmd.rightmove < 0 ) + VectorNegate( movedir, movedir ); + } + + for( i = 0; i <= 4; i++ ) + { + switch ( i ) + { + case 0: + //we are going to step this frame so skip the transition test + if( PM_PredictStepMove( ) ) + continue; + + //trace into direction we are moving + VectorMA( pm->ps->origin, 0.25f, movedir, point ); + pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask ); + break; + + case 1: + //trace straight down anto "ground" surface + VectorMA( pm->ps->origin, -0.25f, surfNormal, point ); + pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask ); + break; + + case 2: + if( pml.groundPlane != qfalse && PM_PredictStepMove( ) ) + { + //step down + VectorMA( pm->ps->origin, -STEPSIZE, surfNormal, point ); + pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask ); + } + else + continue; + break; + + case 3: + //trace "underneath" BBOX so we can traverse angles > 180deg + if( pml.groundPlane != qfalse ) + { + VectorMA( pm->ps->origin, -16.0f, surfNormal, point ); + VectorMA( point, -16.0f, movedir, point ); + pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask ); + } + else + continue; + break; + + case 4: + //fall back so we don't have to modify PM_GroundTrace too much + VectorCopy( pm->ps->origin, point ); + point[ 2 ] = pm->ps->origin[ 2 ] - 0.25f; + pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask ); + break; + } + + //if we hit something + if( trace.fraction < 1.0f && !( trace.surfaceFlags & ( SURF_SKY | SURF_SLICK ) ) && + !( trace.entityNum != ENTITYNUM_WORLD && i != 4 ) ) + { + if( i == 2 || i == 3 ) + { + if( i == 2 ) + PM_StepEvent( pm->ps->origin, trace.endpos, surfNormal ); + + VectorCopy( trace.endpos, pm->ps->origin ); + } + + //calculate a bunch of stuff... + CrossProduct( trace.plane.normal, surfNormal, traceCROSSsurf ); + VectorNormalize( traceCROSSsurf ); + + CrossProduct( trace.plane.normal, refNormal, traceCROSSref ); + VectorNormalize( traceCROSSref ); + + CrossProduct( surfNormal, refNormal, surfCROSSref ); + VectorNormalize( surfCROSSref ); + + //calculate angle between surf and trace + traceDOTsurf = DotProduct( trace.plane.normal, surfNormal ); + traceANGsurf = RAD2DEG( acos( traceDOTsurf ) ); + + if( traceANGsurf > 180.0f ) + traceANGsurf -= 180.0f; + + //calculate angle between trace and ref + traceDOTref = DotProduct( trace.plane.normal, refNormal ); + traceANGref = RAD2DEG( acos( traceDOTref ) ); + + if( traceANGref > 180.0f ) + traceANGref -= 180.0f; + + //calculate angle between surf and ref + surfDOTref = DotProduct( surfNormal, refNormal ); + surfANGref = RAD2DEG( acos( surfDOTref ) ); + + if( surfANGref > 180.0f ) + surfANGref -= 180.0f; + + //if the trace result and old surface normal are different then we must have transided to a new + //surface... do some stuff... + if( !VectorCompare( trace.plane.normal, surfNormal ) ) + { + //if the trace result or the old vector is not the floor or ceiling correct the YAW angle + if( !VectorCompare( trace.plane.normal, refNormal ) && !VectorCompare( surfNormal, refNormal ) && + !VectorCompare( trace.plane.normal, ceilingNormal ) && !VectorCompare( surfNormal, ceilingNormal ) ) + { + //behold the evil mindfuck from hell + //it has fucked mind like nothing has fucked mind before + + //calculate reference rotated through to trace plane + RotatePointAroundVector( refTOtrace, traceCROSSref, horizontal, -traceANGref ); + + //calculate reference rotated through to surf plane then to trace plane + RotatePointAroundVector( tempVec, surfCROSSref, horizontal, -surfANGref ); + RotatePointAroundVector( refTOsurfTOtrace, traceCROSSsurf, tempVec, -traceANGsurf ); + + //calculate angle between refTOtrace and refTOsurfTOtrace + rTtDOTrTsTt = DotProduct( refTOtrace, refTOsurfTOtrace ); + rTtANGrTsTt = ANGLE2SHORT( RAD2DEG( acos( rTtDOTrTsTt ) ) ); + + if( rTtANGrTsTt > 32768 ) + rTtANGrTsTt -= 32768; + + CrossProduct( refTOtrace, refTOsurfTOtrace, tempVec ); + VectorNormalize( tempVec ); + if( DotProduct( trace.plane.normal, tempVec ) > 0.0f ) + rTtANGrTsTt = -rTtANGrTsTt; + + //phew! - correct the angle + pm->ps->delta_angles[ YAW ] -= rTtANGrTsTt; + } + + //construct a plane dividing the surf and trace normals + CrossProduct( traceCROSSsurf, surfNormal, abc ); + VectorNormalize( abc ); + d = DotProduct( abc, pm->ps->origin ); + + //construct a point representing where the player is looking + VectorAdd( pm->ps->origin, lookdir, point ); + + //check whether point is on one side of the plane, if so invert the correction angle + if( ( abc[ 0 ] * point[ 0 ] + abc[ 1 ] * point[ 1 ] + abc[ 2 ] * point[ 2 ] - d ) > 0 ) + traceANGsurf = -traceANGsurf; + + //find the . product of the lookdir and traceCROSSsurf + if( ( ldDOTtCs = DotProduct( lookdir, traceCROSSsurf ) ) < 0.0f ) + { + VectorInverse( traceCROSSsurf ); + ldDOTtCs = DotProduct( lookdir, traceCROSSsurf ); + } + + //set the correction angle + traceANGsurf *= 1.0f - ldDOTtCs; + + if( !( pm->ps->persistant[ PERS_STATE ] & PS_WALLCLIMBINGFOLLOW ) ) + { + //correct the angle + pm->ps->delta_angles[ PITCH ] -= ANGLE2SHORT( traceANGsurf ); + } + + //transition from wall to ceiling + //normal for subsequent viewangle rotations + if( VectorCompare( trace.plane.normal, ceilingNormal ) ) + { + CrossProduct( surfNormal, trace.plane.normal, pm->ps->grapplePoint ); + VectorNormalize( pm->ps->grapplePoint ); + pm->ps->stats[ STAT_STATE ] |= SS_WALLCLIMBINGCEILING; + } + + //transition from ceiling to wall + //we need to do some different angle correction here cos GPISROTVEC + if( VectorCompare( surfNormal, ceilingNormal ) ) + { + vectoangles( trace.plane.normal, toAngles ); + vectoangles( pm->ps->grapplePoint, surfAngles ); + + pm->ps->delta_angles[ 1 ] -= ANGLE2SHORT( ( ( surfAngles[ 1 ] - toAngles[ 1 ] ) * 2 ) - 180.0f ); + } + } + + pml.groundTrace = trace; + + //so everything knows where we're wallclimbing (ie client side) + pm->ps->eFlags |= EF_WALLCLIMB; + + //if we're not stuck to the ceiling then set grapplePoint to be a surface normal + if( !VectorCompare( trace.plane.normal, ceilingNormal ) ) + { + //so we know what surface we're stuck to + VectorCopy( trace.plane.normal, pm->ps->grapplePoint ); + pm->ps->stats[ STAT_STATE ] &= ~SS_WALLCLIMBINGCEILING; + } + + //IMPORTANT: break out of the for loop if we've hit something + break; + } + else if( trace.allsolid ) + { + // do something corrective if the trace starts in a solid... + if( !PM_CorrectAllSolid( &trace ) ) + return; + } + } + + if( trace.fraction >= 1.0f ) + { + // if the trace didn't hit anything, we are in free fall + PM_GroundTraceMissed( ); + pml.groundPlane = qfalse; + pml.walking = qfalse; + pm->ps->eFlags &= ~EF_WALLCLIMB; + + //just transided from ceiling to floor... apply delta correction + if( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) + { + vec3_t forward, rotated, angles; + + AngleVectors( pm->ps->viewangles, forward, NULL, NULL ); + + RotatePointAroundVector( rotated, pm->ps->grapplePoint, forward, 180.0f ); + vectoangles( rotated, angles ); + + pm->ps->delta_angles[ YAW ] -= ANGLE2SHORT( angles[ YAW ] - pm->ps->viewangles[ YAW ] ); + } + + pm->ps->stats[ STAT_STATE ] &= ~SS_WALLCLIMBINGCEILING; + + //we get very bizarre effects if we don't do this :0 + VectorCopy( refNormal, pm->ps->grapplePoint ); + return; + } + + pml.groundPlane = qtrue; + pml.walking = qtrue; + + // hitting solid ground will end a waterjump + if( pm->ps->pm_flags & PMF_TIME_WATERJUMP ) + { + pm->ps->pm_flags &= ~(PMF_TIME_WATERJUMP | PMF_TIME_LAND); + pm->ps->pm_time = 0; + } + + pm->ps->groundEntityNum = trace.entityNum; + + // don't reset the z velocity for slopes +// pm->ps->velocity[2] = 0; + + PM_AddTouchEnt( trace.entityNum ); +} + + +/* +============= +PM_GroundTrace +============= +*/ +static void PM_GroundTrace( void ) +{ + vec3_t point; + vec3_t movedir; + vec3_t refNormal = { 0.0f, 0.0f, 1.0f }; + trace_t trace; + + if( BG_ClassHasAbility( pm->ps->stats[ STAT_PCLASS ], SCA_WALLCLIMBER ) ) + { + if( pm->ps->persistant[ PERS_STATE ] & PS_WALLCLIMBINGTOGGLE ) + { + //toggle wall climbing if holding crouch + if( pm->cmd.upmove < 0 && !( pm->ps->pm_flags & PMF_CROUCH_HELD ) ) + { + if( !( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) ) + pm->ps->stats[ STAT_STATE ] |= SS_WALLCLIMBING; + else if( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) + pm->ps->stats[ STAT_STATE ] &= ~SS_WALLCLIMBING; + + pm->ps->pm_flags |= PMF_CROUCH_HELD; + } + else if( pm->cmd.upmove >= 0 ) + pm->ps->pm_flags &= ~PMF_CROUCH_HELD; + } + else + { + if( pm->cmd.upmove < 0 ) + pm->ps->stats[ STAT_STATE ] |= SS_WALLCLIMBING; + else if( pm->cmd.upmove >= 0 ) + pm->ps->stats[ STAT_STATE ] &= ~SS_WALLCLIMBING; + } + + if( pm->ps->pm_type == PM_DEAD ) + pm->ps->stats[ STAT_STATE ] &= ~SS_WALLCLIMBING; + + if( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) + { + PM_GroundClimbTrace( ); + return; + } + + //just transided from ceiling to floor... apply delta correction + if( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) + { + vec3_t forward, rotated, angles; + + AngleVectors( pm->ps->viewangles, forward, NULL, NULL ); + + RotatePointAroundVector( rotated, pm->ps->grapplePoint, forward, 180.0f ); + vectoangles( rotated, angles ); + + pm->ps->delta_angles[ YAW ] -= ANGLE2SHORT( angles[ YAW ] - pm->ps->viewangles[ YAW ] ); + } + } + + pm->ps->stats[ STAT_STATE ] &= ~SS_WALLCLIMBING; + pm->ps->stats[ STAT_STATE ] &= ~SS_WALLCLIMBINGCEILING; + pm->ps->eFlags &= ~EF_WALLCLIMB; + + point[ 0 ] = pm->ps->origin[ 0 ]; + point[ 1 ] = pm->ps->origin[ 1 ]; + point[ 2 ] = pm->ps->origin[ 2 ] - 0.25f; + + pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask ); + + pml.groundTrace = trace; + + // do something corrective if the trace starts in a solid... + if( trace.allsolid ) + if( !PM_CorrectAllSolid( &trace ) ) + return; + + //make sure that the surfNormal is reset to the ground + VectorCopy( refNormal, pm->ps->grapplePoint ); + + // if the trace didn't hit anything, we are in free fall + if( trace.fraction == 1.0f ) + { + qboolean steppedDown = qfalse; + + // try to step down + if( pml.groundPlane != qfalse && PM_PredictStepMove( ) ) + { + //step down + point[ 0 ] = pm->ps->origin[ 0 ]; + point[ 1 ] = pm->ps->origin[ 1 ]; + point[ 2 ] = pm->ps->origin[ 2 ] - STEPSIZE; + pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask ); + + //if we hit something + if( trace.fraction < 1.0f ) + { + PM_StepEvent( pm->ps->origin, trace.endpos, refNormal ); + VectorCopy( trace.endpos, pm->ps->origin ); + steppedDown = qtrue; + } + } + + if( !steppedDown ) + { + PM_GroundTraceMissed( ); + pml.groundPlane = qfalse; + pml.walking = qfalse; + + if( BG_ClassHasAbility( pm->ps->stats[ STAT_PCLASS ], SCA_WALLJUMPER ) ) + { + ProjectPointOnPlane( movedir, pml.forward, refNormal ); + VectorNormalize( movedir ); + + if( pm->cmd.forwardmove < 0 ) + VectorNegate( movedir, movedir ); + + //allow strafe transitions + if( pm->cmd.rightmove ) + { + VectorCopy( pml.right, movedir ); + + if( pm->cmd.rightmove < 0 ) + VectorNegate( movedir, movedir ); + } + + //trace into direction we are moving + VectorMA( pm->ps->origin, 0.25f, movedir, point ); + pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask ); + + if( trace.fraction < 1.0f && !( trace.surfaceFlags & ( SURF_SKY | SURF_SLICK ) ) && + ( trace.entityNum == ENTITYNUM_WORLD ) ) + { + if( !VectorCompare( trace.plane.normal, pm->ps->grapplePoint ) ) + { + VectorCopy( trace.plane.normal, pm->ps->grapplePoint ); + PM_CheckWallJump( ); + } + } + } + + return; + } + } + + // check if getting thrown off the ground + if( pm->ps->velocity[ 2 ] > 0.0f && DotProduct( pm->ps->velocity, trace.plane.normal ) > 10.0f ) + { + if( pm->debugLevel ) + Com_Printf( "%i:kickoff\n", c_pmove ); + + // go into jump animation + if( pm->cmd.forwardmove >= 0 ) + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ForceLegsAnim( LEGS_JUMP ); + else + PM_ForceLegsAnim( NSPA_JUMP ); + + pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP; + } + else + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ForceLegsAnim( LEGS_JUMPB ); + else + PM_ForceLegsAnim( NSPA_JUMPBACK ); + + pm->ps->pm_flags |= PMF_BACKWARDS_JUMP; + } + + pm->ps->groundEntityNum = ENTITYNUM_NONE; + pml.groundPlane = qfalse; + pml.walking = qfalse; + return; + } + + // slopes that are too steep will not be considered onground + if( trace.plane.normal[ 2 ] < MIN_WALK_NORMAL ) + { + if( pm->debugLevel ) + Com_Printf( "%i:steep\n", c_pmove ); + + // FIXME: if they can't slide down the slope, let them + // walk (sharp crevices) + pm->ps->groundEntityNum = ENTITYNUM_NONE; + pml.groundPlane = qtrue; + pml.walking = qfalse; + return; + } + + pml.groundPlane = qtrue; + pml.walking = qtrue; + + // hitting solid ground will end a waterjump + if( pm->ps->pm_flags & PMF_TIME_WATERJUMP ) + { + pm->ps->pm_flags &= ~( PMF_TIME_WATERJUMP | PMF_TIME_LAND ); + pm->ps->pm_time = 0; + } + + if( pm->ps->groundEntityNum == ENTITYNUM_NONE ) + { + // just hit the ground + if( pm->debugLevel ) + Com_Printf( "%i:Land\n", c_pmove ); + + if( BG_ClassHasAbility( pm->ps->stats[ STAT_PCLASS ], SCA_TAKESFALLDAMAGE ) ) + PM_CrashLand( ); + + // don't do landing time if we were just going down a slope + if( pml.previous_velocity[ 2 ] < -200 ) + { + // don't allow another jump for a little while + pm->ps->pm_flags |= PMF_TIME_LAND; + pm->ps->pm_time = 250; + } + } + + pm->ps->groundEntityNum = trace.entityNum; + + // don't reset the z velocity for slopes +// pm->ps->velocity[2] = 0; + + PM_AddTouchEnt( trace.entityNum ); +} + + +/* +============= +PM_SetWaterLevel FIXME: avoid this twice? certainly if not moving +============= +*/ +static void PM_SetWaterLevel( void ) +{ + vec3_t point; + int cont; + int sample1; + int sample2; + + // + // get waterlevel, accounting for ducking + // + pm->waterlevel = 0; + pm->watertype = 0; + + point[ 0 ] = pm->ps->origin[ 0 ]; + point[ 1 ] = pm->ps->origin[ 1 ]; + point[ 2 ] = pm->ps->origin[ 2 ] + MINS_Z + 1; + cont = pm->pointcontents( point, pm->ps->clientNum ); + + if( cont & MASK_WATER ) + { + sample2 = pm->ps->viewheight - MINS_Z; + sample1 = sample2 / 2; + + pm->watertype = cont; + pm->waterlevel = 1; + point[ 2 ] = pm->ps->origin[ 2 ] + MINS_Z + sample1; + cont = pm->pointcontents( point, pm->ps->clientNum ); + + if( cont & MASK_WATER ) + { + pm->waterlevel = 2; + point[ 2 ] = pm->ps->origin[ 2 ] + MINS_Z + sample2; + cont = pm->pointcontents( point, pm->ps->clientNum ); + + if( cont & MASK_WATER ) + pm->waterlevel = 3; + } + } +} + + + +/* +============== +PM_CheckDuck + +Sets mins, maxs, and pm->ps->viewheight +============== +*/ +static void PM_CheckDuck (void) +{ + trace_t trace; + vec3_t PCmins, PCmaxs, PCcmaxs; + int PCvh, PCcvh; + + BG_FindBBoxForClass( pm->ps->stats[ STAT_PCLASS ], PCmins, PCmaxs, PCcmaxs, NULL, NULL ); + BG_FindViewheightForClass( pm->ps->stats[ STAT_PCLASS ], &PCvh, &PCcvh ); + + //TA: iD bug? you can still crouch when you're a spectator + if( pm->ps->persistant[ PERS_TEAM ] == TEAM_SPECTATOR ) + PCcvh = PCvh; + + pm->mins[ 0 ] = PCmins[ 0 ]; + pm->mins[ 1 ] = PCmins[ 1 ]; + + pm->maxs[ 0 ] = PCmaxs[ 0 ]; + pm->maxs[ 1 ] = PCmaxs[ 1 ]; + + pm->mins[ 2 ] = PCmins[ 2 ]; + + if( pm->ps->pm_type == PM_DEAD ) + { + pm->maxs[ 2 ] = -8; + pm->ps->viewheight = DEAD_VIEWHEIGHT; + return; + } + + //TA: If the standing and crouching viewheights are the same the class can't crouch + if( ( pm->cmd.upmove < 0 ) && ( PCvh != PCcvh ) && + pm->ps->pm_type != PM_JETPACK && + !BG_InventoryContainsUpgrade( UP_BATTLESUIT, pm->ps->stats ) ) + { + // duck + pm->ps->pm_flags |= PMF_DUCKED; + } + else + { + // stand up if possible + if( pm->ps->pm_flags & PMF_DUCKED ) + { + // try to stand up + pm->maxs[ 2 ] = PCmaxs[ 2 ]; + pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask ); + if( !trace.allsolid ) + pm->ps->pm_flags &= ~PMF_DUCKED; + } + } + + if( pm->ps->pm_flags & PMF_DUCKED ) + { + pm->maxs[ 2 ] = PCcmaxs[ 2 ]; + pm->ps->viewheight = PCcvh; + } + else + { + pm->maxs[ 2 ] = PCmaxs[ 2 ]; + pm->ps->viewheight = PCvh; + } +} + + + +//=================================================================== + + +/* +=============== +PM_Footsteps +=============== +*/ +static void PM_Footsteps( void ) +{ + float bobmove; + int old; + qboolean footstep; + + // + // calculate speed and cycle to be used for + // all cyclic walking effects + // + if( BG_ClassHasAbility( pm->ps->stats[ STAT_PCLASS ], SCA_WALLCLIMBER ) && ( pml.groundPlane ) ) + { + //TA: FIXME: yes yes i know this is wrong + pm->xyspeed = sqrt( pm->ps->velocity[ 0 ] * pm->ps->velocity[ 0 ] + + pm->ps->velocity[ 1 ] * pm->ps->velocity[ 1 ] + + pm->ps->velocity[ 2 ] * pm->ps->velocity[ 2 ] ); + } + else + pm->xyspeed = sqrt( pm->ps->velocity[ 0 ] * pm->ps->velocity[ 0 ] + + pm->ps->velocity[ 1 ] * pm->ps->velocity[ 1 ] ); + + if( pm->ps->groundEntityNum == ENTITYNUM_NONE ) + { + // airborne leaves position in cycle intact, but doesn't advance + if( pm->waterlevel > 1 ) + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ContinueLegsAnim( LEGS_SWIM ); + else + PM_ContinueLegsAnim( NSPA_SWIM ); + } + + return; + } + + // if not trying to move + if( !pm->cmd.forwardmove && !pm->cmd.rightmove ) + { + if( pm->xyspeed < 5 ) + { + pm->ps->bobCycle = 0; // start at beginning of cycle again + if( pm->ps->pm_flags & PMF_DUCKED ) + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ContinueLegsAnim( LEGS_IDLECR ); + else + PM_ContinueLegsAnim( NSPA_STAND ); + } + else + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ContinueLegsAnim( LEGS_IDLE ); + else + PM_ContinueLegsAnim( NSPA_STAND ); + } + } + return; + } + + + footstep = qfalse; + + if( pm->ps->pm_flags & PMF_DUCKED ) + { + bobmove = 0.5; // ducked characters bob much faster + + if( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ContinueLegsAnim( LEGS_BACKCR ); + else + { + if( pm->cmd.rightmove > 0 && !pm->cmd.forwardmove ) + PM_ContinueLegsAnim( NSPA_WALKRIGHT ); + else if( pm->cmd.rightmove < 0 && !pm->cmd.forwardmove ) + PM_ContinueLegsAnim( NSPA_WALKLEFT ); + else + PM_ContinueLegsAnim( NSPA_WALKBACK ); + } + } + else + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ContinueLegsAnim( LEGS_WALKCR ); + else + { + if( pm->cmd.rightmove > 0 && !pm->cmd.forwardmove ) + PM_ContinueLegsAnim( NSPA_WALKRIGHT ); + else if( pm->cmd.rightmove < 0 && !pm->cmd.forwardmove ) + PM_ContinueLegsAnim( NSPA_WALKLEFT ); + else + PM_ContinueLegsAnim( NSPA_WALK ); + } + } + + // ducked characters never play footsteps + } + else + { + if( !( pm->cmd.buttons & BUTTON_WALKING ) ) + { + bobmove = 0.4f; // faster speeds bob faster + + if( pm->ps->weapon == WP_ALEVEL4 && pm->ps->pm_flags & PMF_CHARGE ) + PM_ContinueLegsAnim( NSPA_CHARGE ); + else if( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ContinueLegsAnim( LEGS_BACK ); + else + { + if( pm->cmd.rightmove > 0 && !pm->cmd.forwardmove ) + PM_ContinueLegsAnim( NSPA_RUNRIGHT ); + else if( pm->cmd.rightmove < 0 && !pm->cmd.forwardmove ) + PM_ContinueLegsAnim( NSPA_RUNLEFT ); + else + PM_ContinueLegsAnim( NSPA_RUNBACK ); + } + } + else + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ContinueLegsAnim( LEGS_RUN ); + else + { + if( pm->cmd.rightmove > 0 && !pm->cmd.forwardmove ) + PM_ContinueLegsAnim( NSPA_RUNRIGHT ); + else if( pm->cmd.rightmove < 0 && !pm->cmd.forwardmove ) + PM_ContinueLegsAnim( NSPA_RUNLEFT ); + else + PM_ContinueLegsAnim( NSPA_RUN ); + } + } + + footstep = qtrue; + } + else + { + bobmove = 0.3f; // walking bobs slow + if( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ContinueLegsAnim( LEGS_BACKWALK ); + else + { + if( pm->cmd.rightmove > 0 && !pm->cmd.forwardmove ) + PM_ContinueLegsAnim( NSPA_WALKRIGHT ); + else if( pm->cmd.rightmove < 0 && !pm->cmd.forwardmove ) + PM_ContinueLegsAnim( NSPA_WALKLEFT ); + else + PM_ContinueLegsAnim( NSPA_WALKBACK ); + } + } + else + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_ContinueLegsAnim( LEGS_WALK ); + else + { + if( pm->cmd.rightmove > 0 && !pm->cmd.forwardmove ) + PM_ContinueLegsAnim( NSPA_WALKRIGHT ); + else if( pm->cmd.rightmove < 0 && !pm->cmd.forwardmove ) + PM_ContinueLegsAnim( NSPA_WALKLEFT ); + else + PM_ContinueLegsAnim( NSPA_WALK ); + } + } + } + } + + bobmove *= BG_FindBobCycleForClass( pm->ps->stats[ STAT_PCLASS ] ); + + if( pm->ps->stats[ STAT_STATE ] & SS_SPEEDBOOST ) + bobmove *= HUMAN_SPRINT_MODIFIER; + + // check for footstep / splash sounds + old = pm->ps->bobCycle; + pm->ps->bobCycle = (int)( old + bobmove * pml.msec ) & 255; + + // if we just crossed a cycle boundary, play an apropriate footstep event + if( ( ( old + 64 ) ^ ( pm->ps->bobCycle + 64 ) ) & 128 ) + { + if( pm->waterlevel == 0 ) + { + // on ground will only play sounds if running + if( footstep && !pm->noFootsteps ) + PM_AddEvent( PM_FootstepForSurface( ) ); + } + else if( pm->waterlevel == 1 ) + { + // splashing + PM_AddEvent( EV_FOOTSPLASH ); + } + else if( pm->waterlevel == 2 ) + { + // wading / swimming at surface + PM_AddEvent( EV_SWIM ); + } + else if( pm->waterlevel == 3 ) + { + // no sound when completely underwater + } + } +} + +/* +============== +PM_WaterEvents + +Generate sound events for entering and leaving water +============== +*/ +static void PM_WaterEvents( void ) +{ + // FIXME? + // + // if just entered a water volume, play a sound + // + if( !pml.previous_waterlevel && pm->waterlevel ) + PM_AddEvent( EV_WATER_TOUCH ); + + // + // if just completely exited a water volume, play a sound + // + if( pml.previous_waterlevel && !pm->waterlevel ) + PM_AddEvent( EV_WATER_LEAVE ); + + // + // check for head just going under water + // + if( pml.previous_waterlevel != 3 && pm->waterlevel == 3 ) + PM_AddEvent( EV_WATER_UNDER ); + + // + // check for head just coming out of water + // + if( pml.previous_waterlevel == 3 && pm->waterlevel != 3 ) + PM_AddEvent( EV_WATER_CLEAR ); +} + + +/* +=============== +PM_BeginWeaponChange +=============== +*/ +static void PM_BeginWeaponChange( int weapon ) +{ + if( weapon < WP_NONE || weapon >= WP_NUM_WEAPONS ) + return; + + if( !BG_InventoryContainsWeapon( weapon, pm->ps->stats ) && weapon != WP_NONE ) + return; + + if( pm->ps->weaponstate == WEAPON_DROPPING ) + return; + + PM_AddEvent( EV_CHANGE_WEAPON ); + pm->ps->weaponstate = WEAPON_DROPPING; + pm->ps->weaponTime += 200; + pm->ps->persistant[ PERS_NEWWEAPON ] = weapon; + + //reset build weapon + pm->ps->stats[ STAT_BUILDABLE ] = BA_NONE; + + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_StartTorsoAnim( TORSO_DROP ); +} + + +/* +=============== +PM_FinishWeaponChange +=============== +*/ +static void PM_FinishWeaponChange( void ) +{ + int weapon; + + weapon = pm->ps->persistant[ PERS_NEWWEAPON ]; + if( weapon < WP_NONE || weapon >= WP_NUM_WEAPONS ) + weapon = WP_NONE; + + if( !BG_InventoryContainsWeapon( weapon, pm->ps->stats ) ) + weapon = WP_NONE; + + pm->ps->weapon = weapon; + pm->ps->weaponstate = WEAPON_RAISING; + pm->ps->weaponTime += 250; + + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + PM_StartTorsoAnim( TORSO_RAISE ); +} + + +/* +============== +PM_TorsoAnimation + +============== +*/ +static void PM_TorsoAnimation( void ) +{ + if( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) + return; + + if( pm->ps->weaponstate == WEAPON_READY ) + { + if( pm->ps->weapon == WP_BLASTER ) + PM_ContinueTorsoAnim( TORSO_STAND2 ); + else + PM_ContinueTorsoAnim( TORSO_STAND ); + } +} + + +/* +============== +PM_Weapon + +Generates weapon events and modifes the weapon counter +============== +*/ +static void PM_Weapon( void ) +{ + int addTime = 200; //default addTime - should never be used + int ammo, clips, maxClips; + qboolean attack1 = qfalse; + qboolean attack2 = qfalse; + qboolean attack3 = qfalse; + + // don't allow attack until all buttons are up + if( pm->ps->pm_flags & PMF_RESPAWNED ) + return; + + // ignore if spectator + if( pm->ps->persistant[ PERS_TEAM ] == TEAM_SPECTATOR ) + return; + + if( pm->ps->stats[ STAT_STATE ] & SS_INFESTING ) + return; + + if( pm->ps->stats[ STAT_STATE ] & SS_HOVELING ) + return; + + // check for dead player + if( pm->ps->stats[ STAT_HEALTH ] <= 0 ) + { + pm->ps->weapon = WP_NONE; + return; + } + + // make weapon function + if( pm->ps->weaponTime > 0 ) + pm->ps->weaponTime -= pml.msec; + + // check for weapon change + // can't change if weapon is firing, but can change + // again if lowering or raising + if( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING ) + { + //TA: must press use to switch weapons + if( pm->cmd.buttons & BUTTON_USE_HOLDABLE ) + { + if( !( pm->ps->pm_flags & PMF_USE_ITEM_HELD ) ) + { + if( pm->cmd.weapon <= 32 ) + { + //if trying to select a weapon, select it + if( pm->ps->weapon != pm->cmd.weapon ) + PM_BeginWeaponChange( pm->cmd.weapon ); + } + else if( pm->cmd.weapon > 32 ) + { + //if trying to toggle an upgrade, toggle it + if( BG_InventoryContainsUpgrade( pm->cmd.weapon - 32, pm->ps->stats ) ) //sanity check + { + if( BG_UpgradeIsActive( pm->cmd.weapon - 32, pm->ps->stats ) ) + BG_DeactivateUpgrade( pm->cmd.weapon - 32, pm->ps->stats ); + else + BG_ActivateUpgrade( pm->cmd.weapon - 32, pm->ps->stats ); + } + } + pm->ps->pm_flags |= PMF_USE_ITEM_HELD; + } + } + else + pm->ps->pm_flags &= ~PMF_USE_ITEM_HELD; + + //something external thinks a weapon change is necessary + if( pm->ps->pm_flags & PMF_WEAPON_SWITCH ) + { + pm->ps->pm_flags &= ~PMF_WEAPON_SWITCH; + PM_BeginWeaponChange( pm->ps->persistant[ PERS_NEWWEAPON ] ); + } + } + + if( pm->ps->weaponTime > 0 ) + return; + + // change weapon if time + if( pm->ps->weaponstate == WEAPON_DROPPING ) + { + PM_FinishWeaponChange( ); + return; + } + + if( pm->ps->weaponstate == WEAPON_RAISING ) + { + pm->ps->weaponstate = WEAPON_READY; + + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + { + if( pm->ps->weapon == WP_BLASTER ) + PM_ContinueTorsoAnim( TORSO_STAND2 ); + else + PM_ContinueTorsoAnim( TORSO_STAND ); + } + + return; + } + + // start the animation even if out of ammo + + BG_UnpackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, &ammo, &clips ); + BG_FindAmmoForWeapon( pm->ps->weapon, NULL, &maxClips ); + + // check for out of ammo + if( !ammo && !clips && !BG_FindInfinteAmmoForWeapon( pm->ps->weapon ) ) + { + PM_AddEvent( EV_NOAMMO ); + pm->ps->weaponTime += 200; + return; + } + + //done reloading so give em some ammo + if( pm->ps->weaponstate == WEAPON_RELOADING ) + { + if( maxClips > 0 ) + { + clips--; + BG_FindAmmoForWeapon( pm->ps->weapon, &ammo, NULL ); + } + + if( BG_FindUsesEnergyForWeapon( pm->ps->weapon ) && + BG_InventoryContainsUpgrade( UP_BATTPACK, pm->ps->stats ) ) + ammo = (int)( (float)ammo * BATTPACK_MODIFIER ); + + BG_PackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, ammo, clips ); + + //allow some time for the weapon to be raised + pm->ps->weaponstate = WEAPON_RAISING; + PM_StartTorsoAnim( TORSO_RAISE ); + pm->ps->weaponTime += 250; + return; + } + + // check for end of clip + if( ( !ammo || pm->ps->pm_flags & PMF_WEAPON_RELOAD ) && clips ) + { + pm->ps->pm_flags &= ~PMF_WEAPON_RELOAD; + + pm->ps->weaponstate = WEAPON_RELOADING; + + //drop the weapon + PM_StartTorsoAnim( TORSO_DROP ); + + addTime = BG_FindReloadTimeForWeapon( pm->ps->weapon ); + + pm->ps->weaponTime += addTime; + return; + } + + //check if non-auto primary/secondary attacks are permited + switch( pm->ps->weapon ) + { + case WP_ALEVEL0: + //venom is only autohit + attack1 = attack2 = attack3 = qfalse; + + if( !pm->autoWeaponHit[ pm->ps->weapon ] ) + { + pm->ps->weaponTime = 0; + pm->ps->weaponstate = WEAPON_READY; + return; + } + break; + + case WP_ALEVEL3: + case WP_ALEVEL3_UPG: + //pouncing has primary secondary AND autohit procedures + attack1 = pm->cmd.buttons & BUTTON_ATTACK; + attack2 = pm->cmd.buttons & BUTTON_ATTACK2; + attack3 = pm->cmd.buttons & BUTTON_USE_HOLDABLE; + + if( !pm->autoWeaponHit[ pm->ps->weapon ] && !attack1 && !attack2 && !attack3 ) + { + pm->ps->weaponTime = 0; + pm->ps->weaponstate = WEAPON_READY; + return; + } + break; + + case WP_LUCIFER_CANNON: + attack1 = pm->cmd.buttons & BUTTON_ATTACK; + attack2 = pm->cmd.buttons & BUTTON_ATTACK2; + attack3 = pm->cmd.buttons & BUTTON_USE_HOLDABLE; + + if( ( attack1 || pm->ps->stats[ STAT_MISC ] == 0 ) && !attack2 && !attack3 ) + { + if( pm->ps->stats[ STAT_MISC ] < LCANNON_TOTAL_CHARGE ) + { + pm->ps->weaponTime = 0; + pm->ps->weaponstate = WEAPON_READY; + return; + } + else + attack1 = !attack1; + } + + //erp this looks confusing + if( pm->ps->stats[ STAT_MISC ] > 0 ) + attack1 = !attack1; + break; + + default: + //by default primary and secondary attacks are allowed + attack1 = pm->cmd.buttons & BUTTON_ATTACK; + attack2 = pm->cmd.buttons & BUTTON_ATTACK2; + attack3 = pm->cmd.buttons & BUTTON_USE_HOLDABLE; + + if( !attack1 && !attack2 && !attack3 ) + { + pm->ps->weaponTime = 0; + pm->ps->weaponstate = WEAPON_READY; + return; + } + break; + } + + //TA: fire events for non auto weapons + if( attack3 ) + { + if( BG_WeaponHasThirdMode( pm->ps->weapon ) ) + { + //hacky special case for slowblob + if( pm->ps->weapon == WP_ALEVEL3_UPG && !ammo ) + { + PM_AddEvent( EV_NOAMMO ); + pm->ps->weaponTime += 200; + return; + } + + pm->ps->generic1 = WPM_TERTIARY; + PM_AddEvent( EV_FIRE_WEAPON3 ); + addTime = BG_FindRepeatRate3ForWeapon( pm->ps->weapon ); + } + else + { + pm->ps->weaponTime = 0; + pm->ps->weaponstate = WEAPON_READY; + return; + } + } + else if( attack2 ) + { + if( BG_WeaponHasAltMode( pm->ps->weapon ) ) + { + pm->ps->generic1 = WPM_SECONDARY; + PM_AddEvent( EV_FIRE_WEAPON2 ); + addTime = BG_FindRepeatRate2ForWeapon( pm->ps->weapon ); + } + else + { + pm->ps->weaponTime = 0; + pm->ps->weaponstate = WEAPON_READY; + return; + } + } + else if( attack1 ) + { + pm->ps->generic1 = WPM_PRIMARY; + PM_AddEvent( EV_FIRE_WEAPON ); + addTime = BG_FindRepeatRate1ForWeapon( pm->ps->weapon ); + } + + //TA: fire events for autohit weapons + if( pm->autoWeaponHit[ pm->ps->weapon ] ) + { + switch( pm->ps->weapon ) + { + case WP_ALEVEL0: + pm->ps->generic1 = WPM_PRIMARY; + PM_AddEvent( EV_FIRE_WEAPON ); + addTime = BG_FindRepeatRate1ForWeapon( pm->ps->weapon ); + break; + + case WP_ALEVEL3: + case WP_ALEVEL3_UPG: + pm->ps->generic1 = WPM_SECONDARY; + PM_AddEvent( EV_FIRE_WEAPON2 ); + addTime = BG_FindRepeatRate2ForWeapon( pm->ps->weapon ); + break; + + default: + break; + } + } + + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + { + //FIXME: this should be an option in the client weapon.cfg + switch( pm->ps->weapon ) + { + case WP_FLAMER: + if( pm->ps->weaponstate == WEAPON_READY ) + { + PM_StartTorsoAnim( TORSO_ATTACK ); + } + break; + + case WP_BLASTER: + PM_StartTorsoAnim( TORSO_ATTACK2 ); + break; + + default: + PM_StartTorsoAnim( TORSO_ATTACK ); + break; + } + } + else + { + if( pm->ps->weapon == WP_ALEVEL4 ) + { + //hack to get random attack animations + //FIXME: does pm->ps->weaponTime cycle enough? + int num = abs( pm->ps->weaponTime ) % 3; + + if( num == 0 ) + PM_ForceLegsAnim( NSPA_ATTACK1 ); + else if( num == 1 ) + PM_ForceLegsAnim( NSPA_ATTACK2 ); + else if( num == 2 ) + PM_ForceLegsAnim( NSPA_ATTACK3 ); + } + else + { + if( attack1 ) + PM_ForceLegsAnim( NSPA_ATTACK1 ); + else if( attack2 ) + PM_ForceLegsAnim( NSPA_ATTACK2 ); + else if( attack3 ) + PM_ForceLegsAnim( NSPA_ATTACK3 ); + } + + pm->ps->torsoTimer = TIMER_ATTACK; + } + + pm->ps->weaponstate = WEAPON_FIRING; + + // take an ammo away if not infinite + if( !BG_FindInfinteAmmoForWeapon( pm->ps->weapon ) ) + { + //special case for lCanon + if( pm->ps->weapon == WP_LUCIFER_CANNON && attack1 ) + { + ammo -= (int)( ceil( ( (float)pm->ps->stats[ STAT_MISC ] / (float)LCANNON_TOTAL_CHARGE ) * 10.0f ) ); + + //stay on the safe side + if( ammo < 0 ) + ammo = 0; + } + else + ammo--; + + BG_PackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, ammo, clips ); + } + else if( pm->ps->weapon == WP_ALEVEL3_UPG && attack3 ) + { + //special case for slowblob + ammo--; + BG_PackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, ammo, clips ); + } + + //FIXME: predicted angles miss a problem?? + if( pm->ps->weapon == WP_CHAINGUN ) + { + if( pm->ps->pm_flags & PMF_DUCKED || + BG_InventoryContainsUpgrade( UP_BATTLESUIT, pm->ps->stats ) ) + { + pm->ps->delta_angles[ PITCH ] -= ANGLE2SHORT( ( ( random() * 0.5 ) - 0.125 ) * ( 30 / (float)addTime ) ); + pm->ps->delta_angles[ YAW ] -= ANGLE2SHORT( ( ( random() * 0.5 ) - 0.25 ) * ( 30.0 / (float)addTime ) ); + } + else + { + pm->ps->delta_angles[ PITCH ] -= ANGLE2SHORT( ( ( random() * 8 ) - 2 ) * ( 30.0 / (float)addTime ) ); + pm->ps->delta_angles[ YAW ] -= ANGLE2SHORT( ( ( random() * 8 ) - 4 ) * ( 30.0 / (float)addTime ) ); + } + } + + pm->ps->weaponTime += addTime; +} + +/* +================ +PM_Animate +================ +*/ +static void PM_Animate( void ) +{ + if( pm->cmd.buttons & BUTTON_GESTURE ) + { + if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + { + if( pm->ps->torsoTimer == 0 ) + { + PM_StartTorsoAnim( TORSO_GESTURE ); + pm->ps->torsoTimer = TIMER_GESTURE; + + PM_AddEvent( EV_TAUNT ); + } + } + else + { + if( pm->ps->torsoTimer == 0 ) + { + PM_ForceLegsAnim( NSPA_GESTURE ); + pm->ps->torsoTimer = TIMER_GESTURE; + + PM_AddEvent( EV_TAUNT ); + } + } + } +} + + +/* +================ +PM_DropTimers +================ +*/ +static void PM_DropTimers( void ) +{ + // drop misc timing counter + if( pm->ps->pm_time ) + { + if( pml.msec >= pm->ps->pm_time ) + { + pm->ps->pm_flags &= ~PMF_ALL_TIMES; + pm->ps->pm_time = 0; + } + else + pm->ps->pm_time -= pml.msec; + } + + // drop animation counter + if( pm->ps->legsTimer > 0 ) + { + pm->ps->legsTimer -= pml.msec; + + if( pm->ps->legsTimer < 0 ) + pm->ps->legsTimer = 0; + } + + if( pm->ps->torsoTimer > 0 ) + { + pm->ps->torsoTimer -= pml.msec; + + if( pm->ps->torsoTimer < 0 ) + pm->ps->torsoTimer = 0; + } +} + + +/* +================ +PM_UpdateViewAngles + +This can be used as another entry point when only the viewangles +are being updated instead of a full move +================ +*/ +void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd ) +{ + short temp[ 3 ]; + int i; + vec3_t axis[ 3 ], rotaxis[ 3 ]; + vec3_t tempang; + + if( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPINTERMISSION ) + return; // no view changes at all + + if( ps->pm_type != PM_SPECTATOR && ps->stats[ STAT_HEALTH ] <= 0 ) + return; // no view changes at all + + // circularly clamp the angles with deltas + for( i = 0; i < 3; i++ ) + { + temp[ i ] = cmd->angles[ i ] + ps->delta_angles[ i ]; + + if( i == PITCH ) + { + // don't let the player look up or down more than 90 degrees + if( temp[ i ] > 16000 ) + { + ps->delta_angles[ i ] = 16000 - cmd->angles[ i ]; + temp[ i ] = 16000; + } + else if( temp[ i ] < -16000 ) + { + ps->delta_angles[ i ] = -16000 - cmd->angles[ i ]; + temp[ i ] = -16000; + } + } + tempang[ i ] = SHORT2ANGLE( temp[ i ] ); + } + + //convert viewangles -> axis + AnglesToAxis( tempang, axis ); + + if( !( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) || + !BG_RotateAxis( ps->grapplePoint, axis, rotaxis, qfalse, + ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) ) + AxisCopy( axis, rotaxis ); + + //convert the new axis back to angles + AxisToAngles( rotaxis, tempang ); + + //force angles to -180 <= x <= 180 + for( i = 0; i < 3; i++ ) + { + while( tempang[ i ] > 180 ) + tempang[ i ] -= 360; + + while( tempang[ i ] < 180 ) + tempang[ i ] += 360; + } + + //actually set the viewangles + for( i = 0; i < 3; i++ ) + ps->viewangles[ i ] = tempang[ i ]; + + //pull the view into the lock point + if( ps->pm_type == PM_GRABBED && !BG_InventoryContainsUpgrade( UP_BATTLESUIT, ps->stats ) ) + { + vec3_t dir, angles; + + ByteToDir( ps->stats[ STAT_VIEWLOCK ], dir ); + vectoangles( dir, angles ); + + for( i = 0; i < 3; i++ ) + { + float diff = AngleSubtract( ps->viewangles[ i ], angles[ i ] ); + + while( diff > 180.0f ) + diff -= 360.0f; + while( diff < -180.0f ) + diff += 360.0f; + + if( diff < -90.0f ) + ps->delta_angles[ i ] += ANGLE2SHORT( fabs( diff ) - 90.0f ); + else if( diff > 90.0f ) + ps->delta_angles[ i ] -= ANGLE2SHORT( fabs( diff ) - 90.0f ); + + if( diff < 0.0f ) + ps->delta_angles[ i ] += ANGLE2SHORT( fabs( diff ) * 0.05f ); + else if( diff > 0.0f ) + ps->delta_angles[ i ] -= ANGLE2SHORT( fabs( diff ) * 0.05f ); + } + } +} + + +/* +================ +PmoveSingle + +================ +*/ +void trap_SnapVector( float *v ); + +void PmoveSingle( pmove_t *pmove ) +{ + int ammo, clips; + + pm = pmove; + + BG_UnpackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, &ammo, &clips ); + + // this counter lets us debug movement problems with a journal + // by setting a conditional breakpoint fot the previous frame + c_pmove++; + + // clear results + pm->numtouch = 0; + pm->watertype = 0; + pm->waterlevel = 0; + + if( pm->ps->stats[ STAT_HEALTH ] <= 0 ) + pm->tracemask &= ~CONTENTS_BODY; // corpses can fly through bodies + + // make sure walking button is clear if they are running, to avoid + // proxy no-footsteps cheats + if( abs( pm->cmd.forwardmove ) > 64 || abs( pm->cmd.rightmove ) > 64 ) + pm->cmd.buttons &= ~BUTTON_WALKING; + + // set the talk balloon flag + if( pm->cmd.buttons & BUTTON_TALK ) + pm->ps->eFlags |= EF_TALK; + else + pm->ps->eFlags &= ~EF_TALK; + + // set the firing flag for continuous beam weapons + if( !(pm->ps->pm_flags & PMF_RESPAWNED) && pm->ps->pm_type != PM_INTERMISSION && + ( pm->cmd.buttons & BUTTON_ATTACK ) && + ( ( ammo > 0 || clips > 0 ) || BG_FindInfinteAmmoForWeapon( pm->ps->weapon ) ) ) + pm->ps->eFlags |= EF_FIRING; + else + pm->ps->eFlags &= ~EF_FIRING; + + // set the firing flag for continuous beam weapons + if( !(pm->ps->pm_flags & PMF_RESPAWNED) && pm->ps->pm_type != PM_INTERMISSION && + ( pm->cmd.buttons & BUTTON_ATTACK2 ) && + ( ( ammo > 0 || clips > 0 ) || BG_FindInfinteAmmoForWeapon( pm->ps->weapon ) ) ) + pm->ps->eFlags |= EF_FIRING2; + else + pm->ps->eFlags &= ~EF_FIRING2; + + // set the firing flag for continuous beam weapons + if( !(pm->ps->pm_flags & PMF_RESPAWNED) && pm->ps->pm_type != PM_INTERMISSION && + ( pm->cmd.buttons & BUTTON_USE_HOLDABLE ) && + ( ( ammo > 0 || clips > 0 ) || BG_FindInfinteAmmoForWeapon( pm->ps->weapon ) ) ) + pm->ps->eFlags |= EF_FIRING3; + else + pm->ps->eFlags &= ~EF_FIRING3; + + + // clear the respawned flag if attack and use are cleared + if( pm->ps->stats[STAT_HEALTH] > 0 && + !( pm->cmd.buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) ) ) + pm->ps->pm_flags &= ~PMF_RESPAWNED; + + // if talk button is down, dissallow all other input + // this is to prevent any possible intercept proxy from + // adding fake talk balloons + if( pmove->cmd.buttons & BUTTON_TALK ) + { + pmove->cmd.buttons = BUTTON_TALK; + pmove->cmd.forwardmove = 0; + pmove->cmd.rightmove = 0; + pmove->cmd.upmove = 0; + } + + // clear all pmove local vars + memset( &pml, 0, sizeof( pml ) ); + + // determine the time + pml.msec = pmove->cmd.serverTime - pm->ps->commandTime; + + if( pml.msec < 1 ) + pml.msec = 1; + else if( pml.msec > 200 ) + pml.msec = 200; + + pm->ps->commandTime = pmove->cmd.serverTime; + + // save old org in case we get stuck + VectorCopy( pm->ps->origin, pml.previous_origin ); + + // save old velocity for crashlanding + VectorCopy( pm->ps->velocity, pml.previous_velocity ); + + pml.frametime = pml.msec * 0.001; + + AngleVectors( pm->ps->viewangles, pml.forward, pml.right, pml.up ); + + if( pm->cmd.upmove < 10 ) + { + // not holding jump + pm->ps->pm_flags &= ~PMF_JUMP_HELD; + } + + // decide if backpedaling animations should be used + if( pm->cmd.forwardmove < 0 ) + pm->ps->pm_flags |= PMF_BACKWARDS_RUN; + else if( pm->cmd.forwardmove > 0 || ( pm->cmd.forwardmove == 0 && pm->cmd.rightmove ) ) + pm->ps->pm_flags &= ~PMF_BACKWARDS_RUN; + + if( pm->ps->pm_type >= PM_DEAD ) + { + pm->cmd.forwardmove = 0; + pm->cmd.rightmove = 0; + pm->cmd.upmove = 0; + } + + if( pm->ps->pm_type == PM_SPECTATOR ) + { + // update the viewangles + PM_UpdateViewAngles( pm->ps, &pm->cmd ); + PM_CheckDuck( ); + PM_FlyMove( ); + PM_DropTimers( ); + return; + } + + if( pm->ps->pm_type == PM_NOCLIP ) + { + PM_UpdateViewAngles( pm->ps, &pm->cmd ); + PM_NoclipMove( ); + PM_DropTimers( ); + return; + } + + if( pm->ps->pm_type == PM_FREEZE) + return; // no movement at all + + if( pm->ps->pm_type == PM_INTERMISSION || pm->ps->pm_type == PM_SPINTERMISSION ) + return; // no movement at all + + // set watertype, and waterlevel + PM_SetWaterLevel( ); + pml.previous_waterlevel = pmove->waterlevel; + + // set mins, maxs, and viewheight + PM_CheckDuck( ); + + PM_CheckLadder( ); + + // set groundentity + PM_GroundTrace( ); + + // update the viewangles + PM_UpdateViewAngles( pm->ps, &pm->cmd ); + + if( pm->ps->pm_type == PM_DEAD || pm->ps->pm_type == PM_GRABBED ) + PM_DeadMove( ); + + PM_DropTimers( ); + + if( pm->ps->pm_type == PM_JETPACK ) + PM_JetPackMove( ); + else if( pm->ps->pm_flags & PMF_TIME_WATERJUMP ) + PM_WaterJumpMove( ); + else if( pm->waterlevel > 1 ) + PM_WaterMove( ); + else if( pml.ladder ) + PM_LadderMove( ); + else if( pml.walking ) + { + if( BG_ClassHasAbility( pm->ps->stats[ STAT_PCLASS ], SCA_WALLCLIMBER ) && + ( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) ) + PM_ClimbMove( ); //TA: walking on any surface + else + PM_WalkMove( ); // walking on ground + } + else + PM_AirMove( ); + + PM_Animate( ); + + // set groundentity, watertype, and waterlevel + PM_GroundTrace( ); + //TA: must update after every GroundTrace() - yet more clock cycles down the drain :( (14 vec rotations/frame) + // update the viewangles + PM_UpdateViewAngles( pm->ps, &pm->cmd ); + + PM_SetWaterLevel( ); + + // weapons + PM_Weapon( ); + + // torso animation + PM_TorsoAnimation( ); + + // footstep events / legs animations + PM_Footsteps( ); + + // entering / leaving water splashes + PM_WaterEvents( ); + + // snap some parts of playerstate to save network bandwidth + trap_SnapVector( pm->ps->velocity ); +} + + +/* +================ +Pmove + +Can be called by either the server or the client +================ +*/ +void Pmove( pmove_t *pmove ) +{ + int finalTime; + + finalTime = pmove->cmd.serverTime; + + if( finalTime < pmove->ps->commandTime ) + return; // should not happen + + if( finalTime > pmove->ps->commandTime + 1000 ) + pmove->ps->commandTime = finalTime - 1000; + + pmove->ps->pmove_framecount = ( pmove->ps->pmove_framecount + 1 ) & ( ( 1 << PS_PMOVEFRAMECOUNTBITS ) - 1 ); + + // chop the move up if it is too long, to prevent framerate + // dependent behavior + while( pmove->ps->commandTime != finalTime ) + { + int msec; + + msec = finalTime - pmove->ps->commandTime; + + if( pmove->pmove_fixed ) + { + if( msec > pmove->pmove_msec ) + msec = pmove->pmove_msec; + } + else + { + if( msec > 66 ) + msec = 66; + } + + + pmove->cmd.serverTime = pmove->ps->commandTime + msec; + PmoveSingle( pmove ); + + if( pmove->ps->pm_flags & PMF_JUMP_HELD ) + pmove->cmd.upmove = 20; + } +} diff --git a/src/game/bg_public.h b/src/game/bg_public.h new file mode 100644 index 00000000..fa84b440 --- /dev/null +++ b/src/game/bg_public.h @@ -0,0 +1,1299 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// bg_public.h -- definitions shared by both the server game and client game modules + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +//tremulous balance header +#include "tremulous.h" + +// because games can change separately from the main system version, we need a +// second version that must match between game and cgame +#define GAME_VERSION "tremulous" + +#define DEFAULT_GRAVITY 800 + +#define SCORE_NOT_PRESENT -9999 // for the CS_SCORES[12] when only one player is present + +#define VOTE_TIME 30000 // 30 seconds before vote times out + +#define MINS_Z -24 +#define DEFAULT_VIEWHEIGHT 26 +#define CROUCH_VIEWHEIGHT 12 +#define DEAD_VIEWHEIGHT -14 //TA: watch for mins[ 2 ] less than this causing + +// +// config strings are a general means of communicating variable length strings +// from the server to all connected clients. +// + +// CS_SERVERINFO and CS_SYSTEMINFO are defined in q_shared.h +#define CS_MUSIC 2 +#define CS_MESSAGE 3 // from the map worldspawn's message field +#define CS_MOTD 4 // g_motd string for server message of the day +#define CS_WARMUP 5 // server time when the match will be restarted +#define CS_SCORES1 6 +#define CS_SCORES2 7 +#define CS_VOTE_TIME 8 +#define CS_VOTE_STRING 9 +#define CS_VOTE_YES 10 +#define CS_VOTE_NO 11 + +#define CS_TEAMVOTE_TIME 12 +#define CS_TEAMVOTE_STRING 14 +#define CS_TEAMVOTE_YES 16 +#define CS_TEAMVOTE_NO 18 + +#define CS_GAME_VERSION 20 +#define CS_LEVEL_START_TIME 21 // so the timer only shows the current level +#define CS_INTERMISSION 22 // when 1, fraglimit/timelimit has been hit and intermission will start in a second or two +#define CS_FLAGSTATUS 23 // string indicating flag status in CTF +#define CS_SHADERSTATE 24 +#define CS_BOTINFO 25 +#define CS_CLIENTS_READY 26 //TA: following suggestion in STAT_ enum STAT_CLIENTS_READY becomes a configstring + +//TA: extra stuff: +#define CS_BUILDPOINTS 28 +#define CS_STAGES 29 +#define CS_SPAWNS 30 + +#define CS_MODELS 33 +#define CS_SOUNDS (CS_MODELS+MAX_MODELS) +#define CS_SHADERS (CS_SOUNDS+MAX_SOUNDS) +#define CS_PARTICLE_SYSTEMS (CS_SHADERS+MAX_SHADERS) +#define CS_PLAYERS (CS_PARTICLE_SYSTEMS+MAX_GAME_PARTICLE_SYSTEMS) +#define CS_PRECACHES (CS_PLAYERS+MAX_CLIENTS) +#define CS_LOCATIONS (CS_PRECACHES+MAX_CLIENTS) +#define CS_PARTICLE_FILES (CS_LOCATIONS+MAX_LOCATIONS) + +#define CS_MAX (CS_PARTICLE_FILES+MAX_PARTICLE_FILES) + +#if (CS_MAX) > MAX_CONFIGSTRINGS +#error overflow: (CS_MAX) > MAX_CONFIGSTRINGS +#endif + +typedef enum +{ + GENDER_MALE, + GENDER_FEMALE, + GENDER_NEUTER +} gender_t; + +/* +=================================================================================== + +PMOVE MODULE + +The pmove code takes a player_state_t and a usercmd_t and generates a new player_state_t +and some other output data. Used for local prediction on the client game and true +movement on the server game. +=================================================================================== +*/ + +typedef enum +{ + PM_NORMAL, // can accelerate and turn + PM_NOCLIP, // noclip movement + PM_SPECTATOR, // still run into walls + PM_JETPACK, // jetpack physics + PM_GRABBED, // like dead, but for when the player is still live + PM_DEAD, // no acceleration or turning, but free falling + PM_FREEZE, // stuck in place with no control + PM_INTERMISSION, // no movement or status bar + PM_SPINTERMISSION // no movement or status bar +} pmtype_t; + +typedef enum +{ + WEAPON_READY, + WEAPON_RAISING, + WEAPON_DROPPING, + WEAPON_FIRING, + WEAPON_RELOADING +} weaponstate_t; + +// pmove->pm_flags +#define PMF_DUCKED 1 +#define PMF_JUMP_HELD 2 +#define PMF_CROUCH_HELD 4 +#define PMF_BACKWARDS_JUMP 8 // go into backwards land +#define PMF_BACKWARDS_RUN 16 // coast down to backwards run +#define PMF_TIME_LAND 32 // pm_time is time before rejump +#define PMF_TIME_KNOCKBACK 64 // pm_time is an air-accelerate only time +#define PMF_TIME_WATERJUMP 256 // pm_time is waterjump +#define PMF_RESPAWNED 512 // clear after attack and jump buttons come up +#define PMF_USE_ITEM_HELD 1024 +#define PMF_WEAPON_RELOAD 2048 //TA: force a weapon switch +#define PMF_FOLLOW 4096 // spectate following another player +#define PMF_QUEUED 8192 //TA: player is queued +#define PMF_TIME_WALLJUMP 16384 //TA: for limiting wall jumping +#define PMF_CHARGE 32768 //TA: keep track of pouncing +#define PMF_WEAPON_SWITCH 65536 //TA: force a weapon switch + + +#define PMF_ALL_TIMES (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK|PMF_TIME_WALLJUMP) + +#define MAXTOUCH 32 +typedef struct +{ + // state (in / out) + playerState_t *ps; + + // command (in) + usercmd_t cmd; + int tracemask; // collide against these types of surfaces + int debugLevel; // if set, diagnostic output will be printed + qboolean noFootsteps; // if the game is setup for no footsteps by the server + qboolean autoWeaponHit[ 32 ]; //FIXME: TA: remind myself later this might be a problem + + int framecount; + + // results (out) + int numtouch; + int touchents[ MAXTOUCH ]; + + vec3_t mins, maxs; // bounding box size + + int watertype; + int waterlevel; + + float xyspeed; + + // for fixed msec Pmove + int pmove_fixed; + int pmove_msec; + + // callbacks to test the world + // these will be different functions during game and cgame + /*void (*trace)( trace_t *results, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int passEntityNum, int contentMask );*/ + void (*trace)( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, + const vec3_t end, int passEntityNum, int contentMask ); + + + int (*pointcontents)( const vec3_t point, int passEntityNum ); +} pmove_t; + +// if a full pmove isn't done on the client, you can just update the angles +void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd ); +void Pmove( pmove_t *pmove ); + +//=================================================================================== + + +// player_state->stats[] indexes +typedef enum +{ + STAT_HEALTH, + STAT_ITEMS, + STAT_SLOTS, //TA: tracks the amount of stuff human players are carrying + STAT_ACTIVEITEMS, + STAT_WEAPONS, // 16 bit fields + STAT_WEAPONS2, //TA: another 16 bits to push the max weapon count up + STAT_MAX_HEALTH, // health / armor limit, changable by handicap + STAT_PCLASS, //TA: player class (for aliens AND humans) + STAT_PTEAM, //TA: player team + STAT_STAMINA, //TA: stamina (human only) + STAT_STATE, //TA: client states e.g. wall climbing + STAT_MISC, //TA: for uh...misc stuff + STAT_BUILDABLE, //TA: which ghost model to display for building + STAT_BOOSTTIME, //TA: time left for boost (alien only) + STAT_FALLDIST, //TA: the distance the player fell + STAT_VIEWLOCK //TA: direction to lock the view in +} statIndex_t; + +#define SCA_WALLCLIMBER 0x00000001 +#define SCA_TAKESFALLDAMAGE 0x00000002 +#define SCA_CANZOOM 0x00000004 +#define SCA_NOWEAPONDRIFT 0x00000008 +#define SCA_FOVWARPS 0x00000010 +#define SCA_ALIENSENSE 0x00000020 +#define SCA_CANUSELADDERS 0x00000040 +#define SCA_WALLJUMPER 0x00000080 + +#define SS_WALLCLIMBING 0x00000001 +#define SS_WALLCLIMBINGCEILING 0x00000002 +#define SS_CREEPSLOWED 0x00000004 +#define SS_SPEEDBOOST 0x00000008 +#define SS_INFESTING 0x00000010 +#define SS_GRABBED 0x00000020 +#define SS_BLOBLOCKED 0x00000040 +#define SS_POISONED 0x00000080 +#define SS_HOVELING 0x00000100 +#define SS_BOOSTED 0x00000200 +#define SS_SLOWLOCKED 0x00000400 +#define SS_POISONCLOUDED 0x00000800 +#define SS_MEDKIT_ACTIVE 0x00001000 +#define SS_CHARGING 0x00002000 + +#define SB_VALID_TOGGLEBIT 0x00004000 + +#define MAX_STAMINA 1000 + +#define BOOST_TIME 20000 + +// player_state->persistant[] indexes +// these fields are the only part of player_state that isn't +// cleared on respawn +typedef enum +{ + PERS_SCORE, // !!! MUST NOT CHANGE, SERVER AND GAME BOTH REFERENCE !!! + PERS_HITS, // total points damage inflicted so damage beeps can sound on change + PERS_RANK, + PERS_TEAM, + PERS_SPAWN_COUNT, // incremented every respawn + PERS_ATTACKER, // clientnum of last damage inflicter + PERS_KILLED, // count of the number of times you died + + //TA: + PERS_STATE, + PERS_CREDIT, // human credit + PERS_BANK, // human credit in the bank + PERS_QUEUEPOS, // position in the spawn queue + PERS_NEWWEAPON // weapon to switch to +} persEnum_t; + +#define PS_WALLCLIMBINGFOLLOW 0x00000001 +#define PS_WALLCLIMBINGTOGGLE 0x00000002 +#define PS_NONSEGMODEL 0x00000004 + +// entityState_t->eFlags +#define EF_DEAD 0x00000001 // don't draw a foe marker over players with EF_DEAD +#define EF_TELEPORT_BIT 0x00000002 // toggled every time the origin abruptly changes +#define EF_PLAYER_EVENT 0x00000004 +#define EF_BOUNCE 0x00000008 // for missiles +#define EF_BOUNCE_HALF 0x00000010 // for missiles +#define EF_NO_BOUNCE_SOUND 0x00000020 // for missiles +#define EF_WALLCLIMB 0x00000040 // TA: wall walking +#define EF_WALLCLIMBCEILING 0x00000080 // TA: wall walking ceiling hack +#define EF_NODRAW 0x00000100 // may have an event, but no model (unspawned items) +#define EF_FIRING 0x00000200 // for lightning gun +#define EF_FIRING2 0x00000400 // alt fire +#define EF_FIRING3 0x00000800 // third fire +#define EF_MOVER_STOP 0x00001000 // will push otherwise +#define EF_TALK 0x00002000 // draw a talk balloon +#define EF_CONNECTION 0x00004000 // draw a connection trouble sprite +#define EF_VOTED 0x00008000 // already cast a vote +#define EF_TEAMVOTED 0x00010000 // already cast a vote +#define EF_BLOBLOCKED 0x00020000 // TA: caught by a trapper +#define EF_REAL_LIGHT 0x00040000 // TA: light sprites according to ambient light + +typedef enum +{ + PW_NONE, + + PW_QUAD, + PW_BATTLESUIT, + PW_HASTE, + PW_INVIS, + PW_REGEN, + PW_FLIGHT, + + PW_REDFLAG, + PW_BLUEFLAG, + PW_BALL, + + PW_NUM_POWERUPS +} powerup_t; + +typedef enum +{ + HI_NONE, + + HI_TELEPORTER, + HI_MEDKIT, + + HI_NUM_HOLDABLE +} holdable_t; + +typedef enum +{ + WPM_NONE, + + WPM_PRIMARY, + WPM_SECONDARY, + WPM_TERTIARY, + + WPM_NUM_WEAPONMODES +} weaponMode_t; + +typedef enum +{ + WP_NONE, + + WP_ALEVEL0, + WP_ALEVEL1, + WP_ALEVEL1_UPG, + WP_ALEVEL2, + WP_ALEVEL2_UPG, + WP_ALEVEL3, + WP_ALEVEL3_UPG, + WP_ALEVEL4, + + WP_BLASTER, + WP_MACHINEGUN, + WP_PAIN_SAW, + WP_SHOTGUN, + WP_LAS_GUN, + WP_MASS_DRIVER, + WP_CHAINGUN, + WP_PULSE_RIFLE, + WP_FLAMER, + WP_LUCIFER_CANNON, + WP_GRENADE, + + WP_LOCKBLOB_LAUNCHER, + WP_HIVE, + WP_TESLAGEN, + WP_MGTURRET, + + //build weapons must remain in a block + WP_ABUILD, + WP_ABUILD2, + WP_HBUILD2, + WP_HBUILD, + //ok? + + WP_NUM_WEAPONS +} weapon_t; + +typedef enum +{ + UP_NONE, + + UP_LIGHTARMOUR, + UP_HELMET, + UP_MEDKIT, + UP_BATTPACK, + UP_JETPACK, + UP_BATTLESUIT, + UP_GRENADE, + + UP_AMMO, + + UP_NUM_UPGRADES +} upgrade_t; + +typedef enum +{ + WUT_NONE, + + WUT_ALIENS, + WUT_HUMANS, + + WUT_NUM_TEAMS +} WUTeam_t; + +//TA: bitmasks for upgrade slots +#define SLOT_NONE 0x00000000 +#define SLOT_HEAD 0x00000001 +#define SLOT_TORSO 0x00000002 +#define SLOT_ARMS 0x00000004 +#define SLOT_LEGS 0x00000008 +#define SLOT_BACKPACK 0x00000010 +#define SLOT_WEAPON 0x00000020 +#define SLOT_SIDEARM 0x00000040 + +typedef enum +{ + BA_NONE, + + BA_A_SPAWN, + BA_A_OVERMIND, + + BA_A_BARRICADE, + BA_A_ACIDTUBE, + BA_A_TRAPPER, + BA_A_BOOSTER, + BA_A_HIVE, + + BA_A_HOVEL, + + BA_H_SPAWN, + + BA_H_MGTURRET, + BA_H_TESLAGEN, + + BA_H_ARMOURY, + BA_H_DCC, + BA_H_MEDISTAT, + + BA_H_REACTOR, + BA_H_REPEATER, + + BA_NUM_BUILDABLES +} buildable_t; + +typedef enum +{ + BIT_NONE, + + BIT_ALIENS, + BIT_HUMANS, + + BIT_NUM_TEAMS +} buildableTeam_t; + +#define B_HEALTH_BITS 5 +#define B_HEALTH_SCALE (float)((1<<B_HEALTH_BITS)-1) + +#define B_SPAWNED_TOGGLEBIT 0x00000020 +#define B_POWERED_TOGGLEBIT 0x00000040 +#define B_DCCED_TOGGLEBIT 0x00000080 + + +// reward sounds (stored in ps->persistant[PERS_PLAYEREVENTS]) +#define PLAYEREVENT_DENIEDREWARD 0x0001 +#define PLAYEREVENT_GAUNTLETREWARD 0x0002 +#define PLAYEREVENT_HOLYSHIT 0x0004 + +// entityState_t->event values +// entity events are for effects that take place reletive +// to an existing entities origin. Very network efficient. + +// two bits at the top of the entityState->event field +// will be incremented with each change in the event so +// that an identical event started twice in a row can +// be distinguished. And off the value with ~EV_EVENT_BITS +// to retrieve the actual event number +#define EV_EVENT_BIT1 0x00000100 +#define EV_EVENT_BIT2 0x00000200 +#define EV_EVENT_BITS (EV_EVENT_BIT1|EV_EVENT_BIT2) + +#define EVENT_VALID_MSEC 300 + +typedef enum +{ + EV_NONE, + + EV_FOOTSTEP, + EV_FOOTSTEP_METAL, + EV_FOOTSTEP_SQUELCH, + EV_FOOTSPLASH, + EV_FOOTWADE, + EV_SWIM, + + EV_STEP_4, + EV_STEP_8, + EV_STEP_12, + EV_STEP_16, + + EV_STEPDN_4, + EV_STEPDN_8, + EV_STEPDN_12, + EV_STEPDN_16, + + EV_FALL_SHORT, + EV_FALL_MEDIUM, + EV_FALL_FAR, + EV_FALLING, + + EV_JUMP, + EV_WATER_TOUCH, // foot touches + EV_WATER_LEAVE, // foot leaves + EV_WATER_UNDER, // head touches + EV_WATER_CLEAR, // head leaves + + EV_NOAMMO, + EV_CHANGE_WEAPON, + EV_FIRE_WEAPON, + EV_FIRE_WEAPON2, + EV_FIRE_WEAPON3, + + EV_PLAYER_RESPAWN, //TA: for fovwarp effects + EV_PLAYER_TELEPORT_IN, + EV_PLAYER_TELEPORT_OUT, + + EV_GRENADE_BOUNCE, // eventParm will be the soundindex + + EV_GENERAL_SOUND, + EV_GLOBAL_SOUND, // no attenuation + + EV_BULLET_HIT_FLESH, + EV_BULLET_HIT_WALL, + + EV_SHOTGUN, + + EV_MISSILE_HIT, + EV_MISSILE_MISS, + EV_MISSILE_MISS_METAL, + EV_TESLATRAIL, + EV_BULLET, // otherEntity is the shooter + + EV_LEV1_GRAB, + EV_LEV4_CHARGE_PREPARE, + EV_LEV4_CHARGE_START, + + EV_PAIN, + EV_DEATH1, + EV_DEATH2, + EV_DEATH3, + EV_OBITUARY, + + EV_GIB_PLAYER, // gib a previously living player + + EV_BUILD_CONSTRUCT, //TA + EV_BUILD_DESTROY, //TA + EV_BUILD_DELAY, //TA: can't build yet + EV_BUILD_REPAIR, //TA: repairing buildable + EV_BUILD_REPAIRED, //TA: buildable has full health + EV_HUMAN_BUILDABLE_EXPLOSION, + EV_ALIEN_BUILDABLE_EXPLOSION, + EV_ALIEN_ACIDTUBE, + + EV_MEDKIT_USED, + + EV_ALIEN_EVOLVE, + EV_ALIEN_EVOLVE_FAILED, + + EV_DEBUG_LINE, + EV_STOPLOOPINGSOUND, + EV_TAUNT, + + EV_OVERMIND_ATTACK, //TA: overmind under attack + EV_OVERMIND_DYING, //TA: overmind close to death + EV_OVERMIND_SPAWNS, //TA: overmind needs spawns + + EV_DCC_ATTACK, //TA: dcc under attack + + EV_RPTUSE_SOUND //TA: trigger a sound +} entity_event_t; + +typedef enum +{ + MN_TEAM, + MN_A_TEAMFULL, + MN_H_TEAMFULL, + + //alien stuff + MN_A_CLASS, + MN_A_BUILD, + MN_A_INFEST, + MN_A_HOVEL_OCCUPIED, + MN_A_HOVEL_BLOCKED, + MN_A_NOEROOM, + MN_A_TOOCLOSE, + MN_A_NOOVMND_EVOLVE, + + //alien build + MN_A_SPWNWARN, + MN_A_OVERMIND, + MN_A_NOASSERT, + MN_A_NOCREEP, + MN_A_NOOVMND, + MN_A_NOROOM, + MN_A_NORMAL, + MN_A_HOVEL, + MN_A_HOVEL_EXIT, + + //human stuff + MN_H_SPAWN, + MN_H_BUILD, + MN_H_ARMOURY, + MN_H_NOSLOTS, + MN_H_NOFUNDS, + MN_H_ITEMHELD, + + //human build + MN_H_REPEATER, + MN_H_NOPOWER, + MN_H_NOTPOWERED, + MN_H_NODCC, + MN_H_REACTOR, + MN_H_NOROOM, + MN_H_NORMAL, + MN_H_TNODEWARN, + MN_H_RPTWARN, + MN_H_RPTWARN2 +} dynMenu_t; + +// animations +typedef enum +{ + BOTH_DEATH1, + BOTH_DEAD1, + BOTH_DEATH2, + BOTH_DEAD2, + BOTH_DEATH3, + BOTH_DEAD3, + + TORSO_GESTURE, + + TORSO_ATTACK, + TORSO_ATTACK2, + + TORSO_DROP, + TORSO_RAISE, + + TORSO_STAND, + TORSO_STAND2, + + LEGS_WALKCR, + LEGS_WALK, + LEGS_RUN, + LEGS_BACK, + LEGS_SWIM, + + LEGS_JUMP, + LEGS_LAND, + + LEGS_JUMPB, + LEGS_LANDB, + + LEGS_IDLE, + LEGS_IDLECR, + + LEGS_TURN, + + TORSO_GETFLAG, + TORSO_GUARDBASE, + TORSO_PATROL, + TORSO_FOLLOWME, + TORSO_AFFIRMATIVE, + TORSO_NEGATIVE, + + MAX_PLAYER_ANIMATIONS, + + LEGS_BACKCR, + LEGS_BACKWALK, + FLAG_RUN, + FLAG_STAND, + FLAG_STAND2RUN, + + MAX_PLAYER_TOTALANIMATIONS +} playerAnimNumber_t; + +// nonsegmented animations +typedef enum +{ + NSPA_STAND, + + NSPA_GESTURE, + + NSPA_WALK, + NSPA_RUN, + NSPA_RUNBACK, + NSPA_CHARGE, + + NSPA_RUNLEFT, + NSPA_WALKLEFT, + NSPA_RUNRIGHT, + NSPA_WALKRIGHT, + + NSPA_SWIM, + + NSPA_JUMP, + NSPA_LAND, + NSPA_JUMPBACK, + NSPA_LANDBACK, + + NSPA_TURN, + + NSPA_ATTACK1, + NSPA_ATTACK2, + NSPA_ATTACK3, + + NSPA_PAIN1, + NSPA_PAIN2, + + NSPA_DEATH1, + NSPA_DEAD1, + NSPA_DEATH2, + NSPA_DEAD2, + NSPA_DEATH3, + NSPA_DEAD3, + + MAX_NONSEG_PLAYER_ANIMATIONS, + + NSPA_WALKBACK, + + MAX_NONSEG_PLAYER_TOTALANIMATIONS +} nonSegPlayerAnimNumber_t; + +//TA: for buildable animations +typedef enum +{ + BANIM_NONE, + + BANIM_CONSTRUCT1, + BANIM_CONSTRUCT2, + + BANIM_IDLE1, + BANIM_IDLE2, + BANIM_IDLE3, + + BANIM_ATTACK1, + BANIM_ATTACK2, + + BANIM_SPAWN1, + BANIM_SPAWN2, + + BANIM_PAIN1, + BANIM_PAIN2, + + BANIM_DESTROY1, + BANIM_DESTROY2, + BANIM_DESTROYED, + + MAX_BUILDABLE_ANIMATIONS +} buildableAnimNumber_t; + +typedef struct animation_s +{ + int firstFrame; + int numFrames; + int loopFrames; // 0 to numFrames + int frameLerp; // msec between frames + int initialLerp; // msec to get to first frame + int reversed; // true if animation is reversed + int flipflop; // true if animation should flipflop back to base +} animation_t; + + +// flip the togglebit every time an animation +// changes so a restart of the same anim can be detected +#define ANIM_TOGGLEBIT 0x80 +#define ANIM_FORCEBIT 0x40 + + +typedef enum +{ + TEAM_FREE, + TEAM_SPECTATOR, + + TEAM_NUM_TEAMS +} team_t; + +// Time between location updates +#define TEAM_LOCATION_UPDATE_TIME 1000 + +// How many players on the overlay +#define TEAM_MAXOVERLAY 32 + +//TA: player classes +typedef enum +{ + PCL_NONE, + + //builder classes + PCL_ALIEN_BUILDER0, + PCL_ALIEN_BUILDER0_UPG, + + //offensive classes + PCL_ALIEN_LEVEL0, + PCL_ALIEN_LEVEL1, + PCL_ALIEN_LEVEL1_UPG, + PCL_ALIEN_LEVEL2, + PCL_ALIEN_LEVEL2_UPG, + PCL_ALIEN_LEVEL3, + PCL_ALIEN_LEVEL3_UPG, + PCL_ALIEN_LEVEL4, + + //human class + PCL_HUMAN, + PCL_HUMAN_BSUIT, + + PCL_NUM_CLASSES +} pClass_t; + + +//TA: player teams +typedef enum +{ + PTE_NONE, + PTE_ALIENS, + PTE_HUMANS, + + PTE_NUM_TEAMS +} pTeam_t; + + +// means of death +typedef enum +{ + MOD_UNKNOWN, + MOD_SHOTGUN, + MOD_BLASTER, + MOD_PAINSAW, + MOD_MACHINEGUN, + MOD_CHAINGUN, + MOD_PRIFLE, + MOD_MDRIVER, + MOD_LASGUN, + MOD_LCANNON, + MOD_LCANNON_SPLASH, + MOD_FLAMER, + MOD_FLAMER_SPLASH, + MOD_GRENADE, + MOD_WATER, + MOD_SLIME, + MOD_LAVA, + MOD_CRUSH, + MOD_TELEFRAG, + MOD_FALLING, + MOD_SUICIDE, + MOD_TARGET_LASER, + MOD_TRIGGER_HURT, + + MOD_ABUILDER_CLAW, + MOD_LEVEL0_BITE, + MOD_LEVEL1_CLAW, + MOD_LEVEL1_PCLOUD, + MOD_LEVEL3_CLAW, + MOD_LEVEL3_POUNCE, + MOD_LEVEL3_BOUNCEBALL, + MOD_LEVEL2_CLAW, + MOD_LEVEL2_ZAP, + MOD_LEVEL4_CLAW, + MOD_LEVEL4_CHARGE, + + MOD_SLOWBLOB, + MOD_POISON, + MOD_SWARM, + + MOD_HSPAWN, + MOD_TESLAGEN, + MOD_MGTURRET, + MOD_REACTOR, + + MOD_ASPAWN, + MOD_ATUBE, + MOD_OVERMIND +} meansOfDeath_t; + + +//--------------------------------------------------------- + +//TA: player class record +typedef struct +{ + int classNum; + + char *className; + char *humanName; + + char *modelName; + float modelScale; + char *skinName; + float shadowScale; + + char *hudName; + + int stages; + + vec3_t mins; + vec3_t maxs; + vec3_t crouchMaxs; + vec3_t deadMins; + vec3_t deadMaxs; + float zOffset; + + int viewheight; + int crouchViewheight; + + int health; + float fallDamage; + int regenRate; + + int abilities; + + weapon_t startWeapon; + + float buildDist; + + int fov; + float bob; + float bobCycle; + int steptime; + + float speed; + float acceleration; + float airAcceleration; + float friction; + float stopSpeed; + float jumpMagnitude; + float knockbackScale; + + int children[ 3 ]; + int cost; + int value; +} classAttributes_t; + +typedef struct +{ + char modelName[ MAX_QPATH ]; + float modelScale; + char skinName[ MAX_QPATH ]; + float shadowScale; + char hudName[ MAX_QPATH ]; + char humanName[ MAX_STRING_CHARS ]; + + vec3_t mins; + vec3_t maxs; + vec3_t crouchMaxs; + vec3_t deadMins; + vec3_t deadMaxs; + float zOffset; +} classAttributeOverrides_t; + +//stages +typedef enum +{ + S1, + S2, + S3 +} stage_t; + +#define MAX_BUILDABLE_MODELS 4 + +//TA: buildable item record +typedef struct +{ + int buildNum; + + char *buildName; + char *humanName; + char *entityName; + + char *models[ MAX_BUILDABLE_MODELS ]; + float modelScale; + + vec3_t mins; + vec3_t maxs; + float zOffset; + + trType_t traj; + float bounce; + + int buildPoints; + int stages; + + int health; + int regenRate; + + int splashDamage; + int splashRadius; + + int meansOfDeath; + + int team; + weapon_t buildWeapon; + + int idleAnim; + + int nextthink; + int buildTime; + qboolean usable; + + int turretRange; + int turretFireSpeed; + weapon_t turretProjType; + + float minNormal; + qboolean invertNormal; + + qboolean creepTest; + int creepSize; + + qboolean dccTest; + qboolean reactorTest; +} buildableAttributes_t; + +typedef struct +{ + char models[ MAX_BUILDABLE_MODELS ][ MAX_QPATH ]; + + float modelScale; + vec3_t mins; + vec3_t maxs; + float zOffset; +} buildableAttributeOverrides_t; + +//TA: weapon record +typedef struct +{ + int weaponNum; + + int price; + int stages; + + int slots; + + char *weaponName; + char *weaponHumanName; + + int maxAmmo; + int maxClips; + qboolean infiniteAmmo; + qboolean usesEnergy; + + int repeatRate1; + int repeatRate2; + int repeatRate3; + int reloadTime; + + qboolean hasAltMode; + qboolean hasThirdMode; + + qboolean canZoom; + float zoomFov; + + qboolean purchasable; + + int buildDelay; + + WUTeam_t team; +} weaponAttributes_t; + +//TA: upgrade record +typedef struct +{ + int upgradeNum; + + int price; + int stages; + + int slots; + + char *upgradeName; + char *upgradeHumanName; + + char *icon; + + qboolean purchasable; + + WUTeam_t team; +} upgradeAttributes_t; + + +//TA: +void BG_UnpackAmmoArray( int weapon, int psAmmo[ ], int psAmmo2[ ], int *ammo, int *clips ); +void BG_PackAmmoArray( int weapon, int psAmmo[ ], int psAmmo2[ ], int ammo, int clips ); +qboolean BG_WeaponIsFull( weapon_t weapon, int stats[ ], int psAmmo[ ], int psAmmo2[ ] ); +void BG_AddWeaponToInventory( int weapon, int stats[ ] ); +void BG_RemoveWeaponFromInventory( int weapon, int stats[ ] ); +qboolean BG_InventoryContainsWeapon( int weapon, int stats[ ] ); +void BG_AddUpgradeToInventory( int item, int stats[ ] ); +void BG_RemoveUpgradeFromInventory( int item, int stats[ ] ); +qboolean BG_InventoryContainsUpgrade( int item, int stats[ ] ); +void BG_ActivateUpgrade( int item, int stats[ ] ); +void BG_DeactivateUpgrade( int item, int stats[ ] ); +qboolean BG_UpgradeIsActive( int item, int stats[ ] ); +qboolean BG_RotateAxis( vec3_t surfNormal, vec3_t inAxis[ 3 ], + vec3_t outAxis[ 3 ], qboolean inverse, qboolean ceiling ); +void BG_PositionBuildableRelativeToPlayer( const playerState_t *ps, + const vec3_t mins, const vec3_t maxs, + void (*trace)( trace_t *, const vec3_t, const vec3_t, + const vec3_t, const vec3_t, int, int ), + vec3_t outOrigin, vec3_t outAngles, trace_t *tr ); +int BG_GetValueOfHuman( playerState_t *ps ); + +int BG_FindBuildNumForName( char *name ); +int BG_FindBuildNumForEntityName( char *name ); +char *BG_FindNameForBuildable( int bclass ); +char *BG_FindHumanNameForBuildable( int bclass ); +char *BG_FindEntityNameForBuildable( int bclass ); +char *BG_FindModelsForBuildable( int bclass, int modelNum ); +float BG_FindModelScaleForBuildable( int bclass ); +void BG_FindBBoxForBuildable( int bclass, vec3_t mins, vec3_t maxs ); +float BG_FindZOffsetForBuildable( int pclass ); +int BG_FindHealthForBuildable( int bclass ); +int BG_FindRegenRateForBuildable( int bclass ); +trType_t BG_FindTrajectoryForBuildable( int bclass ); +float BG_FindBounceForBuildable( int bclass ); +int BG_FindBuildPointsForBuildable( int bclass ); +qboolean BG_FindStagesForBuildable( int bclass, stage_t stage ); +int BG_FindSplashDamageForBuildable( int bclass ); +int BG_FindSplashRadiusForBuildable( int bclass ); +int BG_FindMODForBuildable( int bclass ); +int BG_FindTeamForBuildable( int bclass ); +weapon_t BG_FindBuildWeaponForBuildable( int bclass ); +int BG_FindAnimForBuildable( int bclass ); +int BG_FindNextThinkForBuildable( int bclass ); +int BG_FindBuildTimeForBuildable( int bclass ); +qboolean BG_FindUsableForBuildable( int bclass ); +int BG_FindRangeForBuildable( int bclass ); +int BG_FindFireSpeedForBuildable( int bclass ); +weapon_t BG_FindProjTypeForBuildable( int bclass ); +float BG_FindMinNormalForBuildable( int bclass ); +qboolean BG_FindInvertNormalForBuildable( int bclass ); +int BG_FindCreepTestForBuildable( int bclass ); +int BG_FindCreepSizeForBuildable( int bclass ); +int BG_FindDCCTestForBuildable( int bclass ); +int BG_FindUniqueTestForBuildable( int bclass ); +void BG_InitBuildableOverrides( void ); + +int BG_FindClassNumForName( char *name ); +char *BG_FindNameForClassNum( int pclass ); +char *BG_FindHumanNameForClassNum( int pclass ); +char *BG_FindModelNameForClass( int pclass ); +float BG_FindModelScaleForClass( int pclass ); +char *BG_FindSkinNameForClass( int pclass ); +float BG_FindShadowScaleForClass( int pclass ); +char *BG_FindHudNameForClass( int pclass ); +qboolean BG_FindStagesForClass( int pclass, stage_t stage ); +void BG_FindBBoxForClass( int pclass, vec3_t mins, vec3_t maxs, vec3_t cmaxs, vec3_t dmins, vec3_t dmaxs ); +float BG_FindZOffsetForClass( int pclass ); +void BG_FindViewheightForClass( int pclass, int *viewheight, int *cViewheight ); +int BG_FindHealthForClass( int pclass ); +float BG_FindFallDamageForClass( int pclass ); +int BG_FindRegenRateForClass( int pclass ); +int BG_FindFovForClass( int pclass ); +float BG_FindBobForClass( int pclass ); +float BG_FindBobCycleForClass( int pclass ); +float BG_FindSpeedForClass( int pclass ); +float BG_FindAccelerationForClass( int pclass ); +float BG_FindAirAccelerationForClass( int pclass ); +float BG_FindFrictionForClass( int pclass ); +float BG_FindStopSpeedForClass( int pclass ); +float BG_FindJumpMagnitudeForClass( int pclass ); +float BG_FindKnockbackScaleForClass( int pclass ); +int BG_FindSteptimeForClass( int pclass ); +qboolean BG_ClassHasAbility( int pclass, int ability ); +weapon_t BG_FindStartWeaponForClass( int pclass ); +float BG_FindBuildDistForClass( int pclass ); +int BG_ClassCanEvolveFromTo( int fclass, int tclass, int credits, int num ); +int BG_FindCostOfClass( int pclass ); +int BG_FindValueOfClass( int pclass ); +void BG_InitClassOverrides( void ); + +int BG_FindPriceForWeapon( int weapon ); +qboolean BG_FindStagesForWeapon( int weapon, stage_t stage ); +int BG_FindSlotsForWeapon( int weapon ); +char *BG_FindNameForWeapon( int weapon ); +int BG_FindWeaponNumForName( char *name ); +char *BG_FindHumanNameForWeapon( int weapon ); +char *BG_FindModelsForWeapon( int weapon, int modelNum ); +char *BG_FindIconForWeapon( int weapon ); +char *BG_FindCrosshairForWeapon( int weapon ); +int BG_FindCrosshairSizeForWeapon( int weapon ); +void BG_FindAmmoForWeapon( int weapon, int *maxAmmo, int *maxClips ); +qboolean BG_FindInfinteAmmoForWeapon( int weapon ); +qboolean BG_FindUsesEnergyForWeapon( int weapon ); +int BG_FindRepeatRate1ForWeapon( int weapon ); +int BG_FindRepeatRate2ForWeapon( int weapon ); +int BG_FindRepeatRate3ForWeapon( int weapon ); +int BG_FindReloadTimeForWeapon( int weapon ); +qboolean BG_WeaponHasAltMode( int weapon ); +qboolean BG_WeaponHasThirdMode( int weapon ); +qboolean BG_WeaponCanZoom( int weapon ); +float BG_FindZoomFovForWeapon( int weapon ); +qboolean BG_FindPurchasableForWeapon( int weapon ); +int BG_FindBuildDelayForWeapon( int weapon ); +WUTeam_t BG_FindTeamForWeapon( int weapon ); + +int BG_FindPriceForUpgrade( int upgrade ); +qboolean BG_FindStagesForUpgrade( int upgrade, stage_t stage ); +int BG_FindSlotsForUpgrade( int upgrade ); +char *BG_FindNameForUpgrade( int upgrade ); +int BG_FindUpgradeNumForName( char *name ); +char *BG_FindHumanNameForUpgrade( int upgrade ); +char *BG_FindIconForUpgrade( int upgrade ); +qboolean BG_FindPurchasableForUpgrade( int upgrade ); +WUTeam_t BG_FindTeamForUpgrade( int upgrade ); + +// content masks +#define MASK_ALL (-1) +#define MASK_SOLID (CONTENTS_SOLID) +#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY) +#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP) +#define MASK_WATER (CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME) +#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_SLIME|CONTENTS_LAVA) +#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_BODY) + + +// +// entityState_t->eType +// +typedef enum +{ + ET_GENERAL, + ET_PLAYER, + ET_ITEM, + + ET_BUILDABLE, //TA: buildable type + + ET_MISSILE, + ET_MOVER, + ET_BEAM, + ET_PORTAL, + ET_SPEAKER, + ET_PUSH_TRIGGER, + ET_TELEPORT_TRIGGER, + ET_INVISIBLE, + ET_GRAPPLE, // grapple hooked on wall + + ET_CORPSE, + ET_PARTICLE_SYSTEM, + ET_ANIMMAPOBJ, + ET_MODELDOOR, + ET_LIGHTFLARE, + ET_LEV2_ZAP_CHAIN, + + ET_EVENTS // any of the EV_* events can be added freestanding + // by setting eType to ET_EVENTS + eventNum + // this avoids having to set eFlags and eventNum +} entityType_t; + +void BG_EvaluateTrajectory( const trajectory_t *tr, int atTime, vec3_t result ); +void BG_EvaluateTrajectoryDelta( const trajectory_t *tr, int atTime, vec3_t result ); + +void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps ); + +void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap ); +void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboolean snap ); + +qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime ); + +#define ARENAS_PER_TIER 4 +#define MAX_ARENAS 1024 +#define MAX_ARENAS_TEXT 8192 + +#define MAX_BOTS 1024 +#define MAX_BOTS_TEXT 8192 + +//TA: conceptually should live in q_shared.h +void AxisToAngles( vec3_t axis[3], vec3_t angles ); +#define Vector2Set(v, x, y) ((v)[0]=(x), (v)[1]=(y)) +float pointToLineDistance( const vec3_t point, const vec3_t p1, const vec3_t p2 ); +#define MAX(x,y) (x)>(y)?(x):(y) +#define MIN(x,y) (x)<(y)?(x):(y) + + +// Ridah +void GetPerpendicularViewVector( const vec3_t point, const vec3_t p1, + const vec3_t p2, vec3_t up ); +void ProjectPointOntoVector( vec3_t point, vec3_t vStart, + vec3_t vEnd, vec3_t vProj ); +float VectorDistance( vec3_t v1, vec3_t v2 ); +// done. + +//call roundf in place of round on non VM platforms +#ifdef Q3_VM +#define roundf round +#else +#define round roundf +#endif + +#define M_ROOT3 1.732050808f +float VectorMinComponent( vec3_t v ); +float VectorMaxComponent( vec3_t v ); +float round( float v ); + +float atof_neg( char *token, qboolean allowNegative ); +int atoi_neg( char *token, qboolean allowNegative ); + +void BG_ParseCSVEquipmentList( const char *string, weapon_t *weapons, int weaponsSize, + upgrade_t *upgrades, int upgradesSize ); +void BG_ParseCSVClassList( const char *string, pClass_t *classes, int classesSize ); +void BG_ParseCSVBuildableList( const char *string, buildable_t *buildables, int buildablesSize ); diff --git a/src/game/bg_slidemove.c b/src/game/bg_slidemove.c new file mode 100644 index 00000000..47f1ec04 --- /dev/null +++ b/src/game/bg_slidemove.c @@ -0,0 +1,408 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// bg_slidemove.c -- part of bg_pmove functionality + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +#include "q_shared.h" +#include "bg_public.h" +#include "bg_local.h" + +/* + +input: origin, velocity, bounds, groundPlane, trace function + +output: origin, velocity, impacts, stairup boolean + +*/ + +/* +================== +PM_SlideMove + +Returns qtrue if the velocity was clipped in some way +================== +*/ +#define MAX_CLIP_PLANES 5 +qboolean PM_SlideMove( qboolean gravity ) +{ + int bumpcount, numbumps; + vec3_t dir; + float d; + int numplanes; + vec3_t planes[MAX_CLIP_PLANES]; + vec3_t primal_velocity; + vec3_t clipVelocity; + int i, j, k; + trace_t trace; + vec3_t end; + float time_left; + float into; + vec3_t endVelocity; + vec3_t endClipVelocity; + + numbumps = 4; + + VectorCopy( pm->ps->velocity, primal_velocity ); + + if( gravity ) + { + VectorCopy( pm->ps->velocity, endVelocity ); + endVelocity[ 2 ] -= pm->ps->gravity * pml.frametime; + pm->ps->velocity[ 2 ] = ( pm->ps->velocity[ 2 ] + endVelocity[ 2 ] ) * 0.5; + primal_velocity[ 2 ] = endVelocity[ 2 ]; + + if( pml.groundPlane ) + { + // slide along the ground plane + PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal, + pm->ps->velocity, OVERCLIP ); + } + } + + time_left = pml.frametime; + + // never turn against the ground plane + if( pml.groundPlane ) + { + numplanes = 1; + VectorCopy( pml.groundTrace.plane.normal, planes[ 0 ] ); + } + else + numplanes = 0; + + // never turn against original velocity + VectorNormalize2( pm->ps->velocity, planes[ numplanes ] ); + numplanes++; + + for( bumpcount = 0; bumpcount < numbumps; bumpcount++ ) + { + // calculate position we are trying to move to + VectorMA( pm->ps->origin, time_left, pm->ps->velocity, end ); + + // see if we can make it there + pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, end, pm->ps->clientNum, pm->tracemask ); + + if( trace.allsolid ) + { + // entity is completely trapped in another solid + pm->ps->velocity[ 2 ] = 0; // don't build up falling damage, but allow sideways acceleration + return qtrue; + } + + if( trace.fraction > 0 ) + { + // actually covered some distance + VectorCopy( trace.endpos, pm->ps->origin ); + } + + if( trace.fraction == 1 ) + break; // moved the entire distance + + // save entity for contact + PM_AddTouchEnt( trace.entityNum ); + + time_left -= time_left * trace.fraction; + + if( numplanes >= MAX_CLIP_PLANES ) + { + // this shouldn't really happen + VectorClear( pm->ps->velocity ); + return qtrue; + } + + // + // if this is the same plane we hit before, nudge velocity + // out along it, which fixes some epsilon issues with + // non-axial planes + // + for( i = 0 ; i < numplanes ; i++ ) + { + if( DotProduct( trace.plane.normal, planes[i] ) > 0.99 ) + { + VectorAdd( trace.plane.normal, pm->ps->velocity, pm->ps->velocity ); + break; + } + } + + if( i < numplanes ) + continue; + + VectorCopy( trace.plane.normal, planes[ numplanes ] ); + numplanes++; + + // + // modify velocity so it parallels all of the clip planes + // + + // find a plane that it enters + for( i = 0; i < numplanes; i++ ) + { + into = DotProduct( pm->ps->velocity, planes[ i ] ); + if( into >= 0.1 ) + continue; // move doesn't interact with the plane + + // see how hard we are hitting things + if( -into > pml.impactSpeed ) + pml.impactSpeed = -into; + + // slide along the plane + PM_ClipVelocity( pm->ps->velocity, planes[ i ], clipVelocity, OVERCLIP ); + + // slide along the plane + PM_ClipVelocity( endVelocity, planes[ i ], endClipVelocity, OVERCLIP ); + + // see if there is a second plane that the new move enters + for( j = 0; j < numplanes; j++ ) + { + if( j == i ) + continue; + + if( DotProduct( clipVelocity, planes[ j ] ) >= 0.1 ) + continue; // move doesn't interact with the plane + + // try clipping the move to the plane + PM_ClipVelocity( clipVelocity, planes[ j ], clipVelocity, OVERCLIP ); + PM_ClipVelocity( endClipVelocity, planes[ j ], endClipVelocity, OVERCLIP ); + + // see if it goes back into the first clip plane + if( DotProduct( clipVelocity, planes[ i ] ) >= 0 ) + continue; + + // slide the original velocity along the crease + CrossProduct( planes[ i ], planes[ j ], dir ); + VectorNormalize( dir ); + d = DotProduct( dir, pm->ps->velocity ); + VectorScale( dir, d, clipVelocity ); + + CrossProduct( planes[ i ], planes[ j ], dir); + VectorNormalize( dir ); + d = DotProduct( dir, endVelocity ); + VectorScale( dir, d, endClipVelocity ); + + // see if there is a third plane the the new move enters + for( k = 0; k < numplanes; k++ ) + { + if( k == i || k == j ) + continue; + + if( DotProduct( clipVelocity, planes[ k ] ) >= 0.1 ) + continue; // move doesn't interact with the plane + + // stop dead at a tripple plane interaction + VectorClear( pm->ps->velocity ); + return qtrue; + } + } + + // if we have fixed all interactions, try another move + VectorCopy( clipVelocity, pm->ps->velocity ); + VectorCopy( endClipVelocity, endVelocity ); + break; + } + } + + if( gravity ) + VectorCopy( endVelocity, pm->ps->velocity ); + + // don't change velocity if in a timer (FIXME: is this correct?) + if( pm->ps->pm_time ) + VectorCopy( primal_velocity, pm->ps->velocity ); + + return ( bumpcount != 0 ); +} + +/* +================== +PM_StepEvent +================== +*/ +void PM_StepEvent( vec3_t from, vec3_t to, vec3_t normal ) +{ + float size; + vec3_t delta, dNormal; + + VectorSubtract( from, to, delta ); + VectorCopy( delta, dNormal ); + VectorNormalize( dNormal ); + + size = DotProduct( normal, dNormal ) * VectorLength( delta ); + + if( size > 0.0f ) + { + if( size > 2.0f ) + { + if( size < 7.0f ) + PM_AddEvent( EV_STEPDN_4 ); + else if( size < 11.0f ) + PM_AddEvent( EV_STEPDN_8 ); + else if( size < 15.0f ) + PM_AddEvent( EV_STEPDN_12 ); + else + PM_AddEvent( EV_STEPDN_16 ); + } + } + else + { + size = fabs( size ); + + if( size > 2.0f ) + { + if( size < 7.0f ) + PM_AddEvent( EV_STEP_4 ); + else if( size < 11.0f ) + PM_AddEvent( EV_STEP_8 ); + else if( size < 15.0f ) + PM_AddEvent( EV_STEP_12 ); + else + PM_AddEvent( EV_STEP_16 ); + } + } + + if( pm->debugLevel ) + Com_Printf( "%i:stepped\n", c_pmove ); +} + +/* +================== +PM_StepSlideMove +================== +*/ +qboolean PM_StepSlideMove( qboolean gravity, qboolean predictive ) +{ + vec3_t start_o, start_v; + vec3_t down_o, down_v; + trace_t trace; + vec3_t normal; + vec3_t step_v, step_vNormal; + vec3_t up, down; + float stepSize; + qboolean stepped = qfalse; + + if( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) + { + if( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) + VectorSet( normal, 0.0f, 0.0f, -1.0f ); + else + VectorCopy( pm->ps->grapplePoint, normal ); + } + else + VectorSet( normal, 0.0f, 0.0f, 1.0f ); + + VectorCopy( pm->ps->origin, start_o ); + VectorCopy( pm->ps->velocity, start_v ); + + if( PM_SlideMove( gravity ) == 0 ) + { + VectorCopy( start_o, down ); + VectorMA( down, -STEPSIZE, normal, down ); + pm->trace( &trace, start_o, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask ); + + //we can step down + if( trace.fraction > 0.01f && trace.fraction < 1.0f && + !trace.allsolid && pml.groundPlane != qfalse ) + { + if( pm->debugLevel ) + Com_Printf( "%d: step down\n", c_pmove ); + + stepped = qtrue; + } + } + else + { + VectorCopy( start_o, down ); + VectorMA( down, -STEPSIZE, normal, down ); + pm->trace( &trace, start_o, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask ); + // never step up when you still have up velocity + if( DotProduct( trace.plane.normal, pm->ps->velocity ) > 0.0f && + ( trace.fraction == 1.0f || DotProduct( trace.plane.normal, normal ) < 0.7f ) ) + { + return stepped; + } + + VectorCopy( pm->ps->origin, down_o ); + VectorCopy( pm->ps->velocity, down_v ); + + VectorCopy( start_o, up ); + VectorMA( up, STEPSIZE, normal, up ); + + // test the player position if they were a stepheight higher + pm->trace( &trace, start_o, pm->mins, pm->maxs, up, pm->ps->clientNum, pm->tracemask ); + if( trace.allsolid ) + { + if( pm->debugLevel ) + Com_Printf( "%i:bend can't step\n", c_pmove ); + + return stepped; // can't step up + } + + VectorSubtract( trace.endpos, start_o, step_v ); + VectorCopy( step_v, step_vNormal ); + VectorNormalize( step_vNormal ); + + stepSize = DotProduct( normal, step_vNormal ) * VectorLength( step_v ); + // try slidemove from this position + VectorCopy( trace.endpos, pm->ps->origin ); + VectorCopy( start_v, pm->ps->velocity ); + + if( PM_SlideMove( gravity ) == 0 ) + { + if( pm->debugLevel ) + Com_Printf( "%d: step up\n", c_pmove ); + + stepped = qtrue; + } + + // push down the final amount + VectorCopy( pm->ps->origin, down ); + VectorMA( down, -stepSize, normal, down ); + pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask ); + + if( !trace.allsolid ) + VectorCopy( trace.endpos, pm->ps->origin ); + + if( trace.fraction < 1.0f ) + PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP ); + } + + if( !predictive && stepped ) + PM_StepEvent( start_o, pm->ps->origin, normal ); + + return stepped; +} + +/* +================== +PM_PredictStepMove +================== +*/ +qboolean PM_PredictStepMove( void ) +{ + vec3_t velocity, origin; + float impactSpeed; + qboolean stepped = qfalse; + + VectorCopy( pm->ps->velocity, velocity ); + VectorCopy( pm->ps->origin, origin ); + impactSpeed = pml.impactSpeed; + + if( PM_StepSlideMove( qfalse, qtrue ) ) + stepped = qtrue; + + VectorCopy( velocity, pm->ps->velocity ); + VectorCopy( origin, pm->ps->origin ); + pml.impactSpeed = impactSpeed; + + return stepped; +} diff --git a/src/game/g_active.c b/src/game/g_active.c new file mode 100644 index 00000000..fc66ccff --- /dev/null +++ b/src/game/g_active.c @@ -0,0 +1,1524 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +#include "g_local.h" + +/* +=============== +G_DamageFeedback + +Called just before a snapshot is sent to the given player. +Totals up all damage and generates both the player_state_t +damage values to that client for pain blends and kicks, and +global pain sound events for all clients. +=============== +*/ +void P_DamageFeedback( gentity_t *player ) +{ + gclient_t *client; + float count; + vec3_t angles; + + client = player->client; + if( client->ps.pm_type == PM_DEAD ) + return; + + // total points of damage shot at the player this frame + count = client->damage_blood + client->damage_armor; + if( count == 0 ) + return; // didn't take any damage + + if( count > 255 ) + count = 255; + + // send the information to the client + + // world damage (falling, slime, etc) uses a special code + // to make the blend blob centered instead of positional + if( client->damage_fromWorld ) + { + client->ps.damagePitch = 255; + client->ps.damageYaw = 255; + + client->damage_fromWorld = qfalse; + } + else + { + vectoangles( client->damage_from, angles ); + client->ps.damagePitch = angles[ PITCH ] / 360.0 * 256; + client->ps.damageYaw = angles[ YAW ] / 360.0 * 256; + } + + // play an apropriate pain sound + if( ( level.time > player->pain_debounce_time ) && !( player->flags & FL_GODMODE ) ) + { + player->pain_debounce_time = level.time + 700; + G_AddEvent( player, EV_PAIN, player->health ); + client->ps.damageEvent++; + } + + + client->ps.damageCount = count; + + // + // clear totals + // + client->damage_blood = 0; + client->damage_armor = 0; + client->damage_knockback = 0; +} + + + +/* +============= +P_WorldEffects + +Check for lava / slime contents and drowning +============= +*/ +void P_WorldEffects( gentity_t *ent ) +{ + int waterlevel; + + if( ent->client->noclip ) + { + ent->client->airOutTime = level.time + 12000; // don't need air + return; + } + + waterlevel = ent->waterlevel; + + // + // check for drowning + // + if( waterlevel == 3 ) + { + // if out of air, start drowning + if( ent->client->airOutTime < level.time) + { + // drown! + ent->client->airOutTime += 1000; + if( ent->health > 0 ) + { + // take more damage the longer underwater + ent->damage += 2; + if( ent->damage > 15 ) + ent->damage = 15; + + // play a gurp sound instead of a normal pain sound + if( ent->health <= ent->damage ) + G_Sound( ent, CHAN_VOICE, G_SoundIndex( "*drown.wav" ) ); + else if( rand( ) & 1 ) + G_Sound( ent, CHAN_VOICE, G_SoundIndex( "sound/player/gurp1.wav" ) ); + else + G_Sound( ent, CHAN_VOICE, G_SoundIndex( "sound/player/gurp2.wav" ) ); + + // don't play a normal pain sound + ent->pain_debounce_time = level.time + 200; + + G_Damage( ent, NULL, NULL, NULL, NULL, + ent->damage, DAMAGE_NO_ARMOR, MOD_WATER ); + } + } + } + else + { + ent->client->airOutTime = level.time + 12000; + ent->damage = 2; + } + + // + // check for sizzle damage (move to pmove?) + // + if( waterlevel && + ( ent->watertype & ( CONTENTS_LAVA | CONTENTS_SLIME ) ) ) + { + if( ent->health > 0 && + ent->pain_debounce_time <= level.time ) + { + if( ent->watertype & CONTENTS_LAVA ) + { + G_Damage( ent, NULL, NULL, NULL, NULL, + 30 * waterlevel, 0, MOD_LAVA ); + } + + if( ent->watertype & CONTENTS_SLIME ) + { + G_Damage( ent, NULL, NULL, NULL, NULL, + 10 * waterlevel, 0, MOD_SLIME ); + } + } + } +} + + + +/* +=============== +G_SetClientSound +=============== +*/ +void G_SetClientSound( gentity_t *ent ) +{ + if( ent->waterlevel && ( ent->watertype & ( CONTENTS_LAVA | CONTENTS_SLIME ) ) ) + ent->client->ps.loopSound = level.snd_fry; + else + ent->client->ps.loopSound = 0; +} + + + +//============================================================== + +/* +============== +ClientImpacts +============== +*/ +void ClientImpacts( gentity_t *ent, pmove_t *pm ) +{ + int i, j; + trace_t trace; + gentity_t *other; + + memset( &trace, 0, sizeof( trace ) ); + + for( i = 0; i < pm->numtouch; i++ ) + { + for( j = 0; j < i; j++ ) + { + if( pm->touchents[ j ] == pm->touchents[ i ] ) + break; + } + + if( j != i ) + continue; // duplicated + + other = &g_entities[ pm->touchents[ i ] ]; + + if( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) ) + ent->touch( ent, other, &trace ); + + //charge attack + if( ent->client->ps.weapon == WP_ALEVEL4 && + ent->client->ps.stats[ STAT_MISC ] > 0 && + ent->client->charging ) + ChargeAttack( ent, other ); + + if( !other->touch ) + continue; + + other->touch( other, ent, &trace ); + } +} + +/* +============ +G_TouchTriggers + +Find all trigger entities that ent's current position touches. +Spectators will only interact with teleporters. +============ +*/ +void G_TouchTriggers( gentity_t *ent ) +{ + int i, num; + int touch[MAX_GENTITIES]; + gentity_t *hit; + trace_t trace; + vec3_t mins, maxs; + vec3_t pmins, pmaxs; + static vec3_t range = { 10, 10, 10 }; + + if( !ent->client ) + return; + + // dead clients don't activate triggers! + if( ent->client->ps.stats[ STAT_HEALTH ] <= 0 ) + return; + + BG_FindBBoxForClass( ent->client->ps.stats[ STAT_PCLASS ], + pmins, pmaxs, NULL, NULL, NULL ); + + VectorAdd( ent->client->ps.origin, pmins, mins ); + VectorAdd( ent->client->ps.origin, pmaxs, maxs ); + + VectorSubtract( mins, range, mins ); + VectorAdd( maxs, range, maxs ); + + num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES ); + + // can't use ent->absmin, because that has a one unit pad + VectorAdd( ent->client->ps.origin, ent->r.mins, mins ); + VectorAdd( ent->client->ps.origin, ent->r.maxs, maxs ); + + for( i = 0; i < num; i++ ) + { + hit = &g_entities[ touch[ i ] ]; + + if( !hit->touch && !ent->touch ) + continue; + + if( !( hit->r.contents & CONTENTS_TRIGGER ) ) + continue; + + // ignore most entities if a spectator + if( ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) || + ( ent->client->ps.stats[ STAT_STATE ] & SS_INFESTING ) || + ( ent->client->ps.stats[ STAT_STATE ] & SS_HOVELING ) ) + { + if( hit->s.eType != ET_TELEPORT_TRIGGER && + // this is ugly but adding a new ET_? type will + // most likely cause network incompatibilities + hit->touch != Touch_DoorTrigger ) + { + //check for manually triggered doors + manualTriggerSpectator( hit, ent ); + continue; + } + } + + if( !trap_EntityContact( mins, maxs, hit ) ) + continue; + + memset( &trace, 0, sizeof( trace ) ); + + if( hit->touch ) + hit->touch( hit, ent, &trace ); + + if( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) ) + ent->touch( ent, hit, &trace ); + } + + // if we didn't touch a jump pad this pmove frame + if( ent->client->ps.jumppad_frame != ent->client->ps.pmove_framecount ) + { + ent->client->ps.jumppad_frame = 0; + ent->client->ps.jumppad_ent = 0; + } +} + +/* +================= +SpectatorThink +================= +*/ +void SpectatorThink( gentity_t *ent, usercmd_t *ucmd ) +{ + pmove_t pm; + gclient_t *client; + + client = ent->client; + + client->oldbuttons = client->buttons; + client->buttons = ucmd->buttons; + + if( client->sess.spectatorState != SPECTATOR_FOLLOW ) + { + if( client->sess.spectatorState == SPECTATOR_LOCKED ) + client->ps.pm_type = PM_FREEZE; + else + client->ps.pm_type = PM_SPECTATOR; + + client->ps.speed = BG_FindSpeedForClass( client->ps.stats[ STAT_PCLASS ] ); + + client->ps.stats[ STAT_STAMINA ] = 0; + client->ps.stats[ STAT_MISC ] = 0; + client->ps.stats[ STAT_BUILDABLE ] = 0; + client->ps.stats[ STAT_PCLASS ] = PCL_NONE; + client->ps.weapon = WP_NONE; + + // set up for pmove + memset( &pm, 0, sizeof( pm ) ); + pm.ps = &client->ps; + pm.cmd = *ucmd; + pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; // spectators can fly through bodies + pm.trace = trap_Trace; + pm.pointcontents = trap_PointContents; + + // perform a pmove + Pmove( &pm ); + + // save results of pmove + VectorCopy( client->ps.origin, ent->s.origin ); + + G_TouchTriggers( ent ); + trap_UnlinkEntity( ent ); + + if( ( client->buttons & BUTTON_ATTACK ) && !( client->oldbuttons & BUTTON_ATTACK ) ) + { + //if waiting in a queue remove from the queue + if( client->ps.pm_flags & PMF_QUEUED ) + { + if( client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + G_RemoveFromSpawnQueue( &level.alienSpawnQueue, client->ps.clientNum ); + else if( client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + G_RemoveFromSpawnQueue( &level.humanSpawnQueue, client->ps.clientNum ); + + client->pers.classSelection = PCL_NONE; + client->ps.stats[ STAT_PCLASS ] = PCL_NONE; + } + else if( client->pers.classSelection == PCL_NONE ) + { + if( client->pers.teamSelection == PTE_NONE ) + G_TriggerMenu( client->ps.clientNum, MN_TEAM ); + else if( client->pers.teamSelection == PTE_ALIENS ) + G_TriggerMenu( client->ps.clientNum, MN_A_CLASS ); + else if( client->pers.teamSelection == PTE_HUMANS ) + G_TriggerMenu( client->ps.clientNum, MN_H_SPAWN ); + } + } + + //set the queue position for the client side + if( client->ps.pm_flags & PMF_QUEUED ) + { + if( client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + { + client->ps.persistant[ PERS_QUEUEPOS ] = + G_GetPosInSpawnQueue( &level.alienSpawnQueue, client->ps.clientNum ); + } + else if( client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + client->ps.persistant[ PERS_QUEUEPOS ] = + G_GetPosInSpawnQueue( &level.humanSpawnQueue, client->ps.clientNum ); + } + } + } + + if( ( client->buttons & BUTTON_USE_HOLDABLE ) && !( client->oldbuttons & BUTTON_USE_HOLDABLE ) ) + Cmd_Follow_f( ent, qtrue ); +} + + + +/* +================= +ClientInactivityTimer + +Returns qfalse if the client is dropped +================= +*/ +qboolean ClientInactivityTimer( gclient_t *client ) +{ + if( ! g_inactivity.integer ) + { + // give everyone some time, so if the operator sets g_inactivity during + // gameplay, everyone isn't kicked + client->inactivityTime = level.time + 60 * 1000; + client->inactivityWarning = qfalse; + } + else if( client->pers.cmd.forwardmove || + client->pers.cmd.rightmove || + client->pers.cmd.upmove || + ( client->pers.cmd.buttons & BUTTON_ATTACK ) ) + { + client->inactivityTime = level.time + g_inactivity.integer * 1000; + client->inactivityWarning = qfalse; + } + else if( !client->pers.localClient ) + { + if( level.time > client->inactivityTime ) + { + trap_DropClient( client - level.clients, "Dropped due to inactivity" ); + return qfalse; + } + + if( level.time > client->inactivityTime - 10000 && !client->inactivityWarning ) + { + client->inactivityWarning = qtrue; + G_SendCommandFromServer( client - level.clients, "cp \"Ten seconds until inactivity drop!\n\"" ); + } + } + + return qtrue; +} + +/* +================== +ClientTimerActions + +Actions that happen once a second +================== +*/ +void ClientTimerActions( gentity_t *ent, int msec ) +{ + gclient_t *client; + usercmd_t *ucmd; + int aForward, aRight; + + ucmd = &ent->client->pers.cmd; + + aForward = abs( ucmd->forwardmove ); + aRight = abs( ucmd->rightmove ); + + client = ent->client; + client->time100 += msec; + client->time1000 += msec; + client->time10000 += msec; + + while ( client->time100 >= 100 ) + { + client->time100 -= 100; + + //if not trying to run then not trying to sprint + if( aForward <= 64 ) + client->ps.stats[ STAT_STATE ] &= ~SS_SPEEDBOOST; + + if( BG_InventoryContainsUpgrade( UP_JETPACK, client->ps.stats ) && BG_UpgradeIsActive( UP_JETPACK, client->ps.stats ) ) + client->ps.stats[ STAT_STATE ] &= ~SS_SPEEDBOOST; + + if( ( client->ps.stats[ STAT_STATE ] & SS_SPEEDBOOST ) && ucmd->upmove >= 0 ) + { + //subtract stamina + if( BG_InventoryContainsUpgrade( UP_LIGHTARMOUR, client->ps.stats ) ) + client->ps.stats[ STAT_STAMINA ] -= STAMINA_LARMOUR_TAKE; + else + client->ps.stats[ STAT_STAMINA ] -= STAMINA_SPRINT_TAKE; + + if( client->ps.stats[ STAT_STAMINA ] < -MAX_STAMINA ) + client->ps.stats[ STAT_STAMINA ] = -MAX_STAMINA; + } + + if( ( aForward <= 64 && aForward > 5 ) || ( aRight <= 64 && aRight > 5 ) ) + { + //restore stamina + client->ps.stats[ STAT_STAMINA ] += STAMINA_WALK_RESTORE; + + if( client->ps.stats[ STAT_STAMINA ] > MAX_STAMINA ) + client->ps.stats[ STAT_STAMINA ] = MAX_STAMINA; + } + else if( aForward <= 5 && aRight <= 5 ) + { + //restore stamina faster + client->ps.stats[ STAT_STAMINA ] += STAMINA_STOP_RESTORE; + + if( client->ps.stats[ STAT_STAMINA ] > MAX_STAMINA ) + client->ps.stats[ STAT_STAMINA ] = MAX_STAMINA; + } + + //client is charging up for a pounce + if( client->ps.weapon == WP_ALEVEL3 || client->ps.weapon == WP_ALEVEL3_UPG ) + { + int pounceSpeed = 0; + + if( client->ps.weapon == WP_ALEVEL3 ) + pounceSpeed = LEVEL3_POUNCE_SPEED; + else if( client->ps.weapon == WP_ALEVEL3_UPG ) + pounceSpeed = LEVEL3_POUNCE_UPG_SPEED; + + if( client->ps.stats[ STAT_MISC ] < pounceSpeed && ucmd->buttons & BUTTON_ATTACK2 ) + client->ps.stats[ STAT_MISC ] += ( 100.0f / (float)LEVEL3_POUNCE_CHARGE_TIME ) * pounceSpeed; + + if( !( ucmd->buttons & BUTTON_ATTACK2 ) ) + { + if( client->ps.stats[ STAT_MISC ] > 0 ) + { + client->allowedToPounce = qtrue; + client->pouncePayload = client->ps.stats[ STAT_MISC ]; + } + + client->ps.stats[ STAT_MISC ] = 0; + } + + if( client->ps.stats[ STAT_MISC ] > pounceSpeed ) + client->ps.stats[ STAT_MISC ] = pounceSpeed; + } + + //client is charging up for a... charge + if( client->ps.weapon == WP_ALEVEL4 ) + { + if( client->ps.stats[ STAT_MISC ] < LEVEL4_CHARGE_TIME && ucmd->buttons & BUTTON_ATTACK2 && + !client->charging ) + { + client->charging = qfalse; //should already be off, just making sure + client->ps.stats[ STAT_STATE ] &= ~SS_CHARGING; + + if( ucmd->forwardmove > 0 ) + { + //trigger charge sound...is quite annoying + //if( client->ps.stats[ STAT_MISC ] <= 0 ) + // G_AddEvent( ent, EV_LEV4_CHARGE_PREPARE, 0 ); + + client->ps.stats[ STAT_MISC ] += (int)( 100 * (float)LEVEL4_CHARGE_CHARGE_RATIO ); + + if( client->ps.stats[ STAT_MISC ] > LEVEL4_CHARGE_TIME ) + client->ps.stats[ STAT_MISC ] = LEVEL4_CHARGE_TIME; + } + else + client->ps.stats[ STAT_MISC ] = 0; + } + + if( !( ucmd->buttons & BUTTON_ATTACK2 ) || client->charging || + client->ps.stats[ STAT_MISC ] == LEVEL4_CHARGE_TIME ) + { + if( client->ps.stats[ STAT_MISC ] > LEVEL4_MIN_CHARGE_TIME ) + { + client->ps.stats[ STAT_MISC ] -= 100; + + if( client->charging == qfalse ) + G_AddEvent( ent, EV_LEV4_CHARGE_START, 0 ); + + client->charging = qtrue; + client->ps.stats[ STAT_STATE ] |= SS_CHARGING; + + //if the charger has stopped moving take a chunk of charge away + if( VectorLength( client->ps.velocity ) < 64.0f || aRight ) + client->ps.stats[ STAT_MISC ] = client->ps.stats[ STAT_MISC ] / 2; + + //can't charge backwards + if( ucmd->forwardmove < 0 ) + client->ps.stats[ STAT_MISC ] = 0; + } + else + client->ps.stats[ STAT_MISC ] = 0; + + + if( client->ps.stats[ STAT_MISC ] <= 0 ) + { + client->ps.stats[ STAT_MISC ] = 0; + client->charging = qfalse; + client->ps.stats[ STAT_STATE ] &= ~SS_CHARGING; + } + } + } + + //client is charging up an lcannon + if( client->ps.weapon == WP_LUCIFER_CANNON ) + { + int ammo; + + BG_UnpackAmmoArray( WP_LUCIFER_CANNON, client->ps.ammo, client->ps.powerups, &ammo, NULL ); + + if( client->ps.stats[ STAT_MISC ] < LCANNON_TOTAL_CHARGE && ucmd->buttons & BUTTON_ATTACK ) + client->ps.stats[ STAT_MISC ] += ( 100.0f / LCANNON_CHARGE_TIME ) * LCANNON_TOTAL_CHARGE; + + if( client->ps.stats[ STAT_MISC ] > LCANNON_TOTAL_CHARGE ) + client->ps.stats[ STAT_MISC ] = LCANNON_TOTAL_CHARGE; + + if( client->ps.stats[ STAT_MISC ] > ( ammo * LCANNON_TOTAL_CHARGE ) / 10 ) + client->ps.stats[ STAT_MISC ] = ammo * LCANNON_TOTAL_CHARGE / 10; + } + + switch( client->ps.weapon ) + { + case WP_ABUILD: + case WP_ABUILD2: + case WP_HBUILD: + case WP_HBUILD2: + //set validity bit on buildable + if( ( client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) > BA_NONE ) + { + int dist = BG_FindBuildDistForClass( ent->client->ps.stats[ STAT_PCLASS ] ); + vec3_t dummy; + + if( G_itemFits( ent, client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT, + dist, dummy ) == IBE_NONE ) + client->ps.stats[ STAT_BUILDABLE ] |= SB_VALID_TOGGLEBIT; + else + client->ps.stats[ STAT_BUILDABLE ] &= ~SB_VALID_TOGGLEBIT; + } + + //update build timer + if( client->ps.stats[ STAT_MISC ] > 0 ) + client->ps.stats[ STAT_MISC ] -= 100; + + if( client->ps.stats[ STAT_MISC ] < 0 ) + client->ps.stats[ STAT_MISC ] = 0; + break; + + default: + break; + } + + if( client->ps.stats[ STAT_STATE ] & SS_MEDKIT_ACTIVE ) + { + int remainingStartupTime = MEDKIT_STARTUP_TIME - ( level.time - client->lastMedKitTime ); + + if( remainingStartupTime < 0 ) + { + if( ent->health < ent->client->ps.stats[ STAT_MAX_HEALTH ] && + ent->client->medKitHealthToRestore && + ent->client->ps.pm_type != PM_DEAD ) + { + ent->client->medKitHealthToRestore--; + ent->health++; + } + else + ent->client->ps.stats[ STAT_STATE ] &= ~SS_MEDKIT_ACTIVE; + } + else + { + if( ent->health < ent->client->ps.stats[ STAT_MAX_HEALTH ] && + ent->client->medKitHealthToRestore && + ent->client->ps.pm_type != PM_DEAD ) + { + //partial increase + if( level.time > client->medKitIncrementTime ) + { + ent->client->medKitHealthToRestore--; + ent->health++; + + client->medKitIncrementTime = level.time + + ( remainingStartupTime / MEDKIT_STARTUP_SPEED ); + } + } + else + ent->client->ps.stats[ STAT_STATE ] &= ~SS_MEDKIT_ACTIVE; + } + } + } + + while( client->time1000 >= 1000 ) + { + client->time1000 -= 1000; + + //client is poison clouded + if( client->ps.stats[ STAT_STATE ] & SS_POISONCLOUDED ) + G_Damage( ent, client->lastPoisonCloudedClient, client->lastPoisonCloudedClient, NULL, NULL, + LEVEL1_PCLOUD_DMG, 0, MOD_LEVEL1_PCLOUD ); + + //client is poisoned + if( client->ps.stats[ STAT_STATE ] & SS_POISONED ) + { + int i; + int seconds = ( ( level.time - client->lastPoisonTime ) / 1000 ) + 1; + int damage = ALIEN_POISON_DMG, damage2 = 0; + + for( i = 0; i < seconds; i++ ) + { + if( i == seconds - 1 ) + damage2 = damage; + + damage *= ALIEN_POISON_DIVIDER; + } + + damage = damage2 - damage; + + G_Damage( ent, client->lastPoisonClient, client->lastPoisonClient, NULL, NULL, + damage, 0, MOD_POISON ); + } + + //replenish alien health + if( client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + { + int entityList[ MAX_GENTITIES ]; + vec3_t range = { LEVEL4_REGEN_RANGE, LEVEL4_REGEN_RANGE, LEVEL4_REGEN_RANGE }; + vec3_t mins, maxs; + int i, num; + gentity_t *boostEntity; + float modifier = 1.0f; + + VectorAdd( client->ps.origin, range, maxs ); + VectorSubtract( client->ps.origin, range, mins ); + + num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); + for( i = 0; i < num; i++ ) + { + boostEntity = &g_entities[ entityList[ i ] ]; + + if( boostEntity->client && boostEntity->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS && + boostEntity->client->ps.stats[ STAT_PCLASS ] == PCL_ALIEN_LEVEL4 ) + { + modifier = LEVEL4_REGEN_MOD; + break; + } + else if( boostEntity->s.eType == ET_BUILDABLE && + boostEntity->s.modelindex == BA_A_BOOSTER && + boostEntity->spawned ) + { + modifier = BOOSTER_REGEN_MOD; + break; + } + } + + if( ent->health > 0 && ent->health < client->ps.stats[ STAT_MAX_HEALTH ] && + ( ent->lastDamageTime + ALIEN_REGEN_DAMAGE_TIME ) < level.time ) + ent->health += BG_FindRegenRateForClass( client->ps.stats[ STAT_PCLASS ] ) * modifier; + + if( ent->health > client->ps.stats[ STAT_MAX_HEALTH ] ) + ent->health = client->ps.stats[ STAT_MAX_HEALTH ]; + } + } + + while( client->time10000 >= 10000 ) + { + client->time10000 -= 10000; + + if( client->ps.weapon == WP_ALEVEL3_UPG ) + { + int ammo, maxAmmo; + + BG_FindAmmoForWeapon( WP_ALEVEL3_UPG, &maxAmmo, NULL ); + BG_UnpackAmmoArray( WP_ALEVEL3_UPG, client->ps.ammo, client->ps.powerups, &ammo, NULL ); + + if( ammo < maxAmmo ) + { + ammo++; + BG_PackAmmoArray( WP_ALEVEL3_UPG, client->ps.ammo, client->ps.powerups, ammo, 0 ); + } + } + } +} + +/* +==================== +ClientIntermissionThink +==================== +*/ +void ClientIntermissionThink( gclient_t *client ) +{ + client->ps.eFlags &= ~EF_TALK; + client->ps.eFlags &= ~EF_FIRING; + client->ps.eFlags &= ~EF_FIRING2; + + // the level will exit when everyone wants to or after timeouts + + // swap and latch button actions + client->oldbuttons = client->buttons; + client->buttons = client->pers.cmd.buttons; + if( client->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) & ( client->oldbuttons ^ client->buttons ) ) + client->readyToExit = 1; +} + + +/* +================ +ClientEvents + +Events will be passed on to the clients for presentation, +but any server game effects are handled here +================ +*/ +void ClientEvents( gentity_t *ent, int oldEventSequence ) +{ + int i; + int event; + gclient_t *client; + int damage; + vec3_t dir; + vec3_t point, mins; + float fallDistance; + pClass_t class; + + client = ent->client; + class = client->ps.stats[ STAT_PCLASS ]; + + if( oldEventSequence < client->ps.eventSequence - MAX_PS_EVENTS ) + oldEventSequence = client->ps.eventSequence - MAX_PS_EVENTS; + + for( i = oldEventSequence; i < client->ps.eventSequence; i++ ) + { + event = client->ps.events[ i & ( MAX_PS_EVENTS - 1 ) ]; + + switch( event ) + { + case EV_FALL_MEDIUM: + case EV_FALL_FAR: + if( ent->s.eType != ET_PLAYER ) + break; // not in the player model + + fallDistance = ( (float)client->ps.stats[ STAT_FALLDIST ] - MIN_FALL_DISTANCE ) / + ( MAX_FALL_DISTANCE - MIN_FALL_DISTANCE ); + + if( fallDistance < 0.0f ) + fallDistance = 0.0f; + else if( fallDistance > 1.0f ) + fallDistance = 1.0f; + + damage = (int)( (float)BG_FindHealthForClass( class ) * + BG_FindFallDamageForClass( class ) * fallDistance ); + + VectorSet( dir, 0, 0, 1 ); + BG_FindBBoxForClass( class, mins, NULL, NULL, NULL, NULL ); + mins[ 0 ] = mins[ 1 ] = 0.0f; + VectorAdd( client->ps.origin, mins, point ); + + ent->pain_debounce_time = level.time + 200; // no normal pain sound + G_Damage( ent, NULL, NULL, dir, point, damage, DAMAGE_NO_LOCDAMAGE, MOD_FALLING ); + break; + + case EV_FIRE_WEAPON: + FireWeapon( ent ); + break; + + case EV_FIRE_WEAPON2: + FireWeapon2( ent ); + break; + + case EV_FIRE_WEAPON3: + FireWeapon3( ent ); + break; + + case EV_NOAMMO: + //if we just ran out of grenades, remove the inventory item + if( ent->s.weapon == WP_GRENADE ) + { + int j; + + BG_RemoveWeaponFromInventory( ent->s.weapon, ent->client->ps.stats ); + + //switch to the first non blaster weapon + for( j = WP_NONE + 1; j < WP_NUM_WEAPONS; j++ ) + { + if( j == WP_BLASTER ) + continue; + + if( BG_InventoryContainsWeapon( j, ent->client->ps.stats ) ) + { + G_ForceWeaponChange( ent, j ); + break; + } + } + + //only got the blaster to switch to + if( j == WP_NUM_WEAPONS ) + G_ForceWeaponChange( ent, WP_BLASTER ); + + //update ClientInfo + ClientUserinfoChanged( ent->client->ps.clientNum ); + } + + break; + + default: + break; + } + } +} + + +/* +============== +SendPendingPredictableEvents +============== +*/ +void SendPendingPredictableEvents( playerState_t *ps ) +{ + gentity_t *t; + int event, seq; + int extEvent, number; + + // if there are still events pending + if( ps->entityEventSequence < ps->eventSequence ) + { + // create a temporary entity for this event which is sent to everyone + // except the client who generated the event + seq = ps->entityEventSequence & ( MAX_PS_EVENTS - 1 ); + event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 ); + // set external event to zero before calling BG_PlayerStateToEntityState + extEvent = ps->externalEvent; + ps->externalEvent = 0; + // create temporary entity for event + t = G_TempEntity( ps->origin, event ); + number = t->s.number; + BG_PlayerStateToEntityState( ps, &t->s, qtrue ); + t->s.number = number; + t->s.eType = ET_EVENTS + event; + t->s.eFlags |= EF_PLAYER_EVENT; + t->s.otherEntityNum = ps->clientNum; + // send to everyone except the client who generated the event + t->r.svFlags |= SVF_NOTSINGLECLIENT; + t->r.singleClient = ps->clientNum; + // set back external event + ps->externalEvent = extEvent; + } +} + +/* +============== +ClientThink + +This will be called once for each client frame, which will +usually be a couple times for each server frame on fast clients. + +If "g_synchronousClients 1" is set, this will be called exactly +once for each server frame, which makes for smooth demo recording. +============== +*/ +void ClientThink_real( gentity_t *ent ) +{ + gclient_t *client; + pmove_t pm; + int oldEventSequence; + int msec; + usercmd_t *ucmd; + + client = ent->client; + + // don't think if the client is not yet connected (and thus not yet spawned in) + if( client->pers.connected != CON_CONNECTED ) + return; + + // mark the time, so the connection sprite can be removed + ucmd = &ent->client->pers.cmd; + + // sanity check the command time to prevent speedup cheating + if( ucmd->serverTime > level.time + 200 ) + { + ucmd->serverTime = level.time + 200; +// G_Printf("serverTime <<<<<\n" ); + } + + if( ucmd->serverTime < level.time - 1000 ) + { + ucmd->serverTime = level.time - 1000; +// G_Printf("serverTime >>>>>\n" ); + } + + msec = ucmd->serverTime - client->ps.commandTime; + // following others may result in bad times, but we still want + // to check for follow toggles + if( msec < 1 && client->sess.spectatorState != SPECTATOR_FOLLOW ) + return; + + if( msec > 200 ) + msec = 200; + + if( pmove_msec.integer < 8 ) + trap_Cvar_Set( "pmove_msec", "8" ); + else if( pmove_msec.integer > 33 ) + trap_Cvar_Set( "pmove_msec", "33" ); + + if( pmove_fixed.integer || client->pers.pmoveFixed ) + { + ucmd->serverTime = ( ( ucmd->serverTime + pmove_msec.integer - 1 ) / pmove_msec.integer ) * pmove_msec.integer; + //if (ucmd->serverTime - client->ps.commandTime <= 0) + // return; + } + + // + // check for exiting intermission + // + if( level.intermissiontime ) + { + ClientIntermissionThink( client ); + return; + } + + // spectators don't do much + if( client->sess.sessionTeam == TEAM_SPECTATOR ) + { + if( client->sess.spectatorState == SPECTATOR_SCOREBOARD ) + return; + + SpectatorThink( ent, ucmd ); + return; + } + + G_UpdatePTRConnection( client ); + + // check for inactivity timer, but never drop the local client of a non-dedicated server + if( !ClientInactivityTimer( client ) ) + return; + + if( client->noclip ) + client->ps.pm_type = PM_NOCLIP; + else if( client->ps.stats[ STAT_HEALTH ] <= 0 ) + client->ps.pm_type = PM_DEAD; + else if( client->ps.stats[ STAT_STATE ] & SS_INFESTING || + client->ps.stats[ STAT_STATE ] & SS_HOVELING ) + client->ps.pm_type = PM_FREEZE; + else if( client->ps.stats[ STAT_STATE ] & SS_BLOBLOCKED || + client->ps.stats[ STAT_STATE ] & SS_GRABBED ) + client->ps.pm_type = PM_GRABBED; + else if( BG_InventoryContainsUpgrade( UP_JETPACK, client->ps.stats ) && BG_UpgradeIsActive( UP_JETPACK, client->ps.stats ) ) + client->ps.pm_type = PM_JETPACK; + else + client->ps.pm_type = PM_NORMAL; + + if( client->ps.stats[ STAT_STATE ] & SS_GRABBED && + client->grabExpiryTime < level.time ) + client->ps.stats[ STAT_STATE ] &= ~SS_GRABBED; + + if( client->ps.stats[ STAT_STATE ] & SS_BLOBLOCKED && + client->lastLockTime + 5000 < level.time ) + client->ps.stats[ STAT_STATE ] &= ~SS_BLOBLOCKED; + + if( client->ps.stats[ STAT_STATE ] & SS_SLOWLOCKED && + client->lastLockTime + ABUILDER_BLOB_TIME < level.time ) + client->ps.stats[ STAT_STATE ] &= ~SS_SLOWLOCKED; + + client->ps.stats[ STAT_BOOSTTIME ] = level.time - client->lastBoostedTime; + + if( client->ps.stats[ STAT_STATE ] & SS_BOOSTED && + client->lastBoostedTime + BOOST_TIME < level.time ) + client->ps.stats[ STAT_STATE ] &= ~SS_BOOSTED; + + if( client->ps.stats[ STAT_STATE ] & SS_POISONCLOUDED && + client->lastPoisonCloudedTime + LEVEL1_PCLOUD_TIME < level.time ) + client->ps.stats[ STAT_STATE ] &= ~SS_POISONCLOUDED; + + if( client->ps.stats[ STAT_STATE ] & SS_POISONED && + client->lastPoisonTime + ALIEN_POISON_TIME < level.time ) + client->ps.stats[ STAT_STATE ] &= ~SS_POISONED; + + client->ps.gravity = g_gravity.value; + + if( BG_InventoryContainsUpgrade( UP_MEDKIT, client->ps.stats ) && + BG_UpgradeIsActive( UP_MEDKIT, client->ps.stats ) ) + { + //if currently using a medkit or have no need for a medkit now + if( client->ps.stats[ STAT_STATE ] & SS_MEDKIT_ACTIVE || + ( client->ps.stats[ STAT_HEALTH ] == client->ps.stats[ STAT_MAX_HEALTH ] && + !( client->ps.stats[ STAT_STATE ] & SS_POISONED ) ) ) + { + BG_DeactivateUpgrade( UP_MEDKIT, client->ps.stats ); + } + else if( client->ps.stats[ STAT_HEALTH ] > 0 ) + { + //remove anti toxin + BG_DeactivateUpgrade( UP_MEDKIT, client->ps.stats ); + BG_RemoveUpgradeFromInventory( UP_MEDKIT, client->ps.stats ); + + client->ps.stats[ STAT_STATE ] &= ~SS_POISONED; + client->poisonImmunityTime = level.time + MEDKIT_POISON_IMMUNITY_TIME; + + client->ps.stats[ STAT_STATE ] |= SS_MEDKIT_ACTIVE; + client->lastMedKitTime = level.time; + client->medKitHealthToRestore = + client->ps.stats[ STAT_MAX_HEALTH ] - client->ps.stats[ STAT_HEALTH ]; + client->medKitIncrementTime = level.time + + ( MEDKIT_STARTUP_TIME / MEDKIT_STARTUP_SPEED ); + + G_AddEvent( ent, EV_MEDKIT_USED, 0 ); + } + } + + if( BG_InventoryContainsUpgrade( UP_GRENADE, client->ps.stats ) && + BG_UpgradeIsActive( UP_GRENADE, client->ps.stats ) ) + { + int lastWeapon = ent->s.weapon; + + //remove grenade + BG_DeactivateUpgrade( UP_GRENADE, client->ps.stats ); + BG_RemoveUpgradeFromInventory( UP_GRENADE, client->ps.stats ); + + //M-M-M-M-MONSTER HACK + ent->s.weapon = WP_GRENADE; + FireWeapon( ent ); + ent->s.weapon = lastWeapon; + } + + // set speed + client->ps.speed = g_speed.value * BG_FindSpeedForClass( client->ps.stats[ STAT_PCLASS ] ); + + if( client->lastCreepSlowTime + CREEP_TIMEOUT < level.time ) + client->ps.stats[ STAT_STATE ] &= ~SS_CREEPSLOWED; + + //randomly disable the jet pack if damaged + if( BG_InventoryContainsUpgrade( UP_JETPACK, client->ps.stats ) && + BG_UpgradeIsActive( UP_JETPACK, client->ps.stats ) ) + { + if( ent->lastDamageTime + JETPACK_DISABLE_TIME > level.time ) + { + if( random( ) > JETPACK_DISABLE_CHANCE ) + client->ps.pm_type = PM_NORMAL; + } + + //switch jetpack off if no reactor + if( !level.reactorPresent ) + BG_DeactivateUpgrade( UP_JETPACK, client->ps.stats ); + } + + // set up for pmove + oldEventSequence = client->ps.eventSequence; + + memset( &pm, 0, sizeof( pm ) ); + + if( !( ucmd->buttons & BUTTON_TALK ) ) //&& client->ps.weaponTime <= 0 ) //TA: erk more server load + { + switch( client->ps.weapon ) + { + case WP_ALEVEL0: + if( client->ps.weaponTime <= 0 ) + pm.autoWeaponHit[ client->ps.weapon ] = CheckVenomAttack( ent ); + break; + + case WP_ALEVEL1: + case WP_ALEVEL1_UPG: + CheckGrabAttack( ent ); + break; + + case WP_ALEVEL3: + case WP_ALEVEL3_UPG: + if( client->ps.weaponTime <= 0 ) + pm.autoWeaponHit[ client->ps.weapon ] = CheckPounceAttack( ent ); + break; + + default: + break; + } + } + + if( ent->flags & FL_FORCE_GESTURE ) + { + ent->flags &= ~FL_FORCE_GESTURE; + ent->client->pers.cmd.buttons |= BUTTON_GESTURE; + } + + pm.ps = &client->ps; + pm.cmd = *ucmd; + + if( pm.ps->pm_type == PM_DEAD ) + pm.tracemask = MASK_PLAYERSOLID; // & ~CONTENTS_BODY; + + if( pm.ps->stats[ STAT_STATE ] & SS_INFESTING || + pm.ps->stats[ STAT_STATE ] & SS_HOVELING ) + pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; + else + pm.tracemask = MASK_PLAYERSOLID; + + pm.trace = trap_Trace; + pm.pointcontents = trap_PointContents; + pm.debugLevel = g_debugMove.integer; + pm.noFootsteps = 0; + + pm.pmove_fixed = pmove_fixed.integer | client->pers.pmoveFixed; + pm.pmove_msec = pmove_msec.integer; + + VectorCopy( client->ps.origin, client->oldOrigin ); + + // moved from after Pmove -- potentially the cause of + // future triggering bugs + if( !ent->client->noclip ) + G_TouchTriggers( ent ); + + Pmove( &pm ); + + // save results of pmove + if( ent->client->ps.eventSequence != oldEventSequence ) + ent->eventTime = level.time; + + if( g_smoothClients.integer ) + BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue ); + else + BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue ); + + SendPendingPredictableEvents( &ent->client->ps ); + + if( !( ent->client->ps.eFlags & EF_FIRING ) ) + client->fireHeld = qfalse; // for grapple + if( !( ent->client->ps.eFlags & EF_FIRING2 ) ) + client->fire2Held = qfalse; + + // use the snapped origin for linking so it matches client predicted versions + VectorCopy( ent->s.pos.trBase, ent->r.currentOrigin ); + + VectorCopy( pm.mins, ent->r.mins ); + VectorCopy( pm.maxs, ent->r.maxs ); + + ent->waterlevel = pm.waterlevel; + ent->watertype = pm.watertype; + + // execute client events + ClientEvents( ent, oldEventSequence ); + + // link entity now, after any personal teleporters have been used + trap_LinkEntity( ent ); + + // NOTE: now copy the exact origin over otherwise clients can be snapped into solid + VectorCopy( ent->client->ps.origin, ent->r.currentOrigin ); + VectorCopy( ent->client->ps.origin, ent->s.origin ); + + // touch other objects + ClientImpacts( ent, &pm ); + + // save results of triggers and client events + if( ent->client->ps.eventSequence != oldEventSequence ) + ent->eventTime = level.time; + + // swap and latch button actions + client->oldbuttons = client->buttons; + client->buttons = ucmd->buttons; + client->latched_buttons |= client->buttons & ~client->oldbuttons; + + if( ( client->buttons & BUTTON_GETFLAG ) && !( client->oldbuttons & BUTTON_GETFLAG ) && + client->ps.stats[ STAT_HEALTH ] > 0 ) + { + trace_t trace; + vec3_t view, point; + gentity_t *traceEnt; + + if( client->ps.stats[ STAT_STATE ] & SS_HOVELING ) + { + gentity_t *hovel = client->hovel; + + //only let the player out if there is room + if( !AHovel_Blocked( hovel, ent, qtrue ) ) + { + //prevent lerping + client->ps.eFlags ^= EF_TELEPORT_BIT; + client->ps.eFlags &= ~EF_NODRAW; + + //client leaves hovel + client->ps.stats[ STAT_STATE ] &= ~SS_HOVELING; + + //hovel is empty + G_setBuildableAnim( hovel, BANIM_ATTACK2, qfalse ); + hovel->active = qfalse; + } + else + { + //exit is blocked + G_TriggerMenu( ent->client->ps.clientNum, MN_A_HOVEL_BLOCKED ); + } + } + else + { +#define USE_OBJECT_RANGE 64 + + int entityList[ MAX_GENTITIES ]; + vec3_t range = { USE_OBJECT_RANGE, USE_OBJECT_RANGE, USE_OBJECT_RANGE }; + vec3_t mins, maxs; + int i, num; + int j; + qboolean upgrade = qfalse; + + //TA: look for object infront of player + AngleVectors( client->ps.viewangles, view, NULL, NULL ); + VectorMA( client->ps.origin, USE_OBJECT_RANGE, view, point ); + trap_Trace( &trace, client->ps.origin, NULL, NULL, point, ent->s.number, MASK_SHOT ); + + traceEnt = &g_entities[ trace.entityNum ]; + + if( traceEnt && traceEnt->biteam == client->ps.stats[ STAT_PTEAM ] && traceEnt->use ) + traceEnt->use( traceEnt, ent, ent ); //other and activator are the same in this context + else + { + //no entity in front of player - do a small area search + + VectorAdd( client->ps.origin, range, maxs ); + VectorSubtract( client->ps.origin, range, mins ); + + num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); + for( i = 0; i < num; i++ ) + { + traceEnt = &g_entities[ entityList[ i ] ]; + + if( traceEnt && traceEnt->biteam == client->ps.stats[ STAT_PTEAM ] && traceEnt->use ) + { + traceEnt->use( traceEnt, ent, ent ); //other and activator are the same in this context + break; + } + } + + if( i == num && client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + { + for( j = PCL_NONE + 1; j < PCL_NUM_CLASSES; j++ ) + { + if( BG_ClassCanEvolveFromTo( client->ps.stats[ STAT_PCLASS ], j, + client->ps.persistant[ PERS_CREDIT ], 0 ) >= 0 && + BG_FindStagesForClass( j, g_alienStage.integer ) && G_ClassIsAllowed( j ) ) + { + upgrade = qtrue; + break; + } + } + + if( upgrade ) + { + //no nearby objects and alien - show class menu + G_TriggerMenu( ent->client->ps.clientNum, MN_A_INFEST ); + } + else + { + //flash frags + G_AddEvent( ent, EV_ALIEN_EVOLVE_FAILED, 0 ); + } + } + } + } + } + + // check for respawning + if( client->ps.stats[ STAT_HEALTH ] <= 0 ) + { + // wait for the attack button to be pressed + if( level.time > client->respawnTime ) + { + // forcerespawn is to prevent users from waiting out powerups + if( g_forcerespawn.integer > 0 && + ( level.time - client->respawnTime ) > 0 ) + { + respawn( ent ); + return; + } + + // pressing attack or use is the normal respawn method + if( ucmd->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) ) + { + respawn( ent ); + } + } + return; + } + + if( level.framenum > client->retriggerArmouryMenu && client->retriggerArmouryMenu ) + { + G_TriggerMenu( client->ps.clientNum, MN_H_ARMOURY ); + + client->retriggerArmouryMenu = 0; + } + + // Give clients some credit periodically + if( ent->client->lastKillTime + FREEKILL_PERIOD < level.time ) + { + if( g_suddenDeathTime.integer && + ( level.time - level.startTime >= g_suddenDeathTime.integer * 60000 ) ) + { + //gotta love logic like this eh? + } + else if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + G_AddCreditToClient( ent->client, FREEKILL_ALIEN, qtrue ); + else if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + G_AddCreditToClient( ent->client, FREEKILL_HUMAN, qtrue ); + + ent->client->lastKillTime = level.time; + } + + // perform once-a-second actions + ClientTimerActions( ent, msec ); + + if( ent->suicideTime > 0 && ent->suicideTime < level.time ) + { + ent->flags &= ~FL_GODMODE; + ent->client->ps.stats[ STAT_HEALTH ] = ent->health = 0; + player_die( ent, ent, ent, 100000, MOD_SUICIDE ); + + ent->suicideTime = 0; + } +} + +/* +================== +ClientThink + +A new command has arrived from the client +================== +*/ +void ClientThink( int clientNum ) +{ + gentity_t *ent; + + ent = g_entities + clientNum; + trap_GetUsercmd( clientNum, &ent->client->pers.cmd ); + + // mark the time we got info, so we can display the + // phone jack if they don't get any for a while + ent->client->lastCmdTime = level.time; + + if( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer ) + ClientThink_real( ent ); +} + + +void G_RunClient( gentity_t *ent ) +{ + if( !( ent->r.svFlags & SVF_BOT ) && !g_synchronousClients.integer ) + return; + + ent->client->pers.cmd.serverTime = level.time; + ClientThink_real( ent ); +} + + +/* +================== +SpectatorClientEndFrame + +================== +*/ +void SpectatorClientEndFrame( gentity_t *ent ) +{ + gclient_t *cl; + int clientNum, flags; + + // if we are doing a chase cam or a remote view, grab the latest info + if( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) + { + clientNum = ent->client->sess.spectatorClient; + + if( clientNum >= 0 ) + { + cl = &level.clients[ clientNum ]; + + if( cl->pers.connected == CON_CONNECTED && cl->sess.sessionTeam != TEAM_SPECTATOR ) + { + flags = ( cl->ps.eFlags & ~( EF_VOTED | EF_TEAMVOTED ) ) | + ( ent->client->ps.eFlags & ( EF_VOTED | EF_TEAMVOTED ) ); + ent->client->ps = cl->ps; + ent->client->ps.pm_flags |= PMF_FOLLOW; + ent->client->ps.eFlags = flags; + } + } + } +} + +/* +============== +ClientEndFrame + +Called at the end of each server frame for each connected client +A fast client will have multiple ClientThink for each ClientEdFrame, +while a slow client may have multiple ClientEndFrame between ClientThink. +============== +*/ +void ClientEndFrame( gentity_t *ent ) +{ + clientPersistant_t *pers; + + if( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) + { + SpectatorClientEndFrame( ent ); + return; + } + + pers = &ent->client->pers; + + // + // If the end of unit layout is displayed, don't give + // the player any normal movement attributes + // + if( level.intermissiontime ) + return; + + // burn from lava, etc + P_WorldEffects( ent ); + + // apply all the damage taken this frame + P_DamageFeedback( ent ); + + // add the EF_CONNECTION flag if we haven't gotten commands recently + if( level.time - ent->client->lastCmdTime > 1000 ) + ent->s.eFlags |= EF_CONNECTION; + else + ent->s.eFlags &= ~EF_CONNECTION; + + ent->client->ps.stats[ STAT_HEALTH ] = ent->health; // FIXME: get rid of ent->health... + + G_SetClientSound( ent ); + + // set the latest infor + if( g_smoothClients.integer ) + BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue ); + else + BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue ); + + SendPendingPredictableEvents( &ent->client->ps ); +} + + diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c new file mode 100644 index 00000000..083e0662 --- /dev/null +++ b/src/game/g_buildable.c @@ -0,0 +1,2987 @@ +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +#include "g_local.h" + +/* +================ +G_setBuildableAnim + +Triggers an animation client side +================ +*/ +void G_setBuildableAnim( gentity_t *ent, buildableAnimNumber_t anim, qboolean force ) +{ + int localAnim = anim; + + if( force ) + localAnim |= ANIM_FORCEBIT; + + localAnim |= ( ( ent->s.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ); + + ent->s.legsAnim = localAnim; +} + +/* +================ +G_setIdleBuildableAnim + +Set the animation to use whilst no other animations are running +================ +*/ +void G_setIdleBuildableAnim( gentity_t *ent, buildableAnimNumber_t anim ) +{ + ent->s.torsoAnim = anim; +} + +/* +=============== +G_CheckSpawnPoint + +Check if a spawn at a specified point is valid +=============== +*/ +gentity_t *G_CheckSpawnPoint( int spawnNum, vec3_t origin, vec3_t normal, + buildable_t spawn, vec3_t spawnOrigin ) +{ + float displacement; + vec3_t mins, maxs; + vec3_t cmins, cmaxs; + vec3_t localOrigin; + trace_t tr; + + BG_FindBBoxForBuildable( spawn, mins, maxs ); + + if( spawn == BA_A_SPAWN ) + { + VectorSet( cmins, -MAX_ALIEN_BBOX, -MAX_ALIEN_BBOX, -MAX_ALIEN_BBOX ); + VectorSet( cmaxs, MAX_ALIEN_BBOX, MAX_ALIEN_BBOX, MAX_ALIEN_BBOX ); + + displacement = ( maxs[ 2 ] + MAX_ALIEN_BBOX ) * M_ROOT3; + VectorMA( origin, displacement, normal, localOrigin ); + + trap_Trace( &tr, origin, NULL, NULL, localOrigin, spawnNum, MASK_SHOT ); + + if( tr.entityNum != ENTITYNUM_NONE ) + return &g_entities[ tr.entityNum ]; + + trap_Trace( &tr, localOrigin, cmins, cmaxs, localOrigin, -1, MASK_SHOT ); + + if( tr.entityNum == ENTITYNUM_NONE ) + { + if( spawnOrigin != NULL ) + VectorCopy( localOrigin, spawnOrigin ); + + return NULL; + } + else + return &g_entities[ tr.entityNum ]; + } + else if( spawn == BA_H_SPAWN ) + { + BG_FindBBoxForClass( PCL_HUMAN, cmins, cmaxs, NULL, NULL, NULL ); + + VectorCopy( origin, localOrigin ); + localOrigin[ 2 ] += maxs[ 2 ] + fabs( cmins[ 2 ] ) + 1.0f; + + trap_Trace( &tr, origin, NULL, NULL, localOrigin, spawnNum, MASK_SHOT ); + + if( tr.entityNum != ENTITYNUM_NONE ) + return &g_entities[ tr.entityNum ]; + + trap_Trace( &tr, localOrigin, cmins, cmaxs, localOrigin, -1, MASK_SHOT ); + + if( tr.entityNum == ENTITYNUM_NONE ) + { + if( spawnOrigin != NULL ) + VectorCopy( localOrigin, spawnOrigin ); + + return NULL; + } + else + return &g_entities[ tr.entityNum ]; + } + + return NULL; +} + +/* +================ +G_NumberOfDependants + +Return number of entities that depend on this one +================ +*/ +static int G_NumberOfDependants( gentity_t *self ) +{ + int i, n = 0; + gentity_t *ent; + + for ( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ ) + { + if( ent->s.eType != ET_BUILDABLE ) + continue; + + if( ent->parentNode == self ) + n++; + } + + return n; +} + +#define POWER_REFRESH_TIME 2000 + +/* +================ +findPower + +attempt to find power for self, return qtrue if successful +================ +*/ +static qboolean findPower( gentity_t *self ) +{ + int i; + gentity_t *ent; + gentity_t *closestPower = NULL; + int distance = 0; + int minDistance = 10000; + vec3_t temp_v; + qboolean foundPower = qfalse; + + if( self->biteam != BIT_HUMANS ) + return qfalse; + + //reactor is always powered + if( self->s.modelindex == BA_H_REACTOR ) + return qtrue; + + //if this already has power then stop now + if( self->parentNode && self->parentNode->powered ) + return qtrue; + + //reset parent + self->parentNode = NULL; + + //iterate through entities + for ( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ ) + { + if( ent->s.eType != ET_BUILDABLE ) + continue; + + //if entity is a power item calculate the distance to it + if( ( ent->s.modelindex == BA_H_REACTOR || ent->s.modelindex == BA_H_REPEATER ) && + ent->spawned ) + { + VectorSubtract( self->s.origin, ent->s.origin, temp_v ); + distance = VectorLength( temp_v ); + if( distance < minDistance && ent->powered ) + { + closestPower = ent; + minDistance = distance; + foundPower = qtrue; + } + } + } + + //if there were no power items nearby give up + if( !foundPower ) + return qfalse; + + //bleh + if( ( closestPower->s.modelindex == BA_H_REACTOR && ( minDistance <= REACTOR_BASESIZE ) ) || + ( closestPower->s.modelindex == BA_H_REPEATER && ( minDistance <= REPEATER_BASESIZE ) && + closestPower->powered ) ) + { + self->parentNode = closestPower; + + return qtrue; + } + else + return qfalse; +} + +/* +================ +G_isPower + +Simple wrapper to findPower to check if a location has power +================ +*/ +qboolean G_isPower( vec3_t origin ) +{ + gentity_t dummy; + + dummy.parentNode = NULL; + dummy.biteam = BIT_HUMANS; + VectorCopy( origin, dummy.s.origin ); + + return findPower( &dummy ); +} + +/* +================ +findDCC + +attempt to find a controlling DCC for self, return qtrue if successful +================ +*/ +static qboolean findDCC( gentity_t *self ) +{ + int i; + gentity_t *ent; + gentity_t *closestDCC = NULL; + int distance = 0; + int minDistance = 10000; + vec3_t temp_v; + qboolean foundDCC = qfalse; + + if( self->biteam != BIT_HUMANS ) + return qfalse; + + //if this already has dcc then stop now + if( self->dccNode && self->dccNode->powered ) + return qtrue; + + //reset parent + self->dccNode = NULL; + + //iterate through entities + for( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ ) + { + if( ent->s.eType != ET_BUILDABLE ) + continue; + + //if entity is a dcc calculate the distance to it + if( ent->s.modelindex == BA_H_DCC && ent->spawned ) + { + VectorSubtract( self->s.origin, ent->s.origin, temp_v ); + distance = VectorLength( temp_v ); + if( distance < minDistance && ent->powered ) + { + closestDCC = ent; + minDistance = distance; + foundDCC = qtrue; + } + } + } + + //if there were no power items nearby give up + if( !foundDCC ) + return qfalse; + + self->dccNode = closestDCC; + + return qtrue; +} + +/* +================ +G_isDCC + +simple wrapper to findDCC to check for a dcc +================ +*/ +qboolean G_isDCC( void ) +{ + gentity_t dummy; + + dummy.dccNode = NULL; + dummy.biteam = BIT_HUMANS; + + return findDCC( &dummy ); +} + +/* +================ +findOvermind + +Attempt to find an overmind for self +================ +*/ +static qboolean findOvermind( gentity_t *self ) +{ + int i; + gentity_t *ent; + + if( self->biteam != BIT_ALIENS ) + return qfalse; + + //if this already has overmind then stop now + if( self->overmindNode && self->overmindNode->health > 0 ) + return qtrue; + + //reset parent + self->overmindNode = NULL; + + //iterate through entities + for( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ ) + { + if( ent->s.eType != ET_BUILDABLE ) + continue; + + //if entity is an overmind calculate the distance to it + if( ent->s.modelindex == BA_A_OVERMIND && ent->spawned && ent->health > 0 ) + { + self->overmindNode = ent; + return qtrue; + } + } + + return qfalse; +} + +/* +================ +G_isOvermind + +Simple wrapper to findOvermind to check if a location has an overmind +================ +*/ +qboolean G_isOvermind( void ) +{ + gentity_t dummy; + + dummy.overmindNode = NULL; + dummy.biteam = BIT_ALIENS; + + return findOvermind( &dummy ); +} + +/* +================ +findCreep + +attempt to find creep for self, return qtrue if successful +================ +*/ +static qboolean findCreep( gentity_t *self ) +{ + int i; + gentity_t *ent; + gentity_t *closestSpawn = NULL; + int distance = 0; + int minDistance = 10000; + vec3_t temp_v; + + //don't check for creep if flying through the air + if( self->s.groundEntityNum == -1 ) + return qtrue; + + //if self does not have a parentNode or it's parentNode is invalid find a new one + if( ( self->parentNode == NULL ) || !self->parentNode->inuse ) + { + for ( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ ) + { + if( ent->s.eType != ET_BUILDABLE ) + continue; + + if( ( ent->s.modelindex == BA_A_SPAWN || ent->s.modelindex == BA_A_OVERMIND ) && + ent->spawned ) + { + VectorSubtract( self->s.origin, ent->s.origin, temp_v ); + distance = VectorLength( temp_v ); + if( distance < minDistance ) + { + closestSpawn = ent; + minDistance = distance; + } + } + } + + if( minDistance <= CREEP_BASESIZE ) + { + self->parentNode = closestSpawn; + return qtrue; + } + else + return qfalse; + } + + //if we haven't returned by now then we must already have a valid parent + return qtrue; +} + +/* +================ +isCreep + +simple wrapper to findCreep to check if a location has creep +================ +*/ +static qboolean isCreep( vec3_t origin ) +{ + gentity_t dummy; + + dummy.parentNode = NULL; + VectorCopy( origin, dummy.s.origin ); + + return findCreep( &dummy ); +} + +/* +================ +creepSlow + +Set any nearby humans' SS_CREEPSLOWED flag +================ +*/ +static void creepSlow( gentity_t *self ) +{ + int entityList[ MAX_GENTITIES ]; + vec3_t range; + vec3_t mins, maxs; + int i, num; + gentity_t *enemy; + buildable_t buildable = self->s.modelindex; + float creepSize = (float)BG_FindCreepSizeForBuildable( buildable ); + + VectorSet( range, creepSize, creepSize, creepSize ); + + VectorAdd( self->s.origin, range, maxs ); + VectorSubtract( self->s.origin, range, mins ); + + //find humans + num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); + for( i = 0; i < num; i++ ) + { + enemy = &g_entities[ entityList[ i ] ]; + + if( enemy->client && enemy->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS && + enemy->client->ps.groundEntityNum != ENTITYNUM_NONE && + G_Visible( self, enemy ) ) + { + enemy->client->ps.stats[ STAT_STATE ] |= SS_CREEPSLOWED; + enemy->client->lastCreepSlowTime = level.time; + } + } +} + +/* +================ +nullDieFunction + +hack to prevent compilers complaining about function pointer -> NULL conversion +================ +*/ +static void nullDieFunction( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) +{ +} + +/* +================ +freeBuildable +================ +*/ +static void freeBuildable( gentity_t *self ) +{ + G_FreeEntity( self ); +} + + +//================================================================================== + + + +/* +================ +A_CreepRecede + +Called when an alien spawn dies +================ +*/ +void A_CreepRecede( gentity_t *self ) +{ + //if the creep just died begin the recession + if( !( self->s.eFlags & EF_DEAD ) ) + { + self->s.eFlags |= EF_DEAD; + G_AddEvent( self, EV_BUILD_DESTROY, 0 ); + + if( self->spawned ) + self->s.time = -level.time; + else + self->s.time = -( level.time - + (int)( (float)CREEP_SCALEDOWN_TIME * + ( 1.0f - ( (float)( level.time - self->buildTime ) / + (float)BG_FindBuildTimeForBuildable( self->s.modelindex ) ) ) ) ); + } + + //creep is still receeding + if( ( self->timestamp + 10000 ) > level.time ) + self->nextthink = level.time + 500; + else //creep has died + G_FreeEntity( self ); +} + + + + +//================================================================================== + + + + +/* +================ +ASpawn_Melt + +Called when an alien spawn dies +================ +*/ +void ASpawn_Melt( gentity_t *self ) +{ + G_SelectiveRadiusDamage( self->s.pos.trBase, self, self->splashDamage, + self->splashRadius, self, self->splashMethodOfDeath, PTE_ALIENS ); + + //start creep recession + if( !( self->s.eFlags & EF_DEAD ) ) + { + self->s.eFlags |= EF_DEAD; + G_AddEvent( self, EV_BUILD_DESTROY, 0 ); + + if( self->spawned ) + self->s.time = -level.time; + else + self->s.time = -( level.time - + (int)( (float)CREEP_SCALEDOWN_TIME * + ( 1.0f - ( (float)( level.time - self->buildTime ) / + (float)BG_FindBuildTimeForBuildable( self->s.modelindex ) ) ) ) ); + } + + //not dead yet + if( ( self->timestamp + 10000 ) > level.time ) + self->nextthink = level.time + 500; + else //dead now + G_FreeEntity( self ); +} + +/* +================ +ASpawn_Blast + +Called when an alien spawn dies +================ +*/ +void ASpawn_Blast( gentity_t *self ) +{ + vec3_t dir; + + VectorCopy( self->s.origin2, dir ); + + //do a bit of radius damage + G_SelectiveRadiusDamage( self->s.pos.trBase, self, self->splashDamage, + self->splashRadius, self, self->splashMethodOfDeath, PTE_ALIENS ); + + //pretty events and item cleanup + self->s.eFlags |= EF_NODRAW; //don't draw the model once it's destroyed + G_AddEvent( self, EV_ALIEN_BUILDABLE_EXPLOSION, DirToByte( dir ) ); + self->timestamp = level.time; + self->think = ASpawn_Melt; + self->nextthink = level.time + 500; //wait .5 seconds before damaging others + + self->r.contents = 0; //stop collisions... + trap_LinkEntity( self ); //...requires a relink +} + +/* +================ +ASpawn_Die + +Called when an alien spawn dies +================ +*/ +void ASpawn_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) +{ + G_setBuildableAnim( self, BANIM_DESTROY1, qtrue ); + G_setIdleBuildableAnim( self, BANIM_DESTROYED ); + + self->die = nullDieFunction; + self->think = ASpawn_Blast; + + if( self->spawned ) + self->nextthink = level.time + 5000; + else + self->nextthink = level.time; //blast immediately + + self->s.eFlags &= ~EF_FIRING; //prevent any firing effects + + if( attacker && attacker->client && attacker->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + if( self->s.modelindex == BA_A_OVERMIND ) + G_AddCreditToClient( attacker->client, OVERMIND_VALUE, qtrue ); + else if( self->s.modelindex == BA_A_SPAWN ) + G_AddCreditToClient( attacker->client, ASPAWN_VALUE, qtrue ); + } +} + +/* +================ +ASpawn_Think + +think function for Alien Spawn +================ +*/ +void ASpawn_Think( gentity_t *self ) +{ + gentity_t *ent; + + if( self->spawned ) + { + //only suicide if at rest + if( self->s.groundEntityNum ) + { + if( ( ent = G_CheckSpawnPoint( self->s.number, self->s.origin, + self->s.origin2, BA_A_SPAWN, NULL ) ) != NULL ) + { + if( ent->s.eType == ET_BUILDABLE || ent->s.number == ENTITYNUM_WORLD || + ent->s.eType == ET_MOVER ) + { + G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); + return; + } + + if( ent->s.eType == ET_CORPSE ) + G_FreeEntity( ent ); //quietly remove + } + } + } + + creepSlow( self ); + + self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex ); +} + +/* +================ +ASpawn_Pain + +pain function for Alien Spawn +================ +*/ +void ASpawn_Pain( gentity_t *self, gentity_t *attacker, int damage ) +{ + G_setBuildableAnim( self, BANIM_PAIN1, qfalse ); +} + + + + + +//================================================================================== + + + + + +#define OVERMIND_ATTACK_PERIOD 10000 +#define OVERMIND_DYING_PERIOD 5000 +#define OVERMIND_SPAWNS_PERIOD 30000 + +/* +================ +AOvermind_Think + +Think function for Alien Overmind +================ +*/ +void AOvermind_Think( gentity_t *self ) +{ + int entityList[ MAX_GENTITIES ]; + vec3_t range = { OVERMIND_ATTACK_RANGE, OVERMIND_ATTACK_RANGE, OVERMIND_ATTACK_RANGE }; + vec3_t mins, maxs; + int i, num; + gentity_t *enemy; + + VectorAdd( self->s.origin, range, maxs ); + VectorSubtract( self->s.origin, range, mins ); + + if( self->spawned && ( self->health > 0 ) ) + { + //do some damage + num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); + for( i = 0; i < num; i++ ) + { + enemy = &g_entities[ entityList[ i ] ]; + + if( enemy->client && enemy->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + self->timestamp = level.time; + G_SelectiveRadiusDamage( self->s.pos.trBase, self, self->splashDamage, + self->splashRadius, self, MOD_OVERMIND, PTE_ALIENS ); + G_setBuildableAnim( self, BANIM_ATTACK1, qfalse ); + } + } + + //low on spawns + if( level.numAlienSpawns <= 0 && level.time > self->overmindSpawnsTimer ) + { + self->overmindSpawnsTimer = level.time + OVERMIND_SPAWNS_PERIOD; + G_BroadcastEvent( EV_OVERMIND_SPAWNS, 0 ); + } + + //overmind dying + if( self->health < ( OVERMIND_HEALTH / 10.0f ) && level.time > self->overmindDyingTimer ) + { + self->overmindDyingTimer = level.time + OVERMIND_DYING_PERIOD; + G_BroadcastEvent( EV_OVERMIND_DYING, 0 ); + } + + //overmind under attack + if( self->health < self->lastHealth && level.time > self->overmindAttackTimer ) + { + self->overmindAttackTimer = level.time + OVERMIND_ATTACK_PERIOD; + G_BroadcastEvent( EV_OVERMIND_ATTACK, 0 ); + } + + self->lastHealth = self->health; + } + else + self->overmindSpawnsTimer = level.time + OVERMIND_SPAWNS_PERIOD; + + creepSlow( self ); + + self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex ); +} + + + + + + +//================================================================================== + + + + + +/* +================ +ABarricade_Pain + +pain function for Alien Spawn +================ +*/ +void ABarricade_Pain( gentity_t *self, gentity_t *attacker, int damage ) +{ + if( rand( ) % 1 ) + G_setBuildableAnim( self, BANIM_PAIN1, qfalse ); + else + G_setBuildableAnim( self, BANIM_PAIN2, qfalse ); +} + +/* +================ +ABarricade_Blast + +Called when an alien spawn dies +================ +*/ +void ABarricade_Blast( gentity_t *self ) +{ + vec3_t dir; + + VectorCopy( self->s.origin2, dir ); + + //do a bit of radius damage + G_SelectiveRadiusDamage( self->s.pos.trBase, self, self->splashDamage, + self->splashRadius, self, self->splashMethodOfDeath, PTE_ALIENS ); + + //pretty events and item cleanup + self->s.eFlags |= EF_NODRAW; //don't draw the model once its destroyed + G_AddEvent( self, EV_ALIEN_BUILDABLE_EXPLOSION, DirToByte( dir ) ); + self->timestamp = level.time; + self->think = A_CreepRecede; + self->nextthink = level.time + 500; //wait .5 seconds before damaging others + + self->r.contents = 0; //stop collisions... + trap_LinkEntity( self ); //...requires a relink +} + +/* +================ +ABarricade_Die + +Called when an alien spawn dies +================ +*/ +void ABarricade_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) +{ + G_setBuildableAnim( self, BANIM_DESTROY1, qtrue ); + G_setIdleBuildableAnim( self, BANIM_DESTROYED ); + + self->die = nullDieFunction; + self->think = ABarricade_Blast; + self->s.eFlags &= ~EF_FIRING; //prevent any firing effects + + if( self->spawned ) + self->nextthink = level.time + 5000; + else + self->nextthink = level.time; //blast immediately +} + +/* +================ +ABarricade_Think + +Think function for Alien Barricade +================ +*/ +void ABarricade_Think( gentity_t *self ) +{ + //if there is no creep nearby die + if( !findCreep( self ) ) + { + G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); + return; + } + + creepSlow( self ); + + self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex ); +} + + + + +//================================================================================== + + + + +void AAcidTube_Think( gentity_t *self ); + +/* +================ +AAcidTube_Damage + +Damage function for Alien Acid Tube +================ +*/ +void AAcidTube_Damage( gentity_t *self ) +{ + if( self->spawned ) + { + if( !( self->s.eFlags & EF_FIRING ) ) + { + self->s.eFlags |= EF_FIRING; + G_AddEvent( self, EV_ALIEN_ACIDTUBE, DirToByte( self->s.origin2 ) ); + } + + if( ( self->timestamp + ACIDTUBE_REPEAT ) > level.time ) + self->think = AAcidTube_Damage; + else + { + self->think = AAcidTube_Think; + self->s.eFlags &= ~EF_FIRING; + } + + //do some damage + G_SelectiveRadiusDamage( self->s.pos.trBase, self, self->splashDamage, + self->splashRadius, self, self->splashMethodOfDeath, PTE_ALIENS ); + } + + creepSlow( self ); + + self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex ); +} + +/* +================ +AAcidTube_Think + +Think function for Alien Acid Tube +================ +*/ +void AAcidTube_Think( gentity_t *self ) +{ + int entityList[ MAX_GENTITIES ]; + vec3_t range = { ACIDTUBE_RANGE, ACIDTUBE_RANGE, ACIDTUBE_RANGE }; + vec3_t mins, maxs; + int i, num; + gentity_t *enemy; + + VectorAdd( self->s.origin, range, maxs ); + VectorSubtract( self->s.origin, range, mins ); + + //if there is no creep nearby die + if( !findCreep( self ) ) + { + G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); + return; + } + + if( self->spawned && findOvermind( self ) ) + { + //do some damage + num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); + for( i = 0; i < num; i++ ) + { + enemy = &g_entities[ entityList[ i ] ]; + + if( !G_Visible( self, enemy ) ) + continue; + + if( enemy->client && enemy->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + self->timestamp = level.time; + self->think = AAcidTube_Damage; + self->nextthink = level.time + 100; + G_setBuildableAnim( self, BANIM_ATTACK1, qfalse ); + return; + } + } + } + + creepSlow( self ); + + self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex ); +} + + + + +//================================================================================== + + + + +/* +================ +AHive_Think + +Think function for Alien Hive +================ +*/ +void AHive_Think( gentity_t *self ) +{ + int entityList[ MAX_GENTITIES ]; + vec3_t range = { ACIDTUBE_RANGE, ACIDTUBE_RANGE, ACIDTUBE_RANGE }; + vec3_t mins, maxs; + int i, num; + gentity_t *enemy; + vec3_t dirToTarget; + + self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex ); + + VectorAdd( self->s.origin, range, maxs ); + VectorSubtract( self->s.origin, range, mins ); + + //if there is no creep nearby die + if( !findCreep( self ) ) + { + G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); + return; + } + + if( self->timestamp < level.time ) + self->active = qfalse; //nothing has returned in HIVE_REPEAT seconds, forget about it + + if( self->spawned && !self->active && findOvermind( self ) ) + { + //do some damage + num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); + for( i = 0; i < num; i++ ) + { + enemy = &g_entities[ entityList[ i ] ]; + + if( enemy->health <= 0 ) + continue; + + if( !G_Visible( self, enemy ) ) + continue; + + if( enemy->client && enemy->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + self->active = qtrue; + self->target_ent = enemy; + self->timestamp = level.time + HIVE_REPEAT; + + VectorSubtract( enemy->s.pos.trBase, self->s.pos.trBase, dirToTarget ); + VectorNormalize( dirToTarget ); + vectoangles( dirToTarget, self->turretAim ); + + //fire at target + FireWeapon( self ); + G_setBuildableAnim( self, BANIM_ATTACK1, qfalse ); + return; + } + } + } + + creepSlow( self ); +} + + + + +//================================================================================== + + + + +#define HOVEL_TRACE_DEPTH 128.0f + +/* +================ +AHovel_Blocked + +Is this hovel entrance blocked? +================ +*/ +qboolean AHovel_Blocked( gentity_t *hovel, gentity_t *player, qboolean provideExit ) +{ + vec3_t forward, normal, origin, start, end, angles, hovelMaxs; + vec3_t mins, maxs; + float displacement; + trace_t tr; + + BG_FindBBoxForBuildable( BA_A_HOVEL, NULL, hovelMaxs ); + BG_FindBBoxForClass( player->client->ps.stats[ STAT_PCLASS ], + mins, maxs, NULL, NULL, NULL ); + + VectorCopy( hovel->s.origin2, normal ); + AngleVectors( hovel->s.angles, forward, NULL, NULL ); + VectorInverse( forward ); + + displacement = VectorMaxComponent( maxs ) * M_ROOT3 + + VectorMaxComponent( hovelMaxs ) * M_ROOT3 + 1.0f; + + VectorMA( hovel->s.origin, displacement, forward, origin ); + vectoangles( forward, angles ); + + VectorMA( origin, HOVEL_TRACE_DEPTH, normal, start ); + + //compute a place up in the air to start the real trace + trap_Trace( &tr, origin, mins, maxs, start, player->s.number, MASK_PLAYERSOLID ); + VectorMA( origin, ( HOVEL_TRACE_DEPTH * tr.fraction ) - 1.0f, normal, start ); + VectorMA( origin, -HOVEL_TRACE_DEPTH, normal, end ); + + trap_Trace( &tr, start, mins, maxs, end, player->s.number, MASK_PLAYERSOLID ); + + if( tr.startsolid ) + return qtrue; + + VectorCopy( tr.endpos, origin ); + + trap_Trace( &tr, origin, mins, maxs, origin, player->s.number, MASK_PLAYERSOLID ); + + if( provideExit ) + { + G_SetOrigin( player, origin ); + VectorCopy( origin, player->client->ps.origin ); + VectorCopy( vec3_origin, player->client->ps.velocity ); + SetClientViewAngle( player, angles ); + } + + if( tr.fraction < 1.0f ) + return qtrue; + else + return qfalse; +} + +/* +================ +APropHovel_Blocked + +Wrapper to test a hovel placement for validity +================ +*/ +static qboolean APropHovel_Blocked( vec3_t origin, vec3_t angles, vec3_t normal, + gentity_t *player ) +{ + gentity_t hovel; + + VectorCopy( origin, hovel.s.origin ); + VectorCopy( angles, hovel.s.angles ); + VectorCopy( normal, hovel.s.origin2 ); + + return AHovel_Blocked( &hovel, player, qfalse ); +} + +/* +================ +AHovel_Use + +Called when an alien uses a hovel +================ +*/ +void AHovel_Use( gentity_t *self, gentity_t *other, gentity_t *activator ) +{ + vec3_t hovelOrigin, hovelAngles, inverseNormal; + + if( self->spawned && findOvermind( self ) ) + { + if( self->active ) + { + //this hovel is in use + G_TriggerMenu( activator->client->ps.clientNum, MN_A_HOVEL_OCCUPIED ); + } + else if( ( ( activator->client->ps.stats[ STAT_PCLASS ] == PCL_ALIEN_BUILDER0 ) || + ( activator->client->ps.stats[ STAT_PCLASS ] == PCL_ALIEN_BUILDER0_UPG ) ) && + activator->health > 0 && self->health > 0 ) + { + if( AHovel_Blocked( self, activator, qfalse ) ) + { + //you can get in, but you can't get out + G_TriggerMenu( activator->client->ps.clientNum, MN_A_HOVEL_BLOCKED ); + return; + } + + self->active = qtrue; + G_setBuildableAnim( self, BANIM_ATTACK1, qfalse ); + + //prevent lerping + activator->client->ps.eFlags ^= EF_TELEPORT_BIT; + activator->client->ps.eFlags |= EF_NODRAW; + + activator->client->ps.stats[ STAT_STATE ] |= SS_HOVELING; + activator->client->hovel = self; + self->builder = activator; + + VectorCopy( self->s.pos.trBase, hovelOrigin ); + VectorMA( hovelOrigin, 128.0f, self->s.origin2, hovelOrigin ); + + VectorCopy( self->s.origin2, inverseNormal ); + VectorInverse( inverseNormal ); + vectoangles( inverseNormal, hovelAngles ); + + VectorCopy( activator->s.pos.trBase, activator->client->hovelOrigin ); + + G_SetOrigin( activator, hovelOrigin ); + VectorCopy( hovelOrigin, activator->client->ps.origin ); + SetClientViewAngle( activator, hovelAngles ); + } + } +} + + +/* +================ +AHovel_Think + +Think for alien hovel +================ +*/ +void AHovel_Think( gentity_t *self ) +{ + if( self->spawned ) + { + if( self->active ) + G_setIdleBuildableAnim( self, BANIM_IDLE2 ); + else + G_setIdleBuildableAnim( self, BANIM_IDLE1 ); + } + + creepSlow( self ); + + self->nextthink = level.time + 200; +} + +/* +================ +AHovel_Die + +Die for alien hovel +================ +*/ +void AHovel_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) +{ + vec3_t dir; + + VectorCopy( self->s.origin2, dir ); + + //do a bit of radius damage + G_SelectiveRadiusDamage( self->s.pos.trBase, self, self->splashDamage, + self->splashRadius, self, self->splashMethodOfDeath, PTE_ALIENS ); + + //pretty events and item cleanup + self->s.eFlags |= EF_NODRAW; //don't draw the model once its destroyed + G_AddEvent( self, EV_ALIEN_BUILDABLE_EXPLOSION, DirToByte( dir ) ); + self->s.eFlags &= ~EF_FIRING; //prevent any firing effects + self->timestamp = level.time; + self->think = ASpawn_Melt; + self->nextthink = level.time + 500; //wait .5 seconds before damaging others + + //if the hovel is occupied free the occupant + if( self->active ) + { + gentity_t *builder = self->builder; + vec3_t newOrigin; + vec3_t newAngles; + + VectorCopy( self->s.angles, newAngles ); + newAngles[ ROLL ] = 0; + + VectorCopy( self->s.origin, newOrigin ); + VectorMA( newOrigin, 1.0f, self->s.origin2, newOrigin ); + + //prevent lerping + builder->client->ps.eFlags ^= EF_TELEPORT_BIT; + builder->client->ps.eFlags &= ~EF_NODRAW; + + G_SetOrigin( builder, newOrigin ); + VectorCopy( newOrigin, builder->client->ps.origin ); + SetClientViewAngle( builder, newAngles ); + + //client leaves hovel + builder->client->ps.stats[ STAT_STATE ] &= ~SS_HOVELING; + } + + self->r.contents = 0; //stop collisions... + trap_LinkEntity( self ); //...requires a relink +} + + + + + +//================================================================================== + + + + +/* +================ +ABooster_Touch + +Called when an alien touches a booster +================ +*/ +void ABooster_Touch( gentity_t *self, gentity_t *other, trace_t *trace ) +{ + gclient_t *client = other->client; + + if( !self->spawned ) + return; + + if( !findOvermind( self ) ) + return; + + if( !client ) + return; + + if( client && client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + return; + + //only allow boostage once every 30 seconds + if( client->lastBoostedTime + BOOSTER_INTERVAL > level.time ) + return; + + if( !( client->ps.stats[ STAT_STATE ] & SS_BOOSTED ) ) + { + client->ps.stats[ STAT_STATE ] |= SS_BOOSTED; + client->lastBoostedTime = level.time; + } +} + + + + +//================================================================================== + +#define TRAPPER_ACCURACY 10 // lower is better + +/* +================ +ATrapper_FireOnEnemy + +Used by ATrapper_Think to fire at enemy +================ +*/ +void ATrapper_FireOnEnemy( gentity_t *self, int firespeed, float range ) +{ + gentity_t *enemy = self->enemy; + vec3_t dirToTarget; + vec3_t halfAcceleration, thirdJerk; + float distanceToTarget = BG_FindRangeForBuildable( self->s.modelindex ); + int lowMsec = 0; + int highMsec = (int)( ( + ( ( distanceToTarget * LOCKBLOB_SPEED ) + + ( distanceToTarget * BG_FindSpeedForClass( enemy->client->ps.stats[ STAT_PCLASS ] ) ) ) / + ( LOCKBLOB_SPEED * LOCKBLOB_SPEED ) ) * 1000.0f ); + + VectorScale( enemy->acceleration, 1.0f / 2.0f, halfAcceleration ); + VectorScale( enemy->jerk, 1.0f / 3.0f, thirdJerk ); + + // highMsec and lowMsec can only move toward + // one another, so the loop must terminate + while( highMsec - lowMsec > TRAPPER_ACCURACY ) + { + int partitionMsec = ( highMsec + lowMsec ) / 2; + float time = (float)partitionMsec / 1000.0f; + float projectileDistance = LOCKBLOB_SPEED * time; + + VectorMA( enemy->s.pos.trBase, time, enemy->s.pos.trDelta, dirToTarget ); + VectorMA( dirToTarget, time * time, halfAcceleration, dirToTarget ); + VectorMA( dirToTarget, time * time * time, thirdJerk, dirToTarget ); + VectorSubtract( dirToTarget, self->s.pos.trBase, dirToTarget ); + distanceToTarget = VectorLength( dirToTarget ); + + if( projectileDistance < distanceToTarget ) + lowMsec = partitionMsec; + else if( projectileDistance > distanceToTarget ) + highMsec = partitionMsec; + else if( projectileDistance == distanceToTarget ) + break; // unlikely to happen + } + + VectorNormalize( dirToTarget ); + vectoangles( dirToTarget, self->turretAim ); + + //fire at target + FireWeapon( self ); + G_setBuildableAnim( self, BANIM_ATTACK1, qfalse ); + self->count = level.time + firespeed; +} + +/* +================ +ATrapper_CheckTarget + +Used by ATrapper_Think to check enemies for validity +================ +*/ +qboolean ATrapper_CheckTarget( gentity_t *self, gentity_t *target, int range ) +{ + vec3_t distance; + trace_t trace; + + if( !target ) // Do we have a target? + return qfalse; + if( !target->inuse ) // Does the target still exist? + return qfalse; + if( target == self ) // is the target us? + return qfalse; + if( !target->client ) // is the target a bot or player? + return qfalse; + if( target->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) // one of us? + return qfalse; + if( target->client->sess.sessionTeam == TEAM_SPECTATOR ) // is the target alive? + return qfalse; + if( target->health <= 0 ) // is the target still alive? + return qfalse; + if( target->client->ps.stats[ STAT_STATE ] & SS_BLOBLOCKED ) // locked? + return qfalse; + + VectorSubtract( target->r.currentOrigin, self->r.currentOrigin, distance ); + if( VectorLength( distance ) > range ) // is the target within range? + return qfalse; + + //only allow a narrow field of "vision" + VectorNormalize( distance ); //is now direction of target + if( DotProduct( distance, self->s.origin2 ) < LOCKBLOB_DOT ) + return qfalse; + + trap_Trace( &trace, self->s.pos.trBase, NULL, NULL, target->s.pos.trBase, self->s.number, MASK_SHOT ); + if ( trace.contents & CONTENTS_SOLID ) // can we see the target? + return qfalse; + + return qtrue; +} + +/* +================ +ATrapper_FindEnemy + +Used by ATrapper_Think to locate enemy gentities +================ +*/ +void ATrapper_FindEnemy( gentity_t *ent, int range ) +{ + gentity_t *target; + + //iterate through entities + for( target = g_entities; target < &g_entities[ level.num_entities ]; target++ ) + { + //if target is not valid keep searching + if( !ATrapper_CheckTarget( ent, target, range ) ) + continue; + + //we found a target + ent->enemy = target; + return; + } + + //couldn't find a target + ent->enemy = NULL; +} + +/* +================ +ATrapper_Think + +think function for Alien Defense +================ +*/ +void ATrapper_Think( gentity_t *self ) +{ + int range = BG_FindRangeForBuildable( self->s.modelindex ); + int firespeed = BG_FindFireSpeedForBuildable( self->s.modelindex ); + + creepSlow( self ); + + self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex ); + + //if there is no creep nearby die + if( !findCreep( self ) ) + { + G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); + return; + } + + if( self->spawned && findOvermind( self ) ) + { + //if the current target is not valid find a new one + if( !ATrapper_CheckTarget( self, self->enemy, range ) ) + ATrapper_FindEnemy( self, range ); + + //if a new target cannot be found don't do anything + if( !self->enemy ) + return; + + //if we are pointing at our target and we can fire shoot it + if( self->count < level.time ) + ATrapper_FireOnEnemy( self, firespeed, range ); + } +} + + + +//================================================================================== + + + +/* +================ +HRepeater_Think + +Think for human power repeater +================ +*/ +void HRepeater_Think( gentity_t *self ) +{ + int i; + qboolean reactor = qfalse; + gentity_t *ent; + + if( self->spawned ) + { + //iterate through entities + for ( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ ) + { + if( ent->s.eType != ET_BUILDABLE ) + continue; + + if( ent->s.modelindex == BA_H_REACTOR && ent->spawned ) + reactor = qtrue; + } + } + + if( G_NumberOfDependants( self ) == 0 ) + { + //if no dependants for x seconds then disappear + if( self->count < 0 ) + self->count = level.time; + else if( self->count > 0 && ( ( level.time - self->count ) > REPEATER_INACTIVE_TIME ) ) + G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); + } + else + self->count = -1; + + self->powered = reactor; + + self->nextthink = level.time + POWER_REFRESH_TIME; +} + +/* +================ +HRepeater_Use + +Use for human power repeater +================ +*/ +void HRepeater_Use( gentity_t *self, gentity_t *other, gentity_t *activator ) +{ + if( self->health <= 0 ) + return; + + if( !self->spawned ) + return; + + if( other ) + G_GiveClientMaxAmmo( other, qtrue ); +} + + +#define DCC_ATTACK_PERIOD 10000 + +/* +================ +HReactor_Think + +Think function for Human Reactor +================ +*/ +void HReactor_Think( gentity_t *self ) +{ + int entityList[ MAX_GENTITIES ]; + vec3_t range = { REACTOR_ATTACK_RANGE, REACTOR_ATTACK_RANGE, REACTOR_ATTACK_RANGE }; + vec3_t mins, maxs; + int i, num; + gentity_t *enemy, *tent; + + VectorAdd( self->s.origin, range, maxs ); + VectorSubtract( self->s.origin, range, mins ); + + if( self->spawned && ( self->health > 0 ) ) + { + //do some damage + num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); + for( i = 0; i < num; i++ ) + { + enemy = &g_entities[ entityList[ i ] ]; + + if( enemy->client && enemy->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + { + self->timestamp = level.time; + G_SelectiveRadiusDamage( self->s.pos.trBase, self, REACTOR_ATTACK_DAMAGE, + REACTOR_ATTACK_RANGE, self, MOD_REACTOR, PTE_HUMANS ); + + tent = G_TempEntity( enemy->s.pos.trBase, EV_TESLATRAIL ); + + VectorCopy( self->s.pos.trBase, tent->s.origin2 ); + + tent->s.generic1 = self->s.number; //src + tent->s.clientNum = enemy->s.number; //dest + } + } + + //reactor under attack + if( self->health < self->lastHealth && + level.time > level.humanBaseAttackTimer && G_isDCC( ) ) + { + level.humanBaseAttackTimer = level.time + DCC_ATTACK_PERIOD; + G_BroadcastEvent( EV_DCC_ATTACK, 0 ); + } + + self->lastHealth = self->health; + } + + self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex ); +} + +//================================================================================== + + + +/* +================ +HArmoury_Activate + +Called when a human activates an Armoury +================ +*/ +void HArmoury_Activate( gentity_t *self, gentity_t *other, gentity_t *activator ) +{ + if( self->spawned ) + { + //only humans can activate this + if( activator->client->ps.stats[ STAT_PTEAM ] != PTE_HUMANS ) + return; + + //if this is powered then call the armoury menu + if( self->powered ) + G_TriggerMenu( activator->client->ps.clientNum, MN_H_ARMOURY ); + else + G_TriggerMenu( activator->client->ps.clientNum, MN_H_NOTPOWERED ); + } +} + +/* +================ +HArmoury_Think + +Think for armoury +================ +*/ +void HArmoury_Think( gentity_t *self ) +{ + //make sure we have power + self->nextthink = level.time + POWER_REFRESH_TIME; + + self->powered = findPower( self ); +} + + + + +//================================================================================== + + + + + +/* +================ +HDCC_Think + +Think for dcc +================ +*/ +void HDCC_Think( gentity_t *self ) +{ + //make sure we have power + self->nextthink = level.time + POWER_REFRESH_TIME; + + self->powered = findPower( self ); +} + + + + +//================================================================================== + +/* +================ +HMedistat_Think + +think function for Human Medistation +================ +*/ +void HMedistat_Think( gentity_t *self ) +{ + int entityList[ MAX_GENTITIES ]; + vec3_t mins, maxs; + int i, num; + gentity_t *player; + qboolean occupied = qfalse; + + self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex ); + + //make sure we have power + if( !( self->powered = findPower( self ) ) ) + { + self->nextthink = level.time + POWER_REFRESH_TIME; + return; + } + + if( self->spawned ) + { + VectorAdd( self->s.origin, self->r.maxs, maxs ); + VectorAdd( self->s.origin, self->r.mins, mins ); + + mins[ 2 ] += fabs( self->r.mins[ 2 ] ) + self->r.maxs[ 2 ]; + maxs[ 2 ] += 60; //player height + + //if active use the healing idle + if( self->active ) + G_setIdleBuildableAnim( self, BANIM_IDLE2 ); + + //check if a previous occupier is still here + num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); + for( i = 0; i < num; i++ ) + { + player = &g_entities[ entityList[ i ] ]; + + if( player->client && player->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + if( player->health < player->client->ps.stats[ STAT_MAX_HEALTH ] && + player->client->ps.pm_type != PM_DEAD && + self->enemy == player ) + occupied = qtrue; + } + } + + if( !occupied ) + { + self->enemy = NULL; + + //look for something to heal + for( i = 0; i < num; i++ ) + { + player = &g_entities[ entityList[ i ] ]; + + if( player->client && player->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + if( player->health < player->client->ps.stats[ STAT_MAX_HEALTH ] && + player->client->ps.pm_type != PM_DEAD ) + { + self->enemy = player; + + //start the heal anim + if( !self->active ) + { + G_setBuildableAnim( self, BANIM_ATTACK1, qfalse ); + self->active = qtrue; + } + } + else if( !BG_InventoryContainsUpgrade( UP_MEDKIT, player->client->ps.stats ) ) + BG_AddUpgradeToInventory( UP_MEDKIT, player->client->ps.stats ); + } + } + } + + //nothing left to heal so go back to idling + if( !self->enemy && self->active ) + { + G_setBuildableAnim( self, BANIM_CONSTRUCT2, qtrue ); + G_setIdleBuildableAnim( self, BANIM_IDLE1 ); + + self->active = qfalse; + } + else if( self->enemy ) //heal! + { + if( self->enemy->client && self->enemy->client->ps.stats[ STAT_STATE ] & SS_POISONED ) + self->enemy->client->ps.stats[ STAT_STATE ] &= ~SS_POISONED; + + if( self->enemy->client && self->enemy->client->ps.stats[ STAT_STATE ] & SS_MEDKIT_ACTIVE ) + self->enemy->client->ps.stats[ STAT_STATE ] &= ~SS_MEDKIT_ACTIVE; + + self->enemy->health++; + + //if they're completely healed, give them a medkit + if( self->enemy->health >= self->enemy->client->ps.stats[ STAT_MAX_HEALTH ] && + !BG_InventoryContainsUpgrade( UP_MEDKIT, self->enemy->client->ps.stats ) ) + BG_AddUpgradeToInventory( UP_MEDKIT, self->enemy->client->ps.stats ); + } + } +} + + + + +//================================================================================== + + + + +/* +================ +HMGTurret_TrackEnemy + +Used by HMGTurret_Think to track enemy location +================ +*/ +qboolean HMGTurret_TrackEnemy( gentity_t *self ) +{ + vec3_t dirToTarget, dttAdjusted, angleToTarget, angularDiff, xNormal; + vec3_t refNormal = { 0.0f, 0.0f, 1.0f }; + float temp, rotAngle; + float accuracyTolerance, angularSpeed; + + if( self->lev1Grabbed ) + { + //can't turn fast if grabbed + accuracyTolerance = MGTURRET_GRAB_ACCURACYTOLERANCE; + angularSpeed = MGTURRET_GRAB_ANGULARSPEED; + } + else if( self->dcced ) + { + accuracyTolerance = MGTURRET_DCC_ACCURACYTOLERANCE; + angularSpeed = MGTURRET_DCC_ANGULARSPEED; + } + else + { + accuracyTolerance = MGTURRET_ACCURACYTOLERANCE; + angularSpeed = MGTURRET_ANGULARSPEED; + } + + VectorSubtract( self->enemy->s.pos.trBase, self->s.pos.trBase, dirToTarget ); + + VectorNormalize( dirToTarget ); + + CrossProduct( self->s.origin2, refNormal, xNormal ); + VectorNormalize( xNormal ); + rotAngle = RAD2DEG( acos( DotProduct( self->s.origin2, refNormal ) ) ); + RotatePointAroundVector( dttAdjusted, xNormal, dirToTarget, rotAngle ); + + vectoangles( dttAdjusted, angleToTarget ); + + angularDiff[ PITCH ] = AngleSubtract( self->s.angles2[ PITCH ], angleToTarget[ PITCH ] ); + angularDiff[ YAW ] = AngleSubtract( self->s.angles2[ YAW ], angleToTarget[ YAW ] ); + + //if not pointing at our target then move accordingly + if( angularDiff[ PITCH ] < (-accuracyTolerance) ) + self->s.angles2[ PITCH ] += angularSpeed; + else if( angularDiff[ PITCH ] > accuracyTolerance ) + self->s.angles2[ PITCH ] -= angularSpeed; + else + self->s.angles2[ PITCH ] = angleToTarget[ PITCH ]; + + //disallow vertical movement past a certain limit + temp = fabs( self->s.angles2[ PITCH ] ); + if( temp > 180 ) + temp -= 360; + + if( temp < -MGTURRET_VERTICALCAP ) + self->s.angles2[ PITCH ] = (-360) + MGTURRET_VERTICALCAP; + + //if not pointing at our target then move accordingly + if( angularDiff[ YAW ] < (-accuracyTolerance) ) + self->s.angles2[ YAW ] += angularSpeed; + else if( angularDiff[ YAW ] > accuracyTolerance ) + self->s.angles2[ YAW ] -= angularSpeed; + else + self->s.angles2[ YAW ] = angleToTarget[ YAW ]; + + AngleVectors( self->s.angles2, dttAdjusted, NULL, NULL ); + RotatePointAroundVector( dirToTarget, xNormal, dttAdjusted, -rotAngle ); + vectoangles( dirToTarget, self->turretAim ); + + //if pointing at our target return true + if( abs( angleToTarget[ YAW ] - self->s.angles2[ YAW ] ) <= accuracyTolerance && + abs( angleToTarget[ PITCH ] - self->s.angles2[ PITCH ] ) <= accuracyTolerance ) + return qtrue; + + return qfalse; +} + + +/* +================ +HMGTurret_CheckTarget + +Used by HMGTurret_Think to check enemies for validity +================ +*/ +qboolean HMGTurret_CheckTarget( gentity_t *self, gentity_t *target, qboolean ignorePainted ) +{ + trace_t trace; + gentity_t *traceEnt; + + if( !target ) + return qfalse; + + if( !target->client ) + return qfalse; + + if( target->client->ps.stats[ STAT_STATE ] & SS_HOVELING ) + return qfalse; + + if( target->health <= 0 ) + return qfalse; + + if( Distance( self->s.origin, target->s.pos.trBase ) > MGTURRET_RANGE ) + return qfalse; + + //some turret has already selected this target + if( self->dcced && target->targeted && target->targeted->powered && !ignorePainted ) + return qfalse; + + trap_Trace( &trace, self->s.pos.trBase, NULL, NULL, target->s.pos.trBase, self->s.number, MASK_SHOT ); + + traceEnt = &g_entities[ trace.entityNum ]; + + if( !traceEnt->client ) + return qfalse; + + if( traceEnt->client && traceEnt->client->ps.stats[ STAT_PTEAM ] != PTE_ALIENS ) + return qfalse; + + return qtrue; +} + + +/* +================ +HMGTurret_FindEnemy + +Used by HMGTurret_Think to locate enemy gentities +================ +*/ +void HMGTurret_FindEnemy( gentity_t *self ) +{ + int entityList[ MAX_GENTITIES ]; + vec3_t range; + vec3_t mins, maxs; + int i, num; + gentity_t *target; + + VectorSet( range, MGTURRET_RANGE, MGTURRET_RANGE, MGTURRET_RANGE ); + VectorAdd( self->s.origin, range, maxs ); + VectorSubtract( self->s.origin, range, mins ); + + //find aliens + num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); + for( i = 0; i < num; i++ ) + { + target = &g_entities[ entityList[ i ] ]; + + if( target->client && target->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + { + //if target is not valid keep searching + if( !HMGTurret_CheckTarget( self, target, qfalse ) ) + continue; + + //we found a target + self->enemy = target; + return; + } + } + + if( self->dcced ) + { + //check again, this time ignoring painted targets + for( i = 0; i < num; i++ ) + { + target = &g_entities[ entityList[ i ] ]; + + if( target->client && target->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + { + //if target is not valid keep searching + if( !HMGTurret_CheckTarget( self, target, qtrue ) ) + continue; + + //we found a target + self->enemy = target; + return; + } + } + } + + //couldn't find a target + self->enemy = NULL; +} + + +/* +================ +HMGTurret_Think + +Think function for MG turret +================ +*/ +void HMGTurret_Think( gentity_t *self ) +{ + int firespeed = BG_FindFireSpeedForBuildable( self->s.modelindex ); + + self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex ); + + //used for client side muzzle flashes + self->s.eFlags &= ~EF_FIRING; + + //if not powered don't do anything and check again for power next think + if( !( self->powered = findPower( self ) ) ) + { + self->nextthink = level.time + POWER_REFRESH_TIME; + return; + } + + if( self->spawned ) + { + //find a dcc for self + self->dcced = findDCC( self ); + + //if the current target is not valid find a new one + if( !HMGTurret_CheckTarget( self, self->enemy, qfalse ) ) + { + if( self->enemy ) + self->enemy->targeted = NULL; + + HMGTurret_FindEnemy( self ); + } + + //if a new target cannot be found don't do anything + if( !self->enemy ) + return; + + self->enemy->targeted = self; + + //if we are pointing at our target and we can fire shoot it + if( HMGTurret_TrackEnemy( self ) && ( self->count < level.time ) ) + { + //fire at target + FireWeapon( self ); + + self->s.eFlags |= EF_FIRING; + G_AddEvent( self, EV_FIRE_WEAPON, 0 ); + G_setBuildableAnim( self, BANIM_ATTACK1, qfalse ); + + self->count = level.time + firespeed; + } + } +} + + + + +//================================================================================== + + + + +/* +================ +HTeslaGen_Think + +Think function for Tesla Generator +================ +*/ +void HTeslaGen_Think( gentity_t *self ) +{ + int entityList[ MAX_GENTITIES ]; + vec3_t range; + vec3_t mins, maxs; + vec3_t dir; + int i, num; + gentity_t *enemy; + + self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex ); + + //if not powered don't do anything and check again for power next think + if( !( self->powered = findPower( self ) ) || !( self->dcced = findDCC( self ) ) ) + { + self->s.eFlags &= ~EF_FIRING; + self->nextthink = level.time + POWER_REFRESH_TIME; + return; + } + + if( self->spawned && self->count < level.time ) + { + //used to mark client side effects + self->s.eFlags &= ~EF_FIRING; + + VectorSet( range, TESLAGEN_RANGE, TESLAGEN_RANGE, TESLAGEN_RANGE ); + VectorAdd( self->s.origin, range, maxs ); + VectorSubtract( self->s.origin, range, mins ); + + //find aliens + num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); + for( i = 0; i < num; i++ ) + { + enemy = &g_entities[ entityList[ i ] ]; + + if( enemy->client && enemy->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS && + enemy->health > 0 ) + { + VectorSubtract( enemy->s.pos.trBase, self->s.pos.trBase, dir ); + VectorNormalize( dir ); + vectoangles( dir, self->turretAim ); + + //fire at target + FireWeapon( self ); + } + } + + if( self->s.eFlags & EF_FIRING ) + { + G_AddEvent( self, EV_FIRE_WEAPON, 0 ); + + //doesn't really need an anim + //G_setBuildableAnim( self, BANIM_ATTACK1, qfalse ); + + self->count = level.time + TESLAGEN_REPEAT; + } + } +} + + + + +//================================================================================== + + + + +/* +================ +HSpawn_Disappear + +Called when a human spawn is destroyed before it is spawned +think function +================ +*/ +void HSpawn_Disappear( gentity_t *self ) +{ + vec3_t dir; + + // we don't have a valid direction, so just point straight up + dir[ 0 ] = dir[ 1 ] = 0; + dir[ 2 ] = 1; + + self->s.eFlags |= EF_NODRAW; //don't draw the model once its destroyed + self->timestamp = level.time; + + self->think = freeBuildable; + self->nextthink = level.time + 100; + + self->r.contents = 0; //stop collisions... + trap_LinkEntity( self ); //...requires a relink +} + + +/* +================ +HSpawn_blast + +Called when a human spawn explodes +think function +================ +*/ +void HSpawn_Blast( gentity_t *self ) +{ + vec3_t dir; + + // we don't have a valid direction, so just point straight up + dir[ 0 ] = dir[ 1 ] = 0; + dir[ 2 ] = 1; + + self->s.eFlags |= EF_NODRAW; //don't draw the model once its destroyed + G_AddEvent( self, EV_HUMAN_BUILDABLE_EXPLOSION, DirToByte( dir ) ); + self->timestamp = level.time; + + //do some radius damage + G_RadiusDamage( self->s.pos.trBase, self, self->splashDamage, + self->splashRadius, self, self->splashMethodOfDeath ); + + self->think = freeBuildable; + self->nextthink = level.time + 100; + + self->r.contents = 0; //stop collisions... + trap_LinkEntity( self ); //...requires a relink +} + + +/* +================ +HSpawn_die + +Called when a human spawn dies +================ +*/ +void HSpawn_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) +{ + //pretty events and cleanup + G_setBuildableAnim( self, BANIM_DESTROY1, qtrue ); + G_setIdleBuildableAnim( self, BANIM_DESTROYED ); + + self->die = nullDieFunction; + self->powered = qfalse; //free up power + self->s.eFlags &= ~EF_FIRING; //prevent any firing effects + + if( self->spawned ) + { + self->think = HSpawn_Blast; + self->nextthink = level.time + HUMAN_DETONATION_DELAY; + } + else + { + self->think = HSpawn_Disappear; + self->nextthink = level.time; //blast immediately + } + + if( attacker && attacker->client && attacker->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + { + if( self->s.modelindex == BA_H_REACTOR ) + G_AddCreditToClient( attacker->client, REACTOR_VALUE, qtrue ); + else if( self->s.modelindex == BA_H_SPAWN ) + G_AddCreditToClient( attacker->client, HSPAWN_VALUE, qtrue ); + } +} + +/* +================ +HSpawn_Think + +Think for human spawn +================ +*/ +void HSpawn_Think( gentity_t *self ) +{ + gentity_t *ent; + + //make sure we have power + self->powered = findPower( self ); + + if( self->spawned ) + { + //only suicide if at rest + if( self->s.groundEntityNum ) + { + if( ( ent = G_CheckSpawnPoint( self->s.number, self->s.origin, + self->s.origin2, BA_H_SPAWN, NULL ) ) != NULL ) + { + if( ent->s.eType == ET_BUILDABLE || ent->s.number == ENTITYNUM_WORLD || + ent->s.eType == ET_MOVER ) + { + G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); + return; + } + + if( ent->s.eType == ET_CORPSE ) + G_FreeEntity( ent ); //quietly remove + } + } + + //spawn under attack + if( self->health < self->lastHealth && + level.time > level.humanBaseAttackTimer && G_isDCC( ) ) + { + level.humanBaseAttackTimer = level.time + DCC_ATTACK_PERIOD; + G_BroadcastEvent( EV_DCC_ATTACK, 0 ); + } + + self->lastHealth = self->health; + } + + self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex ); +} + + + + +//================================================================================== + + +/* +============ +G_BuildableTouchTriggers + +Find all trigger entities that a buildable touches. +============ +*/ +void G_BuildableTouchTriggers( gentity_t *ent ) +{ + int i, num; + int touch[ MAX_GENTITIES ]; + gentity_t *hit; + trace_t trace; + vec3_t mins, maxs; + vec3_t bmins, bmaxs; + static vec3_t range = { 10, 10, 10 }; + + // dead buildables don't activate triggers! + if( ent->health <= 0 ) + return; + + BG_FindBBoxForBuildable( ent->s.modelindex, bmins, bmaxs ); + + VectorAdd( ent->s.origin, bmins, mins ); + VectorAdd( ent->s.origin, bmaxs, maxs ); + + VectorSubtract( mins, range, mins ); + VectorAdd( maxs, range, maxs ); + + num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES ); + + VectorAdd( ent->s.origin, bmins, mins ); + VectorAdd( ent->s.origin, bmaxs, maxs ); + + for( i = 0; i < num; i++ ) + { + hit = &g_entities[ touch[ i ] ]; + + if( !hit->touch ) + continue; + + if( !( hit->r.contents & CONTENTS_TRIGGER ) ) + continue; + + //ignore buildables not yet spawned + if( !ent->spawned ) + continue; + + if( !trap_EntityContact( mins, maxs, hit ) ) + continue; + + memset( &trace, 0, sizeof( trace ) ); + + if( hit->touch ) + hit->touch( hit, ent, &trace ); + } +} + + +/* +=============== +G_BuildableThink + +General think function for buildables +=============== +*/ +void G_BuildableThink( gentity_t *ent, int msec ) +{ + int bHealth = BG_FindHealthForBuildable( ent->s.modelindex ); + int bRegen = BG_FindRegenRateForBuildable( ent->s.modelindex ); + int bTime = BG_FindBuildTimeForBuildable( ent->s.modelindex ); + + //pack health, power and dcc + + //toggle spawned flag for buildables + if( !ent->spawned ) + { + if( ent->buildTime + bTime < level.time ) + ent->spawned = qtrue; + } + + ent->s.generic1 = (int)( ( (float)ent->health / (float)bHealth ) * B_HEALTH_SCALE ); + + if( ent->s.generic1 < 0 ) + ent->s.generic1 = 0; + + if( ent->powered ) + ent->s.generic1 |= B_POWERED_TOGGLEBIT; + + if( ent->dcced ) + ent->s.generic1 |= B_DCCED_TOGGLEBIT; + + if( ent->spawned ) + ent->s.generic1 |= B_SPAWNED_TOGGLEBIT; + + ent->time1000 += msec; + + if( ent->time1000 >= 1000 ) + { + ent->time1000 -= 1000; + + if( !ent->spawned ) + ent->health += (int)( ceil( (float)bHealth / (float)( bTime * 0.001 ) ) ); + else if( ent->biteam == BIT_ALIENS && ent->health > 0 && ent->health < bHealth && + bRegen && ( ent->lastDamageTime + ALIEN_REGEN_DAMAGE_TIME ) < level.time ) + ent->health += bRegen; + + if( ent->health > bHealth ) + ent->health = bHealth; + } + + if( ent->lev1Grabbed && ent->lev1GrabTime + LEVEL1_GRAB_TIME < level.time ) + ent->lev1Grabbed = qfalse; + + if( ent->clientSpawnTime > 0 ) + ent->clientSpawnTime -= msec; + + if( ent->clientSpawnTime < 0 ) + ent->clientSpawnTime = 0; + + //check if this buildable is touching any triggers + G_BuildableTouchTriggers( ent ); + + //fall back on normal physics routines + G_Physics( ent, msec ); +} + + +/* +=============== +G_BuildableRange + +Check whether a point is within some range of a type of buildable +=============== +*/ +qboolean G_BuildableRange( vec3_t origin, float r, buildable_t buildable ) +{ + int entityList[ MAX_GENTITIES ]; + vec3_t range; + vec3_t mins, maxs; + int i, num; + gentity_t *ent; + + VectorSet( range, r, r, r ); + VectorAdd( origin, range, maxs ); + VectorSubtract( origin, range, mins ); + + num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); + for( i = 0; i < num; i++ ) + { + ent = &g_entities[ entityList[ i ] ]; + + if( ent->s.eType != ET_BUILDABLE ) + continue; + + if( ent->biteam == BIT_HUMANS && !ent->powered ) + continue; + + if( ent->s.modelindex == buildable && ent->spawned ) + return qtrue; + } + + return qfalse; +} + + +/* +================ +G_itemFits + +Checks to see if an item fits in a specific area +================ +*/ +itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance, vec3_t origin ) +{ + vec3_t angles; + vec3_t entity_origin, normal; + vec3_t mins, maxs; + trace_t tr1, tr2, tr3; + int i; + itemBuildError_t reason = IBE_NONE; + gentity_t *tempent; + float minNormal; + qboolean invert; + int contents; + playerState_t *ps = &ent->client->ps; + + BG_FindBBoxForBuildable( buildable, mins, maxs ); + + BG_PositionBuildableRelativeToPlayer( ps, mins, maxs, trap_Trace, entity_origin, angles, &tr1 ); + + trap_Trace( &tr2, entity_origin, mins, maxs, entity_origin, ent->s.number, MASK_PLAYERSOLID ); + trap_Trace( &tr3, ps->origin, NULL, NULL, entity_origin, ent->s.number, MASK_PLAYERSOLID ); + + VectorCopy( entity_origin, origin ); + + //this item does not fit here + if( tr2.fraction < 1.0 || tr3.fraction < 1.0 ) + return IBE_NOROOM; //NO other reason is allowed to override this + + VectorCopy( tr1.plane.normal, normal ); + minNormal = BG_FindMinNormalForBuildable( buildable ); + invert = BG_FindInvertNormalForBuildable( buildable ); + + //can we build at this angle? + if( !( normal[ 2 ] >= minNormal || ( invert && normal[ 2 ] <= -minNormal ) ) ) + return IBE_NORMAL; + + if( tr1.entityNum != ENTITYNUM_WORLD ) + return IBE_NORMAL; + + //check there is enough room to spawn from (presuming this is a spawn) + if( G_CheckSpawnPoint( -1, origin, normal, buildable, NULL ) != NULL ) + return IBE_NORMAL; + + contents = trap_PointContents( entity_origin, -1 ); + + if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + { + //alien criteria + + if( buildable == BA_A_HOVEL ) + { + vec3_t builderMins, builderMaxs; + + //this assumes the adv builder is the biggest thing that'll use the hovel + BG_FindBBoxForClass( PCL_ALIEN_BUILDER0_UPG, builderMins, builderMaxs, NULL, NULL, NULL ); + + if( APropHovel_Blocked( angles, origin, normal, ent ) ) + reason = IBE_HOVELEXIT; + } + + //check there is creep near by for building on + if( BG_FindCreepTestForBuildable( buildable ) ) + { + if( !isCreep( entity_origin ) ) + reason = IBE_NOCREEP; + } + + //check permission to build here + if( tr1.surfaceFlags & SURF_NOALIENBUILD || tr1.surfaceFlags & SURF_NOBUILD || + contents & CONTENTS_NOALIENBUILD || contents & CONTENTS_NOBUILD ) + reason = IBE_PERMISSION; + + //look for a hivemind + for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ ) + { + if( tempent->s.eType != ET_BUILDABLE ) + continue; + if( tempent->s.modelindex == BA_A_OVERMIND && tempent->spawned ) + break; + } + + //if none found... + if( i >= level.num_entities && buildable != BA_A_OVERMIND ) + reason = IBE_NOOVERMIND; + + //can we only have one of these? + if( BG_FindUniqueTestForBuildable( buildable ) ) + { + for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ ) + { + if( tempent->s.eType != ET_BUILDABLE ) + continue; + + if( tempent->s.modelindex == buildable ) + { + switch( buildable ) + { + case BA_A_OVERMIND: + reason = IBE_OVERMIND; + break; + + case BA_A_HOVEL: + reason = IBE_HOVEL; + break; + + default: + Com_Error( ERR_FATAL, "No reason for denying build of %d\n", buildable ); + break; + } + + break; + } + } + } + + if( level.alienBuildPoints - BG_FindBuildPointsForBuildable( buildable ) < 0 ) + reason = IBE_NOASSERT; + } + else if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + //human criteria + if( !G_isPower( entity_origin ) ) + { + //tell player to build a repeater to provide power + if( buildable != BA_H_REACTOR && buildable != BA_H_REPEATER ) + reason = IBE_REPEATER; + } + + //this buildable requires a DCC + if( BG_FindDCCTestForBuildable( buildable ) && !G_isDCC( ) ) + reason = IBE_NODCC; + + //check that there is a parent reactor when building a repeater + if( buildable == BA_H_REPEATER ) + { + for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ ) + { + if( tempent->s.eType != ET_BUILDABLE ) + continue; + + if( tempent->s.modelindex == BA_H_REACTOR ) + break; + } + + if( i >= level.num_entities ) + { + //no reactor present + + //check for other nearby repeaters + for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ ) + { + if( tempent->s.eType != ET_BUILDABLE ) + continue; + + if( tempent->s.modelindex == BA_H_REPEATER && + Distance( tempent->s.origin, entity_origin ) < REPEATER_BASESIZE ) + { + reason = IBE_RPTWARN2; + break; + } + } + + if( reason == IBE_NONE ) + reason = IBE_RPTWARN; + } + else if( G_isPower( entity_origin ) ) + reason = IBE_RPTWARN2; + } + + //check permission to build here + if( tr1.surfaceFlags & SURF_NOHUMANBUILD || tr1.surfaceFlags & SURF_NOBUILD || + contents & CONTENTS_NOHUMANBUILD || contents & CONTENTS_NOBUILD ) + reason = IBE_PERMISSION; + + //can we only build one of these? + if( BG_FindUniqueTestForBuildable( buildable ) ) + { + for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ ) + { + if( tempent->s.eType != ET_BUILDABLE ) + continue; + + if( tempent->s.modelindex == BA_H_REACTOR ) + { + reason = IBE_REACTOR; + break; + } + } + } + + if( level.humanBuildPoints - BG_FindBuildPointsForBuildable( buildable ) < 0 ) + reason = IBE_NOPOWER; + } + + return reason; +} + + +/* +================ +G_buildItem + +Spawns a buildable +================ +*/ +gentity_t *G_buildItem( gentity_t *builder, buildable_t buildable, vec3_t origin, vec3_t angles ) +{ + gentity_t *built; + vec3_t normal; + + //spawn the buildable + built = G_Spawn(); + + built->s.eType = ET_BUILDABLE; + + built->classname = BG_FindEntityNameForBuildable( buildable ); + + built->s.modelindex = buildable; //so we can tell what this is on the client side + built->biteam = built->s.modelindex2 = BG_FindTeamForBuildable( buildable ); + + BG_FindBBoxForBuildable( buildable, built->r.mins, built->r.maxs ); + built->health = 1; + + built->splashDamage = BG_FindSplashDamageForBuildable( buildable ); + built->splashRadius = BG_FindSplashRadiusForBuildable( buildable ); + built->splashMethodOfDeath = BG_FindMODForBuildable( buildable ); + + built->nextthink = BG_FindNextThinkForBuildable( buildable ); + + built->takedamage = qtrue; + built->spawned = qfalse; + built->buildTime = built->s.time = level.time; + + //things that vary for each buildable that aren't in the dbase + switch( buildable ) + { + case BA_A_SPAWN: + built->die = ASpawn_Die; + built->think = ASpawn_Think; + built->pain = ASpawn_Pain; + break; + + case BA_A_BARRICADE: + built->die = ABarricade_Die; + built->think = ABarricade_Think; + built->pain = ABarricade_Pain; + break; + + case BA_A_BOOSTER: + built->die = ABarricade_Die; + built->think = ABarricade_Think; + built->pain = ABarricade_Pain; + built->touch = ABooster_Touch; + break; + + case BA_A_ACIDTUBE: + built->die = ABarricade_Die; + built->think = AAcidTube_Think; + built->pain = ASpawn_Pain; + break; + + case BA_A_HIVE: + built->die = ABarricade_Die; + built->think = AHive_Think; + built->pain = ASpawn_Pain; + break; + + case BA_A_TRAPPER: + built->die = ABarricade_Die; + built->think = ATrapper_Think; + built->pain = ASpawn_Pain; + break; + + case BA_A_OVERMIND: + built->die = ASpawn_Die; + built->think = AOvermind_Think; + built->pain = ASpawn_Pain; + break; + + case BA_A_HOVEL: + built->die = AHovel_Die; + built->use = AHovel_Use; + built->think = AHovel_Think; + built->pain = ASpawn_Pain; + break; + + case BA_H_SPAWN: + built->die = HSpawn_Die; + built->think = HSpawn_Think; + break; + + case BA_H_MGTURRET: + built->die = HSpawn_Die; + built->think = HMGTurret_Think; + break; + + case BA_H_TESLAGEN: + built->die = HSpawn_Die; + built->think = HTeslaGen_Think; + break; + + case BA_H_ARMOURY: + built->think = HArmoury_Think; + built->die = HSpawn_Die; + built->use = HArmoury_Activate; + break; + + case BA_H_DCC: + built->think = HDCC_Think; + built->die = HSpawn_Die; + break; + + case BA_H_MEDISTAT: + built->think = HMedistat_Think; + built->die = HSpawn_Die; + break; + + case BA_H_REACTOR: + built->think = HReactor_Think; + built->die = HSpawn_Die; + built->use = HRepeater_Use; + built->powered = built->active = qtrue; + break; + + case BA_H_REPEATER: + built->think = HRepeater_Think; + built->die = HSpawn_Die; + built->use = HRepeater_Use; + built->count = -1; + break; + + default: + //erk + break; + } + + built->s.number = built - g_entities; + built->r.contents = CONTENTS_BODY; + built->clipmask = MASK_PLAYERSOLID; + built->enemy = NULL; + built->s.weapon = BG_FindProjTypeForBuildable( buildable ); + + if( builder->client ) + built->builtBy = builder->client->ps.clientNum; + else + built->builtBy = -1; + + G_SetOrigin( built, origin ); + VectorCopy( angles, built->s.angles ); + built->s.angles[ PITCH ] = 0.0f; + built->s.angles2[ YAW ] = angles[ YAW ]; + built->s.pos.trType = BG_FindTrajectoryForBuildable( buildable ); + built->s.pos.trTime = level.time; + built->physicsBounce = BG_FindBounceForBuildable( buildable ); + built->s.groundEntityNum = -1; + + if( builder->client && builder->client->ps.stats[ STAT_STATE ] & SS_WALLCLIMBING ) + { + if( builder->client->ps.stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) + VectorSet( normal, 0.0f, 0.0f, -1.0f ); + else + VectorCopy( builder->client->ps.grapplePoint, normal ); + + //gently nudge the buildable onto the surface :) + VectorScale( normal, -50.0f, built->s.pos.trDelta ); + } + else + VectorSet( normal, 0.0f, 0.0f, 1.0f ); + + built->s.generic1 = (int)( ( (float)built->health / + (float)BG_FindHealthForBuildable( buildable ) ) * B_HEALTH_SCALE ); + + if( built->s.generic1 < 0 ) + built->s.generic1 = 0; + + if( ( built->powered = findPower( built ) ) ) + built->s.generic1 |= B_POWERED_TOGGLEBIT; + + if( ( built->dcced = findDCC( built ) ) ) + built->s.generic1 |= B_DCCED_TOGGLEBIT; + + built->s.generic1 &= ~B_SPAWNED_TOGGLEBIT; + + VectorCopy( normal, built->s.origin2 ); + + G_AddEvent( built, EV_BUILD_CONSTRUCT, 0 ); + + G_setIdleBuildableAnim( built, BG_FindAnimForBuildable( buildable ) ); + + if( built->builtBy >= 0 ) + G_setBuildableAnim( built, BANIM_CONSTRUCT1, qtrue ); + + trap_LinkEntity( built ); + + return built; +} + +/* +================= +G_ValidateBuild +================= +*/ +qboolean G_ValidateBuild( gentity_t *ent, buildable_t buildable ) +{ + float dist; + vec3_t origin; + + dist = BG_FindBuildDistForClass( ent->client->ps.stats[ STAT_PCLASS ] ); + + switch( G_itemFits( ent, buildable, dist, origin ) ) + { + case IBE_NONE: + G_buildItem( ent, buildable, origin, ent->s.apos.trBase ); + return qtrue; + + case IBE_NOASSERT: + G_TriggerMenu( ent->client->ps.clientNum, MN_A_NOASSERT ); + return qfalse; + + case IBE_NOOVERMIND: + G_TriggerMenu( ent->client->ps.clientNum, MN_A_NOOVMND ); + return qfalse; + + case IBE_NOCREEP: + G_TriggerMenu( ent->client->ps.clientNum, MN_A_NOCREEP ); + return qfalse; + + case IBE_OVERMIND: + G_TriggerMenu( ent->client->ps.clientNum, MN_A_OVERMIND ); + return qfalse; + + case IBE_HOVEL: + G_TriggerMenu( ent->client->ps.clientNum, MN_A_HOVEL ); + return qfalse; + + case IBE_HOVELEXIT: + G_TriggerMenu( ent->client->ps.clientNum, MN_A_HOVEL_EXIT ); + return qfalse; + + case IBE_NORMAL: + if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + G_TriggerMenu( ent->client->ps.clientNum, MN_H_NORMAL ); + else + G_TriggerMenu( ent->client->ps.clientNum, MN_A_NORMAL ); + return qfalse; + + case IBE_PERMISSION: + if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + G_TriggerMenu( ent->client->ps.clientNum, MN_H_NORMAL ); + else + G_TriggerMenu( ent->client->ps.clientNum, MN_A_NORMAL ); + return qfalse; + + case IBE_REACTOR: + G_TriggerMenu( ent->client->ps.clientNum, MN_H_REACTOR ); + return qfalse; + + case IBE_REPEATER: + G_TriggerMenu( ent->client->ps.clientNum, MN_H_REPEATER ); + return qfalse; + + case IBE_NOROOM: + if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + G_TriggerMenu( ent->client->ps.clientNum, MN_H_NOROOM ); + else + G_TriggerMenu( ent->client->ps.clientNum, MN_A_NOROOM ); + return qfalse; + + case IBE_NOPOWER: + G_TriggerMenu( ent->client->ps.clientNum, MN_H_NOPOWER ); + return qfalse; + + case IBE_NODCC: + G_TriggerMenu( ent->client->ps.clientNum, MN_H_NODCC ); + return qfalse; + + case IBE_SPWNWARN: + G_TriggerMenu( ent->client->ps.clientNum, MN_A_SPWNWARN ); + G_buildItem( ent, buildable, origin, ent->s.apos.trBase ); + return qtrue; + + case IBE_TNODEWARN: + G_TriggerMenu( ent->client->ps.clientNum, MN_H_TNODEWARN ); + G_buildItem( ent, buildable, origin, ent->s.apos.trBase ); + return qtrue; + + case IBE_RPTWARN: + G_TriggerMenu( ent->client->ps.clientNum, MN_H_RPTWARN ); + G_buildItem( ent, buildable, origin, ent->s.apos.trBase ); + return qtrue; + + case IBE_RPTWARN2: + G_TriggerMenu( ent->client->ps.clientNum, MN_H_RPTWARN2 ); + return qfalse; + + default: + break; + } + + return qfalse; +} + +/* +================ +FinishSpawningBuildable + +Traces down to find where an item should rest, instead of letting them +free fall from their spawn points +================ +*/ +void FinishSpawningBuildable( gentity_t *ent ) +{ + trace_t tr; + vec3_t dest; + gentity_t *built; + buildable_t buildable = ent->s.modelindex; + + built = G_buildItem( ent, buildable, ent->s.pos.trBase, ent->s.angles ); + G_FreeEntity( ent ); + + built->takedamage = qtrue; + built->spawned = qtrue; //map entities are already spawned + built->health = BG_FindHealthForBuildable( buildable ); + built->s.generic1 |= B_SPAWNED_TOGGLEBIT; + + // drop to floor + if( buildable != BA_NONE && BG_FindTrajectoryForBuildable( buildable ) == TR_BUOYANCY ) + VectorSet( dest, built->s.origin[ 0 ], built->s.origin[ 1 ], built->s.origin[ 2 ] + 4096 ); + else + VectorSet( dest, built->s.origin[ 0 ], built->s.origin[ 1 ], built->s.origin[ 2 ] - 4096 ); + + trap_Trace( &tr, built->s.origin, built->r.mins, built->r.maxs, dest, built->s.number, built->clipmask ); + + if( tr.startsolid ) + { + G_Printf( S_COLOR_YELLOW "FinishSpawningBuildable: %s startsolid at %s\n", built->classname, vtos( built->s.origin ) ); + G_FreeEntity( built ); + return; + } + + //point items in the correct direction + VectorCopy( tr.plane.normal, built->s.origin2 ); + + // allow to ride movers + built->s.groundEntityNum = tr.entityNum; + + G_SetOrigin( built, tr.endpos ); + + trap_LinkEntity( built ); +} + +/* +============ +G_SpawnBuildable + +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 G_SpawnBuildable( gentity_t *ent, buildable_t buildable ) +{ + ent->s.modelindex = buildable; + + // some movers spawn on the second frame, so delay item + // spawns until the third frame so they can ride trains + ent->nextthink = level.time + FRAMETIME * 2; + ent->think = FinishSpawningBuildable; +} diff --git a/src/game/g_client.c b/src/game/g_client.c new file mode 100644 index 00000000..e86439c4 --- /dev/null +++ b/src/game/g_client.c @@ -0,0 +1,1593 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +#include "g_local.h" + +// g_client.c -- client functions that don't happen every frame + +static vec3_t playerMins = {-15, -15, -24}; +static vec3_t playerMaxs = {15, 15, 32}; + +/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) initial +potential spawning position for deathmatch games. +The first time a player enters the game, they will be at an 'initial' spot. +Targets will be fired when someone spawns in on them. +"nobots" will prevent bots from using this spot. +"nohumans" will prevent non-bots from using this spot. +*/ +void SP_info_player_deathmatch( gentity_t *ent ) +{ + int i; + + G_SpawnInt( "nobots", "0", &i); + + if( i ) + ent->flags |= FL_NO_BOTS; + + G_SpawnInt( "nohumans", "0", &i ); + if( i ) + ent->flags |= FL_NO_HUMANS; +} + +/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32) +equivelant to info_player_deathmatch +*/ +void SP_info_player_start( gentity_t *ent ) +{ + ent->classname = "info_player_deathmatch"; + SP_info_player_deathmatch( ent ); +} + +/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32) +The intermission will be viewed from this point. Target an info_notnull for the view direction. +*/ +void SP_info_player_intermission( gentity_t *ent ) +{ +} + +/*QUAKED info_alien_intermission (1 0 1) (-16 -16 -24) (16 16 32) +The intermission will be viewed from this point. Target an info_notnull for the view direction. +*/ +void SP_info_alien_intermission( gentity_t *ent ) +{ +} + +/*QUAKED info_human_intermission (1 0 1) (-16 -16 -24) (16 16 32) +The intermission will be viewed from this point. Target an info_notnull for the view direction. +*/ +void SP_info_human_intermission( gentity_t *ent ) +{ +} + +/* +=============== +G_AddCreditToClient +=============== +*/ +void G_AddCreditToClient( gclient_t *client, short credit, qboolean cap ) +{ + if( !client ) + return; + + //if we're already at the max and trying to add credit then stop + if( cap ) + { + if( client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + { + if( client->ps.persistant[ PERS_CREDIT ] >= ALIEN_MAX_KILLS && + credit > 0 ) + return; + } + else if( client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + if( client->ps.persistant[ PERS_CREDIT ] >= HUMAN_MAX_CREDITS && + credit > 0 ) + return; + } + } + + client->ps.persistant[ PERS_CREDIT ] += credit; + + if( cap ) + { + if( client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + { + if( client->ps.persistant[ PERS_CREDIT ] > ALIEN_MAX_KILLS ) + client->ps.persistant[ PERS_CREDIT ] = ALIEN_MAX_KILLS; + } + else if( client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + if( client->ps.persistant[ PERS_CREDIT ] > HUMAN_MAX_CREDITS ) + client->ps.persistant[ PERS_CREDIT ] = HUMAN_MAX_CREDITS; + } + } + + if( client->ps.persistant[ PERS_CREDIT ] < 0 ) + client->ps.persistant[ PERS_CREDIT ] = 0; +} + + +/* +======================================================================= + + SelectSpawnPoint + +======================================================================= +*/ + +/* +================ +SpotWouldTelefrag + +================ +*/ +qboolean SpotWouldTelefrag( gentity_t *spot ) +{ + int i, num; + int touch[ MAX_GENTITIES ]; + gentity_t *hit; + vec3_t mins, maxs; + + VectorAdd( spot->s.origin, playerMins, mins ); + VectorAdd( spot->s.origin, playerMaxs, maxs ); + num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES ); + + for( i = 0; i < num; i++ ) + { + hit = &g_entities[ touch[ i ] ]; + //if ( hit->client && hit->client->ps.stats[STAT_HEALTH] > 0 ) { + if( hit->client ) + return qtrue; + } + + return qfalse; +} + +/* +================ +SelectNearestDeathmatchSpawnPoint + +Find the spot that we DON'T want to use +================ +*/ +#define MAX_SPAWN_POINTS 128 +gentity_t *SelectNearestDeathmatchSpawnPoint( vec3_t from ) +{ + gentity_t *spot; + vec3_t delta; + float dist, nearestDist; + gentity_t *nearestSpot; + + nearestDist = 999999; + nearestSpot = NULL; + spot = NULL; + + while( (spot = G_Find( spot, FOFS( classname ), "info_player_deathmatch" ) ) != NULL ) + { + VectorSubtract( spot->s.origin, from, delta ); + dist = VectorLength( delta ); + + if( dist < nearestDist ) + { + nearestDist = dist; + nearestSpot = spot; + } + } + + return nearestSpot; +} + + +/* +================ +SelectRandomDeathmatchSpawnPoint + +go to a random point that doesn't telefrag +================ +*/ +#define MAX_SPAWN_POINTS 128 +gentity_t *SelectRandomDeathmatchSpawnPoint( void ) +{ + gentity_t *spot; + int count; + int selection; + gentity_t *spots[ MAX_SPAWN_POINTS ]; + + count = 0; + spot = NULL; + + while( ( spot = G_Find( spot, FOFS( classname ), "info_player_deathmatch" ) ) != NULL ) + { + if( SpotWouldTelefrag( spot ) ) + continue; + + spots[ count ] = spot; + count++; + } + + if( !count ) // no spots that won't telefrag + return G_Find( NULL, FOFS( classname ), "info_player_deathmatch" ); + + selection = rand( ) % count; + return spots[ selection ]; +} + + +/* +=========== +SelectRandomFurthestSpawnPoint + +Chooses a player start, deathmatch start, etc +============ +*/ +gentity_t *SelectRandomFurthestSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles ) +{ + gentity_t *spot; + vec3_t delta; + float dist; + float list_dist[ 64 ]; + gentity_t *list_spot[ 64 ]; + int numSpots, rnd, i, j; + + numSpots = 0; + spot = NULL; + + while( ( spot = G_Find( spot, FOFS( classname ), "info_player_deathmatch" ) ) != NULL ) + { + if( SpotWouldTelefrag( spot ) ) + continue; + + VectorSubtract( spot->s.origin, avoidPoint, delta ); + dist = VectorLength( delta ); + + for( i = 0; i < numSpots; i++ ) + { + if( dist > list_dist[ i ] ) + { + if( numSpots >= 64 ) + numSpots = 64 - 1; + + for( j = numSpots; j > i; j-- ) + { + list_dist[ j ] = list_dist[ j - 1 ]; + list_spot[ j ] = list_spot[ j - 1 ]; + } + + list_dist[ i ] = dist; + list_spot[ i ] = spot; + numSpots++; + + if( numSpots > 64 ) + numSpots = 64; + + break; + } + } + + if( i >= numSpots && numSpots < 64 ) + { + list_dist[ numSpots ] = dist; + list_spot[ numSpots ] = spot; + numSpots++; + } + } + + if( !numSpots ) + { + spot = G_Find( NULL, FOFS( classname ), "info_player_deathmatch" ); + + if( !spot ) + G_Error( "Couldn't find a spawn point" ); + + VectorCopy( spot->s.origin, origin ); + origin[ 2 ] += 9; + VectorCopy( spot->s.angles, angles ); + return spot; + } + + // select a random spot from the spawn points furthest away + rnd = random( ) * ( numSpots / 2 ); + + VectorCopy( list_spot[ rnd ]->s.origin, origin ); + origin[ 2 ] += 9; + VectorCopy( list_spot[ rnd ]->s.angles, angles ); + + return list_spot[ rnd ]; +} + + +/* +================ +SelectAlienSpawnPoint + +go to a random point that doesn't telefrag +================ +*/ +gentity_t *SelectAlienSpawnPoint( vec3_t preference ) +{ + gentity_t *spot; + int count; + gentity_t *spots[ MAX_SPAWN_POINTS ]; + + if( level.numAlienSpawns <= 0 ) + return NULL; + + count = 0; + spot = NULL; + + while( ( spot = G_Find( spot, FOFS( classname ), + BG_FindEntityNameForBuildable( BA_A_SPAWN ) ) ) != NULL ) + { + if( !spot->spawned ) + continue; + + if( spot->health <= 0 ) + continue; + + if( !spot->s.groundEntityNum ) + continue; + + if( spot->clientSpawnTime > 0 ) + continue; + + if( G_CheckSpawnPoint( spot->s.number, spot->s.origin, + spot->s.origin2, BA_A_SPAWN, NULL ) != NULL ) + continue; + + spots[ count ] = spot; + count++; + } + + if( !count ) + return NULL; + + return G_ClosestEnt( preference, spots, count ); +} + + +/* +================ +SelectHumanSpawnPoint + +go to a random point that doesn't telefrag +================ +*/ +gentity_t *SelectHumanSpawnPoint( vec3_t preference ) +{ + gentity_t *spot; + int count; + gentity_t *spots[ MAX_SPAWN_POINTS ]; + + if( level.numHumanSpawns <= 0 ) + return NULL; + + count = 0; + spot = NULL; + + while( ( spot = G_Find( spot, FOFS( classname ), + BG_FindEntityNameForBuildable( BA_H_SPAWN ) ) ) != NULL ) + { + if( !spot->spawned ) + continue; + + if( spot->health <= 0 ) + continue; + + if( !spot->s.groundEntityNum ) + continue; + + if( spot->clientSpawnTime > 0 ) + continue; + + if( G_CheckSpawnPoint( spot->s.number, spot->s.origin, + spot->s.origin2, BA_H_SPAWN, NULL ) != NULL ) + continue; + + spots[ count ] = spot; + count++; + } + + if( !count ) + return NULL; + + return G_ClosestEnt( preference, spots, count ); +} + + +/* +=========== +SelectSpawnPoint + +Chooses a player start, deathmatch start, etc +============ +*/ +gentity_t *SelectSpawnPoint( vec3_t avoidPoint, vec3_t origin, vec3_t angles ) +{ + return SelectRandomFurthestSpawnPoint( avoidPoint, origin, angles ); +} + + +/* +=========== +SelectTremulousSpawnPoint + +Chooses a player start, deathmatch start, etc +============ +*/ +gentity_t *SelectTremulousSpawnPoint( pTeam_t team, vec3_t preference, vec3_t origin, vec3_t angles ) +{ + gentity_t *spot = NULL; + + if( team == PTE_ALIENS ) + spot = SelectAlienSpawnPoint( preference ); + else if( team == PTE_HUMANS ) + spot = SelectHumanSpawnPoint( preference ); + + //no available spots + if( !spot ) + return NULL; + + if( team == PTE_ALIENS ) + G_CheckSpawnPoint( spot->s.number, spot->s.origin, spot->s.origin2, BA_A_SPAWN, origin ); + else if( team == PTE_HUMANS ) + G_CheckSpawnPoint( spot->s.number, spot->s.origin, spot->s.origin2, BA_H_SPAWN, origin ); + + VectorCopy( spot->s.angles, angles ); + angles[ ROLL ] = 0; + + return spot; + +} + + +/* +=========== +SelectInitialSpawnPoint + +Try to find a spawn point marked 'initial', otherwise +use normal spawn selection. +============ +*/ +gentity_t *SelectInitialSpawnPoint( vec3_t origin, vec3_t angles ) +{ + gentity_t *spot; + + spot = NULL; + while( ( spot = G_Find( spot, FOFS( classname ), "info_player_deathmatch" ) ) != NULL ) + { + if( spot->spawnflags & 1 ) + break; + } + + if( !spot || SpotWouldTelefrag( spot ) ) + { + return SelectSpawnPoint( vec3_origin, origin, angles ); + } + + VectorCopy( spot->s.origin, origin ); + origin[ 2 ] += 9; + VectorCopy( spot->s.angles, angles ); + + return spot; +} + +/* +=========== +SelectSpectatorSpawnPoint + +============ +*/ +gentity_t *SelectSpectatorSpawnPoint( vec3_t origin, vec3_t angles ) +{ + FindIntermissionPoint( ); + + VectorCopy( level.intermission_origin, origin ); + VectorCopy( level.intermission_angle, angles ); + + return NULL; +} + + +/* +=========== +SelectAlienLockSpawnPoint + +Try to find a spawn point for alien intermission otherwise +use normal intermission spawn. +============ +*/ +gentity_t *SelectAlienLockSpawnPoint( vec3_t origin, vec3_t angles ) +{ + gentity_t *spot; + + spot = NULL; + spot = G_Find( spot, FOFS( classname ), "info_alien_intermission" ); + + if( !spot ) + return SelectSpectatorSpawnPoint( origin, angles ); + + VectorCopy( spot->s.origin, origin ); + VectorCopy( spot->s.angles, angles ); + + return spot; +} + + +/* +=========== +SelectHumanLockSpawnPoint + +Try to find a spawn point for human intermission otherwise +use normal intermission spawn. +============ +*/ +gentity_t *SelectHumanLockSpawnPoint( vec3_t origin, vec3_t angles ) +{ + gentity_t *spot; + + spot = NULL; + spot = G_Find( spot, FOFS( classname ), "info_human_intermission" ); + + if( !spot ) + return SelectSpectatorSpawnPoint( origin, angles ); + + VectorCopy( spot->s.origin, origin ); + VectorCopy( spot->s.angles, angles ); + + return spot; +} + + +/* +======================================================================= + +BODYQUE + +======================================================================= +*/ + + +/* +============= +BodySink + +After sitting around for five seconds, fall into the ground and dissapear +============= +*/ +void BodySink( gentity_t *ent ) +{ + //run on first BodySink call + if( !ent->active ) + { + ent->active = qtrue; + + //sinking bodies can't be infested + ent->killedBy = ent->s.powerups = MAX_CLIENTS; + ent->timestamp = level.time; + } + + if( level.time - ent->timestamp > 6500 ) + { + G_FreeEntity( ent ); + return; + } + + ent->nextthink = level.time + 100; + ent->s.pos.trBase[ 2 ] -= 1; +} + + +/* +============= +BodyFree + +After sitting around for a while the body becomes a freebie +============= +*/ +void BodyFree( gentity_t *ent ) +{ + ent->killedBy = -1; + + //if not claimed in the next minute destroy + ent->think = BodySink; + ent->nextthink = level.time + 60000; +} + + +/* +============= +SpawnCorpse + +A player is respawning, so make an entity that looks +just like the existing corpse to leave behind. +============= +*/ +void SpawnCorpse( gentity_t *ent ) +{ + gentity_t *body; + int contents; + vec3_t origin, dest; + trace_t tr; + float vDiff; + + VectorCopy( ent->r.currentOrigin, origin ); + + trap_UnlinkEntity( ent ); + + // if client is in a nodrop area, don't leave the body + contents = trap_PointContents( origin, -1 ); + if( contents & CONTENTS_NODROP ) + return; + + body = G_Spawn( ); + + VectorCopy( ent->s.apos.trBase, body->s.angles ); + body->s.eFlags = EF_DEAD; + body->s.eType = ET_CORPSE; + body->s.number = body - g_entities; + body->timestamp = level.time; + body->s.event = 0; + body->r.contents = CONTENTS_CORPSE; + body->s.clientNum = ent->client->ps.stats[ STAT_PCLASS ]; + body->nonSegModel = ent->client->ps.persistant[ PERS_STATE ] & PS_NONSEGMODEL; + + if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + body->classname = "humanCorpse"; + else + body->classname = "alienCorpse"; + + body->s.powerups = MAX_CLIENTS; + + body->think = BodySink; + body->nextthink = level.time + 20000; + + body->s.legsAnim = ent->s.legsAnim; + + if( !body->nonSegModel ) + { + switch( body->s.legsAnim & ~ANIM_TOGGLEBIT ) + { + case BOTH_DEATH1: + case BOTH_DEAD1: + body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD1; + break; + case BOTH_DEATH2: + case BOTH_DEAD2: + body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD2; + break; + case BOTH_DEATH3: + case BOTH_DEAD3: + default: + body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD3; + break; + } + } + else + { + switch( body->s.legsAnim & ~ANIM_TOGGLEBIT ) + { + case NSPA_DEATH1: + case NSPA_DEAD1: + body->s.legsAnim = NSPA_DEAD1; + break; + case NSPA_DEATH2: + case NSPA_DEAD2: + body->s.legsAnim = NSPA_DEAD2; + break; + case NSPA_DEATH3: + case NSPA_DEAD3: + default: + body->s.legsAnim = NSPA_DEAD3; + break; + } + } + + body->takedamage = qfalse; + + body->health = ent->health = ent->client->ps.stats[ STAT_HEALTH ]; + ent->health = 0; + + //change body dimensions + BG_FindBBoxForClass( ent->client->ps.stats[ STAT_PCLASS ], NULL, NULL, NULL, body->r.mins, body->r.maxs ); + vDiff = body->r.mins[ 2 ] - ent->r.mins[ 2 ]; + + //drop down to match the *model* origins of ent and body + VectorSet( dest, origin[ 0 ], origin[ 1 ], origin[ 2 ] - vDiff ); + trap_Trace( &tr, origin, body->r.mins, body->r.maxs, dest, body->s.number, body->clipmask ); + VectorCopy( tr.endpos, origin ); + + G_SetOrigin( body, origin ); + VectorCopy( origin, body->s.origin ); + body->s.pos.trType = TR_GRAVITY; + body->s.pos.trTime = level.time; + VectorCopy( ent->client->ps.velocity, body->s.pos.trDelta ); + + VectorCopy ( body->s.pos.trBase, body->r.currentOrigin ); + trap_LinkEntity( body ); +} + +//====================================================================== + + +/* +================== +SetClientViewAngle + +================== +*/ +void SetClientViewAngle( gentity_t *ent, vec3_t angle ) +{ + int i; + + // set the delta angle + for( i = 0; i < 3; i++ ) + { + int cmdAngle; + + cmdAngle = ANGLE2SHORT( angle[ i ] ); + ent->client->ps.delta_angles[ i ] = cmdAngle - ent->client->pers.cmd.angles[ i ]; + } + + VectorCopy( angle, ent->s.angles ); + VectorCopy( ent->s.angles, ent->client->ps.viewangles ); +} + +/* +================ +respawn +================ +*/ +void respawn( gentity_t *ent ) +{ + SpawnCorpse( ent ); + + //TA: Clients can't respawn - they must go thru the class cmd + ClientSpawn( ent, NULL, NULL, NULL ); +} + +/* +================ +TeamCount + +Returns number of players on a team +================ +*/ +team_t TeamCount( int ignoreClientNum, int team ) +{ + int i; + int count = 0; + + for( i = 0 ; i < level.maxclients ; i++ ) + { + if( i == ignoreClientNum ) + continue; + + if( level.clients[ i ].pers.connected == CON_DISCONNECTED ) + continue; + + if( level.clients[ i ].sess.sessionTeam == team ) + count++; + } + + return count; +} + + +/* +=========== +ClientCheckName +============ +*/ +static void ClientCleanName( const char *in, char *out, int outSize ) +{ + int len, colorlessLen; + char ch; + char *p; + int spaces; + + //save room for trailing null byte + outSize--; + + len = 0; + colorlessLen = 0; + p = out; + *p = 0; + spaces = 0; + + while( 1 ) + { + ch = *in++; + if( !ch ) + break; + + // don't allow leading spaces + if( !*p && ch == ' ' ) + continue; + + // check colors + if( ch == Q_COLOR_ESCAPE ) + { + // solo trailing carat is not a color prefix + if( !*in ) + break; + + // don't allow black in a name, period + if( ColorIndex( *in ) == 0 ) + { + in++; + continue; + } + + // make sure room in dest for both chars + if( len > outSize - 2 ) + break; + + *out++ = ch; + *out++ = *in++; + len += 2; + continue; + } + + // don't allow too many consecutive spaces + if( ch == ' ' ) + { + spaces++; + if( spaces > 3 ) + continue; + } + else + spaces = 0; + + if( len > outSize - 1 ) + break; + + *out++ = ch; + colorlessLen++; + len++; + } + + *out = 0; + + // don't allow empty names + if( *p == 0 || colorlessLen == 0 ) + Q_strncpyz( p, "UnnamedPlayer", outSize ); +} + + +/* +====================== +G_NonSegModel + +Reads an animation.cfg to check for nonsegmentation +====================== +*/ +static qboolean G_NonSegModel( const char *filename ) +{ + char *text_p; + int len; + char *token; + char text[ 20000 ]; + fileHandle_t f; + + // load the file + len = trap_FS_FOpenFile( filename, &f, FS_READ ); + if( !f ) + { + G_Printf( "File not found: %s\n", filename ); + return qfalse; + } + + if( len <= 0 ) + return qfalse; + + if( len >= sizeof( text ) - 1 ) + { + G_Printf( "File %s too long\n", filename ); + return qfalse; + } + + trap_FS_Read( text, len, f ); + text[ len ] = 0; + trap_FS_FCloseFile( f ); + + // parse the text + text_p = text; + + // read optional parameters + while( 1 ) + { + token = COM_Parse( &text_p ); + + //EOF + if( !token[ 0 ] ) + break; + + if( !Q_stricmp( token, "nonsegmented" ) ) + return qtrue; + } + + return qfalse; +} + +/* +=========== +ClientUserInfoChanged + +Called from ClientConnect when the player first connects and +directly by the server system when the player updates a userinfo variable. + +The game can override any of the settings and call trap_SetUserinfo +if desired. +============ +*/ +void ClientUserinfoChanged( int clientNum ) +{ + gentity_t *ent; + int teamTask, teamLeader, health; + char *s; + char model[ MAX_QPATH ]; + char buffer[ MAX_QPATH ]; + char filename[ MAX_QPATH ]; + char oldname[ MAX_STRING_CHARS ]; + gclient_t *client; + char c1[ MAX_INFO_STRING ]; + char c2[ MAX_INFO_STRING ]; + char redTeam[ MAX_INFO_STRING ]; + char blueTeam[ MAX_INFO_STRING ]; + char userinfo[ MAX_INFO_STRING ]; + team_t team; + + ent = g_entities + clientNum; + client = ent->client; + + trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) ); + + // check for malformed or illegal info strings + if( !Info_Validate(userinfo) ) + strcpy( userinfo, "\\name\\badinfo" ); + + // check for local client + s = Info_ValueForKey( userinfo, "ip" ); + + if( !strcmp( s, "localhost" ) ) + client->pers.localClient = qtrue; + + // check the item prediction + s = Info_ValueForKey( userinfo, "cg_predictItems" ); + + if( !atoi( s ) ) + client->pers.predictItemPickup = qfalse; + else + client->pers.predictItemPickup = qtrue; + + // set name + Q_strncpyz( oldname, client->pers.netname, sizeof( oldname ) ); + s = Info_ValueForKey( userinfo, "name" ); + ClientCleanName( s, client->pers.netname, sizeof( client->pers.netname ) ); + + if( client->sess.sessionTeam == TEAM_SPECTATOR ) + { + if( client->sess.spectatorState == SPECTATOR_SCOREBOARD ) + Q_strncpyz( client->pers.netname, "scoreboard", sizeof( client->pers.netname ) ); + } + + if( client->pers.connected == CON_CONNECTED ) + { + if( strcmp( oldname, client->pers.netname ) ) + { + G_SendCommandFromServer( -1, va( "print \"%s" S_COLOR_WHITE " renamed to %s\n\"", oldname, + client->pers.netname ) ); + } + } + + // set max health + health = atoi( Info_ValueForKey( userinfo, "handicap" ) ); + client->pers.maxHealth = health; + + if( client->pers.maxHealth < 1 || client->pers.maxHealth > 100 ) + client->pers.maxHealth = 100; + + //hack to force a client update if the config string does not change between spawning + if( client->pers.classSelection == PCL_NONE ) + client->pers.maxHealth = 0; + + // set model + if( client->ps.stats[ STAT_PCLASS ] == PCL_HUMAN && BG_InventoryContainsUpgrade( UP_BATTLESUIT, client->ps.stats ) ) + { + Com_sprintf( buffer, MAX_QPATH, "%s/%s", BG_FindModelNameForClass( PCL_HUMAN_BSUIT ), + BG_FindSkinNameForClass( PCL_HUMAN_BSUIT ) ); + } + else if( client->pers.classSelection == PCL_NONE ) + { + //This looks hacky and frankly it is. The clientInfo string needs to hold different + //model details to that of the spawning class or the info change will not be + //registered and an axis appears instead of the player model. There is zero chance + //the player can spawn with the battlesuit, hence this choice. + Com_sprintf( buffer, MAX_QPATH, "%s/%s", BG_FindModelNameForClass( PCL_HUMAN_BSUIT ), + BG_FindSkinNameForClass( PCL_HUMAN_BSUIT ) ); + } + else + { + Com_sprintf( buffer, MAX_QPATH, "%s/%s", BG_FindModelNameForClass( client->pers.classSelection ), + BG_FindSkinNameForClass( client->pers.classSelection ) ); + } + Q_strncpyz( model, buffer, sizeof( model ) ); + + //don't bother setting model type if spectating + if( client->pers.classSelection != PCL_NONE ) + { + //model segmentation + Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg", + BG_FindModelNameForClass( client->pers.classSelection ) ); + + if( G_NonSegModel( filename ) ) + client->ps.persistant[ PERS_STATE ] |= PS_NONSEGMODEL; + else + client->ps.persistant[ PERS_STATE ] &= ~PS_NONSEGMODEL; + } + + // wallwalk follow + s = Info_ValueForKey( userinfo, "cg_wwFollow" ); + + if( atoi( s ) ) + client->ps.persistant[ PERS_STATE ] |= PS_WALLCLIMBINGFOLLOW; + else + client->ps.persistant[ PERS_STATE ] &= ~PS_WALLCLIMBINGFOLLOW; + + // wallwalk toggle + s = Info_ValueForKey( userinfo, "cg_wwToggle" ); + + if( atoi( s ) ) + client->ps.persistant[ PERS_STATE ] |= PS_WALLCLIMBINGTOGGLE; + else + client->ps.persistant[ PERS_STATE ] &= ~PS_WALLCLIMBINGTOGGLE; + + // teamInfo + s = Info_ValueForKey( userinfo, "teamoverlay" ); + + if( ! *s || atoi( s ) != 0 ) + client->pers.teamInfo = qtrue; + else + client->pers.teamInfo = qfalse; + + // team task (0 = none, 1 = offence, 2 = defence) + teamTask = atoi( Info_ValueForKey( userinfo, "teamtask" ) ); + // team Leader (1 = leader, 0 is normal player) + teamLeader = client->sess.teamLeader; + + // colors + strcpy( c1, Info_ValueForKey( userinfo, "color1" ) ); + strcpy( c2, Info_ValueForKey( userinfo, "color2" ) ); + strcpy( redTeam, "humans" ); + strcpy( blueTeam, "aliens" ); + + if( client->ps.pm_flags & PMF_FOLLOW ) + team = PTE_NONE; + else + team = client->ps.stats[ STAT_PTEAM ]; + + // send over a subset of the userinfo keys so other clients can + // print scoreboards, display models, and play custom sounds + s = va( "n\\%s\\t\\%i\\model\\%s\\hmodel\\%s\\g_redteam\\%s\\g_blueteam\\%s\\c1\\%s\\c2\\%s\\hc\\%i\\w\\%i\\l\\%i\\tt\\%d\\tl\\%d", + client->pers.netname, team, model, model, redTeam, blueTeam, c1, c2, + client->pers.maxHealth, client->sess.wins, client->sess.losses, teamTask, teamLeader); + + trap_SetConfigstring( CS_PLAYERS + clientNum, s ); + + /*G_LogPrintf( "ClientUserinfoChanged: %i %s\n", clientNum, s );*/ +} + + +/* +=========== +ClientConnect + +Called when a player begins connecting to the server. +Called again for every map change or tournement restart. + +The session information will be valid after exit. + +Return NULL if the client should be allowed, otherwise return +a string with the reason for denial. + +Otherwise, the client will be sent the current gamestate +and will eventually get to ClientBegin. + +firstTime will be qtrue the very first time a client connects +to the server machine, but qfalse on map changes and tournement +restarts. +============ +*/ +char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot ) +{ + char *value; + gclient_t *client; + char userinfo[ MAX_INFO_STRING ]; + gentity_t *ent; + + ent = &g_entities[ clientNum ]; + + trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) ); + + // IP filtering + // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=500 + // recommanding PB based IP / GUID banning, the builtin system is pretty limited + // check to see if they are on the banned IP list + value = Info_ValueForKey( userinfo, "ip" ); + if( G_FilterPacket( value ) ) + return "You are banned from this server."; + + // check for a password + value = Info_ValueForKey( userinfo, "password" ); + + if( g_password.string[ 0 ] && Q_stricmp( g_password.string, "none" ) && + strcmp( g_password.string, value ) != 0 ) + return "Invalid password"; + + // they can connect + ent->client = level.clients + clientNum; + client = ent->client; + + memset( client, 0, sizeof(*client) ); + + client->pers.connected = CON_CONNECTING; + + // read or initialize the session data + if( firstTime || level.newSession ) + G_InitSessionData( client, userinfo ); + + G_ReadSessionData( client ); + + // get and distribute relevent paramters + G_LogPrintf( "ClientConnect: %i\n", clientNum ); + ClientUserinfoChanged( clientNum ); + + // don't do the "xxx connected" messages if they were caried over from previous level + if( firstTime ) + G_SendCommandFromServer( -1, va( "print \"%s" S_COLOR_WHITE " connected\n\"", client->pers.netname ) ); + + // count current clients and rank for scoreboard + CalculateRanks( ); + + return NULL; +} + +/* +=========== +ClientBegin + +called when a client has finished connecting, and is ready +to be placed into the level. This will happen every level load, +and on transition between teams, but doesn't happen on respawns +============ +*/ +void ClientBegin( int clientNum ) +{ + gentity_t *ent; + gclient_t *client; + int flags; + + ent = g_entities + clientNum; + + client = level.clients + clientNum; + + if( ent->r.linked ) + trap_UnlinkEntity( ent ); + + G_InitGentity( ent ); + ent->touch = 0; + ent->pain = 0; + ent->client = client; + + client->pers.connected = CON_CONNECTED; + client->pers.enterTime = level.time; + client->pers.teamState.state = TEAM_BEGIN; + + // save eflags around this, because changing teams will + // cause this to happen with a valid entity, and we + // want to make sure the teleport bit is set right + // so the viewpoint doesn't interpolate through the + // world to the new position + flags = client->ps.eFlags; + memset( &client->ps, 0, sizeof( client->ps ) ); + client->ps.eFlags = flags; + + // locate ent at a spawn point + + ClientSpawn( ent, NULL, NULL, NULL ); + + G_InitCommandQueue( clientNum ); + + G_SendCommandFromServer( -1, va( "print \"%s" S_COLOR_WHITE " entered the game\n\"", client->pers.netname ) ); + + // request the clients PTR code + G_SendCommandFromServer( ent - g_entities, "ptrcrequest" ); + + G_LogPrintf( "ClientBegin: %i\n", clientNum ); + + // count current clients and rank for scoreboard + CalculateRanks( ); +} + +/* +=========== +ClientSpawn + +Called every time a client is placed fresh in the world: +after the first ClientBegin, and after each respawn +Initializes all non-persistant parts of playerState +============ +*/ +void ClientSpawn( gentity_t *ent, gentity_t *spawn, vec3_t origin, vec3_t angles ) +{ + int index; + vec3_t spawn_origin, spawn_angles; + gclient_t *client; + int i; + clientPersistant_t saved; + clientSession_t savedSess; + int persistant[ MAX_PERSISTANT ]; + gentity_t *spawnPoint = NULL; + int flags; + int savedPing; + int teamLocal; + int eventSequence; + char userinfo[ MAX_INFO_STRING ]; + vec3_t up = { 0.0f, 0.0f, 1.0f }; + int maxAmmo, maxClips; + weapon_t weapon; + + + index = ent - g_entities; + client = ent->client; + + teamLocal = client->pers.teamSelection; + + //TA: only start client if chosen a class and joined a team + if( client->pers.classSelection == PCL_NONE && teamLocal == PTE_NONE ) + { + client->sess.sessionTeam = TEAM_SPECTATOR; + client->sess.spectatorState = SPECTATOR_FREE; + } + else if( client->pers.classSelection == PCL_NONE ) + { + client->sess.sessionTeam = TEAM_SPECTATOR; + client->sess.spectatorState = SPECTATOR_LOCKED; + } + + if( origin != NULL ) + VectorCopy( origin, spawn_origin ); + + if( angles != NULL ) + VectorCopy( angles, spawn_angles ); + + // find a spawn point + // do it before setting health back up, so farthest + // ranging doesn't count this client + if( client->sess.sessionTeam == TEAM_SPECTATOR ) + { + if( teamLocal == PTE_NONE ) + spawnPoint = SelectSpectatorSpawnPoint( spawn_origin, spawn_angles ); + else if( teamLocal == PTE_ALIENS ) + spawnPoint = SelectAlienLockSpawnPoint( spawn_origin, spawn_angles ); + else if( teamLocal == PTE_HUMANS ) + spawnPoint = SelectHumanLockSpawnPoint( spawn_origin, spawn_angles ); + } + else + { + if( spawn == NULL ) + { + G_Error( "ClientSpawn: spawn is NULL\n" ); + return; + } + + spawnPoint = spawn; + + if( ent != spawn ) + { + //start spawn animation on spawnPoint + G_setBuildableAnim( spawnPoint, BANIM_SPAWN1, qtrue ); + + if( spawnPoint->biteam == PTE_ALIENS ) + spawnPoint->clientSpawnTime = ALIEN_SPAWN_REPEAT_TIME; + else if( spawnPoint->biteam == PTE_HUMANS ) + spawnPoint->clientSpawnTime = HUMAN_SPAWN_REPEAT_TIME; + } + } + client->pers.teamState.state = TEAM_ACTIVE; + + // toggle the teleport bit so the client knows to not lerp + flags = ent->client->ps.eFlags & ( EF_TELEPORT_BIT | EF_VOTED | EF_TEAMVOTED ); + flags ^= EF_TELEPORT_BIT; + + // clear everything but the persistant data + + saved = client->pers; + savedSess = client->sess; + savedPing = client->ps.ping; + + for( i = 0; i < MAX_PERSISTANT; i++ ) + persistant[ i ] = client->ps.persistant[ i ]; + + eventSequence = client->ps.eventSequence; + memset( client, 0, sizeof( *client ) ); + + client->pers = saved; + client->sess = savedSess; + client->ps.ping = savedPing; + client->lastkilled_client = -1; + + for( i = 0; i < MAX_PERSISTANT; i++ ) + client->ps.persistant[ i ] = persistant[ i ]; + + client->ps.eventSequence = eventSequence; + + // increment the spawncount so the client will detect the respawn + client->ps.persistant[ PERS_SPAWN_COUNT ]++; + client->ps.persistant[ PERS_TEAM ] = client->sess.sessionTeam; + + client->airOutTime = level.time + 12000; + + trap_GetUserinfo( index, userinfo, sizeof( userinfo ) ); + client->ps.eFlags = flags; + + //Com_Printf( "ent->client->pers->pclass = %i\n", ent->client->pers.classSelection ); + + ent->s.groundEntityNum = ENTITYNUM_NONE; + ent->client = &level.clients[ index ]; + ent->takedamage = qtrue; + ent->inuse = qtrue; + ent->classname = "player"; + ent->r.contents = CONTENTS_BODY; + ent->clipmask = MASK_PLAYERSOLID; + ent->die = player_die; + ent->waterlevel = 0; + ent->watertype = 0; + ent->flags = 0; + + //TA: calculate each client's acceleration + ent->evaluateAcceleration = qtrue; + + client->ps.stats[ STAT_WEAPONS ] = 0; + client->ps.stats[ STAT_WEAPONS2 ] = 0; + client->ps.stats[ STAT_SLOTS ] = 0; + + client->ps.eFlags = flags; + client->ps.clientNum = index; + + BG_FindBBoxForClass( ent->client->pers.classSelection, ent->r.mins, ent->r.maxs, NULL, NULL, NULL ); + + if( client->sess.sessionTeam != TEAM_SPECTATOR ) + client->pers.maxHealth = client->ps.stats[ STAT_MAX_HEALTH ] = + BG_FindHealthForClass( ent->client->pers.classSelection ); + else + client->pers.maxHealth = client->ps.stats[ STAT_MAX_HEALTH ] = 100; + + // clear entity values + if( ent->client->pers.classSelection == PCL_HUMAN ) + { + BG_AddWeaponToInventory( WP_BLASTER, client->ps.stats ); + BG_AddUpgradeToInventory( UP_MEDKIT, client->ps.stats ); + weapon = client->pers.humanItemSelection; + } + else if( client->sess.sessionTeam != TEAM_SPECTATOR ) + weapon = BG_FindStartWeaponForClass( ent->client->pers.classSelection ); + else + weapon = WP_NONE; + + BG_FindAmmoForWeapon( weapon, &maxAmmo, &maxClips ); + BG_AddWeaponToInventory( weapon, client->ps.stats ); + BG_PackAmmoArray( weapon, client->ps.ammo, client->ps.powerups, maxAmmo, maxClips ); + + ent->client->ps.stats[ STAT_PCLASS ] = ent->client->pers.classSelection; + ent->client->ps.stats[ STAT_PTEAM ] = ent->client->pers.teamSelection; + + ent->client->ps.stats[ STAT_BUILDABLE ] = BA_NONE; + ent->client->ps.stats[ STAT_STATE ] = 0; + VectorSet( ent->client->ps.grapplePoint, 0.0f, 0.0f, 1.0f ); + + // health will count down towards max_health + ent->health = client->ps.stats[ STAT_HEALTH ] = client->ps.stats[ STAT_MAX_HEALTH ]; //* 1.25; + + //if evolving scale health + if( ent == spawn ) + { + ent->health *= ent->client->pers.evolveHealthFraction; + client->ps.stats[ STAT_HEALTH ] *= ent->client->pers.evolveHealthFraction; + } + + //clear the credits array + for( i = 0; i < MAX_CLIENTS; i++ ) + ent->credits[ i ] = 0; + + client->ps.stats[ STAT_STAMINA ] = MAX_STAMINA; + + G_SetOrigin( ent, spawn_origin ); + VectorCopy( spawn_origin, client->ps.origin ); + +#define UP_VEL 150.0f +#define F_VEL 50.0f + + //give aliens some spawn velocity + if( client->sess.sessionTeam != TEAM_SPECTATOR && + client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + { + if( ent == spawn ) + { + //evolution particle system + G_AddPredictableEvent( ent, EV_ALIEN_EVOLVE, DirToByte( up ) ); + } + else + { + spawn_angles[ YAW ] += 180.0f; + AngleNormalize360( spawn_angles[ YAW ] ); + + if( spawnPoint->s.origin2[ 2 ] > 0.0f ) + { + vec3_t forward, dir; + + AngleVectors( spawn_angles, forward, NULL, NULL ); + VectorScale( forward, F_VEL, forward ); + VectorAdd( spawnPoint->s.origin2, forward, dir ); + VectorNormalize( dir ); + + VectorScale( dir, UP_VEL, client->ps.velocity ); + } + + G_AddPredictableEvent( ent, EV_PLAYER_RESPAWN, 0 ); + } + } + else if( client->sess.sessionTeam != TEAM_SPECTATOR && + client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + spawn_angles[ YAW ] += 180.0f; + AngleNormalize360( spawn_angles[ YAW ] ); + } + + // the respawned flag will be cleared after the attack and jump keys come up + client->ps.pm_flags |= PMF_RESPAWNED; + + trap_GetUsercmd( client - level.clients, &ent->client->pers.cmd ); + SetClientViewAngle( ent, spawn_angles ); + + if( !( client->sess.sessionTeam == TEAM_SPECTATOR ) ) + { + /*G_KillBox( ent );*/ //blame this if a newly spawned client gets stuck in another + trap_LinkEntity( ent ); + + // force the base weapon up + client->ps.weapon = WP_NONE; + client->ps.weaponstate = WEAPON_READY; + } + + // don't allow full run speed for a bit + client->ps.pm_flags |= PMF_TIME_KNOCKBACK; + client->ps.pm_time = 100; + + client->respawnTime = level.time; + client->lastKillTime = level.time; + + client->inactivityTime = level.time + g_inactivity.integer * 1000; + client->latched_buttons = 0; + + // set default animations + client->ps.torsoAnim = TORSO_STAND; + client->ps.legsAnim = LEGS_IDLE; + + if( level.intermissiontime ) + MoveClientToIntermission( ent ); + else + { + // fire the targets of the spawn point + if( !spawn ) + G_UseTargets( spawnPoint, ent ); + + // select the highest weapon number available, after any + // spawn given items have fired + client->ps.weapon = 1; + + for( i = WP_NUM_WEAPONS - 1; i > 0 ; i-- ) + { + if( BG_InventoryContainsWeapon( i, client->ps.stats ) ) + { + client->ps.weapon = i; + break; + } + } + } + + // run a client frame to drop exactly to the floor, + // initialize animations and other things + client->ps.commandTime = level.time - 100; + ent->client->pers.cmd.serverTime = level.time; + ClientThink( ent-g_entities ); + + // positively link the client, even if the command times are weird + if( client->sess.sessionTeam != TEAM_SPECTATOR ) + { + BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue ); + VectorCopy( ent->client->ps.origin, ent->r.currentOrigin ); + trap_LinkEntity( ent ); + } + + //TA: must do this here so the number of active clients is calculated + CalculateRanks( ); + + // run the presend to set anything else + ClientEndFrame( ent ); + + // clear entity state values + BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue ); +} + + +/* +=========== +ClientDisconnect + +Called when a player drops from the server. +Will not be called between levels. + +This should NOT be called directly by any game logic, +call trap_DropClient(), which will call this and do +server system housekeeping. +============ +*/ +void ClientDisconnect( int clientNum ) +{ + gentity_t *ent; + gentity_t *tent; + int i; + + ent = g_entities + clientNum; + + if( !ent->client ) + return; + + // stop any following clients + for( i = 0; i < level.maxclients; i++ ) + { + if( level.clients[ i ].sess.sessionTeam == TEAM_SPECTATOR && + level.clients[ i ].sess.spectatorState == SPECTATOR_FOLLOW && + level.clients[ i ].sess.spectatorClient == clientNum ) + { + if( !G_FollowNewClient( &g_entities[ i ], 1 ) ) + G_StopFollowing( &g_entities[ i ] ); + } + } + + // send effect if they were completely connected + if( ent->client->pers.connected == CON_CONNECTED && + ent->client->sess.sessionTeam != TEAM_SPECTATOR ) + { + tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_OUT ); + tent->s.clientNum = ent->s.clientNum; + } + + G_LogPrintf( "ClientDisconnect: %i\n", clientNum ); + + trap_UnlinkEntity( ent ); + ent->s.modelindex = 0; + ent->inuse = qfalse; + ent->classname = "disconnected"; + ent->client->pers.connected = CON_DISCONNECTED; + ent->client->ps.persistant[ PERS_TEAM ] = TEAM_FREE; + ent->client->sess.sessionTeam = TEAM_FREE; + + trap_SetConfigstring( CS_PLAYERS + clientNum, ""); + + CalculateRanks( ); +} diff --git a/src/game/g_cmds.c b/src/game/g_cmds.c new file mode 100644 index 00000000..819fbb75 --- /dev/null +++ b/src/game/g_cmds.c @@ -0,0 +1,2305 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +#include "g_local.h" + +/* +================== +G_SanitiseName + +Remove case and control characters from a player name +================== +*/ +void G_SanitiseName( char *in, char *out ) +{ + while( *in ) + { + if( *in == 27 ) + { + in += 2; // skip color code + continue; + } + + if( *in < 32 ) + { + in++; + continue; + } + + *out++ = tolower( *in++ ); + } + + *out = 0; +} + +/* +================== +G_ClientNumberFromString + +Returns a player number for either a number or name string +Returns -1 if invalid +================== +*/ +int G_ClientNumberFromString( gentity_t *to, char *s ) +{ + gclient_t *cl; + int idnum; + char s2[ MAX_STRING_CHARS ]; + char n2[ MAX_STRING_CHARS ]; + + // numeric values are just slot numbers + if( s[ 0 ] >= '0' && s[ 0 ] <= '9' ) + { + idnum = atoi( s ); + + if( idnum < 0 || idnum >= level.maxclients ) + { + G_SendCommandFromServer( to - g_entities, va( "print \"Bad client slot: %i\n\"", idnum ) ); + return -1; + } + + cl = &level.clients[ idnum ]; + + if( cl->pers.connected != CON_CONNECTED ) + { + G_SendCommandFromServer( to - g_entities, va( "print \"Client %i is not active\n\"", idnum ) ); + return -1; + } + + return idnum; + } + + // check for a name match + G_SanitiseName( s, s2 ); + + for( idnum = 0, cl = level.clients; idnum < level.maxclients; idnum++, cl++ ) + { + if( cl->pers.connected != CON_CONNECTED ) + continue; + + G_SanitiseName( cl->pers.netname, n2 ); + + if( !strcmp( n2, s2 ) ) + return idnum; + } + + G_SendCommandFromServer( to - g_entities, va( "print \"User %s is not on the server\n\"", s ) ); + return -1; +} + +/* +================== +ScoreboardMessage + +================== +*/ +void ScoreboardMessage( gentity_t *ent ) +{ + char entry[ 1024 ]; + char string[ 1400 ]; + int stringlength; + int i, j; + gclient_t *cl; + int numSorted; + weapon_t weapon = WP_NONE; + upgrade_t upgrade = UP_NONE; + + // send the latest information on all clients + string[ 0 ] = 0; + stringlength = 0; + + numSorted = level.numConnectedClients; + + for( i = 0; i < numSorted; i++ ) + { + int ping; + + cl = &level.clients[ level.sortedClients[ i ] ]; + + if( cl->pers.connected == CON_CONNECTING ) + ping = -1; + else + ping = cl->ps.ping < 999 ? cl->ps.ping : 999; + + if( cl->ps.stats[ STAT_HEALTH ] > 0 ) + { + weapon = cl->ps.weapon; + + if( BG_InventoryContainsUpgrade( UP_BATTLESUIT, cl->ps.stats ) ) + upgrade = UP_BATTLESUIT; + else if( BG_InventoryContainsUpgrade( UP_JETPACK, cl->ps.stats ) ) + upgrade = UP_JETPACK; + else if( BG_InventoryContainsUpgrade( UP_BATTPACK, cl->ps.stats ) ) + upgrade = UP_BATTPACK; + else if( BG_InventoryContainsUpgrade( UP_HELMET, cl->ps.stats ) ) + upgrade = UP_HELMET; + else if( BG_InventoryContainsUpgrade( UP_LIGHTARMOUR, cl->ps.stats ) ) + upgrade = UP_LIGHTARMOUR; + else + upgrade = UP_NONE; + } + else + { + weapon = WP_NONE; + upgrade = UP_NONE; + } + + Com_sprintf( entry, sizeof( entry ), + " %d %d %d %d %d %d", level.sortedClients[ i ], cl->ps.persistant[ PERS_SCORE ], + ping, ( level.time - cl->pers.enterTime ) / 60000, weapon, upgrade ); + + j = strlen( entry ); + + if( stringlength + j > 1024 ) + break; + + strcpy( string + stringlength, entry ); + stringlength += j; + } + + G_SendCommandFromServer( ent-g_entities, va( "scores %i %i %i%s", i, + level.alienKills, level.humanKills, string ) ); +} + + +/* +================== +Cmd_Score_f + +Request current scoreboard information +================== +*/ +void Cmd_Score_f( gentity_t *ent ) +{ + ScoreboardMessage( ent ); +} + + + +/* +================== +CheatsOk +================== +*/ +qboolean CheatsOk( gentity_t *ent ) +{ + if( !g_cheats.integer ) + { + G_SendCommandFromServer( ent-g_entities, va( "print \"Cheats are not enabled on this server\n\"" ) ); + return qfalse; + } + + if( ent->health <= 0 ) + { + G_SendCommandFromServer( ent-g_entities, va( "print \"You must be alive to use this command\n\"" ) ); + return qfalse; + } + + return qtrue; +} + + +/* +================== +ConcatArgs +================== +*/ +char *ConcatArgs( int start ) +{ + int i, c, tlen; + static char line[ MAX_STRING_CHARS ]; + int len; + char arg[ MAX_STRING_CHARS ]; + + len = 0; + c = trap_Argc( ); + + for( i = start; i < c; i++ ) + { + trap_Argv( i, arg, sizeof( arg ) ); + tlen = strlen( arg ); + + if( len + tlen >= MAX_STRING_CHARS - 1 ) + break; + + memcpy( line + len, arg, tlen ); + len += tlen; + + if( i != c - 1 ) + { + line[ len ] = ' '; + len++; + } + } + + line[ len ] = 0; + + return line; +} + + +/* +================== +Cmd_Give_f + +Give items to a client +================== +*/ +void Cmd_Give_f( gentity_t *ent ) +{ + char *name; + qboolean give_all; + + if( !CheatsOk( ent ) ) + return; + + name = ConcatArgs( 1 ); + + if( Q_stricmp( name, "all" ) == 0 ) + give_all = qtrue; + else + give_all = qfalse; + + if( give_all || Q_stricmp( name, "health" ) == 0 ) + { + ent->health = ent->client->ps.stats[ STAT_MAX_HEALTH ]; + if( !give_all ) + return; + } + + if( give_all || Q_stricmpn( name, "funds", 5 ) == 0 ) + { + int credits = atoi( name + 6 ); + + if( !credits ) + G_AddCreditToClient( ent->client, 1, qtrue ); + else + G_AddCreditToClient( ent->client, credits, qtrue ); + + if( !give_all ) + return; + } +} + + +/* +================== +Cmd_God_f + +Sets client to godmode + +argv(0) god +================== +*/ +void Cmd_God_f( gentity_t *ent ) +{ + char *msg; + + if( !CheatsOk( ent ) ) + return; + + ent->flags ^= FL_GODMODE; + + if( !( ent->flags & FL_GODMODE ) ) + msg = "godmode OFF\n"; + else + msg = "godmode ON\n"; + + G_SendCommandFromServer( ent - g_entities, va( "print \"%s\"", msg ) ); +} + + +/* +================== +Cmd_Notarget_f + +Sets client to notarget + +argv(0) notarget +================== +*/ +void Cmd_Notarget_f( gentity_t *ent ) +{ + char *msg; + + if( !CheatsOk( ent ) ) + return; + + ent->flags ^= FL_NOTARGET; + + if( !( ent->flags & FL_NOTARGET ) ) + msg = "notarget OFF\n"; + else + msg = "notarget ON\n"; + + G_SendCommandFromServer( ent - g_entities, va( "print \"%s\"", msg ) ); +} + + +/* +================== +Cmd_Noclip_f + +argv(0) noclip +================== +*/ +void Cmd_Noclip_f( gentity_t *ent ) +{ + char *msg; + + if( !CheatsOk( ent ) ) + return; + + if( ent->client->noclip ) + msg = "noclip OFF\n"; + else + msg = "noclip ON\n"; + + ent->client->noclip = !ent->client->noclip; + + G_SendCommandFromServer( ent - g_entities, va( "print \"%s\"", msg ) ); +} + + +/* +================== +Cmd_LevelShot_f + +This is just to help generate the level pictures +for the menus. It goes to the intermission immediately +and sends over a command to the client to resize the view, +hide the scoreboard, and take a special screenshot +================== +*/ +void Cmd_LevelShot_f( gentity_t *ent ) +{ + if( !CheatsOk( ent ) ) + return; + + BeginIntermission( ); + G_SendCommandFromServer( ent - g_entities, "clientLevelShot" ); +} + +/* +================= +Cmd_Kill_f +================= +*/ +void Cmd_Kill_f( gentity_t *ent ) +{ + if( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) + return; + + if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_NONE ) + return; + + if( ent->client->ps.stats[ STAT_STATE ] & SS_INFESTING ) + return; + + if( ent->client->ps.stats[ STAT_STATE ] & SS_HOVELING ) + { + G_SendCommandFromServer( ent-g_entities, "print \"Leave the hovel first (use your destroy key)\n\"" ); + return; + } + + if( ent->health <= 0 ) + return; + + if( g_cheats.integer ) + { + ent->flags &= ~FL_GODMODE; + ent->client->ps.stats[ STAT_HEALTH ] = ent->health = 0; + player_die( ent, ent, ent, 100000, MOD_SUICIDE ); + } + else + { + if( ent->suicideTime == 0 ) + { + G_SendCommandFromServer( ent-g_entities, "print \"You will suicide in 20 seconds\n\"" ); + ent->suicideTime = level.time + 20000; + } + else if( ent->suicideTime > level.time ) + { + G_SendCommandFromServer( ent-g_entities, "print \"Suicide cancelled\n\"" ); + ent->suicideTime = 0; + } + } +} + +/* +================= +G_ChangeTeam +================= +*/ +void G_ChangeTeam( gentity_t *ent, pTeam_t newTeam ) +{ + pTeam_t oldTeam = ent->client->pers.teamSelection; + + ent->client->pers.teamSelection = newTeam; + + if( oldTeam != newTeam ) + { + //if the client is in a queue make sure they are removed from it before changing + if( oldTeam == PTE_ALIENS ) + G_RemoveFromSpawnQueue( &level.alienSpawnQueue, ent->client->ps.clientNum ); + else if( oldTeam == PTE_HUMANS ) + G_RemoveFromSpawnQueue( &level.humanSpawnQueue, ent->client->ps.clientNum ); + + level.bankCredits[ ent->client->ps.clientNum ] = 0; + ent->client->ps.persistant[ PERS_CREDIT ] = 0; + ent->client->ps.persistant[ PERS_SCORE ] = 0; + ent->client->pers.classSelection = PCL_NONE; + ClientSpawn( ent, NULL, NULL, NULL ); + } + + ent->client->pers.joinedATeam = qtrue; + + //update ClientInfo + ClientUserinfoChanged( ent->client->ps.clientNum ); +} + +/* +================= +Cmd_Team_f +================= +*/ +void Cmd_Team_f( gentity_t *ent ) +{ + pTeam_t team; + char s[ MAX_TOKEN_CHARS ]; + + trap_Argv( 1, s, sizeof( s ) ); + + if( !strlen( s ) ) + { + G_SendCommandFromServer( ent-g_entities, va("print \"team: %i\n\"", ent->client->pers.teamSelection ) ); + return; + } + + if( !Q_stricmp( s, "spectate" ) ) + team = PTE_NONE; + else if( !Q_stricmp( s, "aliens" ) ) + { + if( g_teamForceBalance.integer && level.numAlienClients > level.numHumanClients ) + { + G_TriggerMenu( ent->client->ps.clientNum, MN_A_TEAMFULL ); + return; + } + + team = PTE_ALIENS; + } + else if( !Q_stricmp( s, "humans" ) ) + { + if( g_teamForceBalance.integer && level.numHumanClients > level.numAlienClients ) + { + G_TriggerMenu( ent->client->ps.clientNum, MN_H_TEAMFULL ); + return; + } + + team = PTE_HUMANS; + } + else if( !Q_stricmp( s, "auto" ) ) + { + if( level.numHumanClients > level.numAlienClients ) + team = PTE_ALIENS; + else if( level.numHumanClients < level.numAlienClients ) + team = PTE_HUMANS; + else + team = PTE_ALIENS + ( rand( ) % 2 ); + } + else + { + G_SendCommandFromServer( ent-g_entities, va( "print \"Unknown team: %s\n\"", s ) ); + return; + } + + G_ChangeTeam( ent, team ); + + if( team == PTE_ALIENS ) + G_SendCommandFromServer( -1, va( "print \"%s" S_COLOR_WHITE " joined the aliens\n\"", ent->client->pers.netname ) ); + else if( team == PTE_HUMANS ) + G_SendCommandFromServer( -1, va( "print \"%s" S_COLOR_WHITE " joined the humans\n\"", ent->client->pers.netname ) ); +} + + +/* +================== +G_Say +================== +*/ +static void G_SayTo( gentity_t *ent, gentity_t *other, int mode, int color, const char *name, const char *message ) +{ + if( !other ) + return; + + if( !other->inuse ) + return; + + if( !other->client ) + return; + + if( other->client->pers.connected != CON_CONNECTED ) + return; + + if( mode == SAY_TEAM && !OnSameTeam( ent, other ) ) + return; + + G_SendCommandFromServer( other-g_entities, va( "%s \"%s%c%c%s\"", + mode == SAY_TEAM ? "tchat" : "chat", + name, Q_COLOR_ESCAPE, color, message ) ); +} + +#define EC "\x19" + +void G_Say( gentity_t *ent, gentity_t *target, int mode, const char *chatText ) +{ + int j; + gentity_t *other; + int color; + char name[ 64 ]; + // don't let text be too long for malicious reasons + char text[ MAX_SAY_TEXT ]; + char location[ 64 ]; + + switch( mode ) + { + default: + case SAY_ALL: + G_LogPrintf( "say: %s: %s\n", ent->client->pers.netname, chatText ); + Com_sprintf( name, sizeof( name ), "%s%c%c"EC": ", ent->client->pers.netname, + Q_COLOR_ESCAPE, COLOR_WHITE ); + color = COLOR_GREEN; + break; + + case SAY_TEAM: + G_LogPrintf( "sayteam: %s: %s\n", ent->client->pers.netname, chatText ); + if( Team_GetLocationMsg( ent, location, sizeof( location ) ) ) + Com_sprintf( name, sizeof( name ), EC"(%s%c%c"EC") (%s)"EC": ", + ent->client->pers.netname, Q_COLOR_ESCAPE, COLOR_WHITE, location ); + else + Com_sprintf( name, sizeof( name ), EC"(%s%c%c"EC")"EC": ", + ent->client->pers.netname, Q_COLOR_ESCAPE, COLOR_WHITE ); + color = COLOR_CYAN; + break; + + case SAY_TELL: + if( target && + target->client->ps.stats[ STAT_PTEAM ] == ent->client->ps.stats[ STAT_PTEAM ] && + Team_GetLocationMsg( ent, location, sizeof( location ) ) ) + Com_sprintf( name, sizeof( name ), EC"[%s%c%c"EC"] (%s)"EC": ", + ent->client->pers.netname, Q_COLOR_ESCAPE, COLOR_WHITE, location ); + else + Com_sprintf( name, sizeof( name ), EC"[%s%c%c"EC"]"EC": ", + ent->client->pers.netname, Q_COLOR_ESCAPE, COLOR_WHITE ); + color = COLOR_MAGENTA; + break; + } + + Q_strncpyz( text, chatText, sizeof( text ) ); + + if( target ) + { + G_SayTo( ent, target, mode, color, name, text ); + return; + } + + // echo the text to the console + if( g_dedicated.integer ) + G_Printf( "%s%s\n", name, text); + + // send it to all the apropriate clients + for( j = 0; j < level.maxclients; j++ ) + { + other = &g_entities[ j ]; + G_SayTo( ent, other, mode, color, name, text ); + } +} + + +/* +================== +Cmd_Say_f +================== +*/ +static void Cmd_Say_f( gentity_t *ent, int mode, qboolean arg0 ) +{ + char *p; + + if( trap_Argc( ) < 2 && !arg0 ) + return; + + if( arg0 ) + p = ConcatArgs( 0 ); + else + p = ConcatArgs( 1 ); + + G_Say( ent, NULL, mode, p ); +} + +/* +================== +Cmd_Tell_f +================== +*/ +static void Cmd_Tell_f( gentity_t *ent ) +{ + int targetNum; + gentity_t *target; + char *p; + char arg[MAX_TOKEN_CHARS]; + + if( trap_Argc( ) < 2 ) + return; + + trap_Argv( 1, arg, sizeof( arg ) ); + targetNum = atoi( arg ); + + if( targetNum < 0 || targetNum >= level.maxclients ) + return; + + target = &g_entities[ targetNum ]; + if( !target || !target->inuse || !target->client ) + return; + + p = ConcatArgs( 2 ); + + G_LogPrintf( "tell: %s to %s: %s\n", ent->client->pers.netname, target->client->pers.netname, p ); + G_Say( ent, target, SAY_TELL, p ); + // don't tell to the player self if it was already directed to this player + // also don't send the chat back to a bot + if( ent != target && !( ent->r.svFlags & SVF_BOT ) ) + G_Say( ent, ent, SAY_TELL, p ); +} + +/* +================== +Cmd_Where_f +================== +*/ +void Cmd_Where_f( gentity_t *ent ) +{ + G_SendCommandFromServer( ent-g_entities, va( "print \"%s\n\"", vtos( ent->s.origin ) ) ); +} + +/* +================== +Cmd_CallVote_f +================== +*/ +void Cmd_CallVote_f( gentity_t *ent ) +{ + int i; + char arg1[ MAX_STRING_TOKENS ]; + char arg2[ MAX_STRING_TOKENS ]; + + if( !g_allowVote.integer ) + { + G_SendCommandFromServer( ent-g_entities, "print \"Voting not allowed here\n\"" ); + return; + } + + if( level.voteTime ) + { + G_SendCommandFromServer( ent-g_entities, "print \"A vote is already in progress\n\"" ); + return; + } + + if( ent->client->pers.voteCount >= MAX_VOTE_COUNT ) + { + G_SendCommandFromServer( ent-g_entities, "print \"You have called the maximum number of votes\n\"" ); + return; + } + + if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_NONE ) + { + G_SendCommandFromServer( ent-g_entities, "print \"Not allowed to call a vote as spectator\n\"" ); + return; + } + + // make sure it is a valid command to vote on + trap_Argv( 1, arg1, sizeof( arg1 ) ); + trap_Argv( 2, arg2, sizeof( arg2 ) ); + + if( strchr( arg1, ';' ) || strchr( arg2, ';' ) ) + { + G_SendCommandFromServer( ent-g_entities, "print \"Invalid vote string\n\"" ); + return; + } + + if( !Q_stricmp( arg1, "map_restart" ) ) { } + else if( !Q_stricmp( arg1, "nextmap" ) ) { } + else if( !Q_stricmp( arg1, "map" ) ) { } + else if( !Q_stricmp( arg1, "kick" ) ) { } + else if( !Q_stricmp( arg1, "clientkick" ) ) { } + else if( !Q_stricmp( arg1, "timelimit" ) ) { } + else + { + G_SendCommandFromServer( ent-g_entities, "print \"Invalid vote string\n\"" ); + G_SendCommandFromServer( ent-g_entities, "print \"Vote commands are: map_restart, nextmap, map <mapname>, " + "kick <player>, clientkick <clientnum>, " + "timelimit <time>\n\"" ); + return; + } + + // if there is still a vote to be executed + if( level.voteExecuteTime ) + { + level.voteExecuteTime = 0; + trap_SendConsoleCommand( EXEC_APPEND, va( "%s\n", level.voteString ) ); + } + + if( !Q_stricmp( arg1, "map" ) ) + { + // special case for map changes, we want to reset the nextmap setting + // this allows a player to change maps, but not upset the map rotation + char s[ MAX_STRING_CHARS ]; + + trap_Cvar_VariableStringBuffer( "nextmap", s, sizeof( s ) ); + + if( *s ) + Com_sprintf( level.voteString, sizeof( level.voteString ), "%s %s; set nextmap \"%s\"", arg1, arg2, s ); + else + Com_sprintf( level.voteString, sizeof( level.voteString ), "%s %s", arg1, arg2 ); + + Com_sprintf( level.voteDisplayString, sizeof( level.voteDisplayString ), "%s", level.voteString ); + } + else if( !Q_stricmp( arg1, "nextmap" ) ) + { + char s[ MAX_STRING_CHARS ]; + + trap_Cvar_VariableStringBuffer( "nextmap", s, sizeof( s ) ); + + if( !*s ) + { + G_SendCommandFromServer( ent-g_entities, "print \"nextmap not set\n\"" ); + return; + } + + Com_sprintf( level.voteString, sizeof( level.voteString ), "vstr nextmap" ); + Com_sprintf( level.voteDisplayString, sizeof( level.voteDisplayString ), "%s", level.voteString ); + } + else + { + Com_sprintf( level.voteString, sizeof( level.voteString ), "%s \"%s\"", arg1, arg2 ); + Com_sprintf( level.voteDisplayString, sizeof( level.voteDisplayString ), "%s", level.voteString ); + } + + G_SendCommandFromServer( -1, va( "print \"%s called a vote\n\"", ent->client->pers.netname ) ); + + // start the voting, the caller autoamtically votes yes + level.voteTime = level.time; + level.voteYes = 1; + level.voteNo = 0; + + for( i = 0 ; i < level.maxclients ; i++ ) + level.clients[i].ps.eFlags &= ~EF_VOTED; + + ent->client->ps.eFlags |= EF_VOTED; + + trap_SetConfigstring( CS_VOTE_TIME, va( "%i", level.voteTime ) ); + trap_SetConfigstring( CS_VOTE_STRING, level.voteDisplayString ); + trap_SetConfigstring( CS_VOTE_YES, va( "%i", level.voteYes ) ); + trap_SetConfigstring( CS_VOTE_NO, va( "%i", level.voteNo ) ); +} + +/* +================== +Cmd_Vote_f +================== +*/ +void Cmd_Vote_f( gentity_t *ent ) +{ + char msg[ 64 ]; + + if( !level.voteTime ) + { + G_SendCommandFromServer( ent-g_entities, "print \"No vote in progress\n\"" ); + return; + } + + if( ent->client->ps.eFlags & EF_VOTED ) + { + G_SendCommandFromServer( ent-g_entities, "print \"Vote already cast\n\"" ); + return; + } + + if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_NONE ) + { + G_SendCommandFromServer( ent-g_entities, "print \"Not allowed to vote as spectator\n\"" ); + return; + } + + G_SendCommandFromServer( ent-g_entities, "print \"Vote cast\n\"" ); + + ent->client->ps.eFlags |= EF_VOTED; + + trap_Argv( 1, msg, sizeof( msg ) ); + + if( msg[ 0 ] == 'y' || msg[ 1 ] == 'Y' || msg[ 1 ] == '1' ) + { + level.voteYes++; + trap_SetConfigstring( CS_VOTE_YES, va( "%i", level.voteYes ) ); + } + else + { + level.voteNo++; + trap_SetConfigstring( CS_VOTE_NO, va( "%i", level.voteNo ) ); + } + + // a majority will be determined in G_CheckVote, which will also account + // for players entering or leaving +} + +/* +================== +Cmd_CallTeamVote_f +================== +*/ +void Cmd_CallTeamVote_f( gentity_t *ent ) +{ + int i, team, cs_offset; + char arg1[ MAX_STRING_TOKENS ]; + char arg2[ MAX_STRING_TOKENS ]; + + team = ent->client->ps.stats[ STAT_PTEAM ]; + + if( team == PTE_HUMANS ) + cs_offset = 0; + else if( team == PTE_ALIENS ) + cs_offset = 1; + else + return; + + if( !g_allowVote.integer ) + { + G_SendCommandFromServer( ent-g_entities, "print \"Voting not allowed here\n\"" ); + return; + } + + if( level.teamVoteTime[ cs_offset ] ) + { + G_SendCommandFromServer( ent-g_entities, "print \"A team vote is already in progress\n\"" ); + return; + } + + if( ent->client->pers.teamVoteCount >= MAX_VOTE_COUNT ) + { + G_SendCommandFromServer( ent-g_entities, "print \"You have called the maximum number of team votes\n\"" ); + return; + } + + if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_NONE ) + { + G_SendCommandFromServer( ent-g_entities, "print \"Not allowed to call a vote as spectator\n\"" ); + return; + } + + // make sure it is a valid command to vote on + trap_Argv( 1, arg1, sizeof( arg1 ) ); + trap_Argv( 2, arg2, sizeof( arg2 ) ); + + if( strchr( arg1, ';' ) || strchr( arg2, ';' ) ) + { + G_SendCommandFromServer( ent-g_entities, "print \"Invalid team vote string\n\"" ); + return; + } + + if( !Q_stricmp( arg1, "teamkick" ) ) + { + char netname[ MAX_NETNAME ], kickee[ MAX_NETNAME ]; + + Q_strncpyz( kickee, arg2, sizeof( kickee ) ); + Q_CleanStr( kickee ); + + for( i = 0; i < level.maxclients; i++ ) + { + if( level.clients[ i ].pers.connected == CON_DISCONNECTED ) + continue; + + if( level.clients[ i ].ps.stats[ STAT_PTEAM ] != team ) + continue; + + Q_strncpyz( netname, level.clients[ i ].pers.netname, sizeof( netname ) ); + Q_CleanStr( netname ); + + if( !Q_stricmp( netname, kickee ) ) + break; + } + + if( i >= level.maxclients ) + { + G_SendCommandFromServer( ent-g_entities, va( "print \"%s is not a valid player on your team\n\"", arg2 ) ); + return; + } + } + else + { + G_SendCommandFromServer( ent-g_entities, "print \"Invalid vote string\n\"" ); + G_SendCommandFromServer( ent-g_entities, "print \"Team vote commands are: teamkick <player>\n\"" ); + return; + } + + Com_sprintf( level.teamVoteString[ cs_offset ], + sizeof( level.teamVoteString[ cs_offset ] ), "kick \"%s\"", arg2 ); + + for( i = 0 ; i < level.maxclients ; i++ ) + { + if( level.clients[ i ].pers.connected == CON_DISCONNECTED ) + continue; + + if( level.clients[ i ].ps.stats[ STAT_PTEAM ] == team ) + G_SendCommandFromServer( i, va("print \"%s called a team vote\n\"", ent->client->pers.netname ) ); + } + + // start the voting, the caller autoamtically votes yes + level.teamVoteTime[ cs_offset ] = level.time; + level.teamVoteYes[ cs_offset ] = 1; + level.teamVoteNo[ cs_offset ] = 0; + + for( i = 0 ; i < level.maxclients ; i++ ) + { + if( level.clients[ i ].ps.stats[ STAT_PTEAM ] == team ) + level.clients[ i ].ps.eFlags &= ~EF_TEAMVOTED; + } + + ent->client->ps.eFlags |= EF_TEAMVOTED; + + trap_SetConfigstring( CS_TEAMVOTE_TIME + cs_offset, va( "%i", level.teamVoteTime[ cs_offset ] ) ); + trap_SetConfigstring( CS_TEAMVOTE_STRING + cs_offset, level.teamVoteString[ cs_offset ] ); + trap_SetConfigstring( CS_TEAMVOTE_YES + cs_offset, va( "%i", level.teamVoteYes[ cs_offset ] ) ); + trap_SetConfigstring( CS_TEAMVOTE_NO + cs_offset, va( "%i", level.teamVoteNo[ cs_offset ] ) ); +} + + +/* +================== +Cmd_TeamVote_f +================== +*/ +void Cmd_TeamVote_f( gentity_t *ent ) +{ + int team, cs_offset; + char msg[ 64 ]; + + team = ent->client->ps.stats[ STAT_PTEAM ]; + if( team == PTE_HUMANS ) + cs_offset = 0; + else if( team == PTE_ALIENS ) + cs_offset = 1; + else + return; + + if( !level.teamVoteTime[ cs_offset ] ) + { + G_SendCommandFromServer( ent-g_entities, "print \"No team vote in progress\n\"" ); + return; + } + + if( ent->client->ps.eFlags & EF_TEAMVOTED ) + { + G_SendCommandFromServer( ent-g_entities, "print \"Team vote already cast\n\"" ); + return; + } + + if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_NONE ) + { + G_SendCommandFromServer( ent-g_entities, "print \"Not allowed to vote as spectator\n\"" ); + return; + } + + G_SendCommandFromServer( ent-g_entities, "print \"Team vote cast\n\"" ); + + ent->client->ps.eFlags |= EF_TEAMVOTED; + + trap_Argv( 1, msg, sizeof( msg ) ); + + if( msg[ 0 ] == 'y' || msg[ 1 ] == 'Y' || msg[ 1 ] == '1' ) + { + level.teamVoteYes[ cs_offset ]++; + trap_SetConfigstring( CS_TEAMVOTE_YES + cs_offset, va( "%i", level.teamVoteYes[ cs_offset ] ) ); + } + else + { + level.teamVoteNo[ cs_offset ]++; + trap_SetConfigstring( CS_TEAMVOTE_NO + cs_offset, va( "%i", level.teamVoteNo[ cs_offset ] ) ); + } + + // a majority will be determined in TeamCheckVote, which will also account + // for players entering or leaving +} + + +/* +================= +Cmd_SetViewpos_f +================= +*/ +void Cmd_SetViewpos_f( gentity_t *ent ) +{ + vec3_t origin, angles; + char buffer[ MAX_TOKEN_CHARS ]; + int i; + + if( !g_cheats.integer ) + { + G_SendCommandFromServer( ent-g_entities, va( "print \"Cheats are not enabled on this server\n\"" ) ); + return; + } + + if( trap_Argc( ) != 5 ) + { + G_SendCommandFromServer( ent-g_entities, va( "print \"usage: setviewpos x y z yaw\n\"" ) ); + return; + } + + VectorClear( angles ); + + for( i = 0 ; i < 3 ; i++ ) + { + trap_Argv( i + 1, buffer, sizeof( buffer ) ); + origin[ i ] = atof( buffer ); + } + + trap_Argv( 4, buffer, sizeof( buffer ) ); + angles[ YAW ] = atof( buffer ); + + TeleportPlayer( ent, origin, angles ); +} + +#define EVOLVE_TRACE_HEIGHT 128.0f +#define AS_OVER_RT3 ((ALIENSENSE_RANGE*0.5f)/M_ROOT3) + +/* +================= +Cmd_Class_f +================= +*/ +void Cmd_Class_f( gentity_t *ent ) +{ + char s[ MAX_TOKEN_CHARS ]; + int clientNum; + int i; + trace_t tr, tr2; + vec3_t infestOrigin; + int allowedClasses[ PCL_NUM_CLASSES ]; + int numClasses = 0; + pClass_t currentClass = ent->client->ps.stats[ STAT_PCLASS ]; + + int numLevels; + vec3_t fromMins, fromMaxs, toMins, toMaxs; + vec3_t temp; + + int entityList[ MAX_GENTITIES ]; + vec3_t range = { AS_OVER_RT3, AS_OVER_RT3, AS_OVER_RT3 }; + vec3_t mins, maxs; + int num; + gentity_t *other; + + if( ent->client->ps.stats[ STAT_HEALTH ] <= 0 ) + return; + + clientNum = ent->client - level.clients; + trap_Argv( 1, s, sizeof( s ) ); + + if( G_ClassIsAllowed( PCL_ALIEN_BUILDER0 ) ) + allowedClasses[ numClasses++ ] = PCL_ALIEN_BUILDER0; + + if( G_ClassIsAllowed( PCL_ALIEN_BUILDER0_UPG ) && + BG_FindStagesForClass( PCL_ALIEN_BUILDER0_UPG, g_alienStage.integer ) ) + allowedClasses[ numClasses++ ] = PCL_ALIEN_BUILDER0_UPG; + + if( G_ClassIsAllowed( PCL_ALIEN_LEVEL0 ) ) + allowedClasses[ numClasses++ ] = PCL_ALIEN_LEVEL0; + + if( ent->client->pers.teamSelection == PTE_ALIENS && + !( ent->client->ps.stats[ STAT_STATE ] & SS_INFESTING ) && + !( ent->client->ps.stats[ STAT_STATE ] & SS_HOVELING ) && + !( ent->client->ps.stats[ STAT_STATE ] & SS_WALLCLIMBING ) && + !( ent->client->ps.stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) ) + { + //if we are not currently spectating, we are attempting evolution + if( currentClass != PCL_NONE ) + { + //check there are no humans nearby + VectorAdd( ent->client->ps.origin, range, maxs ); + VectorSubtract( ent->client->ps.origin, range, mins ); + + num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); + for( i = 0; i < num; i++ ) + { + other = &g_entities[ entityList[ i ] ]; + + if( ( other->client && other->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) || + ( other->s.eType == ET_BUILDABLE && other->biteam == BIT_HUMANS ) ) + { + ent->client->pers.classSelection = PCL_NONE; + G_TriggerMenu( clientNum, MN_A_TOOCLOSE ); + return; + } + } + + if( !level.overmindPresent ) + { + ent->client->pers.classSelection = PCL_NONE; + G_TriggerMenu( clientNum, MN_A_NOOVMND_EVOLVE ); + return; + } + + //guard against selling the HBUILD weapons exploit + if( ( currentClass == PCL_ALIEN_BUILDER0 || + currentClass == PCL_ALIEN_BUILDER0_UPG ) && + ent->client->ps.stats[ STAT_MISC ] > 0 ) + { + G_SendCommandFromServer( ent-g_entities, va( "print \"Cannot evolve until build timer expires\n\"" ) ); + return; + } + + //evolve now + ent->client->pers.classSelection = BG_FindClassNumForName( s ); + + if( ent->client->pers.classSelection == PCL_NONE ) + { + G_SendCommandFromServer( ent-g_entities, va( "print \"Unknown class\n\"" ) ); + return; + } + + numLevels = BG_ClassCanEvolveFromTo( currentClass, + ent->client->pers.classSelection, + (short)ent->client->ps.persistant[ PERS_CREDIT ], 0 ); + + BG_FindBBoxForClass( currentClass, + fromMins, fromMaxs, NULL, NULL, NULL ); + BG_FindBBoxForClass( ent->client->pers.classSelection, + toMins, toMaxs, NULL, NULL, NULL ); + + VectorCopy( ent->s.pos.trBase, infestOrigin ); + + infestOrigin[ 2 ] += ( fabs( toMins[ 2 ] ) - fabs( fromMins[ 2 ] ) ) + 1.0f; + VectorCopy( infestOrigin, temp ); + temp[ 2 ] += EVOLVE_TRACE_HEIGHT; + + //compute a place up in the air to start the real trace + trap_Trace( &tr, infestOrigin, toMins, toMaxs, temp, ent->s.number, MASK_SHOT ); + VectorCopy( infestOrigin, temp ); + temp[ 2 ] += ( EVOLVE_TRACE_HEIGHT * tr.fraction ) - 1.0f; + + //trace down to the ground so that we can evolve on slopes + trap_Trace( &tr, temp, toMins, toMaxs, infestOrigin, ent->s.number, MASK_SHOT ); + VectorCopy( tr.endpos, infestOrigin ); + + //make REALLY sure + trap_Trace( &tr2, ent->s.pos.trBase, NULL, NULL, infestOrigin, ent->s.number, MASK_SHOT ); + + //check there is room to evolve + if( !tr.startsolid && tr2.fraction == 1.0f ) + { + //...check we can evolve to that class + if( numLevels >= 0 && + BG_FindStagesForClass( ent->client->pers.classSelection, g_alienStage.integer ) && + G_ClassIsAllowed( ent->client->pers.classSelection ) ) + { + ent->client->pers.evolveHealthFraction = (float)ent->client->ps.stats[ STAT_HEALTH ] / + (float)BG_FindHealthForClass( currentClass ); + + if( ent->client->pers.evolveHealthFraction < 0.0f ) + ent->client->pers.evolveHealthFraction = 0.0f; + else if( ent->client->pers.evolveHealthFraction > 1.0f ) + ent->client->pers.evolveHealthFraction = 1.0f; + + //remove credit + G_AddCreditToClient( ent->client, -(short)numLevels, qtrue ); + + ClientUserinfoChanged( clientNum ); + VectorCopy( infestOrigin, ent->s.pos.trBase ); + ClientSpawn( ent, ent, ent->s.pos.trBase, ent->s.apos.trBase ); + return; + } + else + { + ent->client->pers.classSelection = PCL_NONE; + G_SendCommandFromServer( ent-g_entities, + va( "print \"You cannot evolve from your current class\n\"" ) ); + return; + } + } + else + { + ent->client->pers.classSelection = PCL_NONE; + G_TriggerMenu( clientNum, MN_A_NOEROOM ); + return; + } + } + else + { + //spawning from an egg + ent->client->pers.classSelection = + ent->client->ps.stats[ STAT_PCLASS ] = BG_FindClassNumForName( s ); + + if( ent->client->pers.classSelection != PCL_NONE ) + { + for( i = 0; i < numClasses; i++ ) + { + if( allowedClasses[ i ] == ent->client->pers.classSelection && + BG_FindStagesForClass( ent->client->pers.classSelection, g_alienStage.integer ) && + G_ClassIsAllowed( ent->client->pers.classSelection ) ) + { + G_PushSpawnQueue( &level.alienSpawnQueue, clientNum ); + return; + } + } + + ent->client->pers.classSelection = PCL_NONE; + G_SendCommandFromServer( ent-g_entities, va( "print \"You cannot spawn as this class\n\"" ) ); + } + else + { + G_SendCommandFromServer( ent-g_entities, va( "print \"Unknown class\n\"" ) ); + return; + } + } + } + else if( ent->client->pers.teamSelection == PTE_HUMANS ) + { + //humans cannot use this command whilst alive + if( ent->client->pers.classSelection != PCL_NONE ) + { + G_SendCommandFromServer( ent-g_entities, va( "print \"You must be dead to use the class command\n\"" ) ); + return; + } + + ent->client->pers.classSelection = + ent->client->ps.stats[ STAT_PCLASS ] = PCL_HUMAN; + + //set the item to spawn with + if( !Q_stricmp( s, BG_FindNameForWeapon( WP_MACHINEGUN ) ) && G_WeaponIsAllowed( WP_MACHINEGUN ) ) + ent->client->pers.humanItemSelection = WP_MACHINEGUN; + else if( !Q_stricmp( s, BG_FindNameForWeapon( WP_HBUILD ) ) && G_WeaponIsAllowed( WP_HBUILD ) ) + ent->client->pers.humanItemSelection = WP_HBUILD; + else if( !Q_stricmp( s, BG_FindNameForWeapon( WP_HBUILD2 ) ) && G_WeaponIsAllowed( WP_HBUILD2 ) && + BG_FindStagesForWeapon( WP_HBUILD2, g_humanStage.integer ) ) + ent->client->pers.humanItemSelection = WP_HBUILD2; + else + { + ent->client->pers.classSelection = PCL_NONE; + G_SendCommandFromServer( ent-g_entities, va( "print \"Unknown starting item\n\"" ) ); + return; + } + + G_PushSpawnQueue( &level.humanSpawnQueue, clientNum ); + } + else if( ent->client->pers.teamSelection == PTE_NONE ) + { + //can't use this command unless on a team + ent->client->pers.classSelection = PCL_NONE; + ent->client->sess.sessionTeam = TEAM_FREE; + ClientSpawn( ent, NULL, NULL, NULL ); + G_SendCommandFromServer( ent-g_entities, va( "print \"Join a team first\n\"" ) ); + } +} + + +/* +================= +Cmd_Destroy_f +================= +*/ +void Cmd_Destroy_f( gentity_t *ent, qboolean deconstruct ) +{ + vec3_t forward, end; + trace_t tr; + gentity_t *traceEnt; + + if( ent->client->ps.stats[ STAT_STATE ] & SS_HOVELING ) + G_Damage( ent->client->hovel, ent, ent, forward, ent->s.origin, 10000, 0, MOD_SUICIDE ); + + if( !( ent->client->ps.stats[ STAT_STATE ] & SS_INFESTING ) ) + { + AngleVectors( ent->client->ps.viewangles, forward, NULL, NULL ); + VectorMA( ent->client->ps.origin, 100, forward, end ); + + trap_Trace( &tr, ent->client->ps.origin, NULL, NULL, end, ent->s.number, MASK_PLAYERSOLID ); + traceEnt = &g_entities[ tr.entityNum ]; + + if( tr.fraction < 1.0f && + ( traceEnt->s.eType == ET_BUILDABLE ) && + ( traceEnt->biteam == ent->client->pers.teamSelection ) && + ( ( ent->client->ps.weapon >= WP_ABUILD ) && + ( ent->client->ps.weapon <= WP_HBUILD ) ) ) + { + if( ent->client->ps.stats[ STAT_MISC ] > 0 ) + { + G_AddEvent( ent, EV_BUILD_DELAY, ent->client->ps.clientNum ); + return; + } + + if( !deconstruct ) + G_Damage( traceEnt, ent, ent, forward, tr.endpos, 10000, 0, MOD_SUICIDE ); + else + G_FreeEntity( traceEnt ); + + ent->client->ps.stats[ STAT_MISC ] += + BG_FindBuildDelayForWeapon( ent->s.weapon ) >> 2; + } + } +} + + +/* +================= +Cmd_ActivateItem_f + +Activate an item +================= +*/ +void Cmd_ActivateItem_f( gentity_t *ent ) +{ + char s[ MAX_TOKEN_CHARS ]; + int upgrade, weapon; + + trap_Argv( 1, s, sizeof( s ) ); + upgrade = BG_FindUpgradeNumForName( s ); + weapon = BG_FindWeaponNumForName( s ); + + if( ent->client->pers.teamSelection != PTE_HUMANS ) + return; + + if( upgrade != UP_NONE && BG_InventoryContainsUpgrade( upgrade, ent->client->ps.stats ) ) + BG_ActivateUpgrade( upgrade, ent->client->ps.stats ); + else if( weapon != WP_NONE && BG_InventoryContainsWeapon( weapon, ent->client->ps.stats ) ) + G_ForceWeaponChange( ent, weapon ); + else + G_SendCommandFromServer( ent-g_entities, va( "print \"You don't have the %s\n\"", s ) ); +} + + +/* +================= +Cmd_DeActivateItem_f + +Deactivate an item +================= +*/ +void Cmd_DeActivateItem_f( gentity_t *ent ) +{ + char s[ MAX_TOKEN_CHARS ]; + int upgrade; + + trap_Argv( 1, s, sizeof( s ) ); + upgrade = BG_FindUpgradeNumForName( s ); + + if( ent->client->pers.teamSelection != PTE_HUMANS ) + return; + + if( BG_InventoryContainsUpgrade( upgrade, ent->client->ps.stats ) ) + BG_DeactivateUpgrade( upgrade, ent->client->ps.stats ); + else + G_SendCommandFromServer( ent-g_entities, va( "print \"You don't have the %s\n\"", s ) ); +} + + +/* +================= +Cmd_ToggleItem_f +================= +*/ +void Cmd_ToggleItem_f( gentity_t *ent ) +{ + char s[ MAX_TOKEN_CHARS ]; + int upgrade, weapon, i; + + trap_Argv( 1, s, sizeof( s ) ); + upgrade = BG_FindUpgradeNumForName( s ); + weapon = BG_FindWeaponNumForName( s ); + + if( ent->client->pers.teamSelection != PTE_HUMANS ) + return; + + if( weapon != WP_NONE ) + { + //special case to allow switching between + //the blaster and the primary weapon + + if( ent->client->ps.weapon != WP_BLASTER ) + weapon = WP_BLASTER; + else + { + //find a held weapon which isn't the blaster + for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ ) + { + if( i == WP_BLASTER ) + continue; + + if( BG_InventoryContainsWeapon( i, ent->client->ps.stats ) ) + { + weapon = i; + break; + } + } + + if( i == WP_NUM_WEAPONS ) + weapon = WP_BLASTER; + } + + G_ForceWeaponChange( ent, weapon ); + } + else if( BG_InventoryContainsUpgrade( upgrade, ent->client->ps.stats ) ) + { + if( BG_UpgradeIsActive( upgrade, ent->client->ps.stats ) ) + BG_DeactivateUpgrade( upgrade, ent->client->ps.stats ); + else + BG_ActivateUpgrade( upgrade, ent->client->ps.stats ); + } + else + G_SendCommandFromServer( ent-g_entities, va( "print \"You don't have the %s\n\"", s ) ); +} + +/* +================= +Cmd_Buy_f +================= +*/ +void Cmd_Buy_f( gentity_t *ent ) +{ + char s[ MAX_TOKEN_CHARS ]; + int i; + int weapon, upgrade, numItems = 0; + int maxAmmo, maxClips; + qboolean buyingEnergyAmmo = qfalse; + + for( i = UP_NONE; i < UP_NUM_UPGRADES; i++ ) + { + if( BG_InventoryContainsUpgrade( i, ent->client->ps.stats ) ) + numItems++; + } + + for( i = WP_NONE; i < WP_NUM_WEAPONS; i++ ) + { + if( BG_InventoryContainsWeapon( i, ent->client->ps.stats ) ) + numItems++; + } + + trap_Argv( 1, s, sizeof( s ) ); + + //aliens don't buy stuff + if( ent->client->pers.teamSelection != PTE_HUMANS ) + return; + + weapon = BG_FindWeaponNumForName( s ); + upgrade = BG_FindUpgradeNumForName( s ); + + //special case to keep norf happy + if( weapon == WP_NONE && upgrade == UP_AMMO ) + buyingEnergyAmmo = BG_FindUsesEnergyForWeapon( ent->client->ps.weapon ); + + if( buyingEnergyAmmo ) + { + //no armoury nearby + if( ( !G_BuildableRange( ent->client->ps.origin, 100, BA_H_REACTOR ) && + !G_BuildableRange( ent->client->ps.origin, 100, BA_H_REPEATER ) ) ) + { + G_SendCommandFromServer( ent-g_entities, va( "print \"You must be near a reactor or repeater\n\"" ) ); + return; + } + } + else + { + //no armoury nearby + if( !G_BuildableRange( ent->client->ps.origin, 100, BA_H_ARMOURY ) ) + { + G_SendCommandFromServer( ent-g_entities, va( "print \"You must be near a powered armoury\n\"" ) ); + return; + } + } + + if( weapon != WP_NONE ) + { + //already got this? + if( BG_InventoryContainsWeapon( weapon, ent->client->ps.stats ) ) + { + G_TriggerMenu( ent->client->ps.clientNum, MN_H_ITEMHELD ); + return; + } + + //can afford this? + if( BG_FindPriceForWeapon( weapon ) > (short)ent->client->ps.persistant[ PERS_CREDIT ] ) + { + G_TriggerMenu( ent->client->ps.clientNum, MN_H_NOFUNDS ); + return; + } + + //have space to carry this? + if( BG_FindSlotsForWeapon( weapon ) & ent->client->ps.stats[ STAT_SLOTS ] ) + { + G_TriggerMenu( ent->client->ps.clientNum, MN_H_NOSLOTS ); + return; + } + + if( BG_FindTeamForWeapon( weapon ) != WUT_HUMANS ) + { + //shouldn't need a fancy dialog + G_SendCommandFromServer( ent-g_entities, va( "print \"You can't buy alien items\n\"" ) ); + return; + } + + //are we /allowed/ to buy this? + if( !BG_FindPurchasableForWeapon( weapon ) ) + { + G_SendCommandFromServer( ent-g_entities, va( "print \"You can't buy this item\n\"" ) ); + return; + } + + //are we /allowed/ to buy this? + if( !BG_FindStagesForWeapon( weapon, g_humanStage.integer ) || !G_WeaponIsAllowed( weapon ) ) + { + G_SendCommandFromServer( ent-g_entities, va( "print \"You can't buy this item\n\"" ) ); + return; + } + + //add to inventory + BG_AddWeaponToInventory( weapon, ent->client->ps.stats ); + BG_FindAmmoForWeapon( weapon, &maxAmmo, &maxClips ); + + if( BG_FindUsesEnergyForWeapon( weapon ) && + BG_InventoryContainsUpgrade( UP_BATTPACK, ent->client->ps.stats ) ) + maxAmmo = (int)( (float)maxAmmo * BATTPACK_MODIFIER ); + + BG_PackAmmoArray( weapon, ent->client->ps.ammo, ent->client->ps.powerups, + maxAmmo, maxClips ); + + G_ForceWeaponChange( ent, weapon ); + + //set build delay/pounce etc to 0 + ent->client->ps.stats[ STAT_MISC ] = 0; + + //subtract from funds + G_AddCreditToClient( ent->client, -(short)BG_FindPriceForWeapon( weapon ), qfalse ); + } + else if( upgrade != UP_NONE ) + { + //already got this? + if( BG_InventoryContainsUpgrade( upgrade, ent->client->ps.stats ) ) + { + G_TriggerMenu( ent->client->ps.clientNum, MN_H_ITEMHELD ); + return; + } + + //can afford this? + if( BG_FindPriceForUpgrade( upgrade ) > (short)ent->client->ps.persistant[ PERS_CREDIT ] ) + { + G_TriggerMenu( ent->client->ps.clientNum, MN_H_NOFUNDS ); + return; + } + + //have space to carry this? + if( BG_FindSlotsForUpgrade( upgrade ) & ent->client->ps.stats[ STAT_SLOTS ] ) + { + G_TriggerMenu( ent->client->ps.clientNum, MN_H_NOSLOTS ); + return; + } + + if( BG_FindTeamForUpgrade( upgrade ) != WUT_HUMANS ) + { + //shouldn't need a fancy dialog + G_SendCommandFromServer( ent-g_entities, va( "print \"You can't buy alien items\n\"" ) ); + return; + } + + //are we /allowed/ to buy this? + if( !BG_FindPurchasableForUpgrade( upgrade ) ) + { + G_SendCommandFromServer( ent-g_entities, va( "print \"You can't buy this item\n\"" ) ); + return; + } + + //are we /allowed/ to buy this? + if( !BG_FindStagesForUpgrade( upgrade, g_humanStage.integer ) || !G_UpgradeIsAllowed( upgrade ) ) + { + G_SendCommandFromServer( ent-g_entities, va( "print \"You can't buy this item\n\"" ) ); + return; + } + + if( upgrade == UP_AMMO ) + G_GiveClientMaxAmmo( ent, buyingEnergyAmmo ); + else + { + //add to inventory + BG_AddUpgradeToInventory( upgrade, ent->client->ps.stats ); + } + + if( upgrade == UP_BATTPACK ) + G_GiveClientMaxAmmo( ent, qtrue ); + + //subtract from funds + G_AddCreditToClient( ent->client, -(short)BG_FindPriceForUpgrade( upgrade ), qfalse ); + } + else + { + G_SendCommandFromServer( ent-g_entities, va( "print \"Unknown item\n\"" ) ); + } + + if( trap_Argc( ) >= 2 ) + { + trap_Argv( 2, s, sizeof( s ) ); + + //retrigger the armoury menu + if( !Q_stricmp( s, "retrigger" ) ) + ent->client->retriggerArmouryMenu = level.framenum + RAM_FRAMES; + } + + //update ClientInfo + ClientUserinfoChanged( ent->client->ps.clientNum ); +} + + +/* +================= +Cmd_Sell_f +================= +*/ +void Cmd_Sell_f( gentity_t *ent ) +{ + char s[ MAX_TOKEN_CHARS ]; + int i; + int weapon, upgrade; + + trap_Argv( 1, s, sizeof( s ) ); + + //aliens don't sell stuff + if( ent->client->pers.teamSelection != PTE_HUMANS ) + return; + + //no armoury nearby + if( !G_BuildableRange( ent->client->ps.origin, 100, BA_H_ARMOURY ) ) + { + G_SendCommandFromServer( ent-g_entities, va( "print \"You must be near a powered armoury\n\"" ) ); + return; + } + + weapon = BG_FindWeaponNumForName( s ); + upgrade = BG_FindUpgradeNumForName( s ); + + if( weapon != WP_NONE ) + { + //are we /allowed/ to sell this? + if( !BG_FindPurchasableForWeapon( weapon ) ) + { + G_SendCommandFromServer( ent-g_entities, va( "print \"You can't sell this weapon\n\"" ) ); + return; + } + + //remove weapon if carried + if( BG_InventoryContainsWeapon( weapon, ent->client->ps.stats ) ) + { + //guard against selling the HBUILD weapons exploit + if( ( weapon == WP_HBUILD || weapon == WP_HBUILD2 ) && + ent->client->ps.stats[ STAT_MISC ] > 0 ) + { + G_SendCommandFromServer( ent-g_entities, va( "print \"Cannot sell until build timer expires\n\"" ) ); + return; + } + + BG_RemoveWeaponFromInventory( weapon, ent->client->ps.stats ); + + //add to funds + G_AddCreditToClient( ent->client, (short)BG_FindPriceForWeapon( weapon ), qfalse ); + } + + //if we have this weapon selected, force a new selection + if( weapon == ent->client->ps.weapon ) + G_ForceWeaponChange( ent, WP_NONE ); + } + else if( upgrade != UP_NONE ) + { + //are we /allowed/ to sell this? + if( !BG_FindPurchasableForUpgrade( upgrade ) ) + { + G_SendCommandFromServer( ent-g_entities, va( "print \"You can't sell this item\n\"" ) ); + return; + } + //remove upgrade if carried + if( BG_InventoryContainsUpgrade( upgrade, ent->client->ps.stats ) ) + { + BG_RemoveUpgradeFromInventory( upgrade, ent->client->ps.stats ); + + if( upgrade == UP_BATTPACK ) + G_GiveClientMaxAmmo( ent, qtrue ); + + //add to funds + G_AddCreditToClient( ent->client, (short)BG_FindPriceForUpgrade( upgrade ), qfalse ); + } + } + else if( !Q_stricmp( s, "weapons" ) ) + { + for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ ) + { + //guard against selling the HBUILD weapons exploit + if( ( i == WP_HBUILD || i == WP_HBUILD2 ) && + ent->client->ps.stats[ STAT_MISC ] > 0 ) + { + G_SendCommandFromServer( ent-g_entities, va( "print \"Cannot sell until build timer expires\n\"" ) ); + continue; + } + + if( BG_InventoryContainsWeapon( i, ent->client->ps.stats ) && + BG_FindPurchasableForWeapon( i ) ) + { + BG_RemoveWeaponFromInventory( i, ent->client->ps.stats ); + + //add to funds + G_AddCreditToClient( ent->client, (short)BG_FindPriceForWeapon( i ), qfalse ); + } + + //if we have this weapon selected, force a new selection + if( i == ent->client->ps.weapon ) + G_ForceWeaponChange( ent, WP_NONE ); + } + } + else if( !Q_stricmp( s, "upgrades" ) ) + { + for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ ) + { + //remove upgrade if carried + if( BG_InventoryContainsUpgrade( i, ent->client->ps.stats ) && + BG_FindPurchasableForUpgrade( i ) ) + { + BG_RemoveUpgradeFromInventory( i, ent->client->ps.stats ); + + if( i == UP_BATTPACK ) + { + int j; + + //remove energy + for( j = WP_NONE; j < WP_NUM_WEAPONS; j++ ) + { + if( BG_InventoryContainsWeapon( j, ent->client->ps.stats ) && + BG_FindUsesEnergyForWeapon( j ) && + !BG_FindInfinteAmmoForWeapon( j ) ) + { + BG_PackAmmoArray( j, ent->client->ps.ammo, ent->client->ps.powerups, 0, 0 ); + } + } + } + + //add to funds + G_AddCreditToClient( ent->client, (short)BG_FindPriceForUpgrade( i ), qfalse ); + } + } + } + else + G_SendCommandFromServer( ent-g_entities, va( "print \"Unknown item\n\"" ) ); + + if( trap_Argc( ) >= 2 ) + { + trap_Argv( 2, s, sizeof( s ) ); + + //retrigger the armoury menu + if( !Q_stricmp( s, "retrigger" ) ) + ent->client->retriggerArmouryMenu = level.framenum + RAM_FRAMES; + } + + //update ClientInfo + ClientUserinfoChanged( ent->client->ps.clientNum ); +} + + +/* +================= +Cmd_Build_f +================= +*/ +void Cmd_Build_f( gentity_t *ent ) +{ + char s[ MAX_TOKEN_CHARS ]; + buildable_t buildable; + float dist; + vec3_t origin; + pTeam_t team; + + trap_Argv( 1, s, sizeof( s ) ); + + buildable = BG_FindBuildNumForName( s ); + team = ent->client->ps.stats[ STAT_PTEAM ]; + + if( buildable != BA_NONE && + ( ( 1 << ent->client->ps.weapon ) & BG_FindBuildWeaponForBuildable( buildable ) ) && + !( ent->client->ps.stats[ STAT_STATE ] & SS_INFESTING ) && + !( ent->client->ps.stats[ STAT_STATE ] & SS_HOVELING ) && + G_BuildableIsAllowed( buildable ) && + ( ( team == PTE_ALIENS && BG_FindStagesForBuildable( buildable, g_alienStage.integer ) ) || + ( team == PTE_HUMANS && BG_FindStagesForBuildable( buildable, g_humanStage.integer ) ) ) ) + { + dist = BG_FindBuildDistForClass( ent->client->ps.stats[ STAT_PCLASS ] ); + + //these are the errors displayed when the builder first selects something to use + switch( G_itemFits( ent, buildable, dist, origin ) ) + { + case IBE_NONE: + case IBE_TNODEWARN: + case IBE_RPTWARN: + case IBE_RPTWARN2: + case IBE_SPWNWARN: + case IBE_NOROOM: + case IBE_NORMAL: + case IBE_HOVELEXIT: + ent->client->ps.stats[ STAT_BUILDABLE ] = ( buildable | SB_VALID_TOGGLEBIT ); + break; + + case IBE_NOASSERT: + G_TriggerMenu( ent->client->ps.clientNum, MN_A_NOASSERT ); + break; + + case IBE_NOOVERMIND: + G_TriggerMenu( ent->client->ps.clientNum, MN_A_NOOVMND ); + break; + + case IBE_OVERMIND: + G_TriggerMenu( ent->client->ps.clientNum, MN_A_OVERMIND ); + break; + + case IBE_REACTOR: + G_TriggerMenu( ent->client->ps.clientNum, MN_H_REACTOR ); + break; + + case IBE_REPEATER: + G_TriggerMenu( ent->client->ps.clientNum, MN_H_REPEATER ); + break; + + case IBE_NOPOWER: + G_TriggerMenu( ent->client->ps.clientNum, MN_H_NOPOWER ); + break; + + case IBE_NOCREEP: + G_TriggerMenu( ent->client->ps.clientNum, MN_A_NOCREEP ); + break; + + case IBE_NODCC: + G_TriggerMenu( ent->client->ps.clientNum, MN_H_NODCC ); + break; + + default: + break; + } + } + else + G_SendCommandFromServer( ent-g_entities, va( "print \"Cannot build this item\n\"" ) ); +} + + +/* +================= +Cmd_Boost_f +================= +*/ +void Cmd_Boost_f( gentity_t *ent ) +{ + if( BG_InventoryContainsUpgrade( UP_JETPACK, ent->client->ps.stats ) && + BG_UpgradeIsActive( UP_JETPACK, ent->client->ps.stats ) ) + return; + + if( ent->client->pers.cmd.buttons & BUTTON_WALKING ) + return; + + if( ( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) && + ( ent->client->ps.stats[ STAT_STAMINA ] > 0 ) ) + ent->client->ps.stats[ STAT_STATE ] |= SS_SPEEDBOOST; +} + +/* +================= +Cmd_Reload_f +================= +*/ +void Cmd_Reload_f( gentity_t *ent ) +{ + if( ent->client->ps.weaponstate != WEAPON_RELOADING ) + ent->client->ps.pm_flags |= PMF_WEAPON_RELOAD; +} + +/* +================= +G_StopFollowing + +If the client being followed leaves the game, or you just want to drop +to free floating spectator mode +================= +*/ +void G_StopFollowing( gentity_t *ent ) +{ + ent->client->ps.persistant[ PERS_TEAM ] = TEAM_SPECTATOR; + ent->client->sess.sessionTeam = TEAM_SPECTATOR; + ent->client->sess.spectatorState = SPECTATOR_FREE; + ent->client->sess.spectatorClient = -1; + ent->client->ps.pm_flags &= ~PMF_FOLLOW; + ent->client->ps.stats[ STAT_PTEAM ] = PTE_NONE; + + ent->client->ps.stats[ STAT_STATE ] &= ~SS_WALLCLIMBING; + ent->client->ps.stats[ STAT_STATE ] &= ~SS_WALLCLIMBINGCEILING; + ent->client->ps.eFlags &= ~EF_WALLCLIMB; + ent->client->ps.viewangles[ PITCH ] = 0.0f; + + ent->r.svFlags &= ~SVF_BOT; + ent->client->ps.clientNum = ent - g_entities; + + CalculateRanks( ); +} + +/* +================= +G_FollowNewClient + +This was a really nice, elegant function. Then I fucked it up. +================= +*/ +qboolean G_FollowNewClient( gentity_t *ent, int dir ) +{ + int clientnum = ent->client->sess.spectatorClient; + int original = clientnum; + qboolean selectAny = qfalse; + + if( dir > 1 ) + dir = 1; + else if( dir < -1 ) + dir = -1; + else if( dir == 0 ) + return qtrue; + + if( ent->client->sess.sessionTeam != TEAM_SPECTATOR ) + return qfalse; + + // select any if no target exists + if( clientnum < 0 || clientnum >= level.maxclients ) + { + clientnum = original = 0; + selectAny = qtrue; + } + + do + { + clientnum += dir; + + if( clientnum >= level.maxclients ) + clientnum = 0; + + if( clientnum < 0 ) + clientnum = level.maxclients - 1; + + // avoid selecting existing follow target + if( clientnum == original && !selectAny ) + continue; //effectively break; + + // can't follow self + if( &level.clients[ clientnum ] == ent->client ) + continue; + + // can only follow connected clients + if( level.clients[ clientnum ].pers.connected != CON_CONNECTED ) + continue; + + // can't follow another spectator + if( level.clients[ clientnum ].sess.sessionTeam == TEAM_SPECTATOR ) + continue; + + // this is good, we can use it + ent->client->sess.spectatorClient = clientnum; + ent->client->sess.spectatorState = SPECTATOR_FOLLOW; + return qtrue; + + } while( clientnum != original ); + + return qfalse; +} + +/* +================= +Cmd_Follow_f +================= +*/ +void Cmd_Follow_f( gentity_t *ent, qboolean toggle ) +{ + int i; + char arg[ MAX_TOKEN_CHARS ]; + + if( trap_Argc( ) != 2 || toggle ) + { + if( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) + G_StopFollowing( ent ); + else if( ent->client->sess.spectatorState == SPECTATOR_FREE ) + G_FollowNewClient( ent, 1 ); + } + else if( ent->client->sess.spectatorState == SPECTATOR_FREE ) + { + trap_Argv( 1, arg, sizeof( arg ) ); + i = G_ClientNumberFromString( ent, arg ); + + if( i == -1 ) + return; + + // can't follow self + if( &level.clients[ i ] == ent->client ) + return; + + // can't follow another spectator + if( level.clients[ i ].sess.sessionTeam == TEAM_SPECTATOR ) + return; + + // first set them to spectator + if( ent->client->sess.sessionTeam != TEAM_SPECTATOR ) + return; + + ent->client->sess.spectatorState = SPECTATOR_FOLLOW; + ent->client->sess.spectatorClient = i; + } +} + +/* +================= +Cmd_FollowCycle_f +================= +*/ +void Cmd_FollowCycle_f( gentity_t *ent, int dir ) +{ + // won't work unless spectating + if( ent->client->sess.spectatorState == SPECTATOR_NOT ) + return; + + if( dir != 1 && dir != -1 ) + G_Error( "Cmd_FollowCycle_f: bad dir %i", dir ); + + G_FollowNewClient( ent, dir ); +} + +/* +================= +Cmd_PTRCVerify_f + +Check a PTR code is valid +================= +*/ +void Cmd_PTRCVerify_f( gentity_t *ent ) +{ + connectionRecord_t *connection; + char s[ MAX_TOKEN_CHARS ] = { 0 }; + int code; + + trap_Argv( 1, s, sizeof( s ) ); + + if( !strlen( s ) ) + return; + + code = atoi( s ); + + if( G_VerifyPTRC( code ) ) + { + connection = G_FindConnectionForCode( code ); + + // valid code + if( connection->clientTeam != PTE_NONE ) + G_SendCommandFromServer( ent->client->ps.clientNum, "ptrcconfirm" ); + + // restore mapping + ent->client->pers.connection = connection; + } + else + { + // invalid code -- generate a new one + connection = G_GenerateNewConnection( ent->client ); + + if( connection ) + { + G_SendCommandFromServer( ent->client->ps.clientNum, + va( "ptrcissue %d", connection->ptrCode ) ); + } + } +} + +/* +================= +Cmd_PTRCRestore_f + +Restore against a PTR code +================= +*/ +void Cmd_PTRCRestore_f( gentity_t *ent ) +{ + char s[ MAX_TOKEN_CHARS ] = { 0 }; + int code; + connectionRecord_t *connection; + + trap_Argv( 1, s, sizeof( s ) ); + + if( !strlen( s ) ) + return; + + code = atoi( s ); + + if( G_VerifyPTRC( code ) ) + { + if( ent->client->pers.joinedATeam ) + { + G_SendCommandFromServer( ent - g_entities, + "print \"You cannot use a PTR code after joining a team\n\"" ); + } + else + { + // valid code + connection = G_FindConnectionForCode( code ); + + if( connection ) + { + // set the correct team + G_ChangeTeam( ent, connection->clientTeam ); + + // set the correct credit + ent->client->ps.persistant[ PERS_CREDIT ] = 0; + G_AddCreditToClient( ent->client, connection->clientCredit, qtrue ); + } + } + } + else + { + G_SendCommandFromServer( ent - g_entities, + va( "print \"\"%d\" is not a valid PTR code\n\"", code ) ); + } +} + +/* +================= +Cmd_Test_f +================= +*/ +void Cmd_Test_f( gentity_t *ent ) +{ + if( !CheatsOk( ent ) ) + return; + +/* ent->client->ps.stats[ STAT_STATE ] |= SS_POISONCLOUDED; + ent->client->lastPoisonCloudedTime = level.time; + ent->client->lastPoisonCloudedClient = ent; + G_SendCommandFromServer( ent->client->ps.clientNum, "poisoncloud" );*/ + +/* ent->client->ps.stats[ STAT_STATE ] |= SS_POISONED; + ent->client->lastPoisonTime = level.time; + ent->client->lastPoisonClient = ent;*/ +} + + +/* +================= +ClientCommand +================= +*/ +void ClientCommand( int clientNum ) +{ + gentity_t *ent; + char cmd[ MAX_TOKEN_CHARS ]; + + ent = g_entities + clientNum; + if( !ent->client ) + return; // not fully in game yet + + trap_Argv( 0, cmd, sizeof( cmd ) ); + + if( Q_stricmp( cmd, "say" ) == 0 ) + { + Cmd_Say_f( ent, SAY_ALL, qfalse ); + return; + } + + if( Q_stricmp( cmd, "say_team" ) == 0 ) + { + Cmd_Say_f( ent, SAY_TEAM, qfalse ); + return; + } + + if( Q_stricmp( cmd, "tell" ) == 0 ) + { + Cmd_Tell_f( ent ); + return; + } + + if( Q_stricmp( cmd, "score" ) == 0 ) + { + Cmd_Score_f( ent ); + return; + } + + // ignore all other commands when at intermission + if( level.intermissiontime ) + return; + + 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, "kill" ) == 0 ) + Cmd_Kill_f( ent ); + else if( Q_stricmp( cmd, "levelshot" ) == 0 ) + Cmd_LevelShot_f( ent ); + else if( Q_stricmp( cmd, "team" ) == 0 ) + Cmd_Team_f( ent ); + else if( Q_stricmp( cmd, "class" ) == 0 ) + Cmd_Class_f( ent ); + else if( Q_stricmp( cmd, "build" ) == 0 ) + Cmd_Build_f( ent ); + else if( Q_stricmp( cmd, "buy" ) == 0 ) + Cmd_Buy_f( ent ); + else if( Q_stricmp( cmd, "sell" ) == 0 ) + Cmd_Sell_f( ent ); + else if( Q_stricmp( cmd, "itemact" ) == 0 ) + Cmd_ActivateItem_f( ent ); + else if( Q_stricmp( cmd, "itemdeact" ) == 0 ) + Cmd_DeActivateItem_f( ent ); + else if( Q_stricmp( cmd, "itemtoggle" ) == 0 ) + Cmd_ToggleItem_f( ent ); + else if( Q_stricmp( cmd, "destroy" ) == 0 ) + Cmd_Destroy_f( ent, qfalse ); + else if( Q_stricmp( cmd, "deconstruct" ) == 0 ) + Cmd_Destroy_f( ent, qtrue ); + else if( Q_stricmp( cmd, "reload" ) == 0 ) + Cmd_Reload_f( ent ); + else if( Q_stricmp( cmd, "boost" ) == 0 ) + Cmd_Boost_f( ent ); + else if( Q_stricmp( cmd, "where" ) == 0 ) + Cmd_Where_f( ent ); + else if( Q_stricmp( cmd, "callvote" ) == 0 ) + Cmd_CallVote_f( ent ); + else if( Q_stricmp( cmd, "vote" ) == 0 ) + Cmd_Vote_f( ent ); + else if( Q_stricmp( cmd, "callteamvote" ) == 0 ) + Cmd_CallTeamVote_f( ent ); + else if( Q_stricmp( cmd, "follow" ) == 0 ) + Cmd_Follow_f( ent, qfalse ); + else if( Q_stricmp (cmd, "follownext") == 0) + Cmd_FollowCycle_f( ent, 1 ); + else if( Q_stricmp( cmd, "followprev" ) == 0 ) + Cmd_FollowCycle_f( ent, -1 ); + else if( Q_stricmp( cmd, "teamvote" ) == 0 ) + Cmd_TeamVote_f( ent ); + else if( Q_stricmp( cmd, "setviewpos" ) == 0 ) + Cmd_SetViewpos_f( ent ); + else if( Q_stricmp( cmd, "ptrcverify" ) == 0 ) + Cmd_PTRCVerify_f( ent ); + else if( Q_stricmp( cmd, "ptrcrestore" ) == 0 ) + Cmd_PTRCRestore_f( ent ); + else if( Q_stricmp( cmd, "test" ) == 0 ) + Cmd_Test_f( ent ); + else + G_SendCommandFromServer( clientNum, va( "print \"unknown cmd %s\n\"", cmd ) ); +} diff --git a/src/game/g_combat.c b/src/game/g_combat.c new file mode 100644 index 00000000..d98f74c3 --- /dev/null +++ b/src/game/g_combat.c @@ -0,0 +1,1322 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// g_combat.c + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +#include "g_local.h" + +damageRegion_t g_damageRegions[ PCL_NUM_CLASSES ][ MAX_LOCDAMAGE_REGIONS ]; +int g_numDamageRegions[ PCL_NUM_CLASSES ]; + +armourRegion_t g_armourRegions[ UP_NUM_UPGRADES ][ MAX_ARMOUR_REGIONS ]; +int g_numArmourRegions[ UP_NUM_UPGRADES ]; + +/* +============ +AddScore + +Adds score to both the client and his team +============ +*/ +void AddScore( gentity_t *ent, int score ) +{ + if( !ent->client ) + return; + + // no scoring during pre-match warmup + if( level.warmupTime ) + return; + + ent->client->ps.persistant[ PERS_SCORE ] += score; + CalculateRanks( ); +} + +/* +================== +LookAtKiller +================== +*/ +void LookAtKiller( gentity_t *self, gentity_t *inflictor, gentity_t *attacker ) +{ + vec3_t dir; + + if ( attacker && attacker != self ) + VectorSubtract( attacker->s.pos.trBase, self->s.pos.trBase, dir ); + else if( inflictor && inflictor != self ) + VectorSubtract( inflictor->s.pos.trBase, self->s.pos.trBase, dir ); + else + { + self->client->ps.stats[ STAT_VIEWLOCK ] = self->s.angles[ YAW ]; + return; + } + + self->client->ps.stats[ STAT_VIEWLOCK ] = vectoyaw( dir ); +} + +// these are just for logging, the client prints its own messages +char *modNames[ ] = +{ + "MOD_UNKNOWN", + "MOD_SHOTGUN", + "MOD_BLASTER", + "MOD_PAINSAW", + "MOD_MACHINEGUN", + "MOD_CHAINGUN", + "MOD_PRIFLE", + "MOD_MDRIVER", + "MOD_LASGUN", + "MOD_LCANNON", + "MOD_LCANNON_SPLASH", + "MOD_FLAMER", + "MOD_FLAMER_SPLASH", + "MOD_GRENADE", + "MOD_WATER", + "MOD_SLIME", + "MOD_LAVA", + "MOD_CRUSH", + "MOD_TELEFRAG", + "MOD_FALLING", + "MOD_SUICIDE", + "MOD_TARGET_LASER", + "MOD_TRIGGER_HURT", + + "MOD_ABUILDER_CLAW", + "MOD_LEVEL0_BITE", + "MOD_LEVEL1_CLAW", + "MOD_LEVEL1_PCLOUD", + "MOD_LEVEL3_CLAW", + "MOD_LEVEL3_POUNCE", + "MOD_LEVEL3_BOUNCEBALL", + "MOD_LEVEL2_CLAW", + "MOD_LEVEL2_ZAP", + "MOD_LEVEL4_CLAW", + "MOD_LEVEL4_CHARGE", + + "MOD_SLOWBLOB", + "MOD_POISON", + "MOD_SWARM", + + "MOD_HSPAWN", + "MOD_TESLAGEN", + "MOD_MGTURRET", + "MOD_REACTOR", + + "MOD_ASPAWN", + "MOD_ATUBE", + "MOD_OVERMIND" +}; + +/* +================== +player_die +================== +*/ +void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) +{ + gentity_t *ent; + int anim; + int killer; + int i, j; + char *killerName, *obit; + float totalDamage = 0.0f; + gentity_t *player; + + + if( self->client->ps.pm_type == PM_DEAD ) + return; + + if( level.intermissiontime ) + return; + + // stop any following clients + for( i = 0; i < level.maxclients; i++ ) + { + if( level.clients[ i ].sess.sessionTeam == TEAM_SPECTATOR && + level.clients[ i ].sess.spectatorState == SPECTATOR_FOLLOW && + level.clients[ i ].sess.spectatorClient == self->client->ps.clientNum ) + { + if( !G_FollowNewClient( &g_entities[ i ], 1 ) ) + G_StopFollowing( &g_entities[ i ] ); + } + } + + self->client->ps.pm_type = PM_DEAD; + self->suicideTime = 0; + + if( attacker ) + { + killer = attacker->s.number; + + if( attacker->client ) + killerName = attacker->client->pers.netname; + else + killerName = "<non-client>"; + } + else + { + killer = ENTITYNUM_WORLD; + killerName = "<world>"; + } + + if( killer < 0 || killer >= MAX_CLIENTS ) + { + killer = ENTITYNUM_WORLD; + killerName = "<world>"; + } + + if( meansOfDeath < 0 || meansOfDeath >= sizeof( modNames ) / sizeof( modNames[0] ) ) + obit = "<bad obituary>"; + else + obit = modNames[ meansOfDeath ]; + + G_LogPrintf("Kill: %i %i %i: %s killed %s by %s\n", + killer, self->s.number, meansOfDeath, killerName, + self->client->pers.netname, obit ); + + //TA: close any menus the client has open + G_CloseMenus( self->client->ps.clientNum ); + + //TA: deactivate all upgrades + for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ ) + BG_DeactivateUpgrade( i, self->client->ps.stats ); + + // broadcast the death event to everyone + ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY ); + ent->s.eventParm = meansOfDeath; + ent->s.otherEntityNum = self->s.number; + ent->s.otherEntityNum2 = killer; + ent->r.svFlags = SVF_BROADCAST; // send to everyone + + self->enemy = attacker; + + self->client->ps.persistant[ PERS_KILLED ]++; + + if( attacker && attacker->client ) + { + attacker->client->lastkilled_client = self->s.number; + + if( attacker == self || OnSameTeam( self, attacker ) ) + { + AddScore( attacker, -1 ); + + //punish team kills and suicides + if( attacker->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + G_AddCreditToClient( attacker->client, -1, qtrue ); + else if( attacker->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + G_AddCreditToClient( attacker->client, -ASPAWN_VALUE, qtrue ); + } + else + { + AddScore( attacker, 1 ); + + attacker->client->lastKillTime = level.time; + } + } + else if( attacker->s.eType != ET_BUILDABLE ) + AddScore( self, -1 ); + + //total up all the damage done by every client + for( i = 0; i < MAX_CLIENTS; i++ ) + totalDamage += (float)self->credits[ i ]; + + // if players did more than DAMAGE_FRACTION_FOR_KILL increment the stage counters + if( totalDamage >= ( self->client->ps.stats[ STAT_MAX_HEALTH ] * DAMAGE_FRACTION_FOR_KILL ) ) + { + if( self->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + trap_Cvar_Set( "g_alienKills", va( "%d", g_alienKills.integer + 1 ) ); + else if( self->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + trap_Cvar_Set( "g_humanKills", va( "%d", g_humanKills.integer + 1 ) ); + } + + if( totalDamage > 0.0f ) + { + if( self->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + { + //nice simple happy bouncy human land + float classValue = BG_FindValueOfClass( self->client->ps.stats[ STAT_PCLASS ] ); + + for( i = 0; i < MAX_CLIENTS; i++ ) + { + player = g_entities + i; + + if( !player->client ) + continue; + + if( player->client->ps.stats[ STAT_PTEAM ] != PTE_HUMANS ) + continue; + + if( !self->credits[ i ] ) + continue; + + //add credit + G_AddCreditToClient( player->client, + (int)( classValue * ( (float)self->credits[ i ] / totalDamage ) ), qtrue ); + } + } + else if( self->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + //horribly complex nasty alien land + float humanValue = BG_GetValueOfHuman( &self->client->ps ); + int frags; + int unclaimedFrags = (int)humanValue; + + for( i = 0; i < MAX_CLIENTS; i++ ) + { + player = g_entities + i; + + if( !player->client ) + continue; + + if( player->client->ps.stats[ STAT_PTEAM ] != PTE_ALIENS ) + continue; + + //this client did no damage + if( !self->credits[ i ] ) + continue; + + //nothing left to claim + if( !unclaimedFrags ) + break; + + frags = (int)floor( humanValue * ( (float)self->credits[ i ] / totalDamage ) ); + + if( frags > 0 ) + { + //add kills + G_AddCreditToClient( player->client, frags, qtrue ); + + //can't revist this account later + self->credits[ i ] = 0; + + //reduce frags left to be claimed + unclaimedFrags -= frags; + } + } + + //there are frags still to be claimed + if( unclaimedFrags ) + { + //the clients remaining at this point do not + //have enough credit to claim even one frag + //so simply give the top <unclaimedFrags> clients + //a frag each + + for( i = 0; i < unclaimedFrags; i++ ) + { + int maximum = 0; + int topClient = 0; + + for( j = 0; j < MAX_CLIENTS; j++ ) + { + //this client did no damage + if( !self->credits[ j ] ) + continue; + + if( self->credits[ j ] > maximum ) + { + maximum = self->credits[ j ]; + topClient = j; + } + } + + if( maximum > 0 ) + { + player = g_entities + topClient; + + //add kills + G_AddCreditToClient( player->client, 1, qtrue ); + + //can't revist this account again + self->credits[ topClient ] = 0; + } + } + } + } + } + + Cmd_Score_f( self ); // show scores + + // send updated scores to any clients that are following this one, + // or they would get stale scoreboards + for( i = 0 ; i < level.maxclients ; i++ ) + { + gclient_t *client; + + client = &level.clients[ i ]; + if( client->pers.connected != CON_CONNECTED ) + continue; + + if( client->sess.sessionTeam != TEAM_SPECTATOR ) + continue; + + if( client->sess.spectatorClient == self->s.number ) + Cmd_Score_f( g_entities + i ); + } + + self->client->pers.classSelection = PCL_NONE; //TA: reset the classtype + VectorCopy( self->s.origin, self->client->pers.lastDeathLocation ); + + self->takedamage = qfalse; // can still be gibbed + + self->s.weapon = WP_NONE; + self->r.contents = CONTENTS_CORPSE; + + self->s.angles[ PITCH ] = 0; + self->s.angles[ ROLL ] = 0; + self->s.angles[ YAW ] = self->s.apos.trBase[ YAW ]; + LookAtKiller( self, inflictor, attacker ); + + VectorCopy( self->s.angles, self->client->ps.viewangles ); + + self->s.loopSound = 0; + + self->r.maxs[ 2 ] = -8; + + // don't allow respawn until the death anim is done + // g_forcerespawn may force spawning at some later time + self->client->respawnTime = level.time + 1700; + + // remove powerups + memset( self->client->ps.powerups, 0, sizeof( self->client->ps.powerups ) ); + + { + // normal death + static int i; + + if( !( self->client->ps.persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + { + switch( i ) + { + case 0: + anim = BOTH_DEATH1; + break; + case 1: + anim = BOTH_DEATH2; + break; + case 2: + default: + anim = BOTH_DEATH3; + break; + } + } + else + { + switch( i ) + { + case 0: + anim = NSPA_DEATH1; + break; + case 1: + anim = NSPA_DEATH2; + break; + case 2: + default: + anim = NSPA_DEATH3; + break; + } + } + + self->client->ps.legsAnim = + ( ( self->client->ps.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; + + if( !( self->client->ps.persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) + { + self->client->ps.torsoAnim = + ( ( self->client->ps.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; + } + + G_AddEvent( self, EV_DEATH1 + i, killer ); + + // globally cycle through the different death animations + i = ( i + 1 ) % 3; + } + + trap_LinkEntity( self ); +} + + +////////TA: locdamage + +/* +=============== +G_ParseArmourScript +=============== +*/ +void G_ParseArmourScript( char *buf, int upgrade ) +{ + char *token; + int count; + + count = 0; + + while( 1 ) + { + token = COM_Parse( &buf ); + + if( !token[0] ) + break; + + if( strcmp( token, "{" ) ) + { + G_Printf( "Missing { in armour file\n" ); + break; + } + + if( count == MAX_ARMOUR_REGIONS ) + { + G_Printf( "Max armour regions exceeded in locdamage file\n" ); + break; + } + + //default + g_armourRegions[ upgrade ][ count ].minHeight = 0.0; + g_armourRegions[ upgrade ][ count ].maxHeight = 1.0; + g_armourRegions[ upgrade ][ count ].minAngle = 0; + g_armourRegions[ upgrade ][ count ].maxAngle = 360; + g_armourRegions[ upgrade ][ count ].modifier = 1.0; + g_armourRegions[ upgrade ][ count ].crouch = qfalse; + + while( 1 ) + { + token = COM_ParseExt( &buf, qtrue ); + + if( !token[0] ) + { + G_Printf( "Unexpected end of armour file\n" ); + break; + } + + if( !Q_stricmp( token, "}" ) ) + { + break; + } + else if( !strcmp( token, "minHeight" ) ) + { + token = COM_ParseExt( &buf, qfalse ); + + if ( !token[0] ) + strcpy( token, "0" ); + + g_armourRegions[ upgrade ][ count ].minHeight = atof( token ); + } + else if( !strcmp( token, "maxHeight" ) ) + { + token = COM_ParseExt( &buf, qfalse ); + + if ( !token[0] ) + strcpy( token, "100" ); + + g_armourRegions[ upgrade ][ count ].maxHeight = atof( token ); + } + else if( !strcmp( token, "minAngle" ) ) + { + token = COM_ParseExt( &buf, qfalse ); + + if ( !token[0] ) + strcpy( token, "0" ); + + g_armourRegions[ upgrade ][ count ].minAngle = atoi( token ); + } + else if( !strcmp( token, "maxAngle" ) ) + { + token = COM_ParseExt( &buf, qfalse ); + + if ( !token[0] ) + strcpy( token, "360" ); + + g_armourRegions[ upgrade ][ count ].maxAngle = atoi( token ); + } + else if( !strcmp( token, "modifier" ) ) + { + token = COM_ParseExt( &buf, qfalse ); + + if ( !token[0] ) + strcpy( token, "1.0" ); + + g_armourRegions[ upgrade ][ count ].modifier = atof( token ); + } + else if( !strcmp( token, "crouch" ) ) + { + g_armourRegions[ upgrade ][ count ].crouch = qtrue; + } + } + + g_numArmourRegions[ upgrade ]++; + count++; + } +} + + +/* +=============== +G_ParseDmgScript +=============== +*/ +void G_ParseDmgScript( char *buf, int class ) +{ + char *token; + int count; + + count = 0; + + while( 1 ) + { + token = COM_Parse( &buf ); + + if( !token[0] ) + break; + + if( strcmp( token, "{" ) ) + { + G_Printf( "Missing { in locdamage file\n" ); + break; + } + + if( count == MAX_LOCDAMAGE_REGIONS ) + { + G_Printf( "Max damage regions exceeded in locdamage file\n" ); + break; + } + + //default + g_damageRegions[ class ][ count ].minHeight = 0.0; + g_damageRegions[ class ][ count ].maxHeight = 1.0; + g_damageRegions[ class ][ count ].minAngle = 0; + g_damageRegions[ class ][ count ].maxAngle = 360; + g_damageRegions[ class ][ count ].modifier = 1.0; + g_damageRegions[ class ][ count ].crouch = qfalse; + + while( 1 ) + { + token = COM_ParseExt( &buf, qtrue ); + + if( !token[0] ) + { + G_Printf( "Unexpected end of locdamage file\n" ); + break; + } + + if( !Q_stricmp( token, "}" ) ) + { + break; + } + else if( !strcmp( token, "minHeight" ) ) + { + token = COM_ParseExt( &buf, qfalse ); + + if ( !token[0] ) + strcpy( token, "0" ); + + g_damageRegions[ class ][ count ].minHeight = atof( token ); + } + else if( !strcmp( token, "maxHeight" ) ) + { + token = COM_ParseExt( &buf, qfalse ); + + if ( !token[0] ) + strcpy( token, "100" ); + + g_damageRegions[ class ][ count ].maxHeight = atof( token ); + } + else if( !strcmp( token, "minAngle" ) ) + { + token = COM_ParseExt( &buf, qfalse ); + + if ( !token[0] ) + strcpy( token, "0" ); + + g_damageRegions[ class ][ count ].minAngle = atoi( token ); + } + else if( !strcmp( token, "maxAngle" ) ) + { + token = COM_ParseExt( &buf, qfalse ); + + if ( !token[0] ) + strcpy( token, "360" ); + + g_damageRegions[ class ][ count ].maxAngle = atoi( token ); + } + else if( !strcmp( token, "modifier" ) ) + { + token = COM_ParseExt( &buf, qfalse ); + + if ( !token[0] ) + strcpy( token, "1.0" ); + + g_damageRegions[ class ][ count ].modifier = atof( token ); + } + else if( !strcmp( token, "crouch" ) ) + { + g_damageRegions[ class ][ count ].crouch = qtrue; + } + } + + g_numDamageRegions[ class ]++; + count++; + } +} + + +/* +============ +G_CalcDamageModifier +============ +*/ +static float G_CalcDamageModifier( vec3_t point, gentity_t *targ, gentity_t *attacker, int class, int dflags ) +{ + vec3_t bulletPath; + vec3_t bulletAngle; + vec3_t pMINUSfloor, floor, normal; + + float clientHeight, hitRelative, hitRatio; + int bulletRotation, clientRotation, hitRotation; + float modifier = 1.0f; + int i, j; + + if( point == NULL ) + return 1.0f; + + clientHeight = targ->r.maxs[ 2 ] - targ->r.mins[ 2 ]; + + if( targ->client->ps.stats[ STAT_STATE ] & SS_WALLCLIMBING ) + VectorCopy( targ->client->ps.grapplePoint, normal ); + else + VectorSet( normal, 0, 0, 1 ); + + VectorMA( targ->r.currentOrigin, targ->r.mins[ 2 ], normal, floor ); + VectorSubtract( point, floor, pMINUSfloor ); + + hitRelative = DotProduct( normal, pMINUSfloor ) / VectorLength( normal ); + + if( hitRelative < 0.0f ) + hitRelative = 0.0f; + + if( hitRelative > clientHeight ) + hitRelative = clientHeight; + + hitRatio = hitRelative / clientHeight; + + VectorSubtract( targ->r.currentOrigin, point, bulletPath ); + vectoangles( bulletPath, bulletAngle ); + + clientRotation = targ->client->ps.viewangles[ YAW ]; + bulletRotation = bulletAngle[ YAW ]; + + hitRotation = abs( clientRotation - bulletRotation ); + + hitRotation = hitRotation % 360; // Keep it in the 0-359 range + + if( dflags & DAMAGE_NO_LOCDAMAGE ) + { + for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ ) + { + float totalModifier = 0.0f; + float averageModifier = 1.0f; + + //average all of this upgrade's armour regions together + if( BG_InventoryContainsUpgrade( i, targ->client->ps.stats ) ) + { + for( j = 0; j < g_numArmourRegions[ i ]; j++ ) + totalModifier += g_armourRegions[ i ][ j ].modifier; + + if( g_numArmourRegions[ i ] ) + averageModifier = totalModifier / g_numArmourRegions[ i ]; + else + averageModifier = 1.0f; + } + + modifier *= averageModifier; + } + } + else + { + for( i = 0; i < g_numDamageRegions[ class ]; i++ ) + { + qboolean rotationBound; + + if( g_damageRegions[ class ][ i ].minAngle > + g_damageRegions[ class ][ i ].maxAngle ) + { + rotationBound = ( hitRotation >= g_damageRegions[ class ][ i ].minAngle && + hitRotation <= 360 ) || ( hitRotation >= 0 && + hitRotation <= g_damageRegions[ class ][ i ].maxAngle ); + } + else + { + rotationBound = ( hitRotation >= g_damageRegions[ class ][ i ].minAngle && + hitRotation <= g_damageRegions[ class ][ i ].maxAngle ); + } + + if( rotationBound && + hitRatio >= g_damageRegions[ class ][ i ].minHeight && + hitRatio <= g_damageRegions[ class ][ i ].maxHeight && + ( g_damageRegions[ class ][ i ].crouch == + ( targ->client->ps.pm_flags & PMF_DUCKED ) ) ) + modifier *= g_damageRegions[ class ][ i ].modifier; + } + + for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ ) + { + if( BG_InventoryContainsUpgrade( i, targ->client->ps.stats ) ) + { + for( j = 0; j < g_numArmourRegions[ i ]; j++ ) + { + qboolean rotationBound; + + if( g_armourRegions[ i ][ j ].minAngle > + g_armourRegions[ i ][ j ].maxAngle ) + { + rotationBound = ( hitRotation >= g_armourRegions[ i ][ j ].minAngle && + hitRotation <= 360 ) || ( hitRotation >= 0 && + hitRotation <= g_armourRegions[ i ][ j ].maxAngle ); + } + else + { + rotationBound = ( hitRotation >= g_armourRegions[ i ][ j ].minAngle && + hitRotation <= g_armourRegions[ i ][ j ].maxAngle ); + } + + if( rotationBound && + hitRatio >= g_armourRegions[ i ][ j ].minHeight && + hitRatio <= g_armourRegions[ i ][ j ].maxHeight && + ( g_armourRegions[ i ][ j ].crouch == + ( targ->client->ps.pm_flags & PMF_DUCKED ) ) ) + modifier *= g_armourRegions[ i ][ j ].modifier; + } + } + } + } + + return modifier; +} + + +/* +============ +G_InitDamageLocations +============ +*/ +void G_InitDamageLocations( void ) +{ + char *modelName; + char filename[ MAX_QPATH ]; + int i; + int len; + fileHandle_t fileHandle; + char buffer[ MAX_LOCDAMAGE_TEXT ]; + + for( i = PCL_NONE + 1; i < PCL_NUM_CLASSES; i++ ) + { + modelName = BG_FindModelNameForClass( i ); + Com_sprintf( filename, sizeof( filename ), "models/players/%s/locdamage.cfg", modelName ); + + len = trap_FS_FOpenFile( filename, &fileHandle, FS_READ ); + if ( !fileHandle ) + { + G_Printf( va( S_COLOR_RED "file not found: %s\n", filename ) ); + continue; + } + + if( len >= MAX_LOCDAMAGE_TEXT ) + { + G_Printf( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i", filename, len, MAX_LOCDAMAGE_TEXT ) ); + trap_FS_FCloseFile( fileHandle ); + continue; + } + + trap_FS_Read( buffer, len, fileHandle ); + buffer[len] = 0; + trap_FS_FCloseFile( fileHandle ); + + G_ParseDmgScript( buffer, i ); + } + + for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ ) + { + modelName = BG_FindNameForUpgrade( i ); + Com_sprintf( filename, sizeof( filename ), "armour/%s.armour", modelName ); + + len = trap_FS_FOpenFile( filename, &fileHandle, FS_READ ); + + //no file - no parsage + if ( !fileHandle ) + continue; + + if( len >= MAX_LOCDAMAGE_TEXT ) + { + G_Printf( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i", filename, len, MAX_LOCDAMAGE_TEXT ) ); + trap_FS_FCloseFile( fileHandle ); + continue; + } + + trap_FS_Read( buffer, len, fileHandle ); + buffer[len] = 0; + trap_FS_FCloseFile( fileHandle ); + + G_ParseArmourScript( buffer, i ); + } +} + +////////TA: locdamage + + +/* +============ +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 for knockback +point point at which the damage is being inflicted, used for headshots +damage amount of damage being inflicted +knockback force to be applied against targ as a result of the damage + +inflictor, attacker, dir, and point can be NULL for environmental effects + +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_NO_KNOCKBACK do not affect velocity, just view angles + DAMAGE_NO_PROTECTION kills godmode, armor, everything +============ +*/ + +//TA: team is the team that is immune to this damage +void G_SelectiveDamage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, + vec3_t dir, vec3_t point, int damage, int dflags, int mod, int team ) +{ + if( targ->client && ( team != targ->client->ps.stats[ STAT_PTEAM ] ) ) + G_Damage( targ, inflictor, attacker, dir, point, damage, dflags, mod ); +} + +void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, + vec3_t dir, vec3_t point, int damage, int dflags, int mod ) +{ + gclient_t *client; + int take; + int save; + int asave = 0; + int knockback; + + if( !targ->takedamage ) + return; + + // the intermission has allready been qualified for, so don't + // allow any extra scoring + if( level.intermissionQueued ) + return; + + if( !inflictor ) + inflictor = &g_entities[ ENTITYNUM_WORLD ]; + + if( !attacker ) + attacker = &g_entities[ ENTITYNUM_WORLD ]; + + // shootable doors / buttons don't actually have any health + if( targ->s.eType == ET_MOVER ) + { + if( targ->use && ( targ->moverState == MOVER_POS1 || + targ->moverState == ROTATOR_POS1 ) ) + targ->use( targ, inflictor, attacker ); + + return; + } + + client = targ->client; + + if( client ) + { + if( client->noclip ) + return; + } + + if( !dir ) + dflags |= DAMAGE_NO_KNOCKBACK; + else + VectorNormalize( dir ); + + knockback = damage; + + // silly hack to give norf his knockbacking teslas + if( !strcmp( inflictor->classname, "team_human_tesla" ) ) + knockback *= 4; + + if( targ->client ) + { + knockback = (int)( (float)knockback * + BG_FindKnockbackScaleForClass( targ->client->ps.stats[ STAT_PCLASS ] ) ); + } + + if( knockback > 200 ) + knockback = 200; + + if( targ->flags & FL_NO_KNOCKBACK ) + knockback = 0; + + if( dflags & DAMAGE_NO_KNOCKBACK ) + knockback = 0; + + // figure momentum add, even if the damage won't be taken + if( knockback && targ->client ) + { + vec3_t kvel; + float mass; + + mass = 200; + + VectorScale( dir, g_knockback.value * (float)knockback / mass, kvel ); + VectorAdd( targ->client->ps.velocity, kvel, targ->client->ps.velocity ); + + // set the timer so that the other client can't cancel + // out the movement immediately + if( !targ->client->ps.pm_time ) + { + int t; + + t = knockback * 2; + if( t < 50 ) + t = 50; + + if( t > 200 ) + t = 200; + + targ->client->ps.pm_time = t; + targ->client->ps.pm_flags |= PMF_TIME_KNOCKBACK; + } + } + + // check for completely getting out of the damage + if( !( dflags & DAMAGE_NO_PROTECTION ) ) + { + + // if TF_NO_FRIENDLY_FIRE is set, don't do damage to the target + // if the attacker was on the same team + if( targ != attacker && OnSameTeam( targ, attacker ) ) + { + if( !g_friendlyFire.integer ) + return; + } + + // check for godmode + if ( targ->flags & FL_GODMODE ) + return; + } + + // add to the attacker's hit counter + if( attacker->client && targ != attacker && targ->health > 0 + && targ->s.eType != ET_MISSILE + && targ->s.eType != ET_GENERAL ) + { + if( OnSameTeam( targ, attacker ) ) + attacker->client->ps.persistant[ PERS_HITS ]--; + else + attacker->client->ps.persistant[ PERS_HITS ]++; + } + + take = damage; + save = 0; + + // 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 ) + { + if( attacker ) + client->ps.persistant[ PERS_ATTACKER ] = attacker->s.number; + else + client->ps.persistant[ PERS_ATTACKER ] = ENTITYNUM_WORLD; + + client->damage_armor += asave; + client->damage_blood += take; + client->damage_knockback += knockback; + + if( dir ) + { + VectorCopy ( dir, client->damage_from ); + client->damage_fromWorld = qfalse; + } + else + { + VectorCopy ( targ->r.currentOrigin, client->damage_from ); + client->damage_fromWorld = qtrue; + } + + // set the last client who damaged the target + targ->client->lasthurt_client = attacker->s.number; + targ->client->lasthurt_mod = mod; + take = (int)( (float)take * G_CalcDamageModifier( point, targ, attacker, + client->ps.stats[ STAT_PCLASS ], dflags ) ); + + //if boosted poison every attack + if( attacker->client && attacker->client->ps.stats[ STAT_STATE ] & SS_BOOSTED ) + { + if( !( targ->client->ps.stats[ STAT_STATE ] & SS_POISONED ) && + !BG_InventoryContainsUpgrade( UP_BATTLESUIT, targ->client->ps.stats ) && + mod != MOD_LEVEL2_ZAP && + targ->client->poisonImmunityTime < level.time ) + { + targ->client->ps.stats[ STAT_STATE ] |= SS_POISONED; + targ->client->lastPoisonTime = level.time; + targ->client->lastPoisonClient = attacker; + } + } + } + + if( take < 1 ) + take = 1; + + if( g_debugDamage.integer ) + { + G_Printf( "%i: client:%i health:%i damage:%i armor:%i\n", level.time, targ->s.number, + targ->health, take, asave ); + } + + // do the damage + if( take ) + { + targ->health = targ->health - take; + + if( targ->client ) + targ->client->ps.stats[ STAT_HEALTH ] = targ->health; + + targ->lastDamageTime = level.time; + + //TA: add to the attackers "account" on the target + if( targ->client && attacker->client ) + { + if( attacker != targ && !OnSameTeam( targ, attacker ) ) + targ->credits[ attacker->client->ps.clientNum ] += take; + } + + if( targ->health <= 0 ) + { + if( client ) + targ->flags |= FL_NO_KNOCKBACK; + + if( targ->health < -999 ) + targ->health = -999; + + targ->enemy = attacker; + targ->die( targ, inflictor, attacker, take, mod ); + return; + } + else if( targ->pain ) + targ->pain( targ, attacker, take ); + } +} + + +/* +============ +CanDamage + +Returns qtrue if the inflictor can directly damage the target. Used for +explosions and melee attacks. +============ +*/ +qboolean CanDamage( gentity_t *targ, vec3_t origin ) +{ + vec3_t dest; + trace_t tr; + vec3_t midpoint; + + // use the midpoint of the bounds instead of the origin, because + // bmodels may have their origin is 0,0,0 + VectorAdd( targ->r.absmin, targ->r.absmax, midpoint ); + VectorScale( midpoint, 0.5, midpoint ); + + VectorCopy( midpoint, dest ); + trap_Trace( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID ); + if( tr.fraction == 1.0 || tr.entityNum == targ->s.number ) + return qtrue; + + // this should probably check in the plane of projection, + // rather than in world coordinate, and also include Z + VectorCopy( midpoint, dest ); + dest[ 0 ] += 15.0; + dest[ 1 ] += 15.0; + trap_Trace( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID ); + if( tr.fraction == 1.0 ) + return qtrue; + + VectorCopy( midpoint, dest ); + dest[ 0 ] += 15.0; + dest[ 1 ] -= 15.0; + trap_Trace( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID ); + if( tr.fraction == 1.0 ) + return qtrue; + + VectorCopy( midpoint, dest ); + dest[ 0 ] -= 15.0; + dest[ 1 ] += 15.0; + trap_Trace( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID ); + if( tr.fraction == 1.0 ) + return qtrue; + + VectorCopy( midpoint, dest ); + dest[ 0 ] -= 15.0; + dest[ 1 ] -= 15.0; + trap_Trace( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID ); + if( tr.fraction == 1.0 ) + return qtrue; + + return qfalse; +} + + +//TA: +/* +============ +G_SelectiveRadiusDamage +============ +*/ +qboolean G_SelectiveRadiusDamage( vec3_t origin, gentity_t *attacker, float damage, + float radius, gentity_t *ignore, int mod, int team ) +{ + float points, dist; + gentity_t *ent; + int entityList[ MAX_GENTITIES ]; + int numListedEntities; + vec3_t mins, maxs; + vec3_t v; + vec3_t dir; + int i, e; + qboolean hitClient = qfalse; + + if( radius < 1 ) + radius = 1; + + for( i = 0; i < 3; i++ ) + { + mins[ i ] = origin[ i ] - radius; + maxs[ i ] = origin[ i ] + radius; + } + + numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); + + for( e = 0; e < numListedEntities; e++ ) + { + ent = &g_entities[ entityList[ e ] ]; + + if( ent == ignore ) + continue; + + if( !ent->takedamage ) + continue; + + // find the distance from the edge of the bounding box + for( i = 0 ; i < 3 ; i++ ) + { + if( origin[ i ] < ent->r.absmin[ i ] ) + v[ i ] = ent->r.absmin[ i ] - origin[ i ]; + else if( origin[ i ] > ent->r.absmax[ i ] ) + v[ i ] = origin[ i ] - ent->r.absmax[ i ]; + else + v[ i ] = 0; + } + + dist = VectorLength( v ); + if( dist >= radius ) + continue; + + points = damage * ( 1.0 - dist / radius ); + + if( CanDamage( ent, origin ) ) + { + VectorSubtract( ent->r.currentOrigin, origin, dir ); + // push the center of mass higher than the origin so players + // get knocked into the air more + dir[ 2 ] += 24; + G_SelectiveDamage( ent, NULL, attacker, dir, origin, + (int)points, DAMAGE_RADIUS|DAMAGE_NO_LOCDAMAGE, mod, team ); + } + } + + return hitClient; +} + + +/* +============ +G_RadiusDamage +============ +*/ +qboolean G_RadiusDamage( vec3_t origin, gentity_t *attacker, float damage, + float radius, gentity_t *ignore, int mod ) +{ + float points, dist; + gentity_t *ent; + int entityList[ MAX_GENTITIES ]; + int numListedEntities; + vec3_t mins, maxs; + vec3_t v; + vec3_t dir; + int i, e; + qboolean hitClient = qfalse; + + if( radius < 1 ) + radius = 1; + + for( i = 0; i < 3; i++ ) + { + mins[ i ] = origin[ i ] - radius; + maxs[ i ] = origin[ i ] + radius; + } + + numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); + + for( e = 0; e < numListedEntities; e++ ) + { + ent = &g_entities[ entityList[ e ] ]; + + if( ent == ignore ) + continue; + + if( !ent->takedamage ) + continue; + + // find the distance from the edge of the bounding box + for( i = 0; i < 3; i++ ) + { + if( origin[ i ] < ent->r.absmin[ i ] ) + v[ i ] = ent->r.absmin[ i ] - origin[ i ]; + else if( origin[ i ] > ent->r.absmax[ i ] ) + v[ i ] = origin[ i ] - ent->r.absmax[ i ]; + else + v[ i ] = 0; + } + + dist = VectorLength( v ); + if( dist >= radius ) + continue; + + points = damage * ( 1.0 - dist / radius ); + + if( CanDamage( ent, origin ) ) + { + VectorSubtract( ent->r.currentOrigin, origin, dir ); + // push the center of mass higher than the origin so players + // get knocked into the air more + dir[ 2 ] += 24; + G_Damage( ent, NULL, attacker, dir, origin, + (int)points, DAMAGE_RADIUS|DAMAGE_NO_LOCDAMAGE, mod ); + } + } + + return hitClient; +} diff --git a/src/game/g_local.h b/src/game/g_local.h new file mode 100644 index 00000000..57e1934a --- /dev/null +++ b/src/game/g_local.h @@ -0,0 +1,1139 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// g_local.h -- local definitions for game module + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +#include "q_shared.h" +#include "bg_public.h" +#include "g_public.h" + +//================================================================== + +// the "gameversion" client command will print this plus compile date +#define GAMEVERSION "tremulous" + +#define INFINITE 1000000 + +#define FRAMETIME 100 // msec +#define CARNAGE_REWARD_TIME 3000 +#define REWARD_SPRITE_TIME 2000 + +#define INTERMISSION_DELAY_TIME 1000 +#define SP_INTERMISSION_DELAY_TIME 5000 + +// gentity->flags +#define FL_GODMODE 0x00000010 +#define FL_NOTARGET 0x00000020 +#define FL_TEAMSLAVE 0x00000400 // not the first on the team +#define FL_NO_KNOCKBACK 0x00000800 +#define FL_DROPPED_ITEM 0x00001000 +#define FL_NO_BOTS 0x00002000 // spawn point not for bot use +#define FL_NO_HUMANS 0x00004000 // spawn point just for bots +#define FL_FORCE_GESTURE 0x00008000 // spawn point just for bots + +// movers are things like doors, plats, buttons, etc +typedef enum +{ + MOVER_POS1, + MOVER_POS2, + MOVER_1TO2, + MOVER_2TO1, + + ROTATOR_POS1, + ROTATOR_POS2, + ROTATOR_1TO2, + ROTATOR_2TO1, + + MODEL_POS1, + MODEL_POS2, + MODEL_1TO2, + MODEL_2TO1 +} moverState_t; + +#define SP_PODIUM_MODEL "models/mapobjects/podium/podium4.md3" + +//============================================================================ + +typedef struct gentity_s gentity_t; +typedef struct gclient_s gclient_t; + +struct gentity_s +{ + entityState_t s; // communicated by server to clients + entityShared_t r; // shared by both the server system and game + + // DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER + // EXPECTS THE FIELDS IN THAT ORDER! + //================================ + + struct gclient_s *client; // NULL if not a client + + qboolean inuse; + + char *classname; // set in QuakeEd + int spawnflags; // set in QuakeEd + + qboolean neverFree; // if true, FreeEntity will only unlink + // bodyque uses this + + int flags; // FL_* variables + + char *model; + char *model2; + int freetime; // level.time when the object was freed + + int eventTime; // events will be cleared EVENT_VALID_MSEC after set + qboolean freeAfterEvent; + qboolean unlinkAfterEvent; + + qboolean physicsObject; // if true, it can be pushed by movers and fall off edges + // all game items are physicsObjects, + float physicsBounce; // 1.0 = continuous bounce, 0.0 = no bounce + int clipmask; // brushes with this content value will be collided against + // when moving. items and corpses do not collide against + // players, for instance + + // movers + moverState_t moverState; + int soundPos1; + int sound1to2; + int sound2to1; + int soundPos2; + int soundLoop; + gentity_t *parent; + gentity_t *nextTrain; + gentity_t *prevTrain; + vec3_t pos1, pos2; + float rotatorAngle; + gentity_t *clipBrush; //TA: clipping brush for model doors + + char *message; + + int timestamp; // body queue sinking, etc + + float angle; // set in editor, -1 = up, -2 = down + char *target; + char *targetname; + char *team; + char *targetShaderName; + char *targetShaderNewName; + gentity_t *target_ent; + + float speed; + float lastSpeed; //TA: used by trains that have been restarted + vec3_t movedir; + + //TA: acceleration evaluation + qboolean evaluateAcceleration; + vec3_t oldVelocity; + vec3_t acceleration; + vec3_t oldAccel; + vec3_t jerk; + + int nextthink; + void (*think)( gentity_t *self ); + void (*reached)( gentity_t *self ); // movers call this when hitting endpoint + void (*blocked)( gentity_t *self, gentity_t *other ); + void (*touch)( gentity_t *self, gentity_t *other, trace_t *trace ); + void (*use)( gentity_t *self, gentity_t *other, gentity_t *activator ); + void (*pain)( gentity_t *self, gentity_t *attacker, int damage ); + void (*die)( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ); + + int pain_debounce_time; + int fly_sound_debounce_time; // wind tunnel + int last_move_time; + + int health; + int lastHealth; //TA: currently only used for overmind + + qboolean takedamage; + + int damage; + int splashDamage; // quad will increase this without increasing radius + int splashRadius; + int methodOfDeath; + int splashMethodOfDeath; + int chargeRepeat; + + int count; + + gentity_t *chain; + gentity_t *enemy; + gentity_t *activator; + gentity_t *teamchain; // next entity in team + gentity_t *teammaster; // master of the team + + int watertype; + int waterlevel; + + int noise_index; + + // timing variables + float wait; + float random; + + pTeam_t stageTeam; + stage_t stageStage; + + int biteam; //TA: buildable item team + gentity_t *parentNode; //TA: for creep and defence/spawn dependencies + qboolean active; //TA: for power repeater, but could be useful elsewhere + qboolean powered; //TA: for human buildables + int builtBy; //TA: clientNum of person that built this + gentity_t *dccNode; //TA: controlling dcc + gentity_t *overmindNode;//TA: controlling overmind + qboolean dcced; //TA: controlled by a dcc or not? + qboolean spawned; //TA: whether or not this buildable has finished spawning + int buildTime; //TA: when this buildable was built + int time1000; //TA: timer evaluated every second + int overmindAttackTimer; + int overmindDyingTimer; + int overmindSpawnsTimer; + int nextPhysicsTime; //TA: buildables don't need to check what they're sitting on + // every single frame.. so only do it periodically + int clientSpawnTime; //TA: the time until this spawn can spawn a client + qboolean lev1Grabbed; //TA: for turrets interacting with lev1s + int lev1GrabTime; //TA: for turrets interacting with lev1s + + int credits[ MAX_CLIENTS ]; //TA: human credits for each client + qboolean creditsHash[ MAX_CLIENTS ]; //TA: track who has claimed credit + int killedBy; //TA: clientNum of killer + + gentity_t *targeted; //TA: true if the player is currently a valid target of a turret + vec3_t turretAim; //TA: aim vector for turrets + + vec4_t animation; //TA: animated map objects + + gentity_t *builder; //TA: occupant of this hovel + + qboolean nonSegModel; //TA: this entity uses a nonsegmented player model + + buildable_t bTriggers[ BA_NUM_BUILDABLES ]; //TA: which buildables are triggers + pClass_t cTriggers[ PCL_NUM_CLASSES ]; //TA: which classes are triggers + weapon_t wTriggers[ WP_NUM_WEAPONS ]; //TA: which weapons are triggers + upgrade_t uTriggers[ UP_NUM_UPGRADES ]; //TA: which upgrades are triggers + + int triggerGravity; //TA: gravity for this trigger + + int suicideTime; //TA: when the client will suicide + + int lastDamageTime; +}; + +typedef enum +{ + CON_DISCONNECTED, + CON_CONNECTING, + CON_CONNECTED +} clientConnected_t; + +typedef enum +{ + SPECTATOR_NOT, + SPECTATOR_FREE, + SPECTATOR_LOCKED, + SPECTATOR_FOLLOW, + SPECTATOR_SCOREBOARD +} spectatorState_t; + +typedef enum +{ + TEAM_BEGIN, // Beginning a team game, spawn at base + TEAM_ACTIVE // Now actively playing +} playerTeamStateState_t; + +typedef struct +{ + playerTeamStateState_t state; + + int location; + + int captures; + int basedefense; + int carrierdefense; + int flagrecovery; + int fragcarrier; + int assists; + + float lasthurtcarrier; + float lastreturnedflag; + float flagsince; + float lastfraggedcarrier; +} playerTeamState_t; + +// the auto following clients don't follow a specific client +// number, but instead follow the first two active players +#define FOLLOW_ACTIVE1 -1 +#define FOLLOW_ACTIVE2 -2 + +// client data that stays across multiple levels or tournament restarts +// this is achieved by writing all the data to cvar strings at game shutdown +// time and reading them back at connection time. Anything added here +// MUST be dealt with in G_InitSessionData() / G_ReadSessionData() / G_WriteSessionData() +typedef struct +{ + team_t sessionTeam; + int spectatorTime; // for determining next-in-line to play + spectatorState_t spectatorState; + int spectatorClient; // for chasecam and follow mode + int wins, losses; // tournament stats + qboolean teamLeader; // true when this client is a team leader +} clientSession_t; + +#define MAX_NETNAME 36 +#define MAX_VOTE_COUNT 3 + +// data to store details of clients that have abnormally disconnected +typedef struct connectionRecord_s +{ + int clientNum; + pTeam_t clientTeam; + int clientCredit; + + int ptrCode; +} connectionRecord_t; + +// client data that stays across multiple respawns, but is cleared +// on each level change or team change at ClientBegin() +typedef struct +{ + clientConnected_t connected; + usercmd_t cmd; // we would lose angles if not persistant + qboolean localClient; // true if "ip" info key is "localhost" + qboolean initialSpawn; // the first spawn should be at a cool location + qboolean predictItemPickup; // based on cg_predictItems userinfo + qboolean pmoveFixed; // + char netname[ MAX_NETNAME ]; + int maxHealth; // for handicapping + int enterTime; // level.time the client entered the game + playerTeamState_t teamState; // status in teamplay games + int voteCount; // to prevent people from constantly calling votes + int teamVoteCount; // to prevent people from constantly calling votes + qboolean teamInfo; // send team overlay updates? + + pClass_t classSelection; //TA: player class (copied to ent->client->ps.stats[ STAT_PCLASS ] once spawned) + float evolveHealthFraction; + weapon_t humanItemSelection; //TA: humans have a starting item + pTeam_t teamSelection; //TA: player team (copied to ps.stats[ STAT_PTEAM ]) + + qboolean joinedATeam; //TA: used to tell when a PTR code is valid + connectionRecord_t *connection; + + vec3_t lastDeathLocation; +} clientPersistant_t; + +// this structure is cleared on each ClientSpawn(), +// except for 'client->pers' and 'client->sess' +struct gclient_s +{ + // ps MUST be the first element, because the server expects it + playerState_t ps; // communicated by server to clients + + // the rest of the structure is private to game + clientPersistant_t pers; + clientSession_t sess; + + qboolean readyToExit; // wishes to leave the intermission + + qboolean noclip; + + int lastCmdTime; // level.time of last usercmd_t, for EF_CONNECTION + // we can't just use pers.lastCommand.time, because + // of the g_sycronousclients case + int buttons; + int oldbuttons; + int latched_buttons; + + vec3_t oldOrigin; + + // sum up damage over an entire frame, so + // shotgun blasts give a single big kick + int damage_armor; // damage absorbed by armor + int damage_blood; // damage taken out of health + int damage_knockback; // impact damage + vec3_t damage_from; // origin for vector calculation + qboolean damage_fromWorld; // if true, don't use the damage_from vector + + // + int lastkilled_client;// last client that this client killed + int lasthurt_client; // last client that damaged this client + int lasthurt_mod; // type of damage the client did + + // timers + int respawnTime; // can respawn when time > this, force after g_forcerespwan + int inactivityTime; // kick players when time > this + qboolean inactivityWarning;// qtrue if the five seoond warning has been given + int rewardTime; // clear the EF_AWARD_IMPRESSIVE, etc when time > this + + int airOutTime; + + int lastKillTime; // for multiple kill rewards + + qboolean fireHeld; // used for hook + qboolean fire2Held; // used for alt fire + gentity_t *hook; // grapple hook if out + + int switchTeamTime; // time the player switched teams + + // timeResidual is used to handle events that happen every second + // like health / armor countdowns and regeneration + //TA: two timers, one every 100 msecs, another every sec + int time100; + int time1000; + int time10000; + + char *areabits; + + gentity_t *hovel; //TA: body that is being infested. must be persistant + + int lastPoisonTime; + int poisonImmunityTime; + gentity_t *lastPoisonClient; + int lastPoisonCloudedTime; + gentity_t *lastPoisonCloudedClient; + int grabExpiryTime; + int lastLockTime; + int lastSlowTime; + int lastBoostedTime; + int lastMedKitTime; + int medKitHealthToRestore; + int medKitIncrementTime; + int lastCreepSlowTime; //TA: time until creep can be removed + + int pouncePayload; //TA: amount of damage pounce attack will do + qboolean allowedToPounce; + + qboolean charging; + + vec3_t hovelOrigin; //TA: player origin before entering hovel + + int lastFlameBall; //TA: s.number of the last flame ball fired + +#define RAM_FRAMES 1 //TA: number of frames to wait before retriggering + int retriggerArmouryMenu; //TA: frame number to retrigger the armoury menu +}; + + +typedef struct spawnQueue_s +{ + int clients[ MAX_CLIENTS ]; + + int front, back; +} spawnQueue_t; + +#define QUEUE_PLUS1(x) (((x)+1)%MAX_CLIENTS) +#define QUEUE_MINUS1(x) (((x)+MAX_CLIENTS-1)%MAX_CLIENTS) + +void G_InitSpawnQueue( spawnQueue_t *sq ); +int G_GetSpawnQueueLength( spawnQueue_t *sq ); +int G_PopSpawnQueue( spawnQueue_t *sq ); +int G_PeekSpawnQueue( spawnQueue_t *sq ); +void G_PushSpawnQueue( spawnQueue_t *sq, int clientNum ); +qboolean G_RemoveFromSpawnQueue( spawnQueue_t *sq, int clientNum ); +int G_GetPosInSpawnQueue( spawnQueue_t *sq, int clientNum ); + + +#define MAX_LOCDAMAGE_TEXT 8192 +#define MAX_LOCDAMAGE_REGIONS 16 + +//TA: store locational damage regions +typedef struct damageRegion_s +{ + float minHeight, maxHeight; + int minAngle, maxAngle; + + float modifier; + + qboolean crouch; +} damageRegion_t; + +#define MAX_ARMOUR_TEXT 8192 +#define MAX_ARMOUR_REGIONS 16 + +//TA: store locational armour regions +typedef struct armourRegion_s +{ + float minHeight, maxHeight; + int minAngle, maxAngle; + + float modifier; + + qboolean crouch; +} armourRegion_t; + +// +// this structure is cleared as each map is entered +// +#define MAX_SPAWN_VARS 64 +#define MAX_SPAWN_VARS_CHARS 4096 + +typedef struct +{ + struct gclient_s *clients; // [maxclients] + + struct gentity_s *gentities; + int gentitySize; + int num_entities; // current number, <= MAX_GENTITIES + + int warmupTime; // restart match at this time + + fileHandle_t logFile; + + // store latched cvars here that we want to get at often + int maxclients; + + int framenum; + int time; // in msec + int previousTime; // so movers can back up when blocked + + int startTime; // level.time the map was started + + int teamScores[ TEAM_NUM_TEAMS ]; + int lastTeamLocationTime; // last time of client team location update + + qboolean newSession; // don't use any old session data, because + // we changed gametype + + qboolean restarted; // waiting for a map_restart to fire + + int numConnectedClients; + int numNonSpectatorClients; // includes connecting clients + int numPlayingClients; // connected, non-spectators + int sortedClients[MAX_CLIENTS]; // sorted by score + int follow1, follow2; // clientNums for auto-follow spectators + + int snd_fry; // sound index for standing in lava + + int warmupModificationCount; // for detecting if g_warmup is changed + + // voting state + char voteString[MAX_STRING_CHARS]; + char voteDisplayString[MAX_STRING_CHARS]; + int voteTime; // level.time vote was called + int voteExecuteTime; // time the vote is executed + int voteYes; + int voteNo; + int numVotingClients; // set by CalculateRanks + + // team voting state + char teamVoteString[ 2 ][ MAX_STRING_CHARS ]; + int teamVoteTime[ 2 ]; // level.time vote was called + int teamVoteYes[ 2 ]; + int teamVoteNo[ 2 ]; + int numteamVotingClients[ 2 ]; // set by CalculateRanks + + // spawn variables + qboolean spawning; // the G_Spawn*() functions are valid + int numSpawnVars; + char *spawnVars[ MAX_SPAWN_VARS ][ 2 ]; // key / value pairs + int numSpawnVarChars; + char spawnVarChars[ MAX_SPAWN_VARS_CHARS ]; + + // intermission state + int intermissionQueued; // intermission was qualified, but + // wait INTERMISSION_DELAY_TIME before + // actually going there so the last + // frag can be watched. Disable future + // kills during this delay + int intermissiontime; // time the intermission was started + char *changemap; + qboolean readyToExit; // at least one client wants to exit + int exitTime; + vec3_t intermission_origin; // also used for spectator spawns + vec3_t intermission_angle; + + qboolean locationLinked; // target_locations get linked + gentity_t *locationHead; // head of the location list + + //TA: extra stuff: + int numAlienSpawns; + int numHumanSpawns; + + int numAlienClients; + int numHumanClients; + + float averageNumAlienClients; + int numAlienSamples; + float averageNumHumanClients; + int numHumanSamples; + + int numLiveAlienClients; + int numLiveHumanClients; + + int alienBuildPoints; + int humanBuildPoints; + int humanBuildPointsPowered; + + int bankCredits[ MAX_CLIENTS ]; //global credits storage + + int alienKills; + int humanKills; + + qboolean reactorPresent; + qboolean overmindPresent; + + int humanBaseAttackTimer; + + pTeam_t lastWin; + + spawnQueue_t alienSpawnQueue; + spawnQueue_t humanSpawnQueue; + + int alienStage2Time; + int alienStage3Time; + int humanStage2Time; + int humanStage3Time; + + qboolean uncondAlienWin; + qboolean uncondHumanWin; +} level_locals_t; + +// +// g_spawn.c +// +qboolean G_SpawnString( const char *key, const char *defaultString, char **out ); +// spawn string returns a temporary reference, you must CopyString() if you want to keep it +qboolean G_SpawnFloat( const char *key, const char *defaultString, float *out ); +qboolean G_SpawnInt( const char *key, const char *defaultString, int *out ); +qboolean G_SpawnVector( const char *key, const char *defaultString, float *out ); +void G_SpawnEntitiesFromString( void ); +char *G_NewString( const char *string ); + +// +// g_cmds.c +// +void Cmd_Score_f( gentity_t *ent ); +void G_StopFollowing( gentity_t *ent ); +qboolean G_FollowNewClient( gentity_t *ent, int dir ); +void Cmd_Follow_f( gentity_t *ent, qboolean toggle ); + +// +// g_physics.c +// +void G_Physics( gentity_t *ent, int msec ); + +// +// g_buildable.c +// + +#define MAX_ALIEN_BBOX 25 + +typedef enum +{ + IBE_NONE, + + IBE_NOOVERMIND, + IBE_OVERMIND, + IBE_NOASSERT, + IBE_SPWNWARN, + IBE_NOCREEP, + IBE_HOVEL, + IBE_HOVELEXIT, + + IBE_REACTOR, + IBE_REPEATER, + IBE_TNODEWARN, + IBE_RPTWARN, + IBE_RPTWARN2, + IBE_NOPOWER, + IBE_NODCC, + + IBE_NORMAL, + IBE_NOROOM, + IBE_PERMISSION, + + IBE_MAXERRORS +} itemBuildError_t; + +qboolean AHovel_Blocked( gentity_t *hovel, gentity_t *player, qboolean provideExit ); +gentity_t *G_CheckSpawnPoint( int spawnNum, vec3_t origin, vec3_t normal, + buildable_t spawn, vec3_t spawnOrigin ); + +qboolean G_isPower( vec3_t origin ); +qboolean G_isDCC( void ); +qboolean G_isOvermind( void ); + +void G_BuildableThink( gentity_t *ent, int msec ); +qboolean G_BuildableRange( vec3_t origin, float r, buildable_t buildable ); +itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance, vec3_t origin ); +gentity_t *G_buildItem( gentity_t *builder, buildable_t buildable, vec3_t origin, vec3_t angles ); +qboolean G_ValidateBuild( gentity_t *ent, buildable_t buildable ); +void G_setBuildableAnim( gentity_t *ent, buildableAnimNumber_t anim, qboolean force ); +void G_setIdleBuildableAnim( gentity_t *ent, buildableAnimNumber_t anim ); +void G_SpawnBuildable(gentity_t *ent, buildable_t buildable); +void FinishSpawningBuildable( gentity_t *ent ); + +// +// g_utils.c +// +int G_ParticleSystemIndex( char *name ); +int G_ShaderIndex( char *name ); +int G_ModelIndex( char *name ); +int G_SoundIndex( char *name ); +void G_TeamCommand( pTeam_t team, char *cmd ); +void G_KillBox (gentity_t *ent); +gentity_t *G_Find (gentity_t *from, int fieldofs, const char *match); +gentity_t *G_PickTarget (char *targetname); +void G_UseTargets (gentity_t *ent, gentity_t *activator); +void G_SetMovedir ( vec3_t angles, vec3_t movedir); + +void G_InitGentity( gentity_t *e ); +gentity_t *G_Spawn( void ); +gentity_t *G_TempEntity( vec3_t origin, int event ); +void G_Sound( gentity_t *ent, int channel, int soundIndex ); +void G_FreeEntity( gentity_t *e ); +qboolean G_EntitiesFree( void ); + +void G_TouchTriggers( gentity_t *ent ); +void G_TouchSolids( gentity_t *ent ); + +float *tv( float x, float y, float z ); +char *vtos( const vec3_t v ); + +float vectoyaw( const vec3_t vec ); + +void G_AddPredictableEvent( gentity_t *ent, int event, int eventParm ); +void G_AddEvent( gentity_t *ent, int event, int eventParm ); +void G_BroadcastEvent( int event, int eventParm ); +void G_SetOrigin( gentity_t *ent, vec3_t origin ); +void AddRemap(const char *oldShader, const char *newShader, float timeOffset); +const char *BuildShaderStateConfig( void ); + + +#define MAX_QUEUE_COMMANDS 64 //should be MAX_RELIABLE_COMMANDS/server.h + +typedef struct commandQueueElement_s +{ + qboolean used; + struct commandQueueElement_s *next; + char command[ MAX_TOKEN_CHARS ]; +} commandQueueElement_t; + +typedef struct commandQueue_s +{ + int nextCommandTime; //next time that the queue can be popped + + int numElements; + commandQueueElement_t *front; + commandQueueElement_t *back; + + commandQueueElement_t pool[ MAX_QUEUE_COMMANDS ]; +} commandQueue_t; + +qboolean G_ClientIsLagging( gclient_t *client ); +void G_ProcessCommandQueues( void ); +void G_SendCommandFromServer( int clientNum, const char *cmd ); +void G_InitCommandQueue( int clientNum ); + +void G_TriggerMenu( int clientNum, dynMenu_t menu ); +void G_CloseMenus( int clientNum ); + +qboolean G_Visible( gentity_t *ent1, gentity_t *ent2 ); +gentity_t *G_ClosestEnt( vec3_t origin, gentity_t **entities, int numEntities ); + +// +// g_combat.c +// +qboolean CanDamage( gentity_t *targ, vec3_t origin ); +void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, + vec3_t dir, vec3_t point, int damage, int dflags, int mod ); +void G_SelectiveDamage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, vec3_t dir, + vec3_t point, int damage, int dflags, int mod, int team ); +qboolean G_RadiusDamage( vec3_t origin, gentity_t *attacker, float damage, float radius, + gentity_t *ignore, int mod ); +qboolean G_SelectiveRadiusDamage( vec3_t origin, gentity_t *attacker, float damage, float radius, + gentity_t *ignore, int mod, int team ); +void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ); +void AddScore( gentity_t *ent, int score ); + +//TA: +void G_InitDamageLocations( void ); + +// damage flags +#define DAMAGE_RADIUS 0x00000001 // damage was indirect +#define DAMAGE_NO_ARMOR 0x00000002 // armour does not protect from this damage +#define DAMAGE_NO_KNOCKBACK 0x00000004 // do not affect velocity, just view angles +#define DAMAGE_NO_PROTECTION 0x00000008 // armor, shields, invulnerability, and godmode have no effect +#define DAMAGE_NO_LOCDAMAGE 0x00000010 // do not apply locational damage + +// +// g_missile.c +// +void G_RunMissile( gentity_t *ent ); + +gentity_t *fire_flamer( gentity_t *self, vec3_t start, vec3_t aimdir ); +gentity_t *fire_blaster( gentity_t *self, vec3_t start, vec3_t dir ); +gentity_t *fire_pulseRifle( gentity_t *self, vec3_t start, vec3_t dir ); +gentity_t *fire_luciferCannon( gentity_t *self, vec3_t start, vec3_t dir, int damage, int radius ); +gentity_t *fire_lockblob( gentity_t *self, vec3_t start, vec3_t dir ); +gentity_t *fire_paraLockBlob( gentity_t *self, vec3_t start, vec3_t dir ); +gentity_t *fire_slowBlob( gentity_t *self, vec3_t start, vec3_t dir ); +gentity_t *fire_bounceBall( gentity_t *self, vec3_t start, vec3_t dir ); +gentity_t *fire_hive( gentity_t *self, vec3_t start, vec3_t dir ); +gentity_t *launch_grenade( gentity_t *self, vec3_t start, vec3_t dir ); + + +// +// g_mover.c +// +void G_RunMover( gentity_t *ent ); +void Touch_DoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace ); +void manualTriggerSpectator( gentity_t *trigger, gentity_t *player ); + +// +// g_trigger.c +// +void trigger_teleporter_touch( gentity_t *self, gentity_t *other, trace_t *trace ); +void G_Checktrigger_stages( pTeam_t team, stage_t stage ); + + +// +// g_misc.c +// +void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles ); +void ShineTorch( gentity_t *self ); + +// +// g_weapon.c +// + +#define MAX_ZAP_TARGETS LEVEL2_AREAZAP_MAX_TARGETS + +typedef struct zap_s +{ + qboolean used; + + gentity_t *creator; + gentity_t *targets[ MAX_ZAP_TARGETS ]; + int numTargets; + + int timeToLive; + + gentity_t *effectChannel; +} zap_t; + +void G_ForceWeaponChange( gentity_t *ent, weapon_t weapon ); +void G_GiveClientMaxAmmo( gentity_t *ent, qboolean buyingEnergyAmmo ); +void CalcMuzzlePoint( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint ); +void SnapVectorTowards( vec3_t v, vec3_t to ); +qboolean CheckVenomAttack( gentity_t *ent ); +void CheckGrabAttack( gentity_t *ent ); +qboolean CheckPounceAttack( gentity_t *ent ); +void ChargeAttack( gentity_t *ent, gentity_t *victim ); +void G_UpdateZaps( int msec ); + + +// +// g_client.c +// +void G_AddCreditToClient( gclient_t *client, short credit, qboolean cap ); +team_t TeamCount( int ignoreClientNum, int team ); +void SetClientViewAngle( gentity_t *ent, vec3_t angle ); +gentity_t *SelectTremulousSpawnPoint( pTeam_t team, vec3_t preference, vec3_t origin, vec3_t angles ); +gentity_t *SelectSpawnPoint( vec3_t avoidPoint, vec3_t origin, vec3_t angles ); +void SpawnCorpse( gentity_t *ent ); +void respawn( gentity_t *ent ); +void BeginIntermission( void ); +void ClientSpawn( gentity_t *ent, gentity_t *spawn, vec3_t origin, vec3_t angles ); +void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ); +qboolean SpotWouldTelefrag( gentity_t *spot ); + +// +// g_svcmds.c +// +qboolean ConsoleCommand( void ); +void G_ProcessIPBans( void ); +qboolean G_FilterPacket( char *from ); + +// +// g_weapon.c +// +void FireWeapon( gentity_t *ent ); +void FireWeapon2( gentity_t *ent ); +void FireWeapon3( gentity_t *ent ); + +// +// g_cmds.c +// + +// +// g_main.c +// +void ScoreboardMessage( gentity_t *client ); +void MoveClientToIntermission( gentity_t *client ); +void CalculateRanks( void ); +void FindIntermissionPoint( void ); +void G_RunThink( gentity_t *ent ); +void QDECL G_LogPrintf( const char *fmt, ... ); +void SendScoreboardMessageToAllClients( void ); +void QDECL G_Printf( const char *fmt, ... ); +void QDECL G_Error( const char *fmt, ... ); + +qboolean G_WeaponIsAllowed( weapon_t weapon ); +qboolean G_UpgradeIsAllowed( upgrade_t upgrade ); +qboolean G_ClassIsAllowed( pClass_t class ); +qboolean G_BuildableIsAllowed( buildable_t buildable ); + +// +// g_client.c +// +char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot ); +void ClientUserinfoChanged( int clientNum ); +void ClientDisconnect( int clientNum ); +void ClientBegin( int clientNum ); +void ClientCommand( int clientNum ); + +// +// g_active.c +// +void ClientThink( int clientNum ); +void ClientEndFrame( gentity_t *ent ); +void G_RunClient( gentity_t *ent ); + +// +// g_team.c +// +qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 ); +gentity_t *Team_GetLocation( gentity_t *ent ); +qboolean Team_GetLocationMsg( gentity_t *ent, char *loc, int loclen ); +void TeamplayInfoMessage( gentity_t *ent ); +void CheckTeamStatus( void ); + +// +// g_mem.c +// +void *G_Alloc( int size ); +void G_InitMemory( void ); +void G_Free( void *ptr ); +void G_DefragmentMemory( void ); +void Svcmd_GameMem_f( void ); + +// +// g_session.c +// +void G_ReadSessionData( gclient_t *client ); +void G_InitSessionData( gclient_t *client, char *userinfo ); +void G_WriteSessionData( void ); + +// +// g_maprotation.c +// +#define MAX_MAP_ROTATIONS 16 +#define MAX_MAP_ROTATION_MAPS 64 +#define MAX_MAP_COMMANDS 16 +#define MAX_MAP_ROTATION_CONDS 4 + +#define NOT_ROTATING -1 + +typedef enum +{ + MCV_ERR, + MCV_RANDOM, + MCV_NUMCLIENTS, + MCV_LASTWIN +} mapConditionVariable_t; + +typedef enum +{ + MCO_LT, + MCO_EQ, + MCO_GT +} mapConditionOperator_t; + +typedef enum +{ + MCT_ERR, + MCT_MAP, + MCT_ROTATION +} mapConditionType_t; + +typedef struct mapRotationCondition_s +{ + char dest[ MAX_QPATH ]; + + qboolean unconditional; + + mapConditionVariable_t lhs; + mapConditionOperator_t op; + + int numClients; + pTeam_t lastWin; +} mapRotationCondition_t; + +typedef struct mapRotationEntry_s +{ + char name[ MAX_QPATH ]; + + char postCmds[ MAX_QPATH ][ MAX_MAP_COMMANDS ]; + int numCmds; + + mapRotationCondition_t conditions[ MAX_MAP_ROTATION_CONDS ]; + int numConditions; +} mapRotationEntry_t; + +typedef struct mapRotation_s +{ + char name[ MAX_QPATH ]; + + mapRotationEntry_t maps[ MAX_MAP_ROTATION_MAPS ]; + int numMaps; + int currentMap; +} mapRotation_t; + +typedef struct mapRotations_s +{ + mapRotation_t rotations[ MAX_MAP_ROTATIONS ]; + int numRotations; +} mapRotations_t; + +void G_PrintRotations( void ); +qboolean G_AdvanceMapRotation( void ); +qboolean G_StartMapRotation( char *name, qboolean changeMap ); +void G_StopMapRotation( void ); +qboolean G_MapRotationActive( void ); +void G_InitMapRotations( void ); + +// +// g_ptr.c +// +void G_UpdatePTRConnection( gclient_t *client ); +connectionRecord_t *G_GenerateNewConnection( gclient_t *client ); +qboolean G_VerifyPTRC( int code ); +void G_ResetPTRConnections( void ); +connectionRecord_t *G_FindConnectionForCode( int code ); +void G_DeletePTRConnection( connectionRecord_t *connection ); + + +//some maxs +#define MAX_FILEPATH 144 + +extern level_locals_t level; +extern gentity_t g_entities[ MAX_GENTITIES ]; + +#define FOFS(x) ((int)&(((gentity_t *)0)->x)) + +extern vmCvar_t g_dedicated; +extern vmCvar_t g_cheats; +extern vmCvar_t g_maxclients; // allow this many total, including spectators +extern vmCvar_t g_maxGameClients; // allow this many active +extern vmCvar_t g_restarted; +extern vmCvar_t g_minCommandPeriod; + +extern vmCvar_t g_timelimit; +extern vmCvar_t g_suddenDeathTime; +extern vmCvar_t g_friendlyFire; +extern vmCvar_t g_password; +extern vmCvar_t g_needpass; +extern vmCvar_t g_gravity; +extern vmCvar_t g_speed; +extern vmCvar_t g_knockback; +extern vmCvar_t g_quadfactor; +extern vmCvar_t g_forcerespawn; +extern vmCvar_t g_inactivity; +extern vmCvar_t g_debugMove; +extern vmCvar_t g_debugAlloc; +extern vmCvar_t g_debugDamage; +extern vmCvar_t g_weaponRespawn; +extern vmCvar_t g_weaponTeamRespawn; +extern vmCvar_t g_synchronousClients; +extern vmCvar_t g_motd; +extern vmCvar_t g_warmup; +extern vmCvar_t g_doWarmup; +extern vmCvar_t g_blood; +extern vmCvar_t g_allowVote; +extern vmCvar_t g_teamAutoJoin; +extern vmCvar_t g_teamForceBalance; +extern vmCvar_t g_banIPs; +extern vmCvar_t g_filterBan; +extern vmCvar_t g_smoothClients; +extern vmCvar_t pmove_fixed; +extern vmCvar_t pmove_msec; +extern vmCvar_t g_rankings; +extern vmCvar_t g_enableDust; +extern vmCvar_t g_enableBreath; +extern vmCvar_t g_singlePlayer; + +extern vmCvar_t g_humanBuildPoints; +extern vmCvar_t g_alienBuildPoints; +extern vmCvar_t g_humanStage; +extern vmCvar_t g_humanKills; +extern vmCvar_t g_humanMaxStage; +extern vmCvar_t g_humanStage2Threshold; +extern vmCvar_t g_humanStage3Threshold; +extern vmCvar_t g_alienStage; +extern vmCvar_t g_alienKills; +extern vmCvar_t g_alienMaxStage; +extern vmCvar_t g_alienStage2Threshold; +extern vmCvar_t g_alienStage3Threshold; + +extern vmCvar_t g_disabledEquipment; +extern vmCvar_t g_disabledClasses; +extern vmCvar_t g_disabledBuildables; + +extern vmCvar_t g_debugMapRotation; +extern vmCvar_t g_currentMapRotation; +extern vmCvar_t g_currentMap; +extern vmCvar_t g_initialMapRotation; + +void trap_Printf( const char *fmt ); +void trap_Error( const char *fmt ); +int trap_Milliseconds( void ); +int trap_Argc( void ); +void trap_Argv( int n, char *buffer, int bufferLength ); +void trap_Args( char *buffer, int bufferLength ); +int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode ); +void trap_FS_Read( void *buffer, int len, fileHandle_t f ); +void trap_FS_Write( const void *buffer, int len, fileHandle_t f ); +void trap_FS_FCloseFile( fileHandle_t f ); +int trap_FS_GetFileList( const char *path, const char *extension, char *listbuf, int bufsize ); +int trap_FS_Seek( fileHandle_t f, long offset, int origin ); // fsOrigin_t +void trap_SendConsoleCommand( int exec_when, const char *text ); +void trap_Cvar_Register( vmCvar_t *cvar, const char *var_name, const char *value, int flags ); +void trap_Cvar_Update( vmCvar_t *cvar ); +void trap_Cvar_Set( const char *var_name, const char *value ); +int trap_Cvar_VariableIntegerValue( const char *var_name ); +float trap_Cvar_VariableValue( const char *var_name ); +void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize ); +void trap_LocateGameData( gentity_t *gEnts, int numGEntities, int sizeofGEntity_t, + playerState_t *gameClients, int sizeofGameClient ); +void trap_DropClient( int clientNum, const char *reason ); +void trap_SendServerCommand( int clientNum, const char *text ); +void trap_SetConfigstring( int num, const char *string ); +void trap_GetConfigstring( int num, char *buffer, int bufferSize ); +void trap_GetUserinfo( int num, char *buffer, int bufferSize ); +void trap_SetUserinfo( int num, const char *buffer ); +void trap_GetServerinfo( char *buffer, int bufferSize ); +void trap_SetBrushModel( gentity_t *ent, const char *name ); +void trap_Trace( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, + const vec3_t end, int passEntityNum, int contentmask ); +int trap_PointContents( const vec3_t point, int passEntityNum ); +qboolean trap_InPVS( const vec3_t p1, const vec3_t p2 ); +qboolean trap_InPVSIgnorePortals( const vec3_t p1, const vec3_t p2 ); +void trap_AdjustAreaPortalState( gentity_t *ent, qboolean open ); +qboolean trap_AreasConnected( int area1, int area2 ); +void trap_LinkEntity( gentity_t *ent ); +void trap_UnlinkEntity( gentity_t *ent ); +int trap_EntitiesInBox( const vec3_t mins, const vec3_t maxs, int *entityList, int maxcount ); +qboolean trap_EntityContact( const vec3_t mins, const vec3_t maxs, const gentity_t *ent ); +int trap_BotAllocateClient( void ); +void trap_BotFreeClient( int clientNum ); +void trap_GetUsercmd( int clientNum, usercmd_t *cmd ); +qboolean trap_GetEntityToken( char *buffer, int bufferSize ); + +int trap_DebugPolygonCreate(int color, int numPoints, vec3_t *points); +void trap_DebugPolygonDelete(int id); + +void trap_SnapVector( float *v ); + diff --git a/src/game/g_main.c b/src/game/g_main.c new file mode 100644 index 00000000..22ff74f7 --- /dev/null +++ b/src/game/g_main.c @@ -0,0 +1,2207 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +#include "g_local.h" + +level_locals_t level; + +typedef struct +{ + vmCvar_t *vmCvar; + char *cvarName; + char *defaultString; + int cvarFlags; + int modificationCount; // for tracking changes + qboolean trackChange; // track this variable, and announce if changed + qboolean teamShader; // track and if changed, update shader state +} cvarTable_t; + +gentity_t g_entities[ MAX_GENTITIES ]; +gclient_t g_clients[ MAX_CLIENTS ]; + +vmCvar_t g_fraglimit; +vmCvar_t g_timelimit; +vmCvar_t g_suddenDeathTime; +vmCvar_t g_capturelimit; +vmCvar_t g_friendlyFire; +vmCvar_t g_password; +vmCvar_t g_needpass; +vmCvar_t g_maxclients; +vmCvar_t g_maxGameClients; +vmCvar_t g_dedicated; +vmCvar_t g_speed; +vmCvar_t g_gravity; +vmCvar_t g_cheats; +vmCvar_t g_knockback; +vmCvar_t g_quadfactor; +vmCvar_t g_forcerespawn; +vmCvar_t g_inactivity; +vmCvar_t g_debugMove; +vmCvar_t g_debugDamage; +vmCvar_t g_debugAlloc; +vmCvar_t g_weaponRespawn; +vmCvar_t g_weaponTeamRespawn; +vmCvar_t g_motd; +vmCvar_t g_synchronousClients; +vmCvar_t g_warmup; +vmCvar_t g_doWarmup; +vmCvar_t g_restarted; +vmCvar_t g_logFile; +vmCvar_t g_logFileSync; +vmCvar_t g_blood; +vmCvar_t g_podiumDist; +vmCvar_t g_podiumDrop; +vmCvar_t g_allowVote; +vmCvar_t g_teamAutoJoin; +vmCvar_t g_teamForceBalance; +vmCvar_t g_banIPs; +vmCvar_t g_filterBan; +vmCvar_t g_smoothClients; +vmCvar_t pmove_fixed; +vmCvar_t pmove_msec; +vmCvar_t g_rankings; +vmCvar_t g_listEntity; +vmCvar_t g_minCommandPeriod; + +//TA +vmCvar_t g_humanBuildPoints; +vmCvar_t g_alienBuildPoints; +vmCvar_t g_humanStage; +vmCvar_t g_humanKills; +vmCvar_t g_humanMaxStage; +vmCvar_t g_humanStage2Threshold; +vmCvar_t g_humanStage3Threshold; +vmCvar_t g_alienStage; +vmCvar_t g_alienKills; +vmCvar_t g_alienMaxStage; +vmCvar_t g_alienStage2Threshold; +vmCvar_t g_alienStage3Threshold; + +vmCvar_t g_disabledEquipment; +vmCvar_t g_disabledClasses; +vmCvar_t g_disabledBuildables; + +vmCvar_t g_debugMapRotation; +vmCvar_t g_currentMapRotation; +vmCvar_t g_currentMap; +vmCvar_t g_initialMapRotation; + +static cvarTable_t gameCvarTable[ ] = +{ + // don't override the cheat state set by the system + { &g_cheats, "sv_cheats", "", 0, 0, qfalse }, + + // noset vars + { NULL, "gamename", GAMEVERSION , CVAR_SERVERINFO | CVAR_ROM, 0, qfalse }, + { NULL, "gamedate", __DATE__ , CVAR_ROM, 0, qfalse }, + { &g_restarted, "g_restarted", "0", CVAR_ROM, 0, qfalse }, + { NULL, "sv_mapname", "", CVAR_SERVERINFO | CVAR_ROM, 0, qfalse }, + + // latched vars + + { &g_maxclients, "sv_maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE, 0, qfalse }, + { &g_maxGameClients, "g_maxGameClients", "0", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE, 0, qfalse }, + + // change anytime vars + { &g_timelimit, "timelimit", "0", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue }, + { &g_suddenDeathTime, "g_suddenDeathTime", "0", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue }, + + { &g_synchronousClients, "g_synchronousClients", "0", CVAR_SYSTEMINFO, 0, qfalse }, + + { &g_friendlyFire, "g_friendlyFire", "0", CVAR_ARCHIVE, 0, qtrue }, + + { &g_teamAutoJoin, "g_teamAutoJoin", "0", CVAR_ARCHIVE }, + { &g_teamForceBalance, "g_teamForceBalance", "0", CVAR_ARCHIVE }, + + { &g_warmup, "g_warmup", "20", CVAR_ARCHIVE, 0, qtrue }, + { &g_doWarmup, "g_doWarmup", "0", 0, 0, qtrue }, + { &g_logFile, "g_logFile", "games.log", CVAR_ARCHIVE, 0, qfalse }, + { &g_logFileSync, "g_logFileSync", "0", CVAR_ARCHIVE, 0, qfalse }, + + { &g_password, "g_password", "", CVAR_USERINFO, 0, qfalse }, + + { &g_banIPs, "g_banIPs", "", CVAR_ARCHIVE, 0, qfalse }, + { &g_filterBan, "g_filterBan", "1", CVAR_ARCHIVE, 0, qfalse }, + + { &g_needpass, "g_needpass", "0", CVAR_SERVERINFO | CVAR_ROM, 0, qfalse }, + + { &g_dedicated, "dedicated", "0", 0, 0, qfalse }, + + { &g_speed, "g_speed", "320", 0, 0, qtrue }, + { &g_gravity, "g_gravity", "800", 0, 0, qtrue }, + { &g_knockback, "g_knockback", "1000", 0, 0, qtrue }, + { &g_quadfactor, "g_quadfactor", "3", 0, 0, qtrue }, + { &g_weaponRespawn, "g_weaponrespawn", "5", 0, 0, qtrue }, + { &g_weaponTeamRespawn, "g_weaponTeamRespawn", "30", 0, 0, qtrue }, + { &g_forcerespawn, "g_forcerespawn", "20", 0, 0, qtrue }, + { &g_inactivity, "g_inactivity", "0", 0, 0, qtrue }, + { &g_debugMove, "g_debugMove", "0", 0, 0, qfalse }, + { &g_debugDamage, "g_debugDamage", "0", 0, 0, qfalse }, + { &g_debugAlloc, "g_debugAlloc", "0", 0, 0, qfalse }, + { &g_motd, "g_motd", "", 0, 0, qfalse }, + { &g_blood, "com_blood", "1", 0, 0, qfalse }, + + { &g_podiumDist, "g_podiumDist", "80", 0, 0, qfalse }, + { &g_podiumDrop, "g_podiumDrop", "70", 0, 0, qfalse }, + + { &g_allowVote, "g_allowVote", "1", CVAR_ARCHIVE, 0, qfalse }, + { &g_listEntity, "g_listEntity", "0", 0, 0, qfalse }, + { &g_minCommandPeriod, "g_minCommandPeriod", "500", 0, 0, qfalse}, + + { &g_smoothClients, "g_smoothClients", "1", 0, 0, qfalse}, + { &pmove_fixed, "pmove_fixed", "0", CVAR_SYSTEMINFO, 0, qfalse}, + { &pmove_msec, "pmove_msec", "8", CVAR_SYSTEMINFO, 0, qfalse}, + + { &g_humanBuildPoints, "g_humanBuildPoints", "100", 0, 0, qfalse }, + { &g_alienBuildPoints, "g_alienBuildPoints", "100", 0, 0, qfalse }, + { &g_humanStage, "g_humanStage", "0", 0, 0, qfalse }, + { &g_humanKills, "g_humanKills", "0", 0, 0, qfalse }, + { &g_humanMaxStage, "g_humanMaxStage", "2", 0, 0, qfalse }, + { &g_humanStage2Threshold, "g_humanStage2Threshold", "20", 0, 0, qfalse }, + { &g_humanStage3Threshold, "g_humanStage3Threshold", "40", 0, 0, qfalse }, + { &g_alienStage, "g_alienStage", "0", 0, 0, qfalse }, + { &g_alienKills, "g_alienKills", "0", 0, 0, qfalse }, + { &g_alienMaxStage, "g_alienMaxStage", "2", 0, 0, qfalse }, + { &g_alienStage2Threshold, "g_alienStage2Threshold", "20", 0, 0, qfalse }, + { &g_alienStage3Threshold, "g_alienStage3Threshold", "40", 0, 0, qfalse }, + + { &g_disabledEquipment, "g_disabledEquipment", "", CVAR_ROM, 0, qfalse }, + { &g_disabledClasses, "g_disabledClasses", "", CVAR_ROM, 0, qfalse }, + { &g_disabledBuildables, "g_disabledBuildables", "", CVAR_ROM, 0, qfalse }, + + { &g_debugMapRotation, "g_debugMapRotation", "0", 0, 0, qfalse }, + { &g_currentMapRotation, "g_currentMapRotation", "-1", 0, 0, qfalse }, // -1 = NOT_ROTATING + { &g_currentMap, "g_currentMap", "0", 0, 0, qfalse }, + { &g_initialMapRotation, "g_initialMapRotation", "", CVAR_ARCHIVE, 0, qfalse }, + + { &g_rankings, "g_rankings", "0", 0, 0, qfalse} +}; + +static int gameCvarTableSize = sizeof( gameCvarTable ) / sizeof( gameCvarTable[ 0 ] ); + + +void G_InitGame( int levelTime, int randomSeed, int restart ); +void G_RunFrame( int levelTime ); +void G_ShutdownGame( int restart ); +void CheckExitRules( void ); + +void G_CountSpawns( void ); +void G_CalculateBuildPoints( void ); + +/* +================ +vmMain + +This is the only way control passes into the module. +This must be the very first function compiled into the .q3vm file +================ +*/ +long vmMain( long command, long arg0, long arg1, long arg2, long arg3, long arg4, + long arg5, long arg6, long arg7, long arg8, long arg9, + long arg10, long arg11 ) +{ + switch( command ) + { + case GAME_INIT: + G_InitGame( arg0, arg1, arg2 ); + return 0; + + case GAME_SHUTDOWN: + G_ShutdownGame( arg0 ); + return 0; + + case GAME_CLIENT_CONNECT: + return (long)ClientConnect( arg0, arg1, arg2 ); + + case GAME_CLIENT_THINK: + ClientThink( arg0 ); + return 0; + + case GAME_CLIENT_USERINFO_CHANGED: + ClientUserinfoChanged( arg0 ); + return 0; + + case GAME_CLIENT_DISCONNECT: + ClientDisconnect( arg0 ); + return 0; + + case GAME_CLIENT_BEGIN: + ClientBegin( arg0 ); + return 0; + + case GAME_CLIENT_COMMAND: + ClientCommand( arg0 ); + return 0; + + case GAME_RUN_FRAME: + G_RunFrame( arg0 ); + return 0; + + case GAME_CONSOLE_COMMAND: + return ConsoleCommand( ); + } + + return -1; +} + + +void QDECL G_Printf( const char *fmt, ... ) +{ + va_list argptr; + char text[ 1024 ]; + char clientText[ 1048 ]; + + va_start( argptr, fmt ); + vsprintf( text, fmt, argptr ); + va_end( argptr ); + + if( !g_dedicated.integer ) + { + Com_sprintf( clientText, 1048, "gprintf \"%s\"", text ); + G_SendCommandFromServer( -1, clientText ); + } + + trap_Printf( text ); +} + +void QDECL G_Error( const char *fmt, ... ) +{ + va_list argptr; + char text[ 1024 ]; + + va_start( argptr, fmt ); + vsprintf( text, fmt, argptr ); + va_end( argptr ); + + trap_Error( text ); +} + +/* +================ +G_FindTeams + +Chain together all entities with a matching team field. +Entity teams are used for item groups and multi-entity mover groups. + +All but the first will have the FL_TEAMSLAVE flag set and teammaster field set +All but the last will have the teamchain field set to the next one +================ +*/ +void G_FindTeams( void ) +{ + gentity_t *e, *e2; + int i, j; + int c, c2; + + c = 0; + c2 = 0; + + for( i = 1, e = g_entities+i; i < level.num_entities; i++, e++ ) + { + if( !e->inuse ) + continue; + + if( !e->team ) + continue; + + if( e->flags & FL_TEAMSLAVE ) + continue; + + e->teammaster = e; + c++; + c2++; + + for( j = i + 1, e2 = e + 1; j < level.num_entities; j++, e2++ ) + { + if( !e2->inuse ) + continue; + + if( !e2->team ) + continue; + + if( e2->flags & FL_TEAMSLAVE ) + continue; + + if( !strcmp( e->team, e2->team ) ) + { + c2++; + e2->teamchain = e->teamchain; + e->teamchain = e2; + e2->teammaster = e; + e2->flags |= FL_TEAMSLAVE; + + // make sure that targets only point at the master + if( e2->targetname ) + { + e->targetname = e2->targetname; + e2->targetname = NULL; + } + } + } + } + + G_Printf( "%i teams with %i entities\n", c, c2 ); +} + +void G_RemapTeamShaders( ) +{ +} + + +/* +================= +G_RegisterCvars +================= +*/ +void G_RegisterCvars( void ) +{ + int i; + cvarTable_t *cv; + qboolean remapped = qfalse; + + for( i = 0, cv = gameCvarTable; i < gameCvarTableSize; i++, cv++ ) + { + trap_Cvar_Register( cv->vmCvar, cv->cvarName, + cv->defaultString, cv->cvarFlags ); + + if( cv->vmCvar ) + cv->modificationCount = cv->vmCvar->modificationCount; + + if( cv->teamShader ) + remapped = qtrue; + } + + if( remapped ) + G_RemapTeamShaders( ); + + // check some things + level.warmupModificationCount = g_warmup.modificationCount; +} + +/* +================= +G_UpdateCvars +================= +*/ +void G_UpdateCvars( void ) +{ + int i; + cvarTable_t *cv; + qboolean remapped = qfalse; + + for( i = 0, cv = gameCvarTable; i < gameCvarTableSize; i++, cv++ ) + { + if( cv->vmCvar ) + { + trap_Cvar_Update( cv->vmCvar ); + + if( cv->modificationCount != cv->vmCvar->modificationCount ) + { + cv->modificationCount = cv->vmCvar->modificationCount; + + if( cv->trackChange ) + G_SendCommandFromServer( -1, va( "print \"Server: %s changed to %s\n\"", + cv->cvarName, cv->vmCvar->string ) ); + + if( cv->teamShader ) + remapped = qtrue; + } + } + } + + if( remapped ) + G_RemapTeamShaders( ); +} + + +/* +=============== +G_GenerateParticleFileList + +Make a list of particle files for each client to parse since fsr +the client does not have trap_FS_GetFileList +=============== +*/ +static void G_GenerateParticleFileList( void ) +{ + int i, numFiles, fileLen; + char fileList[ MAX_PARTICLE_FILES * MAX_QPATH ]; + char fileName[ MAX_QPATH ]; + char *filePtr; + + numFiles = trap_FS_GetFileList( "scripts", ".particle", fileList, MAX_PARTICLE_FILES * MAX_QPATH ); + filePtr = fileList; + + for( i = 0; i < numFiles; i++, filePtr += fileLen + 1 ) + { + fileLen = strlen( filePtr ); + strcpy( fileName, "scripts/" ); + strcat( fileName, filePtr ); + trap_SetConfigstring( CS_PARTICLE_FILES + i, fileName ); + } +} + +typedef struct gameElements_s +{ + buildable_t buildables[ BA_NUM_BUILDABLES ]; + pClass_t classes[ PCL_NUM_CLASSES ]; + weapon_t weapons[ WP_NUM_WEAPONS ]; + upgrade_t upgrades[ UP_NUM_UPGRADES ]; +} gameElements_t; + +static gameElements_t disabledGameElements; + +/* +============ +G_InitAllowedGameElements +============ +*/ +static void G_InitAllowedGameElements( void ) +{ + BG_ParseCSVEquipmentList( g_disabledEquipment.string, + disabledGameElements.weapons, WP_NUM_WEAPONS, + disabledGameElements.upgrades, UP_NUM_UPGRADES ); + + BG_ParseCSVClassList( g_disabledClasses.string, + disabledGameElements.classes, PCL_NUM_CLASSES ); + + BG_ParseCSVBuildableList( g_disabledBuildables.string, + disabledGameElements.buildables, BA_NUM_BUILDABLES ); +} + +/* +============ +G_WeaponIsAllowed +============ +*/ +qboolean G_WeaponIsAllowed( weapon_t weapon ) +{ + int i; + + for( i = 0; i < WP_NUM_WEAPONS && + disabledGameElements.weapons[ i ] != WP_NONE; i++ ) + { + if( disabledGameElements.weapons[ i ] == weapon ) + return qfalse; + } + + return qtrue; +} + +/* +============ +G_UpgradeIsAllowed +============ +*/ +qboolean G_UpgradeIsAllowed( upgrade_t upgrade ) +{ + int i; + + for( i = 0; i < UP_NUM_UPGRADES && + disabledGameElements.upgrades[ i ] != UP_NONE; i++ ) + { + if( disabledGameElements.upgrades[ i ] == upgrade ) + return qfalse; + } + + return qtrue; +} + +/* +============ +G_ClassIsAllowed +============ +*/ +qboolean G_ClassIsAllowed( pClass_t class ) +{ + int i; + + for( i = 0; i < PCL_NUM_CLASSES && + disabledGameElements.classes[ i ] != PCL_NONE; i++ ) + { + if( disabledGameElements.classes[ i ] == class ) + return qfalse; + } + + return qtrue; +} + +/* +============ +G_BuildableIsAllowed +============ +*/ +qboolean G_BuildableIsAllowed( buildable_t buildable ) +{ + int i; + + for( i = 0; i < BA_NUM_BUILDABLES && + disabledGameElements.buildables[ i ] != BA_NONE; i++ ) + { + if( disabledGameElements.buildables[ i ] == buildable ) + return qfalse; + } + + return qtrue; +} + +/* +============ +G_InitGame + +============ +*/ +void G_InitGame( int levelTime, int randomSeed, int restart ) +{ + int i; + + srand( randomSeed ); + + G_RegisterCvars( ); + + //TA: moved after G_RegisterCvars since G_Printf + // now depends on the value of g_dedicated + G_Printf( "------- Game Initialization -------\n" ); + G_Printf( "gamename: %s\n", GAMEVERSION ); + G_Printf( "gamedate: %s\n", __DATE__ ); + + G_ProcessIPBans( ); + + G_InitMemory( ); + + // set some level globals + memset( &level, 0, sizeof( level ) ); + level.time = levelTime; + level.startTime = levelTime; + + level.snd_fry = G_SoundIndex( "sound/player/fry.wav" ); // FIXME standing in lava / slime + + if( g_logFile.string[ 0 ] ) + { + if( g_logFileSync.integer ) + trap_FS_FOpenFile( g_logFile.string, &level.logFile, FS_APPEND_SYNC ); + else + trap_FS_FOpenFile( g_logFile.string, &level.logFile, FS_APPEND ); + + if( !level.logFile ) + G_Printf( "WARNING: Couldn't open logfile: %s\n", g_logFile.string ); + else + { + char serverinfo[ MAX_INFO_STRING ]; + + trap_GetServerinfo( serverinfo, sizeof( serverinfo ) ); + + G_LogPrintf( "------------------------------------------------------------\n" ); + G_LogPrintf( "InitGame: %s\n", serverinfo ); + } + } + else + G_Printf( "Not logging to disk\n" ); + + // initialize all entities for this game + memset( g_entities, 0, MAX_GENTITIES * sizeof( g_entities[ 0 ] ) ); + level.gentities = g_entities; + + // initialize all clients for this game + level.maxclients = g_maxclients.integer; + memset( g_clients, 0, MAX_CLIENTS * sizeof( g_clients[ 0 ] ) ); + level.clients = g_clients; + + // set client fields on player ents + for( i = 0; i < level.maxclients; i++ ) + g_entities[ i ].client = level.clients + i; + + // always leave room for the max number of clients, + // even if they aren't all used, so numbers inside that + // range are NEVER anything but clients + level.num_entities = MAX_CLIENTS; + + // let the server system know where the entites are + trap_LocateGameData( level.gentities, level.num_entities, sizeof( gentity_t ), + &level.clients[ 0 ].ps, sizeof( level.clients[ 0 ] ) ); + + trap_SetConfigstring( CS_INTERMISSION, "0" ); + + // parse the key/value pairs and spawn gentities + G_SpawnEntitiesFromString( ); + + // the map might disable some things + G_InitAllowedGameElements( ); + + // general initialization + G_FindTeams( ); + + //TA: + BG_InitClassOverrides( ); + BG_InitBuildableOverrides( ); + G_InitDamageLocations( ); + G_GenerateParticleFileList( ); + G_InitMapRotations( ); + G_InitSpawnQueue( &level.alienSpawnQueue ); + G_InitSpawnQueue( &level.humanSpawnQueue ); + + if( g_debugMapRotation.integer ) + G_PrintRotations( ); + + //reset stages + trap_Cvar_Set( "g_alienStage", va( "%d", S1 ) ); + trap_Cvar_Set( "g_humanStage", va( "%d", S1 ) ); + trap_Cvar_Set( "g_alienKills", 0 ); + trap_Cvar_Set( "g_humanKills", 0 ); + + G_Printf( "-----------------------------------\n" ); + + G_RemapTeamShaders( ); + + //TA: so the server counts the spawns without a client attached + G_CountSpawns( ); + + G_ResetPTRConnections( ); +} + + + +/* +================= +G_ShutdownGame +================= +*/ +void G_ShutdownGame( int restart ) +{ + G_Printf( "==== ShutdownGame ====\n" ); + + if( level.logFile ) + { + G_LogPrintf( "ShutdownGame:\n" ); + G_LogPrintf( "------------------------------------------------------------\n" ); + trap_FS_FCloseFile( level.logFile ); + } + + // write all the client session data so we can get it back + G_WriteSessionData( ); +} + + + +//=================================================================== + +void QDECL Com_Error( int level, const char *error, ... ) +{ + va_list argptr; + char text[ 1024 ]; + + va_start( argptr, error ); + vsprintf( text, error, argptr ); + va_end( argptr ); + + G_Error( "%s", text ); +} + +void QDECL Com_Printf( const char *msg, ... ) +{ + va_list argptr; + char text[ 1024 ]; + + va_start( argptr, msg ); + vsprintf( text, msg, argptr ); + va_end( argptr ); + + G_Printf( "%s", text ); +} + +/* +======================================================================== + +PLAYER COUNTING / SCORE SORTING + +======================================================================== +*/ + + +/* +============= +SortRanks + +============= +*/ +int QDECL SortRanks( const void *a, const void *b ) +{ + gclient_t *ca, *cb; + + ca = &level.clients[ *(int *)a ]; + cb = &level.clients[ *(int *)b ]; + + // then sort by score + if( ca->ps.persistant[ PERS_SCORE ] > cb->ps.persistant[ PERS_SCORE ] ) + return -1; + else if( ca->ps.persistant[ PERS_SCORE ] < cb->ps.persistant[ PERS_SCORE ] ) + return 1; + else + return 0; +} + +/* +============ +G_InitSpawnQueue + +Initialise a spawn queue +============ +*/ +void G_InitSpawnQueue( spawnQueue_t *sq ) +{ + int i; + + sq->back = sq->front = 0; + sq->back = QUEUE_MINUS1( sq->back ); + + //0 is a valid clientNum, so use something else + for( i = 0; i < MAX_CLIENTS; i++ ) + sq->clients[ i ] = -1; +} + +/* +============ +G_GetSpawnQueueLength + +Return tha length of a spawn queue +============ +*/ +int G_GetSpawnQueueLength( spawnQueue_t *sq ) +{ + int length = sq->back - sq->front + 1; + + while( length < 0 ) + length += MAX_CLIENTS; + + while( length >= MAX_CLIENTS ) + length -= MAX_CLIENTS; + + return length; +} + +/* +============ +G_PopSpawnQueue + +Remove from front element from a spawn queue +============ +*/ +int G_PopSpawnQueue( spawnQueue_t *sq ) +{ + int clientNum = sq->clients[ sq->front ]; + + if( G_GetSpawnQueueLength( sq ) > 0 ) + { + sq->clients[ sq->front ] = -1; + sq->front = QUEUE_PLUS1( sq->front ); + g_entities[ clientNum ].client->ps.pm_flags &= ~PMF_QUEUED; + + return clientNum; + } + else + return -1; +} + +/* +============ +G_PeekSpawnQueue + +Look at front element from a spawn queue +============ +*/ +int G_PeekSpawnQueue( spawnQueue_t *sq ) +{ + return sq->clients[ sq->front ]; +} + +/* +============ +G_PushSpawnQueue + +Add an element to the back of the spawn queue +============ +*/ +void G_PushSpawnQueue( spawnQueue_t *sq, int clientNum ) +{ + sq->back = QUEUE_PLUS1( sq->back ); + sq->clients[ sq->back ] = clientNum; + + g_entities[ clientNum ].client->ps.pm_flags |= PMF_QUEUED; +} + +/* +============ +G_RemoveFromSpawnQueue + +remove a specific client from a spawn queue +============ +*/ +qboolean G_RemoveFromSpawnQueue( spawnQueue_t *sq, int clientNum ) +{ + int i = sq->front; + + if( G_GetSpawnQueueLength( sq ) ) + { + do + { + if( sq->clients[ i ] == clientNum ) + { + //and this kids is why it would have + //been better to use an LL for internal + //representation + do + { + sq->clients[ i ] = sq->clients[ QUEUE_PLUS1( i ) ]; + + i = QUEUE_PLUS1( i ); + } while( i != QUEUE_PLUS1( sq->back ) ); + + sq->back = QUEUE_MINUS1( sq->back ); + g_entities[ clientNum ].client->ps.pm_flags &= ~PMF_QUEUED; + + return qtrue; + } + + i = QUEUE_PLUS1( i ); + } while( i != QUEUE_PLUS1( sq->back ) ); + } + + return qfalse; +} + +/* +============ +G_GetPosInSpawnQueue + +Get the position of a client in a spawn queue +============ +*/ +int G_GetPosInSpawnQueue( spawnQueue_t *sq, int clientNum ) +{ + int i = sq->front; + + if( G_GetSpawnQueueLength( sq ) ) + { + do + { + if( sq->clients[ i ] == clientNum ) + { + if( i < sq->front ) + return i + MAX_CLIENTS - sq->front; + else + return i - sq->front; + } + + i = QUEUE_PLUS1( i ); + } while( i != QUEUE_PLUS1( sq->back ) ); + } + + return -1; +} + +/* +============ +G_PrintSpawnQueue + +Print the contents of a spawn queue +============ +*/ +void G_PrintSpawnQueue( spawnQueue_t *sq ) +{ + int i = sq->front; + int length = G_GetSpawnQueueLength( sq ); + + G_Printf( "l:%d f:%d b:%d :", length, sq->front, sq->back ); + + if( length > 0 ) + { + do + { + if( sq->clients[ i ] == -1 ) + G_Printf( "*:" ); + else + G_Printf( "%d:", sq->clients[ i ] ); + + i = QUEUE_PLUS1( i ); + } while( i != QUEUE_PLUS1( sq->back ) ); + } + + G_Printf( "\n" ); +} + +/* +============ +G_SpawnClients + +Spawn queued clients +============ +*/ +void G_SpawnClients( pTeam_t team ) +{ + int clientNum; + gentity_t *ent, *spawn; + vec3_t spawn_origin, spawn_angles; + spawnQueue_t *sq = NULL; + int numSpawns = 0; + + if( team == PTE_ALIENS ) + { + sq = &level.alienSpawnQueue; + numSpawns = level.numAlienSpawns; + } + else if( team == PTE_HUMANS ) + { + sq = &level.humanSpawnQueue; + numSpawns = level.numHumanSpawns; + } + + if( G_GetSpawnQueueLength( sq ) > 0 && numSpawns > 0 ) + { + clientNum = G_PeekSpawnQueue( sq ); + ent = &g_entities[ clientNum ]; + + if( ( spawn = SelectTremulousSpawnPoint( team, + ent->client->pers.lastDeathLocation, + spawn_origin, spawn_angles ) ) ) + { + clientNum = G_PopSpawnQueue( sq ); + + if( clientNum < 0 ) + return; + + ent = &g_entities[ clientNum ]; + + ent->client->sess.sessionTeam = TEAM_FREE; + ClientUserinfoChanged( clientNum ); + ClientSpawn( ent, spawn, spawn_origin, spawn_angles ); + } + } +} + +/* +============ +G_CountSpawns + +Counts the number of spawns for each team +============ +*/ +void G_CountSpawns( void ) +{ + int i; + gentity_t *ent; + + level.numAlienSpawns = 0; + level.numHumanSpawns = 0; + + for( i = 1, ent = g_entities + i ; i < level.num_entities ; i++, ent++ ) + { + if( !ent->inuse ) + continue; + + if( ent->s.modelindex == BA_A_SPAWN && ent->health > 0 ) + level.numAlienSpawns++; + + if( ent->s.modelindex == BA_H_SPAWN && ent->health > 0 ) + level.numHumanSpawns++; + } + + //let the client know how many spawns there are + trap_SetConfigstring( CS_SPAWNS, va( "%d %d", + level.numAlienSpawns, level.numHumanSpawns ) ); +} + + +#define PLAYER_COUNT_MOD 5.0f + +/* +============ +G_CalculateBuildPoints + +Recalculate the quantity of building points available to the teams +============ +*/ +void G_CalculateBuildPoints( void ) +{ + int i; + buildable_t buildable; + gentity_t *ent; + int localHTP = g_humanBuildPoints.integer, + localATP = g_alienBuildPoints.integer; + + if( g_suddenDeathTime.integer && !level.warmupTime && + ( level.time - level.startTime >= g_suddenDeathTime.integer * 60000 ) ) + { + localHTP = 0; + localATP = 0; + } + else + { + localHTP = g_humanBuildPoints.integer; + localATP = g_alienBuildPoints.integer; + } + + level.humanBuildPoints = level.humanBuildPointsPowered = localHTP; + level.alienBuildPoints = localATP; + + level.reactorPresent = qfalse; + level.overmindPresent = qfalse; + + for( i = 1, ent = g_entities + i ; i < level.num_entities ; i++, ent++ ) + { + if( !ent->inuse ) + continue; + + if( ent->s.eType != ET_BUILDABLE ) + continue; + + buildable = ent->s.modelindex; + + if( buildable != BA_NONE ) + { + if( buildable == BA_H_REACTOR && ent->spawned && ent->health > 0 ) + level.reactorPresent = qtrue; + + if( buildable == BA_A_OVERMIND && ent->spawned && ent->health > 0 ) + level.overmindPresent = qtrue; + + if( BG_FindTeamForBuildable( buildable ) == BIT_HUMANS ) + { + level.humanBuildPoints -= BG_FindBuildPointsForBuildable( buildable ); + + if( ent->powered ) + level.humanBuildPointsPowered -= BG_FindBuildPointsForBuildable( buildable ); + } + else + { + level.alienBuildPoints -= BG_FindBuildPointsForBuildable( buildable ); + } + } + } + + if( level.humanBuildPoints < 0 ) + { + localHTP -= level.humanBuildPoints; + level.humanBuildPointsPowered -= level.humanBuildPoints; + level.humanBuildPoints = 0; + } + + if( level.alienBuildPoints < 0 ) + { + localATP -= level.alienBuildPoints; + level.alienBuildPoints = 0; + } + + trap_SetConfigstring( CS_BUILDPOINTS, + va( "%d %d %d %d %d", level.alienBuildPoints, + localATP, + level.humanBuildPoints, + localHTP, + level.humanBuildPointsPowered ) ); + + //may as well pump the stages here too + { + float alienPlayerCountMod = level.averageNumAlienClients / PLAYER_COUNT_MOD; + float humanPlayerCountMod = level.averageNumHumanClients / PLAYER_COUNT_MOD; + int alienNextStageThreshold, humanNextStageThreshold; + + if( alienPlayerCountMod < 0.1f ) + alienPlayerCountMod = 0.1f; + + if( humanPlayerCountMod < 0.1f ) + humanPlayerCountMod = 0.1f; + + if( g_alienStage.integer == S1 && g_alienMaxStage.integer > S1 ) + alienNextStageThreshold = (int)( ceil( (float)g_alienStage2Threshold.integer * alienPlayerCountMod ) ); + else if( g_alienStage.integer == S2 && g_alienMaxStage.integer > S2 ) + alienNextStageThreshold = (int)( ceil( (float)g_alienStage3Threshold.integer * alienPlayerCountMod ) ); + else + alienNextStageThreshold = -1; + + if( g_humanStage.integer == S1 && g_humanMaxStage.integer > S1 ) + humanNextStageThreshold = (int)( ceil( (float)g_humanStage2Threshold.integer * humanPlayerCountMod ) ); + else if( g_humanStage.integer == S2 && g_humanMaxStage.integer > S2 ) + humanNextStageThreshold = (int)( ceil( (float)g_humanStage3Threshold.integer * humanPlayerCountMod ) ); + else + humanNextStageThreshold = -1; + + trap_SetConfigstring( CS_STAGES, va( "%d %d %d %d %d %d", + g_alienStage.integer, g_humanStage.integer, + g_alienKills.integer, g_humanKills.integer, + alienNextStageThreshold, humanNextStageThreshold ) ); + } +} + +/* +============ +G_CalculateStages +============ +*/ +void G_CalculateStages( void ) +{ + float alienPlayerCountMod = level.averageNumAlienClients / PLAYER_COUNT_MOD; + float humanPlayerCountMod = level.averageNumHumanClients / PLAYER_COUNT_MOD; + + if( alienPlayerCountMod < 0.1f ) + alienPlayerCountMod = 0.1f; + + if( humanPlayerCountMod < 0.1f ) + humanPlayerCountMod = 0.1f; + + if( g_alienKills.integer >= + (int)( ceil( (float)g_alienStage2Threshold.integer * alienPlayerCountMod ) ) && + g_alienStage.integer == S1 && g_alienMaxStage.integer > S1 ) + { + G_Checktrigger_stages( PTE_ALIENS, S2 ); + trap_Cvar_Set( "g_alienStage", va( "%d", S2 ) ); + level.alienStage2Time = level.time; + } + + if( g_alienKills.integer >= + (int)( ceil( (float)g_alienStage3Threshold.integer * alienPlayerCountMod ) ) && + g_alienStage.integer == S2 && g_alienMaxStage.integer > S2 ) + { + G_Checktrigger_stages( PTE_ALIENS, S3 ); + trap_Cvar_Set( "g_alienStage", va( "%d", S3 ) ); + level.alienStage3Time = level.time; + } + + if( g_humanKills.integer >= + (int)( ceil( (float)g_humanStage2Threshold.integer * humanPlayerCountMod ) ) && + g_humanStage.integer == S1 && g_humanMaxStage.integer > S1 ) + { + G_Checktrigger_stages( PTE_HUMANS, S2 ); + trap_Cvar_Set( "g_humanStage", va( "%d", S2 ) ); + level.humanStage2Time = level.time; + } + + if( g_humanKills.integer >= + (int)( ceil( (float)g_humanStage3Threshold.integer * humanPlayerCountMod ) ) && + g_humanStage.integer == S2 && g_humanMaxStage.integer > S2 ) + { + G_Checktrigger_stages( PTE_HUMANS, S3 ); + trap_Cvar_Set( "g_humanStage", va( "%d", S3 ) ); + level.humanStage3Time = level.time; + } +} + +/* +============ +CalculateAvgPlayers + +Calculates the average number of players playing this game +============ +*/ +void G_CalculateAvgPlayers( void ) +{ + //there are no clients or only spectators connected, so + //reset the number of samples in order to avoid the situation + //where the average tends to 0 + if( !level.numAlienClients ) + { + level.numAlienSamples = 0; + trap_Cvar_Set( "g_alienKills", "0" ); + } + + if( !level.numHumanClients ) + { + level.numHumanSamples = 0; + trap_Cvar_Set( "g_humanKills", "0" ); + } + + //calculate average number of clients for stats + level.averageNumAlienClients = + ( ( level.averageNumAlienClients * level.numAlienSamples ) + + level.numAlienClients ) / + (float)( level.numAlienSamples + 1 ); + level.numAlienSamples++; + + level.averageNumHumanClients = + ( ( level.averageNumHumanClients * level.numHumanSamples ) + + level.numHumanClients ) / + (float)( level.numHumanSamples + 1 ); + level.numHumanSamples++; +} + +/* +============ +CalculateRanks + +Recalculates the score ranks of all players +This will be called on every client connect, begin, disconnect, death, +and team change. +============ +*/ +void CalculateRanks( void ) +{ + int i; + int rank; + int score; + int newScore; + gclient_t *cl; + + level.follow1 = -1; + level.follow2 = -1; + level.numConnectedClients = 0; + level.numNonSpectatorClients = 0; + level.numPlayingClients = 0; + level.numVotingClients = 0; // don't count bots + level.numAlienClients = 0; + level.numHumanClients = 0; + level.numLiveAlienClients = 0; + level.numLiveHumanClients = 0; + + for( i = 0; i < TEAM_NUM_TEAMS; i++ ) + level.numteamVotingClients[ i ] = 0; + + for( i = 0; i < level.maxclients; i++ ) + { + if ( level.clients[ i ].pers.connected != CON_DISCONNECTED ) + { + level.sortedClients[ level.numConnectedClients ] = i; + level.numConnectedClients++; + + if( !( level.clients[ i ].ps.pm_flags & PMF_FOLLOW ) ) + { + //so we know when the game ends and for team leveling + if( level.clients[ i ].ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + { + level.numAlienClients++; + if( level.clients[ i ].sess.sessionTeam != TEAM_SPECTATOR ) + level.numLiveAlienClients++; + } + + if( level.clients[ i ].ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + level.numHumanClients++; + if( level.clients[ i ].sess.sessionTeam != TEAM_SPECTATOR ) + level.numLiveHumanClients++; + } + } + + if( level.clients[ i ].sess.sessionTeam != TEAM_SPECTATOR ) + { + level.numNonSpectatorClients++; + + // decide if this should be auto-followed + if( level.clients[ i ].pers.connected == CON_CONNECTED ) + { + level.numPlayingClients++; + if( !(g_entities[ i ].r.svFlags & SVF_BOT) ) + level.numVotingClients++; + + if( level.clients[ i ].ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + level.numteamVotingClients[ 0 ]++; + else if( level.clients[ i ].ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + level.numteamVotingClients[ 1 ]++; + + if( level.follow1 == -1 ) + level.follow1 = i; + else if( level.follow2 == -1 ) + level.follow2 = i; + } + + } + } + } + + qsort( level.sortedClients, level.numConnectedClients, + sizeof( level.sortedClients[ 0 ] ), SortRanks ); + + // set the rank value for all clients that are connected and not spectators + rank = -1; + score = 0; + for( i = 0; i < level.numPlayingClients; i++ ) + { + cl = &level.clients[ level.sortedClients[ i ] ]; + newScore = cl->ps.persistant[ PERS_SCORE ]; + + if( i == 0 || newScore != score ) + { + rank = i; + // assume we aren't tied until the next client is checked + level.clients[ level.sortedClients[ i ] ].ps.persistant[ PERS_RANK ] = rank; + } + else + { + // we are tied with the previous client + level.clients[ level.sortedClients[ i - 1 ] ].ps.persistant[ PERS_RANK ] = rank; + level.clients[ level.sortedClients[ i ] ].ps.persistant[ PERS_RANK ] = rank; + } + + score = newScore; + } + + // set the CS_SCORES1/2 configstrings, which will be visible to everyone + if( level.numConnectedClients == 0 ) + { + trap_SetConfigstring( CS_SCORES1, va( "%i", SCORE_NOT_PRESENT ) ); + trap_SetConfigstring( CS_SCORES2, va( "%i", SCORE_NOT_PRESENT ) ); + } + else if( level.numConnectedClients == 1 ) + { + trap_SetConfigstring( CS_SCORES1, va( "%i", + level.clients[ level.sortedClients[ 0 ] ].ps.persistant[ PERS_SCORE ] ) ); + trap_SetConfigstring( CS_SCORES2, va( "%i", SCORE_NOT_PRESENT ) ); + } + else + { + trap_SetConfigstring( CS_SCORES1, va( "%i", + level.clients[ level.sortedClients[ 0 ] ].ps.persistant[ PERS_SCORE ] ) ); + trap_SetConfigstring( CS_SCORES2, va( "%i", + level.clients[ level.sortedClients[ 1 ] ].ps.persistant[ PERS_SCORE ] ) ); + } + + // see if it is time to end the level + CheckExitRules( ); + + // if we are at the intermission, send the new info to everyone + if( level.intermissiontime ) + SendScoreboardMessageToAllClients( ); +} + + +/* +======================================================================== + +MAP CHANGING + +======================================================================== +*/ + +/* +======================== +SendScoreboardMessageToAllClients + +Do this at BeginIntermission time and whenever ranks are recalculated +due to enters/exits/forced team changes +======================== +*/ +void SendScoreboardMessageToAllClients( void ) +{ + int i; + + for( i = 0; i < level.maxclients; i++ ) + { + if( level.clients[ i ].pers.connected == CON_CONNECTED ) + ScoreboardMessage( g_entities + i ); + } +} + +/* +======================== +MoveClientToIntermission + +When the intermission starts, this will be called for all players. +If a new client connects, this will be called after the spawn function. +======================== +*/ +void MoveClientToIntermission( gentity_t *ent ) +{ + // take out of follow mode if needed + if( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) + G_StopFollowing( ent ); + + // move to the spot + VectorCopy( level.intermission_origin, ent->s.origin ); + VectorCopy( level.intermission_origin, ent->client->ps.origin ); + VectorCopy( level.intermission_angle, ent->client->ps.viewangles ); + ent->client->ps.pm_type = PM_INTERMISSION; + + // clean up powerup info + memset( ent->client->ps.powerups, 0, sizeof( ent->client->ps.powerups ) ); + + ent->client->ps.eFlags = 0; + ent->s.eFlags = 0; + ent->s.eType = ET_GENERAL; + ent->s.modelindex = 0; + ent->s.loopSound = 0; + ent->s.event = 0; + ent->r.contents = 0; +} + +/* +================== +FindIntermissionPoint + +This is also used for spectator spawns +================== +*/ +void FindIntermissionPoint( void ) +{ + gentity_t *ent, *target; + vec3_t dir; + + // find the intermission spot + ent = G_Find( NULL, FOFS( classname ), "info_player_intermission" ); + + if( !ent ) + { // the map creator forgot to put in an intermission point... + SelectSpawnPoint( vec3_origin, level.intermission_origin, level.intermission_angle ); + } + else + { + VectorCopy( ent->s.origin, level.intermission_origin ); + VectorCopy( ent->s.angles, level.intermission_angle ); + // if it has a target, look towards it + if( ent->target ) + { + target = G_PickTarget( ent->target ); + + if( target ) + { + VectorSubtract( target->s.origin, level.intermission_origin, dir ); + vectoangles( dir, level.intermission_angle ); + } + } + } + +} + +/* +================== +BeginIntermission +================== +*/ +void BeginIntermission( void ) +{ + int i; + gentity_t *client; + + if( level.intermissiontime ) + return; // already active + + level.intermissiontime = level.time; + FindIntermissionPoint( ); + + // move all clients to the intermission point + for( i = 0; i < level.maxclients; i++ ) + { + client = g_entities + i; + + if( !client->inuse ) + continue; + + // respawn if dead + if( client->health <= 0 ) + respawn(client); + + MoveClientToIntermission( client ); + } + + // send the current scoring to all clients + SendScoreboardMessageToAllClients( ); +} + + +/* +============= +ExitLevel + +When the intermission has been exited, the server is either killed +or moved to a new level based on the "nextmap" cvar + +============= +*/ +void ExitLevel( void ) +{ + int i; + gclient_t *cl; + + if( G_MapRotationActive( ) ) + G_AdvanceMapRotation( ); + else + trap_SendConsoleCommand( EXEC_APPEND, "vstr nextmap\n" ); + + level.changemap = NULL; + level.intermissiontime = 0; + + // reset all the scores so we don't enter the intermission again + for( i = 0; i < g_maxclients.integer; i++ ) + { + cl = level.clients + i; + if( cl->pers.connected != CON_CONNECTED ) + continue; + + cl->ps.persistant[ PERS_SCORE ] = 0; + } + + // we need to do this here before chaning to CON_CONNECTING + G_WriteSessionData( ); + + // change all client states to connecting, so the early players into the + // next level will know the others aren't done reconnecting + for( i = 0; i < g_maxclients.integer; i++ ) + { + if( level.clients[ i ].pers.connected == CON_CONNECTED ) + level.clients[ i ].pers.connected = CON_CONNECTING; + } + +} + +/* +================= +G_LogPrintf + +Print to the logfile with a time stamp if it is open +================= +*/ +void QDECL G_LogPrintf( const char *fmt, ... ) +{ + va_list argptr; + char string[ 1024 ]; + int min, tens, sec; + + sec = level.time / 1000; + + min = sec / 60; + sec -= min * 60; + tens = sec / 10; + sec -= tens * 10; + + Com_sprintf( string, sizeof( string ), "%3i:%i%i ", min, tens, sec ); + + va_start( argptr, fmt ); + vsprintf( string +7 , fmt,argptr ); + va_end( argptr ); + + if( g_dedicated.integer ) + G_Printf( "%s", string + 7 ); + + if( !level.logFile ) + return; + + trap_FS_Write( string, strlen( string ), level.logFile ); +} + +/* +================ +LogExit + +Append information about this game to the log file +================ +*/ +void LogExit( const char *string ) +{ + int i, numSorted; + gclient_t *cl; + gentity_t *ent; + + G_LogPrintf( "Exit: %s\n", string ); + + level.intermissionQueued = level.time; + + // this will keep the clients from playing any voice sounds + // that will get cut off when the queued intermission starts + trap_SetConfigstring( CS_INTERMISSION, "1" ); + + // don't send more than 32 scores (FIXME?) + numSorted = level.numConnectedClients; + if( numSorted > 32 ) + numSorted = 32; + + for( i = 0; i < numSorted; i++ ) + { + int ping; + + cl = &level.clients[ level.sortedClients[ i ] ]; + + if( cl->ps.stats[ STAT_PTEAM ] == PTE_NONE ) + continue; + + if( cl->pers.connected == CON_CONNECTING ) + continue; + + ping = cl->ps.ping < 999 ? cl->ps.ping : 999; + + G_LogPrintf( "score: %i ping: %i client: %i %s\n", + cl->ps.persistant[ PERS_SCORE ], ping, level.sortedClients[ i ], + cl->pers.netname ); + + } + + for( i = 1, ent = g_entities + i ; i < level.num_entities ; i++, ent++ ) + { + if( !ent->inuse ) + continue; + + if( !Q_stricmp( ent->classname, "trigger_win" ) ) + { + if( level.lastWin == ent->stageTeam ) + ent->use( ent, ent, ent ); + } + } +} + + +/* +================= +CheckIntermissionExit + +The level will stay at the intermission for a minimum of 5 seconds +If all players wish to continue, the level will then exit. +If one or more players have not acknowledged the continue, the game will +wait 10 seconds before going on. +================= +*/ +void CheckIntermissionExit( void ) +{ + int ready, notReady, numPlayers; + int i; + gclient_t *cl; + int readyMask; + + //if no clients are connected, just exit + if( !level.numConnectedClients ) + { + ExitLevel( ); + return; + } + + // see which players are ready + ready = 0; + notReady = 0; + readyMask = 0; + numPlayers = 0; + for( i = 0; i < g_maxclients.integer; i++ ) + { + cl = level.clients + i; + if( cl->pers.connected != CON_CONNECTED ) + continue; + + if( cl->ps.stats[ STAT_PTEAM ] == PTE_NONE ) + continue; + + if( g_entities[ cl->ps.clientNum ].r.svFlags & SVF_BOT ) + continue; + + if( cl->readyToExit ) + { + ready++; + if( i < 16 ) + readyMask |= 1 << i; + } + else + notReady++; + + numPlayers++; + } + + trap_SetConfigstring( CS_CLIENTS_READY, va( "%d", readyMask ) ); + + // never exit in less than five seconds + if( level.time < level.intermissiontime + 5000 ) + return; + + // if nobody wants to go, clear timer + if( !ready && numPlayers ) + { + level.readyToExit = qfalse; + return; + } + + // if everyone wants to go, go now + if( !notReady ) + { + ExitLevel( ); + return; + } + + // the first person to ready starts the thirty second timeout + if( !level.readyToExit ) + { + level.readyToExit = qtrue; + level.exitTime = level.time; + } + + // if we have waited thirty seconds since at least one player + // wanted to exit, go ahead + if( level.time < level.exitTime + 30000 ) + return; + + ExitLevel( ); +} + +/* +============= +ScoreIsTied +============= +*/ +qboolean ScoreIsTied( void ) +{ + int a, b; + + if( level.numPlayingClients < 2 ) + return qfalse; + + a = level.clients[ level.sortedClients[ 0 ] ].ps.persistant[ PERS_SCORE ]; + b = level.clients[ level.sortedClients[ 1 ] ].ps.persistant[ PERS_SCORE ]; + + return a == b; +} + +/* +================= +CheckExitRules + +There will be a delay between the time the exit is qualified for +and the time everyone is moved to the intermission spot, so you +can see the last frag. +================= +*/ +void CheckExitRules( void ) +{ + char s[ MAX_STRING_CHARS ]; + + trap_Cvar_VariableStringBuffer( "mapname", s, sizeof( s ) ); + + // if at the intermission, wait for all non-bots to + // signal ready, then go to next level + if( level.intermissiontime ) + { + CheckIntermissionExit( ); + return; + } + + if( level.intermissionQueued ) + { + if( level.time - level.intermissionQueued >= INTERMISSION_DELAY_TIME ) + { + level.intermissionQueued = 0; + BeginIntermission( ); + } + + return; + } + + if( g_timelimit.integer && !level.warmupTime ) + { + if( level.time - level.startTime >= g_timelimit.integer * 60000 ) + { + G_SendCommandFromServer( -1, "print \"Timelimit hit\n\"" ); + + G_LogPrintf( "STATS T:L A:%f H:%f M:%s D:%d AS:%d AS2T:%d AS3T:%d HS:%d HS2T:%d HS3T:%d\n", + level.averageNumAlienClients, level.averageNumHumanClients, + s, level.time - level.startTime, + g_alienStage.integer, + level.alienStage2Time - level.startTime, level.alienStage3Time - level.startTime, + g_humanStage.integer, + level.humanStage2Time - level.startTime, level.humanStage3Time - level.startTime ); + + level.lastWin = PTE_NONE; + LogExit( "Timelimit hit." ); + return; + } + } + + //TA: end the game on these conditions + if( level.uncondHumanWin || + ( ( level.time > level.startTime + 1000 ) && + ( level.numAlienSpawns == 0 ) && + ( level.numLiveAlienClients == 0 ) ) ) + { + //humans win + level.lastWin = PTE_HUMANS; + G_SendCommandFromServer( -1, "print \"Humans win\n\""); + + G_LogPrintf( "STATS T:H A:%f H:%f M:%s D:%d AS:%d AS2T:%d AS3T:%d HS:%d HS2T:%d HS3T:%d\n", + level.averageNumAlienClients, level.averageNumHumanClients, + s, level.time - level.startTime, + g_alienStage.integer, + level.alienStage2Time - level.startTime, level.alienStage3Time - level.startTime, + g_humanStage.integer, + level.humanStage2Time - level.startTime, level.humanStage3Time - level.startTime ); + + LogExit( "Humans win." ); + return; + } + else if( level.uncondAlienWin || + ( ( level.time > level.startTime + 1000 ) && + ( level.numHumanSpawns == 0 ) && + ( level.numLiveHumanClients == 0 ) ) ) + { + //aliens win + level.lastWin = PTE_ALIENS; + G_SendCommandFromServer( -1, "print \"Aliens win\n\""); + + G_LogPrintf( "STATS T:A A:%f H:%f M:%s D:%d AS:%d AS2T:%d AS3T:%d HS:%d HS2T:%d HS3T:%d\n", + level.averageNumAlienClients, level.averageNumHumanClients, + s, level.time - level.startTime, + g_alienStage.integer, + level.alienStage2Time - level.startTime, level.alienStage3Time - level.startTime, + g_humanStage.integer, + level.humanStage2Time - level.startTime, level.humanStage3Time - level.startTime ); + + LogExit( "Aliens win." ); + return; + } + + if( level.numPlayingClients < 2 ) + return; +} + + + +/* +======================================================================== + +FUNCTIONS CALLED EVERY FRAME + +======================================================================== +*/ + + +/* +================== +CheckVote +================== +*/ +void CheckVote( void ) +{ + if( level.voteExecuteTime && level.voteExecuteTime < level.time ) + { + level.voteExecuteTime = 0; + + //SUPAR HAK + if( !Q_stricmp( level.voteString, "vstr nextmap" ) ) + { + level.lastWin = PTE_NONE; + LogExit( "Vote for next map." ); + } + else + trap_SendConsoleCommand( EXEC_APPEND, va( "%s\n", level.voteString ) ); + } + + if( !level.voteTime ) + return; + + if( level.time - level.voteTime >= VOTE_TIME ) + { + if( level.voteYes > level.voteNo ) + { + // execute the command, then remove the vote + G_SendCommandFromServer( -1, "print \"Vote passed\n\"" ); + level.voteExecuteTime = level.time + 3000; + } + else + { + // same behavior as a timeout + G_SendCommandFromServer( -1, "print \"Vote failed\n\"" ); + } + } + else + { + if( level.voteYes > level.numConnectedClients / 2 ) + { + // execute the command, then remove the vote + G_SendCommandFromServer( -1, "print \"Vote passed\n\"" ); + level.voteExecuteTime = level.time + 3000; + } + else if( level.voteNo >= level.numConnectedClients / 2 ) + { + // same behavior as a timeout + G_SendCommandFromServer( -1, "print \"Vote failed\n\"" ); + } + else + { + // still waiting for a majority + return; + } + } + + level.voteTime = 0; + trap_SetConfigstring( CS_VOTE_TIME, "" ); +} + + +/* +================== +CheckTeamVote +================== +*/ +void CheckTeamVote( int team ) +{ + int cs_offset; + + if ( team == PTE_HUMANS ) + cs_offset = 0; + else if ( team == PTE_ALIENS ) + cs_offset = 1; + else + return; + + if( !level.teamVoteTime[ cs_offset ] ) + return; + + if( level.time - level.teamVoteTime[ cs_offset ] >= VOTE_TIME ) + { + G_SendCommandFromServer( -1, "print \"Team vote failed\n\"" ); + } + else + { + if( level.teamVoteYes[ cs_offset ] > level.numteamVotingClients[ cs_offset ] / 2 ) + { + // execute the command, then remove the vote + G_SendCommandFromServer( -1, "print \"Team vote passed\n\"" ); + // + trap_SendConsoleCommand( EXEC_APPEND, va( "%s\n", level.teamVoteString[ cs_offset ] ) ); + } + else if( level.teamVoteNo[ cs_offset ] >= level.numteamVotingClients[ cs_offset ] / 2 ) + { + // same behavior as a timeout + G_SendCommandFromServer( -1, "print \"Team vote failed\n\"" ); + } + else + { + // still waiting for a majority + return; + } + } + + level.teamVoteTime[ cs_offset ] = 0; + trap_SetConfigstring( CS_TEAMVOTE_TIME + cs_offset, "" ); +} + + +/* +================== +CheckCvars +================== +*/ +void CheckCvars( void ) +{ + static int lastMod = -1; + + if( g_password.modificationCount != lastMod ) + { + lastMod = g_password.modificationCount; + + if( *g_password.string && Q_stricmp( g_password.string, "none" ) ) + trap_Cvar_Set( "g_needpass", "1" ); + else + trap_Cvar_Set( "g_needpass", "0" ); + } +} + +/* +============= +G_RunThink + +Runs thinking code for this frame if necessary +============= +*/ +void G_RunThink( gentity_t *ent ) +{ + float thinktime; + + thinktime = ent->nextthink; + if( thinktime <= 0 ) + return; + + if( thinktime > level.time ) + return; + + ent->nextthink = 0; + if( !ent->think ) + G_Error( "NULL ent->think" ); + + ent->think( ent ); +} + +/* +============= +G_EvaluateAcceleration + +Calculates the acceleration for an entity +============= +*/ +void G_EvaluateAcceleration( gentity_t *ent, int msec ) +{ + vec3_t deltaVelocity; + vec3_t deltaAccel; + + VectorSubtract( ent->s.pos.trDelta, ent->oldVelocity, deltaVelocity ); + VectorScale( deltaVelocity, 1.0f / (float)msec, ent->acceleration ); + + VectorSubtract( ent->acceleration, ent->oldAccel, deltaAccel ); + VectorScale( deltaAccel, 1.0f / (float)msec, ent->jerk ); + + VectorCopy( ent->s.pos.trDelta, ent->oldVelocity ); + VectorCopy( ent->acceleration, ent->oldAccel ); +} + +/* +================ +G_RunFrame + +Advances the non-player objects in the world +================ +*/ +void G_RunFrame( int levelTime ) +{ + int i; + gentity_t *ent; + int msec; + int start, end; + + // if we are waiting for the level to restart, do nothing + if( level.restarted ) + return; + + level.framenum++; + level.previousTime = level.time; + level.time = levelTime; + msec = level.time - level.previousTime; + + //TA: seed the rng + srand( level.framenum ); + + // get any cvar changes + G_UpdateCvars( ); + + // + // go through all allocated objects + // + start = trap_Milliseconds( ); + ent = &g_entities[ 0 ]; + + for( i = 0; i < level.num_entities; i++, ent++ ) + { + if( !ent->inuse ) + continue; + + // clear events that are too old + if( level.time - ent->eventTime > EVENT_VALID_MSEC ) + { + if( ent->s.event ) + { + ent->s.event = 0; // &= EV_EVENT_BITS; + if ( ent->client ) + { + ent->client->ps.externalEvent = 0; + //ent->client->ps.events[0] = 0; + //ent->client->ps.events[1] = 0; + } + } + + if( ent->freeAfterEvent ) + { + // tempEntities or dropped items completely go away after their event + G_FreeEntity( ent ); + continue; + } + else if( ent->unlinkAfterEvent ) + { + // items that will respawn will hide themselves after their pickup event + ent->unlinkAfterEvent = qfalse; + trap_UnlinkEntity( ent ); + } + } + + // temporary entities don't think + if( ent->freeAfterEvent ) + continue; + + //TA: calculate the acceleration of this entity + if( ent->evaluateAcceleration ) + G_EvaluateAcceleration( ent, msec ); + + if( !ent->r.linked && ent->neverFree ) + continue; + + if( ent->s.eType == ET_MISSILE ) + { + G_RunMissile( ent ); + continue; + } + + if( ent->s.eType == ET_BUILDABLE ) + { + G_BuildableThink( ent, msec ); + continue; + } + + if( ent->s.eType == ET_CORPSE || ent->physicsObject ) + { + G_Physics( ent, msec ); + continue; + } + + if( ent->s.eType == ET_MOVER ) + { + G_RunMover( ent ); + continue; + } + + if( i < MAX_CLIENTS ) + { + G_RunClient( ent ); + continue; + } + + G_RunThink( ent ); + } + end = trap_Milliseconds(); + + start = trap_Milliseconds(); + + // perform final fixups on the players + ent = &g_entities[ 0 ]; + + for( i = 0; i < level.maxclients; i++, ent++ ) + { + if( ent->inuse ) + ClientEndFrame( ent ); + } + + end = trap_Milliseconds(); + + //TA: + G_CountSpawns( ); + G_CalculateBuildPoints( ); + G_CalculateStages( ); + G_SpawnClients( PTE_ALIENS ); + G_SpawnClients( PTE_HUMANS ); + G_CalculateAvgPlayers( ); + G_UpdateZaps( msec ); + + //send any pending commands + G_ProcessCommandQueues( ); + + // see if it is time to end the level + CheckExitRules( ); + + // update to team status? + CheckTeamStatus( ); + + // cancel vote if timed out + CheckVote( ); + + // check team votes + CheckTeamVote( PTE_HUMANS ); + CheckTeamVote( PTE_ALIENS ); + + // for tracking changes + CheckCvars( ); + + if( g_listEntity.integer ) + { + for( i = 0; i < MAX_GENTITIES; i++ ) + G_Printf( "%4i: %s\n", i, g_entities[ i ].classname ); + + trap_Cvar_Set( "g_listEntity", "0" ); + } +} + diff --git a/src/game/g_maprotation.c b/src/game/g_maprotation.c new file mode 100644 index 00000000..fb98c4a8 --- /dev/null +++ b/src/game/g_maprotation.c @@ -0,0 +1,709 @@ +// g_maprotation.c -- the map rotation system + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +#include "g_local.h" + +static mapRotations_t mapRotations; + +/* +=============== +G_ParseCommandSection + +Parse a map rotation command section +=============== +*/ +static qboolean G_ParseMapCommandSection( mapRotationEntry_t *mre, char **text_p ) +{ + char *token; + + // read optional parameters + while( 1 ) + { + token = COM_Parse( text_p ); + + if( !token ) + break; + + if( !Q_stricmp( token, "" ) ) + return qfalse; + + if( !Q_stricmp( token, "}" ) ) + return qtrue; //reached the end of this command section + + Q_strncpyz( mre->postCmds[ mre->numCmds ], token, sizeof( mre->postCmds[ 0 ] ) ); + Q_strcat( mre->postCmds[ mre->numCmds ], sizeof( mre->postCmds[ 0 ] ), " " ); + + token = COM_ParseExt( text_p, qfalse ); + + while( token && token[ 0 ] != 0 ) + { + Q_strcat( mre->postCmds[ mre->numCmds ], sizeof( mre->postCmds[ 0 ] ), token ); + Q_strcat( mre->postCmds[ mre->numCmds ], sizeof( mre->postCmds[ 0 ] ), " " ); + token = COM_ParseExt( text_p, qfalse ); + } + + if( mre->numCmds == MAX_MAP_COMMANDS ) + { + G_Printf( S_COLOR_RED "ERROR: maximum number of map commands (%d) reached\n", + MAX_MAP_COMMANDS ); + return qfalse; + } + else + mre->numCmds++; + } + + return qfalse; +} + +/* +=============== +G_ParseMapRotation + +Parse a map rotation section +=============== +*/ +static qboolean G_ParseMapRotation( mapRotation_t *mr, char **text_p ) +{ + char *token; + qboolean mnSet = qfalse; + mapRotationEntry_t *mre = NULL; + mapRotationCondition_t *mrc; + + // read optional parameters + while( 1 ) + { + token = COM_Parse( text_p ); + + if( !token ) + break; + + if( !Q_stricmp( token, "" ) ) + return qfalse; + + if( !Q_stricmp( token, "{" ) ) + { + if( !mnSet ) + { + G_Printf( S_COLOR_RED "ERROR: map settings section with no name\n" ); + return qfalse; + } + + if( !G_ParseMapCommandSection( mre, text_p ) ) + { + G_Printf( S_COLOR_RED "ERROR: failed to parse map command section\n" ); + return qfalse; + } + + mnSet = qfalse; + continue; + } + else if( !Q_stricmp( token, "goto" ) ) + { + token = COM_Parse( text_p ); + + if( !token ) + break; + + mrc = &mre->conditions[ mre->numConditions ]; + mrc->unconditional = qtrue; + Q_strncpyz( mrc->dest, token, sizeof( mrc->dest ) ); + + if( mre->numConditions == MAX_MAP_ROTATION_CONDS ) + { + G_Printf( S_COLOR_RED "ERROR: maximum number of conditions for one map (%d) reached\n", + MAX_MAP_ROTATION_CONDS ); + return qfalse; + } + else + mre->numConditions++; + + continue; + } + else if( !Q_stricmp( token, "if" ) ) + { + token = COM_Parse( text_p ); + + if( !token ) + break; + + mrc = &mre->conditions[ mre->numConditions ]; + + if( !Q_stricmp( token, "numClients" ) ) + { + mrc->lhs = MCV_NUMCLIENTS; + + token = COM_Parse( text_p ); + + if( !token ) + break; + + if( !Q_stricmp( token, "<" ) ) + mrc->op = MCO_LT; + else if( !Q_stricmp( token, ">" ) ) + mrc->op = MCO_GT; + else if( !Q_stricmp( token, "=" ) ) + mrc->op = MCO_EQ; + else + { + G_Printf( S_COLOR_RED "ERROR: invalid operator in expression: %s\n", token ); + return qfalse; + } + + token = COM_Parse( text_p ); + + if( !token ) + break; + + mrc->numClients = atoi( token ); + } + else if( !Q_stricmp( token, "lastWin" ) ) + { + mrc->lhs = MCV_LASTWIN; + + token = COM_Parse( text_p ); + + if( !token ) + break; + + if( !Q_stricmp( token, "aliens" ) ) + mrc->lastWin = PTE_ALIENS; + else if( !Q_stricmp( token, "humans" ) ) + mrc->lastWin = PTE_HUMANS; + else + { + G_Printf( S_COLOR_RED "ERROR: invalid right hand side in expression: %s\n", token ); + return qfalse; + } + } + else if( !Q_stricmp( token, "random" ) ) + mrc->lhs = MCV_RANDOM; + else + { + G_Printf( S_COLOR_RED "ERROR: invalid left hand side in expression: %s\n", token ); + return qfalse; + } + + token = COM_Parse( text_p ); + + if( !token ) + break; + + mrc->unconditional = qfalse; + Q_strncpyz( mrc->dest, token, sizeof( mrc->dest ) ); + + if( mre->numConditions == MAX_MAP_ROTATION_CONDS ) + { + G_Printf( S_COLOR_RED "ERROR: maximum number of conditions for one map (%d) reached\n", + MAX_MAP_ROTATION_CONDS ); + return qfalse; + } + else + mre->numConditions++; + + continue; + } + else if( !Q_stricmp( token, "}" ) ) + return qtrue; //reached the end of this map rotation + + mre = &mr->maps[ mr->numMaps ]; + + if( mr->numMaps == MAX_MAP_ROTATION_MAPS ) + { + G_Printf( S_COLOR_RED "ERROR: maximum number of maps in one rotation (%d) reached\n", + MAX_MAP_ROTATION_MAPS ); + return qfalse; + } + else + mr->numMaps++; + + Q_strncpyz( mre->name, token, sizeof( mre->name ) ); + mnSet = qtrue; + } + + return qfalse; +} + +/* +=============== +G_ParseMapRotationFile + +Load the map rotations from a map rotation file +=============== +*/ +static qboolean G_ParseMapRotationFile( const char *fileName ) +{ + char *text_p; + int i; + int len; + char *token; + char text[ 20000 ]; + char mrName[ MAX_QPATH ]; + qboolean mrNameSet = qfalse; + fileHandle_t f; + + // load the file + len = trap_FS_FOpenFile( fileName, &f, FS_READ ); + if( len <= 0 ) + return qfalse; + + if( len >= sizeof( text ) - 1 ) + { + G_Printf( S_COLOR_RED "ERROR: map rotation file %s too long\n", fileName ); + return qfalse; + } + + trap_FS_Read( text, len, f ); + text[ len ] = 0; + trap_FS_FCloseFile( f ); + + // parse the text + text_p = text; + + // read optional parameters + while( 1 ) + { + token = COM_Parse( &text_p ); + + if( !token ) + break; + + if( !Q_stricmp( token, "" ) ) + break; + + if( !Q_stricmp( token, "{" ) ) + { + if( mrNameSet ) + { + //check for name space clashes + for( i = 0; i < mapRotations.numRotations; i++ ) + { + if( !Q_stricmp( mapRotations.rotations[ i ].name, mrName ) ) + { + G_Printf( S_COLOR_RED "ERROR: a map rotation is already named %s\n", mrName ); + return qfalse; + } + } + + Q_strncpyz( mapRotations.rotations[ mapRotations.numRotations ].name, mrName, MAX_QPATH ); + + if( !G_ParseMapRotation( &mapRotations.rotations[ mapRotations.numRotations ], &text_p ) ) + { + G_Printf( S_COLOR_RED "ERROR: %s: failed to parse map rotation %s\n", fileName, mrName ); + return qfalse; + } + + //start parsing particle systems again + mrNameSet = qfalse; + + if( mapRotations.numRotations == MAX_MAP_ROTATIONS ) + { + G_Printf( S_COLOR_RED "ERROR: maximum number of map rotations (%d) reached\n", + MAX_MAP_ROTATIONS ); + return qfalse; + } + else + mapRotations.numRotations++; + + continue; + } + else + { + G_Printf( S_COLOR_RED "ERROR: unamed map rotation\n" ); + return qfalse; + } + } + + if( !mrNameSet ) + { + Q_strncpyz( mrName, token, sizeof( mrName ) ); + mrNameSet = qtrue; + } + else + { + G_Printf( S_COLOR_RED "ERROR: map rotation already named\n" ); + return qfalse; + } + } + + return qtrue; +} + +/* +=============== +G_PrintRotations + +Print the parsed map rotations +=============== +*/ +void G_PrintRotations( void ) +{ + int i, j, k; + + G_Printf( "Map rotations as parsed:\n\n" ); + + for( i = 0; i < mapRotations.numRotations; i++ ) + { + G_Printf( "rotation: %s\n{\n", mapRotations.rotations[ i ].name ); + + for( j = 0; j < mapRotations.rotations[ i ].numMaps; j++ ) + { + G_Printf( " map: %s\n {\n", mapRotations.rotations[ i ].maps[ j ].name ); + + for( k = 0; k < mapRotations.rotations[ i ].maps[ j ].numCmds; k++ ) + { + G_Printf( " command: %s\n", + mapRotations.rotations[ i ].maps[ j ].postCmds[ k ] ); + } + + G_Printf( " }\n" ); + + for( k = 0; k < mapRotations.rotations[ i ].maps[ j ].numConditions; k++ ) + { + G_Printf( " conditional: %s\n", + mapRotations.rotations[ i ].maps[ j ].conditions[ k ].dest ); + } + + } + + G_Printf( "}\n" ); + } + + G_Printf( "Total memory used: %d bytes\n", sizeof( mapRotations ) ); +} + +/* +=============== +G_GetCurrentMapArray + +Fill a static array with the current map of each rotation +=============== +*/ +static int *G_GetCurrentMapArray( void ) +{ + static int currentMap[ MAX_MAP_ROTATIONS ]; + int i = 0; + char text[ MAX_MAP_ROTATIONS * 2 ]; + char *text_p, *token; + + Q_strncpyz( text, g_currentMap.string, sizeof( text ) ); + + text_p = text; + + while( 1 ) + { + token = COM_Parse( &text_p ); + + if( !token ) + break; + + if( !Q_stricmp( token, "" ) ) + break; + + currentMap[ i++ ] = atoi( token ); + } + + return currentMap; +} + +/* +=============== +G_SetCurrentMap + +Set the current map in some rotation +=============== +*/ +static void G_SetCurrentMap( int currentMap, int rotation ) +{ + char text[ MAX_MAP_ROTATIONS * 2 ] = { 0 }; + int *p = G_GetCurrentMapArray( ); + int i; + + p[ rotation ] = currentMap; + + for( i = 0; i < mapRotations.numRotations; i++ ) + Q_strcat( text, sizeof( text ), va( "%d ", p[ i ] ) ); + + trap_Cvar_Set( "g_currentMap", text ); + trap_Cvar_Update( &g_currentMap ); +} + +/* +=============== +G_GetCurrentMap + +Return the current map in some rotation +=============== +*/ +static int G_GetCurrentMap( int rotation ) +{ + int *p = G_GetCurrentMapArray( ); + + return p[ rotation ]; +} + +/* +=============== +G_IssueMapChange + +Send commands to the server to actually change the map +=============== +*/ +static void G_IssueMapChange( int rotation ) +{ + int i; + int map = G_GetCurrentMap( rotation ); + char cmd[ MAX_TOKEN_CHARS ]; + + trap_SendConsoleCommand( EXEC_APPEND, va( "map %s\n", + mapRotations.rotations[ rotation ].maps[ map ].name ) ); + + for( i = 0; i < mapRotations.rotations[ rotation ].maps[ map ].numCmds; i++ ) + { + Q_strncpyz( cmd, mapRotations.rotations[ rotation ].maps[ map ].postCmds[ i ], + sizeof( cmd ) ); + Q_strcat( cmd, sizeof( cmd ), "\n" ); + trap_SendConsoleCommand( EXEC_APPEND, cmd ); + } +} + +/* +=============== +G_ResolveConditionDestination + +Resolve the destination of some condition +=============== +*/ +static mapConditionType_t G_ResolveConditionDestination( int *n, char *name ) +{ + int i; + + //search the current rotation first... + for( i = 0; i < mapRotations.rotations[ g_currentMapRotation.integer ].numMaps; i++ ) + { + if( !Q_stricmp( mapRotations.rotations[ g_currentMapRotation.integer ].maps[ i ].name, name ) ) + { + *n = i; + return MCT_MAP; + } + } + + //...then search the rotation names + for( i = 0; i < mapRotations.numRotations; i++ ) + { + if( !Q_stricmp( mapRotations.rotations[ i ].name, name ) ) + { + *n = i; + return MCT_ROTATION; + } + } + + //this should probably be prevented by a 2nd pass at compile time + //but i'm lazy (FIXME) + return MCT_ERR; +} + +/* +=============== +G_EvaluateMapCondition + +Evaluate a map condition +=============== +*/ +static qboolean G_EvaluateMapCondition( mapRotationCondition_t *mrc ) +{ + switch( mrc->lhs ) + { + case MCV_RANDOM: + return rand( ) & 1; + break; + + case MCV_NUMCLIENTS: + switch( mrc->op ) + { + case MCO_LT: + return level.numConnectedClients < mrc->numClients; + break; + + case MCO_GT: + return level.numConnectedClients > mrc->numClients; + break; + + case MCO_EQ: + return level.numConnectedClients == mrc->numClients; + break; + } + break; + + case MCV_LASTWIN: + return level.lastWin == mrc->lastWin; + break; + + default: + case MCV_ERR: + G_Printf( S_COLOR_RED "ERROR: malformed map switch condition\n" ); + break; + } + + return qfalse; +} + +/* +=============== +G_AdvanceMapRotation + +Increment the current map rotation +=============== +*/ +qboolean G_AdvanceMapRotation( void ) +{ + mapRotation_t *mr; + mapRotationEntry_t *mre; + mapRotationCondition_t *mrc; + int currentRotation, currentMap, nextMap; + int i, n; + mapConditionType_t mct; + + if( ( currentRotation = g_currentMapRotation.integer ) == NOT_ROTATING ) + return qfalse; + + currentMap = G_GetCurrentMap( currentRotation ); + + mr = &mapRotations.rotations[ currentRotation ]; + mre = &mr->maps[ currentMap ]; + nextMap = ( currentMap + 1 ) % mr->numMaps; + + for( i = 0; i < mre->numConditions; i++ ) + { + mrc = &mre->conditions[ i ]; + + if( mrc->unconditional || G_EvaluateMapCondition( mrc ) ) + { + mct = G_ResolveConditionDestination( &n, mrc->dest ); + + switch( mct ) + { + case MCT_MAP: + nextMap = n; + break; + + case MCT_ROTATION: + G_StartMapRotation( mrc->dest, qtrue ); + return qtrue; + break; + + default: + case MCT_ERR: + G_Printf( S_COLOR_YELLOW "WARNING: map switch destination could not be resolved: %s\n", + mrc->dest ); + break; + } + } + } + + G_SetCurrentMap( nextMap, currentRotation ); + G_IssueMapChange( currentRotation ); + + return qtrue; +} + +/* +=============== +G_StartMapRotation + +Switch to a new map rotation +=============== +*/ +qboolean G_StartMapRotation( char *name, qboolean changeMap ) +{ + int i; + + for( i = 0; i < mapRotations.numRotations; i++ ) + { + if( !Q_stricmp( mapRotations.rotations[ i ].name, name ) ) + { + trap_Cvar_Set( "g_currentMapRotation", va( "%d", i ) ); + trap_Cvar_Update( &g_currentMapRotation ); + + if( changeMap ) + G_IssueMapChange( i ); + break; + } + } + + if( i == mapRotations.numRotations ) + return qfalse; + else + return qtrue; +} + +/* +=============== +G_StopMapRotation + +Stop the current map rotation +=============== +*/ +void G_StopMapRotation( void ) +{ + trap_Cvar_Set( "g_currentMapRotation", va( "%d", NOT_ROTATING ) ); + trap_Cvar_Update( &g_currentMapRotation ); +} + +/* +=============== +G_MapRotationActive + +Test if any map rotation is currently active +=============== +*/ +qboolean G_MapRotationActive( void ) +{ + return ( g_currentMapRotation.integer != NOT_ROTATING ); +} + +/* +=============== +G_InitMapRotations + +Load and intialise the map rotations +=============== +*/ +void G_InitMapRotations( void ) +{ + const char *fileName = "maprotation.cfg"; + fileHandle_t f; + + //load the file if it exists + if( trap_FS_FOpenFile( fileName, &f, FS_READ ) > 0 ) + { + trap_FS_FCloseFile( f ); + + if( !G_ParseMapRotationFile( fileName ) ) + G_Printf( S_COLOR_RED "ERROR: failed to parse %s file\n", fileName ); + } + else + G_Printf( "%s file not found.\n", fileName ); + + if( g_currentMapRotation.integer == NOT_ROTATING ) + { + if( g_initialMapRotation.string[ 0 ] != 0 ) + { + G_StartMapRotation( g_initialMapRotation.string, qfalse ); + + trap_Cvar_Set( "g_initialMapRotation", "" ); + trap_Cvar_Update( &g_initialMapRotation ); + } + } +} diff --git a/src/game/g_mem.c b/src/game/g_mem.c new file mode 100644 index 00000000..2f3ed5c7 --- /dev/null +++ b/src/game/g_mem.c @@ -0,0 +1,201 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// +// g_mem.c +// +// Golliwog: All rewritten to allow deallocation + + +#include "g_local.h" + +#define POOLSIZE (256 * 1024) +#define FREEMEMCOOKIE ((int)0xDEADBE3F) // Any unlikely to be used value +#define ROUNDBITS 31 // Round to 32 bytes + +struct freememnode +{ + // Size of ROUNDBITS + int cookie, size; // Size includes node (obviously) + struct freememnode *prev, *next; +}; + +static char memoryPool[POOLSIZE]; +static struct freememnode *freehead; +static int freemem; + +void *G_Alloc( int size ) +{ + // Find a free block and allocate. + // Does two passes, attempts to fill same-sized free slot first. + + struct freememnode *fmn, *prev, *next, *smallest; + int allocsize, smallestsize; + char *endptr; + int *ptr; + + allocsize = ( size + sizeof(int) + ROUNDBITS ) & ~ROUNDBITS; // Round to 32-byte boundary + ptr = NULL; + + smallest = NULL; + smallestsize = POOLSIZE + 1; // Guaranteed not to miss any slots :) + for( fmn = freehead; fmn; fmn = fmn->next ) + { + if( fmn->cookie != FREEMEMCOOKIE ) + G_Error( "G_Alloc: Memory corruption detected!\n" ); + + if( fmn->size >= allocsize ) + { + // We've got a block + if( fmn->size == allocsize ) + { + // Same size, just remove + + prev = fmn->prev; + next = fmn->next; + if( prev ) + prev->next = next; // Point previous node to next + if( next ) + next->prev = prev; // Point next node to previous + if( fmn == freehead ) + freehead = next; // Set head pointer to next + ptr = (int *) fmn; + break; // Stop the loop, this is fine + } + else + { + // Keep track of the smallest free slot + if( fmn->size < smallestsize ) + { + smallest = fmn; + smallestsize = fmn->size; + } + } + } + } + + if( !ptr && smallest ) + { + // We found a slot big enough + smallest->size -= allocsize; + endptr = (char *) smallest + smallest->size; + ptr = (int *) endptr; + } + + if( ptr ) + { + freemem -= allocsize; + if( g_debugAlloc.integer ) + G_Printf( "G_Alloc of %i bytes (%i left)\n", allocsize, freemem ); + memset( ptr, 0, allocsize ); + *ptr++ = allocsize; // Store a copy of size for deallocation + return( (void *) ptr ); + } + + G_Error( "G_Alloc: failed on allocation of %i bytes\n", size ); + return( NULL ); +} + +void G_Free( void *ptr ) +{ + // Release allocated memory, add it to the free list. + + struct freememnode *fmn; + char *freeend; + int *freeptr; + + freeptr = ptr; + freeptr--; + + freemem += *freeptr; + if( g_debugAlloc.integer ) + G_Printf( "G_Free of %i bytes (%i left)\n", *freeptr, freemem ); + + for( fmn = freehead; fmn; fmn = fmn->next ) + { + freeend = ((char *) fmn) + fmn->size; + if( freeend == (char *) freeptr ) + { + // Released block can be merged to an existing node + + fmn->size += *freeptr; // Add size of node. + return; + } + } + // No merging, add to head of list + + fmn = (struct freememnode *) freeptr; + fmn->size = *freeptr; // Set this first to avoid corrupting *freeptr + fmn->cookie = FREEMEMCOOKIE; + fmn->prev = NULL; + fmn->next = freehead; + freehead->prev = fmn; + freehead = fmn; +} + +void G_InitMemory( void ) +{ + // Set up the initial node + + freehead = (struct freememnode *)memoryPool; + freehead->cookie = FREEMEMCOOKIE; + freehead->size = POOLSIZE; + freehead->next = NULL; + freehead->prev = NULL; + freemem = sizeof( memoryPool ); +} + +void G_DefragmentMemory( void ) +{ + // If there's a frenzy of deallocation and we want to + // allocate something big, this is useful. Otherwise... + // not much use. + + struct freememnode *startfmn, *endfmn, *fmn; + + for( startfmn = freehead; startfmn; ) + { + endfmn = (struct freememnode *)(((char *) startfmn) + startfmn->size); + for( fmn = freehead; fmn; ) + { + if( fmn->cookie != FREEMEMCOOKIE ) + G_Error( "G_DefragmentMemory: Memory corruption detected!\n" ); + + if( fmn == endfmn ) + { + // We can add fmn onto startfmn. + + if( fmn->prev ) + fmn->prev->next = fmn->next; + if( fmn->next ) + { + if( !(fmn->next->prev = fmn->prev) ) + freehead = fmn->next; // We're removing the head node + } + startfmn->size += fmn->size; + memset( fmn, 0, sizeof(struct freememnode) ); // A redundant call, really. + + startfmn = freehead; + endfmn = fmn = NULL; // Break out of current loop + } + else + fmn = fmn->next; + } + + if( endfmn ) + startfmn = startfmn->next; // endfmn acts as a 'restart' flag here + } +} + +void Svcmd_GameMem_f( void ) +{ + // Give a breakdown of memory + + struct freememnode *fmn; + + G_Printf( "Game memory status: %i out of %i bytes allocated\n", POOLSIZE - freemem, POOLSIZE ); + + for( fmn = freehead; fmn; fmn = fmn->next ) + G_Printf( " %dd: %d bytes free.\n", fmn, fmn->size ); + G_Printf( "Status complete.\n" ); +} + diff --git a/src/game/g_misc.c b/src/game/g_misc.c new file mode 100644 index 00000000..4bcb387f --- /dev/null +++ b/src/game/g_misc.c @@ -0,0 +1,411 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// g_misc.c + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +#include "g_local.h" + + +/*QUAKED func_group (0 0 0) ? +Used to group brushes together just for editor convenience. They are turned into normal brushes by the utilities. +*/ + + +/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4) +Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay. +*/ +void SP_info_null( gentity_t *self ) +{ + G_FreeEntity( self ); +} + + +/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4) +Used as a positional target for in-game calculation, like jumppad targets. +target_position does the same thing +*/ +void SP_info_notnull( gentity_t *self ) +{ + G_SetOrigin( self, self->s.origin ); +} + + +/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) linear +Non-displayed light. +"light" overrides the default 300 intensity. +Linear checbox gives linear falloff instead of inverse square +Lights pointed at a target will be spotlights. +"radius" overrides the default 64 unit radius of a spotlight at the target point. +*/ +void SP_light( gentity_t *self ) +{ + G_FreeEntity( self ); +} + + + +/* +================================================================================= + +TELEPORTERS + +================================================================================= +*/ + +void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles ) +{ + // unlink to make sure it can't possibly interfere with G_KillBox + trap_UnlinkEntity( player ); + + VectorCopy( origin, player->client->ps.origin ); + player->client->ps.origin[ 2 ] += 1; + + // spit the player out + AngleVectors( angles, player->client->ps.velocity, NULL, NULL ); + VectorScale( player->client->ps.velocity, 400, player->client->ps.velocity ); + player->client->ps.pm_time = 160; // hold time + player->client->ps.pm_flags |= PMF_TIME_KNOCKBACK; + + // toggle the teleport bit so the client knows to not lerp + player->client->ps.eFlags ^= EF_TELEPORT_BIT; + + // set angles + SetClientViewAngle( player, angles ); + + // kill anything at the destination + if( player->client->sess.sessionTeam != TEAM_SPECTATOR ) + G_KillBox( player ); + + // save results of pmove + BG_PlayerStateToEntityState( &player->client->ps, &player->s, qtrue ); + + // use the precise origin for linking + VectorCopy( player->client->ps.origin, player->r.currentOrigin ); + + if( player->client->sess.sessionTeam != TEAM_SPECTATOR ) + trap_LinkEntity (player); +} + + +/*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16) +Point teleporters at these. +Now that we don't have teleport destination pads, this is just +an info_notnull +*/ +void SP_misc_teleporter_dest( gentity_t *ent ) +{ +} + + +//=========================================================== + +/*QUAKED misc_model (1 0 0) (-16 -16 -16) (16 16 16) +"model" arbitrary .md3 file to display +*/ +void SP_misc_model( gentity_t *ent ) +{ +#if 0 + ent->s.modelindex = G_ModelIndex( ent->model ); + VectorSet (ent->mins, -16, -16, -16); + VectorSet (ent->maxs, 16, 16, 16); + trap_LinkEntity (ent); + + G_SetOrigin( ent, ent->s.origin ); + VectorCopy( ent->s.angles, ent->s.apos.trBase ); +#else + G_FreeEntity( ent ); +#endif +} + +//=========================================================== + +void locateCamera( gentity_t *ent ) +{ + vec3_t dir; + gentity_t *target; + gentity_t *owner; + + owner = G_PickTarget( ent->target ); + if( !owner ) + { + G_Printf( "Couldn't find target for misc_partal_surface\n" ); + G_FreeEntity( ent ); + return; + } + ent->r.ownerNum = owner->s.number; + + // frame holds the rotate speed + if( owner->spawnflags & 1 ) + ent->s.frame = 25; + else if( owner->spawnflags & 2 ) + ent->s.frame = 75; + + // swing camera ? + if( owner->spawnflags & 4 ) + { + // set to 0 for no rotation at all + ent->s.powerups = 0; + } + else + ent->s.powerups = 1; + + // clientNum holds the rotate offset + ent->s.clientNum = owner->s.clientNum; + + VectorCopy( owner->s.origin, ent->s.origin2 ); + + // see if the portal_camera has a target + target = G_PickTarget( owner->target ); + if( target ) + { + VectorSubtract( target->s.origin, owner->s.origin, dir ); + VectorNormalize( dir ); + } + else + G_SetMovedir( owner->s.angles, dir ); + + ent->s.eventParm = DirToByte( dir ); +} + +/*QUAKED misc_portal_surface (0 0 1) (-8 -8 -8) (8 8 8) +The portal surface nearest this entity will show a view from the targeted misc_portal_camera, or a mirror view if untargeted. +This must be within 64 world units of the surface! +*/ +void SP_misc_portal_surface( gentity_t *ent ) +{ + VectorClear( ent->r.mins ); + VectorClear( ent->r.maxs ); + trap_LinkEntity( ent ); + + ent->r.svFlags = SVF_PORTAL; + ent->s.eType = ET_PORTAL; + + if( !ent->target ) + { + VectorCopy( ent->s.origin, ent->s.origin2 ); + } + else + { + ent->think = locateCamera; + ent->nextthink = level.time + 100; + } +} + +/*QUAKED misc_portal_camera (0 0 1) (-8 -8 -8) (8 8 8) slowrotate fastrotate noswing + +The target for a misc_portal_director. You can set either angles or target another entity to determine the direction of view. +"roll" an angle modifier to orient the camera around the target vector; +*/ +void SP_misc_portal_camera( gentity_t *ent ) +{ + float roll; + + VectorClear( ent->r.mins ); + VectorClear( ent->r.maxs ); + trap_LinkEntity( ent ); + + G_SpawnFloat( "roll", "0", &roll ); + + ent->s.clientNum = roll / 360.0f * 256; +} + +/* +====================================================================== + + NEAT EFFECTS AND STUFF FOR TREMULOUS + +====================================================================== +*/ + +/* +=============== +SP_use_particle_system + +Use function for particle_system +=============== +*/ +void SP_use_particle_system( gentity_t *self, gentity_t *other, gentity_t *activator ) +{ + //toggle EF_NODRAW + self->s.eFlags ^= EF_NODRAW; +} + +/* +=============== +SP_spawn_particle_system + +Spawn function for particle system +=============== +*/ +void SP_misc_particle_system( gentity_t *self ) +{ + char *s; + + G_SetOrigin( self, self->s.origin ); + + G_SpawnString( "psName", "", &s ); + + //add the particle system to the client precache list + self->s.modelindex = G_ParticleSystemIndex( s ); + + if( self->spawnflags & 1 ) + self->s.eFlags |= EF_NODRAW; + + self->use = SP_use_particle_system; + self->s.eType = ET_PARTICLE_SYSTEM; + trap_LinkEntity( self ); +} + +/* +=============== +SP_use_anim_model + +Use function for anim model +=============== +*/ +void SP_use_anim_model( gentity_t *self, gentity_t *other, gentity_t *activator ) +{ + if( self->spawnflags & 1 ) + { + //if spawnflag 1 is set + //toggle EF_NODRAW + if( self->s.eFlags & EF_NODRAW ) + self->s.eFlags &= ~EF_NODRAW; + else + self->s.eFlags |= EF_NODRAW; + } + else + { + //if the animation loops then toggle the animation + //toggle EF_MOVER_STOP + if( self->s.eFlags & EF_MOVER_STOP ) + self->s.eFlags &= ~EF_MOVER_STOP; + else + self->s.eFlags |= EF_MOVER_STOP; + } +} + +/* +=============== +SP_misc_anim_model + +Spawn function for anim model +=============== +*/ +void SP_misc_anim_model( gentity_t *self ) +{ + self->s.powerups = (int)self->animation[ 0 ]; + self->s.weapon = (int)self->animation[ 1 ]; + self->s.torsoAnim = (int)self->animation[ 2 ]; + self->s.legsAnim = (int)self->animation[ 3 ]; + + self->s.angles2[ 0 ] = self->pos2[ 0 ]; + + //add the model to the client precache list + self->s.modelindex = G_ModelIndex( self->model ); + + self->use = SP_use_anim_model; + + self->s.eType = ET_ANIMMAPOBJ; + + trap_LinkEntity( self ); +} + +/* +=============== +SP_use_light_flare + +Use function for light flare +=============== +*/ +void SP_use_light_flare( gentity_t *self, gentity_t *other, gentity_t *activator ) +{ + self->s.eFlags ^= EF_NODRAW; +} + +/* +=============== +findEmptySpot + +Finds an empty spot radius units from origin +============== +*/ +static void findEmptySpot( vec3_t origin, float radius, vec3_t spot ) +{ + int i, j, k; + vec3_t delta, test, total; + trace_t tr; + + VectorClear( total ); + + //54(!) traces to test for empty spots + for( i = -1; i <= 1; i++ ) + { + for( j = -1; j <= 1; j++ ) + { + for( k = -1; k <= 1; k++ ) + { + VectorSet( delta, ( i * radius ), + ( j * radius ), + ( k * radius ) ); + + VectorAdd( origin, delta, test ); + + trap_Trace( &tr, test, NULL, NULL, test, -1, MASK_SOLID ); + + if( !tr.allsolid ) + { + trap_Trace( &tr, test, NULL, NULL, origin, -1, MASK_SOLID ); + VectorScale( delta, tr.fraction, delta ); + VectorAdd( total, delta, total ); + } + } + } + } + + VectorNormalize( total ); + VectorScale( total, radius, total ); + VectorAdd( origin, total, spot ); +} + +/* +=============== +SP_misc_light_flare + +Spawn function for light flare +=============== +*/ +void SP_misc_light_flare( gentity_t *self ) +{ + self->s.eType = ET_LIGHTFLARE; + self->s.modelindex = G_ShaderIndex( self->targetShaderName ); + VectorCopy( self->pos2, self->s.origin2 ); + + //try to find a spot near to the flare which is empty. This + //is used to facilitate visibility testing + findEmptySpot( self->s.origin, 8.0f, self->s.angles2 ); + + self->use = SP_use_light_flare; + + G_SpawnFloat( "speed", "200", &self->speed ); + self->s.time = self->speed; + + G_SpawnInt( "mindist", "0", &self->s.generic1 ); + + if( self->spawnflags & 1 ) + self->s.eFlags |= EF_NODRAW; + + trap_LinkEntity( self ); +} diff --git a/src/game/g_missile.c b/src/game/g_missile.c new file mode 100644 index 00000000..4f019f41 --- /dev/null +++ b/src/game/g_missile.c @@ -0,0 +1,803 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +#include "g_local.h" + +#define MISSILE_PRESTEP_TIME 50 + +/* +================ +G_BounceMissile + +================ +*/ +void G_BounceMissile( gentity_t *ent, trace_t *trace ) +{ + vec3_t velocity; + float dot; + int hitTime; + + // reflect the velocity on the trace plane + hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction; + BG_EvaluateTrajectoryDelta( &ent->s.pos, hitTime, velocity ); + dot = DotProduct( velocity, trace->plane.normal ); + VectorMA( velocity, -2 * dot, trace->plane.normal, ent->s.pos.trDelta ); + + if( ent->s.eFlags & EF_BOUNCE_HALF ) + { + VectorScale( ent->s.pos.trDelta, 0.65, ent->s.pos.trDelta ); + // check for stop + if( trace->plane.normal[ 2 ] > 0.2 && VectorLength( ent->s.pos.trDelta ) < 40 ) + { + G_SetOrigin( ent, trace->endpos ); + return; + } + } + + VectorAdd( ent->r.currentOrigin, trace->plane.normal, ent->r.currentOrigin ); + VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase ); + ent->s.pos.trTime = level.time; +} + + +/* +================ +G_ExplodeMissile + +Explode a missile without an impact +================ +*/ +void G_ExplodeMissile( gentity_t *ent ) +{ + vec3_t dir; + vec3_t origin; + + BG_EvaluateTrajectory( &ent->s.pos, level.time, origin ); + SnapVector( origin ); + G_SetOrigin( ent, origin ); + + // we don't have a valid direction, so just point straight up + dir[ 0 ] = dir[ 1 ] = 0; + dir[ 2 ] = 1; + + ent->s.eType = ET_GENERAL; + + //TA: tired... can't be fucked... hack + if( ent->s.weapon != WP_LOCKBLOB_LAUNCHER && + ent->s.weapon != WP_FLAMER ) + G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( dir ) ); + + ent->freeAfterEvent = qtrue; + + // splash damage + if( ent->splashDamage ) + G_RadiusDamage( ent->r.currentOrigin, ent->parent, ent->splashDamage, + ent->splashRadius, ent, ent->splashMethodOfDeath ); + + trap_LinkEntity( ent ); +} + +void AHive_ReturnToHive( gentity_t *self ); + +/* +================ +G_MissileImpact + +================ +*/ +void G_MissileImpact( gentity_t *ent, trace_t *trace ) +{ + gentity_t *other, *attacker; + qboolean returnAfterDamage = qfalse; + vec3_t dir; + + other = &g_entities[ trace->entityNum ]; + attacker = &g_entities[ ent->r.ownerNum ]; + + // check for bounce + if( !other->takedamage && + ( ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) ) + { + G_BounceMissile( ent, trace ); + + //only play a sound if requested + if( !( ent->s.eFlags & EF_NO_BOUNCE_SOUND ) ) + G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 ); + + return; + } + + if( !strcmp( ent->classname, "grenade" ) ) + { + //grenade doesn't explode on impact + G_BounceMissile( ent, trace ); + + //only play a sound if requested + if( !( ent->s.eFlags & EF_NO_BOUNCE_SOUND ) ) + G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 ); + + return; + } + else if( !strcmp( ent->classname, "lockblob" ) ) + { + if( other->client && other->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + other->client->ps.stats[ STAT_STATE ] |= SS_BLOBLOCKED; + other->client->lastLockTime = level.time; + AngleVectors( other->client->ps.viewangles, dir, NULL, NULL ); + other->client->ps.stats[ STAT_VIEWLOCK ] = DirToByte( dir ); + } + } + else if( !strcmp( ent->classname, "slowblob" ) ) + { + if( other->client && other->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + other->client->ps.stats[ STAT_STATE ] |= SS_SLOWLOCKED; + other->client->lastSlowTime = level.time; + AngleVectors( other->client->ps.viewangles, dir, NULL, NULL ); + other->client->ps.stats[ STAT_VIEWLOCK ] = DirToByte( dir ); + } + } + else if( !strcmp( ent->classname, "hive" ) ) + { + if( other->s.eType == ET_BUILDABLE && other->s.modelindex == BA_A_HIVE ) + { + if( !ent->parent ) + G_Printf( S_COLOR_YELLOW "WARNING: hive entity has no parent in G_MissileImpact\n" ); + else + ent->parent->active = qfalse; + + G_FreeEntity( ent ); + return; + } + else + { + //prevent collision with the client when returning + ent->r.ownerNum = other->s.number; + + ent->think = AHive_ReturnToHive; + ent->nextthink = level.time + FRAMETIME; + + //only damage humans + if( other->client && other->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + returnAfterDamage = qtrue; + else + return; + } + } + + // impact damage + if( other->takedamage ) + { + // FIXME: wrong damage direction? + if( ent->damage ) + { + vec3_t velocity; + + BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity ); + if( VectorLength( velocity ) == 0 ) + velocity[ 2 ] = 1; // stepped on a grenade + + G_Damage( other, ent, attacker, velocity, ent->s.origin, ent->damage, + 0, ent->methodOfDeath ); + } + } + + if( returnAfterDamage ) + return; + + // is it cheaper in bandwidth to just remove this ent and create a new + // one, rather than changing the missile into the explosion? + + if( other->takedamage && other->client ) + { + G_AddEvent( ent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) ); + ent->s.otherEntityNum = other->s.number; + } + else if( trace->surfaceFlags & SURF_METALSTEPS ) + G_AddEvent( ent, EV_MISSILE_MISS_METAL, DirToByte( trace->plane.normal ) ); + else + G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) ); + + ent->freeAfterEvent = qtrue; + + // change over to a normal entity right at the point of impact + ent->s.eType = ET_GENERAL; + + SnapVectorTowards( trace->endpos, ent->s.pos.trBase ); // save net bandwidth + + G_SetOrigin( ent, trace->endpos ); + + // splash damage (doesn't apply to person directly hit) + if( ent->splashDamage ) + G_RadiusDamage( trace->endpos, ent->parent, ent->splashDamage, ent->splashRadius, + other, ent->splashMethodOfDeath ); + + trap_LinkEntity( ent ); +} + + +/* +================ +G_RunMissile + +================ +*/ +void G_RunMissile( gentity_t *ent ) +{ + vec3_t origin; + trace_t tr; + int passent; + + // get current position + BG_EvaluateTrajectory( &ent->s.pos, level.time, origin ); + + // ignore interactions with the missile owner + passent = ent->r.ownerNum; + + // trace a line from the previous position to the current position + trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, passent, ent->clipmask ); + + if( tr.startsolid || tr.allsolid ) + { + // make sure the tr.entityNum is set to the entity we're stuck in + trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, passent, ent->clipmask ); + tr.fraction = 0; + } + else + VectorCopy( tr.endpos, ent->r.currentOrigin ); + + ent->r.contents = CONTENTS_SOLID; //trick trap_LinkEntity into... + trap_LinkEntity( ent ); + ent->r.contents = 0; //...encoding bbox information + + if( tr.fraction != 1 ) + { + // never explode or bounce on sky + if( tr.surfaceFlags & SURF_NOIMPACT ) + { + // If grapple, reset owner + if( ent->parent && ent->parent->client && ent->parent->client->hook == ent ) + ent->parent->client->hook = NULL; + + G_FreeEntity( ent ); + return; + } + + G_MissileImpact( ent, &tr ); + if( ent->s.eType != ET_MISSILE ) + return; // exploded + } + + // check think function after bouncing + G_RunThink( ent ); +} + + +//============================================================================= + +/* +================= +fire_flamer + +================= +*/ +gentity_t *fire_flamer( gentity_t *self, vec3_t start, vec3_t dir ) +{ + gentity_t *bolt; + vec3_t pvel; + + VectorNormalize (dir); + + bolt = G_Spawn(); + bolt->classname = "flame"; + bolt->nextthink = level.time + FLAMER_LIFETIME; + bolt->think = G_ExplodeMissile; + bolt->s.eType = ET_MISSILE; + bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; + bolt->s.weapon = WP_FLAMER; + bolt->s.generic1 = self->s.generic1; //weaponMode + bolt->r.ownerNum = self->s.number; + bolt->parent = self; + bolt->damage = FLAMER_DMG; + bolt->splashDamage = FLAMER_DMG; + bolt->splashRadius = FLAMER_RADIUS; + bolt->methodOfDeath = MOD_FLAMER; + bolt->splashMethodOfDeath = MOD_FLAMER_SPLASH; + bolt->clipmask = MASK_SHOT; + bolt->target_ent = NULL; + bolt->r.mins[ 0 ] = bolt->r.mins[ 1 ] = bolt->r.mins[ 2 ] = -15.0f; + bolt->r.maxs[ 0 ] = bolt->r.maxs[ 1 ] = bolt->r.maxs[ 2 ] = 15.0f; + + bolt->s.pos.trType = TR_LINEAR; + bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame + VectorCopy( start, bolt->s.pos.trBase ); + VectorScale( self->client->ps.velocity, FLAMER_LAG, pvel ); + VectorMA( pvel, FLAMER_SPEED, dir, bolt->s.pos.trDelta ); + SnapVector( bolt->s.pos.trDelta ); // save net bandwidth + + VectorCopy( start, bolt->r.currentOrigin ); + + return bolt; +} + +//============================================================================= + +/* +================= +fire_blaster + +================= +*/ +gentity_t *fire_blaster( gentity_t *self, vec3_t start, vec3_t dir ) +{ + gentity_t *bolt; + + VectorNormalize (dir); + + bolt = G_Spawn(); + bolt->classname = "blaster"; + bolt->nextthink = level.time + 10000; + bolt->think = G_ExplodeMissile; + bolt->s.eType = ET_MISSILE; + bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; + bolt->s.weapon = WP_BLASTER; + bolt->s.generic1 = self->s.generic1; //weaponMode + bolt->r.ownerNum = self->s.number; + bolt->parent = self; + bolt->damage = BLASTER_DMG; + bolt->splashDamage = 0; + bolt->splashRadius = 0; + bolt->methodOfDeath = MOD_BLASTER; + bolt->splashMethodOfDeath = MOD_BLASTER; + bolt->clipmask = MASK_SHOT; + bolt->target_ent = NULL; + + bolt->s.pos.trType = TR_LINEAR; + bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame + VectorCopy( start, bolt->s.pos.trBase ); + VectorScale( dir, BLASTER_SPEED, bolt->s.pos.trDelta ); + SnapVector( bolt->s.pos.trDelta ); // save net bandwidth + + VectorCopy( start, bolt->r.currentOrigin ); + + return bolt; +} + +//============================================================================= + +/* +================= +fire_pulseRifle + +================= +*/ +gentity_t *fire_pulseRifle( gentity_t *self, vec3_t start, vec3_t dir ) +{ + gentity_t *bolt; + + VectorNormalize (dir); + + bolt = G_Spawn(); + bolt->classname = "pulse"; + bolt->nextthink = level.time + 10000; + bolt->think = G_ExplodeMissile; + bolt->s.eType = ET_MISSILE; + bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; + bolt->s.weapon = WP_PULSE_RIFLE; + bolt->s.generic1 = self->s.generic1; //weaponMode + bolt->r.ownerNum = self->s.number; + bolt->parent = self; + bolt->damage = PRIFLE_DMG; + bolt->splashDamage = 0; + bolt->splashRadius = 0; + bolt->methodOfDeath = MOD_PRIFLE; + bolt->splashMethodOfDeath = MOD_PRIFLE; + bolt->clipmask = MASK_SHOT; + bolt->target_ent = NULL; + + bolt->s.pos.trType = TR_LINEAR; + bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame + VectorCopy( start, bolt->s.pos.trBase ); + VectorScale( dir, PRIFLE_SPEED, bolt->s.pos.trDelta ); + SnapVector( bolt->s.pos.trDelta ); // save net bandwidth + + VectorCopy( start, bolt->r.currentOrigin ); + + return bolt; +} + +//============================================================================= + +/* +================= +fire_luciferCannon + +================= +*/ +gentity_t *fire_luciferCannon( gentity_t *self, vec3_t start, vec3_t dir, int damage, int radius ) +{ + gentity_t *bolt; + int localDamage = (int)( ceil( ( (float)damage / + (float)LCANNON_TOTAL_CHARGE ) * (float)LCANNON_DAMAGE ) ); + + VectorNormalize( dir ); + + bolt = G_Spawn( ); + bolt->classname = "lcannon"; + + if( damage == LCANNON_TOTAL_CHARGE ) + bolt->nextthink = level.time; + else + bolt->nextthink = level.time + 10000; + + bolt->think = G_ExplodeMissile; + bolt->s.eType = ET_MISSILE; + bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; + bolt->s.weapon = WP_LUCIFER_CANNON; + bolt->s.generic1 = self->s.generic1; //weaponMode + bolt->r.ownerNum = self->s.number; + bolt->parent = self; + bolt->damage = localDamage; + bolt->splashDamage = localDamage / 2; + bolt->splashRadius = radius; + bolt->methodOfDeath = MOD_LCANNON; + bolt->splashMethodOfDeath = MOD_LCANNON_SPLASH; + bolt->clipmask = MASK_SHOT; + bolt->target_ent = NULL; + + bolt->s.pos.trType = TR_LINEAR; + bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame + VectorCopy( start, bolt->s.pos.trBase ); + VectorScale( dir, LCANNON_SPEED, bolt->s.pos.trDelta ); + SnapVector( bolt->s.pos.trDelta ); // save net bandwidth + + VectorCopy( start, bolt->r.currentOrigin ); + + return bolt; +} + +/* +================= +launch_grenade + +================= +*/ +gentity_t *launch_grenade( gentity_t *self, vec3_t start, vec3_t dir ) +{ + gentity_t *bolt; + + VectorNormalize( dir ); + + bolt = G_Spawn( ); + bolt->classname = "grenade"; + bolt->nextthink = level.time + 5000; + bolt->think = G_ExplodeMissile; + bolt->s.eType = ET_MISSILE; + bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; + bolt->s.weapon = WP_GRENADE; + bolt->s.eFlags = EF_BOUNCE_HALF; + bolt->s.generic1 = WPM_PRIMARY; //weaponMode + bolt->r.ownerNum = self->s.number; + bolt->parent = self; + bolt->damage = GRENADE_DAMAGE; + bolt->splashDamage = GRENADE_DAMAGE; + bolt->splashRadius = GRENADE_RANGE; + bolt->methodOfDeath = MOD_GRENADE; + bolt->splashMethodOfDeath = MOD_GRENADE; + bolt->clipmask = MASK_SHOT; + bolt->target_ent = NULL; + bolt->r.mins[ 0 ] = bolt->r.mins[ 1 ] = bolt->r.mins[ 2 ] = -3.0f; + bolt->r.maxs[ 0 ] = bolt->r.maxs[ 1 ] = bolt->r.maxs[ 2 ] = 3.0f; + bolt->s.time = level.time; + + bolt->s.pos.trType = TR_GRAVITY; + bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame + VectorCopy( start, bolt->s.pos.trBase ); + VectorScale( dir, GRENADE_SPEED, bolt->s.pos.trDelta ); + SnapVector( bolt->s.pos.trDelta ); // save net bandwidth + + VectorCopy( start, bolt->r.currentOrigin ); + + return bolt; +} +//============================================================================= + +/* +================ +AHive_ReturnToHive + +Adjust the trajectory to point towards the hive +================ +*/ +void AHive_ReturnToHive( gentity_t *self ) +{ + vec3_t dir; + trace_t tr; + + if( !self->parent ) + { + G_Printf( S_COLOR_YELLOW "WARNING: AHive_ReturnToHive called with no self->parent\n" ); + return; + } + + trap_UnlinkEntity( self->parent ); + trap_Trace( &tr, self->r.currentOrigin, self->r.mins, self->r.maxs, + self->parent->r.currentOrigin, self->r.ownerNum, self->clipmask ); + trap_LinkEntity( self->parent ); + + if( tr.fraction < 1.0f ) + { + //if can't see hive then disperse + VectorCopy( self->r.currentOrigin, self->s.pos.trBase ); + self->s.pos.trType = TR_STATIONARY; + self->s.pos.trTime = level.time; + + self->think = G_ExplodeMissile; + self->nextthink = level.time + 2000; + self->parent->active = qfalse; //allow the parent to start again + } + else + { + VectorSubtract( self->parent->r.currentOrigin, self->r.currentOrigin, dir ); + VectorNormalize( dir ); + + //change direction towards the hive + VectorScale( dir, HIVE_SPEED, self->s.pos.trDelta ); + SnapVector( self->s.pos.trDelta ); // save net bandwidth + VectorCopy( self->r.currentOrigin, self->s.pos.trBase ); + self->s.pos.trTime = level.time; + + self->think = G_ExplodeMissile; + self->nextthink = level.time + 15000; + } +} + +/* +================ +AHive_SearchAndDestroy + +Adjust the trajectory to point towards the target +================ +*/ +void AHive_SearchAndDestroy( gentity_t *self ) +{ + vec3_t dir; + trace_t tr; + + trap_Trace( &tr, self->r.currentOrigin, self->r.mins, self->r.maxs, + self->target_ent->r.currentOrigin, self->r.ownerNum, self->clipmask ); + + //if there is no LOS or the parent hive is too far away or the target is dead, return + if( tr.entityNum == ENTITYNUM_WORLD || + Distance( self->r.currentOrigin, self->parent->r.currentOrigin ) > ( HIVE_RANGE * 5 ) || + self->target_ent->health <= 0 ) + { + self->r.ownerNum = ENTITYNUM_WORLD; + + self->think = AHive_ReturnToHive; + self->nextthink = level.time + FRAMETIME; + } + else + { + VectorSubtract( self->target_ent->r.currentOrigin, self->r.currentOrigin, dir ); + VectorNormalize( dir ); + + //change direction towards the player + VectorScale( dir, HIVE_SPEED, self->s.pos.trDelta ); + SnapVector( self->s.pos.trDelta ); // save net bandwidth + VectorCopy( self->r.currentOrigin, self->s.pos.trBase ); + self->s.pos.trTime = level.time; + + self->nextthink = level.time + HIVE_DIR_CHANGE_PERIOD; + } +} + +/* +================= +fire_hive +================= +*/ +gentity_t *fire_hive( gentity_t *self, vec3_t start, vec3_t dir ) +{ + gentity_t *bolt; + + VectorNormalize ( dir ); + + bolt = G_Spawn( ); + bolt->classname = "hive"; + bolt->nextthink = level.time + HIVE_DIR_CHANGE_PERIOD; + bolt->think = AHive_SearchAndDestroy; + bolt->s.eType = ET_MISSILE; + bolt->s.eFlags |= EF_BOUNCE|EF_NO_BOUNCE_SOUND; + bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; + bolt->s.weapon = WP_HIVE; + bolt->s.generic1 = WPM_PRIMARY; //weaponMode + bolt->r.ownerNum = self->s.number; + bolt->parent = self; + bolt->damage = HIVE_DMG; + bolt->splashDamage = 0; + bolt->splashRadius = 0; + bolt->methodOfDeath = MOD_SWARM; + bolt->clipmask = MASK_SHOT; + bolt->target_ent = self->target_ent; + + bolt->s.pos.trType = TR_LINEAR; + bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame + VectorCopy( start, bolt->s.pos.trBase ); + VectorScale( dir, HIVE_SPEED, bolt->s.pos.trDelta ); + SnapVector( bolt->s.pos.trDelta ); // save net bandwidth + VectorCopy( start, bolt->r.currentOrigin ); + + return bolt; +} + +//============================================================================= + +/* +================= +fire_lockblob +================= +*/ +gentity_t *fire_lockblob( gentity_t *self, vec3_t start, vec3_t dir ) +{ + gentity_t *bolt; + + VectorNormalize ( dir ); + + bolt = G_Spawn( ); + bolt->classname = "lockblob"; + bolt->nextthink = level.time + 15000; + bolt->think = G_ExplodeMissile; + bolt->s.eType = ET_MISSILE; + bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; + bolt->s.weapon = WP_LOCKBLOB_LAUNCHER; + bolt->s.generic1 = WPM_PRIMARY; //weaponMode + bolt->r.ownerNum = self->s.number; + bolt->parent = self; + bolt->damage = 0; + bolt->splashDamage = 0; + bolt->splashRadius = 0; + bolt->methodOfDeath = MOD_UNKNOWN; //doesn't do damage so will never kill + bolt->clipmask = MASK_SHOT; + bolt->target_ent = NULL; + + bolt->s.pos.trType = TR_LINEAR; + bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame + VectorCopy( start, bolt->s.pos.trBase ); + VectorScale( dir, 500, bolt->s.pos.trDelta ); + SnapVector( bolt->s.pos.trDelta ); // save net bandwidth + VectorCopy( start, bolt->r.currentOrigin ); + + return bolt; +} + +/* +================= +fire_slowBlob +================= +*/ +gentity_t *fire_slowBlob( gentity_t *self, vec3_t start, vec3_t dir ) +{ + gentity_t *bolt; + + VectorNormalize ( dir ); + + bolt = G_Spawn( ); + bolt->classname = "slowblob"; + bolt->nextthink = level.time + 15000; + bolt->think = G_ExplodeMissile; + bolt->s.eType = ET_MISSILE; + bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; + bolt->s.weapon = WP_ABUILD2; + bolt->s.generic1 = self->s.generic1; //weaponMode + bolt->r.ownerNum = self->s.number; + bolt->parent = self; + bolt->damage = ABUILDER_BLOB_DMG; + bolt->splashDamage = 0; + bolt->splashRadius = 0; + bolt->methodOfDeath = MOD_SLOWBLOB; + bolt->splashMethodOfDeath = MOD_SLOWBLOB; + bolt->clipmask = MASK_SHOT; + bolt->target_ent = NULL; + + bolt->s.pos.trType = TR_GRAVITY; + bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame + VectorCopy( start, bolt->s.pos.trBase ); + VectorScale( dir, ABUILDER_BLOB_SPEED, bolt->s.pos.trDelta ); + SnapVector( bolt->s.pos.trDelta ); // save net bandwidth + VectorCopy( start, bolt->r.currentOrigin ); + + return bolt; +} + +/* +================= +fire_paraLockBlob +================= +*/ +gentity_t *fire_paraLockBlob( gentity_t *self, vec3_t start, vec3_t dir ) +{ + gentity_t *bolt; + + VectorNormalize ( dir ); + + bolt = G_Spawn( ); + bolt->classname = "lockblob"; + bolt->nextthink = level.time + 15000; + bolt->think = G_ExplodeMissile; + bolt->s.eType = ET_MISSILE; + bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; + bolt->s.weapon = WP_LOCKBLOB_LAUNCHER; + bolt->s.generic1 = self->s.generic1; //weaponMode + bolt->r.ownerNum = self->s.number; + bolt->parent = self; + bolt->damage = 0; + bolt->splashDamage = 0; + bolt->splashRadius = 0; + bolt->clipmask = MASK_SHOT; + bolt->target_ent = NULL; + + bolt->s.pos.trType = TR_GRAVITY; + bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame + VectorCopy( start, bolt->s.pos.trBase ); + VectorScale( dir, LOCKBLOB_SPEED, bolt->s.pos.trDelta ); + SnapVector( bolt->s.pos.trDelta ); // save net bandwidth + VectorCopy( start, bolt->r.currentOrigin ); + + return bolt; +} + +/* +================= +fire_bounceBall +================= +*/ +gentity_t *fire_bounceBall( gentity_t *self, vec3_t start, vec3_t dir ) +{ + gentity_t *bolt; + + VectorNormalize ( dir ); + + bolt = G_Spawn( ); + bolt->classname = "bounceball"; + bolt->nextthink = level.time + 3000; + bolt->think = G_ExplodeMissile; + bolt->s.eType = ET_MISSILE; + bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; + bolt->s.weapon = WP_ALEVEL3_UPG; + bolt->s.generic1 = self->s.generic1; //weaponMode + bolt->r.ownerNum = self->s.number; + bolt->parent = self; + bolt->damage = LEVEL3_BOUNCEBALL_DMG; + bolt->splashDamage = 0; + bolt->splashRadius = 0; + bolt->methodOfDeath = MOD_LEVEL3_BOUNCEBALL; + bolt->splashMethodOfDeath = MOD_LEVEL3_BOUNCEBALL; + bolt->clipmask = MASK_SHOT; + bolt->target_ent = NULL; + + bolt->s.pos.trType = TR_GRAVITY; + bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame + VectorCopy( start, bolt->s.pos.trBase ); + VectorScale( dir, LEVEL3_BOUNCEBALL_SPEED, bolt->s.pos.trDelta ); + SnapVector( bolt->s.pos.trDelta ); // save net bandwidth + VectorCopy( start, bolt->r.currentOrigin ); + /*bolt->s.eFlags |= EF_BOUNCE;*/ + + return bolt; +} + diff --git a/src/game/g_mover.c b/src/game/g_mover.c new file mode 100644 index 00000000..c3879b5b --- /dev/null +++ b/src/game/g_mover.c @@ -0,0 +1,2468 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +#include "g_local.h" + + + +/* +=============================================================================== + +PUSHMOVE + +=============================================================================== +*/ + +void MatchTeam( gentity_t *teamLeader, int moverState, int time ); + +typedef struct +{ + gentity_t *ent; + vec3_t origin; + vec3_t angles; + float deltayaw; +} pushed_t; + +pushed_t pushed[ MAX_GENTITIES ], *pushed_p; + + +/* +============ +G_TestEntityPosition + +============ +*/ +gentity_t *G_TestEntityPosition( gentity_t *ent ) +{ + trace_t tr; + int mask; + + if( ent->clipmask ) + mask = ent->clipmask; + else + mask = MASK_SOLID; + + if( ent->client ) + trap_Trace( &tr, ent->client->ps.origin, ent->r.mins, ent->r.maxs, ent->client->ps.origin, ent->s.number, mask ); + else + trap_Trace( &tr, ent->s.pos.trBase, ent->r.mins, ent->r.maxs, ent->s.pos.trBase, ent->s.number, mask ); + + if( tr.startsolid ) + return &g_entities[ tr.entityNum ]; + + return NULL; +} + +/* +================ +G_CreateRotationMatrix +================ +*/ +void G_CreateRotationMatrix( vec3_t angles, vec3_t matrix[ 3 ] ) +{ + AngleVectors( angles, matrix[ 0 ], matrix[ 1 ], matrix[ 2 ] ); + VectorInverse( matrix[ 1 ] ); +} + +/* +================ +G_TransposeMatrix +================ +*/ +void G_TransposeMatrix( vec3_t matrix[ 3 ], vec3_t transpose[ 3 ] ) +{ + int i, j; + + for( i = 0; i < 3; i++ ) + { + for( j = 0; j < 3; j++ ) + { + transpose[ i ][ j ] = matrix[ j ][ i ]; + } + } +} + +/* +================ +G_RotatePoint +================ +*/ +void G_RotatePoint( vec3_t point, vec3_t matrix[ 3 ] ) +{ + vec3_t tvec; + + VectorCopy( point, tvec ); + point[ 0 ] = DotProduct( matrix[ 0 ], tvec ); + point[ 1 ] = DotProduct( matrix[ 1 ], tvec ); + point[ 2 ] = DotProduct( matrix[ 2 ], tvec ); +} + +/* +================== +G_TryPushingEntity + +Returns qfalse if the move is blocked +================== +*/ +qboolean G_TryPushingEntity( gentity_t *check, gentity_t *pusher, vec3_t move, vec3_t amove ) +{ + vec3_t matrix[ 3 ], transpose[ 3 ]; + vec3_t org, org2, move2; + gentity_t *block; + + // EF_MOVER_STOP will just stop when contacting another entity + // instead of pushing it, but entities can still ride on top of it + if( ( pusher->s.eFlags & EF_MOVER_STOP ) && + check->s.groundEntityNum != pusher->s.number ) + return qfalse; + + //don't try to move buildables unless standing on a mover + if( check->s.eType == ET_BUILDABLE && + check->s.groundEntityNum != pusher->s.number ) + return qfalse; + + // save off the old position + if( pushed_p > &pushed[ MAX_GENTITIES ] ) + G_Error( "pushed_p > &pushed[MAX_GENTITIES]" ); + + pushed_p->ent = check; + VectorCopy( check->s.pos.trBase, pushed_p->origin ); + VectorCopy( check->s.apos.trBase, pushed_p->angles ); + + if( check->client ) + { + pushed_p->deltayaw = check->client->ps.delta_angles[ YAW ]; + VectorCopy( check->client->ps.origin, pushed_p->origin ); + } + pushed_p++; + + // try moving the contacted entity + // figure movement due to the pusher's amove + G_CreateRotationMatrix( amove, transpose ); + G_TransposeMatrix( transpose, matrix ); + + if( check->client ) + VectorSubtract( check->client->ps.origin, pusher->r.currentOrigin, org ); + else + VectorSubtract( check->s.pos.trBase, pusher->r.currentOrigin, org ); + + VectorCopy( org, org2 ); + G_RotatePoint( org2, matrix ); + VectorSubtract( org2, org, move2 ); + // add movement + VectorAdd( check->s.pos.trBase, move, check->s.pos.trBase ); + VectorAdd( check->s.pos.trBase, move2, check->s.pos.trBase ); + + if( check->client ) + { + VectorAdd( check->client->ps.origin, move, check->client->ps.origin ); + VectorAdd( check->client->ps.origin, move2, check->client->ps.origin ); + // make sure the client's view rotates when on a rotating mover + check->client->ps.delta_angles[ YAW ] += ANGLE2SHORT( amove[ YAW ] ); + } + + // may have pushed them off an edge + if( check->s.groundEntityNum != pusher->s.number ) + check->s.groundEntityNum = -1; + + block = G_TestEntityPosition( check ); + + if( !block ) + { + // pushed ok + if( check->client ) + VectorCopy( check->client->ps.origin, check->r.currentOrigin ); + else + VectorCopy( check->s.pos.trBase, check->r.currentOrigin ); + + trap_LinkEntity( check ); + return qtrue; + } + + // if it is ok to leave in the old position, do it + // this is only relevent for riding entities, not pushed + // Sliding trapdoors can cause this. + VectorCopy( ( pushed_p - 1 )->origin, check->s.pos.trBase ); + + if( check->client ) + VectorCopy( ( pushed_p - 1 )->origin, check->client->ps.origin ); + + VectorCopy( ( pushed_p - 1 )->angles, check->s.apos.trBase ); + block = G_TestEntityPosition( check ); + + if( !block ) + { + check->s.groundEntityNum = -1; + pushed_p--; + return qtrue; + } + + // blocked + return qfalse; +} + + +/* +============ +G_MoverPush + +Objects need to be moved back on a failed push, +otherwise riders would continue to slide. +If qfalse is returned, *obstacle will be the blocking entity +============ +*/ +qboolean G_MoverPush( gentity_t *pusher, vec3_t move, vec3_t amove, gentity_t **obstacle ) +{ + int i, e; + gentity_t *check; + vec3_t mins, maxs; + pushed_t *p; + int entityList[ MAX_GENTITIES ]; + int listedEntities; + vec3_t totalMins, totalMaxs; + + *obstacle = NULL; + + + // mins/maxs are the bounds at the destination + // totalMins / totalMaxs are the bounds for the entire move + if( pusher->r.currentAngles[ 0 ] || pusher->r.currentAngles[ 1 ] || pusher->r.currentAngles[ 2 ] + || amove[ 0 ] || amove[ 1 ] || amove[ 2 ] ) + { + float radius; + + radius = RadiusFromBounds( pusher->r.mins, pusher->r.maxs ); + + for( i = 0 ; i < 3 ; i++ ) + { + mins[ i ] = pusher->r.currentOrigin[ i ] + move[ i ] - radius; + maxs[ i ] = pusher->r.currentOrigin[ i ] + move[ i ] + radius; + totalMins[ i ] = mins[ i ] - move[ i ]; + totalMaxs[ i ] = maxs[ i ] - move[ i ]; + } + } + else + { + for( i = 0; i < 3; i++ ) + { + mins[ i ] = pusher->r.absmin[ i ] + move[ i ]; + maxs[ i ] = pusher->r.absmax[ i ] + move[ i ]; + } + + VectorCopy( pusher->r.absmin, totalMins ); + VectorCopy( pusher->r.absmax, totalMaxs ); + for( i = 0; i < 3; i++ ) + { + if( move[ i ] > 0 ) + totalMaxs[ i ] += move[ i ]; + else + totalMins[ i ] += move[ i ]; + } + } + + // unlink the pusher so we don't get it in the entityList + trap_UnlinkEntity( pusher ); + + listedEntities = trap_EntitiesInBox( totalMins, totalMaxs, entityList, MAX_GENTITIES ); + + // move the pusher to it's final position + VectorAdd( pusher->r.currentOrigin, move, pusher->r.currentOrigin ); + VectorAdd( pusher->r.currentAngles, amove, pusher->r.currentAngles ); + trap_LinkEntity( pusher ); + + // see if any solid entities are inside the final position + for( e = 0 ; e < listedEntities ; e++ ) + { + check = &g_entities[ entityList[ e ] ]; + + // only push items and players + if( check->s.eType != ET_ITEM && check->s.eType != ET_BUILDABLE && + check->s.eType != ET_CORPSE && check->s.eType != ET_PLAYER && + !check->physicsObject ) + continue; + + // if the entity is standing on the pusher, it will definitely be moved + if( check->s.groundEntityNum != pusher->s.number ) + { + // see if the ent needs to be tested + if( check->r.absmin[ 0 ] >= maxs[ 0 ] + || check->r.absmin[ 1 ] >= maxs[ 1 ] + || check->r.absmin[ 2 ] >= maxs[ 2 ] + || check->r.absmax[ 0 ] <= mins[ 0 ] + || check->r.absmax[ 1 ] <= mins[ 1 ] + || check->r.absmax[ 2 ] <= mins[ 2 ] ) + continue; + + // see if the ent's bbox is inside the pusher's final position + // this does allow a fast moving object to pass through a thin entity... + if( !G_TestEntityPosition( check ) ) + continue; + } + + // the entity needs to be pushed + if( G_TryPushingEntity( check, pusher, move, amove ) ) + continue; + + // the move was blocked an entity + + // bobbing entities are instant-kill and never get blocked + if( pusher->s.pos.trType == TR_SINE || pusher->s.apos.trType == TR_SINE ) + { + G_Damage( check, pusher, pusher, NULL, NULL, 99999, 0, MOD_CRUSH ); + continue; + } + + + // save off the obstacle so we can call the block function (crush, etc) + *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.pos.trBase ); + VectorCopy( p->angles, p->ent->s.apos.trBase ); + + if( p->ent->client ) + { + p->ent->client->ps.delta_angles[ YAW ] = p->deltayaw; + VectorCopy( p->origin, p->ent->client->ps.origin ); + } + + trap_LinkEntity( p->ent ); + } + + return qfalse; + } + + return qtrue; +} + + +/* +================= +G_MoverTeam +================= +*/ +void G_MoverTeam( gentity_t *ent ) +{ + vec3_t move, amove; + gentity_t *part, *obstacle; + vec3_t origin, angles; + + obstacle = NULL; + + // 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 ) + { + // get current position + BG_EvaluateTrajectory( &part->s.pos, level.time, origin ); + BG_EvaluateTrajectory( &part->s.apos, level.time, angles ); + VectorSubtract( origin, part->r.currentOrigin, move ); + VectorSubtract( angles, part->r.currentAngles, amove ); + if( !G_MoverPush( part, move, amove, &obstacle ) ) + break; // move was blocked + } + + if( part ) + { + // go back to the previous position + for( part = ent; part; part = part->teamchain ) + { + part->s.pos.trTime += level.time - level.previousTime; + part->s.apos.trTime += level.time - level.previousTime; + BG_EvaluateTrajectory( &part->s.pos, level.time, part->r.currentOrigin ); + BG_EvaluateTrajectory( &part->s.apos, level.time, part->r.currentAngles ); + trap_LinkEntity( part ); + } + + // if the pusher has a "blocked" function, call it + if( ent->blocked ) + ent->blocked( ent, obstacle ); + + return; + } + + // the move succeeded + for( part = ent; part; part = part->teamchain ) + { + // call the reached function if time is at or past end point + if( part->s.pos.trType == TR_LINEAR_STOP ) + { + if( level.time >= part->s.pos.trTime + part->s.pos.trDuration ) + { + if( part->reached ) + part->reached( part ); + } + } + if ( part->s.apos.trType == TR_LINEAR_STOP ) { + if ( level.time >= part->s.apos.trTime + part->s.apos.trDuration ) { + if ( part->reached ) { + part->reached( part ); + } + } + } + } +} + +/* +================ +G_RunMover + +================ +*/ +void G_RunMover( gentity_t *ent ) +{ + // if not a team captain, don't do anything, because + // the captain will handle everything + if( ent->flags & FL_TEAMSLAVE ) + return; + + // if stationary at one of the positions, don't move anything + if( ( ent->s.pos.trType != TR_STATIONARY || ent->s.apos.trType != TR_STATIONARY ) && + ent->moverState < MODEL_POS1 ) //yuck yuck hack + G_MoverTeam( ent ); + + // check think function + G_RunThink( ent ); +} + +/* +============================================================================ + +GENERAL MOVERS + +Doors, plats, and buttons are all binary (two position) movers +Pos1 is "at rest", pos2 is "activated" +============================================================================ +*/ + +/* +=============== +SetMoverState +=============== +*/ +void SetMoverState( gentity_t *ent, moverState_t moverState, int time ) +{ + vec3_t delta; + float f; + + ent->moverState = moverState; + + ent->s.pos.trTime = time; + ent->s.apos.trTime = time; + + switch( moverState ) + { + case MOVER_POS1: + VectorCopy( ent->pos1, ent->s.pos.trBase ); + ent->s.pos.trType = TR_STATIONARY; + break; + + case MOVER_POS2: + VectorCopy( ent->pos2, ent->s.pos.trBase ); + ent->s.pos.trType = TR_STATIONARY; + break; + + case MOVER_1TO2: + VectorCopy( ent->pos1, ent->s.pos.trBase ); + VectorSubtract( ent->pos2, ent->pos1, delta ); + f = 1000.0 / ent->s.pos.trDuration; + VectorScale( delta, f, ent->s.pos.trDelta ); + ent->s.pos.trType = TR_LINEAR_STOP; + break; + + case MOVER_2TO1: + VectorCopy( ent->pos2, ent->s.pos.trBase ); + VectorSubtract( ent->pos1, ent->pos2, delta ); + f = 1000.0 / ent->s.pos.trDuration; + VectorScale( delta, f, ent->s.pos.trDelta ); + ent->s.pos.trType = TR_LINEAR_STOP; + break; + + case ROTATOR_POS1: + VectorCopy( ent->pos1, ent->s.apos.trBase ); + ent->s.apos.trType = TR_STATIONARY; + break; + + case ROTATOR_POS2: + VectorCopy( ent->pos2, ent->s.apos.trBase ); + ent->s.apos.trType = TR_STATIONARY; + break; + + case ROTATOR_1TO2: + VectorCopy( ent->pos1, ent->s.apos.trBase ); + VectorSubtract( ent->pos2, ent->pos1, delta ); + f = 1000.0 / ent->s.apos.trDuration; + VectorScale( delta, f, ent->s.apos.trDelta ); + ent->s.apos.trType = TR_LINEAR_STOP; + break; + + case ROTATOR_2TO1: + VectorCopy( ent->pos2, ent->s.apos.trBase ); + VectorSubtract( ent->pos1, ent->pos2, delta ); + f = 1000.0 / ent->s.apos.trDuration; + VectorScale( delta, f, ent->s.apos.trDelta ); + ent->s.apos.trType = TR_LINEAR_STOP; + break; + + case MODEL_POS1: + break; + + case MODEL_POS2: + break; + + default: + break; + } + + if( moverState >= MOVER_POS1 && moverState <= MOVER_2TO1 ) + BG_EvaluateTrajectory( &ent->s.pos, level.time, ent->r.currentOrigin ); + + if( moverState >= ROTATOR_POS1 && moverState <= ROTATOR_2TO1 ) + BG_EvaluateTrajectory( &ent->s.apos, level.time, ent->r.currentAngles ); + + trap_LinkEntity( ent ); +} + +/* +================ +MatchTeam + +All entities in a mover team will move from pos1 to pos2 +in the same amount of time +================ +*/ +void MatchTeam( gentity_t *teamLeader, int moverState, int time ) +{ + gentity_t *slave; + + for( slave = teamLeader; slave; slave = slave->teamchain ) + SetMoverState( slave, moverState, time ); +} + + + +/* +================ +ReturnToPos1 +================ +*/ +void ReturnToPos1( gentity_t *ent ) +{ + MatchTeam( ent, MOVER_2TO1, level.time ); + + // looping sound + ent->s.loopSound = ent->soundLoop; + + // starting sound + if( ent->sound2to1 ) + G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound2to1 ); +} + + +/* +================ +ReturnToApos1 +================ +*/ +void ReturnToApos1( gentity_t *ent ) +{ + MatchTeam( ent, ROTATOR_2TO1, level.time ); + + // looping sound + ent->s.loopSound = ent->soundLoop; + + // starting sound + if( ent->sound2to1 ) + G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound2to1 ); +} + + +/* +================ +Think_ClosedModelDoor +================ +*/ +void Think_ClosedModelDoor( gentity_t *ent ) +{ + // play sound + if( ent->soundPos1 ) + G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos1 ); + + // close areaportals + if( ent->teammaster == ent || !ent->teammaster ) + trap_AdjustAreaPortalState( ent, qfalse ); + + ent->moverState = MODEL_POS1; +} + + +/* +================ +Think_CloseModelDoor +================ +*/ +void Think_CloseModelDoor( gentity_t *ent ) +{ + int entityList[ MAX_GENTITIES ]; + int numEntities, i; + gentity_t *clipBrush = ent->clipBrush; + gentity_t *check; + qboolean canClose = qtrue; + + numEntities = trap_EntitiesInBox( clipBrush->r.absmin, clipBrush->r.absmax, entityList, MAX_GENTITIES ); + + //set brush solid + trap_LinkEntity( ent->clipBrush ); + + //see if any solid entities are inside the door + for( i = 0; i < numEntities; i++ ) + { + check = &g_entities[ entityList[ i ] ]; + + //only test items and players + if( check->s.eType != ET_ITEM && check->s.eType != ET_BUILDABLE && + check->s.eType != ET_CORPSE && check->s.eType != ET_PLAYER && + !check->physicsObject ) + continue; + + //test is this entity collides with this door + if( G_TestEntityPosition( check ) ) + canClose = qfalse; + } + + //something is blocking this door + if( !canClose ) + { + //set brush non-solid + trap_UnlinkEntity( ent->clipBrush ); + + ent->nextthink = level.time + ent->wait; + return; + } + + //toggle door state + ent->s.legsAnim = qfalse; + + // play sound + if( ent->sound2to1 ) + G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound2to1 ); + + ent->moverState = MODEL_2TO1; + + ent->think = Think_ClosedModelDoor; + ent->nextthink = level.time + ent->speed; +} + + +/* +================ +Think_OpenModelDoor +================ +*/ +void Think_OpenModelDoor( gentity_t *ent ) +{ + //set brush non-solid + trap_UnlinkEntity( ent->clipBrush ); + + // looping sound + ent->s.loopSound = ent->soundLoop; + + // starting sound + if( ent->soundPos2 ) + G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos2 ); + + ent->moverState = MODEL_POS2; + + // return to pos1 after a delay + ent->think = Think_CloseModelDoor; + ent->nextthink = level.time + ent->wait; + + // fire targets + if( !ent->activator ) + ent->activator = ent; + + G_UseTargets( ent, ent->activator ); +} + + +/* +================ +Reached_BinaryMover +================ +*/ +void Reached_BinaryMover( gentity_t *ent ) +{ + // stop the looping sound + ent->s.loopSound = ent->soundLoop; + + if( ent->moverState == MOVER_1TO2 ) + { + // reached pos2 + SetMoverState( ent, MOVER_POS2, level.time ); + + // play sound + if( ent->soundPos2 ) + G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos2 ); + + // return to pos1 after a delay + ent->think = ReturnToPos1; + ent->nextthink = level.time + ent->wait; + + // fire targets + if( !ent->activator ) + ent->activator = ent; + + G_UseTargets( ent, ent->activator ); + } + else if( ent->moverState == MOVER_2TO1 ) + { + // reached pos1 + SetMoverState( ent, MOVER_POS1, level.time ); + + // play sound + if( ent->soundPos1 ) + G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos1 ); + + // close areaportals + if( ent->teammaster == ent || !ent->teammaster ) + trap_AdjustAreaPortalState( ent, qfalse ); + } + else if( ent->moverState == ROTATOR_1TO2 ) + { + // reached pos2 + SetMoverState( ent, ROTATOR_POS2, level.time ); + + // play sound + if( ent->soundPos2 ) + G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos2 ); + + // return to apos1 after a delay + ent->think = ReturnToApos1; + ent->nextthink = level.time + ent->wait; + + // fire targets + if( !ent->activator ) + ent->activator = ent; + + G_UseTargets( ent, ent->activator ); + } + else if( ent->moverState == ROTATOR_2TO1 ) + { + // reached pos1 + SetMoverState( ent, ROTATOR_POS1, level.time ); + + // play sound + if( ent->soundPos1 ) + G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos1 ); + + // close areaportals + if( ent->teammaster == ent || !ent->teammaster ) + trap_AdjustAreaPortalState( ent, qfalse ); + } + else + G_Error( "Reached_BinaryMover: bad moverState" ); +} + + +/* +================ +Use_BinaryMover +================ +*/ +void Use_BinaryMover( gentity_t *ent, gentity_t *other, gentity_t *activator ) +{ + int total; + int partial; + + // if this is a non-client-usable door return + if( ent->targetname && other && other->client ) + return; + + // only the master should be used + if( ent->flags & FL_TEAMSLAVE ) + { + Use_BinaryMover( ent->teammaster, other, activator ); + return; + } + + ent->activator = activator; + + if( ent->moverState == MOVER_POS1 ) + { + // start moving 50 msec later, becase if this was player + // triggered, level.time hasn't been advanced yet + MatchTeam( ent, MOVER_1TO2, level.time + 50 ); + + // starting sound + if( ent->sound1to2 ) + G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound1to2 ); + + // looping sound + ent->s.loopSound = ent->soundLoop; + + // open areaportal + if( ent->teammaster == ent || !ent->teammaster ) + trap_AdjustAreaPortalState( ent, qtrue ); + } + else if( ent->moverState == MOVER_POS2 ) + { + // if all the way up, just delay before coming down + ent->nextthink = level.time + ent->wait; + } + else if( ent->moverState == MOVER_2TO1 ) + { + // only partway down before reversing + total = ent->s.pos.trDuration; + partial = level.time - ent->s.pos.trTime; + + if( partial > total ) + partial = total; + + MatchTeam( ent, MOVER_1TO2, level.time - ( total - partial ) ); + + if( ent->sound1to2 ) + G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound1to2 ); + } + else if( ent->moverState == MOVER_1TO2 ) + { + // only partway up before reversing + total = ent->s.pos.trDuration; + partial = level.time - ent->s.pos.trTime; + + if( partial > total ) + partial = total; + + MatchTeam( ent, MOVER_2TO1, level.time - ( total - partial ) ); + + if( ent->sound2to1 ) + G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound2to1 ); + } + else if( ent->moverState == ROTATOR_POS1 ) + { + // start moving 50 msec later, becase if this was player + // triggered, level.time hasn't been advanced yet + MatchTeam( ent, ROTATOR_1TO2, level.time + 50 ); + + // starting sound + if( ent->sound1to2 ) + G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound1to2 ); + + // looping sound + ent->s.loopSound = ent->soundLoop; + + // open areaportal + if( ent->teammaster == ent || !ent->teammaster ) + trap_AdjustAreaPortalState( ent, qtrue ); + } + else if( ent->moverState == ROTATOR_POS2 ) + { + // if all the way up, just delay before coming down + ent->nextthink = level.time + ent->wait; + } + else if( ent->moverState == ROTATOR_2TO1 ) + { + // only partway down before reversing + total = ent->s.apos.trDuration; + partial = level.time - ent->s.apos.trTime; + + if( partial > total ) + partial = total; + + MatchTeam( ent, ROTATOR_1TO2, level.time - ( total - partial ) ); + + if( ent->sound1to2 ) + G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound1to2 ); + } + else if( ent->moverState == ROTATOR_1TO2 ) + { + // only partway up before reversing + total = ent->s.apos.trDuration; + partial = level.time - ent->s.apos.trTime; + + if( partial > total ) + partial = total; + + MatchTeam( ent, ROTATOR_2TO1, level.time - ( total - partial ) ); + + if( ent->sound2to1 ) + G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound2to1 ); + } + else if( ent->moverState == MODEL_POS1 ) + { + //toggle door state + ent->s.legsAnim = qtrue; + + ent->think = Think_OpenModelDoor; + ent->nextthink = level.time + ent->speed; + + // starting sound + if( ent->sound1to2 ) + G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound1to2 ); + + // looping sound + ent->s.loopSound = ent->soundLoop; + + // open areaportal + if( ent->teammaster == ent || !ent->teammaster ) + trap_AdjustAreaPortalState( ent, qtrue ); + + ent->moverState = MODEL_1TO2; + } + else if( ent->moverState == MODEL_POS2 ) + { + // if all the way up, just delay before coming down + ent->nextthink = level.time + ent->wait; + } +} + + + +/* +================ +InitMover + +"pos1", "pos2", and "speed" should be set before calling, +so the movement delta can be calculated +================ +*/ +void InitMover( gentity_t *ent ) +{ + vec3_t move; + float distance; + float light; + vec3_t color; + qboolean lightSet, colorSet; + char *sound; + + // if the "model2" key is set, use a seperate model + // for drawing, but clip against the brushes + if( ent->model2 ) + ent->s.modelindex2 = G_ModelIndex( ent->model2 ); + + // if the "loopsound" key is set, use a constant looping sound when moving + if( G_SpawnString( "noise", "100", &sound ) ) + ent->s.loopSound = G_SoundIndex( sound ); + + // if the "color" or "light" keys are set, setup constantLight + lightSet = G_SpawnFloat( "light", "100", &light ); + colorSet = G_SpawnVector( "color", "1 1 1", color ); + + if( lightSet || colorSet ) + { + int r, g, b, i; + + r = color[ 0 ] * 255; + if( r > 255 ) + r = 255; + + g = color[ 1 ] * 255; + if( g > 255 ) + g = 255; + + b = color[ 2 ] * 255; + if( b > 255 ) + b = 255; + + i = light / 4; + if( i > 255 ) + i = 255; + + ent->s.constantLight = r | ( g << 8 ) | ( b << 16 ) | ( i << 24 ); + } + + + ent->use = Use_BinaryMover; + ent->reached = Reached_BinaryMover; + + ent->moverState = MOVER_POS1; + ent->r.svFlags = SVF_USE_CURRENT_ORIGIN; + ent->s.eType = ET_MOVER; + VectorCopy( ent->pos1, ent->r.currentOrigin ); + trap_LinkEntity( ent ); + + ent->s.pos.trType = TR_STATIONARY; + VectorCopy( ent->pos1, ent->s.pos.trBase ); + + // calculate time to reach second position from speed + VectorSubtract( ent->pos2, ent->pos1, move ); + distance = VectorLength( move ); + if( !ent->speed ) + ent->speed = 100; + + VectorScale( move, ent->speed, ent->s.pos.trDelta ); + ent->s.pos.trDuration = distance * 1000 / ent->speed; + + if( ent->s.pos.trDuration <= 0 ) + ent->s.pos.trDuration = 1; +} + + +/* +================ +InitRotator + +"pos1", "pos2", and "speed" should be set before calling, +so the movement delta can be calculated +================ +*/ +void InitRotator( gentity_t *ent ) +{ + vec3_t move; + float angle; + float light; + vec3_t color; + qboolean lightSet, colorSet; + char *sound; + + // if the "model2" key is set, use a seperate model + // for drawing, but clip against the brushes + if( ent->model2 ) + ent->s.modelindex2 = G_ModelIndex( ent->model2 ); + + // if the "loopsound" key is set, use a constant looping sound when moving + if( G_SpawnString( "noise", "100", &sound ) ) + ent->s.loopSound = G_SoundIndex( sound ); + + // if the "color" or "light" keys are set, setup constantLight + lightSet = G_SpawnFloat( "light", "100", &light ); + colorSet = G_SpawnVector( "color", "1 1 1", color ); + + if( lightSet || colorSet ) + { + int r, g, b, i; + + r = color[ 0 ] * 255; + + if( r > 255 ) + r = 255; + + g = color[ 1 ] * 255; + + if( g > 255 ) + g = 255; + + b = color[ 2 ] * 255; + + if( b > 255 ) + b = 255; + + i = light / 4; + + if( i > 255 ) + i = 255; + + ent->s.constantLight = r | ( g << 8 ) | ( b << 16 ) | ( i << 24 ); + } + + + ent->use = Use_BinaryMover; + ent->reached = Reached_BinaryMover; + + ent->moverState = ROTATOR_POS1; + ent->r.svFlags = SVF_USE_CURRENT_ORIGIN; + ent->s.eType = ET_MOVER; + VectorCopy( ent->pos1, ent->r.currentAngles ); + trap_LinkEntity( ent ); + + ent->s.apos.trType = TR_STATIONARY; + VectorCopy( ent->pos1, ent->s.apos.trBase ); + + // calculate time to reach second position from speed + VectorSubtract( ent->pos2, ent->pos1, move ); + angle = VectorLength( move ); + + if( !ent->speed ) + ent->speed = 120; + + VectorScale( move, ent->speed, ent->s.apos.trDelta ); + ent->s.apos.trDuration = angle * 1000 / ent->speed; + + if( ent->s.apos.trDuration <= 0 ) + ent->s.apos.trDuration = 1; +} + + +/* +=============================================================================== + +DOOR + +A use can be triggered either by a touch function, by being shot, or by being +targeted by another entity. + +=============================================================================== +*/ + +/* +================ +Blocked_Door +================ +*/ +void Blocked_Door( gentity_t *ent, gentity_t *other ) +{ + // remove anything other than a client or buildable + if( !other->client && other->s.eType != ET_BUILDABLE ) + { + G_FreeEntity( other ); + return; + } + + if( ent->damage ) + G_Damage( other, ent, ent, NULL, NULL, ent->damage, 0, MOD_CRUSH ); + + if( ent->spawnflags & 4 ) + return; // crushers don't reverse + + // reverse direction + Use_BinaryMover( ent, ent, other ); +} + +/* +================ +Touch_DoorTriggerSpectator +================ +*/ +static void Touch_DoorTriggerSpectator( gentity_t *ent, gentity_t *other, trace_t *trace ) +{ + int i, axis; + vec3_t origin, dir, angles; + + axis = ent->count; + VectorClear( dir ); + + if( fabs( other->s.origin[ axis ] - ent->r.absmax[ axis ] ) < + fabs( other->s.origin[ axis ] - ent->r.absmin[ axis ] ) ) + { + origin[ axis ] = ent->r.absmin[ axis ] - 20; + dir[ axis ] = -1; + } + else + { + origin[ axis ] = ent->r.absmax[ axis ] + 20; + dir[ axis ] = 1; + } + + for( i = 0; i < 3; i++ ) + { + if( i == axis ) + continue; + + origin[ i ] = ( ent->r.absmin[ i ] + ent->r.absmax[ i ] ) * 0.5; + } + + vectoangles( dir, angles ); + TeleportPlayer( other, origin, angles ); +} + + +/* +================ +manualDoorTriggerSpectator + +This effectively creates a temporary door auto trigger so manually +triggers doors can be skipped by spectators +================ +*/ +static void manualDoorTriggerSpectator( gentity_t *door, gentity_t *player ) +{ + gentity_t *other; + gentity_t triggerHull; + int best, i; + vec3_t mins, maxs; + + //don't skip a door that is already open + if( door->moverState == MOVER_1TO2 || + door->moverState == MOVER_POS2 || + door->moverState == ROTATOR_1TO2 || + door->moverState == ROTATOR_POS2 || + door->moverState == MODEL_1TO2 || + door->moverState == MODEL_POS2 ) + return; + + // find the bounds of everything on the team + VectorCopy( door->r.absmin, mins ); + VectorCopy( door->r.absmax, maxs ); + + for( other = door->teamchain; other; other = other->teamchain ) + { + AddPointToBounds( other->r.absmin, mins, maxs ); + AddPointToBounds( other->r.absmax, mins, maxs ); + } + + // find the thinnest axis, which will be the one we expand + best = 0; + for( i = 1; i < 3; i++ ) + { + if( maxs[ i ] - mins[ i ] < maxs[ best ] - mins[ best ] ) + best = i; + } + + maxs[ best ] += 60; + mins[ best ] -= 60; + + VectorCopy( mins, triggerHull.r.absmin ); + VectorCopy( maxs, triggerHull.r.absmax ); + triggerHull.count = best; + + Touch_DoorTriggerSpectator( &triggerHull, player, NULL ); +} + +/* +================ +manualTriggerSpectator + +Trip to skip the closest door targetted by trigger +================ +*/ +void manualTriggerSpectator( gentity_t *trigger, gentity_t *player ) +{ + gentity_t *t = NULL; + gentity_t *targets[ MAX_GENTITIES ]; + int i = 0, j; + float minDistance = (float)INFINITE; + + //restrict this hack to trigger_multiple only for now + if( strcmp( trigger->classname, "trigger_multiple" ) ) + return; + + if( !trigger->target ) + return; + + //create a list of door entities this trigger targets + while( ( t = G_Find( t, FOFS( targetname ), trigger->target ) ) != NULL ) + { + if( !strcmp( t->classname, "func_door" ) ) + targets[ i++ ] = t; + else if( t == trigger ) + G_Printf( "WARNING: Entity used itself.\n" ); + + if( !trigger->inuse ) + { + G_Printf( "triggerity was removed while using targets\n" ); + return; + } + } + + //if more than 0 targets + if( i > 0 ) + { + gentity_t *closest = NULL; + + //pick the closest door + for( j = 0; j < i; j++ ) + { + float d = Distance( player->r.currentOrigin, targets[ j ]->r.currentOrigin ); + + if( d < minDistance ) + { + minDistance = d; + closest = targets[ j ]; + } + } + + //try and skip the door + manualDoorTriggerSpectator( closest, player ); + } +} + + +/* +================ +Touch_DoorTrigger +================ +*/ +void Touch_DoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace ) +{ + //buildables don't trigger movers + if( other->s.eType == ET_BUILDABLE ) + return; + + if( other->client && other->client->sess.sessionTeam == TEAM_SPECTATOR ) + { + // if the door is not open and not opening + if( ent->parent->moverState != MOVER_1TO2 && + ent->parent->moverState != MOVER_POS2 && + ent->parent->moverState != ROTATOR_1TO2 && + ent->parent->moverState != ROTATOR_POS2 ) + Touch_DoorTriggerSpectator( ent, other, trace ); + } + else if( ent->parent->moverState != MOVER_1TO2 && + ent->parent->moverState != ROTATOR_1TO2 && + ent->parent->moverState != ROTATOR_2TO1 ) + { + Use_BinaryMover( ent->parent, ent, other ); + } +} + + +/* +====================== +Think_SpawnNewDoorTrigger + +All of the parts of a door have been spawned, so create +a trigger that encloses all of them +====================== +*/ +void Think_SpawnNewDoorTrigger( gentity_t *ent ) +{ + gentity_t *other; + vec3_t mins, maxs; + int i, best; + + //TA: disable shootable doors + // set all of the slaves as shootable + //for( other = ent; other; other = other->teamchain ) + // other->takedamage = qtrue; + + // find the bounds of everything on the team + VectorCopy( ent->r.absmin, mins ); + VectorCopy( ent->r.absmax, maxs ); + + for( other = ent->teamchain; other; other=other->teamchain ) + { + AddPointToBounds( other->r.absmin, mins, maxs ); + AddPointToBounds( other->r.absmax, mins, maxs ); + } + + // find the thinnest axis, which will be the one we expand + best = 0; + for( i = 1; i < 3; i++ ) + { + if( maxs[ i ] - mins[ i ] < maxs[ best ] - mins[ best ] ) + best = i; + } + + maxs[ best ] += 60; + mins[ best ] -= 60; + + // create a trigger with this size + other = G_Spawn( ); + other->classname = "door_trigger"; + VectorCopy( mins, other->r.mins ); + VectorCopy( maxs, other->r.maxs ); + other->parent = ent; + other->r.contents = CONTENTS_TRIGGER; + other->touch = Touch_DoorTrigger; + // remember the thinnest axis + other->count = best; + trap_LinkEntity( other ); + + if( ent->moverState < MODEL_POS1 ) + MatchTeam( ent, ent->moverState, level.time ); +} + +void Think_MatchTeam( gentity_t *ent ) +{ + MatchTeam( ent, ent->moverState, level.time ); +} + + +/*QUAKED func_door (0 .5 .8) ? START_OPEN x CRUSHER +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 + +"model2" .md3 model to also draw +"angle" determines the opening direction +"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door. +"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) +"color" constantLight color +"light" constantLight radius +"health" if set, the door must be shot open +*/ +void SP_func_door( gentity_t *ent ) +{ + vec3_t abs_movedir; + float distance; + vec3_t size; + float lip; + char *s; + + G_SpawnString( "sound2to1", "sound/movers/doors/dr1_strt.wav", &s ); + ent->sound2to1 = G_SoundIndex( s ); + G_SpawnString( "sound1to2", "sound/movers/doors/dr1_strt.wav", &s ); + ent->sound1to2 = G_SoundIndex( s ); + + G_SpawnString( "soundPos2", "sound/movers/doors/dr1_end.wav", &s ); + ent->soundPos2 = G_SoundIndex( s ); + G_SpawnString( "soundPos1", "sound/movers/doors/dr1_end.wav", &s ); + ent->soundPos1 = G_SoundIndex( s ); + + ent->blocked = Blocked_Door; + + // default speed of 400 + if( !ent->speed ) + ent->speed = 400; + + // default wait of 2 seconds + if( !ent->wait ) + ent->wait = 2; + + ent->wait *= 1000; + + // default lip of 8 units + G_SpawnFloat( "lip", "8", &lip ); + + // default damage of 2 points + G_SpawnInt( "dmg", "2", &ent->damage ); + + // first position at start + VectorCopy( ent->s.origin, ent->pos1 ); + + // calculate second position + trap_SetBrushModel( ent, ent->model ); + G_SetMovedir( ent->s.angles, ent->movedir ); + abs_movedir[ 0 ] = fabs( ent->movedir[ 0 ] ); + abs_movedir[ 1 ] = fabs( ent->movedir[ 1 ] ); + abs_movedir[ 2 ] = fabs( ent->movedir[ 2 ] ); + VectorSubtract( ent->r.maxs, ent->r.mins, size ); + distance = DotProduct( abs_movedir, size ) - lip; + VectorMA( ent->pos1, distance, ent->movedir, ent->pos2 ); + + // if "start_open", reverse position 1 and 2 + if( ent->spawnflags & 1 ) + { + vec3_t temp; + + VectorCopy( ent->pos2, temp ); + VectorCopy( ent->s.origin, ent->pos2 ); + VectorCopy( temp, ent->pos1 ); + } + + InitMover( ent ); + + ent->nextthink = level.time + FRAMETIME; + + if( !( ent->flags & FL_TEAMSLAVE ) ) + { + int health; + + G_SpawnInt( "health", "0", &health ); + if( health ) + ent->takedamage = qtrue; + + if( ent->targetname || health ) + { + // non touch/shoot doors + ent->think = Think_MatchTeam; + } + else + ent->think = Think_SpawnNewDoorTrigger; + } +} + +/*QUAKED func_door_rotating (0 .5 .8) START_OPEN CRUSHER REVERSE TOGGLE X_AXIS Y_AXIS + * This is the rotating door... just as the name suggests it's a door that rotates + * START_OPEN the door to moves to its destination when spawned, and operate in reverse. + * REVERSE if you want the door to open in the other direction, use this switch. + * TOGGLE wait in both the start and end states for a trigger event. + * X_AXIS open on the X-axis instead of the Z-axis + * Y_AXIS open on the Y-axis instead of the Z-axis + * + * 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. + * + * "model2" .md3 model to also draw + * "distance" how many degrees the door will open + * "speed" how fast the door will open (degrees/second) + * "color" constantLight color + * "light" constantLight radius + * */ + +void SP_func_door_rotating( gentity_t *ent ) +{ + char *s; + + G_SpawnString( "sound2to1", "sound/movers/doors/dr1_strt.wav", &s ); + ent->sound2to1 = G_SoundIndex( s ); + G_SpawnString( "sound1to2", "sound/movers/doors/dr1_strt.wav", &s ); + ent->sound1to2 = G_SoundIndex( s ); + + G_SpawnString( "soundPos2", "sound/movers/doors/dr1_end.wav", &s ); + ent->soundPos2 = G_SoundIndex( s ); + G_SpawnString( "soundPos1", "sound/movers/doors/dr1_end.wav", &s ); + ent->soundPos1 = G_SoundIndex( s ); + + ent->blocked = Blocked_Door; + + //default speed of 120 + if( !ent->speed ) + ent->speed = 120; + + // if speed is negative, positize it and add reverse flag + if( ent->speed < 0 ) + { + ent->speed *= -1; + ent->spawnflags |= 8; + } + + // default of 2 seconds + if( !ent->wait ) + ent->wait = 2; + + ent->wait *= 1000; + + // set the axis of rotation + VectorClear( ent->movedir ); + VectorClear( ent->s.angles ); + + if( ent->spawnflags & 32 ) + ent->movedir[ 2 ] = 1.0; + else if( ent->spawnflags & 64 ) + ent->movedir[ 0 ] = 1.0; + else + ent->movedir[ 1 ] = 1.0; + + // reverse direction if necessary + if( ent->spawnflags & 8 ) + VectorNegate ( ent->movedir, ent->movedir ); + + // default distance of 90 degrees. This is something the mapper should not + // leave out, so we'll tell him if he does. + if( !ent->rotatorAngle ) + { + G_Printf( "%s at %s with no rotatorAngle set.\n", + ent->classname, vtos( ent->s.origin ) ); + + ent->rotatorAngle = 90.0; + } + + VectorCopy( ent->s.angles, ent->pos1 ); + trap_SetBrushModel( ent, ent->model ); + VectorMA( ent->pos1, ent->rotatorAngle, ent->movedir, ent->pos2 ); + + // if "start_open", reverse position 1 and 2 + if( ent->spawnflags & 1 ) + { + vec3_t temp; + + VectorCopy( ent->pos2, temp ); + VectorCopy( ent->s.angles, ent->pos2 ); + VectorCopy( temp, ent->pos1 ); + VectorNegate( ent->movedir, ent->movedir ); + } + + // set origin + VectorCopy( ent->s.origin, ent->s.pos.trBase ); + VectorCopy( ent->s.pos.trBase, ent->r.currentOrigin ); + + InitRotator( ent ); + + ent->nextthink = level.time + FRAMETIME; + + if( !( ent->flags & FL_TEAMSLAVE ) ) + { + int health; + + G_SpawnInt( "health", "0", &health ); + + if( health ) + ent->takedamage = qtrue; + + if( ent->targetname || health ) + { + // non touch/shoot doors + ent->think = Think_MatchTeam; + } + else + ent->think = Think_SpawnNewDoorTrigger; + } +} + +/*QUAKED func_door_model (0 .5 .8) ? START_OPEN +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 + +"model2" .md3 model to also draw +"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door. +"speed" movement speed (100 default) +"wait" wait before returning (3 default, -1 = never return) +"color" constantLight color +"light" constantLight radius +"health" if set, the door must be shot open +*/ +void SP_func_door_model( gentity_t *ent ) +{ + char *s; + float light; + vec3_t color; + qboolean lightSet, colorSet; + char *sound; + gentity_t *clipBrush; + + G_SpawnString( "sound2to1", "sound/movers/doors/dr1_strt.wav", &s ); + ent->sound2to1 = G_SoundIndex( s ); + G_SpawnString( "sound1to2", "sound/movers/doors/dr1_strt.wav", &s ); + ent->sound1to2 = G_SoundIndex( s ); + + G_SpawnString( "soundPos2", "sound/movers/doors/dr1_end.wav", &s ); + ent->soundPos2 = G_SoundIndex( s ); + G_SpawnString( "soundPos1", "sound/movers/doors/dr1_end.wav", &s ); + ent->soundPos1 = G_SoundIndex( s ); + + //default speed of 100ms + if( !ent->speed ) + ent->speed = 200; + + //default wait of 2 seconds + if( ent->wait <= 0 ) + ent->wait = 2; + + ent->wait *= 1000; + + //brush model + clipBrush = ent->clipBrush = G_Spawn( ); + clipBrush->model = ent->model; + trap_SetBrushModel( clipBrush, clipBrush->model ); + clipBrush->s.eType = ET_INVISIBLE; + trap_LinkEntity( clipBrush ); + + //copy the bounds back from the clipBrush so the + //triggers can be made + VectorCopy( clipBrush->r.absmin, ent->r.absmin ); + VectorCopy( clipBrush->r.absmax, ent->r.absmax ); + VectorCopy( clipBrush->r.mins, ent->r.mins ); + VectorCopy( clipBrush->r.maxs, ent->r.maxs ); + + G_SpawnVector( "modelOrigin", "0 0 0", ent->s.origin ); + + G_SpawnVector( "scale", "1 1 1", ent->s.origin2 ); + + // if the "model2" key is set, use a seperate model + // for drawing, but clip against the brushes + if( !ent->model2 ) + G_Printf( S_COLOR_YELLOW "WARNING: func_door_model %d spawned with no model2 key\n", ent->s.number ); + else + ent->s.modelindex = G_ModelIndex( ent->model2 ); + + // if the "loopsound" key is set, use a constant looping sound when moving + if( G_SpawnString( "noise", "100", &sound ) ) + ent->s.loopSound = G_SoundIndex( sound ); + + // if the "color" or "light" keys are set, setup constantLight + lightSet = G_SpawnFloat( "light", "100", &light ); + colorSet = G_SpawnVector( "color", "1 1 1", color ); + + if( lightSet || colorSet ) + { + int r, g, b, i; + + r = color[ 0 ] * 255; + if( r > 255 ) + r = 255; + + g = color[ 1 ] * 255; + if( g > 255 ) + g = 255; + + b = color[ 2 ] * 255; + if( b > 255 ) + b = 255; + + i = light / 4; + if( i > 255 ) + i = 255; + + ent->s.constantLight = r | ( g << 8 ) | ( b << 16 ) | ( i << 24 ); + } + + ent->use = Use_BinaryMover; + + ent->moverState = MODEL_POS1; + ent->s.eType = ET_MODELDOOR; + VectorCopy( ent->s.origin, ent->s.pos.trBase ); + ent->s.pos.trType = TR_STATIONARY; + ent->s.pos.trTime = 0; + ent->s.pos.trDuration = 0; + VectorClear( ent->s.pos.trDelta ); + VectorCopy( ent->s.angles, ent->s.apos.trBase ); + ent->s.apos.trType = TR_STATIONARY; + ent->s.apos.trTime = 0; + ent->s.apos.trDuration = 0; + VectorClear( ent->s.apos.trDelta ); + + ent->s.powerups = (int)ent->animation[ 0 ]; //first frame + ent->s.weapon = abs( (int)ent->animation[ 1 ] ); //number of frames + + //must be at least one frame -- mapper has forgotten animation key + if( ent->s.weapon == 0 ) + ent->s.weapon = 1; + + ent->s.torsoAnim = ent->s.weapon * ( 1000.0f / ent->speed ); //framerate + + trap_LinkEntity( ent ); + + if( !( ent->flags & FL_TEAMSLAVE ) ) + { + int health; + + G_SpawnInt( "health", "0", &health ); + if( health ) + ent->takedamage = qtrue; + + if( !( ent->targetname || health ) ) + { + ent->nextthink = level.time + FRAMETIME; + ent->think = Think_SpawnNewDoorTrigger; + } + } +} + +/* +=============================================================================== + +PLAT + +=============================================================================== +*/ + +/* +============== +Touch_Plat + +Don't allow decent if a living player is on it +=============== +*/ +void Touch_Plat( gentity_t *ent, gentity_t *other, trace_t *trace ) +{ + if( !other->client || other->client->ps.stats[ STAT_HEALTH ] <= 0 ) + return; + + // delay return-to-pos1 by one second + if( ent->moverState == MOVER_POS2 ) + ent->nextthink = level.time + 1000; +} + +/* +============== +Touch_PlatCenterTrigger + +If the plat is at the bottom position, start it going up +=============== +*/ +void Touch_PlatCenterTrigger( gentity_t *ent, gentity_t *other, trace_t *trace ) +{ + if( !other->client ) + return; + + if( ent->parent->moverState == MOVER_POS1 ) + Use_BinaryMover( ent->parent, ent, other ); +} + + +/* +================ +SpawnPlatTrigger + +Spawn a trigger in the middle of the plat's low position +Elevator cars require that the trigger extend through the entire low position, +not just sit on top of it. +================ +*/ +void SpawnPlatTrigger( gentity_t *ent ) +{ + gentity_t *trigger; + vec3_t tmin, tmax; + + // the middle trigger will be a thin trigger just + // above the starting position + trigger = G_Spawn( ); + trigger->classname = "plat_trigger"; + trigger->touch = Touch_PlatCenterTrigger; + trigger->r.contents = CONTENTS_TRIGGER; + trigger->parent = ent; + + tmin[ 0 ] = ent->pos1[ 0 ] + ent->r.mins[ 0 ] + 33; + tmin[ 1 ] = ent->pos1[ 1 ] + ent->r.mins[ 1 ] + 33; + tmin[ 2 ] = ent->pos1[ 2 ] + ent->r.mins[ 2 ]; + + tmax[ 0 ] = ent->pos1[ 0 ] + ent->r.maxs[ 0 ] - 33; + tmax[ 1 ] = ent->pos1[ 1 ] + ent->r.maxs[ 1 ] - 33; + tmax[ 2 ] = ent->pos1[ 2 ] + ent->r.maxs[ 2 ] + 8; + + if( tmax[ 0 ] <= tmin[ 0 ] ) + { + tmin[ 0 ] = ent->pos1[ 0 ] + ( ent->r.mins[ 0 ] + ent->r.maxs[ 0 ] ) * 0.5; + tmax[ 0 ] = tmin[ 0 ] + 1; + } + + if( tmax[ 1 ] <= tmin[ 1 ] ) + { + tmin[ 1 ] = ent->pos1[ 1 ] + ( ent->r.mins[ 1 ] + ent->r.maxs[ 1 ] ) * 0.5; + tmax[ 1 ] = tmin[ 1 ] + 1; + } + + VectorCopy( tmin, trigger->r.mins ); + VectorCopy( tmax, trigger->r.maxs ); + + trap_LinkEntity( trigger ); +} + + +/*QUAKED func_plat (0 .5 .8) ? +Plats are always drawn in the extended position so they will light correctly. + +"lip" default 8, protrusion above rest position +"height" total height of movement, defaults to model height +"speed" overrides default 200. +"dmg" overrides default 2 +"model2" .md3 model to also draw +"color" constantLight color +"light" constantLight radius +*/ +void SP_func_plat( gentity_t *ent ) +{ + float lip, height; + char *s; + + G_SpawnString( "sound2to1", "sound/movers/plats/pt1_strt.wav", &s ); + ent->sound2to1 = G_SoundIndex( s ); + G_SpawnString( "sound1to2", "sound/movers/plats/pt1_strt.wav", &s ); + ent->sound1to2 = G_SoundIndex( s ); + + G_SpawnString( "soundPos2", "sound/movers/plats/pt1_end.wav", &s ); + ent->soundPos2 = G_SoundIndex( s ); + G_SpawnString( "soundPos1", "sound/movers/plats/pt1_end.wav", &s ); + ent->soundPos1 = G_SoundIndex( s ); + + VectorClear( ent->s.angles ); + + G_SpawnFloat( "speed", "200", &ent->speed ); + G_SpawnInt( "dmg", "2", &ent->damage ); + G_SpawnFloat( "wait", "1", &ent->wait ); + G_SpawnFloat( "lip", "8", &lip ); + + ent->wait = 1000; + + // create second position + trap_SetBrushModel( ent, ent->model ); + + if( !G_SpawnFloat( "height", "0", &height ) ) + height = ( ent->r.maxs[ 2 ] - ent->r.mins[ 2 ] ) - lip; + + // pos1 is the rest (bottom) position, pos2 is the top + VectorCopy( ent->s.origin, ent->pos2 ); + VectorCopy( ent->pos2, ent->pos1 ); + ent->pos1[ 2 ] -= height; + + InitMover( ent ); + + // touch function keeps the plat from returning while + // a live player is standing on it + ent->touch = Touch_Plat; + + ent->blocked = Blocked_Door; + + ent->parent = ent; // so it can be treated as a door + + // spawn the trigger if one hasn't been custom made + if( !ent->targetname ) + SpawnPlatTrigger( ent ); +} + + +/* +=============================================================================== + +BUTTON + +=============================================================================== +*/ + +/* +============== +Touch_Button + +=============== +*/ +void Touch_Button( gentity_t *ent, gentity_t *other, trace_t *trace ) +{ + if( !other->client ) + return; + + if( ent->moverState == MOVER_POS1 ) + Use_BinaryMover( ent, other, other ); +} + + +/*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. + +"model2" .md3 model to also draw +"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 +"color" constantLight color +"light" constantLight radius +*/ +void SP_func_button( gentity_t *ent ) +{ + vec3_t abs_movedir; + float distance; + vec3_t size; + float lip; + char *s; + + G_SpawnString( "sound1to2", "sound/movers/switches/butn2.wav", &s ); + ent->sound1to2 = G_SoundIndex( s ); + + if( !ent->speed ) + ent->speed = 40; + + if( !ent->wait ) + ent->wait = 1; + + ent->wait *= 1000; + + // first position + VectorCopy( ent->s.origin, ent->pos1 ); + + // calculate second position + trap_SetBrushModel( ent, ent->model ); + + G_SpawnFloat( "lip", "4", &lip ); + + G_SetMovedir( ent->s.angles, ent->movedir ); + abs_movedir[ 0 ] = fabs( ent->movedir[ 0 ] ); + abs_movedir[ 1 ] = fabs( ent->movedir[ 1 ] ); + abs_movedir[ 2 ] = fabs( ent->movedir[ 2 ] ); + VectorSubtract( ent->r.maxs, ent->r.mins, size ); + distance = abs_movedir[ 0 ] * size[ 0 ] + abs_movedir[ 1 ] * size[ 1 ] + abs_movedir[ 2 ] * size[ 2 ] - lip; + VectorMA( ent->pos1, distance, ent->movedir, ent->pos2 ); + + if( ent->health ) + { + // shootable button + ent->takedamage = qtrue; + } + else + { + // touchable button + ent->touch = Touch_Button; + } + + InitMover( ent ); +} + + + +/* +=============================================================================== + +TRAIN + +=============================================================================== +*/ + + +#define TRAIN_START_OFF 1 +#define TRAIN_BLOCK_STOPS 2 + +/* +=============== +Think_BeginMoving + +The wait time at a corner has completed, so start moving again +=============== +*/ +void Think_BeginMoving( gentity_t *ent ) +{ + ent->s.pos.trTime = level.time; + ent->s.pos.trType = TR_LINEAR_STOP; +} + +/* +=============== +Reached_Train +=============== +*/ +void Reached_Train( gentity_t *ent ) +{ + gentity_t *next; + float speed; + vec3_t move; + float length; + + // copy the apropriate values + next = ent->nextTrain; + if( !next || !next->nextTrain ) + return; // just stop + + // fire all other targets + G_UseTargets( next, NULL ); + + // set the new trajectory + ent->nextTrain = next->nextTrain; + VectorCopy( next->s.origin, ent->pos1 ); + VectorCopy( next->nextTrain->s.origin, ent->pos2 ); + + // if the path_corner has a speed, use that + if( next->speed ) + { + speed = next->speed; + } + else + { + // otherwise use the train's speed + speed = ent->speed; + } + + if( speed < 1 ) + speed = 1; + + ent->lastSpeed = speed; + + // calculate duration + VectorSubtract( ent->pos2, ent->pos1, move ); + length = VectorLength( move ); + + ent->s.pos.trDuration = length * 1000 / speed; + + // looping sound + ent->s.loopSound = next->soundLoop; + + // start it going + SetMoverState( ent, MOVER_1TO2, level.time ); + + if( ent->spawnflags & TRAIN_START_OFF ) + { + ent->s.pos.trType = TR_STATIONARY; + return; + } + + // if there is a "wait" value on the target, don't start moving yet + if( next->wait ) + { + ent->nextthink = level.time + next->wait * 1000; + ent->think = Think_BeginMoving; + ent->s.pos.trType = TR_STATIONARY; + } +} + +/* +================ +Start_Train +================ +*/ +void Start_Train( gentity_t *ent, gentity_t *other, gentity_t *activator ) +{ + vec3_t move; + + //recalculate duration as the mover is highly + //unlikely to be right on a path_corner + VectorSubtract( ent->pos2, ent->pos1, move ); + ent->s.pos.trDuration = VectorLength( move ) * 1000 / ent->lastSpeed; + SetMoverState( ent, MOVER_1TO2, level.time ); + + ent->spawnflags &= ~TRAIN_START_OFF; +} + +/* +================ +Stop_Train +================ +*/ +void Stop_Train( gentity_t *ent, gentity_t *other, gentity_t *activator ) +{ + vec3_t origin; + + //get current origin + BG_EvaluateTrajectory( &ent->s.pos, level.time, origin ); + VectorCopy( origin, ent->pos1 ); + SetMoverState( ent, MOVER_POS1, level.time ); + + ent->spawnflags |= TRAIN_START_OFF; +} + +/* +================ +Use_Train +================ +*/ +void Use_Train( gentity_t *ent, gentity_t *other, gentity_t *activator ) +{ + if( ent->spawnflags & TRAIN_START_OFF ) + { + //train is currently not moving so start it + Start_Train( ent, other, activator ); + } + else + { + //train is moving so stop it + Stop_Train( ent, other, activator ); + } +} + +/* +=============== +Think_SetupTrainTargets + +Link all the corners together +=============== +*/ +void Think_SetupTrainTargets( gentity_t *ent ) +{ + gentity_t *path, *next, *start; + + ent->nextTrain = G_Find( NULL, FOFS( targetname ), ent->target ); + + if( !ent->nextTrain ) + { + G_Printf( "func_train at %s with an unfound target\n", + vtos( ent->r.absmin ) ); + return; + } + + start = NULL; + for( path = ent->nextTrain; path != start; path = next ) + { + if( !start ) + start = path; + + if( !path->target ) + { + G_Printf( "Train corner at %s without a target\n", + vtos( path->s.origin ) ); + return; + } + + // find a path_corner among the targets + // there may also be other targets that get fired when the corner + // is reached + next = NULL; + do + { + next = G_Find( next, FOFS( targetname ), path->target ); + + if( !next ) + { + G_Printf( "Train corner at %s without a target path_corner\n", + vtos( path->s.origin ) ); + return; + } + } while( strcmp( next->classname, "path_corner" ) ); + + path->nextTrain = next; + } + + // start the train moving from the first corner + Reached_Train( ent ); +} + + + +/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8) +Train path corners. +Target: next path corner and other targets to fire +"speed" speed to move to the next corner +"wait" seconds to wait before behining move to next corner +*/ +void SP_path_corner( gentity_t *self ) +{ + if( !self->targetname ) + { + G_Printf( "path_corner with no targetname at %s\n", vtos( self->s.origin ) ); + G_FreeEntity( self ); + return; + } + // path corners don't need to be linked in +} + +/* +================ +Blocked_Train +================ +*/ +void Blocked_Train( gentity_t *self, gentity_t *other ) +{ + if( self->spawnflags & TRAIN_BLOCK_STOPS ) + Stop_Train( self, other, other ); + else + { + if( !other->client ) + { + //whatever is blocking the train isn't a client + + //KILL!!1!!! + G_Damage( other, self, self, NULL, NULL, 10000, 0, MOD_CRUSH ); + + //buildables need to be handled differently since even when + //dealth fatal amounts of damage they won't instantly become non-solid + if( other->s.eType == ET_BUILDABLE && other->spawned ) + { + vec3_t dir; + gentity_t *tent; + + if( other->biteam == BIT_ALIENS ) + { + VectorCopy( other->s.origin2, dir ); + tent = G_TempEntity( other->s.origin, EV_ALIEN_BUILDABLE_EXPLOSION ); + tent->s.eventParm = DirToByte( dir ); + } + else if( other->biteam == BIT_HUMANS ) + { + VectorSet( dir, 0.0f, 0.0f, 1.0f ); + tent = G_TempEntity( other->s.origin, EV_HUMAN_BUILDABLE_EXPLOSION ); + tent->s.eventParm = DirToByte( dir ); + } + } + + //if it's still around free it + if( other ) + G_FreeEntity( other ); + + return; + } + + G_Damage( other, self, self, NULL, NULL, 10000, 0, MOD_CRUSH ); + } +} + + +/*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS +A train is a mover that moves between path_corner target points. +Trains MUST HAVE AN ORIGIN BRUSH. +The train spawns at the first target it is pointing at. +"model2" .md3 model to also draw +"speed" default 100 +"dmg" default 2 +"noise" looping sound to play when the train is in motion +"target" next path corner +"color" constantLight color +"light" constantLight radius +*/ +void SP_func_train( gentity_t *self ) +{ + VectorClear( self->s.angles ); + + if( self->spawnflags & TRAIN_BLOCK_STOPS ) + self->damage = 0; + else if( !self->damage ) + self->damage = 2; + + if( !self->speed ) + self->speed = 100; + + if( !self->target ) + { + G_Printf( "func_train without a target at %s\n", vtos( self->r.absmin ) ); + G_FreeEntity( self ); + return; + } + + trap_SetBrushModel( self, self->model ); + InitMover( self ); + + self->reached = Reached_Train; + self->use = Use_Train; + self->blocked = Blocked_Train; + + // start trains on the second frame, to make sure their targets have had + // a chance to spawn + self->nextthink = level.time + FRAMETIME; + self->think = Think_SetupTrainTargets; +} + +/* +=============================================================================== + +STATIC + +=============================================================================== +*/ + + +/*QUAKED func_static (0 .5 .8) ? +A bmodel that just sits there, doing nothing. Can be used for conditional walls and models. +"model2" .md3 model to also draw +"color" constantLight color +"light" constantLight radius +*/ +void SP_func_static( gentity_t *ent ) +{ + trap_SetBrushModel( ent, ent->model ); + InitMover( ent ); + VectorCopy( ent->s.origin, ent->s.pos.trBase ); + VectorCopy( ent->s.origin, ent->r.currentOrigin ); +} + + +/* +=============================================================================== + +ROTATING + +=============================================================================== +*/ + + +/*QUAKED func_rotating (0 .5 .8) ? START_ON - X_AXIS Y_AXIS +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. + +"model2" .md3 model to also draw +"speed" determines how fast it moves; default value is 100. +"dmg" damage to inflict when blocked (2 default) +"color" constantLight color +"light" constantLight radius +*/ +void SP_func_rotating( gentity_t *ent ) +{ + if( !ent->speed ) + ent->speed = 100; + + // set the axis of rotation + ent->s.apos.trType = TR_LINEAR; + + if( ent->spawnflags & 4 ) + ent->s.apos.trDelta[ 2 ] = ent->speed; + else if( ent->spawnflags & 8 ) + ent->s.apos.trDelta[ 0 ] = ent->speed; + else + ent->s.apos.trDelta[ 1 ] = ent->speed; + + if( !ent->damage ) + ent->damage = 2; + + trap_SetBrushModel( ent, ent->model ); + InitMover( ent ); + + VectorCopy( ent->s.origin, ent->s.pos.trBase ); + VectorCopy( ent->s.pos.trBase, ent->r.currentOrigin ); + VectorCopy( ent->s.apos.trBase, ent->r.currentAngles ); + + trap_LinkEntity( ent ); +} + + +/* +=============================================================================== + +BOBBING + +=============================================================================== +*/ + + +/*QUAKED func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS +Normally bobs on the Z axis +"model2" .md3 model to also draw +"height" amplitude of bob (32 default) +"speed" seconds to complete a bob cycle (4 default) +"phase" the 0.0 to 1.0 offset in the cycle to start at +"dmg" damage to inflict when blocked (2 default) +"color" constantLight color +"light" constantLight radius +*/ +void SP_func_bobbing( gentity_t *ent ) +{ + float height; + float phase; + + G_SpawnFloat( "speed", "4", &ent->speed ); + G_SpawnFloat( "height", "32", &height ); + G_SpawnInt( "dmg", "2", &ent->damage ); + G_SpawnFloat( "phase", "0", &phase ); + + trap_SetBrushModel( ent, ent->model ); + InitMover( ent ); + + VectorCopy( ent->s.origin, ent->s.pos.trBase ); + VectorCopy( ent->s.origin, ent->r.currentOrigin ); + + ent->s.pos.trDuration = ent->speed * 1000; + ent->s.pos.trTime = ent->s.pos.trDuration * phase; + ent->s.pos.trType = TR_SINE; + + // set the axis of bobbing + if( ent->spawnflags & 1 ) + ent->s.pos.trDelta[ 0 ] = height; + else if( ent->spawnflags & 2 ) + ent->s.pos.trDelta[ 1 ] = height; + else + ent->s.pos.trDelta[ 2 ] = height; +} + +/* +=============================================================================== + +PENDULUM + +=============================================================================== +*/ + + +/*QUAKED func_pendulum (0 .5 .8) ? +You need to have an origin brush as part of this entity. +Pendulums always swing north / south on unrotated models. Add an angles field to the model to allow rotation in other directions. +Pendulum frequency is a physical constant based on the length of the beam and gravity. +"model2" .md3 model to also draw +"speed" the number of degrees each way the pendulum swings, (30 default) +"phase" the 0.0 to 1.0 offset in the cycle to start at +"dmg" damage to inflict when blocked (2 default) +"color" constantLight color +"light" constantLight radius +*/ +void SP_func_pendulum( gentity_t *ent ) +{ + float freq; + float length; + float phase; + float speed; + + G_SpawnFloat( "speed", "30", &speed ); + G_SpawnInt( "dmg", "2", &ent->damage ); + G_SpawnFloat( "phase", "0", &phase ); + + trap_SetBrushModel( ent, ent->model ); + + // find pendulum length + length = fabs( ent->r.mins[ 2 ] ); + + if( length < 8 ) + length = 8; + + freq = 1 / ( M_PI * 2 ) * sqrt( g_gravity.value / ( 3 * length ) ); + + ent->s.pos.trDuration = ( 1000 / freq ); + + InitMover( ent ); + + VectorCopy( ent->s.origin, ent->s.pos.trBase ); + VectorCopy( ent->s.origin, ent->r.currentOrigin ); + + VectorCopy( ent->s.angles, ent->s.apos.trBase ); + + ent->s.apos.trDuration = 1000 / freq; + ent->s.apos.trTime = ent->s.apos.trDuration * phase; + ent->s.apos.trType = TR_SINE; + ent->s.apos.trDelta[ 2 ] = speed; +} diff --git a/src/game/g_physics.c b/src/game/g_physics.c new file mode 100644 index 00000000..c6c03f69 --- /dev/null +++ b/src/game/g_physics.c @@ -0,0 +1,161 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +#include "g_local.h" + +/* +================ +G_Bounce + +================ +*/ +static void G_Bounce( gentity_t *ent, trace_t *trace ) +{ + vec3_t velocity; + float dot; + int hitTime; + float minNormal; + qboolean invert = qfalse; + + // reflect the velocity on the trace plane + hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction; + BG_EvaluateTrajectoryDelta( &ent->s.pos, hitTime, velocity ); + dot = DotProduct( velocity, trace->plane.normal ); + VectorMA( velocity, -2*dot, trace->plane.normal, ent->s.pos.trDelta ); + + if( ent->s.eType == ET_BUILDABLE ) + { + minNormal = BG_FindMinNormalForBuildable( ent->s.modelindex ); + invert = BG_FindInvertNormalForBuildable( ent->s.modelindex ); + } + else + minNormal = 0.707f; + + // cut the velocity to keep from bouncing forever + if( ( trace->plane.normal[ 2 ] >= minNormal || + ( invert && trace->plane.normal[ 2 ] <= -minNormal ) ) && + trace->entityNum == ENTITYNUM_WORLD ) + VectorScale( ent->s.pos.trDelta, ent->physicsBounce, ent->s.pos.trDelta ); + else + VectorScale( ent->s.pos.trDelta, 0.3f, ent->s.pos.trDelta ); + + if( VectorLength( ent->s.pos.trDelta ) < 10 ) + { + VectorMA( trace->endpos, 0.5, trace->plane.normal, trace->endpos ); // make sure it is off ground + SnapVector( trace->endpos ); + G_SetOrigin( ent, trace->endpos ); + ent->s.groundEntityNum = trace->entityNum; + VectorCopy( trace->plane.normal, ent->s.origin2 ); + VectorSet( ent->s.pos.trDelta, 0.0f, 0.0f, 0.0f ); + return; + } + + VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase ); + VectorAdd( ent->r.currentOrigin, trace->plane.normal, ent->r.currentOrigin); + ent->s.pos.trTime = level.time; +} + +#define PHYSICS_TIME 200 + +/* +================ +G_Physics + +================ +*/ +void G_Physics( gentity_t *ent, int msec ) +{ + vec3_t origin; + trace_t tr; + int contents; + int mask; + + // if groundentity has been set to -1, it may have been pushed off an edge + if( ent->s.groundEntityNum == -1 ) + { + if( ent->s.eType == ET_BUILDABLE ) + { + if( ent->s.pos.trType != BG_FindTrajectoryForBuildable( ent->s.modelindex ) ) + { + ent->s.pos.trType = BG_FindTrajectoryForBuildable( ent->s.modelindex ); + ent->s.pos.trTime = level.time; + } + } + else if( ent->s.pos.trType != TR_GRAVITY ) + { + ent->s.pos.trType = TR_GRAVITY; + ent->s.pos.trTime = level.time; + } + } + + // trace a line from the previous position to the current position + if( ent->clipmask ) + mask = ent->clipmask; + else + mask = MASK_PLAYERSOLID & ~CONTENTS_BODY;//MASK_SOLID; + + if( ent->s.pos.trType == TR_STATIONARY ) + { + // check think function + G_RunThink( ent ); + + //check floor infrequently + if( ent->nextPhysicsTime < level.time ) + { + VectorCopy( ent->r.currentOrigin, origin ); + + VectorMA( origin, -2.0f, ent->s.origin2, origin ); + + trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, ent->s.number, mask ); + + if( tr.fraction == 1.0f ) + ent->s.groundEntityNum = -1; + + ent->nextPhysicsTime = level.time + PHYSICS_TIME; + } + + return; + } + + // get current position + BG_EvaluateTrajectory( &ent->s.pos, level.time, origin ); + + trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, ent->s.number, mask ); + + VectorCopy( tr.endpos, ent->r.currentOrigin ); + + if( tr.startsolid ) + tr.fraction = 0; + + trap_LinkEntity( ent ); // FIXME: avoid this for stationary? + + // check think function + G_RunThink( ent ); + + if( tr.fraction == 1.0f ) + return; + + // if it is in a nodrop volume, remove it + contents = trap_PointContents( ent->r.currentOrigin, -1 ); + if( contents & CONTENTS_NODROP ) + { + G_FreeEntity( ent ); + return; + } + + G_Bounce( ent, &tr ); +} + diff --git a/src/game/g_ptr.c b/src/game/g_ptr.c new file mode 100644 index 00000000..f597a196 --- /dev/null +++ b/src/game/g_ptr.c @@ -0,0 +1,167 @@ +// g_ptr.c -- post timeout restoration handling + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +#include "g_local.h" + +static connectionRecord_t connections[ MAX_CLIENTS ]; + +/* +=============== +G_CheckForUniquePTRC + +Callback to detect ptrc clashes +=============== +*/ +static qboolean G_CheckForUniquePTRC( int code ) +{ + int i; + + if( code == 0 ) + return qfalse; + + for( i = 0; i < MAX_CLIENTS; i++ ) + { + if( connections[ i ].ptrCode == code ) + return qfalse; + } + + return qtrue; +} + +/* +=============== +G_UpdatePTRConnection + +Update the data in a connection record +=============== +*/ +void G_UpdatePTRConnection( gclient_t *client ) +{ + if( client && client->pers.connection ) + { + client->pers.connection->clientTeam = client->ps.stats[ STAT_PTEAM ]; + client->pers.connection->clientCredit = client->ps.persistant[ PERS_CREDIT ]; + } +} + +/* +=============== +G_GenerateNewConnection + +Generates a new connection +=============== +*/ +connectionRecord_t *G_GenerateNewConnection( gclient_t *client ) +{ + int code = 0; + int i; + + // this should be really random + srand( trap_Milliseconds( ) ); + + // there is a very very small possibility that this + // will loop infinitely + do + { + code = rand( ); + } while( !G_CheckForUniquePTRC( code ) ); + + for( i = 0; i < MAX_CLIENTS; i++ ) + { + //found an unused slot + if( !connections[ i ].ptrCode ) + { + connections[ i ].ptrCode = code; + connections[ i ].clientNum = client->ps.clientNum; + client->pers.connection = &connections[ i ]; + G_UpdatePTRConnection( client ); + + return &connections[ i ]; + } + } + + return NULL; +} + +/* +=============== +G_VerifyPTRC + +Check a PTR code for validity +=============== +*/ +qboolean G_VerifyPTRC( int code ) +{ + int i; + + if( code == 0 ) + return qfalse; + + for( i = 0; i < MAX_CLIENTS; i++ ) + { + if( connections[ i ].ptrCode == code ) + return qtrue; + } + + return qfalse; +} + +/* +=============== +G_FindConnectionForCode + +Finds a connection for a given code +=============== +*/ +connectionRecord_t *G_FindConnectionForCode( int code ) +{ + int i; + + if( code == 0 ) + return NULL; + + for( i = 0; i < MAX_CLIENTS; i++ ) + { + if( connections[ i ].ptrCode == code ) + return &connections[ i ]; + } + + return NULL; +} + +/* +=============== +G_DeletePTRConnection + +Finds a connection and deletes it +=============== +*/ +void G_DeletePTRConnection( connectionRecord_t *connection ) +{ + if( connection ) + memset( connection, 0, sizeof( connectionRecord_t ) ); +} + +/* +=============== +G_ResetPTRConnections + +Invalidate any existing codes +=============== +*/ +void G_ResetPTRConnections( void ) +{ + memset( connections, 0, sizeof( connectionRecord_t ) * MAX_CLIENTS ); +} diff --git a/src/game/g_public.h b/src/game/g_public.h new file mode 100644 index 00000000..e5652b79 --- /dev/null +++ b/src/game/g_public.h @@ -0,0 +1,419 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +// g_public.h -- game module information visible to server + +#define GAME_API_VERSION 8 + +// entity->svFlags +// the server does not know how to interpret most of the values +// in entityStates (level eType), so the game must explicitly flag +// special server behaviors +#define SVF_NOCLIENT 0x00000001 // don't send entity to clients, even if it has effects + +// TTimo +// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=551 +#define SVF_CLIENTMASK 0x00000002 + +#define SVF_BOT 0x00000008 +#define SVF_BROADCAST 0x00000020 // send to all connected clients +#define SVF_PORTAL 0x00000040 // merge a second pvs at origin2 into snapshots +#define SVF_USE_CURRENT_ORIGIN 0x00000080 // entity->r.currentOrigin instead of entity->s.origin + // for link position (missiles and movers) +#define SVF_SINGLECLIENT 0x00000100 // only send to a single client (entityShared_t->singleClient) +#define SVF_NOSERVERINFO 0x00000200 // don't send CS_SERVERINFO updates to this client + // so that it can be updated for ping tools without + // lagging clients +#define SVF_CAPSULE 0x00000400 // use capsule for collision detection instead of bbox +#define SVF_NOTSINGLECLIENT 0x00000800 // send entity to everyone but one client + // (entityShared_t->singleClient) + +//=============================================================== + + +typedef struct { + entityState_t s; // communicated by server to clients + + qboolean linked; // qfalse if not in any good cluster + int linkcount; + + int svFlags; // SVF_NOCLIENT, SVF_BROADCAST, etc + int singleClient; // only send to this client when SVF_SINGLECLIENT is set + + qboolean bmodel; // if false, assume an explicit mins / maxs bounding box + // only set by trap_SetBrushModel + vec3_t mins, maxs; + int contents; // CONTENTS_TRIGGER, CONTENTS_SOLID, CONTENTS_BODY, etc + // a non-solid entity should set to 0 + + vec3_t absmin, absmax; // derived from mins/maxs and origin + rotation + + // currentOrigin will be used for all collision detection and world linking. + // it will not necessarily be the same as the trajectory evaluation for the current + // time, because each entity must be moved one at a time after time is advanced + // to avoid simultanious collision issues + vec3_t currentOrigin; + vec3_t currentAngles; + + // when a trace call is made and passEntityNum != ENTITYNUM_NONE, + // an ent will be excluded from testing if: + // ent->s.number == passEntityNum (don't interact with self) + // ent->s.ownerNum = passEntityNum (don't interact with your own missiles) + // entity[ent->s.ownerNum].ownerNum = passEntityNum (don't interact with other missiles from owner) + int ownerNum; +} entityShared_t; + + + +// the server looks at a sharedEntity, which is the start of the game's gentity_t structure +typedef struct { + entityState_t s; // communicated by server to clients + entityShared_t r; // shared by both the server system and game +} sharedEntity_t; + + + +//=============================================================== + +// +// system traps provided by the main engine +// +typedef enum { + //============== general Quake services ================== + + G_PRINT, // ( const char *string ); + // print message on the local console + + G_ERROR, // ( const char *string ); + // abort the game + + G_MILLISECONDS, // ( void ); + // get current time for profiling reasons + // this should NOT be used for any game related tasks, + // because it is not journaled + + // console variable interaction + G_CVAR_REGISTER, // ( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags ); + G_CVAR_UPDATE, // ( vmCvar_t *vmCvar ); + G_CVAR_SET, // ( const char *var_name, const char *value ); + G_CVAR_VARIABLE_INTEGER_VALUE, // ( const char *var_name ); + + G_CVAR_VARIABLE_STRING_BUFFER, // ( const char *var_name, char *buffer, int bufsize ); + + G_ARGC, // ( void ); + // ClientCommand and ServerCommand parameter access + + G_ARGV, // ( int n, char *buffer, int bufferLength ); + + G_FS_FOPEN_FILE, // ( const char *qpath, fileHandle_t *file, fsMode_t mode ); + G_FS_READ, // ( void *buffer, int len, fileHandle_t f ); + G_FS_WRITE, // ( const void *buffer, int len, fileHandle_t f ); + G_FS_FCLOSE_FILE, // ( fileHandle_t f ); + + G_SEND_CONSOLE_COMMAND, // ( const char *text ); + // add commands to the console as if they were typed in + // for map changing, etc + + + //=========== server specific functionality ============= + + G_LOCATE_GAME_DATA, // ( gentity_t *gEnts, int numGEntities, int sizeofGEntity_t, + // playerState_t *clients, int sizeofGameClient ); + // the game needs to let the server system know where and how big the gentities + // are, so it can look at them directly without going through an interface + + G_DROP_CLIENT, // ( int clientNum, const char *reason ); + // kick a client off the server with a message + + G_SEND_SERVER_COMMAND, // ( int clientNum, const char *fmt, ... ); + // reliably sends a command string to be interpreted by the given + // client. If clientNum is -1, it will be sent to all clients + + G_SET_CONFIGSTRING, // ( int num, const char *string ); + // config strings hold all the index strings, and various other information + // that is reliably communicated to all clients + // All of the current configstrings are sent to clients when + // they connect, and changes are sent to all connected clients. + // All confgstrings are cleared at each level start. + + G_GET_CONFIGSTRING, // ( int num, char *buffer, int bufferSize ); + + G_GET_USERINFO, // ( int num, char *buffer, int bufferSize ); + // userinfo strings are maintained by the server system, so they + // are persistant across level loads, while all other game visible + // data is completely reset + + G_SET_USERINFO, // ( int num, const char *buffer ); + + G_GET_SERVERINFO, // ( char *buffer, int bufferSize ); + // the serverinfo info string has all the cvars visible to server browsers + + G_SET_BRUSH_MODEL, // ( gentity_t *ent, const char *name ); + // sets mins and maxs based on the brushmodel name + + G_TRACE, // ( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask ); + // collision detection against all linked entities + + G_POINT_CONTENTS, // ( const vec3_t point, int passEntityNum ); + // point contents against all linked entities + + G_IN_PVS, // ( const vec3_t p1, const vec3_t p2 ); + + G_IN_PVS_IGNORE_PORTALS, // ( const vec3_t p1, const vec3_t p2 ); + + G_ADJUST_AREA_PORTAL_STATE, // ( gentity_t *ent, qboolean open ); + + G_AREAS_CONNECTED, // ( int area1, int area2 ); + + G_LINKENTITY, // ( gentity_t *ent ); + // 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. + + G_UNLINKENTITY, // ( gentity_t *ent ); + // call before removing an interactive entity + + G_ENTITIES_IN_BOX, // ( const vec3_t mins, const vec3_t maxs, gentity_t **list, int maxcount ); + // EntitiesInBox will return brush models based on their bounding box, + // so exact determination must still be done with EntityContact + + G_ENTITY_CONTACT, // ( const vec3_t mins, const vec3_t maxs, const gentity_t *ent ); + // perform an exact check against inline brush models of non-square shape + + // access for bots to get and free a server client (FIXME?) + G_BOT_ALLOCATE_CLIENT, // ( void ); + + G_BOT_FREE_CLIENT, // ( int clientNum ); + + G_GET_USERCMD, // ( int clientNum, usercmd_t *cmd ) + + G_GET_ENTITY_TOKEN, // qboolean ( char *buffer, int bufferSize ) + // Retrieves the next string token from the entity spawn text, returning + // false when all tokens have been parsed. + // This should only be done at GAME_INIT time. + + G_FS_GETFILELIST, + G_DEBUG_POLYGON_CREATE, + G_DEBUG_POLYGON_DELETE, + G_REAL_TIME, + G_SNAPVECTOR, + + G_TRACECAPSULE, // ( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask ); + G_ENTITY_CONTACTCAPSULE, // ( const vec3_t mins, const vec3_t maxs, const gentity_t *ent ); + + // 1.32 + G_FS_SEEK, + + BOTLIB_SETUP = 200, // ( void ); + BOTLIB_SHUTDOWN, // ( void ); + BOTLIB_LIBVAR_SET, + BOTLIB_LIBVAR_GET, + BOTLIB_PC_ADD_GLOBAL_DEFINE, + BOTLIB_START_FRAME, + BOTLIB_LOAD_MAP, + BOTLIB_UPDATENTITY, + BOTLIB_TEST, + + BOTLIB_GET_SNAPSHOT_ENTITY, // ( int client, int ent ); + BOTLIB_GET_CONSOLE_MESSAGE, // ( int client, char *message, int size ); + BOTLIB_USER_COMMAND, // ( int client, usercmd_t *ucmd ); + + BOTLIB_AAS_ENABLE_ROUTING_AREA = 300, + BOTLIB_AAS_BBOX_AREAS, + BOTLIB_AAS_AREA_INFO, + BOTLIB_AAS_ENTITY_INFO, + + BOTLIB_AAS_INITIALIZED, + BOTLIB_AAS_PRESENCE_TYPE_BOUNDING_BOX, + BOTLIB_AAS_TIME, + + BOTLIB_AAS_POINT_AREA_NUM, + BOTLIB_AAS_TRACE_AREAS, + + BOTLIB_AAS_POINT_CONTENTS, + BOTLIB_AAS_NEXT_BSP_ENTITY, + BOTLIB_AAS_VALUE_FOR_BSP_EPAIR_KEY, + BOTLIB_AAS_VECTOR_FOR_BSP_EPAIR_KEY, + BOTLIB_AAS_FLOAT_FOR_BSP_EPAIR_KEY, + BOTLIB_AAS_INT_FOR_BSP_EPAIR_KEY, + + BOTLIB_AAS_AREA_REACHABILITY, + + BOTLIB_AAS_AREA_TRAVEL_TIME_TO_GOAL_AREA, + + BOTLIB_AAS_SWIMMING, + BOTLIB_AAS_PREDICT_CLIENT_MOVEMENT, + + + + BOTLIB_EA_SAY = 400, + BOTLIB_EA_SAY_TEAM, + BOTLIB_EA_COMMAND, + + BOTLIB_EA_ACTION, + BOTLIB_EA_GESTURE, + BOTLIB_EA_TALK, + BOTLIB_EA_ATTACK, + BOTLIB_EA_USE, + BOTLIB_EA_RESPAWN, + BOTLIB_EA_CROUCH, + BOTLIB_EA_MOVE_UP, + BOTLIB_EA_MOVE_DOWN, + BOTLIB_EA_MOVE_FORWARD, + BOTLIB_EA_MOVE_BACK, + BOTLIB_EA_MOVE_LEFT, + BOTLIB_EA_MOVE_RIGHT, + + BOTLIB_EA_SELECT_WEAPON, + BOTLIB_EA_JUMP, + BOTLIB_EA_DELAYED_JUMP, + BOTLIB_EA_MOVE, + BOTLIB_EA_VIEW, + + BOTLIB_EA_END_REGULAR, + BOTLIB_EA_GET_INPUT, + BOTLIB_EA_RESET_INPUT, + + + + BOTLIB_AI_LOAD_CHARACTER = 500, + BOTLIB_AI_FREE_CHARACTER, + BOTLIB_AI_CHARACTERISTIC_FLOAT, + BOTLIB_AI_CHARACTERISTIC_BFLOAT, + BOTLIB_AI_CHARACTERISTIC_INTEGER, + BOTLIB_AI_CHARACTERISTIC_BINTEGER, + BOTLIB_AI_CHARACTERISTIC_STRING, + + BOTLIB_AI_ALLOC_CHAT_STATE, + BOTLIB_AI_FREE_CHAT_STATE, + BOTLIB_AI_QUEUE_CONSOLE_MESSAGE, + BOTLIB_AI_REMOVE_CONSOLE_MESSAGE, + BOTLIB_AI_NEXT_CONSOLE_MESSAGE, + BOTLIB_AI_NUM_CONSOLE_MESSAGE, + BOTLIB_AI_INITIAL_CHAT, + BOTLIB_AI_REPLY_CHAT, + BOTLIB_AI_CHAT_LENGTH, + BOTLIB_AI_ENTER_CHAT, + BOTLIB_AI_STRING_CONTAINS, + BOTLIB_AI_FIND_MATCH, + BOTLIB_AI_MATCH_VARIABLE, + BOTLIB_AI_UNIFY_WHITE_SPACES, + BOTLIB_AI_REPLACE_SYNONYMS, + BOTLIB_AI_LOAD_CHAT_FILE, + BOTLIB_AI_SET_CHAT_GENDER, + BOTLIB_AI_SET_CHAT_NAME, + + BOTLIB_AI_RESET_GOAL_STATE, + BOTLIB_AI_RESET_AVOID_GOALS, + BOTLIB_AI_PUSH_GOAL, + BOTLIB_AI_POP_GOAL, + BOTLIB_AI_EMPTY_GOAL_STACK, + BOTLIB_AI_DUMP_AVOID_GOALS, + BOTLIB_AI_DUMP_GOAL_STACK, + BOTLIB_AI_GOAL_NAME, + BOTLIB_AI_GET_TOP_GOAL, + BOTLIB_AI_GET_SECOND_GOAL, + BOTLIB_AI_CHOOSE_LTG_ITEM, + BOTLIB_AI_CHOOSE_NBG_ITEM, + BOTLIB_AI_TOUCHING_GOAL, + BOTLIB_AI_ITEM_GOAL_IN_VIS_BUT_NOT_VISIBLE, + BOTLIB_AI_GET_LEVEL_ITEM_GOAL, + BOTLIB_AI_AVOID_GOAL_TIME, + BOTLIB_AI_INIT_LEVEL_ITEMS, + BOTLIB_AI_UPDATE_ENTITY_ITEMS, + BOTLIB_AI_LOAD_ITEM_WEIGHTS, + BOTLIB_AI_FREE_ITEM_WEIGHTS, + BOTLIB_AI_SAVE_GOAL_FUZZY_LOGIC, + BOTLIB_AI_ALLOC_GOAL_STATE, + BOTLIB_AI_FREE_GOAL_STATE, + + BOTLIB_AI_RESET_MOVE_STATE, + BOTLIB_AI_MOVE_TO_GOAL, + BOTLIB_AI_MOVE_IN_DIRECTION, + BOTLIB_AI_RESET_AVOID_REACH, + BOTLIB_AI_RESET_LAST_AVOID_REACH, + BOTLIB_AI_REACHABILITY_AREA, + BOTLIB_AI_MOVEMENT_VIEW_TARGET, + BOTLIB_AI_ALLOC_MOVE_STATE, + BOTLIB_AI_FREE_MOVE_STATE, + BOTLIB_AI_INIT_MOVE_STATE, + + BOTLIB_AI_CHOOSE_BEST_FIGHT_WEAPON, + BOTLIB_AI_GET_WEAPON_INFO, + BOTLIB_AI_LOAD_WEAPON_WEIGHTS, + BOTLIB_AI_ALLOC_WEAPON_STATE, + BOTLIB_AI_FREE_WEAPON_STATE, + BOTLIB_AI_RESET_WEAPON_STATE, + + BOTLIB_AI_GENETIC_PARENTS_AND_CHILD_SELECTION, + BOTLIB_AI_INTERBREED_GOAL_FUZZY_LOGIC, + BOTLIB_AI_MUTATE_GOAL_FUZZY_LOGIC, + BOTLIB_AI_GET_NEXT_CAMP_SPOT_GOAL, + BOTLIB_AI_GET_MAP_LOCATION_GOAL, + BOTLIB_AI_NUM_INITIAL_CHATS, + BOTLIB_AI_GET_CHAT_MESSAGE, + BOTLIB_AI_REMOVE_FROM_AVOID_GOALS, + BOTLIB_AI_PREDICT_VISIBLE_POSITION, + + BOTLIB_AI_SET_AVOID_GOAL_TIME, + BOTLIB_AI_ADD_AVOID_SPOT, + BOTLIB_AAS_ALTERNATIVE_ROUTE_GOAL, + BOTLIB_AAS_PREDICT_ROUTE, + BOTLIB_AAS_POINT_REACHABILITY_AREA_INDEX, + + BOTLIB_PC_LOAD_SOURCE, + BOTLIB_PC_FREE_SOURCE, + BOTLIB_PC_READ_TOKEN, + BOTLIB_PC_SOURCE_FILE_AND_LINE +} gameImport_t; + + +// +// functions exported by the game subsystem +// +typedef enum { + GAME_INIT, // ( int levelTime, int randomSeed, int restart ); + // init and shutdown will be called every single level + // The game should call G_GET_ENTITY_TOKEN to parse through all the + // entity configuration text and spawn gentities. + + GAME_SHUTDOWN, // (void); + + GAME_CLIENT_CONNECT, // ( int clientNum, qboolean firstTime, qboolean isBot ); + // return NULL if the client is allowed to connect, otherwise return + // a text string with the reason for denial + + GAME_CLIENT_BEGIN, // ( int clientNum ); + + GAME_CLIENT_USERINFO_CHANGED, // ( int clientNum ); + + GAME_CLIENT_DISCONNECT, // ( int clientNum ); + + GAME_CLIENT_COMMAND, // ( int clientNum ); + + GAME_CLIENT_THINK, // ( int clientNum ); + + GAME_RUN_FRAME, // ( int levelTime ); + + GAME_CONSOLE_COMMAND, // ( void ); + // ConsoleCommand will be called when a command has been issued + // that is not recognized as a builtin function. + // The game can issue trap_argc() / trap_argv() commands to get the command + // and parameters. Return qfalse if the game doesn't recognize it as a command. + + BOTAI_START_FRAME // ( int time ); +} gameExport_t; + diff --git a/src/game/g_session.c b/src/game/g_session.c new file mode 100644 index 00000000..1dcb8883 --- /dev/null +++ b/src/game/g_session.c @@ -0,0 +1,150 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +#include "g_local.h" + + +/* +======================================================================= + + SESSION DATA + +Session data is the only data that stays persistant across level loads +and tournament restarts. +======================================================================= +*/ + +/* +================ +G_WriteClientSessionData + +Called on game shutdown +================ +*/ +void G_WriteClientSessionData( gclient_t *client ) +{ + const char *s; + const char *var; + + s = va( "%i %i %i %i %i %i %i", + client->sess.sessionTeam, + client->sess.spectatorTime, + client->sess.spectatorState, + client->sess.spectatorClient, + client->sess.wins, + client->sess.losses, + client->sess.teamLeader + ); + + var = va( "session%i", client - level.clients ); + + trap_Cvar_Set( var, s ); +} + +/* +================ +G_ReadSessionData + +Called on a reconnect +================ +*/ +void G_ReadSessionData( gclient_t *client ) +{ + char s[ MAX_STRING_CHARS ]; + const char *var; + + // bk001205 - format + int teamLeader; + int spectatorState; + int sessionTeam; + + var = va( "session%i", client - level.clients ); + trap_Cvar_VariableStringBuffer( var, s, sizeof(s) ); + + sscanf( s, "%i %i %i %i %i %i %i", + &sessionTeam, + &client->sess.spectatorTime, + &spectatorState, + &client->sess.spectatorClient, + &client->sess.wins, + &client->sess.losses, + &teamLeader + ); + + // bk001205 - format issues + client->sess.sessionTeam = (team_t)sessionTeam; + client->sess.spectatorState = (spectatorState_t)spectatorState; + client->sess.teamLeader = (qboolean)teamLeader; +} + + +/* +================ +G_InitSessionData + +Called on a first-time connect +================ +*/ +void G_InitSessionData( gclient_t *client, char *userinfo ) +{ + clientSession_t *sess; + const char *value; + + sess = &client->sess; + + // initial team determination + value = Info_ValueForKey( userinfo, "team" ); + if( value[ 0 ] == 's' ) + { + // a willing spectator, not a waiting-in-line + sess->sessionTeam = TEAM_SPECTATOR; + } + else + { + if( g_maxGameClients.integer > 0 && + level.numNonSpectatorClients >= g_maxGameClients.integer ) + sess->sessionTeam = TEAM_SPECTATOR; + else + sess->sessionTeam = TEAM_FREE; + } + + sess->spectatorState = SPECTATOR_FREE; + sess->spectatorTime = level.time; + sess->spectatorClient = -1; + + G_WriteClientSessionData( client ); +} + + +/* +================== +G_WriteSessionData + +================== +*/ +void G_WriteSessionData( void ) +{ + int i; + + //TA: ? + trap_Cvar_Set( "session", va( "%i", 0 ) ); + + for( i = 0 ; i < level.maxclients ; i++ ) + { + if( level.clients[ i ].pers.connected == CON_CONNECTED ) + G_WriteClientSessionData( &level.clients[ i ] ); + } +} diff --git a/src/game/g_spawn.c b/src/game/g_spawn.c new file mode 100644 index 00000000..c8481d9d --- /dev/null +++ b/src/game/g_spawn.c @@ -0,0 +1,701 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +#include "g_local.h" + +qboolean G_SpawnString( const char *key, const char *defaultString, char **out ) +{ + int i; + + if( !level.spawning ) + { + *out = (char *)defaultString; +// G_Error( "G_SpawnString() called while not spawning" ); + } + + for( i = 0; i < level.numSpawnVars; i++ ) + { + if( !Q_stricmp( key, level.spawnVars[ i ][ 0 ] ) ) + { + *out = level.spawnVars[ i ][ 1 ]; + return qtrue; + } + } + + *out = (char *)defaultString; + return qfalse; +} + +qboolean G_SpawnFloat( const char *key, const char *defaultString, float *out ) +{ + char *s; + qboolean present; + + present = G_SpawnString( key, defaultString, &s ); + *out = atof( s ); + return present; +} + +qboolean G_SpawnInt( const char *key, const char *defaultString, int *out ) +{ + char *s; + qboolean present; + + present = G_SpawnString( key, defaultString, &s ); + *out = atoi( s ); + return present; +} + +qboolean G_SpawnVector( const char *key, const char *defaultString, float *out ) +{ + char *s; + qboolean present; + + present = G_SpawnString( key, defaultString, &s ); + sscanf( s, "%f %f %f", &out[ 0 ], &out[ 1 ], &out[ 2 ] ); + return present; +} + +qboolean G_SpawnVector4( const char *key, const char *defaultString, float *out ) +{ + char *s; + qboolean present; + + present = G_SpawnString( key, defaultString, &s ); + sscanf( s, "%f %f %f %f", &out[ 0 ], &out[ 1 ], &out[ 2 ], &out[ 3 ] ); + return present; +} + + + +// +// fields are needed for spawning from the entity string +// +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_VECTOR4, //TA + F_ANGLEHACK, + F_ENTITY, // 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; + +field_t fields[ ] = +{ + {"classname", FOFS(classname), F_LSTRING}, + {"origin", FOFS(s.origin), F_VECTOR}, + {"model", FOFS(model), F_LSTRING}, + {"model2", FOFS(model2), F_LSTRING}, + {"spawnflags", FOFS(spawnflags), F_INT}, + {"speed", FOFS(speed), F_FLOAT}, + {"target", FOFS(target), F_LSTRING}, + {"targetname", FOFS(targetname), F_LSTRING}, + {"message", FOFS(message), F_LSTRING}, + {"team", FOFS(team), F_LSTRING}, + {"wait", FOFS(wait), F_FLOAT}, + {"random", FOFS(random), F_FLOAT}, + {"count", FOFS(count), F_INT}, + {"health", FOFS(health), F_INT}, + {"light", 0, F_IGNORE}, + {"dmg", FOFS(damage), F_INT}, + {"angles", FOFS(s.angles), F_VECTOR}, + {"angle", FOFS(s.angles), F_ANGLEHACK}, + //TA + {"bounce", FOFS(physicsBounce), F_FLOAT}, + {"alpha", FOFS(pos1), F_VECTOR}, + {"radius", FOFS(pos2), F_VECTOR}, + {"acceleration", FOFS(acceleration), F_VECTOR}, + {"animation", FOFS(animation), F_VECTOR4}, + {"rotatorAngle", FOFS(rotatorAngle), F_FLOAT}, + //TA + {"targetShaderName", FOFS(targetShaderName), F_LSTRING}, + {"targetShaderNewName", FOFS(targetShaderNewName), F_LSTRING}, + + {NULL} +}; + + +typedef struct +{ + char *name; + void (*spawn)(gentity_t *ent); +} spawn_t; + +void SP_info_player_start( gentity_t *ent ); +void SP_info_player_deathmatch( gentity_t *ent ); +void SP_info_player_intermission( gentity_t *ent ); + +//TA: extra bits +void SP_info_alien_intermission( gentity_t *ent ); +void SP_info_human_intermission( gentity_t *ent ); + +void SP_info_firstplace( gentity_t *ent ); +void SP_info_secondplace( gentity_t *ent ); +void SP_info_thirdplace( gentity_t *ent ); +void SP_info_podium( gentity_t *ent ); + +void SP_func_plat( gentity_t *ent ); +void SP_func_static( gentity_t *ent ); +void SP_func_rotating( gentity_t *ent ); +void SP_func_bobbing( gentity_t *ent ); +void SP_func_pendulum( gentity_t *ent ); +void SP_func_button( gentity_t *ent ); +void SP_func_door( gentity_t *ent ); +void SP_func_door_rotating( gentity_t *ent ); //TA +void SP_func_door_model( gentity_t *ent ); //TA +void SP_func_train( gentity_t *ent ); +void SP_func_timer( gentity_t *self); + +void SP_trigger_always( gentity_t *ent ); +void SP_trigger_multiple( gentity_t *ent ); +void SP_trigger_push( gentity_t *ent ); +void SP_trigger_teleport( gentity_t *ent ); +void SP_trigger_hurt( gentity_t *ent ); +void SP_trigger_stage( gentity_t *ent ); +void SP_trigger_win( gentity_t *ent ); +void SP_trigger_buildable( gentity_t *ent ); +void SP_trigger_class( gentity_t *ent ); +void SP_trigger_equipment( gentity_t *ent ); +void SP_trigger_gravity( gentity_t *ent ); +void SP_trigger_heal( gentity_t *ent ); +void SP_trigger_ammo( gentity_t *ent ); + +void SP_target_delay( gentity_t *ent ); +void SP_target_speaker( gentity_t *ent ); +void SP_target_print( gentity_t *ent ); +void SP_target_character( gentity_t *ent ); +void SP_target_score( gentity_t *ent ); +void SP_target_teleporter( gentity_t *ent ); +void SP_target_relay( gentity_t *ent ); +void SP_target_kill( gentity_t *ent ); +void SP_target_position( gentity_t *ent ); +void SP_target_location( gentity_t *ent ); +void SP_target_push( gentity_t *ent ); +void SP_target_rumble( gentity_t *ent ); +void SP_target_alien_win( gentity_t *ent ); +void SP_target_human_win( gentity_t *ent ); + +void SP_light( gentity_t *self ); +void SP_info_null( gentity_t *self ); +void SP_info_notnull( gentity_t *self ); +void SP_info_camp( gentity_t *self ); +void SP_path_corner( gentity_t *self ); + +void SP_misc_teleporter_dest( gentity_t *self ); +void SP_misc_model( gentity_t *ent ); +void SP_misc_portal_camera( gentity_t *ent ); +void SP_misc_portal_surface( gentity_t *ent ); + +void SP_shooter_rocket( gentity_t *ent ); +void SP_shooter_plasma( gentity_t *ent ); +void SP_shooter_grenade( gentity_t *ent ); + +//TA: +void SP_misc_particle_system( gentity_t *ent ); +void SP_misc_anim_model( gentity_t *ent ); +void SP_misc_light_flare( gentity_t *ent ); + +spawn_t spawns[ ] = +{ + // info entities don't do anything at all, but provide positional + // information for things controlled by other processes + { "info_player_start", SP_info_player_start }, + { "info_player_deathmatch", SP_info_player_deathmatch }, + { "info_player_intermission", SP_info_player_intermission }, + + //TA: extra bits + { "info_alien_intermission", SP_info_alien_intermission }, + { "info_human_intermission", SP_info_human_intermission }, + + { "info_null", SP_info_null }, + { "info_notnull", SP_info_notnull }, // use target_position instead + + { "func_plat", SP_func_plat }, + { "func_button", SP_func_button }, + { "func_door", SP_func_door }, + { "func_door_rotating", SP_func_door_rotating }, //TA + { "func_door_model", SP_func_door_model }, //TA + { "func_static", SP_func_static }, + { "func_rotating", SP_func_rotating }, + { "func_bobbing", SP_func_bobbing }, + { "func_pendulum", SP_func_pendulum }, + { "func_train", SP_func_train }, + { "func_group", SP_info_null }, + { "func_timer", SP_func_timer }, // rename trigger_timer? + + // Triggers are brush objects that cause an effect when contacted + // by a living player, usually involving firing targets. + // While almost everything could be done with + // a single trigger class and different targets, triggered effects + // could not be client side predicted (push and teleport). + { "trigger_always", SP_trigger_always }, + { "trigger_multiple", SP_trigger_multiple }, + { "trigger_push", SP_trigger_push }, + { "trigger_teleport", SP_trigger_teleport }, + { "trigger_hurt", SP_trigger_hurt }, + { "trigger_stage", SP_trigger_stage }, + { "trigger_win", SP_trigger_win }, + { "trigger_buildable", SP_trigger_buildable }, + { "trigger_class", SP_trigger_class }, + { "trigger_equipment", SP_trigger_equipment }, + { "trigger_gravity", SP_trigger_gravity }, + { "trigger_heal", SP_trigger_heal }, + { "trigger_ammo", SP_trigger_ammo }, + + // targets perform no action by themselves, but must be triggered + // by another entity + { "target_delay", SP_target_delay }, + { "target_speaker", SP_target_speaker }, + { "target_print", SP_target_print }, + { "target_score", SP_target_score }, + { "target_teleporter", SP_target_teleporter }, + { "target_relay", SP_target_relay }, + { "target_kill", SP_target_kill }, + { "target_position", SP_target_position }, + { "target_location", SP_target_location }, + { "target_push", SP_target_push }, + { "target_rumble", SP_target_rumble }, + { "target_alien_win", SP_target_alien_win }, + { "target_human_win", SP_target_human_win }, + + { "light", SP_light }, + { "path_corner", SP_path_corner }, + + { "misc_teleporter_dest", SP_misc_teleporter_dest }, + { "misc_model", SP_misc_model }, + { "misc_portal_surface", SP_misc_portal_surface }, + { "misc_portal_camera", SP_misc_portal_camera }, + + { "misc_particle_system", SP_misc_particle_system }, + { "misc_anim_model", SP_misc_anim_model }, + { "misc_light_flare", SP_misc_light_flare }, + + { NULL, 0 } +}; + +/* +=============== +G_CallSpawn + +Finds the spawn function for the entity and calls it, +returning qfalse if not found +=============== +*/ +qboolean G_CallSpawn( gentity_t *ent ) +{ + spawn_t *s; + buildable_t buildable; + + if( !ent->classname ) + { + G_Printf( "G_CallSpawn: NULL classname\n" ); + return qfalse; + } + + //check buildable spawn functions + if( ( buildable = BG_FindBuildNumForEntityName( ent->classname ) ) != BA_NONE ) + { + if( buildable == BA_A_SPAWN || buildable == BA_H_SPAWN ) + { + ent->s.angles[ YAW ] += 180.0f; + AngleNormalize360( ent->s.angles[ YAW ] ); + } + + G_SpawnBuildable( ent, buildable ); + return qtrue; + } + + // check normal spawn functions + for( s = spawns; s->name; s++ ) + { + if( !strcmp( s->name, ent->classname ) ) + { + // found it + s->spawn( ent ); + return qtrue; + } + } + + G_Printf( "%s doesn't have a spawn function\n", ent->classname ); + return qfalse; +} + +/* +============= +G_NewString + +Builds a copy of the string, translating \n to real linefeeds +so message texts can be multi-line +============= +*/ +char *G_NewString( const char *string ) +{ + char *newb, *new_p; + int i,l; + + l = strlen( string ) + 1; + + newb = G_Alloc( l ); + + new_p = newb; + + // turn \n into a real linefeed + 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; +} + + + + +/* +=============== +G_ParseField + +Takes a key/value pair and sets the binary values +in a gentity +=============== +*/ +void G_ParseField( const char *key, const char *value, gentity_t *ent ) +{ + field_t *f; + byte *b; + float v; + vec3_t vec; + vec4_t vec4; + + for( f = fields; f->name; f++ ) + { + if( !Q_stricmp( f->name, key ) ) + { + // found it + b = (byte *)ent; + + switch( f->type ) + { + case F_LSTRING: + *(char **)( b + f->ofs ) = G_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_VECTOR4: + sscanf( value, "%f %f %f %f", &vec4[ 0 ], &vec4[ 1 ], &vec4[ 2 ], &vec4[ 3 ] ); + + ( (float *)( b + f->ofs ) )[ 0 ] = vec4[ 0 ]; + ( (float *)( b + f->ofs ) )[ 1 ] = vec4[ 1 ]; + ( (float *)( b + f->ofs ) )[ 2 ] = vec4[ 2 ]; + ( (float *)( b + f->ofs ) )[ 3 ] = vec4[ 3 ]; + 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; + + default: + case F_IGNORE: + break; + } + + return; + } + } +} + + + + +/* +=================== +G_SpawnGEntityFromSpawnVars + +Spawn an entity and fill in all of the level fields from +level.spawnVars[], then call the class specfic spawn function +=================== +*/ +void G_SpawnGEntityFromSpawnVars( void ) +{ + int i; + gentity_t *ent; + + // get the next free entity + ent = G_Spawn( ); + + for( i = 0 ; i < level.numSpawnVars ; i++ ) + G_ParseField( level.spawnVars[ i ][ 0 ], level.spawnVars[ i ][ 1 ], ent ); + + G_SpawnInt( "notq3a", "0", &i ); + + if( i ) + { + G_FreeEntity( ent ); + return; + } + + // move editor origin to pos + VectorCopy( ent->s.origin, ent->s.pos.trBase ); + VectorCopy( ent->s.origin, ent->r.currentOrigin ); + + // if we didn't get a classname, don't bother spawning anything + if( !G_CallSpawn( ent ) ) + G_FreeEntity( ent ); +} + + + +/* +==================== +G_AddSpawnVarToken +==================== +*/ +char *G_AddSpawnVarToken( const char *string ) +{ + int l; + char *dest; + + l = strlen( string ); + if( level.numSpawnVarChars + l + 1 > MAX_SPAWN_VARS_CHARS ) + G_Error( "G_AddSpawnVarToken: MAX_SPAWN_CHARS" ); + + dest = level.spawnVarChars + level.numSpawnVarChars; + memcpy( dest, string, l + 1 ); + + level.numSpawnVarChars += l + 1; + + return dest; +} + +/* +==================== +G_ParseSpawnVars + +Parses a brace bounded set of key / value pairs out of the +level's entity strings into level.spawnVars[] + +This does not actually spawn an entity. +==================== +*/ +qboolean G_ParseSpawnVars( void ) +{ + char keyname[ MAX_TOKEN_CHARS ]; + char com_token[ MAX_TOKEN_CHARS ]; + + level.numSpawnVars = 0; + level.numSpawnVarChars = 0; + + // parse the opening brace + if( !trap_GetEntityToken( com_token, sizeof( com_token ) ) ) + { + // end of spawn string + return qfalse; + } + + if( com_token[ 0 ] != '{' ) + G_Error( "G_ParseSpawnVars: found %s when expecting {", com_token ); + + // go through all the key / value pairs + while( 1 ) + { + // parse key + if( !trap_GetEntityToken( keyname, sizeof( keyname ) ) ) + G_Error( "G_ParseSpawnVars: EOF without closing brace" ); + + if( keyname[0] == '}' ) + break; + + // parse value + if( !trap_GetEntityToken( com_token, sizeof( com_token ) ) ) + G_Error( "G_ParseSpawnVars: EOF without closing brace" ); + + if( com_token[0] == '}' ) + G_Error( "G_ParseSpawnVars: closing brace without data" ); + + if( level.numSpawnVars == MAX_SPAWN_VARS ) + G_Error( "G_ParseSpawnVars: MAX_SPAWN_VARS" ); + + level.spawnVars[ level.numSpawnVars ][ 0 ] = G_AddSpawnVarToken( keyname ); + level.spawnVars[ level.numSpawnVars ][ 1 ] = G_AddSpawnVarToken( com_token ); + level.numSpawnVars++; + } + + return qtrue; +} + + + +/*QUAKED worldspawn (0 0 0) ? + +Every map should have exactly one worldspawn. +"music" music wav file +"gravity" 800 is default gravity +"message" Text to print during connection process +*/ +void SP_worldspawn( void ) +{ + char *s; + + G_SpawnString( "classname", "", &s ); + + if( Q_stricmp( s, "worldspawn" ) ) + G_Error( "SP_worldspawn: The first entity isn't 'worldspawn'" ); + + // make some data visible to connecting client + trap_SetConfigstring( CS_GAME_VERSION, GAME_VERSION ); + + trap_SetConfigstring( CS_LEVEL_START_TIME, va( "%i", level.startTime ) ); + + G_SpawnString( "music", "", &s ); + trap_SetConfigstring( CS_MUSIC, s ); + + G_SpawnString( "message", "", &s ); + trap_SetConfigstring( CS_MESSAGE, s ); // map specific message + + trap_SetConfigstring( CS_MOTD, g_motd.string ); // message of the day + + G_SpawnString( "gravity", "800", &s ); + trap_Cvar_Set( "g_gravity", s ); + + G_SpawnString( "humanBuildPoints", DEFAULT_HUMAN_BUILDPOINTS, &s ); + trap_Cvar_Set( "g_humanBuildPoints", s ); + + G_SpawnString( "humanMaxStage", "2", &s ); + trap_Cvar_Set( "g_humanMaxStage", s ); + + G_SpawnString( "humanStage2Threshold", g_humanStage2Threshold.string, &s ); + trap_Cvar_Set( "g_humanStage2Threshold", s ); + + G_SpawnString( "humanStage3Threshold", g_humanStage3Threshold.string, &s ); + trap_Cvar_Set( "g_humanStage3Threshold", s ); + + G_SpawnString( "alienBuildPoints", DEFAULT_ALIEN_BUILDPOINTS, &s ); + trap_Cvar_Set( "g_alienBuildPoints", s ); + + G_SpawnString( "alienMaxStage", "2", &s ); + trap_Cvar_Set( "g_alienMaxStage", s ); + + G_SpawnString( "alienStage2Threshold", g_alienStage2Threshold.string, &s ); + trap_Cvar_Set( "g_alienStage2Threshold", s ); + + G_SpawnString( "alienStage3Threshold", g_alienStage3Threshold.string, &s ); + trap_Cvar_Set( "g_alienStage3Threshold", s ); + + G_SpawnString( "enableDust", "0", &s ); + trap_Cvar_Set( "g_enableDust", s ); + + G_SpawnString( "enableBreath", "0", &s ); + trap_Cvar_Set( "g_enableBreath", s ); + + G_SpawnString( "disabledEquipment", "", &s ); + trap_Cvar_Set( "g_disabledEquipment", s ); + + G_SpawnString( "disabledClasses", "", &s ); + trap_Cvar_Set( "g_disabledClasses", s ); + + G_SpawnString( "disabledBuildables", "", &s ); + trap_Cvar_Set( "g_disabledBuildables", s ); + + g_entities[ ENTITYNUM_WORLD ].s.number = ENTITYNUM_WORLD; + g_entities[ ENTITYNUM_WORLD ].classname = "worldspawn"; + + // see if we want a warmup time + trap_SetConfigstring( CS_WARMUP, "" ); + if( g_restarted.integer ) + { + trap_Cvar_Set( "g_restarted", "0" ); + level.warmupTime = 0; + } + else if( g_doWarmup.integer ) + { + // Turn it on + level.warmupTime = -1; + trap_SetConfigstring( CS_WARMUP, va( "%i", level.warmupTime ) ); + G_LogPrintf( "Warmup:\n" ); + } + +} + + +/* +============== +G_SpawnEntitiesFromString + +Parses textual entity definitions out of an entstring and spawns gentities. +============== +*/ +void G_SpawnEntitiesFromString( void ) +{ + // allow calls to G_Spawn*() + level.spawning = qtrue; + level.numSpawnVars = 0; + + // the worldspawn is not an actual entity, but it still + // has a "spawn" function to perform any global setup + // needed by a level (setting configstrings or cvars, etc) + if( !G_ParseSpawnVars( ) ) + G_Error( "SpawnEntities: no entities" ); + + SP_worldspawn( ); + + // parse ents + while( G_ParseSpawnVars( ) ) + G_SpawnGEntityFromSpawnVars( ); + + level.spawning = qfalse; // any future calls to G_Spawn*() will be errors +} + diff --git a/src/game/g_svcmds.c b/src/game/g_svcmds.c new file mode 100644 index 00000000..efe76991 --- /dev/null +++ b/src/game/g_svcmds.c @@ -0,0 +1,581 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +// this file holds commands that can be executed by the server console, but not remote clients + +#include "g_local.h" + + +/* +============================================================================== + +PACKET FILTERING + + +You can add or remove addresses from the filter list with: + +addip <ip> +removeip <ip> + +The ip address is specified in dot format, and you can use '*' to 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. + +g_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. + +TTimo NOTE: for persistence, bans are stored in g_banIPs cvar MAX_CVAR_VALUE_STRING +The size of the cvar string buffer is limiting the banning to around 20 masks +this could be improved by putting some g_banIPs2 g_banIps3 etc. maybe +still, you should rely on PB for banning instead + +============================================================================== +*/ + +// extern vmCvar_t g_banIPs; +// extern vmCvar_t g_filterBan; + + +typedef struct ipFilter_s +{ + unsigned mask; + unsigned compare; +} ipFilter_t; + +#define MAX_IPFILTERS 1024 + +static ipFilter_t ipFilters[ MAX_IPFILTERS ]; +static 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' ) + { + if( *s == '*' ) // 'match any' + { + //b[ i ] and m[ i ] to 0 + s++; + if ( !*s ) + break; + + s++; + continue; + } + + G_Printf( "Bad filter address: %s\n", s ); + return qfalse; + } + + j = 0; + while( *s >= '0' && *s <= '9' ) + num[ j++ ] = *s++; + + num[ j ] = 0; + b[ i ] = atoi( num ); + + m[ i ] = 255; + + if( !*s ) + break; + + s++; + } + + f->mask = *(unsigned *)m; + f->compare = *(unsigned *)b; + + return qtrue; +} + +/* +================= +UpdateIPBans +================= +*/ +static void UpdateIPBans( void ) +{ + byte b[ 4 ]; + byte m[ 4 ]; + int i, j; + char iplist_final[ MAX_CVAR_VALUE_STRING ]; + char ip[ 64 ]; + + *iplist_final = 0; + + for( i = 0 ; i < numIPFilters ; i++ ) + { + if( ipFilters[ i ].compare == 0xffffffff ) + continue; + + *(unsigned *)b = ipFilters[ i ].compare; + *(unsigned *)m = ipFilters[ i ].mask; + *ip = 0; + + for( j = 0 ; j < 4 ; j++ ) + { + if( m[ j ] != 255 ) + Q_strcat( ip, sizeof( ip ), "*" ); + else + Q_strcat( ip, sizeof( ip ), va( "%i", b[ j ] ) ); + + Q_strcat( ip, sizeof( ip ), ( j < 3 ) ? "." : " " ); + } + + if( strlen( iplist_final ) + strlen( ip ) < MAX_CVAR_VALUE_STRING ) + Q_strcat( iplist_final, sizeof( iplist_final ), ip ); + else + { + Com_Printf( "g_banIPs overflowed at MAX_CVAR_VALUE_STRING\n" ); + break; + } + } + + trap_Cvar_Set( "g_banIPs", iplist_final ); +} + +/* +================= +G_FilterPacket +================= +*/ +qboolean G_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; i < numIPFilters; i++ ) + if( ( in & ipFilters[ i ].mask ) == ipFilters[ i ].compare ) + return g_filterBan.integer != 0; + + return g_filterBan.integer == 0; +} + +/* +================= +AddIP +================= +*/ +static void AddIP( char *str ) +{ + int i; + + for( i = 0 ; i < numIPFilters ; i++ ) + if( ipFilters[ i ].compare == 0xffffffff ) + break; // free spot + + if( i == numIPFilters ) + { + if( numIPFilters == MAX_IPFILTERS ) + { + G_Printf( "IP filter list is full\n" ); + return; + } + + numIPFilters++; + } + + if( !StringToFilter( str, &ipFilters[ i ] ) ) + ipFilters[ i ].compare = 0xffffffffu; + + UpdateIPBans( ); +} + +/* +================= +G_ProcessIPBans +================= +*/ +void G_ProcessIPBans( void ) +{ + char *s, *t; + char str[ MAX_CVAR_VALUE_STRING ]; + + Q_strncpyz( str, g_banIPs.string, sizeof( str ) ); + + for( t = s = g_banIPs.string; *t; /* */ ) + { + s = strchr( s, ' ' ); + + if( !s ) + break; + + while( *s == ' ' ) + *s++ = 0; + + if( *t ) + AddIP( t ); + + t = s; + } +} + + +/* +================= +Svcmd_AddIP_f +================= +*/ +void Svcmd_AddIP_f( void ) +{ + char str[ MAX_TOKEN_CHARS ]; + + if( trap_Argc( ) < 2 ) + { + G_Printf( "Usage: addip <ip-mask>\n" ); + return; + } + + trap_Argv( 1, str, sizeof( str ) ); + + AddIP( str ); +} + +/* +================= +Svcmd_RemoveIP_f +================= +*/ +void Svcmd_RemoveIP_f( void ) +{ + ipFilter_t f; + int i; + char str[ MAX_TOKEN_CHARS ]; + + if( trap_Argc( ) < 2 ) + { + G_Printf( "Usage: sv removeip <ip-mask>\n" ); + return; + } + + trap_Argv( 1, str, sizeof( str ) ); + + if( !StringToFilter( str, &f ) ) + return; + + for( i = 0; i < numIPFilters; i++ ) + { + if( ipFilters[ i ].mask == f.mask && + ipFilters[ i ].compare == f.compare) + { + ipFilters[ i ].compare = 0xffffffffu; + G_Printf ( "Removed.\n" ); + + UpdateIPBans( ); + return; + } + } + + G_Printf ( "Didn't find %s.\n", str ); +} + +/* +=================== +Svcmd_EntityList_f +=================== +*/ +void Svcmd_EntityList_f( void ) +{ + int e; + gentity_t *check; + + check = g_entities + 1; + + for( e = 1; e < level.num_entities; e++, check++ ) + { + if( !check->inuse ) + continue; + + G_Printf( "%3i:", e ); + + switch( check->s.eType ) + { + case ET_GENERAL: + G_Printf( "ET_GENERAL " ); + break; + case ET_PLAYER: + G_Printf( "ET_PLAYER " ); + break; + case ET_ITEM: + G_Printf( "ET_ITEM " ); + break; + case ET_BUILDABLE: + G_Printf( "ET_BUILDABLE " ); + break; + case ET_MISSILE: + G_Printf( "ET_MISSILE " ); + break; + case ET_MOVER: + G_Printf( "ET_MOVER " ); + break; + case ET_BEAM: + G_Printf( "ET_BEAM " ); + break; + case ET_PORTAL: + G_Printf( "ET_PORTAL " ); + break; + case ET_SPEAKER: + G_Printf( "ET_SPEAKER " ); + break; + case ET_PUSH_TRIGGER: + G_Printf( "ET_PUSH_TRIGGER " ); + break; + case ET_TELEPORT_TRIGGER: + G_Printf( "ET_TELEPORT_TRIGGER " ); + break; + case ET_INVISIBLE: + G_Printf( "ET_INVISIBLE " ); + break; + case ET_GRAPPLE: + G_Printf( "ET_GRAPPLE " ); + break; + default: + G_Printf( "%3i ", check->s.eType ); + break; + } + + if( check->classname ) + G_Printf( "%s", check->classname ); + + G_Printf( "\n" ); + } +} + +gclient_t *ClientForString( const char *s ) +{ + gclient_t *cl; + int i; + int idnum; + + // numeric values are just slot numbers + if( s[ 0 ] >= '0' && s[ 0 ] <= '9' ) + { + idnum = atoi( s ); + + if( idnum < 0 || idnum >= level.maxclients ) + { + Com_Printf( "Bad client slot: %i\n", idnum ); + return NULL; + } + + cl = &level.clients[ idnum ]; + + if( cl->pers.connected == CON_DISCONNECTED ) + { + G_Printf( "Client %i is not connected\n", idnum ); + return NULL; + } + + return cl; + } + + // check for a name match + for( i = 0; i < level.maxclients; i++ ) + { + cl = &level.clients[ i ]; + if( cl->pers.connected == CON_DISCONNECTED ) + continue; + + if( !Q_stricmp( cl->pers.netname, s ) ) + return cl; + } + + G_Printf( "User %s is not on the server\n", s ); + + return NULL; +} + +/* +=================== +Svcmd_ForceTeam_f + +forceteam <player> <team> +=================== +*/ +void Svcmd_ForceTeam_f( void ) +{ + gclient_t *cl; + char str[ MAX_TOKEN_CHARS ]; + + // find the player + trap_Argv( 1, str, sizeof( str ) ); + cl = ClientForString( str ); + + if( !cl ) + return; + + // set the team + trap_Argv( 2, str, sizeof( str ) ); + /*SetTeam( &g_entities[cl - level.clients], str );*/ + //FIXME: tremulise this +} + +char *ConcatArgs( int start ); + +/* +================= +ConsoleCommand + +================= +*/ +qboolean ConsoleCommand( void ) +{ + char cmd[ MAX_TOKEN_CHARS ]; + + trap_Argv( 0, cmd, sizeof( cmd ) ); + + if( Q_stricmp( cmd, "entitylist" ) == 0 ) + { + Svcmd_EntityList_f( ); + return qtrue; + } + + if( Q_stricmp( cmd, "forceteam" ) == 0 ) + { + Svcmd_ForceTeam_f( ); + return qtrue; + } + + if( Q_stricmp( cmd, "game_memory" ) == 0 ) + { + Svcmd_GameMem_f( ); + return qtrue; + } + + if( Q_stricmp( cmd, "addip" ) == 0 ) + { + Svcmd_AddIP_f( ); + return qtrue; + } + + if( Q_stricmp( cmd, "removeip" ) == 0 ) + { + Svcmd_RemoveIP_f( ); + return qtrue; + } + + if( Q_stricmp( cmd, "listip" ) == 0 ) + { + trap_SendConsoleCommand( EXEC_NOW, "g_banIPs\n" ); + return qtrue; + } + + if( Q_stricmp( cmd, "mapRotation" ) == 0 ) + { + char *rotationName = ConcatArgs( 1 ); + + if( !G_StartMapRotation( rotationName, qfalse ) ) + G_Printf( "Can't find map rotation %s\n", rotationName ); + + return qtrue; + } + + if( Q_stricmp( cmd, "stopMapRotation" ) == 0 ) + { + G_StopMapRotation( ); + + return qtrue; + } + + if( Q_stricmp( cmd, "alienWin" ) == 0 ) + { + int i; + gentity_t *e; + + for( i = 1, e = g_entities + i; i < level.num_entities; i++, e++ ) + { + if( e->s.modelindex == BA_H_SPAWN ) + G_Damage( e, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); + } + + return qtrue; + } + + if( Q_stricmp( cmd, "humanWin" ) == 0 ) + { + int i; + gentity_t *e; + + for( i = 1, e = g_entities + i; i < level.num_entities; i++, e++ ) + { + if( e->s.modelindex == BA_A_SPAWN ) + G_Damage( e, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); + } + + return qtrue; + } + + if( g_dedicated.integer ) + { + if( Q_stricmp( cmd, "say" ) == 0 ) + { + G_SendCommandFromServer( -1, va( "print \"server: %s\n\"", ConcatArgs( 1 ) ) ); + return qtrue; + } + + // everything else will also be printed as a say command + G_SendCommandFromServer( -1, va( "print \"server: %s\n\"", ConcatArgs( 0 ) ) ); + return qtrue; + } + + return qfalse; +} + diff --git a/src/game/g_syscalls.asm b/src/game/g_syscalls.asm new file mode 100644 index 00000000..8035c349 --- /dev/null +++ b/src/game/g_syscalls.asm @@ -0,0 +1,61 @@ +code + +equ trap_Printf -1 +equ trap_Error -2 +equ trap_Milliseconds -3 +equ trap_Cvar_Register -4 +equ trap_Cvar_Update -5 +equ trap_Cvar_Set -6 +equ trap_Cvar_VariableIntegerValue -7 +equ trap_Cvar_VariableStringBuffer -8 +equ trap_Argc -9 +equ trap_Argv -10 +equ trap_FS_FOpenFile -11 +equ trap_FS_Read -12 +equ trap_FS_Write -13 +equ trap_FS_FCloseFile -14 +equ trap_SendConsoleCommand -15 +equ trap_LocateGameData -16 +equ trap_DropClient -17 +equ trap_SendServerCommand -18 +equ trap_SetConfigstring -19 +equ trap_GetConfigstring -20 +equ trap_GetUserinfo -21 +equ trap_SetUserinfo -22 +equ trap_GetServerinfo -23 +equ trap_SetBrushModel -24 +equ trap_Trace -25 +equ trap_PointContents -26 +equ trap_InPVS -27 +equ trap_InPVSIgnorePortals -28 +equ trap_AdjustAreaPortalState -29 +equ trap_AreasConnected -30 +equ trap_LinkEntity -31 +equ trap_UnlinkEntity -32 +equ trap_EntitiesInBox -33 +equ trap_EntityContact -34 +equ trap_BotAllocateClient -35 +equ trap_BotFreeClient -36 +equ trap_GetUsercmd -37 +equ trap_GetEntityToken -38 +equ trap_FS_GetFileList -39 +equ trap_DebugPolygonCreate -40 +equ trap_DebugPolygonDelete -41 +equ trap_RealTime -42 +equ trap_SnapVector -43 +equ trap_TraceCapsule -44 +equ trap_EntityContactCapsule -45 +equ trap_FS_Seek -46 + + +equ memset -101 +equ memcpy -102 +equ strncpy -103 +equ sin -104 +equ cos -105 +equ atan2 -106 +equ sqrt -107 +equ floor -111 +equ ceil -112 +equ testPrintInt -113 +equ testPrintFloat -114 diff --git a/src/game/g_syscalls.c b/src/game/g_syscalls.c new file mode 100644 index 00000000..4f8a8ca7 --- /dev/null +++ b/src/game/g_syscalls.c @@ -0,0 +1,264 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +#include "g_local.h" + +// this file is only included when building a dll +// g_syscalls.asm is included instead when building a qvm + +static long (QDECL *syscall)( long arg, ... ) = (long (QDECL *)( long, ...))-1; + + +void dllEntry( long (QDECL *syscallptr)( long arg,... ) ) +{ + syscall = syscallptr; +} + +int PASSFLOAT( float x ) +{ + float floatTemp; + floatTemp = x; + return *(int *)&floatTemp; +} + +void trap_Printf( const char *fmt ) +{ + syscall( G_PRINT, fmt ); +} + +void trap_Error( const char *fmt ) +{ + syscall( G_ERROR, fmt ); +} + +int trap_Milliseconds( void ) +{ + return syscall( G_MILLISECONDS ); +} +int trap_Argc( void ) +{ + return syscall( G_ARGC ); +} + +void trap_Argv( int n, char *buffer, int bufferLength ) +{ + syscall( G_ARGV, n, buffer, bufferLength ); +} + +int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode ) +{ + return syscall( G_FS_FOPEN_FILE, qpath, f, mode ); +} + +void trap_FS_Read( void *buffer, int len, fileHandle_t f ) +{ + syscall( G_FS_READ, buffer, len, f ); +} + +void trap_FS_Write( const void *buffer, int len, fileHandle_t f ) +{ + syscall( G_FS_WRITE, buffer, len, f ); +} + +void trap_FS_FCloseFile( fileHandle_t f ) +{ + syscall( G_FS_FCLOSE_FILE, f ); +} + +int trap_FS_GetFileList( const char *path, const char *extension, char *listbuf, int bufsize ) +{ + return syscall( G_FS_GETFILELIST, path, extension, listbuf, bufsize ); +} + +void trap_SendConsoleCommand( int exec_when, const char *text ) +{ + syscall( G_SEND_CONSOLE_COMMAND, exec_when, text ); +} + +void trap_Cvar_Register( vmCvar_t *cvar, const char *var_name, const char *value, int flags ) +{ + syscall( G_CVAR_REGISTER, cvar, var_name, value, flags ); +} + +void trap_Cvar_Update( vmCvar_t *cvar ) +{ + syscall( G_CVAR_UPDATE, cvar ); +} + +void trap_Cvar_Set( const char *var_name, const char *value ) +{ + syscall( G_CVAR_SET, var_name, value ); +} + +int trap_Cvar_VariableIntegerValue( const char *var_name ) +{ + return syscall( G_CVAR_VARIABLE_INTEGER_VALUE, var_name ); +} + +void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize ) +{ + syscall( G_CVAR_VARIABLE_STRING_BUFFER, var_name, buffer, bufsize ); +} + + +void trap_LocateGameData( gentity_t *gEnts, int numGEntities, int sizeofGEntity_t, + playerState_t *clients, int sizeofGClient ) +{ + syscall( G_LOCATE_GAME_DATA, gEnts, numGEntities, sizeofGEntity_t, clients, sizeofGClient ); +} + +void trap_DropClient( int clientNum, const char *reason ) +{ + syscall( G_DROP_CLIENT, clientNum, reason ); +} + +void trap_SendServerCommand( int clientNum, const char *text ) +{ + syscall( G_SEND_SERVER_COMMAND, clientNum, text ); +} + +void trap_SetConfigstring( int num, const char *string ) +{ + syscall( G_SET_CONFIGSTRING, num, string ); +} + +void trap_GetConfigstring( int num, char *buffer, int bufferSize ) +{ + syscall( G_GET_CONFIGSTRING, num, buffer, bufferSize ); +} + +void trap_GetUserinfo( int num, char *buffer, int bufferSize ) +{ + syscall( G_GET_USERINFO, num, buffer, bufferSize ); +} + +void trap_SetUserinfo( int num, const char *buffer ) +{ + syscall( G_SET_USERINFO, num, buffer ); +} + +void trap_GetServerinfo( char *buffer, int bufferSize ) +{ + syscall( G_GET_SERVERINFO, buffer, bufferSize ); +} + +void trap_SetBrushModel( gentity_t *ent, const char *name ) +{ + syscall( G_SET_BRUSH_MODEL, ent, name ); +} + +void trap_Trace( trace_t *results, const vec3_t start, const vec3_t mins, + const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask ) +{ + syscall( G_TRACE, results, start, mins, maxs, end, passEntityNum, contentmask ); +} + +void trap_TraceCapsule( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask ) +{ + syscall( G_TRACECAPSULE, results, start, mins, maxs, end, passEntityNum, contentmask ); +} + +int trap_PointContents( const vec3_t point, int passEntityNum ) +{ + return syscall( G_POINT_CONTENTS, point, passEntityNum ); +} + + +qboolean trap_InPVS( const vec3_t p1, const vec3_t p2 ) +{ + return syscall( G_IN_PVS, p1, p2 ); +} + +qboolean trap_InPVSIgnorePortals( const vec3_t p1, const vec3_t p2 ) +{ + return syscall( G_IN_PVS_IGNORE_PORTALS, p1, p2 ); +} + +void trap_AdjustAreaPortalState( gentity_t *ent, qboolean open ) +{ + syscall( G_ADJUST_AREA_PORTAL_STATE, ent, open ); +} + +qboolean trap_AreasConnected( int area1, int area2 ) +{ + return syscall( G_AREAS_CONNECTED, area1, area2 ); +} + +void trap_LinkEntity( gentity_t *ent ) +{ + syscall( G_LINKENTITY, ent ); +} + +void trap_UnlinkEntity( gentity_t *ent ) +{ + syscall( G_UNLINKENTITY, ent ); +} + + +int trap_EntitiesInBox( const vec3_t mins, const vec3_t maxs, int *list, int maxcount ) +{ + return syscall( G_ENTITIES_IN_BOX, mins, maxs, list, maxcount ); +} + +qboolean trap_EntityContact( const vec3_t mins, const vec3_t maxs, const gentity_t *ent ) +{ + return syscall( G_ENTITY_CONTACT, mins, maxs, ent ); +} + +qboolean trap_EntityContactCapsule( const vec3_t mins, const vec3_t maxs, const gentity_t *ent ) +{ + return syscall( G_ENTITY_CONTACTCAPSULE, mins, maxs, ent ); +} +int trap_BotAllocateClient( void ) +{ + return syscall( G_BOT_ALLOCATE_CLIENT ); +} + +void trap_BotFreeClient( int clientNum ) +{ + syscall( G_BOT_FREE_CLIENT, clientNum ); +} + +void trap_GetUsercmd( int clientNum, usercmd_t *cmd ) +{ + syscall( G_GET_USERCMD, clientNum, cmd ); +} + +qboolean trap_GetEntityToken( char *buffer, int bufferSize ) +{ + return syscall( G_GET_ENTITY_TOKEN, buffer, bufferSize ); +} + +int trap_DebugPolygonCreate(int color, int numPoints, vec3_t *points) +{ + return syscall( G_DEBUG_POLYGON_CREATE, color, numPoints, points ); +} + +void trap_DebugPolygonDelete(int id) +{ + syscall( G_DEBUG_POLYGON_DELETE, id ); +} + +int trap_RealTime( qtime_t *qtime ) +{ + return syscall( G_REAL_TIME, qtime ); +} + +void trap_SnapVector( float *v ) +{ + syscall( G_SNAPVECTOR, v ); + return; +} diff --git a/src/game/g_target.c b/src/game/g_target.c new file mode 100644 index 00000000..c704d72f --- /dev/null +++ b/src/game/g_target.c @@ -0,0 +1,432 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +#include "g_local.h" + +//========================================================== + +/*QUAKED target_delay (1 0 0) (-8 -8 -8) (8 8 8) +"wait" seconds to pause before firing targets. +"random" delay variance, total delay = delay +/- random seconds +*/ +void Think_Target_Delay( gentity_t *ent ) +{ + G_UseTargets( ent, ent->activator ); +} + +void Use_Target_Delay( gentity_t *ent, gentity_t *other, gentity_t *activator ) +{ + ent->nextthink = level.time + ( ent->wait + ent->random * crandom( ) ) * 1000; + ent->think = Think_Target_Delay; + ent->activator = activator; +} + +void SP_target_delay( gentity_t *ent ) +{ + // check delay for backwards compatability + if( !G_SpawnFloat( "delay", "0", &ent->wait ) ) + G_SpawnFloat( "wait", "1", &ent->wait ); + + if( !ent->wait ) + ent->wait = 1; + + ent->use = Use_Target_Delay; +} + + +//========================================================== + +/*QUAKED target_score (1 0 0) (-8 -8 -8) (8 8 8) +"count" number of points to add, default 1 + +The activator is given this many points. +*/ +void Use_Target_Score( gentity_t *ent, gentity_t *other, gentity_t *activator ) +{ + AddScore( activator, ent->count ); +} + +void SP_target_score( gentity_t *ent ) +{ + if( !ent->count ) + ent->count = 1; + + ent->use = Use_Target_Score; +} + + +//========================================================== + +/*QUAKED target_print (1 0 0) (-8 -8 -8) (8 8 8) humanteam alienteam private +"message" text to print +If "private", only the activator gets the message. If no checks, all clients get the message. +*/ +void Use_Target_Print( gentity_t *ent, gentity_t *other, gentity_t *activator ) +{ + if( activator->client && ( ent->spawnflags & 4 ) ) + { + G_SendCommandFromServer( activator-g_entities, va( "cp \"%s\"", ent->message ) ); + return; + } + + if( ent->spawnflags & 3 ) + { + if( ent->spawnflags & 1 ) + G_TeamCommand( PTE_HUMANS, va( "cp \"%s\"", ent->message ) ); + if( ent->spawnflags & 2 ) + G_TeamCommand( PTE_ALIENS, va( "cp \"%s\"", ent->message ) ); + + return; + } + + G_SendCommandFromServer( -1, va("cp \"%s\"", ent->message ) ); +} + +void SP_target_print( gentity_t *ent ) +{ + ent->use = Use_Target_Print; +} + + +//========================================================== + + +/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) looped-on looped-off global activator +"noise" wav file to play + +A global sound will play full volume throughout the level. +Activator sounds will play on the player that activated the target. +Global and activator sounds can't be combined with looping. +Normal sounds play each time the target is used. +Looped sounds will be toggled by use functions. +Multiple identical looping sounds will just increase volume without any speed cost. +"wait" : Seconds between auto triggerings, 0 = don't auto trigger +"random" wait variance, default is 0 +*/ +void Use_Target_Speaker( gentity_t *ent, gentity_t *other, gentity_t *activator ) +{ + if( ent->spawnflags & 3 ) + { // looping sound toggles + if( ent->s.loopSound ) + ent->s.loopSound = 0; // turn it off + else + ent->s.loopSound = ent->noise_index; // start it + } + else + { + // normal sound + if( ent->spawnflags & 8 ) + G_AddEvent( activator, EV_GENERAL_SOUND, ent->noise_index ); + else if( ent->spawnflags & 4 ) + G_AddEvent( ent, EV_GLOBAL_SOUND, ent->noise_index ); + else + G_AddEvent( ent, EV_GENERAL_SOUND, ent->noise_index ); + } +} + +void SP_target_speaker( gentity_t *ent ) +{ + char buffer[ MAX_QPATH ]; + char *s; + + G_SpawnFloat( "wait", "0", &ent->wait ); + G_SpawnFloat( "random", "0", &ent->random ); + + if( !G_SpawnString( "noise", "NOSOUND", &s ) ) + G_Error( "target_speaker without a noise key at %s", vtos( ent->s.origin ) ); + + // force all client reletive sounds to be "activator" speakers that + // play on the entity that activates it + if( s[ 0 ] == '*' ) + ent->spawnflags |= 8; + + if( !strstr( s, ".wav" ) ) + Com_sprintf( buffer, sizeof( buffer ), "%s.wav", s ); + else + Q_strncpyz( buffer, s, sizeof( buffer ) ); + + ent->noise_index = G_SoundIndex( buffer ); + + // a repeating speaker can be done completely client side + ent->s.eType = ET_SPEAKER; + ent->s.eventParm = ent->noise_index; + ent->s.frame = ent->wait * 10; + ent->s.clientNum = ent->random * 10; + + + // check for prestarted looping sound + if( ent->spawnflags & 1 ) + ent->s.loopSound = ent->noise_index; + + ent->use = Use_Target_Speaker; + + if( ent->spawnflags & 4 ) + ent->r.svFlags |= SVF_BROADCAST; + + VectorCopy( ent->s.origin, ent->s.pos.trBase ); + + // must link the entity so we get areas and clusters so + // the server can determine who to send updates to + trap_LinkEntity( ent ); +} + +//========================================================== + +void target_teleporter_use( gentity_t *self, gentity_t *other, gentity_t *activator ) +{ + gentity_t *dest; + + if( !activator->client ) + return; + + dest = G_PickTarget( self->target ); + + if( !dest ) + { + G_Printf( "Couldn't find teleporter destination\n" ); + return; + } + + TeleportPlayer( activator, dest->s.origin, dest->s.angles ); +} + +/*QUAKED target_teleporter (1 0 0) (-8 -8 -8) (8 8 8) +The activator will be teleported away. +*/ +void SP_target_teleporter( gentity_t *self ) +{ + if( !self->targetname ) + G_Printf( "untargeted %s at %s\n", self->classname, vtos( self->s.origin ) ); + + self->use = target_teleporter_use; +} + +//========================================================== + + +/*QUAKED target_relay (.5 .5 .5) (-8 -8 -8) (8 8 8) RED_ONLY BLUE_ONLY RANDOM +This doesn't perform any actions except fire its targets. +The activator can be forced to be from a certain team. +if RANDOM is checked, only one of the targets will be fired, not all of them +*/ +void target_relay_use( gentity_t *self, gentity_t *other, gentity_t *activator ) +{ + if( ( self->spawnflags & 1 ) && activator->client && + activator->client->ps.stats[ STAT_PTEAM ] != PTE_HUMANS ) + return; + + if( ( self->spawnflags & 2 ) && activator->client && + activator->client->ps.stats[ STAT_PTEAM ] != PTE_ALIENS ) + return; + + if( self->spawnflags & 4 ) + { + gentity_t *ent; + + ent = G_PickTarget( self->target ); + if( ent && ent->use ) + ent->use( ent, self, activator ); + + return; + } + + G_UseTargets( self, activator ); +} + +void SP_target_relay( gentity_t *self ) +{ + self->use = target_relay_use; +} + + +//========================================================== + +/*QUAKED target_kill (.5 .5 .5) (-8 -8 -8) (8 8 8) +Kills the activator. +*/ +void target_kill_use( gentity_t *self, gentity_t *other, gentity_t *activator ) +{ + G_Damage( activator, NULL, NULL, NULL, NULL, 100000, DAMAGE_NO_PROTECTION, MOD_TELEFRAG ); +} + +void SP_target_kill( gentity_t *self ) +{ + self->use = target_kill_use; +} + +/*QUAKED target_position (0 0.5 0) (-4 -4 -4) (4 4 4) +Used as a positional target for in-game calculation, like jumppad targets. +*/ +void SP_target_position( gentity_t *self ) +{ + G_SetOrigin( self, self->s.origin ); +} + +static void target_location_linkup( gentity_t *ent ) +{ + int i; + int n; + + if( level.locationLinked ) + return; + + level.locationLinked = qtrue; + + level.locationHead = NULL; + + trap_SetConfigstring( CS_LOCATIONS, "unknown" ); + + for( i = 0, ent = g_entities, n = 1; i < level.num_entities; i++, ent++) + { + if( ent->classname && !Q_stricmp( ent->classname, "target_location" ) ) + { + // lets overload some variables! + ent->health = n; // use for location marking + trap_SetConfigstring( CS_LOCATIONS + n, ent->message ); + n++; + ent->nextTrain = level.locationHead; + level.locationHead = ent; + } + } + // All linked together now +} + +/*QUAKED target_location (0 0.5 0) (-8 -8 -8) (8 8 8) +Set "message" to the name of this location. +Set "count" to 0-7 for color. +0:white 1:red 2:green 3:yellow 4:blue 5:cyan 6:magenta 7:white + +Closest target_location in sight used for the location, if none +in site, closest in distance +*/ +void SP_target_location( gentity_t *self ) +{ + self->think = target_location_linkup; + self->nextthink = level.time + 200; // Let them all spawn first + + G_SetOrigin( self, self->s.origin ); +} + + +/* +=============== +target_rumble_think +=============== +*/ +void target_rumble_think( gentity_t *self ) +{ + int i; + gentity_t *ent; + + if( self->last_move_time < level.time ) + self->last_move_time = level.time + 0.5; + + for( i = 0, ent = g_entities + i; i < level.num_entities; i++, ent++ ) + { + if( !ent->inuse ) + continue; + + if( !ent->client ) + continue; + + if( ent->client->ps.groundEntityNum == ENTITYNUM_NONE ) + continue; + + ent->client->ps.groundEntityNum = ENTITYNUM_NONE; + ent->client->ps.velocity[ 0 ] += crandom( ) * 150; + ent->client->ps.velocity[ 1 ] += crandom( ) * 150; + ent->client->ps.velocity[ 2 ] = self->speed; + } + + if( level.time < self->timestamp ) + self->nextthink = level.time + FRAMETIME; +} + +/* +=============== +target_rumble_use +=============== +*/ +void target_rumble_use( gentity_t *self, gentity_t *other, gentity_t *activator ) +{ + self->timestamp = level.time + ( self->count * FRAMETIME ); + self->nextthink = level.time + FRAMETIME; + self->activator = activator; + self->last_move_time = 0; +} + +/* +=============== +SP_target_rumble +=============== +*/ +void SP_target_rumble( gentity_t *self ) +{ + if( !self->targetname ) + { + G_Printf( S_COLOR_YELLOW "WARNING: untargeted %s at %s\n", self->classname, + vtos( self->s.origin ) ); + } + + if( !self->count ) + self->count = 10; + + if( !self->speed ) + self->speed = 100; + + self->think = target_rumble_think; + self->use = target_rumble_use; +} + +/* +=============== +target_alien_win_use +=============== +*/ +void target_alien_win_use( gentity_t *self, gentity_t *other, gentity_t *activator ) +{ + level.uncondAlienWin = qtrue; +} + +/* +=============== +SP_target_alien_win +=============== +*/ +void SP_target_alien_win( gentity_t *self ) +{ + self->use = target_alien_win_use; +} + +/* +=============== +target_human_win_use +=============== +*/ +void target_human_win_use( gentity_t *self, gentity_t *other, gentity_t *activator ) +{ + level.uncondHumanWin = qtrue; +} + +/* +=============== +SP_target_human_win +=============== +*/ +void SP_target_human_win( gentity_t *self ) +{ + self->use = target_human_win_use; +} diff --git a/src/game/g_team.c b/src/game/g_team.c new file mode 100644 index 00000000..ffe28c39 --- /dev/null +++ b/src/game/g_team.c @@ -0,0 +1,249 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +#include "g_local.h" + +// NULL for everyone +void QDECL PrintMsg( gentity_t *ent, const char *fmt, ... ) +{ + char msg[ 1024 ]; + va_list argptr; + char *p; + + va_start( argptr,fmt ); + + if( vsprintf( msg, fmt, argptr ) > sizeof( msg ) ) + G_Error ( "PrintMsg overrun" ); + + va_end( argptr ); + + // double quotes are bad + while( ( p = strchr( msg, '"' ) ) != NULL ) + *p = '\''; + + G_SendCommandFromServer( ( ( ent == NULL ) ? -1 : ent-g_entities ), va( "print \"%s\"", msg ) ); +} + + +/* +============== +OnSameTeam +============== +*/ +qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 ) +{ + if( !ent1->client || !ent2->client ) + return qfalse; + + if( ent1->client->pers.teamSelection == ent2->client->pers.teamSelection ) + return qtrue; + + return qfalse; +} + +/* +=========== +Team_GetLocation + +Report a location for the player. Uses placed nearby target_location entities +============ +*/ +gentity_t *Team_GetLocation( gentity_t *ent ) +{ + gentity_t *eloc, *best; + float bestlen, len; + vec3_t origin; + + best = NULL; + bestlen = 3.0f * 8192.0f * 8192.0f; + + VectorCopy( ent->r.currentOrigin, origin ); + + for( eloc = level.locationHead; eloc; eloc = eloc->nextTrain ) + { + len = ( origin[ 0 ] - eloc->r.currentOrigin[ 0 ] ) * ( origin[ 0 ] - eloc->r.currentOrigin[ 0 ] ) + + ( origin[ 1 ] - eloc->r.currentOrigin[ 1 ] ) * ( origin[ 1 ] - eloc->r.currentOrigin[ 1 ] ) + + ( origin[ 2 ] - eloc->r.currentOrigin[ 2 ] ) * ( origin[ 2 ] - eloc->r.currentOrigin[ 2 ] ); + + if( len > bestlen ) + continue; + + if( !trap_InPVS( origin, eloc->r.currentOrigin ) ) + continue; + + bestlen = len; + best = eloc; + } + + return best; +} + + +/* +=========== +Team_GetLocationMsg + +Report a location message for the player. Uses placed nearby target_location entities +============ +*/ +qboolean Team_GetLocationMsg( gentity_t *ent, char *loc, int loclen ) +{ + gentity_t *best; + + best = Team_GetLocation( ent ); + + if( !best ) + return qfalse; + + if( best->count ) + { + if( best->count < 0 ) + best->count = 0; + + if( best->count > 7 ) + best->count = 7; + + Com_sprintf( loc, loclen, "%c%c%s" S_COLOR_WHITE, Q_COLOR_ESCAPE, best->count + '0', best->message ); + } + else + Com_sprintf( loc, loclen, "%s", best->message ); + + return qtrue; +} + + +/*---------------------------------------------------------------------------*/ + +static int QDECL SortClients( const void *a, const void *b ) +{ + return *(int *)a - *(int *)b; +} + + +/* +================== +TeamplayLocationsMessage + +Format: + clientNum location health armor weapon powerups + +================== +*/ +void TeamplayInfoMessage( gentity_t *ent ) +{ + char entry[ 1024 ]; + char string[ 8192 ]; + int stringlength; + int i, j; + gentity_t *player; + int cnt; + int h, a = 0; + int clients[ TEAM_MAXOVERLAY ]; + + if( ! ent->client->pers.teamInfo ) + return; + + // figure out what client should be on the display + // we are limited to 8, but we want to use the top eight players + // but in client order (so they don't keep changing position on the overlay) + for( i = 0, cnt = 0; i < g_maxclients.integer && cnt < TEAM_MAXOVERLAY; i++ ) + { + player = g_entities + level.sortedClients[ i ]; + + if( player->inuse && player->client->sess.sessionTeam == + ent->client->sess.sessionTeam ) + clients[ cnt++ ] = level.sortedClients[ i ]; + } + + // We have the top eight players, sort them by clientNum + qsort( clients, cnt, sizeof( clients[ 0 ] ), SortClients ); + + // send the latest information on all clients + string[ 0 ] = 0; + stringlength = 0; + + for( i = 0, cnt = 0; i < g_maxclients.integer && cnt < TEAM_MAXOVERLAY; i++) + { + player = g_entities + i; + + if( player->inuse && player->client->sess.sessionTeam == + ent->client->sess.sessionTeam ) + { + h = player->client->ps.stats[ STAT_HEALTH ]; + + if( h < 0 ) + h = 0; + + Com_sprintf( entry, sizeof( entry ), + " %i %i %i %i %i %i", +// level.sortedClients[i], player->client->pers.teamState.location, h, a, + i, player->client->pers.teamState.location, h, a, + player->client->ps.weapon, player->s.powerups ); + + j = strlen( entry ); + + if( stringlength + j > sizeof( string ) ) + break; + + strcpy( string + stringlength, entry ); + stringlength += j; + cnt++; + } + } + + G_SendCommandFromServer( ent - g_entities, va( "tinfo %i %s", cnt, string ) ); +} + +void CheckTeamStatus( void ) +{ + int i; + gentity_t *loc, *ent; + + if( level.time - level.lastTeamLocationTime > TEAM_LOCATION_UPDATE_TIME ) + { + level.lastTeamLocationTime = level.time; + + for( i = 0; i < g_maxclients.integer; i++ ) + { + ent = g_entities + i; + if( ent->client->pers.connected != CON_CONNECTED ) + continue; + + if( ent->inuse && ( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS || + ent->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) ) + { + + loc = Team_GetLocation( ent ); + + if( loc ) + ent->client->pers.teamState.location = loc->health; + else + ent->client->pers.teamState.location = 0; + } + } + + for( i = 0; i < g_maxclients.integer; i++ ) + { + ent = g_entities + i; + if( ent->client->pers.connected != CON_CONNECTED ) + continue; + + if( ent->inuse && ( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS || + ent->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) ) + TeamplayInfoMessage( ent ); + } + } +} diff --git a/src/game/g_trigger.c b/src/game/g_trigger.c new file mode 100644 index 00000000..d92e44b4 --- /dev/null +++ b/src/game/g_trigger.c @@ -0,0 +1,1037 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +#include "g_local.h" + + +void InitTrigger( gentity_t *self ) +{ + if( !VectorCompare( self->s.angles, vec3_origin ) ) + G_SetMovedir( self->s.angles, self->movedir ); + + trap_SetBrushModel( self, self->model ); + self->r.contents = CONTENTS_TRIGGER; // replaces the -1 from trap_SetBrushModel + self->r.svFlags = SVF_NOCLIENT; +} + + +// the wait time has passed, so set back up for another activation +void multi_wait( gentity_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( gentity_t *ent, gentity_t *activator ) +{ + ent->activator = activator; + if( ent->nextthink ) + return; // can't retrigger until the wait is over + + if( activator->client ) + { + if( ( ent->spawnflags & 1 ) && + activator->client->ps.stats[ STAT_PTEAM ] != PTE_HUMANS ) + return; + + if( ( ent->spawnflags & 2 ) && + activator->client->ps.stats[ STAT_PTEAM ] != PTE_ALIENS ) + return; + } + + G_UseTargets( ent, ent->activator ); + + if( ent->wait > 0 ) + { + ent->think = multi_wait; + ent->nextthink = level.time + ( ent->wait + ent->random * crandom( ) ) * 1000; + } + else + { + // we can't just remove (self) here, because this is a touch function + // called while looping through area links... + ent->touch = 0; + ent->nextthink = level.time + FRAMETIME; + ent->think = G_FreeEntity; + } +} + +void Use_Multi( gentity_t *ent, gentity_t *other, gentity_t *activator ) +{ + multi_trigger( ent, activator ); +} + +void Touch_Multi( gentity_t *self, gentity_t *other, trace_t *trace ) +{ + if( !other->client && other->s.eType != ET_BUILDABLE ) + return; + + multi_trigger( self, other ); +} + +/*QUAKED trigger_multiple (.5 .5 .5) ? +"wait" : Seconds between triggerings, 0.5 default, -1 = one time only. +"random" wait variance, default is 0 +Variable sized repeatable trigger. Must be targeted at one or more entities. +so, the basic time between firing is a random time between +(wait - random) and (wait + random) +*/ +void SP_trigger_multiple( gentity_t *ent ) +{ + G_SpawnFloat( "wait", "0.5", &ent->wait ); + G_SpawnFloat( "random", "0", &ent->random ); + + if( ent->random >= ent->wait && ent->wait >= 0 ) + { + ent->random = ent->wait - FRAMETIME; + G_Printf( "trigger_multiple has random >= wait\n" ); + } + + ent->touch = Touch_Multi; + ent->use = Use_Multi; + + InitTrigger( ent ); + trap_LinkEntity( ent ); +} + + + +/* +============================================================================== + +trigger_always + +============================================================================== +*/ + +void trigger_always_think( gentity_t *ent ) +{ + G_UseTargets( ent, ent ); + G_FreeEntity( ent ); +} + +/*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( gentity_t *ent ) +{ + // we must have some delay to make sure our use targets are present + ent->nextthink = level.time + 300; + ent->think = trigger_always_think; +} + + +/* +============================================================================== + +trigger_push + +============================================================================== +*/ + +void trigger_push_touch( gentity_t *self, gentity_t *other, trace_t *trace ) +{ + if( !other->client ) + return; +} + + +/* +================= +AimAtTarget + +Calculate origin2 so the target apogee will be hit +================= +*/ +void AimAtTarget( gentity_t *self ) +{ + gentity_t *ent; + vec3_t origin; + float height, gravity, time, forward; + float dist; + + VectorAdd( self->r.absmin, self->r.absmax, origin ); + VectorScale( origin, 0.5, origin ); + + ent = G_PickTarget( self->target ); + + if( !ent ) + { + G_FreeEntity( self ); + return; + } + + height = ent->s.origin[ 2 ] - origin[ 2 ]; + gravity = g_gravity.value; + time = sqrt( height / ( 0.5 * gravity ) ); + + if( !time ) + { + G_FreeEntity( self ); + return; + } + + // set s.origin2 to the push velocity + VectorSubtract( ent->s.origin, origin, self->s.origin2 ); + self->s.origin2[ 2 ] = 0; + dist = VectorNormalize( self->s.origin2 ); + + forward = dist / time; + VectorScale( self->s.origin2, forward, self->s.origin2 ); + + self->s.origin2[ 2 ] = time * gravity; +} + + +/*QUAKED trigger_push (.5 .5 .5) ? +Must point at a target_position, which will be the apex of the leap. +This will be client side predicted, unlike target_push +*/ +void SP_trigger_push( gentity_t *self ) +{ + InitTrigger( self ); + + // unlike other triggers, we need to send this one to the client + self->r.svFlags &= ~SVF_NOCLIENT; + + // make sure the client precaches this sound + G_SoundIndex( "sound/world/jumppad.wav" ); + + self->s.eType = ET_PUSH_TRIGGER; + self->touch = trigger_push_touch; + self->think = AimAtTarget; + self->nextthink = level.time + FRAMETIME; + trap_LinkEntity( self ); +} + + +void Use_target_push( gentity_t *self, gentity_t *other, gentity_t *activator ) +{ + if( !activator->client ) + return; + + if( activator->client->ps.pm_type != PM_NORMAL ) + return; + + VectorCopy( self->s.origin2, activator->client->ps.velocity ); + + // play fly sound every 1.5 seconds + if( activator->fly_sound_debounce_time < level.time ) + { + activator->fly_sound_debounce_time = level.time + 1500; + G_Sound( activator, CHAN_AUTO, self->noise_index ); + } +} + +/*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8) bouncepad +Pushes the activator in the direction.of angle, or towards a target apex. +"speed" defaults to 1000 +if "bouncepad", play bounce noise instead of windfly +*/ +void SP_target_push( gentity_t *self ) +{ + if( !self->speed ) + self->speed = 1000; + + G_SetMovedir( self->s.angles, self->s.origin2 ); + VectorScale( self->s.origin2, self->speed, self->s.origin2 ); + + if( self->spawnflags & 1 ) + self->noise_index = G_SoundIndex( "sound/world/jumppad.wav" ); + else + self->noise_index = G_SoundIndex( "sound/misc/windfly.wav" ); + + if( self->target ) + { + VectorCopy( self->s.origin, self->r.absmin ); + VectorCopy( self->s.origin, self->r.absmax ); + self->think = AimAtTarget; + self->nextthink = level.time + FRAMETIME; + } + + self->use = Use_target_push; +} + +/* +============================================================================== + +trigger_teleport + +============================================================================== +*/ + +void trigger_teleporter_touch( gentity_t *self, gentity_t *other, trace_t *trace ) +{ + gentity_t *dest; + + if( !other->client ) + return; + + if( other->client->ps.pm_type == PM_DEAD ) + return; + + // Spectators only? + if( ( self->spawnflags & 1 ) && + other->client->sess.sessionTeam != TEAM_SPECTATOR ) + return; + + + dest = G_PickTarget( self->target ); + + if( !dest ) + { + G_Printf( "Couldn't find teleporter destination\n" ); + return; + } + + TeleportPlayer( other, dest->s.origin, dest->s.angles ); +} + + +/*QUAKED trigger_teleport (.5 .5 .5) ? SPECTATOR +Allows client side prediction of teleportation events. +Must point at a target_position, which will be the teleport destination. + +If spectator is set, only spectators can use this teleport +Spectator teleporters are not normally placed in the editor, but are created +automatically near doors to allow spectators to move through them +*/ +void SP_trigger_teleport( gentity_t *self ) +{ + InitTrigger( self ); + + // unlike other triggers, we need to send this one to the client + // unless is a spectator trigger + if( self->spawnflags & 1 ) + self->r.svFlags |= SVF_NOCLIENT; + else + self->r.svFlags &= ~SVF_NOCLIENT; + + // make sure the client precaches this sound + G_SoundIndex( "sound/world/jumppad.wav" ); + + self->s.eType = ET_TELEPORT_TRIGGER; + self->touch = trigger_teleporter_touch; + + trap_LinkEntity( self ); +} + + +/* +============================================================================== + +trigger_hurt + +============================================================================== +*/ + +/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF - SILENT NO_PROTECTION SLOW +Any entity that touches this will be hurt. +It does dmg points of damage each server frame +Targeting the trigger will toggle its on / off state. + +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( gentity_t *self, gentity_t *other, gentity_t *activator ) +{ + if( self->r.linked ) + trap_UnlinkEntity( self ); + else + trap_LinkEntity( self ); +} + +void hurt_touch( gentity_t *self, gentity_t *other, trace_t *trace ) +{ + int dflags; + + if( !other->takedamage ) + return; + + if( self->timestamp > level.time ) + return; + + if( self->spawnflags & 16 ) + self->timestamp = level.time + 1000; + else + self->timestamp = level.time + FRAMETIME; + + // play sound + if( !( self->spawnflags & 4 ) ) + G_Sound( other, CHAN_AUTO, self->noise_index ); + + if( self->spawnflags & 8 ) + dflags = DAMAGE_NO_PROTECTION; + else + dflags = 0; + + G_Damage( other, self, self, NULL, NULL, self->damage, dflags, MOD_TRIGGER_HURT ); +} + +void SP_trigger_hurt( gentity_t *self ) +{ + InitTrigger( self ); + + self->noise_index = G_SoundIndex( "sound/world/electro.wav" ); + self->touch = hurt_touch; + + if( !self->damage ) + self->damage = 5; + + self->r.contents = CONTENTS_TRIGGER; + + if( self->spawnflags & 2 ) + self->use = hurt_use; + + // link in to the world if starting active + if( !( self->spawnflags & 1 ) ) + trap_LinkEntity( self ); +} + + +/* +============================================================================== + +timer + +============================================================================== +*/ + + +/*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON +This should be renamed trigger_timer... +Repeatedly fires its targets. +Can be turned on or off by using. + +"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) + +*/ +void func_timer_think( gentity_t *self ) +{ + G_UseTargets( self, self->activator ); + // set time before next firing + self->nextthink = level.time + 1000 * ( self->wait + crandom( ) * self->random ); +} + +void func_timer_use( gentity_t *self, gentity_t *other, gentity_t *activator ) +{ + self->activator = activator; + + // if on, turn it off + if( self->nextthink ) + { + self->nextthink = 0; + return; + } + + // turn it on + func_timer_think( self ); +} + +void SP_func_timer( gentity_t *self ) +{ + G_SpawnFloat( "random", "1", &self->random ); + G_SpawnFloat( "wait", "1", &self->wait ); + + self->use = func_timer_use; + self->think = func_timer_think; + + if( self->random >= self->wait ) + { + self->random = self->wait - FRAMETIME; + G_Printf( "func_timer at %s has random >= wait\n", vtos( self->s.origin ) ); + } + + if( self->spawnflags & 1 ) + { + self->nextthink = level.time + FRAMETIME; + self->activator = self; + } + + self->r.svFlags = SVF_NOCLIENT; +} + + +/* +=============== +G_Checktrigger_stages + +Called when stages change +=============== +*/ +void G_Checktrigger_stages( pTeam_t team, stage_t stage ) +{ + int i; + gentity_t *ent; + + for( i = 1, ent = g_entities + i ; i < level.num_entities ; i++, ent++ ) + { + if( !ent->inuse ) + continue; + + if( !Q_stricmp( ent->classname, "trigger_stage" ) ) + { + if( team == ent->stageTeam && stage == ent->stageStage ) + ent->use( ent, ent, ent ); + } + } +} + + +/* +=============== +trigger_stage_use +=============== +*/ +void trigger_stage_use( gentity_t *self, gentity_t *other, gentity_t *activator ) +{ + G_UseTargets( self, self ); +} + +void SP_trigger_stage( gentity_t *self ) +{ + G_SpawnInt( "team", "0", (int *)&self->stageTeam ); + G_SpawnInt( "stage", "0", (int *)&self->stageStage ); + + self->use = trigger_stage_use; + + self->r.svFlags = SVF_NOCLIENT; +} + + +/* +=============== +trigger_win +=============== +*/ +void trigger_win( gentity_t *self, gentity_t *other, gentity_t *activator ) +{ + G_UseTargets( self, self ); +} + +void SP_trigger_win( gentity_t *self ) +{ + G_SpawnInt( "team", "0", (int *)&self->stageTeam ); + + self->use = trigger_win; + + self->r.svFlags = SVF_NOCLIENT; +} + + +/* +=============== +trigger_buildable_trigger +=============== +*/ +void trigger_buildable_trigger( gentity_t *self, gentity_t *activator ) +{ + int i = 0; + + self->activator = activator; + if( self->nextthink ) + return; // can't retrigger until the wait is over + + //if there is no buildable list every buildable triggers + if( self->bTriggers[ i ] == BA_NONE ) + G_UseTargets( self, activator ); + else + { + //otherwise check against the list + for( i = 0; self->bTriggers[ i ] != BA_NONE; i++ ) + { + if( activator->s.modelindex == self->bTriggers[ i ] ) + { + G_UseTargets( self, activator ); + return; + } + } + } + + if( self->wait > 0 ) + { + self->think = multi_wait; + self->nextthink = level.time + ( self->wait + self->random * crandom( ) ) * 1000; + } + else + { + // we can't just remove (self) here, because this is a touch function + // called while looping through area links... + self->touch = 0; + self->nextthink = level.time + FRAMETIME; + self->think = G_FreeEntity; + } +} + +/* +=============== +trigger_buildable_touch +=============== +*/ +void trigger_buildable_touch( gentity_t *ent, gentity_t *other, trace_t *trace ) +{ + //only triggered by buildables + if( other->s.eType != ET_BUILDABLE ) + return; + + trigger_buildable_trigger( ent, other ); +} + +/* +=============== +trigger_buildable_use +=============== +*/ +void trigger_buildable_use( gentity_t *ent, gentity_t *other, gentity_t *activator ) +{ + trigger_buildable_trigger( ent, activator ); +} + +/* +=============== +SP_trigger_buildable +=============== +*/ +void SP_trigger_buildable( gentity_t *self ) +{ + char *buffer; + + G_SpawnFloat( "wait", "0.5", &self->wait ); + G_SpawnFloat( "random", "0", &self->random ); + + if( self->random >= self->wait && self->wait >= 0 ) + { + self->random = self->wait - FRAMETIME; + G_Printf( S_COLOR_YELLOW "WARNING: trigger_buildable has random >= wait\n" ); + } + + G_SpawnString( "buildables", "", &buffer ); + + BG_ParseCSVBuildableList( buffer, self->bTriggers, BA_NUM_BUILDABLES ); + + self->touch = trigger_buildable_touch; + self->use = trigger_buildable_use; + + InitTrigger( self ); + trap_LinkEntity( self ); +} + + +/* +=============== +trigger_class_trigger +=============== +*/ +void trigger_class_trigger( gentity_t *self, gentity_t *activator ) +{ + int i = 0; + + //sanity check + if( !activator->client ) + return; + + if( activator->client->ps.stats[ STAT_PTEAM ] != PTE_ALIENS ) + return; + + self->activator = activator; + if( self->nextthink ) + return; // can't retrigger until the wait is over + + //if there is no class list every class triggers (stupid case) + if( self->cTriggers[ i ] == PCL_NONE ) + G_UseTargets( self, activator ); + else + { + //otherwise check against the list + for( i = 0; self->cTriggers[ i ] != PCL_NONE; i++ ) + { + if( activator->client->ps.stats[ STAT_PCLASS ] == self->cTriggers[ i ] ) + { + G_UseTargets( self, activator ); + return; + } + } + } + + if( self->wait > 0 ) + { + self->think = multi_wait; + self->nextthink = level.time + ( self->wait + self->random * crandom( ) ) * 1000; + } + else + { + // we can't just remove (self) here, because this is a touch function + // called while looping through area links... + self->touch = 0; + self->nextthink = level.time + FRAMETIME; + self->think = G_FreeEntity; + } +} + +/* +=============== +trigger_class_touch +=============== +*/ +void trigger_class_touch( gentity_t *ent, gentity_t *other, trace_t *trace ) +{ + //only triggered by clients + if( !other->client ) + return; + + trigger_class_trigger( ent, other ); +} + +/* +=============== +trigger_class_use +=============== +*/ +void trigger_class_use( gentity_t *ent, gentity_t *other, gentity_t *activator ) +{ + trigger_class_trigger( ent, activator ); +} + +/* +=============== +SP_trigger_class +=============== +*/ +void SP_trigger_class( gentity_t *self ) +{ + char *buffer; + + G_SpawnFloat( "wait", "0.5", &self->wait ); + G_SpawnFloat( "random", "0", &self->random ); + + if( self->random >= self->wait && self->wait >= 0 ) + { + self->random = self->wait - FRAMETIME; + G_Printf( S_COLOR_YELLOW "WARNING: trigger_class has random >= wait\n" ); + } + + G_SpawnString( "classes", "", &buffer ); + + BG_ParseCSVClassList( buffer, self->cTriggers, PCL_NUM_CLASSES ); + + self->touch = trigger_class_touch; + self->use = trigger_class_use; + + InitTrigger( self ); + trap_LinkEntity( self ); +} + + +/* +=============== +trigger_equipment_trigger +=============== +*/ +void trigger_equipment_trigger( gentity_t *self, gentity_t *activator ) +{ + int i = 0; + + //sanity check + if( !activator->client ) + return; + + if( activator->client->ps.stats[ STAT_PTEAM ] != PTE_HUMANS ) + return; + + self->activator = activator; + if( self->nextthink ) + return; // can't retrigger until the wait is over + + //if there is no equipment list all equipment triggers (stupid case) + if( self->wTriggers[ i ] == WP_NONE && self->wTriggers[ i ] == UP_NONE ) + G_UseTargets( self, activator ); + else + { + //otherwise check against the lists + for( i = 0; self->wTriggers[ i ] != WP_NONE; i++ ) + { + if( BG_InventoryContainsWeapon( self->wTriggers[ i ], activator->client->ps.stats ) ) + { + G_UseTargets( self, activator ); + return; + } + } + + for( i = 0; self->uTriggers[ i ] != UP_NONE; i++ ) + { + if( BG_InventoryContainsUpgrade( self->uTriggers[ i ], activator->client->ps.stats ) ) + { + G_UseTargets( self, activator ); + return; + } + } + } + + if( self->wait > 0 ) + { + self->think = multi_wait; + self->nextthink = level.time + ( self->wait + self->random * crandom( ) ) * 1000; + } + else + { + // we can't just remove (self) here, because this is a touch function + // called while looping through area links... + self->touch = 0; + self->nextthink = level.time + FRAMETIME; + self->think = G_FreeEntity; + } +} + +/* +=============== +trigger_equipment_touch +=============== +*/ +void trigger_equipment_touch( gentity_t *ent, gentity_t *other, trace_t *trace ) +{ + //only triggered by clients + if( !other->client ) + return; + + trigger_equipment_trigger( ent, other ); +} + +/* +=============== +trigger_equipment_use +=============== +*/ +void trigger_equipment_use( gentity_t *ent, gentity_t *other, gentity_t *activator ) +{ + trigger_equipment_trigger( ent, activator ); +} + +/* +=============== +SP_trigger_equipment +=============== +*/ +void SP_trigger_equipment( gentity_t *self ) +{ + char *buffer; + + G_SpawnFloat( "wait", "0.5", &self->wait ); + G_SpawnFloat( "random", "0", &self->random ); + + if( self->random >= self->wait && self->wait >= 0 ) + { + self->random = self->wait - FRAMETIME; + G_Printf( S_COLOR_YELLOW "WARNING: trigger_equipment has random >= wait\n" ); + } + + G_SpawnString( "equipment", "", &buffer ); + + BG_ParseCSVEquipmentList( buffer, self->wTriggers, WP_NUM_WEAPONS, + self->uTriggers, UP_NUM_UPGRADES ); + + self->touch = trigger_equipment_touch; + self->use = trigger_equipment_use; + + InitTrigger( self ); + trap_LinkEntity( self ); +} + + +/* +=============== +trigger_gravity_touch +=============== +*/ +void trigger_gravity_touch( gentity_t *ent, gentity_t *other, trace_t *trace ) +{ + //only triggered by clients + if( !other->client ) + return; + + other->client->ps.gravity = ent->triggerGravity; +} + +/* +=============== +trigger_gravity_use +=============== +*/ +void trigger_gravity_use( gentity_t *ent, gentity_t *other, gentity_t *activator ) +{ + if( ent->r.linked ) + trap_UnlinkEntity( ent ); + else + trap_LinkEntity( ent ); +} + + +/* +=============== +SP_trigger_gravity +=============== +*/ +void SP_trigger_gravity( gentity_t *self ) +{ + G_SpawnInt( "gravity", "800", &self->triggerGravity ); + + self->touch = trigger_gravity_touch; + self->use = trigger_gravity_use; + + InitTrigger( self ); + trap_LinkEntity( self ); +} + + +/* +=============== +trigger_heal_use +=============== +*/ +void trigger_heal_use( gentity_t *self, gentity_t *other, gentity_t *activator ) +{ + if( self->r.linked ) + trap_UnlinkEntity( self ); + else + trap_LinkEntity( self ); +} + +/* +=============== +trigger_heal_touch +=============== +*/ +void trigger_heal_touch( gentity_t *self, gentity_t *other, trace_t *trace ) +{ + int max; + + if( !other->client ) + return; + + if( self->timestamp > level.time ) + return; + + if( self->spawnflags & 2 ) + self->timestamp = level.time + 1000; + else + self->timestamp = level.time + FRAMETIME; + + max = other->client->ps.stats[ STAT_MAX_HEALTH ]; + + other->health += self->damage; + + if( other->health > max ) + other->health = max; + + other->client->ps.stats[ STAT_HEALTH ] = other->health; +} + +/* +=============== +SP_trigger_heal +=============== +*/ +void SP_trigger_heal( gentity_t *self ) +{ + G_SpawnInt( "heal", "5", &self->damage ); + + self->touch = trigger_heal_touch; + self->use = trigger_heal_use; + + InitTrigger( self ); + + // link in to the world if starting active + if( !( self->spawnflags & 1 ) ) + trap_LinkEntity( self ); +} + + +/* +=============== +trigger_ammo_touch +=============== +*/ +void trigger_ammo_touch( gentity_t *self, gentity_t *other, trace_t *trace ) +{ + int ammo, clips, maxClips, maxAmmo; + + if( !other->client ) + return; + + if( other->client->ps.stats[ STAT_PTEAM ] != PTE_HUMANS ) + return; + + if( self->timestamp > level.time ) + return; + + if( other->client->ps.weaponstate != WEAPON_READY ) + return; + + if( BG_FindUsesEnergyForWeapon( other->client->ps.weapon ) && self->spawnflags & 2 ) + return; + + if( !BG_FindUsesEnergyForWeapon( other->client->ps.weapon ) && self->spawnflags & 4 ) + return; + + if( self->spawnflags & 1 ) + self->timestamp = level.time + 1000; + else + self->timestamp = level.time + FRAMETIME; + + BG_FindAmmoForWeapon( other->client->ps.weapon, &maxAmmo, &maxClips ); + BG_UnpackAmmoArray( other->client->ps.weapon, other->client->ps.ammo, other->client->ps.powerups, + &ammo, &clips ); + + if( ( ammo + self->damage ) > maxAmmo ) + { + if( clips < maxClips ) + { + clips++; + ammo = 1; + } + else + ammo = maxAmmo; + } + else + ammo += self->damage; + + BG_PackAmmoArray( other->client->ps.weapon, other->client->ps.ammo, other->client->ps.powerups, + ammo, clips ); +} + +/* +=============== +SP_trigger_ammo +=============== +*/ +void SP_trigger_ammo( gentity_t *self ) +{ + G_SpawnInt( "ammo", "1", &self->damage ); + + self->touch = trigger_ammo_touch; + + InitTrigger( self ); + trap_LinkEntity( self ); +} diff --git a/src/game/g_utils.c b/src/game/g_utils.c new file mode 100644 index 00000000..9b163a92 --- /dev/null +++ b/src/game/g_utils.c @@ -0,0 +1,1071 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// g_utils.c -- misc utility functions for game module + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +#include "g_local.h" + +typedef struct +{ + char oldShader[ MAX_QPATH ]; + char newShader[ MAX_QPATH ]; + float timeOffset; +} shaderRemap_t; + +#define MAX_SHADER_REMAPS 128 + +int remapCount = 0; +shaderRemap_t remappedShaders[ MAX_SHADER_REMAPS ]; + +void AddRemap( const char *oldShader, const char *newShader, float timeOffset ) +{ + int i; + + for( i = 0; i < remapCount; i++ ) + { + if( Q_stricmp( oldShader, remappedShaders[ i ].oldShader ) == 0 ) + { + // found it, just update this one + strcpy( remappedShaders[ i ].newShader,newShader ); + remappedShaders[ i ].timeOffset = timeOffset; + return; + } + } + + if( remapCount < MAX_SHADER_REMAPS ) + { + strcpy( remappedShaders[ remapCount ].newShader,newShader ); + strcpy( remappedShaders[ remapCount ].oldShader,oldShader ); + remappedShaders[ remapCount ].timeOffset = timeOffset; + remapCount++; + } +} + +const char *BuildShaderStateConfig( void ) +{ + static char buff[ MAX_STRING_CHARS * 4 ]; + char out[ ( MAX_QPATH * 2 ) + 5 ]; + int i; + + memset( buff, 0, MAX_STRING_CHARS ); + + for( i = 0; i < remapCount; i++ ) + { + Com_sprintf( out, ( MAX_QPATH * 2 ) + 5, "%s=%s:%5.2f@", remappedShaders[ i ].oldShader, + remappedShaders[ i ].newShader, remappedShaders[ i ].timeOffset ); + Q_strcat( buff, sizeof( buff ), out ); + } + return buff; +} + + +/* +========================================================================= + +model / sound configstring indexes + +========================================================================= +*/ + +/* +================ +G_FindConfigstringIndex + +================ +*/ +int G_FindConfigstringIndex( char *name, int start, int max, qboolean create ) +{ + int i; + char s[ MAX_STRING_CHARS ]; + + if( !name || !name[ 0 ] ) + return 0; + + for( i = 1; i < max; i++ ) + { + trap_GetConfigstring( start + i, s, sizeof( s ) ); + if( !s[ 0 ] ) + break; + + if( !strcmp( s, name ) ) + return i; + } + + if( !create ) + return 0; + + if( i == max ) + G_Error( "G_FindConfigstringIndex: overflow" ); + + trap_SetConfigstring( start + i, name ); + + return i; +} + +//TA: added ParticleSystemIndex +int G_ParticleSystemIndex( char *name ) +{ + return G_FindConfigstringIndex( name, CS_PARTICLE_SYSTEMS, MAX_GAME_PARTICLE_SYSTEMS, qtrue ); +} + +//TA: added ShaderIndex +int G_ShaderIndex( char *name ) +{ + return G_FindConfigstringIndex( name, CS_SHADERS, MAX_SHADERS, qtrue ); +} + +int G_ModelIndex( char *name ) +{ + return G_FindConfigstringIndex( name, CS_MODELS, MAX_MODELS, qtrue ); +} + +int G_SoundIndex( char *name ) +{ + return G_FindConfigstringIndex( name, CS_SOUNDS, MAX_SOUNDS, qtrue ); +} + +//===================================================================== + + +/* +================ +G_TeamCommand + +Broadcasts a command to only a specific team +================ +*/ +void G_TeamCommand( pTeam_t team, char *cmd ) +{ + int i; + + for( i = 0 ; i < level.maxclients ; i++ ) + { + if( level.clients[ i ].pers.connected == CON_CONNECTED ) + { + if( level.clients[ i ].ps.stats[ STAT_PTEAM ] == team ) + G_SendCommandFromServer( i, va( "%s", cmd ) ); + } + } +} + + +/* +============= +G_Find + +Searches all active entities for the next one that holds +the matching string at fieldofs (use the FOFS() macro) in the structure. + +Searches beginning at the entity after from, or the beginning if NULL +NULL will be returned if the end of the list is reached. + +============= +*/ +gentity_t *G_Find( gentity_t *from, int fieldofs, const char *match ) +{ + char *s; + + if( !from ) + from = g_entities; + else + from++; + + for( ; from < &g_entities[ level.num_entities ]; from++ ) + { + if( !from->inuse ) + continue; + s = *(char **)( (byte *)from + fieldofs ); + + if( !s ) + continue; + + if( !Q_stricmp( s, match ) ) + return from; + } + + return NULL; +} + + +/* +============= +G_PickTarget + +Selects a random entity from among the targets +============= +*/ +#define MAXCHOICES 32 + +gentity_t *G_PickTarget( char *targetname ) +{ + gentity_t *ent = NULL; + int num_choices = 0; + gentity_t *choice[ MAXCHOICES ]; + + if( !targetname ) + { + G_Printf("G_PickTarget called with NULL targetname\n"); + return NULL; + } + + while( 1 ) + { + ent = G_Find( ent, FOFS( targetname ), targetname ); + + if( !ent ) + break; + + choice[ num_choices++ ] = ent; + + if( num_choices == MAXCHOICES ) + break; + } + + if( !num_choices ) + { + G_Printf( "G_PickTarget: target %s not found\n", targetname ); + return NULL; + } + + return choice[ rand( ) % num_choices ]; +} + + +/* +============================== +G_UseTargets + +"activator" should be set to the entity that initiated the firing. + +Search for (string)targetname in all entities that +match (string)self.target and call their .use function + +============================== +*/ +void G_UseTargets( gentity_t *ent, gentity_t *activator ) +{ + gentity_t *t; + + if( !ent ) + return; + + if( ent->targetShaderName && ent->targetShaderNewName ) + { + float f = level.time * 0.001; + AddRemap( ent->targetShaderName, ent->targetShaderNewName, f ); + trap_SetConfigstring( CS_SHADERSTATE, BuildShaderStateConfig( ) ); + } + + if( !ent->target ) + return; + + t = NULL; + while( ( t = G_Find( t, FOFS( targetname ), ent->target ) ) != NULL ) + { + if( t == ent ) + G_Printf( "WARNING: Entity used itself.\n" ); + else + { + if( t->use ) + t->use( t, ent, activator ); + } + + if( !ent->inuse ) + { + G_Printf( "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( const vec3_t v ) +{ + static int index; + static char str[ 8 ][ 32 ]; + char *s; + + // use an array so that multiple vtos won't collide + s = str[ index ]; + index = ( index + 1 ) & 7; + + Com_sprintf( s, 32, "(%i %i %i)", (int)v[ 0 ], (int)v[ 1 ], (int)v[ 2 ] ); + + return s; +} + + +/* +=============== +G_SetMovedir + +The editor only specifies a single value for angles (yaw), +but we have special constants to generate an up or down direction. +Angles will be cleared, because it is being used to represent a direction +instead of an orientation. +=============== +*/ +void G_SetMovedir( vec3_t angles, vec3_t movedir ) +{ + static vec3_t VEC_UP = { 0, -1, 0 }; + static vec3_t MOVEDIR_UP = { 0, 0, 1 }; + static vec3_t VEC_DOWN = { 0, -2, 0 }; + static vec3_t MOVEDIR_DOWN = { 0, 0, -1 }; + + if( VectorCompare( angles, VEC_UP ) ) + VectorCopy( MOVEDIR_UP, movedir ); + else if( VectorCompare( angles, VEC_DOWN ) ) + VectorCopy( MOVEDIR_DOWN, movedir ); + else + AngleVectors( angles, movedir, NULL, NULL ); + + VectorClear( angles ); +} + + +float vectoyaw( const vec3_t vec ) +{ + float yaw; + + if( vec[ YAW ] == 0 && vec[ PITCH ] == 0 ) + { + yaw = 0; + } + else + { + if( vec[ PITCH ] ) + yaw = ( atan2( vec[ YAW ], vec[ PITCH ] ) * 180 / M_PI ); + else if( vec[ YAW ] > 0 ) + yaw = 90; + else + yaw = 270; + + if( yaw < 0 ) + yaw += 360; + } + + return yaw; +} + + +void G_InitGentity( gentity_t *e ) +{ + e->inuse = qtrue; + e->classname = "noclass"; + e->s.number = e - g_entities; + e->r.ownerNum = ENTITYNUM_NONE; +} + +/* +================= +G_Spawn + +Either finds a free entity, or allocates a new one. + + The slots from 0 to MAX_CLIENTS-1 are always reserved for clients, and will +never be used by anything else. + +Try to avoid reusing an entity that was recently freed, because it +can cause the client to think the entity morphed into something else +instead of being removed and recreated, which can cause interpolated +angles and bad trails. +================= +*/ +gentity_t *G_Spawn( void ) +{ + int i, force; + gentity_t *e; + + e = NULL; // shut up warning + i = 0; // shut up warning + + for( force = 0; force < 2; force++ ) + { + // if we go through all entities and can't find one to free, + // override the normal minimum times before use + e = &g_entities[ MAX_CLIENTS ]; + + for( i = MAX_CLIENTS; i < level.num_entities; i++, e++ ) + { + if( e->inuse ) + continue; + + // the first couple seconds of server time can involve a lot of + // freeing and allocating, so relax the replacement policy + if( !force && e->freetime > level.startTime + 2000 && level.time - e->freetime < 1000 ) + continue; + + // reuse this slot + G_InitGentity( e ); + return e; + } + + if( i != MAX_GENTITIES ) + break; + } + + if( i == ENTITYNUM_MAX_NORMAL ) + { + for( i = 0; i < MAX_GENTITIES; i++ ) + G_Printf( "%4i: %s\n", i, g_entities[ i ].classname ); + + G_Error( "G_Spawn: no free entities" ); + } + + // open up a new slot + level.num_entities++; + + // let the server system know that there are more entities + trap_LocateGameData( level.gentities, level.num_entities, sizeof( gentity_t ), + &level.clients[ 0 ].ps, sizeof( level.clients[ 0 ] ) ); + + G_InitGentity( e ); + return e; +} + + +/* +================= +G_EntitiesFree +================= +*/ +qboolean G_EntitiesFree( void ) +{ + int i; + gentity_t *e; + + e = &g_entities[ MAX_CLIENTS ]; + + for( i = MAX_CLIENTS; i < level.num_entities; i++, e++ ) + { + if( e->inuse ) + continue; + + // slot available + return qtrue; + } + + return qfalse; +} + + +/* +================= +G_FreeEntity + +Marks the entity as free +================= +*/ +void G_FreeEntity( gentity_t *ent ) +{ + trap_UnlinkEntity( ent ); // unlink from world + + if( ent->neverFree ) + return; + + memset( ent, 0, sizeof( *ent ) ); + ent->classname = "freent"; + ent->freetime = level.time; + ent->inuse = qfalse; +} + +/* +================= +G_TempEntity + +Spawns an event entity that will be auto-removed +The origin will be snapped to save net bandwidth, so care +must be taken if the origin is right on a surface (snap towards start vector first) +================= +*/ +gentity_t *G_TempEntity( vec3_t origin, int event ) +{ + gentity_t *e; + vec3_t snapped; + + e = G_Spawn( ); + e->s.eType = ET_EVENTS + event; + + e->classname = "tempEntity"; + e->eventTime = level.time; + e->freeAfterEvent = qtrue; + + VectorCopy( origin, snapped ); + SnapVector( snapped ); // save network bandwidth + G_SetOrigin( e, snapped ); + + // find cluster for PVS + trap_LinkEntity( e ); + + return e; +} + + + +/* +============================================================================== + +Kill box + +============================================================================== +*/ + +/* +================= +G_KillBox + +Kills all entities that would touch the proposed new positioning +of ent. Ent should be unlinked before calling this! +================= +*/ +void G_KillBox( gentity_t *ent ) +{ + int i, num; + int touch[ MAX_GENTITIES ]; + gentity_t *hit; + vec3_t mins, maxs; + + VectorAdd( ent->client->ps.origin, ent->r.mins, mins ); + VectorAdd( ent->client->ps.origin, ent->r.maxs, maxs ); + num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES ); + + for( i = 0; i < num; i++ ) + { + hit = &g_entities[ touch[ i ] ]; + + if( !hit->client ) + continue; + + //TA: impossible to telefrag self + if( ent == hit ) + continue; + + // nail it + G_Damage( hit, ent, ent, NULL, NULL, + 100000, DAMAGE_NO_PROTECTION, MOD_TELEFRAG ); + } + +} + +//============================================================================== + +/* +=============== +G_AddPredictableEvent + +Use for non-pmove events that would also be predicted on the +client side: jumppads and item pickups +Adds an event+parm and twiddles the event counter +=============== +*/ +void G_AddPredictableEvent( gentity_t *ent, int event, int eventParm ) +{ + if( !ent->client ) + return; + + BG_AddPredictableEventToPlayerstate( event, eventParm, &ent->client->ps ); +} + + +/* +=============== +G_AddEvent + +Adds an event+parm and twiddles the event counter +=============== +*/ +void G_AddEvent( gentity_t *ent, int event, int eventParm ) +{ + int bits; + + if( !event ) + { + G_Printf( "G_AddEvent: zero event added for entity %i\n", ent->s.number ); + return; + } + + // clients need to add the event in playerState_t instead of entityState_t + if( ent->client ) + { + bits = ent->client->ps.externalEvent & EV_EVENT_BITS; + bits = ( bits + EV_EVENT_BIT1 ) & EV_EVENT_BITS; + ent->client->ps.externalEvent = event | bits; + ent->client->ps.externalEventParm = eventParm; + ent->client->ps.externalEventTime = level.time; + } + else + { + bits = ent->s.event & EV_EVENT_BITS; + bits = ( bits + EV_EVENT_BIT1 ) & EV_EVENT_BITS; + ent->s.event = event | bits; + ent->s.eventParm = eventParm; + } + + ent->eventTime = level.time; +} + + +/* +=============== +G_BroadcastEvent + +Sends an event to every client +=============== +*/ +void G_BroadcastEvent( int event, int eventParm ) +{ + gentity_t *ent; + + ent = G_TempEntity( vec3_origin, event ); + ent->s.eventParm = eventParm; + ent->r.svFlags = SVF_BROADCAST; // send to everyone +} + + +/* +============= +G_Sound +============= +*/ +void G_Sound( gentity_t *ent, int channel, int soundIndex ) +{ + gentity_t *te; + + te = G_TempEntity( ent->r.currentOrigin, EV_GENERAL_SOUND ); + te->s.eventParm = soundIndex; +} + + +/* +============= +G_ClientIsLagging +============= +*/ +qboolean G_ClientIsLagging( gclient_t *client ) +{ + if( client ) + { + if( client->ps.ping >= 999 ) + return qtrue; + else + return qfalse; + } + + return qfalse; //is a non-existant client lagging? woooo zen +} + + +static commandQueue_t queuedCommands[ MAX_CLIENTS ]; + +/* +=============== +G_PopCommandQueue + +Return the front of a command queue +Must use immediately or copy to a buffer +=============== +*/ +static const char *G_PopCommandQueue( commandQueue_t *cq ) +{ + if( cq->front ) + { + commandQueueElement_t *cqe = cq->front; + + cq->front = cqe->next; + + // last element in the queue + if( cq->front == NULL ) + cq->back = NULL; + + cq->nextCommandTime = level.time + g_minCommandPeriod.integer; + cqe->used = qfalse; + + return cqe->command; + } + else + return NULL; +} + +/* +=============== +G_PushCommandQueue + +Put a command on a command queue +=============== +*/ +static void G_PushCommandQueue( commandQueue_t *cq, const char *cmd ) +{ + int i; + + for( i = 0; i < MAX_QUEUE_COMMANDS; i++ ) + { + commandQueueElement_t *cqe = &cq->pool[ i ]; + + if( !cqe->used ) + { + cqe->used = qtrue; + cqe->next = NULL; + Q_strncpyz( cqe->command, cmd, MAX_TOKEN_CHARS ); + + if( cq->back ) + { + cq->back->next = cqe; + cq->back = cqe; + } + else + { + cq->front = cqe; + cq->back = cqe; + } + + return; + } + } + + //drop the command +} + +/* +=============== +G_PrintCommandQueue +=============== +*/ +#if 0 //quiet compiler +static void G_PrintCommandQueue( commandQueue_t *cq ) +{ + commandQueueElement_t *cqe; + + if( cq->front ) + { + cqe = cq->front; + + do + { + G_Printf( "->\"%s\"", cqe->command ); + } while( ( cqe = cqe->next ) ); + + G_Printf( "\n" ); + } +} +#endif + +/* +=============== +G_ReadyToDequeue +=============== +*/ +static qboolean G_ReadyToDequeue( commandQueue_t *cq ) +{ + if( !cq ) + return qfalse; + + return cq->front && cq->nextCommandTime <= level.time; +} + +/* +=============== +G_ProcessCommandQueues + +Check for any outstanding commands to be sent +=============== +*/ +void G_ProcessCommandQueues( void ) +{ + int i; + + for( i = 0; i < MAX_CLIENTS; i++ ) + { + gclient_t *cl = &level.clients[ i ]; + commandQueue_t *cq = &queuedCommands[ i ]; + + if( !G_ClientIsLagging( cl ) && G_ReadyToDequeue( cq ) ) + { + const char *command = G_PopCommandQueue( cq ); + + if( command ) + trap_SendServerCommand( i, command ); + } + } +} + +/* +=============== +G_InitCommandQueue +=============== +*/ +void G_InitCommandQueue( int clientNum ) +{ + int i; + commandQueue_t *cq = &queuedCommands[ clientNum ]; + + if( clientNum >= 0 && clientNum < MAX_CLIENTS ) + { + cq->front = cq->back = NULL; + cq->nextCommandTime = 0; + + for( i = 0; i < MAX_QUEUE_COMMANDS; i++ ) + { + commandQueueElement_t *cqe = &cq->pool[ i ]; + + cqe->used = qfalse; + } + } +} + +/* +=============== +G_SendCommandFromServer + +Sends a command to a client +=============== +*/ +void G_SendCommandFromServer( int clientNum, const char *cmd ) +{ + commandQueue_t *cq = &queuedCommands[ clientNum ]; + + if( clientNum < 0 ) + cq = NULL; + + if( strlen( cmd ) > 1022 ) + { + G_LogPrintf( "G_SendCommandFromServer( %d, ... ) length exceeds 1022.\n", clientNum ); + G_LogPrintf( "cmd [%s]\n", cmd ); + return; + } + + if( cq ) + { + gclient_t *cl = &level.clients[ clientNum ]; + + if( cq->nextCommandTime > level.time || G_ClientIsLagging( cl ) ) + { + //can't send yet, so queue the command up + G_PushCommandQueue( cq, cmd ); + } + else + { + cq->nextCommandTime = level.time + g_minCommandPeriod.integer; + trap_SendServerCommand( clientNum, cmd ); + } + } + else //no queue exists for this client + trap_SendServerCommand( clientNum, cmd ); +} + +//============================================================================== + + +/* +================ +G_SetOrigin + +Sets the pos trajectory for a fixed position +================ +*/ +void G_SetOrigin( gentity_t *ent, vec3_t origin ) +{ + VectorCopy( origin, ent->s.pos.trBase ); + ent->s.pos.trType = TR_STATIONARY; + ent->s.pos.trTime = 0; + ent->s.pos.trDuration = 0; + VectorClear( ent->s.pos.trDelta ); + + VectorCopy( origin, ent->r.currentOrigin ); + VectorCopy( origin, ent->s.origin ); //TA: if shit breaks - blame this line +} + +//TA: from quakestyle.telefragged.com +// (NOBODY): Code helper function +// +gentity_t *G_FindRadius( gentity_t *from, vec3_t org, float rad ) +{ + vec3_t eorg; + int j; + + if( !from ) + from = g_entities; + else + from++; + + for( ; from < &g_entities[ level.num_entities ]; from++ ) + { + if( !from->inuse ) + continue; + + for( j = 0; j < 3; j++ ) + eorg[ j ] = org[ j ] - ( from->r.currentOrigin[ j ] + ( from->r.mins[ j ] + from->r.maxs[ j ] ) * 0.5 ); + + if( VectorLength( eorg ) > rad ) + continue; + + return from; + } + + return NULL; +} + +/* +=============== +G_Visible + +Test for a LOS between two entities +=============== +*/ +qboolean G_Visible( gentity_t *ent1, gentity_t *ent2 ) +{ + trace_t trace; + + trap_Trace( &trace, ent1->s.pos.trBase, NULL, NULL, ent2->s.pos.trBase, ent1->s.number, MASK_SHOT ); + + if( trace.contents & CONTENTS_SOLID ) + return qfalse; + + return qtrue; +} + +/* +=============== +G_ClosestEnt + +Test a list of entities for the closest to a particular point +=============== +*/ +gentity_t *G_ClosestEnt( vec3_t origin, gentity_t **entities, int numEntities ) +{ + int i; + float nd, d = 1000000.0f; + gentity_t *closestEnt = NULL; + + for( i = 0; i < numEntities; i++ ) + { + gentity_t *ent = entities[ i ]; + + if( ( nd = Distance( origin, ent->s.origin ) ) < d ) + { + d = nd; + closestEnt = ent; + } + } + + return closestEnt; +} + +/* +=============== +G_TriggerMenu + +Trigger a menu on some client +=============== +*/ +void G_TriggerMenu( int clientNum, dynMenu_t menu ) +{ + char buffer[ 32 ]; + + Com_sprintf( buffer, 32, "servermenu %d", menu ); + G_SendCommandFromServer( clientNum, buffer ); +} + + +/* +=============== +G_CloseMenus + +Close all open menus on some client +=============== +*/ +void G_CloseMenus( int clientNum ) +{ + char buffer[ 32 ]; + + Com_sprintf( buffer, 32, "serverclosemenus" ); + G_SendCommandFromServer( clientNum, buffer ); +} + + +/* +================ +DebugLine + + debug polygons only work when running a local game + with r_debugSurface set to 2 +================ +*/ +int DebugLine( vec3_t start, vec3_t end, int color ) +{ + vec3_t points[ 4 ], dir, cross, up = { 0, 0, 1 }; + float dot; + + VectorCopy( start, points[ 0 ] ); + VectorCopy( start, points[ 1 ] ); + //points[1][2] -= 2; + VectorCopy( end, points[ 2 ] ); + //points[2][2] -= 2; + VectorCopy( end, points[ 3 ] ); + + + VectorSubtract( end, start, dir ); + VectorNormalize( dir ); + dot = DotProduct( dir, up ); + + if( dot > 0.99 || dot < -0.99 ) + VectorSet( cross, 1, 0, 0 ); + else + CrossProduct( dir, up, cross ); + + VectorNormalize( cross ); + + VectorMA(points[ 0 ], 2, cross, points[ 0 ] ); + VectorMA(points[ 1 ], -2, cross, points[ 1 ] ); + VectorMA(points[ 2 ], -2, cross, points[ 2 ] ); + VectorMA(points[ 3 ], 2, cross, points[ 3 ] ); + + return trap_DebugPolygonCreate( color, 4, points ); +} + diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c new file mode 100644 index 00000000..a18a8c39 --- /dev/null +++ b/src/game/g_weapon.c @@ -0,0 +1,1553 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// g_weapon.c +// perform the server side effects of a weapon firing + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +#include "g_local.h" + +static vec3_t forward, right, up; +static vec3_t muzzle; + +/* +================ +G_ForceWeaponChange +================ +*/ +void G_ForceWeaponChange( gentity_t *ent, weapon_t weapon ) +{ + int i; + + if( ent ) + { + ent->client->ps.pm_flags |= PMF_WEAPON_SWITCH; + + if( weapon == WP_NONE ) + { + //switch to the first non blaster weapon + for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ ) + { + if( i == WP_BLASTER ) + continue; + + if( BG_InventoryContainsWeapon( i, ent->client->ps.stats ) ) + { + ent->client->ps.persistant[ PERS_NEWWEAPON ] = i; + break; + } + } + + //only got the blaster to switch to + if( i == WP_NUM_WEAPONS ) + ent->client->ps.persistant[ PERS_NEWWEAPON ] = WP_BLASTER; + } + else + ent->client->ps.persistant[ PERS_NEWWEAPON ] = weapon; + } +} + +/* +================= +G_GiveClientMaxAmmo +================= +*/ +void G_GiveClientMaxAmmo( gentity_t *ent, qboolean buyingEnergyAmmo ) +{ + int i; + int maxAmmo, maxClips; + qboolean weaponType, restoredAmmo = qfalse; + + for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ ) + { + if( buyingEnergyAmmo ) + weaponType = BG_FindUsesEnergyForWeapon( i ); + else + weaponType = !BG_FindUsesEnergyForWeapon( i ); + + if( BG_InventoryContainsWeapon( i, ent->client->ps.stats ) && + weaponType && !BG_FindInfinteAmmoForWeapon( i ) && + !BG_WeaponIsFull( i, ent->client->ps.stats, + ent->client->ps.ammo, ent->client->ps.powerups ) ) + { + BG_FindAmmoForWeapon( i, &maxAmmo, &maxClips ); + + if( buyingEnergyAmmo ) + { + G_AddEvent( ent, EV_RPTUSE_SOUND, 0 ); + + if( BG_InventoryContainsUpgrade( UP_BATTPACK, ent->client->ps.stats ) ) + maxAmmo = (int)( (float)maxAmmo * BATTPACK_MODIFIER ); + } + + BG_PackAmmoArray( i, ent->client->ps.ammo, ent->client->ps.powerups, + maxAmmo, maxClips ); + + restoredAmmo = qtrue; + } + } + + if( restoredAmmo ) + G_ForceWeaponChange( ent, ent->client->ps.weapon ); +} + +/* +================ +G_BounceProjectile +================ +*/ +void G_BounceProjectile( vec3_t start, vec3_t impact, vec3_t dir, vec3_t endout ) +{ + vec3_t v, newv; + float dot; + + VectorSubtract( impact, start, v ); + dot = DotProduct( v, dir ); + VectorMA( v, -2 * dot, dir, newv ); + + VectorNormalize(newv); + VectorMA(impact, 8192, newv, endout); +} + +/* +====================== +SnapVectorTowards + +Round a vector to integers for more efficient network +transmission, but make sure that it rounds towards a given point +rather than blindly truncating. This prevents it from truncating +into a wall. +====================== +*/ +void SnapVectorTowards( vec3_t v, vec3_t to ) +{ + int i; + + for( i = 0 ; i < 3 ; i++ ) + { + if( to[ i ] <= v[ i ] ) + v[ i ] = (int)v[ i ]; + else + v[ i ] = (int)v[ i ] + 1; + } +} + +/* +=============== +meleeAttack +=============== +*/ +void meleeAttack( gentity_t *ent, float range, float width, int damage, meansOfDeath_t mod ) +{ + trace_t tr; + vec3_t end; + gentity_t *tent; + gentity_t *traceEnt; + vec3_t mins, maxs; + + VectorSet( mins, -width, -width, -width ); + VectorSet( maxs, width, width, width ); + + // set aiming directions + AngleVectors( ent->client->ps.viewangles, forward, right, up ); + + CalcMuzzlePoint( ent, forward, right, up, muzzle ); + + VectorMA( muzzle, range, forward, end ); + + trap_Trace( &tr, muzzle, mins, maxs, end, ent->s.number, MASK_SHOT ); + if( tr.surfaceFlags & SURF_NOIMPACT ) + return; + + traceEnt = &g_entities[ tr.entityNum ]; + + // send blood impact + if( traceEnt->takedamage && traceEnt->client ) + { + tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT ); + tent->s.otherEntityNum = traceEnt->s.number; + tent->s.eventParm = DirToByte( tr.plane.normal ); + tent->s.weapon = ent->s.weapon; + tent->s.generic1 = ent->s.generic1; //weaponMode + } + + if( traceEnt->takedamage ) + G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_NO_KNOCKBACK, mod ); +} + +/* +====================================================================== + +MACHINEGUN + +====================================================================== +*/ + +void bulletFire( gentity_t *ent, float spread, int damage, int mod ) +{ + trace_t tr; + vec3_t end; + float r; + float u; + gentity_t *tent; + gentity_t *traceEnt; + + r = random( ) * M_PI * 2.0f; + u = sin( r ) * crandom( ) * spread * 16; + r = cos( r ) * crandom( ) * spread * 16; + VectorMA( muzzle, 8192 * 16, forward, end ); + VectorMA( end, r, right, end ); + VectorMA( end, u, up, end ); + + trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT ); + if( tr.surfaceFlags & SURF_NOIMPACT ) + return; + + traceEnt = &g_entities[ tr.entityNum ]; + + // snap the endpos to integers, but nudged towards the line + SnapVectorTowards( tr.endpos, muzzle ); + + // send bullet impact + if( traceEnt->takedamage && traceEnt->client ) + { + tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_FLESH ); + tent->s.eventParm = traceEnt->s.number; + } + else + { + tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_WALL ); + tent->s.eventParm = DirToByte( tr.plane.normal ); + } + tent->s.otherEntityNum = ent->s.number; + + if( traceEnt->takedamage ) + { + G_Damage( traceEnt, ent, ent, forward, tr.endpos, + damage, 0, mod ); + } +} + +/* +====================================================================== + +SHOTGUN + +====================================================================== +*/ + +// this should match CG_ShotgunPattern +void ShotgunPattern( vec3_t origin, vec3_t origin2, int seed, gentity_t *ent ) +{ + int i; + float r, u; + vec3_t end; + vec3_t forward, right, up; + trace_t tr; + gentity_t *traceEnt; + + // derive the right and up vectors from the forward vector, because + // the client won't have any other information + VectorNormalize2( origin2, forward ); + PerpendicularVector( right, forward ); + CrossProduct( forward, right, up ); + + // generate the "random" spread pattern + for( i = 0; i < SHOTGUN_PELLETS; i++ ) + { + r = Q_crandom( &seed ) * SHOTGUN_SPREAD * 16; + u = Q_crandom( &seed ) * SHOTGUN_SPREAD * 16; + VectorMA( origin, 8192 * 16, forward, end ); + VectorMA( end, r, right, end ); + VectorMA( end, u, up, end ); + + trap_Trace( &tr, origin, NULL, NULL, end, ent->s.number, MASK_SHOT ); + traceEnt = &g_entities[ tr.entityNum ]; + + // send bullet impact + if( !( tr.surfaceFlags & SURF_NOIMPACT ) ) + { + if( traceEnt->takedamage ) + G_Damage( traceEnt, ent, ent, forward, tr.endpos, SHOTGUN_DMG, 0, MOD_SHOTGUN ); + } + } +} + + +void shotgunFire( gentity_t *ent ) +{ + gentity_t *tent; + + // send shotgun blast + tent = G_TempEntity( muzzle, EV_SHOTGUN ); + VectorScale( forward, 4096, tent->s.origin2 ); + SnapVector( tent->s.origin2 ); + tent->s.eventParm = rand() & 255; // seed for spread pattern + tent->s.otherEntityNum = ent->s.number; + + ShotgunPattern( tent->s.pos.trBase, tent->s.origin2, tent->s.eventParm, ent ); +} + +/* +====================================================================== + +MASS DRIVER + +====================================================================== +*/ + +void massDriverFire( gentity_t *ent ) +{ + trace_t tr; + vec3_t end; + gentity_t *tent; + gentity_t *traceEnt; + + VectorMA( muzzle, 8192 * 16, forward, end ); + + trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT ); + if( tr.surfaceFlags & SURF_NOIMPACT ) + return; + + traceEnt = &g_entities[ tr.entityNum ]; + + // snap the endpos to integers, but nudged towards the line + SnapVectorTowards( tr.endpos, muzzle ); + + // send impact + if( traceEnt->takedamage && traceEnt->client ) + { + tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT ); + tent->s.otherEntityNum = traceEnt->s.number; + tent->s.eventParm = DirToByte( tr.plane.normal ); + tent->s.weapon = ent->s.weapon; + tent->s.generic1 = ent->s.generic1; //weaponMode + } + else + { + tent = G_TempEntity( tr.endpos, EV_MISSILE_MISS ); + tent->s.eventParm = DirToByte( tr.plane.normal ); + tent->s.weapon = ent->s.weapon; + tent->s.generic1 = ent->s.generic1; //weaponMode + } + + if( traceEnt->takedamage ) + { + G_Damage( traceEnt, ent, ent, forward, tr.endpos, + MDRIVER_DMG, 0, MOD_MDRIVER ); + } +} + +/* +====================================================================== + +LOCKBLOB + +====================================================================== +*/ + +void lockBlobLauncherFire( gentity_t *ent ) +{ + gentity_t *m; + + m = fire_lockblob( ent, muzzle, forward ); + +// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics +} + +/* +====================================================================== + +HIVE + +====================================================================== +*/ + +void hiveFire( gentity_t *ent ) +{ + gentity_t *m; + + m = fire_hive( ent, muzzle, forward ); + +// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics +} + +/* +====================================================================== + +BLASTER PISTOL + +====================================================================== +*/ + +void blasterFire( gentity_t *ent ) +{ + gentity_t *m; + + m = fire_blaster( ent, muzzle, forward ); + +// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics +} + +/* +====================================================================== + +PULSE RIFLE + +====================================================================== +*/ + +void pulseRifleFire( gentity_t *ent ) +{ + gentity_t *m; + + m = fire_pulseRifle( ent, muzzle, forward ); + +// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics +} + +/* +====================================================================== + +FLAME THROWER + +====================================================================== +*/ + +void flamerFire( gentity_t *ent ) +{ + gentity_t *m; + + m = fire_flamer( ent, muzzle, forward ); +} + +/* +====================================================================== + +GRENADE + +====================================================================== +*/ + +void throwGrenade( gentity_t *ent ) +{ + gentity_t *m; + + m = launch_grenade( ent, muzzle, forward ); +} + +/* +====================================================================== + +LAS GUN + +====================================================================== +*/ + +/* +=============== +lasGunFire +=============== +*/ +void lasGunFire( gentity_t *ent ) +{ + trace_t tr; + vec3_t end; + gentity_t *tent; + gentity_t *traceEnt; + + VectorMA( muzzle, 8192 * 16, forward, end ); + + trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT ); + if( tr.surfaceFlags & SURF_NOIMPACT ) + return; + + traceEnt = &g_entities[ tr.entityNum ]; + + // snap the endpos to integers, but nudged towards the line + SnapVectorTowards( tr.endpos, muzzle ); + + // send impact + if( traceEnt->takedamage && traceEnt->client ) + { + tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT ); + tent->s.otherEntityNum = traceEnt->s.number; + tent->s.eventParm = DirToByte( tr.plane.normal ); + tent->s.weapon = ent->s.weapon; + tent->s.generic1 = ent->s.generic1; //weaponMode + } + else + { + tent = G_TempEntity( tr.endpos, EV_MISSILE_MISS ); + tent->s.eventParm = DirToByte( tr.plane.normal ); + tent->s.weapon = ent->s.weapon; + tent->s.generic1 = ent->s.generic1; //weaponMode + } + + if( traceEnt->takedamage ) + G_Damage( traceEnt, ent, ent, forward, tr.endpos, LASGUN_DAMAGE, 0, MOD_LASGUN ); +} + +/* +====================================================================== + +PAIN SAW + +====================================================================== +*/ + +void painSawFire( gentity_t *ent ) +{ + trace_t tr; + vec3_t end; + gentity_t *tent; + gentity_t *traceEnt; + + // set aiming directions + AngleVectors( ent->client->ps.viewangles, forward, right, up ); + + CalcMuzzlePoint( ent, forward, right, up, muzzle ); + + VectorMA( muzzle, PAINSAW_RANGE, forward, end ); + + trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT ); + if( tr.surfaceFlags & SURF_NOIMPACT ) + return; + + traceEnt = &g_entities[ tr.entityNum ]; + + // send blood impact + if( traceEnt->takedamage ) + { + vec3_t temp; + + //hack to get the particle system to line up with the weapon + VectorCopy( tr.endpos, temp ); + temp[ 2 ] -= 10.0f; + + if( traceEnt->client ) + { + tent = G_TempEntity( temp, EV_MISSILE_HIT ); + tent->s.otherEntityNum = traceEnt->s.number; + } + else + tent = G_TempEntity( temp, EV_MISSILE_MISS ); + + tent->s.eventParm = DirToByte( tr.plane.normal ); + tent->s.weapon = ent->s.weapon; + tent->s.generic1 = ent->s.generic1; //weaponMode + } + + if( traceEnt->takedamage ) + G_Damage( traceEnt, ent, ent, forward, tr.endpos, PAINSAW_DAMAGE, DAMAGE_NO_KNOCKBACK, MOD_PAINSAW ); +} + +/* +====================================================================== + +LUCIFER CANNON + +====================================================================== +*/ + +/* +=============== +LCChargeFire +=============== +*/ +void LCChargeFire( gentity_t *ent, qboolean secondary ) +{ + gentity_t *m; + + if( secondary ) + m = fire_luciferCannon( ent, muzzle, forward, LCANNON_SECONDARY_DAMAGE, LCANNON_SECONDARY_RADIUS ); + else + m = fire_luciferCannon( ent, muzzle, forward, ent->client->ps.stats[ STAT_MISC ], LCANNON_RADIUS ); + + ent->client->ps.stats[ STAT_MISC ] = 0; +} + +/* +====================================================================== + +TESLA GENERATOR + +====================================================================== +*/ + + +void teslaFire( gentity_t *ent ) +{ + trace_t tr; + vec3_t end; + gentity_t *traceEnt, *tent; + + VectorMA( muzzle, TESLAGEN_RANGE, forward, end ); + + trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT ); + + if( tr.entityNum == ENTITYNUM_NONE ) + return; + + traceEnt = &g_entities[ tr.entityNum ]; + + if( !traceEnt->client ) + return; + + if( traceEnt->client && traceEnt->client->ps.stats[ STAT_PTEAM ] != PTE_ALIENS ) + return; + + //so the client side knows + ent->s.eFlags |= EF_FIRING; + + if( traceEnt->takedamage ) + { + G_Damage( traceEnt, ent, ent, forward, tr.endpos, + TESLAGEN_DMG, 0, MOD_TESLAGEN ); + } + + // snap the endpos to integers to save net bandwidth, but nudged towards the line + SnapVectorTowards( tr.endpos, muzzle ); + + // send railgun beam effect + tent = G_TempEntity( tr.endpos, EV_TESLATRAIL ); + + VectorCopy( muzzle, tent->s.origin2 ); + + tent->s.generic1 = ent->s.number; //src + tent->s.clientNum = traceEnt->s.number; //dest + + // move origin a bit to come closer to the drawn gun muzzle + VectorMA( tent->s.origin2, 28, up, tent->s.origin2 ); +} + + +/* +====================================================================== + +BUILD GUN + +====================================================================== +*/ + +/* +=============== +cancelBuildFire +=============== +*/ +void cancelBuildFire( gentity_t *ent ) +{ + vec3_t forward, end; + trace_t tr; + gentity_t *traceEnt; + int bHealth; + + if( ent->client->ps.stats[ STAT_BUILDABLE ] != BA_NONE ) + { + ent->client->ps.stats[ STAT_BUILDABLE ] = BA_NONE; + return; + } + + //repair buildable + if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + AngleVectors( ent->client->ps.viewangles, forward, NULL, NULL ); + VectorMA( ent->client->ps.origin, 100, forward, end ); + + trap_Trace( &tr, ent->client->ps.origin, NULL, NULL, end, ent->s.number, MASK_PLAYERSOLID ); + traceEnt = &g_entities[ tr.entityNum ]; + + if( tr.fraction < 1.0 && + ( traceEnt->s.eType == ET_BUILDABLE ) && + ( traceEnt->biteam == ent->client->ps.stats[ STAT_PTEAM ] ) && + ( ( ent->client->ps.weapon >= WP_HBUILD2 ) && + ( ent->client->ps.weapon <= WP_HBUILD ) ) && + traceEnt->spawned && traceEnt->health > 0 ) + { + if( ent->client->ps.stats[ STAT_MISC ] > 0 ) + { + G_AddEvent( ent, EV_BUILD_DELAY, ent->client->ps.clientNum ); + return; + } + + bHealth = BG_FindHealthForBuildable( traceEnt->s.modelindex ); + + traceEnt->health += HBUILD_HEALRATE; + + if( traceEnt->health > bHealth ) + traceEnt->health = bHealth; + + if( traceEnt->health == bHealth ) + G_AddEvent( ent, EV_BUILD_REPAIRED, 0 ); + else + G_AddEvent( ent, EV_BUILD_REPAIR, 0 ); + } + } + else if( ent->client->ps.weapon == WP_ABUILD2 ) + meleeAttack( ent, ABUILDER_CLAW_RANGE, ABUILDER_CLAW_WIDTH, + ABUILDER_CLAW_DMG, MOD_ABUILDER_CLAW ); //melee attack for alien builder +} + +/* +=============== +buildFire +=============== +*/ +void buildFire( gentity_t *ent, dynMenu_t menu ) +{ + if( ( ent->client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) > BA_NONE ) + { + if( ent->client->ps.stats[ STAT_MISC ] > 0 ) + { + G_AddEvent( ent, EV_BUILD_DELAY, ent->client->ps.clientNum ); + return; + } + + if( G_ValidateBuild( ent, ent->client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) ) + { + if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS && !G_isOvermind( ) ) + { + ent->client->ps.stats[ STAT_MISC ] += + BG_FindBuildDelayForWeapon( ent->s.weapon ) * 2; + } + else if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS && !G_isPower( muzzle ) && + ( ent->client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) != BA_H_REPEATER ) //hack + { + ent->client->ps.stats[ STAT_MISC ] += + BG_FindBuildDelayForWeapon( ent->s.weapon ) * 2; + } + else + ent->client->ps.stats[ STAT_MISC ] += + BG_FindBuildDelayForWeapon( ent->s.weapon ); + + ent->client->ps.stats[ STAT_BUILDABLE ] = BA_NONE; + + // don't want it bigger than 32k + if( ent->client->ps.stats[ STAT_MISC ] > 30000 ) + ent->client->ps.stats[ STAT_MISC ] = 30000; + } + return; + } + + G_TriggerMenu( ent->client->ps.clientNum, menu ); +} + +void slowBlobFire( gentity_t *ent ) +{ + gentity_t *m; + + m = fire_slowBlob( ent, muzzle, forward ); + +// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics +} + + +/* +====================================================================== + +LEVEL0 + +====================================================================== +*/ + +/* +=============== +CheckVenomAttack +=============== +*/ +qboolean CheckVenomAttack( gentity_t *ent ) +{ + trace_t tr; + vec3_t end; + gentity_t *tent; + gentity_t *traceEnt; + vec3_t mins, maxs; + int damage = LEVEL0_BITE_DMG; + + VectorSet( mins, -LEVEL0_BITE_WIDTH, -LEVEL0_BITE_WIDTH, -LEVEL0_BITE_WIDTH ); + VectorSet( maxs, LEVEL0_BITE_WIDTH, LEVEL0_BITE_WIDTH, LEVEL0_BITE_WIDTH ); + + // set aiming directions + AngleVectors( ent->client->ps.viewangles, forward, right, up ); + + CalcMuzzlePoint( ent, forward, right, up, muzzle ); + + VectorMA( muzzle, LEVEL0_BITE_RANGE, forward, end ); + + trap_Trace( &tr, muzzle, mins, maxs, end, ent->s.number, MASK_SHOT ); + + if( tr.surfaceFlags & SURF_NOIMPACT ) + return qfalse; + + traceEnt = &g_entities[ tr.entityNum ]; + + if( !traceEnt->takedamage ) + return qfalse; + + if( !traceEnt->client && !traceEnt->s.eType == ET_BUILDABLE ) + return qfalse; + + //allow bites to work against defensive buildables only + if( traceEnt->s.eType == ET_BUILDABLE ) + { + if( traceEnt->s.modelindex != BA_H_MGTURRET && + traceEnt->s.modelindex != BA_H_TESLAGEN ) + return qfalse; + + //hackery + damage *= 0.5f; + } + + if( traceEnt->client ) + { + if( traceEnt->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + return qfalse; + if( traceEnt->client->ps.stats[ STAT_HEALTH ] <= 0 ) + return qfalse; + } + + // send blood impact + if( traceEnt->takedamage && traceEnt->client ) + { + tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT ); + tent->s.otherEntityNum = traceEnt->s.number; + tent->s.eventParm = DirToByte( tr.plane.normal ); + tent->s.weapon = ent->s.weapon; + tent->s.generic1 = ent->s.generic1; //weaponMode + } + + G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_NO_KNOCKBACK, MOD_LEVEL0_BITE ); + + return qtrue; +} + +/* +====================================================================== + +LEVEL1 + +====================================================================== +*/ + +/* +=============== +CheckGrabAttack +=============== +*/ +void CheckGrabAttack( gentity_t *ent ) +{ + trace_t tr; + vec3_t end, dir; + gentity_t *traceEnt; + + // set aiming directions + AngleVectors( ent->client->ps.viewangles, forward, right, up ); + + CalcMuzzlePoint( ent, forward, right, up, muzzle ); + + VectorMA( muzzle, LEVEL1_GRAB_RANGE, forward, end ); + + trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT ); + if( tr.surfaceFlags & SURF_NOIMPACT ) + return; + + traceEnt = &g_entities[ tr.entityNum ]; + + if( !traceEnt->takedamage ) + return; + + if( traceEnt->client ) + { + if( traceEnt->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + return; + + if( traceEnt->client->ps.stats[ STAT_HEALTH ] <= 0 ) + return; + + if( !( traceEnt->client->ps.stats[ STAT_STATE ] & SS_GRABBED ) ) + { + AngleVectors( traceEnt->client->ps.viewangles, dir, NULL, NULL ); + traceEnt->client->ps.stats[ STAT_VIEWLOCK ] = DirToByte( dir ); + + //event for client side grab effect + G_AddPredictableEvent( ent, EV_LEV1_GRAB, 0 ); + } + + traceEnt->client->ps.stats[ STAT_STATE ] |= SS_GRABBED; + + if( ent->client->ps.weapon == WP_ALEVEL1 ) + traceEnt->client->grabExpiryTime = level.time + LEVEL1_GRAB_TIME; + else if( ent->client->ps.weapon == WP_ALEVEL1_UPG ) + traceEnt->client->grabExpiryTime = level.time + LEVEL1_GRAB_U_TIME; + } + else if( traceEnt->s.eType == ET_BUILDABLE && + traceEnt->s.modelindex == BA_H_MGTURRET ) + { + if( !traceEnt->lev1Grabbed ) + G_AddPredictableEvent( ent, EV_LEV1_GRAB, 0 ); + + traceEnt->lev1Grabbed = qtrue; + traceEnt->lev1GrabTime = level.time; + } +} + +/* +=============== +poisonCloud +=============== +*/ +void poisonCloud( gentity_t *ent ) +{ + int entityList[ MAX_GENTITIES ]; + vec3_t range = { LEVEL1_PCLOUD_RANGE, LEVEL1_PCLOUD_RANGE, LEVEL1_PCLOUD_RANGE }; + vec3_t mins, maxs; + int i, num; + gentity_t *humanPlayer; + trace_t tr; + + VectorAdd( ent->client->ps.origin, range, maxs ); + VectorSubtract( ent->client->ps.origin, range, mins ); + + num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); + for( i = 0; i < num; i++ ) + { + humanPlayer = &g_entities[ entityList[ i ] ]; + + if( humanPlayer->client && humanPlayer->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + if( BG_InventoryContainsUpgrade( UP_LIGHTARMOUR, humanPlayer->client->ps.stats ) ) + continue; + + if( BG_InventoryContainsUpgrade( UP_BATTLESUIT, humanPlayer->client->ps.stats ) ) + continue; + + trap_Trace( &tr, muzzle, NULL, NULL, humanPlayer->s.origin, humanPlayer->s.number, MASK_SHOT ); + + //can't see target from here + if( tr.entityNum == ENTITYNUM_WORLD ) + continue; + + if( !( humanPlayer->client->ps.stats[ STAT_STATE ] & SS_POISONCLOUDED ) ) + { + humanPlayer->client->ps.stats[ STAT_STATE ] |= SS_POISONCLOUDED; + humanPlayer->client->lastPoisonCloudedTime = level.time; + humanPlayer->client->lastPoisonCloudedClient = ent; + G_SendCommandFromServer( humanPlayer->client->ps.clientNum, "poisoncloud" ); + } + } + } +} + + +/* +====================================================================== + +LEVEL2 + +====================================================================== +*/ + +#define MAX_ZAPS 64 + +static zap_t zaps[ MAX_CLIENTS ]; + +/* +=============== +G_FindNewZapTarget +=============== +*/ +static gentity_t *G_FindNewZapTarget( gentity_t *ent ) +{ + int entityList[ MAX_GENTITIES ]; + vec3_t range = { LEVEL2_AREAZAP_RANGE, LEVEL2_AREAZAP_RANGE, LEVEL2_AREAZAP_RANGE }; + vec3_t mins, maxs; + int i, j, k, num; + gentity_t *enemy; + trace_t tr; + + VectorScale( range, 1.0f / M_ROOT3, range ); + VectorAdd( ent->s.origin, range, maxs ); + VectorSubtract( ent->s.origin, range, mins ); + + num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); + + for( i = 0; i < num; i++ ) + { + enemy = &g_entities[ entityList[ i ] ]; + + if( ( ( enemy->client && enemy->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) || + ( enemy->s.eType == ET_BUILDABLE && + BG_FindTeamForBuildable( enemy->s.modelindex ) == BIT_HUMANS ) ) && enemy->health > 0 ) + { + qboolean foundOldTarget = qfalse; + + trap_Trace( &tr, muzzle, NULL, NULL, enemy->s.origin, ent->s.number, MASK_SHOT ); + + //can't see target from here + if( tr.entityNum == ENTITYNUM_WORLD ) + continue; + + for( j = 0; j < MAX_ZAPS; j++ ) + { + zap_t *zap = &zaps[ j ]; + + for( k = 0; k < zap->numTargets; k++ ) + { + if( zap->targets[ k ] == enemy ) + { + foundOldTarget = qtrue; + break; + } + } + + if( foundOldTarget ) + break; + } + + // enemy is already targetted + if( foundOldTarget ) + continue; + + return enemy; + } + } + + return NULL; +} + +/* +=============== +G_UpdateZapEffect +=============== +*/ +static void G_UpdateZapEffect( zap_t *zap ) +{ + int j; + gentity_t *effect = zap->effectChannel; + + effect->s.eType = ET_LEV2_ZAP_CHAIN; + effect->classname = "lev2zapchain"; + G_SetOrigin( effect, zap->creator->s.origin ); + effect->s.powerups = zap->creator->s.number; + + effect->s.time = effect->s.time2 = effect->s.constantLight = -1; + + for( j = 0; j < zap->numTargets; j++ ) + { + int number = zap->targets[ j ]->s.number; + + switch( j ) + { + case 0: effect->s.time = number; break; + case 1: effect->s.time2 = number; break; + case 2: effect->s.constantLight = number; break; + default: break; + } + } + + trap_LinkEntity( effect ); +} + +/* +=============== +G_CreateNewZap +=============== +*/ +static void G_CreateNewZap( gentity_t *creator, gentity_t *target ) +{ + int i, j; + zap_t *zap; + + for( i = 0; i < MAX_ZAPS; i++ ) + { + zap = &zaps[ i ]; + + if( !zap->used ) + { + zap->used = qtrue; + + zap->timeToLive = LEVEL2_AREAZAP_TIME; + + zap->creator = creator; + + zap->targets[ 0 ] = target; + zap->numTargets = 1; + + for( j = 1; j < MAX_ZAP_TARGETS && zap->targets[ j - 1 ]; j++ ) + { + zap->targets[ j ] = G_FindNewZapTarget( zap->targets[ j - 1 ] ); + + if( zap->targets[ j ] ) + zap->numTargets++; + } + + zap->effectChannel = G_Spawn( ); + G_UpdateZapEffect( zap ); + + return; + } + } +} + + +/* +=============== +G_UpdateZaps +=============== +*/ +void G_UpdateZaps( int msec ) +{ + int i, j; + zap_t *zap; + int damage; + + for( i = 0; i < MAX_ZAPS; i++ ) + { + zap = &zaps[ i ]; + + if( zap->used ) + { + //check each target is valid + for( j = 0; j < zap->numTargets; j++ ) + { + gentity_t *source; + gentity_t *target = zap->targets[ j ]; + + if( j == 0 ) + source = zap->creator; + else + source = zap->targets[ j - 1 ]; + + if( target->health <= 0 || !target->inuse || //early out + Distance( source->s.origin, target->s.origin ) > LEVEL2_AREAZAP_RANGE ) + { + target = zap->targets[ j ] = G_FindNewZapTarget( source ); + + //couldn't find a target, so forget about the rest of the chain + if( !target ) + zap->numTargets = j; + } + } + + if( zap->numTargets ) + { + for( j = 0; j < zap->numTargets; j++ ) + { + gentity_t *source; + gentity_t *target = zap->targets[ j ]; + float r = 1.0f / zap->numTargets; + float damageFraction = 2 * r - 2 * j * r * r - r * r; + vec3_t forward; + + if( j == 0 ) + source = zap->creator; + else + source = zap->targets[ j - 1 ]; + + damage = ceil( ( (float)msec / LEVEL2_AREAZAP_TIME ) * + LEVEL2_AREAZAP_DMG * damageFraction ); + + VectorSubtract( target->s.origin, source->s.origin, forward ); + VectorNormalize( forward ); + + //do the damage + if( damage ) + G_Damage( target, source, zap->creator, forward, target->s.origin, + damage, DAMAGE_NO_KNOCKBACK | DAMAGE_NO_LOCDAMAGE, MOD_LEVEL2_ZAP ); + } + } + + G_UpdateZapEffect( zap ); + + zap->timeToLive -= msec; + + if( zap->timeToLive <= 0 || zap->numTargets == 0 || zap->creator->health <= 0 ) + { + zap->used = qfalse; + G_FreeEntity( zap->effectChannel ); + } + } + } +} + +/* +=============== +areaZapFire +=============== +*/ +void areaZapFire( gentity_t *ent ) +{ + trace_t tr; + vec3_t end; + gentity_t *traceEnt; + vec3_t mins, maxs; + + VectorSet( mins, -LEVEL2_AREAZAP_WIDTH, -LEVEL2_AREAZAP_WIDTH, -LEVEL2_AREAZAP_WIDTH ); + VectorSet( maxs, LEVEL2_AREAZAP_WIDTH, LEVEL2_AREAZAP_WIDTH, LEVEL2_AREAZAP_WIDTH ); + + // set aiming directions + AngleVectors( ent->client->ps.viewangles, forward, right, up ); + + CalcMuzzlePoint( ent, forward, right, up, muzzle ); + + VectorMA( muzzle, LEVEL2_AREAZAP_RANGE, forward, end ); + + trap_Trace( &tr, muzzle, mins, maxs, end, ent->s.number, MASK_SHOT ); + + if( tr.surfaceFlags & SURF_NOIMPACT ) + return; + + traceEnt = &g_entities[ tr.entityNum ]; + + if( ( ( traceEnt->client && traceEnt->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) || + ( traceEnt->s.eType == ET_BUILDABLE && + BG_FindTeamForBuildable( traceEnt->s.modelindex ) == BIT_HUMANS ) ) && traceEnt->health > 0 ) + { + G_CreateNewZap( ent, traceEnt ); + } +} + + +/* +====================================================================== + +LEVEL3 + +====================================================================== +*/ + +/* +=============== +CheckPounceAttack +=============== +*/ +qboolean CheckPounceAttack( gentity_t *ent ) +{ + trace_t tr; + vec3_t end; + gentity_t *tent; + gentity_t *traceEnt; + int damage; + vec3_t mins, maxs; + + VectorSet( mins, -LEVEL3_POUNCE_WIDTH, -LEVEL3_POUNCE_WIDTH, -LEVEL3_POUNCE_WIDTH ); + VectorSet( maxs, LEVEL3_POUNCE_WIDTH, LEVEL3_POUNCE_WIDTH, LEVEL3_POUNCE_WIDTH ); + + if( !ent->client->allowedToPounce ) + return qfalse; + + if( ent->client->ps.groundEntityNum != ENTITYNUM_NONE ) + { + ent->client->allowedToPounce = qfalse; + return qfalse; + } + + if( ent->client->ps.weaponTime ) + return qfalse; + + // set aiming directions + AngleVectors( ent->client->ps.viewangles, forward, right, up ); + + CalcMuzzlePoint( ent, forward, right, up, muzzle ); + + VectorMA( muzzle, LEVEL3_POUNCE_RANGE, forward, end ); + + trap_Trace( &tr, ent->s.origin, mins, maxs, end, ent->s.number, MASK_SHOT ); + + //miss + if( tr.fraction >= 1.0 ) + return qfalse; + + if( tr.surfaceFlags & SURF_NOIMPACT ) + return qfalse; + + traceEnt = &g_entities[ tr.entityNum ]; + + // send blood impact + if( traceEnt->takedamage && traceEnt->client ) + { + tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT ); + tent->s.otherEntityNum = traceEnt->s.number; + tent->s.eventParm = DirToByte( tr.plane.normal ); + tent->s.weapon = ent->s.weapon; + tent->s.generic1 = ent->s.generic1; //weaponMode + } + + if( !traceEnt->takedamage ) + return qfalse; + + damage = (int)( ( (float)ent->client->pouncePayload / (float)LEVEL3_POUNCE_SPEED ) * LEVEL3_POUNCE_DMG ); + + G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, + DAMAGE_NO_KNOCKBACK|DAMAGE_NO_LOCDAMAGE, MOD_LEVEL3_POUNCE ); + + ent->client->ps.weaponTime += LEVEL3_POUNCE_TIME; + ent->client->allowedToPounce = qfalse; + + return qtrue; +} + +void bounceBallFire( gentity_t *ent ) +{ + gentity_t *m; + + m = fire_bounceBall( ent, muzzle, forward ); + +// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics +} + + +/* +====================================================================== + +LEVEL4 + +====================================================================== +*/ + +/* +=============== +ChargeAttack +=============== +*/ +void ChargeAttack( gentity_t *ent, gentity_t *victim ) +{ + gentity_t *tent; + int damage; + vec3_t forward, normal; + + if( level.time < victim->chargeRepeat ) + return; + + victim->chargeRepeat = level.time + LEVEL4_CHARGE_REPEAT; + + VectorSubtract( victim->s.origin, ent->s.origin, forward ); + VectorNormalize( forward ); + VectorNegate( forward, normal ); + + if( victim->client ) + { + tent = G_TempEntity( victim->s.origin, EV_MISSILE_HIT ); + tent->s.otherEntityNum = victim->s.number; + tent->s.eventParm = DirToByte( normal ); + tent->s.weapon = ent->s.weapon; + tent->s.generic1 = ent->s.generic1; //weaponMode + } + + if( !victim->takedamage ) + return; + + damage = (int)( ( (float)ent->client->ps.stats[ STAT_MISC ] / (float)LEVEL4_CHARGE_TIME ) * LEVEL4_CHARGE_DMG ); + + G_Damage( victim, ent, ent, forward, victim->s.origin, damage, 0, MOD_LEVEL4_CHARGE ); +} + +//====================================================================== + +/* +=============== +CalcMuzzlePoint + +set muzzle location relative to pivoting eye +=============== +*/ +void CalcMuzzlePoint( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint ) +{ + VectorCopy( ent->s.pos.trBase, muzzlePoint ); + muzzlePoint[ 2 ] += ent->client->ps.viewheight; + VectorMA( muzzlePoint, 1, forward, muzzlePoint ); + VectorMA( muzzlePoint, 1, right, muzzlePoint ); + // snap to integer coordinates for more efficient network bandwidth usage + SnapVector( muzzlePoint ); +} + +/* +=============== +FireWeapon3 +=============== +*/ +void FireWeapon3( gentity_t *ent ) +{ + if( ent->client ) + { + // set aiming directions + AngleVectors( ent->client->ps.viewangles, forward, right, up ); + CalcMuzzlePoint( ent, forward, right, up, muzzle ); + } + else + { + AngleVectors( ent->s.angles2, forward, right, up ); + VectorCopy( ent->s.pos.trBase, muzzle ); + } + + // fire the specific weapon + switch( ent->s.weapon ) + { + case WP_ALEVEL3_UPG: + bounceBallFire( ent ); + break; + + case WP_ABUILD2: + slowBlobFire( ent ); + break; + + default: + break; + } +} + +/* +=============== +FireWeapon2 +=============== +*/ +void FireWeapon2( gentity_t *ent ) +{ + if( ent->client ) + { + // set aiming directions + AngleVectors( ent->client->ps.viewangles, forward, right, up ); + CalcMuzzlePoint( ent, forward, right, up, muzzle ); + } + else + { + AngleVectors( ent->s.angles2, forward, right, up ); + VectorCopy( ent->s.pos.trBase, muzzle ); + } + + // fire the specific weapon + switch( ent->s.weapon ) + { + case WP_ALEVEL1_UPG: + poisonCloud( ent ); + break; + case WP_ALEVEL2_UPG: + areaZapFire( ent ); + break; + + case WP_LUCIFER_CANNON: + LCChargeFire( ent, qtrue ); + break; + + case WP_ABUILD: + case WP_ABUILD2: + case WP_HBUILD: + case WP_HBUILD2: + cancelBuildFire( ent ); + break; + default: + break; + } +} + +/* +=============== +FireWeapon +=============== +*/ +void FireWeapon( gentity_t *ent ) +{ + if( ent->client ) + { + // set aiming directions + AngleVectors( ent->client->ps.viewangles, forward, right, up ); + CalcMuzzlePoint( ent, forward, right, up, muzzle ); + } + else + { + AngleVectors( ent->turretAim, forward, right, up ); + VectorCopy( ent->s.pos.trBase, muzzle ); + } + + // fire the specific weapon + switch( ent->s.weapon ) + { + case WP_ALEVEL1: + case WP_ALEVEL1_UPG: + meleeAttack( ent, LEVEL1_CLAW_RANGE, LEVEL1_CLAW_WIDTH, LEVEL1_CLAW_DMG, MOD_LEVEL1_CLAW ); + break; + case WP_ALEVEL3: + case WP_ALEVEL3_UPG: + meleeAttack( ent, LEVEL3_CLAW_RANGE, LEVEL3_CLAW_WIDTH, LEVEL3_CLAW_DMG, MOD_LEVEL3_CLAW ); + break; + case WP_ALEVEL2: + meleeAttack( ent, LEVEL2_CLAW_RANGE, LEVEL2_CLAW_WIDTH, LEVEL2_CLAW_DMG, MOD_LEVEL2_CLAW ); + break; + case WP_ALEVEL2_UPG: + meleeAttack( ent, LEVEL2_CLAW_RANGE, LEVEL2_CLAW_WIDTH, LEVEL2_CLAW_DMG, MOD_LEVEL2_CLAW ); + break; + case WP_ALEVEL4: + meleeAttack( ent, LEVEL4_CLAW_RANGE, LEVEL4_CLAW_WIDTH, LEVEL4_CLAW_DMG, MOD_LEVEL4_CLAW ); + break; + + case WP_BLASTER: + blasterFire( ent ); + break; + case WP_MACHINEGUN: + bulletFire( ent, RIFLE_SPREAD, RIFLE_DMG, MOD_MACHINEGUN ); + break; + case WP_SHOTGUN: + shotgunFire( ent ); + break; + case WP_CHAINGUN: + bulletFire( ent, CHAINGUN_SPREAD, CHAINGUN_DMG, MOD_CHAINGUN ); + break; + case WP_FLAMER: + flamerFire( ent ); + break; + case WP_PULSE_RIFLE: + pulseRifleFire( ent ); + break; + case WP_MASS_DRIVER: + massDriverFire( ent ); + break; + case WP_LUCIFER_CANNON: + LCChargeFire( ent, qfalse ); + break; + case WP_LAS_GUN: + lasGunFire( ent ); + break; + case WP_PAIN_SAW: + painSawFire( ent ); + break; + case WP_GRENADE: + throwGrenade( ent ); + break; + + case WP_LOCKBLOB_LAUNCHER: + lockBlobLauncherFire( ent ); + break; + case WP_HIVE: + hiveFire( ent ); + break; + case WP_TESLAGEN: + teslaFire( ent ); + break; + case WP_MGTURRET: + bulletFire( ent, MGTURRET_SPREAD, MGTURRET_DMG, MOD_MGTURRET ); + break; + + case WP_ABUILD: + case WP_ABUILD2: + buildFire( ent, MN_A_BUILD ); + break; + case WP_HBUILD: + case WP_HBUILD2: + buildFire( ent, MN_H_BUILD ); + break; + default: + break; + } +} + diff --git a/src/game/q_math.c b/src/game/q_math.c new file mode 100644 index 00000000..4171ebfc --- /dev/null +++ b/src/game/q_math.c @@ -0,0 +1,1482 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// q_math.c -- stateless support routines that are included in each code module + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +#include "q_shared.h" + + +vec3_t vec3_origin = {0,0,0}; +vec3_t axisDefault[3] = { { 1, 0, 0 }, { 0, 1, 0 }, { 0, 0, 1 } }; + + +vec4_t colorBlack = {0, 0, 0, 1}; +vec4_t colorRed = {1, 0, 0, 1}; +vec4_t colorGreen = {0, 1, 0, 1}; +vec4_t colorBlue = {0, 0, 1, 1}; +vec4_t colorYellow = {1, 1, 0, 1}; +vec4_t colorMagenta= {1, 0, 1, 1}; +vec4_t colorCyan = {0, 1, 1, 1}; +vec4_t colorWhite = {1, 1, 1, 1}; +vec4_t colorLtGrey = {0.75, 0.75, 0.75, 1}; +vec4_t colorMdGrey = {0.5, 0.5, 0.5, 1}; +vec4_t colorDkGrey = {0.25, 0.25, 0.25, 1}; + +vec4_t g_color_table[8] = + { + {0.0, 0.0, 0.0, 1.0}, + {1.0, 0.0, 0.0, 1.0}, + {0.0, 1.0, 0.0, 1.0}, + {1.0, 1.0, 0.0, 1.0}, + {0.0, 0.0, 1.0, 1.0}, + {0.0, 1.0, 1.0, 1.0}, + {1.0, 0.0, 1.0, 1.0}, + {1.0, 1.0, 1.0, 1.0}, + }; + + +vec3_t bytedirs[NUMVERTEXNORMALS] = +{ +{-0.525731f, 0.000000f, 0.850651f}, {-0.442863f, 0.238856f, 0.864188f}, +{-0.295242f, 0.000000f, 0.955423f}, {-0.309017f, 0.500000f, 0.809017f}, +{-0.162460f, 0.262866f, 0.951056f}, {0.000000f, 0.000000f, 1.000000f}, +{0.000000f, 0.850651f, 0.525731f}, {-0.147621f, 0.716567f, 0.681718f}, +{0.147621f, 0.716567f, 0.681718f}, {0.000000f, 0.525731f, 0.850651f}, +{0.309017f, 0.500000f, 0.809017f}, {0.525731f, 0.000000f, 0.850651f}, +{0.295242f, 0.000000f, 0.955423f}, {0.442863f, 0.238856f, 0.864188f}, +{0.162460f, 0.262866f, 0.951056f}, {-0.681718f, 0.147621f, 0.716567f}, +{-0.809017f, 0.309017f, 0.500000f},{-0.587785f, 0.425325f, 0.688191f}, +{-0.850651f, 0.525731f, 0.000000f},{-0.864188f, 0.442863f, 0.238856f}, +{-0.716567f, 0.681718f, 0.147621f},{-0.688191f, 0.587785f, 0.425325f}, +{-0.500000f, 0.809017f, 0.309017f}, {-0.238856f, 0.864188f, 0.442863f}, +{-0.425325f, 0.688191f, 0.587785f}, {-0.716567f, 0.681718f, -0.147621f}, +{-0.500000f, 0.809017f, -0.309017f}, {-0.525731f, 0.850651f, 0.000000f}, +{0.000000f, 0.850651f, -0.525731f}, {-0.238856f, 0.864188f, -0.442863f}, +{0.000000f, 0.955423f, -0.295242f}, {-0.262866f, 0.951056f, -0.162460f}, +{0.000000f, 1.000000f, 0.000000f}, {0.000000f, 0.955423f, 0.295242f}, +{-0.262866f, 0.951056f, 0.162460f}, {0.238856f, 0.864188f, 0.442863f}, +{0.262866f, 0.951056f, 0.162460f}, {0.500000f, 0.809017f, 0.309017f}, +{0.238856f, 0.864188f, -0.442863f},{0.262866f, 0.951056f, -0.162460f}, +{0.500000f, 0.809017f, -0.309017f},{0.850651f, 0.525731f, 0.000000f}, +{0.716567f, 0.681718f, 0.147621f}, {0.716567f, 0.681718f, -0.147621f}, +{0.525731f, 0.850651f, 0.000000f}, {0.425325f, 0.688191f, 0.587785f}, +{0.864188f, 0.442863f, 0.238856f}, {0.688191f, 0.587785f, 0.425325f}, +{0.809017f, 0.309017f, 0.500000f}, {0.681718f, 0.147621f, 0.716567f}, +{0.587785f, 0.425325f, 0.688191f}, {0.955423f, 0.295242f, 0.000000f}, +{1.000000f, 0.000000f, 0.000000f}, {0.951056f, 0.162460f, 0.262866f}, +{0.850651f, -0.525731f, 0.000000f},{0.955423f, -0.295242f, 0.000000f}, +{0.864188f, -0.442863f, 0.238856f}, {0.951056f, -0.162460f, 0.262866f}, +{0.809017f, -0.309017f, 0.500000f}, {0.681718f, -0.147621f, 0.716567f}, +{0.850651f, 0.000000f, 0.525731f}, {0.864188f, 0.442863f, -0.238856f}, +{0.809017f, 0.309017f, -0.500000f}, {0.951056f, 0.162460f, -0.262866f}, +{0.525731f, 0.000000f, -0.850651f}, {0.681718f, 0.147621f, -0.716567f}, +{0.681718f, -0.147621f, -0.716567f},{0.850651f, 0.000000f, -0.525731f}, +{0.809017f, -0.309017f, -0.500000f}, {0.864188f, -0.442863f, -0.238856f}, +{0.951056f, -0.162460f, -0.262866f}, {0.147621f, 0.716567f, -0.681718f}, +{0.309017f, 0.500000f, -0.809017f}, {0.425325f, 0.688191f, -0.587785f}, +{0.442863f, 0.238856f, -0.864188f}, {0.587785f, 0.425325f, -0.688191f}, +{0.688191f, 0.587785f, -0.425325f}, {-0.147621f, 0.716567f, -0.681718f}, +{-0.309017f, 0.500000f, -0.809017f}, {0.000000f, 0.525731f, -0.850651f}, +{-0.525731f, 0.000000f, -0.850651f}, {-0.442863f, 0.238856f, -0.864188f}, +{-0.295242f, 0.000000f, -0.955423f}, {-0.162460f, 0.262866f, -0.951056f}, +{0.000000f, 0.000000f, -1.000000f}, {0.295242f, 0.000000f, -0.955423f}, +{0.162460f, 0.262866f, -0.951056f}, {-0.442863f, -0.238856f, -0.864188f}, +{-0.309017f, -0.500000f, -0.809017f}, {-0.162460f, -0.262866f, -0.951056f}, +{0.000000f, -0.850651f, -0.525731f}, {-0.147621f, -0.716567f, -0.681718f}, +{0.147621f, -0.716567f, -0.681718f}, {0.000000f, -0.525731f, -0.850651f}, +{0.309017f, -0.500000f, -0.809017f}, {0.442863f, -0.238856f, -0.864188f}, +{0.162460f, -0.262866f, -0.951056f}, {0.238856f, -0.864188f, -0.442863f}, +{0.500000f, -0.809017f, -0.309017f}, {0.425325f, -0.688191f, -0.587785f}, +{0.716567f, -0.681718f, -0.147621f}, {0.688191f, -0.587785f, -0.425325f}, +{0.587785f, -0.425325f, -0.688191f}, {0.000000f, -0.955423f, -0.295242f}, +{0.000000f, -1.000000f, 0.000000f}, {0.262866f, -0.951056f, -0.162460f}, +{0.000000f, -0.850651f, 0.525731f}, {0.000000f, -0.955423f, 0.295242f}, +{0.238856f, -0.864188f, 0.442863f}, {0.262866f, -0.951056f, 0.162460f}, +{0.500000f, -0.809017f, 0.309017f}, {0.716567f, -0.681718f, 0.147621f}, +{0.525731f, -0.850651f, 0.000000f}, {-0.238856f, -0.864188f, -0.442863f}, +{-0.500000f, -0.809017f, -0.309017f}, {-0.262866f, -0.951056f, -0.162460f}, +{-0.850651f, -0.525731f, 0.000000f}, {-0.716567f, -0.681718f, -0.147621f}, +{-0.716567f, -0.681718f, 0.147621f}, {-0.525731f, -0.850651f, 0.000000f}, +{-0.500000f, -0.809017f, 0.309017f}, {-0.238856f, -0.864188f, 0.442863f}, +{-0.262866f, -0.951056f, 0.162460f}, {-0.864188f, -0.442863f, 0.238856f}, +{-0.809017f, -0.309017f, 0.500000f}, {-0.688191f, -0.587785f, 0.425325f}, +{-0.681718f, -0.147621f, 0.716567f}, {-0.442863f, -0.238856f, 0.864188f}, +{-0.587785f, -0.425325f, 0.688191f}, {-0.309017f, -0.500000f, 0.809017f}, +{-0.147621f, -0.716567f, 0.681718f}, {-0.425325f, -0.688191f, 0.587785f}, +{-0.162460f, -0.262866f, 0.951056f}, {0.442863f, -0.238856f, 0.864188f}, +{0.162460f, -0.262866f, 0.951056f}, {0.309017f, -0.500000f, 0.809017f}, +{0.147621f, -0.716567f, 0.681718f}, {0.000000f, -0.525731f, 0.850651f}, +{0.425325f, -0.688191f, 0.587785f}, {0.587785f, -0.425325f, 0.688191f}, +{0.688191f, -0.587785f, 0.425325f}, {-0.955423f, 0.295242f, 0.000000f}, +{-0.951056f, 0.162460f, 0.262866f}, {-1.000000f, 0.000000f, 0.000000f}, +{-0.850651f, 0.000000f, 0.525731f}, {-0.955423f, -0.295242f, 0.000000f}, +{-0.951056f, -0.162460f, 0.262866f}, {-0.864188f, 0.442863f, -0.238856f}, +{-0.951056f, 0.162460f, -0.262866f}, {-0.809017f, 0.309017f, -0.500000f}, +{-0.864188f, -0.442863f, -0.238856f}, {-0.951056f, -0.162460f, -0.262866f}, +{-0.809017f, -0.309017f, -0.500000f}, {-0.681718f, 0.147621f, -0.716567f}, +{-0.681718f, -0.147621f, -0.716567f}, {-0.850651f, 0.000000f, -0.525731f}, +{-0.688191f, 0.587785f, -0.425325f}, {-0.587785f, 0.425325f, -0.688191f}, +{-0.425325f, 0.688191f, -0.587785f}, {-0.425325f, -0.688191f, -0.587785f}, +{-0.587785f, -0.425325f, -0.688191f}, {-0.688191f, -0.587785f, -0.425325f} +}; + +//============================================================== + +int Q_rand( int *seed ) { + *seed = (69069 * *seed + 1); + return *seed; +} + +float Q_random( int *seed ) { + return ( Q_rand( seed ) & 0xffff ) / (float)0x10000; +} + +float Q_crandom( int *seed ) { + return 2.0 * ( Q_random( seed ) - 0.5 ); +} + +#ifdef __LCC__ + +int VectorCompare( const vec3_t v1, const vec3_t v2 ) { + if (v1[0] != v2[0] || v1[1] != v2[1] || v1[2] != v2[2]) { + return 0; + } + return 1; +} + +vec_t VectorLength( const vec3_t v ) +{ + return (vec_t)sqrt( v[ 0 ] * v[ 0 ] + v[ 1 ] * v[ 1 ] + v[ 2 ] * v[ 2 ] ); +} + +vec_t VectorLengthSquared( const vec3_t v ) { + return (v[0]*v[0] + v[1]*v[1] + v[2]*v[2]); +} + +vec_t Distance( const vec3_t p1, const vec3_t p2 ) { + vec3_t v; + + VectorSubtract (p2, p1, v); + return VectorLength( v ); +} + +vec_t DistanceSquared( const vec3_t p1, const vec3_t p2 ) { + vec3_t v; + + VectorSubtract (p2, p1, v); + return v[0]*v[0] + v[1]*v[1] + v[2]*v[2]; +} + +// fast vector normalize routine that does not check to make sure +// that length != 0, nor does it return length, uses rsqrt approximation +void VectorNormalizeFast( vec3_t v ) +{ + float ilength; + + ilength = Q_rsqrt( DotProduct( v, v ) ); + + v[0] *= ilength; + v[1] *= ilength; + v[2] *= ilength; +} + +void VectorInverse( vec3_t v ){ + v[0] = -v[0]; + v[1] = -v[1]; + v[2] = -v[2]; +} + +void CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross ) { + cross[0] = v1[1]*v2[2] - v1[2]*v2[1]; + cross[1] = v1[2]*v2[0] - v1[0]*v2[2]; + cross[2] = v1[0]*v2[1] - v1[1]*v2[0]; +} +#endif + +//======================================================= + +signed char ClampChar( int i ) { + if ( i < -128 ) { + return -128; + } + if ( i > 127 ) { + return 127; + } + return i; +} + +signed short ClampShort( int i ) { + if ( i < -32768 ) { + return -32768; + } + if ( i > 0x7fff ) { + return 0x7fff; + } + return i; +} + + +// this isn't a real cheap function to call! +int DirToByte( vec3_t dir ) +{ + int i, best; + float d, bestd; + + if( !dir ) + return 0; + + bestd = 0; + best = 0; + + for( i = 0; i < NUMVERTEXNORMALS; i++ ) + { + d = DotProduct( dir, bytedirs[ i ] ); + + if( d > bestd ) + { + bestd = d; + best = i; + } + } + + return best; +} + +void ByteToDir( int b, vec3_t dir ) +{ + if( b < 0 || b >= NUMVERTEXNORMALS ) + { + VectorCopy( vec3_origin, dir ); + return; + } + + VectorCopy( bytedirs[ b ], dir); +} + + +unsigned ColorBytes3 (float r, float g, float b) { + unsigned i; + + ( (byte *)&i )[0] = r * 255; + ( (byte *)&i )[1] = g * 255; + ( (byte *)&i )[2] = b * 255; + + return i; +} + +unsigned ColorBytes4 (float r, float g, float b, float a) { + unsigned i; + + ( (byte *)&i )[0] = r * 255; + ( (byte *)&i )[1] = g * 255; + ( (byte *)&i )[2] = b * 255; + ( (byte *)&i )[3] = a * 255; + + return i; +} + +float NormalizeColor( const vec3_t in, vec3_t out ) { + float max; + + max = in[0]; + if ( in[1] > max ) { + max = in[1]; + } + if ( in[2] > max ) { + max = in[2]; + } + + if ( !max ) { + VectorClear( out ); + } else { + out[0] = in[0] / max; + out[1] = in[1] / max; + out[2] = in[2] / max; + } + return max; +} + + +/* +===================== +PlaneFromPoints + +Returns false if the triangle is degenrate. +The normal will point out of the clock for clockwise ordered points +===================== +*/ +qboolean PlaneFromPoints( vec4_t plane, const vec3_t a, const vec3_t b, const vec3_t c ) { + vec3_t d1, d2; + + VectorSubtract( b, a, d1 ); + VectorSubtract( c, a, d2 ); + CrossProduct( d2, d1, plane ); + if ( VectorNormalize( plane ) == 0 ) { + return qfalse; + } + + plane[3] = DotProduct( a, plane ); + return qtrue; +} + + +/// These optimised and much cleaner implementations of the Vector Rotation +/// functions were provided by Riv (riviera@planetquake.com) +/// ...Cheers Riv... +/* +=============== +RotatePointAroundVector + +This is not implemented very well... +=============== +*/ +void RotatePointAroundVector(vec3_t dst, const vec3_t dir, const vec3_t point, float degrees) +{ + float sin_a; + float cos_a; + float cos_ia; + float i_i_ia; + float j_j_ia; + float k_k_ia; + float i_j_ia; + float i_k_ia; + float j_k_ia; + float a_sin; + float b_sin; + float c_sin; + float rot[3][3]; + + cos_ia = DEG2RAD(degrees); + sin_a = sin(cos_ia); + cos_a = cos(cos_ia); + cos_ia = 1.0F - cos_a; + + i_i_ia = dir[0] * dir[0] * cos_ia; + j_j_ia = dir[1] * dir[1] * cos_ia; + k_k_ia = dir[2] * dir[2] * cos_ia; + i_j_ia = dir[0] * dir[1] * cos_ia; + i_k_ia = dir[0] * dir[2] * cos_ia; + j_k_ia = dir[1] * dir[2] * cos_ia; + + a_sin = dir[0] * sin_a; + b_sin = dir[1] * sin_a; + c_sin = dir[2] * sin_a; + + rot[0][0] = i_i_ia + cos_a; + rot[0][1] = i_j_ia - c_sin; + rot[0][2] = i_k_ia + b_sin; + rot[1][0] = i_j_ia + c_sin; + rot[1][1] = j_j_ia + cos_a; + rot[1][2] = j_k_ia - a_sin; + rot[2][0] = i_k_ia - b_sin; + rot[2][1] = j_k_ia + a_sin; + rot[2][2] = k_k_ia + cos_a; + + dst[0] = point[0] * rot[0][0] + point[1] * rot[0][1] + point[2] * rot[0][2]; + dst[1] = point[0] * rot[1][0] + point[1] * rot[1][1] + point[2] * rot[1][2]; + dst[2] = point[0] * rot[2][0] + point[1] * rot[2][1] + point[2] * rot[2][2]; +} + + +/* +=============== +RotateAroundDirection +=============== +*/ +void RotateAroundDirection( vec3_t axis[ 3 ], vec_t angle ) +{ + vec_t scale; + + angle = DEG2RAD( angle ); + + // create an arbitrary axis[1] + PerpendicularVector( axis[ 1 ], axis[ 0 ] ); + + // cross to get axis[2] + CrossProduct( axis[ 0 ], axis[ 1 ], axis[ 2 ] ); + + // rotate + scale = cos( angle ); + VectorScale( axis[ 1 ], scale, axis[ 1 ] ); + + scale = sin( angle ); + VectorMA( axis[ 1 ], scale, axis[ 2 ], axis[ 1 ] ); + + // recalculate axis[2] + CrossProduct( axis[ 0 ], axis[ 1 ], axis[ 2 ] ); +} + + +void vectoangles( const 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 = ( atan2 ( value1[ 1 ], value1[ 0 ] ) * 180 / M_PI ); + else if( value1[ 1 ] > 0 ) + yaw = 90; + else + yaw = 270; + + if( yaw < 0 ) + yaw += 360; + + forward = sqrt( value1[ 0 ] * value1[ 0 ] + value1[ 1 ] * value1[ 1 ] ); + pitch = ( atan2( value1[ 2 ], forward ) * 180 / M_PI ); + if( pitch < 0 ) + pitch += 360; + } + + angles[ PITCH ] = -pitch; + angles[ YAW ] = yaw; + angles[ ROLL ] = 0; +} + + +/* +================= +AxisToAngles +TA: takes an axis (forward + right + up) + and returns angles -- including a roll +================= +*/ +void AxisToAngles( vec3_t axis[3], vec3_t angles ) { + float length1; + float yaw, pitch, roll = 0.0f; + + if ( axis[0][1] == 0 && axis[0][0] == 0 ) { + yaw = 0; + if ( axis[0][2] > 0 ) { + pitch = 90; + } + else { + pitch = 270; + } + } + else { + if ( axis[0][0] ) { + yaw = ( atan2 ( axis[0][1], axis[0][0] ) * 180 / M_PI ); + } + else if ( axis[0][1] > 0 ) { + yaw = 90; + } + else { + yaw = 270; + } + if ( yaw < 0 ) { + yaw += 360; + } + + length1 = sqrt ( axis[0][0]*axis[0][0] + axis[0][1]*axis[0][1] ); + pitch = ( atan2(axis[0][2], length1) * 180 / M_PI ); + if ( pitch < 0 ) { + pitch += 360; + } + + roll = ( atan2( axis[1][2], axis[2][2] ) * 180 / M_PI ); + if ( roll < 0 ) { + roll += 360; + } + } + + angles[PITCH] = -pitch; + angles[YAW] = yaw; + angles[ROLL] = roll; +} + +/* +================= +AnglesToAxis +================= +*/ +void AnglesToAxis( const vec3_t angles, vec3_t axis[3] ) { + vec3_t right; + + // angle vectors returns "right" instead of "y axis" + AngleVectors( angles, axis[0], right, axis[2] ); + VectorSubtract( vec3_origin, right, axis[1] ); +} + +void AxisClear( vec3_t axis[ 3 ] ) +{ + axis[ 0 ][ 0 ] = 1; + axis[ 0 ][ 1 ] = 0; + axis[ 0 ][ 2 ] = 0; + axis[ 1 ][ 0 ] = 0; + axis[ 1 ][ 1 ] = 1; + axis[ 1 ][ 2 ] = 0; + axis[ 2 ][ 0 ] = 0; + axis[ 2 ][ 1 ] = 0; + axis[ 2 ][ 2 ] = 1; +} + +void AxisCopy( vec3_t in[3], vec3_t out[3] ) { + VectorCopy( in[0], out[0] ); + VectorCopy( in[1], out[1] ); + VectorCopy( in[2], out[2] ); +} + +void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal ) +{ + float d; + vec3_t n; + float inv_denom; + + inv_denom = 1.0F / DotProduct( normal, normal ); + +#ifndef Q3_VM + assert( Q_fabs(inv_denom) != 0.0f ); // bk010122 - zero vectors get here +#endif + inv_denom = 1.0f / inv_denom; + + d = DotProduct( normal, p ) * inv_denom; + + n[0] = normal[0] * inv_denom; + n[1] = normal[1] * inv_denom; + n[2] = normal[2] * inv_denom; + + dst[0] = p[0] - d * n[0]; + dst[1] = p[1] - d * n[1]; + dst[2] = p[2] - d * n[2]; +} + +/* +================ +MakeNormalVectors + +Given a normalized forward vector, create two +other perpendicular vectors +================ +*/ +void MakeNormalVectors( const vec3_t forward, vec3_t right, vec3_t up) { + float d; + + // this rotate and negate guarantees a vector + // not colinear with the original + right[1] = -forward[0]; + right[2] = forward[1]; + right[0] = forward[2]; + + d = DotProduct (right, forward); + VectorMA (right, -d, forward, right); + VectorNormalize (right); + CrossProduct (right, forward, up); +} + + +void VectorRotate( vec3_t in, vec3_t matrix[3], vec3_t out ) +{ + out[0] = DotProduct( in, matrix[0] ); + out[1] = DotProduct( in, matrix[1] ); + out[2] = DotProduct( in, matrix[2] ); +} + +//============================================================================ + +#if !idppc +/* +** float q_rsqrt( float number ) +*/ +float Q_rsqrt( float number ) +{ + long i; + float x2, y; + const float threehalfs = 1.5F; + + x2 = number * 0.5F; + y = number; + i = * ( long * ) &y; // evil floating point bit level hacking + i = 0x5f3759df - ( i >> 1 ); // what the fuck? + y = * ( float * ) &i; + y = y * ( threehalfs - ( x2 * y * y ) ); // 1st iteration +// y = y * ( threehalfs - ( x2 * y * y ) ); // 2nd iteration, this can be removed + +#ifndef Q3_VM +#ifdef __linux__ + assert( !isnan(y) ); // bk010122 - FPE? +#endif +#endif + + return y; +} +#endif + +float Q_fabs( float f ) { + int tmp = * ( int * ) &f; + tmp &= 0x7FFFFFFF; + return * ( float * ) &tmp; +} + +//============================================================ + +/* +=============== +LerpAngle + +=============== +*/ +float LerpAngle (float from, float to, float frac) { + float a; + + if ( to - from > 180 ) { + to -= 360; + } + if ( to - from < -180 ) { + to += 360; + } + a = from + frac * (to - from); + + return a; +} + + +/* +================= +AngleSubtract + +Always returns a value from -180 to 180 +================= +*/ +float AngleSubtract( float a1, float a2 ) { + float a; + + a = a1 - a2; + while ( a > 180 ) { + a -= 360; + } + while ( a < -180 ) { + a += 360; + } + return a; +} + + +void AnglesSubtract( vec3_t v1, vec3_t v2, vec3_t v3 ) { + v3[0] = AngleSubtract( v1[0], v2[0] ); + v3[1] = AngleSubtract( v1[1], v2[1] ); + v3[2] = AngleSubtract( v1[2], v2[2] ); +} + + +float AngleMod( float a ) +{ + a = ( 360.0 / 65536 ) * ( (int)( a * ( 65536 / 360.0 ) ) & 65535 ); + return a; +} + + +/* +================= +AngleNormalize360 + +returns angle normalized to the range [0 <= angle < 360] +================= +*/ +float AngleNormalize360 ( float angle ) { + return (360.0 / 65536) * ((int)(angle * (65536 / 360.0)) & 65535); +} + + +/* +================= +AngleNormalize180 + +returns angle normalized to the range [-180 < angle <= 180] +================= +*/ +float AngleNormalize180 ( float angle ) { + angle = AngleNormalize360( angle ); + if ( angle > 180.0 ) { + angle -= 360.0; + } + return angle; +} + + +/* +================= +AngleDelta + +returns the normalized delta from angle1 to angle2 +================= +*/ +float AngleDelta ( float angle1, float angle2 ) { + return AngleNormalize180( angle1 - angle2 ); +} + + +//============================================================ + + +/* +================= +SetPlaneSignbits +================= +*/ +void SetPlaneSignbits (cplane_t *out) { + int bits, j; + + // for fast box on planeside test + bits = 0; + for (j=0 ; j<3 ; j++) { + if (out->normal[j] < 0) { + bits |= 1<<j; + } + } + out->signbits = bits; +} + + +/* +================== +BoxOnPlaneSide + +Returns 1, 2, or 1 + 2 + +// this is the slow, general version +int BoxOnPlaneSide2 (vec3_t emins, vec3_t emaxs, struct cplane_s *p) +{ + int i; + float dist1, dist2; + int sides; + vec3_t corners[2]; + + for (i=0 ; i<3 ; i++) + { + if (p->normal[i] < 0) + { + corners[0][i] = emins[i]; + corners[1][i] = emaxs[i]; + } + else + { + corners[1][i] = emins[i]; + corners[0][i] = emaxs[i]; + } + } + dist1 = DotProduct (p->normal, corners[0]) - p->dist; + dist2 = DotProduct (p->normal, corners[1]) - p->dist; + sides = 0; + if (dist1 >= 0) + sides = 1; + if (dist2 < 0) + sides |= 2; + + return sides; +} + +================== +*/ +#if !( (defined __linux__ || __FreeBSD__) && (defined __i386__) && (!defined C_ONLY)) // rb010123 +#if defined __LCC__ || defined C_ONLY || !id386 || defined __VECTORC + +int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct cplane_s *p) +{ + float dist1, dist2; + int sides; + +// fast axial cases + if (p->type < 3) + { + if (p->dist <= emins[p->type]) + return 1; + if (p->dist >= emaxs[p->type]) + return 2; + return 3; + } + +// general case + switch (p->signbits) + { + case 0: + dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2]; + dist2 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2]; + break; + case 1: + dist1 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2]; + dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2]; + break; + case 2: + dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2]; + dist2 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2]; + break; + case 3: + dist1 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2]; + dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2]; + break; + case 4: + dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2]; + dist2 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2]; + break; + case 5: + dist1 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2]; + dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2]; + break; + case 6: + dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2]; + dist2 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2]; + break; + case 7: + dist1 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2]; + dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2]; + break; + default: + dist1 = dist2 = 0; // shut up compiler + break; + } + + sides = 0; + if (dist1 >= p->dist) + sides = 1; + if (dist2 < p->dist) + sides |= 2; + + return sides; +} +#else +#pragma warning( disable: 4035 ) + +__declspec( naked ) int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct cplane_s *p) +{ + static int bops_initialized; + static int Ljmptab[8]; + + __asm { + + push ebx + + cmp bops_initialized, 1 + je initialized + mov bops_initialized, 1 + + mov Ljmptab[0*4], offset Lcase0 + mov Ljmptab[1*4], offset Lcase1 + mov Ljmptab[2*4], offset Lcase2 + mov Ljmptab[3*4], offset Lcase3 + mov Ljmptab[4*4], offset Lcase4 + mov Ljmptab[5*4], offset Lcase5 + mov Ljmptab[6*4], offset Lcase6 + mov Ljmptab[7*4], offset Lcase7 + +initialized: + + mov edx,dword ptr[4+12+esp] + mov ecx,dword ptr[4+4+esp] + xor eax,eax + mov ebx,dword ptr[4+8+esp] + mov al,byte ptr[17+edx] + cmp al,8 + jge Lerror + fld dword ptr[0+edx] + fld st(0) + jmp dword ptr[Ljmptab+eax*4] +Lcase0: + fmul dword ptr[ebx] + fld dword ptr[0+4+edx] + fxch st(2) + fmul dword ptr[ecx] + fxch st(2) + fld st(0) + fmul dword ptr[4+ebx] + fld dword ptr[0+8+edx] + fxch st(2) + fmul dword ptr[4+ecx] + fxch st(2) + fld st(0) + fmul dword ptr[8+ebx] + fxch st(5) + faddp st(3),st(0) + fmul dword ptr[8+ecx] + fxch st(1) + faddp st(3),st(0) + fxch st(3) + faddp st(2),st(0) + jmp LSetSides +Lcase1: + fmul dword ptr[ecx] + fld dword ptr[0+4+edx] + fxch st(2) + fmul dword ptr[ebx] + fxch st(2) + fld st(0) + fmul dword ptr[4+ebx] + fld dword ptr[0+8+edx] + fxch st(2) + fmul dword ptr[4+ecx] + fxch st(2) + fld st(0) + fmul dword ptr[8+ebx] + fxch st(5) + faddp st(3),st(0) + fmul dword ptr[8+ecx] + fxch st(1) + faddp st(3),st(0) + fxch st(3) + faddp st(2),st(0) + jmp LSetSides +Lcase2: + fmul dword ptr[ebx] + fld dword ptr[0+4+edx] + fxch st(2) + fmul dword ptr[ecx] + fxch st(2) + fld st(0) + fmul dword ptr[4+ecx] + fld dword ptr[0+8+edx] + fxch st(2) + fmul dword ptr[4+ebx] + fxch st(2) + fld st(0) + fmul dword ptr[8+ebx] + fxch st(5) + faddp st(3),st(0) + fmul dword ptr[8+ecx] + fxch st(1) + faddp st(3),st(0) + fxch st(3) + faddp st(2),st(0) + jmp LSetSides +Lcase3: + fmul dword ptr[ecx] + fld dword ptr[0+4+edx] + fxch st(2) + fmul dword ptr[ebx] + fxch st(2) + fld st(0) + fmul dword ptr[4+ecx] + fld dword ptr[0+8+edx] + fxch st(2) + fmul dword ptr[4+ebx] + fxch st(2) + fld st(0) + fmul dword ptr[8+ebx] + fxch st(5) + faddp st(3),st(0) + fmul dword ptr[8+ecx] + fxch st(1) + faddp st(3),st(0) + fxch st(3) + faddp st(2),st(0) + jmp LSetSides +Lcase4: + fmul dword ptr[ebx] + fld dword ptr[0+4+edx] + fxch st(2) + fmul dword ptr[ecx] + fxch st(2) + fld st(0) + fmul dword ptr[4+ebx] + fld dword ptr[0+8+edx] + fxch st(2) + fmul dword ptr[4+ecx] + fxch st(2) + fld st(0) + fmul dword ptr[8+ecx] + fxch st(5) + faddp st(3),st(0) + fmul dword ptr[8+ebx] + fxch st(1) + faddp st(3),st(0) + fxch st(3) + faddp st(2),st(0) + jmp LSetSides +Lcase5: + fmul dword ptr[ecx] + fld dword ptr[0+4+edx] + fxch st(2) + fmul dword ptr[ebx] + fxch st(2) + fld st(0) + fmul dword ptr[4+ebx] + fld dword ptr[0+8+edx] + fxch st(2) + fmul dword ptr[4+ecx] + fxch st(2) + fld st(0) + fmul dword ptr[8+ecx] + fxch st(5) + faddp st(3),st(0) + fmul dword ptr[8+ebx] + fxch st(1) + faddp st(3),st(0) + fxch st(3) + faddp st(2),st(0) + jmp LSetSides +Lcase6: + fmul dword ptr[ebx] + fld dword ptr[0+4+edx] + fxch st(2) + fmul dword ptr[ecx] + fxch st(2) + fld st(0) + fmul dword ptr[4+ecx] + fld dword ptr[0+8+edx] + fxch st(2) + fmul dword ptr[4+ebx] + fxch st(2) + fld st(0) + fmul dword ptr[8+ecx] + fxch st(5) + faddp st(3),st(0) + fmul dword ptr[8+ebx] + fxch st(1) + faddp st(3),st(0) + fxch st(3) + faddp st(2),st(0) + jmp LSetSides +Lcase7: + fmul dword ptr[ecx] + fld dword ptr[0+4+edx] + fxch st(2) + fmul dword ptr[ebx] + fxch st(2) + fld st(0) + fmul dword ptr[4+ecx] + fld dword ptr[0+8+edx] + fxch st(2) + fmul dword ptr[4+ebx] + fxch st(2) + fld st(0) + fmul dword ptr[8+ecx] + fxch st(5) + faddp st(3),st(0) + fmul dword ptr[8+ebx] + fxch st(1) + faddp st(3),st(0) + fxch st(3) + faddp st(2),st(0) +LSetSides: + faddp st(2),st(0) + fcomp dword ptr[12+edx] + xor ecx,ecx + fnstsw ax + fcomp dword ptr[12+edx] + and ah,1 + xor ah,1 + add cl,ah + fnstsw ax + and ah,1 + add ah,ah + add cl,ah + pop ebx + mov eax,ecx + ret +Lerror: + int 3 + } +} +#pragma warning( default: 4035 ) + +#endif +#endif + +/* +================= +RadiusFromBounds +================= +*/ +float RadiusFromBounds( const vec3_t mins, const vec3_t maxs ) { + int i; + vec3_t corner; + float a, b; + + for (i=0 ; i<3 ; i++) { + a = fabs( mins[i] ); + b = fabs( maxs[i] ); + corner[i] = a > b ? a : b; + } + + return VectorLength (corner); +} + + +void ClearBounds( vec3_t mins, vec3_t maxs ) { + mins[0] = mins[1] = mins[2] = 99999; + maxs[0] = maxs[1] = maxs[2] = -99999; +} + +void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs ) { + if ( v[0] < mins[0] ) { + mins[0] = v[0]; + } + if ( v[0] > maxs[0]) { + maxs[0] = v[0]; + } + + if ( v[1] < mins[1] ) { + mins[1] = v[1]; + } + if ( v[1] > maxs[1]) { + maxs[1] = v[1]; + } + + if ( v[2] < mins[2] ) { + mins[2] = v[2]; + } + if ( v[2] > maxs[2]) { + maxs[2] = v[2]; + } +} + + +vec_t VectorNormalize( vec3_t v ) { + float length, ilength; + + length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2]; + length = sqrt (length); + + if ( length ) { + ilength = 1/length; + v[0] *= ilength; + v[1] *= ilength; + v[2] *= ilength; + } + + return length; +} + +vec_t VectorNormalize2( const vec3_t v, vec3_t out) { + float length, ilength; + + length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2]; + length = sqrt (length); + + if (length) + { + ilength = 1/length; + out[0] = v[0]*ilength; + out[1] = v[1]*ilength; + out[2] = v[2]*ilength; + } else { + VectorClear( out ); + } + + return length; + +} + +void _VectorMA( const vec3_t veca, float scale, const vec3_t vecb, vec3_t vecc) { + vecc[0] = veca[0] + scale*vecb[0]; + vecc[1] = veca[1] + scale*vecb[1]; + vecc[2] = veca[2] + scale*vecb[2]; +} + + +vec_t _DotProduct( const vec3_t v1, const vec3_t v2 ) { + return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2]; +} + +void _VectorSubtract( const vec3_t veca, const vec3_t vecb, vec3_t out ) { + out[0] = veca[0]-vecb[0]; + out[1] = veca[1]-vecb[1]; + out[2] = veca[2]-vecb[2]; +} + +void _VectorAdd( const vec3_t veca, const vec3_t vecb, vec3_t out ) { + out[0] = veca[0]+vecb[0]; + out[1] = veca[1]+vecb[1]; + out[2] = veca[2]+vecb[2]; +} + +void _VectorCopy( const vec3_t in, vec3_t out ) { + out[0] = in[0]; + out[1] = in[1]; + out[2] = in[2]; +} + +void _VectorScale( const vec3_t in, vec_t scale, vec3_t out ) { + out[0] = in[0]*scale; + out[1] = in[1]*scale; + out[2] = in[2]*scale; +} + +void Vector4Scale( const vec4_t in, vec_t scale, vec4_t out ) { + out[0] = in[0]*scale; + out[1] = in[1]*scale; + out[2] = in[2]*scale; + out[3] = in[3]*scale; +} + + +int Q_log2( int val ) { + int answer; + + answer = 0; + while ( ( val>>=1 ) != 0 ) { + answer++; + } + return answer; +} + + + +/* +================= +PlaneTypeForNormal +================= +*/ +/* +int PlaneTypeForNormal (vec3_t normal) { + if ( normal[0] == 1.0 ) + return PLANE_X; + if ( normal[1] == 1.0 ) + return PLANE_Y; + if ( normal[2] == 1.0 ) + return PLANE_Z; + + return PLANE_NON_AXIAL; +} +*/ + + +/* +================ +MatrixMultiply +================ +*/ +void MatrixMultiply( float in1[ 3 ][ 3 ], float in2[ 3 ][ 3 ], float out[ 3 ][ 3 ] ) +{ + out[ 0 ][ 0 ] = in1[ 0 ][ 0 ] * in2[ 0 ][ 0 ] + in1[ 0 ][ 1 ] * in2[ 1 ][ 0 ] + + in1[ 0 ][ 2 ] * in2[ 2 ][ 0 ]; + out[ 0 ][ 1 ] = in1[ 0 ][ 0 ] * in2[ 0 ][ 1 ] + in1[ 0 ][ 1 ] * in2[ 1 ][ 1 ] + + in1[ 0 ][ 2 ] * in2[ 2 ][ 1 ]; + out[ 0 ][ 2 ] = in1[ 0 ][ 0 ] * in2[ 0 ][ 2 ] + in1[ 0 ][ 1 ] * in2[ 1 ][ 2 ] + + in1[ 0 ][ 2 ] * in2[ 2 ][ 2 ]; + out[ 1 ][ 0 ] = in1[ 1 ][ 0 ] * in2[ 0 ][ 0 ] + in1[ 1 ][ 1 ] * in2[ 1 ][ 0 ] + + in1[ 1 ][ 2 ] * in2[ 2 ][ 0 ]; + out[ 1 ][ 1 ] = in1[ 1 ][ 0 ] * in2[ 0 ][ 1 ] + in1[ 1 ][ 1 ] * in2[ 1 ][ 1 ] + + in1[ 1 ][ 2 ] * in2[ 2 ][ 1 ]; + out[ 1 ][ 2 ] = in1[ 1 ][ 0 ] * in2[ 0 ][ 2 ] + in1[ 1 ][ 1 ] * in2[ 1 ][ 2 ] + + in1[ 1 ][ 2 ] * in2[ 2 ][ 2 ]; + out[ 2 ][ 0 ] = in1[ 2 ][ 0 ] * in2[ 0 ][ 0 ] + in1[ 2 ][ 1 ] * in2[ 1 ][ 0 ] + + in1[ 2 ][ 2 ] * in2[ 2 ][ 0 ]; + out[ 2 ][ 1 ] = in1[ 2 ][ 0 ] * in2[ 0 ][ 1 ] + in1[ 2 ][ 1 ] * in2[ 1 ][ 1 ] + + in1[ 2 ][ 2 ] * in2[ 2 ][ 1 ]; + out[ 2 ][ 2 ] = in1[ 2 ][ 0 ] * in2[ 0 ][ 2 ] + in1[ 2 ][ 1 ] * in2[ 1 ][ 2 ] + + in1[ 2 ][ 2 ] * in2[ 2 ][ 2 ]; +} + +/* +================ +VectorMatrixMultiply +================ +*/ +void VectorMatrixMultiply( const vec3_t p, vec3_t m[ 3 ], vec3_t out ) +{ + out[ 0 ] = m[ 0 ][ 0 ] * p[ 0 ] + m[ 1 ][ 0 ] * p[ 1 ] + m[ 2 ][ 0 ] * p[ 2 ]; + out[ 1 ] = m[ 0 ][ 1 ] * p[ 0 ] + m[ 1 ][ 1 ] * p[ 1 ] + m[ 2 ][ 1 ] * p[ 2 ]; + out[ 2 ] = m[ 0 ][ 2 ] * p[ 0 ] + m[ 1 ][ 2 ] * p[ 1 ] + m[ 2 ][ 2 ] * p[ 2 ]; +} + +void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up) +{ + float angle; + static float sr, sp, sy, cr, cp, cy; + // static to help MS compiler fp bugs + + angle = angles[ YAW ] * ( M_PI * 2 / 360 ); + sy = sin( angle ); + cy = cos( angle ); + angle = angles[ PITCH ] * ( M_PI * 2 / 360 ); + sp = sin( angle ); + cp = cos( angle ); + angle = angles[ ROLL ] * ( M_PI * 2 / 360 ); + sr = sin( angle ); + cr = cos( angle ); + + if( forward ) + { + forward[ 0 ] = cp * cy; + forward[ 1 ] = cp * sy; + forward[ 2 ] = -sp; + } + + if( right ) + { + right[ 0 ] = ( -1 * sr * sp * cy + -1 * cr * -sy ); + right[ 1 ] = ( -1 * sr * sp * sy + -1 * cr * cy ); + right[ 2 ] = -1 * sr * cp; + } + + if( up ) + { + up[ 0 ] = ( cr * sp * cy + -sr * -sy ); + up[ 1 ] = ( cr * sp * sy + -sr * cy ); + up[ 2 ] = cr * cp; + } +} + +/* +** assumes "src" is normalized +*/ +void PerpendicularVector( vec3_t dst, const vec3_t src ) +{ + int pos; + int i; + float minelem = 1.0F; + vec3_t tempvec; + + /* + ** find the smallest magnitude axially aligned vector + */ + for ( pos = 0, i = 0; i < 3; i++ ) + { + if ( fabs( src[i] ) < minelem ) + { + pos = i; + minelem = fabs( src[i] ); + } + } + tempvec[0] = tempvec[1] = tempvec[2] = 0.0F; + tempvec[pos] = 1.0F; + + /* + ** project the point onto the plane defined by src + */ + ProjectPointOnPlane( dst, tempvec, src ); + + /* + ** normalize the result + */ + VectorNormalize( dst ); +} + +/* +================= +pointToLineDistance + +Distance from a point to some line +================= +*/ +float pointToLineDistance( const vec3_t p0, const vec3_t p1, const vec3_t p2 ) +{ + vec3_t v, w, y; + float c1, c2; + + VectorSubtract( p2, p1, v ); + VectorSubtract( p1, p0, w ); + + CrossProduct( w, v, y ); + c1 = VectorLength( y ); + c2 = VectorLength( v ); + + if( c2 == 0.0f ) + return 0.0f; + else + return c1 / c2; +} + +/* +================= +GetPerpendicularViewVector + +Used to find an "up" vector for drawing a sprite so that it always faces the view as best as possible +================= +*/ +void GetPerpendicularViewVector( const vec3_t point, const vec3_t p1, const vec3_t p2, vec3_t up ) +{ + vec3_t v1, v2; + + VectorSubtract( point, p1, v1 ); + VectorNormalize( v1 ); + + VectorSubtract( point, p2, v2 ); + VectorNormalize( v2 ); + + CrossProduct( v1, v2, up ); + VectorNormalize( up ); +} + +/* +================ +ProjectPointOntoVector +================ +*/ +void ProjectPointOntoVector( vec3_t point, vec3_t vStart, vec3_t vEnd, vec3_t vProj ) +{ + vec3_t pVec, vec; + + VectorSubtract( point, vStart, pVec ); + VectorSubtract( vEnd, vStart, vec ); + VectorNormalize( vec ); + // project onto the directional vector for this segment + VectorMA( vStart, DotProduct( pVec, vec ), vec, vProj ); +} + +/* +================ +VectorMaxComponent + +Return the biggest component of some vector +================ +*/ +float VectorMaxComponent( vec3_t v ) +{ + float biggest = v[ 0 ]; + + if( v[ 1 ] > biggest ) + biggest = v[ 1 ]; + + if( v[ 2 ] > biggest ) + biggest = v[ 2 ]; + + return biggest; +} + +/* +================ +VectorMinComponent + +Return the smallest component of some vector +================ +*/ +float VectorMinComponent( vec3_t v ) +{ + float smallest = v[ 0 ]; + + if( v[ 1 ] < smallest ) + smallest = v[ 1 ]; + + if( v[ 2 ] < smallest ) + smallest = v[ 2 ]; + + return smallest; +} + +#ifdef Q3_VM +/* +=============== +round +=============== +*/ +float round( float v ) +{ + if( v >= 0.5f ) + return ceil( v ); + else + return floor( v ); +} +#endif diff --git a/src/game/q_shared.c b/src/game/q_shared.c new file mode 100644 index 00000000..6133c89a --- /dev/null +++ b/src/game/q_shared.c @@ -0,0 +1,1286 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// q_shared.c -- stateless support routines that are included in each code dll + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +#include "q_shared.h" + +float Com_Clamp( float min, float max, float value ) { + if ( value < min ) { + return min; + } + if ( value > max ) { + return max; + } + return value; +} + + +/* +============ +COM_SkipPath +============ +*/ +char *COM_SkipPath (char *pathname) +{ + char *last; + + last = pathname; + while (*pathname) + { + if (*pathname=='/') + last = pathname+1; + pathname++; + } + return last; +} + +/* +============ +COM_StripExtension +============ +*/ +void COM_StripExtension( const char *in, char *out ) { + while ( *in && *in != '.' ) { + *out++ = *in++; + } + *out = 0; +} + + +/* +================== +COM_DefaultExtension +================== +*/ +void COM_DefaultExtension (char *path, int maxSize, const char *extension ) { + char oldPath[MAX_QPATH]; + char *src; + +// +// if path doesn't have a .EXT, append extension +// (extension should include the .) +// + src = path + strlen(path) - 1; + + while (*src != '/' && src != path) { + if ( *src == '.' ) { + return; // it has an extension + } + src--; + } + + Q_strncpyz( oldPath, path, sizeof( oldPath ) ); + Com_sprintf( path, maxSize, "%s%s", oldPath, extension ); +} + +/* +============================================================================ + + BYTE ORDER FUNCTIONS + +============================================================================ +*/ + +// can't just use function pointers, or dll linkage can +// mess up when qcommon is included in multiple places +/*static short (*_BigShort) (short l); +static short (*_LittleShort) (short l); +static int (*_BigLong) (int l); +static int (*_LittleLong) (int l); +static qint64 (*_BigLong64) (qint64 l); +static qint64 (*_LittleLong64) (qint64 l); +static float (*_BigFloat) (const float *l); +static float (*_LittleFloat) (const float *l); + +short BigShort(short l){return _BigShort(l);} +short LittleShort(short l) {return _LittleShort(l);} +int BigLong (int l) {return _BigLong(l);} +int LittleLong (int l) {return _LittleLong(l);} +qint64 BigLong64 (qint64 l) {return _BigLong64(l);} +qint64 LittleLong64 (qint64 l) {return _LittleLong64(l);} +float BigFloat (const float *l) {return _BigFloat(l);} +float LittleFloat (const float *l) {return _LittleFloat(l);}*/ + +short ShortSwap (short l) +{ + byte b1,b2; + + b1 = l&255; + b2 = (l>>8)&255; + + return (b1<<8) + b2; +} + +short ShortNoSwap (short l) +{ + return l; +} + +int LongSwap (int l) +{ + byte b1,b2,b3,b4; + + b1 = l&255; + b2 = (l>>8)&255; + b3 = (l>>16)&255; + b4 = (l>>24)&255; + + return ((int)b1<<24) + ((int)b2<<16) + ((int)b3<<8) + b4; +} + +int LongNoSwap (int l) +{ + return l; +} + +qint64 Long64Swap (qint64 ll) +{ + qint64 result; + + result.b0 = ll.b7; + result.b1 = ll.b6; + result.b2 = ll.b5; + result.b3 = ll.b4; + result.b4 = ll.b3; + result.b5 = ll.b2; + result.b6 = ll.b1; + result.b7 = ll.b0; + + return result; +} + +qint64 Long64NoSwap (qint64 ll) +{ + return ll; +} + +typedef union { + float f; + unsigned int i; +} _FloatByteUnion; + +float FloatSwap (const float *f) { + const _FloatByteUnion *in; + _FloatByteUnion out; + + in = (_FloatByteUnion *)f; + out.i = LongSwap(in->i); + + return out.f; +} + +float FloatNoSwap (const float *f) +{ + return *f; +} + +/* +================ +Swap_Init +================ +*/ +void Swap_Init (void) +{ +/* byte swaptest[2] = {1,0}; + +// set the byte swapping variables in a portable manner + if ( *(short *)swaptest == 1) + { + _BigShort = ShortSwap; + _LittleShort = ShortNoSwap; + _BigLong = LongSwap; + _LittleLong = LongNoSwap; + _BigLong64 = Long64Swap; + _LittleLong64 = Long64NoSwap; + _BigFloat = FloatSwap; + _LittleFloat = FloatNoSwap; + } + else + { + _BigShort = ShortNoSwap; + _LittleShort = ShortSwap; + _BigLong = LongNoSwap; + _LittleLong = LongSwap; + _BigLong64 = Long64NoSwap; + _LittleLong64 = Long64Swap; + _BigFloat = FloatNoSwap; + _LittleFloat = FloatSwap; + } +*/ +} + + +/* +============================================================================ + +PARSING + +============================================================================ +*/ + +static char com_token[MAX_TOKEN_CHARS]; +static char com_parsename[MAX_TOKEN_CHARS]; +static int com_lines; + +void COM_BeginParseSession( const char *name ) +{ + com_lines = 0; + Com_sprintf(com_parsename, sizeof(com_parsename), "%s", name); +} + +int COM_GetCurrentParseLine( void ) +{ + return com_lines; +} + +char *COM_Parse( char **data_p ) +{ + return COM_ParseExt( data_p, qtrue ); +} + + +void COM_ParseError( char *format, ... ) +{ + va_list argptr; + static char string[4096]; + + va_start (argptr, format); + vsprintf (string, format, argptr); + va_end (argptr); + + Com_Printf("ERROR: %s, line %d: %s\n", com_parsename, com_lines, string); +} + +void COM_ParseWarning( char *format, ... ) +{ + va_list argptr; + static char string[4096]; + + va_start (argptr, format); + vsprintf (string, format, argptr); + va_end (argptr); + + Com_Printf("WARNING: %s, line %d: %s\n", com_parsename, com_lines, string); +} + + +/* +============== +COM_Parse + +Parse a token out of a string +Will never return NULL, just empty strings + +If "allowLineBreaks" is qtrue then an empty +string will be returned if the next token is +a newline. +============== +*/ +static char *SkipWhitespace( char *data, qboolean *hasNewLines ) { + int c; + + while( (c = *data) <= ' ') { + if( !c ) { + return NULL; + } + if( c == '\n' ) { + com_lines++; + *hasNewLines = qtrue; + } + data++; + } + + return data; +} + + +int COM_Compress( char *data_p ) +{ + char *in, *out; + int c; + qboolean newline = qfalse, whitespace = qfalse; + + in = out = data_p; + if( in ) + { + while( ( c = *in ) != 0 ) + { + // skip double slash comments + if( c == '/' && in[ 1 ] == '/' ) + { + while( *in && *in != '\n' ) + in++; + // skip /* */ comments + } + else if( c == '/' && in[ 1 ] == '*' ) + { + while( *in && ( *in != '*' || in[ 1 ] != '/' ) ) + in++; + + if( *in ) + in += 2; + // record when we hit a newline + } + else if( c == '\n' || c == '\r' ) + { + newline = qtrue; + in++; + // record when we hit whitespace + } + else if( c == ' ' || c == '\t') + { + whitespace = qtrue; + in++; + // an actual token + } + else + { + // if we have a pending newline, emit it (and it counts as whitespace) + if( newline ) + { + *out++ = '\n'; + newline = qfalse; + whitespace = qfalse; + } + + if( whitespace ) + { + *out++ = ' '; + whitespace = qfalse; + } + + // copy quoted strings unmolested + if( c == '"' ) + { + *out++ = c; + in++; + + while( 1 ) + { + c = *in; + + if( c && c != '"' ) + { + *out++ = c; + in++; + } + else + break; + } + + if( c == '"' ) + { + *out++ = c; + in++; + } + } + else + { + *out = c; + out++; + in++; + } + } + } + } + + *out = 0; + return out - data_p; +} + +char *COM_ParseExt( char **data_p, qboolean allowLineBreaks ) +{ + int c = 0, len; + qboolean hasNewLines = qfalse; + char *data; + + data = *data_p; + len = 0; + com_token[0] = 0; + + // make sure incoming data is valid + if ( !data ) + { + *data_p = NULL; + return com_token; + } + + while ( 1 ) + { + // skip whitespace + data = SkipWhitespace( data, &hasNewLines ); + if ( !data ) + { + *data_p = NULL; + return com_token; + } + if ( hasNewLines && !allowLineBreaks ) + { + *data_p = data; + return com_token; + } + + c = *data; + + // skip double slash comments + if ( c == '/' && data[1] == '/' ) + { + data += 2; + while (*data && *data != '\n') { + data++; + } + } + // skip /* */ comments + else if ( c=='/' && data[1] == '*' ) + { + data += 2; + while ( *data && ( *data != '*' || data[1] != '/' ) ) + { + data++; + } + if ( *data ) + { + data += 2; + } + } + else + { + break; + } + } + + // handle quoted strings + if (c == '\"') + { + data++; + while (1) + { + c = *data++; + if (c=='\"' || !c) + { + com_token[len] = 0; + *data_p = ( char * ) data; + return com_token; + } + if (len < MAX_TOKEN_CHARS) + { + com_token[len] = c; + len++; + } + } + } + + // parse a regular word + do + { + if (len < MAX_TOKEN_CHARS) + { + com_token[len] = c; + len++; + } + data++; + c = *data; + if ( c == '\n' ) + com_lines++; + } while (c>32); + + if (len == MAX_TOKEN_CHARS) + { +// Com_Printf ("Token exceeded %i chars, discarded.\n", MAX_TOKEN_CHARS); + len = 0; + } + com_token[len] = 0; + + *data_p = ( char * ) data; + return com_token; +} + + +#if 0 +// no longer used +/* +=============== +COM_ParseInfos +=============== +*/ +int COM_ParseInfos( char *buf, int max, char infos[][MAX_INFO_STRING] ) { + char *token; + int count; + char key[MAX_TOKEN_CHARS]; + + count = 0; + + while ( 1 ) { + token = COM_Parse( &buf ); + if ( !token[0] ) { + break; + } + if ( strcmp( token, "{" ) ) { + Com_Printf( "Missing { in info file\n" ); + break; + } + + if ( count == max ) { + Com_Printf( "Max infos exceeded\n" ); + break; + } + + infos[count][0] = 0; + while ( 1 ) { + token = COM_ParseExt( &buf, qtrue ); + if ( !token[0] ) { + Com_Printf( "Unexpected end of info file\n" ); + break; + } + if ( !strcmp( token, "}" ) ) { + break; + } + Q_strncpyz( key, token, sizeof( key ) ); + + token = COM_ParseExt( &buf, qfalse ); + if ( !token[0] ) { + strcpy( token, "<NULL>" ); + } + Info_SetValueForKey( infos[count], key, token ); + } + count++; + } + + return count; +} +#endif + + +/* +================== +COM_MatchToken +================== +*/ +void COM_MatchToken( char **buf_p, char *match ) { + char *token; + + token = COM_Parse( buf_p ); + if ( strcmp( token, match ) ) { + Com_Error( ERR_DROP, "MatchToken: %s != %s", token, match ); + } +} + + +/* +================= +SkipBracedSection + +The next token should be an open brace. +Skips until a matching close brace is found. +Internal brace depths are properly skipped. +================= +*/ +void SkipBracedSection (char **program) { + char *token; + int depth; + + depth = 0; + do { + token = COM_ParseExt( program, qtrue ); + if( token[1] == 0 ) { + if( token[0] == '{' ) { + depth++; + } + else if( token[0] == '}' ) { + depth--; + } + } + } while( depth && *program ); +} + +/* +================= +SkipRestOfLine +================= +*/ +void SkipRestOfLine ( char **data ) { + char *p; + int c; + + p = *data; + while ( (c = *p++) != 0 ) { + if ( c == '\n' ) { + com_lines++; + break; + } + } + + *data = p; +} + + +void Parse1DMatrix (char **buf_p, int x, float *m) { + char *token; + int i; + + COM_MatchToken( buf_p, "(" ); + + for (i = 0 ; i < x ; i++) { + token = COM_Parse(buf_p); + m[i] = atof(token); + } + + COM_MatchToken( buf_p, ")" ); +} + +void Parse2DMatrix (char **buf_p, int y, int x, float *m) { + int i; + + COM_MatchToken( buf_p, "(" ); + + for (i = 0 ; i < y ; i++) { + Parse1DMatrix (buf_p, x, m + i * x); + } + + COM_MatchToken( buf_p, ")" ); +} + +void Parse3DMatrix (char **buf_p, int z, int y, int x, float *m) { + int i; + + COM_MatchToken( buf_p, "(" ); + + for (i = 0 ; i < z ; i++) { + Parse2DMatrix (buf_p, y, x, m + i * x*y); + } + + COM_MatchToken( buf_p, ")" ); +} + + +/* +============================================================================ + + LIBRARY REPLACEMENT FUNCTIONS + +============================================================================ +*/ + +int Q_isprint( int c ) +{ + if ( c >= 0x20 && c <= 0x7E ) + return ( 1 ); + return ( 0 ); +} + +int Q_islower( int c ) +{ + if (c >= 'a' && c <= 'z') + return ( 1 ); + return ( 0 ); +} + +int Q_isupper( int c ) +{ + if (c >= 'A' && c <= 'Z') + return ( 1 ); + return ( 0 ); +} + +int Q_isalpha( int c ) +{ + if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) + return ( 1 ); + return ( 0 ); +} + +char* Q_strrchr( const char* string, int c ) +{ + char cc = c; + char *s; + char *sp=(char *)0; + + s = (char*)string; + + while (*s) + { + if (*s == cc) + sp = s; + s++; + } + if (cc == 0) + sp = s; + + return sp; +} + +/* +============= +Q_strncpyz + +Safe strncpy that ensures a trailing zero +============= +*/ +void Q_strncpyz( char *dest, const char *src, int destsize ) +{ + // bk001129 - also NULL dest + if( !dest ) + Com_Error( ERR_FATAL, "Q_strncpyz: NULL dest" ); + + if( !src ) + Com_Error( ERR_FATAL, "Q_strncpyz: NULL src" ); + + if( destsize < 1 ) + Com_Error( ERR_FATAL, "Q_strncpyz: destsize < 1" ); + + strncpy( dest, src, destsize - 1 ); + dest[ destsize - 1 ] = 0; +} + +int Q_stricmpn( const char *s1, const char *s2, int n ) +{ + int c1, c2; + + // bk001129 - moved in 1.17 fix not in id codebase + if( s1 == NULL ) + { + if( s2 == NULL ) + return 0; + else + return -1; + } + else if( s2==NULL ) + return 1; + + do + { + c1 = *s1++; + c2 = *s2++; + + if( !n-- ) + return 0; // strings are equal until end point + + if( c1 != c2 ) + { + if( c1 >= 'a' && c1 <= 'z' ) + c1 -= ( 'a' - 'A' ); + + if( c2 >= 'a' && c2 <= 'z' ) + c2 -= ( 'a' - 'A' ); + + if( c1 != c2 ) + return c1 < c2 ? -1 : 1; + } + } while( c1 ); + + return 0; // strings are equal +} + +int Q_strncmp (const char *s1, const char *s2, int n) { + int c1, c2; + + do { + c1 = *s1++; + c2 = *s2++; + + if (!n--) { + return 0; // strings are equal until end point + } + + if (c1 != c2) { + return c1 < c2 ? -1 : 1; + } + } while (c1); + + return 0; // strings are equal +} + +int Q_stricmp( const char *s1, const char *s2 ) +{ + return ( s1 && s2 ) ? Q_stricmpn( s1, s2, 99999 ) : -1; +} + + +char *Q_strlwr( char *s1 ) { + char *s; + + s = s1; + while ( *s ) { + *s = tolower(*s); + s++; + } + return s1; +} + +char *Q_strupr( char *s1 ) { + char *s; + + s = s1; + while ( *s ) { + *s = toupper(*s); + s++; + } + return s1; +} + + +// never goes past bounds or leaves without a terminating 0 +void Q_strcat( char *dest, int size, const char *src ) +{ + int l1; + + l1 = strlen( dest ); + if( l1 >= size ) + Com_Error( ERR_FATAL, "Q_strcat: already overflowed" ); + + Q_strncpyz( dest + l1, src, size - l1 ); +} + + +int Q_PrintStrlen( const char *string ) { + int len; + const char *p; + + if( !string ) { + return 0; + } + + len = 0; + p = string; + while( *p ) { + if( Q_IsColorString( p ) ) { + p += 2; + continue; + } + p++; + len++; + } + + return len; +} + + +char *Q_CleanStr( char *string ) { + char* d; + char* s; + int c; + + s = string; + d = string; + while ((c = *s) != 0 ) { + if ( Q_IsColorString( s ) ) { + s++; + } + else if ( c >= 0x20 && c <= 0x7E ) { + *d++ = c; + } + s++; + } + *d = '\0'; + + return string; +} + + +void QDECL Com_sprintf( char *dest, int size, const char *fmt, ...) +{ + int len; + va_list argptr; + char bigbuffer[ 32000 ]; // big, but small enough to fit in PPC stack + + va_start( argptr, fmt ); + len = vsprintf( bigbuffer, fmt, argptr ); + va_end( argptr ); + + if( len >= sizeof( bigbuffer ) ) + Com_Error( ERR_FATAL, "Com_sprintf: overflowed bigbuffer" ); + + if( len >= size ) + Com_Printf( "Com_sprintf: overflow of %i in %i\n", len, size ); + +#ifdef _DEBUG + __asm { + int 3; + } +#endif + Q_strncpyz( dest, bigbuffer, size ); +} + + +/* +============ +va + +does a varargs printf into a temp buffer, so I don't need to have +varargs versions of all text functions. +FIXME: make this buffer size safe someday +============ +*/ +char * QDECL va( char *format, ... ) { + va_list argptr; + static char string[2][32000]; // in case va is called by nested functions + static int index = 0; + char *buf; + + buf = string[index & 1]; + index++; + + va_start (argptr, format); + vsprintf (buf, format,argptr); + va_end (argptr); + + return buf; +} + + +/* +===================================================================== + + INFO STRINGS + +===================================================================== +*/ + +/* +=============== +Info_ValueForKey + +Searches the string for the given +key and returns the associated value, or an empty string. +FIXME: overflow check? +=============== +*/ +char *Info_ValueForKey( const char *s, const char *key ) +{ + char pkey[ BIG_INFO_KEY ]; + static char value[ 2 ][ BIG_INFO_VALUE ]; // use two buffers so compares + // work without stomping on each other + static int valueindex = 0; + char *o; + + if( !s || !key ) + return ""; + + if( strlen( s ) >= BIG_INFO_STRING ) + Com_Error( ERR_DROP, "Info_ValueForKey: oversize infostring" ); + + valueindex ^= 1; + + if( *s == '\\' ) + s++; + + while( 1 ) + { + o = pkey; + while( *s != '\\' ) + { + if( !*s ) + return ""; + + *o++ = *s++; + } + + *o = 0; + s++; + + o = value[ valueindex ]; + + while( *s != '\\' && *s ) + *o++ = *s++; + + *o = 0; + + if( !Q_stricmp( key, pkey ) ) + return value[ valueindex ]; + + if( !*s ) + break; + + s++; + } + + return ""; +} + + +/* +=================== +Info_NextPair + +Used to itterate through all the key/value pairs in an info string +=================== +*/ +void Info_NextPair( const char **head, char *key, char *value ) { + char *o; + const char *s; + + s = *head; + + if ( *s == '\\' ) { + s++; + } + key[0] = 0; + value[0] = 0; + + o = key; + while ( *s != '\\' ) { + if ( !*s ) { + *o = 0; + *head = s; + return; + } + *o++ = *s++; + } + *o = 0; + s++; + + o = value; + while ( *s != '\\' && *s ) { + *o++ = *s++; + } + *o = 0; + + *head = s; +} + + +/* +=================== +Info_RemoveKey +=================== +*/ +void Info_RemoveKey( char *s, const char *key ) { + char *start; + char pkey[MAX_INFO_KEY]; + char value[MAX_INFO_VALUE]; + char *o; + + if ( strlen( s ) >= MAX_INFO_STRING ) { + Com_Error( ERR_DROP, "Info_RemoveKey: oversize infostring" ); + } + + if (strchr (key, '\\')) { + return; + } + + while (1) + { + start = s; + if (*s == '\\') + s++; + o = pkey; + while (*s != '\\') + { + if (!*s) + return; + *o++ = *s++; + } + *o = 0; + s++; + + o = value; + while (*s != '\\' && *s) + { + if (!*s) + return; + *o++ = *s++; + } + *o = 0; + + if (!strcmp (key, pkey) ) + { + strcpy (start, s); // remove this part + return; + } + + if (!*s) + return; + } + +} + + +/* +=================== +Info_RemoveKey_Big +=================== +*/ +void Info_RemoveKey_Big( char *s, const char *key ) { + char *start; + char pkey[BIG_INFO_KEY]; + char value[BIG_INFO_VALUE]; + char *o; + + if ( strlen( s ) >= BIG_INFO_STRING ) { + Com_Error( ERR_DROP, "Info_RemoveKey_Big: oversize infostring" ); + } + + if (strchr (key, '\\')) { + return; + } + + while (1) + { + start = s; + if (*s == '\\') + s++; + o = pkey; + while (*s != '\\') + { + if (!*s) + return; + *o++ = *s++; + } + *o = 0; + s++; + + o = value; + while (*s != '\\' && *s) + { + if (!*s) + return; + *o++ = *s++; + } + *o = 0; + + if (!strcmp (key, pkey) ) + { + strcpy (start, s); // remove this part + return; + } + + if (!*s) + return; + } + +} + + +/* +================== +Info_Validate + +Some characters are illegal in info strings because they +can mess up the server's parsing +================== +*/ +qboolean Info_Validate( const char *s ) +{ + if( strchr( s, '\"' ) ) + return qfalse; + + if( strchr( s, ';' ) ) + return qfalse; + + return qtrue; +} + +/* +================== +Info_SetValueForKey + +Changes or adds a key/value pair +================== +*/ +void Info_SetValueForKey( char *s, const char *key, const char *value ) { + char newi[MAX_INFO_STRING]; + + if ( strlen( s ) >= MAX_INFO_STRING ) { + Com_Error( ERR_DROP, "Info_SetValueForKey: oversize infostring" ); + } + + if (strchr (key, '\\') || strchr (value, '\\')) + { + Com_Printf ("Can't use keys or values with a \\\n"); + return; + } + + if (strchr (key, ';') || strchr (value, ';')) + { + Com_Printf ("Can't use keys or values with a semicolon\n"); + return; + } + + if (strchr (key, '\"') || strchr (value, '\"')) + { + Com_Printf ("Can't use keys or values with a \"\n"); + return; + } + + Info_RemoveKey (s, key); + if (!value || !strlen(value)) + return; + + Com_sprintf (newi, sizeof(newi), "\\%s\\%s", key, value); + + if (strlen(newi) + strlen(s) > MAX_INFO_STRING) + { + Com_Printf ("Info string length exceeded\n"); + return; + } + + strcat (newi, s); + strcpy (s, newi); +} + +//==================================================================== + + +/* +================== +Info_SetValueForKey_Big + +Changes or adds a key/value pair +================== +*/ +void Info_SetValueForKey_Big( char *s, const char *key, const char *value ) { + char newi[BIG_INFO_STRING]; + + if ( strlen( s ) >= BIG_INFO_STRING ) { + Com_Error( ERR_DROP, "Info_SetValueForKey: oversize infostring" ); + } + + if (strchr (key, '\\') || strchr (value, '\\')) + { + Com_Printf ("Can't use keys or values with a \\\n"); + return; + } + + if (strchr (key, ';') || strchr (value, ';')) + { + Com_Printf ("Can't use keys or values with a semicolon\n"); + return; + } + + if (strchr (key, '\"') || strchr (value, '\"')) + { + Com_Printf ("Can't use keys or values with a \"\n"); + return; + } + + Info_RemoveKey_Big (s, key); + if (!value || !strlen(value)) + return; + + Com_sprintf (newi, sizeof(newi), "\\%s\\%s", key, value); + + if (strlen(newi) + strlen(s) > BIG_INFO_STRING) + { + Com_Printf ("BIG Info string length exceeded\n"); + return; + } + + strcat (s, newi); +} + + + +//==================================================================== diff --git a/src/game/q_shared.h b/src/game/q_shared.h new file mode 100644 index 00000000..b59f1a5e --- /dev/null +++ b/src/game/q_shared.h @@ -0,0 +1,1422 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +#ifndef __Q_SHARED_H +#define __Q_SHARED_H + +// q_shared.h -- included first by ALL program modules. +// A user mod should never modify this file + +#define Q3_VERSION "Q3 1.32" + + +#define MAX_TEAMNAME 32 + +#ifdef _WIN32 + +#pragma warning(disable : 4018) // signed/unsigned mismatch +#pragma warning(disable : 4032) +#pragma warning(disable : 4051) +#pragma warning(disable : 4057) // slightly different base types +#pragma warning(disable : 4100) // unreferenced formal parameter +#pragma warning(disable : 4115) +#pragma warning(disable : 4125) // decimal digit terminates octal escape sequence +#pragma warning(disable : 4127) // conditional expression is constant +#pragma warning(disable : 4136) +#pragma warning(disable : 4152) // nonstandard extension, function/data pointer conversion in expression +//#pragma warning(disable : 4201) +//#pragma warning(disable : 4214) +#pragma warning(disable : 4244) +#pragma warning(disable : 4142) // benign redefinition +//#pragma warning(disable : 4305) // truncation from const double to float +//#pragma warning(disable : 4310) // cast truncates constant value +//#pragma warning(disable: 4505) // unreferenced local function has been removed +#pragma warning(disable : 4514) +#pragma warning(disable : 4702) // unreachable code +#pragma warning(disable : 4711) // selected for automatic inline expansion +#pragma warning(disable : 4220) // varargs matches remaining parameters +#endif + +/********************************************************************** + VM Considerations + + The VM can not use the standard system headers because we aren't really + using the compiler they were meant for. We use bg_lib.h which contains + prototypes for the functions we define for our own use in bg_lib.c. + + When writing mods, please add needed headers HERE, do not start including + stuff like <stdio.h> in the various .c files that make up each of the VMs + since you will be including system headers files can will have issues. + + Remember, if you use a C library function that is not defined in bg_lib.c, + you will have to add your own version for support in the VM. + + **********************************************************************/ + +#ifdef Q3_VM + +#include "bg_lib.h" + +#else + +#include <assert.h> +#include <math.h> +#include <stdio.h> +#include <stdarg.h> +#include <string.h> +#include <stdlib.h> +#include <time.h> +#include <ctype.h> +#include <limits.h> + +#endif + +#ifdef _WIN32 + +//#pragma intrinsic( memset, memcpy ) + +#endif + + +// this is the define for determining if we have an asm version of a C function +#if (defined _M_IX86 || defined __i386__) && !defined __sun__ && !defined __LCC__ +#define id386 1 +#else +#define id386 0 +#endif + +#if (defined(powerc) || defined(powerpc) || defined(ppc) || defined(__ppc) || defined(__ppc__)) && !defined(C_ONLY) +#define idppc 1 +#else +#define idppc 0 +#endif + +// for windows fastcall option + +#define QDECL + +short ShortSwap (short l); +int LongSwap (int l); +float FloatSwap (const float *f); + +//======================= WIN32 DEFINES ================================= + +#ifdef WIN32 + +#define MAC_STATIC + +#undef QDECL +#define QDECL __cdecl + +// buildstring will be incorporated into the version string +#ifdef NDEBUG +#ifdef _M_IX86 +#define CPUSTRING "win-x86" +#elif defined _M_ALPHA +#define CPUSTRING "win-AXP" +#endif +#else +#ifdef _M_IX86 +#define CPUSTRING "win-x86-debug" +#elif defined _M_ALPHA +#define CPUSTRING "win-AXP-debug" +#endif +#endif + +#define ID_INLINE __inline + +static ID_INLINE short BigShort( short l) { return ShortSwap(l); } +#define LittleShort +static ID_INLINE int BigLong(int l) { LongSwap(l); } +#define LittleLong +static ID_INLINE float BigFloat(const float *l) { FloatSwap(l); } +#define LittleFloat + +#define PATH_SEP '\\' + +#endif + +//======================= MAC OS X DEFINES ===================== + +#if defined(MACOS_X) + +#define MAC_STATIC +#define __cdecl +#define __declspec(x) +#define stricmp strcasecmp +#define ID_INLINE inline + +#ifdef __ppc__ +#define CPUSTRING "MacOSX-ppc" +#elif defined __i386__ +#define CPUSTRING "MacOSX-i386" +#else +#define CPUSTRING "MacOSX-other" +#endif + +#define PATH_SEP '/' + +#define __rlwimi(out, in, shift, maskBegin, maskEnd) asm("rlwimi %0,%1,%2,%3,%4" : "=r" (out) : "r" (in), "i" (shift), "i" (maskBegin), "i" (maskEnd)) +#define __dcbt(addr, offset) asm("dcbt %0,%1" : : "b" (addr), "r" (offset)) + +static inline unsigned int __lwbrx(register void *addr, register int offset) { + register unsigned int word; + + asm("lwbrx %0,%2,%1" : "=r" (word) : "r" (addr), "b" (offset)); + return word; +} + +static inline unsigned short __lhbrx(register void *addr, register int offset) { + register unsigned short halfword; + + asm("lhbrx %0,%2,%1" : "=r" (halfword) : "r" (addr), "b" (offset)); + return halfword; +} + +static inline float __fctiw(register float f) { + register float fi; + + asm("fctiw %0,%1" : "=f" (fi) : "f" (f)); + + return fi; +} + +#define BigShort +static inline short LittleShort(short l) { return ShortSwap(l); } +#define BigLong +static inline int LittleLong (int l) { return LongSwap(l); } +#define BigFloat +static inline float LittleFloat (const float l) { return FloatSwap(&l); } + +#endif + +//======================= MAC DEFINES ================================= + +#ifdef __MACOS__ + +#include <MacTypes.h> +#define MAC_STATIC +#define ID_INLINE inline + +#define CPUSTRING "MacOS-PPC" + +#define PATH_SEP ':' + +void Sys_PumpEvents( void ); + +#define BigShort +static inline short LittleShort(short l) { return ShortSwap(l); } +#define BigLong +static inline int LittleLong (int l) { return LongSwap(l); } +#define BigFloat +static inline float LittleFloat (const float l) { return FloatSwap(&l); } + +#endif + +//======================= LINUX DEFINES ================================= + +// the mac compiler can't handle >32k of locals, so we +// just waste space and make big arrays static... +#ifdef __linux__ + +// bk001205 - from Makefile +#define stricmp strcasecmp + +#define MAC_STATIC // bk: FIXME +#define ID_INLINE inline + +#ifdef __i386__ +#define CPUSTRING "linux-i386" +#elif defined __axp__ +#define CPUSTRING "linux-alpha" +#else +#define CPUSTRING "linux-other" +#endif + +#define PATH_SEP '/' + +#if !idppc +inline static short BigShort( short l) { return ShortSwap(l); } +#define LittleShort +inline static int BigLong(int l) { return LongSwap(l); } +#define LittleLong +inline static float BigFloat(const float *l) { return FloatSwap(l); } +#define LittleFloat +#else +#define BigShort +inline static short LittleShort(short l) { return ShortSwap(l); } +#define BigLong +inline static int LittleLong (int l) { return LongSwap(l); } +#define BigFloat +inline static float LittleFloat (const float *l) { return FloatSwap(l); } +#endif + +#endif + +//======================= FreeBSD DEFINES ===================== +#ifdef __FreeBSD__ // rb010123 + +#define stricmp strcasecmp + +#define MAC_STATIC +#define ID_INLINE inline + +#ifdef __i386__ +#define CPUSTRING "freebsd-i386" +#elif defined __axp__ +#define CPUSTRING "freebsd-alpha" +#else +#define CPUSTRING "freebsd-other" +#endif + +#define PATH_SEP '/' + +// bk010116 - omitted Q3STATIC (see Linux above), broken target + +#if !idppc +static short BigShort( short l) { return ShortSwap(l); } +#define LittleShort +static int BigLong(int l) { LongSwap(l); } +#define LittleLong +static float BigFloat(const float *l) { FloatSwap(l); } +#define LittleFloat +#else +#define BigShort +static short LittleShort(short l) { return ShortSwap(l); } +#define BigLong +static int LittleLong (int l) { return LongSwap(l); } +#define BigFloat +static float LittleFloat (const float *l) { return FloatSwap(l); } +#endif + +#endif + +//============================================================= + +typedef unsigned char byte; + +typedef enum {qfalse, qtrue} qboolean; + +typedef int qhandle_t; +typedef int sfxHandle_t; +typedef int fileHandle_t; +typedef int clipHandle_t; + + +#ifndef NULL +#define NULL ((void *)0) +#endif + +#define MAX_QINT 0x7fffffff +#define MIN_QINT (-MAX_QINT-1) + + +// angle indexes +#define PITCH 0 // up / down +#define YAW 1 // left / right +#define ROLL 2 // fall over + +// the game guarantees that no string from the network will ever +// exceed MAX_STRING_CHARS +#define MAX_STRING_CHARS 1024 // max length of a string passed to Cmd_TokenizeString +#define MAX_STRING_TOKENS 1024 // max tokens resulting from Cmd_TokenizeString +#define MAX_TOKEN_CHARS 1024 // max length of an individual token + +#define MAX_INFO_STRING 1024 +#define MAX_INFO_KEY 1024 +#define MAX_INFO_VALUE 1024 + +#define BIG_INFO_STRING 8192 // used for system info key only +#define BIG_INFO_KEY 8192 +#define BIG_INFO_VALUE 8192 + + +#define MAX_QPATH 64 // max length of a quake game pathname +#ifdef PATH_MAX +#define MAX_OSPATH PATH_MAX +#else +#define MAX_OSPATH 256 // max length of a filesystem pathname +#endif + +#define MAX_NAME_LENGTH 32 // max length of a client name + +#define MAX_SAY_TEXT 150 + +// paramters for command buffer stuffing +typedef enum { + EXEC_NOW, // don't return until completed, a VM should NEVER use this, + // because some commands might cause the VM to be unloaded... + EXEC_INSERT, // insert at current position, but don't run yet + EXEC_APPEND // add to end of the command buffer (normal case) +} cbufExec_t; + + +// +// these aren't needed by any of the VMs. put in another header? +// +#define MAX_MAP_AREA_BYTES 32 // bit vector of area visibility + + +// print levels from renderer (FIXME: set up for game / cgame?) +typedef enum { + PRINT_ALL, + PRINT_DEVELOPER, // only print when "developer 1" + PRINT_WARNING, + PRINT_ERROR +} printParm_t; + + +#ifdef ERR_FATAL +#undef ERR_FATAL // this is be defined in malloc.h +#endif + +// parameters to the main Error routine +typedef enum { + ERR_FATAL, // exit the entire game with a popup window + ERR_DROP, // print to console and disconnect from game + ERR_SERVERDISCONNECT, // don't kill server + ERR_DISCONNECT, // client disconnected from the server + ERR_NEED_CD // pop up the need-cd dialog +} errorParm_t; + + +// font rendering values used by ui and cgame + +#define PROP_GAP_WIDTH 3 +#define PROP_SPACE_WIDTH 8 +#define PROP_HEIGHT 27 +#define PROP_SMALL_SIZE_SCALE 0.75 + +#define BLINK_DIVISOR 200 +#define PULSE_DIVISOR 75 + +#define UI_LEFT 0x00000000 // default +#define UI_CENTER 0x00000001 +#define UI_RIGHT 0x00000002 +#define UI_FORMATMASK 0x00000007 +#define UI_SMALLFONT 0x00000010 +#define UI_BIGFONT 0x00000020 // default +#define UI_GIANTFONT 0x00000040 +#define UI_DROPSHADOW 0x00000800 +#define UI_BLINK 0x00001000 +#define UI_INVERSE 0x00002000 +#define UI_PULSE 0x00004000 + +#if defined(_DEBUG) && !defined(BSPC) + #define HUNK_DEBUG +#endif + +typedef enum { + h_high, + h_low, + h_dontcare +} ha_pref; + +#ifdef HUNK_DEBUG +#define Hunk_Alloc( size, preference ) Hunk_AllocDebug(size, preference, #size, __FILE__, __LINE__) +void *Hunk_AllocDebug( int size, ha_pref preference, char *label, char *file, int line ); +#else +void *Hunk_Alloc( int size, ha_pref preference ); +#endif + +#ifdef __linux__ +// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=371 +// custom Snd_Memset implementation for glibc memset bug workaround +void Snd_Memset (void* dest, const int val, const size_t count); +#else +#define Snd_Memset Com_Memset +#endif + +#if !( defined __VECTORC ) +void Com_Memset (void* dest, const int val, const size_t count); +void Com_Memcpy (void* dest, const void* src, const size_t count); +#else +#define Com_Memset memset +#define Com_Memcpy memcpy +#endif + +#define CIN_system 1 +#define CIN_loop 2 +#define CIN_hold 4 +#define CIN_silent 8 +#define CIN_shader 16 + +/* +============================================================== + +MATHLIB + +============================================================== +*/ + + +typedef float vec_t; +typedef vec_t vec2_t[2]; +typedef vec_t vec3_t[3]; +typedef vec_t vec4_t[4]; +typedef vec_t vec5_t[5]; + +typedef int fixed4_t; +typedef int fixed8_t; +typedef int fixed16_t; + +#ifndef M_PI +#define M_PI 3.14159265358979323846f // matches value in gcc v2 math.h +#endif + +#ifndef M_SQRT2 +#define M_SQRT2 1.414213562f +#endif + +#define NUMVERTEXNORMALS 162 +extern vec3_t bytedirs[NUMVERTEXNORMALS]; + +// all drawing is done to a 640*480 virtual screen size +// and will be automatically scaled to the real resolution +#define SCREEN_WIDTH 640 +#define SCREEN_HEIGHT 480 + +#define TINYCHAR_WIDTH (SMALLCHAR_WIDTH) +#define TINYCHAR_HEIGHT (SMALLCHAR_HEIGHT/2) + +#define SMALLCHAR_WIDTH 8 +#define SMALLCHAR_HEIGHT 16 + +#define BIGCHAR_WIDTH 16 +#define BIGCHAR_HEIGHT 16 + +#define GIANTCHAR_WIDTH 32 +#define GIANTCHAR_HEIGHT 48 + +extern vec4_t colorBlack; +extern vec4_t colorRed; +extern vec4_t colorGreen; +extern vec4_t colorBlue; +extern vec4_t colorYellow; +extern vec4_t colorMagenta; +extern vec4_t colorCyan; +extern vec4_t colorWhite; +extern vec4_t colorLtGrey; +extern vec4_t colorMdGrey; +extern vec4_t colorDkGrey; + +#define Q_COLOR_ESCAPE '^' +#define Q_IsColorString(p) ( p && *(p) == Q_COLOR_ESCAPE && *((p)+1) && *((p)+1) != Q_COLOR_ESCAPE ) + +#define COLOR_BLACK '0' +#define COLOR_RED '1' +#define COLOR_GREEN '2' +#define COLOR_YELLOW '3' +#define COLOR_BLUE '4' +#define COLOR_CYAN '5' +#define COLOR_MAGENTA '6' +#define COLOR_WHITE '7' +#define ColorIndex(c) ( ( (c) - '0' ) & 7 ) + +#define S_COLOR_BLACK "^0" +#define S_COLOR_RED "^1" +#define S_COLOR_GREEN "^2" +#define S_COLOR_YELLOW "^3" +#define S_COLOR_BLUE "^4" +#define S_COLOR_CYAN "^5" +#define S_COLOR_MAGENTA "^6" +#define S_COLOR_WHITE "^7" + +extern vec4_t g_color_table[8]; + +#define MAKERGB( v, r, g, b ) v[0]=r;v[1]=g;v[2]=b +#define MAKERGBA( v, r, g, b, a ) v[0]=r;v[1]=g;v[2]=b;v[3]=a + +#define DEG2RAD( a ) ( ( (a) * M_PI ) / 180.0F ) +#define RAD2DEG( a ) ( ( (a) * 180.0f ) / M_PI ) + +struct cplane_s; + +extern vec3_t vec3_origin; +extern vec3_t axisDefault[3]; + +#define nanmask (255<<23) + +#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask) + +#if idppc + +static inline float Q_rsqrt( float number ) { + float x = 0.5f * number; + float y; +#ifdef __GNUC__ + asm("frsqrte %0,%1" : "=f" (y) : "f" (number)); +#else + y = __frsqrte( number ); +#endif + return y * (1.5f - (x * y * y)); + } + +#ifdef __GNUC__ +static inline float Q_fabs(float x) { + float abs_x; + + asm("fabs %0,%1" : "=f" (abs_x) : "f" (x)); + return abs_x; +} +#else +#define Q_fabs __fabsf +#endif + +#else +float Q_fabs( float f ); +float Q_rsqrt( float f ); // reciprocal square root +#endif + +#define SQRTFAST( x ) ( (x) * Q_rsqrt( x ) ) + +signed char ClampChar( int i ); +signed short ClampShort( int i ); + +// this isn't a real cheap function to call! +int DirToByte( vec3_t dir ); +void ByteToDir( int b, vec3_t dir ); + +#if 1 + +#define DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2]) +#define VectorSubtract(a,b,c) ((c)[0]=(a)[0]-(b)[0],(c)[1]=(a)[1]-(b)[1],(c)[2]=(a)[2]-(b)[2]) +#define VectorAdd(a,b,c) ((c)[0]=(a)[0]+(b)[0],(c)[1]=(a)[1]+(b)[1],(c)[2]=(a)[2]+(b)[2]) +#define VectorCopy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2]) +#define VectorScale(v, s, o) ((o)[0]=(v)[0]*(s),(o)[1]=(v)[1]*(s),(o)[2]=(v)[2]*(s)) +#define VectorMA(v, s, b, o) ((o)[0]=(v)[0]+(b)[0]*(s),(o)[1]=(v)[1]+(b)[1]*(s),(o)[2]=(v)[2]+(b)[2]*(s)) + +#else + +#define DotProduct(x,y) _DotProduct(x,y) +#define VectorSubtract(a,b,c) _VectorSubtract(a,b,c) +#define VectorAdd(a,b,c) _VectorAdd(a,b,c) +#define VectorCopy(a,b) _VectorCopy(a,b) +#define VectorScale(v, s, o) _VectorScale(v,s,o) +#define VectorMA(v, s, b, o) _VectorMA(v,s,b,o) + +#endif + +#ifdef __LCC__ +#ifdef VectorCopy +#undef VectorCopy +// this is a little hack to get more efficient copies in our interpreter +typedef struct { + float v[3]; +} vec3struct_t; +#define VectorCopy(a,b) *(vec3struct_t *)b=*(vec3struct_t *)a +#define ID_INLINE static +#endif +#endif + +#define VectorClear(a) ((a)[0]=(a)[1]=(a)[2]=0) +#define VectorNegate(a,b) ((b)[0]=-(a)[0],(b)[1]=-(a)[1],(b)[2]=-(a)[2]) +#define VectorSet(v, x, y, z) ((v)[0]=(x), (v)[1]=(y), (v)[2]=(z)) +#define Vector4Copy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3]) +#define Vector4Add(a,b,c) ((c)[0]=(a)[0]+(b)[0],(c)[1]=(a)[1]+(b)[1],(c)[2]=(a)[2]+(b)[2],(c)[3]=(a)[3]+(b)[3]) + +#define SnapVector(v) {v[0]=((int)(v[0]));v[1]=((int)(v[1]));v[2]=((int)(v[2]));} +// just in case you do't want to use the macros +vec_t _DotProduct( const vec3_t v1, const vec3_t v2 ); +void _VectorSubtract( const vec3_t veca, const vec3_t vecb, vec3_t out ); +void _VectorAdd( const vec3_t veca, const vec3_t vecb, vec3_t out ); +void _VectorCopy( const vec3_t in, vec3_t out ); +void _VectorScale( const vec3_t in, float scale, vec3_t out ); +void _VectorMA( const vec3_t veca, float scale, const vec3_t vecb, vec3_t vecc ); + +unsigned ColorBytes3 (float r, float g, float b); +unsigned ColorBytes4 (float r, float g, float b, float a); + +float NormalizeColor( const vec3_t in, vec3_t out ); + +float RadiusFromBounds( const vec3_t mins, const vec3_t maxs ); +void ClearBounds( vec3_t mins, vec3_t maxs ); +void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs ); + +#ifndef __LCC__ +static ID_INLINE int VectorCompare( const vec3_t v1, const vec3_t v2 ) { + if (v1[0] != v2[0] || v1[1] != v2[1] || v1[2] != v2[2]) { + return 0; + } + return 1; +} + +static ID_INLINE vec_t VectorLength( const vec3_t v ) { + return (vec_t)sqrt (v[0]*v[0] + v[1]*v[1] + v[2]*v[2]); +} + +static ID_INLINE vec_t VectorLengthSquared( const vec3_t v ) { + return (v[0]*v[0] + v[1]*v[1] + v[2]*v[2]); +} + +static ID_INLINE vec_t Distance( const vec3_t p1, const vec3_t p2 ) { + vec3_t v; + + VectorSubtract (p2, p1, v); + return VectorLength( v ); +} + +static ID_INLINE vec_t DistanceSquared( const vec3_t p1, const vec3_t p2 ) { + vec3_t v; + + VectorSubtract (p2, p1, v); + return v[0]*v[0] + v[1]*v[1] + v[2]*v[2]; +} + +// fast vector normalize routine that does not check to make sure +// that length != 0, nor does it return length, uses rsqrt approximation +static ID_INLINE void VectorNormalizeFast( vec3_t v ) +{ + float ilength; + + ilength = Q_rsqrt( DotProduct( v, v ) ); + + v[0] *= ilength; + v[1] *= ilength; + v[2] *= ilength; +} + +static ID_INLINE void VectorInverse( vec3_t v ){ + v[0] = -v[0]; + v[1] = -v[1]; + v[2] = -v[2]; +} + +static ID_INLINE void CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross ) { + cross[0] = v1[1]*v2[2] - v1[2]*v2[1]; + cross[1] = v1[2]*v2[0] - v1[0]*v2[2]; + cross[2] = v1[0]*v2[1] - v1[1]*v2[0]; +} + +#else +int VectorCompare( const vec3_t v1, const vec3_t v2 ); + +vec_t VectorLength( const vec3_t v ); + +vec_t VectorLengthSquared( const vec3_t v ); + +vec_t Distance( const vec3_t p1, const vec3_t p2 ); + +vec_t DistanceSquared( const vec3_t p1, const vec3_t p2 ); + +void VectorNormalizeFast( vec3_t v ); + +void VectorInverse( vec3_t v ); + +void CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross ); + +#endif + +vec_t VectorNormalize (vec3_t v); // returns vector length +vec_t VectorNormalize2( const vec3_t v, vec3_t out ); +void Vector4Scale( const vec4_t in, vec_t scale, vec4_t out ); +void VectorRotate( vec3_t in, vec3_t matrix[3], vec3_t out ); +int Q_log2(int val); + +float Q_acos(float c); + +int Q_rand( int *seed ); +float Q_random( int *seed ); +float Q_crandom( int *seed ); + +#define random() ((rand () & 0x7fff) / ((float)0x7fff)) +#define crandom() (2.0 * (random() - 0.5)) + +void vectoangles( const vec3_t value1, vec3_t angles); +void AnglesToAxis( const vec3_t angles, vec3_t axis[3] ); + +void AxisClear( vec3_t axis[3] ); +void AxisCopy( vec3_t in[3], vec3_t out[3] ); + +void SetPlaneSignbits( struct cplane_s *out ); +int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct cplane_s *plane); + +float AngleMod(float a); +float LerpAngle (float from, float to, float frac); +float AngleSubtract( float a1, float a2 ); +void AnglesSubtract( vec3_t v1, vec3_t v2, vec3_t v3 ); + +float AngleNormalize360 ( float angle ); +float AngleNormalize180 ( float angle ); +float AngleDelta ( float angle1, float angle2 ); + +qboolean PlaneFromPoints( vec4_t plane, const vec3_t a, const vec3_t b, const vec3_t c ); +void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal ); +void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees ); +void RotateAroundDirection( vec3_t axis[3], float yaw ); +void MakeNormalVectors( const vec3_t forward, vec3_t right, vec3_t up ); +// perpendicular vector could be replaced by this + +//int PlaneTypeForNormal (vec3_t normal); + +void MatrixMultiply(float in1[3][3], float in2[3][3], float out[3][3]); +void VectorMatrixMultiply( const vec3_t p, vec3_t m[ 3 ], vec3_t out ); +void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up); +void PerpendicularVector( vec3_t dst, const vec3_t src ); + + +//============================================= + +float Com_Clamp( float min, float max, float value ); + +char *COM_SkipPath( char *pathname ); +void COM_StripExtension( const char *in, char *out ); +void COM_DefaultExtension( char *path, int maxSize, const char *extension ); + +void COM_BeginParseSession( const char *name ); +int COM_GetCurrentParseLine( void ); +char *COM_Parse( char **data_p ); +char *COM_ParseExt( char **data_p, qboolean allowLineBreak ); +int COM_Compress( char *data_p ); +void COM_ParseError( char *format, ... ); +void COM_ParseWarning( char *format, ... ); +//int COM_ParseInfos( char *buf, int max, char infos[][MAX_INFO_STRING] ); + +#define MAX_TOKENLENGTH 1024 + +#ifndef TT_STRING +//token types +#define TT_STRING 1 // string +#define TT_LITERAL 2 // literal +#define TT_NUMBER 3 // number +#define TT_NAME 4 // name +#define TT_PUNCTUATION 5 // punctuation +#endif + +typedef struct pc_token_s +{ + int type; + int subtype; + int intvalue; + float floatvalue; + char string[MAX_TOKENLENGTH]; +} pc_token_t; + +// data is an in/out parm, returns a parsed out token + +void COM_MatchToken( char**buf_p, char *match ); + +void SkipBracedSection (char **program); +void SkipRestOfLine ( char **data ); + +void Parse1DMatrix (char **buf_p, int x, float *m); +void Parse2DMatrix (char **buf_p, int y, int x, float *m); +void Parse3DMatrix (char **buf_p, int z, int y, int x, float *m); + +void QDECL Com_sprintf (char *dest, int size, const char *fmt, ...); + + +// mode parm for FS_FOpenFile +typedef enum { + FS_READ, + FS_WRITE, + FS_APPEND, + FS_APPEND_SYNC +} fsMode_t; + +typedef enum { + FS_SEEK_CUR, + FS_SEEK_END, + FS_SEEK_SET +} fsOrigin_t; + +//============================================= + +int Q_isprint( int c ); +int Q_islower( int c ); +int Q_isupper( int c ); +int Q_isalpha( int c ); + +// portable case insensitive compare +int Q_stricmp (const char *s1, const char *s2); +int Q_strncmp (const char *s1, const char *s2, int n); +int Q_stricmpn (const char *s1, const char *s2, int n); +char *Q_strlwr( char *s1 ); +char *Q_strupr( char *s1 ); +char *Q_strrchr( const char* string, int c ); + +// buffer size safe library replacements +void Q_strncpyz( char *dest, const char *src, int destsize ); +void Q_strcat( char *dest, int size, const char *src ); + +// strlen that discounts Quake color sequences +int Q_PrintStrlen( const char *string ); +// removes color sequences from string +char *Q_CleanStr( char *string ); + +//============================================= + +// 64-bit integers for global rankings interface +// implemented as a struct for qvm compatibility +typedef struct +{ + byte b0; + byte b1; + byte b2; + byte b3; + byte b4; + byte b5; + byte b6; + byte b7; +} qint64; + +//============================================= +/* +short BigShort(short l); +short LittleShort(short l); +int BigLong (int l); +int LittleLong (int l); +qint64 BigLong64 (qint64 l); +qint64 LittleLong64 (qint64 l); +float BigFloat (const float *l); +float LittleFloat (const float *l); + +void Swap_Init (void); +*/ +char * QDECL va(char *format, ...); + +//============================================= + +// +// key / value info strings +// +char *Info_ValueForKey( const char *s, const char *key ); +void Info_RemoveKey( char *s, const char *key ); +void Info_RemoveKey_big( char *s, const char *key ); +void Info_SetValueForKey( char *s, const char *key, const char *value ); +void Info_SetValueForKey_Big( char *s, const char *key, const char *value ); +qboolean Info_Validate( const char *s ); +void Info_NextPair( const char **s, char *key, char *value ); + +// this is only here so the functions in q_shared.c and bg_*.c can link +void QDECL Com_Error( int level, const char *error, ... ); +void QDECL Com_Printf( const char *msg, ... ); + + +/* +========================================================== + +CVARS (console variables) + +Many variables can be used for cheating purposes, so when +cheats is zero, force all unspecified variables to their +default values. +========================================================== +*/ + +#define CVAR_ARCHIVE 1 // set to cause it to be saved to vars.rc + // used for system variables, not for player + // specific configurations +#define CVAR_USERINFO 2 // sent to server on connect or change +#define CVAR_SERVERINFO 4 // sent in response to front end requests +#define CVAR_SYSTEMINFO 8 // these cvars will be duplicated on all clients +#define CVAR_INIT 16 // don't allow change from console at all, + // but can be set from the command line +#define CVAR_LATCH 32 // will only change when C code next does + // a Cvar_Get(), so it can't be changed + // without proper initialization. modified + // will be set, even though the value hasn't + // changed yet +#define CVAR_ROM 64 // display only, cannot be set by user at all +#define CVAR_USER_CREATED 128 // created by a set command +#define CVAR_TEMP 256 // can be set even when cheats are disabled, but is not archived +#define CVAR_CHEAT 512 // can not be changed if cheats are disabled +#define CVAR_NORESTART 1024 // do not clear when a cvar_restart is issued + +// nothing outside the Cvar_*() functions should modify these fields! +typedef struct cvar_s { + char *name; + char *string; + char *resetString; // cvar_restart will reset to this value + char *latchedString; // for CVAR_LATCH vars + int flags; + qboolean modified; // set each time the cvar is changed + int modificationCount; // incremented each time the cvar is changed + float value; // atof( string ) + int integer; // atoi( string ) + struct cvar_s *next; + struct cvar_s *hashNext; +} cvar_t; + +#define MAX_CVAR_VALUE_STRING 256 + +typedef int cvarHandle_t; + +// the modules that run in the virtual machine can't access the cvar_t directly, +// so they must ask for structured updates +typedef struct { + cvarHandle_t handle; + int modificationCount; + float value; + int integer; + char string[MAX_CVAR_VALUE_STRING]; +} vmCvar_t; + +/* +============================================================== + +COLLISION DETECTION + +============================================================== +*/ + +#include "surfaceflags.h" // shared with the q3map utility + +// plane types are used to speed some tests +// 0-2 are axial planes +#define PLANE_X 0 +#define PLANE_Y 1 +#define PLANE_Z 2 +#define PLANE_NON_AXIAL 3 + + +/* +================= +PlaneTypeForNormal +================= +*/ + +#define PlaneTypeForNormal(x) (x[0] == 1.0 ? PLANE_X : (x[1] == 1.0 ? PLANE_Y : (x[2] == 1.0 ? PLANE_Z : PLANE_NON_AXIAL) ) ) + +// plane_t structure +// !!! if this is changed, it must be changed in asm code too !!! +typedef struct cplane_s { + vec3_t normal; + float dist; + byte type; // for fast side tests: 0,1,2 = axial, 3 = nonaxial + byte signbits; // signx + (signy<<1) + (signz<<2), used as lookup during collision + byte pad[2]; +} cplane_t; + + +// a trace is returned when a box is swept through the world +typedef struct { + qboolean allsolid; // if true, plane is not valid + qboolean startsolid; // if true, the initial point was in a solid area + float fraction; // time completed, 1.0 = didn't hit anything + vec3_t endpos; // final position + cplane_t plane; // surface normal at impact, transformed to world space + int surfaceFlags; // surface hit + int contents; // contents on other side of surface hit + int entityNum; // entity the contacted sirface is a part of +} trace_t; + +// trace->entityNum can also be 0 to (MAX_GENTITIES-1) +// or ENTITYNUM_NONE, ENTITYNUM_WORLD + + +// markfragments are returned by CM_MarkFragments() +typedef struct { + int firstPoint; + int numPoints; +} markFragment_t; + + + +typedef struct { + vec3_t origin; + vec3_t axis[3]; +} orientation_t; + +//===================================================================== + + +// in order from highest priority to lowest +// if none of the catchers are active, bound key strings will be executed +#define KEYCATCH_CONSOLE 0x0001 +#define KEYCATCH_UI 0x0002 +#define KEYCATCH_MESSAGE 0x0004 +#define KEYCATCH_CGAME 0x0008 + + +// sound channels +// channel 0 never willingly overrides +// other channels will allways override a playing sound on that channel +typedef enum { + CHAN_AUTO, + CHAN_LOCAL, // menu sounds, etc + CHAN_WEAPON, + CHAN_VOICE, + CHAN_ITEM, + CHAN_BODY, + CHAN_LOCAL_SOUND, // chat messages, etc + CHAN_ANNOUNCER // announcer voices, etc +} soundChannel_t; + + +/* +======================================================================== + + ELEMENTS COMMUNICATED ACROSS THE NET + +======================================================================== +*/ + +#define ANGLE2SHORT(x) ((int)((x)*65536/360) & 65535) +#define SHORT2ANGLE(x) ((x)*(360.0/65536)) + +#define SNAPFLAG_RATE_DELAYED 1 +#define SNAPFLAG_NOT_ACTIVE 2 // snapshot used during connection and for zombies +#define SNAPFLAG_SERVERCOUNT 4 // toggled every map_restart so transitions can be detected + +// +// per-level limits +// +#define MAX_CLIENTS 64 // absolute limit +#define MAX_LOCATIONS 64 + +#define GENTITYNUM_BITS 10 // don't need to send any more +#define MAX_GENTITIES (1<<GENTITYNUM_BITS) + +// entitynums are communicated with GENTITY_BITS, so any reserved +// values thatare going to be communcated over the net need to +// also be in this range +#define ENTITYNUM_NONE (MAX_GENTITIES-1) +#define ENTITYNUM_WORLD (MAX_GENTITIES-2) +#define ENTITYNUM_MAX_NORMAL (MAX_GENTITIES-2) + + +#define MAX_MODELS 256 // these are sent over the net as 8 bits +#define MAX_SOUNDS 256 // so they cannot be blindly increased +#define MAX_SHADERS 64 //TA: should be in bg_public.h +#define MAX_GAME_PARTICLE_SYSTEMS 64 //TA: should be in bg_public.h +#define MAX_PARTICLE_FILES 128 + + +#define MAX_CONFIGSTRINGS 1024 + +// these are the only configstrings that the system reserves, all the +// other ones are strictly for servergame to clientgame communication +#define CS_SERVERINFO 0 // an info string with all the serverinfo cvars +#define CS_SYSTEMINFO 1 // an info string for server system to client system configuration (timescale, etc) + +#define RESERVED_CONFIGSTRINGS 2 // game can't modify below this, only the system can + +#define MAX_GAMESTATE_CHARS 16000 +typedef struct { + int stringOffsets[MAX_CONFIGSTRINGS]; + char stringData[MAX_GAMESTATE_CHARS]; + int dataCount; +} gameState_t; + +//========================================================= + +// bit field limits +#define MAX_STATS 16 +#define MAX_PERSISTANT 16 +#define MAX_POWERUPS 16 +#define MAX_WEAPONS 16 + +#define MAX_PS_EVENTS 2 + +#define PS_PMOVEFRAMECOUNTBITS 6 + +// playerState_t is the information needed by both the client and server +// to predict player motion and actions +// nothing outside of pmove should modify these, or some degree of prediction error +// will occur + +// you can't add anything to this without modifying the code in msg.c + +// playerState_t is a full superset of entityState_t as it is used by players, +// so if a playerState_t is transmitted, the entityState_t can be fully derived +// from it. +typedef struct playerState_s { + int commandTime; // cmd->serverTime of last executed command + int pm_type; + int bobCycle; // for view bobbing and footstep generation + int pm_flags; // ducked, jump_held, etc + int pm_time; + + vec3_t origin; + vec3_t velocity; + int weaponTime; + int gravity; + int speed; + int delta_angles[3]; // add to command angles to get view direction + // changed by spawns, rotating objects, and teleporters + + int groundEntityNum;// ENTITYNUM_NONE = in air + + int legsTimer; // don't change low priority animations until this runs out + int legsAnim; // mask off ANIM_TOGGLEBIT + + int torsoTimer; // don't change low priority animations until this runs out + int torsoAnim; // mask off ANIM_TOGGLEBIT + + int movementDir; // a number 0 to 7 that represents the reletive angle + // of movement to the view angle (axial and diagonals) + // when at rest, the value will remain unchanged + // used to twist the legs during strafing + + vec3_t grapplePoint; // location of grapple to pull towards if PMF_GRAPPLE_PULL + + int eFlags; // copied to entityState_t->eFlags + + int eventSequence; // pmove generated events + int events[MAX_PS_EVENTS]; + int eventParms[MAX_PS_EVENTS]; + + int externalEvent; // events set on player from another source + int externalEventParm; + int externalEventTime; + + int clientNum; // ranges from 0 to MAX_CLIENTS-1 + int weapon; // copied to entityState_t->weapon + int weaponstate; + + vec3_t viewangles; // for fixed views + int viewheight; + + // damage feedback + int damageEvent; // when it changes, latch the other parms + int damageYaw; + int damagePitch; + int damageCount; + + int stats[MAX_STATS]; + int persistant[MAX_PERSISTANT]; // stats that aren't cleared on death + int powerups[MAX_POWERUPS]; // level.time that the powerup runs out + int ammo[MAX_WEAPONS]; + + int generic1; + int loopSound; + int jumppad_ent; // jumppad entity hit this frame + + // not communicated over the net at all + int ping; // server to game info for scoreboard + int pmove_framecount; // FIXME: don't transmit over the network + int jumppad_frame; + int entityEventSequence; +} playerState_t; + + +//==================================================================== + + +// +// usercmd_t->button bits, many of which are generated by the client system, +// so they aren't game/cgame only definitions +// +#define BUTTON_ATTACK 1 +#define BUTTON_TALK 2 // displays talk balloon and disables actions +#define BUTTON_USE_HOLDABLE 4 +#define BUTTON_GESTURE 8 +#define BUTTON_WALKING 16 // walking can't just be infered from MOVE_RUN + // because a key pressed late in the frame will + // only generate a small move value for that frame + // walking will use different animations and + // won't generate footsteps +#define BUTTON_ATTACK2 32 //TA: should be safe to change from BUTTON_AFFIRMATIVE +#define BUTTON_NEGATIVE 64 + +#define BUTTON_GETFLAG 128 +#define BUTTON_GUARDBASE 256 +#define BUTTON_PATROL 512 +#define BUTTON_FOLLOWME 1024 + +#define BUTTON_ANY 2048 // any key whatsoever + +#define MOVE_RUN 120 // if forwardmove or rightmove are >= MOVE_RUN, + // then BUTTON_WALKING should be set + +// usercmd_t is sent to the server each client frame +typedef struct usercmd_s { + int serverTime; + int angles[3]; + int buttons; + byte weapon; // weapon + signed char forwardmove, rightmove, upmove; +} usercmd_t; + +//=================================================================== + +// if entityState->solid == SOLID_BMODEL, modelindex is an inline model number +#define SOLID_BMODEL 0xffffff + +typedef enum { + TR_STATIONARY, + TR_INTERPOLATE, // non-parametric, but interpolate between snapshots + TR_LINEAR, + TR_LINEAR_STOP, + TR_SINE, // value = base + sin( time / duration ) * delta + TR_GRAVITY, + TR_BUOYANCY //TA: what the hell is this doing in here anyway? +} trType_t; + +typedef struct { + trType_t trType; + int trTime; + int trDuration; // if non 0, trTime + trDuration = stop time + vec3_t trBase; + vec3_t trDelta; // velocity, etc +} trajectory_t; + +// entityState_t is the information conveyed from the server +// in an update message about entities that the client will +// need to render in some way +// Different eTypes may use the information in different ways +// The messages are delta compressed, so it doesn't really matter if +// the structure size is fairly large + +typedef struct entityState_s { + int number; // entity index + int eType; // entityType_t + int eFlags; + + trajectory_t pos; // for calculating position + trajectory_t apos; // for calculating angles + + int time; + int time2; + + vec3_t origin; + vec3_t origin2; + + vec3_t angles; + vec3_t angles2; + + int otherEntityNum; // shotgun sources, etc + int otherEntityNum2; + + int groundEntityNum; // -1 = in air + + int constantLight; // r + (g<<8) + (b<<16) + (intensity<<24) + int loopSound; // constantly loop this sound + + int modelindex; + int modelindex2; + int clientNum; // 0 to (MAX_CLIENTS - 1), for players and corpses + int frame; + + int solid; // for client side prediction, trap_linkentity sets this properly + + int event; // impulse events -- muzzle flashes, footsteps, etc + int eventParm; + + // for players + int powerups; // bit flags + int weapon; // determines weapon and flash model, etc + int legsAnim; // mask off ANIM_TOGGLEBIT + int torsoAnim; // mask off ANIM_TOGGLEBIT + + int generic1; +} entityState_t; + +typedef enum { + CA_UNINITIALIZED, + CA_DISCONNECTED, // not talking to a server + CA_AUTHORIZING, // not used any more, was checking cd key + CA_CONNECTING, // sending request packets to the server + CA_CHALLENGING, // sending challenge packets to the server + CA_CONNECTED, // netchan_t established, getting gamestate + CA_LOADING, // only during cgame initialization, never during main loop + CA_PRIMED, // got gamestate, waiting for first frame + CA_ACTIVE, // game views should be displayed + CA_CINEMATIC // playing a cinematic or a static pic, not connected to a server +} connstate_t; + +// font support + +#define GLYPH_START 0 +#define GLYPH_END 255 +#define GLYPH_CHARSTART 32 +#define GLYPH_CHAREND 127 +#define GLYPHS_PER_FONT GLYPH_END - GLYPH_START + 1 +typedef struct { + int height; // number of scan lines + int top; // top of glyph in buffer + int bottom; // bottom of glyph in buffer + int pitch; // width for copying + int xSkip; // x adjustment + int imageWidth; // width of actual image + int imageHeight; // height of actual image + float s; // x offset in image where glyph starts + float t; // y offset in image where glyph starts + float s2; + float t2; + qhandle_t glyph; // handle to the shader with the glyph + char shaderName[32]; +} glyphInfo_t; + +typedef struct { + glyphInfo_t glyphs [GLYPHS_PER_FONT]; + float glyphScale; + char name[MAX_QPATH]; +} fontInfo_t; + +#define Square(x) ((x)*(x)) + +// real time +//============================================= + + +typedef struct qtime_s { + int tm_sec; /* seconds after the minute - [0,59] */ + int tm_min; /* minutes after the hour - [0,59] */ + int tm_hour; /* hours since midnight - [0,23] */ + int tm_mday; /* day of the month - [1,31] */ + int tm_mon; /* months since January - [0,11] */ + int tm_year; /* years since 1900 */ + int tm_wday; /* days since Sunday - [0,6] */ + int tm_yday; /* days since January 1 - [0,365] */ + int tm_isdst; /* daylight savings time flag */ +} qtime_t; + + +// server browser sources +// TTimo: AS_MPLAYER is no longer used +#define AS_LOCAL 0 +#define AS_MPLAYER 1 +#define AS_GLOBAL 2 +#define AS_FAVORITES 3 + + +// cinematic states +typedef enum { + FMV_IDLE, + FMV_PLAY, // play + FMV_EOF, // all other conditions, i.e. stop/EOF/abort + FMV_ID_BLT, + FMV_ID_IDLE, + FMV_LOOPED, + FMV_ID_WAIT +} e_status; + +typedef enum _flag_status { + FLAG_ATBASE = 0, + FLAG_TAKEN, // CTF + FLAG_TAKEN_RED, // One Flag CTF + FLAG_TAKEN_BLUE, // One Flag CTF + FLAG_DROPPED +} flagStatus_t; + + + +#define MAX_GLOBAL_SERVERS 4096 +#define MAX_OTHER_SERVERS 128 +#define MAX_PINGREQUESTS 32 +#define MAX_SERVERSTATUSREQUESTS 16 + +#define SAY_ALL 0 +#define SAY_TEAM 1 +#define SAY_TELL 2 + +#define CDKEY_LEN 16 +#define CDCHKSUM_LEN 2 + + +#endif // __Q_SHARED_H diff --git a/src/game/surfaceflags.h b/src/game/surfaceflags.h new file mode 100644 index 00000000..d7d721b4 --- /dev/null +++ b/src/game/surfaceflags.h @@ -0,0 +1,84 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// This file must be identical in the quake and utils directories + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +// contents flags are seperate bits +// a given brush can contribute multiple content bits + +// these definitions also need to be in q_shared.h! + +#define CONTENTS_SOLID 1 // an eye is never valid in a solid +#define CONTENTS_LAVA 8 +#define CONTENTS_SLIME 16 +#define CONTENTS_WATER 32 +#define CONTENTS_FOG 64 + +#define CONTENTS_NOTTEAM1 0x0080 +#define CONTENTS_NOTTEAM2 0x0100 +#define CONTENTS_NOBOTCLIP 0x0200 + +#define CONTENTS_AREAPORTAL 0x8000 + +#define CONTENTS_PLAYERCLIP 0x10000 +#define CONTENTS_MONSTERCLIP 0x20000 +//bot specific contents types +#define CONTENTS_TELEPORTER 0x40000 +#define CONTENTS_JUMPPAD 0x80000 +#define CONTENTS_CLUSTERPORTAL 0x100000 +#define CONTENTS_DONOTENTER 0x200000 +#define CONTENTS_BOTCLIP 0x400000 +#define CONTENTS_MOVER 0x800000 + +#define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity + +#define CONTENTS_BODY 0x2000000 // should never be on a brush, only in game +#define CONTENTS_CORPSE 0x4000000 +#define CONTENTS_DETAIL 0x8000000 // brushes not used for the bsp +#define CONTENTS_STRUCTURAL 0x10000000 // brushes used for the bsp +#define CONTENTS_TRANSLUCENT 0x20000000 // don't consume surface fragments inside +#define CONTENTS_TRIGGER 0x40000000 +#define CONTENTS_NODROP 0x80000000 // don't leave bodies or items (death fog, lava) + +//TA: custominfoparms below +#define CONTENTS_NOALIENBUILD 0x1000 // disallow alien building +#define CONTENTS_NOHUMANBUILD 0x2000 // disallow alien building +#define CONTENTS_NOBUILD 0x4000 // disallow alien building + +#define SURF_NODAMAGE 0x1 // never give falling damage +#define SURF_SLICK 0x2 // effects game physics +#define SURF_SKY 0x4 // lighting from environment map +#define SURF_LADDER 0x8 +#define SURF_NOIMPACT 0x10 // don't make missile explosions +#define SURF_NOMARKS 0x20 // don't leave missile marks +#define SURF_FLESH 0x40 // make flesh sounds and effects +#define SURF_NODRAW 0x80 // don't generate a drawsurface at all +#define SURF_HINT 0x100 // make a primary bsp splitter +#define SURF_SKIP 0x200 // completely ignore, allowing non-closed brushes +#define SURF_NOLIGHTMAP 0x400 // surface doesn't need a lightmap +#define SURF_POINTLIGHT 0x800 // generate lighting info at vertexes +#define SURF_METALSTEPS 0x1000 // clanking footsteps +#define SURF_NOSTEPS 0x2000 // no footstep sounds +#define SURF_NONSOLID 0x4000 // don't collide against curves with this set +#define SURF_LIGHTFILTER 0x8000 // act as a light filter during q3map -light +#define SURF_ALPHASHADOW 0x10000 // do per-pixel light shadow casting in q3map +#define SURF_NODLIGHT 0x20000 // don't dlight even if solid (solid lava, skies) +#define SURF_DUST 0x40000 // leave a dust trail when walking on this surface + +//TA: custominfoparms below +#define SURF_NOALIENBUILD 0x80000 // disallow alien building +#define SURF_NOHUMANBUILD 0x100000 // disallow alien building +#define SURF_NOBUILD 0x200000 // disallow alien building + diff --git a/src/game/tremulous.h b/src/game/tremulous.h new file mode 100644 index 00000000..93a85ba0 --- /dev/null +++ b/src/game/tremulous.h @@ -0,0 +1,572 @@ +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + + +/* + * ALIEN weapons + * + * _REPEAT - time in msec until the weapon can be used again + * _DMG - amount of damage the weapon does + * + * ALIEN_WDMG_MODIFIER - overall damage modifier for coarse tuning + * + */ + +#define ALIEN_WDMG_MODIFIER 1.0f +#define ADM(d) ((int)((float)d*ALIEN_WDMG_MODIFIER)) + +#define ABUILDER_BUILD_REPEAT 500 +#define ABUILDER_CLAW_DMG ADM(20) +#define ABUILDER_CLAW_RANGE 64.0f +#define ABUILDER_CLAW_WIDTH 4.0f +#define ABUILDER_CLAW_REPEAT 1000 +#define ABUILDER_BASE_DELAY 17000 +#define ABUILDER_ADV_DELAY 12000 +#define ABUILDER_BLOB_DMG ADM(4) +#define ABUILDER_BLOB_REPEAT 1000 +#define ABUILDER_BLOB_SPEED 800.0f +#define ABUILDER_BLOB_SPEED_MOD 0.5f +#define ABUILDER_BLOB_TIME 5000 + +#define LEVEL0_BITE_DMG ADM(48) +#define LEVEL0_BITE_RANGE 64.0f +#define LEVEL0_BITE_WIDTH 6.0f +#define LEVEL0_BITE_REPEAT 500 + +#define LEVEL1_CLAW_DMG ADM(32) +#define LEVEL1_CLAW_RANGE 96.0f +#define LEVEL1_CLAW_WIDTH 10.0f +#define LEVEL1_CLAW_REPEAT 600 +#define LEVEL1_CLAW_U_REPEAT 500 +#define LEVEL1_GRAB_RANGE 64.0f +#define LEVEL1_GRAB_TIME 300 +#define LEVEL1_GRAB_U_TIME 450 +#define LEVEL1_PCLOUD_DMG ADM(4) +#define LEVEL1_PCLOUD_RANGE 200.0f +#define LEVEL1_PCLOUD_REPEAT 2000 +#define LEVEL1_PCLOUD_TIME 10000 + +#define LEVEL2_CLAW_DMG ADM(40) +#define LEVEL2_CLAW_RANGE 96.0f +#define LEVEL2_CLAW_WIDTH 12.0f +#define LEVEL2_CLAW_REPEAT 500 +#define LEVEL2_CLAW_U_REPEAT 400 +#define LEVEL2_AREAZAP_DMG ADM(80) +#define LEVEL2_AREAZAP_RANGE 200.0f +#define LEVEL2_AREAZAP_WIDTH 15.0f +#define LEVEL2_AREAZAP_REPEAT 2000 +#define LEVEL2_AREAZAP_TIME 1000 +#define LEVEL2_AREAZAP_MAX_TARGETS 3 +#define LEVEL2_WALLJUMP_MAXSPEED 1000.0f + +#define LEVEL3_CLAW_DMG ADM(80) +#define LEVEL3_CLAW_RANGE 96.0f +#define LEVEL3_CLAW_WIDTH 16.0f +#define LEVEL3_CLAW_REPEAT 700 +#define LEVEL3_CLAW_U_REPEAT 600 +#define LEVEL3_POUNCE_DMG ADM(100) +#define LEVEL3_POUNCE_RANGE 64.0f +#define LEVEL3_POUNCE_WIDTH 16.0f +#define LEVEL3_POUNCE_SPEED 700 +#define LEVEL3_POUNCE_UPG_SPEED 800 +#define LEVEL3_POUNCE_SPEED_MOD 0.75f +#define LEVEL3_POUNCE_CHARGE_TIME 700 +#define LEVEL3_POUNCE_TIME 400 +#define LEVEL3_BOUNCEBALL_DMG ADM(110) +#define LEVEL3_BOUNCEBALL_REPEAT 1000 +#define LEVEL3_BOUNCEBALL_SPEED 1000.0f + +#define LEVEL4_CLAW_DMG ADM(100) +#define LEVEL4_CLAW_RANGE 128.0f +#define LEVEL4_CLAW_WIDTH 20.0f +#define LEVEL4_CLAW_REPEAT 750 +#define LEVEL4_REGEN_RANGE 200.0f +#define LEVEL4_REGEN_MOD 2.0f +#define LEVEL4_CHARGE_SPEED 2.0f +#define LEVEL4_CHARGE_TIME 3000 +#define LEVEL4_CHARGE_CHARGE_TIME 1500 +#define LEVEL4_MIN_CHARGE_TIME 750 +#define LEVEL4_CHARGE_CHARGE_RATIO (LEVEL4_CHARGE_TIME/LEVEL4_CHARGE_CHARGE_TIME) +#define LEVEL4_CHARGE_REPEAT 1000 +#define LEVEL4_CHARGE_DMG ADM(110) + + + +/* + * ALIEN classes + * + * _SPEED - fraction of Q3A run speed the class can move + * _REGEN - health per second regained + * + * ALIEN_HLTH_MODIFIER - overall health modifier for coarse tuning + * + */ + +#define ALIEN_HLTH_MODIFIER 1.0f +#define AHM(h) ((int)((float)h*ALIEN_HLTH_MODIFIER)) + +#define ALIEN_VALUE_MODIFIER 1.0f +#define AVM(h) ((int)((float)h*ALIEN_VALUE_MODIFIER)) + +#define ABUILDER_SPEED 0.8f +#define ABUILDER_VALUE AVM(200) +#define ABUILDER_HEALTH AHM(50) +#define ABUILDER_REGEN 2 +#define ABUILDER_COST 0 + +#define ABUILDER_UPG_SPEED 1.0f +#define ABUILDER_UPG_VALUE AVM(250) +#define ABUILDER_UPG_HEALTH AHM(75) +#define ABUILDER_UPG_REGEN 3 +#define ABUILDER_UPG_COST 0 + +#define LEVEL0_SPEED 1.3f +#define LEVEL0_VALUE AVM(175) +#define LEVEL0_HEALTH AHM(25) +#define LEVEL0_REGEN 1 +#define LEVEL0_COST 0 + +#define LEVEL1_SPEED 1.25f +#define LEVEL1_VALUE AVM(225) +#define LEVEL1_HEALTH AHM(75) +#define LEVEL1_REGEN 2 +#define LEVEL1_COST 1 + +#define LEVEL1_UPG_SPEED 1.25f +#define LEVEL1_UPG_VALUE AVM(275) +#define LEVEL1_UPG_HEALTH AHM(100) +#define LEVEL1_UPG_REGEN 3 +#define LEVEL1_UPG_COST 1 + +#define LEVEL2_SPEED 1.2f +#define LEVEL2_VALUE AVM(350) +#define LEVEL2_HEALTH AHM(150) +#define LEVEL2_REGEN 4 +#define LEVEL2_COST 1 + +#define LEVEL2_UPG_SPEED 1.2f +#define LEVEL2_UPG_VALUE AVM(450) +#define LEVEL2_UPG_HEALTH AHM(175) +#define LEVEL2_UPG_REGEN 5 +#define LEVEL2_UPG_COST 1 + +#define LEVEL3_SPEED 1.1f +#define LEVEL3_VALUE AVM(500) +#define LEVEL3_HEALTH AHM(200) +#define LEVEL3_REGEN 6 +#define LEVEL3_COST 1 + +#define LEVEL3_UPG_SPEED 1.1f +#define LEVEL3_UPG_VALUE AVM(600) +#define LEVEL3_UPG_HEALTH AHM(250) +#define LEVEL3_UPG_REGEN 7 +#define LEVEL3_UPG_COST 1 + +#define LEVEL4_SPEED 1.2f +#define LEVEL4_VALUE AVM(800) +#define LEVEL4_HEALTH AHM(400) +#define LEVEL4_REGEN 7 +#define LEVEL4_COST 2 + + + +/* + * ALIEN buildables + * + * _BP - build points required for this buildable + * _BT - build time required for this buildable + * _REGEN - the amount of health per second regained + * _SPLASHDAMGE - the amount of damage caused by this buildable when melting + * _SPLASHRADIUS - the radius around which it does this damage + * + * CREEP_BASESIZE - the maximum distance a buildable can be from an egg/overmind + * ALIEN_BHLTH_MODIFIER - overall health modifier for coarse tuning + * + */ + +#define ALIEN_BHLTH_MODIFIER 1.0f +#define ABHM(h) ((int)((float)h*ALIEN_BHLTH_MODIFIER)) + +#define CREEP_BASESIZE 700 +#define CREEP_TIMEOUT 1000 +#define CREEP_MODIFIER 0.5f +#define CREEP_ARMOUR_MODIFIER 0.75f +#define CREEP_SCALEDOWN_TIME 3000 + +#define ASPAWN_BP 10 +#define ASPAWN_BT 15000 +#define ASPAWN_HEALTH ABHM(250) +#define ASPAWN_REGEN 8 +#define ASPAWN_SPLASHDAMAGE 50 +#define ASPAWN_SPLASHRADIUS 50 +#define ASPAWN_CREEPSIZE 120 +#define ASPAWN_VALUE 150 + +#define BARRICADE_BP 10 +#define BARRICADE_BT 20000 +#define BARRICADE_HEALTH ABHM(200) +#define BARRICADE_REGEN 14 +#define BARRICADE_SPLASHDAMAGE 50 +#define BARRICADE_SPLASHRADIUS 50 +#define BARRICADE_CREEPSIZE 120 + +#define BOOSTER_BP 12 +#define BOOSTER_BT 15000 +#define BOOSTER_HEALTH ABHM(150) +#define BOOSTER_REGEN 8 +#define BOOSTER_SPLASHDAMAGE 50 +#define BOOSTER_SPLASHRADIUS 50 +#define BOOSTER_CREEPSIZE 120 +#define BOOSTER_INTERVAL 30000 //time in msec between uses (per player) +#define BOOSTER_REGEN_MOD 2.0f + +#define ACIDTUBE_BP 8 +#define ACIDTUBE_BT 15000 +#define ACIDTUBE_HEALTH ABHM(125) +#define ACIDTUBE_REGEN 10 +#define ACIDTUBE_SPLASHDAMAGE 6 +#define ACIDTUBE_SPLASHRADIUS 300 +#define ACIDTUBE_CREEPSIZE 120 +#define ACIDTUBE_RANGE 300.0f +#define ACIDTUBE_REPEAT 3000 + +#define HIVE_BP 12 +#define HIVE_BT 20000 +#define HIVE_HEALTH ABHM(125) +#define HIVE_REGEN 10 +#define HIVE_SPLASHDAMAGE 30 +#define HIVE_SPLASHRADIUS 200 +#define HIVE_CREEPSIZE 120 +#define HIVE_RANGE 400.0f +#define HIVE_REPEAT 5000 +#define HIVE_DMG 50 +#define HIVE_SPEED 240.0f +#define HIVE_DIR_CHANGE_PERIOD 500 + +#define TRAPPER_BP 8 +#define TRAPPER_BT 12000 +#define TRAPPER_HEALTH ABHM(50) +#define TRAPPER_REGEN 6 +#define TRAPPER_SPLASHDAMAGE 15 +#define TRAPPER_SPLASHRADIUS 100 +#define TRAPPER_CREEPSIZE 30 +#define TRAPPER_RANGE 400 +#define TRAPPER_REPEAT 1000 +#define LOCKBLOB_SPEED 650.0f +#define LOCKBLOB_DOT 0.85f // max angle = acos( LOCKBLOB_DOT ) + +#define OVERMIND_BP 0 +#define OVERMIND_BT 30000 +#define OVERMIND_HEALTH ABHM(750) +#define OVERMIND_REGEN 6 +#define OVERMIND_SPLASHDAMAGE 15 +#define OVERMIND_SPLASHRADIUS 300 +#define OVERMIND_CREEPSIZE 120 +#define OVERMIND_ATTACK_RANGE 150.0f +#define OVERMIND_ATTACK_REPEAT 1000 +#define OVERMIND_VALUE 300 + +#define HOVEL_BP 0 +#define HOVEL_BT 15000 +#define HOVEL_HEALTH ABHM(375) +#define HOVEL_REGEN 20 +#define HOVEL_SPLASHDAMAGE 20 +#define HOVEL_SPLASHRADIUS 200 +#define HOVEL_CREEPSIZE 120 + + + +/* + * ALIEN misc + * + * ALIENSENSE_RANGE - the distance alien sense is useful for + * + */ + +#define ALIENSENSE_RANGE 1000.0f + +#define ALIEN_POISON_TIME 10000 +#define ALIEN_POISON_DMG 30 +#define ALIEN_POISON_DIVIDER (1.0f/1.32f) //about 1.0/(time`th root of damage) + +#define ALIEN_SPAWN_REPEAT_TIME 10000 + +#define ALIEN_REGEN_DAMAGE_TIME 2000 //msec since damage that regen starts again + +/* + * HUMAN weapons + * + * _REPEAT - time between firings + * _RELOAD - time needed to reload + * _PRICE - amount in credits weapon costs + * + * HUMAN_WDMG_MODIFIER - overall damage modifier for coarse tuning + * + */ + +#define HUMAN_WDMG_MODIFIER 1.0f +#define HDM(d) ((int)((float)d*HUMAN_WDMG_MODIFIER)) + +#define BLASTER_REPEAT 600 +#define BLASTER_SPREAD 200 +#define BLASTER_SPEED 1400 +#define BLASTER_DMG HDM(9) + +#define RIFLE_CLIPSIZE 30 +#define RIFLE_MAXCLIPS 6 +#define RIFLE_REPEAT 90 +#define RIFLE_RELOAD 2000 +#define RIFLE_PRICE 0 +#define RIFLE_SPREAD 200 +#define RIFLE_DMG HDM(5) + +#define PAINSAW_PRICE 100 +#define PAINSAW_REPEAT 75 +#define PAINSAW_DAMAGE HDM(15) +#define PAINSAW_RANGE 40.0f + +#define GRENADE_PRICE 200 +#define GRENADE_REPEAT 0 +#define GRENADE_DAMAGE HDM(310) +#define GRENADE_RANGE 192.0f +#define GRENADE_SPEED 400.0f + +#define SHOTGUN_PRICE 150 +#define SHOTGUN_SHELLS 8 +#define SHOTGUN_PELLETS 8 //used to sync server and client side +#define SHOTGUN_MAXCLIPS 3 +#define SHOTGUN_REPEAT 1000 +#define SHOTGUN_RELOAD 2000 +#define SHOTGUN_SPREAD 900 +#define SHOTGUN_DMG HDM(7) + +#define LASGUN_PRICE 250 +#define LASGUN_AMMO 200 +#define LASGUN_REPEAT 200 +#define LASGUN_RELOAD 2000 +#define LASGUN_DAMAGE HDM(9) + +#define MDRIVER_PRICE 350 +#define MDRIVER_CLIPSIZE 5 +#define MDRIVER_MAXCLIPS 4 +#define MDRIVER_DMG HDM(38) +#define MDRIVER_REPEAT 1000 +#define MDRIVER_RELOAD 2000 + +#define CHAINGUN_PRICE 400 +#define CHAINGUN_BULLETS 300 +#define CHAINGUN_REPEAT 80 +#define CHAINGUN_SPREAD 1000 +#define CHAINGUN_DMG HDM(6) + +#define PRIFLE_PRICE 400 +#define PRIFLE_CLIPS 50 +#define PRIFLE_MAXCLIPS 4 +#define PRIFLE_REPEAT 100 +#define PRIFLE_RELOAD 2000 +#define PRIFLE_DMG HDM(9) +#define PRIFLE_SPEED 1000 + +#define FLAMER_PRICE 450 +#define FLAMER_GAS 150 +#define FLAMER_REPEAT 200 +#define FLAMER_DMG HDM(31) +#define FLAMER_RADIUS 50 +#define FLAMER_LIFETIME 800.0f +#define FLAMER_SPEED 200.0f +#define FLAMER_LAG 0.65f //the amount of player velocity that is added to the fireball + +#define LCANNON_PRICE 600 +#define LCANNON_AMMO 90 +#define LCANNON_REPEAT 500 +#define LCANNON_CHARGEREPEAT 1000 +#define LCANNON_RELOAD 2000 +#define LCANNON_DAMAGE HDM(265) +#define LCANNON_RADIUS 150 +#define LCANNON_SECONDARY_DAMAGE HDM(27) +#define LCANNON_SECONDARY_RADIUS 75 +#define LCANNON_SPEED 350 +#define LCANNON_CHARGE_TIME 2000 +#define LCANNON_TOTAL_CHARGE 255 + +#define HBUILD_PRICE 0 +#define HBUILD_REPEAT 1000 +#define HBUILD_DELAY 17500 +#define HBUILD_HEALRATE 18 + +#define HBUILD2_PRICE 0 +#define HBUILD2_REPEAT 1000 +#define HBUILD2_DELAY 15000 + + + +/* + * HUMAN upgrades + */ + +#define LIGHTARMOUR_PRICE 70 + +#define HELMET_PRICE 90 +#define HELMET_RANGE 1000.0f + +#define MEDKIT_PRICE 0 + +#define BATTPACK_PRICE 100 +#define BATTPACK_MODIFIER 1.5f //modifier for extra energy storage available + +#define JETPACK_PRICE 120 +#define JETPACK_FLOAT_SPEED 128.0f //up movement speed +#define JETPACK_SINK_SPEED 192.0f //down movement speed +#define JETPACK_DISABLE_TIME 1000 //time to disable the jetpack when player damaged +#define JETPACK_DISABLE_CHANCE 0.3f + +#define BSUIT_PRICE 400 + +#define MGCLIP_PRICE 0 + +#define CGAMMO_PRICE 0 + +#define GAS_PRICE 0 + +#define MEDKIT_POISON_IMMUNITY_TIME 30000 +#define MEDKIT_STARTUP_TIME 4000 +#define MEDKIT_STARTUP_SPEED 5 + + +/* + * HUMAN buildables + * + * _BP - build points required for this buildable + * _BT - build time required for this buildable + * _SPLASHDAMGE - the amount of damage caused by this buildable when it blows up + * _SPLASHRADIUS - the radius around which it does this damage + * + * REACTOR_BASESIZE - the maximum distance a buildable can be from an reactor + * REPEATER_BASESIZE - the maximum distance a buildable can be from a repeater + * HUMAN_BHLTH_MODIFIER - overall health modifier for coarse tuning + * + */ + +#define HUMAN_BHLTH_MODIFIER 1.0f +#define HBHM(h) ((int)((float)h*HUMAN_BHLTH_MODIFIER)) + +#define REACTOR_BASESIZE 1000 +#define REPEATER_BASESIZE 500 +#define HUMAN_DETONATION_DELAY 5000 + +#define HSPAWN_BP 10 +#define HSPAWN_BT 10000 +#define HSPAWN_HEALTH HBHM(310) +#define HSPAWN_SPLASHDAMAGE 50 +#define HSPAWN_SPLASHRADIUS 100 +#define HSPAWN_VALUE 1 + +#define MEDISTAT_BP 8 +#define MEDISTAT_BT 10000 +#define MEDISTAT_HEALTH HBHM(190) +#define MEDISTAT_SPLASHDAMAGE 50 +#define MEDISTAT_SPLASHRADIUS 100 + +#define MGTURRET_BP 8 +#define MGTURRET_BT 10000 +#define MGTURRET_HEALTH HBHM(190) +#define MGTURRET_SPLASHDAMAGE 100 +#define MGTURRET_SPLASHRADIUS 100 +#define MGTURRET_ANGULARSPEED 8 //degrees/think ~= 200deg/sec +#define MGTURRET_ACCURACYTOLERANCE MGTURRET_ANGULARSPEED / 1.5f //angular difference for turret to fire +#define MGTURRET_VERTICALCAP 30 // +/- maximum pitch +#define MGTURRET_REPEAT 100 +#define MGTURRET_RANGE 300.0f +#define MGTURRET_SPREAD 200 +#define MGTURRET_DMG HDM(4) +#define MGTURRET_DCC_ANGULARSPEED 10 +#define MGTURRET_DCC_ACCURACYTOLERANCE MGTURRET_DCC_ANGULARSPEED / 1.5f +#define MGTURRET_GRAB_ANGULARSPEED 3 +#define MGTURRET_GRAB_ACCURACYTOLERANCE MGTURRET_GRAB_ANGULARSPEED / 1.5f + +#define TESLAGEN_BP 10 +#define TESLAGEN_BT 15000 +#define TESLAGEN_HEALTH HBHM(220) +#define TESLAGEN_SPLASHDAMAGE 50 +#define TESLAGEN_SPLASHRADIUS 100 +#define TESLAGEN_REPEAT 250 +#define TESLAGEN_RANGE 250 +#define TESLAGEN_DMG HDM(9) + +#define DC_BP 8 +#define DC_BT 10000 +#define DC_HEALTH HBHM(190) +#define DC_SPLASHDAMAGE 50 +#define DC_SPLASHRADIUS 100 + +#define ARMOURY_BP 10 +#define ARMOURY_BT 10000 +#define ARMOURY_HEALTH HBHM(280) +#define ARMOURY_SPLASHDAMAGE 50 +#define ARMOURY_SPLASHRADIUS 100 + +#define REACTOR_BP 0 +#define REACTOR_BT 20000 +#define REACTOR_HEALTH HBHM(930) +#define REACTOR_SPLASHDAMAGE 200 +#define REACTOR_SPLASHRADIUS 300 +#define REACTOR_ATTACK_RANGE 100.0f +#define REACTOR_ATTACK_REPEAT 1000 +#define REACTOR_ATTACK_DAMAGE 40 +#define REACTOR_VALUE 2 + +#define REPEATER_BP 0 +#define REPEATER_BT 10000 +#define REPEATER_HEALTH HBHM(250) +#define REPEATER_SPLASHDAMAGE 50 +#define REPEATER_SPLASHRADIUS 100 +#define REPEATER_INACTIVE_TIME 90000 + +/* + * HUMAN misc + */ + +#define HUMAN_SPRINT_MODIFIER 1.2f +#define HUMAN_JOG_MODIFIER 1.0f +#define HUMAN_BACK_MODIFIER 0.8f +#define HUMAN_SIDE_MODIFIER 0.9f + +#define STAMINA_STOP_RESTORE 25 +#define STAMINA_WALK_RESTORE 15 +#define STAMINA_SPRINT_TAKE 8 +#define STAMINA_LARMOUR_TAKE 4 + +#define HUMAN_SPAWN_REPEAT_TIME 10000 + +/* + * Misc + */ + +#define MIN_FALL_DISTANCE 30.0f //the fall distance at which fall damage kicks in +#define MAX_FALL_DISTANCE 120.0f //the fall distance at which maximum damage is dealt +#define AVG_FALL_DISTANCE ((MIN_FALL_DISTANCE+MAX_FALL_DISTANCE)/2.0f) + +#define HUMAN_MAXED 900 //a human with a strong selection of weapons/upgrades +#define HUMAN_MAX_CREDITS 2000 +#define ALIEN_MAX_KILLS 9 +#define ALIEN_MAX_SINGLE_KILLS 3 + +#define FREEKILL_PERIOD 120000 //msec +#define FREEKILL_ALIEN 1 +#define FREEKILL_HUMAN LEVEL0_VALUE + +#define DEFAULT_ALIEN_BUILDPOINTS "100" +#define DEFAULT_HUMAN_BUILDPOINTS "100" + +#define DAMAGE_FRACTION_FOR_KILL 0.5f //how much damage players (versus structures) need to + //do to increment the stage kill counters |