diff options
Diffstat (limited to 'src/game')
-rw-r--r-- | src/game/bg_lib.c | 1337 | ||||
-rw-r--r-- | src/game/bg_lib.h | 94 | ||||
-rw-r--r-- | src/game/bg_local.h | 110 | ||||
-rw-r--r-- | src/game/bg_misc.c | 1709 | ||||
-rw-r--r-- | src/game/bg_pmove.c | 2818 | ||||
-rw-r--r-- | src/game/bg_public.h | 783 | ||||
-rw-r--r-- | src/game/bg_slidemove.c | 327 | ||||
-rw-r--r-- | src/game/g_active.c | 1059 | ||||
-rw-r--r-- | src/game/g_buildable.c | 627 | ||||
-rw-r--r-- | src/game/g_client.c | 1543 | ||||
-rw-r--r-- | src/game/g_cmds.c | 2050 | ||||
-rw-r--r-- | src/game/g_combat.c | 1193 | ||||
-rw-r--r-- | src/game/g_local.h | 977 | ||||
-rw-r--r-- | src/game/g_main.c | 1881 | ||||
-rw-r--r-- | src/game/g_mem.c | 64 | ||||
-rw-r--r-- | src/game/g_misc.c | 384 | ||||
-rw-r--r-- | src/game/g_missile.c | 519 | ||||
-rw-r--r-- | src/game/g_mover.c | 1490 | ||||
-rw-r--r-- | src/game/g_public.h | 413 | ||||
-rw-r--r-- | src/game/g_session.c | 188 | ||||
-rw-r--r-- | src/game/g_spawn.c | 635 | ||||
-rw-r--r-- | src/game/g_svcmds.c | 488 | ||||
-rw-r--r-- | src/game/g_syscalls.asm | 217 | ||||
-rw-r--r-- | src/game/g_syscalls.c | 765 | ||||
-rw-r--r-- | src/game/g_target.c | 472 | ||||
-rw-r--r-- | src/game/g_team.c | 1046 | ||||
-rw-r--r-- | src/game/g_trigger.c | 469 | ||||
-rw-r--r-- | src/game/g_utils.c | 718 | ||||
-rw-r--r-- | src/game/g_weapon.c | 800 | ||||
-rw-r--r-- | src/game/surfaceflags.h | 81 |
30 files changed, 25257 insertions, 0 deletions
diff --git a/src/game/bg_lib.c b/src/game/bg_lib.c new file mode 100644 index 00000000..e55b47bd --- /dev/null +++ b/src/game/bg_lib.c @@ -0,0 +1,1337 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// 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 GNU General Public License as published by + * the Free Software Foundation; either version 2, or (at your option) + * any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#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. + */ + +#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 */ + +//typedef int cmp_t(const void *, const void *); +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 + +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; +} + + +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; +} + +#if !defined ( _MSC_VER ) && !defined ( __linux__ ) + +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 +//#ifndef _MSC_VER + +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] = { +0.000000,0.001534,0.003068,0.004602,0.006136,0.007670,0.009204,0.010738, +0.012272,0.013805,0.015339,0.016873,0.018407,0.019940,0.021474,0.023008, +0.024541,0.026075,0.027608,0.029142,0.030675,0.032208,0.033741,0.035274, +0.036807,0.038340,0.039873,0.041406,0.042938,0.044471,0.046003,0.047535, +0.049068,0.050600,0.052132,0.053664,0.055195,0.056727,0.058258,0.059790, 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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, +2.96458497,2.95381690,2.94362719,2.93393068,2.92466119,2.91576615,2.90720289,2.89893629, +2.89093699,2.88318015,2.87564455,2.86831188,2.86116621,2.85419358,2.84738169,2.84071962, +2.83419760,2.82780691,2.82153967,2.81538876,2.80934770,2.80341062,2.79757211,2.79182724, +2.78617145,2.78060056,2.77511069,2.76969824,2.76435988,2.75909250,2.75389319,2.74875926, 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+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 + +double tan( double x ) { + return sin(x) / cos(x); +} + + +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; + + 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( _MSC_VER ) && !defined( __linux__ ) + +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 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 __LCC__ + 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 '%': + *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..306684b0 --- /dev/null +++ b/src/game/bg_lib.h @@ -0,0 +1,94 @@ +// bg_lib.h -- standard C library replacement routines used by code +// compiled for the virtual machine + +// This file is NOT included on native builds + +/* + * 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 GNU General Public License as published by + * the Free Software Foundation; either version 2, or (at your option) + * any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +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 *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 ); + diff --git a/src/game/bg_local.h b/src/game/bg_local.h new file mode 100644 index 00000000..de2803ec --- /dev/null +++ b/src/game/bg_local.h @@ -0,0 +1,110 @@ +// 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 GNU General Public License as published by + * the Free Software Foundation; either version 2, or (at your option) + * any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#define MIN_WALK_NORMAL 0.7f // can't walk on very steep slopes + +#define STEPSIZE 18 + +#define JUMP_VELOCITY 270 + +#define TIMER_LAND 130 +#define TIMER_GESTURE (34*66+50) + +#define OVERCLIP 1.001f + +// 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; + trace_t groundTrace; + + float impactSpeed; + + vec3_t previous_origin; + vec3_t previous_velocity; + int previous_waterlevel; +} pml_t; + +//TA: struct that stores smooth ops +// there is an array of these in bg_pmove.c +typedef struct +{ + float time; + + vec3_t rotAxis; + float rotAngle; +} smooth_t; + +//TA: make this into a cvar later.... +#define SMOOTHTIME 300 +#define MAXSMOOTHS 10 + +//TA: wall climbing local +typedef struct +{ + smooth_t sList[ MAXSMOOTHS ]; + + qboolean justFallen; + vec3_t lastNormal; + vec3_t nonSvangles; +} wcl_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_StepSlideMove( qboolean gravity ); + diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c new file mode 100644 index 00000000..130ff0d8 --- /dev/null +++ b/src/game/bg_misc.c @@ -0,0 +1,1709 @@ +// 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 GNU General Public License as published by + * the Free Software Foundation; either version 2, or (at your option) + * any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#include "q_shared.h" +#include "bg_public.h" + +/*QUAKED item_***** ( 0 0 0 ) (-16 -16 -16) (16 16 16) suspended +DO NOT USE THIS CLASS, IT JUST HOLDS GENERAL INFORMATION. +The suspended flag will allow items to hang in the air, otherwise they are dropped to the next surface. + +If an item is the target of another entity, it will not spawn in until fired. + +An item fires all of its targets when it is picked up. If the toucher can't carry it, the targets won't be fired. + +"notfree" if set to 1, don't spawn in free for all games +"notteam" if set to 1, don't spawn in team games +"notsingle" if set to 1, don't spawn in single player games +"wait" override the default wait before respawning. -1 = never respawn automatically, which can be used with targeted spawning. +"random" random number of plus or minus seconds varied from the respawn time +"count" override quantity or duration on most items. +*/ + +gitem_t bg_itemlist[] = +{ + { + NULL, + NULL, + { NULL, + NULL, + 0, 0} , +/* icon */ NULL, +/* pickup */ NULL, + 0, + 0, + 0, +/* precache */ "", +/* sounds */ "" + }, // leave index 0 alone + + // + // ARMOR + // + +/*QUAKED item_armor_shard (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + /*{ + "item_armor_shard", + "sound/misc/ar1_pkup.wav", + { "models/powerups/armor/shard.md3", + "models/powerups/armor/shard_sphere.md3", + 0, 0} , + "icons/iconr_shard", + "Armor Shard", + 5, + IT_ARMOR, + 0, + "", + "" + },*/ + +/*QUAKED item_armor_combat (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + /*{ + "item_armor_combat", + "sound/misc/ar2_pkup.wav", + { "models/powerups/armor/armor_yel.md3", + 0, 0, 0}, + "icons/iconr_yellow", + "Armor", + 50, + IT_ARMOR, + 0, + "", + "" + },*/ + +/*QUAKED item_armor_body (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + /*{ + "item_armor_body", + "sound/misc/ar3_pkup.wav", + { "models/powerups/armor/armor_red.md3", + 0, 0, 0}, + "icons/iconr_red", + "Heavy Armor", + 100, + IT_ARMOR, + 0, + "", + "" + },*/ + + // + // health + // +/*QUAKED item_health_small (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + /*{ + "item_health_small", + "sound/items/s_health.wav", + { "models/powerups/health/small_cross.md3", + "models/powerups/health/small_sphere.md3", + 0, 0 }, + "icons/iconh_green", + "5 Health", + 5, + IT_HEALTH, + 0, + "", + "" + },*/ + +/*QUAKED item_health (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + /*{ + "item_health", + "sound/items/n_health.wav", + { "models/powerups/health/medium_cross.md3", + "models/powerups/health/medium_sphere.md3", + 0, 0 }, + "icons/iconh_yellow", + "25 Health", + 25, + IT_HEALTH, + 0, + "", + "" + },*/ + +/*QUAKED item_health_large (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + /*{ + "item_health_large", + "sound/items/l_health.wav", + { "models/powerups/health/large_cross.md3", + "models/powerups/health/large_sphere.md3", + 0, 0 }, + "icons/iconh_red", + "50 Health", + 50, + IT_HEALTH, + 0, + "", + "" + },*/ + +/*QUAKED item_health_mega (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + /*{ + "item_health_mega", + "sound/items/m_health.wav", + { "models/powerups/health/mega_cross.md3", + "models/powerups/health/mega_sphere.md3", + 0, 0 }, + "icons/iconh_mega", + "Mega Health", + 100, + IT_HEALTH, + 0, + "", + "" + },*/ + + + // + // WEAPONS + // + +/*QUAKED weapon_gauntlet (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + +//TA:FIXME: must keep gauntlet and machinegun for now or bots have a fit and prevent game working + + { + "weapon_gauntlet", + "sound/misc/w_pkup.wav", + { "models/weapons2/gauntlet/gauntlet.md3", + 0, 0, 0}, + "icons/iconw_gauntlet", + "Gauntlet", + 0, + IT_WEAPON, + WP_GAUNTLET, + "", + "" + }, + +/*QUAKED weapon_venom (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "weapon_venom", + "sound/misc/w_pkup.wav", + { "models/weapons2/gauntlet/gauntlet.md3", + 0, 0, 0}, + "icons/iconw_gauntlet", + "Venom", + 0, + IT_WEAPON, + WP_VENOM, + "", + "" + }, + +/*QUAKED weapon_abuild (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "weapon_abuild", + "sound/misc/w_pkup.wav", + { "models/weapons2/gauntlet/gauntlet.md3", + 0, 0, 0}, + "icons/iconw_gauntlet", + "ABuild", + 0, + IT_WEAPON, + WP_ABUILD, + "", + "" + }, + +/*QUAKED weapon_hbuild (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "weapon_hbuild", + "sound/misc/w_pkup.wav", + { "models/weapons2/gauntlet/gauntlet.md3", + 0, 0, 0}, + "icons/iconw_gauntlet", + "HBuild", + 0, + IT_WEAPON, + WP_HBUILD, + "", + "" + }, + +/*QUAKED weapon_scanner (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "weapon_scanner", + "sound/misc/w_pkup.wav", + { "models/weapons2/shotgun/shotgun.md3", + 0, 0, 0}, + "icons/iconw_shotgun", + "Scanner", + 0, + IT_WEAPON, + WP_SCANNER, + "", + "" + }, + +/*QUAKED weapon_shotgun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + /*{ + "weapon_shotgun", + "sound/misc/w_pkup.wav", + { "models/weapons2/shotgun/shotgun.md3", + 0, 0, 0}, + "icons/iconw_shotgun", + "Shotgun", + 10, + IT_WEAPON, + WP_SHOTGUN, + "", + "" + },*/ + +/*QUAKED weapon_machinegun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "weapon_machinegun", + "sound/misc/w_pkup.wav", + { "models/weapons2/machinegun/machinegun.md3", + 0, 0, 0}, + "icons/iconw_machinegun", + "Machinegun", + 40, + IT_WEAPON, + WP_MACHINEGUN, + "", + "" + }, + +/*QUAKED weapon_chaingun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "weapon_chaingun", + "sound/misc/w_pkup.wav", + { "models/weapons2/machinegun/machinegun.md3", + 0, 0, 0}, + "icons/iconw_machinegun", + "Chaingun", + 40, + IT_WEAPON, + WP_CHAINGUN, + "", + "" + }, + +/*QUAKED weapon_ggrenade (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "weapon_ggrenade", + "sound/misc/w_pkup.wav", + { "models/weapons2/gauntlet/gauntlet.md3", + 0, 0, 0}, + "icons/iconw_gauntlet", + "Gas Grenade", + 0, + IT_WEAPON, + WP_GGRENADE, + "", + "" + }, + +/*QUAKED weapon_grenadelauncher (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + /*{ + "weapon_grenadelauncher", + "sound/misc/w_pkup.wav", + { "models/weapons2/grenadel/grenadel.md3", + 0, 0, 0}, + "icons/iconw_grenade", + "Grenade Launcher", + 10, + IT_WEAPON, + WP_GRENADE_LAUNCHER, + "", + "sound/weapons/grenade/hgrenb1a.wav sound/weapons/grenade/hgrenb2a.wav" + },*/ + +/*QUAKED weapon_rocketlauncher (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + /*{ + "weapon_rocketlauncher", + "sound/misc/w_pkup.wav", + { "models/weapons2/rocketl/rocketl.md3", + 0, 0, 0}, + "icons/iconw_rocket", + "Rocket Launcher", + 10, + IT_WEAPON, + WP_ROCKET_LAUNCHER, + "", + "" + },*/ + +/*QUAKED weapon_lightning (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + /*{ + "weapon_lightning", + "sound/misc/w_pkup.wav", + { "models/weapons2/lightning/lightning.md3", + 0, 0, 0}, + "icons/iconw_lightning", + "Lightning Gun", + 100, + IT_WEAPON, + WP_LIGHTNING, + "", + "" + },*/ + +/*QUAKED weapon_railgun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + /*{ + "weapon_railgun", + "sound/misc/w_pkup.wav", + { "models/weapons2/railgun/railgun.md3", + 0, 0, 0}, + "icons/iconw_railgun", + "Railgun", + 10, + IT_WEAPON, + WP_RAILGUN, + "", + "" + },*/ + +/*QUAKED weapon_plasmagun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "weapon_plasmagun", + "sound/misc/w_pkup.wav", + { "models/weapons2/plasma/plasma.md3", + 0, 0, 0}, + "icons/iconw_plasma", + "Plasma Gun", + 50, + IT_WEAPON, + WP_PLASMAGUN, + "", + "" + }, + +/*QUAKED weapon_flamer (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "weapon_flamer", + "sound/misc/w_pkup.wav", + { "models/weapons2/plasma/plasma.md3", + 0, 0, 0}, + "icons/iconw_plasma", + "Flame Thrower", + 50, + IT_WEAPON, + WP_FLAMER, + "", + "" + }, + +/*QUAKED weapon_bfg (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "weapon_bfg", + "sound/misc/w_pkup.wav", + { "models/weapons2/bfg/bfg.md3", + 0, 0, 0}, + "icons/iconw_bfg", + "Dual BFG", + 0, + IT_WEAPON, + WP_BFG, + "", + "" + }, + +/*QUAKED weapon_grapplinghook (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + /*{ + "weapon_grapplinghook", + "sound/misc/w_pkup.wav", + { "models/weapons2/grapple/grapple.md3", + 0, 0, 0}, + "icons/iconw_grapple", + "Grappling Hook", + 0, + IT_WEAPON, + WP_GRAPPLING_HOOK, + "", + "" + },*/ + + // + // AMMO ITEMS + // + +/*QUAKED ammo_shells (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + /*{ + "ammo_shells", + "sound/misc/am_pkup.wav", + { "models/powerups/ammo/shotgunam.md3", + 0, 0, 0}, + "icons/icona_shotgun", + "Shells", + 10, + IT_AMMO, + WP_SHOTGUN, + "", + "" + },*/ + +/*QUAKED ammo_bullets (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + /*{ + "ammo_bullets", + "sound/misc/am_pkup.wav", + { "models/powerups/ammo/machinegunam.md3", + 0, 0, 0}, + "icons/icona_machinegun", + "Bullets", + 50, + IT_AMMO, + WP_MACHINEGUN, + "", + "" + },*/ + +/*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + /*{ + "ammo_grenades", + "sound/misc/am_pkup.wav", + { "models/powerups/ammo/grenadeam.md3", + 0, 0, 0}, + "icons/icona_grenade", + "Grenades", + 5, + IT_AMMO, + WP_GRENADE_LAUNCHER, + "", + "" + },*/ + +/*QUAKED ammo_cells (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + /*{ + "ammo_cells", + "sound/misc/am_pkup.wav", + { "models/powerups/ammo/plasmaam.md3", + 0, 0, 0}, + "icons/icona_plasma", + "Cells", + 30, + IT_AMMO, + WP_PLASMAGUN, + "", + "" + },*/ + +/*QUAKED ammo_lightning (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + /*{ + "ammo_lightning", + "sound/misc/am_pkup.wav", + { "models/powerups/ammo/lightningam.md3", + 0, 0, 0}, + "icons/icona_lightning", + "Lightning", + 60, + IT_AMMO, + WP_LIGHTNING, + "", + "" + },*/ + +/*QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + /*{ + "ammo_rockets", + "sound/misc/am_pkup.wav", + { "models/powerups/ammo/rocketam.md3", + 0, 0, 0}, + "icons/icona_rocket", + "Rockets", + 5, + IT_AMMO, + WP_ROCKET_LAUNCHER, + "", + "" + },*/ + +/*QUAKED ammo_slugs (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + /*{ + "ammo_slugs", + "sound/misc/am_pkup.wav", + { "models/powerups/ammo/railgunam.md3", + 0, 0, 0}, + "icons/icona_railgun", + "Slugs", + 10, + IT_AMMO, + WP_RAILGUN, + "", + "" + },*/ + +/*QUAKED ammo_bfg (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + /*{ + "ammo_bfg", + "sound/misc/am_pkup.wav", + { "models/powerups/ammo/bfgam.md3", + 0, 0, 0}, + "icons/icona_bfg", + "Bfg Ammo", + 15, + IT_AMMO, + WP_BFG, + "", + "" + },*/ + + // + // HOLDABLE ITEMS + // +/*QUAKED holdable_teleporter (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + /*{ + "holdable_teleporter", + "sound/items/holdable.wav", + { "models/powerups/holdable/teleporter.md3", + 0, 0, 0}, + "icons/teleporter", + "Personal Teleporter", + 60, + IT_HOLDABLE, + HI_TELEPORTER, + "", + "" + },*/ + +/*QUAKED holdable_medkit (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + /*{ + "holdable_medkit", + "sound/items/holdable.wav", + { "models/powerups/holdable/medkit.md3", + "models/powerups/holdable/medkit_sphere.md3", + 0, 0}, + "icons/medkit", + "Medkit", + 60, + IT_HOLDABLE, + HI_MEDKIT, + "", + "sound/items/use_medkit.wav" + },*/ + + // + // POWERUP ITEMS + // +/*QUAKED item_quad (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + /*{ + "item_quad", + "sound/items/quaddamage.wav", + { "models/powerups/instant/quad.md3", + "models/powerups/instant/quad_ring.md3", + 0, 0 }, + "icons/quad", + "Quad Damage", + 30, + IT_POWERUP, + PW_QUAD, + "", + "sound/items/damage2.wav sound/items/damage3.wav" + },*/ + +/*QUAKED item_enviro (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + /*{ + "item_enviro", + "sound/items/protect.wav", + { "models/powerups/instant/enviro.md3", + "models/powerups/instant/enviro_ring.md3", + 0, 0 }, + "icons/envirosuit", + "Battle Suit", + 30, + IT_POWERUP, + PW_BATTLESUIT, + "", + "sound/items/airout.wav sound/items/protect3.wav" + },*/ + +/*QUAKED item_haste (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + /*{ + "item_haste", + "sound/items/haste.wav", + { "models/powerups/instant/haste.md3", + "models/powerups/instant/haste_ring.md3", + 0, 0 }, + "icons/haste", + "Speed", + 30, + IT_POWERUP, + PW_HASTE, + "", + "" + },*/ + +/*QUAKED item_invis (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + /*{ + "item_invis", + "sound/items/invisibility.wav", + { "models/powerups/instant/invis.md3", + "models/powerups/instant/invis_ring.md3", + 0, 0 }, + "icons/invis", + "Invisibility", + 30, + IT_POWERUP, + PW_INVIS, + "", + "" + },*/ + +/*QUAKED item_regen (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + /*{ + "item_regen", + "sound/items/regeneration.wav", + { "models/powerups/instant/regen.md3", + "models/powerups/instant/regen_ring.md3", + 0, 0 }, + "icons/regen", + "Regeneration", + 30, + IT_POWERUP, + PW_REGEN, + "", + "sound/items/regen.wav" + },*/ + +/*QUAKED item_flight (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + /*{ + "item_flight", + "sound/items/flight.wav", + { "models/powerups/instant/flight.md3", + "models/powerups/instant/flight_ring.md3", + 0, 0 }, + "icons/flight", + "Flight", + 60, + IT_POWERUP, + PW_FLIGHT, + "", + "sound/items/flight.wav" + },*/ + +/*QUAKED team_droid_spawn (0 0 1) (-16 -16 -16) (16 16 16) +TA: droid spawn item +*/ + { + "team_droid_spawn", + "sound/items/holdable.wav", + { "models/bitems/aspawn.md3", 0, 0, 0 }, + "icons/teleporter", //icon + "Droid Spawn", //pickup + 0, + IT_BUILDABLE, + BA_A_SPAWN, + "", //precache + "" //sounds + }, + +/*QUAKED team_droid_def1 (0 0 1) (-16 -16 -16) (16 16 16) +TA: droid defense item +*/ + { + "team_droid_def1", + "sound/items/holdable.wav", + { "models/bitems/adef1.md3", 0, 0, 0 }, + "icons/teleporter", //icon + "Droid Defense", //pickup + 0, + IT_BUILDABLE, + BA_A_DEF1, + "", //precache + "" //sounds + }, + +/*QUAKED team_human_spawn (0 0 1) (-16 -16 -16) (16 16 16) +TA: human spawn item +*/ + { + "team_human_spawn", + "sound/items/holdable.wav", + { "models/bitems/hspawn.md3", 0, 0, 0 }, + "icons/teleporter", //icon + "Human Spawn", //pickup + 0, + IT_BUILDABLE, + BA_H_SPAWN, + "", //precache + "" //sounds + }, + +/*QUAKED team_human_def1 (0 0 1) (-16 -16 -16) (16 16 16) +TA: human defense item +*/ + { + "team_human_def1", + "sound/items/holdable.wav", + { "models/bitems/turret-base.md3", "models/bitems/turret-top.md3", 0, 0 }, + "icons/teleporter", //icon + "Human Defense", //pickup + 0, + IT_BUILDABLE, + BA_H_DEF1, + "", //precache + "" //sounds + }, + +/*QUAKED team_human_mcu (0 0 1) (-16 -16 -16) (16 16 16) +TA: human defense item +*/ + { + "team_human_mcu", + "sound/items/holdable.wav", + { "models/bitems/adef1.md3", 0, 0, 0 }, + "icons/teleporter", //icon + "Human MCU", //pickup + 0, + IT_BUILDABLE, + BA_H_MCU, + "", //precache + "" //sounds + }, + +/*QUAKED upgrade_torch (0 0 1) (-16 -16 -16) (16 16 16) +*/ + { + "upgrade_torch", + "sound/items/holdable.wav", + { 0, 0, 0, 0 }, + "icons/teleporter", //icon + "Torch", //pickup + 0, + IT_UPGRADE, + UP_TORCH, + "", //precache + "" //sounds + }, + +/*QUAKED upgrade_nvg (0 0 1) (-16 -16 -16) (16 16 16) +*/ + { + "upgrade_nvg", + "sound/items/holdable.wav", + { 0, 0, 0, 0 }, + "icons/teleporter", //icon + "NVG", //pickup + 0, + IT_UPGRADE, + UP_NVG, + "", //precache + "" //sounds + }, + +/*QUAKED team_CTF_redflag (1 0 0) (-16 -16 -16) (16 16 16) +Only in CTF games +*/ + /*{ + "team_CTF_redflag", + "sound/teamplay/flagtk_red.wav", + { "models/flags/r_flag.md3", + 0, 0, 0 }, + "icons/iconf_red1", + "Red Flag", + 0, + IT_TEAM, + PW_REDFLAG, + "", + "sound/teamplay/flagcap_red.wav sound/teamplay/flagtk_red.wav sound/teamplay/flagret_red.wav" + },*/ + +/*QUAKED team_CTF_blueflag (0 0 1) (-16 -16 -16) (16 16 16) +Only in CTF games +*/ + /*{ + "team_CTF_blueflag", + "sound/teamplay/flagtk_blu.wav", + { "models/flags/b_flag.md3", + 0, 0, 0 }, + "icons/iconf_blu1", + "Blue Flag", + 0, + IT_TEAM, + PW_BLUEFLAG, + "", + "sound/teamplay/flagcap_blu.wav sound/teamplay/flagtk_blu.wav sound/teamplay/flagret_blu.wav" + },*/ + + // end of list marker + {NULL} +}; + +int bg_numItems = sizeof(bg_itemlist) / sizeof(bg_itemlist[0]) - 1; + + +/* +============== +BG_FindItemForPowerup +============== +*/ +gitem_t *BG_FindItemForPowerup( powerup_t pw ) { + int i; + + for ( i = 0 ; i < bg_numItems ; i++ ) { + if ( (bg_itemlist[i].giType == IT_POWERUP /*|| + bg_itemlist[i].giType == IT_TEAM || + bg_itemlist[i].giType == IT_PERSISTANT_POWERUP*/) && + bg_itemlist[i].giTag == pw ) { + return &bg_itemlist[i]; + } + } + + return NULL; +} + + +/* +============== +BG_FindItemForHoldable +============== +*/ +gitem_t *BG_FindItemForHoldable( holdable_t pw ) { + int i; + + for ( i = 0 ; i < bg_numItems ; i++ ) { + if ( bg_itemlist[i].giType == IT_HOLDABLE && bg_itemlist[i].giTag == pw ) { + return &bg_itemlist[i]; + } + } + + Com_Error( ERR_DROP, "HoldableItem not found" ); + + return NULL; +} + + +/* +=============== +BG_FindItemForWeapon + +=============== +*/ +gitem_t *BG_FindItemForWeapon( weapon_t weapon ) { + gitem_t *it; + + for ( it = bg_itemlist + 1 ; it->classname ; it++) { + if ( it->giType == IT_WEAPON && it->giTag == weapon ) { + return it; + } + } + + Com_Error( ERR_DROP, "Couldn't find item for weapon %i", weapon); + return NULL; +} + + +/* +=============== +BG_FindItemForBuildable + +TA: new function for finding buildable items +=============== +*/ +gitem_t *BG_FindItemForBuildable( buildable_t buildable ) { + gitem_t *it; + + for ( it = bg_itemlist + 1 ; it->classname ; it++) { + if ( it->giType == IT_BUILDABLE && it->giTag == buildable ) { + return it; + } + } + + Com_Error( ERR_DROP, "Couldn't find item for buildable %i", buildable); + return NULL; +} + + +/* +=============== +BG_FindItemForUpgrade + +TA: new function for finding upgrade items +=============== +*/ +gitem_t *BG_FindItemForUpgrade( upgrade_t upgrade ) { + gitem_t *it; + + for ( it = bg_itemlist + 1 ; it->classname ; it++) { + if ( it->giType == IT_UPGRADE && it->giTag == upgrade ) { + return it; + } + } + + Com_Error( ERR_DROP, "Couldn't find item for upgrade %i", upgrade); + return NULL; +} + + +/* +=============== +BG_FindItem + +=============== +*/ +gitem_t *BG_FindItem( const char *pickupName ) { + gitem_t *it; + + for ( it = bg_itemlist + 1 ; it->classname ; it++ ) { + if ( !Q_stricmp( it->pickup_name, pickupName ) ) + return it; + } + + return NULL; +} + +/* +============ +BG_PlayerTouchesItem + +Items can be picked up without actually touching their physical bounds to make +grabbing them easier +============ +*/ +qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime ) { + vec3_t origin; + + BG_EvaluateTrajectory( &item->pos, atTime, origin ); + + // we are ignoring ducked differences here + if ( ps->origin[0] - origin[0] > 44 + || ps->origin[0] - origin[0] < -50 + || ps->origin[1] - origin[1] > 36 + || ps->origin[1] - origin[1] < -36 + || ps->origin[2] - origin[2] > 36 + || ps->origin[2] - origin[2] < -36 ) { + return qfalse; + } + + return qtrue; +} + +/* +================ +BG_CanItemBeGrabbed + +Returns false if the item should not be picked up. +This needs to be the same for client side prediction and server use. +================ +*/ +qboolean BG_CanItemBeGrabbed( int gametype, const entityState_t *ent, const playerState_t *ps ) { + gitem_t *item; + + if ( ent->modelindex < 1 || ent->modelindex >= bg_numItems ) { + Com_Error( ERR_DROP, "BG_CanItemBeGrabbed: index out of range" ); + } + + item = &bg_itemlist[ent->modelindex]; + + switch( item->giType ) { + case IT_WEAPON: + return qtrue; // weapons are always picked up + + case IT_AMMO: + if ( ps->ammo[ item->giTag ] >= 200 ) { + return qfalse; // can't hold any more + } + return qtrue; + + case IT_ARMOR: + if ( ps->stats[STAT_ARMOR] >= ps->stats[STAT_MAX_HEALTH] * 2 ) { + return qfalse; + } + return qtrue; + + case IT_HEALTH: + // small and mega healths will go over the max, otherwise + // don't pick up if already at max + if ( item->quantity == 5 || item->quantity == 100 ) { + if ( ps->stats[STAT_HEALTH] >= ps->stats[STAT_MAX_HEALTH] * 2 ) { + return qfalse; + } + return qtrue; + } + + if ( ps->stats[STAT_HEALTH] >= ps->stats[STAT_MAX_HEALTH] ) { + return qfalse; + } + return qtrue; + + case IT_POWERUP: + return qtrue; // powerups are always picked up + + case IT_TEAM: // team items, such as flags + // ent->modelindex2 is non-zero on items if they are dropped + // we need to know this because we can pick up our dropped flag (and return it) + // but we can't pick up our flag at base + if (ps->persistant[PERS_TEAM] == TEAM_HUMANS) { + //TA: remove powerups + /*if (item->giTag == PW_BLUEFLAG || + (item->giTag == PW_REDFLAG && ent->modelindex2) || + (item->giTag == PW_REDFLAG && ps->powerups[PW_BLUEFLAG])) + return qtrue;*/ + } else if (ps->persistant[PERS_TEAM] == TEAM_DROIDS) { + /*if (item->giTag == PW_REDFLAG || + (item->giTag == PW_BLUEFLAG && ent->modelindex2) || + (item->giTag == PW_BLUEFLAG && ps->powerups[PW_REDFLAG])) + return qtrue;*/ + } + return qfalse; + + //TA: not using the q3 holdable items code + /*case IT_HOLDABLE: + // can only hold one item at a time + if ( ps->stats[STAT_HOLDABLE_ITEM] ) { + return qfalse; + } + return qtrue;*/ + + case IT_BAD: + Com_Error( ERR_DROP, "BG_CanItemBeGrabbed: IT_BAD" ); + } + + return qfalse; +} + +//====================================================================== + +/* +================ +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; + 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; + default: + Com_Error( ERR_DROP, "BG_EvaluateTrajectoryDelta: unknown trType: %i", tr->trTime ); + break; + } +} + +char *eventnames[] = { + "EV_NONE", + + "EV_FOOTSTEP", + "EV_FOOTSTEP_METAL", + "EV_FOOTSPLASH", + "EV_FOOTWADE", + "EV_SWIM", + + "EV_STEP_4", + "EV_STEP_8", + "EV_STEP_12", + "EV_STEP_16", + + "EV_FALL_SHORT", + "EV_FALL_MEDIUM", + "EV_FALL_FAR", + + "EV_JUMP_PAD", // boing sound at origin", jump sound on player + + "EV_JUMP", + "EV_WATER_TOUCH", // foot touches + "EV_WATER_LEAVE", // foot leaves + "EV_WATER_UNDER", // head touches + "EV_WATER_CLEAR", // head leaves + + "EV_ITEM_PICKUP", // normal item pickups are predictable + "EV_GLOBAL_ITEM_PICKUP", // powerup / team sounds are broadcast to everyone + + "EV_NOAMMO", + "EV_CHANGE_WEAPON", + "EV_FIRE_WEAPON", + + "EV_USE_ITEM0", + "EV_USE_ITEM1", + "EV_USE_ITEM2", + "EV_USE_ITEM3", + "EV_USE_ITEM4", + "EV_USE_ITEM5", + "EV_USE_ITEM6", + "EV_USE_ITEM7", + "EV_USE_ITEM8", + "EV_USE_ITEM9", + "EV_USE_ITEM10", + "EV_USE_ITEM11", + "EV_USE_ITEM12", + "EV_USE_ITEM13", + "EV_USE_ITEM14", + "EV_USE_ITEM15", + + "EV_ITEM_RESPAWN", + "EV_ITEM_POP", + "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_GLOBAL_TEAM_SOUND", + + "EV_BULLET_HIT_FLESH", + "EV_BULLET_HIT_WALL", + + "EV_MISSILE_HIT", + "EV_MISSILE_MISS", + "EV_MISSILE_MISS_METAL", + "EV_RAILTRAIL", + "EV_SHOTGUN", + "EV_BULLET", // otherEntity is the shooter + + "EV_PAIN", + "EV_DEATH1", + "EV_DEATH2", + "EV_DEATH3", + "EV_OBITUARY", + + "EV_POWERUP_QUAD", + "EV_POWERUP_BATTLESUIT", + "EV_POWERUP_REGEN", + + "EV_GIB_PLAYER", // gib a previously living player + "EV_SCOREPLUM", // score plum + +//#ifdef MISSIONPACK + "EV_PROXIMITY_MINE_STICK", + "EV_PROXIMITY_MINE_TRIGGER", + "EV_KAMIKAZE", // kamikaze explodes + "EV_OBELISKEXPLODE", // obelisk explodes + "EV_INVUL_IMPACT", // invulnerability sphere impact + "EV_JUICED", // invulnerability juiced effect + "EV_LIGHTNINGBOLT", // lightning bolt bounced of invulnerability sphere +//#endif + + "EV_DEBUG_LINE", + "EV_STOPLOOPINGSOUND", + "EV_TAUNT" + +}; + +/* +=============== +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_TouchJumpPad +======================== +*/ +void BG_TouchJumpPad( playerState_t *ps, entityState_t *jumppad ) { + vec3_t angles; + float p; + int effectNum; + + // spectators don't use jump pads + if ( ps->pm_type != PM_NORMAL ) { + return; + } + + // flying characters don't hit bounce pads + if ( ps->powerups[PW_FLIGHT] ) { + return; + } + + // if we didn't hit this same jumppad the previous frame + // then don't play the event sound again if we are in a fat trigger + if ( ps->jumppad_ent != jumppad->number ) { + + vectoangles( jumppad->origin2, angles); + p = fabs( AngleNormalize180( angles[PITCH] ) ); + if( p < 45 ) { + effectNum = 0; + } else { + effectNum = 1; + } + BG_AddPredictableEventToPlayerstate( EV_JUMP_PAD, effectNum, ps ); + } + // remember hitting this jumppad this frame + ps->jumppad_ent = jumppad->number; + ps->jumppad_frame = ps->pmove_framecount; + // give the player the velocity from the jumppad + VectorCopy( jumppad->origin2, ps->velocity ); +} + + +/* +======================== +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; + vec3_t ceilingNormal = { 0, 0, -1 }; + + if ( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR ) { + s->eType = ET_INVISIBLE; + } else if ( ps->stats[STAT_HEALTH] <= GIB_HEALTH ) { + 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->externalEvent ) { + s->event = ps->externalEvent; + s->eventParm = ps->externalEventParm; + } else { + int seq; + + if ( ps->entityEventSequence < ps->eventSequence - MAX_PS_EVENTS) { + ps->entityEventSequence = ps->eventSequence - MAX_PS_EVENTS; + } + seq = (ps->entityEventSequence-1) & (MAX_PS_EVENTS-1); + s->event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 ); + s->eventParm = ps->eventParms[ seq ]; + if ( ps->entityEventSequence < ps->eventSequence ) { + ps->entityEventSequence++; + } + } + + s->weapon = ps->weapon; + s->groundEntityNum = ps->groundEntityNum; + + /*s->powerups = 0; + for ( i = 0 ; i < MAX_POWERUPS ; i++ ) { + if ( ps->powerups[ i ] ) { + s->powerups |= 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... + if( ps->stats[ STAT_STATE ] & SS_GPISROTVEC ) + { + VectorCopy( ceilingNormal, s->angles2 ); + } + else + { + VectorCopy( ps->grapplePoint, s->angles2 ); + } + + s->loopSound = ps->loopSound; + s->generic1 = ps->generic1; +} + + +/* +======================== +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; + vec3_t ceilingNormal = { 0, 0, -1 }; + + if ( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR ) { + s->eType = ET_INVISIBLE; + } else if ( ps->stats[STAT_HEALTH] <= GIB_HEALTH ) { + 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->externalEvent ) { + s->event = ps->externalEvent; + s->eventParm = ps->externalEventParm; + } else { + int seq; + + if ( ps->entityEventSequence < ps->eventSequence - MAX_PS_EVENTS) { + ps->entityEventSequence = ps->eventSequence - MAX_PS_EVENTS; + } + seq = (ps->entityEventSequence-1) & (MAX_PS_EVENTS-1); + s->event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 ); + s->eventParm = ps->eventParms[ seq ]; + if ( ps->entityEventSequence < ps->eventSequence ) { + ps->entityEventSequence++; + } + } + + s->weapon = ps->weapon; + s->groundEntityNum = ps->groundEntityNum; + + /*s->powerups = 0; + for ( i = 0 ; i < MAX_POWERUPS ; i++ ) { + if ( ps->powerups[ i ] ) { + s->powerups |= 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... + if( ps->stats[ STAT_STATE ] & SS_GPISROTVEC ) + { + VectorCopy( ceilingNormal, s->angles2 ); + } + else + { + VectorCopy( ps->grapplePoint, s->angles2 ); + } + + s->loopSound = ps->loopSound; + s->generic1 = ps->generic1; +} + + +//TA: extract the ammo quantity from the array +void BG_unpackAmmoArray( int weapon, int ammo[ ], int ammo2[ ], int *quan, int *clips, int *maxclips ) +{ + int ammoarray[32]; + int i; + + for( i = 0; i <= 15; i++ ) + ammoarray[ i ] = ammo[ i ]; + + for( i = 16; i <= 31; i++ ) + ammoarray[ i ] = ammo2[ i - 16 ]; + + if( quan != NULL ) + *quan = ammoarray[ weapon ] & 0x03FF; + + if( clips != NULL ) + *clips = ( ammoarray[ weapon ] >> 10 ) & 0x07; + + if( maxclips != NULL ) + *maxclips = ( ammoarray[ weapon ] >> 13 ) & 0x07; +} + +//TA: pack the ammo quantity into the array +void BG_packAmmoArray( int weapon, int ammo[ ], int ammo2[ ], int quan, int clips, int maxclips ) +{ + int weaponvalue; + + weaponvalue = quan | ( clips << 10 ) | ( maxclips << 13 ); + + if( weapon <= 15 ) + ammo[ weapon ] = weaponvalue; + else if( weapon >= 16 ) + ammo2[ weapon - 16 ] = weaponvalue; +} + +//TA: check whether infinite ammo +qboolean BG_infiniteAmmo( int weapon ) +{ + switch( weapon ) + { + case WP_VENOM: + case WP_ABUILD: + case WP_HBUILD: + case WP_SCANNER: + return qtrue; + break; + + //nothing else has infinite ammo + default: + return qfalse; + break; + } +} + +//TA: pack weapons into the array +void BG_packWeapon( int weapon, int stats[ ] ) +{ + int weaponList, i; + + weaponList = ( stats[ STAT_WEAPONS ] & 0x0000FFFF ) | ( ( stats[ STAT_WEAPONS2 ] << 16 ) & 0xFFFF0000 ); + + weaponList |= ( 1 << weapon ); + + stats[ STAT_WEAPONS ] = weaponList & 0x0000FFFF; + stats[ STAT_WEAPONS2 ] = ( weaponList & 0xFFFF0000 ) >> 16; + +} + +//TA: check whether array contains weapon +qboolean BG_gotWeapon( int weapon, int stats[ ] ) +{ + int weaponList, i; + + weaponList = ( stats[ STAT_WEAPONS ] & 0x0000FFFF ) | ( ( stats[ STAT_WEAPONS2 ] << 16 ) & 0xFFFF0000 ); + + return( weaponList & ( 1 << weapon ) ); +} + +//TA: pack items into array +void BG_packItem( int item, int stats[ ] ) +{ + stats[ STAT_ITEMS ] |= ( 1 << item ); +} + +//TA: remove items from array +void BG_removeItem( int item, int stats[ ] ) +{ + stats[ STAT_ITEMS ] &= ~( 1 << item ); +} + +//TA: check if item is in array +qboolean BG_gotItem( int item, int stats[ ] ) +{ + return( stats[ STAT_ITEMS ] & ( 1 << item ) ); +} + +//TA: set item active in array +void BG_activateItem( int item, int stats[ ] ) +{ + stats[ STAT_ACTIVEITEMS ] |= ( 1 << item ); +} + +//TA: set item deactive in array +void BG_deactivateItem( int item, int stats[ ] ) +{ + stats[ STAT_ACTIVEITEMS ] &= ~( 1 << item ); +} + +//TA: check if item active in array +qboolean BG_activated( int item, int stats[ ] ) +{ + return( stats[ STAT_ACTIVEITEMS ] & ( 1 << item ) ); +} + +//TA: set attributes in array +void BG_packAttributes( int fov, int bob, int steptime, int stats[ ] ) +{ + stats[ STAT_ATTRIBS ] = ( ( (int)( (float)fov/10.0 ) & 0x1F ) << 10 ) | ( ( bob & 0x1F ) << 5 ) | ( (int)( (float)steptime/25.0 ) & 0x1F ); +} + +//TA: get attributes from array +void BG_unpackAttributes( int *fov, int *bob, int *steptime, int stats[ ] ) +{ + if( fov != NULL ) + *fov = ( ( stats[ STAT_ATTRIBS ] >> 10 ) & 0x1F ) * 10; + + if( bob != NULL ) + *bob = ( stats[ STAT_ATTRIBS ] >> 5 ) & 0x1F; + + if( steptime != NULL ) + *steptime = ( stats[ STAT_ATTRIBS ] & 0x1F ) * 25; +} diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c new file mode 100644 index 00000000..e7be5798 --- /dev/null +++ b/src/game/bg_pmove.c @@ -0,0 +1,2818 @@ +// 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 GNU General Public License as published by + * the Free Software Foundation; either version 2, or (at your option) + * any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#include "q_shared.h" +#include "bg_public.h" +#include "bg_local.h" + +pmove_t *pm; +pml_t pml; + +//TA: wall climbing struct for EVERY client. Not c/s communicated so +// size isn't that important +wcl_t wcl[ MAX_CLIENTS ]; + +// 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 = 8.0f; + +float pm_friction = 6.0f; +float pm_waterfriction = 1.0f; +float pm_flightfriction = 3.0f; +float pm_spectatorfriction = 5.0f; + +int c_pmove = 0; + +/* +================ +PM_AddSmoothOp + +Add a smoothing operation to the smoothing queue +================ +*/ +static void PM_AddSmoothOp( vec3_t rotAxis, float rotAngle ) +{ + int i; + + //hack to prevent multiple identical rotations being added to the queue + //this happens often because groundtrace is called twice a frame + for( i = 0; i < MAXSMOOTHS; i++ ) + { + if( wcl[ pm->ps->clientNum ].sList[ i ].time >= pm->cmd.serverTime-100 ) + return; + + /*if( VectorCompare( sList[ i ].rotAxis, rotAxis ) ) + return;*/ + + } + + //iterate through smoothing array + for( i = 0; i < MAXSMOOTHS; i++ ) + { + //if a smooth has been performed it can be overwritten + if( wcl[ pm->ps->clientNum ].sList[ i ].time + SMOOTHTIME < pm->cmd.serverTime ) + { + //copy the new smooth into the array and stop + VectorCopy( rotAxis, wcl[ pm->ps->clientNum ].sList[ i ].rotAxis ); + wcl[ pm->ps->clientNum ].sList[ i ].rotAngle = rotAngle; + wcl[ pm->ps->clientNum ].sList[ i ].time = pm->cmd.serverTime; + return; + } + } + + //there are no free smooth slots +} + + +/* +================ +PM_PerformSmoothOps + +Perform all the smoothing operations in the smoothing queue +================ +*/ +static qboolean PM_PerformSmoothOps( vec3_t in[3], vec3_t out[3] ) +{ + int i; + float stLocal, sFraction; + vec3_t localIn[3], localOut[3]; + qboolean performed = qfalse; + + AxisCopy( in, localIn ); + + //iterate through smoothing array + for( i = 0; i < MAXSMOOTHS; i++ ) + { + //perform smooth + if( ( pm->cmd.serverTime < wcl[ pm->ps->clientNum ].sList[ i ].time + SMOOTHTIME ) && + ( VectorLength( wcl[ pm->ps->clientNum ].sList[ i ].rotAxis ) != 0 ) ) + { + //the rotAxis /should/ never be of zero length but q3 *will* crash if it is... + //better to be safe than sorry :) + + stLocal = 1.0 - ( ( ( wcl[ pm->ps->clientNum ].sList[ i ].time + SMOOTHTIME ) - pm->cmd.serverTime ) / SMOOTHTIME ); + + //some ppl might prefer this smoothing function: + //sFraction = -( 1.0 - sin( stLocal * M_PI / 2 ) ); + sFraction = -( cos( stLocal * M_PI ) + 1 ) / 2; + + RotatePointAroundVector( localOut[0], wcl[ pm->ps->clientNum ].sList[ i ].rotAxis, localIn[0], sFraction * wcl[ pm->ps->clientNum ].sList[ i ].rotAngle ); + RotatePointAroundVector( localOut[1], wcl[ pm->ps->clientNum ].sList[ i ].rotAxis, localIn[1], sFraction * wcl[ pm->ps->clientNum ].sList[ i ].rotAngle ); + RotatePointAroundVector( localOut[2], wcl[ pm->ps->clientNum ].sList[ i ].rotAxis, localIn[2], sFraction * wcl[ pm->ps->clientNum ].sList[ i ].rotAngle ); + + AxisCopy( localOut, localIn ); + performed = qtrue; + } + } + + AxisCopy( localOut, out ); + + return performed; +} + + +/* +=============== +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; +} +static void PM_StartLegsAnim( int anim ) { + if ( pm->ps->pm_type >= PM_DEAD ) { + return; + } + if ( pm->ps->legsTimer > 0 ) { + return; // a high priority animation is running + } + pm->ps->legsAnim = ( ( pm->ps->legsAnim & ( ANIM_TOGGLEBIT | ANIM_WALLCLIMBING ) ) ^ ANIM_TOGGLEBIT ) + | anim; +} + +static void PM_ContinueLegsAnim( int anim ) { + if ( ( pm->ps->legsAnim & ~( ANIM_TOGGLEBIT | ANIM_WALLCLIMBING ) ) == anim ) { + return; + } + if ( pm->ps->legsTimer > 0 ) { + return; // a high priority animation is running + } + PM_StartLegsAnim( anim ); +} + +static void PM_ContinueTorsoAnim( int anim ) { + if ( ( pm->ps->torsoAnim & ~( ANIM_TOGGLEBIT | ANIM_WALLCLIMBING ) ) == anim ) { + return; + } + if ( pm->ps->torsoTimer > 0 ) { + return; // a high priority animation is running + } + PM_StartTorsoAnim( anim ); +} + +static void PM_ForceLegsAnim( int anim ) { + pm->ps->legsTimer = 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); + + if ( backoff < 0 ) { + backoff *= overbounce; + } else { + backoff /= overbounce; + } + + for ( i=0 ; i<3 ; i++ ) { + change = normal[i]*backoff; + out[i] = in[i] - change; + } +} + + +/* +================== +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.groundTrace.surfaceFlags & SURF_SLICK) ) { + // if getting knocked back, no friction + if ( ! (pm->ps->pm_flags & PMF_TIME_KNOCKBACK) ) { + control = speed < pm_stopspeed ? pm_stopspeed : speed; + drop += control*pm_friction*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_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 = 1.0; + static int time; + int dTime; + int aForward, aRight; + + dTime = pm->cmd.serverTime - time; + time = pm->cmd.serverTime; + + if( pm->ps->stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + if( !( pm->ps->stats[ STAT_STATE ] & SS_SPEEDBOOST ) ) + { + //if not sprinting + modifier *= 0.8; + } + else + { + //subtract stamina + pm->ps->stats[ STAT_STAMINA ] -= (dTime/4); + } + + aForward = abs( cmd->forwardmove ); + aRight = abs( cmd->rightmove ); + + if( ( aForward <= 64 && aForward > 5 ) && ( aRight <= 64 && aRight > 5 ) ) + { + //restore stamina + pm->ps->stats[ STAT_STAMINA ] += (dTime/5); + } + else if( aForward <= 5 && aRight <= 5 ) + { + //restore stamina faster + pm->ps->stats[ STAT_STAMINA ] += (dTime/4); + } + + if( cmd->forwardmove < 0 ) + { + //can't run backwards + modifier *= 0.5; + } + else if( cmd->rightmove ) + { + //can't move that fast sideways + modifier *= 0.75; + } + + //cap stamina + if( pm->ps->stats[ STAT_STAMINA ] > 1000 ) + pm->ps->stats[ STAT_STAMINA ] = 1000; + if( pm->ps->stats[ STAT_STAMINA ] < -1000 ) + pm->ps->stats[ STAT_STAMINA ] = -1000; + + //if not trying to run then not trying to sprint + if( abs( cmd->forwardmove ) <= 64 ) + pm->ps->stats[ STAT_STATE ] &= ~SS_SPEEDBOOST; + + //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_ABILITIES ] & SCA_CANJUMP ) ) + 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; + } + + if( ( pm->ps->stats[ STAT_ABILITIES ] & SCA_WALLCLIMBER ) && + ( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) ) + { + total = sqrt( cmd->forwardmove * cmd->forwardmove + cmd->rightmove * cmd->rightmove ); + } + else + { + 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_CheckJump +============= +*/ +static qboolean PM_CheckJump( void ) { + if( !( pm->ps->stats[ STAT_ABILITIES ] & SCA_CANJUMP ) ) 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; + } + + // 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; + pm->ps->velocity[2] = JUMP_VELOCITY; + PM_AddEvent( EV_JUMP ); + + if ( pm->cmd.forwardmove >= 0 ) { + PM_ForceLegsAnim( LEGS_JUMP ); + pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP; + } else { + PM_ForceLegsAnim( LEGS_JUMPB ); + 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 ); + + 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_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 ); +} + + +/* +=================== +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, pm_airaccelerate); + + // 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 ); + } + +#if 0 + //ZOID: If we are on the grapple, try stair-stepping + //this allows a player to use the grapple to pull himself + //over a ledge + if (pm->ps->pm_flags & PMF_GRAPPLE_PULL) + PM_StepSlideMove ( qtrue ); + else + PM_SlideMove ( qtrue ); +#endif + + PM_StepSlideMove ( qtrue ); +} + +/* +=================== +PM_GrappleMove + +=================== +*/ +static void PM_GrappleMove( void ) { + vec3_t vel, v; + float vlen; + + VectorScale(pml.forward, -16, v); + VectorAdd(pm->ps->grapplePoint, v, v); + VectorSubtract(v, pm->ps->origin, vel); + vlen = VectorLength(vel); + VectorNormalize( vel ); + + if (vlen <= 100) + VectorScale(vel, 10 * vlen, vel); + else + VectorScale(vel, 800, vel); + + VectorCopy(vel, pm->ps->velocity); + + pml.groundPlane = 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 () ) { + // 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 = pm_airaccelerate; + } else { + accelerate = pm_accelerate; + } + + 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] && !pm->ps->velocity[2]) { + return; + } + + PM_StepSlideMove( qfalse ); + + //Com_Printf("velocity2 = %1.1f\n", VectorLength(pm->ps->velocity)); + +} + + +/* +=================== +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 () ) { + // 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 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 = pm_airaccelerate; + } else { + accelerate = pm_accelerate; + } + + 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 ); + + //Com_Printf("velocity2 = %1.1f\n", VectorLength(pm->ps->velocity)); + +} + + +/* +============== +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 ) { + PM_ForceLegsAnim( LEGS_LANDB ); + } else { + PM_ForceLegsAnim( LEGS_LAND ); + } + + pm->ps->legsTimer = 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) ) { + if ( delta > 60 ) { + PM_AddEvent( EV_FALL_FAR ); + } else if ( delta > 40 ) { + // 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; + + pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask); + if ( trace.fraction == 1.0 ) { + if ( pm->cmd.forwardmove >= 0 ) { + PM_ForceLegsAnim( LEGS_JUMP ); + pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP; + } else { + PM_ForceLegsAnim( LEGS_JUMPB ); + pm->ps->pm_flags |= PMF_BACKWARDS_JUMP; + } + } + } + + pm->ps->groundEntityNum = ENTITYNUM_NONE; + pml.groundPlane = qfalse; + pml.walking = qfalse; +} + + +/* +============= +PM_GroundClimbTrace +============= +*/ +static void PM_GroundClimbTrace( void ) +{ + vec3_t surfNormal, movedir, forward, right, point, srotAxis; + vec3_t refNormal = { 0, 0, 1 }; + vec3_t ceilingNormal = { 0, 0, -1 }; + float toAngles[3], surfAngles[3], srotAngle; + trace_t trace; + int i; + qboolean smoothed = qtrue; + + //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_GPISROTVEC ) + VectorCopy( ceilingNormal, surfNormal ); + else + VectorCopy( pm->ps->grapplePoint, surfNormal ); + + //construct a vector which reflects the direction the player is looking wrt the surface normal + AngleVectors( wcl[ pm->ps->clientNum ].nonSvangles, forward, NULL, NULL ); + CrossProduct( forward, surfNormal, right ); + VectorNormalize( right ); + CrossProduct( surfNormal, right, movedir ); + VectorNormalize( movedir ); + + //rotate this direction vector based upon what direction the player is /trying/ to move to + /*if( pm->cmd.forwardmove || pm->cmd.rightmove ) + { + if( ( pm->cmd.rightmove < 0 ) && ( pm->cmd.forwardmove > 0 ) ) + RotatePointAroundVector( movedir, surfNormal, movedir, 45 ); + else if( ( pm->cmd.rightmove < 0 ) && ( pm->cmd.forwardmove == 0 ) ) + RotatePointAroundVector( movedir, surfNormal, movedir, 90 ); + else if( ( pm->cmd.rightmove < 0 ) && ( pm->cmd.forwardmove < 0 ) ) + RotatePointAroundVector( movedir, surfNormal, movedir, 135 ); + else if( ( pm->cmd.rightmove == 0 ) && ( pm->cmd.forwardmove < 0 ) ) + RotatePointAroundVector( movedir, surfNormal, movedir, 180 ); + else if( ( pm->cmd.rightmove > 0 ) && ( pm->cmd.forwardmove < 0 ) ) + RotatePointAroundVector( movedir, surfNormal, movedir, -135 ); + else if( ( pm->cmd.rightmove > 0 ) && ( pm->cmd.forwardmove == 0 ) ) + RotatePointAroundVector( movedir, surfNormal, movedir, -90 ); + else if( ( pm->cmd.rightmove > 0 ) && ( pm->cmd.forwardmove > 0 ) ) + RotatePointAroundVector( movedir, surfNormal, movedir, -45 ); + }*/ + + //TA: 3am, code make no sense, but code work... leave it be... + if( pm->cmd.forwardmove < 0 ) + VectorInverse( movedir ); + //RotatePointAroundVector( movedir, surfNormal, movedir, 180 ); + + for(i = 0; i <= 3; i++) + { + + switch ( i ) + { + case 0: + //trace into direction we are moving + VectorMA( pm->ps->origin, 0.25, 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, -0.25, surfNormal, point ); + pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask); + break; + + case 2: + //trace "underneath" BBOX so we can traverse angles > 180deg + //TA: I can't believe this actually works :0 - its gotta be messing with something + // I would like a better way if one exists... + if( pml.groundPlane != qfalse ) + { + VectorMA( pm->ps->origin, -16, surfNormal, point ); + VectorMA( point, -16, movedir, point ); + pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask); + } + break; + + case 3: + //fall back so we don't have to modify PM_GroundTrace too much + VectorCopy( pm->ps->origin, point ); + point[2] = pm->ps->origin[2] - 0.25; + pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask); + break; + } + + //experimental: slow down speed around transitions + pm->ps->stats[ STAT_STATE ] &= ~SS_WALLTRANSIDING; + + //if we hit something + if( trace.fraction < 1.0 && !( trace.surfaceFlags & ( SURF_SKY | SURF_NOIMPACT ) ) && !( trace.entityNum != 1022 && i != 3 ) ) + { + if( i == 2 ) + VectorCopy( trace.endpos, pm->ps->origin ); + + //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 ) ) + { + //experimental: slow down speed around transitions + pm->ps->stats[ STAT_STATE ] |= SS_WALLTRANSIDING; + + //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 ) ) + { + vectoangles( trace.plane.normal, toAngles ); + vectoangles( surfNormal, surfAngles ); + + pm->ps->delta_angles[1] -= ANGLE2SHORT( surfAngles[1] - toAngles[1] ); + } + + //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_GPISROTVEC; + } + + //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 ); + } + + //TA: smooth transitions + CrossProduct( surfNormal, trace.plane.normal, srotAxis ); + VectorNormalize( srotAxis ); + srotAngle = abs( RAD2DEG( arccos( DotProduct( surfNormal, trace.plane.normal ) ) ) ); + + PM_AddSmoothOp( srotAxis, srotAngle ); + smoothed = qfalse; + } + + pml.groundTrace = trace; + + //so everything knows where we're wallclimbing + pm->ps->stats[ STAT_STATE ] |= SS_WALLCLIMBING; + pm->ps->legsAnim |= ANIM_WALLCLIMBING; + + //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_GPISROTVEC; + } + + //so that surf -> empty space is smoothed + wcl[ pm->ps->clientNum ].justFallen = qtrue; + VectorCopy( pm->ps->grapplePoint, wcl[ pm->ps->clientNum ].lastNormal ); + + //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... + //TA: fuck knows what this does with all my new stuff :( + if ( !PM_CorrectAllSolid(&trace) ) + return; + } + } + + if ( trace.fraction >= 1.0 ) + { + // if the trace didn't hit anything, we are in free fall + //Com_Printf("trace missed\n"); + PM_GroundTraceMissed(); + pml.groundPlane = qfalse; + pml.walking = qfalse; + pm->ps->stats[ STAT_STATE ] &= ~SS_WALLCLIMBING; + pm->ps->legsAnim &= ~ANIM_WALLCLIMBING; + + if( wcl[ pm->ps->clientNum ].justFallen && !smoothed ) + { + if( pm->ps->stats[ STAT_STATE ] & SS_GPISROTVEC ) + { + //FIXME: need some delta-correction here + //pm->ps->delta_angles[1] -= ANGLE2SHORT( ( ( nonSvangles[1] - pm->ps->grapplePoint[1] ) * 2) ); + AngleVectors( pm->ps->viewangles, NULL, srotAxis, NULL ); + + srotAngle = 180; + } + else + { + CrossProduct( wcl[ pm->ps->clientNum ].lastNormal, refNormal, srotAxis ); + VectorNormalize( srotAxis ); + srotAngle = abs( RAD2DEG( arccos( DotProduct( refNormal, wcl[ pm->ps->clientNum ].lastNormal ) ) ) ); + } + + PM_AddSmoothOp( srotAxis, srotAngle ); + } + + pm->ps->stats[ STAT_STATE ] &= ~SS_GPISROTVEC; + + //we get very bizarre effects if we don't do this :0 + VectorCopy( refNormal, pm->ps->grapplePoint ); + wcl[ pm->ps->clientNum ].justFallen = 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; + } + + 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, forward, srotAxis; + vec3_t refNormal = { 0, 0, 1 }; + vec3_t ceilingNormal = { 0, 0, -1 }; + trace_t trace; + float srotAngle; + + if( ( pm->ps->stats[ STAT_ABILITIES ] & SCA_WALLCLIMBER ) && ( pm->cmd.upmove < 0 ) ) + { + PM_GroundClimbTrace( ); + return; + } + + pm->ps->stats[ STAT_STATE ] &= ~SS_WALLCLIMBING; + pm->ps->legsAnim &= ~ANIM_WALLCLIMBING; + + //make sure that the surfNormal is reset to the ground + VectorCopy( refNormal, pm->ps->grapplePoint ); + + 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; + + // do something corrective if the trace starts in a solid... + if ( trace.allsolid ) { + if ( !PM_CorrectAllSolid(&trace) ) + return; + } + + if( wcl[ pm->ps->clientNum ].justFallen ) + { + if( pm->ps->stats[ STAT_STATE ] & SS_GPISROTVEC ) + { + //FIXME: need some delta-correction here + //pm->ps->delta_angles[1] -= ANGLE2SHORT( ( ( nonSvangles[1] - pm->ps->grapplePoint[1] ) * 2) ); + AngleVectors( wcl[ pm->ps->clientNum ].nonSvangles, NULL, srotAxis, NULL ); + + srotAngle = 180; + } + else + { + CrossProduct( wcl[ pm->ps->clientNum ].lastNormal, refNormal, srotAxis ); + VectorNormalize( srotAxis ); + + srotAngle = abs( RAD2DEG( arccos( DotProduct( refNormal, wcl[ pm->ps->clientNum ].lastNormal ) ) ) ); + } + + PM_AddSmoothOp( srotAxis, srotAngle ); + } + + //things have already been smoothed.. + wcl[ pm->ps->clientNum ].justFallen = qfalse; + + // if the trace didn't hit anything, we are in free fall + if ( trace.fraction == 1.0 ) { + PM_GroundTraceMissed(); + pml.groundPlane = qfalse; + pml.walking = qfalse; + + pm->ps->stats[ STAT_STATE ] &= ~SS_GPISROTVEC; + + //we get very bizarre effects if we don't do this :0 + VectorCopy( refNormal, pm->ps->grapplePoint ); + + return; + } + + // check if getting thrown off the ground + if ( pm->ps->velocity[2] > 0 && DotProduct( pm->ps->velocity, trace.plane.normal ) > 10 ) { + if ( pm->debugLevel ) { + Com_Printf("%i:kickoff\n", c_pmove); + } + // go into jump animation + if ( pm->cmd.forwardmove >= 0 ) { + PM_ForceLegsAnim( LEGS_JUMP ); + pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP; + } else { + PM_ForceLegsAnim( LEGS_JUMPB ); + 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( pm->ps->stats[ STAT_ABILITIES ] & 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; + + switch( pm->ps->stats[ STAT_PCLASS ] ) + { + case PCL_D_BUILDER: + VectorSet( PCmins, -15, -15, -20 ); + VectorSet( PCmaxs, 15, 15, 20 ); + VectorSet( PCcmaxs, 15, 15, 20 ); + PCvh = 12; + PCcvh = 12; + break; + + case PCL_D_BASE: + VectorSet( PCmins, -15, -15, -15 ); + VectorSet( PCmaxs, 15, 15, 15 ); + VectorSet( PCcmaxs, 15, 15, 15 ); + PCvh = 4; + PCcvh = 4; + break; + + case PCL_H_BASE: + VectorSet( PCmins, -15, -15, -24 ); + VectorSet( PCmaxs, 15, 15, 32 ); + VectorSet( PCcmaxs, 15, 15, 16 ); + PCvh = 26; + PCcvh = 12; + break; + + default: + VectorSet( PCmins, -15, -15, MINS_Z ); + VectorSet( PCmaxs, 15, 15, 32 ); + VectorSet( PCcmaxs, 15, 15, 16 ); + PCvh = DEFAULT_VIEWHEIGHT; + PCcvh = CROUCH_VIEWHEIGHT; + } + + //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 ) ) + { // 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( ( pm->ps->stats[STAT_ABILITIES] & SCA_WALLCLIMBER ) && ( pml.groundPlane ) ) + { + pm->xyspeed = DotProduct(pm->ps->velocity, pml.groundTrace.plane.normal); + } + 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 ) { + PM_ContinueLegsAnim( LEGS_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 ) { + PM_ContinueLegsAnim( LEGS_IDLECR ); + } else { + PM_ContinueLegsAnim( LEGS_IDLE ); + } + } + 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 ) { + PM_ContinueLegsAnim( LEGS_BACKCR ); + } + else { + PM_ContinueLegsAnim( LEGS_WALKCR ); + } + // ducked characters never play footsteps + /* + } else if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) { + if ( !( pm->cmd.buttons & BUTTON_WALKING ) ) { + bobmove = 0.4; // faster speeds bob faster + footstep = qtrue; + } else { + bobmove = 0.3; + } + PM_ContinueLegsAnim( LEGS_BACK ); + */ + } else { + //TA: switch walking/running anims based on speed + //if ( !( pm->cmd.buttons & BUTTON_WALKING ) ) { + if ( pm->xyspeed > 160 ) { + bobmove = 0.4f; // faster speeds bob faster + if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) { + PM_ContinueLegsAnim( LEGS_BACK ); + } + else { + PM_ContinueLegsAnim( LEGS_RUN ); + } + footstep = qtrue; + } else { + bobmove = 0.3f; // walking bobs slow + if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) { + PM_ContinueLegsAnim( LEGS_BACKWALK ); + } + else { + PM_ContinueLegsAnim( LEGS_WALK ); + } + } + } + + // 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_gotWeapon( weapon, pm->ps->stats ) ) { + return; + } + + if ( pm->ps->weaponstate == WEAPON_DROPPING ) { + return; + } + + PM_AddEvent( EV_CHANGE_WEAPON ); + pm->ps->weaponstate = WEAPON_DROPPING; + pm->ps->weaponTime += 200; + PM_StartTorsoAnim( TORSO_DROP ); +} + + +/* +=============== +PM_FinishWeaponChange +=============== +*/ +static void PM_FinishWeaponChange( void ) { + int weapon; + + weapon = pm->cmd.weapon; + if ( weapon < WP_NONE || weapon >= WP_NUM_WEAPONS ) { + weapon = WP_NONE; + } + + if ( !BG_gotWeapon( weapon, pm->ps->stats ) ) { + weapon = WP_NONE; + } + + pm->ps->weapon = weapon; + pm->ps->weaponstate = WEAPON_RAISING; + pm->ps->weaponTime += 250; + PM_StartTorsoAnim( TORSO_RAISE ); +} + + +/* +============== +PM_TorsoAnimation + +============== +*/ +static void PM_TorsoAnimation( void ) { + if ( pm->ps->weaponstate == WEAPON_READY ) { + if ( pm->ps->weapon == WP_GAUNTLET ) { + PM_ContinueTorsoAnim( TORSO_STAND2 ); + } else { + PM_ContinueTorsoAnim( TORSO_STAND ); + } + return; + } +} + + +/* +============== +PM_Weapon + +Generates weapon events and modifes the weapon counter +============== +*/ +static void PM_Weapon( void ) { + int addTime; + int ammo, clips, maxclips; + static int chainGunAddTime; + + // 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; + } + + // check for dead player + if ( pm->ps->stats[STAT_HEALTH] <= 0 ) { + pm->ps->weapon = WP_NONE; + return; + } + + // check for item using + //TA: not using q3 holdable item code + /*if ( pm->cmd.buttons & BUTTON_USE_HOLDABLE ) + { + if ( ! ( pm->ps->pm_flags & PMF_USE_ITEM_HELD ) ) + { + if ( bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag == HI_MEDKIT + && pm->ps->stats[STAT_HEALTH] >= pm->ps->stats[STAT_MAX_HEALTH] ) + { + // don't use medkit if at max health + } + else + { + pm->ps->pm_flags |= PMF_USE_ITEM_HELD; + PM_AddEvent( EV_USE_ITEM0 + bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag ); + pm->ps->stats[STAT_HOLDABLE_ITEM] = 0; + } + return; + } + } + else + { + pm->ps->pm_flags &= ~PMF_USE_ITEM_HELD; + }*/ + + + // 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_gotItem( pm->cmd.weapon - 32, pm->ps->stats ) ) //sanity check + { + if( BG_activated( pm->cmd.weapon - 32, pm->ps->stats ) ) + { + BG_deactivateItem( pm->cmd.weapon - 32, pm->ps->stats ); + } + else + { + BG_activateItem( pm->cmd.weapon - 32, pm->ps->stats ); + } + } + } + pm->ps->pm_flags |= PMF_USE_ITEM_HELD; + } + } + else + pm->ps->pm_flags &= ~PMF_USE_ITEM_HELD; + } + + 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->weapon == WP_GAUNTLET ) { + PM_StartTorsoAnim( TORSO_STAND2 ); + } else { + PM_StartTorsoAnim( TORSO_STAND ); + } + return; + } + + if( pm->ps->weapon == WP_SCANNER ) + return; //doesn't actually do anything + + // check for fire + if ( ! (pm->cmd.buttons & BUTTON_ATTACK) ) { + pm->ps->weaponTime = 0; + pm->ps->weaponstate = WEAPON_READY; + chainGunAddTime = 120; + return; + } + + // start the animation even if out of ammo + if ( pm->ps->weapon == WP_GAUNTLET ) { + // the guantlet only "fires" when it actually hits something + if ( !pm->gauntletHit ) { + pm->ps->weaponTime = 0; + pm->ps->weaponstate = WEAPON_READY; + return; + } + PM_StartTorsoAnim( TORSO_ATTACK2 ); + } else { + PM_StartTorsoAnim( TORSO_ATTACK ); + } + + BG_unpackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, &ammo, &clips, &maxclips ); + + // check for out of ammo + if ( !ammo && !clips && !BG_infiniteAmmo( 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 ) + { + + switch( pm->ps->weapon ) + { + default: + case WP_MACHINEGUN: + clips--; + ammo = CS_MG; + break; + + } + + BG_packAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, ammo, clips, maxclips ); + } + + // check for end of clip + if ( !ammo && clips ) + { + pm->ps->weaponstate = WEAPON_RELOADING; + + switch( pm->ps->weapon ) + { + default: + case WP_MACHINEGUN: + addTime = 2000; + break; + + } + + pm->ps->weaponTime += addTime; + return; + } + + pm->ps->weaponstate = WEAPON_FIRING; + + // take an ammo away if not infinite + if( !BG_infiniteAmmo( pm->ps->weapon ) ) + { + ammo--; + BG_packAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, ammo, clips, maxclips ); + } + + // fire weapon + PM_AddEvent( EV_FIRE_WEAPON ); + + switch( pm->ps->weapon ) { + default: + case WP_GAUNTLET: + addTime = 400; + break; + case WP_LIGHTNING: + addTime = 50; + break; + case WP_SHOTGUN: + addTime = 1000; + break; + case WP_MACHINEGUN: + addTime = 100; + break; + case WP_CHAINGUN: + if( chainGunAddTime > 30 ) chainGunAddTime -= 2; + addTime = chainGunAddTime; + break; + case WP_GRENADE_LAUNCHER: + addTime = 800; + break; + case WP_ROCKET_LAUNCHER: + addTime = 800; + break; + case WP_FLAMER: + addTime = 80; + break; + case WP_RAILGUN: + addTime = 1500; + break; + case WP_BFG: + addTime = 200; + break; + case WP_GRAPPLING_HOOK: + addTime = 400; + break; + case WP_VENOM: + addTime = 200; + break; + case WP_ABUILD: + addTime = 1000; + break; + case WP_HBUILD: + addTime = 1000; + break; + case WP_SCANNER: + addTime = 1000; //abritutary since scaner doesn't "fire" + break; + } + + /*if ( pm->ps->powerups[PW_HASTE] ) { + addTime /= 1.3; + }*/ + + if( pm->ps->weapon == WP_CHAINGUN ) + { + if( pm->ps->pm_flags & PMF_DUCKED ) + { + 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->torsoTimer == 0 ) { + PM_StartTorsoAnim( TORSO_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 isntead of a full move +================ +*/ +void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd ) { + short temp[3]; + int i; + vec3_t surfNormal, xNormal; + vec3_t axis[3], rotaxis[3], smoothaxis[3]; + vec3_t refNormal = { 0, 0, 1 }; + vec3_t ceilingNormal = { 0, 0, -1 }; + float rotAngle; + vec3_t tempang, tempang2; + + 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] ); + } + + /*Com_Printf( "%1.2f ", ps->grapplePoint[ 0 ] ); + Com_Printf( "%1.2f ", ps->grapplePoint[ 1 ] ); + Com_Printf( "%1.2f ", ps->grapplePoint[ 2 ] ); + Com_Printf( "\n" );*/ + + //convert viewangles -> axis + AnglesToAxis( tempang, axis ); + + //the grapplePoint being a surfNormal rotation Normal hack... see above :) + if( ps->stats[ STAT_STATE ] & SS_GPISROTVEC ) + { + VectorCopy( ceilingNormal, surfNormal ); + VectorCopy( ps->grapplePoint, xNormal ); + } + else + { + //cross the reference normal and the surface normal to get the rotation axis + VectorCopy( ps->grapplePoint, surfNormal ); + if( surfNormal[2] <= 0 ) + { + CrossProduct( refNormal, surfNormal, xNormal ); + } + else + { + CrossProduct( surfNormal, refNormal, xNormal ); + } + + VectorNormalize( xNormal ); + } + + //if we're a wall climber.. and we're climbing rotate the axis + if( ( pm->ps->stats[ STAT_ABILITIES ] & SCA_WALLCLIMBER ) && + ( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) && + ( VectorLength( xNormal ) != 0 ) ) + { + //if the normal pointing straight down then the rotAngle will always be 180deg + if( surfNormal[2] == -1 ) + rotAngle = 180; + /*else if( abs( RAD2DEG( arccos( DotProduct( ps->grapplePoint, surfNormal ) ) ) ) <= 90 ) + { + //WEIRD-BUG_WORKAROUND: + //for some reason surface normals on curves in a specfic quadrant are inverted.. dunno why + VectorInverse( surfNormal ); + rotAngle = -RAD2DEG( arccos( DotProduct( surfNormal, refNormal ) ) ); + }*/ + else + rotAngle = -RAD2DEG( arccos( DotProduct( surfNormal, refNormal ) ) ); + + //hmmm could get away with only one rotation and some clever stuff later... but i'm lazy + RotatePointAroundVector( rotaxis[0], xNormal, axis[0], rotAngle ); + RotatePointAroundVector( rotaxis[1], xNormal, axis[1], rotAngle ); + RotatePointAroundVector( rotaxis[2], xNormal, axis[2], rotAngle ); + //MAJOR FIXME: try to reduce the number of vector rotations.. they kill the QVM + } + else + { + //we can't wall climb/aren't wall climbing + rotAngle = 0; + AxisCopy( axis, rotaxis ); + } + + AxisToAngles( rotaxis, wcl[ pm->ps->clientNum ].nonSvangles ); + + //force angles to -180 <= x <= 180 + for( i = 0; i < 3; i++ ) + { + while( wcl[ pm->ps->clientNum ].nonSvangles[ i ] > 180 ) + wcl[ pm->ps->clientNum ].nonSvangles[ i ] -= 360; + + while( wcl[ pm->ps->clientNum ].nonSvangles[ i ] < 180 ) + wcl[ pm->ps->clientNum ].nonSvangles[ i ] += 360; + } + //AnglesSubtract( wcl[ pm->ps->clientNum ].nonSvangles, 0, wcl[ pm->ps->clientNum ].nonSvangles ); + + //smooth transitions + if( !PM_PerformSmoothOps( rotaxis, smoothaxis ) ) + AxisCopy( rotaxis, smoothaxis ); + + //convert the new axis back to angles + AxisToAngles( smoothaxis, tempang2 ); + + //force angles to -180 <= x <= 180 + //AnglesSubtract( tempang2, 0, tempang2 ); + for( i = 0; i < 3; i++ ) + { + while( tempang2[ i ] > 180 ) + tempang2[ i ] -= 360; + + while( tempang2[ i ] < 180 ) + tempang2[ i ] += 360; + } + + //actually set the viewangles + for (i=0 ; i<3 ; i++) { + ps->viewangles[i] = tempang2[i]; + } +} + + +/* +================ +PmoveSingle + +================ +*/ +void trap_SnapVector( float *v ); + +void PmoveSingle (pmove_t *pmove) +{ + int ammo, clips, maxclips; + pm = pmove; + + BG_unpackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, &ammo, &clips, &maxclips ); + + // 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 ) ) { + pm->ps->eFlags |= EF_FIRING; + } else { + pm->ps->eFlags &= ~EF_FIRING; + } + + // 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_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 (); + + // set groundentity + PM_GroundTrace(); + // update the viewangles + PM_UpdateViewAngles( pm->ps, &pm->cmd ); + + if ( pm->ps->pm_type == PM_DEAD ) { + PM_DeadMove (); + } + + PM_DropTimers(); + + /*if ( pm->ps->powerups[PW_FLIGHT] ) { + // flight powerup doesn't allow jump and has different friction + PM_FlyMove(); + } else*/ if (pm->ps->pm_flags & PMF_GRAPPLE_PULL) { + PM_GrappleMove(); + // We can wiggle a bit + PM_AirMove(); + } else if (pm->ps->pm_flags & PMF_TIME_WATERJUMP) { + PM_WaterJumpMove(); + } else if ( pm->waterlevel > 1 ) { + // swimming + PM_WaterMove(); + } else if ( pml.walking ) { + if( ( pm->ps->stats[ STAT_ABILITIES ] & SCA_WALLCLIMBER ) && + ( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) ) + PM_ClimbMove(); //TA: walking on any surface + else + PM_WalkMove(); // walking on ground + } else { + // airborne + 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..fb8ffc66 --- /dev/null +++ b/src/game/bg_public.h @@ -0,0 +1,783 @@ +// 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 GNU General Public License as published by + * the Free Software Foundation; either version 2, or (at your option) + * any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +// 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 "baseq3-1" + +#define DEFAULT_GRAVITY 800 +#define GIB_HEALTH -40 +#define ARMOR_PROTECTION 0.66 + +#define MAX_ITEMS 256 + +#define RANK_TIED_FLAG 0x4000 + +#define DEFAULT_SHOTGUN_SPREAD 700 +#define DEFAULT_SHOTGUN_COUNT 11 + +#define ITEM_RADIUS 15 // item sizes are needed for client side pickup detection + +#define LIGHTNING_RANGE 768 + +#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 -16 + +// +// 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_ITEMS 27 // string of 0's and 1's that tell which items are present + +//TA: extra stuff: +#define CS_ABPOINTS 28 +#define CS_HBPOINTS 29 + +#define CS_MODELS 32 +#define CS_SOUNDS (CS_MODELS+MAX_MODELS) +#define CS_PLAYERS (CS_SOUNDS+MAX_SOUNDS) +#define MAX_PRECACHES 32 +#define CS_LOCATIONS (CS_PLAYERS+MAX_CLIENTS+MAX_PRECACHES) + +#define CS_MAX (CS_LOCATIONS+MAX_LOCATIONS) + +#if (CS_MAX) > MAX_CONFIGSTRINGS +#error overflow: (CS_MAX) > MAX_CONFIGSTRINGS +#endif + +typedef enum { + GT_FFA, // free for all + GT_TOURNAMENT, // one on one tournament + GT_SINGLE_PLAYER, // single player ffa + + //-- team games go after this -- + + GT_TEAM, // team deathmatch + GT_CTF, // capture the flag + GT_1FCTF, + GT_OBELISK, + GT_HARVESTER, + + GT_MAX_GAME_TYPE +} gametype_t; + +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_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; + +//TA: clip-size defines +#define CS_MG 30 //clip-size +#define CS_CG 500 +#define CS_BFG 100 +#define CS_FLAMER 400 + +//TA: bitmasks to get ammo, clips and maxclips out of ammo array +#define BM_AMMO 0x3F +#define BM_CLIPS 0xC0 + +//TA: bitmasks to get weapons out of weapons store +#define BM_SWB 0x0000FFFF +#define BM_SW2B 0xFFFF0000 + +//TA: buildable item type +#define BIT_DROIDS 1 +#define BIT_HUMANS 2 + + +// pmove->pm_flags +#define PMF_DUCKED 1 +#define PMF_JUMP_HELD 2 +#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_GRAPPLE_PULL 2048 // pull towards grapple location +#define PMF_FOLLOW 4096 // spectate following another player +#define PMF_SCOREBOARD 8192 // spectate as a scoreboard +#define PMF_INVULEXPAND 16384 // invulnerability sphere set to full size + + +#define PMF_ALL_TIMES (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK) + +#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 gauntletHit; // true if a gauntlet attack would actually hit something + + 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, 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_ACTIVEITEMS, + STAT_WEAPONS, // 16 bit fields + STAT_WEAPONS2, //TA: another 16 bits to push the max weapon count up + STAT_ARMOR, + STAT_DEAD_YAW, // look this direction when dead (FIXME: get rid of?) + STAT_CLIENTS_READY, // bit mask of clients wishing to exit the intermission (FIXME: configstring?) + STAT_MAX_HEALTH, // health / armor limit, changable by handicap + STAT_PCLASS, //TA: player class (for droids AND humans) + STAT_PTEAM, //TA: player team + STAT_ABILITIES, //TA: client abilities (based on class) + STAT_ATTRIBS, + STAT_STAMINA, //TA: stamina (human only) + STAT_STATE //TA: client states e.g. wall climbing +} statIndex_t; + +#define SCA_WALLCLIMBER 1 +#define SCA_TAKESFALLDAMAGE 2 +#define SCA_CANZOOM 4 +#define SCA_CANJUMP 8 +#define SCA_NOWEAPONDRIFT 16 + +#define SS_WALLCLIMBING 1 +#define SS_GPISROTVEC 2 +#define SS_CREEPSLOWED 4 +#define SS_WALLTRANSIDING 8 +#define SS_SPEEDBOOST 16 + + +// 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_PLAYEREVENTS, // 16 bits that can be flipped for events + PERS_REWARD, // a reward_t + PERS_ATTACKER, // clientnum of last damage inflicter + PERS_KILLED, // count of the number of times you died + // these were added for single player awards tracking + PERS_IMPRESSIVE_COUNT, + PERS_EXCELLENT_COUNT, + PERS_GAUNTLET_FRAG_COUNT, + PERS_ACCURACY_SHOTS, + PERS_ACCURACY_HITS, + //TA: FIXME: /\ get rid of award counts to make some room + + //TA: extra gubbins + PERS_POINTS, + PERS_TOTALPOINTS +} persEnum_t; + + +// entityState_t->eFlags +#define EF_DEAD 0x00000001 // don't draw a foe marker over players with EF_DEAD +#define EF_TELEPORT_BIT 0x00000004 // toggled every time the origin abruptly changes +#define EF_AWARD_EXCELLENT 0x00000008 // draw an excellent sprite +#define EF_BOUNCE 0x00000010 // for missiles +#define EF_BOUNCE_HALF 0x00000020 // for missiles +#define EF_AWARD_GAUNTLET 0x00000040 // draw a gauntlet sprite +#define EF_NODRAW 0x00000080 // may have an event, but no model (unspawned items) +#define EF_FIRING 0x00000100 // for lightning gun +#define EF_MOVER_STOP 0x00000400 // will push otherwise +#define EF_TALK 0x00001000 // draw a talk balloon +#define EF_CONNECTION 0x00002000 // draw a connection trouble sprite +#define EF_VOTED 0x00004000 // already cast a vote +#define EF_TEAMVOTED 0x00008000 // already cast a vote +#define EF_AWARD_IMPRESSIVE 0x00010000 // draw an impressive sprite + +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 { + WP_NONE, + + WP_GAUNTLET, + WP_MACHINEGUN, + WP_CHAINGUN, + WP_SHOTGUN, + WP_GRENADE_LAUNCHER, + WP_ROCKET_LAUNCHER, + WP_LIGHTNING, + WP_RAILGUN, + WP_FLAMER, + WP_PLASMAGUN, + WP_BFG, + WP_GRAPPLING_HOOK, + WP_VENOM, + WP_HBUILD, + WP_ABUILD, + WP_SCANNER, + WP_GGRENADE, + + WP_NUM_WEAPONS +} weapon_t; + +typedef enum { + UP_NONE, + + UP_TORCH, + UP_NVG, + UP_CHESTARMOUR, + UP_LIMBARMOUR, + UP_HELMET, + UP_ANTITOXIN, + UP_BATTPACK, + UP_JETPACK, + UP_THREATHELMET, + UP_BATTLESUIT, + UP_IMPANTKIT, + + UP_NUM_UPGRADES +} upgrade_t; + +typedef enum { + BA_NONE, + + BA_A_SPAWN, + BA_A_DEF1, + BA_H_SPAWN, + BA_H_DEF1, + BA_H_MCU, + + BA_NUM_BUILDABLES +} buildable_t; + +// 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) + +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_FALL_SHORT, + EV_FALL_MEDIUM, + EV_FALL_FAR, + + EV_JUMP_PAD, // boing sound at origin, jump sound on player + + EV_JUMP, + EV_WATER_TOUCH, // foot touches + EV_WATER_LEAVE, // foot leaves + EV_WATER_UNDER, // head touches + EV_WATER_CLEAR, // head leaves + + EV_ITEM_PICKUP, // normal item pickups are predictable + EV_GLOBAL_ITEM_PICKUP, // powerup / team sounds are broadcast to everyone + + EV_NOAMMO, + EV_CHANGE_WEAPON, + EV_FIRE_WEAPON, + + EV_USE_ITEM0, + EV_USE_ITEM1, + EV_USE_ITEM2, + EV_USE_ITEM3, + EV_USE_ITEM4, + EV_USE_ITEM5, + EV_USE_ITEM6, + EV_USE_ITEM7, + EV_USE_ITEM8, + EV_USE_ITEM9, + EV_USE_ITEM10, + EV_USE_ITEM11, + EV_USE_ITEM12, + EV_USE_ITEM13, + EV_USE_ITEM14, + EV_USE_ITEM15, + + EV_ITEM_RESPAWN, + EV_ITEM_GROW, //droid items that grow + EV_ITEM_POP, + 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_MISSILE_HIT, + EV_MISSILE_MISS, + EV_MISSILE_MISS_METAL, + EV_ITEM_EXPLOSION, //TA: human item explosions + EV_RAILTRAIL, + EV_SHOTGUN, + EV_BULLET, // otherEntity is the shooter + + EV_PAIN, + EV_DEATH1, + EV_DEATH2, + EV_DEATH3, + EV_OBITUARY, + + EV_POWERUP_QUAD, + EV_POWERUP_BATTLESUIT, + EV_POWERUP_REGEN, + + EV_GIB_PLAYER, // gib a previously living player + EV_GIB_GENERIC, //TA: generic green gib for droids + + EV_DEBUG_LINE, + EV_STOPLOOPINGSOUND, + EV_TAUNT, + EV_TAUNT_YES, + EV_TAUNT_NO, + EV_TAUNT_FOLLOWME, + EV_TAUNT_GETFLAG, + EV_TAUNT_GUARDBASE, + EV_TAUNT_PATROL, + + EV_MENU //TA: menu event + +} entity_event_t; + +typedef enum +{ + MN_TEAM, + MN_DROID, + MN_HUMAN, + MN_ABUILD, + MN_HBUILD +} 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, + +#ifdef NEW_ANIMS + TORSO_GETFLAG, + TORSO_GUARDBASE, + TORSO_PATROL, + TORSO_FOLLOWME, + TORSO_AFFIRMATIVE, + TORSO_NEGATIVE, +#endif + + MAX_ANIMATIONS, + + LEGS_BACKCR, + LEGS_BACKWALK, + FLAG_RUN, + FLAG_STAND, + FLAG_STAND2RUN, + + MAX_TOTALANIMATIONS +} animNumber_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 128 +#define ANIM_WALLCLIMBING 64 + + +typedef enum { + TEAM_FREE, + TEAM_HUMANS, + TEAM_DROIDS, + 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 + +//FIXME: switch to enums at some point +//TA: player classes +#define PCL_D_BUILDER 1 +#define PCL_D_BASE 2 +#define PCL_D_OFF1 3 +#define PCL_D_OFF2 4 +#define PCL_D_OFF3 5 +#define PCL_D_OFF4 6 +#define PCL_D_OFF5 7 +#define PCL_D_OFF6 8 +#define PCL_D_OFF7 9 +#define PCL_D_OFF8 10 + +#define PCL_H_BASE 11 + +//TA: player teams +#define PTE_NONE 0 +#define PTE_DROIDS 1 +#define PTE_HUMANS 2 + + +// means of death +typedef enum { + MOD_UNKNOWN, + MOD_SHOTGUN, + MOD_GAUNTLET, + MOD_MACHINEGUN, + MOD_CHAINGUN, + MOD_GRENADE, + MOD_GRENADE_SPLASH, + MOD_ROCKET, + MOD_ROCKET_SPLASH, + MOD_FLAMER, + MOD_FLAMER_SPLASH, + MOD_RAILGUN, + MOD_LIGHTNING, + MOD_BFG, + MOD_BFG_SPLASH, + MOD_WATER, + MOD_SLIME, + MOD_LAVA, + MOD_CRUSH, + MOD_TELEFRAG, + MOD_FALLING, + MOD_SUICIDE, + MOD_TARGET_LASER, + MOD_TRIGGER_HURT, + MOD_GRAPPLE, + MOD_VENOM, + MOD_HSPAWN, + MOD_ASPAWN +} meansOfDeath_t; + + +//--------------------------------------------------------- + +// gitem_t->type +typedef enum { + IT_BAD, + IT_WEAPON, // EFX: rotate + upscale + minlight + IT_BUILDABLE, //TA: gitem_t->type for buildable items (spawns etc.) + IT_UPGRADE, //TA: gitem_t->type for human upgrades + IT_AMMO, // EFX: rotate + IT_ARMOR, // EFX: rotate + minlight + IT_HEALTH, // EFX: static external sphere + rotating internal + IT_POWERUP, // instant on, timer based + // EFX: rotate + external ring that rotates + IT_HOLDABLE, // single use, holdable item + // EFX: rotate + bob + IT_TEAM +} itemType_t; + +#define MAX_ITEM_MODELS 4 + +typedef struct gitem_s { + char *classname; // spawning name + char *pickup_sound; + char *world_model[MAX_ITEM_MODELS]; + + char *icon; + char *pickup_name; // for printing on pickup + + int quantity; // for ammo how much, or duration of powerup + itemType_t giType; // IT_* flags + + int giTag; + + char *precaches; // string of all models and images this item will use + char *sounds; // string of all sounds this item will use +} gitem_t; + +// included in both the game dll and the client +extern gitem_t bg_itemlist[]; +extern int bg_numItems; + +gitem_t *BG_FindItem( const char *pickupName ); +gitem_t *BG_FindItemForWeapon( weapon_t weapon ); +gitem_t *BG_FindItemForBuildable( buildable_t buildable ); +gitem_t *BG_FindItemForUpgrade( upgrade_t upgrade ); +gitem_t *BG_FindItemForPowerup( powerup_t pw ); +gitem_t *BG_FindItemForHoldable( holdable_t pw ); +#define ITEM_INDEX(x) ((x)-bg_itemlist) + +qboolean BG_CanItemBeGrabbed( int gametype, const entityState_t *ent, const playerState_t *ps ); + + +// g_dmflags->integer flags +#define DF_NO_FALLING 8 +#define DF_FIXED_FOV 16 +#define DF_NO_FOOTSTEPS 32 + +// 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|CONTENTS_CORPSE) + + +// +// entityState_t->eType +// +typedef enum { + ET_GENERAL, + ET_PLAYER, + ET_ITEM, + + ET_BUILDABLE, //TA: buildable type + ET_CREEP, //TA: creep 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_TORCH, //TA: torch type + ET_CORPSE, + + 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_TouchJumpPad( playerState_t *ps, entityState_t *jumppad ); + +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 ); + +//TA: extra bits: (which I apparently dont need) +/*void BG_unpackAmmoArray( int weapon, int ammo[ ], int ammo2[ ], int *quan, int *clips, int *maxclips ); +void BG_packAmmoArray( int weapon, int ammo[ ], int ammo2[ ], int quan, int clips, int maxclips ); +qboolean BG_infiniteAmmo( int weapon ); +void BG_packWeapon( int weapon, int stats[ ] ); +qboolean BG_gotWeapon( int weapon, int stats[ ] );*/ + +#define CREEP_BASESIZE 120 + +#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); +float arccos( float x ); + diff --git a/src/game/bg_slidemove.c b/src/game/bg_slidemove.c new file mode 100644 index 00000000..00ca010a --- /dev/null +++ b/src/game/bg_slidemove.c @@ -0,0 +1,327 @@ +// 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 GNU General Public License as published by + * the Free Software Foundation; either version 2, or (at your option) + * any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#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_StepSlideMove + +================== +*/ +void PM_StepSlideMove( qboolean gravity ) { + vec3_t start_o, start_v; + vec3_t down_o, down_v; + trace_t trace; +// float down_dist, up_dist; +// vec3_t delta, delta2; + vec3_t up, down; + + VectorCopy (pm->ps->origin, start_o); + VectorCopy (pm->ps->velocity, start_v); + + if ( PM_SlideMove( gravity ) == 0 ) { + return; // we got exactly where we wanted to go first try + } + + VectorCopy(start_o, down); + down[2] -= STEPSIZE; + pm->trace (&trace, start_o, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask); + VectorSet(up, 0, 0, 1); + // never step up when you still have up velocity + if ( pm->ps->velocity[2] > 0 && (trace.fraction == 1.0 || + DotProduct(trace.plane.normal, up) < 0.7)) { + return; + } + + VectorCopy (pm->ps->origin, down_o); + VectorCopy (pm->ps->velocity, down_v); + + VectorCopy (start_o, up); + up[2] += STEPSIZE; + + // test the player position if they were a stepheight higher + pm->trace (&trace, up, 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; // can't step up + } + + // try slidemove from this position + VectorCopy (up, pm->ps->origin); + VectorCopy (start_v, pm->ps->velocity); + + PM_SlideMove( gravity ); + + // push down the final amount + VectorCopy (pm->ps->origin, down); + down[2] -= STEPSIZE; + 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 < 1.0 ) { + PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP ); + } + +#if 0 + // if the down trace can trace back to the original position directly, don't step + pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, start_o, pm->ps->clientNum, pm->tracemask); + if ( trace.fraction == 1.0 ) { + // use the original move + VectorCopy (down_o, pm->ps->origin); + VectorCopy (down_v, pm->ps->velocity); + if ( pm->debugLevel ) { + Com_Printf("%i:bend\n", c_pmove); + } + } else +#endif + { + // use the step move + float delta; + + delta = pm->ps->origin[2] - start_o[2]; + if ( delta > 2 ) { + if ( delta < 7 ) { + PM_AddEvent( EV_STEP_4 ); + } else if ( delta < 11 ) { + PM_AddEvent( EV_STEP_8 ); + } else if ( delta < 15 ) { + PM_AddEvent( EV_STEP_12 ); + } else { + PM_AddEvent( EV_STEP_16 ); + } + } + if ( pm->debugLevel ) { + Com_Printf("%i:stepped\n", c_pmove); + } + } +} + diff --git a/src/game/g_active.c b/src/game/g_active.c new file mode 100644 index 00000000..d8519184 --- /dev/null +++ b/src/game/g_active.c @@ -0,0 +1,1059 @@ +// 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 GNU General Public License as published by + * the Free Software Foundation; either version 2, or (at your option) + * any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#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 ) { + qboolean envirosuit; + int waterlevel; + + if ( ent->client->noclip ) { + ent->client->airOutTime = level.time + 12000; // don't need air + return; + } + + waterlevel = ent->waterlevel; + + envirosuit = /*ent->client->ps.powerups[PW_BATTLESUIT]*/ 0 > level.time; + + // + // check for drowning + // + if ( waterlevel == 3 ) { + // envirosuit give air + if ( envirosuit ) { + ent->client->airOutTime = level.time + 10000; + } + + // 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 ( envirosuit ) { + G_AddEvent( ent, EV_POWERUP_BATTLESUIT, 0 ); + } else { + 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 ); + } + + 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; + static vec3_t range = { 40, 40, 52 }; + + if ( !ent->client ) { + return; + } + + // dead clients don't activate triggers! + if ( ent->client->ps.stats[STAT_HEALTH] <= 0 ) { + return; + } + + VectorSubtract( ent->client->ps.origin, range, mins ); + VectorAdd( ent->client->ps.origin, 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 ) { + 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) { + continue; + } + } + + // use seperate code for determining if an item is picked up + // so you don't have to actually contact its bounding box + if ( hit->s.eType == ET_ITEM || hit->s.eType == ET_BUILDABLE ) { + if ( !BG_PlayerTouchesItem( &ent->client->ps, &hit->s, level.time ) ) { + continue; + } + } else { + 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; + + 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 = 400; // faster than normal + + // 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 ); + } + + client->oldbuttons = client->buttons; + client->buttons = ucmd->buttons; + + if ( ( client->buttons & BUTTON_ATTACK ) && !( client->oldbuttons & BUTTON_ATTACK ) ) + { + if( client->pers.pteam == PTE_NONE ) + { + G_AddPredictableEvent( ent, EV_MENU, MN_TEAM ); + } + else if( client->pers.pteam == PTE_DROIDS ) + { + G_AddPredictableEvent( ent, EV_MENU, MN_DROID ); + } + else if( client->pers.pteam == PTE_HUMANS ) + { + G_AddPredictableEvent( ent, EV_MENU, MN_HUMAN ); + } + } + + // attack button cycles through spectators + //TA: messes with the menus + /*if ( ( client->buttons & BUTTON_ATTACK ) && + !( client->oldbuttons & BUTTON_ATTACK ) && + ( client->sess.spectatorState != SPECTATOR_LOCKED ) ) + Cmd_FollowCycle_f( ent, 1 );*/ +} + + + +/* +================= +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; + trap_SendServerCommand( 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; + + client = ent->client; + client->timeResidual += msec; + + while ( client->timeResidual >= 1000 ) { + client->timeResidual -= 1000; + + // regenerate + /*if ( client->ps.powerups[PW_REGEN] ) + { + if ( ent->health < client->ps.stats[STAT_MAX_HEALTH]) + { + ent->health += 15; + if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] * 1.1 ) + { + ent->health = client->ps.stats[STAT_MAX_HEALTH] * 1.1; + } + G_AddEvent( ent, EV_POWERUP_REGEN, 0 ); + } + else if ( ent->health < client->ps.stats[STAT_MAX_HEALTH] * 2) + { + ent->health += 5; + if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] * 2 ) + { + ent->health = client->ps.stats[STAT_MAX_HEALTH] * 2; + } + G_AddEvent( ent, EV_POWERUP_REGEN, 0 ); + } + } + else + { + // count down health when over max + if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] ) + { + //TA: dont count health and armo(u)r down + //ent->health--; + } + }*/ + + // count down armor when over max + if ( client->ps.stats[STAT_ARMOR] > client->ps.stats[STAT_MAX_HEALTH] ) { + //client->ps.stats[STAT_ARMOR]--; + } + + } +} + +/* +==================== +ClientIntermissionThink +==================== +*/ +void ClientIntermissionThink( gclient_t *client ) { + client->ps.eFlags &= ~EF_TALK; + client->ps.eFlags &= ~EF_FIRING; + + // 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, j; + int event; + gclient_t *client; + int damage; + vec3_t dir; + vec3_t origin, angles; +// qboolean fired; + gitem_t *item; + gentity_t *drop; + + client = ent->client; + + 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 + } + if ( g_dmflags.integer & DF_NO_FALLING ) { + break; + } + if ( event == EV_FALL_FAR ) { + damage = 10; + } else { + damage = 5; + } + VectorSet (dir, 0, 0, 1); + ent->pain_debounce_time = level.time + 200; // no normal pain sound + G_Damage (ent, NULL, NULL, NULL, NULL, damage, 0, MOD_FALLING); + break; + + case EV_FIRE_WEAPON: + FireWeapon( ent ); + break; + + case EV_USE_ITEM1: // teleporter + // drop flags in CTF + item = NULL; + j = 0; + + /*if ( ent->client->ps.powerups[ PW_REDFLAG ] ) { + item = BG_FindItemForPowerup( PW_REDFLAG ); + i = PW_REDFLAG; + } else if ( ent->client->ps.powerups[ PW_BLUEFLAG ] ) { + item = BG_FindItemForPowerup( PW_BLUEFLAG ); + i = PW_BLUEFLAG; + }*/ + + if ( item ) { + drop = Drop_Item( ent, item, 0 ); + // decide how many seconds it has left + drop->count = ( ent->client->ps.powerups[ j ] - level.time ) / 1000; + if ( drop->count < 1 ) { + drop->count = 1; + } + + ent->client->ps.powerups[ j ] = 0; + } + + SelectSpawnPoint( ent->client->ps.origin, origin, angles ); + TeleportPlayer( ent, origin, angles ); + break; + + case EV_USE_ITEM2: // medkit + ent->health = ent->client->ps.stats[STAT_MAX_HEALTH]; + break; + + default: + break; + } + } + +} + +/* +============== +StuckInOtherClient +============== +*/ +static int StuckInOtherClient(gentity_t *ent) { + int i; + gentity_t *ent2; + + ent2 = &g_entities[0]; + for ( i = 0; i < MAX_CLIENTS; i++, ent2++ ) { + if ( ent2 == ent ) { + continue; + } + if ( !ent2->inuse ) { + continue; + } + if ( !ent2->client ) { + continue; + } + if ( ent2->health <= 0 ) { + continue; + } + // + if (ent2->r.absmin[0] > ent->r.absmax[0]) + continue; + if (ent2->r.absmin[1] > ent->r.absmax[1]) + continue; + if (ent2->r.absmin[2] > ent->r.absmax[2]) + continue; + if (ent2->r.absmax[0] < ent->r.absmin[0]) + continue; + if (ent2->r.absmax[1] < ent->r.absmin[1]) + continue; + if (ent2->r.absmax[2] < ent->r.absmin[2]) + continue; + return qtrue; + } + return qfalse; +} + +//TA: rip bots +//void BotTestSolid(vec3_t origin); + +/* +============== +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; + float speed; + + //TA: torch + gentity_t *light; + + //TA: creep variables + gentity_t *creepNode; + vec3_t temp_v; + int i; + qboolean cSlowed = qfalse; + + //Com_Printf( "%d\n", G_LuminanceAtPoint( ent->s.origin ) ); + + 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; + } + + // check for inactivity timer, but never drop the local client of a non-dedicated server + if ( !ClientInactivityTimer( client ) ) { + return; + } + + // clear the rewards if time + if ( level.time > client->rewardTime ) { + client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET ); + } + + if ( client->noclip ) { + client->ps.pm_type = PM_NOCLIP; + } else if ( client->ps.stats[STAT_HEALTH] <= 0 ) { + client->ps.pm_type = PM_DEAD; + } else { + client->ps.pm_type = PM_NORMAL; + } + + client->ps.gravity = g_gravity.value; + + // set speed + client->ps.speed = g_speed.value * client->classSpeed; + + //TA: slow player if standing in creep + for ( i = 1, creepNode = g_entities + i; i < level.num_entities; i++, creepNode++ ) + { + if( !Q_stricmp( creepNode->classname, "team_droid_creep" ) ) + { + VectorSubtract( client->ps.origin, creepNode->s.origin, temp_v ); + + if( ( VectorLength( temp_v ) <= creepNode->s.frame ) && + ( temp_v[ 2 ] <= 21 ) && //assumes mins of player is (x, x, -24) + ( client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) ) + { + client->ps.speed *= 0.5; + client->ps.stats[ STAT_STATE ] |= SS_CREEPSLOWED; + cSlowed = qtrue; + break; + } + } + } + + if( !cSlowed ) + client->ps.stats[ STAT_STATE ] &= ~SS_CREEPSLOWED; + + /*if ( client->ps.powerups[PW_HASTE] ) { + client->ps.speed *= 1.3; + }*/ + + // Let go of the hook if we aren't firing + if ( client->ps.weapon == WP_GRAPPLING_HOOK && + client->hook && !( ucmd->buttons & BUTTON_ATTACK ) ) { + Weapon_HookFree(client->hook); + } + + //TA: torch stuff + if( client->torch == NULL && BG_activated( UP_TORCH, client->ps.stats ) ) + { + light = G_Spawn( ); + light->s.eType = ET_TORCH; + light->r.ownerNum = ent->s.number; + light->parent = ent; + client->torch = light; + } + else if( client->torch != NULL && !BG_activated( UP_TORCH, client->ps.stats ) ) + { + G_FreeEntity( client->torch ); + trap_LinkEntity( client->torch ); + client->torch = NULL; + } + + + if( client->torch != NULL ) + ShineTorch( client->torch ); + + // set up for pmove + oldEventSequence = client->ps.eventSequence; + + memset (&pm, 0, sizeof(pm)); + + //TA: gauntlet is a NULL weapon to be given to builder classes + // check for the hit-scan gauntlet, don't let the action + // go through as an attack unless it actually hits something + /*if ( client->ps.weapon == WP_GAUNTLET && !( ucmd->buttons & BUTTON_TALK ) && + ( ucmd->buttons & BUTTON_ATTACK ) && client->ps.weaponTime <= 0 ) { + pm.gauntletHit = CheckGauntletAttack( ent ); + }*/ + pm.gauntletHit = qfalse; + + 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; + } + else if ( ent->r.svFlags & SVF_BOT ) { + pm.tracemask = MASK_PLAYERSOLID | CONTENTS_BOTCLIP; + } + else { + pm.tracemask = MASK_PLAYERSOLID; + } + pm.trace = trap_Trace; + pm.pointcontents = trap_PointContents; + pm.debugLevel = g_debugMove.integer; + pm.noFootsteps = ( g_dmflags.integer & DF_NO_FOOTSTEPS ) > 0; + + pm.pmove_fixed = pmove_fixed.integer | client->pers.pmoveFixed; + pm.pmove_msec = pmove_msec.integer; + + VectorCopy( client->ps.origin, client->oldOrigin ); + + 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 ); + } + if ( !( ent->client->ps.eFlags & EF_FIRING ) ) { + client->fireHeld = qfalse; // for grapple + } + + // 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); + if ( !ent->client->noclip ) { + G_TouchTriggers( ent ); + } + + // NOTE: now copy the exact origin over otherwise clients can be snapped into solid + VectorCopy( ent->client->ps.origin, ent->r.currentOrigin ); + + //test for solid areas in the AAS file + //TA: rip bots + //BotTestSolid(ent->r.currentOrigin); + + // 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; + + // 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 ) > g_forcerespawn.integer * 1000 ) { + respawn( ent ); + return; + } + + // pressing attack or use is the normal respawn method + if ( ucmd->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) ) { + respawn( ent ); + } + } + return; + } + + // perform once-a-second actions + ClientTimerActions( ent, msec ); +} + +/* +================== +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; + + // if we are doing a chase cam or a remote view, grab the latest info + if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) { + int clientNum, flags; + + clientNum = ent->client->sess.spectatorClient; + + // team follow1 and team follow2 go to whatever clients are playing + if ( clientNum == -1 ) { + clientNum = level.follow1; + } else if ( clientNum == -2 ) { + clientNum = level.follow2; + } + 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; + return; + } else { + // drop them to free spectators unless they are dedicated camera followers + if ( ent->client->sess.spectatorClient >= 0 ) { + ent->client->sess.spectatorState = SPECTATOR_FREE; + ClientBegin( ent->client - level.clients ); + } + } + } + } + + if ( ent->client->sess.spectatorState == SPECTATOR_SCOREBOARD ) { + ent->client->ps.pm_flags |= PMF_SCOREBOARD; + } else { + ent->client->ps.pm_flags &= ~PMF_SCOREBOARD; + } +} + +/* +============== +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 ) { + int i; + clientPersistant_t *pers; + + if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) { + SpectatorClientEndFrame( ent ); + return; + } + + pers = &ent->client->pers; + + // turn off any expired powerups + for ( i = 0 ; i < MAX_POWERUPS ; i++ ) { + if ( ent->client->ps.powerups[ i ] < level.time ) { + ent->client->ps.powerups[ i ] = 0; + } + } + + // save network bandwidth +#if 0 + if ( !g_synchronousClients->integer && ent->client->ps.pm_type == PM_NORMAL ) { + // FIXME: this must change eventually for non-sync demo recording + VectorClear( ent->client->ps.viewangles ); + } +#endif + + // + // 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 ); + } + + // set the bit for the reachability area the client is currently in + // i = trap_AAS_PointReachabilityAreaIndex( ent->client->ps.origin ); + // ent->client->areabits[i >> 3] |= 1 << (i & 7); +} + + diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c new file mode 100644 index 00000000..c8b8ab55 --- /dev/null +++ b/src/game/g_buildable.c @@ -0,0 +1,627 @@ +/* + * 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 GNU General Public License as published by + * the Free Software Foundation; either version 2, or (at your option) + * any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#include "g_local.h" + + +/* +================ +nullDieFunction + +hack to prevent compilers complaining about function pointer -> NULL conversion +================ +*/ +void nullDieFunction( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) +{ +} + + +/* +================ +DSpawn_Melt + +Called when an droid spawn dies +================ +*/ +void DSpawn_Melt( gentity_t *self ) +{ + G_SelectiveRadiusDamage( self->s.pos.trBase, self->parent, 2, + self->splashRadius, self, self->splashMethodOfDeath, PTE_DROIDS ); + + if( ( self->timestamp + 10000 ) > level.time ) + { + self->nextthink = level.time + 500; + trap_LinkEntity( self ); + } + else + G_FreeEntity( self ); + + //update spawn counts + CalculateRanks( ); +} + +/* +================ +DSpawn_Die + +Called when an droid spawn dies +================ +*/ +void DSpawn_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) +{ + vec3_t dir; + + // we don't have a valid direction, so just point straight up + dir[0] = dir[1] = 0; + dir[2] = 1; + + G_SelectiveRadiusDamage( self->s.pos.trBase, self->parent, self->splashDamage, + self->splashRadius, self, self->splashMethodOfDeath, PTE_DROIDS ); + + self->s.modelindex = 0; //don't draw the model once its destroyed + G_AddEvent( self, EV_GIB_GENERIC, DirToByte( dir ) ); + self->r.contents = CONTENTS_TRIGGER; + self->timestamp = level.time; + self->die = nullDieFunction; + self->think = DSpawn_Melt; + self->nextthink = level.time + 500; //wait .5 seconds before damaging others + + trap_LinkEntity( self ); +} + + +/* +================ +DDef1_Die + +Called when an droid spawn dies +================ +*/ +void DDef1_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) +{ + vec3_t dir; + + // we don't have a valid direction, so just point straight up + dir[0] = dir[1] = 0; + dir[2] = 1; + + G_SelectiveRadiusDamage( self->s.pos.trBase, self->parent, self->splashDamage, + self->splashRadius, self, self->splashMethodOfDeath, PTE_DROIDS ); + + self->s.modelindex = 0; //don't draw the model once its destroyed + G_AddEvent( self, EV_GIB_GENERIC, DirToByte( dir ) ); + self->r.contents = CONTENTS_TRIGGER; + self->timestamp = level.time; + self->freeAfterEvent = qtrue; + self->die = nullDieFunction; +} + + +/* +================ +DSpawn_Think + +think function for Droid Spawn +================ +*/ +void DSpawn_Think( gentity_t *self ) +{ + if( self->parentNode == NULL ) + self->parentNode = createCreepNode( self->s.origin ); + + self->nextthink = level.time + 100; +} + + +/* +================ +DDef1_Think + +think function for Droid Spawn +================ +*/ +void DDef1_Think( gentity_t *self ) +{ + int i; + gentity_t *ent; + gentity_t *closestSpawn; + int distance = 0; + int minDistance = 10000; + vec3_t temp_v; + vec3_t dir = { 0, 0, 1 }; //up + + if( ( self->parentNode == NULL ) || !self->parentNode->inuse ) + { + for ( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ ) + { + if( !Q_stricmp( ent->classname, "team_droid_spawn" ) ) + { + 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; + else + { + G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); + return; + } + } + + G_SelectiveRadiusDamage( self->s.pos.trBase, self->parent, self->splashDamage, + self->splashRadius, self, self->splashMethodOfDeath, PTE_DROIDS ); + + self->nextthink = level.time + 100; +} + +//TA: the following defense turret code was written by +// "fuzzysteve" (fuzzysteve@quakefiles.com) and +// Anthony "inolen" Pesch (www.inolen.com) +//with modifications by me of course :) +#define HDEF1_RANGE 500 +#define HDEF1_ANGULARSPEED 15 +#define HDEF1_FIRINGSPEED 200 +#define HDEF1_ACCURACYTOLERANCE 10 +#define HDEF1_VERTICALCAP 20 + +/* +================ +hdef1_trackenemy + +Used by HDef1_Think to track enemy location +================ +*/ +qboolean hdef1_trackenemy( gentity_t *self ) +{ + vec3_t dirToTarget, angleToTarget, angularDiff; + + VectorSubtract( self->enemy->s.pos.trBase, self->s.pos.trBase, dirToTarget ); + VectorNormalize( dirToTarget ); + vectoangles( dirToTarget, angleToTarget ); + + angularDiff[ PITCH ] = AngleSubtract( self->turloc[ PITCH ], angleToTarget[ PITCH ] ); + angularDiff[ YAW ] = AngleSubtract( self->turloc[ YAW ], angleToTarget[ YAW ] ); + + if( angularDiff[ PITCH ] < -HDEF1_ACCURACYTOLERANCE ) + self->turloc[ PITCH ] += HDEF1_ANGULARSPEED; + else if( angularDiff[ PITCH ] > HDEF1_ACCURACYTOLERANCE ) + self->turloc[ PITCH ] -= HDEF1_ANGULARSPEED; + else + self->turloc[ PITCH ] = angleToTarget[ PITCH ]; + + if( self->turloc[ PITCH ] < -HDEF1_VERTICALCAP ) + self->turloc[ PITCH ] = -HDEF1_VERTICALCAP; + + if( self->turloc[ PITCH ] > HDEF1_VERTICALCAP ) + self->turloc[ PITCH ] = HDEF1_VERTICALCAP; + + if( angularDiff[ YAW ] < -HDEF1_ACCURACYTOLERANCE ) + self->turloc[ YAW ] += HDEF1_ANGULARSPEED; + else if( angularDiff[ YAW ] > HDEF1_ACCURACYTOLERANCE ) + self->turloc[ YAW ] -= HDEF1_ANGULARSPEED; + else + self->turloc[ YAW ] = angleToTarget[ YAW ]; + + VectorCopy( self->turloc, self->s.angles2 ); + + trap_LinkEntity( self ); + + if( abs( angleToTarget[ YAW ] - self->turloc[ YAW ] ) <= HDEF1_ACCURACYTOLERANCE && + abs( angleToTarget[ PITCH ] - self->turloc[ PITCH ] ) <= HDEF1_ACCURACYTOLERANCE ) + return qtrue; + + return qfalse; +} + +/* +================ +hdef1_fireonemeny + +Used by HDef1_Think to fire at enemy +================ +*/ +void hdef1_fireonenemy( gentity_t *self ) +{ + vec3_t aimVector; + + AngleVectors( self->turloc, aimVector, NULL, NULL ); + //fire_flamer( self, self->s.pos.trBase, aimVector ); + fire_plasma( self, self->s.pos.trBase, aimVector ); + G_AddEvent( self, EV_FIRE_WEAPON, 0 ); + self->count = level.time + HDEF1_FIRINGSPEED; +} + +/* +================ +hdef1_checktarget + +Used by HDef1_Think to check enemies for validity +================ +*/ +qboolean hdef1_checktarget(gentity_t *self, gentity_t *target) +{ + 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_HUMANS ) // is the target 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; + + VectorSubtract( target->r.currentOrigin, self->r.currentOrigin, distance ); + if( VectorLength( distance ) > HDEF1_RANGE ) // is the target within range? + 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; +} + + +/* +================ +hdef1_findenemy + +Used by HDef1_Think to locate enemy gentities +================ +*/ +void hdef1_findenemy( gentity_t *ent ) +{ + gentity_t *target; + + target = g_entities; + + for (; target < &g_entities[ level.num_entities ]; target++) + { + if( !hdef1_checktarget( ent, target ) ) + continue; + + ent->enemy = target; + return; + } + + ent->enemy = NULL; +} + + +/* +================ +HDef1_Think + +think function for Human Defense +================ +*/ +void HDef1_Think( gentity_t *self ) +{ + self->nextthink = level.time + 50; + + if( !hdef1_checktarget( self, self->enemy) ) + hdef1_findenemy( self ); + if( !self->enemy ) + return; + + if( hdef1_trackenemy( self ) && ( self->count < level.time ) ) + hdef1_fireonenemy( self ); +} + + +/* +================ +HSpawn_blast + +Called when a human spawn explodes +think function +================ +*/ +void HSpawn_Blast( gentity_t *self ) +{ + G_RadiusDamage( self->s.pos.trBase, self->parent, self->splashDamage, + self->splashRadius, self, self->splashMethodOfDeath ); + + G_FreeEntity( self ); + trap_LinkEntity( self ); + + //update spawn counts + CalculateRanks( ); +} + + +/* +================ +HSpawn_die + +Called when a human spawn dies +================ +*/ +void HSpawn_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) +{ + 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.modelindex = 0; //don't draw the model once its destroyed + G_AddEvent( self, EV_ITEM_EXPLOSION, DirToByte( dir ) ); + self->r.contents = CONTENTS_TRIGGER; + self->timestamp = level.time; + self->die = nullDieFunction; + self->think = HSpawn_Blast; + self->nextthink = level.time + 1000; //wait 1.5 seconds before damaging others + + trap_LinkEntity( self ); +} + + +/* +================ +itemFits + +Checks to see if an item fits in a specific area +================ +*/ +qboolean itemFits( gentity_t *ent, gitem_t *item, int distance ) +{ + vec3_t forward; + vec3_t angles; + vec3_t player_origin, entity_origin; + vec3_t mins, maxs; + vec3_t temp_v; + trace_t tr1, tr2; + int i; + gentity_t *creepent; + qboolean creeptest; + qboolean nearcreep = qfalse; + + VectorCopy( ent->s.apos.trBase, angles ); + angles[PITCH] = 0; // always forward + + AngleVectors( angles, forward, NULL, NULL ); + VectorCopy( ent->s.pos.trBase, player_origin ); + VectorMA( player_origin, distance, forward, entity_origin ); + + if( !Q_stricmp( item->classname, "team_droid_spawn" ) ) + { + creeptest = qfalse; + VectorSet( mins, -15, -15, -15 ); + VectorSet( maxs, 15, 15, 15 ); + } + else if( !Q_stricmp( item->classname, "team_droid_def1" ) ) + { + creeptest = qtrue; + VectorSet( mins, -15, -15, -15 ); + VectorSet( maxs, 15, 15, 15 ); + } + else if( !Q_stricmp( item->classname, "team_human_spawn" ) ) + { + creeptest = qfalse; + VectorSet( mins, -40, -40, -4 ); + VectorSet( maxs, 40, 40, 4 ); + } + else if( !Q_stricmp( item->classname, "team_human_def1" ) ) + { + creeptest = qfalse; + VectorSet( mins, -24, -24, -11 ); + VectorSet( maxs, 24, 24, 11 ); + } + else if( !Q_stricmp( item->classname, "team_human_mcu" ) ) + { + creeptest = qfalse; + VectorSet( mins, -15, -15, -15 ); + VectorSet( maxs, 15, 15, 15 ); + } + + trap_Trace( &tr1, entity_origin, mins, maxs, entity_origin, ent->s.number, MASK_PLAYERSOLID ); + trap_Trace( &tr2, player_origin, NULL, NULL, entity_origin, ent->s.number, MASK_PLAYERSOLID ); + + if( creeptest ) + { + for ( i = 1, creepent = g_entities + i; i < level.num_entities; i++, creepent++ ) + { + if( !Q_stricmp( creepent->classname, "team_droid_spawn" ) ) + { + VectorSubtract( entity_origin, creepent->s.origin, temp_v ); + if( VectorLength( temp_v ) <= CREEP_BASESIZE ) + { + nearcreep = qtrue; + break; + } + } + } + } + else + nearcreep = qtrue; + + if( tr1.fraction >= 1.0 && tr2.fraction >= 1.0 && nearcreep ) + return qtrue; + else + return qfalse; +} + + +/* +================ +Build_Item + +Spawns an item and tosses it forward +================ +*/ +gentity_t *Build_Item( gentity_t *ent, gitem_t *item, int distance ) { + vec3_t forward; + vec3_t angles; + vec3_t origin; + gentity_t *built; + + VectorCopy( ent->s.apos.trBase, angles ); + angles[PITCH] = 0; // always forward + + AngleVectors( angles, forward, NULL, NULL ); + VectorCopy( ent->s.pos.trBase, origin ); + VectorMA( origin, distance, forward, origin ); + + built = G_Spawn(); + + built->s.eType = ET_BUILDABLE; + built->s.modelindex = item - bg_itemlist; // store item number in modelindex + + built->classname = item->classname; + built->item = item; + + if( !Q_stricmp( item->classname, "team_droid_spawn" ) ) + { + VectorSet( built->r.mins, -15, -15, -15 ); + VectorSet( built->r.maxs, 15, 15, 15 ); + + built->biteam = BIT_DROIDS; + built->takedamage = qtrue; + built->health = 1000; + built->damage = 50; + built->splashDamage = 50; + built->splashRadius = 200; + built->splashMethodOfDeath = MOD_ASPAWN; + built->s.modelindex2 = BIT_DROIDS; + G_AddEvent( built, EV_ITEM_GROW, 0 ); + //built->touch = ASpawn_Touch; + built->die = DSpawn_Die; + //built->pain = ASpawn_Pain; + built->think = DSpawn_Think; + built->nextthink = level.time + 100; + } + else if( !Q_stricmp( item->classname, "team_droid_def1" ) ) + { + VectorSet( built->r.mins, -15, -15, -15 ); + VectorSet( built->r.maxs, 15, 15, 15 ); + + built->biteam = BIT_DROIDS; + built->takedamage = qtrue; + built->health = 1000; + built->damage = 50; + built->splashDamage = 20; + built->splashRadius = 50; + built->splashMethodOfDeath = MOD_ASPAWN; + built->s.modelindex2 = BIT_DROIDS; + G_AddEvent( built, EV_ITEM_GROW, 0 ); + //built->touch = ASpawn_Touch; + built->die = DDef1_Die; + //built->pain = ASpawn_Pain; + built->think = DDef1_Think; + built->nextthink = level.time + 100; + } + else if( !Q_stricmp( item->classname, "team_human_spawn" ) ) + { + VectorSet( built->r.mins, -40, -40, -4 ); + VectorSet( built->r.maxs, 40, 40, 4 ); + + built->biteam = BIT_HUMANS; + built->takedamage = qtrue; + built->health = 1000; + built->damage = 50; + built->splashDamage = 50; + built->splashRadius = 150; + built->splashMethodOfDeath = MOD_HSPAWN; + built->s.modelindex2 = BIT_HUMANS; + //built->touch = HSpawn_Touch; + //built->think = HSpawn_Think; + //built->nextthink = level.time + 1000; + built->die = HSpawn_Die; + //built->pain = HSpawn_Pain; + } + else if( !Q_stricmp( item->classname, "team_human_def1" ) ) + { + VectorSet( built->r.mins, -24, -24, -11 ); + VectorSet( built->r.maxs, 24, 24, 11 ); + + built->biteam = BIT_HUMANS; + built->takedamage = qtrue; + built->health = 1000; + built->damage = 50; + built->splashDamage = 20; + built->splashRadius = 50; + built->splashMethodOfDeath = MOD_HSPAWN; + built->s.modelindex2 = BIT_HUMANS; + //built->touch = ASpawn_Touch; + built->die = HSpawn_Die; + //built->pain = ASpawn_Pain; + built->think = HDef1_Think; + built->enemy = NULL; + built->nextthink = level.time + 50; + } + else if( !Q_stricmp( item->classname, "team_human_mcu" ) ) + { + VectorSet( built->r.mins, -15, -15, -15 ); + VectorSet( built->r.maxs, 15, 15, 15 ); + + built->biteam = BIT_HUMANS; + built->takedamage = qtrue; + built->health = 1000; + built->damage = 50; + built->splashDamage = 50; + built->splashRadius = 150; + built->splashMethodOfDeath = MOD_HSPAWN; + built->s.modelindex2 = BIT_HUMANS; + //built->touch = HSpawn_Touch; + //built->think = HSpawn_Think; + //built->nextthink = level.time + 1000; + built->die = HSpawn_Die; + //built->pain = HSpawn_Pain; + } + + built->s.number = built - g_entities; + built->r.contents = CONTENTS_BODY; + built->clipmask = MASK_PLAYERSOLID; + + G_SetOrigin( built, origin ); + VectorCopy( angles, built->s.angles ); + built->turloc[ YAW ] = built->s.angles2[ YAW ] = angles[ YAW ]; + VectorCopy( origin, built->s.origin ); + built->s.pos.trType = TR_GRAVITY; + built->s.pos.trTime = level.time; + + //update spawn counts + CalculateRanks( ); + + trap_LinkEntity (built); + + return built; +} + diff --git a/src/game/g_client.c b/src/game/g_client.c new file mode 100644 index 00000000..af9fdee7 --- /dev/null +++ b/src/game/g_client.c @@ -0,0 +1,1543 @@ +// 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 GNU General Public License as published by + * the Free Software Foundation; either version 2, or (at your option) + * any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#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_droid_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_droid_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 ) { + +} + + + +/* +======================================================================= + + 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]; +} + + +/* +================ +SelectDroidSpawnPoint + +go to a random point that doesn't telefrag +================ +*/ +gentity_t *SelectDroidSpawnPoint( 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), "team_droid_spawn")) != NULL) { + if ( SpotWouldTelefrag( spot ) || ( spot->health <= 0 ) ) { + continue; + } + spots[ count ] = spot; + count++; + } + + if ( !count ) { // no spots that won't telefrag + spot = G_Find( NULL, FOFS(classname), "team_droid_spawn"); + if( spot->health > 0 ) + return spot; + else + return NULL; + + } + + selection = rand() % count; + return spots[ selection ]; +} + + +/* +================ +SelectHumanSpawnPoint + +go to a random point that doesn't telefrag +================ +*/ +gentity_t *SelectHumanSpawnPoint( 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), "team_human_spawn")) != NULL) { + if ( SpotWouldTelefrag( spot ) || ( spot->health <= 0 ) ) { + continue; + } + spots[ count ] = spot; + count++; + } + + if ( !count ) { // no spots that won't telefrag + spot = G_Find( NULL, FOFS(classname), "team_human_spawn"); + if( spot->health > 0 ) + return spot; + else + return NULL; + } + + selection = rand() % count; + return spots[ selection ]; +} + + +/* +=========== +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 ); + + /* + gentity_t *spot; + gentity_t *nearestSpot; + + nearestSpot = SelectNearestDeathmatchSpawnPoint( avoidPoint ); + + spot = SelectRandomDeathmatchSpawnPoint ( ); + if ( spot == nearestSpot ) { + // roll again if it would be real close to point of death + spot = SelectRandomDeathmatchSpawnPoint ( ); + if ( spot == nearestSpot ) { + // last try + spot = SelectRandomDeathmatchSpawnPoint ( ); + } + } + + // find a single player start spot + 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; + */ +} + + +/* +=========== +SelectTremulousSpawnPoint + +Chooses a player start, deathmatch start, etc +============ +*/ +gentity_t *SelectTremulousSpawnPoint( int team, vec3_t origin, vec3_t angles ) +{ + gentity_t *spot; + + if( team == PTE_DROIDS ) + spot = SelectDroidSpawnPoint( ); + else if( team == PTE_HUMANS ) + spot = SelectHumanSpawnPoint( ); + + //no available spots + if( !spot ) + { + return NULL; + } + + // find a single player start spot + if (!spot) { + //G_Error( "Couldn't find a spawn point" ); + } + + //TA: why isn't spot->s.origin being set? + VectorCopy (spot->s.pos.trBase, origin); + VectorCopy (spot->s.angles, angles); + + if( team == PTE_DROIDS ) + origin[2] += 40; + else if( team == PTE_HUMANS ) + origin[2] += 29; + + 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; +} + + +/* +=========== +SelectDroidLockSpawnPoint + +Try to find a spawn point for droid intermission otherwise +use normal intermission spawn. +============ +*/ +gentity_t *SelectDroidLockSpawnPoint( vec3_t origin, vec3_t angles ) { + gentity_t *spot; + + spot = NULL; + spot = G_Find (spot, FOFS(classname), "info_droid_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 + +======================================================================= +*/ + +#if BODY_QUEUE_SIZE +/* +=============== +InitBodyQue +=============== +*/ +void InitBodyQue (void) { + int i; + gentity_t *ent; + + level.bodyQueIndex = 0; + for (i=0; i<BODY_QUEUE_SIZE ; i++) { + ent = G_Spawn(); + ent->classname = "bodyque"; + ent->neverFree = qtrue; + level.bodyQue[i] = ent; + } +} +#endif + +/* +============= +BodySink + +After sitting around for five seconds, fall into the ground and dissapear +============= +*/ +void BodySink( gentity_t *ent ) { + if ( level.time - ent->timestamp > 6500 ) { + // the body ques are never actually freed, they are just unlinked + trap_UnlinkEntity( ent ); + ent->physicsObject = qfalse; + return; + } + ent->nextthink = level.time + 100; + ent->s.pos.trBase[2] -= 1; +} + +/* +============= +CopyToBodyQue + +A player is respawning, so make an entity that looks +just like the existing corpse to leave behind. +============= +*/ +void CopyToBodyQue( gentity_t *ent ) { + gentity_t *body; + int contents; + + //TA: not really the place for this.. but hey.. + if( ent->client->torch != NULL && BG_activated( UP_TORCH, ent->client->ps.stats ) ) + { + G_FreeEntity( ent->client->torch ); + trap_UnlinkEntity( ent->client->torch ); + ent->client->torch = NULL; + } + + trap_UnlinkEntity (ent); + + // if client is in a nodrop area, don't leave the body + contents = trap_PointContents( ent->s.origin, -1 ); + if ( contents & CONTENTS_NODROP ) { + return; + } + + body = G_Spawn( ); + body->classname = "corpse"; + body->s = ent->s; + body->r.s = body->s; + body->s.eFlags = EF_DEAD; + body->s.eType = ET_CORPSE; + body->s.number = body - g_entities; + body->timestamp = level.time; + body->physicsObject = qtrue; + body->s.event = 0; + body->r.contents = CONTENTS_BODY; + body->clipmask = MASK_PLAYERSOLID; + + 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; + } + + //body->die = body_die; + + // don't take more damage if already gibbed + if ( ent->health <= GIB_HEALTH ) { + body->takedamage = qfalse; + } else { + body->takedamage = qtrue; + } + + //make the make player entity disappear + ent->takedamage = qfalse; + ent->s.eType = ET_INVISIBLE; + ent->r.contents = 0; + ent->s.solid = 0; + ent->r.s.solid = 0; + body->health = ent->health = ent->client->ps.stats[STAT_HEALTH]; + ent->health = ent->client->ps.stats[STAT_HEALTH] = GIB_HEALTH - 1; + + //FIXME: change body dimensions + VectorSet( body->r.mins, -15, -15, -15 ); + VectorSet( body->r.maxs, 15, 15, 15 ); + VectorSet( body->r.absmin, -15, -15, -15 ); + VectorSet( body->r.absmax, 15, 15, 15 ); + + if ( body->s.groundEntityNum == ENTITYNUM_NONE ) + { + body->s.pos.trType = TR_GRAVITY; + body->s.pos.trTime = level.time; + VectorCopy( ent->client->ps.velocity, body->s.pos.trDelta ); + } + else + { + body->s.pos.trType = TR_STATIONARY; + } + + body->s.pos.trTime = level.time; + + 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 ) { + gentity_t *tent; + + CopyToBodyQue (ent); + + //TA: Clients can't respawn - they must go thru the class cmd + ClientSpawn(ent); + + //FIXME: need different spawn/respawn functions for different teams + + // add a teleportation effect + //tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_IN ); + //tent->s.clientNum = ent->s.clientNum; +} + +/* +================ +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; +} + + +/* +================ +TeamLeader + +Returns the client number of the team leader +================ +*/ +int TeamLeader( int team ) { + int i; + + for ( i = 0 ; i < level.maxclients ; i++ ) { + if ( level.clients[i].pers.connected == CON_DISCONNECTED ) { + continue; + } + if ( level.clients[i].sess.sessionTeam == team ) { + if ( level.clients[i].sess.teamLeader ) + return i; + } + } + + return -1; +} + + +/* +================ +PickTeam + +================ +*/ +team_t PickTeam( int ignoreClientNum ) { + int counts[TEAM_NUM_TEAMS]; + + counts[TEAM_DROIDS] = TeamCount( ignoreClientNum, TEAM_DROIDS ); + counts[TEAM_HUMANS] = TeamCount( ignoreClientNum, TEAM_HUMANS ); + + if ( counts[TEAM_DROIDS] > counts[TEAM_HUMANS] ) { + return TEAM_HUMANS; + } + if ( counts[TEAM_HUMANS] > counts[TEAM_DROIDS] ) { + return TEAM_DROIDS; + } + // equal team count, so join the team with the lowest score + if ( level.teamScores[TEAM_DROIDS] > level.teamScores[TEAM_HUMANS] ) { + return TEAM_HUMANS; + } + return TEAM_DROIDS; +} + +/* +=========== +ForceClientSkin + +Forces a client's skin (for teamplay) +=========== +*/ +static void ForceClientSkin( gclient_t *client, char *model, const char *skin ) { + char *p; + + if ((p = Q_strrchr(model, '/')) != 0) { + *p = 0; + } + + Q_strcat(model, MAX_QPATH, "/"); + Q_strcat(model, MAX_QPATH, skin); +} + + +/* +=========== +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 ); + } +} + + +/* +=========== +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, team, health; + char *s; + char model[MAX_QPATH]; + char oldname[MAX_STRING_CHARS]; + gclient_t *client; + char c1[MAX_INFO_STRING]; + char redTeam[MAX_INFO_STRING]; + char blueTeam[MAX_INFO_STRING]; + char userinfo[MAX_INFO_STRING]; + + 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 ) ) { + trap_SendServerCommand( -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; + } + //client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth; + + // set model + //Q_strncpyz( model, Info_ValueForKey (userinfo, "model"), sizeof( model ) ); + switch( client->pers.pclass ) + { + case PCL_D_BASE: + Q_strncpyz( model, "klesk", sizeof( model ) ); + break; + case PCL_D_BUILDER: + Q_strncpyz( model, "lucy", sizeof( model ) ); + break; + case PCL_H_BASE: + Q_strncpyz( model, "sarge", sizeof( model ) ); + break; + default: + Q_strncpyz( model, "grunt", sizeof( model ) ); + } + + // team + switch( client->sess.sessionTeam ) { + case TEAM_HUMANS: + ForceClientSkin(client, model, "red"); + break; + case TEAM_DROIDS: + ForceClientSkin(client, model, "blue"); + break; + } + if ( g_gametype.integer >= GT_TEAM && client->sess.sessionTeam == TEAM_SPECTATOR ) { + // don't ever use a default skin in teamplay, it would just waste memory + ForceClientSkin(client, model, "red"); + } + + + + // 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, "color" )); + strcpy(redTeam, "humans"); + strcpy(blueTeam, "droids"); + + // send over a subset of the userinfo keys so other clients can + // print scoreboards, display models, and play custom sounds + if ( ent->r.svFlags & SVF_BOT ) { + s = va("n\\%s\\t\\%i\\model\\%s\\hmodel\\%s\\c1\\%s\\hc\\%i\\w\\%i\\l\\%i\\skill\\%s\\tt\\%d\\tl\\%d", + client->pers.netname, client->sess.sessionTeam, model, model, c1, + client->pers.maxHealth, client->sess.wins, client->sess.losses, + Info_ValueForKey( userinfo, "skill" ), teamTask, teamLeader ); + } else { + s = va("n\\%s\\t\\%i\\model\\%s\\hmodel\\%s\\g_redteam\\%s\\g_blueteam\\%s\\c1\\%s\\hc\\%i\\w\\%i\\l\\%i\\tt\\%d\\tl\\%d", + client->pers.netname, client->sess.sessionTeam, model, model, redTeam, blueTeam, c1, + 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 ) ); + + // check to see if they are on the banned IP list + value = Info_ValueForKey (userinfo, "ip"); + if ( G_FilterPacket( value ) ) { + return "Banned."; + } + + // 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 ); + + //TA: rip bots + /*if( isBot ) { + ent->r.svFlags |= SVF_BOT; + ent->inuse = qtrue; + if( !G_BotConnect( clientNum, !firstTime ) ) { + return "BotConnectfailed"; + } + }*/ + + // 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 ) { + trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " connected\n\"", client->pers.netname) ); + } + + if ( g_gametype.integer >= GT_TEAM && + client->sess.sessionTeam != TEAM_SPECTATOR ) { + BroadcastTeamChange( client, -1 ); + } + + // 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; + gentity_t *tent; + int flags; + + ent = g_entities + clientNum; + + //TA: rip bots + /*if( ent->botDelayBegin ) { + G_QueueBotBegin( clientNum ); + ent->botDelayBegin = qfalse; + return; + }*/ + + 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 ); + + if ( client->sess.sessionTeam != TEAM_SPECTATOR ) { + // send event + tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_IN ); + tent->s.clientNum = ent->s.clientNum; + + if ( g_gametype.integer != GT_TOURNAMENT ) { + trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " entered the game\n\"", client->pers.netname) ); + } + } + 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) { + 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; + int flags; + int savedPing; + int ammoIndex, ammoSubIndex; + int teamLocal; + int accuracy_hits, accuracy_shots; + int savedEvents[MAX_PS_EVENTS]; + int eventSequence; + char userinfo[MAX_INFO_STRING]; + + index = ent - g_entities; + client = ent->client; + + teamLocal = client->pers.pteam; + + //TA: only start client if chosen a class and joined a team + if( client->pers.pclass == 0 && teamLocal == 0 ) + { + client->sess.sessionTeam = TEAM_SPECTATOR; + client->sess.spectatorState = SPECTATOR_FREE; + } + else if( client->pers.pclass == 0 ) + { + client->sess.sessionTeam = TEAM_SPECTATOR; + client->sess.spectatorState = SPECTATOR_LOCKED; + } + + // 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_DROIDS ) + spawnPoint = SelectDroidLockSpawnPoint ( spawn_origin, spawn_angles); + else if( teamLocal == PTE_HUMANS ) + spawnPoint = SelectHumanLockSpawnPoint ( spawn_origin, spawn_angles); + } + else + { + // don't spawn near existing origin if possible + spawnPoint = SelectTremulousSpawnPoint( teamLocal, spawn_origin, spawn_angles ); + + if( spawnPoint == NULL ) + { + trap_SendServerCommand( ent-g_entities, va("print \"No suitable spawns available\n\"" ) ); + return; + } + } + 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; + accuracy_hits = client->accuracy_hits; + accuracy_shots = client->accuracy_shots; + for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) { + persistant[i] = client->ps.persistant[i]; + } + // also save the predictable events otherwise we might get double or dropped events + for (i = 0; i < MAX_PS_EVENTS; i++) { + savedEvents[i] = client->ps.events[i]; + } + eventSequence = client->ps.eventSequence; + memset (client, 0, sizeof(*client)); + + client->pers = saved; + client->sess = savedSess; + client->ps.ping = savedPing; + client->accuracy_hits = accuracy_hits; + client->accuracy_shots = accuracy_shots; + client->lastkilled_client = -1; + for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) { + client->ps.persistant[i] = persistant[i]; + } + for (i = 0; i < MAX_PS_EVENTS; i++) { + client->ps.events[i] = savedEvents[i]; + } + client->ps.eventSequence = eventSequence; + + if( client->sess.sessionTeam == TEAM_SPECTATOR ) + { + if( teamLocal == PTE_DROIDS ) + G_AddEvent( ent, EV_MENU, MN_DROID ); + else if( teamLocal == PTE_HUMANS ) + G_AddEvent( ent, EV_MENU, MN_HUMAN ); + } + + // 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.pclass ); + + 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; + + client->ps.stats[ STAT_WEAPONS ] = 0; + client->ps.stats[ STAT_WEAPONS2 ] = 0; + + // clear entity values + switch( ent->client->pers.pclass ) + { + case PCL_D_BUILDER: + client->pers.maxHealth = 50; + client->ps.stats[STAT_MAX_HEALTH] = 50; + client->ps.stats[STAT_ARMOR] = 50; + + client->ps.eFlags = flags; + + VectorCopy (playerMins, ent->r.mins); + VectorCopy (playerMaxs, ent->r.maxs); + + client->ps.clientNum = index; + + BG_packWeapon( WP_ABUILD, client->ps.stats ); + BG_packAmmoArray( WP_ABUILD, client->ps.ammo, client->ps.powerups, 0, 0, 0 ); + + client->ps.stats[ STAT_ABILITIES ] |= SCA_TAKESFALLDAMAGE; + BG_packAttributes( 80, 15, 350, client->ps.stats ); + client->classSpeed = 0.5; + break; + + case PCL_D_BASE: + client->pers.maxHealth = 25; + client->ps.stats[STAT_MAX_HEALTH] = 25; + client->ps.eFlags = flags; + + VectorCopy (playerMins, ent->r.mins); + VectorCopy (playerMaxs, ent->r.maxs); + + client->ps.clientNum = index; + + BG_packWeapon( WP_VENOM, client->ps.stats ); + BG_packAmmoArray( WP_VENOM, client->ps.ammo, client->ps.powerups, 0, 0, 0 ); + + client->ps.stats[ STAT_ABILITIES ] |= SCA_WALLCLIMBER; + client->ps.stats[ STAT_ABILITIES ] |= SCA_CANJUMP; + client->ps.stats[ STAT_ABILITIES ] |= SCA_NOWEAPONDRIFT; + BG_packAttributes( 140, 0, 25, client->ps.stats ); + client->classSpeed = 2.0; + break; + + case PCL_H_BASE: + client->pers.maxHealth = 100; + client->ps.stats[STAT_MAX_HEALTH] = 100; + client->ps.stats[STAT_ARMOR] = 50; + + client->ps.eFlags = flags; + + VectorCopy (playerMins, ent->r.mins); + VectorCopy (playerMaxs, ent->r.maxs); + + client->ps.clientNum = index; + + /*BG_packWeapon( WP_MACHINEGUN, client->ps.stats ); + BG_packAmmoArray( WP_MACHINEGUN, client->ps.ammo, client->ps.powerups, CS_MG, 4, 4 );*/ + + client->ps.stats[ STAT_ABILITIES ] |= SCA_TAKESFALLDAMAGE; + client->ps.stats[ STAT_ABILITIES ] |= SCA_CANJUMP; + BG_packAttributes( 90, 2, 200, client->ps.stats ); + client->classSpeed = 1.0; + break; + + //eventually remove this case (or report an error) when all classes implemented + default: + client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth; + client->ps.eFlags = flags; + + VectorCopy (playerMins, ent->r.mins); + VectorCopy (playerMaxs, ent->r.maxs); + + client->ps.clientNum = index; + + BG_packWeapon( WP_MACHINEGUN, client->ps.stats ); + BG_packAmmoArray( WP_MACHINEGUN, client->ps.ammo, client->ps.powerups, 100, 0, 0 ); + + BG_packWeapon( WP_GAUNTLET, client->ps.stats ); + BG_packAmmoArray( WP_GAUNTLET, client->ps.ammo, client->ps.powerups, 0, 0, 0 ); + + BG_packAmmoArray( WP_GRAPPLING_HOOK, client->ps.ammo, client->ps.powerups, 0, 0, 0 ); + + client->ps.stats[ STAT_ABILITIES ] |= SCA_TAKESFALLDAMAGE; + client->ps.stats[ STAT_ABILITIES ] |= SCA_CANZOOM; + client->ps.stats[ STAT_ABILITIES ] |= SCA_CANJUMP; + BG_packAttributes( 90, 2, 200, client->ps.stats ); + client->classSpeed = 1.0; + + } + + ent->client->ps.stats[ STAT_PCLASS ] = ent->client->pers.pclass; + ent->client->ps.stats[ STAT_PTEAM ] = ent->client->pers.pteam; + + + // health will count down towards max_health + ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH]; //* 1.25; + + G_SetOrigin( ent, spawn_origin ); + VectorCopy( spawn_origin, client->ps.origin ); + + // 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 ) { + + } else { + G_KillBox( ent ); + 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->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 + 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_gotWeapon( 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 ) { + 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; + + // They don't get to take powerups with them! + // Especially important for stuff like CTF flags + TossClientItems ( ent ); + } + + G_LogPrintf( "ClientDisconnect: %i\n", clientNum ); + + // if we are playing in tourney mode and losing, give a win to the other player + if ( ( g_gametype.integer == GT_TOURNAMENT ) + && !level.intermissiontime + && !level.warmupTime && level.sortedClients[1] == clientNum ) { + level.clients[ level.sortedClients[0] ].sess.wins++; + ClientUserinfoChanged( level.sortedClients[0] ); + } + + 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(); + + //TA: rip bots + /*if ( ent->r.svFlags & SVF_BOT ) { + BotAIShutdownClient( clientNum ); + }*/ +} diff --git a/src/game/g_cmds.c b/src/game/g_cmds.c new file mode 100644 index 00000000..3fcc088b --- /dev/null +++ b/src/game/g_cmds.c @@ -0,0 +1,2050 @@ +// 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 GNU General Public License as published by + * the Free Software Foundation; either version 2, or (at your option) + * any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#include "g_local.h" + +#include "../ta_ui/menudef.h" // for the voice chats + +/* +================== +DeathmatchScoreboardMessage + +================== +*/ +void DeathmatchScoreboardMessage( gentity_t *ent ) { + char entry[1024]; + char string[1400]; + int stringlength; + int i, j; + gclient_t *cl; + int numSorted; + int scoreFlags; + + // send the latest information on all clients + string[0] = 0; + stringlength = 0; + scoreFlags = 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; + } + Com_sprintf (entry, sizeof(entry), + " %i %i %i %i %i %i", level.sortedClients[i], + cl->ps.persistant[PERS_SCORE], ping, (level.time - cl->pers.enterTime)/60000, + scoreFlags, g_entities[level.sortedClients[i]].s.powerups); + j = strlen(entry); + if (stringlength + j > 1024) + break; + strcpy (string + stringlength, entry); + stringlength += j; + } + + trap_SendServerCommand( ent-g_entities, va("scores %i %i %i%s", i, + level.teamScores[TEAM_HUMANS], level.teamScores[TEAM_DROIDS], + string ) ); +} + + +/* +================== +Cmd_Score_f + +Request current scoreboard information +================== +*/ +void Cmd_Score_f( gentity_t *ent ) { + DeathmatchScoreboardMessage( ent ); +} + + + +/* +================== +CheatsOk +================== +*/ +qboolean CheatsOk( gentity_t *ent ) { + if ( !g_cheats.integer ) { + trap_SendServerCommand( ent-g_entities, va("print \"Cheats are not enabled on this server.\n\"")); + return qfalse; + } + if ( ent->health <= 0 ) { + trap_SendServerCommand( 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; +} + +/* +================== +SanitizeString + +Remove case and control characters +================== +*/ +void SanitizeString( 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; +} + +/* +================== +ClientNumberFromString + +Returns a player number for either a number or name string +Returns -1 if invalid +================== +*/ +int 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 ) { + trap_SendServerCommand( to-g_entities, va("print \"Bad client slot: %i\n\"", idnum)); + return -1; + } + + cl = &level.clients[idnum]; + if ( cl->pers.connected != CON_CONNECTED ) { + trap_SendServerCommand( to-g_entities, va("print \"Client %i is not active\n\"", idnum)); + return -1; + } + return idnum; + } + + // check for a name match + SanitizeString( s, s2 ); + for ( idnum=0,cl=level.clients ; idnum < level.maxclients ; idnum++,cl++ ) { + if ( cl->pers.connected != CON_CONNECTED ) { + continue; + } + SanitizeString( cl->pers.netname, n2 ); + if ( !strcmp( n2, s2 ) ) { + return idnum; + } + } + + trap_SendServerCommand( to-g_entities, va("print \"User %s is not on the server\n\"", s)); + return -1; +} + +/* +================== +Cmd_Give_f + +Give items to a client +================== +*/ +void Cmd_Give_f (gentity_t *ent) +{ + char *name; + gitem_t *it; + int i; + qboolean give_all; + gentity_t *it_ent; + trace_t trace; + + 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_stricmp(name, "weapons") == 0) + { + BG_packWeapon( (1 << WP_NUM_WEAPONS) - 1 - ( 1 << WP_GRAPPLING_HOOK ) - ( 1 << WP_NONE ), ent->client->ps.stats ); + if (!give_all) + return; + } + + if (give_all || Q_stricmp(name, "ammo") == 0) + { + for ( i = 0 ; i < MAX_WEAPONS ; i++ ) { + BG_packAmmoArray( i, ent->client->ps.ammo, ent->client->ps.powerups, 999, 0, 0 ); + } + if (!give_all) + return; + } + + if (give_all || Q_stricmp(name, "armor") == 0) + { + ent->client->ps.stats[STAT_ARMOR] = 200; + + if (!give_all) + return; + } + + // spawn a specific item right on the player + if ( !give_all ) { + it = BG_FindItem (name); + if (!it) { + return; + } + + it_ent = G_Spawn(); + VectorCopy( ent->r.currentOrigin, it_ent->s.origin ); + it_ent->classname = it->classname; + G_SpawnItem (it_ent, it); + FinishSpawningItem(it_ent ); + memset( &trace, 0, sizeof( trace ) ); + Touch_Item (it_ent, ent, &trace); + if (it_ent->inuse) { + G_FreeEntity( it_ent ); + } + } +} + + +/* +================== +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"; + + trap_SendServerCommand( 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"; + + trap_SendServerCommand( 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; + + trap_SendServerCommand( 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; + } + + // doesn't work in single player + if ( g_gametype.integer != 0 ) { + trap_SendServerCommand( ent-g_entities, + "print \"Must be in g_gametype 0 for levelshot\n\"" ); + return; + } + + BeginIntermission(); + trap_SendServerCommand( ent-g_entities, "clientLevelShot" ); +} + + +void Cmd_TeamTask_f( gentity_t *ent ) { + char userinfo[MAX_INFO_STRING]; + char arg[MAX_TOKEN_CHARS]; + int task; + int client = ent->client - level.clients; + + if ( trap_Argc() != 2 ) { + return; + } + trap_Argv( 1, arg, sizeof( arg ) ); + task = atoi( arg ); + + trap_GetUserinfo(client, userinfo, sizeof(userinfo)); + Info_SetValueForKey(userinfo, "teamtask", va("%d", task)); + trap_SetUserinfo(client, userinfo); + ClientUserinfoChanged(client); +} + + +/* +================= +Cmd_Kill_f +================= +*/ +void Cmd_Kill_f( gentity_t *ent ) { + if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) { + return; + } + if (ent->health <= 0) { + return; + } + ent->flags &= ~FL_GODMODE; + ent->client->ps.stats[STAT_HEALTH] = ent->health = 0; + player_die (ent, ent, ent, 100000, MOD_SUICIDE); +} + +/* +================= +BroadCastTeamChange + +Let everyone know about a team change +================= +*/ +void BroadcastTeamChange( gclient_t *client, int oldTeam ) +{ + if ( client->sess.sessionTeam == TEAM_HUMANS ) { + trap_SendServerCommand( -1, va("cp \"%s" S_COLOR_WHITE " joined the humans.\n\"", + client->pers.netname) ); + } else if ( client->sess.sessionTeam == TEAM_DROIDS ) { + trap_SendServerCommand( -1, va("cp \"%s" S_COLOR_WHITE " joined the droids.\n\"", + client->pers.netname)); + } else if ( client->sess.sessionTeam == TEAM_SPECTATOR && oldTeam != TEAM_SPECTATOR ) { + trap_SendServerCommand( -1, va("cp \"%s" S_COLOR_WHITE " joined the spectators.\n\"", + client->pers.netname)); + } else if ( client->sess.sessionTeam == TEAM_FREE ) { + trap_SendServerCommand( -1, va("cp \"%s" S_COLOR_WHITE " joined the battle.\n\"", + client->pers.netname)); + } +} + +/* +================= +SetTeam +================= +*/ +void SetTeam( gentity_t *ent, char *s ) { + int team, oldTeam; + gclient_t *client; + int clientNum; + spectatorState_t specState; + int specClient; + + // + // see what change is requested + // + client = ent->client; + + clientNum = client - level.clients; + specClient = 0; + + specState = SPECTATOR_NOT; + if ( !Q_stricmp( s, "scoreboard" ) || !Q_stricmp( s, "score" ) ) { + team = TEAM_SPECTATOR; + specState = SPECTATOR_SCOREBOARD; + } else if ( !Q_stricmp( s, "follow1" ) ) { + team = TEAM_SPECTATOR; + specState = SPECTATOR_FOLLOW; + specClient = -1; + } else if ( !Q_stricmp( s, "follow2" ) ) { + team = TEAM_SPECTATOR; + specState = SPECTATOR_FOLLOW; + specClient = -2; + } else if ( !Q_stricmp( s, "spectator" ) || !Q_stricmp( s, "s" ) ) { + team = TEAM_SPECTATOR; + specState = SPECTATOR_FREE; + } else if ( g_gametype.integer >= GT_TEAM ) { + // if running a team game, assign player to one of the teams + specState = SPECTATOR_NOT; + if ( !Q_stricmp( s, "humans" ) || !Q_stricmp( s, "h" ) ) { + team = TEAM_HUMANS; + } else if ( !Q_stricmp( s, "droids" ) || !Q_stricmp( s, "d" ) ) { + team = TEAM_DROIDS; + } else { + // pick the team with the least number of players + team = PickTeam( clientNum ); + } + + if ( g_teamForceBalance.integer ) { + int counts[TEAM_NUM_TEAMS]; + + counts[TEAM_DROIDS] = TeamCount( ent->client->ps.clientNum, TEAM_DROIDS ); + counts[TEAM_HUMANS] = TeamCount( ent->client->ps.clientNum, TEAM_HUMANS ); + + // We allow a spread of two + if ( team == TEAM_HUMANS && counts[TEAM_HUMANS] - counts[TEAM_DROIDS] > 1 ) { + trap_SendServerCommand( ent->client->ps.clientNum, + "cp \"Humans team has too many players.\n\"" ); + return; // ignore the request + } + if ( team == TEAM_DROIDS && counts[TEAM_DROIDS] - counts[TEAM_HUMANS] > 1 ) { + trap_SendServerCommand( ent->client->ps.clientNum, + "cp \"Droids team has too many players.\n\"" ); + return; // ignore the request + } + + // It's ok, the team we are switching to has less or same number of players + } + + } else { + // force them to spectators if there aren't any spots free + team = TEAM_FREE; + } + + // override decision if limiting the players + if ( (g_gametype.integer == GT_TOURNAMENT) + && level.numNonSpectatorClients >= 2 ) { + team = TEAM_SPECTATOR; + } else if ( g_maxGameClients.integer > 0 && + level.numNonSpectatorClients >= g_maxGameClients.integer ) { + team = TEAM_SPECTATOR; + } + + // + // decide if we will allow the change + // + oldTeam = client->sess.sessionTeam; + if ( team == oldTeam && team != TEAM_SPECTATOR ) { + return; + } + + // + // execute the team change + // + + // he starts at 'base' + client->pers.teamState.state = TEAM_BEGIN; + if ( oldTeam != TEAM_SPECTATOR ) { + // Kill him (makes sure he loses flags, etc) + ent->flags &= ~FL_GODMODE; + ent->client->ps.stats[STAT_HEALTH] = ent->health = 0; + player_die (ent, ent, ent, 100000, MOD_SUICIDE); + + } + // they go to the end of the line for tournements + if ( team == TEAM_SPECTATOR ) { + client->sess.spectatorTime = level.time; + } + + client->sess.sessionTeam = team; + client->sess.spectatorState = specState; + client->sess.spectatorClient = specClient; + + BroadcastTeamChange( client, oldTeam ); + + // get and distribute relevent paramters + ClientUserinfoChanged( clientNum ); + + ClientBegin( clientNum ); +} + +/* +================= +StopFollowing + +If the client being followed leaves the game, or you just want to drop +to free floating spectator mode +================= +*/ +void 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->ps.pm_flags &= ~PMF_FOLLOW; + ent->r.svFlags &= ~SVF_BOT; + ent->client->ps.clientNum = ent - g_entities; +} + +/* +================= +Cmd_Team_f +================= +*/ +void Cmd_Team_f( gentity_t *ent ) { + int oldTeam; + char s[MAX_TOKEN_CHARS]; + + //TA: rip out the q3a team system :) + + oldTeam = ent->client->pers.pteam; + + trap_Argv( 1, s, sizeof( s ) ); + + if( !strlen( s ) ) + { + trap_SendServerCommand( ent-g_entities, va("print \"team: %i\n\"", ent->client->pers.pteam ) ); + return; + } + + if(!Q_stricmp(s, "0")) + ent->client->pers.pteam = PTE_NONE; + else if(!Q_stricmp(s, "1")) + ent->client->pers.pteam = PTE_DROIDS; + else if(!Q_stricmp(s, "2")) + ent->client->pers.pteam = PTE_HUMANS; + + if( oldTeam != ent->client->pers.pteam ) + { + ent->client->pers.pclass = 0; + ClientSpawn( ent ); + } + + //FIXME: put some team change broadcast code here. +} + + +/* +================= +Cmd_Follow_f +================= +*/ +void Cmd_Follow_f( gentity_t *ent ) { + int i; + char arg[MAX_TOKEN_CHARS]; + + if ( trap_Argc() != 2 ) { + if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) { + StopFollowing( ent ); + } + return; + } + + trap_Argv( 1, arg, sizeof( arg ) ); + i = 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; + } + + // if they are playing a tournement game, count as a loss + if ( ( g_gametype.integer == GT_TOURNAMENT ) + && ent->client->sess.sessionTeam == TEAM_FREE ) { + ent->client->sess.losses++; + } + + // first set them to spectator + if ( ent->client->sess.sessionTeam != TEAM_SPECTATOR ) { + SetTeam( ent, "spectator" ); + } + + ent->client->sess.spectatorState = SPECTATOR_FOLLOW; + ent->client->sess.spectatorClient = i; +} + +/* +================= +Cmd_FollowCycle_f +================= +*/ +void Cmd_FollowCycle_f( gentity_t *ent, int dir ) { + int clientnum; + int original; + + // if they are playing a tournement game, count as a loss + if ( ( g_gametype.integer == GT_TOURNAMENT ) + && ent->client->sess.sessionTeam == TEAM_FREE ) { + ent->client->sess.losses++; + } + // first set them to spectator + if ( ent->client->sess.spectatorState == SPECTATOR_NOT ) { + SetTeam( ent, "spectator" ); + } + + if ( dir != 1 && dir != -1 ) { + G_Error( "Cmd_FollowCycle_f: bad dir %i", dir ); + } + + clientnum = ent->client->sess.spectatorClient; + original = clientnum; + do { + clientnum += dir; + if ( clientnum >= level.maxclients ) { + clientnum = 0; + } + if ( clientnum < 0 ) { + clientnum = level.maxclients - 1; + } + + // 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; + } while ( clientnum != original ); + + // leave it where it was +} + + +/* +================== +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 ( mode == SAY_TEAM && !OnSameTeam(ent, other) ) { + return; + } + // no chatting to players in tournements + if ( ( g_gametype.integer == GT_TOURNAMENT ) + && other->client->sess.sessionTeam == TEAM_FREE + && ent->client->sess.sessionTeam != TEAM_FREE ) { + return; + } + + trap_SendServerCommand( 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]; + + if ( g_gametype.integer < GT_TEAM && mode == SAY_TEAM ) { + mode = SAY_ALL; + } + + 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 && g_gametype.integer >= GT_TEAM && + target->client->sess.sessionTeam == ent->client->sess.sessionTeam && + 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 ); + } +} + + +static void G_VoiceTo( gentity_t *ent, gentity_t *other, int mode, const char *id, qboolean voiceonly ) { + int color; + char *cmd; + + if (!other) { + return; + } + if (!other->inuse) { + return; + } + if (!other->client) { + return; + } + if ( mode == SAY_TEAM && !OnSameTeam(ent, other) ) { + return; + } + // no chatting to players in tournements + if ( (g_gametype.integer == GT_TOURNAMENT )) { + return; + } + + if (mode == SAY_TEAM) { + color = COLOR_CYAN; + cmd = "vtchat"; + } + else if (mode == SAY_TELL) { + color = COLOR_MAGENTA; + cmd = "vtell"; + } + else { + color = COLOR_GREEN; + cmd = "vchat"; + } + + trap_SendServerCommand( other-g_entities, va("%s %d %d %d %s", cmd, voiceonly, ent->s.number, color, id)); +} + + +void G_Voice( gentity_t *ent, gentity_t *target, int mode, const char *id, qboolean voiceonly ) { + int j; + gentity_t *other; + + if ( g_gametype.integer < GT_TEAM && mode == SAY_TEAM ) { + mode = SAY_ALL; + } + + if ( target ) { + G_VoiceTo( ent, target, mode, id, voiceonly ); + return; + } + + // echo the text to the console + if ( g_dedicated.integer ) { + G_Printf( "voice: %s %s\n", ent->client->pers.netname, id); + } + + // send it to all the apropriate clients + for (j = 0; j < level.maxclients; j++) { + other = &g_entities[j]; + G_VoiceTo( ent, other, mode, id, voiceonly ); + } +} + + +/* +================== +Cmd_Voice_f +================== +*/ +static void Cmd_Voice_f( gentity_t *ent, int mode, qboolean arg0, qboolean voiceonly ) { + char *p; + + if ( trap_Argc () < 2 && !arg0 ) { + return; + } + + if (arg0) + { + p = ConcatArgs( 0 ); + } + else + { + p = ConcatArgs( 1 ); + } + + G_Voice( ent, NULL, mode, p, voiceonly ); +} + + +/* +================== +Cmd_VoiceTell_f +================== +*/ +static void Cmd_VoiceTell_f( gentity_t *ent, qboolean voiceonly ) { + int targetNum; + gentity_t *target; + char *id; + 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; + } + + id = ConcatArgs( 2 ); + + G_LogPrintf( "vtell: %s to %s: %s\n", ent->client->pers.netname, target->client->pers.netname, id ); + G_Voice( ent, target, SAY_TELL, id, voiceonly ); + // 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_Voice( ent, ent, SAY_TELL, id, voiceonly ); + } +} + + +/* +================== +Cmd_VoiceTaunt_f +================== +*/ +static void Cmd_VoiceTaunt_f( gentity_t *ent ) { + gentity_t *who; + int i; + + if (!ent->client) { + return; + } + + // insult someone who just killed you + if (ent->enemy && ent->enemy->client && ent->enemy->client->lastkilled_client == ent->s.number) { + // i am a dead corpse + if (!(ent->enemy->r.svFlags & SVF_BOT)) { + //G_Voice( ent, ent->enemy, SAY_TELL, VOICECHAT_DEATHINSULT, qfalse ); + } + if (!(ent->r.svFlags & SVF_BOT)) { + //G_Voice( ent, ent, SAY_TELL, VOICECHAT_DEATHINSULT, qfalse ); + } + ent->enemy = NULL; + return; + } + // insult someone you just killed + if (ent->client->lastkilled_client >= 0 && ent->client->lastkilled_client != ent->s.number) { + who = g_entities + ent->client->lastkilled_client; + if (who->client) { + // who is the person I just killed + if (who->client->lasthurt_mod == MOD_GAUNTLET) { + if (!(who->r.svFlags & SVF_BOT)) { + //G_Voice( ent, who, SAY_TELL, VOICECHAT_KILLGAUNTLET, qfalse ); // and I killed them with a gauntlet + } + if (!(ent->r.svFlags & SVF_BOT)) { + //G_Voice( ent, ent, SAY_TELL, VOICECHAT_KILLGAUNTLET, qfalse ); + } + } else { + if (!(who->r.svFlags & SVF_BOT)) { + //G_Voice( ent, who, SAY_TELL, VOICECHAT_KILLINSULT, qfalse ); // and I killed them with something else + } + if (!(ent->r.svFlags & SVF_BOT)) { + //G_Voice( ent, ent, SAY_TELL, VOICECHAT_KILLINSULT, qfalse ); + } + } + ent->client->lastkilled_client = -1; + return; + } + } + + if (g_gametype.integer >= GT_TEAM) { + // praise a team mate who just got a reward + for(i = 0; i < MAX_CLIENTS; i++) { + who = g_entities + i; + if (who->client && who != ent && who->client->sess.sessionTeam == ent->client->sess.sessionTeam) { + if (who->client->rewardTime > level.time) { + if (!(who->r.svFlags & SVF_BOT)) { + //G_Voice( ent, who, SAY_TELL, VOICECHAT_PRAISE, qfalse ); + } + if (!(ent->r.svFlags & SVF_BOT)) { + //G_Voice( ent, ent, SAY_TELL, VOICECHAT_PRAISE, qfalse ); + } + return; + } + } + } + } + + // just say something + //G_Voice( ent, NULL, SAY_ALL, VOICECHAT_TAUNT, qfalse ); +} + + +static char *gc_orders[] = { + "hold your position", + "hold this position", + "come here", + "cover me", + "guard location", + "search and destroy", + "report" +}; + +void Cmd_GameCommand_f( gentity_t *ent ) { + int player; + int order; + char str[MAX_TOKEN_CHARS]; + + trap_Argv( 1, str, sizeof( str ) ); + player = atoi( str ); + trap_Argv( 2, str, sizeof( str ) ); + order = atoi( str ); + + if ( player < 0 || player >= MAX_CLIENTS ) { + return; + } + if ( order < 0 || order > sizeof(gc_orders)/sizeof(char *) ) { + return; + } + G_Say( ent, &g_entities[player], SAY_TELL, gc_orders[order] ); + G_Say( ent, ent, SAY_TELL, gc_orders[order] ); +} + +/* +================== +Cmd_Where_f +================== +*/ +void Cmd_Where_f( gentity_t *ent ) { + trap_SendServerCommand( ent-g_entities, va("print \"%s\n\"", vtos( ent->s.origin ) ) ); +} + +static const char *gameNames[] = { + "Free For All", + "Tournament", + "Single Player", + "Team Deathmatch", + "Capture the Flag", + "One Flag CTF", + "Overload", + "Harvester" +}; + +/* +================== +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 ) { + trap_SendServerCommand( ent-g_entities, "print \"Voting not allowed here.\n\"" ); + return; + } + + if ( level.voteTime ) { + trap_SendServerCommand( ent-g_entities, "print \"A vote is already in progress.\n\"" ); + return; + } + if ( ent->client->pers.voteCount >= MAX_VOTE_COUNT ) { + trap_SendServerCommand( ent-g_entities, "print \"You have called the maximum number of votes.\n\"" ); + return; + } + if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) { + trap_SendServerCommand( 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, ';' ) ) { + trap_SendServerCommand( 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, "g_gametype" ) ) { + } else if ( !Q_stricmp( arg1, "kick" ) ) { + } else if ( !Q_stricmp( arg1, "clientkick" ) ) { + } else if ( !Q_stricmp( arg1, "g_doWarmup" ) ) { + } else if ( !Q_stricmp( arg1, "timelimit" ) ) { + } else if ( !Q_stricmp( arg1, "fraglimit" ) ) { + } else { + trap_SendServerCommand( ent-g_entities, "print \"Invalid vote string.\n\"" ); + trap_SendServerCommand( ent-g_entities, "print \"Vote commands are: map_restart, nextmap, map <mapname>, g_gametype <n>, kick <player>, clientkick <clientnum>, g_doWarmup, timelimit <time>, fraglimit <frags>.\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 ) ); + } + + // special case for g_gametype, check for bad values + if ( !Q_stricmp( arg1, "g_gametype" ) ) { + i = atoi( arg2 ); + if( i == GT_SINGLE_PLAYER || i < GT_FFA || i >= GT_MAX_GAME_TYPE) { + trap_SendServerCommand( ent-g_entities, "print \"Invalid gametype.\n\"" ); + return; + } + + Com_sprintf( level.voteString, sizeof( level.voteString ), "%s %d", arg1, i ); + Com_sprintf( level.voteDisplayString, sizeof( level.voteDisplayString ), "%s %s", arg1, gameNames[i] ); + } else 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) { + trap_SendServerCommand( 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 ); + } + + trap_SendServerCommand( -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 ) { + trap_SendServerCommand( ent-g_entities, "print \"No vote in progress.\n\"" ); + return; + } + if ( ent->client->ps.eFlags & EF_VOTED ) { + trap_SendServerCommand( ent-g_entities, "print \"Vote already cast.\n\"" ); + return; + } + + if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) { + trap_SendServerCommand( ent-g_entities, "print \"Not allowed to vote as spectator.\n\"" ); + return; + } + + trap_SendServerCommand( 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->sess.sessionTeam; + if ( team == TEAM_HUMANS ) + cs_offset = 0; + else if ( team == TEAM_DROIDS ) + cs_offset = 1; + else + return; + + if ( !g_allowVote.integer ) { + trap_SendServerCommand( ent-g_entities, "print \"Voting not allowed here.\n\"" ); + return; + } + + if ( level.teamVoteTime[cs_offset] ) { + trap_SendServerCommand( ent-g_entities, "print \"A team vote is already in progress.\n\"" ); + return; + } + if ( ent->client->pers.teamVoteCount >= MAX_VOTE_COUNT ) { + trap_SendServerCommand( ent-g_entities, "print \"You have called the maximum number of team votes.\n\"" ); + return; + } + if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) { + trap_SendServerCommand( 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 ) ); + arg2[0] = '\0'; + for ( i = 2; i < trap_Argc(); i++ ) { + if (i > 2) + strcat(arg2, " "); + trap_Argv( i, &arg2[strlen(arg2)], sizeof( arg2 ) - strlen(arg2) ); + } + + if( strchr( arg1, ';' ) || strchr( arg2, ';' ) ) { + trap_SendServerCommand( ent-g_entities, "print \"Invalid vote string.\n\"" ); + return; + } + + + if ( !Q_stricmp( arg1, "leader" ) ) { + char netname[MAX_NETNAME], leader[MAX_NETNAME]; + + if ( !arg2[0] ) { + i = ent->client->ps.clientNum; + } + else { + // numeric values are just slot numbers + for (i = 0; i < 3; i++) { + if ( !arg2[i] || arg2[i] < '0' || arg2[i] > '9' ) + break; + } + if ( i >= 3 || !arg2[i]) { + i = atoi( arg2 ); + if ( i < 0 || i >= level.maxclients ) { + trap_SendServerCommand( ent-g_entities, va("print \"Bad client slot: %i\n\"", i) ); + return; + } + + if ( !g_entities[i].inuse ) { + trap_SendServerCommand( ent-g_entities, va("print \"Client %i is not active\n\"", i) ); + return; + } + } + else { + Q_strncpyz(leader, arg2, sizeof(leader)); + Q_CleanStr(leader); + for ( i = 0 ; i < level.maxclients ; i++ ) { + if ( level.clients[i].pers.connected == CON_DISCONNECTED ) + continue; + if (level.clients[i].sess.sessionTeam != team) + continue; + Q_strncpyz(netname, level.clients[i].pers.netname, sizeof(netname)); + Q_CleanStr(netname); + if ( !Q_stricmp(netname, leader) ) { + break; + } + } + if ( i >= level.maxclients ) { + trap_SendServerCommand( ent-g_entities, va("print \"%s is not a valid player on your team.\n\"", arg2) ); + return; + } + } + } + Com_sprintf(arg2, sizeof(arg2), "%d", i); + } else { + trap_SendServerCommand( ent-g_entities, "print \"Invalid vote string.\n\"" ); + trap_SendServerCommand( ent-g_entities, "print \"Team vote commands are: leader <player>.\n\"" ); + return; + } + + Com_sprintf( level.teamVoteString[cs_offset], sizeof( level.teamVoteString[cs_offset] ), "%s %s", arg1, arg2 ); + + for ( i = 0 ; i < level.maxclients ; i++ ) { + if ( level.clients[i].pers.connected == CON_DISCONNECTED ) + continue; + if (level.clients[i].sess.sessionTeam == team) + trap_SendServerCommand( 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].sess.sessionTeam == 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->sess.sessionTeam; + if ( team == TEAM_HUMANS ) + cs_offset = 0; + else if ( team == TEAM_DROIDS ) + cs_offset = 1; + else + return; + + if ( !level.teamVoteTime[cs_offset] ) { + trap_SendServerCommand( ent-g_entities, "print \"No team vote in progress.\n\"" ); + return; + } + if ( ent->client->ps.eFlags & EF_TEAMVOTED ) { + trap_SendServerCommand( ent-g_entities, "print \"Team vote already cast.\n\"" ); + return; + } + if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) { + trap_SendServerCommand( ent-g_entities, "print \"Not allowed to vote as spectator.\n\"" ); + return; + } + + trap_SendServerCommand( 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 ) { + trap_SendServerCommand( ent-g_entities, va("print \"Cheats are not enabled on this server.\n\"")); + return; + } + if ( trap_Argc() != 5 ) { + trap_SendServerCommand( 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 ); +} + + +/* +================= +Cmd_Stats_f +================= +*/ +void Cmd_Stats_f( gentity_t *ent ) { +/* + int max, n, i; + + max = trap_AAS_PointReachabilityAreaIndex( NULL ); + + n = 0; + for ( i = 0; i < max; i++ ) { + if ( ent->client->areabits[i >> 3] & (1 << (i & 7)) ) + n++; + } + + //trap_SendServerCommand( ent-g_entities, va("print \"visited %d of %d areas\n\"", n, max)); + trap_SendServerCommand( ent-g_entities, va("print \"%d%% level coverage\n\"", n * 100 / max)); +*/ +} + + +/* +================= +Cmd_TorchOff_f +================= +*/ +void Cmd_TorchOff_f( gentity_t *ent ) +{ + G_FreeEntity( ent->client->torch ); + trap_LinkEntity( ent->client->torch ); + ent->client->torch = NULL; +} + + +/* +================= +Cmd_Class_f +================= +*/ +void Cmd_Class_f( gentity_t *ent ) +{ + char s[ MAX_TOKEN_CHARS ]; + qboolean dontSpawn = qfalse; + int clientNum; + + clientNum = ent->client - level.clients; + trap_Argv( 1, s, sizeof( s ) ); + + if( !strlen( s ) && ( ent->client->pers.pteam != PTE_HUMANS ) ) + { + trap_SendServerCommand( ent-g_entities, va("print \"class number: %i\n\"", ent->client->pers.pclass ) ); + return; + } + + if( ent->client->pers.pteam == PTE_DROIDS ) + { + if( !Q_stricmp(s, "0") ) + ent->client->pers.pclass = PCL_D_BUILDER; + else if( !Q_stricmp(s, "1") ) + ent->client->pers.pclass = PCL_D_BASE; + else if( !Q_stricmp(s, "2") ) + ent->client->pers.pclass = PCL_D_OFF1; + else if( !Q_stricmp(s, "3") ) + ent->client->pers.pclass = PCL_D_OFF2; + else if( !Q_stricmp(s, "4") ) + ent->client->pers.pclass = PCL_D_OFF3; + else if( !Q_stricmp(s, "5") ) + ent->client->pers.pclass = PCL_D_OFF4; + else if( !Q_stricmp(s, "6") ) + ent->client->pers.pclass = PCL_D_OFF5; + else if( !Q_stricmp(s, "7") ) + ent->client->pers.pclass = PCL_D_OFF6; + else if( !Q_stricmp(s, "8") ) + ent->client->pers.pclass = PCL_D_OFF7; + else if( !Q_stricmp(s, "9") ) + ent->client->pers.pclass = PCL_D_OFF8; + else + { + trap_SendServerCommand( ent-g_entities, va("print \"Unknown class\n\"" ) ); + dontSpawn = qtrue; + } + + if( !dontSpawn ) + { + if( ent->client->torch != NULL ) + Cmd_TorchOff_f( ent ); + + ent->client->sess.sessionTeam = TEAM_FREE; + ClientUserinfoChanged( clientNum ); + ClientSpawn( ent ); + } + } + else if( ent->client->pers.pteam == PTE_HUMANS ) + { + ent->client->pers.pclass = PCL_H_BASE; + + if( ent->client->torch != NULL ) + Cmd_TorchOff_f( ent ); + + ent->client->sess.sessionTeam = TEAM_FREE; + ClientUserinfoChanged( clientNum ); + ClientSpawn( ent ); + } + else if( ent->client->pers.pteam == PTE_NONE ) + { + ent->client->pers.pclass = 0; + ent->client->sess.sessionTeam = TEAM_FREE; + ClientSpawn( ent ); + trap_SendServerCommand( ent-g_entities, va("print \"Join a team first\n\"" ) ); + } + else + { + trap_SendServerCommand( ent-g_entities, va("print \"?\n\"" ) ); + } +} + + +/* +================= +Cmd_Destroy_f +================= +*/ +void Cmd_Destroy_f( gentity_t *ent ) +{ + vec3_t forward, end; + trace_t tr; + gentity_t *traceEnt; + + AngleVectors( ent->client->ps.viewangles, forward, NULL, NULL ); + VectorMA( ent->client->ps.origin, 50, 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->pers.pteam ) && + ( ( ent->client->ps.weapon == WP_ABUILD ) || + ( ent->client->ps.weapon == WP_HBUILD ) ) ) + G_Damage( traceEnt, ent, ent, forward, tr.endpos, 10000, 0, MOD_SUICIDE ); + +} + + +/* +================= +Cmd_ActivateItem_f + +Activate an item +================= +*/ +void Cmd_ActivateItem_f( gentity_t *ent ) +{ + char s[ MAX_TOKEN_CHARS ]; + + trap_Argv( 1, s, sizeof( s ) ); + + if( ent->client->pers.pteam != PTE_HUMANS ) + return; + + if( !Q_stricmp( s, "nvg" ) ) + { + if( BG_gotItem( UP_NVG, ent->client->ps.stats ) ) + BG_activateItem( UP_NVG, ent->client->ps.stats ); + else + trap_SendServerCommand( ent-g_entities, va("print \"You don't have the NVG\n\"" ) ); + } + else if( !Q_stricmp( s, "torch" ) ) + { + if( BG_gotItem( UP_TORCH, ent->client->ps.stats ) ) + BG_activateItem( UP_TORCH, ent->client->ps.stats ); + else + trap_SendServerCommand( ent-g_entities, va("print \"You don't have the torch\n\"" ) ); + } +} + + +/* +================= +Cmd_DeActivateItem_f + +Deactivate an item +================= +*/ +void Cmd_DeActivateItem_f( gentity_t *ent ) +{ + char s[ MAX_TOKEN_CHARS ]; + + trap_Argv( 1, s, sizeof( s ) ); + + if( ent->client->pers.pteam != PTE_HUMANS ) + return; + + if( !Q_stricmp( s, "nvg" ) ) + { + if( BG_gotItem( UP_NVG, ent->client->ps.stats ) ) + BG_deactivateItem( UP_NVG, ent->client->ps.stats ); + else + trap_SendServerCommand( ent-g_entities, va("print \"You don't have the NVG\n\"" ) ); + } + else if( !Q_stricmp( s, "torch" ) ) + { + if( BG_gotItem( UP_TORCH, ent->client->ps.stats ) ) + BG_deactivateItem( UP_TORCH, ent->client->ps.stats ); + else + trap_SendServerCommand( ent-g_entities, va("print \"You don't have the torch\n\"" ) ); + } +} + + +/* +================= +Cmd_ToggleItem_f +================= +*/ +void Cmd_ToggleItem_f( gentity_t *ent ) +{ + char s[ MAX_TOKEN_CHARS ]; + + trap_Argv( 1, s, sizeof( s ) ); + + if( ent->client->pers.pteam != PTE_HUMANS ) + return; + + if( !Q_stricmp( s, "nvg" ) ) + { + if( BG_gotItem( UP_NVG, ent->client->ps.stats ) ) + { + if( BG_activated( UP_NVG, ent->client->ps.stats ) ) + BG_deactivateItem( UP_NVG, ent->client->ps.stats ); + else + BG_activateItem( UP_NVG, ent->client->ps.stats ); + } + else + trap_SendServerCommand( ent-g_entities, va("print \"You don't have the NVG\n\"" ) ); + } + else if( !Q_stricmp( s, "torch" ) ) + { + if( BG_gotItem( UP_TORCH, ent->client->ps.stats ) ) + { + if( BG_activated( UP_TORCH, ent->client->ps.stats ) ) + BG_deactivateItem( UP_TORCH, ent->client->ps.stats ); + else + BG_activateItem( UP_TORCH, ent->client->ps.stats ); + } + else + trap_SendServerCommand( ent-g_entities, va("print \"You don't have the torch\n\"" ) ); + } +} + + +/* +================= +Cmd_Buy_f +================= +*/ +void Cmd_Buy_f( gentity_t *ent ) +{ + char s[ MAX_TOKEN_CHARS ]; + + trap_Argv( 1, s, sizeof( s ) ); + + if( ent->client->pers.pteam != PTE_HUMANS ) + return; + + + if( !Q_stricmp( s, "rifle" ) ) + { + BG_packWeapon( WP_MACHINEGUN, ent->client->ps.stats ); + BG_packAmmoArray( WP_MACHINEGUN, ent->client->ps.ammo, ent->client->ps.powerups, CS_MG, 3, 3 ); + ent->client->ps.weapon = WP_MACHINEGUN; + } + else if( !Q_stricmp( s, "chaingun" ) ) + { + BG_packWeapon( WP_CHAINGUN, ent->client->ps.stats ); + BG_packAmmoArray( WP_CHAINGUN, ent->client->ps.ammo, ent->client->ps.powerups, CS_CG, 0, 0 ); + ent->client->ps.weapon = WP_CHAINGUN; + } + else if( !Q_stricmp( s, "scanner" ) ) + { + BG_packWeapon( WP_SCANNER, ent->client->ps.stats ); + BG_packAmmoArray( WP_SCANNER, ent->client->ps.ammo, ent->client->ps.powerups, 0, 0, 0 ); + ent->client->ps.weapon = WP_SCANNER; + } + else if( !Q_stricmp( s, "flamer" ) ) + { + BG_packWeapon( WP_FLAMER, ent->client->ps.stats ); + BG_packAmmoArray( WP_FLAMER, ent->client->ps.ammo, ent->client->ps.powerups, CS_FLAMER, 0, 0 ); + ent->client->ps.weapon = WP_FLAMER; + } + else if( !Q_stricmp( s, "ckit" ) ) + { + BG_packWeapon( WP_HBUILD, ent->client->ps.stats ); + BG_packAmmoArray( WP_HBUILD, ent->client->ps.ammo, ent->client->ps.powerups, 0, 0, 0 ); + ent->client->ps.weapon = WP_HBUILD; + } + else if( !Q_stricmp( s, "ggrenade" ) ) + { + BG_packWeapon( WP_GGRENADE, ent->client->ps.stats ); + BG_packAmmoArray( WP_GGRENADE, ent->client->ps.ammo, ent->client->ps.powerups, 1, 0, 0 ); + ent->client->ps.weapon = WP_GGRENADE; + } + else if( !Q_stricmp( s, "carmour" ) ) + { + BG_packItem( UP_CHESTARMOUR, ent->client->ps.stats ); + } + else if( !Q_stricmp( s, "nvg" ) ) + { + BG_packItem( UP_NVG, ent->client->ps.stats ); + } + else if( !Q_stricmp( s, "torch" ) ) + { + BG_packItem( UP_TORCH, ent->client->ps.stats ); + } + + //subtract from funds +} + + +/* +================= +Cmd_Build_f +================= +*/ +void Cmd_Build_f( gentity_t *ent ) +{ + gitem_t *item; + char s[ MAX_TOKEN_CHARS ]; + int buildable; + qboolean dontBuild = qfalse; + + + trap_Argv( 1, s, sizeof( s ) ); + + if( ( ent->client->pers.pteam == PTE_DROIDS ) && + BG_gotWeapon( WP_ABUILD, ent->client->ps.stats ) && + ( ent->client->ps.weapon == WP_ABUILD ) ) + { + if( !Q_stricmp(s, "0") || !Q_stricmp(s, "spawn") ) + buildable = BA_A_SPAWN; + else if( !Q_stricmp(s, "1") || !Q_stricmp(s, "defense1") ) + buildable = BA_A_DEF1; + else + { + trap_SendServerCommand( ent-g_entities, va("print \"Unknown item\n\"" ) ); + dontBuild = qtrue; + } + + if( !dontBuild ) + { + item = BG_FindItemForBuildable( buildable ); + if( itemFits( ent, item, -50 ) ) + { + Build_Item( ent, item, -50 ); + } + else + trap_SendServerCommand( ent-g_entities, va("print \"Location is not suitable\n\"" ) ); + } + } + else if( ( ent->client->pers.pteam == PTE_HUMANS ) && + BG_gotWeapon( WP_HBUILD, ent->client->ps.stats ) && + ( ent->client->ps.weapon == WP_HBUILD ) ) + { + if( !Q_stricmp(s, "0") || !Q_stricmp(s, "spawn") ) + buildable = BA_H_SPAWN; + else if( !Q_stricmp(s, "1") || !Q_stricmp(s, "defense1") ) + buildable = BA_H_DEF1; + else if( !Q_stricmp(s, "2") || !Q_stricmp(s, "mcu") ) + buildable = BA_H_MCU; + else + { + trap_SendServerCommand( ent-g_entities, va("print \"Unknown item\n\"" ) ); + dontBuild = qtrue; + } + + if( !dontBuild ) + { + item = BG_FindItemForBuildable( buildable ); + if( itemFits( ent, item, 80 ) ) + { + Build_Item( ent, item, 80 ); + } + else + trap_SendServerCommand( ent-g_entities, va("print \"Location is not suitable\n\"" ) ); + } + } + else if( ent->client->pers.pteam == PTE_NONE ) + trap_SendServerCommand( ent-g_entities, va("print \"Join a team first\n\"" ) ); + else + trap_SendServerCommand( ent-g_entities, va("print \"Class is unable to build\n\"" ) ); +} + + +//TA: so we can print to the console from anywhere +/* +================= +Cmd_Echo_f +================= +*/ +void Cmd_Echo_f( gentity_t *ent ) +{ + char s[ MAX_TOKEN_CHARS ]; + + trap_Argv( 1, s, sizeof( s ) ); + + trap_SendServerCommand( ent-g_entities, va("print \"%s\n\"", s ) ); +} + + +/* +================= +Cmd_Boost_f +================= +*/ +void Cmd_Boost_f( gentity_t *ent ) +{ + if( ( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) && + ( ent->client->ps.stats[ STAT_STAMINA ] > 0 ) ) + ent->client->ps.stats[ STAT_STATE ] |= SS_SPEEDBOOST; +} + + +/* +================= +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, "vsay") == 0) { + Cmd_Voice_f (ent, SAY_ALL, qfalse, qfalse); + return; + } + if (Q_stricmp (cmd, "vsay_team") == 0) { + Cmd_Voice_f (ent, SAY_TEAM, qfalse, qfalse); + return; + } + if (Q_stricmp (cmd, "vtell") == 0) { + Cmd_VoiceTell_f ( ent, qfalse ); + return; + } + if (Q_stricmp (cmd, "vosay") == 0) { + Cmd_Voice_f (ent, SAY_ALL, qfalse, qtrue); + return; + } + if (Q_stricmp (cmd, "vosay_team") == 0) { + Cmd_Voice_f (ent, SAY_TEAM, qfalse, qtrue); + return; + } + if (Q_stricmp (cmd, "votell") == 0) { + Cmd_VoiceTell_f ( ent, qtrue ); + return; + } + if (Q_stricmp (cmd, "vtaunt") == 0) { + Cmd_VoiceTaunt_f ( ent ); + return; + } + if (Q_stricmp (cmd, "score") == 0) { + Cmd_Score_f (ent); + return; + } + + // ignore all other commands when at intermission + if (level.intermissiontime) { + Cmd_Say_f (ent, qfalse, qtrue); + 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, "teamtask") == 0) + Cmd_TeamTask_f (ent); + else if (Q_stricmp (cmd, "levelshot") == 0) + Cmd_LevelShot_f (ent); + else if (Q_stricmp (cmd, "follow") == 0) + Cmd_Follow_f (ent); + 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, "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, "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 ); + else if (Q_stricmp (cmd, "echo") == 0) + Cmd_Echo_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, "teamvote") == 0) + Cmd_TeamVote_f (ent); + else if (Q_stricmp (cmd, "gc") == 0) + Cmd_GameCommand_f( ent ); + else if (Q_stricmp (cmd, "setviewpos") == 0) + Cmd_SetViewpos_f( ent ); + else if (Q_stricmp (cmd, "stats") == 0) + Cmd_Stats_f( ent ); + else + trap_SendServerCommand( 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..b98654e7 --- /dev/null +++ b/src/game/g_combat.c @@ -0,0 +1,1193 @@ +// 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 GNU General Public License as published by + * the Free Software Foundation; either version 2, or (at your option) + * any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#include "g_local.h" + + +/* +============ +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; + if (g_gametype.integer == GT_TEAM) + level.teamScores[ ent->client->ps.persistant[PERS_TEAM] ] += score; + CalculateRanks(); +} + + +/* +============ +AddPoints + +Adds points to both the client and his team +============ +*/ +void AddPoints( gentity_t *ent, int score ) +{ + if ( !ent->client ) { + return; + } + // no scoring during pre-match warmup + if ( level.warmupTime ) { + return; + } + ent->client->ps.persistant[PERS_POINTS] += score; + ent->client->ps.persistant[PERS_TOTALPOINTS] += score; + + /*if (g_gametype.integer == GT_TEAM) + level.teamScores[ ent->client->ps.persistant[PERS_TEAM] ] += score; + CalculateRanks();*/ +} + + +/* +============ +CalculatePoints + +Calculates the points to given to a client +============ +*/ +int CalculatePoints( gentity_t *victim, gentity_t *attacker ) +{ + int victim_value, attacker_value; + + if( !victim->client || !attacker->client ) + return 0; + + /*switch( victim->client->ps.stats[STAT_PCLASS] ) + { + case PCL_D_BUILDER: + victim_value = 1; + break; + case PCL_H_BUILDER: + victim_value = 1; + break; + case PCL_D_BASE: + victim_value = 2; + break; + case PCL_H_BASE: + victim_value = 2; + break; + case PCL_D_OFF1: + victim_value = 3; + break; + case PCL_H_OFF1: + victim_value = 3; + break; + case PCL_D_OFF2: + victim_value = 4; + break; + case PCL_H_OFF2: + victim_value = 4; + break; + case PCL_D_OFF3: + victim_value = 5; + break; + case PCL_H_OFF3: + victim_value = 5; + break; + case PCL_D_OFF4: + victim_value = 6; + break; + case PCL_H_OFF4: + victim_value = 6; + break; + case PCL_D_OFF5: + victim_value = 7; + break; + case PCL_H_OFF5: + victim_value = 7; + break; + case PCL_D_OFF6: + victim_value = 8; + break; + case PCL_H_OFF6: + victim_value = 8; + break; + case PCL_D_OFF7: + victim_value = 9; + break; + case PCL_H_OFF7: + victim_value = 9; + break; + case PCL_D_OFF8: + victim_value = 10; + break; + case PCL_H_OFF8: + victim_value = 10; + break; + default: + victim_value = 1; + } + + switch( attacker->client->ps.stats[STAT_PCLASS] ) + { + case PCL_D_BUILDER: + attacker_value = 1; + break; + case PCL_H_BUILDER: + attacker_value = 1; + break; + case PCL_D_BASE: + attacker_value = 2; + break; + case PCL_H_BASE: + attacker_value = 2; + break; + case PCL_D_OFF1: + attacker_value = 3; + break; + case PCL_H_OFF1: + attacker_value = 3; + break; + case PCL_D_OFF2: + attacker_value = 4; + break; + case PCL_H_OFF2: + attacker_value = 4; + break; + case PCL_D_OFF3: + attacker_value = 5; + break; + case PCL_H_OFF3: + attacker_value = 5; + break; + case PCL_D_OFF4: + attacker_value = 6; + break; + case PCL_H_OFF4: + attacker_value = 6; + break; + case PCL_D_OFF5: + attacker_value = 7; + break; + case PCL_H_OFF5: + attacker_value = 7; + break; + case PCL_D_OFF6: + attacker_value = 8; + break; + case PCL_H_OFF6: + attacker_value = 8; + break; + case PCL_D_OFF7: + attacker_value = 9; + break; + case PCL_H_OFF7: + attacker_value = 9; + break; + case PCL_D_OFF8: + attacker_value = 10; + break; + case PCL_H_OFF8: + attacker_value = 10; + break; + default: + attacker_value = 1; + } + + return ( victim_value / attacker_value ) * 10;*/ + + return 1; + +} + + +/* +================= +TossClientItems + +Toss the weapon and powerups for the killed player +================= +*/ +void TossClientItems( gentity_t *self ) { + gitem_t *item; + int weapon; + float angle; + int i; + gentity_t *drop; + int ammo, clips, maxclips; + + // drop the weapon if not a gauntlet or machinegun + weapon = self->s.weapon; + + BG_unpackAmmoArray( weapon, self->client->ps.ammo, self->client->ps.powerups, &ammo, &clips, &maxclips ); + + // make a special check to see if they are changing to a new + // weapon that isn't the mg or gauntlet. Without this, a client + // can pick up a weapon, be killed, and not drop the weapon because + // their weapon change hasn't completed yet and they are still holding the MG. + if ( weapon == WP_MACHINEGUN || weapon == WP_GRAPPLING_HOOK ) { + if ( self->client->ps.weaponstate == WEAPON_DROPPING ) { + weapon = self->client->pers.cmd.weapon; + } + if ( !BG_gotWeapon( weapon, self->client->ps.stats ) ) { + weapon = WP_NONE; + } + } + + if( weapon > WP_MACHINEGUN && weapon != WP_GRAPPLING_HOOK && + ( ammo > 0 || clips > 0 ) ) { + // find the item type for this weapon + item = BG_FindItemForWeapon( weapon ); + + //TA: never drop weapons... + // spawn the item + //Drop_Item( self, item, 0 ); + } + + // drop all the powerups if not in teamplay + if ( g_gametype.integer != GT_TEAM ) { + angle = 45; + /*for ( i = 1 ; i < PW_NUM_POWERUPS ; i++ ) { + if ( self->client->ps.powerups[ i ] > level.time ) { + item = BG_FindItemForPowerup( i ); + if ( !item ) { + continue; + } + //TA: ...or powerups + /*drop = Drop_Item( self, item, angle ); + // decide how many seconds it has left + drop->count = ( self->client->ps.powerups[ i ] - level.time ) / 1000; + if ( drop->count < 1 ) { + drop->count = 1; + } + angle += 45; + } + }*/ + } +} + + +/* +================== +LookAtKiller +================== +*/ +void LookAtKiller( gentity_t *self, gentity_t *inflictor, gentity_t *attacker ) { + vec3_t dir; + vec3_t angles; + + 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_DEAD_YAW] = self->s.angles[YAW]; + return; + } + + self->client->ps.stats[STAT_DEAD_YAW] = vectoyaw ( dir ); + + angles[YAW] = vectoyaw ( dir ); + angles[PITCH] = 0; + angles[ROLL] = 0; +} + +/* +================== +GibEntity +================== +*/ +void GibEntity( gentity_t *self, int killer ) { + G_AddEvent( self, EV_GIB_PLAYER, killer ); + self->takedamage = qfalse; + self->s.eType = ET_INVISIBLE; + self->r.contents = 0; +} + +/* +================== +body_die +================== +*/ +void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) { + if ( self->health > GIB_HEALTH ) { + return; + } + if ( !g_blood.integer ) { + self->health = GIB_HEALTH+1; + return; + } + + GibEntity( self, 0 ); +} + + +// these are just for logging, the client prints its own messages +char *modNames[] = { + "MOD_UNKNOWN", + "MOD_SHOTGUN", + "MOD_GAUNTLET", + "MOD_MACHINEGUN", + "MOD_CHAINGUN", + "MOD_GRENADE", + "MOD_GRENADE_SPLASH", + "MOD_ROCKET", + "MOD_ROCKET_SPLASH", + "MOD_FLAMER", + "MOD_FLAMER_SPLASH", + "MOD_RAILGUN", + "MOD_LIGHTNING", + "MOD_BFG", + "MOD_BFG_SPLASH", + "MOD_WATER", + "MOD_SLIME", + "MOD_LAVA", + "MOD_CRUSH", + "MOD_TELEFRAG", + "MOD_FALLING", + "MOD_SUICIDE", + "MOD_TARGET_LASER", + "MOD_TRIGGER_HURT", + "MOD_GRAPPLE", + "MOD_VENOM", + "MOD_HSPAWN", + "MOD_ASPAWN" +}; + + +/* +================== +CheckAlmostCapture +================== +*/ +void CheckAlmostCapture( gentity_t *self, gentity_t *attacker ) { + gentity_t *ent; + vec3_t dir; + char *classname; + + // if this player was carrying a flag + /*if ( self->client->ps.powerups[PW_REDFLAG] || + self->client->ps.powerups[PW_BLUEFLAG] || + self->client->ps.powerups[PW_NEUTRALFLAG] ) { + // get the goal flag this player should have been going for + if ( g_gametype.integer == GT_CTF ) { + if ( self->client->sess.sessionTeam == TEAM_DROIDS ) { + classname = "team_CTF_blueflag"; + } + else { + classname = "team_CTF_redflag"; + } + } + else { + if ( self->client->sess.sessionTeam == TEAM_DROIDS ) { + classname = "team_CTF_redflag"; + } + else { + classname = "team_CTF_blueflag"; + } + } + ent = NULL; + do + { + ent = G_Find(ent, FOFS(classname), classname); + } while (ent && (ent->flags & FL_DROPPED_ITEM)); + // if we found the destination flag and it's not picked up + if (ent && !(ent->r.svFlags & SVF_NOCLIENT) ) { + // if the player was *very* close + VectorSubtract( self->client->ps.origin, ent->s.origin, dir ); + if ( VectorLength(dir) < 200 ) { + self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT; + if ( attacker->client ) { + attacker->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT; + } + } + } + }*/ +} + +/* +================== +CheckAlmostScored +================== +*/ +void CheckAlmostScored( gentity_t *self, gentity_t *attacker ) { + /*gentity_t *ent; + vec3_t dir; + char *classname; + + // if the player was carrying cubes + if ( self->client->ps.generic1 ) { + if ( self->client->sess.sessionTeam == TEAM_DROIDS ) { + classname = "team_redobelisk"; + } + else { + classname = "team_blueobelisk"; + } + ent = G_Find(NULL, FOFS(classname), classname); + // if we found the destination obelisk + if ( ent ) { + // if the player was *very* close + VectorSubtract( self->client->ps.origin, ent->s.origin, dir ); + if ( VectorLength(dir) < 200 ) { + self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT; + if ( attacker->client ) { + attacker->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT; + } + } + } + }*/ +} + + +/* +================== +player_die +================== +*/ +void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) { + gentity_t *ent; + int anim; + int contents; + int killer; + int i; + char *killerName, *obit; + + if ( self->client->ps.pm_type == PM_DEAD ) { + return; + } + + if ( level.intermissiontime ) { + return; + } + + //TA: prolly dont need this + // check for an almost capture + //CheckAlmostCapture( self, attacker ); + // check for a player that almost brought in cubes + //CheckAlmostScored( self, attacker ); + + if (self->client && self->client->hook) + Weapon_HookFree(self->client->hook); + + self->client->ps.pm_type = PM_DEAD; + + 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 ); + + // 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 ); + AddPoints( attacker, -10 ); + } else { + AddScore( attacker, 1 ); + AddPoints( attacker, CalculatePoints( self, attacker ) ); + + //TA: disable rewards + /*if( meansOfDeath == MOD_GAUNTLET ) { + attacker->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT]++; + attacker->client->ps.persistant[PERS_REWARD] = REWARD_GAUNTLET; + attacker->client->ps.persistant[PERS_REWARD_COUNT]++; + + // add the sprite over the player's head + attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET ); + attacker->client->ps.eFlags |= EF_AWARD_GAUNTLET; + attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; + + // also play humiliation on target + self->client->ps.persistant[PERS_REWARD] = REWARD_GAUNTLET; + self->client->ps.persistant[PERS_REWARD_COUNT]++; + } + + // check for two kills in a short amount of time + // if this is close enough to the last kill, give a reward sound + if ( level.time - attacker->client->lastKillTime < CARNAGE_REWARD_TIME ) { + attacker->client->ps.persistant[PERS_REWARD_COUNT]++; + attacker->client->ps.persistant[PERS_REWARD] = REWARD_EXCELLENT; + attacker->client->ps.persistant[PERS_EXCELLENT_COUNT]++; + + // add the sprite over the player's head + attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET ); + attacker->client->ps.eFlags |= EF_AWARD_EXCELLENT; + attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; + }*/ + attacker->client->lastKillTime = level.time; + + } + } else { + AddScore( self, -1 ); + AddPoints( self, -10 ); + } + + // Add team bonuses + Team_FragBonuses(self, inflictor, attacker); + + // if client is in a nodrop area, don't drop anything (but return CTF flags!) + contents = trap_PointContents( self->r.currentOrigin, -1 ); + if ( !( contents & CONTENTS_NODROP ) ) + //TossClientItems( self ); + + 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.pclass = 0; //TA: reset the classtype + + self->takedamage = qtrue; // can still be gibbed + + self->s.weapon = WP_NONE; + self->s.powerups = 0; + self->r.contents = CONTENTS_CORPSE; + + self->s.angles[0] = 0; + self->s.angles[2] = 0; + 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) ); + + // never gib in a nodrop + if ( self->health <= GIB_HEALTH && !(contents & CONTENTS_NODROP) && g_blood.integer ) { + // gib death + GibEntity( self, killer ); + } else { + // normal death + static int i; + + switch ( i ) { + case 0: + anim = BOTH_DEATH1; + break; + case 1: + anim = BOTH_DEATH2; + break; + case 2: + default: + anim = BOTH_DEATH3; + break; + } + + // for the no-blood option, we need to prevent the health + // from going to gib level + if ( self->health <= GIB_HEALTH ) { + self->health = GIB_HEALTH+1; + } + + self->client->ps.legsAnim = + ( ( self->client->ps.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; + self->client->ps.torsoAnim = + ( ( self->client->ps.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; + + G_AddEvent( self, EV_DEATH1 + i, killer ); + + // the body can still be gibbed + self->die = body_die; + + // globally cycle through the different death animations + i = ( i + 1 ) % 3; + } + + trap_LinkEntity (self); +} + + +/* +================ +CheckArmor +================ +*/ +int CheckArmor (gentity_t *ent, int damage, int dflags) +{ + gclient_t *client; + int save; + int count; + + if (!damage) + return 0; + + client = ent->client; + + if (!client) + return 0; + + if (dflags & DAMAGE_NO_ARMOR) + return 0; + + // armor + count = client->ps.stats[STAT_ARMOR]; + save = ceil( damage * ARMOR_PROTECTION ); + if (save >= count) + save = count; + + if (!save) + return 0; + + client->ps.stats[STAT_ARMOR] -= save; + + return save; +} + + +/* +================ +RaySphereIntersections +================ +*/ +int RaySphereIntersections( vec3_t origin, float radius, vec3_t point, vec3_t dir, vec3_t intersections[2] ) { + float b, c, d, t; + + // | origin - (point + t * dir) | = radius + // a = dir[0]^2 + dir[1]^2 + dir[2]^2; + // b = 2 * (dir[0] * (point[0] - origin[0]) + dir[1] * (point[1] - origin[1]) + dir[2] * (point[2] - origin[2])); + // c = (point[0] - origin[0])^2 + (point[1] - origin[1])^2 + (point[2] - origin[2])^2 - radius^2; + + // normalize dir so a = 1 + VectorNormalize(dir); + b = 2 * (dir[0] * (point[0] - origin[0]) + dir[1] * (point[1] - origin[1]) + dir[2] * (point[2] - origin[2])); + c = (point[0] - origin[0]) * (point[0] - origin[0]) + + (point[1] - origin[1]) * (point[1] - origin[1]) + + (point[2] - origin[2]) * (point[2] - origin[2]) - + radius * radius; + + d = b * b - 4 * c; + if (d > 0) { + t = (- b + sqrt(d)) / 2; + VectorMA(point, t, dir, intersections[0]); + t = (- b - sqrt(d)) / 2; + VectorMA(point, t, dir, intersections[1]); + return 2; + } + else if (d == 0) { + t = (- b ) / 2; + VectorMA(point, t, dir, intersections[0]); + return 1; + } + return 0; +} + + +/* +============ +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->pers.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; + int knockback; + int max; + + 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->use( targ, inflictor, attacker ); + } + return; + } + + //TA: handicaps.. WTF is all that about? If someone is shit they deserve to die. + // reduce damage by the attacker's handicap value + // unless they are rocket jumping + /*if ( attacker->client && attacker != targ ) { + damage = damage * attacker->client->ps.stats[STAT_MAX_HEALTH] / 100; + }*/ + + client = targ->client; + + if ( client ) { + if ( client->noclip ) { + return; + } + } + + if ( !dir ) { + dflags |= DAMAGE_NO_KNOCKBACK; + } else { + VectorNormalize(dir); + } + + knockback = damage; + 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; + } + } + + // battlesuit protects from all radius damage (but takes knockback) + // and protects 50% against all damage + /*if ( client && client->ps.powerups[PW_BATTLESUIT] ) { + G_AddEvent( targ, EV_POWERUP_BATTLESUIT, 0 ); + if ( ( dflags & DAMAGE_RADIUS ) || ( mod == MOD_FALLING ) ) { + return; + } + damage *= 0.5; + }*/ + + // 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] ++; + } + } + + // always give half damage if hurting self + // calculated after knockback, so rocket jumping works + if ( targ == attacker) { + damage *= 0.5; + } + + if ( damage < 1 ) { + damage = 1; + } + take = damage; + save = 0; + + // save some from armor + asave = CheckArmor (targ, take, dflags); + take -= asave; + + 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 ); + } + + // 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; + } + } + + // See if it's the player hurting the emeny flag carrier + if( g_gametype.integer == GT_CTF) { + Team_CheckHurtCarrier(targ, attacker); + } + + if (targ->client) { + // set the last client who damaged the target + targ->client->lasthurt_client = attacker->s.number; + targ->client->lasthurt_mod = mod; + } + + // do the damage + if (take) { + targ->health = targ->health - take; + if ( targ->client ) { + targ->client->ps.stats[STAT_HEALTH] = targ->health; + } + + 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_RadiusDamage +============ +*/ +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) ) { + if( LogAccuracyHit( ent, attacker ) ) { + hitClient = qtrue; + } + 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, 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) ) { + if( LogAccuracyHit( ent, attacker ) ) { + hitClient = qtrue; + } + 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, mod); + } + } + + return hitClient; +} diff --git a/src/game/g_local.h b/src/game/g_local.h new file mode 100644 index 00000000..c6a41345 --- /dev/null +++ b/src/game/g_local.h @@ -0,0 +1,977 @@ +// 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 GNU General Public License as published by + * the Free Software Foundation; either version 2, or (at your option) + * any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#include "q_shared.h" +#include "bg_public.h" +#include "g_public.h" + +//================================================================== + +// the "gameversion" client command will print this plus compile date +#define GAMEVERSION "baseq3" + +#define BODY_QUEUE_SIZE 8 + +#define INFINITE 1000000 + +#define FRAMETIME 100 // msec +#define EVENT_VALID_MSEC 300 +#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 +} 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; + + 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; + vec3_t movedir; + + 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; + + qboolean takedamage; + + int damage; + int splashDamage; // quad will increase this without increasing radius + int splashRadius; + int methodOfDeath; + int splashMethodOfDeath; + + 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; + + gitem_t *item; // for bonus items + + int biteam; //TA: buildable item team + gentity_t *parentNode; //TA: for creep and defence/spawn dependencies + vec3_t turloc; //TA: direction human defense turrets are pointing +}; + +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 + +// 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? + + int pclass; //TA: player class (copied to ent->client->ps.stats[ STAT_PCLASS ] once spawned) + //not really persistant.. this is just a nice place to stick it :) + int pteam; //TA: player team (team deathmatch is too complex to alter) (copied to ps.stats[ STAT_PTEAM ]) +} 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 accurateCount; // for "impressive" reward sound + int accuracy_shots; // total number of shots + int accuracy_hits; // total number of hits + // + 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 + gentity_t *hook; // grapple hook if out + + int switchTeamTime; // time the player switched teams + + gentity_t *torch; //TA: torch entity ( NULL if switched off ) + + // timeResidual is used to handle events that happen every second + // like health / armor countdowns and regeneration + int timeResidual; + + char *areabits; + + float classSpeed; //TA: here to save STAT_ space +}; + +// +// this structure is cleared as each map is entered +// +#define MAX_SPAWN_VARS 64 +#define MAX_SPAWN_VARS_CHARS 2048 + +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 + int bodyQueIndex; // dead bodies + gentity_t *bodyQue[BODY_QUEUE_SIZE]; + + //TA: extra stuff: + int numDroidSpawns; + int numHumanSpawns; + int numDroidClients; + int numHumanClients; + int numLiveDroidClients; + int numLiveHumanClients; + int droidBuildPoints; + int humanBuildPoints; +} 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 StopFollowing( gentity_t *ent ); +void BroadcastTeamChange( gclient_t *client, int oldTeam ); +void SetTeam( gentity_t *ent, char *s ); +void Cmd_FollowCycle_f( gentity_t *ent, int dir ); + +// +// g_items.c +// +void G_CheckTeamItems( void ); +void G_RunItem( gentity_t *ent ); +void RespawnItem( gentity_t *ent ); + +void UseHoldableItem( gentity_t *ent ); +void PrecacheItem (gitem_t *it); +gentity_t *Drop_Item( gentity_t *ent, gitem_t *item, float angle ); +gentity_t *LaunchItem( gitem_t *item, vec3_t origin, vec3_t velocity ); +void SetRespawn (gentity_t *ent, float delay); +void G_SpawnItem (gentity_t *ent, gitem_t *item); +void FinishSpawningItem( gentity_t *ent ); +void Think_Weapon (gentity_t *ent); +int ArmorIndex (gentity_t *ent); +void Add_Ammo (gentity_t *ent, int weapon, int count); +void Touch_Item (gentity_t *ent, gentity_t *other, trace_t *trace); + +void ClearRegisteredItems( void ); +void RegisterItem( gitem_t *item ); +void SaveRegisteredItems( void ); + +// +// g_buildable.c +// +qboolean itemFits( gentity_t *ent, gitem_t *item, int distance ); +gentity_t *Build_Item( gentity_t *ent, gitem_t *item, int distance ); + +// +// g_creep.c +// +gentity_t *createCreepNode( vec3_t origin ); + +// +// g_utils.c +// +int G_ModelIndex( char *name ); +int G_SoundIndex( char *name ); +void G_TeamCommand( team_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_SetOrigin( gentity_t *ent, vec3_t origin ); +void AddRemap(const char *oldShader, const char *newShader, float timeOffset); +const char *BuildShaderStateConfig(); + +// +// 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 TossClientItems( gentity_t *self ); + +// 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 + +// +// g_missile.c +// +void G_RunMissile( gentity_t *ent ); + +gentity_t *fire_blaster (gentity_t *self, vec3_t start, vec3_t aimdir); +gentity_t *fire_flamer( gentity_t *self, vec3_t start, vec3_t aimdir ); +gentity_t *fire_plasma( gentity_t *self, vec3_t start, vec3_t aimdir ); +gentity_t *fire_grenade (gentity_t *self, vec3_t start, vec3_t aimdir); +gentity_t *fire_rocket (gentity_t *self, vec3_t start, vec3_t dir); +gentity_t *fire_bfg (gentity_t *self, vec3_t start, vec3_t dir); +gentity_t *fire_grapple (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 ); + +// +// g_trigger.c +// +void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace ); + + +// +// g_misc.c +// +void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles ); +void ShineTorch( gentity_t *self ); + +// +// g_weapon.c +// +qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker ); +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 CheckGauntletAttack( gentity_t *ent ); +void Weapon_HookFree (gentity_t *ent); +void Weapon_HookThink (gentity_t *ent); + + +// +// g_client.c +// +team_t TeamCount( int ignoreClientNum, int team ); +int TeamLeader( int team ); +team_t PickTeam( int ignoreClientNum ); +void SetClientViewAngle( gentity_t *ent, vec3_t angle ); +gentity_t *SelectSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles ); +void CopyToBodyQue( gentity_t *ent ); +void respawn (gentity_t *ent); +void BeginIntermission (void); +void InitClientPersistant (gclient_t *client); +void InitClientResp (gclient_t *client); +void InitBodyQue (void); +void ClientSpawn( gentity_t *ent ); +void player_die (gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod); +void AddScore( gentity_t *ent, int score ); + +//TA: extra bits +void AddPoints( gentity_t *ent, int score ); +int CalculatePoints( gentity_t *victim, gentity_t *attacker ); + +void CalculateRanks( void ); +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 ); + +// +// p_hud.c +// +void MoveClientToIntermission (gentity_t *client); +void G_SetStats (gentity_t *ent); +void DeathmatchScoreboardMessage (gentity_t *client); + +// +// g_cmds.c +// + +// +// g_pweapon.c +// + + +// +// g_main.c +// +void FindIntermissionPoint( void ); +void SetLeader(int team, int client); +void CheckTeamLeader( int team ); +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, ... ); + +// +// 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 ); +void Team_CheckDroppedItem( gentity_t *dropped ); + + +// +// g_mem.c +// +void *G_Alloc( int size ); +void G_InitMemory( 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_InitWorldSession( void ); +void G_WriteSessionData( void ); + +// +// g_arenas.c +// +void UpdateTournamentInfo( void ); +void SpawnModelsOnVictoryPads( void ); +void Svcmd_AbortPodium_f( void ); + +// +// g_bot.c +// +/*void G_InitBots( qboolean restart ); +char *G_GetBotInfoByNumber( int num ); +char *G_GetBotInfoByName( const char *name ); +void G_CheckBotSpawn( void ); +void G_QueueBotBegin( int clientNum ); +qboolean G_BotConnect( int clientNum, qboolean restart ); +void Svcmd_AddBot_f( void ); +void Svcmd_BotList_f( void ); +void BotInterbreedEndMatch( void );*/ + +// ai_main.c + +//some maxs +#define MAX_FILEPATH 144 + +//bot settings +/*typedef struct bot_settings_s +{ + char characterfile[MAX_FILEPATH]; + float skill; + char team[MAX_FILEPATH]; +} bot_settings_t; + +int BotAISetup( int restart ); +int BotAIShutdown( int restart ); +int BotAILoadMap( int restart ); +int BotAISetupClient( int client, bot_settings_t *settings ); +int BotAIShutdownClient( int client ); +int BotAIStartFrame( int time );*/ + + +#include "g_team.h" // teamplay specific stuff + + +extern level_locals_t level; +extern gentity_t g_entities[MAX_GENTITIES]; + +#define FOFS(x) ((int)&(((gentity_t *)0)->x)) + +extern vmCvar_t g_gametype; +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_dmflags; +extern vmCvar_t g_fraglimit; +extern vmCvar_t g_timelimit; +extern vmCvar_t g_capturelimit; +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; + +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 ); +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); + +//TA: conceptually should live in q_shared.h +//void AxisToAngles( vec3_t axis[3], vec3_t angles); +//float arccos( float x ); + +int trap_BotLibSetup( void ); +int trap_BotLibShutdown( void ); +int trap_BotLibVarSet(char *var_name, char *value); +int trap_BotLibVarGet(char *var_name, char *value, int size); +int trap_BotLibDefine(char *string); +int trap_BotLibStartFrame(float time); +int trap_BotLibLoadMap(const char *mapname); +int trap_BotLibUpdateEntity(int ent, void /* struct bot_updateentity_s */ *bue); +int trap_BotLibTest(int parm0, char *parm1, vec3_t parm2, vec3_t parm3); + +int trap_BotGetSnapshotEntity( int clientNum, int sequence ); +int trap_BotGetServerCommand(int clientNum, char *message, int size); +void trap_BotUserCommand(int client, usercmd_t *ucmd); + +int trap_AAS_BBoxAreas(vec3_t absmins, vec3_t absmaxs, int *areas, int maxareas); +int trap_AAS_AreaInfo( int areanum, void /* struct aas_areainfo_s */ *info ); +void trap_AAS_EntityInfo(int entnum, void /* struct aas_entityinfo_s */ *info); + +int trap_AAS_Initialized(void); +void trap_AAS_PresenceTypeBoundingBox(int presencetype, vec3_t mins, vec3_t maxs); +float trap_AAS_Time(void); + +int trap_AAS_PointAreaNum(vec3_t point); +int trap_AAS_PointReachabilityAreaIndex(vec3_t point); +int trap_AAS_TraceAreas(vec3_t start, vec3_t end, int *areas, vec3_t *points, int maxareas); + +int trap_AAS_PointContents(vec3_t point); +int trap_AAS_NextBSPEntity(int ent); +int trap_AAS_ValueForBSPEpairKey(int ent, char *key, char *value, int size); +int trap_AAS_VectorForBSPEpairKey(int ent, char *key, vec3_t v); +int trap_AAS_FloatForBSPEpairKey(int ent, char *key, float *value); +int trap_AAS_IntForBSPEpairKey(int ent, char *key, int *value); + +int trap_AAS_AreaReachability(int areanum); + +int trap_AAS_AreaTravelTimeToGoalArea(int areanum, vec3_t origin, int goalareanum, int travelflags); +int trap_AAS_EnableRoutingArea( int areanum, int enable ); +int trap_AAS_PredictRoute(void /*struct aas_predictroute_s*/ *route, int areanum, vec3_t origin, + int goalareanum, int travelflags, int maxareas, int maxtime, + int stopevent, int stopcontents, int stoptfl, int stopareanum); + +int trap_AAS_AlternativeRouteGoals(vec3_t start, int startareanum, vec3_t goal, int goalareanum, int travelflags, + void /*struct aas_altroutegoal_s*/ *altroutegoals, int maxaltroutegoals, + int type); + +int trap_AAS_Swimming(vec3_t origin); +int trap_AAS_PredictClientMovement(void /* aas_clientmove_s */ *move, int entnum, vec3_t origin, int presencetype, int onground, vec3_t velocity, vec3_t cmdmove, int cmdframes, int maxframes, float frametime, int stopevent, int stopareanum, int visualize); + + +void trap_EA_Say(int client, char *str); +void trap_EA_SayTeam(int client, char *str); +void trap_EA_Command(int client, char *command); + +void trap_EA_Action(int client, int action); +void trap_EA_Gesture(int client); + +void trap_EA_Talk(int client); +void trap_EA_Attack(int client); +void trap_EA_Use(int client); +void trap_EA_Respawn(int client); +void trap_EA_Crouch(int client); +void trap_EA_MoveUp(int client); +void trap_EA_MoveDown(int client); +void trap_EA_MoveForward(int client); +void trap_EA_MoveBack(int client); +void trap_EA_MoveLeft(int client); +void trap_EA_MoveRight(int client); +void trap_EA_SelectWeapon(int client, int weapon); +void trap_EA_Jump(int client); +void trap_EA_DelayedJump(int client); +void trap_EA_Move(int client, vec3_t dir, float speed); +void trap_EA_View(int client, vec3_t viewangles); + +void trap_EA_EndRegular(int client, float thinktime); +void trap_EA_GetInput(int client, float thinktime, void /* struct bot_input_s */ *input); +void trap_EA_ResetInput(int client); + + +int trap_BotLoadCharacter(char *charfile, float skill); +void trap_BotFreeCharacter(int character); +float trap_Characteristic_Float(int character, int index); +float trap_Characteristic_BFloat(int character, int index, float min, float max); +int trap_Characteristic_Integer(int character, int index); +int trap_Characteristic_BInteger(int character, int index, int min, int max); +void trap_Characteristic_String(int character, int index, char *buf, int size); + +int trap_BotAllocChatState(void); +void trap_BotFreeChatState(int handle); +void trap_BotQueueConsoleMessage(int chatstate, int type, char *message); +void trap_BotRemoveConsoleMessage(int chatstate, int handle); +int trap_BotNextConsoleMessage(int chatstate, void /* struct bot_consolemessage_s */ *cm); +int trap_BotNumConsoleMessages(int chatstate); +void trap_BotInitialChat(int chatstate, char *type, int mcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7 ); +int trap_BotNumInitialChats(int chatstate, char *type); +int trap_BotReplyChat(int chatstate, char *message, int mcontext, int vcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7 ); +int trap_BotChatLength(int chatstate); +void trap_BotEnterChat(int chatstate, int client, int sendto); +void trap_BotGetChatMessage(int chatstate, char *buf, int size); +int trap_StringContains(char *str1, char *str2, int casesensitive); +int trap_BotFindMatch(char *str, void /* struct bot_match_s */ *match, unsigned long int context); +void trap_BotMatchVariable(void /* struct bot_match_s */ *match, int variable, char *buf, int size); +void trap_UnifyWhiteSpaces(char *string); +void trap_BotReplaceSynonyms(char *string, unsigned long int context); +int trap_BotLoadChatFile(int chatstate, char *chatfile, char *chatname); +void trap_BotSetChatGender(int chatstate, int gender); +void trap_BotSetChatName(int chatstate, char *name, int client); +void trap_BotResetGoalState(int goalstate); +void trap_BotRemoveFromAvoidGoals(int goalstate, int number); +void trap_BotResetAvoidGoals(int goalstate); +void trap_BotPushGoal(int goalstate, void /* struct bot_goal_s */ *goal); +void trap_BotPopGoal(int goalstate); +void trap_BotEmptyGoalStack(int goalstate); +void trap_BotDumpAvoidGoals(int goalstate); +void trap_BotDumpGoalStack(int goalstate); +void trap_BotGoalName(int number, char *name, int size); +int trap_BotGetTopGoal(int goalstate, void /* struct bot_goal_s */ *goal); +int trap_BotGetSecondGoal(int goalstate, void /* struct bot_goal_s */ *goal); +int trap_BotChooseLTGItem(int goalstate, vec3_t origin, int *inventory, int travelflags); +int trap_BotChooseNBGItem(int goalstate, vec3_t origin, int *inventory, int travelflags, void /* struct bot_goal_s */ *ltg, float maxtime); +int trap_BotTouchingGoal(vec3_t origin, void /* struct bot_goal_s */ *goal); +int trap_BotItemGoalInVisButNotVisible(int viewer, vec3_t eye, vec3_t viewangles, void /* struct bot_goal_s */ *goal); +int trap_BotGetNextCampSpotGoal(int num, void /* struct bot_goal_s */ *goal); +int trap_BotGetMapLocationGoal(char *name, void /* struct bot_goal_s */ *goal); +int trap_BotGetLevelItemGoal(int index, char *classname, void /* struct bot_goal_s */ *goal); +float trap_BotAvoidGoalTime(int goalstate, int number); +void trap_BotSetAvoidGoalTime(int goalstate, int number, float avoidtime); +void trap_BotInitLevelItems(void); +void trap_BotUpdateEntityItems(void); +int trap_BotLoadItemWeights(int goalstate, char *filename); +void trap_BotFreeItemWeights(int goalstate); +void trap_BotInterbreedGoalFuzzyLogic(int parent1, int parent2, int child); +void trap_BotSaveGoalFuzzyLogic(int goalstate, char *filename); +void trap_BotMutateGoalFuzzyLogic(int goalstate, float range); +int trap_BotAllocGoalState(int state); +void trap_BotFreeGoalState(int handle); + +void trap_BotResetMoveState(int movestate); +void trap_BotMoveToGoal(void /* struct bot_moveresult_s */ *result, int movestate, void /* struct bot_goal_s */ *goal, int travelflags); +int trap_BotMoveInDirection(int movestate, vec3_t dir, float speed, int type); +void trap_BotResetAvoidReach(int movestate); +void trap_BotResetLastAvoidReach(int movestate); +int trap_BotReachabilityArea(vec3_t origin, int testground); +int trap_BotMovementViewTarget(int movestate, void /* struct bot_goal_s */ *goal, int travelflags, float lookahead, vec3_t target); +int trap_BotPredictVisiblePosition(vec3_t origin, int areanum, void /* struct bot_goal_s */ *goal, int travelflags, vec3_t target); +int trap_BotAllocMoveState(void); +void trap_BotFreeMoveState(int handle); +void trap_BotInitMoveState(int handle, void /* struct bot_initmove_s */ *initmove); +void trap_BotAddAvoidSpot(int movestate, vec3_t origin, float radius, int type); + +int trap_BotChooseBestFightWeapon(int weaponstate, int *inventory); +void trap_BotGetWeaponInfo(int weaponstate, int weapon, void /* struct weaponinfo_s */ *weaponinfo); +int trap_BotLoadWeaponWeights(int weaponstate, char *filename); +int trap_BotAllocWeaponState(void); +void trap_BotFreeWeaponState(int weaponstate); +void trap_BotResetWeaponState(int weaponstate); + +int trap_GeneticParentsAndChildSelection(int numranks, float *ranks, int *parent1, int *parent2, int *child); + +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..fd922ad4 --- /dev/null +++ b/src/game/g_main.c @@ -0,0 +1,1881 @@ +// 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 GNU General Public License as published by + * the Free Software Foundation; either version 2, or (at your option) + * any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#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_gametype; +vmCvar_t g_dmflags; +vmCvar_t g_fraglimit; +vmCvar_t g_timelimit; +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_log; +vmCvar_t g_logSync; +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; + + +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_gametype, "g_gametype", "0", CVAR_SERVERINFO | CVAR_LATCH, 0, qfalse }, + + { &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_dmflags, "dmflags", "0", CVAR_SERVERINFO | CVAR_ARCHIVE, 0, qtrue }, + { &g_fraglimit, "fraglimit", "20", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue }, + { &g_timelimit, "timelimit", "0", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue }, + { &g_capturelimit, "capturelimit", "8", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue }, + + { &g_synchronousClients, "g_synchronousClients", "0", CVAR_SYSTEMINFO, 0, qfalse }, + + { &g_friendlyFire, "g_friendlyFire", "1", 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_log, "g_log", "games.log", CVAR_ARCHIVE, 0, qfalse }, + { &g_logSync, "g_logSync", "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_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_rankings, "g_rankings", "0", 0, 0, qfalse} +}; + +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 ); + + +/* +================ +vmMain + +This is the only way control passes into the module. +This must be the very first function compiled into the .q3vm file +================ +*/ +int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int 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 (int)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(); + //TA: rip bots + /*case BOTAI_START_FRAME: + return BotAIStartFrame( arg0 );*/ + } + + return -1; +} + + +void QDECL G_Printf( const char *fmt, ... ) { + va_list argptr; + char text[1024]; + + va_start (argptr, fmt); + vsprintf (text, fmt, argptr); + va_end (argptr); + + 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); +} + +/* +================= +G_RegisterPlayerModels +================= +*/ +void G_RegisterPlayerModels( void ) +{ + char *precacheModels[ MAX_CLIENTS ] = { "klesk", "lucy", "sarge", NULL }; + char *s; + int i; + + for( i = 0; i < 3; i++ ) + { + s = va("n\\%s%d\\t\\%i\\model\\%s\\hmodel\\%s\\g_redteam\\%s\\g_blueteam\\%s\\c1\\%s\\hc\\%i\\w\\%i\\l\\%i\\tt\\%d\\tl\\%d", "precache", i, 0, precacheModels[ i ], precacheModels[ i ], 0, 0, "7", 100, 0, 0, 0, 0); + + trap_SetConfigstring( CS_PLAYERS + MAX_CLIENTS + i, s ); + } + +} + + +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 + + if ( g_gametype.integer < 0 || g_gametype.integer >= GT_MAX_GAME_TYPE ) { + G_Printf( "g_gametype %i is out of range, defaulting to 0\n", g_gametype.integer ); + trap_Cvar_Set( "g_gametype", "0" ); + } + + 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 ) { + trap_SendServerCommand( -1, va("print \"Server: %s changed to %s\n\"", + cv->cvarName, cv->vmCvar->string ) ); + } + + if (cv->teamShader) { + remapped = qtrue; + } + } + } + } + + if (remapped) { + G_RemapTeamShaders(); + } +} + + +/* +============ +G_InitGame + +============ +*/ +void G_InitGame( int levelTime, int randomSeed, int restart ) { + int i; + + G_Printf ("------- Game Initialization -------\n"); + G_Printf ("gamename: %s\n", GAMEVERSION); + G_Printf ("gamedate: %s\n", __DATE__); + + srand( randomSeed ); + + G_RegisterCvars(); + + 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_gametype.integer != GT_SINGLE_PLAYER && g_log.string[0] ) { + if ( g_logSync.integer ) { + trap_FS_FOpenFile( g_log.string, &level.logFile, FS_APPEND_SYNC ); + } else { + trap_FS_FOpenFile( g_log.string, &level.logFile, FS_APPEND ); + } + if ( !level.logFile ) { + G_Printf( "WARNING: Couldn't open logfile: %s\n", g_log.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" ); + } + + G_InitWorldSession(); + + // 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] ) ); + + // reserve some spots for dead player bodies + InitBodyQue(); + + ClearRegisteredItems(); + + // parse the key/value pairs and spawn gentities + G_SpawnEntitiesFromString(); + + // general initialization + G_FindTeams(); + + // make sure we have flags for CTF, etc + if( g_gametype.integer >= GT_TEAM ) { + G_CheckTeamItems(); + } + + SaveRegisteredItems(); + G_RegisterPlayerModels(); + + G_Printf ("-----------------------------------\n"); + + if( g_gametype.integer == GT_SINGLE_PLAYER || trap_Cvar_VariableIntegerValue( "com_buildScript" ) ) { + G_ModelIndex( SP_PODIUM_MODEL ); + G_SoundIndex( "sound/player/gurp1.wav" ); + G_SoundIndex( "sound/player/gurp2.wav" ); + } + + //TA: rip bots + /*if ( trap_Cvar_VariableIntegerValue( "bot_enable" ) ) { + BotAISetup( restart ); + BotAILoadMap( restart ); + G_InitBots( restart ); + }*/ + + G_RemapTeamShaders(); + + //TA: so the server counts the spawns without a client attached + CalculateRanks( ); +} + + + +/* +================= +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(); + + //TA: rip bots + /*if ( trap_Cvar_VariableIntegerValue( "bot_enable" ) ) { + BotAIShutdown( restart ); + }*/ +} + + + +//=================================================================== + +#ifndef GAME_HARD_LINKED +// 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, ... ) { + 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); +} + +#endif + +/* +======================================================================== + +PLAYER COUNTING / SCORE SORTING + +======================================================================== +*/ + +/* +============= +AddTournamentPlayer + +If there are less than two tournament players, put a +spectator in the game and restart +============= +*/ +void AddTournamentPlayer( void ) { + int i; + gclient_t *client; + gclient_t *nextInLine; + + if ( level.numPlayingClients >= 2 ) { + return; + } + + // never change during intermission + if ( level.intermissiontime ) { + return; + } + + nextInLine = NULL; + + for ( i = 0 ; i < level.maxclients ; i++ ) { + client = &level.clients[i]; + if ( client->pers.connected != CON_CONNECTED ) { + continue; + } + if ( client->sess.sessionTeam != TEAM_SPECTATOR ) { + continue; + } + // never select the dedicated follow or scoreboard clients + if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD || + client->sess.spectatorClient < 0 ) { + continue; + } + + if ( !nextInLine || client->sess.spectatorTime < nextInLine->sess.spectatorTime ) { + nextInLine = client; + } + } + + if ( !nextInLine ) { + return; + } + + level.warmupTime = -1; + + // set them to free-for-all team + SetTeam( &g_entities[ nextInLine - level.clients ], "f" ); +} + + +/* +======================= +RemoveTournamentLoser + +Make the loser a spectator at the back of the line +======================= +*/ +void RemoveTournamentLoser( void ) { + int clientNum; + + if ( level.numPlayingClients != 2 ) { + return; + } + + clientNum = level.sortedClients[1]; + + if ( level.clients[ clientNum ].pers.connected != CON_CONNECTED ) { + return; + } + + // make them a spectator + SetTeam( &g_entities[ clientNum ], "s" ); +} + + +/* +======================= +RemoveTournamentWinner +======================= +*/ +void RemoveTournamentWinner( void ) { + int clientNum; + + if ( level.numPlayingClients != 2 ) { + return; + } + + clientNum = level.sortedClients[0]; + + if ( level.clients[ clientNum ].pers.connected != CON_CONNECTED ) { + return; + } + + // make them a spectator + SetTeam( &g_entities[ clientNum ], "s" ); +} + + +/* +======================= +AdjustTournamentScores + +======================= +*/ +void AdjustTournamentScores( void ) { + int clientNum; + + clientNum = level.sortedClients[0]; + if ( level.clients[ clientNum ].pers.connected == CON_CONNECTED ) { + level.clients[ clientNum ].sess.wins++; + ClientUserinfoChanged( clientNum ); + } + + clientNum = level.sortedClients[1]; + if ( level.clients[ clientNum ].pers.connected == CON_CONNECTED ) { + level.clients[ clientNum ].sess.losses++; + ClientUserinfoChanged( clientNum ); + } + +} + + + +/* +============= +SortRanks + +============= +*/ +int QDECL SortRanks( const void *a, const void *b ) { + gclient_t *ca, *cb; + + ca = &level.clients[*(int *)a]; + cb = &level.clients[*(int *)b]; + + // sort special clients last + if ( ca->sess.spectatorState == SPECTATOR_SCOREBOARD || ca->sess.spectatorClient < 0 ) { + return 1; + } + if ( cb->sess.spectatorState == SPECTATOR_SCOREBOARD || cb->sess.spectatorClient < 0 ) { + return -1; + } + + // then connecting clients + if ( ca->pers.connected == CON_CONNECTING ) { + return 1; + } + if ( cb->pers.connected == CON_CONNECTING ) { + return -1; + } + + + // then spectators + if ( ca->sess.sessionTeam == TEAM_SPECTATOR && cb->sess.sessionTeam == TEAM_SPECTATOR ) { + if ( ca->sess.spectatorTime < cb->sess.spectatorTime ) { + return -1; + } + if ( ca->sess.spectatorTime > cb->sess.spectatorTime ) { + return 1; + } + return 0; + } + if ( ca->sess.sessionTeam == TEAM_SPECTATOR ) { + return 1; + } + if ( cb->sess.sessionTeam == TEAM_SPECTATOR ) { + return -1; + } + + // then sort by score + if ( ca->ps.persistant[PERS_SCORE] + > cb->ps.persistant[PERS_SCORE] ) { + return -1; + } + if ( ca->ps.persistant[PERS_SCORE] + < cb->ps.persistant[PERS_SCORE] ) { + return 1; + } + return 0; +} + +/* +============ +countSpawns + +Counts the number of spawns for each team +============ +*/ +void countSpawns( void ) +{ + int i; + gentity_t *ent; + + level.numDroidSpawns = 0; + level.numHumanSpawns = 0; + + for ( i = 1, ent = g_entities + i ; i < level.num_entities ; i++, ent++ ) + { + if (!ent->inuse) + continue; + + if( !Q_stricmp( ent->classname, "team_droid_spawn" ) && ent->health > 0 ) + level.numDroidSpawns++; + + if( !Q_stricmp( ent->classname, "team_human_spawn" ) && ent->health > 0 ) + level.numHumanSpawns++; + } +} + + +/* +============ +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.numDroidClients = 0; + level.numHumanClients = 0; + level.numLiveDroidClients = 0; + level.numLiveHumanClients = 0; + + for ( i = 0; i < TEAM_NUM_TEAMS; i++ ) { + level.numteamVotingClients[i] = 0; + } + + countSpawns( ); + + for ( i = 0 ; i < level.maxclients ; i++ ) + { + if ( level.clients[i].pers.connected != CON_DISCONNECTED ) + { + level.sortedClients[level.numConnectedClients] = i; + level.numConnectedClients++; + + //TA: so we know when the game ends and for team leveling + if( level.clients[i].pers.pteam == PTE_DROIDS ) + { + level.numDroidClients++; + if ( level.clients[i].sess.sessionTeam != TEAM_SPECTATOR ) + level.numLiveDroidClients++; + } + + if( level.clients[i].pers.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].sess.sessionTeam == TEAM_HUMANS ) + level.numteamVotingClients[0]++; + else if ( level.clients[i].sess.sessionTeam == TEAM_DROIDS ) + 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 + if ( g_gametype.integer >= GT_TEAM ) { + // in team games, rank is just the order of the teams, 0=red, 1=blue, 2=tied + for ( i = 0; i < level.numConnectedClients; i++ ) { + cl = &level.clients[ level.sortedClients[i] ]; + if ( level.teamScores[TEAM_HUMANS] == level.teamScores[TEAM_DROIDS] ) { + cl->ps.persistant[PERS_RANK] = 2; + } else if ( level.teamScores[TEAM_HUMANS] > level.teamScores[TEAM_DROIDS] ) { + cl->ps.persistant[PERS_RANK] = 0; + } else { + cl->ps.persistant[PERS_RANK] = 1; + } + } + } else { + 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 | RANK_TIED_FLAG; + level.clients[ level.sortedClients[i] ].ps.persistant[PERS_RANK] = rank | RANK_TIED_FLAG; + } + score = newScore; + if ( g_gametype.integer == GT_SINGLE_PLAYER && level.numPlayingClients == 1 ) { + level.clients[ level.sortedClients[i] ].ps.persistant[PERS_RANK] = rank | RANK_TIED_FLAG; + } + } + } + + trap_SetConfigstring( CS_ABPOINTS, va("%i", level.droidBuildPoints ) ); + trap_SetConfigstring( CS_HBPOINTS, va("%i", level.humanBuildPoints ) ); + + // set the CS_SCORES1/2 configstrings, which will be visible to everyone + if ( g_gametype.integer >= GT_TEAM ) { + trap_SetConfigstring( CS_SCORES1, va("%i", level.teamScores[TEAM_HUMANS] ) ); + trap_SetConfigstring( CS_SCORES2, va("%i", level.teamScores[TEAM_DROIDS] ) ); + } else { + 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 ) { + DeathmatchScoreboardMessage( 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 ) { + 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 + } + + // if in tournement mode, change the wins / losses + if ( g_gametype.integer == GT_TOURNAMENT ) { + AdjustTournamentScores(); + } + + level.intermissiontime = level.time; + FindIntermissionPoint(); + + // if single player game + if ( g_gametype.integer == GT_SINGLE_PLAYER ) { + UpdateTournamentInfo(); + SpawnModelsOnVictoryPads(); + } + + // 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; + + //bot interbreeding + //TA: rip bots + //BotInterbreedEndMatch(); + + // if we are running a tournement map, kick the loser to spectator status, + // which will automatically grab the next spectator and restart + if ( g_gametype.integer == GT_TOURNAMENT ) { + if ( !level.restarted ) { + RemoveTournamentLoser(); + trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" ); + level.restarted = qtrue; + level.changemap = NULL; + level.intermissiontime = 0; + } + return; + } + + + 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 + level.teamScores[TEAM_HUMANS] = 0; + level.teamScores[TEAM_DROIDS] = 0; + 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; + qboolean won = qtrue; + + 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; + } + + if ( g_gametype.integer >= GT_TEAM ) { + G_LogPrintf( "red:%i blue:%i\n", + level.teamScores[TEAM_HUMANS], level.teamScores[TEAM_DROIDS] ); + } + + for (i=0 ; i < numSorted ; i++) { + int ping; + + cl = &level.clients[level.sortedClients[i]]; + + if ( cl->sess.sessionTeam == TEAM_SPECTATOR ) { + 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 ); + + } +} + + +/* +================= +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; + int i; + gclient_t *cl; + int readyMask; + + if ( g_gametype.integer == GT_SINGLE_PLAYER ) { + return; + } + + // see which players are ready + ready = 0; + notReady = 0; + readyMask = 0; + for (i=0 ; i< g_maxclients.integer ; i++) { + cl = level.clients + i; + if ( cl->pers.connected != CON_CONNECTED ) { + continue; + } + if ( g_entities[cl->ps.clientNum].r.svFlags & SVF_BOT ) { + continue; + } + + if ( cl->readyToExit ) { + ready++; + if ( i < 16 ) { + readyMask |= 1 << i; + } + } else { + notReady++; + } + } + + // copy the readyMask to each player's stats so + // it can be displayed on the scoreboard + for (i=0 ; i< g_maxclients.integer ; i++) { + cl = level.clients + i; + if ( cl->pers.connected != CON_CONNECTED ) { + continue; + } + cl->ps.stats[STAT_CLIENTS_READY] = readyMask; + } + + // never exit in less than five seconds + if ( level.time < level.intermissiontime + 5000 ) { + return; + } + + // if nobody wants to go, clear timer + if ( !ready ) { + level.readyToExit = qfalse; + return; + } + + // if everyone wants to go, go now + if ( !notReady ) { + ExitLevel(); + return; + } + + // the first person to ready starts the ten second timeout + if ( !level.readyToExit ) { + level.readyToExit = qtrue; + level.exitTime = level.time; + } + + // if we have waited ten seconds since at least one player + // wanted to exit, go ahead + if ( level.time < level.exitTime + 10000 ) { + return; + } + + ExitLevel(); +} + +/* +============= +ScoreIsTied +============= +*/ +qboolean ScoreIsTied( void ) { + int a, b; + + if ( level.numPlayingClients < 2 ) { + return qfalse; + } + + if ( g_gametype.integer >= GT_TEAM ) { + return level.teamScores[TEAM_HUMANS] == level.teamScores[TEAM_DROIDS]; + } + + 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 ) { + int i; + gclient_t *cl; + + // 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; + } + + // check for sudden death + if ( ScoreIsTied() ) { + // always wait for sudden death + return; + } + + if ( g_timelimit.integer && !level.warmupTime ) { + if ( level.time - level.startTime >= g_timelimit.integer*60000 ) { + trap_SendServerCommand( -1, "print \"Timelimit hit.\n\""); + LogExit( "Timelimit hit." ); + return; + } + } + + /*trap_SendServerCommand( -1, va("print \"%d %d %d %d %d %d\n\"", + level.numDroidClients, + level.numLiveDroidClients, + level.numHumanClients, + level.numLiveHumanClients, + level.numDroidSpawns, + level.numHumanSpawns ) );*/ + + //TA: end the game on these conditions + if( ( level.time > level.startTime + 1000 ) && ( level.numDroidSpawns == 0 ) && ( level.numLiveDroidClients == 0 ) ) + { + //droids lose + trap_SendServerCommand( -1, "print \"Humans win.\n\""); + LogExit( "Humans win." ); + return; + } + else if( ( level.time > level.startTime + 1000 ) && ( level.numHumanSpawns == 0 ) && ( level.numLiveHumanClients == 0 ) ) + { + //humans lose + trap_SendServerCommand( -1, "print \"Droids win.\n\""); + LogExit( "Droids win." ); + return; + } + + if ( level.numPlayingClients < 2 ) { + return; + } + + if ( g_gametype.integer < GT_CTF && g_fraglimit.integer ) { + if ( level.teamScores[TEAM_HUMANS] >= g_fraglimit.integer ) { + trap_SendServerCommand( -1, "print \"Red hit the fraglimit.\n\"" ); + LogExit( "Fraglimit hit." ); + return; + } + + if ( level.teamScores[TEAM_DROIDS] >= g_fraglimit.integer ) { + trap_SendServerCommand( -1, "print \"Blue hit the fraglimit.\n\"" ); + LogExit( "Fraglimit hit." ); + return; + } + + for ( i=0 ; i< g_maxclients.integer ; i++ ) { + cl = level.clients + i; + if ( cl->pers.connected != CON_CONNECTED ) { + continue; + } + if ( cl->sess.sessionTeam != TEAM_FREE ) { + continue; + } + + if ( cl->ps.persistant[PERS_SCORE] >= g_fraglimit.integer ) { + LogExit( "Fraglimit hit." ); + trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " hit the fraglimit.\n\"", + cl->pers.netname ) ); + return; + } + } + } + + if ( g_gametype.integer >= GT_CTF && g_capturelimit.integer ) { + + if ( level.teamScores[TEAM_HUMANS] >= g_capturelimit.integer ) { + trap_SendServerCommand( -1, "print \"Red hit the capturelimit.\n\"" ); + LogExit( "Capturelimit hit." ); + return; + } + + if ( level.teamScores[TEAM_DROIDS] >= g_capturelimit.integer ) { + trap_SendServerCommand( -1, "print \"Blue hit the capturelimit.\n\"" ); + LogExit( "Capturelimit hit." ); + return; + } + } +} + + + +/* +======================================================================== + +FUNCTIONS CALLED EVERY FRAME + +======================================================================== +*/ + + +/* +============= +CheckTournament + +Once a frame, check for changes in tournement player state +============= +*/ +void CheckTournament( void ) { + if ( level.numPlayingClients == 0 ) { + return; + } + + if ( g_gametype.integer == GT_TOURNAMENT ) { + + // pull in a spectator if needed + if ( level.numPlayingClients < 2 ) { + AddTournamentPlayer(); + } + + // if we don't have two players, go back to "waiting for players" + if ( level.numPlayingClients != 2 ) { + if ( level.warmupTime != -1 ) { + level.warmupTime = -1; + trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) ); + G_LogPrintf( "Warmup:\n" ); + } + return; + } + + if ( level.warmupTime == 0 ) { + return; + } + + // if the warmup is changed at the console, restart it + if ( g_warmup.modificationCount != level.warmupModificationCount ) { + level.warmupModificationCount = g_warmup.modificationCount; + level.warmupTime = -1; + } + + // if all players have arrived, start the countdown + if ( level.warmupTime < 0 ) { + if ( level.numPlayingClients == 2 ) { + // fudge by -1 to account for extra delays + level.warmupTime = level.time + ( g_warmup.integer - 1 ) * 1000; + trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) ); + } + return; + } + + // if the warmup time has counted down, restart + if ( level.time > level.warmupTime ) { + level.warmupTime += 10000; + trap_Cvar_Set( "g_restarted", "1" ); + trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" ); + level.restarted = qtrue; + return; + } + } else if ( g_gametype.integer != GT_SINGLE_PLAYER && level.warmupTime != 0 ) { + int counts[TEAM_NUM_TEAMS]; + qboolean notEnough = qfalse; + + if ( g_gametype.integer > GT_TEAM ) { + counts[TEAM_DROIDS] = TeamCount( -1, TEAM_DROIDS ); + counts[TEAM_HUMANS] = TeamCount( -1, TEAM_HUMANS ); + + if (counts[TEAM_HUMANS] < 1 || counts[TEAM_DROIDS] < 1) { + notEnough = qtrue; + } + } else if ( level.numPlayingClients < 2 ) { + notEnough = qtrue; + } + + if ( notEnough ) { + if ( level.warmupTime != -1 ) { + level.warmupTime = -1; + trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) ); + G_LogPrintf( "Warmup:\n" ); + } + return; // still waiting for team members + } + + if ( level.warmupTime == 0 ) { + return; + } + + // if the warmup is changed at the console, restart it + if ( g_warmup.modificationCount != level.warmupModificationCount ) { + level.warmupModificationCount = g_warmup.modificationCount; + level.warmupTime = -1; + } + + // if all players have arrived, start the countdown + if ( level.warmupTime < 0 ) { + // fudge by -1 to account for extra delays + level.warmupTime = level.time + ( g_warmup.integer - 1 ) * 1000; + trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) ); + return; + } + + // if the warmup time has counted down, restart + if ( level.time > level.warmupTime ) { + level.warmupTime += 10000; + trap_Cvar_Set( "g_restarted", "1" ); + trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" ); + level.restarted = qtrue; + return; + } + } +} + + +/* +================== +CheckVote +================== +*/ +void CheckVote( void ) { + if ( level.voteExecuteTime && level.voteExecuteTime < level.time ) { + level.voteExecuteTime = 0; + trap_SendConsoleCommand( EXEC_APPEND, va("%s\n", level.voteString ) ); + } + if ( !level.voteTime ) { + return; + } + if ( level.time - level.voteTime >= VOTE_TIME ) { + trap_SendServerCommand( -1, "print \"Vote failed.\n\"" ); + } else { + if ( level.voteYes > level.numVotingClients/2 ) { + // execute the command, then remove the vote + trap_SendServerCommand( -1, "print \"Vote passed.\n\"" ); + level.voteExecuteTime = level.time + 3000; + } else if ( level.voteNo >= level.numVotingClients/2 ) { + // same behavior as a timeout + trap_SendServerCommand( -1, "print \"Vote failed.\n\"" ); + } else { + // still waiting for a majority + return; + } + } + level.voteTime = 0; + trap_SetConfigstring( CS_VOTE_TIME, "" ); + +} + + +/* +================== +PrintTeam +================== +*/ +void PrintTeam(int team, char *message) { + int i; + + for ( i = 0 ; i < level.maxclients ; i++ ) { + if (level.clients[i].sess.sessionTeam != team) + continue; + trap_SendServerCommand( i, message ); + } +} + +/* +================== +SetLeader +================== +*/ +void SetLeader(int team, int client) { + int i; + + if ( level.clients[client].pers.connected == CON_DISCONNECTED ) { + PrintTeam(team, va("print \"%s is not connected\n\"", level.clients[client].pers.netname) ); + return; + } + if (level.clients[client].sess.sessionTeam != team) { + PrintTeam(team, va("print \"%s is not on the team anymore\n\"", level.clients[client].pers.netname) ); + return; + } + for ( i = 0 ; i < level.maxclients ; i++ ) { + if (level.clients[i].sess.sessionTeam != team) + continue; + if (level.clients[i].sess.teamLeader) { + level.clients[i].sess.teamLeader = qfalse; + ClientUserinfoChanged(i); + } + } + level.clients[client].sess.teamLeader = qtrue; + ClientUserinfoChanged( client ); + PrintTeam(team, va("print \"%s is the new team leader\n\"", level.clients[client].pers.netname) ); +} + +/* +================== +CheckTeamLeader +================== +*/ +void CheckTeamLeader( int team ) { + int i; + + for ( i = 0 ; i < level.maxclients ; i++ ) { + if (level.clients[i].sess.sessionTeam != team) + continue; + if (level.clients[i].sess.teamLeader) + break; + } + if (i >= level.maxclients) { + for ( i = 0 ; i < level.maxclients ; i++ ) { + if (level.clients[i].sess.sessionTeam != team) + continue; + if (!(g_entities[i].r.svFlags & SVF_BOT)) { + level.clients[i].sess.teamLeader = qtrue; + break; + } + } + for ( i = 0 ; i < level.maxclients ; i++ ) { + if (level.clients[i].sess.sessionTeam != team) + continue; + level.clients[i].sess.teamLeader = qtrue; + break; + } + } +} + +/* +================== +CheckTeamVote +================== +*/ +void CheckTeamVote( int team ) { + int cs_offset; + + if ( team == TEAM_HUMANS ) + cs_offset = 0; + else if ( team == TEAM_DROIDS ) + cs_offset = 1; + else + return; + + if ( !level.teamVoteTime[cs_offset] ) { + return; + } + if ( level.time - level.teamVoteTime[cs_offset] >= VOTE_TIME ) { + trap_SendServerCommand( -1, "print \"Team vote failed.\n\"" ); + } else { + if ( level.teamVoteYes[cs_offset] > level.numteamVotingClients[cs_offset]/2 ) { + // execute the command, then remove the vote + trap_SendServerCommand( -1, "print \"Team vote passed.\n\"" ); + // + if ( !Q_strncmp( "leader", level.teamVoteString[cs_offset], 6) ) { + //set the team leader + SetLeader(team, atoi(level.teamVoteString[cs_offset] + 7)); + } + else { + 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 + trap_SendServerCommand( -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_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; + + // 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; + } + + if ( !ent->r.linked && ent->neverFree ) { + continue; + } + + if ( ent->s.eType == ET_MISSILE ) { + G_RunMissile( ent ); + continue; + } + + if ( ( ent->s.eType == ET_ITEM || ent->s.eType == ET_BUILDABLE ) || ent->physicsObject ) { + G_RunItem( ent ); + 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(); + + // see if it is time to do a tournement restart + CheckTournament(); + + // 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( TEAM_HUMANS ); + CheckTeamVote( TEAM_DROIDS ); + + // 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_mem.c b/src/game/g_mem.c new file mode 100644 index 00000000..a9ea5363 --- /dev/null +++ b/src/game/g_mem.c @@ -0,0 +1,64 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// +// g_mem.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 GNU General Public License as published by + * the Free Software Foundation; either version 2, or (at your option) + * any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#include "g_local.h" + + +#define POOLSIZE (256 * 1024) + +static char memoryPool[POOLSIZE]; +static int allocPoint; + +void *G_Alloc( int size ) { + char *p; + + if ( g_debugAlloc.integer ) { + G_Printf( "G_Alloc of %i bytes (%i left)\n", size, POOLSIZE - allocPoint - ( ( size + 31 ) & ~31 ) ); + } + + if ( allocPoint + size > POOLSIZE ) { + G_Error( "G_Alloc: failed on allocation of %u bytes\n", size ); + return NULL; + } + + p = &memoryPool[allocPoint]; + + allocPoint += ( size + 31 ) & ~31; + + return p; +} + +void G_InitMemory( void ) { + allocPoint = 0; +} + +void Svcmd_GameMem_f( void ) { + G_Printf( "Game memory status: %i out of %i bytes allocated\n", allocPoint, POOLSIZE ); +} diff --git a/src/game/g_misc.c b/src/game/g_misc.c new file mode 100644 index 00000000..56fe9f8f --- /dev/null +++ b/src/game/g_misc.c @@ -0,0 +1,384 @@ +// 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 GNU General Public License as published by + * the Free Software Foundation; either version 2, or (at your option) + * any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#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_camp (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_camp( gentity_t *self ) { + G_SetOrigin( self, self->s.origin ); +} + + +/*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 ); +} + +#define TORCHR 200 +#define TORCHG 200 +#define TORCHB 255 + +//TA: position/colour/intensity calculating function +void ShineTorch( gentity_t *self ) +{ + trace_t tr; + vec3_t from, to, length; + vec3_t angles, forward; + int r, g, b, i; + int veclength; + + VectorCopy( self->parent->s.pos.trBase, from ); + VectorCopy( self->parent->s.apos.trBase, angles ); + + from[2] += self->parent->client->ps.viewheight; + + AngleVectors( angles, forward, NULL, NULL ); + VectorMA( from, 4096, forward, to ); + + trap_Trace( &tr, from, NULL, NULL, to, self->parent->s.number, MASK_SOLID ); + + VectorSubtract( tr.endpos, from, length ); + veclength = VectorLength( length ); + + //hack to place the light source slightly in front of what the player is pointing at + VectorMA( tr.endpos, -(veclength / 5), forward, tr.endpos ); + + //adjust brightness and intensity based on how far away subject is + r = TORCHR * 450 / veclength; + g = TORCHG * 450 / veclength; + b = TORCHB * 450 / veclength; + if( r > TORCHR ) r = TORCHR; + if( g > TORCHG ) g = TORCHG; + if( b > TORCHB ) b = TORCHB; + + i = veclength / 2; + if( i > 255 ) i = 255; + if( i < 0 ) i = 0; + + self->s.constantLight = r | ( g << 8 ) | ( b << 16 ) | ( i << 24 ); + + if( tr.fraction < 1.0 ) + G_SetOrigin( self, tr.endpos ); + else + G_SetOrigin( self, to ); + + trap_LinkEntity( self ); +} + + + +/* +================================================================================= + +TELEPORTERS + +================================================================================= +*/ + +void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles ) { + gentity_t *tent; + + // use temp events at source and destination to prevent the effect + // from getting dropped by a second player event + if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) { + tent = G_TempEntity( player->client->ps.origin, EV_PLAYER_TELEPORT_OUT ); + tent->s.clientNum = player->s.clientNum; + + tent = G_TempEntity( origin, EV_PLAYER_TELEPORT_IN ); + tent->s.clientNum = player->s.clientNum; + } + + // 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; + } + + // set to 0 for no rotation at all + 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 +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/360.0 * 256; +} + +/* +====================================================================== + + SHOOTERS + +====================================================================== +*/ + +void Use_Shooter( gentity_t *ent, gentity_t *other, gentity_t *activator ) { + vec3_t dir; + float deg; + vec3_t up, right; + + // see if we have a target + if ( ent->enemy ) { + VectorSubtract( ent->enemy->r.currentOrigin, ent->s.origin, dir ); + VectorNormalize( dir ); + } else { + VectorCopy( ent->movedir, dir ); + } + + // randomize a bit + PerpendicularVector( up, dir ); + CrossProduct( up, dir, right ); + + deg = crandom() * ent->random; + VectorMA( dir, deg, up, dir ); + + deg = crandom() * ent->random; + VectorMA( dir, deg, right, dir ); + + VectorNormalize( dir ); + + switch ( ent->s.weapon ) { + case WP_GRENADE_LAUNCHER: + fire_grenade( ent, ent->s.origin, dir ); + break; + case WP_ROCKET_LAUNCHER: + fire_rocket( ent, ent->s.origin, dir ); + break; + } + + G_AddEvent( ent, EV_FIRE_WEAPON, 0 ); +} + + +static void InitShooter_Finish( gentity_t *ent ) { + ent->enemy = G_PickTarget( ent->target ); + ent->think = 0; + ent->nextthink = 0; +} + +void InitShooter( gentity_t *ent, int weapon ) { + ent->use = Use_Shooter; + ent->s.weapon = weapon; + + RegisterItem( BG_FindItemForWeapon( weapon ) ); + + G_SetMovedir( ent->s.angles, ent->movedir ); + + if ( !ent->random ) { + ent->random = 1.0; + } + ent->random = sin( M_PI * ent->random / 180 ); + // target might be a moving object, so we can't set movedir for it + if ( ent->target ) { + ent->think = InitShooter_Finish; + ent->nextthink = level.time + 500; + } + trap_LinkEntity( ent ); +} + +/*QUAKED shooter_rocket (1 0 0) (-16 -16 -16) (16 16 16) +Fires at either the target or the current direction. +"random" the number of degrees of deviance from the taget. (1.0 default) +*/ +void SP_shooter_rocket( gentity_t *ent ) { + //InitShooter( ent, WP_ROCKET_LAUNCHER ); +} + +/*QUAKED shooter_plasma (1 0 0) (-16 -16 -16) (16 16 16) +Fires at either the target or the current direction. +"random" is the number of degrees of deviance from the taget. (1.0 default) +*/ +void SP_shooter_plasma( gentity_t *ent ) { + //InitShooter( ent, WP_PLASMAGUN); +} + +/*QUAKED shooter_grenade (1 0 0) (-16 -16 -16) (16 16 16) +Fires at either the target or the current direction. +"random" is the number of degrees of deviance from the taget. (1.0 default) +*/ +void SP_shooter_grenade( gentity_t *ent ) { + //InitShooter( ent, WP_GRENADE_LAUNCHER); +} + diff --git a/src/game/g_missile.c b/src/game/g_missile.c new file mode 100644 index 00000000..20a76163 --- /dev/null +++ b/src/game/g_missile.c @@ -0,0 +1,519 @@ +// 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 GNU General Public License as published by + * the Free Software Foundation; either version 2, or (at your option) + * any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#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; + G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( dir ) ); + + ent->freeAfterEvent = qtrue; + + // splash damage + if ( ent->splashDamage ) { + if( G_RadiusDamage( ent->r.currentOrigin, ent->parent, ent->splashDamage, ent->splashRadius, ent + , ent->splashMethodOfDeath ) ) { + g_entities[ent->r.ownerNum].client->accuracy_hits++; + } + } + + trap_LinkEntity( ent ); +} + + +/* +================ +G_MissileImpact + +================ +*/ +void G_MissileImpact( gentity_t *ent, trace_t *trace ) { + gentity_t *other; + qboolean hitClient = qfalse; + + other = &g_entities[trace->entityNum]; + + // check for bounce + if ( !other->takedamage && + ( ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) ) { + G_BounceMissile( ent, trace ); + G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 ); + return; + } + + // impact damage + if (other->takedamage) { + // FIXME: wrong damage direction? + if ( ent->damage ) { + vec3_t velocity; + + if( LogAccuracyHit( other, &g_entities[ent->r.ownerNum] ) ) { + g_entities[ent->r.ownerNum].client->accuracy_hits++; + hitClient = qtrue; + } + BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity ); + if ( VectorLength( velocity ) == 0 ) { + velocity[2] = 1; // stepped on a grenade + } + G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity, + ent->s.origin, ent->damage, + 0, ent->methodOfDeath); + } + } + + if (!strcmp(ent->classname, "hook")) { + gentity_t *nent; + vec3_t v; + + nent = G_Spawn(); + if ( other->takedamage && other->client ) { + + G_AddEvent( nent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) ); + nent->s.otherEntityNum = other->s.number; + + ent->enemy = other; + + v[0] = other->r.currentOrigin[0] + (other->r.mins[0] + other->r.maxs[0]) * 0.5; + v[1] = other->r.currentOrigin[1] + (other->r.mins[1] + other->r.maxs[1]) * 0.5; + v[2] = other->r.currentOrigin[2] + (other->r.mins[2] + other->r.maxs[2]) * 0.5; + + SnapVectorTowards( v, ent->s.pos.trBase ); // save net bandwidth + } else { + VectorCopy(trace->endpos, v); + G_AddEvent( nent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) ); + ent->enemy = NULL; + } + + SnapVectorTowards( v, ent->s.pos.trBase ); // save net bandwidth + + nent->freeAfterEvent = qtrue; + // change over to a normal entity right at the point of impact + nent->s.eType = ET_GENERAL; + ent->s.eType = ET_GRAPPLE; + + G_SetOrigin( ent, v ); + G_SetOrigin( nent, v ); + + ent->think = Weapon_HookThink; + ent->nextthink = level.time + FRAMETIME; + + ent->parent->client->ps.pm_flags |= PMF_GRAPPLE_PULL; + VectorCopy( ent->r.currentOrigin, ent->parent->client->ps.grapplePoint); + + trap_LinkEntity( ent ); + trap_LinkEntity( nent ); + + 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 ) { + if( G_RadiusDamage( trace->endpos, ent->parent, ent->splashDamage, ent->splashRadius, + other, ent->splashMethodOfDeath ) ) { + if( !hitClient ) { + g_entities[ent->r.ownerNum].client->accuracy_hits++; + } + } + } + + 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 ); + + // if this missile bounced off an invulnerability sphere + if ( ent->target_ent ) { + passent = ent->target_ent->s.number; + } + else { + // 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 ); + } + + trap_LinkEntity( ent ); + + 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; + + VectorNormalize (dir); + + bolt = G_Spawn(); + bolt->classname = "flame"; + bolt->nextthink = level.time + 600; + bolt->think = G_ExplodeMissile; + bolt->s.eType = ET_MISSILE; + bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; + bolt->s.weapon = WP_FLAMER; + bolt->r.ownerNum = self->s.number; + bolt->parent = self; + bolt->damage = 60; + bolt->splashDamage = 65; + bolt->splashRadius = 45; + bolt->methodOfDeath = MOD_FLAMER; + bolt->splashMethodOfDeath = MOD_FLAMER_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 ); + //VectorMA( self->client->ps.velocity, 300, dir, bolt->s.pos.trDelta ); + VectorScale( dir, 350, bolt->s.pos.trDelta ); + SnapVector( bolt->s.pos.trDelta ); // save net bandwidth + + VectorCopy (start, bolt->r.currentOrigin); + + return bolt; +} + +//============================================================================= + +/* +================= +fire_plasma + +================= +*/ +gentity_t *fire_plasma (gentity_t *self, vec3_t start, vec3_t dir) +{ + gentity_t *bolt; + + VectorNormalize (dir); + + bolt = G_Spawn(); + bolt->classname = "plasma"; + 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_PLASMAGUN; + bolt->r.ownerNum = self->s.number; + bolt->parent = self; + bolt->damage = 20; + bolt->splashDamage = 15; + bolt->splashRadius = 20; + //bolt->methodOfDeath = MOD_PLASMA; + //bolt->splashMethodOfDeath = MOD_PLASMA_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, 2000, bolt->s.pos.trDelta ); + SnapVector( bolt->s.pos.trDelta ); // save net bandwidth + + VectorCopy (start, bolt->r.currentOrigin); + return bolt; +} + +//============================================================================= + +/* +================= +fire_grenade +================= +*/ +gentity_t *fire_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 + 2500; + bolt->think = G_ExplodeMissile; + bolt->s.eType = ET_MISSILE; + bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; + bolt->s.weapon = WP_GRENADE_LAUNCHER; + bolt->s.eFlags = EF_BOUNCE_HALF; + bolt->r.ownerNum = self->s.number; + bolt->parent = self; + bolt->damage = 100; + bolt->splashDamage = 100; + bolt->splashRadius = 150; + bolt->methodOfDeath = MOD_GRENADE; + bolt->splashMethodOfDeath = MOD_GRENADE_SPLASH; + 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, 700, bolt->s.pos.trDelta ); + SnapVector( bolt->s.pos.trDelta ); // save net bandwidth + + VectorCopy (start, bolt->r.currentOrigin); + + return bolt; +} + +//============================================================================= + + +/* +================= +fire_bfg +================= +*/ +gentity_t *fire_bfg (gentity_t *self, vec3_t start, vec3_t dir) { + gentity_t *bolt; + + VectorNormalize (dir); + + bolt = G_Spawn(); + bolt->classname = "bfg"; + 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_BFG; + bolt->r.ownerNum = self->s.number; + bolt->parent = self; + bolt->damage = 100; + bolt->splashDamage = 100; + bolt->splashRadius = 120; + bolt->methodOfDeath = MOD_BFG; + bolt->splashMethodOfDeath = MOD_BFG_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, 2000, bolt->s.pos.trDelta ); + SnapVector( bolt->s.pos.trDelta ); // save net bandwidth + VectorCopy (start, bolt->r.currentOrigin); + + return bolt; +} + +//============================================================================= + + +/* +================= +fire_rocket +================= +*/ +gentity_t *fire_rocket (gentity_t *self, vec3_t start, vec3_t dir) { + gentity_t *bolt; + + VectorNormalize (dir); + + bolt = G_Spawn(); + bolt->classname = "rocket"; + 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_ROCKET_LAUNCHER; + bolt->r.ownerNum = self->s.number; + bolt->parent = self; + bolt->damage = 100; + bolt->splashDamage = 100; + bolt->splashRadius = 120; + bolt->methodOfDeath = MOD_ROCKET; + bolt->splashMethodOfDeath = MOD_ROCKET_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, 900, bolt->s.pos.trDelta ); + SnapVector( bolt->s.pos.trDelta ); // save net bandwidth + VectorCopy (start, bolt->r.currentOrigin); + + return bolt; +} + +/* +================= +fire_grapple +================= +*/ +gentity_t *fire_grapple (gentity_t *self, vec3_t start, vec3_t dir) { + gentity_t *hook; + + VectorNormalize (dir); + + hook = G_Spawn(); + hook->classname = "hook"; + hook->nextthink = level.time + 10000; + hook->think = Weapon_HookFree; + hook->s.eType = ET_MISSILE; + hook->r.svFlags = SVF_USE_CURRENT_ORIGIN; + hook->s.weapon = WP_GRAPPLING_HOOK; + hook->r.ownerNum = self->s.number; + hook->methodOfDeath = MOD_GRAPPLE; + hook->clipmask = MASK_SHOT; + hook->parent = self; + hook->target_ent = NULL; + + hook->s.pos.trType = TR_LINEAR; + hook->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame + hook->s.otherEntityNum = self->s.number; // use to match beam in client + VectorCopy( start, hook->s.pos.trBase ); + VectorScale( dir, 800, hook->s.pos.trDelta ); + SnapVector( hook->s.pos.trDelta ); // save net bandwidth + VectorCopy (start, hook->r.currentOrigin); + + self->client->hook = hook; + + return hook; +} + + + diff --git a/src/game/g_mover.c b/src/game/g_mover.c new file mode 100644 index 00000000..9f552700 --- /dev/null +++ b/src/game/g_mover.c @@ -0,0 +1,1490 @@ +// 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 GNU General Public License as published by + * the Free Software Foundation; either version 2, or (at your option) + * any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#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_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 forward, right, up; + 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; + } + + // 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++; + + // we need this for pushing things later + VectorSubtract (vec3_origin, amove, org); + AngleVectors (org, forward, right, up); + + // try moving the contacted entity + VectorAdd (check->s.pos.trBase, move, check->s.pos.trBase); + if (check->client) { + // make sure the client's view rotates when on a rotating mover + check->client->ps.delta_angles[YAW] += ANGLE2SHORT(amove[YAW]); + } + + // figure movement due to the pusher's amove + VectorSubtract (check->s.pos.trBase, pusher->r.currentOrigin, org); + org2[0] = DotProduct (org, forward); + org2[1] = -DotProduct (org, right); + org2[2] = DotProduct (org, up); + VectorSubtract (org2, org, move2); + 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); + } + + // 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_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 ); + } + } + } + } +} + +/* +================ +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 ) { + 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; + 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; + } + BG_EvaluateTrajectory( &ent->s.pos, level.time, ent->r.currentOrigin ); + 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 ); + } +} + + +/* +================ +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 { + G_Error( "Reached_BinaryMover: bad moverState" ); + } +} + + +/* +================ +Use_BinaryMover +================ +*/ +void Use_BinaryMover( gentity_t *ent, gentity_t *other, gentity_t *activator ) { + int total; + int partial; + + // 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 ); + } + return; + } + + // if all the way up, just delay before coming down + if ( ent->moverState == MOVER_POS2 ) { + ent->nextthink = level.time + ent->wait; + return; + } + + // only partway down before reversing + if ( ent->moverState == MOVER_2TO1 ) { + 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 ); + } + return; + } + + // only partway up before reversing + if ( ent->moverState == MOVER_1TO2 ) { + 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 ); + } + return; + } +} + + + +/* +================ +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; + } +} + + +/* +=============================================================================== + +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 + if ( !other->client ) { + // except CTF flags!!!! + if( other->s.eType == ET_ITEM && other->item->giType == IT_TEAM ) { + Team_DroppedFlagThink( other ); + return; + } + G_TempEntity( other->s.origin, EV_ITEM_POP ); + 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] - 10; + dir[axis] = -1; + } + else { + origin[axis] = ent->r.absmax[axis] + 10; + 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 ); +} + +/* +================ +Touch_DoorTrigger +================ +*/ +void Touch_DoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace ) { + 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) { + Touch_DoorTriggerSpectator( ent, other, trace ); + } + } + else if ( ent->parent->moverState != MOVER_1TO2 ) { + 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; + + // 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] += 120; + mins[best] -= 120; + + // 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); + + 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; + + ent->sound1to2 = ent->sound2to1 = G_SoundIndex("sound/movers/doors/dr1_strt.wav"); + ent->soundPos1 = ent->soundPos2 = G_SoundIndex("sound/movers/doors/dr1_end.wav"); + + 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; + } + } + + +} + +/* +=============================================================================== + +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; + + ent->sound1to2 = ent->sound2to1 = G_SoundIndex("sound/movers/plats/pt1_strt.wav"); + ent->soundPos1 = ent->soundPos2 = G_SoundIndex("sound/movers/plats/pt1_end.wav"); + + 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; + + ent->sound1to2 = G_SoundIndex("sound/movers/switches/butn2.wav"); + + 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_ON 1 +#define TRAIN_TOGGLE 2 +#define TRAIN_BLOCK_STOPS 4 + +/* +=============== +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; + } + + // 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 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; + } +} + + +/* +=============== +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 +} + + + +/*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; + + // 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_public.h b/src/game/g_public.h new file mode 100644 index 00000000..dd534f65 --- /dev/null +++ b/src/game/g_public.h @@ -0,0 +1,413 @@ +// 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 GNU General Public License as published by + * the Free Software Foundation; either version 2, or (at your option) + * any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +// 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 +#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 + +//=============================================================== + + +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, + + 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..06f2b1ba --- /dev/null +++ b/src/game/g_session.c @@ -0,0 +1,188 @@ +// 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 GNU General Public License as published by + * the Free Software Foundation; either version 2, or (at your option) + * any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#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; + + var = va( "session%i", client - level.clients ); + trap_Cvar_VariableStringBuffer( var, s, sizeof(s) ); + + sscanf( s, "%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 + ); +} + + +/* +================ +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 + if ( g_gametype.integer >= GT_TEAM ) { + if ( g_teamAutoJoin.integer ) { + sess->sessionTeam = PickTeam( -1 ); + BroadcastTeamChange( client, -1 ); + } else { + // always spawn as spectator in team games + sess->sessionTeam = TEAM_SPECTATOR; + } + } else { + value = Info_ValueForKey( userinfo, "team" ); + if ( value[0] == 's' ) { + // a willing spectator, not a waiting-in-line + sess->sessionTeam = TEAM_SPECTATOR; + } else { + switch ( g_gametype.integer ) { + default: + case GT_FFA: + case GT_SINGLE_PLAYER: + if ( g_maxGameClients.integer > 0 && + level.numNonSpectatorClients >= g_maxGameClients.integer ) { + sess->sessionTeam = TEAM_SPECTATOR; + } else { + sess->sessionTeam = TEAM_FREE; + } + break; + case GT_TOURNAMENT: + // if the game is full, go into a waiting mode + if ( level.numNonSpectatorClients >= 2 ) { + sess->sessionTeam = TEAM_SPECTATOR; + } else { + sess->sessionTeam = TEAM_FREE; + } + break; + } + } + } + + sess->spectatorState = SPECTATOR_FREE; + sess->spectatorTime = level.time; + + G_WriteClientSessionData( client ); +} + + +/* +================== +G_InitWorldSession + +================== +*/ +void G_InitWorldSession( void ) { + char s[MAX_STRING_CHARS]; + int gt; + + trap_Cvar_VariableStringBuffer( "session", s, sizeof(s) ); + gt = atoi( s ); + + // if the gametype changed since the last session, don't use any + // client sessions + if ( g_gametype.integer != gt ) { + level.newSession = qtrue; + G_Printf( "Gametype changed, clearing session data.\n" ); + } +} + +/* +================== +G_WriteSessionData + +================== +*/ +void G_WriteSessionData( void ) { + int i; + + trap_Cvar_Set( "session", va("%i", g_gametype.integer) ); + + 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..c0e2a9be --- /dev/null +++ b/src/game/g_spawn.c @@ -0,0 +1,635 @@ +// 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 GNU General Public License as published by + * the Free Software Foundation; either version 2, or (at your option) + * any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#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; +} + + + +// +// 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_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}, + {"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_droid_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_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_target_remove_powerups( gentity_t *ent ); +void SP_target_give (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_laser (gentity_t *self); +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_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 ); + +void SP_team_CTF_redplayer( gentity_t *ent ); +void SP_team_CTF_blueplayer( gentity_t *ent ); + +void SP_team_CTF_redspawn( gentity_t *ent ); +void SP_team_CTF_bluespawn( gentity_t *ent ); + +void SP_item_botroam( 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_droid_intermission", SP_info_droid_intermission}, + {"info_human_intermission", SP_info_human_intermission}, + + {"info_null", SP_info_null}, + {"info_notnull", SP_info_notnull}, // use target_position instead + {"info_camp", SP_info_camp}, + + {"func_plat", SP_func_plat}, + {"func_button", SP_func_button}, + {"func_door", SP_func_door}, + {"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}, + + // targets perform no action by themselves, but must be triggered + // by another entity + {"target_give", SP_target_give}, + {"target_remove_powerups", SP_target_remove_powerups}, + {"target_delay", SP_target_delay}, + {"target_speaker", SP_target_speaker}, + {"target_print", SP_target_print}, + {"target_laser", SP_target_laser}, + {"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}, + + {"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}, + + {"shooter_rocket", SP_shooter_rocket}, + {"shooter_grenade", SP_shooter_grenade}, + {"shooter_plasma", SP_shooter_plasma}, + + {"team_CTF_redplayer", SP_team_CTF_redplayer}, + {"team_CTF_blueplayer", SP_team_CTF_blueplayer}, + + {"team_CTF_redspawn", SP_team_CTF_redspawn}, + {"team_CTF_bluespawn", SP_team_CTF_bluespawn}, + + {"item_botroam", SP_item_botroam}, + + {0, 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; + gitem_t *item; + + if ( !ent->classname ) { + G_Printf ("G_CallSpawn: NULL classname\n"); + return qfalse; + } + + // check item spawn functions + for ( item=bg_itemlist+1 ; item->classname ; item++ ) { + if ( !strcmp(item->classname, ent->classname) ) { + //TA: don't allow items to spawn (atleast for the time being - might need to later?) + G_SpawnItem( ent, item ); + return qtrue; + //return qfalse; + } + } + + // 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; + + 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_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; + char *s, *value, *gametypeName; + static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester", "teamtournament"}; + + + // 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 ); + } + + // check for "notteam" / "notfree" flags + if ( g_gametype.integer == GT_SINGLE_PLAYER ) { + G_SpawnInt( "notsingle", "0", &i ); + if ( i ) { + G_FreeEntity( ent ); + return; + } + } + if ( g_gametype.integer >= GT_TEAM ) { + G_SpawnInt( "notteam", "0", &i ); + if ( i ) { + G_FreeEntity( ent ); + return; + } + } else { + G_SpawnInt( "notfree", "0", &i ); + if ( i ) { + G_FreeEntity( ent ); + return; + } + } + + if( G_SpawnString( "gametype", NULL, &value ) ) { + if( g_gametype.integer >= GT_FFA && g_gametype.integer < GT_MAX_GAME_TYPE ) { + gametypeName = gametypeNames[g_gametype.integer]; + + s = strstr( value, gametypeName ); + if( !s ) { + 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_VARS" ); + } + + 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( "enableDust", "0", &s ); + trap_Cvar_Set( "g_enableDust", s ); + + G_SpawnString( "enableBreath", "0", &s ); + trap_Cvar_Set( "g_enableBreath", 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..81af978f --- /dev/null +++ b/src/game/g_svcmds.c @@ -0,0 +1,488 @@ +// 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 GNU General Public License as published by + * the Free Software Foundation; either version 2, or (at your option) + * any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +// 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 any unspecified digits will match any value, so you can specify an entire class C network with "addip 192.246.40". + +Removeip will only remove an address specified exactly the same way. You cannot addip a subnet, then removeip a single host. + +listip +Prints the current list of filters. + +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. + + +============================================================================== +*/ + +// 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') + { + 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); + if (b[i] != 0) + 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]; + int i; + char iplist[MAX_INFO_STRING]; + + *iplist = 0; + for (i = 0 ; i < numIPFilters ; i++) + { + if (ipFilters[i].compare == 0xffffffff) + continue; + + *(unsigned *)b = ipFilters[i].compare; + Com_sprintf( iplist + strlen(iplist), sizeof(iplist) - strlen(iplist), + "%i.%i.%i.%i ", b[0], b[1], b[2], b[3]); + } + + trap_Cvar_Set( "g_banIPs", iplist ); +} + +/* +================= +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_TOKEN_CHARS]; + + 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 ); +} + +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; + } + + //TA: rip bots + /*if (Q_stricmp (cmd, "addbot") == 0) { + Svcmd_AddBot_f(); + return qtrue; + } + + if (Q_stricmp (cmd, "botlist") == 0) { + Svcmd_BotList_f(); + return qtrue; + }*/ + + if (Q_stricmp (cmd, "abort_podium") == 0) { + Svcmd_AbortPodium_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_INSERT, "g_banIPs\n" ); + return qtrue; + } + + if (g_dedicated.integer) { + if (Q_stricmp (cmd, "say") == 0) { + trap_SendServerCommand( -1, va("print \"server: %s\"", ConcatArgs(1) ) ); + return qtrue; + } + // everything else will also be printed as a say command + trap_SendServerCommand( -1, va("print \"server: %s\"", 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..2d9c4f89 --- /dev/null +++ b/src/game/g_syscalls.asm @@ -0,0 +1,217 @@ +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 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 + + +equ trap_BotLibSetup -201 +equ trap_BotLibShutdown -202 +equ trap_BotLibVarSet -203 +equ trap_BotLibVarGet -204 +equ trap_BotLibDefine -205 +equ trap_BotLibStartFrame -206 +equ trap_BotLibLoadMap -207 +equ trap_BotLibUpdateEntity -208 +equ trap_BotLibTest -209 + +equ trap_BotGetSnapshotEntity -210 +equ trap_BotGetServerCommand -211 +equ trap_BotUserCommand -212 + + + +equ trap_AAS_EnableRoutingArea -301 +equ trap_AAS_BBoxAreas -302 +equ trap_AAS_AreaInfo -303 +equ trap_AAS_EntityInfo -304 + +equ trap_AAS_Initialized -305 +equ trap_AAS_PresenceTypeBoundingBox -306 +equ trap_AAS_Time -307 + +equ trap_AAS_PointAreaNum -308 +equ trap_AAS_TraceAreas -309 + +equ trap_AAS_PointContents -310 +equ trap_AAS_NextBSPEntity -311 +equ trap_AAS_ValueForBSPEpairKey -312 +equ trap_AAS_VectorForBSPEpairKey -313 +equ trap_AAS_FloatForBSPEpairKey -314 +equ trap_AAS_IntForBSPEpairKey -315 + +equ trap_AAS_AreaReachability -316 + +equ trap_AAS_AreaTravelTimeToGoalArea -317 + +equ trap_AAS_Swimming -318 +equ trap_AAS_PredictClientMovement -319 + + + +equ trap_EA_Say -401 +equ trap_EA_SayTeam -402 +equ trap_EA_Command -403 + +equ trap_EA_Action -404 +equ trap_EA_Gesture -405 +equ trap_EA_Talk -406 +equ trap_EA_Attack -407 +equ trap_EA_Use -408 +equ trap_EA_Respawn -409 +equ trap_EA_Crouch -410 +equ trap_EA_MoveUp -411 +equ trap_EA_MoveDown -412 +equ trap_EA_MoveForward -413 +equ trap_EA_MoveBack -414 +equ trap_EA_MoveLeft -415 +equ trap_EA_MoveRight -416 + +equ trap_EA_SelectWeapon -417 +equ trap_EA_Jump -418 +equ trap_EA_DelayedJump -419 +equ trap_EA_Move -420 +equ trap_EA_View -421 + +equ trap_EA_EndRegular -422 +equ trap_EA_GetInput -423 +equ trap_EA_ResetInput -424 + + + +equ trap_BotLoadCharacter -501 +equ trap_BotFreeCharacter -502 +equ trap_Characteristic_Float -503 +equ trap_Characteristic_BFloat -504 +equ trap_Characteristic_Integer -505 +equ trap_Characteristic_BInteger -506 +equ trap_Characteristic_String -507 + +equ trap_BotAllocChatState -508 +equ trap_BotFreeChatState -509 +equ trap_BotQueueConsoleMessage -510 +equ trap_BotRemoveConsoleMessage -511 +equ trap_BotNextConsoleMessage -512 +equ trap_BotNumConsoleMessages -513 +equ trap_BotInitialChat -514 +equ trap_BotReplyChat -515 +equ trap_BotChatLength -516 +equ trap_BotEnterChat -517 +equ trap_StringContains -518 +equ trap_BotFindMatch -519 +equ trap_BotMatchVariable -520 +equ trap_UnifyWhiteSpaces -521 +equ trap_BotReplaceSynonyms -522 +equ trap_BotLoadChatFile -523 +equ trap_BotSetChatGender -524 +equ trap_BotSetChatName -525 + +equ trap_BotResetGoalState -526 +equ trap_BotResetAvoidGoals -527 +equ trap_BotPushGoal -528 +equ trap_BotPopGoal -529 +equ trap_BotEmptyGoalStack -530 +equ trap_BotDumpAvoidGoals -531 +equ trap_BotDumpGoalStack -532 +equ trap_BotGoalName -533 +equ trap_BotGetTopGoal -534 +equ trap_BotGetSecondGoal -535 +equ trap_BotChooseLTGItem -536 +equ trap_BotChooseNBGItem -537 +equ trap_BotTouchingGoal -538 +equ trap_BotItemGoalInVisButNotVisible -539 +equ trap_BotGetLevelItemGoal -540 +equ trap_BotAvoidGoalTime -541 +equ trap_BotInitLevelItems -542 +equ trap_BotUpdateEntityItems -543 +equ trap_BotLoadItemWeights -544 +equ trap_BotFreeItemWeights -546 +equ trap_BotSaveGoalFuzzyLogic -546 +equ trap_BotAllocGoalState -547 +equ trap_BotFreeGoalState -548 + +equ trap_BotResetMoveState -549 +equ trap_BotMoveToGoal -550 +equ trap_BotMoveInDirection -551 +equ trap_BotResetAvoidReach -552 +equ trap_BotResetLastAvoidReach -553 +equ trap_BotReachabilityArea -554 +equ trap_BotMovementViewTarget -555 +equ trap_BotAllocMoveState -556 +equ trap_BotFreeMoveState -557 +equ trap_BotInitMoveState -558 + +equ trap_BotChooseBestFightWeapon -559 +equ trap_BotGetWeaponInfo -560 +equ trap_BotLoadWeaponWeights -561 +equ trap_BotAllocWeaponState -562 +equ trap_BotFreeWeaponState -563 +equ trap_BotResetWeaponState -564 +equ trap_GeneticParentsAndChildSelection -565 +equ trap_BotInterbreedGoalFuzzyLogic -566 +equ trap_BotMutateGoalFuzzyLogic -567 +equ trap_BotGetNextCampSpotGoal -568 +equ trap_BotGetMapLocationGoal -569 +equ trap_BotNumInitialChats -570 +equ trap_BotGetChatMessage -571 +equ trap_BotRemoveFromAvoidGoals -572 +equ trap_BotPredictVisiblePosition -573 +equ trap_BotSetAvoidGoalTime -574 +equ trap_BotAddAvoidSpot -575 +equ trap_AAS_AlternativeRouteGoals -576 +equ trap_AAS_PredictRoute -577 +equ trap_AAS_PointReachabilityAreaIndex -578 + diff --git a/src/game/g_syscalls.c b/src/game/g_syscalls.c new file mode 100644 index 00000000..9befdf87 --- /dev/null +++ b/src/game/g_syscalls.c @@ -0,0 +1,765 @@ +// 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 GNU General Public License as published by + * the Free Software Foundation; either version 2, or (at your option) + * any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#include "g_local.h" + +// this file is only included when building a dll +// g_syscalls.asm is included instead when building a qvm + +static int (QDECL *syscall)( int arg, ... ) = (int (QDECL *)( int, ...))-1; + + +void dllEntry( int (QDECL *syscallptr)( int 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 ); +} + +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 ); +} + +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; +} + +// BotLib traps start here +int trap_BotLibSetup( void ) { + return syscall( BOTLIB_SETUP ); +} + +int trap_BotLibShutdown( void ) { + return syscall( BOTLIB_SHUTDOWN ); +} + +int trap_BotLibVarSet(char *var_name, char *value) { + return syscall( BOTLIB_LIBVAR_SET, var_name, value ); +} + +int trap_BotLibVarGet(char *var_name, char *value, int size) { + return syscall( BOTLIB_LIBVAR_GET, var_name, value, size ); +} + +int trap_BotLibDefine(char *string) { + return syscall( BOTLIB_PC_ADD_GLOBAL_DEFINE, string ); +} + +int trap_BotLibStartFrame(float time) { + return syscall( BOTLIB_START_FRAME, PASSFLOAT( time ) ); +} + +int trap_BotLibLoadMap(const char *mapname) { + return syscall( BOTLIB_LOAD_MAP, mapname ); +} + +int trap_BotLibUpdateEntity(int ent, void /* struct bot_updateentity_s */ *bue) { + return syscall( BOTLIB_UPDATENTITY, ent, bue ); +} + +int trap_BotLibTest(int parm0, char *parm1, vec3_t parm2, vec3_t parm3) { + return syscall( BOTLIB_TEST, parm0, parm1, parm2, parm3 ); +} + +int trap_BotGetSnapshotEntity( int clientNum, int sequence ) { + return syscall( BOTLIB_GET_SNAPSHOT_ENTITY, clientNum, sequence ); +} + +int trap_BotGetServerCommand(int clientNum, char *message, int size) { + return syscall( BOTLIB_GET_CONSOLE_MESSAGE, clientNum, message, size ); +} + +void trap_BotUserCommand(int clientNum, usercmd_t *ucmd) { + syscall( BOTLIB_USER_COMMAND, clientNum, ucmd ); +} + +void trap_AAS_EntityInfo(int entnum, void /* struct aas_entityinfo_s */ *info) { + syscall( BOTLIB_AAS_ENTITY_INFO, entnum, info ); +} + +int trap_AAS_Initialized(void) { + return syscall( BOTLIB_AAS_INITIALIZED ); +} + +void trap_AAS_PresenceTypeBoundingBox(int presencetype, vec3_t mins, vec3_t maxs) { + syscall( BOTLIB_AAS_PRESENCE_TYPE_BOUNDING_BOX, presencetype, mins, maxs ); +} + +float trap_AAS_Time(void) { + int temp; + temp = syscall( BOTLIB_AAS_TIME ); + return (*(float*)&temp); +} + +int trap_AAS_PointAreaNum(vec3_t point) { + return syscall( BOTLIB_AAS_POINT_AREA_NUM, point ); +} + +int trap_AAS_PointReachabilityAreaIndex(vec3_t point) { + return syscall( BOTLIB_AAS_POINT_REACHABILITY_AREA_INDEX, point ); +} + +int trap_AAS_TraceAreas(vec3_t start, vec3_t end, int *areas, vec3_t *points, int maxareas) { + return syscall( BOTLIB_AAS_TRACE_AREAS, start, end, areas, points, maxareas ); +} + +int trap_AAS_BBoxAreas(vec3_t absmins, vec3_t absmaxs, int *areas, int maxareas) { + return syscall( BOTLIB_AAS_BBOX_AREAS, absmins, absmaxs, areas, maxareas ); +} + +int trap_AAS_AreaInfo( int areanum, void /* struct aas_areainfo_s */ *info ) { + return syscall( BOTLIB_AAS_AREA_INFO, areanum, info ); +} + +int trap_AAS_PointContents(vec3_t point) { + return syscall( BOTLIB_AAS_POINT_CONTENTS, point ); +} + +int trap_AAS_NextBSPEntity(int ent) { + return syscall( BOTLIB_AAS_NEXT_BSP_ENTITY, ent ); +} + +int trap_AAS_ValueForBSPEpairKey(int ent, char *key, char *value, int size) { + return syscall( BOTLIB_AAS_VALUE_FOR_BSP_EPAIR_KEY, ent, key, value, size ); +} + +int trap_AAS_VectorForBSPEpairKey(int ent, char *key, vec3_t v) { + return syscall( BOTLIB_AAS_VECTOR_FOR_BSP_EPAIR_KEY, ent, key, v ); +} + +int trap_AAS_FloatForBSPEpairKey(int ent, char *key, float *value) { + return syscall( BOTLIB_AAS_FLOAT_FOR_BSP_EPAIR_KEY, ent, key, value ); +} + +int trap_AAS_IntForBSPEpairKey(int ent, char *key, int *value) { + return syscall( BOTLIB_AAS_INT_FOR_BSP_EPAIR_KEY, ent, key, value ); +} + +int trap_AAS_AreaReachability(int areanum) { + return syscall( BOTLIB_AAS_AREA_REACHABILITY, areanum ); +} + +int trap_AAS_AreaTravelTimeToGoalArea(int areanum, vec3_t origin, int goalareanum, int travelflags) { + return syscall( BOTLIB_AAS_AREA_TRAVEL_TIME_TO_GOAL_AREA, areanum, origin, goalareanum, travelflags ); +} + +int trap_AAS_EnableRoutingArea( int areanum, int enable ) { + return syscall( BOTLIB_AAS_ENABLE_ROUTING_AREA, areanum, enable ); +} + +int trap_AAS_PredictRoute(void /*struct aas_predictroute_s*/ *route, int areanum, vec3_t origin, + int goalareanum, int travelflags, int maxareas, int maxtime, + int stopevent, int stopcontents, int stoptfl, int stopareanum) { + return syscall( BOTLIB_AAS_PREDICT_ROUTE, route, areanum, origin, goalareanum, travelflags, maxareas, maxtime, stopevent, stopcontents, stoptfl, stopareanum ); +} + +int trap_AAS_AlternativeRouteGoals(vec3_t start, int startareanum, vec3_t goal, int goalareanum, int travelflags, + void /*struct aas_altroutegoal_s*/ *altroutegoals, int maxaltroutegoals, + int type) { + return syscall( BOTLIB_AAS_ALTERNATIVE_ROUTE_GOAL, start, startareanum, goal, goalareanum, travelflags, altroutegoals, maxaltroutegoals, type ); +} + +int trap_AAS_Swimming(vec3_t origin) { + return syscall( BOTLIB_AAS_SWIMMING, origin ); +} + +int trap_AAS_PredictClientMovement(void /* struct aas_clientmove_s */ *move, int entnum, vec3_t origin, int presencetype, int onground, vec3_t velocity, vec3_t cmdmove, int cmdframes, int maxframes, float frametime, int stopevent, int stopareanum, int visualize) { + return syscall( BOTLIB_AAS_PREDICT_CLIENT_MOVEMENT, move, entnum, origin, presencetype, onground, velocity, cmdmove, cmdframes, maxframes, PASSFLOAT(frametime), stopevent, stopareanum, visualize ); +} + +void trap_EA_Say(int client, char *str) { + syscall( BOTLIB_EA_SAY, client, str ); +} + +void trap_EA_SayTeam(int client, char *str) { + syscall( BOTLIB_EA_SAY_TEAM, client, str ); +} + +void trap_EA_Command(int client, char *command) { + syscall( BOTLIB_EA_COMMAND, client, command ); +} + +void trap_EA_Action(int client, int action) { + syscall( BOTLIB_EA_ACTION, client, action ); +} + +void trap_EA_Gesture(int client) { + syscall( BOTLIB_EA_GESTURE, client ); +} + +void trap_EA_Talk(int client) { + syscall( BOTLIB_EA_TALK, client ); +} + +void trap_EA_Attack(int client) { + syscall( BOTLIB_EA_ATTACK, client ); +} + +void trap_EA_Use(int client) { + syscall( BOTLIB_EA_USE, client ); +} + +void trap_EA_Respawn(int client) { + syscall( BOTLIB_EA_RESPAWN, client ); +} + +void trap_EA_Crouch(int client) { + syscall( BOTLIB_EA_CROUCH, client ); +} + +void trap_EA_MoveUp(int client) { + syscall( BOTLIB_EA_MOVE_UP, client ); +} + +void trap_EA_MoveDown(int client) { + syscall( BOTLIB_EA_MOVE_DOWN, client ); +} + +void trap_EA_MoveForward(int client) { + syscall( BOTLIB_EA_MOVE_FORWARD, client ); +} + +void trap_EA_MoveBack(int client) { + syscall( BOTLIB_EA_MOVE_BACK, client ); +} + +void trap_EA_MoveLeft(int client) { + syscall( BOTLIB_EA_MOVE_LEFT, client ); +} + +void trap_EA_MoveRight(int client) { + syscall( BOTLIB_EA_MOVE_RIGHT, client ); +} + +void trap_EA_SelectWeapon(int client, int weapon) { + syscall( BOTLIB_EA_SELECT_WEAPON, client, weapon ); +} + +void trap_EA_Jump(int client) { + syscall( BOTLIB_EA_JUMP, client ); +} + +void trap_EA_DelayedJump(int client) { + syscall( BOTLIB_EA_DELAYED_JUMP, client ); +} + +void trap_EA_Move(int client, vec3_t dir, float speed) { + syscall( BOTLIB_EA_MOVE, client, dir, PASSFLOAT(speed) ); +} + +void trap_EA_View(int client, vec3_t viewangles) { + syscall( BOTLIB_EA_VIEW, client, viewangles ); +} + +void trap_EA_EndRegular(int client, float thinktime) { + syscall( BOTLIB_EA_END_REGULAR, client, PASSFLOAT(thinktime) ); +} + +void trap_EA_GetInput(int client, float thinktime, void /* struct bot_input_s */ *input) { + syscall( BOTLIB_EA_GET_INPUT, client, PASSFLOAT(thinktime), input ); +} + +void trap_EA_ResetInput(int client) { + syscall( BOTLIB_EA_RESET_INPUT, client ); +} + +int trap_BotLoadCharacter(char *charfile, float skill) { + return syscall( BOTLIB_AI_LOAD_CHARACTER, charfile, PASSFLOAT(skill)); +} + +void trap_BotFreeCharacter(int character) { + syscall( BOTLIB_AI_FREE_CHARACTER, character ); +} + +float trap_Characteristic_Float(int character, int index) { + int temp; + temp = syscall( BOTLIB_AI_CHARACTERISTIC_FLOAT, character, index ); + return (*(float*)&temp); +} + +float trap_Characteristic_BFloat(int character, int index, float min, float max) { + int temp; + temp = syscall( BOTLIB_AI_CHARACTERISTIC_BFLOAT, character, index, PASSFLOAT(min), PASSFLOAT(max) ); + return (*(float*)&temp); +} + +int trap_Characteristic_Integer(int character, int index) { + return syscall( BOTLIB_AI_CHARACTERISTIC_INTEGER, character, index ); +} + +int trap_Characteristic_BInteger(int character, int index, int min, int max) { + return syscall( BOTLIB_AI_CHARACTERISTIC_BINTEGER, character, index, min, max ); +} + +void trap_Characteristic_String(int character, int index, char *buf, int size) { + syscall( BOTLIB_AI_CHARACTERISTIC_STRING, character, index, buf, size ); +} + +int trap_BotAllocChatState(void) { + return syscall( BOTLIB_AI_ALLOC_CHAT_STATE ); +} + +void trap_BotFreeChatState(int handle) { + syscall( BOTLIB_AI_FREE_CHAT_STATE, handle ); +} + +void trap_BotQueueConsoleMessage(int chatstate, int type, char *message) { + syscall( BOTLIB_AI_QUEUE_CONSOLE_MESSAGE, chatstate, type, message ); +} + +void trap_BotRemoveConsoleMessage(int chatstate, int handle) { + syscall( BOTLIB_AI_REMOVE_CONSOLE_MESSAGE, chatstate, handle ); +} + +int trap_BotNextConsoleMessage(int chatstate, void /* struct bot_consolemessage_s */ *cm) { + return syscall( BOTLIB_AI_NEXT_CONSOLE_MESSAGE, chatstate, cm ); +} + +int trap_BotNumConsoleMessages(int chatstate) { + return syscall( BOTLIB_AI_NUM_CONSOLE_MESSAGE, chatstate ); +} + +void trap_BotInitialChat(int chatstate, char *type, int mcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7 ) { + syscall( BOTLIB_AI_INITIAL_CHAT, chatstate, type, mcontext, var0, var1, var2, var3, var4, var5, var6, var7 ); +} + +int trap_BotNumInitialChats(int chatstate, char *type) { + return syscall( BOTLIB_AI_NUM_INITIAL_CHATS, chatstate, type ); +} + +int trap_BotReplyChat(int chatstate, char *message, int mcontext, int vcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7 ) { + return syscall( BOTLIB_AI_REPLY_CHAT, chatstate, message, mcontext, vcontext, var0, var1, var2, var3, var4, var5, var6, var7 ); +} + +int trap_BotChatLength(int chatstate) { + return syscall( BOTLIB_AI_CHAT_LENGTH, chatstate ); +} + +void trap_BotEnterChat(int chatstate, int client, int sendto) { + syscall( BOTLIB_AI_ENTER_CHAT, chatstate, client, sendto ); +} + +void trap_BotGetChatMessage(int chatstate, char *buf, int size) { + syscall( BOTLIB_AI_GET_CHAT_MESSAGE, chatstate, buf, size); +} + +int trap_StringContains(char *str1, char *str2, int casesensitive) { + return syscall( BOTLIB_AI_STRING_CONTAINS, str1, str2, casesensitive ); +} + +int trap_BotFindMatch(char *str, void /* struct bot_match_s */ *match, unsigned long int context) { + return syscall( BOTLIB_AI_FIND_MATCH, str, match, context ); +} + +void trap_BotMatchVariable(void /* struct bot_match_s */ *match, int variable, char *buf, int size) { + syscall( BOTLIB_AI_MATCH_VARIABLE, match, variable, buf, size ); +} + +void trap_UnifyWhiteSpaces(char *string) { + syscall( BOTLIB_AI_UNIFY_WHITE_SPACES, string ); +} + +void trap_BotReplaceSynonyms(char *string, unsigned long int context) { + syscall( BOTLIB_AI_REPLACE_SYNONYMS, string, context ); +} + +int trap_BotLoadChatFile(int chatstate, char *chatfile, char *chatname) { + return syscall( BOTLIB_AI_LOAD_CHAT_FILE, chatstate, chatfile, chatname ); +} + +void trap_BotSetChatGender(int chatstate, int gender) { + syscall( BOTLIB_AI_SET_CHAT_GENDER, chatstate, gender ); +} + +void trap_BotSetChatName(int chatstate, char *name, int client) { + syscall( BOTLIB_AI_SET_CHAT_NAME, chatstate, name, client ); +} + +void trap_BotResetGoalState(int goalstate) { + syscall( BOTLIB_AI_RESET_GOAL_STATE, goalstate ); +} + +void trap_BotResetAvoidGoals(int goalstate) { + syscall( BOTLIB_AI_RESET_AVOID_GOALS, goalstate ); +} + +void trap_BotRemoveFromAvoidGoals(int goalstate, int number) { + syscall( BOTLIB_AI_REMOVE_FROM_AVOID_GOALS, goalstate, number); +} + +void trap_BotPushGoal(int goalstate, void /* struct bot_goal_s */ *goal) { + syscall( BOTLIB_AI_PUSH_GOAL, goalstate, goal ); +} + +void trap_BotPopGoal(int goalstate) { + syscall( BOTLIB_AI_POP_GOAL, goalstate ); +} + +void trap_BotEmptyGoalStack(int goalstate) { + syscall( BOTLIB_AI_EMPTY_GOAL_STACK, goalstate ); +} + +void trap_BotDumpAvoidGoals(int goalstate) { + syscall( BOTLIB_AI_DUMP_AVOID_GOALS, goalstate ); +} + +void trap_BotDumpGoalStack(int goalstate) { + syscall( BOTLIB_AI_DUMP_GOAL_STACK, goalstate ); +} + +void trap_BotGoalName(int number, char *name, int size) { + syscall( BOTLIB_AI_GOAL_NAME, number, name, size ); +} + +int trap_BotGetTopGoal(int goalstate, void /* struct bot_goal_s */ *goal) { + return syscall( BOTLIB_AI_GET_TOP_GOAL, goalstate, goal ); +} + +int trap_BotGetSecondGoal(int goalstate, void /* struct bot_goal_s */ *goal) { + return syscall( BOTLIB_AI_GET_SECOND_GOAL, goalstate, goal ); +} + +int trap_BotChooseLTGItem(int goalstate, vec3_t origin, int *inventory, int travelflags) { + return syscall( BOTLIB_AI_CHOOSE_LTG_ITEM, goalstate, origin, inventory, travelflags ); +} + +int trap_BotChooseNBGItem(int goalstate, vec3_t origin, int *inventory, int travelflags, void /* struct bot_goal_s */ *ltg, float maxtime) { + return syscall( BOTLIB_AI_CHOOSE_NBG_ITEM, goalstate, origin, inventory, travelflags, ltg, PASSFLOAT(maxtime) ); +} + +int trap_BotTouchingGoal(vec3_t origin, void /* struct bot_goal_s */ *goal) { + return syscall( BOTLIB_AI_TOUCHING_GOAL, origin, goal ); +} + +int trap_BotItemGoalInVisButNotVisible(int viewer, vec3_t eye, vec3_t viewangles, void /* struct bot_goal_s */ *goal) { + return syscall( BOTLIB_AI_ITEM_GOAL_IN_VIS_BUT_NOT_VISIBLE, viewer, eye, viewangles, goal ); +} + +int trap_BotGetLevelItemGoal(int index, char *classname, void /* struct bot_goal_s */ *goal) { + return syscall( BOTLIB_AI_GET_LEVEL_ITEM_GOAL, index, classname, goal ); +} + +int trap_BotGetNextCampSpotGoal(int num, void /* struct bot_goal_s */ *goal) { + return syscall( BOTLIB_AI_GET_NEXT_CAMP_SPOT_GOAL, num, goal ); +} + +int trap_BotGetMapLocationGoal(char *name, void /* struct bot_goal_s */ *goal) { + return syscall( BOTLIB_AI_GET_MAP_LOCATION_GOAL, name, goal ); +} + +float trap_BotAvoidGoalTime(int goalstate, int number) { + int temp; + temp = syscall( BOTLIB_AI_AVOID_GOAL_TIME, goalstate, number ); + return (*(float*)&temp); +} + +void trap_BotSetAvoidGoalTime(int goalstate, int number, float avoidtime) { + syscall( BOTLIB_AI_SET_AVOID_GOAL_TIME, goalstate, number, PASSFLOAT(avoidtime)); +} + +void trap_BotInitLevelItems(void) { + syscall( BOTLIB_AI_INIT_LEVEL_ITEMS ); +} + +void trap_BotUpdateEntityItems(void) { + syscall( BOTLIB_AI_UPDATE_ENTITY_ITEMS ); +} + +int trap_BotLoadItemWeights(int goalstate, char *filename) { + return syscall( BOTLIB_AI_LOAD_ITEM_WEIGHTS, goalstate, filename ); +} + +void trap_BotFreeItemWeights(int goalstate) { + syscall( BOTLIB_AI_FREE_ITEM_WEIGHTS, goalstate ); +} + +void trap_BotInterbreedGoalFuzzyLogic(int parent1, int parent2, int child) { + syscall( BOTLIB_AI_INTERBREED_GOAL_FUZZY_LOGIC, parent1, parent2, child ); +} + +void trap_BotSaveGoalFuzzyLogic(int goalstate, char *filename) { + syscall( BOTLIB_AI_SAVE_GOAL_FUZZY_LOGIC, goalstate, filename ); +} + +void trap_BotMutateGoalFuzzyLogic(int goalstate, float range) { + syscall( BOTLIB_AI_MUTATE_GOAL_FUZZY_LOGIC, goalstate, range ); +} + +int trap_BotAllocGoalState(int state) { + return syscall( BOTLIB_AI_ALLOC_GOAL_STATE, state ); +} + +void trap_BotFreeGoalState(int handle) { + syscall( BOTLIB_AI_FREE_GOAL_STATE, handle ); +} + +void trap_BotResetMoveState(int movestate) { + syscall( BOTLIB_AI_RESET_MOVE_STATE, movestate ); +} + +void trap_BotAddAvoidSpot(int movestate, vec3_t origin, float radius, int type) { + syscall( BOTLIB_AI_ADD_AVOID_SPOT, movestate, origin, PASSFLOAT(radius), type); +} + +void trap_BotMoveToGoal(void /* struct bot_moveresult_s */ *result, int movestate, void /* struct bot_goal_s */ *goal, int travelflags) { + syscall( BOTLIB_AI_MOVE_TO_GOAL, result, movestate, goal, travelflags ); +} + +int trap_BotMoveInDirection(int movestate, vec3_t dir, float speed, int type) { + return syscall( BOTLIB_AI_MOVE_IN_DIRECTION, movestate, dir, PASSFLOAT(speed), type ); +} + +void trap_BotResetAvoidReach(int movestate) { + syscall( BOTLIB_AI_RESET_AVOID_REACH, movestate ); +} + +void trap_BotResetLastAvoidReach(int movestate) { + syscall( BOTLIB_AI_RESET_LAST_AVOID_REACH,movestate ); +} + +int trap_BotReachabilityArea(vec3_t origin, int testground) { + return syscall( BOTLIB_AI_REACHABILITY_AREA, origin, testground ); +} + +int trap_BotMovementViewTarget(int movestate, void /* struct bot_goal_s */ *goal, int travelflags, float lookahead, vec3_t target) { + return syscall( BOTLIB_AI_MOVEMENT_VIEW_TARGET, movestate, goal, travelflags, PASSFLOAT(lookahead), target ); +} + +int trap_BotPredictVisiblePosition(vec3_t origin, int areanum, void /* struct bot_goal_s */ *goal, int travelflags, vec3_t target) { + return syscall( BOTLIB_AI_PREDICT_VISIBLE_POSITION, origin, areanum, goal, travelflags, target ); +} + +int trap_BotAllocMoveState(void) { + return syscall( BOTLIB_AI_ALLOC_MOVE_STATE ); +} + +void trap_BotFreeMoveState(int handle) { + syscall( BOTLIB_AI_FREE_MOVE_STATE, handle ); +} + +void trap_BotInitMoveState(int handle, void /* struct bot_initmove_s */ *initmove) { + syscall( BOTLIB_AI_INIT_MOVE_STATE, handle, initmove ); +} + +int trap_BotChooseBestFightWeapon(int weaponstate, int *inventory) { + return syscall( BOTLIB_AI_CHOOSE_BEST_FIGHT_WEAPON, weaponstate, inventory ); +} + +void trap_BotGetWeaponInfo(int weaponstate, int weapon, void /* struct weaponinfo_s */ *weaponinfo) { + syscall( BOTLIB_AI_GET_WEAPON_INFO, weaponstate, weapon, weaponinfo ); +} + +int trap_BotLoadWeaponWeights(int weaponstate, char *filename) { + return syscall( BOTLIB_AI_LOAD_WEAPON_WEIGHTS, weaponstate, filename ); +} + +int trap_BotAllocWeaponState(void) { + return syscall( BOTLIB_AI_ALLOC_WEAPON_STATE ); +} + +void trap_BotFreeWeaponState(int weaponstate) { + syscall( BOTLIB_AI_FREE_WEAPON_STATE, weaponstate ); +} + +void trap_BotResetWeaponState(int weaponstate) { + syscall( BOTLIB_AI_RESET_WEAPON_STATE, weaponstate ); +} + +int trap_GeneticParentsAndChildSelection(int numranks, float *ranks, int *parent1, int *parent2, int *child) { + return syscall( BOTLIB_AI_GENETIC_PARENTS_AND_CHILD_SELECTION, numranks, ranks, parent1, parent2, child ); +} diff --git a/src/game/g_target.c b/src/game/g_target.c new file mode 100644 index 00000000..eac2e164 --- /dev/null +++ b/src/game/g_target.c @@ -0,0 +1,472 @@ +// 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 GNU General Public License as published by + * the Free Software Foundation; either version 2, or (at your option) + * any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#include "g_local.h" + +//========================================================== + +/*QUAKED target_give (1 0 0) (-8 -8 -8) (8 8 8) +Gives the activator all the items pointed to. +*/ +void Use_Target_Give( gentity_t *ent, gentity_t *other, gentity_t *activator ) { + gentity_t *t; + trace_t trace; + + if ( !activator->client ) { + return; + } + + if ( !ent->target ) { + return; + } + + memset( &trace, 0, sizeof( trace ) ); + t = NULL; + while ( (t = G_Find (t, FOFS(targetname), ent->target)) != NULL ) { + if ( !t->item ) { + continue; + } + Touch_Item( t, activator, &trace ); + + // make sure it isn't going to respawn or show any events + t->nextthink = 0; + trap_UnlinkEntity( t ); + } +} + +void SP_target_give( gentity_t *ent ) { + ent->use = Use_Target_Give; +} + + +//========================================================== + +/*QUAKED target_remove_powerups (1 0 0) (-8 -8 -8) (8 8 8) +takes away all the activators powerups. +Used to drop flight powerups into death puts. +*/ +void Use_target_remove_powerups( gentity_t *ent, gentity_t *other, gentity_t *activator ) { + if( !activator->client ) { + return; + } + + /*if( activator->client->ps.powerups[PW_REDFLAG] ) { + Team_ReturnFlag( TEAM_HUMANS ); + } else if( activator->client->ps.powerups[PW_BLUEFLAG] ) { + Team_ReturnFlag( TEAM_DROIDS ); + } else if( activator->client->ps.powerups[PW_NEUTRALFLAG] ) { + Team_ReturnFlag( TEAM_FREE ); + }*/ + + memset( activator->client->ps.powerups, 0, sizeof( activator->client->ps.powerups ) ); +} + +void SP_target_remove_powerups( gentity_t *ent ) { + ent->use = Use_target_remove_powerups; +} + + +//========================================================== + +/*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) redteam blueteam 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 ) ) { + trap_SendServerCommand( activator-g_entities, va("cp \"%s\"", ent->message )); + return; + } + + if ( ent->spawnflags & 3 ) { + if ( ent->spawnflags & 1 ) { + G_TeamCommand( TEAM_HUMANS, va("cp \"%s\"", ent->message) ); + } + if ( ent->spawnflags & 2 ) { + G_TeamCommand( TEAM_DROIDS, va("cp \"%s\"", ent->message) ); + } + return; + } + + trap_SendServerCommand( -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 ); +} + + + +//========================================================== + +/*QUAKED target_laser (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON +When triggered, fires a laser. You can either set a target or a direction. +*/ +void target_laser_think (gentity_t *self) { + vec3_t end; + trace_t tr; + vec3_t point; + + // if pointed at another entity, set movedir to point at it + if ( self->enemy ) { + VectorMA (self->enemy->s.origin, 0.5, self->enemy->r.mins, point); + VectorMA (point, 0.5, self->enemy->r.maxs, point); + VectorSubtract (point, self->s.origin, self->movedir); + VectorNormalize (self->movedir); + } + + // fire forward and see what we hit + VectorMA (self->s.origin, 2048, self->movedir, end); + + trap_Trace( &tr, self->s.origin, NULL, NULL, end, self->s.number, CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_CORPSE); + + if ( tr.entityNum ) { + // hurt it if we can + G_Damage ( &g_entities[tr.entityNum], self, self->activator, self->movedir, + tr.endpos, self->damage, DAMAGE_NO_KNOCKBACK, MOD_TARGET_LASER); + } + + VectorCopy (tr.endpos, self->s.origin2); + + trap_LinkEntity( self ); + self->nextthink = level.time + FRAMETIME; +} + +void target_laser_on (gentity_t *self) +{ + if (!self->activator) + self->activator = self; + target_laser_think (self); +} + +void target_laser_off (gentity_t *self) +{ + trap_UnlinkEntity( self ); + self->nextthink = 0; +} + +void target_laser_use (gentity_t *self, gentity_t *other, gentity_t *activator) +{ + self->activator = activator; + if ( self->nextthink > 0 ) + target_laser_off (self); + else + target_laser_on (self); +} + +void target_laser_start (gentity_t *self) +{ + gentity_t *ent; + + self->s.eType = ET_BEAM; + + if (self->target) { + ent = G_Find (NULL, FOFS(targetname), self->target); + if (!ent) { + G_Printf ("%s at %s: %s is a bad target\n", self->classname, vtos(self->s.origin), self->target); + } + self->enemy = ent; + } else { + G_SetMovedir (self->s.angles, self->movedir); + } + + self->use = target_laser_use; + self->think = target_laser_think; + + if ( !self->damage ) { + self->damage = 1; + } + + if (self->spawnflags & 1) + target_laser_on (self); + else + target_laser_off (self); +} + +void SP_target_laser (gentity_t *self) +{ + // let everything else get spawned before we start firing + self->think = target_laser_start; + self->nextthink = level.time + FRAMETIME; +} + + +//========================================================== + +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->sess.sessionTeam != TEAM_HUMANS ) { + return; + } + if ( ( self->spawnflags & 2 ) && activator->client + && activator->client->sess.sessionTeam != TEAM_DROIDS ) { + 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 ); +} + diff --git a/src/game/g_team.c b/src/game/g_team.c new file mode 100644 index 00000000..97bfbd86 --- /dev/null +++ b/src/game/g_team.c @@ -0,0 +1,1046 @@ +// 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 GNU General Public License as published by + * the Free Software Foundation; either version 2, or (at your option) + * any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#include "g_local.h" + +typedef struct teamgame_s { + float last_flag_capture; + int last_capture_team; + flagStatus_t redStatus; // CTF + flagStatus_t blueStatus; // CTF + flagStatus_t flagStatus; // One Flag CTF + int redTakenTime; + int blueTakenTime; + int redObeliskAttackedTime; + int blueObeliskAttackedTime; +} teamgame_t; + +teamgame_t teamgame; + +void Team_SetFlagStatus( int team, flagStatus_t status ); + +void Team_InitGame(void) +{ + memset(&teamgame, 0, sizeof teamgame); + switch( g_gametype.integer ) { + case GT_CTF: + teamgame.redStatus = teamgame.blueStatus = -1; // Invalid to force update + Team_SetFlagStatus( TEAM_HUMANS, FLAG_ATBASE ); + Team_SetFlagStatus( TEAM_DROIDS, FLAG_ATBASE ); + break; + default: + break; + } +} + +int OtherTeam(int team) { + if (team==TEAM_HUMANS) + return TEAM_DROIDS; + else if (team==TEAM_DROIDS) + return TEAM_HUMANS; + return team; +} + +const char *TeamName(int team) { + if (team==TEAM_HUMANS) + return "RED"; + else if (team==TEAM_DROIDS) + return "BLUE"; + else if (team==TEAM_SPECTATOR) + return "SPECTATOR"; + return "FREE"; +} + +const char *OtherTeamName(int team) { + if (team==TEAM_HUMANS) + return "BLUE"; + else if (team==TEAM_DROIDS) + return "RED"; + else if (team==TEAM_SPECTATOR) + return "SPECTATOR"; + return "FREE"; +} + +const char *TeamColorString(int team) { + if (team==TEAM_HUMANS) + return S_COLOR_RED; + else if (team==TEAM_DROIDS) + return S_COLOR_BLUE; + else if (team==TEAM_SPECTATOR) + return S_COLOR_YELLOW; + return S_COLOR_WHITE; +} + +// 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 = '\''; + + trap_SendServerCommand ( ( (ent == NULL) ? -1 : ent-g_entities ), va("print \"%s\"", msg )); +} + + +/* +============== +AddTeamScore + + used for gametype > GT_TEAM + for gametype GT_TEAM the level.teamScores is updated in AddScore in g_combat.c +============== +*/ +void AddTeamScore(vec3_t origin, int team, int score) { + gentity_t *te; + + //te = G_TempEntity(origin, EV_GLOBAL_TEAM_SOUND ); + te->r.svFlags |= SVF_BROADCAST; + + if ( team == TEAM_HUMANS ) { + if ( level.teamScores[ TEAM_HUMANS ] + score == level.teamScores[ TEAM_DROIDS ] ) { + //teams are tied sound + //te->s.eventParm = GTS_TEAMS_ARE_TIED; + } + else if ( level.teamScores[ TEAM_HUMANS ] <= level.teamScores[ TEAM_DROIDS ] && + level.teamScores[ TEAM_HUMANS ] + score > level.teamScores[ TEAM_DROIDS ]) { + // red took the lead sound + //te->s.eventParm = GTS_REDTEAM_TOOK_LEAD; + } + else { + // red scored sound + //te->s.eventParm = GTS_REDTEAM_SCORED; + } + } + else { + if ( level.teamScores[ TEAM_DROIDS ] + score == level.teamScores[ TEAM_HUMANS ] ) { + //teams are tied sound + //te->s.eventParm = GTS_TEAMS_ARE_TIED; + } + else if ( level.teamScores[ TEAM_DROIDS ] <= level.teamScores[ TEAM_HUMANS ] && + level.teamScores[ TEAM_DROIDS ] + score > level.teamScores[ TEAM_HUMANS ]) { + // blue took the lead sound + //te->s.eventParm = GTS_BLUETEAM_TOOK_LEAD; + } + else { + // blue scored sound + //te->s.eventParm = GTS_BLUETEAM_SCORED; + } + } + level.teamScores[ team ] += score; +} + + +/* +============== +OnSameTeam +============== +*/ +qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 ) { + if ( !ent1->client || !ent2->client ) { + return qfalse; + } + + if ( g_gametype.integer < GT_TEAM ) { + return qfalse; + } + + if ( ent1->client->sess.sessionTeam == ent2->client->sess.sessionTeam ) { + return qtrue; + } + + return qfalse; +} + +static char ctfFlagStatusRemap[] = { '0', '1', '*', '*', '2' }; +static char oneFlagStatusRemap[] = { '0', '1', '2', '3', '4' }; + +void Team_SetFlagStatus( int team, flagStatus_t status ) { + qboolean modified = qfalse; + + switch( team ) { + case TEAM_HUMANS: // CTF + if( teamgame.redStatus != status ) { + teamgame.redStatus = status; + modified = qtrue; + } + break; + + case TEAM_DROIDS: // CTF + if( teamgame.blueStatus != status ) { + teamgame.blueStatus = status; + modified = qtrue; + } + break; + + case TEAM_FREE: // One Flag CTF + if( teamgame.flagStatus != status ) { + teamgame.flagStatus = status; + modified = qtrue; + } + break; + } + + if( modified ) { + char st[4]; + + if( g_gametype.integer == GT_CTF ) { + st[0] = ctfFlagStatusRemap[teamgame.redStatus]; + st[1] = ctfFlagStatusRemap[teamgame.blueStatus]; + st[2] = 0; + } + else { // GT_1FCTF + st[0] = oneFlagStatusRemap[teamgame.flagStatus]; + st[1] = 0; + } + + trap_SetConfigstring( CS_FLAGSTATUS, st ); + } +} + + +void Team_CheckDroppedItem( gentity_t *dropped ) +{ + /*if (dropped->item->giTag == PW_REDFLAG) + Team_SetFlagStatus( TEAM_HUMANS, FLAG_DROPPED ); + else if (dropped->item->giTag == PW_BLUEFLAG) + Team_SetFlagStatus( TEAM_DROIDS, FLAG_DROPPED );*/ +} + + +/* +================ +Team_ForceGesture +================ +*/ +void Team_ForceGesture(int team) { + int i; + gentity_t *ent; + + for (i = 0; i < MAX_CLIENTS; i++) { + ent = &g_entities[i]; + if (!ent->inuse) + continue; + if (!ent->client) + continue; + if (ent->client->sess.sessionTeam != team) + continue; + // + ent->flags |= FL_FORCE_GESTURE; + } +} + + +/* +================ +Team_FragBonuses + +Calculate the bonuses for flag defense, flag carrier defense, etc. +Note that bonuses are not cumlative. You get one, they are in importance +order. +================ +*/ +void Team_FragBonuses(gentity_t *targ, gentity_t *inflictor, gentity_t *attacker) +{ + int i; + gentity_t *ent; + int flag_pw, enemy_flag_pw; + int otherteam; + int tokens; + gentity_t *flag, *carrier = NULL; + char *c; + vec3_t v1, v2; + int team; + + // no bonus for fragging yourself + if (!targ->client || !attacker->client || targ == attacker || OnSameTeam(targ, attacker)) + return; + + team = targ->client->sess.sessionTeam; + otherteam = OtherTeam(targ->client->sess.sessionTeam); + if (otherteam < 0) + return; // whoever died isn't on a team + + // same team, if the flag at base, check to he has the enemy flag + /*if (team == TEAM_HUMANS) { + flag_pw = PW_REDFLAG; + enemy_flag_pw = PW_BLUEFLAG; + } else { + flag_pw = PW_BLUEFLAG; + enemy_flag_pw = PW_REDFLAG; + }*/ + + // did the attacker frag the flag carrier? + tokens = 0; + if (targ->client->ps.powerups[enemy_flag_pw]) { + attacker->client->pers.teamState.lastfraggedcarrier = level.time; + AddScore(attacker, CTF_FRAG_CARRIER_BONUS); + attacker->client->pers.teamState.fragcarrier++; + PrintMsg(NULL, "%s" S_COLOR_WHITE " fragged %s's flag carrier!\n", + attacker->client->pers.netname, TeamName(team)); + + // the target had the flag, clear the hurt carrier + // field on the other team + for (i = 0; i < g_maxclients.integer; i++) { + ent = g_entities + i; + if (ent->inuse && ent->client->sess.sessionTeam == otherteam) + ent->client->pers.teamState.lasthurtcarrier = 0; + } + return; + } + + // did the attacker frag a head carrier? other->client->ps.generic1 + if (tokens) { + attacker->client->pers.teamState.lastfraggedcarrier = level.time; + AddScore(attacker, CTF_FRAG_CARRIER_BONUS * tokens * tokens); + attacker->client->pers.teamState.fragcarrier++; + PrintMsg(NULL, "%s" S_COLOR_WHITE " fragged %s's skull carrier!\n", + attacker->client->pers.netname, TeamName(team)); + + // the target had the flag, clear the hurt carrier + // field on the other team + for (i = 0; i < g_maxclients.integer; i++) { + ent = g_entities + i; + if (ent->inuse && ent->client->sess.sessionTeam == otherteam) + ent->client->pers.teamState.lasthurtcarrier = 0; + } + return; + } + + if (targ->client->pers.teamState.lasthurtcarrier && + level.time - targ->client->pers.teamState.lasthurtcarrier < CTF_CARRIER_DANGER_PROTECT_TIMEOUT && + !attacker->client->ps.powerups[flag_pw]) { + // attacker is on the same team as the flag carrier and + // fragged a guy who hurt our flag carrier + AddScore(attacker, CTF_CARRIER_DANGER_PROTECT_BONUS); + + attacker->client->pers.teamState.carrierdefense++; + targ->client->pers.teamState.lasthurtcarrier = 0; + + //attacker->client->ps.persistant[PERS_DEFEND_COUNT]++; + team = attacker->client->sess.sessionTeam; + // add the sprite over the player's head + //attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); + //attacker->client->ps.eFlags |= EF_AWARD_DEFEND; + attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; + + return; + } + + if (targ->client->pers.teamState.lasthurtcarrier && + level.time - targ->client->pers.teamState.lasthurtcarrier < CTF_CARRIER_DANGER_PROTECT_TIMEOUT) { + // attacker is on the same team as the skull carrier and + AddScore(attacker, CTF_CARRIER_DANGER_PROTECT_BONUS); + + attacker->client->pers.teamState.carrierdefense++; + targ->client->pers.teamState.lasthurtcarrier = 0; + + //attacker->client->ps.persistant[PERS_DEFEND_COUNT]++; + team = attacker->client->sess.sessionTeam; + // add the sprite over the player's head + //attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); + //attacker->client->ps.eFlags |= EF_AWARD_DEFEND; + attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; + + return; + } + + // flag and flag carrier area defense bonuses + + // we have to find the flag and carrier entities + + // find the flag + switch (attacker->client->sess.sessionTeam) { + case TEAM_HUMANS: + c = "team_CTF_redflag"; + break; + case TEAM_DROIDS: + c = "team_CTF_blueflag"; + break; + default: + return; + } + + // find attacker's team's flag carrier + for (i = 0; i < g_maxclients.integer; i++) { + carrier = g_entities + i; + if (carrier->inuse && carrier->client->ps.powerups[flag_pw]) + break; + carrier = NULL; + } + + flag = NULL; + while ((flag = G_Find (flag, FOFS(classname), c)) != NULL) { + if (!(flag->flags & FL_DROPPED_ITEM)) + break; + } + + if (!flag) + return; // can't find attacker's flag + + // ok we have the attackers flag and a pointer to the carrier + + // check to see if we are defending the base's flag + VectorSubtract(targ->r.currentOrigin, flag->r.currentOrigin, v1); + VectorSubtract(attacker->r.currentOrigin, flag->r.currentOrigin, v2); + + if ( ( ( VectorLength(v1) < CTF_TARGET_PROTECT_RADIUS && + trap_InPVS(flag->r.currentOrigin, targ->r.currentOrigin ) ) || + ( VectorLength(v2) < CTF_TARGET_PROTECT_RADIUS && + trap_InPVS(flag->r.currentOrigin, attacker->r.currentOrigin ) ) ) && + attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam) { + + // we defended the base flag + AddScore(attacker, CTF_FLAG_DEFENSE_BONUS); + attacker->client->pers.teamState.basedefense++; + //attacker->client->ps.persistant[PERS_DEFEND_COUNT]++; + // add the sprite over the player's head + //attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); + //attacker->client->ps.eFlags |= EF_AWARD_DEFEND; + attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; + return; + } + + if (carrier && carrier != attacker) { + VectorSubtract(targ->r.currentOrigin, carrier->r.currentOrigin, v1); + VectorSubtract(attacker->r.currentOrigin, carrier->r.currentOrigin, v1); + + if ( ( ( VectorLength(v1) < CTF_ATTACKER_PROTECT_RADIUS && + trap_InPVS(carrier->r.currentOrigin, targ->r.currentOrigin ) ) || + ( VectorLength(v2) < CTF_ATTACKER_PROTECT_RADIUS && + trap_InPVS(carrier->r.currentOrigin, attacker->r.currentOrigin ) ) ) && + attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam) { + AddScore(attacker, CTF_CARRIER_PROTECT_BONUS); + attacker->client->pers.teamState.carrierdefense++; + //attacker->client->ps.persistant[PERS_DEFEND_COUNT]++; + // add the sprite over the player's head + //attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); + //attacker->client->ps.eFlags |= EF_AWARD_DEFEND; + attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; + return; + } + } +} + +/* +================ +Team_CheckHurtCarrier + +Check to see if attacker hurt the flag carrier. Needed when handing out bonuses for assistance to flag +carrier defense. +================ +*/ +void Team_CheckHurtCarrier(gentity_t *targ, gentity_t *attacker) +{ + int flag_pw; + + if (!targ->client || !attacker->client) + return; + + /*if (targ->client->sess.sessionTeam == TEAM_HUMANS) + flag_pw = PW_BLUEFLAG; + else + flag_pw = PW_REDFLAG;*/ + + if (targ->client->ps.powerups[flag_pw] && + targ->client->sess.sessionTeam != attacker->client->sess.sessionTeam) + attacker->client->pers.teamState.lasthurtcarrier = level.time; + + // skulls + if (targ->client->ps.generic1 && + targ->client->sess.sessionTeam != attacker->client->sess.sessionTeam) + attacker->client->pers.teamState.lasthurtcarrier = level.time; +} + + +gentity_t *Team_ResetFlag(int team) +{ + char *c; + gentity_t *ent, *rent = NULL; + + switch (team) { + case TEAM_HUMANS: + c = "team_CTF_redflag"; + break; + case TEAM_DROIDS: + c = "team_CTF_blueflag"; + break; + case TEAM_FREE: + c = "team_CTF_neutralflag"; + break; + default: + return NULL; + } + + ent = NULL; + while ((ent = G_Find (ent, FOFS(classname), c)) != NULL) { + if (ent->flags & FL_DROPPED_ITEM) + G_FreeEntity(ent); + else { + rent = ent; + RespawnItem(ent); + } + } + + Team_SetFlagStatus( team, FLAG_ATBASE ); + + return rent; +} + +void Team_ResetFlags( void ) { + if( g_gametype.integer == GT_CTF ) { + Team_ResetFlag( TEAM_HUMANS ); + Team_ResetFlag( TEAM_DROIDS ); + } +} + +void Team_ReturnFlagSound(gentity_t *ent, int team) +{ + // play powerup spawn sound to all clients + gentity_t *te; + + if (ent == NULL) { + G_Printf ("Warning: NULL passed to Team_ReturnFlagSound\n"); + return; + } + + //te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_TEAM_SOUND ); + if( team == TEAM_DROIDS ) { + //te->s.eventParm = GTS_RED_RETURN; + } + else { + //te->s.eventParm = GTS_BLUE_RETURN; + } + te->r.svFlags |= SVF_BROADCAST; +} + +void Team_TakeFlagSound( gentity_t *ent, int team ) { + gentity_t *te; + + if (ent == NULL) { + G_Printf ("Warning: NULL passed to Team_TakeFlagSound\n"); + return; + } + + // only play sound when the flag was at the base + // or not picked up the last 10 seconds + switch(team) { + case TEAM_HUMANS: + if( teamgame.blueStatus != FLAG_ATBASE ) { + if (teamgame.blueTakenTime > level.time - 10000) + return; + } + teamgame.blueTakenTime = level.time; + break; + + case TEAM_DROIDS: // CTF + if( teamgame.redStatus != FLAG_ATBASE ) { + if (teamgame.redTakenTime > level.time - 10000) + return; + } + teamgame.redTakenTime = level.time; + break; + } + + //te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_TEAM_SOUND ); + if( team == TEAM_DROIDS ) { + //te->s.eventParm = GTS_RED_TAKEN; + } + else { + //te->s.eventParm = GTS_BLUE_TAKEN; + } + te->r.svFlags |= SVF_BROADCAST; +} + +void Team_CaptureFlagSound( gentity_t *ent, int team ) { + gentity_t *te; + + if (ent == NULL) { + G_Printf ("Warning: NULL passed to Team_CaptureFlagSound\n"); + return; + } + + //te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_TEAM_SOUND ); + if( team == TEAM_DROIDS ) { + //te->s.eventParm = GTS_BLUE_CAPTURE; + } + else { + //te->s.eventParm = GTS_RED_CAPTURE; + } + te->r.svFlags |= SVF_BROADCAST; +} + +void Team_ReturnFlag( int team ) { + Team_ReturnFlagSound(Team_ResetFlag(team), team); + if( team == TEAM_FREE ) { + PrintMsg(NULL, "The flag has returned!\n" ); + } + else { + PrintMsg(NULL, "The %s flag has returned!\n", TeamName(team)); + } +} + +void Team_FreeEntity(gentity_t *ent) +{ + /*if (ent->item->giTag == PW_REDFLAG) + Team_ReturnFlag(TEAM_HUMANS); + else if (ent->item->giTag == PW_BLUEFLAG) + Team_ReturnFlag(TEAM_DROIDS);*/ +} + +/* +============== +Team_DroppedFlagThink + +Automatically set in Launch_Item if the item is one of the flags + +Flags are unique in that if they are dropped, the base flag must be respawned when they time out +============== +*/ +void Team_DroppedFlagThink(gentity_t *ent) +{ + /*if (ent->item->giTag == PW_REDFLAG) + Team_ReturnFlagSound(Team_ResetFlag(TEAM_HUMANS), TEAM_HUMANS); + else if (ent->item->giTag == PW_BLUEFLAG) + Team_ReturnFlagSound(Team_ResetFlag(TEAM_DROIDS), TEAM_DROIDS);*/ + // Reset Flag will delete this entity +} + +int Team_TouchOurFlag( gentity_t *ent, gentity_t *other, int team ) { + int i; + gentity_t *player; + gclient_t *cl = other->client; + int our_flag, enemy_flag; + + /*if (cl->sess.sessionTeam == TEAM_HUMANS) { + our_flag = PW_REDFLAG; + enemy_flag = PW_BLUEFLAG; + } else { + our_flag = PW_BLUEFLAG; + enemy_flag = PW_REDFLAG; + }*/ + + if ( ent->flags & FL_DROPPED_ITEM ) { + // hey, its not home. return it by teleporting it back + PrintMsg( NULL, "%s" S_COLOR_WHITE " returned the %s flag!\n", + cl->pers.netname, TeamName(team)); + AddScore(other, CTF_RECOVERY_BONUS); + other->client->pers.teamState.flagrecovery++; + other->client->pers.teamState.lastreturnedflag = level.time; + //ResetFlag will remove this entity! We must return zero + Team_ReturnFlagSound(Team_ResetFlag(team), team); + return 0; + } + + // the flag is at home base. if the player has the enemy + // flag, he's just won! + if (!cl->ps.powerups[enemy_flag]) + return 0; // We don't have the flag + + PrintMsg( NULL, "%s" S_COLOR_WHITE " captured the %s flag!\n", cl->pers.netname, TeamName(OtherTeam(team))); + + cl->ps.powerups[enemy_flag] = 0; + + teamgame.last_flag_capture = level.time; + teamgame.last_capture_team = team; + + // Increase the team's score + AddTeamScore(ent->s.pos.trBase, other->client->sess.sessionTeam, 1); + Team_ForceGesture(other->client->sess.sessionTeam); + + other->client->pers.teamState.captures++; + + // other gets another 10 frag bonus + + // Ok, let's do the player loop, hand out the bonuses + for (i = 0; i < g_maxclients.integer; i++) { + player = &g_entities[i]; + if (!player->inuse) + continue; + + if (player->client->sess.sessionTeam != + cl->sess.sessionTeam) { + player->client->pers.teamState.lasthurtcarrier = -5; + } else if (player->client->sess.sessionTeam == + cl->sess.sessionTeam) { + if (player != other) + AddScore(player, CTF_TEAM_BONUS); + // award extra points for capture assists + if (player->client->pers.teamState.lastreturnedflag + + CTF_RETURN_FLAG_ASSIST_TIMEOUT > level.time) { + AddScore (player, CTF_RETURN_FLAG_ASSIST_BONUS); + other->client->pers.teamState.assists++; + } + if (player->client->pers.teamState.lastfraggedcarrier + + CTF_FRAG_CARRIER_ASSIST_TIMEOUT > level.time) { + AddScore(player, CTF_FRAG_CARRIER_ASSIST_BONUS); + other->client->pers.teamState.assists++; + } + } + } + Team_ResetFlags(); + + CalculateRanks(); + + return 0; // Do not respawn this automatically +} + +int Team_TouchEnemyFlag( gentity_t *ent, gentity_t *other, int team ) { + gclient_t *cl = other->client; + + // hey, its not our flag, pick it up + PrintMsg (NULL, "%s" S_COLOR_WHITE " got the %s flag!\n", + other->client->pers.netname, TeamName(team)); + AddScore(other, CTF_FLAG_BONUS); + + /*if (team == TEAM_HUMANS) + cl->ps.powerups[PW_REDFLAG] = INT_MAX; // flags never expire + else + cl->ps.powerups[PW_BLUEFLAG] = INT_MAX; // flags never expire*/ + + cl->pers.teamState.flagsince = level.time; + + Team_SetFlagStatus( team, FLAG_TAKEN ); + + return -1; // Do not respawn this automatically, but do delete it if it was FL_DROPPED +} + +int Pickup_Team( gentity_t *ent, gentity_t *other ) { + int team; + gclient_t *cl = other->client; + + // figure out what team this flag is + if (strcmp(ent->classname, "team_CTF_redflag") == 0) + team = TEAM_HUMANS; + else if (strcmp(ent->classname, "team_CTF_blueflag") == 0) + team = TEAM_DROIDS; + else { + PrintMsg ( other, "Don't know what team the flag is on.\n"); + return 0; + } + + return ((team == cl->sess.sessionTeam) ? + Team_TouchOurFlag : Team_TouchEnemyFlag) + (ent, other, team); +} + +/* +=========== +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*8192.0*8192.0; + + 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_GetLocation + +Report a location 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; +} + + +/*---------------------------------------------------------------------------*/ + +/* +================ +SelectRandomDeathmatchSpawnPoint + +go to a random point that doesn't telefrag +================ +*/ +#define MAX_TEAM_SPAWN_POINTS 32 +gentity_t *SelectRandomTeamSpawnPoint( int teamstate, team_t team ) { + gentity_t *spot; + int count; + int selection; + gentity_t *spots[MAX_TEAM_SPAWN_POINTS]; + char *classname; + + if (teamstate == TEAM_BEGIN) { + if (team == TEAM_HUMANS) + classname = "team_CTF_redplayer"; + else if (team == TEAM_DROIDS) + classname = "team_CTF_blueplayer"; + else + return NULL; + } else { + if (team == TEAM_HUMANS) + classname = "team_CTF_redspawn"; + else if (team == TEAM_DROIDS) + classname = "team_CTF_bluespawn"; + else + return NULL; + } + count = 0; + + spot = NULL; + + while ((spot = G_Find (spot, FOFS(classname), classname)) != NULL) { + if ( SpotWouldTelefrag( spot ) ) { + continue; + } + spots[ count ] = spot; + if (++count == MAX_TEAM_SPAWN_POINTS) + break; + } + + if ( !count ) { // no spots that won't telefrag + return G_Find( NULL, FOFS(classname), classname); + } + + selection = rand() % count; + return spots[ selection ]; +} + + +/* +=========== +SelectCTFSpawnPoint + +============ +*/ +gentity_t *SelectCTFSpawnPoint ( team_t team, int teamstate, vec3_t origin, vec3_t angles ) { + gentity_t *spot; + + spot = SelectRandomTeamSpawnPoint ( teamstate, team ); + + if (!spot) { + return SelectSpawnPoint( vec3_origin, origin, angles ); + } + + VectorCopy (spot->s.origin, origin); + origin[2] += 9; + VectorCopy (spot->s.angles, angles); + + return spot; +} + +/*---------------------------------------------------------------------------*/ + +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; + 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]; + a = player->client->ps.stats[STAT_ARMOR]; + if (h < 0) h = 0; + if (a < 0) a = 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++; + } + } + + trap_SendServerCommand( 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->sess.sessionTeam == TEAM_HUMANS || ent->client->sess.sessionTeam == TEAM_DROIDS)) { + + 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->sess.sessionTeam == TEAM_HUMANS || ent->client->sess.sessionTeam == TEAM_DROIDS)) { + TeamplayInfoMessage( ent ); + } + } + } +} + +/*-----------------------------------------------------------------*/ + +/*QUAKED team_CTF_redplayer (1 0 0) (-16 -16 -16) (16 16 32) +Only in CTF games. Red players spawn here at game start. +*/ +void SP_team_CTF_redplayer( gentity_t *ent ) { +} + + +/*QUAKED team_CTF_blueplayer (0 0 1) (-16 -16 -16) (16 16 32) +Only in CTF games. Blue players spawn here at game start. +*/ +void SP_team_CTF_blueplayer( gentity_t *ent ) { +} + + +/*QUAKED team_CTF_redspawn (1 0 0) (-16 -16 -24) (16 16 32) +potential spawning position for red team in CTF games. +Targets will be fired when someone spawns in on them. +*/ +void SP_team_CTF_redspawn(gentity_t *ent) { +} + +/*QUAKED team_CTF_bluespawn (0 0 1) (-16 -16 -24) (16 16 32) +potential spawning position for blue team in CTF games. +Targets will be fired when someone spawns in on them. +*/ +void SP_team_CTF_bluespawn(gentity_t *ent) { +} + + + diff --git a/src/game/g_trigger.c b/src/game/g_trigger.c new file mode 100644 index 00000000..739bf440 --- /dev/null +++ b/src/game/g_trigger.c @@ -0,0 +1,469 @@ +// 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 GNU General Public License as published by + * the Free Software Foundation; either version 2, or (at your option) + * any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#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->sess.sessionTeam != TEAM_HUMANS ) { + return; + } + if ( ( ent->spawnflags & 2 ) && + activator->client->sess.sessionTeam != TEAM_DROIDS ) { + 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 ) { + 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; + } + + BG_TouchJumpPad( &other->client->ps, &self->s ); +} + + +/* +================= +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 / ( .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; + } + /*if ( activator->client->ps.powerups[PW_FLIGHT] ) { + 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; +} + + diff --git a/src/game/g_utils.c b/src/game/g_utils.c new file mode 100644 index 00000000..b134a9df --- /dev/null +++ b/src/game/g_utils.c @@ -0,0 +1,718 @@ +// 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 GNU General Public License as published by + * the Free Software Foundation; either version 2, or (at your option) + * any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#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() { + static char buff[MAX_STRING_CHARS]; + 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; +} + + +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( team_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].sess.sessionTeam == team ) { + trap_SendServerCommand( 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 *ed ) { + trap_UnlinkEntity (ed); // unlink from world + + if ( ed->neverFree ) { + return; + } + + memset (ed, 0, sizeof(*ed)); + ed->classname = "freed"; + ed->freetime = level.time; + ed->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; + } + + // 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_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_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 ); +} + +//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; +} + +// (NOBODY): Code helper function +// +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; +} + + +/* +================ +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..c5af5293 --- /dev/null +++ b/src/game/g_weapon.c @@ -0,0 +1,800 @@ +// 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 GNU General Public License as published by + * the Free Software Foundation; either version 2, or (at your option) + * any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#include "g_local.h" + +static float s_quadFactor; +static vec3_t forward, right, up; +static vec3_t muzzle; + +//TA: for horizontal changes in muzzle point +static int hmuzzle = 10; + +#define NUM_NAILSHOTS 10 + +/* +================ +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); +} + +/* +====================================================================== + +GAUNTLET + +====================================================================== +*/ + +void Weapon_Gauntlet( gentity_t *ent ) { + +} + +/* +=============== +CheckGauntletAttack +=============== +*/ +qboolean CheckGauntletAttack( gentity_t *ent ) { + trace_t tr; + vec3_t end; + gentity_t *tent; + gentity_t *traceEnt; + int damage; + + // set aiming directions + AngleVectors (ent->client->ps.viewangles, forward, right, up); + + CalcMuzzlePoint ( ent, forward, right, up, muzzle ); + + VectorMA (muzzle, 32, forward, end); + + trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT); + 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; + } + + if ( !traceEnt->takedamage) { + return qfalse; + } + + /*if (ent->client->ps.powerups[PW_QUAD] ) { + G_AddEvent( ent, EV_POWERUP_QUAD, 0 ); + s_quadFactor = g_quadfactor.value; + } else*/ { + s_quadFactor = 1; + } + + damage = 50 * s_quadFactor; + G_Damage( traceEnt, ent, ent, forward, tr.endpos, + damage, 0, MOD_GAUNTLET ); + + return qtrue; +} + + +/* +====================================================================== + +MACHINEGUN + +====================================================================== +*/ + +/* +====================== +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; + } + } +} + +#define MACHINEGUN_SPREAD 200 +#define MACHINEGUN_DAMAGE 7 +#define MACHINEGUN_TEAM_DAMAGE 5 // wimpier MG in teamplay + +#define CHAINGUN_SPREAD 1200 +#define CHAINGUN_DAMAGE 14 + +void Bullet_Fire (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; + int i, passent; + + damage *= s_quadFactor; + + 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); + + passent = ent->s.number; + for (i = 0; i < 10; i++) { + + trap_Trace (&tr, muzzle, NULL, NULL, end, passent, 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; + if( LogAccuracyHit( traceEnt, ent ) ) { + ent->client->accuracy_hits++; + } + } 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_MACHINEGUN); + } + break; + } +} + + +/* +====================================================================== + +BFG + +====================================================================== +*/ + +void BFG_Fire ( gentity_t *ent ) { + gentity_t *m; + + m = fire_bfg (ent, muzzle, forward); + m->damage *= s_quadFactor; + m->splashDamage *= s_quadFactor; + +// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics +} + + +/* +====================================================================== + +SHOTGUN + +====================================================================== +*/ + +// DEFAULT_SHOTGUN_SPREAD and DEFAULT_SHOTGUN_COUNT are in bg_public.h, because +// client predicts same spreads +#define DEFAULT_SHOTGUN_DAMAGE 10 + +qboolean ShotgunPellet( vec3_t start, vec3_t end, gentity_t *ent ) { + trace_t tr; + int damage, i, passent; + gentity_t *traceEnt; + vec3_t tr_start, tr_end; + + passent = ent->s.number; + VectorCopy( start, tr_start ); + VectorCopy( end, tr_end ); + for (i = 0; i < 10; i++) { + trap_Trace (&tr, tr_start, NULL, NULL, tr_end, passent, MASK_SHOT); + traceEnt = &g_entities[ tr.entityNum ]; + + // send bullet impact + if ( tr.surfaceFlags & SURF_NOIMPACT ) { + return qfalse; + } + + if ( traceEnt->takedamage) { + damage = DEFAULT_SHOTGUN_DAMAGE * s_quadFactor; + G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, 0, MOD_SHOTGUN); + if( LogAccuracyHit( traceEnt, ent ) ) { + return qtrue; + } + } + return qfalse; + } + return qfalse; +} + +// 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; + int oldScore; + qboolean hitClient = qfalse; + + // 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 ); + + oldScore = ent->client->ps.persistant[PERS_SCORE]; + + // generate the "random" spread pattern + for ( i = 0 ; i < DEFAULT_SHOTGUN_COUNT ; i++ ) { + r = Q_crandom( &seed ) * DEFAULT_SHOTGUN_SPREAD * 16; + u = Q_crandom( &seed ) * DEFAULT_SHOTGUN_SPREAD * 16; + VectorMA( origin, 8192 * 16, forward, end); + VectorMA (end, r, right, end); + VectorMA (end, u, up, end); + if( ShotgunPellet( origin, end, ent ) && !hitClient ) { + hitClient = qtrue; + ent->client->accuracy_hits++; + } + } +} + + +void weapon_supershotgun_fire (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 ); +} + + +/* +====================================================================== + +GRENADE LAUNCHER + +====================================================================== +*/ + +void weapon_grenadelauncher_fire (gentity_t *ent) { + gentity_t *m; + + // extra vertical velocity + forward[2] += 0.2f; + VectorNormalize( forward ); + + m = fire_grenade (ent, muzzle, forward); + m->damage *= s_quadFactor; + m->splashDamage *= s_quadFactor; + +// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics +} + +/* +====================================================================== + +ROCKET + +====================================================================== +*/ + +void Weapon_RocketLauncher_Fire (gentity_t *ent) { + gentity_t *m; + + m = fire_rocket (ent, muzzle, forward); + m->damage *= s_quadFactor; + m->splashDamage *= s_quadFactor; + +// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics +} + + +/* +====================================================================== + +FLAME THROWER + +====================================================================== +*/ + +void Weapon_Flamer_Fire (gentity_t *ent) { + gentity_t *m; + + m = fire_flamer (ent, muzzle, forward); + m->damage *= s_quadFactor; + m->splashDamage *= s_quadFactor; + +// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics +} + +/* +====================================================================== + +RAILGUN + +====================================================================== +*/ + + +/* +================= +weapon_railgun_fire +================= +*/ +#define MAX_RAIL_HITS 4 +void weapon_railgun_fire (gentity_t *ent) { + vec3_t end; + trace_t trace; + gentity_t *tent; + gentity_t *traceEnt; + int damage; + int i; + int hits; + int unlinked; + int passent; + gentity_t *unlinkedEntities[MAX_RAIL_HITS]; + + damage = 100 * s_quadFactor; + + VectorMA (muzzle, 8192, forward, end); + + // trace only against the solids, so the railgun will go through people + unlinked = 0; + hits = 0; + passent = ent->s.number; + do { + trap_Trace (&trace, muzzle, NULL, NULL, end, passent, MASK_SHOT ); + if ( trace.entityNum >= ENTITYNUM_MAX_NORMAL ) { + break; + } + traceEnt = &g_entities[ trace.entityNum ]; + if ( traceEnt->takedamage ) { + if( LogAccuracyHit( traceEnt, ent ) ) { + hits++; + } + G_Damage (traceEnt, ent, ent, forward, trace.endpos, damage, 0, MOD_RAILGUN); + } + if ( trace.contents & CONTENTS_SOLID ) { + break; // we hit something solid enough to stop the beam + } + // unlink this entity, so the next trace will go past it + trap_UnlinkEntity( traceEnt ); + unlinkedEntities[unlinked] = traceEnt; + unlinked++; + } while ( unlinked < MAX_RAIL_HITS ); + + // link back in any entities we unlinked + for ( i = 0 ; i < unlinked ; i++ ) { + trap_LinkEntity( unlinkedEntities[i] ); + } + + // the final trace endpos will be the terminal point of the rail trail + + // snap the endpos to integers to save net bandwidth, but nudged towards the line + SnapVectorTowards( trace.endpos, muzzle ); + + // send railgun beam effect + tent = G_TempEntity( trace.endpos, EV_RAILTRAIL ); + + // set player number for custom colors on the railtrail + tent->s.clientNum = ent->s.clientNum; + + VectorCopy( muzzle, tent->s.origin2 ); + // move origin a bit to come closer to the drawn gun muzzle + VectorMA( tent->s.origin2, 4, right, tent->s.origin2 ); + VectorMA( tent->s.origin2, -1, up, tent->s.origin2 ); + + // no explosion at end if SURF_NOIMPACT, but still make the trail + if ( trace.surfaceFlags & SURF_NOIMPACT ) { + tent->s.eventParm = 255; // don't make the explosion at the end + } else { + tent->s.eventParm = DirToByte( trace.plane.normal ); + } + tent->s.clientNum = ent->s.clientNum; + + // give the shooter a reward sound if they have made two railgun hits in a row + if ( hits == 0 ) { + // complete miss + ent->client->accurateCount = 0; + } else { + // check for "impressive" reward sound + ent->client->accurateCount += hits; + if ( ent->client->accurateCount >= 2 ) { + ent->client->accurateCount -= 2; + ent->client->ps.persistant[PERS_IMPRESSIVE_COUNT]++; + // add the sprite over the player's head + //ent->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); + ent->client->ps.eFlags |= EF_AWARD_IMPRESSIVE; + ent->client->rewardTime = level.time + REWARD_SPRITE_TIME; + } + ent->client->accuracy_hits++; + } + +} + + +/* +====================================================================== + +GRAPPLING HOOK + +====================================================================== +*/ + +void Weapon_GrapplingHook_Fire (gentity_t *ent) +{ + if (!ent->client->fireHeld && !ent->client->hook) + fire_grapple (ent, muzzle, forward); + + ent->client->fireHeld = qtrue; +} + +void Weapon_HookFree (gentity_t *ent) +{ + ent->parent->client->hook = NULL; + ent->parent->client->ps.pm_flags &= ~PMF_GRAPPLE_PULL; + G_FreeEntity( ent ); +} + +void Weapon_HookThink (gentity_t *ent) +{ + if (ent->enemy) { + vec3_t v, oldorigin; + + VectorCopy(ent->r.currentOrigin, oldorigin); + v[0] = ent->enemy->r.currentOrigin[0] + (ent->enemy->r.mins[0] + ent->enemy->r.maxs[0]) * 0.5; + v[1] = ent->enemy->r.currentOrigin[1] + (ent->enemy->r.mins[1] + ent->enemy->r.maxs[1]) * 0.5; + v[2] = ent->enemy->r.currentOrigin[2] + (ent->enemy->r.mins[2] + ent->enemy->r.maxs[2]) * 0.5; + SnapVectorTowards( v, oldorigin ); // save net bandwidth + + G_SetOrigin( ent, v ); + } + + VectorCopy( ent->r.currentOrigin, ent->parent->client->ps.grapplePoint); +} + +/* +====================================================================== + +LIGHTNING GUN + +====================================================================== +*/ + + +void Weapon_LightningFire( gentity_t *ent ) { + trace_t tr; + vec3_t end; + gentity_t *traceEnt, *tent; + int damage, i, passent; + + damage = 8 * s_quadFactor; + + passent = ent->s.number; + for (i = 0; i < 10; i++) { + VectorMA( muzzle, LIGHTNING_RANGE, forward, end ); + + trap_Trace( &tr, muzzle, NULL, NULL, end, passent, MASK_SHOT ); + + if ( tr.entityNum == ENTITYNUM_NONE ) { + return; + } + + traceEnt = &g_entities[ tr.entityNum ]; + + if ( traceEnt->takedamage) { + G_Damage( traceEnt, ent, ent, forward, tr.endpos, + damage, 0, MOD_LIGHTNING); + } + + 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; + if( LogAccuracyHit( traceEnt, ent ) ) { + ent->client->accuracy_hits++; + } + } else if ( !( tr.surfaceFlags & SURF_NOIMPACT ) ) { + tent = G_TempEntity( tr.endpos, EV_MISSILE_MISS ); + tent->s.eventParm = DirToByte( tr.plane.normal ); + } + + break; + } +} + + +//====================================================================== + +/* +====================================================================== + +BUILD GUN + +====================================================================== +*/ + + +///////build weapons +/* +=============== +Weapon_Abuild_Fire +=============== +*/ +void Weapon_Abuild_Fire( gentity_t *ent ) +{ + G_AddPredictableEvent( ent, EV_MENU, MN_ABUILD ); +} + +/* +=============== +Weapon_Hbuild_Fire +=============== +*/ +void Weapon_Hbuild_Fire( gentity_t *ent ) +{ + G_AddPredictableEvent( ent, EV_MENU, MN_HBUILD ); +} +///////build weapons + +/* +=============== +Weapon_Venom_Fire +=============== +*/ +void Weapon_Venom_Fire( 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, 32, 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 && 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; + } + + if ( traceEnt->takedamage) { + G_Damage( traceEnt, ent, ent, forward, tr.endpos, 50, 0, MOD_VENOM ); + } + +} + +//====================================================================== + +/* +=============== +LogAccuracyHit +=============== +*/ +qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker ) { + if( !target->takedamage ) { + return qfalse; + } + + if ( target == attacker ) { + return qfalse; + } + + if( !target->client ) { + return qfalse; + } + + if( !attacker->client ) { + return qfalse; + } + + if( target->client->ps.stats[STAT_HEALTH] <= 0 ) { + return qfalse; + } + + if ( OnSameTeam( target, attacker ) ) { + return qfalse; + } + + return qtrue; +} + + +/* +=============== +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, 8, forward, muzzlePoint ); + + //TA: move the muzzle a bit with BFG + if( ent->s.weapon == WP_BFG ) + { + VectorMA( muzzlePoint, hmuzzle, right, muzzlePoint ); + hmuzzle = -hmuzzle; + } + + // snap to integer coordinates for more efficient network bandwidth usage + SnapVector( muzzlePoint ); +} + +/* +=============== +CalcMuzzlePointOrigin + +set muzzle location relative to pivoting eye +=============== +*/ +void CalcMuzzlePointOrigin ( gentity_t *ent, vec3_t origin, 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, 14, forward, muzzlePoint ); + // snap to integer coordinates for more efficient network bandwidth usage + SnapVector( muzzlePoint ); +} + + +/* +=============== +FireWeapon +=============== +*/ +void FireWeapon( gentity_t *ent ) { + /*if (ent->client->ps.powerups[PW_QUAD] ) { + s_quadFactor = g_quadfactor.value; + } else*/ { + s_quadFactor = 1; + } + + // track shots taken for accuracy tracking. Grapple is not a weapon and gauntet is just not tracked + if( ent->s.weapon != WP_GRAPPLING_HOOK && ent->s.weapon != WP_GAUNTLET ) { + ent->client->accuracy_shots++; + } + + // set aiming directions + AngleVectors (ent->client->ps.viewangles, forward, right, up); + + CalcMuzzlePointOrigin ( ent, ent->client->oldOrigin, forward, right, up, muzzle ); + + // fire the specific weapon + switch( ent->s.weapon ) { + case WP_GAUNTLET: + Weapon_Gauntlet( ent ); + break; + case WP_LIGHTNING: + Weapon_LightningFire( ent ); + break; + case WP_SHOTGUN: + weapon_supershotgun_fire( ent ); + break; + case WP_MACHINEGUN: + if ( g_gametype.integer != GT_TEAM ) { + Bullet_Fire( ent, MACHINEGUN_SPREAD, MACHINEGUN_DAMAGE, MOD_MACHINEGUN ); + } else { + Bullet_Fire( ent, MACHINEGUN_SPREAD, MACHINEGUN_TEAM_DAMAGE, MOD_MACHINEGUN ); + } + break; + case WP_CHAINGUN: + Bullet_Fire( ent, CHAINGUN_SPREAD, CHAINGUN_DAMAGE, MOD_CHAINGUN ); + break; + case WP_GRENADE_LAUNCHER: + weapon_grenadelauncher_fire( ent ); + break; + case WP_ROCKET_LAUNCHER: + Weapon_RocketLauncher_Fire( ent ); + break; + case WP_FLAMER: + Weapon_Flamer_Fire( ent ); + break; + case WP_RAILGUN: + weapon_railgun_fire( ent ); + break; + case WP_BFG: + BFG_Fire( ent ); + break; + case WP_GRAPPLING_HOOK: + Weapon_GrapplingHook_Fire( ent ); + break; + case WP_VENOM: + Weapon_Venom_Fire( ent ); + break; + case WP_ABUILD: + Weapon_Abuild_Fire( ent ); + break; + case WP_HBUILD: + Weapon_Hbuild_Fire( ent ); + break; + case WP_SCANNER: //scanner doesn't "fire" + default: +// FIXME G_Error( "Bad ent->s.weapon" ); + break; + } +} + diff --git a/src/game/surfaceflags.h b/src/game/surfaceflags.h new file mode 100644 index 00000000..a6356d10 --- /dev/null +++ b/src/game/surfaceflags.h @@ -0,0 +1,81 @@ +// 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 GNU General Public License as published by + * the Free Software Foundation; either version 2, or (at your option) + * any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +// 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_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) + +#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 + |