/* Copyright (C) 1997-2001 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // g_utils.c -- misc utility functions for game module #include "g_local.h" #include "g_gametypes.h" void G_ProjectSource( vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result ) { result[0] = point[0] + forward[0] * distance[0] + right[0] * distance[1]; result[1] = point[1] + forward[1] * distance[0] + right[1] * distance[1]; result[2] = point[2] + forward[2] * distance[0] + right[2] * distance[1] + distance[2]; } /* ============= G_Find Searches all active entities for the next one that holds the matching string at fieldofs (use the FOFS() macro) in the structure. Searches beginning at the edict after from, or the beginning if NULL NULL will be returned if the end of the list is reached. ============= */ edict_t *G_Find( edict_t *from, size_t fieldofs, char *match ) { char *s; if( !from ) from = world; else from++; for( ; from < &game.edicts[game.numentities]; from++ ) { if( !from->r.inuse ) continue; s = *(char **) ((qbyte *)from + fieldofs); if( !s ) continue; if( !Q_stricmp (s, match) ) return from; } return NULL; } /* ================= findradius Returns entities that have origins within a spherical area findradius (origin, radius) ================= */ edict_t *findradius( edict_t *from, vec3_t org, float rad ) { vec3_t eorg; int j; if( !from ) from = world; else from++; for( ; from < &game.edicts[game.numentities]; from++ ) { if( !from->r.inuse ) continue; if( from->r.solid == SOLID_NOT ) continue; for( j=0 ; j<3 ; j++ ) eorg[j] = org[j] - (from->s.origin[j] + (from->r.mins[j] + from->r.maxs[j])*0.5); if( VectorLengthFast(eorg) > rad ) continue; return from; } return NULL; } //================= //G_FindBoxInRadius //Returns entities that have their boxes within a spherical area //================= edict_t *G_FindBoxInRadius( edict_t *from, vec3_t org, float rad ) { int j; vec3_t mins, maxs; if( !from ) from = world; else from++; for( ; from < &game.edicts[game.numentities]; from++ ) { if( !from->r.inuse ) continue; if( from->r.solid == SOLID_NOT ) continue; // make absolute mins and maxs for( j = 0; j < 3; j++ ) { mins[j] = from->s.origin[j] + from->r.mins[j]; maxs[j] = from->s.origin[j] + from->r.maxs[j]; } if( !BoundsAndSphereIntersect(mins, maxs, org, rad) ) continue; return from; } return NULL; } /* ============= G_PickTarget Searches all active entities for the next one that holds the matching string at fieldofs (use the FOFS() macro) in the structure. Searches beginning at the edict after from, or the beginning if NULL NULL will be returned if the end of the list is reached. ============= */ #define MAXCHOICES 8 edict_t *G_PickTarget( char *targetname ) { edict_t *ent = NULL; int num_choices = 0; edict_t *choice[MAXCHOICES]; if( !targetname ) { 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]; } void Think_Delay( edict_t *ent ) { G_UseTargets( ent, ent->activator ); G_FreeEdict( ent ); } /* ============================== G_UseTargets the global "activator" should be set to the entity that initiated the firing. If self.delay is set, a DelayedUse entity will be created that will actually do the SUB_UseTargets after that many seconds have passed. Centerprints any self.message to the activator. Search for (string)targetname in all entities that match (string)self.target and call their .use function ============================== */ void G_UseTargets( edict_t *ent, edict_t *activator ) { edict_t *t; // // check for a delay // if( ent->delay ) { // create a temp object to fire at a later time t = G_Spawn(); t->classname = "DelayedUse"; t->nextthink = level.timemsec + 1000 * ent->delay; t->think = Think_Delay; t->activator = activator; if( !activator ) G_Printf( "Think_Delay with no activator\n" ); t->message = ent->message; t->target = ent->target; t->killtarget = ent->killtarget; return; } // // print the message // if( (ent->message) && !(activator->r.svflags & SVF_MONSTER) ) { G_CenterPrintMsg( activator, "%s", ent->message ); if( ent->noise_index ) G_Sound( activator, CHAN_AUTO, ent->noise_index, 1, ATTN_NORM ); else G_Sound( activator, CHAN_AUTO, trap_SoundIndex( S_WORLD_MESSAGE ), 1, ATTN_NORM ); } // // kill killtargets // if( ent->killtarget ) { t = NULL; while( ( t = G_Find(t, FOFS(targetname), ent->killtarget) ) ) { G_FreeEdict( t ); if( !ent->r.inuse ) { G_Printf( "entity was removed while using killtargets\n" ); return; } } } // G_Printf ("TARGET: activating %s\n", ent->target); // // fire targets // if( ent->target ) { t = NULL; while( ( t = G_Find(t, FOFS(targetname), ent->target) ) ) { if( t == ent ) { G_Printf( "WARNING: Entity used itself.\n" ); } else { if( t->use ) t->use( t, ent, activator ); } if( !ent->r.inuse ) { G_Printf( "entity was removed while using targets\n" ); return; } } } } vec3_t VEC_UP = {0, -1, 0}; vec3_t MOVEDIR_UP = {0, 0, 1}; vec3_t VEC_DOWN = {0, -2, 0}; vec3_t MOVEDIR_DOWN = {0, 0, -1}; void G_SetMovedir( vec3_t angles, vec3_t movedir ) { if( VectorCompare(angles, VEC_UP) ) { VectorCopy( MOVEDIR_UP, movedir ); } else if( VectorCompare(angles, VEC_DOWN) ) { VectorCopy( MOVEDIR_DOWN, movedir ); } else { AngleVectors( angles, movedir, NULL, NULL ); } VectorClear( angles ); } float vectoyaw( vec3_t vec ) { float yaw; if( /* vec[YAW] == 0 && */ vec[PITCH] == 0 ) { yaw = 0; if( vec[YAW] > 0 ) yaw = 90; else if( vec[YAW] < 0 ) yaw = -90; } else { yaw = RAD2DEG( atan2(vec[YAW], vec[PITCH]) ); if (yaw < 0) yaw += 360; } return yaw; } char *G_CopyString( char *in ) { char *out; out = G_Malloc( strlen(in)+1 ); strcpy( out, in ); return out; } void G_InitEdict( edict_t *e ) { e->r.inuse = qtrue; e->classname = "noclass"; e->gravity = 1.0; e->s.number = e - game.edicts; //wsw clean up the backpack counts memset( e->invpak, 0, sizeof(e->invpak) ); } /* ================= G_Spawn Either finds a free edict, or allocates a new one. Try to avoid reusing an entity that was recently freed, because it can cause the client to think the entity morphed into something else instead of being removed and recreated, which can cause interpolated angles and bad trails. ================= */ edict_t *G_Spawn( void ) { int i; edict_t *e; e = &game.edicts[game.maxclients+1]; for( i=game.maxclients+1 ; ir.inuse && ( e->freetime < 2 || level.time - e->freetime > 0.5 ) ) { G_InitEdict( e ); return e; } } if( i == game.maxentities ) G_Error( "G_Spawn: no free edicts" ); game.numentities++; trap_LocateEntities( game.edicts, sizeof(game.edicts[0]), game.numentities, game.maxentities ); G_InitEdict( e ); return e; } /* ================= G_FreeEdict Marks the edict as free ================= */ void G_FreeEdict( edict_t *ed ) { trap_UnlinkEntity( ed ); // unlink from world if( (ed - game.edicts) <= (game.maxclients + BODY_QUEUE_SIZE) ) { // G_Printf ("tried to free special edict\n"); return; } G_FreeAI( ed ); //mbotgame memset( ed, 0, sizeof(*ed) ); ed->classname = "freed"; ed->freetime = level.time; ed->r.inuse = qfalse; } /* ============ G_AddEvent ============ */ void G_AddEvent( edict_t *ent, int event, int parm, qboolean highPriority ) { if( !ent || ent == world || !ent->r.inuse ) { return; } if( !event ) { return; } // replace the most outdated low-priority event if( !highPriority ) { int oldEventNum = -1; if( !ent->eventPriority[0] && !ent->eventPriority[1] ) { oldEventNum = (ent->numEvents + 1) & 2; } else if( !ent->eventPriority[0] ) { oldEventNum = 0; } else if( !ent->eventPriority[1] ) { oldEventNum = 1; } // no luck if( oldEventNum == -1 ) { return; } ent->s.events[oldEventNum] = event; ent->s.eventParms[oldEventNum] = parm; ent->eventPriority[oldEventNum] = qfalse; return; } ent->s.events[ent->numEvents & 1] = event; ent->s.eventParms[ent->numEvents & 1] = parm; ent->eventPriority[ent->numEvents & 1] = highPriority; ent->numEvents++; } /* ============ G_SpawnEvent ============ */ edict_t *G_SpawnEvent( int event, int parm, vec3_t origin ) { edict_t *ent; ent = G_Spawn(); ent->s.type = ET_EVENT; ent->freeAfterEvent = qtrue; if( origin != NULL ) VectorCopy( origin, ent->s.origin ); G_AddEvent( ent, event, parm, qtrue ); trap_LinkEntity( ent ); return ent; } /* ============ G_TurnEntityIntoEvent ============ */ void G_TurnEntityIntoEvent( edict_t *ent, int event, int parm ) { ent->s.type = ET_EVENT; ent->r.solid = SOLID_NOT; ent->freeAfterEvent = qtrue; G_AddEvent( ent, event, parm, qtrue ); trap_LinkEntity( ent ); } #ifdef COLLISION4D /* ============ G_TouchTriggers ============ */ void G_TouchTriggers( edict_t *ent ) { int i, num; edict_t *hit; int touch[MAX_EDICTS]; vec3_t mins, maxs; // dead things don't activate triggers! if( (ent->r.client || (ent->r.svflags & SVF_MONSTER)) && G_IsDead(ent) ) return; VectorAdd( ent->s.origin, ent->r.mins, mins ); VectorAdd( ent->s.origin, ent->r.maxs, maxs ); // FIXME: should be s.origin + mins and s.origin + maxs because of absmin and absmax padding? num = trap_BoxEdicts( ent->r.absmin, ent->r.absmax, touch, MAX_EDICTS, AREA_TRIGGERS ); // be careful, it is possible to have an entity in this // list removed before we get to it (killtriggered) for( i = 0; i < num; i++ ) { hit = &game.edicts[touch[i]]; if( !hit->r.inuse ) continue; if( !hit->touch ) continue; if( !hit->item && !trap_EntityContact( mins, maxs, hit ) ) continue; hit->touch (hit, ent, NULL, 0); } } /* ============ G_TouchSolids Call after linking a new trigger in during gameplay to force all entities it covers to immediately touch it ============ */ void G_TouchSolids( edict_t *ent ) { int i, num; edict_t *hit; int touch[MAX_EDICTS]; vec3_t mins, maxs; // FIXME: should be s.origin + mins and s.origin + maxs because of absmin and absmax padding? num = trap_BoxEdicts( ent->r.absmin, ent->r.absmax, touch, MAX_EDICTS, AREA_SOLID); // be careful, it is possible to have an entity in this // list removed before we get to it (killtriggered) for( i = 0; i < num; i++ ) { hit = &game.edicts[touch[i]]; if( !hit->r.inuse ) continue; VectorAdd( hit->s.origin, hit->r.mins, mins ); VectorAdd( hit->s.origin, hit->r.maxs, maxs ); if( !ent->item && !trap_EntityContact( mins, maxs, ent ) ) continue; if( ent->touch ) ent->touch( hit, ent, NULL, 0 ); if( !ent->r.inuse ) break; } } #else /* ============ G_TouchTriggers ============ */ void G_TouchTriggers (edict_t *ent) { int i, num; edict_t *touch[MAX_EDICTS], *hit; vec3_t mins, maxs; // dead things don't activate triggers! if( (ent->r.client || (ent->r.svflags & SVF_MONSTER)) && G_IsDead(ent) ) return; VectorAdd( ent->s.origin, ent->r.mins, mins ); VectorAdd( ent->s.origin, ent->r.maxs, maxs ); // FIXME: should be s.origin + mins and s.origin + maxs because of absmin and absmax padding? num = trap_BoxEdicts( ent->r.absmin, ent->r.absmax, touch, MAX_EDICTS, AREA_TRIGGERS ); // be careful, it is possible to have an entity in this // list removed before we get to it (killtriggered) for( i = 0; i < num; i++ ) { hit = touch[i]; if( !hit->r.inuse ) continue; if( !hit->touch ) continue; if( !hit->item && !trap_EntityContact( mins, maxs, hit ) ) continue; hit->touch (hit, ent, NULL, 0); } } /* ============ G_TouchSolids Call after linking a new trigger in during gameplay to force all entities it covers to immediately touch it ============ */ void G_TouchSolids (edict_t *ent) { int i, num; edict_t *touch[MAX_EDICTS], *hit; vec3_t mins, maxs; // FIXME: should be s.origin + mins and s.origin + maxs because of absmin and absmax padding? num = trap_BoxEdicts( ent->r.absmin, ent->r.absmax, touch, MAX_EDICTS, AREA_SOLID); // be careful, it is possible to have an entity in this // list removed before we get to it (killtriggered) for( i = 0; i < num; i++ ) { hit = touch[i]; if( !hit->r.inuse ) continue; VectorAdd( hit->s.origin, hit->r.mins, mins ); VectorAdd( hit->s.origin, hit->r.maxs, maxs ); if( !ent->item && !trap_EntityContact( mins, maxs, ent ) ) continue; if( ent->touch ) ent->touch( hit, ent, NULL, 0 ); if( !ent->r.inuse ) break; } } #endif /* ============ G_InitMover ============ */ void G_InitMover( edict_t *ent ) { ent->r.solid = SOLID_BSP; ent->movetype = MOVETYPE_PUSH; trap_SetBrushModel( ent, ent->model ); if( ent->model2 ) { ent->s.modelindex2 = trap_ModelIndex( ent->model2 ); } if( ent->light || !VectorCompare(ent->color, vec3_origin) ) { int r, g, b, i; if( !ent->light ) i = 100; else i = ent->light; i /= 4; i = min (i, 255); r = ent->color[0]; if( r <= 1.0 ) { r *= 255; } clamp (r, 0, 255); g = ent->color[1]; if( g <= 1.0 ) { g *= 255; } clamp (g, 0, 255); b = ent->color[2]; if( b <= 1.0 ) { b *= 255; } clamp (b, 0, 255); ent->s.light = COLOR_RGBA( r, g, b, i ); } } /* ============ G_PlayerGender server doesn't know the model gender, so all are neutrals in console prints. ============ */ int G_PlayerGender( edict_t *player ) { return GENDER_NEUTRAL; } /* ============ G_PrintMsg NULL sends to all the message to all clients ============ */ void G_PrintMsg( edict_t *ent, char *fmt, ... ) { char msg[1024]; va_list argptr; char *s, *p; va_start( argptr, fmt ); vsnprintf( msg, sizeof(msg) - 1, fmt, argptr ); va_end( argptr ); msg[sizeof(msg)-1] = 0; // double quotes are bad while( (p = strchr(msg, '\"')) != NULL ) *p = '\''; s = va( "pr \"%s\"", msg ); if( !ent ) { int i; for( i = 0; i < game.maxclients; i++ ) { ent = game.edicts + 1 + i; if( !ent->r.inuse ) continue; if( !ent->r.client ) continue; trap_ServerCmd( ent, s ); } // mirror at server console if( dedicated->integer ) G_Printf( "%s", msg ); return; } if( ent->r.inuse && ent->r.client ) trap_ServerCmd( ent, s ); } void G_ChatMsg( edict_t *ent, char *fmt, ... ) { char msg[1024]; va_list argptr; char *s, *p; va_start( argptr, fmt ); vsnprintf( msg, sizeof(msg) - 1, fmt, argptr ); va_end( argptr ); msg[sizeof(msg)-1] = 0; // double quotes are bad while( (p = strchr(msg, '\"')) != NULL ) *p = '\''; s = va( "ch \"%s\"", msg ); if( !ent ) { int i; for( i = 0; i < game.maxclients; i++ ) { ent = game.edicts + 1 + i; if( !ent->r.inuse || !ent->r.client || !ent->r.client->pers.connected ) continue; trap_ServerCmd( ent, s ); } // mirror at server console if( dedicated->integer ) G_Printf( "%s", msg ); return; } if( ent->r.inuse && ent->r.client && ent->r.client->pers.connected ) trap_ServerCmd( ent, s ); } /* ============ G_CenterPrintMsg NULL sends to all the message to all clients ============ */ void G_CenterPrintMsg( edict_t *ent, char *fmt, ... ) { char msg[1024]; va_list argptr; char *p; va_start( argptr, fmt ); vsnprintf( msg, sizeof(msg), fmt, argptr ); va_end( argptr ); msg[sizeof(msg)-1] = 0; // double quotes are bad while( (p = strchr(msg, '\"')) != NULL ) *p = '\''; trap_ServerCmd( ent, va ( "cp \"%s\"", msg ) ); } /* ============ G_Obituary Prints death message to all clients ============ */ void G_Obituary( edict_t *victim, edict_t *attacker, int mod ) { if( victim && attacker ) trap_ServerCmd( NULL, va( "obry %i %i %i", victim - game.edicts, attacker - game.edicts, mod ) ); } /* ============ G_PrintMatchMessage Sends match message to a client Only used by the update functions below ============ */ static void G_PrintMatchMsg( edict_t *ent, char *fmt, ... ) { char msg[1024]; va_list argptr; char *p; va_start( argptr, fmt ); vsnprintf( msg, sizeof(msg), fmt, argptr ); va_end( argptr ); msg[sizeof(msg)-1] = 0; // double quotes are bad while( (p = strchr(msg, '\"')) != NULL ) *p = '\''; trap_ServerCmd( ent, va("mm \"%s\"", msg) ); } /* ============ G_UpdatePlayerMatchMsg Sends correct match msg to one client Must be called whenever client's team, ready status or chase mode changes ============ */ void G_UpdatePlayerMatchMsg( edict_t *ent ) { if( match.state < MATCH_STATE_WARMUP || match.state > MATCH_STATE_PLAYTIME ) G_PrintMatchMsg( ent, "" ); if( ent->s.team == TEAM_SPECTATOR ) { if( G_Gametype_hasChallengersQueue( game.gametype ) ) { if( ent->r.client->pers.queueTimeStamp && ent->s.team == TEAM_SPECTATOR ) { // He is in the queue G_PrintMatchMsg( ent, "'ESC' for in-game menu.\nYou are inside the challengers queue waiting for your turn to play.\nUse the in-game menu, or type 'spec' in the console to exit the queue.\n--\nUse the mouse buttons for switching spectator modes." ); } else { G_PrintMatchMsg( ent, "'ESC' for in-game menu.\nUse the in-game menu or type 'join' in the console to enter the challengers queue.\nOnly players in the queue will have a turn to play against the last winner.\n--\nUse the mouse buttons for switching spectator modes." ); } } else { if( ent->r.client->chase.active ) G_PrintMatchMsg( ent, "" ); else G_PrintMatchMsg( ent, "'ESC' for in-game menu.\nMouse buttons for switching spectator modes.\nThis message can be hidden by disabling 'help' in graphic options menu." ); } } else { if( match.state == MATCH_STATE_WARMUP ) { if( !match.ready[PLAYERNUM(ent)] ) G_PrintMatchMsg( ent, "Set yourself READY to start the match!\n You can use the in-game menu or type 'ready' in the console." ); else G_PrintMatchMsg( ent, "" ); } else { G_PrintMatchMsg( ent, "" ); } } } /* ============ G_UpdatePlayerMatchMsg Sends correct match msg to every client Must be called whenever match state changes ============ */ void G_UpdatePlayersMatchMsgs( void ) { int i; edict_t *cl_ent; for( i = 0; i < game.maxclients; i++ ) { cl_ent = game.edicts + 1 + i; if( !cl_ent->r.inuse ) continue; G_UpdatePlayerMatchMsg( cl_ent ); } } /* ================= G_Sound ================= */ void G_Sound( edict_t *ent, int channel, int soundindex, float volume, float attenuation ) { if( ent ) trap_Sound( NULL, ent, channel, soundindex, volume, attenuation ); } /* ================= G_PositionedSound ================= */ void G_PositionedSound( vec3_t origin, edict_t *ent, int channel, int soundindex, float volume, float attenuation ) { if( origin || ent ) trap_Sound( origin, ent, channel, soundindex, volume, attenuation ); } /* ================= G_GlobalSound ================= */ void G_GlobalSound( int channel, int soundindex ) { trap_Sound( vec3_origin, game.edicts, channel | CHAN_NO_PHS_ADD | CHAN_RELIABLE, soundindex, 1.0, ATTN_NONE ); } /* ============================================================================== Kill box ============================================================================== */ //================= //KillBox // //Kills all entities that would touch the proposed new positioning //of ent. Ent should be unlinked before calling this! //================= qboolean KillBox( edict_t *ent ) { trace_t tr; while( 1 ) { //trap_Trace (&tr, ent->s.origin, ent->r.mins, ent->r.maxs, ent->s.origin, NULL, MASK_PLAYERSOLID); trap_Trace( &tr, ent->s.origin, ent->r.mins, ent->r.maxs, ent->s.origin, ent, CONTENTS_BODY ); if( tr.fraction == 1.0f && !tr.startsolid ) break; if( tr.ent == ENTNUM(world) ) return qfalse; // found the world if( tr.ent < 1 ) break; // nail it T_Damage( &game.edicts[tr.ent], ent, ent, vec3_origin, ent->s.origin, vec3_origin, 100000, 0, DAMAGE_NO_PROTECTION, MOD_TELEFRAG ); // if we didn't kill it, fail if( game.edicts[tr.ent].r.solid ) return qfalse; } return qtrue; // all clear } /* ============================================================================== Warsow: more miscelanea tools ============================================================================== */ //================= //G_SpawnTeleportEffect //================= void G_SpawnTeleportEffect( edict_t *ent ) { edict_t *event; // add a teleportation effect event = G_SpawnEvent ( EV_PLAYER_TELEPORT_IN, 0, ent->s.origin ); event->r.svflags = SVF_NOOLDORIGIN; event->s.ownerNum = ENTNUM(ent); } //============= //visible //returns 1 if the entity is visible to self, even if not infront () //============= qboolean G_Visible( edict_t *self, edict_t *other ) { vec3_t spot1; vec3_t spot2; trace_t trace; VectorCopy (self->s.origin, spot1); spot1[2] += self->viewheight; VectorCopy (other->s.origin, spot2); spot2[2] += other->viewheight; trap_Trace (&trace, spot1, vec3_origin, vec3_origin, spot2, self, MASK_OPAQUE); //trace = gi.trace( spot1, vec3_origin, vec3_origin, spot2, self, MASK_OPAQUE ); if( trace.fraction == 1.0 ) return qtrue; return qfalse; } //============= //infront //returns 1 if the entity is in front (in sight) of self //============= qboolean G_InFront( edict_t *self, edict_t *other ) { vec3_t vec; float dot; vec3_t forward; AngleVectors( self->s.angles, forward, NULL, NULL ); VectorSubtract( other->s.origin, self->s.origin, vec ); VectorNormalize( vec ); dot = DotProduct( vec, forward ); if( dot > 0.3 ) return qtrue; return qfalse; } //================= //G_SolidMaskForEnt //================= int G_SolidMaskForEnt( edict_t *ent ) { int solidmask; if( ent->r.svflags & SVF_MONSTER ) solidmask = MASK_MONSTERSOLID; else if( ent->r.client ) solidmask = MASK_PLAYERSOLID; else solidmask = MASK_SOLID; return solidmask; } //================= //G_CheckEntGround //================= void G_CheckGround( edict_t *ent ) { vec3_t point; trace_t trace; if( ent->flags & (FL_SWIM|FL_FLY) ) return; if( ent->velocity[2] > 100 ) { ent->groundentity = NULL; return; } // if the hull point one-quarter unit down is solid the entity is on ground point[0] = ent->s.origin[0]; point[1] = ent->s.origin[1]; point[2] = ent->s.origin[2] - 0.25; //jalfixme: should use different masks (MASK_MONSTERSOLID) trap_Trace( &trace, ent->s.origin, ent->r.mins, ent->r.maxs, point, ent, G_SolidMaskForEnt(ent) ); // check steepness if( trace.plane.normal[2] < 0.7 && !trace.startsolid ) { ent->groundentity = NULL; return; } if( !trace.startsolid && !trace.allsolid ) { VectorCopy( trace.endpos, ent->s.origin ); ent->groundentity = &game.edicts[trace.ent]; ent->groundentity_linkcount = ent->groundentity->r.linkcount; ent->velocity[2] = 0; } } //================= //G_CategorizePosition //================= void G_CategorizePosition( edict_t *ent ) { vec3_t point; int cont; // // get waterlevel // point[0] = ent->s.origin[0]; point[1] = ent->s.origin[1]; point[2] = ent->s.origin[2] + ent->r.mins[2] + 1; cont = trap_PointContents (point); if( !(cont & MASK_WATER) ) { ent->waterlevel = 0; ent->watertype = 0; return; } ent->watertype = cont; ent->waterlevel = 1; point[2] += 26; cont = trap_PointContents( point ); if( !(cont & MASK_WATER) ) return; ent->waterlevel = 2; point[2] += 22; cont = trap_PointContents( point ); if( cont & MASK_WATER ) ent->waterlevel = 3; } //================= //G_DropToFloor //================= void G_DropToFloor( edict_t *ent ) { vec3_t end; trace_t trace; ent->s.origin[2] += 1; VectorCopy( ent->s.origin, end ); end[2] -= 256; trap_Trace( &trace, ent->s.origin, ent->r.mins, ent->r.maxs, end, ent, G_SolidMaskForEnt(ent) ); if( trace.fraction == 1 || trace.allsolid ) return; VectorCopy( trace.endpos, ent->s.origin ); trap_LinkEntity(ent); G_CheckGround(ent); G_CategorizePosition(ent); } //============= //G_DropSpawnpointToFloor //============= void G_DropSpawnpointToFloor( edict_t *ent ) { vec3_t start, end; trace_t trace; if( ent->spawnflags & 1 ) // floating items flag return; VectorCopy( ent->s.origin, start ); start[2] += 1; VectorCopy( ent->s.origin, end ); end[2] -= 16000; trap_Trace( &trace, start, playerbox_stand_mins, playerbox_stand_maxs, end, 0, MASK_PLAYERSOLID ); if( !trace.startsolid && trace.fraction < 1.0f ) { VectorCopy( trace.endpos, ent->s.origin ); } } //============= //G_CheckBottom // //Returns false if any part of the bottom of the entity is off an edge that //is not a staircase. // //============= int c_yes, c_no; qboolean G_CheckBottom( edict_t *ent ) { vec3_t mins, maxs, start, stop; trace_t trace; int x, y; float mid, bottom; VectorAdd( ent->s.origin, ent->r.mins, mins ); VectorAdd( ent->s.origin, ent->r.maxs, maxs ); // if all of the points under the corners are solid world, don't bother // with the tougher checks // the corners must be within 16 of the midpoint start[2] = mins[2] - 1; for( x = 0; x <= 1; x++ ) for( y = 0; y <= 1; y++ ) { start[0] = x ? maxs[0] : mins[0]; start[1] = y ? maxs[1] : mins[1]; if( trap_PointContents (start) != CONTENTS_SOLID ) goto realcheck; } c_yes++; return qtrue; // we got out easy realcheck: c_no++; // // check it for real... // start[2] = mins[2]; // the midpoint must be within 16 of the bottom start[0] = stop[0] = (mins[0] + maxs[0])*0.5; start[1] = stop[1] = (mins[1] + maxs[1])*0.5; stop[2] = start[2] - 2*STEPSIZE; trap_Trace( &trace, start, vec3_origin, vec3_origin, stop, ent, G_SolidMaskForEnt(ent) ); if( trace.fraction == 1.0 ) return qfalse; mid = bottom = trace.endpos[2]; // the corners must be within 16 of the midpoint for( x = 0; x <= 1; x++ ) for( y = 0; y <= 1; y++ ) { start[0] = stop[0] = x ? maxs[0] : mins[0]; start[1] = stop[1] = y ? maxs[1] : mins[1]; trap_Trace( &trace, start, vec3_origin, vec3_origin, stop, ent, G_SolidMaskForEnt(ent) ); if( trace.fraction != 1.0 && trace.endpos[2] > bottom ) bottom = trace.endpos[2]; if( trace.fraction == 1.0 || mid - trace.endpos[2] > STEPSIZE ) return qfalse; } c_yes++; return qtrue; } /* ============ G_AddPlayerStateEvent This event is only sent to this client inside its player_state_t. There is no parms. Just a byte sized event number. Jal: to do : add a game-side queue to line up playerstate events. Right now it will send the last one coming up ============ */ void G_AddPlayerStateEvent( gclient_t *client, int event, int parm ) { unsigned int i, eventdata; if( !client ) return; if( !event || event > PSEV_MAX_EVENTS || parm > 0xFF ) return; eventdata = ((event &0xFF)|(parm&0xFF)<<8); for( i = 0; i < 16; i++ ) { if( client->events[i] == PSEV_NONE || client->events[i] == eventdata ) { client->events[i] = eventdata; break; } } } void G_ClearPlayerStateEvents( gclient_t *client ) { if( !client ) return; memset( client->events, PSEV_NONE, sizeof(client->events) ); } //================= //G_PlayerForText // Returns player matching given text. It can be either number of the player or player's name. //================= edict_t *G_PlayerForText( const char *text ) { if( !Q_stricmp(text, va("%i", atoi(text))) && atoi(text) < game.maxclients && game.edicts[atoi(text)+1].r.inuse ) { return &game.edicts[atoi(text)+1]; } else { int i; edict_t *e; char colorless[MAX_INFO_VALUE]; Q_strncpyz( colorless, COM_RemoveColorTokens(text), sizeof(colorless) ); // check if it's a known player name for( i = 0, e = game.edicts+1; i < game.maxclients; i++, e++ ) { if( !e->r.inuse ) continue; if( !Q_stricmp(colorless, COM_RemoveColorTokens(e->r.client->pers.netname)) ) return e; } // nothing found return NULL; } } //================= //G_AnnouncerSound - sends inmediatly. queue client side (excepting at player's ps events queue) //================= void G_AnnouncerSound( edict_t *targ, int soundindex, int team, qboolean queued ) { int psev = queued?PSEV_ANNOUNCER_QUEUED:PSEV_ANNOUNCER; // if it's only for a given player if( targ ) { if( !targ->r.client || trap_GetClientState(PLAYERNUM(targ)) < CS_SPAWNED ) return; G_AddPlayerStateEvent( targ->r.client, psev, soundindex ); return; } // add it to all players { edict_t *ent; for( ent = game.edicts + 1; PLAYERNUM(ent) < game.maxclients; ent++ ) { if( !ent->r.inuse || trap_GetClientState(PLAYERNUM(ent)) < CS_SPAWNED ) continue; // team filter if( team >= TEAM_SPECTATOR && team < GS_MAX_TEAMS && ent->s.team != team ) continue; G_AddPlayerStateEvent( ent->r.client, psev, soundindex ); } } }